Taking place after the 4 year time-skip, a new breed of Gundam Meisters, and the old ones, take the scene to battle against new and old foes in the A-Laws


    Gundam 00P: The Solar Conflicts

    Share
    avatar
    nightbringer
    Strategic Analyst

    Male Number of posts : 130
    Age : 31
    Registration date : 2009-08-19

    Gundam 00P: The Solar Conflicts

    Post by nightbringer on Sun Oct 18, 2009 12:29 am

    I've been doing some thinking about what it would be like to be playing an RP that involved more the mass-production units from S1, instead of the super-powerful Gundams. Also possible variants on the MP units as well, to make things more interesting.
    I also wanted to implement a sort of 'build your own MS' style system, where you're given a number of points to spend on arming/customising your MS.

    The storyline would be during one of the Solar Wars prior to 00, maybe during the first half of 00P or a little earlier.
    avatar
    Mars Denbrey
    Gundam Meister

    Male Number of posts : 214
    Age : 37
    Location : Krung Thep
    Registration date : 2009-03-21

    Re: Gundam 00P: The Solar Conflicts

    Post by Mars Denbrey on Sun Oct 18, 2009 3:28 pm

    Sounds good. Though, I don't know much about the 00P time period to participate.

    I'd have to read up on the info that is on Wiki or other sites. I keep waiting for a proper translation to come out.
    avatar
    nightbringer
    Strategic Analyst

    Male Number of posts : 130
    Age : 31
    Registration date : 2009-08-19

    Re: Gundam 00P: The Solar Conflicts

    Post by nightbringer on Sun Oct 18, 2009 8:04 pm

    There's some good stuff on the Gundam wikia about 00P.

    Noone else is interested?
    avatar
    Zero
    Lord Zero
    Lord Zero

    Male Number of posts : 446
    Age : 25
    Location : Take a guess
    Registration date : 2009-02-02

    Re: Gundam 00P: The Solar Conflicts

    Post by Zero on Sun Oct 18, 2009 8:32 pm

    I'm in, I need a new escape


    _________________

    A Karma Hager creation

    Ryu Viranesh
    Observer

    Male Number of posts : 13
    Age : 23
    Registration date : 2009-09-27

    Re: Gundam 00P: The Solar Conflicts

    Post by Ryu Viranesh on Sun Oct 18, 2009 9:43 pm

    I'm interested as well, need some RP somewhere :3
    avatar
    nightbringer
    Strategic Analyst

    Male Number of posts : 130
    Age : 31
    Registration date : 2009-08-19

    Re: Gundam 00P: The Solar Conflicts

    Post by nightbringer on Sun Oct 18, 2009 10:17 pm

    All rightie, here's how the game will work.

    Each of you guys pick a side - AEU, Union or HRL (I doubt very much anyone's going to go for the third one, lol). You'll all be given a low rank of some sort, in a particular unit for that side sent in to resolve a conflict that very quickly turns into a 3-way war. At the moment, I'm thinking that one unit is from PMC Trust representing the AEU, while another is led by MSWAD, and a third by the Tiangou unit, led by Ali, Graham and Sergei.

    After a bit of thinking, this is what I have in mind:
    AD 2306
    A new Solar Conflict is arising in Africa, where African efforts are focused towards forming a fourth power bloc to the three. While Africa itself is considered a 'part' of the AEU, it is still on paper independent of the AEU, despite the fact that they built their orbital elevator in Africa.
    Revolution in Uganda against the AEU protectorate, aided by rebels from the Union have meant that Union troops have had to be sent in to help stabilise the country, as well as help the country in asserting its national identity.
    However, on the other side, in Congo, the HRL has been spurring on its own interests in the Congan governments, spurring them to take the Orbital Elevator construction site for themselves.
    The AEU themselves, however, have hired mercenaries in the area to establish a perimeter around the orbital elevator construction site, to ensure that the money that they have invested into the orbital elevator project does not go to waste.

    Now the question arises - who will be claim the orbital elevator in the end?

