Nova Wars Baby!

Nova wars where are you

I have been fallowing this thread. And as i have checked back on it nothing has been posted. Are you going to finish because i need my fix real bad man.
 

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Patience. Ralts is a busy guy with many projects demanding his attention (sometimes I wonder how he ever finds time to do all this in the first place). Plus his health is a little below standard. Just be patient... he WILL update, because the man will just not stop pumpin' out the jams.
 

Roudi said:
Patience. Ralts is a busy guy with many projects demanding his attention (sometimes I wonder how he ever finds time to do all this in the first place). Plus his health is a little below standard. Just be patient... he WILL update, because the man will just not stop pumpin' out the jams.

Thought that might be the case, but just wanted to check in on the thread...
 


My own game

Well im going to be DMing a game this winter and i very much like this thread so i will be borrowing alot of the concepts. The story line will be about the same except it takes place earlier before humans were so dominate. the enemies will be changed to a race known only as the 'over lords'. Humanity in order to fight a galactic war constructs these HUGE ships called Army Hulks that have thousands of clone banks and enough automated factories to build mechs and ultralight space craft. The players will start out on a crahsed Army Hulk as newly minted clones. They are commanded by a computer AI named Jove who controls all the entire human military. there first missions will be to take back control of the damaged ship from the insane robots and repair it. the ship has crashed on a former human colony that is now controled by the overlords. plenty of mutants and monsters are used by the over lords to keep the inslaved humans inline.
 

Warlord Ralts

If your into it i posted a advanced class the Psi-Gun in its own thread. There are also some other stuff posted there as well that you could use maybe in your game. Let me know what you think of them good or bad.
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Everything is determined, the beginning as well as the end, by forces over which we have no control. It is determined for insects as well as for the stars. Human beings, vegetables or cosmic dust, we all dance to a mysterious tune, intoned in the distance.
Albert Einstein
 

Armor Penetration
and
Hardened Armor Value
Modern and Future weapons come in two different types, Armor Penetrating, either through explosively forged penetrators, hardened casings, hypervelocity, or explosive shape charges. Most weapons listed are only standard weaponry, but many are specifically designed to take on armor.

To combat this, armor has improved dramatically, from plate mail armor to Kevlar jackets to forcefields to density collapsed Telliborium laminates, but the race between armor penetration and armor continues.

To reflect this, many weapons have Armor Penetration (AP), or can load AP capable rounds. Those that do not, are often modified after market for this. While this process can be expensive, with the invention of "smart clothing" in the early 21st Century, it became necessary.

Military and Law Enforcement vehicles and personal armor has a much higher rating of armor than civilian armor. This is due to higher budgets for armor, as wel as access to more state of the art materials and manufacturing techniques.

Now, to the meat of it.

The numeric value in the Armor Penetration (AP value for short) represents the amount of Hardened Armor that the weapon may ignore when the armor is hit.

Should the APV exceed the armors HAV (Hardened Armor Value) then the remaining APV is multiplied according to the weapons critical multiplier, and applied to the armor's occupant, while the armor takes full damage from the round and loses one point of HAV.

If a non-hardened target is hit with a weapon with an APV that exceeds 5, then the occupant (if any) will take the APV multiplied by the critical multiplier, in addition to normal damage!

Vehicles and inanimate objects hit with an APV-capable weapon get to add 1/2 of thier hardness as Hardened armor. Any APV left over depletes the hardness value by that much. If the hit points or hardness of the weapon is depleted, the object is destroyed. Any remaining APV points are expressed in exploding shrapnel and debris, which will do 5 points of damage per point for one meter per point, with the damage dropping five points per meter away from the destroyed object.

