ASC and Master mecha theorycrafting

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warmaster21
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ASC and Master mecha theorycrafting

Unread post by warmaster21 »

warning wall of text.


i know masters saga is a long way off if palladium decides to keep with it and go through all the series, but using the same formulas they used Edit for Stats and Conversions, the bioroids seem extremely weak by themselves...

pretty much all the bioroids only have 1 weapon system, and are extremely fragile, not to mention they are suppose to have a 2:1 kill ratio over ASC mecha, so im guessing they are going to either have really good pilots? or have some interesting rules to make up for it.

Edit for Stats and Conversions


with those stats, maybe everything is going to have rapid fire? im pretty sure they will have at the very least pilot/gunnery 2 as legionnaires are better pilots then zentradi battlepod pilots, and probably a similar defense. so we'll just go with pilot 2, gunner 2, defense 6 on the hoversleds, however conscrips are basically slaves so they could end up with pilot/gunnery 1 and potentially life is cheap, with the upgrade to be legionnaires with 2/2 stats?

so on the master sides we have Blue/green/Red/ and their upgraded versions which add 1-2mdc and maybe enough speed for a speed up
Edit for Stats and Conversions

On the ASC side of things...


Edit for Stats and Conversions


im curious to see how accurate my predictions turn out to be. but all in all i feel the ASC mecha are just weaker in general to UEDF, and Master mecha are pretty much equvilient to zentradi mecha or worse off (similar MDC, slower, less firepower, not counting hover sleds of course, but even with sleds they just have more mdc and arent as slow but still have no firepower)
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Re: ASC and Master mecha theorycrafting

Unread post by glitterboy2098 »

i would assume that with mecha that are individually less powerful, their shortcomings would be offset by larger numbers per squadron, like with the battlepods in the current macross version.

so for example, instead of 4 to a squadron with Logans, it might be 6 or even 8.. and at lower points cost than 4 valk's.

emphasis in southern cross is likely to be on the ground battloids and VHT's (and hopefully ground vehicles) supported by veritechs and fighters instead of the macross style of veritechs backed up by destroids.

actually i suspect the VHT will end up being the 'go-to' unit in a ASC force the way VF-1's are in a UEDF force.. the ASC segment of the show revolves around Dana and the other hovertankers so in the RPG hovertanks seem to have a bit of an edge stats wise, and that will most likely translate to RTT as well.

i would also point out that the ASC mecha, in robotech continuity, were not really designed to fight bioroids, but rather human rebels and also zentraedi mecha.. in the form of malcontents and Dolza loyalists. Bioroids gave the ASC a lot of trouble at first in the show, and the RPG stats bear this out some. it wasn't until the ASC started deploying the Ajax that they could get an edge in space, and on the ground it took determined employment of combined arms and reliance on hovertanks to effect the balance.
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Mike1975
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Re: ASC and Master mecha theorycrafting

Unread post by Mike1975 »

Edit for Stats and Conversions

Note these were made before the official rules were released so they are a bit out of date but close enough for what you are doing.

Most of the "Drone" mecha for the Masters are to give them flavor and taken from the "Return of the Masters" RPG book.
warmaster21
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Re: ASC and Master mecha theorycrafting

Unread post by warmaster21 »

thanks for the insight.

masters saga is probably my favorite out of the 3 series so i was mostly just curious about what they were probably going to do. i figured the emphasis was going to be strongly on the hover tanks and ground forces of the southern cross, i was just too burned out after doing stuff to get around to converting the rpg book stats for the mecha ;)

after browsing through those cards mike graciously uploaded, im glad to see i wasnt too far off in my estimates.

but yeah after reading through the masters rpg book i had forgotten before then how "weak" everything was compared to the zentradi and UEDF forces.

though im definately looking forward to rolling with some invid which is my favorite race/faction out of all of the shows.
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Re: ASC and Master mecha theorycrafting

Unread post by glitterboy2098 »

given the size differences with some of the more common invid mecha (a scout for example is small enough to 'limpet' the back of a battlepod and pull a empire strike's back), it might be worthwhile to add a "multiple mecha on one base" mechanic to the later area's of play..

honestly this can be as simple as having 3 mecha per base, and each time you take a hit, roll 1D6 to see who takes it (1,2, to mecha A, 3,4 to mecha B, etc. with rerolls if it hits one already marked destroyed), and if it's a missile volley or a blast template, let the player divide up the damage as he wills, as long as all the damage is applied. (thus preventing them from doing massive overkill to one mecha in the group)
attacks would be trickier, but you could either just roll for each, or treat even direct fire attacks like volleys.

the same could be applied to MDC armored Infantry like the master's Terminators, ASC troops, Cyclones, invid Soldiers.. they'd only be 6-9mm tall, so you could put say, 6 to a base, (a squad), working the same as above.
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Re: ASC and Master mecha theorycrafting

Unread post by Jefffar »

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