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  1. Version 1.0.0


    Layla Piety Tudor VAL CHA Cost Roll Notes 20 STR 10 13- / 15- HTH Damage 4d6/6d6 END [4/6] 18 DEX 16 13- 20 CON 10 13- 13 INT 3 12- PER Roll 12- 13 EGO 3 12- 20 PRE 10 13- PRE Attack: 4d6 5 OCV 10 5 DCV 10 1 OMCV -6 3 DMCV 0 3 SPD 10 Phases: 4, 8, 12 15 PD 4 15 PD (9 rPD) 15 ED 4 15 ED (9 rED) 5 REC 1 40 END 4 10 BODY 0 40 STUN 10 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 99 Cost Powers Synthetic body structure, all slots Unified Power (-1/4) - END= 14 1) Combat Luck (9 PD/9 ED) (18 Active Points) - END= 10 2) +4/+4d6 Striking Appearance (vs. all characters) (12 Active Points) - END= 8 3) Base note to rattle teeth and bones: HKA 1/2d6 (1 1/2d6 / 2d6 w/STR), Area Of Effect (16m Cone; +1/2), Thin Cone (-1/4) (12 Active Points); Requires A Roll (12- roll; -1/4) - END=1 7 4) extra strength: +10 STR (10 Active Points); Requires A Roll (12- roll; -1/4) - END=2 Powers Total: 39 Cost Skills Int Skills 3 1) Disguise 12- 3 2) Deduction 12- General 4 1) PS: Singer/songwriter 13- 2 2) WF: Blades, Handguns, Unarmed Combat Pre skills may get bonus of +4 from Striking Appearence 3 1) Acting 13- 3 2) Conversation 13- 3 3) Streetwise 13- 3 4) Oratory 13- 3 5) Persuasion 13- Everyman skills 0 1) Climbing 8- 0 2) Concealment 8- 0 3) Language: English (completely fluent; literate) (4 Active Points) 0 4) Paramedics 8- 0 5) Shadowing 8- 0 6) Stealth 8- 0 7) TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill] Skills Total: 27 Value Complications 10 Distinctive Features: Hottest woman in the room (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Psychological Complication: Cannot remember she was built to be an assassin (Common; Total) 10 Hunted: those that created her Infrequently (As Pow; Harshly Punish(capture and reprogram her)) Complications Points: 40 Base Points: 165 Experience: 0 Experience Unspent: 0 Total Character Cost: 165
  2. Reticulax Repulsoids The Reticulax Repulsoids have only cartilage analogs and hate holding them together. Morphologically similar to armored 4-armed snakes, they are actually a form of evolved spite. They care for nothing and no one. They are immune to pain. I had dealings with a group of Repulsoids while working at Research-o-Rama. The Bloody Moon sect had informed me of a cache of "scientific equipment" stored in a disused shuttle bay in the jungles of Praxima II. Quickly assembling a crack team from the University Inebriax Burger Bar and Gyration Dome, we set out to recover the gear. We found the shuttle bay with a Repulsoid landing craft inside. While I set up the distress beacon and rigged it for hot stand-by, my study group entered the ship. The shooting started almost immediately. I ran farther away to get a wide angled view of the conflict and to avoid stray blaster fire. Several of my associates fled the ship, one of them engulfed in flames. The Repulsoids followed, cutting them down easily. The aliens went about their work with cold efficiency, no sign of strong emotion, hesitation or mercy. Never did recover that gear, however. Reticulax Reqpulsoids.pdf
  3. During the discussion on the thread, The Turakian Age is Seriously Underrated, it was brought to my attention that not only were many folks unfamiliar with that fantasy setting published by Hero Games, but the degree to which other books in the Fantasy Hero line were directly connected to it, providing supporting elaboration for various facets of its world. It occurred to me that Hero's signature sci-fi setting might also suffer from a similar misconception. Just as with the Turakian Age, most of Hero's science-fiction books use the Terran Empire as their default reference, in some cases even more than their fantasy books do for TA. The centerpiece of the line is, or course, the Terran Empire source book. While the majority of the book details this future era when Humanity has forged a major interstellar empire from a human perspective, it also