The year is Universal Century 0079. The Principality of Zeon has recently declared independence from the rest of the Earth Sphere Federation. In a culmination of hostility between the two factions, the Zeon forces launched a series of surprise attacks across known space. This marks the beginning of the One Year War.
[
Earthsphere circa U.C. 0079-0083 ]
[
Earthsphere circa U.C. 0084-0123 ]
ZeonThe successor to the first ever fielded mobile suit, the MS-05 Zaku I, the Zaku II improved on everything the previous model offered. It was faster, far more durable, had a better Minovsky Reactor, and could be fitted with far more weapons. The Zaku II was the mainstay of the Zeon military for most of the One Year War. Even after the MS-09 Dom and MS-09R Rick Dom began to replace it on the front lines, the Zaku still remained the most numerous mobile suit in Zeon's armed forces. As such, the Zaku II formed the backbone of the Zeon forces throughout their existence. The Zaku II was also a common aggressor unit used during training for Earth Federation Forces pilots.
Stats: Def2
The Prototype Dom was able to overcome the speed problems that affected previous ground combat mobile suits by hovering over the ground instead of actually walking on it. The Prototype Dom achieved the ability to hover with the addition of several thermonuclear jet engines placed in the soles of the feet, as well as the rear leg armor, and the rear skirt armor around its waist. While hovering, the Prototype Dom was able to reach a top ground speed of up to 240 kilometers per hour, a staggering difference when compared to the top ground speed of Zeon's MS-06J Zaku II Ground Types, which was only a little over 80 kilometers per hour. By hovering, the Prototype Dom not only achieved incredible speed, but also unparalleled maneuverability, able to skate back and forth over the ground with ease. It also even with early models became one of the most heavily armored mobile suits ever to be developed.
Stats: Def3
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FederationThe RGM-79 GM is a mass-produced mobile suit based on the technology of the RX-78-2 Gundam. The basic frame was suited for a fairly high level of mobility, for the time, both on Earth and in space while at the same time proved easily adaptable to modifications that could be developed into mission specific GM models.
Stats: Def3
The RGM-79GS GM Command Space Type, a specialized space combat version of the RGM-79G GM Command developed for use in colonies. While the Space Type was visually similar to the regular GM Command besides the standard GM paint scheme, the Space Type mounted an enhanced backpack equipped with more maneuvering verniers and more powerful rocket thrusters. By removing equipment not needed in a gravitational environment, more internal space was freed up in the Space Type, allowing it to be equipped with additional verniers and larger fuel propellant tank.
Stats: Def3
A. Turn order is determined by rolling each mech's Move.
B. Players submit their actions. They may: Fire at another MS, Reload an equipped weapon, Swap their equipped weapon, Attempt to initiate or disengage from melee
C. Action occurs
D. Repeat A-C until combat is resolved
Hit is rolled against Move when targeting an enemy. If the Hit equals or overcomes Move then the shot is successful. Afterwards Damage is rolled against Defense. Damage according to the number that overcomes the result of the defense roll is then dealt.
Each point in a stat is equal to 1d6. So a Move rating of 3 can range from 3-18 on a dodge check.
You can throw your weapon away at the cost of its permanent loss in order to instantly swap weapons.
An MS' Move rating comes in two parts (ex. 2/3). The second rating represents its ability to maneuver in space.
Instead of attacking you can attempt to initiate a melee with another pilot. When doing so the attacker rolls his Move against the target's. If the attacker's Move exceeds the target's the melee is initiated. If the targeted pilot initiates melee against you at the same time the melee is automatically engaged.
During melee, only weapons with the (melee) or (built-in) tags can be used.
To escape a melee, the defender must roll his Move against his attacker's. If the defender's Move exceeds his attacker's he has successfully disengaged. If both players attempt to leave the melee it is automatically disengaged.
A Mobile Suit that is armed with any weapon that does not have a (melee) tag always has a damage rating of 1.
Only two Mobile Suits can be involved in a particular melee at a time.
When firing into a melee the attacker's hit is rolled against whichever player has the lowest move. In the case of a miss there is a 10% chance that the player who was not targeted will be struck, otherwise the attack merely whiffs.
