• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Nova Wars Baby!

Olive

Explorer
I think I'm in love...

I don't suppose you've drawn maps for the ships themselves? Or worked out boarding rules?
 

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kroh

First Post
Holy POOP

OK,
You should officially be renamed....

Warlord Captain Crunch...Master of the Universe!

Very nice!


Walt :]
 

Ralts Bloodthorne

First Post
I'm doing the deckplans for the "asteriod" as we speak.

I'll post the boarding under hostile, neutral and friendly conditions rules I came with later.

The ship deckplans for the Airhart Class Scout Craft are linked at the top of the post detailing it. The file is about 1.2 Mb

Enjoy
 

Ralts Bloodthorne

First Post
Docking/Boarding Rules​

Docking/Boarding a ship, be it in hyperspace, stringspace, or realspace, is hazardous at best, downright deadly at worst.

Both situations come in three types: Opposed, neutral, assisted.

Several things come into play when docking with another ship. First, and foremost, is whether or not the dockrings are compatible and can interlock. Most can, but some are difficult, and others are impossible to interlock with unless nanite reconstruction is used.

Second is speed, rotation and tumble. If a ship is doing all three, then it is going to be a nightmare to dock with.

Third... well, you get the picture.

For ease of gamesake, docking with a ship occurs like this:

A pilot makes a piloting check, DC: 20, to move into position. This provokes an attack of opportunity.

The DC is modified as follows:
Recieving ship is attempting to escape: Add opposing pilots ranks in Pilot Starship
Recieving ship is attempting to facilitate: Subtract opposing pilots ranks in Pilot Starship
Ship is tumbling: +1 per 5 RPM
Ship is rotating: +1 per RPM

Shields may not be active during this time on EITHER vessel.

Once this occurs, the ship must mate up the two docking rings, requiring another pilot starship check (like before) with the following additional modifiers:
Rings are compatible: No change
Rings are incompatible: +5
Rings are wildly incompatible: +10 or more

Once this occurs, the docking rings mate up, and the REAL fun begins.

When a ship boards another, they usually have a boarding crew ready in the docking ring airlock or ready room, armed in space armor and packing weaponry.

The airlock door will cycle, allowing entrance into the "Ringtube" (Where the 2 docking rings meet) and if the opposing one is open, ranged attacks may begin.

Boarding is exactly like storming a dungeon, and can get messy at best. All shots that miss strike the hull. A starships "frame" (which I list) gives the ships corridors hardness and hitpoints per square foot. This is deducted from.

A blast against the hull can still cause decompression if the hit points per inch are depleted, causing the entire ship to lose atmosphere if the ship does not have "combat environmental control" programming and hardware (auto-dropping doors, sealant tubing, etc).

Most of this can't be quantified with rules, and requires a lot of GM and player give and take. That's the basic guideline I use, and it's worked for around 20 boarding/repelling missions.
 

Ralts Bloodthorne

First Post
The tubes were the obvious choice. The Maggellan pilot locked orbits with one of them, and several of us stepped out of the airlock and went EVA to check them out.

Duralloy tubes, hollow, with some black, solid substance. Our handheld scanners showed it to be a rubber synthetic. We chipped some off, then tried a core sample.

Three feet thick, with an atmosphere on the far side. High in nitrogren and CO2, but breathable if we wore filters.

We altered a bubblepack to fit over one of the "Pipers" and began working on removing it. The bullbpack was kept full of argon, a fairly neutral gas, just in case. For some reason, we all distrusted the magnetic decellator and the airlocks, and the power readings being right under those domes made us think of heat-dissapating bubbles for some of the older starship reactors.

It didn't take too long to remove the black goop. We'd packed armor and weapons, and we were ready for almost anything.

But not what we found...


One orbit of the asteriod will give the following:

There are high energy readings, consistant with active helium/fusion reactors, and a Knowledge (Structural) (DC:10) or consulting the computer core (Computer Use: DC 15) will show that many older orbital facilities used domes like those to bleed off excess heat from a reactor.

The decelleration station does not respond to anything, nor does it show signs of powering up whenever the ships approach.

The docking ring or the tubes appear to be the only ways in.

