# bigdamnhero

HERO Member

6,497

16

1. ## Ship to Ship combat in spaaaaaaace!

I'm currently running a Galactic Champions game, so our space battles also include flying spandex people punching spaceships. We mostly use standard Hero vehicle combat (6ed), but I wanted to use a vector-based movement system with at least a passing resemblance to how objects actually move in zero G instead of looking like the usual WWII dogfight. (Basic concept swiped from the minis game Full Thrust.) We've only had one space combat so far, but it worked really well: the players found it easy to understand after just a couple moves, it played quickly, and really gave the battle a unique feel. No hexes: freeform movement measured using rulers or measuring tapes. The exact scale is handwaved, but 1 “movement unit” = 1cm on the map. (You could use 1m = 1” but you’ll need a big playing space!) We ignored the Z axis and just did everything in 2D. In my experience/opinion, trying to simulate 3D on the tabletop is way more trouble than it's worth. A ship’s Flight is how fast it can accelerate; there is no maximum velocity. (I mean theoretically there is, but I’m pretty sure you’ll run out of table long before you approach 1 C!) Ships can move NCM if they want, with the usual effects on CV. For each ship you need to keep track of three things: - FACING is the direction the ship is pointing – indicated by the miniature’s facing - COURSE is the direction the ship is moving, which may not be the same as its facing – indicated by arrow on a disk or a counter - VELOCITY is how fast the ship is currently moving – we tracked velocity using 2d10s (ie a velocity of 24 is reflected with a 2 on one die and a 4 on another) Ships move and act on their Phases as normal. Movement is a 4-step process: - The ship drifts in the direction of its current Course for its current Velocity in cm. Leave the Course arrow in place to mark the ship’s starting position. - From its drift location, the ship can then move normally up to its full Flight move in cm. There is no Turn Mode, and rotation is “free” so basically they can move wherever they want up to their full movement. The new Facing is in line from the drift point to its final location, to reflect the direction the ship was applying thrust. - Measure the distance from the starting position (the arrow) to the final location (the mini); the distance in cm is the new Velocity. - The new Course is in line from the starting location to the final location; move the course arrow up to the final location. Combat is handled normally after movement. For simplicity, I let ships & character do a full move and attack at one additional range band (ie -2 OCV). Movement Example: A ship with 24m of Flight is currently moving towards the right, which we’ll call 3 o’clock; its current Facing and Course are the same and its current Velocity is 10. The ship wants to accelerate. First the ship’s mini drifts 10cm towards 3 o’clock, and the arrow is left in place. The ship then moves normally, and decides to move 24cm straight ahead. The distance from start to finish is 34cm, so that is the ship’s new Velocity. Its Facing and Course are unchanged. Move the arrow counter up to the final location. Note that for linear examples like this you could’ve just added 10+24 and moved the ship forward 34cm. The next Phase I took pictures! Ship’s Course and Facing are both still towards 3 o'clock, Velocity 34. (The arrow is on the disk under the ship counter, but you don’t need to see it until you move anyway.) Say the ship wants to turn to port/left. First, the mini drifts 34cm to 3 o'clock, leaving the arrow in place. From there the ship moves its full 24cm to 12 o'clock. The ship’s facing is now towards 12 because it was applying thrust in that direction. Measure the distance between the starting and end locations, which comes out to around 42cm – that’s the ship’s new Velocity. The angle from start location to finish is the new Course; move the arrow up. (I left the arrow on top so you could see it.) Looking at this pic it looks like the ship counter got bumped out of alignment, but it should still be facing straight towards 12 o'clock. On it’s next Phase say the ship wants to stop. First the mini drifts 42cm along its current course (call it 2 o'clock). Then the ship moves 42cm (using NCM) back towards 8 o'clock, ending up where it started. Velocity is 0; new facing is towards 8 o'clock, and the Heading counter is removed (or ignored).
2. ## Problem opening hdc file

That fixed it - thanks again!
3. ## Problem opening hdc file

Huh - same file, new problem. When I open either of the two HKAs (claws & sting) and click the Add Modifier button, nothing happens? The problem doesn't seem to happen with other Powers, and doesn't seem to happen on other characters aside from those made from this same template. I didn't notice if it was doing that before or not. Sorry. trace.log
4. ## Problem opening hdc file

Yep, that did the trick. Thanks again, and Happy New Year!
5. ## Problem opening hdc file

Here ya' go. Thanks Dan. trace.logVenom Enhanced Xenovore.hdc
6. ## Problem opening hdc file

Hey all. I have a .hdc file I created that won't open and locks up HD when I try. I can open other files, including ones I created the same day as ProblemChild.hdc*, so I'm guessing it's a corrupted file or something? Any suggestions where to look or how to fix it, other than starting over from scratch? Thanks, * That's not the actual file name, but now I want to create a villain named Problem Child...
7. ## Quote of the Week from my gaming group...

