Jump to content

L. Marcus

HERO Member
  • Posts

    64,412
  • Joined

  • Last visited

  • Days Won

    33

Everything posted by L. Marcus

  1. Re: Solar Sails . . . Meatloaf?
  2. Re: How Visible Is Fusion Booster Exhaust? Well, the usefulness as a weapon is extremely limited, partly because space combat in the setting takes place over ranges of millions of kilometers, not within 32". And the use of big RKAs as Side Effect is "canon" thanks ot TUV, sidebar p. 30
  3. Re: The Last Word Siza Vieira, Alvaro is the last entry in my encyclopedia (I've only gotten as far as the eighth volume, PIX-SI)
  4. Re: How Visible Is Fusion Booster Exhaust? . . . Do you mean the Cumulative Flight rules? I don't see that those apply to my build, as I use the Extra NCM Adders. But I must say that this is purely for argument's sake. I just posted the final build on the Space Hero Board. It's part of a fairly Hard SF universe (I call it 2300 CE . . . ), and the players will probably never partake in any kind of space battle where they have any chance to affect the outcome. So this is just for my own silly sake . . .
  5. Re: [Vehicle] EUSN Le Havre-Class Escort/Battle Starship Well, this week's project is done, but probably not all done - I've got a nagging feeling that I've forgotten something . . . Anywho, the ship above is the European Union's Space Navy's backbone: A ship designed for escort and limited patrol duties. Iit's meant to take out armored and armed ships of its own size and smaller, and to provide fire support for larger ships. It is armed with a spinal UV laser with a range of over one tenth of a lightsecond, and has four turreted Gatling UV lasers that work as secondary armament and as anti-missile defense. Both armaments are computer operated. The sensor suit consists of both radar/active millimeter and Near-Visible sensors that span the UV-visible-IF spectrum. The crew complement is forty: One Commander, one Second, two pilots, two weapons officers, ten gunners, two sensors officers, two sensors operators, two comm operators, one ship's doctor, one medical assistant, one engineering officer and fifteen engineers.
  6. [b][u]EUSN Le Havre Class Escort/Battle Starship[/u][/b] - Val Char Cost Notes 15 Size 75 32" x 16"; -15 KB; -10 DCV 85 STR 0 Lift 3.2 kton; 17d6 HTH [0] 18 DEX 24 OCV: 6/DCV:6 30 BODY 5 20 DEF 54 3 SPD 2 Phases: 4,8,12 Total Characteristics Cost: 160 Movement: Flight: 60"/60,000"; 12"/768,000" FTL Travel: 2 LY/day - Abilities And Equipment Cost Power [END/Charges] Power Systems 20 Fusion Power Plant: END Reserve (50 END, 50 REC); 55 APts; OIF Immobile (-1 1/2), Only Powers Electrical Devices (-1/4) [0] 8 Auxiliary Power Bank: END Reserve (20 END/20 REC); 22 APts; OIF Immobile (-1 1/2), Only Powers Electrical Devices (-1/4), 1 Fuel Charge (1 week, fuel easy to obtain; -0) [1 fc] Propulsion Systems 94 Fusion Boosters: Flight 60", x 1,000 NCM; 165 APts; 1 Fuel Charge (1,000 phases [66,7 minutes], easy to obtain; -0), Limited Maneuverability (-1/4), Side Effect (RKA 6d6 in a 36" Line directly behind engines, always occurs, minimal risk; -1/4), Visible (-1/4) [1 fc] 42 Gravitic Warp: Multipower, 104-point reserve, all OIF Immobile (-1 1/2) 4u 1) Standard Flight: Flight 12", x 64,000 NCM; 104 APts; OIF Immobile (-1 1/2) [10] 1u 2) Warp Flight: FTL Travel 2 LY/day; 29 APts; OIF Immobile (-1 1/2), Costs END (-1/2), Costs Extra END (x 4; -1 1/2), Not Within Inner System (-1) [12] -12 Spaceflight Only: Running -6" -2 Spaceflight Only: Swimming -2" Tactical Systems 99 Spinal UV Laser: RKA 7d6, Armor Piercing (+1/2), Increased Range (x 15,625, or 36,914 km; +1 1/2), 125 Charges (+3/4); 394 APts; OIF Immobile (-1 1/2), Real Weapon (-1/4), Limited Arc Of Fire (60 degrees forward; -1/2), Extra Time (Extra Segment; -1/2), Range Reduced By Atmosphere (-1/4) [125 c] 177 Turreted Gatling UV Laser: Multipower, 150-pint reserve, all 1,000 Charges (+1), Increased Range (x 3,125; +1 1/4), OIF Bulky (-1), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4), Range Reduced By Atmosphere (-1/4) 5u 1) Offensive Mode: RKA 5d6, Armor Piercing (+1/2), Autofire (5 shots; +1/2); 150 APts; OIF Bulky (-1), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4), Range Reduced By Atmosphere (-1/4) [1,000] 1u 2) Defensive Mode: Missile Deflection (all physical projectiles), Range (+1); 30 APts; OIF Bulky (-1), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4), Range Reduced By Atmosphere (-1/4), Reqires 5 Charges Per Use (-1/2) [1,000] 10 Turreted Gatling UV Lasers: Three more Turreted Gatling UV Lasers (total of four, one each on right and left sides, top, bottom) 18 Ablative Armor: Armor (6 PD/30 ED); 54 APts; Ablative (can only be restored at a base or by a supply ship; -1), OIF Bulky (-1) 60 Superconducting Hull: Energy Damage Reduction, Resistant, 75% 56 Stealth Coating: Change Environment 16" radius, -6 to to Sight Group and Radar PER Rolls, Persistent (+1/2), Reduced END (0 END; +1/2), Inherent (+1/2); 125 APts; Always On (-1/2), No Range (-1/2), Self Only (-1/2) Operation Systems 30 Hardened Sensors: Radio Group Flash Defense (15 points); 15 APts and Sight Group Flash Defence (15 points); 15 APts 8 Hardened Sensors: Power Defense (15 points); 15 APts; Only Vs. Electronic Jamming (-1) 7 Comm Suit: HRRP (Radio Group), Concealed (-6 to PER Rolls); 18 APts; OIF Bulky (-1), Affected As Sight And Hearing Group As Well As Radio Group (-1/2) 12 Long-Range Comm Suite: MegaScale (10 million km per APt, can scale down to 10 km per APt; +2) for HRRP; 36 APts; OIF Bulky (-1), Affected As Sight And Hearing Group As Well As Radio Group (-1/2), Lightspeed Delay (-1/2) 3 Secure Laser Comm: Mind Link, any willing target; 15 APts; OIF Bulky (-1), Only With Other Vehicles Who Have The Same Mind Link (-1), Affected As Radio, Sight And Hearing Groups, Not Mental Group (-1/2), Must Maintain LOS (-1/2), Lightspeed Delay (-1/2) 53 Near-Visible EMR Sensor Suite: Normal Sight, IR Perception, UV Perception, Increased Arc Of Perception (360 degrees) and Telescopic +41 for Sight Group; 106 APts; OIF Bulky (-1) 28 Radar Suite: Radar (Radio Group), Increased Arc Of Perception (360 degrees), Concealed (-4 to PER Rolls), and Telescopic +47; 71 APts; OIF Bulky (-1), Affected As Sight And Hearing Group As Well As Radio Group (-1/2) Personnel Systems 8 Sealed Hull: Life Support (Safe In Low Pressure/Vacuum, High Radiation, Intense Cold, Intense Heat) 3 Life Support: Life Support (Self-Contained Breathing, Diminished Eating [doesn't have to eat]); 13 APts; OIF Immobile (-1 1/2), Costs END (-1/2), Increased END Cost (x 3; -1) [3] 13 Backup Life Support: Life Support (Self-Contained Breathing, Diminished Eating [doesn't have to eat]); 13 APts; 1 Fuel Charge (1 month [1,200 man-days], easy to obtain; -0) Skills/Laboratories 18 Medical Facilities: Paramedics 14- and SS: Medicine 14- 41 Repair Shop: Mechanics 14-, Electronics 14- and Weaposmith (Firearms, Gauss Guns, Laser Weapons) 14- Total Abilities And Equipment Cost: 805 Total Vehicle Cost: 965 Value Disadvantage 25 DF: Powerful military starship (nc, extreme reaction [fear]) 10 PhysLim: Cannot enter atmosphere (inf, greatly) Total Disadvantage Points: 35 Total Cost: 930/5 = 186 - Cost Additional Vehicles 20 Escape Pod 20 15 more Escape Pods - Tactical Computer Val Char Cost Roll Notes 13 INT 3 12- PER Roll 12- 18 DEX 24 13- OCV: 6/DCV:6 3 SPD 2 Phases: 4, 8, 12 Total Characteristic Cost: 29 Cost Skill 48 Targeting: +24 with Turreted Gatling UV Laser 60 Targeting: +40 with Turreted Gatling UV Laser vs. Range 1 Targeting: WF: Turreted Gatling UV Laser 5 Target Evaluation: KS: Known Enemies And Threats 14- Cost Programs 1 Locate Target 1 Analyze Target 1 Attack Target Total Abilities Cost: 117 Total Computer Cost: 146 Value Disadvantage 0 None Total Disadvantage Points: 0 Total Computer Cost: 29 10 Three more Tactical Computers - Main Computer Val Char Cost Roll Notes 23 INT 13 14- PER Roll 14- 18 DEX 24 12- OCV: 6/DCV: 6 3 SPD 2 Phases: 4, 8, 12 Total Characteristic Cost: 39 Cost Skill 3 Tactics 14- 3 Cryptography 14- 3 Electronics 14- 10 AK: Human Space 21- 9 KS: Known Military Technology 20- 3 Mechanics 14- 2 Navigation (Space) 14- 6 Systems Operation (Communications, Environmental, Medical, Radar, Near-Visible EM Sensors) 14- 1 TF: Military Spacecraft 1 WF: Vehicle Weapons 48 