Docking is fairly standard, as the chunk of rock is only moving in one direction (toward the pipe side) and not tumbling or rotating. (For those who think of checking, gravity focusing/generating/manipulation can be detected through graviton output) The docking DC to either the ring, or to hang just off the piping is only DC: 20. To lock with the docking ring is 25. (Hey, boarding a derelict can be dangerous)

The derelicts boarding ring door is unpowered, and must be welded through. It has a hardness of 15 and 10 hp per inch. It will take 50 points of damage to breach it if applied correctly, and take 10 minutes. If brute force is used, the door must sustain 150 points of damage before it caves in. Revealing an airlock with reddish lights, for something about 15 feet high, and 10 feet wide. There is a large helment, flat black and made out of what appears to be a duraglass variant. There is another door on the other side, this one with power. There is no apparent switching mechanism. The switch is behind the wall panel, a simple toggle switch, but it can only be found by bypassing the panel with a welder or via psionics.

With psionics, the switch is labelled in "bright red" and easily felt, even if the character is not using thier psionics, they can "sense it" as if it was some kind of psionic beacon. The switch can be flipped by psionic effort, even if the PC does not have telekenisis, with a simple willing it to happen.

The airlock door will not open unless the "ringtube" is pressurized. Cutting through the far door (which has the same stats as the outer door) will cause the ship to explosively decompress, blowing out hydrogen, oxygen, ice crystals, nitrogen, CO2 and argon.

If it opens... Well, wait for the map.

The pipes are clogged with one meter of black substance, that is difficult, but not impossible to remove. It will take 1 hour to remove it.

Anylsis shows it's some type of synthetic rosin that is quite sticky and flexible when exposed to air. It appears to solidify when exposed to vacuum. The substance is not recorded in any database. (If the characters who do a molecular breakdown will recieve a +10KCr bonus upon job completion) The rosin can be cleared, but must be cleared more or less all at once, since it seems to sluggishly flow to fill in spaces. If the characters do not bubbleseal and put in some kind of pressurization behind them, all 250m of the tube will be full of the goop.

Once they breach the goop (Or reach the door at the end)...

Go to the map.
 

Psilocybes

First Post
Just an idea but ships would probably decompress anyway during combat to avoid severe decompression due to a hull breach. Everyone on the ship would have to suit up but that shouldn’t be a problem with the great distance/time between ships before (most) combats.

Control the decompression to prevent people getting sucked off into space.

Anyway I would like to see ship tools/add-ons for boarding places beside the docking ring. If your going to have people in space suits anyway might as well let them leave the ship and board anywhere they can cut a hole at.


Keep up the good work btw.

Warlord Ralts said:
Docking/Boarding Rules​

A blast against the hull can still cause decompression if the hit points per inch are depleted, causing the entire ship to lose atmosphere if the ship does not have "combat environmental control" programming and hardware (auto-dropping doors, sealant tubing, etc).
 

Ralts Bloodthorne

First Post
OK, here's the map I used for the "Future Fun" opener... You'll need ProFantasy's map viewer for this

This thing is BAD news for the assault crew...

Use the following specs for the dropship...

Blackhawk Dropship [PL 8]
Type: UltraLight (Colossal -8)
  • Subtype: Dropship
Defense: 15
  • Flat Footed Defense: 2
  • Autopilot Defense: -
Hardness: 50
Hit Dice: 20d20 (400 HP)
Initiative Modifier: +8
Pilot's Class Bonus: +7
Pilot's Dex Modifier: +6
Gunner's Attack Bonus: +8/+3
Size: Colossal (-8 size)
Tactical Speed: 3,500 ft (7 squares)
Targeting System Bonus: +5
Crew: 2 (Ace)
Passenger Capacity: 20
Cargo Capacity: 20 tons
Grapple Modifier: +16
Base Purchase DC: N/A
Restriction: Military (+3)

Statistics
Engines: Particle Impulse Engine
Armor: Nanofluidic
Defense Systems (10): Point Defense System, Chaff Launcher, Radiation Shielding, medium fortification, nanite repair bay, Advanced Damage Control
Sensors (2): Achilles Targeting System, Class VII Sensor Array, Improved Targeting System
Communications (2): Drivesat Comm Array, Internal Comm System
Weapon (10): 2 firelinked kinetic lances, 2 firelinked missile launcher system (x2)
Grappling Systems: Grapplers, Tractor Beam

Kinetic Lances: +13/+8, 19-20 10d12
Missile Launchers: +13/+8, 19-20 (as per missile type, for this mission, loaded with plasma missiles)

The craft lands at #1, thier objectives are:
  • Destroy Sat-Com reciever to West
  • Disable Planetary Defense Batteries by destroying control systems in building SW
  • Disrupt planetary defense grid by damaging sattellite on building South
  • Disrupt planetary sector communications grid by damaging computer equipment and transmission equipment on building S/SE
  • Do not engage troops on military base to SW.

