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OK, here's the document, in RTF form.

About 2/3 of the weapons enhancements have been migrated. Added the stuff from the d20 Future SRD, expanded the table and the explanations, a smattering of armor enhancements have been added, as well as the armor table has been expanded.

THERE is a reason that the armor has HAV/Hardness and Defense together in the table. This is Ver 0.2.a of the document. Ver 0.2.b will contain data so that you can use the various munition types (rail gun ring penetrators, laser, graviton, tachyon, plasma, particle, etc) to fully customize the weapons. Ver 0.3.a will contain examples of weapons and armor, as well as more weapon enhancements, armor enhancements, and the feats/skills needed, as well as a better explanation of HAV vs Hardness.

I'm currently uploading 0.2.a to give you an idea of what all is going to be in it. Here's a small sample:

Laser Accelleration (PL 6+) (Internal)
Using lasers to push the round out increases the speed of the projectile not only as it leaves the barrel, but along it’s flight path. It causes the range to drop by 25%, but increases the damage by one die type.
Special: The weapon will also require the following modifications: Variable Ammunition, and will require an energy clip. Without the energy clip, the weapoin will not fire.
Restrictions: Ballistic weapons only.
Purchase DC Modifier: +3.

Laser Compression (PL 7+) (Internal)
By using lasers to “compress” a blast and direct the energy released by the explosion, horrific amounts of energy, measurable by kiloton or megaton rather than watts, are produced by the weapon. Weapons that use this type of munition/firing mechanism, have a bone crushing kick, and generate vast amounts of heat. The most common types of laser-compressed explosions are nuclear or anti-matter.
Weapons using this have triple normal APV as well as double range, double damage dice, and the damage die type increased by two. In addition, the massive heat causes 1d6 heat damage to all within 10 feet who are not protected, the weapon size increases by one size increment, and the recoil imposes a -2 penalty.
Restriction: Energy weapon only
Purchase DC Modifier: +10

Magnetic Accelleration Coils (PL 6) (Internal)
By lining the barrel with linear magnetic acceleration coils, the speed of the round is increased, while the friction/drag on the round as it leaves the barrel is reduced signifigantly. This increases range and APV by 100%.
Special: The weapon will also require the following modifications: Variable Ammunition, and will require an energy clip. Without the energy clip, the weapoin will not fire.
Restrictions: Ballistic weapons only.
Purchase DC Modifier: +3.

With the document, the following weapon was created:

XM-35 Magnetic Accellerator Sniper Rifle
Medium Rifle (7/3), Autofire Module, Burst Fire Module, Variable Ammunition, Magnetic Accelleration Coils x3, Targeting Computer, Bipod, Scope (Rangefinding, laser, Video)
Damage: 2d8
APV: 8
Damage Type: Ballistic
Rate of Fire: SA, B, A
Range: 270
Magazine: 30
Size: Large
Purchase DC: 42 (+1 Restricted)
Special: +1 equipment bonus to attack


Live it up!


EDIT: Hmmm, the more I add, the better this thing looks. I'll upload the new version at 8PM PST. The Weapons are done, even added the "Cannon" category and locomotion modification for your self-propelled heavy weapons, and now I'm working on armor.
 

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And here it is...

Version 0.2.b

Includes:

Converted to RTF format
Weapon categories up to and including Heavy Cannon
Improved explanation on HAV/AP, including examples
Armor expansion
Weapon gadget additions

Feedback?
 

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student to master

I think this is amazing stuff and some of the stuff reminds me of the 1001 sci fi weapons book but with a lot more. The armor idea is fantastic i have not seen anything that you have posted that i don't like. The ship with the gorillas had the name from the planet of the apes now that was funny:lol: and cool:cool:. I can see you have a good since of humor and are very intelligent also. You really should consider putting this stuff in a book because I think everyone should enjoy your amazing creativity. :)
 

dwayne said:
I think this is amazing stuff and some of the stuff reminds me of the 1001 sci fi weapons book but with a lot more. The armor idea is fantastic i have not seen anything that you have posted that i don't like. The ship with the gorillas had the name from the planet of the apes now that was funny:lol: and cool:cool:. I can see you have a good since of humor and are very intelligent also. You really should consider putting this stuff in a book because I think everyone should enjoy your amazing creativity. :)
Thanks!

Glad you notice the humor in there.

Most of this stuff gets reprinted on the fan-based web-sites out there, and other stuff will appear in MODERNIZED and in this thread.

As for putting it in a book, then it's work. I want this to remain my "fun" stuff, not "work" stuff. Once the full amount of data on some things is posted, it will undoubtabley be put in PDF format and posted on several locations on the web.

