Friday, November 9, 2012

Mayhem - Rank and Merits





                 Rank: Private First Class (Rank awarded for meritorious service to Mars)

                                                           Digital Warfare Insignia Pin



Valorous Service Medal (Awarded by the Prime Minister for service to Mars in preserving citizen well-being)

Dervish Crankwinder - Rank and Merits


                               Rank: Corporal (Rank awarded for previous service to Mars)


                                                        Martian Aerospace Pilot Wings

                                               Operation Eviction Participation Ribbon

                            Service Commendations for meritorious actions during operations

Ace Award Pin for disabling a Amadeus class battle-carrier

Valorous Service Medal (Awarded by the Prime Minister for service to Mars in preserving citizen well-being)



Julian Diemos - Rank and Merits


         Rank: Corporal ( Rank awarded for meritorious service to the Mars Liberation Army)

                                                     Battle-Group Iron-Wolf insignia pin

Mobile Infantry Pilot Pin 

                            Service commendations for effectiveness during operations


Operation Eviction Participation Ribbon

Valorous Service Medal (Awarded by the Prime Minister for service to Mars in preserving citizen well-being)

Simon Taggert - Rank and Merits

    Rank: Lieutenant (Rank was award for previous service to Mars in defiance of foreign influences.)

        Two service commendations for effectiveness and leadership in the field during operations.

                                            Participation ribbon for Operation Eviction.


                                                            Mobile Infantry Pilot Pin

High Commendation Medal for leadership in service of Mars and the Prime Minister (Awarded by Prime Minister Callum)

Wednesday, October 31, 2012

Minovsky Particles and YOU!

When entering the battlefield you are automatically aware of all friends and foes in a Sensor Rating x2 km radius when Minovsky Particles are NOT present when using Radar.

When Minovsky Particles are present, and the pilot is using Radar, a pilot must make a threshold 3 sensors test to identify friends or foes in Sensor Rating x2 km radius.

When attempting to get a Weapons Lock-On  a enemy mobile suit, the pilot must make a threshold 2 test. Every 2 successes over the 2 threshold nets an extra die to use when making attacks against the Locked-On target.

Example: Billy-Bob Gundam Pilot attempts to Lock-On a target and makes a sensors test (Perception Rating + Sensors Rating) and gets 2 successes, getting him 1 extra die to use to make attacks against the Locked-On target. If he got 3 successes he still would only get 1 extra die to use to make attacks; however, if he got 4 successes he would get 2 extra dice to use against the target.

If Minovsky Particles are present the threshold to get a Lock-On is increased to 5, requiring multiples of 5 successes to get extra dice to make attacks against the locked on target.

Multiple Initiative Passes

As we saw last session, the mechanic of multiple initiative has slowed combat down to a crawl. Also, by not having the ability to have multiple initiative passes, a character is unduly left out of the majority of combat.I do not wish to completely throw out the advantages given by "Wired Reflexes", so I will be implementing a change. Every extra "initiative pass" a character gains one extra simple action. If someone has multiple extra simple actions, they may combine 2 simple actions to make a complex action.

Example: Billy-Bob Gundam Pilot has a normal action which consists of 2 simple actions or 1 complex action. When Billy-Bob gets Level 1 "Wired Reflexes", he gets 1 extra simple action. When he upgrades to Level 2 "Wired Reflexes", he gets 2 extra simple actions, or 1 extra complex action.

So there we go folks, everyone gets 1 (ONE) set of actions per initiative round. Also initiative is rolled once per combat instead of every round.

Mech Modifications

Mech Modifications

Smart Suspension -
Requires the user to purchase this upgrade at rating 2 (one for each leg). This upgrade provides +2 to the vehicle's land handling.

Improved Thrust Vectoring-
Improves the handling of all flight vehicles that use thrust by +2.

Mobile Suit Shield -
This shield improves the Mobile Suit's armor by +8

Sensor Modification – Laser Mass Detection
With the increased use of MPD (Minovsky Particle Diffusion) on the battle-field, the use of radar has become troublesome at best. This modification allows the user to use their sensors at ½ value (rounded up) without incuring Lock-On and Battle-field recon penalties due to Minovsky Particles.

