Interest Check: Mobile Suit Gundam Game

Sushi

#fuckcancer



"Fate™ is a trademark of Evil Hat Productions, LLC. The Powered by Fate logo is © Evil Hat Productions, LLC and is used with permission." (URL)

  • Giant Robot Battles
  • FATE Game
  • Short-Term RP
  • Universal Century "Real Robot" Action
  • Player rolls 4d6, calculations handled by GM!
  • Lethal, Fast-Paced Play
  • Target Size: 6 Players


Join the Earth Federation Space Forces, become a pilot of the budding mobile suit corps and destroy Zeon! Or... be captured and "convinced" to fight for the Federation's cause. In an experimental unit, you'll be forced to scavenge and make the best of limited resources. Inspect colonies, live aboard a crappy Salamis cruiser and risk certain death in massive space battles. (Call it Gundam: Bad Company 2.)

This is an interest check for a small series of RPs set in the Universal Century. Each game is going to be small, squad based and lethal. Players will upgrade their standard-issue suits, capture prototypes and fight through major battles in the Universal Century. If you do live, you can use your characters in future RPs with perks from the experience gianed.

I'm aiming for several small RPs in all:

One Year War
Operation Stardust - Gryps War
Axis Zeon - Char's Counterattack
Laplace Incident

IRC Room

You can get onto IRC via a site, or using a browser like Pidgin, mIRC or Chatzilla.

Network:
Code:
/attach freenode

Channel:
Code:
/join #DAMAGED

Mechanics
FATE
This game runs off Fate Core, so reviewing the Basics would be prudent if you're not already familiar. Combat and challenges in FATE are decided utilizing 4d6. Each die can give a +, - or 0, which effects the skill rolled for a given action. FATE runs off of a FATE point economy - points are rewarded by the GM for being true to the nature of a character. They can be spent to affect dice rolls.

Some Key Differences from SRD:
  • Notice does NOT influence turn order. Whomever posts first.
  • We're using a Non-Standard Skills List.
  • Manuevering happens alongside normal firing.
  • Ranged Attacks cover 3 Zones with most weapons. Thrown Attacks cover 1 Zone.
  • The Advantage Lock On can be made using the new EW (Electronic Warfare) skill for extended range attacks.
  • Suits have premade profiles with various modifiers to skills, resistance to damage and so forth.
  • You gain Fate Points from Hostile Invocations.
  • 4d6 for FATE die / Fudge die.
    1-2 = -1
    3-4 = 0
    5-6 = +1

Altered Skills
Defensive Offensive Support Social
Notice Electronic Warfare* Stealth Burglary Lore
Physique Shoot Medicine Contacts Provoke
Piloting* Melee Crafts Deceive Rapport
Will   Resources Empathy Investigate
*New Skills

Electronic Warfare & Melee: EW is used when hacking, firing guided weapons and utilizing sensors. Some weapons use EW in lieu of Shoot, such as missiles. Some weapons, such as Bazookas can have their range extended if the pilot uses EW to Lock On. EW is also used to check for enemies when jamming is not intensive, and can counter certain kinds of attacks. Melee is also used for thrown weapons, improvised or purpose-made, like grenades and Gundam hammers.

Physique and Piloting: Physique handles all evasion rolls when on foot, and dealing with gee forces from high-stress maneuvers. Piloting covers general evasion and position in Mobile Suits, playing a role in dodging and creating Advantages.

Crafts: This handles mechanical repair, tinkering and setting traps, as well as Rearming with fresh weapons, fuel and ammunition at a hangar.

Provoke: This skill is used to irritate and start conflict in the conventional sense, but players can also make attacks with Provoke to damage another character's Mental Stress track.

Physique and Will add Stress Tracks.

Formatting stolen from @Mina.

Character Creation
Join the Earth Federation Space Forces and help crush the Principality of Zeon! (Open to player input.)

While for the most part I'll track changes to mobile suits, FATE requires a certain amount of information to be tracked in a character's profile. Try to also include details on their appearance, history and personality. Small arms tend to be a fairly minor detail in the scheme of things. Here's a primer on making a character in FATE:

Character Creation
Fate Points
FATE runs off Fate Points. Refresh is how many points you reset to at the beginning of a scenario. Three Refresh is default. Fate point themselves are consumable and can be rewarded for acceping GM copels (described later.) These points are what allow you to influence rolls in the game by triggering various Aspects.

Aspects
Aspects in a general sense are elements of a situation that can be brought into play. Environments, mobile suits, players and ships have them, and some can be created when taking damage or winning a Create Advantage roll.

Fate Points are used to activate your character's Aspects. Aspects are essentially phrases that help explain and flesh our your character. You have a "High Concept" that sums up the entire character, a "Trouble" that disadvantages them, and three others. If you get a bad roll, you can find a relevant aspect and Invoke it to get a +2 or reroll. For example, you get sent reeling with a punch, but since you had A Rough Upbringing you decide to spend a Fate Point and give yourself the +2 you need to take the hit.

Aspects also tell the GM what sort of conflict you would appreciate for your character. A tragic past, trouble with relationships, maybe being head-strong and not thinking things through. The GM can Compel these aspects in a negative way against you, which rewards you Fate Points.

Example:
  • High Concept: Disgruntled Veteran
  • Trouble: Skeptic
  • Father to His Men
  • Well Read
  • Earnest

Being a disgruntled veteran can be Invoked in a positive way where the character's experience helps you, or Compelled by making them hesistant to do necessary things or to trust people. Most Aspects work in multiple ways like this.

Skills
Skills & Stunts are what make your characters unique from NPCs. Most NPCs only have two or three skills, but your PCs are highly competent and have a bevy of them. The "Skill Pyramid" is your starting array of skills. If the GM specifies it's "Great" or +4, you have one +4 skill, two +3 skills, three +2 skills, etc. These add to your dice rolls. We're going to be using Great, or +4. Your skills should end up looking like this:

+4 Piloting
+3 Shoot Notice
+2 Physique Stealth Will
+1 Melee Electronic Warfare Rapport Empathy
This RP makes use of a slightly altered skill list. New skills are marked with asterisks.
Defensive Offensive Support Social
Notice Electronic Warfare* Stealth Burglary Lore
Physique Shoot Medicine Contacts Provoke
Piloting* Melee Crafts Deceive Rapport
Will   Resources Empathy Investigate
*New Skills

Electronic Warfare & Melee: EW is used when hacking, firing guided weapons and utilizing sensors. Some weapons use EW in lieu of Shoot, such as missiles. Some weapons, such as Bazookas can have their range extended if the pilot uses EW to Lock On. EW is also used to check for enemies when jamming is not intensive, and can counter certain kinds of attacks. Melee is also used for thrown weapons, improvised or purpose-made, like grenades and Gundam hammers.

Physique and Piloting: Physique handles all evasion rolls when on foot, and dealing with gee forces from high-stress maneuvers. Piloting covers general evasion and position in Mobile Suits, playing a role in dodging and creating Advantages.

Crafts: This handles mechanical repair, tinkering and setting traps, as well as Rearming with fresh weapons, fuel and ammunition at a hangar.

Provoke: This skill is used to irritate and start conflict in the conventional sense, but players can also make attacks with Provoke to damage another character's Mental Stress track.

Physique and Will add Stress Tracks.

Formatting stolen from @Mina.

Stunts
Stunts are more or less abilities that your character has access too. They may be ones that can be used repeatedly, once per scenario, or at a Fate Point cost. A typical example is being able to swap one ability for another, or getting a +2 to a skill in specific situations. Fate has a Stuntmaker and the Evil Hat Productions Wiki has a list of stunts. Some need some minor tweaks, so Stunts are generally a case-by-case issue.

