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shadowcat1313

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Everything posted by shadowcat1313

  1. Re: Robot Warriors to Hero System Fifth Edition massively updated maybe its time to ressurect my ideas for Battletech Hero
  2. Re: Traveller Hero: Jump Drive Causal Influence Diagram for starship deck plans, you might see about finding a copy of the Naval Architects book for Traveller 4th Edition, it had some possibly useful deckplans, not sure how hard it is to find. fair warning its in squares instead of hexes, but if figure 1 traveller square is about equal to 2 hero hexes
  3. Re: Traveller Hero: Jump Drive Causal Influence Diagram then again, being another really old traveller person, I wondered about the wisdom of the title "Traveller 2300", Megatraveller had some good ideas although my least favorite was trying to combine Striker and High Guard into one system. Digest Group did some great work on MT, Starship Operators Manual, World Builders Handbook, 101 Vehicles, 101 Robots. Can we please not talk about Traveller 4th Edition... mostly junk, although there were a couple of useful books... Pocket Empires and Imperial Squadrons should have been published long before
  4. Re: Traveller Hero: Jump Drive Causal Influence Diagram I got a chance to read over some basic outline material for the game DGP was working on after Traveller... it really wasnt that great, the guy who owned the DGP IP wanted as part of a sale of the Traveller stuff to have his own game project published too... not really sure if thats ever changed. Traveller Hero was an unfortunate victim of Marc Miller deciding to go with consolidating the number of RPG licenses... Frank Chadwick and Dave Nilsen came up with TNE and the whole Virus ID as a way of restarting Traveller and porting the rules over to the second edition Twilight 2000 or "House Rules" I think both were big mistakes. I was never a big fan of Frank or Dave, Frank has done some great work in the boardgame and minatures fields, Dave Nilsen however came out with an incredibly arrogant statement in the forward to Keepers of the Flame that really pissed some people off. the initial press release from Mongoose concerning the Traveller license was even more arrogant, and I took that up with Marc in person a couple of days later[its nice living in the same neighborhood sometimes]
  5. Re: Star Hero Command looks interesting, going to take a better look at everything later in the week, am working on a couple of new projects for real world vehicle building
  6. Re: Warhammer Battlemech too big to post the whole thing, and too many small files, might be able to e-mail the big file though
  7. Re: Warhammer Battlemech ok, found what notes and stuff I have, its a 7mb .rar file
  8. Re: Warhammer Battlemech at one point while extremely bored at work, I converted a megacrapload of mechs including some clanstuff
  9. Re: Warhammer Battlemech I was in shock... forgot to unsubscribe
  10. Re: Warhammer Battlemech what are you looking for, I can go digging for the files, but it might take a while
  11. Re: A thread for spaceship and starbase frameworks its always seemed like the designs in Terran Empire and Spacers Toolkit were really bland, there just wasnt that much to distinguish one design from another, except the basics, I try to inject a bit more "Life" in my designs
  12. Re: A thread for spaceship and starbase frameworks I templates as often as possible, even if its just a hull template with the basic amenities, and add from there I do the same thing for standard vehicles
  13. Re: A thread for spaceship and starbase frameworks I am building a semi-modular framework thats closer to Traveller or GURPS, the hull sizes/interior space will remain mostly constant, the hull form will affect interior space. a wide variety of hull materials will be available also, and from there its going to depend on what the players want to put in the hull, component size will be based on the AP of the component, but I am borrowing the chart from Champions 2 that covers smaller or larger components. I am also going to look at the ideas presented earlier for adapting MOO 2 to things, there are some interesting ideas there
  14. Re: Star Hero 6th Edition: my first take I hadnt even counted map and counter games beyond SFB, I have Mayday, Imperium, and Azhanti High Lightning here
  15. Re: Star Hero 6th Edition: my first take I dont have the actual Silent Death rulebook, I just have a couple of the supplements, Warhounds, and I dont remember the other
  16. Re: Star Hero 6th Edition: my first take High Guard/Trillion Credit Squadron, Brilliant Lances, Commanders Edition Star Fleet Battles, Starmada, Victory By Any Means, Full thrust, Space Opera, RL Leviathan and Interceptor, B5 ACTA, yeah... between Rex and I we have most of them covered
