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Equipment and design features:

 

These are little extras that you add to your custom mobile suit to make it more effective in battle, or otherwise cooler.   Also, some extras may actually give you back cps because they act as disadvantages.  Keep in mind that your suit’s largest stat cannot be more then four points higher than its lowest.  If an accessory boosts one of your stats higher than that, then your suit’s stats must be reshuffled to accommodate both the accessory and the rule, unless it is otherwise stated that the design feature breaks this rule.  If a design feature increases or decreases your Output or Maneuverability (or precision, if you are using that) then your cps increase or decrease accordingly.  The stats for the accessories are as follows:

 

Prerequisites: what your mobile suit needs in order to use this extra, if applicable

Cost: the cost in cps

Stat bonus: the bonus to your mobile suit’s stats, if applicable

Function: what the extra does for you

 

Flight engines

Cost: 2 cp

Stat bonus: +1 to Maneuverability

Function: These are powerful engines that allow an otherwise nonaerodynamic mobile suit to fly.  Without these engines or a set of binders, a mobile suit will be unable to fly for any length of time.  Flight is a bit more than added maneuverability for a mobile suit, it allows the pilot to use the suit to travel long distances without having to load their mobile suit onto a truck or plane, and to operate better in a zero gravity environment.  Mobile suits without the ability to fly are at a -2 penalty to Maneuverability should the pilot attempt to use it in space.

 

Vernier System

Cost: 1 cp

Stat bonus: n/a

Function: Simply put, this is a system of small rockets or a pack of some sort with a ballast system that allows an otherwise land-bound mobile suit to operate in space without the Maneuverability penalty.

 

Binders

Cost: 3 cp

Stat bonus: +2 to Maneuverability

Function: Binders are a set of wing-like appendages with extra propulsion engines that increase your mobile suit’s maneuverability or speed in the air or in space.  Wing binders are usually long and streamlined, while random binders have strange shapes that exaggerate an already bizarre mobile suit’s appearance.  A mobile suit cannot support both flight engines and binders.

 

Heavy Armor Suit

Prerequisites: Maneuverability must be half of Armor or lower.

Cost: 5 cp

Stat Bonus: +1 to armor, +3 to DT

Function: Your suit has an extra thick suit of armor, this makes it a larger mobile suit and generally makes it sturdier. The downside is that you -cannot- raise your maneuverability to higher than half the value of your armor rating (round up), even with the help of Binders and a flight engine, though the flight bonuses do take effect in space.  This design feature is an exception to the “four point” stat rule.

Tank (+2): Your mobile suit has even thicker armor, increasing armor another 1 point.

Titan Engine (+4): Your mobile suit's engine is strong enough to compensate for the massive weight of your suit, allowing your maneuverability to actually reach a value 2 points lower than your armor, rather than being limited to half the value of your armor.

 

Re-enforced Frame

Cost: 4 cp

Stat Bonus: +4 to DT

Function: Your suit's frame is re-enforced and can take more punishment before giving out.

 

Sniper Custom

Cost: 3 cp

Stat Bonus: +2 to Precision

Function: Your mobile suit has been designed specifically with accuracy in mind.  It has very accurate targeting computers, making it that much easier to hit your targets.

 

High Power

Cost: 2 cp

Stat Bonus: special

Function: Your mobile suit is geared far more towards offense, and some of its power is permanently channeled into its weapons.  This raises your Base Power by one, but lowers your Output by one (which affects your Damage Tolerance).

 

Melee Specialization

Cost: 6

Stat Bonus: n/a

Function: Your mobile suit has been engineered with speed, finesse, and extreme maneuverability in mind.  This makes it proficient in close range combat, though it can utilize long-range weapons if you wish to.  When wielding a melee weapon, you may substitute your suit’s Maneuverability for Precision on your accuracy roll.

 

Hyper Jammers

Cost: 2 cp

Stat bonus: n/a

Function: Hyper Jammers render a mobile suit undetectable to radar and other traditional detector systems.  A mobile suit with a pair of these “ECM suites” can only be detected by sight, and by then it’s usually too late.

 

Active Cloak

Prerequisites: Hyper Jammers

Cost: 3 cp

Stat bonus: +1 to Armor when closed, +1 to Maneuverability when open

Function: An active cloak is a set of folding binder-like appendages that double as armor (does not affect the suit’s DT rating), or when open, as aides in the suit’s maneuverability (costs 2 aps to open or close during battle).  A suit with an active cloak can also enfold another suit in its “wings” in order to protect them.  However, their most important purpose is to combine with the Hyper Jammers to create a cloaking effect, rendering the mobile suit invisible to both detection instruments and the naked eye.  Because of the high energy drain, a mobile suit cannot attack while it is cloaked, but this does allow a mobile suit to maneuver behind enemy lines or to hide when they have taken a great deal of damage.  A mobile suit may not possess both an Active Cloak and binders.

Beam Shield(+3): The “wings” of an active cloak can also function as a beam shield, which adds the suit’s Power rating to its Soak Rate when defending against beam weaponry, instead of increasing the armor by one.  They only function as such when closed.

 

Variable Geometry

Cost: variable (no pun intended)

Stat bonus: variable

Function: Variable Geometry allows a mobile suit to change shape, or transform, if you will, into a wholly different configuration.  This shape may make the mobile suit better suited to flight, or make it more powerful in a certain type of combat, or simply provide the pilot with more options in a fight.  A mobile suit that transforms usually uses different weapons in its different forms, so for a custom suit the player purchases the weapons as normal, then states which mode utilizes which weapons in its stats.  A weapon may be utilized in both modes at a cost of one cp for every weapon affected.  To transform in the midst of combat costs 5 aps.

