Mobile Suit Gundam Harpoon [Recruiting]

Sushi

#fuckcancer



MOBILE SUIT GUNDAM: HARPOON
ACT I

_____It was supposed to be a routine test mission, not a slaughter. The rendezvous was littered with the burnt-out hulks of Federation transports, surrounded by thousands of casings from Zeon weapons. Precious cargo meant for the test squadron had been stolen, and clear signs of Zeon mobile suits lead deep into enemy territory. These precious few prototypes were crucial in the development of the Federation's own mobile weapons.

_____Far from EFF lines, the pilots of the 7th Test Squadron couldn't expect assistance from headquarters. But keeping the prototype out of Zeon hands was reason enough.


mobile suit gundam
Set late in the One Year War, this RP involves a group of elite test pilots tasked with recovering a stolen prototype, located deep within Zeon territory. This game will mostly be focused around small unit tactics and close combat in mobile suits, both "grunt suits" and advanced prototypes. There will be some limited customization and upgrade mechanics, although less so than prior iterations of this game.

team roster
1 Lieutenant or higher ranked officer with combat experience. (Team Leader)
1-2 Pilots with special operations / infiltration experience.
1-2 Pilots with long range gunnery or artillery experience.
2-3 Pilots with experience in mobile suit close combat.


_________[Action Economy]
____The system differs slightly in the Actions you are able to take in this game. Base Fate Core has 4 Actions (Attack, Defend, Create Advantage, Overcome.) In this game, there is no turn order. Every player can take a Movement, one Zone in most cases, + an Action. In addition to the basic four actions from Fate Core, we also have Teamwork, Discover, and Hold Action. We'll ignore Attack and Defend for this as they are self-explanatory action types.

_________[Create an Advantage]
____________The CA is a versatile way of changing the battlefield and assisting team members. Creating an Advantage essentially means changing the situation by altering, or creating a new Aspect. This can range from using suppressive fire to create an aspect like "Hail of Lead," to using pure brute force to create a "Smashed Wall (Entry Point)," or even mocking the enemies with a social skill in order to create an aspect like "Enraged (Enemy #1)." A decent roll will give you an Invocation, a single-use +2 that you can use to augment a relevant roll.

_________[Overcome]
____________An Overcome action includes things like a "Saving Throw" or "Challenge." Whenever a task has a difficulty set by the GM as opposed to opposition rolled by an enemy, it's called an Overcome. Besides typical actions like bypassing hazardous terrain or lying convincingly to an NPC, Overcomes can be used offensively to remove an Aspect created by an enemy CA.

_________[Discover]
____________When you would like to gain insight upon a situation but lack specific knowledge or direction take it in, the Discover is similar to an Overcome action. By rolling against difficulty, you may use your skills to discover relevant information or evidence in a scene. A Discovery is similar to a Create Advantage, although a CA gives invocations more easily.

_________[Hold Action]
____________You can elect to Hold an Action and wait for a specific opportunity to act. A common example would be finding an enemy concealed in hard cover, and holding an attack until they leave cover, similar to an "Overwatch" mechanic in certain games.

_________[Teamwork]
____________As long as you have a +1 in the same skill, you may help a teammate's roll by adding a fixed bonus as your action. Unlike a CA, Teamwork is a fixed bonus no matter what, and cannot "fail" in the conventional sense. This is a good way to make use of skills which may otherwise be too low to properly utilize on your own.

_________[Applications]
Unit Type: Please indicate your unit type preference in the character application. (A firm answer is preferable to general / no preference answer!)
Rank: Ensign or LTJG, unless you've been in the prior games.
Role: This isn't a formal role, just what you would like to do in the team. Whether that's leading, taking out enemy ships, doing repairs, and so forth.
Experience: Note prior experience here. This is mostly for flavor.
Equipment: Please add any MS/equipment requests to the bottom of the profile.
Aspects: Five (5) in total: High Concept & Trouble + 3 Aspect. Optional Phase Trio. Your high concept is a "Elevator Pitch" that sums up your character in a few words. Fate Points are used to Invoke Aspects.

Fate Points: 3
Refresh: 3. If you add additional Stunts, you remove Refresh.
Physical: Strength-Based
Morale: Will-Based
Consequences: 2-4-6. Leave Blank. Physique-Based

Stunts: 3 Custom Stunts.
Use the Stunt Generator.
Find ideas at the Evil Hat Productions Wiki.
Be mindful of The Horrors of Fate Stunts; TL;DR just ask.​

Skills: Great (+4 Modified)
Please be aware that in this Gundam RP, the Pilot skill is not a catch-all for combat and defending. Like a conventional Fate RP, you will use Agility to evade incoming attacks, Physique to overcome tests of strength, and so forth.​
Agility (Athletics)
Burglary
Contacts
Deceive
Engineering (Crafts)
Empathy
Fight
Investigate
Lore
Notice
Physique
Pilot (Drive)
Provoke
Rapport
Resources
Shoot
Targeting (Crafts)
Stealth
Will

Engineering: Replaces Craft. Used for repair, modification, and other engineering-related tasks.

Pilot: Navigating difficult terrain and tasks of technical flying. This is not generally used to defend against attacks.

Targeting: Detecting targets with sensors and making attacks from beyond normal range.

Physique & Will: Having points here increase your character's capacity for Stress. Strength is for Physical Stress, Endurance is for Morale Stress.

1-2 = 1 Extra Slot
3-4 = 2 Extra Slots
5 = 1 Extra Minor Consequence
_________[General Purpose Mobile Suit]
____________All-round balanced mobility, protection, and firepower. Lower maintenance compared to other types. "Space-Type" and "Ground-Type" Mobile Suits are two subcategories of this type.

Example: MS-06 Zaku II, RGM-79 "GM"

+ Highly Customizable
+ Easily Repaired

_________[Close Combat Mobile Suit]
____________Specialized for melee combat and surgical, high-speed attacks. Some Close Combat types are also designed with stealth in mind.

Example: MSM-04 Acguy, RX-78-2 "Gundam"

+ Close Range Bonuses

_________[Assault Mobile Suit]
____________Designed to break through anti-air defenses and attack enemy capital ships, these designs are heavily armored and tend to pack a significant number of missiles and other explosive weapons.

Example: MS-09B "Dom," RGM-79F "Land Combat GM"

+ Heavy Armor
+ Anti-Ship Weapons

_________[Support Mobile Suit]
____________Equipped with long range weaponry, sturdy armor, and an abundance of spare equipment, support designs can vary from long-range snipers to artillery platforms and electronic warfare designs.

