23251
Forum Games and Roleplaying / Re: Fire Emblem On Forums: NoH: OOC thread: Ursa vs. Archers ultimate Cage Match
« on: October 10, 2013, 05:52:23 pm »
Awww yiss, I have become Charlotte, twanger of mooks.
Also, here are my dogfighter-mecha-scifi FEF ramblings, sorry for stealing yer thread again BMM42 v:
Fighter ship templates after I take a shower.
Also, here are my dogfighter-mecha-scifi FEF ramblings, sorry for stealing yer thread again BMM42 v:
Spoiler (click to show/hide)
CHARACTER SHEET:
You have Machine and Pilot parts of the sheet
Machine is for hardware settings, weapons and modules
Pilot is for skills, traits, ranks, supports and biography
MACHINE SETTINGS:
HP: 50/60/70/80/90/100 (ship explodes at 0)
ARMOR: 5/7/10/12/15/18 (lowers damage from enemy weps)
ENGINE: 4/5/6/7/8/9 (amount of tiles ship can move in one turn)
CAPACITY: 8/9/11/12/14/15 (WT of all weps < Capacity)
Customization:
One setting lowered, other raised (look at fighter templates)
Example: HP at 60 and Armor at 10; player lowers HP to 50 to increase Armor to 12
Only one customatization at one time
SKILLS:
Accuracy: +3 Hit (1SP, max.15)
Dogfighting: +3 Eva (1SP, max.15)
Intiative: +1 Attack Speed, +1 Eva (1SP, max.15)
Luck: Lowers %Crt of attacker by 1, +1 Hit/Eva (1SP, max.15)
Leadership: +5 Hit/Eva to allies in 3 tile radius (2SP, max.3)
Laser Training: +2 Hit, +2 Crt for Energy weapons (2SP, max.5)
Gunner Training: +2 Hit, +2 Crt for Cannon weapons (2SP, max.5)
Rocketry Training: +2 Hit, +2 Crt for Missile weapons (2SP, max.5)
CLASS TEMPLATES:
Player also starts with 4SP (Stat Points) for personal allocation:
Acc, Dog, Int, Lck can be raised by 2 points max, and Led, LTr, GTr and RTr by 1 point.
EXP AND LEVELS:
Each player can have 20 levels
Each player starts at level 1
New level gives 3SP to allocate after the end of Turn
EXP.Pool is shared by all players.
Hitting enemy: 3 EXP
Destroying enemy: 5 EXP
Destroying boss enemy: 30 EXP
Missing enemy/Receiving damage: 1 EXP
Completing a Chapter: 30 EXP
BATTLE STATS:
Attack = Weapon's MT
Hit = Weapon's Hit + ACC bonus + LCK bonus + Module bonus (if any)
Attack Speed = Initiative. If your AS is higher than enemy's by 4, you gain second attack
Evasion = DOG bonus + INT bonus + LCK bonus + Module bonus (if any)
Critical Chance = Weapon's Crt + [weapon]Training bonus - Enemy's LCK
DEATH MECHANIC:
Upon ship destruction, escape pod with 3 turn counter
If counter drops to 0, pilot dies
If escape pod is hit by any weapon (pod has 20 EVA), pilot dies
If other fighter grabs pod, counter is halted
If escape pod survives mission, pilot continues game
CHARACTER TRAITS:
One Trait per pilot!
Bloodlust:
If you destroy an enemy, you get +1 AS and +2 DMG. These bonuses are cumulative and reset at the end of the battle. Max bonus is +10 for AS and +20 for DMG.
Blossom:
Player doesn't start with 4SP to spend, but gets one extra SP per level.
Eagle Eye:
ACC gives +6 Hit per point, not +3.
Fearsome:
Fighting against this pilot gives -10 Hit/Eva.
Fortune:
Pilot immune to Critical hits.
Gamble:
Declare your intent to use this trait in combat: When attacking, final Hit is halved, but Crt is raised by amount of Hit lost, up to 50.
Instinct:
DOG gives +6 Eva per point, not +3.
Miracle:
Once per battle, an attack that would lower HP below 0, lowers it to 1 instead.
Natural Leader:
Doubles Leadership bonuses to allies.
Parity:
Declare your intent to use this trait in combat: When attacking, Terrain, Leadership and Trait bonuses of you and your enemy are negated.
Pass:
Can move through enemy-occupied tiles.
Resolve:
When HP is below 30%, Accuracy and Initiative are raised by 50%.
Wrath:
When HP is below 30%, +30 Crt.
PILOT RANKS/BADGES:
TERRAIN:
Debris: +1 MOV cost, +10 Eva
Asteroid: Impassable
Large Debris: Impassable but Destructible, turns into Debris on hit
Red Gas: +20 Eva
Teal Gas: Units on this tile get x1.5DMG from Energy Weapons
Green Gas: +2 MOV cost
Cargo Unit: Impassable but Destructible, might contain Weapons or Modules. If Pilot grabs it (like Escape Pod) and survives the mission, items are added to mothership's cargo hold
STATUSES:
Plasma Fire:
Places counter (20) on a ship; at start of new turn, deals 1-5 and lowers counter by amount of damage dealt. When counter goes to 0 or lower, Plasma Fire ends.
