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Robotech!


Dholcrist

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Hi, I'm new to the forums (and HERO system, admittedly), and I've been parusing the site for a few weeks now. I've been playing Champions for a while, and recently decided to try out a Robotech game using Hero (we grew out of Palladium's Robotech RPG in 8th grade). I saw a few threads about making veritechs, but none were finished. Would it be possible for someone to post their Veritech (and other Robotech stats, like Zentraedi armor)? ANY help is more than welcome.

 

Thanks for any help, I'm looking forward to my time here on the boards.

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writing up various mecha from Macross and Mospeada are on my list of things to do. It will likely be a few weeks though, as I'm currently on a dial-up connection. I will be moving (again!) in march and once that's done, I should be back on a Cable line, and when that happens I'll be posting like a madman.

 

Keep your eyes peeled for Macross mecha in the near future.

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Hope I'm not jumping the gun...

 

... but NuSoard Graphite, our resident Mecha Guru, has previously posted several Robotech/Macross mecha to the boards. I hope I'm not taking too many liberties in reposting them here. I've no doubt that NSG has many more great takes on these to contribute in future, though.

 

First up is a Veritech Fighter. Note that this particular writeup is for 4E HERO System, but the differences in regard to vehicles are minimal. Take it away, NuSoard:

 

---------------------------------------------

 

And here it is: The VF-11B "Thunderbolt" from Macross Plus and Macross 7.

Fighter Mode

 

Size:7(35) 11.2m Length 15.51m Wingspan

Mass: 9 tons (standard Takeoff weight)

STR: 50 can carry up to 25tons of equipment/fuel

BOD: 20

DEX: 21 CV:7

SPD: 5

KB: -7

Size mod:-4

DEF: 12

 

Movement Systems:

Ground: 75" no noncbt.

Flight: 75"(x16) Mach 3.4 max. 6.25G's thrust.

Fuel: 2 hours max (24chgs, 5minute duration each)

 

Systems

2D Thust Vectoring: (note: without this, the VF-11B would only have a Dex of 18)

Controls: Fly by Light (note: this gives the VF-11B its base Dex of 18)

Canards: +1 to pilot control rolls.

Verniers: +4 (note: see description below)

Environmental Protection: Heat/Cold/Highpressure/Vaccum

Transformation: Transform to Battloid and Gerwalk configurations (Multiform: see below)

 

Sensors

Radar: 360^/+3perc/+18rmod

IR Tracking: IR vision/+1perc/+8rmod

Visual: Canopy (Fighter/Gerwalk) Use pilots normal Perception.

-Battloid: Screens: +2perception: +16Rmod: UV/IR Vision

Communications: High Range radio hearing/+2perc/+22rmod

Laser Communication: Mind Link w/any other linked unit.

Target lock on: +3OCV w/Ranged weapons

 

Defensive Systems

Anti-ballistic shield: +2DCV: 12Body: 15Def.

-Missile Deflection: vs all. +1 Deflect. (note: if Sheild is destroyed, Missile Deflection is impossible. Only available in Battloid and Gerwalk configurations)

Missile Countermeasures:

-Chaff: Images vs Radar: 6 hex radius: -3perception: 20chgs

-Flares: Images vs IR: 6 hex radius: -3perception: 20chgs

Stealth: -2perception against Radar sensors (note: the VF-11B is designed to be somewhat Stealthy)

ECM: N/A

ECCM: 10pts Power Defense.

 

Offensive Systems

Laser Gun: 3D6+1KAP: +1OCV: +4Rmod: Auto-5: 2500rng: End=50/burst: 360^ arc of fire

Gunpod: 4 1/2D6KAP: +1OCV: +6Rmod: Auto-10: 800rng: Ammo=100(10 bursts): 0^ arc of fire/180^ arc of fire in Battloid/Gerwalk (note: 2 extra ammo clips held in shield)

Bayonet: 3 1/2D6KAP: +0OCV: STRmin-25: (note: 5D6+1K w/STR) Battloid only.

Hardpoints: 3/wing. each can hold up to 3 missiles or 1 missile pod. (see missiles below)

 

Power Plant: Two FF-2025G Nuclear Powered Turbines with put out 28,000Kgs of thrust each: REC-50 END-200

 

Other Configurations

Battloid/ Gerwalk

Size: 7(35) / 7(35)

Mass: 9tons/ 9tons

STR: 50 (10D6N)/ 50(10D6N)

BOD: 20 / 20

DEX: 18 CV:6 / 23 CV:8

SPD: 4 / 4

KB:-7 / -7

Size mod:-4 / -4

DEF:12 / 12

 

Movement(Battloid)

Run: 18"(x2) 86Kph

Flight: 40"(x8) 768Kph or Mach 0.7

Leaping: 10"(x8) 160 Meters.

