Jump to content

Aroooo

HERO Member
  • Posts

    1,036
  • Joined

  • Last visited

Posts posted by Aroooo

  1. In light of recent conversations we've had about supporting Star Hero, TE, AW, etc., with the help of a few fellow board members, I've set up a new Star Hero fan site! It has Steve's blessing (he even helped pick the name :)).

     

    Please visit us at http://www.starherofandom.com

     

    Help support it by sending me info on your Star Hero/TE/AW campaign, and spread the word to fellow Hero gamers!

     

    Aroooo

  2. EW Systems so far

     

    This is what I have so far. I'm still working on the optional systems, but I'm pretty happy with the sensors and ew systems in general. (Note that the sensors are unchanged from my existing writeups or from how most of the SH/TUV/TE/AW vehicles are written.)

     

    B5 Electronic Warfare Systems

     

    Cost Power END
    58 Sensors and Communication Systems: Variable Power Pool (Sensor/Comm Pool), 50 base + 8 control cost, (75 Active Points); all slots OIF Bulky (-1), Only for Senses and Communications (-1)
    50 Long Range Sensors: NPA for Sensor VPP, MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) (100 Active Points); OIF Bulky (-1) 10
    8 Target Identification System: +10 PER with Radio Group (20 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) 2
    40 Electronic Warfare Systems: Change Environment 8" radius, -5 to Radio Group PER Rolls, Personal Immunity (+1/4), Invisible Power Effects, Source Only (Fully Invisible; +1/2), MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) (120 Active Points); OIF Bulky (-1), Effect lasts only while paying END (-1/2), No Range (effect centered on ship; -1/2) 12
    15 ECM Systems: Suppress EW Systems 5d6 (standard effect: 15 points), any EW System one at a time (+1/4) (31 Active Points); OIF Bulky (-1) [Notes: Range=150 inches] 3
    52 ECM Systems: NPA for ECM, MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (105 Active Points); OIF Bulky (-1) 10
    2 ECCM Systems: Power Defense (5 points) (5 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Requires A Systems Operations Roll (-1/2) 1
    Optional EW Systems
    15 Sensor Masking (Electronic): Negative Skill Levels (-5 with PER or System Operation Rolls), Damage Shield (+1/2) (37 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2) 8
    25 Sensor Masking (Hull Coating): Negative Skill Levels (-5 with PER or System Operation Rolls), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2) (50 Active Points); Ablative (reduce modifier by one for every 3 points of damage that hit hull location; -1)
    3 Chaff and Flares: +1 with DCV, 32 Boostable Charges (+1/4) (6 Active Points); IIF Bulky (-3/4), Requires A System Operations Roll (-1/2)

     

    Opinions?

     

    Aroooo

  3. I'm in need of some assistance. I'm trying to build a Chaff & Flare system, built as +1 DCV per charge. But here's what I'm really trying to do. Each charge is +1DCV, but the system can drop several charges with each use (actual DCV bonus probably determined by a RSR - +1 DCV for each success sort of approach). So how would I model that? Autofire?

     

    Aroooo

  4. First, I just noticed last night that this (long) B5 thread has been rated! That's pretty cool. Thanks to everyone who voted! (And I didn't even know folks were voting.)

     

    Second, Hero has a few ways to make things 'invisible' - invisibility, darkness to name the obvious. But only one power I can think of for creating skill or PER penalties - Change Environment. Are there any other ways to impose negative modifiers on a target without resorting to CE all the time?

     

    Aroooo

  5. There was a book (or two?) I read years and years ago where they did not have FTL travel, but they had tachyon transmission. So what you did was stepped into a 'teleporter' of sorts and a copy of you was created at the destination within seconds. So now there were two of you. If you had to go somewhere else, then there would be 3, etc... (The story revolved around a 'troubleshooter' type character, so there wound up being a lot of copies of himself.) If anyone remembers the name of the book(s) let me know, I'd like to read them again.

     

    Aroooo

  6. I'd have to get my ex-Navy brother-in-law in on that, and you don't want me to go there :) Although I do have a question out to him on this. (It was his field, and he'll talk forever on the subject.)

     

    Aroooo

  7. Electronic Warfare

     

    Since SH and TUV leave specific forms of EW, ECM, and ECCM up to the individual GMs, I've been trying to find the best ballance for building EW systems into my ship write ups. I've been going back and forth on styles for a few weeks now, and have come up with the following array of systems/powers. Before I do a formal write up, I'd appreciate some feedback. This is the listing of powers I'd prefer to use, levels/point values will be assigned as ships are built. One thing I'm trying to avoid is the all-or-nothing effect of Darkness or Invisibility, except as noted at the end.

