AGGM

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Anti Girl Guided Missile

Intro

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It's a bit like that

It is Year 189, Imperial Era. Nearly two centuries after the Final Empire unified the continents of Lemuria to usher in a new global order; nearly two decades since the Empire finally collapsed under its own internal contradictions and shattered back into its constitutient parts.
Various border skimishes flicked across the length and breadth of Lemuria as old grudges were settled and new ones forged but, thankfully, a calamitous intercine general war was avoided. Today Lemuria is at prickly peace as its major powers instead look to the dark continent of Mulia, locked outside of the Great Imperial War for two centuries and treated as a nonplace.
One of these powers, the so-called Fated Empire - a collection of smaller states that found more to draw them together than to seperate them has recently sent an expeditionary force to the western shores of Mulia. This will make the first time the powerful combat mecha musume of the Fated Empire tread the soil of another continent.

Making a Mecha Musume

Main Battle Tankgirl

Mecha Musume are the primary weapons of war in the second century and wield powerful weapons. In A.G.G.M., valid classes are Tankgirl, Recongirl and Choppergirl. Each has their own advantages, which will be detailed further down. However, all share the same basic Design Features. They are as follows:

Detection: This controls initiative as well as spotting ambushes, etc, and often takes the form of NVG, rabbit-ear radar, etc
Accuracy: This determines how accurate your musume's weapon fire is. Higher ratings of accuracy tend to take the form of larger, more ornate targeting systems, scopes, etc.
Mobility: How fast your musume can move. Rolled as a defense against Accuracy, ie it is your 'dodge'. Mobility often takes the form of large, ornate hiking shoes/boots or even ducted flight packs (for non-choppergirls).
Resistance: This is a measure of your musume's toughness in battle. Higher values allow for more hits to be taken.
Gear: While all musume can carry a certain amount of Equipment (see below), this stat allows for a particularly large amount of Equipment, increasing your default amount.

All start at a rating of 1 (except Gear, which starts at 0) and are capped at a max of 5 before type and nationality bonuses are factored in. You have 10 points to spend.

Tankgirls
Tankgirls get +2 Resistance, must take a Heavy Cannon and reduce the Equipment Space of any armor by 2.

Recongirls
Recongirls get +2 Detection and +1 Gear

Choppergirls
Choppergirls get +2 Mobility and the Flight perk, but may not take Heavy Cannons and pay double Equipment space for armor.

Finally, you must choose a nationality. This determines what flag you fly and what your animal mascot/pet/crew/companion is.

Antiluctia: Bunny (+1 Detection)
Eurenzy: Bobcat (+1 Accuracy)
Megagulcia: Ferret (+1 Mobility)
Volgania: Bear (+1 Resistance)
Zafram: Mouse (+1 Gear)

Outfitting a Mecha Musume

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Armed and ready for battle

Equipment is various things your mecha musume carries around, ranging from guns and missiles to armor to smoke launchers.

This will come

Heavy Cannon
Heavy Cannon (Rifled)
Heavy Cannon (Enhanced)
Autocannon
Snub Cannon
AGGMs
Rocket Pods
Pintle Mount
Sword
Splinter Armor
Rolled Steel Armor
Composite Armor
ERA (1): ERA provides +1 Armor versus explosive attacks (such as missiles) and can be 'purged', which removes it from play until it is replaced (after battle, normally) and completely negates any one attack. Multiple layers of ERA stack their effect.
Divining Rod (2): Re-roll any Detection roll

Perks and Flaws

Gunshipgirl

A short collection of perks and flaws exists to customize your character with some special abilities. The first costs 1 Design Point, with every additional costing 1 more (2 for 2nd, 3 for 3rd, etc). Flaws return 1 Design Point each.

Extended Range: You can shoot further; in practice any ground target with line of sight is within range - though excessively long-distance shots will suffer accuracy penalties.
Determinator: At the end of every round of combat where you took fire, you may roll one dice. On a 6+ you remove one point of damage.
Balky Autoloader: This flaw means that after every shot with your main gun or missile system (select one), you must then not use it the following round. You may use other weapons or take other actions. This flaw also reduces the Equipment space of the weapon by 1.
Skirtless: Your musume is missing her armored skirt, and thus on any 10 on a Damage roll counts as two successes!

Mechanics

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"Watch your quarter!"

Will come shortly

Short description:

Initiative is Detection x3 + Mobility + 1D10
Actions go in initiative order

Characters

A dangerous Lemurian 'big cat'