 

Movement(Gerwalk)

Run: 12"(x2) 57.6Kph

Flight: 75"(x8) 1440Kph or Mach 1.35

Leaping: 10"(x4) 80 meters.

 

The VF-11B is the standard Variable Fighter of the U.N. Spacy forces in 2040. A direct descendant of the VF-1 series which was used during the Earth-Zendraedi war, the Thunderbolt is equipped with "fly-by-light" control systems (high tech fiberoptics) and a high visibility cockpit.

 

Various systems on the VF-11B require a bit of explaination.

 

The Transformation is basicaly just a multiform. It has three forms, the standard one which is the Fighter form. This form is the Fastest. The "Battloid" form, or Armored Warrior mode, is the second form. While not as inherently agile as the Fighter mode, the Battloid is infinatly more versatile in that it can traverse most kinds of terrain (as well as flight capability) and can use a variety of mission specific, hand held weaponry, which it can change on a moments notice. The 3rd form is a hybrid of both Battloid and Fighter mode, and is known as "Gerwalk". This is a VTOL mode that posseses unprecedented maneuverability, but sacrifices speed. In Gerwalk mode, the same types of hand-held weaponry can be manipulated, but with some difficulty.

In both Fighter and Gerwalk modes, the Pilot can see via a standard Fighter-style canopy. This canopy is designed to give the pilot maximum visibility. When the VF-11B changes to Battloid mode, however, the Canopy is sealed behind armored coverings, and the Mecha's camera system is then employed to bring the pilot visual data during battle. (see above) these cameras have both Night vision and Infrared settings and can has a magnification ability of X2000! The camera can view 180^ of the surroundings, however there is a rear-view camera the pilot can switch to for a back-view of the Variable Fighter. All modes have the standard sensors as well (IR tracker, 360^ Radar etc).

 

The avionics of the VF-11B are quite advanced. It posseses a 2Dimensional Thrust vectorying system, lowering its stall speed and increasing its maneuverability (in game terms it gives +3DEX). The Canard wings on the nose of the plane help give the pilot unprescedented control of the plane during aerobatic maneuvers (+1 to Piloting skill) however the Canards produce drag, lowering its speed slightly.

 

The Maneuvering Verniers are miniature thrusters dedicated to increasing the maneuverability of vehicles in Space. The "Verniers bonus" is used in several ways. 1st, if using vectored movement rules in space, the verniers give 5" of movement dedicated to turning per +1 (thus the VF-11B has an additional 20" of movement dedicated to turning) second, the verniers help the VF dodge incomming attacks. This bonus can be used to increase DCV. Third, the verniers can be used by the pilot to increase the vehicles maneuverability and control, adding directly to the pilots control skill roll. Spend the Verneier bonus like skill levels. The 4 points in the VF-11B's vernier pool must be shifted about during each phase (or turn depending on how one runs combat) all +4 could be shifted to DCV or +2 can be shifted to adjust Turn mode, +1 to DCV and +1 to Pilots control rolls. Or +3 to Pilots Control rolls and +1 to DCV and any combination in between.

 

The Anti-ballistic shield works just like any medieval Knights sheild worked. Its only accessible in Battloid form, and it enhances the DCV of the battloid when employed. The Battloid also has use of Missile Deflection while the shield is still attached. The shield also houses extra ammo for the gun pod.

 

The Chaff's and Flares are fairly standard, and use Images to fool the sensors of missiles that are attempting to target the VF. If the VF fires a countermeasure, any missile in the region must make a perception roll at the listed penalty and if it fails, it mistakes the countermeasure for its target, and will attack that instead!

 

The VF-11B is considered to be a "stealthy" vehicle (thus vehicles and missiles trying to lock onto it with Radar are at a penalty of -2...not that big of a deal though) but is not considered a stealth fighter (for that, it must posses Invisibilty to Radar...thats the YF-21!)

 

The VF-11B's main weapon is its Gunpod. The VF-11's Gunpod is very similar to the VF-1's. The Valkyrie's gunpod was a 55mm gatling cannon, so I assume the Thunderbolt's gun is a 60mm gatling. I give the Ammo the AP advantage because I assume they are using APDSDU ammo or something very similar.

