Misa Hayase: "You're that civilian!"
Hikaru Ichijo: "And you're the old lady!"
-Macross
 
 


MECHA COMBAT IN FUZION

Actions

Weapons

Shielding
Sensors
Communication
Combat Computer
"Color"


This document will hopefully assist newcomers to Macross and/or Fuzion in figuring out just how things work around here. References will be made where applicable/efficient to the core document, the Macross Fuzion Kit. It is recommended that all players read through the Kit thoroughly; the following contains simple guidelines that will hopefully help you through the process, but it does not cover all the details. Additionally, you should bear in mind that this document is written with cadets in mind; as such, it focuses heavily on the VF-11C Thunderbolt.

Revisions to this document will be made when necessary; the last update was: 2003.05.15

   
 


Actions

Here is a general description of mecha attacks.

Here is the page detailing mecha combat. You'll note that there is a section about how to determine initiative. Since we are not fighting each other, initiative is not as much of a concern to us as it was in the hand-to-hand section. Don't worry about it; just post when you can. For each combat round, you will get one post. Your GM will inform you when combat has begun (if it's not glaringly obvious).

You have four actions. The types of actions you can perform are listed very generally here. Here are advanced actions.

Dodging, dropping chaff and flares (missile countermeasures), and changing from one mode to another are all free actions...you can do all this while doing something else. However, if you use an action for dodging, the dodge will be more effective. Additionally, you can chat up a storm all you want while you are performing actions. However, if you pause to give a dramatic speech that takes a lot of concentration, it might affect your ability to perform your actions well. Finally, if you expend an action to get a lock, you will have a greater chance of hitting your target.

Here is a list of all the places you can hit on a mecha, and what type of damage a hit makes.

   
 


Weapons

Cadets all fly the VF-11C Thunderbolt. Stats for this mecha are to be found here. You'll notice that your weapons are as follows:

  • Head laser: 1 - infinite shots
  • GU-13 Gunpod: 1 - 30 shots
  • Micromissiles: 32 (16 per leg) [TO BE REVISED; ASK A GM]

Stats for other mecha can be found in the Mecha and Ship Hangar.

Some other Macross games on the 'net operate under the assumption that there are wing hard points for missiles on all Valkyries. As the data we have in both the Macross anime and the Macross Compendium does not support this assumption, we cannot use it. Therefore, we only claim there to be wing hard points in those fighters that have been shown to have them in the anime. Here at the AMRN, we strive very hard to stick with canon Macross material. Since the VF-11 was never shown to have wing hard points...it doesn't.

Keep in mind the ranges of weapons. At close range, the gunpod is probably your best choice. It can do some serious damage to your opponent without hurting you in the process. I had a fellow use missiles in close range combat once...good thing for him that it was a sim, because he died rather quickly.

Watch out how you use your head laser. A laser is a continuous beam...you don't want to accidentally cut your squadronmates in half with it. This would probably be best used at medium range.

And finally, missiles are your long-range weapons. They pack quite a punch, and they are in limited supply, so use them carefully.

Besides these melee weapons, you can also perform various hand-to-hand actions in your mecha. The Battroid can basically do anything a human can do: punch, kick, etc.--but it will be slower, given its size and weight. In Battroid or GERWALK it can catch and grab objects.

   
 


Shielding

In terms of protection, you have standard aircraft armor, and you also have a shield that is attached to your Battroid/GERWALK's left forearm. (It moves to the rear in fighter mode to add extra protection to the top of the fighter.) This can be used to block missile explosions, but its effectiveness depends on the range. You do not have a PPB, so try not to get hit :) (The VF-11 E variant does have a PPB. It also has the bayonet on the gunpod that you see in Macross Plus. This variant is a fanfiction mecha created for the AMRN by GMs.) Remember that while you're in fighter and GERWALK, your cockpit is exposed. In Battroid, it is withdrawn into the chest, offering you more protection...but you have to rely on your HUD instead of visuals.

   
 


Sensors

As far as your sensors go, here are some general guidelines:

Passive sensors: These are receptive sensors, such as night vision, infrared, or the thermal imager. You are basically registering the things around you by the light, heat, or other waves they give off in your direction. These sensors are not detectable by the enemy, hence the name "passive". However, the effectiveness of passive sensors degrades at longer ranges. For a better idea of what's going on around you, you'll need:

Active sensors: These sensors actively shoot out a stream or wave. The way your emission bounces back or is absorbed tells you what you are looking at. Examples of this type of sensor include LiDAR and radar. They will give you a much clearer picture of the area, but the bad thing about active sensors is that they can be detected by others. If you use them, you are essentially broadcasting your position to the enemy.

In addition to your passive and active sensors, you have an external audio pickup that has a fairly decent range. You also have a loudspeaker, so if you really wanted to you could have a conversation out loud without using the comm.

Be sure you mention which sensors (if any) you are using when you post. Activating your sensors during combat will cost you an action.

   
 


Communication

In combat, communication is key. There are two types of comm:

Radio: This type of communication sends a signal out on radio frequencies that move out away from your mecha in waves, kind of like a growing sphere. Anyone within radio range can pick up your transmission if they are listening in on your frequency. The good thing about radio is that you can almost always contact everyone in your squad if you are in the same general area. The bad thing is that the bad guys can listen in.

Laser: This type of communication relies on LOS (line of sight). The signal you send out is focused into a laser beam and sent directly to the recipient and no one else. You can indicate multiple recipients or just one person. The good thing about laser is that it is very secure; your message can't be overheard. The bad thing about laser is that you have to be in close range to use it, and you have to have a clear path between you and the recipient. If anything gets in between the two of you, part of the message will be lost.

   
 


Combat Computer

Your combat computer is extremely helpful. It can track hundreds of targets for you at once. It can display an enormous amount of information on your HUD (Heads Up Display, a graphical display that covers your entire canopy area. When you're in fighter or GERWALK, it will simply overlay the visuals, unless you tell it to do otherwise. When you're in battloid, the HUD will display visuals that are received from your external cameras).

Your computer has stored the characteristics of every friendly mecha and ship that exists, and every known enemy mecha and ship, and it will be able to identify these when it receives enough sensor data. If it encounters an unknown, it will tell you what the craft most resembles. Your computer is just that: a computer. You do not need to jack anything into it to use it, and you can tell it to perform actions on the fly. If you want to take the time to convince your computer to do something for you that isn't automatic, that will take one or more actions (depends on what the action is, and how nice your GM is).

If you need to, you can tell your VF to self-destruct. You can also program your VF to fly in a straight line without a pilot; however, since these fighters don't have AI, complex maneuvers can't be programmed in.

Last but not least, you have an escape pod. You can either eject the entire cockpit, or just the pilot's chair. If you're in an atmosphere, a parachute will deploy automatically. Typically if you are critically damaged, your combat computer will eject you without you having to tell it to. Of course, that's assuming your computer hasn't taken any damage.

   
 


"Color"

I recommend that while you keep the Fuzion rules in mind, you really spend more of your time attempting to write your actions descriptively. Do not discuss the Fuzion rules anywhere in your game posts. This is a written forum...so "color" is more highly valued than stats. Be as descriptive as possible.