MS Template (Revolution)
Aug 24, 2020 3:52:21 GMT
Post by Ransac on Aug 24, 2020 3:52:21 GMT
Developer's Notes:
Machine Name (Replace with the model number and name)
Armor Class: (Classification to determine base evasion, durability, and armor values)
Weight Capacity: (How much weight in gear and equipment the machine can carry)
Terrain: (Any area/region/battlefield the mobile suit can usually operate in)
Price: (How much to buy it)
Structure
Durability: (How much punishment a machine can take before destruction)
Armor: (Modifier for damage taken based on type of weapon used)
Performance
Aim: (Accuracy modifier for Ranged Attacks)
Mobility: (Accuracy modifier for Melee Attacks)
Movement: (How many spaces a machine can move per round)
Evasion Rating: (The total number an enemy must roll to hit your machine)
Melee Bonus: (Damage modifier for melee weapons)
Range Bonus: (Damage modifier for ranged weapons)
Equipment Space (What types of equipment the machine can carry and use)
Weapons
Example: GM Command
RGM-79G GM Command (RGM-79G GM Command)
Tier: 5.5
Armor Class: Medium
Weight Capacity: 30
Terrain: Ground/Space
Price: 5,500 Credits
Durability: 1,375
Armor: 100
Aim: 0
Mobility: 0
Movement: 5
Evasion Rating: 10
Range: 55
Melee: 55
Equipment Space
Mobile Suit Abilities
Weapons
Example 2: Gouf Flight Test Type
Gouf Flight Test Type (Gouf Flight Test Type)
Tier: 5 (Rare)
Armor Class: Light
Weight Capacity: 20
Terrain: Ground/Sky
Price: 5,000 Credits
Durability: 1,000
Armor: 75
Aim: 0
Mobility: 0
Handling: 14 (Minimum roll # required to maintain flight stability)
Movement: 5
Evasion Rating: 12
Range: 60
Melee: 40
Equipment Space
Mobile Suit Abilities
Weapons
Example 3: RX-78-2 Gundam
RX-78-2 Gundam (RX-78-2 Gundam)
Tier: 6 (Legendary)
Armor Class: Medium
Weight Capacity: 30
Terrain: Ground/Space
Durability: 1,500
Armor: 120 (160)
Aim: 0
Mobility: 0
Movement: 5
Evasion Rating: 10
Range: 60
Melee: 60
Equipment Space
Mobile Suit Abilities
Weapons
- Armor and Weapons
You best remember that I was pushing for this long before now. Rather than go with my original approach of just the basic Melee/Range armor types, I took a page out of GBO2 and broke it down into three base categories: Melee for melee weapon damage, Ballistic for physical ranged weapons, and Beam for beam ranged weapons. All weapons will fall under at least one of these three categories. Beam Sabers and similar weapons will deal Melee damage, but will likely have either a damage boost or some other effect.
Part Destruction: Targeting a specific part of a mobile suit for destruction should require the attack to exceed the armor value of the suit by a given magnitude (x2/x3?)
Shields will have their own individual Armor values, as they're often made from the same material as mobile suits.
Each category of Armor can be upgraded individually, or multiple at once based off armor upgrades.
Examples:
Armor Reinforcement: +10 to either Melee or Ballistic.
Beam Resistant Coating: +10 Armor vs Beam damage
Partial Luna Titanium Armor: +10 Ballistic, +5 Beam and Melee
Luna Titanium Armor: +20 Ballistic, +10 Beam and Melee
Reactive Armor Plating: +30 Ballistic for a set number of attacks equal to the MS' tier.
Nanolaminate Armor: +10 Ballistic and Melee, immunity to beam damage.
Armor Calculation: Tier x 10 x Armor Class (L: 1.5 M: 2 H: 3) then distributed as appropriate. Round down for decimals. - Flight and Flying
I'm basing flight off my previous suggestion. The Gouf Flight Test Type has a handling of 14 due to its notorious issues during testing. The Gouf Flight Type would have Handling of either 12 or 13 due to design improvements. The Flag would share a Handling of either 12 or 13.
Important: Handling should only be a save, and it should only happen if hit hard or if conditions make flight difficult.
Flying: Any enemies on the ground must spend an extra action (jumping) to attack a flying unit with a melee weapon. (Alternatively; attack with disadvantage)
When struck by artillery, pilot must attempt a handling save. On a failure, evasion is reduced for one round. If a critical failure, the machine crashes to the ground and takes damage (Calculated by armor class and unarmed damage?).
