Techan Armor

LIGHT ARMOR

Aramid Body Vest: One of the first exports from bastions was complex synthetic fibers. Of these, the most sought after by echan adventurers are the aromatic polyamides. These strong fibers resist heat especially well and are resilient to slashing and piercing actions. Almost all techan armor exports, including nomex, are aramids. Aramid body armor is comprised of an advanced version of kevlar.

Limshau Kawabari: Overlapping layers of leather pieces sewn together to form fit the user, Limshau kawabari looks as unique as it feels. A master leathersmith must individually fit each suit of Limshau leather to its owner, although a captured suit can be resized to fit a new owner at a cost of 2d4x100 gp. It already counts as mastercraft for enchantment purposes. Limshau leather looks distinctive against other leather armors. The most obvious telltale signs are numerous belt latches over the whole body as well as the fact that it is only available from Limshau in white or black.

Nomex Survival Suit: Nomex initially appeared from York though almost simultaneous appearances occurred across the world. It employs a combination of flexible aramid fabrics and rigid ceramic and metal plates. The nomex suit covers the wearer completely, sealing him from the outside environment. Normal nomex comes standard without the rigid plates. The plates inserted into the survival suit amplify its combat effectiveness. The nomex suit has cold/fire resistance 5. The AC bonus of the suit drops to +3 if it soaked with water, only returning when dry.

MEDIUM ARMOR

Lamellar: A divergent technique brought over from across the ocean, lamellar armor consists of small plates that are fastened together in a similar technique to scale mail. The two were developed independently and do not actually share much history together. These plates are usually stitched together via leather or steel. Though history recorded the plates made from everything starting from boiled leather to horn, steel and steel's successors took precedence in the modern age. Lamellar commonly coats a vest or full suit of standard chainmail and their addition is incorporated in their stats.

Nomex Combat Suit: Over the regular survival suit, the combat suit employs and blends harder materials, from rigid Kevlar to flexible nomex fibers. Additional layers of nylon separate staggered sheets of thin polymer plastic. The combat suit has cold / fire resistance 10.

Nanotech Combat Suit: This advanced suit emerged with refugees from Mann, but even they admit to not developing it. They claim it was taken from a single Porto craft that attempted a diplomatic mission to Mann. It is still an extremely rare item and rumors point out that less than a dozen can be found in all of Canam. The suit uses molecule-sized machines to alter the composition of the suit depending on the impact. Usually the combat suit remains elastic and comfortable. However, anytime any impact occurs, the micromachines react with a response time of less than 0.035 seconds. The impact point becomes immediately inflexible and solid, deflecting the attack. A small backpack employs a M5 cell that drains the unit of one charge every time the user is hit, as it repairs the suit afterward.

Spider Silk Suit: Selkirk sold this technology to Angel, which later was stolen by Mann and incorporated into their Apostle pilot control suits. Computer controlled looms weave super thin synthetic silk into an extremely flexible nylon stronger than nomex and almost all other aramids. The strands are based on spider silk but are in fact much stronger. When struck with any attack, the spider silk resists as hard as steel but will still flex more than soft rubber. It employs several thicker pads of Kevlar and carbon fiber in key areas. The spider suit allows for extreme maneuverability. The suit is also insulated, giving it electrical (lightning) resistance 5.

Tech-Mail: The most advanced non-powered armor released from bastions appeared coincidentally from various sources. Based on medieval scale mail, tech-mail utilizes overlapping discs no bigger than gold coins interlaced together to form a durable but flexible covering. The discs, comprised of silicon carbide ceramic and titanium, spread out impacts across the entire body, allowing for greater protection. The exacting pattern of the scales is proportioned perfectly to maximize protection where needed most.

HEAVY ARMOR

Advanced Wasteland Armor: An evolved form of the full combat warrior, the wasteland suit initially appeared to combat the more severe threats to techa. It is basically a lightened pressure suit derived from old designs used in space travel. Cooling systems maintain internal temperature in the harshest environments, offering the suit Fire / Cold / Electricity (Lightning) resistance 10. A sealed helmet processes external gases, allowing the user to be immune to all gas effects without requiring an external oxygen source. An advanced targeting computer offers a +1 bonus to all ranged attack rolls outside the first range increment. A personal perimeter alarm prevents the wearer from being flanked. The entire system runs off an M5 cell that drains 1 charge per hour of use. The armor may still be used without power but loses all bonuses other than the elemental resistance and the AC.

