Re: MSGS: Chain-Linked Destinies Design Critique
Posted: Sun Sep 27, 2015 10:06 am
Staff/Crew Requirement, perhaps?
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It's a bit of a redundancy. Especially since I already put in a Weakness for said requirement.Clay wrote:Staff/Crew Requirement, perhaps?
To compliment this, I have new Perks and Flaws for attacks aimed specifically for the Onboard Crew.Ships, for the most part, are fundamentally different than the average vehicle/mecha in one important aspect: They need a large amount of people to operate at basic capacity. Thus, the Onboard Crew are the "life's blood" of the ship just in the same way Health and Endurance are integral to vehicle and characters. Unless certain Abilities or Weaknesses changes this, it is assumed that all ships have an Onboard Crew value of 40.
Generally, depending upon the setting and the design of said ship, it would be very difficult for all but the most powerful of ship-borne weapons to directly target the crew, but in many a story, the Onboard Crew do in fact suffer casualties ranging from the mundane as being knocked out cold to the horrific such as being tossed overboard/sucked out into the vacuum of space, to even something as stupid as accidentally getting locked in a room due to some mechanical failure. All this means is that a certain portion of the Onboard Crew cannot contribute to the current encounter, or at the very least that particular round.
How this is decided is dependent upon the setting and the fiat of the GM, but at its most basic form, each time the Ship takes damage in either the form of Endurance or Health, an equal amount of Onboard Crew become casualties. Optionally, the GM may rule that each time a ship is damaged, a Luck/Unlucky modified dice check is performed against the DX of the attack/event that caused damage. If the result is greater than the DX, then there are no casualties, if not then an equal amount of Onboard Crew to Damage are casualties, and if All Ones, double that number. If the Onboard Crew is reduced to zero, then that ship is unable to contribute to the fight, at all and is the equivalent to a player being knocked out cold or a vehicle being destroyed.
Like Health with Endurance and vice versa with characters, Onboard Crew may be used to supplement either the ship's Health or Endurance in the form of Damage Control Teams on a one-to-one basis. This is important since, like vehicles, the ship's Health and Endurance are not linked. However, unlike Health and Endurance, Onboard Crew is not so easily recovered in that it only occurs at the bare minimum of Between Adventures. The only exemptions being through GM discretion and largely to keep the plot going or dramatically significant.
Spalling (+5) - Your attack has the ability to impact the Onboard Crew of a ship directly, causing casualties that take them out of the fight. Whether it be through Longitudinal Waves, Radiation, actual Spalling, or some other method, the result is the same. Each time this Perk is Taken, add 1 to your Damage Modifier when using this ability for the purposes of calculating Onboard Crew casualties.
Those should be enough to get something started in terms of Crew-based damage. I'm sure there are some fine tuning to be made such as what would happen if a single attack takes out half the maximum Onboard Crew as casualties since I'm not sure such a thing would apply to ships, but for the foundation of ship-based combat rules, IMHO it's not a bad start.Whipple (-5) - Your attack is not as effective as others on the same level when it comes to causing casualties to the Onboard Crew. Each time this Flaw is taken, reduce your Damage Multiplier by 1 for the purposes of calculating Onboard Crew casualties. If the Damage Modifier is reduced to zero or below, reduce to 1/2 instead.
I'm not sure if anyone else has noticed, but to highlight the major changes to this design paradigm compared to the previous is using the flaws for abilities in place of house weaknesses and the removal of Gear and its associated weaknesses.ZGMF-1017 GINN (2 Vehicle/Mecha)
DEFENSE: 9
HEALTH: 40
ENDURANCE: 50
TV: 64
DX[END] - AttackLevel - Ability
- 2[0] - “Unarmed Melee” (Affinity, Piloting. Ineffective x2)
Level - Weakness
- +3 - Agile “Active Mass Balance Auto-Control”
- +3 - Armored “Super Hard Steel Alloy” (Cancel x2, Flanking and Rear Attacks)
- +2 - Combat Expert “Mobile Suit Combat”
- +3 - Evasive “Active Mass Balance Auto-Control”
- +2 - Life Support
- +3 - Perceptive “LADAR” (Cancel x2, Refraction-Heavy Conditions)
- +3 - Quick
- -3 - Dependency “Selective Devicer” (Coordinator or Extended)
- -3 - Periodical Maintenance
- -2 - Restricted Freedom
- -2 - Servitude
- -1 - Unique “Weak Points” (Joints)
- -2 - Unique “Volatile” (1d Check vs. DN 4 for Explosion when 0 HP or lower. Character suffers DX-4, Level 2 Area Effect Attack plus Scale Advantage)
- -1 - Vulnerability “Polymer Ringer Solution” (Fire/Igniting Attacks)
- -1 - Weak “Muscle Cylinder Actuators”
Orbital Mechanics Superiority Configuration (1 Vehicle Gear)
As per the United Maintenance Plan of the Settlement Freedom League’s Fast Acting Integral Tactical Headquarters or FAITH, this environmental adaptation package can be placed upon any SRL mobile suit of their respective nations with enough personnel to commit an entire week’s worth of installation and overhaul. The primary focus of the environmental adaptation package is superior orbital mechanics, enhanced sensors to compliment long distance combat due to the ranges of space and protection of the pilot from the hazards of space.