    At the beginning, the AEU and the Union will both have access to Hellions and Realdos respectively, with a variety in weapon selection. As the Flag and the Enact btoh haven't been rolled out yet at this point, later on in the RP they will come in.
    For the HRL, they have the Tieren, but only some of the versions will be available at the start.

    I'll be following up with the lists of weapons and costs later on.
    avatar
    Zero
    Lord Zero
    Lord Zero

    Male Number of posts : 446
    Age : 25
    Location : Take a guess
    Registration date : 2009-02-02

    Re: Gundam 00P: The Solar Conflicts

    Post by Zero on Sun Oct 18, 2009 10:20 pm

    You forget the Anf/Fantong came BEFORE the Tieren, but hell you can do as you will. Just a quick question:

    Are Realdo Hover Tanks allowed? If not I'm HRL. BUT, if they are allowed, I'm Union.


    _________________

    A Karma Hager creation
    avatar
    nightbringer
    Strategic Analyst

    Male Number of posts : 130
    Age : 31
    Registration date : 2009-08-19

    Re: Gundam 00P: The Solar Conflicts

    Post by nightbringer on Sun Oct 18, 2009 10:25 pm

    The Tieren has been the current HRL suit for about 6 years as of the current RP. I'll put it in for the sake of having options, but yeah, I was basing it on the standard MP units in use by each unit at the time.

    Hover tanks will be a bit later on.
    How I envision this working is that you pick a suit, and then you can pick weapons and equipment as well as optional 'add-on packages' like the Realdo hover-tank. That's how the majority of HRL suits will go. You grab the Tieren, and then you can pay points to upgrade to variants like the high mobility version or the long-range bombardment version.
    avatar
    Zero
    Lord Zero
    Lord Zero

    Male Number of posts : 446
    Age : 25
    Location : Take a guess
    Registration date : 2009-02-02

    Re: Gundam 00P: The Solar Conflicts

    Post by Zero on Sun Oct 18, 2009 10:32 pm

    Zero = HRL + Basic Tieren


    _________________

    A Karma Hager creation
    avatar
    nightbringer
    Strategic Analyst

    Male Number of posts : 130
    Age : 31
    Registration date : 2009-08-19

    Re: Gundam 00P: The Solar Conflicts

    Post by nightbringer on Sun Oct 18, 2009 10:39 pm

    Awesome, so we got an HRL taker then.
    avatar
    Graham Aker
    Mr Bushido

    Male Number of posts : 36
    Age : 39
    Location : The battle field
    Registration date : 2009-08-20

    Re: Gundam 00P: The Solar Conflicts

    Post by Graham Aker on Sun Oct 18, 2009 11:50 pm

    Sounds fun to me. Sign me up for the Union with a *shudder* Realdo.

    Ryu Viranesh
    Observer

    Male Number of posts : 13
    Age : 23
    Registration date : 2009-09-27

    Re: Gundam 00P: The Solar Conflicts

    Post by Ryu Viranesh on Mon Oct 19, 2009 4:27 pm

    Sign me up for the Union as well, sounds interesting, it'll take some creativity to fight in a Realdo :3

    Tsubine
    Field Agent

    Male Number of posts : 48
    Age : 27
    Location : Everywhere
    Registration date : 2009-09-05

    Re: Gundam 00P: The Solar Conflicts

    Post by Tsubine on Mon Oct 19, 2009 10:22 pm

    Sign me up!

    I'll be HRL, since it goes in with Tsubine's past. Also, Is it alright to have a basic Tieren with a larger smooth-bore cannon and instead of a carbon blade, and with shield on the right leg as well as one on the left? If not, I'll take a standard Tieren.
    avatar
    nightbringer
    Strategic Analyst

    Male Number of posts : 130
    Age : 31
    Registration date : 2009-08-19

    Re: Gundam 00P: The Solar Conflicts

    Post by nightbringer on Tue Oct 20, 2009 11:03 am

    All right, character sheet time.
    I would like for each of you fill in a character sheet with the basic statistics for your character:

    Name
    Age
    Height
    Gender
    Faction
    Appearance
    History (optional)
    Rank (Up to 2nd lieutenant, but please have some common sense in terms of age and rank)
    As well as any other details you feel you want to add
    avatar
    nightbringer
    Strategic Analyst

