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Showing results for tags 'Firearms'.
tl;dr Looking for alt rules/house rules that make guns and gun combat in Hero more realistically dangerous in comparison to HtH, muscle powered weapons and movement in the normal Hero rules. Well, no one appears to spend much time in the Dark Champs Genre board, but I'll try here to see if I can get any opinions. 1) Running a cinematic "real world" game... think Jason Bourne meets X-Files type of thing. 2) While characters might be a touch " over the top" in some ways, stats are within the Heroic level, combat should feel dangerous and not something to be taken li
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
Short version: a good simple way to get realistic active point totals for firearms is to take the 5 root of the muzzle energy (in ft/lbs), multiply by 6 and add 5. In excel, that's =PRODUCT(ME^(1/5),6)+5 where ME is the muzzle energy. If you want a curve that yields more powerful guns, do the same but with 4 root, i.e. =PRODUCT(ME^(1/4),5) Long version: Sorry for this wall of text I am a giant military nerd. Traditional HERO gun damage tables, based on caliber, have always left me a little flat. After fiddling with Excel and Wikipedia data I think I have a good curve based on energy: T