Obigatory video to go with titleI have to say, I really wanted to do something Gundam-related for a long time, but I never got around to it
EVERYONE is familiar with Gundam, right? Yeah, Gundam, one of the grandaddies of giant robots as we know them today. Even if you're not a Gundam fan, the game shouldn't be too hard to understand. But it's alot more fun if you are.
Normally, I would have planned it as a RtD, but that would have been too simple for what I planned, so I decided to take 2 hours to cobble up this, and see how it'd turn out. Now I'm kind of curious to see how it'll go
Alternate Century (A.C.) 14 - A brutal war is fought between the Atlantic Federation (who controlled the Americas, Great Britain, and a bit of western Europe) and the Eurasia League (who controlled everything else). The war is caused by mining rights for the Moon, which was revealed to house a large amount of heavy metals.
A.C. 20 - The Atlantic Federation wins the war, gaining the mining rights to the Moon.
A. C. 24 - Predicting a war with the Federation and being beat horribly, the Eurasia League invests in colonization efforts for Mars.
A.C. 30 - The first habitable dome is built on Mars. In the following years, many more are built, with most of the Eurasia League leaving the Earth and living on Mars at this point. A shaky peace between the new Earth Federation and Martian Sovereignty is continued.
A.C. 44 - Using the various ores mined from the Moon, the Federation makes their first prototype of a Mobile Suit (MS for short), a humanoid mech. It's constructed of specially treated titanium. By A.C. 52, they're massed produced as military and construction units, sometimes made from steel for cheaper production costs.
A.C. 49 - The Federation begins suffering from overpopulation of Earth. Various spinning colonies are placed in orbit above Earth, and a few around the Moon.
A.C. 53 - The Martian Sovereignty catches onto the Mobile Suit craze, using layered steel Suits to mine faster and more efficiently. Mining outposts are set up in the Asteroid Belt.
A.C. 57 - The Federation puts up testing facilities at the L1, L2, and L4 Lagrangian points. Two additional colonies are put up at L3 and L5.
A.C. 62 - The Sovereignty accuses the Federation of stockpiling military MS in preparation for war. The Federation denies all claims. Tensions run high.
A.C. 63 - A Martian strike team consisted of space-faring Mobile Suits attacks and destroys the MS research outpost at the L4 Lagrange point. The war is rekindled.
A.C. 63 - Later that year, 2 months into the war, the 62nd MS Team of the Federation is brought to a hidden facility deep underground the Moon. The alloy Gundanium, forged in the 0G testing labs at the L2 Lagrangian point finished testing and was placed on six experimental MS. That's you!
Name: Pilot's name goes here.
Gender: In the future, all genders are equal!
Background: Optional background info goes heeeeere.
Personality: Your character's personality goes here.
Starting Suit: Your starting Mobile Suit!
Trait: Differentiates your pilot from others, check the spoiler below.
Other junk: Whatever else you feel you need to put.
There's not much I can go into detail here about, because every weapon will have it's own damage and accuracy rates. I can explain how basic combat works though.
First, I'm using an HP system. Just getting that out there.
At the start of every round of combat, all combatants will roll 1d16 for the turn order. Highest goes first, lowest goes last. In the event of tie, the tied combatants will roll and the winner will be 1 spot faster than the loser(s). Actually, I've decided to rethink this. The players will roll 1d16 for initiative, perform their turns, THEN the enemies will do the same thing. That will make it easier in the long run, I believe.
Essentially, a weapon's accuracy (let's say 70%) is thrown against a Mobile Suit's inherent dodge (let's say 30%). Then, any modifiers are added, and the final roll is made. Using the example, 70% - 30% is 40%, meaning the attack has a 40% chance to hit. Note that accuracy is done by the roll, so a weapon that hits 5 times (like 5d5) will have a 40% chance to hit with each hit.
If the Suit is hit, and the attacked Suit has a shield, there will be a % chance (based on the shield) to determine if the attack is blocked. Shields will have their own HP, so repeated blocking might leave you without a shield.
Whether the attack hits the Suit or the shield, the weapon's damage roll (let's say...2d6) will go against that Suit/shield's armor value (let's say 3). Armor value basically reduces damage by the roll, so if 2d10 rolled 20, the armor value would reduce damage by 3 each roll, making final damage 14. Different weapons also have different types of damage, such as beams, ballistics, and such. If this affects something, it'll be listed.
Different weapons will also use either ammunition or energy. Energy weapons use power directly from the MS's reactor, and recharge at a base rate of 10 per turn.
Finally, I'm going to be using Maptools (or try to, anyway) to make grid-based maps. Different mechs will have different ranges, different amount of tiles they can move (represented by the Move stat), and some will even be able to fly. All that will be listed in a Suit's description.
There WILL be non-Mobile Suit combat. AKA on the ground. Just throwing that out there.
That's pretty much all the 'basics' you need to know. All the specifics about a weapon or Mobile Suit will be listed when you have it.
There will be a total of 5 different MS the players can start with, listed here. Maybe later you can get customized ones, no?
