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Payback

HERO Member
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Everything posted by Payback

  1. Re: Heavy Gear HERO My Perks so far, I figure a base ten points for them. point cost doesn't matter as long as everyone pays the same it will all come out in the wash. Cost PERKS 10 Backup Sensors [Notes: Ignore First hit on this System] 10 Backup Fire Control [Notes: Ignore First hit on this System] 10 Backup Communication System [Notes: Ignore First hit on this System] 10 Back up Life Support [Notes: Ignore First hit on this System] 10 Aquatic Sensors [Notes: Sensors function under water.] 1-10 Reinforced Armour [Notes: Extra Armour on one location.] 10 Reinforced Crew Compartment [Notes: Ignore first hit on crew] 10 Search Light [Notes: The Vehicle has a powerful search light mounted front arc. At night treat front arc as daylight.] 10 Satalite Uplink [Notes: The Vehicle has a specialized add on to it's comm systems. This is a collapsible dish antenna that allows it to patch into man made satallites while it is on planet or in orbit around a planet.] 10 Rugged Movement System [Notes: Ignore First hit on this System] My Weapon Systems so far. Cost POWERS 38 Vogel 8 Rocket Pod Shoulder Mounted: Killing Attack - Ranged 4 1/2d6, Autofire (3 shots; +1/4), 32 Charges (+1/4) (105 Active Points); OIF Bulky (-1), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4), Inaccurate -2 OCV (-1/4) [Notes: Indirect Fire only] - END=[32] 38 Vogel 7 Rocket Pod Shoulder Mounted: Killing Attack - Ranged 4 1/2d6, Autofire (2 shots; +1/4), 24 Charges (+1/4) (105 Active Points); OIF Bulky (-1), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4), Inaccurate -2 OCV (-1/4) [Notes: Indirect Fire only] - END=[24] 13 GL-01 Grenade Launcher Forward Arc: Killing Attack - Ranged 2d6+1, Explosion (+1/2) (52 Active Points); 3 Charges (-1 1/4), OIF Bulky (-1), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; Front only; -1/4), Inaccurate -2 OCV (-1/4) [Notes: Indirect Fire only] - END=[3] 13 GL-01 Grenade Launcher Rear Arc: Killing Attack - Ranged 2d6+1, Explosion (+1/2) (52 Active Points); 3 Charges (-1 1/4), OIF Bulky (-1), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; Rear only; -1/4), Inaccurate -2 OCV (-1/4) [Notes: Indirect Fire only] - END=[3] 28 HD-C4 Hand Grenade: Killing Attack - Ranged 5 1/2d6, Explosion (+1/2) (127 Active Points); OAF Bulky (-1 1/2), 4 Charges (-1), Inaccurate -2 OCV (-1/2), Real Weapon (-1/4), Range Based On Strength (-1/4) - END=[4] 5 Merit 1000 ECM Iguana Gear Equipment: Negative Combat Skill Levels (-2 to opponent's OCV), Custom Modifier (Real Equipment; +1/4) (12 Active Points); OIF Bulky (-1), Custom Modifier (Only vs Electronic Targeting; -1/4) [Notes: ECM Suite] - END=1 13 VU-11 Vibro Blade: Killing Attack - Hand-To-Hand 1d6+1 (1 1/2d6 w/STR), Armor Piercing (+1/2) (30 Active Points); OIF Bulky (-1), Real Weapon (-1/4) - END=3 2 Laser Targeting Gear: Custom Power, Indirect (Same origin, always fired away from attacker; +1/4) (6 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4), Real Weapon (-1/4), Linked (Laser/Microwave Comm; Must radio other unit they are ready to fire; -1/4) - END=1 7 Comm and Sensor Suite: Multipower, 30-point reserve, (30 Active Points); all slots OIF Bulky (-1), Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4), Custom Modifier (4 KM max sensor range; -1/4) - END= 1u 1) Radar (Radio Group), +4 to PER Roll, Tracking, MegaScale (1" = 1 km; +1/4) (30 Active Points); OIF Bulky (-1), Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4), Custom Modifier (4 KM max sensor range; -1/4) - END=3 1u 2) Infared Optics (Sight Group), MegaScale (1" = 