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Air Pirate

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Posts posted by Air Pirate

  1. Re: Espionage

     

    I'm afraid there not much out there for premade adventures at the moment.The spy gengre is not that popular at this time. I would definately suggest checking out Dark Champions. It's has a lot of good ideas for an espionage game.

     

    I would suggest checking the Spycraft website for published adventures as they are the latest entry in the espionage RPG category.

     

    Other than that you could try the Millenium's End and Modus Operandi websites. they have lots of stuff you can easily convert.

     

    For out-of-print stuff, I would look for modules for TSR's Top secret and Top Secret/SI games from the 1980s and 1990s. Also Hero Games' Danger International is a good source book. It was 3rd editions rules and also currently OOP.

     

    Other than that, you're on your own I'm afraid. Good luck.

  2. Re: In honor of PotC: Dead Man's Chest....

     

    - The big one: How did Davy Jones come to be? Lots of us have had girl problems, but they typically don't lead to your heart in a chest and the power to doom men's souls to servitude. Something else is involved.

     

    -What is the deal with the crab locket? The musical one Davy has, the image on the chest, and the second locket in the voodoo woman's house?!

    Dunno. I hope they explain it all in the third movie. But peeoples in this movies don't seem to die very easy or stay dead. Look at Barbossa. :)

    (How can you tell its a Disney movie?)

     

    -The monster pirates seemed to take stun but no body from standard weapons, and Will looked like he may have inflicted some actual body with a flaming sword (but it was hard to be certain). However you rule it, the raiding party on land took several solid hits from our heroes but always got back up.

    Well, they are undead creatures of the sea...

     

    -They can apparently teleport from ship to ship (the spyglass scene) but the exact limits of this are anybodies guess.

    Since this only happens once, I think this a power that only Davy Jones has. What I want to know is what type of undead are they? For the most part they seem to be animated corpes, but with that teleporting certainly makes them more ghost-like.

     

    -Did Davy Jones shave points by buying a giant Summon: Kraken as part of his vehicle to get the 1/5 cost savings on top of OIF, Bulky, Immobile, and Crew Served? Or can he control it without the rig on the ship?

    Probably yes. I think the Summoner on his ship would be to call the Kraken, no matter how far away it is. But Once it is close enough, Davy Jones can use his power. Then again that capstan could his only focus to control the beast.

     

    -What is the limit of Davy's power to bind your soul to his crew? How much 'oomph' would it have if a dedicated mystic tried to undo the curse?

    Remember the scene where Will first meets Davy Jones, aboard that wrecked ship? Where one sailer refused to join Davy Jones' crew and was thrown overboard? You have to accept the curse willingly. That pact would make for the basis of a very powerful binding and your mystic may have to defeat Davy Jones himself to break it (or get him to release the bound soul, anyway). IMHO anyway.

  3. Re: In honor of PotC: Dead Man's Chest....

     

    ...due to his spending a lot of time working on ships.

    LOL. I think you sank that line of reasoning with the word "working". The only exercise I saw Jack do in these two movies was a lot of running and lifting a bottle of rum. But I see what you mean.

     

    "That's just a a tag used for his Overall Levels. The line itself relates more to his Luck..."
    That's what I was thinking, perhaps the phrase "That Got To Be The Greatest Pirate I've Ever Seen" would be more appropiate.

     

    That's easy. Detect, Requires an EGO Roll, with assorted adders like Telescopic, Sense, 360 Degrees, and Discriminatory. Limitations would be OAF, Extra Time (Full Phase), and maybe 1/2 DCV Concentrate.

    Yeah, and you would also have to add Increased Range (how much to be able to sense the entire world) and Extra-Dimensional, may-be (to find those islands that like to remain lost).

     

    Anyway these are all minor quibbles. It's still all a very good build. Being too lazy to do it myself, I can wait to see your version of Will, Elizabeth and hopefully, old Davy Jones himself?

     

    And speaking of islands. What was that fog-shrouded island with the fortress Jack escape from in the beginning of the film?

