Thunder from the Void (Interest & Recruit & OOC)

HeavyArmor

Trust me, I'm a Tech-Priest
Location
Malaysia
OOC: This is the first time in 10 years I've try to manage a game, so advice and suggestions are much appreciated.

Thunder from the Void

Sometime in the mid-21st century, a calamity happened on Earth. Historical records called it "Void Impact", what actually happen is difficult to determine, other than creatures from another dimension manage to breach the dimension humanity is residing, and found "practical applications" with humans.

Before humanity as a whole can react to the new threat, humans by the millions were being killed, harvested, subjugated, or worst.

But taking advantage of the unstable connection between dimensions, humanity traded lives and land for time, studying the new threat, until new technologies are being developed, and humanity started to edge the playing field to their advantage.

During a high-risk operation that nearly gambled the fate of humanity, using highly experimental weaponry, humanity finally destabilize the dimension connection enough to stop most of these other worldly beings from invading.

Humanity had seemingly win the war, but at great cost. Civilization now continues to exist in form of several dozen Shield Cities spread across the world, with the hardy humans start to reclaim their home world step by step.

It is year 104 of the Reclamation Calendar, and this is where the stories begun.



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Thunder of the Void is a sci-fi tactical strategy game where you play as a leader of a small unit of "Void Frames" Mechanoid Warmachine developed by humanity to counter the Void Dwellers. The stage is set in New Dawn City, one of the larger Shield Cities.

Each turn, player would respond to the Void Dweller incursion incidents and fight them off to protect the city. Battles would be based on a D6 with modifiers roll system. After each battle, players would be rewarded by the government for their bounties, after taking into consideration collateral damage you have caused.


Other than Battles, there would also be special events that require special solution methods.
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How to start:

Lets get you started, what shall we call you?
  • Unit Name: (Optional if Lone Wolf)
  • Commander Name:
  • Gender: (Optional)
  • Age: (Optional)
  • Background: (Optional)

OK, after hearing your back story, let's choose a Faction.
  • Faction:
    • Lone Wolf - You walk alone. (well, not actual alone, sometime it includes a small technical support staff)
    • Private Outfit - A small business, you answer to no one but your client, it offers great freedom, but it also means you might end up helpless in situations.
    • Guardians - The State Army, you get the best support available from the state. But it meant you had to follow orders and regulations.

Next, let's choose a Staging Area, this determines where you set up your comfy little home / home base. This determines where you start your deployment when the alert sounds.
  • Outer City
    • North Wall - The northern section of the Shield City's defense perimeter facing the northern sea. Houses a modest civilian population, a major Guardian garrison and the northern shield generator.
    • Eastern Wall - The eastern section of Shield City's defense perimeter facing the eastern coastal swamp forest. Houses a bustling agriculture community, a major Guardian garrison and the eastern shield generator.
    • Southern Wall - The southern section of Shield City's defense perimeter facing the southern wastelands. Houses a thriving trading and scavenging community, a major Guardian garrison and the southern shield generator.
    • Western Wall - The western section of Shield City's defense perimeter facing the western mountain range. Houses a modest mining community, a major Guardian garrison and the western shield generator.
    • Port Setsuna - the major port of New Dawn city, located in a fjord between the North Wall and West Wall. Houses a modest fishermen and sailor community, large drydock facilities, trading posts, and major storage facilities.
    • Knotter Settlement - A small settlement just outside of South Wall perimeter. Officially under New Dawn management, exists as a place for land travelling traders/merchants to gather themselves before entering proper city perimeter, unofficially has a thriving black market community. A small Guardian detachment stationed here to keep an eye on everything.
  • Inner City
    • Residence Sector - The major sector where most of New Dawn's civilians lived. A bustling community with multiple schools and universities, a public transport hub, and services catering the needs of the people. A place where you meet people, a lot of people.
    • Industrial Sector - The pumping heart of New Dawn city, providing the needs of the city. A bustling industrial community and major storage facilities. A place where you need something build, or might find some discarded stuff just laying in an abandoned warehouse.
    • Commerce Sector - The place where the Mega Corps set up shop. A bustling business community with thriving supporting services, also home to several high-end residence cater specifically to CEOs and High Execs. A place to attract rich attention, and spend lots of money.
    • Government Sector - The governance center for New Dawn City, Civil Service office, Parliament, and all those things you need to run a City-Nation. Also the place of Guardian HQ for New Dawn City branch. A place where you meet important people, or recruit wash-out Guardians.
    • Old Town - The part where New Dawn City first existed before the shield generators were completed. A modest residence area with modest service and commerce activities. A place to find nostalgia or something really old. Ah yes, and the Black Market, we just pretend it isn't there.
    • Sage Sector - The place where important R&D activities were located. Unsurprisingly, most civilians tend to avoid this place, though some thought this place could be once in a life time opportunity. The most dangerous place in New Dawn City.
Traveling cross-area had an effect on your battle initiative.


Now to build up your unit:
  • Pilot Stat:
    • Gunnery - Determine your proficiency in operating ranged weaponry
    • Melee - Determine you proficiency in operating melee weaponry
    • Defense - Determine how good are you at shrugging off damage
    • Aim - Determine how good are you at hitting things and minimizing collateral damage
    • Evade - Determine how good are you at not getting hit
    • Skill - Determine your chances at triggering special abilities or rare talents and to deny your opponents'

All attribute of the Pilot stat start at Lv1, it takes 2 Potential Points (PP) to upgrade to Lv2, 3 PP to upgrade to Lv3, and so on.

Lone Wolf players start with 20 PP on the player character.

Private Outfit players start with 25 PP, and may recruit subordinate/partners at 5 PP per pilot, recruited pilots start also at Lv1 attributes. The player character and subordinate/partner shares the same PP pool.

Guardian players start with 20 PP, and 2 free subordinates (Lv1 attributes). The player character and subordinates shares the same PP pool.

Unused PPs can be saved for future upgrade.


Now we got the spiritual stuff taken care of, now the part where we spend cash:

Lone Wolf players get $1000 credits for pregame spending.

Private Outfit players get $2500 credits for pregame spending.

Guardian players get $500 credits for pregame spending.