spends considerable time surveying the history, culture, and technology of other races of the galaxy, major and minor, including character templates. Not everyone has noticed that Steve Long co-wrote TE with sci-fi author and game designer, James Cambias, who brings his rich imagination and narrative style to the project. Scourges Of The Galaxy, written by Jason Walters, provides extensive backgrounds and full games stats for a host of NPCs, solo or part of organizations, drawn directly from the galaxy of the TE era. In many cases they're elaborations of people or groups mentioned in Terran Empire. Another book, Worlds Of Empire, surveys nearly two dozen alien planets both within and outside the Empire. Quite a few of those are notably exotic compared to Earth. The environment and geography of each planet is laid out, including planetary Mercator projection maps. In a number of cases the planets have native inhabitants, whose history and culture are spelled out in even richer detail than in the core book. Spacers Toolkit provides descriptions, stats and, often, illustrations for even more weapons, equipment, and vehicles used during the Terran Empire era, both by humans and aliens. Other Hero books, while not set in the TE era, build on precedents established for the Hero Universe's future. Alien Wars by Allen Thomas rolls the timeline back a few centuries, to the human race's protracted war for survival versus the horrific Xenovores. Besides providing a less "imperial" human society, the book adds even more alien races to the galaxy's population. Shifting out of the Star Hero line, Champions Beyond elaborates the "space/cosmic" side of the company's present-day, superhero-dominated Earth, by infusing most of the aliens from their sci-fi books (adjusted for this earlier period in their history), and adding even more. Nearly eighty species are mentioned in that book, with details ranging from a couple of paragraphs up to multi-page chapters which include home world description comparable to what's in Worlds Of Empire, history, culture, technology, and representative individuals. CB also introduces such classic comic-book sci-fi features as super-advanced aliens, planet-eaters, and "cosmic entities." For a "Legion of Superheroes" - type campaign, Galactic Champions moves the time line forward past the Terran Empire period, to when Mankind and other interstellar civilizations have formed a vast Galactic Federation. Various "superheroes" and "supervillains" are provided, again based on the history and races established throughout Hero's space books. The Hero Games website used to host several free supplements to its Star Hero line, which can still be downloaded from the Internet Archive. Several forms for help creating and recording info about alien species, planets, and star sectors are linked to here. You can also download a simple application to randomly generate sectors of your own galaxy, based on the tables from the Star Hero genre book, from here. Finally, on this webpage you'll find links to free color "astropolitical" maps of the Milky Way galaxy at the time of the Terran Empire, in several sizes/resolutions.
  4. Version 1.0.0


    This is a list of vehicle weapons for a Robot Warriors campaign ran via Hero 6.0. Let me know what you think.
  5. Robot Warriors Vehicle Weapons for Hero 6.0 View File This is a list of vehicle weapons for a Robot Warriors campaign ran via Hero 6.0. Let me know what you think. Submitter Gauntlet Submitted 08/08/2019 Category Prefabs Rules Version HERO System 6th Edition
  6. Version 1


    On the Star Hero boards, crayadder asked about vehicular combat, and I took the opportunity to create a vehicle-based martial art -- it's as if the pilot/driver is the martial artist, and the vehicle is the weapon. It's not appropriate for all genres and all playstyles, but for certain vehicle-heavy games it might do the trick. For a pdf of the martial art in standard Hero format, click this Dropbox link.
