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Aroooo

HERO Member
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Posts posted by Aroooo

  1. Re: Stargate weapons

     

    Piercing points (RKA) 2 1/2d6 (standard effect: 7 BODY' date=' 7 STUN),[/quote']

     

    This whole 'piercing' issue still has me confused. The way I read your P90 write-up is it boils down to 7+1d6 killing damage. Is this correct?

     

    Aroooo

  2. Re: Trek Hero PDF available

     

    Anyone have conversion links/ideas on LUGTrek to HERO ? I picked up a copy of Star Trek: Deep Space Nine at Half-Price Books' date=' and have no idea on the numbers...[/quote']

     

    Hunter might. We're gaming tonight, so if he doesn't check the boards before then I'll ask him.

     

    Aroooo

  3. Re: The Zat gun from Stargate

     

    Probably. When designing weapons based on movies/TV/etc. you almost always never use the main characters as examples of what happens when you get hit. Of course, the opposite is true as well. The 'accuracy' is always somewhere in the middle.

     

    Aroooo

  4. Re: The Staff Weapon

     

    The Staff Weapon is actually harder to do than the Zat because it is a lot harder to judge how much damge it does.

     

    Staff Weapon facts.

    1) In melee combat it is used as the equivalent to a a quarterstaff.

    2) It fires "focused plasma." This is able to penetrate most forms of Body Armor easily.

    3) The Staff is notoriously imprecise. It is very difficult to aim even for those that have training with the Staff and it is very difficult to hit one target and not another if they are close by.

    4) Those that master the Staff can use a "burst" mode. This is an autofire attack and the "plasma" comes bright like incendiary bullets allowing the shooter to aim better.

    5) In D20 terms the Staff weapon does about 3x as much damage as the SGC's submachine guns.

     

    Okay so how do you writeup a Staff Weapon.

    1) Due to the nature of the Staff Weapon it is bought as WF: Staff Weapon for 1pt and cannot be purchased as part of a 2pt group

    2) The Staff weapon is imprecise and provides a -2 OCV.

    3) The Staff weapon is armor piercing.

    4) "Burst" mode is a special attack only usable by those that have WF: Staff Weapon and several combat skill levels related to the Staff Weapon. It adds autofire (x5) and provides a +2 OCV to the weapon.

    5) Now the hard part is damage. I assume that a .50cal is 3d6 RKA. I feel that the Staff Weapon is significantly more powerful than a .50cal, luckily the Staff Weapon is AP. So I say 3d6+1 RKA, AP.

    Yes, this is a major attack and I could possible see it going even higher, but not much.

     

    Using the 3d6+1 RKA, AP number you see that the average Staff shot will do 12 BODY. This means that someone with 10 DEF (cut to 5 for AP) will take 7 BODY. Chances are they will be unconscious or atleast seriously wounded.

     

    Now, I know what some of you are gonna say. "Yeah, but I have seen SG-1 get shot on the show." For this I have two replies.

    1) They are the stars of the show. The GM did, as is his right, use dramatic license.

    2) Are you sure it was a full on shot and not a graze? How do you know the guy shooting them didn't "roll bad for his damage."

     

    Again, pretty much in line with the other SGC conversations going on lately. Your commetns did bring up an idea. Treat your 'burst fire' as skill, written as a compound power/naked advantage:

     

    Staff Weapon Proficiency: Naked Adv: AF(5) plus +2 OCV; only with Staff Weapon, 0 END. (Don't have time to fire up HD and do the math, but you get the general idea.)

     

    Aroooo

  5. Re: Stargate weapons

     

    The mental entangle is something I'm tinkering with regarding the Goa'uld hand device.

     

    The Zat gun is... well, Aroooo will find out after i shoot him with it. :)

     

    Oh, thats just such an encouraging thought... Wait till I get you back on B5 :)

     

    Aroooo

  6. Re: Stargate weapons

     

    How about a write up on the SGC's FN P90 Submachine gun. All of the real world data that I have found about this weapon makes it seem much better than a sub 9mm SMG.

     

    This is the latest version of the P90 from the Other Genre's section:

     

    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)

     

    Only drop the AF back down to 5, 10 at the most.

     

    Aroooo

  7. Re: Stargate weapons

     

    You went from a 6 DC version of the staff weapon to an 18 DC version? That's not what I'd call "tinkering". That's giving it the exact same damage as a 57mm recoilless rifle (FREd' date=' pg. 332), a full blown antitank weapon. Is there any evidence on SG:SG-1 the staff weapons can take out armored vehicles? (Considering the trauma plate on the SGC body armor can prevent a staff weapon from killing the wearer of the armor, I'd say the answer is a resounding [i']No![/i])

     

    I didn't say I tinkered, our GM did :) And I tend to agree with you. While I now lean in the direction of an RKA vs. a normal EB, I think 4d6 is a bit much. We'll have our next session this weekend and see how it goes.

     

    Aroooo

  8. Re: Stargate weapons

     

    Tasha,

     

    I think you can kill someone with a BODY drain. Take a target down to -2x their BODY, and they die, just like regular damage. but since it takes a lot of drain to do that, I went in the EB direction.

     

    I like your idea of the mental entangle. I'll have to see if I can work something like that into my design. For your limitations though, you have Beam, and I'm not sure I would use that, since we've seen SG-1 affect a living target by shooting the metal wall/object they were hiding behind. Also, you have Charges and Reduced END. You don't need both. Personally, I'd go with 0 END rather than charges.