The bayonet is attatched to the Gunpod (it flips out from beneath the 'pod) and can only be effectively used from Battloid mode, though a good attempt can be made in Gerwalk mode (at -3)

Missiles are standard on the Thunderbolt, as with any form of strike fighter. The reason specific missiles were not written up for the Thunderbolt is because any manner of missile can be attatched to its hardpoints. Popular items are Missile pods that house 10-20 mini-missiles which can fire a swarm of guided death. Some sample missiles will be listed below. Note that larger missiles must be used before the Fighter can change to Battloid, because they interfere with the transformation, however the transformation to and from Gerwalk is not hindered in any way.

 

MISSILES!

 

Mini-Missiles aka: Coke Cans!

Size: -3 (3 levels of shrinking: .25M in length)

STR: 0 (25Kg)

BOD: 5

DEX: 20 CV:7 (DCV:13)

SPD: 6

Size mod: 6 (-6 perception to detect)

DEF: 8

 

Movement: Flight: 500" no noncbt Mach 1.6

Fuel: enough for 1 turn of flight.

Effective Range: 6000 meters (6Km)

 

Sensors: Semi-active-Radar-homing: (note: the mecha that fired the mini-missiles must keep the target on their radar...as long as that happens, the mini-missiles will reach their target)

Targeting bonus: +0

 

Warhead: anti-armor Schaped charge: 3D6+1K Ap/Pen

 

Mini missiles or "Coke Cans" as they are affectionatly called by Pilots, are relatively "dumb" missiles that rely on the vehicles radar to give them guidance information. Anything that disrupts the vehicles radar, or disrupts the radio communications between the missiles and the vehicle, will disable the mini-missiles ability to target (and thus render them impotent) chaff works against them normally (the vehicles radar must differentiate between the chaff and the actual target)

 

AAIM: (Air-to-Air Infrared Missile)

Size: -1 (1 level of shrinking: 1 meter in length)

STR: 5 (50Kg)

BOD: 7

DEX: 18 CV:6 (DCV:8)

SPD: 5

size mod: 2 (-2 to sensors to detect)

DEF: 8

 

Movement: 400" no noncbt Mach 1.1

Fuel: enough for 5 turns of flight

Effective Range: 20000meters (20km)

 

Tracking System:

INT: 10

DEX: 18

SPD: 5

Sensor: Infrared Vision: +2perception: +12rmod

Targeting: +2OCV (OCV:8)

 

Warhead: High explosive w/Proximity: 5D6+1K explosion. (Note: the missile will still explode, even if it misses its attack roll. use normal attack deviation pattern for an Area Effect attack)

 

These missiles are fairly standard for anti-aircraft roles. They have a proximity warhead that explodes if it fails to make a direct hit in an attempt to at least partialy damage the target. They are fairly agile, but not too difficult to target with anti-missile weaponry (for the VF its the Gunpod and the Laser). They can travel at a speed of Mach 1.1 for 1 minute before running out of fuel.

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Next up: the Hovertank (5E)

 

Veritech Hovertank: Spartas ATAC-01-SCA

Battleoid Mode

Size:6(30) 4 Hexes tall

STR: 50(5)* Damage: 10D6 End=5

BOD: 20(4)

DEX: 15(15) CV:5

SPD: 4(15)

KB: -8"(2)

Size Mod: -4

Mass: 16.4Tons (see below)

 

Defenses: 54pts

Head: 16 Hardx1

Front: 20 Hardx1

Rear: 20 Hardx1

Arms: 18 Hardx1

Legs: 20 Hardx1

Gun Shields: 25 Hardx2 + 50% Damage Reduction

 

Movement

Running: 12"(x2) 96"/turn 57Kph

Leaping: 8"(x2)

Swimming: N/A

 

Sensors:

Visual: (Sight Group) 39pts

240^ Arc of vision(5)

+2 Perception(3)

Telescopic Vision x1000 +14(21)

Infrared Vision (Sight group-5)

Nightvision (5) +4 Perception Only to counteract penalties for darkness

 

Radar: (Radio Group) 60pts

Detect Limited Class of Physical Objects(5)

Enhanced Perception +3 (6)

Targeting (10)

Sense (2)

Ranged (5)

360^ arc of perception(5)

Telescopic +18Rmod (27) 2km radius of perception (base)

 

Phones: (hearing group) 69

Detect Sounds (10)

Enhanced Perception +2 (6)

360^ Arc of perception(10)

Telescopic Hearing +12Rmod (18)

Sense(2)

Ranged (10)

Discriminatory (10)

Ultrasonic Hearing: Detect Ultrasonic sound(3)

