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Fat Gandalf's Bar & Lounge (OOC chat) - Chapter Two

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Perhaps Mario could invent it? He is a weapons engineer, after all. :coolshades:
 
No worries. It was just a mental picture I had. Is it still a two handed weapon?
Being a heavy weapon (and weighing in at 37 pounds), yes. Same goes for the HPW-6 that Mario's carrying (at 30 pounds).

So, are Smartguns in our future?
I don't know. The Space Marines weapons I brought over from Aliens were for that Rifts game; I don't know that they have a place in Robotech (I've been far too involved with the mecha).

Perhaps Mario could invent it? He is a weapons engineer, after all. :coolshades:
A second-level tanker with Weapons Engineer as a side field of study? Uh, not without an incredible amount of roleplaying, in-game-research, side adventures, luck, etc. The Aliens Smartgun is definitely a big step up from ASC weaponry and technology as your characters know it. I'd have to put some serious thought into that. For those of you who haven't read the Colonial Marines Technical Manual, the Smartgun is more than it seems, so much that in our Rifts game, I required it have its own W.P. (but it was so worth it!).
 
Purr Purr I'm not sure what O.C.C.s are available to me, can I get a book and page # so I can choose? Also, I'd like the same loadout as Mario, just with a laser carbine as a secondary.
 
Captain Hesperus Captain Hesperus Cap'n - Welcome back! I've got some points to cover with you. =)

1. Herc has the "Mechanized Infantry" O.C.C. from the Robotech: The Expeditionary Force Marines Sourcebook on page 27. Some changes have been made to reflect that, in Robotech: Broadsword, Herc is an A.T.A.C. Veritech Hover Tank pilot.

2. What "O.C.C.s" are available to you? I take you mean what skills (O.C.C. is Herc's character class). If so, put basically, Herc can select any one skill, regardless of category (i.e. Physical, Pilot Related, Science, etc.).

Example: The Mechanized Infantry O.C.C. as written has no access to the Espionage skills category (it reads, "Espionage: None). This restriction has been removed and in Broadsword is "Any." So Herc can choose any Espionage skill he cares to (without any bonuses, since the Mechanized Infantry O.C.C. provides its skill bonuses in other categories like Military and Technical).

2a. That said, Herc must qualify for said skill (in other words, Herc cannot choose, say, Medical Doctor, unless he has First Aid and Paramedic).

3. Cap'n, please select a color from among the d20 colors (remember the olive d20?). I will roll a d6 for Herc's hit points with your selected die (and post everyone's bonuses once I receive your choice).

4. Please select any of Herc's Attributes to raise by 1. Restrictions do apply and are found in Shop Talk.

5. Please select Herc's choice of Light or Heavy armor (if you haven't already).

6. Please select Herc's choice of arm shield.

I think that's it?
 
Also, Cap'n, Cpl. Booty does have another HPW-6 Heavy Plasma weapon with 10 E-clips (on 2 bandoliers). The LAR-12 Light Laser Assault Weapon is also available (the carbine version is not the same weapon - it does appreciably less damage for some reason - my mistake if I referred to the rifles Col. Sharp and Cpl. Booty used as carbines - they used the LAR-12, not the LAR-12C). It comes with 4 E-clips, sling, and a cleaning kit.
 
Hey Cap, if Hercules doesn't have the WP Heavy MD Weapons skill, you might want to consider it to get the bonuses with the HLW-6.
 
Captain Hesperus Captain Hesperus Cap'n - Welcome back! I've got some points to cover with you. =)

1. Herc has the "Mechanized Infantry" O.C.C. from the Robotech: The Expeditionary Force Marines Sourcebook on page 27. Some changes have been made to reflect that, in Robotech: Broadsword, Herc is an A.T.A.C. Veritech Hover Tank pilot.

2. What "O.C.C.s" are available to you? I take you mean what skills (O.C.C. is Herc's character class). If so, put basically, Herc can select any one skill, regardless of category (i.e. Physical, Pilot Related, Science, etc.).

