Turn, Turn and Turn [A]gain! (Turn A Gundam Quest)

So, um, what happened at the restaurant?

[x] Keep it working on the Lightwave Maneuvering Thrusters (Flight Mode).

27% chance to finish it this week. Near certainty of getting it inside two weeks.

[x] Rope Arisa and Corin into teaching you how to be a better pilot.
We've got two level 6 pilots for potential tutors. Let's try and get to level four so we can meet the pilot level reqs for safe use of the Wings and Bloody Siege mode.

[x] See if you can find Sochie and Miashei anywhere.
 
[X] Keep it working on the Lightwave Maneuvering Thrusters (Flight Mode).
[X] Rope Arisa and Corin into teaching you how to be a better pilot.
[X] Check on Sid, see what he has been up to lately.
 
Laura Rola Autonomous Mechanical Doll Corps
Members.


Name: Corin Nander.
Biological Age: Unknown.
Status: Soldier.
Mobile Suit: Leo Flight Type Custom.
Pilot Level: 6 (OZ Mobile Suits)
NT-Level: 1 (Basic Sensitivity)
???: No.
Perks:
Unrelenting.
-Retargets spare Melee Attacks onto a new Target within Close Range after defeating an enemy
Dark One's Luck.
-No single Attack can reduce Corin's Mobile Suit from full Integrity to 0 Integrity.


Affliations:
-DHV-MSF: Former member, Mobile Suit pilot.
-Dianna Counter: Former Penal legionaire.
-Inglessan Militia: Mobile suit pilot.
-Laura Rola Autonomous Mechanical Doll Corps: MS Pilot.


Name: Arisa Gunhale
Biological Age: Unknown.
Status: Soldier.
Mobile Suit: Leo Flight Type Custom.
Pilot Level: 6 (AG Earth Federation Mobile Suits). 6-1 (Leo Flight Type Custom)
NT-Level: 1 (Basic Sensitivity)
???: No.
Perks:
Marksman.
-Cuts Long Range and Very Long Range penalties by half.
Surprise!
- +1 Pilot Skill when Ambushing or attacking from behind.


Affliations:
-DHV-MSF: Former member, Mobile Suit pilot.
-Dianna Counter: Former volunteer.
-Inglessan Militia: Mobile suit pilot.
-Laura Rola Autonomous Mechanical Doll Corps: MS Pilot.



Name: Sochie Heim.
Biological Age: 16.
Status: Militia Pilot.
Mobile Suit: Papillion (Qubeley Mk.2).
Pilot Level: 4 (Kapool/Papillion/White Doll)
NT-Level: 4 (Strong Sensitivity)
???: No.

Piloting Perks:
Alpha Strike.
-Ranged Weapons get their full possible number of Attacks during the first Turn of combat, but non-integrated weapons must take the next Turn off to reload afterwards.

NT Perks:
Rend. (lvl1)
-Telekinetic Strikes gain one level Penetration every other Level, starting from 1.
Destroyer. (lvl1)
-Doubles number of Telekinetic Strike Attacks.
Deep Bond (Loran).
-May use all Lvl 1 NT Perks possessed by Loran Cehack when joined in a two person Chorus.


Affliations:
-Heim Family: Daughter.
-Inglessan Militia: Mobile suit pilot.
-Laura Rola Autonomous Mechanical Doll Corps: MS Pilot.

Mobile Suits.
-Leo Flight Type Custom.


Integrity: 6
Armor Grade: 2
Armor Save: 5+
Special:
-Flight Unit: Backpack grants Flight.
-Additional Hardpoints: Can carry 3 Equipped Weapons.


Weapons:

Leo Machinegun.
Attacks: 2d6
Damage: 2
Base AP: 2
Critical Hit: On Critical Success.
Special:
-Medium Range Weapon: +20 to Hit DC for shots at Long Range.


Leo Beam Rifle.
Attacks: 1d3
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save.


Dober Gun.
Attacks: 1d2
Damage: 4
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Long Range Weapon: No Long Range penalty, but suffers +20 to Hit DC when at Close Range.


Beam Saber.
Attacks: 1d3
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save.
-Papillion (Qubeley Mk.2).


Integrity: 6
Armor Grade: 3
Armor Save: 4+
Special:
-Flight+: -20 to Speed-related DC.
-Voidborne: +20 to Speed-related DCs and -10 to Hit DCs vs this unit when this unit is within a gravity well.
-Psycommu: Can be controlled with Psyco-Control.


Weapons.

Qubeley Beam Guns.
Attacks: 2d2
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.
-Mounted Weapons: Do not count against Equipped Weapons Limit.

Qubeley Beam Sabers.
Attacks: 2d2
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.
-Mounted Weapons: Do not count against Equipped Weapons Limit.