First, the most important thing in your outfit, choose your Void Frames. (Refer to Void Frames & Loadouts section)

Do take note on several Void Frame aspects:
  • Size: the size of the VFs, divided into XS/S/M/L/XL. Smaller units have an aim bonus against larger targets, while larger units would suffer aim penalty against smaller targets; Larger units have damage bonus against smaller targets, while smaller units suffer damage penalty against larger targets.
  • HP: Hit Point
  • Slots: places to mount weaponry and equipment. Divided into Light/Medium/Heavy/Internal, Light Slots can only mount Light options, Medium Slots can mount Light/Medium options, Heavy Slots can mount Light or Medium or Heavy options, Internal Slots can only mount Internal options.
  • Movement: How fast they move.
  • Sensors: How good are their fire control systems.
  • Armor: How good are their protection.
  • Special: some special function in design

After ensuring you have the hardware you need, you may spend leftovers to general upgrades:
  • Support Team ($500): +100% to base repair capability and Lv1 modifier to technical challenges
  • Professional Maintenance Team ($1000): +200% to base repair capability and Lv2 modifier to technical challenges
  • Expert Technical Advisor ($1500): +500% to base repair capability and Lv4 modifier to technical challenges
  • PR Team ($500): Lv1 modifier to renown challenges (to negate effects of collateral damage and bonus when you did something really good)
  • Wise Doctor ($500): Lv2 modifier to pilot causalities and to pilot recovery rate.

Note: Guardian players are provided for free with 1 Falcon, 2 Robin and Professional Maintenance Team.

Void Frames Section:
  • Lee Brothers Industry- The economical choice, it gets the job done, but don't expect much
    • Fairy ($100)
      • Size: S
      • HP: 8
      • Slots: 1 × Light, 1 × Internal, 1 × Fixed Light Manipulator
      • Movement: 7
      • Sensors: 1
      • Armor: 0
    • Ghost ($200)
      • Size: M
      • HP: 15
      • Slots: 1 × Medium, 1 × Light, 1 × Internal, 1 Fixed Standard Manipulator
      • Movement: 6
      • Sensors: 1
      • Armor: 1
    • Revenant ($250)
      • Size: M
      • HP: 15
      • Slots: 1 × Medium, 1 × Light, 2 × Internal, 1 × Fixed Standard Manipulator
      • Movement: 6
      • Sensor: 2
      • Armor: 1
    • Woodsman ($250)
      • Size: M
      • HP: 18
      • Slots: 2 × Medium, 2 × Light, 1 × Internal
      • Movement: 5
      • Sensor: 1
      • Armor: 2
  • Tesla Corp- THE Primary supplier of Guardians, the synonym for Mil-spec products
    • Wagtail ($200)
      • Size: M
      • HP: 10
      • Slots: 1 × Medium, 1 × Light, 1 × Internal
      • Movement: 8
      • Sensor: 2
      • Armor: 0
      • Special: Flight
    • Robin ($250)
      • Size: M
      • HP: 12
      • Slots: 1 × Medium, 2 × Internal, 2 × Fixed Standard Manipulator
      • Movement: 8
      • Sensor: 2
      • Armor: 0
      • Special: Flight
    • Falcon ($300)
      • Size: M
      • HP: 15
      • Slots: 1 × Medium, 1 × Light, 1 × Internal, 2 × Fixed Standard Manipulator
      • Movement: 8
      • Sensor: 2
      • Armor: 1
      • Special: Flight, Breaker Field
    • Vulture ($350)
      • Size: L
      • HP: 25
      • Slots: 1 × Heavy, 2 × Medium, 2 × Light, 1 × Internal
      • Movement: 5
      • Sensor: 2
      • Armor: 2
  • Ishimura Enterprise- Cater to high-end users, sometime contracting work from Guardians, but more towards Mega-Corp mercenaries.
    • Arbalest ($300)
      • Size: S
      • HP: 8
      • Slots: 2 × Light, 2 × Internal, 2 × Fixed Light Manipulator
      • Movement: 8
      • Sensor: 2
      • Armor: 1
      • Special: Active Camouflage
    • Gladiator ($400)
      • Size: L
      • HP: 30
      • Slot: 2 × Heavy, 2 × Internal, 2 × Fixed Heavy Manipulator
      • Movement: 6
      • Sensor: 2
      • Armor: 3
      • Special: Laminar Armor
    • Musha ($600)
      • Size: L
      • HP: 40
      • Slot: 1 × Heavy, 2 × Medium, 2 × Internal, 1 × Fixed Heavy Manipulator
      • Movement: 7
      • Sensor: 2
      • Armor: 4
      • Special: Laminar Armor
    • Shogun ($800)
      • Size: XL
      • HP: 55
      • Slot: 2 × Heavy, 3 × Light, 2 × Internal, 2 × Fixed Heavy Manipulator
      • Movement: 6
      • Sensor: 2
      • Armor: 5
      • Special: Ω Alloy Armor
  • Ashe Manufacturing- A gathering of madmen, specialized in high-spec machines, but their work often carries undesirable traits.
    • Revenant Type-T2 ($350)
      • Size: M
      • HP: 16
      • Slot: 1 × Medium, 1 × Light, 3 × Internal, 1 × Fixed Standard Manipulator
      • Movement: 7
      • Sensor: 3
      • Armor: 1
      • Special: Mind-Machine Interface
    • Turbulence ($500)
      • Size: M
      • HP: 15
      • Slot: 2 × Medium, 3 × Light, 2 × Fixed Standard Manipulator
      • Movement: 7(9)
      • Sensor: 4
      • Armor: 1
      • Special: Flight, Breaker Field, Augmented Booster Array
    • Revenant Mk3 ($550)
      • Size: M
      • HP: 18
      • Slot: 1 × Medium, 1 × Internal, 1 × Fixed Standard Manipulator, 1 × Fixed Heat Impactor, 2 × Fixed Grenade Projector Array
      • Movement: 7
      • Sensor: 3
      • Armor: 3
      • Special: Laminar Armor, Unyielding, Manipulator Augment System
    • Harken Raven ($650)
      • Size M
      • HP: 16
      • Slot: 2 × Medium, 3 × Internal, 2 × Fixed Standard Manipulator, 2 × Fixed Missile Pod
      • Movement: 7
      • Sensor: 4
      • Armor: 2
      • Special: Augmented Unobtanium Reactor, Mind-Machine Interface

