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POWER ARMOR

Used in sci-fi games

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Jim Zettlemoyer
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
143 views

POWER ARMOR

Used in sci-fi games

Uploaded by

Jim Zettlemoyer
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Jim Zettlemoyer (Order #40041272)

Jim Zettlemoyer (Order #40041272)


Credits
Authors: Robert Brookes, Jesse Benner, Jeff Dahl, Robyn Fields, Legendary Games Team Members: Alex Augunas, Clinton J.
Nick Hite, Andre James Boomer, Robert Brookes, Benjamin Bruck, Paris Crenshaw,
Artists: Bruno Balixa, Michael Jaecks, Joel Niles, Arrahman Rendi Matthew Goodall, Jim Groves, Amanda Hamon, Thurston Hillman,
Tim Hitchcock, Victoria Jaczko, Jenny Jarzabski, N. Jolly,
Editing and Development: Jason Nelson
Jonathan H. Keith, Michael Kortes, Jeff Lee, Nicolas Logue, Will
5E Development: Michael Ritter, Jason Nelson McCardell, Jason Nelson, Jen Page, Richard Pett, Tom Phillips,
Design and Layout: Liz Courts Alistair Rigg, Amber Scott, Mark Seifter, Tork Shaw, Mike Shel,
Loren Sieg, Neil Spicer, Todd Stewart, Russ Taylor, Greg A.
Vaughan, Mike Welham, Linda Zayas-Palmer, and Clark Peterson
Publisher: Jason Nelson
Executive Partner: Neil Spicer
Business Director: Rachel Ventura

Open Content: Subject to designation as Product Identity (see below), the only portion of this Legendary Games product designated as
Open Game Content is the rules content (creature stat blocks and names of skills, etc., taken from the SRD) as defined in the Open Game
License version 1.0a Section 1(d). The front and back cover, back matter, introduction and Credits page, as well all other parts of this product
including all text not specifically designated as Open Game Content is not Open Game Content. No portion of this work other than the
material designated as Open Game Content may be reproduced in any form without written permission.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e),
and are not Open Content: Legendary Games, Legendary Planet, the Legendary Games Logo, Adventure Path Plug-In, Power Armor (5E), as
well as all trademarks, registered trademarks, proper names (including the names of each character, location, item or monster unique to this
product), dialogue, plots, storylines, locations, characters, artworks, and trade dress, but excluding any content that is Product Identity of
Wizards of the Coast. (Elements that have previously been designated as Open Game Content are not included in this declaration.)
Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by others is not a
challenge to their ownership and is used under Fair Use.

About Legendary Games


Legendary Games is an all-star team of authors and designers, founded by Clark Peterson of Necromancer Games and
coordinated by Jason Nelson. Legendary Games uses a cooperative, team-based approach to bring you, the RPG fan,
the best expansion material for your game. We are gamers and storytellers first, and we believe that passion shows in
our products. Check us out and Make Your Game Legendary!
Visit us on Facebook, follow us on Twitter, and check out our website at www.makeyourgamelegendary.com.

Power Armor (5E) © 2020, Legendary Legendary Games


Games; Authors Robert Brookes, Jesse 524 SW 321st St.
Benner, Jeff Dahl, Robyn Fields, Nick
Federal Way, WA 98023
Hite, Andre James. Adapted by Michael
Ritter. makeyourgamelegendary.com
ISBN: 9798673828823
First printing August 2020.
Printed in USA.

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Jim Zettlemoyer (Order #40041272)
What You Will Find Inside Power Armor
Step into high-tech sci-fi combat using the 5E rules with Power Armor and unleash martial and mechanical
mayhem! Within these pages you'll find extensive rules for power armor from simple servo suits to high-grade mobile
artillery platforms. Customize your armored suit with three dozen special accessories, heavy weaponry, and projectiles
from boost thrusters, grenade launchers, and rail guns with entropic, hellbore, and zombiemaker ammunition, or
augment your character with cybernetic automata like implanted weaponry and quickstrider legs. Plus, you'll find five
specialized fighter archetypes perfect for blending physical strength with high-tech armor and weaponry including the
artillerist, gravitic, jump trooper, siege walker, and titan! This book is an awesome accompaniment to any campaign
world with advanced technology, including the best-selling Aethera Campaign Setting from Legendary Games.
The Legendary Games tradition is to combine rich story and background, innovative layout, beautiful aesthetics,
and excellence in design that is second to none. This product is the latest in that tradition, and we hope you enjoy
using it as much as we enjoyed making it. Game on!

Contents
Credits...................................................................... ii Centrifugal Swing.................................................22
What You Will Find InsidePower Armor.............. iii Impactful Strike....................................................22
About Legendary Games....................................... iii Gravitational Strikes..............................................22
Gravity’s Avalanche...............................................22
INTRODUCTION............................................................................4
Jump Trooper(Fighter Archetype)....................... 22
A etherite...................................................................4 Integrated Thrusters..............................................22
Weaponized Thrusters...........................................23
POWER ARMOR......................................................................... 5
Burst Flight...........................................................23
Power Armor Accessories........................................7 Thrust Efficiency..................................................23
Infinite Ammo......................................................23
HEAVY WEAPONS.................................................................... 10
Siege Walker(Fighter Archetype)......................... 23
Purchasing A mmunition..........................................15 Massive Firepower.................................................24
Special Ammunition.............................................15 Bulletproof............................................................24
Additional Fighting Style....................................... 25
AUTOMATA............................................................................... 16
Overwhelming Force............................................. 25
POWER ARMOR CLASS FEATURES...................................... 20 Unceasing Barrage................................................. 25
Titan (Fighter Archetype).....................................25
Artillerist (Fighter Archetype)............................. 20
Havoc Charge........................................................ 25
Traversing Fire.......................................................20
Unstoppable.......................................................... 25
Walking Shots.......................................................20
Havoc Barrier........................................................ 25
Rockfall.................................................................20
Shockwave............................................................. 25
Component Targeting........................................... 21
Army of One......................................................... 25
Sniper....................................................................22
Gravitic (Fighter Archetype)................................ 22 OPEN GAME LICENSE VERSION 1.0A................................. XXVI
Inertial Savant.......................................................22

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Introduction
An iconic image for infusing sci-fi into any campaign is Restriction: In a more “civilized” sci-fi/fantasy
a hero or villain striding forth into battle in mechanical campaign like the Aethera Campaign Setting, many forms
battle gear, whether that’s a simple servo-driving of weaponry are not available to the general public. Feel
exoskeleton like Ripley in Aliens or a high-tech power free to ignore this rule in a more rough-and-tumble
suit like Iron Man or even giant mecha. The Aethera frontier campaign where societal restrictions are not as
I ntroduction

Campaign Setting balances sci-fi and fantasy elements strong.


within its own unique aesthetic, combining fantastic Restricted: These items are not commonly available.
technology with dieselpunk style, but the rules presented They may be considered illegal or contraband or simply
here for power armor can be incorporated into any 5th too dangerous to offer in trade. Heroes searching for such
Edition campaign that wants to delve into the impact of items may have to go through underworld connections or
advanced technology in the campaign world. When using smugglers or other illicit sources to obtain them, or gain
power armor, cybernetic automata, and class options that access to those with power and privilege to access things
play with those rules in other campaigns, you can choose out of the hands of the masses.
to embrace the conventions of the Aethera universe or Military: These items are strictly limited to official
apply those that fit best with your own campaign. One armed forces. Those using them openly without proper
example described below is the idea of weapon and authorization may find themselves subject to arrest or
equipment restrictions. attack.

