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Topics - dgr11897

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1
Welcome comrade, sit down on the bench, there is much work to be done. Have some government sanctioned drinks and let us get to work liberating our brothers and sisters from the barbaric kingdom of Grijisland/1 Ore, 1 Oil, and 1 Land.
M1 Exoframe: A Humanoid Mech powered by spite, will, and a very small combustion engine. Mostly intended for civilian use, and as such unarmed and underarmored. 1 Ore, 1 Oil.
Hunting rifle: A big Rifle for hunting deadly game, usable by Exoframes. Can punch through civilian exoframe armor and the tough hide of the animals which inhabit the lands of death. Shoots with the righeous fury of the Drabic will to free the Grijisland citizenry.. 1 Ore 1 Land
Our mechs are Glorious white and red. Our comrades wear comfortable and practical uniforms far superior to the gaudy gear used by Grijisland's barbarians. Glory to the Republic
(Is he gone? OK, it's the start of design phase 1, for these first 3 turns both sides get 2 actions per phase, use them wisely to prepare. A Map contest will be held on turn three.)

2
Welcome Milord, take a seat and pull up by the fire. There is work to be done to defeat the Vile Drabic Republic and their Teeming hordes of armed peasants.
We start with the following. 1 Ore, 1 Oil, and 1 Land.
M1 Exoframe: A Humanoid Mech powered by spite, will, and a very small combustion engine. Mostly intended for civilian use, and as such unarmed and underarmored. 1 Ore, 1 Oil.
Hunting rifle: A big Rifle for hunting deadly game, usable by Exoframes. Can punch through civilian exoframe armor and the tough hide of the animals which inhabit the lands of death. Shoots with the utter hatred of the Drabic peasants possessed by Grijisland. 1 Ore 1 Land
Our mechs are Glorious grey and orange. Our soldiers wear glorious uniforms far better than the Drabic Plebs. Glory to Grijisland!
(Is he gone? OK, it's the start of design phase 1, for these first 3 turns both sides get 2 actions per phase, use them wisely to prepare. A Map contest will be held on turn three.)

3
Grijisland and the People's Drabic republic have been teetering on the edge of war for a long time, but this last set of small insults exchanged via messenger bird has been the last straw. Now both sides dispatch their mechs to cross the lands of death and go beat the crap out of the other nation. Because one is a highly capitalist monarchy and another is communist and neither side particularly likes the other. This is set roughly around the cold war in terms of tech.
Spoiler: rules (click to show/hide)
Spoiler: Starting Gear (click to show/hide)
The lanes are as follows, going from the Grijisland side to the People's Drabic Republic.
The Falling and asphyxiation lane.
The Crevices of falling, a set of rocky ravines which one must walk atop the walls of if you want to get through. Highest plateua in existence with unstable ground, what it sounds like, no one has set foot here long enough to name it Plagued with sinkholes and cave ins, but strangely always flat when people first arrive. Treacherous mountains of doom, a bunch of mountains with very slick sides, don't trip, Here there be Dragons.
The OH GOD FIRE, and dying via choking on smoke and ash lane.
Volcano zone, an area of absurdly high geological activity, watch out for lava and ash, Here there be Dragons. Constantly on fire forest, no no one knows why the heck it keeps burning. And finally, the desert so hot there are storms of glass, what, is the name not enough to clue you in that here is a place humans should not be?
The cold slow death lane.
Ice flats, a massive thin sheet of ice across a shallow ocean, don't fall in, there are... things beneath the ice which don't take kindly to people, or machines, or sunlight. Constant blizzard forest, Same deal as the one constantly on fire, no clue why its like this, but the natives do not like people, Here there be Dragons. Land of the surprisingly swift glaciers, these masses of ice flow with surprising speed gouging great crevices in the earth, and seem to go out of their way to crush those trying to get through.
Faction threads linked below. Better formatting to come. Map will be drawn via contest. Better names for zones may be given by the first people to conquer them. "Here there be Dragons" Is something written on your maps and in your notes on the regions, but neither side knows if there are actual dragons. It's about a 50/50 chance given the absolute seething hatred the lands seem to present to outsiders.
Grijisland Aristocracy link
Drabic design commune link

4
Forum Games and Roleplaying / Titan arms race Core thread: Turn -2
« on: March 25, 2020, 01:11:24 pm »
Titan, the battle moon. World of conflict. One of several worlds used to settle disputes between large groups, rather than outright warfare. And now, it will once again become a battlezone for Titan battle units, massive robots piloted by a small crew which are practically unmatched on these battlefields. Supported by swarms of autonomous robotic vehicles, these metal behemoths wage war across the surface of titan, in a contest of minds as much as metal, where the best design teams, strategists, and budgeters will come out on top.

