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shadowcat1313

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Everything posted by shadowcat1313

  1. Re: How do I get started in making a cruiser sized ship? its going to depend on how much detail you want in your design... heres a rough order of how I build mine 1. choose hull size 2. add basic hull plating... 8 resistant PD and ED minimum 3. Add Power Plant, Secondary Power Plant, Emergency Batteries, I use the formula of 50% for secondary, 10% for emergency based on total END of Main powerplant 4. add Life Support and Internal Gravity 5. Add Weapons Systems 6. Add Defensive Systems 7. Add Sensors and Commo 8. Add Computer and Other Electronics 9. Add Bridge and Other Command Functions 10. Add Staterooms and Other Crew Facilities 11. Add Assorted Other Functions 11a. Add Cargo Space 12. Add Carried Craft I have left out some other stuff I use that are campaign specific 1a. Determine Hull Configuration, Streamlined or Unstreamlined
  2. Re: How to create alien language? I always thought you by combining Welsh and Hawaiian you could enough letters to make a proper language
  3. Re: How do I get started in making a cruiser sized ship? there really isnt a proper way to do staterooms in Hero I guess, a standard 2 person stateroom will take up 8 hexes of space, if you want to just ignore them and just figure it has the capacity for its crew... that works too
  4. Re: How do I get started in making a cruiser sized ship? Champions 2 HAD rules for mass/volume which got tossed... among other things... which I have never agreed with... they should have been left in or at least updated and kept as optional rules
  5. Re: How do I get started in making a cruiser sized ship? GURPS Traveller had the right idea with the modular design system, and it was used in the WW2 set also, I prefer large amounts of detail myself... and a lot of the basics are the same from system to system.. Traveller Displacement ton is defined as 13.5 cubic meters... call it 2 hero hexes GURPS Space uses Cubic feet and spaces/vsps, VSP ends up being half a displacement ton in Traveller or 1 Hero hex
  6. Re: How do I get started in making a cruiser sized ship? Teleportation 5m, Usable Simultaneously (up to 16 people at once; +1 1/4), MegaScale (1m = 10 lightyears; +4 1/2) (34 Active Points); OIF Immobile (-1 1/2), Requires A Roll (Skill roll; -1/2)
  7. Re: How do I get started in making a cruiser sized ship? the staterooms are completely optional,. as are most everything... one of the biggest problems I have always had with building starships in Star Hero is that there are no rules for how much volume/mass/crew etc anything takes, they had rules for this in Champions 2 way back when, but have since chose to ignore even talking about them... so its entirely up to you how you want to handle it. I have suggested that newer version of what rules were included there be included... but got nowhere.
  8. Re: How do I get started in making a cruiser sized ship? 1 per stateroom for command crew and senior officers, 2 otherwise
  9. Re: How do I get started in making a cruiser sized ship? I use Hero Designer, you can select size, we know the length in meters from the link you posted, otherwise its in the book, depending on if your using 5th edition rules or 6th. I prefer 5th myself, but this is written for 6th The Ultimate Vehicle has a formula for figuring flight etc and G ratings, part of this is borrowed from Traveller Hero, it has manuever drive ratings from 1- 6, in this case I cheated and rounded up starships have a minimum DEF rating of 8, to protect from assorted space junk etc. the weapon damage ratings I pulled off the top of my head... I use an ancient table from the Star Hero 2 draft that was never published that gave conversions on Megajouoles/explosive pounds.. etc, its not perfect, but it works for me.. I just threw together some rough figures on the fly this morning... as a draft idea also bear in mind... I am not really familiar with Robotech and its technology etc
