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Lab Defense DX (Discontinued (obviously))

January 27th, 2020 at 1:07am
 
Retrop
Retrop
13,629,397 BP
31 TP | 765 PP
Please read my latest message

So a few years ago, TailsMK4 released a forum game called Mega Man RPG: Lab Defense. I played in it and enjoyed it. Then, like a lot of forum games, Tails stopped updating it (tbf I'm probably the most guilty out of everyone in the forums of this particular crime). I apparently can't spend any sort of productive energy on actually productive things during weekends, so I remade it. Hopefully I can keep it going a bit longer.

How to Play (while copy and pasting some things from the original thread):

The battles take place in a large-ish area (a map of the current "turn" will be shown on each post), and you must carefully decide what enemies to take on or what other actions to do (more on those to come as areas are successfully defended). Each robot in the field can move a certain number of spaces per turn.

Each turn, all allied robots perform 1 action. 1 action consists of moving, then either trading with an adjacent ally, interacting with npc/objects, performing a command, otherwise known as an attack, or nothing and just waiting it out. Once all allies have performed an action, the turn ends and all enemies will perform their actions. This repeats until either side achieves victory.

To send an action, either reply to the thread (the preferred method) or ping me on the MMRPG discord in the #roleplay channel. If all but one player has sent an action and ~24 hours have passed since the start of the turn, your action will be skipped/automated to keep the game going.

If you're adjacent to an ally when dealing or taking damage, you'll perform a Linked Attack or Linked Defense. These will increase your damage dealt and reduce your damage taken respectively, as well as improve the Link between the two allies. If there are multiply adjacent allies, only the strongest Link will be activated. The stronger the Link, the greater the buffs.

Despite the name "Lab Defense DX," not all maps will be defense maps. Most will, but not all. Ideally. Either way, on a defense map, you'll be tasked with, well, defending an npc ally, a certain tile, or some other plot-important object. The Victory and Defeat conditions of every map will be displayed at the start of the battle and will be visible all throughout the skirmish.

Upon leveling up, your stats will increase and you'll get to pick between 2 randomly-generated commands, passives, or additional stat increases. You'll gain EXP when dealing damage, supporting allies in a Link, defeating foes, using support commands on other allies, or interacting with certain npcs/objects.

Character Creation:

When creating a character, your character sheet should look like this:

Name:
Icon:
HP:
WE:
ATK:
DEF:
SPD:
LCK:

Core Type:
Sub-Core Type:
Weakness:
Resistance:

All of this is kinda gibberish so let's go down the list

Name - The name of your character.
Icon - The Icon you want to represent this character (use [robot] or [mecha] formatting to pick). Pick someone that hasn't already been used.

The Stats:
You will have 20 points to distribute among your stats. While you can have less if you so choose, you cannot have more.

HP: Hit Points. How much damage you can take before you fall. Robots with 0 or less HP can still support adjacent allies, but cannot perform any actions. Sometimes referred to as "Energy." Points put in HP are doubled. If you put no points into HP, you will start the game with 1 HP.
WE: Weapon Energy. Used to activate most commands. Naturally Replenishes at 1 WE a turn. Points put into WE are doubled
ATK: Attack. Increases how much damage you deal.
DEF: Defense. Reduces how much damage you take.
SPD: Speed. Determines how far you can move. For every 2 SPD you have, you can move 1 space.
LCK: Luck. Affects various luck-based factors.

In addition to these points, you can choose to assign a boon and a bane. Boons will grant +2 in that stat (+4 for HP and WE), increase how much of that stat you earn upon leveling up, and grant certain commands right out of the gate. Banes do the opposite. You cannot merely have a boon and no bane. To assign the boon and bane, place a (+) or (-) respectively to the stat of your choice.

Core Type: Determines earned commands and passives.
Sub-Core: Determines earned commands. Cannot equip any commands of this type above 2* rarity. All 2* or lower Neutral type commands can be equipped even without a Neutral Sub-Core
* If you choose to forgo a Sub-Core, you'll start off with 1 additional random 1* passive and passive slot.

You can select any types that appear in the prototype except for the following, as they have been altered to a different type:
* Laser --> Neutral
* Shield --> Neutral
* Copy --> Neutral
* Crystal --> Earth
* Missile --> Explode (usually)
* Time --> Spacetime
* Space --> Spacetime
* Shadow --> Varies

If it isn't in this list and appears in the "Types Database" on this website, it's available.

