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Aroooo

HERO Member
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Everything posted by Aroooo

  1. Re: Power Construct & Redundant Mods? Yup, thats about the effect I was looking for. The disintegrate is supposed to wipe out 'normals' and 'goons' and boxes... Aroooo
  2. Re: Power Construct & Redundant Mods? That's how I started, only Drain instead of transform. Aroooo
  3. Re: Power Construct & Redundant Mods? Lingering? not familiar with that one? Is if from FH? What am I trying to build? The short version is a 'one-shot-disintegrates-goons' type of effect. The longer version is my group is trying to work up some Stargate Hero guidelines. One guy is working up package deals, and I'm doing weapon conversions. This is part of the Zat write-up. (For the uninitiated, the Zat is an energy weapon-sfx looks like electricity-that stuns, kills, or disintegrates its target based on the number of times you get shot with it.) The first two stages are easy enough to build, but this third stage is tough. So, with that in mind, how would you build it, because I'm still a but confused between Continuous, cumulative, gradual effect, etc.? The reason I did the 1 extra phase was to give it some added 'umph' without making the initial attack a huge number of dice. Also, that seemed to be its SFX when you get shot with it. Aroooo
  4. I'm trying to build a drain body power, and have this so far: Drain BODY 7 1/2d6 (standard effect: 22 points), Cumulative (+1/2), Ranged (+1/2) (150 Active Points); OAF (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4), Beam (-1/4), 32 Recoverable Continuing Charges lasting 1 Extra Phase each (+1) Are the continuing charges and cumulative redundant? How does Standard Effect work with the Cumulative advantage? Its supposed to work like this; you get shot, take the Drain for the current phase and the following phase, up to a max of 22 BODY lost. So, did I do it right? Aroooo
  5. Re: Starship design - How much space does THAT take up? Minimal cross posting; otherwise why not stay here and make several threads... I'm for the ground up. Base hull volume loosely on the GURPS guidelines, and then for each piece of equipment, figure its total volume and usable volume (i.e. parts that are machinery vs. livable/occupiable). Some things will have more usable volume than others. Engines will probably have little usable volume, where a lab will be mostly usable volume. Another point, the AP/20=hexes does not work well for things like labs, life support, etc. Aroooo
  6. Re: Modern Weapons? I agree that AP as done in Hero is probably too much, at least for small arms like we're talking about - but I didn't want to go too far down the house rules road with the Piercing advantage (although I admit the mechanics works quite well). .45 APC vs 9mm Para... those were the days. I remember all those arguments well from my youth For the P90 I just used published figures. Couldn't find any reviews online. Aroooo
  7. Re: Star System Generators That's pretty cool! If you don't mind, I'm going to put a link to it over at starherofandom. Better still, I'd love to wrap your code into the site itself (taking your code and putting the SHF header/footer on it). Aroooo
  8. Re: Starship design - How much space does THAT take up? Got it. If everyone is okay with moving this conversation over to starherofandom I don't have a problem setting up a forum section for this conversion project. That's why I made the site in the first place Aroooo
  9. Re: Starship design - How much space does THAT take up? To start from the beginning So, here's my thake on what we're looking for: • How much volume does a ship of SIZE X have? • How much of that is usable volume? or • how much volume does the powerplant take up? • How much volume does the drive system(s) take up? • How much... etc. all the way down the list of powers, skills, labs, etc. and then • Did it all fit in the SIZE? • Figure out how much of that people can actually move through. equals reasonable space allocations for making deck plans. Aroooo
  10. Re: Starship design - How much space does THAT take up? So the number one presumption we have to make here is to ditch that guideline from Fred Second, what specifically are we trying to accomplish here? Are we trying to create a system for determining equipment volume, just to see if everything fits into a hull (ala the Gurps/Traveller method) or are we trying to determine how big things are for the purposes of making deck plans? Or both, for that matter. (If its both, then we're gonna have to make sacrifices .) Personally, I liked the simplified Gurps Traveller method. It was detailed without being overly so. Deck plan derivations were still somewhat fudged, but they worked well enough. Aroooo
  11. Re: Starship design - How much space does THAT take up? I have a problem with the interior volume calc. How do they get at 50%? Thats an awfull big reduction. Plus, how much of that 'missing' 50% includes volume for equipment? I'm guessing that the 50% is usable volume - rooms, hallways, bridge, crew quarters, etc. Aroooo