    Male Number of posts : 130
    Age : 31
    Registration date : 2009-08-19

    Re: Gundam 00P: The Solar Conflicts

    Post by nightbringer on Tue Oct 20, 2009 11:59 am

    You are each given 10 points with which to spend on arming your mobile suit, including the cost of the actual suit itself. Please read through the glossary so you have an idea of what things do what, and what equipment and weapons are available to your faction.
    Each piece of equipment in the Defence, Combination, Melee and Ranged Weapons category take up 1 Hard Point (HP), which represents points on the mobile suit's frame for mounting weaponry and equipment. You cannot exceed the maximum amount of hard points given on a mobile suit, unless you have taken the extra HP upgrade or a shield.
    When writing out your mobile suit, please follow the following format:

    Mobile suit model number and codename ie SVMS-01 Flag
    Mobile suit: (the base frame you have chosen)
    Upgrades: (all things from the upgrade category is listed here, as well as any extra equipment listed in that mobile suit's entry)
    Equipment: (all things from the Defence, Combination, Melee and Ranged categories are listed here)
    Package: (Any optional package that is taken)
    Pilot: the name of the character piloting it

    So for instance:
    VMS-15G Realdo Graham Custom
    Mobile suit: Realdo
    Upgrades: Medium E-Carbon armour and transformation ability
    Equipment: smoothbore rifle (left forearm), defence rod (right forearm), 2x knife (small close combat weapon; 2x arm cavities)
    Pilot: Graham Aker

    MSJ-06II-CSG Tieren High Mobility Type Smirnov Custom
    Mobile suit: Tieren Ground Type
    Upgrades: medium E-Carbon armour, air foils, gliding wings and jet thrusters
    Equipment: Halberd (large close combat weapon; rear waist)
    Package: High Mobility Type
    Pilot: Sergei Smirnov
    10p spent

    AEU-05/92 Hellion Initium Saachez Custom
    Mobile suit: Hellion Initium
    Upgrades: heavy E-Carbon armour
    Equipment: Defence rod (left forearm), close combat weapon (left arm cavity), smoothbore rifle (right forearm)
    Pilot: Ali Al-Saachez
    10p spent

    Advanced Eropean Union
    AEU-05/92 Hellion Initium – 3 HP (2x elbow, 1x arm cavity) – 2p
    AEU-05/00 Hellion Medium – 4 HP (2x elbow, 2x arm cavity) – 4p
    AEU-05/05 Hellion Perpetuum – 6 HP (2x elbow, 2x arm cavity, 2x knee) – 6p
    AEU-Y09 Enact - 4 HP (2x forearm, 2x arm cavity) – Unavailable

    Human Reform League
    MSJ-04 Fantong – 3 HP (1x nose, 1x arm, 1x rear waist) – 3p
    MSJ-06II-A Tieren Ground Type – 6 HP (2x forearm, 1x rear waist, 1x knee, 2x shoulder) – 4p
    MSJ-06YII-A Tieren Kyitwo
    - 6 HP (2x forearm, 1x rear waist, 1x knee, 2x shoulder) – Unavailable

    Union of Solar Energy and Free Nations
    VMS-15 Realdo – 4 HP (2x forearm), 2x arm cavity) – 4p
    SVMS-X01 Union Flag - 4 HP (2x forearm, 2x arm cavity) – Unavailable

    Defence
    Defence rod – 2p
    Shield – 3p
    Capture shield – Unavailable

    Weaponry
    Melee
    Small close combat weapon – 1p
    Close combat weapon – 3p
    Large close combat weapon – 4p
    Sonic knife – Unavailable

    Ranged
    Smoothbore rifle – 2p
    High ROF gun – 3p
    Sniper rifle – 3p
    Missile launcher/pod – 4p
    Artillery – 5p
    Linear rifle – Unavailable
    Linear launcher – Unavailable