Aetherite
Aetherite is a supernatural mineral forged from the is used as currency, with the standard denomination
destruction of ancient ley lines during the Collapse being the au (aetherite unit), which has a value similar
in the Aethera System. Naturally occurring or “raw,” to 1 gp in a standard 5th Edition campaign, and you
aetherite appears as growths of brightly phosphorescent can simply treat all prices listed in au as gp prices if your
blue crystals that shed light as a torch. Aetherite in its campaign world uses coinage. Of course, energy also can
natural form is radioactive and can poison creatures, be expended to power high-tech weaponry or equipment
rendering them catatonic and leading to eventual death. like power armor.
More details on aetherite can be found in the Alien
Aetheric Capacitor (Standard, Greater)
Codex and Alien Bestiary from Legendary Games, but for
Wondrous item (technological), common
the purpose of Power Armor we need only think about
(standard) or uncommon (greater)
aetherite in terms of its role as an energy source and
An aetheric capacitor is a cylindrical device containing
medium of exchange.
a refined piece of aetherite specially modified to house
Currency: Aetherite energy can be stored in massive
an abundant amount of aetheric units of energy (or au).
power batteries for spacecraft and other vehicles, but for
Aetheric capacitors rely on warping magic to contain energy
personal use it is stored in a small device called an aetheric
in extradimensional spaces, allowing a single crystal to hold
capacitor. In the Aethera Campaign Setting, this energy
vast amounts of power. A standard aetheric capacitor can
Table 1: Aetheric Capacitor hold up to 100 au, and a greater aetheric capacitor can hold

Type Price Weight Capacity up to 1,000 au. As a standard action, a character can plug

Standard 100 gp 1/2 100 au an aetheric capacitor into any aethertech device and refill it

Greater 1,000 gp 1/2 1,000 au to a number of charges equal to the item’s capacity rating.

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Power Armor
During the industrial revolution of the Hierarchy’s aetherite
rush, large aetherite-powered suits of armor were designed
to help construction and mining operations. These early

A bout L egendary G ames


predecessors of modern power armor, though extremely
effective for their tasks, were too large and unwieldy to be
used outside of civilian applications. However, as aetherite
technology advanced, smaller and more specialized versions
of these suits were created, eventually leading to power
armor not just designed for industrial use, but also for
commercial and even military applications. While each
suit of power armor can be of a different, specialized
nature, they all share the same common traits.
Entering and Exiting Power Armor: Power armor is an
articulated suit of pistons and gears held together by clamps
and locks. When sufficiently powered, power armor
can be donned or removed as a Action by unlocking
the rear hatch and climbing inside the armor as it
closes around you. Power armor without sufficient
power requires a DC 15 Strength check to
open from the inside or a DC 15 Strength
check with disadvantage to open from the
outside, requiring 1 minute to enter or
exit. While occupied, power armor may
not be opened from the outside unless
the wearer is helpless.
A character may wear normal armor
beneath power armor, but the power armor’s
wearer does not gain any benefit from the
additional armor (including magical
effects) until they exit their power
armor.
Power: Each suit of power armor is
charged by a personal aetheric capacitor
installed on the back of the armor
under a hardened plate. Due to
its defensive placement, this
capacitor can only be recharged
by another character (or by the
power armor’s wearer when

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Table 2: Power Armor
STR CON Armor Max Broken Accessory
Type Cost Bonus Bonus Class DEX Value Capacity Usage Slots Speed Weight
MK I 2,000 au +2 — 19 +1 9 24 2/hour 2 20 ft. 600 lbs.
MK II 4,000 au +4 +2 21 +1 10 36 4/hour 4 20 ft. 675 lbs.
MK III 16,000 au +4 +4 23 +1 11 48 8/hour 6 20 ft. 700 lbs.
MK IV 36,000 au +6 +4 25 +0 12 60 12/hour 8 20 ft. 750 lbs.
Power A rmor

Table 3: Power Armor Accessories


Type Cost Slot Usage
Toxin filter 250 au head +1
Ammo storage 1,000 au belt or chest +2
Ballistic armor plating MK I 2,000 au body +4
Power armor speed booster 2,000 au feet +5
Emergency trauma system 2,500 au shoulders +4
Environmental seal 3,250 au body and head +4
Injector system 3,500 au wrists +2
Augmented slot 4,000 au special +2
Boost thrusters 4,250 au hands and feet +4
Redundant power supply 4,500 au chest —
Agile frame 4,750 au body —
Heavy weapon stabilizer 5,550 au belt +1
Articulated claws 7,500 au body +2
Ballistic armor plating MK II 8,000 au body +8
Redundant power supply, large 10,000 au chest —

disembarking from the armor), making charging a suit of When not powered on, power armor is immobile
power armor a tactical decision. This aetheric capacitor and creatures attacking someone wearing insufficiently
can be targeted by attacks, though attacking it provokes powered armor have advantage to their attack rolls.
opportunity attacks. The aetheric capacitor has 30 Hit Proficiency: Power armor is treated as heavy armor
Points and has resistance to all forms of damage, except in all respects, and creatures wearing it always have
psychic damage which it is immune to. If this capacitor disadvantage on Dexterity (Stealth) checks.
is reduced to half its maximum Hit Points, the creature Strength Bonus: All power armor grants a non-
operating the power armor has disadvantage on all attack magical bonus to Strength while powered on.
rolls and the power armor’s Armor Class is reduced to its Additionally, all power armor doubles the carrying
broken value. If the capacitor is reduced to 0 Hit points capacity of its wearer.
it burns out in an eruption of aetheric plasma dealing, Constitution Bonus: More advanced suits of power
1d6 fire damage and 1d6 lightning damage to the wearer armor grant a non-magical bonus to their wearer’s
of the power armor and any adjacent creatures. Adjacent Constitution.
creatures that succeed on a successful DC 15 Dexterity Max Dex: As with normal armor, power armor limits
saving throw halve this damage. the maximum Dexterity bonus to AC of its wearer.
Armor Check Penalty: This penalty is applied to all
Dexterity and Strength-based ability and skill checks.

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Broken Value: This is the power armor’s Armor following accessory slots as noted on the table below.
Class when its aetheric capacitor is reduced to half of its Type Accessory Slots
maximum Hit Points. MK I Body, Head
Capacity: This is the maximum number of aetheric MK II Body, Head, Feet, Shoulders
units the power armor holds when fully charged. MK III Body, Chest, Hands, Head, Feet,
Shoulders
Usage: This is the number of aetheric units the power

Power A rmor Accessories


MK IV Belt, Body, Chest, Hands, Head, Feet,
armor frame consumes for each hour it is powered on. Shoulders, Wrists
Additional accessories can increase this number.
Accessory Slots: Each power armor frame has a Power Armor Accessories
number of accessory slots that allow for the installation of
All power armor accessories are aethertech components
interchangeable components for modular customization.
that integrate directly into a suit of power armor’s wiring
Each accessory takes up a number of accessory slots listed
rig. These components take up slots on the power armor
in its description and adds additional units of au required
in the same way that magic items do on a creature. Power
to keep the suit operational while attached.
armor accessories are powered on at the same time as the
Speed: The unencumbered speed of a creature with a
powered armor and continuously draw power. A power
30 ft. base speed while wearing the power armor frame.
armor accessory can be installed into a suit of power
Power armor doesn’t have a minimum Strength score in
armor with a successful DC 15 Dexterity (Sleight of
order to move in it at full speed.
Hand) or Intelligence (Arcana) ability check and takes 10
Weight: Power armor is incredibly heavy, but this
minutes per accessory.
weight does not count against a character’s encumbrance
when worn, as power armor carries its own weight. Agile Frame 4,750 au
Armor Slot: Power armor accessories can only be Slot body; Weight 15 lbs.; Usage none; Restriction none
fitted into certain slots in the power armor, and no two An agile frame accessory fully replaces a frame’s servos
accessories can be using the same slot, effectively limiting and joints with smaller, segmented plates granting increased
which accessories can be fitted in a power armor at mobility and range of motion. This accessory removes the
any given time. These slots include: Belt, Body, Chest, disadvantage power armor forces on Dexterity (Stealth)
Hands, Head, Feet, Shoulders, Wrists. ability checks and increases its Max Dex bonus by 1.