  4. Re: In honor of PotC: Dead Man's Chest....

     

    I agree - a very good build. I would only question giving Jack a 15 STR. He does not look like he should be lifting 200 kg. easily. Perhaps an 11-13 STR would be more appropiate? Jack Sparrow seems to me to be more of a lover than a fighter - lover of rum, gold, women,... :) Now Will Turner being a swordsmith all those years would have a STR 15...

     

    "Not Impossible, Merely Improbable..." I think this would be due more to luck (3D6 Luck?) than skill.

     

    I consulted my hero books and came up with these stats for his weapons.

     

    Flintlock pistol: 1D6+1 RKA, Increase Stun Modifier (+1; +1/4), +0 OCV, -1 Range Modifier (Active Cost: 19); OAF (-1), Real Weapon (-1/4), STR Min 10 - Cannot Add/Subtract Damage (-1), 1 Shot (-2). Total Cost: 4.

     

    The pistol given to Jack by Barbosa is one of the smaller caliber pistols. It looks to be about .40 caliber. Something in the .45-.50 caliber range would have 1 1/2D6 (based on the Colt .45 in FRED). It has only one shot because the promised Jack has made. Otherwise I'd give it 10 shots (-1/4) and Extra Time (9 phases to reload; -1 1/4).

     

    And here's his sword. I don't think what he uses is a cutlass.

     

    Small Sword: 1D6 HKA, +0 OCV, Ranged (can be thrown; +1/2), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Range Based On STR (-1/4), STR Minimum 10 (-1/2), Real Weapon (-1/4). Total Cost: 10 points.

     

    Now, how would you write up a compass that "points to your heart's desire"?:think:

  5. Re: High Plains Hero

     

    With Hero System, I would definitely go cinematic. Sort of along the lines of a John Wayne western or Young Guns.

     

    Not wanting to hi-jack (and please let me know, I will remove the following), but this thread is reminding me of a scene in an old western movie I saw a long time ago. For the life of me I cannot remember much about it, except for this scene.

     

    It involves a gang of three (outlaws? saddle bums?). One of them has had a case of the clap , and so his companions takes him to local doctor for treatment. They reassure the character that he needs is "a little white pill". Anyway, the patient is ushered into the doctor office and is told to drop his pants. The patient ask "what for? what does this have to do with the a little white pill?" The doctor pulls a long heated silver wire from a stove and informs him that you cure the clap the same way you got it! :eek:

     

    Switch to a scene of the outside of the doctor's office where one of his buddies is waiting for him. Theres an agonized scream and he staggers out a few moments later and decks his buddie.

     

    Does anyone remember this movie and it's name? :confused:

  6. Re: Pulp Hero Resources

     

    Here a nice page! It has a series of bird's eye view maps of American towns and cities from the 1860s to 1920s.

     

    http://memory.loc.gov/ammem/pmhtml/panhome.html

     

    It's from the Library Of Congress's American Memory site. a great site in itself, full photographs and the like. I been wandering around here for over a week and still making cool discoveries like this! (I feel like I'm wandering around that government warehouse at the end of Raiders of The Lost Ark):)

  7. Re: 600 Ton subsidized liner book

     

    ...didnt get paid for this beyond a comp copy

     

    Cool. thank's for the info.

     

    Got you own 600 ton liner now, eh? ... ARGH! THERE'S PIRATING TO BE DONE! :eg:

     

    Also, isn't 600 tons about the size of the ship Jack Denton and crew used to find Skull island?:think:

     

    Now there's an idea for a one-shot adventure. Set course for the planet of the giant space apes! :D

  8. Re: Pulp Hero Resources

     

    It's amazing what you find, when you are not even looking for it (But man, try searching the internet for something you need right away! :mad:)

     

    Anyway here's some nice information if you're basing your gangbusters campaign in New York City:

     

    Lower East Side Tenement Museum

     

    There's also a lot of great material for a Victorian Hero, Dark Champions, or street-level Champions campaign.