Full combat warrior: The full combat suit is a mixture of nomex and kevlar padding in water-resistant layers of nylon and metallic fibers covered by patterned camouflage. The advanced targeting helmet offers a +1 bonus to all ranged attack rolls outside of the first range increment. The armor offers a +2 bonus to all Hide skill rolls. It comes standard with a short-range radio and nightvision goggles. All systems run off a single M5 cell that drains 1 charge per hour of use. The armor may still be used without power but loses all bonuses other than the AC and bonus to hide.

SHIELDS

Shield, Janoahn Master: Though many from the Bulwark employ the standard fare from the armories in the kingdom, the front line, and most knights and paladins sworn to the wall, guard with a more advanced shield exclusive to Abidan. The master shield is lens-shaped giving it increased rigidity. It is also wrapped with hide leather and additional steel belts for reinforcement. Its design features a hooked tapered end, allowing it to make trip attacks.

ADVANCED ARMOR

Beyond simple heavy armor, some bastions pushed further, developing the next generation of techan warrior. These are power suits that not only protect the user but also amplify their abilities as well. They cannot be used without power. They also gain additional abilities:

Hit Points: The hit points of the suit.

Speed: Basic Land Movement. It is not affected or altered by the user's speed or feats.

Threshold: The suit will absorb this much amount of damage per successful hit before translating the rest to the pilot.

Strength: The strength of the suit. The user may use their own if higher.

Combat with advanced armor:

Advanced armor operates just as armor in almost every way (Max Dex Bonus, Armor Bonus, Armor Penalty, etc). However, they also offer threshold and their own hit points. Every single successful strike is subtracted from the armor's hit points up to the threshold. Any additional damage past translates to the pilot inside.

When an advanced armor reaches zero, it still functions but no longer offers its strength, its sealed environment (if any), any other special abilities, its modifications (if any), nor its additional protection to its pilot via threshold. Only the primary stat line is retained. Movement is reduced by 5 ft. Any weapons on weapon mounts cannot fire. If the user is reduced to 0 hit points, it is assumed the suit has also suffered enough damage to be broken and thus must be repaired.

Apostle Motor Slave: The main front line defender of Mann, this intimidating suit requires its user to slip into a formfitting spider-silk suit that snugs tightly in the control area. The pilot's head fits only partially in the machine's helmet with most of the user's body sitting in the trunk of the power suit. His arms only extend to the elbows and the legs only to the knees. The apostle is banned technology and Mann threatens retribution to any sanctioned government agency employing them. It considers their use outside of Mann's walls blasphemy, claiming the knowledge was bestowed upon them from god. Although this prevents their deployment in other bastions, mercenary units hold no such loyalties and carry no fear of the fanatical city. Selkirk apparently also uses several, blanketing themselves in the security of the mountains, taunting Mann to retrieve their stolen technology personally. It is assumed Sierra Madre actually stole the designs initially as a duplicate model currently floats in the research and development department. In truth, all known models emerge with the refugees escaping Mann to York, some being soldiers selling their technology for a new life outside of their home. If one is lucky enough to escape with such a treasure, the sale offers such a windfall to allow the refugee a lifetime without financial worry, assuming he or she survives.

The suit counts as being large and gains all advantages and penalties of that size. Entering and powering the suit is a full round action if one is in the control suit, which is required. While the apostle operates, it separates the pilot from the outside world. As long as the hull is "unbroken," the pilot is immune to all poisons and gas effects. The apostle also gains acid, cold, and lightning resistance 10 and is immune to fire damage. Its H5 cell lasts one charge per hour of use. Because of its enhanced strength, it may wield long arms one handed and heavy weapons may be used without a brace. While the machine is powered up, it gains regeneration (1) to its own hit points. This is disabled if the machines reaches 0 hit points or is broken.

Hit Points Speed Strength Threshold
100 30 ft. 22 10

Combat Exoskeleton: The combat exoskeleton initially appeared in Selkirk, reverse engineered from stolen Mann technology. This fact is accepted by most except Selkirk, insisting the suits appearing in their ranks came later, indicating their Com-Exs rose from their mining machines. Com-Ex prototypes also appeared in Sierra Madre. The suit resembles an oversized piece of medieval plate made from kevlar and polymers, reinforced by limbs of steel, and amplified by synthetic muscle fibers running through the entire assembly. Though not very pretty, the Com-Ex proved its usefulness in combat.

Entering and powering the suit is the same as full plate armor. Its H5 cell lasts one charge per hour. The Com-Ex gains acid, cold, fire and lightning resistance 5. Because of its enhanced strength, it may wield longarms one handed and heavy weapons may be used without a brace.