Power Armor Frame Varies Ammo Storage 1,000 au


Price 2,000 au (MK I), 4,000 au (MK II), 16,000 (MK III), Slot belt or chest; Weight 35 lbs.; Usage
36,000 (MK IV); Capacity see text; Usage see text; Weight +2; Restriction restricted
see text.; Restriction restricted (MK I), military (MK II–IV) An ammo storage accessory adds quick-access
A frame represents the basic exoskeleton of power ammo carrying components to the power armor
armor upon which armor and accessories are attached. frame that can store up to 50 lbs. of ammo and
A power armor frame comes in four categories ranging magazines. Ammunition stowed in these compartments
from MK I to MK IV. Each frame category grants increased may be retrieved as a reaction for reloading.
strength and accessory slots but also has a higher base
Articulated Claws 12,500 au
cost and consumes more units of aetheric energy while in
Slot body; Weight 10 lbs.; Usage +2; Restriction military
use. Any creature wearing a power armor frame is treated
A pair of articulated claws on sinuous, metallic arms can
as being one size category larger than they are for all
be installed onto a power armor frame in order to provide it
beneficial effects or attacks such as the gelatinous cube’s
with extra capability in melee. These claws are considered
Ooze Cube racial ability. A power armor frame has the
natural weapons with which the wearer of the power armor

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I power armor frame can only accept body and head
accessories, and only has two accessory slots.

Ballistic Armor Plating


2,000–8,000 au
Slot body; Weight 150 lbs.; Usage +4 (MK
I), +8 (MK II); Restriction restricted
Power A rmor

Ballistic armor plating allows the wearer of power armor


to benefit from additional protection against ranged weapon
attacks. Anyone attacking someone wearing MK I ballistic
armor plating has disadvantage on ranged attack rolls with
non-firearm weapons. Anyone attacking someone wearing
MK II ballistic armor plating has disadvantage on ranged
attack rolls with all ranged weapons, including firearms.

Boost Thrusters 4,250 au


Slot hands and feet; Weight 20 lbs.;
Usage +4; Restriction none
Boost thrusters grant a person wearing the suit of
is proficient. On a hit, a claw deals 1d10 slashing damage
power armor advantage on Strength (Athletics) checks
and the target also takes 1 slashing damage each round at
made to jump and also reduces damage from falling
the beginning of their turn until they stop the bleeding with a
as if the wearer of the power armor frame had fallen 10
DC 15 Intelligence (Medicine) check or any magical healing
fewer feet. In zero gravity, boost thrusters give the wearer
effect. This bleed damage does not stack with multiple hits.
of the power armor frame a flying speed of 10 feet.
Additionally, these claws can be used to hold melee or
ranged weapons by replacing the claws with a mounting Emergency Trauma System 2,500 au
clamp for the weapon. Treat this as a locked gauntlet. Slot shoulders; Weight 25 lbs.; Usage +4; Restriction none
An articulated claw that wields a melee or ranged An emergency trauma system adds blood pressure
weapon cannot be used to make natural attacks. sensors into the chest cavity of the power armor frame
and a single slot that can contain one potion. When the
Augmented Slot 4,000 au
frame’s wearer drops below 0 Hit Points, the frame injects
Slot special; Weight 6 lbs. Usage +2; Restriction restricted
the potion into the wearer’s body through a pressurized
Slot augmentation modifies powered armor by replacing
pneumatic injection port at the start of the following round.
one available item slot for another. An augmented slot comes
in multiple varieties, representing each of the possible Environment Seal 3,250 au
accessory slots on a powered armor frame. By attaching Slot body and head; Weight 225 lbs.;
an augmented slot, you can change one power armor Usage +4; Restriction none
accessory slot to another: hands slot into an additional body An environment seal accessory adds a layer of airtight
slot, body slot into an additional hands slot, and so on. gaskets around the frame’s joints and tiny aeronite fans
You may not create an accessory slot on a power capable of generating breathable air when powered
armor frame that it cannot normally possess, nor on. This accessory protects the wearer of the installed
can you give the power armor frame more accessory frame from atmospheric effects such as the vacuum
slots than it can normally possess. For example, MK of space, or inhaled poisons, and allows the wearer
to breathe in any environment, even underwater.

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Heavy Weapon Stabilizer 5,550 au Redundant Power Supply, Large 10,000 au
Slot waist; Weight 125 lbs.; Usage +1; Restriction military Slot chest; Weight 75 lbs.; Usage none; Restriction none
A heavy weapon stabilizer is an articulated arm with A large redundant power supply adds a second aetheric
an integrated gyroscopic stabilizer. The wearer of power capacitor to a power armor’s frame. This aetheric capacitor
armor with this accessory can attach the stabilizer to any has an au capacity of 200 and automatically activates
wielded heavy weapon as a bonus action. The arm grants when the primary power system is fully depleted.

Power A rmor Accessories


advantage to resist attempts to disarm the weapon, negates
Toxin Filter 500 au
the disadvantage for firing an automatic weapon, and
Slot head; Weight 10 lbs.; Usage +1; Restriction none
counts as a bipod for firearms with the stabilization quality.
A toxin filter accessory adds aeronite filters in the
Injector System 3,500 au helmet’s respirator, granting advantage on saving
Slot wrists; Weight 10 lbs.; Usage +2; Restriction restricted throws versus inhaled poisons while powered on.
An injector system adds slots in the power armor
frame’s arms that can hold up to 2 potions. The wearer
of the power armor frame can activate each potion
as a bonus action, pushing it through a pressurized
pneumatic injection port to gain one or both potions’
effects. Changing out these integrated potions requires 10
minutes and the power armor frame to be unoccupied.

Power Armor Speed Booster 2,000 au


Slot feet; Weight 35 lbs.; Usage +5; Restriction none
A power armor speed booster adds improved leg
hydraulics and shock absorbers as well as redundant
power cabling to the frame’s aetheric capacitor. As a
reaction the wearer of power armor with this accessory
can engage an overdrive mode that grants a +20 foot
bonus to their speed. Each round of this enhanced
speed drains 10 au from the armor’s total capacity. This
overdrive mode can be disengaged as a reaction.

Redundant Power Supply 4,500 au


Slot chest; Weight 50 lbs.; Usage none; Restriction none
A redundant power supply adds a second aetheric
capacitor to a power armor’s frame. This aetheric capacitor
has an au capacity of 25 and automatically activates
when the primary power system is fully depleted.

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Optional Rule: Recoil
Some GMs may wish to add additional levels of restriction
matchlocks, and contemporary weapons
and difficulty when using firearms. Recoil represents the
found in some fantasy campaign worlds) are
percussive force of a firearm, making it more unwieldly in
seen as antiques and modern firearms are
untrained hands. When using this optional rule, each attack
widespread. One and two-handed firearms
with a firearm gains disadvantage if your Strength score is
are simple weapons, while heavy firearms are
not high enough. You gain disadvantage on your attack rolls
treated as martial weapons. Early firearms,
if your Strength score is less than the maximum damage that
H eav y Weapons

modern firearms, and their ammunition are


the firearm deals. A firearm’s effective maximum damage
bought or crafted for 10% of the cost listed
increases by 1 for each successive shot fired in the same
in other sources. Early firearms are extremely
round. Mounted weapons and futuristic weapons, such as
uncommon outside of underdeveloped parts of
aethership weapon modules, do not impose a recoil penalty
the system, such as the Wastelands of Akasaat.
when fired. GMs using this optional rule may wish to
Prices in the Aethera Campaign Setting already
introduce equipment that also helps to mitigate recoil.
reflect this price difference.

Additionally, firearms in the Aethera Campaign Setting


may have the following qualities:
Capacity: When making an Attack action with a
single-shot or semi-automatic firearm, you may fire the

