https://wiki.msfhigh.com/index.php?title=Special:NewPages&feed=atom&hideredirs=1&limit=50&offset=&namespace=0&username=&tagfilter=Mahou Galaxy Wiki - New pages [en]2024-03-28T19:51:07ZFrom Mahou Galaxy WikiMediaWiki 1.34.1https://wiki.msfhigh.com/index.php?title=Consortium_Enlisted_Theta_SubgroupConsortium Enlisted Theta Subgroup2023-12-18T05:35:06Z<p>MysticJoJo: Created page with "Consortium Enlisted Theta Subgroups are squads of troopers belonging to the Elemental League faction of Mahou Galaxy {| class="wikitable" style="float:right; margin-le..."</p>
<hr />
<div>Consortium Enlisted Theta Subgroups are squads of troopers belonging to the [[Elemental League]] faction of [[Mahou Galaxy]]<br />
{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|colspan="2"|Squad Name<br />
|-<br />
!colspan="2"|[[File:GA Trooper Illustration.png|300x700px|center|thumb|A typical Golden Alliance Planetary Combat Trooper.]]<br />
|-<br />
| Faction || Elemental League<br />
|-<br />
| Type || Trooper<br />
|-<br />
| Role || Asset Retention<br />
|}<br />
<br />
== Overview ==<br />
<br />
== History ==<br />
<br />
== Capabilities ==<br />
<br />
== Equipment ==<br />
=== Gun 1 ===<br />
<br />
=== Gun 2 ===<br />
<br />
=== Armor ===<br />
<br />
== Deployment ==<br />
<br />
== Recruitment ==<br />
<br />
== Heraldry ==<br />
<br />
== Game Stats ==<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" | Consortium Enlisted Theta Subgroup<br />
|-<br />
| Faction || Elemental League<br />
|-<br />
| Squad || 4-6<br />
|-<br />
| Cost || 10<br />
|-<br />
| Type || Trooper<br />
|-<br />
| Initiative || d6<br />
|-<br />
| Movement || 8"<br />
|-<br />
| Defense || d6<br />
|-<br />
| HP || 2<br />
|-<br />
| MP || 2<br />
|-<br />
| Spell Slots || Earth/Air/Water/Fire(1)<br />
|-<br />
| Command || 2<br />
|-<br />
| Keywords || Astute, Coordinated<br />
|-<br />
| Abilities || When this squad's attack defeats the last remaining unit of another squad, this unit regains up to 1 MP immediately.<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" |Weapon Name<br />
|-<br />
| Cost || <br />
|-<br />
| Attack || <br />
|-<br />
| Range || <br />
|-<br />
| Skill || <br />
|-<br />
| Abilities || <br />
|}</div>MysticJoJohttps://wiki.msfhigh.com/index.php?title=Rose_Battler_SquadRose Battler Squad2023-12-18T05:25:45Z<p>MysticJoJo: Created page with "Rose Battler Squads are squads of troopers belonging to the Legion faction of Mahou Galaxy {| class="wikitable" style="float:right; margin-left: 10px;" |colspan="2"|Ro..."</p>
<hr />
<div>Rose Battler Squads are squads of troopers belonging to the [[Legion]] faction of [[Mahou Galaxy]]<br />
{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|colspan="2"|Rose Battler Squad<br />
|-<br />
!colspan="2"|[[File:GA Trooper Illustration.png|300x700px|center|thumb|A typical Golden Alliance Planetary Combat Trooper.]]<br />
|-<br />
| Faction || <br />
|-<br />
| Type || <br />
|-<br />
| Role || <br />
|}<br />
<br />
== Overview ==<br />
<br />
== History ==<br />
<br />
== Capabilities ==<br />
<br />
== Equipment ==<br />
=== Gun 1 ===<br />
<br />
=== Gun 2 ===<br />
<br />
=== Armor ===<br />
<br />
== Deployment ==<br />
<br />
== Recruitment ==<br />
<br />
== Heraldry ==<br />
<br />
== Game Stats ==<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" | Rose Battler Squad<br />
|-<br />
| Faction || Legion<br />
|-<br />
| Squad || 4-7<br />
|-<br />
| Cost || 7<br />
|-<br />
| Type || Trooper<br />
|-<br />
| Initiative || d6<br />
|-<br />
| Movement || 10"<br />
|-<br />
| Defense || d6<br />
|-<br />
| HP || 2<br />
|-<br />
| MP || 1<br />
|-<br />
| Spell Slots || None<br />
|-<br />
| Command || 2<br />
|-<br />
| Keywords || Armor-Piercing 2, Adaptive<br />
|-<br />
| Abilities || At the beginning of this unit's turn, you may swap any of their weapons for valid weapons of the same cost.<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" |Weapon Name<br />
|-<br />
| Cost || <br />
|-<br />
| Attack || <br />
|-<br />
| Range || <br />
|-<br />
| Skill || <br />
|-<br />
| Abilities || <br />
|}</div>MysticJoJohttps://wiki.msfhigh.com/index.php?title=Volunteer_Trooper_TeamVolunteer Trooper Team2023-12-18T05:21:11Z<p>MysticJoJo: /* Game Stats */</p>
<hr />
<div>Volunteer Trooper Teams are squads of troopers belonging to the [[Galactic Anarchists]] faction of [[Mahou Galaxy]]<br />
{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|colspan="2"|Galactic Anarchist Volunteer Corps Maverick Squad<br />
|-<br />
!colspan="2"|[[File:Gan-volunteer.png|300x700px|center|thumb|A typical Galactic Anarchist Volunteer Corps Maverick Squad Trooper.]]<br />
|-<br />
| Faction || Galactic Anarchists<br />
|-<br />
| Type || Trooper<br />
|-<br />
| Role || Local Defense and Logistics<br />
|}<br />
<br />
== Overview ==<br />
Without a centralized government to enlist with, the independent citizens of the Galactic Anarchist territories must self-organize in order to provide for their own defense against pirates, warlords, natural disasters, and the rough conditions of their own home planets. Even without centralization to manufacture and distribute the tools of warfare that they need to put them toe-to-toe with other factions' soldiers, the individual production methods possessed by many citizens, the patentless nature of their most useful designs, and charitable contributions from better-off people hoping to preserve the way of life they hold dear for themselves and their neighbors combine to provide all that a group needs to become an effective and versatile fighting force.<br />
== History ==<br />
The first volunteer corps in what we would consider Galactic Anarchist space formed shortly after the initial arrival of the Deviling races on Pharadon post-Schism. This initial group of former Divine was assembled in an attempt to locate and resettle lost explorers and colonists in the central Pharadon City before they were wiped out by the coming radiation storms. During the chaos of Stannis's Betrayal, these volunteer recovery corps called upon the veterans in their group to help them organize against the Majority Judges and their cronies, ultimately standing victorious with Lucius and his Minority Judges. By AD10 the volunteers had made a name for themselves by being the only ones brave enough to make sojourns out into the radiation storms using what armor and magic spells they had at their disposal, and they are credited with providing many of the more exotic resources required to bring the Entropic Phase Generator up to functional status. In the years leading up to the declaration of the Pit Lords' new dominion, it was largely Volunteer Corps who stopped power-hungry warlords from seizing control of the population, and when those Pit Lords gave their first edicts, they proclaimed that the Volunteer Corps were Mavericks too independent to submit to any of them. The name has stuck, and through the generations the Volunteer Corps Maveriick Squads have continued to provide protection to the citizens of GAN space, taking the fight wherever it's needed most.<br />
== Capabilities ==<br />
Modern Maverick Squads are taught not only to fight and provide combat support to areas in need of defense, but also other forms of support. Known for their ability to survive and work in the harshest of conditions, these squads bring to the table a variety of abilities both magical and mundane that most commonly include flight, teleportation, diplomacy, power generation, and enhanced senses. This is largely due to the high percentage of Deviling, Mecha, and Demi-Humans in their ranks. Maverick Squads are quick to mobilize and highly adaptable to any situation, but typically work best when working with groups with whom they are familiar, as they are not as military-minded as your average soldier.<br />
== Equipment ==<br />
=== Sentinel Combat Rifle ===<br />
