Turn, Turn and Turn [A]gain! (Turn A Gundam Quest)

[X] Positioning.
--[X] Fight them in the air.

[X] The others.
--[X] Stay out of it.

[X] Engagement range.
--[X] Stay at Long Range.

[X] Mobility.
--[X] Stick with the Lightwave Maneuvering Thrusters (Flight Mode).
--[] Risk using the Voiture Lumiere.

[X] Initial Left Hand Weapon.
--[X] Type-TX Bazooka.

[X] Destruction Manipulator Melee Weapon.
--[X] Shining Finger.

[X] Destruction Manipulator Ranged Weapon.
--[X] Buster Rifle.

[X] Defenses.
--[X] Activate both of them.

[X] NT Systems.
--[X] Stick to the Psychoframe.

[X] NT Power.
Choose 2
--[X] Telekinetic Barrier.
--[X] NT Empathy.
 
[X] pheonix89
Adhoc vote count started by Thors_Alumni on Mar 6, 2018 at 3:45 PM, finished with 1528 posts and 3 votes.

  • [X] Positioning.
    --[X] Fight them in the air.
    [X] The others.
    --[X] Stay out of it.
    [X] Engagement range.
    --[x] Close in.
    [X] Mobility.
    --[X] Stick with the Lightwave Maneuvering Thrusters (Flight Mode).
    [X] Initial Left Hand Weapon.
    --[X] Type-TX Bazooka.
    [X] Destruction Manipulator Melee Weapon.
    --[X] Shining Finger.
    [X] Destruction Manipulator Ranged Weapon.
    --[X] Buster Rifle.
    [X] Defenses.
    --[X] Activate both of them.
    [X] NT Systems.
    --[x] Activate the NT-D Mode.
    [X] NT Power.
    --[x] Telekinetic Strike.
    --[X] NT Empathy.
    [x] Psycho-Field. (NT-D Mode only)
    --[x] Spatial Distortion.
    [x] Chorus. (Only if Sochie is present)
    --[x] No.
    [X] Positioning.
    --[X] Fight them in the air.
    [X] The others.
    --[X] Stay out of it.
    [X] Engagement range.
    --[X] Stay at Long Range.
    [X] Mobility.
    --[X] Stick with the Lightwave Maneuvering Thrusters (Flight Mode).
    [X] Initial Left Hand Weapon.
    --[X] Type-TX Bazooka.
    [X] Destruction Manipulator Melee Weapon.
    --[X] Shining Finger.
    [X] Destruction Manipulator Ranged Weapon.
    --[X] Buster Rifle.
    [X] Defenses.
    --[X] Activate both of them.
    [X] NT Systems.
    --[X] Stick to the Psychoframe.
    [X] NT Power.
    --[X] Telekinetic Barrier.
    --[X] NT Empathy.
 
Last edited:
Ok, no. We want to fight that thing in melee. Hand to hand it's a joke, at range we're massively outgunned. Seriously, people, it can launch huge numbers of attacks that can ACTUALLY HURT US if we fight at range.

And TK barrier is a liability because it has no armor grade and a shitty save. The SID will burn it away in one turn and likely inflict tiredness on us.

[x] Positioning.
--[x] Fight them in the air.

[x] The others.
--[x] Stay out of it.

[x] Engagement range.
--[x] Close in.

[x] Mobility.
--[x] Stick with the Lightwave Maneuvering Thrusters (Flight Mode).

[x] Initial Left Hand Weapon.
--[x] Type-TX Bazooka.

[x] Destruction Manipulator Melee Weapon.
--[x] Shining Finger.

[x] Destruction Manipulator Ranged Weapon.
--[x] Buster Rifle.

[x] Defenses.
--[x] Activate both of them.

[x] NT Systems.
--[x] Activate the NT-D Mode.

[x] NT Power.
Choose 2
--[x] Telekinetic Strike.
--[x] NT Empathy.

[x] Psycho-Field. (NT-D Mode only)
--[x] Spatial Distortion.

[x] Chorus. (Only if Sochie is present)
--[x] No.


Going full Alpha Strike here. Spatial Distortion + all out barrage while closing + Shining Finger should kill.
 
[x] Positioning.
--[x] Stay underwater.

[x] The others.
--[x] Stay out of it.

[x] Engagement range.
--[x] Close in.

[x] Mobility.
--[x] Stick with the Lightwave Maneuvering Thrusters (Flight Mode).

[x] Initial Left Hand Weapon.
--[x] Type-TX Bazooka.

[x] Destruction Manipulator Melee Weapon.
--[x] Shining Finger.

[x] Destruction Manipulator Ranged Weapon.
--[x] Buster Rifle.

[x] Defenses.
--[x] Activate both of them.

[x] NT Systems.
--[x] Activate the NT-D Mode.

[x] NT Power.
Choose 2
--[x] Telekinetic Strike.
--[x] NT Empathy.

[x] Psycho-Field. (NT-D Mode only)
--[x] Spatial Distortion.

[x] Chorus. (Only if Sochie is present)
--[x] No.

Looking at all those beam weapons, why not use water to trash the beam output?
 
[x] Positioning.
--[x] Fight them in the air.

[x] The others.
--[x] Stay out of it.

[x] Engagement range.
--[x] Close in.

[x] Mobility.
--[x] Stick with the Lightwave Maneuvering Thrusters (Flight Mode).

[x] Initial Left Hand Weapon.
--[x] Type-TX Bazooka.

[x] Destruction Manipulator Melee Weapon.
--[x] Shining Finger.

[x] Destruction Manipulator Ranged Weapon.
--[x] Buster Rifle.

[x] Defenses.
--[x] Activate both of them.

[x] NT Systems.
--[x] Activate the NT-D Mode.

[x] NT Power.
Choose 2
--[x] Telekinetic Strike.
--[x] NT Empathy.

[x] Psycho-Field. (NT-D Mode only)
--[x] Spatial Distortion.

[x] Chorus. (Only if Sochie is present)
--[x] No.


This guy can shoot beams like no tomorrow and also misslies. Better get close and not let it escape until finish. Also it can go invicible.
 
[x] Positioning.
--[x] Stay underwater.

[x] The others.
--[x] Stay out of it.

[x] Engagement range.
--[x] Close in.

[x] Mobility.
--[x] Stick with the Lightwave Maneuvering Thrusters (Flight Mode).

[x] Initial Left Hand Weapon.
--[x] Type-TX Bazooka.

[x] Destruction Manipulator Melee Weapon.
--[x] Shining Finger.

[x] Destruction Manipulator Ranged Weapon.
--[x] Buster Rifle.

[x] Defenses.
--[x] Activate both of them.

[x] NT Systems.
--[x] Activate the NT-D Mode.

[x] NT Power.
Choose 2
--[x] Telekinetic Strike.
--[x] NT Empathy.

[x] Psycho-Field. (NT-D Mode only)
--[x] Spatial Distortion.

[x] Chorus. (Only if Sochie is present)
--[x] No.
 
Votes so far:
Adhoc vote count started by Iceblocks on Mar 7, 2018 at 9:47 AM, finished with 1531 posts and 6 votes.