  7. Note: I use "simplified" perhaps incorrectly here.... This was brought up in / by the "Balanced Starships" thread. For my Star HERO campaign, I was trying to make somewhat simplified rules for doing ship-to-ship combat with minimal use of minis or maps, since weapon and engagement ranges in my setting can range from a few hundred meters out to several light-seconds (or, more, using guided missiles or munitions - if you don't mind waiting a few days for results :D) I had the idea to adapt the very simplified Air-to-air chase / follow rules, from the 6E APG page 190-ish, but replacing "chase" with "advantage." Basically, all pilots / helmsmen make Combat Piloting rolls as Skill vs. Skill contests. Faster ships (whether by acceleration or current actual velocity) have a bonus to this roll, I hadn't exactly finalized this but was thinking +1 per 10m of difference in base flight speed. Winners of the roll have "advantage" over the opposing craft, and get to fire first on their next phase regardless of comparative SPD or DEX values - like the block / counterstrike mechanics. Advantage also means you can increase / decrease range between the craft by the difference in their velocity. But even this simplified setup gets REALLY complicated and time-consuming at realistic velocities and ranges. Assuming you start just outside of weapons range, 1.2m KM or so, 10m difference in flight speed means you are increasing / decreasing range by a few thousand meters per action phase. Dozens of per-phase rolls to whittle down that range. ----- Example: Rogue Trader (SPD 2, DEX 8, Flight 20m x512) is trying to escape from two Federation Interdictors (SPD 2, DEX 12, Flight 30m x256) The interdictors get +1 to their Combat Piloting roll due to higher base flight speed (higher base meters of flight = higher acceleration), up until the Trader reaches a velocity the interdictors cannot (it has a higher cumulative flight total.) If the trader were moving at more than 30x256m velocity, it would get the bonus, instead. (+1 per doubling of velocity?) At the start of combat, it is assumed / determined that both ships are on similar vectors (both "in orbit") and similar velocities (10m x 128), but outside of weapons range. 1.2m KM. Trader rolls 10 on 16-, interdictors roll 8 and 11 on 15-. One interdictor has "advantage" on the trader, and chooses to do a non-combat burn to catch up, reducing range by 60x128m. The other loses the contest, and the Trader opts to increase range to that interdictor. ----- Eventually, ships get in weapons range. At this point, you start actually doing combat maneuvers, and I set up the following: Broadside: -0 to CP Roll. +2 OCV, 1/2 DCV. This maneuver sets your ship up for a broadside attack, but makes your own craft a large target. Can fire all weapons on one side ship facing, unless multiple targets exist on multiple facings. Evasive Maneuvers ("Dodge") (Abort, vs. all attacks): -2 to CP Roll. -1 OCV, +3 DCV. Interpose: (Block, Abort) -2 to CP Roll. +0 OCV, +0 DCV. Only to block fire aimed at other ships. This maneuver places your ship into the path of an attack aimed at another ship; you take the damage rather than the target ship. Minimum Aspect Ratio (Abort): -2 to CP Roll. +0 OCV, +5 DCV (vs. one attacker.) A maneuver designed to make your craft as small a target as possible. If not aborted to, can be used in conjunction with forward-firing weapon attacks. Overrun: -2 to CP Roll, +2 to next CP Roll; Full Phase Action. +2 OCV, -1 DCV. Increase / Decrease distance on a single target by current velocity difference. Can fire forward weapons during maneuver if chasing; rear-firing if being chased. Strafe Run: -0 to CP Roll; Full Phase Action. +1 OCV, +2 DCV. Unless multiple targets exist on multiple vectors, ship can only fire weapons from forward facing and one side-facing of ship; so long as initially facing target ship and making a turn during the maneuver, or turning to face a target ship. Stabilize and Fire for Effect: -0 to CP Roll, Full Phase Action; +2 OCV, 1/2 DCV. +2 to offset range penalty. This is "Set + Brace" for spacecraft, basically. Can only fire weapons from one ship facing, unless multiple targets available on multiple vectors. Underrun: -2 to CP Roll, +2 to next CP Roll; Full Phase Action. -1 OCV, +2 DCV. Decrease / increase distance between your craft and target craft by target craft's current velocity. Can fire forward weapons during maneuver if chasing; rear-firing if being chased. The bonus / penalty to the CP roll applies to the roll made to make the maneuver, and this roll is a skill vs. skill roll (success = you complete the maneuver and gain the CV and other benefits, but can still lose the contest.) Just looking for input and/or dire warnings on this. The one scene I did on RPOL worked well enough, but I didn't really get much player feedback, and it was a very small encounter (them running from a larger fleet) and thus limited testing.