You get 3 Stunts by default, additional ones take 1 Refresh.

Examples:
  • Pop Smoke!:
    Discretion is the better part of valour, at least for you. On a successful defence with Piloting, you may sacrifice your next action to immediately flee, making an overcome action with Piloting and using your total on the defence roll as your total on the overcome roll. ("Run Away!," adapted from DFRPG-Resources - Stunts)​
  • Steady Hands:
    Once per scene, you may reroll a failed Piloting roll for free.​
  • Volley:
    Volley. When you combine Shoot skills with your allies, you contribute an additional +1 bonus. (Peter Blake)​

Stress & Consequences
Physical: [] []
Morale: [] []
Consequences:

When building your character, the skills Physique and Will directly influence your "Stress Tracks." You start with two in each track.

Fate SRD "Stress and Consequences" said:
Physique helps with physical stress, and Will helps with mental stress. Either skill grants one more stress box of the respective type (physical or mental) if rated at Average (+1) or Fair (+2), or two more stress boxes if rated at Good (+3) or higher. At Superb (+5) or higher, they also grant an additional mild consequence slot. Unlike the standard three, this consequence slot is specifically restricted to either physical harm (Physique) or mental harm (Will).

Stress is not "health." Stress are like freebies for taking an attack without being affected, so dodging an attack, getting a graze, using cover. Stress boxes are sequential. So four boxes is actually 1-2-3-4.

Stress goes 1-2-3-4
Consequences go 2-4-6.

When attacked, the difference between your defense and the incoming attack is a Shift. To handle it, you can only check off one stress box (Physical or Morale) and add a Consequence. If you can't take the attack at all, you die or are incapacitated. Consequences are left blank, as they're GM-created Aspects with a free invoke against you. They can range from mild things like Feeling Woozy or Pulled Muscle, to serious injuries / mental trauma.

Example
Leon is in a fighter and rolls Piloting. With a skill of 2 and a roll of 2, he gets a +4 against attacks.

With the assistance of teammates and boosts, the enemy anti-air gunner gets a staggering +9. A shell explodes across the front of his fighter and peppers his cockpit.

This is 5 Shifts, so you'd likely have to check off your third box and add a consequence:

Physical: [] [] [X] []
Morale: [] [] [] []
Consequences:
Minor: Controls are Sluggish

The GM could later Compell this Consequence against Leon, adding to the difficulty of a check that uses his aircraft to dodge. Same applies on foot.

Quick-Reference said:
Rank: What rank you want, open to adjustment from GM.
Aspects: High Concept & Trouble + 3 Phrases (Optional)
Skills: Superb (+4)
Refresh: 3
Stunts: 3
Stress Tracks: Physical & Mental
Consequences: 2/4/6
Possessions: Homes, cars, weapons, anything of value financially or emotionally.
Defensive Offensive Support Social
Notice Electronic Warfare* Stealth Burglary Lore
Physique Shoot Medicine Contacts Provoke
Piloting* Melee Crafts Deceive Rapport
Will     Empathy Investigate
*New Skills

Code:
[b]Name:
Gender:
Age:
Rank:[/b]
 
[b]Description / Appearance:[/b]
 
[b]Personality & History:[/b]
 
[b]Refresh:
Fate Points:
Physical:
Morale:
Consequences:[/b]
 
[b]Aspects:[/b]
 
[b]Skills:[/b]
 
[b]Stunts:[/b]
 
[b]Possessions:[/b]

Equipment
Past these basics, tracking a character's equipment or possessions will not be necessary]. There is some gear that your character will be issued as a default, but the amount of detail given to fluff or not is up to the player.

Rankings
Non-Commissioned Officers
Petty Officer Third Class (PO3)
Petty Officer Second Class (PO2)
Petty Officer First Class (PO1)
Chief Petty Officer (CPO)
Master Chief Petty Officer (MCPO)​

Commissioned Officers
Warrant Officer (WO)*
Ensign (ENS)
Lieutenant Junior Grade (LTJG)
Lieutenant (LT)
Lieutenant Commander (LCDR)
Commander (CDR)
Captain (CAPT)
Commodore (CDRE)
Rear Admiral (RADM)
Vice Admiral (VADM)
Admiral (ADM)​


The EFSF uses Naval rankings.

*Warrant Officers are considered between an NCO and CO, with additional responsibility compared to enlisted but less authority than normal officers.


Mobile Suits
Mobile suits and ships make use of pre-made profiles which can be tweaked by player upgrades. Generally, players will roll certain skills to levy favors from staff or capture enemy equipment. If a player survives a campaign, they may even get to use their suit in the next installment, if they wish.

Zaku Profile
MS-05B Zaku
Aspects:
  • The First
  • Legacy of Hate
  • Leaden Fists
  • Sluggish
  • Rugged
Stunts:
  • "This is matter of honor!":
    +2 Melee in unarmed combat.​
  • Gas Throw:
    The Zaku can throw objects to the standard weapons range of 3 zones.​
  • S-Mines:
    Fire antipersonnel charges from the Zaku to eliminate nearby infantry and light vehicles.​
  • Zeonic Engineering:
    One per scenario the Zaku can reduce the severity of a Moderate Consequence to Mild, or eliminate a Mild Consequence altogether. (Fate Core, p.119 "Tough as Nails")​
Equipment:
N/A

Optional Equipment: (11/12)
Weapons
Weight is in parantheses (1).

Consumables
Equipment that has a finite amount of uses. Weight is in parantheses (1).
Type   General Purpose   Sensors   DC 2   Stress   [] [] []  
Generation   I   Energy Def.   0   Mild Conseq. (2)   []  
Repair   DC 2   Physical Def.   0   Moderate Conseq. (4)   []  
Reactor   899 KW   Acceleration   0   Severe Conseq. (6)   []  
Description:

Key Terms
Generation: In the One-Year War, suits will all be Generation I. Later on, new developments will create more modern suits. A higher generation adds an automatic modifier to rolls.

Sensors: This defines the default difficulty of checks using EW to spot enemies and Lock On with guided weapons. If it's 2, you need to roll higher than 2 for a basic spot check.

Repair: The difficulty for mundane repairs and rearming. If it's 2, you need to roll higher than 2 for a basic repair check.

Physical / Energy Def.: The suit's basic resistance to physical and beam weapon attacks respectively. These modify an attack roll.

Acceleration: A bonus to evasion and outrunning rolls using Piloting, which also adds difficulty to Physique rolls in high stress manuevering.

Weight (0/10): The capacity of the mobile suit to carry extra equipment. Most optional equipment will have a weight listed (x).

Weapons
Weapons
Weight is in parantheses (1).

Consumable Equipment
Equipment that has a finite amount of uses. Weight is in parantheses (1).

The above is a possible loadout for the Zaku, which offers a mix of the sort of weapons seen in the RP. Most suits come with melee weapons built in, but the Zaku does not, so the inclusion of a heat hawk takes up weight. Some weapons, like the machine guns and bazooka can be fired repeatedly and reloaded, while grenades and Sturmfausts are expended upon their use.

Key Terms:
  • Locked On: This is the range a weapon has when the target is Locked by an EW Advantage roll. Otherwise the weapon follows the standard range of 3.
  • Reloading: Failing an attack roll may require reloading a weapon from time to time, which is an additional Shoot roll (DC 2) that consumes spare ammo. Going to a home ship also restocks all ammo.
  • +2 Shoot / Melee: +/- modifier for the actual roll to hit.
  • +2 Damage: Adds +2 after your shot hits. 2 shifts become 4, 1 becomes 3, 0 becomes 2, etc. Doesn't actually apply unless you get a hit above a Tie (0).
  • Invokes Blinding Flash: This automatically Invokes an aspect on the target once, unlike an unnamed boost or aspect you can save for later.
 
