<============>BATTLE ENGAGE!!<============>Jomo, Rocs, Jonas, Feng, Sebastian and Fred answer the call to battle. Sebastian rallies the survivors of the Burning Star, and answering his call are two of the ace Corsair Pilots of the crew, Biggs and Wedge.
>>Yo, Seb! Wedge and I hear ya, we're bringing Romulus and Remus over to help you!<<
Two Medium sized Corsairs, one equipped with a large Gauss Rifle and the other a Vibroblade and an energy Pistol, come fly in to range. Enrica's voice comes over the intercom on everyone's machines.
>>Alright, listen up, here's a briefing on this situation. I'm picking up readings of about 12 incoming enemy mecha; it's likely an SDA Hunter Squad, with those numbers. Hunter Squads usually have 6 light Corsairs, 4 Medium Corsairs and 2 Heavy Corsairs; the Light Corsairs move to lock down the targets, the Medium Corsairs act as Cover for the Heavy Corsairs, and the Heavy Corsairs move in to position and snipe at vessels with high powered rifles; the White Dwarf is unarmed, and if any enemy mecha gets close to it things will be bad. However, the only enemy mecha with the firepower to significantly damage the White Dwarf will be the Heavies, so if you eliminate those the Hunter Squad will be forced to retreat. That said, the Light Corsairs can also try to board and commandeer the White Dwarf, so if any get close be sure to get rid of them.<<
With that, two objectives pop up on everyone's screens.
<><>OBJECTIVE 1<><>
Destroy Enemy Heavy Corsairs
<><><><><><><><><>
<><>OBJECTIVE 2<><>
Do not let White Dwarf reach Critical Condition
<><><><><><><><><>
Enrica continues.
>> How you choose to dispose of the enemies is up to you. It will take time for the Heavy Corsairs to reach a Sniping Position, so use that time to get as close as you can and finish them. Do NOT attempt to engage any enemy units that are not pursuing us... that includes the
Carina, Fred. Enrica Out. <<
On everyone's HUD a map is displayed.
Code:
<-- FAR --- --- --- --- --- MED --- --- --- --- --- CLO -->
<-- HSQ --- --- --- --- --- --- --- --- --- --- --- WDF -->
<-- --- --- --- --- --- --- --- --- --- --- --- --- --- -->
Legend:
HSQ - Hunter Squad
WDF - White Dwarf
--- - One Space
((TUTORIAL: This map represents the relative distance between the White Dwarf and the Hunter Squad. At this moment, all enemy Mecha are at point HSQ, while all the players Mecha are at point WDF. Each Corsair has a Move Trait that represents how far along the line they can move. You do not have to move your max move range in your turn. You have two actions per turn. You are only allowed one Move Action, but you can use Attack and Sensor actions twice if you do not move.
For convenience, here is a list of Action Types and their meaning:
Move Action: Move 1 to <MOVE> spaces along Relative Distance Graph.
Special Move Action - Dash: Ailes may move at 1.5 times their max move rate in exchange for not being able to use any Light or Heavy weapons that turn.
Attack Action: Use one of the Corsair's equipped weapons; target must be within range of the weapon. AOE attacks hit all enemies at a single range.
Sensor Action: Use onboard computers to detect, track, and identify targets; Sensor Actions come in a variety of forms, and can increase the effectiveness of both the user and allies. Some sensor actions include - Long Range Detection [Increase Range of Heavy Weapons on a single target by 1], Hack [Melee action, cause damage to target's sensor computers], Identify Target [Scan Enemy Mecha to grant state Identified]
Basic rules of combat remain the same; attacks have one of three types of damage and are light, heavy or melee. Damage, however, is handled slightly different. There are two types of Condition: Frame and Slot. Frame Condition is the overall stability of the underlying structure of your mech. If this reaches critical you will not be able to act and must evacuate using a Boon. The Frame is generally well protected by the Slots on a Mecha. Each two slots in condition YELLOW or higher provides a -1 defensive bonus to attacks made on the Frame. To remove this defensive bonus, the Slot Condition needs to be reduced to ORANGE or lower. At condition RED, any equipment in that slot is disabled; gear that uses multiple slots will receive a penalty if one of their slots is reduced to RED.
Here are a few keywords for combat:
Unidentified - An Enemy Mecha is always considered Unidentified at the start of battle. An Unidentified Enemy may not have its Slot Conditions targeted, and the gear placed in its Slots are unknown. Unidentified is cleared by either engaging the Mecha at close range or using an Identify Target sensor Action.
Target Lock - All allied units in communication with the unit that set the Target Lock receive a +1 combat bonus against that target.
Jam - Unit afflicted by Jam gets a -2 penalty to Sensor Actions.
Let me know in the OOC thread if there are any questions. And now, the fight begins.))
