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Robotech HERO (spec. Invid Invasion)


JohnOSpencer

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Re: Robotech HERO (spec. Invid Invasion)

 

Invid 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
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: 170

 

 

 

 

 

 

Total Character Cost: 282

 

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

Disadvantage Points: 10

 

Base Points: 272

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Robotech HERO (spec. Invid Invasion)

 

Funny thought, what if someone else had the same idea and decided to convert robotech to hero system?

 

well, I did.

 

http://games.groups.yahoo.com/group/champians_Robotech/

 

As part of a game I am trying to run for the 2nd time. Looking over what you did, I see I was conservtive on my own versions. Still got several to go, since I started at Macross and working my way forward.

 

Hope a different view helps you, as yours did mine. Most are unchanged, but you have given me food for thought when I get back to converting mecha.

 

enjoy

wylie

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Re: Robotech HERO (spec. Invid Invasion)

 

Wylie: I took a look and your stuff seems good. I just went for a more 'realistic' approach. I went to the Robotech Reference guide and used that as my basis. Making sure that certain weapons would have certain effects on certain things, ie. Most missiles should kill or cripple a human in CVR-3 armor. Your stuff seems a bit more nonlethal than mine.

 

Arooo: I should have some stuff for you soon.

 

John

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Alpha Fighter

 

VAF-6C Alpha Fighter

 

Player: Vehicle

 

Val** Char*** Cost
45** STR 0
23** DEX 39
25** BODY 8
*
6** SPD 27
*6"**RUN00"**SWIM-20"**LEAP0Characteristics Cost: 155

 

Cost** Power END
393** Alpha Integral Multiple Missile System(AIMMS): Multipower, 262-point reserve, all slots 60 Charges (+1/2)*
15u** 1) Hammerhead Missile Area Barrage: Killing Attack - Ranged 7d6, Armor Piercing (+1/2), Area Of Effect (16" Any Area; +1); Requires One Missile per 1" AOE (-1/2), Limited Range (750"; -1/4)* 0
21u** 2) Hammerhead Missile Spread: Killing Attack - Ranged 7d6, Armor Piercing (+1/2), Autofire (10 shots; +1); Limited Range (750"; -1/4)* 0
56** GRL-4 Rocket Launcher: Killing Attack - Ranged 6d6, Autofire (2 shots; +1/4); 4 Charges (-1)* [4]
322** Guardian and Battloid Transformation: Multiform (1558 Character Points in the most expensive form) (Instant Change, x2 Number Of Forms)* 0
3** Laser Range Finder: Absolute Range Sense*
45** Long Range Radar: Radar (Radio Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Telescopic (+20 versus Range Modifier)* 0
12** Long Range Radio: High Range Radio Perception (Radio Group)* 0
6** Manuverability: +3 with Flight*
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
42** Sensor Suite: Infrared Perception (Sight Group) plus Nightvision plus Ultraviolet Perception (Sight Group) plus +6 versus Range Modifier for Sight Group and Hearing Group* 0
13** State of the Art Armor: Hardened (+1/4) applied to DEF*
15** Targeting System: +3 with Ranged Combat*
86** Thrusters: Multipower, 86-point reserve*
1u** 1) Mach Flight Speed: Flight 2", MegaScale (1" = 1 km; +3/4)* 0
9u** 2) Standard Flight: Flight 38", x8 Noncombat* 0
** Gun Pod [Notes: An Alpha can carry two EP-13s or GU-13s, or one EU-13. Standard armament is one EP-13.]*
Powers Cost: 1058

 

 

 

 

 

Cost** Equipment END
** EP-13 Gun Pod: Killing Attack - Ranged 6d6, Autofire (5 shots; +1/2), Armor Piercing (+1/2), Reduced Endurance (0 END; +1); Limited Range (500"; -1/4)* 0
** EU-13 Destabilizer: Killing Attack - Ranged 7d6, Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2); Limited Range (500"; -1/4) plus Drain Force Fields 10d6, Limited Range(500") (+1/4), Reduced Endurance (0 END; +1/2); Linked (Killing Attack - Ranged; -1/2)* 0
** GU-13 Gun Pod: Killing Attack - Ranged 5d6, +1 Increased STUN Multiplier (+1/4), Autofire (10 shots; +1), Reduced Endurance (0 END; +1); Limited Range (500"; -1/4)* 0
Equipment costs shown above are for reference only, and are not included in Total Cost.

