Hi!
I'm here to ask people to help me test this vague mix-up of Freespace and Fire Emblem and whatnot mecha games that I have created.
I need 5 people, including one Squad Leader-able (more on this in spoilers) character at least.
The test scenario will have a scouting mission gone very wrong. Mind you, this is a game where pilots are easily replaceable upon death so PC's dying will be common thing, so don't get upset that you die few turns in (not to mention, this is just a test). Y'all be Imperial Starfighters, bound to serve and protect the Core Empire from the democratic rebel scum that occupies the other side of this arm of the galaxy. This is all fluff, which you can also read upon in spoilers, which contain basic rules of the game, character creation, combat, et cetera.
MACHINE SETTINGS:
HP: 50/60/70/80/90/100 (ship explodes at 0)
ARMOR: 5/7/10/12/15/18 (lowers damage from enemy weps)
ENGINE: 4/5/6/7/8/9 (amount of tiles ship can move in one turn)
CAPACITY: 8/9/11/12/14/15 (WT of all weps < or = Capacity)
Customization:
One setting is lowered, is other raised (look at fighter templates)
Example: HP at 60 and Armor at 10; player lowers HP to 50 to increase Armor to 12
Only one customization at a time.
Weapons!
Primary weapon is the weapon that will counter enemy attacks if possible. Primary weapon can be either Energy or Cannon type. You cannot go to a mission without Primary weapon.
Missile Rack is special slot for Missile type weapons only.
Secondary and Tertiary weapons are extras, and can be of any type.
FIGHTER/ITEM ACQUISITION:
As this is more of mothership+fighers game, special equipment rules are needed:
At the end of the Chapter, you return to Mothership. This refills all your weapons.
When you're at Mothership, you can browse the Cargo and request modifications for your Fighter via your Squad Leader.
SKILLS:
Accuracy: +3 Hit (1SP, max.15)
Dogfighting: +3 Eva (1SP, max.15)
Intiative: +1 Attack Speed, +1 Eva (1SP, max.15)
Luck: Lowers %Crt of attacker by 1, +1 Hit/Eva (1SP, max.15)
Leadership: +3 Hit/Eva to allies in 3 tile radius (2SP, max.5)
Laser Training: +4 Hit, +2 Crt for Energy weapons (2SP, max.5)
Gunner Training: +4 Hit, +2 Crt for Cannon weapons (2SP, max.5)
Rocketry Training: +4 Hit, +2 Crt for Missile weapons (2SP, max.5)
CLASS TEMPLATES:
ICly: your basic training type in da academy!
Acc Dog Int Lck Led LTr GTr RTr TotalSP
Gunner 3 1 2 0 0 1 1 0 10
Pilot 2 4 4 0 0 0 0 0 10
Officer 1 0 1 0 1 1 1 1 10
Artillery 2 1 1 0 0 0 0 3 10
Player also starts with 4SP (Stat Points) for personal allocation:
Acc, Dog, Int, Lck can be raised by 2 points max, and Led, LTr, GTr and RTr by 1 point.
EXP AND LEVELS:
Each player can have 30 levels
Each player starts at level 1
New level gives 3SP to allocate after the end of Turn
EXP.Pool is shared by all players.
Hitting enemy: 3 EXP
Destroying enemy: 5 EXP
Destroying boss enemy: 30 EXP
Missing enemy/Receiving damage: 1 EXP
Completing a Chapter: 30 EXP
BATTLE STATS:
Attack = Weapon's MT
Hit = Weapon's Hit + ACC bonus + LCK bonus + Module bonus (if any)
Attack Speed = Initiative. If your AS is higher than enemy's by 4, you gain second attack
Evasion = DOG bonus + INT bonus + LCK bonus + Module bonus (if any)
Critical Chance = Weapon's Crt + [weapon]Training bonus - Enemy's LCK
Dodge = LCK
COMBAT:
The usual order of the combat is Attacker -> Defender, if they survive the attack. With enough Attack Speed, the Attacker (or Defender!) can perform two attacks per turn.
