[X] A Slender, lightly armored work of Machinery with a Light Assault Rifle on it's back, Twin Shoulder Mini-Missile Launchers, and E-Blade

The image won me over, let's go all in with the Vader Expy.
 
*Coughs* Images may not be what you think.

But in all seriousness, you guys can have something like the Darth Vader Mech, but it's body will have differing Armor Locations. Some a bit tougher, others weaker.
 
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[X] A moderately armored miracle of invention with a Hi-Caliber Sniper Rifle, Chest Annihilator Cannons, and Proton-Axe.
 
Votes so far.

Slender and Light Armor: 3

Medium and Medium: 2

Large and Heavily Armored: 2

Voting will be closed in three to four hours.
 
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New
[X] A Slender, lightly armored work of Machinery with a Light Assault Rifle on it's back, Twin Shoulder Mini-Missile Launchers, and E-Blade
 
Chapter 1-1: End of the World as we know it
You see this gigantic robot figure hooked up to pipes and such, lightly armored and well armed. It's frame is one of unparalleled speed and fortified Iron. It's gigantic power source inside it's chest is humming and waiting for someone to turn it on.


(What it looks like. Doesn't have the weapons.)

On it's back is a Light Assault Rifle, sitting inside a holster. It looks pretty good for a fight, and really impressive!


On it's shoulders are two Mini Missile Pods, possibly holding in the rumored DT-Scramble Missiles you have heard about.

And finally, a Colossal Blade that is at the side of the Robot. It looks as if it could cut through a Skyscraper!

Looks like the ones on the sides.


"Whoa.... This is-"

BOOOOOOMMMM!!!!

No time to waste! You look for a way into the giant Machine, for it may be your only way out! After a few seconds, you see a lift and climb into it, going up to where the Robot's controls are. You hop into it and close it's hatch behind you. Just as you do, the Robot begins to go through diagnostics.

'Pilot has entered Cockpit.

Pilot Vitals: All Green.

Checking through Primary Systems:

Life Support........Online
Ammo Count........Online
Communications.........Online
HUD........Online

Scanning environment.

Planet: Earth. Home of Creators. Status: Deteriorating into Supernova Status.

Requesting Pilot to enter Pilot Seat to take control.'

You swallow and then get in the Seat. The controls look pretty complex yet standard. Two joysticks, pedals for Acceleration and braking, buttons and knobs for connecting and entering in Radio Frequencies, a Drink holder, and a locker. You grip the Joysticks for the Machine to grab it's Rifle and the Minigun to fold into it's arm and then press the pedal to accelerate out, the giant moving slowly.

'Thrusters Activated. Atmospheric break in 10 seconds. Time until Earth Detonation: 3 Minutes.'

Your Machine rockets out as you make your way into the sky, going up as high as you can.

You see yourself make it out of the Atmosphere far from the blast zone as the planet begins to crack apart, glowing red as it does. You use the Cockpit Screen to see what's going on and then you see it...



'Earth Status: Extinct. Estimated lives lost: 96% of total Human .'

You slump in the chair, realizing what just happened. Earth is Gone. Never gonna come back. All those lives... Lost. But you look out in front of you and your Mech and see the Ship. The very ship that left you for dead. The very ship your parents are on. It's being attacked.

'Radio Frequency 163.7 Active. Attempting to connect to it now.'

You nod and then tune your Radio to the frequency. As the signal gets clearer, you hear the voice of a man.

"Mayday! Mayday! This is the SCUSS Damascus, and we are in need of Assistance!!! Eopsian ships and Mech Suits attacking us!! We need assistance!!"

"We... We gotta help them!!"

'Forces attacking the Damascus are few in number.

Enemy Ship Units: 6.

Enemy Mech Units: 2.

Do you wish to engage?'

"Fuck yeah."


You>>>>>>>Eopsian Mech> Eopsian Mech>Damascus<<<<<Eopsian Ships

Revenant Actions (Select One for the Move Option, and select your Attack.)

[ ]Move

-[ ]Walk
-[ ]Run!

-[ ]Charge!!

[ ] Shoot at them!
- With the Light Assault Rifle
- With the Omega VX-8 Missile Launchers

[ ] Get in their faces!! (Only happens with Charge, if successful.)

Damascus Actions:

[ ] Shoot!
- [ ] With the CAR .50 Cal Machine Gun towers!

--[ ] With the Omega V3 Missile Pods!

[ ] Ram them!!

[ ] Send Support!!

(Up next: Mech Sheet!)
 
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But a planet can not be a supernova.
Supernova is when a massive star will enter its final stage of life. To take it into perspective our sun is not dense enough to collapse into a supernova it will grow into a big red star.