Heavy Weapons weapon as many times in a round as you have attacks,


up to the number of cartridges in the firearm (or more, if
you can reload the weapon as a reaction while making an
The basic 5E Guide for Game Masters contains rules for
Attack action).
several common firearms, including archaic, modern,
Firing Modes: Firearms have three types of firing
and advanced weapons. Firearms are a ubiquitous part
modes. Most weapons are restricted to using a single
of the Aethera Campaign Setting and were first developed
firing mode unless the weapon’s description states
on Akasaat roughly 100 years prior to the start of the
otherwise.
Century War. The first firearms were crude, muzzle-
• Automatic: This weapon fires a burst of shots
loading black powder weapons more commonly found in
with a single pull of the trigger to attack all
other fantasy settings. Rapid technological advancements
creatures in a line. This line starts from any
during the Century War greatly improved the quality
corner of the wielder’s space and extends to the
and lethality of firearm, making these weapons easier
limit of the weapon’s range or until it strikes
to manufacture, more reliable, and simpler to use, and
a barrier it cannot penetrate. When using an
larger and more deadly versions weapons often preceded
automatic weapon to attack all creatures in
development of more compact personal firearms. Power
a line, the wielder makes a separate attack
armor often integrates personal weapon but also allows
roll against each creature in the line. Each
mounting points for heavier weapons to make power
creature in the line can be attacked with only
armor into a type of mobile artillery to command the
one shot from each burst. Each attack roll has
battlefield.
disadvantage, and its damage cannot be raised
In the Aethera Campaign Setting, firearms use the
in any way, such as with class features such as
following rules:
Sneak Attack or feats. Effects that grant cover,
• Guns Everywhere: The setting assumes a
or the blur, invisibility, or mirror image spells, do
proliferation of firearms. As such, early firearms
not affect an automatic weapon’s line attack.
(including muskets, flintlocks, wheellocks,
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Table 4: Heavy Weapon Statistics
Heavy Weapons Cost Damage Weight Properties
Cannon, scrap 200 au 3d6 piercing 15 lbs. Ammunition (range 80/160), burst fire, reload (8
shots), stabilized, two-handed
Flame lance 3,000 au 4d6 fire 45 lbs. Aetheric capacitor (capacity 40, usage 1 (5)), range
30/90 ft., stabilized, two-handed
Flamethrower 800 au Special 60 lbs. Ammunition (range special), burst fire, loading,
reload (6 shots), two-handed
Grenade launcher 8,000 au Varies 8 lbs. Ammunition (range 120), reload (5)
Machine Gun, Light 1,000 au 3d6 piercing 20 lbs. Ammunition (range 40/80), burst fire, reload (40
shots), two-handed
Machine Gun, Heavy 1,500 au 3d8 piercing 140 lbs. Ammunition (range 120/240), burst fire, reload (60
shots), stabilized, two-handed
Phineas resonator 4,750 au 3d6 thunder 25 lbs. Aetheric capacitor (capacity 50, usage 10), burst
fire, range 60/180 ft., stabilized, two-handed
Plasmathrower 30,000 au 4d6 fire and 15 lbs. Ammunition (range 60/120), reload (20 shots), two-
lightning handed
Rail gun 30,000 au 3d10 bludgeoning 14 lbs. Ammunition (range 200/400), reload (10 shots),
and piercing two-handed
Rocket launcher 10,800 au 12d6 force and fire 10 lbs. Ammunition (range 120/240), reload (10 shots),
two-handed

Table 5: Grenades
Grenades Cost Damage Range
Bang 25 gp see below 20/60 ft.
Concussion 50 gp 5d6 bludgeoning 20/60 ft.
Fragmentation 75 gp 5d6 b, p & s 20/60 ft.
Smoke 25 gp see below 20/60 ft.

A single burst with an automatic weapon • Slow-Firing: A slow-firing weapon requires both
consumes 10 charges. When taking an Attack an Attack action and a bonus action to use, and
action with an automatic weapon, the wielder thus cannot be used to make more than one
can fire as many bursts in a round as he has attack per round.
attacks, provided he has enough charges to
Magazine: The amount of ammunition a weapon
make all of the attacks.
carries, and hence how many shots it can fire before
• Semi-Automatic: A semi-automatic weapon fires
needing to be reloaded, is determined by its magazine
as a single shot weapon. However, the user can
capacity. How the firearm is reloaded depends on
take both an Attack action and a bonus action
its magazine type. The number in this entry is the
to fire twice, with disadvantage on both attack
magazine’s capacity in shots; the word that follows the
rolls.
number indicates the magazine type: box, cylinder,
• Single Shot: A single shot firearm fires once for
or internal. A fourth type, linked, has an unlimited
every attack its wielder can make in a round.
capacity; for this reason the entry does not also have a
This is the standard firing mode for many kinds
number.
of firearms.
• Box: A box magazine is any type of magazine
that can be removed and reloaded separately
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Jim Zettlemoyer (Order #40041272)
H eav y Weapons

from the weapon. Reloading a box magazine is a Stabilized: Weapons with the stabilized quality require
reaction for a one or two-handed firearm and a a bipod or vehicle mounting or a hardpoint installed on
bonus action for a heavy firearm. a suit of power armor. Stabilized weapons fired without
• Cylinder: A revolver keeps its ammunition in such a mounting have disadvantage on attack rolls and
a cylinder, which is part of the weapon and knock the wielder prone; a successful DC 16 Strength
serves as the firing chamber for each round as (Athletics) check avoids being knocked prone. Setting
well. Unlike box magazines, cylinders can’t be up or breaking down takes a bonus action for a bipod or
removed, and they must be reloaded by hand. tripod and 1 minute for a vehicle mount.
Reloading a cylinder magazine is a bonus action Cannon, Scrap: A scrap cannon is a heavy weapon
for a one or two-handed firearm and an action variant of the scrap pistol (see below). This weapon
for a heavy firearm. requires moving a heavy bolt-action lever to fire and is
• Internal: Some weapons keep their ammunition incapable of firing more than once per round.
in an internal space, which must be loaded by Flame Lance: A flame lance is a heavy cylinder
hand. This is the case with most shotguns, as containing flauros coils that, when primed, conjure fire
well as some rifles. Reloading a firearm with which is contained in an aetheric field and projected out
an internal magazine is an action for one and of the flame lance’s muzzle. Before a flame lance can be
two-handed firearms and a both an action and a fired it must be primed, a process that takes 3 rounds as
bonus action for heavy firearms. the flauros coils heat up and rippling waves of heat and
• Linked: Some firearms use linked ammunition. flame emanate from the barrel. The flame lance has two
The bullets are chained together with small firing modes which the wielder may switch between as a
metal clips, forming a belt. Typically, a belt bonus action.
holds 50 bullets and any number of belts can Firing the flame lance in beam mode (1 charge)
be clipped together. In military units, as the projects a single, thin ray of heat with a range of 30/90
gunner fires, an assistant clips new ammunition feet that deals 4d6 fire damage.
belts together, keeping the weapon fed. A Firing the flame lance in wide-angle mode (5 charges),
second character can serve as a loader for a the weapon projects multiple jets of flame within a 20-ft.
linked weapon, spending an action and bonus cone. Each creature in the area takes 4d6 fire damage, or
action to keep the linked magazine firearm half as much with a successful DC 15 Dexterity saving
loaded while at the same time performing a throw. In addition, creatures failing their saving throw
Help action that grants the wielder of the linked catch on fire, taking an additional 1d6 fire damage each
firearm advantage on their next attack roll. round at the beginning of their turn until they extinguish
the flames. They can spend an action to attempt a new
saving throw to put out the fire, with advantage on the
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saving throw if they drop prone. Jumping into water Aethera Weapons Manufacturers
extinguishes the flames. In an industrial campaign, weapons need not be entirely
Flamethrower: When using a flamethrower, the generic. You can build specific models and manufacturers
wielder projects a 60-foot-long line of fire, attempting a into the tapestry of the world’s background:
separate attack roll against each creature within the line. CA “Heavy Knight”: The Heavy Knight began as an
Effects that grant concealment, such as fog or smoke, or improvised firearm devised by Sargent Reinan Knight
the blur, invisibility, or mirror image spells, do not foil this when his unit was pinned and its woodsplitter machine gun
line attack. If any of the rolls threatens a critical hit, the was disabled, leaving it outgunned. Mating the automatic
wielder confirms the critical for that roll alone. receiver of the heavy machine gun to the frame of a battle
All affected creatures take 4d6 points of fire damage, rifle provided a portable suppression weapon. This firearm
and any creature hit by the flaming stream must also was adopted by the Cavalier Arms manufacturing company
succeed at succeed at a DC 20 Dexterity saving throw or which produces a refined version of the bipod-stabilized,
catch fire, taking an additional 2d6 points of fire damage pan-magazine-fed gun.
each round until the flames are extinguished. A burning CI T26 “Woodsplitter”: The Central Industries type
creature can attempt a new save at the end of its turn. 26 heavy machine gun was dubbed the “Woodsplitter”
Dropping and rolling on the ground grants a +2 bonus on when it clear-cut a grove of erahthi infantry in seconds.
this save. Woodsplitters are enormous firearms nearly always mounted
The flamethrower itself weighs 20 pounds, while to a fortification, an aethership, or perhaps most terrifyingly,
its paired backpack-mounted fuel and propellant fired from the hip by okanta mercenaries.
tanks weigh an additional 40 pounds. The wielder
has disadvantage on Dexterity (Stealth) checks when
wearing the cumbersome device. In addition, the tanks
have a damage threshold of 10 and 5 hit points, and
if the tank is ruptured in the presence of any adjacent
flame (including the device’s own gas igniter), a mighty upon impact or at the start of the wielder’s next turn. A
conflagration erupts, the wielder takes 6d6 points of fire grenade launcher requires charges to fire, but unless the
damage, and all creatures within a 20-foot radius take weapon is also loaded with a grenade, any charges that
3d6 points of fire damage (Dexterity DC 20 for half are consumed are wasted. A grenade launcher can hold
damage). Any creatures who take damage must succeed at up to 5 grenades at a time. Loading a single grenade
a DC 20 Dexterity save or catch on fire. into a grenade launcher is an action or a bonus action if
Grenade Launcher: A grenade launcher is a bulky proficient.
weapon that can fire any grenade a great distance. Grenades: This time-delayed explosive functions like
Grenades propelled by a launcher can be set to detonate the grenades described under High-Tech Weaponry,
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Jim Zettlemoyer (Order #40041272)
throwing them to the desired location and then Machine Gun: Rather than using a box magazine, a
detonating at the beginning of your next turn. Before machine gun may use linked ammunition, gaining the
being thrown by hand, the grenade must be primed with linked quality described above.
a quick twist of a dial at one end and then armed with a Phineas Resonator: Named after the unfortunate
click of a button at the center of that dial. Priming and researcher who discovered the effect, the phineas
arming a grenade is done as part of the attack action resonator is a series of high-frequency sound transmitters
H eav y Weapons