While "true" galactic militarizes are typically equipped with combat rifles created in mass fabrication labs to generalized specifications, GAN weapons are produced using a very different philosophy. Through the netcores transported from planet to planet within the galaxy, thousands of different blueprints for weapons are delivered to GAN worlds, and individuals with their own smaller production facilities create cheaper, but no less effective, weapons for their own use or to sell to others. The Sentinel Combat Rifle is the most popular of these weapons, as it combines a low cost and easy maintenance with relatively high performance. It accomplishes this by making a compromise that typical mahoulaser weaponry eschews, utilizing a broad range of magical energies without the complicated filter boards that produce a sharp, precise-looking bolt of energy. This gives the Sentinel, and nearly all GAN weaponry, a trademark crackling bolt of plasmatic energy that looks much more destructive than a normal mahoulaser blast, though in reality the damage it deals is somewhat comparable. It also generates far more waste heat than a mass-produced rifle, and it is due to this that the majority of the Sentinel's build is designed around a cooling system to vent this excess thermal energy. Built with a number of adapters to take nearly any size mahoubattery, the Sentinel can squeeze more shots from the same power source as its contemporaries, with an F4 battery producing anywhere between 800 and 1100 blasts depending on the area's climate and atmospheric composition. However, it also requires a liquid coolant that can become superheated if the gun is fired for a long period. Ingenious GAN engineers have turned this downside into a benefit, and have produced cheap coolant cartridges that can be flushed in an emergency circulation process that then ejects the cartridge like a grenade, exploding in a corrosive shower that melts through light armor. As is standard with GAN weapons, the butt of the gun features a modification port able to accomodate a number of unique modifications, and the most common of these adds a pack of coolant catrridges, allowing the weapon to use its flush feature multiple times.<br />
=== Contingency Pistol ===<br />
Another popular design produced in GAN space is the (Untitled_291412), a pistol blueprint that many suspect was uploaded in error but was discovered to be an effective combat weapon that can be produced with a basic personal fabrication machine. Like its larger cousin the Sentinel Combat Rifle, the unnamed contingency pistol is an easy to build, cheap to maintain weapon that relies on extensive cooling, in this case through a closed liquid coolant loop running through a massive heat sink. As it's not designed as a fully automatic weapon, its fire rate is reduced to the point where its operator needn't bother with monitoring coolant levels or determining when and where to flush it. Its ease of use means that it is often the first gun used by a GAN Volunteer as they train, and as a result of this and its often personal production, it is also host to a number of potent modifications. Some Volunteers prefer to use this pistol over their combat rifle due to their familiarity with it, and these guns often show the most customization.<br />
=== Torrid SMG ===<br />
Submachine Guns are a peculiar class of weapons throughout the galaxy. Meant to serve as a middle ground between a traditional sidearm and a battle rifle, compromises between the two different design philosophies typically produce a weapon without a distinct purpose. GAN engineers have their own opinions on the matter, and the Torrid SMG is a demonstration of what an SMG can be when it is given a specific purpose. In the Torrid's case, that purpose is to make the area around your squad unsafe to be near. This weapon's mahoulaser blasts are even less refined than those produced by other GAN weapons, and combined with its intense rate of fire, the various elemental effects that swirl around the targets this weapon hits cause issues for anyone or anything trying to close distance to its wielder. Mages have severe headaches. Heavy troopers' gear suddenly seems to increase in weight. Scouts find the terrain soft and difficult to navigate. This effect comes at the cost of a bit of the ease of construction GAN weapons typically enjoy. Rather than a slot for a standard mahoubattery, the frame of this weapon houses a specially crafted combination mahoubattery and heat sink, which clips beneath a rail used to deliver metallic liquid coolant to its internals through unwieldly tubes. The gun is difficult to aim due to these tubes, but aiming is rarely the point, and any hits it scores are considered a lucky bonus. Though these batteries will last through a typical battle, they can become overused in a prolonged firefight and Volunteers who prefer to use this weapon usually prefer to eject the entire battery configuration when it's emptied and replace it, then pick it up later when it's cooled down. <br />
=== Diabolus Cannon ===<br />
The production capabilities of any given community in GAN space will vary wildly, and the production of weapons, armor, and vehicles in the area will be affected by those capabilities. The high level of proliferation of personal-scale fabricators explains the large number of pistols and rifles, but there are many citizens whose ability to create extends beyond knowing how to work an extrusion printer. When a community has a smith with a dedicated machining operation, you can expect a different caliber of weapon to show up, and one of the most devastating pieces of open-source weaponry available is the Diabolus Cannon. This weapon builds off the fundamentals of all GAN weaponry, particularly the complete disregard for subtlety, and takes it to its logical extreme. A two-handed behemoth of a gun that could easily be mistaken for a starfighter laser, the Diabolus Cannon requires a strong and steady pair of hands to deliver its payload, and the average Deviling citizen will have a rough time handling this gun. Requiring the use of a backpack power source and a mess of combination conduit/linkage tubing, there's no easy way to stow this mammoth of a gun, and its slow recharge makes it unsuitable for creating suppressive fire, but that's made up for with its raw destructive power. As one of the few mahoulaser weapons to be influenced by gravity, this barely man-portable artillery requires extensive training and the use of a computerized rangefinder, but when utilized properly a squad armed with even a single Diabolus Cannon can be effective against heavy armored squads and vehicles, even those behind cover.<br />
=== Watchman Sniper Rifle ===<br />
Long-range rifles are often the most expensive, difficult to maintain, and hard to use weapons to be found on the battlefield, but the Watchman Sniper Rifle's blueprint was designed to subvert that standard. Using the same simple fabrication methods as the Sentinel Combat Rifle, the Watchman requires only an extra expenditure of time honing the optics when compared to other open-source weapons. The weapon that this design philosophy results in is more compact than any other military's sniper rifle and, though more fiddly than the Sentinel or Torrid, is still able to be maintained by nearly any trooper. Of course, all of this comes at the cost of what is often GAN's favorite resource to burn, subtlety. The long, twirling plasmatic bolts produced by this gun and the lack of proper sound suppression means that once this weapon's been fired, everyone is going to know exactly where the shot came from, but that's of little concern to most Volunteer squads, who tend to eschew the sort of tactics that would require a silent weapon, considering them practically a form of fraud. This makes a sniper in GAN a different beast than one from other factions. Rather than a stealthy, silent killer, a GAN sniper simply has a bigger gun that can shoot much farther with higher precision.<br />
=== Berithian Armor Environmental Gear ===<br />
GAN Volunteer Troopers are renowned for their survivability in harsh conditions, and this can in part be attributed to their sealed environmental gear, created through a custom template named "Berith_autofit_delta". Whether Berith is the designer of the original armor file or a name chosen for that armor, its inclusion in the filename has led the bodysuit and hermetics fittings to commonly be called Berithian armor, though some refer to it as "Maverick Gear". In this regard, the individual crafting of each set of armor is a boon over mass fabrication, as the plates can be custom-fitted to their user's exact specifications. This makes their suit of armor uniquely able to fill a role as both protective gear and survival gear, able to withstand pressures between 0 and 450 atmospheres without compromising the wearer. The armor is covered by a long coat that helps protect against dust and smaller blows, and atop the shoulders of that coat rest a pair of mounted air purifiers, which feed into ports on the helmet to provide clean air and comfortable temperatures. The helmet appears to be a single piece and can be held that way, but splits open along a seal around the eyes running to the back to assist in fully sealing the wearer and accommodating additional seals for horns and headwings common among Devilings.<br />