  8. Norfressa For Wizards View File 4 page Template for Fantasy Hero 5th edition. Based on the default template. Designed for two-sided printing. Prints the real costs for items in a VPP, so that spell casters can immediately see what real points each slot is using. Includes point totals for each section in the header and Total Equipment costs in SP Includes a PSL section in the combat summary Pg1 Characteristics/combat tables Pg2 Skills/Powers Pg3 Martial Arts/Perks/Talents Pg4 Disads/Equipment NOTE: use the first 2 lines of skills for PSL or leave them blank! The template will print the first two skills as PSL's Submitter dlapine Submitted 06/04/2018 Category Export Formats Output Format HTML (Browser) Rules Version HERO System 5th Edition
  9. I'm working on a premise for a Star Hero campaign, and is crossed my mind that Star Hero Complete would make a nice addition to the Complete​ product line. The idea has bounced around in my head for a few days now, so I thought I'd leave it here to get some feedback. If such a product were in the works, what unique elements would you like it to contain that would differentiate it from Champions and Fantasy Hero Complete? For example, ​Fantasy Hero Complete​ differentiated itself by including Ranged Martial Arts, and Talents drawn from Fantasy Hero ​(such as Turn Undead), but excluding modern skills (such as Bugging and Computer Programming). It had a more extensive collection of templates, example characters and a nice starter bestiary. It also included a larger list of primitive weapons and armor, but excluded modern ones. To answer my own question. I think Star Hero Complete should include Ranged Martial Arts (like FHC did), while retaining the modern skills. It should have some iconic alien templates, and perhaps a few alien monsters to encounter. Obviously the example Automaton should be a Robot instead of a Zombie, the Example Base should be a Space-Station, and the example weapons and armor should generally be futuristic (laser and gauss rifles, thermal detonators, light powered armor, etc). Most of all I would like for it to have more extensive vehicle rules (including the rules for G-Forces from Star Hero, and plenty of example Vehicle stat-blocks (battle-mecha, space fighters, transport ships, battle-ships, carriers, etc.).
  10. So, I've had an internal debate about starting this thread since the original was destroyed years ago when the HERO forums rebooted. Finally, I decided that I will restart the TGU thread from days of old. Mostly, because I miss the conversations and insight of you all here at HERO. I received some of the best ideas and most pertinent help right here. So, call me selfish. I'm starting over. I hope that there are a few things you can find here that are amusing or interesting and that our conversations can be helpful to everyone... Welcome to the EPIC UNIVERSE! As some of you may know, I play a rotating set of HERO games (Superheroes, Fantasy & Star Hero). We call this triad the Epic Universe, as each campaign is set within one glorious universe. It wasn't always that way, though. Originally, our space opera game was a stand alone game campaign based on the comic book ALIEN LEGION. We played characters in a suicide squadron, not unlike the Dirty Dozen, called NEMESIS SQUADRON. Nemesis Squadron was a fun, episodic, hack & slash, overpowered romp throughout the Tophan Galactic Union (see Alien Legion for more details) and we loved playing the baddest of the bad space criminals. But, as things do, Nemesis Squadron came to an end after years and years of play. Fast forward to the summer of 2012 when I restarted not only a space campaign, I built the entire Epic Universe (the Fantasy [9 Realms of Epoch] and Superhero [Epic City] games are for other forums). Since Nemesis Squadron had been so well received in the past I based my new episodic space opera on that foundation, simply calling the new game the TGU (Tophan Galactic Union). Gone was Nemesis Squadron (maybe), replaced by 3 galaxies full of as many space genre sources I could find. From Star Wars to Dune, MechWarrior to Hero’s own space races plus 40K, Halo, Firefly and much more, all could find a place in my game. Believe it or not, the crazy “anything goes” approach worked wonderfully. So, I’m going to start off this thread with the foundation: NEMESIS SQUADRON Here you will find the original space game played in the ‘80’s and ‘90’s, as it was distributed to my players (complete with typos and misspellings). This game was never meant for distribution and takes from or pays homage to so many different licensed entities that I can’t even begin to list them. It was and is always intended for fun only! NOTE: Please keep posts on this thread focused on NEMESIS or the new TGU game. Thanks!