Disable:
Weapons cannot be used.
WEAPONS:
MODULES:
Modules do not stack in any way (2 Dogfight Modules will give only +15 Eva, for example)
FIGHTER TEMPLATES:
To be written down
SUPPORTS:
Affinity rolling system:
It will be secret :3
You have Machine and Pilot parts of the sheet
Machine is for hardware settings, weapons and modules
Pilot is for skills, traits, ranks, supports and biography
MACHINE SETTINGS:
HP: 50/60/70/80/90/100 (ship explodes at 0)
ARMOR: 5/7/10/12/15/18 (lowers damage from enemy weps)
ENGINE: 4/5/6/7/8/9 (amount of tiles ship can move in one turn)
CAPACITY: 8/9/11/12/14/15 (WT of all weps < Capacity)
Customization:
One setting lowered, other raised (look at fighter templates)
Example: HP at 60 and Armor at 10; player lowers HP to 50 to increase Armor to 12
Only one customatization at one time
SKILLS:
Accuracy: +3 Hit (1SP, max.15)
Dogfighting: +3 Eva (1SP, max.15)
Intiative: +1 Attack Speed, +1 Eva (1SP, max.15)
Luck: Lowers %Crt of attacker by 1, +1 Hit/Eva (1SP, max.15)
Leadership: +5 Hit/Eva to allies in 3 tile radius (2SP, max.3)
Laser Training: +2 Hit, +2 Crt for Energy weapons (2SP, max.5)
Gunner Training: +2 Hit, +2 Crt for Cannon weapons (2SP, max.5)
Rocketry Training: +2 Hit, +2 Crt for Missile weapons (2SP, max.5)
CLASS TEMPLATES:
Code: [Select]
Acc Dog Int Lck Led LTr GTr RTr
Gunner 3 1 2 0 0 1 1 0
Pilot 1 4 4 0 0 0 0 0
Officer 1 1 1 0 1 1 1 1
Artillery 2 1 1 0 0 0 0 3
Player also starts with 4SP (Stat Points) for personal allocation:
Acc, Dog, Int, Lck can be raised by 2 points max, and Led, LTr, GTr and RTr by 1 point.
EXP AND LEVELS:
Each player can have 20 levels
Each player starts at level 1
New level gives 3SP to allocate after the end of Turn
EXP.Pool is shared by all players.
Hitting enemy: 3 EXP
Destroying enemy: 5 EXP
Destroying boss enemy: 30 EXP
Missing enemy/Receiving damage: 1 EXP
Completing a Chapter: 30 EXP
BATTLE STATS:
Attack = Weapon's MT
Hit = Weapon's Hit + ACC bonus + LCK bonus + Module bonus (if any)
Attack Speed = Initiative. If your AS is higher than enemy's by 4, you gain second attack
Evasion = DOG bonus + INT bonus + LCK bonus + Module bonus (if any)
Critical Chance = Weapon's Crt + [weapon]Training bonus - Enemy's LCK
DEATH MECHANIC:
Upon ship destruction, escape pod with 3 turn counter
If counter drops to 0, pilot dies
If escape pod is hit by any weapon (pod has 20 EVA), pilot dies
If other fighter grabs pod, counter is halted
If escape pod survives mission, pilot continues game
CHARACTER TRAITS:
One Trait per pilot!
Bloodlust:
If you destroy an enemy, you get +1 AS and +2 DMG. These bonuses are cumulative and reset at the end of the battle. Max bonus is +10 for AS and +20 for DMG.
Blossom:
Player doesn't start with 4SP to spend, but gets one extra SP per level.
Eagle Eye:
ACC gives +6 Hit per point, not +3.
Fearsome:
Fighting against this pilot gives -10 Hit/Eva.
Fortune:
Pilot immune to Critical hits.
Gamble:
Declare your intent to use this trait in combat: When attacking, final Hit is halved, but Crt is raised by amount of Hit lost, up to 50.
Instinct:
DOG gives +6 Eva per point, not +3.
Miracle:
Once per battle, an attack that would lower HP below 0, lowers it to 1 instead.
Natural Leader:
Doubles Leadership bonuses to allies.
Parity:
Declare your intent to use this trait in combat: When attacking, Terrain, Leadership and Trait bonuses of you and your enemy are negated.
Pass:
Can move through enemy-occupied tiles.
Resolve:
When HP is below 30%, Accuracy and Initiative are raised by 50%.
Wrath:
When HP is below 30%, +30 Crt.
