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bpmasher

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About bpmasher

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  1. Yep. I was on a vampire and werewolf kick while devising this design document at first. Now the cooler option seems to be to keep it strictly human-oriented.
  2. So I've been playing this video game series a lot lately, and I started thinking about implementing it on the tabletop. How would one design the various drones and special equipment that's used in the game?
  3. I thought with premade characters and explanation of the mechanics (Roll low for everything else but damage) would allow me to run a game for new people.
  4. Yeah I thought about doing something like that, set in the Skyrim universe (TES...anyway) where I roll premade characters and the players get to choose.
  5. Hail again, I have an opportunity to run a game session for beginning players next month, and I'm pondering whether to use Hero with an established setting or just go with the beginner sets I have accumulated (to gather dust) over the years. Hero is such an opportunity for different genres, despite having lots of crunch. I'm wondering whether a Skyrim game or wild west stuff would go well with a new group. Would you run Hero for complete beginners?
  6. Pilots are usually in the head portion. They can get punched to death by other mechs.
  7. I took a stab at another mech from the Battletech board game: Commando COM-1C: Size: 8 (25 tons) cost: 40 pts Length: 6.4" (12.8 meters) Width: 3.2" (6.4 meters) DCV: -5 STR: 50 KB: -8 BODY: 18 DEX: 18 (cost 24 pts) SPD: 4 (cost 20 pts) Movement: 10" combat movement (97 km/h), 20" non-combat (correct me please, if wrong) Weapons: Light autocannon (RKA 3d6, 45 charges [1 ton of ammo], OIF bulky), 34 pts total Medium laser (RKA 3d6+1, increased END cost [x3, 15 END per shot], OIF bulky), 16 pts total
  8. Makes more sense now, I just forgot how the mechanics come together while reading and stopping for breaks.
  9. Battletech weapons to Hero Damage Classes: BT damage -> Hero damage 1 (LRM damage, 6 damage classes) = 2d6 2 (SRM damage, machine guns, AC/2 etc., 9 damage classes) = 3d6 3 (Hvy machine guns, 10 damage classes) = 3d6+1 4-5 (RAC/5, AC/5, flamer, pulse laser, 11 damage classes) = 3d6½ 10 (AC/10, large pulse laser, ER PPC, etc., 12 damage classes) = 4d6-1 15 (Heavy PPC, ER PPC, 13 damage classes) = 4d6+1 20 (AC/20, Long Tom etc., 14 damage classes) = 4d6½ 25 (Long Tom, 15 damage classes) = 5d6 30 (Long Tom flechette ammo against infantry, 16 damage class
  10. Robot Warriors lost me at advantages being a negative value, and disadvantages being a positive value. It's totally upside down compared to modern Hero specs. I stopped reading at that point, and turned to Ultimate Vehicle, which resulted in the Atlas writeup I did. The END reserve for mecha in TUV give a mechanism for overheating and taking recoveries, which is genius on part of the writers. I think they knew folks would go to Battletech mecha for inspiration. I am still figuring out which armor values and END reserves to use for various mecha. Maybe take the heat sink
  11. Here's the classic Atlas with modern styling:
  12. I don't know whether to go theatre of the mind or just mapped combat with these versions of mechs. The original idea was to use BT minis alongside with other vehicles and foot soldiers on the table. You can do that with the BT board game itself though, so I don't know whether I'm going to just ditch this project or work it into something. I had other ideas for mecha, and the Ultimate Vehicle seems to be able to do robot suits passably, so I could create a homebrew campaign around a military-themed game with mecha.
  13. Cracked open Ultimate Vehicle and started tinkering. Here's the result. Atlas 7-D (assault 'mech) Size: 10 Length: 10" (20 meters) Width: 5" (10 meters) Mass: 100 tons DCV: -6 STR: 60 KB: -10 BODY: 20 SPD: 4 (3" per phase, 54km/h) Armor, front: 2+18 (20 DEF) (coverage 180 degrees) Armor, rear: 2+10 (12 DEF) (coverage 180 degrees) Weapons: Heavy autocannon RKA 4d6½, 5 charges (1 ton of ammunition) Long-range missiles RKA 2d6, AF20, 12 charges (2 tons of ammunition) Short-range missiles RKA 3d6, AF6, 1
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