Icel
Jun 1st, '05, 06:34 AM
In the past weeks, In one of my HERO mania, I started to wrote statistics for Starcraft unit's equipment. I'd like to post those here for your comments and help, if needed.
Terran Armory
Standard-Issue Powered Combat Suit: This armor offers full life-support, NBC shielding and in-field chemical delivery systems.
Standard-Issue Powered Combat Suit, all slots OIF Durable (Armor Suit; -1/2):
1) Armor Plating: Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points); OIF Durable (Armor Suit; -1/2).
2) Life Support System: Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (14 Active Points); OIF Durable (Armor Suit; -1/2).
3) NBC shielding: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in High Radiation) (22 Active Points); OIF Durable (Armor Suit; -1/2).
4) Spotlight Projector: Sight Group Images 1" radius, +/-5 to PER Rolls, Reduced Endurance (0 END; +1/2) (37 Active Points); Only To Create Light (-1), OIF Durable (Armor Suit; -1/2).
5) Sensory Array: High Range Radio Perception (Radio Group) (12 Active Points); OIF Durable (Armor Suit; -1/2).
Total Cost: 82; END Cost: 0.
Environmental Protection Powered Combat Suit: Those suites are heavier, more durable, and much more heat resistant than the Standard-Issue armor, and provide additional squad-level support.
Environmental Protection Powered Combat Suit, all slots OIF Durable (Armor Suit; -1/2):
1) Armor Plating: Armor (10 PD/20 ED), Hardened (+1/4) (56 Active Points); OIF Durable (Armor Suit; -1/2).
2) Life Support System: Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (14 Active Points); OIF Durable (Armor Suit; -1/2).
3) NBC shielding: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in High Radiation) (22 Active Points); OIF Durable (Armor Suit; -1/2).
4) Environmental Protection: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); OIF Durable (Armor Suit; -1/2).
5) Spotlight Projector: Sight Group Images 1" radius, +/-5 to PER Rolls, Reduced Endurance (0 END; +1/2) (37 Active Points); Only To Create Light (-1), OIF Durable (Armor Suit; -1/2).
6) Sensory Array: High Range Radio Perception (Radio Group) (12 Active Points); OIF Durable (Armor Suit; -1/2).
Total Cost: 87; END Cost: 0.
Covert Ops Advanced Biosuit: Those uniforms combine the latest in personal stealth technology and a sophisticated sensor suite, which can be used to coordinate nuclear strikes from the front lines.
Covert Ops Advanced Biosuit, all slots OIF (Biosuit; -1/2):
1) Bulletproof Vest: Armor (5 PD/10 ED), Hardened (+1/4) (28 Active Points); OIF (Biosuit; -1/2).
2) NBC shielding: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in High Radiation) (22 Active Points); OIF (Biosuit; -1/2).
3) Sensory Array: High Range Radio Perception (Radio Group) (12 Active Points); OIF (Biosuit; -1/2).
4) Camouflage: (Total: 20 Active Cost, 14 Real Cost) +5 with Stealth (10 Active Points); OIF (Biosuit; -1/2) (Real Cost: 7) plus +5 with Concealment (10 Active Points); OIF (Biosuit; -1/2) (Real Cost: 7).
Total Cost: 56; END Cost: 0.
C-14 "Impaler" Gauss Rifle: This is a powerful gun which provides even a single soldier with extreme firepower with its fast rate of fire and armor-piercing ammunition.
C-14 "Impaler" Gauss Rifle: Multipower, 70-point reserve, (70 Active Points); OAF (Gauss Rifle; -1), Required Hands Two-Handed (-1/2), STR Minimum 6-14 (-1/2), Real Weapon (-1/4):
1) [5u] Bullet Rounds: Killing Attack - Ranged 2d6-1, +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2), Autofire (5 shots; +1/2), 4 clips of 32 Charges (+1/2) (69 Active Points); Beam (-1/4).
