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Posted: Mon May 04, 2009 7:39 am
Here is the profile sheet that you will use for your mobile suit. The various headings in the sheet will be explained in later posts. It is provided in code form for convenience.
Model number: Make: Development: Height: Weight: Color: Model Variations:
[align=center][b]~Stats~[/b][/align] [b]LV:[/b] [b]AP:[/b] [b]EN:[/b] [b]Output:[/b] [b]Load:[/b] [b]Experience:[/b]
[b]Power:[/b] [b]Mobility:[/b] [b]Armor:[/b] [b]Generator:[/b] [b]Energy:[/b] [b]Evasion Bonus:[/b]
[b]Base Attack Bonus:[/b] [b]Attack Melee:[/b] [b]Attack Ranged:[/b]
[align=center][b]~Equipment~[/b][/align]
[u][b]Head[/b][/u] [b]Sensor:[/b]
[u][b]Torso[/b][/u] [b]Cockpit:[/b] [b]Main Thruster-Right:[/b] [b]Main Thruster-Left:[/b]
[u][b]Arm Right[/b][/u] [b]Shoulder Thruster:[/b] [b]Hand:[/b]
[u][b]Arm Left[/b][/u] [b]Shoulder Thruster:[/b] [b]Hand:[/b]
[u][b]Legs[/b][/u] [b]Thruster Left:[/b] [b]Thruster Right:[/b]
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Posted: Mon May 04, 2009 9:28 am
Stage One: "Selecting mobile suit." Of course the first thing you must do it pick your weapon, the mobile suit you desire for your current rank. If you check the "Mobile suit List" thread you can check over the mobile suits available for your current rank. Pick one and your Affiliation will dispatch a mobile suit of that type to you for your personal use. It can be destroyed and will be up to the pilot to determine when to retreat to save there mobile suit and possibly there life. The pilot may have the blue prints from there mobile suit, however to recreate the mobile suit can be very expensive, so it better to know when to "Run away, and live to fight another day."
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Posted: Mon May 04, 2009 9:59 am
Stage Two: "Mobile Suit set up." Once you have received your mobile suit, you can begin set up/customization. First you can pick the weapons out of existing weapon rank set (See weapons and equipment thread) as long as your mobile suit means the requirements for the selected equipment.
First is the information about the mobile suit.
Model Number: The production number of the selected mobile suit. (I.E. Ms-06 zaku 2, Ms-09 dom, etc)
Make: The name/nick name of the selected mobile suit. (I.E. Ms-06 zaku II, Ms-09 dom, etc)
Development: Is how the mobile suit started and will be one of three options. -First option is "Issued" which means it just a basic mobile suit, usually a previously used suit. With issued mobile suit they start the minimum level of its rank. -The second option is "Assembled" which means it was created specifically for your pilot or by your pilot. Assembled mobile suit always starts at level one, and its computer systems become more greatly in sync with you, as well as it comes in the color you make it with out having to use a Modification point to color it. -Third is "Elite" which is a recreation of a one of a kind mobile suit, it is incredibly rare and hard to come by, but the Elite also start at the minimum level of its elite rank.
Height: The height from foot to top of head, or total height from lowest point to highest point. (If you do not know the height of your mobile suit check on here for its measurements.)
Weight: The weight of the mobile suit. (If you do not know the weight of your mobile suit check on here for its measurements.)
Model Variations: Models variations are simply special versions of the mobile suit such as Zaku II commander type, gelgoog jager, Gm sniper, etc. If your model is a special variation increase it to the rank above its rank.
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Posted: Mon May 04, 2009 2:36 pm
Stage Three: "Mobile suit Stats." The following it the description of the stats of the Mobile suit. Here you will find out some of the uses and purposes for each of the five stats.
~Stats~
Level: Your mobile suit current level.
