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Showing results for tags 'Vehicle'.
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Is there a book dedicated to creating vehicles in Hero 6th Edition? There was one for 5th Edition but I cannot find one for 6th.
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Does anyone have a good export template for vehicles for 6.0? There is one in the downloads but it is just an extremely basic text document.
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I've always been a fan of the inimitable Foxbat, and he has featured in every one of my various Champions campaigns over the past 3 decades. His current incarnation is as the leader of Foxbat Force, a team of (currently) 9 supervillains plus his quartet of (mostly) yes-man Foxbots. My players have specifically asked that Freddy and Friends put in another appearance soon. I'm cool with that, and am updating the characters and putting together the latest part of his Master Plan. However, this one might well involve his mighty Centipedemobile, and I don't know that I've ever seen the writeup for it. (I understand it's in Foxbat Unhinged, which I don't believe I own.) So I'm trying to come up with something appropriately unique. As I recall, the Centipedemobile looked like a bunch of inter-connected globes with legs, kinda like the old Cootie toy. My current vision is that Freddy will purchase the base vehicle, which will be a single section (Pod) of the vehicle. He'll then pay 15 points to have 8 of them, each unique and with enough STR (I think 40 should do it) to "carry" (pull) all the other Pods. All would have a moderate amount of ground movement (say, 20m) and swimming (4m) so they can scurry about the battlefield reconnecting as needed. Also have Clinging (Only to connect to other Pods) to represent the link-up. Each Pod would also have its own movement (33 points worth): Turbo Legs for +28m Running, 4x NC. Jumpjets for 56m Leaping, 4x NC Wings for 28m Flight, 4x NC Aqua-Jets for 56m Swimming, 4x NC Drills for 17m Tunneling through 8 rPD. Another Pod to go on the back would have only 7m Tunneling with Fill In to close the tunnel behind the Centipedemobile Teleporter for 28m Teleportation, 4x NC I'm trying to decide on the final Pod -- should I go with Extra-Dimensional Movement (any corresponding location in a related group of dimensions)? Clinging (on the feet) and Swinging? Or some other idea I haven't thought of? For example: the Pods might be linked up with the Turbo Legs in front to pull all the rest. Then they might slow down and pull a Chinese fire drill-like scramble to put Wings up front, which will then take off and drag the rest aloft. The Centipedemobile might then land in the river, floundering around in the water until Aqua-Jets is up front, and then dive like a demented U-Boat. We'll reserve other Pod differences (weapons, sensors, etc.) for later posts. How does this sound? Feasible? Insane? Fun? Stupid? I'd welcome some feedback.
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My group has a relatively new superteam, which doesn't have an airplane/jet/etc to get around the country. I suggested the following picture for a new plane for the team. It got alot of laughs.
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One of the players wants their power to be able to summon a truck and/or car at will and wherever they are, as well as make it disappear when not needed. Soooooo, how would you build that? The vehicle would pretty much be a standard vehicle, not suped-up.
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Hello everyone, first rules/power building post. I'm trying to find the best, most rules friendly way to build a Summoning power that calls a mystic taxi with driver. The idea is that the character I'm playing uses Summon to hail a taxi that will take my character and the other PCs around if needed. I know how to build the power, but the place where I'm not sure what to do next is if it should be a character of it's own with enough size and strength to carry all of the players, a vehicle and some kind of "autopilot" built in, or if the spell should summon a character that HAS a vehicle. Obviously, this is going to need ALOT of GM input. The concept I have in my head is it's a ghost taxi driver that is it's own personality, but can't leave the car under any circumstances and for all intents and purposes, is part of the car. Thoughts?