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Heavy Gear HERO


TheQuestionMan

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Greetings Herophiles, I observed a request from a new member named Payback. He wanted to see what Heavy Gear Mecha looked like in Hero System. I would like to ask some of our Vehicle Gurus give it a shot.

 

 

Black Mamba

http://www.dp9.com/Worlds/HG_page3b.htm'>http://www.dp9.com/Worlds/HG_page3b.htm

 

Hunter

http://www.dp9.com/Worlds/HG_page3a.htm'>http://www.dp9.com/Worlds/HG_page3a.htm

 

 

Here are some Resources:

Other RPGs converted to HERO System (Thanks Lord Laiden)

http://herogames.com/forums/showthre...ed+HERO+System

 

Heavy Gear

http://www.dp9.com/

 

Bubble Gum Crisis for HERO

http://www.herogames.com/forums/showthread.php?t=39084&highlight=Bubble+Gum+Crisis+HERO

 

A Mecha for review (My first 5th edition Mecha) by Jm Oz

http://herogames.com/forums/showthread.php?t=125

 

ROBOT WARRIORS™ to HERO System 5th Edition (Thanks Chris Goodwin)

http://home.comcast.net/~archer7/rw2hero.html

 

KAZEI-5 - Appleseed's "Landmates" (Thanks Susano)

http://surbrook.devermore.net/index/worldbooks.html

 

Heavy Gear for GURPS

http://www.geocities.com/Tokyo/Temple/9388/hggurp1.html

 

 

Thanks

 

 

QM

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Re: Heavy Gear HERO

 

Well I find that extremely helpful and friendly. Thanks everyone.

I am really looking forward to looking at some designs out there.

 

I am going to toy with a gear myself and then I can compare what my version is like to the experts.

 

I must admit that I need a point of reference to start with.

 

The Main Battle Tank of the Southern Army the Visigoth has 40 points of armour while the Python a Large designed Gear has 19.

How would you come up with a Hero system value? I need to find a reference point to start with from some similar vehicle like a tank or APC. Does anyone have stats on the M113 APC in Hero Format?

Or better yet how did you convert your game?

Is there some formula for armour (Canadian) thickness = Hero system value? (then there would be slant, active or reactive trap points etc.) BLARG..to many variables. KIS rule I think needs to be applied...

 

thanks peeps.

 

Payback

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Re: Heavy Gear HERO

 

I cant count the number of threads on the armor thickness conversions that have been done, or converting weapon damage

theres no good rule of thumb

 

I tend to make a wildass guess on most things, or if a vehicle protects against say 7.62mm rounds, I find the damage for a 7.62 weapon on average, and go with that

 

or decide on a constant value, say HG AV*2 equals Hero Armor or DEF

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Re: Heavy Gear HERO

 

ok folks, heres a rough idea on a Jager class Heavy Gear

 

Jager Class Heavy Gear V1.0 Draft

 

Player:

 

Val Char Cost

25 STR 0

18 DEX 0

 

15 BODY 2

 

 

 

 

 

 

 

3 SPD -10

 

 

 

 

19" RUN 0

0" SWIM -2

0" LEAP 0

Characteristics Cost: 14

 

Cost Power

73 Pr-25 Canno: Killing Attack - Ranged 4d6 (vs. PD), Semi-Armor Piercing (+1/4), Autofire (5 shots; +1/2), 250 Charges (+1) (165 Active Points); OIF Bulky (-1), Real Weapon (-1/4)

32 Vogel Rocket Pod: Killing Attack - Ranged 3d6+1 (vs. PD), 32 Charges (+1/4), Autofire (5 shots; +1/2) (87 Active Points); OIF Bulky (-1), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4), Inaccurate 1/2 OCV (-1/4)

13 Armor (11 PD/11 ED), Hardened (+1/4) (41 Active Points); OIF Bulky (-1), Ablative BODY Only (-1/2), Activation Roll 14- (-1/2), Real Armor (-1/4)

5 Air Breathing ICE Engine: Endurance Reserve (15 END, 15 REC) Reserve: (16 Active Points); OIF Immobile (-1 1/2), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4), Extra Time (1 Minute, Only to Activate, -3/4), Custom Modifier (Real Equipment; -1/4), Custom Modifier (Double maintenance in deserts or swamps; -1/4); REC: (15 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Real Equipment; -1/4)