MSG-026a Hurricane Gundam
Made from Gundanium, the Hurricane Gundam is balanced for all ranges of fighting, and can fight equally well in terrestrial and space environments. It's also the only current Gundanium-built MS to feature a shield. It has no special qualities, but it's reliable and has no weaknesses.
Statistics and Modifiers
HP - 100
EN - 120
Dodge - 35%
Armor - 4
Move - 5
Gundanium Armor - Damage from incoming beam weaponry reduced by 3.
Armaments
Vulcan Guns - (20 Ammo, 100% Accuracy, 4d5 Ballistic Damage, 1-2 range, 25% chance to shoot down incoming missiles)
Beam Rifle - (15 Energy, 80% Accuracy, 2d10 Beam Damage, 1-4 Range)
Beam Saber - (20 Energy, 90% Accuracy, 1d24 Beam Damage, 1-1 Range)
Shoulder-mounted Missiles - (4 Ammo, 60% Accuracy, 6d8 Ballistic Damage, 2-5 Range)
Gundanium Shield (30 HP, 5 Armor, 40% chance to block incoming attacks)
MSG-026b Gundam Stonewall
Made with much more armor than the other Gundams, this MS is a walking fortress. However, dodging and mobility is poor. It doesn't equip a shield, though it doesn't really need one, instead opting for more firepower.
Statistics and Modifiers
HP - 120
EN - 120
Dodge - 15%
Armor - 7
Move - 4
Gundanium Armor - Damage from incoming beam weaponry reduced by 3.
Armaments
Vulcan Guns - (20 Ammo, 100% Accuracy, 4d5 Ballistic Damage, 1-2 range, 25% chance to shoot down incoming missiles)
Inbuilt Beam Cannon - (25 Energy, 80% Accuracy, 2d14 Beam Damage, 2-5 Range)
Beam Saber - (20 Energy, 90% Accuracy, 1d24 Beam Damage, 1-1 Range)
200mm Overslung Cannon - 10 Ammo, 65% Accuracy, 2d20 Ballistic Damage, 2-7 Range)
MSG-026c Blitz Gundam
Not related to the Gundam of the same name from SEED, the Blitz is optimized for close-range combat, featuring a high-output engine, various verniers, and more point blank weaponry. It really can't take a hit though.
Statistics and Modifiers
HP - 90
EN - 150
Dodge - 50%
Armor - 2
Move - 6
Gundanium Armor - Damage from incoming beam weaponry reduced by 3.
Armaments
Vulcan Guns - (20 Ammo, 100% Accuracy, 4d5 Ballistic Damage, 1-2 range, 25% chance to shoot down incoming missiles)
Beam Rifle - (15 Energy, 80% Accuracy, 2d10 Beam Damage, 1-4 Range)
High-Output Beam Saber - (25 Energy, 95% Accuracy, 2d16 Beam Damage, 1-2 Range)
Armor Schneider - (Free, 100% Accuracy, 4d8 Ballistic Damage, 1-1 range)
MSG-026d Gundam Longshot
Featuring flight capabilities to shoot enemies behind cover, it is also the longest ranged of the bunch. With a high-powered gauss rifle, this Gundam can sit in the back and snipe all day.
Statistics and Modifiers
HP - 95
EN - 110
Dodge - 30%
Armor - 3
Move - 5
Gundanium Armor - Damage from incoming beam weaponry reduced by 3.
Flight Pack - Can fly in terrestrial environments to negate modifiers from terrain.
Vulcan Guns - (20 Ammo, 100% Accuracy, 4d5 Ballistic Damage, 1-2 range, 25% chance to shoot down incoming missiles)
Scoped Beam Rifle - (20 Energy, 90% Accuracy, 2d10 Beam Damage, 1-5 Range)
Beam Knife - (10 Energy, 100% Accuracy, 2d11 Beam Damage, 1-1 Range)
High-Penetration Gauss Cannon - (6 Ammo, 90% Accuracy, 1d50 Ballistic Damage, 3-8 Range)
MSG-026e Gundam Striker
Easily the strangest of the bunch, the Striker is outfitted the transformation capabilities, allowing it to transform between MS mode and MF (Mobile Flight) mode for rapid transportation around the battlefield. However, the engine required for the Flight mode makes it ill-suited for beam weaponry, meaning it outfits conventional ammo-based ballistic weapons.
Statistics and Modifiers
HP - 100
EN - 100
Dodge - 30% (50% in MF Mode)
Armor - 4 (3 in MF Mode)
Move - 4 (6 in MF mode)
Gundanium Armor - Damage from incoming beam weaponry reduced by 3.
Transformation - This unit can switch between MF and MA modes at any time. Using this doesn't use up your turn, but it can only be done once every 2 turns.
