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Aroooo

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  1. Re: Babylon 5 Hero

     

    Site updated: Added Babylon 5 to the Ships section (since no one seemed to have comments). Also updated the Centauri Fighter. The all_ships.zip file as also been updated.

     

    Enjoy!

    Aroooo

  2. Re: Stargate Hero

     

    Reduced Penetration' date=' vs Combat Luck.[/quote']

     

    That's an interesting limitation. I'll have to see if this is something we could introduce this into our game.

     

    Aroooo

  3. Babylon 5 Station

     

    Babylon 5

     

    Val Char Cost
    45 SIZE 90
    54 DEF 24
    45 BODY 43
    35 INT 25
    35 PRE 35
    Characteristics Cost: 217

     

    Cost Power END
    0 Space Station: Location: In Space 0
    Power Systems
    267 Tokamac 790 High Energy Fusion Reactor: Endurance Reserve (790 END, 790 REC) (869 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4) 0
    15 Tokamac 790 High Energy Fusion Reactors: 7 additional reactors, 8 total (15 Active Points) 0
    68 Tokamac 200 High Energy Fusion Reactor: Endurance Reserve (200 END, 200 REC) (220 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4) 0
    15 Tokamac 200 High Energy Fusion Reactors: 5 additional reactors, 5 total (15 Active Points) 0
    118 Reserve Power Cells: Endurance Reserve (400 END, 400 REC) Reserve: (440 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4), Requires Solar Proximity/Not in Shadow (-1/4); REC: (400 Active Points); OAF Immobile Fragile (Solar Panels; -2 1/4), Only to Power Station's Systems (-1/4), Requires Solar Proximity/Not in Shadow (-1/4) 0
    Propulsion Systems
    1 Station Keeping Thrusters: Flight 1" (2 Active Points); no Noncombat movement (-1/4), Limited Maneuverability (-1/4) 0
    Tactical Systems
    173 Particle Laser Cannon: Multipower, 390-point reserve, (390 Active Points); all slots OIF Bulky (-1), Real Weapon (-1/4)
    14u 1) Close Range Shot: RKA 8d6, Area Of Effect (96" Line; +1), Continuous (+1) (360 Active Points); OIF Bulky (-1), Beam (-1/4), Real Weapon (-1/4) 36
    16u 2) Long Range Shot: RKA 8d6, MegaScale (1" = 1 km; +1/4), Area Of Effect (108" Line; +1), Continuous (+1) (390 Active Points); OIF Bulky (-1), Beam (-1/4), Real Weapon (-1/4) 39
    5 Particle Laser Cannon: Second Cannon; Two total (5 Active Points) 0
    160 Pulse Cannon Turret: Multipower, 360-point reserve, (360 Active Points); all slots OIF Bulky (-1), Real Weapon System (-1/4)
    8u 1) Close Range Shot: RKA 8d6, Autofire (5 shots; +1/2) (180 Active Points); OIF Bulky (-1), Real Weapon System (-1/4) 18
    9u 2) Long Range Shot: RKA 8d6, MegaScale (1" = 1 km; +1/4), Autofire (5 shots; +1/2) (210 Active Points); OIF Bulky (-1), Real Weapon System (-1/4) 21
    2u 3) Interceptor Fire: Missile Deflection (Any Ranged Attack), +2 to MD, Full Range (+1) (60 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Real Weapon System (-1/4) 6
    10 Pulse Cannon Turret: Three Turrets; Four Total (10 Active Points) 0
    116 Plasma Cannon Turret: Multipower, 262-point reserve, (262 Active Points); all slots OIF Bulky (-1), Real Weapon (-1/4)
    10u 1) Close Range Shot: RKA 10d6, Penetrating (+1/2) (225 Active Points); OIF Bulky (-1), Real Weapon (-1/4) 22
    12u 2) Long Range Shot: RKA 10d6, MegaScale (1" = 1 km; +1/4), Penetrating (+1/2) (262 Active Points); OIF Bulky (-1), Real Weapon (-1/4) 26
    10 Plasma Cannon Turret: Three Turrets; Four Total (10 Active Points) 0
    67 Twin Particle Array (Anti-Fighter): RKA 4d6, Autofire (5 shots; +1/2), Fighter Scale (suffers no SIZE DCV mods; +1) (150 Active Points); OIF Bulky (-1), Real Weapon (-1/4) 15
    15 Twin Particle Array: Five More Arrays; Six Total (one for each sector) (15 Active Points) 0
