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Posts posted by shadowcat1313
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Re: BattleTech Heat Sinks
for the initial workups I've done on a couple of mechs, I've used the engine rating as the pts in the END battery, and then the heat sink # for the recovery
I am very interested in other ideas
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Re: Warhammer Battlemech
ok, I posted the gear files in text format over in the gadgets and gear section of the Star Hero Fandom Forum
http://www.starherofandom.com/forum/viewforum.php?f=9&sid=06ed04e4b1113c73ccb179696c8f7964
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Re: Warhammer Battlemech
I was thinking it had 22 HS, and 12 tons of armor, my bad
havent even tried to figure out a workaround for heatsinks
so to start with, I went with END equalling the PP rating, and REC equal to the # of Heat sinks
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Re: Warhammer Battlemech
doh
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rough idea for a 3025 standard Warhammer
I gave the PP END equal to the engine rating and a REC equal to the heat sink rating
DEF is 2 pts per ton of armor
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Re: More Battletech Gadgets and guns
here ya go, which files cant you dowload?
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Re: More Battletech Gadgets and guns
ok, something didnt work
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sorry it took so long to post part two
spent most of the week dealing with an emergency
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Re: Power Armor
the Armored Brain concept works especially well for 40K Dreadnoughts
and the Eldar ghost warriors.
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all the nonweapons stuff
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Re: Battlemech Weapons to Hero
I tried a revised version of the weapons using standard damage to try and come close to BT
heres what I came up with
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Re: Battlemech Weapons to Hero
ok, heres another idea, what about revising the weapon stats to match something resembling BT by using standard effect?
that would just leave figuring out how to buy armor
we could go 3 pts of def per ton of armor? or is that too much?
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yep... now for my favorite 3025 Assault Mech
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Re: Locust Battlemech- another rough idea
Archer has some very good points... how far do we want/need to take this?
conversions will throw things out of whack in a hurry, if you just want to go with the feel, then go with it.. if we can come up with an agreeable set of conversion statistics etc... I will probably eventually crank out a few dozen mechs..
otherwise this can just die quietly... I do have a tendency to overdo things
what do people want to see done with this idea? I honestly dont play BT enough or even Hero enough to put it to much use myself... but if folks want to see more stuff...
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Re: Locust Battlemech- another rough idea
that works for me, and if you want to differentiate further, you could vary body and def to simulate different weights
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Re: Locust Battlemech- another rough idea
I was juggling size and strength to come as close to 20 tons mass as possible
and this way came up with 25.6
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Re: Locust Battlemech- another rough idea
it works for me, I do realize I need to revise the ejection seat, I didnt really do it properly. that and the armor is pretty light even for a Locust, if we go with the weapons damage I have listed.
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Re: Battlemech Weapons to Hero
I did a straight conversion by weight, not by Battletech damage
although the SRM is going to do more damage with a direct hit than the frag damage from the HE warheads on the LRMs
along with the fact the SRM is an AP warhead
but again, thats why I posted this stuff... to get ideas
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Ok, I went and did a very rough draft for a Locust battlemech
I havent done anything with heat sinks on it yet, otherwise I think shes about done.
I tinkered with the size and strength to come up with a mass of around 20 tons, this ones 25 tons, but again its an idea. Defensewise, I went with with 4 pts of DEF per ton of armor carried
she mounts a medium laser and 2 machine guns, and is 3025 tech
eventually if we can agree on a mech design system, I will get around to cranking out a lot of mech designs
I will post a text version to the gadgets version of Star Hero Fandom shortly
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Re: Battlemech Weapons to Hero
as far as the warhead damage, I got the weight figures from my copy of Striker.. the old traveller minatures rules set, then used the chart from the starhero playtest to figure damage, Striker gives a 6kg weight for the 6cm warhead, and 120kg for the 200mm warhead. thats assuming standard warheads and no guidance
for Streak Warheads, I would call them a homing warhead and add 1kg to the weight, but not for damage
now for NARC pods, that would be a bit different
its not even remotely perfect, but it does give a sense of scale, and I can point folks to where I am getting the data from
I would just pull it out of a hat like a rabbit, but the cat keeps chasing the rabbit back in
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Re: Battlemech Sensor Arrays
again, I'm just going from what I've found in the various books and novels and taking a wild ass guess on the maximum range stuff. since there not really covered. I figure the AA mechs like the Riflleman and Galahad are going to have better/longer ranged radar though
one of the novels talks about a couple of remote sensors which were pretty much a cam of sorts attached to a wall by a fiberoptic cable attached to the mech. but it only shows up that once in all the books etc. so I didnt bother with it.
I'm really no expert on this, just a really odd memory for trivia and such
and a pretty fair reference library
I was also one of the playtesters on Mechwarrior 2nd edition, but after the way it turned out... I'm almost glad I am listed in special thanks instead
course I feel the same way about the work we did for Imperium Games on Pocket Empires and Imperial Squadrons..
