Char's Counter Attack for the "Mecha!" RPG system ______________________________________________________________________ First Draft April 1995 by Linwood Foster III Devillin@hotmail.com 1.0 Introduction This is a short campaign of three battles for the Mecha! RPG system. It can be used in conjunction with the campaign for "Gundam: The One Year War", or as a stand alone campaign. Unlike the previous campaign, Char's Counter Attack is a series of battles that use an ever decreasing number of mecha and ships. The mecha and ships described for this campaign are described in Daniel Ho's previous Mecha! post. If you don't have a copy of his post, you can either email him at daho@gpu.srv.ualberta.ca or you can email me at devillin@hotmail.com for a copy. 2.0 Beginning the Campaign This campaign is designed to be short, a total of three battles. The starting number of mecha and ships does not change. During the course of the three battles, the number of mecha and ships for each side is expected to decrease. There is no increase in the total number of mecha until the last battle. 2.1 STARTING STRENGTH Neo-Zeon Forces Battleship Reyullura x 1 (5+ Mobile Suits) Heavy Cruisers Musaka x 13 (4 Mobile Suits each) Mecha: Sazabi x 1 Jagd Doga x 2 Geara Doga x 82 Alpha Azieru x 1 London Bell Fleet Battleship Lar Chairam x 1 (8 Mobile Suits) Heavy Cruiser Lar * x 3 (4 Mobile Suits each) Mecha: Nu-Gundam x 1 Re-GZ x 1 Jegan x 18 Explanation The London Bell fleet is an elite force charged with hunting rebels like Char's Neo-Zeon. Eventhough they are outnumbered, the London Bell pilots are much better pilots than their Neo-Zeon counterparts. This makes up for the disadvantage somewhat. The London Bell does get some reinforcements later in the game. Special Note: All London Bell Mecha use Base Jabbers for their initial launching. These Base Jabbers can later be used to ram the Neo-Zeon mecha and ships. 3.0 Pilots Besides the regular troops, there are several ace pilots fighting on both sides. London Bell Pilots: 17 Generic Pilots in Jegan (2/1) Normal Amuro Rey (5/5) New Type Kaera (3/2) New Type Chein in Re-GZ (1/0) New Type Neo-Zeon Pilots: 57 Generic Pilots in Geara Doga (0/0) Normal Char Aznabel in Sazabi (5/5) New Type Gunei Guss in Jagd Doga (3/3) New Type Lezun Schneider in Geara Doga (3/3) Normal Quess Paraya (0/1) New Type It is possible for pilots who destinguish themselves in combat to raise their levels. Some pilots have mecha that they exclusively pilot. Others, such as Quess, Amuro, and Kaera, pilot several different mecha during the course of the campaign. Chein is a one-time pilot. She only shows up during the last battle piloting a mostly destroyed Re-GZ. None of the Name pilots can be killed during the first battle. During the second battle, however, they can be killed off. The only exceptions are Amuro, Char, and Quess, who live until the final battle. 4.0 The Campaign 4.1 GENERAL NOTES In all of the combats, the two Battleships Reyullura and Lar Chairam are the most important warships until the final battle. During the first two battles, if the ships take crippling damage, they may retreat from the combat area. Before the next combat, they may repair up to five critical damages. If a Battleship is destroyed before it can retreat, it returns to the next battle with five critical damages. During the second and third battles, Axis is the focus of the combat. Axis is considered to be moving terrain. It moves one inch every five rounds. Axis can take a total of 40 critical hits before it is destroyed. Critical hits from the previous battle are carried over to the final battle. Unlike the first campaign, Axis is unarmed; therefore, there are no Zones of Destruction. After the first battle, the London Bell fleet picks up fifteen nuclear missiles. These missiles have