Chronicles of Martian Aggression War: The Anime opening themeClick HERE for GAME Thread!It's a squad-based dungeon hack'n'slash.
But with mecha, missions, combat drones and futuristic themes ;v
Come save Earth against Martian aggressors!
CHARACTER CREATION:
You need to settle on Name of your Pilot (and his Mecha too!), as well as their starting Mecha and Inventory.
Every Pilot begins with a budget of 20000 United Nations Credits (abbrieviated to 'c') and 10 Skill Points, plus 1 Perk slot (check Perks section below).
After each Mission, Pilots can manage their inventory and sell/buy items, as well as pawn valuable Martian items (unless they will be appropriated by UNMDF council, which happens quite often).
Every Mecha equipped by a Pilot will be validated by UNMDF mechanics; a Mecha requires at least 1 Weapon, 1 Fuel Cell/Reactor, and 1 Radiator/Thermal System to function properly on the battlefield.
At end of each Month, the whole Unit is given standard United Nations Mecha Defense Force Pilot salary (2400c), with extra pay possible based on each Pilot's individual performance.
EXAMPLE CHARACTER SHEET:
Name: Joshua Thompson (Haspen)
Accuracy: 5
Reactions: 5
Initiative: 0
Heroism: (3)
Chassis: AT-TA 2235, "Edge"
Hull Points: 100
Base Armor: 6+9
Base Evasion: 10%
Weight Limit: 53/50 (-3% Evasion)
Heat Limit: 15
Inventory Slots: 5
-PBBT "Blasta" (Ordnance)
-ARMSTRONG Chemtrails (Ordnance)
-aCrodyne MFC-25 (Fuel Cell)
-YokohamaPTS-16 (Radiator)
-PbTuC Tri-Alloy Plating (Armor Plates)
Cost: 12200c/20000c
EQUIPMENT RESTRICTIONS:
A Mecha can have equipped 2 Armor Plates, 2 Thermal systems and 2 Energy units of each.
All other Equipment does not have any restrictions on it.
BASE, DEPLOYMENT, EVAC:
Between Missions, the Pilots are stationed at an UNMDF base. Here they can make changes to their Inventory, as well as manage funds and purchase/sell new items and Mecha.
Every so often, a new assignment will be posted for them, to which they are deployed. Deployment means the start of a mission; no further changes can be made till end of the mission.
Evac happens when a mission is complete OR the Pilots, facing too strong enemies, call for it. Once Evac is underway, it CANNOT be delayed or cancelled.
TURN PROGRESS:
At start of each Turn, GM rolls a 1d6 for Initiative of all allied and enemy units, applying their respective Initiative bonuses to determine the order in which actions will be processed.
Each Pilot defines their target (or targets, if they can fire multiple weapons), or activates a Module on-board their mecha. They can also pick up various items of note laying around.
Once all pilot and enemy actions are resolved, a new Turn begins.
HIT&EVASION:
Hit: Determines your chance to Hit using 1d100 roll. Base Hit is always 85, can be increased with Computers.
Evasion: Determines your chance to avoid being Hit. Base Evasion differs between mecha, can be increased with Computers.
Your Hit - Enemy Evasion = Your Final Hit chance against Enemy
CRITICAL DAMAGE:
Once you Hit, another roll is made to determine if Critical damage applies. This roll is skipped if your Weapon has 0% Crit chance AND you have 0 Precision.
Critical is applied when your roll is equal or lower than sum of (Weapon's natural Crit% + your Precision).
If you land a Critical, your Weapon's minimum damage is added to the standard Damage roll.
SPECIAL ACTIONS:
Wait - You wait, going down the Initiative list by exactly 1.0 points. Once you go below 2.0 Initiative, you can no longer Wait.
Protect - You use your mecha to shield another Pilot. All attacks directed at them will be directed at your Mecha instead, till your next Turn OR the protected performs any other action than Wait (whichever comes first).
SKILLS:
You start with 10 Skill Points to allocate at start (you cannot increase Heroism during character creation however); completing a mission awards 1 Skill Point.
Accuracy: +1 to Hit per 1 Skill point. Unlocks Precision skill at 5 Accuracy.
*Precision: +1 to Criticals with all Weapons per 1 Skill point.
Reactions: +1 to Evasion per 1 Skill point.
Initiative: +0.1 to Initiative rolls per 1 Skill point.
Heroism: +1 Hero Point for your personal use.
PERKS:
Unique traits each Mecha pilot has. Every Pilot can choose 1 Perk.
Bloodthirsty: +5 Damage with all Weapons.
Eagle Eye: +15% to Hit with all Weapons.
Fleet-footed: +15% to Evasion.
Inspector Gadget: Items from 'Modules' section can be used along with Weapons.
