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Post by Chris Goodwin on Aug 28, 2020 23:13:06 GMT
A thread in which I'll be posting some Robot Warriors stuff! First up: Sample character Mike "Blazer" Machido, Tech Underground pilot, updated to 6th edition. Output using a BBCode export template, here. Mike "Blazer" MachidoVAL | CHA | Cost | Total | Roll | Notes | 15 | STR | 5 | 15 | 12- | HTH Damage 3d6 END [1] | 18 | DEX | 16 | 18 | 13- | | 10 | CON | 0 | 10 | 11- | | 13 | INT | 3 | 13 | 12- | PER Roll 12- | 10 | EGO | 0 | 10 | 11- | | 10 | PRE | 0 | 10 | 11- | PRE Attack: 2d6 | 6 | OCV | 15 | 6 | | | 6 | DCV | 15 | 6 | | | 3 | OMCV | 0 | 3 | | | 3 | DMCV | 0 | 3 | | | 3 | PD | 1 | 3 | | 3 PD (0 rPD) | 2 | ED | 0 | 2 | | 2 ED (0 rED) | 3 | SPD | 10 | 3 | | Phases: 4, 8, 12 | 5 | REC | 1 | 5 | | | 20 | END | 0 | 20 | | | 11 | BODY | 1 | 11 | | | 23 | STUN | 2 | 23 | | |
Movement | Combat | NCmbat | Notes | Running | 14m | 28m | END [1] | Swimming | 4m | 8m | END [1] | Leaping | 4m | 8m | 4m forward, 2m upward |
Cost | MARTIAL ARTS | | Basic Martial Arts | 4 | 1) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort | 4 | 2) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike | 3 | 3) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/10, Target Falls |
Cost | SKILLS | 10 | +1 with All Attacks | 7 | AK: American Southwest 16- | 7 | Combat Driving 15- | 7 | Combat Piloting 15- | 3 | Concealment 12- | 5 | CuK: Alien Culture and Notables 14- | 5 | KS: Tech Underground 14- | 2 | Language: Spanish (fluent conversation) | 3 | Mechanics 12- | 3 | Paramedics 12- | 3 | Streetwise 11- | 3 | TF: Mecha, Helicopters, Small Planes | 6 | WF: Common Melee Weapons, Small Arms, Earth Force Mecha Weapons |
Cost | TALENTS | 4 | +2/+2d6 Striking Appearance (vs. anyone attracted to men) |
COMPLICATIONS | Value | Hunted: Sirians Infrequently (Mo Pow; Harshly Punish) | 15 | Hunted: Tech Underground Infrequently (Mo Pow; Watching) | 5 | Social Complication: Subject to Orders: Tech Underground Frequently, Major | 15 | Psychological Complication: Needs to prove his manhood (Very Common; Strong) | 20 |
BACKGROUND/HISTORY | "Blazer" Machido was a young punk running around the southwest in a jeep when the Slissii came. He was trying to get away from the city where he had grown up. The kids had always treated him as a "pretty boy" and he was always fighting to try to get respect. When the aliens landed he went right on fighting and found his way into the Tech Underground. |
CAMPAIGN_USE | Mike "Blazer" Machido is a sample player character for Robot Warriors, and can also be used as an NPC robot pilot. |
PERSONALITY | Mike feels like he has a lot to prove. |
Base Pts: 150 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 150
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Post by Chris Goodwin on Aug 28, 2020 23:31:08 GMT
Roger "Scotty" MacDermottVAL | CHA | Cost | Total | Roll | Notes | 18 | STR | 8 | 18 | 13- | HTH Damage 3 1/2d6 END [2] | 15 | DEX | 10 | 15 | 12- | | 13 | CON | 3 | 13 | 12- | | 13 | INT | 3 | 13 | 12- | PER Roll 12- | 10 | EGO | 0 | 10 | 11- | | 13 | PRE | 3 | 13 | 12- | PRE Attack: 2 1/2d6 | 5 | OCV | 10 | 5 | | | 5 | DCV | 10 | 5 | | | 3 | OMCV | 0 | 3 | | | 3 | DMCV | 0 | 3 | | | 5 | PD | 3 | 5 | | 5 PD (0 rPD) | 3 | ED | 1 | 3 | | 3 ED (0 rED) | 3 | SPD | 10 | 3 | | Phases: 4, 8, 12 | 7 | REC | 3 | 7 | | | 26 | END | 2 | 26 | | | 12 | BODY | 2 | 12 | | | 28 | STUN | 4 | 28 | | |
