I would.Originally Posted by Black Lotus
I would.Originally Posted by Black Lotus
Variants in HERO
http://home.comcast.net/~b.gleichman/Hero/index.htm
Real life weapons in real game terms
Many RPGs indeed treat it as an area of effect attack, but I know from seeing the weapon in action that it is a precision instrument. I had seriously considered the Area of Effect possibility, though, believe me, and I sort of still am willing to consider... WHOA! Right, you could do Area of Effect 1 Hex... maybe Selective! That IS quite realistic (very, extremely hard to use your own DCV against)... man, this weapon is complex.Originally Posted by Toadmaster
Another approach is using AoE, since you're basicaly throwing a massive amount of projectiles dowstream and the recoil could make it hard to control pinpoint wise you could assume someone firing it automatically fills the target hex with lead.
You could remove the Autofire, reduce the charges to reflect a certain number of bullets per pull of the trigger (fire once, 150 bullets fill the target hex), possibly increase the damage a bit more to reflect a lot of lead pounding the target.
This gets rid of the Autfire problem of an Extra Hit per 2 the ATT Roll is made by and garauntees the target is hit by "Multiple Bullets"
this is a hard one to model.. definitely post your final solution, I'm interested.
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I am seriously considering AoE: 1 Hex. In fact, I think I will certainly include it.Originally Posted by ghost-angel
I'm going to keep the Autofire simply because it shows that a hand-held minigun could easily walk across a target. The better the attack roll, the tighter an area you confined your walking to -- and trust me, all automatic weapons bounce and jiggle. It also slightly decreases the lethality of this weapon.Originally Posted by ghost-angel
There are some interesting effects of combing autofire and AoE as I recall. It may not work out for you.Originally Posted by Black Lotus
Hmm, first glance looks like they removed those...
How about mobile on the AoE, maybe with a limit to represent walking the fire across an area?
Last edited by Fox1; Aug 4th, '05 at 08:21 PM.
Variants in HERO
http://home.comcast.net/~b.gleichman/Hero/index.htm
Real life weapons in real game terms
I need help calculating the STR Minimum for a 30-lb, 0.75-meter-long weapon. I will of course also be including OAF Bulky.
At full rate of fire?Originally Posted by Black Lotus
Assuming the 240 lbs of recoil energy noted on one website is correct, it would take a STR of 26 under my house rules.
But there's a problem with that. Those assume a recoil impulse, not a continuous pressure as this gun would give. Frankly, your guess is as good as mine.
Variants in HERO
http://home.comcast.net/~b.gleichman/Hero/index.htm
Real life weapons in real game terms
I'd suggest against reduced pentration. One of the effects of extremely high RoF weapons like the GE series is that it's likely that one of the rounds will find something or somewhere vulnerable on the target. This is part of what makes the GAU-8A so effective against tanks.
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Then perhaps only a single Reduced Penetration (after all, these are 5.56mm bullets we're talking about).Originally Posted by Kristopher
Oh and 26 STR sounds fine, I think. I was thinking anywhere from 25 -- 30 STR Minimum. Of course the weapon MUST be used two-handed, and I might add a +1 OCV, not sure yet.
Okay, here's the tentative first writeup.
General Electric XM-214 Automatic Gun ___________________
RKA 4d6 (60 Character Points), Area of Effect (1 Hex; +1/2), Autofire 10 Only (+1), Charges (200; +1); Beam (-1/4), OAF Bulky (-1 1/2), Real Weapon (-1/4), Reduced Penetration (-1/4), Strength Minimum (26, STR Min Cannot Add/ Subtract Damage; -1 1/2). Notes: Weapon MUST be used two-handed. The weapon weighs 30 lbs, and the clip (backpack) weighs 35 lbs.
Active Points: 210. Real Point Cost: 44.
Comments? Suggestions? Additions? Criticisms?
EDIT: Changed Autofire 10 to Autofire 10 Only.
Last edited by Black Lotus; Aug 4th, '05 at 08:50 PM.
I think I may up the damage just a tad. Maybe even all the way to 6d6. I'm using the book's definition of Damage/ Bullet size, and myself, I prefer to have slightly more lethal damages, though I definitely won't add a STUNx modifier. Still, it's be like getting hit by two of my .50 Action Express cartridges... actually, that's appropriate considering the weapon.
Hey Fox, what do you think the PER Mod should be for this? ROFL!
Also, I found out that FREd does indeed have an entry about firearm PER Mods; you don't necessarily need Dark Champions.
High cost no real effect is a hero problem not mine.Originally Posted by Black Lotus
missing or gaining no extra bonuse for the other 99shots likewise.
its just silly
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It counts as "visible to those who are blind as a bat in one eye and can't see out of the other"Originally Posted by Black Lotus
More serious, I think Bulky already handles it (as it does the two-handed requirement).
Variants in HERO
http://home.comcast.net/~b.gleichman/Hero/index.htm
Real life weapons in real game terms
Fox, would you consider 4d6 RKA (Reduced Penetration) to be ample damage for a tight volley of 3 - 5 5.56mm bullets, taking the fact that I prefer slightly higher damage than given in the official rules into consideration?
why is it "str min doesn't add to damage"? it normally doesn't for an RKAOriginally Posted by Black Lotus
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