Powered Armor


Homebrew


I really like powered armor, was really disapointed with the lack of options in the core book. Here are some new powered armor types. Also have higher level versions of each type, but only posting the first one so the post isn't too long.

Artillery Frame:
Large lumbering things; designed less to protect the wearer than to absorb the massive recoil of heavy weapons. Artillery frames can make full attacks with heavy weapons with the unwieldy special property that are mounted on the armor so long as each weapon makes no more than 1 attack.

Thunderer: Lvl 9; $18,500

EAC Bonus +8
KAC Bonus +12
Max Dex Bonus: +2
Armor Check Penalty: -10
Speed: 15 feet
Strength: 20 (+5)
Damage: 2d8 B
Size: Large
Capacity: 10
Usage: 2/hour
Weapon Slots: 2
Upgrade Slots: 1
Bulk: 30

Mobile Infantry Battlesuit:
These suits of powered armor are most commonly worn by elite military forces, and are designed to enhance the speed and mobility of the wearer. Mobile infantry battlesuits come equipped with special jump jets that can fly up to the armor’s speed (average maneuverability) with a maximum height of 10 feet, or the armor’s speed minus 10 feet straight up. The jump jets function despite being installed in powered armor, but cannot be used if the wearer is encumbered, and the wearer must still land at the end of their move action. Using these jump jets expends one charge from the armor.

Tactical: Lvl 8; $9,650

EAC Bonus: +12
KAC Bonus: +15
Max Dex Bonus: +4
Armor Check Penalty: -3
Speed: 40 feet
Strength: 20 (+5)
Damage: 1d10 B
Size: Medium
Capacity: 20
Usage: 1/hour
Weapon Slots: 1
Upgrade Slots: 1
Bulk: 25

Fireteam Battlesuit:
Fireteam battlesuits are designed to be operated by two small or smaller creatures. Medium and larger creatures cannot wear fireteam battlesuits. One creature is the pilot and the other is the gunner. Each creature acts on its own turn, and may take actions as normal except that the gunner may not take actions to move and may only use weapons mounted on the powered armor to make attacks, and the pilot cannot use weapons mounted on the power armor, but may use held weapons as normal. Use the dexterity modifier of the pilot when calculating armor class for each creature. Attacks against each creature in a fireteam battlesuit are resolved separately. Hits against either the pilot or the gunner first deal damage to temporary hit points granted by force field armor upgrades, the mechanic energy shield trick, and similar abilities.

Some fireteam battlesuits are produced for medium creatures, this increases the size of the powered armor to large, the dice for the armor’s melee damage by 1 step. and its cost by 50%.

Tactical: Lvl 8; $7,400
EAC Bonus: +11
KAC Bonus: +15
Max Dex Bonus: +2
Armor Check Penalty: -8
Speed: 35 feet
Strength: 20 (+5)
Damage: 1d10 B
Size: Medium
Capacity: 20
Usage: 2/hour
Weapon Slots: 1
Upgrade Slots: 1
Bulk: 30


The artillery frame is super OP. Every soldier would be wearing it so they could fire 3 plasma weapons as part of a full attack.

I like the other two, though the fire team is suit is just weird enough that I'm not sure how it would perform.


Got some Power Armor options coming up in the Mecha Guide I'm publishing in a month or so.

Also for an upcoming Starfinder 3PP setting I'm starting to work on now as a Feudal Japan/MegaCorps in space, I've got a race called same-bito (shark shapechanger) that don't have fingers. But their conquerors, humans, allow them to serve them as battle hulks wearing power armor with fingers (since they don't have fingers preventing them for manipulating complex tools and weapons, relegating them to hunter/gatherer society). Since they are "shark people", their power armor get's a bite attack! ;)

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