skie
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Post by skie on Apr 2, 2019 21:31:38 GMT -8
Long-time lurker, first time poster. Thought I'd share some miscellaneous homebrew. First up, some Shells!
Shells: inspired by the upcoming Expansion Rules Autocannon
Autocannons are distinguished from machine guns in that they fire shells (projectiles with an explosive filling), as opposed to bullets. The following ammo types are appropriate for similar guns chambered for calibers larger than ~12 or 14mm, but less than 37-50mm. In the Hub Rules, this would apply to the .50 caliber sniper rifle and .50 caliber machine gun.
- High-Explosive (+15 SV, base weapon damage, 10m radius (DMG 2d20), 450g, 2d1000+800 sp) [HE shells carry an explosive filling, giving a large impact radius; they’re highly effective against infantry behind light cover; this statistics are in line with the Advanced Frag Grenade (p.195), and results in a DPR of ~93] - Armor Piercing (-10% range, +10 SV, +50% base weapon damage, 450g, 2d1000+800 sp) [the statistics reflect the AP mechanics on p.100 of the Hub rules (i.e. a 51.2% damage increase, since Mutant Epoch does not have a Damage Reduction mechanic)] - Armor Piercing High Explosive (+0SV, +25% base damage, halve the target’s DV from armor, 450g, 2d1000+800 sp) [This covers HEAT and HESH/HEP. This modifier could also be applied to rockets and missiles]
Tank Gun: (SV+10, rate ½, 6d100+50/2d20 in 10m radius, 4km, 2 crew (for the gun alone), 42 shell capacity, 3300kg, 20k+10d1ksp) Modern tank guns are large-caliber (typically 120-125mm), high-velocity guns designed specifically to defeat other heavily armored vehicles. As such, their penetrative capabilities are particularly effective against hardened targets. When targeting vehicles, use the lower of either the vehicle’s defensive value or the passenger’s defensive value for when firing on either target.
Shells for (80-120+mm weapons) - Armor Piercing Fin-Stabilized Discarding Sabot (+0SV, +50% base damage, halve the target’s DV from armor, 9kg, ?? sp) - Canister, M1028 (+35SV, -75% base damage, increase explosive radius to 30m, range reduced to 100m) [for close-in anti-infantry and breaching situations] - High Explosive, Multi-Purpose (+5SV, base damage, increase explosive radius to 20m and explosive damage to 8d20) [for anti-helicopter and light vehicle work when APFSDS over penetrates] - High Explosive Squash Head (as base, but 2x damage against static fortifications) [popular with the British Army, these rounds are excellent against fortifications, less so against modern composite-armored tanks] - Anti-Tank Guided Missile/Cannon-launched Guided Projectile (+15SV, -25% base damage, range increased to 40km)
The scrap tank (hub rules p.225) notes that the main gun of a tank is something like a howitzer or a beam cannon. The M364 howitzer however, is not a good fit; its shells are too heavy and the range is too far (tank guns typically have a relatively flat trajectory, so ranges greater than 10km are unnecessary (on an Earth-like planet where the horizon is 5km away for a 2m tall individual)).
Based on the expected mass-to-END ratio of relic vehicles in the Hub Rules (Endurance = (Mass+2025)/45, R^2=0.94), we should expect that the END of a 60,000kg MBT to be roughly 1378, so in the ballpark of 1000+5d100, conservatively. As a tank gun is designed to take out an MBT with just one or two shots, we’re looking at ~500-750 dmg shots. Assuming a +50% from AP (as per Hub rules math), the base damage should be around 300 to 500.
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skie
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Post by skie on Apr 2, 2019 21:41:10 GMT -8
More stuff!
New Relic Armors:
Infiltration Suit: Typically based around a matte-black, body-conforming wetsuit, the Infiltration Suit integrates a full suite of advanced threat mitigation technologies useful for stealthy infiltration or exfiltration. It has heat sinks to dissipate heat signatures, waterproof composite fibers to maintain body temperature, and micro-abrasive fabric textures to partially capture and diffuse light.
Mechanically, the infiltration suit provides a defensive value of -14, a movement penalty of -0.25m, weighs 3kg, and costs 1000+d1000sp. In addition, the suit gives the user 2 points in stealth; if the user already has 2 or more points in stealth, instead the suit allows the user 2 hazard checks when agility is called for in relation to stealth actions. These stealth/agility bonuses disappear if the wearer dons any armor over this infiltration suit.
Additionally, rare versions of the Infiltration Suit come equipped with an Optical Concealment Generator, which functions exactly like the cybernetic implant of the same name (Hub Rules p.89) (except for the appearance penalty, of course). These rare suits fetch a price of 10k+5d1000sp. The effect of the OCG can be extended to one or two small hand-held weapons (but not to muzzle flare), though doing so drains the mini power cell at twice the normal rate (drains in 2 minutes (40 rounds)). The OCG does not provide any bonuses if any armor or encumbering gear is worn over the infiltration suit.