Qubeley Mk.2 Funnels.
Attacks: 12d2
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.
-Mounted Weapons: Do not count against Equipped Weapons Limit.
-Remote Weapon (Funnels): May retarget spare attacks after defeating an enemy. Funnel Pilot Skill is an average of the Pilot's Piloting Level and their NT Level. After two Turns of activity the Funnels must return to their carrier to recharge for one Turn.
-Ordnance: Valid targets for Point Defense Weapons.
-Conditional (Space): May only be used in zero gravity.
-Requirements: Requires NT Level 2 to use.



Base:
Gallop-Class Stats.



Integrity: 10
Armor Grade: 2
Armor Save: 5+
Special:
-Hovercraft: Vehicle needs no fuel. May hover over most terrain.
-Speed++: -20 to Speed DCs while hovering above land.
-Hangar 3: Can carry 3 normal-sized Mobile Suits.
-Hangar Dome: Can carry 1 additional Mobile Suit.


Weapons:

Autocannon Turrets.
Attacks: 4d6
Damage: 3
Base AP: 2
Critical Hit: On Critical Success.
Special:
-Fixed mount: May only Attack Targets in front of the Gallop.
-Turreted 2: May Target 2 separate Targets.


Artillery Turret.
Attacks: 2d1
Damage: 4
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Artilley: No Long Range Penalty. May not Attack Targets in Close Range or closer.
-Volley: May engage in Volley Fire.
-Obstructed Mount: May only fire forwards during Volley Fire at Targets in Very Long Range.
 
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[x] Keep it working on the Lightwave Maneuvering Thrusters (Flight Mode).
[x] Rope Arisa and Corin into teaching you how to be a better pilot.
[x] Spend time with the disguised Queen Dianna.

I want to hear what Dianna thinks of events
 
[x] Keep it working on the Lightwave Maneuvering Thrusters (Flight Mode).
[x] Rope Arisa and Corin into teaching you how to be a better pilot.
[x] Spend time with the disguised Queen Dianna.
 
[x] Keep it working on the Lightwave Maneuvering Thrusters (Flight Mode).
[x] Rope Arisa and Corin into teaching you how to be a better pilot.
[x] Spend time with the disguised Queen Dianna.
 
Huh. That MG is a LOT more powerful than I expected.
 
Huh. That MG is a LOT more powerful than I expected.
It is only good against weakly armored targets.
But yes, Leo is pretty decent for MP MS spec-wise, unfortunately, they were handled as lowly mooks suits in Wing's narrative.
AGE part 2-3 has many faults, but it handled large scale battles of mook suits very well.
 
It is only good against weakly armored targets.
But yes, Leo is pretty decent for MP MS spec-wise, unfortunately, they were handled as lowly mooks suits in Wing's narrative.
AGE part 2-3 has many faults, but it handled large scale battles of mook suits very well.
Unless the target has anti-kinetic special armor abilities that reduce damage per hit it's just fine vs heavy armor. The base armor mechanic doesn't give a shit about weapon damage, and the Leo MG has a lot of penetration attempts. Now, it's worthless against certain special abilities, like Nanolaminate, but against armor without anti-KEW specials it's going to beat the armor by sheer volume of fire.
 
Unless the target has anti-kinetic special armor abilities that reduce damage per hit it's just fine vs heavy armor. The base armor mechanic doesn't give a shit about weapon damage, and the Leo MG has a lot of penetration attempts. Now, it's worthless against certain special abilities, like Nanolaminate, but against armor without anti-KEW specials it's going to beat the armor by sheer volume of fire.
That would be an effect of me incompletely adapting the Armor Grade mechanic from the system I adapted back when I statted the weapons. The gist of it is that weapons work as statted upon a failed Armor Save up to a certain Armor Grade, whereupon the enemy gets -1 to its Armor Save DC and take -1 Damage (to a minimum of 1) upon a failed Armor Save (Major and Critical Successes on the attacker's part nonwithstanding). This effect stacks with further levels of Armor Grade.

Unless anyone minds I'll go through everything I've statted, especially the kinetics, and see about rebalancing a bit
 
That would be an effect of me incompletely adapting the Armor Grade mechanic from the system I adapted back when I statted the weapons. The gist of it is that weapons work as statted upon a failed Armor Save up to a certain Armor Grade, whereupon the enemy gets -1 to its Armor Save DC and take -1 Damage (to a minimum of 1) upon a failed Armor Save (Major and Critical Successes on the attacker's part nonwithstanding). This effect stacks with further levels of Armor Grade.

Unless anyone minds I'll go through everything I've statted, especially the kinetics, and see about rebalancing a bit
You should probably make that to a minimum of zero damage given how often low-end automatic KEWs get no-sold in Gundam unless you intend to give every single Gundam Nanolaminate 1.
 