Example: MS-06CK "Zaku Half Cannon," RX-77 "Guncannon," RX-79[G] "Gundam Ground Type"

+ Long Range Bonuses
+ Spare Equipment

_________[Reconnaissance Mobile Suit]
____________Specialized for stealth and long range target detection. Typically lightly armed and armored.

Example: MS-06E "Zaku Recon Type," RGM-79V "Night Seeker," RGM-79SC "GM Sniper Custom"

+ Stealth Bonuses
+ High Powered Sensors
Code:
[b]Name:[/b] Name Here
[b]Appearance:[/b] Description / Image
[center][img]optionalimageurlhere[/img][/center]

[b]Age:[/b] Age
[b]Rank:[/b] Naval Rank (Typically Ensign/ENS)
[b]Role:[/b] Role in the Team
[b]Birthplace:[/b] Place of Birth
[b]Experience:[/b] Prior Experience / Work
 
[b]Aspects:[/b]
(High Concept): The Character Concept
(Trouble): Trouble Aspect
Aspect 3
Aspect 4
Aspect 5 - How did you join the test team?
 
[b]Refresh:[/b] (3 by Default)
[b]Fate Points:[/b] (Same as Refresh)
[b]Physical:[/b] (Based on Physique)
[b]Morale:[/b] (Based on Will)
[b]Consequences:[/b] 
Leave Blank

[b]Personality & Bio:[/b] 
Background here.
 
[b]Skills:[/b] 
+4 Skill
+3 Skill Skill
+2 Skill Skill Skill
+1 Skill Skill Skill Skill
 
[b]Stunts:[/b] 
1 x Stunt
1 x Stunt
1 x Stunt

[quote][font=courier new]What experience or strength do you bring to the test team?[/font] 
[indent][size=3][b]A:[/b] X[/size][/indent]

[font=courier new]What is your main goal as part of the team?[/font] 
[indent][size=3][b]A:[/b] X[/size][/indent]

[font=courier new]What is your biggest weakness?[/font] 
[indent][size=3][b]A:[/b] X[/size][/indent]

[font=courier new]What Unit Type do you want?[/font] 
[indent][size=3][b]A:[/b] (Please give a definite answer.)[/size][/indent]

[font=courier new]Additional equipment requests:[/font] 
[indent][size=3][b]A:[/b] X[/size][/indent][/quote]

Make a dedicated post for your profile and don't spoiler / quote box it. Thank you.


The Writer's Block
Discord Server
 
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OOC: 7-STS Roster
_____STS-7 (Space Test Squadron) was formed from the ace pilots that comprised the pre-war SFA-3 (Strike Fighter Squadron 3). With a special task to test and evaluate a variety of prototype weapons and craft, STS-7 has no home fleet or carrier and is known to operate anywhere in earth sphere. The 7th charter states that the unit "aims to gain favor with no politician or general" and for the most part, the pilots of the unit operate outside of the purview of the greater Federation bureaucracy.

[Model]:Medea Transport Plane
[Type]: Tactical Air Lifter
[Class]: Mass Produced
[Manufacture]: Earth Federation Forces
[MS Capacity]: 4


[Aspects]:
Workhorse Transport
Long-Range Thermonuclear Engines
Tough as Nails​

[Stats]:
+1 Thermonuclear Engines [Pilot]
+1 Long Range Sensors [Targeting]
+1 Rugged Design [Engineering]

[Equipment]:
2 x Twin-Barrel Antiair Gun
Medea Transport Plane
TACTICAL AIR LIFTER

[Abilities] (Stunts):
Deploy Countermeasures — Once per Scene, you may fire your countermeasure pods to gain a one-time +2 Agility.[/size]

Anti-Air Interception — You fill the air with gunfire. Any enemy units attempting to move within 1 Zone of you must Overcome a Fair difficulty (DC 2) check.

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)


[Unit Description]:
medea transport plane
_____The Medea-class transport is a lightly armed transport plane with a substantial capacity for cargo and a very long range thanks to its thermonuclear engines. The Medea has provisions for VTOL (Vertical Take-Off and Landing), and it can land or take off in austere conditions that would not normally support aircraft. There is a saying that the Earth Federation Army runs off of the Medea transport. Its rugged nature sees it used in all environments for logistics, resupply, and transport roles.

UC 0079, January — First combat deployment during the Battle of Loum.

unit status
[Unit Integrity] (Stress): 1[_] 2[X] 3[_] 4[_]

[Damaged Modules] (Consequences):
2[_] Minor
4[_] Moderate

[Complement]:
[01][____]
[02][____]
[03][____]
[04][____]

[Equipment List]:


roster
Profile - LT Gabrielle Revelle (@Sushi)
Profile - LT Dai Mehari (@Sushi)
Profile - LTJG Achilleia Anemos (@Kensai)
Profile - LTJG Ibrahim Oseni (@Mr. Belpit)
Profile - LTJG Maion Delage (@Hoshino Yumemi)
Profile - WO2 Katherine Volkov (@DB_Explorer)
Profile - ENS Mack Robbins (@tankdrop24)
Profile - ENS Callista Dresari (@NephyrisX)
Profile - ENS Leto Lanzetta (@AlphaD)
Profile - ENS Cania Lin (@Carol)


waitlist
Profile - LTJG Lena van der Meer (@Artificial Girl)


[Model]: RX-44 "Guntank"
[Type]: Long Range Fire Support
[Class]: Limited Production
[Manufacture]: Anaheim Electronics


[Aspects]:
Heavy Tank
Ranged Weapons Only (Trouble)
Heavily Armed​

[Stats]:
+1 Heavy Artillery [Shoot]
+1 Long Range Sensors [Targeting]
+2 Heavy Armor [Agility]

[Equipment]:
2 x 4-Tube "Bop Gun" Launcher
1 x 155mm Smoothbore Gun
_________[Pierce Heavy Armor]
2 x 6-Tube MLRS
RX-44
PROTOTYPE FIRE-SUPPORT MOBILE SUIT

[Abilities] (Stunts):
Long Range — Your ranged weapons have longer range than usual. You can make attacks out to 3 Zones without penalty instead of the usual two.

Wall of Fire — You can use Targeting to attack an entire Zone with missiles, creating an automatic suppression that the enemy must Overcome.