== Deployment ==<br />
GAN space is home to a large number of manufacturing facilities, moreso than the rest of the galaxy, but these facilities are almost always on a much smaller scale, run by entrepreneurs or even small private facilities owned by the Volunteers themselves. Thus, their equipment is more often than not furnished and maintained by the individual trooper, though it is not uncommon for business owners to act as patrons to their local Corps. The open-source and modular nature of their gear means that it can be produced quickly and cheaply and even an under-equipped unit can quickly be refitted with everything they need to fight. GAN Volunteer Squads do not submit to any planetary or galactic authority, instead responding to help requests according to their ability and the severity of the situation. The fact that any battle could suddenly be joined by hundreds more squads is often deterrent enough for those wishing to engage in large-scale warfare in GAN space.<br />
== Recruitment ==<br />
Volunteer squads do not enlist or draft in a fashion similar to most other factions, and in no part of GAN space is service compulsary. However, many families and their surrounding communities show an amount of reverence for those who have protected them in the past that they may encourage their children from a young age to pursue a career as a Volunteer Trooper. Much of the local media depicts them as heroes to aspire to, and while falling short of outright propaganda this can be a powerful motivator for GAN citizens entering into adulthood. Many community groups will aid young adults in obtaining both training and equipment, seeing it as an investment in their own security, and a number of retired Volunteers will lend both their gear and their knowledge to a Volunteer in their earlier years. Due to their distinct heraldry, this means that a number of Volunteers have also managed to pass down their reputations, and thanks to this it can be difficult to discern a neophyte wearing the legacy of an elder hero with a grizzled veteran in worn combat gear. Though many Volunteers will pursue other means of earning a living, for those skilled and willing to protect others, being a Volunteer Trooper is often a lifteime career. The most devoted among them will use their non-combat skills to help organize trooper squads and perform teamwork and training drills, acquire intelligence or resources needed for combat operations, or assist in the research and manufacture of new equipment.<br />
== Heraldry ==<br />
In GAN space, heraldry is an important and personal element to nearly every civilian. From their childhood, they are taught the importance of independence and self-expression, and this carries forward into a ceremony practiced in most GAN communities with various local names but often referred to as their first tagging. The nature of GAN's planets and their culture has resulted in the vast majority of housing and workspace being fully modular, composed of common-sized room pieces that can collect water and solar power even when not connected to a house, and these buildings can be expanded in any direction. It is common practice for a newborn's family, their friends, and their community to chip in together and build or purchase that child a small room of their own, and as the child grows, that room is treated as both a personal possession and an integral responsibility. When the child reaches the age of puberty for their race, they are encouraged to participate in this First Tagging ceremoney, wherein they paint the door with colors and patterns of personal signifigance to them, in effect creating their own heraldry. Though these symbols can change over their lifetime, telling a story in its own right, these flags serve as a way of expressing their personalities and marking property as their own. Understandably, Volunteer Trooper gear typically has an individual's chosen colors or patterns incorporated somewhere on its surface, though newer troops often leave their personal colors on the interior of the various armor pieces, choosing to mark the outside with elements of their heraldry as they feel they've obtained specific milestones in their career. Squads will often have their own coordinating colors chosen, though this isn't strictly required in any sense.<br />
== Game Stats ==<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" | Maverick Trooper Team<br />
|-<br />
| Faction || Galactic Anarcists<br />
|-<br />
| Squad || 4-6<br />
|-<br />
| Cost || 9<br />
|-<br />
| Type || Trooper<br />
|-<br />
| Initiative || d8<br />
|-<br />
| Movement || 10"<br />
|-<br />
| Defense || d6<br />
|-<br />
| HP || 3<br />
|-<br />
| MP || 1<br />
|-<br />
| Spell Slots || None<br />
|-<br />
| Command || 1<br />
|-<br />
| Keywords || Rugged, Adaptive<br />
|-<br />
| Abilities || This unit has Armored+2 against Earth, Fire, Wind, or Water spells.<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" |Sentinel Combat Rifle<br />
|-<br />
| Cost || 0<br />
|-<br />
| Attack || 3d4<br />
|-<br />
| Range || 10"<br />
|-<br />
| Skill || 2<br />
|-<br />
| Abilities || None<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" |Contingency Pistol<br />
|-<br />
| Cost || 1<br />
|-<br />
| Attack || 1d6+1<br />
|-<br />
| Range || 12"<br />
|-<br />
| Skill || 1<br />
|-<br />
| Abilities || Can be fired while squad is carrying or working on objectives. <br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" |Torrid SMG<br />
|-<br />
| Cost || 2<br />
|-<br />
| Attack || 2d4<br />
|-<br />
| Range || 6"<br />
|-<br />
| Skill || 1<br />
|-<br />
| Abilities || When a unit takes damage from this weapon, place 2 Frightened -3 tokens on that unit.<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" |Diabolus Cannon<br />
|-<br />
| Cost || 6<br />
|-<br />
| Attack || 3d6<br />
|-<br />
| Range || 18"<br />
|-<br />
| Skill || 3<br />
|-<br />
| Abilities || This weapon ignores cover if the attack's range is higher than 8 inches.<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" |Watchman Sniper Rifle<br />
|-<br />
| Cost || 3<br />
|-<br />
| Attack || 2d12+1<br />
|-<br />
| Range || 20"<br />
|-<br />
| Skill || 1<br />
|-<br />
| Abilities || A unit that takes damage from this weapon gains 2 Deafened tokens.<br />
|}</div>MysticJoJohttps://wiki.msfhigh.com/index.php?title=Angel_Hero_SquadAngel Hero Squad2023-12-18T05:14:23Z<p>MysticJoJo: Created page with "Angel Hero Squads are squads of troopers belonging to the Angelic Protectorate faction of Mahou Galaxy {| class="wikitable" style="float:right; margin-left: 10px;" |co..."</p>
<hr />
<div>Angel Hero Squads are squads of troopers belonging to the [[Angelic Protectorate]] faction of [[Mahou Galaxy]]<br />
{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|colspan="2"|Squad Name<br />
|-<br />
!colspan="2"|[[File:GA Trooper Illustration.png|300x700px|center|thumb|A typical Golden Alliance Planetary Combat Trooper.]]<br />
|-<br />
| Faction || <br />
|-<br />
| Type || <br />
|-<br />
| Role || <br />
|}<br />
<br />
== Overview ==<br />
<br />
== History ==<br />
<br />
== Capabilities ==<br />
<br />
== Equipment ==<br />
=== Gun 1 ===<br />
<br />
=== Gun 2 ===<br />
<br />
=== Armor ===<br />
<br />
== Deployment ==<br />
<br />
== Recruitment ==<br />
<br />
== Heraldry ==<br />
<br />
== Game Stats ==<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" | Angel Hero Squad<br />
|-<br />
| Faction || Angelic Protectorate<br />
|-<br />
| Squad || 3-5<br />
|-<br />
| Cost || 12<br />
|-<br />
| Type || Trooper<br />
|-<br />
| Initiative || d6<br />
|-<br />
| Movement || 8"<br />
|-<br />
| Defense || d8<br />
|-<br />
| HP || 3<br />
|-<br />
| MP || 2<br />
|-<br />
| Spell Slots || None<br />
|-<br />
| Command || 3<br />
|-<br />
| Keywords || Flight, Guardian<br />
|-<br />
| Abilities || When this squad uses its guardian ability, its defense die is raised to d10.<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" |Weapon Name<br />
|-<br />
| Cost || <br />
|-<br />
| Attack || <br />
|-<br />
| Range || <br />
|-<br />
| Skill || <br />
|-<br />
| Abilities || <br />
|}</div>MysticJoJohttps://wiki.msfhigh.com/index.php?title=Heritage_Recruit_SquadronHeritage Recruit Squadron2023-12-18T04:59:00Z<p>MysticJoJo: /* Game Stats */</p>
<hr />
<div>Heritage Recruit Squadrons are squads of troopers belonging to the [[Castaways Treaty Systems]] faction of [[Mahou Galaxy]]<br />