10 Walking Ground Movement: Ground Movement +6" (19" total) (12 Active Points); Custom Modifier (Real Equipment; -1/4)

8 Wheeled Secondary Movement: Ground Movement +7" (19" total), x4 Noncombat (19 Active Points); Requires A Skill Roll (when in rough Terrain; -1/2), Only On Appropriate Terrain (-1/2), Custom Modifier (Real Equipment; -1/4)

7 LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), 1 Continuing Charge lasting 6 Hours (+0) (19 Active Points); OIF Immobile (-1 1/2), OIHID (-1/4)

12 Radio Perception/Transmission (Radio Group), MegaScale (1" = 1 km; +1/4) (12 Active Points)

7 Suit Sensor and Commo Package: Multipower, 30-point reserve, (30 Active Points); all slots OIF Bulky (-1), Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4), Custom Modifier (2 KM max sensor range; -1/4)

1u 1) Radar (Radio Group), +4 to PER Roll, Tracking, MegaScale (1" = 1 km; +1/4) (30 Active Points); OIF Bulky (-1), Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4), Custom Modifier (2 KM max sensor range; -1/4) (uses Personal END)

1u 2) IR Perception (Sight Group), MegaScale (1" = 1 km; +1/4) (6 Active Points); OIF Bulky (-1), Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4), Custom Modifier (2 KM max sensor range; -1/4) (uses Personal END)

1u 3) UV Perception (Sight Group), MegaScale (1" = 1 km; +1/4) (6 Active Points); OIF Bulky (-1), Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4), Custom Modifier (2 KM max sensor range; -1/4) (uses Personal END)

1u 4) +5 PER with Sight Group (10 Active Points); OIF Bulky (-1), Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4), Custom Modifier (2 KM max sensor range; -1/4) (uses Personal END)

1u 5) Laser/Microwave Comm: Mind Link , Machine class of minds, One Specific Mind (5 Active Points); Only With Others Who Have Mind Link (-1), OIF Bulky (-1), Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Costs Endurance (-1/2), Does Not Provide Mental Awareness (-1/4), Custom Modifier (Real Equipment; -1/4), Custom Modifier (2 KM max sensor range; -1/4) (uses Personal END)

9 +8 DEX (24 Active Points); OIF Bulky (-1), Custom Modifier (must have room to manuever; -1/2), Custom Modifier (Real Equipment; -1/4)

7 +2 SPD (20 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Real Equipment; -1/4)

Powers Cost: 188

 

 

 

 

Cost Talent

1 Absolute Time Sense (3 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4)

1 Absolute Range Sense (3 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4)

1 Bump Of Direction (3 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4)

2 Eidetic Memory (5 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4)

Talents Cost: 5

 

Total Character Cost: 207

 

Pts. Disadvantage

10 Physical Limitation: no viewports, dependent on sensor inputs (Frequently, Slightly Impairing)

10 Physical Limitation: Cramped cockpit (Frequently, Slightly Impairing)

10 Custom Disadvantage [Notes: Double Maintenance when operating in rough terrain]

15 Distinctive Features: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

10 Physical Limitation: 1 minute to fire up and bring sensors online (Frequently, Slightly Impairing)

Disadvantage Points: 55

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Heavy Gear HERO

 

I am blown away.

 

That absolutely ROCKS!

 

I wasn't even close, I like the different attributes/limitations for the Armour. Puts a closer to reality feel to it with teh roll to activate and ablative.

I am going to play with this and see what I can come up with.

 

Thanks allot for taking the time to do this.

 

I can't wait to try one of these against an Invid from Robotech.

 

I think I am going to try the BlackMamba and maybe the ChatterBox. I will post it when I am done.

 

I take it I should keep actual picture of Gears out of the HD3 files I upload? Is that correct?

 

Cheers

Payback

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Heavy Gear HERO Convertion Stuff

 

I have attached my damage conversion chart I am using to base my damage for all the weapons. It is not exact but I think that it will work well to duplicate the feel of Heavy Gear and still allow real world stuff (with slight modifications) in if a player wants to use them.

 

I didn't like the basic damage charts so I used a combination of a lot of games I have played including Heavy gear with a little more focus on damaging the Gear and not the player. This is meant to be a Role-playing game and the damage charts for HG are kind of harsh I think more focused on a bunch of gears on the field under the control of a player instead of one gear for one player with their character in it. These charts are for a long term role-playing game. Not the board game.

