[Nova Wars] Powered Armor

Ralts Bloodthorne

First Post
Tim's Note: These are "You're about to get your F***ing skull beat in!" armors. While d20 Future usually would classify these as mini-mechs, I absolutely abhor d20 Future's mecha rules, so I threw them out.

Another thing to remember is something I stated in another thread. These weapons and armor are pure killers. If an unarmored character is on the battlefield, they are usually reduced to carbon ash and superheated steam within a single round. The future battlefield gives no leniency to fools, so either have the armor, or run.

So, here's what Power Armor have:
  • Onboard Power Supply: This runs weapons, forcefield, environmental, HUD, computers, nanocreation engines, etc. The onboard computer, ECM, ECCM, Environmental, Reflex Enhancement must all be equal to or less that the Power Supply Rating.
  • Onboard Computer: This computer handles everything from energy distribution to ECM/ECCM function. This is rated from 1 to 20, and is one of the primary pieces of equipment of the armor.
  • Hot Plates: The armor may have no more hotplates than the suits Power Supply rating or Computer Rating, whichever is less.
  • HUD: Each HUD displays: Time, date, compass direction, map-point icons, mini-map, open commo channels, carats for enemy and friendly units, IFF, object identification.
  • Environmental: Each suit is environmentally sealed, and the wearer can survive for a minimum of 30 days in total vacuum. Each rating stands for 10 days of full life support.
  • Armor: All power armor has armor. I mean, seriously, they aren't going to send you out there with wires all hanging out. The Armor Rating of a suit may not exceed the power plant rating.
  • Strength Assist: All powered armor has a solid strength rating, this may not be higher than it's armor rating. The powered armor's Str score is determined by adding the Assist Rating to 15. This is the wearer's Str Score as long as they are in the armor.
  • Reflex Assist: All powered armor increases the wearer's reflexes. This cannot be higher than the Cybernetic Link's rating.
  • ECM/ECCM: Standing for Electronic Counter Measures/Electronic Counter-Counter Measures, this basically is how well the computer can disrupt incoming fire, as well as peel throug the enemies ECM. ECM/ECCM rating is limited by the computer rating. The Rating must be divided between ECM and ECCM, as ECM is hampered by active ECCM. The combined ECM/ECCM rating may not be above the computer rating.
  • ECM: Each one comes with a rating. This is how difficult it is to get a lock or hit the powered armor with another computer assisted weapon. The ECM score may not exceed the suit's computer system score.
  • ECCM: Used to peel through an opponenets ECM, the ECCM score may not exceed the suit's sensor rating.
  • Sensors Pack: THis usually ID's: Power sources, all known life forms, known vehicles, known armors, known weapons. An ECCM cannot have a higher rating than than the sensors package, and the sensors package may not have a higher rating than the onboard computer. The wearer can track 2 targets per rating of the sensor package.
  • Onboard Medical Unit: Each nano-doc can fix up to 5 hp per rating. The Medical unit cannot be higher than the onboard computer's rating.
  • Forcefield: Any forcefield cannot have a higher rating than the power supply.
  • Speed: Each power armor has a speed listing. This is the max speed, and is not pilot dependant. It's speed may not be higher than 5xPower Rating.
  • Cybernetic Link: Without a cyberlink, the suit will initiate an "emergency link" which involves slamming a probe into the wearer's brain stem. The Cybernetic Link cannot have a rating higher than one half the Computer Rating, rounded down, and the wearer's maximum number of attacks is limited by the Cybernetic Link's rating on a one for one basis.
  • Attack Assist Software: This provides an additional number of attacks to the wearer to the maximum of it's rating. The software must be less than the onboard computer's rating divided by 5.
  • Defense Assist Software: The suits armor class is adjusted by this, as well as the modifier to ECM/ECCM rolls. This cannot be higher than the onboard computer's rating divided by 3.
  • Communication: The suit can have up to 5 channels per rating, can send/recieve scrambled communication, and has satellite linkup. The communications rating cannot be higher than the onboard computer's rating.
  • Encryption Rating: THe suit can provide communication encryption to a maximum of this rating, and this rating cannot be higher than the communications rating.
  • Nano-Creation Engine: Possibly the most important item of the suit, the nano-creation engine repairs damage, replaces munitions, keeps the environmental running, creates medical nanites, and provides the suit with the ability to function away from base. The Nanocreation engine may not have a higher rating than the onboard computer system or the power supply, whichever is lower, divided by 5.
  • Nano-Med Engine: This heals 1d4 points of damage per round, per rating. The Nano-Med Engine cannot have a higher rating than 1/5 the computer core rating.
  • Armor Class: Armor Class is determined by the following formula: 10+Defense Asssit Software+wearer's Dex Bonus
  • DR: Armor Ratingx5
  • Hit Points: Armor Ratingx50
  • Forcefield DR: Ratingx2.5
  • Forcefield Hit Points: Rating x25