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Roster
Strike Fighter Squadron 3 (SFA-3)
Strike Fighter Squadron 3 (SFA-3) is a twelve-plane fighter unit assigned to the Carrier Space Wing 1 (CSW-1) aboard the Trafalgar. It's commanding officer is Commander Lambert Ramazi. With maintance and ordnance personnel SFA-3 amounts to 225 total enlisted and officers.​
Pilot Callsign Nickname Status
LT Revelle Spear 1-0   ENGAGED
LT Anemos Spear 1-2   ENGAGED
LT Havilland Firefly   ENGAGED
JG Sanchez Spear 2-1   ENGAGED
JG Quinn Spear 2-6   INACTIVE
JG Davout Spear 2-7   STANDBY
JG Campbell Spear 4-12   ENGAGED
WO Coriolle Spear 3-9   ENGAGED
ENS Delage Spear 2-5   ENGAGED
ENS Nash Spear 3-8   ENGAGED
ENS Robbins Spear 3-10   ENGAGED
ENS Smokwaldcaski Spear 4-13   ENGAGED
ENS Borsch Spear 2-4   ENGAGED
ENS Lutz Spear 3-11   ENGAGED
ENS Kierman Spear 1-3   STANDBY
ENS Daijioh Spear 4-14   ENGAGED
AIRCRAFT ROSTER

LT Gabriel "Rev" Revelle" (@Sushi)

size=5]LTJG Donald Quinn (@tankdrop24)

FF-S3 Saberfish "Lucky Duck"
Aspect:
  • Federation War Machine
  • Turns on a Dime
  • Spartan Furnishings
  • Radar Absorbent
  • Blistering Speed
Stunts:
  • The Need for Speed:
    +2 Pilot for creating Advantages.
  • Missile Boat:
    When you combine Electronic Warfare skills with your allies, you contribute an additional +1 bonus. ("Volley," Evil Hat Wiki, Peter Blake)​
  • Highly Mobile:
    You move two zones for free in a conflict without rolling, instead of one, provided there are no situation aspects restricting movement. (Fate Core, p.98)​
Equipment:
  • 4 x 25mm Cannon +1
  • 12 x AIM-77D Tubes
    • +1 Electronic Warfare
    • Range 2
Optional Equipment: (8/8)
Weapons
  • AIM-79 (1)
    • +2 Shoot OR +2 Electronic Warfare

Consumables
  • 3 x GBU-79 (1)
    • Electronic Warfare or Shoot
    • +4 Damage
Type   General Purpose   Sensors   DC 2   Stress   [] [] []  
Generation   I   Energy Def.   0   Mild Conseq. (2)   []  
Repair   DC 0   Physical Def.   0   Moderate Conseq. (4)   []  
Reactor   N/A   Acceleration   2   Severe Conseq. (6)   []  
Description:

LT Achilleia Anemos (@Kensai)
FF-S3 Saberfish "Annie"
Aspect:
  • Federation War Machine
  • Turns on a Dime
  • Spartan Furnishings
  • Radar Absorbent
  • Blistering Speed
Stunts:
  • The Need for Speed:
    +2 Pilot for creating Advantages.
  • Missile Boat:
    When you combine Electronic Warfare skills with your allies, you contribute an additional +1 bonus. ("Volley," Evil Hat Wiki, Peter Blake)​
  • Highly Mobile:
    You move two zones for free in a conflict without rolling, instead of one, provided there are no situation aspects restricting movement. (Fate Core, p.98)​
Equipment:
  • 4 x 25mm Cannon +1
  • 12 x AIM-77D Tubes
    • +1 Electronic Warfare
    • Range 2
Optional Equipment: (8/8)
Weapons
  • Additional 25mm Cannon (3)
    • +1 Shoot for main gun attacks*.

Consumables
  • Rocket Boosters (4)
    • Invokes an Automatic Success on a Piloting roll.
  • Countermeasure Pods (1)
    • Invokes Minosvky Jamming
Type   General Purpose   Sensors   DC 2   Stress   [] [] []  
Generation   I   Energy Def.   0   Mild Conseq. (2)   []  
Repair   DC 0   Physical Def.   0   Moderate Conseq. (4)   []  
Reactor   N/A   Acceleration   2   Severe Conseq. (6)   []  
Description:

LTJG Isabella Sanchez (@DannyboyZero)
FF-S3 Saberfish "Mil Muertes"
Aspect:
  • Federation War Machine
  • Turns on a Dime
  • Spartan Furnishings
  • Radar Absorbent
  • Blistering Speed
Stunts:
  • The Need for Speed:
    +2 Pilot for creating Advantages.
  • Missile Boat:
    When you combine Electronic Warfare skills with your allies, you contribute an additional +1 bonus. ("Volley," Evil Hat Wiki, Peter Blake)​
  • Highly Mobile:
    You move two zones for free in a conflict without rolling, instead of one, provided there are no situation aspects restricting movement. (Fate Core, p.98)​
Equipment:
  • 4 x 25mm Cannon +1
  • 12 x AIM-77D Tubes
    • +1 Electronic Warfare
    • Range 2
Optional Equipment: (8/8)
Weapons
  • Additional 25mm Cannon (3)
    • +1 Shoot for main gun attacks*.
  • AIM-77D Targetting Pod (3)
    • +1 Electronic Warfare for AIM-77D attacks*.
  • AIM-79 (1)
    • +2 Shoot OR +2 Electronic Warfare

Consumables
  • Countermeasure Pods (1)
    • Invokes Minosvky Jamming
Type   General Purpose   Sensors   DC 2   Stress   [] [] []  
Generation   I   Energy Def.   0   Mild Conseq. (2)   []  
Repair   DC 0   Physical Def.   0   Moderate Conseq. (4)   []  
Reactor   N/A   Acceleration   2   Severe Conseq. (6)   []  
Description:
MS-06C Zaku II
Aspects:
  • Mass-Produced Cyclops
  • By Spacenoids, For Spacenoids
  • Thick Armor
  • Idiot Proof
  • Imposing Machine
Stunts:
  • Thick Shouldered:[/i]
    The MS-06 can carry over its standard capacity for an additional Difficulty of 1 on all piloting checks per 4 units of weight.​
  • Brawler:[/i]
    +1 to ballistic weapons attacks when firing at 2 Zones or closer.​
  • Tweaked Limiters:
    Once per scenario, the MS-06 may get an automatic Success on a Piloting check.​
  • Gas Throw:
    The Zaku can throw objects to the standard weapons range of 2 zones.​
  • S-Mines:
    Fire antipersonnel charges from the Zaku to eliminate nearby infantry and light vehicles.​
  • Zeonic Engineering:
    One per scenario the Zaku can reduce the severity of a Moderate Consequence to Mild, or eliminate a Mild Consequence altogether. (Fate Core, p.119 "Tough as Nails")​

Equipment:
  • Heat Hawk Type 3
    • +2 Melee
  • Shoulder Shield
    • +1 Energy Defense
    • +2 Physical Defense

Optional Equipment: (16/16)
Weapons
Weight is in parantheses (1).