Machines that are flying also gain a +1 movement and aren't hindered by obstacles. - Mobile Suit Abilities
Yet another previous proposal of mine that got rejected but somehow got brought into this. Principle is the same as it was then, each mobile suit gets at least one ability to help it stand out. Not all of these will be unique, it's unavoidable with the sheer amount of mass production and development. Machines with greater rarity will have more abilities. Mass Production get 1, Rare/Limited get 2, and Legendary get 3 abilities where applicable. I am still debating restricting mass production type abilities to upgrade options only, or otherwise unlocked through usage.
Machine Name (Replace with the model number and name)
Armor Class: (Classification to determine base evasion, durability, and armor values)
Weight Capacity: (How much weight in gear and equipment the machine can carry)
Terrain: (Any area/region/battlefield the mobile suit can usually operate in)
Price: (How much to buy it)
Structure
Durability: (How much punishment a machine can take before destruction)
Armor: (Modifier for damage taken based on type of weapon used)
- Melee: X (melee weapons)
- Ballistic: X (physical ranged weapons)
- Beam: X (ranged beam weapons)
Performance
Aim: (Accuracy modifier for Ranged Attacks)
Mobility: (Accuracy modifier for Melee Attacks)
Movement: (How many spaces a machine can move per round)
Evasion Rating: (The total number an enemy must roll to hit your machine)
Melee Bonus: (Damage modifier for melee weapons)
Range Bonus: (Damage modifier for ranged weapons)
Equipment Space (What types of equipment the machine can carry and use)
- Melee: X
- Gun: X
- Artillery: X
Weapons
Example: GM Command
RGM-79G GM Command (RGM-79G GM Command)
Tier: 5.5
Armor Class: Medium
Weight Capacity: 30
Terrain: Ground/Space
Price: 5,500 Credits
Durability: 1,375
- MS: 1,375/1,375
- Shield: X/X
Armor: 100
- Melee: 35
- Ballistic: 34
- Beam: 30
Aim: 0
Mobility: 0
Movement: 5
Evasion Rating: 10
Range: 55
Melee: 55
Equipment Space
- Melee x1
- Gun x1
- Artillery x1
Mobile Suit Abilities
- Enhanced Sensors: +1 bonus to hostile detection. +2 vs Infantry/Vehicles
Weapons
- Head Vulcan
- Beam Saber
- Beam Gun or Bullpup Machine Gun
- Hyper Bazooka
- Commando Shield
Example 2: Gouf Flight Test Type
Gouf Flight Test Type (Gouf Flight Test Type)
Tier: 5 (Rare)
Armor Class: Light
Weight Capacity: 20
Terrain: Ground/Sky
Price: 5,000 Credits
Durability: 1,000
- MS: 1,000/1,000
Armor: 75
- Melee: 15
- Ballistic: 30
- Beam: 30
Aim: 0
Mobility: 0
Handling: 14 (Minimum roll # required to maintain flight stability)
Movement: 5
Evasion Rating: 12
Range: 60
Melee: 40
Equipment Space
- Melee x1
- Gun x1
- Artillery x1
Mobile Suit Abilities
- Flight: This MS can spend one action to take flight.
Machines that are flying gain a +1 movement and aren't hindered by obstacles.
Weapons
- 5-Barrel Finger Vulcan x2 (Paired)
Example 3: RX-78-2 Gundam
RX-78-2 Gundam (RX-78-2 Gundam)
Tier: 6 (Legendary)
Armor Class: Medium
Weight Capacity: 30
Terrain: Ground/Space
Durability: 1,500
- MS: 1,500/1,500
- Shield: X/X
Armor: 120 (160)
- Melee: 40 (50)
- Ballistic: 40 (60)
- Beam: 40 (50)
Aim: 0
Mobility: 0
Movement: 5
Evasion Rating: 10
Range: 60
Melee: 60
Equipment Space
- Melee x2
- Gun x1
- Artillery x1
Mobile Suit Abilities
- Luna Titanium Armor: +20 Ballistic, +10 Beam and Melee
- Learning Computer: After engaging an opponent for at least two rounds, identify target weaknesses and increase either Aim or Mobility by 1 against that enemy model based upon vulnerabilities. Engaging the same type or model of enemy for a period of time also triggers this effect.
- Core Block System: Upon destruction, pilot can escape combat with advantage.
Weapons
- Head Vulcan
- Beam Saber x2
- Beam Rifle
- Hyper Bazooka
- Gundam Shield