  • [X] Positioning.
    --[X] Fight them in the air.
    [X] The others.
    --[X] Stay out of it.
    [X] Engagement range.
    --[x] Close in.
    [X] Mobility.
    --[X] Stick with the Lightwave Maneuvering Thrusters (Flight Mode).
    [X] Initial Left Hand Weapon.
    --[X] Type-TX Bazooka.
    [X] Destruction Manipulator Melee Weapon.
    --[X] Shining Finger.
    [X] Destruction Manipulator Ranged Weapon.
    --[X] Buster Rifle.
    [X] Defenses.
    --[X] Activate both of them.
    [X] NT Systems.
    --[x] Activate the NT-D Mode.
    [X] NT Power.
    --[x] Telekinetic Strike.
    --[X] NT Empathy.
    [x] Psycho-Field. (NT-D Mode only)
    --[x] Spatial Distortion.
    [x] Chorus. (Only if Sochie is present)
    --[x] No.
    [X] Positioning.
    --[x] Stay underwater.
    [X] The others.
    --[X] Stay out of it.
    [X] Engagement range.
    --[x] Close in.
    [X] Mobility.
    --[X] Stick with the Lightwave Maneuvering Thrusters (Flight Mode).
    [X] Initial Left Hand Weapon.
    --[X] Type-TX Bazooka.
    [X] Destruction Manipulator Melee Weapon.
    --[X] Shining Finger.
    [X] Destruction Manipulator Ranged Weapon.
    --[X] Buster Rifle.
    [X] Defenses.
    --[X] Activate both of them.
    [X] NT Systems.
    --[x] Activate the NT-D Mode.
    [X] NT Power.
    --[x] Telekinetic Strike.
    --[X] NT Empathy.
    [x] Psycho-Field. (NT-D Mode only)
    --[x] Spatial Distortion.
    [x] Chorus. (Only if Sochie is present)
    --[x] No.
    [X] Positioning.
    --[X] Fight them in the air.
    [X] The others.
    --[X] Stay out of it.
    [X] Engagement range.
    --[X] Stay at Long Range.
    [X] Mobility.
    --[X] Stick with the Lightwave Maneuvering Thrusters (Flight Mode).
    [X] Initial Left Hand Weapon.
    --[X] Type-TX Bazooka.
    [X] Destruction Manipulator Melee Weapon.
    --[X] Shining Finger.
    [X] Destruction Manipulator Ranged Weapon.
    --[X] Buster Rifle.
    [X] Defenses.
    --[X] Activate both of them.
    [X] NT Systems.
    --[X] Stick to the Psychoframe.
    [X] NT Power.
    --[X] Telekinetic Barrier.
    --[X] NT Empathy.
 
Week 26
[X] Plan Pheonix89.

[X] Positioning.
--[X] Fight them in the air.
[X] The others.
--[X] Stay out of it.
[X] Engagement range.
--[x] Close in.
[X] Mobility.
--[X] Stick with the Lightwave Maneuvering Thrusters (Flight Mode).
[X] Initial Left Hand Weapon.
--[X] Type-TX Bazooka.
[X] Destruction Manipulator Melee Weapon.
--[X] Shining Finger.
[X] Destruction Manipulator Ranged Weapon.
--[X] Buster Rifle.
[X] Defenses.
--[X] Activate both of them.
[X] NT Systems.
--[x] Activate the NT-D Mode.
[X] NT Power.
--[x] Telekinetic Strike.
--[X] NT Empathy.
[x] Psycho-Field. (NT-D Mode only)
--[x] Spatial Distortion.
[x] Chorus. (Only if Sochie is present)
--[x] No.


You set the White Doll's settings should you bring it to combat readiness, but you do not power them up. Doing so might ruin your disguise. Above you Ivory is directing the whales to swim right above your Mobile Suits to better hide their heat signatures, subtly so as to not alert the psychic Ghingham Fleet pilots.


DC 50-10(Invisible Umbrella)-10(Whales)+40(The Dragon) = 73


They seem really insistent on searching every cup of water in the canal, but they are too late. As if following some kind of preplanned search route, they fly past you to begin their patrol at the village you just left. You do, however, suspect that the 'Sid' was about to catch you before its programming made it follow the Mahiroos, judging from the way it slowed down a little when flying above you.

Sochie eases her Qubeley closer and reaches its hand out to touch the White Doll. "Loran? What's that?"

You follow her Mobile Suit's outstretched hand and spot a tear in the silt at the bottom of the canal, revealing the glassteel underneath. And beyond it…



"That is Genganam." You answer truthfully, smiling to yourself as you wonder at how it feels like you are looking at a map. "Queen Dianna's city. Our home."

"Our home?" She asks tersely.

"Meaning the Moonrace." You reply, long used to Sochie's occasional vitriol.

By the time the Ghingham Fleet force has worked its way to where you were you have already reached the underground waterway and accessed the maintenance tunnel.

Ivory, due to not having legs, parts ways with you here and disappears into the waters of the canal.

::Looks like we got through this incident without a fight, but you must still keep your guard up! I will be going through one of the sub-canals and meet you in Genganam, so I will see you later. I will see if I can find my partner on the way!::


*




The maintenance tunnel is not only sized for Mobile Suits, it is also abandoned.

"We need to close this hole in our security." Grumbles Lieutenant Harry. His Gold SUMO is cradling Dianna in its hands, much like Cancer's FLAT is cradling the RETT man Muron. "To think that the army would leave a passage accessible by Mobile Suits unguarded this close to the spaceport…"

Queen Dianna assures him that she will look into it once all this is over, to muted applause from the RETT couple. Easily excited, that lot.


*




You are not sure what you expected when you exited the tunnel near the Genganam spaceport-



-but seeing the Militiamen raiding a supply depot was not one of them.



At least they are happy to see you.

"It's the White Doll!"

"The White Doll is back!"

"Sochie! Loran!"

And Miashei's here too. She is piloting that WaD the Militia captured at some point and painted red, using it to haul crates of supplies that she drops so that she can jump it into the waiting arms of Sochie's Qubeley.

"What are you all doing here?" You ask through the White Doll's speakers. Not that you need to ask to tell that they are stealing supplies, but you still wonder how they got here specifically. The Ghingham Fleet docks are several kilometers away…

"I am relieved that we've found each other in good health!" Declares Colonel Gern, who is leading the looting party with Lieutenant Yannis in tow.

"You're looking well." You agree, opening the White Doll's cockpit so that they can see you properly before you point at a Borjarnon-

Zaku II.

-carrying some crates. "Would you like me to help with that?"

The Colonel nods. "Please do. We seem to be short on supplies after completing our journey."

"I'm sure the Queen won't mind."


*


Corin and Arisa are overjoyed to see you again, but there is a tension between you now. They may not understand your slight hesitation, but they accept it and keep their distance after hugging you and asking about your time apart from them.

Vestige, who remains in their pocketable vessel, stirs as you walk towards the bridge.

Please do not be too hard on them. Their belief that you are Kreis' son influenced their attitude towards you, yes, but…

You slow down a little and wait until you make up the rear of the group before you answer. "Maybe, but it is still awkward." A moment of consideration later sees you continue. "Speaking of, I still haven't heard you give your thoughts on it."

Vestige has nothing to say to that, so instead they simply withdraw back into the T-shape that you keep in the pocket of your armored normal suit. You enter the bridge of the Borjarnaught a second later, passing Lieutenant Harry as he takes up a position at the door before you take your place among the group that has formed in the center.



"It is good to meet you in truth after so long, your majesty." Greets Lord Guin smoothly as he walks forward to shake Queen Dianna's hand.

She nods in return, a slight smile adorning her face. "I am. Thank you for your hospitality, Lord Guin. But where, I must ask, is Miss Kihel?"

"Kihel is hiding aboard the Lunamantique at the moment." Chirps Lady Lily. The Luziannan noblewoman closes her parasol and saunters up to join the semicircle. "It was deemed necessary to pretend that the ship was captained by the good Lieutenant-" She gestured towards Lieutenant Harry with her parasol. "-and that the only Dianna present was the one we were chasing. As a Moonrace ship the Ghingham Fleet did not search it, so we believe they are safe for now. Though I think Lieutenant Ord should return to his ship soon, lest they grow suspicious."

Lord Guin steps in to keep Lieutenant Harry from snapping at Lady Lily. "Agrippa Maintainer met with Lily last night, allowing her an audience after we docked here. He has agreed to host a second such meeting with us at the White Palace at noon tomorrow."

Queen Dianna perks up. "You have a meeting set up with Maintainer?"

He smiles as Lady Lily comes to stand by his side. "Correct. It would not be possible without her diplomatic skills, he seemed quite taken with her." He certainly believes it to be true if his Pressure is to be believed, but it is impressive that a girl only two years older than you could convince Prime Minister Maintainer to meet with her.

Wait, he calls himself Lord Regent nowadays…

Lady Lily's face grows weary and disgusted, though her Pressure does not match her expression. "The first time he saw me he was so forward, he couldn't even take his eyes off me. His crudeness makes my skin crawl every time I think of it!"



