Mobile Suit Gundam: Universal Crossfire Combat System



Tri-movement Gundam Combat System(Alpha)
TGCS v. 0.0.1
Kyle W.
081005

The Tri-movement Gundam Combat System(Alpha), hereafter known as the TGCS, is broken down into distinct unit movements. These movements define defensive actions, parrying, countering, premptive attacks, Engagement and breaking Engagement, retreat, and fast reinforcement.

A battle using the TGCS has usually three actions per unit, with certain actions ending a turn or costing no movements.

The TGCS follows loosely, the standard of Paragraph T1, in that the attacker attacks, and the defender is left to come up with an adequate defense. As an attacker, automatically writing a defense for a defender, (UNLESS by administrative order, or if the defender is a character of the same person.) can result in voiding of that turn, disqualification from the fight, or ejection from the roleplay, only on repeat offenses.

Grammar, spelling and punctuation are key to interpretation of turns, and actions. If you can not spell correctly, or have bad grammar, and don't make an effort to fix it, you can be disqualified from a fight, suspended for a certain amount of days, or ejection from the roleplay altogether, (however the more serious discipline will only be handed out through insubordination or disrespect.)


Launching of the mobile unit.

A mobile suit or armor, that is launching from a base or a ship for the first time in a battle event, will not be penalized any movements for doing so. This means that there can be a launch, and three other movements.

Pre-Engagement.

A mobile suit that is not engaged with another mobile suit has three movements of which to move, reload, or do a miscellaneous action. Once a mobile suit is engaged, it has three movements, plus a free movement AT THE BEGINNING to dodge or defend against an enemy attack somewhat realistically. At no time can a defense come in the middle of a turn, or the turn will be immediately forfeited and no action will be taken on the part of the defender, allowing for mobile suit injury or destruction upon discretion of an officiator. The Officiator, which can be the admin or any other staff member of the forum or rolepaly, can play as a playable character, but must be fair at all times. If an officiator is found to be unfair, and there is no one higher than the officiator to settle disputes, (i.e. the officiator is the top administrator, or there is no other staff member present,) a majority of participants can vote, in another thread on a documented poll, to have the battle event termed null and void, and a restart is allowed with another officiator. If the first vote fails to settle the dispute, another vote may be held after three more turns, and so on and so on until the battle is stricken from record or the dispute is settled otherwise. Pre-engagement will last one turn and allow the

Engagement.

Engagement is to happen on or after the second full turn. Engagement does not have to be disctinctly said, (i.e. "suitA engages suitB in battle") and can simply mean moving against another, enemy mobile suit, to attack or otherwise. A first attack constitutes an engagement, and one movement will be taken up by the engagement, ONLY if you are the attacker. A defender does not require engagement.

Discovery.

Discovery of a hidden mobile suit constitutes an engagement, and takes up one movement. The discovery has to be fully explained, not just "suitA saw suitB under a rock." The key to all roleplay is description.

Defense.

Defense entails the use of a shield or other object, or dodging by moving. Small, bare minimum strafes, dives, ascents, or other small movements will be acceptable as dodges, if moving, a change of direction is also acceptable. Any more is considered a movement after a defense.

Moving.

Moving entails the movement of the mobile suit. Walking, jumping, flying, or hovering from point a to point b. In order for movement to be counted as one movement, no abrupt changes in direction or stoppage is allowed. A mobile suit must use two movements to get with range to attack with, or out of range of a beam saber.

Attack.

An attack is any offensive action against another mobile suit. This may be a burst of machine gun fire, one throwing of a grenade, multiple missiles firing, no more than five beam rifle or shell launcher shots, One bazooka shot, one slash of a beam saber (If in range), etc. One attack is allowed per turn, with the attack ending the turn immediately.

Disengagement.

You may disengage an enemy mobile suit at any time, with the usage of one movement, or two movements if in range of an enemy's beam saber. You may not re-engage for that turn, or the next turn, as the disengagement ends the current turn and disables attacks the next turn. That same mobile suit, if its movement is after the completion of your turn may not re-engage you. If your opponent disengages before your turn, you may not attack them, if after your turn is complete, you may not re-engage them, but may re-engage another unit.

Retreat.

You may retreat or withdraw from the battlefield, in a current and the next turn if the following conditions are met: 1.) your mobile suit is damaged past fighting ability, (weapons malfunctions included, missing limbs excluding only one arm, or out of ammo) or you are disengaged from an enemy. You may retreat immediately if your mobile suit is destroyed or damaged beyond operation. (missing one or both legs, a head, damage to gyros in one or both legs) If your squad leader withdraws from the battle for any reason, without naming a new command in their absence, you may retreat immediately, if you are not engaged. Normal disengagement rules apply. If the unit's mothership, if designated as a command and control vehicle is destroyed, then retreat occurs immediately without question.


Double-team or triple-teaming.

If two or more units, up to four, engage a single unit, then the defending unit has up to three free defensive moves, and can attack twice, requiring that each attackee is a different target. If the defender can prove dodging of all attacks within three defensive movements, the defense stands, as per discretion of officiator.

Surrender.

If a mission critical playable character surrenders or is captured, they spend the rest of the battle, and the next battle disqualified, akin to being in a POW camp. If a nonmisscrit character is captured, then they are disqualified for only the rest of the battle.

Player Killing.

Player killing, the ire of many RPers, is highly controlled and regulated. For one, the attacking party MUST provide an adequate explanation as to how and a reason why the defending character was killed. There will be no killing 'in the heat of battle.' Killings must be thought out, and reasonable as to why they are carried out. They may only be carried out with the permission of an administrator.

