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  1. #1
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    Re: Robotech HERO (spec. Invid Invasion)

    I think I have Body and DEF values for the various Invid Mehca, but... I am running into the problem of most weapons not hurting an individual in cyclone armor. Even with armor piercing on most of the missiles, most do little or no Body to them. I haven't played/run many heroic level games, is this a problem, or not? Temporarily I have made most missiles penetrating, just so they take some damage, but this might make it too deadly.

    Any suggestions?

    John
    "You may be right, I may be crazy; but it just might be a lunatic you're looking for." -Billy Joel

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    Re: Robotech HERO (spec. Invid Invasion)

    Quote Originally Posted by JohnOSpencer
    I think I have Body and DEF values for the various Invid Mehca, but... I am running into the problem of most weapons not hurting an individual in cyclone armor. Even with armor piercing on most of the missiles, most do little or no Body to them. I haven't played/run many heroic level games, is this a problem, or not? Temporarily I have made most missiles penetrating, just so they take some damage, but this might make it too deadly.

    Any suggestions?

    John
    No. This is typically not a problem in Heroic level games. This is a problem with the Cyclone trooper because he gets protected by both the armor of the Cyclone and then his CVR-body armor.

    Here's a fix:

    Since the CVR-3 body armor is an inherent component in the Cyclone transformation to warrior mode, consider its defense as a part of the defense of the Cyclone's warrior transformation. Thus, simply slightly increase the DEF characteristic of the torso section of the Cyclone in warrior mode, don't count both the DEF of the Cyclone and the CVR-3's Def for the pilot. Any damage that gets through the cyclones DEF in warrior mode (on the torso) goes through to the pilot.

    That should solve that issue.

  3. #3
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    Re: Robotech HERO (spec. Invid Invasion)

    Here's a suggestion:

    Make the DEF of the cyclone (in general) around DEF 10. Then in the Warrior mode, the Torso DEF should increase to 13 or 14 because of the inclusion of the CVR-3 body armor.

    If the DEF isn't hardened, it would only be DEF 7 vs an AP missile attack and at 4D6 or 5D6, those can produce a lot of damage quickly. (a 5D6K AP attack on average would produce 10 body damage after subtracting armor)

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    Re: Robotech HERO (spec. Invid Invasion)

    Thanks NuSoardGraphite, those are both very helpful.
    Next on my list is fixing the DEF/BODY, DEX/SPD of the Invid Mecha.
    Here's what I have now:
    Scout DEF:14, BODY:12, DEX:18, SPD:4
    Trooper DEF:16, BODY:16, DEX:15, SPD:4
    Pincer(Enforcer) DEF:18, BODY:20, DEX:20, SPD:5
    Royal Command Battloid DEF:18H, BODY:25, DEX:26, SPD:6

    Comments.

    I will post the weapons chart as soon as I have it if a postable form.
    Thanks for your help,
    John
    "You may be right, I may be crazy; but it just might be a lunatic you're looking for." -Billy Joel

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    Re: Robotech HERO (spec. Invid Invasion)

    Hmmm...those numbers look good to me. Now lets see some specifics.

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    Re: Robotech HERO (spec. Invid Invasion)

    Specifics!?! All I got is bits and pieces. I figure if I get enough bits and pieces togeather it'll all fall into place. I will definatly share when I get something done.

    John Spencer
    "You may be right, I may be crazy; but it just might be a lunatic you're looking for." -Billy Joel

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    Re: Robotech HERO (spec. Invid Invasion)

    Here's an Invid Armored Scout. If you see anything I missed, please let me know.

    <font size=+1><b>Invid Armored Scout</b></font>

    Player: NPC Enemy

    <table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val**</b></font></td><td><font size=2><b>Char***</b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>20**</font></td><td><font size=2><b>STR</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>15**</font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>15</font></td></tr><tr><td align="right"><font size=2>12**</font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>0</font></td></tr><tr><td><font size=2></font></td><td><font size=2>*</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>4**</font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>15</font></td></tr><td><font size=2></font></td><td><font size=2>*</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>12"**</font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>12</font></td></tr><tr><td align="right"><font size=2>0"**</font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>-2</font></td></tr><tr><td align="right"><font size=2>0"**</font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 86

    <table border="0" cellpadding="0"><tr><td align="right"><b>Cost**</b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">60**</td><td><b><i>Claws: </i></b>Killing Attack - Hand-To-Hand 2 1/2d6 (4d6 w/STR), Reduced Endurance (0 END; +1/2)*</td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">4**</td><td><b><i>Manuverability: </i></b>+2 with Flight*</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">145**</td><td><b><i>Plasma Pulse Cannons: </i></b>Multipower, 97-point reserve, all slots Reduced Endurance (0 END; +1/2)*</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">6u**</td><td>1) <b><i>Area Saturation Pulses: </i></b>Energy Blast 10d6, Explosion (+1/2); Requires Both Cannons Functional (-1/4)*</td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">8u**</td><td>2) <b><i>Rapid -Fire Pulse: </i></b>Killing Attack - Ranged 4d6+1, Autofire (5 shots; +1/2); Requires Both Cannons Functional (-1/4)*</td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">6u**</td><td>3) <b><i>Single Pulse: </i></b>Killing Attack - Ranged 4d6+1*</td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">15**</td><td><b><i>Protoculture Sense: </i></b>Detect Protoculture 9- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range, Telescopic (+2 versus Range Modifier)*</td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">8**</td><td><b><i>Protoculture Targeting: </i></b>+3 with Ranged Combat; Only vs Protoculure-Powered Mecha (-1/2), Only 1 Level per 'Level' of Mecha (-1/4)*</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">70**</td><td><b><i>Scout Thrusters: </i></b>Flight 30", x8 Noncombat*</td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">7**</td><td><b><i>Visual Protoculture Sensor: </i></b>Detect Protoculture 9- (Sight Group), Telescopic (+4 versus Range Modifier)*</td><td valign="top" align="right">0</td></tr></table><b>Powers Cost:</b> 329






    <b>Total Character Cost:</b> 415


    <b>Base Points:</b> 415
    <b>Experience Required:</b> 0
    <b>Total Experience Available:</b> 0
    <b>Experience Unspent:</b> 0
    "You may be right, I may be crazy; but it just might be a lunatic you're looking for." -Billy Joel

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    Re: Robotech HERO (spec. Invid Invasion)

    Hmm...looks pretty good so far. Keep em coming.

    The only thing I'd probably do a little differently is I think I'd give them a 25 STR instead of STR 20. They are quite a bit larger than human sized.

  9. #9
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    Re: Robotech HERO (spec. Invid Invasion)

    I was actually thinking about that. I will probably raise it to about 25, they're only about 8' tall or so. I also forgot to give it life support. I actually have most of the invid mecha done, and I will post them as I get the chance.

    John Spencer
    "You may be right, I may be crazy; but it just might be a lunatic you're looking for." -Billy Joel

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