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Post by CowboyJohnny on Nov 22, 2004 21:11:59 GMT -5
Feedback needed; the power levels probably need tweaking.
Martian Successor
Starting Max SP: 75
Maximum SP Cap: 150
Skills & Abilities:
- Dodge Cost is 13. Minimum Dodge Cost is 5. - Countercut: 2 EN or 5 PCs
- Nanomachine Implant: Activates only in a unit with IFS. Dodge Cost is 7, Countercut: 1 EN or 4 PCs. In Mothership Class units, instead of the above bonuses, lower DC by 5 and then re-lock at the lower value. Lieutenant: Countershoot. In size S or SS units, add an additional Dodge Cost -2 and countercut as if you were one size larger.
- Boson Jump: Dodge all attacks from one attack phase. Charge 1 unit after each enemy attack phase directed wholly or partly at you; charge 1 unit after a turn in which you are not attacked by an enemy. Private: Start with 1 use, max 1 use. Charge 7 units to regain one use. Corporal: Start with 2 uses, max 2 uses. Charge 7 units to regain one use. Sergeant: Start with 2 uses, max 2 uses. Charge 6 units to regain one use. Ensign: Start with 3 uses, max 3 uses. Charge 6 units to regain one use. Lieutenant: Start with 3 uses, max 3 uses. Charge 5 units to regain one use.
- A-Class Jumper: Ignore terrain DC penalties. Lieutenant Martian Successors only.
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Post by Seth Valentine on Nov 22, 2004 21:28:14 GMT -5
Well, I like it, stat wise, just a few spelling errors is all I see. And I dunno, I think it'd be better to call it the IFS implant rather than the nanomachine implant, but that's just me.
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Post by Regris Kallen on Nov 22, 2004 22:21:56 GMT -5
In the Nadesico manga, IFS gets phased out by something a lot more uber.
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Post by Seth Valentine on Nov 22, 2004 23:36:54 GMT -5
Well, we really shouldn't go by anything in the manga. If we can't have the manga's units, then why should we have their system? *coughGIVEMETHEEXABYTEcough*
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Post by Regris Kallen on Nov 22, 2004 23:41:07 GMT -5
... the Exabyte is basically an 0G frame with like... a better IFS. Which, in this book I have in my hand, is apparently called the "Maverick Electron React System," and was pioneered by the Asuka Industrial... and stuff.
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Post by Seth Valentine on Nov 23, 2004 0:03:08 GMT -5
Does it require an implant to activate?
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Post by Regris Kallen on Nov 23, 2004 0:18:39 GMT -5
It's an upgraded IFS, basically.
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Post by Seth Valentine on Nov 23, 2004 0:26:09 GMT -5
...That doesn't answer my question.
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Post by Regris Kallen on Nov 23, 2004 0:49:21 GMT -5
Yes it does. What's an IFS, and how is it applied? And now, if this is an upgraded IFS, how would it be any differen, aside from being a bit more efficient?
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Post by Belmont on Nov 23, 2004 2:30:53 GMT -5
Feedback needed; the power levels probably need tweaking. Martian SuccessorStarting Max SP: 75 Maximum SP Cap: 150 Skills & Abilities:- Dodge Cost is 13. Minimum Dodge Cost is 5. - Countercut: 2 EN or 5 PCs - Nanomachine Implant: Activates only in a unit with IFS. Dodge Cost is 7, Countercut: 1 EN or 4 PCs. In Mothership Class units, instead of the above bonuses, lower DC by 5 and then re-lock at the lower value. Lieutenant: Countershoot. In size S or SS units, add an additional Dodge Cost -2 and countercut as if you were one size larger. - Boson Jump: Dodge all attacks from one attack phase. Charge 1 unit after each enemy attack phase directed wholly or partly at you; charge 1 unit after a turn in which you are not attacked by an enemy. Private: Start with 1 use, max 1 use. Charge 7 units to regain one use. Corporal: Start with 2 uses, max 2 uses. Charge 7 units to regain one use. Sergeant: Start with 2 uses, max 2 uses. Charge 6 units to regain one use. Ensign: Start with 3 uses, max 3 uses. Charge 6 units to regain one use. Lieutenant: Start with 3 uses, max 3 uses. Charge 5 units to regain one use. - A-Class Jumper: Ignore terrain DC penalties. Lieutenant Martian Successors only. Shouldn't the antibodys also have that Ignore Terrain DC penalties if it is going to be inplanted on a Martian Successor?
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Post by Tavish on Nov 23, 2004 4:16:31 GMT -5
Why the hell do Antibodies get a Martian Successor ability?
Bunshin may mean mostly the same thing to both of them, but really, there's no reason for them to have that ability for both of them, unless you can give a persuasive rationale. Besides, this is a discussion about the pilot class...
Martian Successor!
Not Antibody.
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Post by CowboyJohnny on Nov 23, 2004 4:34:12 GMT -5
The specific basis for this A-Class Jumper ability is Akito's ability in MX that lets him move to any square in his movement range as if there are no obstructions or terrain effects.
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Post by Julius Firefocht on Nov 23, 2004 4:39:24 GMT -5
The stats are fine, but I am wondering about the ability to CC as though the unit is 1 size larger. What is the basis for that ability?
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Post by CowboyJohnny on Nov 23, 2004 5:11:57 GMT -5
IFS works more smoothly in small units (by the series), so using it MSes should be countercutting at least as well in S mechs as M. The particular implementation was somewhat arbitrary.
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Post by Kyoryushin on Nov 23, 2004 6:25:41 GMT -5
The specific basis for this A-Class Jumper ability is Akito's ability in MX that lets him move to any square in his movement range as if there are no obstructions or terrain effects. In @2, the Antibodies also have this ability, but maybe we can have it connected to the unit instead, like when Vital jump kicks in, they gain this ability as well. Unlike Akito, who can practically jump without a unit, the Antibodies need the unit i think. Other than that the stats look ok, other than the lieutenant wth countershot thing, which i find confusing. Does this mean they gain CS when thye hit LT? how about the other ranks? what bonus do they get?
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