2) [5u] U-238 Shells: Killing Attack - Ranged 2d6-1, 4 clips of 16 Charges (+1/4), +1 Increased STUN Multiplier (+1/4), Increased Maximum Range (1,550"; +1/4), Armor Piercing (+1/2), Autofire (5 shots; +1/2) (69 Active Points); Beam (-1/4).
3) [3u] Grenade Rounds: Killing Attack - Ranged 3d6, Explosion (+1/2) (67 Active Points); 6 Charges (-3/4), Can Be Missile Deflected (-1/4).
Total Cost: 34; END Cost: 32/16/6.
C-10 Canister Rifle: This rifle uses a variety of special munitions to disable or destroy enemy vehicles and personnel.
C-10 Canister Rifle: Multipower, 70-point reserve, (70 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), STR Minimum 1-5 (-1/4):
1) [3u] Bullet Rounds: Killing Attack - Ranged 1 1/2d6, Armor Piercing (+1/2), No Range Modifier (+1/2), Penetrating (+1/2) (62 Active Points); 2 clips of 8 Charges (Increased Reloading Time; -1/2), Beam (-1/4).
2) [2u] Lockdown Rounds: Entangle 3d6, 3 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Attacks All Attacks (+1/2) (52 Active Points); Limited Power Only Vs. Machines (-1), 2 clips of 3 Charges (-1).
Total Cost: 28; END Cost: 8/3.
MK-II "Perdition" Flame Thrower: Those arm-mounted flamethrowers are the perfect weapon for clearing close-range targets with decisive results. Few creatures can withstand the constant stream of flames from a flamethrower and survive.
MK-II "Perdition" Flame Thrower: Energy Blast 3d6, Area of Effect (11" Cone; +1), Does BODY (+1), Attack Versus Limited Defense (Resistant Energy Defense; +1 1/2) (67 Active Points); No Range (-1/2), OIF (-1/2), 2 clips of 8 Charges (-1/4), Real Weapon (-1/4).
Total Cost: 27; END Cost: 8.
Stim Pack: When used, those drugs allow soldiers to both fire at a faster rate and their ground speed also increases significantly. There is a cost however; 2d6 STUN are lost for every use of Stim pack.
Stim Pack: Aid 3d6, SPD, Running simultaneously (+1/2) (45 Active Points); 2 clips of 1 Charge (Stim Dose; -1 1/2), Self only (-1/2), Costs Endurance (Only Costs END to Activate; -1/2), Increased Endurance Cost (x2 END; -1/2).
Total Cost: 11; END Cost: 8, [1].
Biochemical Restoring Injection Gun: The use of those chemical modifiers can greatly enhance the survival rate of soldiers, lengthening the expected battlefield life expectancy to over nine seconds.
Biochemical Restoring Injection Gun: Simplified Healing 3d6+1 (33 Active Points); 8 clips of 1 Charge (Biochemical Restoring Dose; -1), OAF (Injection Gun; -1).
Total Cost: 11; END Cost: [1].
A-13 Flash Grenade Launcher: Originally designed as a way to provide illumination to the battlefield, both the delivery system and the projectile have been modified to discharge a maximum burst in the visible white light as well as ultra-violet spectrum.
A-13 Flash Grenade Launcher: Sight Group Flash 6d6 (30 Active Points); OAF (Launcher; -1), 2 clips of 6 Charges (Flash Grenade; -1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4).
Total Cost: 10; END Cost: [6].
Laser Nano-Surgery System: With the introduction of nano-conveyed anesthetic and attenuated laser technology, surgery has made amazing advancements. The death rate resulting from the emergency removal of foreign objects or alien viruses is at an all-time low, making such treatment in the field routine.
Laser Nano-Surgery System: Dispel 6d6, any foreign objects or alien viruses power one at a time (+1/4), Cumulative (144 points; +1) (40 Active Points); 4 clips of 1 Charge (Nanobots; -1 1/4), OIF Fragile (Laser System; -3/4).
Total Cost: 13; END Cost: [1].