{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|colspan="2"|Squad Name<br />
|-<br />
!colspan="2"|[[File:GA Trooper Illustration.png|300x700px|center|thumb|A typical Golden Alliance Planetary Combat Trooper.]]<br />
|-<br />
| Faction || <br />
|-<br />
| Type || <br />
|-<br />
| Role || <br />
|}<br />
<br />
== Overview ==<br />
<br />
== History ==<br />
<br />
== Capabilities ==<br />
<br />
== Equipment ==<br />
=== Gun 1 ===<br />
<br />
=== Gun 2 ===<br />
<br />
=== Armor ===<br />
<br />
== Deployment ==<br />
<br />
== Recruitment ==<br />
<br />
== Heraldry ==<br />
<br />
== Game Stats ==<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" | Squad Name<br />
|-<br />
| Faction || Castaways Treaty Systems<br />
|-<br />
| Squad || 5-8 Units<br />
|-<br />
| Cost || 8<br />
|-<br />
| Type || Trooper<br />
|-<br />
| Initiative || d6<br />
|-<br />
| Movement || 12"<br />
|-<br />
| Defense || d6<br />
|-<br />
| HP || 2<br />
|-<br />
| MP || 1<br />
|-<br />
| Spell Slots || None<br />
|-<br />
| Command || 2<br />
|-<br />
| Keywords || Acrobatic, Stealthy<br />
|-<br />
| Abilities || When this squad is within 12" of a unit with a higher command rating, it gains a +1 bonus to its attack dice. <br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" |Weapon Name<br />
|-<br />
| Cost || <br />
|-<br />
| Attack || <br />
|-<br />
| Range || <br />
|-<br />
| Skill || <br />
|-<br />
| Abilities || <br />
|}</div>MysticJoJohttps://wiki.msfhigh.com/index.php?title=Squad_spellSquad spell2023-11-09T13:26:15Z<p>MysticJoJo: /* Using Spells */</p>
<hr />
<div>== Using Spells ==<br />
Typically, spells are cast by expending a squad's action and the spell's cost in MP. The target of a spell must be at least partially visible to a unit in the casting squad, and within the spell's range. Many spells grant a number of keyword tokens. Like other tokens granted by abilities, these tokens are removed, one per type, at the start of each round, and tokens of the same type but a different bonus do not stack, with only the highest among them being counted.<br />
<br />
A spell which in its description describes itself as an attack spell is rolled as the given die type, and the defending squad rolls a single die of their defense stat. If the caster's result is higher, the spell's other effects occur.<br />
<br />
== Spells by Element ==<br />
<br />
=== Earth Spells ===<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" | Fissure<br />
|-<br />
| Element || Earth<br />
|-<br />
| Cost || 1 MP<br />
|-<br />
| Range || 12"<br />
|-<br />
| Effect || Create an area of 2"x 12" difficult terrain that lasts 1d4 rounds.<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" | Rock Armor<br />
|-<br />
| Element || Earth<br />
|-<br />
| Cost || 1 MP<br />
|-<br />
| Range || 4"<br />
|-<br />
| Effect || Target squad gains 1d4+1 Armored +3 tokens.<br />
|}<br />
=== Air Spells ===<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" | Updraft<br />
|-<br />
| Element || Air<br />
|-<br />
| Cost || 1 MP<br />
|-<br />
| Range || 6"<br />
|-<br />
| Effect || Target squad gains 1d4+1 Flight tokens.<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" | Lightning Bolt<br />
|-<br />
| Element || Air<br />
|-<br />
| Cost || 1 MP<br />
|-<br />
| Range || 12"<br />
|-<br />
| Effect || d12 Attack spell vs. target squad's Defense. Deals 1d4 wounds on hit, max 2 wounds per unit.<br />
|}<br />
=== Fire Spells ===<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" | Fireblast<br />
|-<br />
| Element || Fire<br />
|-<br />
| Cost || 1 MP<br />
|-<br />
| Range || 14"<br />
|-<br />
| Effect || d8 Attack spell vs. target squad's Defense. Deals 2d4 wounds on hit, max 2 wounds per unit.<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" | Burning Weapons<br />
|-<br />
| Element || Fire<br />
|-<br />
| Cost || 1 MP<br />
|-<br />
| Range || 4<br />
|-<br />
| Effect || Target squad gains 1d4+1 Savage tokens.<br />
|}<br />
=== Water Spells ===<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" | Ice Shard<br />
|-<br />
| Element || Water<br />
|-<br />
| Cost || 1 MP<br />
|-<br />
| Range || 10"<br />
|-<br />
| Effect || d10 Attack spell vs. target squad's Defense. Deals d8 wounds on hit to a single unit.<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" | Ice Wall<br />
|-<br />
| Element || Water<br />
|-<br />
| Cost || 1 MP<br />
|-<br />
| Range || 8"<br />
|-<br />
| Effect || Create a 4"wx4"lx2"h cover 2 obstacle that lasds for 1d4 rounds.<br />
|}<br />
=== Light Spells ===<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" | Illuminate<br />
|-<br />
| Element || Light<br />
|-<br />
| Cost || 1 MP<br />
|-<br />
| Range || 4"<br />
|-<br />
| Effect || The squad gains 1d4+1 Keen tokens.<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" | Blind<br />
|-<br />
| Element || Light<br />
|-<br />
| Cost || 1 MP<br />
|-<br />
| Range || 8"<br />
|-<br />
| Effect || The squad gains 1d4+1 Blinded tokens.<br />
|}<br />
=== Sound Spells ===<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" | Silence<br />
|-<br />
| Element || Sound<br />
|-<br />
| Cost || 1 MP<br />
|-<br />
| Range || 4"<br />
|-<br />
| Effect || The squad gains 1d4+1 Stealthy tokens.<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" | Deafen<br />
|-<br />
| Element || Sound<br />
|-<br />
| Cost || 1 MP<br />
|-<br />
| Range || 8"<br />
|-<br />
| Effect || The squad gains 1d4+1 Deafened tokens.<br />
|}<br />
=== Purity Spells ===<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" | Healing<br />
|-<br />
| Element || Purity<br />
|-<br />
| Cost || 1 MP<br />
|-<br />
| Range || 10"<br />
|-<br />
| Effect || Remove 1d4 wounds from target squad.<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" | Cleanse<br />
|-<br />
| Element || Purity<br />
|-<br />
| Cost || 1 MP<br />
|-<br />
| Range || 12"<br />
|-<br />
| Effect || Remove 1d4 tokens from target squad.<br />
|}<br />
=== Entropy Spells ===<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" | Entropic Blast<br />
|-<br />
| Element || Entropy<br />
|-<br />
| Cost || 1 MP<br />
|-<br />
| Range || 12"<br />
|-<br />
| Effect || d10 Attack spell vs. target squad's Defense. Deals d12-3 wounds on hit divided between 1d4 units. On a negative wounds result, target squad's owner removes that many wounds.<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" | Probability Shift<br />
|-<br />
| Element || Entropy<br />
|-<br />
| Cost || 1 MP<br />
|-<br />
| Range || 6"<br />
|-<br />
| Effect || Target squad gains 1d4+1 Lucky tokens.<br />
|}<br />
=== Mind Spells ===<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" | Cloud Judgement<br />
|-<br />
| Element || Mind<br />
|-<br />
| Cost || 1 MP<br />
|-<br />
| Range || 8"<br />
|-<br />
| Effect || Target squad gains 1d4+1 Enraged tokens.<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" | Readiness<br />
|-<br />
| Element || Mind<br />
|-<br />
| Cost || 1 MP<br />
|-<br />
| Range || 4"<br />
|-<br />
| Effect || The squad gains 1d4+1 Attentive tokens.<br />
|}<br />
=== Body Spells ===<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" | Steelskin<br />
|-<br />
| Element || Body<br />
|-<br />
| Cost || 1 MP<br />
|-<br />
| Range || 2"<br />
|-<br />
| Effect || Target squad gains 1d4+1 Burly tokens and 1d4+1 Armored +2 tokens.<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" | Weaken<br />
|-<br />
| Element || Body<br />
|-<br />
| Cost || 1 MP<br />
|-<br />
| Range || 6"<br />
|-<br />
| Effect || Target squad gains 1d4+1 Brittle +2 tokens.<br />
|}</div>MysticJoJohttps://wiki.msfhigh.com/index.php?title=Racial_abilitiesRacial abilities2023-11-09T13:04:04Z<p>MysticJoJo: </p>
<hr />
<div>{| class="wikitable"<br />
|-<br />
!colspan="2" |Human<br />
|-<br />
| Cost || 3<br />
|-<br />
| Ability || The squad gains a +1 token at the start of the round that they may apply to any roll.<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" |Demi-Human<br />
|-<br />
| Cost || 3<br />
|-<br />
| Ability || The squad gains the Acrobatic keyword.<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" |Mythic<br />
|-<br />
| Cost || 5<br />
|-<br />
| Ability || The squad gains +1 MP.<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" |Redeemed<br />
|-<br />
| Cost || 3<br />
|-<br />
| Ability || The squad may spend 1 MP and half their movement to gain a Cloaked token.<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" |Divine<br />
|-<br />
| Cost || 10<br />
|-<br />
