[img]http://i.imgur.com/xaPE4fx.gif[/img] [img]http://i.imgur.com/paUiDhb.gif[/img] Alright maggots! It is time you arrived here! This screen on your Matrix Interface will tell you real time details about the expedition's current status, including all carriers in our fleet. Just don't sigh when you are out of the H-MAC's range and can't acces the network. The screen will update as soon as we get new intel. So use it! Until we pack up all the stuff here, and update our softwares, feel free to test it, and adjust to it. Note that it is experimental, and there is not much here yet, so don't come crying to me you greenhorns! Dismissed! [hider=Magical hider for magical stuff] As you can see, we have worked day and night to make this RP happen. If not by the text, or the PA, we'll soon launch the actual threads. We need to know how many of you will participate for real, so please only come if you are settled for the RP. As we launch the actual RPs, this place will become our off topic OOC chat place, and HELP screen. I want to spare the story threads from that. If we get more than one H-MACs filled, then it will show status about both. Enjoy your stay, look at my beginner PA skills, and do a CS with the sheet below! Thankee :D [hider=Sheet] [hider=Pilot] Name: Nick: If any Age: Sex: Rank: Given to you based on your backstory. This will affect your quality of mechs and weapons, and your relation to NPCs. Even Rookies can have the best mechs and weapons, but if we need to split supplies, it is unlikely that many will go to a beginner. Icon: Will be given to you by the GM. It is a basic mean of identification, with a size of 32x32 resolution. Put this up at any IC post, so the others will know who you are ;D Appearance: Note that this is high casual. I don't want a lot, but I do want at least one LONG pharagraph or multiple smaller ones that can give us an idea of your character. A pic would be cool too :D Personality: What your character is like. This is very important, I want your characters habits and any addictions too. Note that we are military personnel. Background: If you have lived before the war, you have a benefit, but you might be seen like an old fart to the others, and may lose respect from younger NPCs or players. [hider=Equipment Screen] Equipment Screen: Your current loadout. You can adjust this anytime you want, give the H-MAC has the equipment in store. For now leave this empty. Sidearm: Primary (if on an out mission): Suit: Armor (if on an out mission): Implants (all implants are permanent, unless the Co/GM says otherwise): Ask the GMs if you want to start with one of these bad boys. If you choose to be a lower ranking soldier, you can start with more cool shit :D [/hider] Odds and Rarities: perhaps your character can't speak the language the others use, or has a pet? Any thing you seem fit for this section are a go. Enjoy the creative freedom! [/hider] [hider=Mech/Walker] Nick: The name you gave for your current mech/walker. Type: The actual series of the Mech/Walker. Leave this open for now, until we put up the avaible mechs. Icon: This is not sure, but if we can, we'll make an icon for your mech/walker too. Don't bet on it. Appearance: Same as the Pilot one, thought don't need so many text. A picture will give us a general idea, so that is a requirement. [hider=Loadout] Loadout: just like with the Pilot, this can change once you acquire a new mech, or decide to change your current one. Maybe you want the fighting to go better, or add a bigger gun :D Armor: The current armor panels on the mech Hardpoint #: Each mech has a number of different hardpoints and ammo capacity. You can change these to anything stored inside the H-MAC. Heavy weapon slot: Light mechs might not have these, but most will do. Heavy mechs might have more than one. These are you rocket launchers or rail cannons. Augments: Most basic Mechs or Walkers lack this, but as we get better ones, these slots will open up to provide places for shields, extra armor, and the sort. [/hider] Note: Anything about the current mech you want. A bad stabilizer, a crappy monitor, a rouge AI inside the Matrix which constantly brings up [s]porn[/s] advertisements on the screen. You get the general idea. [/hider] [/hider] [/hider] [hider=The super handy dandy HALP ME GOD@&@# IT!!! section] [hider=Game Mechanics] I know most of you are troubled with the CS section, so you came here for info. Let me explain. We wanted the RP to go into advanced, but we really lack that kind of amazing writing skill. But the mechanics will stay. So here is a neat list of things you need to know, separated into even more hiders. I mean geez look at the source of the post, so many fu#&ing hiders. Note: I know it is a lot, but you'll see that it is just like a game. We, the GMs will do all the boring counting and stuff, and will inform you if you are low on HP or ammo. You only need to make cool RPs and watch out to play your role. Oh and mind my typos. I will correct them once I am