Hull Down — The RX-44 is shorter than a typical mobile suit. You gain an additional +1 to your defense when using cover.

[Unit Description]:
rx-44
_____An apparent prototype for a project that has since been abandoned, the RX-44 combines the body and armament of a tank with a mobile-suit like upper body. The RX-44 can turn and fire its weapons in a limited arc to the front. It has provisions for a variety of heavy weapon systems.

UC 0079, March — Prototype units assigned to California Base defenses.
unit status
[Unit Integrity] (Stress): 1[_] 2[_] 3[_] 4[_]

[Damaged Modules] (Consequences):
4[_] Moderate

[Equipment List]:



[Model]:FF-S3 Saberfish
[Type]: Space Fighter
[Class]: Mass Produced
[Manufacture]: Hervic Company


[Aspects]:
Space Fighter
Short-Range Fighter
A Rocket with Wings​

[Stats]:
+1 High Thrust-to-Weight [Pilot]
+1 Long Range Sensors [Targeting]
+1 Highly Maneuverable [Agility]

[Equipment]:
8 x 25mm Cannon
12 x AIM-79 Missile Launcher
_________[+1 Damage]
FF-S3 Saberfish
GENERAL PURPOSE SPACE FIGHTER

[Abilities] (Stunts):
Purge Boosters — Once per Scene, you may jettison your rocket boosters / missile launchers to gain a one-time +2 Agility / Pilot.

Wall of Fire — You can use Targeting to attack an entire Zone with missiles, creating an automatic suppression that the enemy must Overcome.

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)

[Unit Description]:
ff-s3
_____First deployed to Federation squadrons in U.C. 0076, the "Saberfish" was meant to simplify the dizzying number of EFF aircraft variants into a common platform for both atmospheric (FF-3) and space (FF-S3) use. The Saberfish has a high-performance engine capable of functioning in both atmosphere and vacuum, and can mount modular propulsion and weapon systems. Most commonly, it is seen with a rocket engine / missile launcher combination unit mounted to the wings. With eight 25mm cannons it is well armed for a space fighter and agile despite its large size.

_____Loum was the Saberfish fighter's baptism by fire, and Federation squadrons took heavy casualties fighting Zeon mobile suits.


UC 0079, January — First combat deployment during the Battle of Loum.
unit status
[Unit Integrity] (Stress): 1[_] 2[_] 3[_]

[Damaged Modules] (Consequences):
2[_] Minor

[Equipment List]:

_____2 x AIM-79D Missile (External Mount) [+1]

_____1 x 1000 kg Bomb
_________[+3 Damage]



[Model]: MS-06C "Zaku II"
[Type]: General Purpose
[Class]: Mass-Production
[Manufacture]: Zeonic Company


[Aspects]:
The Nuclear Zaku
Heavyweight
Zeonic Technology​

[Stats]:
+1 Close Combat [Fight]
+1 Heavy Armor [Agility]
+1 Maintenance [Engineering]

[Equipment]:
MS-06C Zaku II
MASS-PRODUCTION GENERAL-PURPOSE MOBILE SUIT

[Abilities] (Stunts):
Fire Superiority — You gain +1 to Create an Advantage actions like suppressive fire. Additionally, when an enemy fails a suppression check, they take an extra Shift of stress as a result.

Frag and Clear — You can add a Hand Grenade to an Attack to stun your enemy. This will interrupt an Overwatch / Ambush action and stun your target for 1 Turn unless they succeed a DC 2 Will check.

Disengage Limiters — Take 1[x] Physical Stress to stack a Free Invocation upon the current action. Repeated use may cause system shutdown.

[Unit Description]:
ms-06c
_____The first production model of the MS-06, and the first mobile suit to see widespread combat, the "C" model Zaku II has special armor designed to resist the heat and radiation of nuclear weapons deployment. After the signing of the Antarctic Treaty, the C-type was made obsolete by the lighter F model.
ms-06c unit status
[Unit Integrity] (Stress):1[_] 1[_] 2[_] 3[_]

[Damaged Modules] (Consequences):
4[X] Moderate
1 x "Missing Left Arm"​

[Equipment List]:
_____1 x ZMP-50D 120mm Machine Gun
_____1 x [120mm Magazine]

_____2 x MIP-B6 Cracker Grenade [+2]
 
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OOC: Combat Information Center
COMBAT INFORMATION CENTER
california base
[A1​] [Hangar] @Kensai @Hoshino Yumemi @tankdrop24 @NephyrisX @AlphaD @Carol
__‣ Aspect ["Filling with Smoke"]
__‣ Aspect ["EFF Army Security"] x 1
__‣ Aspect ["Armored Front Door"] x 1

[A2​] [Zeon Outpost]
__‣ Aspect ["Resting Troops"]
__‣ Aspect ["Inactive Zaku Squad"]

[B1​] [Runway]
__‣ Aspect ["Wide Open"] x 1
__‣ Aspect ["Cratered by Shells"] x 1

[C1​] [Fuel Dump]
__‣ Aspect ["Contents Explosive"] x 2
__‣ Aspect ["Hydrogen Rocket Fuel"] x 1

[C2​] [Base HQ]
__‣ Aspect ["Trapped EFF Squad"]
__‣ Aspect ["HReinfoced Concrete"] x 2
 
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OOC: Research & Development
UNIT EVALUATIONS


sts-7 evaluations
#01: cpo o brien
"All of the ones sent out came back, so that's a plus. Not sure if that was because of tactics or pilots. However, they seem to eat up more fuel than the Mobile Suits used as multiple RX-76 had to return to the Neiflheim for resupply during the fight, before the Mobile Suits did. Is AMBAC really that good?

...They seem to be able to take minor structural damage in a space confrontation."

Recorded Kills (SP-W03M):
3 x HLV​

- CPO Christopher O'Brien
SFA-3 Senior Maintenance Technician (Report)



#02: ens robbins
"First, I know this might be a bit unpopular, but I'd like to have it on record that I for one like the RX-76's appearance.

I think it held up pretty well for what it was. Armor seems good for a pod, though I didn't take much fire so I wouldn't really know. What really saved my bacon was the speed. You don't imagine a ball as being that fast. Wonder if it caught the zeeks off guard. The gun was pretty good as well, but a bit awkward shooting something that big on a small fast mover. Could be fatal if we get caught in close quarters. Maybe add a machine gun or something for close in work?"

