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SCUBA Hero

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Everything posted by SCUBA Hero

  1. So I am reading through The Widening Gyre. On page 79 it says, "All of the firearms for the Nineteenth Centry, as described in the Hero System Equipment Guide, are available in the world of The Widening Gyre." That refers to the 6E version, which I don't own. I do own the 5E version, but it doesn't have 19th century firearms listed. Two questions: 1) How different are the 5E and 6E versions? (Is it worth buying the 6E pdf?) 2) Are those firearm write-ups (or similar ones) available somewhere else in the Hero System library, in an earlier edition perhaps? -SCUBA Hero
  2. Semi related: I tend to use Hero Action Points (always when running an convention game, where one bad roll shouldn't derail the entire evening). One thing a HAP can do is change the hit location (when running genres where that is used) by +/- 1. Actual game example: Enemy hits a hero; GM rolls hit location 5, "The knife plunges into your face..." Player hurredly tosses a poker chip [used to track HAPs] to GM "...at the last moment, you manage to get your hand in front of the knife... it slices into your hand." Rolls damage with location 6. In a con game I don't allow players to spend HAPs to modify their hit location rolls on their foes. In a campaign game, the rule is - anything you do to your opponents with HAPs, they can do to you. So far, no one has tried using HAPs to move hit location on their opponents :evil grin: More on topic, yes it does suck to get a great to-hit roll and then lousy damage roll. I just haven't figured out any better way than RAW to deal with it.
  3. Is there a better place for me to post this so that the authors will see it?
  4. So what more / less is there in this CD vs. the old print TH1 and 2?
  5. I'm only about 25% of the way through Narosia, but I like the depth of the setting and tweaking of Hero System rules to get the desired effects. Providing that you like the setting, it answers one big issue that many folx have with Hero System - the lack of a setting (as in Fantasy Hero Complete and Champions Complete). Question for the authors: In multiple places, Narosia mentions future supplements to fill in elements that are not included in the (480 page!) book. Is there any schedule/plan for those supplements? (And yes, I'm aware of the delays in publishing the core book, although I was not a Kickstarter backer.)
  6. Odd. I just bought the book+pdf from the Hero Store ($35) and it came with the book pdf and Divine Intervention cards pdf. The pdf only is $20.
  7. Does anyone have thoughts on handling wingmen in air-to-air combat? Scenario 1: Two Sky Tigers flying side-by-side, one picks up a Flying Saucer, and they do a Thach Weave. So the FS attacks with surprise or gets a good Combat Pilot roll vs. the first ST; how do you handle the maneuver? A bonus to the second ST's Combat Pilot roll? Scenario 2: Two STs against 2 FSs. What happens at the start of a dogfight when it's 2-on-2?
  8. Shadowcat, yes I am on Facebook. Thanks.
  9. Thanks! I have a pretty good idea of what I want for the NSD and alien craft, but more examples never hurt and there will probably be other real-world aircraft involved someday. NSD "Sky Tiger" Advantages - speed, long-range (compared to alien lasers) missiles, overall toughness. Disadvantages - guns only fire straight ahead, maneuverability, missiles need lock-on or suffer severe OCV penalty. Alien "Flying Saucer" Advantages - maneuverability, can enter orbit, lasers fire 180 degree arc and have Autofire. Disadvantages - more fragile, slower, lasers shorter range than missiles. Basically, if both craft have full speed/maneuvering capability then the Sky Tigers disengage by going full-speed away from the dogfight while the flying saucers go straight up into orbit where the Tigers can't follow. If one or the other is damaged... well, that's when things get interesting. I'm thinking to abstract a good bit - short/medium/long range, Combat Pilot rolls and Maneuvers determining who has the advantaged position that Turn, the ability to continue modifiers from an advantaged position into the next Turn. Visually, there will be model airplanes and flying saucers on the tabletop that show the relative positions.
  10. I am considering running a campaign and can use advice from Herodom Assembled. (As an aside, yes this is SCUBA Hero from ages (years) past for those who remember me. I will shortly be posting a “SCUBA Hero Is Back!!!” topic in Non-Gaming Discussion. It’s *good* to be back!) I’m looking at a modern-day campaign in which a secret civilian air force battles an alien force, with the general public unaware. (Yes, this is based on Near Space Defense from Super Agents.) For the vehicular combat – I envision a pilots vs. aliens combat at the end of each session – I want dramatic/cinematic combat (instead of hex maps and turn modes). I have The Ultimate Vehicle, and the dogfight rules are what I intend to base this on, but how do you apply this with multiple vehicles per side (probably 4 – 8)? I’m thinking have pilots declare their intentions in reverse DEX order (since reacting gives an advantage). So how do you account for wingmen, a combatant trying to achieve a superior position over an enemy only to be thwarted by his allies, and in general, multiple combatants? In particular, I’m interested in Air Force or –ex pilots’ take on this. I want it to be dramatic/cinematic and exciting​.
  11. Re: Anti-matter weaponry Maybe an AVAD, Does Body against "dense matter" (or whatever you think the defense should be). And "dense matter" would be very difficult to obtain...
  12. Re: Help a completest out JmOz, Perhaps you are remembering Derek Heimforth's Hero System Products List? It was last updated 10/28/2008 though.
  13. Re: For all your Nazis-invading-America needs.... I was not aware of that. I intended no disrespect to any WWII troops.
  14. Re: For all your Nazis-invading-America needs....
  15. Re: Steampunk submarines Could be a submarine, or an aether-ship.
  16. Re: Historical Late Medieval Period RPG Yes, Harn is a good resource. Columbia Games also sells "Lionheart", set in 1190 England. Now it's not an RPG, but I think it would help with what you're looking to do. I'll also second AlHazred's recommendation of the Gies' books.
  17. Re: Rocky's One-Hit-KO Punch Or maybe 8 PSLs vs Hit Locations with whatever 'last ditch' Limitations you want to add to it? Allows an automatic hit to the head (if a hit is made). Maybe with 4 CSLs?
  18. Re: 5th edition Hand Killing Attack Question For Fifth Edition, the rule is that Powers that never cost END, are bought to 0 END, or have Charges cannot be Pushed. (5er p.427)
  19. Re: Make Your Own Motivational Poster [snoopy]Curse you' date=' Red Baron!!![/snoopy']
  20. Re: Fused Powers Another possibility is for each character to buy (for example) 12d6 Blast plus 12d6 Blast, Only When Assisted By Other Character. You can also buy every (for example) plus 2d6 Blast with more Limitations: Increased Endurance, Extra Time, Gestures, and so on, representing the difficulty of fusing the two powers (if that makes sense for the concept; otherwise just use the build above).
  21. Re: THE HERO SYSTEM EQUIPMENT GUIDE -- What Would *You* Like To See? Steve, Re: 19th century firearms and equipment, I suggest "An Introduction To Civil War Small Arms" by Coates and Thomas and "Arms And Equipment Of The Civil War" by Coggins. It amazes me what folks could do in those days. For example, using standard bridging trains with pontoon boats on 20' centers, the North build a 2200' bridge across the James river in
  22. Re: Using Unlimited Mana with HERO Glad you have a method that you like!
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