| Post/Author/DateTime | Post |
|---|---|
| #1deathwingMay 11, 2008 20:47:37 | Hi, I'm working on a metal gear type game and have been running through some thing I can sort by myself and need some help with it does someone have run this type of game before?![]() |
| #2j0ltMay 13, 2008 23:45:59 | Well, that's not a lot of information to work with, but I'll try to help you out. I'm assuming that you're the GM. If you only have 1 or 2 players, this type of campaign works pretty well. Stealth/Espionage type missions don't usually work with a large group. One thing that you want to make sure of is that the players have a clear objective to meet. For example: Snake must infiltrate the base and destroy the Metal Gear prototype. From that one sentence, we know the first and last parts of the adventure scenario. In between those two events is where you have to populate what is basically a dungeon crawl. An easy way to do it is look at D&D modules where the PCs have to sneak into a villain/monster's lair and get/destroy/rescue/kill something. Pick your setting (nuclear research facility/terrorist training camp/hostage-filled highschool), figure out your main bad guy and as yourself these two questions: What does your villain want, and how does he try to get it? From there, you can determine what kind of security measures to put where, BUT, make sure everything makes sense! Security cameras in the sewer and locked and trapped bathroom doors are a quick way to destroy your players' suspension of disbelief. Hope this helps. |
| #3RagitsuMay 15, 2008 16:52:57 | Common Objectives: Espionage objectives run the gamut, borrowing This might help. Also, the story/setting of Metal Gear 2 (not Solid) is worth checking despite the title's age: there are many interesting locales and security setups that can assist you in developing a Metal Gear like adventure. If you need them for any reason, especially a cameo, here are my takes on Naked Snake and Solid Snake. |
| #4deathwingMay 16, 2008 19:22:08 | Well Thanks My player are between 2 and 3 so its like you said just enough. But my base scenario is that a rogue german special force unit a the head of a ten thousands men army took control of an island in the pacific to construct its own type of metal gear (a variant of REX) and one of my pplayer is a guy that was in that group long ago the other two are a robot and another dude and of course a cyrborg runnig every were. the type of enviroment is a tropical jungle and swamp and if you have played MGS3, a lot of wild animal. The thing i cant sort on my own is the gekko if you have see the MGS4 preview you know of what I talk about. Thanks forthe help. |
| #5RagitsuMay 18, 2008 6:27:08 | I think the Gekko would be a construct, albeit with some modifications - it seems to "bleed", "urinate" and feel pain. |
| #6tema69May 18, 2008 6:38:25 | I suggest you build it with the d20 Mecha SRD rules. Just give it Full Artificial Intelligence and there you go. |
| #7deathwingMay 20, 2008 19:56:41 | SRD rule what is that? I was thinking making use of the biomorph rule to create it and just enable crit on it. because I want my player to be able to kill some. But they will be no match for my cyborg of that I am sure. How do you stats a 20mm Vulcan rotating machine gun?(For the REX) |
| #8tema69May 21, 2008 2:51:46 | It's a system designed to be able to build basically any vehicle and any weapon. Its waaay better than the Mecha system in d20Future, and can be used for basically anything. IIRC, the website that had them has now made it so you need to pay for it. I got a copy though, and it says OGL all over. If you're interested, I can mail it to you. A 20mm Vulcan? I'd go with 3d12 or 6d6 damage (assuming your .50cal/12.7mm deals 2d12 [or 4d6]). Use the minigun rules for autofire and burst fire. That would be a RAW interpretation. |