Movement | Combat | NCmbat | Notes | Running | 12m | 24m | END [1] | Swimming | 4m | 8m | END [1] | Leaping | 4m | 8m | 4m forward, 2m upward |
Cost | SKILLS | 5 | +1 with mecha weapons | 5 | KS: Tech Underground 14- | 7 | AK: American Southwest 16- | 5 | CuK: Alien Culture and Notables 14- | 4 | PS: Video Games 13- | 4 | WF: Small Arms, Earth Force Mecha Weapons | 3 | Climbing 12- | 9 | Combat Driving 15- | 9 | Combat Piloting 15- | 5 | Computer Programming 13- | 3 | Electronics 12- | 3 | Inventor 12- | 3 | Robotics: Mechanics 12- |
COMPLICATIONS | Value | Hunted: Sirians Infrequently (Mo Pow; Harshly Punish) | 15 | Hunted: Tech Underground Infrequently (Mo Pow; Watching) | 5 | Social Complication: Subject to Orders: Tech Underground Frequently, Major | 15 | Psychological Complication: Intensely Curious (Common; Strong) | 15 |
BACKGROUND/HISTORY | "Scotty" MacDermott was a video game designer on a rock climbing holiday, when the aliens landed. His curiousity about the alien technology, along with his clever abilities with computers and electronics, made him a useful mechanic for the Tech Underground. Happily, he also showed great promise as a pilot, and now alternates between examining alien technology and blowing aliens away. |
CAMPAIGN_USE | Roger "Scotty" MacDermott is a sample player character from Robot Warriors, and can also be used as an NPC robot pilot. |
PERSONALITY | Scotty loves figuring out how things work. He also loves piloting a giant robot! |
Base Pts: 150 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 137
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Post by Chris Goodwin on Aug 28, 2020 23:44:12 GMT
Roberta "Magic" BakerVAL | CHA | Cost | Total | Roll | Notes | 13 | STR | 3 | 13 | 12- | HTH Damage 2 1/2d6 END [1] | 20 | DEX | 20 | 20 | 13- | | 10 | CON | 0 | 10 | 11- | | 13 | INT | 3 | 13 | 12- | PER Roll 12- | 10 | EGO | 0 | 10 | 11- | | 10 | PRE | 0 | 10 | 11- | PRE Attack: 2d6 | 7 | OCV | 20 | 7 | | | 7 | DCV | 20 | 7 | | | 3 | OMCV | 0 | 3 | | | 3 | DMCV | 0 | 3 | | | 3 | PD | 1 | 3 | | 3 PD (0 rPD) | 2 | ED | 0 | 2 | | 2 ED (0 rED) | 3 | SPD | 10 | 3 | | Phases: 4, 8, 12 | 5 | REC | 1 | 5 | | | 20 | END | 0 | 20 | | | 10 | BODY | 0 | 10 | | | 24 | STUN | 2 | 24 | | |
Movement | Combat | NCmbat | Notes | Running | 12m | 24m | END [1] | Swimming | 4m | 8m | END [1] | Leaping | 4m | 8m | 4m forward, 2m upward |
Cost | SKILLS | 5 | +1 with mecha weapons | 7 | AK: American Southwest 16- | 7 | Combat Driving 15- | 7 | Combat Piloting 15- | 3 | Computer Programming 12- | 3 | Concealment 12- | 5 | CuK: Alien Culture and Notables 14- | 3 | Disguise 12- | 3 | Electronics 12- | 3 | KS: Camouflage 12- | 5 | KS: Tech Underground 14- | 2 | KS: Trick Tactics 11- | 3 | PS: Stage Magician 12- | 3 | Paramedics 12- | 3 | Sleight Of Hand 13- | 3 | Stealth 13- | 4 | WF: Small Arms, Earth Force Mecha Weapons |
COMPLICATIONS | Value | Hunted: Sirians Infrequently (Mo Pow; Harshly Punish) | 15 | Hunted: Tech Underground Infrequently (Mo Pow; Watching) | 5 | Social Complication: Subject to Orders: Tech Underground Frequently, Major | 15 | Psychological Complication: Will always try to outmaneuver rather than outfight opponents (Common; Strong) | 15 |
BACKGROUND/HISTORY | "Magic" Baker was on tour as the assistant of a second rate magician when the aliens attacked. She was picked up by the Tech Underground as a refuge. Her amazing reflexes made her a natural robot pilot, and she had a knack for pulling nasty tricks and tactical misdirections. |