  9. Re: Star Fleet Battles

     

    Well, let's see:

     

     

    What am I missing? Triplanetary? And why can't I think of a Star Wars-based capital ship game?

     

    Well, let's see, the boardgame for Traveller was called Mayday, not a bad little game using a two-dimensional vector movement, good for 2-4 ship battles but the keeping track of movement got a tad intensive when you had a fleet of ships firing missiles at each other :eek:

     

    Then there was Battle Lances and Battle Riders for Traveler, the New Era (never played them).

     

    Finally there was an old SPI game ... Delta Vee? (I think?)

     

    I really like the space combat system for Knighthawks, Simple, clean, and fun, just right for a Space Operic-style game.

  10. Re: Crimson Skies Plane Conversion

     

    Great job on the Defender, Alhazred! But I still say real men don't use Sealed Environments!:eg:

     

    Actually, the only real comment I have is, according to the information I have, the Defender is suppose to suffer from a weak engine, and inferior weapons and airframe (Hard to find good workers in the Collective I guess:rolleyes:). Might I suggest some Activation rolls for a little added flavor?

     

    ==============================================

    Those hard points haunt me ... haunt me!

  11. Re: Crimson Skies Plane Conversion

     

    Hello again. Sorry I haven't been able to respond till now. There was this thing called "having a life" that kept getting in the way. :doi:

     

    Anyway, here's another design to keep this tread going. This time a fighter-bomber.

     

    [font=Fixedsys]BRISTOL TYPE 140 BALMORAL
    
    VAL    CHAR    COST    NOTES
     8    Size     40     8" x 2"; 5.0 ton; -8 KB; -5 DCV
    30    STR     -20     Lift 1.6 ton; 6d6 HTH [0]
    15    DEX      15     OCV: 5/DCV: 5
    18    BODY      0
     6    DEF      12
     3    SPD       5     Phases: 4, 8, 12
                          TOTAL CHARACTERISTIC COST: 52
    
    MOVEMENT:              Ground: 6"/48"
                          Flight: 34"/136" (152 mph/245 kph)
    
    ABILITIES & EQUIPMENT
    COST POWERS                                         END
        PROPULSION SYSTEMS
    22  Propeller-Driven Airplane: Flight 34" x4
        Noncombat; 1 Continuing Fuel Charge
        (easily-obtained fuel; 6 Hours; -0), Side
        Effects (KA 1d6 to anyone who comes into
        contact with the propeller, automatically
        occurs when flight is in use, only effects
        environment in front of vehicle; -¼), Stall
        Velocity (45" (34"); -½), Does Not Work 
        Above Altitude of 3048"; -½), Takeoff/
        Landing (-1)                                  [1cc]
    10  Running, x8 Non-combat Move
    -2  Can Only Fly: Swimming (-2") (0" total)
        TACTICAL SYSTEMS
    47  Sperry-Browning .70-caliber Autocannon: 
        RKA 3½d6, STUN Mod +1 (+¼), Autofire (4 shots; 
        +½), 250 Charges (+1); OIF Bulky (-1), Real 
        Weapon (-¼), Limited Arc Of Fire (0 degrees 
        forward, same horizontal level; -1)           [250]
     5  Sperry-Browning .70-caliber Autocannon: 
        one more (for a total of 2)                   [250]
    42  Sperry-Browning .60-caliber Autocannon: 
        RKA 3d6+1, STUN Mod +1 (+¼), Autofire (5 shots; 
        +½), 250 Charges (+1); OIF Bulky (-1), Real 
        Weapon (-¼), Limited Arc Of Fire (0 degrees 
        forward, same horizontal level; -1)           [250]
     5  Sperry-Browning .60-caliber Autocannon: 
        one more (for a total of 2)                   [250]
    41  Sperry-Browning .30-caliber Machine Gun: 
        RKA 2d6+1, STUN Mod +1 (+¼), Autofire (8 shots; 
        +1), 500 Charges (+1); OIF Bulky (-1), Real 
        Weapon (-¼), Limited Arc Of Fire (turret: 
        60 degrees rearward; -½)                      [500]
    10  Sperry-Browning .30-caliber Machine Gun:
        two more (firing 60 degrees forward, for a 
        total of 3)                                   [500]
    146  Hardpoint Weapons: 125 point Variable Power
        Pool, OAF Bulky (-1), Can Only Be Changed At
        Base (-½), Limited Class of Powers - Hardpoint
        Weapons (-½)
        OPERATIONS SYSTEMS
     4  Radio: Radio Perception/Transmission
        (Radio Group); OIF Bulky (-1), Affected
        As Hearing As Well As Radio Group (-¼)
     3  Zeppelin Gear: 35 STR Clinging; OAF Bulky (-1½),
        Limited: (Only Usable on Zeppelin "Trapeze"; -1)
    