Some weapons have slightly different rules, for example, few have set amount of attacks per one 'action' (numerous missiles), and few other double the amount of attacks or, in case of Defender, allow him to hit before the Attacker performs his attack (cannons, beams)
CRITICAL HIT:
Upon critical hit, a random of these malfunctions befalls on the unfortunate victim:
Main Engine Malfunction: MOV halved
Thruster Malfunction: Total EVA halved
Targeting Computer Malfunction: Total HIT (all weapons) halved
Module System Shutdown: Modules cannot be used
Hull Breach: Critical hit deals 2x damage (after armor is counted in)
These stay until end of chapter and return to mothership for repairs, so be careful!
For critical hit effects on capital ships, check 'CAPITALSHIP STATUSES'.
CHARACTER TRAITS:
One Trait per pilot!
Admiral's Child:
Player starts at Ensign and next ranks have requirements of lower rank (Example: to become Lt.Commander, you need to Survive 3 Chapters)
Bloodlust:
If you destroy an enemy, you get +1 AS and +2 DMG. These bonuses are cumulative and reset at the end of the battle. Max bonus is +10 for AS and +20 for DMG.
Blossom:
Player doesn't start with 4SP to spend, but gets one extra SP per level.
Eagle Eye:
ACC gives +5 Hit per point, not +3.
Fearsome:
Fighting against this pilot gives -10 Hit/Eva.
Fortune:
Pilot immune to Critical hits.
Gamble:
Declare your intent to use this trait in combat: When attacking, final Hit is halved, but Crt is raised by amount of Hit lost, up to 50.
Instinct:
DOG gives +5 Eva per point, not +3.
Miracle:
Once per battle, an attack that would lower HP below 0, lowers it to 1 instead.
Natural Leader:
Doubles Leadership bonuses to allies.
Pass:
Can move through enemy-occupied tiles.
Resolve:
When HP is below 30%, Accuracy and Initiative are raised by 50%.
Wrath:
When HP is below 30%, +30 Crt.
PILOT RANKS/BADGES:
Name Avail.Ships Avail.Equip.Ranks Requirements
Rookie Spartan E Every player starts with this rank
Ensign Spartan-Amazon E, D Survive 1 Chapter
Lieutenant Spartan-Arjuna E, D, C Survive 3 Chapters and have at least Leadership level 1
Lt.Commander Spartan-Abaddon E, D, C, B Survive 6 Chapters and have at least Leadership level 2
Commander All All Survive 10 Chapters and have at least Leadership level 3
Squad Leader - +1 Highest Rank and Leadership in the group. This rank can be lost only if pilot dies.
Hardened - - Destroy 1 enemy
Ace - - Destroy 5 enemies
Veteran - - Destroy 15 enemies
Legend - - Destroy 36 enemies
Slayer - - Land a final hit on Destroyer (or better)
Elite - +1 Destroy 7 enemies in a single battle
SQUAD LEADER:
He/she has special duties to perform.
Squad Leader has to browse the reserves roster and compose the flight roster for the next mission.
Also, he/she is in charge of requesting armaments, new fighters and modules, making Squad Leader an essential part of the team.
TERRAIN:
Debris: +1 MOV cost, +10 Eva
Asteroid: Impassable
Large Debris: Impassable but Destructible, turns into Debris on hit if damage is 40 or higher
Red Gas: +1 MOV cost, +20 Eva
Teal Gas: Units on this tile get x1.5DMG from Energy Weapons
Green Gas: +2 MOV cost
Cargo Unit: Impassable but Destructible, might contain Weapons or Modules. If Pilot grabs it and survives the mission, items are added to mothership's cargo hold
Gravity Current: All MOV cost in directions other than gravity vector (at edge of the tile) increased by 2
MAP CONDITIONS:
High Gravity Field: All MOV cost raised by 1.
Solar Corona: Firing Energy weapons deals 1-5 damage to the user.
Pulsar Wave: On regular interval (determined by GM), Hit of all units on map is reduced by 30.
Nebula: Enemies won't be visible until at range 4 or closer, Hit of all units on map is reduced by 20.
STATUSES:
Plasma Fire: Places counter (20) on a ship; at start of new turn, deals 1-5dmg and lowers counter by amount of damage dealt. When counter goes to 0 or lower, Plasma Fire ends.
