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PostSubject: Hexisan Union Armor   Fri Aug 31, 2012 4:45 pm

Hexisan Armor
Hexisan armor is mostly based off of the different cultures who make up Hexisan. However, because of state-of-the-art technology, most Hexisan armor combines speed, effectiveness and ingenuity. Their equipment is much less bulky than Terran armor, and far more durable. Hexisan Union armor tends to be sleek, adaptable and technologically advanced. They often also offer perks like perceptive sensors, nanite tools and light modes of transportation. Hexisan armor owners tend to lean towards quality construction, unlike Terrans who tend to make more flawed equipment, but in larger quantities.
___________________________________________________________________________________________________________________________

Equipment Reference Tables

Availability: This lists where equipment can be found. These
codes are general guidelines and local factors may affect an item's
availability.

1 Readily available throughout the known galaxy.

2 Normally available only in large cities and space ports, or on
the item's planet of origin.

3 Specialized item, normally only available on item's planet of
origin.

4 Rare item, difficult to obtain anywhere.

F Fee or permit often required for purchase.

R Restricted item on most planets and normally may not be
sold without a license.

X Illegal on most planets. Possession and use generally violates


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PostSubject: Re: Hexisan Union Armor   Fri Aug 31, 2012 4:45 pm

Novacon Warrior Class Armor


AVAILABILITY: 4,R     TYPE: Reinforced Battle Armor     SCALE: Character     COST: Unpurchasable with capital, 15,000 Hexisan credits; can only be bought & worn by Novacons without issue      BONUS: +4D to Damage Resistance Tests, and Negates an attacker's  Roll of 6 on a Wild Die once before needing to be repaired. Armor Repair Difficulty 15

Traydicreene has always been a planet enriched with precious metals, so when Novacon miners discovered the resource, possibilities seemed endless. The aliens worshiped their Iron, Beryllium and Titanium, working it into every facet of their daily lives. Homes, vehicles and most importantly, weapons were created with special blends of metallic components by alchemists, ensuring for the most durable objects imaginable.

Novacon armor was no different. Only warrior classes could adorn the protective covering, as each suit was forged with meticulous care. Unlike other races, Novacon armor ensures that any body part enclosed in the overlapping pieces was completely sheltered from harm. In short, Novacon armor has no weak spots. This also makes Novacon armor very heavy (although it has become a bit lighter with new age technology) and difficult to don. Almost all Novacon armor is orange, the color of the warrior class. Any Non-Novacons discovered wearing the sacred battlements are considered enemies to the Cyber-aliens and dealt with accordingly.

Psi-Tempest Armor


AVAILABILITY: 4, X     TYPE: Psi-Tempest Assault Armor     SCALE: Character     COST: Unpurchasable with capital or credits, must be a Psi-Tempest High Born to legally attain     BONUS: +2 to Damage Resistance Tests, Energy Blast 4D Damage Short Range 0-10, Medium Range 11- 25, Long Range 26-50   Ammo 10

Psi-Tempest Armor, though archaic in appearance, is quite technologically advanced. The full body suits are made from ruthenium polymers supported by strips of conductive fibers. Not only can the armor protect the wear against the violent lightning which plagues the Canthions home planet of Tevicar, but it can also store energy, and when activated, deliver a devastating field of electricity. Psi-Tempest Armor can hold 10 charges of electricity before needing to b e recharged. Otherwise, the armor is a light form of resistance against energy and melee weapons.

Elashani Trode Armor


AVAILABILITY: 4, R     TYPE: Electro-Trode Operated Robotic Suit     SCALE: Character (must be Elashani)     COST: Unpurchasable with capital, 20,000 Hexisan credits        BONUS:
Hull 4D
Maneuverability +3D
Move 15
Strength 4D

Environmental Adaptation for sustaining and protecting Elashani life in Liquid Environments, Extreme Temperatures, and Space

((Requires Exosuit Pilot Skill to Operate))

((Refer to Page 66 of D6 Space for rules about taking Damage))


Elashani Trode Armor is a specially modified armor created by Altarian and Novacon engineers for the Elashani people. The robotic suit is controlled through an intricate set of electrically sensitive trodes from within the shell. Only the Elashani’s electrically charged kinetic commands can move this armor, from grasping items to sprinting across rugged terrains. Limbs can rotate at a 360 degree angles, nanite sensors alert users of their entire surroundings and protective seals keep the gaseous species safe from dangerous environments.

