Gundam: RPG

THE FLANAGAN INSTITUTE
 

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 growing powers and abilities of the Newtypes in Mobile Suit Gundam, as well as special Mobile Suits built for them.




I. Prestige Character Classes

Prestige classes add 100 credits to the primary classes wage for each adventure.

Newtype Mobile Suit Ace

The Newtype Mobile Suit Ace is someone who has learned to harness their abilities to their full ponential and can almost see his enemies moves before they are made. They know exactly how to use their Mobile Weapons to their utmost deadly efficiency.

Requirements:
Base Attack Bonus: 6+
Feats: Latent Newtype potential, Mobile Suit Piloting (Basic and Advanced).
Skills: 6+ ranks in Newtype Telepathy; 4+ ranks in Newtype Evasion.
Special: The character must have spent atleast 3 months in space to be eligible.

Hit Dice: 1D8
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Def Bonus
Rep Bonus
1
+1
+1
+3
+1
 Familiarity +2
+2
+1
2
+2
+1
+3
+2
 Newtype Training
+2
+2
3
+3
+2
+4
+3
 Familiarity +4
+3
+2
4
+4
+3
+5
+3
 Skill Emphasis
+4
+3
5
+5
+3
+5
+4
 Newtype Power
+4
+4

Class Skills
Skill points at each level are 6+ Int modifier
Newtype Evasion Dex
Newtype Reactions Dex
Newtype Sense Int
Newtype Speed Dex
Newtype Telepathy Int
Pilot Dex
Computer Use Int
Repair Int
Spot Wis

Class Features

Familiarity: At 1st level the Newtype Ace gains a +2 competence bonus on all pilot and repair skills, as well as when making attack with the MS's weapons. This increases to +4 at 3rd level. The pilot must also designate which Mobile Suit he is familiar with, and must have piloted said type of mobile suit for at least one month. The Ace may only be familiar with one type of mobile suit at a time.

Newtype Training: At 2nd level the Newtype Ace is considered to be a trained Newtype and receives the Newtype training feat.

Skill Emphasis: At 4th level the Newtype Ace must designate one class skill and make it the focus of his emphasis. This gives a competence bonus of +3 to all checks made by the selected skill.

Newtype Power: At 5th level the Newtype Ace gains a startling new power. Sometimes this manafests itself as a kind of shield, other times as a kind of psychic attack. This ability may only be used once per combat. To use this ability the Newtype must make a Newtype Telepathy check at DC30. If the check is successful then the Newtype has unlocked his potential and may make one of the following full round actions: 1) The Newtype may use his powers to shield himself from incoming attacks, this gives the Newtype a Defense bonus of +10 and a reflex bonus of +6. 2) The Newtype may make a direct mental assault on one enemy target. If the target is a non-newtype then the targetted character must make a Will save of DC20 to avoid being hit. If the check fails, then the target takes 3d6 direct damage to the pilot/soldier, and whatever machine they were piloting (if any) cease to function for 2d4 rounds. If the target is a Newtype, they must make a DC15 Will save. If the save fails, then they receive 2d6 direct damage and their machine (if they are in one) ceases to function for 1d4 rounds.
 

II. New Skills

Newtype Speed (untrained & trained; Dex)

Newtypes can push their mobile suits beyond their capacity, making them terrifying sights to behold on the battlefield.

Benefit- A newtype may attempt to push his/her Mobile Suit beyond its normal capacity by making a DC15 skill check. If the check is successful for an untrained Newtype then increase the Mobile Suit's ground movement speed by 25 meters increase its jump jet distance by 25 meters high and 100 meters across, and increase its defense bonus by +1. If the check is successful for a trained Newtype, then increase the Mobile Suit's ground movement speed by 50 meters, increase its jump jet distance by 50 meters high and 100 meters across, and increase its defense bonus by +2. The effects last for 1D4 rounds. However, everytime the skill is used the newtype must make a Pilot Check with DC5 (+5 for every time he uses the skill after the first) at the end of the movement phase. If the pilot check is failed, then the Mobile Suit's servos could not handle the stress and the newtype may not use the skill again until the suit is repaired. Also, if the check is failed, then reduce the mobile suits reflex by -3.

