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shadowcat1313

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Posts posted by shadowcat1313

  1. bubble canopy D model or later with 6 .50 cal

     

    P-51 Mustang

     

    Player:

     

    Val Char Cost

    45 STR 0

    18 DEX 24

     

    18 BODY 1

     

     

     

     

     

     

     

    4 SPD 12

     

     

     

     

    6" RUN 0

    0" SWIM -2

    0" LEAP 0

    Characteristics Cost: 76

     

    Cost Power

    58 .50 (M2HB HMG): (Total: 157 Active Cost, 58 Real Cost) Killing Attack - Ranged 3d6, +1 STUN Multiplier (+1/4), 105 Charges (+3/4), Autofire (10 shots; +1) (135 Active Points); OAF Bulky (-1 1/2), Real Weapon (-1/4) (Real Cost: 49) plus +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 4) plus +4 vs Range (12 Active Points); OAF Bulky (-1 1/2) (Real Cost: 5)

    10 5 more M2HB: Custom Power (10 Active Points)

    65 Flight 98" (196 Active Points); Takeoff/Landing (-1), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4), Cannot Move Backwards (-1/4)

    8 Radio Perception/Transmission (Radio Group), MegaScale (1" = 100 km; +3/4) (17 Active Points); OIF Bulky (-1)

    7 Pressurized Cockpit: LS (Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (14 Active Points); OIF Bulky (-1)

    4 aircraft controls: +2 with Combat Piloting

    5 Cockpit Armor: +4 DEF (12 Active Points); OIF Bulky (-1), Limited Coverage [181-360] Degrees (Hull/Frame Only; -1/2)

    Powers Cost: 157

     

     

     

     

     

    Total Character Cost: 233

     

    Pts. Disadvantage

    10 Reputation: very good american fighter, 11-

    5 Custom Disadvantage [Notes: Poor visibility on some models]

    Disadvantage Points: 15

    Base Points: 200

    Experience Required: 18

    Total Experience Available: 0

    Experience Unspent: 0

  2. Re: Actung! Panzer!

     

    for the Sherman I went for a wild assed guess to be honest on the DEF

    figuring hardened steel armor

     

    heres a table borrowed from Fire Fusion and Steel for Traveller

    that might prove useful

     

    Armor Type: TL: Toughness: Mass:

    Iron 3 1.5 8

    Soft Steel 4 1.7 8

    Hard Steel 5 2 8

    Light Alloy 6 1.7 6

    Fiberglass 6 0.25 1

    Titanium Alloy 6 3 8

    Light Comp 7 4 7

    Comp Laminate 8 6 8

    CrystallIron 10 8 10

    Superdense 12 14 15

    Bonded SD 14 28 15

    Coherent SD 17 40 15

     

    Toughness is Armor Value in traveller terms per cm of thickness

    Mass is is Tonnes per cubic meter of material

     

    Traveller only has 2 slopes, moderate, and radical

    moderate is *1.5 to AV, radical *2

  3. Another standard vehicle with a whole crapload of variants

    I just used stats for the M-60 for the LMG

    if somebody has something better thats cool too

     

    is there any real need to modify the standard M2HB for its WW2 cousin?

     

    M3 Halftrack

     

    Player:

     

    Val Char Cost

    45 STR 5

    13 DEX 9

     

    16 BODY 0

     

     

     

     

     

     

     

    3 SPD 7

     

     

     

     

    18" RUN 0

    2" SWIM 0

    0" LEAP 0

    Characteristics Cost: 51

     

    Cost Power

    54 .50 (M2HB HMG): (Total: 168 Active Cost, 54 Real Cost) Killing Attack - Ranged 3d6, +1 STUN Multiplier (+1/4), Autofire (10 shots; +1), 250 Charges (+1) (146 Active Points); OAF Bulky (-1 1/2), Custom Modifier (Open Mount ; -1/2), Real Weapon (-1/4) (Real Cost: 45) plus +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 4) plus +4 vs Range (12 Active Points); OAF Bulky (-1 1/2) (Real Cost: 5)

    31 .30 Cal LMG: (Total: 141 Active Cost, 31 Real Cost) Killing Attack - Ranged 2 1/2d6, +1 STUN Multiplier (+1/4), Autofire (10 shots; +1), 250 Charges (+1) (130 Active Points); OAF Bulky (-1 1/2), STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), Custom Modifier (Open Mount ; -1/2), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 27) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) plus +2 vs Range (6 Active Points); OAF Bulky (-1 1/2) (Real Cost: 2)

