Gundam: RPG

JABURO ASSAULT
 

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 mobile suits and mobile armors used leading into the attack upon Jaburo in the anime, Mobile Suit Gundam.

I. Prestige Character Classes

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

Commando

Commandos are the elite of the elite when it comes to ground infantry, the commando has been trained in expert marksmanship, advanced demolition, and trained so that even their bare hands are as deadly as any rifle. To put it simply, they have been trained to be the best at doing their job: killing enemy ground troops. And business is good.

Requirements:
Base Attack Bonus: 6+
Feats: Dodge, Precise Shot

Hit Dice: 1D10
 
Level
Base Attack 
Fort Save
Ref Save
Will Save
Special
Defense Bonus
Reputation Bonus
1
+1
+2
+1
+1
Bonus Feat
+1
+0
2
+2
+3
+2
+2
Weapon Focus
+2
+1
3
+3
+3
+2
+2
 
+2
+1
4
+4
+4
+2
+2
Uncanny Dodge (dex bonus)
+2
+2
5
+5
+4
+3
+3
 
+3
+2
6
+6
+5
+3
+3
Deadly Strike
+3
+3
7
+7
+5
+4
+4
Weapon Specialization
+4
+3
8
+8
+6
+4
+4
 
+4
+4
9
+9
+6
+4
+4
Uncanny Dodge (can't be flanked)
+4
+4
10
+10
+7
+5
+5
Bonus Feat
+5
+5

Class Skills
Skill points at each level are 6+ Int modifier
 
Climb Str
Computer Use Int
Demolitions Int
Hide Dex
Intimidate Cha
Jump Str
Knowledge* Int
Listen Wis
Move Silently Dex
Sense Motive Wis
Spot Wis
Treat Injury Wis

Class Features:

Weapon Focus: At 2nd level, the Commando gains weapon focus as a bonus feat. This feat applies to a specific weapon of the character's choosing.

Deadly Strike : At 6th level the commando gains the ability to execute a deadly strike with any weapon he wields. Making a deadly strike requires a full round action. (The commando can take a 2 meter step, but cannot take any other actions.) The Commando uses her normal base attack bonus (including relevant modifiers) with an additional +4 competence bonus on the attack. The threat range for a critical is doubled and the attack also deals maximum possible damage (regardless whether it was a crit or normal hit.)

Weapon Specialization : At 7th level the commando gains a +2 bonus on damage with a chosen weapon. The commando must have also taken Weapon Focus with that weapon first. If it is a ranged weapon, the damage bonus is only applied if the target is within 10 meters.
 

Fighter Ace

Fighter Aces are the men and women who have honed their skills into an art. When hey sit in their cockpit, its almost as if they can make their aircraft an extension of themselves.

Requirements:
Base Attack Bonus: 4+
Feats: Air/Spacecraft Operation (Fighter)
Skills: 8+ ranks in Pilot

Hit Dice: 1D8
 
Level
Base Attack
Fort Save
Ref Save
Will Save
Special
Defense Bonus
Reputation Bonus
1
+0
+1
+2
+1
Fighter Defense
+1
+0
2
+1
+2
+3
+2
 
+2
+1
3
+2
+2
+3
+2
Familiarity +1
+2
+1
4
+3
+2
+4
+2
Fighter Evasion
+3
+2
5
+3
+3
+4
+3
Luck of the Ace, Familiarity +2
+3
+2

Class Skills
Skill points at each level are 6+ Int modifier
 
Computer Use Int
Knowledge* Int
Pilot Dex
Profession* Wis
Repair Int
Spot Wis

Class Features

Fighter Defense: At 1st Level the Fighter Ace can add his/her Fighter Ace Defense bonus to the defense of any fighter craft he/she is piloting.

Familiarity: At 3rd level the Ace gains a +1 competence bonus on all pilot and repair skills, as well as when making attack with the fighter's weapons. This increases to +2 at level 5. The pilot must also designate which fighter craft he is familiar with, and must have piloted said type of craft for at least one month. The Ace may only be familiar with one type of craft at a time.