     

    First, some definitions, as I'm using them:

    EW - Electronic Warfare systems - the general catch-all category of equipment that makes you harder to target. EW is an area effect - all ships in the area will suffer targeting penalties except the source. But if the source is in another ship's area, it will be affected.

    ECM - Electronic Counter Measures - the set of gear that cuts through someone else's jamming.

    ECCM - Electronic Counter Counter Measures - the gear that counters ECM.

     

    Yes, I acknowledge that this is a drastic oversimplification. I'm not trying to reproduce real life, just add some of the electronic warfare feel to B5.

     

    Sensors: All will have the following limitations: Flashed as Radio Group (-1/2) and Affected as Sight Group (-1/2)

     

    EW Systems: Change Environment (neg to Sys Ops roll), personal immunity

     

    ECM: Suppress EW Systems

     

    ECCM: Power Defense

     

    Sensor Masking: Negative Skill Levels as a Damage Shield (i.e. they only take effect if you are looked at - still working on the actual mechanics)

     

    Stealth Systems: Invisible to Radio Group (with fringe?)

     

    Chaff & Flares: +DCV levels; only to dodge/evade maneuvers (-1)

     

    EW Specific Ships (these are stand-off ships that focus on EW (the EA-6B Prowler for B5): Darkness vs. Radio Group w/personal immunity

     

    Aroooo

  8. Oh, don't get me on my soapbox :)

     

    Those sites will generate a pretty certificate that says a star has been named for [insert name here], but they are in no way official name changes.

     

    Okay, I'll get down now... :)

     

    Aroooo

  9. Now, I'm trying to figure out a way to make the specialization in 'game mechanics' besides just encouraging them to spend points appropriately. Since I'm thinking about requiring RSR: Power (Psionics) for all powers, I was debating letting them buy up the Power roll for less. Instead of 2pts/+1, maybe 3pts/+2 or even 1pt/+1, as if buying the Power Skill levels with a limitation. Any opinions?

     

    That certainly works, if you have the RSR. Depending on how house rules you wanted to make it, do a 1-for-1 up to a 18- roll, then 2-for-1 beyond 19- roll. That way the RSR doesn't get too overballanced quickly.

     

    Aroooo

  10. Originally posted by Drakkenkin

    I was playing with the idea of starting up a site at one time, but I couldn't think of what I would place in it. I don't have a complex SH 'world' of my own and I don't have a nice conversion like Aroooo has...

     

    Thanks !

     

    Originally posted by Drakkenkin

    I was thinking of a site with the following subject matter:

    *Normal equipment

    *Ship write-ups

    *BIO and Cyber modifications

    *More star systems written up

    *BBS/forum type system

    * maybe cross reference sections by tech lvl and race.

     

    but most of this is already covered by this (the hero) site.

     

    Any ideas... I would agree that more SH (TE) info/sites would be nice, but what would you placed on them that would not infringe on what HERO has already done, be different enough, and useful to warrant creating a site?

     

    Drakkenkin

     

    As long as it did not conflict with TE, Alien Wars, or future products directly, I don't see much wrong with doing a generic Star Hero fan(dom) site. I agree that gear & ships written for TE should be sumbitted to Ben for inclusion in the online database here. But adventure settings - meaning here's my TE campaign site, come see what we're doing - adventure ideas, general Star Hero gear writeups, starship conversions, etc. would fall into the realm of fair play. And it would save DOJ the worries of copyright patrol.

     

    Aroooo

  11. Re: Fansites and SH

     

    Originally posted by Polaris

    Hiya all!

     

    Like many of you, I was VERY disappointed to learn of DoJ's decision to scale back the production schedule of Star Hero. I know that an idea was presented in another thread to have fans put up Star Hero (in particular TE) websites.

     

    Has anyone put up anything, or is anyone planning on doing so? I know that there are four sites in the links, and all the sites are still up (they are really quite good).

     

    Polaris

     

    I was part of that group of folks, but it never materialized - maybe due to lack of interest, or at least feedback.

     

    I'm still willing to host a fan site if there's interest.

     

    Aroooo

  12. Originally posted by Darth Sarcastic

    Ah...Ensign Jones' is a red-shirt and will die in this episode anyway. Usually by the second time Kirk says his full name a red-shirt gets killed. How would that work...DRAIN BODY +3D6 Continuous, Incantaitions ("I'm Captain James T. Kirk...") ?

     

    LOL! Don't forget to add Uncontrolled. Its not like its Kirk's fault that the red shits die. Or maybe Trigger... when he says his name red shirts die :)

     

    Aroooo

×
×
  • Create New...