POWER ARMOR
POWER ARMOR
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
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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
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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
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
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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
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
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I power armor frame can only accept body and head
accessories, and only has two accessory slots.
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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.
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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
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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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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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.
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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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Jim Zettlemoyer (Order #40041272)
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.
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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
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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
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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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
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Power A rmor Class Features
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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 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.
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Jim Zettlemoyer (Order #40041272)
Open Game License Version 1.0a
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xxvi
Jim Zettlemoyer (Order #40041272)
Jim Zettlemoyer (Order #40041272)