Post by AEUG on Feb 16, 2015 1:39:40 GMT
Introduction
General Rules: We're here to fight with giant robots, something that the wonders of SCIENCE! have yet to provide for us in real life. To do that, however, requires more than saying 'I hit him in the head with a stick' because that is a fast path to anarchy in any player vs. player combat. With the benefit of past experience, your fine Staff has created the Combat Rules for you. They are as simple and straightforward as we can make them, while still allowing for some variety and flavor in each pilot and offensive post. So, read through, understand, and enjoy the system!
The Basics
We have gone to a Staff-rolled Dice System for hit adjudication. Based on modifiers, Staff will roll and make a hit/miss call on all Attacks, which will be posted to a separate thread. Staff will also solicit input if there are other effects on a hit beyond success/failure through IM or PM.
Now, let's start with those modifiers. All modifiers are written from the attacking player's perspective, for reference. There are two tiers of bonuses that can be awarded to an attack - Boost and Upgrade, with Upgrade being the more powerful of the two. The equivalent bonuses that would apply to the Defending unit are Setback and Challenge, with Challenge being the more potent of the two bonuses for the defense. Please note that you should add positive and negative effects separately - if you have 3 Boost and 2 Setback as your modifiers, then the mod listed is 3 Boost and 2 Setback; not 1 Boost.
In that vein, Boost/Setback and Upgrade/Challenge represent fundamentally different effects. A Boost/Setback represents something - equipment, positioning, etc...that would give you an edge in an even fight or break a tie while an Upgrade/Challenge represents expert skill and ability in a given field, and is naturally is a much more potent effect than a Boost/Setback.
Please Note: Staff will be providing you with an Excel document that tabulates an awful lot of this for you in the form of dropdown menus that list your options. Fortunately, though, since Staff is dealing with the rolls, you don't need to tally your totals. Instead, list all the relevant metrics at the end of your post (i.e. Maneuver, Action, Weapon, Range, and if Paradigm/Specialty apply) and Staff will tally the bonuses for you when rolling!
Turn Sequence
When you are posting, the first thing you need to do is respond to any attacks made against you since your last post. Any battle damage you take will be assessed before you make the attack in your post. After you've dealt with any incoming, it is your turn. You have two separate and distinct items in your Turn: You have a Maneuver and an Action to spend in your turn.
Maneuvers
Your Maneuver is your general, non-attacking action for the turn. There are quite a few ways to spend your Maneuver, and most will either modify your next Action, or will adjust your positioning. Available Maneuvers are:
[/li][li]Change Weapon: Stow a weapon in hand and ready one from storage in a single Maneuver. [/li]
[li]Aim: Take a few seconds to line up a shot while still maneuvering. This will add a Boost to your Attack, and can trigger some Weapon qualities.[/li]
[li]Stay on Target: Sometimes, you really need to put your target down. Stay on Target has you take minimal maneuvers, keeping your attitude on your target and giving you the best possible shot. This Upgrades your Fire this post, but also Upgrades all Fires coming at you after this post.[/li]
[li]Jink: Random and stuttered maneuvers designed to throw off folks trying to hit you grant a Setback on all Fires targeting you until your next Post[/li]
[li]Evasive Action: Serious maneuvers designed to foul anyone targeting you. This will impose a Challenge on your Fire, but will also impose a Challenge on all Fires targeting you until your next post.
[/li][li]Transform: If your mobile suit is capable of transforming, then you may spend your Maneuver to transform between Mobile Suit and Mobile Armor mode. [/li]
[/ul]Actions
Your Action for a given post typically represents your attack. There are a few options that will provide additional modifiers. There are also some additional, special Actions.
Ranges
Moving around in space takes time. If you were at sniper-only ranges when you started, you can't just show up in the face and start hacking away with a beam saber in the same post. There are five range bands in our Combat System, each of which represents its own cut of the fighting spectrum. Most mobile suits, despite some difference in acceleration, are in roughly the same speed and acceleration class overall, so unless specifically noted otherwise in a mobile suit's description, these rules govern all movement.
[li]Medium - This is where most pilots feel comfortable, and is the 'standard' - if such a term is applicable - range for mobile suit combat, where almost all weapon types remain effective.[/li]
[li]Close - This is in tight but not too tight. You have less room to maneuver and run, and not nearly as much time for bulky weapons to whip around in this level.[/li]
[li]Engaged - Also known as 'in the face', Engaged is contact and near-contact range. Be careful shooting at someone if they have a friendly in Engaged range... you never know if you might hit your buddy...
[/li][/ul]A reminder to all... yes, you can constantly backpedal to prevent someone from closing you, and long-ranged themed pilots may find themselves tempted to do just that. Just please keep in mind that very rarely are mobile suits the only things fighting in a combat, and your relative positioning to other things (ships, bases, objectives, etc...) changes too as you backpedal, and you might find yourself so far removed from the fight that its Too Late to do anything about the breakthrough that just happened, or the antiair destroyer that just came forward and is tearing into your team with shot cannons...
Weapons
Weapon Rules: Every weapon is different, and serves a purpose. You wouldn't use a shotgun to try and peg someone at 500 yards, and you wouldn't take a .50-cal rifle to clear a room. The weapon types we have established are here to ensure that everyone is on the same page with what each weapon system you will have can and cannot do.
[/font][li]Assault: Assault weapons are designed to be easy to handle and shoot. With the power of modern beam weapons, they are still very potent tools of destruction. Assault weapons spit many individual beam ‘bullets’ vice the pulses of other beam weapons. Where they suffer is in accuracy. Their shorter barrels, higher rate of fire, and ease of handling comes at the cost of precision. At Engaged and Close range, Assault weapons provide a Boost. However, at Long range, they take a Challenge, and they cannot fire at Extreme range targets.