| Ability || When this squad rolls max on its initiative check, you may remove a wound from any unit in this squad for every 40 points the squad costs, rounded up.<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" |Deviling<br />
|-<br />
| Cost || 5<br />
|-<br />
| Ability || This squad may pay 1 MP to take a 6" move, ignoring any cover or height.<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" |Legion<br />
|-<br />
| Cost || 7<br />
|-<br />
| Ability || The squad gains a +1 token at the start of the round that they may apply to any roll.<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" |Mecha<br />
|-<br />
| Cost || 5<br />
|-<br />
| Ability || Squad gains the Armored +1 keyword.<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" |Shape-Shifter<br />
|-<br />
| Cost || 3<br />
|-<br />
| Ability || Squad gains the Adaptive keyword.<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" |Elemental<br />
|-<br />
| Cost || 7<br />
|-<br />
| Ability || This squad gains a single spell slot of a single element of your choice.<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" |Spirit<br />
|-<br />
| Cost || 7<br />
|-<br />
| Ability || When this squad rolls max on its initiative check, it may not be the target of melee or ranged attacks.<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" |Watcher<br />
|-<br />
| Cost || 5<br />
|-<br />
| Ability || Squad gains the Keen keyword.<br />
|}</div>MysticJoJohttps://wiki.msfhigh.com/index.php?title=Mahou_Galaxy_Tactics_Sample_SquadMahou Galaxy Tactics Sample Squad2023-11-08T13:46:50Z<p>MysticJoJo: </p>
<hr />
<div>Planetary Combat Teams are squads of troopers belonging to the [[Golden Alliance]] faction of [[Mahou Galaxy]]<br />
{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|colspan="2"|Squad Name<br />
|-<br />
!colspan="2"|[[File:GA Trooper Illustration.png|300x700px|center|thumb|A typical Golden Alliance Planetary Combat Trooper.]]<br />
|-<br />
| Faction || <br />
|-<br />
| Type || <br />
|-<br />
| Role || <br />
|}<br />
<br />
== Overview ==<br />
<br />
== History ==<br />
<br />
== Capabilities ==<br />
<br />
== Equipment ==<br />
=== Gun 1 ===<br />
<br />
=== Gun 2 ===<br />
<br />
=== Armor ===<br />
<br />
== Deployment ==<br />
<br />
== Recruitment ==<br />
<br />
== Heraldry ==<br />
<br />
== Game Stats ==<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" | Squad Name<br />
|-<br />
| Faction || <br />
|-<br />
| Squad || <br />
|-<br />
| Cost || <br />
|-<br />
| Type || <br />
|-<br />
| Initiative || <br />
|-<br />
| Movement || <br />
|-<br />
| Defense || <br />
|-<br />
| HP || <br />
|-<br />
| MP || <br />
|-<br />
| Spell Slots || <br />
|-<br />
| Command || <br />
|-<br />
| Keywords || <br />
|-<br />
| Abilities || <br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" |Weapon Name<br />
|-<br />
| Cost || <br />
|-<br />
| Attack || <br />
|-<br />
| Range || <br />
|-<br />
| Skill || <br />
|-<br />
| Abilities || <br />
|}</div>MysticJoJohttps://wiki.msfhigh.com/index.php?title=Mahou_Galaxy_Tactics_RulesMahou Galaxy Tactics Rules2023-11-06T08:50:51Z<p>MysticJoJo: </p>
<hr />
<div>== Army Building ==<br />
<br />
Each player plays with an army. This army must conform to a given faction and point size depending on the game scenario. A standard army has a point size of 500 points.<br />
<br />
=== Factions ===<br />
<br />
Before building their army, the player must choose which faction their army represents. This choice will limit what units they can use and how much certain racial abilities cost when applied to squads. You may choose from the following factions.<br />
<br />
==== Golden Alliance ====<br />
Limited to squads with the Golden Alliance faction. Human, Mythic and Demi-Human racial abilities cost normal, all other racial abilities cost double.<br />
==== Castaways Treaty Systems ====<br />
Limited to squads with the Castaways Treaty Systems faction. Human, Demi-Human, Redeemed, Demi-Human, and Mecha racial abilities cost normal, all other racial abilities cost double.<br />
==== Angelic Protectorate ====<br />
Limited to squads with the Angelic Protectorate faction. Human and Divine racial abilities cost normal, all other racial abilities cost triple.<br />
==== Galactic Anarchists ====<br />
Limited to squads with the Galactic Anarchists faction. Human, Deviling, Mecha, Redeemed, and Demi-Human racial abilities cost normal, all other racial abilities cost double.<br />
==== Elemental League ====<br />
Limited to squads with the Elemental League faction. Human, Elemental, Spirit, and Shape-shifter racial abilities cost normal, all other racial abilities cost double.<br />
==== Legion ====<br />
Limited to squads with the Legion faction. Legion racial abilities cost normal, all other racial abilities cost triple.<br />
==== Joint Forces ====<br />
May choose two factions to play with squads from. All racial abilities cost triple.<br />
==== Mercenary Army ====<br />
May choose squads from all factions. Cannot use racial abilities.<br />
<br />
=== Army Composition ===<br />
<br />
==== Squads ====<br />
<br />
Squads refer to any single-unit or team, represented in play by one or more minis. Check a unit's unit card to determine the base cost of units in that squad and the minimum and maximum number of units in that squad. If the Squad rating is a single number, the squad must consist of that many units. If the Squad rating is listed as a range, the squad must consist of a number of units within that range. Multiply the base cost of the squad by the number of units in the squad to determine the squad's base cost. You may also increase the cost of your squad or its units by taking Equipment, Racial Abilities, or Spells, as described below.<br />
<br />
===== Equipment =====<br />
<br />
Equipment that a squad can use is listed on that squad's squad listing. Equipment with a listed cost of 0 is automatically assigned to that squad. For any other equipment, you must spend the listed point cost for each unit within the squad that you wish to assign that equipment. A unit cannot be assigned more than one copy of any piece of equipment. If a squad loses units, you may reassign any equipment assigned to lost units onto remaining units if doing so would not assign an identical piece of equipment to that unit.<br />
<br />
===== Racial Abilities =====<br />
<br />
Depending on the faction chosen during army building, you will have access to a number of [[racial abilities]] which you may assign to a unit within a squad for the cost shown on that racial ability's listing. You may only assign a single racial ability to any unit. <br />
<br />
===== Spells =====<br />
<br />
If a squad listing shows any magic slots, you may purchase for the squad a single [[squad spell]] per slot matching one of the elements in that spell slot. The squad retains access to that spell regardless of how many units are lost.<br />
<br />
== Game Setup ==<br />
<br />
== Game Objectives ==<br />
<br />
The scenario chosen will determine the objectives of the game. Each listed objective shows a number of objective points that completing a given objective will grant. At the end of the game time allotted, the player with the most objective points is the winner of the game.<br />
<br />
== Round Progression ==<br />
=== Stage 1: Initiative ===<br />
For each squad under their command, each player rolls that unit's listed initiative dice. This determines the turn order for the round. If two or more squads are tied for initiative, the squad with the lowest point cost goes first. If the tie persists, all squads roll their initiative again until a winner is resolved, determining the order in which they act on the original initiative roll.<br />
<br />
=== Stage 2: Squad Actions and Movement ===<br />
During their turn, a squad may perform a single movement and one other action. They may do these in any order, unless affected by an ability that says otherwise.<br />
<br />
==== Movement ====<br />
The squad may move up to their listed movement range. When scaling up walls or over difficult terrain, the amount moved counts as double. For example, a squad with 10" of movement could move 3 inches towards a wall at a cost of 3 inches, climb 2 inches up that wall at a cost of 4 inches, then move another 3 inches across the roof of that building. To make a move, choose a single unit within that squad and measure from the edge of that unit's base to the desired location. Move that unit to that location, then move any other units in that squad until they are in base contact of another unit that has already made this move.<br />
<br />