Most Elashani Armor comes standard with energy resilient protective coating, sturdy Tungsten plates and an airtight environmental seal. It also comes with an internal supercomputer, data-software that can link with external electronics and a variety of sensors from visual to ultrasound. For a nominal fee, Elashani Trode Armor can also be equipped with hover technology, aquatic propellers, chisels, weaponry or chameleon polymers. Filters within the suits layers allow the Elashani to convert carbon or oxygen from the environment into the suit, sustaining the Elashani’s gaseous structure. These filters use thermal engines and only need to be charged once a year.

Rasari Wet-Cloaks



AVAILABILITY: 3     TYPE: Aquatic Life Sustaining Armor      SCALE: Character      COST: unpurchasable with capital, 5,000 Hexisan credits     BONUS: +1D to Damage Resistance Tests, Allows Rasari to function outside of their Aquatic Environments


When the Rasari were inducted into the Hexisan Union, little was offered to the aquatic species in order for them to survive outside of their wet environment. Bulky, water suits were created for the Rasari people by Altarian engineers, but the shells would prove too cumbersome for the nimble species liking. So the Rasari went ahead and created suits of their own, using natural fibers found on Neenad which not only allowed the creatures to breath, but granted maximum mobility.

The Rasari “Wet-Cloaks” are biologically manufactured suits that insulate the wearer, keeping them moist and warm. It comes with a simple respirator, filled with aquatic bacteria that continuously feed off of Rasari emissions and filter it into a water based substance that the Rasari can breathe again. Filters must be changed once a week in order to repopulate the bacteria inside. Otherwise this simple suit looks like nothing more than a set of traditional robes to outside spectators.

The texture of the material is a rubbery substance that fits tightly around the wearers form. They are often upgraded with cloaking technologies, a feature favored by the Rasari people. The padded under suit uses a gel to help protect the wearer against energy and melee attacks. Though the Rasari have fashioned their suits to honor their traditional warriors, many outsiders find the enveloping shrouds to be suspicious looking and devious.

Altarian War Suit



AVAILABILITY: 4, X      TYPE: Plasma Shielding Flying Battle Armor     SCALE: Character      COST: unpurchasable with capital or credits, only legally given out by Altarian Elders      BONUS: +3D to Damage Resistance Tests, +1D when Plasma Shield is Active, Flight Speed of 10


Altarian War Suits are a combination of vicious engineering and powerful protection. Worn only in times of conflict, the military grade armor is styled for intimidation as much as movement. It features a padded under suit, armor plating and an array of useful gear. It is fitted with environmental adaptation and propulsion jets for flight. Most importantly, Altarian War Suits also have a lean plasma shield which can be activated to protect the wearer against energy weapons.

The light bubble can be triggered via a switch or voice command, and provides the wearer with a shield that breaks up energized ions within its spherical atmosphere. The charge works off of a light battery back which must be charged every day. Melee attacks immediately break up the slender field, but it can immediately be reactivated so long as an enemy is no longer adjacent to them.

Because the suit is made with aerodynamic wings to aid the maneuverability of propulsion jets, Humans have dubbed it “Archangel Armor”, as it strongly resembles their biblical creatures of old. Altarian War Suits are very expensive, taking an extensive amount of time and resources to create. They are not for public use and can only be worn by licensed users.

Dragon Knight Armor



AVAILABILITY: 4,R     TYPE: Reinforced Battle Armor     SCALE: Character     COST: Unpurchasable with capital, can only be given by Dragon Knights      BONUS: +3D+2 to Damage Resistance Tests, and adds +1D to characters strength for lifting, carrying, climbing and melee weapon damage rolls


While the majority of Dragon Knights  tend to be human, Purple Dragon Knight Armor is actually developed with Hexisan craftsmanship. Sturdy metal alloys are shaped into classic knightly figures in order to protect the user from battle hazards and environmental dangers. Built exclusively by the legendary Novacon  armor forging clan, the Tayrothians, this armor can withstand light laser and plasma attacks, shelter its patron from deep space and still take advantage of modern computerized electronics. And while the Tayrothians refuse to make any one piece of Dragon Knight Armor the same, each is constructed to assist its wearer while not hindering any psionic abilities these knights might have (as the majority of the order are psions). Dragon Knight armor comes with atmospheric sensors, voice-activated helmet computers and hydraulic servo boosters for enhanced strength. They have chemical seals plus enough oxygen to keep the Dragon Knight alive for over an hour in underwater or deep space environments.