From last night's historical fantasy game. As part of their efforts to build an alliance against the evil Prince Kor, Our Heroes have been trying to facilitate a marriage between the Holy Roman Emperor Otto III, and Princess Zoe Porphyrogenita, daughter of the Byzantine Emperor. Things are going well, until Robert, King of the Franks shows up... GM: The French King looks around the room, spots the beautiful Princess Zoe, and makes a beeline over to start chatting her up. Geralt: (Irish Holy Warrior) Oh hell no! I step between them and politely suggest to King Robert that this isn't the Princess he's looking for. GM: Great, make me a High Society Roll to see how badly you step in it. [Geralt rolls a natural 18] [headdesk] Geralt: (angrily) "What do you think you're doing trying to make time with the Emperor's betrothed!?!?" ...followed by an exchange of Who Do You Think You Are's and Don't You Know Who I Am's, ending in... Geralt: ...And I deck him! And that, children, is how in 1001 France declared war on Ireland and sat out the war against the Antichrist.
8. ## Galactic Champions-eque material?

Meanwhile, back on topic... Really? I have vaguely-fond memories of that show, but I don't recall it being particularly high-powered? What about it says GalChamps to you? Both good questions; both TBD. I kindof see two different ways we could go: either the PCs are established space heroes, possibly part of an existing organization; or they're Earth heroes who've been zapped into outer space and are trying to figure things out. Either could be fun, but two very different games. That's actually the first conversation I intend to have with my players. A good distinction. Personally most of the new gods stuff never really appealed to me except as interesting one-offs, so I'm leaning towards the former. I've done high-level games before, so I'm not worried about keeping it balanced - you just have to make sure the advanced alien tech is 1) more powerful than Earth tech, but 2) not powerful enough to overshadow the PCs. Heh, there's one I haven't read in awhile - good suggestion! Yeah, particularly in mainstream comics, the constant cosmos-shattering events get tedious after awhile. Nice idea. I'm probably not going to use the CU straight up, but I'll definitely be pulling bits from it! Yeah, I have all the SH books. Good suggestions! I like that way of looking at it! I plan to have a fair amount of variation in tech levels, so spaceships from Race X might be mook eggshells; ships from Race Y might be roughly as powerful as the PCs; whereas ships from Race Z can smack them around like chumps. I figure that will allow me to mix up the types of stories we tell. I don't think I have that one...yet! I hadn't, but yeah there could be some good material there. Thanks again, all. Keep it coming if you have more ideas.

10. ## Improved Alchemical Sling - Does This Make Sense?

Yes, but she wants to buy them as an item, rather than CSLs/PSLs themselves. She's not trying to munchkin, it just fits the character better: why spend hours practicing to get better when you can invent a gadget that will do it for you?
11. ## Improved Alchemical Sling - Does This Make Sense?

True. But the player would also like to use the sling normally, ie throw lead shot at people. I could make him pay points to add an RKA slot outside his VPP, but it seems simplest and cheapest to just take a 1pt WF. That's a fair point. The alchemist has described it as a coat-of-many-pockets-type thing, but it might be worth clarifying that in more detail. I'm not quite sure what you mean here? The sfx is still: alchemical potion/item. Good points. But I don't think the Range By STR is as big an issue for the player as the lack of accuracy. Sorry if I didn't make that clear before. Yeah, we talked about that too, but that would mean either reducing the Base Cost of the attacks or buying up the VPP Control Cost. The player doesn't want to do the former, and isn't yet ready to do the latter. Thanks again for the comments, everyone. Sorry I've been so spotty is replying.
12. ## Quote of the Week from my gaming group...

Yeah, I think that's the one the Alchemist's player was trying to remember.
13. ## Galactic Champions-eque material?

(Longer reply when I have more time, but for now...) Actually I’m enjoying the discussion, so derail away.
14. ## Galactic Champions-eque material?

Speaking of Marvel's Cosmic stories, I did come across this:
15. ## Galactic Champions-eque material?

