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knasser2

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  1. Thanks
    knasser2 reacted to unclevlad in Barrier which repairs itself.   
    6E147-8.  Bottom para on 147, continuing to 148.  Discusses "Star Trek force fields" that get worn down.  That's part 1.  Part 2 might be an Aid, Always On, to the resistant defenses.  This is the shield generator.  I think you can throw in an Extra Time limit so the Aid only kicks in occasionally, but this might not be needed if the whole vehicle speed isn't very high.  So you can try to burn through the shields, but you haven't got long before they're back to full.
  2. Thanks
    knasser2 reacted to dsatow in Barrier which repairs itself.   
    If you are using barrier in 6th ed, then simply recreate the barrier.  It will be recreated at full BODY.  If you want a slower BODY recovery, you can always take healing, BODY only, usable every turn or regeneration usable on others, barrier only.
  3. Thanks
    knasser2 reacted to Steve Long in Costing of Bases and Vehicles.   
    The starting Characteristics for Vehicles and Bases (see 6E2 186, 189) are "free" in the sense that you don't account for them when adding up the cost of a Vehicle/Base to determine what it costs a character in Character Points -- the character just pays for the costs for Characteristics beyond those starting totals. Thus, in your example, you build a Vehicle with 12 BODY. Since Vehicles start with 10 BODY, you've only spent 2 Character Points, so that Vehicle costs you (2 / 5 = 0.4) = 1 point (since, as you point out, the minimum cost of anything in the HERO System is 1 point).
  4. Thanks
    knasser2 reacted to zslane in No penalties for Fast Moving targets?   
    Check out 6E2 pg 24, Velocity-Based DCV.
  5. Like
    knasser2 reacted to Lucius in Skills: useful or just for flavor?   
    If you're going to get that super-general, you can just say Skills have only one function: To solve a problem. Your numbers 1 and 3 are just examples of problems being solved.
     
    Lucius Alexander
     
    The palindromedary notes that number 3 is just a special case of number 1 for that matter.
  6. Thanks
    knasser2 reacted to Cantriped in WH40K Hero   
    Yes, an Attack Power with Requires A Roll must be rolled first to activate, then to hit (and then for effect of course).
  7. Thanks
    knasser2 reacted to Cantriped in WH40K Hero   
    For psychic powers, use Requires A Roll and Side Effects... then establish a table of possible side effects with various Active Point levels so that you can randomly generate side effects of a similar scope to the power that was supposed to be used. Otherwise you might not be being fair to players who would have been willing to pay that opportuniry cost for psychic powers.
    For example, having your body combust and summon a demon from the ashes should only trigger from severely failing to activate a powerful psychic ability... Causing a TPK because you tried to cast the equivalent of Light probably isn't appropo to a TTRPG, even if it makes sense in the setting.
  8. Thanks
    knasser2 reacted to Cantriped in WH40K Hero   
    Of the two, FHC is slightly better than CC, each is essentially described as being a short version of the full 6th edition rules. I treat them like an independant ruleset due to the scope and nature of the changes... but that is a personal opinion. I also think FHC is physically much easier to read.
    The main differences are that FHC omits many of the technological skills, while CC doesn't include ranged martial arts... CC also omits the vital paragraph from the Required Hands modifier that explains how it actually works. Sadly bith omit the Wind Levels Table...
     
    Functionally, you can use any of the three to answer any given rules question and find the correct answer.
    6e1&2 are harder to search, and have this tendancy to present optional rules in the same breath they describe the default rule... however it also contains articles on nearly all the odd little corner cases (the rest being in the APGs).
    CC/FHC are much shorter and easier to search, but sometimes oversimplify or inadaquetly explain a topic in their attempt to be brief. The ommision of common optional rules make them less useful players using those rules, and finally what changes were made in CC/FHC rules were sufficient to throw off the costs of the vast majority of prewritten NPCs (who now need to spend far fewer points to be good at a skill like Animal Handler.
  9. Thanks
    knasser2 reacted to Ninja-Bear in WH40K Hero   
    Knasser2 CC is short for Champions Complete and FHC is short for Fantasy Hero Complete. Both are presented as complete rule editions. They are 6th ed.however, CC has a few minor tweaks from the full 6th. (One change  is that in CC class of minds changed back to one class instead of choosing a specific class of mind.)  They cut out a lot of examples and in-depth explanations of the rules. Steve Long won’t comment on them. 
     
