Tales of the RDF - OOC

I'm good enough for being in a lunch break after getting yelled at by the boss because of other people's stupidity.
 
When I'm home and have a full keyboard I'll share what was going on
 
It seems that it takes too much thought to be able to close the hood of a car without breaking the prop that holds the hood up. Some of our drivers were unable to make this mental leap, and because of it, our site director is dealing with damage to his cars that shouldn't be.
 
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I have some questions regarding the future of your characters. Once the story arc with the Malcontents is finished, I was planning on giving you the option to go on the SDF-3 trip out to space, and then you could retrain into some new mecha. We have a few options. You could keep to the ground pounder stuff and take on the upgraded Destroids or hover tanks, including the new Zentraedi mecha of the REF Officer Pod. It is a nice upgrade from the old model, lots of armor, flight capable, and a good set of guns. Option two is the Alpha/Beta fighters. Another idea would be to use a Storyteller invention of the REF Female Powered Armor, using upgraded guns and armor.


What are you guys in the mood for? I don't want to railroad you into something you won't like.
 
Could you give us more details (like stats) on the new items? I'd like to know how us "little people" pilot something like an FPA (for new players, the original models required you to be, oh, about 30 to 40 feet tall. Those are some big shoes to fill!)? =)
 
The new Zentraedi mecha has been built to micronian scale, and has been designed to be more familiar to the allied Zentraedi than the typical human mecha. There is no "Official" FPA write up, but there is a new battle pod and officer pod that I have used as a comparative example as to how I should change the FPA.


To give you a sense of what I'm talking about, the REF Officer Pod has been built with a total of 400 MDC on its main body, twin main guns on its back that have a range of 4 miles that do 1d8x10+10 for a single blast, or 2d8x10 for a dual blast, it is fully flight capable, and it has an auto dodge while flying.


The FPA wold be similar, with its main body upgraded to 400 also. The forearm blasters are slightly upgraded, but its main firepower is still the missile supply. In 2e, they are all mini missiles. With the extra room gained by making the pilot smaller, the missiles in the torso are replaced with short range, giving the FPA a reach of 5 miles. It is a little slower in flight, but that means it drops from mach 15 to a more sedate mach 8 in space and it keeps its mach 1 speed in atmosphere.
 
Stupid alerts haven't been firing for this thread. Grumble grumble.


I've always loved the Hover Tank personally. But given Zaile is for whatever reason a natural born Veritech pilot, it seems a bit silly to waste that. I'm not really opposed to piloting Zentraedi mecha either. By nature, though, Zaile (and perhaps her player) are going to enjoy most the mechs that let them shoot really big guns and take a hit. Maneuverability is a nice-to-have, not a need-to-have.


Also, what do we do if we don't have a Sensory Equipment skill? :)
 
The hover tank is my favorite mecha of all time. Its tough and has one big-ass gun on it. I see this group making the change to a mecha SWAT team, with a variety of mecha to choose from to make up the squad. So, if someone wants to go with a VHT, or a Female Powered Armor, or a nextgen Defender or Tomahawk, that will be fine.


If you don't have the skill, make a d20 perception roll, please.
 
Epiphany said:
I've always loved the Hover Tank personally.
Hey, Pips? Do remember that the "V" in VHT stands for Veritech Hover Tank! That bad boy transforms; that means Zaile's a natural in it! =)

killfire said:
Hey Sherwood, when the group moves out The Kid is with them, or still back a base?
Taniya didn't dismiss your character, Bubba! What makes you think The Kid is getting left at base? Get in here! =)
Sherwood, that's the one thing about 2nd Edition that rankles me - they nerfed the missiles on the Super Veritech (no more mediums?! Effective range drops from forty-ish miles to five!). And they've nerfed the FPA to fire minis? What's the ratio here? How many minis and how many shorts? And does it look like the old FPA?


When it comes to Taniya, she just wants to fight in the sky (and space) again - she'd take a danged Logan minus the missiles if it got her up into the clouds again. In her heart, she sees herself as a galactic warrior; there's nothing wrong with fighting the enemy in these big, lumbering RDF Destroids, but when you've spent the last 27 years of your tank-born life flying, it's hard to come down and not look up with a dreamy sigh. =)
 
I'll start working on a post. As for this new mecha thing... To be honest, I think it'll be cooler to be flight capable so... Just putting that out there.
 
@Sherwood Waitaminute...


This is probably my own role-playing experience working against me, but how is it that mecha pilots don't come with Weapon Systems and Read Sensory Instruments? Maybe it was a game of my own that I ran years and years ago, but I thought that there were four skills one needed to fight effectively in mecha - Pilot (Mecha), MECT (or at least Basic), Weapon Systems, and Read Sensory Instruments? I'm not trying to get free skills here - I just have it firmly locked in my head that mecha pilots always required those four.
 
I understand your feelings at the changes to the FPA. I would go with replacing the two shoulder launchers with shorts, leaving the two hip launchers with minis. Overall, it would be the same number of missiles, but the totals would be 42 mini missiles, and 84 shorts. I remind you that the FPA is being worked over strictly as a Storyteller creation, not an official one. I just think that the FPA is too potent of a mecha not to have it in the arsenal of the REF. The new Officer Pod is sweet, but it doesn't have the same flight speed, topping out at only 330 mph in an atmosphere and 800 in space.


 


Dannigan said:
@Sherwood Waitaminute...
This is probably my own role-playing experience working against me, but how is it that mecha pilots don't come with Weapon Systems and Read Sensory Instruments? Maybe it was a game of my own that I ran years and years ago, but I thought that there were four skills one needed to fight effectively in mecha - Pilot (Mecha), MECT (or at least Basic), Weapon Systems, and Read Sensory Instruments? I'm not trying to get free skills here - I just have it firmly locked in my head that mecha pilots always required those four.
Weapon Systems would come more into play for a gunner on a mecha or tank, rather than the pilot him/herself. The MECT covers the training from that skill. Sensory Instruments is the ability to identify the sensor readings to be able to pick out what kind of mecha or aircraft you are dealing with. The skill listings are one thing I don't like about the new system; too many skills are assigned and not enough to select independently. In one sense, I can understand it. Everyone going through a block of training would get the same skills, but there is just not enough customization available. That is one reason why I give out a skill at every level instead of having you get one every few levels.
 
Sherwood sez, "Weapon Systems would come more into play for a gunner on a mecha or tank, rather than the pilot him/herself. The MECT covers the training from that skill." O.K. Do you mean to say that we have the Weapon Systems skill for any mechs we have MECT in, but otherwise we don't have Weapon Systems unless we bought it? Does the same go for Read Sensory Instruments?


I know what the skills do, but if you're saying there's "not enough customization available" maybe we don't have them after all?
 
Humph. The problem here is, you are being quite reasonable and straight forward in your arguments, and worse than that, I agree with you. I don't understand how you wouldn't have that skill as a natural part of your training, and I am about to hand wave everyone to get an additional skill to allow everyone to pick up either Sensory Equipment or Detect Concealment at your choice.
 

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