Weakness: Attacks of this type deal double damage.
Resistance: Attacks of this type deal half damage.

Your character MUST have a weakness. If you do not assign a Weakness, one will be assigned to you randomly based on your Core type.

The last parts of your character are decided by your Core, Sub-core, and boons/banes.

Commands: Attacks utilized after moving. Also includes support skills and movement skills. All characters have 6 Command slots at the start, though they may gain more upon leveling up.
Passives: Abilities that either grant a static buff or activate an effect when conditions are met. You typically cannot manually activate a passive. All characters have 3 Passive slots at the start, though they may gain more upon leveling up.

Example:

Name: Magic Man
Icon: magic-man
HP: 6
WE: 6(+)
ATK: 6
DEF: 2(-)
SPD: 4
LCK: 2

Core type: Cutter
Sub-Core Type: Swift
Weakness: Wind
Resistance: Spacetime

The above sheet would grant the following:

Commands: Buster Shot, Slide, Charge Weapons, Rolling Cutter, Quick Strike
Passives: WE +5, Cutter Expertise

Database

Click here to view the database

The database is split up into 4 sections: Command, Enemy, Passive, and Players. You may notice that a lot of the entries are simply "???." I've left just enough information in the database to help you decide how to build your character. As you progress through the game and discover new commands, enemies, and passives, the database will be filled up. Keep in mind that I intend to add new entries as we progress through the game, so don't go thinking there's just 4 enemies in the game.

The "Players" section contains all in-depth information on your robots. Here's a shortcut to the Players section

Current Status

Level 2 - Wave 1/3 - Turn 3/6
Victory Condition: Gain control of 2 Checkpoints
Defeat Condition: Lose control of all Checkpoints, OR all allies fall



Unit Statuses:

In Current Mission:

acid-man
Level 5
HP: 8/8
WE: 10/10

fuse-man
Level 5
HP: 12/12
WE: 3/10

Beta Man
Level 5
HP: 8/8
WE: 7/7

Freeze Man DRK
Level 6
HP: 15/15
WE: 6/6

heat-man
Level 5
HP: 13/13
WE: 9/9

Dyna Man
Level 3
HP: 7/7
WE: 4/7

Enemies:

Metall 1
Level 3
HP: 12/12
WE: 8/8

Metall DX 2
Level 4:
HP: 11/11
WE: 8/8

Metall DX 3
Level 4:
HP: 11/11
WE: 8/8

Players In Reserve:

time-man
Level 5
HP: 9/9
WE: 10/10

skull-man
Level 3
HP: 10/10
WE: 6/6

(Enemy stats are viewable in the Players Database)

Other Database Shortcuts: Command, Enemy, Passive

Players who need to take an action:
Acid Man
P. Fuse Man
Beta Man
Freeze Man DRK
/E/ Heat Man
Dyna Man
Lab Defense DX (Discontinued (obviously))
Posted by Retrop on January 27th, 2020 at 1:07am
Viewed 673 Times
 
Retrop
13,629,397 BP
31 TP | 765 PP
Posted on February 6th, 2020 at 11:15pm Edited on 2020/02/07 at 12:49am
Posted 2020/02/06 at 11:15pm Edited 2020/02/07 at 12:49am
#1
@GrowingDarkness : woosh


@Beta Shadow :

Beta fires a 10 might Buster Shot
Beta Metall's Close Defense activated! Defense boosted by 2!

Data Obtained: Close Defense
Rarity: *
Effect: Whenever this unit recieves damage from an attacker 2 spaces away or closer, any damage received is reduced by 2.

Beta Metall used the woods to boost its defenses to 9!

Beta Metall took 1 Damage! Beta Metall fell!

The boss has been defeated. All other enemies are retreating.

WAVE 1 CLEAR


Extra Turns: 1 * 15 = 15 EXP
Spared Enemies: 2 * 15 = 30 EXP
Falls: 50 - (1 * 10) = 40 EXP
Secrets Found: 0 * 30 = 0 EXP

Total Bonus EXP: 85 EXP

P. Fuse Man gained 42 EXP due to being down!

All other allies gained 85 EXP! (Paragon doesn't double Bonus EXP)

acid-man Acid Man leveled up!

Level: 1 --> 2
WE: 6 --> 7
ATK: 5 --> 6
SPD: 6 --> 7


fuse-man Parallel Fuse Man leveled up!

