While I'm at it, Here's the Type-61 Tank and FF-S3 Saberfish. The FF-S3 can be used at the atmospheric version by removing the missiles.
While I'm at it, Here's the Type-61 Tank and FF-S3 Saberfish. The FF-S3 can be used at the atmospheric version by removing the missiles.
So I've been working out how I want to handle beam weapons. I looked at how lightsabers are handled as a pretty obvious source of inspiration. I really like the way they are handled.
Lightsabers, and also beam weapons in Gundam, are so over the top lethal that standard damage tracking in most RPGs really isn't equipped to handle them.
If you don't know, FFG's elegant solution was to set their crit at 1, and give them decent enough damage to actually be able to trigger a crit. Since cannon fodder mooks die to a single crit, a lightsaber can tear through swaths of them. And again tougher opponents each successful hit is potentially a lost or crippled limb, or worse.
So I'm going with that. Really low crit rating on beam weapons. I'm also introducing a "Beam" weapon quality that makes the weapon ignore defense provided by equipment. Meaning the beam weapon goes right through a Zaku's shield. I'm also introducing an "Anti-Beam" quality that negates the beam quality and raises the attackers crit rating by two. Most beam weapons will also have the Sunder quality and probably some low level of vicious and breach.
21 hours ago, Tesoe said:So I've been working out how I want to handle beam weapons. I looked at how lightsabers are handled as a pretty obvious source of inspiration. I really like the way they are handled.
Lightsabers, and also beam weapons in Gundam, are so over the top lethal that standard damage tracking in most RPGs really isn't equipped to handle them.
If you don't know, FFG's elegant solution was to set their crit at 1, and give them decent enough damage to actually be able to trigger a crit. Since cannon fodder mooks die to a single crit, a lightsaber can tear through swaths of them. And again tougher opponents each successful hit is potentially a lost or crippled limb, or worse.
So I'm going with that. Really low crit rating on beam weapons. I'm also introducing a "Beam" weapon quality that makes the weapon ignore defense provided by equipment. Meaning the beam weapon goes right through a Zaku's shield. I'm also introducing an "Anti-Beam" quality that negates the beam quality and raises the attackers crit rating by two. Most beam weapons will also have the Sunder quality and probably some low level of vicious and breach.
So, for the Anti-Beam quality, is that going to be added to the mobile suit itself or to their shields?
6 minutes ago, satkaz said:So, for the Anti-Beam quality, is that going to be added to the mobile suit itself or to their shields?
You could add it to a mobile suit, but like in the show it's going to mostly just be on shields. I doubt I'll introduce any suits with an Anti-Beam coating on the suit itself into the game. I can only think of like two anyways.
Edited by Tesoe1 minute ago, Tesoe said:You could add it to a mobile suit, but like in the show it's going to mostly just be on shields. I doubt I'll introduce any suits with an Anti-Beam coating on the suit itself into the game. I can only think of like two anyways.
Ah, okay. Was wondering how far one could take this in the UC era.
7 minutes ago, satkaz said:Ah, okay. Was wondering how far one could take this in the UC era.
Within the UC era they only apply Anti-Beam coating to shields usually. The reason being it wears out and the part has to be replaced/recoated. It's a lot easier to do that with a shield than an actual portion of the suit.
Even out into the end of the UC timeline, in Victory, they just use better shields instead of coating entire suits.
Speaking of, I haven't quite settled on how I want to handle a beam shield. Probably just a really high defensive value. I-fields I've decided just result in miss automatically, but you still roll if you choose to attack something with an I-fields. That way any left over advantage or threats from the attack roll can still be used.
2 minutes ago, Tesoe said:Within the UC era they only apply Anti-Beam coating to shields usually. The reason being it wears out and the part has to be replaced/recoated. It's a lot easier to do that with a shield than an actual portion of the suit.
Even out into the end of the UC timeline, in Victory , they just use better shields ins tead of coating entire suits.
Speaking of, I haven't quite settled on how I want to handle a beam shield. Probably just a really high defensive value. I-fields I've decided just result in miss automatically, but you still roll if you choose to attack something with an I-fields. That way any left over advantage or threats from the attack roll can still be used.
I-fields tend to be very useful against only beam weaponry, if I'm correct. Usually, missiles and projectiles go straight through it, so I wouldn't have it miss automatically for all attacks.
16 minutes ago, satkaz said:I-fields tend to be very useful against only beam weaponry, if I'm correct. Usually, missiles and projectiles go straight through it, so I wouldn't have it miss automatically for all attacks.
Yes, that's correct. I-fields only effect beam weapons. Any other form of attack would pass through the field unaffected. Sorry for not stating that explicitly.
Just now, Tesoe said:Yes, that's correct. I-fields only effect beam weapons. Any other form of attack would pass through the field unaffected. Sorry for not stating that explicitly.
No problem. Will be looking forward to more of your work.
Just now, satkaz said:No problem. Will be looking forward to more of your work.
Thanks! I appreciate all the feedback I can get.
OK, here's the most up to date version of thing.
Mobile Suit Rules
Mobile suits are vehicles, but the pilot can use most Personal Scale talents with their mobile suit.
A mobile suit's armor and brawn is based on if the suit is classified as Standard or Heavy, and the material the armor is made from.
Mobile suits can use the Reposition manuever at speed 0+.
