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Re: Better GB Killer!

Posted: Fri Jul 18, 2014 5:01 pm
by Eashamahel
glitterboy2098 wrote:the striker SAMAS is probably the best anti-GB PA ever designed.. highly mobile and hard to hit, and can inflict crippling damage in a single pass via large volley minimissile strikes.. and it has a handy railgun with plenty of ammo.


The Striker SAMAS is one of the best designed PA's ever. It doesn't @#$% around in HtH as most of it's opponents (monstrous) rely on HTH for damage, and it doesn't use it's incredible speed/mobility and high ceiling to fly AT an opponent and engage in super-close-range combat, nullifying all of it's advantages. It's almost the same height as a Smiling Jack, costs 1/2 as much as a Super SAMAS, and 1/5 as much as a GB Killer.

So, what's a better GB killer, 1 GB Killer, or 5 Strikers? Or even 3 Strikers. The Strikers are also easily capable of carrying a CS Missile Rifle (they are actually only 4pts away from as strong as a GB Killer) where the GB Killer can't actually carry anything, they have better general mobility, and they beat the GB Killer in a straight up fight in almost any situation.

Re: Better GB Killer!

Posted: Fri Jul 18, 2014 7:19 pm
by Shark_Force
GBAnnihilator wrote:I said that because everyone already knows the GB is badass, which means we need to make something more badass.


eh, not really. as i already pointed out, WWII era artillery has longer range, and is probably a few orders of magnitude cheaper to make. improvements in future artillery will likely still cost minimal amounts and improve accuracy somewhat. using MD shells instead of SDC shells will also increase the price, but not by nearly as much as the cost to build a glitter boy.

so basically, get a good targeting computer and a good spotting network, hook it up to a bunch of artillery weapons, and fire away. the glitter boy has almost a 2 mile range. most smaller artillery starts at about a 10 mile range, up to a 20 mile range, give or take. really big guns can get even more.

at 60 miles per hour, the glitter boy will take about 8 minutes to close the 8 km range disparity. if we figure a rate of fire of 4 shots per minute (ie 1 per melee), that's 32 shots per artillery unit, with shells that will be hitting a rather large area for damage.

and again, remember, this is likely orders of magnitude less expensive, so you can probably afford a few dozen of these, with crew, pretty easily. make them self-propelled or add the cost of a vehicle to tow them and the cost goes up somewhat, but they're still way less expensive, and a small unit of them should pretty easily defend a location from a glitter boy, or be able to drive a glitter boy off a defensive position (killing a glitter boy may or may not happen, depends on how stupid the glitter boy operator is).

Re: Better GB Killer!

Posted: Fri Jul 18, 2014 7:38 pm
by Zer0 Kay
GBAnnihilator wrote:
Zer0 Kay wrote:
GBAnnihilator wrote:GB's weakness; Can't fire in a 360 (leaving back open for Atk), and doesn't go nearly as fast as some other power armors

So to take advantage, the GBK would need to be really small, really fast, with really big weapons when he finally gets behind and tears into his thrusters (disabling the Mass Driver Cannon/Boom Gun)

destroying thrusters or pylon/claws don't disable the cannon. Doing that just makes it so firing the gun launches the GB backwards.

Yea, in turn Disabling him from firing...


wha, how does knocking him back disable him from firing? Since when does being on your back make you unable to fire a gun? What kind of lame GB pilots have you been fighting? "Uh oh you knoked me down, now I can't shoot, I give up, uhhuhuhuyuck. <_^

Re: Better GB Killer!

Posted: Fri Jul 18, 2014 7:40 pm
by Zer0 Kay
Thinyser wrote:
Killer Cyborg wrote:As a side note, any GB I've ever played, and most that I've seen played, carried backup weapons.

Wait. What? thats just pure nonsense! :fool: :lol:

Exactly, no fair those hands are just for show!

Re: Better GB Killer!

Posted: Fri Jul 18, 2014 8:30 pm
by Tor
Design a special hardware device (via PU2) that gives the Magnetism abilities, jams rail-guns. GB is crippled, close in.

Re: Better GB Killer!

Posted: Fri Jul 18, 2014 9:26 pm
by wyrmraker
GBAnnihilator wrote:
Zer0 Kay wrote:
wyrmraker wrote:Well, given that the Glitter Boy Killer is a CS idea, it would be appropriate to go the all-tech route. Since I'm unsure just who is looking to replace the GBK, I decided to go a different route.