You should probably make that to a minimum of zero damage given how often low-end automatic KEWs get no-sold in Gundam unless you intend to give every single Gundam Nanolaminate 1.
Point. I was kind of leery about that due to gameplay reasons, but going over my notes I remembered how rare Armor Grades over 3 are. Thinking of setting the Base AP of the Leo MG to 2 (works as normal until vs Armor Grade 3 and above) and 3 for the Dober Gun.
 
Mobile Suit Stats + Mobile Armor Stats + Ship Stats
Making this so that people don't have to trawl the thread for Mobile Suit stats. The White Doll has its own entry.

Mobile Suits:
WaDom Stats:


Armor Grade: 3
Armor Save: 4+
Integrity: 8
Special:
-Large: This unit is twice as tall as most mobile suits. -20 to Hit DC for any shots directed at this unit.
-Walking Dome: All weapon systems are located in the head.


Current weapons:

WaDom Siege Beam Cannon. (Ranged)
Attacks per Turn: 1
Damage: 5
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 2: +2 to target's Armor Save DC.
-Mounted Weapon: Considered free for the purposes of loadout.
-Reactor Fed: No Reload.
-Siege Weapon: +40 to Hit DC when firing at Close Range targets.


WaDom Missile Tubes. (Ranged)
Attacks per Turn: 1d6
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Missile: -20 to Hit DC, but no Long Range Penalty.
-Mounted Weapon: Considered free for the purposes of loadout.


WaDom Mircromissile Launchers. (Ranged)
Attacks per Turn: 2d5
Damage: 1
Base AP: 2
Critical Hit: No.
Special:
-Missile: -20 to Hit DC, but no Long Range Penalty.
-Mounted Weapon: Considered free for the purposes of loadout.


WaDom Anti-Air Vulcans. (Ranged)
Attacks per Turn: 2d6
Damage: 1
Critical Hit: No.
Special:
-Point Defense: Non- ordnance targets receive -2 to Armor Save DC to hits inflicted by this weapon.
-Mounted Weapon: Considered free for the purposes of loadout.
-Fixed Direction: Can only fire at targets above the WaDom.


WaDom Fists. (Melee)
Attacks per Turn: 2
Damage: 2
Base AP: 2
Critical Hit: No.
Special:
-Slow: +50 to Initiative DC when in Melee Combat.
-Unarmed: -1 to target's Armor Save DC.

Kapool Stats:


Armor Grade: 2
Armor Save: 5+
Integrity: 5
Special:
-Amphibious: No penalties from operating in or under water.

Weapons:
Missile Launchers (Inoperable)
Attacks: 2d4
Damage: 2
Base AP: 2
Critical Hit: On Critical Success.
Special:
-Missile: +20 to Hit DC, but no Long Range Penalty.

Eye Laser (Inoperable)
Attacks: 1d1
Damage: 1
Base AP: 1
Critical Hit: No.
Special:
-Point Defense: -20 Hit DC to strike Ordnance. -2 to Target Armor Save DC.
-Laser: -20 to Hit DC.

Hand Machineguns.
Attacks: 6d6
Damage: 1
Base AP: 1
Critical Hit: No.
Special:
-Point Defense: -20 Hit DC to strike Ordnance. -2 to Target Armor Save DC.

Iron Nails (Melee)
Attacks: 2d2
Damage: 2
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Long Reach: May attack targets outside of Melee Range.

SUMO Stats:


Armor Grade 3
Armor Save 4+
Integrity 6
Special:
-Beam Resistant Armor: -1 to the Penetration of Beam Attacks striking this unit.

Weapons:
SUMO Beam Pistol (Beam).
Attacks: 2d3
Damage: 2
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.

Heat Fan (Melee)
Attacks: 2d3
Damage: 2
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.

Wrist I-Field Projector (Shield/Melee)
Attacks: 2
Damage: 1
I-Field Grade: 3
I-Field Save 4+
I-Field Integrity: 2
Critical Hit: No.
Special:
-Hyper I-Field Spike: Successful hit with this weapon instantly breaks Target's I-Field
-Hyper I-Field: Render Wrist I-Field Projector unusable for three Turns/one Engagement in exchange for a one-Turn Hyper I-Field Shield of Grade 5 (Save 2+) and Integrity 6.
-Unidirectional I-Field: Does not apply its defense to attacks from directions other than that of the targeted enemy.
-Fist Weapon: No Unarmed Penalty.

Leo Flight Type Custom.


Integrity: 6
Armor Grade: 2
Armor Save: 5+
Special:
-Flight Unit: Backpack grants Flight.
-Additional Hardpoints: Can carry 3 Equipped Weapons.


Weapons:

Leo Machinegun.
Attacks: 2d6
Damage: 2
Base AP: 2
Critical Hit: On Critical Success.
Special:
-Medium Range Weapon: +20 to Hit DC for shots at Long Range.