 

Total Character Cost: 1213

 

 

Base Points: 1213

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Alpha Guardian

 

VAF-6C Alpha Guardian

 

Player: Vehicle

 

Val** Char*** Cost
45** STR 0
23** DEX 39
25** BODY 8
*
6** SPD 27
*10"**RUN80"**SWIM-20"**LEAP0Characteristics Cost: 163

 

Cost** Power END
393** Alpha Integral Multiple Missile System(AIMMS): Multipower, 262-point reserve, all slots 60 Charges (+1/2)*
15u** 1) Hammerhead Missile Area Barrage: Killing Attack - Ranged 7d6, Armor Piercing (+1/2), Area Of Effect (16" Any Area; +1); Requires One Missile per 1" AOE (-1/2), Limited Range (750"; -1/4)* 0
21u** 2) Hammerhead Missile Spread: Killing Attack - Ranged 7d6, Armor Piercing (+1/2), Autofire (10 shots; +1); Limited Range (750"; -1/4)* 0
56** GRL-4 Rocket Launcher: Killing Attack - Ranged 6d6, Autofire (2 shots; +1/4); 4 Charges (-1)* [4]
37** Guardian Hand to Hand: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR), Reduced Endurance (0 END; +1/2)* 0
3** Laser Range Finder: Absolute Range Sense*
45** Long Range Radar: Radar (Radio Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Telescopic (+20 versus Range Modifier)* 0
12** Long Range Radio: High Range Radio Perception (Radio Group)* 0
6** Manuverability: +3 with Flight*
5** Mecha Limbs: Extra Limbs(Two Arms, Two Legs) (4)* 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
42** Sensor Suite: Infrared Perception (Sight Group) plus Nightvision plus Ultraviolet Perception (Sight Group) plus +6 versus Range Modifier for Sight Group and Hearing Group* 0
13** State of the Art Armor: Hardened (+1/4) applied to DEF*
15** Targeting System: +3 with Ranged Combat*
100** Thrusters: Flight 20", x8 Noncombat, No Turn Mode (+1/4), Full Reverse (+1/4), Sideways Maneuverability full velocity (+1/2)* 0
** Gun Pod [Notes: An Alpha can carry two EP-13s or GU-13s, or one EU-13 Destabilizer. Standard armament is one EP-13.]*
Powers Cost: 782

 

 

 

 

 

Cost** Equipment END
** EP-13 Gun Pod: Killing Attack - Ranged 6d6, Autofire (5 shots; +1/2), Armor Piercing (+1/2), Reduced Endurance (0 END; +1); OAF (-1), Limited Range (500"; -1/4)* 0
** EU-13 Destabilizer: Killing Attack - Ranged 7d6, Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2); OAF (-1), Limited Range (500"; -1/4) plus Drain Force Fields 10d6, Limited Range(500") (+1/4), Reduced Endurance (0 END; +1/2); OAF (-1), Linked (Killing Attack - Ranged; -1/2)* 0
** GU-13 Gun Pod: Killing Attack - Ranged 5d6, +1 Increased STUN Multiplier (+1/4), Autofire (10 shots; +1), Reduced Endurance (0 END; +1); OAF (-1), Limited Range (500"; -1/4)* 0
Equipment costs shown above are for reference only, and are not included in Total Cost.

 

Total Character Cost: 945

 

 

Base Points: 945

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Alpha Battloid

 

VAF-6C Alpha Battloid

 

Player: Vehical

 

Val Char Cost
45 STR 0
23 DEX 39
25 BODY 8
6 SPD 27
18" RUN240" SWIM-20" LEAP0Characteristics Cost: 179

 

