|
Post by Trigger on Feb 3, 2005 2:26:02 GMT -5
Blue Frame Stage 2: Red and Blue
-----------------------------------
A mysterious employer has hired the Serpent Tail to destroy a trio of prototype Mobile Suits inside the Heliopolis colony. However, once he makes his way inside, Gai Murakumo finds more than he bargained for as he meets up with a scrappy treasure hunter, and his employers turn on him.
Player unit 1: Gai's Moebius (stats on the first post), Low-Tier items
Player unit 2 (change to this on turn 4): Gundam Astray Blue Frame, Low-Tier items (allocate items left over from Moebius)
Enemy Unit 1: Lower Gear (Personal Trooper Pilot, Sergeant), Gundam Astray Red Frame (with 8 active at base stats)
Enemy Units 2 (Replace Lowe on turn 7): EFSF Moebius x 5, no items
Terrain: Ruins of Heliopolis space colony (Space terrain) PC Limit: 100 Objective: Survive for three turns in the Moebius, then survive vor three turns in Blue Frame, THEN destroy all enemy Moebius units. Special: Red Frame loses Gerbera Straight and Hi-Energy Ball.
DEPLOY!
|
|
|
Post by Kamui on Feb 4, 2005 2:09:15 GMT -5
Name: KamuiGai Murakumo Pilot Class: Valkyrie PilotCurrent Max SP: 75 Skills & Abilities:- Minimum Dodge Cost is 5.Lightning Reflexes:Dodge Cost is based on Rank. Private: Dodge Cost is 9. Corporal: Dodge Cost is 8. Sergeant: Dodge Cost is 7. Ensign: Dodge Cost is 6. Lieutenant: Dodge Cost is 5. Countershoot:Refer to Countershoot in Counterstrike! Guide to Inherent Mech Abilities in the Rules section. Countercut: 3 EN or 7 PCs Guts: While HP is below 25%, gain Dodge Cost -10 and Weapond Damage +25% Advanced Maneuver: Each turn, gain 1 charge during the Regeneration phase. Spending Advanced Maneuver charges must be declared in the Seishin Phase, and only 1 Advanced Maneuver may be used per turn. Can charge to a maximum of 10 Advanced Maneuver counters. Evasive Maneuver: Dodge all incoming attacks for one Defense Phase. Cannot Attack, Repair, or Resupply this turn. Cannot be used in Support Defense. Requires and drains X Advanced Maneuver charges, where X is: Private: 9 Corporal: 8 Sergeant: 7 Ensign: 6 Lieutenant: 5Double Move: Gain an additional attack phase. Requires and drains X Advanced Maneuver charges, where X is: Private: 9 Corporal: 8 Sergeant: 7 Ensign: 6 Lieutenant: 5Variable Form Specialty: Gain an extra transformation phase at the start of every turn. Can only be used by Lieutenants and only activated in units sized M and lower. High-Mobility Veteran: - Reduce the Advanced Maneuver counter requirement for Evasive Maneuver by 1 for every -10 DC worth of modifiers you have from unit, item, and own pilot abilities. - Raise the Advanced Maneuver counter requirement for Evasive Maneuver by 1 for every +10 DC worth of modifiers you have from unit, item, and own pilot abilities. - "Dodge Cost is X" abilities count as Dodge Cost modifiers equal to how much difference there is between the set Dodge Cost and your base Dodge Cost. (IE: Dodge Cost is 30 counts as Dodge Cost +25 at Lieutenant) - Charge time cannot go below 3. This ability only applies during the Regeneration phase. Conversion Cost: 1300 PCs Series of Origin: Super Dimensional Fortress MacrossGai's Moebius
Statistics:HP: 55(15), EN: 5, IS: 4, Move: F, Size: S[/color] Weapons: 1) Vulcan- 11(1) damage, 20 rounds 3) Gatling Gun (V)- 28(12) damage, 8 rounds Inherent Abilities: 1) Usable by anyone. 2) Countershoot: Vulcan, Gatling Gun 3) Dodge Cost -3 4) Moebius may only be used in space. Item Slots: 1. A-Up Unit (C) 2. Beam Coating 3. Hybrid Dual Sensor 4. Gundarium Beta
|
|
|
Post by Trigger on Feb 4, 2005 13:10:34 GMT -5
Pilot Name: Lower Gear[/b] Pilot Class: Personal Trooper Rank: Sergeant Starting Max SP: 93 Maximum SP Cap: 185 Skills & Abilities:- Dodge Cost is 15. Minimum Dodge Cost is 5.- Countercut: 2 EN or 5 PCs - Countershoot: Refer to Countershoot in Counterstrike! Guide to Inherent Mech Abilities in the Rules section. - Overload: Gain additional Attack Phases during your turn. Allowed ability usage depends on rank Private: Usable 2 times in a fight Corporal: Usable 4 times in a fightSergeant: Usable 6 times in a fight Ensign: Usable 8 times in a fight Lieutenant: Usable 10 times in a fight[/i][/s] - Attacker: Weapon Damage +25% Gundam Astray Red FrameStatistics: HP: 35, EN: 20, IS: 3, Move: G, Size: MWeapons: Igelstellung - 3 damage, 20 rounds
High Energy Ball (V) - 8 damage/EN Beam Saber (BM) - 10 damage x 2 Beam Rifle (B) - 12 damage, 8 rounds Gerbera Straight - 18 damage, 1 PC/attack Gerbera Straight - 18 damage x 2, 3 PCs/attack. Anti-Beam Shield Disabled Only.[/s] Inherent Abilities: 1) Usable by Sergeants or higher 2) Anti-Beam Shield 3) Countercut 4) Countershoot: Igelstellung, Beam Rifle 5) 8 (Sidekick): Can only be used if you own 8 (the item).