Enjoy, and there's more coming up, including Robot and Vehicle construction rules (following the same format).
 

Request for help

Thanks to all, a great thanks to you Warlord.Please keep up the good work,but mostly keepup the good health.
 

Warlord Ralts said:
Feedback?

It's great. The best stuff you've done so far, to be honest. It's going to be invlauable for my campaign.

One little thing: The energy weapons should specify what damage type they do (fire, cold, concussion etc).

Looking forward to the vehicle rules.

EDIT: Hey, also, maybe the type of ammo for each gun should be expanded upon. It's a wee it unclear at the moment.
 
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THE BOUNTY HUNTER'S GUILD

WANTS YOU!


JOIN THE MAGISTRATE CORPS

SEE THE CONFEDERACY!

With the sheer size, and the relative newness of the Terran Confederacy, maintaining law and order is a huge job. For the most part it is handled by local planetary law enforcement, or even system law enforcement, but when a fugitive or a suspect leaves a planetary or system government's sphere of influence, someone has to track them down.

This is the real of the Confederate Magistrate and the Bounty Hunter's Guild. They catch the crooks that seem above the law, track and apprehend the most dangerous criminals, and find the best hidden thugs in thier lair.

Heavily armed, with simple yet draconian laws to oversee thier actions, the Bounty Hunter's Guild is opened to everyone who can pass the test, while the Magistrates are the elite enforcement arm.

Tracer (Bounty Hunter's Guild)
The Tracer tracks and carries through whatever is listed on the Confederate warrant. Since it requires a guild-liscense to purchase the warrant, there are no non-guild bounty-hunters plying the spaceways and hunting the asteriod fields.

A Tracer is a professional, knowledgable in computer operation, starship piloting, an expert shot, and capable of going toe to toe with some of the heaviest bruisers out there.

Prerequisites
BAB: +5
Skills: Computer Use +6, Intimidate +6, Survival +6, Pilot +6
Feats: Brawl, Personal Firearms, Pilot Starship (Any), Street Fighting, Track
Exceptions: Brawl and Street Fighting can be replaced by any two martial arts feats.
Cybernetics: Class IV or better Skillslot
Special: Must track and live-capture a criminal chosen by the Guild, and the bounty goes to the guild, for entrance. 10% of all bounties must be relenquised to the Bounty Hunter's Guild.

BAB: Good
  • Saves
  • Fort: Average
  • Reflex: Average
  • Will: Average

    Level One: Bounty Hunter Training, Warrant Acceptance I
    Level Two: Skill Focus (Intimidate)
    Level Three: Property Damage
    Level Four: Warrant Acceptance II
    Level Five:
    Level Six: Feat
    Level Seven: Warrant Acceptance III
    Level Eight:
    Level Nine:
    Level Ten:

    Bounty Hunter Training: The character gains profiency in Bounty Hunter Weaponry and Bounty Hunter Armor.
    Warrant Acceptance I: The Bounty Hunter may accept warrants for criminals of Moderate or lower threats.
    Skill Focus (Intimidate): As per feat
    Property Damage: The Bounty Hunter Guild will automatically pay for property damage of up to 5,000 Credits per Class Level if the damage occurred during the arrest of the target.
    Warrant Acceptance II: The Bounty hunter may accept warrants for criminals of High threat or lower

    Warrant Acceptance III: The Bounty hunter may accept warrants for criminals with any threat rating, up to and including "Extreme"


    Skillslot
    The skillslot is a small implant that goes behind and slightly above the left ear, this implant is attatched directly to short term memory, and allows the implantee to utilize Slotskills.
    Hardness/HP: -/2
    Purchase DC: 20

    Slotskill
    These chips can be placed into a skillslot to give the user access to increased knowledge skills. For each Class of the slotskill chip (1-10) the user recieves a +1 competance bonus to the appropriate skill.
    Purchase DC: 10+5 per Class.




    (Bedtime)
 
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The weapons & armor file is great. I have a few questions/comments though.

(1) How would you handle a weapon that has the properties of 2 Energy Conversion modules?

(2) I noticed that you left out Particle Beams from the Energy Conversion table. Was there a reason for this?

(3) Are there any energy types that you haven't put on the above mentioned table? For example what energy property would a disruptor rifle?
 
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Ki Ryn said:
Well, consider it voiced :) Good work.
This is a me too, disguised as a *bump* and an offer to assist in editing and PDF-izing this monstrosity of goodness when you're ready to do so. Absolutely stunning work.
 

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