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Fox1

HERO Member
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Everything posted by Fox1

  1. Re: Pistol Damage Class By Caliber
  2. Re: Hard Target: Statting The Minigun The FAQ attempts to answer this, and does it very badly, i.e. it was based upon an original concept of killing attack that never made it into the rules others. Think of it like this (in designer thoughts): "Killing Attack gives 1d6 per 15 points, if they want a ranged version of it- tack on usable at Range. Hmm, STR shouldn't add, lets make that a limit... That's cool, let's work on other things. You know a thought occurs, maybe it would be better if we define two types of KA, one ranged and one not. STR wouldn't normally work with the Ranged version... Yeah, that's better. Not really sure if that was the exact thought process, but it how the FAQ made it sound. Whatever the truth, it's a error that they never corrected. Best option is to house rule it away.
  3. Re: Hard Target: Statting The Minigun Dark Champions brings back the old rule of +1 OCV per 5 shots in Autofire as an option.
  4. Re: Pistol Damage Class By Caliber
  5. Re: Pistol Damage Class By Caliber
  6. Re: Pistol Damage Class By Caliber
  7. Re: Pistol Damage Class By Caliber I'm sorry, cross-sectional density does not mean equal size and weight. At this point, I almost... sadden to do this. Please note the following article: http://www.practical-defense.com/research/energy.pdf Near the top of page two in reference to wound size and penetration: "Energy does not accurately correlate with either of these factors . Penetration is a linear function of velocity and cross-sectional density of the bullet" The whole article is worth reading, although it screw up badly at one point (which is way I don't reference it at my website). By the way, this is the exact function I use to determine the penetration values at my website.
  8. Re: Hard Target: Statting The Minigun
  9. Re: Pistol Damage Class By Caliber I've basically done the same. All the work on my website was only a small degree of movement toward realism, it was still balanced by gaming needs. My goal was to remove the most unrealistic elements from HERO while still playing an action-adventure genre game, not to make a perfectly realistic simulation. I'm giving that consideration now. Something missing from my house rules is the fact that low recoiling weapons are much easier to handle in rapid fire. So I'm playing with various ideas as to how to address it without overbalancing HERO. The first pass will likely find it's way to the website within a few days.
  10. Re: Pistol Damage Class By Caliber Badly stated. As a recent mythbusters graphically showed, increasing energy can actually result in reduced penetration. You can't really know the outcome unless you consider bullet construction and the target as well as the velocity. Toadmaster also fails to mention cross-sectional density, which has major importance for penetration. I however in my rules do not. Not true. While the base damage is rightfully determined by the size of the bullet, low penetration will result in that damage value being reduced. Meanwhile high penetration will result in improved performance vs. armor. Thus as example, the .45 ACP does more damage but takes greater reduction from encountered armor while the 9mm (same KE level) does less damage but takes significantly less of a reduction from encountered armor. Meanwhile the .380 ACP loses a DC because its penetration value is too low to meet the threshold. The subject isn't ignored at all. It's just not used directly to determine base damage.
  11. Re: Hard Target: Statting The Minigun
  12. Re: Hard Target: Statting The Minigun
  13. Re: Hard Target: Statting The Minigun
  14. Re: Hard Target: Statting The Minigun
  15. Re: Pistol Damage Class By Caliber Sadly it's a KE based product, so I have no use for it of any kind. HERO and a good reference book does as well. Now GURPS vehicles... That I'm think I'm falling in love with.
  16. Re: Pistol Damage Class By Caliber Inu failed to read the entire site, or even the notes on the weapon charts. Bullet flip (not tumbling, that's a incorrect term actually) and fragmentation are covered under the link for Ammunition Types and are directly referenced by the weapons that take advantage of this effect. This misconception is my fault in part. The STR Min given are of course for single shot function. An old rule in HERO applied a +1 STR modifier for each additional shot after the first, I believe it has been moved in 5th edition to an optional rule in Dark Champions concerning recoil. I haven't taken the time to place this on the website as a house rule as of yet, but it is coming likely in a slightly modified form. I see we're out of Inu's points. Except this one: My 'slams' are only given to those who insist on presenting mathmatical impossiblities and/or proven faulty science as if it were fact. And do so without providing online sources or in the case of a link to a single book- quotes from those sources. Anyone rolling out that KE nonsense or spouting that the games optional rules can achieve a mathematical impossibility (i.e. increasing the HERO value pistol lethality without vastly increasing HERO value rifle lethality to unreasoned levels), all the while not offering any counter evidence- frankly are not people who should be handled with kid gloves.
  17. Re: Hard Target: Statting The Minigun Well, it's not by the mechanics he's using. He's upping the damage to represent multiple bullets hitting. Nor was it redundant by my suggested mechanics. Five shots would hit for every 'one hit' the game mechanics allowed. I think the whole idea is to look for ways to model it, and make sure it's not pointless.
  18. Re: An idea on making the system a bit more dangerous
  19. Re: Since guns are a hot topic... They're easy. The rate of fire can be handled by building them just as they are- 1 gun with additional guns bought linked to it and fired in a multiple power attack. The rules may object to this, but that can be waved. This allows you to get multiple hits without reaching into unreasonable numbers. Another option is to buy CSL only to counter auto-fire modifiers and jack up the rof for Auto-fire to silly levels. A more interesting use of this techology IMO is for law enforcement. A pistol class weapon with each barrel loaded with different Ammo and a selector that determines which is fired. Think a real world Judge Dread Law Giver. You could switch in a flash between lethal, non-lethal and something else (marker, explosive, etc) with a three barrel gun. Basically a multi-power. I believe reloading these things is the same as basically replacing the barrels. So there should be limit addition there.
  20. Re: Hard Target: Statting The Minigun
  21. Re: An idea on making the system a bit more dangerous
  22. Re: An idea on making the system a bit more dangerous
  23. Re: Hard Target: Statting The Minigun The recoil on those things are beyond belief you know, 240 lbs according to one source (and they may have low balled it). Makes it uncontrollable as a hand held weapon. But it is fun... How to do the damage is the thing. Consider the following: Barrel One: 2d6 RKA, Autofire 10. Barrels two-five (virtual barrels to keep the rof correct, I think the original had six?): 2d6 RKA, linked to Barrel One That would chain saw stuff nicely, but keep it from penetrating stuff it really shouldn't. BTW: Useful website for this subject: http://www.kitsune.addr.com/Firearms/Machine-Guns/GE_XM214_Minigun.htm
  24. Re: An idea on making the system a bit more dangerous Well.. You've reduced the cost of offensive powers in relation to defensive ones. But that doesn't really control how people spend their points. I haven't looked at it in detail, but I would think that the gain in points spent offensively to reach your campaign's damage cap would just be spent on defenses. Perhaps I'm unclear as to what you're trying to do?
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