    33 Mk II Defense Grid Energy Projectors (6): Multipower, 90-point reserve, (90 Active Points); all slots OIF Bulky (-1), Limited Coverage/Arc of Fire (limited to one section of Station; -1/2), Real Weapon System (-1/4)
    3u 1) Defense Mode: Missile Deflection (Any Ranged Attack), +5 to MD, Full Range (+1) (90 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Limited Coverage/Arc of Fire (limited to one section of Station; -1/2), Real Weapon System (-1/4) 9
    3u 2) Attack Mode: RKA 4d6, Autofire (5 shots; +1/2) (90 Active Points); OIF Bulky (-1), Limited Coverage/Arc of Fire (limited to one section of Station; -1/2), Real Weapon System (-1/4) 9
    15 Mk II Defense Grid Energy Projectors (6): Five Banks; Six Banks Total (one for each section) (15 Active Points) 0
    103 Mk II Defense Grid Targeting Computer: INT: 15 DEX: 20 (23) SPD: 6 (see character sheet) (155 Active Points); Costs Endurance (-1/2) 15
    15 Mk II Defense Grid Targeting Computer: Five Computers; Six Total (one for each section) (15 Active Points) 0
    59 8m-12m Armored Hull: +44 DEF (132 Active Points); Ablative (-1), Limited Coverage (Hull Only; -1/4)
    Operational Systems
    70 XP-7 Sensor System: Variable Power Pool (Sensor/Comm Pool), 60 base + 10 control cost, (90 Active Points); all slots OIF Bulky (-1), Only for Senses and Communications (-1)
    60 Long Range Sensors: MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) for up to 60 Active Points of Sensor VPP (120 Active Points); OIF Bulky (-1) 12
    2 Target Identification System: +3 PER with Radio Group (6 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) 1
    Electronic Warfare Systems
    46 1) Electronic Warfare Systems: Change Environment 16" 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) (139 Active Points); OIF Bulky (-1), Effect lasts only while paying END (-1/2), No Range (effect centered on ship; -1/2) 14
    15 2) ECM Systems: Suppress EW Systems 5d6 (standard effect: 15 points), Two EW Systems Simultaneously (+1/2) (37 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2) 8
    32 3) ECM Systems: MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) for up to 37 Active Points of Suppress (65 Active Points); OIF Bulky (-1) 6
    2 4) ECCM Systems: Power Defense (5 points) (5 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Requires A Systems Operations Roll (-1/2) 1
    30 Internal Monitors: Clairsentience (Sight, Hearing And Radio Groups), 256 Perception Points, Mobile Perception Point (can move up to 6" per Phase), Tracking, Perception point can not move through solid objects (+0) (90 Active Points); OAF Immobile (-2) 9
    5 Babcom System: B5 Communications Network: HRRP (Radio Group) (12 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2) 1
    25 StellarCom System: Civilian interstellar Communications System: HRRP (Radio Group), MegaScale (1" = 100 lightyears; +4), Can Be Scaled Down 1" = 1km (+1/4) (63 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2), Requires Working Jump Gates at Transmit and Receive Ends for Interstellar Communication (-1/4) 6
    25 StellarCom Gold Channels: Military and Diplomatic Interstellar Communications System: HRRP (Radio Group), MegaScale (1" = 100 lightyears; +4), Can Be Scaled Down 1" = 1km (+1/4) (63 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2), Requires Working Jump Gates at Transmit and Receive Ends for Interstellar Communication (-1/4) 6
    8 Fabrication Facilities: Minor Transform 5d6 (raw materials into working components), Requires A manufacturing, construction, engineering, etc. Roll (No Active Point penalty to Skill Roll; +0) (50 Active Points); Extra Time (1 Day, -4), OIF Bulky (-1) 5
    Damage Control Systems
