What Bio-Enhancements do you always get?

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Guy_LeDouche
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What Bio-Enhancements do you always get?

Unread post by Guy_LeDouche »

I've been playing around with various Host Armors, just to see what I can come up with.

During this "experimentation " (and no, I did not inhale while experimenting :) ) I've got a list of Bio-Enhancements that all my armors get. Here's the list:

Enhanced Sight (infrared, etc.)-Only 10 points! You'd be a fool not get this.
Motion Detection-15 points, and a ton of bonuses.
Reinforced Exoskeleton-5 points. Extra MDC, extra punching damaging, what's not to like?
Regenration-All flavors.
Non-Skid Pads
At least one Bio-Energy Vent, Super Light Cell, or Spore Discharger-No ammo limitations

Anyone else have "Standard Equipment" on their HAs?
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Unread post by demos606 »

Bio-vent and/or spore discharger for weapons
Bio-forcefield

Beyond those 3, everything depends on my vision for the characters role in the party.
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Unread post by Guy_LeDouche »

Ambidextrious. Man, how did I miss that one! :shock:

Napleon, I am all about Guyver. Love that series.

Hey, Demos, are you a fan of "themed" armor? (Animals, monsters, etc.) You had mentioned the vision of the characters role and was curious if the HA's stuck to a theme?
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Unread post by demos606 »

I generally pick my characters to fill a certain role in my groups - close air support, recon, frontal assault, sniper, etc. Most of the rest of the character development is centered around that role, including the bio-enhancements. The "standard" purchases are stuffs that I've found are just too useful not to have in any role I might play - you'd be amazed how much of a life saver a 300MD of forcefield can be, or even 150MD for that matter. HA is almost always Parasitic due to sheer functional versatility but I do have uses for most other metabolisms except Photosynth - too much work is too much easier in the dark.

Preference for Parasitic armor naturally lends itself to needing a high P.E. (my lowest char is 35) which makes bio-vents a very attractive weapon at 2d8+PE damage. Spore Dischargers are great anti-machine weapons with their continual damage and splash radius.
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Unread post by RockJock »

The biovent is the best basic weapon to me.
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Unread post by Guy_LeDouche »

Mandrake: True, the damage is not as high as I would like, but the Super Light Cells make pretty decent sniping/backup weapons, especially in clusters, without any enhancements (other than the 5 points for 2000ft. range).

By the way, how is Zurvan doing in his/her/its training? :lol:
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Unread post by demos606 »

Backup weapons don't necessarily need to be grown into the suit. Possibly more effective that way but not absolutely necessary. I personally like Bio-e pistols (yeah, the handheld biovents) as backup weapons, especially if you adopt Slappy's weapons enhancement features.

I'm also a big fan of the genetic explosives and carry a few dozen on all my characters at all times, with extra "blasting caps" since they like to crawl away if you aren't paying attention. Never bothered me that certain enhancements were a couple levels away before they were fully functional, there's plenty to work with in the meantime.
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Unread post by TechnoGothic »

Just wanted to say HI guys...long time no see ;)

i usualy get all those and try to make a very Guyver-ish armor.

I like the Archangel Bio-Armor, its a Fast Flier. Not not be as tough as the Dreads...but they work great.

I havent played in PB games all this year though. Friend has been running a game for a change instead of me running the games.
I keep getting tempted to run a Rifts/Splicer game though.
I'll work up a Armor/Character for fun from time to time.

I like the Thermo Metabalism or Sunlight powered armors the best.
The minerial eater kind isnt bad either.
Parisitic Armors are OK, but might end up hurting you in the long run.

Not into the Predatory Armors much though. They need too much food/time spent hunting to be worth my time...
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Unread post by Lt. Holmes »

I'm also one of the people that makes characters to fill a specific niche in a PC team. But some of the enhancements are just too useful across the board.

I always aim to get the highest Regeneration that I can; The Machine's robots are just too powerful to go without them.

Since I like to play Carnivorous Armours, I tend to get the enhancements that'll help keep the armour fed and healthy. Forked Tongue is a must, though if I have the Bio-E to spend, I'll get Antennae as well.

When it comes to weapons, I always get Forearm Blades and upgrade them to Tendril Injectors at first chance. Bore Cannons give the most damage per shot as well as some impressive damage every round thereafter (never discount how much that helps in a fight), though they do cost a bit more than the other types. Organic Rockets are also a must, since they give one heckuva whallop when you really, really need it.

Acid Blood is also really useful if you're expecting to get it on in hand-to-hand combat. Again, the ability to damage every round after the initial attack is something that shouldn't be overlooked.