Consumables
Equipment that has a finite amount of uses. Weight is in parantheses (1).
Type   General Purpose   Sensors   DC 2   Stress   [] [] [] []  
Generation   I   Energy Def.   0   Mild Conseq. (2)   [] []  
Repair   DC 1   Physical Def.   2   Moderate Conseq. (4)   []  
Reactor   ?   Acceleration   1   Severe Conseq. (6)   []  
Description:
During Operation British, Zeon unveiled a new type of mobile suit previously unknown to the Federation. It appears similar to Zeonic Company's earlier "Zaku" mobile suit, though with more armor, thrusters and a larger variety of weapons. Presumably it sports a more advanced reactor and has been shown to be more agile. Zeon has apparently replaced a majority of it's frontline mobile suits with this new type of Zaku, and ace pilots have already been seen with customized models. It is thought a fin on the head of the mobile suit signifies a squad leader.

LT Zeya de Havilland (@Spiffy)

WO Callista Coriolle (@NephyrisX)
FF-S3 Saberfish "Hunter"
Aspect:
  • Federation War Machine
  • Turns on a Dime
  • Spartan Furnishings
  • Radar Absorbent
  • Blistering Speed
Stunts:
  • The Need for Speed:
    +2 Pilot for creating Advantages.
  • Missile Boat:
    When you combine Electronic Warfare skills with your allies, you contribute an additional +1 bonus. ("Volley," Evil Hat Wiki, Peter Blake)​
  • Highly Mobile:
    You move two zones for free in a conflict without rolling, instead of one, provided there are no situation aspects restricting movement. (Fate Core, p.98)​
Equipment:
  • 4 x 25mm Cannon +2
  • 12 x AIM-77D Tubes
    • +1 Electronic Warfare
    • Range 5
Optional Equipment: (8/8)
Weapons
  • Additional 25mm Cannon (3)
    • +1 Shoot for main gun attacks*.
  • AIM-77D Targetting Pod (3)
    • +1 Electronic Warfare for AIM-77D attacks*.

Consumables
  • GBU-79 (1)
    • Electronic Warfare or Shoot
    • +4 Damage
  • Countermeasure Pods (1)
    • Invokes Minosvky Jamming
Type   General Purpose   Sensors   DC 2   Stress   [] [] []  
Generation   I   Energy Def.   0   Mild Conseq. (2)   []  
Repair   DC 0   Physical Def.   0   Moderate Conseq. (4)   []  
Reactor   N/A   Acceleration   2   Severe Conseq. (6)   []  
Description:
EMS-04 Prototype
Aspects:
  • High Risk Game
  • Failed Experiment
  • Agile and Not-So-Light
  • Rocket with Limbs
  • Dated Avionics
Stunts:
  • Mercurial Engine:
    Any consequences the EMS-04 receives related to rocket engines or powerplant are one degree worse than usual. A minor consequence becomes moderate, moderate becomes severe, for example.​
  • Highly Mobile:
    You move two zones for free in a conflict without rolling, instead of one, provided there are no situation aspects restricting movement. (Fate Core, p.98)​
  • Disengage Limiters:
    Once per scenario, the EMS-04 may get a Success with Style on a Piloting check.​
  • Vulcan Spray:
    Must have vulcan ammunition. Whenever it is determined that you provide active opposition to another character's action, you may spend a fate point. When you do, the other character may choose to attempt another action instead. If they do not, you receive +2 on your defend roll against the original action. ("Run Interference," adapted from Spirit of the Century SRD, §6.3.1)​
  • Gas Throw:
    The EMS-04 can throw objects to the standard weapons range of 3 zones.​
  • Ghost Fighter:
    One per scenario, upon a successful defense with Physique, the EMS-04 can make a free Advantage with Piloting.​
Equipment:

Optional Equipment: (12/12)
Weapons
Weight is in parantheses (1).

Consumables
Equipment that has a finite amount of uses. Weight is in parantheses (1).
Type   General Purpose   Sensors   DC 3   Stress   [] [X] []  
Generation   I   Energy Def.   0   Mild Conseq. (2)   [X]  
Repair   DC 4   Physical Def.   1   Moderate Conseq. (4)   []  
Reactor   976 KW   Acceleration   3   Severe Conseq. (6)   []  
Description:
A type of prototype mobile weapon. Judging from the dated avionics, it seemes to be older than the Gattle spacecraft and the Zaku mobile suit family the Principality has deployed. It has an extremely powerful thermonuclear engine, a good deal of attitude thrusters and armament completely alien to Federation engineers.

LTJG Jorge Davout (@Louis Dabout)
FF-S3 Saberfish "FUBAR"
Aspect:
  • Federation War Machine
  • Turns on a Dime
  • Spartan Furnishings
  • Radar Absorbent
  • Blistering Speed
Stunts:
  • The Need for Speed:
    +2 Pilot for creating Advantages.
  • Missile Boat:
    When you combine Electronic Warfare skills with your allies, you contribute an additional +1 bonus. ("Volley," Evil Hat Wiki, Peter Blake)​
  • Highly Mobile:
    You move two zones for free in a conflict without rolling, instead of one, provided there are no situation aspects restricting movement. (Fate Core, p.98)​
Equipment:
  • 4 x 25mm Cannon +1
  • 12 x AIM-77D Tubes
    • +1 Electronic Warfare
    • Range 2
Optional Equipment: (8/8)
Weapons
  • Additional 25mm Cannon (3)
    • +1 Shoot for main gun attacks*.
  • AIM-79 (1)
    • +2 Shoot OR +2 Electronic Warfare

Consumables
  • Rocket Boosters (4)
    • Invokes an Automatic Success on a Piloting roll.
Type   General Purpose   Sensors   DC 2   Stress   [] [] []  
Generation   I   Energy Def.   0   Mild Conseq. (2)   []  
Repair   DC 0   Physical Def.   0   Moderate Conseq. (4)   []  
Reactor   N/A   Acceleration   2   Severe Conseq. (6)   []  
Description:

LTJG Frank Campbell (@Who?)
SP-W03
Aspects:
  • Practical Engineering
  • Smooth As a Cue Ball
  • Modular Design
  • Fuel-Efficient
  • Nimble
Stunts:
  • Explosive Manuevering:
    The Ball gets +2 Piloting for evasion.​
  • Well Rounded:
    When the enemy creates a piloting-related Advantage against the Ball, a Success becomes a Tie.​
  • Swiss Army Knife:
    With it's manipulators and special equipment, the Ball has +2 Crafts when working on other units.​
  • Manipulating Fate:
    The Ball can get a Success on a Craft roll automatically for 1 Fate Point.​
  • Backscratch:
    Using the externally stored ammunition, another unit can completely re-arm the Ball once between hangar resupplies.​
  • Highly Mobile:
    You move two zones for free in a conflict without rolling, instead of one, provided there are no situation aspects restricting movement. (Fate Core, p.98)​

Equipment:
  • Manipulator Claws
    • Melee
Optional Equipment: (11/10)
Weapons
  • 25mm Vulcan Gun (3) +1
  • Armor Plating (4)
    • +1 Physical Defense

Consumables
  • 2 x Zaku Missile Pod (1)
    • +2 Electronic Warfare
  • Saberfish LOGPACK (1)
    • Reloads standard FF-S3 Saberfish weapons.
  • 2 x Countermeasure Pods (1)
    • Invokes Minosvky Jamming
Type   Space Mobile Pod   Sensors   DC 1   Stress   [] [] []  
Generation   I   Energy Def.   0   Mild Conseq. (2)   []  
Repair   DC 0   Physical Def.   1   Moderate Conseq. (4)   []  
Reactor   400 KW   Acceleration   +1   Severe Conseq. (6)   []  
Description:

ENS Heidt Nash (@Blazewind)
FF-S3 Saberfish "Soup can"
Aspect:
  • Federation War Machine
  • Turns on a Dime
  • Spartan Furnishings
  • Radar Absorbent
  • Blistering Speed
Stunts:
  • The Need for Speed:
    +2 Pilot for creating Advantages.
  • Missile Boat:
    When you combine Electronic Warfare skills with your allies, you contribute an additional +1 bonus. ("Volley," Evil Hat Wiki, Peter Blake)​
  • Highly Mobile:
    You move two zones for free in a conflict without rolling, instead of one, provided there are no situation aspects restricting movement. (Fate Core, p.98)​
Equipment:
  • 4 x 25mm Cannon +1
  • 12 x AIM-77D Tubes
    • +1 Electronic Warfare
    • Range 2
Optional Equipment: (8/8)
Weapons
  • AIM-77D Targetting Pod (3)
    • +1 Electronic Warfare for AIM-77D attacks*.