Example: On the Inderdicted planet “Laveyette 25”, Crat Vegan, a ConFed Magistrate, is packing a LVK-1131 guass rifle and wearing his battered old Magistrate Special Operations Armor (HAV: 27, hitpoints: 189, AC: +19), and is jumped by Crass and Yurgan, two bandits he has been hunting. Yurgan is dressed in Omicron Sirius military power armor, Grendel type, that has 10 points of Hardened Armor remaining, while Crass is wearing some rags he found in a dumpster.
The LVK-1131 has an APV of 25, a crit multiplier of x3, and does 2d10 points of damage. Despite the reflex enhancements built into the Grendel Power Armor, Crat wins the initiave.
Crat decides to pop Yurgan first, in case any of that Grendel's onboard weaponry still works.
Blammo! A hit! Poor Yurgan takes 15 points of APV above and beyond the Grendel suits 10 points of HAV, that multiplies out to 45 HP of damage, while the armor takes 9 points and loses an HAV point. Yurgan, who only had 25 hit points to begin with, gets most of his chest liquified by the gauss round.
Crass, deciding to take his action to run like hell, Yurgan’s on his own, whether or not he’s alive in that armor. Crass knows that his little TK-9 light pistol can't penetrate Crat's armor (a light projectile pistol has no APV without special ammuntion) and he's having second thoughts about jumping the Magistrate. A Hellworld sentence is looking pretty good right about now. He moves his full movement rate and hides behind the wreckage of a steel dumpster (Hardness 15, HP: 25) and hopes for the best. Crat lines up his second shot, and the weapon jams on the ammunition he is using. Cursing, Crat uses his last attack to clear the breach of his weapon.
Crat, unsure of what Crass is up to, shoots the dumpster, and hits it squarely. Only 7 points of the dumpsters hardness counts (It has no hardened armor), and unfortunately for Crass, the remaining 18 points of APV are enough to completely deplete the dumpsters hardness, with 3 points left over. Not good. The dumpster explodes, and the three remaining points are converted into 15 points of damage at 1 meter, 10 points at two meters, 5 points of damage at three meters. Crass tumbles (Scoring a 19 and beating the DC 15 because of the damage) and takes only 7 points, scrapes, bruises and small cuts. Crass is suddenely left out in the open, a flaming dumpster base his only cover. Squealing, Crass run's again, but does not find cover before his movement is depleted.
Crat takes aim, and pops a round off at Crass. Splat. A nice hit. Crass takes 75 Hit points just from APV, and another 12 from normal damage. Crass' chest blows out and he hits the ground dead.
Never jump an armed and armored Mag.



Any questions?
 


TWO SAMPLE POWER ARMORS

Grendel

Manufacturer: Omicron Sirius Corporation

Type: Military Powered Armor

Progress Level: 7

Requirements: Medium Power Armor, Omicron Sirus Powered Armor, Confed Military Powered Armor, Cybernetic Nueral Jack.

Hardened Armor Value: 20

Hardness (If HAV is not used): 50

Hit Points: 250

Defense Armor Bonus: +15

Standard Systems: Nightvision 500m, 25 channel radio (20km range) with burst and Class V scramble capability, radar (5 km) with 10 target tracking, IFF, Vehicle/Armor ID, thermal optics, flare compensation, Class IV reflex enhancement, Class X strength enhancement, environmental system (capable of internal air supply as long as power remains), Class III fusion power plant.

This gives them +4 Dex, +10 Str

Defensive Systems: Class II military force field (20 points HAV, 200 HP), Class II point defense system (+2 BAB, 2d6 damage to up to 2 incoming missiles per round), Class V Medicomp (nanorepair of up to 5d6 hp per minute), ECM system (+4 equipment bonus to avoid lockons)

Offensive Systems:

Quad Pack Micromissile Launcher mounted left shoulder, 2 reloads. (can fire volleys of 1-4 missiles, each missile does 10d6 points of damage (AP of 5), range increment of 100m)

Omicron Siruis Phased Particle Weapon (Right forearm):
APV: 15
Damage: 20d6
Range Increment: 50m
Special: Up to 4 attacks per round, charges off the reactor.

Civilian Purchase DC: 70 (+3 Mil)

Requisition DC: 40 (Back issue)


Magistrate Special Operations Armor

Built for the Confederacy Magistrate Division (Rescinded in the 24th Century), thousands of these suits slated for destruction vanished. Despite government denials, many of these suits are out there.
 

Damage reduction?

I love this but in my game i use DR not + what ever to AC. The only thing that adds to AC in my game is DEX, Class bonus, and any other dodge bonuses. To me trying to hit some one is easy if there in heavy armor but getting though that armor is a different story. What i am asking is do AP rounds Penetrate twice as much DR as thay do HAV?
 

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