CAMPAIGN_USE | Roberta "Magic" Baker is a sample player character for Robot Warriors, and can also be used as an NPC robot pilot. |
PERSONALITY | Magic is a good tactician and pilot, and enjoys proving it to the Slissii. |
Base Pts: 150 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 149
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Post by Chris Goodwin on Aug 29, 2020 5:13:03 GMT
There are one or two other PC-type robot pilots on the way, then a few aliens and collaborators and the like.
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Post by Chris Goodwin on Aug 29, 2020 18:14:24 GMT
Andrew "Tex" CarltonVAL | CHA | Cost | Total | Roll | Notes | 15 | STR | 5 | 15 | 12- | HTH Damage 3d6 END [1] | 17 | DEX | 14 | 17 | 12- | | 13 | CON | 3 | 13 | 12- | | 13 | INT | 3 | 13 | 12- | PER Roll 12- | 10 | EGO | 0 | 10 | 11- | | 10 | PRE | 0 | 10 | 11- | PRE Attack: 2d6 | 6 | OCV | 15 | 6 | | | 6 | DCV | 15 | 6 | | | 3 | OMCV | 0 | 3 | | | 3 | DMCV | 0 | 3 | | | 4 | PD | 2 | 4 | | 4 PD (0 rPD) | 3 | ED | 1 | 3 | | 3 ED (0 rED) | 3 | SPD | 10 | 3 | | Phases: 4, 8, 12 | 6 | REC | 2 | 6 | | | 26 | END | 2 | 26 | | | 10 | BODY | 0 | 10 | | | 25 | STUN | 3 | 25 | | |
Movement | Combat | NCmbat | Notes | Running | 12m | 24m | END [1] | Swimming | 4m | 8m | END [1] | Leaping | 4m | 8m | 4m forward, 2m upward |
Cost | POWERS | END | 4 | Brawling: Hand-To-Hand Attack +1d6 (5 Active Points); Hand-To-Hand Attack (-1/4) | 1 |
Cost | SKILLS | 10 | +1 with All Attacks | 7 | AK: American Southwest 16- | 9 | Combat Driving 15- | 9 | Combat Piloting 15- | 5 | CuK: Alien Culture and Notables 14- | 3 | Demolitions 12- | 3 | Electronics 12- | 5 | KS: Tech Underground 14- | 3 | Mechanics 12- | 4 | PS: Wildcatting (oil drilling) 13- | 3 | Paramedics 12- | 2 | Survival (Desert) 12- | 2 | TF: Mecha, Agricultural & Construction Vehicles, Small Planes | 4 | WF: Small Arms, Earth Force Mecha |
COMPLICATIONS | Value | Hunted: Sirians Infrequently (Mo Pow; Harshly Punish) | 15 | Hunted: Tech Underground Infrequently (Mo Pow; Watching) | 5 | Psychological Complication: Devoted to Personal Freedom (Common; Strong) | 15 | Social Complication: Subject to Orders: Tech Underground Frequently, Major | 15 |
BACKGROUND/HISTORY | "Tex" Carlton was a young man learning to be an independent oil driller, or wild cat, when the Slissii landed. His knowledge of the desert, his ability to take care of himself, his ability to drive and fly, and his love of the freedom of the desert made him an early member of the Tech Underground. |
CAMPAIGN_USE | Andrew "Tex" Carlton is a sample player character for Robot Warriors, and can also be used as an NPC robot pilot. |
PERSONALITY | Tex is strongly devoted to personal freedom. |
Base Pts: 150 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 147
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Post by CRTaylor on Aug 29, 2020 22:58:16 GMT
This would be a fun update to 6th, this and Super Agents
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Post by Chris Goodwin on Aug 29, 2020 23:29:04 GMT
This would be a fun update to 6th, this and Super Agents I'm still trying to figure out how to play 6th edition characters using the original Robot Warriors build system. I think that once you've translated the characters, using the robot rules is a matter of updating range modifiers to work with varying ground scales, and then standardizing the weapon modifiers. (I.e. Autofire starts at 5 shots, no OCV bonus, no automatic burnout roll, unlike original RW. That sort of thing.)