If you weren't psychic you would have believed that she is as horrified and disgusted as she appears, but from the way her Pressure is completely calm and somewhat focused on Lord Guin…Is she trying to get a reaction out of him? He is feeling slightly possessive…

Lord Guin dismissed the lot of you after the meeting, though Lieutenant Harry was reluctant to leave once Queen Dianna told him that she would play the part of Kihel and accompany Lord Guin and Lady Lily to the meeting with Agrippa Maintainer tomorrow. Not too reluctant, judging from the telling mix of affection and desire he associates with returning to the Lunamantique, but he almost refuses before he storms off with the RETT couple in tow. The two oddballs cry their hearts out when the Lieutenant drags them away, but away they go nonetheless.


*


Lunch is a noisy affair, with everyone wanting to hear the story of what happened while you were away.

All Systems gain +1 Condition!

After lunch you visit the White Doll, eager to set the Priority Repair before resuming some light duties.


[] Keep it working on the Invisible Umbrella (408/500 Condition).

[] Another of the White Doll's systems. (System gains 1d100 Condition)
--[] Write in System.



Weapons


Type-TX Beam Pistol 22/500 (Heavily Damaged. Ranged)
Attacks Per Turn: 1d2
Damage: 2
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to target's Armor Save DC.
-Unreliable: Unusable for one Turn on Major Failure. Unusable for all following Turns in a Scene(Update) upon Critical Failure.



Defensive Systems.


Turn-Type Armor (Non-Combat Mode).
Armor Grade: 6
Armor Save: 1+
Special:
-Beam Resistant 1: Beams that hit this unit lose one level of Penetration vs Armor.
-Nano Lamination 2: Damage from non-Penetrating Kinetic and Explosive attacks is reduced by 2 (to a minimum of 1). Nullifies damage from Point Defense Weapons.


Left Arm Lightwave Shield (Non-Combat)
Shield Grade: 4
Shield Size: Medium.
Shield Save: 3+
Shield Integrity: 6
Special:
-Lightwave Shield: Does not block lasers.
-Regenerate 2: Regains 2 Integrity at the end of each Turn.


I-Field. 34/200 (Damaged)
Field Density: 4-1
Dissipation Save: 4+
Field Integrity: 8
Special:
-I-Field: Barrier against Ranged Beam Attacks only. Immune to Beam Penetration.
-Dampening: Whichever Ranged Beam Attack breaks through the I-Field has its Damage reduced by remaining Field Integrity.
-Wide Guard: Expands the I-Field to cover a large area, cutting its Integrity in half in exchange for shielding everyone within close range of the White Doll.
-Regenerate 2: Regains 2 Integrity at the end of each Turn.




Mobility Systems.


Landskimmers. 26/200 (Damaged)
-Speed +: Hidden -15 modifier to speed DC while on the ground.


Lightwave Maneuvering Thrusters (Flight Mode).
-Flight+: Unit can fly. Terrain modifiers ignored. Hidden -20 Modifier to Speed rolls while flying.
-Lightwave Propulsion: This system requires no fuel, only energy.


Lightwave Main Propulsion (Voiture Lumiere). 26/500 (Heavily Damaged, Unstable)
-Extreme Speed: Hidden -45 modifier to speed DC while in the air or in space.
-Unstable: +1d45 modifier to speed DC while in use.
-Demanding: +30 to Condition DC after three Turns or one Engagement of usage with Pilot Skill below 4.
-Lightwave Propulsion: This system requires no fuel, only energy.



PSI Systems.


Psycommu System.
-Psyco-Control: Pilot Level may not go below 1. May control the White Doll while outside the cockpit at NT-Level 3.
-Requirement: Requires NT Level 2 to use.


Psychoframe.
-NT-Amp: Allows the usage of MS scale NT powers.
-Requires NT Level 2 to use.


NT-D Mode.
-NT+: Allows the usage of NT power one level above that of the user's Level.
-Demanding: +100 to Condition DC after three Turns or end of Engagement if the user is not NT Level 4 or above.
-Exclusive: Cannot be used at the same time as Bloody Siege Mode.


Bloody Siege Mode.
-Mode Change: Splits the mobile suit into pieces, nine in total (ten with backpack). Each piece (except backpack) has its own I-Field. Can be used within gravity.
-Requirement: Requires Pilot Level 4 and NT Level 4.
-Excusive: Cannot be used as the same time as NT-D Mode.



Stealth Systems.


Invisible Umbrella 408/500 (Heavily Damaged)
-Cloak 1: -10 modifier to various DC as the White Doll disappears from passive sensors. Breaks when the White Doll enters Medium Range or attacks.


Holo-Decoy 26/500 (Heavily Damaged)
-Decoy 1: Produces a faint afterimage.



Misc Systems.


LUNA Energy Transference Module 26/500 (Heavily Damaged)
-Universal Compatibility: The White Doll can use most types of equipment by wirelessly transferring power to them.


Carapace Backpack.
-Armory Backpack 5: Can store 5 weapons for later use.
-Adaptive workings: Will alter itself to carry MS weapons no matter their shape. Within limits.
-Carapace I-Field 26/500 (Heavily Damaged)
-Carapace Flight Mode 26/200 (Damaged)


*


You have some free time before going to bed, and with the meeting with Agrippa not happening until noon tomorrow you should have some time to yourself after breakfast too.


Choose 2

[] Talk with Arisa and Corin.

[] Spend time with Vestige.

[] Find Miashei and Fran so you can hang out.

[] Spend time with Sochie.

[] Work on developing your powers.
--[] Alone.
--[] With Sochie.

[] Look for Sid.

[] Seek audience with-
--[] Lord Guin.
--[] Lady Lily.
--[] Kihel-as-Dianna.
 
[X] Keep it working on the Invisible Umbrella (408/500 Condition).

[X] Work on developing your powers.
--[X] With Sochie.

[X] Look for Sid.
 
[x] Keep it working on the Invisible Umbrella (408/500 Condition).
Might as well get it up to partly damaged.

[x] Work on developing your powers.
--[x] With Sochie.
Damn close to that breakthrough.
[x] Talk with Arisa and Corin.
 
[X] Keep it working on the Invisible Umbrella (408/500 Condition).

[X] Work on developing your powers.
--[X] With Sochie.
[x] Talk with Arisa and Corin.
 
[X] Keep it working on the Invisible Umbrella (408/500 Condition).

[X] Work on developing your powers.
--[X] With Sochie.

[x] Talk with Arisa and Corin.
 
[X] Keep it working on the Invisible Umbrella (408/500 Condition).

[X] Work on developing your powers.
--[X] With Sochie.

[X] Look for Sid.
 
Votes so far:
Adhoc vote count started by Iceblocks on Mar 9, 2018 at 11:01 AM, finished with 1538 posts and 5 votes.

  • [X] Keep it working on the Invisible Umbrella (408/500 Condition).
    [X] Work on developing your powers.
    --[X] With Sochie.
    [x] Talk with Arisa and Corin.
    [X] Keep it working on the Invisible Umbrella (408/500 Condition).
    [X] Work on developing your powers.
    --[X] With Sochie.
    [X] Look for Sid.
 
[X] Keep it working on the Invisible Umbrella (408/500 Condition).

[X] Work on developing your powers.
--[X] With Sochie.

[X] Look for Sid.
 
Earth Militia Units Stat Page
Earth Militia Units Stat Page.


Mobile Suits.
Kapool Stats:


Armor Grade: 2
Armor Save: 5+
Integrity: 5
Special:
-Amphibious: No penalties from operating in or under water.

Weapons:
Missile Launchers.
Attacks: 2d4
Damage: 2
Base AP: 2
Critical Hit: On Critical Success.
Special:
-Missile: +20 to Hit DC, but no Long Range Penalty.

Eye Laser (Inoperable)
Attacks: 1d1
Damage: 1
Base AP: 1
Critical Hit: No.
Special:
-Point Defense: -20 Hit DC to strike Ordnance. -2 to Target Armor Save DC.
-Laser: -20 to Hit DC.

Hand Machineguns.
Attacks: 6d6
Damage: 1
Base AP: 1
Critical Hit: No.
Special:
-Point Defense: -20 Hit DC to strike Ordnance. -2 to Target Armor Save DC.