 

Motion Detectors: (special Sense)33pts

Detect Motion (5)

Sense (2)

Ranged (5)

Targeting (10)

Enhanced Perception +1 (2)

Telescopic +6 (9)

360^ arc of perception (5)

 

Radio Communications: (radio group) 16pts

Detect Broadcast Spectrum transmissions (5)

360^ arc of perception (5)

Transmit(2)

Enhanced Perception +2(4)

 

Laser Communications: (Special Sense) 10pts

Detect Laser signal (3)

Concealed -5 perception (5)

Transmit (2)

 

Electronic Counter Measures

Basic ECM: +3(6) to Systems Operations, only for ECM/ECCM purposes (-1/2) (4)

ECM: Change Enviornment 8" radius(20) Range=2500" (+1/2) (30) End=12/turn Requires skill roll[systems operations] -1/2 Cost: 20

ECM: Jam Radar -3 to radar perception (6)

ECM: Jam Radio -5 to Radio perception (10)

ECCM: -3 to Systems Operations roll(9)

 

Equipment

Gun Shields: 10Body(10) 25Def[60^arc-1(34)] 50%damage Reduction Phy/Eng 60^ arc of protection(-1) (30) X2 shields(5) Cost: 79

[note: these "sheilds" can be used to block/parry attacks. Missile deflection is also an option-see below-the damage is removed from the Body of the shields]

Missile Deflection: vs all(20) +2Deflect(4) Cost:24

 

Life Support: 29pts

Self Contained Breathing: 18chgs/1day duration(+1) (20)

Safe Environment High Pressure, vacuum, cold, heat, radiation. (9)

 

Targeting Computer: 19pts

+3 OCV w/ranged weapons (15) Requires a successful radar lock (-1/2) (10)

Laser range-finder: +6Rmod (9)

 

Mecha Arms: 2 limbs with full manipulation (5) Note, the Arms have 10 Body Each.

 

Density Increase: 1 lvl(5) x2mass/+5STR/-1"kb

 

Variable form mecha: Multiform 98pts

Tank mode:708 (142)

Hover Mode:647 (+5)

Cost Endurance(-1/2)

 

Power Plant:

300 End: Rec 30 (60)

 

Polarized Lenses: 5pts visual Flash Defense (5)

Audio Dampening: 5pts audio flash defense. (5)

 

Enhanced Armor Plating: Lack of Weakness -5 (5)

 

Laser Resistant Coating: +5Def(7.5) Hardened(+1/4) (9) Only vs Lasers(-1) 4pts.

 

Weapons

EU-11 Gun Pod: 5 1/2D6K: +1OCV: +4Rmod: +1StunX: STRmin-30: Range 955": Adv-Penx2:

Active: 191 Lims: OAF(-1) STRmin(-1) Cost:72 End=19/shot

 

Rapid Fire Ion Cannon: 7D6+1K: +0OCV: +8Rmod: +1StunX: STRmin-60: Range 6187": Adv-Ap/Pen

Acive: 275 Lim: OIF/Bulky(-1) Extra Time-full phase(-1/2) Concentrate 1/2DCV(-1/4) STRmin(-1) Cost: 100 End: 27

 

32mm Tri-barrelled Auto Cannon: 3 1/2D6K: +1OCV: +4Rmod: +0StunX: STRmin-40: Range 960": Auto-15: APx1:

Active: 192 Lim: OIF/bulky(-1) 300 Charges(+1) STRmin(-1) Cost: 72

 

Total Cost: 999

 

Tank Mode

Size:6(30) 4 Hexes tall

STR: 50(5)* Damage: 10D6 End=5

BOD: 20(4)

DEX: 10(0) CV:3

SPD: 3(10)

KB: -10"(4)

Size Mod: -4

Mass: 16.4Tons (see below)

 

Defenses: 54pts

Front: 20 Hardx1

Rear: 20 Hardx1

Sides: 18 Hardx1

Legs: 20 Hardx1

Gun Shields: 25 Hardx2 + 50% Damage Reduction

 

Movement

Running: 6"(x2) 36"/turn 20kph (-)

Leaping: 12"(x2) (9)

Swimming: N/A

 

Sensors: Note The same as Battloid: 227pts

 

Electronic Counter Measures: Same as Battloid: 49pts

 

Equipment: 152pts

Gun Shields: Note, these house the Ion Cannon and Tri barrelled autocannon in Tank and Hover mode, and are not used as shields

 

Life Support: As battloid: 29pts

 

Targeting Computer: As battloid with additonal listed below: 39pts

Find weakness: With Ion Cannon 13- (20)

 

Density Increase: 1 lvl (+5STR/x2 Mass/-1"kb) 5pts

 

Power Plant: 300 End: Rec 30 (60)

 

Polarized Lenses: 5pts visual flash def (5)

Sound Dampening: 5pts Audio flash def (5)

Enhanced Armor plating: 5pts Lack of Weak (5)

 

Laser Resistant Coating: +5 hard Def vs Lasers only (4)

 

Weapons: 164pts

 

As Battloid with the following changes.