Consumables
  • Rocket Boosters (4)
    • Invokes an Automatic Success on a Piloting roll.
  • Countermeasure Pods (1)
    • Invokes Minosvky Jamming
Type   General Purpose   Sensors   DC 2   Stress   [] [] []  
Generation   I   Energy Def.   0   Mild Conseq. (2)   []  
Repair   DC 0   Physical Def.   0   Moderate Conseq. (4)   []  
Reactor   N/A   Acceleration   2   Severe Conseq. (6)   []  
Description:
Mobile Suit
Aspects:
  • The First
  • Well Tested Technology
  • Titanium Exception
  • Exposed Guts
  • Cursed Development
  • Makes Your Skin Crawl
Stunts:
  • Lumbering Beast:
    Use Melee instead of Provoke to intimidate enemy pilots.​
  • Hollow Stare:
    Once per scene, when you get a Success with Style against a Melee attack, you may roll to create an Intimidation Advantage as a free action.​
  • Death Defiance:
    If you are taken out in a physical conflict, you may spend a fate point to concede instead. After you have collected fate points for conceding, you must spend a further amount of half of your fate points, rounded down. Coincidence conspires to keep you alive, and you pass from the view of the other combatants (such as by dropping off a cliff, apparently failing to escape from an exploding building, or the like). You may re-enter play in any subsequent scene in as dramatic a fashion as you see fit, explaining to everyone how you survived. You return with all of your physical stress cleared and a single additional consequence incurred to reflect the dangers you defied. (adapted from Spirit of the Century SRD, §6.11.2)​
  • Short:
    While moving at least one zone, the mobile suit has a +2 for evading attack due to its 13 meter height.​
  • Zeonic Engineering:
    One per scenario the mobile suitcan reduce the severity of a Moderate Consequence to Mild, or eliminate a Mild Consequence altogether. (Fate Core, p.119 "Tough as Nails")​
Equipment:
N/A

Optional Equipment: (5/10)
Weapons
Weight is in parantheses (1).

Consumables
Equipment that has a finite amount of uses. Weight is in parantheses (1).
  • 2 x 280mm Rockets (1)
    • Spare ammunition to Reload 280mm Zaku Bazookas.
Type   General Purpose   Sensors   DC 3   Stress   [] [] []  
Generation   I   Energy Def.   1   Mild Conseq. (2)   []  
Repair   DC 4   Physical Def.   1   Moderate Conseq. (4)   []  
Reactor   953 KW   Acceleration   2   Severe Conseq. (6)   []  
Description:

ENS Maoin Delage (@Hoshino Yumemi)
FF-S3 Saberfish "White Line Fever"
Aspect:
  • Federation War Machine
  • Turns on a Dime
  • Spartan Furnishings
  • Radar Absorbent
  • Blistering Speed
Stunts:
  • The Need for Speed:
    +2 Pilot for creating Advantages.
  • Missile Boat:
    When you combine Electronic Warfare skills with your allies, you contribute an additional +1 bonus. ("Volley," Evil Hat Wiki, Peter Blake)​
  • Highly Mobile:
    You move two zones for free in a conflict without rolling, instead of one, provided there are no situation aspects restricting movement. (Fate Core, p.98)​
Equipment:
  • 4 x 25mm Cannon +1
  • 12 x AIM-77D Tubes
    • +1 Electronic Warfare
    • Range 2
Optional Equipment: (8/8)
Weapons
  • AIM-77D Targetting Pod (3)
    • +1 Electronic Warfare for AIM-77D attacks*.

Consumables
  • Rocket Boosters (4)
    • Invokes an Automatic Success on a Piloting roll.
  • Countermeasure Pods (1)
    • Invokes Minosvky Jamming
Type   General Purpose   Sensors   DC 2   Stress   [] [] []  
Generation   I   Energy Def.   0   Mild Conseq. (2)   []  
Repair   DC 0   Physical Def.   0   Moderate Conseq. (4)   []  
Reactor   N/A   Acceleration   2   Severe Conseq. (6)   []  
Description:

ENS Rhea Smokwaldcaski (@Aliexster)
FF-S3 Saberfish "Night Talon"
Aspect:
  • Federation War Machine
  • Turns on a Dime
  • Spartan Furnishings
  • Radar Absorbent
  • Blistering Speed
Stunts:
  • The Need for Speed:
    +2 Pilot for creating Advantages.
  • Missile Boat:
    When you combine Electronic Warfare skills with your allies, you contribute an additional +1 bonus. ("Volley," Evil Hat Wiki, Peter Blake)​
  • Highly Mobile:
    You move two zones for free in a conflict without rolling, instead of one, provided there are no situation aspects restricting movement. (Fate Core, p.98)​
Equipment:
  • 4 x 25mm Cannon +1
  • 12 x AIM-77D Tubes
    • +1 Electronic Warfare
    • Range 2
Optional Equipment: (5/8)
Weapons
  • AIM-77D Targetting Pod (3)
    • +1 Electronic Warfare for AIM-77D attacks*.

Consumables
  • GBU-79 (1)
    • Electronic Warfare or Shoot
    • +4 Damage
  • 2 x Countermeasure Pods (1)
    • Invokes Minosvky Jamming
Type   General Purpose   Sensors   DC 2   Stress   [] [] []  
Generation   I   Energy Def.   0   Mild Conseq. (2)   []  
Repair   DC 0   Physical Def.   0   Moderate Conseq. (4)   []  
Reactor   N/A   Acceleration   2   Severe Conseq. (6)   []  
Description:

Staff
CPO Christopher O'Brien (@AbZHz101)
SP-W03
Aspects:
  • Practical Engineering
  • Smooth As a Cue Ball
  • Modular Design
  • Fuel-Efficient
  • Nimble
Stunts:
  • Explosive Manuevering:
    The Ball gets +2 Piloting for evasion.​
  • Well Rounded:
    When the enemy creates a piloting-related Advantage against the Ball, a Success becomes a Tie.​
  • Swiss Army Knife:
    With it's manipulators and special equipment, the Ball has +2 Crafts when working on other units.​
  • Manipulating Fate:
    The Ball can get a Success on a Craft roll automatically for 1 Fate Point.​
  • Backscratch:
    Using the externally stored ammunition, another unit can completely re-arm the Ball once between hangar resupplies.​
  • Highly Mobile:
    You move two zones for free in a conflict without rolling, instead of one, provided there are no situation aspects restricting movement. (Fate Core, p.98)​

Equipment:
  • Manipulator Claws
    • Melee
Optional Equipment: (10/10)
Weapons
  • Armor Plating (4)
    • +1 Physical Defense