EMP: Weapons cannot be used, MOV reduced by 2 (until next turn).
Lambda Effect: Base MT of Energy weapons halved (for 3 turns).
FIGHTER WEAPONS:
Energy weapons have moderate range, high damage output and moderate hit.
Cannon weapons have smallest range, small damage but high hit and amount of ammo.
Missile weapons have highest range and damage, but rather low hit and only handful of ammo.
Name Type () RNG MT WT Hit Crt QL
Laser Beam Enrg (E) 1-3 25 3 80 0 15
Cutter Enrg (E) 1-3 20 3 90 5 15
Dual Laser Beam Enrg (D) 1-3 25 5 80 0 20 [Attacks x2]
Point Beam Enrg (D) 1-2 25 3 90 5 20 [Counters first]
Gas Laser Enrg (D) 1-3 30 6 75 10 20
Lambda Beam Enrg (D) 1-2 15 4 90 0 10 [Lambda Effect on hit]
Vulcan MkI Cann (E) 1-2 20 2 95 0 30
Blaster Cann (E) 1-2 30 4 75 0 20
EMP Gun Cann (D) 1-2 0 3 85 0 20 [EMP on hit]
Spike Cann (D) 1-2 25 4 80 8 25
Pilum Cann (D) 1-2 25 5 80 0 30 [Attacks x2]
Minotaur Mssl (E) 2-5 30 4 65 0 4 [Always 4 attacks]
Sidewinder Mssl (E) 2-5 40 5 75 0 2 [+20 Hit vs Fighters]
Harpoon Mssl (D) 2-5 50 6 70 0 8
Garm Mssl (D) 2-5 110 9 55 0 4 [Large targets only, Always 1 attack]
Piranha Mssl (D) 2-5 40 6 65 0 6 [EMP on hit, Always 1 attack]
Cascade Mssl (D) 2-5 25 7 60 0 20 [Always 4 attacks]
MODULES:
Modules do not stack in any way (2 Dogfight Modules will give only +15 Eva, for example)
Name Rank Effect
Hitman OS 1.0 E +10 Hit
Dogfight Module E +15 Eva
Dura-Foam Unit E Restores 10HP (5 uses)
Pre-fire Chamber 4 E Energy weapons +4 MT
Small Battery E Choosen Energy weapon +5 max.QL
Magnetic Clasps E Lowers WT of equipped Weapons by 1
Nitrogen Cooler E Removes Plasma Fire (5 uses)
Engine Booster C x2 MOV for 1 Turn (3 uses)
Hitman OS 2.0 C +20 Hit
Pre-fire Chamber 8 C Energy weapons +8 MT
Nano-Patcher C Restores 20HP and removes EMP/Plasma Fire (3 uses)
Ablative Armor-A C Extra 30HP, which cannot be restored during combat
De-Ionization Net C Protects from EMP
Graviton Emitter C Lowers all MOV cost for the Fighter by 1 (to mininum of 1). Protects from 'High Gravity Field' condition.
Ace AI A +35 Hit, +15 Eva
Energy Shielding A Absorbs one Energy attack per Turn
Nano-RepBots A Restores 40HP and removes EMP/Plasma Fire (3 uses)
Pre-fire Chamber 16 A Energy weapons +16 MT
Large Battery A Choosen Energy weapon x2 max.QL
Iota Mirror Module A Protects from Lambda Effect
Ablative Armor-P A Extra 50HP, which cannot be restored during combat. While active, protects from Plasma Fire
FIGHTER TEMPLATES:
SPARTAN, multi-purpose fighter
Rank: Rookie
HP: 60
ARM: 7
ENG: 7
CAP: 9
Weps:
-Primary (Laser Beam)
-Secondary (-)
Modules: 2
HAMMER, fighter-bomber
Rank: Ensign
HP: 60
ARM: 10
ENG: 5
CAP: 12
Weps:
-Primary (-)
-Missile Rack (Harpoon)
-Secondary (-)
Modules: 2
AMAZON, heavy fighter
Rank: Ensign
HP: 80
ARM: 12
ENG: 5
CAP: 14
Weps:
-Primary (Dual Laser Beam)
-Secondary (-)
Modules: 3
CHARACTER SHEET:
You have Machine and Pilot parts of the sheet
Machine is for hardware settings, weapons and modules
Pilot is for skills, traits, ranks, supports and biography
PILOT:
Name: August von Knappenglappen
Class: Gunner
Ranks: Rookie
DOB: 11th June, 503SE (20 years old)
Affinity: Fire
Character Trait: Fortune
Level: 1
Base Stats:
ACC: 3
DOG: 1
INT: 2
LCK: 0
LED: 0
LTR: 1
GTR: 1
RTR: 0
Creation: +2 DOG, +2 LCK
Current Stats:
ACC: 3
DOG: 3
INT: 2
LCK: 2
LED: 0
LTR: 1
GTR: 1
RTR: 0
Bio:
Eleventh son of shop clerk, he decided to go to WAR and become big damn hero. That's all.