Fighter Evasion: At 4th level the Ace can make a pilot check to lessen the damage dealt by a successful hit against their fighter. If the pilot check exceeds the attack roll, then the damage is halved (rounding down fractions to a minimum of 1). This evasion check may only be made once per round.

Luck of the Ace: Once per day the Ace may reroll any failed attack roll made with his fighter's weapons. The second roll must be used regardless if it is a better or worse result then the first.
 

Mobile Suit Ace

Mobile Suit Aces are perhaps some of the most feared people in the One Year War, they are the scourge of the battlefield, able to destroy a mobile suit squadron before they even knew what happened.

Requirements:
Base Attack Bonus: 5+
Feats: Mobile Suit Piloting (Basic)
Skills: 8+ ranks in Pilot
Special: The player must have had at least one months worth of experience in a Mobile Suit, and cannot have lost more then four mobile suits in the course of the campaign.

Hit Dice: 1D8
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Defense Bonus
Reputation Bonus
1
+0
+1
+2
+1
Mobile Suit Defense
+1
+1
2
+1
+2
+3
+2
Familiarity +1
+2
+1
3
+2
+2
+3
+2
 
+2
+2
4
+3
+2
+4
+3
Familiarity +2
+3
+2
5
+3
+3
+4
+3
Mobile Suit Evasion
+3
+2
6
+4
+3
+5
+4
Familiarity +3
+4
+3
7
+5
+4
+5
+4
 
+4
+3
8
+6
+4
+6
+4
Familiarity +4
+5
+3
9
+6
+4
+7
+5
 
+5
+4
10
+7
+5
+7
+5
 Familiarity +5
+6
+4

Class Skills
Skill points at each level are 6+ Int modifier
 
Computer Use Int
Pilot Dex
Spot Wis
Knowledge* Int
Repair Int
Search Int
Diplomacy Cha

Class Features

Familiarity: At 2nd level the Ace gains a +1 competence bonus on all pilot and repair skills, as well as when making attack with the MS's weapons. This increases to +2 at level 4, +3 at Level 6, +4 at Level 8, and +5 at Level 10. 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.

Mobile Suit Defense: At 1st Level the Mobile Suit Ace can add his/her Mobile Suit Ace Defense bonus to the defense of any Mobile Suit he/she is piloting.

Mobile Suit Evasion: At 4th level the Ace can make a pilot check to lessen the damage dealt by a successful hit against their Mobile Suit. If the pilot check exceeds the attack roll, then the damage is halved (rounding down fractions to a minimum of 1). This evasion check may only be made once per round.

II. Newtype Abilities

This section is dedicated to expanding the Newtype rules for the Core Rule set, and if you have access to the Star Wars Roleplaying Core rule book, then most of these rules will be covered under the Force Points section, but if you do not have access to said rules, this section reprints most of the basics you will need to know.

Newtype Points

All characters that have ventured from space to the Earth, or vice versa, are given 1 Newtype point. Characters without the latent newtype feat may only gather up to 5 points, and will not be able to use them until they gain said feat. Upon the character receiving the latent newtype feat, they will automatically gain 1 extra point.

Other ways to gain newtype points are as follows:

The Game Master may also decide whether any other actions may result in additional newtype points.

Using Newtype Points

When a character with the latent newtype feat spends a newtype point the player gains an additional dice proportional to their level for all task resolution die rolls (rolls made using a d20) that player makes for 1 full round (including saving throws, skill checks, attack rolls, but not damage rolls.) The decision to use a newtype point is made during a character's action, after the die roll but before any results are revealed. The effects of spending a newtype point last until just before the character's next action, and may influence saving throws or other checks required during that time. Only 1 newtype point may be spent in a round. The number of bonus dice added depends on the character's level, and whether or not he is a trained or untrained newtype. All characters with the latent newtype feat are considered untrained.
 