Recorded Kills (SP-W03M):
1 x Papua-Class Transport (Damaged)

2 x MS-06 "Zaku II"​

- ENS Mack Robbins
SFA-3 Test Pilot (Report)



#03: dr. vanderhandt
"...Hmmm. Further research is obviously necessary here. Still we have a workable framework for future Mobile Suits..."

- Xerxes Alexius Vanderhandt
SFA-3 Civilian Researcher (Report)



#04: ltjg anemos
"Straight-line thrust and acceleration are excellent, but overall manoeuvrability is weaker than the Saberfish. The attitude thrusters are set too closely together to generate good angular displacement; particularly slow to roll. Size of main thrusters vs. attitude thrusters means having to face in the direction of intended travel - reveals intentions to enemy.

Gun in itself is good, high lethality and accuracy particularly at medium/long ranges, but high offset is difficult to compensate for especially during close-in turning actions. Would recommend a mounting closer to centreline, in addition to some kind of secondary weapon system, either guided or trainable, for anti-missile or close-in use.

Most importantly, does not entirely solve the problems we had with the Saberfish. While we had fewer problems killing the Zakus we hit, we still had a manoeuvring disadvantage against them, especially at close quarters. In a high-Minovsky/high-debris region, we give up too much to Zakus. This particular action allowed us to negate that disadvantage and use what we had efficiently, but an even playing field would have been a slaughter.

We need something that can let us tangle with Zakus on an even footing. We need mobile suits, and we need them in numbers."

Recorded Kills (SP-W03M):
1 x Papua-Class Transport

1 x Gattle Space Fighter

2 x MS-06 "Zaku II"​

(Note: LTJG Anemos was not struck by enemy fire during combat.)

- LTJG Achilleia Anemos
SFA-3 Test Pilot (Report)



#05: ens smokwaldcaski
"The Ball is... serviceable. It's maneuverable as get out, but the speed is a bit lacking. The 360 turret is a good advantage in space combat, allowing us to take cover behind cover, poke it above, then fire at something coming at us.

Long range combat, it's hard to beat especially in numbers against ships and massed fighters. Mobile suits and lone stub fighter coming at us, we can maybe get one shot off before it closes out of effective range of the cannon forcing us to run. Either that or pinch them with the arms. Some close in weaponry would be welcome, but something that could stand up better to a Zaku would be better. The ability to stand might be handy as well."

Recorded Kills (SP-W03M):
2 x MS-06 "Zaku II"​

- ENS Rhea Smokwaldcaski
SFA-3 Test Pilot (Report)



#06: wo coriolle
(Edited for brevity).

"-The Ball is a goddamn deathtrap. Sure, you can tout it having a big honking cannon, having enough armour to tank the Zekes' 120mm or that it's faster than the Zeke's own cyclops, but it's still a freaking worker pod with a gun shoved at the top. I'm not saying the Ball is terrible; I am saying that thing is a flying metal coffin because it's a sitting duck against anything that's larger than it and can turn faster than a whale, which is, coincidentally, something the Zaku is really good at.

[…] to send enough of these things to their deaths while drowning the enemy in numbers doesn't bring me hope to the survival of anyone unfortunate enough to pilot one of these things.

Plus, the salvage for them is worthless.

Find a direct competitor to the Zekes' Zakus or we will never find equal footing with Zeon's rapidly advancing Mobile Suit technology. The fact that I [...]

0/10.

- Callista

Recorded Kills (SP-W03M):
1 x Musai-Class Cruiser (Damaged)

2 x MS-06 "Zaku II"​

- WO Callista Coriolle
SFA-3 Logistics Officer (Report)



#08: lt remagen
"The Ball is a perfectly serviceable craft, though one wholly designed for use in space. It's smaller size and greater propellant to mass ratios as well as its relatively larger RCS systems means it can actually out pace a Saberfish in terms of roll, pitch and yaw rates as well as having a higher total delta-V at the cost of slightly less acceleration. Against the new Zeon Mobile Suits this improved 'maneuverability' is a crucial means to level the field as it allows the Ball's standard long range guns track more mobile Zaku's. That and being made out of a tug platform means the attached systems can be trivally swapped mission to mission - in short its ideal for fire support, auxiliary rolls like EW and second line combat rolls along with the Saberfish.

Also its cheap as fuck while actually being a decent piece of kit."

Recorded Kills (SP-W03M):
2 x MS-06 "Zaku II"​

- LT Corvos Remagen
SFA-3 Intelligence Officer (Report)



#09: ens nash
"Had very little contact with them during the mission because I was deployed in the Zaku I. From what little interaction there was, it seems like the Ball might be suitable for bombardment through numbers, but they fail in anything even resembling a close ranged encounter. Personal opinion that the limited range of movement, turn speed, versatility in battle, firepower and defensive capability are not something that pilot skill or experience can overcome in anything other than its comfort zone. At best, deploy along with mobile suits for support. "

Recorded Kills (MS-05):
1 x Musai-Class Cruiser

1 x Papua-Class Tansport

2 x MS-06 "Zaku II"

4 x MS-06 "Zaku II" (Routed)​

(Note: ENS Nash was in the same unit as the mobile pods. He is one of the unit aces as well.)

- ENS Heidt Nash
SFA-3 Test Pilot (Report)



#10: ens sanchez
"...although the 120mm Recoilless Cannon currently equipped to the RX-76 is a powerful enough weapon, dealing lethal damage to both Zeon warships and Mobile Suits, the current load out lacks the flexibility of other weapon platforms. No options for missiles or larger calibre weapons like the Bazooka enjoyed by Mobile Suits.

Another issue that I would like to point is that I fear how the Ball will handle in a close combat with nothing but its manipulator claws. In a Minovsky rich combat environments like we commonly conduct engagements in, I can foresee close quarters melee to be more common in the future..."

Recorded Kills (SP-W03M):
3 x Papua-Class Transport

2 x MS-06 "Zaku II"​

(Note: ENS Sanchez went M.I.A. in the subsequent operation.)

- ENS Isabella Sanchez
SFA-3 Senior Test Pilot (Report)



#11: ens delage
"At our sortie in the Ball, I put it to the rest of STS-7 if we were sitting in the future. I said it in my native French - "l'avenir" - and got back a quip about smelling lavender. I empathize.