Weapon & Equipment
  • Light:
    • Light Manipulator ($30)
      • Lv1 Melee attack, grapple, technical challenge capable
    • Arc Cutter ($30)
      • Lv2 Melee attack, piercing
    • Grappling Hook ($25)
      • Lv1 Ranged attack, range 10, point-blank, grapple
    • M22 Machine Gun ($25)
      • Lv1 Ranged attack, range 10
    • Grenade Launcher ($30)
      • Lv2 Ranged attack, range 10, blast, collateral
    • Rocket Pod ($45)
      • Lv3 Ranged attack, range 20, piercing
    • Light Laser ($45)
      • Lv4 Ranged attack, range 20, precision
    • Riot Shield ($30)
      • Armor +2, Defense +2
  • Medium:
    • Standard Manipulator($45)
      • Lv2 Melee attack, grapple, technical challenge capable
    • Plasma Cutter($45)
      • Lv3 Melee attack, piercing
    • Heat Impactor($70)
      • Lv7 Melee attack, piercing, unwieldy
    • M57 Autocannon($50)
      • Lv3 Ranged attack, range 25, piercing
    • Grenade Projector Array($75)
      • Lv7 Ranged attack, range 15, unwieldy, blast, collateral
    • Missile Pod($55)
      • Lv5 Ranged Attack, range 25
    • Standard Laser($55)
      • Lv4 Ranged Attack, range 25, precision
    • Combat Shield($60)
      • Armor +4, Defense +4
  • Heavy:
    • Heavy Manipulator($60)
      • Lv4 Melee attack, grapple, technical challenge capable
    • Zankantou($70)
      • Lv6 Melee attack, piercing, devastating
    • Plasma Stake($100)
      • Lv8 Melee attack, piercing, devastating, unwieldy
    • M8 Gatling Cannon ($100)
      • Lv5 Ranged attack, range 25, piercing, repeater
    • Claymore Array($120)
      • Lv8 Ranged attack, range 15, point-blank, blast, devastating, collateral
    • Cluster Missile($120)
      • Lv6 Ranged attack, range 25, repeater
    • Heavy Laser($120)
      • Lv6 Ranged attack, range 25, precision, piercing
    • Tower Shield($90)
      • Armor +6, Defense +6
  • Internal:
    • Booster ($50)
      • +1 Movement, +1 Evade
    • Vector Nozzle($100)
      • +1 Movement, +2 Evade
    • Augmented Booster Array($200)
      • +2 Movement, +4 Evade, unwieldy
    • Laser Radar($50)
      • +1 Gunnery
    • Enhanced Scope($100)
      • +2 Gunnery, +10 range to Ranged attack
    • Breaker Field($100)
      • Deals direct damage to target when entering melee range, damage proportional to Movement
    • Composite Armor($50)
      • +2 Armor
    • Laminar Armor($100)
      • When facing attacks with "Laser", "Beam" keywords, half the attacking power
    • Ω Alloy Armor($250)
      • Half the attacking power of all incoming attack, resist special effects "corrosion", "distortion"
    • Void Distortion Field($250)
      • Half all received damage
    • Active Camouflage ($150)
      • Evade +4
    • Plasma Reactor ($150)
      • Movement +1, all weapon attack Lv+1
    • Augmented Unobtanium Reactor($250)
      • Roll D6 at start of every battle round to determine property:
        • 1: Movement -1, Evade -1, Sensor -1, all weapon attack Lv-1
        • 2~5: Movement +1, Evade +1, Sensor +1, all weapon attack Lv+1
        • 6: Movement +2, Evade +2, Sensor +2, all weapon attack Lv+2
    • Mind-Machine Interface($250)
      • Attribute Check (Skill Lv3), Gunnery +2, Melee +2, Aim +2, Evade +2




(OOC: This is a working prototype/alpha, I haven't really test play it, so feedback and advice are much appreciated.)
 
Not sure if I'd have any suggestions but I'd would be interested.
 
I'm interested. How does armor relate to damage? Is it a straight subtraction from enemy damage roll?
 
I'm interested. How does armor relate to damage? Is it a straight subtraction from enemy damage roll?

As of the currently build, no, currently It's more of a modifier against enemy attack power.

Lv 1 Attack on an Armor 1 target means no modifiers. Lv2 Attack on an Armor 1 target means the target would suffer 110% damage.

The actual damage is determine by the difference between the attacker's gunnery/melee skill versus the target's defense skill.

Or should I say this this the idea, cause I haven't done many balancing for the system...
 
Hmmm, this could be interesting.

Though I have to ask, what style of mecha you're going to use?

A "realistic" style similar to Mechwarriors or an "anything goes" similar to Lancer?

edit:

As for suggestions, I feel like these two:
  • Ω Alloy Armor($250)
    • Half the attacking power of all incoming attack, resist special effects "corrosion", "distortion"
  • Void Distortion Field($250)
    • Half all received damage
May be a little too good for their prices.
 
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Though I have to ask, what style of mecha you're going to use?

A "realistic" style similar to Mechwarriors or an "anything goes" similar to Lancer?

More towards Battletech with a dash of Super Robot Wars.

As for suggestions, I feel like these two:
  • Ω Alloy Armor($250)
    • Half the attacking power of all incoming attack, resist special effects "corrosion", "distortion"
  • Void Distortion Field($250)
    • Half all received damage
May be a little too good for their prices.

Yeah, it's pretty much very alpha, I'll continue tuning it.
 
Alright, I will take the like as a yes, so I will start making the sheet.

I may change things as the rules of the setting develop.

Unit Name: The Onis

Commander Name: Hibiki
Gender: Female
Age: 40
Background: The last pilot of the Onis.

The Onis started as a group of different people that wanted to protect their homes in the Knotter Settlement, they put together their resources and managed to created a small company.

Young Hibiki was an orphan that didn't have much to her name but nevertheless wanted to protect the place she called home. After much work and begging, she was allowed to join and evenutally was given her own void frame that she customized and called "Kurenai".

She believes in hard work and constant training, and always tries to keep others in ease. Which may be one of the reasons why she has such a hard time asking others for help.

As years passed, one by one the Onis lost pilots. To death, to injuries, to simple retirement. Until only one remained.

Though the arrival of the young Victor has brought some hope to the group.

Subordinate Name: Victor Aguilera
Gender: Male
Age: 18
Background: At a young age, Victor lost his parents to monsters. That tragic day he almost lost his life too, but was saved by the crimson void frame of the Onis, the Kurenai.

From that day forward, Victor swore that he would join the Onis and help the person that saved him.

