TEXT: Weapons of Power Armor Destruction 2
  Requires the use of the d20 Future™ Roleplaying Game, published by Wizards of the Coast, Inc.
  LPJ9862
  
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  Weapons of Power Armor Destruction 2
  WEPAONS OF POWER ARMOR 
  DESTRUCTION 2
  This sourcebook PDF is an additional continuation of 
  the first Weapons of Power Armor Destruction. We have 
  added all kinds of new power armor superstructures, 
  power armor weapons and all kind of new and interesting 
  things that can be used in your local neighborhood game.
  POWER ARMOR 
  SUPERSTRUCTURE
  Living Metal (PL 8)
  The power armor is entered by physically merging the 
  pilot’s body into the living metal superstructure of the 
  power armor, in essence becoming a one being. This 
  merging takes 1 round.  All power armors equipped with 
  Living Metal gain additional 20 points to their Hit Points. 
  Damage to the power armor inflicts psychic anguish on 
  the pilot, but no real damage to the pilot’s personal; hit 
  points.  Catastrophic damage (50% loss of hit point in 
  one attack for example) will cause the pilot to make a 
  Will saving throw (DC 25) to keep consciousness.  Due 
  to the nature of the Living Metal, there is a danger to 
  pilots using the armor more that normally recommended.  
  For every hour above the initial four hours of use, the 
  pilot must make a Fortitude saving throw (DC 25) or the 
  strain of using the power armor becomes too much and 
  the pilot must rest for a minimum of 4+D6 hours before 
  using it again.  Only one specific pilot can physically 
  merge with a living armor power armor.
  Hardness: +5
  Base Purchase DC Modifier: +20
  ARMOR
  Liquid Metal Coating (PL 8)
  This power armor is coated and covered with a liquid 
  metal compound, usually nanites technology, so it gives 
  it shape-shifting abilities so it can mold it into simple 
  weapons like swords or clubs and complex weapon 
  systems like Hard Light Weapon Systems and Mini-
  Chaingun.  Due to the fact that the liquid metal coating 
  is made out of nanites, the liquid metal coating is quite 
  durable and resistant to damage.  Due to the custom-
  ization of this superstructure, power armors will have 
  three more equipment slot (player’s choices) then other 
  comparative power armor body sizes; so large power 
  armor with the liquid metal superstructure will have 11 
  equipment slots instead of the normal 8 slots.
  Equipment Bonus: +6.
  Armor Penalty: 0.
  Speed Penalty: None.
  Purchase DC: 10 + one-half the power armor’s base 
  purchase DC.
  POWER ARMOR 
  DEFENSE SYSTEMS
  Active Denial System (PL 6) 
  The Active Denial System (ADS) works by directing 
  electromagnetic radiation in the microwave region of 
  the electromagnetic spectrum toward the subjects.  The 
  energy in the waves turns to heat upon skin contact and 
  immediately heats water molecules in the skin to around 
  130 degrees Fahrenheit, causing an intensely painful 
  burning sensation.  This type of weapon is only effective 
  against living unarmored targets.  All unarmored targets 
  with in 10 feet of the power armor take 3d6 points of fire 
  damage.
  Equipment Slots: 1
  Activation: Attack Action
  Range: 10 feet range emanating from the power armor
  Target: You
  Duration: Persistent
  Saving Throw: None
  Purchase DC: 10
  Restriction: None
  Energy Absorption Plating (PL 7)
  This defense system effectively covers the power armor’s 
  outer covering with energy collection plating.  This 
  type of plating makes it possible for the power armor 
  to absorb energy, either fire, electricity or sonic.  power 
  armor equipped with this modification will gain energy 
  absorption points equal to one-half the hit points of the 
  power armor.  If the power armor has 60 hit points, then 
  it has 30 points of energy absorption.  When the power 
  armor is attacked by either fire, electricity or sonic 
  attacks, the energy absorption plating will absorb up to 
  the first 30 points of damage from these attacks and any 
  remaining damage will effect as normal.  The power 
  armor will then expunge the absorbed energy a rate of 10 
  points per round, until the energy absorption points reach 
  zero.  The energy absorption plating will be effective 
  as long there are available points.  This defense system 
  cannot be combined with Ablative Armor, Ceramic 
  Composed Plating or Reactive Armor.