Leo Beam Rifle.
Attacks: 1d3
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save.


Dober Gun.
Attacks: 1d2
Damage: 4
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Long Range Weapon: No Long Range penalty, but suffers +20 to Hit DC when at Close Range.


Beam Saber.
Attacks: 1d3
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save.

Zaku II Stats


Integrity: 5
Armor Grade: 2
Armor Save: 5+
Special:
-Shoulder Shield: -1 to Armor Save DC vs Attacks from targeted Enemy.


Weapons:

Zaku Machinegun.
Attacks: 2d6
Damage: 2
Base AP: 2
Critical Hit: On Critical Success.
Special:
-Medium Range Weapon: +20 to Hit DC for shots at Long Range.


Zaku Bazooka.
Attacks: 1d1
Damage: 4
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Rocket: +20 to Hit DC.

Heat Hawk.
Attacks: 1d3
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.

Zaku I Stats.


Integrity: 4
Armor Grade: 1
Armor Save: 6+
Special: None.


Weapons:

Zaku Machinegun.
Attacks: 2d6
Damage: 2
Base AP: 2
Critical Hit: On Critical Success.
Special:
-Medium Range Weapon: +20 to Hit DC for shots at Long Range.


Zaku Bazooka.
Attacks: 1d1
Damage: 4
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Rocket: +20 to Hit DC.

Heat Hawk.
Attacks: 1d3
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.

Guntank MP Stats


Integrity: 4
Armor Grade: 2
Armor Save: 6+
Special:
-Grounded: +50 to most DC when not on the ground while in gravity. +30 to most DC when not on the ground while not in gravity.


Weapons:

Arm Rocket Pods.
Attacks: 2d4
Damage: 2
Base AP: 2
Critical Hit: On Critical Success.
Special:
-Medium Range Weapon: +20 to Hit DC for shots at Long Range.
-Rocket: +20 to Hit DC.


120mm Artillery Cannons.
Attacks: 2d1
Damage: 4
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Siege Weapon: +40 to Hit DC when firing at Close Range targets. No Long Range Penalty.
-Volley: Weapons can fire at targeted enemies and locations out of direct line of sight should a spotter/coordinates be available.

Gundam UC79 Stats.


Integrity: 6
Armor Grade: 3
Armor Save: 4+
Special:
-Medium Shield: -1 to Armor Save DC and +1 Armor Grade vs Attacks from targeted Enemy.
-Magnetic Joint Coating: -10 to Speed and Melee DC when Pilot Level at 4 or above.


Weapons:

Head Vulcans.
Attacks: 2d6
Damage: 1
Base AP: 1
Critical Hit: No.
Special:
-Point Defense: -20 Hit DC to strike Ordnance. -2 to Target Armor Save DC.


Beam Rifle.
Attacks: 1d3
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save.


Hyper Bazooka.
Attacks: 1d2
Damage: 4
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Rocket: +20 to Hit DC.

Beam Saber.
Attacks: 1d3
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save.
-Dual Wield: May sacrifice Medium Shield Special in exchange for another 1d3 Attacks.

Cannon Illefuto Stats,


Integrity: 4
Armor Grade: 2
Armor Save: 5+
Special:
-Light Shield: -1 to Armor Save DC vs Attacks from targeted Enemy.


Weapons:

Shoulder Vulcan Cannon. (Heavily Damaged)
Attacks: 4d6
Damage: 2
Base AP: 2
Critical Hit: No.
Special:
-Artillery: +20 Hit DC while moving.
-Heavily Damaged: Unusable for the rest of the update upon Major Failure. Permanently destroyed upon Critical Failure.

WaD Stats


Integrity: 2
Armor Grade: 1
Armor Save: 6+
Special:
-Small Target: +20 to Hit DC against this unit.
-Mobile Pod: Counts as Ordnance when targeted by Point Defense Weapons.

Weapons.
WaD Beam Gun.
Attacks: 1d2
Damage: 2
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save.

WaD Nose Machinegun.
Attacks: 2d3
Damage: 1
Base AP: 1
Critical Hit: No.
Special:
-Point Defense: -20 Hit DC to strike Ordnance. -2 to Target Armor Save DC.

FLAT Stats


Integrity: 5
Armor Grade: 2
Armor Save: 5+

Special:
-Transformable: The FLAT can transform into a hover mode.
-Hyper Vibration: May sacrifice turn in order to become immune to Kinetic and Explosive damage. If Hyper Vibration is used when the unit 4 Integrity the unit must pass a save or take one point damage as it shakes itself apart. If used at 3 Integrity or below the unit takes damage automatically.

Weapons.
Box Beam Gun (Ranged).
Attacks per Turn: 1d3
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to target's Armor Save DC.
-Collapsible: Only counts as half a weapon for the purposes of loadout.


