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bpmasher

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Everything posted by bpmasher

  1. Dark Champions package deals work very well with this type of game, maybe excluding a few of the options. Field agent, secret service and military package deals will probably form the backbone of these characters mostly. These can be different nationalities, double agents, soldiers and special operatives with lots of complementary skills and types of approaches to situations. I should read some more fiction to come up with NPC / PC ideas. The weapons used in the CoD game should mostly be in the Dark Champions book (stat-wise at least), with some exceptions like the AK-74U that probably has a higher concealability, and the XM4 which is based on the M4/XM177 most likely. Most of the weapons have a real-life example of it. I'll go over the weapons list, and find real-world versions of them or stat them/name them up as they are in the video game. Pulling additional weapons from movies/video games for a game based in the 90s and later most likely. The combat will most likely be cinematic, not using hit locations/disabling etc. to keep in line with the video games. Maybe allowing for a -8 shot to the head when sniping or using "bullet time"/focus <- Heroic action points (use an action point to get a headshot without penalty to hit, otherwise take a shot with modifier). Miniatures along with a hex map is probably what I'll be using for face-to-face games. The mood will be one of technothriller stuff (80s/90s technology), Tom Clancy-esque, fast-moving globetrotting adventure, with tons of locations and quick gunfights on different "battle boards" (found a lovely hex grid booklet for sale).
  2. So I started playing this video game the other day and was totally drawn in by the "vintage" take on the classic Call of Duty formula. I like the stylistical choices in the game, especially the first mission where dudes are plain-clothes, armed with assault weapons and going after enemies of the State. The bug bit me hard. So I gained back my tabletop motivation (after burning out on multiple projects) and started thinking of ways to do this latest Black Ops game on the tabletop. I'll start working on a campaign guidelines document, but I was hoping to steal you guys' ideas and then make the document with input from other people. What does a modern Cold War game need in it? (era could be present-day, 80s, 60s to 70s etc.)
  3. 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.
  4. 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?
  5. 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.
  6. 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.
  7. 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?
  8. Pilots are usually in the head portion. They can get punched to death by other mechs.
  9. 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 Power plant: Endurance reserve (60 END [6pts], 30 REC [30pts], OIF bulky, Only powers electrical devices), 28pts total Propulsion: Extra limbs, arms and legs, limited manipulation, 4pts Mech limbs, running 10"/20" (8pts) Armor: Front DEF 2+8 =10 total, (24, 180 degree coverage -½) 12 pts Rear DEF, 2+3 =5 total (9, 180 degree coverage -½) 4 pts Operations systems: Mech sensors, Radar, 15 pts Nightsight: Infrared, 2pts Nightsight: Ultraviolet, 2pts Mech communications: Radio/Video, 4pts Personnel systems: Ejection seat, 6pts Life support (Heat, cold, radiation), costs END, 11pts
  10. Makes more sense now, I just forgot how the mechanics come together while reading and stopping for breaks.
  11. 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 classes) = 5d6+1
  12. 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 values off the published Battletech mechs, and reverse engineer them to provide END and REC values for specific mechs.
  13. Here's the classic Atlas with modern styling:
  14. 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.
  15. 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, 15 charges (1 ton of ammunition) 4x medium lasers RKA 3d6½, increased END cost (x3, 15 END per shot) Power Plant: Endurance Reserve (60 END, 60 REC) Systems: (same as TUV book) Mech sensors, Radar Nightsight System Mech communications system Ejection seat Life support
  16. Sounds workable. I had this idea to run Heavy Gear-esque mecha for another campaign idea. Trying to wrap my head around the Robot Warriors book right now. Theater of the mind seems to be the way to go when minis aren't available (too few mecha war games).
  17. @Chris Goodwin How would you create a robot that carries different weapons depending on the mission (using them like an infantryman, with hands/extra limbs)? edit: I'm reading through the original Robot Warriors at the moment.
  18. I'd love to run a military-themed campaign using my Battletech minis in tandem with Hero System created characters. The Dark Champions book has good military templates, and one could do a special forces game where the players are a scout team working for a mercenary company in the Inner Sphere. If I get the Clan Invasion box, it could be either a clan game or an inner sphere game. Dark Champions has tons of guns in it too, and one could just "re-skin" them using the lore and weapons manufacturers of the Battletech Universe. I'm picturing a mech pilot loadout with a PDW, camouflage cloak, survival kit and rations for a long-range scouting unit, for instance. Something like the long-range desert patrols in World War 2.
  19. Came up with a campaign skeleton where I create a number of maps with my warmat terrain, and things will develop naturally from the outcome of the battles the characters will face. I also decided to let my players create their own super powers. I am going to give one or both player characters junior leadership, where they can command a number (squad) of men, and I will run the squad following orders as best they can. I have this vision of the battlemat being set up where I give the players a tactical map of the situation with no enemy troops on the map, and they have to decide where to send their men, where to set up support weapons etc. Sometimes they might have tank support available as well (I have a couple of painted Sherman tanks). Might have to come up with morale rules (EGO rolls?) for the NPCs and ze Germans they will be facing. I don't know how to deal with that yet. Maybe a loss of a man will have the rest of the squad or fireteam have to roll morale, and see if they freeze, go beyond the call of duty or flee. A morale table might come in handy, where 1-2 is flee/rout, 3-4 is freeze, and 6 is a beyond the call of duty result where they gain a bonus to further morale rolls. I'll call this campaign Fireteam '44 - Normandy. When I paint up my 20mm collection some more we'll get to the Soviet bear versus Nazis in Ukraine or something. Some Normandy -specific stuff: 1. Bocage acts as heavy cover for men, so -4 to -6 to OCV versus infantry in bocage. Use the upper body (High Shot) hit location chart to generate results when firing at troops in bocage. 2. The Germans are Osttruppen (low morale, low training captured Soviets and other nationalities) so they have low OCV/DCV but they're armed like regular German troops, so MG42s, Kar 98ks and Panzerfausts will be available to them. Later on in the campaign the foe will be much more fierce in a fight, when facing Fallschirmjaegers and panzer divisions. 3. The initial air drop scenario will have random scatter directions with a scatter diagram roll on d6s. The jump itself is resolved as a skill roll, where a fumble (natural 18) results in injury and the character will have to be recovered by other squad members. A normal success is further rolled on the scatter dice, just with less deviation than a failure. A critical success lands you on the spot you chose.
  20. Yeah I bounced around some concepts in my head (on paper). Character options: (TEMPLARS) Politician/orator, agent, inquisitor, soldier/officer, occultist (ASSASSINS) Pirate, woodland indian, half-blood, savage, criminal, shaman Werewolf, Vampire Combat will be melee-focused with muskets firing at the beginning of combat. I wrote up some weapons stats (muskets, flintlock pistols, tomahawks, swords). I might use a spell memorization system if I don't come up with something more interesting. Hit locations, disabling, endurance all in use. Some way to deal with harsh environmental conditions like frost and storms.
  21. I'm going with the pulp approach, include some pirates, outlaws, savage men and possibly werewolves and vampires into the mix. The metaplot will revolve around Templars vs. Assassins from the Assassin's Creed game line.
  22. I don't have the Pulp Hero book, but I was wondering whether it would have stuff/character powers for a colonial America game based in the FIW period? I have this idea for a mixed fantasy and historical game based on my reading of the Crucible of War book by Fred Anderson. It covers the Seven Years War from the American perspective and gives tremendous setting materials for a game to be based on it. I don't know what style to run the game in yet, but I'm fascinated by the period, and the concept of Wilderness War. Maybe I'll throw in some werewolves and goblins.
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