On the subject of Light Cells, I've never seen the point in getting them. They take too long to grow into a Super Light Cell, and they do virtually no damage on their own and become too expensive to really work them into groups of Super Light Cells.
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Unread post by Lt. Holmes »

Lt. Holmes wrote:On the subject of Light Cells, I've never seen the point in getting them. They take too long to grow into a Super Light Cell, and they do virtually no damage on their own and become too expensive to really work them into groups of Super Light Cells.


Now I have to eat my own words. I've just sat down and rolled up a Host Armour that had some Super Light Cells and now I love them like I never have before. I didn't realize before that they could be grown in groups and thereby add their damage together. That just rocks.
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Unread post by TechnoGothic »

Super-Light Cells can be bought at Level One. Why ? The Pre-requisite feature is not a weapon. It a Glow Cell. Not a weapon.

I have made a host armor with the max number of Super-light Cells they can have. 6 per arm, 4 on the head. 16 Total. 16d10 volley is great. Our goup later decided, Legs can have Super-light Cells too. With a limit of 6 per leg. Which i then upgraded my Super-light Celled HA to have another 12 Super-light cells. Bought Omni-upgrade later on, then Mega-upgrade. Later bought Ultra-upgrade for them, which our group agreed it doubled the amount of super-light cells each area has. So i went from 28 Super-light cells to 54 Super-light cells.

54d10 per volley. That was sweet.
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Unread post by TechnoGothic »

Andor wrote:
A lot of splicer design seems to be centered around relatively frequent level-ups, Given the slow progress of levels in PB that seems a little odd.


See i find leveling up Fast. My splicer game i ran, my group was leveling up every session until level 6, then every other session until level 10.

They did not get to buy any of theor planned upgrades until level 8, which shot their plans in the arse as to where they would to have been feature wise by that level.

Why were they leveling up fast ?
Skill usuages, Advoiding Violance to win. Good ideas, Useful and not useful. All that adds together when they are done each of them 5 or 6 times per sesson.
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TechnoGothic wrote:I have made a host armor with the max number of Super-light Cells they can have. 6 per arm, 4 on the head. 16 Total. 16d10 volley is great.


That's illegal.

Splicers page 105

If the host armor has more than one light cell on a single arm(or forehead) the armor can fire all the cells in a single volley up to the maximum number on that limb (or forehead)

So the most you could fire at a time would be six.

Also, your application of the ranged weapon upgrades is very questionable. :P
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Unread post by TechnoGothic »

Mindcrime wrote:
TechnoGothic wrote:I have made a host armor with the max number of Super-light Cells they can have. 6 per arm, 4 on the head. 16 Total. 16d10 volley is great.


That's illegal.

Splicers page 105

If the host armor has more than one light cell on a single arm(or forehead) the armor can fire all the cells in a single volley up to the maximum number on that limb (or forehead)

So the most you could fire at a time would be six.

Also, your application of the ranged weapon upgrades is very questionable. :P


Not at all. Each limb firing its Volley would be 1 attack. Firing them all would be 5 Actions/Attacks. Thats it. Its doable by the rules, but it eats away at your actions in fast order.


Mega = Doubles the damages.
Omni = Doubles the Ranges.
Ultra = Double the Payload. Two shots per action. Which is the same as saying just double the amount of that weapon. Which i did.

28 Blasts becomes 56 Blasts doing 2d10 each Super-light cell. Thats 112d10 actually.

It does require leveling up though a few times before you can do this.

My character only had 6 Attacks. Eating up 5 attacks for one Monsterous Attack is cool.

112 damage to 1,120 damage per attack = Sweet.
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TechnoGothic wrote:Not at all. Each limb firing its Volley would be 1 attack. Firing them all would be 5 Actions/Attacks. Thats it. Its doable by the rules, but it eats away at your actions in fast order.


A limb firing it's volley would be one attack, but there is nothing in the book that says, or even implies that you could fire all of your volleys at the same time.

Mega = Doubles the damages.
Omni = Doubles the Ranges.
Ultra = Double the Payload. Two shots per action. Which is the same as saying just double the amount of that weapon. Which i did.

28 Blasts becomes 56 Blasts doing 2d10 each Super-light cell. Thats 112d10 actually.

It does require leveling up though a few times before you can do this.

My character only had 6 Attacks. Eating up 5 attacks for one Monsterous Attack is cool.

112 damage to 1,120 damage per attack = Sweet.


So you buy your ranged upgrades and think that they apply to every single super light cell you have on your armor? I don't think it works that way.

You also seem to have a misunderstanding of what the ultra upgrade does. It doubles the payload, it does not allow you to fire two shots per action. The super light cell's payload is unlimited, so the ultra upgrade would do nothing for the super light cell.
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Unread post by TechnoGothic »

Mindcrime wrote:
A limb firing it's volley would be one attack, but there is nothing in the book that says, or even implies that you could fire all of your volleys at the same time.