Consumables
  • 2 x Saberfish LOGPACK (1)
    • Reloads standard FF-S3 Saberfish weapons and Refuels.
  • Space Mines (3)
    • +2 Craft
    • Invokes Mined Airspace in an area.
  • Countermeasure Pods (1)
    • Invokes Minosvky Jamming
Type   Space Mobile Pod   Sensors   DC 1   Stress   [] [] []  
Generation   I   Energy Def.   0   Mild Conseq. (2)   []  
Repair   DC 0   Physical Def.   0   Moderate Conseq. (4)   []  
Reactor   400 KW   Acceleration   +1   Severe Conseq. (6)   []  
Description:
The SP-W03 is a COTS (Commercial Off The Shelf) product used to conduct routine maintenance aboard Earth Federation vessels, search-and-rescue in derelicts and recover damaged units. They were originally designed to repair colonies for protracted spans of time while being resistant to micro-meteorite impacts. Most Salamis and Magellan-class vessels carry at least two, while some Columbus-class supply ships can carry an entire wing to conduct resupply operations. While agile and famously fuel-efficient, a total lack of armor plating and weapons puts the weaponized use of the SP-W03 entirely out of the question.


Parts Catalog

Weapons
Weight is in parantheses (1).
  • Additional 25mm Cannon (3)
    • +1 Shoot for main gun attacks*.
  • AIM-77D Targetting Pod (3)
    • +1 Electronic Warfare for AIM-77D attacks*.
  • AIM-79 (1)
    • +2 Shoot OR +2 Electronic Warfare
*Capped at +3.

Consumables
Equipment that has a finite amount of uses. Weight is in parantheses (1).
  • Rocket Boosters (4)
    • Invokes an Automatic Success on a Piloting roll.
  • GBU-79 (1)
    • Electronic Warfare or Shoot
    • +4 Damage
  • Countermeasure Pods (1)
    • Invokes Minosvky Jamming


Weapons
Weight is in parantheses (1).
  • Rocket Winch (3)
    • +2 Shoot for Advantages
  • 25mm Vulcan Gun (3)
    • +1 Shoot
  • Armor Plating (4)
    • +1 Physical Defense

Consumables
Equipment that has a finite amount of uses. Weight is in parantheses (1).
  • Rocket Boosters (4)
    • Invokes an Automatic Success on a Piloting roll.
  • Saberfish LOGPACK (1)
    • Reloads standard FF-S3 Saberfish weapons.
  • Space Mines (3)
    • +2 Craft
    • Invokes Mined Airspace in an area.
  • Countermeasure Pods (1)
    • Invokes Minosvky Jamming
 
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Combat Information Center

COMBAT INFORMATION CENTER

Location: Side 5
EFSF 1st Combined Fleet

The Zeon dropped an entire colony on the Earth. Sydney has been virtually wiped right off the planet. Details on how many were killed by the Zeon and how their number stack up against ours haven't been released yet.

General Revil's 3rd Fleet has become the nucleus for the EFSF 1st Combined Fleet. Pilots from a plethora of units have been collected on the Trafalgar-class carrier to provide escort for a mission that involves every spare warship in the area. The "Tianem" fleet has already been deployed, and the 1st Combined Fleet is speeding toward the Side 5 colony cluster.

Plan for the worst.​

Aspects
  • Desperate Counter-Attack
  • Colony Watohoat
  • Civilian Populations
  • Crack Zeon Fleet
  • Nuclear Slag

Warships
Zeon Freighter (A2​)
A converted Zeon freighter, apparently derived from the Federation's columbus-class vessel. Equipped with extra thrusters for high-speed movement.​

Aspects
  • Sketchy Business
  • Seen Better Days
  • Parts Bin
  • Master Gunners
  • High-Speed
Physical: [] [] [X] []
Consequences:

Minor (2):

Moderate (2):

Severe:

Support Options said:
Support Options:
  • Mega-Particle Barrage:
    +2 Shoot. A long-range energy barrage with the main guns, effective out to extreme distances. Primarily used to devastating effect against space debris and enemy vessels, a direct hit with a mega-particle gun is disastrous for a mobile suit.​
  • Missile Launchers:
    • Barrage:
      +2 Electronic Warfare. All available missile tubes will be loaded with enhanced-blast warheads and fired into a given Zone, inflicting heavy physical damage to even the most heavily armored targets.​
    • Minovsky Warhead:
      Electronic Warfare. These warheads are fired during most combat situations to saturate airspace with Minovsky particles, jamming weapons guidance and communication for all participants.​
    • Area Denial:
      +2 Electronic Warfare. Large warheads packed to the brim with sub-munitions can turn a Zone into a lethal trap for enemy forces, an effect that can remain for several Turns.
    • Beam Dispersal Screen:
      Electronic Warfare. The ship will saturate a Zone with large beam dispersal rockets, neutralizing most energy-based weaponry and interfering with targeting and communications systems.​
  • Emergency Recovery:
    Craft. A team of SP-W03 space pods are dispatched to recover disabled vehicles and personnel.​

Stunts said:
Stunts:
  • Point Defense:
    The Niflheim increases Difficulty by 2 for enemy units up who are 3 Zones or closer.​
  • Laser Datalink:
    The vessel gives an automatic +1 Teamwork for Attacks and Defenses to friendly units within 2 Zones of it, as well as receiving a cumulative bonus from friendly units (up to 3.)​
  • Hail Mary:
    One per Scenario, the Niflheim can home in on a friendly unit to arrive in their Zone without opposition.​
  • Fire Control Center:
    Pay a Fate Point to trade a the results of aweapons roll (Shoot, EW) with a friendly unit.​
  • Highly Mobile:
    You move two zones for free in a conflict without rolling, instead of one, provided there are no situation aspects restricting movement. (Fate Core, p.98)​

Trafalgar
The Trafalgar is a Magellan-class outfitted with two large external hangars. This sacrifices some of the anti-air turrets and beam guns but gives the vessel much-needed fighter support. Normally the hangars have some of their room converted into storage or crew quarters, but the Trafalgar is operating at capacity - crammed with sixty Saberfish aircraft, their pilots and ground crews. All in all, this makes for nearly 3,000 officers and enlisted.​

Aspects
  • Like A Small City
  • Sleep Deprived
  • Lightly Armed
  • Monotonous Diet
  • Tense Mood
Support Options said:
  • Mega-Particle Barrage:
    Shoot. A long-range energy barrage with the main guns, effective out to extreme distances. Primarily used to devastating effect against space debris and enemy vessels, a direct hit with a mega-particle gun is disastrous for a mobile suit.​
  • Missile Launchers:
    • Barrage:
      Electronic Warfare. All available missile tubes will be loaded with enhanced-effect warheads and fired into a given Zone, inflicting heavy physical damage to even the most heavily armored targets.​
    • Minovsky Warhead:
      Electronic Warfare. These warheads are fired during most combat situations to saturate airspace with Minovsky particles, jamming weapons guidance and communication.​
    • Area Denial:
      Electronic Warfare. Large warheads packed to the brim with sub-munitions can turn a Zone into a lethal trap for enemy forces, an effect that can remain for several Turns.
    • Beam Dispersal Screen:
      Electronic Warfare. The Salamis will saturate a Zone with large beam dispersal rockets, neutralizing most energy-based weaponry and interfering with targeting and communications systems.​
  • Emergency Recovery:
    Craft. A team of SP-W03 space pods are dispatched to recover disabled vehicles and personnel.​

Commanding Officer: WIP
Responsible for the well-being of all aboard the vessel and making tactical decisions in combat. With Minovsky jamming, most EFSF vessel are required to be highly autonymous, and the responsibilities piled onto the captain are immense. Additionally, it is required that the CO and XO on a carrier-type vessel is also a EFSF aviator or EFSF flight officer. Ship captain is a position; lower ranked officers can hold it and still be referred to properly as the "captain" or CO.