Modifiers to combat
  • If the targets ECM Rating (see below) is higher than the attackers ECCM rating, then the target gains an equipment bonus to AC equal to their ECM Class for the round.
  • If the target has been Sensor Locked (see below) than the attacker gains an equipment bonus equal to their Sensor Rating for the round. In addition, the target does not gain ECM bonuses against missile fire.

Determining the beginning of the round:
At the beginning of the combat round, the following takes place:
  • Healing: The wearer is healed by the onboard nano-med AI.
  • ECM/ECCM Distribution: The wearer must decide how many points of the ECM/ECCM score will be put in ECM and ECCM, within restrictions.
  • Effective ECM: The wearer makes an ECM check of 1d20+ECM Rating+Computer Use
  • Effective ECCM: The wearer makes an ECCM check of 1d20+ECCM+Computer Use
  • Sensor Lock: The wearer may make a Sensor Lock check against any foe that they have beaten their ECM score with thier Effective ECCM score. The wearer must make a Sensor Check (1d20+Sensor Class+Computer Use) against the target's Effective ECM.
  • Resolve Missile Fire: With the ranges of engagement of power armor, missiles may take up to a minute to hit a target. During this time, the missiles must maintain lock, meaning thier Targeting System must make an opposed check against the target's ECM. (1d20+Targeting System Rating VS Effective ECM)
  • Nano-Creation: Any items in the creation queue are created at this time if it is the round it is created.
  • Start Initiaive Actions: The rest of the round is determined as normal.


Goblin IV Power Armor
GoblinIVPA.jpg

This is the big boy. Recently classified as "Civilian Defensive System" through a mistake in paperwork when the Confederate Armed Services Board was reviewing contracts, thousands of these have been purchased all over Confederate Space. Because of this, Bloodthorne Industries has been forced to create a new military version of the suit, while providing this suit to Baize Industries for liscensed sale.

The Goblin IV was formerly classified as a military grade assault power armor, and is capable of tearing starships apart with the powered assist. With a powerplant capable of powering a jump capable small startship, onboard weaponry, the best armor available at the time, advanced computer systems, forcefields, and a state of the art creation engine, the Goblin IV is the premiere power armor available to civilians at this time.

  • Onboard Power Supply: 15
  • Computer Rating: 15
  • Hot Plates: 15
  • HUD: Thermo, IR, UV, Computer Enhancement, MAD scan, millimetric wave radar (10 mile).
  • Environmental: 15
  • Armor: 15
  • Strength Assist: Str: 32
  • Reflex Assist: 7
  • ECM/ECCM: 17
    • ECM: 15
    • ECCM: 17
  • Sensors Pack: 17
  • Onboard Medical Unit: 10
  • Forcefield: 10
  • Speed: 150ft/biped
  • Cybernetic Link: 15
  • Attack Assist Software: +3
  • Defense Assist Software: +5
  • Communication: 10
  • Encryption Rating: 15
  • Nano-Creation Engine: 3
  • Nano-Med Engine: 3

Hotplate Systems:
Jump Assist: 2 plates worth, +50 to Jump Checks
Zero-G Thrusters: 1 Plate, Poor Manueverability, 25 ft.
Micro-Missile Launcher: 1 Plate
Micro-Missile Ammo: 2 Plates (20 missiles worth)
Micro-Missile Creation Engine: 1 Plate (1 missile per round)
MAW Cannon: 2 Plates (1 for cannon, 1 for power supply)
Power Arc: 1 Plate
Melee Shield: 2 Plates
Sensor Upgrade Pack: 1 Plate (+2)
ECM/ECCM Booster: 1 Plate (+2)
Strength Assist Upgrade: 1 Plate (+2)
Plasma Rifle: 1 Plate