Anyway does the Damascus have weapons? If yes what?
 
Mech Sheet
Name: Revenant
Class: Mk. 1 Arc Project Mech
Pilot:

Stats: (10/10)
HtH: 1
Ran: 2
Str: 1
Tou: 1
Agi: 3
Dex: 2

Structure:
Durability: 3
Structure: 6

Weaponry:
MK. 1 Delta E-Blade
Carried One Handed Melee Weapon
Attack Dice: 1d10+1
Parry Dice: 1d5
Block Dice: 1d5
Armour Penetration: 2
Grappling Bonus: -2
Durability: 5
Damage Type: Edged
Damage Bonus: Strength
Special:

Omega VX-8 Missile Launchers x2 (Shoulders)
Built-in Ranged Weapon (Burst, M)
Attack Dice: 2x 1d10/ 4x 1d10
Armour Penetration: 0
Damage Type: Burst
Damage Bonus: Range
Range: 3/6/9
Special:
Missile Barrage!: If you didn't take a Movement action this turn., you may roll X4 1d10s.


Mk. 1 Delta Assault Rifle
Carried Two-handed Ranged Weapon
(Rifle, M 12)
Attack Dice: 1d10+2/2x 1d10+1/3x 1d10
Armour Penetration: 0
Damage Type: Impact
Damage Bonus: 2
Range: 8/-/15
Capacity: 20 (4)
Reload: 1 Standard Action
Special:
None

Armour
Reinforced Iron Plating
Coverage: All but Cockpit
Armour Value: 2
Resilience: 4
Durability: 4


Armedon Cockpit Armor
Coverage: Main Bay
Armour Value: 2
Resilience: 4
Durability: 4
 
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But a planet can not be a supernova.
Supernova is when a massive star will enter its final stage of life. To take it into perspective our sun is not dense enough to collapse into a supernova it will grow into a big red star.

Anyway does the Damascus have weapons? If yes what?
For the Supernova Part, roll with it. And as for the Damascus Part, it's coming up now.
 
How Combat works(Courtesy of Fyrstorm's Tacit Ronin VS the World Quest.)
Hand to Hand (HtH): Each point adds +1 to all attack rolls with built-in melee weapons, +1 to all Block reactions, and +1 to all grapple resolution rolls
Strength (STR): Each point adds +1 to damage with melee weapons (unless otherwise stated), +1 to Slam attack rolls, +1 to all grapple resolution rolls after the first round, and allows Jaegers to carry 1 built-in weapon system per point. Certain equipment has a minimum STR requirement to use
Ranged (RAN): Each point adds +1 to attack rolls with ranged weapons, required 1 point to use Ranged weapons
Agility (AGI): Each point adds +1 to Dodge reactions, +1 to charge rolls, increases our walking speed by 1 unit, and our max running speed by 2 units,
Toughness (TGH): Increases Jaeger Structure and Durability, no precise formula for how it works
Dexterity (DEX): Each point adds +1 to Parry Reactions, +1 to attack rolls with carried melee weapons, and gives boosts to all other miscellaneous actions that don't fall under a specific category (like scanning in murky water). Needed for any task requiring somewhat delicate movement, like holding things or using hand-held guns.

Structure is how many strikes a Mech/Alien/Thing can take before passing out from damage. If the number of strikes taken is double the unit's structure, the character/unit is completely destroyed.

Durability is how many strikes a unit can take before it start taking penalties to your stats. If it is 1 strike over your durability, it is at -1 to all stats. 2 Strikes over, -2 to all stats, and so on.

Basic Turn Structure:
There are two components of a turn: The movement Phase and the Attack Phase.

Movement: Walk/run to a position, or Charge an eligible target. Walking speed is 3+AGI units, running is twice that. If you run, you get no Attack action this turn. If you walk, any Attack made this turn takes a -3 penalty.
Charges: Must be 4+ units from the target. Roll 1d10+AGI to determine how far the charge goes. Failure to charge far enough to reach melee distance with the target Stuns you and gives the target a free countercharge against you, which automatically succeeds and has no minimum distance. No reactions are allowed while Stunned.
If a charge is successful, add +2 to your melee attack against the charge target. Charging ignores the -3 movementpenalty on attacks, so there's a net difference of +5 in favor of a charging Punch vs walking up and Punching something.

Attack: Make a Melee or Ranged attack against an eligible target. Melee attacks require the target to be next to you, Ranged attack needs the target to be in range and have ammo for your weapon.

After you complete all attacks withunits on your side of the battle, theenemy takes their turn, following the same rules. When they are done, you go again.