MACHINE:
Filled in by GM upon sheet approval. Then you can customize it using the customization rules.
FLUFF STUFF:
Time: kinda based on Gregorian calendar (months&days)
2354AD = 1SE (Space Era), discovery of 'Warp' technology
Current date:
13th September, 523SE (2876AD)
Core Empire: Most of eastern part of Sagittarius Arm, plus whole Orion Arm.
Capital: Imperia V
Population in 523: 13.7 billion
Number of Star Systems: 34
-Inhabited Star Systems: 25
--Inhabited Planets: 41 (r:1.26)
Western Coalition: Most of the western part of Sagittarius Arm, plus a colony in Crux Arm
Capital: Meliana IV
Population in 523: 9.3 billion
Number of Star Systems: 23
-Inhabited Star Systems: 18
--Inhabited Planets: 29 (r:1.18)
Perseus Corporation: Perseus Arm plus transit settlements in Orion Arm
Capital: Perseia Prime
Population in 523: 6.45 billion
Number of Star Systems: 15
-Inhabited Star Systems: 11
--Inhabited Planets: 14 (r:0.78)
---Chronology---
2023 AD: United Korea, Japan, China and Taiwan form Asian Trade Confederation; first permament base is constructed on Moon.
2031 AD: First human base constructed on Mars
2035 AD: Scientific observatory built on Io, moon of Jupiter
2039 AD: NATO replaced by Western Security Bloc
2041 AD: WSB applies more and more pressure on post-Soviet countries and Asian Trade Confederation
2044-2046 AD: Several border and espionage incidents spark hostility between WSB, Eastern Bloc and ATC, with the latter forming an official army.
20:11, 15th February, 2047 AD: 'Evening War'; Nuclear suicide-attack in China begins a war that lasts nine hours. Two billion people die before sunrise next day.
2047-2097 AD: Second Dark Ages; Nuclear fallout and irradiation causes deaths of more than four billion people across the globe.
2097 AD: Establishment of Pan-Continental Union.
2097-2150 AD: Under the flag of PCU, humanity manages to form a civilization again.
2150 AD: Ark-1, first interstellar spaceship, is launched toward Alpha Centauri with 200.000 people on board. Its estimated arrival was in late 2170's, and should return somewhere around year 2200.
2200 AD: Ark-1 is still to be detected by Io Observatory.
2212 AD: Ark-2 launched toward Alpha Centauri; with better technology and only 40.000 people on board.
2245 AD: Earth population reaches two billion people, first time since Evening War times.
2251 AD: Permament, self-sufficient settlement built on Mars; humanity begins spreading onto other planets of Solar System.
2266 AD: Dr.Eva McCastley develops a theory that could allow FTL flight, but technology is too primitive to prove her works.
2270 AD: PCU of Earth, Mars Colonial Council, Asteroid Mining Corporation and Io Scientific Academy form Galactic Union.
2290 AD: Ark-2, like its predecessor, is declared lost by Galactic Union Council, and Ark program is closed.
2334 AD: Dr.Vladislav Tupolev refines theory of Dr.McCastley from previous century; this time, first micro-scale tests are performed within eight years.