    I do have Hero Designer and my experience with it is different than Cantriped though I have a few minor issues with it myself. And I do use CC/FHC now myself.
  10. Thanks
    knasser2 reacted to Lucius in Aphorisms for a Superhero Universe   
    An aphorism is short and pithy. Leave long monologues to the supervillains.
     
    Lucius Alexander
     
    The palindromedary thinks I should have said that in fewer words and one sentence.
  11. Thanks
    knasser2 reacted to Clonus in Aphorisms for a Superhero Universe   
    Never bring a gun to a swordfight.  
     
    Don't fly higher than you can fall.
     
    Terminal velocity is your friend.
     
    Growth is the amazing power to make yourself an easy target.
     
    Never call someone "dead" until you finish the autopsy.
     
    Being dead doesn't necessarily stop people from making trouble
     
    There is no idea so stupid that it can't be used to hurt people.
     
    You can't mass produce awesome.  
     
    Always make your capes detachable.
     
    Always know which walls are load-bearing.
     
     
     
  12. Haha
    knasser2 reacted to Old Man in Power builds/abuses of Hero   
    Dull rusty scalpel.  Problem solved!
  13. Thanks
    knasser2 got a reaction from Cantriped in WH40K Hero   
    ?? They're both in there, left-hand column.
  14. Thanks
    knasser2 reacted to Cantriped in WH40K Hero   
    You calculate each element of a compound power seperately. For example:
     
    Powered Armor: Compound Power All Slots (39 APs); OIF (-1/2), Real Armor (-1/4)...
    1)  Resistant Protection (5 rPD/5 rED), Hardened (+1/4) (19 APs). Cost: 11 points.
    2)  Life Support (Self-Contained Breathing) (10 APs); 1 Fuel Charge Lasting 1 Day (-0), Linked (Slot 1; -1/4). Cost: 5 points.
    Total Cost:  16 points.
     
    EDIT: The total cost was wrong... so sleepy.
  15. Haha
    knasser2 reacted to Old Man in WH40K Hero   
    Today's Penny Arcade is relevant:
     

  16. Thanks
    knasser2 reacted to Cantriped in WH40K Hero   
    With the default Knockdown rules a knife can cause knockdown without the target taking any BODY damage.
    Presuming a standard knife (a 1/2d6 HKA, STR Min 6) and a character with 16 STR or more.
    If he hits the target the knife can do up to 7 BODY (on 1d6+1), On average this will result in no Knockdown/back, but if you rolled a 6 or less on the Knockback/down modifier (on 3d6) the attack will cause Knockdown (or 2-8m Knockback). This remains true even if the target wears Armor providing 7 or more rPD (enough to stop the knife from doing BODY).
     
    Note, Space Marine armor looks crazy heavy, and probably provides Knockback Resistance (use the Mass templates for guidelines as to how much). Because they are determined the same way, Knockback Resistance also protects the character from Knockdown (unless it is caused by an Impairing or Disabling Wound, as those are described as being automatic).
  17. Thanks
    knasser2 reacted to Cantriped in WH40K Hero   
    I think it is very, very odd that you've given Double Knockback to the bolt weapons.
    The first reason is inefficiency, the threshold for causing knockback is 50% higher for Killing Damage than Normal Damage, and KAs only cause 1/6th more BODY per DC (the target's applicable defenses are irrelevent to the Knockback calculation, so it does not matter that the KA will tend to inflict more serious injuries. Attacks intended to cause Knockback usually use Normal Damage instead.
     
    The second has to do with the compatibility of the mechanical and special effects. Double Knockback is typically reserved for torrential attacks (I.E. those made with a powerful, but diffuse force, like a gust of wind or wave of water.
    As I understand it the Bolt Guns are essentially standard firearms (in that they are ballistic weapons that fire reasonably small, high velocity physical projectiles). Such weapons simply don't cause Knockback, the projectile is moving too fast for the force to be distributed evenly. It is far more reasonable to assume those bullets are going to core out or blow off part of whatever they hit. At most, ballistic weapons cause Knockdown (a limited version of Knockback with a flat push distance of 1 hex/2m).
    A Bolt Gun certainly shouldn't be causing an average of 8m Knockback per shot (meaning a single bullet will consistantly hurl a normal human more than 20 feet backwards), nor should it have a maximum of 42m Knockback.
     
