Space Opera Conversions for HERO

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    Name OCV Rmod Damage TL Notes STR minGyrojet Pistol -1 1 D6 7 +1 LR 5Gyrojet Rifle +1 1 D6 7 AF 5 7Gyrojet Carbine +1 1 D6 7 AF 5 7Cone Rifle 15mm +1 2D6 8 AF 5, -1 LR 13Heavy Cone Rifle 20mm 2D6+1 8 AF 5, AP, -2 LR 15Infinite Repeater 20mm 3D6 9 AF 10, Pen, FP, -4 LR, $ 18Stat Rifle 20mm 3D6 9 AF 5, Pen, FP, -3 LR, +1 TL for Pen 18Holdout Needler -2 1D6+1^ 7 AP, +3 LR, 3Needler -1 1D6+1^ 7 AP, +2 LR 3Razor Gun +1 1 D6^ 7 2AP, +2 LR 5Needle Rifle +2 1 D6^ 7 2AP, -1 LR 8Dart Rifle +1 1 D6^ 6 AP, -1 LR 8Tangler 3D6E 7 Entangle, +1 LR 10Tangle Rifle +1 3D6E 7 Entangle, -1 LR 12Laser Pistol -1 1 D6 7 AF 3, IPE, +2 LR 5Laser Carbine +1 2D6 7 AF 5, IPE 8Laser Rifle +2 2D6 7 AF 5, IPE, -1 LR 8Laser LMG & 2D6+1 7 AF 10, FP, -2 LR, $ 18#Laser MMG & 2D6+1 7 AF 10, FP, -4 LR, $, +1 TL for Pen 20#

    Laser HMG & 2 D6 7 AF 10, FP, -4 LR, $, +1 TL for Pen 23#Blast Pistol -1 2D6 8 AF 3, CE 1 Hex, +1 LR 10Blast Carbine +1 2D6 8 AF 5, CE 1 Hex 12Blast Rifle +1 2D6+1 8 AF 5, CE 2, -1 LR 13Blast LMG & 2 D6 8 AF 10, CE 2, FP, $, -2 LR, +1 TL for Pen 20#Blast MMG & 3D6 8 AF 10, CE 2, FP, $, -2 LR, +1 TL for Pen 23#Blast HMG & 3D6+1 8 AF 10, CE 2, FP, $, -4 LR, +2 TL for Pen 25#Sonic Disruptor -1 2D6 7 +2 LR 3Disruptor Carbine 2D6+1 7 AF 5 5Disruptor Rifle +1 2D6+1 7 AF 5, -1 LR 5Energy Disruptor -1 2D6+1 8 +1 LR 3E.D. Carbine 2 D6 8 AF 5 5E.D. Rifle +1 2 D6 8 AF 5, -1 LR 5Fusion Pistol -1 2D6+1 9 AF 3, +1 LR, Penetrating 3

    Fusion Rifle +1 2 D6 9 AF 5, -1 LR, Penetrating 5Stunner -1 10D6N 8 Does no BODY 3Stun Carbine +2 10D6N 8 Does no BODY 5Stun Rifle +1 +1 12D6N 8 Does no BODY, -1 LR 5

    $ Weapon is autofire only and must fire maximum burst.# Weapon may require harness, see equipment.^ Weapon may utilize special ammo such as poisons.IPE: Invisible Power Effects (sight and hearing)CE: Change environment, smoke. This smoke blocks laser fire.LR: Lightning ReflexesFP: Full Phase

    AF: Autofire

    TL: Tech Level&: Heavy Weapon. All heavy weapons are +1 STUN multiple

    Standard selective fire weapons (those with AF that are not AF only) may fire either 1, 3 or theirmaximum number of shots as a single action. These are referred to as single shot, burst andautofire.

    The Next Generation optional rule: All weapons of TL 7 or greater have a high tech versionavailable, add 1 to TL and multiply the cost by 5. Everything else remains the same.

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    Armor

    LBA (LBA protection is -2 on locations 5, 6, 17 and 18)1 2 3 4 5 6 7

    TL 5 5 6 7 8 9* 10*PD 5 6 7 8 8 8 8ED 5 6 7 8 8 8 8LR -2 -1 -1

    CBA Combination (-3 LOW, Hardened vs Lower Tech)1 2 3 4 5 6 7

    TL 7 7 8 8 9* 10* 11*PD 8 8 9 9 10 10 11ED 8 9 9 10 10 11 11LR -1 -1 -1 -2 -2 -2 -2

    CBA Exoskeleton (-5 LOW, Hardened vs Lower Tech)1 2 3 4 5 6 7

    TL 7 7 8 8 9* 10* 11*PD 9 9 10 11 11 11 12

    ED 9 10 10 11 11 12 12LR

    Screens (Hardened vs Lower Tech)Beltscreen Battlescreen

    TL 9 7PD 10 Not vs Melee 12 Not vs MeleeED 15 17LR Must be installed in CBA

    Notes on armor

    The Tech Level numbers have been taken directly from the Space Opera volume 2 book. It does,however, pose a few problems. First of all, there are multiple types of TL 9+ armor, while only asingle weapon is TL 9 and none are TL 10+. The Next Generation optional rule above wascreated to partially alleviate this discrepancy.