        SKILLS
    10  Gunsight: +2 Skill Levels with Forward-firing
        Weapons
    10  Bombsight: +2 Skill Levels with dropped
        Weapons
    
    TOTAL ABILITIES & EQUIPMENT COST: 353
    TOTAL VEHICLE COST: 405
    
    VEHICLE DISADVANTAGES
    25  Distinctive Features: Warplane (Not Con-
        cealable; Causes Extreme Reaction [fear])
    
    
    TOTAL DISADVANTAGE POINTS: 25
    TOTAL COST: 380/5 = 76[/font]

    May a couple of overall design changes. Added hardpoint weapons as a variable power pool. Still not too happy with it.

     

    I was also always bother by how stall speeds for airplanes was way too slow (20 mph for an A6M Zero?). I gave the Balmoral a more realistic stall speed but I'm still evaluating how it will effect combat having to move at NCM.

     

    More later.

     

    ==============================================

    Those hard points haunt me ... haunt me!

  12. Re: Crimson Skies Plane Conversion

     

    Yeah' date=' but the dichotomy is just too vast, IMHO, when it comes to Zeppelins...[/quote']

    True, and the same problem exists when you try to build certain types of superheroes in Champions. I.e. a character who has levels in Growth, but wants to keeps his mass the same as when he normal sized. (Slightly OT mini-rant: I always felt Desolidification should have been sort of a reverse of Density Increase power. Instead of suddenly having no substance and 'ghosting' thru walls, there should have been levels in the power where you effectively have less mass, which means less weight, until you're 'floating'. One or two levels of this would have been a great power for representing Lighter-than-air ships in Utimate Vehicles.)

     

    Okay, now getting back on topic. I'm thrashing through some builds for the hardpoints weapons in Crimson Skies and I have a question for you. In going through the Ultimate Vehicles book, it makes two suggestions for creating rockets. The first is as a power (in which case I guess the best way to go, is with AmadanNaBriona's suggestion for some kind of framework like a variable power pool)

     

    The second suggestion is to create them as mini-unmanned vehicles! This suggestion I find intriguing but it adds complexity. The rockets as an attack power would be a lot more simpler IMHO.

     

    What do you guys think is the best way to go?

     

     

    ==============================================

    "You sent all the way to Chicago for ribs and sauce, but you forgot the the 'slaw?"

    "Forgive us, we're doctors."

  13. Re: Crimson Skies Plane Conversion

     

    Here we go:

     

    [font=Fixedsys]BELL VALIANT MK II (2nd Draft)[/font]
    [font=Fixedsys]VAL  CHAR COST NOTES
     5   Size  25    3.2" x 1.6"; 2.6 ton; -5 KB; -3 DCV
    25   STR  -10    Lift 800 kg; 5d6 HTH [0]
    15   DEX   15    OCV: 5/DCV: 5
    15   BODY  0
     4   DEF   6
     3   SPD   5     Phases: 4, 8, 12
    [/font]
    [font=Fixedsys]TOTAL CHARACTERISTIC COST: 41[/font]
    
    [font=Fixedsys]MOVEMENT:         Ground: 6"/48"
                     Flight: 33"/264" (300 mph/480 kph)[/font]
    