  11. This February, the Wachowskis are poised to set trends once again with their first Space Opera epic; Jupiter Ascending. It looks fantastic. 3 trailers have been released so far. Check them out. It releases February 6th. I plan to catch this one at the theaters. I saw trailer #3 in front of The Battle of Five Armies and it was the most impressive thing I've seen on the big screen in a long time. (visually) On a side note: The Wachowskis are delving into subjects that drive conspiracy nuts crazy. With The Matrix it was about the nature of reality and humanities place in it. With Cloud Atlas it was reincarnation and the role of past lives and the transient nature of time. With this one giving yet more conspiracy fodder with earth being embroiled in a secret interplanetary war which is hidden from the population at large and includes large, winged reptoids who apparently can shapeshift. Oh yeah. This is going to drive the alien conspiracy crowd CRAZY.
  12. I am running a fantasy/star hero crossover game based on the old TSR Spelljammer setting and have some questions about Vehicles. 1) on a traditional style open deck sailing ship, do I need to take in account for the volume total the ship's masts, sails and rigging? 2) combat movement, is there a chart for limited maneuverability in a secondary book like the equipment guide? I an hoping for an expanded chart of some sort over what is in volume 2, the source material has maneuverability class A to G for the ships. 3) has anyone made an excel based vehicle record sheet? The PC are 175/50 heros, so I am ruled the base ship and helm to be equipment that they do not need to spend CP on. If they want improvements to the ship they will have to spend CP and treasure on. Any other pieces of advice for me?
  13. In generating a planet using the Star Hero published rules I have run into a snag. I don't see any rules for generating the age of the planet but the Life determination section needs the age of the planet to decide what life is present. Any ideas on how to generate the age of a planet? I'm leaning towards Age of the Star - (2D6 * 10,000,000) Did I miss something in the rules? Anyone else solve for this problem already? Thanks in advance for any help.
  14. So, back in the day I did up 5E versions of Warhammer 40K Space Marine power armor, based on an article that examined them in a "historical" context. That article is long vanished from the Internet, and there've been new editions of both WH40K and Hero System since then, to say nothing about a Space Marine RPG (Deathwatch, from Fantasy Flight Games). I dug out the old prefab I did and took a look. Yeesh! I've refined my conversion capabilities since then, I think! I've completely redone the power armor (or "armour," since the game is British and uses the English 1.0 versions of words) and uploaded it to the Vault. I also made a pdf of the suit in a nicer printable format. Let me know what you think. Warhammer 40K Hero - Space Marine Power Armor (Mark VII).pdf
  15. In the grimdark future of the Warhammer 40K universe space marines battle the enemies of Mankind, usually xenos or the minions of the Ruinous Powers, in a never-ending religious crusade based on their faith in the Emperor of Mankind. Divided into Chapters, these genetically-engineered supermen develop from the gene-seed of their Chapter Primarchs. Each space marine is the epitome of the human warrior, but this package deal forms the basis of their abilities. It is derived from the description of General Space Marine abilities in the Deathwatch RPG, as well as close reading of the Codex. It is not meant to be a full space marine -- even so, it clocks in at 150 points. The package contains a character file, a template file for the character (for starting a new space marine), a package deal (for applying to an existing character), and a document with the package deal in the old format. Warhammer 40K Hero - Space Marine.pdf
  16. I had some time and went ahead and converted the Warhammer 40K Space Marine Terminator armor to Hero System 6E as well as the regular suit. Again, I made an effort to abide by the fluff text in the Codex and the Deathwatch RPG. The prefab file can be found here, and again there's an armor card. Warhammer 40K Hero - Space Marine Power Armor (Terminator).pdf
  17. Version 2


    In the grimdark future of the Warhammer 40K universe space marines wear incredibly advanced power armour (the developers are British, so I have retained their proper spelling). The heaviest suits of power armor are the Tactical Dreadnought suits, essentially mounting vehicle weaponry on a man-portable platform. They also bear the Crux Terminatus, a powerful relic and award which wards the wearer from harm. The Deathwatch rulebook contains additional options which have been converted as well. This package contains the prefab, and an armor card.