Iron Nails (Melee)
Attacks: 2d2
Damage: 2
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Long Reach: May attack targets outside of Melee Range.

Zaku II Stats


Integrity: 5
Armor Grade: 2
Armor Save: 5+
Special:
-Shoulder Shield: -1 to Armor Save DC vs Attacks from targeted Enemy.


Weapons:

Zaku Machinegun.
Attacks: 2d6
Damage: 2
Base AP: 2
Critical Hit: On Critical Success.
Special:
-Medium Range Weapon: +20 to Hit DC for shots at Long Range.


Zaku Bazooka.
Attacks: 1d1
Damage: 4
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Rocket: +20 to Hit DC.

Heat Hawk.
Attacks: 1d3
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.

Zaku I Stats.


Integrity: 4
Armor Grade: 1
Armor Save: 6+
Special: None.


Weapons:

Zaku Machinegun.
Attacks: 2d6
Damage: 2
Base AP: 2
Critical Hit: On Critical Success.
Special:
-Medium Range Weapon: +20 to Hit DC for shots at Long Range.


Zaku Bazooka.
Attacks: 1d1
Damage: 4
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Rocket: +20 to Hit DC.

Heat Hawk.
Attacks: 1d3
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.

Guntank MP Stats


Integrity: 4
Armor Grade: 2
Armor Save: 6+
Special:
-Grounded: +50 to most DC when not on the ground while in gravity. +30 to most DC when not on the ground while not in gravity.


Weapons:

Arm Rocket Pods.
Attacks: 2d4
Damage: 2
Base AP: 2
Critical Hit: On Critical Success.
Special:
-Medium Range Weapon: +20 to Hit DC for shots at Long Range.
-Rocket: +20 to Hit DC.


120mm Artillery Cannons.
Attacks: 2d1
Damage: 4
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Siege Weapon: +40 to Hit DC when firing at Close Range targets. No Long Range Penalty.
-Volley: Weapons can fire at targeted enemies and locations out of direct line of sight should a spotter/coordinates be available.

Gundam UC79 Stats.


Integrity: 6
Armor Grade: 3
Armor Save: 4+
Special:
-Medium Shield: -1 to Armor Save DC and +1 Armor Grade vs Attacks from targeted Enemy.
-Magnetic Joint Coating: -10 to Speed and Melee DC when Pilot Level at 4 or above.


Weapons:

Head Vulcans.
Attacks: 2d6
Damage: 1
Base AP: 1
Critical Hit: No.
Special:
-Point Defense: -20 Hit DC to strike Ordnance. -2 to Target Armor Save DC.


Beam Rifle.
Attacks: 1d3
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save.


Hyper Bazooka.
Attacks: 1d2
Damage: 4
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Rocket: +20 to Hit DC.

Beam Saber.
Attacks: 1d3
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save.
-Dual Wield: May sacrifice Medium Shield Special in exchange for another 1d3 Attacks.

Dom Stats.


Integrity: 6
Armor Grade: 2
Armor Save: 5+
Special:
-Speed+: -15 to Speed-related DC.
-Evasion 1: +10 to Hit DC vs this unit when Pilot Level is 3 or above.


Weapons.

Scatter Beam Gun.
Attacks: 1d1
Damage: 0
Base AP: 0
Critical Hit: No.
Special:
-First Strike: goes first out of all weapons.
-Blinding: +40 to the Target's Melee Hit DC. Nullified by certain systems and NT Powers.
-Mounted Weapon: Does not count towards Equipped Weapons.

Zaku Machinegun.
Attacks: 2d6
Damage: 2
Base AP: 2
Critical Hit: On Critical Success.
Special:
-Medium Range Weapon: +20 to Hit DC for shots at Long Range.

Zaku Bazooka.
Attacks: 1d2
Damage: 4
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Rocket: Doubled Long Range Penalty.

Giant Bazooka.
Attacks: 1d1
Damage: 4
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 2: +2 to Target Armor Save.
-High Velocity Rocket: Halved Long Range and Very Long Range penalties.
-Anti Large: Double Damage vs Large Targets.

Heat Saber.
Attacks: 1d3
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.

Qubeley Mk.2 Stats.


Integrity: 6
Armor Grade: 3
Armor Save: 4+
Special:
-Flight+: -20 to Speed-related DC.
-Voidborne: +20 to Speed-related DCs and -10 to Hit DCs vs this unit when this unit is within a gravity well.
-Psycommu: Can be controlled with Psyco-Control.


Weapons.

Qubeley Beam Guns.
Attacks: 2d2
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.
-Mounted Weapons: Do not count against Equipped Weapons Limit.

Qubeley Beam Sabers.
Attacks: 2d2
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.
-Mounted Weapons: Do not count against Equipped Weapons Limit.

Qubeley Mk.2 Funnels.
Attacks: 12d2
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.
-Mounted Weapons: Do not count against Equipped Weapons Limit.
-Remote Weapon (Funnels): May retarget spare attacks after defeating an enemy. Funnel Pilot Skill is an average of the Pilot's Piloting Level and their NT Level. After two Turns of activity the Funnels must return to their carrier to recharge for one Turn.
-Ordnance: Valid targets for Point Defense Weapons.
-Conditional (Space): May only be used in zero gravity.
-Requirements: Requires NT Level 2 to use.

Strike Noir Stats.



Strike Noir Gundam.

Integrity: 8
Armor Grade: 3
Armor Save: 4+
Special:
-Reactor: Has been fitted with an ultracompact fusion reactor.
-Phase Shift Armor: Reduces Kinetic and Explosive Damage by 2, and reduces Kinetic and Explosive Penetration by 1.
-Flight+: -20 to Speed DCs while airborne.


'Shorty' Beam Rifles.
Attacks: 2d2
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save.


Twin Linear Guns.
Attacks: 2d3
Damage: 4
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Turreted 2: Each gun can engage a separate target from the main unit and each other.
-Omnidirectional:
Can engage Targets in any direction, no matter where they are relative to the Strike Noir as long as they are within range.
-Mounted Weapon: Does not take up any equipment slots.


'Fragarach 3' Beam Swords.
Attacks: 2d3
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save.


Wire Anchors.
Attacks: 4d1
Damage: 0
Base AP: 0
Critical Hit: No.
Special:
-Wire Anchor: Inflicts Hindered, Burderned, Trapped, or Immobile depending on how many Anchors hit.
-Long Reach: Can hit Targets within Close Range.
-Turreted 4: May engage four different Targets.
-Hookshot: Can be exchanged for the Evasion Special Rule if the environment allows.



Land Battleships.
Gallop-Class Stats.



Integrity: 10
Armor Grade: 2
Armor Save: 5+
Special:
-Hovercraft: Vehicle needs no fuel. May hover over most terrain.
-Speed++: -20 to Speed DCs while hovering above land.
-Hangar 3: Can carry 3 normal-sized Mobile Suits.
-Hangar Dome: Can carry 1 additional Mobile Suit.


Weapons:

Autocannon Turrets.
Attacks: 4d6
Damage: 3
Base AP: 2
Critical Hit: On Critical Success.
Special:
-Fixed mount: May only Attack Targets in front of the Gallop.
-Turreted 2: May Target 2 separate Targets.


Artillery Turret.
Attacks: 2d1
Damage: 4
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Artilley: No Long Range Penalty. May not Attack Targets in Close Range or closer.
-Volley: May engage in Volley Fire.
-Obstructed Mount: May only fire forwards during Volley Fire at Targets in Very Long Range.




Ships.
WIP



Misc.
Linear Tank Stats.


Integrity: 2
Armor Grade: 1
Armor Save: 6+
Special:
-Small Target: +20 to Hit DC against this unit.
-Mobile Pod: Counts as Ordnance when targeted by Point Defense Weapons.

Weapons.
Linear Tank Gun.
Attacks: 1d2
Damage: 2
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save.
 
Dianna Counter Units Stat Page
Dianna Counter Units Stat Page


Mobile Suits.
WaDom Stats:


Armor Grade: 3
Armor Save: 4+
Integrity: 8
Special:
-Large: This unit is twice as tall as most mobile suits. -20 to Hit DC for any shots directed at this unit.
-Walking Dome: All weapon systems are located in the head.


