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| #1sevrin425Apr 23, 2009 1:42:53 | Alright, so I'm running a campaign that runs in a world with advanced technology. One of my players and I have been working out rules for power armors, a la Fallout 3 and Starcraft. The general idea is that the armors will help boost and increase the player's resistances to hazardous conditions. The armors will only be slightly better than the "Mundane" armors, and no player will be left behind if they decide to use older means. The Players are all level 15, so they'll have access to the higher end prototypes of the armor (Seeing as they work for the republic that patented them.) I meant to show a huge contrast between light and heavy armors. here's the ideas I have for both as of now- Light Armor These suits enhance the physical capabilities of the wearer, giving them a much-needed boost should a dire situation happen. Cloth- Some sort of really light, neural enhancing fabric that grants higher resistances to the wearer against elements. Leather- A skin-tight, muscle enhancing suit that boosts the wearer's speed and grants more abilities than the hide equivelent. Hide- Slightly more hardy than the leather-type, interlocked with some pieces of heavier armor. Basically, a mix between light and heavy armor, with emphasis on the former. Heavy armor These suits provide the wearer with limited physical boosts, seeing as the suit does most of the heavy lifting. The idea behind these is that the players will have increased fallback should something happen, but less abilities seeing as most hardware is supposed to simply keep the wearer alive and functioning at full capacity. Chain- Like hide, this is a mix between light and heavy, with an emphasis on the latter (Though not by much). More enhancements are available for this suit, and some weapons can be added on (Arm blades-which would function as katars- and whatnot) Scale- This suit is for wearers who want a compromise between chain and plate; you get the picture. Plate- Basically the Juggernaut armor, this suit provides the most normal damage resistances and keeps the wearer encased with heavy steel. "Enhancements" Basically, more enhancements will be available to armors that are less protective. For example, cloth and leather will be the only types that are suitable (Pun intended) to use a stealth-enhancing field, basically stealth-camoflauge. Ideas are: - Taking pre-existing enchanted armors and reflavoring them. *There are too many to list at this late of an hour. Will redo this once i have time and will commit. So that's what I have so far in a nutshell. Any comments and ideas would be appreciated. |
| #2sevrin425Apr 23, 2009 1:43:36 | Firearms Basically, what I did for firearms was replace crossbows- a simple, yet effective method. Simple One handed Pistol- 1d6, qualifies as a hand crossbow Two handed Rifle- 1d8, Shotgun- 1d10 or 2d4, lower range Military One handed SMG- 1d8, Two handed Automatic Rifle- +2, 1d10, Automatic Shotgun- +2, (Damage has not yet been decided.) Rocket Launcher- 1d12, +2 prof, Brutal?, standard or move to reload. (*Rocket launchers could be very situational- I'm not trying to turn DnD into ******* Halo.*) Superior- Two handed Sniper Rifle +2 1d12, High crit Heavy Machine gun (Think SAWs)- +2, 1d10, brutal 1 All weapons get a +2 prof bonus, unless the character does not use a move action in order to line up the shot. Guns then get a +3 bonus. Reloads take a minor action And that's the rough copy of what I have so far. Enchantments were gonna look like this- -Scopes were going to increase range of the weapon. -Some enchantments (Such as flaming, lightning, etc...) were going to be reflavored to energy weapons/ammo cartridges and such. - *These are all a work in progress, any feedback is appreciated* |
| #3sevrin425Apr 24, 2009 18:41:19 | Anyone? Hullo? |
| #4gavin_silverstreamApr 27, 2009 1:52:27 | Here's what I'm using for my Armors in a Space-Based Campaign I'm building from the ground up using 4th edition rules. Armor Groups Light Tactical Medium Heavy Assault Powered Shields You'll notice that each type of armor is it's own grouping. There is an equivalent armor for every armor in 4th edition. I do that so the classes are not short changed on options. Not only that I will have shields in this game, but it will be an energy shield that is emmited from a belt or a vambrace, I haven't decided yet. I haven't really got to far into weapons but the groups will be Simple, Military, and Superiour. There will be one-handed and two-handed weapons in every catagory. I was looking into making the soldier(Fighter) class more of ranged type. Marking targets will be like covering fire, and the second path he could take would be a Close Quarters Combatant, fighting with a sword in one hand and a pistol in another. As far as the Rocket Launcher is concerned, I'd give it a base damage of 2d6 and a Brutal 3. You should put a special rule in its description that the weapon is cumbersome and can not be used with any power other than Basic Ranged Attack. |
