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JohnOSpencer

Robotech HERO (spec. Invid Invasion)

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I am working on making the mecha and such from Robotech: Invid Invasion(or New Generation if you prefer) for HERO. I am trying to get something concrete to start.

All I have is:

Invid Mecha will be built like characters(since they never leave their mecha) with armor by location to make them easier to kill by shooting the eye.

A rough chart based on informaton from the Robotech Reference Guide(http://www.artemisgames.com/robotech/).

 

If anyone has done something like this, or has any suggestions, they would be greatly appreciated.

 

John

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Re: Robotech HERO (spec. Invid Invasion)

 

I'm not sure how useful this will be to you, but our resident mecha guru, NuSoard Graphite, contributed detailed and thoughtful writeups for several classes of mech from the Robotech universe:

 

http://www.herogames.com/forums/showthread.php?t=14174

 

Thanks, didn't find that one earlier. It'll be very helpful.

 

John

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Re: Robotech HERO (spec. Invid Invasion)

 

In order to make it easier to balance the Invid against the piloted mecha of their opponents, I'd suggest building them as Vehicles with an AI "computer" guiding them. You could assign them a Vulnerability for increased BODY damage from shots which hit the eye. The optional Hit Locations for mech vehicles from The Ultimate Vehicle would probably help you with this too.

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Re: Robotech HERO (spec. Invid Invasion)

 

So far, the hardest part will be making the stats to fit the background. Many of the weapons should kill a small invid in one hit. The cylcone write up you linked , has too much armor I think(or the weapons are too weak). Cyclones have good armor, but any missile that would kill a small invid, should trash them also, but on average they will take only about 4 Body from an average hit(the pilot, I mean).

 

Still puzzling it out.

 

John

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Re: Robotech HERO (spec. Invid Invasion)

 

Here is the basic Hit location chart I plan on using for Invid mecha

 

Here is for the basic unarmed mecha:

 

Roll Location Body X To Hit

3-5 Sensor Eye 2 -8

6-8 Arm 1 -5

9 Thruster(Rear) 1.5 -6

10-14 Main Body 1 -3

15-18 Leg 1 -4

 

Here is for the basic unarmed mecha:

 

Roll Location Body X To Hit

3-5 Sensor Eye 2 -8

6-8 Arm 1 -5

9 Thruster(Rear) 1.5 -6

10-13 Main Body 1 -3

14 Weapon .5 -6

15-18 Leg 1 -4

 

Any suggestions?

 

John

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Re: Robotech HERO (spec. Invid Invasion)

 

In order to make it easier to balance the Invid against the piloted mecha of their opponents' date=' I'd suggest building them as Vehicles with an AI "computer" guiding them. You could assign them a Vulnerability for increased BODY damage from shots which hit the eye. The optional Hit Locations for mech vehicles from [i']The Ultimate Vehicle[/i] would probably help you with this too.

 

I would rather build them as mecha with a pilot, and maybe give the mecha a limitation Pilot dies if takes more then x damage in hit location-sensor eye.

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Re: Robotech HERO (spec. Invid Invasion)

 

I would rather build them as mecha with a pilot' date=' and maybe give the mecha a limitation Pilot dies if takes more then x damage in hit location-sensor eye.[/quote']

 

Maybe make the mecha's defense -1/4 doesn't protect eye, and then buy armor for the eye and have it like a windshield in a car: you can shoot through it and hit the crew?

 

John

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Re: Robotech HERO (spec. Invid Invasion)

 

So far, the hardest part will be making the stats to fit the background. Many of the weapons should kill a small invid in one hit. The cylcone write up you linked , has too much armor I think(or the weapons are too weak). Cyclones have good armor, but any missile that would kill a small invid, should trash them also, but on average they will take only about 4 Body from an average hit(the pilot, I mean).

 

Still puzzling it out.

 

John

 

Well, if you go by the damage the Cyclone's forearm missles do the Armored Piercing missiles do 4D6+1K APx2. Thats an average of 15 Body AP. That means the Defense of the Cyclone is reduced to 7. The total defense is reduced to 11, doing 3 Body. (note the Cyclone has a Defense of 13hard and this adds to the CVR-3 Body armor of 9)

 

If you want the damage to increase, simply reduce the amount of armor by 2pts each (Cyclone Def 11, CVR armor Def 7) which will produce an average Body damage of 6 after armor. 2 hits from an average AP missile and its bye bye Cyclone-trooper!

 

take into consideration I was going with the assumption that the GM would want the main body of the Cyclone to take considerable damage before being destroyed. (well, considerable for a motorcycle)

 

Also don't forget that the arms and helmet are not protected by the Cyclone armor...only the CVR-3 body armor. That means an Invid plasma blast that hits the arms or (god forbid!) the head will likely maim or kill the Cyclone-trooper! As far as I'm concerned, thats lethal enough without reducing the effectiveness of the torso protection.