NPCs.

Non-playable characters, if mobile suit pilots, must be treated as if they were on par or better than the aggressor's skills. If infantry, or tank or aircraft, be as accurate as possible in killing or destroying them. Non-playable ships, if non-mission critical, can only be destroyed in three turns, if the aggressor is not engaged by a different enemy unit.

Success/Failure.

A mission ends all units on a given side have been disabled or destroyed, or a mission critical target is destroyed or disabled (designated PC's unit, a building or other mission critical object), or capture of a point or object critical to a mission.
---Destruction of a mission critical object:
Only a unit disengaged from previous battle, and marked as a designated "Mission Critical Unit" (i.e. squad commander) can destroy a critical mission object in two turns without being engaged by a seperate enemy unit. (i.e. if the critmissobj is a ship, the ship may engage the unit, and still be destroyed, but if the unit is engaged by a different, untargeted ship, or a mobile suit unit, than the destruction sequence has stopped and has to be started from the beginning.
---Capture of a mission critical object or point
Only a unit disengaged from previous battle, and marked as a designated "Mission Critical Unit" (i.e. squad commander) can capture a critmissobj in two turns without being engaged by a non-targeted, seperate enemy unit. (i.e. critmissobj MS engages critunit can result in destruction.)
----A mobile suit or mobile armor controlled by a playable character can only be destroyed by a critical unit, once they have beaten the pilot through cornering, destruction of limbs, etc.

Administrative Duties

As an officiator, one's main duty is to keep the fairness of the current battle event equal and balanced. You may remove or be removed by other administrators and those higher than you, so be respectful to those at your level, above and even below it, because it can only take one complaint for you to lose that status of officiator.





Amendments:

Summaries of amendments go below, to be put in by the concept writer, or the owner of the board at the concept writer's request.







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No amendments below this line

I took the time to create this for the Mobile Suit Gundam: Universal Crossfire RPG. If you wish to use this elsewhere, credit me and use it in it's entirety, unamended unless I have given my permission.

This is subject to change at any time, check with me for any updates or amendments.

This concept is copyright 2005 Kyle W. Gundam is copyright Sunrise, Sotsu Agency, and TV Asashi.

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CONTACT
For permission or amendment requests or heads up for it's use, E-mail me
Kyle Welch
thedeloused@comcast.net

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From this point(08/10/05,2056 EDT) forward, I give my permission for this concept to be used by the players and staff of the Mobile Suit Gundam: Universal Crossfire Roleplaying Game.
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Example fight (will be one-line as to get point across with minimal work :-D)

Turn 1

Suit A
Suit A, launching from a Gaw craft,(A) with it's loadout, drops to the ground, and Runs behind a building.(B)

-The operator of suit A ended his turn early.

(Pre-Engagement)
Movement A: Launch (Free)
Movement B: Movement to behind a building.


Suit B
Suit B, getting up from a flatbed trailer,(A) ran towards a raised highway, (b) and then kneeled behind it. He then brought his machine gun to the ready.(C)

-The operator of suit B had one more movement left when ended.

(Pre-Engagement)
Movement A: Launch (Free)
Movement B: Moved behind a raised highway
Movement C: readied machine gun (That is a movement, if not done in one, fluid motion.)

Turn 2

Suit A
Suit A turned away from the building, bringing it's machine gun up. (Complex action, counts as one movement, A) He observed a glimmer of a monoeye, and some steel, and opened fire, with a burst from his machine gun. (B&C)

(Battle has started)
Movement A: (turn from building while aiming machine gun.)
Movement B: (Discovery and engagement of suit B.)
Movement C: (attack on suit B)

Suit B
Suit B ducked down behind the raised highway as bullets slammed into the concrete and asphalt.(a) He got back up, and fired a round from his underbarrel grenade launcher.(B&C)

(Battle is running)
Movement A: Dodge (Free)
Movement B: standing up from kneel position.
Movement C: Round fired from grenade launcher.

Turn 3

SuitA

SuitA shook as the grenade landed in the side of the building. The building tremored, and fell. He jumped away from the building,(A) and onto a lower one. He attempted to disengage by moving again, farther away.(B&C)

(SuitA disengaging)
Movement A: rocket-assisted jump (not part of a dodge.)
Movement B: Another movement
Movement C: Disengagement (must be seperate)

SuitB

SuitB allowed suitA to withdraw from direct combat, and attempted to follow him by running towards. He jumped and landed running over the wreckage of the newly destroyed building.

(SuitB attempting to re-engage)
Movement A: running
Movement B: rocket-assisted jump
Movement C: more running

Turn 4

SuitA
SuitA tried to move out of the area, with a rocket assisted dash(A) away from suit B(B)

(SuitA attempting to retreat)
Movement A: rocket assisted Dash
Movement B: Retreat attempt turn 1

SuitB
SuitB Stopped (carryover from last turn; free) aimed his weapon, and let off another grenade in the direction of SuitA(B&C)

(SuitA retreat fails)
Movement A: Stop (carryover; free)
Movement B: Reengagement
Movement C: attack

Turn 5

SuitA

SuitA is hit in the leg with the grenade, causing massive damage to the control systems. Seeing as his suit is no longer battle worthy, and in need of extensive repair, he withdraws from battle area.(A)

Movement A: Acceptable Retreat due to severe damage

SuitB is declared victor.

SuitA lives to fight another day.

What we have just seen is a mock battle, where the mobile suits have demonstrated pre-engagement tactics, engagements, attacks, dodges, movements, disengagements, retreat attempts and destruction, and success/failure.