It took a lot of begging but the Onis eventually accepted him in their ranks, and after even more begging on part of everyone, Hibiki accepted him as a pilot. But only as support and only as long as he can follow her training.

And so he was given a void frame to use as his own, he called it: Escarabajo.

Victor has a lot of harsh days ahead of himself, and he couldn't be happier.

Private Outfit - A small business, you answer to no one but your client, it offers great freedom, but it also means you might end up helpless in situations.

Outer City
  • Knotter Settlement - A small settlement just outside of South Wall perimeter. Officially under New Dawn management, exists as a place for land travelling traders/merchants to gather themselves before entering proper city perimeter, unofficially has a thriving black market community. A small Guardian detachment stationed here to keep an eye on everything.
Starts with 10 PP:

-5 PP: -3 for Lv 3 Melee and -2 for Lv 2 Defense.

Lv 1 Gunnery - Determines your hit and damage using Ranged Weapons
Lv 3 Melee - Determines your hit and damage using Melee Weapons
Lv 1 Evade - Determines you evade chance
Lv 2 Defense - Determines how much damage you receive
Lv 1 Skill - For special rolls

-5 PP for new recuit.

Lv 1 Gunnery - Determines your hit and damage using Ranged Weapons
Lv 1 Melee - Determines your hit and damage using Melee Weapons
Lv 1 Evade - Determines you evade chance
Lv 1 Defense - Determines how much damage you receive
Lv 1 Skill - For special rolls

Assets (Starts with $2500):

Support Team (-$500): +100% to base repair capability and Lv1 modifier to technical challenges.
-The support team is composed by members of the Ferrero family, one of the founding members of the Onis. They're lead by the young prodigy of the family, Flint.

Wise Doctor (-$500): Lv2 modifier to pilot causalities and to pilot recovery rate.
-Doctor Tachibana has saved a lot people in his time working for the group, he has also lost many. He's a very strict man but also very kind, and has not patience for people that doesn't listen to his instructions. Hibiki is a constant headache for him.

Void Frames:

Musha (-$600)
Size: L
HP: 40
Slot: 1 × Heavy, 2 × Medium, 2 × Internal, 1 × Fixed Heavy Manipulator
--(Heavy) Zankantou (-$70) Lv6 Melee attack, piercing, devastating
--(Medium) Standard Laser (-$55) Lv4 Ranged Attack, range 25, precision
--(Medium) Combat Shield(-$60) Armor +4, Defense +4
--(Internal) Breaker Field(-$100) Deals direct damage to target when entering melee range, damage proportional to Movement
--(Internal) Empty
Movement: 7
Sensor: 2
Armor: 4
Special: Laminar Armor

Revenant Type-T2 (-$350)
Size: M
HP: 16
Slot: 1 × Medium, 1 × Light, 3 × Internal, 1 × Fixed Standard Manipulator
--(Medium) Standard Laser (-$55) Lv4 Ranged Attack, range 25, precision
--(Light) Rocket Pod (-$45) Lv3 Ranged attack, range 20, piercing
--(Internal) Laser Radar(-$50) +1 Gunnery
--(Internal) Enhanced Scope(-$100) +2 Gunnery, +10 range to Ranged attack
--(Internal) Empty
Movement: 7
Sensor: 3
Armor: 1
Special: Mind-Machine Interface

Money remaining: $15
 
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There's currently no reason to pick a Lone Wolf instead of just picking Private Outfit and spending everything on a lone wolf character, so I did it :V

Azelstan & Co
Commander: Azelstan
Faction: Private Outfit
Staging Area: Port Setsuna

Pilot Stats (Azelstan):
  • Gunnery - 3 (5 PP)
  • Melee - 3 (5 PP)
  • Defense - 3 (5 PP)
  • Aim - 3 (5 PP)
  • Evade - 1
  • Skill - 3 (5 PP)

Upgrades: Support Team ($500), PR Team ($500)

Void Frame (Vermilion Sovereign, $1490)
Shogun ($800)
  • Size: XL
  • HP: 55
  • Slot: Plasma Stake ($100), M8 Gatling Gun ($100), 3 × Grenade Launchers ($90), Plasma Reactor ($150), Mind-Machine Interface ($250), 2 × Fixed Heavy Manipulator
  • Movement: 6 (7)
  • Sensor: 2
  • Armor: 5
  • Special: Ω Alloy Armor
Leftovers: $10
 
It would certainly make sense if the Lone Wolf had the best skill points among all the 3 by a considerable margin.
 
WIP but I think it's a solid long range combatant.

Harken Raven ($650)
Size M
HP: 16
Slot:
Medium
Missile Pod Lv5 Ranged Attack, range 25
Missile Pod Lv5 Ranged Attack, range 25
Standard Laser($55) Lv4 Ranged Attack, range 25, precision
Standard Laser($55) Lv4 Ranged Attack, range 25, precision
Internal
Laser Radar($50)+1 Gunnery
Enhanced Scope($100) +2 Gunnery, +10 range to Ranged attack
Plasma Reactor ($150) Movement +1, all weapon attack Lv+1
Mind-Machine Interface Attribute Check (Skill Lv3), Gunnery +2, Melee +2, Aim +2, Evade +2
Augmented Unobtanium Reactor
Roll D6 at start of every battle round to determine property:
1: Movement -1, Evade -1, Sensor -1, all weapon attack Lv-1
2~5: Movement +1, Evade +1, Sensor +1, all weapon attack Lv+1
6: Movement +2, Evade +2, Sensor +2, all weapon attack Lv+2
Movement: 7
Sensor: 4
Armor: 2
Special: Augmented Unobtanium Reactor, Mind-Machine Interface

Pilot Skill 24/25 PP Spent
Gunnery 4 (9)
Melee 1
Defense 2 (2)
Aim 4 (9)
Evade 2 (2)
Skill 2 (2)
 
Gameplay and stats Ver 0.2.0a
Based on feedback advice, I've change Gameplay significantly, so further criticism and advices are appreciated, as were some proof reading (I've worried I'm missed a point or two):

This is a turn-based game, which a turn would roughly translate into 1 week's in-game time.

