Nova Wars Baby!

dwayne said:
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?
That's how we dealt with it. Thanks for pointing it out to me, as we just automatically take it into account if something has DR.

I just noticed that the rest of the Magistrate didn't lock in. Great, I'll fix it.
 

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Hit points for Armor and Shields?

How do you set the hit points for your armor and shields. I use AC bonus x10 for armor and x20 for shields. If your system is better post it. I am giving all the ones in the books hit points for my game.
 

I was just reading about the deadline crunch and what not and wanted to say "thanks" for taking the time to post this stuff. Like many people I'm sure, I've been reading but haven't bothered to take the time to voice my appreciation. Well, consider it voiced :) Good work.
 

OK, I tried posting the tables, so here are the quick worksheets. I'll pull the various gadgets we have to improve armor's HP, Hardness and HAV, as well as improve weapons damage dice and amount of dice, APV, range, etc.

Here it is...

Comments? Questions?
 

Attachments

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dwayne said:
How do you set the hit points for your armor and shields. I use AC bonus x10 for armor and x20 for shields. If your system is better post it. I am giving all the ones in the books hit points for my game.
Check out the above zipped Word Doc.
 

Holy cow!

I got it. If I want an Alpha 1 class Heavy Assault powered armor than I should only use the HP/mod slots and HAV or Hardness, am I right? And the same with weapons? Cool.

But how should I figure the Str and Dex modifiers? Should I treat all armor as Large Mecha (I don't think so given the other powered armors give different bonuses)
 
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Ymdar said:
Holy cow!

I got it. If I want an Alpha 1 class Heavy Assault powered armor than I should only use the HP/mod slots and HAV or Hardness, am I right? And the same with weapons? Cool.
Ya got it. Fairly simple and straight forward. I should probably expand on the doc.

But how should I figure the Str and Dex modifiers? Should I treat all armor as Large Mecha (I don't think so given the other powered armors give different bonuses)
Well, when I add the rest of it, there will be the Slot cost for STR and DEX enhancements, as well as environmental and Hillyard Fungus o2 production.

Real quick though...

Strength Increase: 1 Slot per 1 Points at PL 6, 1 slot per 2 Points at PL 7, 1 slot per 3 points at PL 8. It usually goes as Class {Roman Numeral} Strength Enhancement

Dexterity Increase: Requires a Nueral Piloting Jack cybernetic interface. Otherwise, it moves as Str.

Rapid Response System: Adds an additional +1 to Init for each class, to a maximum of +4. Each additional init point takes 1 slot.

There are modifications that improve hardness, APV, HAV, HP and AC bonuses. I'm moving it from notebook to computer.

Weapon Size | Slots
Small | 1
Medium | 2
Large | 4
Huge | 6
Gargantuan | 8
Collassol | 10
 
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Thank you

That is so Versatile and simple and blows away any thing in the book:cool:. I would like to say because of you and the stuff that you have posted on this sight has fired my imagination to greater heights. I would also say I am glad you are still with us and I believe everyone who has viewed this thread as well as I would like to think you for your vast imagination and creativity. Well enough sucking up give more me hungry:)
 


Help

systor1 said:
Hi All,

What did you use to open Aromor and weapon doc.??? :confused:
Help Please. :\
I used word to open it. I dont think it will open with any thing else unless you change the file type.
doc to a .rft file may work. :)
 

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