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Author Topic: Launch the Mobile Suit!! - The Gravity Front  (Read 62033 times)

Parsely

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Launch the Mobile Suit!! - The Gravity Front
« on: March 22, 2014, 05:26:37 pm »

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 ]


Zeon
Spoiler: MS-06 Zaku II (click to show/hide)
The 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


Spoiler: YMS-09 Proto Dom (click to show/hide)
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

---

Federation
Spoiler: RGM-79 (click to show/hide)
Spoiler: With FADEGEL Shield (click to show/hide)
The 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


Spoiler: Rules (click to show/hide)
Spoiler: Other Mechanics (click to show/hide)
Spoiler: Melee (click to show/hide)

Spoiler: Weapon Tags (click to show/hide)
Spoiler: Vehicle Tags (click to show/hide)

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.

---

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
Spoiler: Front (click to show/hide)

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)
Spoiler (click to show/hide)
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)
Spoiler (click to show/hide)
The Type 09 artillery cannon fires a 180x800 millimeter HE round and is loaded with an eight (8) 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.

Spoiler: Scale (click to show/hide)

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)
Spoiler: Front (click to show/hide)
Spoiler: Rear (click to show/hide)

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.

Spoiler: Weapon Tags (click to show/hide)
Spoiler: Vehicle Tags (click to show/hide)

We determine B/S modifiers by the description of the action as it plays out.

Quote from: adwarf
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.

Spoiler: GM Note (click to show/hide)

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.

Spoiler: GM Note (click to show/hide)

Code: (Character Sheet) [Select]
Pilot Name:
Team: Fed/Zeon




[Right, so this is a prototype game I'm trying out!]

Players
ZEON
---

FEDERATION
---

Reinforcements
---


Casualties
Quote from: The Salamis Skirmish (over Side 4)
Federation: USEC_OFFICER/Harry
Zeon: Furtuka/John Dehek
« Last Edit: July 21, 2014, 12:56:24 am by GUNINANRUNIN »
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darkpaladin109

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Re: Launch the Mobile Suit!! - Need Testers
« Reply #1 on: March 22, 2014, 05:30:17 pm »

Pilot Name: Franz Karel
Team: Zeon
« Last Edit: April 02, 2014, 03:11:10 pm by darkpaladin109 »
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Gentlefish

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Re: Launch the Mobile Suit!! - Need Testers
« Reply #2 on: March 22, 2014, 06:04:52 pm »

Pilot name: Jackson
Team: Federation

USEC_OFFICER

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Re: Launch the Mobile Suit!! - Need Testers
« Reply #3 on: March 22, 2014, 06:15:45 pm »

Pilot Name: Harry
Team: Federation
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Furtuka

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Re: Launch the Mobile Suit!! - Need Testers
« Reply #4 on: March 22, 2014, 06:17:16 pm »

Name: John Dehak
Side: Zeon
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It's FEF, not FEOF

GreatWyrmGold

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Re: Launch the Mobile Suit!! - Need Testers
« Reply #5 on: March 22, 2014, 07:40:30 pm »

The Lagrange orbits look too large and elliptical to be stable, Luna II is going to screw with the orbit of at least Side 7, and you really shouldn't name a war after something the players have every possibility of changing. What if we win it in a month, or make it drag on for several years through a mixture of stubbornness and offensive incompetence? Not to mention that the Sides lack a wide variety of basically vital planetary resources. Like people.
Eh, probably overthinking it.

Pilot Name: Carl Anderson
Team: Zeon
Probably going to be favoring the Heat Hawk.
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[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

USEC_OFFICER

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Re: Launch the Mobile Suit!! - Need Testers
« Reply #6 on: March 22, 2014, 07:46:24 pm »

Eh, probably overthinking it.

It's a Gundam game. You probably are. :P
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Furtuka

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Re: Launch the Mobile Suit!! - Need Testers
« Reply #7 on: March 22, 2014, 07:50:54 pm »

This is the canon setting of the original Gundam show GWG. Luna II is a mining asteroid dragged into orbit btw
« Last Edit: March 22, 2014, 07:52:32 pm by Furtuka »
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Parsely

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Re: Launch the Mobile Suit!! - Need Testers
« Reply #8 on: March 22, 2014, 07:53:31 pm »

1. The Lagrange orbits look too large and elliptical to be stable, Luna II is going to screw with the orbit of at least Side 7,

2. and you really shouldn't name a war after something the players have every possibility of changing. What if we win it in a month, or make it drag on for several years through a mixture of stubbornness and offensive incompetence?

3. Not to mention that the Sides lack a wide variety of basically vital planetary resources. Like people.

1. The Sides can move.

2. This is a scenario. Its only canon up until this starting point that I chose. Anything can happen.

3. What?
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Furtuka

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Re: Launch the Mobile Suit!! - Need Testers
« Reply #9 on: March 22, 2014, 07:55:09 pm »

Though technically if the war's just started shouldn't the EF players be in Balls? :P
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USEC_OFFICER

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Re: Launch the Mobile Suit!! - Need Testers
« Reply #10 on: March 22, 2014, 07:59:21 pm »

Though technically if the war's just started shouldn't the EF players be in Balls? :P

No. No. Noooooo. GMs are crappy enough as they are. We don't want to explode the moment the enemy lays eyes on us.
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Parsely

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Re: Launch the Mobile Suit!! - Need Testers
« Reply #11 on: March 22, 2014, 07:59:52 pm »

Though technically if the war's just started shouldn't the EF players be in Balls? :P
Yeah the RGM's didn't show up until early 0080 I think but- *handwaves* You guys are outnumbered anyways, and the Zakus get actual space maneuver gear. :3
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Gentlefish

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Re: Launch the Mobile Suit!! - Need Testers
« Reply #12 on: March 22, 2014, 08:30:56 pm »

Aw whaat so the gundam suits don't?

Parsely

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Re: Launch the Mobile Suit!! - Need Testers
« Reply #13 on: March 22, 2014, 08:32:32 pm »

Aw whaat so the gundam suits don't?
Nope! But you guys will have allies with you to balance the fight.

Mission start comes soon!
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Furtuka

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Re: Launch the Mobile Suit!! - Need Testers
« Reply #14 on: March 22, 2014, 08:34:52 pm »

The GM's are actually more advanced than Zaku's anyways.
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