Each turn would be diverted into several stages:
  1. Free Action Phase
    • This is the non-combat RP phase, which players are free to RP a number of actions, such as spending extra effort repairing you damaged mech, spending time wandering the streets in hopes of hidden events or exploring the location that might find something special.
    • The success rate of something happening would be determined by D6+[Skill], if the player make an effort post, it becomes 2D6+[Skill], and depending on the post might lead to specific events, so a higher [Skill] stat means events happen more often.
    • Currently plotted hidden events include: "Master Musashi's big favor", "Instructor Gai's Special Training", "Forgotten Hot Blooded Heroes", "Became The Light", "Boost! Faster than Him!", "Abominable? Benevolent?" and etc.
  2. Scramble Phase
    • Now, the Cities' early warning had detected dimensional breaches now players decide which one they wish to deploy on.
    • The GM would roll 1D6 to determine the number incursions happen, 2D6 if certain conditions were meet.
    • On depending on where the incursion happen, first, GM would roll 1D2 to determine the incursion happen in inner city or outer city.
    • Then the GM would roll 1D6 to determine on where it occur.
    • The will be 12 locations total, if Players scramble to the same location as their Base of Operations, they would be at initiative 12; if Players scramble to another location in the same inner/outer city section, they would be at initiative 2D6; if Players scramble to outer city from inner city or vice-versa, they would be at initiative 1D6.
  3. Combat Phase
    • The Combat instructions would happen via PM.
    • Combat involves multiple Move-Attack cycles.
    • All units would act in the same time.
    • Move: Player units and Enemy units would start combat at range 20. Player can decide on closing in with the enemy, or maintain distance, or stand still, or pull back. This would depend on your Mech's movement profile. And remember, the enemy would react with your movement.
    • Melee occurs at range 0~1, and if both units are at Range 25+, they may choose disengage.
    • In Melee, unit may only choose to attack with either Ranged or Melee weapon, but not both. Ranged Weapon that attacked in Range 0 will suffer -2 Gunnery penalty.
    • Attack: Units would use their weapon/equipment to deal damage against each other.
    • Hit is calculated by: [Gunnery/Melee] - [Target Evade] + 2D6, hit is scored if the result is 7+. If the hit result is less than 2, meant you have cause collateral damage on the city.
    • Damage is calculated by [Gunnery/Melee] + [Weapon Base Damage] - [Target Defense] - [Target Armor].
    • Combat ends with either one side completely annihilated or manage to disengage.
    • Upon a collateral hit, serious consequence can be avoided if the player scored a 4+ in [Skill] + 1D6. Collateral damage would be calculated by [Gunnery/Melee] + [Base Weapon Damage]
    • Collateral does not apply on enemy units.
  4. Post-Combat Phase
    • Now the combat has ended, now to determine the player rewards.
    • Credit rewards are calculated by { [Initiative] × [Target Bounty] } - [Collateral Damage]
    • PP rewards are calculated depending on { [Initiative] × [Mission base PP] } + [Enemy killed reward PP]
    • Roll 2D6 + [Skill] to determine if there are any salvage.
    • All damaged Void Frames would be repaired 25% of their full HP, rounded up (A VF with 10HP, received 7 damage in combat, in Post Combat, it would have 3 HP repaired).
Note: Players can choose to sit out the scramble/combat phase, and certain Hidden Events would require to skip the scramble/combat entirely.

Locations remain largely the same:
  • Outer City
    • North Wall - The northern section of the Shield City's defense perimeter facing the northern sea. Houses a modest civilian population, a major Guardian garrison and the northern shield generator.
    • Eastern Wall - The eastern section of Shield City's defense perimeter facing the eastern coastal swamp forest. Houses a bustling agriculture community, a major Guardian garrison and the eastern shield generator.
    • Southern Wall - The southern section of Shield City's defense perimeter facing the southern wastelands. Houses a thriving trading and scavenging community, a major Guardian garrison and the southern shield generator.
    • Western Wall - The western section of Shield City's defense perimeter facing the western mountain range. Houses a modest mining community, a major Guardian garrison and the western shield generator.
    • Port Setsuna - the major port of New Dawn city, located in a fjord between the North Wall and West Wall. Houses a modest fishermen and sailor community, large drydock facilities, trading posts, and major storage facilities.
    • Knotter Settlement - A small settlement just outside of South Wall perimeter. Officially under New Dawn management, exists as a place for land travelling traders/merchants to gather themselves before entering proper city perimeter, unofficially has a thriving black market community. A small Guardian detachment stationed here to keep an eye on everything.
  • Inner City
    • Residence Sector - The major sector where most of New Dawn's civilians lived. A bustling community with multiple schools and universities, a public transport hub, and services catering the needs of the people. A place where you meet people, a lot of people.
    • Industrial Sector - The pumping heart of New Dawn city, providing the needs of the city. A bustling industrial community and major storage facilities. A place where you need something build, or might find some discarded stuff just laying in an abandoned warehouse.
    • Commerce Sector - The place where the Mega Corps set up shop. A bustling business community with thriving supporting services, also home to several high-end residence cater specifically to CEOs and High Execs. A place to attract rich attention, and spend lots of money.
    • Government Sector - The governance center for New Dawn City, Civil Service office, Parliament, and all those things you need to run a City-Nation. Also the place of Guardian HQ for New Dawn City branch. A place where you meet important people, or recruit wash-out Guardians.
    • Old Town - The part where New Dawn City first existed before the shield generators were completed. A modest residence area with modest service and commerce activities. A place to find nostalgia or something really old. Ah yes, and the Black Market, we just pretend it isn't there.
    • Sage Sector - The place where important R&D activities were located. Unsurprisingly, most civilians tend to avoid this place, though some thought this place could be once in a life time opportunity. The most dangerous place in New Dawn City.

The player Character's Stat have some minor changes:
  • Gunnery - Determines your hit and damage using Ranged Weapons
  • Melee - Determines your hit and damage using Melee Weapons
  • Evade - Determines you evade chance
  • Defense - Determines how much damage you receive
  • Skill - For special rolls
All Character's stat starts at Lv1, upgrade to Lv2 needs 2 Player Point (PP), upgrade to Lv3 needs 3 PPs, and so on. All pilots of the same PC team share the same PP pool.

