Daeglan
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Posts posted by Daeglan
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Re: Space Dogfighting & Martial Arts
Well you know... looking for info on a topic do a search. Then ask in that thread.
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Re: Space Dogfighting & Martial Arts
Has anyone done these?
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Re: Dogfighting
I had written up some maneuvers at some point' date=' with a separate list for "zero-g" maneuvers. Many maneuvers from atmospheric dogfighting [i']could[/i] still work in space, but they would be more easily countered, etc. A lot of dogfighting techniques rely on using gravity to your advantage.Can't find it now, searched forums and all, could have sworn I posted them.
"Of all the things I've lost in life, I miss my mond the most."
any hd prefabs?
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Re: Dogfighting
wôuldn't happen to have HD prefabs.
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Re: Dogfighting
Not what i meant. Still 3d. but no gravity. IE no energy management. Diving does not increase velocity and climbing does not decrease speed. but otherwise things work as in WW2
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Re: Dogfighting
i wonder what WWII manuevers would look like with no up or down but still atmospheric.
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Re: Scientific question about gravity
If we knew how gravity worked we might be able to make antigravity and artificial gravity...we know what causes it. But not how.
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Re: the EP-13 and EU-13 and synchro cannons alphas use in Robotech
Did this get forgotten?
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Re: to hex or not to hex
Or the GM could keep track of everyone's turn and say Fred its your turn George you next. Poof suddenly the players no longer know the Enemies Dexs other than they go before or after Fred. Thus eliminating some meta gaming.
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Re: to hex or not to hex
Ahhh so all the bad guys have neon signs above their heads stating their dex and OCV and DCV... good to know.
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Re: to hex or not to hex
And how does this make it better? Have you tried it or are you just basing your objection how you think it will be?
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Re: How compatable is GURPS to Hero?
Don't let the fact that both use a 3d6 roll fool you.If you look closely you will see that the skill lvl and difficulty modifier are higher in GURPS than Hero. For example a skill of 20 is not uncomon in GURPS with difficulty modifier of +/- 10 whereas the same skill could be a skill lvl of 12 in Hero and a difficulty modifier of +/-6You can take the general idea but you have to convert the stats to Hero. You cannot port them just like they are in GURPS or you will seriously unbalance the game
My point was you can basically steal the skills and what they do. Slap the Hero rules on them. done. If you look at a skill encounter in gurps you port over swap for hero skill levels and modifiers and the skill encounter runs the same.
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Re: to hex or not to hex
Having talked to people who have been in gun fights they say things like they were about blah feet away. IE people who are the boots on the ground have a general idea of how far things are. But they are going to be about as good at judging distance as we are going to be judging on a table. And you will get better at it if you practice. Just like your character will. But your character will still be guessing and will not have an exact measurement so why should you get an exact measurement?
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Re: to hex or not to hex
That would drive me up the wall' date=' personally.[/quote']Move, say you are going to make a shot, Measure, apply modifier and roll. We can't measure distances in real life why should we be able to in the game?
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Re: to hex or not to hex
I prefer combats without any grids. If you need distanves I use a tape measure. Grids (hexes or otherwise) always break the mood for me a little bit.Non-hexed does not mean non-mapped, I see no loss of tactical play.
In fact it is more realistic if you don't allow measuring range till you make the shot. Unless you have absolute range. IE a laser range finder. I have been making miniature terrain for use with RPGs.
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Re: to hex or not to hex
Fear my Necromancy Powers. I was looking for Threads on not using hexes and my search fu found it.
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Re: How compatable is GURPS to Hero?
So if you are looking at Skills based stuff you can pretty much port right over. If its powers not so much. What about Talents?
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Re: to hex or not to hex
One way to make using the measuring tape method easier is to make wire templates for area affect. take white string and make range bands in different colors. etc.
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How compatable is GURPS to Hero? For example it looks like the skills system is nearly the same.
For example GURPS has an ACTION! sourcebook that has rules for handling lots of different things. I am curious how hard it would be to apply the rules.
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Re: the EP-13 and EU-13 and synchro cannons alphas use in Robotech
@Matthew I would love to see that chart. It would make things much easier
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Re: the EP-13 and EU-13 and synchro cannons alphas use in Robotech
Shadowcat I found this with some hunting. No info on charged or not.
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GU-13 THREE-BARRELED 35MM GUN POD: firing 2000 rounds per minute, 600 round capacity stored in the pod itself and in anon-detachable 'clip'. This weapon was most common on the earlier models of the Alpha fighter from 2017 until it was replaced by the widespread use of the EP-13 in 2035
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PRIMARY PURPOSE: Assault
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SECONDARY PURPOSE: Anti-Mecha
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RANGE: Armor Piercing Spin Stabilized Discarding Sabot Rounds (APSSDS) 5000 feet (1500 m), High Explosive Armor Piercing, Standard, and Tracer 4000 ft (1200m)
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DAMAGE: APSSDS 3D6 short burst, 5D6 medium burst, 1D6*10 full melee burst. HEAP 4D6 short burst, 1D6*10 medium burst, 2D6*10 full melee burst. Tracer rounds reduce damage by 25%. Standard 4D6 short burst, 1D4*10 medium burst, or 2D4*10 full melee burst
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RATE OF FIRE: Single shots or bursts equal to the combined attacks of the pilot.