Galvanizing Energy Shield



AVAILABILITY: 3,R     TYPE: Personalized Plasma Shield SCALE: Character     COST: Unpurchasable with capital, 5,000 Hexisan credits BONUS: +2D+2 to Damage Resistance Tests (takes an action to galvanize)


The Galvanizing Energy Shield is a rechargeable plasma shield designed to help take the brunt of energy, ballistic or melee damage. Though the shield must be activated, its light weight arm piece makes it easy to carry. Unlike most physical shields, the Galvanizing Shield recharges when not being used, making it longer lasting then metallic protection devices. Most Energy Shields are used to compliment heavy armors and are typically used for high risk battles. Though they are light weight, Energy Shields still take up a user’s hand and arm, making that part of the body limited in movement. Such is why the Energy Shield is often passed up on unless the user is involved in intense encounters.


Balidar Blur Armor


AVAILABILITY: 4,R     TYPE: Racial Battle Armor SCALE: Character     COST: Unpurchasable with capital, must be Balidar, 35,000 Hexisan credits BONUS: +3D to Damage Resistance Tests Special: Blur [Cost 3 Rank 3]

The Balidar Blur Armor was created by the brawny race to help make their stout physique less targetable with weapons. Not only is this specially made armor light weight and sturdy, but with a single action, the user can activate its "blur" ability, an advancement that uses millions of nano-projectors to conceal its wearer.  

When blurred, the character appears indistinct to the naked eye or most visual aids. This adds +1D to the user's dodge, sneak, and hide rolls, as well as a -3 to any opponent attempting to use search or investigation against the character who is blurring.


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PostSubject: Re: Hexisan Union Armor   Tue Oct 07, 2014 12:02 pm


Protective Agents
The following upgrades do not come with standard armors unless otherwise noted. These items can be installed into armor with an armor repair check, DC 10, plus the following modifiers that can be found on p.86 of the D6 Space book.

Situation:
Light repairs/modifications +0
Heavy repairs/modifications: +5
Extensive repairs/modifications: +10 or more

Previously Built/Modified Item...
Intimately familiar w/ item -10
Common Item 0
Seen but not used item +5
Never seen item +10

Al parts available +10
No parts available +20
Correct tools (tool kit, work station) GM decision
Makeshift Tools +15



Chemical Seal- This application of water-resistant, nonporous, and impermeable materials helps protect the wearer vs contact-vector chemical attacks such as inhalation-vector attacks (poison gases, air born diseases).

Cost: 5,000 Capital  Availability: 2R  Time to Install: 1/2 Day Uninterrupted Restrictions: Only Armors with helmets & at least +1D armor bonus  Special: Gives user Atmospheric Tolerance [2], Gas when worn


Fire-Retardant- This heat-resistant, non-flammable protection helps wearers defend against the extreme heats of fire and laser damage. This can be added to any type of armor, and stacks with base protection.

Cost: Rating x 1000 capital  Availability: 2R  Time to Install: Rating in Hours Uninterrupted  Restrictions: Any armor may be installed with this upgrade, though unprotected parts are affected regularly if exposed (use location dice when attacking with extreme heats). Note, this does not help against the heats of the desert or any other Survival skill.

Rating 1: +1 to extreme heat damage
Rating 2: +2 to extreme heat damage
Rating 3: +1D to extreme heat damage
Rating 4: +1D+1 to extreme heat damage
Rating 5: +1D+2 to extreme heat damage
Rating 6: +2D to extreme heat damage


Thermal Fibers- These insulating layers are made of a retentive material that protects the wearer against cold damage, adding its rating to extreme colds such as freeze rays and psionic attacks. This can be added to any type of armor, and stacks with base protection.

Cost: Rating x 1000 capital  Availability: 2R  Time to Install: Rating in Hours Uninterrupted  Restrictions: Any armor may be installed with this upgrade, though unprotected parts are affected regularly if exposed (use location dice when attacking with extreme colds). Note, this does not help against the frigidness of snowy environments or any other Survival skill.