Side A : Link
Side B : Link
Discord : Link



This is an arms race based around deploying colossal giant robots to fight the enemy colossal giant robots while swarms of smaller vehicles fight around said giant’s feet, supporting them, interfering with the enemy vehicles, and being stepped on as the fight goes on.

Remember that the Titans, the giant robots of which we speak, are the centerpieces to these battles. I know some people have opinions on giant robots and the viability thereof, but attempts to argue with these sort of fundamental setting assumptions will lead to naysayers finding out how easily a giant robot steps on them.

RULES

Spoiler: Arms Race Basics (click to show/hide)

Spoiler: Lanes and Battlezones (click to show/hide)

Spoiler: Initial Designs (click to show/hide)

Spoiler: Resource Points (click to show/hide)

Spoiler: Titan Crews (click to show/hide)


Spoiler: Things you can design (click to show/hide)
Spoiler: Dual GM stuff (click to show/hide)

5
Core thread
Order of Mason.
Welcome high engineers. Please, pull up a chair and get comfortable, this might take a while. As you know the Legacy of Smith has been on the move recently, and it’s been decided that we need to get started on weapons development, as our weapons are currently unsuitable for a large scale attack on the enemy’s home territories. That’s where you come in, this council will be responsible for designing and deciding how to deploy our new weapons and equipment. We have at most 6 months (3 turns) of preparation before the conflict starts.
Spoiler: Starting Gear (click to show/hide)


6
Core thread
Legacy of Smith
Welcome Esteemed brother, to the high council. Find a seat and let us begin.
As you probably know the Order of Mason has begun trying to lay claim to the high value neutral areas of our fair colony. And analysis suggests that our weapons, while excellent on our home turf, would prove insufficient should we attempt to destroy them completely. Therefore we have recruited you to upgrade our armories and direct how they are deployed on the battlefield. Go now and get to work, that we keep the foolish Masons from allowing APOPHIS in. We have at most 6 months (3 turns) before combat truly begins, so get to work brothers, that we may be victorious.
Spoiler: Starting Gear (click to show/hide)

7
Welcome to Europa, in the year 100 after the collapse, the day when the Daemon APOPHIS rose, causing the collapse of the old world. When the starsailers of our ancestors were ripped from the skies as weapons, or seized by foul pirates. When man was shattered among its remaining colonies. But this does not concern our fair arcology. For in the 100 years since the old world was destroyed, two factions have arisen in our colony, from the two heroes who saved the colony. The Legacy of Smith who stem from Smith, the person who stabilized the star engines and cut them off before APOPHIS could fully take control. And the Order of Mason, whose founder reprogrammed the spirit within the core of the arcology to create a wall of digital fire capable of repulsing APOPHIS’ attacks. But war is brewing between them, as both sides shift to opposite ends of the great arcology, and prepare for conflict. This war will decide the fate of the arcology, and quite possibly, the fate of all mankind.
Welcome to…
Power Armor Arms Race.
(Temp map courtesy of Taricus, being put here to catch attention as the first map submitted)
Spoiler: Combat zones (click to show/hide)
Spoiler: Resources and Expense (click to show/hide)
Spoiler: The Phases (click to show/hide)
Spoiler: Credits (click to show/hide)

To start off with there will be three turns of preparation before the actual combat starts. Feel free to ask me any questions you have about the lore and mechanics of the game.
Mason's thread
Smith's thread
I will accelerate the rollout of the two other threads upon request
Discord link