    72 1) Fire Suppression System: Suppress Fire 10d6, Continuous (+1), Area Of Effect Nonselective (10" Any Area; +3/4), Conforming (+1/2) (162 Active Points); OIF Bulky (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2) [1 cc]
    33 2) Blast Doors and Hull Breach Foam Seal: Entangle 10d6, 10 DEF, Cannot Be Escaped With Teleportation (+1/4) (125 Active Points); Does Not Prevent The Use Of Accessible Foci (-1), Only To Form Barriers (-1), OIF Bulky (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4) 12
    Personnel Systems
    70 Station Crew: Followers (2,500 50 point characters)
    5 Artificial Gravity: Telekinesis (7 STR), Selective (from 0G to 1.3G; +1/4) (13 Active Points); Only to Pull Objects Straight Down to Floor (-1), Limited Area (Rotating Section Only; -1/2), Must Maintain Spin (-1/4) 1
    15 Life Support Systems: LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (22 Active Points); Costs Endurance (-1/2) 2
    18 Backup Life Support Systems: LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Week (+0) (22 Active Points); Limited Area (only within one sector; -1/4) [1 cc]
    15 Backup Life Support Systems: Five Backup Systems; Six Total (one for each sector) (15 Active Points) 0
    12 Alien Sector: LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (22 Active Points); Costs Endurance (-1/2), Limited Area (only within Alien Sector; -1/4) [Notes: Environments not suited for most humanoids] 2
    18 Alien Sector Backup Life Support Systems: LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Week (+0) (22 Active Points); Limited Area (only within Alien Sector; -1/4) [1 cc]
    12 Medlab: (Total: 12 Active Cost, 12 Real Cost) +3 with Paramedics (Real Cost: 6) plus +3 with SS: Medicine (Real Cost: 3) plus +3 with SS: Xeno-Biology (Real Cost: 3) 0
    10 MedLab: Four MedLabs; Five total (10 Active Points) 0
    6 Security Cells: +5 DEF, Cannot Be Escaped With Teleportation (+1/4) (19 Active Points); Partial Coverage (Cell Blocks Only; -2) [Notes: Cells have 15 DEF total]
    9 Transport Tubes: (Total: 44 Active Cost, 9 Real Cost) Teleportation 12", Position Shift, x2 Increased Mass, x4 Noncombat (39 Active Points); Extra Time (1 Minute, -1 1/2), Can Only Teleport To Floating Fixed Locations (-1), OIF Bulky (-1), Costs Endurance (-1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 7) plus Teleportation: Floating Fixed Location: (any travel tube stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) 4
    15 Core Shuttle: Multipower, 30-point reserve, (30 Active Points); all slots OIF Bulky (-1)
    1u 1) Local Stops: (Total: 30 Active Cost, 7 Real Cost) Teleportation 5", Position Shift, x2 Increased Mass, x4 Noncombat (25 Active Points); Extra Time (1 Minute, -1 1/2), Can Only Teleport To Floating Fixed Locations (-1), OIF Bulky (-1), Costs Endurance (-1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 5) plus Teleportation: Floating Fixed Location: (any core shuttle stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) 2
    1u 2) Long Distance Stops: (Total: 30 Active Cost, 6 Real Cost) Teleportation 5", Position Shift, x2 Increased Mass, MegaScale (1" = 1 km; +1/4) (25 Active Points); Extra Time (5 Minutes, -2), Can Only Teleport To Floating Fixed Locations (-1), OIF Bulky (-1), Costs Endurance (-1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 4) plus Teleportation: Floating Fixed Location: (any core shuttle stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) 2
    Skills/Labs/Other
    100 Labs: as defined by players or GM (100 points) (100 Active Points) 10
    9 Reputation (A port of call - home away from home for diplomats, hustlers, entrepreneurs, and wanderers. Humans and aliens wrapped in two million, five hundred thousand tons of spinning metal - all alone in the night. ) 14-, +3/+3d6
    Station Main Computer [Notes: Includes Skills, Programs, and Talents listed below]
    Powers Cost: 2083