Zeon and SRA Mobile Suits utilize thermonuclear rocket motors for propulsion, with the latter not as powerful as the former, while ZAFT Mobile Suits utilize Electrochemical-Thermal and Conventional Dual-Rocket Motors.
STANDARD MODEL
Level - AbilityLevel - Weakness
- +2 - Perception “Infrared”
- +2 - Spaceflight “Thermonuclear Fusion Rockets” (Requirement, Water/Remass)
- +2 - Vigorous
- -3 - Prerequisite “Heat Radiators” (2x Radiator Panels)
- -1 - Endurance Use “Thermonuclear Fusion Rockets”
To put it basically, the Environmental Configurations and Tactical Packages are the extras that are a separate cost.Command Tactical Package (3 Vehicle Gear)
As per the United Maintenance Plan of the Settlement Freedom League’s Fast Acting Integral Tactical Headquarters or FAITH, this tactical adaptation package can be placed upon any SRL mobile suit of their respective nations with enough personnel to commit an entire week’s worth of installation and overhaul. The primary focus of the tactical adaptation package is higher performance compared to the Orbital Mechanics Superiority Environmental Configured models through a more powerful power generation system to provide higher thrust endurance and power in addition to a more powerful wireless communication system to coordinate with other members of a mobile suit team or platoon. Such superior performance upgrades is typically reserved for mobile suit pilots that have shown exemplary skills in mobile suit combat, tactics, and leadership.
Level - AbilityLevel - Weakness
- +1 -Agile
- +1 - Evasive
- +1 - Knowledge “Tactical Coordination”
- +1 - Knowledge “Wireless Communications”
- +2 - Perception
- +1 - Vigorous
- -1 - Restricted Freedom
The above was under the assumption that Abilities such as Attack, Combat Expert, and Knowledge would be transferred to the Mobile Suit when the latter is in use.Devicer Suit
The standard space suit issued to combat astrogators whether they pilot space fighters, mobile armors, mobile suits or other type of mobile weapon. Like the Cosmo Suit, the Devicer Suit protects the wearer from the harsh conditions of space in addition to sudden acceleration and high-Gs of orbital superiority combat. However, the Devicer Suit is not meant to be utilized as a dedicated space suit in that it does not protect as well from Micro-Meteoroids nor does it offer any radiation protection in addition to a higher difficulty in manual dexterity.
The Devicer Suit, in particular those that are utilized for Mobile Weapons, are equipped with a flip-down visor commonly called a “Snooper” which is effectively a Virtual Reality display that allows the pilot to not only see through the view point of the combat spacecraft but to also view the space around the combat spacecraft without having to manually switching cameras. In the case of mobile suits and certain mobile armors with a rotary sensor suite turret, the helmet of the Devicer Suit is able to control the movements of the head/sensor turret and give it a sense of humanity in its movements as it is slaved to the helmet not unlike those of a helicopter gunship in ages past.
