Thursday, 13 May 2010

The New Mobius Campaign


Sorry for the long wait, been busy with Campaign, my birthday party, tidying my bed room and playing Final Fantasy XIII. While, I have split this post into four parts: Campaign, Updates, Rules and Story.


Campaign

A full Campaign review will be added later ever here or on my other Blog Neoscream's Log. After watching some of the games, Battle Tech and Warmachine mainly. Some new ideas have come to mind. The main one is that the smaller SRACU will play more of a mass role while the larger ones will take more of a power house role. I also brought a load of terrain bits and some models to use as house back infantry, powered armoured infantry, more tanks and helicopters. Plus I gained a link to 10mm website called Pendraken Miniatures, which I plan on making a order for some Jeeps and some Dwarfs with guns soon as the P&P is cheep at the moment. Sadly there are not many pictures of the models they do so I will not know what they look like until they arrive.


Updates

With the rules I have posted on the last post, I have changed Bikes to Mounts and moved them to Infantry as well as adding a new race that I forgot about.

Goths
These are huge humanoids that stand around 6 meters tall making them Size Class 1. Because of this there is only one on a base.

Mounts
This is not a race, but a special type of infantry unit. These are infantry riding beasts or things like motor bikes. They can also require several ranks it other Tech groups like Ground Vehicle for Bikes. There are normally Size Class 0 with one or two mounted units on a base depending on the mount.

Also there has been some major changes to the database and the pilots table has been updated to Mobius SRACU standard. The picture above is the current look of the Army listings.


Rules

Now it is time to add some more parts of the rule book to the site. The characteristics of Pilots and Units. I was going to do these as two updates but as I did not update last week I will do them as one post.


Characteristics - The Pilots

Pilots of any mecha universe have wildly varied martial skills and physical abilities. Some are faster than others, some are stronger, some are more determined, some are better shots, and so forth. This tremendous variety is fully represented in the game in the form of pilot stats. The pilots skills and Special Abilities will be covered in later chapters. This first part of this chapter concentrates on the pilots states. Each pilot is defined by a set of stats namely: Melee Attack, Range Attack, Command, Endurance, Reflexes, Morale and MP. Descriptions of the different states are given below.

Melee Attack – Melee Attack is a measure of close combat ability – how good the pilot is at hand-to-hand fighting. A good swordsman or a skilled Martial-Artist would have a high value compared to a un-trained pilot, for example. An average value is 8. When a rule states Attack values it is talking about both the Melee Attack and Range Attack value.

Range Attack – Range Attack shows how good a shot the pilot is. When you shoot a gun the chance of hitting a target depends upon your Range Attack. An average value for this is 8. When a rule states Attack values it is talking about both the Melee Attack and Range Attack value.

Command – Command shows how commanding, charming, intelligent, respected or feared by others, raw courage and the self-control of the pilot is. This pilot with the highest Command is normally the leader of the team/force. This is normal the Ace, however the skill “Officer Training” can change this. The average value for this is 1.

Endurance – Endurance is a measure of how tough, physically and mentally the pilot is from withstanding heavy blows or pushing their body to its maximum. If the pilot’s Endurance drops to zero they become Unconscious. Most pilots have an Endurance value 1 but veteran pilots can have a value of 2 or more.

Reflexes – The Reflexes value represents alertness and reaction speed. It determines how many actions a pilot can make without pushing and how fast they can react. An average value for this is 3 for a standard human.

Courage – The ability to stand in the face of fear and terror. This is how brave the pilot is.

MP – MP is shot for Mental Power. Not all pilots have this state. This is used for special powers. This state is currently not in use.



Characteristics - The Units

Units have states just like pilots but these states represent the technical level and have well the unit was build. Some are faster than others, some are more durable, some are stronger, some are easier to shots, and so forth. This second part of this chapter concentrates on the units states. Each unit is defined by a set of states namely: Move, Accuracy, Armour, Size Class, Strength, Output, Defence and DC. Units also has Abilities, but these will be also covered later in the rules. Descriptions of the different states are given below.

Move (Movement) – Move or Movement as it is sometimes called, shows the number of inches a unit can move on standard move action on a standard terrain type for they move type. Most units can make more than one move action a turn the number of move actions a unit can make is determined by the unit Output. The average for this value is 4.

Accuracy – Accuracy represent how accurate the targeting system of the unit is. This is a bonus and penalty to the pilot’s Attack values. This also includes any bonuses or penalties from the unit’s size as well. The average for this value is 0.

Armour – Armour is how much damage a unit can ignore. The range of the value of armour is from 0 to 6. The average for this value is 2. There is a table to go with this but I cannot fit it here.

Size Class – Size Class shows how big the unit is. This is also used for some terrain like buildings for elevation. These are mainly between 0 and 3 for standard units. The table on the next page shows the maximum real world and figure sizes for each Size Class up 10. The average for this value is 1.

Strength – Strength simply shows how strong a unit is. Strength is especially important when you fight in hands-to-hand combat and ram attacks because the stronger a unit is the more damage they are able to do. The average value for this is about 3.

Output – Output is many actions a unit can make in a turn without taking pushing damage. A unit can make up to half rounded their Output value up in move actions. The average value for this is about 3.

Defence – Defence represent how hard or easy it is to hit unit. This is add to the attackers dice roll and not their Attack values. The average value for this is about 0.

DC – DC is short for Damage Capacity. This is how much damage a unit can take before it becomes out of action. Hitting 0 or less DC does not mean that the unit has been destroyed. The average value for this is about 20.

Melee – Even thou it is listed with the abilities, it is not a standard ability. It is an indicator that states if the unit can make unarmed melee attacks or not.


And that is it for this week. I should be back to normal tomorrow. Until then see you all. Oh and the Campaign report will be be coming up sometime soon on ever this blog or on my other Blog Neoscream's Log.

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