     

     

    Cost Skills
    3 Auto Repair System: Electronics 16-
    3 Auto Repair System: Mechanics 16-
    3 Babcom Database: KS: Archived Recent News 16-
    3 Babcom Database: KS: Current News 16-
    3 Babcom Database: KS: Entertainment Database 16-
    10 Command and Control Systems: Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, ECM/ECCM Systems, Missile Launch Systems, Radar) 17-
    5 Encryption System: Cryptography 17-
    5 Fire Control System: Rapid Autofire
    4 IIF System: KS: Ship Identification 17-
    4 Navigation Computers: AK: Epsilon Sector 17-
    4 Navigation Computers: AK: Hyperspace Beacon System 17-
    5 Navigation Computers: Navigation (Hyperspace, Space) 17-
    3 Security System: Security Systems 16-
    3 Semi-Autonomous Self Correcting Computer System: Computer Programming 16-
    40 Tactical Combat Computer: +5 with All Combat
    Skills Cost: 98

     

    Cost Programs
    1 Attack Target
    1 Diagnose Station Malfunction
    1 Locate Target
    1 Monitor Comm Systems; Report Anomalies
    1 Monitor Sensor Systems; Report Anomalies
    1 Open Slot
    1 Open Slot
    1 Open Slot
    1 Operate Defense Grid
    1 Operate ECM/ECCM Systems
    1 Operate Jump Gate
    1 Operate Maintenance/Camera Bots
    1 Repair Station's Systems
    1 Scan and Record Data
    1 Schedule Station Events
    1 Search Reference Material/Databanks
    1 Send Emergency Signal if Crew Incapacitated
    1 Send Emergency Signal if Specific Protocols Not Met
    Program Cost: 18

     

    Cost Talent
    3 Calculator: Lightning Calculator
    3 Clock: Absolute Time Sense
    3 Instant On Feature: Lightsleep
    5 Memory Core: Eidetic Memory
    4 Backup Memory Core: Eidetic Memory (5 Active Points); Only to backup primary core (-1/4)
    3 Range Finder: Absolute Range Sense
    4 Scanner: Speed Reading (x10)
    16 Translator: Universal Translator 16-, Accessible through the Babcom System (+0) (20 Active Points); Knowl Languages Only (-1/4)
    Talents Cost: 41

     

     

    Total Character Cost: 2457

     

    Val Disadvantages
    95 DNPC: Station Inhabitants 8- (Normal; Useful Noncombat Position or Skills; Group DNPC: x262,144 DNPCs)
    15 Distinctive Features: Babylon 5 (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    30 Hunted: Shadows or Drakh (depending on timeline) 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
    25 Physical Limitation: Can Not Move Out of Lagrange Point (All the Time, Fully Impairing)
    10 Reputation: Nexus for the Fight of Light vs. Darkness, 11-
    15 Social Limitation: Diplomatic Station: Subject to Wants and Desires of Foreign Governments (Frequently, Major)
    20 Social Limitation: EarthForce Station: Subject to Orders (Very Frequently, Major)
    25 Watching: Enemies of EarthForce/Earth Dome 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

    Disadvantage Points: 235

     

    Base Points: 200

    Experience Required: 2022

    Total Experience Available: 0

    Experience Unspent: 0

  4. Re: Stargate Hero

     

    I'm not real happy with DC's P90. This is what I did for the modern weapons thread over in the Other Genre's forum:

     

    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)

     

    Although I am going to rework it now that DC has introduced the Piercing abililty.

     

    Aroooo

  5. Babylon 5

     

    Babylon 5

     

    Val Char Cost
    45 SIZE 90
    54 DEF 24
    45 BODY 43
    35 INT 25
    35 PRE 35
    Characteristics Cost: 217

     