Character Level
Bonus Dice Untrained Newtype
Bonus Dice Trained Newtype
1st-3rd
1d6
1d6
4th-6th
1d6
2d6
7th-9th
2d6
3d6
10th-12th
2d6
4d6
13th-15th
3d6
4d6
16th-18th
3d6
5d6
19th-20th
4d6
5d6

III. Ranged Mobile Suit/Vehicle weaponry
 
Weapon
Damage
Critical
Range
Weight
Type
size
RP
Shots
120 mm machine-gun
3d6
20
300 m
200 kg
Pierce
M
*
10
280 mm rocket launcher
4d8
19-20
400 m
350 kg
Explosive
L
*
5
Beam rifle
5d10
18-20
600 m
300 kg
Energy
M
**
5
Mega particle gun
4d10
19-20
600 m
250kg
Energy
M
*
--
Large Mega particle gun
4d12
17-20
800 m
--
Energy
L
*
--
Mega Particle cannon
8d12
17-20
1200 m
--
Energy
L
*
--
Long-range beam rifle
6d10
18-20
1000 m
325kg
Energy
L
**
5
360 mm giant bazooka
6d6
19-20
600 m
375kg
Explosive
L
*
5
6 tube 240 mm Rocket Launcher
 6d6
 19-20
 250 m
 --
 Explosive
M
*
30
Main Battleship Cannon
   6d12
    18-20
 800m
     --
   Explosive
   L
 --
25
Electric Leader Device*
6d8
18-20
 special
   --
  Energy
  M
 --
    --
Aircraft Bombs
5d8
20
special
400kg
Explosive
 M
--
10
Mobile Suit Grenade Launcher
4d8
18-20
250m
--
Explosive
M
--
4
*-See notes on MAX-03 Adzam for more details.

IV. Vehicle and Mobile Suit Stats

Earth Federation Forces:

Vehicles/Aircraft:
 
Big Tray
Craft: Land Battleship
Class: Ground
Cost: N/A
Size: Huge
Crew: trained +4 (4 pilots, 8 gunners)
Passengers: 80~
Speed: 25 meters (50 meters max)
Defense: 30 (-2 size, +22 armor)
Damage reduction: 20
Hit points: 300 hit points
Weapons: 3x fire-linked 120mm cannons, 2x Main Battleship Cannons
Fire arc: Main Cannons- Front; Left Cannon- Front/Left/Rear*; Right cannon- Front/Right/Rear*; Rear cannon- Right/Left/Rear*
*-May choose one arc a round to fire in.

FF-X7-Bst-2  Core Booster II
Craft: Air Fighter
Class: Air
Size: Large
Crew: 1 pilot (+4 trained)
Passengers: 0
Cargo Capacity: 15kg
Maximum Speed: ramming
Defense: 20 (-1 size, +11 armor)
Damage Reduction: 8
Hit Points: 80
Weapons: 2x Fire-linked Vulcan guns, 2x 280mm Rocket launchers, aircraft bombs*.
Fire Arc: All weapons- Front
Note: Core Booster's were also used for bombing enemy forces as well, and to reflect this, the player controlling the Core booster may drop 1 bomb per round straight below the fighter. Bombs dropped from the fighter act like grenade-like weapons when they hit the ground. The area of effect for each exploding bomb is a  4x4 square area for infantry (ground) combat, at 1x1 square for aircraft combat. The player must make an attack roll against the area he is attempting to drop the bomb on, the area has a defense of 10, if the attack is successful, the bomb lands on target, if it misses, roll 1d4 to see how many squares off target it lands, roll 1d8 for direction, 1 being straight above, 5 being straight below. Anyone caught under the blast radius must make a reflex saving throw of DC 15, a successful saving throw reduces damage to one half.

Mobile Suits:

Below is the stats for the RX-78-6 Mudrock Gundam, this mobile suit was launched on November 30th 0079, the same day Jaburo was assaulted. The stats below are used to best reflect its starting ability from the videogame Mobile Suit Gundam: Zeonic Front. As the Mudrock was a rare and powerful mobile suit, a player may only be able to pilot said mobile suit if he has the Mobile Suit Ace prestige class, and has the feat Mobile Suit Piloting (Advanced). The decision to make the Mudrock available to EFF players is completely at the GMs discretion.