    Combination
    Smoothbore gun-blade – 5p
    Linear blade-rifle – Unavailable

    Upgrades
    Light E-Carbon armour – 1p
    Medium E-Carbon armour – 2p
    Heavy E-Carbon armour – 4p
    Extra-heavy E-Carbon armour – Unavailable
    Heat-seekers – 2p
    Extra HP – 1p
    Weapon combination – Unavailable
    Weapon combination – Unavailable
    Conductive flight – Unavailable

    Mission packs
    Tieren anti-aircraft package – 5p
    Tieren long-range cannon package – 3p
    Tieren high-mobility package – 2p
    Realdo Hover-Tank package – 3p
    Shell Flag package – Unavailable
    Agrissa Type 7 package – Unavailable


    Glossary
    Mobile suits
    AEU-05 Hellion
    A first-generation, transformable mobile suit
    Mounts medium E-Carbon armour and a transformation ability
    Due to the complexity of the transformation mechanism, it takes one post to transform from MA form to MS form

    VMS-15 Realdo
    A first-generation, transformable mobile suit
    Mounts light E-Carbon armour and a transformation ability
    Due to the complexity of the transformation mechanism, it takes one post to transform from MA form to MS form

    MSJ-04 Fantong
    A previous-generation, mass-production mobile suit
    Mounts medium E-Carbon armour

    MSJ-06IIA Tieren Ground Type
    A second-generation, mass-production mobile suit
    Standard, mounts heavy E-Carbon armour
    Has several different configurations

    Defence
    Defence rod
    A small, aerodynamic, defense designed to work in conjunction with the MS computer to deflect shots
    Able to protect against most small arms fire
    Very limited use against close combat weapons, and heavy weapons

    Shield
    A plate of E-carbon designed to ward off blows
    Shield has a hard point that can mount other equipment on it, except another shield
    Able to protect against most blows, but wears out with use
    Can protect against weapons, but stronger weapons wear out the shield quicker

    Capture-shield (unavailable to HRL and Union)
    A shield that is able to generate either a repulsive or an attractive magnetic field, either pushing things away or pulling them in closer
    However, upon activation of the capture shield, no other equipment is usable until deactivation of the shield. Activation/deactivation takes one post to do, and one cannot do both in one post
    Takes up 2 HP

    Melee
    Defence rod
    A small, aerodynamic, defense designed to work in conjunction with the MS computer to deflect shots
    Able to protect against most small arms fire
    Very limited use against close combat weapons, and heavy weapons

    Shield
    A plate of E-carbon designed to ward off blows
    Shield has a hard point that can mount other equipment on it, except another shield
    Able to protect against most blows, but wears out with use
    Can protect against weapons, but stronger weapons wear out the shield quicker

    Capture-shield (unavailable to HRL and Union)
    A shield that is able to generate either a repulsive or an attractive magnetic field, either pushing things away or pulling them in closer
    However, upon activation of the capture shield, no other equipment is usable until deactivation of the shield. Activation/deactivation takes one post to do, and one cannot do both in one post
    Takes up 2 HP

    Ranged
    Smoothbore rifle
    Fires long, dart-like penetrator bullets.
    Easily penetrates light E-Carbon armour
    Can penetrate E-carbon shields and medium E-Carbon armour with some effort
    Cannot penetrate heavy and extra heavy E-Carbon plating
    Deflected by defence rods

    High rate-of-fire weapon
    A weapon that fires bullets at a high rate
    Easily penetrates light E-Carbon armour and wears out E-carbon shields quickly
    Can penetrate defence rods and medium E-Carbon armour with some effort
    Cannot penetrate heavy and extra heavy E-Carbon plating

    Sniper rifle
    A long-ranged rifle that is able to penetrate most defences
    Easily penetrates light E-Carbon armour and defence rods
    Can penetrate medium E-Carbon armour with some effort
    Has difficulty penetrating heavy E-Carbon plating and does not wear out E-carbon shields very quickly
    Has much difficulty penetrating extra heavy E-Carbon armour plating