Hit Points Speed Strength Threshold
20 20 ft. 20 2

Harvester: This oddball emerged from, of all places, Gnimfall. It's assumed the gnomes helped York build the Zeros and took that knowledge back with them and created the harvester. Much more primitive, some doubt its feasibility. The machine resembles a giant human skeleton, wrapping the pilot in a scant few controls, leaving him otherwise exposed. The harvester's biggest advantage lies with its resilience to magic. The suit has a +10 bonus to EDF rolls. The H4 cell lasts one hour per charge. The suit also counts as being medium and gains all advantages and penalties of that size. Entering and powering the suit is a full round action. Harvesters are made for both humans and gimfen. The gimfen variety is the same size but is fitted with stilts and a booster seat. Because of its enhanced strength, it may wield longarms one handed and heavy weapons may be used without a brace.

Hit Points Speed Strength Threshold
40 20 ft. 20 1

Skinsuit: The skin suit is a small powered armor that leaves little to the imagination. It forms itself to the curvature of the body. A buyer cannot simply buy one off a shelf. It must be customed to the user. It employs a combination of lightweight polymers and kevlar padding reinforced with solid limbs, usually made from silicon carbide ceramic which slides perfectly to allow movement via a magnetorheological fluid. The skinsuit covers the entire body and employs a helmet that seals the suit completely. An H5 cell drains a charge every hour in use. The actual weight of the unit is only 65 lbs. but the enhanced internal structure nullifies its armor check penalty. Entering and powering the suit is the same as donning full plate. While the skinsuit operates, it separates the pilot from the outside world. As long as the hull is "unbroken," the pilot is immune to all poisons and gas effects. The skinsuit also gains acid, cold, and lightning resistance 5 and is immune to fire damage. Its M5 cell lasts one charge per hour.

Hit Points Speed Strength Threshold
50 40 ft. 18 5

ARMOR MODIFICATIONS

These additions only apply to advanced armor. Each suit can carry THREE modifications. Some require their own battery cell to operate. Higher tech modifications can be placed on lower tech armor but the low-tech armor does not protect the high modification from magical interference. The weight of the unit increases and it may add an additional penalty to armor check rolls.

Acid Resistance: This modification withstands the first 10 points of Acid damage per attack. It requires no cell. It stacks with any current resistance.

Anti-Gravity: The armor can fly at a speed of 35 feet. It can ascend at half speed and descend at double speed, and the maneuverability is average. It requires an additional H5 cell that lasts for one minute per charge. Should the cell expire while the subject is still aloft, the cell fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, the suit lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage translated to the user per 10 feet of the fall.

Booster: Hydraulic implants in the suit offer a +2 techa bonus to strength. This slaves off the power cell of the suit but does not drain it anymore. It does not require another cell. This modification does not work on Harvesters.

Collapsible: An odd modification seen usually only on smaller suits is a totally different way of constructing the armor. With only 1 minute, the suit completely disassembles and folds into a case 1 foot by 1 foot per 200 lbs of the suit.

Cold Resistance: This modification withstands the first 10 points of Cold damage per attack. It requires no cell. It stacks with any current resistance.

Electricity Resistance: This modification withstands the first 10 points of Electricity (Lightning) damage per attack. It requires no cell. It stacks with any current resistance.

Fire Resistance: This modification withstands the first 10 points of Fire damage per attack. It requires no cell. It stacks with any current resistance.

Fortification: Additional armor plating prevents flanking and critical hits. There is a 50% chance that these attacks are treated normally. It requires no cell.

Invisibility: A built-in cloaking generator renders the suit invisible per the spell for one round per charge in a H3 clip. Like the spell, the effect dissipates with an attack. Tripling the price removes that disadvantage though most ranged weaponry reveals a shooter's location.

Invulnerability: An advanced design rebuilds the suit with Angelite armor, offering 5 hardness to the suit.

Jumper: Huge hydraulic lifters work off the cell of the suit. It allows a +5 bonus to Jump checks for large suits, +10 to smaller suits.

Phase: Image distortions and light bending generators blurs the armor, incurring half concealment (20% chance miss rate) when activated. A H4 cell lasts for one round per charge.

Stealth: Baffles and insulation silence the unit, offering a +5 the armor check penalty in accordance to Move Silently checks to a maximum of +0. It requires no cell.

Sonic Resistance: This modification withstands the first 10 points of sonic damage per attack. It requires no cell. It stacks with any current resistance.

Weapon Mount: A shoulder or arm mounted assembly, which frees up a hand for the user. This mount acts as a hand or a brace for holding or mounting weapons. Only large suits can mount "Super heavy" weapons. It works off the cell of the suit, not needing one itself.