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Post by CRTaylor on Aug 31, 2020 0:11:50 GMT
I never played Autoduel or Robot Warriors, I think that was before my time at GAS. I think if someone was to work up this book it could be popular, especially with updated artwork of mechs
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Duke
Triple Digit Mad Dog
Affable Moron
Posts: 162
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Post by Duke on Sept 22, 2020 19:56:39 GMT
I am (slowly) working on an update myself, but I can't say that it will be a "6e"-specific thing, as most of what defines 6e seems to relate to character building, which mechs are not. Because of that, I can't really say that it _isn't_ a 6e thing, either.
I will note that "size classes," "mass units," and the idea of volume (or "spaces," if you prefer) will all be based on pre-six Growth. However, it's my intention for the mechanics to be buried under the concepts, as in the original game, and the game to be complete within itself.
However, it will be more a "build a mech" game and "battle game," with only suggestions for using it with your favorite version of the HERO System. This, I feel solves 2 problems: I don't have to re-write character creation rules (though I would like to include suggested skills and how they work, but that's in the air), and I don't have to tie it specifically to any one edition.
Still, it's turning out to be quite the chore, no more spare time than I have these days.
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Post by Chris Goodwin on Oct 8, 2020 22:05:12 GMT
I've set myself some challenges: basically, how far can I twist the Robot Warriors rules? Smallest Piloted Mecha
Note that the pilot's seat and enclosure takes 2 Mass Units, and the pilot/gunner controls take another +3, for a minimum of 5. So… 8 Mass Units? .5 Mass Units for Chassis & Power Plant with Capacity 8, 1 Mass Unit for 10 DEF for a Size 1 mecha. .5 Mass Units for lifters with Capacity 8. We are up to 7 Mass Units. The tables for Movement Hardware and Weapons extend down into fractions of a Mass Unit. We could get movement and weaponry. No sensors though, unless we dip into Danger International. No Life Support either. One Mass Unit, Total
A Chassis & Power Plant with capacity 4 is .25 Mass Units; Lifters with capacity 4 are likewise .25 Mass Units. We don't get any DEF, unless we extend the chart; .25 Mass Units is reasonable, giving us 8 DEF at Size Class 1. We're up to .75 Mass Units, leaving us .25 left for movement. Or a single weapon, but not both (unless we give it human scale weapons, which we can). Obviously not piloted. No sensors either, but see above under Smallest Piloted Mecha. Smallest Functional Self Aware
If we eliminate DEF and Lifters from the One Mass Unit robot above, we're at .25 Mass Units. This is literally a Chassis & Power Plant with capacity 4, and nothing more; we could get up to .5 Mass Units with movement hardware. But, without extending any tables, we don't get Lifters, DEF, weapons, Sensors, etc. Non-mecha Mecha
