Nova Wars Baby!

Unkeyed and undocumented thus far in this thread. I will post it's stats here.

This is a 10 man crew, 150+ foot long scout vessel with FTL travel ability and 6600 cubic feet of storage space.

Once again, you will need the free viewer from http://www.profantasy.com to fully view it, and get in close up.

The Clark Class Scout vessel is PL 7/8, and while it is mostly used by the Confederate Scout Corps.

Starting from the forward (Nose/Bridge section), we have.

Far port, Brigde: Astrogation (starboard chair) and Navigation (Insystem) Scanning: Port chair)

Port foward: Pilot
Starboard Forward: Copilot
Starboard: Communications.
Central Disk, Bridge: Holotank

Port Side (Just behind the bridge): Secondary/Emergency Bridge: Powered down most of the time, and the inside bulkheads using hull class armor plating rather than normal bulkhead, this room contains spacesuits, nanorepair bays, robotic repair drones, and the terminals inside can handle bridge functions for computer systems knocked out on the bridge.

Starboard: Environmental control.

Port: Storage/Cargo

Starboard: Medical Bay: Contains: 4 robotic assisted surgical beds complete with nanite repair medical drones, a sealed environment surgery bay, medical computers (Details and skilled enough to allow an untrained character to make a Treat Injury roll with thier ability modifeir and +4 "ranks" equipment bonus)

Port: Airlock and Airlock Hallway: Contains a weapons rack and space suits.

Starboard: Secure officers quarters: Forward: First Officers Stateroom, Aft, Captain's Stateroom.

Port: Cryobay.

Starboard: A small "garden" that helps support the environmental giving the air a different scent than "canned air" that is the most common complaint. Some crews have known to plant small gardens of vegetables.

Port: Scientific bay. This is one of the more expensive sections of the ship, possibly more expensive than the hyperdrive itself. It is fully outfitted for everything from planetary geological/ecological scan deciphering to cryptography.

Starboard: Shower area: Showers and toilets are in here, as well as lockers.

Port: Secure storage: Dozens of small locked "lockers" line the walls and there are a row of them in the middle.

Starboard: Crew quarters. Each bed marks a bunkbed. By spacer/Scout/Navy/Marine standards, these are luxury compartments.

Port: Crew Quarters (Auxilary): As the standard crew quarters. On longe range scouting trips, the auxilary bay is often used to enable the crews to rotate with one another so that they do not suffer from "cabin/spacer fever"

Center: This is the main meeting hall/dining hall, kitchen, and whatever the crew might need to use the largest "room" of the vessel for. It has been used for refugees, equipment storage, auxilary computer systems, etc.

Far aft: Engineering section.

Due to a clerical error approximately 5 years ago, literally hundreds of these vessels were left in the Malgravane IV Lagrange Point Decommision Yard, without being crapped. These vessels were brand new, and never used, most of them with thier shipping labels and manuals still intact. Rumor has it that there is a planet (It's always nearby) where a wildcatter found over 2 dozen of these ships just sitting on an abandoned starfield.

The Confederate Navy salvage laws classify this vessel as a civilian vessel, and as such, if they are found the vessel is held with a lien upon it unless the Confederate Scout Corps pays the lien. Most commonly, the Scout Corps just downloads any data in the computer corp, and defaults on the lien, allowing the salvor to take possession.
 

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Ralts said:
Due to a clerical error approximately 5 years ago, literally hundreds of these vessels were left in the Malgravane IV Lagrange Point Decommision Yard, without being crapped. These vessels were brand new, and never used, most of them with thier shipping labels and manuals still intact.

MMMmmmm..... Over grown with vegetation from the garden area.... man eating plants... Something.... :)
 

C. Baize said:
MMMmmmm..... Over grown with vegetation from the garden area.... man eating plants... Something.... :)

And we're back to Harrison :) Deathworld RPG anyone?

Oh man I wish I'd updated my Amazon card details before making my order. No I gotta wait till at least tomorrow for the delivery :(
 

There's been some interest on how a Confed Marine or Confed Navy or Confed Scout campaign will work, but to do that, I'm first going to have to address Character Creation.