Multiple Dots move along the Relative Distance Graph, spreading out in to three distinct rows, one with two dots, one with four dots, and one with six dots, at varying ranges.
Code:
<-- FAR --- --- --- --- --- MED --- --- --- --- --- CLO -->
<-- HV1 MD1 LT1 --- --- --- --- --- --- --- --- --- WDF -->
<-- HV2 MD2 LT2 --- --- --- --- --- --- --- --- --- --- -->
<-- --- MD3 LT3 --- --- --- --- --- --- --- --- --- --- -->
<-- --- MD4 LT4 --- --- --- --- --- --- --- --- --- --- -->
<-- --- --- LT5 --- --- --- --- --- --- --- --- --- --- -->
<-- --- --- LT6 --- --- --- --- --- --- --- --- --- --- -->
Legend:
HV# - Unidentified Heavy Corsair
MD# - Unidentified Medium Corsair
LT# - Unidentified Light Corsair
WDF - White Dwarf
--- - One Space
========================>
WHITE DWARF CREW
<========================
<== Fred (Forneus) ⇒
Boons: 1
Frame Condition:
GREENSlot Defense: 5/5 (-2 Defensive Bonus)
Frame Type: Light
Move: 5
<Left Arm Slot [
GREEN] <-> Right Arm Slot [
GREEN]> Laser Rifle (H/E, R:2-6, +1 Damage Range)
<Head Slot [
GREEN]> Fred OS Onboard Computer Station (+2 bonus to all Sensor rolls)
<Body Slot [
GREEN]> Shock Protective Armor (X-2,K-1)
<Shoulder Slot [
GREEN]> Hacking Gear (Melee Range, +1 bonus to Sensor Rolls for Hacking)
<Combat Knack> Space for One Passenger - May hold one (1) extra character; allied characters may add their Knack to Fred’s functionality; bonuses to performance if no passenger. (+1 move if no Passenger)
<== Jomo (Vinea) ==>
Boons: 1
Frame Condition:
GREENSlot Defense: 6/6 (-3 Defensive Bonus)
Frame Type: Medium
Move: 3
<Left Arm Slot [
GREEN] <-> Right Arm Slot [
GREEN] <-> Shoulder Slot [
GREEN] > Heavy Missle Artillery (H/X, R:2-6, AOE)
<Head Slot [
GREEN]> Radar System (+1 bonus to all Sensor Rolls)
<Back Slot [
GREEN]> Chaff Launchers (X-1)
<Body Slot [
GREEN]> Shock Protective Armor (X-2, K-1)
<Combat Knack> Cluster One - A mysterious ability with unknown effects. +1 Bonus to all actions until its true powers are revealed.
<== Sebastian (Sabnock) ==>
Boons: 1
Frame Condition:
GREENSlot Defense: 7/7 (-3 Defensive Bonus)
Frame Type: Heavy
Move: 2
<Left Arm Slot [
GREEN]> Directional Jammer (Light Weapon, R:1-4, Sensor Roll to inflict Jam)
<Right Arm Slot [
GREEN]> Target Painter (Light Weapon, R:1-4, Sensor Roll to inflict Target Lock)
<Head Slot [
GREEN]> Drone Control System (+1 bonus to all Drone attacks)
<Back Slot [
GREEN] <-> Shoulder Slot [GREEN]> Drone Docking Port (Stores 4 Drones)
<Leg Slot [
GREEN]> Specialized Landing Gear (Melee Range, Harpoons and Magnetic Grips)
<Body Slot [
GREEN]> Crumple Buffering Armor (K-2, E-1)
<Combat Knack> Boarding Drones - All Corsair-type drones equipped have the additional trait “Anti-Ship” (Can attack Ships using Ship-To-Ship scaling rules so long as Corsair is at Distance 1 from the Ship)
<Drones> 4 Corsair Kinetic Drones (K)
<== Jonas (Leraje) ==>
Boons: 1
Frame Condition:
GREENSlot Defense: 5/5 (-2 Slot Defense)
Frame Type: Light
Move: 6
<Left Arm Slot [
GREEN]> Energy Pistol (L/E, R:1-4)
<Right Arm Slot [
GREEN]> Coilgun (L/K, R:1-4)
<Head Slot [
GREEN]> Omnidirectional Jammer (Opponent’s Sensor Rolls get -3 while active, cannot communicate with team)
<Leg Slot [
GREEN]> Booster Unit (Move + 1)
<Body Slot [
GREEN]> Deflection Shield Armor (E-2, X-1)
<Combat Knack> Redline Runner - Piloted Corsair has “Move +1”
<== Feng (Haborym) ==>
Boons: 1
Frame Condition:
GREENSlot Defense: 7/7 (-3 Defensive Bonus)
Frame Type: Heavy
Move: 2
<Left Arm Slot [
GREEN]> Plasmafaust (M/X, R:1)
<Right Arm Slot [
GREEN]> Laser Rifle (H/E, R:2-6)
<Head Slot [
GREEN]> Long Range Scanner (+1 to Sensor rolls, Boost range of Heavy weapon by 1)
<Back Slot [
GREEN]> Field Maintenance Unit (Spend action to repair one slot to
GREEN)
<Leg Slot [
GREEN]> Stabilizers (+1 to heavy weapon use)
<Shoulder Slot [
GREEN]> Missle Array (L/X, R:1-3, AOE, -1 SDR)
<Body Slot [
GREEN]> Titanium Reinforced Chest Armor (E/X/K -1)
<Combat Knack> Corpus Chassis - Direct Interface provides a +2 bonus to all sensor rolls and +1 bonus to all combat rolls (Sensor Rolls are used in long range combat as well as for various support devices, such as Multi-target lock-on)
<== Rocs (Hawkeye/Barbas) ==>
Boons: 1
Frame Condition:
GREENSlot Defense: 5/5 (-2 Defensive Bonus)
Frame Type: Aile
Move: 4 (6 in Dash)
<Left Arm Slot [
GREEN]> Vibroblade (M/K, R:1)
<Right Arm Slot [
GREEN]> Beamsaber (M/E, R:1)
<Head/Body Slot [
GREEN] <-> Wing Slot [
GREEN]> Stardance Armor (E/X/K -1)
<Flex Slot [
GREEN]> Break Boosters (Once per battle, cancel Critical Hit)
<Combat Knack> Turn the Path - +2 bonus for all ranged defense rolls, Bonus Deflection roll on successful dodge for redirecting attacks
<== Biggs (Romulus) ==>
Frame Condition:
GREENSlot Defense: 6/6 (-3 Defensive Bonus)
Frame Type: Medium
Move: 3
<Left Arm Slot [
GREEN] <-> Right Arm Slot [
GREEN]> Gauss Rifle (H/K, R:2-6, +1 Damage Range)
<Body Slot [
GREEN]> Deflection Shield Armor (E-2, X-1)
<Head Slot [
GREEN]> Radar System (+1 bonus to all Sensor Rolls)
<Shoulder Slot [
GREEN]> Missle Array (L/X, R:1-3, AOE, -1 SDR)
<Back Slot [
GREEN]> Field Maintenance Unit (Spend action to repair one slot to
GREEN)
<== Wedge (Remus) ==>
Frame Condition:
GREENSlot Defense: 6/6 (-3 Defensive Bonus)
Frame Type: Medium
Move: 3
<Left Arm Slot [
GREEN]> Energy Pistol (L/E, R:1-4)
<Right Arm Slot [
GREEN]> Vibroblade (M/K, R:1)
<Body Slot [
GREEN]> Deflection Shield Armor (E-2, X-1)
<Head Slot [
GREEN]> Radar System (+1 bonus to all Sensor Rolls)
<Shoulder Slot [
GREEN]> Missle Array (L/X, R:1-3, AOE, -1 SDR)
<Back Slot [
GREEN]> Field Maintenance Unit (Spend action to repair one slot to
GREEN)
<== White Dwarf ==>
Condition:
GREENShip Type: Dinghy
<Propulsion Bay
GREEN>
<Corsair Bay
GREEN>
>Ship - May only be Damaged by Corsair Weapons with Anti-Ship<
========================>
SDA HUNTER SQUAD
<========================
<== Heavy Corsair 1 ==>
Frame Condition:
GREENFrame Type: Heavy
>Unidentified<
<== Heavy Corsair 2 ==>
Frame Condition:
GREENFrame Type: Heavy
>Unidentified<
<== Medium Corsair 1 ==>
Frame Condition:
GREENFrame Type: Medium
>Unidentified<
<== Medium Corsair 2 ==>
Frame Condition:
GREENFrame Type: Medium
>Unidentified<
<== Medium Corsair 3 ==>
Frame Condition:
GREENFrame Type: Medium
>Unidentified<
<== Medium Corsair 4 ==>
Frame Condition:
GREENFrame Type: Medium
>Unidentified<
<== Light Corsair 1 ==>
Frame Condition:
GREENFrame Type: Light
>Unidentified<
<== Light Corsair 2 ==>
Frame Condition:
GREENFrame Type: Light
>Unidentified<
<== Light Corsair 3 ==>
Frame Condition:
GREENFrame Type: Light
>Unidentified<
<== Light Corsair 4 ==>
Frame Condition:
GREENFrame Type: Light
>Unidentified<
<== Light Corsair 5 ==>
Frame Condition:
GREENFrame Type: Light
>Unidentified<
<== Light Corsair 6 ==>
Frame Condition:
GREENFrame Type: Light
>Unidentified<