Burst (-1 hit, +1 dmg, costs 5 ammo while acting as a regular attack)
Recoil (you must be stationary to use this weapon)
Linked (when this weapon is fired, also fire [-])
Tank (no hit penalties while moving, mov is reduced to [-] whilst turning)
Stationary: no modifier
Moving: +1 mov, -1 hit
Flying: +2 mov, -2 hit
Fallen: -1 mov, -1 hit
In cover: +1 def
Surpressed: -1 hit
Oh ho! Not so fast! Before the campaign starts we're having a quick dream fight. It's an urban engagement between six Fed Mobile Weapons plus one command vehicle, against a single Zeon unit. Furtuka already has dibs on the Zeon suit.
I'll be briefing him on his stats and arms in private, just to keep it a surprise.
The six Feddie slots are thus:
RGM-79g [ ] <-- These suits get a choice of a machine gun OR the 180mm cannon (everyone gets a shield)
RGM-79g [ ]
RGM-79g [ ]
RX-75 Guntank MPT [ ] <-- standard MS+treads+huger guns=Guntank; they lose mobility if they have to change direction, but the stable platform means no hit penalties while rolling
RX-75 Guntank MPT [ ]
RX-75 Guntank MPT [ ]
The empty brackets are where player/pilot names go. The first to come, is the first served.
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We're starting from scratch with the weapon stats, I've trashed the old ones. These weapons are more appropriate for footsoldiers of the Federation.
RGM-79 Ground-Type - Def2 Mov2
NF*GMG-Type.37/100mm machine gun - Hit3 Dmg2 Amm20, RangeShort/Medium, Burst (-1 hit, +1 dmg, costs 5 ammo while acting as a regular attack)
The standard armament for Federation mobile suit ground forces, the Type 37 is an open-bolt, gas-operated, magazine-fed, mobile suit handheld machine gun. It fires a 100x450 millimeter round at a rate of 500 rounds per minute and is loaded with a 20-round box magazine. Features include a folding stock and swivel forward hand grip. Accuracy is limited due to the aiming from regular iron sights and not a targeting sensor. Maximum effective range of 1.5 kilometers. The Type 37 cannot be used in space. Every Gundam and GM ground type carry two spare 20-round magazines on their hip armor.
NFHI*GMCa-type.09/180mm Artillery Cannon - Hit2 Dmg4 Amm8, RangeMedium/Long, Recoil (you must be stationary to use this weapon)
The Type 09 artillery cannon fires a 180x800 millimeter HE round and is loaded with an eight ( round box magazine. Maximum effective range 3.0 kilometers. The cannon can be broken down into five for storage in the backpack storage container: the forward barrel with muzzle brake group, the rear barrel group, the forward receiver group, the rear receiver group and the magazine. Features include a swivel-out forward hand grip and top carrying handle.
RGM*S-Sh-WF/S-00109 shield - Passive +1 Def, destroyed when hit
Mounted on either forearm, the Federation small shield is used by all GUNDAM and GM ground type mobile suits. It is capable of deflecting most incoming ballistic projectiles and some explosive warheads. Mount latch and joint/pivot mount position retracted for protection or extended for slashing or punching attacks. Can be thrust into the ground and used as an elevated weapon firing position. Features include top carrying handle and shield claw.
Each MS is also equipped with two Beam Swords in either leg. I won't discuss those just yet, however.
RX-75 Guntank Mass Production Type - Def2 Mov2, Tank (no hit penalties while moving, mov is reduced to [1] whilst turning)
2x 120mm Low-Recoil Cannon - Hit3 Dmg3 Amm1, RangeLong/Extreme, Linked (when this weapon is fired, also fire [Lo-Rec Cannon 2])
A pair of 120mm cannons based on the original RX-75-4 Guntank. The cannons are fire-linked and mounted in the unit's shoulders which are connected to the Guntank's backpack.
2x 40mm 4-barrel Pop Missile Launcher - Hit2 Dmg3 Amm4, RangeShort/Medium
For mid-range combat the mass production Guntank is equipped with a pair of 40mm 4-barrel Pop Missile Launchers mounted in place of standard mobile suit forearms.