the same range as normal missiles, but better damage. The statistics are as follows: 3D6 Damage, 20" Diameter Blast Radius. These missiles are stored on the Lar Chairam, and only one can be fired from each missile bay. 4.2 THE DROPPING OF FIFTH LUNA London Bell Forces Lar Chairam + Lar Kaim, Lar Keim, and Lar Chattar Cruisers Amuro Rey in Re-GZ Kaera in Jegan 17 Pilots in Jegan Neo-Zeon Forces Char Aznabel in Sazabi Gunei Guss in Jagd Doga Lezun in Geara Doga 57 Pilots in Geara Doga There is no particular goal here other than the elimination of some of the mecha. If the London Bell cruisers get hit bad, the entire force will pull out. If the London Bell mecha take 50% casualties they will retreat. No matter what, combat will end at the end of 10 rounds. 4.3 THE FIRST BATTLE OF AXIS London Bell Forces Lar Chairam + Remaining Cruisers (15 nuclear missiles) First Wave: Kaera (Re-GZ) + 8 Jegan Second Wave (+7 rounds): Amuro (Nu-Gundam) + Remaining Jegan Neo-Zeon Forces at Axis 2 Musaka Cruisers Char (Sazabi) + 7 Geara Doga Neo-Zeon Reinforcements (+ 10 rounds) Reyullura + 2 Musaka Cruisers Quess and Gunei (Jagd Doga) Lezun (Geara Doga) + 13 Geara Doga The London Bell First Wave launches to fight Char and the Geara Dogas. Meanwhile, the cruisers will launch a missile bombardment on Axis. One to six Nuclear missiles will be mixed in each round. [Roll a 1D6 for each missile, if a 5-6 is rolled, then the nuclear missile will be destroyed by any opposing missile.] During round seven, Amuro will launch with any remaining Jegans to reinforce the first wave. On round ten, reinforcements arrive for the Neo-Zeons from Luna Two on the London Bell fleet's right side. Quess and Gunei will reinforce Char, while Lezun and the Geara Dogas attack the London Bell fleet. The London Bell forces will retreat if the First Wave takes 75% casualties, or if they score 20 critical hits on Axis. The Neo-Zeon Forces will retreat if the first two Musakas are destroyed. 4.4 THE LAST BATTLE OF AXIS London Bell Forces Lar Chairam + Remaining Cruisers (Remaining Nuclear Missiles) Amuro in Nu-Gundam Chein in Re-GZ (damaged) Pilots in Remaining Jegan Re-GZ. SI=6. Flying Limit: 10", 2"/AP. Backpack Beam Gun Battery: two 1D6, 20", RoF 1. 2 Rocket Pods. D. 1D6 Regular Armor. Federation Reinforcements (+15 rounds) 4D6 Jegan on Base Jabbers Neo-Zeon Forces Reyullura + Remaining Musakas - 3 Ship 4 (Nuclear Bombs) Char in Sazabi Gunei in Jagd Doga (if still alive) Lezun in Geara Doga (if still alive) Quess in Alpha Azieru Pilots in All Remaining Geara Dogas Ship 4. SI=65. 3D6 Regular Armor. 2D6 Heavy Armor. Critical Hits: Automatic: Lose 1 Die Armor, plus: 1 - 3: Nothing 4 - 6: Nuclear Bombs Explode (60" Diameter, 6D6 to all that fail to dodge) This is the final battle, a fight to the death. Other than the Federation Reinforcements that will arrive on Round 15, everybody that can fight, will fight. Federation victory is assured if Axis takes a total of 40 critical hits, Ship 4 is destroyed, Char is killed, and/or all Neo-Zeon ships are destroyed. Neo-Zeon Victory is assured if Amuro is killed and/or the Lar Chairam is destroyed. If Axis takes 40 critical hits, it explodes and does 3D6 to everything in the combat area that fails to dodge. If Amuro and Char both die, whichever battleship survives the battle determines who wins. If Amuro, Char, and both battleships are destroyed, whichever side has a Name pilot left wins. 5.0 The End Well, that's that. This is probably the last full-fledged Campaign I'll make for Mecha!. I might make some more add-ons for the One Year War, but that's probably all. I have one last Campaign I'll try to make (a Diplomacy-type, Zeta Gundam Campaign), but I severely doubt I'll ever get around to making it. If you've enjoyed this Campaign, please let me know. Linwood J. Foster III