Mobile suits have separate speed and handling characteristics depending on their mode of movement.
A mobile suit's pilot uses either Driving or Piloting to make melee attacks using their mobile suit. Which skill is used depends on which skill the pilot is also using to control the mobile suit's movement at the time. Piloting if the suit is in the air/freefall, and Driving if the suit is standing on a solid surface.
A mobile suit's pilot uses Gunnery for all ranged attacks using the mobile suit's weapons.
Mobile suit weapons with the Stun or Stun Damage qualities apply their strain or strain damage to the suit's system strain. The pilot also suffers half (rounded down) the strain or strain damage, applying their own soak value to the reduced effect.
New Qualities
Anti-Beam (Passive)
An item with the Anti-Beam quality still applies any bonuses to defense it grants against attacks made by weapons with the Beam quality. Additionally weapons with the Beam quality increase their critical rating by 2 when attacking a target using items or vehicles with the Anti-Beam quality.
Beam (Passive)
This weapon fires a focused beam of massive, high-velocity mega-particles, which cannot be deflected by magnetic fields and tears through any conventional armor material. A weapon with the Beam quality ignores any defense provided by gear that does not also have the Beam quality, unless otherwise specified.
I-Field
Attacks, made using weapons that have the Beam quality, against a target protected by an I-Field automatically fail, regardless of the number of successful and failures rolled. Advantage, Triumph, Threat, and Despair rolled may not be used to trigger item qualities or critical hits.
Edited by Tesoe
Alrighty then! I've finally got to stating up the early federation mobile suits. Including the white mobile suit itself.
I've been thinking about it more, and I think I need to up the handling values on the Gundam.
Ok, so I've most everything updated in the WordPress site I'm using for the campaign. Including a couple suits I haven't posted here. There's still a couple legacy entries from when I was using Savage Worlds, but I should have those fixed before too long.
mobilesuitgenesys.wordpress.com
Ok, so I've most everything updated in the WordPress site I'm using for the campaign. Including a couple suits I haven't posted here. There's still a couple legacy entries from when I was using Savage Worlds, but I should have those fixed before too long.
mobilesuitgenesys.wordpress.com
We've been playing for a few sessions now and have made a few updates. Mobile suits are now steered using just the Piloting skill, and we created a new skill we call Striking for making melee attacks with a mobile suit's melee weapons. We all agreed the old way was probably more realistic, but this was just simpler, and fit the groups play style better.
I've also worked rules for how to handle bits/funnels/incoms, and a few examples. I'd love feedback on that. I'm going to cross post in the mecha thread to try and maximize feedback.
Bit, Funnels, and Incoms
Bits, Funnels, and Incoms are types of equipment sometimes attached to a vehicles with either a Psycommu or quasi-psycommu system. Such a vehicle is referred to as the mother unit.
Bits and Funnels are types of a drone units that are designed to be remotely controlled by a Newtype pilot using a vehicle equipped with a Psycommu. A Newtype pilot is able to control these units with great precision, allowing him to remotely attack an enemy from all directions.
Bits and funnels are fundamentally similar, except that a bit has its own on-board power generators, and do not require re-docking with the mother unit for recharging. When funnels are not in use, they are attached to the mother unit for recharging.
Incoms are a type of weapon developed by the Federation’s Murasame Research Institute for normal (i.e. Oldtypes) pilots. They are similar to bits and funnels operated by psycommu system, except that Incoms are wire-controlled by a quasi-psycommu or psycommu system. They have to be tethered to their control unit by wires because the electrical signals to the incom would be otherwise disrupted by Minovsky Particles. They can execute the apparent all-range attack like bits and funnels, but are inferior in attack range and complexity of maneuvers.
Unless otherwise specified the term “Bit” will be used to refer to both Bits, Funnels, and Icoms collectively.
Bit Rules
As a collection of remote vehicles controlled by the minds of the pilot of their mother unit, Bits function in a manner similar to both Minions, Animal Companions, and Vehicles, while still having some rules unique to themselves.
I-Fields do have some limitations, even when used against beam weapons. They're more effective at medium to long range. Against point blank fire they should work more like soak, and the i-field will overheat requiring a cooldown period.
Also, when it comes to beam weapons I think instead of having a damage rating there should be a multiplier. Then give environments a Minovsky rating with space having higher ratings compared to Earth. Beam weapons should deal damage equal to the Minovsky rating times the multiplier. Might also consider anything with multiplier higher than x2 to have charge up mechanic to raise the multiplier. (I might be making things to complicated.)
16 minutes ago, Thanatos said:I-Fields do have some limitations, even when used against beam weapons. They're more effective at medium to long range. Against point blank fire they should work more like soak, and the i-field will overheat requiring a cooldown period.
Also, when it comes to beam weapons I think instead of having a damage rating there should be a multiplier. Then give environments a Minovsky rating with space having higher ratings compared to Earth. Beam weapons should deal damage equal to the Minovsky rating times the multiplier. Might also consider anything with multiplier higher than x2 to have charge up mechanic to raise the multiplier. (I might be making things to complicated.)
Yeaaaah, I think that might be a bit more complicated than my group wants to deal with. I'm interested in why you'd go that way though. Atmospheric conditions don't really change beam weapon effectiveness in an appreciable way. They're a one hit kill in anything but underwater conditions basically.