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PAYLOAD: 40 short bursts, 20 medium, or 10 full melee. Two additional clips are stored in the legs
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NOTES: APSSDS crits on 17,18,19,20. HEAP crits on 19,20. Tracers add +2 to strike.
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PRIMARY PURPOSE: Assault
[*]EP-13 THREE-BARRELED 80MM PARTICLE GUN POD: Can fire 170 rounds per minute in full automatic mode, also capable of firing all three barrels simultaneously in semiautomatic mode at approximately one shot per second. This weapon fires 3.2 MJ pulses per barrel with its own dedicated protoculture cell and capacitor banks in the 'clip'. This weapon, built into an external shell identical to that of the GU-13, was developed in 2032 by the REF, but did not see wide use until 2035. By 2041, the EP-13 had almost completely replaced the GU-13 as the main cannon of the Alphas in the REF's inventory.
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PRIMARY PURPOSE: Assault
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SECONDARY PURPOSE: Anti-Mecha
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RANGE: 1200 m
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DAMAGE: 2D4 for each Single blast, 1D6*10 for each triple blast, 2D4*10 for each medium burst (up to six times per melee), or 4D4*10 for each full melee burst.
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RATE OF FIRE: Single shots or bursts equal to the combined attacks of the pilot.
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PAYLOAD: Conditionally unlimited. The protoculture cell is estimated to have enough power for 3000 single shots, 1000 triple shots, 300 long bursts, or 100 full melee bursts.
[*]EU-13 DESTABLIZER: sub-nuclear particle beam gun with output of 15 MJ, can fire up to 30 times/minute. Draws power from its own dedicated protoculture canister, but can be fired using the veritech's own power. Particles have specific, disrupting effect on force fields, and will short out a low power field completely, while high power fields may temporarily and locally cease to function.
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PRIMARY PURPOSE: Anti-force Field
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SECONDARY PURPOSE: Anti-Mecha
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RANGE: 4000 feet (1200 m)
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DAMAGE: 1D6*10 for each single shot
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RATE OF FIRE: Single shots equal to the combined attacks of the pilot up to eight times per melee.
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PAYLOAD: Conditionally unlimited. Each protoculture cell can power up to 100 shots.
[*](Optional) GA-15 40MM REF GAUSS RIFLE: See entry for GA-15
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PRIMARY PURPOSE: Assault
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SECONDARY PURPOSE: Anti-Mecha
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RANGE: 5.0 km
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DAMAGE: 2D4*10 for single shot
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RATE OF FIRE: The GA-15 fires up to 60 rounds per minute. The pilot can fire as many single shots as his combined hand to hand attacks per melee
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PAYLOAD: 50 rounds stored internally.
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NOTES: -4 to strike within 500m
[*]RRG MK9 NOSE LASERS: Like the original VF-1 the Alpha fighter has two nose lasers on either side of the pilot's compartment. The nose lasers may only be fired in fighter mode
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PRIMARY PURPOSE: Assault/Defense
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SECONDARY PURPOSE: Anti-mecha
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RANGE: 1500 m
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DAMAGE: 1D4*10 for each single shot
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RATE OF FIRE: Equal to the combine attacks of the pilot
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PAYLOAD: Unlimited
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GU-13 THREE-BARRELED 35MM GUN POD: firing 2000 rounds per minute, 600 round capacity stored in the pod itself and in anon-detachable 'clip'. This weapon was most common on the earlier models of the Alpha fighter from 2017 until it was replaced by the widespread use of the EP-13 in 2035
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Re: How do I get started in making a cruiser sized ship?
Personally I like detailed. it leaves less rooms for arguments later.
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Re: How do I get started in making a cruiser sized ship?
Nope they just have to be inside the sphere of space that is occupied by the space fold bubble. This bubble is fairly large and a bad guy can hop into it to follow you if you are not careful. Also if you are inside a gravity well it makes it nearly impossible to calculate your jump and you could end up anywhere. In the beginning of the Macross episodes of Robotech the SDF1 tried to jump to the farside of the moon while being less than 100 feet above earth. They took Macross island with them and ended up near Pluto.
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Re: Is there a digital hero index somewhere?
Thank you... I wish the Digital Hero creations were in herodesigner . That is one thing I really like about Hero. You make all the characters and beasts in books available for a small fee.
Space Dogfighting & Martial Arts
in Star Hero
Posted
Re: Space Dogfighting & Martial Arts
have they done prefabs for them in HD?