Val CHA Cost Notes 45 STR 15 12.5 tons; 9d6 14 BODY 0 4 SIZE 20 16 DEF 42 23 DEX 39 OCV: 8/DCV: 6 4 SPD 7 Phases: 3, 6, 9, 12 Total Characteristics Cost: 123 Movement: Ground: 20"/40" Superleap: 28"/56" Abilities and Equipment 66 Twin Pumped Lasers: RKA: 4d6, Penetrating (+1/2), Increased Max Range x5 (+1/4), No Range Penalty (+1/2), 0 End (+1/2), 60 Degree Arc (-1/2), OIF (-1) 45 20mm Vulcan Cannon: RKA: 3d6, Autofire x10 (+3/4), 60 Charges (+1/2), 180 Degree Arc (-1/4), OIF (-1) 55 Multi-Missile Launcher: EB: 10d6, Autofire x5 (+1/2), Explosion (+1/2), Indirect (+1/2), Must Cross Intervening Space (-1/2), 30 Charges (+1/4), OIF (-1) (Note: The Indirect Advantage is not for "phasing through walls" or anything so esoteric, it is simply there to simulate the fact that the missiles can be targeted as indirect fire. They can be fired "over the horizon" over or around buildings and corners.) 10 Hardened Armor: 1 level of Hardening Legs: OIF (-1) 14 Ground Movement: +14" Running (20" Total) 10 Collapsable Size: Shrinking, 2 Lvls, Only for Folding legs to Fit 2.5 x 2.5 meter Spaces (-1), 0 End (+1/2) 5 Jump Jets: 20" Superleap, OIF (-1)(5) 5 Leg Spikes: Clinging: 45 STR, OIF (-1) 5 Communications: High-Range Radio Hearing and Transmit, OIF (-1) Optics: OIF (-1) 2 Infra-Red Vision 2 Ultra-Violet Vision 4 +6 Telescopic Vision 6 Flash Defense 12 DEF Sealed Environment: OIF (-1) 4 Life Support, Self Contained Breathing, 5 Hour Limit (-1/4) 4 Life Support, Safe in Vacuum/High Pressure, Radiation, Extreme Heat/Cold Wire Tentacles: OIF (-1) 2 Extra Limbs x2, No Fine Manipulation (-1/2) (2) 12 4" Stretching, Only on Wire Tentacles (-1/2), 0 End (+1/2) 15 Operator Neurolink System Multipower: 30 Pt Pool, OIF (-1) u +5 DEX, (1) u +1 SPD, (1) u +3 Levels with Weapons (1) 5 Another Neurolink System for the Gunner 274 Total Abilities and Equipment Cost 397 Total Vehicle Cost Disadvantages 25 Distinctive Features: Fearsome Spider-like Mecha (NC, E) Physical Limitation: 20 Incredibly Complex to Maintain and Repair 15 Requires Special Training to Operate (All, Slight) 20 Requires Two Operators (All, Greatly) 20 Reputation: Mysterious Killing machine (ext) 14- 20 Susceptibility: 1d6 DEX Drain Per Segment in intense Magnetic Fields 15 Watched: Hou Bang, Mo. Pow. NCI Total Cost: 397 Total Disadvantages: 135 Base: 262 Cost: 52 (Divided into 26 Points apiece for the two Operators)
Designer's Notes This write-up is EXTREMELY powerful. If you use it in a superhero game, I recommend that it be used against heroes who have a lot of experience and/or power. I originally designed this with the intent to use it as a VIPER mecha. But reconsidered once I had finished. The players weren't anywhere near capable of fighting this thing!! Maybe when I get in a game where everyone is about 500 points I might reconsider springing this on them.
Creation Notes: This is my HERO System version of one of the coolest mecha I've ever seen. The Genki (Dark Devil) from Bubblegum Crisis #7 Double Vision. The Genki was truly a fearsome machine, capable of taking on a squad of standard BU 55C Combat Boomers and holding it's own. Against anything less than a Doberman or a giant superboomer it was nearly unstoppable. The armor proved impervious to the Knight Saber's weaponry, and Kou, the standard gunner and copilot, acting alone, dealt Priss her first outright defeat in the series.
Aside from it's deadly weaponry and thick armor, one of the things that made the Genki stand out was it's awesome agility and movement abilities. It could leap literally ten times it's own height, cling to any surface it could sink it's claws into, fold a segment of it's legs to fit into tight spaces and still be able to move at a good clip.
A word on how I decided on the stats and powers. Much of the way the basic stats were laid out reflected perusal of both the source material, and comparison with the M1 A1 Abrams tank that was written up in HERO System Almanac 2, as well as comparisons with some of the mecha listed in VIPER. ( I figured if the Abrams could be considered a baseline for average, then the VIPER tanks are kind of a cheap knock off with tougher weapons but thinner armor. ) I figured if a superhero could get through the armor, there should be enough BODY to still take awhile to destroy/disable it. While still giving the Genki ample time to dish out damage in return or decide to retreat.
I tried to come up with Disadvantages that seemed to fit what I had seen in the show, or were reasonable extrapolations based on my conception of how things work. The DEX Drain in Intense Magnetic fields was not shown in the show, but seemed to me a reasonable limitation based on the idea that it is not moved via hydraulics but via myomer style muscles similar to what Boomers use. I figure that much like the M-66 (another anime) the Genki's performance might start to degrade if someone activated an EMP field around it.
Appearance: The Genki is very distinctive. In fact, it's a custom job, and there's absolutely no mistaking it for anything else. Also, although there might be similar mecha in the world in general, (The Genki is a heavily customized and upgraded version of a mecha that is sometimes found on the battlefield) you don't generally find them on the streets of MegaTokyo. And it would be considered extremely illegal to have it within the city limits. The Extreme reaction modifier comes from the fact that the thing seems to be pretty terrifying when encountered in the show. It's design does seem to be intended specifically to intimidate.
Power Variations: If you want to downpower the Genki for use in your campaign, I recommend doing away with the reflex booster multipower, reduce the armor from 16 to a more reasonable 14, and reduce the level of the attacks by a die or two or removing some of the more obnoxious advantages and limitations.
Genki created by Toshimichi Suzuki and Artmic. Character sheet by William "Logan" Jordan.
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