1 km; +1/4) (6 Active Points); OIF Bulky (-1), Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4), Custom Modifier (4 KM max sensor range; -1/4) - END=1 1u 3) Ulraviolet Optics (Sight Group), MegaScale (1" = 1 km; +1/4) (6 Active Points); OIF Bulky (-1), Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4), Custom Modifier (4 KM max sensor range; -1/4) - END=1 1u 4) LRR: Radio (Hearing Group), Transmit, MegaScale (1" = 10 km; +1/2) (25 Active Points); OIF Bulky (-1), Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests; -3/4), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4), Custom Modifier (4 KM max sensor range; -1/4) - END=2 1u 5) Laser/Microwave Comm: Mind Link , Machine class of minds, One Specific Mind (5 Active Points); Only With Others Who Have Mind Link (-1), OIF Bulky (-1), Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests; -3/4), Costs Endurance (-1/2), Does Not Provide Mental Awareness (-1/4), Custom Modifier (Real Equipment; -1/4), Custom Modifier (4 KM max sensor range; -1/4) - END=1 33 MGPU-22 Pack Gun: Killing Attack - Ranged 3d6+1, Autofire (3 shots; +1/4), 32 Charges (+1/4) (75 Active Points); OIF Bulky (-1), Real Weapon (-1/4) [Notes: Disposable] - END=[32] 43 PR-55 AutoCannon: Killing Attack - Ranged 4d6-1, Autofire (2 shots; +1/4), 40 Charges (+1/4), Semi-Armor Piercing (+1/4) (96 Active Points); OIF Bulky (-1), Real Weapon (-1/4) [Notes: MAC Burst Fire Medium Autocannon] - END=[40] What I am doing is making one "sheet" that a player can load and then they will pick a templated Gear and modify it's loadout as they see fit. When I am done all of the Weapons systems, sensor packages and perks I will then start Templating the Gears.
  2. Heavy Gear HERO Convertion Stuff I have attached my damage conversion chart I am using to base my damage for all the weapons. It is not exact but I think that it will work well to duplicate the feel of Heavy Gear and still allow real world stuff (with slight modifications) in if a player wants to use them. I didn't like the basic damage charts so I used a combination of a lot of games I have played including Heavy gear with a little more focus on damaging the Gear and not the player. This is meant to be a Role-playing game and the damage charts for HG are kind of harsh I think more focused on a bunch of gears on the field under the control of a player instead of one gear for one player with their character in it. These charts are for a long term role-playing game. Not the board game. Damage Chart Roll Effect 2 **Critical Hit refer to chart 3 Arm hit, 1/2 OCV with primary weapon if applicable. 1,2,3 left 4,5,6 right 4 Primary Weapon hit and is -2 OCV 5 Sensors/Comm Systems hit -2 to active skills 6 Weapon systems hit count number of subsystems and roll to determine which -2 OCV 7 Subsystem hit. roll d6. Odd Player chooses, Even Shooter choose. 8 Secondary movement system hit, out of action. 9 Fire control -2 OCV until repaired 10 Movement system hit subtract -1/4 for every third of total body that penetrates or for each time this is rolled. 11 Leg hit Reduced mobility 1/2 primary movement 12 **Critical Hit refer to chart If half of body damage of gear is done in one attack Use a +/-2 modifier to the roll chosen prior to roll. ** Critical Hit Chart 1 Gyro Hit Pilot -4 2 Fire Control system destroyed. -5 OCV 3 Power transfer hit no move 4 Head Hit No Sensors (good Luck that means no Camera's No Seeing.) 5 Ammo Storage hit All ammo detonates 6 Pilot Hit what ever damage got through hits pilot as killing damage and No you don't have body armour on in the cockpit. I am working on a master list of equipment, perks and talents for the Gears. My focus is on the equipment currently.