 

Also, 4D6K should be more than enough to single-shot kill an Invid scout trooper if you consider an Eye hit to bypass armor completely. (make sure they have 14 Body or less for this to occur)

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Re: Robotech HERO (spec. Invid Invasion)

 

To go along with fluff, I increased the average Body of CVR-3 to 11(increasing all armor except loc 6, 8 by one each). I've also made it(and the cyclone) unhardened.

 

The damage I've come up with(still trying to be true to fluff) is:

GR-97(Forearm missiles): 5d6K AP

RL-6(Rook's Launcher): 6d6K Pen

GR-103(Lancer's chest missiles/RPGs): 5d6K

RL-2(single shot launcher): 8d6 Pen

 

I've decided to make missiles more powerful than most handheld weapons(it fits the series). And since they won't be used against the PCs too ofter(the Invid only have one mecha with missiles), it doesn't really affect survivability.

 

Unless someone convinces me otherwise, I'll probably use these as benchmarks to make the Invid.

 

BTW:NuSoardGraphite, I do appreciate your input and your previous designs of the Cyclone and CVR-3 armor, they are a great help to me.

 

John

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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

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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

 

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.

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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

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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

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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.

 

Invid Armored Scout

 

Player: NPC Enemy

 

Val** Char*** Cost
20** STR 0
15** DEX 15
12** BODY 0
*
4** SPD 15
*12"**RUN120"**SWIM-20"**LEAP0Characteristics Cost: 86

 

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

 

 

 

 

 

 

Total Character Cost: 415

 

 

Base Points: 415

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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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

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Re: Robotech HERO (spec. Invid Invasion)

 

Invid Armored Scout

 

Player: NPC Enemy

 

Val** Char*** Cost
25** STR 5
15** DEX 15
12** BODY 0
*
4** SPD 15
*12"**RUN120"**SWIM-20"**LEAP0Characteristics Cost: 91

 

Cost** Power END
60** Claws: Killing Attack - Hand-To-Hand 2 1/2d6 (4d6+1 w/STR), Reduced Endurance (0 END; +1/2)* 0
4** Manuverability: +2 with Flight*
4** Mecha Limbs: Extra Limbs(Two Arms, Two Legs) (4); Limited Manipulation (-1/4)* 0
145** Plasma Pulse Cannons: Multipower, 97-point reserve, all slots Reduced Endurance (0 END; +1/2)*
6u** 1) Area Saturation Pulses: Energy Blast 10d6, Explosion (+1/2); Requires Both Cannons Functional (-1/4)* 0
8u** 2) Rapid -Fire Pulse: Killing Attack - Ranged 4d6+1, Autofire (5 shots; +1/2); Requires Both Cannons Functional (-1/4)* 0
6u** 3) Single Pulse: Killing Attack - Ranged 4d6+1* 0
17** Protoculture Sense: Detect Protoculture 11- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range, Telescopic (+2 versus Range Modifier)* 0
8** Protoculture Targeting: +3 with Ranged Combat; Only vs Protoculure-Powered Mecha (-1/2), Only 1 Level per 'Level' of Mecha (-1/4)*
70** Scout Thrusters: Flight 30", x8 Noncombat* 0
19** Sealed Systems: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)* 0
9** Visual Protoculture Sensor: Detect Protoculture 11- (Sight Group), Telescopic (+4 versus Range Modifier)* 0
Powers Cost: 356

 

 

 

 

 

 

Total Character Cost: 447

 

Val** Disadvantages
10** Physical Limitation: Bad Resolution on Visual Sensors(Except Protoculture) (Frequently, Slightly Impairing)*

Disadvantage Points: 10

 

Base Points: 437

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Robotech HERO (spec. Invid Invasion)

 

Invid Enforcer / Pincer Command Unit

 

Player: NPC Enemy

 

Val** Char*** Cost
40** STR 0
20** DEX 30
20** BODY 4
*
5** SPD 20
*18"**RUN240"**SWIM-20"**LEAP0Characteristics Cost: 154

 

