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Aroooo

HERO Member
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Posts posted by Aroooo

  1. Originally posted by Steve Long

    Not in the time that I've been a member of the Academy. While I can't say that it's never happened, when we pull it off it is definitely going to attract attention on that basis alone.

     

    How large is the Academy? Do their votes count one-for-one on equal footing as the public ballots?

     

    Aroooo

  2. Originally posted by MisterVimes

    "No! Please! I'll tell you whatever you want!" the man yelled.

    "Really?" said Vimes. "What's the orbital velocity of the moon?" -- (Terry Pratchett, Night Watch )

     

    Mean orbital velocity is 3,682.8 kph (about 6,138 inches/turn, if I did the math right). Sorry, couldn't help it :)

     

    Aroooo

  3. I looked through the FAQ's, but didn't see anything about this, so I want to make sure I have this right. In the FAQ it states that reductions to armor should be applied evenly (the example was Drain Armor). With the -1 Ablative Limitation, it reduces the defense by 5 active points. So how do you apply a 5 active point reduction to vehicle DEF or Armor (for simplicity assuming no advantages on either)?

     

    For vehicle DEF, would you reduce it by 1 point (3 active) on the first hit, and 'hold' the other 2 points of effect till the next hit (removing 2 points)? Similar mechanics for Armor? Or would you just round [down] in the character's favor each reduction and drop the rest?

     

    Aroooo

  4. Originally posted by C_Zeree

    Have you thought about adding ship pics to the wrtie-ups? I'm sure there are millions floating around the web. It would definately aid visualization for some of the more obscure ships, like the Vree and Drazi.

     

    Just a thought.

     

    Very nice page layout.

     

    Thanks for the compliment.

     

    As to the first part, I'm waiting on word from the B5 Tech web site owner if I can use his graphics. If that falls through, I'll probably work something else into the site.

     

    Aroooo

  5. Originally posted by PhilFleischmann

    snip...

     

    1. I question the idea of having to pay for the entire vehicle's size. It seems to me that only the useful size (used to be called ISIZ - for "internal size" - in an old edition of Hero) should cost points. You buy a vehicle to move something, people, cargo, weapon payload, etc. The mechanism by which it moves is just a "special effect" and therefore shouldn't cost points. The example that really drove this home for me was the Airship (Zeppelin) on page 75. What would be the game difference between that and a flying ship with Size=just the useful cabin space, using a different special effect for the flying? It would cost less points, but would be more useful, since it could fit in a smaller area and isn't vulnerable to the gas igniting.

     

    snip...

     

    Just to play Devil's Advocate for a moment, that theory does not work well with Mecha (or tanks, fighter planes, etc.) where the 'usable' area is usually very small compared to the overall size of the vehicle. An F/A-18 would be the same 'size' as a motorcycle...

     

    Aroooo

  6. April Update

     

    Just an update...

     

    I've got my ship database finally set up the way I want it, so I'm starting to crank out the ships! I've updated the Starfuries (some math errors, plus added some engine mods from TUV), plus added the crew shuttle - something for the Zephyr's to shoot at :) I've also added the Psi Corps Omega Starfury.

     

    Ship page is here: http://www.aroooo.com/rpg_stuff/b5/ships.php

     

    I'll be adding some updates to the other sections soon.

     

    Aroooo

  7. Re: Problems with Foci and Constant Powers...

     

    Originally posted by Yamo

    If I'm not mistaken, a Constant attack continues to affect the target on each of the user's subsequent Phases for as long as it's maintained, without requiring a new attack roll.

     

    For some reason, I always interpreted that as "...affected by the power on the target's phases, not the firer's." Maybe just another example of reading what I wanted it to say, and not what it said :)

     

    It does make some sense though. If I walk through a wall of fire, I'm going to take damage on my active phases, not the wall's. But realistically, I should take damage on every phase, not just phases I get to do something.

     

    Aroooo

  8. In Hero terms, I guess its all about cause and effect. Hero generally requires each action be resolved before the next action takes place. Sure, its not very 'real world,' but does show off its superhero origins. Its also easier for newer players and GM's to deal with.