LEVELS - ABILITIESLEVELS - WEAKNESSES
- +3 - Armored “Micro-Meteoroid Protection”
- +1 - Attack “Weaponry, Mobile Suit”
- +1 - Combat Expert
- +1 - Knowledge “Weaponry, Mobile Suit”
- +2 - Life Support “Space”
- +3 - Resistance “G-Countering Seam Tube Network” (G-Forces)
- +1 Unique “Radio”
- -2- Ineptitude “Decreased Manual Dexterity”
With the above Abilities, the pilot of this particular mobile suit can only utilize the dice check bonuses of Combat Expert and Knowledge "Weaponry, Mobile Suit" in addition to a DX increase if the pilot has the Devicer Suit upon their person. Though said DX increase has the Unique Flaw that it can only be utilized with ranged combat, that and I'm not sure if I have the correct Flaw/Wording to reflect this fact.ZGMF-1017 GINN (3 Vehicle/Mecha)
DEFENSE: 9
HEALTH: 40
ENDURANCE: 50
TV: 64
DX[END] - AttackLevel - Ability
- 2[0] - “Unarmed Melee” (Affinity, Piloting. Ineffective x2)
Level - Weakness
- +3 - Agile “Active Mass Balance Auto-Control”
- +3 - Armored “Super Hard Steel Alloy” (Cancel x2, Flanking and Rear Attacks)
- +1 - Attack (Unique x2, Ranged Combat Only)
- +2 - Combat Expert “Mobile Suit Combat”
- +3 - Evasive “Active Mass Balance Auto-Control”
- +3 - Knowledge “Weaponry, Mobile Suit”
- +2 - Life Support
- +3 - Perceptive “LADAR” (Cancel x2, Refraction-Heavy Conditions)
- +3 - Quick
- -3 - Dependency “Selective Devicer” (Coordinator or Extended)
- -2 - Focus "Devicer Suit" (Attack, Combat Expert, Knowledge “Weaponry, Mobile Suit”)
- -3 - Periodical Maintenance
- -2 - Restricted Freedom
- -2 - Servitude
- -1 - Unique “Weak Points” (Joints)
- -2 - Unique “Volatile” (1d Check vs. DN 4 for Explosion when 0 HP or lower. Character suffers DX-4, Level 2 Area Effect Attack plus Scale Advantage)
- -1 - Vulnerability “Polymer Ringer Solution” (Fire/Igniting Attacks)
- -1 - Weak “Muscle Cylinder Actuators”
Noticeably more economical compared to previous attempts, though I'm not sure if I should add in the Passengers and Storage Capacity Abilities to the above design or not....Pegasus-Class Assault Battlecarrier (23 Points)
HEALTH: 90
ENDURANCE: 80
ONBOARD CREW: 80
TV: 30
DX[END] - AttackLevel - Ability
- 0[0] - “LADAR PDS Mode” (Accurate x3; Defensive x2; Helper; Multiple Targets x6; No Gestures; Ranged. Activation; Assisted x5, Gunners; Ineffective x4; Requirement x2, Liquid/Humidity Light Environment)
- 1[0] - “Igelstellung 75mm Gatling Cannon CIWS Bank” (Accurate; Defensive; Helper; Multiple Targets x8; Overwhelming; Ranged. Assisted x6; Gunners; Ineffective x3)
- 1[0] - “PD AKV Launcher Battery” (Accurate; Area Effect; Helper; Multiple Targets x11; Ranged. Activation; Assisted x7, Gunner; Delayed; Ineffective x2)
- 2[0] - “Light AKV Launcher Battery” (Area Effect x2; Armor Piercing; Helper; Multiple Targets x9; Ranged. Activation; Assisted x6, Gunner; Delayed; Ineffective x2)
- 3[5] - “Anti-Materiel Laser Projection PDS Bank” (Area Effect; Armor Piercing; Helper; Multiple Targets x9; Ranged. Activation; Assisted x5, Gunners; Ineffective; Requirement x2, Liquid/Humidity Light Environment)
- 4[0] - “Heavy AKV Launcher” (Armor Piercing x3; Helper; Multiple Targets x3; Ranged. Activation; Assisted, Gunner; Delayed; Inaccurate x3)
- 5[0] - “Gottfried Mk.71 Dual 225cm-Barrel Mega-Particle Cannon Turret Battery” (Area Effect; Multiple Targets; Armor Piercing x3; Effective; Helper; Ranged. Assisted x2, Gunners; Buildup x2; Inaccurate; Requirement x2, Liquid/Humidity Light Environment)
- 4[0] - “Valiant Mk.8 110cm Linear Cannon” (Armor Piercing x2; Helper; Impairing; Multiple Targets; Ranged; Stunning. Assisted x2, Gunners; Buildup; Innacurate-2)
- 3[5] - “Minovsky Particle Dispersion, Electrical Disruption” (Area Effect x3; Continued Effect; No Gesture; Ranged; Strike Through. Canceled x4, Humans; Delayed; Ineffective; Requirement , “Minovsky Particle Dispersion”, “Minovsky Particle Dispersion, Lethal Density”; Unique x2, Effects Superconductor-based Computers only)
- 3[5] - “Neutron Jammer, Nuclear Fission Disruption” (Area Effect x4; No Gesture; Ranged; Strike Through. Ineffective; No Damage; Requirement , “Neutron Jammer”; Unique x4, Effects Nuclear Fission only)
