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Starwolf

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Everything posted by Starwolf

  1. Re: Gemini Ascendant Campaign Well, I suppose there is always Wades sonic stunner... In review he has never missed a pistol shot... and when using the stunner has dropped every target with a single shot. Then again... I don;t see Wade being able to bring himself to shoot Sam
  2. Re: Gemini Ascendant Campaign Or you could just buy LS: Immune to sedatives
  3. Re: Gemini Ascendant Campaign Thanks GA Oh Yeah... lateness will have consequences
  4. Re: Gemini Ascendant Campaign When we do make the jump, I am going to need an assist in acquiring the ZIP files, as I can't download from the RPTools sites... Also can I request that someone grab the latest Token tool for me as well. Once I get them I'll post them to my website for others that have the problem (it is a known problem over on the RPTools site).
  5. Re: Gemini Ascendant Campaign I was just chatting with Nol in his server, and for tonight we are staying with b14. We will test then possibly make the jump to b16 or b17 after tonights game. I think it really depends on the portability of the campaign file. There are also other REALLY cool developments... saving tokens, a table/dice rolling script, and the Hero Dice thingy... I am excited
  6. Re: Gemini Ascendant Campaign I would say we are at 120" and accelerating, I had come to almost a stop to beam the others back aboard, so I had to re-accelerate once that was done , and IRRC it has only been one phase since then... Which begs the question... are we going to use the acceleration/decceleration rules from SH/TUV? When jockeying for position in a dogfight... we should have a mechanism where facing relative to your opponent has an affect on what combat options are available. For instance in a SvS roll if I succeed and have the speed/turn mode to attain a rear position (I'm on his 6), then my opponent should have some limited options like, only weapons with a rear arc can fire, and/or to avoid getting dusted he might need to dodge (jinking), or some defensive manuever... An effective tactic fo thr fighters would be to get an opponent (me) to target one of them then manuever during the chase so that while I am occupied with him... his wingman can line up a shot on my 6. Sort of lead me into the line of fire. This deadly combination is one of the reasons wingmen exist in the first place. In this scenario, I am forced to either defend against the wingman thus allowing my opponet to escape, or press my attack and be vulnerable to his buddy...
  7. Re: Gemini Ascendant Campaign I will have that power consumption chart for the Mercury we discussed, ready to share by gametime also so that we can have a quick reference for END expenditure
  8. Re: Gemini Ascendant Campaign I typed it directly into the ORPG ship dice roller node... Easiest would be to open the node and cut/paste it into a word doc, or where ever you are keeping your combat charts.
  9. Re: Gemini Ascendant Campaign The idea of using flat DCV for turrets has merit. It will certainly speed things along. As to the DCV of the turret itself. Unless the turret is actually a "true" saperate vehicle I would not worry about it's DCV, just use the mother vessels. The hit locations will handle whether a particular turret is struck. Unless the shot is a placed shot against the turret in which case an appropraite Hit location penalty to OCV seems appropriate.
  10. Re: Gemini Ascendant Campaign Untrained Skill rolls are 6- (house rule) Familiarity and Everyman Skills are 8- Note that CSLs, SLs, and PSLs, don't apply to these skills... I haven't seen all of the characters yet, but Nol is right about Combat Driving being covered, and untrained or everyman skills.
  11. Re: Gemini Ascendant Campaign Ok after giving it some thought, the group is assigned a single prototype vehicle... the M2000 Chariot - Urban Squad Level Fighting Vehicle. The designers took elements of the M2A3 Bradley fighting vehicle, the Stryker IFV, and a class A motorhome, and incorported them to create the Chariot. The Chariot is 24 feet long, 12 feet wide, and has an 11 foot clearance. The HDC file will follow shortly
  12. Re: Gemini Ascendant Campaign Tentative start date for the Guardians... 18 October, 2007 depending on the status of the GA story arc... Now I need to find a countdown clock I can put on my website... you know countdown to APOCALYPSE...
  13. Re: Gemini Ascendant Campaign K... Last post for the night. I have added the siganture equipment to Agent Garrison and LCDR McCormick... and sent the HDCs out
  14. Re: Gemini Ascendant Campaign Sounds great, I look forward to seeing what everyone comes up with. I will post a basic equipment load prefab sometime tomorrow. The Resource points I mentioned earlier, can be spent on any "non-super" equipment from Hero or custom designed real world equipment. Also note that RP's apply to Active Point Cost, not Real Cost and for game purposes are only for starting equipment. I am sure that over time the group will accumulate other equipment. I will also post the teams, vehicles, they are a pair of Heavily modified M113 APC's I am also going to assign each player a piece of "Signature Equipment" but these item's I am waiting to see the final character before I make up my mind as to exactly what the item(s) are. I will then let the player know in private. I already have a GREAT arch-nemisis for the team too (thanks Solron )... I need to start playing with Dunjinni... I downloaded GOBs of map goodies for maptools from RPGMaps, and I can't wait. Live Earth is coming in handy too. I am stoked
  15. Re: Gemini Ascendant Campaign Heh... he was trying to send me the actual HDC, and didn't know it was the file, not an export. Between us we helped him out. I need the HDC files when everyone is done so that I can utilize HD for movement charts
  16. Re: Gemini Ascendant Campaign Merovign, I have your "Starter Kit" ready also... Do you want it posted or e-mailed...
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