One thing we add is the Darwin's World 2 concept of Background, since a PC's background can have a lot of factors. I'll do a short list here:


Hellworlder
Part of the character's life was spent on a Hellworld. Usually, for characters, this is an accident of birth, and the Hellworld Screws took pity on the young character and sent them offworld (this does happen, depending on the Hellworld) for a better chance.
Benifits: The Hellworld Feat for free, as well as Survival becomes a class skill (If already a class skill, than +2 ranks)

Citizen Family
The character comes from a long line of Citizens. The character has excellent social skills and has inherited a bit of wealth.
Benifits: The Citizen Family background provides +2 Diplomacy and +1 Wealth.

Scrub World
Scrub worlds are factory hellholes, most of which are undiscovered by the Confederacy or other SuperCorps, where intelligent beings (Artificial or natural) are considered worth less than what it takes to support them. They often live in near slavery, and the work is hard and often deadly.
Benifit: The character gains a +1 to Fortitude saves, as well as the Environmental Resistance feat.

Colonist
Colony worlds are tough, even with advanced technological assistance, these worlds are harsh, and life is unforgiving to the sloppy, stupid, or inept.
Benifit: The character gains +4 to survival, as well as Survival Gear feat.

OK, you get the basic point. Think of Background as an extra occupation that characters can take. Then you go for occupation. Despite what someone might think at first, there are several occupations that fit into the Scout/Navy/Marine campaign. These are:

Law Enforcement: Navy would be shore patrol, or ship security. Marine would be "peacekeepers" or garrison "Confederate Presence" forces, Scout characters don't fit within the Law Enforcement Occupation.

Military: All 3 of them would fit just fine. While it may not seem that Military would fit within the Scout campaign, remember that the Confederacy is convinced that the Entire G'Tak Empire is waiting to kick in thier teeth. With the Shivak Ambush, that has only been reenforced. Scout military are often ship to ship combatants and ground warfare specialists.

That's enough for you to get the basic idea. Let's move on to the two organizations I really haven't covered, and that's the Confederate Navy and Confederate Scout Corps.

While these two have not had as much exposure as the Marines, these are valuable components of the Confederacy, responsible for protection and exploration.

If I'm up to it (and I don't get too tired, too quickly) I'll detail slightly on the Bounty Hunter Guild and the Shipping Guild, since these make good campaign settings also within the Nova Wars universe.


CONFEDERATE NAVY
Beyond Horizons

The Confederate Navy is often called "The Arm of the Confederacy" (The Marines is known as the Fist of the Confederacy) and provides a valueable fuction in protecting colonies and prime worlds from depredations by heavily armed pirates that cannot be handled by the Planetary Defense Forces, patrol of the border zones near G'Tak Empire space, and interdiction and suppression of any governments or worlds that attempt to take over other star systems by force.

Characters serving with the Confederate Navy are RARELY commanders of Capital ships, instead serving on either small tactical attack ships or small support ships, usually in the ultra-light to light classification (Hull Grade I-V) with an experienced officer in charge (Sometimes the officer is in trouble, disgraced, or incompetant) or an experienced engineer.

Naval Vessels often have Marines on board, or Scouts, to serve as landing parties or surveyours.

Game Mechanics: Characters who enter the Confederate Navy go through a 4 year training (This is not much when the average life expectancy is 200) to fly ships and conduct space operations. Characters gain a bonus feat from the Pilot (Starship) Feat tree.

Scout Corps​

Pushing the Frontier
The Scout Corps is a good catch-all for characters. Light ships are assigned to crews, providing they can pass certian checks (No criminal record for fraud or theft or larceny, no dishonorable discharge from a military, no class A felonies) usually with an experienced officer.

Scout Corps craft are well armed, often with Navy weaponry, shielded, armored and capable of FTL jumps. The Scout Corps mission is to scout out new systems, map new hyperspace shunts, do at least a quick one-pass surface scan, or investigate beacons or anomolies.

Scout Corps crews are often made up of experienced bounty hunters, ex-Marines/Naval personell, ex mercenaries or Corporate Soldiers, and occassionaly Hellworld colonists. The ships are outfitted with military body armor, weaponry, and often, at least one suit of power armor. Scout vessels are often seen as the advance arm of the Confederacy, and are able to gain refit and repair at naval vessels.

Game Mechanics: Scouts gain the Survival Equipment feat, as well at Survival becoming a class skill. Scouts undergo a 5 year training period.

