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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
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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.
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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.
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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.
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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.
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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.
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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.
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"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.
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