The Void Frame profiles have a minor tweak, mostly to simplify gameplay:
  • HP - How durable is your Void Frame
  • Armor - How much damage can you mitigate
  • Movement - How fast it moves
  • Slots - What can it carry?
  • Special - any build-in features or design traits that might impact gameplay

Regarding Slots:
  • There are different kinds of slots: Light, Medium, Heavy and Internal.
  • Light slots can mount Light options;
  • Medium slots can mount Light/Medium options;
  • Heavy slots can mount Medium/Heavy options or Light options doubled up; (example, a heavy slot can mount twin Machine Guns or twin Rocket pods, but not MG+RP combination)
  • Internal slots can only mount Internal options.
  • Just because you can, doesn't mean you should, because all options have a modifier limit cap. (like Manipulator attacks are cap at 2 max per cycle, even if you have 4 manipulators attached)

Examples of Void Frames available on new game includes:
  • Lee Brothers Industry- The budget choice, it gets the job done, but don't expect much
    • Revenant ($100)
      • HP: 20
      • Armor: 2
      • Movement: 6
      • Slots: 1 Medium, 1 Light, 1 Internal, 2 Fixed Standard Manipulator
      • Special: N/A
    • Warthog ($200)
      • HP: 25
      • Armor: 2
      • Movement: 8
      • Slots: 2 Medium, 2 Internal, 2 Fixed Standard Manipulator
      • Special: N/A
    • Shrike ($350)
      • HP: 25
      • Armor: 5
      • Movement: 8
      • Slots: 1 Medium, 2 Light, 2 Internal, 1 Fixed Standard Manipulator
      • Special: Flight
    • Falcon ($350)
      • HP: 20
      • Armor: 2
      • Movement: 12
      • Slots: 1 Heavy, 1 Light, 1 Internal, 2 Fixed Standard Manipulator
      • Special: Flight
  • Tesla Corp- THE Primary supplier of Guardians, the synonym for Mil-spec products
    • Lion ($200)
      • HP: 20
      • Armor: 2
      • Movement: 9
      • Slots: 2 Medium, 2 Light
      • Special: Flight
    • Leopard ($300)
      • HP: 22
      • Armor: 3
      • Movement: 9
      • Slots: 2 Medium, 2 Internal, 2 Fixed Light Manipulator
      • Special: Flight, Electron Field
    • Cheetah ($500)
      • HP: 22
      • Armor: 4
      • Movement: 12
      • Slots: 2 Medium, 2 Light, 2 Fixed Missile Pod
      • Special: Flight
    • Panther ($550)
      • HP: 26
      • Armor: 6
      • Movement: 8
      • Slots: 1 Heavy, 2 Medium, 2 Light, 2 Internal
      • Special: Siege FCS
  • Ishimura Enterprise- Cater to high-end users, sometime contracting work from Guardians, but more towards Mega-Corp mercenaries.
    • Ronin ($550)
      • HP: 30
      • Armor: 8
      • Movement: 6
      • Slots: 2 Heavy, 2 Internal, 2 Fixed Heavy Manipulator
      • Special: Ablative Armor
    • Musha ($750)
      • HP: 30
      • Armor: 8
      • Movement: 9
      • Slots: 1 Heavy, 3 Internal, 2 Fixed Heavy Manipulator
      • Special: Motion-Trace OS
    • Shogun ($950)
      • HP: 30
      • Armor: 12
      • Movement: 8
      • Slots: 2 Heavy, 2 Medium, 2 Light, 2 Internal
      • Special: Motion-Trace OS
    • Dai-Ryusei ($1200)
      • HP: 35
      • Armor: 15
      • Movement: 8
      • Slots: 3 Heavy, 4 Internal
      • Special: Alterium Reactor, Motion-Trace OS
  • Ashe Manufacturing- A gathering of madmen, specialized in unorthodox Void Frames, but their work often carries undesirable traits.
    • Revenant Mk III Mod-S ($350)
      • HP: 25
      • Armor: 9
      • Movement: 9
      • Slots: 1 Medium, 1 Fixed Standard Manipulator, 1 Fixed Kinetic Impactor, 2 Fixed Submunition Discharger
      • Special: Ablative Armor, Unwieldy Lv3
    • Proto-Raptor($450)
      • HP: 20
      • Armor: 2
      • Movement: 14
      • Slots: 1 Medium, 2 Light, 3 Internal, 2 Fixed Standard Manipulator
      • Special: Vector Boost Array, Unwieldy Lv3
    • Revenant Type-T2 ($450)
      • HP: 20
      • Armor: 2
      • Movement: 6
      • Slots: 1 Medium, 1 Light, 1 Internal, 2 Fixed Standard Manipulator, 1 Fixed Slasher Chakram
      • Special: Mind-meld Interface
    • Black Raven ($600)
      • HP: 26
      • Armor: 3
      • Movement: 9
      • Slots: 2 Medium, 2 Internal, 2 Fixed Standard Manipulator
      • Special: Manipulator Augmentation System, Plasmic-Alterium Reactor

Optional Equipment have been revamped almost entirely:

Light:
  • Light Manipulator ($10)
    • Melee, Damage 2
    • Keywords: Manipulator, Grapple
  • Thermal Cutter ($20)
    • Melee, Damage 2
    • Keywords: Penetrating
  • M23 Machine Gun ($10)
    • Range 15, Damage 1
    • Keywords: Anti-swarm
  • M190 Grenade Launcher ($20)
    • Range 15, Damage 1D6
    • Keywords: Anti-swarm, Collateral
  • Rocket Pod ($25)
    • Range 20, Damage 2D6
    • Keywords: Collateral
  • Light Laser ($25)
    • Range 25, Damage 6
    • Keywords: Precision, Beam
  • Grappling Hook ($20)
    • Range 5, Damage 1
    • Keywords: Point-Blank, Grapple
  • Riot Shield ($20)
    • +1 Armor, +1 Defense

Medium:
  • Standard Manipulator ($30)
    • Melee, Damage 5
    • Keywords: Manipulator, Grapple
  • Plasma Cutter ($40)
    • Melee, Damage 8
    • Keywords: Penetrating
  • Kinetic Impactor ($50)
    • Melee, Damage 3D6
    • Keywords: Penetrating, Unbalance
  • M57 Autocannon ($30)
    • Range 20, Damage 5
    • Keyword: Anti-swarm
  • M470 Grenade Launcher ($50)
    • Range 20, Damage 2D6
    • Keyword: Anti-swarm, Collateral
  • Submunition Discharger ($80)
    • Range 15, Damage 4D6
    • Keyword: Anti-swarm, Point-Blank, Collateral, Unbalance, One-shot
  • Missile Pod ($70)
    • Range 25, Damage 2D6
    • Keyword: Precision
  • Standard Laser ($70)
    • Range 25, Damage 12
    • Keyword: Precision, Penetrating, Beam
  • Slasher Chakram ($60)
    • Range 15, Damage 5
    • Keywords: Point-Blank
  • Combat Shield ($40)
    • +2 Armor, +2 Defense

