Char's Counter Attack for the "Mecha!" RPG system
______________________________________________________________________
First Draft April 1995				by Linwood Foster III
						Devillin@hotmail.com

1.0 Introduction
	This is a short campaign of three battles for the Mecha! RPG system. It 
can be used in conjunction with the campaign for "Gundam: The One Year War", or 
as a stand alone campaign. Unlike the previous campaign, Char's Counter Attack is
a series of battles that use an ever decreasing number of mecha and ships.  
	The mecha and ships described for this campaign are described in Daniel 
Ho's previous Mecha! post. If you don't have a copy of his post, you can either 
email him at daho@gpu.srv.ualberta.ca or you can email me at 
devillin@hotmail.com for a copy.

2.0 Beginning the Campaign
	This campaign is designed to be short, a total of three battles. The 
starting number of mecha and ships does not change. During the course of the 
three battles, the number of mecha and ships for each side is expected to 
decrease. There is no increase in the total number of mecha until the last 
battle.

2.1 STARTING STRENGTH
Neo-Zeon Forces

Battleship      		Reyullura     x 1	(5+ Mobile Suits)    
Heavy Cruisers  		Musaka        x 13      (4 Mobile Suits each)

Mecha:	     			Sazabi        x 1
	     			Jagd Doga     x 2
 	     			Geara Doga    x 82
	     			Alpha Azieru  x 1


London Bell Fleet

Battleship      		Lar Chairam   x 1	(8 Mobile Suits)  
Heavy Cruiser   		Lar *         x 3	(4 Mobile Suits each)

Mecha:       			Nu-Gundam     x 1   
				Re-GZ	      x 1
				Jegan         x 18

Explanation
	The London Bell fleet is an elite force charged with hunting rebels 
like Char's Neo-Zeon. Eventhough they are outnumbered, the London Bell pilots 
are much better pilots than their Neo-Zeon counterparts. This makes up for 
the disadvantage somewhat.
	The London Bell does get some reinforcements later in the game.

Special Note: All London Bell Mecha use Base Jabbers for their initial 
launching. These Base Jabbers can later be used to ram the Neo-Zeon mecha 
and ships.

3.0 Pilots
	Besides the regular troops, there are several ace pilots fighting on 
both sides.
	
London Bell Pilots:
17 Generic Pilots in Jegan			(2/1) Normal
Amuro Rey 					(5/5) New Type
Kaera		   				(3/2) New Type
Chein		  	in Re-GZ  		(1/0) New Type

Neo-Zeon Pilots:
57 Generic Pilots 	in Geara Doga 		(0/0) Normal
Char Aznabel 	  	in Sazabi		(5/5) New Type
Gunei Guss   	  	in Jagd Doga		(3/3) New Type
Lezun Schneider		in Geara Doga		(3/3) Normal
Quess Paraya					(0/1) New Type

	It is possible for pilots who destinguish themselves in combat to raise 
their levels. Some pilots have mecha that they exclusively pilot. Others, such 
as Quess, Amuro, and Kaera, pilot several different mecha during the course of 
the campaign. Chein is a one-time pilot. She only shows up during the last 
battle piloting a mostly destroyed Re-GZ.
	None of the Name pilots can be killed during the first battle. During 
the second battle, however, they can be killed off. The only exceptions are 
Amuro, Char, and Quess, who live until the final battle.

4.0 The Campaign

4.1 GENERAL NOTES
	In all of the combats, the two Battleships Reyullura and Lar Chairam are 
the most important warships until the final battle. During the first two battles,
if the ships take crippling damage, they may retreat from the combat area. Before
the next combat, they may repair up to five critical damages. If a Battleship is 
destroyed before it can retreat, it returns to the next battle with five critical
damages.
	During the second and third battles, Axis is the focus of the combat. 
Axis is considered to be moving terrain. It moves one inch every five rounds. 
Axis can take a total of 40 critical hits before it is destroyed. Critical hits 
from the previous battle are carried over to the final battle. Unlike the first 
campaign, Axis is unarmed; therefore, there are no Zones of Destruction.
	After the first battle, the London Bell fleet picks up fifteen nuclear 
missiles. These missiles have the same range as normal missiles, but better 
damage. The statistics are as follows: 	3D6 Damage, 20" Diameter Blast Radius.
	These missiles are stored on the Lar Chairam, and only one can be 
fired from each missile bay.

