Gundam: RPG

The Road To Solomon

Written by Alexander Ingham

© 2007 Alexander Ingham
Disclaimer: Gundam and all things associated with it and its products are properties of Bandai. Dungeons and Dragons , Star Wars RPG are property of Wizards of the Coast/Hasbro.
 

Introduction
 

This expansion to the rules I have placed on my web site deals with the space craft, mobile suits, and mobile armors used leading into the attack on the asteroid fortress of Solomon in the anime, Mobile Suit Gundam.

I. Space Combat Basics

Normal combat rules apply in space for mobile suits and spaceships as they do in space or on the ground or in the air on the Earth or in Colonies respectively . The only differences are listed below.

Spaceship Damage: When a starship reaches 0 hit points, all systems shut down and the starship stops moving. If the damage done to the spaceship reduces it to zero, but does atleast an additional 20 points of damage, then the starship explodes, dealing 20D6 damage to any crew members still on board (DC 20 reflex save for half damage).

Spaceship Damage Reduction: Also, since most spacecraft are a good deal larger then standard Mobile Suits, the Damage Reduction stat on capital ships, like the Musai and Salamis-class ships, applies when being attacked by Mobile Suits and other spaceships. Weapons held by infantry units have no effect on large spacecraft.

Sensor Ranges: As a general rule of thumb, a mobile suits sensor range in space is 3500 meters, the same as any star fighters. Capital ships have a general sensor range of 7000 meters (when being applied for missle weapon firing).

Movement: Much like Air and Mobile Suit combat, the scale is once again changed. Each square of measure meant should be read as 100 meters for all forms of space combat. For Mobile suit movement the jump jet stat for distance across plus 100 meters, should be used when determining how far a mobile suit can move in a givin round. For spacecraft/fighter craft their movement speed still dictates how far they move, but, as the measurement for each square has now changed, the following chart shows how far a spacecraft may move each turn. Defense and Roll/check modifiers remain  the same.
 
Speed Category
Squares per Move Action
Stationary
0
Docking
1
Cruising
2-4
Attack
5-8
Ramming
9-12

Sometimes space is littered with obstacles, asteroids, spaceship wreckage and other active ships and mobile suits as well. A pilot can avoid such obstacles by flying around the square they occupy. If a pilot flies through a square that contains an obstacle, the pilot must succeed at a pilot check to avoid the hazard. Avoiding an obstacle does not require a obstacle and a pilot must simply make a pilot check for every obstacle in her path. The obstacles size determines the DC for each pilot check, though the GM can apply any additional modifiers to the DC based on the obstacle's speed and course. The tables below can be used to determine randomly the size, speed, and course of a particular obstacle.
 
D20 Roll
Obstacle Size
Pilot Check DC
1
Colossal
40
2
Gargantuan
35
3-4
Huge
30
5-7
Large
25
8-11
Medium-size
20
12-14
Small
15
15-17
Tiny
10
18-19
Diminutive
5
20
Fine
0
D20 Roll
Obstacle Speed
DC Modifier
1-4
Stationary
-10
5-8
Docking
-5
9-12
Cruising
+0
13-16
Attack
+5
17-20
Ramming
+10
D20 Roll
Obstacle Direction
DC Modifier
1-7
Moving Away
-5
8-13
Moving Perpendicular
+0
14-20
Moving Toward
+5

Ramming and Collisions:

These rules may be applied to both space and air combat.

Resolving Ram Attacks
When a pilot chooses to use her ship to ram another ship or object, follow this procedure:
1. Declare the ship's speed category (docking, cruising, attack or ramming). The ship's speed must be sufficient to carry it to the target, or the ram attempt fails automatically.
2. Move the ship straight toward the target. The movement must be in a straight line. Until the next round, the ship suffers a -2 penalty to defense. The ship can pass through obstacles if the pilot succeeds at the appropriate pilot checks to avoid hazards.
3. When the ramming ship enters the square occupied by its target, resolve the ram attack. The forward momentum provides a +2 circumstance bonus on the pilot's attack roll, and the target's armor bonus does not apply to defense. A ship can only attempt to ram a single target in one round.
4. If the attack succeeds, a collision occurs. If the attack fails, the ship continues along the same course, moving up to the limit of its declared speed category (or stopping sooner if the pilot so desires).