As a proof of concept I find the Ball is acceptable, but as a workable weapon of war I find it a gun platform, which should be the base of a frontline next-generation weapon and not its entire raison d'etre. As a spaceborne weapon I find it a perfect exercise in a pure space fighter, but it is a sideways shift rather than an upgrade. Its sacrifice of any aerial capacity for space maneuverability and ease of manufacture is a trade-off, which included fuel still required for vector changes. The added mobility while the fuel lasted was what saved my life in combat, and yet had it lasted even a hair less than what little it gave me, I would possibly not have returned.

Despite having the internals of the mobile weapons we are encountering with far more regularity, I can only technically call this such a weapon in that it has limbs of a sort and can sort of maneuver with them. To fully emulate enemy capability and take full advantage of it, something more involved and purpose-built is required.

The 120mm cannon I find no faults with; it is powerful and a well-placed shot will deal with a mobile suit quite trivially. However, this is a weapon, and I am being tasked with evaulating a weapons system, one that needs significant improvements to be usable for the average soldier, unless one intends to fill the stars with cannon fodder with a life expectancy as short as the fuel capacity. I have faith in our engineering skills, decision making and better natures - please don't let me down."

Recorded Kills (SP-W03M):
1 x MS-06 "Zaku II"​

(Note: ENS Delage was a Hervic test pilot before the war and has more than 1200 hours experience piloting FF-S3 Saberfish spacecraft.)

- ENS Maion Delage
SFA-3 Senior Test Pilot (Report)



#12: lcdr revelle
"The test pilots call it the "Ball." It's a fitting name for the almost cute-looking combat pod, which is little more than a civilian worker pod with armor plating on it. The pure simplicity of it ia a blessing to the maintenance wing, but does not inspire much confidence in the pilots. The Ball is a product from an older time; there are no hand-holding features to bring novice pilots closer to their veteran peers. It could stand to have a more modern avionics suite and targeting system.

Bottom line: The pilots of STS-7 took a substantial count of Zeon mobile suits and materials sunk, and made the enemy pay dearly for their lax security during the drop operation. That success was in large due to the coordination of the squadron pilots and a surprise attack that struck before enemy mobile suits and HLVs could dismount from their transports.

The attack would have likely dealt more damage if the squadron had been outfitted with Zaku IIs. Is the "Ball" better than the Saberfish? I would argue it is. But it is not comparable to a mobile suit.

The low endurance in combat and limited ammunition capacity were a constant nuisance. But in every other respect; armor protection, firepower, and general maneuverability, the Ball was the superior weapon in space to the Saberfish. It isfortunate that the enemy did not engage in close combat, as the squadron would have certainly taken losses.

The Ball is an effective tool for long-range attacks. But we forget that every dogfight, even in space, ends in a knife fight. When a trained Zeon pilot closes the distance, the pilot of the Ball stands no chance.

I would not mind having the Ball supporting me in a fight. But as for what I would want to personally bring to a fight against the Zeon – the answer to that is still an MS-06 Zaki II."

Recorded Kills (SP-W03M):
1 x Musai-Class Cruiser (Damaged)

3 x Gattle Spacefighter

2 x MS-06 "Zaku II"​

- LCDR Gabrielle Revelle
SFA-3 Interim Commander, Air Group (CAG) (Report)



mobile work pod sp-w03m
_____The SP-W03 is a ubiquitous "mobile worker" of a capsule design, found in virtually every colony and Federation Forces outpost. The M type (Militarized) is an experimental version with an armored hull, modified propulsion system, and the addition of a recoiless cannon.

_____Shortcomings of Federation spacecraft like the FF-S3 "Saberfish" during the Battle of Loum lead to a search for weapons effective against heavily armored mobile suits. Lessons learned from Loum indicated long-range missiles were insufficient for fighting Zeon Zakus. A number of cannon-based options were trialed on FF-S3, but they were found to unfavorably affect handling characteristics and have very limited ammunition.

_____Several proof-of-concept ground vehicles had been employing a simple recoiless weapon firing 120mm projectiles meant to penetrate the heavy armor of a main battle tank. With some basic modification, the weapon could also be fired in space. The size of this weapon made external mounting the most practical option, but this created the additional issue of reloading the bulky ammunition magazines.

_____A proposal was made that a worker unit with external manipulator arms would be the best way to reload and service such a weapon, leading to the eventual selection of the SP-W03 worker pod. It was, at the time, found in every Federation vessel, spaceport, and base, and many personnel were already trained in the basic use of a worker pod.

_____The SP-W03 was modified in under two months, aimed to combat Zeon patrols during the earth drop operations. Ironically, the 120mm recoiless weapon was mounted on the top of the pod, making it impractical for the pilot to change magazines with the manipulator arms, mounted on the bottom of the pod.

_____It was found that the thrusters were more than satisfactory (the SP-W03 was, after all, designed to move construction materials for space colonies), and the commercial, off-the-shelf (COTS) components worked well in flight tests.

_____The new "combat pod," as it became to be known, saw its first operational testing in March, 0079. Experienced combat pilots were chosen for a field evaluation, and several dozen of the modified worker pods were used to attack, and destroy Zeon HLVs attempting to drop over North America.

_____Initial reports indicated the weapon could penetrate the armor of a Zeon Zaku, and the maneuverability and speed were good, better in some respects than the FF-S3. Armor protection was described as "just adequate." Pilots raised concerns about the vulnerability of the mobile worker pod in close combat. It was suggested that the armor of the worker pod be increased, and secondary / close range weapons be added.

_____Federation HQ has given the go-ahead for serial production of the combat-modified worker pod.


MOBILE WEAPONS DEVELOPMENT

_____Any materials we recover will be put toward finishing the work begun by researchers at California base. Our immediate needs are components for rebuilding mobile suits, primarily reactors and drive components.

Main Objectives:
__Primary – Recover Mobile Suit Components
_____Recover Mobile Suit Reactors Intact (5)
_____Destroy Mobile Suits in Close Combat (5)
_____Destroy Mobile Suits in Ranged Combat (5)

AUTOMATIC WEAPONS RESEARCH

Research Progress: 1[_] 2[_] 3[_]​

Work has begun developing our own mobile-suit sized weapons. Successful designs will reduce our reliance on captured enemy weapons and materials.

Research Objectives:
__Destroy Zakus with automatic weapons.
__Recover enemy weapons to greatly accelerate progress.


LONG RANGE ARTILLERY RESEARCH

Research Progress: 1[_] 2[_] 3[_]​

Work has begun developing our own mobile-suit sized weapons. Successful designs will reduce our reliance on captured enemy weapons and materials.