    Cost Power END
    0 Space Station: Location: In Space 0
    Power Systems
    267 Tokamac 790 High Energy Fusion Reactor: Endurance Reserve (790 END, 790 REC) (869 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4) 0
    15 Tokamac 790 High Energy Fusion Reactors: 7 additional reactors, 8 total (15 Active Points) 0
    68 Tokamac 200 High Energy Fusion Reactor: Endurance Reserve (200 END, 200 REC) (220 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4) 0
    15 Tokamac 200 High Energy Fusion Reactors: 5 additional reactors, 5 total (15 Active Points) 0
    118 Reserve Power Cells: Endurance Reserve (400 END, 400 REC) Reserve: (440 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4), Requires Solar Proximity/Not in Shadow (-1/4); REC: (400 Active Points); OAF Immobile Fragile (Solar Panels; -2 1/4), Only to Power Station's Systems (-1/4), Requires Solar Proximity/Not in Shadow (-1/4) 0
    Propulsion Systems
    1 Station Keeping Thrusters: Flight 1" (2 Active Points); no Noncombat movement (-1/4), Limited Maneuverability (-1/4) 0
    Tactical Systems
    173 Particle Laser Cannon: Multipower, 390-point reserve, (390 Active Points); all slots OIF Bulky (-1), Real Weapon (-1/4)
    14u 1) Close Range Shot: RKA 8d6, Area Of Effect (96" Line; +1), Continuous (+1) (360 Active Points); OIF Bulky (-1), Beam (-1/4), Real Weapon (-1/4) 36
    16u 2) Long Range Shot: RKA 8d6, MegaScale (1" = 1 km; +1/4), Area Of Effect (108" Line; +1), Continuous (+1) (390 Active Points); OIF Bulky (-1), Beam (-1/4), Real Weapon (-1/4) 39
    5 Particle Laser Cannon: Second Cannon; Two total (5 Active Points) 0
    160 Pulse Cannon Turret: Multipower, 360-point reserve, (360 Active Points); all slots OIF Bulky (-1), Real Weapon System (-1/4)
    8u 1) Close Range Shot: RKA 8d6, Autofire (5 shots; +1/2) (180 Active Points); OIF Bulky (-1), Real Weapon System (-1/4) 18
    9u 2) Long Range Shot: RKA 8d6, MegaScale (1" = 1 km; +1/4), Autofire (5 shots; +1/2) (210 Active Points); OIF Bulky (-1), Real Weapon System (-1/4) 21
    2u 3) Interceptor Fire: Missile Deflection (Any Ranged Attack), +2 to MD, Full Range (+1) (60 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Real Weapon System (-1/4) 6
    10 Pulse Cannon Turret: Three Turrets; Four Total (10 Active Points) 0
    116 Plasma Cannon Turret: Multipower, 262-point reserve, (262 Active Points); all slots OIF Bulky (-1), Real Weapon (-1/4)
    10u 1) Close Range Shot: RKA 10d6, Penetrating (+1/2) (225 Active Points); OIF Bulky (-1), Real Weapon (-1/4) 22
    12u 2) Long Range Shot: RKA 10d6, MegaScale (1" = 1 km; +1/4), Penetrating (+1/2) (262 Active Points); OIF Bulky (-1), Real Weapon (-1/4) 26
    10 Plasma Cannon Turret: Three Turrets; Four Total (10 Active Points) 0
    67 Twin Particle Array (Anti-Fighter): RKA 4d6, Autofire (5 shots; +1/2), Fighter Scale (suffers no SIZE DCV mods; +1) (150 Active Points); OIF Bulky (-1), Real Weapon (-1/4) 15
    15 Twin Particle Array: Five More Arrays; Six Total (one for each sector) (15 Active Points) 0
    33 Mk II Defense Grid Energy Projectors (6): Multipower, 90-point reserve, (90 Active Points); all slots OIF Bulky (-1), Limited Coverage/Arc of Fire (limited to one section of Station; -1/2), Real Weapon System (-1/4)
    3u 1) Defense Mode: Missile Deflection (Any Ranged Attack), +5 to MD, Full Range (+1) (90 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Limited Coverage/Arc of Fire (limited to one section of Station; -1/2), Real Weapon System (-1/4) 9
    3u 2) Attack Mode: RKA 4d6, Autofire (5 shots; +1/2) (90 Active Points); OIF Bulky (-1), Limited Coverage/Arc of Fire (limited to one section of Station; -1/2), Real Weapon System (-1/4) 9
    15 Mk II Defense Grid Energy Projectors (6): Five Banks; Six Banks Total (one for each section) (15 Active Points) 0
    103 Mk II Defense Grid Targeting Computer: INT: 15 DEX: 20 (23) SPD: 6 (see character sheet) (155 Active Points); Costs Endurance (-1/2) 15
    15 Mk II Defense Grid Targeting Computer: Five Computers; Six Total (one for each section) (15 Active Points) 0
    59 8m-12m Armored Hull: +44 DEF (132 Active Points); Ablative (-1), Limited Coverage (Hull Only; -1/4)
    Operational Systems
    70 XP-7 Sensor System: Variable Power Pool (Sensor/Comm Pool), 60 base + 10 control cost, (90 Active Points); all slots OIF Bulky (-1), Only for Senses and Communications (-1)
    60 Long Range Sensors: MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) for up to 60 Active Points of Sensor VPP (120 Active Points); OIF Bulky (-1) 12
    2 Target Identification System: +3 PER with Radio Group (6 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) 1
    Electronic Warfare Systems
    46 1) Electronic Warfare Systems: Change Environment 16" 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) (139 Active Points); OIF Bulky (-1), Effect lasts only while paying END (-1/2), No Range (effect centered on ship; -1/2) 14
    15 2) ECM Systems: Suppress EW Systems 5d6 (standard effect: 15 points), Two EW Systems Simultaneously (+1/2) (37 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2) 8