Rating 1: +1 to extreme cold damage
Rating 2: +2 to extreme cold damage
Rating 3: +1D to extreme cold damage
Rating 4: +1D+1 to extreme cold damage
Rating 5: +1D+2 to extreme cold damage
Rating 6: +2D to extreme cold damage


Nonconductive Insulation- This electrical resistant material grounds the user, making them powerful against electrical attacks. This armor upgrade can only be installed on equipment that covers the entire body, including a helmet, and must have at least a +1D bonus to all damage resistances. This bonus does not stack with base armor protection, as electric ignores these bonuses.

Cost: Rating x 1000 capital  Availability: 2R  Time to Install: Rating in Hours Uninterrupted  Note, this does not help against stormy environments or any other Survival skill.

Rating 1: +1 to electric damage
Rating 2: +2 to electric damage
Rating 3: +1D to electric damage
Rating 4: +1D+1 to electric damage
Rating 5: +1D+2 to electric damage
Rating 6: +2D to electric damage


Sound Damping- This armor upgrade is designed to protect the wearer from extreme sounds such as aircraft sonic booms and the sizemic echoes of a supernova. This armor upgrade can only be installed on equipment that covers the entire body, including a helmet, and must have at least a +1D bonus to all damage resistances. This bonus does not stack with base armor protection, as sound ignores these bonuses.

Cost: Rating x 1000 capital  Availability: 2R  Time to Install: Rating in Hours Uninterrupted. Note, this does not help against the frigidness of snowy environments or any other Survival skill.

Rating 1: +1 to sound damage
Rating 2: +2 to sound damage
Rating 3: +1D to sound damage
Rating 4: +1D+1 to sound damage
Rating 5: +1D+2 to sound damage
Rating 6: +2D to sound damage


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PostSubject: Re: Hexisan Union Armor   Tue Oct 07, 2014 12:02 pm

Dragon Knight Personal Cloaking Device

This cloaking device technology can be applied to any armor or equipment that covers the entirety of its host. It is a rigging of intricate sensors, nearly as complex as a human nervous system, that records surroundings nearby and plays them throughout the equipment to give the illusion of invisibility. This suit works on regular light/color based vision as well as ultravision, but not infravision.

When equipped to suits or armor, the character can become transparent by activating the cloaking device with a single action. This subtracts -1D per rank to anyone trying to see the character with a search check. The target check is DC 10, unless the user is also using the skill(s) hide or sneak.  Anyone who fails to spot the cloaked character (can make multiple attempts to search, each costing an action), can not see them, and suffers the "complete darkness" penalty of +12 to difficulties whenever trying to visually interact with the cloaked target (IE: Trying to shoot the cloaked character adds a +12 to target difficulty). If a cloaked character is spotted even with the minuses, they are still considered blurry, and those trying to visually interact receive the "Light Fog" penalty of +3 to any site based difficulty.

When cloaked, the user can still do most anything (IE: Run, Fire a weapon, climb/jump). However, if the user is damaged, the invisibility deactivates and the cloaking benefits drop. The character can reactivate the cloaking device with another action on their turn. IF the user's cloaked suit or armor is considered "broken", the device does not work again until a successful armor repair DC 20 check is made on the device.

Type: Personal Cloaking Device
Cost: Unpurchasable with capital (Rank 1 (-1D): 30,000 Hexisan credits, Rank 2 (-2D) 60,000 Hexisan Credits, Rank 3 (-3D) 90,000 Hexisan Credits, Rank 4 (-4D) 120,000 Hexisan Credits)
Availability: 4
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PostSubject: Re: Hexisan Union Armor   Fri Oct 17, 2014 4:39 pm

Magnetic Boots

Cost: 2000 capital Installment Time: 1 hour Availability: 2R

Magnetic Boots can be attached to most types of armor of rating +1D or higher. These boots, when activated (1 action to activate, another to deactivate) allow the user to walk on a metallic horizontal surface at their full speed without fear of falling (wing of a plane), on walls at half their base movement, and on ceilings at a quarter of their movement. Any run checks on horizontal walls or ceilings are rolled with only half the psion's running still dicepool (round up).

In addition, anyone attempting to tackle or trip the user when the boots are active on a metallic surface, does so with a -10 penalty. If the attacker is still successful, the Magnetic boots deactivate, and the user must deal with the consequences, be it falling off a flying ship or unsticking to a ceiling.