finished. [hider=Game time] The time insdie the RP will go by activities. Each takes one day, so one post means one turn. This means that every turn you can make some past time actions. Socialize, scavange, fix your Mech, or just go strolling around the carrier. However I will try to keep these to a minimum, unless you guys want to have more. Every few turns, the H-MAC will encounter an activity, where you guys will have to choose what to do. (More on this at the activities section.) Every activity and action can be skipped, expect the random events, such as being under attack, or a plauge. If you want to take a break because of IRL, we can cryo your charcater (literally) and then if you come back you can use it again. The game during an activity chosen by you, such as a scavenge, raid, or assault will go differently. In here, time will go according to your posts, until you either finish the mission or retreat. After you all did your posts, the enemies will do their own too. The GM will roll a die on his own crappy laptop and then post whether the enemies managed to land hits on you or not. These posts will usually span only a few seconds, as it will not control any of the mechs/walkers or pilots, therefore not affecting the story (unless of course closing gates or such). [/hider] [hider=Activities] Every few days, the H-MAC will reach a waypoint (more at the MAP section) where the pilots can choose activities. Note that these are different from random events, thought they might still trigger. From 1-5 there can be many quests avaible, depending on the pilot's actions beforehand. If you helped a town, they might give you the option to scavenge and old military warehouse. Usually it will resort to fighting, the meat of the RP as we know and like it. During the fights, the palyers can eliminate opponents if they have a damage high enough. Each enemy will be listed here, given the palyers have already encountered it. Players may do any number of actions in their turn, in the following categories, but only one action of that category. -Attacking -Moving -Skills Eg. You can't shoot all your guns, move, shoot again, and move again. It is fine however if you move, use an ability, and shoot your guns. Also, if a mech moves large distances, it can't shoot it's weapons anymore. Seriosuly, please don't move across the map and run and gun. Every mech has a number of hitpoints. Normally you will not need to know or care about this, but it is here to limit light mecs from tanking hits, and eliminating Titans by themselves. Usually hits will damage armor, and thats where they stop, maybe scoring system errors. Once the armor reaches a number of hits scored on the mech, it will be destroyed, and the mech will allways take system damage, whilst slowly losing HP from hits. Shields can act as rechargable armor. Note: I know it is a lot, but you'll see that it is just like a game. We, the GMs will do all the boring counting and stuff, and will inform you if you are low on HP or ammo. You only need to make cool RPs and watch out to paly your role. [/hider] [hider=MAP] MAP or Matrix Atlas Planner is a system we use here at the RP. Most activities will have maps to give an idea to you guys, but you don't have to use it necessarely. It will also tell you upcoming waypoints, and turns left until you reach them, as well as the current progress of the expedition. It is a handy tool if you want to skip turns, or do past time activities. We will update it with things like the resources left in the H-MAC, and it's current status. (more in Resources) It will show the events and their details at each waypoint too. You better check it out once it's up, we have some neat plans for it. [/hider] [hider=Resources] The final game mechanic help section for now. Resources are a very important part for the game. It will affect your decision to play. We won't let you die either way, but if you decide to go only for gear we WILL punish you with something else. tha same other way around, if you go super safe, we will go and give you new stuff, or not raise the level of the enemies. Resources are divided into 4 categories: -Fuel (for the mechs) -Energy (of the H-MAC) -Repair Kits (for repairing stuff, duh) -Supplies (Includes both food and water) There is also one more, which is not lsited here. It is ammunition. Ammo is generated every turn, and is used in missions. The more your bring, the less you'll have for the next mission. This is not nearly as important as the other ones, but it is important, so people won't constantly use heavy mechs which eat up ammo. If you run out of any, the whole crew will get a debuff, the worst ones are being the Supplies and Energy debuffs. More on this if we encounter them. [/hider] [/hider] [/hider] [hider=Weapons and Mechs!] Hey guys! The fun stuff, yeeeha. So, this section will tell you the basic mechs and walkers, with their stats. Not much for now, and it lacks pics too. Most pics can be inserted by you guys, as they are general