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SCUBA Hero

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Posts 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. 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 backerIs

    Is there a better place for me to post this so that the authors will see it?

  4. 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.)

  5. I bought the hardcopy and quite like it. It's a big tome and while I haven't actually played it yet, I fully intend to borrow some of its HERO variants (e.g. what it does with arms & armor).

     

    And what's it with HERO products and stellar layout? Narosia is thoroughly indexed and very readable. 

     

    One negative part of the whole deal is that you have to buy hardcopy and PDF separately, if both were handled by DriveThru, you usually get a nice package deal (most of the time the PDF comes for free).

    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.

  6. 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?

  7. plenty of aircraft conversions of all eras up here http://surbrook.devermore.net/adaptationsvehicles/vehicle.html

     

    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.

  8. 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​.

  9. Re: Brittlizing an Engine

     

    They run a higher risk of blowout if they take damage. For example' date=' one might reasonably rule that slowly running over the curb causes 1 BOD damage. A normal tire would be unaffected, but with 0 DEF, the tire is sufficiently fragile to blow out.[/quote']IMO, it's also reasonable to rule that an internal combustion engine is doing 1-2 BODY damage to itself every Phase, which is reduced by its DEF. So Draining all the DEF would cause the engine to tear itself apart, unless someone turns it off.

     

    That interpretation is subject to the game and genre, but in a Supers game against a normal car (not bought with Character Points), that's what I'd rule.

  10. Re: For all your Nazis-invading-America needs....

     

    Actually' date=' I was referring to a book titled '[i']Curtin's Cowboys - Australia's Secret Bush Commandos[/i]' by Richard & Helen Walker. It tells the story of the North Australia Observer Unit, a volunteer unit raised by the Australian Army in 1942. They were tasked with patrollling most of Northern Australia, from the Kimberleys to the Gulf Of Carpentaria - a sizable area that, for the most part, was only superficially explored and definitely as Ghodawful an area as to be found anywhere on Earth.

     

    The basic idea was that the 'Nackeroos' (as they were called) would live off the land as much as possible, report any Japanese incursions or invasion, then remain hidden behind enemy lines to operate as guerillas and spies.

     

    On several occasions, they did find indications of small Japanese landings on the coast - searches and investigation turned up nothing else, and they were ordered to not talk about it. General consensus among the Nackeroos and others "in the know" was that these Japanese units either withdrew very quickly or were basically "swallowed up" by the horrible conditions. Certainly, they did not achieve anything else.

     

    By the way, the descendant of the NAOU is NORFORCE ( http://en.wikipedia.org/wiki/NORFORCE ).

    I was not aware of that.

     

    I intended no disrespect to any WWII troops.

  11. Re: For all your Nazis-invading-America needs....

     

    Though there are strong indications that Japan made some small commando-style landings up north' date=' which amounted to nothing.[/quote']It's true enough. An old survivor of a Japanese Army Ninja Recon Team, Mr. Edo, later found a child whose parents were killed in a Land Rover accident. Mr. Edo raised the child, Don Morgan, as his own, and passed his skills on to his "son".

     

    ...

     

    In the end, Mr. Edo sent Don to America to seek "the final truth". After arriving in the states, he took the name

     

    oh, nevermind.

     

    :SCUBA Hero walks off muttering to himself:

  12. Re: Powerball

     

    But with such a variety of possible powers' date=' how can you render each player "powerless"? Note: One player has Inherent as part of their power.[/quote']One big honkin' Suppress vs. All Powers. Not sure about something that's Inherent - might have to have the rules say that the player can't use any Inherent abilities, and using them consititutes a penalty. (Cheating for dishonourable characters! Could add a new dimension to the game...)

    How do you account for a person who uses skills (like acrobatics' date=' or martial arts)??[/quote']See above.

    If a character is flying and they catch the ball' date=' do they fall?[/quote']I would say yes.
  13. 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).

  14. 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

     

     

    five and one-half hours! :jawdrop:

     

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