8
Roll To Dodge / Arcanodex
« on: August 18, 2019, 03:07:24 pm »
Arcanodex
A game of magic, modern day living, and chaos. Oh, and hi-jinks. It's going to get more defined and more interesting over time. Thanks in part to players building out the magic system as they join. The arcanodex is a magical codex with a bestiary attachment somewhat separate from the rest. As it's entries are filled out, more magic enters the world. If you want to join, simply ask and do the following.
For character creation, you will create 2 new arcanodex entries and 1 bestiary entry, or 2 bestiary entries and 1 arcanodex entry. You may save 1 entry to fill out later if you wish. Once in game you can use any type of magic you wish. Each entry has a magic type, which has some effects.
Magic types, and what kinds of entries each can have.
Holy, Artifacts, Spells, rituals
Unholy, Rituals, Potions, Spells
Arcane,  Potions, Spells, Artifacts,
Primal, Soups, Artifacts, Rituals,

Each type of magic has advantage against the one below it, with primal having advantage against holy. Each type of magic also has disadvantage against the one above it
Once in game this will use a 2d6 and some bonuses rolling system, rather than 1d6 system.
You also need to have a name and a rough description of your character.
Arcanodex entry types
Artifacts
Name:
Creation: How it’s made, what goes into it and how are the raw materials turned into the artifact. The more rare and hard to find the materials used, and the more difficult the procedures needed to make it, the more powerful the artifact.
Description: What does it look like, does it have any passive properties.
Usage: How is it used, what effect does it have when used. Artifacts are typically either one use powerful devices, or reusable tools.

Rituals
Name:
Materials/setup: What ritual setup and sacrifices do you need
When: When can you perform this ritual? How long does it take? Does it need to be performed under certain conditions?
Effects: What does it do? Rituals typically have passive effects, powerful long range effects, or summon entities.

Spells
Name:
Materials: What, materials, if any, are needed or used up by this spell, are they consumed? Or do they act as a focus.
Verbal and gesture components: What chants and gestures are used when casting, how long does it take.
Effect: What does the spell do when cast, generally spells are straightforward active effects. Be they utility, defensive, or offensive effects

Soups
Name:
Ingredients: What goes into the soup.
Procedure: How are the ingredients processed to make them into the soup.
Effect: What does it do when applied. Generally soups are buffs or debuffs of some kind. Altering what they are applied to.

Potions
Name:
Ingredients: What goes into the potion.
Procedure: How are the ingredients processed to make them into the potion.
Effect: What does it do when applied. Generally potions are buffs or debuffs of some kind. Altering what they are applied to.

Bestiary entry types
Location
Name:
How to find: Straightforward, how do you find or enter these locations, where are they? Are they common, or do you need to do a specific set of steps to reach one located outside the world.
Description: What do they look like
Effects: What is magical about this location, maybe you can only

Resource
Name
Description: What does it look like, how large is it
How to find: Where is this material located, do you need to do something in order to turn ordinary materials into it?
Properties: What properties, physical or magical does the resource have.

Event
Name:
Description: What does it look like
When: When does it occur, what signs are there
What: What effects does it have? Is it a magical storm? Or a time when magic is stronger?

Creature
Name:
Origin: where does it come from, is it summoned, created, found out in the wild?
Abilities: Straightforward, what abilities does it have, if any.
Behavior: How does it behave, can it be tamed? Is it sentient?
Description: What does it look like

Setting, a modern world, where magic has only just emerged. You are simply tasked with surviving, after being dumped into a city with nothing but the clothes on your back, a small knife, a personal arcanodex and some money (Equal to 1000 US dollars). Others may use magic, but you are the strongest with it. Be wary, for dark things lurk in the shadows of this world, and minor interactions between entries can have large consequences.

9
Forum Games and Roleplaying / Tron arms race: Faction B Watchers
« on: April 20, 2019, 10:02:54 pm »
A city of tunnels, snow, and sky, highly industrialized, situated at the center of a massive wasteland. The lore and details of this faction are yours to create users. So go forth and choose.
Faction Songs Rest all you weary
legends of the frost
Faction B’s starting gear
Battle armor:
Based on riot gear used by security programs, this protective suit provides a decent amount of protection, keeping the wearer from being instantly derezzed by the first few hits. Expensive

Barrier fence
Effectively an immobile self replenishing light ribbon, capable of providing a semipermeable defensive field, impeding enemy movement and protecting troops from enemy bombardment, while still allowing allied forces to shoot and move through it. It's also relatively quick to deploy, but only within your supply network.

