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tancred

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    tancred got a reaction from tkdguy in Traveller Non-Energy Weapons   
    I have revised the document I posted earlier, and removed the obsolete version.
    Here is a revised list of Traveller guns, including only "canon" weapons from the LBBs.
     
    TravellerHERO Gun List
     

    Cost Equipment END Gauss Guns 1) 4mm Gauss Pistol: (Total: 83 Active Cost, 26 Real Cost) Killing Attack - Ranged 2 1/2d6, 15 Charges (+0), +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2) (70 Active Points); OAF (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 20) plus +2 OCV with Ranged Combat (10 Active Points); OAF (-1) (Real Cost: 5) plus +1 vs. Range (3 Active Points); OAF (-1) (Real Cost: 1) [15] 2) 4mm Gauss Rifle: (Total: 164 Active Cost, 44 Real Cost) Killing Attack - Ranged 3 1/2d6, +1 STUN Multiplier (+1/4), 50 Charges (+1/2), Armor Piercing x1 (+1/2), Autofire (5 shots; +1/2) (151 Active Points); OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 38) plus +2 OCV with Ranged Combat (10 Active Points); OAF (-1) (Real Cost: 5) plus +1 vs. Range (3 Active Points); OAF (-1) (Real Cost: 1) [50] Handguns 1) Revolver: Killing Attack - Ranged 1d6+1 (20 Active Points); STR Minimum 7 (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), 6 Charges (-3/4), Real Weapon (-1/4), Beam (-1/4) [6] 2) Body Pistol: (Total: 20 Active Cost, 7 Real Cost) Killing Attack - Ranged 1d6 (15 Active Points); STR Minimum 6 (STR Min. Cannot Add/Subtract Damage; -1), IAF (-1/2), 7 Charges (-1/2), Side Effects (-1 vs. Range Modifier), Side Effect occurs automatically whenever Power is used (-1/2), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 4) plus +1 OCV with Ranged Combat (5 Active Points); IAF (-1/2) (Real Cost: 3) [7] 3) Auto Pistol: Killing Attack - Ranged 1d6+1, 15 Charges (+0) (20 Active Points); STR Minimum 7 (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Real Weapon (-1/4), Beam (-1/4) [15] Snub Pistol: Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1), STR Minimum 6 (STR Min. Cannot Add/Subtract Damage; -1), 6 Charges (-3/4), Real Weapon (-1/4), Beam (-1/4) u 1) Standard Rounds: Killing Attack - Ranged 1d6 (15 Active Points) 0 u 2) Armor-Piercing Rounds: Killing Attack - Ranged 1d6, Armor Piercing x1 (+1/2) (22 Active Points) 0 u 3) HE Rounds: Energy Blast 3d6, Explosion (+1/2) (22 Active Points) 0 u 4) Gas Rounds: Energy Blast 2d6, Area Of Effect (One Hex; +1/2), No Normal Defense ((Self-Contained Breathing); +1) (25 Active Points) 0 u 5) Tranq: Energy Blast 3d6, No Normal Defense ((Resistant DEF >2); +1) (30 Active Points) 0 Machineguns 1) Submachinegun: (Total: 50 Active Cost, 16 Real Cost) Killing Attack - Ranged 1d6+1, 40 Charges (+1/2), Autofire (5 shots; +1/2) (40 Active Points); OAF (-1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 11) plus +2 OCV with Ranged Combat (10 Active Points); OAF (-1) (Real Cost: 5) [40] 2) Light Machinegun: (Total: 105 Active Cost, 23 Real Cost) Killing Attack - Ranged 2d6, +1 STUN Multiplier (+1/4), 200 Charges (+1), Autofire (10 shots; +1) (97 Active Points); OAF Bulky (-1 1/2), STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 20) plus +1 OCV with Ranged Combat (5 Active Points); OAF Bulky (-1 1/2) (Real Cost: 2) plus +1 vs. Range (3 Active Points); OAF Bulky (-1 1/2) (Real Cost: 1) [200] Rifles 1) Accelerator Rifle: (Total: 53 Active Cost, 19 Real Cost) Killing Attack - Ranged 2d6, 15 Charges (+0), Autofire (5 shots; +1/2) (45 Active Points); STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 11) plus +1 OCV with Ranged Combat (Real Cost: 5) plus +1 vs. Range (Real Cost: 3) [15] 2) Assault Rifle: (Total: 73 Active Cost, 21 Real Cost) Killing Attack - Ranged 2d6, 30 Charges (+1/4), +1 STUN Multiplier (+1/4), Autofire (5 shots; +1/2) (60 Active Points); OAF (-1), STR Minimum 14 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 15) plus +2 OCV with Ranged Combat (10 Active Points); OAF (-1) (Real Cost: 5) plus +1 vs. Range (3 Active Points); OAF (-1) (Real Cost: 1) [30] 3) Automatic Rifle: (Total: 63 Active Cost, 16 Real