Level: 1 --> 2
HP: 6 --> 7
ATK: 6 --> 8
SPD: 7 --> 8

Beta Man leveled up!

Level: 1 --> 2
HP: 6 --> 7
WE: 6 --> 7
ATK: 6 --> 7
SPD: 4 --> 5

Freeze Man DRK leveled up!

Level: 1 --> 2
DEF: 3 --> 4
SPD: 3 --> 4

(Due to a large number of level ups, I will be Personal Messaging you with details on new Commands/Passives)

The following Commands have been added to the database:

7 - Arrow Buster
37 - Disco Buster
42 - Metal Blade
116 - Stealth

Please check the Command Database to view more information on them

All allies had their HP and WE completely healed!

roll Alright everyone, the next batch of enemies will be showing up, but I don't know from where. Use this time to get in formation for the next wave



robot The next turn will not commence until all level ups have been completed and all allies have taken a turn (even if it's just "wait")
^ Top
 
RobertT Rottington
951,305 BP
1 TP | 42 PP
Posted on February 7th, 2020 at 11:25am
Posted 2020/02/07 at 11:25am
#2
Yes retro i whould like to join thanks for the invite=D but i am really sorry i thought i was interupting

something very importint and besides that i whould like to be taught how to use the guidlines
^ Top
 
RotomSlashBlast
38,781,442 BP
15 TP | 1890 PP
Posted on February 7th, 2020 at 11:43am
Posted 2020/02/07 at 11:43am
#3
Parallel Fuse Man uses Attack Boost.
^ Top
 
RobertT Rottington
951,305 BP
1 TP | 42 PP
Posted on February 7th, 2020 at 12:58pm Edited on 2020/02/07 at 2:15pm
Posted 2020/02/07 at 12:58pm Edited 2020/02/07 at 2:15pm
#4
Name:Clownman

clown-man

I dont know much else sorry
^ Top
 
Beta Shadow
14,987,917 BP
39 TP | 3363 PP
Posted on February 7th, 2020 at 3:30pm
Posted 2020/02/07 at 3:30pm
#5
Beta Man moves 2 spaces right and 1 space down, then activates Attack Boost.
^ Top
 
GrowingAutumness
23,252,845 BP
0 TP | 42 PP
Posted on February 7th, 2020 at 5:25pm
Posted 2020/02/07 at 5:25pm
#6
Freeze Man DRK will wait
^ Top
 
Musical
12,765,754 BP
12 TP | 784 PP
Posted on February 7th, 2020 at 5:43pm
Posted 2020/02/07 at 5:43pm
#7
Musical moves one unit south, and then one unit west
^ Top
 
Soren
2,202,706 BP
66 TP | 1701 PP
Posted on February 7th, 2020 at 7:32pm
Posted 2020/02/07 at 7:32pm
#8
(Decides to still be a Pole but uses SPD BO(OST)- wait er… again its SPEED GEAR!)
^ Top
 
Retrop
13,629,397 BP
31 TP | 765 PP
Posted on February 7th, 2020 at 7:44pm
Posted 2020/02/07 at 7:44pm
#9
All actions taken.

roll The enemy has arrived! Get ready everyone!


PLAYER PHASE
^ Top
 
GrowingAutumness
23,252,845 BP
0 TP | 42 PP
Posted on February 7th, 2020 at 8:31pm
Posted 2020/02/07 at 8:31pm
#10
Freeze Man DRK moves down, then left and fires a Buster Shot
^ Top
 
RotomSlashBlast
38,781,442 BP
15 TP | 1890 PP
Posted on February 7th, 2020 at 8:32pm Edited on 2020/02/07 at 8:35pm
Posted 2020/02/07 at 8:32pm Edited 2020/02/07 at 8:35pm
#11
Parallel Fuse Man takes a step to the left and fires a Buster Shot at the Heli Metall two spaces south of him.
^ Top
 
Beta Shadow
14,987,917 BP
39 TP | 3363 PP
Posted on February 7th, 2020 at 8:34pm
Posted 2020/02/07 at 8:34pm
#12
Looks like we have some aerial enemies... Let's take them out!
Just try not to be careless this time, Beta... Don't forget, we can't jump in there to help you.