used to throw it; a grenade launcher primes and arms which feed through a songsteel resonating chamber to a
all grenades it fires so that they explode immediately on large conical projector, reminiscent of a gramophone. The
impact. phineas resonator is a support weapon fielded by Akasaati
All grenades follow the same basic rules: As an action, riot control officers. Its effectiveness in a suppression role
a character can throw a grenade at a point up to 60 feet earned it the nickname “Gut-Blaster.”
away. With a grenade launcher, the character can propel The resonator may only be fired in automatic mode.
the grenade up to 120 feet away. In addition to damage, a creature hit by the sonic pulse
Each creature within 20 feet of an is overcome with nausea and dizziness (treat as stunned)
exploding grenade must make a DC 15 Dexterity saving unless they succeed on a DC 15 Constitution saving
throw, taking 5d6 of the specified damage on a failed throw. On a critical hit, the DC is increased to 18 and
save, or half as much damage on a successful one. the target is treated as poisoned for 1 round even on a
• Bang: This grenade deals no hit point damage successful saving throw. Creatures reduced to 0 hit points
but blinds and deafens creatures within 10 feet by the resonator fall unconscious but do not need to
for 1 minute if they fail a DC 15 Constitution make death saving throws.
saving throw, or gives them disadvantage on Plasmathrower: A plasmathrower is a devastating
Perception checks for 1 round if they succeed on weapon that fires blasts of superheated, electrically
their saving throw. charged gas. This weapon has two firing modes: slow-
• Concussion: This grenade explodes in a 20-foot- firing and automatic. When used on the slow-firing
radius burst dealing 5d6 points of bludgeoning setting, the weapon fires a 10-foot radius burst with
damage, or half as much with a successful DC no range increment; on the automatic setting, it fires
15 Dexterity saving throw. If a target is reduced individual bursts of plasma. The weapons scores a critical
to 0 hit points by this attack, they are knocked hit on a 19 or 20.
unconscious by are not dying. Rail Gun: A rail gun uses gravitons to compress
• Fragmentation: A metal sleeve adds deadly raw metal scrap placed in its sequencing chamber into
shrapnel to a grenade’s explosion, dealing 2d6 hyperdense shells that it then accelerates to astounding
bludgeoning, 2d6 piercing, and 2d6 slashing speed and fires from its electromagnetically charged
damage in a 15-foot-radius, or half as much barrel. The weapon’s rate of fire is slow compared to
damage of all three types with a successful DC most other technological weapons, yet its relatively high
15 Dexterity saving throw. damage combined with its potential for particularly grisly
• Smoke: This grenade deals no damage but critical hits makes it a much sought-after weapon for
creates a fog cloud. The cloud fills a 5-foot radius long-range combat. Shots fired from a rail gun bypass
when the grenade activates, and the radius an object’s first 10 points of damage threshold and can
increases by 5 feet each round at the beginning completely penetrate targets without damage thresholds.
of the wielder’s turn thereafter, to a maximum When making an attack with a rail gun, make a single
of 20 feet. The smoke lasts 1 minute but can be attack roll and compare that result to the Dexterity score
blown away by a strong wind. of all creatures in a line extending out to the weapon’s
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maximum range if they have a damage threshold equal holes bored along the rim. Firing a single anthem round
to or below 10. If any target has a damage threshold has no effect beyond creating a loud shriek (advantage to
above 10 use its AC instead. This weapon damages all any Wisdom (Perception) ability checks made to hear the
targets with a Dexterity score (or AC) equal to or lower shot fired). However, firing a burst-fire or full-auto volley
than the attack roll. However, if the attack’s damage fails of anthems causes an ululating harmonic tone that taps
to penetrate any target’s hardness or damage reduction, directly into the martial elements of the score, granting

Special A mmunition
this shot is blocked and cannot damage targets that are an extra 1d4 to all attack rolls made by allies within 30
farther away. ft. of the attacker firing the anthem rounds. This bonus
On a critical hit the weapon rolls 9d10 for damage. persists for 1 round.
Rocket Launcher: A newly created rocket launcher Entropic: These rare bullets are fashioned from lethal
contains its entire load of rockets and energy charges. It netherite crystal harvested from Orbis Aurea. These
cannot be reloaded, and once its final rocket is fired, the black, crystal rounds are inimical to life and deal 1d6
weapon is useless. Rockets fired from a rocket launcher points of piercing and slashing damage and an additional
can target a single target or a grid intersection. A creature 1d6 points of necrotic damage, rather than the firearm’s
that takes a direct hit from a rocket cannot attempt a standard damage. The negative energy damage is doubled
saving throw to reduce the damage taken. When a rocket against creatures with the aether subtype (see the Alien
strikes its target, it explodes in a 30-foot-radius sphere Bestiary from Legendary Games). Rolling a natural 1
that deals fire and bludgeoning damage to all creatures when firing entropic rounds cause the delicate crystals
within that area of effect — a successful DC 15 Dexterity to shatter, dealing 2d6 points of necrotic damage to
save halves the damage for all but the target. Some anyone within 10 ft. of the weapon; a successful DC 15
rocket launchers carry alternate loads, replacing the fire Constitution saving throw halves this damage.
damage with electricity or cold damage, and there are Explosive: An explosive round contains an internal
rumors of rocket launchers capable of doing even more combustive charge that detonates after impact. An
damage, firing gravity-based weapons or using radioactive explosive round deals additional damage equal to half
payloads. the firearm’s base damage die. This additional damage
bypasses any resistance to the damage type.