- 8[30] - "Lohengrin Positron Blaster Cannon” (Area Effect; Armor Piercing x3; Blinding; Effective x4; Helper; Impairing; Ranged; Strike Through. Buildup x6; Delayed; Inaccurate x4)
- 6[30] - “Minovsky Particle Dispersion, Lethal Density” (Area Effect x3; Continued Effect; Effective x2; Impairing; No Gesture; Paralyzing; Ranged; Strike Through. Backlash x4; Canceled x4, Non-Living Objects; Delayed; Requirement, “Minovsky Particle Dispersion, Lethal Density”)
Level - Weakness
- +4 - Armored “Ablative Armor” (Cancel x2, Flanking and Rear Attacks)
- +3 - Art of Invisibility “Neutron Jammer”
- +3 - Art of Invisibility “Minovsky Particle Dispersion”
- +4 - Attack “Spacecraft Weapon Systems”
- +2 - Continuous Use “Minovsky Particle Dispersion”, “Minovsky Particle Dispersion, Lethal Density”
- +4 - Elite Force "G-Weapons"
- +2 - Flight “Minovsky Craft System, Demi-Float Type”
- +3 - Knowledge “Mobile Suit Repair and Maintenance”
- +6 - Heavy
- +2 - Heightened Senses
- +2 - Invisibility “Minovsky Particle Dispersion, Lethal Density”
- +3 - Life Support
- +3 - Perception “Infrared”
- +3 - Perceptive “LADAR”
- +2 - Perceptive “Radar”
- +3 - Resistance “Ablative Armor” (Directed Energy Attacks)
- +4 - Spaceflight “Inertial Confinement Pulse Rockets”
- +2 - Standing Force "Mobile Weapons"
- +2 - Swimming “Thermonuclear Turbo Hydrojets”
- +5 - Tough “Foamed Titanium Composite Fuselage”
- +2 - Quick
- +2 - Unique “Linear Mobile Suit Catapult”
- +2 - Vigorous “Minovsky-Ionesco Thermonuclear Reactor”
- -1 - Endurance Use “Inertial Confinement Pulse Rockets”
- -1 - Endurance Use “Thermonuclear Turbo Hydrojets”
- -1 - Expendable Use “Thermal-Antimatter Rockets” (Water/Remass)
- -1 - Identifiable Use “Neutron Jammer”, “Minovsky Particle Dispersion”, “Minovsky Particle Dispersion, Lethal Density” (Radar and Infrared)
- -1 - Identifiable Use “Thermonuclear Turbo Hydrojets” (Infrared and Sonar)
- -1 - Limited Uses “Neutron Jammer”, “Minovsky Particle Dispersion”, “Minovsky Particle Dispersion, Lethal Density”
- -2 - Periodical Maintenance
- -3 - Prerequisite “Heat Radiators” (4x Radiator Fins)
- -3 - Prerequisite “Skeleton Crew” (20x personnel)
- -1 - Prompt Use “Neutron Jammer”, “Minovsky Particle Dispersion”, “Minovsky Particle Dispersion, Lethal Density”
- -2 - Reduced Use “Minovsky Craft System, Demi-Float Type” (Solid Surface)
- -3 - Reduced Use “Neutron Jammer”, “Minovsky Particle Dispersion”, “Minovsky Particle Dispersion, Lethal Density” (Square Inverse Proximity)
- -3 - Reduced Use “Neutron Jammer”, “Minovsky Particle Dispersion” (Radar/Radio, Microwave, and Infrared Only)
- -3 - Restricted Freedom
- -2 - Servitude
Fuse (+10) - Your ability or attack is able to have a delayed or event triggered series of perks that are executed depending upon the target in question. In more general terms, the perks of the ability/attack in question would occur before or after DX vs. Armored have been calculated and decided for maximum effect. By default, the Fuse-equipped Ability/Attack occurs as normally, but with a declaration of intentions to activate the Fuse Perk, one or more Perks are activated only after Armored is defeated. The Fuse Perk may be taken multiple times for each additional Perk that may be executed after DX vs. Armored is determined successfully.
The only hitch to this is that if the ability or attack failed in anyway, through a poor dice check or a successfully countered opposed dice check, the Fuse Perk does not activate and thus those associated Perks do not activate as well or at the very least execute sub-par.
Setting (+ 10) - Your attack variation is simply a variation of another attack type, however it is able to inherit the core Perks and Flaws of that central Attack Variation. With a simple declaration of intent, your attack is able to stack their Perks and Flaws with that of the core Attack Variation to make it a more unique strike to suit the intended target the original Attack Variation could not perform successfully on its on or at least with the original intention.