Beta moves down and right, then attacks the flying Metall with Buster Shot!
^ Top
 
Soren
2,202,706 BP
66 TP | 1701 PP
Posted on February 7th, 2020 at 11:03pm
Posted 2020/02/07 at 11:03pm
#13
ACID MAN Goes up 3 Times (MAX) and uses QUICK STRIKE on METALL
^ Top
 
Retrop
13,629,397 BP
31 TP | 765 PP
Posted on February 8th, 2020 at 12:19pm
Posted 2020/02/08 at 12:19pm
#14
@GrowingDarkness :

Freeze Man fires with a 5 Might Buster Shot!
Metall DX 1 took 3 damage, and survives with 7 HP!

Data Obtained: Metall DX

Base Level: 3
Energy: 10
WE: 6
ATK: 6
DEF: 2
SPD: 6
Passives: Flight
Description:Metalls modified for flight, granting higher power and mobility at the cost of endurance.

Data Obtained: Flight
Rarity: ***
Effect:Unit can cross any terrain, but doesn't recieve any terrain bonuses/penalties.


Freeze Man gained 22 EXP


@RotomSlashBlast :

P. Fuse Man fires a 15 might Buster Shot!
Metall DX 1 took 13 damage! Metall DX 1 fell!


P. Fuse Man gained 33 EXP

@Beta Shadow : Beta moved down 1 and right 1

@Soren :

Acid Man unleashes an 11 might Quick Strike!
Level 2 Metall 1 used the Woods to boost its defense to 5!

Metall 1 took 6 damage, and survived with 4 HP!


Acid Man gained 10 EXP!

^ Top
 
Soren
2,202,706 BP
66 TP | 1701 PP
Posted on February 9th, 2020 at 2:45am Edited on 2020/02/09 at 2:50am
Posted 2020/02/09 at 2:45am Edited 2020/02/09 at 2:50am
#15
While waiting for Musical, @RotomSlashBlast Try and go for the Boss since your the Closest. The more we leave, the better the EXP! I'm still gonna Protect the Base...
^ Top
 
RotomSlashBlast
38,781,442 BP
15 TP | 1890 PP
Posted on February 9th, 2020 at 5:34am Edited on 2020/02/09 at 5:36am
Posted 2020/02/09 at 5:34am Edited 2020/02/09 at 5:36am
#16
Parallel Fuse Man moves 2 spaces to the left, and fires a Buster Shot at the Beta Metall 2 spaces south of him.
^ Top
 
Soren
2,202,706 BP
66 TP | 1701 PP
Posted on February 9th, 2020 at 5:37am
Posted 2020/02/09 at 5:37am
#17
@RotomSlashBlast : Um Rotom… Musical hasn't moved
^ Top
 
RotomSlashBlast
38,781,442 BP
15 TP | 1890 PP
Posted on February 9th, 2020 at 10:58am
Posted 2020/02/09 at 10:58am
#18
@Soren : Oh okay, well Parallel Fuse Man does that next turn then.
^ Top
 
Soren
2,202,706 BP
66 TP | 1701 PP
Posted on February 9th, 2020 at 9:25pm
Posted 2020/02/09 at 9:25pm
#19
WHEN IS MUSICAL GONNA MOVE?! WHEN IS THE TURN GONNA BE AUTOMATED?
^ Top
 
Retrop
13,629,397 BP
31 TP | 765 PP
Posted on February 9th, 2020 at 11:00pm Edited on 2020/02/10 at 12:01am
Posted 2020/02/09 at 11:00pm Edited 2020/02/10 at 12:01am
#20
Seeing as Musical hasn't moved in a bit, imma do his move for him

Musical moves right and up to defend the labs better.

click for big
ENEMY PHASE

Metall DX 2 uses Flight and attacks P. Fuse Man with an 8 might Buster Shot!


P. Fuse Man took 6 damage and was left with 1 HP!

P. Fuse Man gained 2 EXP
Metall 2 moves up two spaces and uses Metall Shield

Metall 1 moves down 1 and right 1 and activates a 5 might Metall Shot!


Acid man took 4 damage and gained 1 EXP

Roll took 0 damage

Musical took 3 damage and gained 2 EXP

Other units have moved.

Commander Metall DX's stats were revealed! (view the Players Database)
ALLY PHASE


Roll moves in front of the labs and destroys Metall 2's shield.
PLAYER PHASE




(also @Soren and @RotomSlashBlast, i'm not gonna execute those moves because I have a feeling you want to adjust your strats given the situation)
^ Top

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