This is what I have so far. I'll continue to work on this, as well as on package deals and maybe vehicles.
Terran Armory
Standard-Issue Powered Combat Suit: This armor offers full life-support, NBC shielding and in-field chemical delivery systems.
Standard-Issue Powered Combat Suit, all slots OIF Durable (Armor Suit; -1/2):
1) Armor Plating: Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points); OIF Durable (Armor Suit; -1/2).
2) Life Support System: Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (14 Active Points); OIF Durable (Armor Suit; -1/2).
3) NBC shielding: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in High Radiation) (22 Active Points); OIF Durable (Armor Suit; -1/2).
4) Spotlight Projector: Sight Group Images 1" radius, +/-5 to PER Rolls, Reduced Endurance (0 END; +1/2) (37 Active Points); Only To Create Light (-1), OIF Durable (Armor Suit; -1/2).
5) Sensory Array: High Range Radio Perception (Radio Group) (12 Active Points); OIF Durable (Armor Suit; -1/2).
Total Cost: 82; END Cost: 0.
Environmental Protection Powered Combat Suit: Those suites are heavier, more durable, and much more heat resistant than the Standard-Issue armor, and provide additional squad-level support.
Environmental Protection Powered Combat Suit, all slots OIF Durable (Armor Suit; -1/2):
1) Armor Plating: Armor (10 PD/20 ED), Hardened (+1/4) (56 Active Points); OIF Durable (Armor Suit; -1/2).
2) Life Support System: Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (14 Active Points); OIF Durable (Armor Suit; -1/2).
3) NBC shielding: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in High Radiation) (22 Active Points); OIF Durable (Armor Suit; -1/2).
4) Environmental Protection: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); OIF Durable (Armor Suit; -1/2).
5) Spotlight Projector: Sight Group Images 1" radius, +/-5 to PER Rolls, Reduced Endurance (0 END; +1/2) (37 Active Points); Only To Create Light (-1), OIF Durable (Armor Suit; -1/2).
6) Sensory Array: High Range Radio Perception (Radio Group) (12 Active Points); OIF Durable (Armor Suit; -1/2).
Total Cost: 87; END Cost: 0.
Covert Ops Advanced Biosuit: Those uniforms combine the latest in personal stealth technology and a sophisticated sensor suite, which can be used to coordinate nuclear strikes from the front lines.
Covert Ops Advanced Biosuit, all slots OIF (Biosuit; -1/2):
1) Bulletproof Vest: Armor (5 PD/10 ED), Hardened (+1/4) (28 Active Points); OIF (Biosuit; -1/2).
2) NBC shielding: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in High Radiation) (22 Active Points); OIF (Biosuit; -1/2).
3) Sensory Array: High Range Radio Perception (Radio Group) (12 Active Points); OIF (Biosuit; -1/2).
4) Camouflage: (Total: 20 Active Cost, 14 Real Cost) +5 with Stealth (10 Active Points); OIF (Biosuit; -1/2) (Real Cost: 7) plus +5 with Concealment (10 Active Points); OIF (Biosuit; -1/2) (Real Cost: 7).
Total Cost: 56; END Cost: 0.
C-14 "Impaler" Gauss Rifle: This is a powerful gun which provides even a single soldier with extreme firepower with its fast rate of fire and armor-piercing ammunition.
C-14 "Impaler" Gauss Rifle: Multipower, 70-point reserve, (70 Active Points); OAF (Gauss Rifle; -1), Required Hands Two-Handed (-1/2), STR Minimum 6-14 (-1/2), Real Weapon (-1/4):
1) [5u] Bullet Rounds: Killing Attack - Ranged 2d6-1, +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2), Autofire (5 shots; +1/2), 4 clips of 32 Charges (+1/2) (69 Active Points); Beam (-1/4).