Newtype Reactions (untrained & trained; Dex)

Newtypes can almost sense imminent danger on the battlefield, sometimes, it seems as if everything is slowing before their very eyes.

Benefit- A Newtype may attempt to use his Newtype reflexes to focus on his target, and to do this the pilot must make a DC15 skill check. If the check is successful for an untrained Newtype, then he adds +2 to his attack rolls against the target he is focusing on. If the check is successful for a trained Newtype, then the pilot adds +4 to his attack rolls.

III. New Feats

Newtype Training

Requirements-

Benefit- This feat allows the Newtype to use the trained bonuses on Newtype Skills.
 

IV. New Weapons and Equipment
 
Weapon
Damage
Critical
Range
Weight
Type
Size
RP
Shots
90mm Gatling Gun
4d6
19-20
350m
--
Pierce
M
--
10
Mobile Suit Bit
3d8
20
special
150kg
Energy
S
--
--
Wire-Guided Arm
5d10
19-20
special
--
Energy
M
--
--
Zaku Missle Pods
4d6
19-20
250m
--
Explosive
M
*
3
Mobile Suit Grenade Launcher
4d8
18-20
250m
--
Explosive
M
--
4

IVa. Weapon Descriptions


Mobile Suit Bits: Bits are small remote controlled, wireless weapons that were developed by the Flanagan Institute during the One Year War, they are controlled by a Newtype pilot using a psycommu device, and are only usable in space combat. During combat the bits are controlled like their own seperate units. Bits use the same initiative as the Newtype controlling them during each round of combat. Bits move like spacecraft and their maximum speed is attack speed. Also, Bits may not move further then 2,000 meters from the controlling mobile armor/mobile suit.

Wire-guided Weaponry: Wire-guided weaponry can be applied to weapons like the fire-linked characteristic. Wire-guided weapons, like the Bit, are controlled by a psycommu system built into the mobile suit/mobile armor. The difference between Wire-guided weaponry is that it cannot move as far from the main body. Wire-guided weapons use the pilot's iniative score for each round of combat, and move like spacecraft and move at attack speed, however, they may not move more then 600 meters away from the controlling ship.

IVb. Mobile Suit Upgrades and Descriptions

Upgrades marked with an asterisk (*) may only be purchased by Zeon Mobile suits, upgrades marked with two asterisks (**) may only be purchased by EFF Mobile Suits.
 
Upgrade 
Cost/Requisition Points (RP)
Pscommu System*
9,500/70
Wire-Guided Arms*
5,500/60
Mobile Suit Bit Launcher*
8,000/60
Magnetic Coating**
1,500/30
Exam System
Not Available

Psycommu System: Psycommu systems allow Newtypes to control remote weaponry on their mobile suits. To emphasize this ability, any mobile suit equipped with the psycommu may launch remote weaponry and manipulate them like seperate units. Also, while using remote weaponry, the pilot does not have to be able to see his target from his craft, as long as the remote weapon can, and they are within sensor range. Also, starting on the fifth round of use, the pilot using the Psycommu system must make a Will save. The DC begins at DC5, adding 5 every three rounds to reflect the strain extended use places on the Newtype's mind. If the check is failed, the bits/wire-guided weaponry still in use will have their movement speed reduced by one speed category, and suffer a -4 to hit penalty. Only Newtypes with the Newtype Training feat may use the Psycommu system properly, if the Newtype is untrained, then the pilot must make the Will save every turn, starting from the second turn at DC10, adding 5 every three rounds.

Wire-guided Arms: Wire-guided arms replace a normal Mobile Suit's arms. If equipped with Wire-guided arms the Mobile suit may not use hand carried weaponry, as its fingers are weapons themselves, but may use its hands to grapple or climb as normal.