Flight mode(+3, must have binders): The suit transforms into a form that resembles a bird or fighter jet.  Such a form is usually called a bird mode or waverider mode.  The suit has a +1 bonus to Maneuverability while in bird mode.  Also, in a suit with an armor stat of 7 or more this form also allows the suit to reenter the Earth’s atmosphere without outside aid.

Submarine mode(+2): Some aquatic mobile suits also have mobile armor modes that allow them greater maneuverability under water.  This functions the same as a bird mode, except that it only works under water.

Weird(+1): Some mobile armor modes are far more bizarre, transforming the suit into some sort of moving bunker, or even a gigantic animal (see G-fighter for many examples of this).  This can actually be more of a disadvantage, as a mobile suit without discernable limbs is incapable of using melee weaponry, and buying enough weapons for both modes to be of use in a fight can get expensive.  Nonetheless, many pilots sacrifice power for style, and if you’re a bit cocky (or a diehard Transformers fan), you might want to try your luck.

 

Mobile Armor

Cost: 1 cp

Stat bonus: n/a

Function: Your mobile suit is more like an unmobile suit.  It either has no limbs, or only two limbs, and arms are generally little more than moving guns.  Mobile armors are usually rather large and often have bizarre shapes and a cluster of large rocket engines on their backs and shoulders to make up for their bulk.  They usually specialize in the use of beam cannons, often incorporated into the suit’s body, and only rarely utilize melee weapons.  Also, since the suit can only travel by flying, mobile armors are assumed to be able to fly reasonably well in an atmosphere and operate as well as normal in space.

 

Force screen

Prerequisites: Output rating of 8

Cost: 6 cp

Stat bonus: n/a

Function: A force screen is a generator implanted in the body of a mobile suit that generates a 360-degree protective magnetic screen.  This screen functions as a second layer of armor but is only effective against beam weaponry, adding the suit’s base Power to its Soak Rate against applicable weapons.  This makes a force screen very useful against suits who specialize in beam cannons, which includes most of the modern models.  However, it also consumes a large amount of energy, and can only remain online for a number of turns equal to half the suit’s Output rating at a time (round down), and must remain shut down for the same amount of time that it was operating before it can be used again.  If the shield is left up for one more turn that it should be, then it burns out completely.  Raising and lowering the shield consumes 2 aps.

 

Core Block System

Cost: 1 cp

Stat bonus: n/a

Function: Basically, an escape pod.  Your character can jettison from their mobile suit and escape.  They can also activate the self-detonation device from a safe distance if you wish.  In the anime, a core fighter is actually capable of autonomous combat, but I will be leaving that out of the game mechanics for the time being.

 

Cockpit system

Cost: 8 cp

Stat bonus: special

Function: A cockpit system is an integrated system that directly connects a mobile suit to the thoughts of its pilot, enhancing their abilities to a much higher degree and increasing their awareness, in effect, making them a sort of “artificial newtype”.  In fact, a human using a cockpit system will see his Pilot Skill bonuses increased by two and his aps increased by five.  However, such a system is dangerous because of the damage it can do to a human’s cognitive thought process, and a pilot without the necessary power of will can be easily corrupted by this system.  A pilot who has never used the system before will become god for a little while, but after several minutes (GM discretion), they will find their ability to differentiate their enemies from their allies dangerously impaired.  A pilot who cannot control the system will be assaulted by hallucinations, panic attacks, and vertigo until they are pushed into total “hunter killer” mode and systematically seek out and destroy all perceived opponents, and may remain like this for even longer if they have fragile wills (GM discretion).

 

While it is dangerous, the only real way to utilize the power of a cockpit system without it driving you insane is to acclimate yourself to it by repeated use.  To master the system, a pilot must gain one level of pilot skill while using the suit (two if their skill level is less than five), and take the suit into combat at least three times.

 

Also, some pilots have observed that their system equipped mobile suits seem to be able to communicate with them.  Though this communication usually comes across as feelings and images, after a while the suits can reportedly form recognizable words.  Wether the suits are really achieving sentience or simply outputting old data is a topic of conjecture, and it has been debated over wether sentient suits should be allowed to exist, as some people claim that they seem to exhibit malicious tendencies.  Others believe that the suits are simply attempting to assist their pilot in any way they can, and being machines, are unable to completely understand the situations that their pilots find themselves in.  Regardless, this is an interesting phenomenon that should not be ignored for game purposes, and pilots with cockpit system-equipped mobile suits should probably be careful too, you never know what those things are feeding ya.

 

Psycommu System

Prerequisites: pilot must be a Newtype for system to operate

Cost: 7 cp

Stat bonus: n/a

Function: The Psycommu (Psychic Communication) System is a cockpit system developed to further enhance the already accelerated powers of newtype pilots.  It’s not as powerful as the full-penetration cockpit system, as skill bonuses are only increased by one and aps by three, but this system also does not possess the inherent dangers of the pilot going insane.

Bio-Sensor(+2): A psycommu system developed for greater power, it does not actually provide a larger bonus than the typical system.  However, sometimes an angry pilot will bring out a bizarre design fluke in this experimental system that temporarily enhances the mobile suit’s power when its pilot becomes incensed.  To achieve this state, the pilot’s “rage meter” must be full.  The rage meter is calculated by multiplying the pilot’s skill level by two and adding a half (round down) of their mobile suit’s damage threshold.  Whenever the mobile suit takes damage, it is added to the pilot’s rage.  Once the pilot achieves their rage threshold, their mobile suit receives a +2 increase in ALL stats for a number of turns equal to the pilot’s skill level up to level 5.  After the “rage high” blows over the rage meter returns to zero and does not fill up again for the remainder of that battle.  In addition, the mobile suit burns out a little from the energy expenditure, and is at a -1 penalty to all stats until it can be serviced.