    Missile pod/launcher
    A pod that mounts dumbfire missiles that travel in a straight line. Can be upgraded to carry heat-seeking missiles
    Easily penetrates defence rods, light and normal E-Carbon armour
    Can penetrate heavy E-Carbon armour with some difficulty
    Has much difficulty penetrating extra heavy E-Carbon armour plating

    Artillery gun
    A long-ranged weapon that launches large artillery shells at its target
    Easily penetrates defence rods, light and normal E-Carbon armour
    Can penetrate shields and heavy E-Carbon armour with some difficulty
    Has much difficulty penetrating extra heavy E-Carbon armour plating

    Linear rifle
    A weapon that electromagnetically propels a slug forward at its target
    Easily penetrates shields, light and normal E-Carbon armour
    Can penetrate heavy E-Carbon plating with some effort
    Has much difficulty penetrating extra heavy E-Carbon armour plating
    Deflected by defence rods

    Linear launcher
    A weapon that electromagnetically propels a large slug forward at its target
    Easily penetrates light, medium and heavy E-Carbon armour, as well as shields
    Has difficulty penetrating extra heavy E-Carbon armour plating
    Deflected by defence rods

    Combination
    Smoothbore gun-blade (unavailable to AEU and Union)
    A weapon that mounts a smoothbore rifle between two razor-like blades
    Rifle easily penetrates light E-Carbon armour
    Rifle can penetrate E-carbon shields and medium E-Carbon armour with some effort
    Rifle cannot penetrate heavy and extra heavy E-Carbon plating
    Rifle shots are deflected by defence rods
    Blade easily cuts through light E-Carbon armour and defence rods
    Blade can cut medium E-Carbon armour and shields with some effort
    Blade has much difficulty cutting through heavy and extra heavy E-Carbon plating

    Linear blade-rifle (unavailable to HRL)
    A prototype weapon that combines a linear rifle with a sonic knife bayonet
    Linear rifle easily penetrates shields, light and normal E-Carbon armour
    Linear rifle can penetrate heavy E-Carbon plating with some effort
    Has much difficulty penetrating extra heavy E-Carbon armour plating
    Linear rifle fire is deflected by defence rods
    Sonic knife easily cuts through light and normal E-Carbon armour and defence rods
    Sonic knife can cut shields with some effort
    Sonic knife has difficulty cutting through heavy E-Carbon armour plating
    Sonic knife has much difficulty cutting through extra heavy E-Carbon armour plating
    Plasma blade easily cuts through light and normal E-Carbon armour and defence rods
    Plasma blade can cut shields and heavy E-Carbon armour plating with some effort
    Plasma blade has difficulty cutting through extra heavy E-Carbon armour plating


    Upgrades
    Light E-Carbon armour
    Light and thin E-Carbon armour, designed for use high mobility mobile suits
    Mobile suits with light E-Carbon armour move faster, but can take damage more easily

    Medium E-Carbon armour
    Mobile suit mounts E-Carbon armour able to weather some fire, but at the same time still light enough to maintain a degree of speed, mobility and agility
    Mobile suits with medium E-Carbon armour move at a normal speed, and can take more damage than light E-Carbon armour

    Heavy E-Carbon armour
    Mobile suits mounts heavy E-Carbon armour plating, granting it thickened armour plates
    Mobile suits with heavy E-Carbon armour plating can take a lot of damage, but move at a slower pace as a result

    Extra-heavy E-Carbon armour (unavailable to AEU and Union)
    Mobile suit mounts extremely thick E-Carbon plating granting it close to the ultimate in defence.
    Mobile suits with heavy E-Carbon armour plating can take an insane amount of damage, but move at an extremely slow pace as a result

    Extra HP
    An extra hard point for the mobile suit to mount another piece of equipment on
    Limit one per mobile suit

    Weapon customisation
    Able to add one extra feature to a weapon. Limit one customisation per weapon

    Weapon combination
    Able to combine two weapons together into a single weapon which has the functions of both weapons. Limit one combined weapon per mobile suit

    Heat-seekers
    An upgrade to the missiles carried in the missile pods that allow them to seek track heat sources, following their target after a short lock-on period (1 post to lock) prior to firing rather firing in dumbfire mode