EU-11 Gun Pod is unavailable.

Both the Ion Cannon and Autocannon are limited to a 60^ arc of fire (-1)

Ion Cannon looses Full Turn limitation and Concentration Limitation, and STRmin limitation.

Autocannon looses its STRmin limitation

Ion cannon cost: 92

Autocannon cost: 72

 

Total Cost of Tank mode: 708

 

Hover Mode:

Size:6(30) 4 Hexes tall

STR: 50(5)* Damage: 10D6 End=5

BOD: 20(4)

DEX: 18(24) CV:6

SPD: 3(2)

KB: -4"(-1)

Size Mod: -4

Mass: 16.4Tons (see below)

 

Defenses: 54pts

Front: 20 Hardx1

Rear: 20 Hardx1

Sides: 18 Hardx1

Legs: 20 Hardx1

Gun Shields: 25 Hardx2 + 50% Damage Reduction

 

Movement

Running: 20"(x4)240"/turn 144kph (29)

Leaping: N/A

Swimming: N/A

 

Sensors: Exactly as Battloid 227pts

 

ECM/ECCM: As Battloid 49pts

 

Equipment: As Tank Mode 152pts

 

Weapons: See Below 72pts

 

Note that the Ion Cannon and Autocannon are unavailable in Hover Mode. Only the EU-ll gunpod is avaiable, and it is mounted in the center of the tank and limited to a 60^ arc of fire (-1)

The EU-11 Gun Pod looses the STRmin limitation. Cost: 72pts+

 

Hover Mode cost: 647pts

 

The Veritech Hovertank is a veritable gun platform. Its main armament, the Rapid Fire Ion Cannon, is capable of causing massive damage to anything it hits. Its secondary and tertiatary form of Armaments, the EU-ll gun pod and the 32mm Tri barrelled autocannon, are for support.

 

In Battloid mode (the default mode, because it is most expensive) the ATACS is a highly mobile mecha that has use of all the weapons at its desposal. However, deploying the Ion Cannon in Battloid mode is difficult because of the amount of recoil it produces, thus firing from the standing position in Battloid is less stable than in Tank mode, and a few penalties apply.

First, the STRmin of the Ion cannon is higher than the ATAC's Strength score by 10 points, thus putting a -2OCV penalty to hit with the Ion cannon when using it in Battloid mode. Second, because of the amount of recoil involved, targeting of the Ion cannon must be done standing relatively motionless, thus reducing the Battloids DCV to half. Finally, it takes a moment to recover from firing the Ion Cannon in battloid mode, thus the action of firing the cannon takes up a Full Phase (the battloid cannot move and fire the Ion cannon in the same phase)

In battloid mode, it is best to use the EU-ll Gun Pod, however, as that is the default weapon for humanoid configuration. The Autocannon is also available for use in Warrior mode (contrary to what it says in the Palladium books, I know)

In Battloid mode, the Gun Sheilds are available for the pilot to use as Shields. These shields do not add to DCV, however they are extremely tough and durable, allowing the pilot to use them to parry melee and ranged attacks launched at the Battloid. Any damage that bypasses the sheilds hefty Defenes, is reduced to half by the dense nature of the armor material (Damage reduction!) when in Tank and Hovercraft mode, the Gunshields house and protect the Ion cannon and the Autocannon.

 

The Battloid mode is fairly mobile, but not fast. The Tank mode is even slower, being limited to a crawling 20kph! The Tank can travel by hopping around the terrain with its powerful legs, so it is not completely immobile in this mode. In hover mode, however, the ATACS is fairly agile, being able to travel at just under 150kph and and turn on a dime. This agility comes at a price however. In Hover mode, the only weapons available is the EU-ll Gun pod, which is mounted in a forward facing position, allowing it to fire in 60^ arc only.

 

The sensors of the Hover Tank are fairly straightforward. Visual sensors, Radar, Phones, Motion detector and standard communications. The ECM/ECCM of the Tank is also fairly standard.