Start with the NG-EX10 Gladius
Tack on a Jetpack
Add in a Force Field of choice
Add on TW enhancements:
Magical-Adrenal Rush
Speed Weapon
Invincible Armor
Tack on a shoulder-mounted Grenade Launcher
Load with Carpet of Adhesion, Mystic Net, and Plasma Grenades
Add a Mega-Damage melee weapon of choice
(I prefer a reclaimed Vibro-Sword from the T-550)
Piloted by a Juicer.

How's that?

And jet boots... Wait I thought you were going all tech... Oh wait that would be the your way.

I was going for pure Coalition tech, and a TW Power armor won't work anyway...the pilot would be turned to goo by the magic flowing back through the system into him.
To make a TW Power Armor you would need, to strip the inner workings and leave it as just an armor. Then make a PPE storage built into the chest piece (Talisman Matrix), then you can carve into the armor the areas for wires/tubes to connect to the limbs and power your enchantments.
That's how I made my TW-GB!

Okay, I see where you're going here.
The equation is simple. Gunsligner with paired particle beam pistols, have him/her aim.Called Shot for the Boom Gun feed belt, and then have other long-range figures take it down. Done.

Re: Better GB Killer!

Posted: Fri Jul 18, 2014 9:32 pm
by wyrmraker
Or get a Psi-Tek within range using stealth technologies gleaned by the CS. Telemechanic Control trumps all tech.

Re: Better GB Killer!

Posted: Fri Jul 18, 2014 9:34 pm
by say652
Two things make a GB.
One Boomgun. Negate the weapon. Tor magnetism idea is sound but Overpowered.
A magnetic field that generates a repulsion field. Repelling railgun rounds. Seems fair.

770mdc!! Since phasetech was scoffed. Maybe a shell cracker like the xiticik hunter perhaps.

Re: Better GB Killer!

Posted: Fri Jul 18, 2014 9:43 pm
by wyrmraker
GBAnnihilator wrote:
Zer0 Kay wrote:
wyrmraker wrote:Well, given that the Glitter Boy Killer is a CS idea, it would be appropriate to go the all-tech route. Since I'm unsure just who is looking to replace the GBK, I decided to go a different route.

Start with the NG-EX10 Gladius
Tack on a Jetpack
Add in a Force Field of choice
Add on TW enhancements:
Magical-Adrenal Rush
Speed Weapon
Invincible Armor
Tack on a shoulder-mounted Grenade Launcher
Load with Carpet of Adhesion, Mystic Net, and Plasma Grenades
Add a Mega-Damage melee weapon of choice
(I prefer a reclaimed Vibro-Sword from the T-550)
Piloted by a Juicer.

How's that?

And jet boots... Wait I thought you were going all tech... Oh wait that would be the your way.

I was going for pure Coalition tech, and a TW Power armor won't work anyway...the pilot would be turned to goo by the magic flowing back through the system into him.
To make a TW Power Armor you would need, to strip the inner workings and leave it as just an armor. Then make a PPE storage built into the chest piece (Talisman Matrix), then you can carve into the armor the areas for wires/tubes to connect to the limbs and power your enchantments.
That's how I made my TW-GB!

And I will freely admit that I never, EVER agreed with the view that, in Techno-Wizardry, magic MUST replace technology. Just as I have never agreed that Joseph Prosek wouldn't understand and take advantage of sorcery by using the Vanguard to his advantage.

Re: Better GB Killer!

Posted: Fri Jul 18, 2014 9:51 pm
by GBAnnihilator
Zer0 Kay wrote:
GBAnnihilator wrote:
Zer0 Kay wrote:
GBAnnihilator wrote:GB's weakness; Can't fire in a 360 (leaving back open for Atk), and doesn't go nearly as fast as some other power armors

So to take advantage, the GBK would need to be really small, really fast, with really big weapons when he finally gets behind and tears into his thrusters (disabling the Mass Driver Cannon/Boom Gun)

destroying thrusters or pylon/claws don't disable the cannon. Doing that just makes it so firing the gun launches the GB backwards.