Of course, the opponents have a different idea.

The Sat-Com reciever has a hardness of 20 and 100 HP. The dropships missiles or kinetic lances are the way to go.

(Crap, dinner time. More later)
 

Ralts Bloodthorne

First Post
OK, back to the map:
#2: This is the main landing field for the orbital defense base. To the right is the Orbital Gun Control Center. The antenna arrays, the 3 smaller ones, have a hardness of 5 and 30 hp; the larger antenna has a hardness of 5 and 75 hp, while the sensor array for secondary targeting has 125 hp, no hardness. The building itself has a hardness of 15 and 850 hp. Inside are 45 technicians (Use Dedicated 1/Fast 1 NPC out of the d20 Modern Core Book, apply Kalendru stats to it) each unarmed and unarmored. There are no guards in the building. To the North of the #2 logo is the Command Center. The antenna array has 5 hardness and 30 hp, and inside is 30 technicians (Dedicated 1/Fast 1) and 10 guards. These guards are unarmored, but are wearing thermal dampening clothing (+2 equipment bonus to hide against thermal checks) and carrying the lasers. These guards will attack PC's that exit the drop boat, firing at them from the roof. The bunker to the right of the Command Center has 20 troops (Fast 3/Tough 3) armed with lasers and in Kalendru tactical armor (Defense Bonus: +6) who will use a laser cannon to assault the dropship and any who leave it. (+5 attack (-3 range), 12d6 dmg, veteran team)

Each of the ships are Kalendru corvettes, but are partially disassembled for repairs, and cannot affect the combat. However, arms lockers about them can be accessed by the 25 maintenance personell per ship, arming them with laser batons. (Green combat troops, -2 to strike due to shock and fear)

#3>THis covers all of the buildings. These are heavy vehicle repair/refit bays, full of machinery, tools, and exoskeletons. These exoskeletons have a Str of 26, Dex of 22, give an equipment defense bonus of 7, and a -2 Init penalty.

#4> This crater is where a Planetary Assault Borg hit after being shot repeatedly by the orbital guns. PC's will be assigned retrieving the cerebral chassis as a tetrairy assignment, but ConFed Marines don't expect them to throw themselves away to retrieve the borg's brainbox.

#5> These are Kalendru Laser tanks. Hover vehicles with a heavy laser cannon. These will respond one at a time, the first one arriving on Round 12, and one arriving every 5 rounds until Round 30, where 2 at a time will start to arrive. The tanks have an energy shield. These shields are 300 HP and take 1/2 damage from energy weapons. Once the shield is dropped, the tank has AC: 5, hardness 40, 500 hp, and it's main gun does 1d20x100 damage with a 250 ft range increment. Once these tanks show up, the PC's might want to consider aborting the mission.

#6>This landing pad is full of twisted junk from where a lucky orbital shot destroyed the two vessels on the ground. This is a military base, first and foremost, with roughly 6,000 Kalendru troops on it. If you want details on the buildings and objects here, because your players were dumb enough to engage 2 divisions of Kalendru infantry, let me know, and I'll tell you how to beat them down.
.-)
7-15>These are the military buildings of the military base.

#16: This is a railway, currently there are no cars on it, but the Spook tanks will use to quickly reach the orbital gun control base.

#17> Roadway: The roadway is badly damaged by debris from the assault force, as well as orbital shelling, and is impassible by vehicles at this time.

#18-22>These orbital guns are computer controlled and each of them have 30 hardness, as well as 300 hp. They must be destroyed as part of the mission. Although it is quicker to destroy the control center, if the spooks put up too much of a fight, the PC's may have no choice.


Live it up! It's a meatgrinder!
 


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