"CAG" (Commander, Air Group): Captain Solvak
The CAG is the most senior pilot in the fleet's air wing (CSW-1). He or she is directly subordinate to rear admirals, rather than the captain of the vessel they are stationed on. CAG is also responsible for all strike missions from the carrier group, including missiles and nuclear weapons.

Captain Solkvak is almost to tall to be a pilot, being exactly the max regulation height with a clean-shaved head. The Captain has been in the military since he was out of high school, and despite a long stint in space is in excellent shape. He carries a pistol under his arm in a shoulder holster like a middle-era detective. Punctual, meticulous and an extremely aggressive pilot, his willingness to lead flights into combat sometimes clashes with his responsibility as a senior officer. If he has a vice, it's his enormous appetite for earthnoid foods and the frequent (and notorious) smuggling incidents it results in.​

3rd Squadron Commanding Officer (CO): Commander Lambert Ramazi
One squadron or "team" consists of twelve planes and roughly 220 personnel. They flight combat missions and oversee operations in general. They handle the bulk of the paperwork in peacetime and receive orders from CAG.

Lambert Ramazi is a recently promoted commander. His clothes are always creased and starched, he never deviates from a close crew cut. Ramazi is an olive-skinned and has farmer's callouses, an obvious earth-dweller. While a pilot for nearly a decade, it's his first stint as a squadron commander. Ever cool under pressure. Ramazi's duties keep him from his wife and two daughters, and when not scowling at slackers he's often sending video messages home in his spare time.​

3rd Squadron Executive Officer (XO): Lieutenant Reva Avidan
The executive officer is second in command and administers the squadron when the CO is occupied or incapacitated.​
Trafalgar's staff serve 16,000 to 18,000 meals a day. Meal times are in accordance to the local time at CSW-1's home berth, GMT -8, and roughly correspond to the simulated earth views on monitors all along the interior.

A majority of food items are thermostabilized or freeze-dried products reconstituted shortly before serving, while a limited variety is "grilled" or "steamed" fresh. Fruit and vegetables are usually available fresh. Compared to the sailors of the middle ages, the food between each mess is relatively consistent, with the wardroom having superior items depending on officer stipends, and the chief's mess is always rumored to have the best food on the vessel.​
  • Enlisted Mess (Forward / Aft)
  • Chief's Mess ("Goatlocker")
  • Wardroom
  • Captain's Mess

MENU: January 15, U.C. 0079
Breakfast:
  • Eggs, to Order
  • Ham w/Pineapple
  • Bacon
  • Salmon
  • Shrimp Cocktail
  • Diced Seasoned Potatoes
  • Onion Soup
  • Griddlecakes
  • Stable Bagels
  • Tortillas
  • Cereal
  • Fresh Fruit
  • Salsa
  • Coffee
  • Orange Juice
  • Cranberry Juice

Lunch:
  • Beef "Sliders" w/Cheese
  • BBQ Chicken
  • Shrimp Cocktail
  • Country Style Beans
  • Onion Soup
  • Fries
  • Onion Rings
  • Bacon Cheddar Soup
  • Tortillas
  • Cereal
  • Grilled Corn
  • Salsa
  • Coffee

Dinner:
  • Spicy Peanut Slaw
  • Teriyaki Beef, Chicken & Veggies
  • Liver & Leeks
  • Sweet & Sour Shrimp
  • Shrimp Cocktail
  • Dumplings
  • Pizzabread
  • California Rolls
  • Egg Drop Soup
  • Tortillas
  • Steamed Rice
  • Coffee
  • Soda

Midrats:
  • Ham
  • Three-Cheese & Scallion Omelet
  • Shrimp Cocktail
  • Baked Potato
  • Stable Bagels
  • Tortillas
  • Coffee
  • Orange Juice

Enemy Forces
The Principality has put little focus into fighter development, so the occasional Gattle spacefighter should be the extent of what we're expected to fight. Musai-class cruisers will likely make up the majority of enemy forces. Expect nuclear exchanges.​
 
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Oh goddammit. I love Universal Century, but I hate FATE. Gaaaaah...
 
Oh, so people did play Bad Company! Wonderful.

I'm thinking we aaare...

7th Space Test Squadron, 601st Operations Group, 13th Space Wing

Or the "7th Space Test Team," a group of contractors and military personnel who test new technologies in space. After the defeat at Loum and the capture of General Revil, the 7th STS has been taken in as a fully fledged combat unit based out of several Salamis-class cruisers. It's March, U.C. 0079 and Zeon is staging to invade Earth from luna. The unit has been waging guerrilla warfare with Saberfish fighters for several months now.

The players are existing EFSF pilots, civilian contractors or mercenaries, maybe even Zeon defectors. They have just been transferred in and are arriving with new equipment to turn the tide before the Zeon invasion of Earth.

If people could get some tentative profiles up with this in mind, that'd be great.
 
Alright, I have had dinner so let's try some brainstorming. Mind, my knowledge of UC is limited to CCA and Unicorn plus some tidbit.

Clair Feregan begin his higher education by focusing on spaceship engineering. He ended up making a career as a test pilot, because well, frankly flying things at high speed is more fun than sitting behind desk. Tinker with stuff is also more appealing when you got to actually use them. The needs of war cause him to be dragged into combat postions. Clair is feeling conflicted on this. While he is neither a coward nor pacifist, it was R&D he signed up for not active combat. Admitedly, military R&D but still. On hand, he was born Spacenoid and can empathize with some of their issues. On the other hand, he think those Zeons are fucking nuts.

Name: Clair Feregan
High Concept: [pending, looking for catchy phrase]
Trouble: idem
???
???
???
 
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Here's what I have so far:

Name: Donald Quinn
Gender: Male
Age: 24
Rank: Lieutenant Junior Grade

Description/Appearance:

Personality and History: If you could look up the phrase "Earthnoid" in a dictionary, you'd find a picture of Donald Quinn. Born in London, Donald grew up in an upper middle class household. His father was an assistant to an excutive at an Earthbound company who would often go on long distance trips, bringing Donald's father with him. Though the young Quinn would often miss his father, he was often excited, because whenever his father returned from a trip, he would bring with him souvenirs and tales from around the world. On very rare occasions, Donald himself would be able to join his father on these trips. There was no sight Donald loved more than the open sky from the window of an airplane.

Around the time Quinn came of age, local economic downturns on Earth caused his both his parents to be laid off, and it seemed like at the time no one was hiring. To save his parents from poverty, Donald joined Earth Federation Air Force so his parents could live off his college fund long enough to find employment.

Donald did well in his new career, working his way up to becoming a fighter pilot, which he quickly realized he had a talent for. Donald would gain a reputation among the pilots as one of the best due to his success in wargames, as well as his habit of requesting transfers around the world.

Recently, Donald has been transferred to Space Forces. This wasn't exactly what Donald would have liked, as he has never exactly been fond of space. He never exactly hate the people living there, he just doesn't think it's a worthwhile use of resources with all the problems on Earth. Donald also believes that fighting the Zeon in space is pointless, as there's no way that Zeon could possibly have enough manpower to establish a beachhead on the planet.