Heavy:
  • Heavy Manipulator ($60)
    • Melee, Damage 10
    • Keywords: Manipulator, Grapple
  • Zankantou ($120)
    • Melee, Damage 3D6
    • Keywords: Penetrating, Devastating
  • Thermal Impactor ($120)
    • Melee, Damage 6D6
    • Keywords: Penetrating, Unbalance
  • Graviton Crusher ($200)
    • Melee, Damage 15
    • Keywords: Penetrating, Devastating, Grapple
  • M8 RF Cannon ($60)
    • Range 25, Damage 15
    • Keywords: Penetrating, Devastating
  • Cluster Missile Pod ($90)
    • Range 25, Damage 4D6
    • Keywords: Anti-swarm, Collateral
  • Heavy Laser ($100)
    • Range 25, Damage 25
    • Keywords: Precision, Penetrating, Beam
  • Thermal Blast Array ($120)
    • Range 15, Damage 4D6
    • Keywords: Penetrating, Devastating, Beam, Point Blank, Unbalance
  • Tower Shield ($120)
    • +4 HP, +4 Armor, +4 Defense, -4 Evade

Internal:
  • Reinforced Structure ($40)
    • +4 HP
  • Harden Armor ($80)
    • +4 Armor
  • Ablative Armor ($120)
    • All incoming ranged attacks have their base damage value halved (rounded up), unless the attack have "Penetrating" or "Devastating" keywords.
  • Graviton Deflector ($120)
    • +4 Armor, "Corrosive", "Penetrating" and "Devastating" keywords of incoming attacks have no effect.
  • Electron Field ($120)
    • Activate once per combat phase, effect for 1 combat cycle. Ignores all incoming ranged and melee attacks, deals 1D6 direct damage to all target within melee range.
  • Nano-repair kit ($80)
    • Activate once per combat phase, repair unit for 2D6 HP
  • Electro-Optic Camouflage ($200)
    • Selective activation. When activated, unit may not move more than 5 Movement, ignores [Gunnery] modifier for all incoming attacks.
  • Marksmen Scope ($40)
    • All ranged weapon +5 range
  • Quantum FCS ($120)
    • +2 Gunnery
  • Siege FCS ($120)
    • If the Void Frame remain stationary during this action cycle, it may ignore Target's Evade stats for all mounted ranged weapon.
  • Motion-Trace OS ($150)
    • When performing melee attacks, the Void Frame may ignore the target's Evade & Defense stats。
  • Manipulator Augmentation System ($200)
    • When performing technical or grapple action rolls with "Manipulator", you may reroll all failed rolls once. "Manipulator" base damage ×2.
  • Augmented Thruster ($80)
    • +2 Movement, Flight
  • Vector Boost Array ($120)
    • +4 Evade, Flight
  • Alterium Reactor ($200)
    • Selective activation during combat. When activated, +2 Movement, +2 Evade, +4 weapon base damage. If unit received more than 15 total damage in 1 combat cycle, roll 2D6 + [Skill] for stability check. If the result is 7+, then nothing happens, if not the Reactor suffers catastrophic damage and is permanently lost.
  • Plasmic-Alterium Reactor ($300)
    • For every combat cycle, roll a D6:
      • If rolled 1, the mounting unit -1 Movement, -1 Evade, -1 Weapon base damage, -5 Range for Ranged weapon
      • If rolled 2~5, the mounting unit +2 movement, +2 Evade, +2 Weapon base damage
      • If rolled 6, the mounting unit +4 movement, +4 Evade, +4 Weapon base damage, +5 Range for Ranged weapon
  • Graviton Balancing Drive ($650)
    • Mounted unit ignores all "Unwieldy", "Unbalance" Keywords.
  • Assistant AI ($650)
    • +1 Gunnery, +1 Melee, +1 Evade, +1 Defense, +2 Skill
  • Mind-meld Interface ($300)
    • The pilot needs to be Skill Lv3 or above for this to be in effect. Once in effect, +2 Gunnery, +2 Melee, +2 Evade, +2 Defense. If unit received more than 10 total damage in 1 combat cycle, roll 2D6 + [Skill] for mental blowback check. If the result is 7+, then nothing happens, if not the pilot is hit unconscious.


Traits and Keywords explanation:
  • Flight - Unit cannot be engage in melee unless the unit decides to also engage in melee.
  • Unwieldy LvX - Need to be Skill LvX to effectively pilot the unit, if not, -1 Gunnery, -1 Melee, -1 Evade, -1 Defense, -1 Movement.
  • Manipulator - Allows unit to conduct technical action. Only 2 "Manipulator" attacks allowed by each unit in each combat cycle.
  • Grapple - Allows the unit and target to maintain the existing range or pull closer. Target can choose break grapple, both sides roll D6 + [Skill], and break grapple if the target result if higher than the unit. Cannot be used on [Swarm] units.
  • Penetrating - Target [Armor] stat is halved, rounded up.
  • Devastating - Target [Defense] stat is halved, rounded up.
  • Anti-swarm - When attacking targets with [Swarm] keyword, attacks the target twice.
  • Collateral - Easy to cause collateral damage, when rolled a collateral hit, you may not roll to avoid the damage.
  • Precision - Target [Evade] stat is halved, rounded up.
  • Beam - Laser/Particle Beams, some equipment will have effect on such keyword.
  • Point-Blank - Ranged weapons that may attack in conjunction with Melee weapons.
  • Unbalance - When attacking, -1 Gunnery/-1 Melee depending on Ranged or Melee Weapon.
  • One-Shot - Can only be used once per Combat Phase.
  • Swarm - Consists of multiple smaller units, with each smaller unit killed, their entire combat effectiveness reduces accordingly.
  • Auto-Hit - Just what it says, an area of effect that would hit everything in range no matter how you evade.
  • Corrosive - Each hit reduces the [Armor] of target by 1, may be repaired after Combat.