2) [5u] U-238 Shells: Killing Attack - Ranged 2d6-1, 4 clips of 16 Charges (+1/4), +1 Increased STUN Multiplier (+1/4), Increased Maximum Range (1,550"; +1/4), Armor Piercing (+1/2), Autofire (5 shots; +1/2) (69 Active Points); Beam (-1/4).
3) [3u] Grenade Rounds: Killing Attack - Ranged 3d6, Explosion (+1/2) (67 Active Points); 6 Charges (-3/4), Can Be Missile Deflected (-1/4).
Total Cost: 34; END Cost: 32/16/6.
C-10 Canister Rifle: This rifle uses a variety of special munitions to disable or destroy enemy vehicles and personnel.
C-10 Canister Rifle: Multipower, 70-point reserve, (70 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), STR Minimum 1-5 (-1/4):
1) [3u] Bullet Rounds: Killing Attack - Ranged 1 1/2d6, Armor Piercing (+1/2), No Range Modifier (+1/2), Penetrating (+1/2) (62 Active Points); 2 clips of 8 Charges (Increased Reloading Time; -1/2), Beam (-1/4).
2) [2u] Lockdown Rounds: Entangle 3d6, 3 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Attacks All Attacks (+1/2) (52 Active Points); Limited Power Only Vs. Machines (-1), 2 clips of 3 Charges (-1).
Total Cost: 28; END Cost: 8/3.
MK-II "Perdition" Flame Thrower: Those arm-mounted flamethrowers are the perfect weapon for clearing close-range targets with decisive results. Few creatures can withstand the constant stream of flames from a flamethrower and survive.
MK-II "Perdition" Flame Thrower: Energy Blast 3d6, Area of Effect (11" Cone; +1), Does BODY (+1), Attack Versus Limited Defense (Resistant Energy Defense; +1 1/2) (67 Active Points); No Range (-1/2), OIF (-1/2), 2 clips of 8 Charges (-1/4), Real Weapon (-1/4).
Total Cost: 27; END Cost: 8.
Stim Pack: When used, those drugs allow soldiers to both fire at a faster rate and their ground speed also increases significantly. There is a cost however; 2d6 STUN are lost for every use of Stim pack.
Stim Pack: Aid 3d6, SPD, Running simultaneously (+1/2) (45 Active Points); 2 clips of 1 Charge (Stim Dose; -1 1/2), Self only (-1/2), Costs Endurance (Only Costs END to Activate; -1/2), Increased Endurance Cost (x2 END; -1/2).
Total Cost: 11; END Cost: 8, [1].
Biochemical Restoring Injection Gun: The use of those chemical modifiers can greatly enhance the survival rate of soldiers, lengthening the expected battlefield life expectancy to over nine seconds.
Biochemical Restoring Injection Gun: Simplified Healing 3d6+1 (33 Active Points); 8 clips of 1 Charge (Biochemical Restoring Dose; -1), OAF (Injection Gun; -1).
Total Cost: 11; END Cost: [1].
A-13 Flash Grenade Launcher: Originally designed as a way to provide illumination to the battlefield, both the delivery system and the projectile have been modified to discharge a maximum burst in the visible white light as well as ultra-violet spectrum.
A-13 Flash Grenade Launcher: Sight Group Flash 6d6 (30 Active Points); OAF (Launcher; -1), 2 clips of 6 Charges (Flash Grenade; -1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4).
Total Cost: 10; END Cost: [6].
Laser Nano-Surgery System: With the introduction of nano-conveyed anesthetic and attenuated laser technology, surgery has made amazing advancements. The death rate resulting from the emergency removal of foreign objects or alien viruses is at an all-time low, making such treatment in the field routine.
Laser Nano-Surgery System: Dispel 6d6, any foreign objects or alien viruses power one at a time (+1/4), Cumulative (144 points; +1) (40 Active Points); 4 clips of 1 Charge (Nanobots; -1 1/4), OIF Fragile (Laser System; -3/4).
Total Cost: 13; END Cost: [1].
This is what I have so far. I'll continue to work on this, as well as on package deals and maybe vehicles.