How Damage Works:

In melee, you roll to hit vs the enemy rolling to block/dodge/parry. If you win the roll, the damage is the differencebetween your to-hit roll and the enemies defense roll, plus modifiers like Strength and Weapon damage mods, minus the armor value of the area. Think of the difference between rolls being how accurate the hit is. High differential means we got a very solid blow in, low difference means we clipped them with the fist.

An example:

We attack Kaiju 'Bugsy' and roll a total of 9 for our attack. He rolls a 4 on his dodge roll. We now do 9-4 damage + 3(example Strength) for a total of 8 damage. Then we roll hit location, lets say the shoulder.
'Bugsy' has armor value of 3 there. So 8-3 is 5 damage.
Now, each damage type has a damage table that determines how muchdamage you must deal to cause a glancing, minor, or major wounds. Glancing wounds do 1 strike, minor do 3 strikes and usually come with some other penalty, and major wounds do 5 strikes and cause serious havoc, often taking off limbs and such. Trulypowerful hits can outright destroy the targeted location, and if a central part of the body is destroyed (anything from the eyes to the pelvis), the target dies instantly.

Damage Reference Charts here are what you consult to tell what kind of wound is done by a weapon depending on the total damage of the hit and the damage type of the weapon used.

Ranged attacks work very similarly, except rather than taking the differencebetween our roll and the Kaiju's, the difference between our roll and the minimum to-hit number for the ranged weapon determines the bonus'accuracy' damage.

Armor:
The Armor Value of armor is listed as x/y, 4/2 as an example. What thosenumbers mean is any regular attack to that location has any damage dealtreduced by the first number, 4.
If an attack has an Armor Piercingvalue, the AP is compared to the first number. If the AP value is >= to the AV, the armor is pierced, and the first listed number is ignored. Instead, the attack is reduced by the 2nd number, in thiscase 2. Certain armor exists that has no 2nd number, like 5/- armor. If that armor is attacked by a weapon withAP5, it's like the location is completely unarmored. Armor can also carry special bonuses or penalties against specific damage types. This bonus boosts both numbers.
For example, armor with a value of 4/1 +1 vs Impact would count as 5/2 against Impact attacks.

Armor also has a Resilience stat. What the resilience stat does is determine how much damage a particular piece of armor must suffer from a single attack before the armor on that location is completely destroyed. Armor with Resilience 9, for example, must take 9 points of damage before beingdestroyed. The armor reduces damage from the hit before resilience is calculated, so a 4/2 Armor withresilience 9 would need to take 13 damage from one attack before being destroyed. If the attack had AP4, it'd only need to be 11. Armor penetrated by a high AP weapon isn't destroyedautomatically, but it is easier for that attack to break it.

Reactions:
Each reaction (Block, Dodge, or Parry) have a few nifty details about them.

Block: When blocking an attack, you are using the Jaegers arms to get in the way of the enemy attack. if you fail to block, the Kaiju hits as normal, but if you succeed, the Kaiju still does the base damage of the attack (meaning any weapon bonuses & strength, but no accuracy boosts) to an arm of the Jaeger. Blocking extra strong attacks like Bites or things like that is still dangerous! A Critical block takes 0 damage.

Dodge: Dodging an attack is the only way to guarantee you take no damage. Critical dodges give the Jaeger the option of moving 1 unit out of combat without provoking a Passing Attack.

Parry: Parrying an attack does two things. First, it does the same thing as Blocking, only it is the Jaeger's hands that are used. Even a successful parry leads to a Jaeger or Kaiju taking a little damage, especially if it's a strongattack they are trying to parry. No free lunches here! After a successful parry, we get to Counterattack using a carried or built-in melee weapon. This doesn't count against our actions for next turn. Critical Parries are extra strong offensively, as the enemy isn't allowed a reaction roll against the Counterattack.

Any time a Reaction is made past the first each turn, a stacking -1 penalty to the roll is applied. This is meant to simulate the difficulty in fending off multiple attackers, or a single opponentwith an excessive attack speed.

Ranged Weapons:
Your typical ranged weapon has ranged brackets listed that look something like this: 10/20/30
What those number mean is anything from 1-10 units is Short Range, 11-20 units is Medium Range, and 21-30 is Long Range. Any unit in melee range with the shooter is at Point Blankrange. Note: A weapon fired at a target at Point Blank range allows the target to make a Reaction to the ranged attack.
Depending on what weapon type you are using, there are different modifiersto attack rolls depending on the distance of the target.