descriptions, mut there are some cases where we will put in a rough idea of what it looks like. [hider=Light Types] [hider=Mk.1 "Cricket"] The lightest of all mechs, the cricket is a reliable work of engineering. A very well designed battle vehicle, it never has any system issues. Thanks to it's light mass, and speedy gyros, it can run fast, dodge quickly, and jump big. However this comes with a price. It has limited armor and gun capacity. Stats: -Armor Panels: 4 -Hitpoints: 30* -Hardpoints: 2 -Heavy Hardpoints: 0 -Augment Slots: 0 -Movement Speed: Fast** *you can't die or get destroyed. Even if your mech is disabled, you have all the pilot equipment. Again, like many game details, this is so you don't go godmode. **this is just a help to figure out how much you can move in your post. Fast means that you can make almost anything reasonable ;D [/hider] [hider=Mk3. "Hornet"] A diamond in the rough, this early war era mech is one hell of a blizter. It is heavier than the Mk.1, and it is also equipped with a heavy slot. Movement loss is compensated by a jump-jet like system which allows the mech to quickly dash distances which would take a few seconds to walk or run. However the new systems also make the emch prone to breakdowns and system damage. -Armor Panels: 5 -Hitpoints: 40 -Hardpoints: 1 -Heavy Hardpoints: 1 -Augment Slots: 0 -Speed: Fast [/hider] [hider=Mk.4 "Butterfly"] The butterfly is one of the sleekest light mechs ever to see teh light of the sun. It has an almost arrogant look to it, as if it knew that it's not only sexy, but also very lethal. Carrying heavy weapons, more armor, and the first augment slot ever in any light mech, it's only drawback is the reduced speed. -Armor Panels: 6 -Hitpoints: 55 -Hardpoints: 2 -Heavy Hardpoints: 1 -Augment Slots: 1 -Speed: Agile* *Agile is between fast and medium, showing that the mech has a medium speed, but can dodge and manouver as a fast mech. A nerfed Fast if you would. [/hider] [/hider] [hider=Medium Types] [hider=Mk.2 "Hellios"] The Hellios was the second pre war, mass produced mech, and instead of the Mk.1s sleeknes and speed, it intended to put firepower and protection in fron of speed adn reliability. Thus it breaks down easely, and takes increased system damage, but onyl if the enemy can punch through it's armor panels. -Armor Panels: 7 -Hitpoints: 60 -Hardpoints: 2 -Heavy Hardpoints: 0 -Augment Slots: 0 -Speed: Medium [/hider] [hider=M60] The M60 is the first real medium type mech in the Astfar Confederacy. After the Mk.2s battlefield tests, it became obvious that teh lack of heavier arsenal hindered the ability of the mech. It's armor proved efficent, thus it didn't increase, but some system oversights were made to improve reliability. -Armor Panels: 7 -Hitpoints: 75 -Hardpoints: 2 -Heavy Hardpoints: 1 -Augment Slots: 0 -Speed: Sluggish* Like the Agile, this rating means that the mech is medium in speed, but has slow reactions. [/hider] [hider=M66] The M66 is considered the Twin of the M60 in amny ways. Some didn't agree with the lack of Utility in the Mk.2 and thus they proposed this idea. The M66 went into mass production along with the M60, and focused on firepower more heavely than it's brother. The Armor ratings didn't change, and the reliability was only slightly improved. There is a rare version of this mech, marked M66b which was buffed in firepower, but was discontinued production after several months, due to terrain capability. (stats marked with captions) -Armor Panels: 7 (8) -Hitpoints: 65 (65) -Hardpoints: 3 (2 and 2 ) -Heavy Hardpoints: 0 (0) -Augment Slots: 1 (1) -Speed: Medium (Sluggish) [/hider] [hider=M80] Error 404 Data not found, or corrupted [/hider] [/hider] [hider=Heavy Types] [hider=Z-40] The Z-40 was an early Heavy Weapons Platform or HWP which featured an insect leg system to move around. It is considered a walker, not a mech due to this fact, and the cockpit is located in a small pivot in the fron of the machine. It has extraordinary firepower, with and added auto-turret that deals with small threats. The Walker itself is heavely armored. [img]http://i.imgur.com/eE4aLBv.jpg[/img] -Armor Panels: 12 -Hitpoints: 120 -Hardpoints: 1 Auto-Turret -Heavy Hardpoints: 2 -Augment Slots: 0 -Speed: Slow Spider* *Spider movement allows the mech to cling onto surfaces, effectively anchoring it to most surfaces. Work like magnet legs in mechs. [/hider] [hider=Q Series G2 2.2] A work of art from teh Enson corporation, this mech is truly a heavy artillery piece indeed. Used for long range attacks, this partcular hybrid of a mech and a walker has immense defense. The Q series has been long regarded for it's protection. The Pilots sits in a closed cockpit, deep inside the the mechs, ball-like body. Unlike teh other Q series mechs, it is unable to roll, and has no shields, but it can still turtle itself to take reduced damage and reload safely. Img to be added. -Armor panels: 15 -Hitpoints: 90 -Hardpoints: 2 -Heavy Hardpoints: 2 -Augment Slots: 0 -Speed: Slow [/hider] [/hider] [hider=Assault Types] The assault mechs are really powerful foes. They were the backbone of both armies, scoring imposing weaponary, defenses, and augments. They ranged from supercharged Lights to Tanky Mediums, to Titan class heavies. For now this section remains empty, as most sides have already forgot about these mechs and walkers, only lving in teh tales they tell after a few bottles of beer. [/hider] I would like to say something here: The mech names are there and look good, however we will try to add more mechs with similar loadouts and power levels. Meaning that the basic mechs will have counterparts from other manufacturers, bearing different names, but similar abilities, without advancing a tier. For now this is waht we have, and look at them as your common drops per tier. The other ones will be added as soon as you find them. Also there are more power levels, as we advance through the RP, but for now there is no need to add any more. Even the heavies are both at the same tier as the other 3 of the Meds and Lights. If you wonder, The M66b is teh Tier 3 of the Meds, so to say. [hider=Mech Arsenal] [hider=Machine Guns] [hider=M1 LMG] The M1 is the standardised equipment for light mechs. Being an LMG it can be carried by any mechs, even by those that only have slots. It has an impressive ammo capacity and a high rate of fire. -Damage: 10* -Ammo Capacity/Usage: 300/10 *per volley [/hider] [hider=M2 MMG] The M2 MMG is a heavier variant of the M1, and it utilizes side feeding instead of the underfeeding system in the M1. This means more and bigger ammo, those of the explosive types. Can't be carried in slot. -Damage: 15 -Ammo Capacity/Usage: 231/7 [/hider] [hider=M2-X LMG] The X variant of the M2 is an LMG which hopes to utilize the same exploding bullets, whilst being mounted ina light mech. Low ammo capacity. -Damage: 15 -Ammo Capacity/Usage: 200/10 [/hider] [hider=M3 MMG] The M3 is an imposing beast, carrying many bullets, with big calibers, for a huge effect. Can't be mounted in slot. -Damage: 17 -Ammo Capacity/Usage: 400/10 [/hider] [hider=M31 MMG] The armor piercing variant of the M3, it fires smaller bullets, that can, in return, dish out system damage, and ignore 1 points of armor. This means MOAR bullets too. Can't be fitted to a slot. -Damage: 15 -Ammo Capacity/Usage: 500/10 -Armor Piercing: 1 -Ammo Refill Cost: 2:1 [/hider] [hider=M33 HMG] A Heavy machine gun that rips things to shreads with too many bullets to count. Can't be fitted to a slot. -Damage: 20 -Ammo Capacity/Usage: 1000/25 [/hider] [hider=M33-X Light Chaingun] A chaingun modified from the standard M33 to be carried on light mechs. Less ammo capacity. Can be used on light mechs. -Damage: 20 -Ammo Capacity/Usage: 700/25 [/hider] [/hider] [hider=Cannons] [hider=20mm Auto Cannon] A standard auto cannon for all mech types. A good all round solution to problems. -Damage: 20 -Ammo Capacity/Usage: 60/3 -Ammo Refill Cost: 2:1 [/hider] [hider=30mm Auto Cannon] A bigger variant of the 20mm autocannon, this baby can dish out somre serious damage, and can be mounted on a light mech too! But for that it takes tons of ammo to refill -Damage: 25 -Ammo Capacity/Usage: 40/4 -Ammo Refill Cost: 3:1 [/hider] [hider=50mm Auto Cannon] A SERIOUSLY heavy cannon with an quick feed belt that raises it's RPM. It can't be mounted on light mechs, at all, no matter the hardpoint. -Damage: 35 -Ammo Capacity/Usage: 40/5 -Ammo Refill Cost: 4:1 [/hider] [/hider] [/hider] [hider=Pilot Arsenal] [hider=Sidearms and Primaries] [hider=ZZ-40 Magnum] The ZZ-40 Magnum is quite the beast itself. It has a clip of 10, each filled with .50 bullets that can easely penetrate a few layers of armor on any mech, even take out the pilot if aimed right. However the recoil is so big, that the gun has to be zeroes after every shot. -Scores system damage on mechs with less than 2 armor, and kills pilot on mechs without armor. [/hider] [hider=B-1 Grenade Lobber] The B-1 lancher has a number of small electromagnetic grenades in it's 4 clip that can be used to shred mech armor, and damage it. Can't be reloaded. -Every hit takes off 1 armor layer, and deals 5 damage armored, 10 damage unarmored. [/hider] [hider=Enson "Hornet"] The Hornet is the smallest SWARM rocket launcher that ever existed. It is so small, it is still a sidearm. Shaped like a Glock, it launches a maximum 30 armor piercing macro rockets, that guide on target. -Ignores 1 Armor, and deals 1 damage, with a small system damage chance [/hider] [hider=M1-X LMG] The Handheld cousing of the M1 mech machinegun, this thing can bring a mech's damage, to a pilot's hand. It's a primary weapon. -Same stats as the M1 LMG, carried as a primary [/hider] [hider=Cobra Assault Rifle] The Cobra rifle is the standard infantry assault rifle, and one of the very few infantry weapons that are still useful in combat. -Used against infantry, but can take off armor plates with enough bullets. Mag of 30. [/hider] [/hider] [/hider] [/hider]