Interest Check: Mobile Suit Gundam Game

Really digging the circle map.

Also, why is there only one Saberfish on the map?
 
Sounds good, as long as yea, each little signature is usually a squadron/trinary/lance of fighter craft.
 
Temporary Rules
@tankdrop24 @Kensai @DannyboyZero @NephyrisX @Louis Dabout @Blazewind @Hoshino Yumemi @AbZHz101 @Who? @Aliexster @Citrakite @Spiffy

Okay, sorry for all the delays. So tentative rules while I change the profiles:

Guns / Bazookas / Beam Spray Guns = Range 1
Missiles / Cannons / Beams = Range 2
Ships = Range 3

So our vessels can currently hit each other.

Longer shots can be taken with difficulty, and you can lend Teamwork on attacks as before.
Minovsky particle-filled zones block missiles, reducing the roll by 4.

Shoal Zones require a piloting check.

Armor reduces damage from most weapons, except missiles (which negate all armor.) I might switch to Fate's Armor and Damage ratings system soon. For now we're going to leave Locked On as a type of advantage which doesn't effect range.

Everyone starts a fresh turn. We still have our kills, we've momentarily regrouped and let the vessel catch up.

@Who? and @Blazewind spawn at B3​.

@AbZHz101 still has an attack roll with +3 to spend, and an additional standard action. The ship is now part of the battlezone, starting at A2​

@Spiffy is on the Fuji-class at C4​.

@Kensai and Reva are at C5​.
Everyone else is by the ship in A2​. Sorry for moving people around, testing the map layout and mechanics.
 
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It's been hectic, remind me what I was supposed to fix?

That's okay dude.

But I'll take the Anti-rifle if Blazewind is offering. And the missile pods if Blazewind again doesn't want. I think that takes me to weight of 16/16.
(I should have the that above plus the Nuke launcher, Machine Gun with ammo but I've given the Heat Hawk to Blazewind)
 
Hmm...

@Sushi

Thinking of moving to A1 and letting off my remaing nuke at one of the zeke ships.

What would be the DC for the shoal zone?
 
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