Resolving Collisions

The severity of the collision involving a ship depends on the size of the objects involved. Use the highest speed of the two colliding objects (at the moment of impact) to determine the damage die type, how many dice to use, and the damage multipliers for the angle the target ship is at to the ramming ship, by using the tables below.
 
Highest Speed
Damage Die Type
Docking
d4
Crusing
d8
Attack
d10
Ramming
d12
Object size
#of dice
Colossal
20
Gargantuan
18
Huge
12
Large
10
Medium
8
Small
6
Tiny
4
Diminutive
2
Fine
1
Smaller than Fine
0
Target is...
Multiplier
Moving toward the ramming ship
x2
Moving perpandicular to the ramming ship
x1
Moving away from the ramming ship
x1/2

Once the damage has been determined, apply it to both ships (or objects) involved in the collision.

Starship Weapons:

Weapon Batteries- Many capital ships, like the Musai or Magellan-class Battleships, have some of their weapons grouped into batteries. These weapons are designed to fill an area of space with swaths of weapons fire. A battery is usually a group of up to five identical weapons that fire as one (using a single attack roll to determine success). When using battery fire, each additional weapon after the first in a battery adds a +1 circumstance bonus to the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. For ever 3 points by which the attack result exceeded the targets defense, an additional weapon (up to the maximum number of weapons firing) hits the target, dealing damage as well.

Missle Weapons- A missle can be fired at any target within the attacking ship's sensor range and firing arc (most spaceship missle weapons are restricted to the front firing arc). The attacker designates the missle's target when the missle is deployed; the target cannot be changed after the missle has been fired. The missle moves 9 squares each action and cannot adjust its velocity for any reason. It takes the most direct route to its target and stops only when it hits its target, runs out of fuel, or explodes. A missle acts on the same initiative count as when it was launched and begins acting as soon as it is fired. A missle follows the same movement rules as starships, except that it cannot preform stunts. A missle's pilot skill modifier is related to the quality of its guidance system.
    Fire-linked missles may be fired simultaneously , both missles fire at the same time and on the same vector. Two missles travelling in tandem need not make pilot checks to avoid colliding with one another; in all other respects, they behave as other fire-linked weapons.
    When a missled enters the same square as its target, it makes an attack roll. The quality of the missles guidance system (expressed as a number ranging from +5 to +20) determines the bonus to the attack roll. If the attack fails, the missle carries on with the rest of its movement (if any), though it cannot attempt to attack the target again in the same action.
    A missle operates for 6 rounds before it runs out of fuel and burns out. It can make several attempts to hit its target in that time, though not more then one attempt each action.

Avoiding Missle Attacks- Any ship can attempt to destroy a missle before it reaches its target. All missle weapons have a defense of 22 (this includes modifiers for size and speed) and 30 hit points with no damage reduction. The most dangerous method of avoiding a missle is to "distract" it with another target. The pilot of the targeted ship or mobile suit can attempt to trick a missle's guidance system into pursuing another target by flying through a square occupied by another object- an asteroid, another ship or mobile suit, or even the ship that fired the missle. Flying into an occupied square first requires a pilot check to avoid collision (see the section for avoiding hazards). Assuming the check succeeds, the pilot of all vessels occupying the square must make opposed pilot checks. The vessel or object  with the lowest pilot check result becomes the new target of the missle. Asteroids amd other unpiloted obstacles have a pilot check result of 10. If the newly acquired target is an unpiloted obstacle (an asteroid or derelict vessel), the missle collieds with the obstacle and detonates; no attack roll is required.