    It still does not adequately solve the problem in my view, so I propose doing the following to allarmor marked with *. First, reduce its TL by one. Second, because this makes some armortypes identical, change the following:

    For LBA, armors marked with * have full coverage in all locations.For CBA E, these armors may mount a heavy weapons harness at no DEX penalty.

    These additions, coupled with the Next Generation weapons rule should make everything morebalanced. Remember that the key to making these things work is relative rarity of super-hightech items. Tech 10 and 11 equipment should be very expensive and only available at thehighest tech markets.

    General Notes on Weapons and Armor

    When a hit is scored, compare the TL of the weapon to the armor. If the weapon is higher, thearmor is considered Ablative; if it is two higher it is considered STUN and BODY Ablative. If the

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    armor is higher the attack is considered Reduced Penetration. If the armor is two higher, doublethe defense for determining STUN reduction only in addition to the former adjustment.

    All armor of TL 7 or higher has 5 pts Power Defense.

    Melee Weapons

    Weapon OCV TL STR min DMG NotesMonofilament 7 10 1 D6 AP, +2 LR, +1 StretchingVibroblade 8 varies@ +1 DC AP, see belowForceblade 8 11 2D6Coagulator 7 10 2D6 AVLD Power DefenseNeuronic Whip 7 10 9D6NParalysis Rod 7 10 4D6E Entangle, see belowLaser Sword +1 8 13 2D6 +2 LR, &Light Sword +2 9 10 2 D6 +4 LR, 2AP, +2 TL for Pen, &

    Vibroblades have a STR min of 1 higher than the appropriate sized regular blade, and do 1 DCmore damage. They are powered and affect PD.

    Forceblades, Laser Swords and Light Swords affect ED. They have a variable length from .5meters and 2 meters, and can be adjusted with a thumb switch. At maximum length they have 1stretching.

    Paralysis Rods' entangle fades 1D6 every 12 segments, to a minimum of 1D6.

    Laser Swords and Light Swords do not add STR to damage. Light Sword cannot be useduntrained, Laser Sword has a maximum OCV of 2 untrained. Light Sword is Penetrating, LaserSword is Penetrating versus armor 2 TL lower. Hardened cannot stop this advantage unless thearmor is of a higher TL.

    Other Equipment

    Thought Mask: 10 pts Mental Defense, OIF, Independent.

    Thought Screen: 20 pts Mental Defense, OIF, Independent.

    Jump Belt: 10 Superleap, OIF, 0 END, Independent.

    Contragrav Harness (all are OIF, Indepependent, 0 END, Turn Mode)

    AAA 30 FlightAA 25 FlightA 23 FlightB 21 FlightC 18 Flight

    Sneaksuit: Invisibility sight, hearing, OIF, Independent, Bright Fringe

    Starship Procedures

    To crew a ship the appropriate professional skill should be purchased. This is not required,however, but it does allow a character to understand all of the nuances of being a part of astarship crew.

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    To pilot a ship the Transport Familiarity is required. This allows basic piloting knowledge, andgrants the System Ops: Helm skill at 8- for free. Most characters will want a much greaterknowledge than this, however.

    Starship operating procedure is divided into five sections, each with its own Systems Op skill.Tactics is also required to captain a ship in a competent manner. Each skill operates a specificsystem, and more detail is listed in the Starship Combat section.

    Systems Ops: Helm, 3 pts, INT. This skill is necessary to operate the helm of any starship.When a standard piloting roll is required, this is the appropriate skill.

    Systems Ops: Sensors, 3 pts, INT. This skill is necessary to operate and maintain the sensorarrays of starships.

    Systems Ops: Weapons, 3 pts, DEX. This skill encompasses the WF: Starship Weaponry andalso allows maintenance and basic weapon system troubleshooting.

    System Ops: Engineering, 3 pts, INT. This skill is used to maintain and repair ships engines.There are two types, FTL and TISA. They are separate skills.

    Systems Ops: Communications, 3 pts, INT. This skill allows the operation and maintenance of

    communication systems.

    Other useful skills: Navigation: Space, Tactics.

    Weapon Groups

    Weapon groups will be divided as follows: a single weapon (eg Blast Pistol) 1pt, a small armsgroup (eg Blast Small Arms) 2 pts, or a full weapon type (all Blasters), 3 pts. Melee weapons areseparate groups. Vibroblade requires the appropriate blade skill as well.