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another rough starting point
references borrowed from various rules versions and the novels
as a general rule standard battlemech sensors are pretty mediocre rangewise
it seems like
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Re: Battlemech Weapons to Hero
the LRM racks can be fired indirectly if you have a spotter
thats covered in several versions of the rules
the SRM warhead is a 6kg AP warhead
the LRM warhead is a 120kg HE warhead
these both assume standard SRM and LRM launchers
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Re: Battlemech Weapons to Hero
I posted the same file in text form on the Star Hero fandom site, and forgot to post the text file.
the damage figures are arbitrary, there converted from data I found in an old issue of Battletechnology and the old Starhero Playtest draft.
which gives the following chart
Small Laser: 10mgw
Medium Laser: 30mgw
Large Laser: 70mgw
the SRM is a 60mm warhead
the LRM is a 200mm warhead
the missile warhead data came from one of the tech readouts, and the old mech blueprint set
Exceptional Starship Crews
in Star Hero
Posted
I pulled a Lobachevsky today... Star Fleet Battles and Babylon 5 this time
for my latest warped idea
22 Legendary Command Crew: (Total: 39 Active Cost, 22 Real Cost) +3 with Combat Piloting (6 Active Points); Crew-Served ([9-16] people; -1) (Real Cost: 3) plus +2 with Cryptography (4 Active Points); Crew-Served ([9-16] people; -1) (Real Cost: 2) plus +3 with Tactics (6 Active Points); Crew-Served ([9-16] people; -1) (Real Cost: 3) plus +3 with Navigation (Air, Hyperspace, Space) (10 Active Points); Crew-Served ([9-16] people; -1) (Real Cost: 5) plus +2 with Systems Operation (Communications Systems, Air/Space Traffic Control Systems, Radar) (8 Active Points); Crew-Served ([9-16] people; -1) (Real Cost: 4) plus Luck 1d6 (Real Cost: 5) [Notes: one per ship]
19 Legendary Engineer: Aid 4d6, Usable By Other (+1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (70 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points -1), Custom Modifier (only to ships systems and equipment; -1), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; system works at half power for 1 hour per 5 pts increase; -1/2), Physical Manifestation (-1/4) [Notes: one per ship]
13 Legendary Fighter Squadron: (Total: 27 Active Cost, 13 Real Cost) +3 with Tactics (6 Active Points); Crew-Served ([9-16] people; -1), Custom Modifier (Fighter/Small Craft Tactics only; -1/2) (Real Cost: 2) plus +3 with Combat Piloting (6 Active Points); Crew-Served ([9-16] people; -1), Custom Modifier (Fighter/Small Craft only; -1/2) (Real Cost: 2) plus +2 with Ranged Combat (10 Active Points); Crew-Served ([9-16] people; -1), Custom Modifier (Fighter/Small Craft only; -1/2) (Real Cost: 4) plus Luck 1d6 (Real Cost: 5) [Notes: Can be bought more than once
Bonuses drop by 1 for every 4 units knocked out/destroyed]
11 Legendary Science Officer: (Total: 35 Active Cost, 11 Real Cost) Aid 2 1/2d6 (25 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Custom Modifier (only to enhance sensors and communications, only to improve perception rolls and range; -1), Requires A Skill Roll (-1/2) (Real Cost: 6) plus +3 with Systems Operation (Communications Systems, Metal Detectors, Radar) (10 Active Points); Extra Time (Extra Phase, Character May Take No Other Actions, -1) (Real Cost: 5)
8 Legendary Ships Doctor/Surgeon: Healing BODY 3d6, Can Heal Limbs (35 Active Points); Extra Time (1 Minute, Character May Take No Other Actions, -1 3/4), Others Only (-1/2), Requires A Skill Roll And A Skill Roll (Variable RSR -1/2), Custom Modifier (must have equipment on hand; -1/2) [Notes: One per ship
]Diagnosis roll and a surgery roll]]
10 Veteran Astrogation/Tracking Party: (Total: 20 Active Cost, 10 Real Cost) +2 with Systems Operation (Communications Systems, Air/Space Traffic Control Systems, Radar) (8 Active Points); Crew-Served ([5-8] people; -3/4) (Real Cost: 4) plus +2 with Navigation (Air, Hyperspace, Space) (8 Active Points); Crew-Served ([5-8] people; -3/4) (Real Cost: 4) plus +2 with Tracking (4 Active Points); Crew-Served ([5-8] people; -3/4) (Real Cost: 2)
6 Veteran Damage Control Team: (Total: 35 Active Cost, 6 Real Cost) Healing BODY 3d6, Can Heal Limbs (35 Active Points); Extra Time (1 Hour, -3), Custom Modifier (only works on ship and ships equipment; -1), Crew-Served ([5-8] people; -3/4), Requires A Skill Roll And A Skill Roll (Variable RSR -1/2) (Real Cost: 6) [Notes: can be bought more than once]
10 Veteran Gun Crew: (Total: 15 Active Cost, 10 Real Cost) +2 with Systems Operation (ships weapon director) (5 Active Points); Crew-Served ([3-4] people; -1/2) (Real Cost: 3) plus +2 with Ranged Combat (10 Active Points); Crew-Served ([3-4] people; -1/2) (Real Cost: 7) [Notes: can buy more than one per ship]
14 Veteran Security Team: (Total: 28 Active Cost, 14 Real Cost) +2 with Tactics (4 Active Points); Crew-Served ([9-16] people; -1) (Real Cost: 2) plus +2 with Security Systems (4 Active Points); Crew-Served ([9-16] people; -1) (Real Cost: 2) plus +2 with Demolitions (4 Active Points); Crew-Served ([9-16] people; -1) (Real Cost: 2) plus +2 with All Combat (16 Active Points); Crew-Served ([9-16] people; -1) (Real Cost: 8) [Notes: Bonuses drop one for each 5 ko/dead]
Powers Cost: 113