Mobile Suit Bit Launcher: A Mobile Suit Bit Launcher is a large addon to a normal Mobile Suit, as such, it reduces jump jet movement in space combat by 100 meters. The Bit Launcher contains 4 bits.

Magnetic Coating:Federation Mobile Suits may be equipped with a special magnetic coating to reduce friction on servos and joints caused by pushing the Mobile Suit beyond its normal capacity. When applied the magnetic coating will negate the ill-effects of the Newtype Speed skill.

EXAM System: The EXAM System is a unique system designed for Mobile Suits. Only four Mobile Suits were designed specifically around the EXAM sytem, so it may not be added to any others. The EXAM system was created by a former Zeon engineer who feared and hated the growing powers of Newtypes, and through his expiraments, managed to harness their power into a sort of living computer, at a monstrous cost. The EXAM system gives the pilot controlling the Mobile Suit access to all Newtype skills as if they were a trained Newtype. However, the pilot must make a Will saving throw of DC 15 each round he is piloting a mobile suit with the Exam system. If he succeeds, then he continues his turn as normal. If he fails this saving throw, he must make a second Will saving throw at DC20. If he fails the first, but succeeds on the second, then he will have to make his subsequent Will saves at DC20, and increasing the DC by 5 every time this repeats. If he fails this saving throw as well, then he will attack the nearest Mobile Suit, friend or foe, and must make a Will save of DC20 every round to regain control.

V. New Vehicles and Mobile Weapons

Mobile Weapons marked with an asterisk (*) are equipped with the Psycommu system, Mobile Weapons marked with two asterisks (**) use the EXAM system.

Earth Federation Forces:

Mobile Weapons:

RX-78NT-1 Gundam "Alex"
Craft: Prototype Newtype use mobile suit Jump Jet Distance: 140 meters high, 400 meters across
Class: Ground/Space Defense: 27 (-2 size, +19 armor)
Strength: 18/30 Damage Reduction: 15
Reflex: +6 Hit Points: 135 hit points (add 5 to all hit locations)
Size: Huge Standard Weapons: Head Vulcan Guns, 2x 90mm Gatling Guns, 2x Beam sabers, 1x Beam rifle.
Crew: 1 pilot (+8 Expert) Speed: 75 meters (150 meters max)
Notes: 1) The Gundam "Alex" is equipped with magnetic coating. 2) To use the Full-armor version simply decrease its reflex bonus to +4, increase its defense to 32, and damage reduction to 20. Also, while in Full-armor mode, the unit cannot use its arm mounted Gatling guns. Also, the armor will absorb 1/2 of any damage the Mobile Suit receives, up to 65 hit points, then the armor will break, and the stats above apply. 3) The Alex's 360-degree cockpit allows the pilot to see any enemy units behind them, and may react to attacks coming from any firing arc as if the attack was aimed at its front. However, then Alex must turn to attack any targets out of its firing arcs. 4) As the "Alex" was a unique and powerful mobile suit, a player may only be able to pilot said mobile suit if he has the Newtype Mobile Suit Ace prestige class, and has the Mobile Suit Piloting (Newtype) feat. The decision to make the "Alex" available to EFF players is completely at the GMs discretion.

RX-79BD-1 GM Blue Destiny Unit 1**
Craft: Prototype EXAM mobile suit Jump Jet Distance: 100 meters high, 250 meters across
Class: Ground Defense: 23/25 (-2 size, +15 armor, +2 shield*)
Strength: 17/30 Damage Reduction: 14/15 (+1 with shield)
Reflex: +5 Hit Points: 125 Hit points (5 to each arm, 5 to head and leg locations.)
Size: Huge Standard Weapons: Head Vulcan Guns, Vulcan Guns (chest mounted), 2x fire-linked 40mm rocket launchers, 1x 120mm Machine gun.
Crew: 1 pilot (trained +4) Speed: 65 meters (125 meters max)
Notes: 1) The Blue Destiny Unit 1 is a unique Mobile Suit, if the GM wishes to make it available to players, they must have the Mobile Suit Ace prestige class and the Mobile Suit Piloting (Advanced) feat. Newtype Mobile Suit Aces may not use the Blue Destiny mobile suits, as they would come into too great a conflict with the EXAM systems. Latent Newtypes may still use the machine as their potential has not been full awakened yet. 2) Also, it should be noted that if the Blue Destiny is not given the magnetic coating upgrade, then the following rule applies: Since the Blue Destiny was built specifically for the EXAM Newtype system, when using the Newtype speed skill, reduce the DC of the pilot check by half, to a minimum of 5 (rounding up). For example, if the pilot has used the Newtype speed skill three times, the DC would be 15, but since the Blue Destiny was built to handle some of the added stress, the DC would only be 8.
 