Cost Power END
393 Alpha Integral Multiple Missile System(AIMMS): Multipower, 262-point reserve, all slots 60 Charges (+1/2)
15u 1) Hammerhead Missile Area Barrage: Killing Attack - Ranged 7d6, Armor Piercing (+1/2), Area Of Effect (16" Any Area; +1); Requires One Missile per 1" AOE (-1/2), Limited Range (750"; -1/4) 0
21u 2) Hammerhead Missile Spread: Killing Attack - Ranged 7d6, Armor Piercing (+1/2), Autofire (10 shots; +1); Limited Range (750"; -1/4) 0
45 Battloid Hand to Hand: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR), Reduced Endurance (0 END; +1/2) 0
9 Battloid Manuverablity: No Turn Mode (+1/4) applied to Ground Movement
56 GRL-4 Rocket Launcher: Killing Attack - Ranged 6d6, Autofire (2 shots; +1/4); 4 Charges (-1) [4]
3 Laser Range Finder: Absolute Range Sense
45 Long Range Radar: Radar (Radio Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Telescopic (+20 versus Range Modifier) 0
12 Long Range Radio: High Range Radio Perception (Radio Group) 0
6 Manuverability: +3 with Flight
5 Mecha Limbs: Extra Limbs(Two Arms, Two Legs) (4) 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
42 Sensor Suite: Infrared Perception (Sight Group) plus Nightvision plus Ultraviolet Perception (Sight Group) plus +6 versus Range Modifier for Sight Group and Hearing Group 0
13 State of the Art Armor: Hardened (+1/4) applied to DEF
15 Targeting System: +3 with Ranged Combat
70 Thrusters: Flight 15", x4 Noncombat, No Turn Mode (+1/4), Full Reverse (+1/4), Sideways Maneuverability full velocity (+1/2) 0
Gun Pod [Notes: An Alpha can carry two EP-13s or GU-13s, or one EU-13. Standard armament is one EP-13.]
Powers Cost: 769

 

 

 

 

 

Cost Equipment END
EP-13 Gun Pod: Killing Attack - Ranged 6d6, Autofire (5 shots; +1/2), Armor Piercing (+1/2), Reduced Endurance (0 END; +1); OAF (-1), Limited Range (500"; -1/4) 0
EU-13 Destabilizer: Killing Attack - Ranged 7d6, Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2); OAF (-1), Limited Range (500"; -1/4) plus Drain Force Fields 10d6, Limited Range(500") (+1/4), Reduced Endurance (0 END; +1/2); OAF (-1), Linked (Killing Attack - Ranged; -1/2) 0
GU-13 Gun Pod: Killing Attack - Ranged 5d6, +1 Increased STUN Multiplier (+1/4), Autofire (10 shots; +1), Reduced Endurance (0 END; +1); OAF (-1), Limited Range (500"; -1/4) 0
Equipment costs shown above are for reference only, and are not included in Total Cost.

 

Total Character Cost: 948

 

 

Base Points: 948

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Beta Fighter

 

VF-12A Beta Fighter

 

Player: Vehicle

 

Val** Char*** Cost
50** STR 0
23** DEX 39
30** BODY 12
*
6** SPD 27
*6"**RUN00"**SWIM-20"**LEAP0Characteristics Cost: 170

 

Cost** Power END
327** Battloid Transformation: Multiform (1609 Character Points in the most expensive form) (Instant Change)* 0
375** Beta Integral Multiple Missile System(BIMMS): Coralsnake: Multipower, 300-point reserve, all slots 4 clips of 16 Charges (Only 2 'clips'; +1/4)*
17u** 1) Coralsnake Missile Area Barrage: Killing Attack - Ranged 8d6, Armor Piercing (+1/2), Area Of Effect (18" Any Area; +1); Requires One Missile per 1" AOE (-1/2), Limited Range (900"; -1/4)* 0
24u** 2) Coralsnake Missile Spread: Killing Attack - Ranged 8d6, Armor Piercing (+1/2), Autofire (10 shots; Only 8 shot autofire.; +1); Limited Range (900"; -1/4)* 0
393** Beta Integral Multiple Missile System(BIMMS): Hammerheads: Multipower, 262-point reserve, all slots 4 clips of 20 Charges (Only 2 'clips'; +1/2)*
15u** 1) Hammerhead Missile Area Barrage: Killing Attack - Ranged 7d6, Armor Piercing (+1/2), Area Of Effect (16" Any Area; +1); Requires One Missile per 1" AOE (-1/2), Limited Range (750"; -1/4)* 0
21u** 2) Hammerhead Missile Spread: Killing Attack - Ranged 7d6, Armor Piercing (+1/2), Autofire (10 shots; +1); Limited Range (750"; -1/4)* 0
123** Derringer Long Range Missiles: Killing Attack - Ranged 11d6, Armor Piercing (+1/2); 4 Charges (-1) [Notes: These can be replaced with bombs: 4000kg payload.]* [4]
187** EP-14 80mm Internal Gun Pod: Killing Attack - Ranged 5 1/2d6, Autofire (3 shots; +1/4), Armor Piercing (+1/2), Reduced Endurance (0 END; +1); Limited Range (500"; -1/4)* 0
144** EP-4 Particle Beam Cannon: Killing Attack - Ranged 6d6, Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2); Limited Range (500"; -1/4)* 0
5** EP-4 Particle Beam Cannon: Second EP-4 Particle Beam Cannon* 0
3** Laser Range Finder: Absolute Range Sense*
45** Long Range Radar: Radar (Radio Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Telescopic (+20 versus Range Modifier)* 0
12** Long Range Radio: High Range Radio Perception (Radio Group)* 0
4** Manuverability: +2 with Flight*
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
42** Sensor Suite: Infrared Perception (Sight Group) plus Nightvision plus Ultraviolet Perception (Sight Group) plus +6 versus Range Modifier for Sight Group and Hearing Group* 0
15** State of the Art Armor: Hardened (+1/4) applied to DEF*
15** Targeting System: +3 with Ranged Combat*
86** Thrusters: Multipower, 86-point reserve*
3u** 1) Mach Flight Speed: Flight 9", MegaScale (1" = 1 km; +3/4)* 0
8u** 2) Standard Flight: Flight 35", x8 Noncombat* 0
** Wing Ordanance Hardpoints [Notes: Each wing has three hardpoints. Each hardpoint can carry either one Angel of Death 2, one Firebird, one CBM-200 Missile or multiple Diamondbacks on a rack. Diamondbacks are 8 if on the inner hardpoint, 7 on the middle, or 6 on the outer, the middle hardpoint precludes mounting diamondbacks on the outer or inner hardpoints. Note that all missiles must be expended or jetisoned to transform or enter atmosphere. Typical load is one Firebird and 14 diamondbacks per wing(2 and 28 total).]*
Powers Cost: 1883