We have methods for building human-scale weapons and armor, which are the same as those for mecha only scaled down (RW p. 86). In particular, weapons are already considered to have the Carried (+1) Limitation built into them; body armor assumes the mecha armor table extends down to .25 Mass Units (or 25kg), which would be 8 DEF for a Size Class 1 character. Weapons are assumed to have 9-16 charges, or a 0 point modifier on the Charges chart. Note that RW p. 17 has this to say about Charges: "Each charge gives a weapon one shot, gives armor one phase of protection, or gives one phase of movement." We could therefore build movement hardware for characters, using the same guidelines, and giving them Charges! A few things to remember: characters have their own base movement modes at Ground Scale 1; robot movement modes default to Ground Scale 4; robot movement modes require power (or Charges); robot movement modes would replace character movement rather than augment it. (Here's another interesting tidbit: remember that capacity 4 Chassis & Power Plant? That's .25 Mass Units, or 25kg. Small enough for a human scale character to carry around with them!) 32 Charges would be a -1 Advantage, which for movement hardware means the minimum buy-in would be 2 hexes worth, for 1 actual hex of movement. For a 1 mass unit "robot", that comes to 0.12 Mass Units. Probably 0.125, so we'll call it that (12.5 kilograms). Or 0.06, if we add the power plant (25kg) and eliminate the Charges. (Can we apply a +1 Limitation: Power Plant Only to the Chassis & Power Plant? GM says… sure. Drops the mass of the Chassis & Power Plant to 12.5kg. Still has capacity 4; this is the total mass that can be moved by any movement hardware attached to the Power Plant.) Our wearer is going to be STR 20, because we want him to be able to have his own capacity of 4 Mass Units, which he'll need in order to carry all of this stuff. The Power Plant is backpack mounted; the flight hardware is… handwaved. Maybe built into the backpack as well. Definitely needs boots though… We now have: - Armor: 8 DEF. 25kg
- Power Plant: Capacity 4, 12.5kg. Powers flight hardware and any energy weapons.
- Flight: 2 hexes, 12.5kg. (We wanted more speed. 16 GS1 hexes, or 2 GS4 hexes, or 32 meters per Phase, with 2x Noncombat.)
- Whatever weapons our guy wants to carry.
Comms, sensors, and so on would be personal scale gear, which we'll draw from Danger International if we need to. Not counting any of this, and not counting weapons or other gear, he's up to 50kg. This is not a ridiculous amount for one combat oriented character to carry! Remember also that our guy himself is 100kg, or 1 Mass Unit, which means that while our guy might be able to carry another 3.5 Mass Units, his flight hardware and Power Plant will only allow another 2.5.
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Duke
Triple Digit Mad Dog
Affable Moron
Posts: 162
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Post by Duke on Oct 8, 2020 23:44:06 GMT
You, Sir, have built a Frame.
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Post by Chris Goodwin on Oct 9, 2020 0:16:13 GMT
You, Sir, have built a Frame. Pretty much everything in that post is something I've been curious about for years; I finally -- today -- decided to work it out. 😁
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Post by Chris Goodwin on Oct 9, 2020 0:19:52 GMT
Oh -- there's no chassis and no lifters, so I don't know how much of a "frame" it would be considered. It's a bare mech power plant strapped to his back, powering a set of rocket boots. I think usually "frame" implies a bit more of a basic mech in place. 😉
Edit: Oh, the Smallest Piloted Mecha. Yeah, that's definitely a frame. 🙂
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