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shadowcat1313

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Everything posted by shadowcat1313

  1. X-Wing Fighter Val Char Cost Notes 10 Size 50 Length 10.08", Width 5.04", Area 50.8" Mass 102.4 ton KB -10 60 STR 0 Lift 102.4tons; 12d6 23 DEX 39 OCV 8 DCV 2 30 BODY 10 10 DEF 24 5 SPD 0 Phases: 3, 5, 8, 10, 12 Total Characteristic Cost: 109 Movement: Leaping: 0" Flight: 30" / 120" Cost Powers END 93 Proton Torpedoes: RKA 9d6, Autofire (2 shots; +1/4), Armor Piercing (+1/2), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down (+1/4) (371 Active Points); OIF Immobile (-1 1/2), Limited Arc Of Fire (60 degrees; Only on same horizontal level; -3/4), 6 Charges (-3/4) 69 Quad Linked Laser Cannons: RKA 6 1/2d6, Autofire (5 shots; +1/2), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down (+1/4) (275 Active Points); OIF Immobile (-1 1/2), Limited Arc Of Fire (60 degrees; Only on same horizontal level; -3/4), Custom Modifier (Frequent maintenance of barrel assemblies required; -1/2), Beam (-1/4) 27 45 Ion Manuever Drive: (Total: 90 Active Cost, 45 Real Cost) Flight 30", Position Shift, x4 Noncombat (70 Active Points); OIF Immobile (-1 1/2), Cannot Move Backwards (-1/4) (Real Cost: 25) plus +2 SPD (Real Cost: 20) 0 20 Deflector Screens: FF (25 PD/25 ED) (Protect Carried Items) (60 Active Points); OIF Immobile (-1 1/2), Ablative BODY Only (-1/2) 6 60 Endurance Reserve (250 END, 50 REC) Reserve: (75 Active Points); OIF Immobile (-1 1/2) 0 6 Hyperdrive: Faster-Than-Light Travel (3 Light Years/day) (30 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Requires A Skill Roll (-1/2), Custom Modifier (cannot be used inside a gravity field; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) 3 6 LS (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) 2 17 Radar (Radio Group), +5 to PER Roll, Increased Arc Of Perception (360 Degrees), Transmit, MegaScale (1" = 1,000 km; +1), Can Be Scaled Down (+1/4) (61 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2) 6 7 Radio Perception/Transmission (Radio Group), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down (+1/4) (22 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) 2 Skills 4 Navigation (Air, Hyperspace, Space) 12- (10 Active Points); IIF Immobile (Navigation Computer; -1 1/4) 3 Combat Piloting 14- 2 TF: Single type of piloted vehicle 7 +4 with Ranged Combat (20 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) 10 +6 with a group of similar Skills (30 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) Note: Flight manuevers, turn mode, general piloting rolls 7 Tactics 11- 3 Teamwork 14- Total Powers & Skill Cost: 359 Total Cost: 468 200+ Disadvantages 20 Reputation: Rebel Starfighter, 14- (Extreme) 10 Physical Limitation: No ground movement (Frequently; Slightly Impairing) 238 Experience Points Total Disadvantage Points: 468
  2. Re: Anyone here have a space fighter with stats I can "steal"? (6th Edition) I found a copy of the Colonial Marine tech book at a used bookstore cheap, gonna at least port the dropship over
  3. Re: Anyone here have a space fighter with stats I can "steal"? (6th Edition) ok... gimme the weekend, will cook up something, I prefer 5E to be honest, and have stats for a 5E X-Wing at least theres a Starfury conversion over at starherofandom.com but its also 5E and its not mine, Eodins iirc
  4. and now for something a little different German Armored Trains Val Char Cost Notes 9 Size 45 Length 8", Width 4", Area 32" Mass 51.2 ton KB -9 55/80 STR 0 Lift 51.2tons/1.6ktons; 11d6/16d6 10 DEX 0 OCV 3 DCV -3 21 BODY 1 14 DEF 0 2 SPD 0 Phases: 6, 12 Total Characteristic Cost: 44 Movement: Running: 20" / 80" Leaping: 0" Gliding: 172" / 44032" Cost Powers END Construction 7 1) +3 DEF (9 Active Points); Limited Coverage (not on parts of cab; -1/4) 4 2) Hardened Steel: (Total: 4 Active Cost, 4 Real Cost) +1 BODY (Real Cost: 1) plus +1 DEF (Real Cost: 3) 0 1 3) 60 Degree Sloped Armor: +1 DEF (3 Active Points); OIF Bulky (-1), Custom Modifier (only vs physical projectiles; -1/2), Limited Coverage Nearly 360 Degrees (Hull/Frame Only; Only on the same horizontal Level; -1/2), Activation Roll 14- (-1/2), Real Armor (-1/4) 9 4) Armor