6) Gerbera Straight: During deployment or any turn in battle, you may choose to disable Anti-Beam Shield permanently.[/s] 8Function:Sidekick: Pronounced "hachi" in Japanese. 8 is an AI. Has its own Seishin set and SP pool. This pool starts at 30 SP. After battle, you may give any amount of earned UPs to your sidekick instead. These UPs can only be used to increase your sidekick's SP pool. 8's SP Pool caps at 100. Seishins: Starting Max SP: 30 Maximum SP Cap: 100 Starting Seishins (4/4):- Aid - 35 - [ Casts "Great Effort" on either user or user's ally. In SAMW matches, this affects all subcharacters that are INSIDE that mech as well. ] - Perseverance - 20 - [ User recovers 1/3 of maximum HP ] - Concentrate - 15 - [ For one full turn, dodge cost is -5 and target's dodge cost is +5. This only works during your first attack phase. Ignore this effect during PT Overload phases and any other effects that may give you additional attack phases ] - Direct Attack - 20 - [ User's UP gain is doubled at the end of the battle, regardless of the result. In SAMW matches, this affects all subcharacters that are INSIDE that mech as well. ] Auto-Piloting:- Auto-Piloting (1):- Your Dodge Cost becomes (10+[your original dodge cost])/2. (rounded off to the nearest whole number of course) - Auto-Piloting (2):- If final Dodge Cost above is higher than your original Dodge Cost, then disable the above ability and gain the following: Dodge Cost -X (where X is the difference between the result of Auto-Piloting (1) and your original Dodge Cost). Example: If your Dodge Cost is 5 and Auto-Piloting resulted in a Dodge Cost of 8, then take the difference (meaning subtract) 5 from 8. Your result will be 3, and Auto-Piloting (2) will net you a Dodge Cost modifier of -3. This Dodge Cost modifier is stackable with any other ability. Item Statistics: Type: Installable Class: Sidekick, Mid-Teir
|
|
|
Post by Trigger on Feb 4, 2005 13:11:56 GMT -5
Okay you know the rules.
- 48 hour Prone Limit
- Double and Triple Check you math
- and the Player (Kamui) gets the first attack
- Remeber the Objective: Survive for three turns in the Moebius, then survive vor three turns in Blue Frame, THEN destroy all enemy Moebius units
Let's Rock!
