THIRD INVID WAR: NEW REF CYCLONES Next  Previous  Top  Index
The following material is from THE THIRD INVID WAR, a fan supplement by Dave Deitrich and Chris Meadows. Please feel free to use, copy, and distribute it as you see fit. All we ask is that you give proper credit to us and do not claim that it is your own work. Comments and suggestions are welcome.

CYCLONE COMBAT BONUSES

With the introduction of the second generation of cyclone designs there are now many different designs to choose from, all with slightly different abilities, strengths, and weaknesses. Likewise, the bonuses from cyclone combat training will be slightly different for each model. There are still only two skills for cyclone training, Cyclone Combat Training and Cyclone Combat BASIC Training. Due to the similar design of all cyclones and the basic nature of the control systems for all models anyone with one of these skills can pilot ALL types of cyclones with no penalty.

In order to determine the bonuses a character gets from cyclone training, consult the two tables below. The first lists general bonuses that a character earns from a specific training skill regardless of which cyclone model he is piloting. Then look at the second table to get a list of the specific bonuses associated with the model of cyclone the character is piloting. All skills and bonuses are exclusive; a character can have Cyclone Combat or Cyclone Basic training, but not both skills to try and combine bonuses.

Remember, these bonuses are in addition to the pilot's own hand to hand training and attribute bonuses, but apply ONLY when piloting a cyclone. These mecha combat bonuses do not apply to the pilot's physical abilities when outside the mecha.

NOTE: Changing modes from motorcycle to battloid or vice versa counts as one attack/action for a melee round.

GENERAL BONUSES FROM
CYCLONE BASIC TRAINING

This category applies to all characters who were not officially trained by the RDF, Southern Cross, or Expeditionary Force in mecha combat.

  • One hand to hand attack per melee
    (plus those of the pilot).
  • One additional hand to hand attack at level six.
  • One additional hand to hand attack at level eleven.
  • Critical strike same as pilot's hand to hand.
  • Maneuvers: Body flip/throw, body block/tackle/ram, kick attack, leap attack (counts as two attacks), leap dodge (automatic dodge, just like a parry, with no loss of attacks per melee).
GENERAL BONUSES FROM
CYCLONE COMBAT TRAINING

This category applies to REF Cyclone Pilots and other military personnel who were officially trained by the RDF, Southern Cross, or Expeditionary Force in mecha combat.

  • Two hand to hand attacks per melee
    (plus those of the pilot).
  • One additional hand to hand attack at level five.
  • One additional hand to hand attack at level ten.
  • Critical strike same as pilot's hand to hand.
  • Maneuvers: Body flip/throw, body block/tackle/ram, kick attack, leap attack (counts as two attacks), leap dodge (automatic dodge, just like a parry, with no loss of attacks per melee).

ModelBasic BonusesCombat Bonuses

VR-052 BATTLER CYCLONE

+1 to strike
+1 to parry
+2 to dodge
+1 to leap dodge
+2 to roll with punch
+1 to strike
+2 to parry
+3 to dodge
+3 to leap dodge
+3 to roll with punch

VR-041 SABER CYCLONE

+1 to strike
+1 to parry
+2 to dodge
+1 to leap dodge
+2 to roll with punch
+1 to strike
+2 to parry
+3 to dodge
+3 to leap dodge
+3 to roll with punch

VR-038-LT LIGHT COMBAT CYCLONE

+1 to strike
+1 to parry
+2 to dodge
+1 to leap dodge
+2 to roll with punch
+1 to strike
+3 to parry
+4 to dodge
+4 to leap dodge
+4 to roll with punch
+1 to initiative

VR-152 BATTLER II CYCLONE

+2 to strike
+1 to parry
+1 to dodge
+1 to leap dodge
+2 to roll with punch
+2 to strike
+2 to parry
+2 to dodge
+2 to leap dodge
+3 to roll with punch

VR-141 SUPER SABER CYCLONE

+2 to strike
+1 to parry
+2 to dodge
+1 to leap dodge
+2 to roll with punch
+2 to strike
+2 to parry
+3 to dodge
+3 to leap dodge
+3 to roll with punch
+1 to initiative

VR-135 FORAGER CYCLONE

+2 to strike
+1 to parry
+2 to dodge
+1 to leap dodge
+2 to roll with punch
+2 to strike
+2 to parry
+3 to dodge
+3 to leap dodge
+3 to roll with punch.

VR-120 FERRET CYCLONE

+2 to strike
+1 to parry
+2 to dodge
+1 to leap dodge
+2 to roll with punch
+2 to strike
+3 to parry
+4 to dodge
+4 to leap dodge
+4 to roll with punch
+1 to initiative

VR-122 PROTECTOR CYCLONE

+2 to strike
+1 to parry
+2 to dodge
+1 to leap dodge
+2 to roll with punch
+2 to strike
+2 to parry
+3 to dodge
+3 to leap dodge
+3 to roll with punch

VR-117 FIREFLY CYCLONE

+1 to strike
+1 to parry
+2 to dodge
+1 to leap dodge
+2 to roll with punch
+1 to strike
+2 to parry
+3 to dodge
+3 to leap dodge
+3 to roll with punch

VR-112 SAMSON CYCLONE

+1 to dodge
+1 to roll with punch
+1 to parry
+2 to dodge
+1 to leap dodge
+2 to roll with punch

THIRD INVID WAR: NEW REF CYCLONES Next  Previous  Top  Index
DAVE DEITRICH
http://www.mcs.net/~deitrich/index.html
deitrich@mcs.net
Last Updated: Friday, 18-Jan-08 02:59:13 PST