[/li][li]Standard: Standard weapons are the typical main weapons of a mobile suit - beam rifles, light beam cannons, et al - that fire a one to two second pulse of beam energy vice the many individual blasts of assault weapons. They are very popular for a good reason - they strike an excellent balance between accuracy, power, and rate of fire. They take a Challenge at Extreme range.[/li]
[li]Shotgun: Shotgun weapons are a new development, the only existing version being the Clay rounds for the AEUG's Rick Dias's bazooka. Shotguns are short-range, powerful weapons designed for felling mobile suits. Shotgun weapons gain a Boost in Engaged and Close Range, and cannot be used in Long or Extreme range. Additionally, their lack of finesse and low rate of fire prevents them from being used in a Suppression Fire, or Salvo Fire. So why use one, you ask? Because the handful of experimental - and not yet issued - weapons of the class show a remarkable destructive capacity against mobile suits. Any Shotgun-class weapon deals damage equivalent to a Marksman weapon against Mobile Suits, and comes in a much easier to handle package....[/li]
[li]Marksman: Marksman weapons are larger and accurate versions of standard beam weapons. They are designed as anti-mobile suit weapons from the ground up, firing a pulse of energy for roughly two seconds, with higher output than a Standard weapon. Marksman weapons deal greater damage than Standard weapons. Their innate accuracy gives them an extra Boost when used in a Precision Fire. However, they are bulkier than normal rifles, and they suffer a Setback at Close range, and cannot be used at Engaged Range.[/li]
[li]Sniper: Sniper weapons are long-range, high-powered tools designed for precision work. They are larger than most other weapons and require two functioning arms to use. They have a significantly longer pulse than lighter weapons at roughly 4 seconds, and this pulse is more powerful than a Marksman's to boot. When properly aimed, a Sniper weapon is terrifying, and gains an extra Boost. However, when not properly aimed, they are less useful - when not used in a Precision Fire, they suffer two Setbacks, they take an additional Setback at Close against mobile suits, and may not be used at Engaged range against other mobile suits.[/li]
[li]Heavy: These are dedicated ship-crackers. Heavy weapons tend to have as much power as the guns of a destroyer, and will do Bad Things to a mobile suit that receives one. They always suffer a Challenge and a Setback when employed against Mobile Suits, but woe betide the mobile suit hit by one... or the Escort ship....[/li]
[li]Particle Shot Cannon: The answer to a long-standing question: 'how does a warship survive in the face of mobile suits' was answered by the Federal Arsenal’s invention of the Particle Shot Cannon. A highly compressed bundle of mega particles suspended in a I-field is fired. That field is inherently unstable, and collapses when it encounters another magnetic field - such as the metal signature of a mobile suit. The explosive liberation of mega particles this causes is a sight to behold, and it gives the shot cannon a wide area of effect. The downside is that the number of particles required to create an effective burst makes the weapon impractical for mobile suit scale weapons - they cannot carry a sufficient reserve of mega particles, and existing mobile suits cannot meet the power requirements for the weapon. To date, Particle Shot Cannons have only been mounted on newer warships as a mobile suit deterrent. Minovsky interference still makes accurate targeting difficult. Instead, most ships incorporate a number of cannons into a battery and combine their effect onto a single mobile suit, or use multiple batteries in tandem for area denial fire. The effects of Particle Shot Cannon fire from ships will be different based on a number of factors and will be delineated by Staff in any engagements against mobile suits.[/li]
[li]Melee: Melee weapons are just as they sound: contact-range weapons for use in Engaged range only . Their advantage is in their simplicity and power: a beam saber sweeps a wider arc than a rifle blast, has more concentrated power than most weapons. Melee attacks cannot be combined with other attacks, and provide a free Boost to any attack.[/li]
[li]Shields: Almost every mobile suit carries some variety of shield to protect itself from enemy fire. In the days of the One Year War, such shields could protect a mobile suit from many impacts of enemy fire. However, with the proliferation of beam weapons that ended the War, shields have lost their potency. Nevertheless, mobile suits carry them as sacrificial armor to absorb what fire they can on the way in. A Shield will be destroyed by 2 hits from Assault or Standard weapons, and one hit from anything else. Additionally, heavier weapons can overpower the shield. A Sniper weapon can over-penetrate and destroy the arm holding the shield, while any attempt to use a shield to block a full heavy weapon will result in major damage to the unit. A Particle Shot Cannon, likewise, can destroy a shield in a single shot.
Trying to use a Shield to bash your target... well, it counts as a Melee weapon, but lower damage than most weapons and with a Setback for the nature of the attack as a big, awkward hunk of metal wielded in close. However, with an appropriate Stunt, you can do some... 'interesting' things to relative positionings with a shield bash...[/li]
[li]Ammunition: Every weapon has an ammunition restriction - for projectiles, either the magazine will run dry, or for beam weapons the E-Pac will run out. One your mobile suit’s description, the number of Fires you can get out of a single magazine will be listed in parenthesis next to a weapon in the ‘Armaments’ section - i.e. ‘Beam Rifle (3)’ would mean that you get three Fires out of that beam rifle before you need to trade out E-Pacs on it. Please note that you can only reload hand-carried weapons - those that are a fixed part of your unit may not be reloaded i.e. built in beam guns, CIWS, heavy cannons, etc.… Melee weapons are considered to have unlimited ammo.[/li][/ul]
Ship Weapons
Ship Rules: It is a time-honored tradition in Gundam that anything that isn’t a ‘Hero’ ship may as well be made of wet cardboard and have gunners that couldn’t hit the broadside of a barn with an automatic shotgun from 2 meters away. While a Gundam tradition, one of our changes to the Gundam paradigm is that people realized in the 8 years since the One Year War that ships need some kind of effective anti-air defenses if they want to survive. Unlike in traditional Gundam, ship designers realized this and adjusted accordingly. Shipboard weapons carry the same ratings as mobile suit weapons, but they have some key differences. Most ships mount a number of Assault-class weapons for self-defense. These guns can provide an effective defense against a mobile suit on an attack vector for the firing ship only - otherwise they’re just scattering fire. Due to the lack of effective fire control in Universal Century, they also need to mass fire - at least 2 separate batteries have to be dedicated to a single mobile suit on an attack profile for it to be considered a Tactical Fire on the attacking unit.
Particle Shot Cannons (PSCs) change that paradigm - a single battery can effectively engage a mobile suit in the general vicinity of a warship that isn’t on an attack vector. A single PSC battery firing on a mobile suit is treated as a Precision Fire on the attacking unit if the target mobile suit is on an attack vector for the firing ship, and a Tactical Fire otherwise. Multiple batteries working in tandem can provide area denial fire, combining the effects of a Suppressive Fire’s accuracy reduction with a Tactical Fire’s accuracy and probable damage to anyone who attempts to cross the denied area. The effects of multiple batteries on a single target will be a number of Boost or Upgrade as the circumstances dictate.
Lastly, lighter warships mount beam cannons comparable to mobile suit heavy weapons. Much like their standard anti-air guns, these ‘quick’ beam cannons only provide effective defense against mobile suits that are on an attack vector for the ship in question. Since ships don’t radically maneuver the way mobile suits do, they take no special bonuses or penalties when firing against a mobile suit. And please remember - even though it may not be ‘effective’ fire based on your vector, a ship firing at you is still putting ordnance in your area - don’t completely ignore shipboard defenses other than shot cannons if you aren’t heading right for them.