Resistant to Small Arms Fire: +7 DEF, Hardened (+1/4) (26 Active Points); OIF Bulky (-1), Ablative BODY Only (-1/2), Real Armor (-1/4) Propulsion 6 1) Steam-Powered Wheeled Vehicle: Ground Movement +14" (20" total), x4 Noncombat (33 Active Points); OAF (spoked metal wheels; -1 1/2), Restricted Path (-1), Limited Maneuverability (-1), Extra Time (1 Minute, Only to activate, -3/4), 1 Continuing Fuel Charge lasting 3 Hours (easily-obtained fuel; -0) 3 2) Solid Metal Wheels: +4 DEF (12 Active Points); Limited Coverage (wheels only; -2), OAF Bulky (-1 1/2) 1 3) Solid Metal Wheels: +4 BODY (4 Active Points); Limited Coverage (wheels only; -2), OAF Bulky (-1 1/2) 4 4) Eight Wheels: +4 wheels (total of 8) (4 Active Points) 0 8 5) Strong Tower: +25 STR (25 Active Points); Only To Tow Passenger/Freight Cars (-2) 2 0 6) Ground Vehicle: Swimming -2" (already figured) 0 Other Equipment 9 1) Headlight of an oncoming Train: Sight Group Images Increased Size (16" radius; +1) (32" Cone; +0), +/-2 to PER Rolls (32 Active Points); OAF Bulky (-1 1/2), Only To Create Light (-1) 3 8 2) Hear that Lonesome Whistle Blow: Hearing Group Images Increased Size (16" radius; +1), +/-5 to PER Rolls (40 Active Points); OAF Bulky (-1 1/2), Set Effect (-1), Custom Modifier (only to create a train whistle; -1), Gestures (-1/4), Real Weapon (-1/4) 4 5 3) Public Address System: Hearing Group Images 1" radius, +/-3 to PER Rolls, Reduced Endurance (0 END; +1/2) (21 Active Points); OAF Bulky (-1 1/2), Set Effect (only amplifies what's said into it; -1), No Range (-1/2) 0 12 4) Cow Catcher: Area Of Effect (up to One Hex; +1/2) for up to 35 Active Points of STR, Reduced Endurance (0 END; +1/2) (25 Active Points); Only To Push Things From The Front (-1) 0 4 5) Radio Perception/Transmission (Radio Group) (10 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4) 0 Train Options 10 1) Passenger Car: Gliding 42", x8 Noncombat (52 Active Points); OAF Bulky (solid metal wheels; -1 1/2), Restricted Path (-1), Limited Maneuverability (-1), Towed (-1/2) 0 60 2) BP-35A Machine Gun Car: (Total: 141 Active Cost, 60 Real Cost) Gliding 26", x4 Noncombat (31 Active Points); OAF Bulky (solid metal wheels; -1 1/2), Restricted Path (-1), Limited Maneuverability (-1), Towed (-1/2) (Real Cost: 6) plus RKA 2 1/2d6, +1 Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2) (110 Active Points); OIF Bulky (-1), Real Weapon (-1/4), 1368 Charges (+1) (Real Cost: 54) [1368] 108 3) BP-35B Cannon Car: (Total: 261 Active Cost, 108 Real Cost) Gliding 26", x4 Noncombat (31 Active Points); OAF Bulky (solid metal wheels; -1 1/2), Restricted Path (-1), Limited Maneuverability (-1), Towed (-1/2) (Real Cost: 6) plus RKA 7 1/2d6, +1 Increased STUN Multiplier (+1/4), Indirect (Same origin, any direction; can be arced over some intervening obstacles; +1/2) (230 Active Points); OIF Bulky (-1), Real Weapon (-1/4), 32 Charges (+1/4) (Real Cost: 102) [32] 78 4) BP-43 Flak Car: (Total: 181 Active Cost, 78 Real Cost) Gliding 26", x4 Noncombat (31 Active Points); OAF Bulky (solid metal wheels; -1 1/2), Restricted Path (-1), Limited Maneuverability (-1), Towed (-1/2) (Real Cost: 6) plus Killing Attack - Ranged 4d6, +1 Increased STUN Multiplier (+1/4), Autofire (3 shots; +1/4), Increased Maximum Range (3,375"; +1/4) (150 Active Points); OIF Bulky (-1), Real Weapon (-1/4), 80 Charges (+3/4) (Real Cost: 72) [80] 118 5) BP-44 Artillery Car: (Total: 261 Active Cost, 118 Real Cost) Gliding 26", x4 Noncombat (31 Active Points); OAF Bulky (solid metal wheels; -1 1/2), Restricted Path (-1), Limited Maneuverability (-1), Towed (-1/2) (Real Cost: 6) plus RKA 7 1/2d6, +1 Increased STUN Multiplier (+1/4), Indirect (Same origin, any direction; can be arced over some intervening obstacles; +1/2) (230 Active Points); OIF Bulky (-1), Real Weapon (-1/4), 32 Charges (+1/4) (Real Cost: 112) [32] 86 6) BP-45 Tank Destroyer Car: (Total: 205 Active Cost, 86 Real Cost) Gliding 26", x4 Noncombat (31 Active Points); OAF Bulky (solid metal wheels; -1 1/2), Restricted Path (-1), Limited Maneuverability (-1), Towed (-1/2) (Real Cost: 6) plus Killing Attack - Ranged 5d6, +1 Increased STUN Multiplier (+1/4), Indirect (Same origin, always fired away from attacker; +1/4) (169 