 

 

 

 

 

 

Total Character Cost: 2053

 

 

Base Points: 2087

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Beta Battloid

 

VF-12A Beta Battloid

 

Player: Vehicle

 

Val Char Cost
50 STR 0
23 DEX 39
30 BODY 12
6 SPD 27
18" RUN240" SWIM-20" LEAP0Characteristics Cost: 194

 

Cost Power END
8 Arm Shields: +4 DEF, Hardened (+1/4); Only Covers Arms (-3/4)
375 Beta Integral Multiple Missile System(BIMMS): Coralsnake: Multipower, 300-point reserve, all slots 4 clips of 16 Charges (Only 2 'clips'; +1/4)
17u 1) Coralsnake Missile Area Barrage: Killing Attack - Ranged 8d6, Armor Piercing (+1/2), Area Of Effect (18" Any Area; +1); Requires One Missile per 1" AOE (-1/2), Limited Range (900"; -1/4) 0
24u 2) Coralsnake Missile Spread: Killing Attack - Ranged 8d6, Armor Piercing (+1/2), Autofire (10 shots; Only 8 shot autofire.; +1); Limited Range (900"; -1/4) 0
393 Beta Integral Multiple Missile System(BIMMS): Hammerheads: Multipower, 262-point reserve, all slots 4 clips of 20 Charges (Only 2 'clips'; +1/2)
15u 1) Hammerhead Missile Area Barrage: Killing Attack - Ranged 7d6, Armor Piercing (+1/2), Area Of Effect (16" Any Area; +1); Requires One Missile per 1" AOE (-1/2), Limited Range (750"; -1/4) 0
21u 2) Hammerhead Missile Spread: Killing Attack - Ranged 7d6, Armor Piercing (+1/2), Autofire (10 shots; +1); Limited Range (750"; -1/4) 0
165 EU-35 Triple Barreled Ion Pulse Cannons: Multipower, 206-point reserve, all slots Limited Range (500"; -1/4)
16u 1) High Power: Killing Attack - Ranged 6 1/2d6, Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2); Limited Range (500"; -1/4) 0
16u 2) Low Power: Killing Attack - Ranged 4d6+1, Armor Piercing (+1/2), Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1); Limited Range (500"; -1/4) 0
16u 3) Mid Power: Killing Attack - Ranged 5d6, Autofire (3 shots; +1/4), Armor Piercing (+1/2), Reduced Endurance (0 END; +1); Limited Range (500"; -1/4) 0
5 EU-35 Triple Barreled Ion Pulse Cannons: Second EU-35 0
3 Laser Range Finder: Absolute Range Sense
45 Long Range Radar: Radar (Radio Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Telescopic (+20 versus Range Modifier) 0
12 Long Range Radio: High Range Radio Perception (Radio Group) 0
4 Manuverability: +2 with Flight
9 Mecha Legs: No Turn Mode (+1/4) applied to Ground Movement
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
42 Sensor Suite: Infrared Perception (Sight Group) plus Nightvision plus Ultraviolet Perception (Sight Group) plus +6 versus Range Modifier for Sight Group and Hearing Group 0
15 State of the Art Armor: Hardened (+1/4) applied to DEF
15 Targeting System: +3 with Ranged Combat
82 Thrusters: Flight 18", x4 Noncombat, Full Reverse (+1/4), No Turn Mode (+1/4), Sideways Maneuverability full velocity (+1/2) 0
Powers Cost: 1317