Improved Arm Hydraulics -
This modification increases the strength of the mobile suit by +2 each time it is taken. It may be taken up to 3 times per individual mobile suit.

New Weapons

New Weapon Systems:



AEWS – 07 Beam Spray Gun


Damage: 12P RC: 0 AP: -half

Reach: 0 Mode: SA, BF Ammo: 100

Short: 0-150 Medium: 151-350 Long: 351-800 Extreme: 801-1500




ZMP - 53D Zaku Beam Rifle

Damage: 11P RC: 0 AP: -half

Reach: 0 Mode: SA, BF Ammo: 100

Short: 0-250 Medium: 251-450 Long: 451-900 Extreme: 901-1700

Modifications: Smart-Link System



ZMP – 21M Zaku Beam Hawk


Damage: 16P RC: 0 AP: -half

Reach: 2 Mode: Melee Ammo: 100




ZMP – 19M Dom Heat Saber


Damage: (½ Mech Strength + 3)P RC: 0 AP: -11

Reach: 1 Mode: Melee Ammo: 100

New Secondary Drives

New Secondary Drives:

Zimmad Corporation: MS – 09 GES (Ground Effect System)

Handling: 4 Accel: 70/100 Speed: 200 Device: 0

Pilot: 0 Body: 24 Armor: 24 Sensors: 0

Firewall: 0 Signal: 0 Response: 0 System: 0

Modifications:
Hover Craft Upgrade

Commentary -
This drive comes standard on all the new MS – 09 Doms that have been brought to the battle-field over the past three months. With its high top-speed, incredible acceleration, and top quality handling this new drive is the new king of the battle-field when it comes to ground combat mobile infantry!

Zeonic Corporation Rocket Mk. III

Handling: 2 Accel: 65/95 Speed: 350 Device: 0

Pilot: 0 Body: 24 Armor: 24 Sensors: 0

Firewall: 0 Signal: 0 Response: 0 System: 0

Commentary -
This new rocket system is heads above the competition, let alone the previous models. Zeonic Corporation has stepped up its game to help give the Resistance an edge over UEG in space combat. This model also includes acceleration that is capable of sustained flight in an atmosphere, giving you resistors the ability to put the mobile back in Mobile Infantry!

Anaheim Electronics: AE – 78 – 3 Rocket

Handling: 2 Accel: 55/85 Speed: 300 Device: 0

Pilot: 0 Body: 24 Armor: 24 Sensors: 0

Firewall: 0 Signal: 0 Response: 0 System: 0

Commentary -
While a much needed improvement over the Mk. 2, this new rocket drive still does not stand above the latest Zeonic Corp. design. With this unit having a slower acceleration and top speed, the UEG is going to be really feeling the casualties when the war in space really starts to ramp up.

MS - 09 DOM

MS – 09 DOM



Handling: 2 Accel: 19/38 Speed: 75 Device: 3

Pilot: 3 Body: 24 Armor: 24 Sensors: 4 (Signal: 5)

Firewall: 4 Signal: 3 Response: 3 System: 3

Strength: 28

Left Arm: (Normal, External, Flexible, Remote)

Right Arm: (Normal, External, Flexible, Remote)

Torso: (Normal, Internal, Fixed)

Modifications:
Ejection Seat
Life Support Level 2
Vehicle Sensor
Improved Arm Hydraulics x2

Commentary -
Piloting this suit is like flying an armored cloud. Perfect handling, armor on par with the GM, and powerful melee combat. If you're looking for an ideal ground combat model, look no further!