Tactical Powered Suit: A servo-assisted, artificial muscle-fiber-embedded bodysuit overlaid with lightweight composite plating, this armor affords the user decent protection from small arms fire while improving his or her tactical mobility, awareness and strength.
Unlike the bulkier shell-class armors, the TPS is relatively light and generally not much larger than its wearer, roughly as bulky as combat armor.
Mechanically, the Tactical Powered Suit provides a defensive value of -30, a movement modifier of +3m, with a weight of 85kg, and a cost of 10k+2d1ksp. The inner suit is fully enclosed (immune to radiation, airborne chemical/biological agents, and vacuum, but not to high underwater pressure) and can maintain life support for 24 hours. It comes with an integrated processor in the helmet that serves the functions of an advanced communicator, targeting computer (+20SV for any hand-held weapons), location beacon, rad-scanner, and compass. The Tactical Powered Suit also improves the user’s strength by +20, and unarmed physical attacks while wearing the suit deal a base 2d10 damage (+strength modifier, as usual).
The armor’s internal power supply can run for 1 week before requiring a 6 hour charging session in which it will fully drain 3 power cells (i.e. each power cell can run the armor for 56 hours). The armor can also run in a low-intensity mode, during which the armor’s movement modifier drops to -0.5m, the strength bonus drops to +0 and physical damage is the user’s regular damage, life support is turned off, and the integrated processor cannot run the targeting computer. Doing so reduces power requirements to 1/10th normal rate (1 power cell can run the armor in low-intensity mode for 560 hours); 4 rounds are required to reactivate to normal operations.
Variations of Tactical Powered Suits exist. All uses the above mechanics unless otherwise noted: Hi-Power TPS: increases users’ strength to +35 instead of +20 and unarmed damage to 3d10 base. Weight increases to 125kg. Costs 15k+2d1ksp. Hi-Mobility TPS: increases movement modifier to +6m instead of +3m. Costs 12k+2d1ksp. Heavy TPS: improve defense value to -45, movement to +1, weight to 185kg, and strength to +45, unarmed damage 4d10 base. Cost 20k+3d1ksp.
Note: the TPS is, by design, as expensive but less impressive then shell-class armor. It has less features, less protection, less strength and no integrated weapons. Its benefits are in its higher operational up-time, ability to do dexterous activities, climb walls, swim, and move stealthily, as well as being slightly less conspicuous than a 4m tall metal monster.
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skie
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Posts: 3
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Post by skie on Apr 2, 2019 21:43:29 GMT -8
Simple and Dirty Upgrade System:
Whether slapping additional sheets of corrugated steel onto the side of a scrap truck or meticulously cleaning, maintaining, and recalibrating a relic laser pistol, the process of rebuilding and upgrading the artifacts of civilization is a trope of the post-apocalyptic experience.
Mechanically, each skill point of Gunsmith, Junk Crafter, Relic Knowledge or Technician generates 1 Upgrade Point (UP). UP are then allocated improving and maintaining a particular piece of equipment.
Each 1 UP improves one statistic of a piece of equipment by 10%, rounded either up or down, whichever provides the most benefit (i.e. rounding down when reducing the strength requirement of a weapon). Allocated UP is then tied to the equipment until reassigned; reassigning the UP reverts the statistic/cost to its former value, representative of the excavator not providing sufficient maintenance.
Upgrading takes time and resources. Each 1 UP applied to an item requires material valued equivalent to 20% of the item being upgraded, which is spent as part of the upgrade (and is not recovered if the UP is reassigned elsewhere). This also increases the value of the item by that amount. Additionally, each 1 UP applied requires 1 day per 1000sp of the upgraded item’s value. Additional help can be used to reduce the time it takes to upgrade an item; each person’s workday removes 1:1 the days required.
Upgrade Points can only be spent on items that the excavator would reasonably be able to upgrade; a chemist with no mechanical technician skill probably doesn’t have the expertise to improve the hull plating of a ship, but if the character can come up with a reasonable solution (“I’ll mix some composite armor materials”), then it’s probably okay.
For instance, Bob the one-armed mutant engineer has Junk Crafter 3, Electrical Technician 1 and Mechanical Technician 2. He therefore has 3+1+2 = 6 Upgrade Points. He’d like to improve his scrap truck ahead of a dangerous foray into some old-world ruins, so he spends 4 UP: 1 on the truck’s DV, 2 on its END, and 1 on its fuel duration. This improves the truck’s DV from -12 to -13.2, rounded to -14, its END from 195 to 234, and its fuel duration from 11 hours to 12.1, rounded to 13 hours. A total of 4 UP increases the cost of the truck by 4*20% = 80%, taking it from an average cost of 5500sp to 9900 sp. He will have to provide materials worth 4400sp. It would take him 9.9 days to complete this job, though he can reduce it by hiring help.
So long as Bob wishes to maintain these upgrades, he cannot use those Upgrade Points on anything else. Still, he has 2 UP left that he can use elsewhere.
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Abe
New Member
Posts: 48
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Post by Abe on Apr 5, 2019 6:10:00 GMT -8
That upgrade system sounds great, think I'll use this until my armour craft skill is less messy
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