Melee: A squad which moves into base contact with another squad is now engaged with that squad. Melee weapons require engagement to be used. When a unit engaged in melee uses a ranged weapon, the defender may remove a single attack die from each attack. A squad may choose to disengage from melee when taking their movement action, doing so allows them to move at 1/2 their movement speed and removes their attack action if they have not already spent it.<br />
<br />
==== Other Actions ====<br />
<br />
===== Attack =====<br />
A squad may attack another squad which has a unit which is at least partially visible and within range of the squad's weapons, as listed on those weapons. If a single unit in a squad is within range, all units in that squad are within range, regardless of which unit is equipped with which weapon. Two squads which are engaged in melee(see below) are always considered to be 0 inches from each other. The sequence of actions in an attack are as follows:<br />
<br />
====== Attacker chooses weapon ======<br />
The attacker must first choose which of the squad's weapons will be brought to bear in the attack. Only one weapon's range, attack, skill and special abilities will be considered for the attack, though other units in the squad still participate in the attack, as explained in "Attacker rolls attack". The attacker chooses how many of those weapons are firing directly, while the other weapons of that type are fired as supporting fire. The attacking squad must be engaged in melee with a defending squad in order to choose a melee weapon to attack.<br />
<br />
====== Defenders roll defense ======<br />
For each unit in a defending squad, roll that squad's defense die or dice. The defending player then assigns each of those dice to a unit in the defending squad. If a defense stat has more than 1 dice, that is how many dice must be assigned to each unit in the squad. <br />
<br />
Cover: Terrain pieces are given a value of either Light or Heavy cover. If any units in a squad are in contact with a piece of terrain, the squad is considered to be covered by that terrain. When under light cover, a squad may reroll up to its command rating in defense dice while defending against a ranged attack. If a squad is under heavy cover, that squad gains a number of d4s equal to the squad's command rating that they may assign to any unit in that squad defending against a ranged attack.<br />
<br />
====== Attacker rolls attack ======<br />
For each of the chosen weapons firing directly, the attacking player rolls the attack dice listed for that weapon. Then, for each unit equipped with the chosen weapon but providing supporting fire, the attacking player chooses one of the rolled dice and places either a +2 hit or a +2 damage token under it. Next, for each unit not equipped with the chosen weapon, the attacking player chooses one of the rolled dice and places either a +1 hit or a +1 damage token under it.<br />
<br />
Height: If an attacking unit's base is at least 1 inch or higher than the defending unit's base, the attacker gains a +2 hit token that they may place under any one of their attack dice.<br />
<br />
====== Attacker assigns damage ======<br />
The attacking player takes each of their rolled dice and places them, along with any hit tokens they might have, against one of the defending squad's units. The attacking player may only place up to the weapon's skill rating of dice on any single unit. If the attacker is engaged in melee and uses a ranged weapon, the defender may remove a single attack die and any tokens under it from each assigned attack. Any extra dice are removed. After the attacking player does so, the defending player may swap the defense dice among their defenders, making up to the defending unit's command rating in total swaps.<br />
<br />
====== Wounds are dealt ======<br />
For each defending unit, the unit's defense dice are totalled and subtracted from the total of the attack dice and any damage bonus tokens on those dice. If the result is greater than 0, the unit takes a single wound. If the result is 5 or greater, the defending unit takes an additional wound for every 5 over 0 the result is. This is the defender's wound threshold, and some abilities, spells, and equipment may change the wound threshold number. If the number of wounds on a unit is equal to or greater than the squad's listed HP, that mini is removed.<br />
<br />
<br />
===== Regroup =====<br />
The squad regains 1 MP, up to their total MP. Remove one each of any tokens you desire from the unit, not including wound tokens.<br />
<br />
===== Aim ===== <br />
The squad gains two Aim tokens. A unit may spend an aim token to reroll a number of attack dice from their attack pool up to their command rating.<br />
<br />
===== Hunker Down =====<br />
The squad gains a Hunker token. A unit may spend a Hunker token to reroll a number of defense dice from their defense pool up to their command rating.<br />
<br />
===== Charge =====<br />
The squad moves an additional 6", removing any aim or hunker tokens from the unit.<br />
<br />
===== Spells =====<br />
<br />
Units with populated spell slots may cast those spells as an action. Doing so requires the expenditure of the squad's MP in the amount listed on the spell. The effects of the spell are listed on that spell.<br />
<br />
===== Abilities =====<br />
<br />
Units may have abilities listed on their unit card or granted by equipment or racial abilities. Some abilities require the expenditure of MP and/or your action, this will be listed on the ability.<br />
<br />
=== Stage 3: Token removal ===<br />
<br />
At the end of each round, remove one token of each type on each squad, not counting wounds.<br />
<br />
== Other Rules ==<br />
<br />
=== Keywords ===<br />
<br />
[[Squad Keywords]] exist as common abilities that can be permanent on a unit description or granted temporarily through spells or abilities. Most keyword abilities are passive. They can be beneficial or detrimental.<br />
<br />
Flight--Unit can enter flight mode, removing cover from the equation for movement, attack, and defense. Is considered to be at least 1" above any unit without this keyword.<br />
<br />
Hover--Unit can drop without spending extra move for vertical and does not take fall damage from being pushed.<br />
<br />
Acrobatic--Climbing doesn't take extra movement.<br />
<br />
Attentive--Can save attack to counter a ranged attack.<br />
<br />
Spotter--Can add to nearby units' attack rolls.<br />
<br />
Steady--Can trade movement for attack roll.<br />
<br />
Guardian--Can take attacks meant for nearby units.<br />
<br />
Rugged--Takes less/no damage from environmental hazards.<br />
<br />
Stealthy--Gains extra bonus from cover.<br />
<br />
Lucky--Unit can reroll one die each turn.<br />
<br />
Willful--Unit takes half detrimental keyword tokens.<br />
<br />
Keen--Unit gains bonus to hit obscured or covered targets.<br />
<br />
Burly--Unit can trade their attack action to move objectives or light cover.<br />
<br />
Adaptive--Can merge with allied squads of the same faction and a lower point cost, becoming generics of that squad.<br />
<br />
Concussive--Can trade damage dealt to move targeted enemy unit.<br />
<br />
Cloaked--Unit is always considered to be under at least light cover.<br />
<br />
Armored X--Unit's wound threshold increases by X.<br />
<br />
Armor-piercing X--Unit's attack ignores the first X points of enemy armor.<br />
<br />
Hardy--Unit can remove a detrimental keyword token once at the beginning of each turn.<br />
<br />
Astute--Unit can lower their rolled initiative down to -1 as desired.<br />
<br />
Coordinated--Unit can take a bonus of +2 to their skill by attacking only a single enemy unit with their base weapon.<br />
<br />
<br />
<br />
Enraged--Cannot choose to disengage when in melee range of an enemy unit.<br />
<br />
Cumbersome--Cannot use both move and attack actions.<br />
<br />
Brittle X--Unit's wound threshold is lowered by X, to a minimum of 1.<br />
<br />
Exposed--Unit takes additional damage from environmental hazards.<br />
<br />
Awkward--Unit cannot climb onto cover.<br />
<br />
Blinded--Unit's ranged attacks have half their listed range.<br />
<br />
Reckless--Unit cannot use its special abilities.<br />
<br />
Deafened--Unit cannot benefit from command abilities.<br />
<br />
Frightened X--Unit takes a -X penalty on melee attacks.<br />
<br />
Obvious X--Unit loses X from defense rolls against ranged attacks.</div>MysticJoJohttps://wiki.msfhigh.com/index.php?title=Planetary_Combat_TeamPlanetary Combat Team2023-11-04T05:20:30Z<p>MysticJoJo: /* Game Stats */</p>