As far as firing on ships, we again alter things compared to the canon. If a standard mobile suit’s shield can effectively armor a suit against beam rifle fire, it is perfectly logical that ships would carry similar armor. Escort ships - corvettes, frigates, and destroyers - can only armor the ‘vital’ areas of their hulls with such armor - their Minovsky reactors and magazines come immediately to mind. Beyond that, there’s a reason that the original wet navy destroyers were called ‘tin cans’ - armor is light on escorts. When firing on the hull of an escort weight vessel, Assault and Standard weapons may or may not penetrate the armor, but anything Marksman class and up has sufficient firepower to punch through their armoring and cause damage to the core hull. Do recall that 'cause damage' does NOT mean 'sink with one hit' unless something highly unusual is at work.
Capital ships - Cruisers, Battleships, and Dreadnaughts - by contrast, carry heavier armor across their entire hull. Standard and Assault weapons tend to be ineffective against their hull armor, and Marksman weapons might get through, depending on if you hit the heavily armored portion or not. It usually takes a dedicated ship cracker - a sniper or heavy - weapon to effectively threaten a capital ship.
Of course, all of the above assumes you are attempting to outright sink the warship in question by punching through her armor and getting to her Minovsky reactor, magazines, and/or fuel cells. Even if you punch through their armoring, warships are built to withstand extreme damage - odds are that you aren’t going to sink it in one or two shots from mobile suit weight weapons. Most warships have plenty of things they can’t armor that make great targets for mobile suits - engines, weapon mounts, mobile suit launch facilities, and the bridge come to mind as targets that just can’t be armored. These soft spots on a ship can be dealt with by mobile suit weapons of any power, and do not require a Called Shot to target, since ships are incapable of the radical maneuvering that makes hitting mobile suits so difficult. If attempting to target a subsystem, use your choice of Fire. Destroying these and attriting a warship’s ability to fight can open the door for later strikes by mobile suits armed with heavier weapons - or make it easier for any ships in your order of battle to finish them off.
Circumstance Bonuses
There are several types of bonuses that are experienced in combat.
[li]Special Ability: by spending Action Points, you can activate your Paradigm's Special Ability. This can have dramatic consequences on the outcome of a battle. Each Build's Special Ability requires a different number of Action Points to activate, based on the effectiveness of the Ability.[/li]
[li]Lethality Attack (Staff Approval Required): At the end of the day, this is still Gundam, and Tomino the Reaper can still rear his ugly head. The Staff reserves the right to determine that a Player Character should be killed off, and by joining you consent that Staff may determine that you have been killed even if you don't want them dead. This is represented by a Lethality Attack, which is a deliberate attempt to kill off a PC. As in Gundam Character Death is a Big Deal, and shouldn't come free - its a major dramatic point that can change every character on a side when one of their own is killed, and that means that its not going to happen often or cheaply. Staff will determine when a player is eligible for a Lethality Attack Due to the fact that non-consensual kills of PCs can get people angry, anyone considering a Lethality Attack must contact Staff for approval to attempt one before they post. If the Staff believes that the player in question has earned the right to try for a player kill, they will make their post, and the defending player will have a chance to defend themselves. The player who the Staff judges to have Stunted better will win the event, and if the Attacker wins, the target will be killed off. This may not be combined with any Special Abilities.[/li]
[li]Agility: The Defense Value (DV) of a mobile suit affects how well it can evade incoming fire, and in general how agile it is and how well it responds to the pilot. DV will be listed as positive or negative, with positive adding a Setback to all incoming attacks for each value (1 for +1, 2 Setback for +2, etc...), while a negative DV will impart a Boost on all incoming fire (1 Boost for DV -1, 2 Boost for -2, etc...)[/li]
[li]Battle Damage: As pieces get shot off of your mobile suit, it will start to show wear and tear, and your performance will reduce accordingly.[/li]
[li]Losing your Head will cost you your main camera - which handles an awful lot of your fire control. Add a Challenge to every Attack you make for the rest of the combat.[/li][/ul][/ul]
Due to the complexities of mobile suits, repairs may not be made in combat time - you may not land on your carrier, repair, and re-launch in the same combat.
Builds: Overview
General: As much as we all want to be the very best at everything, we aren't. While everyone's baseline skills are the same here - be your character a grizzled veteran of the One Year War, Stardust, and everything before and after, or a new recruit who hasn't seen blood spilled outside a shaving cut, every Player Character here has something special going for them. Everyone is running the edge, just barely hanging onto sanity and life, and is happy about it. All pilots are considered equal with the exception of your Paradigm and Specialty, as discussed below.
Builds: Paradigm
Each Paradigm represents a certain skillset for a pilot - no one is good at everything, and everyone is better at some things than others. Paradigms are our representation of this - they define how your character thinks in a fight, where he is strong, and how he can integrate into a battle. Each Paradigm has an Skill and a Special Ability that represent his fighting style and what he's especially good at. A Skill is the general representation of your flying's strongest point - something that comes naturally to you, and you can do consistently. A Skill will activate any time you meet the criteria listed for it, granting the listed benefit. Special Abilities are, well, special. They represent you going above and beyond, putting everything you have into that one move, going past the edge and praying you come back. Activating a Special Ability costs the listed number of Action Points, and you MUST attempt to Stunt any post in which you use a Special Ability. The use of an offensive Special Ability in your post functions as your Action - if using One Man Army, Relentless Assault, Flow Like Blood, or No Escape, that is your Action; you may NOT use that in conjunction with another Action for balance purposes.
Stunting, special results from dice rolls, and a few other factors may result in awarding additional uses of your Special Ability in a combat.