Example: The Mechanized Infantry O.C.C. as written has no access to the Espionage skills category (it reads, "Espionage: None). This restriction has been removed and in Broadsword is "Any." So Herc can choose any Espionage skill he cares to (without any bonuses, since the Mechanized Infantry O.C.C. provides its skill bonuses in other categories like Military and Technical).

2a. That said, Herc must qualify for said skill (in other words, Herc cannot choose, say, Medical Doctor, unless he has First Aid and Paramedic).

3. Cap'n, please select a color from among the d20 colors (remember the olive d20?). I will roll a d6 for Herc's hit points with your selected die (and post everyone's bonuses once I receive your choice).

4. Please select any of Herc's Attributes to raise by 1. Restrictions do apply and are found in Shop Talk.

5. Please select Herc's choice of Light or Heavy armor (if you haven't already).

6. Please select Herc's choice of arm shield.

I think that's it?
1. I don't yet have that book, so I don't know what he has access to...
2 + 2a. Gotcha
3. Blue, please.
4. P.P. please.
5. Heavy, of course.
6. Again, Heavy.

Also, Cap'n, Cpl. Booty does have another HPW-6 Heavy Plasma weapon with 10 E-clips (on 2 bandoliers). The LAR-12 Light Laser Assault Weapon is also available (the carbine version is not the same weapon - it does appreciably less damage for some reason - my mistake if I referred to the rifles Col. Sharp and Cpl. Booty used as carbines - they used the LAR-12, not the LAR-12C). It comes with 4 E-clips, sling, and a cleaning kit.
The HPW-6 sounds like fun and the LAR-12 as a secondary is probably something Hercules is used to.

Hey Cap, if Hercules doesn't have the WP Heavy MD Weapons skill, you might want to consider it to get the bonuses with the HLW-6.
Already have the WP Heavy Mega Damage Weapons skill.

Captain Hesperus
 
-Sherwood. Herc's got W.P. Heavy Weapons. Good call on your part! =)

Sherwood Sherwood Psychie Psychie (and anyone else who was interested in the Smartgun-related chat earlier). I've had time to think about it. If you've the interest, my thoughts (or rather, my rant) are posted in the spoiler below. Feel free to share your own thoughts!

O.K. At this time, I don't think the USCM Smartgun will be making an appearance in Broadsword simply because there's nothing else quite like it in the game. In case you may be thinking that I'm being a little heavy-handed here, consider this:

1. The Smartgun is more than a gun; it's a heavy weapons system. That targeting reticle on Drake's helmet (see Sherwood's pic)? That's part of the system as is the harness that Marines have to train and qualify in. There are big reasons Drake and Vasquez are proud to be dubbed "Smartgun Operators." Not everyone can handle the Smartgun.

If memory serves (and I'm reaching back here), using the Smartgun's harness is a little like using Ripley's loader in that it takes practice, trust, and more than a little finesse. Like a tanker or a fighter pilot, education doesn't mean a great deal - either you've got it or you don't. Hence my requirement in our Rifts game of selecting W.P. Smartgun.

In my Rifts game, the Smartgun has a +5 to hit! This is before you add in any of the Smartgun Operator's own bonuses. Why so? Because the weapon could put 5 rounds through the same hole at rifle distance (a feat I'll never accomplish in Real Life).
Again, if memory serves, on a full burst (1 action) the weapon does 2D4x10 M.D. to single targets in bursts or 5D6 M.D. to 1D4+1 targets when sweeping. Burst fire only. No single shots (therefore no Called Shots). It is also capable of auto-tracking targets. It comes with plenty of ammunition, so reloading is not a major factor. All of this information came out of the aforementioned Colonial Marines Technical Manual (which I happily researched prior to putting it in-game).

Another nice factor is that, unlike most other guns out there, the chances of an enemy taking this gun from you and using it on you and your buddies is quite slim. Oh, they can try! But they're really risking injury and Shooting Wild (-10 to hit) at best!