Burst (-1 hit, +1 dmg, costs 5 ammo while acting as a regular attack)
Recoil (you must be stationary to use this weapon)
Linked (when this weapon is fired, also fire [-])
Tank (no hit penalties while moving, mov is reduced to [-] whilst turning)
Stationary: no modifier
Moving: +1 mov, -1 hit
Flying: +2 mov, -2 hit
Fallen: -1 mov, -1 hit
In cover: +1 def
Surpressed: -1 hit
Quickly: you act sooner, but with bonus negative modifiers
Carefully: you act later, but with bonus positive modifiers
We determine B/S modifiers by the description of the action as it plays out.
I take cover from the sniper behind the aforementioned ruined wall. I'll zap you good, Zeon scum!
Adwarf is now affected by this cover. He is 'In cover', so long as he isn't flanked. It's unrealistic to try and account for every possible B/S tag, so a lot will simply be made up during the action. Tags that will likely be common will get dropped into the OP spoiler for safekeeping. The tag spoilers will also reside beneath the turns where they can be quickly referred to as well. Tags are for things that could realistically affect the situation. So just because you really, really want to stab that Gelgoog and your character is super mad at him because he shot you earlier doesn't mean you'll hit him any harder. However, that doesn't mean I won't reward you with some positive tags for RPing if, for example: the pilot is your sworn enemy who just struck down your mentor and you deliver an awesome 'the reason you suck' speech before driving your beam saber thru his cockpit.
Limited ammo is also now a thing. As a squad you'll have to babysit a supply backpack for rearming in the field. It can be worn by an MS who isn't already wearing a mission pack, or left somewhere safe. Reloading shouldn't be a problem for this scenario so you won't have to worry about that.
I'll be catching up the OP as well since it's completely out of date, so don't consider any of the information up there reliable until I've gone and fixed it. I might be implementing pilot stats pretty soon here unless the rule changes are harder than I think they'll work out to be.
Also, input is welcome but try not to be too critical until I've finished reworking everything. I'd appreciate an appraisal of the stats, tags and weapons as they stand now for these two mobile suits.
Range
Melee (swords, hammers, axes, fists, ramming, other related weaponry improvised or otherwise) > Short (scatter guns, cluster bombs, grenades, thrown or launched weapons, most infantry weapons) > Medium (machine guns and rifles, most armored vehicle weaponry) > Long (most beam weapons, missiles and bazookas, sniper rifles and cannons) > Extreme (artillery, beam cannons, ship weaponry)
Each weapon is rated for an effective range. At certain distances almost any weapon becomes useless. Each consecutive integer of range outside your weapon's effective distance confers a -1 hit penalty. Two points of Mov can close a single integer of range in ideal conditions (calm weather, flat terrain, few to no obstacles), so Medium to Short/Long. Escaping melee range is extremely easy if your opponent does not pursue. Comparatively, the time to close from Extreme to Long can vary if the target is far enough away.
Melee
Dedicated melee weapons such as beam sabres, beam lances, the hyper hammer and heat hawks are extremely deadly. If you get nailed, something's coming off. Unarmed grappling can be useful if you've been disarmed.
Your Mov is your "Hit" rating when performing melee attacks, it determines your success when striking, and halved it is your punching damage. An improvised weapon (severed arm, your gun, a trashed tank) in your hands is +1 damage. If you're wielding a statted melee weapon, it's damage is used instead.
Swapping and Reloading
Stowing a held weapon safely and retrieving and prepping a different one takes time. Swapping is not a free action, and you're vulnerable while doing it. You can drop the weapon as a free action to swap quickly. Unlike in space, your weapon isn't lost if you drop it. You can go back to where it fell to pick it up again once things have quieted down.
Reloading is not a free action, it takes a full turn. You can move and reload at the same time at no penalty. If you're desperate, you can perform a Snap Shot, which allows you to reload and fire in the same turn at a -1 hit penalty.
In light of the range mechanic, I amped up all the hit ratings on the guns except the cannon because 4 damage.
Pilot Name:
Team: Fed/Zeon
[Right, so this is a prototype game I'm trying out!]
PlayersZEON---
FEDERATION---
Reinforcements---
CasualtiesFederation: USEC_OFFICER/Harry
Zeon: Furtuka/John Dehek