| #9deathwingMay 24, 2008 19:46:34 | that would be way too cool if you could my email is: [email]shadowsbl_89@hotmail.com[/email] thanks your of great help |
| #10nodaishoMay 25, 2008 1:48:57 | They can be downloaded here: http://www.wizards.com/default.asp?x=d20/article/msrd I don't see anything saying you need to pay, and the existence of online SRDs suggests you aren't supposed to pay for them. |
| #11nclancemanMay 25, 2008 3:21:25 | Wrong SRD. This is the one you're looking for. It's free, but you have to go through the Wayback Machine to get there. |
| #12tema69May 25, 2008 6:40:11 | Yup, NCLanceman's link is the right one. I thought it wasn't available for download any more? |
| #13nclancemanMay 25, 2008 9:46:06 | Well, since the site's down and it's only an archive, it technically isn't. The only other working source I can think of is the d20 Mecha Comprendium which you kinda have to buy. It's a real shame Guardians of Order went under when they produced pure awesome like this. |
| #14deathwingMay 28, 2008 20:39:35 | Thanks it will be of great help:D PS:Im not writhing anymore on this tread. |
| #15YarMay 30, 2008 12:10:30 | Well despite peoples lack of interest Im posting this anyway. METAL GEAR REX The Metal Gear REX has near-impenetrable compound armor, a pair of Vulcan cannons, anti-tank missiles, and a free-electron laser, to protect itself from conventional forces. Its primary weapon, however, is a magnetic rail gun capable of delivering an untraceable nuclear warhead anywhere in the world, without the propellant trail or launch flare that gives away the launch position of a traditional ballistic missile. Because of its sealed, one-man cockpit and thick armor, its sensors are concentrated in a radome on the left side of its body (200 hp); this radome is very vulnerable to attack, and destroying it effectively blinds the REX, forcing the cockpit to open. In this state, the REX is vulnerable as its controls can be easily destroyed. (called shot with a -8 to hit ignore REX's hardness once the Cockpit is open.) METAL GEAR REX (PL 8) Size: Colossal Bonus Hit Points: 1200 Superstructure: Neovulcanium (eqv) Hardness: 20 Armor: Neovulcanium (eqv) Bonus to Defense: +10 Armor Penalty: -10 Reach: 15 ft Strength Bonus: +32 Dexterity Penalty: -4 Speed: 25ft Purchase DC: 67 Standard Equipment Package: Helmet: Used for medium Fortification Helmet: T-95 Cavalcade Chain gun Visor: Oracle Targeting System +2 Back: Cockpit Left Arm: Class IV sensor system (radom) Right Arm Slots x2: MG-4D Tactical Nuclear Rail Gun Shoulders: M-87 talon Missile launcher Shoulders: Extra ammo for T-95 Torso: Cockpit Torso: Cockpit . Torso: T-95 Cavalcade Chain gun Torso: T-95 Cavalcade Chain gun Belt: M-21 Comet Auto laser Belt: Extra ammo For talon Missiles. Left Leg: Life sport Boots: Used for stability (=4 to resist bull rushes and trip attempts) 8 other slots used for structural enhancment. Tactical Nuclear Rail Gun (Pl 7) Damage: 30d8 Crit: 19-20 Type: Concussion/Fire Range: 1000 ft Rate: S Magazine: 3 Int Size: Huge Weight: 300 Lbs Purchase Dc: 45 Restriction: Mil (+3) Slots: 2 . Description: Thus weapon uses rail gun technology to deliver a tactical nuclear warhead. Anyone within the point of impact takes 30d8 points of damage as do anyone withing 1000 ft, Anyone out to 2000 feet past that take 15d8 damage. The Area is also hit with an electromagnetic pulse. Electronic machines must make a dc 30 fortitude save or Be rendered inoperable until a dc 20 repair check is made. Machines with anti shock or anti electricity countermeasures gain a +5 to this save. The area is also Blanketed with Hard radiation for several years. The level of which depends on weather the nuke was a clean bomb (In which case moderate radiation is produced for 5d10 years) or a dirty bomb (In which case Severe radiation is produced For 10d10 years) ANd now please nourish me with your Praises Critigues or flames =D. |