  3. Re: HERO System Vehicles Wow almost an hour of reading a ton of beefing. I have to say a lot of you really held it together and made it worth slogging though all this flame and beef. I have to say IMO, and most likely no one cares but me, but it makes me feel good to say so I will. I think that of all the systems Hero has the best overall multi genera adaptability. Vehicles included. Sure we need to tinker. 20/30 Abrams. Could the extra (And I know it has been 3 years since this was posted in) 10 points on the Abrams be slanted armour and not affected by punches? That is how it would work in my game when I Gm. I also like ... can't even recall who but the full phase max damage 1/2 DCV option. Well back to making my own damage charts for my Heavy Gears. Payback.....
  4. Re: Laser target designator "HOW?" Oh this might be a simpler way of doing it. Sort of a stash of CV's that can me used like charges with the limitation that the unit must continue to paint until impact of munitions. Another way might be No range penalties for firing unit and a few CV's for good luck. In a OAF, real equipment, charge based, then I am thinking some sort of Link or share that must be a mutual advantage paid for by both firer and fiery. (Still very new to Hero system, years ago I was a Champions player/GM) It is just recent that i realized what an amazing tool this whole Hero system can be. Long time Gurps player. I am going to fiddle and see what I get. Thanks everyone for there great input. PB
  5. Re: Laser target designator "HOW?" Yes I like this idea. I need to review the delay. So would you make the "Equipment" pay for the Missile? Or would you have it paired some how with it? I am thinking that a player could pay for this during an operation when there is friendly firing capable units in the active area. PB
  6. Re: Laser target designator "HOW?" (Target Acquisition Gear) or Laser Targeting system. 2 man team sneaks in to enemy territory high up in the hills. Paints a target with TAG . X number of miles away, Helo fires missile and hits said target. No Roll because the Team is painting the target (they are doing the active hit roll even though there is no LOS from Firing unit. Some of the idea's would work if a bit abstract. I am thinking the public idea is workable with modifiers. Enemies couldn't use it unless the proper "settings or conditions where met" I know they have it in RL. Plane fly way over head and drop laser guided munitions that are guided there by the Painting team.
  7. Hello I am working on equipment and need to create a target designator. Does one exist in a published book? I don't have the foggiest idea on how to make one or even how it would work in the game? Would it be some sort of Telepathy Skill level? What are your thoughts? Thanks Payback
  8. Re: Heavy Gear HERO I am blown away. That absolutely ROCKS! I wasn't even close, I like the different attributes/limitations for the Armour. Puts a closer to reality feel to it with teh roll to activate and ablative. I am going to play with this and see what I can come up with. Thanks allot for taking the time to do this. I can't wait to try one of these against an Invid from Robotech. I think I am going to try the BlackMamba and maybe the ChatterBox. I will post it when I am done. I take it I should keep actual picture of Gears out of the HD3 files I upload? Is that correct? Cheers Payback
  9. Re: Heavy Gear HERO Well I find that extremely helpful and friendly. Thanks everyone. I am really looking forward to looking at some designs out there. I am going to toy with a gear myself and then I can compare what my version is like to the experts. I must admit that I need a point of reference to start with. The Main Battle Tank of the Southern Army the Visigoth has 40 points of armour while the Python a Large designed Gear has 19. How would you come up with a Hero system value? I need to find a reference point to start with from some similar vehicle like a tank or APC. Does anyone have stats on the M113 APC in Hero Format? Or better yet how did you convert your game? Is there some formula for armour (Canadian) thickness = Hero system value? (then there would be slant, active or reactive trap points etc.) BLARG..to many variables. KIS rule I think needs to be applied... thanks peeps. Payback
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