Psycoframe(+2): A system of psychically sensitive panels on the inside of the cockpit that increases the power of the psycommu system to that of a normal cockpit system.

Bio-computer(+2): A combination of a psycommu system and a data penetration cockpit system that offers the benefits of the psycommu system to a non-newtype pilot.  This modifier is not compatible with a psycoframe system or the Bio-Sensor modifier, however.

 

Aquatic mobile suit

Cost: -3 cp

Stat bonus: n/a

Function: The mobile suit only functions under water, and either cannot move on land at all or is grossly unmaneuverable if it tries to do so.  All aquatic mobile suits are at half of all dice pools for maneuverability when on land.

Amphibious(+1): The mobile suit can function reasonably well on land, but still has a penalty of -1 to Maneuverability.

 

Animal Shape

Cost: -1 CP

Stat Bonus: n/a

Function: Sick of two-legged mobile suits?  Create an animalistic mecha.  Since most animals don’t have hands or arms, your suit generally won’t be able to use most melee weapons (although a creative mecha designer can always find loopholes…).  Simply giving your suit a tail and hands on its feet and saying it’s a monkey doesn’t count (hey, anyone up for a “Planet of the Ape Mecha” RPG?  OW!  Hey!  Quit it with the bricks…!).  For a really cheap suit, combine this disadvantage with the aquatic modifier and make yourself a giant fish…

 

Weapons:

 

“I claim this mobile suit and its nuclear warhead for the resurrection of Zeon!” - Anavel Gato, Stardust Memory

 

Weapons are necessary in any combat-type mobile suit.  They are available as fixed armaments (weapons that are a part of the mobile suit’s design and standard issue in mass-produced suits), optional armaments (weapons that can be exchanged for other weapons as the situation requires), and remote armaments (weapons that are separate from the mobile suit but controlled by the pilot).

 

Prerequisites: what your mobile suit needs to use this weapon, if applicable

Damage: the damage the weapon does

Accuracy: the chances of the thing actually connecting

Aps: how much time it takes to use the thing

Cost: the cost, in cps

 

Some weapons may use the same statistics, for instance, there are several types of scythe/spear/trident weapons employed in the the various gundam storylines, but most of them fall under the general heading of “polearms”.  The same goes for the numerous types of Mega particle guns, beam cannons, and heat swords and whatnot.  Gundam Sandrock’s heat shotels will end up being very similar to a Dom’s heat sabre.  Usually the weapons listed in the ready-made mobile suit templates will be easily identified, but those that are exotic enough to cause confusion will be explained.  Some mobile suits may even have unique weapons that don’t fit into any of the other categories, and the statistics for them will be given along with the mobile suit.

 

Fixed armaments (note that some weapons, like beam sabers or heat swords, are considered fixed armaments only because the mobile suit is designed with recharge racks to carry them):

 

Vulcan guns

Damage: +1

Accuracy: +2

Aps: 2

Cost: +2

A pair of standard-issue head vulcans (though conceivably they could be mounted anywhere).  Every Gundam should have a set of these, and most other mobile suits make good use of them as well.  They’re not very powerful, but they make for good close range defense.  They can also be rapid fired.  Since vulcans are kind of smallish and insignificant in most battles, they will be assumed to have unlimited ammunition.

Additional vulcans(+1 per pair): You can also stick on another set of the things.  This doubles the damage bonus, but not much else.

 

Machinecannons

Damage: +2

Accuracy: +2

Aps: 3

Cost: +2 per pair

Machinecannons are somewhat larger than vulcans, and thus more powerful and with better range (though range isn’t much of a factor in this system).  They’re typically mounted on your mobile suit’s upper torso or shoulders.  They are also capable of rapid fire.  Standard ammunition is about fifty rounds.

Arm-mounted(+2): The machinecannons are mounted on your mobile suit’s forearms for easier aiming, increasing their accuracy and decreasing aps by one.

 

Gatling guns

Damage: +3

Accuracy: +1

Aps: 4

Cost: +3 per pair

Gatling guns are multi-barreled weapons with higher firing rates and more stopping power than your typical suit-mounted gun.  They are usually hidden under a layer of foldout armor in the mobile suit’s chest (and are sometimes called “breast gatlings”) or shoulders.  Gatling guns can be rapid fired.  Usually carries enough ammo for forty attacks.

Double(+1): Your suit was two pairs of gatling guns fire-linked together. Doubles the damage bonus (this does not pay for the second pair of guns, just for the ability to fire them together).

Arm-mounted(+2): The gatlings are mounted on your suit’s forearms for easier aiming and faster utilization.  Accuracy increases by one and aps drop by one.

 

Missile Launchers

Damage: +4

Accuracy: +1

Aps: 3

Cost: +4 per pair

A pair of launchers that fire powerful explosive devices.  Not very accurate, but in the animes these suckers will often destroy another mobile suit with a single round.  They’re usually mounted on a suit’s upper torso or in their shoulder armor.  You can fire one missile at a time, or you can perform a Twin Attack with both launchers.  These stats can also be used for torpedoes in aquatic suits.

Extra ammo (+1 per round): Instead of a single shot, each tube has some extra ammo so that your suit can continue to heap abuse upon your enemy.

Homing(+2): The missiles are heat-seeking or otherwise home in on their target, increasing the accuracy by one.

Single(-2): Your suit only mounts one launcher.

Gatling Strike(+3): If your mobile suit has more than one pair of missile launchers you can fire all the tubes at once, so long as they all have ammunition.  This acts like a Twin Attack, except that you pay eight cps and add +2 to both damage and accuracy.

 

Grenade Launchers

Damage: +3

Accuracy: +2

Aps: 4

Cost: +4 per pair

Exactly like missiles, except they do a little less damage and have better accuracy.