 

The targeting computer will give a bonus to hit with the Ranged weapons if the Radar has made a successful perception roll and found the target. The Laser Range Finder removes the penalty for Range up to its bonus. In Tank mode, the Targeting computer also can decipher an enemies weak point on its armor and target this for the Ion Cannon!

 

It takes a Half phase for the Hover tank to transform to and from any mode to another.

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The Cyclone

 

There's a lot to this popular little machine, so lets start with the first essential piece of equipment.

 

CVR-3 Cyclone Body Armor

Average Def: 9pd/ed Armor (45) hardened(+1/4) 56ACT OAF(-1) Indep(-2) Real Armor(-1/4) Half Mass (-1/2) Real Cost: 12

Loc/DEF

3/10 (hard)

4/7 (faceplate)

5/10 (hard)

6/6

7/10 (hard)

8/6

9/10 (hard)

10-18/10(hard)

 

Mass: 24kg (-1 DCV at STR10)

 

Laser Resistant: 50% Energy Damage Reduction (30) Lasers only (-1) 15pts

 

Computer Controlled Life Support:

Independant Oxygen supply (8 hours) and filtration system. [self Contained Breathing 10pts. 8 continuing charges-1hour duration each (+1) 20real]

Internal cooling and Temperature control: [safe Enviornment; Intense Heat and Cold. 4pts]

Radiation Shielded: [safe Environment; High Radiation 2pts]

Complete Environmental Battle Armor suitable for use in Space and other hostile environments: [ Safe Environmetn; Low Pressure/Vacuum and High Pressure]

Enhanced CBR filtration system [immunity; All terrestrial Diseases, BioWarfare and Chemical agens, 15pts]

Equipment:

Helmet/Visor HUD:

Light Sensitivity: [+4 sight perception; only to counteract Darkness penalties(-1/2) 5pts]

Polarizing Visor: [5pts Flash Defense]

Short Range Radio: [Radio listen/transmit 10pts]

Utility belt w/Various tools: [+2 levels with Mechanics/Electronics 6pts]

 

Total cost: 42pts. (note that all items on this Armor are OIF/Indep [-2.5])

 

The CVR-3 Body Armor is essential to the Cyclone trooper for without it, one cannot transform the Cyclone to Warrior mode.

The Body Armor is highly protective and very light for the protection it gives (at 24kg, it only gives a -1 DCV penalty to those of average Strength).

 

It is doubly important because when in Warrior mode, the Cyclone does not protect the riders Head and bicep areas...this is protected only by the CVR-3 Body Armor! Without the Armor, the trooper would be too vulnerable, even if the Cyclone could transform to warrior mode without it.

 

The armor is environmentally sealed, allowing the trooper to operate in nearly any environment, including space, Poisoned atmospheres and high pressure environments.

 

The Body Armor includes a light sensitive visor, automatic polarization to compensate for brightness (or a flash attack!) and a short range radio in the helmet.

 

The utility belt includes a set of high quality tools (thus the bonus to mechanics) and standard equipment like flashlight, nylon rope, emergency rations and other survival equipment.

 

Next, the popular Cycle itself...

 

THE CYCLONE!

 

Note, however that there are 3 different models of Cyclones. VR-052 Battler, VR-041 Sabre and the VR-038 LT (light) models. Each will be listed seperately below. Also note that only the weapons that are permanently mounted on the cyclone will be detailed with each version. Any optional weapons will be detailed in the OPTIONAL WEAPONS post.

Additionally, there were some "liberties" taken when Palladium did their RPG based off of the artwork that Harmony Gold and ARTMIC provided them with. In certain cases where Palladium games made obvious mistakes, I will correct them to the best of my ability.

 

VR-052 "Battler"

Cycle Mode:

Size: 1.25 Hex long (5)

STR: 30(15) 1.6 Tons Carrying Cap.

BOD: 15(4)

DEX: 21(33) CV:7

SPD: 5 (19)

KB: -2 (1)

Size Mod: -0

DEF: 13 Hardx1 (41)

 

Movement Systems:

Ground movement: 30"(x4) 600"/turn 360Kph Cruising speed 90kph (53)

Turbo Boost: Leaping-10" (requires Skill roll) (7)

 

EQUIPMENT:

Sensors:

Radio Communications: [High Range Radio Hearing-12pts]

Headlights: [images-only to create light(-1) 8 hex line (+1/2) 7.5pts] note the Headlights project in both visible light and UV spectrums (thus the Light Intesifier on the CVR-3 helmet will pick up the UV headlight)

Laser Range-finder and Targeting system: [+2OCV/+4Rmod with ranged weapons 22pts]

 

Transformation to Warror mode: [Multiform

 

WEAPONS:

GR-97 Forearm Missile Launcher:

+2OCV +4Rmod (bonuses include Laser Range finder listed above)

Holds 4 missile (one on each side of the Forward Wheel). All 4 can be fired at once if necessary. Warhead types can be mixed and matched as desired.