The Paradigms you can select are:
[li]Steamroller: The best defense is a good offense is an adage as old as warfare itself, and you are the epitome of this. Your flying style is pure offense - you keep the pressure on, always firing, always pressing your advantage in a furious press on your opponent. You may not know any truly fancy evasive maneuvers, but that's OK - evasive maneuvers are for your targets, not for you.[/li]
[li][Special Ability] Relentless Assault (3): the Steamroller never quits, never stops. His fire just. Keeps. Coming. And there is nothing you can do about it. When activated, this allows the Steamroller to make a single Perfect Attack, that is a guaranteed hit to the weapon or limb of the Steamroller's choice.[/li][/ul]
[li]Plugger: You were once asked what the first rule of warfare was. You simply shrugged and said 'Don't get hit'. You are always on the move when flying, constantly darting around the area. Your situational awareness is your primary asset - you always know where your opponents are, and what they’re doing to trap you. This gives you the edge in defense - you can outmaneuver almost anyone on the battlefield.[/li]
[li]Backstabber: Backstabbers are opportunistic attackers, always picking on the weak link. Constantly on the move, the Backstabber specalize in coming from unexpected angles and jumping onto new targets. They shift around the field constantly, changing targets with ease. Of course, if they stay on the same target, they are less effective, as ambush specialists aren’t as good when faced with a dragout firefight, and don’t benefit as much from staying on the same target.[/li]
Note: Anyone wishing to play a Guardian or Bushwhacker, please contact your Faction Admin. Any application for Guardian or Bushwacker without first contacting the Admins will be turned down on the spot. For the purposes of the Skills of the Guardian and Bushwhacker, they may only apply to a single Ally at a time, and the requirement is that they are actively working together. This is 'rule of thumb'd' that barring special circumstances, to apply, the Guardian/Bushwhacker must be within Medium range of the unit they are supporting, please ask Staff if you think it should apply outside of that constraint.
[li]Guardian: You always worry more about others than yourself. When you did your flight training, you took the time to learn how to work with others and keep things tight, denying your opponents any chance to get through so that you could bring all your buddies back alive. This makes you average when working alone, but when coordinating with a wingman, you keep each other covered and never give opponents an easy shot.[/li]
[li]Bushwhacker: You've been planning jobs since you were in grade school; whether it was to get back at the local bully, or later in life taking down a hard target. You work best with others, but you believe that the best defense is a good offense, and it shows. This translated into how you fight - you aren't anything special on your own, but when working in concert with a team you are a holy terror to your opponents, always finding new ways to box in opponents.[/li]
Specialties: Much like pilots have a particular set of tactics they're best with, most have a weapon or two they like best. Snipers aren't going to be comfortable with a shotgun, and likewise your breachers aren't happy if you hand them an oversized assault rifle. Specialties let you pick a pair of weapon classes and a pair range for which your pilot is just better with. When you have one of the two listed items (i.e. using the preferred weapon but not at preferred range, or preferred range but not with preferred weapon) you gain a Boost. When using a preferred weapon at a preferred range, you gain an Upgrade
[*]Gunslinger: Quick and easy to handle weapons are your preference - nothing fancy. You specialize in Assault and Standard weapons employed at Close and Medium range.
[*]Razor: You're a pilots who likes things quick and precise, and you like Standard and Marksman weapons employed at Medium and Long range.
[*]Sharpshooter: You're the one no one ever sees coming, the peerless shooter, and you'll be perfectly content to stay away. You like Marksman and Sniper weapons employed at Long and Extreme range.
[*]Hammer: Size Matters, everyone else is lying. You like the big toys - Snipers and Heavies, and you favor them at Medium and Long range.[/font][/ul]
Final Remarks
One last note for everyone. Yes, you clearly spent an entire post stunting, and yes, your target should of course have to take a hit, or there’s no way he could’ve hit you with that, but please remember - on the other end of the internet is someone who is on the other side of that coin, and is fervently hoping that he gets what he wants too. Please, let’s all get along, play nice together, and let’s have a great game!
General Rules: We're here to fight with giant robots, something that the wonders of SCIENCE! have yet to provide for us in real life. To do that, however, requires more than saying 'I hit him in the head with a stick' because that is a fast path to anarchy in any player vs. player combat. With the benefit of past experience, your fine Staff has created the Combat Rules for you. They are as simple and straightforward as we can make them, while still allowing for some variety and flavor in each pilot and offensive post. So, read through, understand, and enjoy the system!
The Basics
We have gone to a Staff-rolled Dice System for hit adjudication. Based on modifiers, Staff will roll and make a hit/miss call on all Attacks, which will be posted to a separate thread. Staff will also solicit input if there are other effects on a hit beyond success/failure through IM or PM.
Now, let's start with those modifiers. All modifiers are written from the attacking player's perspective, for reference. There are two tiers of bonuses that can be awarded to an attack - Boost and Upgrade, with Upgrade being the more powerful of the two. The equivalent bonuses that would apply to the Defending unit are Setback and Challenge, with Challenge being the more potent of the two bonuses for the defense. Please note that you should add positive and negative effects separately - if you have 3 Boost and 2 Setback as your modifiers, then the mod listed is 3 Boost and 2 Setback; not 1 Boost.
In that vein, Boost/Setback and Upgrade/Challenge represent fundamentally different effects. A Boost/Setback represents something - equipment, positioning, etc...that would give you an edge in an even fight or break a tie while an Upgrade/Challenge represents expert skill and ability in a given field, and is naturally is a much more potent effect than a Boost/Setback.
Please Note: Staff will be providing you with an Excel document that tabulates an awful lot of this for you in the form of dropdown menus that list your options. Fortunately, though, since Staff is dealing with the rolls, you don't need to tally your totals. Instead, list all the relevant metrics at the end of your post (i.e. Maneuver, Action, Weapon, Range, and if Paradigm/Specialty apply) and Staff will tally the bonuses for you when rolling!
Turn Sequence
When you are posting, the first thing you need to do is respond to any attacks made against you since your last post. Any battle damage you take will be assessed before you make the attack in your post. After you've dealt with any incoming, it is your turn. You have two separate and distinct items in your Turn: You have a Maneuver and an Action to spend in your turn.
Maneuvers
Your Maneuver is your general, non-attacking action for the turn. There are quite a few ways to spend your Maneuver, and most will either modify your next Action, or will adjust your positioning. Available Maneuvers are:
- Move: Move one range band relative to a specific target. Transformable MS in Mobile Armor mode may move 2 range bands towards/away from a specific unit with 1 Move Maneuver.
[/li][li]Change Weapon: Stow a weapon in hand and ready one from storage in a single Maneuver. [/li]
[li]Aim: Take a few seconds to line up a shot while still maneuvering. This will add a Boost to your Attack, and can trigger some Weapon qualities.[/li]
[li]Stay on Target: Sometimes, you really need to put your target down. Stay on Target has you take minimal maneuvers, keeping your attitude on your target and giving you the best possible shot. This Upgrades your Fire this post, but also Upgrades all Fires coming at you after this post.[/li]
[li]Jink: Random and stuttered maneuvers designed to throw off folks trying to hit you grant a Setback on all Fires targeting you until your next Post[/li]
[li]Evasive Action: Serious maneuvers designed to foul anyone targeting you. This will impose a Challenge on your Fire, but will also impose a Challenge on all Fires targeting you until your next post.