Research Objectives:
__Destroy enemy units at long range (greater than 2 Zones distance).
__Destroy enemies with ballistic weapons.
__Capture a unit that has been damaged by friendly weapons.

Upon Completion:
__Long-Range Cannons
__(Research) Fire Support Mobile Weapons


CLOSE COMBAT WEAPONS RESEARCH
Research Progress: 1[_] 2[_] 3[_]​

This project aims to improve the effectiveness of MS hand weapons in close combat.

Research Objectives:
__Damage enemy in melee combat (MS).

Upon Completion:
__MS Melee Weapons
__(Research) MS Portable Shields


IMPROVED ARMOR RESEARCH
Research Progress: 1[_] 2[_]​

Analysis of our damaged MS will help develop improved armor for our prototypes.

Research Objectives:
__Receive damage from enemy MS in combat.

Upon Completion:
__Upgraded Armor Package
__(Research) Fire Support Mobile Weapons


FIRE SUPPORT MOBILE WEAPON PROTOTYPE
(LOCKED – "Long Range Artillery Research" + "Improved MS Armor" Required)


Research Progress: 1[_] 2[_] 3[_] 4[_]​

This project is intended to develop a medium-range fire support unit capable of knocking out heavy mobile suits, bunkers, and other hardened targets.

Research Objectives:
__Destroy enemy units at long range (greater than 2 Zones distance).
__Destroy enemies with cannons and long-range weapons.
__Capture a long-range fire support enemy unit to greatly accelerate progress.

Upon Completion:
__Fire-Support Type MS (Prototype)
__(Research) Assault-Type MS
 
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In like Flint.

(Yes, that's a James Coburn reference, and yes, that tells you who's coming back.)
 
If there is still place for one, I'd like to be part of it.
 
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What kinds of changes would you be expecting if we're reworking previous characters?
OH... OK

*sends muses off to make a character or rework Remagen*
Skills and stunts changed a lot. Specifically piloting doesn't do everything now, skills need to be a bit more balanced overall.

If there is still place for one, I'd like to be part of it.
It's recruiting so feel free.
 
Skills and stunts changed a lot. Specifically piloting doesn't do everything now, skills need to be a bit more balanced overall.

Roger that. Are we essentially rebooting our characters from ground up or do returning characters retain the additional Stunt they gained between the first and second seasons? I get that the stunts will have to be reworked anyway, just asking about how many we get.
 
@tankdrop24 @Hoshino Yumemi @waito_x @Kensai @DB_Explorer @Noga123

I added a list of rough "roles" I'm looking for in the roster. Feel free to ask or suggest others.

@NephyrisX

On that topic, since I'm familiar with your character, I don't think there will be much "looting" or selling in the conventional sense of stealing and selling things illicitly, so I would modify your character skillset accordingly. This will be a bit more research oriented, so if you're using the same character you could spin them as someone who did logistics / sold and bought stuff and now uses those skills to obtain experimental equipment / steal Zeon stuff more efficiently.

Roger that. Are we essentially rebooting our characters from ground up or do returning characters retain the additional Stunt they gained between the first and second seasons? I get that the stunts will have to be reworked anyway, just asking about how many we get.
I'd say start with the normal number of stunts and I'll add some extra for people who were here before. Just want to put the power level back to normal and fine tune it as makes sense.
 

__[General Purpose Mobile Suit]
All-round balanced mobility, protection, and firepower. Lower maintenance compared to other types. "Space-Type" and "Ground-Type" Mobile Suits are two subcategories of this type.

+ Highly Customizable
+ Easily Repaired
[Model]: RRf-06 "Zanny"
[Type]: General Purpose
[Class]: Limited-Production Prototype
[Manufacture]: EFF


[Aspects]:
Field Expedient Mobile Suit
Fast and Lightly Armored
Zeonic Technology​

[Stats]:
+1 Close Combat [Fight]
+1 Thrusters [Pilot]
+1 Maintenance [Engineering]

[Equipment]:
2 x 60mm Vulcan
1 x TKj-03 Heat Knife
RRf-06
PROTOTYPE GENERAL-PURPOSE MOBILE SUIT

[Abilities] (Stunts):
Assault Tactics — You gain +1 Shoot when the enemy is at close range, up to 1 Zone away.

Fire in the Hole! — Grenade-type weapons can be thrown from up to 2 Zones away.

Disengage Limiters — By deactivating performance limiters, you may choose to take 1[x] Physical Stress and stack a Free Invocation upon the current action. Repeated use may cause a forced shutdown.

[Unit Description]:
rrf-06
_____The first Federation-produced mobile suit, the RRf-06 is a combination of technologies from the old MS-05 "Zaku" and the current-model MS-06 "Zaku II." New mobile-suit weapons and technologies are being tested in the RRf-06, which has been fielded in limited numbers on Earth.

UC 0079, July — Initial Rollout
unit status
[Unit Integrity] (Stress): 1[_] 2[_] 3[_]

[Damaged Modules] (Consequences):

[Equipment List]:
_____1 x ZMP-50D 120mm Machine Gun
_____4 x [120mm Magazine]

_____4 x Mk.77 HEDP Grenade [+2]
_____1 x RCX*S-Sh-WF/M-001B Shield

__[Assault Mobile Suit]
Designed to break through anti-air defenses and attack enemy capital ships, these designs are heavily armored and tend to pack a significant number of missiles and other explosive weapons.

+ Heavy Armor
+ Anti-Ship Weapons
[Model]: RRf-06[G] "Zanny" Ground Type
[Type]: Assault Mobile Suit
[Class]: Limited-Production Prototype
[Manufacture]: EFF


[Aspects]:
Up-Armored Mobile Suit
Reinforced Armor
Zeonic Technology​

[Stats]:
+1 Close Combat [Fight]
+1 Missile Guidance [Targeting]
+1 Reinforced Armor [Agility]

[Equipment]:
RRf-06
PROTOTYPE ASSAULT MOBILE SUIT

[Abilities] (Stunts):
Assault Tactics — You gain +1 Shoot when the enemy is at close range, up to 1 Zone away.

Wire-Guided Missiles — You can use the Targeting skill to engage a target beyond normal range with your rocket launcher, ignoring all armor and resistances upon a successful hit.

Disengage Limiters — By deactivating performance limiters, you may choose to take 1[x] Physical Stress and stack a Free Invocation upon the current action. Repeated use may cause a forced shutdown.