Powered Scout Armor [PL 8]

Note: This is NOT a mecha, and so, it does not follow Mecha creation rules

PSA is designed for rapid recon, and is a spin-off of military recon armor. While light, fast and lightly armed, the PSA is shielded, and a highly advanced sensor package has replaced the military stealth package.

As with all PSA's, only a jumpsuit at the most may be worn (Most power armor pilots prefer to be naked) and the pilot must have a Piloting Jack (cyberware) or the armor will use the emergency interface. (Picture a steel rod slamming into your cortex and extending filaments into several sections of your brain. You're screwed until you can major reconstruction surgery).

Bonus HP: 250 (Armor)/100 (shielding)
Speed: +100 ft
Onboard weaponry: Blaze Carbine.
Defense Bonus: +15
Sensors: Millimetric wave radar, MAD Scan, etc. Adds +8 equipment bonus to Spot and Search.

Follwoing is PL 8
Blaze Rifle
Firing a golden beam of coherent disruptive energy, this weapon causes matter it strikes to incandese. One of the premiere battle rifles of the Scout Corps, this weapon has been abandoned by the Navy and Marines because of it's high energy consumption.

Damage: 2d6x10/x3
Range: 120 ft
Ammo: 30 shots (Clip)/100 shots (drum)/500 shots (backpack)/30 shots per minute (reactor)

Blaze Carbine
Heavier magnetic coils, more powerful focusing crystals and thicker superconductor wiring make the carbine a heavier weapon than the rifle, with a heavier punch and longer range. However, it's energy consumption is even heavier than the rifle.

Damage: 2d8x10/x3
Range: 150 ft
Ammo: 25 shots (Clip)/80 shots (drum)/450 shots (backpack)/25 shots per minute (reactor)


Blaze Cannon
Heavy duty weapon, this is primarily used by the Scout Corps on vehicles or for emplaced static weaponry.

Damage: 3d6x10/x3
Range: 200 ft
Ammo: 10 shots (Clip)/50 shots (drum)/100 shots (backpack)/20 shots per minute (reactor)
 
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Typical Colony Spaceport Guard

Strong Hero 3/Dedicated Hero 3 CR 6; Medium-size humanoid; HD 3d8+6 plus 3d6+6; HP 37; Mas 14; Init +1; Spd 30 ft; Defense 15, touch 15, flatfooted 14 (+0 size, +1 Dex, +4 class); BAB +5; Grap +7; Atk +7 melee (1d6+2, weapon), or +6 ranged (1d6+0, weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Colony; SV Fort +6, Ref +3, Will +3; AP 3; Rep +1

Str 15, Dex 12, Con 14, Int 13, Wis 10, Cha 8.

Occupation: Colonist (Computer Use, Survival)

Skills: Balance +3, Computer Use +9, Concentration +4, Investigate +5, Knowledge (Popular Culture) +3, Knowledge (Streetwise) +3, Knowledge (Tactics) +7, Knowledge (Technology) +5, Profession +4, Repair +5, Sense Motive +3, Survival +8
Feats: Armor Proficiency (light), Brawl, Dedicated Plus, Focused, Personal Firearms Proficiency, Planetary Adaptation, Track

Talents (Strong Hero): Extreme Effort, Improved Extreme Effort

Talents (Dedicated Hero): Skill Emphasis (Sense Motive), Aware, Cool Under Pressure

Possessions: Gyrojet Rifle, Light Contact Armor, Class III Scanner
 

Frontier Pirate

Fast Hero 3/Tough Hero 3 CR 6; Medium-size humanoid; HD 3d8+6 plus 3d10+6; HP 43; Mas 14; Init +2; Spd 30 ft; Defense 18, touch 18, flatfooted 16 (+0 size, +2 Dex, +6 class); BAB +4; Grap +6; Atk +6 melee (1d6+2, weapon), or +6 ranged (1d6+0, weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Pirate Group; SV Fort +5, Ref +5, Will +2; AP 3; Rep +2;

Str 15, Dex 14, Con 14, Int 12, Wis 10, Cha 13.

