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.
Wednesday, October 31, 2012
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.
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
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