  Equipment Slots: None
  Activation: None
  Range: Personal
  Target: You
  Duration: Persistent
  Saving Throw: None
  Purchase DC: 10
  Restriction: None
  POWER ARMOR WEAPONS
  Encephalon Beam (PL 7)
  An encephalon beam causes those to that are hit to 
  make a Fortitude saving throw (DC 25) or the targets 
  
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  Weapons of Power Armor Destruction 2
  to fall into a deep sleeping slumber.  Sleeping creatures 
  are considered to be helpless. Slapping or wounding 
  awakens an affected target, but normal noise will not.  
  Awakening a creature is a standard action (an application 
  of the aid another action). 
  Equipment Slots: 1
  Activation: Attack action
  Range Increment: Emanates from Power Armor
  Area: 20-foot cone
  Duration: 10 minutes
  Saving Throw: Reflex half (DC 15)
  Purchase DC: 20
  Restriction: Military (+3)
  Graphite Rocket Launcher (PL 6)
  A graphite rocket is a non-lethal weapon used to disable 
  electrical power systems.  Graphite rockets work by 
  spreading a cloud of extremely fine carbon fiber wires 
  over electrical components, causing a short-circuit and a 
  disruption of the electrical supply.  Power armors hit by a 
  graphite rocket must succeed on a Fortitude save (DC 25) 
  or be stunned for 1d4 rounds.  The power armor automat-
  ically drops what it is holding and can take no attack or 
  move actions.  While the Power Armor is stunned, apply 
  a –2 penalty to the power armor operator’s Defense (even 
  though the operator is not stunned).
  Equipment Slots: 1, Shoulder only
  Activation: Attack action
  Range: 100 feet.
  Area: 10-foot-radius burst.
  Duration: Instantaneous
  Saving Throw: Fortitude save (DC 25)
  Purchase DC: 10 for rocket launcher and 3 rockets, 5 
  per additional 3-rocket pack
  Restriction: Mil (+3)
  Sticky Foam Cannon (PL 6)
  Sticky foam cannons are non-lethal armament used by 
  those looking to subdue target without damaging the 
  target.  The sticky foam produces multi-stranded mass of 
  strong, sticky foam that trap those caught in it.  Anyone 
  in the effect’s area when the sticky foam cannon hits it 
  target must make a Reflex save (DC 20).  If this save 
  succeeds, the target is entangled, but not prevented from 
  moving, though moving is more difficult than normal 
  for being entangled (see below).  If the save fails, the 
  target is entangled and can’t move from its space, but 
  can break loose by spending 1 round and making a 
  DC 20 Strength check or a DC 25 Escape Artist check.  
  Once loose (either by making the initial Reflex save or a 
  later Strength check or Escape Artist check), a creature 
  remains entangled, but may move through the web very 
  slowly.  Each round devoted to moving allows the target 
  to make a new Strength check or Escape Artist check. 
  The target moves 5 feet for each full 5 points by which 
  the check result exceeds 10.
  Equipment Slots: 1, arm or shoulder
  Activation: Attack action
  Range Increment: 50 feet.
  Target: Single target within 200 feet.
  Duration: Instantaneous
  Saving Throw: None.
  Purchase DC: 12
  Restriction: Restricted (+2)
  MISCELLANEOUS EQUIPMENT
  Digging Bore (PL 6)
  With this a power armor is equipped with a digging bore 
  making it possible for power armor to burrow through 
  ground and solid earth at a rate equal to their move rate.
  Equipment Slots: 1
  Activation: Move Action
  Range: Personal
  Target: You
  Duration: Persistent.
  Saving Throw: None
  Purchase DC: 10
  Restriction: Licensed (+1)
  Fire Suppression System (PL 6)
  This power armor is equipped with a fire suppres-
  sion system to deal with if the power armor of the 
  surrounding areas catches fire.  Anyone wearing the 
  power armor and all those within 10 feet of the power 
  armor will gain a +6 bonus to their saving throw to extin-
  guish and smother the fire, if they have caught fire.  
  Equipment Slots: None
  Activation: Move Action
  Range: 10 feet
  Target: You
  Duration: Persistent.