Box Missile Pod (Ranged).
Attacks per Turn: 2d5
Damage: 1
Base AP: 2
Critical Hit: No.
Special:
-Missile: +20 to Hit DC, but no penalty for firing at a long-range target.
-Collapsible: Only counts as half a weapon for the purposes of loadout.


Heat Edge (Melee).
Attacks per Turn: 1d3
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to target's Armor Save DC.
-Mounted Weapon: Considered free for the purposes of loadout.
-Twinned: There is one Heat Edge in both forearms.

Dom Stats.


Integrity: 6
Armor Grade: 2
Armor Save: 5+
Special:
-Speed+: -15 to Speed-related DC.
-Evasion 1: +10 to Hit DC vs this unit when Pilot Level is 3 or above.


Weapons.

Scatter Beam Gun.
Attacks: 1d1
Damage: 0
Base AP: 0
Critical Hit: No.
Special:
-First Strike: goes first out of all weapons.
-Blinding: +40 to the Target's Melee Hit DC. Nullified by certain systems and NT Powers.
-Mounted Weapon: Does not count towards Equipped Weapons.

Zaku Machinegun.
Attacks: 2d6
Damage: 2
Base AP: 2
Critical Hit: On Critical Success.
Special:
-Medium Range Weapon: +20 to Hit DC for shots at Long Range.

Zaku Bazooka.
Attacks: 1d2
Damage: 4
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Rocket: Doubled Long Range Penalty.

Giant Bazooka.
Attacks: 1d1
Damage: 4
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 2: +2 to Target Armor Save.
-High Velocity Rocket: Halved Long Range and Very Long Range penalties.
-Anti Large: Double Damage vs Large Targets.

Heat Saber.
Attacks: 1d3
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.

Qubeley Mk.2 Stats.


Integrity: 6
Armor Grade: 3
Armor Save: 4+
Special:
-Flight+: -20 to Speed-related DC.
-Voidborne: +20 to Speed-related DCs and -10 to Hit DCs vs this unit when this unit is within a gravity well.
-Psycommu: Can be controlled with Psyco-Control.


Weapons.

Qubeley Beam Guns.
Attacks: 2d2
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.
-Mounted Weapons: Do not count against Equipped Weapons Limit.

Qubeley Beam Sabers.
Attacks: 2d2
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.
-Mounted Weapons: Do not count against Equipped Weapons Limit.

Qubeley Mk.2 Funnels.
Attacks: 12d2
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.
-Mounted Weapons: Do not count against Equipped Weapons Limit.
-Remote Weapon (Funnels): May retarget spare attacks after defeating an enemy. Funnel Pilot Skill is an average of the Pilot's Piloting Level and their NT Level. After two Turns of activity the Funnels must return to their carrier to recharge for one Turn.
-Ordnance: Valid targets for Point Defense Weapons.
-Conditional (Space): May only be used in zero gravity.
-Requirements: Requires NT Level 2 to use.

SUMO Gold Stats:


Armor Grade 3
Armor Save 4+
Integrity 8
Special:
-Beam Resistant Armor: -1 to the Penetration of Beam Attacks striking this unit.
-Mindshield: +1 NT Level when defending against Mental Attacks.
-High Mobility: +10 to Target Hit DC against this unit. -10 to Speed DCs.
-Flight: Can fly. Gains Flight+ by attaching a Booster Skirt.


SUMO I-Field
I-Field Grade: 3
I-Field Save 4+
I-Field Integrity: 4
Special:
-Hyper I-Field: Blocks all Non-Laser Attacks.
-Unidirectional I-Field: Does not apply its defense to attacks from directions other than that of the targeted enemy.

Weapons:
SUMO Beam Pistol (Beam).
Attacks: 2d3
Damage: 2
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.


Beam Magnum Tonfa.
Attacks: 1d1
Damage: 5
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 3: +3 to Target Armor Save.
-All Range Weapon: No Long-Range Penalty.
-Gun Kata: May be used as a melee weapon.
-Dual Wield: One goes in each hand.

Custom Heat Fan (Melee)
Attacks: 2d3
Damage: 2
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.
-Universe!: Major Successes gain Penetration 2 and hit for double Damage. Critical Successes gain Massive Criticals.

Hyper I-Field Spike (Melee)
Attacks: 2d1
Damage: 1
Base AP: 1
Critical Hit: No.
Special:
-Hyper I-Field Spike: Successful hit with this weapon instantly breaks Target's I-Field
-Fist Weapon: No Unarmed Penalty.
-Inbuilt Weapon: Does not take up the hand that fires it.

Baund Doc II Stats.



Integrity: 6
Armor Grade: 3
Armor Save: 4+
Special:
-Flight: Unit can fly.
-Transformable: Can transform into a Mobile Armor Mode to receive Flight+ and Evasive at the cost of losing its melee attack.
-Jovian Hardening: Unit receives no penalties from gravity.