Current weapons:

WaDom Siege Beam Cannon. (Ranged)
Attacks per Turn: 1
Damage: 5
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 2: +2 to target's Armor Save DC.
-Mounted Weapon: Considered free for the purposes of loadout.
-Reactor Fed: No Reload.
-Siege Weapon: +40 to Hit DC when firing at Close Range targets.


WaDom Missile Tubes. (Ranged)
Attacks per Turn: 1d6
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Missile: -20 to Hit DC, but no Long Range Penalty.
-Mounted Weapon: Considered free for the purposes of loadout.


WaDom Mircromissile Launchers. (Ranged)
Attacks per Turn: 2d5
Damage: 1
Base AP: 2
Critical Hit: No.
Special:
-Missile: -20 to Hit DC, but no Long Range Penalty.
-Mounted Weapon: Considered free for the purposes of loadout.


WaDom Anti-Air Vulcans. (Ranged)
Attacks per Turn: 2d6
Damage: 1
Critical Hit: No.
Special:
-Point Defense: Non- ordnance targets receive -2 to Armor Save DC to hits inflicted by this weapon.
-Mounted Weapon: Considered free for the purposes of loadout.
-Fixed Direction: Can only fire at targets above the WaDom.


WaDom Fists. (Melee)
Attacks per Turn: 2
Damage: 2
Base AP: 2
Critical Hit: No.
Special:
-Slow: +50 to Initiative DC when in Melee Combat.
-Unarmed: -1 to target's Armor Save DC.

SUMO Stats:


Armor Grade 3
Armor Save 4+
Integrity 6
Special:
-Beam Resistant Armor: -1 to the Penetration of Beam Attacks striking this unit.

Weapons:
SUMO Beam Pistol (Beam).
Attacks: 2d3
Damage: 2
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.

Heat Fan (Melee)
Attacks: 2d3
Damage: 2
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.

Wrist I-Field Projector (Shield/Melee)
Attacks: 2
Damage: 1
I-Field Grade: 3
I-Field Save 4+
I-Field Integrity: 2
Critical Hit: No.
Special:
-Hyper I-Field Spike: Successful hit with this weapon instantly breaks Target's I-Field
-Hyper I-Field: Render Wrist I-Field Projector unusable for three Turns/one Engagement in exchange for a one-Turn Hyper I-Field Shield of Grade 5 (Save 2+) and Integrity 6.
-Unidirectional I-Field: Does not apply its defense to attacks from directions other than that of the targeted enemy.
-Fist Weapon: No Unarmed Penalty.

Cannon Illefuto Stats,


Integrity: 4
Armor Grade: 2
Armor Save: 5+
Special:
-Light Shield: -1 to Armor Save DC vs Attacks from targeted Enemy.


Weapons:

Shoulder Vulcan Cannon. (Heavily Damaged)
Attacks: 4d6
Damage: 2
Base AP: 2
Critical Hit: No.
Special:
-Artillery: +20 Hit DC while moving.
-Heavily Damaged: Unusable for the rest of the update upon Major Failure. Permanently destroyed upon Critical Failure.

WaD Stats


Integrity: 2
Armor Grade: 1
Armor Save: 6+
Special:
-Small Target: +20 to Hit DC against this unit.
-Mobile Pod: Counts as Ordnance when targeted by Point Defense Weapons.

Weapons.
WaD Beam Gun.
Attacks: 1d2
Damage: 2
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save.

WaD Nose Machinegun.
Attacks: 2d3
Damage: 1
Base AP: 1
Critical Hit: No.
Special:
-Point Defense: -20 Hit DC to strike Ordnance. -2 to Target Armor Save DC.

FLAT Stats


Integrity: 5
Armor Grade: 2
Armor Save: 5+

Special:
-Transformable: The FLAT can transform into a hover mode.
-Hyper Vibration: May sacrifice turn in order to become immune to Kinetic and Explosive damage. If Hyper Vibration is used when the unit 4 Integrity the unit must pass a save or take one point damage as it shakes itself apart. If used at 3 Integrity or below the unit takes damage automatically.

Weapons.
Box Beam Gun (Ranged).
Attacks per Turn: 1d3
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to target's Armor Save DC.
-Collapsible: Only counts as half a weapon for the purposes of loadout.


Box Missile Pod (Ranged).
Attacks per Turn: 2d5
Damage: 1
Base AP: 2
Critical Hit: No.
Special:
-Missile: +20 to Hit DC, but no penalty for firing at a long-range target.
-Collapsible: Only counts as half a weapon for the purposes of loadout.


Heat Edge (Melee).
Attacks per Turn: 1d3
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to target's Armor Save DC.
-Mounted Weapon: Considered free for the purposes of loadout.
-Twinned: There is one Heat Edge in both forearms.

SUMO Gold Stats:


Armor Grade 3
Armor Save 4+
Integrity 8
Special:
-Beam Resistant Armor: -1 to the Penetration of Beam Attacks striking this unit.
-Mindshield: +1 NT Level when defending against Mental Attacks.
-High Mobility: +10 to Target Hit DC against this unit. -10 to Speed DCs.
-Flight: Can fly. Gains Flight+ by attaching a Booster Skirt.


SUMO I-Field
I-Field Grade: 3
I-Field Save 4+
I-Field Integrity: 4
Special:
-Hyper I-Field: Blocks all Non-Laser Attacks.
-Unidirectional I-Field: Does not apply its defense to attacks from directions other than that of the targeted enemy.

Weapons:
SUMO Beam Pistol (Beam).
Attacks: 2d3
Damage: 2
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.


Beam Magnum Tonfa.
Attacks: 1d1
Damage: 5
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 3: +3 to Target Armor Save.
-All Range Weapon: No Long-Range Penalty.
-Gun Kata: May be used as a melee weapon.
-Dual Wield: One goes in each hand.

Custom Heat Fan (Melee)
Attacks: 2d3
Damage: 2
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.
-Universe!: Major Successes gain Penetration 2 and hit for double Damage. Critical Successes gain Massive Criticals.

Hyper I-Field Spike (Melee)
Attacks: 2d1
Damage: 1
Base AP: 1
Critical Hit: No.
Special:
-Hyper I-Field Spike: Successful hit with this weapon instantly breaks Target's I-Field
-Fist Weapon: No Unarmed Penalty.
-Inbuilt Weapon: Does not take up the hand that fires it.

Baund Doc II Stats.



Integrity: 6
Armor Grade: 3
Armor Save: 4+
Special:
-Flight: Unit can fly.
-Transformable: Can transform into a Mobile Armor Mode to receive Flight+ and Evasive at the cost of losing its melee attack.
-Jovian Hardening: Unit receives no penalties from gravity.


Weapons.

Beam Rifles.
Attacks: 2d2
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.

Heat Nata.
Attacks: 2d2
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.

Mobile Armors.
Hashmal Remote Stats.


Hashmal Remote.
Integrity: 16
Armor Grade: 4
Armor Save: 2+
Special:
-Large Target: -20 to Hit DC against this unit.
-Remote Controlled: -20 to Initiative DC against this unit. Pilot Level set to that of the controller -2. Immune to Mental Attacks. Does not trigger NT Empathy below Level 4.
-Relentless Macros: May retarget spare Melee Attacks onto another target within close range once its first target is destroyed. Continue until all Melee Attacks are spent. Pilot Level is 7 when Attacking in Melee.
-Ahab Nanolaminate 3: Nullifies 2 levels of Beam Penetration. Reduces Damage from all sources by 3, including Critical Hits (Critical Hits cannot go below 1 Damage). Kinetic Penetration lowers Damage Reduction by 1 per Level.


Muspell Beam Cannon.
Attacks: 1d1
Damage: 4
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 2: +2 to Target Armor Save.
-Multiple Hits 3: Successful Hit deals Damage 3 times.
-Continuous Beam: May retarget another enemy as long as there are Hits left in the Attack.
-Scattering: If hitting a Target that has Ahab Nanolaminate or passes Armor or Shield Saves for all Hits the beam will split into 2d8 Beam Attacks (Damage 2. AP 3. Penetration 1) that strike whatever is behind the initial Target. I-Fields nullify this ability.