Extra ammo (+1 per round): Instead of a single shot, each tube has some extra ammo so that your suit can continue to heap abuse upon your enemy.

Single(-2): Same as the missile modifier.

Gatling Strike(+3): Same as missile modifier.

 

Micromissile Launcher Systems

Damage: +3

Accuracy: +3

Aps: 5

Cost: +4

Micromissiles are small and don’t do a whole lot of damage, but when someone’s being hit by a cloud of the things, they’re a bitch to avoid.  There are several types of these launchers, as detailed below.  A suit can also fire multiple sets of launchers at once.  This multiplies the cost by the number of systems you’re firing, but adds all the damage bonuses together and uses the largest accuracy rating.  Quite a bargain.  Any micromissile system can only be fired once before it needs to be reloaded.  These stats can also be used for a Guncannon’s Spray missile launchers, with the exception of the spray missiles having five rounds of ammo.

Shoulder panels: A pair of panels fold out on the mobile suit’s shoulder armor.  Stores the maximum amount of missiles with a minimum of space and outward bulk.

Chest: Hidden behind your suit’s chestplates.  Noone knows you’re packing anything until you open ‘em up and BANG!

Leg boxes(-1): A pair of boxes mounted on the legs.  Accuracy is minus one because of the fewer number of missiles.

Hip-mounted(-2): A couple small sets of launchers set in the front and sides of the suit’s waist armor.  Minus one to accuracy and damage because you’re just firing a few of the things, but it’s also minus one to the ap cost.

 

Shoulder-mounted Cannons

Prerequisite: Output rating of at least 6

Damage: +4

Accuracy: +2

Aps: 5

Cost: +5

A pair of large, powerful cannons mounted on the mobile suit’s shoulders.  Standard armament for something like a Tragos or Guncannon.  Carries six rounds.

 

Body-mounted beam gun

Prerequisite: Output rating of 6

Damage: +3

Accuracy: +2

Aps: 4

Cost: +4 each

A beam weapon of some sort mounted in the mobile suit’s main body.  Since they’re directly connected to a mobile suit’s power generatorm they have an unlimited “ammunition” charge.  These are usually called “Mega Particle Cannons” in Zeon-issue mobile suits.  If a suit has more than one it may perform a Twin Attack.

Higher output (+1 per damage point): A weapon modified for greater damage, but for every two extra points of damage the weapon does, the mobile suit’s output rating must be one point higher.  For instance, if the weapon is modified for a damage of +5, the Output rating must be at least 7.  +7 has to be 8, and so on.

Arm/face mount(+1): The cannon or cannons is mounted on the suit’s hand or head for easier aiming, plus one to accuracy and minus one to aps.

 

Finger Machine Guns

Damage: +3

Accuracy: +3

Aps: 3

Cost:  +5 per hand

The mobile suit has machine guns mounted in place of fingers (which still act like normal fingers when they’re not being used to fire).  Because of the numerous barrels, the attack does more damage, and accuracy is increased because they’re mounted on the suit’s arms.  They can be rapid fired, and if the suit possesses them on both hands they may perform a Twin Attack.  Carries thirty rounds.

Beam Guns(+2): Instead of machine guns, the fingers are beam guns.  This requires an Output rating of 6 and adds one ap, but it also boosts the damage by one and increases the ammo to forty.

 

“Stinger Tail”

Prerequisite: Output rating of 7

Damage: +4

Accuracy: +3

Aps: 6

Cost: +6

A pair of beam cannons mounted on a flexible “tail” mounted on a mobile suit’s back.  Offers extremely accurate firepower and allows the suit to cover it’s rear.  Unlimited ammo as it’s directly powered by the suit’s energy generator.

 

“Chest Buster”

Prerequisite: Output rating of 7

Damage: +6

Accuracy: +1

Aps: 10

Cost: 8

An enormous cannon of some type mounted in the mobile suit’s chest.  It’s rather powerful without being too expensive, though it takes a bit of time to charge.  Directly powered by the suit’s power core but because of the large amount of energy used it cannot fire more than once in one round.

 

Satellite Cannon

Prerequisite: Output rating of 8

Damage: +10

Accuracy: +2

Aps: ALL

Cost: 16

A satellite cannon is a horrendously powerful weapon.  Using a set of massive fins, it collects solar energy beamed to it from an orbiting satellite, and then releases all the energy into a single, devastating beam capable of wiping out a rather large target.  The only thing keeping mobile suit designers from clapping this thing onto suits indiscriminately is the extreme cost of the weapon and the time it takes to charge, which can severely hamper the weapon’s usefulness.

Double(+8): The suit is outfitted with TWO of the enormous weapons, adding +8 to damage.

 

Atomic Bazooka

Prerequisite: Output rating of 8, pilot must be able to find ammunition

Damage: +11

Accuracy: +3

Aps: ALL

Cost: 17

Quite possibly the most devastating (and expensive) weapon ever fitted onto a mobile suit, the atomic bazooka is a simple missile launcher-like weapon that fires a tactical nuclear warhead.  Obviously, the damage delivered by such a weapon is immense, and I have not attempted to practically translate the firepower of a nuclear warhead into game terms, otherwise the damage would probably be something like +50.  Again, cost and charging time are what make this weapon mostly impractical, not to mention that nuclear armaments are exceedingly rare (not to mention illegal), and often have to be manufactured from scratch by whoever wants to incorporate such a nasty weapon into their mobile suit.

 

Also note that the atomic bazooka could be modified into a hand-carried weapon instead of being built into the mobile suit, though this would hamper the suit’s maneuverability by one point.

 

Beam sabres

Damage: +4

Accuracy: +2

Aps: 5 (costs 2 aps to draw)

Cost: +4

Beam sabers are the standard armament of many hundreds of mobile suits.  A good pair of beam sabers is the standard offensive tactic for almost any close combat unit worth its salt; it’s definitely worth your while to pick up a pair.  If a mobile suit has both sabres drawn it may perform a Twin Attack.