  10. Re: How do I get started in making a cruiser sized ship? as far as the building process goes... I design the ship top to bottom in the order shown... this sequence is borrowed from High Guard for Traveller... but it doesnt borrow any further than how the design sequence goes in order
  11. Re: How do I get started in making a cruiser sized ship? hmm.... let me work on this... it will take a little time, I tend to use a lot of templates for things... Hero Designer saves a lot of time The Template is one I created that is modified from what I created originally to use for the Traveller Hero books. I kept the original format/layout from there I do a lot of things different from standard Hero though... so not everything may work for you. I will post a basic template later today
  12. Re: How do I get started in making a cruiser sized ship? ok... I cooked up a basic idea for this ship, based on whats in the page you linked, its not anywhere near complete yet, just a basic framework done my style SHIMAKAZE CLASS SD BATTLE CRUISER Val Char Cost Notes 24 Size 120 Length 512m, Width 256m, Height 256m, Volume 33,554,432m^3 Mass 1,677.7 kton, OCV +16, KB -24 130 STR 0 Lift 1677.7ktons; 26d6 18 DEX 0 39 BODY 0 3 SPD 0 Phases: 4, 8, 12 Total Characteristic Cost: 120 Movement: Running: 12m / 24m Swimming: 4m / 8m Leaping: 4m Flight: 60m / 120m Cost Powers END Construction 18 1) Basic Hull Plating: Resistant Protection (12 PD/12 ED), Hardened (+1/4) (45 Active Points); OIF Immobile (-1 1/2) 0 5 2) Internal Structure and Compartmentalization: (Total: 5 Active Cost, 5 Real Cost) +5 BODY (Real Cost: 5) Note: 2 Body per Subspace Drive Rating 0 Powerplant and Environmental Systems 80 1) RRG Mk.31 protoculture-fueled Reflex furnace: Endurance Reserve (240 END, 240 REC) Reserve: (220 Active Points); OIF Immobile (-1 1/2), Required Multiple Users (2 people; -1/4), 1 Continuing Charge lasting 1 Month (-0); REC: (160 Active Points); OIF Immobile (-1 1/2), Required Multiple Users (2 people; -1/4) [1 cc] 8 2) Ships Emergency Batteries: Endurance Reserve (24 END, 24 REC) Reserve: (22 Active Points); OIF Immobile (-1 1/2), Required Multiple Users (2 people; -1/4), 1 Continuing Charge lasting 1 Week (-0); REC: (16 Active Points); OIF Immobile (-1 1/2), Required Multiple Users (2 people; -1/4) [1 cc] 11 3) Ships Basic Life Support with backup LS system: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) Note: (x2 number of items) 2 4 4) Ships Environmental Systems: Custom Power (10 Active Points); OIF Immobile (-1 1/2) Note: HVAC, Sanitary, Lights, Gravity 1 Mobility 46 1) Tirol Engineering NET-23 fusion-plasma reaction thrusters: (Total: 91 Active Cost, 46 Real Cost) Flight 60m, Position Shift (65 Active Points); OIF Immobile (-1 1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Dangerous Exhaust; -1), Crew-Served (2 crew; -1/4) (Real Cost: 17) plus +8 DEX (Real Cost: 16) plus +1 SPD (10 Active Points); OIF Immobile (-1 1/2), Linked (???; Lesser Power can only be used when character uses greater Power at full value; -3/4), Crew-Served (2 people; -1/4) (Real Cost: 3) Note: (x4 number of items)2.5G Manuever Drive 0 -20 2) Only Flies: Custom Power (-20 Active Points) 0 Tactical Systems 257 1) RRG Synchro Cannon Mk.1A : Killing Attack - Ranged 20d6, MegaScale (1m = 10,000 km; +2) (900 Active Points); OIF Immobile (-1 1/2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1) 90 98 2) Bofors RL-45 twin Particle Beam Turret : Killing Attack - Ranged 12d6, Autofire (5 shots; +1/2) (270 Active Points); OIF Bulky (-1), Custom Modifier (Halve all values in atmosphere; -1/2), Beam (-1/4) 27 132 3) Mk. 410 heavy VL missile tube: Killing Attack - Ranged 8d6, Area Of Effect (8m Radius Explosion; +1/4), Increased Maximum Range (19,200m; +1) (330 Active Points); OIF Immobile (-1 1/2), 60 Charges (+1/2) [60] 75 4) RF-10T Point Defense turrets: Killing Attack - Ranged 6d6, Autofire (5 shots; +1/2) (135 Active Points); OIF Bulky (-1), Limited Arc Of Fire (180 degrees; -1/4) Note: (x5 number of items) 13 Defensive Systems 8 1) Shadow Cloaking Device: Invisibility to Sight, Radio and Hearing Groups (30 Active Points); OIF Immobile (-1 1/2), Costs END To Maintain (Full END Cost; -1/2), Only When Not Attacking (-1/2) 3 35 2) RF-10T Point Defense turrets: Deflection, Autofire (5 shots; +1 1/2) (50 Active Points); OIF Bulky (-1), Linked (RF-10T Point Defense turrets; -1/2) Note: (x5 number of items) 5 27 3) Armored Hull: Resistant Protection (18 PD/18 ED), Hardened (+1/4) (67 Active Points); OIF Immobile (-1 1/2) 0 Sensors and Commo 2 1) Computer Assisted Sensor Data Processing: +2 with Systems Operation (4 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) 1 3 2) Protoculture Detector: Detect A Single Thing 14-/19- (Unusual Group) (8 Active Points); OIF Immobile (-1 1/2) 0 59 3) Radar (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Tracking, MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (88 Active Points); Custom Modifier (affected as sight group as well as radio group; -1/2) 0 60 4) UV Perception (Sight Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Tracking, MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (60 Active Points) 0 4 5) Computerized Image Enhancement : +8 versus Range Modifier for Radar 0 40 6) Densitometer: Detect A Single Thing 9-/14- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, MegaScale (1" = 10,000 km; +1 1/4) (40 Active Points) 0 45 7) Neutrino Sensor: Detect A Single Thing 9-/14- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, MegaScale (1" = 100,000 km; +1 1/2) (45 Active Points) 0 15 8) Optical telescopes: +5 PER with Sight Group and HRRP 0 60 9) IR Perception (Sight Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Tracking, MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (60 Active Points) 0 67 10) Radio Perception/Transmission (Radio Group), +5 to PER Roll, Discriminatory, Analyze, Targeting, Tracking, MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (100 Active Points); Custom Modifier (affected as hearing group as well as radio group; -1/2) 0 Command and Control Systems 1 1) Computer Assisted Flight Controls: +2 with Combat Piloting (4 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) 1 3 2) Ships Internal Security Functions: Security Systems 11- (7 Active Points); OIF Bulky (-1) 14 3) Ships Internal Monitors: Clairsentience (Sight, Hearing And Smell/Taste Groups), 4 Perception Points (50 Active Points); OIF Immobile (-1 1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), No Range (-1/2) 5 2 4) Ships Administrative Functions: +2 with Bureaucratics (4 Active Points); OIF Bulky (-1) 1 5) Food Supplies: Life Support (Eating: Character does not eat) (3 Active Points); OIF Bulky (-1), 16 Continuing Charges lasting 1 Month each (Easily Replaced From Source Outside Of Vehicle; -0) [16 cc] Personnel Systems 6 1) Staterooms: Life Support (Sleeping: Character does not sleep) (3 Active Points); OIF Bulky (-1) Note: (x2 number of items)1 per ships officer, other crew are 2 per stateroom 0 0 2) Standard Cargo Hold: Custom Power 0 6 3) Sick Bay: (Total: 6 Active Cost, 6 Real Cost) +2 with Paramedics (Real Cost: 4) plus +2 with SS: Medicine (Real Cost: 2) 0 1 4) Ships Galley: +2 with KS: Food Preperation (2 Active Points); OIF Immobile (-1 1/2) 4 5) Basic Workshop: (Total: 4 Active Cost, 4 Real Cost) +1 with Electronics (Real Cost: 2) plus +1 with Mechanics (Real Cost: 2) 0 Carried Craft Note: * 24 VF/A-6 Alphas/VQ-6S ASAVANs(*) in the main launch bay, * 12 VF/B-9 Betas or other mecha in the secondary hangars, * 2 RC-4 Rabbit light personnel and cargo shuttles. Talents 3 Speed Reading (x100) (6 Active Points); OIF Bulky (-1) Skills Ships Computer 2 1) KS: General Knowledge Database (4 Active Points); OIF Bulky (-1) 11- 6 2) Navigation 14- (13 Active Points); OIF Bulky (-1) 2 3) KS: Planetary Laws and Customs Database (4 Active Points); OIF Bulky (-1) 11- 1 4) KS: Vessel Identification Database (2 Active Points); OIF Bulky (-1) 9- 3 5) KS: Known Stars Database (7 Active Points); OIF Bulky (-1) 14- Total Powers & Skill Cost: 1194 Total Cost: 1314 200+ Disadvantages 10 Distinctive Features: Starship (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 1114 Experience Points Total Disadvantage Points: 1314