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PostSubject: PROTOTYPES   Thu Mar 26, 2015 3:27 pm

​​ Symbiotic War Skin
Symbiotic War Skin is a helpful, yet dangerous biological invention created by Altarian scientists. Millions of psionically programmed bacteria are injected into the host, along with an internal computer that is injected into the brain. Upon command (single action), the armor is activated, spewing out of the host's skin pores and hardening. The strength of the armor is based off of the grade. Symbiotic War Skin can only be removed through an intricate surgery that takes a high-grade lab, as well as 24 hours to complete (or through special psionic means).

Side Effects
While Symbiotic War Skin can be a valuable resource, it also comes with a price. The host need to consume more food, gaining the disadvantage, Achilles Heel: Metabolic Difference. If the symbiosis does not get fed within a few hours, they begin taking damage.

Disadvantage, Achilles' Heel [R3]: Metabolic Difference The character needs more life support than normal and begins to take damage after hours of malnutrition. For food, the character eats the equivalent of twice as many meals per day as the average human.

GRADE 1- Cost: 10,000 credits   Defense Bonus: +1D
GRADE 2- Cost: 50,000 credits   Defense Bonus: +2D
GRADE 3- Cost: 100,000 credits  Defense Bonus: +3D
GRADE 4- Cost: 500,000 credits  Defense Bonus: +4D

EXTRAS
While only minor equipment can be linked to the Symbiotic War Skin, options are available.

Vision Modification (IE: Infravision)  +10,000 credits
Internal Weapon: Weapon Cost x 5 +10,000 credits​
Magnetic Boots +10,000 credits

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PostSubject: Re: Hexisan Union Armor   Sun Aug 02, 2015 5:04 pm

Deep Pressure Suit

A Deep Pressure Suit, or DPS for short, is a small one-person articulated submersible of anthropomorphic form which resembles a suit of armour, with elaborate pressure joints to allow articulation while maintaining an internal pressure of one's atmosphere. The DPS can be used for very deep dives of up to 12,300 feet  for many hours, and eliminates the majority of physiological dangers associated with deep diving; the occupant need not decompress, there is no need for special gas mixtures, and there is no danger of decompression sickness or nitrogen narcosis. Divers do not even need to be skilled swimmers. Deep Pressure Suits are constructed from cast Longoid 12. Though it hampers the user, it is the only suit that keeps most mundane forms from dying under the pressure of heavy sea-like atmospheres.

AVAILABILITY: 3, R     TYPE: Armored Pressure Suit     SCALE: Character     COST: 4,500 credits     BONUS: +2D+2  to Damage Resistance Tests      PENALTY: -1D to all Agility checks & Agility related skills   NOTES: Also has personal communications, radiation resistances, magnetic boots, Hydro-pack w/ 50 charges (uses Jet-pack skill or 0-G/Flying skill/ Move: 100), vision magnification, grapple gun & enhanced sensors within helmet


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PostSubject: Re: Hexisan Union Armor   Sun Aug 02, 2015 9:29 pm

Deep Pressure Mech


The Deep Pressure Mech is an underwater vehicle used for the deepest of sea dive construction. It uses a combination of psi-tech and mechanical engineering in order to bring its user down into sea bottoms for dig-sites, construction and demolition work. It is made of pressure resistant polymers and has a psi-tech crystal generator that creates unlimited amounts of oxygen.

The Deep pressure Mech can also be adjusted for Elashani (+5,000 capital upgrade). It can also be used for exploration missions, though its limited amount of Hydro-jet battery (8.3 minutes of direct use) forces it to conserve energy.


[center]AVAILABILITY: 3, X     TYPE: Mech-Battle Armor     SCALE: +6 (vehicle)     COST: 25,000 Hexisan credits

Hull 5D
Armor 2D
Maneuverability +2D
Move 10
Hydro-Jet: 100 (50 Charges)
Strength 6D
Hydraulic Construction Claws- 6D Ramming Damage (Use pilot-mech to attack), Magnetic Grip, If character makes a successful "grab" attack (see combat), they may spend another action to do "crushing damage" 10D.



((Refer to Page 66 of D6 Space for rules about taking Damage in vehicles))[/i]

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