    Conductive flight (unavailable to HRL and AEU)
    An upgrade to the linear rifle/launcher that generates an aerodynamic field around the nose of the MA mode, granting it a rise in agility

    Packages
    Tieren Anti-Aircraft Cannon Type
    Mounts four high-RoF guns that are able to penetrate heavy E-Carbon armour with sustained fire, 4 anti-air missiles, high-RoF gun with bayonet, smoke launchers
    Cannot equip any other weapons

    Tieren High Mobility Type
    Mounts medium E-Carbon armour
    Replaces standard shields with air foils and mounts gliding wings and jet thrusters

    Tieren Long-Range Cannon Type
    Mounts a long-ranged, heavy artillery cannon with the following properties:
    Easily penetrates defence rods, light, normal and heavy E-Carbon armour
    Can penetrate shields and extra-heavy E-Carbon armour with some difficulty
    Takes up 1 HP

    Realdo Hover Tank
    Permanently locked in MA mode
    Mounts heavy E-Carbon armour, but can move as though equipped with medium E-Carbon armour, and also mounts an artillery cannon with the following features:
    Easily penetrates defence rods, light, normal and heavy E-Carbon armour
    Can penetrate shields and extra-heavy E-Carbon armour with some difficulty
    Takes up 1 HP 

    Shell Flag
    Mounts a heavy defence rod that can deflect close combat attacks and heavy E-carbon armour plating, but can move as though equipped with medium E-Carbon
    Permanently locked in MS mode
    Takes up 1 HP

    Agrissa Type 7 package
    The mobile suit is mounted to a mobile armour, which is armed with with two large close combat weapons, and a plasma field, with the following properties:
    An EM field that stuns the mobile suit and shocks the pilot
    While it is active, the unit inside the plasma field cannot take any other action, but neither can the unit producing the plasma field
    avatar
    nightbringer
    Strategic Analyst

    Male Number of posts : 130
    Age : 31
    Registration date : 2009-08-19

    Re: Gundam 00P: The Solar Conflicts

    Post by nightbringer on Tue Oct 20, 2009 12:00 pm

    Any questions, just post up and ask.
    avatar
    Zero
    Lord Zero
    Lord Zero

    Male Number of posts : 446
    Age : 25
    Location : Take a guess
    Registration date : 2009-02-02

    Re: Gundam 00P: The Solar Conflicts

    Post by Zero on Wed Oct 21, 2009 6:39 am

    I have one. What ranks are there under 2nd Lieutenant? I'm kinda not into the whole Military thing so having this info would be helpful to me.


    _________________

    A Karma Hager creation
    avatar
    nightbringer
    Strategic Analyst

    Male Number of posts : 130
    Age : 31
    Registration date : 2009-08-19

    Re: Gundam 00P: The Solar Conflicts

    Post by nightbringer on Wed Oct 21, 2009 8:16 am

    I'm basing it on the USAF.

    Enlisted men (in ascending order)
    Staff Sergeant
    Technical Sergeant
    Master Sergeant
    Senior Master Sergeant

    Officer
    Second Lieutenant
    1st Lieutenant
    Captain
    Major

    Tsubine
    Field Agent

    Male Number of posts : 48
    Age : 27
    Location : Everywhere
    Registration date : 2009-09-05

    Re: Gundam 00P: The Solar Conflicts

    Post by Tsubine on Wed Oct 21, 2009 10:28 am

    We do post our characters here, right? Also, I am using Tsubin, but since Tsubine is a Lt. Col. right now in the main storyline, about what rank would he be around this time?
    avatar
    nightbringer
    Strategic Analyst

    Male Number of posts : 130
    Age : 31
    Registration date : 2009-08-19

    Re: Gundam 00P: The Solar Conflicts

    Post by nightbringer on Thu Oct 22, 2009 1:32 am

    Yeah, you do post your character here, can be a new one unrelated to the big forum RP or a younger version of the character in your forum RP.
    The best way to think about it is I suppose to consider this a totally separate RP from the forum one.

    I can't find Tsubine's character sheet, but I am guessing maybe he'd start at 2nd Lieutenant.