 

 

 

 

 

 

Total Character Cost: 1511

 

 

Base Points: 1511

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Robotech HERO (spec. Invid Invasion)

 

Sounds good & thanks.

 

Mostof my info is based on the Palladium books and some surfing of the different websites out there.

 

http://www.artemisgames.com/robotech/Mecha/mecha.html

 

http://www.robotech.com/

 

http://www.steelfalcon.com/macrossmecha.html

 

http://www.kent.net/robotech/

 

http://www.globalstarsoftware.com/robotechinvasion/

 

http://unspacy.com/m2051/

 

http://www.robotechresearch.com/

 

hope those help you some. I also enjoy the Macross side of the house, and am working on intergrating the 2 groups into a possible one history.

 

Now, on Steelfalcon, he has several good reasons on how Macross & Robotech can be intertwinned.

 

Oh, I been wondering what color you ink you been using, since the only way I can read what you have posted is to highlight it.

 

wylie

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Re: Robotech HERO (spec. Invid Invasion)

 

Honestly, not sure what I set on right as far html goes.

 

Think I wanted/ went for a dramaic/ cinmanic feel.

 

either way works, just depends on the type of game you're trying to run.

 

as mad as it sounds, given any idea on settings?

 

Mine is during 2022, right after SDF 3 leaves.

 

wylie

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Re: Robotech HERO (spec. Invid Invasion)

 

Mars Divison?

 

I think that is the setting for the new vidoe game. You play a cyclone rider. And believe me, I won't being doing this if I didn't enjoy it. Yes, there are times where I just walk away for a time.

 

On a different subject, any thoughts to skill packages? I put my own version in the group files. Yeah, they kinda repeat themselves real quick, since my only source are the RPG game books.

 

Oh, thanks. I enjoy being able to bounce thoughts back & forth.

 

Maybe we can talk Steve into some kind of sourcebook at the rate we are going. :sneaky:

wylie

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Re: Robotech HERO (spec. Invid Invasion)

 

I made up some rudimentary package deals and a chart for how much membership for what, and this seems like a good time to post 'em.

 

Veritech Pilot

Combat Piloting, KS: Invid 8-, KS: REF 11-, Navigation: Air and Space, PS: Veritech Pilot, Systems Operations, TF:Alpha, TF:Cyclone, WF: Cyclone Weapons, WF: Gallant H-90, Subject to Orders(Infreq, Greatly)

 

Cyclone Rider/Infantry

Combat Driving, KS: Invid 8-, KS: REF 11-, Navagation: Land, PS: Infantry, Systems Operation, TF: Cyclone, WF: Cyclone Weapons, WF: Gallant H-90,

WF: Small Arms, Subject to Orders(Infreq, Greatly)

 

Bio-Maintanence Engineer

Analyze: Mecha, Electronics, KS: Invid 8-, KS: REF 11-, Mechanics, PS: Mechanic, SS: Veritech Mechanics, Systems Operation, WF: Gallant H-90

Subject to Orders(Infreq, Greatly)

 

 

That's all I made up, I don't really see a need for the Intelligence Officer(Military Specialist from the Palladium RPG), if someone made up something like that I would just make sure they have the appropriate skills.

