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Messages - dgr11897

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601
Critical Buildings
These are buildings that act as vital military or civilian locations, at the start of the game both factions have two. Their side's dimensional machine, and one unique airbase variant. Should this building be lost, you will also temporarily lose air cover.
The mulians have an aircraft carrier that is also able to provide AA cover and fire support to areas near where it is deployed (it can be redeployed)
While the MHM have a more heavily fortified military airbase, able to provide military support and act as an evacuation local. It also provides heavier AA and fire support.
This turn there will be a phase where both teams get a number of actions to make these that is greater than or equal to the number of players on that team. (Both teams get the same number of actions in the end, don't worry)
These buildings also help define the map of the city by creating districts and regions within it, or sub regions within existing ones. In other words, by making these you are making the map.

Breach tech
Both sides have a separate division that handles breach tech, technology using inter dimensional physics, so don't worry about making that stuff and focus on the military side of things. They will occasionally provide new critical buildings and new pieces of tech.

602
Would you please link to the core thread in this op?
Can we, perform diplomatic actions to unite our planet under this cause? Perhaps as an incanon way of increasing resources, alternate to better tech. But the same overall effect or something.
Maybe, probably not.

603
Quote
Man-machine neural interface: Provides feedback and decent control, free on all mechs.
Is this a typo? Seems more the other faction. just making sure. I thought BattleTech was all manual pragmatic control schemes, anime tends to do stuff like this. I understand if you just wanted to add your own flare though.
ehhh, I needed to give you guys something extra, so I gave you this.

604
Yes and no, you are fighting for your whole planet, but you are not your whole planet. And it is just your country that is in a mountainous area, plus that is where the machine that caused this clusterf*ck to happen was built.

605
Given that we're a full faction, it's probably better to represent that in the name. As for the options in the OP, we pick one option per category we can pick stuff from, and we don't get the others.
he is correct. In most things

606
Startup Plan:
Stealth Frame
Digitigrade Legs
HMG
Micro Fission Reactor

This gives us a mech which is hard to find, and will easily sweep enemy infantry and light vehicles.
HMG is a default weapon, you get all three weapons.

607
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

608
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


609
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.


610
Forum Games and Roleplaying / Re: Hasardeur - Steampunk Airship-Crew
« on: March 22, 2019, 09:51:57 am »
keep my eyes open for things to shoot, and any signs of things that might be good to hunt

611
Forum Games and Roleplaying / Re: Hasardeur - Steampunk Airship-Crew
« on: March 20, 2019, 03:41:40 pm »
Test fire the harpoon and check the harpoon for any issues. preferably firing at the captain

612
Roll To Dodge / Re: ARCANE FUCKERY
« on: March 19, 2019, 06:21:18 pm »
Name: Wremb
Appearance: A vaguely man-like shape surrounded by an eternal storm of blood
Sphere: Blood
Mana:10?
I attempt to create a pool of magical blood I can use to reliably summon more minions once I have a single copy of said minion. At 004.44

613
Forum Games and Roleplaying / Re: Hasardeur - Steampunk Airship-Crew
« on: March 19, 2019, 06:12:35 pm »
Name: Harry
Gender: Male?
Backstory: No one knows, he just showed up one day out of the blue. He does seem rather intelligent though.

FOR CHAOS

614

Quote from: Plankbox
"That's Bait" (4): Failbird, The Ensorceler, Piratejoe, DGR

615
Quote from: Boat Box
(3) Accelerate Watchers (1 Die, 1 Rush): DGR, eS, NUKE9.13
(0) Accelerate Whisper (1 Die, 1 Rush):
(3) Accelerate Alate (1 Die, 1 Rush): DGR, eS, NUKE9.13
(3) Hivemine (3 Dice): DGR, eS, NUKE9.13
(3) Tidepool (3 Dice): DGR, eS, NUKE9.13
(1) Relentless A.4.3 (1 Dice): eS



(3) Spend 8 Dice This Phase: eS, NUKE9.13, DGR

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