Hashmal Claw Guns.
Attacks: 2d2
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Medium Range Weapon: +20 to Hit DC for shots at Long Range.

Hashmal Claws.
Attacks: 2d3
Damage: 4
Base AP: 3
Critical Hit: On Critical Success.
Special:
Penetration 1: +1 to Target Armor Save.

Hashmal Wire Blade.
Attacks: 2d4
Damage: 4
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 2: +2 to Target Armor Save.
-Long Reach: Can hit Target within Close Range.
-Omnidirectional: May Target any enemy within range, no matter where they are relative to the Hashmal Remote.


Ships.
Almaiya-Class Battleship Stats.


Integrity: 16
Armor Grade: 4
Armor Save: 3+
Special:
-Large Target: -20 to Hit Dc against this unit.
-Hangar 4: May carry 4 standard-sized Mobile Weapons.


Almaiya-Class I-Field.
Field Density: 3
Dissipation Save: 4+
Field Integrity: 10
Special:
-Hyper I-Field: Hyper I-Fields block all non-Laser Attacks. Immune to Beam Penetration.
-Dampening: Whichever Ranged Beam Attack breaks through the I-Field has its Damage reduced by remaining Field Integrity.
-Regenerate 2: Regains 2 Integrity at the end of each Turn.


Weapons.
Beam Cannons.
Attacks: X/8d4
Damage: 4
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save.
-Firing Arcs: Number of Attack Dice rolled determined by the Target's position.
-Turreted 8: The Beam Cannons can engage up to 8 different targets.

Acceleration Cannon.
Attacks: 1d2
Damage: 5
Base AP: 5
Critical Hit: On Critical Success.
Special:
-Linear Weapon: -10 to all Hit DC. No Long Range penalty.
-Heavy Weapon: Doubled Long Range Penalty vs moving Targets. Overrrides Linear Weapon.
-Penetration 1: +1 to Target Armor Save.

Anti-Air Guns.
Attacks: X/8d6
Damage: 2
Base AP: 1
Critical Hit: No.
Special:
-Point Defense: -20 Hit DC to strike Ordnance. -2 to Target Armor Save DC.
-Shell Interception (Long): May intercept shellthrower Attacks made from Long Range and further.
-Firing Arcs: Number of Attack Dice rolled determined by the Target's position.
-Turreted 8: The Anti-Air Guns can engage up to 8 different targets.

Beam Saber.
Attacks: 6d1
Damage: 3
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save.
-Fixed Weapon (Forward): Can only attack Targets in front of the ship.
-Ramming Weapon: Intended for ramming.

Beam Cutters.
Attacks: 2d3
Damage: 4
Base AP: 4
Critcal Hit: On Critical Success.
Special:
-Penetration 2: +2 to Target Armor Save.
-Fixed Weapon (Forward): Can only attack Targets in front of the ship.
-Long Reach: Melee weapon may attack Targets that enter Close Range.
 
Last edited:
Ghingham Fleet Units Stat Page
Mobile Suits.
Mahiroo Stats


Integrity: 7
Armor Grade: 3
Armor Save: 4+
Special:
-Flight+: Unit can fly. -20 to all Speed DCs.
-Bio Sensor: Pilot may use NT Powers according to their level.
-Beam Resistant Armor: -1 Level of Beam Penetration to Attacks that strike this unit.
-Toroidal Shield: +1 Armor Grade, -1 to Target Armor Save DC, and +5 to Hit DC to frontal Ranged Attacks on this unit.
-Mobile Trace System: Unit can be controlled with Mocap.



Weapons.


Shield Beam Lancer.
Attacks: 1d2
Damage: 4
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 2: +2 to Target Armor Save DC.
-Long Range Weapon: No Long Range Penalty.
-Unwieldy: Unusable at Close Range.
-Mounted Weapon: Does not take up a equipment slot.

Beam Pistol.
Attacks: 1d3
Damage: 2
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.
-Short Range Weapon: Unusable at Long Range.

REN-DO Light Missiles.
Attacks: 1d2
Damage: 2
Base AP: 2
Critical Hit: On Critical Success.
Special:
-Missile: +20 to hit DC.
-Mounted Weapon: Weapon does not take up an equipment slot.

Arm Blades. (Melee/Kinetic)
Attacks: 2d3
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.

Mobile Dolls.
Hashmal Stats.


Hashmal Remote.
Integrity: 16
Armor Grade: 4
Armor Save: 2+
Special:
-Large Target: -20 to Hit DC against this unit.
-Mobile Doll 5: Piloting Level is 5. Immune to Mental Attacks. Does not trigger NT Empathy.
-Relentless: May retarget spare Melee Attacks onto another target within close range once its first target is destroyed. Continue until all Melee Attacks are spent. Pilot Level is 7 when Attacking in Melee.
-Ahab Nanolaminate 3: Nullifies 2 levels of Beam Penetration. Reduces Damage from all sources by 3, including Critical Hits (Critical Hits cannot go below 1 Damage). Kinetic Penetration lowers Damage Reduction by 1 per Level.


Muspell Beam Cannon.
Attacks: 1d1
Damage: 4
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 2: +2 to Target Armor Save.
-Multiple Hits 3: Successful Hit deals Damage 3 times.
-Continuous Beam: May retarget another enemy as long as there are Hits left in the Attack.
-Scattering: If hitting a Target that has Ahab Nanolaminate or passes Armor or Shield Saves for all Hits the beam will split into 2d8 Beam Attacks (Damage 2. AP 3. Penetration 1) that strike whatever is behind the initial Target. I-Fields nullify this ability.

Hashmal Claw Guns.
Attacks: 2d2
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Medium Range Weapon: +20 to Hit DC for shots at Long Range.

Hashmal Claws.
Attacks: 2d3
Damage: 4
Base AP: 3
Critical Hit: On Critical Success.
Special:
Penetration 1: +1 to Target Armor Save.

Hashmal Wire Blade.
Attacks: 2d4
Damage: 4
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 2: +2 to Target Armor Save.
-Long Reach: Can hit Target within Close Range.
-Omnidirectional: May Target any enemy within range, no matter where they are relative to the Hashmal.

Zssan (Mobile Doll) Stats.

Integrity: 6
Armor Grade: 2
Armor Save: 5+
Special:
-Mobile Doll 3: Unmanned autonomous machine. Fights at Pilot Level 3.
-Unmanned: Immune to Mental Attacks.
-Squadsight: As long as there is more than one Zssan on the field, all Zssans are immune to Ambush and Surprise.


Weapons.

Shoulder Missile Launcher.
Attacks: 2d3+1
Damage: 3
Base AP: 3
Critical Hit: Yes.
Special:
-Self Guided: May fire and Volley Fire without line of sight to the Target. No Missile Hit DC penalty.
-Mounted Weapon: Does not count towards Equipped Weapons.

Wrist Missile Launchers.
Attacks: 2d3
Damage: 2
Base AP: 2
Critical Hit: On Critical Success.
Special:
-Missile: +20 to hit DC.
-Short Range Weapon: Unusable at Long Range.

Knee Missile Launchers.
Attacks: 2d4
Damage: 2
Base AP: 2
Critical Hit: On Critical Success.
Special:
-Missile: +20 to hit DC.
-Short Range Weapon: Unusable at Long Range.

Leg Missile Launchers.
Attacks: 4d6
Damage: 3
Base AP: 2
Critical Hit: On Critical Success.
Special:
-Missile: +20 to hit DC.
-Wire Anchors: Leg Missile Launchers do no damage is used as a Melee Weapon, but each Hit gives +/-5 to all DCs regarding the Target until the offending Zssan is Destroyed or a Piloting roll the next Turn is passed.

Arm Punch System. (Melee)
Attacks: 1d2
Damage: 2
Base AP: 2
Critical Hit: On Critical Success.
Special:
-Fist Weapon: No Unarmed Penalty.

Sid Technical Stats.