[Unit Description]:
rrf-06g
_____This standard RRf-06 has been upgraded to a "Ground Type" configuration, with additional armor plating in key areas, as well as heavy weapons designed to assault fortifications and heavily armored targets.

UC 0079, July — Initial Rollout
unit status
[Unit Integrity] (Stress): 1[_] 2[_] 3[_] 4[_]

[Damaged Modules] (Consequences):

[Equipment List]:
_____1 x Twin 120mm Machine Gun
_____[+2 Create Advantage*]
_____4 x [120mm Drum Magazine]

_____1 x H&L-SB21K/280mmmA-N Zaku Twin Bazooka [+1]
_________[Pierce Heavy Armor]
_____2 x [280mm Bazooka Rocket Pack]

_____2 x Mk.77 HEDP Grenade [+2]

__[Support Mobile Suit]
Equipped with long range weaponry, sturdy armor, and an abundance of spare equipment, support designs can vary from long-range snipers to artillery platforms and electronic warfare designs.

+ Long Range Bonuses
+ Spare Equipment
[Model]: RCX-76-03 "Guncannon"
[Type]: Mid Range Fire Support
[Class]: Limited Production
[Manufacture]: Anaheim Electronics


[Aspects]:
Walking Tank
Big and Slow (Trouble)
Heavily Armed​

[Stats]:
+1 Heavy Artillery [Shoot]
+1 Target Detection [Targeting]
+2 Heavy Armor [Agility]

[Equipment]:
2 x 60mm Vulcan
1 x 180mm Low-Recoil Cannon
_________[Pierce Heavy Armor]
RCX-76
PROTOTYPE FIRE-SUPPORT MOBILE SUIT

[Abilities] (Stunts):
Rocket-Assisted Ammunition — Your ranged weapons have longer range than usual. You can make attacks out to 3 Zones without penalty instead of the usual two.

Steel Rain — You can take an Action to saturate an entire Zone with missiles and shells, immediately suppressing any exposed targets within the area and preventing them from effectively firing back until the following turn.

Heavy Armor — Once per Scene, you can use your heavy armor to absorb an incoming attack, heavily reducing the damage taken.

[Unit Description]:
rcx-76
_____The RCX-76, or "Guncannon," is something between a conventional tank and a mobile suit. Heavily armed and armored, it is designed for medium to long range engagements. The modular weapon bays allow rapid change between long-range artillery, missile launchers, as well as anti-aircraft weapons. It has seen limited field trials.

UC 0078, September — Limited rate field trials.
UC 0079, June — Second production run.
UC 0079, July — Combat trials.
unit status
[Unit Integrity] (Stress): 1[_] 2[_] 3[_] 4[_]

[Damaged Modules] (Consequences):

[Equipment List]:
_____1 x 90mm Prototype MG
_____4 x [90mm Magazine]

_____1 x RCX*S-Sh-WF/M-001B Shield

__[Reconnaissance Mobile Suit]
Specialized for stealth and long range target detection. Typically lightly armed and armored.

+ Stealth Bonuses
+ High Powered Sensors
+ High Powered Sensors
[Model]: RCX-76-01A "Mobility Test Type"
[Type]: Reconnaissance Mobile Suit
[Class]: Limited Production
[Manufacture]: Anaheim Electronics


[Aspects]:
Mobility Test Vehicle
Long Range Sensors
High Speed​

[Stats]:
+1 Long [Shoot]
+2 High Power Sensors [Targeting]
+1 Radar Absorbent Coating [Stealth]

[Equipment]:
2 x 60mm Gattling Guns
RCX-76
PROTOTYPE RECONNAISSANCE MOBILE SUIT

[Abilities] (Stunts):
Rocket-Assisted Ammunition — Your ranged weapons have longer range than usual. You can make attacks out to 3 Zones without penalty instead of the usual two.

Steel Rain — You can take an Action to saturate an entire Zone with missiles and shells, immediately suppressing any exposed targets within the area and preventing them from effectively firing back until the following turn.

Heavy Armor — Once per Scene, you can use your heavy armor to absorb an incoming attack, heavily reducing the damage taken.

[Unit Description]:
rcx-76-01a
_____The RCX-76, or "Guncannon," is something between a conventional tank and a mobile suit. Heavily armed and armored, it is designed for medium to long range engagements. The modular weapon bays allow rapid change between long-range artillery, missile launchers, as well as anti-aircraft weapons. It has seen limited field trials.

UC 0078, September — Limited rate field trials.
UC 0079, June — Second production run.
UC 0079, July — Combat trials.
unit status
[Unit Integrity] (Stress): 1[_] 2[_] 3[_]

[Damaged Modules] (Consequences):

[Equipment List]:
_____1 x 90mm Prototype MG
_____4 x [90mm Magazine]

_____1 x 120mm YHI FB-X120C Low-Recoil Cannon
_________[Pierce Heavy Armor]
_____1 x [120mm Cannon Magazine]

_____1 x RCX*S-Sh-WF/M-001B Shield
Updated roster with some example MS profiles. Art's a placeholder on the Recon one.
 
Name: Achilleia Anemos
Appearance: Achilleia is a petite redheaded woman with a glare that could melt through Luna Titanium. She is constantly taut with barely suppressed tension, and rarely has time for more than a scowl and a barked order for her fellow pilots. Only with her maintenance crews will she crack a genuine smile.


Age: 27
Rank: LTJG
Role: XO/ Fire Support
Birthplace: Nicosia, Cyprus
Experience: Battle of Loum, continuous deployment with STS-7 since.

Aspects:
(High Concept): The Killer of Men
(Trouble): Doesn't play well with others
Closet Mystic
Speed is Life
There from the beginning

Refresh: 3
Fate Points: 3
Physical: [] [] []
Morale: [] [] []
Consequences:

Personality & Bio:

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 and blow up interesting people. 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.

Achilleia is an excellent pilot and an even better shot in and out of the cockpit. She's an ambush predator at heart, vastly preferring to take out her foes without giving them any chance at all. However, she's also a canny energy fighter in the merge, preferring high-speed passes to slow turning fights, and leveraging her advantage in taking snap shots.

One of the top-scoring aces of Strike Fighter Squadron 3 at Loum, Achilleia's experiences only hardened her opinions about the need to utterly crush Zeon. They also made her unnervingly blasé about incoming fire. Her fighting style remains direct and vacuum-cold.