Mini missiles:

Size -2 (.25M in length)(20)

STR: 10(-)

BOD: 6(-4)

DEX: 18(24) CV:6 DCV:10

SPD: 4(12)

KB: +2

Size mod: +4

DEF: 8(18)

 

Movement:

Flight: 250"(500) 1000"/turn 600kph 1 Charge-1 turn duration (-1 1/4) 222pts

 

Warheads:

All missile warheads have the following limitations: OIF(-1/2) 1 Charge(-2) Side Effects(-1) Missile is destroyed when warhead is deployed. total -3 1/2

AP: 4D6+1K(65) APx2(+1) 130ACT/29real

 

HEAT: 4D6K (60) Ap/Pen(+1) AE-1hex(+1/2) 150ACT/33Real

 

Explosive: 3 1/2D6K(55) Explosive(+1/2) 82ACT/18Real

 

Note that the missile locks on after a successful attack roll with the Laser designator to "paint" the target. The missiles can then be fired at the target and will follow its target for 1 turn before running out of fuel.

 

WARRIOR Mode:

Size: 1.25 tall(5)

STR: 30(15) 6D6N Lift 1.6tons

BOD: 15(4)

DEX: 15(15) CV:5

SPD: 4(15)

KB: -4(3)

Size Mod: -0

DEF: 13hardx1(41)

Note: defense covers all locations on the pilot except locations 3,4,6 and 8.

 

Movement Systems:

Running: 15"(x2) 120"/turn 72kph 30pts

Leaping: 10"(x4) Accurate 80m w/booster assist. 30pts

Flying: 25"(x2) 200"/turn 120kph 50pts

Fuel: 30 Charges-1 minute duration each. Note that every 20 jumps uses up 1 fuel charge (thus 600 booster assisted leaps are possible)

 

Sensor HUD:

Visual: +2 visual perception(4) IR vision(5) Nightvision(5)

Radar: [15] +3 perception(6) +6 Rmod(9) 360^(5)

High Range Radio Hearing(12)

Motion Sensor: Detect Motion[5] Range[5] Sense[2] Targeting[10] (22) Passive

Floodlights: Images-8 hex line-Only to create light(-1) (7.5pts)

 

EQUIPMENT:

Mecha Arms: Extra Limbs(5)

 

Laser Range finder and targeting: +3OCV +6Rmod (24) with all ranged weapons.

 

Weapons:

GR-97 Forearm Missile Launcher (see above)

 

The VR-052 Battler Cyclone is the standard model used by RDF personel. Its most basic form is that of a high speed motorcycle, which is used to approach the battlefield quickly. Once combat is anticipated, the Cyclone can transform into an Armored Warrior form. The Cyclone transforms around the rider of the vehicle, which protects him from heavy attack, and allows the pilot to bring a large variety of weapons to bear against his enemies (See Optional Cyclone Weaponry post to follow).

In motorcycle mode, the Cyclone is fast, being able to travel at speeds of up to 360 Kilometers per hour. Also, the Jet pack of the Cyclone can be activated to assist the Cyclone in any Jump maneuvers attempted in Cycle mode (note, however that using the Booster requires a successful Combat Driving skill roll from the pilot to land successfully)

In Armored Warrior form, the Cyclone can enhance the troopers movement ability, allowing him to run at a speed of 72 Kph, Leap 20 meters in a single bound (or 80m if booster assisted!) or even fly at 120 kph.

 

The VR-052 Battler's basic weapon consists of 4 mini-missiles, fired from 2 launchers that are mounted on the forward wheels in Cycle mode, and the Wrists in Warrior mode. The Battler is also often equipped with additional weapons as the mission parameters dictate.

 

If one looks at the Arms of the Warrior mode, one can see that the upper arms (biceps) are not covered by the Cyclone...how is it then that the Cyclone gives the Pilot inside a 30 Strength for lifting and damage purposes? It is not shown in any of the Palladium games artwork, but in artwork from ARTMIC, you can see hydraulic rams from the front wheels are deployed along the back of the Arms, providing lift assist!

 

As far as the other versions, the VR-041 Sabre and the VR-038 LT, there are a few differences.