Occupation: Criminal (Disable Device, Knowledge [Streetwise])

Skills: Balance +6, Disable Device +9, Drive +6, Escape Artist +6, Hide +6, Intimidate +5, Knowledge (Streetwise) +9, Pilot +6, Sleight of Hand +6, Tumble +6
Feats: Armor Proficiency (light), Brawl, Hard-Eyed, Improved Brawl, Personal Firearms Proficiency, Quick Draw, Zero-G Training

Talents (Fast Hero): Evasion, Opportunist

Talents (Tough Hero): Fire Resistance, Damage Reduction 1/—

Possessions: Boarding Armor, Gyrojet Rifle with 4 clips (30 rounds per clip), 4 Stun Grenades, 2 Chaff Grenades, 2 Aerosol Grenades, Sonic Stunner pistol, plasma cutter, 12 demo discs.

OK, I suppose I ought to put out some equipment, eh?

Light Contact Armor (light) [PL 7]
Light contact armor is designed for individuals who may encounter weapons fire, but not battlefield specification weaponry. The armor is light, and flexible, and consists of overlapping polymer plates with interwoven compressed onyx. It looks like it is wet, despite the fact that it is black, and paint does not stick to it.
The armor has a light shield built into it that can only absorb 25 points of damage a round before failing. It also has 8 channel communications, interlocking HUD to make weapons more accurate (+1 equipment bonus), magnetic boots, 48 hour environmental, filtering system, GalPos, inertia mapping system.

Proficent Bonus: +10
Non Proficent Bonus: +6
Max Dex: +4
Signature: +1

Boarding Armor (light) [PL 6]​
Designed for corporate and mercenary soldiers, boarding armor protects the wearer from debris, sudden decompression, light weapons fire and environmental hazards.
The armor has a light shield in it that absorbs 50 points of damage a round before failing. It also has 8 channel communications, interlocking HUD to make weapons more accurate (+1 equipment bonus), magnetic boots, 48 hour environmental, filtering system, GalPos, inertia mapping system, thrusters for space movement, magnetic boots.

Proficent Bonus: +12
Non Proficent Bonus: N/A
Max Dex: +2
Signature: +2

Gyrojet Rifle [PL 6]​
This weapon fires a small round that has a micronized gyrojet within it that deals additional impact damage, and causes the round to explode like a small grenade. The small gyrojet allows the round to make a single 90 degree turn when the linear accellerator is used. (To utilize the linear accellerator, it requires Exotic Weapon Proficency, Sniper Weapons)

Damage: 10d8
Range: 200 ft
Misc: This is a mastercraft weapon. The scope provides the same visual bonuses as a piercing visor, as well as acting like a normal scope. The scope must be used in conjuction with the linear accellerator.

Sonic Stunner Pistol​
Blah blah blah. You get the point. Ultrasonic waves, etc etc.
Damage: 8d6 nonlethal
Range: 10 ft


Plasma Cutter​
This cutter does 25 hp per round to anything that it is used against. When used as a weapon, it only does 1d4 points of damage, and the user will suffer a -4 nonproficency penalty. If used by someone with less than 4 ranks in disable device or craft (structural), it only does 10 HP worth the damage per round.

Demo Disc​
These contact strips are adhesive on one side, activated by flexing the disc. They deliver a sharp concussion that deals 10d6 to a 6 inch point. The discs are 2 inches around.

Stun Grenade​
A heavy concussion with a strictly vectored nerve gas backer, this grenade causes 3d6 nonlethal damage per round to unprotected characters.

Chaff Grenade​
These grenades put out a burst of thin mylar strips, hundreds of which can pass through the eye of the a needle. They are used to block certian wavelengths of lasers, targeting lockers, and gyrojet rounds.

These rounds add a -2 equipment penalty to lasers, trace bullets, gyrojet rounds, homer rounds and guided projectiles.

Aerosol Grenade​
These grenades put out a fine mist of vapor with a small prism crystal in the center of each droplet. It scatters laser beings.

These rounds drop the damage die by one type for laser weaponry.

Scanner​
These are used for scanning baggage and vehicles. Class I-IV versions are hand-held, roughly the size of a paperbacked book with a fold out screen. Class V-X are the size of a large suitcase with a screen on the top.
Both classes can be hooked into a HUD.

Each class gives the user a +2 equipment bonus for Search Checks, but the equipment bonus cannot be more than 2 points higher than the characters ranks in Search.

Sorry guys, I'm very tired. Maybe more later.
 
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Olive said:
Just a question: shouldn't the typical guard be an ordinary rather than a hero?

Yeah, probably. Call it laziness. For some odd reason I forgot to slap the ordinary template on it. Oh well, use it for the hardline colonies where only the heroic survive.
 


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