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<div>Planetary Combat Teams are squads of troopers belonging to the [[Golden Alliance]] faction of [[Mahou Galaxy]]<br />
{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|colspan="2"|Planetary Combat Team<br />
|-<br />
!colspan="2"|[[File:GA Trooper Illustration.png|300x700px|center|thumb|A typical Golden Alliance Planetary Combat Trooper.]]<br />
|-<br />
| Faction || Golden Alliance<br />
|-<br />
| Type || Infantry<br />
|-<br />
| Role || General Operations<br />
|}<br />
<br />
== Overview ==<br />
<br />
With thousands of planets under their umbrella of protection, the Golden Alliance must field a large armed force ready to deal with pirates, terrorists, large-scale criminals, various monsters that might attack their worlds, and other factions trying to claw territories or resources away from them. While they train and equip a number of specialized units, the majority of their troops are given standardized training and equipment to ensure that they are a well-rounded fighting force that can work well with units from other parts of the galaxy and handle a wide variety of potential battlefield roles.<br />
<br />
== History ==<br />
<br />
The Golden Alliance Army can directly trace its roots back to the initial formation of the Golden Alliance, when in the year BC253 the fledgling faction rolled the Terran Unitied Army, created in BC374 as Terra's remaining nations merged into a single world government, and the Grand Army of Mythar, which was created in BC974 when King Hightower restructured the disparate Mytharian corps to create a more unified worldwide fighting force. This joining together was both a tactical move to grant both forces the technology and magic the other possessed and a diplomatic gesture to ease the transition to the new Golden Alliance government while assuaging their citizens of their fear of the threats that a newly opened galaxy presented. The promise of tours of duty that took soldiers to alien planets was enough to spark the greatest increase in enlistment numbers in either planet's history, and this quickly growing force provided the muscle for the Golden Alliance to stand toe-to-toe with most threats they encountered. It was a Planetary Combat Team that unseated Urus Magnus to win the Uruseiyan war, and it was thousands upon thousands of Planetary Combat Teams that fought tooth and nail to prevent Legion from overwhelming the entire galaxy. As more planets joined the GA, the protocol quickly became to roll the majority of that planet's troops into PCTs while allowing that planet's most elite troops to serve in specialized units utilizing their unique cultural tactics and weapons. Though these cultural squads will often outshine the humble PCT in terms of equipment and skill, the sheer number and regular training of the Combat Teams make them a good fit for any commander in any situation and thus nearly any Golden Alliance Army force will boast a substantial number of PCTs.<br />
<br />
== Capabilities ==<br />
<br />
Planetary Combat Troopers are trained from early adulthood in multiple facets of ground combat. Their strength lies in the combination of their diversity and their standardization, with any individual team comprised of a variety of different races all trained to understand and take advantages of their squadmates' unique capabilities while covering for any shortcomings they may have. While any enemy commander will be aware of a PCT's weapons and armor, each team might be full of surprises in the form of members with unique terrain traversal, extraordinary senses, or even magical spells at their disposal. It is impossible to guess the precise combat capabilities of any given Planetary Combat Team prior to engagement.<br />
<br />
== Equipment ==<br />
=== AML-530 Combat Rifle ===<br />
The primary armament of the modern Planetary Combat Trooper is the Royal Dwarforge AML-530, a compact and high-capacity mahoulaser battle rifle built in a bullpup configuration. Powered by a common F4-sized mahoubattery, the MLR-530 can fire up to 600 times before its battery must be recharged or swapped out, and extra batteries or even portable generators are commonly-carried pieces of equipment for Planetary Combat Teams. The AML-530 also features a collapsible energy shield that provides cover to the user's face or center mass when deployed. This shield utilizes a different element of mahou energy than the mahoulaser coils and thus does not consume energy stores that would normally go to those coils. Though not the most easily modified weapon, some troopers nonetheless have rigged their battle rifles to overcharge the firing coils or shield generator, hold a series of mahoubatteries wired in series, or add biowarp charging ports to the gun's handgrips to facilitate manual recharging or magical shot enhancement. These modifications violate the GA Army's regulations and most are made to be quickly removed for inspection.<br />
=== MLH-615 Pistol ===<br />
Each Planetary Combat Trooper is also issued a Royal Dwarforge MLH-615 mahoulaser pistol, a sidearm which lacks the punch of the AML-530 but makes up for it with its compact and discrete nature. Many commanders or field specialists prefer the use of this handgun as it is designed to be operated with a single hand, freeing their other arm for the use of command body language or operation of various battlefield devices. The smaller B2-sized mahoubattery provides a lesser 80 shots before being drained, but this is typically enough for low-risk deployments and a Combat Trooper on duty is expected to be strapped with their sidearm at all times.<br />
=== MLA-033 Submachine Gun ===<br />
Many specialists and commanders, as well as the occasional soldier who prefers to go guns akimbo in combat will trade their MLH-615 sidearm for the bulkier MLA-033 automatic mahoulaser handgun. This one-handed SMG sacrifices the light weight and precise aim of the MLH-615 for an increase in the number of shots fired thanks to its B6-sized mahoubattery and full automatic firing while keeping the gun roughly sidearm-sized. It does this through the addition of a large mahoucapacitor bank near the gun's firing nozzle. This allows the weapon to discharge up to a dozen mahoulaser bolts in rapid succession, depending on how long the mahoucapacitor bank has had to charge. This makes the MLA-033 best suited for providing cover fire or as a means of convincing a swarm of advancing enemies to reconsider long enough to complete an objective. Users are trained to avoid holding the capacitor bank to stabilize the MLA-033, as after successive shots it becomes incredibly hot.<br />
=== RML-70 Rotary Cannon ===<br />
PCTs have a wide variety of specialized weapons, most designed and manufactured by the Royal Dwarforge corporation or one of its many subsidiaries, and perhaps the most imposing of these weapons is the RML-70, a massive rotary mahoulaser cannon that must be wielded two-handed by all but the strongest troopers. Using a massive K-30 mahoubattery to provide a steady stream of power to its six rotary barrels, the RML-70 can spit out a constant barrage of deadly mahoulaser bolts without pausing to cool or reload for minutes at a time. To help accomplish this feat, each barrel is equipped with a trio of heat-dispersing fins that run down its length. These fins are actuated, working with the gun's internal computer to flex in and out in time with the barrels' rotation to provide gyroscopic stabilization to the gun, detecting when its user is attempting to swing it around or sweep across an area and shifting its center of balance to hasten the motion. As a result, those trained in the use of the RML-70 characterize the weapon as one eager to move on to its next target, providing a heavy punch against armored targets and cover fire against large groups with equal efficiency.<br />
=== EML-204 Sniper Rifle ===<br />