  13. Re: How do I get started in making a cruiser sized ship? ok, just looking over the basics, its a size 24 vehicle based on overall length
  14. Re: Super Transportation since your in Detroit... you could go with Terrible Swift Ford
  15. Re: Barring weaponry, what's in a slightly futuristic [30+ years] APC? coming into this thread way late... been snowed in while out of town on assignment for work, and just got a chance to catch up on things tonight. couple of questions/ideas come to mind. 1. what about a flexible chassis tracked vehicle? the swedish BVS series and the ancient Gamma Goat come to mind as examples 2. for power, I figure on a multifuel turbine or plasma turbine unit. possibly with an auxilary electric drive unit
  16. Re: Yet another D&D to Fantasy HERO conversion some interesting ideas... its going to work really well for a lot of folks who dont want the amount of detail of conversion thats been done previously, I will probably use a bit of both. I think Killer Shrikes High Fantasy Hero site is an exceptional reference too
  17. Re: Building a STL drive compound/power one of my all time favorite concepts for STL drives is still the Orion/Daedalus Nuclear Pulse Drive, using focused nuclear explosions to provide your thrust
  18. Re: Building a STL drive compound/power if you want 3D space combat... look at Attack Vector Tactical and the other games from Ad Astra, Marc Miller and Ken Burnside and I discussed some ideas for a 3D version of High Guard.... and decided it was mostly unworkable
  19. Re: A star hero movie list 50s: The Day the Earth Stood Still, Plan 9 from Outer Space, Amazing Colossal Man 60s: Soylent Green 70s: Silent Running, Zardoz, Logans Run, Deathrace 2000, Rollerball, Flesh Gordon is pushing things... but its just so BAAAAAAAAAAAAAAAD, Rocky Horror Picture Show 80s: It Came From Hollywood... 90 minutes of MST3K style Narrated clips with an all star cast... over 100 bad movies with a complete list of clips in the closing credits next category: Giant Monster Movies: Deadly Mantis, Them, Tarantula, Beast from 20,000 Fathoms, Food of the Gods, The Thing. but some of less than halfway decent and irrelevant movies are the best
  20. Re: Your favorite SF gear. --I believe the Fusion Gun Man Portable is just about the most firepower one person can carry in any SF game I've seen the FGMP was a great close range can opener, but... past half range your better off with a 40mm HEAP Grenade, better penetration, about equal accuracy... and 2 shots per turn vs one on the FGMP, and it doesnt lose damage or penetration due to the range its also a lot easier to maintain the GL. in my Traveller Universe, Battledress squads are issued with 1 man portable AUTO-GL per squad, the weapon is fitted with a 100 round backpack feed. due to the weight and bulk its limited to Battledress troops only. although you could tripod mount it I suppose
  21. Re: A star hero movie list Lets Start a category for bad Star Hero Movies Darkstar Battle Beyond the Stars Ice Pirates Flesh Gordon Starship Troopers
  22. Re: Astronomy Pic of the day: 2 Million Galaxies I didnt see home, but I did see my lost luggage
  23. neat picture http://antwrp.gsfc.nasa.gov/apod/image/1012/milliongalaxies_2mass_big.jpg
  24. Re: Your favorite SF gear. Weapons Systems: Gauss Shotgun Memory Plastic Knives Neural Whip Non Weapon Goodies: Multi-Sensor Goggles/Visor/Glasses Commdots Grav Belt
  25. Re: Funny locations for a Dark Champions game? there are enough real town names out there you could tinker with for all kinds of scenarios and thats assuming we keep them reasonably clean... you have to wonder about some names, like Intercourse PA, or Dildo Nova Scotia
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