Starship Hit Table:

The following is an optional hit location chart for large spacecraft.
D100 Hit Location
Location Name
Location Effects
1-10
Bridge
If the bridge location is hit, and sustains a total of 60 hit points worth of damage, then the bridge is destroyed. If the bidge is destroyed any characters on the bridge are dealt 10d6 damage and if not wearing a spacesuit, must make a reflex save of DC 25 to escape being sucked into space and dying instantly. The ship will also stop moving and be unable to fire its weapons or regain control of its engines. Each round crews may make a DC 20 repair check to regain control of either 1 weapon system, or the engines.
11-50
Hull
Damage is taken as normal, no special rules apply.
51-75
Weapons
Designate a number to each weapon on the ship and roll 1D20 to decide which weapon system is hit. If the number is not assigned to a weapon system, reroll. If a weapon system takes 10 points of damage, it is disabled, and need a DC 15 repair check to regain operation. If the weapon sustains 20 points, it takes a DC 25 repair check. If the weapon sustains 30 points of damage, it is destroyed.
76-100
Thrusters
If the thrusters are hit, reduces it maximum speed by one rank for every 25 points of damage. A DC20 repair check will raise the speed one rank per repair check. Only one check may be made per round. If the thrusters sustain 100 points of damage, the engines are destroyed and the ship may not move or turn.

II. Vehicle and Mobile Suit Weaponry
 
Weapon
Damage
Critical
Range
Weight
Type
Size
RP
Shots
Large Mega Particle Gun
4d12
19-20
800m
--
Energy
L
*
--
Mega Particle Cannon Turret
9d12
17-20
1200m
--
Energy
L
*
--
Large Ship Missle
4d10
19-20
special
--
Explosive
L
*
15
Small Ship Missle
5d6
20
special
--
Explosive
M
*
30
155mm Ship Defense Turrets
4d6
20
300m
--
Pierce
M
*
40
Large Mega Particle Cannon
10d12
16-20
1400m
--
Energy
L
*
--

III. Vehicle and Mobile Weapon Stats

It should be noted that there were very few space fighter craft in the Universal Century, and the only Fighter craft not mentioned in this Sourcebook that are useable in open space combat are the FF-X7 Core Fighter and the FF-X7-Bst-2 Core Booster II. Also, there are restrictions on which of the previously mentioned Mobile Weapons in the other rulebooks can and cannot be used in space combat.

EFF Mobile Weapons which cannot be used in Space: RGM-79[G] GM Ground Type,  RX-79[G] Gundam, RX-79BD-1 GM Blue Destiny Unit 1.
Zeon Mobile Weapons which cannot be used in Space: MSM-03 Gogg, MSM-04 Acguy, MSM-07(S) Z'gok, MSM-10 Zock, MS-07B Gouf, MS-08TX(EXAM) Efreet Custom, MS-09 Dom, MAX-03 Adzam.

Earth Federation Space Forces:

Spacecraft:
Magellan-class Battleship
Class: Capital Ship
Size: Gargantuan
Crew: 65-160 (Trained +4)
Passengers: 50 (soldiers)
Cargo Capacity: 2,500 tons
Maximum Speed: Cruising
Defense: 30 (-4 size, +24 armor)
Damage Reducion: vs. Infantry- 15; vs. Mobile Weapons- 4
Hit Points: 360 hit points
Weapons: 7x Mega Particle Cannon turrets; 12x 155mm Ship Defense Turrets; 4x Fire-linked Small Ship Missle Launchers.
Firing Arcs: Particle Cannon Turrets: Turrets 1, 2, and 3, Front/Left/Right; Turrets 4 and 5, Front; Turrets 6 and 7, Rear. Missle Launchers: Front. Defense Turrets: 3 for each firing arc. 
Notes: Turrets 1-3, and 6-7 should be considered a weapons batteries.

Salamis-class Battleship
Class: Capital Ship
Size: Gargantuan
Crew: 50-140 (Trained +4)
Passengers: 50 (soldiers)
Cargo Capacity: 2,000 tons
Maximum Speed: Cruising
Defense: 30 (-4 size, +24 armor)
Damage Reduction: vs. Infantry- 15; vs. Mobile Weapons- 4
Hit Points: 340 hit points
Weapons: 6x Mega Particle Cannons, 6x 155mm Defense Turrets, 2x 6 tube 240mm Rocket Launcher, 4x Fire-linked Large Ship Missle Launchers
Firing Arcs: Mega Particle Cannons: Cannon 1, Front/Left/Right; 2 and 3, Front; 4, Rear/Left/Right; 5 and 6, Rear. Missle Launchers- Front; 6-tube Rocket Launchers: Front; Defense Turrets: 1-3, Front/Left/Rear; 4-6, Front/Right/Rear.