Active Points); OIF Bulky (-1), Real Weapon (-1/4), 87 Charges (+3/4) (Real Cost: 75) plus +2 with any single attack with one specific weapon (Real Cost: 2) plus Penalty Skill Levels: +2 vs. Range Modifier with a single attack (Real Cost: 3) [87] Skills 2 +2 with Mechanics (4 Active Points); OIF Bulky (Reduces Vehicle to 1/2 DCV; -1 1/4), Custom Modifier (Real Equipment; -1/4) Total Powers & Skill Cost: 543 Total Cost: 587 63+ Disadvantages 10 Susceptibility: to speeds above 40 miles per hour (42" per phase) 1d6 damage per Phase (Uncommon; Damage Taken Only On 11-) 20 Physical Limitation: Ground movement on rails only (All the Time; Greatly Impairing) 15 Social Limitation: subject to orders and scheduling delays (Very Frequently; Major; Not Limiting In Some Cultures) 479 Experience Points Total Disadvantage Points: 587
  5. Re: Build a Pleasure Planet Jurassic Park type world... megacorp that owns the world has a genetic engineering division, and made the mistake of trying to uplift Utahraptors and a T-Rex
  6. the first modern battleship, and my first 6E vehicle post HMS Dreadnought BB Val Char Cost Notes 19 Size 95 Length 161.27m, Width 80.63m, Height 80.63m, Volume 1,048,576m^3 Mass 52.4 kton, OCV +12, KB -19 105 STR 0 Lift 52.4ktons; 21d6 14 DEX 0 55 BODY 0 3 SPD 0 Phases: 4, 8, 12 Total Characteristic Cost: 98 Movement: Swimming: 12m / 24m Cost Powers END Construction 1 1) Hardened Steel: (Total: 1 Active Cost, 1 Real Cost) +1 BODY (Real Cost: 1) 0 6 2) Basic Hull Plating: Resistant Protection (4 PD/4 ED), Hardened (+1/4) (15 Active Points); OIF Immobile (-1 1/2) 0 25 3) Displacement Tonnage: +25 BODY Powerplant 4 1) Ships Generators: Endurance Reserve (10 END, 10 REC) Reserve: (11 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Gear; -1/4), 1 Continuing Charge lasting 1 Week (-0); REC: (8 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Gear; -1/4) [1 cc] 4 2) +1 SPD (10 Active Points); OIF Immobile (-1 1/2) 3 3) +4 DEX (8 Active Points); OIF Immobile (-1 1/2) 8 4) +4 DCV (20 Active Points); OIF Immobile (-1 1/2) -12 5) No Ground Movement, only swims: Custom Power (-12 Active Points) 0 Mobility 1 1) Propeller-Driven Vessel: Swimming +8m (12m total) (4 Active Points); Extra Time (6 Hours, Only to Activate, -1 3/4), Surface Only (-1), Side Effect (propeller does KA 2d6 to anyone coming in contact with bottom stern of vehicle, occurs automatically, only affects environment around vehicle; -3/4), Limited Maneuverability (-3/4), Crew-Served ([3-4] people; -1/2), 1 Continuing Fuel Charge lasting 1 Week (easily-obtained fuel; -0) 35 2) Large Boat's Anchor: +100 STR, Reduced Endurance (0 END; +1/2) (150 Active Points); Partial Coverage (-2), OIF Bulky (-1), Custom Modifier (Real Gear; -1/4) 2 3) Heavy Anchor Chain: +10 BODY (10 Active Points); Partial Coverage (-2), OIF Bulky (-1), Custom Modifier (Real Gear; -1/4) Tactical Systems 100 1) Twin 12" Turret: Killing Attack - Ranged 7 1/2d6, Armor Piercing (+1/4), +1 Increased STUN Multiplier (+1/4), Autofire (2 shots; +1/4), Increased Maximum Range (18,400m; +1) (402 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Minute, -1 1/2), Side Effects (Wing Turrets do 2D6 to superstructure if fired within 1 degree of centerline; -1/2), Limited Arc Of Fire (180 degrees; -1/4), 160 Charges (+3/4) Note: (x5 number of items) [160] 125 2) Single Open Mount 12 Pounder gun: Killing Attack - Ranged 6 1/2d6, +1 Increased STUN Multiplier (+1/4), Autofire (3 shots; +1/4), Increased Maximum Range (8,000m; +3/4) (325 Active Points); OAF Bulky (-1 1/2), Required Multiple Users ([3-4] people; -1/2), Limited Arc Of Fire (180 degrees; -1/4), 300 Charges (+1) Note: (x27 number of items) [300] 84 3) 450mm Type B Torpedo: Killing Attack - Ranged 6d6, Area Of Effect Nonselective (1m Radius Explosion; +1/4), Increased Maximum Range (7,200m; +3/4), Autofire (5 shots; +1 1/2) (315 Active Points); 4 clips of 5 Charges (Increased Reloading Time: 5 Minutes; -1 1/2), Limited Arc Of Fire (180 degrees; Only on same horizontal level; -1/2), Cannot Use Targeting (-1/2), Inaccurate (1/2 OCV; -1/4) [5] 70 4) 6 Pound Hotchkiss QF Gun: Killing Attack - Ranged 4 1/2d6, +1 Increased STUN Multiplier (+1/4), Increased Maximum Range (1,400m; +1/4), Autofire (5 shots; +1/2) (210 Active Points); OAF Immobile (-2), Limited Arc Of Fire (180 degrees; -1/4), 250 Charges (+1) Note: (x2 number of items) [250] Defensive Systems 10 1) Laying Smoke: Darkness to Sight Group 12m long and 2m wide Line (30 Active Points); OIF Immobile (-1 1/2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1) 4 54 2) Hull Armor: Resistant Protection (36 PD/36 ED), Hardened (+1/4) (135 Active Points); OIF Immobile (-1 1/2) 0 5 3) Internal bulkteads and watertight compartments: Physical Damage Reduction, Resistant, 25% (15 Active Points); Custom Modifier (Below the waterline only; -1), Custom Modifier (only vs flooding damage and effects; -1) 0 Sensors and Commo 2 1) Long Range Optics: +3 PER with Sight Group (6 Active Points); OIF Immobile (-1 1/2) 0 14 2) Searchlights: Sight Group Images, Area Of Effect (8m Cone; +1/4) (12 Active Points); OIF Bulky (-1), Only To Create Light (-1), Limited Arc Of Fire (180 degrees; -1/4) Note: (x4 number of items) 1 5 3) Basic Vehicle Radios: High Range Radio Perception (Radio Group) (12 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4) 0 Command and Control 1 1) Bridge and Helm: +2 with Combat Piloting (4 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2), Custom Modifier (Real Gear; -1/4) 1 3 2) Dumaresq mechanical computer and electrically transmitted to Vickers range clocks : +1 with Ranged Combat (8 Active Points); OIF Immobile Fragile (-1 3/4) 1 3) Ships Navigation Section: +2 with Navigation (4 Active Points); OIF Immobile Fragile (-1 3/4) 2 4) Ships Signals Section: +2 with Systems Operation (4 Active Points); OIF Immobile (-1 1/2) 1 5) Signal Flags and Lamps: +2 with Teamwork (4 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4) 4 6) Emergency Damage Control Parties: Healing BODY 2d6 (20 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Minute, -1 1/2), Requires A Roll (Skill roll; -1/2) 2 Personnel Systems 2 1) Ships Sick Bay: +2 with Paramedics (4 Active Points); OIF Immobile (-1 1/2) 2 2) Ships Admin Departments: +2 with Bureaucratics (4 Active Points); OIF Immobile (-1 1/2) 2 3) Ships Armory: +2 with Weaponsmith (Firearms) (6 Active Points); OIF Immobile (-1 1/2) 2 4) Ships Machine Shop: +2 with Mechanics (4 Active Points); OIF Immobile (-1 1/2) Other Equipment 29 1) Fire Suppression System: Dispel Fire Powers 12d6, (+2) (108 Active Points); 2 Charges (-1 1/2), OIF Bulky (-1), Custom Modifier (Real equipment; -1/4) [2] Optional Equipment Weapons Options Carried Craft Talents 2 Absolute Time Sense (3 Active Points); OIF Fragile (-3/4) 1 Absolute Range Sense (3 Active Points); OIF Immobile (-1 1/2) Total Powers & Skill Cost: 598 Total Cost: 696 200+ Disadvantages General Information 0 1) Weight in Displacement Tons Note: 18,120 0 2) Top Speed Note: 21 0 3) Propulsion Note: Coal Fired Steam Turbine 0 4) Range Note: 6,620 nautical miles (12,260 km; 7,620 mi) at 10 knots (19 km/h; 12 mph) 0 5) Crew Note: 810 0 6) Country of Origin Note: Great Britain 0 7) Date In Service Note: 1906 0 8) Intended Usage Note: First of a new type of Battleships that would change the world Armor Layout 0 1) Turret Armor Note: 3–12 in (76–305 mm) 0 2) Belt Armor Note: 4–11 in (102–279 mm) 0 3) Deck Armor Note: .75–3 in (19–76 mm) 0 4) Superstructure Armor Note: 11 in (279 mm) Actual Complications 15 1) Distinctive Features: RN Warship (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 25 2) Physical Complication: placement of her foremast behind the forward funnel put the spotting top right in the plume of hot exhaust gases, much to the detriment of her fighting ability (Very Frequently; Greatly Impairing) 15 3) Physical Complication: Poor Officer Accomodations (Very Frequently; Barely Impairing) Note: Officers were customarily housed aft, but Dreadnought reversed the old arrangement, so that the officers were closer to their action stations. This was very unpopular with the officers, not least because they were now berthed near the noisy auxiliary machinery while the turbines made the rear of the ship much quieter than they had been in earlier steamships. This arrangement lasted among the British dreadnoughts until the King George V class of 1910 496 Experience Points Total Disadvantage Points: 696