Integrity: 16
Armor Grade: 5
Armor Save: 2+
Special:
-Large Target: -20 to Hit Dc against this unit.
-Mobile Doll 5: Unmanned unit that fights at Pilot Level 5.
-Invisible Umbrella: Becomes invisible at the end of the Turn.
-Beam Resistant Armor 1: Reduces Beam Penetration of attacks that hit it by 1.
-Flight+: Unit can fly and gains -20 to all Speed DCs.
-Self Repair System: Recovers 1 Integrity at the end of each Turn.
-Lightwave propulsion: Does not require fuel.


Weapons.

Sid Beam Cannons.
Attacks: 6d2
Damage: 5
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 2: +2 to Target Armor Save.
-Offensive Beam Redirection: -20 to Hit DC. Major Failures are counted as normal Failures unless otherwise specified.

Feather Missile Launchers.
Attacks: 2d8
Damage: 4
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save.
-High Velocity MIssile: No Missile Penalty.
-Advanced Guidance: May retarget should there be missiles left over once the first Target has been destroyed.
-Ammo Fabrication: Manufactures its own ammunition.

Beam Sabers.
Attacks: 2d2
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save.

Ships.
WIP

Turn Unit.
Turn A Gundam Stats.


White Doll.
Integrity: 12/12
Armor Grade: 6
Armor Save: 1+


Special:
-Psycommu System: Uses the pilot's thoughts to control the unit. The Pilot Level of the pilot can never go below 1. Requires NT Level 2 to operate.
-Psychoframe: Focuses Newtype Powers for Psionic Warfare, adding more actions per Turn. Requires NT Level 2 to operate.
-???: Unknown Systems. Can be assumed to mirror the White Doll's.
-I Field: Can be assumed to mirror the White Doll's.
-Non-Combat Mode: Reduced Stats.
-Beam Resistant 1: Beams that hit this unit lose one level of Penetration vs Armor.
-Nano Lamination 2: Damage from non-Penetrating Kinetic and Explosive attacks is reduced by 2. Nullifies damage from Point Defense Weapons.
-Type TA Shield (Sleep Mode): -2 to Armor Save DC vs frontal Attacks.


Weapons.
Type-TA Beam Rifle (Sleep Mode)
Attacks: 2d2
Damage: 4
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 2: +2 to Target Armor Save DC.
-All Range Weapon: No Long Range Penalty.
-Firing Modes: May switch between Beam Rifle, Buster Rifle, and Beam Machinegun modes.
-Teleport Beacon: Immune to Disarm.
-Dual Wield: Unit may put away the shield in exchange for another Type-TA Beam Rifle.

Shoulder Beam Cannons (Sleep Mode)
Attacks: 4d2
Damage: 4
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 2: +2 to Target Armor Save DC.
-All Range Weapon: No Long Range Penalty.
-Firing Modes: May switch between Beam Rifle, Buster Rifle, and Beam Machinegun modes.
-Integrated Weapon: Does not count towards the carried weapon cap.

Abdominal Beam Cannons (Sleep Mode)
Attacks: 4d2
Damage: 4
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 2: +2 to Target Armor Save DC.
-All Range Weapon: No Long Range Penalty.
-Firing Modes: May switch between Beam Rifle, Buster Rifle, and Beam Machinegun modes.
-Integrated Weapon: Does not count towards the carried weapon cap.

Torso Multipurpose Silos. (Sleep Mode)
Attacks: 6d2
Damage: 4
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.
-High Velocity Missiles: -20 to Hit DC. No Long Range Penalty.
-High Yield: units within close range of the Target are hit for half damage.
-Integrated Weapon: Does not count towards the carried weapon cap.


Type-TA Beam Saber. (Sleep Mode)
Attacks per Turn: 2d2
Damage: 4
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 2: +2 to target's Armor Save DC.
-Mode Change: May switch between Beam Saber and Beam Cutter modes.
-Teleport Beacon: Immune to Disarm.
-Dual Wield: Unit may put away the shield in exchange for another Type-TA Beam Saber.

Fleche Lumiere Point Defense Lasers. (Sleep Mode)
Attacks: 8d1
Damage: 1
Base AP: 1
Critical Hit: On Critical Success.
Special:
-Point Defense: Automatically Attacks missiles, rockets, Remote Weapons, and targets with the Mobile Pod Special Rule.
-Laser: -40 to Hit DC.
-Integrated Weapon: Does not count towards the carried weapon cap.
 
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We are currently at an impasse with both plans having 3 votes each. If this has not been resolved in three hours I'll roll a dice to break the tie.

EDIT: Rolling...

EDIT 2: Vote closed. The winner is:

[X] Keep it working on the Invisible Umbrella (408/500 Condition).
[X] Work on developing your powers.
--[X] With Sochie.
[X] Talk with Arisa and Corin.
Iceblocks threw 1 2-faced dice. Reason: Tiebreaker Total: 1
1 1
 
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Week 26 Result
[X] Keep it working on the Invisible Umbrella (408/500 Condition).


A quick tap of a holographic key keeps the Priority Repair System's focus onto the Invisible Umbrella System.

Roll 1d100 Priority Repair = 46! Invisible Umbrella Condition is now 408+46!


*


You feel close to a breakthrough, of going beyond the limitations placed upon you by the Limiters, so you spend the evening cooped up in the White Doll with Sochie after walking the ancient Mobile Suit down to the river out of sight from the Borjarnaught. She goes through the same old exercises Vestige has made you do time and again, but for you the Psychoframe Ghost has a new set of trials.

Your body is steadily returning to its natural state, Loran, and as such it can handle channeling levels of Psychic energy that would have maimed or killed you had you not asked me to remove the Limiters on your body. That means that we can move on to power-building exercises meant for First Humans, with all that entails.

Sochie, being close to her own breakthrough, attains a new level of power before you do, making the two of you equals in that respect for the first time since the night the White Doll first tore itself loose from the mountain. She takes up most of Vestige's attention for a while as they train her in the new specializations she chose for herself before she goes outside to play with her new abilities, small arcs of lightning dancing around her.

With the new exercises and Vestige's full attention you are not far behind, and you reach a new level of insight as the ceiling lights of Genganam pass the halfway point of their dimming cycle.


Loran has attained NT Level 6! Loran can use Level 2 NT Powers without the assistance of an NT System! Loran may now use three NT Powers at once!

Sochie has attained NT Level 5! Sochie can use Level 3 NT Powers without the use of NT-D Mode! Loran may use lvl 2 NT Powers in Units with basic NT-Systems! Sochie has gained the Psychokinesis and Elementalist NT perks!

Loran & Sochie have gained the Deep Bond (lvl2) NT Perk! They may now make use of the other's lvl2 NT Perks that they qualify for when joined in a Chorus!



Vestige is quick to guide you through the aftershocks as you work to stabilize the energies coursing within you, an effort that leaves you soaked in sweat. Thank god that you changed out of your armor before coming here tonight.

Once you have calmed down, Vestige lays out the ways in which your new power can be specialized and molded…


Choose 3 NT Perks.

[] Pinpoint Vision. (lvl2)
-Gain a -X modifier to your is added to Ranged Attack DCs, where X is equal to half of the Effect of your NT Empathy. (Requires Future Sight and Combat Clairvoyance)

[] Third Eye. (lvl3)
-Cuts the penalty given by enemy Hidden Hand effects in half. (Requires Shatterpoint Vision and Pinpoint Vision)

[] Remote Viewing. (lvl3)
-Attacks no longer suffer from Long Range or Extreme Long Range penalties and penalties given by enemy Cover are reduced by 10. (Requires Shatterpoint Vision and Pinpoint Vision)

[] Subtle Strike. (lvl2)
-Reduces the effect of the Target's NT Empathy against you by two Levels. (Requires Hidden Hand and Future Sight OR Combat Clairvoyance)

[] Rend. (lvl1)
-Telekinetic Strikes gain one level of Penetration with every other NT Power Level, starting from 1.

[] Destroyer. (lvl1)
-Doubles number of Telekinetic Strike Attacks.

[] Mindlash. (lvl1)
-Telepathic Strikes jump to deal half Damage to the nearest enemy mind.

[] Maze Counter. (lvl1)
-Attacker takes half Damage when you successfully resist a Mental Attack.