    Almost all of these powers should (per RAW) have the Beam modifier as well... Although Beam bundles several minor restrictions that I sometimes choose to seperate. For example, a Lasgun can probably be Spread (if it is a coherent beam as opposed to a energy bolt), while a Bolt Gun could not. Meanwhile a lader is not much use for blowing open a hole in something but an exploding projectile might be.
  18. Like
    knasser2 got a reaction from Ninja-Bear in WH40K Hero   
    I've also decided that I'll reserve Damage Negation for powerfields, void shields and so forth.
  19. Like
    knasser2 got a reaction from Brian Stanfield in WH40K Hero   
    I fully intend to share it when done. I'll hopefully write it up as a proper little document with sample opponents, equipment and abilities.
     
    A setting that has a character named "Orkimedes" who is a genius ork, or where the Imperium of Man has actually codified in their strategic documents how many lives one day's loss of production is worth for a particular Hive World city (it's one million lives per day, if you're wondering), deserves a good rule system!
  20. Like
    knasser2 got a reaction from Funk Thompson in WH40K Hero   
    Ah, that blip mechanic where you'd never know how many genestealers the blip represented so you'd take a chance, open a door and three of the buggers would leap out and shred you. I looked up their stats earlier for this. The current tabletop has them moving 1.5x as fast as humans but the FFG RPG version had, I shit-you-not, 4x the speed of a regular human. Closest thing to a teleport a living creature can get!
     
    I don't know what I'll do for them in this yet, but they'll definitely be calibrated as Space Marine level opponents. For anyone who doesn't know what we're talking about, GW took the creatures from Alien, gave them two extra arms and a life cycle that was twice as terrifying.

  21. Haha
    knasser2 reacted to Funk Thompson in WH40K Hero   
    All I know is that the Space Marines did not feel at all overpowered for me when playing Space Hulk.
     
    Move, Overwatch...  what do you mean I don't get to shoot the genestealer before it tears me in half?
     
    Granted, I did not know the rules very well, but my squad of 5 Terminators barely killed 5 genestealers before being torn apart.
  22. Like
    knasser2 got a reaction from Brian Stanfield in WH40K Hero   
    I don't think anyone can afford GW's miniature prices any more. I think they're classed as a commodity now and people just trade in Futures on them.
     
    If Bitcoin fails when the world's economy collapses, we'll survive by returning to gold, silver and Games Workshop character models.
  23. Thanks
    knasser2 reacted to eepjr24 in WH40K Hero   
    I think they need a package of skills to select from to show the variety of roles they can play, at least in some of the fluff. So for example, pick 2 from:
     
    Combat Driving or Combat Piloting
    Demolition
    Electronics
    Mechanics
    Paramedics
    Tracking
    Weaponsmith (or equivalent weapon repair skills)
     
    I suspect they would all have Navigation (Land) unless you are building something into the suit for that. If they have autofire weapons you probably want some penalty skill levels to offset the autofire penalties, possibly also some autofire skills for leaders or special teams. There are a number of Knowledge skills and Area knowledge you could throw in, depending on how much non-combat use they will get. 
     
    I would probably lower their natural OCV / DCV, personally. They are skilled in a specific set of weapons and tactics, but those are better reflected with specific Combat Skill Levels for the most part to me. It is slightly more expensive in some cases but seems to fit the thematics more.
     
    Their Presence is good, but you might consider a level or two of Striking Appearance. These guys are intimidating, in or out of armor. Environmental movement is another thing to consider, many terrain types do not slow them down like they would a normal human.
     
    Just a few thoughts.
     
    - E
     
  24. Thanks
    knasser2 reacted to Funk Thompson in WH40K Hero   
    Give your sniper rifle +Max Range and Half RMod?
  25. Thanks
    knasser2 reacted to Lucius in WH40K Hero   
    Even without the APG it's possible to construct such a weapon feature.
     
    Piercing, Ranged Weapon:  (Total: 22 Active Cost, 6 Real Cost) Killing Attack - Ranged 1d6 (standard effect: 3 BODY, 0 STUN), Reduced Endurance (0 END; +1/2) (22 Active Points); Limited Power Does not damage: only for penetrating defenses (-1), OAF (-1), -2 Decreased STUN Multiplier (-1/2), Real Weapon (-1/4) (Real Cost: 6)
     
    Lucius Alexander
     
    I get by with a little help from my palindromedary
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