Yea, in turn Disabling him from firing...


wha, how does knocking him back disable him from firing? Since when does being on your back make you unable to fire a gun? What kind of lame GB pilots have you been fighting? "Uh oh you knoked me down, now I can't shoot, I give up, uhhuhuhuyuck. <_^

It says in the book that it's an "automatic" suppression system, which suggests that the cannon won't fire if the system is malfunctioning as an "automatic" security measure. It should make sense because the PA was built pre-rifts, and the military has a ton of security measures now.

Re: Better GB Killer!

Posted: Fri Jul 18, 2014 9:59 pm
by GBAnnihilator
wyrmraker wrote:Or get a Psi-Tek within range using stealth technologies gleaned by the CS. Telemechanic Control trumps all tech.

except cybernetics :-D

Re: Better GB Killer!

Posted: Fri Jul 18, 2014 10:01 pm
by wyrmraker
GBAnnihilator wrote:
wyrmraker wrote:Or get a Psi-Tek within range using stealth technologies gleaned by the CS. Telemechanic Control trumps all tech.

except cybernetics :-D

Cybernetics is not a Glitter Boy. Still a trump.

Re: Better GB Killer!

Posted: Fri Jul 18, 2014 10:08 pm
by GBAnnihilator
wyrmraker wrote:
GBAnnihilator wrote:
Zer0 Kay wrote:
wyrmraker wrote:Well, given that the Glitter Boy Killer is a CS idea, it would be appropriate to go the all-tech route. Since I'm unsure just who is looking to replace the GBK, I decided to go a different route.

Start with the NG-EX10 Gladius
Tack on a Jetpack
Add in a Force Field of choice
Add on TW enhancements:
Magical-Adrenal Rush
Speed Weapon
Invincible Armor
Tack on a shoulder-mounted Grenade Launcher
Load with Carpet of Adhesion, Mystic Net, and Plasma Grenades
Add a Mega-Damage melee weapon of choice
(I prefer a reclaimed Vibro-Sword from the T-550)
Piloted by a Juicer.

How's that?

And jet boots... Wait I thought you were going all tech... Oh wait that would be the your way.

I was going for pure Coalition tech, and a TW Power armor won't work anyway...the pilot would be turned to goo by the magic flowing back through the system into him.
To make a TW Power Armor you would need, to strip the inner workings and leave it as just an armor. Then make a PPE storage built into the chest piece (Talisman Matrix), then you can carve into the armor the areas for wires/tubes to connect to the limbs and power your enchantments.
That's how I made my TW-GB!

And I will freely admit that I never, EVER agreed with the view that, in Techno-Wizardry, magic MUST replace technology. Just as I have never agreed that Joseph Prosek wouldn't understand and take advantage of sorcery by using the Vanguard to his advantage.

Well, Joe does have a black safe were he keeps all the really powerful TW (and other "demonic") items to be used for the Coalitions darkest hour. On the TW/Tech side I understand what you mean, but how the rules say magic displaces reality (and everything else) it makes sense that it would turn someone to mush if it passed through them long enough or enough times.

Re: Better GB Killer!

Posted: Fri Jul 18, 2014 10:21 pm
by wyrmraker
GBAnnihilator wrote:
wyrmraker wrote:
GBAnnihilator wrote:
Zer0 Kay wrote:
wyrmraker wrote:Well, given that the Glitter Boy Killer is a CS idea, it would be appropriate to go the all-tech route. Since I'm unsure just who is looking to replace the GBK, I decided to go a different route.

Start with the NG-EX10 Gladius
Tack on a Jetpack
Add in a Force Field of choice
Add on TW enhancements:
Magical-Adrenal Rush
Speed Weapon
Invincible Armor
Tack on a shoulder-mounted Grenade Launcher
Load with Carpet of Adhesion, Mystic Net, and Plasma Grenades
Add a Mega-Damage melee weapon of choice
(I prefer a reclaimed Vibro-Sword from the T-550)
Piloted by a Juicer.

How's that?

And jet boots... Wait I thought you were going all tech... Oh wait that would be the your way.

I was going for pure Coalition tech, and a TW Power armor won't work anyway...the pilot would be turned to goo by the magic flowing back through the system into him.
To make a TW Power Armor you would need, to strip the inner workings and leave it as just an armor. Then make a PPE storage built into the chest piece (Talisman Matrix), then you can carve into the armor the areas for wires/tubes to connect to the limbs and power your enchantments.
That's how I made my TW-GB!