 

Damage Chart

Roll Effect

 

2 **Critical Hit refer to chart

3 Arm hit, 1/2 OCV with primary weapon if applicable. 1,2,3 left 4,5,6 right

4 Primary Weapon hit and is -2 OCV

5 Sensors/Comm Systems hit -2 to active skills

6 Weapon systems hit count number of subsystems and roll to determine which -2 OCV

7 Subsystem hit. roll d6. Odd Player chooses, Even Shooter choose.

8 Secondary movement system hit, out of action.

9 Fire control -2 OCV until repaired

10 Movement system hit subtract -1/4 for every third of total body that penetrates or for each time this is rolled.

11 Leg hit Reduced mobility 1/2 primary movement

12 **Critical Hit refer to chart

If half of body damage of gear is done in one attack Use a +/-2 modifier to the roll chosen prior to roll.

 

 

** Critical Hit Chart

1 Gyro Hit Pilot -4

2 Fire Control system destroyed. -5 OCV

3 Power transfer hit no move

4 Head Hit No Sensors (good Luck that means no Camera's No Seeing.)

5 Ammo Storage hit All ammo detonates

6 Pilot Hit what ever damage got through hits pilot as killing damage and No you don't have body armour on in the cockpit.

 

I am working on a master list of equipment, perks and talents for the Gears. My focus is on the equipment currently.

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Re: Heavy Gear HERO

 

My Perks so far, I figure a base ten points for them. point cost doesn't matter as long as everyone pays the same it will all come out in the wash.

 

Cost PERKS

10 Backup Sensors [Notes: Ignore First hit on this System]

10 Backup Fire Control [Notes: Ignore First hit on this System]

10 Backup Communication System [Notes: Ignore First hit on this System]

10 Back up Life Support [Notes: Ignore First hit on this System]

10 Aquatic Sensors [Notes: Sensors function under water.]

1-10 Reinforced Armour [Notes: Extra Armour on one location.]

10 Reinforced Crew Compartment [Notes: Ignore first hit on crew]

10 Search Light [Notes: The Vehicle has a powerful search light mounted front arc.

 

At night treat front arc as daylight.]

10 Satalite Uplink [Notes: The Vehicle has a specialized add on to it's comm systems. This is a collapsible dish antenna that allows it to patch into man made satallites while it is on planet or in orbit around a planet.]

10 Rugged Movement System [Notes: Ignore First hit on this System]

 

My Weapon Systems so far.

 

Cost POWERS

38 Vogel 8 Rocket Pod Shoulder Mounted: Killing Attack - Ranged 4 1/2d6, Autofire (3 shots; +1/4), 32 Charges (+1/4) (105 Active Points); OIF Bulky (-1), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4), Inaccurate -2 OCV (-1/4) [Notes: Indirect Fire only] - END=[32]

38 Vogel 7 Rocket Pod Shoulder Mounted: Killing Attack - Ranged 4 1/2d6, Autofire (2 shots; +1/4), 24 Charges (+1/4) (105 Active Points); OIF Bulky (-1), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4), Inaccurate -2 OCV (-1/4) [Notes: Indirect Fire only] - END=[24]

13 GL-01 Grenade Launcher Forward Arc: Killing Attack - Ranged 2d6+1, Explosion (+1/2) (52 Active Points); 3 Charges (-1 1/4), OIF Bulky (-1), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; Front only; -1/4), Inaccurate -2 OCV (-1/4) [Notes: Indirect Fire only] - END=[3]

13 GL-01 Grenade Launcher Rear Arc: Killing Attack - Ranged 2d6+1, Explosion (+1/2) (52 Active Points); 3 Charges (-1 1/4), OIF Bulky (-1), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; Rear only; -1/4), Inaccurate -2 OCV (-1/4) [Notes: Indirect Fire only] - END=[3]

28 HD-C4 Hand Grenade: Killing Attack - Ranged 5 1/2d6, Explosion (+1/2) (127 Active Points); OAF Bulky (-1 1/2), 4 Charges (-1), Inaccurate -2 OCV (-1/2), Real Weapon (-1/4), Range Based On Strength (-1/4) - END=[4]

5 Merit 1000 ECM Iguana Gear Equipment: Negative Combat Skill Levels (-2 to opponent's OCV), Custom Modifier (Real Equipment; +1/4) (12 Active Points); OIF Bulky (-1), Custom Modifier (Only vs Electronic Targeting; -1/4) [Notes: ECM Suite] - END=1

13 VU-11 Vibro Blade: Killing Attack - Hand-To-Hand 1d6+1 (1 1/2d6 w/STR), Armor Piercing (+1/2) (30 Active Points); OIF Bulky (-1), Real Weapon (-1/4) - END=3