Purchasing Ammunition Flechette: Flechette rounds are jacketed shells


containing two dozen tempered steel darts that explode
When purchasing ammunition, treat its purchase from the shell when fired. Flechette rounds target all
restriction as none. In settings that use the above creatures within a 30-ft. cone when they are fired.
ammunition caliber rules, treat one-handed firearms Flechette rounds inflict an additional 1d6 point of
as none, two-handed as restricted, and heavy as illegal. piercing damage.
In high-detail settings where each weapon has its own Hellbore: The reputation of hellbore ammo is such
individual ammunition type, treat its purchase restriction that hardened veterans shudder at the word. Hellbore are
as that of the firearm it is used in. mechanized rounds of ammunition that derive power
from a tiny aetherite reserve at their core. These rounds
Special Ammunition resemble a drill bit and bore into a target they strike for
five rounds, dealing the weapon’s base die damage each
Below are special types of ammunition common in the
round. This ongoing damage bypasses any resistance
Aethera System.
to the damage. Hellbore rounds halve the range of the
Anthem: Anthems are similar to normal pulse rounds
weapon they are fired from.
but are composed of a singing steel shell with whistling

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Table 6: Automata
Automata Price Implant Install effect by the erahthi against enemy aetherships and
Phalanx Battery 500 au 2 26 phalanx troopers.
Prosthetic Limb, Full 500 au 2 28 Scrap Slugs: Crude projectiles made of melted-down
Prosthetic Limb, Partial 250 au 1 25 scrap metals and chemical accelerants, scrap slugs or
Quickstrider Legs 8,750 au 4 28 “scrappies”, are used in the scrapguns popular among
Enhancement Price Implant Install those who cannot acquire proper ammunition. Scrappies
Aether Thruster 2,250 au 1 28 are easy and cheap to produce, but impose disadvantage
Automata

Implanted Weaponry 5,000 au 2 26 on all attack rolls and always miss on an attack roll of a
Prosthetic Claw 550 au 1 25 1 or 2.
Surefoot Talons 1,000 au 1 25 Slug: Slugs are standard copper-jacketed tin and lead
Strength Boost (MK I) 6,000 au 2 24 alloy rounds used in nearly every firearm across the
Strength Boost (MK II) 24,000 au 4 28 Aethera System.
Strength Boost (MK III) 42,000 au 8 32 Incendiary Tracers: Colloquially known as “stars”,
incendiary tracers are jacketed rounds composed
Pellet: Pellet rounds are shells that contain dozens of primarily of flauros, a naturally occurring starmetal
tiny metal pellets that scatter when fired. that emits heat and light when agitated. Creatures struck
Pulse: Named for the telekinetic pulse that propels with a star round take 1 point of fire damage and must
them, pulse ammunition is the standard used by succeed at a DC 13 Dexterity saving throw or catch
professional security forces and military. Pulse rounds fire. Creatures on fire take 1d6 points of fire damage at
are conical, copper-jacketed tin-lead alloy rounds packed the start of each of their turns, until they or an adjacent
with an alchemical mixture of finely ground aetherite creature takes an action to put out the fire.
and sulfur. When fired, the alchemical propellant releases Zombiemaker: Made from aetherite processing waste,
telekinetic energy, hurling the projectile down the barrel zombiemakers are named for the catatonic state induced
of the loaded firearm with a blue flash and characteristic, by aetherite poisoning. Due to residual magical energy
high-pitched sonic shriek. Pulse rounds do not suffer in the dark blue crystals that tip these rounds, they are
disadvantage when firing at long range. treated as magic for the purposes of bypassing resistances
Rust: This ammunition is an alchemical ceramic slug and immunities. On a critical hit, the round lodges inside
laced with a special powder derived from rust monster the target and exposes the damaged creature to aetherite
antennae. Rust rounds deal an additional 3d6 poison radiation, causing them to become poisoned for as long
damage to ferrous creatures and objects (such as phalanx). as the projectile remains lodged in the target; it can
Outlawed on Akasaat, these rounds were used to great extracted with 1 minute of work and a successful DC 13
Wisdom (Medicine) check.

Automata
Automata is a catch-all term for any aethertech that functionality of amputees. The technology was adapted
directly interfaces with a creature’s body. Rather than and expanded during the Century War to encompass a
wearing a full suit of power armor, some characters wide array of both civilian and military applications.
might instead have a limited number of cybernetic The process of grafting automata onto a living creature
enhancements added to augment their biological is an arduous one, requiring hours of surgery where
abilities. The first pieces of automata were bulky, crude the prospective user’s body is bolted, riveted, wired, or
prosthetics designed prior to the Century War to restore otherwise bound to the new piece of hardware. The
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aethertech used in creating automata connects directly
to the recipient’s consciousness through a spiritual bond
with the less understood properties of aetherite and its
interaction with a soul.
Each piece of automata has an implantation value that
indicates how invasive the implant is. The total combined
implantation values of all automata implanted in a single
creature can’t exceed either that creature’s Constitution
score or Charisma score—a creature’s Constitution sets
the physical limit of what its body can accept in the form and Wisdom (Medicine) ability checks to remove
of automata implants, while the creature’s Charisma sets automata gain advantage. Extracting a piece of automata
the mental limit of what its spirit can control. An implant from a dead body requires no Wisdom (Medicine)
whose implantation value would cause the total to exceed ability check but takes a number of rounds equal to the
either of these two scores does not function but still automata’s implantation value. You can only install or
takes up a body slot. In addition, as long as a character extract a single piece of automata at a time.
has automata implants installed whose combined Installing or removing an automata enhancement
implantation exceeds his Constitution or Charisma, he (a piece of automata designed to augment an existing
has disadvantage on all saving throws. implant) requires an Intelligence (Arcana) check rather
A creature with neither a Constitution score nor a than a Wisdom (Medicine) ability check. A single piece of
Charisma score cannot receive benefits from automata, automata may only possess one enhancement.
but a creature with only one of these scores can. Installing The mechanical race known as the phalanx (see
a piece of automata takes a number of hours equal to the Alien Codex from Legendary Games) treat their
the automata’s implantation value if the installation is Constitution and Charisma scores as doubled for
done by hand—certain aethertech items can speed this the purpose of determining the maximum number
installation time. The target must be willing or helpless of automata implants they may have. Additionally,
during the entire installation, at the end of which the phalanx never take Constitution damage from installing
installer attempts a Wisdom (Medicine) ability check or removing a piece of automata and all Heal checks
against the automata’s Install DC—this specific value made to install or remove a piece of automata from
is listed for each automata. On a success, the target a phalanx are made with a +10 bonus. Additionally,
takes Constitution damage equal to the automata’s automata components can be installed in phalanx in half
implantation value and the automata immediately the normal time. Also, phalanx may install automata
activates. On a failed check, the target still takes the enhancements directly into their bodies without the need
Constitution damage but the installation fails; a new of the requisite replacement automata but must possess
attempt to install the automata can be made, although it’s the phalanx battery automata to power such devices.
wise to wait for the Constitution damage to heal before Creatures with the aether type (see the Alien Bestiary
trying again. from Legendary Games) treat their Charisma scores as
Automata can be extracted using the same procedure doubled for the purpose of determining the maximum
as implanting it, with a failed Wisdom (Medicine) ability number of automata implants they may possess. An NPC
check indicating the attempt to extract the item failed. generally charges an amount equal to 1/10 the total price
Failure by 5 or more indicates the subject takes of a piece of automata for the service of installing the
Constitution damage as though it were a failed implant. item.
Fortunately, extraction is a simpler task than installment,
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Table 7: Strength Boost Enhancement Craft: This is the Intelligence (Arcana) DC
Model Bonus Implantation Install Usage required to create the automata. It is also the
Mark I +2 Str 2 DC 19 5 charges/ Intelligence (Arcana) DC to correctly identify the
round automata.
Mark II +4 Str 4 DC 23 10 charges/
round Aether ThrusterE 2,250 au
Mark III +6 Str 8 DC 27 15 charges/ Slot hands; Weight 4 lbs.; Install
Automata