One sabre(-1): Your mobile suit only has one beam sabre.

Double sabre(+1): Instead of two normal beam sabers, your mobile suit has a single beam sabre with two blades, which doubles the accuracy bonus when blocking other beam weapons.

 

Beam Sword

Prerequisite: Output rating of 6

Damage: +6

Accuracy: +2

Aps: 5 (costs 2 aps to draw)

Cost: +6

A beam sword (also known as a large beam sabre or a hyper beam sword) is an unusually large and powerful beam sabre.  These things can get pretty nasty, Milliardo Peacecraft used the one equipped on his Gundam Epyon to completely destroy a space battleship the size of a large office building.  This kind of power doesn’t translate well into game terms, but I have done as best I can.  If a mobile suit has two it may use this weapon for a Twin Attack.

 

Heat Blade

Damage: +4

Accuracy: +2

Aps: 4

Cost: +4

The mobile suit has a heat blade of some sort mounted on their forearm (or a set of claws, doesn’t matter much) that can be used as a weapon.  These stats could also be used for a small arm-mounted beam blade.

Two blades(+1): The suit has a blade on each arm, allowing it to perform a Twin Attack, though heat blades can only modify the accuracy of such an attack.

Double blade(+3): The suit has two blades on the same arm, increasing the damage by two.

 

Heat Sword

Damage: +4

Accuracy: +2

Aps: 5 (cost 2 to draw)

Cost: +4

A heat sword is any handheld weapon with a superheated blade, such as the Gouf’s heat sabre or a Maganac heat tomahawk.  Not a whole lot different from a beam sabre, but they do look cooler (in my opinion).

Large Blade(+1): The sword is unusually large and heavy, which means a +1 bonus to damage, but unless the suit has an Output of at least 7 it also decreases the accuracy by one point.

Long Distance(+1): The suit can THROW their sword, which, unlike a beam sabre than snaps off when it leaves the suit’s hand, will continue to be deadly as it is hurled.  Accuracy is minus one but damage is plus one as well.  The suit must have an Output rating of 7 to do this, or a rating of 8 if the sword also uses the large modifier.

Two(+1): The suit was two heat swords.  Allows a Twin Attack, and enables a suit to keep fighting with one blade after they’ve thrown the other at something.

 

Heat Rod

Damage: +4

Accuracy: +1

Aps: 4

Cost: +4

A heat rod is a flexible metal chain that can be used as a high-speed slicing weapon, and is usually mounted on a suit’s forearm or under their wrist.  It can also be mounted on a shield, though this doesn’t change the weapon’s usefulness.  The heat rod can also be used to entangle another suit’s limb in order to hold them in place for another weapon, which decreases their maneuverability by two.  To entangle a mobile suit, you must connect with the heat rod, which does no damage in itself.  The other mobile suit can then attempt to escape by making an Output roll against you (you each roll a six die and add your Output ratings), or they can simply attack, anything that connects will dislodge your suit.  If they are unsuccessful, any other mobile suits involved in the battle can attempt to knock you off your opponent if they wish, but if you still have the other mobile suit grabbed when your next turn rolls around you may then either attack as normal, release them (for no ap cost), or attack and then release them.  If you do not release them, the other mobile suit must once again attempt to escape if they want to get away from you.  If the other suit cannot escape or you do not release it, it will remain entangled until one of your suits are incapacitated.  A heat rod may also be used for to grab another object and to draw it to you (as detailed in the main rulebook).  If you find a sufficiently strong building or object to grab onto, you can even make like Tarzan and do some swinging.

Shock(+2): Instead of just a cutting and grappling tool, the heat rod can be used to wrap around another mobile suit and deliver an electric shock.  The suit must successfully wrap the rod around the other mobile suit’s body or limb, and the electric shock then inflicts 2 points of nonsoakable damage.  However, if the enemy mobile suit is not released when your next turn rolls around, then the shock may be delivered again, for only two aps, and again as many times as you like(and have Aps for), until the other suit escapes.

Latch Cable (must have Shock capacity): Instead of a tentacle or chain-like weapon, your heat rod is a cable with a latch-head on the end for grappling purposes.  Since it is easier to latch onto other suits with this attachment, the accuracy is boosted by +1, but since it’s just a cable, it really can’t be used to attack other than by using it’s electrical shocking capacity.  These two features balance each other out a bit, so the modification doesn’t cost anything.

 

Dragon Fang

Damage: +5

Accuracy: +2

Aps: 7 for initial strike, 5 for each following attack, 3 to retract

Cost:  +5 each

Used by a variety of strange machines, the dragon fang is a bizarre and powerful weapon built into a mobile suit’s arm.  The suit’s forearm unfolds into a shape like a dragon’s head (or in some cases, simply extends a number of spikes) and then extends outwards into a target, impaling it on the fang’s heat blades.  Alternately, the fang can act as a grappling weapon in the manner of a heat rod, or it may mount long-range weapons of its own.  If a suit possesses two fangs it may perform a Twin Attack, although the attack cannot effect accuracy.

Flamethrowers(+2): The dragon fang mounts a pair of flamethrowers.  If a unit possesses two fangs and thus two sets of flamethrowers, it may perform a Twin Attack with the flamethrowers.  See stats below.

Beam Guns(+3): A beam gun or pair of smaller beam guns are mounted on the fang. Again, if two are possessed a twin attack may occur.  See stats below.

Forearm-mounted(+2): Instead of consisting of the whole arm, the dragon fang is mounted on the suit’s forearm.  This allows the suit to hold a melee weapon while utilizing its fang.  It also comes out quicker, costing one ap less for the initial strike.