And I will freely admit that I never, EVER agreed with the view that, in Techno-Wizardry, magic MUST replace technology. Just as I have never agreed that Joseph Prosek wouldn't understand and take advantage of sorcery by using the Vanguard to his advantage.

Well, Joe does have a black safe were he keeps all the really powerful TW (and other "demonic") items to be used for the Coalitions darkest hour. On the TW/Tech side I understand what you mean, but how the rules say magic displaces reality (and everything else) it makes sense that it would turn someone to mush if it passed through them long enough or enough times.

I get you there, on what the rules implicate. However, if the power supply is not replaced (under the RAW), I see no reason that TW enhancements couldn't be added to an exoskeleton or powered armor without having to fully replace the original power supply. Well, so long as the proper PPE reserves were added.

Re: Better GB Killer!

Posted: Fri Jul 18, 2014 10:21 pm
by GBAnnihilator
wyrmraker wrote:
GBAnnihilator wrote:
wyrmraker wrote:Or get a Psi-Tek within range using stealth technologies gleaned by the CS. Telemechanic Control trumps all tech.

except cybernetics :-D

Cybernetics is not a Glitter Boy. Still a trump.

You said ALL tech

Re: Better GB Killer!

Posted: Fri Jul 18, 2014 10:26 pm
by wyrmraker
GBAnnihilator wrote:
wyrmraker wrote:
GBAnnihilator wrote:
wyrmraker wrote:Or get a Psi-Tek within range using stealth technologies gleaned by the CS. Telemechanic Control trumps all tech.

except cybernetics :-D

Cybernetics is not a Glitter Boy. Still a trump.

You said ALL tech

Sorry, I am drunk and over-spoke. And this is a Glitter Boy Killer thread, so I figured...
Regardless, my thought of the Psi-Tek isn't a bad one.

Re: Better GB Killer!

Posted: Fri Jul 18, 2014 10:36 pm
by GBAnnihilator
wyrmraker wrote:
GBAnnihilator wrote:
wyrmraker wrote:
GBAnnihilator wrote:
wyrmraker wrote:Or get a Psi-Tek within range using stealth technologies gleaned by the CS. Telemechanic Control trumps all tech.

except cybernetics :-D

Cybernetics is not a Glitter Boy. Still a trump.

You said ALL tech

Sorry, I am drunk and over-spoke. And this is a Glitter Boy Killer thread, so I figured...
Regardless, my thought of the Psi-Tek isn't a bad one.

No it's not! I think there should actually be an OCC for it, but the CS would be intimidated so they wouldn't mass produce them like Psi-Nullifiers.
Though I'm trying to find a PA to replace it, not a psychic sadly.

Re: Better GB Killer!

Posted: Fri Jul 18, 2014 10:52 pm
by wyrmraker
While both of my ideas would take down a Glitter Boy, a purely tech solution would be even simpler. A few X-2010 Longstrikes and/or a couple of X-4600 Sharpshooters for precision shots. Add more for multiple Glitter Boys of any type.

Done, finished, Game Over

Re: Better GB Killer!

Posted: Fri Jul 18, 2014 11:16 pm
by Alrik Vas
Ambush is always the best GB killer. any sort of MD weapon will do if you get first strike and can disable their main weapon.

Re: Better GB Killer!

Posted: Sat Jul 19, 2014 1:15 am
by Zer0 Kay
GBAnnihilator wrote:
Zer0 Kay wrote:
GBAnnihilator wrote:
Zer0 Kay wrote:
GBAnnihilator wrote:GB's weakness; Can't fire in a 360 (leaving back open for Atk), and doesn't go nearly as fast as some other power armors

So to take advantage, the GBK would need to be really small, really fast, with really big weapons when he finally gets behind and tears into his thrusters (disabling the Mass Driver Cannon/Boom Gun)

destroying thrusters or pylon/claws don't disable the cannon. Doing that just makes it so firing the gun launches the GB backwards.

Yea, in turn Disabling him from firing...


wha, how does knocking him back disable him from firing? Since when does being on your back make you unable to fire a gun? What kind of lame GB pilots have you been fighting? "Uh oh you knoked me down, now I can't shoot, I give up, uhhuhuhuyuck. <_^

It says in the book that it's an "automatic" suppression system, which suggests that the cannon won't fire if the system is malfunctioning as an "automatic" security measure. It should make sense because the PA was built pre-rifts, and the military has a ton of security measures now.

