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Shockwave

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Everything posted by Shockwave

  1. Re: SG-1 Asgard Teleport and Ships Well as far as ship movement if it was teleport you would have to have the limitation "Must pass through the intervening space" given that Asgard ships can attack and be attacked in hyperspace. On the Asgard transporters I would say that they are Teleport Area effect selective useable against others probably no more than a 3 inch radius. You can run it any way you like for special effect of only being able to transport people in certain places. If it's good for the story so be it. If you want to you could have 4 to 6 in an EC each one pertaining to whatever arc you decide. You also have to keep in mind the range of the power being determined by it's active points. You need to make sure it will reach the distance you need. A ranged attack power like this requires that your target be within range of the power. As for transporter targeting I would probably use telescoping N-Ray with the thing I couldn't see through be the molten core of a planet eg. things of a certain temperature or greater. Shockwave
  2. Re: Stargate weapons I wasn't offended. I don't think anyone else was either. We asked for opinions and you gave some. Thanks for taking an interest. Shockwave
  3. Re: Stargate weapons As far as the RKA on the staff I was thinking that most people die from a staff blast center mass. Some do live as described by Mark. Teal'c took a staff blast in the symbiote pouch. A non life threatening location. I was thinking that these people whom lived from a blast like that might have just gotten a poor roll on the RKA dice or were winged in some manner again in a non life threatening location. Nuff said. On the whole I totally agree with Mark's take on it including the HTH damage given that I have never seen a staff weapon used in HTH ever really make a difference in the fight. In the breaking things section it says that someone could break down an Airlock door (Breaking Things Pg. 303 5th edition) which has 8 def being able to do 8 to 9 body with a staff weapon HTH eg. 40 to 45 str. All I was saying is that I just don't see a "normal" or even an "enhanced normal" being able to do that kind of damage. Mark is also pretty much right about the Zat as it doesn't always floor the person whom is targeted on the first firing. The RKA should work on them even if they are not unconcious. As far as a STR minimum on the staff. I have not seen anyone in the show not be capable of picking one up and using it. I would prefer to limit the bonus damage for the weapon rather than whom can use it. I would consider an 5 str minimum meaning probably children wouldn't be able to wield it properly. And yes Hyperman you are correct in that I am using champions constructs as I have little experience in heroic campaigns.
  4. Re: Stargate weapons Here is my reasoning for not giving the hand attack. 5D6 HA is equivalent to giving a char +25 Str for punching. Let's say a Jaffa has a 15 to 20 Str becuase he's some sort of enhanced human. With a staff weapon for punching purposes he would have an effective str of 40 to 45. With that kind of Strength you could do an average of 8 to 9 body to a target. That would mean that the average Jaffa could one hit knock out a normal and on a good roll kill him. When you start making 8 to 9 dice of power in a game without explosives your begining to reach into the superpowered realm. Also if a Jaffa only has 15 to 20 Str I can't see a staff weapon making him more than twice as effective in combat dealing damage. Shockwave
  5. Re: Stargate weapons Acording to the 5th edition book Kevlar Body Armor is 8 PD and 8 ED resistant. That being said what SG-1 wears isn't body armor. All they wear is a Tac Vest which provides no armor to speak of and an all weather jacket. Staff weapons rip through their gear like it wasn't there. If it offers protection at all it's not resistant by any means. I would have to say that the staff weapon should be an RKA. Given that it has the potential to kill in 1 shot and quite often does I would say it's a 3d6 RKA or more. If the Martial Arts were bought with the staff weapon I would allow 1" of stretching for the staff and maybe a damage class but no more. As far as the Zat Gun. I think that the multipower is a good idea. I would probably write it up as follows. NND EB On average being able to stun a human. 3 to 5 dice should be sufficient since the Zat only stuns them for a second or 2 and doesn't always knock them out. 0 end or on charges. NND RKA Does body. 3 1/2D6 to 4d6 should be sufficient to kill a human in one shot on average. You might want to make it more given that it should also kill a Jaffa or a Goa'uld. Major Transform with enough dice to turn the target from nothing. I suppose you could also use some sort of movement power like extra-d movement to make the body disappear as well. My 2 cents Shockwave
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