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[Nova Wars] Have a Few Starships
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<blockquote data-quote="Ralts Bloodthorne" data-source="post: 3050966" data-attributes="member: 6390"><p><strong>Tim's Note:</strong> Yeah, this is a on-the-fly creation system, designed to give flexibility and true Space Opera-style ships. With Inertia Compensators, Gravity Pumps, armor, superstructures, massive weapons batteries, forceshields, etc.</p><p></p><p><strong>Superstructure:</strong> The Superstructure is rated between 1 to 30. A 1 is a life support pod with no FTL capability, while 20 would be a bit larger than a SuperStar Destroyer. (Think a Beserker Planetary Sterilization ship)</p><p><strong>Power Plants:</strong> The ship must have a minimum of 1 power plant. Power Plants are rated between 1 and 10. Military ships usually carry 2 or 3 plants, in order to be able to maintain shields, fire weaponry, and have a backup in case of battle damage. Max total rating cannot exceed 2xSuperstructure Rating.</p><p><strong>Engines:</strong> The ship can mount 1 engine per 4 Superstructure points. Engines are rated 1-10, and the superstructure divided by 3 is the largest size the ship may mount. The ship may not have more engine points than double superstructure points.</p><p><strong>Computer Core:</strong> This is the primary computer core. Most military ships contain 2 just in case of battle damage. The ship's computer is responsible for shield wavelength adjustment, astrogation, targeting, etc. However, accessory units can be purchased in order to take the load off of the primary computer, or to have people overseeing a certian section.</p><p> A Computer Core has the following internal ratings: Astrogation, Defensive, Offensive, Sensors, Life Support. The total of the rating cannot exceed the Computer Core Rating.</p><p> However, the following systems can be seperately handled by people, if the proper systems are in place:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Defensive Programs:</strong> This system handles shields, point defenses, and other defensive systems. A Defensive System cannot have a rating greater than 1/2 the Computer Core rating</li> <li data-xf-list-type="ul"><strong>Astrogation:</strong> This puts the burden of astrogation primarily in the hands of a human operator, who uses the subroutines and auto-calc systems of the Astrogation station, in addition to thier own ability, in order to plot movement, FTL jumps, etc for the ship. The Astrogation station may not have a rating higher than 1/4 of the Computer Core.</li> <li data-xf-list-type="ul"><strong>Offensive Fire Control:</strong> There are two types of Offensive Fire Control sub-systems that can be put in place: Local Control and Bridge Control.<ul> <li data-xf-list-type="ul"><strong>Local Control:</strong> This puts the weaponry in the hands of a crew stationed at the weapon, and is only used when the main computer is knocked out of the loop. It can only have a rating equal to 1/5th the Computer Core system.</li> <li data-xf-list-type="ul"><strong>Bridge Control:</strong> While occassionally added to a battle bridge, Combat Control Center, or some thing along those lines, Bridge Control helps coordinate all weapons fire, including staggered missile launches. Without Offensive Control, the stellare distances measured in light seconds can no longer be used as range increments.</li> </ul></li> <li data-xf-list-type="ul"><strong>ECM:</strong> Electronic Counter Measures, often referred to as "stealth" for the larger starships, this is the system that fools other ships sensors into mistaking the ship for empty space. ECM ratings cannot be higher than 1/2 the Computer Core Rating.</li> <li data-xf-list-type="ul"><strong>Sensor Systems:</strong> handling everything from LIDAR, gravitic sensors, etc, this shows not only planetary scans, but battlefield/solar system views. When combat ranges out to light minute distances, sensor systems are critical in spotting the enemy before they spot you. Sensor Sub-Systems cannot be higher than 1/2 the Computer Core rating.,</li> <li data-xf-list-type="ul"><strong>Environmental:</strong> This handles inertial compensators, gravity pumps, air, water, food, waste processing. This sub-system cannot be higher than the Computer Core rating.</li> <li data-xf-list-type="ul"><strong>Communication:</strong> This handles FTL communication, line of sight commo, and other such systems. The Communication subsystem cannot be greater than 1/2 the Computer Core Rating.</li> </ul><p><strong>Sensor Suite:</strong> If you can't see, you can't fight or move. Sensor systems are the eyes of the ship, and controlled by either the computer core, or the Sensor Systems sub-station. The ship may have one additional sensor system per 2 ratings. The Sensor Suite class may not be higher than the computer core.