[/li][li]Transform: If your mobile suit is capable of transforming, then you may spend your Maneuver to transform between Mobile Suit and Mobile Armor mode. [/li]
[/ul]Actions
Your Action for a given post typically represents your attack. There are a few options that will provide additional modifiers. There are also some additional, special Actions.
- Melee Attack: Take a swing with a melee weapon. You must be at ENGAGED range with your target to use a Melee Attack.
- CIWS Fire: Use your CIWS. If targeting a mobile suit, this inflicts a Setback on their next action. If you have missiles targeting you, this can destroy them well short of you. If you are trying to defend another unit, it becomes much harder...
- Tactical Fire: Tactical Fire is the default method of attack. It represents firing while still staying mobile, mixing in a few shots to keep your target occupied while still settling for some accurate fire, and in general firing to strike a balance between offense and defense. No additional modifiers are applied for a Tactical Fire.
- Suppressive Fire: A Suppressive Fire is very low accuracy, but also makes it difficult for the receiving mobile suit to fire. This is an 'attack' designed to force an opponent to keep their head down and watch out, making it difficult to respond. Using a Suppressive Fire imposes two Challenges on the attack, but the unit receiving the Suppressive Fire also suffers a Challenge on its next attack.
- Called Shot: A Called Shot allows the firing unit to dictate a specific, nonfatal location he wishes the shot to fall - the head, any limb, or any major weapon systems. A Called Shot imposes two Challenge on the attack, however if successful the shot may not be absorbed with a shield and it destroys the desired mobile suit component - attacker's choice of weapon or limb.
- Salvo Fire: A Salvo Fire puts multiple weapons into the mix, engaging multiple weapons. A Salvo fire is automatically an attempted Stunt; any bonuses to accuracy or damage will be derived from the awarding of a Stunt. Otherwise, treat as a Tactical Fire. Certain weapons are incompatible with Salvo Fire rules.
- Second Maneuver: In lieu of attacking, you may take a second Maneuver for your Action. This forfeits your ability to attack this post, but lets you take two Maneuvers with the exception of taking a SECOND Move Maneuver. If you want to move 2 range bands in a post, you need to...
- Punch It: If your Maneuver was a Move, by forgoing any offensive action and focusing on your target, you may close a second Range band with a given unit. However, this requires that you maintain a near-constant vector while closing, and thus Upgrades all incoming Fire until your next Post.
Ranges
Moving around in space takes time. If you were at sniper-only ranges when you started, you can't just show up in the face and start hacking away with a beam saber in the same post. There are five range bands in our Combat System, each of which represents its own cut of the fighting spectrum. Most mobile suits, despite some difference in acceleration, are in roughly the same speed and acceleration class overall, so unless specifically noted otherwise in a mobile suit's description, these rules govern all movement.
- Extreme - This represents the fuzzy edge of a mobile suit or warship's ability to direct fire with something resembling accuracy at a target. Unless otherwise noted, all combats start at Extreme Range.
[li]Medium - This is where most pilots feel comfortable, and is the 'standard' - if such a term is applicable - range for mobile suit combat, where almost all weapon types remain effective.[/li]
[li]Close - This is in tight but not too tight. You have less room to maneuver and run, and not nearly as much time for bulky weapons to whip around in this level.[/li]
[li]Engaged - Also known as 'in the face', Engaged is contact and near-contact range. Be careful shooting at someone if they have a friendly in Engaged range... you never know if you might hit your buddy...
[/li][/ul]A reminder to all... yes, you can constantly backpedal to prevent someone from closing you, and long-ranged themed pilots may find themselves tempted to do just that. Just please keep in mind that very rarely are mobile suits the only things fighting in a combat, and your relative positioning to other things (ships, bases, objectives, etc...) changes too as you backpedal, and you might find yourself so far removed from the fight that its Too Late to do anything about the breakthrough that just happened, or the antiair destroyer that just came forward and is tearing into your team with shot cannons...
Weapons
Weapon Rules: Every weapon is different, and serves a purpose. You wouldn't use a shotgun to try and peg someone at 500 yards, and you wouldn't take a .50-cal rifle to clear a room. The weapon types we have established are here to ensure that everyone is on the same page with what each weapon system you will have can and cannot do.
- CIWS: Close-In Weapon Systems (CIWS) are designed to shoot down incoming missiles. They are small caliber, extremely high rate of fire weapons that spit out a stream of lead. Unless targeted against an unarmored portion of a mobile suit i.e. open cockpit, CIWS are not effective against modern mobile suit armors. CIWS are, by nature, short ranged, and may only be used at Close or Engaged ranges.
[/font][li]Assault: Assault weapons are designed to be easy to handle and shoot. With the power of modern beam weapons, they are still very potent tools of destruction. Assault weapons spit many individual beam ‘bullets’ vice the pulses of other beam weapons. Where they suffer is in accuracy. Their shorter barrels, higher rate of fire, and ease of handling comes at the cost of precision. At Engaged and Close range, Assault weapons provide a Boost. However, at Long range, they take a Challenge, and they cannot fire at Extreme range targets.