    [font=Fixedsys]ABILITIES & EQUIPMENT
    COST POWERS                                      END
        PROPULSION SYSTEMS
    30  Propeller-Driven Fighter: Flight 33" x8
        Noncombat; 1 Continuing Fuel Charge
        (easily-obtained fuel; 2 Hours; -0), Side
        Effects (KA 1d6 to anyone who comes into
        contact with the propeller, automatically
        occurs when flight is in use, only effects
        environment in front of vehicle; -1/4), Stall
        Velocity (14"; -1/4), Takeoff/Landing (-1) [1cc]
    10  Running, x8 Non-combat Move
    -2  Can Only Fly: Swimming (-2") (0" total)
        TACTICAL SYSTEMS
    30  Springfield Mark IV .30-caliber Machine Gun: 
        RKA 2d6+1, STUN Mod +1 (+1/4), Autofire (5 
        shots; +1/2), 500 Charges (+1); OIF Bulky [/font]
    [font=Fixedsys]     (-1), Real Weapon (-1/4), Limited Arc Of [/font]
    [font=Fixedsys]      Fire (0 degrees forward, same horizontal [/font]
    [font=Fixedsys]      level; -1)                                 [500]
    15  Springfield Mark IV .30-caliber Machine Gun: 
        five more (for a total of 6)               [500]
        OPERATIONS SYSTEMS
     4  Radio: Radio Perception/Transmission
        (Radio Group); OIF Bulky (-1), Affected
        As Hearing As Well As Radio Group (-1/4)
     3  Zeppelin Gear: 35 STR Clinging; OAF Bulky 
        (-1 1/2), Limited: (Only Usable on Zeppelin[/font]
    [font=Fixedsys]      Hook; -1)[/font]
    
    [font=Fixedsys]SKILLS
     4  Highly Maneuverable: +2 with Flight
    10  Gunsight: +2 Skill Level with Forward-[/font]
    [font=Fixedsys]      firing Weapons[/font]
    
    [font=Fixedsys]TOTAL ABILITIES & EQUIPMENT COST: 104
    TOTAL VEHICLE COST: 145[/font]
    
    [font=Fixedsys]VEHICLE DISADVANTAGES
    25  Distinctive Features: Warplane (Not Con-
        cealable; Causes Extreme Reaction [fear])
    10  Physical Limitation: Pusher Propeller 
        (-2 with Landing/Take-off Rolls)[/font]
    
    [font=Fixedsys]TOTAL DISADVANTAGE POINTS: 35
    [/font][font=Fixedsys]TOTAL COST: 110/5 = 22[/font]

    So which ones are we still missing?

     

    And back on a previous topic, I think it would be a good idea to create some frameworks to work with. So here are my suggestions for vehicle sizes

    Valiant.
    SIZ 5  3.2"x1.6"   2.5 ton  DCV -3   STR 35  -5 KB  15 BODY  25 pt.
    Avenger, Bloodhawk, Devastator, Defender, Fury.
    SIZ 6  4"x2"       3.0 ton  DCV -4   STR 40  -6 KB  16 BODY  30 pt.
    Brigand, Coyote, Firebrand, Kestrel, Peacemaker, Raven.
    SIZ 7  5"x2.5"     5.0 ton  DCV -4   STR 45  -7 KB  17 BODY  35 pt.
    Warhawk, Vampire.
    SIZ 8  6.4"x3.2"   6.0 ton  DCV -5   STR 50  -8 KB  18 BODY  40 pt.
    Airship
    SIZ 18  64"x32"     75 ton  DCV -12  STR 100 -18KB  28 BODY  90 pt.
    Small Zeppelin
    SIZ 19  80"x40"     85 ton  DCV -12  STR 105 -19KB  29 BODY  95 pt.
    Medium Zeppelin
    SIZ 20 100"x50"    100 ton  DCV -13  STR 110 -20KB  30 BODY 100 pt.
    Large Zeppelin
    SIZ 21 125"x64"    120 ton  DCV -14  STR 115 -21KB  31 BODY 105 pt.