 

Flamethrower

Damage: +3

Accuracy: +3

Aps: 3

 

Beam guns

Damage: +4

Accuracy: +2

Aps: 4

 

Polearm

Damage: +5

Accuracy: +1

Aps: 6

Cost: +5

A beam blade on a long, spear-like handle.  There are numerous examples of this sort of weapon being used by mobile suits, from the original Gundam’s beam javelin to the Shenlong’s freakishly powerful beam glaive, and they were all fairly useful from what I can see.  These stats could also be used for a heat-bladed polearm as well, though such weapons are rare.

Bizarre(+1) The polearm’s blade is of a strange shape, usually multiple blades like a double sickle or a trident, that causes an extra point of damage.

Double-ended(+1): Just like a double beam sabre.

Rocket(+1): A scythe-style polearm is capable of mounting a small vernier engine for faster swipes.  This adds one point to damage and decreases the ap cost by one but also decreases accuracy by one as well.

 

Optional Armaments (Note that some optional armaments may be made “fixed” by attaching them permanently to the mobile suit, or building a “hard point” into the mobile suit where the weapon is meant to be affixed):

 

Rifle

Damage: +3

Accuracy: +2

Aps: 3

Cost: +4

A simple, bullet-firing gun.  Not extremely powerful, but a good solid weapon, cheap to produce and easy to use.  Most rifles carry 45 rounds of ammunition.

Machinegun(+1): Allows the rifle to be rapid fired.

Double-barreled(+3): The gun has two barrels, which adds +2 to its damage, but also adds two aps.

 

Gatling Gun

Prerequisite: Output of 5

Damage: +4

Accuracy: +1

Aps: 5

Cost: +4

A large, multi-barreled machine gun.  Commonly used by mobile suits with large amounts of firepower.  To add to its power, this sucker can be fired rapidly.  Carries enough ammo for 20 attacks.

Shield(+2): The gun has a shield attached to it.  Functions just like a regular shield (see below).

Double barreled(+3): The gun has two barrels.  This doubles the damage bonus but adds two aps.

 

Beam Rifle (beam gun)

Prerequisite: Output of 5

Damage: +4

Accuracy: +2

Aps: 4

Cost: +5

Standard beam weapon.  Nothing flashy, though it can be rapid fired.  Carries 35 rounds.

Beam Bayonet(+3): Rifle has a short beam blade mounted on the front to act as an additional weapon and for blocking other beam blades.  Uses the same stats as a beam sabre (though the beam bayonet is already “drawn”), the main difference is that the bayonet has less range.

Spray gun(+0): Sprays smaller beams instead of firing a single powerful one.  -1 to damage but +1 to accuracy.

Variable Speed(+2): The beam rifle has a variable speed option (VSBR) that allows the pilot to set the rifle for greater power or greater speed.  In game mechanics, a player may add two aps to add +1 to damage, or subtract two aps and also subtract one point from damage.  Or they can leave it as it is.

Shield(+2): Same as gatling gun.

 

Beam Cannon

Prerequisite: Output of 6

Damage: +5

Accuracy: +2

Aps: 5

Cost: +6

A larger version of the standard beam rifle.  A bit more powerful, but that also means it has more of a kick to it.  Has enough ammo for 25 shots.

Beam bayonet(+3): Same as beam rifle.

Variable speed(+2): Same as beam rfile.

Double-barreled(+4): The beam cannon has two barrels, which doubles its damage but also adds two aps.

Shield(+2): Same as gatling gun.

Energy generator(+2): The mobile suit has an energy accumulation device built into it that gathers power for its beam cannon, giving you a limitless ammunition charge, though the charging adds two aps to each usage.  Turns the beam cannon into a fixed armament.

 

Giant Beam Cannon (“Buster Rifle”)

Prerequisite: Output of 7

Damage: +6

Accuracy: +1

Aps: 6

Cost: +7

An enormous beam weapon sometimes capable of wiping out multiple mobile suits with a single shot.  However, the power has a cost: it can only fire three full-powered shots before it needs to be recharged.  Alternately, it can fire six low-power shots (damage +4) or any combination of the two (two low power bolts and two full power, four low power and one full, etc.).

Twin(+5): The rifle is made of two normal rifles stuck together, doubling it’s damage bonus and adding four aps in the manner of a double beam cannon (these stats could also be used for extremely powerful single-barreled weapons, such as the Tallgeese III’s Mega Cannon).  Some units can also be separated, in which capacity they function as two separate beam rifles.  A double buster rifle cannot fire if one of the rifles is out of charge, and cannot fire a full-power shot if one has only a low-power charge left.  In such a case the rifles must be separated and fired individually.

Energy generator(+4): Same as the beam cannon modifier. Does NOT affect a double beam buster rifle.

 

Beam Launcher

Prerequisite: Output of 6

Damage: +5

Accuracy: +1

Aps: 6

Cost: +6

A large, heavy bazooka-like weapon that fires powerful beam bursts.  Has enough ammo for ten shots.

Hyper bazooka(-1): A solid-round bazooka.  Carries five shots.

Dober gun(+1): A large cannon-like weapon.  Ammo clips carry fifteen rounds.

 

Rocket Launcher

Damage: +5

Accuracy: +2

Aps: 5

Cost: +5

A weapon that fires missiles.  Normally carries four rounds.

Less ammo(-1): Only carries two rockets.

More ammo(+1): Carries six.

 

Chain Mace

Damage: +5

Accuracy: +1

Aps: 6

Cost: +5

Also known as a Gundam Hammer, Hyper Hammer, Morning Star, etc.  A gundanium or energy head attached to a handle by a length of chain or an energy tether of sorts.  An impressive-looking weapon, and a deadly one in the hands of an expert.  It can also be used to entangle an enemy in the manner of a heat rod.