Lucky Star: +1 or -1 to all combat Rolls (Hit, Evasion, Crit, enemy Crit, Initiative (+0.1), Damage dealt and received, EMP rolls)
Repairman: All Hull Points restoring Repair Kits used by Pilot restore 5 HP more.
Speedster: +8% to Evasion, +0.4 to Initiative.
Sniper: +10% to Criticals with all Weapons.
Talented: Every 5 Skill points, +1 Skill point extra.
HERO POINTS:
Each Pilot starts with 3 Hero Points. These are not reusable, special points one can use to perform feats of heroism and badassery.
Need to land a difficult hit against enemy or risk losing your squad? Use a Hero Point.
Your Mecha receives 200 damage and is about to explode and kill you? Use a Hero Point!
Hero Points are very versatile and can save your ass in many situations! To get more, simply put Skill Points into Heroism at end of a Mission.
You also automatically use up a Hero Point when your Mecha's HP falls below 0. This happens only once per combat! So don't get yourself stupidly killed!
WEIGHT&BURDENED:
Your Chassis has certain amount of Weight it can sustain; most of Weight carried by your Mech comes from Weapons and Armor, lesser amounts come from Power Supplies, Thermal Systems and Modules.
Once you reach your maximum Weight limit, your Evasion starts to drop; for every point of Weight over the limit, you lose 1 point of Evasion.
If your Weight becomes twice the Weight Limit of your Mecha, your Evasion is set to 0%.
HEAT&OVERHEAT:
Each time you fire a weapon, or use certain modules, you gain Heat points. Every Chassis has certain level of Heat it can sustain; Thermal Systems can help reduce Heat or increase maximum Heat of a Chassis.
When Heat level passes its Limit value, Overheat is applied; as long as it persists, every Turn of Overheat produces 3 points of Hull Damage, with additional 3 points of Hull Damage whenever a Weapon is used.
DAMAGE TYPE:
Default: Nothing special.
Piercing: Total Armor value is quartered (rounded down) before Damage is calculated.
Electric: 25% chance to inflict EMP status.
Thermal: +4 to Heat per hit.
EMP STATUS:
This status can be placed upon a Mecha when hit with Electric-type damage. During EMP, every turn one of your Inventory items will be disabled from use for 3 Turns.
EMP cannot disable any Item that does NOT use Energy, except Reactors. EMP persists until combat ends, or an EMP removal tool is used (for example '"THUMPER" Electric Disperser').
LOW ACTIVITY STATE:
If your Energy system is deprived of Energy (Fuel Cell) or is disabled (Reactor), your Mecha enters a LAS (Low Activity State).
Until Energy is restored, your Mecha suffers -30 to Hit and Evasion rolls, and cannot use any Energy-costing Items.
UNMDF (UNITED NATIONS MECHA DEFENSE FORCE):
Created in 2240 to combat the Martian Aggression. UNMDF's Council unfortunately falls under auspices of United Nations Security Council, and therefore needs to make use of voluntary pilots and military contractors to do its job.
UNMDF Pilots are required to maintain high degree of professionalism, but also have to maintain the budget of their squadrons as well as do the shopping themselves.
MARTIAN TRANS-HUMAN EMPIRE:
Currently led by Empress Erza Rosenkreuz von Ansbach, this military dictatorship owns planet Mars. Its humble beginnings are traced to Martian Rebellion of 2173, when Martian colonies rose against oppresive policies of United Nations.
The Martians have gathered around Fredrich Rosenkreuz von Ansbach, a brilliant scientist and popular politician. Fredrich became President-For-Life on Mars in 2188, successfully employing anti-Earth propaganda to keep Martians united.
Soon, United Mars became Martian Empire, and during the rule of his daughter, Wilhelmina, genetic engineering for fixing of deformities as well as creation of 'designer babies' became rampant on Mars.
This became a focal point of contention between United Nations of Earth and Martian Empire (now called Martian Trans-Human Empire), and failure of diplomacy led to eruption of Martian Aggression War against Earth in 2222.
MARTIAN AGGRESSION WAR AGAINST EARTH:
The war has been initially led by Fredrich II, then his son Roeter, and then Roeter's sister Erza, current Empress and strong proponent of eradication of 'non-Designers', Earth native population.
Initially fought on spaceships and geostationary stations boarded by thousands of troops, the war was going poorly for Martians, because while there's 7.2 billion Earthlings, there's only half a billion Martians.
However, the invention of Trans-Gates and advent of Mecha warfare led to shift of combat from space to the two warring planets's surface as well as their natural satellites.
Since 2241, Moon is contested area, and several cities on Earth has been occupied by Martians, with other strategic locations (like Washington DC) changing hands as often as every few weeks.