    32 3) ECM Systems: MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) for up to 37 Active Points of Suppress (65 Active Points); OIF Bulky (-1) 6
    2 4) ECCM Systems: Power Defense (5 points) (5 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Requires A Systems Operations Roll (-1/2) 1
    30 Internal Monitors: Clairsentience (Sight, Hearing And Radio Groups), 256 Perception Points, Mobile Perception Point (can move up to 6" per Phase), Tracking, Perception point can not move through solid objects (+0) (90 Active Points); OAF Immobile (-2) 9
    5 Babcom System: B5 Communications Network: HRRP (Radio Group) (12 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2) 1
    25 StellarCom System: Civilian interstellar Communications System: HRRP (Radio Group), MegaScale (1" = 100 lightyears; +4), Can Be Scaled Down 1" = 1km (+1/4) (63 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2), Requires Working Jump Gates at Transmit and Receive Ends for Interstellar Communication (-1/4) 6
    25 StellarCom Gold Channels: Military and Diplomatic Interstellar Communications System: HRRP (Radio Group), MegaScale (1" = 100 lightyears; +4), Can Be Scaled Down 1" = 1km (+1/4) (63 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2), Requires Working Jump Gates at Transmit and Receive Ends for Interstellar Communication (-1/4) 6
    8 Fabrication Facilities: Minor Transform 5d6 (raw materials into working components), Requires A manufacturing, construction, engineering, etc. Roll (No Active Point penalty to Skill Roll; +0) (50 Active Points); Extra Time (1 Day, -4), OIF Bulky (-1) 5
    Personnel Systems
    70 Station Crew: Followers (2,500 50 point characters)
    5 Artificial Gravity: Telekinesis (7 STR), Selective (from 0G to 1.3G; +1/4) (13 Active Points); Only to Pull Objects Straight Down to Floor (-1), Limited Area (Rotating Section Only; -1/2), Must Maintain Spin (-1/4) 1
    15 Life Support Systems: LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (22 Active Points); Costs Endurance (-1/2) 2
    18 Backup Life Support Systems: LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Week (+0) (22 Active Points); Limited Area (only within one sector; -1/4) [1 cc]
    15 Backup Life Support Systems: Five Backup Systems; Six Total (one for each sector) (15 Active Points) 0
    12 Alien Sector: LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (22 Active Points); Costs Endurance (-1/2), Limited Area (only within Alien Sector; -1/4) [Notes: Environments not suited for most humanoids] 2
    18 Alien Sector Backup Life Support Systems: LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Week (+0) (22 Active Points); Limited Area (only within Alien Sector; -1/4) [1 cc]
    12 Medlab: (Total: 12 Active Cost, 12 Real Cost) +3 with Paramedics (Real Cost: 6) plus +3 with SS: Medicine (Real Cost: 3) plus +3 with SS: Xeno-Biology (Real Cost: 3) 0
    10 MedLab: Four MedLabs; Five total (10 Active Points) 0
    6 Security Cells: +5 DEF, Cannot Be Escaped With Teleportation (+1/4) (19 Active Points); Partial Coverage (Cell Blocks Only; -2) [Notes: Cells have 15 DEF total]
    9 Transport Tubes: (Total: 44 Active Cost, 9 Real Cost) Teleportation 12", Position Shift, x2 Increased Mass, x4 Noncombat (39 Active Points); Extra Time (1 Minute, -1 1/2), Can Only Teleport To Floating Fixed Locations (-1), OIF Bulky (-1), Costs Endurance (-1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 7) plus Teleportation: Floating Fixed Location: (any travel tube stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) 4
    15 Core Shuttle: Multipower, 30-point reserve, (30 Active Points); all slots OIF Bulky (-1)
    1u 1) Local Stops: (Total: 30 Active Cost, 7 Real Cost) Teleportation 5", Position Shift, x2 Increased Mass, x4 Noncombat (25 Active Points); Extra Time (1 Minute, -1 1/2), Can Only Teleport To Floating Fixed Locations (-1), OIF Bulky (-1), Costs Endurance (-1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 5) plus Teleportation: Floating Fixed Location: (any core shuttle stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) 2
    1u 2) Long Distance Stops: (Total: 30 Active Cost, 6 Real Cost) Teleportation 5", Position Shift, x2 Increased Mass, MegaScale (1" = 1 km; +1/4) (25 Active Points); Extra Time (5 Minutes, -2), Can Only Teleport To Floating Fixed Locations (-1), OIF Bulky (-1), Costs Endurance (-1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 4) plus Teleportation: Floating Fixed Location: (any core shuttle stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) 2
    Skills/Labs/Other
    100 Labs: as defined by players or GM (100 points) (100 Active Points) 10
    9 Reputation (A port of call - home away from home for diplomats, hustlers, entrepreneurs, and wanderers. Humans and aliens wrapped in two million, five hundred thousand tons of spinning metal - all alone in the night. ) 14-, +3/+3d6
    Station Main Computer [Notes: Includes Skills, Programs, and Talents listed below]
    40 1) Tactical Combat Computer: +5 with All Combat
    Powers Cost: 2018