     

    In most of our heroic level games, if multiple (identical) DEX/SPD characters roll the same number, we resolve the actions simultaneously.

     

    Aroooo

  9. Originally posted by Geoff Speare

    These damage rules are among the most complex in Hero -- don't feel bad about being a little unsure. :)

     

    4 1/2d6 is right, assuming you're allowing the half-die which I believe is optional (but I recommend it).

     

    Martial Strike would add 2d6, but the weapon caps at 2x base damage if you are in a heroic campaign. If you're in a superheroic campaign, the STR adds to the base damage, so you'd do 4 1/2 + 2d6 = 6 1/2d6.

     

    For the Katana, technically the extra 3 STR doesn't do anything, you need a full 5 to push the damage up 1 DC. As GM, though, it's certainly within your power to round to make things more interesting; just be aware that some players may be tempted to take advantage of this. By the rules, it would be:

     

    1 1/2d6 base damage 1H or 2H;

    2d6 with Martial Strike

    2d6+1 with Off. Strike

     

    I thought even in Heroic level games Martial damage bonuses were allowed to exceed the 2x weapon damage class rule. If its not allowed, then I guess its a (new) house rule 'cause that's what we've been doing in our Heroic games :)

     

    Aroooo

  10. Originally posted by Aroooo

    You didn't miss it. Its not there. I was originally going to put it on a separate list for Excalibur ships, but changed my mind because that list was very short. I just have to add it back to the list. Thanks for catching that one.

     

    I stand corrected. It is on the list... Its the Victory Class Heavy Destroyer, listed under the Interstellar Alliance. Sorry for the confusion. B5 Tech Manual data can be found here: http://www.b5tech.com/isa/excalibur/excalibur.html

     

    Aroooo

  11. Originally posted by SleepyDrug

    Question: the Excalibur class Battleship isn't listed, or did I miss it?

     

    You didn't miss it. Its not there. I was originally going to put it on a separate list for Excalibur ships, but changed my mind because that list was very short. I just have to add it back to the list. Thanks for catching that one.

     

    Aroooo

  12. Originally posted by SleepyDrug

    I just wanted to say very nice job.

     

    What does the Hotshot Pilot talent do? And why is this not simply skill levels or combat pilot?

     

    Suggestion for your skill list: in my Star Hero/Star Wars game we use an Intellect skill called Combat Helmsman as the capital ship equivalent to combat pilot.

     

    First, thanks for the kudos.

     

    Hot Shot Pilot is from Star Hero. Its a Talent that "...represents a character who's a naturally gifted or highly trained pilot." For 24 points it offers combat piloting bonuses and DCV bonuses to the vehicle's size. I listed it to represent it's an appropriate Talent to have in a B5 game (GM permitting of course). Stuff that I did not list in the skills or Talents/Perks lists I considered inappropriate for B5. Of course, thats just my opinon :)

     

    As for Combat Helmsman, its an interesting idea. I plan on expandng the Transport Familiarities lists to deal with part of that. I'll post it to my group and see what they think.

     

    Aroooo

  13. I know the rules state that multiple [identical] Change Environments (like from an AutoFire CE) [from a single source] do not stack effect. What about from multiple characters, or vehicles?

     

    If two vehicles, each with the same a -2 PER vs. Radio Group CE (aka ECM) turn them on, and their fields overlap, is a vehicle in the overlapped area subject to a -2 or -4 modifier?

     

    As always, thanks!

    Aroooo

  14. Ship ECM/ECCM

     

    I've been reading over TUV the last two weeks (hence little updates on the B5 site), and wanted to get the opinions of anyone who's using or planning on using my B5 conversion. Here's the question:

     

    How would you like to see ECM/ECCM done?

     

    Simple version: Systems Op vs. Systems Op rolls; or

    Non-so-simple version: Powers like SH and TUV describe - flash, darkness, flash def., supress, etc.; or

    Somewhere in-between?

     

    I guess the question also boils down to: How much (or how detailed) starship combat will you be running? Mapped out or Dogfight/Intercept combat?

     

    Appreciate the feedback!

    Aroooo

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