PILOT RANKS/BADGES:
Code: [Select]
Name Avail.Ships Avail.Equip.Ranks Requirements
Rookie Spartan E Every player starts with this rank
Ensign Spartan-Amazon E, D Survive 1 Chapter
Lieutant Spartan-Arjuna E, D, C Survive 3 Chapters, Leadership at least 1
Colonel Spartan-Abaddon E, D, C, B Survive 6 Chapters, Leadership at least 2
Major All All Survive 10 Chapters, Leadership at least 3
Squad Captain - +1 Highest Rank and Leadership in the group. This rank can be lost only if pilot dies.
Hardened - - Destroy 1 enemy
Ace - - Destroy 5 enemies
Elite - - Destroy 20 enemies
Destroyer - - Land a final hit on Cruiser (or better)
TERRAIN:
Debris: +1 MOV cost, +10 Eva
Asteroid: Impassable
Large Debris: Impassable but Destructible, turns into Debris on hit
Red Gas: +20 Eva
Teal Gas: Units on this tile get x1.5DMG from Energy Weapons
Green Gas: +2 MOV cost
Cargo Unit: Impassable but Destructible, might contain Weapons or Modules. If Pilot grabs it (like Escape Pod) and survives the mission, items are added to mothership's cargo hold
STATUSES:
Plasma Fire:
Places counter (20) on a ship; at start of new turn, deals 1-5 and lowers counter by amount of damage dealt. When counter goes to 0 or lower, Plasma Fire ends.
Disable:
Weapons cannot be used.
WEAPONS:
Code: [Select]
Name Type () RNG MT WT Hit Crt QL
Laser Beam Enrg (E) 1-3 25 3 85 0 15
Dual Laser Beam Enrg (D) 1-3 25 4 85 0 20 [Attacks x2]
Point Beam Enrg (D) 1-2 25 3 90 5 20 [Counters first]
Gas Laser Enrg (D) 1-3 30 5 65 10 20
Ruby Beam Enrg (C) 1-3 45 7 80 0 15
Modulated Laser Enrg (C) 1-3 40 7 70 20 15
Sapphire Beam Enrg (B) 1-3 55 7 75 5 15
Emerald Beam Enrg (A) 1-3 70 8 70 0 15
Ahsgrimm Enrg (A) 1-5 90 10 60 0 10
Vulcan MkI Cann (E) 1-2 20 2 95 0 25
EMP Gun Cann (D) 1-2 0 3 75 0 15 [Disable on hit]
Plasma Gun Cann (C) 1-2 20 5 65 0 20 [Plasma Fire on hit]
Vulcan MkII Cann (C) 1-2 30 4 85 0 25
Plasma Cannon Cann (B) 1-2 45 8 60 0 15 [Plasma Fire on hit]
Anti-Panzer Cann (B) 1-2 40 7 80 30 15
Vulcan MkIII Cann (A) 1-2 40 6 75 0 25
Thunder Gun Cann (A) 1-2 45 7 70 0 15 [Disable on hit]
Minotaur Mssl (E) 2-5 30 4 65 0 4 [Always 4 attacks]
Harpoon Mssl (D) 2-5 50 6 70 0 8
Garm Mssl (D) 2-5 80 9 55 0 4 [Always 1 attack]
Cascade Mssl (C) 2-5 25 7 60 0 20 [Always 4 attacks]
Hornet Mssl (C) 2-5 55 8 65 0 10
Gungnir Mssl (C) 2-5 35 6 70 10 10 [Always 2 attacks]
Longbow Mssl (B) 3-10 60 8 50 0 6 [Always 1 attack]
Mjollnir Mssl (B) 2-5 160 10 65 0 4 [Large targets only, Always 1 attack]
Typhoon Mssl (A) 2-5 75 10 75 5 10
MODULES:
Modules do not stack in any way (2 Dogfight Modules will give only +15 Eva, for example)
Code: [Select]
Name Rank Effect
Hitman OS 1.0 E +10 Hit
Dogfight Module E +15 Eva
Small Battery E Choosen Energy weapon +5 max.QL
Nano-Patcher E Restores 20HP and removes Disable/Plasma Fire (3 uses)
Magnetic Clasps E Lowers WT of equipped Weapons by 1
Engine Booster C x2 MOV for 1 Turn (3 uses)
Hitman OS 2.0 C +20 Hit
Nano-RepBots C Restores 40HP and removes Disable/Plasma Fire (3 uses)
Ablative Armor-A C Extra 30HP, which cannot be restored during combat
Ace AI A +35 Hit, +15 Eva
Energy Shielding A Absorbs one Energy attack per Turn
Large Battery A Choosen Energy weapon x2 max.QL
Ablative Armor-P A Extra 50HP, which cannot be restored during combat. While active, protects from Plasma Fire
FIGHTER TEMPLATES:
To be written down
SUPPORTS:
Code: [Select]
Hit Eva Crt Dmg
Water +0 +2.5 +1 +0
Fire +5 +0 +0.5 +1
Wood +2.5 +0 +1 +0
Earth +0 +5 +0.5 +1
Metal +2.5 +2.5 +0 +2
Dark +0 +0 +1 +2
Affinity rolling system:
It will be secret :3
Fighter ship templates after I take a shower.