    In general, I reduced the listed mass for these size classes approximately by half for no points and in general buy off 10 points of STR to better represent airplanes masses and maximum payloads respectively. For airships, reduce mass by approximately by an order of 100 to 1000 and buy off 50-60 points of STR for their payloads. Any thoughts?

     

     

    ==============================================

     

    "You sent all the way to Chicago for ribs and sauce, but you forgot the the 'slaw?"

     

    "Forgive us, we're doctors."

  14. Re: Crimson Skies Plane Conversion

     

    I can see a weapons table slowly developing here too!

    Is there any other resource for flight manuevers? I'm currently examining this link to determine the effects of the maneuvers both on combat and on the individual characters...

    You mean like this?

     

    AlHazred, definitely like your plane designs, You made me make some definite changes in mine, so I'm gonna return the favor. :P

     

    1) Size (this is just my opinion), I think the planes should be Size Class 6 or 7, with the Valiant maybe being Size 5 and the Vampire maybe being Size 8. The Ultimate Vehicles book lists the A6M Zero fighter as being Size 6. Also according to my source material, the loaded weight of the planes in Crimson Skies being from 5,750 lb. (Valiant) to 13,250 lb. (Vampire).

    2) I would probably drop Sealed Environment as a standard feature. It ruins the picture I have in my mind of pilots dressed in furlined leather jackets and wearing oxygen masks (watched too many old World War II movies, I guess).

    3) Finally, you've been missing one important piece of equipment! here you go: :D

     

    Zeppelin Gear: 35 STR Clinging; OAF Bulky (-1½), Limited: (Only Usable on Zeppelin Hook; -1); A/R Cost 12/3.

     

    These are starting to look somewhat similar. Part of the problem is that I have nothing to go by for details on handling; I can pick out references to "poor maneuverability" and such in the descriptions' date=' and try to modify the DEX and SPD based on those, but I'd normally prefer to have the original game's statistics to go by for reference.[/quote']

    I know what you mean. I'm using the board game as my source material. In translating to Ulimate Vehicles, a lot of flavor is lost. Plus, in the board game supplement Behind The Crimson Veil, there a list of optional special characteristics you can give your planes like Superior or Inferior Engine, Heavy Stick, Poor Landing Gear, etc. that I'm also trying to work in. See my next posting for the Valiant I've been working on.

     

    Another idea I've had is to convert the vehicles from Gear Krieg into Hero System terms. I can think of a number of interesting Crimson Skies/Gear Krieg crossover scenarios.

    Interesting idea. Crimson Skies is set in 1937 and Gears Krieg is set in the 1940s. Definitely would make for two different flavors of Pulp Hero campaigns.

     

     

    ==============================================

    "You sent all the way to Chicago for ribs and sauce, but you forgot the the 'slaw?"

    "Forgive us, we're doctors."

  15. Re: Crimson Skies Plane Conversion

     

    Here are my thoughts on basic aircraft weapons for Crimson Skies. I basing the levels of damage on the guns listed the Hero System, Pulp Hero and Ultimate Vehicle books, plus my tattered copy of Crimson Skies and Behind The Crimson Veil supplement.

     

    Heres the basic write-up:

     

    .30-caliber Machine Gun: RKA 2d6+1, +1 Increased STUN Multiplier (+1/4), Autofire (up to 5 shots; +1/2), 500 Charges (+1); OIF Bulky (-1), Activation Roll 15-; Jammed (-3/4), Real Weapon (-1/4), Limited Arc Of Fire (0 degrees forward; same horizontal level; -1). A/R Cost: 96/24

     

    and here are the guns themselves

     

    GUNS               OCV  RMOD     DAMAGE    STUNx     AF    Shots    A/R Cost
    .30-caliber MG     +0    +0      2d6+1      +1       5      500       96/24
    .40-caliber MG     +0    +0      2 1/2d6    +1       5      500      110/27
    .50-caliber AC     +0    +0      3d6        +1       5      250      124/31
    .60-caliber AC     +0    +0      3d6+1      +1       5      250      137/34
    .70-caliber AC     +0    +0      3 1/2d6    +1       5      250      151/38
    

    (MG = machine gun, AC = autocannon, AF = Autofire).

