The Resistance
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
Ace Award Pin for disabling a Amadeus class battle-carrier
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
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)
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.
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.
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.
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