4.2 THE DROPPING OF FIFTH LUNA

London Bell Forces
Lar Chairam + Lar Kaim, Lar Keim, and Lar Chattar Cruisers
Amuro Rey 		in Re-GZ
Kaera 			in Jegan  
17 Pilots 		in Jegan

Neo-Zeon Forces
Char Aznabel  		in Sazabi
Gunei Guss    		in Jagd Doga
Lezun 	     		in Geara Doga
57 Pilots     		in Geara Doga

	There is no particular goal here other than the elimination of some of 
the mecha. If the London Bell cruisers get hit bad, the entire force will pull 
out. If the London Bell mecha take 50% casualties they will retreat. No matter 
what, combat will end at the end of 10 rounds.


4.3 THE FIRST BATTLE OF AXIS
  
London Bell Forces 
Lar Chairam + Remaining Cruisers (15 nuclear missiles)
First Wave: Kaera (Re-GZ) + 8 Jegan
Second Wave (+7 rounds): Amuro (Nu-Gundam) + Remaining Jegan

Neo-Zeon Forces at Axis
2 Musaka Cruisers
Char (Sazabi) + 7 Geara Doga

Neo-Zeon Reinforcements (+ 10 rounds)
Reyullura + 2 Musaka Cruisers   
Quess and Gunei (Jagd Doga)
Lezun (Geara Doga) + 13 Geara Doga
 
	The London Bell First Wave launches to fight Char and the Geara Dogas. 
Meanwhile, the cruisers will launch a missile bombardment on Axis. One to six 
Nuclear missiles will be mixed in each round. [Roll a 1D6 for each missile, if 
a 5-6 is rolled, then the nuclear missile will be destroyed by any opposing 
missile.] During round seven, Amuro will launch with any remaining Jegans to 
reinforce the first wave. On round ten, reinforcements arrive for the Neo-Zeons 
from Luna Two on the London Bell fleet's right side. Quess and Gunei will 
reinforce Char, while Lezun and the Geara Dogas attack the London Bell fleet. 
	The London Bell forces will retreat if the First Wave takes 75% 
casualties, or if they score 20 critical hits on Axis. The Neo-Zeon Forces 
will retreat if the first two Musakas are destroyed. 


4.4 THE LAST BATTLE OF AXIS

London Bell Forces
Lar Chairam + Remaining Cruisers  (Remaining Nuclear Missiles)
Amuro			in Nu-Gundam
Chein   		in Re-GZ (damaged)
Pilots  		in Remaining Jegan

Re-GZ. SI=6. Flying Limit: 10", 2"/AP. Backpack Beam Gun Battery: two 1D6, 20", 
RoF 1. 2 Rocket Pods. D. 1D6 Regular Armor.

Federation Reinforcements (+15 rounds)
4D6 Jegan on Base Jabbers

Neo-Zeon Forces
Reyullura + Remaining Musakas - 3
Ship 4 (Nuclear Bombs)
Char    		in Sazabi
Gunei   		in Jagd Doga (if still alive)   
Lezun   		in Geara Doga (if still alive)
Quess   		in Alpha Azieru
Pilots  		in All Remaining Geara Dogas

Ship 4. SI=65. 3D6 Regular Armor. 2D6 Heavy Armor.
     Critical Hits: Automatic: Lose 1 Die Armor, plus:
     1 - 3: Nothing
     4 - 6: Nuclear Bombs Explode (60" Diameter, 6D6 to all that fail to dodge)

	This is the final battle, a fight to the death. Other than the Federation
Reinforcements that will arrive on Round 15, everybody that can fight, will 
fight. Federation victory is assured if Axis takes a total of 40 critical hits, 
Ship 4 is destroyed, Char is killed, and/or all Neo-Zeon ships are destroyed. 
Neo-Zeon Victory is assured if Amuro is killed and/or the Lar Chairam is 
destroyed. If Axis takes 40 critical hits, it explodes and does 3D6 to 
everything in the combat area that fails to dodge.
	If Amuro and Char both die, whichever battleship survives the battle 
determines who wins. If Amuro, Char, and both battleships are destroyed, 
whichever side has a Name pilot left wins.


5.0 The End

	Well, that's that. This is probably the last full-fledged Campaign I'll 
make for Mecha!. I might make some more add-ons for the One Year War, but that's 
probably all. I have one last Campaign I'll try to make (a Diplomacy-type, Zeta
Gundam Campaign), but I severely doubt I'll ever get around to making it. If 
you've enjoyed this Campaign, please let me know.

						Linwood J. Foster III

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