Nova Vehicles.pdf

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Vehicles
1
Vehicles
For the Nova game engine
Vehicles
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Vehicles for Nova
ehicles for the
Nova game engine,
Written by George Chatzipetros
Nova game engine,
along with co
along with commmm-
plete rules for v
Contact me at neonblue@GameBox.net
plete rules for veeee-
hicle combat and
cle combat and
a list of useful
a list of useful
equipment. Sorry,
Go http://members.xoom.com/sidhe7
for new sourcebooks
equipment. Sorry,
no spaceships.
no spaceships.
These will have
for new sourcebooks
These will have
their own private
their own private
sourcebook pretty
sourcebook pretty
soon!
soon!
Vehicles for the
ehicles for the
Nova game engine,
along with co
plete rules for v
cle combat and
a list of useful
equipment. Sorry,
Go http://members.xoom.com/sidhe7
no spaceships.
These will have
their own private
sourcebook pretty
soon!
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Contents
Vehicle basics…………….4
Vehicle attributes………………..4
Accidents………………………...4
Ramming………………………..4
Vehicle combat………….5
Vehicle combat………….5
Effects of vehicle combat………5
Vehicle armor…………………..6
Vehicle tables……………7
Vehicle tables……………7
Vehicle accessories……..13
Vehicle accessories……..13
Contents
Vehicle basics…………….4
Vehicle combat………….5
Vehicle tables……………7
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4
Vehicle Basics
ehicle attributes
Much like characters, vehicles share
some common characteristics:
Acceleration:
age is ignored). As Resilience points
are lost, the vehicle gets the same
penalties to all control rolls as a char-
acter suffering from excessive Consti-
tution loss.
Safety:
add the result of a D3 roll. Every
passenger takes that many dice of
damage minus the sum of his Vitality
and Reaction dice (to account for
instinctive movements to protect
one’s self). At least one die of dam-
age is dealt. The damage t#s are all
equal to the vehicle’s Safety rating.
Damage is of kinetic type, but
any armor worn by passengers has its
kinetic rating reduced by 2 against
such high-velocity impacts (to a mini-
mum of –2). The damage dealt to
the vehicle if equal in damage dice to
the speed divided by 50. Damage t#s
are all 4.
the attack is largely determined by
the mass of the vehicle and its speed.
The damage dice are determined as
in an accident. The damage t#s are 5
in the case of relatively small vehicles
(like bikes), 4 for moderate ones
(cars) or 3 for large vehicles (trucks).
If the target is capable of reacting to
the ramming, a successful control skill
check must be made to hit him (like
an attack roll).
When ramming objects, you
must be careful for you might get
hurt like your target is. If the GM
rules that you hit an object too large,
you suffer an automatic accident. Ex-
actly when this happens is up to your
GM and depends on the mass of
your vehicle and that of your target.
A bike might be in serious trouble
even when hitting a person. A car
could get damaged if it hit a bar
which would be easily broken by the
mass of a truck.
Acceleration: How fast the vehicle
can increase speed. On every turn,
the vehicle can increase speed by this
amount up to the maximum speed.
However, when accelerating at more
than half of this rating, you have a
+1 penalty to skill checks for control-
ling the vehicle.
Armor:
Safety: This rating describes the
safety measures of a vehicle which
are vital in surviving an accident.
Speed:
Speed: The first number is the vehi-
cle’s cruise speed, while the second is
the maximum speed (in km/h). Trav-
eling above cruise speed inflicts a +2
penalty to all control rolls.
Armor: The natural protection a ve-
hicle has.
Autonomy:
Autonomy: Every vehicle is fueled by
some sort of power source which
tends to run out. The autonomy rat-
ing numbers the kilometers a vehicle
can cover before running out of fuel.
Capacity:
Accidents
Performing difficult maneuvers with
a vehicle requires a successful skill
check. If this roll fails, there’s always
the possibility of an accident occur-
ring (a critical failure means that an
accident is certain). The driver needs
to make another roll of average diffi-
culty to avoid crashing with the vehi-
cle (ass a +3 penalty if moving
above cruise speed).
If an accident occurs, it can
easily injure or even kill the passen-
gers of a vehicle, especially if moving
at high speeds. Divide the speed the
vehicle was moving at by 40 and
Ramming
Ramming something or someone
with a vehicle can prove very useful,
aside from the fact that it’s a lot of
fun. Crashing through gates or run-
ning people over are classic stunts of
action movies.