No. Automatic infers that it deploys without having to MANUALLY deploy them. It neither infers nor alludes to a "safety" your eisegeteing, reading text to find what you want hidden in it.

If your translation of the text were correct, there'd be no need to list how far a GB gets knocked back because any idiot who put in a safety feature that would make the GB broke just because the armor is going to get scratched from a little toss that wouldn't do any damage to the suit and only shakeup the piolot would also make it so the boomgun wouldn't fire if the pylons were unable to deploy. Besides IIRC one of the books notes the stabilization system can be disabled by the pilot.

An analogy, and I'm sure like all analogies it will breakdown at some point, AUTOMATIC weapons. The auto/ automatic means it auto roosters. It does not mean that if the recoil or gas cocking mechanism isn't working that the weapon can't be manually cycled. On the contrary an m-16 with a broken has tube turns into a single shot bolt action rifle... with a really inconvenient cocking handle. Same goes for every auto pistol I know of, just use the slide.

I don't know many things that are auto in design that by design becomes manual. Of course there are exceptions but that is when the auto is integral to the function like an automatic transmission, with out the tranny it becomes dead, but on a GB the stabilization isn't required as a functional part of the gun just like the stabilization system on an M1 Abrams isn't necessary for the firing of the cannon.

Re: Better GB Killer!

Posted: Sat Jul 19, 2014 11:41 am
by Aaryq
How about buried skelebots?
Bury them and once the GB's get past them they attack from the rear. Think super landmines!

Re: Better GB Killer!

Posted: Sat Jul 19, 2014 12:27 pm
by Killer Cyborg
Aaryq wrote:How about buried skelebots?
Bury them and once the GB's get past them they attack from the rear. Think super landmines!


:ok:

Re: Better GB Killer!

Posted: Sat Jul 19, 2014 1:05 pm
by say652
Antigravity disks. Attach them once off the ground first attempt to fire is goibg to launch the GB backwards at mach 2. Or if was on his back into the fround at mach2 should kill the pilot but leave the armor relatively unscathed. Wash out the ketchup and your good to go.

Re: Better GB Killer!

Posted: Sat Jul 19, 2014 1:36 pm
by Shark_Force
unless the canister has the same mass as the glitter boy, it won't be launching back at anything even remotely close to mach 2.

with that being said, where are you planning on getting this antigravity lift that is going to somehow force itself underneath a glitter boy and also withstand having 3 foot pylons driven into a random part of it, exactly?

Re: Better GB Killer!

Posted: Sat Jul 19, 2014 2:29 pm
by say652
18" disks. A.I. controlled. Start shooting at gb. It fires back. Pie tin attaches to its back and poof anti gravity field activated.

Use similiar gadget in HU to stop invulnerable characters and those pesky kung fu types.

It fires in a Zero-G field. For every action there is a equal and opposite reaction.

Re: Better GB Killer!

Posted: Sat Jul 19, 2014 3:29 pm
by GBAnnihilator
say652 wrote:18" disks. A.I. controlled. Start shooting at gb. It fires back. Pie tin attaches to its back and poof anti gravity field activated.

Use similiar gadget in HU to stop invulnerable characters and those pesky kung fu types.

It fires in a Zero-G field. For every action there is a equal and opposite reaction.

We're talking about Power Armor here not Anti-gravity devices that aren't even made on Rifts Earth, let alone by Coalition. If it was the wouldn't be using modified hover plates on the Deaths Head Transports.

Re: Better GB Killer!

Posted: Sat Jul 19, 2014 5:27 pm
by Alrik Vas
Killer Cyborg wrote:
Aaryq wrote:How about buried skelebots?
Bury them and once the GB's get past them they attack from the rear. Think super landmines!


:ok:

Why not just...land mines?

Re: Better GB Killer!

Posted: Sat Jul 19, 2014 7:19 pm
by Zer0 Kay
the buried bots are definitely more versatile than the mines but either way it's defensive or requires too much time and detailed intel to be used offensively. But I guess the OP is for a tank killer even if the original GB killer was designed more like the concept of a jagdpanzer.

Re: Better GB Killer!

Posted: Sat Jul 19, 2014 10:28 pm
by say652
Coalition tech is a joke. Lol.
Proves my point most of their strength is handwavium.