  7. Re: Post-Apocalyptic Song Inspiration whoops, Truck Stop at the End of the World...
  8. Re: Post-Apocalyptic Song Inspiration find a copy of Truck Stop at the end of Universe by Commander Cody and his Lost Planet Airmen
  9. http://www.liveinternet.ru/community/weapons_dells/post62710709/
  10. Re: [Traveller Hero] What was it exactly? hmm.. it was posted at starherofandom for a quite a while, so you might try archive.org it was also posted at freelancetraveller at one point, but it was lost in a system crash there
  11. Re: [Traveller Hero] What was it exactly? if you have questions about how specific was handled either Eodin or myself can help with those
  12. Re: [Traveller Hero] What was it exactly? keep an eye on e-bay or Amazon there might be copies show up there theres also an older version from before publication that was more of a preview
  13. Re: [Traveller Hero] What was it exactly? Traveller Hero was mostly a conversion of Classic Traveller, with some elments of Megatraveller and New Era thrown in. we really didnt add anything new or take much out that I remember, although characters dying during creation is now optional ,
  14. Re: Traveller Hero printed books: Redux alas I am now out of the sets, the last set is going off to finland iirc
  15. Re: Five Creatures That Prove Life Could Exist On Other Planets (Or In Space) does the Platypus count? or is it just proof the gods have a sense of humor?
  16. a really interesting but failed Russian between the wars aircraft project Kalinin K-7 Val Char Cost Notes 11 Size 55 Length 12.7", Width 6.35", Area 80.63" Mass 204.8 ton KB -11 65 STR 0 Lift 204.8tons; 13d6 10 DEX 0 OCV 3 DCV -4 23 BODY 1 3 DEF 3 4 SPD 20 Phases: 3, 6, 9, 12 Total Characteristic Cost: 71 Movement: Running: 3" / 6" Leaping: 0" Flight: 24" / 192" Cost Powers END Construction 0 1) Payload Capacity: +0 STR; OIF Bulky (-1), Linked (7× Mikulin AM-34F V-12 piston engines,; powerplant and airframe; -1/2) 1 2) KhMA chrome-molybdenum steel: (Total: 1 Active Cost, 1 Real Cost) +1 BODY (Real Cost: 1) 0 Flight Systems 10 1) 7× Mikulin AM-34F V-12 piston engines,: Flight 24", x8 Noncombat (58 Active Points); Takeoff/Landing (-1), OIF Bulky (-1), Extra Time (5 Minutes, Only to Activate, -1), Fuel Dependent (fuel is Very Common; must refuel Once per Hour; -1), Stall Velocity (19"; -1/4), Custom Modifier (Real Gear; -1/4), Difficult to Operate (-1/4), Crew-Served (2 people; -1/4) Note: Sources differ, some say it had 7 engines, others say 8 0 Tactical Systems Defensive Systems Sensors 4 1) Basic Aircraft Radios: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4), Custom Modifier (Aircraft must have power; -1/4) 0 Personnel Systems 2 1) Cockpit Systems: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); OIF Bulky (-1), Custom Modifier (Real Gear; -1/4), Custom Modifier (Aircraft must have power; -1/4), 1 Continuing Charge lasting 6 Hours (-0) [1 cc] 1 2) +2 with Onboard Darkroom: Photography (2 Active Points); OIF Bulky Fragile (-1 1/4) Equipment Options Weapons Options 53 1) 20mm Cannon : RKA 4d6, +1 Increased STUN Multiplier (+1/4) (105 Active Points); OIF Bulky (-1), Limited Arc Of Fire (180 degrees; Only on same horizontal level; -1/2), Real Weapon (-1/4), 60 Charges (+1/2) Note: (x8 number of items) [60] 50 2) 7.62mm Machine Guns (Wing-Mounted): RKA 2d6+1, +1 Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2) (96 Active Points); OIF Bulky (-1), Limited Arc Of Fire (180 degrees; Only on same horizontal level; -1/2), Real Weapon (-1/4), 250 Charges (+1) Note: (x8 number of items) [250] 21 3) 250-Pound Bomb: RKA 3d6-1, Explosion (+1/2) (70 Active Points); OAF Bulky (externally-mounted bomb; -1 1/2), Dropped (-1/2), Real Weapon (-1/4), 24 Charges (+1/4) [24] Talents 1 Absolute Range Sense (3 Active Points); OIF Bulky (-1), Custom Modifier (Real Gear; -1/4) 1 Bump Of Direction (3 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4) Skills 1 +1 with Combat Piloting (2 Active Points); OIF Bulky (-1), Custom Modifier (real gear; -1/4), Custom Modifier (Aircraft must have power; -1/4) 2 +1 with Ranged Combat (5 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4) 1 +1 with Mechanics (2 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4) Total Powers & Skill Cost: 148 Total Cost: 219 200+ Disadvantages LIMITATIONS AND DISADVANTAGES 25 1) Distinctive Features: Warplane (Not Concealable; Extreme Reaction [fear]) 20 2) Physical Limitation: Fixed Landing Gear (All the Time; Greatly Impairing) 20 3) Physical Limitation: Serious Engine Vibrations (All the Time; Greatly Impairing) PERFORMANCE SPECIFICATIONS 0 1) Date Entered Service Note: Early 1930s 0 2) Type and Purpose Note: Experimental Heavy Aircraft 0 3) Top Speed in MPH Note: 140 0 4) Maximum Combat Radius in Miles Note: External fuel tanks allowed 2,400km flight with 6,000kg bombs. 0 5) Service Ceiling in Feet Note: 4,000 m (13,123 ft) 0 6) Maximum Payload Note: 11 crew and up to 120 passengers in civilian configurationOther military modification could carry 112 fully equipped paratroopers. Opportunities to carry 8,4tons tank or other parachute dropable equipment between main gears was also under study. Design Notes 0 1) Development History Note: K-7 first flew on 11 August 1933. Then on 21 November 1933 the aircraft crashed due to structural failure of one of the tail booms, killing 14 people aboard and one on the ground. Although two more prototypes were ordered in 1933, the project was canceled in 1935 before they could be completed. 0 2) Civilian Crew Configuration Note: A nacell was proturbed from the leading edge, with cockpit for two pilots, navigator, radio-navigator and chief mechanic. Seven more crew members were located in other sections of aircraft and communicated by internal telephone. K-7 was designed as a multipurpose civil and military aircraft. One of passenger options was developed to carry 128 passengers up to 5,000km. Other design - "luxe" - supposed to arrange 16 luxirily cabins for 64 passengers. Aircraft supposed to have a comfortable club-room, snack-bar and kitchen. This was the first aircraft design allowing mechanics in-flight access to running engines. 0 Experience Points Total Disadvantage Points: 219 http://www.ctrl-c.liu.se/misc/ram/k7giant.html http://hobbyport.ru/avia/k_7.htm there are some really nice hypoethetical 3D pics of this beast out there also
  17. heres a good what if for you the never built follow on to the Iowa class BB never type posts when half awake BB-67 Montana Val Char Cost Notes 22 Size 110 Length 161.27", Width 80.63", Area 13,003.99" Mass 419.4 kton KB -22 120 STR 0 Lift 419.4ktons; 24d6 11 DEX 3 OCV 4 DCV -10 77 BODY 4 8 DEF 15 3 SPD 9 Phases: 4, 8, 12 Total Characteristic Cost: 129 Movement: Swimming: 8" / 32" Leaping: 0" Cost Powers END Construction 4 1) Hardened Steel: (Total: 4 Active Cost, 4 Real Cost) +1 BODY (Real Cost: 1) plus +1 DEF (Real Cost: 3) 0 9 2) Anti Torpedo Bulges: Physical Damage Reduction, Resistant, 50% (30 Active Points); OIF Bulky (-1), Custom Modifier (Below Waterline, reduces damage from torpedoes and mines; -1), Real Armor (-1/4) 0 5 3) Basic Hull Plating: +4 DEF (12 Active Points); Custom Modifier (Actual Coverage varies by Location; -1), Ablative BODY Only (-1/2) 40 4) Displacement Tonnage: +40 BODY Propulsion Systems 3 1) Steam Powered: Swimming +6" (8" total) (x4 Noncombat) (11 Active Points); Extra Time (6 Hours, Only to Activate, -1 3/4), Custom Modifier (Half Standard Acceleration Rate; -1/2), Turn Mode (-1/4) 13 2) Ships Generators: Endurance Reserve (32 END, 32 REC) Reserve: (36 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Gear; -1/4), 1 Continuing Charge lasting 1 Week (-0); REC: (32 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Gear; -1/4) [1 cc] 0 3) Water Vehicle: Ground Movement -6" (already figured in) 0 35 4) Large Boat's Anchor: +100 STR, Reduced Endurance (0 END; +1/2) (150 Active Points); Partial Coverage (-2), OIF Bulky (-1), Custom Modifier (Real Gear; -1/4) 2 5) Heavy Anchor Chain: +10 BODY (10 Active Points); Partial Coverage (-2), OIF Bulky (-1), Custom