RGM - 79 [G] GM Ground Type

RGM - 79 [G] GM Ground Type



Handling: 0 Accel: 15/25 Speed: 50 Device: 3

Pilot: 3 Body: 24 Armor: 32 Sensors: 4 (Signal: 5)

Firewall: 4 Signal: 3 Response: 3 System: 3

Strength: 24

Left Arm: (Normal, External, Flexible, Remote)

Right Arm: (Normal, External, Flexible, Remote)

Modifications:

Ejection Seat
Life Support Level 2
Vehicle Sensor

Commentary -
It handles like an elephant in a shopping cart, and holds the record for being the slowest military mobile suit currently in production. So, what makes this ungainly tortoise worth anyone's time? LUNAR TITANIUM ARMOR! That's right fellow resistors, the finest armor money can buy! This is also the closest any pilot is going to get to anything like a true Gundam since the Resistance is only paying out for PSR claims, not allowing true Mobile Suit salvage. So if you don't mind the slow speed and the poor handling, this bad-boy can walk through beam fire with only dings on the paint job!
List of Modifications (Compared to Original GM):

100% Decrease in Handling

Decreased Top Speed

Decreased Acceleration

Removed Weapon Mount in Head

Improved Digital Security

RGM - 79 [E] GM Precession Type

RGM – 79 [E] GM Precession Type



Handling: 3 Accel: 30/50 Speed: 90 Device: 3

Pilot: 3 Body: 24 Armor: 24 Sensors: 4 (Signal: 5)

Firewall: 4 Signal: 3 Response: 3 System: 3

Strength: 24

Left Arm: (Normal, External, Flexible, Remote)

Right Arm: (Normal, External, Flexible, Remote)

Head: (Normal, External, Turret, Remote)

Modifications:

Ejection Seat
Life Support Level 2
Vehicle Sensor

Commentary -
Hot off the assembly line of the UEG is the newest mass produced GM. The GM Precession Type is the newest in the UEG's attempt to step up their Mobile Infantry's performance on the battle field. The upgrades compared to the original GM are only marginal; however, these suits used en mass have shown noticeable battle-field improvements in MS security and mobility. Watch out resistors, these units have teeth!

List of Improvements (Compared to Original GM):

Improved Handling

Improved Acceleration

Improved Top Speed

Improved Digital Security

Zaku - STR (Salvaged Total Refit)

Zaku – STR (Salvaged Total Refit)



Handling: 3 Accel: 30/50 Speed: 95 Device: 3

Pilot: 3 Body: 24 Armor: 24 (32 w/Shield) Sensors: 4 (Signal: 5)

Firewall: 4 Signal: 3 Response: 3 System: 3

Strength: 26

Left Arm: (Normal, External, Flexible, Remote)

Right Arm: (Normal, External, Flexible, Remote)


Modifications:

Ejection Seat
Life Support Level 2
Ram Plate
Vehicle Sensor
Mobile Suit Shield
Improved Arm Hydraulics

Commentary -

What happens when our boys and gals capture a GM? Depending on how PSR's (Pilot Salvage Rights) are worked out, the team that took the suit down can “sell” it to the Resistance or keep it for themselves. When the Resistance gets a hold on a dastardly GM it isn't just content on putting a new paint job on the suit, it completely refits the GM into a more patriotic Zaku. While this suit is more GM than Zaku, it isn't just a GM with a new face, it's been completely overhauled to win out over the enemy. 

List of Improvements:

Improved Digital Security

Improved Sensor Performance

Increased Top Speed

Increased Acceleration

Improved Arm Servos and Hydraulics
 

Zaku II - STI (Salvaged Tactical Improvement)

Zaku II – STI (Salvaged Tactical Improvement)



Handling: 3 Accel: 25/45 Speed: 73 Device: 3

Pilot: 3 Body: 20 Armor: 24 (32 w/Shield) Sensors: 4 (Signal: 5)

Firewall: 3 Signal: 3 Response: 3 System: 3

Strength: 24

Left Arm: (Normal, External, Flexible, Remote)

Right Arm: (Normal, External, Flexible, Remote)

Modifications:

Ejection Seat
Life Support Level 2
Ram Plate
Vehicle Sensor
Mobile Suit Shield
Improved Arm Hydraulics x2

Commentary -

So, with the piling of GM bodies around Mars, the Resistance engineers have started to put those heaps of scrap into use. The STI is a standard Zaku – II with the improvements taken from the mounds of dead UEG and Sader-Krupp mobile suits the Resistance has laid waste to.

List of Improvements:

Upgraded Armor

Increased Acceleration

Improved Arm Servos and Hydraulics