Skills:
+4 Shoot
+3 Targeting Pilot
+2 Agility Stealth Provoke
+1 Contacts Rapport Physique Will

Stunts:
Close Quarters Battle
- Achilleia is adept at using her guns even within arm's reach of the enemy. She can use Shoot instead of Fight to attack at melee range.
Bounce - Achilleia gains a +2 on Create Advantage rolls when using the Targeting skill.
In Your Six - Implacable and unshakeable, Achilleia gains a +2 on Pilot checks when pursuing another MS or ship.
Loum: Killing Blow — Your record of ships sunk is beaten by none. Once per scene, you may spend a Fate Point to target a ship, fortress, or other large target with a special attack. Your target cannot roll in opposition to this attack.

What experience or strength do you bring to the test team?
A: ...you're kidding, right? I've been part of STS-7 since Loum. If that's not good enough, screw you.

What is your main goal as part of the team?
A: Kill Zekes.

What is your biggest weakness?
A: Playing well with others.

What Unit Type do you want?
A: RCX-76-03 (SUPPORT)

Additional equipment requests:
A: If you've got an antiship rifle lying around somewhere, I'd be happy to take it off your hands.
 
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Name: Achilleia Anemos
Appearance: Achilleia is a petite redheaded woman with a glare that could melt through Luna Titanium. She is constantly taut with barely suppressed tension, and rarely has time for more than a scowl and a barked order for her fellow pilots. Only with her maintenance crews will she crack a genuine smile.

Hey, good seeing this profile again. Liked the attitude in the end of profile questionaire.

Stunts and skills look solid. I think "Role" and "Birthplace" are mixed up.

Physical and Morale stress should be three boxes each.

Targeting is mostly for long range work and missiles; and is more susceptible to jamming from Minovsky particles and the like, is that fine with you?
 
Hey, good seeing this profile again. Liked the attitude in the end of profile questionaire.

Stunts and skills look solid. I think "Role" and "Birthplace" are mixed up.

Physical and Morale stress should be three boxes each.

Targeting is mostly for long range work and missiles; and is more susceptible to jamming from Minovsky particles and the like, is that fine with you?

Thanks!

I've cleaned up the mistakes, added the stress tracks, and switched Shoot and Targeting.
 
Honestly, haven't joined a RP on here in awhile...Mostly because I get stuck in Waitlist hell but...Man I've never taken a part in a Gundam RP before. And...I almost got into a RP using the Fate system set in Gotham and the Batman mythos, but you know...Waitlist and then it died so I have no proper experience in terms of actual RP time. Still I'd love to at least try...

Looking over the available Mobile Suit types...Is it weird that I sorta feel sad that a Guntank type mobiles suit isn't available? Like, yeah the original Gundam was and is quite the nice design. Yet I always in a way loved the other two styles of Mobile Suit first shown in Operation V more for some reason. Like, the Guntank and Guncannon just felt good to me...So it's nice that a Guncannon style Mobile Suit is available.

Heh...Sorry for the little tangent...
 
Name: Yoshino Gian the 3rd​
Appearance:
Age: 19​
Rank: Ensign​
Role: Doing Repairs​
Birthplace: Unknown​
Experience: Gaining familiarity in Artillery. Some piloting and mechanic duties. Brief stint as a police detective.​
Aspects:
(High Concept): Affable Greenhorn​
(Trouble): Owes Large Debt to the Seven Stars​
Born a Spacer​
A Price on My Head​
Vienna Underground​
Refresh: 3​
Fate Points: 3​
Physical: [][]​
Morale: []​
Consequences:
Personality & Bio:
Yoshino, known by her Callsign "Henrietta", maintains that her induction into the corps was to follow a long, proud tradition of piloting in her family, most of which is true. Yet she usually omits the fact that she takes liberties with team resources and likes to lone wolf on most ops. She placed well behind the other candidates for the program on tests, perhaps intentionally. Perhaps because of a troubled past.​
Combat stats consist of whatever was learned in sims growing up. Much of that was on outdated hardware. But her head is in the right place, for Yoshino knows there is no going back. She was absent for much of the war, yet the recruitment station proved one day a surefire way to dodge the urban underground when it started to bare its fangs.​
Skills:
+4 Notice​
+3 Will, Deceive​
+2 Targeting, Stealth, Investigate​
+1 Lore, Shoot, Rapport, Fight​
Stunts:
Because of my deftness avoiding debtors' goons, I get a +2 in Stealth when an enemy is nearby.​
My handling of investigations result in a +2 in Rapport when trying to make someone fess up.​
I am equal parts strong willed and conniving, so a +1 to these skills when someone is defending with Empathy.​
What experience or strength do you bring to the test team?
A: A somewhat shady past with plenty of powerful connections. Good physique.
What is your main goal as part of the team?
A: That's easy: win.
What is your biggest weakness?
A: I seem to want to hack people's wearables.
What Unit Type do you want?
A: RCX-76-02 Guncannon
Additional equipment requests:
A: Low Recoil Cannon
 
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Honestly, haven't joined a RP on here in awhile...Mostly because I get stuck in Waitlist hell but...Man I've never taken a part in a Gundam RP before. And...I almost got into a RP using the Fate system set in Gotham and the Batman mythos, but you know...Waitlist and then it died so I have no proper experience in terms of actual RP time. Still I'd love to at least try...

Looking over the available Mobile Suit types...Is it weird that I sorta feel sad that a Guntank type mobiles suit isn't available? Like, yeah the original Gundam was and is quite the nice design. Yet I always in a way loved the other two styles of Mobile Suit first shown in Operation V more for some reason. Like, the Guntank and Guncannon just felt good to me...So it's nice that a Guncannon style Mobile Suit is available.

Heh...Sorry for the little tangent...
I think the main thing I like to emphasize to new people is communicating if you need to drop or IRL stuff happens. I'm not the best about consistency, but I think it helps when people communicate if they're unable to post or will need extra time doing stuff. I'd say if you're able to get a post or two out every day or two at peak posting rate, that would be best. If you're the type that doesn't check the forum for days or weeks at a time... could be problematic, has been a problem before.

Other than that, I think it's a pretty easy system to get into and understand. We're writing a collaborative story here with some dice rolling here and there.

If you're fine with that you should give it your best shot with an application and see how it goes.

I didn't really feel like doing vehicles which used multiple characters to pilot them. I'm not really a fan of the core-block Guntank at all in general (lol, what, a tank that can't rotate it's upper half more than a slight turn to each side?) Also, the first RP was in space, so there was limited application for it.
 
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