2 Laser Targeting Gear: Custom Power, Indirect (Same origin, always fired away from attacker; +1/4) (6 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4), Real Weapon (-1/4), Linked (Laser/Microwave Comm; Must radio other unit they are ready to fire; -1/4) - END=1

7 Comm and Sensor Suite: Multipower, 30-point reserve, (30 Active Points); all slots OIF Bulky (-1), Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4), Custom Modifier (4 KM max sensor range; -1/4) - END=

1u 1) Radar (Radio Group), +4 to PER Roll, Tracking, MegaScale (1" = 1 km; +1/4) (30 Active Points); OIF Bulky (-1), Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4), Custom Modifier (4 KM max sensor range; -1/4) - END=3

1u 2) Infared Optics (Sight Group), MegaScale (1" = 1 km; +1/4) (6 Active Points); OIF Bulky (-1), Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4), Custom Modifier (4 KM max sensor range; -1/4) - END=1

1u 3) Ulraviolet Optics (Sight Group), MegaScale (1" = 1 km; +1/4) (6 Active Points); OIF Bulky (-1), Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4), Custom Modifier (4 KM max sensor range; -1/4) - END=1

1u 4) LRR: Radio (Hearing Group), Transmit, MegaScale (1" = 10 km; +1/2) (25 Active Points); OIF Bulky (-1), Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests; -3/4), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4), Custom Modifier (4 KM max sensor range; -1/4) - END=2

1u 5) Laser/Microwave Comm: Mind Link , Machine class of minds, One Specific Mind (5 Active Points); Only With Others Who Have Mind Link (-1), OIF Bulky (-1), Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests; -3/4), Costs Endurance (-1/2), Does Not Provide Mental Awareness (-1/4), Custom Modifier (Real Equipment; -1/4), Custom Modifier (4 KM max sensor range; -1/4) - END=1

33 MGPU-22 Pack Gun: Killing Attack - Ranged 3d6+1, Autofire (3 shots; +1/4), 32 Charges (+1/4) (75 Active Points); OIF Bulky (-1), Real Weapon (-1/4) [Notes: Disposable] - END=[32]

43 PR-55 AutoCannon: Killing Attack - Ranged 4d6-1, Autofire (2 shots; +1/4), 40 Charges (+1/4), Semi-Armor Piercing (+1/4) (96 Active Points); OIF Bulky (-1), Real Weapon (-1/4) [Notes: MAC Burst Fire Medium Autocannon] - END=[40]

 

What I am doing is making one "sheet" that a player can load and then they will pick a templated Gear and modify it's loadout as they see fit.

When I am done all of the Weapons systems, sensor packages and perks I will then start Templating the Gears.

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Re: Heavy Gear HERO

 

Here is the final draft of my

Iguana Heavy Gear

 

Note that I have indicated that the only thing that is affected by a character while in a gear is the Dex. When a character hops into a gear they must change the Vehicle Dex to match theirs and in this gear they add +3 for Agile Design.

I am finishing up my Black Mamba, and will then create a Template for all gears to start from.

 

I am still not really happy about the spd increasing if they person has a high Dex. Because this messes up the KPH spd of the gear.

We will house rule the speed to 4 phases of 22" to reflect the MAX speed of the gear.

 

I hope This helps someone out.:P

PB

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  • 5 weeks later...

Re: Heavy Gear HERO

 

very nice work, is there anything I can do to help on this project?

 

I haven't really had time to do more tinkering, that will hopefully change once Traveller Hero hits the shelves.

 

Thanks for the offer ShadowCat. I might take you up on the offer later.

 

Still Pluggin away at conversions. RL getting in the way abit. Went and bought the CEF (Colonial Expeditionary Force) and the Black Talons PDF's from drivethru and I am reading through them.

I need to do some more tinkering with Hero Gen 3 so I understand what I am using to make racial templates, classes etc. My Source material seem pretty straight forward I just have to get it into Hero Terms using the HG3 software.

 

 

Just reading about the super soldiers, GRELS and SLEDGES.

I will post a few different types and I am still working away at creating a master weapons, perks, etc sheet so a player can just load the "EVERYTHING" sheet and cut and past it into his template of a GEAR.

 

Is anyone else interested in Heavy Gear and want to discuss ideas about conversions or just discuss it in general.

 

Cheers peeps

 

Payback42

2 Wrongs doesn't make it right, but some times it sure feels good.

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