Personality wise, Donald tends towards arrogance due to his previous reputation, though that reputation might not mean much to a unit that's both never heard of him and has seen actual combat. He also has a habit of making his mind known to his comrades, though experience has taught him to keep his trap shut around superior officers.

Aspects:
High Concept: Earthnoid Fighter Jockey
Trouble: Arrogant to the point of blindness
Earthbound Views
Well Traveled
Takes Liberal Interpretation of Events

Skills:

+4: Piloting
+3: Provoke, Electronic Warfare
+2: Rapport, Shoot , Deceive
+1: Burglary, Contacts, Will, Lore

Stunts:

Old School Dogfighter: When you are dogfighting with conventional fighters, a big part of aiming is moving your craft into the correct position. As a result, Quinn can attack with Piloting instead of Shoot while in a space fighter or small mobile armor.

Experienced Bullshitter: Quinn has made a career out of convincing people he is the best in his field. He often accomplishes this not by subtlety, nut with a mix of audacity, attitude, and browbeating. Quinn can use Provoke instead of deception when rolling against others in the same faction as him.

Needle in the Eye: Quinn's training makes him a persistent thorn in the side to capital ships. +2 Electronic Warfare for attacking enemy ships with missiles.

Physical Stress: [] []
Mental Stress: [] [] []
Consequences:
 
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>It's March, U.C. 0079 and Zeon is staging to invade Earth from luna. The unit has been waging guerrilla warfare withSaberfish fighters for several months now.

...Huh. Canonically, Operation V didn't get greenlit until later; the completed prototype models were only discovered at Side 7 in early September. Given the Feddies have retardedly superior industrial capacity, especially at the start of the war, Zeon will be in for a very hard fight if Feddie PCs are going to be operating mobile suits already.

Heh, no wonder the OP said a series of "short" campaigns.
 
So out of curiosity what do you guys think of my sheet so far?
 
>It's March, U.C. 0079 and Zeon is staging to invade Earth from luna. The unit has been waging guerrilla warfare withSaberfish fighters for several months now.

...Huh. Canonically, Operation V didn't get greenlit until later; the completed prototype models were only discovered at Side 7 in early September. Given the Feddies have retardedly superior industrial capacity, especially at the start of the war, Zeon will be in for a very hard fight if Feddie PCs are going to be operating mobile suits already.

Heh, no wonder the OP said a series of "short" campaigns.
It's going to be fighting in Balls, Zakus and Zannys initially, unless I move things closer to Odessa. What do you think?

@Salbazier

Looks solid at an initial glance.

@tankdrop24

Also looks good, though PCs are a +4 in this game so they might not be as skilled as that would imply.
 
It's going to be fighting in Balls, Zakus and Zannys initially, unless I move things closer to Odessa. What do you think?

Looking at the Skills list... Hmm, well, while MS-scale combat is the big draw here, PCs might still be able to do some personal ground pounding. Igloo 2 and 08th MS Team featured anti-MS kill teams a little, and I suppose if you made such personnel pilots as well, it'd almost be a functional predecessor to the ECOAS seen in Gundam Unicorn? Though here it'd be the other way around, wouldn't it...

You could probably have the PCs operate in their 1st mission w/ the Saberfish (although Revil is all about that "Unlimited Fly Manta Works", hehehe)? Give the PCs their first taste not only of going up against Zekes in gravity, but also what it's like when you don't have MS of your own -- in the sense of piloting one OR having them around for fire support (I'm assuming NPCs). Still better odds than those Type-61 death traps.

Then, quick timeskip after that action prologue, when the PCs have already gotten their first MS and are a proper unit, and begin the main campaign from there. Though that timeframe... Balls are only good for space or aquatic operations, captured Zakus are a thing, Zannys are just rebuilt Zakus w/ shitty guns, and then there's the first attempts at a Guntank. Which is followed thereafter by the prototype Guncannon, and then finally the RX series proper.

Conclusion: unless you mess w/ canon and have Operation V begin earlier, or else move the starting point closer to Odessa (like you suggested), the Feddies really would only have conventional armored units or captured/reverse-engineered MS to deploy. Pulling off 08th MS Team would be tricky, otherwise.
 
I'd rather be in a Saberfish than a Ball, ugh.

Here's a WIP CS:

Name: Achilleia Anemos

High Concept: The Britt
Trouble: "Look, bitch. You knew I was a snake."
Aspects:
Speed is life.
"I don't care about the prize, but I'm gonna win because I want his happiness to go away."
"The worst. I was aiming for the engines."


Skills:
+4 Shoot
+3 Piloting, EW
+2 Provoke, Contacts, Notice
+1 Physique, Melee, Will, Contacts

Stunts:
Round the corners - While other pilots may hurl their spacecraft around like rag dolls, Achilleia rides the power curves like a surfer does a wave. When flying, she uses her Piloting skill to make Gee resistance checks.
Boom and Zoom - Once per scene, Achilleia may move one zone, attack with Shoot, and then move one additional zone, provided there are no situation aspects restricting movement. (Adapted from Shot on the Run)
Bounce - When Achilleia can surprise an enemy or attack from a place of hiding, she can attack with EW. If she succeeds, she creates a boost. If she succeeds with style, she gets to invoke that boost for free twice. (Adapted from Backstab)

Background: Achilleia is a snake eater and a half. She was career military even before the war, signing up with the Federation Forces in order to see new places, meet interesting people, and either blow them up or kill them. She anticipated the scale of Zeon atrocities from the get-go, and everything she sees in the war only confirms her conviction that this is an existential conflict. The only way that there will be a future for Earth is if one side or the other is ground into the dust - a dust composed of the bones of billions. She despises the Zeons because in her opinion they're sadists, and they kill not just because they have to but because they can. That's a kind of thinking that is as alien to her as compassion for her comrades is. She saves any notion of pity for the truly defenceless, a category in which few humans fit. She is an excellent pilot and an even better shot in and out of the cockpit; she's a boom and zoom type, preferring high-speed passes to slow turning fights, and leveraging her advantage in taking snap shots.

Refresh: 3 points
Fate points: 3 points
Physical [] [] []
Morale [] [] []
Consequences None
 
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Yeah. Playing a canon-compliant OYW Feddie campaign, pre-GM spam, is hard. They simply don't have MS until nearly 2/3s through the war.

Now, Zannys suck compared to the tried and true Zaku, but if you're set up in the Americas, then there's hope for MS logistics in the meantime until the GMs roll out. The North American orbital drop was immediately preceded by a diversionary campain in Central America; if anyone's checked the timeline (or at least read the first arc of tg's Zeon Quest), you'd see that the diversionary battalion got wrecked in canon and had to retreat (though it did its job).

So, there's potentially quite a bit of salvage to be made off with there. Man, those poor Medea Supply Corps personnel... Gonna get worked to the bone.
 
It is literally the worst kind of mobile weapon ever. :/

Even the Fisheyes variant sucks. Harpoon guns?! That can't breach armor?!?
WHY??? DX
 
Also looks good, though PCs are a +4 in this game so they might not be as skilled as that would imply.
That's my idea exactly. Quinn might talk a mean game, but he's never seen real combat.

So is everyone opposed to Ball? :3
I like the Ball, though to be effective, they do have to operate in large groups.

Though I heard the Federation did not start using Balls until it returned to space. I've heard some joke that it took Odessa for the Federation to find it's balls.
 
I'm definitely tentatively interested, but it really depends on the tone you aim for, I love stuff like 08th MS Team, but I don't really want to participate in a game that's running around supersoldiering and killing thousands of Zakus with your one gundam like Wing Era did. Which are you aiming for?
 
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