| #5gavin_silverstreamApr 27, 2009 2:07:26 | Also, Superiour weapons should always get a +3 to their prof. If a player is going to use a feat to become proficient in the weapon it should benefit him/her. Also, what you could do is add an Aim action into the game. Most other systems have it listed as a move-equivalent action. Also you could build a couple of feats out of it. Aim Move Action - Grants a +1 bonus to your basic ranged attack until the end of your turn. Heroic Feats Dead-Eye - The Aim action is considered a minor action to you. Bullseye - The Aim action grants an additional +1 bonus to your attack roll. The is bonus increases to +2 at 11th level and +3 at 21st level. Paragon Feat Perfect Aim - You may use the Aim action on any ranged attack roll. Shotguns should be deadly but short ranged. So give those brutal # and a range akin to thrown weapons maybe 10/20. Like Brutal, I was going to make two others: Accurate and Tactical. Accurate #- This weapon grants a bonus to your attack roll when fired at a target within the first ranged increment. Tactical - This weapon maybe used in melee without penalty or threat of an opportunity attack. As far as Scopes, I was going to make those enhancements. The Scope was going to allow the weapon to retain its proficiency bonus in the second range increment. To give my game a more Sci-Fi feel to it, I've changed Rituals to Protocols and removed both Arcane and Divine power sources and replaced them with Psionic and Science power sources. My only two science powered classes are the Engineer (Controller) and the Explorer (Striker) and I've simplified vehicle combat to allow for more fluid ship-based combat. Equipment will have modifiers based on the corporation that built it. One corp is better at making armor than weapons, so the weapons get a negative modifier and the armors get a positive one. Kinda like templating equipment. I got the idea from Mass Effect. It will be like building one item for the game and getting 20 (or how ever many corps I decide to develop.) Perhaps we can exchange ideas for each other's campaigns. |
| #6sevrin425Apr 27, 2009 13:09:49 | These feats are magnificent, just what i needed. And I love the Aim action. Wonderful idea. Rest assured I'll be using most if not all of the things you've mentioned. And I'll probabely steal the names for the armors you've put up. The energy shields idea is good, but won't neccessarily fit into my campaign. Perhaps I'll do something Gundam-esque and mount a weapon onto the shield, a la Heavyarms. http://i51.photobucket.com/albums/f356/AmuroNT1/Gundam%20Wing/Lineart/Heavyarms.jpg But overall, thank you thank you THANK YOU for your ideas. I'd love to hear more about your rules, and let me know how your weapons turn out. |
| #7gavin_silverstreamApr 28, 2009 3:11:14 | Just happy to help. I'll post more about it when I am further along the development stages. |
| #8tylara67Apr 29, 2009 9:33:42 | Why not just wait until Amethyst comes out? |
| #9gavin_silverstreamApr 30, 2009 15:16:22 | I would but my campaign is neither a fantasy/modern cross-over, nor is it a military campaign setting and quite frankly I find some of the preview rules either flawed or overpowered. I'm trying to keep towards WotC viewpoints of balance in all class to ensure that every player no matter the class they play has an equal amount of success and enjoyment. Don't get me wrong, the Amethyst setting seems fun in its own right, it just isn't the game for me and my group. |
| #10fragsieMay 01, 2009 1:32:11 | I've worked up some weapons for my own high-tech setting, maybe worth a look? [thread=1164264]Link[/thread] they are a work in progress, but i think i'm getting close. If you have any comments please don't hesitate. I shall keep an eye on this thread too ;) |
| #11AnimeSniperMay 01, 2009 8:38:12 | Factory and Arsenal were written by a fellow named Kjertland for use with D&D 3.0 and has some interesting material... I don't have my book with me but I think one armor, Combat/Battle Armor was like +20 AC which was the max |