[/li][li]Standard: Standard weapons are the typical main weapons of a mobile suit - beam rifles, light beam cannons, et al - that fire a one to two second pulse of beam energy vice the many individual blasts of assault weapons. They are very popular for a good reason - they strike an excellent balance between accuracy, power, and rate of fire. They take a Challenge at Extreme range.[/li]
[li]Shotgun: Shotgun weapons are a new development, the only existing version being the Clay rounds for the AEUG's Rick Dias's bazooka. Shotguns are short-range, powerful weapons designed for felling mobile suits. Shotgun weapons gain a Boost in Engaged and Close Range, and cannot be used in Long or Extreme range. Additionally, their lack of finesse and low rate of fire prevents them from being used in a Suppression Fire, or Salvo Fire. So why use one, you ask? Because the handful of experimental - and not yet issued - weapons of the class show a remarkable destructive capacity against mobile suits. Any Shotgun-class weapon deals damage equivalent to a Marksman weapon against Mobile Suits, and comes in a much easier to handle package....[/li]
[li]Marksman: Marksman weapons are larger and accurate versions of standard beam weapons. They are designed as anti-mobile suit weapons from the ground up, firing a pulse of energy for roughly two seconds, with higher output than a Standard weapon. Marksman weapons deal greater damage than Standard weapons. Their innate accuracy gives them an extra Boost when used in a Precision Fire. However, they are bulkier than normal rifles, and they suffer a Setback at Close range, and cannot be used at Engaged Range.[/li]
[li]Sniper: Sniper weapons are long-range, high-powered tools designed for precision work. They are larger than most other weapons and require two functioning arms to use. They have a significantly longer pulse than lighter weapons at roughly 4 seconds, and this pulse is more powerful than a Marksman's to boot. When properly aimed, a Sniper weapon is terrifying, and gains an extra Boost. However, when not properly aimed, they are less useful - when not used in a Precision Fire, they suffer two Setbacks, they take an additional Setback at Close against mobile suits, and may not be used at Engaged range against other mobile suits.[/li]
[li]Heavy: These are dedicated ship-crackers. Heavy weapons tend to have as much power as the guns of a destroyer, and will do Bad Things to a mobile suit that receives one. They always suffer a Challenge and a Setback when employed against Mobile Suits, but woe betide the mobile suit hit by one... or the Escort ship....[/li]
[li]Particle Shot Cannon: The answer to a long-standing question: 'how does a warship survive in the face of mobile suits' was answered by the Federal Arsenal’s invention of the Particle Shot Cannon. A highly compressed bundle of mega particles suspended in a I-field is fired. That field is inherently unstable, and collapses when it encounters another magnetic field - such as the metal signature of a mobile suit. The explosive liberation of mega particles this causes is a sight to behold, and it gives the shot cannon a wide area of effect. The downside is that the number of particles required to create an effective burst makes the weapon impractical for mobile suit scale weapons - they cannot carry a sufficient reserve of mega particles, and existing mobile suits cannot meet the power requirements for the weapon. To date, Particle Shot Cannons have only been mounted on newer warships as a mobile suit deterrent. Minovsky interference still makes accurate targeting difficult. Instead, most ships incorporate a number of cannons into a battery and combine their effect onto a single mobile suit, or use multiple batteries in tandem for area denial fire. The effects of Particle Shot Cannon fire from ships will be different based on a number of factors and will be delineated by Staff in any engagements against mobile suits.[/li]
[li]Melee: Melee weapons are just as they sound: contact-range weapons for use in Engaged range only . Their advantage is in their simplicity and power: a beam saber sweeps a wider arc than a rifle blast, has more concentrated power than most weapons. Melee attacks cannot be combined with other attacks, and provide a free Boost to any attack.[/li]
[li]Shields: Almost every mobile suit carries some variety of shield to protect itself from enemy fire. In the days of the One Year War, such shields could protect a mobile suit from many impacts of enemy fire. However, with the proliferation of beam weapons that ended the War, shields have lost their potency. Nevertheless, mobile suits carry them as sacrificial armor to absorb what fire they can on the way in. A Shield will be destroyed by 2 hits from Assault or Standard weapons, and one hit from anything else. Additionally, heavier weapons can overpower the shield. A Sniper weapon can over-penetrate and destroy the arm holding the shield, while any attempt to use a shield to block a full heavy weapon will result in major damage to the unit. A Particle Shot Cannon, likewise, can destroy a shield in a single shot.
Trying to use a Shield to bash your target... well, it counts as a Melee weapon, but lower damage than most weapons and with a Setback for the nature of the attack as a big, awkward hunk of metal wielded in close. However, with an appropriate Stunt, you can do some... 'interesting' things to relative positionings with a shield bash...[/li]
[li]Ammunition: Every weapon has an ammunition restriction - for projectiles, either the magazine will run dry, or for beam weapons the E-Pac will run out. One your mobile suit’s description, the number of Fires you can get out of a single magazine will be listed in parenthesis next to a weapon in the ‘Armaments’ section - i.e. ‘Beam Rifle (3)’ would mean that you get three Fires out of that beam rifle before you need to trade out E-Pacs on it. Please note that you can only reload hand-carried weapons - those that are a fixed part of your unit may not be reloaded i.e. built in beam guns, CIWS, heavy cannons, etc.… Melee weapons are considered to have unlimited ammo.[/li][/ul]
Ship Weapons
Ship Rules: It is a time-honored tradition in Gundam that anything that isn’t a ‘Hero’ ship may as well be made of wet cardboard and have gunners that couldn’t hit the broadside of a barn with an automatic shotgun from 2 meters away. While a Gundam tradition, one of our changes to the Gundam paradigm is that people realized in the 8 years since the One Year War that ships need some kind of effective anti-air defenses if they want to survive. Unlike in traditional Gundam, ship designers realized this and adjusted accordingly. Shipboard weapons carry the same ratings as mobile suit weapons, but they have some key differences. Most ships mount a number of Assault-class weapons for self-defense. These guns can provide an effective defense against a mobile suit on an attack vector for the firing ship only - otherwise they’re just scattering fire. Due to the lack of effective fire control in Universal Century, they also need to mass fire - at least 2 separate batteries have to be dedicated to a single mobile suit on an attack profile for it to be considered a Tactical Fire on the attacking unit.
Particle Shot Cannons (PSCs) change that paradigm - a single battery can effectively engage a mobile suit in the general vicinity of a warship that isn’t on an attack vector. A single PSC battery firing on a mobile suit is treated as a Precision Fire on the attacking unit if the target mobile suit is on an attack vector for the firing ship, and a Tactical Fire otherwise. Multiple batteries working in tandem can provide area denial fire, combining the effects of a Suppressive Fire’s accuracy reduction with a Tactical Fire’s accuracy and probable damage to anyone who attempts to cross the denied area. The effects of multiple batteries on a single target will be a number of Boost or Upgrade as the circumstances dictate.
Lastly, lighter warships mount beam cannons comparable to mobile suit heavy weapons. Much like their standard anti-air guns, these ‘quick’ beam cannons only provide effective defense against mobile suits that are on an attack vector for the ship in question. Since ships don’t radically maneuver the way mobile suits do, they take no special bonuses or penalties when firing against a mobile suit. And please remember - even though it may not be ‘effective’ fire based on your vector, a ship firing at you is still putting ordnance in your area - don’t completely ignore shipboard defenses other than shot cannons if you aren’t heading right for them.
As far as firing on ships, we again alter things compared to the canon. If a standard mobile suit’s shield can effectively armor a suit against beam rifle fire, it is perfectly logical that ships would carry similar armor. Escort ships - corvettes, frigates, and destroyers - can only armor the ‘vital’ areas of their hulls with such armor - their Minovsky reactors and magazines come immediately to mind. Beyond that, there’s a reason that the original wet navy destroyers were called ‘tin cans’ - armor is light on escorts. When firing on the hull of an escort weight vessel, Assault and Standard weapons may or may not penetrate the armor, but anything Marksman class and up has sufficient firepower to punch through their armoring and cause damage to the core hull. Do recall that 'cause damage' does NOT mean 'sink with one hit' unless something highly unusual is at work.