Re: Better GB Killer!

Posted: Sun Jul 20, 2014 12:25 am
by glitterboy2098
say652 wrote:Coalition tech is a joke. Lol.
Proves my point most of their strength is handwavium.

"Quantity has a quality all its own" - Clausewitz. On War

Re: Better GB Killer!

Posted: Sun Jul 20, 2014 2:04 am
by sanka
Short range missiles have a range off 5 miles.

2 katjoesja trucks with 40 laserguided SRM's each.
4 Flying titans with laser targeting.

Take out the ground pylons asap with HE's. Than frag the GB with AP's or
plasma's.

Re: Better GB Killer!

Posted: Sun Jul 20, 2014 2:23 am
by Shark_Force
1) why is everyone obsessed with the pylons being a target?

2) how are you going to target pylons with missiles when missiles can't target anything other than the main body anyways?

@say652: that sounds more expensive than the glitter boy. that sort of tech doesn't come easy. also, if it has the pylons planted, good luck moving it anywhere.

Re: Better GB Killer!

Posted: Sun Jul 20, 2014 2:51 am
by Thinyser
Shark_Force wrote:1) why is everyone obsessed with the pylons being a target?

2) how are you going to target pylons with missiles when missiles can't target anything other than the main body anyways?
great questions. The pylons are not a priority IMO.

Either kill the pilot or take out the gun/ammo feed belt and hope the pilot is not well armed after thats gone.

Re: Better GB Killer!

Posted: Sun Jul 20, 2014 2:52 am
by Killer Cyborg
Shark_Force wrote:1) why is everyone obsessed with the pylons being a target?


Good question.
If you're close enough to a target to drip poison down a string into his mouth, you're close enough to shoot him.

2) how are you going to target pylons with missiles when missiles can't target anything other than the main body anyways?


Can't.

@say652: that sounds more expensive than the glitter boy. that sort of tech doesn't come easy. also, if it has the pylons planted, good luck moving it anywhere.


Hm. Good points.

Re: Better GB Killer!

Posted: Sun Jul 20, 2014 7:42 am
by sanka
@sharkforce
Of course missiles can hit other targets then the main body of a robot or PA.
That's why I said the "laser guided SRM's".

And with laser guidance, the move Darran pulled in the novels should be doable.
The hit would be on the ground, not the GB, the rest.....
The follow up wave of at least 60 of srm's against a GB even hitting the main body should kill it.
Otherwise the four Flying Titans could finish it off.


Telemechanics is the best way. Just reprogram it, so the pilot can't get in, or controle it any more...

Re: Better GB Killer!

Posted: Sun Jul 20, 2014 10:41 am
by dragonfett
sanka wrote:@sharkforce
Of course missiles can hit other targets then the main body of a robot or PA.
That's why I said the "laser guided SRM's".

And with laser guidance, the move Darran pulled in the novels should be doable.
The hit would be on the ground, not the GB, the rest.....
The follow up wave of at least 60 of srm's against a GB even hitting the main body should kill it.
Otherwise the four Flying Titans could finish it off.


Telemechanics is the best way. Just reprogram it, so the pilot can't get in, or controle it any more...


So how much MDC does the ground have to resist the missiles?

I personally would not target the pylons simply because I couldn't see them and would only be taking a stab in the dark at where they would be, not to mention the pylons are very thin, making it even harder to hit.

Your best bet would be to target the ammo feed (yes I know, it's just as thin as the pylons, but with the added benefit of being visible to strike). Once the GB uses up the few remaining rounds (the two to three that have already been loaded into the Boom Gun to be fired), the Glitter Boy becomes significantly less dangerous, even if it has back up weapons. That doesn't mean that becomes any easier to take down, you still have to whittle down all of that armor, but now you don't have to do it under the threat of the Boom Gun.

Re: Better GB Killer!

Posted: Sun Jul 20, 2014 11:27 am
by Mack
Skelebots are by far the best way to take out a Glitterboy. Send in a dozen or so but don't bother with ranged attacks. Just have them swarm the GB and use their robotic strength to grapple/pin him, then just disable/destroy the suit at your leisure. Sure, you will lose a few 'bots in the assault but that's a trade the CS would make any day of the week.

Re: Better GB Killer!

Posted: Sun Jul 20, 2014 12:10 pm
by Alrik Vas
Do skelebots run faster?