The weapon most feared by the enemies of the Golden Alliance is also one of its least seen, the EML-204. Rather than being down to its rarity, this is due to the weapon's nature as a long-range, stealthy rifle with capabilities that make it deadly in the hands of a trained sniper. Though it is as large and cumbersome as one might expect from a sniper rifle, its thrust-propulsion bipod mounted near the front of the barrel keep the end of the weapon aloft enough to steady it regardless of the height of its rear end, which allows the user to maintain the precision that would normally be lost at shorter ranges. Featuring a parallel set of mahoucapacitors to lend an incredible punch to each of its shots, the EML-204 runs off the same F4-size mahoubattery as the AML-530 but with an additional pair mounted in the stock that can be quickly ejected during close engagements, lowering its standard magazine size from 60 to a mere 20 but dramatically lightening it. The rail-mounted scope can also be slid back and forth or removed entirely as needed, though its optics provide not only up to 100x magnification but also sensors that can take into account the movement of the target and any magical or technological energy fields that might interfere with a shot. The EML-204's reputation as a hidden killer comes from the massive energy baffle that runs along its barrel. This device filters out extraneous magical energy that could be used to pinpoint its origin, and also greatly reduces the sound and light generated by its bolts.<br />
=== Golden Alliance Standard Issue Battle Armor ===<br />
Each Planetary Combat Trooper is equipped with a suit of impact-resistant armor. This armor has many variations including a fully-enclosed variant and a light-bending stealth variant, but the most commonly used armor is the simple "Slugger" battle suit. The main body of this armor is comprised of a flexible mahou-ablaitive bodysuit that completely covers its wearer from the neck down and a series of magnet-clasped rigid armor plates built to absorb concussive shocks and physical strikes by distributing the incoming force through the entire plate. These plates can be individually removed if a plate is damaged enough to impede movement, though some soldiers remove them for comfort or added mobility. The armor is accompanied by a shock-resistant helmet that covers most of the head and has an optional air filter attachment to cover the mouth. This helmet's visor is linked with computers in the armor plates, undersuit, and sensors within the helmet to provide the soldier an unobtrusive heads-up display. The display can be manually reconfigured to suit a variety of needs, but typically paint IFF or AI-designated friendlies and hostiles for quick target acquisition, alert the user of weapons fire or other hazards by giving them a peripheral notification indicating the source of the hazard, provide diagnostics reports from the armor, and show remaining charge for their various mahoubatteries. The helmet includes automatic comms systems, but some troopers forgo the helmet altogether as it can feel a bit confining and the communications functionality can be replicated with a simple earpiece.<br />
The armor plates of a trooper's Slugger suit are notoriously solid and smooth, and thus have no pockets or other storage. However, most GA PCTs wear a supplies belt fitted with two or more large hip pockets, grenade carriers, or magnetic weapon holsters. These are typically used to carry additional mahoubatteries, a field repair kit, and a miniature survival kit. This kit contains 12,000 calories of tasteless but nutritious non-expiring rations, water purification tablets, an emergency transmitter beacon, a weather-resistant blanket and a survival multi-tool. Unused survival kits are often given to children of soldiers as gifts.<br />
<br />
== Deployment ==<br />
<br />
Planetary Combat Teams operate primarily on ground missions, but are also utilized during boarding and counter-boarding missions onboard larger GA naval vessels or stations where artificial gravity is expected to be standardized. These ground-pounding shock troops utilize combat carrier vehicles and orbital drop pods to quickly arrive on the battlefield and engage any hostile forces. As the most standard unit in the galaxy, PCTs see themselves serving in any environment performing any of a number of attack, defense, escort, scouting, or other duties. Due to the inherently volatile nature of galactic politics, a single PCT might be performing a surgical strike against a capital city belonging to a rival faction one week then guarding that city's infrastructure the next. Anywhere there's potential action, you should expect a PCT to be there. <br />
<br />
== Recruitment ==<br />
<br />
Planetary Combat Troops are recruited across GA territories, and most planets which are part of the faction will house multiple recruitment facilities. Each potential recruit is tested for physical fitness, intelligence, and ability to follow orders and once these tests are passed, they take an oath to protect the Golden Alliance and its citizens and are granted the rank of Private as their training begins. The GA Army basic training is a 3-year course, though troopers who are exceptionally gifted may be plucked from their training and assigned to a specialist squad. Some cultures have a mandatory enlistment period, and for these troops the training period is usually even shorter, as short as 6 months as their more militaristic culture has already prepared them for the duty ahead. During this training, troopers are taught to operate their weapons, deal with various battle simulations, often with real weapons modified to fire nonlethal shots, and take orders from their superior officers. As their training progresses, the recruit pool is broken into individual teams of 5-10 recruits and these teams are expected to operate as a single unit. GA soldiers of this type are on the lower end of the pay scale, but they are given considerable bonuses for combat and as the Army of the Golden Alliance takes care of their basic needs, troopers are typically able to build up a decent savings during their time in the army.<br />
<br />
== Heraldry ==<br />
<br />
Each division of troopers is given a specific color scheme that the brigades underneath are expected to follow when it comes to painting their armor. These color schemes always feature at least one of the colors gold or silver, and many feature both. Many battalions have additional color schemes, paint patterns, or even insignias that are typically applied to the chestplate and pauldrons, with more experienced squads often wearing more distinctly-colored armor. The leader of a team must have an identifying mark on their armor, typically a heavily contrasting stripe across their helmet or chestplate, while other specialists often have their own individual colors applied to their elbow and knee armor so their teammates can identify them at a distance. Troops that have been in long engagements often lack the materials to properly paint their replacement armor plates, and their armor will feature worn plates intermixed with ones still polished to their original shine.<br />
<br />
== Game Stats ==<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" | Planetary Combat Team<br />
|-<br />
| Faction || Golden Alliance<br />
|-<br />
| Squad || 4-6 Units<br />
|-<br />
| Cost || 10<br />
|-<br />
| Type || Trooper<br />
|-<br />
| Initiative || d8<br />
|-<br />
| Movement || 10"<br />
|-<br />
| Defense || d6<br />
|-<br />
| HP || 3<br />
|-<br />
| MP || 1<br />
|-<br />
| Spell Slots || None<br />
|-<br />
| Command || 2<br />
|-<br />
| Keywords || Adaptive, Coordinated<br />
|-<br />
| Abilities || The first copy of the cheapest weapon this squad takes with a cost more than 0 costs 0.<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" |AML-530<br />
|-<br />
| Cost || 0<br />
|-<br />
| Attack || 2d6<br />
|-<br />
| Range || 12"<br />
|-<br />
| Skill || 2<br />
|-<br />
| Abilities || None<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" |MLH-615<br />
|-<br />
| Cost || 0<br />
|-<br />
| Attack || 1d6<br />
|-<br />
| Range || 8"<br />
|-<br />
| Skill || 1<br />
|-<br />
| Abilities || Can be fired while squad is carrying or working on objectives.<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" |MLA-033<br />
<br />
|-<br />
| Cost || 1<br />
|-<br />
| Attack || 2d4<br />
|-<br />
| Range || 10"<br />
|-<br />
| Skill || 1<br />
|-<br />
| Abilities || Can be fired after melee disengagement when attack action is lost.<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" |RML-70<br />
|-<br />
| Cost || 5<br />
|-<br />
| Attack || 5d6<br />
|-<br />
| Range || 15"<br />
|-<br />
| Skill || 2<br />
|-<br />
| Abilities || Grants squad a Cloak token when fired.<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="2" |EML-204<br />
|-<br />
| Cost || 4<br />
|-<br />
| Attack || 2d12<br />
|-<br />
| Range || 24"<br />
|-<br />
| Skill || 1<br />
|-<br />
| Abilities || May increase skill dice for this weapon by +1 by spending the squad's movement action.<br />
|}</div>MysticJoJo