say652 wrote:In an Mdc setting a high tech populace, like rifts Earth could hold them off. Added benefit the satellite defense system. Good luck using handwavium to knock them outa the sky. Jussayin.
The Earth Containment system is not anti-invasion, it is containment. The satellite defense system didn't do jack to the Arkohn invasion fleet until they started to land on Earth. The only reason the Arkohn did not completely destroy the orbital community is because the Rifts caused them to separate by decades and they were defeated piecemeal. If a small Arkohn force can hurt the orbitals that bad and get a force that large onto the Earth's surface a Mechanoid Mothership can slice and dice.
The Earth orbital stations don't have the numbers to even slow down the Mechanoids and long range missile bombardment by a mobile force against fixed stationary defenses is not handwavium, it's just good tactics.
say652 wrote:I came to the conclusion mechanoids blow.
A tad harsh, but some of us still love them. To me they are like technological demons or a force of nature. You can't reason with them and you can't beat them. All you can do is run and survive. But I do understand why some people don't like an enemy this powerful.
say652 wrote:In an sdc setting, Bwahahaha supers would own them.
Each Mechanoid is the equivalent of psionic tank with energy weapons, only a few supers in any of the Heroes Unlimited books can stand up to the SDC Mechanoids.
say652 wrote:Bullies are only strong against the weak.
True of Mechanoids, true of supers too.
say652 wrote:Mechanoids=space roaches.
OK, very harsh. Wow.
Spinachcat wrote:Supers do great 1v1 with Mechanoids, but the Mechanoids have the overwhelming numbers that become an issue for Supers. However, I have found Supers make great additional characters to a Mechanoid Invasion campaign.
And yeah, HU should be used with the original SDC Mechanoids books. The conversion stuff is just that much easier.
Mechanoids are like demons, Splugorth minions, CS soldiers, or even super heroes. A player group can beat them if the numbers are not to high and they have to run if the numbers are.
Supers, psychics, mages, veritech fighters are all great additions to a Mechanoid campaign. I have always wanted to do an Aliens Unlimited campaign where a Mechanoid invasion is part of the plot.
If you are going to put Mechanoids in an SDC setting they should be SDC, but I really like the new body styles from the Rifts SB2, so much more imaginative. I prefer to use those instead of the old style.