Sniper staff
A baton deployed staff with a built in energy gun in addition to its melee capabilities. Its cumbersome to shoot with, but has long range and high accuracy. Mildly Expensive Baton

Light Crawler
Effectively an ATV for programs, this vehicle is slower than a light cycle on the grid, but about equal in speed, or faster, off it. It can carry an extra passenger, who is able to stand up and use ranged weapons, or throw their disc as a ranged attack. It’s also more energy efficient then a light cycle and can operate far from our lines without needing to be resupplied. It also mounts a unique compressing system that allows it to store additional light charges or similar gear for use behind enemy lines. Cheap

Central thread

10
Forum Games and Roleplaying / Tron arms race: Faction A Digital sea
« on: April 20, 2019, 09:55:24 pm »
A city surrounded and permeated by a sea, bridges connecting disparate buildings above the waves of a surging virtual ocean. The lore and government of this group is flexible, waiting to be formed, so go forth and decide users.
Songs: Digital sea
Paper boats
Faction A starting gear
Light sword, gen 1
A basic weapon capable of killing most programs with ease, it is much more deadly than an identity disc at short range, due to longer reach and greater cutting power. Deployed via Baton, Mildly Expensive.

Field rezzed fortification, model 1
Effectively a sort of deployable turret/barricade, these defensive structures provide additional firepower when you're on the defensive, though they are slow to deploy.

Upgraded Gen 2 Cycles
Based on the cycle used by Flynn, the creator of the grid, and all programs. Fastest and most maneuverable ground vehicle available, on and off grid. This version is well armored, and armed with a set of ramming blades, capable of cutting through just about anything. Supplementing these blades are a jump boost system, composed of a set of winglike protrusions and boosters, allowing this cycle to boost into the air for short bursts of flight, and glide down from great heights, often at high speeds. Requires great skill to use to full effect, greater than our current conscript’s skill level. Very expensive

Iso Generation pool
Based on samples of the sea of simulation, these pools create the conditions necessary for the emergence of ISOs. Isomorphic algorithms, capable of learning, and both more skilled, and more durable than conscripts, while a relatively uncommon sight on the battlefield, they are a massive asset. Rarity: Very rare (1 every 100 conscripts)

Core thread.

11
Two cities of programs, at each other's throats for obscure reasons no one can remember, an endless stalemate. Both sides, desperate for an edge, summon users, to use their powers within this world to give them the means to win the war.
Now,
Time to begin
For context on what you can and can't make.
You can design vehicles, new types of programs, gear, weaponry, even new terrain types or lanes.
Spoiler: Supply and energy (click to show/hide)
Spoiler: Batons vs persistant. (click to show/hide)
Expense and rarity levels
Cheap/common= almost all soldiers can have one
Mildly expensive=1 in five
Expensive/rare= 1 in ten
Very expensive= 1 in 100
National effort/unique= you can only field one
Both sides have the following standard gear.
Shield protocol
A piece of gear, reverse engineered from security programs for use in the war. This riot shield is able to absorb several hits from discs and energy guns before becoming unusable. Mildly expensive (1 in five programs deployed have access to it)

Light charge
Originally meant for mining energy, this explosive device is now used by both sides for demolishing fortifications, bringing down lone tanks, or wrecking infrastructure. Needs to be Rezzed in from a carrier or friendly base, like a baton. Or rezzed using a field charge creator. Either way Mildly expensive

Gen 5 light cycle
Easy to use, cheap to produce, while faster than most tanks its speed still isn’t the best, and it lacks armor, being a civilian vehicle with little to no modification, fastest in grid areas, significantly slower everywhere else. Equipped with light ribbons, trailing energy walls behind the cycle Deployed via baton, Cheap.

Light tank
Armed with one of the heaviest light guns currently in service. Heavily armored, and slow, slow to fire, slow to track a target, relatively slow to move. Medium level energy needs. It can move at equal speed on and off the grid. Persistent, needs to be rezzed in at a city or carrier. Can take out most other vehicles in a single shot. Expensive due to high data requirements and manufacturing difficulties.