    4 +3 DEF (9 Active Points); Limited Coverage [61-180] Degrees (Coverage does not protect occupants; Hull/Frame Only; -1 1/4)

    16 Ground Movement +12" (18" total) (24 Active Points); Only On Appropriate Terrain (-1/2) [Notes: Carries enough fuel for 15 hours movement]

    7 Radio Perception/Transmission (Radio Group), MegaScale (1" = 10 km; +1/2) (15 Active Points); OIF Bulky (-1)

    Powers Cost: 112

     

     

     

     

     

    Total Character Cost: 163

  4. Re: Actung! Panzer!

     

    I am a veteran microarmor player, both WW2 and modern

    we ran a couple of fog of war games in the fulda gap

    11th ACR wasnt quite sure what to when the panzers came over the hill

    an 88L71 can actually punch a hole in an M1 Abrams from the side or rear

    amazingly

    120 on the abrams goes through a tiger or Jagdtiger like butter from any angle.

  5. this is the gas engined version that saw action through the whole war

     

    M4 Sherman

     

    Player:

     

    Val Char Cost

    45 STR 0

    11 DEX 3

     

    20 BODY 3

     

     

     

     

     

     

     

    3 SPD 9

     

     

     

     

    13" RUN 0

    0" SWIM -2

    0" LEAP 0

    Characteristics Cost: 54

     

    Cost Power

    64 75mm Main Gun: RKA 5d6, Increased Maximum Range (5,150"; +1/4), Armor Piercing (+1/2), Explosion (+1/2), 125 Charges (90 rounds; +3/4) (225 Active Points); OIF Immobile (-1 1/2), Extra Time (Full Phase, -1/2), Crew-Served (2 people; -1/4), Real Weapon (-1/4)

    48 .50 (M2HB HMG): (Total: 168 Active Cost, 48 Real Cost) Killing Attack - Ranged 3d6, +1 STUN Multiplier (+1/4), Autofire (10 shots; +1), 250 Charges (+1) (146 Active Points); OAF Bulky (-1 1/2), Limited Arc Of Fire (One hex row; Only on same horizontal level; Must fire in same arc as main gun; -1), Real Weapon (-1/4) (Real Cost: 39) plus +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 4) plus +4 vs Range (12 Active Points); OAF Bulky (-1 1/2) (Real Cost: 5) [Notes: Coaxial, granted this is the modern M2, but the .50 browning hasnt changed enough since WW2 to make any real difference statswise

    ]

    32 .30 Cal MG: (Total: 131 Active Cost, 32 Real Cost) Killing Attack - Ranged 2 1/2d6, +1 STUN Multiplier (+1/4), 100 Charges (+3/4), Autofire (10 shots; +1) (120 Active Points); OAF Bulky (-1 1/2), STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 28) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) plus +2 vs Range (6 Active Points); OAF Bulky (-1 1/2) (Real Cost: 2)

    5 a second .30 Cal MG: Custom Power (5 Active Points)

    12 Internal Fire Extinguisher: Suppress all Fire powers 6d6 (30 Active Points); OIF Immobile (-1 1/2)

    8 Tracked Movement: Ground Movement +7" (13" total) (14 Active Points); Only On Appropriate Terrain (-1/2), Limited Maneuverability Only 2 turns per Phase at Combat speed; only 1 turn per Phase at Noncombat speed (-1/4)

    11 +8 DEF (24 Active Points); OIF Bulky (-1), Limited Coverage Nearly 360 Degrees (Hull/Frame Only; -1/4)

    7 Radio Perception/Transmission (Radio Group), MegaScale (1" = 10 km; +1/2) (15 Active Points); OIF Bulky (-1)

    Powers Cost: 187

     

     

     

     

     

    Total Character Cost: 241

    I could do stats for all the variants, but it would take hours

    I have a copy of Golden Age Champions, but its currently buried in a box or something

  6. Re: Actung! Panzer!

     

    for vehicle sizes, I worked up a volume/size conversion chart that was originally intended for Starships and SF vehicles, but theres no reason you couldnt use them for other vehicles

  7. another tank and nozzle weapon, using a binary epoxy type glue

     

    Sticky Gun-10: Entangle 2d6, 2 DEF, Autofire (3 shots; +1/4), 32 Charges (+1/4), Sticky (+1/2) (40 Active Points); OAF Bulky (-1 1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4), Limited Range (-1/4)

  8. weapon/tool gadget currently used for industrial applications

     