It should be noted that, unless through GM fiat, the Flaws of the original Attack Variation take paramount over the Setting-equipped Attack Variation. If the central Attack Variation have a Flaw that limits the amount of times said Attack Variation could be utilized, then even if the Setting-equipped Attack Variation does not have the same Flaw it will not work unless the original Attack Variation is free to be utilized. Such limiting Flaws are Activation, Buildup, Ammunition, and Assisted. Others may be added as per the judgement of the campaign's presiding GM.
That last one, Offensive, is more or less a response to WackyModder84's claim that Beam Sabers in the Cosmic Era don't clash or block.Offensive (-5) - Your Attack is well suited to delivering the hurt against the opponent, target, or whatever is on the business end, but when it comes to defending oneself or at the very least counterattacking, it's rather lacking. Whether its by inadequate weapon designs, poor materials or just incompatible technology the result is the same: Your defense is worse than your offense even if your dice check was successful. This Flaw may be taken multiple times; for each time Offensive is taken, the dice check penalty is increased by -1.
ZephyrMourne wrote:Man, that is a seriously impressive amount of work, and some really cool concepts. I'm also dealing with a setting where characters will be using pre-existing "standard issue" mechs, and this is a really great set of examples.
ZephyrMourne wrote:What do "Environmental Configuration" and "Tactical Package" do in game terms?
ZephyrMourne wrote:How are you incorporating these designs with your player characters' build/point totals? Or are you just making a PC without the mech and then assigning them a mech based on the characters in-game affiliations?
ZephyrMourne wrote:What is the function of "Prompt Use" as a weakness, as opposed to simply applying the "Activation" or "Buildup" flaw to the specific ability?
So long as you give credit where credit is due, go right ahead.ZephyrMourne wrote:I really like some of the unique abilities and weaknesses you have here. Would it be bad form to borrow some of these ideas for my own game?
That lead to a recollection of the Fusion Ability I made earlier and another aspect of said form that could be utilized I like to call "Fission Evasion".Alternate Form - You have the ability to alter your form into one that is more specialized, optimized, and suited for a task or obstacle your standard body is just not up to the task and quickly change into and out of that other form as needed and as long as it takes to get the job done.
For each level in Alternate Form, you may spend that many Levels in specialized and optimized Abilities. Weaknesses can also be added to increase the number of Ability Levels available to you in this new form. Any abilities and Weaknesses acquired from this Alternate Form are cumulative to your character's own that would either enhance or diminish what is already present before the the new form is taken. In some cases, certain Weaknesses could fully cancel out Abilities and vice versa.
Unlike Transformation, however, Alternate Form do not alter your appearance enough to escape recognition, though it will be a noticeable challenge for those unaffiliated with you to connect the dots. Also, unlike Transformation, Alternate Form is not instantaneous but rather it takes time. Time enough to be disqualified as a Free Action even if used defensively.
It's not that unfounded, since there's at least three instances where such an Ability was used defensively: The Gundam Zephyranthes against the Val V/Waro Mobile Armor, the infamous Freedom vs. Impulse duel, and the Monsoon boss fight from Metal Gear Rising. All three battles were decided (or in the latter case, more frustrating) by the ability to detach parts of their bodies to evade blows and put their opponents off balance.Fission Evasion - You have a unique, defensive ability that is not for the faint of heart: Able to separate limbs or even your body apart at will to defend against blows, especially those too fast for you to evade normally. It's so abnormal that when it's used upon an enemy for the first time, it disorients them and allows an opening for you to exploit. However, it still takes a noticeable time to put yourself back together (no pun intended) that, like Barrier, it cannot be considered a Free Action each time Fission Evasion is used. The length of additional time, however, depends upon GM fiat.
But this particular brain bug, when I was working on a more "pure" execution of the Available Slots/Space Required system, suggests that I use both at the same time.Clay wrote:The main reason Vehicle doubles points is because, by and large, it’s a completely separate part of the adventure. If a vehicle is the focus, odds are either A) everyone has their own vehicle or B) everyone is in the same vehicle. In either case, the double points are not unbalancing because everyone will have roughly the same benefit.
As the keen eye (and those that also remember mind you) would have noticed, the Jenice has the Available Slots Attribute added to its profile to denounce its ability to swap out GM-designed and designated Mobile Suit Small Arms-based weapon Gears. In a 'pure' execution of the Available Slots/Space Required system, the SRA Jenice Devicer would have the choice of either an Anti-Armor Bazooka and a single magazine for a weapon loadout, a weapon layout that includes a Submachine Cannon with two magazines, a Heat Hawk, and a grenade for tactical flexibility, or any other combination of small arms that any single mobile suit is able to carry at any one time.RMS-006 Jenice (6 Vehicle/Mecha Points)
Customization Notes: May only have one Environmental Configuration and two Tactical Packages at one time.