Weapons.

Beam Rifles.
Attacks: 2d2
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.

Heat Nata.
Attacks: 2d2
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.

Strike Noir Stats.



Strike Noir Gundam.

Integrity: 8
Armor Grade: 3
Armor Save: 4+
Special:
-Reactor: Has been fitted with an ultracompact fusion reactor.
-Phase Shift Armor: Reduces Kinetic and Explosive Damage by 2, and reduces Kinetic and Explosive Penetration by 1.
-Flight+: -20 to Speed DCs while airborne.


'Shorty' Beam Rifles.
Attacks: 2d2
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save.


Twin Linear Guns.
Attacks: 2d3
Damage: 4
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Turreted 2: Each gun can engage a separate target from the main unit and each other.
-Omnidirectional:
Can engage Targets in any direction, no matter where they are relative to the Strike Noir as long as they are within range.
-Mounted Weapon: Does not take up any equipment slots.


'Fragarach 3' Beam Swords.
Attacks: 2d3
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save.


Wire Anchors.
Attacks: 4d1
Damage: 0
Base AP: 0
Critical Hit: No.
Special:
-Wire Anchor: Inflicts Hindered, Burderned, Trapped, or Immobile depending on how many Anchors hit.
-Long Reach: Can hit Targets within Close Range.
-Turreted 4: May engage four different Targets.
-Hookshot: Can be exchanged for the Evasion Special Rule if the environment allows.


Mobile Armor Stats.
Hashmal Remote Stats.


Hashmal Remote.
Integrity: 16
Armor Grade: 4
Armor Save: 2+
Special:
-Large Target: -20 to Hit DC against this unit.
-Remote Controlled: -20 to Initiative DC against this unit. Pilot Level set to that of the controller -2. Immune to Mental Attacks. Does not trigger NT Empathy below Level 4.
-Relentless Macros: May retarget spare Melee Attacks onto another target within close range once its first target is destroyed. Continue until all Melee Attacks are spent. Pilot Level is 7 when Attacking in Melee.
-Ahab Nanolaminate 3: Nullifies 2 levels of Beam Penetration. Reduces Damage from all sources by 3, including Critical Hits (Critical Hits cannot go below 1 Damage). Kinetic Penetration lowers Damage Reduction by 1 per Level.


Muspell Beam Cannon.
Attacks: 1d1
Damage: 4
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 2: +2 to Target Armor Save.
-Multiple Hits 3: Successful Hit deals Damage 3 times.
-Continuous Beam: May retarget another enemy as long as there are Hits left in the Attack.
-Scattering: If hitting a Target that has Ahab Nanolaminate or passes Armor or Shield Saves for all Hits the beam will split into 2d8 Beam Attacks (Damage 2. AP 3. Penetration 1) that strike whatever is behind the initial Target. I-Fields nullify this ability.

Hashmal Claw Guns.
Attacks: 2d2
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Medium Range Weapon: +20 to Hit DC for shots at Long Range.

Hashmal Claws.
Attacks: 2d3
Damage: 4
Base AP: 3
Critical Hit: On Critical Success.
Special:
Penetration 1: +1 to Target Armor Save.

Hashmal Wire Blade.
Attacks: 2d4
Damage: 4
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 2: +2 to Target Armor Save.
-Long Reach: Can hit Target within Close Range.
-Omnidirectional: May Target any enemy within range, no matter where they are relative to the Hashmal Remote.

Linear Tank Stats.


Integrity: 2
Armor Grade: 1
Armor Save: 6+
Special:
-Small Target: +20 to Hit DC against this unit.
-Mobile Pod: Counts as Ordnance when targeted by Point Defense Weapons.

Weapons.
Linear Tank Gun.
Attacks: 1d2
Damage: 2
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save.




Ship Stats.
Almaiya-Class Battleship Stats.


Integrity: 16
Armor Grade: 4
Armor Save: 3+
Special:
-Large Target: -20 to Hit Dc against this unit.
-Hangar 4: May carry 4 standard-sized Mobile Weapons.


Almaiya-Class I-Field.
Field Density: 3
Dissipation Save: 4+
Field Integrity: 10
Special:
-Hyper I-Field: Hyper I-Fields block all non-Laser Attacks. Immune to Beam Penetration.
-Dampening: Whichever Ranged Beam Attack breaks through the I-Field has its Damage reduced by remaining Field Integrity.
-Regenerate 2: Regains 2 Integrity at the end of each Turn.


Weapons.
Beam Cannons.
Attacks: X/8d4
Damage: 4
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save.
-Firing Arcs: Number of Attack Dice rolled determined by the Target's position.
-Turreted 8: The Beam Cannons can engage up to 8 different targets.