Cost** Power END
60** Claws: Killing Attack - Hand-To-Hand 2 1/2d6 (5d6+1 w/STR), Reduced Endurance (0 END; +1/2)* 0
58** Enforcer Thrusters: Flight 24", x8 Noncombat* 0
270** Laser Cannons: Multipower, 180-point reserve, all slots Reduced Endurance (0 END; +1/2)*
9u** 1) Normal Blast: Killing Attack - Ranged 6d6* 0
14u** 2) Sustained Blast: Killing Attack - Ranged 6d6, Continuous (+1); Only Continuous for a Maximum of 3 Phases, and is Escaped by Dodging (-1/4)* 0
4** Mecha Limbs: Extra Limbs(Two Arms, Two Legs) (4); Limited Manipulation (-1/4)* 0
13** Protoculture Sense: Detect Protoculture 9- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range* 0
8** Protoculture Targeting: +3 with Ranged Combat; Only vs Protoculure-Powered Mecha (-1/2), Only 1 Level per 'Level' of Mecha (-1/4)*
3** Visual Protoculture Sense: Detect Protoculture 9- (Sight Group)* 0
19** Sealed Systems: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)* 0
Powers Cost: 458

 

 

 

 

 

 

Total Character Cost: 612

 

Val** Disadvantages
10** Physical Limitation: Bad Resolution on Visual Sensors(Except Protoculture) (Frequently, Slightly Impairing)*

Disadvantage Points: 10

 

Base Points: 602

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Robotech HERO (spec. Invid Invasion)

 

Invid Hive Guard

 

Player: NPC Enemy

 

Val** Char*** Cost
25** STR 10
15** DEX 15
11** BODY 0
*
4** SPD 15
*10"**RUN80"**SWIM-220"**LEAP20Characteristics Cost: 101

 

Cost** Power END
93** Anti-Personnel Laser: Multipower, 62-point reserve, all slots Reduced Endurance (0 END; +1/2)*
6u** 1) High Power Mode: Killing Attack - Ranged 3d6+1, Autofire (2 shots; +1/4)* 0
6u** 2) Low Power Mode: Killing Attack - Ranged 2 1/2d6, Autofire (5 shots; +1/2)* 0
4** Mecha Limbs: Extra Limbs(Two Arms, Two Legs) (4); Limited Manipulation (-1/4)* 0
13** Protoculture Sense: Detect Protoculture 9- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range* 0
8** Protoculture Targeting: +3 with Ranged Combat; Only vs Protoculure-Powered Mecha (-1/2), Only 1 Level per 'Level' of Mecha (-1/4)*
25** Thruster Pack: Flight 10", x4 Noncombat* 0
3** Visual Protoculture Sense: Detect Protoculture 9- (Sight Group)* 0
19** Sealed Systems: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)* 0
** Optional Equipment*
5** 1) Energy Shield: Force Field (5 PD/5 ED), Reduced Endurance (0 END; +1/2); OAF (-1), Must Block to use at more than 11- Activation (-3/4)* 0
40** 2) Plasma Rifle: Killing Attack - Ranged 4d6, Reduced Endurance (0 END; +1/2); OAF (-1), Rapidly Expends Protoculture Cell (-1/4)* 0
Powers Cost: 222

 

 

 

 

 

 

Total Character Cost: 323

 

Val** Disadvantages
10** Physical Limitation: Bad Resolution on Visual Sensors(Except Protoculture) (Frequently, Slightly Impairing)*

Disadvantage Points: 10

 

Base Points: 313

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Robotech HERO (spec. Invid Invasion)

 

Invid Royal Command Battloid

 

Player: NPC Enemy

 

Val** Char*** Cost
45** STR 0
26** DEX 48
25** BODY 8
*
6** SPD 24
*16"**RUN200"**SWIM-20"**LEAP0Characteristics Cost: 181

 

Cost** Power END
30** Armored Punch: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR)* 3
19** Sealed Systems: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)* 0
13** Enhanced Armor: Hardened (+1/4) applied to DEF*
8** Manuverability: +4 with Flight*
4** Mecha Limbs: Extra Limbs(Two Arms, Two Legs) (4); Limited Manipulation (-1/4)* 0
225** Misfit Missile Pods: Multipower, 150-point reserve, 64 Charges (+1/2)*
2u** 1) Misfit Anti-Missile Barrage: Missile Deflection (Any Ranged Attack), Extra OCV +4; Only vs Missiles (-1), Requires 1/2 the number of missiles in defelected barrage (-1/2)* 0
10u** 2) Misfit Missile Area Barrage: Killing Attack - Ranged 5d6, Area Of Effect (8" Any Area; +1); Uses 2 charges per 1" of AOE (-1/2)* 15
15u** 3) Misfit Missile Burst: Killing Attack - Ranged 5d6, Autofire (10 shots; +1)* 15
7u** 4) Misfit Missiles: Killing Attack - Ranged 5d6* 7
315** Mixer Missile Pods: Multipower, 210-point reserve, 42 Charges (+1/2)*
14u** 1) Mixer Missile Area Barrage: Killing Attack - Ranged 7d6, Area Of Effect (11" Any Area; +1); Uses 2 charges per 1" of AOE (-1/2)* 21
16u** 2) Mixer Missile Burst: Killing Attack - Ranged 7d6, Autofire (5 shots; +1/2)* 16
10u** 3) Mixer Missile: Killing Attack - Ranged 7d6* 10
270** Plasma Cannon: Multipower, 180-point reserve, all slots Reduced Endurance (0 END; +1/2)*
9u** 1) Area Saturation: Energy Blast 12d6, Explosion (+1/2)* 0
9u** 2) Normal Blast: Killing Attack - Ranged 6d6* 0
18u** 3) Plasma Burst: Killing Attack - Ranged 6d6, Autofire (10 shots; +1)* 0
13** Protoculture Sense: Detect Protoculture 9- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range* 0
8** Protoculture Targeting: +3 with Ranged Combat; Only vs Protoculure-Powered Mecha (-1/2), Only 1 Level per 'Level' of Mecha (-1/4)*
172** Royal Command Battloid Thrusters: Flight 38", x8 Noncombat, Full Reverse (+1/4), No Turn Mode (+1/4), Sideways Maneuverability full velocity (+1/2)* 0
3** Visual Protoculture Sense: Detect Protoculture 9- (Sight Group)* 0
Powers Cost: 1190