Cost) Killing Attack - Ranged 2d6, +1 STUN Multiplier (+1/4), Autofire (5 shots; +1/2) (52 Active Points); OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), 5 Charges (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 11) plus +1 OCV with Ranged Combat (5 Active Points); OAF (-1) (Real Cost: 2) plus +2 vs. Range (6 Active Points); OAF (-1) (Real Cost: 3) [5] 4) Carbine: (Total: 30 Active Cost, 8 Real Cost) Killing Attack - Ranged 1 1/2d6 (25 Active Points); OAF (-1), STR Minimum 11 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), 10 Charges (-1/4), Beam (-1/4) (Real Cost: 6) plus +1 OCV with Ranged Combat (5 Active Points); OAF (-1) (Real Cost: 2) [10] 5) Rifle: (Total: 48 Active Cost, 13 Real Cost) Killing Attack - Ranged 2d6, +1 STUN Multiplier (+1/4) (37 Active Points); OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), 5 Charges (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 8) plus +1 OCV with Ranged Combat (5 Active Points); OAF (-1) (Real Cost: 2) plus +2 vs. Range (6 Active Points); OAF (-1) (Real Cost: 3) [5] Advanced Combat Rifle (ACR): Multipower, 79-point reserve, all slots 20 Charges (+1/4) (99 Active Points); all slots OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) u 1) Discarding Sabot Rounds: Killing Attack - Ranged 2d6, +1 STUN Multiplier (+1/4), Autofire (5 shots; +1/2), Armor Piercing x1 (+1/2) (67 Active Points); STR Minimum 13 (-1/2), Beam (-1/4) 0 u 2) Flechette Rounds: Killing Attack - Ranged 3d6, +1 STUN Multiplier (+1/4), Autofire (5 shots; +1/2) (79 Active Points); STR Minimum 13 (-1/2), Reduced Penetration (-1/4), Beam (-1/4) 0 u 3) Smoke Rounds: Darkness to Sight Group 5" radius, 20 Continuing Charges lasting 1 Minute each (+0) (50 Active Points); STR Minimum 13 (-1/2), Beam (-1/4) [20 cc] Advanced Combat Rifle (ACR) Sights: (Total: 11 Active Cost, 5 Real Cost) +1 OCV with Ranged Combat (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) plus +2 vs. Range (6 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 3) 0 4 cm RAM Grenade Launcher: Multipower, 52-point reserve, all slots 20 Charges (+1/4) (65 Active Points); all slots OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4) u 1) Fragmentation: Killing Attack - Ranged 2d6+1, Explosion (+1/4) (44 Active Points) 0 u 2) Concussion: Energy Blast 7d6, Explosion (+1/4) (44 Active Points) 0 u 3) Smoke: Darkness to Sight Group 5" radius, 20 Continuing Charges lasting 1 Minute each (+0) (50 Active Points) [20 cc] u 4) Gas: Energy Blast 4d6, Explosion (+1/4), No Normal Defense ((Self-Contained Breathing); +1) (45 Active Points) 0 u 5) Flechette: Killing Attack - Ranged 2d6+1, Explosion (+1/2) (52 Active Points); Reduced Penetration (-1/4) 0 4 cm RAM Grenade Launcher Sights: (Total: 11 Active Cost, 5 Real Cost) +1 OCV with Ranged Combat (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) plus +2 vs. Range (6 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 3) 0 Grenades 1) Fragmentation: Killing Attack - Ranged 2d6+1, Explosion (+1/2) (52 Active Points); 1 Charge (-2), OAF (-1), Real Weapon (-1/4), Beam (-1/4), Range Based On Strength (-1/4) [1] 2) Concussion: Energy Blast 7d6, Explosion (+1/2) (52 Active Points); 1 Charge (-2), OAF (-1), Beam (-1/4), Real Weapon (-1/4), Range Based On Strength (-1/4) [1] 3) Smoke: Darkness to Sight Group 5" radius (50 Active Points); OAF (-1), 1 Continuing Charge lasting 5 Minutes (-3/4), Real Weapon (-1/4), Beam (-1/4), Range Based On Strength (-1/4) [1 cc] 4) Gas: Energy Blast 4d6, Explosion (+1/2), No Normal Defense ((Self-Contained Breathing); +1) (50 Active Points); 1 Charge (-2), OAF (-1), Real Weapon (-1/4), Beam (-1/4), Range Based On Strength (-1/4) [1] 5) Flash: Sight and Hearing Groups Flash 4d6, Area Of Effect (4" Radius; +1 1/4) (45 Active Points); 1 Charge (-2), OAF (-1), Real Weapon (-1/4), Beam (-1/4), Range Based On Strength (-1/4) [1] 6) Flechette: Killing Attack - Ranged 3d6, Explosion (+1/2) (67 Active Points); 1 Charge (-2), OAF (-1), Real Weapon (-1/4), Beam (-1/4), Range Based On Strength (-1/4), Reduced Penetration (-1/4) [1]
  2. Like
    tancred got a reaction from Super Squirrel in Aging Campaigns   
    Re: Aging Campaigns
     