     

    Aroooo

  9. Re: Stargate weapons

     

    Here's the thread on Zat Guns: http://www.herogames.com/forums/showthread.php?t=15652&highlight=stargate

     

    I eventually wrote two versions of it for playtesting but don't know which one our GM picked to use, or if he tinkered up something different altogether. He won't tell me till I actually get shot with one :) Once i get shot I'll let you know.

     

    And for those of you who were following the other threads, now that we've started playing, I'll see if our GM will let me write up a Stargate page for starherofandom.com.

     

    Aroooo

  10. Re: Stargate weapons

     

    Just getting back into catching up on the forums so I missed a lot of this conversation. Check in the Other Genre's section (or maybe it is in the Sh section), we were talking about this a few months back. I did write-ups for the Staff and Zat guns. I did the Staff as a 6d6 EB, but we ran out first SG game this weekend, and that seemed a bit low. So our GM upped it to a 4d6RKA with AP. (Maybe a bit harsh in my opinion, but we're still tinkering.)

     

    As for the kevlar, we made the following change: its now a 8PD/6ED vest.

     

    And finally, check here http://www.stargatesg1rpg.com/resources/goauld_equipment.html for the d20 info (it got omitted from the rules).

     

    After another session or two I'll retool my staff weapon writeup and post a followup.

     

    Aroooo

  11. Re: Trek Hero PDF available

     

    Tried to download the file and it's broken.

     

    I just checked it, and to be more specific, the download completes but the file won't open. It seems to be damaged. Rob, can you try uploading the file to the server again?

     

    Aroooo

  12. Re: Babylon 5 Hero

     

    Its amazing how much a 'little' Boy Scouting and a 'little' baseball have managed to suck up any and all available free time. I've managed to get in a minor update to the site - I've added the Icarus Scout Ship HD conversion & file and retooled the Jump Gate using HD to make sure the advantages are correct. I'm also slowly building the first of the EarthForce capital ships (the Omega class DD's), and should have that ready in a few more days.

     

    Aroooo

  13. Re: Smart Missiles

     

    Missile = RKA or [summoned] vehicle???

     

    Both approaches have merrit. It all depends on how granular you want your vehicle/space combat to be. Personally, most of the time I'm for the RKA approach...

     

    Aroooo

  14. Re: P90 Revised (revised)

     

    Just out of curiousity, why are you adding in the Beam limitation? Forgive the possible newbie question.

     

    Next question, will you be posting this Stargate HERO information? I for one would GREATLY appreciate the resource

     

    Beam = see other comments :)

     

    Stargate = when Hunter has stuff ready to use, I'll try to set up a page at starherofandom. Will let you know if/when that happens.

     

    Aroooo

  15. Re: Power Construct & Redundant Mods?

     

    Omigod....

     

    :falls on the floor:

     

    :gets back up:

     

    This is so so uncool. All that power and does body and has rare defenses and its cheap?

     

    :goes to build body drain man:

     

    Bricks beware a 90 lb weakling is coming for you!!

     

    Yeah, amazing how many of those little gems exist in the Hero system.

     

    Aroooo

  16. Re: Power Construct & Redundant Mods?

     

    One Question.

     

    How can a drain "Kill" anyone?

     

    The minimum you can drain someone to is zero. Body overflow from damage is different.

     

    Leave them comatose yes. Kill no.

     

    Hawksmoor

     

    Actually it can. I read up on that last night. Page 100, it states that a Drain BODY will kill someone if drained to "negative starting body or less," that drained Body does not recover. Physical objects will crumple to dust when drained to 0 Body.

     

    That's why I wanted to use Drain as the 'third hit' because it fits the effect so well, but admit it could just be a SFX of an RKA or Does Body NND.

     

    Aroooo

  17. Re: Power Construct & Redundant Mods?

     

    Are the three shots fired in a single burst (in other words' date=' 1 attack in Hero) or are they pretty seperate?[/quote']

     

    While I ponder all the great input, some details. The Zat is an alien weapon. Its an energy weapon - and its not that there are different modes of fire, its the same output from the weapon, but the effect builds in the target. The more appropriate way to word it would be first hit stuns, second hit kills, third hit destroys target.

     

    As for the recoverable charges, I was thinking along the lines of rapid recharging capacitors, but you're all right, its not worth charges. In the 6 seasons I've watched SG, I've never seen the things run out of power.

     

    Aroooo

  18. Re: "No Lock Can Hold Me" Power

     

    The lockpicking power I came up with a while back was built with Transform.

     

    Minor Transform (locked lock to unlocked lock) 1d6 No Range (7 points)

     

    Bigger/More Complex locks take longer, and they stay unlocked (heal with relocked by someone else).

     

    This is the way I'd do it as well, but add either Restrainable or Gestures (possibly, but probably not given your power description), and certainly extra time. Possibly IIF Lockpicking Tools of Opportunity as well.

     

    Aroooo

  19. Re: Power Construct & Redundant Mods?

     

    I think he meant it as a Limitation "BODY damage only applies if hit a second time within 12 segments" that applies retroactively.

     

    So if hit once, it only does the STUN. The second hit satisfies the Limitation on both the first and second hit, so both are applied on the second hit.

     

    An interesting, though very expensive, construct.

     

    That was my interpretation as well. But is it legal - delaying the BODY part of the damage like that? I'll have to re-read Delayed Effect...

     

    Aroooo

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