Jump to content

(Newbie) Vehicles combat/ creation


Andrea

Recommended Posts

I told im my presentation post that I would ask may questions ... :help: So here I am.

My doubts at the moment are about which is the right book to start with for all vehicle related matters.

I need some Sailing Vessel examples and a more detailed description of Vehicles combat that the one presented in the core book ( if it exists).

 

Sorry about the question but I still need to understand well all the different books and where to find the right things.

 

Grazie/Thank you

Andrea

Link to comment
Share on other sites

Re: (Newbie) Vehicles combat/ creation

 

The Ultimate Vehicle has the most comprehensive combat rules. It also has write ups for canoe, trireme, Viking longship, and galleon. I don't know if the vehicle source book has more sailing vessel write ups as I don't have that book yet. But TUV has about 50 pages just on vehicle combats.

Link to comment
Share on other sites

Re: (Newbie) Vehicles combat/ creation

 

The Ultimate Vehicle is the book you want if you're interested in all the detailed rules for building any type of vehicle, and detailed and comprehensive vehicle combat rules. There are at least a few examples of every category of vehicle for any era and genre, from chariots to starships, including period and modern sailing vessels.

 

OTOH the HERO System Vehicle Sourcebook is basically just a large collection of prebuilt vehicles of all types (except starships - The Spacer's Toolkit is the book for those) ready to be dropped into your campaign. It includes a sizeable selection of period sail craft.

Link to comment
Share on other sites

Re: (Newbie) Vehicles combat/ creation

 

Macgreggor 26

 

Player:

 

Val** Char*** Cost
6** Size 30
30** STR -10
4** DEX -18
16** BODY 0
*
4** Def 6
2** SPD 6
*6"**RUN00"**SWIM-20"**LEAP0Characteristics Cost: 12

 

Cost** Power END
7** Sails: Flight 13", Inherent (+1/4), Persistent (+1/2) (45 Active Points); Conditional Power Needs wind, Can Not go Directly into Wind (-1), OIF: Two Sails, needs both for full effectiveness Bulky Durable (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Arrangement (-1/4), Only On Appropriate Terrain Only on Water at least 4 Feet deep (-1), Limited Maneuverability Only 1 turn per Turn at Combat speed; only 1 turn per Minute at Noncombat speed (-3/4), Lockout: Can not use Outboard Moter when being used. (-1/2), Cannot Move Backwards (-1/4), Crew-Served (2 people; -1/4), Difficult to Operate (-1/4), Only In Contact With A Surface (-1/4), no Noncombat movement (-1/4)* 0
8** Outboard Moter: Flight 18", Inherent (+1/4), Persistent (+1/2) (63 Active Points); Independent (-2), OIF Bulky Fragile (-1 1/4), Arrangement (-1/4), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), Only On Appropriate Terrain Only in water at least 12 inches deep (-1), Limited Maneuverability Only 1 turn per Turn at Combat speed; only 1 turn per Minute at Noncombat speed (-3/4), Only In Contact With A Surface (-1/4)* 0
10** Knockback Resistance -5"* 0
Powers Cost: 25

 

 

 

Cost** Perk
1** Reputation: An excellent sailboat (A small to medium sized group) 14-, +1/+1d6*
Perks Cost: 1

 

 

 

Total Character Cost: 38

 

Val** Disadvantages
15** Physical Limitation: Boat is 1/2 density (3 Tons) (All the Time, Slightly Impairing)*
15** Physical Limitation: Boat needs almost constant maintanence (Frequently, Greatly Impairing)*
5** Unluck: 1d6*

Disadvantage Points: 35

 

Base Points: 3

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

 

The Macgreggor 26 is a top of the line pleasure craft.

 

Str 30 is debatable, but it is really hard to judge such things on water.

It sleeps 6, though that is pretty crowded, and 6 people on dect would certainly start to get in each others way. Optimum crew is probaly 3, but two people who know what they are doing can get most of what it is capable out of it.

 

Yes, it is faster with the moter than with the sails, it is made for pleasure, not efficency.

 

Flight just seems more "right" than swimming.

 

Dex is 4 because yes, it is extreamly hard to get it exactly where you want to go, and stopping where you want to just isn't possible without a land crew of some kind.

I almost think it should be requires a skill roll to hit the hex you want to end up at.

 

As for the unluck? Anyone who has spent much time around boats would agree.

 

So, what do you think?

Link to comment
Share on other sites

Re: (Newbie) Vehicles combat/ creation

 

Thank you very much to all of you !!

I was interested in a 74 guns with square sail ( about 1780-1816), or in a frigate 36 guns.

But thank you for the gaming description of the McGregor... It seems to me that building that game statistic will not be very easy.

 

Thanks again.

Andrea

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...