|
|
|
Post by Kamui on Feb 4, 2005 23:20:59 GMT -5
Foolish employer! How dare he tricked the Serpent Tail. gain 1 Advanced Maneuvernow what do we have here? A Red mobile suit. Attack Phase: Target: Red Astray Weapon / Damage / Type: Gatling Gun (V)- 56 damage Resources Used: 2 rounds Special Modifiers: DC + 3 Status: Statistics: HP: 55/55 EN: 5/5 PC: 100/100 Advanced Maneuver: 1 Evasive Maneuver: Double Move:
Weapons: 1) Vulcan- 11(1) damage, 20/20 rounds 3) Gatling Gun (V)- 28(12) damage, 6/8 rounds
|
|
|
Post by Trigger on Feb 4, 2005 23:33:33 GMT -5
|
|
|
Post by Kamui on Feb 4, 2005 23:41:00 GMT -5
gain 1 Advanced Maneuverinteresting! Defense Phase: Attacker: Red Astray Weapon / Damage: Beam Rifle (B) - 15 damage Action: Beam Coating + take Resources Used: 1 EN, 5 HP Attack Phase: Target: Red Astray Weapon / Damage / Type: Gatling Gun (V)- 56 damage Resources Used: 2 rounds Special Modifiers: DC + 3 Status: Statistics: HP: 50/55 EN: 4/5 PC: 100/100 Advanced Maneuver: 2 Evasive Maneuver: Double Move:
Weapons: 1) Vulcan- 11(1) damage, 20/20 rounds 3) Gatling Gun (V)- 28(12) damage, 4/8 rounds
|
|
|
Post by Trigger on Feb 4, 2005 23:54:02 GMT -5
|
|
|
Post by Kamui on Feb 5, 2005 0:02:45 GMT -5
gain 1 Advanced Maneuveris that all you got? Defense Phase: Attacker: Red Astray Weapon / Damage: Beam Rifle (B) - 15 damage x2 Action: Beam Coating + take Resources Used: 2 EN, 10 HP
I'll show the meaning of attack.! YAAAH! Attack Phase: Target: Red Astray Weapon / Damage / Type: Gatling Gun (V)- 102 damage Resources Used: 4 rounds Special Modifiers: DC + 3 Status: Statistics: HP: 40/55 EN: 2/5 PC: 100/100 Advanced Maneuver: 3 Evasive Maneuver: Double Move:
Weapons: 1) Vulcan- 11(1) damage, 20/20 rounds 3) Gatling Gun (V)- 28(12) damage, 0/8 rounds
|
|
|
Post by Trigger on Feb 5, 2005 0:06:34 GMT -5
|
|
|
Post by Kamui on Feb 5, 2005 0:32:45 GMT -5
gain 1 Advanced Maneuver Seishin Phase: Seishin Used: Flash Cost: 15 SP
He's aangry! I can say that! *although my unit is faster, I can't take multiple attacks. He managed to seal my movement. Defense Phase: Attacker: Red Astray Weapon / Damage: Beam Rifle (B) - 15 damage x 5, Igelstellung Action: (Flash), (Beam Coating + take x2) (take) (dodge) (take) Resources Used: 15 SP, 2 EN, 10 HP, 15 HP, 5 PCs, 4 HP
Ack! my Moebius can't hold longer. I must start my plan B. The Moebius flys to a tunnel, at the end of the tunnel a blue gundam has emerged.Attack Phase: Target: Red Astray Weapon / Damage / Type: Missile Pod (PG)- 40(20) damage x 2 Resources Used: 1 rounds Special Modifiers: DC + 6, CC *1.5
|
|
|
Post by Trigger on Feb 5, 2005 0:36:29 GMT -5
Seishin Phase: Seishin Used: ~ Effect: ~ Cost: ~
Defence Phase: Weapon: Missile Pod (PG)- 40(20) damage x 2 Action Taken: Countershoot Resouces Used: -2 Igelstellung Rounds
Well... Looks like we have company. I'll take my Leave. Have fun with you new friends.
[Cont. on next post]
|
|
|
Post by Trigger on Feb 5, 2005 0:41:09 GMT -5
"Halt! Or we'll shoot. Shut down your mech and surrender quitly or we will shot you on site"
* five Moebius' show up to apreaend the Blue Astray *
EFSF Moebius x 5
Statistics: HP: 10, EN: 5, IS: 4, Move: F, Size: S[/color]
Weapons: 1) Vulcan- 1 damage, 20 rounds 2) Missile Launcher (PGV)- 15 damage, 4 rounds 3) Linear Rifle- 10 damage, 10 rounds
Inherent Abilities: 1) Usable by anyone. 2) Countershoot: Vulcan, Linear Rifle 3) Moebius may only be used in space.
* Note: all EFSF Moebius Pilots are Classless *
Turn 1
|
|
|
Post by Trigger on Feb 5, 2005 0:44:01 GMT -5
|
|
|
Post by Trigger on Feb 5, 2005 0:44:27 GMT -5
EFSF Moebius B Turn
Defence Phase: Weapon: ~ Action Taken: ~ Resouces Used: ~
Attack Phase: Weapon:Linear Rifle- 10 damage Target: Blue Astray Resouces Used: -1 Round
Stats: HP: 10 EN: 5 PCs: 100 SP:--
Weapons: Weapons: 1) Vulcan- 1 damage, 20 rounds 2) Missile Launcher (PGV)- 15 damage, 4 rounds 3) Linear Rifle- 10 damage, 9 rounds
|
|