Re: Better GB Killer!

Posted: Sun Jul 20, 2014 12:21 pm
by say652
Twin jetpack "bolos" to jetpacks connected by mdc cable piloted by A.I. hook main body or neck and fly up. Primitive but effective.

Re: Better GB Killer!

Posted: Sun Jul 20, 2014 12:39 pm
by Mack
Alrik Vas wrote:Do skelebots run faster?

Yes. Plus the skelebots can shoot while running.

Re: Better GB Killer!

Posted: Sun Jul 20, 2014 12:45 pm
by Alrik Vas
Then a squad of skelebots, if they can clear the distance without taking significant losses, would be optimal, yeah. Though we're still talking about a group vs 1.

Re: Better GB Killer!

Posted: Sun Jul 20, 2014 1:19 pm
by Mack
Alrik Vas wrote:Then a squad of skelebots, if they can clear the distance without taking significant losses, would be optimal, yeah. Though we're still talking about a group vs 1.


Yep. I always figured the most straightforward way to make the existing GB Killer more effective was to assign it a squad of Skelebot assistants. That would force the GB to choose between shooting at the Killer or the swarm.

(I'm a fan of Skelebots, and cringe at how the CS employed them.)

Re: Better GB Killer!

Posted: Sun Jul 20, 2014 1:29 pm
by say652
I use skelebots alot. Like 100:1 for infantry.
Five dogboys, one psi stalker, five military specialists, twenty grunts, ten samas pilots, four enforcers, and around 4500 skelebots is a typical "war" party for the skull boys.

Re: Better GB Killer!

Posted: Sun Jul 20, 2014 2:26 pm
by Killer Cyborg
sanka wrote:@sharkforce
Of course missiles can hit other targets then the main body of a robot or PA.
That's why I said the "laser guided SRM's".


RUE 362
Note: All missiles always strike the main body

Re: Better GB Killer!

Posted: Sun Jul 20, 2014 2:27 pm
by Killer Cyborg
Mack wrote:Skelebots are by far the best way to take out a Glitterboy. Send in a dozen or so but don't bother with ranged attacks. Just have them swarm the GB and use their robotic strength to grapple/pin him, then just disable/destroy the suit at your leisure. Sure, you will lose a few 'bots in the assault but that's a trade the CS would make any day of the week.


Pretty good strategy.
A GB can grapple... but not so much if they're outnumbered that heavily.

I might have to run some test scenarios on this one some day.

Re: Better GB Killer!

Posted: Sun Jul 20, 2014 2:29 pm
by Aaryq
say652 wrote:I use skelebots alot. Like 100:1 for infantry.
Five dogboys, one psi stalker, five military specialists, twenty grunts, ten samas pilots, four enforcers, and around 4500 skelebots is a typical "war" party for the skull boys.

Skelebots are a standard in my CS Campaigns. They usually don't accompany my CS PC's (maybe one or 2 if they ask), but they are part of their support network. And heaven help you if you're a non-CS Character attacking the CS.
Maybe not 100:1 odds but one step higher odds. You bring a squad sized element, they bring a platoon. You bring a platoon, they bring a company. So on and so forth.

Re: Better GB Killer!

Posted: Sun Jul 20, 2014 2:36 pm
by Alrik Vas
However, 1 for 1, so far we have air elements that most can get behind as a better GB killer. What ground units, 1v1 would do the job best?

Re: Better GB Killer!

Posted: Sun Jul 20, 2014 2:42 pm
by say652
South america has a Dinosaur power armor with an autododge.

Re: Better GB Killer!

Posted: Sun Jul 20, 2014 2:45 pm
by Alrik Vas
Not using an attack to dodge is strong, but actually dodging is up to dice and auto dodge doesn't always have the best bonuses.

Re: Better GB Killer!

Posted: Sun Jul 20, 2014 2:47 pm
by glitterboy2098
Alrik Vas wrote:However, 1 for 1, so far we have air elements that most can get behind as a better GB killer. What ground units, 1v1 would do the job best?


i'm rather fond of the Ultimax for it actually.. you have a main railgun with nearly the same range and power, plenty of minimissiles for closer up, good armor, and the forcefield (if you have a version with it) gives you the ability to shrug off an extra hit from the boomgun. (possibly multiple times, depending on how your GM rules on it's recharge rate, which was never listed in canon)