     

    I've believe OCV bonuses should come from the gunsights and I haven't decide on the Range modifier yet (maybe +4?). The 31/2d6 RKA I set for the .70-caliber really isn't much better solution for the 4d6 Alhazred posted in his version but it helps.

     

    Another thing I noticed is that the machine guns in Pulp Hero has an Autofire of 8. I haven't decided if this is a good idea or no for CS.

     

    Now all I need to do now is stat out the Armor-piercing, Dum-dum and Magnesium ammo. for this guns and then I can move onto the rockets!

     

    ==============================================

     

    "You sent all the way to Chicago for ribs and sauce, but you forgot the the 'slaw?"

     

    "Forgive us, we're doctors."

  16. Re: Crimson Skies Plane Conversion

     

    Alhazred wrote:

     

    I don't make the news, son, I just report it!"

    Don't get me wrong, I think that your writeups for the Brigand, Avenger and the Fury are pretty good for being "off the cuff". And no, there's nothing wrong with your memory, the Goliath is an autocannon. Its just I have had painful, painful experiences with large killing attacks ... makes a fellow sensitive, you know? :)

     

    This site has some really good images of the various planes.

    Wow, I wish I could read french. this site looks very interesting.

     

    AmadanNaBriona wrote:

     

    Welcome to the flaws in using the "normal" baseline vehicle combat rules.

    :snicker:

     

    Another thought that I've had is somehow trying to figure out a way of building the seperate gas cells as some sort of Focus' date=' related to lifting power or flight[/quote']

    I was attempting something like this when I was designing the Akron above. I made the hull starting size equal to size category 11 and adding the envelope to increase it to size 21. but your idea with using focuses sounds better.

     

     

    And for something completely different...

    I thinking, as this was for some type of PULP HERO campaign, of just using some sort of hardpoints rule, basing it of of the vehicle Size and STR.

     

    And now for something completely different again, whic version of Crimson Skies is your favorite? The original board game, Wizkids clickables, the one for the PC or the one for the X-box? for me its the original board game and it simultaneous movement-orders system.

     

     

    "You sent all the way to Chicago for ribs and sauce, but you forgot the the 'slaw?"

     

    "Forgive us, we're doctors."

  17. Re: Crimson Skies Plane Conversion

     

    AlHazred in his rash folly wrote:

     

    42 Bruin Armaments .70-caliber "Goliath" Cannon: RKA 4d6+1, +1

    Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2), 50

    Charges (+1/2); OIF Bulky (-1), Activation Roll 15-, Jammed (-3/4), Limited Arc Of Fire (180 degrees; same horizontal level; -1/2), Real Weapon (-1/4) - END=[50]

     

    Uhmm Alhazred, buddy, have you considered what this bad boy is going to do its target? I mean against another plane, you probably not going to land more than one hit. BUT think whats going to happen when you go up against a zeppelin with a DCV of -12! That means on a decent to-hit roll, you are going to get 2 to 4 hits. On a decent damage roll, you are going to do around 15 BODY. If you give a civilian zep a 4 DEF and 29 BODY (looking at PULP HERO), thats means a single attack will do 22 to 44 BODY points of damage!:eek:

     

    Pirate Leader: ". . ."

     

    Pirate 1: "Oops! Oka-ay ... " "Sorry boss ... hey! I sure the gold shipment survived ... down there ... somewhere?":D

     

    Actually a 15 BODY hit on the any of the planes above will not leave it very flyable. Might I suggest tweaking it a little? Like reducing it to 3-1/2 d6 RKA.

     

    Something phallic about this plane' date=' anyway... :D[/quote']

    You think? :rolleyes:

     

     

    "You sent all the way to Chicago for ribs and sauce, but you forgot the the 'slaw?"