  18. Version 3


    In the grimdark future of the Warhammer 40K universe space marines wear incredibly advanced power armour (the developers are British, so I have retained their proper spelling). These are precious, specially-fitted devices that are practically an extension of the marine himself -- the Black Carapace organ, when implanted, provides a neural link with the "machine spirit" of the armour, making it an extension of the wearer. The Deathwatch rulebook contains additional options which have been converted as well. This package contains the prefab, and an armor card.
  19. A while back I worked up a prefab file in Hero Designer for the implants a Space Marine undergoes in the Warhammer 40K universe. I tried working backward from the description of the effects in this article. I did it for 5th edition Hero System, and then never ended up using the prefab -- the campaign for which I made it never got off the ground. Then I ran into a user on RPG.net asking about Warhammer Space Marines in Hero System 6E. I dusted off the file, updated it, and uploaded it to the repository. You can find the package here; it contains the prefab and a printout of the package deal in the old Hero 5E text box format. I also did up the Space Marine Power Armors (or is that Armours?) the same way, trying to reason backward from the descriptions. I'll have to find the file and update it as well.
  20. Version 2


    In the grimdark future of the Warhammer 40K universe space marines are subjected to an intense series of modifications to make them into the premiere "human" warriors. These modifications include the implantation of genetically-engineered organs to give them superhuman abilities. This package includes a prefab file and a version in standard "package deal" format.
  21. Version 2


    The ultimate expression of personal defense in the Third Imperium setting of the Traveller Hero game is battle dress -- powered armor suits. This file describes several suits at different Tech Levels, and for varying functions, from the rudimentary (but still more advanced than the modern day) TL10 Battlesuit to the TL15 Imperial Marine Assault Battle Dress. In addition, there are a suite of options for all of the suits. I also included individual suit cards so that you can track the power left for each suit. The suit cards are 5.5" x 8.5" to print two-to-a-page on US letter paper.
  22. Version HDv6


    This is a Prefab of Cybernetic Implants we used for a 6e Star Hero game. I think every implant or enhancement is based on one found in Kazei 5, some may include modified Limitations or Advantages. It includes Cyberears, Cybereyes, Bodyware, Cyberweapons (melee and ranged), Auto-injectors, Filtration Systems, as well as items like a Vehicle Control Link and Encrypted Transmitter.
  23. This is a game concept that I had come up with a year or so ago and figured it was past time I put it up here for people to contribute and share. The name of the campaign I was using was: The premise is that a NASA probe to the red planet discovers a derelict ship and the probes notes the language on the control surfaces is in Sanskrit. NASA sets up a small base on Mars and eventually reverse engineers the craft's FTL drive. Because of a reference to a threat found in the time degraded data archives, they send a military team to a set of coordinates based on data in the archives. They arrived to the system and find out that not only that they are a part of a community of races, but that humanity was a part of an alliance that had warred with a race that is reminiscent to ancient eldritch horrors and that they only beat them by shunting them into subspace and sacrificing their ability to travel to the stars. Now the SEAL team has awaken an aspect of the horrors and humanity is on the verge of accidentally releasing them from their subspace prison.
  24. Some time ago I was looking through the Dark Champions book at the modern profession Package Deals, and noticed a glaring omission -- the Astronaut. I thought this was a really interesting career choice for player characters, that could provide a cross-over possibility with Star Hero plots. I did research on Wikipedia and the NASA website, and came up with my own Package Deal. I just noticed it went down with the Vault, and re-uploaded it. Astronaut Package Deal
  25. Some time ago I was looking through the Dark Champions book at the modern profession Package Deals, and noticed a glaring omission -- the Astronaut. I thought this was a really interesting career choice for player characters, that could provide a cross-over possibility with Star Hero plots. I did research on Wikipedia and the NASA website, and came up with my own Package Deal. I just noticed it went down with the Vault, and re-uploaded it. Astronaut Package Deal
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