Carrier
A massive flying fortress, this superweapon is the heart of both sides’ military force. Capable of carrying recognizers, light jets, tanks, and just about anything else one can imagine. Heavily armored enough not to worry about being shot down by most known weapons. Also serves as a mobile rez point, providing reinforcements anywhere on the battlefield in minutes. Too bad you only have one. This vehicle is also incredibly energy intensive and slow. It can’t be deployed too far from our lines or supply stations, or it’ll fall right out of the sky.  Energy intensive. National effort.

Light jet
A one man recreational aircraft with guns strapped on, capable of harassing and shooting down other fighters, and if left unchecked, recognizers. Can’t do much against a tank. Also has a light ribbon, which can be used to block and take down enemy recognizers and non-carrier aircraft.  Fits one person, and is fielded Via baton. Cheap.

Recognizer
Flying troop transport. Can also be used to transport midsized persistent vehicles, or, in theory, bombs. Though no bombs have been designed for its use. Holds a squad of programs for deployment, and one tank, held below the main body. While slower than a light cycle on open ground or areas on the grid, and significantly slower than a light jet. It can travel long distances and go over areas other craft can’t. And is overall slightly faster than light tanks in all scenarios, or light cycles in areas outside the grid. Persistent, must be rezzed in behind the frontlines or aboard a carrier. Also unarmed, but highly energy efficient, going farther without refueling than almost any other craft. Expensive due to size alone, and certain difficulties in rezzing them in. Energy efficient. Persistent

Standard infrastructure:
Solar sailors, energy tankers, basic energy mining equipment. While it won’t let you mine energy or other resources on the front lines, it’ll keep most craft refueled. It can’t cross ocean environments unless a solar sailer station has been built on the other side. It’s also not the best at getting things places quickly, but it’ll get stuff where it needs to be. It provides enough energy to keep the warfront supplied enough for a 1 point advance in a given region, per turn. (I.E you could only advance from 5/10 to 6/10, unless you upgrade the system, it also means you can’t deploy energy intensive craft after you advance, at least, not on the front lines) It also doesn’t do the best job of providing raw resources for manufacturing.

Civilian rezzing arrays
Used to produce basic vehicles and batons, it only possesses base level production, and far from the frontlines. Struggles with dedicated combat craft, like the recognizer or light tank. REAAALLLY struggles with carrier production and maintenance, you need all the rezzing capacity dedicated to carrier production to simply maintain the one you have right now, so you’re unable to produce more without some additional designs and research.

Conscript
Basic combat program, mass replicated versions of the most competent fighters you had. Which means they know how to throw a disc and maybe hit their target, and can pilot vehicles, but aren’t exceptional, or made for combat, they need some improvement to become actual soldiers. Only redeeming quality is that they are incredibly cheap, you have enough to both pilot all craft and use batons, while still having some left without vehicles. They aren’t skilled in ribbon usage, meaning they typically dismount from cycles before entering combat, and aren’t the best with throwing identity discs either.
Base terrain types/meanings
Each area is 10 units in size, and generally possesses a mix of two terrain types.
City zones: These areas are highly developed, densely packed with buildings over whatever secondary types of terrain exist. Vehicles that work better in grid areas operate at fullest capacity here
Grid zones: Less tightly packed these zones are smaller town like clusters of buildings, connected by roads. Light cycles and similar craft move faster through these zones.
Basic wastes: undeveloped, rough terrain, a bit mountainous and rocky, but not really too bad in terms of how difficult it is to get across. Generally doesn't effect the other terrain of a zone too much.
Sea: A digital Sea, interspersed with islands (sometimes flying) possessing the other terrain type. Air units are essential here. Grid parts here will be connected with networks of bridges and trains/boats.
Mountain: Cold, very cold, high peaks, low valleys, difficult to cross. Grid regions here will be connected by networks of tunnels and roads. Air unit mobility lets them go between the pockets of other terrain types, but unable to assault movements of ground vehicles through the tunnels.
Faction A thread
Faction B thread
Primary lane series,
Faction A city: Sea/City zone A:[10/10]
Area A1: Grid/Sea zone A:[10/10]
Area A2: Wastes/Sea zone A:[10/10]
Contested central area: Wastes/Grid zone A:[5/10] B:[5/10]
Area B2: Wastes/Mountain zone B:[10/10]
Area B1: Mountain/Grid zone B:[10/10]
Faction B City: Mountain/City zone B:[10/10]
Discord Link