Capital ships - Cruisers, Battleships, and Dreadnaughts - by contrast, carry heavier armor across their entire hull. Standard and Assault weapons tend to be ineffective against their hull armor, and Marksman weapons might get through, depending on if you hit the heavily armored portion or not. It usually takes a dedicated ship cracker - a sniper or heavy - weapon to effectively threaten a capital ship.
Of course, all of the above assumes you are attempting to outright sink the warship in question by punching through her armor and getting to her Minovsky reactor, magazines, and/or fuel cells. Even if you punch through their armoring, warships are built to withstand extreme damage - odds are that you aren’t going to sink it in one or two shots from mobile suit weight weapons. Most warships have plenty of things they can’t armor that make great targets for mobile suits - engines, weapon mounts, mobile suit launch facilities, and the bridge come to mind as targets that just can’t be armored. These soft spots on a ship can be dealt with by mobile suit weapons of any power, and do not require a Called Shot to target, since ships are incapable of the radical maneuvering that makes hitting mobile suits so difficult. If attempting to target a subsystem, use your choice of Fire. Destroying these and attriting a warship’s ability to fight can open the door for later strikes by mobile suits armed with heavier weapons - or make it easier for any ships in your order of battle to finish them off.
Circumstance Bonuses
There are several types of bonuses that are experienced in combat.
- Flanking: One of the most common tactics in warfare is the double team. Two against one makes life very hard on the one. A Player who draws fire from two separate units is said to be Flanked. Anytime a Player is Flanked, the attacking units gain an additional Boost to the overall effectiveness of the combined Fires independent of the two Players involved. Flank rules always apply unless altered by a Character's Skills and Special Abilities, which are discussed below. Please note that no more than two Players can fire on a single enemy Player at a time - anyone jumping in as a third character firing on a Player who hasn't posted a response to two Fires will be Warned. Ships are exempt from the two attacker limit on a single target.
[li]Special Ability: by spending Action Points, you can activate your Paradigm's Special Ability. This can have dramatic consequences on the outcome of a battle. Each Build's Special Ability requires a different number of Action Points to activate, based on the effectiveness of the Ability.[/li]
[li]Lethality Attack (Staff Approval Required): At the end of the day, this is still Gundam, and Tomino the Reaper can still rear his ugly head. The Staff reserves the right to determine that a Player Character should be killed off, and by joining you consent that Staff may determine that you have been killed even if you don't want them dead. This is represented by a Lethality Attack, which is a deliberate attempt to kill off a PC. As in Gundam Character Death is a Big Deal, and shouldn't come free - its a major dramatic point that can change every character on a side when one of their own is killed, and that means that its not going to happen often or cheaply. Staff will determine when a player is eligible for a Lethality Attack Due to the fact that non-consensual kills of PCs can get people angry, anyone considering a Lethality Attack must contact Staff for approval to attempt one before they post. If the Staff believes that the player in question has earned the right to try for a player kill, they will make their post, and the defending player will have a chance to defend themselves. The player who the Staff judges to have Stunted better will win the event, and if the Attacker wins, the target will be killed off. This may not be combined with any Special Abilities.[/li]
[li]Agility: The Defense Value (DV) of a mobile suit affects how well it can evade incoming fire, and in general how agile it is and how well it responds to the pilot. DV will be listed as positive or negative, with positive adding a Setback to all incoming attacks for each value (1 for +1, 2 Setback for +2, etc...), while a negative DV will impart a Boost on all incoming fire (1 Boost for DV -1, 2 Boost for -2, etc...)[/li]
[li]Battle Damage: As pieces get shot off of your mobile suit, it will start to show wear and tear, and your performance will reduce accordingly.[/li]
- Losing a Leg will lower your DV by 1 to represent the lost agility of the verniers and variable lever arm you just lost.
[li]Losing your Head will cost you your main camera - which handles an awful lot of your fire control. Add a Challenge to every Attack you make for the rest of the combat.[/li][/ul][/ul]
Due to the complexities of mobile suits, repairs may not be made in combat time - you may not land on your carrier, repair, and re-launch in the same combat.
Builds: Overview
General: As much as we all want to be the very best at everything, we aren't. While everyone's baseline skills are the same here - be your character a grizzled veteran of the One Year War, Stardust, and everything before and after, or a new recruit who hasn't seen blood spilled outside a shaving cut, every Player Character here has something special going for them. Everyone is running the edge, just barely hanging onto sanity and life, and is happy about it. All pilots are considered equal with the exception of your Paradigm and Specialty, as discussed below.
Builds: Paradigm
Each Paradigm represents a certain skillset for a pilot - no one is good at everything, and everyone is better at some things than others. Paradigms are our representation of this - they define how your character thinks in a fight, where he is strong, and how he can integrate into a battle. Each Paradigm has an Skill and a Special Ability that represent his fighting style and what he's especially good at. A Skill is the general representation of your flying's strongest point - something that comes naturally to you, and you can do consistently. A Skill will activate any time you meet the criteria listed for it, granting the listed benefit. Special Abilities are, well, special. They represent you going above and beyond, putting everything you have into that one move, going past the edge and praying you come back. Activating a Special Ability costs the listed number of Action Points, and you MUST attempt to Stunt any post in which you use a Special Ability. The use of an offensive Special Ability in your post functions as your Action - if using One Man Army, Relentless Assault, Flow Like Blood, or No Escape, that is your Action; you may NOT use that in conjunction with another Action for balance purposes.
Stunting, special results from dice rolls, and a few other factors may result in awarding additional uses of your Special Ability in a combat.
The Paradigms you can select are:
- Lone Wolf: Since you were a kid, you preferred to be on your own. You're never truly comfortable in a group setting, and it shows in how you pilot - when you don't have to worry about anything but your flying and your single target, you are great. You're one of the best dogfighters in the black, but you really need to work on playing well with others.
- [Skill] Stand Alone: When unencumbered by their teammates or thoughts of opponents other than their target, Lone Wolves flourish. Defensively, Stand Alone provides a Setback to the Lone Wolf when he has taken no fire other than from the target of his previous Attack. Offensively, Stand Alone provides an Upgrade any time the Lone Wolf has a Successive Attack bonus against a target to represent his additional focus on that target taking effect. Additionally, his focus on a singular opponent grants him a second Successive Attack Bonus - he gains a second Boost on the third successive post he stays with a target. Anyone he has a Successive Bonus against that fires on him takes a Setback when firing on the Lone Wolf.