HEALTH: 50
ENDURANCE: 40
TV: 17
DX[END] - AttackLevel - Ability
- 1[0] - “Linked Chest Autocannon” (Area Effect; Overwhelming; Impairing; Ranged. Ammunition x2; Inaccurate x3; Ineffective x2)
- 0[0] - “Linked Chest Machinegun” (Area Effect; Overwhelming; Ranged; Stunning. Ammunition; Inaccurate x3; Ineffective x3)
- 2[0] - “Shoulder Bash” (Affinity, Piloting; Barrier Buster; Effective; Impairing. Countered x3; Low Penetration)
- 1[0] - “Unarmed Mobile Suit Melee Combat” (Affinity, Piloting. Ineffective x2; Non-Penetrating)
Level - Weakness
- +5 - Armored “Super Hard Steel Alloy” (Unique x2, Half Value against Flanking and Rear Attacks)
- +2 - Attack “Mobile Suit Weapon Systems” (Unique x2, Ranged Attacks Only)
- +8 - Available Slots "Small Arms Loadout"
- +2 - Evasive
- +2 - Heightened Senses
- +1 - Knowledge “Ranged Mobile Suit Combat”
- +3 - Perceptive “LADAR” (Cancel x2, Refraction-Heavy Conditions)
- +2 - Quick
- +1 - Tough
- -2 - Compulsion “Proper Cool-Down”
-1 - Dependency “External Power Jumpstart” (86.4 Kiloseconds required to initiate nuclear fusion reaction self-sufficiency)
-2 - Focus "Devicer Suit" (Attack, Combat Expert, Knowledge “Weaponry, Mobile Suit”)
-1 - Ineptitude “Melee Mobile Suit Combat”
-3 - Periodical Maintenance
-2 - Restricted Freedom “Conditional Ownership”
-2 - Servitude “Conditional Ownership”
Vibro Hawk
The primary melee weapon for SRA mobile suits, it utilizes blades that vibrate at very high frequencies in order to cut through many types of armor.
Level - Ability
- DX[END] - Attack
- 2[5] - “High Frequency Edge” (Armor Piercing)
Level - Weakness
- +1 - Attack “Vibro Hawk”
- +2 - Endurance Reserve “Internal Battery” (Space Required)
- -1 - Non-Transferable Use (Attack "Vibro Hawk")
So then, is this a sound system for mobile suit arms or is it redundant to have a player pay for said Weapon Gear when the Mobile Suit itself under the Vehicle/Weapon Ability already paid for that allocated space to be filled and customized?FAITH 90mm Assault Cannon (Free Republic of Noa, Space Revolutionary Army)
FAITH standardized weapon type for mobile suits of the Settlement Freedom League; it is a dual feed autocannon that fires two different rounds depending upon need in addition to an underslung grenade launcher. However, the operation differs between SRL member nations. The SRA utilize solid propellant and electrical primer technology for their autocannons due to their ruggedness and simplicity and accelerated via electromagnetic fields, but are unable to accelerate them to higher velocities due to limited electrical output.