</p><p><strong>Life Support Systems:</strong> This means air, so you better have it. It also handles waste disposal, food, water, and heating. Life Support Systems can support 1,000 people per rating. Life Support cannot be rated higher than the superstructure rating+Computer Rating (or environmental subsystem rating)</p><p>[<strong>Inertial Compensators:</strong> Can handle 25 Gravities per Class. For every 5 gravities, there must be one Intertial Compensator. Each ship can only have 10 per hull class installed, and thier ratings may not exceed the power plants rating.</p><p><strong>Armor:</strong> A ship without armor is asking to get ripped apart. A ship's armor's Class may not exceed 1/2 the superstructure. The ship may have up to it's Superstructure class in armor units. Each class provides DR: 5, 500 hp per unit.</p><p><strong>Defense Systems:</strong> From point defense lasers to countermissiles, to forcefields and particle screens, the Defense Systems are intregal to almost all ships. The Defense Systems total units may not exceed the Superstructure x 10. (See Defense System for how many units each defense takes up)</p><p><strong>Offensive Systems:</strong> He who has the biggest guns hits the hardest. That's the Nova Wars construction maxim. Some weapons require that the hull be built <strong>around</strong> the weapon (Temporal Dissonacnce Cannon comes to mind), and must have additional power plants dedicated just to them. No ship can have more Offensive System Units than 5xSuperstructure Rating.</p><p><strong>Communications:</strong> A ship may not have more communication units than Superstructure points.</p><p><strong>Extras:</strong> Extras are handled by Superstructure Class. Each Class has 5 points per point of Hull Class.</p><p></p><p>All ships get the following for free:</p><p>Onboard Communications: The ship can do person to person, room to room, or general announcments.</p><p>Crash Seating: Commonly known as combat seating, this involves a semi-reclining seat with a crash bar and a cage. This is designed to protect people from the jolting and impacts of combat. Even a 50,000 megaton Super Heavy Dreadnaught can be hammered if it takes a Matter Inversion Cannon shot through the shields.</p><p>Deck Plating: Gotta be able to walk around.</p><p>Hull: The hull is standard, and depends upon the material as to how many hitpoints and the total DR of the ship.</p><p>Airlocks: Each ship has 1 airlock per 3 hull points standard.</p><p>Wiring: Congrats, you get standard wiring for free.</p><p>Windows: You get a front window and 2 side windows per hull point for free.</p><p></p><p>OK, in a few, I'll do the weapons, armor, defensive systems, and show you how it all fits together, but first, I want a smoke and a cup of coffee, so hold your horses.</p></blockquote><p></p>
[QUOTE="Ralts Bloodthorne, post: 3050966, member: 6390"] [b]Tim's Note:[/b] Yeah, this is a on-the-fly creation system, designed to give flexibility and true Space Opera-style ships. With Inertia Compensators, Gravity Pumps, armor, superstructures, massive weapons batteries, forceshields, etc. [b]Superstructure:[/b] The Superstructure is rated between 1 to 30. A 1 is a life support pod with no FTL capability, while 20 would be a bit larger than a SuperStar Destroyer. (Think a Beserker Planetary Sterilization ship) [b]Power Plants:[/b] The ship must have a minimum of 1 power plant. Power Plants are rated between 1 and 10. Military ships usually carry 2 or 3 plants, in order to be able to maintain shields, fire weaponry, and have a backup in case of battle damage. Max total rating cannot exceed 2xSuperstructure Rating. [b]Engines:[/b] The ship can mount 1 engine per 4 Superstructure points. Engines are rated 1-10, and the superstructure divided by 3 is the largest size the ship may mount. The ship may not have more engine points than double superstructure points. [b]Computer Core:[/b] This is the primary computer core. Most military ships contain 2 just in case of battle damage. The ship's computer is responsible for shield wavelength adjustment, astrogation, targeting, etc. However, accessory units can be purchased in order to take the load off of the primary computer, or to have people overseeing a certian section. A Computer Core has the following internal ratings: Astrogation, Defensive, Offensive, Sensors, Life Support. The total of the rating cannot exceed the Computer Core Rating. However, the following systems can be seperately handled by people, if the proper systems are in place: [list][*][b]Defensive Programs:[/b] This system handles shields, point defenses, and other defensive systems. A Defensive System cannot have a rating greater than 1/2 the Computer Core rating [*][b]Astrogation:[/b] This puts the burden of astrogation primarily in the hands of a human operator, who uses the subroutines and auto-calc