Nova Tools of the Trade.pdf

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Tools of the Trade
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Tools of the Trade
Weapons andarmor through the ages
Tools of the Trade
Weapons andarmor through the ages
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Weapons and Armor for Nova
Written by George Chatzipetros
Contact me at neonblue@GameBox.net
A collection of
weapons and ar-
mor through the
ages for use with
the Nova game
engine.
Contact me at neonblue@GameBox.net
Grab other sourcebooks for Nova at
Grab other sourcebooks for Nova at
http://members.xoom.com/s
http://members.xoom.com/sidhe7
idhe7
Written by George Chatzipetros
Contact me at neonblue@GameBox.net
Grab other sourcebooks for Nova at
http://members.xoom.com/s
idhe7
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Contents
Tools of war………………………4
Reloading………………………………..4
Tech levels……………………………….4
Personal ranged weapons……….6
Personal ranged weapons……….6
The evolution of firearms……………...6
Heavy weapons………………….8
Heavy weapons………………….8
Vehicle weapons and artillery…..9
Vehicle weapons and artillery…..9
Missiles and grenades……………10
Missiles and grenades……………10
Guided missiles………………………….10
Clo
se combat weapons………….11
Weapon details…………………..13
se combat weapons………….11
Weapon details…………………..13
Ammunition……………………...16
Ammunition……………………...16
Weapon accessories……………...17
Weapon accessories……………...17
Armors…………………………….18
Armors…………………………….18
Shields…………………………………...20
Contents
Tools of war………………………4
Personal ranged weapons……….6
Heavy weapons………………….8
Vehicle weapons and artillery…..9
Missiles and grenades……………10
Clo
Close combat weapons………….11
Weapon details…………………..13
Ammunition……………………...16
Weapon accessories……………...17
Armors…………………………….18
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Tools of war
he tools of war presented here
cover a broad range of eras, from
the Stone Age to the far future. Ob-
viously, not all of them are suitable
for a specific game. That’s why
they’re classified according to a Tech-
nology Level (Tech Level or TL). The
GM needs to choose a specific Tech
Level for his world that measures the
advancements in technology and de-
termines the exact technological lev-
els available. Look at the sidebar for
more information on Tech Levels.
Reloading
Tech Levels
gravitics lead to the creation of artificial
gravity and the induction drive, inven-
tion of the anti-matter reactor
TL 9 Stellar Age:
The time required for re-
loading a ranged weapon
can be crucial in the heat of
combat. Reloading largely
depends on the type of am-
munition used.
Bows:
tech Age: Use of stone tools
TL 1 Stone Age:
tech Age:
TL 1 Stone Age: Discovery of fire and
agriculture, domestication of animals
TL
TL 9 Stellar Age: Invention of a FTL
(Faster-than-Light) drive, exploration of
the galaxy
TL 10
2 Bronze/Iron Age: Use of metal
tools, development of mathematics,
physics, medicine
TL 3 Middle Ages:
2 Bronze/Iron Age:
Cosmic Age: Invention of stellar
engineering, use of wormholes to navi-
gate the universe
TL 11 Creator Age:
Bows: It takes one action to
prepare a bow for a new
shot.
Crossbows:
TL 3 Middle Ages: Invention of the
press, advancement in metallurgy and
mathematics
TL 4 Age of Reason:
TL 11 Creator Age: Capability of creat-
ing life forms, sentient or non-sentient
from scratch (hence the “Creator” term)
TL 12 Dimensional Age:
Crossbows: Crossbows need
three actions to reload. At
TL 6, the use of bolt clips
and automatic cocking re-
duces this to one action.
Revolvers, bolt
TL 4 Age of Reason: Advancements in
mathematics, physics, medicine and bi-
ology
TL 5 Industrial Age:
The weapons of this book are di-
vided in close combat weapons, per-
sonal ranged weapons, heavy weap-
ons and vehicle weapons. Heavy
weapons are support weapons with
lots of firepower which can be car-
ried and fired by a character with
some muscle or mounted on vehi-
cles. Vehicle weapons are too large
and heavy to be carried by any char-
acter.
Both weapons and armors are
presented in a series of tables con-
taining all of their important charac-
teristics. Devices that have special
abilities are further detailed in text.
TL 12 Dimensional Age: Discovery of
other, parallel universes and the ability
to travel tot hem, ability to create stars,
black holes and worm holes with some
planning and time
TL 13 Quantum Age:
TL 5 Industrial Age: Use of steam and
electrical power, industrialisation, ur-
banisation, invention of the automobile
and the airplane, radio communica-
tions, discovery of relativity and quan-
tum physics
TL 6 Information Age:
Revolvers, bolt-action rifles
action rifles
guns: These weap-
ons require one action per
two bullets loaded.
Archaic firearms:
guns:
TL 13 Quantum Age: Control over mat-
ter at the sub-quantum level: teleporta-
tion and replication becomes possible
TL 14 Tachyon Age:
Archaic firearms: Firearms of
TL 4 require three actions to
place gunpowder and a new
bullet in the gun.
Clips:
TL 6 Information Age: Invention of the
computer, networks and practical appli-
cation of nuclear fission, first steps into
space, advancements in all sciences and
especially physics, medicine and biology
TL
TL 14 Tachyon Age: Discovery of the
conversion of matter to tachyons, accel-
erating it beyond the speed of light, in-
vention of the tachyon drive
TL 15 Age of Gods:
Clips: SMGs, automatic pis-
tols as well as assault rifles
and machine guns use clips.
Exchanging a clip requires
one action. Filling a clip
with bullets is slower: one
7 Space Age: Invention of the fusion
and cold fusion reactor, colonisation of
other planets, exploration of the solar
system
TL
7 Space Age:
TL 15 Age of Gods: At this Tech Level, a
race may be considered as gods, being
able to bring great changes to the na-
ture of the universe
TL 8 Gravity Age:
8 Gravity Age: Advancement in
The tools of war
he tools of war
ech Levels
The time required
TL 0 Pre
TL 0 Pre-tech Age:
TL 1 Stone Age:
TL 9 Stellar Age:
TL 2 Bronze/Iron Age:
TL
TL 10 Cosmic Age:
TL 10
Cosmic Age:
Bows:
TL 3 Middle Ages:
TL 11 Creator Age:
Crossbows:
TL 4 Age of Reason:
TL 12 Dimensional Age:
The weapons
TL 5 Industrial Age:
Revolvers, bolt
and sho
and shotguns:
TL 13 Quantum Age:
Archaic firearms:
TL 6 Information Age:
TL 14 Tachyon Age:
Clips:
TL 7 Space Age:
TL
TL 15 Age of Gods:
TL
8 Gravity Age:
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Energy weapons only require energy
Belts: All machine guns can use belts
of ammunition instead of clips. A
belt quadruples the amount of
ammo it can have but is less handy
and compact. Two actions are re-
quired to exchange a belt. Filling a
belt with bullets is slow: one bullet
per action.
Rail weapons:
Rail weapons: These weapons take
clips of ammunition but also use
power cells to power the shots. The
cells are good for 100 shots. After
they’re drained, they need to be re-
charged (takes 5-15 minutes) from a
power source or the user can replace
them (requires one action) with new
ones, if available.
Energy weapons:
Energy weapons: All these weapons
require is energy, coming from their
cells. Their Ammo rating represents
the amount of shots they can fire be-
fore their cells are drained. Recharg-
ing them takes 5-15 minutes if a
power source is available. The user
can always replace them with new
ones (takes an action).
action per two bullets.
Belts:
Belts:
Rail weapons:
Energy weapons:
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