 

 

 

 

 

 

Total Character Cost: 1371

 

 

Base Points: 1371

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Robotech HERO (spec. Invid Invasion)

 

Invid Scout

 

Player: NPC Enemy

 

Val** Char*** Cost
25** STR 5
15** DEX 15
12** BODY 0
*
4** SPD 15
*12"**RUN120"**SWIM-20"**LEAP0Characteristics Cost: 91

 

Cost** Power END
60** Claws: Killing Attack - Hand-To-Hand 2 1/2d6 (4d6+1 w/STR), Reduced Endurance (0 END; +1/2)* 0
6** Manuverability: +3 with Flight*
4** Mecha Limbs: Extra Limbs(Two Arms, Two Legs) (4); Limited Manipulation (-1/4)* 0
17** Protoculture Sense: Detect Protoculture 11- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range, Telescopic (+2 versus Range Modifier)* 0
8** Protoculture Targeting: +3 with Ranged Combat; Only vs Protoculure-Powered Mecha (-1/2), Only 1 Level per 'Level' of Mecha (-1/4)*
70** Scout Thrusters: Flight 30", x8 Noncombat* 0
19** Sealed Systems: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)* 0
9** Visual Protoculture Sense: Detect Protoculture 11- (Sight Group), Telescopic (+4 versus Range Modifier)* 0
Powers Cost: 193

 

 

 

 

 

 

Total Character Cost: 284

 

Val** Disadvantages
10** Physical Limitation: Bad Resolution on Visual Sensors(Except Protoculture) (Frequently, Slightly Impairing)*

Disadvantage Points: 10

 

Base Points: 274

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Robotech HERO (spec. Invid Invasion)

 

Invid Shock Trooper

 

Player: NPC Enemy

 

Val** Char*** Cost
30** STR 0
15** DEX 15
16** BODY 2
*
4** SPD 15
*16"**RUN200"**SWIM-20"**LEAP0Characteristics Cost: 112

 

Cost** Power END
82** Claws: Killing Attack - Hand-To-Hand 3 1/2d6 (5 1/2d6 w/STR), Reduced Endurance (0 END; +1/2)* 0
4** Mecha Limbs: Extra Limbs(Two Arms, Two Legs) (4); Limited Manipulation (-1/4)* 0
168** Plasma Pulse Cannons: Multipower, 112-point reserve, all slots Reduced Endurance (0 END; +1/2)*
7u** 1) Area Saturation Pulses: Energy Blast 12d6, Explosion (+1/2); Requires Both Cannons Functional (-1/4)* 0
9u** 2) Rapid Fire Pulses: Killing Attack - Ranged 5d6, Autofire (5 shots; +1/2); Requires Both Cannons Functional (-1/4)* 0
7u** 3) Single Pulse: Killing Attack - Ranged 5d6* 0
13** Protoculture Sense: Detect Protoculture 9- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range* 0
8** Protoculture Targeting: +3 with Ranged Combat; Only vs Protoculure-Powered Mecha (-1/2), Only 1 Level per 'Level' of Mecha (-1/4)*
19** Sealed Systems: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)* 0
41** Trooper Thrusters: Flight 18", x4 Noncombat* 0
3** Visual Protoculture Sense: Detect Protoculture 9- (Sight Group)* 0
Powers Cost: 361

 

 

 

 

 

 

Total Character Cost: 473

 

Val** Disadvantages
10** Physical Limitation: Bad Resolution on Visual Sensors(Except Protoculture) (Frequently, Slightly Impairing)*

Disadvantage Points: 10

 

Base Points: 463

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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