Principality of Zeon:

Mobile Weapons:

MAN-03 Braw Bro*
Craft: Prototype Newtype use mobile armor
Class: Space
Size: Huge
Crew: 1-3 pilots (+8 Expert)
Maximum Speed: Attack
Hit Points: 300 Hit points
Defense: 28 (-2 size, +20 armor)
Damage Reduction: 20
Weapons: 2x Wire-guided Mega Particle Cannon, 2x Fire-linked Wire-guided Mega Particle Cannons.
Firing Arcs: Cannons- Front (while the wire-guided feature is not being used)
Notes: 1) The decision to make the Braw Bro available to Zeon players is at the GM's discretion, and it should be noted that atleast 1 pilot must have the Mobile Suit Piloting (Newtype) and Mobile Suit Piloting (Advanced) feats before being able to use the Mobile Armor. 2) The Braw Bro was unique in that it had the ability to split into 3 different complete sections. If the pilots wish to do this, simply make markers for all three pieces, each piece with 100 hit points. The center section has control of the fire-linked cannons, while each side piece controls one of the two standard cannons. If any of the pilots are not Newtypes, then after the split, the section(s) under the control of the non-Newtype(s) may no longer use the wire-guided function on the cannons.

MAN-08 Elmeth*
Craft: Prototype Newtype use mobile armor
Class: Space
Size: Huge
Crew: 1 pilot (+8 Expert)
Maximum Speed: Attack
Hit Points: 200 Hit points
Defense: 24 (-2 size, +16 armor)
Damage Reduction: 16
Weapons: 2x Fire-linked Mega Particle Guns, 12x Mobile Suit Bits
Firing Arcs: Particle Guns- Front
Notes: The MAN-08 Elmeth is a unique Mobile Armor, if the GM wishes to make the MAN-08 Elmeth available to players, the player must have the Newtype Mobile Suit Ace prestige class and the Mobile Suit Piloting (Newtype) feat.

MS-08TX(EXAM) Efreet Custom**
Craft: Prototype EXAM mobile suit Jump Jet Distance: 150 meters high, 300 meters across
Class: Ground Defense: 23 (-2 size, +15 armor)
Strength: 17/30 Damage Reduction: 13
Reflex: +5 Hit Points: 130 hit points (5 to each arm, 5 to legs, and 10 to head locations)
Size: Huge Standard Weapons: 2x Mobile Suit Grenade Launchers, 2x Zaku Missle Pods, 2x Heat sabers
Crew: 1 pilot (+8 expert) Speed: 70 meters (140 meters max)
Notes: 1) The MS-08TX(EXAM) is a unique Mobile Suit, if the GM wishes to make it available to players, they must have the Mobile Suit Ace prestige class and the Mobile Suit Piloting (Advanced) feat. Newtype Mobile Suit Aces may not use theEfreet Custom mobile suit, as they would come into too great a conflict with the EXAM systems. Latent Newtypes may still use the machine as their potential has not been full awakened yet. 2) As the Efreet Custom was built specifically for the EXAM Newtype system, when using the Newtype speed skill, reduce the DC of the pilot check by half, to a minimum of 5 (rounding up). For example, if the pilot has used the Newtype speed skill three times, the DC would be 15, but since the Efreet was built to handle some of the added stress, the DC would only be 8. 3) As a commander unit the Efreet Custom gains the communications upgrade for free.