  12. Re: Starship design - How much space does THAT take up? Some observations: 1) Didn't your Traveller write-up just deal with the 1 DT required for the crew position? 2) You're not thinking 3 dimensions. The Mark I becomes 2x2x3 cubic hexes, and the Mk20(ATRI12) becomes approx 3x3x2.5 cubic hexes. Thats not so bad. Aroooo
  13. Re: Starship design - How much space does THAT take up? I don't see why not, but are you talking about creating just a forum thread, or a new section in the forums? Aroooo
  14. H&K MP5 Revisited Here's an expanded take on the H&K MP5 SMG (expanding on the basics in 5th ed.): 17 H&K MP5 SMG: (Total: 60 Active Cost, 17 Real Cost) Killing Attack - Ranged 1d6+1, 4 clips of 30 Charges (+1/2), Autofire (10 shots; +1) (50 Active Points); OAF (-1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Limited Range (200m effective range; -1/4), Real Weapon (-1/4) (Real Cost: 13) plus +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 4) Options 10 1) Sound Suppressor: Invisible to Hearing Group, Source Only (+1/4) for up to 50 Active Points of H&K MP5 SMG, Reduced Endurance (0 END; +1/2) (18 Active Points); OIF (-1/2), Real Weapon (-1/4) 0 5 2) Tactical Forearm Light: Sight Group Images Increased Size (2" radius; +1/4), 1 Continuing Fuel Charge lasting 6 Hours (Battery; +1/4) (15 Active Points); Only to create light (-1), No Range (-1/2), OIF (-1/2) [1 cc] Aroooo
  15. P90 Revised (revised) Forget the above post. I didn't reread the combat section and FAQ's, so you don't really need the MP. I did add a second set of OCV bonuses to negate AF mods (figured as the reduced recoil of the SS190 rounds): P90 (5.7x28mm) Tactical SMG: (Total: 100 Active Cost, 29 Real Cost) Killing Attack - Ranged 1d6+1, Limited Armor Piercing (up to 20 PD armor only, not vs. Vehicle DEF, FF, FW; +1/4), +2 Increased STUN Multiplier (+1/2), 4 clips of 50 Charges (+3/4), Autofire (20 shots; +1 1/2) (80 Active Points); OAF (-1), STR Minimum 11 (STR Min. Cannot Add/Subtract Damage; -1), Limited Range (200m effective range; -1/4), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 21) plus Reduced Recoil Impulse: +2 OCV (10 Active Points); OAF (-1), Only to negate Autofire mods (-1/2), Real Weapon (-1/4) (Real Cost: 4) plus Sights (optical and/or laser): +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 4) Aroooo
  16. P90 Revised After thinking about this over the weekend, and reading up on the rules governing advantages, I present the new and improved P90: [removed-see next message] Aroooo
  17. Re: Starship design - How much space does THAT take up? Okay, lets stick with DT and 1DT=2 cubic hexes. I would go with 3/4 volume, 1/2 volume, 1/4 volume reductions instead. I don't think many systems are going to get reduced by 1/2 volume with just one tech level jump. But also lets remember that this means building an ATRI 9 drive system using ATRI 11 tech for example. For starters I think we should not worry about what other benefits tech scale gets. Lets stick with mapping out volume first Aroooo
  18. Re: Starship design - How much space does THAT take up? What's our unit of measurement? Are we going to use displacement tons (volume) as the measure - not mass? (Personally I prefer DS.) Then, are we going to use the 1 DS - 2 cubic hex (I think that was the reference I saw earlier). Once unit of measure is taken care of, we need to establish a baseline tech level. Meaning, how big is X at ATRI Y? Then we should figure out a rough scaling rate for +/-Y. So, if ARTI goes up, volume should go down; if ARTI goes down volume should go up. Then for each type of X we will have to figure out a min/max volume - albeit that will probably be somewhat arbitrary. Then figure out categories and subcategories of X. Do we just say 'all powerplants' or break it down by type as well: fission, fusion, antimatter, etc. Aroooo
  19. Re: Starship design - How much space does THAT take up? I'll help where/when I can. It would make a great addition to the starherofandom site too. Aroooo
  20. Re: Babylon 5 Station... a Very Rough starting draft Hey now... You're playing in my sand box Seriously though, I dl'ed the file, I won't have time to look at it till lunch to see how it gells with my ideas. Just FYI, I was going to hold off on the station till after I had designed some of the capital ships first. Aroooo
  21. Re: New planetary dystopia Just FYI I added a link to your site over at the StarHero Fandom site. Hope you don't mind Aroooo
  22. Aroooo

    Babylon 5 Hero

    Ship Updates First batch of HeroDesigner ship conversions are done! I've converted most of the existing ships (i.e. ships I've previously done) to HD (v2.29). I have incorporated the ship's computers into the ship character (by means of a custom template), so now there is only one HD file to download/keep track of. The ship files have also been renamed a bit for easier tracking (I've added a gov't affiliation into the names). Also, there have been some minor tweaks to some of the ships - mainly in the armor/DEF area, plus some general (and minor) math/power errors that HD picked up on. Aroooo
  23. Re: Jedi Characters As soon as I get it Or did I miss an email or something (not out of the question given the week I just had...)? Aroooo
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