| #16j0ltMay 31, 2008 5:46:19 | The only thing I'm wondering at first glance is why did you list it as PL 8? I'd think PL 6 would be advanced enough to develop something like that. |
| #17tema69May 31, 2008 6:48:30 | Are there Lasers in PL6? |
| #18YarMay 31, 2008 10:38:05 | I chose PL 8 because the medium fortafacation ability is PL 8. I figured the pl of the item is equal to its most advanced peice of equipment. Imm cooking up the stats on Metal gear TX-55 the MG from the origonal Metal Gear. Yar :D |
| #19nodaishoMay 31, 2008 14:59:47 | Actually, I am pretty sure that you can get items from higher PLs by increasing the PDC. Usually only one higher of a PL, but you can make an exception, I think it is +5 to the PDC each time. |
| #20deathwingMay 31, 2008 19:54:58 | So look like im not done writhing(sigh),okay first who care about pl lvl? Its metal gear they have cloaking technology and cyborg. second here's METAL GEAR REX MK.II Hit point: 400 Size:Gargantuan Speed: 50ft Weight:70,000 lb Superstructure:Neovulcanium Armor:Neovulcanium Equipement Helmet: Two fire-linked Vulcan minigun Visor: Pilot Cockpit w/pink Fuzzy dice Cranium:- Back:-M-55 Crud Rocket Launcher -M-55 Spare rocket pack Left arm:Lt-5 Longshot massdriver Left hand:- Right arm:Oracle targeting system MK.IV Right hand:Class V Sensor system Shoulders:-LT-5 Ammo Bay(x2) Torso:Lx-20 Antishock Array Typhoon 240 laser canon Belt:Typhoon (second slot) Leftleg:- Rightleg:- Heavy fortification Boots:- This Rex is build for one thing: battlefield superiority ![]() I've build it using various rule for starship PS:your are right nodaisho |
| #21YarJun 03, 2008 22:58:05 | TX-55 Metal Gear NAME (PL 7) A TX-55 Metal Gear installed with the standard equipment package (see below) has a purchase DC of 41. Size: Gargantuan Bonus Hit Points: 600 Superstructure: Duraalloy Hardness: 15 Armor: Duraalloy Bonus to Defense: +8 Armor Penalty: -8 Reach: 15ft Strength Bonus: +24 Dexterity Penalty: -2 Speed: 20 ft Base Purchase DC: 59 Standard Equipment Package: Helmit: Oracle targeting system mk I Visor: Comm System Back: Cocpit. Left Arm: Structural Renforcement. Left Hand: Structural Reenforcement Back and Shoulder: Munitmen IV dual ICBM pod Right Arm: Corona Microwave beam. Right Hand: M-9 Barrage Chaingun. Shoulder: Class II sensor system. Torso x2: Cocpit Belt: Life Suport. Left Leg: Structural Renforcment Right Leg: Structural Renforcement Boots: USed for Light Fortification. Munitmen IV dual ICBM pod Damage: 100d6 fire 100d6 Concussion And 100d6 Non specific Critical: N/A Damage Type: Range Increment: Effective range of 5'200 miles. Rate of Fire: S Magazine: 2 Size: Gargantuan Weight: 1200 ibs Purchase DC: 55 Restriction: Mil (+3) Description: From the point of detonation everything within 300 square miles takes the listed damage. Electronic machines must make a dc 30 fortitude save or Be rendered inoperable untill a dc 20 repair check is made. Machines with antishock or anti electricity countermeasures gain a +5 to this save. Creature looking from a sage distance ath the flash muct roll a dc 17 Fortitude save or become blinded. an area of 500 square miles is also Blanketed with Hard radeation for several years. The level of which depends on weather the nuke was a clean bomb (In which case moderate RAdiation is prodused for 10d10 years) or a dirty bomb (In which case Severe radeation is produced For 20d10 years) |
| #22YarJun 07, 2008 10:39:08 | X-55 is completed!! Enjoy I think next i will do Metal gear ray. |