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 Mov2NF*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.