  Saving Throw: None
  Purchase DC: 5
  Restriction: None  
  Inline Skates (PL 5)
  The power armor is equipped with inline skates that 
  increase the base speed of power armor by 15 feet
  Equipment Slots: 1
  Activation:  Move Action
  Range: Personal
  Target: You
  Duration: Persistent
  Saving Throw: None
  Purchase DC: 10
  Restriction: None
  Rubber Bullets
  Rubber bullets are rubber-coated projectiles.  Rubber 
  bullets are often used in riot control and to disperse 
  protests.  Any weapon that damage type is normally 
  results in ballistic can have it change to do nonlethal 
  damage.  The weapon will still do the same amount of 
  damage, but only in nonlethal damage. 
  Equipment Slots: None
  Activation: None
  Range: Personal
  Target: You
  
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  Weapons of Power Armor Destruction 2
  Duration: Persistent
  Saving Throw: None
  Purchase DC: Per Weapon type
  Restriction: None
  Wall Crawling (PL 6)
  The gloves of the power armor are equipped with pneu-
  matic suction grippers that make it possible for the power 
  armor to climb and travel on vertical surfaces or even 
  traverse ceilings.  The power armor must have its hands 
  free to climb in this manner. The subject gains a climb 
  speed of 20 feet; furthermore, it need not make Climb 
  checks to traverse a vertical or horizontal surface (even 
  upside down). 
  Equipment Slots: None
  Activation: Free action
  Range: Personal
  Target: You
  Duration: Persistent
  Saving Throw: None
  Purchase DC: 10
  Restriction: None
  GRAPPLING SYSTEMS
  Exo-Unit Gauntlets (PL 6)
  Extendible gauntlets may be jettisoned as grappled up to 
  100 feet away, and manipulated as if part of the armor.  
  Because of the weak mooring line, these gauntlets may 
  only be used in zero-gravity conditions.
  Equipment Slots: None
  Activation: Move Action
  Range: 100 feet
  Target: You
  Duration: Persistent
  Saving Throw: None
  Purchase DC: 10
  Restriction: None  
  Tractor Beam Emitter (PL 8)
  A tractor beam emitter projects a short-range gravita-
  tional “tether” that latches onto or immobilizes a single 
  target, usually other power armor, objects or unattended 
  object. The target must be in the same square or in an 
  adjacent square.  Using a tractor beam against another 
  object or an unattended object is an attack action. Against 
  another object, this action provokes an attack of oppor-
  tunity if the power armor being grabbed has a point-
  defense system.  
  To grab a target with a tractor beam, a pilot must 
  succeed at a ranged attack roll. If the attack succeeds, 
  the smaller sized power armor is immediately pulled into 
  the larger power armor’s space (if it isn’t in occupying 
  the same space already); if both power armors are the 
  same size, the target is pulled into the tractoring power 
  armor’s space.  In any case, being pulled into another 
  power armor’s space by a tractor beam does not count 
  against the power armor’s movement.  If the tractoring 
  power armor is one or more size categories larger than 
  the target, the target is effectively immobilized, and 
  tractoring power armor drags the target with it when it 
  moves.  If the tractoring power armor is the same size 
  category as the target or smaller, both the tractoring 
  power armor and the target are effectively immobilized.  
  As an attack action, the tractored power armor can free 
  itself from the tractoring power armor by succeeding 
  at an opposed Pilot check. Each power armor adds a 
  special grapple bonus on its check based on its size: 
  Small +4, Medium +6 and Large +8.  Power armor may 
  only attempt to free itself from a tractor beam (or any 
  other grappling device) once per round.  A power armor 
  held by multiple tractor beams may attempt a single 
  grapple check to escape all of the beams, but must beat 
  the grapple check results of all opponents.  A power 
  armor using a tractor beam to grab another power armor 
  can terminate the beam (thereby releasing its hold on the 
  other power armor) as a free action.
  Equipment Slots: 2
  Activation: Move Action
  Range: 50 feet
  Target: You
  Duration: Persistent
  Saving Throw: None
  Purchase DC: 10 + one-half the base purchase DC of 
  the power armor
  Restriction: Licensed (+1)
  
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  Weapons of Power Armor Destruction
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  Modern System Reference Document Copyright 2002-2003, 
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