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About Surrealone

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  1. Surrealone

    Guns and Ammo

    Adding a house rule that requires armored walls, vehicle bodies, etc. to be Impementrable if intended to withstand rifle hits would seem to be a hell of a lot less work for a GM than tinkering with every defensive value in the game pertaining to walls, vehicle bodies, body armor, etc. that should be able withstand rifle hits. i.e. It's quick, dirty, easily understood by all … and involves no math because one doesn't need to play 'what if' games when it comes to rifle hits and their impacts (on armor -- unlike, say, AP, where one has to divide the armor value in half, see if it is enough, then bump it up to withstand rifle hits if it's otherwise too low). But hey, if you want to have to think about the effects of Armor Piercing on every Resistant Defense in the game to make sure you have enough of it where it counts … and if you feel that is less work than using an Impenetrable house rule, then knock yourself out. Most GM's, however, would probably prefer the easier path and, frankly, I suspect most players would, as well. I raise this because ease of playability is, IMHO, a defining trait among worthwhile alternate/optional rules. As an example, of why: few people use long term endurance loss or lost REC due to temperature level-induced discomfort because both alternate/optional rules tend to be too much of a pain in the ass to be worthwhile for most GMs/campaigns/players...
  2. Surrealone

    Guns and Ammo

    I would actually argue that rifle rounds should be Penetrating, not Armor Piercing -- such that they ALWAYS do some BODY unless used against an Impenetrable target. My thinking here is that it's Killing Damage we're talking about … so the point is doing BODY, not STUN … and a ballistic plate (within a plate carrier) would seem to represent the addition of an Impenetrable component to otherwise soft body armor. I feel this is a simple and clean way to do rifle rounds -- because I don't see them as doing more STUN than pistol rounds in a system where the chosen attack type (Killing Attack) is intended to do BODY (and with Armor Piercing they'd do more STUN in addition to more BODY). Another option would be to do some kind of Armor Piercing that applies only to BODY … but that's close enough to Impenetrable that I just don't think the wheel needs to be reinvented. Speaking very generally, the stopping power from high velocity rounds comes largely from the generation of hydrostatic shock - a pressure wave developed in the spongy/wet tissues of living objects that is significant enough to damage/destroy tissue that is not actually hit by the projectile generating the wave. (The same concept applies to grenades -- which are much more lethal in, say, a pool of water in which a target is located … than in air … because of the amplifying effects of water on the pressure wave … since the wave moves more efficiently through dense fluids than through less dense ones.) By comparison, the stopping power from heavier, lower-velocity rounds comes largely from the wound channel generated by the projecticle … and the bleeding effects generated within that wound channel. Thus, you cannot look solely at energy when estimating stopping power -- you must also look at what the energy is used for/doing. The big .30 cal round for .300 AAC creates a bigger wound channel and more bleeding effects in a target than a 5.56 NATO round … but the 5.5.6 NATO round generates a more significant wave of hydrostatic pressure. Which round has more stopping power will depend largely on what area of the target was hit … and at what range. Assuming you're not looking for instant knock-down, the larger .300 AAC round that generates more bleeding over time can actually be used to drop large game (e.g. deer) ethically using a suppressed rifle inside of 75 yards … which is absolutely NOT true of a 5.56 NATO round (suppressed or unsuppressed) at any range -- because it doesn't generate enough hydrostatic pressure to kill large game effectively (i.e. not enough tissue damage to kill the animal humanely, and not a large enough wound channel to drop the animal in a way that has it bleeding out quickly). This is why 5.56 NATO tends to only be used to hunt things (ethically) that are no larger than coyote or hogs.
  3. Surrealone

    Guns and Ammo

    Does it makes sense? Yes Does it do what you are setting out to do (giving further distinction to Killing Damage)? Yes And now the question you didn't ask that should probably also be asked and answered: Does it do what you are setting out to do (giving further distinction to Killing Damage) with enough material/meaningful distinction to warrant bothering? No
  4. Surrealone

    Haymaker and Abort

    Since you had two questions, I'll tackle them in order: 1) Yes, character X can abort his/her Segment 8 Phase to dodge in Segment 5. 2) Yes character Y can attack in Segment 4 and abort his/her Segment 8 Phase to dodge in Segment 5. i.e. You cannot abort after making an attack action in a given Segment/Phase, but you can abort (once) at any time thereafter. As a reminder, if you abort to Dodge, you are considered to be dodging until your next available Phase comes up.
  5. Surrealone

    Cut and Paste Query

    I'm able to ctrl-c and ctrl-v just fine between characters. Not sure whether or not it matters, but I'm on the latest build.
  6. Surrealone

    Sectional Body Armor: Reality vs. Game Play

    I believe you meant 'magazine', not 'clip'.
  7. Surrealone

    Sectional Body Armor: Reality vs. Game Play

    The so-called 'flap' is a ballistic groin protector. These tend to be level IIIA soft body armor.
  8. Surrealone

    Sectional Body Armor: Reality vs. Game Play

    This sounds like you're using 5th Edition. If so, a switch to 6th Edition would resolve this issue (huge STUN damage), since the base STUN multiplier on a Killing Attack in 6th Edition is 1/2d6 (i.e. 1d3) rather than 1d6-1. i.e. 6th Edition did away with the so-called "STUN Lotto" on Killing Attacks and made them mode BODY-centric. That +1 STUN multiplier would cap out at x4 STUN in 6th Edition instead of x6 STUN a la 5th Edition.
  9. Surrealone

    How would you price this Limitation?

    IMHO, eepjr24's approach is spot-on.
  10. Surrealone

    Sniping a scope.

    I'm pretty sure the penalty will vary from GM to GM. Certainly it's more difficult than a called/placed shot to the head, and realistically it's only an option from certain angles....
  11. Surrealone

    Hardened Defences

    One taught by The Goodman School of Cost Effectiveness -- meaning it's part of the game and that "min/maxer" should have no negative connotations in Hero System as a result.
  12. Surrealone

    Two weapon fighting

    I like that house rule, too ... but I could see it being easily-abused and potentially VERY powerful in heroic games.
  13. Surrealone

    Hardened Defences

    Hugh put it well, as I, too, fail to follow the logic...
  14. Surrealone

    Guns Are Too Slow in Hero

    You can't judge a style by just one maneuver or by a tutorial. Krav Maga has other maneuvers appropriate for fast slashing knife attacks, too, and you can search for this on youtube, yourself, if you want to see examples/tutorial. My point was that It's a martial style intended for military use to counter common attacks military people might experience -- which includes pistol threats, knife attacks, and the like. If it wasn't effective for its intended purposes .... it wouldn't still be taught. Surreal
  15. Surrealone

    Hardened Defences

    Yes, you can absolutely get Combat Luck that's NOT Hardened ... specifically by taking a -1/4 (most likely, but value would be a GM call) Limitation defined as: Not Hardened.