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<blockquote data-quote="Ralts Bloodthorne" data-source="post: 1795128" data-attributes="member: 6390"><p><span style="color: green">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.</span></p><p><span style="color: green"></span></p><p><span style="color: green">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:</span></p><p></p><p><strong>Hellworlder</strong></p><p>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.</p><p><strong>Benifits:</strong> The Hellworld Feat for free, as well as Survival becomes a class skill (If already a class skill, than +2 ranks)</p><p></p><p><strong>Citizen Family</strong></p><p>The character comes from a long line of Citizens. The character has excellent social skills and has inherited a bit of wealth.</p><p><strong>Benifits:</strong> The Citizen Family background provides +2 Diplomacy and +1 Wealth.</p><p></p><p><strong>Scrub World</strong></p><p>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.</p><p><strong>Benifit:</strong> The character gains a +1 to Fortitude saves, as well as the Environmental Resistance feat.</p><p></p><p><strong>Colonist</strong></p><p>Colony worlds are tough, even with advanced technological assistance, these worlds are harsh, and life is unforgiving to the sloppy, stupid, or inept.</p><p><strong>Benifit:</strong> The character gains +4 to survival, as well as <em>Survival Gear</em> feat.</p><p></p><p><span style="color: green">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:</span></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><span style="color: green">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.</span></p><p><span style="color: green"></span></p><p><span style="color: green">While these two have not had as much exposure as the Marines, these are valuable components of the Confederacy, responsible for protection and exploration.</span></p><p><span style="color: green"></span></p><p><span style="color: green">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.</span></p><p></p><p style="text-align: center"><span style="font-size: 22px"><span style="color: Blue">CONFEDERATE NAVY</span></span><span style="color: Blue"></span></p> <p style="text-align: center"><span style="color: Blue"><span style="font-size: 15px">Beyond Horizons</span></span></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Naval Vessels often have Marines on board, or Scouts, to serve as landing parties or surveyours.</p><p></p><p><strong>Game Mechanics:</strong> 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.</p><p></p><p><span style="font-size: 22px"><span style="color: red"><p style="text-align: center">Scout Corps</p><p></span></span><span style="color: red"><p style="text-align: center"></p></span></p><p style="text-align: center"><span style="color: red"><span style="font-size: 15px">Pushing the Frontier</span></p><p></span><p style="text-align: center"></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Game Mechanics:</strong> Scouts gain the Survival Equipment feat, as well at Survival becoming a class skill. Scouts undergo a 5 year training period.</p><p></p><p><strong><p style="text-align: center"><span style="color: silver">Powered Scout Armor [PL 8]</span></p><p></strong></p><p><em>Note: This is NOT a mecha, and so, it does not follow Mecha creation rules</em></p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>Bonus HP: 250 (Armor)/100 (shielding)</p><p>Speed: +100 ft</p><p>Onboard weaponry: Blaze Carbine.</p><p>Defense Bonus: +15</p><p>Sensors: Millimetric wave radar, MAD Scan, etc. Adds +8 equipment bonus to Spot and Search.</p><p></p><p>Follwoing is PL 8</p><p><strong>Blaze Rifle</strong></p><p>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.</p><p></p><p>Damage: 2d6x10/x3</p><p>Range: 120 ft</p><p>Ammo: 30 shots (Clip)/100 shots (drum)/500 shots (backpack)/30 shots per minute (reactor)</p><p></p><p><strong>Blaze Carbine</strong></p><p>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.</p><p></p><p>Damage: 2d8x10/x3</p><p>Range: 150 ft</p><p>Ammo: 25 shots (Clip)/80 shots (drum)/450 shots (backpack)/25 shots per minute (reactor)</p><p></p><p></p><p><strong>Blaze Cannon</strong></p><p>Heavy duty weapon, this is primarily used by the Scout Corps on vehicles or for emplaced static weaponry.</p><p></p><p>Damage: 3d6x10/x3</p><p>Range: 200 ft</p><p>Ammo: 10 shots (Clip)/50 shots (drum)/100 shots (backpack)/20 shots per minute (reactor)</p></blockquote><p></p>
[QUOTE="Ralts Bloodthorne, post: 1795128, member: 6390"] [color=green]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:[/color] [b]Hellworlder[/b] 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. [b]Benifits:[/b] The Hellworld Feat for free, as well as Survival becomes a class skill (If already a class skill, than +2 ranks) [b]Citizen Family[/b] The character comes from a long line of Citizens. The character has excellent social skills and has inherited a bit of wealth. [b]Benifits:[/b] The Citizen Family background provides +2 Diplomacy and +1 Wealth. [b]Scrub World[/b] 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. [b]Benifit:[/b] The character gains a +1 to Fortitude saves, as well as the Environmental Resistance feat. [b]Colonist[/b] Colony worlds are tough, even with advanced technological assistance, these worlds are harsh, and life is unforgiving to the sloppy, stupid, or inept. [b]Benifit:[/b] The character gains +4 to survival, as well as [i]Survival Gear[/i] feat. [color=green]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:[/color] 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. [color=green]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.[/color] [center][size=6][color=Blue]CONFEDERATE NAVY[/color][/size][color=Blue] [size=4]Beyond Horizons[/size][/color][/center][color=Blue][/color] 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. [b]Game Mechanics:[/b] 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. [size=6][color=red][center]Scout Corps[/center][/color][/size][color=red][center] [size=4]Pushing the Frontier[/size][/center][/color][center][/center] 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. [b]Game Mechanics:[/b] Scouts gain the Survival Equipment feat, as well at Survival becoming a class skill. Scouts undergo a 5 year training period. [b][center][color=silver]Powered Scout Armor [PL 8][/color][/center][/b] [i]Note: This is NOT a mecha, and so, it does not follow Mecha creation rules[/i] 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 [b]Blaze Rifle[/b] 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) [b]Blaze Carbine[/b] 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) [b]Blaze Cannon[/b] 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) [/QUOTE]
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