    Water Knife-10: RKA 1d6, 8 Continuing Charges lasting 1 Turn each (+0), Armor Piercing (+1/2), Penetrating (+1/2), Continuous (+1) (45 Active Points); OAF Bulky Fragile (-1 3/4), Gestures (-1/4), Limited Range (-1/4), Reduced By Range (-1/4), Beam (-1/4), Concentration (1/2 DCV; -1/4)

     

    Notes: System consists of a backpack type tank unit with an armored hose running to a spray nozzle mounted on the back of the wrist. designed for use in boarding actions, cutting holes in things... I could see definite rescue applications especially in areas where you could be dealing with gas leaks/flammables. its not really a weapon other than for an improvised melee weapon... it will cut through a spacesuit or most light body armor like butter though.

     

    I gave it the concentration limitation due to the firer having to hold the water jet on target

  9. Heres a rough take on the Water Knife concept

     

    Water Knife-10: RKA 1d6, 8 Continuing Charges lasting 1 Turn each (+0), Armor Piercing (+1/2), Penetrating (+1/2), Continuous (+1) (45 Active Points); OAF Bulky Fragile (-1 3/4), Gestures (-1/4), Limited Range (-1/4), Reduced By Range (-1/4), Beam (-1/4), Concentration (1/2 DCV; -1/4)

     

    Notes: System consists of a backpack type tank unit with an armored hose running to a spray nozzle mounted on the back of the wrist. designed for use in boarding actions, cutting holes in things... I could see definite rescue applications especially in areas where you could be dealing with gas leaks/flammables. its not really a weapon other than for an improvised melee weapon... it will cut through a spacesuit or most light body armor like butter though.

     

    I gave it the concentration limitation due to the firer having to hold the water jet on target

  10. Re: We're Gonna Need Guns

     

    what about binary propellant and ETC rounds?

     

    early gauss and flechette weapons?

     

    the water knife is a neat concept that already sees industrial use

    and theres a man portable written up in the Emperors Arsenal book for Trav veller 4th Edition

  11. Re: Starship external weapons pods

     

    these are based off the work of CmdrX whose one of the legendary Traveller gearheads...

     

    his work with TNE, T4, T20, and GT has been quite prolific

    I've been trying to talk him into coming back to the Hero fold, he hasnt played Hero in a few years. but he has his hands full with D20 traveller rihgt now.

     

    he and I have taken the megtraveller version of Fighting Ships and rewritten it for D20 Traveller

  12. designed to give starships an extra punch, but with some disadvantages.

     

    1. due to the pods design, any ship carrying pods is counted as unstreamlined

    2. ships are limited to 2G of manuever. due to the modified structure.

    3. pods are normally mounted in pairs

    4. 1 pair of pods can be mounted per 500 displacement tons of ship

    5. Missile pods cannot be reloaded except at a base or tender.

    6. Pods are unmanned, and the power requirements are taken from the ship

    itself.

    7. removal/change of the pods requires a base or tender, and 3 days

     

    These were often used in times of war to upgun merchants and privateers

    and to allow use of makeshift warships.

     

     

     

     

    Player:

     

    Val Char Cost

    40 STR -10

    10 DEX 0

     

    18 BODY 0

     

     

     

     

     

     

     

    2 SPD 0

     

     

     

     

    0" RUN -12

    0" SWIM -2

    0" LEAP 0

    Characteristics Cost: 28

     

    Cost Power

    77 Heavy Laser Pod: RKA 12d6, Armor Piercing (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (540 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Side Effects, Side Effect occurs automatically whenever Power is used (limits ship mounting pods to 2G manuevers, and counts as unstreamlined; -1), Extra Time (Full Phase, -1/2), Custom Modifier (can fire once per turn; -1/2), Custom Modifier (can fit one pod per 2,000 tons of ship; -1/2), Beam (-1/4), Real Weapon (-1/4)

    114 Heavy Missile Pod: RKA 8d6, 125 Charges (Recovers Under Limited Circumstances; requires a base or tender to reload; +1/4), Explosion (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4), Autofire (10 shots; +2) (630 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (can fit one pod per 500 tons of ship; -1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4)

    67 Medium Laser Pod: RKA 9d6, Armor Piercing (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (405 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (can fire once per turn; -1/2), Custom Modifier (can fit one pod per 1,000 tons of ship; -1/2), Beam (-1/4), Real Weapon (-1/4)