  17. Re: Super Transportation Size class 6 or 7?
  18. Re: Super Transportation that was a typo, I also couldnt find a listing for its dimensions
  19. Re: Super Transportation ok, this was just too cool not to write up 1938 PHANTOM CORSAIR Val Char Cost Notes 0 Size 0 Length 2m, Width 1m, Height 1m, Volume 2m^3 Mass 100 kg, OCV +0, KB 0 10 STR 0 Lift 100.0kg; 2d6 16 DEX 0 13 BODY 0 3 SPD -10 Phases: 4, 8, 12 Total Characteristic Cost: -10 Movement: Running: 64m / 128m Swimming: 4m / 8m Leaping: 4m Cost Powers END Construction 0 1) Mixed Steel and Aluminum Construction: (Total: 0 Active Cost, 0 Real Cost) 0 9 2) Low Silhouette: Change Environment (-2 to Sight Group PER Rolls, -2 to Radar PER Rolls, Multiple Combat Effects), Reduced Endurance (0 END; +1/2) (22 Active Points); OIF Bulky (-1), No Range (-1/2) 0 Powerplant 4 1) Lycoming (Cord) L-Head V-8 4.7L: Endurance Reserve (10 END, 10 REC) Reserve: (11 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Real Gear; -1/4), 4 Continuing Charges lasting 1 Hour each (-0); REC: (8 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Real Gear; -1/4) Note: Supercharged to 190hp [4 cc] Mobility 25 1) Fast Wheeled Movement: (Total: 84 Active Cost, 25 Real Cost) Ground Movement +52m (64m total) (52 Active Points); OAF Bulky (4 Tires; Requires Multiple Foci or functions at reduced effectiveness; -1 1/4), Fuel Dependent (-3/4), Only On Appropriate Terrain (-1/2), Custom Modifier (Real Equipment; -1/4) (Real Cost: 14) plus +2 SPD (20 Active Points); OIF Bulky (-1), Linked (Ground Movement; -1/2), Custom Modifier (Real Equipment; -1/4) (Real Cost: 7) plus +6 DEX (12 Active Points); OIF Bulky (-1), Linked (Ground Movement; -1/2), Custom Modifier (Real Equipment; -1/4) (Real Cost: 4) 0 1 2) Improved Suspension: +1 with Combat Driving (2 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4) Note: fully independent suspension and adjustable shock absorbers 1 3) Standard Tires: +3 BODY (3 Active Points); Custom Modifier (Tires Only; -2), OAF Bulky (-1 1/2) -8 4) Ground Movement Only: Custom Power (-8 Active Points) 0 Electronics Systems Personnel Systems 9 1) Covered Driving Lights: +5 PER with Sight Group (10 Active Points); OIF Bulky (-1), Custom Modifier (Only in Darkness; -1/2) Note: (x2 number of items)Derived from Stinson Aircraft landing lights 0 1 2) Dash Padding and Impact Bumpers: Resistant Protection (4 PD) (6 Active Points); Custom Modifier (only to protect occupants from damage in collisions; -2), OIF Bulky Fragile (-1 1/4) 0 2 3) Heating And Airconditioning: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); OIF Bulky Fragile (-1 1/4) 0 Optional Equipment Talents 2 Bump Of Direction (3 Active Points); OIF Fragile (-3/4) Skills 1 +1 with Mechanics (2 Active Points); OIF Bulky (Reduces Vehicle to 1/2 DCV; -1 1/4), Custom Modifier (Real Equipment; -1/4) Total Powers & Skill Cost: 47 Total Cost: 37 200+ Disadvantages General Information 0 1) Crew Note: Seats 6 0 2) Weight in Tons Note: 2 tons 0 3) Top Speed Note: 115 0 4) Country of Origin Note: USA Actual Complications 15 1) Physical Limitation: Exposed suspension components result in it being easily damaged and harder to maintain (Infrequently; Greatly Impairing) 15 2) Physical Limitation: Gas Engine, vulnerable to fires if fuel system hit (Infrequently; Greatly Impairing) 15 3) Social Complication: One of a Kind Very Frequently, Major, Not Limiting In Some Cultures 15 4) Physical Complication: Poor Rear and Rear Side Visibility (Very Frequently; Barely Impairing) Note: split rear window, small shield shaped windows, no rear side windows 0 Experience Points Total Disadvantage Points: 37
  20. Re: Star Hero 6th Edition: my first take if somebody needs something specific I havent written up yet, just ask, I like to try and use at least 2 reference sources for converting real world vehicles, but otherwise I can work up just about anything, for 5th or 6th edition, heck, I still have my 4E books if somebody really wants something that old I really want to see more of a modular system, or at least a better definition of how much space and or power something takes up, Champions 2 had this, but for whatever reason these ideas among other things vanished, and not always for the good.
  21. Re: Star Hero 6th Edition: my first take I really really wish he actually would discuss it... that and vehicle design philosophy, although I like the vehicle design rules as they are for the most part, but if I had my druthers I would adopt some things that were in Champions 2 that got tossed out.
  22. just finished reading over the PDF, not bad... but once again the starship building section is mediocre at best. hopefully we will get more detail on construction in the upcoming Vehicles book, but its disapointing once again. I know that Steve and I very much disagree on design philosophies sadly. I prefer having more detail than less, and having more design rules. where we differ, at least by whats gone before. 1. using VPPs for sensors and weapons systems, I prefer defining things, MPs are fine, but using veeps gives too much flexibility, unless you want a Star Trek style.. I generally dont. 2. defining how much space a component takes, heres where I always liked how it was defined in Champions 2, or something akin to that, otherwise you end up with some really silly things, but if thats what you want... thats fine too. clearly defining things also makes it easier for folks moving over from say GURPS or Traveller, in that the record sheets are a lot simpler to read, I have been told by some folks that the MP system for weapons can be especially confusing or just hard to read. maybe its time to just homebrew my own alternative construction system
  23. Re: Theme Park Worlds this one was traveller specific, but could be easily fitted to most anything else, Jurassik Park style world, where a megacorp has been experimenting with raising dinos, and actually uplifting Utahraptors, and a T-Rex even... things got out of hand, and most of the population ended up dino chow. the Raptors could use small arms, but couldnt repair them or make more ammo, so they tended to be fancy clubs. they dropped an elevator car on a guy in battledress, it got messy, probably the scariest thing was the T-Rex in what amounted to plate barding.
  24. Re: 40K Space Marine Abilities its an impressive list of powers... when I found the complete list, I just had to stat it out... its an impressive list, but nothing is incredibly powerful, things do get a bit scarier when you talk about Grey Knights or chaplains etc
  25. Re: 40K Space Marine Abilities and some of the organs are implanted during the process of becoming a space marine, and removed at death if possible thanks to everybody for more ideas
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