    Tsubine
    Field Agent

    Male Number of posts : 48
    Age : 27
    Location : Everywhere
    Registration date : 2009-09-05

    Re: Gundam 00P: The Solar Conflicts

    Post by Tsubine on Fri Oct 23, 2009 12:10 am

    (I looked at the Gundam Wiki and it says Sergei was 43 in 2307 and a Colonel. Tsubine would've been 42 in 2307 and an unknown rank. Right now, Sergei is 48 and still a Col. and Tsubine's 47 and a LT. Col. So, I am wondering, would Tsubine have that much time to change his rank? Also, it seems that the soldiers here are US Army ranks, and not USAF. I thought I might want to point that out before I post my application)

    Name: Tsubine Zanifir Zarkonheinz
    Age: 41
    Height: 5'11"
    Gender: Male
    Faction: HRL
    Appearance:
    Rank: 2nd Lieutenant(?)


    Mobile suit model number and codename: MSJ-06II-A Tieren Ground Type
    Mobile suit: Tieren Ground Type
    Upgrades: Tieren Long-Range Type
    Equipment: Smoothbore Rifle, Small Close-combat weapon
    Pilot: Tsubine Zarkonheinz
    avatar
    nightbringer
    Strategic Analyst

    Male Number of posts : 130
    Age : 31
    Registration date : 2009-08-19

    Re: Gundam 00P: The Solar Conflicts

    Post by nightbringer on Fri Oct 23, 2009 1:03 am

    Maybe Tsubine might have made some enemies in the bureaucracy in the HRL that held back his ascendance until now.
    Otherwise, looks good.
    avatar
    Zero
    Lord Zero
    Lord Zero

    Male Number of posts : 446
    Age : 25
    Location : Take a guess
    Registration date : 2009-02-02

    Re: Gundam 00P: The Solar Conflicts

    Post by Zero on Fri Oct 23, 2009 11:49 pm

    Name: Kang Shichan (Usually called Tristan or Rampage)
    Age: 27
    Height: 5'8"
    Gender: Male
    Faction: HRL(Korea)
    Appearance:
    Kang and his HOES!
    Rank: Staff Sergeant

    MSJ-06II-A Tieren Ground Type
    Mobile suit: Tieren Ground Type
    Upgrades: None
    Equipment:
    1x Smoothebore Rifle(Right arm)
    1x Small close combat weapon (Carbon Blade)(Rear skirt storage)
    1x Shield(Right Knee)
    Package: standard
    Pilot: Kang Shichan/Rampage/Tristan

    Can I make another guy in the Union or can I only have this one guy?


    _________________

    A Karma Hager creation
    avatar
    nightbringer
    Strategic Analyst

    Male Number of posts : 130
    Age : 31
    Registration date : 2009-08-19

    Re: Gundam 00P: The Solar Conflicts

    Post by nightbringer on Sat Oct 24, 2009 12:19 am

    Looks good Zero.

    For now, the limit is one character per player. Depending on how faction distribution goes, I may allow a second character in a different faction to try to even out the numbers.
    Still, I'm surprised at how popular the HRL is - two characters already, and no other factions in play.
    avatar
    Zero
    Lord Zero
    Lord Zero

    Male Number of posts : 446
    Age : 25
    Location : Take a guess
    Registration date : 2009-02-02

    Re: Gundam 00P: The Solar Conflicts

    Post by Zero on Sat Oct 24, 2009 12:25 am

    you forget AEU is the unpopular of the 3.

    1) they use Flag and Realdo imitations, therefore Union has bigger numbers cause like Katanas, Flags are just BETTER!

    2) HRL has the mono-eye Zaku/Leo type MS with bulky armor and better weapons for the most part

    3) what unique thing do the AEU have? Only good MS are the Agrissa and that combo weapon Ali used in his only Enact(Again FLAG = BETTER!)


    _________________

    A Karma Hager creation

    Sponsored content

    Re: Gundam 00P: The Solar Conflicts

    Post by Sponsored content


      Current date/time is Sun Jun 25, 2017 1:15 pm