    94 Medium Missile Pod: RKA 8d6, 64 Charges (Recovers Under Limited Circumstances; requires a base or tender to reload; +0), Explosion (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4), Autofire (5 shots; +1 1/2) (540 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (can fit one pod per 500 tons of ship; -1/2), Beam (-1/4), Real Weapon (-1/4), Can Be Missile Deflected (-1/4)

    38 Small Laser Pod: RKA 6d6, Armor Piercing (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (270 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Side Effects, Side Effect occurs automatically whenever Power is used (limits ship mounting pods to 2G manuevers, and counts as unstreamlined; -1), Extra Time (Full Phase, -1/2), Custom Modifier (can fire once per turn; -1/2), Custom Modifier (can fit one pod per 500 tons of ship; -1/2), Beam (-1/4), Real Weapon (-1/4)

    89 Small Missile Pod: RKA 8d6, Explosion (+1/2), Autofire (3 shots; +1 1/4), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (510 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (can fit one pod per 500 tons of ship; -1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4), 32 Charges (Recovers Under Limited Circumstances; requires a base or tender to reload; -1/4)

    45 Small Plasma Gun Pod: RKA 6d6, Area Of Effect Nonselective (One Hex; +1/4), Armor Piercing (+1/2), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (270 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (Fires once per turn; -1/2), Custom Modifier (one pod per 500 tons of ship; -1/2), Beam (-1/4), Real Weapon (-1/4)

    60 Medium Plasma Gun Pod: RKA 8d6, Area Of Effect Nonselective (One Hex; +1/4), Armor Piercing (+1/2), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (360 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (Fires once per turn; -1/2), Custom Modifier (one pod per 1,000 tons of ship; -1/2), Beam (-1/4), Real Weapon (-1/4)

    75 Heavy Plasma Gun Pod: RKA 10d6, Area Of Effect Nonselective (One Hex; +1/4), Armor Piercing (+1/2), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (450 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (Fires once per turn; -1/2), Custom Modifier (one pod per 1,000 tons of ship; -1/2), Beam (-1/4), Real Weapon (-1/4)

    Powers Cost: 659

     

     

     

     

     

    Total Character Cost: 687

     

    Base Points: 200

    Experience Required: 487

    Total Experience Available: 0

    Experience Unspent: 0

  13. Re: Massive Traveller Sale on E-bay

     

    proofreading was never a strongpoint it seems, Fighting Ships of the Shattered Imperium proved this. It looks like they used software to build all the ships or some kind of template, and didnt bother resetting the templates

  14. Re: Massive Traveller Sale on E-bay

     

    sorry, I thought you just meant T4 books

     

    for other traveller stuff

    if you can find it

     

    any of the 8 little black books[1-8]

    Fire Fusion and Steel

    Striker[NOT Striker 2]

     

    Adventures wise

    Annic Nova/Shadows[another playtest bias on my part]

    Arrival Vengeance

     

    if you can find any of the Digest Group traveller books

    Starship Operators Manual

    101 Vehicles

    101 Robots

     

    avoid Fighting Ships of the Shattered Imperium like the plague

    its very typo ridden, and most of the designs are broken

     

    for reference material for SF games in general, the GURPS Traveller books have some great ideas and reference material for traveller, and other systems

    and deck plans

  15. Re: Massive Traveller Sale on E-bay

     

    most of T4 is severely disapointing

    the best books in my opinion are

     

    Emperors Arsenal

    Pocket Empires

    Imperial Squadrons

     

    I must admit to being a bit biased, I playtested IS and PE both

     

    Emperors Vehicles isnt that bad, but the vehicles are disapointing in the amount of data provided

     

    The Starships book was best used for bird cage liner

     

    Naval Architects Manual has some useful stuff for deck plans

     

    theres a modified FF&S 2 out on the net, I dont remember where anymore

    but it moves the tables to the relevant sections of the book, instead of all at the end. this is a text only version

  16. Re: Bolo Mk.1 Dungeon Siege Unit

     

    its what I would describe as a golem engine, getting its start from a typo in a previous thread about the Bolo in fantasy Hero, the Bolo is an AI cybertank very much akin to the Ogre

     

    its a big heavily armed and armored 6 metal wheeled wagon, with a horrifying demonic visage

  17. ok, it had to be done

     

    Bolo FH dungeon siege unit

     

    Player:

     

    Val Char Cost

    60 STR 0

    18 DEX 24

     

    36 BODY 16

     

     

     

     

     

     

     

    3 SPD 2

     

     

     

     

