Armitage Posted July 6, 2011 Report Share Posted July 6, 2011 The various chemical and biological weapons in the 6e Hero System Equipment Guide all have No Range, stating that "Their range depends on the launching system used to fire them (if any)." The 5e Equipment Guide said the same thing, while the 4e Eye for an Eye had artillery-launched weapons with Requires Bulky Launching System Or Vehicle (-1/2) and the statement "...no Increased Maximum Range Advantage is taken for them; instead, the launching vehicle should have points set aside for that." How exactly would you design such a launch system? Rebuild the weapon from the ground up, like the tank guns or missiles in Ultimate Vehicle, with a Multipower and slots for each shell type? or Artillery Launch System: Remove up to 40 points of No Range from Artillery Shell, Reduced Endurance (0 END; +1/2) (60 Active Points); OAF Immobile (-2) plus Increased Maximum Range (4,000m; +1/2) for up to 100 Active Points of Artillery Shell, Reduced Endurance (0 END; +1/2) (75 Active Points); OAF Immobile (-2) Total cost: 45 points. Using the rule on APG 142, this device can remove up to 40 Real Points of the No Range Limitation from a shell and then quadruple the base range. e.g. Removing No Range from the Phosgene Shell on HSEG 217 would cost 22 points. The Inhalation Anthrax on HSEG 215 would only cost 2 points to remove No Range. I suppose that it would also need Ranged as a Naked Advantage for those Powers that have no range to begin with. Quote Link to comment Share on other sites More sharing options...
Beast Posted July 6, 2011 Report Share Posted July 6, 2011 Re: Launching Systems I remember a write up of an archer type character who carried 16 arrows but had like 40 warheads some could be set off in hand(smoke,tracker,etc) I would go with just building an MP with different types of shells the only advantage of having is being able to take some of the shells from storage and do something with them while the launcher is firing Quote Link to comment Share on other sites More sharing options...
Netzilla Posted July 6, 2011 Report Share Posted July 6, 2011 Re: Launching Systems I build launchers as STR only for throwing X (-1), does not add to base STR (-1), standing throws only (-1/2). Where X is the item to be thrown (grenades, artillary shells, etc). Quote Link to comment Share on other sites More sharing options...
Christopher Posted July 6, 2011 Report Share Posted July 6, 2011 Re: Launching Systems How exactly would you design such a launch system? [...] Artillery Launch System: Remove up to 40 points of No Range from Artillery Shell, Reduced Endurance (0 END; +1/2) (60 Active Points); OAF Immobile (-2) plus Increased Maximum Range (4,000m; +1/2) for up to 100 Active Points of Artillery Shell, Reduced Endurance (0 END; +1/2) (75 Active Points); OAF Immobile (-2) Total cost: 45 points. Using the rule on APG 142, this device can remove up to 40 Real Points of the No Range Limitation from a shell and then quadruple the base range. e.g. Removing No Range from the Phosgene Shell on HSEG 217 would cost 22 points. The Inhalation Anthrax on HSEG 215 would only cost 2 points to remove No Range. I suppose that it would also need Ranged as a Naked Advantage for those Powers that have no range to begin with. I would try to go with a combination of naked buyoff/naked advantage too, but just write it up as one thing, not as a compund power as you seeme to ahve done. Taking the example from APG 142 and driving it up to No End Cost fireball: Fireball with 3 times END: 17 Real Cost. Fireball with no END: Blast 10d6 (50 Base), No End (+1/2), 75 Active Points; Listed Limitations (-1 worth); 37 Real Cost So Base Cost for the increase is: 37-17 = 20. Tireless Fireball: remove Increased Endurance and Add Reduced Endurance (0 END); 20 Base Points; 20 Active Points; OAF(-1 Wizards Staff); 10 Real Cost. Togehter with the enhanced power it costs 27 Real Cost to do that - and neither part can be in a Framework. Quote Link to comment Share on other sites More sharing options...
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