round
DC 23; Implantation 1; Capacity
none; Usage 5 charges/round
Due to their primarily metallic construction, implanted Aether thrusters are special aether resonance chambers
pieces of automata count as wearing metal armor for the contained in the hands of automata prosthetics. These
purpose of classes (such as the Druid) that lose access to enhancements must be installed in pairs and the cost for
class features when wearing metal armor. aether thrusters reflects this. Aether thrusters are activated
Each piece of automata has a full description, as a reaction and grant a flying speed of 20 ft. Their user
including a set of abbreviated statistics at the start. This can ascend at half speed and descend at double speed.
information is organized as follows. Automata with While flying, a creature with aether thrusters who attempts
[Enhancement] listed in their description are components to use its hands for any purpose (such as to attack or cast
that enhance other pieces of automata a spell with somatic components) falls immediately.
Slot: This is the part of the body into which the An aether thruster can be fired offensively as a
automata must be implanted. A single slot can only ever ranged weapon attack with a range of 10 ft. that
host a single piece of automata. consumes 5 charges per shot fired. A creature
Weight: This is the weight of the automata in pounds. struck by an aether thruster takes 1d4 points of force
Once installed, the automata’s weight does not count damage and is pushed back 5 ft. A successful DC 13
against a creature’s encumbrance or maximum load. Strength saving throw negates the push effect.
Install: This is the Wisdom (Medicine) ability check
Implanted WeaponryE 5,000 au
DC required to successfully implant or remove the
Slot arm; Weight 1 lbs. (special); Install DC 21;
automata from a creature.
Implantation 2; Capacity special; Usage special
Implantation: A numerical value indicating how
A single light melee weapon or one-handed firearm can
invasive the automata is. The higher the number,
be implanted in a prosthetic arm. Melee weapons extend
the more invasive the grafting process. Implantation
or retract as a reaction. Ranged weapons are fired from
influences the time and difficulty of installing and
the forearm through a port in the palm or by disassembling
removing the automata.
the hand to form part of the barrel. Either type of weapon
Capacity: Automata run on aetheric energy and have
has statistics identical to its normal form. Firearms reload
built-in aetheric capacitors for storing power. This entry
through a breach in the arm, increasing the reloading time
lists the maximum capacity for each piece of automata.
of the weapon to a an action, or doubling reloading times
Usage: This entry notes the cost in charges of aetheric
that already take an action and bonus action or longer.
units that a piece of automata requires. Automata
Implanted weapons are well concealed; detecting one
that do not have sufficient power to meet their usage
requires a thorough search (Perception DC 20). Implanted
requirements immediately cease functioning. Automata
cannot be disarmed. Weaponry installed in a prosthetic
enhancements add additional energy costs to an
arm does not count against a creature’s implantation limit.
implanted piece of automata.
The cost, price, and weight of the weapon to be implanted
are added to the cost, price, and weight listed in this stat

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block. Sheathing or unsheathing an implanted weapon function beyond restoring a lost limb, but can be upgraded
drains 1 charge from the automata it is attached to. with prosthetic limb enhancements for additional cost.

Phalanx BatteryE 500 au Prosthetic ClawE 550 au


Slot body; Weight 4 lbs.; Install DC 21; Slot hand; Weight 4 lbs.; Install DC 20;
Implantation 2; Capacity 60; Usage special Implantation 1; Capacity none; Usage none
A phalanx battery is a special automata augmentation A prosthetic claw is an enhancement for a full or partial
that can be implanted into any phalanx creature (see automata prosthetic, replacing the hand with a clawed
the Alien Codex from Legendary Games). This battery appendage. A prosthetic claw grants claw natural attack
acts as an aetheric capacitor and can store up to that deals 1d4 + the creature’s Strength modifier in damage.
60 units of aetheric energy. A phalanx battery has a A prosthetic claw is a cumbersome enhancement and
standard induction port, allowing the battery to recharge imposes disadvantage on attack rolls made with melee
any standard aethertech device. A phalanx with this or ranged weapons wielded in the prosthetic claw.
enhancement may power any other automata enhancements
Quickstrider Legs 8,750 au
with a charge from this source as a free action.
Slot legs (2); Weight 17 lbs.; Install DC 23;
Prosthetic Limb, Full 500 au Implantation 4; Capacity 60; Usage see text
Slot arm or leg; Weight 12 lbs.; Install DC 23; Quickstrider legs are specially constructed automata
Implantation 2; Capacity 30; Usage 1 charge/day legs only sold and installed in pairs. These limbs consist
Automata prosthetics have come quite far since of flexible steel bows replacing the calf of an automata
their invention nearly 200 years ago. A full prosthetic leg, creating a characteristic curved appearance. This
limb completely replaces an ordinary limb with arms automata grants a +10 bonus to land speed, advantage on
connecting at the shoulder and legs at the hip. A basic all Strength (Athletics) checks made to jump. A creature
prosthetic limb automata provides no additional function with this implant also applies double their proficiency bonus
beyond restoring a lost limb, but can be upgraded with on Strength (Athletics) ability checks made to jump.
prosthetic limb enhancements for additional cost.
Strength BoostE varies
Prosthetic Limb, Partial 250 au Price varies; Mark I 6,000 au; Mark II 24,000 au; Mark
Slot hand or foot; Weight 4 lbs.; Install DC 20; III 42,000 au; Slot arm; Weight +10 lbs.; Install varies;
Implantation 1; Capacity 25; Usage 1 charge/day Implantation varies; Capacity none; Usage varies
A partial prosthetic limb replaces a missing hand or Automata limbs can be enhanced with additional strength
foot, granting full functionality back to the lost appendage. by improving the servos and aetheric amplifiers installed
A basic prosthetic limb automata provides no additional in them. These modifications dramatically increase the
energy required to maintain the limbs and the strength

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by this enhancement do not stack with the bonuses given
by the Strength bonus given by wearing power armor.
Strength boost enhancements in an automata limb are
always obvious whenever the limb is visible. Such limbs
are unusually bulky or possess external components.
Power A rmor Class Features

By increasing the cost of this enhancement by 25%


the enhancement uses cutting edge components that
can only be noticed with a successful DC 25 Wisdom
(Perception) or Intelligence (Arcana) check.
enhancements are not always considered to be active in
Surefoot TalonsE 1,000 au
order to conserve power. A strength boost enhancement
Slot feet; Weight 4 lbs.; Install DC 20;
is activated as a reaction and can be deactivated as a
Implantation 1; Capacity none; Usage none
reaction action. The bonus provided by this enhancement
This enhancement replaces the feet of a pair of prosthetic
modifies the cost and other variables. These enhancements
legs with three-toed talons like those of a bird. The wide sides
only apply to the automata limb that they are installed
of the feet and sturdy composition grants a +5 bonus to land
in and are not multiplied for additional limbs. A creature
speeds and allow the user to ignore the adverse movement
must have two automata limbs to gain a bonus to carrying
effects of difficult terrain. This enhancement is only sold
capacity for its increased Strength. The bonuses given
and installed in pairs and its price is reflective of this.

Power Armor Class Features


A mix of classic fantasy fighting tropes blends seamlessly a line originating from your space, you designates two
with heavy weaponry and mechanically soldiers with squares no more than 30 ft. apart, which are in line of
powered armor or automated enhancements. The class sight and not within long range of your weapon and
options below offer your character the opportunity draw a line between them. Treat this line as a burst of
to build their class features and abilities around these automatic fire, rolling an attack against each creature and
options and make the most of technology in combat. dealing damage to those that are hit.

Artillerist (Fighter Archetype) Walking Shots


The whine of pulse munitions and thump of explosive Starting at 7th level, you’ve gained experience with assault
decompression are the music to the artillerist’s ears. These rifles unlike any training other soldiers receive. You
gunslingers focus not on the personal staredown and no longer have disadvantage on your attack rolls when
quick-draw of a duelist, but the dispersal heavy weapons making line attacks with guns that have the automatic
in fire support. quality.

Traversing Fire Rockfall


Beginning at 3rd level, when using a firearm with At 10th level, as an action, you can fire a heavy weapon
the automatic quality from a position at least 10 ft. at a building, cliffside, or other suitable solid object,
above your targets, you can sweep your fire across the causing a rain of debris in a 10-foot radius below the
battlefield. Rather than shooting an automatic burst in point of impact, up to 30 feet below. Any creatures of

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objects in this area take 8d6
bludgeoning damage on a failed
Dexterity saving throw, or half as much on a
successful save. The radius is also treated as
difficult terrain. The DC for this saving throw is 8

A rtillerist (Fighter A rchetype)


+ your Dexterity modifier + your proficiency bonus.
Flying creatures that fail their saving throw are
forced to the ground, taking falling damage based
on how far they fell, as well as the 8d6 bludgeoning
damage.
Once you use this ability, you must take either a
short rest or a long rest in order to use it again.

Component Targeting
As an action, you can make a single
ranged weapon attack with a firearm
and choose a component of a vehicle
to target. You gain the following
effects depending on the part
targeted. If the vehicle does
not have the component
listed, that part cannot be
targeted.
• Engine: On a hit, the
vehicle takes damage
normally and its speed
is reduced by half for 1
minute.
• Stabilizers: On a hit, the vehicle
takes damage normally and is
destabilized, causing any ability or skill
checks made to control the vehicle to be
made with disadvantage.
• Weapons: On a hit, the vehicle
takes no damage, but the targeted
weapon fails to fire on a roll of 10
or below and has disadvantage on all attack rolls. Until it
is repaired, if the weapon rolls a 10 or below, it explodes, dealing
double its attack damage to the vehicle it is mounted to and all creatures
within 10 feet of the weapon. It also becomes wrecked and cannot fire again until it
has been fully restored.