    12" RUN 0

    6" SWIM 4

    0" LEAP 0

    Characteristics Cost: 114

     

    Cost Power

    17 Heavy Ballistae: RKA 3d6, Increased Maximum Range (1,400"; +1/4), +1 Increased STUN Multiplier (+1/4) (67 Active Points); OIF Bulky (-1), 4 Charges (-1), Limited Arc Of Fire (180 degrees; Only on same horizontal level; -1/2), Extra Time (Full Phase, -1/2) [Notes: Forward Swivel Mount]

    5 A second Swivel Mount Ballistae, Firing in Rear Arc: Custom Power (5 Active Points)

    14 Repeating Crossbow: RKA 1 1/2d6, Autofire (5 shots; +1/2), 64 Charges (+1/2) (50 Active Points); OIF Bulky (-1), Activation Roll 14-, Jammed (-1), Limited Arc Of Fire (60 degrees; -1/2) [Notes: Front swivel Mount]

    10 5 More Swivel mount repeating Crossbows: Custom Power (10 Active Points)

    22 swivel Mount Fireball Wand: RKA 2 1/2d6, 16 Charges (+0), Explosion (+1/2), Nonselective Target (-1/4) (50 Active Points); OIF Bulky (-1), Custom Modifier (No H20; -1/4)

    11 Wheel Mounted Scythe Blades: HKA 2d6 (4d6 w/STR), Armor Piercing (+1/2) (45 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1)

    18 Aura of Fear: Mind Control 4d6 (Human and Additional Class of Minds classes of minds), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Area Of Effect Nonselective (6" Radius; +3/4) (82 Active Points); OAF Immobile (-2), Set Effect (Causes fear; -1/2), Eye Contact Required (-1/2), No Range (-1/2)

    5 IR Perception (Sight Group)

    5 UV Perception (Sight Group)

    4 Detect Good: Detect A Single Thing 9- (Unusual Group), Ranged (+1/2) (4 Active Points)

    10 Physical Damage Reduction, Resistant, 50% (30 Active Points); OIF Bulky (-1), Custom Modifier (not effective vs +3 or better weapons or 5th level + spells; -1)

    10 Energy Damage Reduction, Resistant, 50% (30 Active Points); OIF Bulky (-1), Custom Modifier (not effective vs +3 or better weapons or 5th level + spells; -1)

    7 Self Repair and Regeneration: Healing 2 BODY, Can Heal Limbs (25 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Custom Modifier (not vs Blessed/Holy Damage; -1/2)

    6 Ground Movement +6" (12" total) (12 Active Points); Only On Appropriate Terrain (-1/2), Cannot Move Backwards (-1/4), Limited Maneuverability Only 2 turns per Phase at Combat speed; only 1 turn per Phase at Noncombat speed (-1/4)

    4 Armor Plating: +6 DEF (18 Active Points); OAF Immobile (-2), Activation Roll 11- (-1), Limited Coverage Nearly 360 Degrees (Hull/Frame Only; -1/4)

    Powers Cost: 148

     

     

    Cost Skill

    7 Tactics 11-

    2 WF: Siege Engines

    3 Combat Driving 13-

    8 Navigation (Dimensional, Land, Marine) 11-

    3 Mechanics 9-

    13 Tracking 14-

    Skills Cost: 36

     

     

    Cost Talent

    3 Bump Of Direction

    16 Berserk Fury

    14 Fearless

    3 Absolute Range Sense

    3 Absolute Time Sense

    Talents Cost: 39

     

    Total Character Cost: 337

     

    Pts. Disadvantage

    40 Enraged: Berserk Bloodlust (Very Common), go 14-, recover 11-, Berserk

    25 Distinctive Features: Demonic Engine (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

    10 Physical Limitation: Wheeled Vehicle (Frequently, Slightly Impairing)

    15 Reputation: , 11- (Extreme)

    15 Physical Limitation: Cannot enter hallowed ground (Infrequently, Fully Impairing)

    Disadvantage Points: 105

    Base Points: 200

    Experience Required: 32

    Total Experience Available: 0

    Experience Unspent: 0

  18. Re: Bolos in the Hero System

     

    hmm... then again, you could do something on the order of a Warhammer Steam Tank, and have it possesed by a demon or something...

     

    who says a golem has to be humanoid in shape for that matter?

     

    Lessee:

    arm it with a staff of the magi in a 360 turret

    repeating crossbows on corner mounts

    Trebuchet with greek fire loads... or just lots of oil

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