I'm thinking of running a Galactic Champions-esque game for my next campaign. I say "-esque" because I'm not sure how much of the actual GC/Champions Beyond setting I'll be using; like most games I run, it'll likely wind up being a mishmash of stuff from whatever source material strikes my fancy. In terms of tone, I'm thinking of a somewhat tongue-in-cheek game ala Thor Ragnarok & Guardians of the Galaxy. I've never run a GC game before, and aside from this thread last year there really isn't a lot of GC discussion here. Any suggestions for material from other games/systems that might have some useful stuff? (I already have all the relevant Hero books.) And in terms of source material, any good suggestions beyond the obvious: Legion of Super-Heroers, Green Lantern Corps, and the various Marvel "cosmic" titles?
16. ## Improved Alchemical Sling - Does This Make Sense?

Thanks all for the comments, and sorry to open a thread and then ghost it. Yeah, you're right that's probably the most accurate description of a sling. Not what the character needs most, tho. True, but not in the 11th Century. Actually a staff sling was specifically what the player & I were thinking of. I went with the more generic "sling" for discussion purposes because...reasons? Reasons that may or may not have made sense at the time? (I honestly have no idea.) Good point about Fast Draw. Although Ultimate Skill (p179) does specifically state that a character with a strung & readied bow can use Fast Draw to draw & fire an arrow. And I've been letting the archer use Fast Draw that way, so it would seem to make sense to allow the slinger do the same? Spot-on about the CSL - thanks! Yeah, I hear you. Tho personally, that's one fight I gave up on looong ago. Oddly, despite playing Champions since 3ed, I had never even heard the phase "CON stunned" until I started hanging out on these boards. [shrug] The main "throw it at the target" attacks the PCs has are: Cocktails of Molotav: 1d6 RKA, 4m Radius, Uncontrolled & Sticky Phantom Wound: 4d6 Mental Blast, ACV (OCV vs DCV) Flash Bomb: 7d6 Flash vs Sight & Hearing Smoke Bomb: Darkness vs Sight, 8, Radius
17. ## Quote of the Week from my gaming group...

It's not a quote per se, but throwing miniature cow patties at the Antichrist's emissary while he's trying to speechify was definitely the best "statement" of the evening.
18. ## The Battle Of Jomsborg (skirmish rules)

Thanks. I always try to make such things memorable!

20. ## Interesting article about Sexism in Geek Communities

I think that's precisely the point.
21. ## The Battle Of Jomsborg (skirmish rules)

Lastly, if anyone ever needs some longships, here are the maps I made. The large (40-oar) and medium (32-oar) ships spread over 2 pages; the small (20-oar) ship fits on one page. And then I have some "fleet scale" longships. I can't remember where I found the actual clip art I used for those ships. Longships.pdf
22. ## The Battle Of Jomsborg (skirmish rules)

Last pic shows the Danish ship. The Danish crew is mostly gone at this point except for one last, badly hammered squad. King Olaf himself is here, having just cut down the Danish captain. Thyri, in full Berserker mode, has charged ahead of her allies and is caught between two squads of Olaf's troops. (Don't worry, she'll be fine!) The Turkish sorcerer is seen in the top left. At the top is the ship of newly-arrived reinforcements. Note the reinforcements are already wounded from previous fights they've been in off-camera.
23. ## The Battle Of Jomsborg (skirmish rules)

Two shots of Olaf's ship. The PCs' forces have mostly swept the rear (right in the picture) of the ship clear of enemy troops, except for one squad of Olaf's Berserks (grey), and a squad of Danes (brown disk) whose minds have been fogged by an enemy spell and have turned to attack the PCs' troops. In the bow (2nd pic) Geralt comes to the aid of some of his troops who are being cut down by one of Olaf's barbarian captains. Behind him, two of the few remaining Danish squads hold off the young Russian Prince Yaroslav and some of Olaf's forces.
24. ## The Battle Of Jomsborg (skirmish rules)

Close-up of the PCs' ship. You can see where Abida's "oopsie" has set the ship on fire, but it hasn't started to spread yet; Abida and the Welshmen are trying to put it out, but with no luck. Aeddan, Father Edmondo, and a squad of Swedes stand amidships, waiting for a clear space to jump across to Olaf's ship. At the bow, three squads of the PCs' Swedes just polished off an opposing squad and are getting ready to also jump forward.
25. ## The Battle Of Jomsborg (skirmish rules)

Zooming out, here's a view of the 4 lashed-together longships that formed the PCs' battlefield. And yes, in hindsight I should've folded the edges so the ships were actually adjacent, but you get the idea. This is just about in the middle of the battle described above. The PCs' ship is at the bottom; above it is King Olaf's larger ship; above that is the Danish ship; and at the top, a smaller ship of Olaf's men has come to reinforce.
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