2354 AD: Falcon-1, first spaceship with 'Warp' drive, begins its test jump to Alpha Centauri. Much to humanity's joy, it returns safely within two weeks. Dr.Tupolev becomes a celebrity as humanity enters age of galactic exploration and expansion. Galactic Union announces the beginning of Space Era.
1 Space Era (2354 AD): Humanity spreads to Alpha Centauri, Canopus, Gliese 581, Sirius and several other stars in the neighbourhood.
23 SE: Galactic Union Council moves to Alpha Centauri Bb, and eight years later, to Gliese 581c.
33 SE: Warp engine mishap creates gravity distortion between Earth and Moon; the latter smashes into the Earth, destroying it. 3.2 billion humans die instantly and only handful escapes before impact. However, the destruction of Earth changes the forces in Solar System, and Mars settlements are evacuated.
40-60 SE: Autonomy movements begin amongst frontier colonies of Galactic Union; Galactic Union responds by creating Space Fleet.
60-79 SE: Colonial War; the central colonies and Gliese fight against Colonial Confederation. Use of thermonuclear weapons wipes out several large settlements. The ultimate outcome of the war is that Galactic Union's capital planet, Gliese 581c, is bombarded and its atmosphere destroyed.
79-132 SE: Corporations, colonial governments and military dictatorships compete against each other for domination.
132 SE: Sir Arthur Gravell, Lord-Protector of Shin-Tau colony, unites several worlds together.
132-139 SE: Shin-Tau takes control, either peacefully or forcefully, of numerous colonies.
141-144 SE: Shin-Tau Dominion defeats Sirian Empire and its three allies. Except several border colonies of no real significance, humanity is once again united.
168 SE: Sir Arthur Gravell dies of old age; Shin-Tau Dominion becomes bureaucratic authocracy.
168-445 SE: Golden Age of Humanity; with no wars and internal strife, Shin-Tau Dominion spreads; in 445 SE, there's 29 'core' planets and 10 more frontier colonies, with three settlements on the planets in Sagitarrius Arm of Milky Way Galaxy and scientific outpost on Galbaris, small Mars-like planet in Perseus Arm.
300 SE: Prof.Heinrich Grunewald declares that 'everything in sciences that was discoverable, have been discovered'. Humanity's expansion reaches a plateau of scientific progress.
430's SE: Space Pirates become a real threat to the integrity of Shin-Tau Dominion.
443-445 SE: A group of remote planets in Orion Arm split off, and together they form Orion Alliance to combat the piracy.
445 SE: Lack of response toward the Alliance prompts many other worlds to splint off Shin-Tau Dominion.
477 SE: Shin-Tau Dominion collapses; from its ashes, the Perseus Corporation, Core Dominion and Western Coalition emerge.
515 SE: Sirius Wallace seizes control of Core Dominion after coup d'etat. Declaring intent to unite the humanity again, he starts a war against Western Coalition, a democratic coalition of moderately developed planets and rich frontier colonies. Perseus Corporation manages to avoid conflict thanks to wide trade network in the galaxy, but Orion Alliance receives heavy losses and surrenders to Core Empire in 521.
8th December, 519 SE: Sirius Wallace, Emperor of Core Empire, is killed in bombing attack on his residence. His son, Amadeus, declares himself 'Second Emperor' and continues his father's work of forced unification.
519-522 SE: After series of victories, Western Coalition loses five worlds bordering Core Empire.
523 SE: Galactic War enters its twenty-second year with Canis Offensive, which destroys entire 4th Fleet of Western Coalition and decimates Argos, the largest colony. The future of Western Coalition looks bleak. Emigrants board ships and flee toward largely unexplored planets further 'west', or even toward Crux arm of Milky Way Galaxy.
13th September, 523 SE: TODAY.
---
Tester List:
Corpse Leader:
Kircheis Wen-Li (GUNINANRUNIN)Corpse 2:
Alicia von Braun (GiglameshDespair)Corpse 3: William Buster (BladeMasterModel42)Corpse 4:
Samix Javicus (Taricus)Corpse 5: Michael Grey (Gentleman Raptor)