2. Looking into Mario's character sheet, I am reminded that Mario has not only taken the Weapon Engineer skill, but he took it as part of an M.O.S. That makes a big difference to me. An M.O.S. is something a soldier can make an entire career out of (as opposed to having just chosen a skill). So, my earlier statement about Mario being highly unlikely able to invent the Smartgun decreases to very unlikely. The reason being, one must make not only the gun, but the harness, the targeting computer, and everything with technology that, while present, hasn't been put together quite this way.

3. Keep in mind that I keep an eye on the skills your characters use and don't use, your character's O.C.C., selected M.O.Ss, and Special Aptitudes.

Put another way, the Smartgun is probably the best personal Heavy Weapon I've ever had in any of my Palladium games. Making it appear here in Broadsword, while possible, will take some serious long-term doing. But hey, that's what goals in gaming are all about! =)
 
I was being silly more than anything with regards to making a smartgun. I just had that image in my mind for the heavy laser weapon I have as how it would look in use. On a side note, I wouldn't mind seeing the game crunch write-up of the Smartgun you pulled into your Rifts game you were talking about. I'm running a Rifts game now, and having access to cool new stuff is always good.
 
-Sherwood. Herc's got W.P. Heavy Weapons. Good call on your part! =)
So what's this then?

Hover Tank Veritech Pilot M.O.S.


Combat Driving


Navigation: 55% +5%


MECT: Veritech Hover Tank


Mecha: Pilot Ground Veritechs with Veritech Hover Tank Specialty: 69% +5%


Military Tactics: 45% +5%


Weapon Systems: 55% +5% (provides +1 to Strike with all Ranged mecha weapons)


W.P. Heavy Mega-Damage Weapons +1
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Captain Hesperus
 
Yep, you got it. You can use it no problem. Just keep in mind the level advancement bonuses:
+1 to Strike at levels 2, 4, 7, 10, and 13
 
-Cap'n. I don't understand your question? I said Herc had the Heavy Weapons skill, not that he didn't. =)
 
I was just curious, since I am a fan of the movie franchise of Alien and Aliens. Not so much for the rest of the series, though. I do recall Sherwood being more interested in coming up with a better main weapon for the VHT than the little popgun of the EU-11, so I have to think that his efforts will be focused on that instead.
 
Very true. Mario is going to do his best to upgrade his beloved hover tank as much as possible.
 
Yep, you got it. You can use it no problem. Just keep in mind the level advancement bonuses:
+1 to Strike at levels 2, 4, 7, 10, and 13

Ah! Sherwood, you have reminded me of another House Rule we've used in tabletop (we've been using it so long I forgot to add it).

ALL W.P.s level up at the same rate. +1 to Strike at levels 1, 3, 6, 9, 12, 15.

This has saved me from having to remember which W.P. levels up and when. On top of that, I really like the idea of having that +1 to Strike happen at the level of skill selection (as opposed to having to wait an entire experience level to see a bonus). I will be adding that to Shop Talk.

Next post: Hit points for everybody! =)
 
Well, I'm glad that I brought it up! I'll change the bonuses I have listed for my WPs.
 
The dice for hit points have been selected! Because this is my game, no one winds up with a 1 (those get rerolled). *rolls*

Red for Mario: 4
Yellow for Elinor: 5
Green for Toph: 5
Blue for Herc: 2

It seems that rubbing the dice on our cat produced luck in three out of four cases! 8D
 
Question for Captain Hesperus Captain Hesperus Do you mind the name "Wild Cards" for the squadron? Or would you rather have some other name? Sorry, but "Sniper Kittens Impairing Loathsome Losers (S.K.I.L.L.)" is already taken.

Yeah, that's it. =)
 
Psychie Psychie Congratulations! You have been awarded 1 bonus Action Point for providing your squadron with a cool name! From now on, your Traverser team will be known as the "Wild Cards"!

On your character sheet, under Action Points, please write "Bonus Action Point 1/1." This point is not lost upon levelling and should be used as a last resort (i.e. when nearly all others have run out of their Action Points! Hardy har har!).

Good going, you! =)
 
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