     

     

    Cost Skills
    4 AK: Hyperspace Beacon System 17-
    4 AK: Epsilon Sector 17-
    5 Cryptography 17-
    3 Electronics 16-
    4 KS: Ship Identification (IFF System) 17-
    3 Mechanics 16-
    5 Navigation (Hyperspace, Space) 17-
    3 Security Systems 16-
    10 Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, ECM/ECCM Systems, Missile Launch Systems, Radar) 17-
    1 WF: Ship's Weapons
    Skills Cost: 42

     

    Cost Programs
    1 Attack Target
    1 Diagnose Station Malfunction
    1 Locate Target
    1 Monitor Comm Systems; Report Anomalies
    1 Monitor Sensor Systems; Report Anomalies
    1 Open Slot
    1 Open Slot
    1 Open Slot
    1 Operate Defense Grid
    1 Operate ECM/ECCM Systems
    1 Repair Station's Systems
    1 Scan and Record Data
    1 Search Reference Material/Databanks
    1 Send Emergency Signal if Crew Incapacitated
    1 Send Emergency Signal if Specific Protocols Not Met
    Program Cost: 15

     

    Cost Talent
    3 Lightning Calculator
    3 Absolute Time Sense
    3 Lightsleep
    5 Eidetic Memory
    3 Absolute Range Sense
    4 Speed Reading (x10)
    16 Universal Translator 16-, Accessible through the Babcom System (+0) (20 Active Points); Knowl Languages Only (-1/4)
    Talents Cost: 37

     

     

    Total Character Cost: 2329

     

    Val Disadvantages
    95 DNPC: Station Inhabitants 8- (Normal; Useful Noncombat Position or Skills; Group DNPC: x262,144 DNPCs)
    15 Distinctive Features: Babylon 5 (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    30 Hunted: Shadows or Drakh (depending on timeline) 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
    25 Physical Limitation: Can Not Move Out of Lagrange Point (All the Time, Fully Impairing)
    10 Reputation: Nexus for the Fight of Light vs. Darkness, 11-
    15 Social Limitation: Diplomatic Station: Subject to Wants and Desires of Foreign Governments (Frequently, Major)
    20 Social Limitation: EarthForce Station: Subject to Orders (Very Frequently, Major)
    25 Watching: Enemies of EarthForce/Earth Dome 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

    Disadvantage Points: 235

     

    Base Points: 200

    Experience Required: 1894

    Total Experience Available: 0

    Experience Unspent: 0

  6. Re: Babylon 5 Hero

     

    For those of you waiting for this, I present my first draft of the Babylon 5 Station written up for Hero. Its fairly inclusive, and includes the main computer, although that still needs some work I think.