[] Bastion. (lvl1)
-Telekinetic Barriers gain -1 per Level to their Armor Save DC.

[] Last Ditch. (lvl1)
-If a Telekinetic Barrier has at least 2 points of Integrity left, no single non-Critical Hit Attack can reduce it below 1.



*


[X] Talk with Arisa and Corin.


As Genganam wakes up the next morning, you enter the Borjarnaught's hangar while looking for Corin and Arisa. The who older soldiers are busy with getting their Leos ready when you approach them, but when they notice you they stop to nervously observe your approach.

Corin is the first to speak, the older man taking a step forward as he does. "Loran I-"

"I talked to my mother about Kreis." You interrupt. "She told me that…that the reason you follow me is that you think I am Kreis Kreuz' son…"

"…What do you mean, 'think'?" Asks Arisa after a moment of stunned confusion. "The way things were we thought…"

"My mother said I was a test tube baby." You mumble as you lean forward against the railing of the walkway, looking down on the Militiamen hard at work on the floor below.



Choose 3

[] "How did you meet Kreis Kreuz?"

[] "What was Kreis Kreuz like?"

[] "What can you tell me about Ivory and her partner?"

[] Write in.


*****************************************************************


Elementalist (lvl2)
-Allows the usage of the following NT Powers: Pyrokinetic Strike, Fulgurkinetic Strike. (Requires Rend and Destroyer)

Psychokinesis (lvl2)
-Allows the usage of the following NT Powers: Psyco-Boost, Psyco-Aid. (Requires Rend and Destroyer)



New NT Powers will be statted later.
 
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[X] Pinpoint Vision. (lvl2)
-Gain a -X modifier to your is added to Ranged Attack DCs, where X is equal to half of the Effect of your NT Empathy. (Requires Future Sight and Combat Clairvoyance)
[X] Third Eye. (lvl3)
-Cuts the penalty given by enemy Hidden Hand effects in half. (Requires Shatterpoint Vision and Pinpoint Vision)
[X] Subtle Strike. (lvl2)
-Reduces the effect of the Target's NT Empathy against you by two Levels. (Requires Hidden Hand and Future Sight OR Combat Clairvoyance)

Loran can learn other power later, right? And I think this should give and edge over Gadget power.

About questions, well.

[X] "How did you meet Kreis Kreuz?"

[X] "What was Kreis Kreuz like?"

[X] "What can you tell me about Ivory and her partner?"

I might change this if someone make a white in question.
Laura, test tube baby when you brought Loran to see his dad grave? Really Laura? :rolleyes:
Right or wrong this is fun. :D

And Loran, stay with Sochie or Lord Guin might hitting on you. :p
 
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[X] Pinpoint Vision. (lvl2)
-Gain a -X modifier to your is added to Ranged Attack DCs, where X is equal to half of the Effect of your NT Empathy. (Requires Future Sight and Combat Clairvoyance)

[X] Third Eye. (lvl3)
-Cuts the penalty given by enemy Hidden Hand effects in half. (Requires Shatterpoint Vision and Pinpoint Vision)

[X] Remote Viewing. (lvl3)
-Attacks no longer suffer from Long Range or Extreme Long Range penalties and penalties given by enemy Cover are reduced by 10. (Requires Shatterpoint Vision and Pinpoint Vision)


[X] "How did you meet Kreis Kreuz?"
[X] "What was Kreis Kreuz like?"
[X] "What can you tell me about Ivory and her partner?"

Adhoc vote count started by Thors_Alumni on Mar 11, 2018 at 12:07 AM, finished with 1549 posts and 4 votes.

  • [X] Pinpoint Vision. (lvl2)
    [X] Third Eye. (lvl3)
    [X] Remote Viewing. (lvl3)
    [X] "How did you meet Kreis Kreuz?"
    [X] "What was Kreis Kreuz like?"
    [X] "What can you tell me about Ivory and her partner?"
    [X] Pinpoint Vision. (lvl2)
    [X] Third Eye. (lvl3)
    [X] Subtle Strike. (lvl2)
    [X] "How did you meet Kreis Kreuz?"
    [X] "What was Kreis Kreuz like?"
    [X] "What can you tell me about Ivory and her partner?"
    [X] Pinpoint Vision. (lvl2)
    [X] Remote Viewing. (lvl3)
    [X] Subtle Strike. (lvl2)
    [X] "How did you meet Kreis Kreuz?"
    [X] "What was Kreis Kreuz like?"
    [X] "What can you tell me about Ivory and her partner?"

Adhoc vote count started by Thors_Alumni on Mar 13, 2018 at 12:17 PM, finished with 1555 posts and 7 votes.

  • [X] Pinpoint Vision. (lvl2)
    [X] Third Eye. (lvl3)
    [X] Remote Viewing. (lvl3)
    [X] "How did you meet Kreis Kreuz?"
    [X] "What was Kreis Kreuz like?"
    [X] "What can you tell me about Ivory and her partner?"
    [X] Pinpoint Vision. (lvl2)
    [X] Remote Viewing. (lvl3)
    [X] Subtle Strike. (lvl2)
    [X] "How did you meet Kreis Kreuz?"
    [X] "What was Kreis Kreuz like?"
    [X] "What can you tell me about Ivory and her partner?"
    [X] Pinpoint Vision. (lvl2)
    [X] Third Eye. (lvl3)
    [X] Subtle Strike. (lvl2)
    [X] "How did you meet Kreis Kreuz?"
    [X] "What was Kreis Kreuz like?"
    [X] "What can you tell me about Ivory and her partner?"
 
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[X] Pinpoint Vision. (lvl2)
[X] Remote Viewing. (lvl3)
[X] Subtle Strike. (lvl2)


[X] "How did you meet Kreis Kreuz?"
[X] "What was Kreis Kreuz like?"
[X] "What can you tell me about Ivory and her partner?"

Hey guys, we got an extreme range weapon now. We need Remote Viewing to aim it properly!
 
[X] Pinpoint Vision. (lvl2)
No brainer. Permanent +12.5% ranged to hit on a very, very shooty MS.


[x] Third Eye. (lvl3)
Counters counters to our main power.

[x] Remote Viewing. (lvl3)
Yes, we have a bunch of weapons with ignore long range. Nothing with ignore Extreme Long Range, though. If it was level two so Sochie could share it it would be a total no-brain pick.

Reducing Cover defenses is very nice too.

Comments on other things.

[] Subtle Strike
Too situational. Hidden hand is best when you can't just cancel their NT Empathy with better NT Empathy. We can always do that. Nope.

[] Bastion. (lvl1)
Honestly Sochie should have gone for this. Bastion takes TK Field from pretty good to amazing for people who don't have a freaking Turn Unit by making the 6+ save suddenly much, much better. Like 4+ for her.

It takes it from shit to eh for people who DO have a turn unit.

[] Last Ditch. (lvl1)
Really dubious in general, because it practically guarantees Feedback will proc on the next hit. Actually worse than useless for us, because for many MSs triggering Feedback is the only way to damage the Turn X outside of criticals. And I'm fairly sure there's a a few MSs that can't damage the Turn X ON criticals.

The main reason to get this would be because it's almost certainly needed for level 2 TK Barrier perks.

Figuring we're going to run NT Empathy/TK Strike/TP Strike as our go-to loadout. Swap in Psycho-Regen or Psycho-Shroud for TP strike when fighting Mobile Dolls. Swap TK Strike out for Psycho-Regen when fighting Gadget outside of Chorus (because without Rend/Destroyer it doesn't do enough damage). Swap TP Strike for an Elemental Strike when in Chorus. Or maybe Psycho-Boost if that's what Banager uses when the Unicorn enters Awakened Mode.

@Iceblocks
Does Loran can use Level 3 NT Powers without the assistance of an NT System mean that we can use level three powers sans MS?

And does it give us level 5 with NT-D on? Because not gaining any power from hopping in a Full Body Psychoframe MS with NT-D off seems ... odd.

[X] "How did you meet Kreis Kreuz?"
[X] "What was Kreis Kreuz like?"
[X] "What can you tell me about Ivory and her partner?"
 
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