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Aazendar

HERO Member
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  1. Re: Power Build: Scarabs This is the build I came up with using your ideas. 72 Energy Blast 4d6, Costs END Only To Activate (+1/4), Indirect (Same origin, always fired away from attacker; +1/4), Sticky (+1/2), No Range Modifier (+1/2), Uncontrolled (+1/2), Penetrating (+1/2), Continuous (+1) (90 Active Points); Physical Manifestation (-1/4) The Physical Manifestation would have : dcv 5, def 0, 12 BODY
  2. Just trying to figure out the best way to have my Egyptian type bad guy basically reach out toward a character, and cover him with scarabs that do about 1-3d6 STUN until the character takes time to swat them away or whatever. I'd also like to make it sticky so that if someone attempts to help him, they get on him too. I just cant think of what power to build it with. Constant energy blast? Drain? Any help is greatly appreciated! Thanks in advance!
  3. Re: Marksman Skill Build Just a quick stupid question: How did you get 4.7 for the cost of the first slot? I've tried to work it out a hundred ways and didnt get that number. I think I applying the limitations wrong or somthing. Thanks for all your help btw!
  4. Re: Marksman Skill Build Ok, I understand what you're saying about autofire now (finally ). Everytime someone mentioned autofire I kept thinking like sub-machine gun type weapons, not just a rifle fired quickly. I also understand what you're saying about having a power that affects a weapon instead of the damage all comming from the power itself. I see how easily it could be abused, but I wouldnt use it like that so no worries there Anyway, I think this would be better than my previous way. 47 166 Point Reserve, OAF(rifle) (-1),Concen. 0DCV (-1/2) 4 Round Clip (-1) 16 6d6 RKA, +12OCV, +3PSL = 159 11 4d6 RKA, +9OCV, +2PSL, Autofire = 166 74 Total Points Kinda high price, but excellent power Any futher comments?
  5. Re: Marksman Skill Build Yeah that makes sense. So it would look something like this? 40 : Reserve : 120 Point Reserve, OAF (-1), Concentration: 0DCV (-1/2), 7 Charges (-1/2) 7 : +3d6RKA (45), +12OCV (60), +3OCV (15) only for Rmod (-1/2), Extra Time Full Phase (-1/2) total: 75 8 : +2d6RKA (30), +9OCV (45), +2OCV (10) only for Rmod (-1/2) total: 80 I think that would work. The full phase limitation makes it possible to fire only one shot per phase, while with the other slot, you could fire as many as possible using sweep. lol, this would be much easier with a rulebook. All I have is the Sidekick book, so my points might be a little different. BTW, does anyone know when the revised rulebook is comming out? I have it pre-ordered but no idea when its getting released!! p.s. I appologize if this is completely wrong, I still only have a vague idea of what im doing
  6. Re: Marksman Skill Build All other things aside, how would you build a power like the one I described? I would want it to only be usable with the model rifle I used, and not usable while any other skills/powers are being used. It would require full consentration. It would also be reasonable to say that I couldn't even move in the phases it is being used.
  7. Re: Marksman Skill Build Does sweep let you fire more than one shot at a target? The goal here is to be able to allocate any number of shots to any number of enemies.
  8. Re: Marksman Skill Build Well the campaign we're playing is definately tough. Probably tougher than most people play. If you'd ask any of the other players what campaign they're playing they'd probably say "We're playing the one you die in" While I totaly agree 6d6 is too powerfull, its not really in our campaign. Hence the reason I feel its alright that I can inflict that much damage, but only if I fire a single shot. That shot should also take a while longer to fire than a normal shot, and possibly require a roll to see if I can find the necessary vulnerable spot to even make that much damage possible. Also keep in mind that this character is one of, if not the best riflemen in history. And that our opponents are no where near the normal human standards. Most have heavy armor, damage reduction or resistance, and come in large groups. In our last session alone, 2 of the 6 players we have were knocked out and nearly killed. And that was even with me killing 5 guys in a single phase I really want to group all the combat skills into one like I posted above. Whether its actually a 'skill' or not doesnt matter to me. I suppose it would really be more of a power than a skill. And it wouldn't be abused, as it stands now I can legally take as many shots as I want at +14OCV and 6d6RKA, but it just seems too unrealistic. I can easily imagine a superior marksman taking down even the toughest opponent with 1 well placed shot, lol but not 5 or 6. Between the decreased OCV bonus and the normal penalties, firing more than one shot becomes increasingly less effective, as it should.
  9. Hi all, first post here. I just recently started playing HERO about 2 weeks ago with my gaming group. They had been playing for a few weeks, and I had just been watching, and then finally decided to join in. I built a character based on the character Christian Bale played in Equilibrium, with the exception he used rifles as his primary weapon. Originally I wanted to built my own multi-fire gun using the powers rules, but our GM decided against it, and recommended I buy a standard gun from dark champions. So I did. All the skills I chose were pretty straight forward. Most focused on marksmanship and increasing my OCV and damage. All in all I ended up with around +14OCV and a total damage of 6d6 RKA. While this more than made a competant rifleman, it isnt very realistic. So far I've fired 7shots in game and killed 7 guys. No just humans mind you, but some robot minion things that fit the campaign. One was even a buffed up seargant! Anyway, I wanted to create a skill call Marksmanship and ditch all the others I have. I image it would look something like this: Multipower -If I fire a single shot: +3d6 RKA, +15OCV, +3Rmod - 2-4 Shots: +2d6 RKA, +12OCV, +2Rmod - 5-7 Shots: +1d6 RKA, +9OCV, +1Rmod Im not really sure how I could work this out, but I know there has to be a way, or at least I hope there is. BTW: The gun I use has a 7 Round Clip, hence the numbers I've chosen.
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