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Jim Zettlemoyer (Order #40041272)
Sniper Gravitational Strikes
At 18th level, your weapon attacks with firearms score a Starting at 15th level, whenever you attack a creature with
critical hit on a roll of 18 to 20. a melee weapon with the heavy property, you can use a
reaction to switch your damage type to force damage.
Gravitic (Fighter Archetype)
Power A rmor Class Features

You can use this ability a number of times equal to your


Intelligence modifier. The usages of this ability reset once
The relative proximity of space in the Aethera System,
you take a long rest.
and the physics of interstellar travel through both science
and magic have unlocked some of the fundamental
mysteries of the anchoring force of gravity. Some wield
Gravity’s Avalanche
that force via magic or aethertech. Others, such as At 18th level, whenever you attack a creature from an
gravitics, spend time in space training in weightless elevated position (such as a sloping hill, stairs, or if
environments, and practice their combat maneuvers you are flying over them) using a melee weapon with
in artificial gravity, honing their tactics with brutal, the heavy property, you score a critical hit on a roll of
extraterrestrial efficacy. Gravitic fighters act as shock 18 to 20 and roll your damage dice a third time when
troops, tactical vanguards, or even as mercenary enforcers calculating the critical hit damage.
in private security forces or criminal organizations.
Regardless of their role or even their stature, gravitics Jump Trooper
know it’s not the size of the weapon or the wielder, but
the force behind it that counts.
(Fighter Archetype)
During the Century War, thousands of soldiers
Inertial Savant were subjected to fringe experiments in the hopes of
developing a military edge over the erahthi. While the
At 3rd level, you can use your understanding of force and
infused and paragons are the most recognizable results
motion to resist attempts to move or trip you. You gain
of this experimentation, the path to their creation is
advantage on any saving throws or ability checks needed
littered with the remnants of others inflicted with strange
to stop any effect from forcibly moving you or knocking
supernatural powers. Akasaati jump troopers began
you prone.
as crippled or dying war veterans who were outfitted
with experimental automata and infused with aetherite
Centrifugal Swing in the hopes of developing advanced human-machine
Starting at 7th level, when you are wielding a melee interfaces. The project that created jump troopers ceased
weapon with the heavy property, you add your operation nearly 20 years ago, but independent mercenary
proficiency bonus to all damage rolls made with that companies and other organizations still carry out similar
weapon. augmentations.

Impactful Strike Integrated Thrusters


At 10th level, whenever you deal damage with a melee At 1st level, you endured hours of painful surgeries and
weapon with the heavy property, you can roll the damage liquid aetherite injections to be outfitted with a unique
dice twice and choose the better result. automata prototype. The result is a self-powered piece of
automata permanently fused to your body at the center of
your chest and the palms of your hands, without the need
22
Jim Zettlemoyer (Order #40041272)
for additional prosthetic replacement. This
functions as an aether thruster
automata enhancement
(see page 18) but
does not require the

Siege Walker (Fighter A rchetype)


replacement of your
limbs. The thrusters
are not powered by normal
aetheric energy, but rather your internal
reserves. As such, the thruster is treated as having
a capacity of 10 charges per Fighter level and fully
recharges after a long rest. These charges may
not be drained from you your integrated
thrusters may not be disabled by spells
or abilities that target automata.
This piece of automata does
not count against your
normal implantation
limit. Additionally, you
treat your integrated
thrusters as firearms for
the purposes of effects
that modify firearms. Thrust Efficiency
At 15th level, you further adapt to the use of your
Weaponized Thrusters integrated aether thrusters and have learned the trick to
At 7th level, you add 10 feet to the range of your getting the maximum force out of as little fuel as possible.
integrated thrusters when used as a ranged weapon attack You now only need to spend 2 charges per round to use
and add 5 feet to this range for every four levels beyond her integrated thrusters.
7th level. You only need to spend 1 charge when firing
your integrated thrusters as weapons and may do so while Infinite Ammo
flying without falling. The damage of your integrated
At 18th level, you no longer drain charges from your
thrusters increased to 1d8 at 7th level, 1d10 at 10th, 2d6
integrated thrusters when firing them as weapons.
at 13th, and 3d6 at 18th.

Burst Flight Siege Walker


At 10th level you can use a bonus action to add a +10
(Fighter Archetype)
bonus to the flying speed provided by your integrated A siege walker is a mobile artillery platform, a terrifying
thrusters for 1 minute. This bonus increases by +10 at threat on the battlefield that carries the burden of
14th level and every four levels thereafter, to a maximum immense firepower in a front-line assault.
bonus of +30 at 18th level.

23
Jim Zettlemoyer (Order #40041272)
Power A rmor Class Features

Massive Firepower Bulletproof


At 3rd level, you gain the ability to wield a weapon with At 7th level, when wearing medium or heavy armor, you
the stabilized quality without the penalties normally may use your armor to absorb the shock from incoming
associated with failing to properly stabilize such a bullets. When she is targeted by a ranged weapon attack
weapon. While doing so, your movement speed is from a firearm, you may use a reaction to gain resistance
reduced by half. to all damage dealt by firearms until the beginning of
your next turn.
Once you use this ability, you must take either a short
rest or a long rest in order to use it again.

24
Jim Zettlemoyer (Order #40041272)
deal an extra 2d6 damage of the same type. This bonus
Additional Fighting Style damage only applies to the first attack you make against
At 10th level, you can choose a second option from the this enemy this round.
Fighting Style class feature.
Unstoppable
Overwhelming Force

Titan (Fighter A rchetype)


Starting at 7th level, you would take damage from an
At 15th level, you have learned how to best harness effect that deals half damage on a successful saving
the kinetic force of your enormous projectiles. When throw, as a reaction you may choose to take half damage
you damage a creature with a ranged attack, you may on a failed saving throw or no damage on a successful
use a reaction to force them to attempt a Strength saving throw. You can use this ability a number of times
saving throw. If the creature fails this saving throw, it equal to your Constitution modifier. The usages of this
is immediately knocked prone. The DC for the saving ability reset once you take a long rest.
throw is 8 + your Dexterity modifier + your proficiency
bonus. You may use this ability a number of times equal Havoc Barrier
to your Dexterity modifier. The usages of this ability
At 10th level, when you use your Havoc Charge class
reset once you take a long rest.
feature, you may spend a reaction in order to gain
temporary Hit Points equal to half your level (rounded
Unceasing Barrage down). Once you use this ability, you must take either a
At 18th level, you reduce the time required to reload a short rest or a long rest in order to use it again.
heavy firearm by one step. Actions become bonus actions,
bonus actions become reactions, and reactions require no Shockwave
sort of action to reload.
Starting at 15th level, whenever you successfully attack a

Titan (Fighter Archetype) creature using your Havoc Charge ability, you can spend
a bonus action to create a massive shockwave within a 10
A titan is a moving wave of destruction on the battlefield. ft. radius. All creatures within this radius must succeed
They are experts in close-quarters combat who have Dexterity saving throw with a DC of 8 + your Strength
blended hand-to-hand combat wearing power armor with modifier + your proficiency bonus, or immediately be
firearms into a devastating combination. knocked prone.

Havoc Charge Army of One


Starting at 3rd level, when you move at least 20 feet in an At 18th level, the damage done by your Havoc Charge
interrupted line towards an enemy, you gain advantage class feature increases to 4d6. Additionally, this damage
on attack rolls against that enemy and all enemies gain applies to all attacks you make in the round against the
advantage on attack rolls against you until the start of creature you used your Havoc Charge on, instead of just
your next turn. If you successfully attack your enemy, you the first.

25
Jim Zettlemoyer (Order #40041272)
Open Game License Version 1.0a
The following text is the property of Wizards of 2. The License: This License applies to any 9. Updating the License: Wizards or its
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names and descriptions of characters, expressly licensed in another, independent Adapted by Michael Ritter.
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Identity. The owner of any Product Identity
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xxvi
Jim Zettlemoyer (Order #40041272)
Jim Zettlemoyer (Order #40041272)

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