 

Shield

Damage: n/a

Accuracy: +2

Aps: 3

Cost: +3

Just what it sounds like, a big slab of metal that can be used to block attacks from various weapons.  Ineffective against beam weapons with a damage rating of +5 or greater, but it will block beam sabers and just about any other type of hand weapon.  It can also be used to mount your suit’s heat rod or just about any other type of weapon (check with me about this, though there are very few types of weaponry that can’t be mounted on a shield) or as a place to store extra ammo or small hand armaments.

Beam Shield(+1): The shield is much smaller than usual but it projects an energy barrier that reflects even powerful beam attacks.  It’s now useless for storage purposes and against solid weapons, but hey, them’s the breaks.

Buster Shield(+3): The shield mounts a set of beam and heat blades and may be launched at an opponent as a projectile in addition to functioning as a normal shield.  After firing, it must be retrieved before you can use it again.  Stats for the attack are as follows:

Damage: +4

Accuracy: +1

Aps: 5

Sharp (+3/+4): The nose of the shield is sharp enough to be used as a weapon, giving the shield a damage bonus of +3.  It may also support a “piledriver” nose (hence the second cost) which increases the damage by +1.

Divider(+5): The shield splits open along the middle to reveal a battery of thirteen beam cannons (also called a “beam harmonica” :).  The weapons use the same stats as a beam rifle except for having an accuracy boost of only +1, each cannon uses only 3 aps to fire, and to open the panels costs 2 aps (the shield is assumed to have close automatically after every attack, which costs no aps).  The main advantage of the divider shield is that the mobile suit can fire as many of the cannons as they wish in a single turn, as long as they have enough aps.

 

Remote Weapons

 

Bits

Prerequisite: Requires a pilot with a skill level of 3, a cockpit system, or a Psycommu system, in which case it requires a Newtype pilot.

Damage: +1

Accuracy: +3

Aps: 4 for initial deployment (can be deployed any time during battle, regardless of turn), 2 to fire

Cost: 2 cp per pair

Bits are small mechanisms with onboard generators, maneuvering thrusters, and small beam weapons.  A mobile suit equipped with these suckers can send out a cloud of them to attack any enemy they wish at will, and can fire off as many as the pilot wishes within a turn, aps permitting, though each bit can only fire once per turn.  They usually last for about twenty shots each (roughly… keeping an exact record of each bit’s charge would be time-consuming and painful).

Funnels(-1 per pair): Funnels differ from bits in that they don’t have their own power generators, but must return to their recharge racks after a certain amount of time.  Funnels can only fire five shots before they must be called back to the suit, where they require one turn to charge back up.  They can be used to fire six shots, but in this case they go dead and have to be retrieved by hand after the battle (only a moron goes around picking up their funnels in the middle of a sortie).

Missiles(-1 per pair): Instead of sporting beam weapons, each bit mounts a single missile (+3 to damage and -1 to accuracy).  Obviously, each funnel is only good for one shot (cp rebate not cumulative with Funnel modifier).

Fin Funnels(+4): Technically this modifier can affect either bits or funnels, but this is just what they’re called. You must purchase six.  These bits can be used to generate a spherical energy shield, exactly like the Force Screen accessory, except that the screen may be maintained for three turns at a time, with at least one turn in between each usage.  They cannot fire their beam weapons and form a shield at the same time, and all the funnels must be used to create the shield.

 

Planet defensors

Prerequisites: You must have a pilot skill level of 3, a cockpit system, or a psycommu system, in which case the pilot must be a Newtype.

Damage: n/a

Accuracy: +2 per set

Aps: 4 to activate, 2 to reposition (may be deployed and moved at any point during battle, regardless of turn)

Cost: 4 cp per set of four, maximum of eight

Planet defensors are small mobile generators that create an electrical shield capable of deflecting beam weapons.  They can be specified as protecting the mobile suit that is using them, or another mobile suit altogether, and a mobile suit with two sets of defensors can use them to protect more than one suit or to create a more powerful shield in front of one of them.  The defensors basically function as an extra shield that only works on beam weapons.  Heat blades go right through, and another mobile suit can push through the shield as well, requiring the suit using the defensors to reposition them.  Planet defensors can be destroyed, but they must be targeted one at a time and any attempt to destroy them is at -2 to accuracy due to their small size.

A.S. Defensor(-1 per set): Instead of four small units, the suit fields a single large defensor that generates a circular shield.  Because of its large size, any attempts to destroy it are at only -1 to accuracy.

 

Ammunition

 

Ammo packs

Cost: +2 for solid-round clips, +3 for beam weapon energy caps

Simply a rack on your mobile suit or the suit’s shield for extra ammunition storage.

 

Generic Attack Maneuvers (These are hand-to-hand techniques that mobile suits can use in the absence of any sort of weapon, or simply for the fun of it.  The use of any maneuver requires that the mobile suit have the necessary limbs.)

 

Punch

Damage: +1

Accuracy: +2

Aps: 4

Cost: free

Rattle some teeth, strap on your gundanium knuckles and make like Mike Tyson.

 

Kick

Damage: +2

Accuracy: +1

Aps: 5

Cost: free

Kick some ass, literally.

 

Body Slam

Damage: +3

Accuracy: +0

Aps: 6

Cost: free

Gun your thrusters and slam right into your opponent.  This also incurs one point of nonsoakable damage to your mobile suit, but it’s still a pretty cool maneuver.

 

Head Squeeze

Damage: +1 per squeeze

Accuracy: +2

Aps: 4 to grab, 2 to squeeze

Cost: free

Basically, your mobile suit grabs the other mobile suit by the head and squeezes in an attempt to crush it (in Gundam Wing at least, this seemed to be a fairly common maneuver).  It works a lot like shocking someone with a heat rod, you make a successful grab, and squeeze as many times as you like (aps permitting), before letting them go.  The enemy mobile suit can make an attempt to escape after each squeeze, which works just like escaping a heat rod, except they cannot attack to dislodge your suit.  Obviously, this move requires your opponent to have a discernable head.