 

John

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Re: Robotech HERO (spec. Invid Invasion)

 

Membership Perk:

 

Cyclone Rider(Infantry)

Cost/Rank/Division/Gear

8/Major/Marines/Any Cyclone, with any weapons

7 /1st Lieutenant/ Marines/ Any Cyclone, with any weapons

6 /3rd or 2nd Lieutenant/ Marines/ Any Cyclone, with any weapons

5 /Master Sergeant or SergeantMajor/ Marines/ Cyclone-Battler, upgraded armament

4 /Staff or Gunnery Sergeant/ Marines/ Cyclone-Battler, upgraded armament

3 /Sergeant/ Marines/ Cyclone-Battler, standard armament

2 /Corporal/ Marines/ Possible Cyclone 1 /Private First Class/ Marines/ CVR-3, Gallant H-90

 

Veritech Pilot(Naval)

Cost/ Rank/ Division/ Gear

11/ Lieutenant Commander/ Naval/ Any Veritech with any weapons

10/ 1st Lieutenant/ Naval/ Any Veritech with possible upgraded weapon

9/ 2nd Lieutenant/ Naval/ Alpha with EU-13 or two EP-13s

8/ Flight Officer/ Naval/ Alpha with EP-13

 

Veritech Pilot(Marines)

Cost/ Rank/ Division/ Gear

10/ Major/ Marines/ Any Veritech with possible upgraded weapon

9/ 1st Lieutenant/ Marines/ Alpha with EU-13 or two EP-13s

8/ 3rd/2nd Lieutenant/ Marines Alpha with EP-13

 

Non-Combatant

Cost/ Rank/ Division/ Gear

3/ Chief or Master Technical Sgt/ Naval/ Possible Cyclone, in addtion to below

2/ (Senior) Technical Sgt/ Naval/ CVR-3, Gallant H-90

1/ Technical Specialist or Technician 1st Class/ Naval/ CVR-3, Gallant H-90

3/ Master Sergeant or Sergeant Major/ Marines/ Possible Cyclone, in addtion to below

2/ Staff or Gunnery Sergeant/ Marines/ CVR-3, Gallant H-90

1/ Sergeant or Corporal/ Marines/ CVR-3, Gallant H-90

 

 

Note that I used some other peoples works to make a somewhat plausable rank structure.

 

John

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Re: Robotech HERO (spec. Invid Invasion)

 

REF SKILL PACKAGES

 

NOTE: all the same disads unless otherwise noted

DF: REF or SC, conceal, major 15

WATCHED: REF or SC, more, NCI 10

 

Veritech Pilot: REF Destroid Pilot: REF Cyclone rider:

3 combat piloting 2 mecha MA 2 Mecha MA

3 KS: veritech fighters 3 combat piloting 3 combat piloting

1 TF: jets 4 WF: heavy, small arms 4 WF:heavy, small arms

3 system operation 3 system operation 12 commando MA

4 WF: heavy, small arms 3 combat driving 2 TF:ground

3 combat driving 2 TF: ground 3 KS: cyclones

3 KS: cyclone(battler) 3 KS: destroids 3 stealth

3 navigation 12 commando MA 3 system operation

2 mecha MA: (only with mecha)

martial strike, martial block, martial dodge

12 commando MA:

martial strike, martial dodge, martial block

cost: 37/ 12 cost:32/ 7 cost: 32/ 7

 

Zentraedi REF Warrior REF Military Specialist REF Bio-Maintence

3 combat piloting 3 combat piloting Engineer

3 KS: Zentraedi mecha 3 combat driving 3 mechanics

3 navigation 2 mecha MA 3 electronics

4 WF: heavy, small arms 4 WF: heavy, small arms 3 PS: mecha engineer

2 mecha MA 3 KS: cyclone(saber) 3 KS: veritech mechanics

12 commando MA 3 disguise 3 KS: mecha mechanics

3 system operation 12 commando MA or another 3 KS:mecha electronics

3 interrogation 4 WF: heavy, small arms

3 system operation 3 computer programming

3 analyze( intelligence) 12 commando MA

cost: 30/5 cost: 39/ 14 cost: 40/ 15

 

REF Communications REF Field Scientist REF Intelligence Agent

Engineer 3 computer programming 3 combat driving

3 system operation 3 KS: computers 3 KS: cyclones

3 computer programming 3 paramedic 3 KS: cyclone repair

2 WF: small arms 3 science: math 2 mecha MA

3 security systems 2 WF: small arms 2 TF: ground

3 KS: basic radio 2 TF: ground 4 WF: heavy, small arms

3 KS: scrambler 3 combat driving 3 security systems

3 KS: satellite relay 12 commando MA 3 KS: photo/video equipment

3 cryptography 3 KS: alien tech 12 commando MA

12 commando MA

cost: 35/10 cost 34/ 9 cost: 35/10

 

don't know why, but it scrambled up. but there are my packages.

 

interesting that you noted naval & marine versions of the veritech pilot.

 

do you plan on letting Bio mechanics to have mecha combat skills?

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