     

    Aroooo

  7. Re: Best HERO Products for Military SF Campaigns

     

    As a first step I would go with TUV. Its a great vehicle resource. It was invaluable to me for working on my B5 stuff. Like Steve said, it covers all sorts of vehicle designs, with plenty of samples (and cool art) to work from.

     

    From there I'd probably get Spacer's Toolkit. Lot of good gear. Even if you don't use any of it, it gives you solid examples for building your own gear.

     

    Then, search the Star Hero and Other Genre forums. I remember several conversations on military SF that listed lots of good references (both print and the internet).

     

    As for settings like TE or AW, that all depends on how much you like the background story and 'universe.' Personally, I liked AW and TE, even though I will probably not run a game in either setting any time soon. I will say this though, if memory serves, AW is out of print, and is not likely to be reprinted. I think the same goes for TE. So, if you see copies and have the cash, I'd pick them up just to have as resources.

     

    Oh, if you do make up your own campaign/universe, please let me know and I'll add it the the list of resources at starherofandom.

     

    Aroooo

  8. Re: Something Star Hero needs, but hasn't-PT2

     

    I never advocated buying other companies products to get deck plans. There are tons available on the net for free. Sure, they may not be TE or AW specific, but for the aspect of storytelling, of giving the PC's something to use to visualize their home in space, they work just fine.

     

    Given the time it takes to make deck plans, I don't expect DOJ to include them in Star Hero products. I just don't see it as financially viable, given the labor vs. volume of sales involved. Yes, we'd like them. Yes, they would probably get a few more sales. But as Bucky said, the sci-fi gaming genre is a minority market.

     

    As a person who does not play a lot of supers games, I'd much rather see DOJ/Steve/anyone else's efforts go into making really good 'Champions' and general 'Hero' products to sell to a larger fan base. I'll buy them, and I'll get use out of them too. And if it keeps DOJ around that much longer (being one of the 'old timer's crowd'), the happier I'll be.

     

    Appologies if I ranted.

     

    Aroooo

  9. Re: Something Star Hero needs, but hasn't-PT2

     

    Well, what is stopping us from making our own deckplans? Granted, Star Hero does not have a means of producing them, but that is no reason we can't "homebrew" a system and make our own. Heck, maybe the company might want to publish them.

     

    Just because the Hero system does not have them, does not mean we have to sit around and wait on them to produce. I am sure they have alligators of their own to contend with.

     

    I could certainly do a few. All I would need would be a sketch of the ship and its dimensions. (I did one for B5 BTW.)

     

    Aroooo

  10. Re: Killing attack optioal damage

     

    IIRC the target always take 1 STUN for each point of BODY. That means that you are basically saying that all killing attacks automatically do minimum STUN' date=' which seems to me like it should be a limitation rather than the standard. [/quote']

     

    I thought that only applies to BODY damage that actually gets through defenses.

     

    Not to throw another wrench in the mix, but I wonder if there should be two 'standards;' one for heroic level and one for supers level. Playing a lot of heroic level games lately, it seems that killing damage is very effective given the lower average resistant defenses.

     

    Aroooo

  11. Re: Babylon 5 Hero

     

    There's been news of a B5 Movie in development... that was delayed a bit due to the death of Richard Biggs. Any news on what it might be about?

     

    Also - I really like all the write ups!

     

    Thanks for the kudos! As for movie, I know there is one being pitched by MJS, but I don't know how far its gotten - script, filming, etc. If I find anything in my touring of the net today I'll let you know.

     

    Aroooo

  12. Re: Something Star Hero needs, but hasn't-PT2

     

    I've kept quite through these threads, because I think the subject has been talked to death. I will say that I do agree that TE could have put a little more emphasis on the player character 'ship classes,' but I'll live with the lack. There are so many web resources for ship deck plans that in the long run I don't think the lack matters. And from the 'story' viewpoint Spence uses in his example, those available plans should be more than suffficent for a GM to tell a good story.

     

    Aroooo

  13. Re: Babylon 5 Hero

     

    A holiday update: Updated all the existing ship files for 1) megascale movement (x100 was just too slow, as I discovered in my pbem game); 2) fixed an error with the package files and the templates; 3) a few minor ship tweaks here and there, but nothing major (except for the megascale adjustment noted above). Added HD files for the rest of the ships already created. Also included one zip file of all the ships, for easy downloading.

     

    Enjoy!

    Aroooo

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