Modifier (Real Gear; -1/4) Tactical Systems 137 1) 406mm L50 Triple Turret: Killing Attack - Ranged 8d6, +1 Increased STUN Multiplier (+1/4), MegaScale (1" = 1 km; 20 Miles Max Range; +1/4), Explosion (+1/2), Variable Advantage (+1/2 Advantages; Limited Group of Advantages; AP, HE, Semi-AP; +3/4), Autofire (3 shots; +1 1/4) (570 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky (-1), Crew-Served ([5-8] people; -3/4), Inaccurate 1/2 OCV (-1/4), Real Weapon (-1/4), 120 Charges (+3/4) Note: (x4 number of items)2 Turrrets Forward, 2 Aft [120] 31 2) Twin 21" Torpedo: Killing Attack - Ranged 5d6, MegaScale (1" = 1 km; +1/4), Armor Piercing (+1/2) (131 Active Points); OAF Bulky (-1 1/2), 2 Charges (-1 1/2), Inaccurate 1/2 OCV (-1/4) [2] 107 3) Twin 127mm Deck Guns: RKA 8d6, Autofire (2 shots; +1/4), Indirect (can be arced over some intervening obstacles; +1/4), +1 Increased STUN Multiplier (+1/4), Increased Maximum Range (41,250"; 9,650", or about 12 miles; +1/2) (390 Active Points); Extra Time (1 Minute, -1 1/2), OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4), 1500 Charges (+1) Note: (x10 number of items)Mounted 5 Per Side [1500] 90 4) Quad 40mm Antiaircraft Gun: RKA 4d6+1, +1 Increased STUN Multiplier (+1/4), Autofire (10 shots; 8 shots; +1) (211 Active Points); OIF Bulky (-1), Cannot Fire While Sub Is Submerged (-1/2), Limited Arc Of Fire (180 degrees; -1/4), Real Weapon (-1/4), 1000 Charges (+1) Note: (x10 number of items)Mounted 5 Per Side [1000] 85 5) Quad 20mm Antiaircraft Gun: RKA 4d6, +1 Increased STUN Multiplier (+1/4), Autofire (10 shots; 8 shots; +1) (195 Active Points); OIF Bulky (-1), Cannot Fire While Sub Is Submerged (-1/2), Limited Arc Of Fire (180 degrees; -1/4), Real Weapon (-1/4), 1000 Charges (+1) Note: (x14 number of items)Mounted 5 per side, 2 Forward, 2 Aft [1000] 75 6) 12.7mm Machine Gun : RKA 3d6, +1 Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2) (124 Active Points); OIF Bulky (-1), Real Weapon (-1/4), 500 Charges (+1) Note: (x12 number of items) [500] Defensive Systems 5 1) Internal bulkteads and watertight compartments: Physical Damage Reduction, Resistant, 25% (15 Active Points); Custom Modifier (Below the waterline only; -1), Custom Modifier (only vs flooding damage and effects; -1) 0 79 2) Hull Armor: +66 DEF (198 Active Points); Custom Modifier (Actual Coverage varies by Location; -1), Ablative BODY Only (-1/2) Sensors and Commo 12 1) SG Radar: Radar (Radio Group), +3 to PER Roll, Telescopic: +2, MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (33 Active Points); OIF Bulky (-1), Sense Affected As More Than One Sense [very common Sense] (-1/2), Crew-Served (2 people; -1/4) 0 6 2) Communications System: HRRP (Radio Group), Discriminatory, Analyze (22 Active Points); OIF Bulky (-1), Affected As Sight And Hearing Group As Well As Radio Group (-1/2), Costs Endurance (-1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Gear; -1/4) 2 4 3) Long Range Enhanced Optics: +5 versus Range Modifier for Sight Group (9 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4) 0 Operations Systems 1 1) Bridge and Helm: +2 with Combat Piloting (4 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2), Custom Modifier (Real Gear; -1/4) 1 2 2) Mk.13 Fire Director: +1 with Ranged Combat (5 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4) 1 Personnel Systems 2 1) Ships Environmental Systems: Life Support (Eating: Character only has to eat once per week; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points); OIF Immobile (-1 1/2), Crew-Served ([3-4] people; -1/2) Note: Ships stores and consumables 0 1 2) Ships Sick Bay: +1 with Paramedics (2 Active Points); OIF Bulky Fragile (-1 1/4) 2 3) Ships Maintenance Shops: +2 with Mechanics (4 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4) 2 4) Ships Maintenance Shops: +2 with Electronics (4 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4) 3 5) Ships Armory: +2 with Weaponsmith (Firearms, Other) (7 Active Points); OIF Bulky Fragile (-1 1/4) 1 6) Damage Control Systems: +2 with