Interest Check: Mobile Suit Gundam Game

@AbZHz101 I've got a partial ship profile for your use here. We can reuse that +3 roll you made earlier once we find a target.

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 to friendly units the same 3 Zones, 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)​

Specifications:
  • Complement: ? Officers & Enlisted
  • MS Capacity: 12
  • Commanding Officer: ?
  • Weapons
    • 2 x Cargo Bays (Empty)
    • 1 x Mega Particle Cannon
    • 4 x Twin Barrel Antiair Turret
    • 1 x Twenty-Tube VLS System

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.
 
When you tie a check or roll, you get a temporarily +2 that you can use once on something. You also get a boost when you get a success with style (succeed by more than 3 shifts.) They can be named (only have specific uses) or unnamed (general boost to anything once.) They usually expire when the battle or specific problem ends.
 
When you tie a check or roll, you get a temporarily +2 that you can use once on something. You also get a boost when you get a success with style (succeed by more than 3 shifts.) They can be named (only have specific uses) or unnamed (general boost to anything once.) They usually expire when the battle or specific problem ends.
Sorry, just been a while since I read the OP and shuffling between 3-4 pages at once right now. Thank you.
 
@NephyrisX @Kensai @Who? @Aliexster @Hoshino Yumemi @Citrakite Are arriving in the battle zone right away. You may scan for targets. The transport is at Range 7.

@Blazewind @DannyboyZero Are going to be delayed one turn. Blazewind gets an Unnamed Boost due to a tie.

I was going to use one of my stunts or my FATE point but if I'm only getting delayed by one turn I will save it later for something more dire. Shall I post anything IC ? I could just say that Isabella was just being slow due to the fact she is unused to piloting a Mobile Suit.
 
Notice, you say? Why, that happens to be my best stat.

Edit: Result is +6. I can see everything.
In the immediate vicinity, there's the hulks of a Musai-class cruiser and a Salamis, floating parallel in the same relative speed and bearing, separated by about five kilometers. Atmosphere and ammo burns from both, making them ugly blips on the thermals that swallow any enemy signatures. It's hard to even keep eyes on it with the searing flashes.

That transport is just a speck on the horizon surrounded by angry flashes.

A wrecked Zaku floats by the hull.

No - it goes one direction, then halts, like anchor lines holding it to the hull are drawn tight, then drifts back, always facing the passing formation of Saberfish. When the bulk of the formation is heading for the Federation transport and its heated battle, Frank sees the mono-eye sensor glare to life.​

You have initiative.
 
Scanning for targets.

+3, with a +3 for EW, gives a +6. Achilleia, back in her element, gets hard locks and is about to scream in hell for leather.
Kensai threw 4 6-faced dice. Reason: EW Total: 22
4 4 6 6 6 6 6 6
 
Last edited:
In the immediate vicinity, there's the hulks of a Musai-class cruiser and a Salamis, floating parallel in the same relative speed and bearing, separated by about five kilometers. Atmosphere and ammo burns from both, making them ugly blips on the thermals that swallow any enemy signatures. It's hard to even keep eyes on it with the searing flashes.

That transport is just a speck on the horizon surrounded by angry flashes.

A wrecked Zaku floats by the hull.

No - it goes one direction, then halts, like anchor lines holding it to the hull are drawn tight, then drifts back, always facing the passing formation of Saberfish. When the bulk of the formation is heading for the Federation transport and its heated battle, Frank sees the mono-eye sensor glare to life.​

You have initiative.

Hmmm. How close is it? I'm thinking, radio others, advance into melee, use a fate point to invoke "Nobody touches me or mine" and melee him. That sound alright?
 
Where do you keep finding these rolls, man? XD

Contact, three green mobile suits at Range 7 attacking what appears to be a Salamis class. Beyond, there's two large thermal signatures, possibly cruisers or transports.​

Good clean living and insane aggression. Fortuna audaces iuvat.

We all know what Achilleia's going to do. Make best speed for them and set the cat among the pigeons, dragging along anyone who's able to keep up. Does she get any advantages from the roll? Could try to get an advantage using her Bounce stunt.
 
I think I'm going to try my own EW roll to see if Rhea can finally get a positive result on that roll.
Aliexster threw 4 6-faced dice. Reason: EW +1 Total: 15
6 6 3 3 5 5 1 1
 
Since I'm new to this and my ass has already been bitten enough this week, if I blame my targeting tie on the Zeke M particle field can I link up with Hoshino and give him my +2 boost?
 
Probably heading towards transport.

Edit: +5 Piloting in total.
NephyrisX threw 4 6-faced dice. Reason: +3 Piloting Total: 20
4 4 4 4 6 6 6 6
 
Hmmm. How close is it? I'm thinking, radio others, advance into melee, use a fate point to invoke "Nobody touches me or mine" and melee him. That sound alright?
Communicating their presence is fine.

Umm... you do have rockets you could use first. Just since, Zaku IIs get a fairly hefty advantage over you in melee since a heat hawk is +2.

Good clean living and insane aggression. Fortuna audaces iuvat.

We all know what Achilleia's going to do. Make best speed for them and set the cat among the pigeons, dragging along anyone who's able to keep up. Does she get any advantages from the roll? Could try to get an advantage using her Bounce stunt.
Any wingmen? @Hoshino Yumemi.

Since I'm new to this and my ass has already been bitten enough this week, if I blame my targeting tie on the Zeke M particle field can I link up with Hoshino and give him my +2 boost?
Yeah. What's he doing?

Probably heading towards transport.

Edit: +5 Piloting in total.
How many zones are you moving?
 
Back
Top