Level - Ability
- DX[END] - Attack
- 3[0] - “90mm Penetration, Standard Chem-EM Acceleration” (Affinity, Kinetic. Area Effect; Armor Piercing; Ranged. Ammunition; Elaborate Gestures, Both Hands on Weapon; Inaccurate x2)
- 3[0] - “90mm High Explosive, Standard Chem-EM Acceleration” (Affinity, Explosive. Area Effect; Ranged; Stunning. Ammunition; Elaborate Gestures, Both Hands on Weapon; Inaccurate; Low Penetration)
- 2[0] - “90mm Penetration, Subsonic Chem-EM Acceleration” (Setting, “90mm Penetration, Standard Chem-EM Acceleration”; Unique x2, Stealth. Countered; Ineffective; Low Penetration x2)
- 2[0] - “90mm High Explosive, Subsonic Chem-EM Acceleration” (Setting, “90mm Penetration, Standard Chem-EM Acceleration”; Unique x2, Stealth. Countered; Ineffective; Low Penetration x2)
- 3[0] - “180mm Underslung Grenade Launcher” (Affinity, Aiming; Area Effect x2; Impairing; Ranged; Stunning. Activation; Ammunition x2; Elaborate Gestures, Both Hands on Weapon; Inaccurate x2; Space Required)
- 2[0] - “Bayonet” (Armor Piercing x2; Defensive; Reach. Elaborate Gestures, Both Hands on Weapon; Feather Blow; Ineffective)
- 2[0] - “Buttstroke” (Defensive; Stunning. Elaborate Gestures, Both Hands on Weapon; Ineffective; Low Penetration x2)
Level - Weakness
- +3 - Attack “Assault Cannon” (Space Required)
- -1 - Non-Transferable Use (Attack "Assault Cannon")
Vibro Hawk
Level - Ability
- DX[END] - Attack
- 2[5] - “High Frequency Edge” (Armor Piercing x2; Impairing. Ineffective; Offensive; Weapon)
Level - Weakness
- +2 - Endurance Reserve “Internal Battery” (Space Required)
- -1 - Non-Transferable Use (Attack "Vibro Hawk")
Granted, there's still an issue of Gear Value for the Vibro Hawk, but I think I'll let that one slide for the moment to illustrate my previous thought pattern.FAITH 90mm Assault Cannon (Free Republic of Noa, Space Revolutionary Army)
FAITH standardized weapon type for mobile suits of the Settlement Freedom League; it is a dual feed autocannon that fires two different rounds depending upon need in addition to an underslung grenade launcher. However, the operation differs between SRL member nations. The SRA utilize solid propellant and electrical primer technology for their autocannons due to their ruggedness and simplicity and accelerated via electromagnetic fields, but are unable to accelerate them to higher velocities due to limited electrical output.
- DX[END] - Attack
- 3[0] - “90mm Penetration, Standard Chem-EM Acceleration” (Area Effect; Armor Piercing x2; Ranged. Ammunition; Elaborate Gestures, Both Hands on Weapon; Inaccurate x2; Space Required; Weapon)
- 3[0] - “90mm High Explosive, Standard Chem-EM Acceleration” (Area Effect; Ranged; Stunning. Ammunition; Elaborate Gestures, Both Hands on Weapon; Inaccurate x2; Low Penetration; Space Required; Weapon)
- 2[0] - “90mm Penetration, Subsonic Chem-EM Acceleration” (Setting, “90mm Penetration, Standard Chem-EM Acceleration”; Unique x2, Stealth. Countered; Ineffective; Low Penetration x2)
- 2[0] - “90mm High Explosive, Subsonic Chem-EM Acceleration” (Setting, “90mm Penetration, Standard Chem-EM Acceleration”; Unique x2, Stealth. Countered; Ineffective; Low Penetration x2)
- 3[0] - “180mm Underslung Grenade Launcher” (Affinity, Aiming; Area Effect x2; Impairing; Ranged; Stunning. Activation; Ammunition x2; Elaborate Gestures, Both Hands on Weapon; Inaccurate x2; Space Required; Weapon)
- 2[0] - “Bayonet” (Armor Piercing x2; Defensive; Reach. Elaborate Gestures, Both Hands on Weapon; Feather Blow; Ineffective)
- 2[0] - “Buttstroke” (Defensive; Stunning. Elaborate Gestures, Both Hands on Weapon; Ineffective; Low Penetration x2)
Orbital Mechanics Superiority Configuration (1 Vehicle Gear)
STANDARD MODEL
Level - AbilityLevel - Weakness
- +2 - Perception “Infrared”
- +2 - Spaceflight “Thermonuclear Fusion Rockets” (Requirement, Water/Remass; Space Required x2)
- +2 - Vigorous (Space Required x2)
- -3 - Prerequisite “Heat Radiators” (2x Radiator Panels)
- -1 - Endurance Use “Thermonuclear Fusion Rockets”
Command Tactical Package (3 Vehicle Gear)
Level - AbilityLevel - Weakness
- +1 -Agile (Space Required)
- +1 - Evasive (Space Required)
- +1 - Knowledge “Tactical Coordination”
- +1 - Knowledge “Wireless Communications”
- +2 - Perception
- +1 - Vigorous (Space Required)
- -1 - Restricted Freedom
Reconnaissance Tactical Package (2 Vehicle Gear)
As per the United Maintenance Plan of the Settlement Freedom League’s Fast Acting Integral Tactical Headquarters or FAITH, this tactical adaptation package can be placed upon any SRL mobile suit of their respective nations with enough personnel to commit an entire week’s worth of installation and overhaul. The primary focus of the tactical adaptation package is that of long-range observation and stealth for reconnaissance, forward observation, and sniping duties.