Well you can Fire TWO pistols in other games without Paired Weapons, but the second pistol is at negatives.
Our group adopted that for other other weapons. We give a -2 per extra weapon being fired. Thats a -10 to Hit our way, and uses up 5 Attacks that melee round. Its fair. If you hit, You hit them hard.

So you buy your ranged upgrades and think that they apply to every single super light cell you have on your armor? I don't think it works that way.


We apply it a weapon group. If your buying it for Super-light Cells, all the super-light cells get that upgrade. If buying them for Bio-missiles, all the bio-missiles get the upgrade.
Otherwise its just not worth upgrading any weapons with upgrades...Ever.

You also seem to have a misunderstanding of what the ultra upgrade does. It doubles the payload, it does not allow you to fire two shots per action. The super light cell's payload is unlimited, so the ultra upgrade would do nothing for the super light cell.


By the rules, say you give Ultra to Bio-Missiles. It allows you fire each one twice. Or as our group like it to do, just double the missiles you have. Same Difference.
ie...You bought 9 Bio-missiles for your Left shoulder, later bought Ultra. Now you have 18 bio-missiles to use. OK, do you want it to still look like 9 Bio-missiles, or do you just want an extra 9 Bio-missiles on the other Shoulder now. Its the same thing either way.
Now you can apply this to Super-light cells by saying they can twice for one action, or just double the amount of super-light cells you have. Works out the same way.
But i might be thinking of SUPER-upgrade for the super-light cells though.

Doesnt Super upgrade double the availability. Instead of once per round/action becomes twice per round/action ??
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Unread post by Mudang »

TechnoGothic wrote:
Mindcrime wrote:
A limb firing it's volley would be one attack, but there is nothing in the book that says, or even implies that you could fire all of your volleys at the same time.


Well you can Fire TWO pistols in other games without Paired Weapons, but the second pistol is at negatives.
Our group adopted that for other other weapons. We give a -2 per extra weapon being fired. Thats a -10 to Hit our way, and uses up 5 Attacks that melee round. Its fair. If you hit, You hit them hard.


Fine, but that's not canon.

We apply it a weapon group. If your buying it for Super-light Cells, all the super-light cells get that upgrade. If buying them for Bio-missiles, all the bio-missiles get the upgrade.
Otherwise its just not worth upgrading any weapons with upgrades...Ever.


I would agree with all grenades/rockets getting the upgrade, but not all super light cells, or all bio-energy vents, gore cannons, omega blasters etc..


By the rules, say you give Ultra to Bio-Missiles. It allows you fire each one twice. Or as our group like it to do, just double the missiles you have. Same Difference.
ie...You bought 9 Bio-missiles for your Left shoulder, later bought Ultra. Now you have 18 bio-missiles to use. OK, do you want it to still look like 9 Bio-missiles, or do you just want an extra 9 Bio-missiles on the other Shoulder now. Its the same thing either way.
Now you can apply this to Super-light cells by saying they can twice for one action, or just double the amount of super-light cells you have. Works out the same way.
But i might be thinking of SUPER-upgrade for the super-light cells though.

Doesnt Super upgrade double the availability. Instead of once per round/action becomes twice per round/action ??


The ultra upgrade doubles the payload of a weapon, it does nothing to the rate of fire of that weapon.

The super upgrade is only applicable to weapons that can be fired a limited amount of times per melee. For example: An omega cannon with the super upgrade can be fired twice per melee round instead of once. So it will do nothing for super light cells.
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Unread post by TechnoGothic »

Mindcrime wrote:
The super upgrade is only applicable to weapons that can be fired a limited amount of times per melee. For example: An omega cannon with the super upgrade can be fired twice per melee round instead of once. So it will do nothing for super light cells.

Super-Light Cells are limited to number of HtH attacks per melee.
Double that would be HtHx2 per melee. :twisted:
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TechnoGothic wrote:
Mindcrime wrote:
The super upgrade is only applicable to weapons that can be fired a limited amount of times per melee. For example: An omega cannon with the super upgrade can be fired twice per melee round instead of once. So it will do nothing for super light cells.

Super-Light Cells are limited to number of HtH attacks per melee.
Double that would be HtHx2 per melee. :twisted:


It doesn't work that way. sorry
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Unread post by TechnoGothic »

Mindcrime wrote:
TechnoGothic wrote:
Mindcrime wrote:
The super upgrade is only applicable to weapons that can be fired a limited amount of times per melee. For example: An omega cannon with the super upgrade can be fired twice per melee round instead of once. So it will do nothing for super light cells.

Super-Light Cells are limited to number of HtH attacks per melee.
Double that would be HtHx2 per melee. :twisted:


It doesn't work that way. sorry


It does for us, and thats all i can about.
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Unread post by runebeo »

Reinforced Exoskeleton is a must have so cheat for such a boost. Why wouldn't it be first pick for any host?
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