Im Reposting this due to the belief that the last one was deleted by accident (this is supported by I cant find the thread). So im gonna repost this along with extra stuff. If you would like to I would ask that all players to repost their character profiles and ill start the RP after that…so…
In the Distant Future, The Earth has been rendered uninhabitable and Mankind has reached the Stars…Humanity has become a widespread and prospered citizen of the universe, Colonizing the Cosmos from planetoid to artificial colony. But alas, the Galaxy was not without its troubles…
The year was After Earth 410…In the wake of brutal Civil War and revolts from the outlying colonies, the United Nations of Terra Collapsed. In its stead, Republics, Commonwealths, Guilds, Kingdoms, Shogunates, and Imperiums rise and fall, But only Four Superpowers managed to fill the void…The Imperium of Ziebach, an Autocracy mirroring the Roman Empire, has risen to power, claiming one system after another and are poised to collect all under their Iron Fist. The Shogunate of Tokugawa, A Tribal Confederacy under the rule of the Ancient Dynasty of Tokugawa Ieyasu, has existed since before the fall of the UNT and is one of the Oldest of the Superpowers, and the only one to counterbalance the Ziebach Imperium. The Commonwealth of Anglia, a Constitutional Monarchy that while benevolent and Democratic, has a one of the most formidable MS Forces the Cosmos has ever seen, while year wise young in comparison to Ziebach and Tokugawa, it is still to be reckoned with. And finally there is The Merchants Company of Piratical Practices, a Guild of individuals’ hell bent on surviving by any means necessary, even if it means keeping one Superpower from conquering the other, from warmongering to their bread and butter…Piracy.
The Year is After Earth 1000…The Superpowers are in the throes of a Cold War, waging Proxy Wars within minor independent systems for supremacy…and within those wars, Battles are Waged with Mobile Suits, The Key to Military Dominance…and the Citizens within the Superpowers and the independent systems get caught in the Crossfire…and because of that, this Cold War will soon get hot…The only hope for the Cosmos: The actions of gifted individuals and their legendary mobile suits called GUNDAMS…In the coming Chaos, these Pilots will Shake the Foundations of the Superpowers and Change the Course of history…If they can stay alive…
From the Creators of Mobile Suit Gundam: Advent, Gundam Forums is proud to present, A New RP, for one of the Greatest Anime Sagas of all time…Mobile Suit Gundam: War-Torn Horizons…coming soon to Gundam Forums…Suit up…If you dare…
Mobile Suits: Essentially, The MS of UC, AW, AC, CE, and AD are there and can be interchanged with one another to make a combination of suits. The physics of the suits are restricted to Ground Combat, but they can have a much sustained flight time or perform jet jumps plus they can do a form of Ground movement called “Sliding” which means all suits can perform what the ground based Dom can do (kinda like using the feet thrusters to hover over the ground a bit). Space Combat is restricted to ship V ship battles with Mobile only being deployed in extreme emergencies. All Suits are legal, but all Transformer Suits (like say Zeta Gundam) are modified to be without their ALT Modes. All legal AD (OO) Suits are restricted to Ultra Compact Reactors and can only fight on the Ground. As for Armor, MS don’t have any indestructible Plot Armor, Just good old Lunar Titanium Armor (yes even the Leos can be modified to have this armor Lol) and the armor can be shaped into various designs, from the ornate Gothic Armor style of medieval Europe, to Samurai Armor, to just the normal versions.
Weapons: beam weaponry (until VERY late in the story) is off limits. The only ranged weaponry that are at the players disposal are machine guns, chain guns, pistols, shotguns, gatling guns, vulcans, bazookas,and any other handheld weapons that use PHYSICAL Rounds and have limited ammo capacity (See Weapon Table down below)…though there is currency in this universe, Ammunition is very precious and VERY expensive to produce and procure, so experienced pilots are wise to conserve ammo (think Metro 2033…if you don’t know what this is…Consult this: http://en.wikipedia.org/wiki/Metro_2033_(novel) ). Targeting Computers are no less than pathetic save for a reticle on the main screen, so pilots have to aim wisely and again if you’re smart, you’ll conserve ammo. Melee is another matter altogether. As stated beam weaponry is off limits so Beam sabers won’t be showing up any time soon. The only forms of melee are either OO style (like physical Swords and the like) or Heat weaponry (like heat swords, knives, rods, etc.). Missiles are there but like Targeting computers, they are pathetic and are more effective for destroying or damaging static targets. The only two None Beam Super Weapons are the Rail Gun and the Gauss Rifle. The Rail Gun is a Bolt action weapon that charges a case less Ferrous Slug with a magnetic field to fire it down range. Ammo cap: 5 slugs per magazine. The Gauss Rifle can fire a Nickel Slug using charged Plasma from the MS’ Reactor but with one drawback: unlike the Rail Gun, the Gauss Rifle can be fired only once lest the shooter risks overloading the reactor rendering both the Rifle and the Mobile Suit useless. *the Gatling gun can use up to 100 rounds per drum
Ships: Space Combat between MS is the same but most of the combat is done by ships. Plus the best way to deploy personnel, suits, equipment, etc., to the surface of planets, planetoids, and even Colonies are Drop ships (description will be depicted soon).
Colonies: The Colonies are kind of like the ones from G Gundam but with a Twist: Imagine a floating island with Four Semicircles located on four points on the island that were not only made of a transparent alloy, but had emitters that generated a force field that created an artificial atmosphere for the colony and a defensive shield for it as well.
Mobile Suits Mods: Transformable suits are modified so as to lack their Alt modes.
Engines that are permissible: Traditional UC Ultra Compact Fusion Reactor…everything else is off limits.
Rifles-110mm, faster rate of fire (30 rounds per magazine)
Semi-Automatic Pistols- 80mm (8 rounds per magazine)
Revolver Pistols-80mm (6 rounds per cylinder)
Chain Guns-120mm, slower rate of fire (40 rounds per magazine)
Bazookas-380mm (4 Rounds per magazine)
Shotguns-192mm (10 shells per magazine)
Vulcans-60mm (vary from suit to suit)
Gatling Guns-150mm (100 rounds per drum)
Submachine Guns-90 mm (50 rounds per magazine)
Sniper Rifles-120mm (8 rounds per magazine)
Cannons-180mm (10 rounds per magazine)
Dober Guns- 180mm (15 rounds per magazine)
Melee (or what’s allowed Lol)-
Rail Gun-180mm, High velocity case less ferrous slugs, requires 3 minute recharge time after each shot (5 rounds per magazine)
Gauss Rifle-200mm, Low Velocity case less nickel slugs, requires 5 minute recharge + 3 minute cooling time after each shot, more dangerous due to being hooked up to MS reactor, over use and failure to allow recharge time and cooling period results in damage or destruction of MS (5 rounds per magazine)
If you have any questions on what’s legal and what’s not, either post on this Discussion Thread or PM me.
I don’t know what other rules I can post. I’ll probably post extra rules and updates as this story progresses. For now just post your characters and their bios and Ills see you on the game.