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MECHA CORPORATIONS:
Yokohama:
Based in Japan, this corporation was once a sole manufacturer of Mecha parts. While it lost its monopoly within months since its founding in 2235, it still retains a big share of market while its wide assortment of equipment continues to enjoy popularity amongst many mecha pilots worldwide.
Products List:
AT-TA 2235 (Chassis)
AT-TA 2237 (Chassis)
AT-TA-2242 (Chassis)
Ordnance Guidance Computer (Computer)
YH-MicroScannerW55 (Scanner)
200p SMRK (Repair Kit)
400p SMRK (Repair Kit)
600p SMRK (Repair Kit)
Yokohama Powerbank A4 (Repair Kit)
Yokohama Ceramics (Armor Plate)
YokohamaLW-3 MFC (Fuel Cell)
YokohamaLW-7 MFC (Fuel Cell)
YokohamaPTS-16 (Radiator)
YokohamaPTS-88 (Radiator)
YokohamaPTS-DGh96 (Radiator)
YokohamaPTS-200 (Radiator)
SGMG Yokohama (Ordnance)
Type-13:
This specialized mecha parts producer has been long competing with Yokohama, and failed in its endeavour. This Canadian company have acquired aCrodyne Cells Corp and Volkswagen in recent years, along with its stocks of Mecha parts.
Products List:
Type-13TWEET (Chassis)
Type-13BESPECTACLED (Chassis)
Type-13PEREGRINE (Chassis)
Type-13 Honeycomb Armor (Armor Plate)
aCrodyne MFC-25 (Fuel Cell)
aCrodyne MFC-75 (Fuel Cell)
aCrodyne MFC-200 (Fuel Cell)
Volkswagen ATS-2236 (Thermal)
Volkswagen ATS-2240 (Thermal)
Type-13 Peashooter (Ordnance)
Type-13 Dragunov-144 (Ordnance)
Type-13 Dragunov-188 (Ordnance)
Type-13 Karamazov Launcher (Ordnance)
Type-13 Plasmarc (Energy Gun)
Raul & Thompson: (R&T Corp.)
Two Mecha inventors got together and launched a corporation dedicated to production of Mecha parts, especially metal alloy armors and thermal systems. While they're nowhere near the giants like Yokohama or Type-13, their specialized equipment finds many buyers amongst mecha pilots.
Products List:
TuC Bi-Alloy Plating (Armor Plate)
PbTuC Tri-Alloy Plating (Armor Plate)
PbTuCMn Quad-Alloy Plating (Armor Plate)
R&T Co. Magnetic Plate Armor (Armor Plate)
R&T Co. Microkit (Repair Kit)
R&T Co. 500 Iceberg (Radiator)
R&T Co. 1000 Arctic (Radiator)
R&T Co. LNCS-11 (Thermal)
R&T Co. LNCS-22 (Thermal)
ARMSTRONG:
You desire POWER!? You desire LOUD!? YOU NEED ARMSTRONG IN YOUR MECHA! This corporation lives with the motto 'Bigger is Better', and while their parts can be quite heavy and pricey, they find many enthusiasts around the globe. And remember: BIGGER! IS!! BETTER!!!
Products List:
BUSTER.Knight (Chassis)
BUSTER.Paladin (Chassis)
"TWITCH" Reaction Assistant (Computer)
"THUMPER" Electric Disperser (Repair Kit)
THUNDERBIRD Energybank (Repair Kit)
ARMSTRONG SUNDIVER (Armor Plate)
"RUBBER" Insulated Plating (Armor Plate)
ARMSTRONG F.U.R.N.A.C.E (Reactor)
PBBT "Blasta" (Ordnance)
ARMSTRONG Chemtrails (Ordnance)
THUNDERBLASTA (Energy Gun)
Sao Paulo Electronics & Mechatechnics Institute (SPE&MI)
This university in Brazil was once having monetary problems, but advent of Mecha warfare coupled with some industrious members of the faculty launched Sao Paulo Electronics & Mechatechnics Institute onto the market of Mecha parts. Their hi-energy equipment includes RTGs, computers, energy weapons and more. Sao Paulo was also involved in first non-Martian breakthroughs in Shield systems.
Products List:
Ionic Disperser Shield System Mk1 (Shield)
Ionic Disperser Shield System Mk2 (Shield)
Micro MMInterface (Computer)
Super MMInterface (Computer)
Multi-Weapon Synchronization Unit (Computer)
Multi-Purpose SPE&MI Scanner (Scanner)
Polysilicon Matrix (Armor Plate)
SPE&MI R.T.Generator v.1 (Reactor)
Spark MEC (Energy Gun)
Solarian MkI (Energy Gun)
Mecha and Mecha Equipment in second post.
Playerlist (active and waitlist) in third post.