systems of the Astrogation station, in addition to thier own ability, in order to plot movement, FTL jumps, etc for the ship. The Astrogation station may not have a rating higher than 1/4 of the Computer Core. [*][b]Offensive Fire Control:[/b] There are two types of Offensive Fire Control sub-systems that can be put in place: Local Control and Bridge Control. [list][*][b]Local Control:[/b] This puts the weaponry in the hands of a crew stationed at the weapon, and is only used when the main computer is knocked out of the loop. It can only have a rating equal to 1/5th the Computer Core system. [*][b]Bridge Control:[/b] While occassionally added to a battle bridge, Combat Control Center, or some thing along those lines, Bridge Control helps coordinate all weapons fire, including staggered missile launches. Without Offensive Control, the stellare distances measured in light seconds can no longer be used as range increments.[/list] [*][b]ECM:[/b] Electronic Counter Measures, often referred to as "stealth" for the larger starships, this is the system that fools other ships sensors into mistaking the ship for empty space. ECM ratings cannot be higher than 1/2 the Computer Core Rating. [*][b]Sensor Systems:[/b] handling everything from LIDAR, gravitic sensors, etc, this shows not only planetary scans, but battlefield/solar system views. When combat ranges out to light minute distances, sensor systems are critical in spotting the enemy before they spot you. Sensor Sub-Systems cannot be higher than 1/2 the Computer Core rating., [*][b]Environmental:[/b] This handles inertial compensators, gravity pumps, air, water, food, waste processing. This sub-system cannot be higher than the Computer Core rating. [*][b]Communication:[/b] This handles FTL communication, line of sight commo, and other such systems. The Communication subsystem cannot be greater than 1/2 the Computer Core Rating.[/list] [b]Sensor Suite:[/b] If you can't see, you can't fight or move. Sensor systems are the eyes of the ship, and controlled by either the computer core, or the Sensor Systems sub-station. The ship may have one additional sensor system per 2 ratings. The Sensor Suite class may not be higher than the computer core. [b]Life Support Systems:[/b] This means air, so you better have it. It also handles waste disposal, food, water, and heating. Life Support Systems can support 1,000 people per rating. Life Support cannot be rated higher than the superstructure rating+Computer Rating (or environmental subsystem rating) [[b]Inertial Compensators:[/b] Can handle 25 Gravities per Class. For every 5 gravities, there must be one Intertial Compensator. Each ship can only have 10 per hull class installed, and thier ratings may not exceed the power plants rating. [b]Armor:[/b] A ship without armor is asking to get ripped apart. A ship's armor's Class may not exceed 1/2 the superstructure. The ship may have up to it's Superstructure class in armor units. Each class provides DR: 5, 500 hp per unit. [b]Defense Systems:[/b] From point defense lasers to countermissiles, to forcefields and particle screens, the Defense Systems are intregal to almost all ships. The Defense Systems total units may not exceed the Superstructure x 10. (See Defense System for how many units each defense takes up) [b]Offensive Systems:[/b] He who has the biggest guns hits the hardest. That's the Nova Wars construction maxim. Some weapons require that the hull be built [b]around[/b] the weapon (Temporal Dissonacnce Cannon comes to mind), and must have additional power plants dedicated just to them. No ship can have more Offensive System Units than 5xSuperstructure Rating. [b]Communications:[/b] A ship may not have more communication units than Superstructure points. [b]Extras:[/b] Extras are handled by Superstructure Class. Each Class has 5 points per point of Hull Class. All ships get the following for free: Onboard Communications: The ship can do person to person, room to room, or general announcments. Crash Seating: Commonly known as combat seating, this involves a semi-reclining seat with a crash bar and a cage. This is designed to protect people from the jolting and impacts of combat. Even a 50,000 megaton Super Heavy Dreadnaught can be hammered if it takes a Matter Inversion Cannon shot through the shields. Deck Plating: Gotta be able to walk around. Hull: The hull is standard, and depends upon the material as to how many hitpoints and the total DR of the ship. Airlocks: Each ship has 1 airlock per 3 hull points standard. Wiring: Congrats, you get standard wiring for free. Windows: You get a front window and 2 side windows per hull point for free. OK, in a few, I'll do the weapons, armor, defensive systems, and show you how it all fits together, but first, I want a smoke and a cup of coffee, so hold your horses. [/QUOTE]
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