JohnOSpencer Posted October 31, 2004 Author Report Share Posted October 31, 2004 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 Quote Link to comment Share on other sites More sharing options...
JohnOSpencer Posted October 31, 2004 Author Report Share Posted October 31, 2004 Re: Robotech HERO (spec. Invid Invasion) Well, there you go. What do you think? John Spencer Quote Link to comment Share on other sites More sharing options...
NuSoardGraphite Posted November 1, 2004 Report Share Posted November 1, 2004 Re: Robotech HERO (spec. Invid Invasion) Wow! you've been busy. Looks good so far. I might use these for a future Mospeada campaign... Quote Link to comment Share on other sites More sharing options...
JohnOSpencer Posted November 2, 2004 Author Report Share Posted November 2, 2004 Re: Robotech HERO (spec. Invid Invasion) I've added some manuverability enhancements to their flight and ground movement. I've also stopped buying missile deflection for them and am just going to make it a special rule. John Quote Link to comment Share on other sites More sharing options...
JohnOSpencer Posted November 7, 2004 Author Report Share Posted November 7, 2004 Re: Robotech HERO (spec. Invid Invasion) I've also added +4 DEF arm shields to the Trooper/Shock Trooper and RCB. I've give all the Invid Mecha to Aroooo to post on Star Hero Fandom. But I'll continue to post them here. John Quote Link to comment Share on other sites More sharing options...
Lord Liaden Posted November 7, 2004 Report Share Posted November 7, 2004 Re: Robotech HERO (spec. Invid Invasion) Beautiful stuff, John. Would you mind if I add this thread to my "Game Conversions" topic over on the "Other Software & Online Resources" forum? Quote Link to comment Share on other sites More sharing options...
JohnOSpencer Posted November 8, 2004 Author Report Share Posted November 8, 2004 Re: Robotech HERO (spec. Invid Invasion) Feel free. John Quote Link to comment Share on other sites More sharing options...
Aroooo Posted November 12, 2004 Report Share Posted November 12, 2004 Re: Robotech HERO (spec. Invid Invasion) Just an FYI, I've created a RoboTech page at StarHeroFandom for John's work: http://www.starherofandom.com/h_robotech/index.php John, send me more when you're ready. Aroooo Quote Link to comment Share on other sites More sharing options...
wyliepalmer Posted November 12, 2004 Report Share Posted November 12, 2004 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 Quote Link to comment Share on other sites More sharing options...
Aroooo Posted November 13, 2004 Report Share Posted November 13, 2004 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/ Hope you don't mind, but I added your site the the Star Hero Links page at starherofandom. Aroooo Quote Link to comment Share on other sites More sharing options...
JohnOSpencer Posted November 13, 2004 Author Report Share Posted November 13, 2004 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 Quote Link to comment Share on other sites More sharing options...
JohnOSpencer Posted November 13, 2004 Author Report Share Posted November 13, 2004 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 Quote Link to comment Share on other sites More sharing options...
JohnOSpencer Posted November 13, 2004 Author Report Share Posted November 13, 2004 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 Quote Link to comment Share on other sites More sharing options...
JohnOSpencer Posted November 13, 2004 Author Report Share Posted November 13, 2004 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 Quote Link to comment Share on other sites More sharing options...
JohnOSpencer Posted November 13, 2004 Author Report Share Posted November 13, 2004 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 Quote Link to comment Share on other sites More sharing options...
JohnOSpencer Posted November 13, 2004 Author Report Share Posted November 13, 2004 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 Quote Link to comment Share on other sites More sharing options...
JohnOSpencer Posted November 13, 2004 Author Report Share Posted November 13, 2004 Re: Robotech HERO (spec. Invid Invasion) Any comments on the Alpha and Beta? Here's the hit location charts and additional effects of damage for all the mecha I've made. It's a zip of an Excel file. I'm definatly looking for comments on it. John Quote Link to comment Share on other sites More sharing options...
wyliepalmer Posted November 13, 2004 Report Share Posted November 13, 2004 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 Quote Link to comment Share on other sites More sharing options...
JohnOSpencer Posted November 14, 2004 Author Report Share Posted November 14, 2004 Re: Robotech HERO (spec. Invid Invasion) I pretty much just used the Robotech Reference Guide(http://www.atemisgames.com/robotech/). I just chose a more deadly path. I have no idea why you have to highlight my posts to read them. Are you set up to view posts as HTML? John Spencer Quote Link to comment Share on other sites More sharing options...
wyliepalmer Posted November 14, 2004 Report Share Posted November 14, 2004 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 Quote Link to comment Share on other sites More sharing options...
JohnOSpencer Posted November 15, 2004 Author Report Share Posted November 15, 2004 Re: Robotech HERO (spec. Invid Invasion) This may sound odd, but I'm just doing this for fun right now. If I ran a game it would probably be set when Mars Division makes its assault on earth. John Quote Link to comment Share on other sites More sharing options...
wyliepalmer Posted November 15, 2004 Report Share Posted November 15, 2004 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. wylie Quote Link to comment Share on other sites More sharing options...
JohnOSpencer Posted November 15, 2004 Author Report Share Posted November 15, 2004 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 Quote Link to comment Share on other sites More sharing options...
JohnOSpencer Posted November 15, 2004 Author Report Share Posted November 15, 2004 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 Quote Link to comment Share on other sites More sharing options...
wyliepalmer Posted November 16, 2004 Report Share Posted November 16, 2004 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? Quote Link to comment Share on other sites More sharing options...
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