 

The VR-041 is statistically the same as the Battler, except that the main weapon (the forearm missiles) have been replaced by the CADS (Close Assault & Defense System) and many of the enhanced optics found in the VR-052 are not present in the Sabre...they have been replaced by the GR-103 Missile Launcher. [note: This is where Palladium made a mistake. They assumed that the GR-103 was present in both the VR-052 and the VR-041, when in the animation, it is clearly only present on Lancer's Cyclone...041] which appears on either shoulder when transformed in Warrior mode, and are deployed just above the headlights in Cycle mode. Both of these weapons will be detailed below.

 

The VR-038 is a lighter, slightly faster version. It is not as heavily armored or as tough as the Battler and Sabre versions, but its ability to move quickly over any terrain is unprescedented amongst such vehicles. The 038 has neither the GR-97 or GR-103 missile launchers...it is usually equipped with a High tech Bazooka like weapon called the RL-06 Heavy Rocket Cannon.

 

VR-041 "Sabre"

Characteristics: As the VR-052

Movement: As the VR-052

Sensors: As the VR-052 except for the following: It does not posses the Motion detector.

Equipment: As the VR-052

Weapons:

GR-103 Missile Launcher

Targeting system: +2OCV/+4Rmod Laser targeting

Missiles-see above (same type as the GR-97) Holds a total of 6

 

CADS-1:

OCV+1(5)

2D6HKA(30) APx2(+1) 60 Act

OIF(-1/2) STRmin-20(-1) 24pts X2(5)

 

VR-038 LT

Size: 1.25(5)

STR: 25(10)

BOD: 13(2)

DEX: 23(cycle-42) 18(warrior-24)

SPD: 5(1.7-cycle) 4(1.2-Warrior)

KB: -2/-3(warrior)

DEF: 11hardx1(34)

 

Movement: (cycle)

Ground: 33"(x4)660/turn 396kph

Boost: Leaping-12" (requires a skill roll)

Movement: (Warrior)

Running: 16"(x2) 128"/turn 77kph

Leaping: 12"(x4) 96m

Flying: 30"(x2) 240"/turn 144kph

 

Sensors: As the VR-052

Equipment: As the VR-052

 

Weapons:

RL-6 Heavy Rocket Cannon [note this does not use Missiles, but unguided rockets with HEAT warheads]

4D6RKA(60) AP/PEN(+1) AE-1hex(+1/4) 135

OAF(-1) Indep(-2) 6Chgs(-3/4) 28

 

--------------------------------------------

 

Just to reiterate: these writeups were all created by NuSoard Graphite. I am but a humble transcriber.

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Oh how sweet it is.

 

I was toying with a Robotech game myself.

Here is a good resource I found. Robotech Reference Guide

It has energy outputs listed for weapons, and lots of associated information. I was going to use an expanded version of the tables from John Stevens's "Flavor of the Game" Digital Hero article from 2000 to do the damage conversions.

 

But NuSoard Graphite's is better then anything I would have done. I, for one, will await the return of the master.

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Wow, that's quite an impressive collection of stats. These do help a ton, I'm trying to make stats for the Macross Saga era, so a bit of downgrading for the ones given should help.

 

Being new to the system though, I'm not really sure whether I should worry about the differences between 4E and 5E. For example, should the weapon damages be upgraded, to match the power of examples given in TUV? Again, thanks for all the help guys, the tiniest contribution is much appreciated.

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I wouldn't worry much about the differences between 4E and 5E regarding vehicles. Looking over NuSoard's stats for the Veritech fighter (the only example under 4E rules), I can't see anything that would necessarily be built differently; the only slight difference is the terminology used for some of the sensor names, which is still easy to figure out.

 

As far as the power level of the weapons goes, in comparing their capabilities and Damage Class with the Ultimate Vehicle weapons, these writeups would appear to be as good to significantly better than the comparable modern fighter and tank weapons. The front armor of the M1A1 tank in TUV is heavier than the armor on the Hovertank, but that could be rationalized as due to its variable configuration. You could easily increase the armor rating, of course, but that would make the vehicle very difficult to damage.

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  • 2 weeks later...

Incredible reference material.

 

I was thinking about running an online Robotech campaign on Hero Central but there is a lot of work to do to get it up and running. These writeups and the Robotech reference site could be a big help.

 

I would be interersted in seeing other mechs and equipment posted; I would post anything I designed when I get around to it.

 

Are there any web sites dedicated to Robotech using the Hero system/Robot Gladiators ?

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