Targeting: +24 OCV with Spinal UV Laser 60 Targeting: +40 with Spinal UV Laser vs. Range Cost Programs 1 Attack Target 1 Diagnose Vehicle Malfunction/Damage 1 Engage In Evasive Maneuvers 1 Locate Target 1 Monitor Sensor Systems, Report Anomalies 1 Monitor Vehicle Systems, Report Anomalies 1 Obtain Latest Tactical Data Via Comm Systems 1 Open/Lock Accessways 1 Operate Sensors To Scan For Designated Phenomena/Object 1 Pilot Vehicle From Location A To Location B 1 Scan And Enter Data 1 Schedule Vehicle Events/Use Of Vehicle's Resources 1 Search Reference Material For Information On A Topic 1 Send Emergency Call If Designated Personnel Incapacitated/Killed 1 Send Emergency Call If Specified Protocols Are Not Met Cost Talents 3 Clock: Absolute Time Sense 5 Memory: Eidetic Memory 3 Calculator: Lightning Calculator 3 Instant-On Feature: Lightsleep 8 Scanner: Speed Reading (x 1,000) Total Abilities Cost: 186 Total Computer Cost: 225 Value Disadvantage 0 None Total Disadvantage Points: 0 Total Cost: 209/5 = 45 Total Overall Cost: 310
  7. Re: How Visible Is Fusion Booster Exhaust? . . . A little thought: The above boosters use the rule that in space, the Flight represents acceleration/deceleration of the vehicle, so if the vehicle stops using the boosters, it doesn't just stop cold but keeps moving with the speed it had when the boosters were cut (without using up any of the fuel charges). The question is: When not using Flight to change speed - with the boosters throttled down - does it move at Combat Movement or Non-Combat Movement? I read the book - FReD, not 5ER - to say that as long as the ship moves faster than 60", then it's 0 OCV, 1/2 DCV. But as a knee-jerk reaction I'd like to say that as long as the drive is not in use, and so not impending the stability of aim, I see no reason to reduce OCV (the DCV is no problem, since I'll be using Velocity-Based DCV). How to resolve this? Penalty Skill Levels? A house ruling? Is there anything I've missed in TUV or FReD?
  8. Re: [Campaign Log] Sophia's Barbarians Who did he hit?
  9. Re: The Last Word Sometimes that has to be done to calibrate the societal standards and norms. Or something.
  10. Re: The Last Word . . . I can live with that.
  11. Re: SpaceCraft Miniatures... Somewhere I saw some pics of where some ships were compared to coins . . . Could be on the homepage. Nonetheless, I've saved the design pics for use as flavor for some DF campaign or other . . .
  12. Re: Answers & Questions Q: . . . Did you just knock off the bishop of Leichester?! A: Strawberry tart!
  13. Re: The Last Word . . . Peacock Moves: Teleportation 10", Cannot Use If Watched (-2)
  14. Re: Musings on Random Musings Break a leg, Squirrel!
  15. Re: Solar Sails . . . I likee . . . I wanna do a The Solar Main campaign: Pirates with solar sails! A blaster in one hand, a force sword in the other and a cybernetic eye . . . Arrrh!
  16. Re: Wunderwaffen!!! - Secret German Warmachines of WW 2 . . . What was the reach of the Anzio guns? Those were pretty huge . . .
  17. Re: How Visible Is Fusion Booster Exhaust? Here's the final build: Fusion Boosters: Flight 60", x 1,000 NCM; 165 APts; 1 Fuel Charge (1,000 phases [66,7 minutes], easy to obtain; -0), Limited Maneuverability (-1/4), Side Effect (RKA 6d6 in a 36" Line directly behind engines, always occurs; -2), Visible (-1/4); 47 RPts
  18. Re: How Visible Is Fusion Booster Exhaust? Thanks, guys. I should have come up with those Lims mysels, but at the time of posting the questions, my brain was creaking . . . I think I'll finish the build today, and maybe post the result too . . .
  19. Re: SpaceCraft Miniatures... . . . I took one look at the Cold Navy ships - and my heart skipped a beat. That's how starships shouls look!
  20. Re: Complicate the Person Above death tribble ate all of Emperor Palpatine's clones.
  21. Re: "Neat" Pictures . . . That's harsh.
  22. Re: Musings on Random Musings Well, I'm not gonna do it!
  23. Re: The Last Word Makes them an easy kill, then! Roast peacock. Mmmmm . . . . . . What?
  24. Re: The Last Word . . . I don't see goats as particularly pettable. Not the coziest of animals.
×
×
  • Create New...