Level - AbilityLevel - Weakness
- +1 - Art of Invisibility (Space Required)
+1 - Invisibility (Space Required x2)
+2 - Knowledge “Wireless Communications”
+2 - Perception “Infrared”
- -2 - Unique “Unarmored”*
Jenice Assault Tactical Package (1 Vehicle Gear)
An optional equipment package for the RMS-06 Jenice, it mounts additional weapon systems and armor at the cost of mobility. Its primary weapon is its massive, articulated servo arm mounted Heavy Support Cannon which many considered a semi-artillery cannon that several soldiers have also called affectionately the “Smart Gun” due not only its overall design but also the integrated fire solution system built into the weapon. Its other distinguishing weapon design attribute are its dual Assault Aegis shields mounted upon the shoulders that each hold a Dual Gatling Cannons and a two-tube RPG Launcher. Thus turning the Jenice into a walking heavy support platform.
- DX[END] - Attack
- 4[0] - “Articulated Servo Arm-mounted Heavy Support Cannon, Penetrative Round” (Affinity, Aiming; Area Effect; Effective; Ranged. Ammunition x2; Requirement, Both Hands on Weapon; Space Required)
- 4[0] - “Articulated Servo Arm-mounted Heavy Support Cannon, High Explosive Round” (Affinity, Aiming; Area Effect; Effective; Ranged; Stunning. Ammunition x2; Low Penetration x2; Requirement, Both Hands on Weapon; Space Required)
- 2[0] - “Dual Gatling Cannons” (Overwhelming; Ranged. Ammunition; Inaccurate; Ineffective; Space Required)
- 4[0] - “3-Tube Missile Launchers” (Area Effect; Effective; Impairing; Ranged; Stunning. Activation; Ammunition x2; Inaccurate x3; Space Required)
- 3[0] - “2-Tube RPG Launcher” (Area Effect; Ranged; Stunning. Ammunition x2; Inaccurate x2; Space Required)
Level - AbilityLevel - Weakness
- +5 - Armored (Space Required)
+2 - Barrier “Assault Aegis”
- -1 - Awkward Size
-2 - Slow
-2 - Unique “Cannot Utilize Explosive Ordinances”
So then, thoughts on this particular execution of the Available Slots/Space Required-based system?RMS-006 Jenice (4 Vehicle/Mecha Points)
HEALTH: 50
ENDURANCE: 40
TV: 17
DX[END] - AttackLevel - Ability
- 1[0] - “Linked Chest Autocannon” (Area Effect; Overwhelming; Impairing; Ranged. Ammunition x2; Inaccurate x3; Ineffective x2)
- 0[0] - “Linked Chest Machinegun” (Area Effect; Overwhelming; Ranged; Stunning. Ammunition; Inaccurate x3; Ineffective x3)
- 2[0] - “Shoulder Bash” (Affinity, Piloting; Barrier Buster; Effective; Impairing. Countered x3; Low Penetration)
- 1[0] - “Unarmed Mobile Suit Melee Combat” (Affinity, Piloting. Ineffective x2; Non-Penetrating)
Level - Weakness
- +5 - Armored “Super Hard Steel Alloy” (Unique x2, Half Value against Flanking and Rear Attacks)
- +2 - Attack “Mobile Suit Weapon Systems” (Unique x2, Ranged Attacks Only)
- +4 - Available Slots "Environmental Configuration"
- +8 - Available Slots "Small Arms Loadout"
- +6 - Available Slots "Tactical Package"
- +2 - Evasive
- +2 - Heightened Senses
- +1 - Knowledge “Ranged Mobile Suit Combat”
- +3 - Perceptive “LADAR” (Cancel x2, Refraction-Heavy Conditions)
- +2 - Quick
- +1 - Tough
[/list]
- -2 - Aided Use “Environmental Configuration”, “Tactical Package”
- -2 - Compulsion “Proper Cool-Down”
- -1 - Dependency “External Power Jumpstart” (86.4 Kiloseconds required to initiate nuclear fusion reaction self-sufficiency)
- -2 - Focus "Devicer Suit" (Attack, Combat Expert, Knowledge “Weaponry, Mobile Suit”)
- -1 - Ineptitude “Melee Mobile Suit Combat”
- -3 - Periodical Maintenance
- -3 - Precondition Use “Environmental Configuration”, “Tactical Package” (Hangar Bay)
- -10 - Prompt Use “Environmental Configuration”, “Tactical Package” (Refitting, 1x Month)
- -2 - Restricted Freedom “Conditional Ownership”
- -2 - Servitude “Conditional Ownership”