 

Grappling

Damage: +2

Accuracy: +1 (uses maneuverability as an presision stat)

Aps: 2

Cost: free

You leap at another mobile suit, and if they don't pay 2aps to catch you, you simply knock them over, dealing the damage listed.  If they do catch you a special kind of combat called grappling starts, both grapplers must have arms, otherwise the attack is just pushing the opponent.  Grappling prevents the two fighters from attacking mobile suits not in the grappling match.  At the begining of the turn of each grappler, they roll for pushing the opponent, adding the roll to their output and rolling against the defenders output, the defending grappler also rolls.  If a suit wins the push by 3 or more, they win and knock the other suit over. You can kick and head-butt while grappling without your opponent being able to evade, they always hit. You cannot use arm or shoulder mounted weapons while grappling, but chest and head mounted weapons will always hit.  Either combatant in grappling can forfeit at the price of 3ap, and if either combatant is hit by another mobile suit, they are freed from the grappling battle.

 

Cosmetics:

 

“This n Gundam isn’t just for show!” -Amuro Ray, Char’s Counterattack

 

While mobile suits are first and foremost weapons, nowhere does it say that they can’t look really cool.  In fact, warriors of all time periods have found ways to make their equipment flashy and impressive.  This has two purposes, first of all it’s a matter of pride to be easily recognizable on the battlefield, as only someone who wants extra attention will make themselves stand out, and secondly, the more badass you look, the less likely someone’s going to want to take you on, which gives you a psychological advantage before the battle even starts.  While veterans of the Gundam series will probably know exactly what they want their suit to look like and how that affects it’s operation, newbies to the genre will probably need a bit of guidance.  Therefore, I have listed a number of design variations that occur in the numerous Gundam stories, which players can use to help design their suits.  There is no cost to this, the look of your mobile suit is limited only by your own imagination.

 

Gender: Typically, mobile suits have a decidedly male appearance.  They have broad chests, brawny limbs, and large codpieces.  Sometimes, however, an inventive engineer will create a mobile suit with a more *ahem* feminine look.  Some Mobile suits can pull off a female look simply with more graceful lines and soft coloring, or they may actually be more slender and uh, curvier, than other suits.

 

Sensors: Generally mobile suits have visual sensors (cameras, basically) mounted in their heads that relay images to a viewscreen in the cockpit, or a system of panoramic viewscreens that allow the pilot a 360o field of vision.  Visual sensors come in several types, and generally greatly effect the look of the suit’s head.  The original design was the mono-eye sensor, a single circular camera set on a moveable track in the suit’s head and gives the impression of the mobile suit having one eye.  This style was developed by the Zeon Duchy and remains popular with suits designed by their engineers.  Secondly, the configuration found in the Gundams is a pair of smaller cameras which are protected by shaped plexiglass shields that resemble eyes.  A suit with these “eyes” generally looks much more human.  Finally, some mobile suits will have one or more fixed cameras hidden by a larger, visor-like shield.  This is the style typically used by early Earth federation mobile suits and OZ designs (OZ designs often feature a small plate of titanium that can fit over the camera for protection, though the soldier inside cannot see out while this is in place).

 

Hair: Yes, some mobile suits have hair, or something that looks like hair anyway (God alone knows how they accomplished this).  Though typically employed on female-looking suits to enhance their appearance, some masculine suits possess this decoration as well.

 

Cloak: Deck out your suit in a real cloth cape, scarf, or even a turban (ala some members of the Maganac Corps.).  This can make it difficult for a suit to employ binders or an active cloak, but otherwise they usually make a mobile suit look rather cool.

 

Mask: I know of at least one instance where a Gundam wore a mask over its face during a battle.  Generally a mobile suit looks freaky enough without wearing a mask, but this accessory can give it a more barbaric or mysterious appearance.  It may be affixed to a standard-issue mobile suit to identify a particular ace pilot (Heavyarms’s half mask was identical to the one Trowa wore in his clown act), or simply to cover up cosmetic damage that hasn’t been repaired yet.  You can also design a mobile suit so that it’s face looks like a mask anyway, but a real mask can be removed in a pinch, whereas a suit’s faceplate is not so easy to replace.

 

Wings: Wing binders can have all sorts of appearances.  The binders equipped on Zeta Gundam and the Hyaku Shiki are rather short and unnoticeable from the front, whereas the Wing Zero Custom sports a quartet of enormous, regal-looking angel wings.  The Altron’s “random binders”, by contrast, are small but bizarre in appearance, sort of a cross between the wings of a dragon and some sort of insect.  In short, wings can take on all sorts of appearances, and even though suits cannot possess more than one set to modify their stats, equipping a suit with multiple pairs of wings simply to make it look cool is perfectly legal.

 

By the same token, an Active Cloak’s only requirement is that it should be credible for the wings to enfold the suit for stealth mode.  The original Deathscythe Hell design has four wings that are hinged vertically to its shoulders, forming a breastplate and additional back armor when not used as additional control surfaces (a mobile suit doesn’t really need that kind of thing in deep space, as there is no air to provide wind resistance, but it still looks cool).  The DSH Custom job featured in Endless Waltz has a pair of demon-like wings that are hinged in the middle of each wing to allow them to enfold the suit for protection.  Strictly speaking, Wing Zero Custom’s wings could act as an active cloak, as they can fold around the suit for protection and its stealth mode, but the wings of an active cloak will generally look darker and more bat-like to emphasize the cloak-equipped mobile suit’s purpose as a creature of the night.