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Fox1

HERO Member
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Everything posted by Fox1

  1. Re: Firearms granularity HERO always used a pure KE conversion to damage. A not very meaningful measure. They just added a +1 stun mod if it was a big bore or the like. In 5th edition they also took to just increasing the base damage to bring the weapons with a rep as a 'man stopper' up to where they could at least attempt to claim that title. A very inconsistent and ungrounded approach, which is why I had to develop my own. I'm not sure what .30 pistol your referencing in FREd, but its stats are likely a result of this process.
  2. Re: Firearms granularity True. This site is one of the better ones (bet you've already found it), but it justs lists the primary military weapons for the most part and doesn't always have all the information. http://world.guns.ru/main-e.htm Ah, one of the great failed weapon experiments (along with the US gyro-jets and Flechette weapons of the 60s). I have all the needed stats for that weapon (I'll put it up on my site later today). My understanding is that they ran into two major problems with the ammo- consistent production and cook offs. These combined with political changes doomed it. I'll stat it up and put it on the website. Like the Five-seveN, the base stats won't be impressive (it was built when tiny bullet at high velocity was the style) but by adding the "Semi-AP Fragmenting" ammo type to it (which it very likely was), it would work. Edit: G-11 added to the webpage. I put it in its own experiment weapon section at the bottom of the Modern Era page. I'll likely go back and add in the gyro-jet, flechette and ACR duplex weapons later just to be complete. Let me know if there's anything else you (or anyone else) wish added.
  3. Re: Firearms granularity Thanks. I put it up for my own gaming group, but I love it when it's of use to others. Certainly an acceptable way of doing things. I was considering it for my Shadowrun game, but decided to just rename modern weapons and use them instead and save the work for other things. Perhaps the .17 HMR. Interesting round basically designed for Varmint rifles. A smaller faster round than the .22 LR filling the same role with better ballistic characteristics. A much flatter shooter. A little too small for sniper work, shot placement would be really critical. It would be easy to silence and would fit in a small weapon however. If you're interested in seeing anything added to my website just PM me the weapon stats and I'll add it forthwith. I need the following: Weapon Name Nation Producing Era of Production Ammo Cap Cyclic Rof if automatic Overall Length bbl Len Unloaded Wgt Ammo Weight (per 'clip') Caliber Bullet Mass Charge (powder) Mass Muzzle Velocity Generally I can research and come up with the above values if I need to, but it would be quicker if you had them.
  4. Re: Firearms granularity It could, and I also have house rules for that. But it's not a requirement for those who only want to represent the weapon side of things better.
  5. Re: Firearms granularity As I didn't like the gameplay of the official constructions, there is no visible sacrifice from my point of view. My games are if anything, much more like the source material as a result and more enjoyable therefore. The active and real point costs of all the weapons are up on my website. The only non-standard construction is the addition of the Armor Effect limit. Beyond that it's just simple HERO system with the weapons built according to a different standard. Thus it's point balance and such are also pure HERO and as effective as anything else presented in that system.
  6. Re: Limitation or Disad? Sounds like a physical limit then, not a DF.
  7. Re: Limitation or Disad?
  8. Re: Firearms granularity Most people have little clue as to what irony is. Given that *YOU"RE* the one telling someone else that their tastes about and selection of a favored point on the realism continuum are invalid solely because of your own personal opinions is choice. Behold Trebuchet, master of "My fun is good, your fun is BAD".
  9. Re: Limitation or Disad? Your attacks have to be visible to three sense groups in any case. Sight and sound are already defaults- yours are just more flashy. Unless there is some disadvantage to having it that goes beyond simply being odd and different, there is no justification to DF any more than any of the other superpower SPX many characters have. And unless there is some advantage, there is no cost. It's just SPX, have fun.
  10. Re: Firearms granularity No, you miss my point. Completely and by miles. But I'm used to that. Some people are too tied to their self-justifications to do otherwise.
  11. Re: Pistol Damage Class By Caliber
  12. Re: Concealed Carry It is. Notice the PER Mods in Dark Champions. Or use the ones on my website.
  13. Re: Pistol Damage Class By Caliber
  14. Re: Pistol Damage Class By Caliber
  15. Re: Pistol Damage Class By Caliber
  16. Re: Firearms granularity I typo'd it. It's actually a 18 STR on my chart. As far as saying it's too high... The Army and the FBI have judged that the .45 ACP recoil is too much for the typical cop or solider. One may disagree with that (I do), so let's say that it's a weapon the average user can manage- give it a STR Min of 11 one handed (means a 8 two-handed, or the so called 'common man' in HERO terms). The recoil energy of the .44 Mag DE is almost 4x that of the .45 ACP. In standard HERO terms, that means it's STR Min should be 10 points higher by definition. So HERO *should* say that it has a STR MIN of 21 for one handed use. I don't actually use HERO x2 progression for this so I have different numbers and break points, but the concept is the same. Of course using STR MIN at all is a massive simplification, but it's a usable one at least.
  17. Re: Pistol Damage Class By Caliber It's not realistic. Not only is that's basically an impossible task given today's knowledge of the the subject, it would fail the most basic real world fact checking. It does however show differences between weapons, which was the primary point I believe. I'm also mildly curious as well.
  18. Re: Firearms granularity Or you have brought 'gun muscle' to represent your practice in dealing with the recoil. Or you have been firing the weapon with a -1 OCV and have practiced enough with it to have brought Skill: +1 OCV DE for only 2 pts, likely without conscious decision given your post. You don't have to have a 17 STR. That's just a baseline for no game modifier.
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