    SS, sounds you like you already have a really good game, but want more. Cool!
     
    Take the bluebook idea, and expand on it. I'm a notorious diary writer. Almost every character I play keeps a diary.
    I distribute it by email, usually. Now one of the other players keeps one too, and we all have a good laugh comparing what happened (in one of our campaigns) from the 2 characters' differing points of view.
     
    Our GM depends on my diaries; he re-reads them for dangling plot lines, which eventually come back to bite us.
     
    When I run, I encourage my players to keep diaries by rewarding them, either with XP (which you already note as a potential problem) or with money, contacts, etc. I also like to give "Fate Points" which are essentially 1-use Luck Rolls. Everybody LOVES getting to re-roll that one lousy roll that messed up the story.
     
    If you have the time and the opportunity, role-play with your players outside the game. Our group often communicates by IM or email, and role-plays through scenes between our weekly games.
     
    In the short-term Champions game we're starting tonight, I wrote a short story of how my character meets his DNPC girlfriend. The GM and I wrote it a sentence or two at a time, exchanging the doc over email until we finished the scene. It was MUCH better when we finished than the version I had written alone.
     
    As for the problem of too much XP, I can only commiserate. In my PA Hero game, we were afraid of just that, so we're using an experimental XP award system based on what you use. I give 1 or 2 points a week, and it gets apportioned among the skills abilities the player used. I keep a spreadsheet of what each player used, and it calculates when they've accumulated a full point.
    Not sure that would work well in a Super game, but it works great at the Heroic level.
  3. Like
    tancred got a reaction from etherio in Aging Campaigns   
    Re: Aging Campaigns
     
    Mike,
     
    Keep in mind this is strictly a Heroic-level game; there are no Powers in use at the moment (not even NPCs, yet).
     
    We let them try to do whatever it is they are wanting to learn. Whether they succeed or fail, it counts as a "use" toward learning the ability.
     
    So the character tries to "use" a Skill he doesn't have (usually with a 5- Roll to reflect complete lack of skill). When the spreadsheet totals up a full character point in the new Skill, he gains a Familiarity with it.
     
    Hope that makes sense.
     
    Edit: Oh, and the idea isn't original. It came from our playing the computer game Wizardry 8, where your skills improve as you use them. The more you use a skill in that game, the better you get at it (and the quicker you get better at it). We thought it would be fun to simulate that and it is so far.
  4. Like
    tancred reacted to Steve Long in f/u Grab: Throwing & Squeezing after initial Grab   
    Re: f/u Grab: Throwing & Squeezing after initial Grab
     
    I'm not sure I understand what you mean by "either" roll. If a character attempts a Grab and misses, he's never going to get to the "Throw" stage of things in the first place, so the Throw rules don't come into play. Only if the character has to make an Attack Roll with his Throw -- either to perform it at all, or if he's trying to hit a specific target with the Thrown character/object -- are the "miss" rules going to come into play.
     
    If what you're asking is, "Can a character Throw a Grabbed person in an effort to hit another target (such as another character or a specific hex), miss that target, but still inflict Throw damage on the Thrown person?", then the answer is "No." There aren't any provisions in the rules for that; a miss is a miss. The GM could alter that if he likes, but generally the rules don't let a character miss/fail and still obtain some measure of success.
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