     

    "Forgive us, we're doctors."

  18. Re: Crimson Skies Plane Conversion

     

    Okay, this a second draft of one of my favorite vehicles. I was going to work on it a little more before unveiling it on this forum. But I think it can be used to create the other great thing about Crimson Skies - Zeppelins! So anyway here it is, the Navy airship Akron

     

    [font=Fixedsys]GOODYEAR-ZEPPELIN ZRS4 AKRON (1931-1933)
    
    VAL    CHAR    COST    NOTES
     11    Size     55     125" x 64"*; -11 KB; -14 DCV*
     60    STR      -5     Lift 100 tons; 12d6 HTH [0]
     10    DEX       0     OCV: 3/DCV: 3
     21    BODY      0
      4    DEF       6
      2    SPD       0     Phases: 6, 12
                           TOTAL CHARACTERISTIC COST: 56
    
    MOVEMENT:               Flight: 14"/112"
    
    ABILITIES & EQUIPMENT
    COST   POWER                                      END
     22    Motorized Lighter-Than-Air Vehicle:
           Flight 14" x8 Noncombat; 1 Continuing Fuel
           Charge (easily-obtained fuel; 3 Days; -0),
           Side Effects (KA 1d6 to anyone who comes
           into contact with a propeller, automatic-
           ally occurs when flight is in use, only
           effects environment near propellers; -¼),
           Limited Maneuverability (Only 1 Turn per
           Phase or Turn; -½)                        [1cc]
    -12    Can Only Fly: Ground Movement -6" (0"
           total)
     -2    Can Only Fly: Swimming (-2") (0" total)
      2    Control Car: +2 DEF; Partial Coverage
           (control car only; -2)
     30    Gonna Need A Bigger Gun: Resistant
           Physical Damage Reduction, 75%, Limited
           Use: only works versus "small bore"
           weapons (-1)
      4    Radio: Radio Perception/Transmission
           (Radio Group); OIF Bulky (-1), Affected
           As Hearing Group As Well As Radio Group
           (-¼)
    TOTAL ABILITIES & EQUIPMENT COST: 44
    TOTAL VEHICLE COST: 100
    
    VEHICLE DISADVANTAGES
     20   Distinctive Feature: Rigid Airship [+9 Size
          Category:10x Length and Width; -7 DCV]
          (Not Concealable; Is Always Noticed)
    
    TOTAL DISADVANTAGE POINTS: 20
    TOTAL COST: 80/5 = 26
    
    ADDITIONAL VEHICLES
     32   Curtis F9C-2 Sparrowhawks: 4[/font]     

     

    Some notes: 1) I think a strength of 85 is way to high for the airship in the Ultimate Vehicles and Pulp Hero books (everthing thing else is fine!). The Akron had a useful lift of "only" 100 tons. 2) I gave the airship damage reduction versus smallarms fire. It doesn't seam very plausible that a lone rifle man with a rifle should be able to bring down a zeppelin wihout working up a sweat! 3) Considering airship are very light, very large structures, I found it hard to rationalize giving them the same mass as a cruise ship (the size yes, but ...), So I base the ship off of the ICBM category and made its Length, Width and DCV a Distinctive feature. I'm still debating increasing the BODY.

     

    I'm going to post a more finalized later. I would appreciate any constructive criticisms.

     

    Oh by the way check out this web site for some excellent pictures of the U.S Navy airship fleet http://www.history.navy.mil/photos/ac-usn22/z-types/zrs4.htm

  19. Re: Zeppelin versus Pterodactyls

     

    Don't be too sure. German zeppelins had one or two machine-gun nests on top to protect from enemy fighters.

     

    The US Akron and Macon mention earlier, were designed to mount seven machine guns. two in the command car, two in the bottom rudder, and one in the bow and two along the top spine.:bmk:

     

    To get close' date=' simply have the flyers come in from above. Not to many machines guns on [u']top[/u] of the zeppelin, eh?
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