Acceleration Cannon.
Attacks: 1d2
Damage: 5
Base AP: 5
Critical Hit: On Critical Success.
Special:
-Linear Weapon: -10 to all Hit DC. No Long Range penalty.
-Heavy Weapon: Doubled Long Range Penalty vs moving Targets. Overrrides Linear Weapon.
-Penetration 1: +1 to Target Armor Save.

Anti-Air Guns.
Attacks: X/8d6
Damage: 2
Base AP: 1
Critical Hit: No.
Special:
-Point Defense: -20 Hit DC to strike Ordnance. -2 to Target Armor Save DC.
-Shell Interception (Long): May intercept shellthrower Attacks made from Long Range and further.
-Firing Arcs: Number of Attack Dice rolled determined by the Target's position.
-Turreted 8: The Anti-Air Guns can engage up to 8 different targets.

Beam Saber.
Attacks: 6d1
Damage: 3
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save.
-Fixed Weapon (Forward): Can only attack Targets in front of the ship.
-Ramming Weapon: Intended for ramming.

Beam Cutters.
Attacks: 2d3
Damage: 4
Base AP: 4
Critcal Hit: On Critical Success.
Special:
-Penetration 2: +2 to Target Armor Save.
-Fixed Weapon (Forward): Can only attack Targets in front of the ship.
-Long Reach: Melee weapon may attack Targets that enter Close Range.

Gallop-Class Stats.



Integrity: 10
Armor Grade: 2
Armor Save: 5+
Special:
-Hovercraft: Vehicle needs no fuel. May hover over most terrain.
-Speed++: -20 to Speed DCs while hovering above land.
-Hangar 3: Can carry 3 normal-sized Mobile Suits.
-Hangar Dome: Can carry 1 additional Mobile Suit.


Weapons:

Autocannon Turrets.
Attacks: 4d6
Damage: 3
Base AP: 2
Critical Hit: On Critical Success.
Special:
-Fixed mount: May only Attack Targets in front of the Gallop.
-Turreted 2: May Target 2 separate Targets.


Artillery Turret.
Attacks: 2d1
Damage: 4
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Artilley: No Long Range Penalty. May not Attack Targets in Close Range or closer.
-Volley: May engage in Volley Fire.
-Obstructed Mount: May only fire forwards during Volley Fire at Targets in Very Long Range.


Misc Stats.
Integrity: 8
Armor Grade: 3
Armor Save: 4+
Special:
-Stationary: -20 to the Hit roll for any Attack against this unit. Unit cannot move.
-Large Target: -20 o the Hit roll for any Attack against this unit.

Weapons:

Linear Cannons.
Attacks: 2d2
Damage: 4
Base AP: 3
Special:
-Penetration 1: +1 to Target Armor Save DC.
-Linear Weapon: -10 to Hit DC.

Zssan (Mobile Doll) Stats.
Integrity: 6
Armor Grade: 2
Armor Save: 5+
Special:
-Mobile Doll 3: Unmanned autonomoud machine. Fights at Pilot Level 3.
-Unmanned: Immune to Mental Attacks.
-Squadsight: As long as there is more than one Zssan on the field, all Zssans are immune to Ambush and Surprise.


Weapons.

Shoulder Missile Launcher.
Attacks: 2d3+1
Damage: 3
Base AP: 3
Critical Hit: Yes.
Special:
-Self Guided: May fire and Volley Fire without line of sight to the Target. No Missile Hit DC penalty.
-Mounted Weapon: Does not count towards Equipped Weapons.

Wrist Missile Launchers.
Attacks: 2d3
Damage: 2
Base AP: 2
Critical Hit: On Critical Success.
Special:
-Missile: +20 to hit DC.
-Short Range Weapon: Unusable at Long Range.

Knee Missile Launchers.
Attacks: 2d4
Damage: 2
Base AP: 2
Critical Hit: On Critical Success.
Special:
-Missile: +20 to hit DC.
-Short Range Weapon: Unusable at Long Range.

Leg Missile Launchers.
Attacks: 4d6
Damage: 3
Base AP: 2
Critical Hit: On Critical Success.
Special:
-Missile: +20 to hit DC.
-Wire Anchors: Leg Missile Launchers do no damage is used as a Melee Weapon, but each Hit gives +/-5 to all DCs regarding the Target until the offending Zssan is Destroyed or a Piloting roll the next Turn is passed.

Arm Punch System. (Melee)
Attacks: 1d2
Damage: 2
Base AP: 2
Critical Hit: On Critical Success.
Special:
-Fist Weapon: No Unarmed Penalty.
 
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Also, the vote is closed. The winners are:

Priority Repair.
[X] Keep it working on the Lightwave Maneuvering Thrusters (Flight Mode).


