Monday, 11 April 2011

Units: Hattori, Standard Type

MECHA TECH LEVEL 2

The Hattori is a first generation mass produced Medium SRACU made by the humans race. They are humanoid like most of the other combat mecha made by the human race. They are the second most commonly found of all of the human mechas. They stand about twelve meters tall and can carry its own weapons, which allows the armerments to be easily interchangeable. Being a first generation mecha it does not have the power relays to support high powered weapons like beam based weapons. The Hattori standard type is currently the only medium size Mecha below Tech level three in the game.



Here are the Character Cards of the Hattori Standard Type. Click on the pictures to get a better look at them:


Sunday, 10 April 2011

Human Biker Team

GROUND VEHICLE TECH LEVEL 2, INFANTRY TECH LEVEL 2



Motor Bike are mechanical mounts to help Infantry get around faster. They operate in two man team unlike standard infantry and are known to be equipped for hand to hand combat.



Here are the Character Cards of the Human Biker Team. Click on the pictures to get a better look at them:





Thursday, 7 April 2011

Units: Grey Jeep

GROUND VEHICLE TECH LEVEL 2

The Grey Jeep is a light vehicle that is deigned for commanders to keep an eye on their troops while training.



Here are the Character Card of the Grey Jeep. Click on the picture to get a better look at it:


Saturday, 26 March 2011

MS Wars Update, 26th of March, Mekton Super Wars

Not a Mecha from from MS Wars or one I
designed.
Welcome to another MS Wars Update. As you might have noticed, I had changed the last two Units post due to the fact that I forgot that there were several more Infantry Units to post and most of the new stuff I were new to the database. So I had to cut them back down to one unit post a time instead of two. For now the rule are finished, will until I do more testing to find things to change or add new rule. I will be testing after the next five units are done. My original plan for the test was to do all units for the three key races (Human, Elf and Dwarf) in the three main tech groups (Mecha, Infantry and Ground Vehicle) up to tech level two. However, I decided to change that to all Human, Elf Infantry and Mecha and Dwarf Infantry. I plan on doing updates every four days instead of every five and then do the next update post when they are all done.

On other MS Wars news I am currently trying to decided to ever run for role-play a MS Wars game based during before the fall of the Mobius Empire or a Code Geass game based on Britannian troops in the EU. With both I have been talked into using Mekton Zeta rules. Code Geass is currently winning. However, I have never played Mekton before, so I am wanting to play a game of it be for running a game. Oh and I am somewhat dumping the race Gargoyles, in fact they are being merged with the Dragonits.

Well that is all I have for this update. Here is a rough time table of MS Wars posts until and including the next update post.

30th March: Units: Let unnamed human command jeep (should have been 31st)
4th April: Units: Human Bikers (should have been 5th)
9th 10th April: Units: Hattori, Standard Type
14th 15th April: Units Update: Amago, Scout Type
19th 20th April: Units: Let unnamed human light tank
24th 25th April: Units: Let unnamed human armoured carrier
29th 30th Apirl: MS Wars Update

Until next have fun. Updated on the 07th of April

Tuesday, 22 March 2011

Units: Jaeger, Standard Type

MECHA TECH LEVEL 2



The Jaeger is a first generation mass produced Small ABRACU made by the Elven race. They are cat like most standard combat mecha made by the elves. They stand about seven meters long and has a gun attracted to its back. Being a first generation mecha it does not have the power relays to support high powered weapons like beam based weapons.


Here are the Character Cards of the Jaeger Standard Type. Click on the pictures to get a better look at them:


Wednesday, 16 March 2011

Units: Human Infantry on Horse Back

INFANTRY TECH LEVEL 2

Due to the hunt for lost technology, most races had gone back to animal mounts to help Infantry get around. The Humans used a four legged beast known as horses to get them around. They operate in two man team unlike standard infantry and are known to be equipped for hand to hand combat.