12
It all started simply enough, two countries, separated by unknowable distances both investigating a way to link worlds, drawing power and knowledge from the other side. Unbeknownst to them, the other was doing the same. Two machines, searching the multiverse, then, the two cross paths, linking, strengthening, a tear, a breach, forming between the two. In a flash two worlds swap parts, a piece of an island slung up onto a mountain, the outskirts of a mountain city picked up and flung into an island, flooding. Across both worlds, a cataclysm, felt the world over. Then, after 24 hours, it ended, 1 year has passed, both sides pieced together what happened, their machines were interfering with each other. In order for them to stop this, one machine needed to shut down, but once on, the only way to shut it down was to destroy it. And these machines were backed by massive countries from both sides, they were not having their own device get shut down, so, both sides were sent advanced weapons, experimental mechs, capable of damaging and shutting down the enemy array. Now, both sides await the reopening of the gateway, armed and ready. Welcome to, interdimensional mecha arms race…

Both sides get the following starting resources:
10 Industrial capacity
20 funds
6 manpower
Spoiler: Phases (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Stats (click to show/hide)
More mechanics will be added as I stat them out.
Faction A use evangelion style mechs, think Pacific rim+ anime if you don’t know what evangelion is. They also get magic, sorta.
Faction B use battletech style mechs. And giant guns, lots of giant guns.
Discord for this arms race
General arms race Discord

13
Core thread
This faction lives on a massive archipelago.
Mu starting equipment
Mulian unique mechanic: Berserk. Due to the nature of their mechs, there exists a chance for the mech to go berserk, forgoing tactics for raw brutal fury. Berserk mechs do high damage to friend and foe alike, they also use their Arias to greater effect/ their arias is much stronger.
Basic frame: a core of animated clay wrapped in electronic systems, designed to limit the power of a mechs Arias, limiting how frequently it may be used, as well as its strength. Also helps prevent berserk scenario. 4 funding 2 industrial capacity
Basic legs: nothing special, middle of the line speed, standard weight bearing capacity 2 funding 1 industrial capacity
Arias- Powerful effect tied to the core of the mech. Pilot may affect this. All of these are also generated via the mech singing, is put on mechs for free.
Choice of:
Arias of wind: Harmonic barrier (force field, effective against bullets and stuff like that), and maybe also flight,

Aria bow: An advanced bow made from cutting edge materials, cheap, with obvious downsides. It can however harness the power of a mech's Arias for certain effects. Free on all mechs that choose to use it.

Forward Knife: A small blade that uses rapid vibrations and incredible heat to create an incredibly cheap and effective weapon of war. Decent in close quarters, deadly against small targets. Free on all mechs.

Soul link: requires two users, one outside and one inside the mech. Decent power is provided, but limited range. Power increases the closer the two users are (both literally and in their relationship). If the user outside the mech is killed, berserk definite, power spike also possible based on relationship. 3 funding 1 industrial capacity

Support units
Marine brigades: Highly trained shock troops, armed with assault rifles and under barrel grenade launchers, not the best against armored targets but capable of ripping through enemy infantry and light vehicles. Relatively low mobility without any help. 1 manpower 2 funds
Light tank brigade:Decent against most targets, cheap, but lacks mobility in some cases. Low armor, not capable of killing air targets. Units per brigade 2 4 funds 1 industrial capacity
MLRS truck: midrange rockets capable of targeting both land and air vehicles. Has some issues with reloading. Price for 3 3 funds 1 industrial
V/STOL jet fighters: basically harriers, a bit more advanced but same concept. Decent against most targets. Horribly low flight times. Price for a squadron of 6 7 funds, 2 industrial capacity
Vtol transports: A civilian design, for rapid medical evacuation from certain areas. Unarmed, and without much armor. Can carry a single squad. 5 funds and 1 industrial capacity
Hover attack vehicle: Armed with 2 missile launchers capable of hitting almost anything, fast, but somewhat costly. Price for a squadron of 4 7 funds, 2 industrial capacity


14
Core thread
This faction inhabits a vast mountain range.
Military hardware mecha starting equipment
MHM unique mechanic: Overload, reactors fail hot instead of safe, giving a Meltdown Mode with boosted power output before your reactor finishes cooking you into slag.
MHM mechs are significantly less expensive. As such prices are for a production run of 4 mechs

Frame choice of:
Stealth frame: Detect this! Has a decent capacity rating and built in information warfare equipment, including adaptive camo, ECM, and anti radar systems. Midrange in terms of weight and speed, costly. 8 funding, 2 industrial capacity

Legs/mobility choice of:
Digitigrade legs: backwards bending legs, boosted leaping ability, lower to the ground. 2 funding 1 industrial.