FF-S3 Saberfish
Class: Aerospace Fighter
Craft: Air/Space
Size: Large
Crew: 1 pilot (+4 trained)
Cargo Capacity: 15kg
Maximum Speed: Ramming
Defense: 20 (-1 size, +11 armor)
Damage Reduction: 6
Hit Points: 95 hit points
Weapons: 6x 40mm Rocket Launchers, 2x Fire-linked 120mm Machine Guns
Firing Arcs: All weapons- Front

Mobile Weapons:

RB-79K Ball Type K
Craft: Mobile Pod Maximum Speed: Attack speed
Class: Space Defense: 20 (-1 size, +11 armor)
Strength: 10/25 Damage Reduction: 10
Reflex: +2 Hit Points: 75 hit points
Size: Large Standard Weapons: 2x fire-linked 120mm Cannons, Mobile Suit Claws.
Crew: 1 Pilot (+2 Normal) Firing Arcs: Cannons- Front/Right/Left

RGM-79 GM
Craft: Mass Production General Purpose Mobile Suit Jump Jet Distance: 100 meters high, 200 meters across
Class: Ground/Space Defense: 19/21 (-2 size, +11 armor; +2 shield)
Strength: 15/30 Damage Reduction: 10/11 (+1 damage reduction from shield)
Reflex: +2 Hit Points: 95 hit points (Hit table: -5 from torso)
Size: Huge Standard Weapons: Beam spray gun, head vulcan guns, 1x beam saber, 120mm machine gun.
Crew: 1 Pilot (+4 trained) Speed: 40 meters (80 meters max)

Principality of Zeon:

Spacecraft:

Musai-class Battleship
Class: Capital Ship
Size: Gargantuan
Crew: 90-160 (Trained +4)
Passengers: 150* (Civilians and Soldiers)
Cargo Capacity: 3,000 tons, and 5* Mobile Suits
Maximum Speed: Cruising
Defense: 30 (-4 size, +24 armor)
Damage Reduction: vs. Infantry- 17; vs. Mobile Weapons- 5
Hit Points: 380 hit points
Weapons: 3x Mega Particle Cannon Turrets, 2x Fire-linked Large Ship Missle Launchers, 10x Firelinked Small Ship Missle Launchers
Firing Arcs: Particle Cannon Turrets- Front/Left/Right. All Missle Launchers- Front
Sections marked with an asterisk (*), are there to show the combined carrying capacity of the Musai and the Komusai shuttle craft it carries.
Notes: 1) When a Musai is destroyed, apply any remaining damage to the Komusai shuttle as it is jettisoned for escape.
2) The Mega Particle Turrets should also be considered a weapons battery.

Komusai-class Shuttlecraft
Class: Shuttlecraft
Craft: Air/Space
Size: Huge
Crew: 2 pilots (+4 trained)
Passengers: 50 (Civilians and Soldiers)
Cargo Capacity: 500 tons, and 2 Mobile Suits
Maximum Speed: Cruising
Defense: 25 (-2 size, +17 armor)
Damage Reduction: 10
Hit Points: 200 Hit Points
Weapons: 1x 120mm Machine Gun
Firing Arcs: Machine Gun- Front

Chivvay-class Battleship
Class: Capital Ship
Size: Gargantuan
Crew: 80-140 (Trained +4)
Passengers: 100 (soldiers and civilians)
Cargo Capacity: 2,500 tons, and 8 Mobile suits
Maximum Speed: Cruising
Defense: 30 (-4 size, +24 armor)
Damage Reduction: vs. Infantry- 15; vs. Mobile Weapons- 4
Hit Points: 380 hit points
Weapons: 2x Mega Particle Cannon Turrets, 18x 155mm Defense Turrets, 12x Fire-linked Small Ship Missle Launchers.
Firing Arcs: Particle Cannon Turrets- Turret 1, Front/Left/Right; Turret 2, Rear/Left/Right. Defense Turrets- 1-9, Left; 10-18, Right. Missles- Front

Mobile Weapons:

MA-04X Zakrello
Craft: Experimental Mobile Armor Maximim Speed: Attack Speed
Class: Space Defense: 25 (-2 size, +17 armor)
Strength: 18/30 Damage Reduction: 20
Reflex: +1 Hit Points: 300 Hit points (Hit table adjustments: head, 1-30; left arm, 31-40; right arm, 41-50; torso, 51-70; thrusters, 71-100)
Size: Huge Standard Weapons: Mobile Armor Claws, 1x Multifire Mega Particle Cannon
Crew: 1 pilot (+4 trained) Firing Arc: Mega Particle Cannon- Front
Notes: The Zakrello was an expirimental Mobile Armor, and as such, was a unique unit. Therefore, the Zakrello may not be used by Zeon player characters.