Here are the Character Cards of the Human Infantry on Horse Back. Click on the pictures to get a better look at them:



Friday, 11 March 2011

Rules: Pilot Skills part 3

Skills
Skill
Requirements
Does
Engineer
None
This allows the pilot to use the unit Special Ability “Repair Unit” if the unit has the ability.  There will be more to this skill at a later date.
Improved Quick Shot
Quick Shot, Range Attack value of 12 or more
The action cost does not go up by one while making a range attack in the First Strike Phase.
Improved Quick Strike
Quick Strike, Melee Attack value of 12 or more
The action cost does not go up by one while making a melee attack in the First Strike Phase.
Move Type Specialist
None
Pick a Move Type when you pick this skill and note it down next to this skill in brackets or quota makes.  When the pilot is operating a unit of that Move Type, they gave the unit a +1 to its Defence value.
Noble Background
Only one pilot in the team can have this skill
The pilot gains a +1 to their Command value.
Office Training
Command value of 3 or more
During the Support Phase, the pilot may make a Plan action.  Plan Action: Roll a D6, on a result of 6 the team regains one Command Token. The player cannot have more than their teams TCV in Command Tokens and cannot gain more than one Command Card a turn.  The action cost of this action is only one.
Parry
Weapons Specialist, Melee Training
The pilot can use a Melee type weapon that they have Weapons Specialist with as if it is a Short Shield if it is being used with one hand or a Long Shield if it is being used with two hands ageist melee attacks.
Range Parry
Parry, Reflex value of 4 or more
The pilot can now use the weapon as a Shield ageist range attacks.
Team Player
None
If the unit the pilot is in is within 10" of unit of the same Main Type with another pilot with this skill and can see more then 50% of them, the unit the pilot is in will grain a +1 to its Defence value.  Maximum of +2 to Defence value from this ability.

Sunday, 6 March 2011

Units Update: Human Heavy Weapon Team

Here are five more Character Cards for the Human Heavy Weapon Team.



Units: Gladstone Troop Transport

GROUND VEHICLE TECH LEVEL 2


The Gladstone is a large un-armoured form of troop transport for humans. It is capable transporting four infantry teams into battle instead of two like most standard troop transport.

Here are the Character Cards of the Gladstone Troop Transport. Click on the pictures to get a better look at them.

Tuesday, 1 March 2011

Units: Dwarf Infantry

INFANTRY TECH LEVEL 2


Currently Dwarf is just a place holder name until I come up with a better name for the race. Dwarf Infantry is the second most common type of Infantry along with Elf Infantry. Like most standard infantry, they are four man squads with the pilot as the squad leader.


Here are the Character Cards of the Dwarf Infantry. Click on the pictures to get a better look at them:


Units: The Tin, Construction Mech

MECHA TECH LEVEL 2


The tin is a public use construction Mech based on the old proto-type SRACU. They have be salvage to use as cheep on field repair units and to help rebuild towns and cities.


Here are the Character Card of The Tin Construction Mech. Click on the picture to get a better look at them:

Friday, 25 February 2011

Rules: Unit Abilities part 2

Unit Abilities

Ability
Rules

Command Unit
This unit adds one to its side’s TCV.  You can only gain a maximum of +2 from this, but you can still have more than two units with this ability.

Jammer Unit
This unit and all units in this units Jamming range cannot be the target of aided attacks or artillery and loses the “Sensor Unit” ability.  The units Jamming range is equal to the unit’s Size Class times two plus five.

Regeneration
Once during the Support phase you can give this unit an action. This unit can add its highest Tech Level minus one in D3 to its own DC, up to its starting DC.

Repair Unit
When the unit is in base contact to a friendly unit that are not Infantry Type and never of them are in base contact of an opposing unit, as an action during the Support Phase, this unit can add its Size Class plus one in D6 to the target friendly unit DC that is in base contact with, up to the targets starting DC.  This action has an Action Cost of 2.  This is classed as a Support Action.  The pilot of this unit must have the skill “Engineer” to use this Special Ability.

Sensor Unit
The unit can be given aid actions even if they are not in base contact of the attacking unit or can see the target.  See Guided Attack. The units Sensor range is equal to the unit’s Size Class times two plus five.

Tuesday, 22 February 2011

MS Wars Update, 22th of February, Dragons are appearing

Sorry for the late update, been busy doing other thing sorry. While working on a RPG version of MS Wars, I have come up with a new race, the Dragonite and started thinking of Elf and Dwarf vehicles. On the RPG side I have designed the races and most of the classes, still get at least one class to do.  I have done three standard mechs so far.  With the mean game I have added a couple of new character cards to the database but over the next month I should be adding a ton of new units too, must of which do not have names yet. I have decided that whenever I am doing Unit posts now, I will be doing two units instead of just one. Here is the plan of up and coming posts until the next update:

24th of February:  Rules – Unit Abilities part 2
1st of March: Units – Small Construction Mech and Dwarf Infantry
6th of March: Units - Gladstone Troop Transport and update Human Heavy Weapon Team
11th of March: Rules – Pilot Skills part 3
16th of March: Units – Jaeger Small ABRACU and yet unnamed command Jeep
21st of March: Units – Yet unnamed Dwarf small mech and yet unnamed light human tank   
26th of March: MS Wars Update

Until next time, have fun.