Armaments
Vulcan Guns - (20 Ammo, 100% Accuracy, 4d5 Ballistic Damage, 1-2 range, 25% chance to shoot down incoming missiles)
Heavy Vulcan - (10 Ammo, 80% Accuracy, 3d8 Ballistic Damage, 1-4 Range)
Striker Sword - (Free, 90% Accuracy, 1d20 Ballistic Damage, 1-1 Range, not usable in MF Mode)
Undercannon - 40 Energy, 75% Accuracy, 2d15 Beam Damage, 2-6 Range, only usable in MF Mode)
It would be pretty boring if all your pilots were the same skill-wise, wouldn't it? Thus, when you're filling out the character sheet, you can make up one trait that goes with your character. It can be something small related to MS combat like a 5% bonus to dodging, or maybe your character is proficient with firearms, giving them some extra damage when using them on foot? Who knows, but as long as it's not too gamebreaking it should be fine.
Cannon Fodder Player List is full.Name: Masenak
Gender: Male
Background: American and career military, Masenak was primarily involved with terrestrial type combat. He fights with a MSG-026b Gundam Stonewall he named Nameless. He's militaristic to a fault, but puts self sacrifice, defense of non-combatants, and honor above all else.
Personality: Somewhat reserved among those he doesn't know, Masenak has a tendency to ramble and lecture if he gets started. He'll seek out groups of people to be around, but normally takes a bit of urging before he'd actually join a conversation. If he's forced into a group he doesn't care for, expect to find him napping in a corner somewhere. If available, he especially likes sleeping near engine exhausts.
Starting suit: Nameless: MSG-026b Gundam Stonewall
Trait: Terrestrial specialist, Masenak worked primarily with ground type combat theory, so he has a bit more experience fighting the 2.5 d ground battle. Additionally, this carries over onto dismounted combat, where Masenak has more of a grounding in the concepts of cover, as well as basic tactics +10% dodging capabilities on the ground.
Name: Thorin Skyrin
Gender: Male
Background: A colonist by birth, Thorin doesn't have much love
Personality: Patient, shrewd, and somewhat off-putting; Thorin prefers to set and bait a trap then wait for his opponent to come to him.
Starting Suit:
Name: Harbringer
Type: MSG-026d Gundam Longshot
Trait: Thorin is an adept mechanic and prefers to work on his own Gundam rather than let someone else fix it. This allows him find work arounds for immediate failures on the fly in combat, and he makes his own repairs to his gundam and knows it rather intimately so he is able to repair it somewhat faster and better than if he hired a normal mechanic to fix it for him. Effects: If dealt damage totaling more than 15 in a single turn 2 Hp can be healed. Also while not in combat Hp is recovered 10% faster than usual.
Other junk: He likes Oreos
Name: Kin Ran
Gender: Male
Background: Asian he was born, traveler he became. The world explored, new places he seen. Where injustice prevailed, justice he brought.
Personality: He doesn't like to be bound by rules or other such restraining bonds. If possible he want to explore new places even if it isn't hospitable. Especially if it isn't hospitable. He is very open and has a cheerful attitude but does not allow injustice to happen.
Starting Suit: MSG-026c Blitz Gundam, named Black Panther
Trait: Because of Kins attitude towards restraints he is able to push an engine to move much further than normal. This does only work with any high performance engine. (+1 move to any Gundam with 5 or more in move, or in this case, Blitz Gundam with 6(+1) move).
Other junk: ((First off, I don't know much of the Gundamverse but that won't stop me, the only one I know of would be Death Scythe which I've used as a handle when I was a kid, second, the name have the rough meaning of baldachin in Japanese and relatives in Chinese. This is something I found funny because the baldachin can represent something that is revered and the relatives could be all the people Kin have met on his travels. This means that Kin Ran revere the people he have met.))
Name: Shikamaru Abuyama
Gender: Male
Personality: Shikamaru is a very sarcastic person, but if he wishes to cna be real serious, and kind. He is quick to take action, and never drops-out of anything even if it will kill him.
Starting Suit: MSG-026d Gundam Longshot
Trait: He has insane quick reflexes (Let's say additional 5% to dodging?)
Name: John Bucan
Gender: Male
Background: An American born stuntman that thought nothing could stand in his way, whether it is jumping a gorge on a bicycle or driving over a line of buses he just loved the speed
Personality: Always cocky never slowing down, He loves speed. Never really taking the time to slow down and think about his actions
Starting Suit: MSG-026c Blitz Gundam
Trait: Rush'n Assault : When moving forward in straight lines at max speed or to move to engage his enemy's he brings a certain acrobatic flair (+10% to dodging when having moved 4+ tiles that turn.)
Name: Joseph Mckinley
Gender: Male
Background: Will put it in later (tonight/tommorow), just submitting my character to be sure im in.
Personality: Will put it in later (tonight/tommorow), just submitting my character to be sure im in.
Starting Suit: MSG-026e Gundam Striker
Trait: Will put it in later (tonight/tommorow), just submitting my character to be sure im in.
Other junk: Will put it in later (tonight/tommorow), just submitting my character to be sure im in.
Sorry for not completely filling it out, im going to figure everything out tonight, then fill it in tomorrow (when i get access to a computer again).
Waiting ListNo one...yet.