Actions.
[X] Rope Arisa and Corin into teaching you how to be a better pilot.
[X] Spend time with the disguised Queen Dianna.



Now I need to go think of ways to rebalance the Penetration modifier.
 
Week 9 Result
[X] Keep it working on the Lightwave Maneuvering Thrusters (Flight Mode).


A single tap of a holographic key keeps the Priority Repair System working on the Flight Mode.


Roll 1d100 Priority Repair = 54! Lightwave Maneuvering Thrusters (Flight Mode) is now 126+54!


*


[X] Rope Arisa and Corin into teaching you how to be a better pilot.


"Never stop moving when you're not in cover. A stationary target is easy to hit."

"Shoot for the center 'less you're trying to be fancy."

"A turned back is a free kill."

"Please don't fire into a melee. Unless there's only enemies involved. Then you can fire away."

"Remember that a Mobile Suit ain't a human, it can move in ways that a human can't. Try it out, it really surprises people when you pull stunts like this with a Beam Saber!"

Arisa and Corin spend an afternoon giving you advice from their experiences in some past wars forgotten by history, and then they spend the next few afternoons drilling you in them. Add that to their modified version of your regimen, and you have your education cut out for you.

"Welp. Take that and add some prior training, a bit of combat experience, and a dash of talent." Arisa says as she hands you a canteen of water. "I'd say he's cleared for combat."

"Meh." Sighs Corin from atop his Leo. "I say he needs a few years learning how to be an officer and a gentleman. Like me!"

"Since when were you either of those?" Teases Arisa as she sits down on the White Doll's shoulder.

"Before." He answers with a distant look in his eyes. "Then Zero-One attacked the colony I was stationed at and killed everyone except me. And then it did it again a few days later. After that I was running for my life from Mobile Dolls until Sir Treize took over. Then he died. Then I fell in with the Mariemaia Army and had to fight the Gundams again." He looks down.

"It was at this point that I started to drink."



Gained 15 Pilot XP. Piloting Level is now 3!




Choose 2

[] Change the subject.
--[] "What is a Gundam anyway?"
--[] "Where did you get the Leos from?"
--[] "What was life like before the Calamity?"

[] Write in.



*


[X] Spend time with the disguised Queen Dianna.


During your time back on Lord Guin's headquarters/commandeered train car you try to spend some time with the disguised Queen Dianna. Shedding the disguise of Laura, you are Loran helping Lord Guin's secretary Kihel with her work.

The past two weeks haven't been kind to Dianna-as-Kihel, whose Pressure pulses with anxiety whenever the coming war is brought up. None of it makes it past the mask, of course, but to your and Sochie's senses she might as well be screaming.


[] Try to be reassuring.
--[] "Are you alright?"
--[] "We'll get Miss Kihel back."

[] Leave her be.

[] Write in.
 
Last edited:
[X] Change the subject.
--[X] "What is a Gundam anyway?"
--[X] "What was life like before the Calamity?"
[X] Try to be understanding. Let her know you're an open ear and if she wishes it you'd keep anything she speaks of private.
 
Looks like you copypasta'd last weeks 98 on repair for the roll, but not the addition.

[x] Change the subject.
--[x] "What is a Gundam anyway?"
--[x] "What was life like before the Calamity?"

[X] Try to be understanding. Let her know you're an open ear and if she wishes it you'd keep anything she speaks of private.
 
[x] Change the subject.
--[x] "What is a Gundam anyway?"
--[x] "What was life like before the Calamity?"


[X] Try to be reassuring.
--[X] "Are you alright?"
 
Oh god, I just realized Corrin was a Leo pilot during Gundam Wing, meaning he managed to survive with negative plot armor.

[x] Change the subject.
--[x] "What is a Gundam anyway?"
--[x] "What was life like before the Calamity?"


[X] Try to be reassuring.
--[X] "Are you alright?"
 
Yep. That completely justifies his crazy skill rating.
 
Shame Corrin didnt keep his weird first suit from canon, maybe we should just paint his leo red instead?
 
Votes so far:

Corin & Arisa.
4 votes for
[X] Change the subject.
--[X] "What is a Gundam anyway?"
--[X] "What was life like before the Calamity?"



Dianna.
2 votes for
[X] Try to be understanding. Let her know you're an open ear and if she wishes it you'd keep anything she speaks of private.

2 votes for
[X] Try to be reassuring.
--[X] "Are you alright?"
 
[x] Change the subject.
--[x] "What is a Gundam anyway?"
--[x] "What was life like before the Calamity?"


[X] Try to be reassuring.
--[X] "Are you alright?"
 
[x] Change the subject.
--[x] "What is a Gundam anyway?"
--[x] "What was life like before the Calamity?"

[X] Try to be understanding. Let her know you're an open ear and if she wishes it you'd keep anything she speaks of private.
 
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