MA-05 Bigro
Craft: Mass Production Space Mobile Armor Maximum Speed: Attack Speed
Class: Space Defense: 25 (-2 size, +17 armor)
Strength: 18/30 Damage Reduction: 20
Reflex: +3 Hit Points: 300 hit points (Hit Table Adjustments: Head, 1-20; Left arm, 21-40; Right arm, 41-60; Torso, 61-90; 91-100, thrusters) 
Size: Huge Standard Weapons: Mobile Armor Claws, 8x Fire-linked Small Ship Missle Launchers, 1x Mega Particle Cannon
Crew: 1 Pilot (+4 Trained) Firing Arc: Missles- Front, Cannon- Front.
Notes: The Bigro was a Mass-produced space Mobile Armor, therefore, if Zeon players wish to use the Bigro, they must have the Mobile Suit Ace prestige class and the Mobile Suit piloting (Advanced) feat.

MS-05B Zaku I
Craft: Mass Production General Purpose Mobile Suit Jump Jet Distance: 90 meters high, 200 meters across
Class: Ground/Space Defense: 19 (-2 size, +11 armor)
Strength: 15/30 Damage Reduction: 10
Reflex: +2 Hit Points: 95 Hit points (Hit table: -5 from torso)
Size: Huge Standard Weapons: 120mm Machine Gun, 280mm Bazooka.
Crew: 1 pilot (+4 trained) Movement: 50 meters (100 meters max)
Note: Like the MS-06 Zaku II, the Zaku I could be customized into a small variety of different forms. Like its Successor, it can replace its jump jet and movement statistic with the movement speed and characteristics of a Magella Attack tank, while on Earth or inside a Colony only. Also, it can be converted into a commander unit, giving it the free communications upgrade, as well as increasing its movement to 65 meters (125 meters max) and its reflex bonus to +3.

MS-09R Rick Dom
Craft: Mass Production Space Combat Mobile Suit Jump Jet Distance: 85 meters high, 350 meters across
Class: Space/Ground Defense: 20 (-2 size, +12 armor)
Strength: 18/30 Damage Reduction: 13
Reflex: +4 Hit Points: 110 hit points (Hit table: add 5 to torso)
Size: Huge Standard Weapons: 360mm Giant Bazooka, heat saber.
Crew: 1 pilot (+4 trained) Movement: 60 meters (120 meters max)

MA-08 Big Zam
Craft: Prototype anti-warship/anti-fortress mobile armor Jump Jet Distance: 200 Meters High, 500 Meters across
Class: Space/Ground Defense: 30 (-4 size, +24 armor)
Strength: 20/40 Damage Reduction: 25*
Reflex: +1 Hit Points: 350 Hit points (Hit table: 1-20, Head; 21-60, Torso; 61-80, right leg; 81-100 left leg. 200 hit points for torso, 60 for each leg, 30 for head.)
Size: Gargantuan Standard Weapons: 1x Large Mega Particle Cannon, 20x Mega Particle Guns (5 in each firing arc) , Vulcan Guns.
Crew: 3 Pilots (+8 Expert) Movement: 75 Meters (75 meters max)
*-Notes: 1) The Big Zam was equipped with the experimental I-Field Generator, which made it impervious to ranged Beam Weaponry. To reflect this, all non-close combat beam/mega particle weaponry will not effect the Big Zam. 2)  the Big Zam may not be used by Player Characters. 3) And lastly, if you wish to include the Mass Production version of the Big Zam in your campaign instead, then make the following adjustments: Lower the Hit points to 300, remove the 20x mega particle guns and replace them with 4x small ship missle launchers and 2x 6-tube 240mm rocket launchers.