[li]Steamroller: The best defense is a good offense is an adage as old as warfare itself, and you are the epitome of this. Your flying style is pure offense - you keep the pressure on, always firing, always pressing your advantage in a furious press on your opponent. You may not know any truly fancy evasive maneuvers, but that's OK - evasive maneuvers are for your targets, not for you.[/li]
- [Skill] Barrage: ‘Accuracy by Volume’ has a certain truth to it, and this is how you fight. You are an expert at getting the most out of your weapon systems when employing them at a high rate of fire. Any Suppressive Fires you make are impart an extra Challenge on the unit receiving. Another function of the Barrage skill is that you may expend double ammunition in an attack using Assault, Standard, or Marksman weapons employed in a Tactical Fire to gain an Upgrade and a Boost through the heavy volume of fire employed. Any aspect of Barrage may NOT be used in conjunction with Multi-targeting.
[li][Special Ability] Relentless Assault (3): the Steamroller never quits, never stops. His fire just. Keeps. Coming. And there is nothing you can do about it. When activated, this allows the Steamroller to make a single Perfect Attack, that is a guaranteed hit to the weapon or limb of the Steamroller's choice.[/li][/ul]
[li]Plugger: You were once asked what the first rule of warfare was. You simply shrugged and said 'Don't get hit'. You are always on the move when flying, constantly darting around the area. Your situational awareness is your primary asset - you always know where your opponents are, and what they’re doing to trap you. This gives you the edge in defense - you can outmaneuver almost anyone on the battlefield.[/li]
- [Skill] Fleet-Footed: Pluggers are finicky little pilots that never hold still, constantly darting around, next to impossible to get a bead on. Their innate evasive skills and flighty nature result in them adding a Challenge to all shots taken at them. Additionally, they can slide and break through almost anything, granting them an immunity to all 'normal' flanks. However, it is still at its heart a solo tactic. Truly gifted teamwork can overcome a Plugger’s ability to slip out of Flanks - if a Bushwhacker is coordinating the Flank, or if a party in the Flank is awarded a Stunt, this aspect is negated and the Plugger suffers the Flank.
[li]Backstabber: Backstabbers are opportunistic attackers, always picking on the weak link. Constantly on the move, the Backstabber specalize in coming from unexpected angles and jumping onto new targets. They shift around the field constantly, changing targets with ease. Of course, if they stay on the same target, they are less effective, as ambush specialists aren’t as good when faced with a dragout firefight, and don’t benefit as much from staying on the same target.[/li]
- [Skill] From the Shadows: The Backstabber takes every opportunity and new engagement as a chance to get a quick hit in before disengaging and seeking the next vulnerable target. Every time they shift targets, they get an Upgrade. Additionally, as they know the best ways to get into trouble, they also know the best ways out - if they shift targets, then the unit they shifted from may not be used to Flank the Backstabber, unless augmented by a Bushwhacker.
Note: Anyone wishing to play a Guardian or Bushwhacker, please contact your Faction Admin. Any application for Guardian or Bushwacker without first contacting the Admins will be turned down on the spot. For the purposes of the Skills of the Guardian and Bushwhacker, they may only apply to a single Ally at a time, and the requirement is that they are actively working together. This is 'rule of thumb'd' that barring special circumstances, to apply, the Guardian/Bushwhacker must be within Medium range of the unit they are supporting, please ask Staff if you think it should apply outside of that constraint.
[li]Guardian: You always worry more about others than yourself. When you did your flight training, you took the time to learn how to work with others and keep things tight, denying your opponents any chance to get through so that you could bring all your buddies back alive. This makes you average when working alone, but when coordinating with a wingman, you keep each other covered and never give opponents an easy shot.[/li]
- [Skill] Good Shepherd: The Guardian looks out for his wingman. When working as a team, his tactics emphasize defensive slides, well-timed pull-offs, and draw and dump tactics that keep the pair of them constantly moving, and as such hard to kill. A Guardian's Skill grants the Guardian and his wingman a Challenge against all incoming fire, and makes it impossible to Flank the Guardian or his wingman when working together. This includes negating a Bushwhacker's Pack Hunter, but cannot negate a Bushwhacker's No Escape.
[li]Bushwhacker: You've been planning jobs since you were in grade school; whether it was to get back at the local bully, or later in life taking down a hard target. You work best with others, but you believe that the best defense is a good offense, and it shows. This translated into how you fight - you aren't anything special on your own, but when working in concert with a team you are a holy terror to your opponents, always finding new ways to box in opponents.[/li]
- [Skill] Pack Hunter: The Bushwhacker keeps his wingman with him through the fight, working together to take down a single target. His tactics maximize the effectiveness of the double team, ensuring an optimized crossfire, multiple axis of fire, and all in all a very bad day for his target. When Active, his Skill grants both him and his teammate an Upgrade when Flanking a target.
Specialties: Much like pilots have a particular set of tactics they're best with, most have a weapon or two they like best. Snipers aren't going to be comfortable with a shotgun, and likewise your breachers aren't happy if you hand them an oversized assault rifle. Specialties let you pick a pair of weapon classes and a pair range for which your pilot is just better with. When you have one of the two listed items (i.e. using the preferred weapon but not at preferred range, or preferred range but not with preferred weapon) you gain a Boost. When using a preferred weapon at a preferred range, you gain an Upgrade
[*]Gunslinger: Quick and easy to handle weapons are your preference - nothing fancy. You specialize in Assault and Standard weapons employed at Close and Medium range.
[*]Razor: You're a pilots who likes things quick and precise, and you like Standard and Marksman weapons employed at Medium and Long range.
[*]Sharpshooter: You're the one no one ever sees coming, the peerless shooter, and you'll be perfectly content to stay away. You like Marksman and Sniper weapons employed at Long and Extreme range.
[*]Hammer: Size Matters, everyone else is lying. You like the big toys - Snipers and Heavies, and you favor them at Medium and Long range.[/font][/ul]
Final Remarks
One last note for everyone. Yes, you clearly spent an entire post stunting, and yes, your target should of course have to take a hit, or there’s no way he could’ve hit you with that, but please remember - on the other end of the internet is someone who is on the other side of that coin, and is fervently hoping that he gets what he wants too. Please, let’s all get along, play nice together, and let’s have a great game!