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knasser2

HERO Member
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About knasser2

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    Standard Hero
  1. knasser2

    WH40K Hero

    ?? They're both in there, left-hand column.
  2. knasser2

    WH40K Hero

    Thanks. I created some standard formats for characters, vehicles, weapons and armour. I'll probably do some generic equipment versions as well. The HTML version is automatically generated from these files and the stylesheets just lay everything out as seen. So if I need to make some refinements later on (which I almost certainly will because I can make it look much more atmospheric than this), everything gets updated all together. Equally, as I type in new entries, they automatically get formatted and included.
  3. knasser2

    WH40K Hero

    Thanks. I'll need to redo the power armours then but thankfully that's not much. I've now also done layout for characters and started populating that. So looks like I'm well on my way to having a bare bones conversion (weapons, armour, characters and vehicles). There's a documents section on here, isn't there? Can anyone upload and share their conversions?
  4. knasser2

    WH40K Hero

    I realised I may have made a mistake. I've applied the advantage and limitation modifiers to the suit as a whole. Should I just be calculating the different powers of the suit independently as if they were all separate pieces of equipment and then just add them all to get a total? E.g. I've now added an advantaged of Hardened +¼ to the suit but this is specific to the protection, not the Life Support for which it has no meaning. So should I treat Life Support as it's own calculation? I looked at Power Frameworks but they seem to be for switching between powers and for the suit, all of its qualities are permanently on simultaneously.
  5. knasser2

    WH40K Hero

    That makes it a bit fiddly. Some of the powers are persistent but I also have a strength boost in there. So Space Marine Power Armour (the next level up)... I've added the Knockback Resistance as well.
  6. knasser2

    WH40K Hero

    I want to give the Light Power Armour a charge duration of 6 hours. The rule for Fuel Charges says to decrease it by -¼ if it's a limitation or increase it by +¼ if it's an advantage! So I guess it's just 0. And the same will be true of the Space Marine Power Armour which has a far longer duration of a week. It's just always going to be 0. Correct?
  7. knasser2

    WH40K Hero

    Okay. So it's not as bad as I thought. Looking at the charts on 6E1,pg.368/9, I'd build it with 1 charge but move it down 8 levels for a 1 day Continuing Charge. Meaning it would be +¼ Advantage. Is that right? And I should increase that advantage by a further +¼ to make it a Fuel Charge, representing it can be turned on and off? The Power Armour can't (reasonably) be used without power (you could just about move in the Light version), but you could take it off and put it back on again.
  8. knasser2

    WH40K Hero

    Heh. Let me put it this way - ever had a full body cast? EDIT: Fuel Charges seem the correct approach but looking at the table it's going to get insanely expensive. I might have to make a custom limitation for it as it's not _normally_ going to come up in play but will on occasion.
  9. knasser2

    WH40K Hero

    Okay. That makes a LOT more sense. I can't figure out how it's calculated before deducting Defence by the wording in the book because it reads to me as if it's the BODY damage that's actually taken by the target. Which is why I've been stuck on this. I thought it must be the amount dealt initially. Yes, Power Armour of all kinds is crazy heavy. Even the light version of power armour is 40kg. Space Marine Armour is 180kg according to the RPG version of WH40K. I'm building it with the 0 mass quality though as it has motors to compensate for its own weight. Terminator armour is essentially walking around in a tank bodysuit. I didn't know Knock Back resistance was a thing that existed, but this is Hero, so of course it does! I'll add that to all versions of Power Armour. Good call! How do you think it's looking? Think it's shaping up? EDIT: I should probably add a power limit to the Power Armours. Space Marines would be very long - on the order of days or weeks. But the Light Power Armour in the book was listed as being only around 5-10 hours. Do you think that should be handled with charges?
  10. knasser2

    WH40K Hero

    Got it. Yes, that's the source of my confusion. Plus I had missed that it was specific to Killing Attacks. So... there's quite the difference between Knockdown and Knockback. The former of which is the default for Hero level settings like WH40K. I can see Knockdown making sense on any killing attack. A knife may not have the force to knock you down in and of itself, but if you get stabbed, stumbling back 2m is a pretty instinctive response. But in practice, I'm not sure how much difference it's going to make. If it only triggers when you take more than half your Body in damage, it's only going to come up in cases where the character is blown half to Hell already. Whereas it might be nice to have someone knocked flat by the impact but their armour prevents any actual damage.
  11. knasser2

    WH40K Hero

    Have now done the template for armour and have started populating it. Screenshots at the bottom. What I have so far are these (because it's a bit hard to read in the images):
  12. knasser2

    WH40K Hero

    Well it's already got increased DC reflected in that it does 2d6 RKA whereas the less powerful lasgun does 1d6+1E. And it already has one level of Penetration and +1 StunX. So in terms of damage and armour piercing, I think the fluff is mostly taken care of. I just thought adding a chance to knock people back / down would be a nice touch to represent the micro-explosion.
  13. knasser2

    WH40K Hero

    I'm a bit confused why it's a limitation. That implies everything does Knockback by default and this is a downgrade to Knockdown. And that is actually how I read the rules but earlier you said weapons don't do Knockback/Knockdown by default. Should it not be a +¼ Advantage to bolt weapons of Does Knockdown?
  14. knasser2

    WH40K Hero

    Well the real world purpose of explosive rounds is (I believe) to improve effect against armoured targets. But in the original fluff yes, a human body is sufficient to trigger the detonation. The fluff varies a little but the basic principle remains Hit -> Microsecond Delay -> Explosion (ideally inside someone), if their armour prevents penetration then I still expect it to explode. It's in a bit of a gray area with Beam. It's certainly going to do more than a bullet or a lasbolt. So that seems to be a good call. I'll remove Beam from it. It's not going to be a great way of bringing down a wall and you're not going to be able to crawl through a bolter hole (unless you're a rat) but it could certainly bring down a wall with enough fire. For the rest though, this is honestly sounding too complex to be fun in play. I appreciate the effort at verisimilitude but when players get their hands on one of these, they're going to want to just blast somebody. I'm just trying to add a little extra to them to separate them from bullets.
  15. knasser2

    WH40K Hero

    There are over 350 published WH40K novels, 60+ anthologies of short fiction and then we begin on the novellas, rule books and codices. So I can't pretend to have read them all but I am curious where you're getting that from. For reasons given earlier, I'm not convinced that is the case and in fact I've seen it directly stated that autopistols are like those we have today.
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