Example Hostile units:
  • BioBug Cluster
    • Gunnery: 0
    • Melee: 1
    • Evade: 1
    • Defense: 1
    • Skill: 1
    • HP: 6 × 6
    • Armor: 0
    • Movement: 6
    • Equip:
      • 6 × Claws - Melee, Damage 1
    • Special: Swarm
  • Harvester
    • Gunnery: 2
    • Melee: 2
    • Evade: 1
    • Defense: 1
    • Skill: 2
    • HP: 30
    • Armor: 1
    • Movement: 6
    • Equip:
      • 6 × Harvester Tendrils - Melee, Damage 5, Grapple
      • Heat Ray - Range 15, Damage 6, Precision
      • Gas Discharger - Range 5, Damage 1, Auto-Hit, Corrosive
    • Special: Bio-Aug Repair
  • Wyvern
    • Gunnery: 3
    • Melee: 2
    • Evade: 2
    • Defense: 2
    • Skill: 4
    • HP: 20
    • Armor: 8
    • Movement: 9
    • Equip:
      • 2 × Slithering Claws - Melee, Damage 5, Hands, Grapple
      • 2 × Gravitonic Rifle - Range 25, Damage 6, Precision, Penetrating
      • Acid Bomblets - Range 10, Damage D6, Corrosive
    • Special: Flight
  • Pagoda
    • Gunnery: 3
    • Melee: 0
    • Evade: 1
    • Defense: 3
    • Skill: 3
    • HP: 35
    • Armor: 8
    • Movement: 5
    • Equip:
      • 2 × Crystaline Cannon - Range 25, Damage 3D6, Devastating
      • 4 × Twin Gravitonic Rifle - Range 25, Damage 2D6, Penetrating
      • Gas Discharger - Range 5, Damage 1, Auto-Hit, Corrosive

Last before I forgot, the starting package:

PCs may choose one of three background:
  • Lone-Wolf
  • Private Outfit
  • Guardian

Lone Wolf players start with 18PP and $1000

Private Outfit Players start with 10PP and $2500. They may recruit another pilot with 5PP.

Guardian Players start with 10PP and$800. They start with 2 subordinates and 1 Leopard, 2 Lions supplied by the Guardian, but may not choose which incursion to response, but were assigned.
 
Last edited:
Alright, I updated the skills of the characters.

I will updated the void frames when the other mechanics are simplified and added so I know how much money I can actually use.
 
Raptor Squad
Squad Captain: Erich Klinsmann
Squad Members: Lina Dietrich, Larry Foulke
Base Location: Sage Sector, New Dawn City
Funds: $50
Sorties
Number of Sorties: N/A
Sorties Accomplished: N/A
Sorties Failed: N/A
Erich Klinsmann
Gender: Male
Age: 25
Background: Hailing from one of the many destroyed villages, Erich joined the Guardians when he became an adult. He successfully finished Basic Training and was fortunate to have an aptitude for Void Frames, placing him in the Void Frame Pilot training course and simultaneously Officer training course. After finishing the two, he was put under the command of a training squad and quickly accumulated experience and successful operations. After a few years, his training culminated in a final year of leading the squadron and finally graduating. Now, he has been stationed in New Dawn City, leading a new squad.

Skills

Gunnery - 1
Melee - 1
Evade - 3
Defense - 1
Skill - 3

Void Frame: Leopard
  • Leopard
    • HP: 22
    • Armor: 3
    • Movement: 9
    • Slots
      • Medium Slot: Plasma Cutter ($40)
        • Melee, Damage 8
        • Keywords: Penetrating
      • Medium Slot: Combat Shield ($40)
        • +2 Armor, +2 Defense
      • Internal Slot: Motion-Trace OS ($150)
        • When performing melee attacks, the Void Frame may ignore the target's Evade & Defense stats.
      • Internal Slot: Mind-meld Interface ($300)
        • The pilot needs to be Skill Lv3 or above for this to be in effect. Once in effect, +2 Gunnery, +2 Melee, +2 Evade, +2 Defense. If unit received more than 10 total damage in 1 combat cycle, roll 2D6 + [Skill] for mental blowback check. If the result is 7+, then nothing happens, if not the pilot is hit unconscious.
      • Fixed Light Manipulator
        • Melee, Damage 2
        • Keywords: Manipulator, Grapple
      • Fixed Light Manipulator
        • Melee, Damage 2
        • Keywords: Manipulator, Grapple
    • Special: Flight, Electron Field
Lina Dietrich
Gender: Female
Age: 28
Background: Descending from parents that both joined the Guardians, Lina knew that she would also follow the same path as her parents and would never regret it. She would easily pass training and be on an accelerated Void Frame Pilot training course and Officer training course. Strangely, she would find herself preferring to follow the lead of others rather than leading and would request her commanding officer as such, giving her CO and her parents headaches. She has found herself under the command of Erich Klinsmann as part of the new squad.

Skills

Gunnery - 1
Melee - 1
Evade - 1
Defense - 1
Skill - 1

Void Frame: Lion
  • Lion ($200)
    • HP: 20
    • Armor: 2
    • Movement: 9
    • Slots
      • Medium Slot: Standard Laser ($70)
        • Range 25, Damage 12
        • Keyword: Precision, Penetrating, Beam
      • Medium Slot: Combat Shield ($40)
        • +2 Armor, +2 Defense
      • Light Slot: Light Manipulator ($10)
        • Melee, Damage 2
        • Keywords: Manipulator, Grapple
      • Light Slot: Light Manipulator ($10)
        • Melee, Damage 2
        • Keywords: Manipulator, Grapple
    • Special: Flight
Larry Foulke
Gender: Male
Age: 28
Background: Not wanting to join a mercenary company like his older brother, Larry opted to join the Guardians instead. He passed training and was able to join the Void Frame pilot training course with ease. He would drift among squads for a few years, never finding a right fit and would soon find himself stationed in New Dawn City as one of the members of the new squad.

Skills

Gunnery - 1
Melee - 1
Evade - 1
Defense - 1
Skill - 1

Void Frame: Lion
  • Lion
    • HP: 20
    • Armor: 2
    • Movement: 9
    • Slots
      • Medium Slot: M57 Autocannon ($30)
        • Range 20, Damage 5
        • Keyword: Anti-swarm
      • Medium Slot: Combat Shield ($40)
        • +2 Armor, +2 Defense
      • Light Slot: Light Manipulator ($10)
        • Melee, Damage 2
        • Keywords: Manipulator, Grapple
      • Light Slot: Light Manipulator ($10)
        • Melee, Damage 2
        • Keywords: Manipulator, Grapple
    • Special: Flight
 
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