The damage dealt by a mov-
ing vehicle is always kinetic and al-
ways lethal (ie it deals Constitution
damage). As in an accident, any ar-
mor the target wears has its kinetic
rating reduced by 2. The potency of
Capacity: The number of persons the
vehicle can carry.
Handling:
Handling: Describes how easy it is to
control the vehicle. It is used as a
modifier to all skill checks concerning
control of the vehicle.
Mounting:
Mounting: The amount of extra
equipment the vehicle can carry.
Large equipment requires some of
the vehicle’s Mounting points.
Resilience:
Resilience: This rating is used as the
vehicle’s Constitution (Stamina dam-
Vehicle attributes
ehicle attributes
Acceleration:
Safety:
Speed:
Armor:
Autonomy:
Accidents
Ramming
Capacity:
Handling:
Mounting:
Resilience:
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Vehicle Combat
Vehicle combat generally follows
most of the rules for personal com-
bat. There is still an initiative check,
as there are attack and damage rolls.
However, some modifications do
apply:
of the target (eg through a win-
dow). In the case of small win-
dows, the GM might apply a
cover modifier. If you have no
visibility, use the modifier for
complete darkness/blindness (+4).
Plain glass windows don’t offer
any protection to the target. This
may change if you try to shoot
through bulletproof glass or even
through the main body of the ve-
hicle to hit someone inside. In this
case, your shot needs to pene-
trate the material to hit the tar-
get. The target gets a base unar-
mored rating equal to the armor
rating of the glass or the vehicle
instead of his natural –2. Further-
more, the rating of any armor
he’s wearing is added to this. For
example, someone inside a vehi-
cle with armor 2/2/1 wearing no
armor himself, has armor 2/2/1 if
a shot has to penetrate through
the vehicle. If he also wears a
1/1/1 armor, his effective armor
becomes 3/3/2. Any attack which
wounds a vehicle’s driver forces
him to make a skill check to re-
tain control of the vehicle.
Effects of vehicle combat
A damaged vehicle is prone to mal-
functions and loss of function. Loss
of Resilience inflicts the same penalty
as loss of Constitution to all checks
for controlling the vehicle (+1 for
half Resilience, +1 for each point lost
thereafter). This penalty also applies
to attacks made with the vehicle’s
weapons.
Furthermore, for every lost
Resilience point beyond half, the
driver is forced to make a check for
retaining control.
Onboard systems, weapons,
even the vehicle’s engine may mal-
function. For every Resilience point
lost beyond half, a random system
on the vehicle is damaged. The exact
system is determined randomly by a
roll. Be sure to include the engine as
well as all installed devices and
weapons.
The effects of the damage on
the vehicle’s system is determined by
a D6 roll.
Roll
Effect
1
Unaffected
2
Temporary malfunction
Attacking from the inside of a ve-
ee-
3
Moderate damage
hicle: If the vehicle’s structure en-
ables this, anyone can put his gun
out of the window and start blaz-
ing away. Firing from a moving
vehicle in this manner suffers a +1
penalty, or a +2 one if the speed
is above 100 km/h.
4
Moderate damage
5
Severe damage
6
Destroyed
gine) and has a +1 penalty to all re-
lated rolls for D6 rounds.
Moderate damage:
Attacking with a mounted
g with a mounted
weapon: A weapon mounted on
the vehicle doesn’t suffer the gen-
eral +1 modifier. It only suffers a
+1 penalty if the speed is above
100 km/h.
Moderate damage: System loses
30% of functionality and has a +1
penalty. Any further result of 3-5 for
this system destroys it.
Severe damage:
Severe damage: Loss of 75% func-
tionality and +2 penalty. Any further
result of 3-5 destroys the system.
Destroyed:
Attacking a moving vehicle: All
characters have a +1 penalty
against moving vehicles. This rises
to +2 if their speed is above 100
km/h and +3 if above 500 km/h.
Destroyed: System loses all function-
ality. If this is the engine, the vehicle
grinds to a halt. An explosive
weapon explodes, dealing its dam-
age on the vehicle.
Attacking a person inside a vehi-
ii-
cle: An attack against a person
locate inside a vehicle suffers no
penalty (except those of the mov-
ing vehicle) if you have visibility
Temporary malfunction: System loses
50% of its functionality (reduce
Speed and Acceleration for the en-
Effects of vehicle combat
Effect
Attacking from the inside of a v
e-
hicle:
Attackin
Attackin
weapon:
Moderate damage:
weapon:
Severe damage:
Attacking a moving vehicle:
Destroyed:
Attacking a person inside a veh
i-
cle:
Temporary malfunction:
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