A Rifle weapon fires at -2 against Point Blank targets, and -2 against Long Range targets. Short and Medium Range is unmodified.
A Carbine weapon fires at -1 againstMedium range, and -3 against Long Range targets. Point Blank and ShortRange is unmodified.
A Scatter weapon fires at +2 against Point Blank range, -2 against Medium, and -4 against Long Range targets. Short Range is unmodified.

You may occasionally find weaponsthat look like this: 10/-/18, where there is no medium range bracket and it goes directly to Long range at 11 units, or -/20/40 where there is no short rangebracket and you start at Medium range, or 15/25/-, where there is no long range bracket and the gun accuracy never drops beyond medium.
 
Ship Sheet
SC Class Starship, USS Damascus



Hand to Hand: 0
Ranged: 3
Strength: 1
Toughness: 5
Agility: 2
Dexterity: 0

Structure
Durability: 4
Structure: 12

Perks
Deploy!: Damascus can send Backup to assist it's allies.

Weapons
Front Deck
Built-In Melee Weapon
Attack Dice: 1d10+1
Damage Type: Blunt
Damage Bonus: 3 + Strength
Armour Penetration: 0
Grappling Bonus: -1
Special

None


Delta V-3 Missile Pods

Built-In Ranged Weapon
Attack Dice: 3d10+3
Damage Type: Burst
Damage Bonus: 3 + Range
Armour Penetration: 0
Range: 5/-/10
Special

Three Shots Only. Can Fire Up To Three Shots Per Turn


XR .50 Cal Machine Gun towers

Turret Ranged Weapon
Attack Dice: 5d10+3
Damage Type: Burst
Damage Bonus: +5
Armour Penetration: 3
Range: 10/20/30 (All distances in hundreds of meters)
Special:


Armour
Steel Plating
Coverage: All but Cockpit
Armour Value: 4
Resilience: All
Durability: 8


Armedon Head Bay Armor
Coverage: Main Bay
Armour Value: 2
Resilience: All
Durability: 4


Status
Green

Fleet:
Military Support Units - The United Forces Protectorate Defense Fleet
Note: Non-elite military support never roll exploding dice. On the roll of a 1 that unit must be resupplied. Military support units are automatically destroyed if hit by Mech attacks. Military support units are never penalized for moving and shooting. Due to the Conventional Air Purification System, military support units are more likely to resist gaseous or particulate attacks
(on a nat 9-10, ignore the effects on that unit).

Space Fighters:
10 Type 100 Arc Type Star Fighter Squadrons
- Move up to 4 units a turn.
- 150mm Dual Cannons: 1d10 Impact/Fire damage. +0 Damage. Range 10/20/-, Hits on 5+.
- Manoeuvering Thrusters: All Ranged attacks against the Arc Types are at +1 difficulty to hit.
 
[X][Revenant] Move
-[X]Charge!!
[X][Revenant] Get in their faces!! (Only happens with Charge, if successful.)
[X][Damascus] Send Support!!

Whoops, was out catching charmander
 
[X][Revenant] Move
-[X]Charge!!
[X][Revenant] Get in their faces!! (Only happens with Charge, if successful.)
[X][Damascus] Send Support!!
 
[X][Revenant] Move
-[X]Charge!!
[X][Revenant] Get in their faces!! (Only happens with Charge, if successful.)
[X][Damascus] Send Support!!
 
What is base movement like because with the enemy what looks like an awkward 7&8 paces away? Whould a charge even with +3agility be enough? (Never mind I found the movement paragraph)

Also from what I can make of our weapons that is a weird range for us as our rifle is low end medium range would want us to backup if we want the 7 And we need move slightly then stop to make best use of our missiles. Finally would it even be worth Send Support!! Through the enemy mechs?

Alternative plan if interested.
[][Revenat] Move
-[]Run!

[]Shoot at them!

[] Ram them!!

If wasn't clear prefer to ram though the mechs. unless our ship makes the six enemy ships look like paddle boats in comparison I do not like the odds.
 
Also from what I can make of our weapons that is a weird range for us as our rifle is low end medium range would want us to backup if we want the 7 And we need move slightly then stop to make best use of our missiles. Finally would it even be worth Send Support!! Through the enemy mechs?

The Mechs would be taken by surprised and turn their attention to what hit them. The Rifle can actually reach the Mech. And send Backup puts your allies in a Safer spot to not get hit. So they would be deployed to the right.

And they don't look like Paddle Boats. The enemy ships look like Swan boats compared to the Damascus. Just small fighter ships.
 
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50/50 chance of this working.

Edit: Okay so it was more like 60/40 in our favour but we still only just managed it.
ConfusedPotato threw 1 10-faced dice. Reason: CHARGE!!! Total: 4
4 4
 
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