AP: Also know as armor points, this is the amount of damage your mobile suit can take before it destroyed, or rendered inoperable. This is determined by the calculation. [Armor mod + Mobile suit level x 100]
EN: Also know as Energy Points, this is the amount of energy your mobile suit has before it power is depleted. The EN is determined by the calculation. [Energy mod + Generator mod x 50]
Output: Your mobile suit's energy capacity, the output it what restores a amount of the energy supply each turn. If the mobile suit runs out of energy then it must wait until the output completely restores the EN, this act is called D.I.W. and cannot be avoided. During D.I.W. the out put is doubled, until the mobile suit leaves D.I.W. stasis. The Output is determined by the calculation. [Generator + Energy x 5]
Load: Is your Mobile suit's Power capacity, how much there MS can have on it with out over weighing its pneumatic system. The Load is simple to determine, and is done so by looking at your Mobile suits Power. Not the mod strictly the power, and look at the mobile suits equipment add all the weight ratings together, if they are not above the Power then the mobile suit is not over weight. However if it is then the mobile suit base Mobility mod is reduced to 0. Place the equipments total weight with the power like the following. [total equipment weight/power]
Experience: The total amount of experience your mobile suit has gained, out of how much it needs to obtain to reach the next level.
Power: The capacity or the pneumatic system of your mobile suit, this determines how much load the mobile suit can carry, as well as the power behind melee attacks.
Mobility: The Base moving speed of your mobile suit, boosters once activated greatly increase the mobility of the mobile suit at the price of draining its energy supply.
Generator: The energy out put of the mobile suit reactor, The determines how much power is distributed threw out the mobile suit, many weapons and devices greatly need high generator out put to keep the suit from entering D.I.W. stasis, which was described above.
Armor: The density or your mobile suits armor plates, you mobile suit could have light armor making it more agile, or heavy armor to absorb enemy fire like its rain.
Energy: The capacity of energy available to your mobile suit, different things from energy weapons to thrusters use energy.
Evasion Bonus: This is your unit capability to absorb in coming enemy attacks, because nobody wants a lazer beam shot there face. The Evasion Bonus is determined by the calculation. [Pilots level + Mobile suits level + Mobility mod]
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Posted: Mon May 04, 2009 3:16 pm
Stage Four: "Mobile suit Chart."
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Posted: Mon May 04, 2009 9:39 pm
Stage Five: "Explanation." In this section i will go in to better detail of multiple pieces of the system.
Base Points: Base points are simple, they are the numbers that your mobile suit stats (remember abilities refer to the Five stats which are Power, Mobility, Generator, Armor, Energy) start at before putting any points to them. So say you were starting at as a Mass produced they would start at 8 before you put any points to them.
Points for Distribution: Points for Distribution are the amount of points you get to distribute to the Five stats. Meaning as your suit starts as a Mass produced model you get 20 points for distribution. If you wanted to put 5 points on power it would now be at 13 (since base points is 8 for Mass produced) and you would have 15 points left for distribution.
Mobile Suit Modifiers: Modifiers are something you figure out after distributing all your points. This is used when performing skills, figuring out saving throws, melee/ranged attacks, when leveling up, as well as other things. Therefore, you must know this in order to do anything in this guild. Modifiers are obtained through a simple equation.
[ability - 10]/2 rounded down.
So say that for example you are that student that I mentioned earlier with the 11 in strength. The equation would work out like so: (11-10) = 1/2 = 0.5. Rounding it down equals +0. If the student had a 12 instead he would of had a +1 instead of a +0 for a modifier.
However do not think that all modifiers automatically have a + in front of them. If the pilot didnt adjust the mobile suits power and decided that he didn't care for power and didnt put any points on it leaving him with a 8 in it for example, the equation would have come out differently. It would have come out like so:
(8-10) = -2/2 = -1.
Thus, he would have had a -1 modifier in his modifier for Power.
Now for Mass produced we understand that some of your stats' modifiers will indeed come out negative, this is to be expected however. As a rookie, you are supposed to be well cruddy. You can't expect to be to awesome when first starting out now can you. That’s about it for your stats.