Wednesday, 16 February 2011

Units: Jenkinson Tank

GROUND VEHICLE TECH LEVEL 2


The Jenkinson Tank is a human made large size tank.  Large tanks have heavy duty fire power but at a cost to speed. The Jenkinson is armed with a standard large size cannon and a twin linked machine gun as standard.


Here are the Character Cards of the Jenkinson Tank. Click on the pictures to get a better look at them:


Wednesday, 9 February 2011

Units: Elf Infantry

INFANTRY TECH LEVEL 2
Currently Elf is just a place holder name until I come up with a better name for the race. Elf Infantry is the second most common type of Infantry along with Dwarf Infantry. Like most standard infantry, they are four man squads with the pilot as the squad leader. They are the only battle readily infantry chose at Infantry tech level one. So forgot to delete that line.

Here are the Character Cards of the Elf Infantry. Click on the pictures to get a better look at them:




Friday, 4 February 2011

Rules: Pilot Skills part 2

Skills
Skill
Requirements
Does
Artillery User
Heavy Weapons Training
When making a range attack with an Artillery type weapons, the unit can ignore buildings and other units that would bloke it line of sight as well as level, however they suffer a -2 to their Range attack value for the attack.
Giant Slayer
None
If the target is two or more Size Classes bigger than the unit this pilot is in, then the attack deals D6 extra damage.
Heavy Fire
Heavy Weapons Training, Running Shot
The pilot will only suffer a -2 to its attack values for using a Heavy Range weapon in a turn it had move instead of -4.  If the unit has the “Stable Platform” special ability this becomes a -1 instead.
Improved Cleave
Cleave, Reflex value of 4 or more
Like Cleave however the attack is on all opposing units in base connect.  An attack using the skill will cost two more Action Counter instead of one.
Marksman
None
The Range value of Range and Heavy Range type weapons the unit that the pilot is in increased by 10% (round down).
Quick Shot
Range Attack value of 10 or more
This unit can make a range attack during the First Strike Phase.  The action cost of the attack goes up be one.
Quick Strike
Melee Attack value of 10 or more
This unit can make a melee attack during the First Strike Phase.  The action cost of the attack goes up be one.
Unit Type Specialist
None
Pick a Unit Type when you pick this skill and note it down next to this skill in brackets or quota makes.  When the pilot is operating a unit of that Unit Type, the pilot will gain a +1 to both their Attack values.
Weapons Specialist
Range Weapons Training or Melee Training
Pick a Weapon Sub-Type when you pick this skill and note it down next to this skill in brackets.  When the pilot uses a weapon that has that Sub-Type they do an extra 10% damage (rounded up).
You’re not Getting Away
None
The pilot can make one free melee attack on a unit that is making a Break Away Action while in base contact with this unit.

Sunday, 30 January 2011

Units Update: Amago, Range Type

Here are five more Character Cards for the Amago, Range Type.



Tuesday, 25 January 2011

Units: Amago, Melee Type


MECHA TECH LEVEL 2


The Amago is a first generation mass produced Small SRACU made by the humans race. They are humanoid like most of the other combat mecha made by the human race. They are the most commonly found of all mechas from the remains of the Mobius Empire. They stand about seven meters tall and can carry its own weapons, which allows the armaments to be easily interchangeable. Being a first generation mecha it does not have the power relays to support high powered weapons like beam based weapons. The Amago melee type is an Amago that has been upgraded to wield melee based weapons with more power. They commonly carry multiple melee weapons, pilots and shield.

Here are the Character Cards of the Amago, MeleeType. Click on the pictures to get a better look at them. More to come at a later date.



You might have noticed that the DC Tally has change slightly. This is due to the fact a friend of mine friend show me how to do it in Visual Basic, so I do not have to write a if statement for ever number and I can add a marker "/" to show the half way mark for several game effect. As it is a minor change I will not be replacing the other character cards let.