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Aroooo

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Posts posted by Aroooo

  1. Re: Power Construct & Redundant Mods?

     

    Actually' date=' I'd use an NND - Does BOD, limited with the restruction that it aplies BOD only if the target is hit twice within some timeframe. Assume, for example, a 15d6 NND Does BOD, Standard Effect. 1st hit does 45 STUN on average (most people will be at -10 or lower, though some may struggle up to -9, and still be aware - O'Neill seems to get this a lot). Second hit does 45 STUN, 15 BOD AND means the 15 BOD from the first hit is also effective. Anyone with 15 BOD or less is dead. Add, say, 5d6 w/ no STUN and anyone within NCM is dead on the second hit.[/quote']

     

    I don't see how the BODY from the first hit can get applied to the second hit, since its considered a second attack.

     

    Aroooo

  2. Re: Power Construct & Redundant Mods?

     

    You don't need cumulative on a drain ... Drain is inherently cumulative, AND has no maximum effect (you keep draining and draining until the target runs out of the power/stat you're draining).

     

    FREd p100, first paragraph after the "Example" outlines this.

     

    If you want the Drain to go more than one phase then Continuous will work.

     

    Of course keep in mind that at it's current level you're draining 11 BODY from the target per phase (assuming they have no power defense). You kill a normal in one attack if the Drain is Continuous for 1-Extra Phase. I hope this is a lethal campaign or Power Defense is very common.

     

    edit: spelling.

     

    Yup, thats about the effect I was looking for. The disintegrate is supposed to wipe out 'normals' and 'goons' and boxes...

     

    Aroooo

  3. Re: Modern Weapons?

     

    You don't have to create an Advantage for Piercing; add some Damage Classes' date=' Only to Penetrate Armor. If you tweak the Limitation correctly (don't remember the exact number) the cost comes out the same as the old Piercing.[/quote']

     

    Would that be like a naked advantage??

     

    Aroooo

  4. 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

  5. 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

  6. Re: Starship design - How much space does THAT take up?

     

    works for me, but do we want to do any cross-posting for the folks that dont follow both sites?

     

    with the response Steve gave on the volume question, do we go with the 50% usable after to make things easier, or build from teh ground 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

  7. Re: Modern Weapons?

     

    Something I was playing with for small arms penetration was based on the old power from Champs 3 piercing, I added 1-4 extra points of damage only vs armor, so high velocity rounds penetrate better but don't neccessarily do more damage, for example a .44 Magnum does 2d6 RKA, and a 5.56mm does 2d6 RKA but due to the high velocity I gave the 5.56mm 3 extra points vs damage, so against an unarmored opponent the weapons are equal, but against an armored target the 5.56mm has a little more penetration which is as it should be. My problem with using AP was that it was too good at pentrating armor, AP bullets add 10-20% or so to penetration not 200%.

    Also the 5.7mm penetrates better than the 9mm but apparently just makes small holes in the target so the 9mm has better "knock down", I just ran them equal but if you really want to give it AP I would drop the DC one to keep it more equal with the 9mm, it got off to a good start but several militaries that bought the P90 are trading them in for their old 9mm or 5.56mm weapons due to the rather poor end effect the 5.7mm has. Not to say for a game the P90 isn't cool but if you are playing with gunbunnies the stats are likely to be controversial similar to the age old .45 vs 9mm arguments.

     

    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

  8. Re: Star System Generators

     

    I needed something to do' date=' so I tossed together a 3D distance calculator. So long as you're using a 3D Cartesian coordinate system ... it'll calculate the distances for you in whatever units you're using for the coordinate system. It's not pretty, but it works ...

     

    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

  9. Re: Starship design - How much space does THAT take up?

     

    I'd like to sort of have it as a discussion area for two reasons:

    1) sort of control the flow of inputs (too many cooks...)

    2) so we can have seperat threads for seperate issues. I just HATE trying to follow 4 different conversations all going on in the same thread.

     

    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

  10. Re: Starship design - How much space does THAT take up?

     

    I'm trying to draw up some basic floor plans for various starships from TE and the Spacers Toolkit.

     

    One problem I'm having is figuring out how much space/volume things like bridges, fuel, sheild generators, engines, etc. take up.

     

    I've searched through Star Hero, TE, the Toolkit and haven't found anything. This is kind of important because the players in my TE game want to run a merc/merchant/smuggling campaign and so I need some idea of how the ship is laid out.

     

    Thanks

     

    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

  11. 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

  12. Re: Starship design - How much space does THAT take up?

     

    Also' date=' before you start figuring this stuff out, do the math for the number of cubic hexes available on the larger ships. If you don't scale size pretty radically for higher AP items, the big ships will be packing an awful lot of stuff.[/quote']

     

    Good point.

     

    • Exterior size (Volume) = L x W x H (H <= W or 1†whichever is greater) (TUV pg. 8)

    • Interior size (Volume) <= Exterior size*.5 (Fred pg. 314)

     

    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

  13. Re: Starship design - How much space does THAT take up?

     

    I was thinking of going with 1 hex per 20 active points, maybe its just my traveller upbringing, but otherwise it looks like things get out of hand in a hurrry sizewise.

     

    Heres a couple of examples from TE

     

    Mark 1 Starship Laser

    124 active points

    standard size at ATRI-9= 12 Hexes

    ATRI-10= 8 Hexes

    ATRI-11= 6 Hexes

    ATRI-12= 4 Hexes

     

    that just looks awfully big for such a low power laser

     

    now lets look at the Mark 20 Laser

    412 Active Points

    ATRI-11= 37 Hexes

    ATRI-12= 25 Hexes

     

    Whereas the standard traveller beam laser that

    I worked up is a TL-12 Weapon

    270 AP and is 1DT/2 Hexes

     

    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

  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. 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

  17. 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

  18. Re: Babylon 5 Station... a Very Rough starting draft

     

    ok, I went and did it, heres a rough first draft of the B5 station, it does

    not lnclude the starfuries or shuttles... and no characters

    and some rough weapon ideas

     

    Hey now... You're playing in my sand box :D

     

    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

  19. 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

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