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Posted: Mon May 04, 2009 9:58 pm
Stage six: "Attack and shot."
Base Attack Bonus: The Base Attack Bonus is the amount added to your melee and ranged attacks. To figure out your Base Attack Bonus all one needs to do is look at your level. This is because your level is your Base Attack Bonus, so if you are level 1 then your Base Attack Bonus is 1 and so forth. You need the Base Attack Bonus to figure our your Attack Melee and Attack Ranged bonuses which is what you actually use in battle.
Attack Melee: The Attack Melee is simply what is added on to your melee attack attempts. Therefore, when you are using fists or some type of weapon where it is close-range battle (you are not throwing it) then you are using this. In order to figure out your Attack Melee you just add your power modifier to your Base Attack Bonus. The Calculation for Attack melee is as follows. [Base attack + Pilots Int + Mobile suits Power mod]
Attack Range: The Attack Ranged is simply what is added on to your ranged attack attempts. Therefore, when you are using Machine gun, beam rifle, funnels, missiles or any other type of long-ranged weapon. In order to figure out your Attack Ranged you just add your Mobility modifier to your Base Attack Bonus. To find the calculation for Attack Range is as follows. [Base attack + Pilots Int + Mobile suits base Mobility mod]
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Posted: Mon May 04, 2009 10:49 pm
Stage Seven: "Mobile suits Equipment." Each of the parts have multiple slot, some aren't available until the part is modified. To Modify all the pilot has to do is add one of there modifications points to the part to make one spot available for customization, however the number of slots cannot exceed the max number of slots on the part.
Head The head of the mobile suit it the location of the main cameras for the pilot to operate the mobile suit. The mobile suit has a maximum of three slot, One being the necessary Sensor unit. -Sensor: The equipped sensor is the main camera as well as scanning sensor for the surrounding area. Different strengths and wave lengths make it possible to some time detect units before they appear on screen, thus giving the advantage of surprise.
Torso The body of the mobile suit, is the location of the majority of mobile suits cockpit. from withing the torso the pilot controls the mobile suit as a weapon of war. The Torso has a maximum of five slots, three are necessary being Main Thruster-left, Main Thruster-right, and Cockpit. -Cockpit: The cockpit is where the pilot is located and pilot the suit from in interior. The cockpit can be upgraded in a number of different ways, including the psycommu system, G cockpit, Psycho chair, and even core lander's. -Main Thruster-Right/left: The main boosters located in the back and/or back pack unit of the mobile suit. One vernier on both sides make mobility and agility much more adept than normal to turn and move as needed, where needed.
Arm Right/Left The right and left arms of the mobile suits, the hands can be equipped with different types of weapons in hands. As well as different weapons can by equipped in different manners such as forearms elbows and shoulders. On the right and left arms have a maximum of four slots each. Two of these necessary slots are Shoulder thruster, and Hand on each. -Shoulder Thruster: The booster located some were around the shoulder used to aid in the side strafing, vertical, horizontal motion of the mobile suit. -Hand: Hands are just like the Pilots hands and can hold a multitude of different weapons, shields, and a massive array of different objects for use of the mobile suit and pilot. Do to the adaptability of the hands in mid combat can easily change weaponry or types of actions, the hands are considered by many the life of the mobile suit.
Legs The base platform for nearly every mobile suit (the exception being the federation's ball.) and the mobile suit usually always have two legs. Being the platform of the mobile suit the legs are what hold the weight of the rest of the mobile suit, meaning if the weight over loads the legs power capacity then it will easily cripple and reduce the mobile suit movement under gravity. The legs have a maximum of Four slots. Two of these necessary slots are Thruster Left, and Thruster Right. -Thruster Left: The thrust mounted somewhere in the left leg of the mobile suit, usually in either the outside of the lower leg somewhere, or the side skirt of mobile suit. -Thruster Right: The thrust mounted somewhere in the Right leg of the mobile suit, usually in either the outside of the lower leg somewhere, or the side skirt of mobile suit.
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