KS: Emergency Damage Control (2 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4) 5 7) Cryptography Section: Cryptography 14- (13 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4), Crew-Served (2 people; -1/4) 2 8) Ships Administrative Support Systems: +2 with Bureaucratics (4 Active Points); OIF Bulky Fragile (-1 1/4) Aircraft 0 1) Carried Aircraft: Custom Power Note: 3–4 × Vought OS2U Kingfisher/Curtiss SC Seahawk floatplanes2 × aft catapults for launch of seaplanes[ 0 Talents 1 Absolute Range Sense (3 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4) 1 Bump Of Direction (3 Active Points); OIF Bulky Fragile (-1 1/4) Total Powers & Skill Cost: 765 Total Cost: 894 757+ Disadvantages 20 Distinctive Features: warship (Not Concealable; Extreme Reaction [fear]; Not Distinctive In Some Cultures) Ship Statistics 0 1) Displacement Tonnage Note: 70,965 0 2) Top Speed in Knots Note: 33 0 3) Propulsion Type Note: Steam 0 4) Maximum Range Note: 15,000 nmi (17,000 mi; 28,000 km) at 15 kn (17 mph; 28 km/h)[ 0 5) Crew Note: 2,355 Armor Layout in Inches 0 1) Belt Armor Note: 16.1 0 2) Deck Armor Note: 6 0 3) Bulkhead Armor Note: 18 0 4) Turret Armor Note: 22 0 5) Barbette Armor Note: 21 Design Notes 0 1) Never Finished Design Note: 2 were under construction at wars end, Neither was ever finished 0 2) Planned Ships in Class Note: Montana, Ohio, Maine, Louisiana, New Hampshire 117 Experience Points Total Disadvantage Points: 894
  18. Re: Another Successful Playtest theres a at least a couple of us in the Bloomington-abNormal area that still play if your looking for more people.
  19. Re: Another Successful Playtest if you need more players, i can probably free up a saturday, and am 45 minutes away
  20. an idea a friend has come up with on Facebook, will post more details once I have them
  21. Re: Character: Heinleins Renaissance Man some of this stuff is now almost outdated... what would a now mondern renaissance man have?
  22. Re: Character: Heinleins Renaissance Man hmm PS: Soldier?
  23. Re: Shadowcats Vehicular Insanity Shop: FAB 1- Original Version I also wont be doing the Thunderbird version of FAB-1 unless somebody really twists my arm... I just didnt like it
  24. Re: Shadowcats Vehicular Insanity Shop: FAB 1- Original Version I could, just need to do some research first, about all the info I have found gave some rough dimensions and top speed, and thats not a lot to work with
  25. based on the quote from Time Enough for Love Heinlein's Renaissance Man Val Char Cost Roll Notes 11 STR 1 11- Lift 114.9kg; 2d6 [2] 11 DEX 2 11- OCV: 3/DCV: 3 11 CON 1 11- 10 BODY 0 14 INT 1 12- PER Roll 12- 14 EGO 1 12- ECV: 3 - 3 11 PRE 1 11- PRE Attack: 2d6 5 PD 0 Total: 5 PD (0 rPD) 3 ED 1 Total: 3 ED (0 rED) 2 SPD 0 Phases: 6, 12 4 REC 0 20 END 0 20 STUN 0 Total Characteristic Cost: 8 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 3 Brilliant: +3 INT 3 Tough: +3 PD 3 Sensible: +3 EGO 12 Specialization is for Ants: +1 Overall Skills A Human Being should be able to 3 1) Change a Diaper: KS: Child Care 12- 3 2) Plan an Invasion: KS: Logistics 12- 3 3) Butcher a Hog: PS: butcher 11- 2 4) Conn a Ship: Large Military Ships, Large Motorized Boats, Large Wind-Powered Boats 3 5) Conn a Ship: Combat Driving 11- 3 6) Design a Building: KS: Architecture 12- 3 7) Write a Sonnet: KS: Poetry 12- 3 8) Balance Accounts: KS: Accounting 12- 3 9) Set a Bone: Paramedics 12- 3 10) Comfort the Dying: KS: Psychology 12- 3 11) Comfort the Dying: Persuasion 11- 3 12) Solve Equations: Science Skill: Mathematics 12- 3 13) Give Orders: Oratory 11- 3 14) Give Orders: PS: Leadership 11- 3 15) Program a Computer: Computer Programming 12- 3 16) Cook a Tasty Meal: KS: Cooking 12- 3 17) Pitch Manure: PS: Stable Hand 11- 3 18) Fight Efficiently: Tactics 12- 3 19) Analyze a New Problem: KS: Problem Solving 12- Total Powers & Skill Cost: 77 Total Cost: 85 200+ Disadvantages Total Disadvantage Points: 85 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance:
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