Armor and Shields

Light armor

Name Cost (GP/UC) Armor/Shield Bonus Maximum Dex Bonus Armor Check Penalty Arcane Spell Failure 30ft 20ft Weight1 TL
Padded 5 +1 +8 0 30 ft. 20 ft. 5 lb.
Leather 10 +2 +6 0 30 ft. 20 ft. 10 lb.
Studded leather 25 +3 +5 -1 5% 30 ft. 20 ft. 15 lb.
Chain shirt 100 +4 +4 -2 10% 30 ft. 20 ft. 20 lb.
Limshau Kawabari 1500 +3 +8 0 30 ft 20 ft. 15 lbs.
Aramid body vest 2000 +5 +5 -1 5% 30ft. 10 lb.
Nomex Survival Suit 5000 +5 +6 0 5% 30ft. 20 lb.

Medium armor

Name Cost (GP/UC) Armor/Shield Bonus Maximum Dex Bonus Armor Check Penalty Arcane Spell Failure 30ft 20ft Weight1 TL
Hide 15 +3 +4 -3 10% 20 ft. 15 ft. 20 lb.
Scale mail 50 +4 +3 -4 15% 20 ft. 15 ft. 25 lb.
Chainmail 150 +5 +2 -5 20% 20 ft. 15 ft. 35 lb.
Lamellar 180 +5 +3 -5 15% 20 ft. 15 ft. 30 lb.
Breastplate / Barrier Vest 200 +5 +3 -4 15% 20 ft. 15 ft. 25 lb.
Flack Longcoat 1200 +4 +3 -4 15% 20 ft. 20 lb.
Nomex Combat Suit 10000 +6 +4 -2 5% 20 ft. 20 lb.
Spider Silk Suit 15000 +6 +5 0 20 ft. 25 lb.
Tech-mail 25000 +10 +4 -4 20% 20 ft. 35 lb.
Nanotech Combat Suit 25000 +7 +5 -1 5% 20 ft. 30 lb. 4

Heavy armor

Name Cost (GP/UC) Armor/Shield Bonus Maximum Dex Bonus Armor Check Penalty Arcane Spell Failure 30ft (20ft Weight1 TL
Splint mail 200 +6 +0 -7 40% 20 ft.2 15 ft.2 40 lb.
Banded mail 250 +6 +1 -6 35% 20 ft.2 15 ft.2 30 lb.
Half-plate 600 +7 +0 -7 40% 20 ft.2 15 ft.2 45 lb.
Full plate 1500 +8 +1 -6 35% 20 ft.2 15 ft.2 50 lb.
Full Combat Warrior 25000 +6 +3 -2 30% 20 ft.2 30 lb. 2
Advanced Wasteland Armor 35000 +8 +3 -4 40% 20 ft.2 40 lb. 3

Shields

Name Cost (GP/UC) Armor/Shield Bonus Maximum Dex Bonus Armor Check Penalty Arcane Spell Failure 30ft 20ft Weight1 TL
Buckler 15 +1 -1 5% 3 lb.
Shield, light wooden 3 +1 -1 5% 3 lb.
Shield, light steel 9 +1 -1 5% 3 lb.
Shield, heavy wooden 7 +2 -2 15% 7 lb.
Shield, heavy steel 20 +2 -2 15% 12 lb.
Shield, tower 30 +43 +2 -10 50% 40 lb.
Shield, Janoahn Master 330 +2 -1 5% 6 lb.

Extras

Name Cost (GP/UC) Armor/Shield Bonus Maximum Dex Bonus Armor Check Penalty Arcane Spell Failure 30ft 20ft Weight1 TL
Armor spikes +50 +10 lb.
Gauntlet, locked 8 Special P4P +5 lb.
Shield spikes +10 +5 lb.

Advanced Armor

Name Cost (GP/UC) Armor/Shield Bonus Maximum Dex Bonus Armor Check Penalty Arcane Spell Failure 30ft 20ft Weight1 TL
Harvester 40000 +10 +0 -10 20% 550 lb.5 2
Combat Exoskeleton 35000 +10 +1 -4 40% 245 lb.5 4
Skinsuit 45000 +8 +5 0 10% 65 lb.5 4
Apostle Motor slave 69000 +14 +0 -6 50% 850 lb.5 5

1 Weight figures are for armor sized to fit medium characters. Armor fitted for small characters weighs half as much, and armor fitted for large characters weighs twice as much.
2 When running in heavy armor, you move only triple your speed, not quadruple.
3 A tower shield can instead grant you cover. See the description.
4 Hand not free to cast spells.
5 The suit does not weigh the wearer down as it supports its own weight.

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