Starting weapon(s): Harken launcher array: High powered grappling wire anchors, utilizes railgun tech to fire incredibly heavy grappling anchors at speeds high enough to kill tanks. 1 funds 1 industrial capacity
HMG: exactly what it sounds like, a heavy machine gun. Good against light vehicles and infantry, along with aircraft. 1 funding 1 industrial capacity
Missile pod: A missile pod stripped from a heli, limited ammo, but capable of targeting both armored land targets and flying foes with equal ease. 1 funding

Tether: rather than having its own power source this mech uses a cable hooked up to the city’s power grid. Cheap, but has all the downsides. Free


Micro fission reactor: a very small nuclear reactor, overloading it will be incredibly dangerous, but it can run for prolonged periods of time and provides a lot of power. 3 funding 4 industrial capacity


Man-machine neural interface: Provides feedback and decent control, free on all mechs.

Support units
Missile militia: Surface to anywhere missile launchers and AK 36s given to a group of poorly trained militia, what could possibly go wrong? May or may not rout as soon as they are confronted with enemy forces. 1 manpower 1 funds

Howitzer battery: high powered long range artillery, struggles against smaller targets. Immobile, but relatively cheap for the amount of firepower it has. 1 per battery 1 industrial capacity, 1 funds

Ultraheavy plane: Lots of bombs, lots of paratroopers. Massive and hella expensive, also slow, both in flight and at rearming/refueling. 3 industrial capacity 10 funding

Heavy tank: High firepower, low mobility, can take a ton of punishment before dying. Equipped with two heavy miniguns and an anti tank gun. Hella slow, exceptionally vulnerable to air strikes. 2 industrial capacity 5 funding

Fighter plane: Exactly what it sounds like, a fighter jet, effective against enemy air units, less so against ground targets. Has some problems with the engine giving out in humid conditions. 1 industrial capacity 2 funds

Heli: a heavily armed helicopter, effective against most targets with its missiles and machine guns. Modular, can be re equipped to suit a wide variety of situations, don’t try to run its engines in humid areas. Current loadouts, standard, Recon: no guns but has a sensor suite +1 funds, Light transport: Capable of carrying a single squad -1 funds.  (cheaper)
Base cost for standard loadout: 2 industrial capacity 3 funding.


15
Roll To Dodge / Deadman wonderland RTD
« on: January 11, 2019, 12:29:30 am »
Welcome, welcome, to duels of the Deadmen. A Deadman Wonderland RTD taking place over on discord. Feel free to jump in, all you need to do to create your character is decided if you want to be a Deadman (Blood manipulators, if you pick this also send me a bird name), a Ninben (Deadmen with poison blood, and a variant called blades who utilize weapons to channel their blood powers, you'll need to send me an animal name or a sword/weapon name if you want to be a blade), or Broken (Bone manipulation, more a case of creating bone, has bone armor, you will need to send me a fish name), and message me your choice. The name you choose influences your powers, its how I devise powers actually. From there, I will instruct you on what else (if anything) you need to send me, and you can choose to create a character profile and enter it into the sheets and miscellaneous info section of the server, if you wish, or you can jump right into a duel. You shouldn't really need to study up on the preexisting story much as it is currently juuuust barely starting to take shape.

Battles take the form of duels, for the moment, which occur with some regularity, though some special events and PvE combat may occur as the story develops. Speaking of story, the game is set in the Deadman wonderland universe, several years after the events of the manga, and new pieces of story info will be dropped not infrequently.

Any how, I am looking for more players, and possibly anyone who would like to help out. If you are interested, check out the link below.
(Discord link)
(Here is a place to read the manga, which I highly recommend) NOT NECESSARY TO PLAY THE GAME, I just put the link here because deadman wonderland is a really good read.

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