Goblin IV Armor:
  • AC: 15
  • DR: 75
  • Hit Points: 750
  • Force Field DR: 25
  • Force Field HP: 250
  • Number of Additional Attacks:+3 Attacks
  • Number of Computer Controlled Attacks: 3
  • Nano-Med Healing: 3d4

Power Arc
A combination forcefield, plasma field, this close range melee weapon is used against other armored foes. An arc that moves from the right elbow to the right first
  • Damage: 10d8
  • Damage Type: Energy

Melee Shield
In melee, this provides the Goblin IV with close range protection against hand held weapons and a last ditch effort against missiles and point to point weaponry.

When the shield is engaged, it is roughly 2' in diameter, and made up primarily by the force field. When it is engaged, the forcefield is unable to be used.

HP: 150
Hardness: 20

MAW Cannon
Mounted on the left shoulder of the Goblin IV, the MAW Cannon is normally found on starships, and packs a horrendous punch. It can only be fired once every 5 seconds due to the tremendous drain the hypervelocity coils put on the system, requiring the weapon to trickle charge. The Goblin IV suit uses this for anti-armor and anti-bunker work, and the onboard creation engine can replace the rounds at the rate of 1 round per shot.
  • Damage: 25d10
  • Range Increment: 1km
  • Damage Type: Bludgeoning
  • Ammunition: 20

Micro-Missile Launcher
The micromissile launcher is located on the right hsoulder of the Goblin IV suit. It has a 270 degree firing arc, with a 120 degree elevation arc (-20 degree from shoulder to 100 degrees upward) and is used for anti-aircraft, anti-armor, and anti-personnel work.
The creation engine of the Goblin IV system can create one missile per round to fill the ammunition packs, or reconfigure 5 missiles per round with new warheads.
Range Increment: 500m

Micro Missiles
Micromissiles are only 18" long and 2" thick, and provide the Goblin IV with a serious stand-off punch. Due to design limitations, they cannot be smart weapons, nor can they be used as indirect fire weapons, as they are simply line of sight point and shoot missiles.
  • HE: Using hightech solid explosives, this weapon is designed to put out the damage via explosive force. Unfocused and not very pretty, this weapon is usually used to flatten buildings or obstacles.
    • Damage: 10d6 20' rad
    • Damage Type: Concussion
  • AP: Used to destroy armored vehicles and other suits of powered armor, the Armor Piercing Round uses an explosively forced duralloy penetator to bypass the target's defenses.
    • Damage: 15d6, bypasses 15 points of hardness/DR
    • Damage Type: Piercing
  • Plasma: By using superheated matter in a controlled explosion, the plasma micromissile is usually used against unarmored infantry and vehicles.
    • 10d8 50' rad
    • Damage Type: Fire
  • Graviton: By increasing the targets weight, this induces a sudden G-Force shock designed to shatter bones and structural elements.
    • Damage: 20d6 5' radius
    • Damage Type: Crushing
  • Laserhead: By using a compressed explosion to produce a starburst of X-Ray lasers, this weapon is used against shielded targets and mass formations.
    • Damage: 6d8 100ft radius, 1d8 targets
    • Damage Type: Energy
  • Tac-Nuke: Rarely used except in emergencies, the tac-nuke is a 25kt neutron blast. The development of nuclear dampening shields has rendered this mostly obselete, but it has seen use against some cities and hard armored targets that do not possess a nuclear dampening field.
    • Damage 15d6 500m radius
    • Damage Type: ummm, nuclear blast, ya got me.

Plasma Rifle
This weapon is used by the Goblin IV for standard sweep and clear, as well as point defense and close range fighting. When taken out of the attack roster and used for point defense, it can target and fire at up to 4 missiles, and has a +6 to hit. The weapon uses a fast degrading forcefield surrounding a gout of superheated matter. The ammunition is the 1" diameter forcefield projector, and these can be replaced by the creation engine at the rate of 5 per round. Without the projector, the plasma rifle will gout a stream of plasma that does 5d6 and has a range increment of 10 ft.
  • Damage: 10d8
  • Damage Type: Fire
  • Range Increment: 250m
  • Ammunition: 50




Tim's Note: Like I said, if you take the field in anything less than unpowered assault armor when the big boys are mixing it up, you're gonna get what you deserve!
 
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