RX-78-6 Mudrock Gundam
Craft: prototype fast attack heavy assault mobile suit Jump jet distance: 120 meters high, 250  meters across
Class: Ground/Space Defense: 25 (-2 size, +17 armor)
Strength: 18/30 Damage reduction: 15
Reflex: +5 Hit points: 125 hit points (Add 5 points to left arm; add 5 points to right arm; 5 to left leg; 5 to right leg.)
Size: Huge Standard weapons: 2x Fire-linked 240 mm Cannons, 2x Beam Sabers, Fire-linked Head Vulcan Guns, 2x Mobile Suit Grenade Launchers, 1x Beam Rifle
Crew: 1 pilot (+4 trained) Speed: 65 meters (130 meters max) 
GM Note: These stats reflect the unfinished Mudrock Gundam at its premature launch on November 30th 0079. To better reflect the finished Mudrock Gundam, increase its defense rating to 30, its damage reduction to 18, its hit points to 140, and its speed to 60 meters (max 120), as well as increasing crew modifier to Expert (+8).

Principality of Zeon:

Vehicles/Aircraft:

 
Gaw
craft: Atmospheric Attack Carrier
class: Air
size: Gargantuan
crew: 2  pilots (+4 trained)
passengers: 100~
cargo capacity:  400 metric tons
maximum speed: cruising
defense: 28 (-4 size, +22 armor)
hit points: 250 hit points
Damage reduction: 18
Weapons: 3x Fire-linked Mega Particle Cannons, 6x 120mm Machineguns, aircraft bombs*
Fire arc: Mega particle cannons- front; Machineguns- Front/Left/Right/Rear
Note: 1) Gaw carrier would often carry 3 mobile suits as well as 4 dopp class fighter. Its rear hanger could also hold 3 mobile suits, or be used to transport Magella tanks. As the Gaw is a mobile launching platform for Zeon mobile suits, mobile suits must activate their jump jets upon exiting the carrier, and may not preform any actions other then landing safely the turn they exit the carrier. 2) Gaw carriers were also used for bombing enemy forces as well, and to reflect this, the player controlling the Gaw may drop 1 bomb per round straight below the Gaw. Bombs dropped from the Gaw act like grenade-like weapons when they hit the ground. The area of effect for each exploding bomb is a 4x4 square area for infantry (ground) combat, at 1x1 square for aircraft combat. The player must make an attack roll against the area he is attempting to drop the bomb on, the area has a defense of 10, if the attack is successful, the bomb lands on target, if it misses, roll 1d4 to see how many squares off target it lands, roll 1d8 for direction, 1 being straight above, 5 being straight below. Anyone caught under the blast radius must make a reflex saving throw of DC 15, a successful saving throw reduces damage to one half.

Mobile Suits:

Below are an expanded arsenal of amphibious mobile suits, most of which were used by Char Aznable and his team which infiltrated Jaburo. To reflect Char's MSM-07S Z'gok, make similar changes as with the MS-06S, giving it a communications upgrade for free, as well as increasing its jump jet distance to 70 meters high and 195 meters across, increasing its speed on ground to 75 meters (150 meters max) and in the water to 90 meters (180 max)  reflex bonus to +5, as well as increasing its hit points to 115.

Acguy
 
MSM-04 Acquy
Craft: mass produced ground mobile suit Jump jet distance: 60 meters high, 115 meters across
Class: Amphibious Defense: 19 (-2 size, +11 armor)
Strength: 16/30 Damage reduction: 11
Reflex: +4 Hit points: 104 hit points- Add 4 points to head location
Size: huge Standard weapons: 1x  mega particle gun or 1x 120mm Machine gun*, 2x fire-linked  head vulcan guns, 1x 6 tube 240mm Rocket launcher, arm mounted, mobile suit claws
Crew: 1 pilot (+4 trained) Speed: Ground- 50 meters (90 meters max) Water- 75 meters (150 meters max)
*-The standard armament for the Acguy is the 120mm Machine gun, but may be traded out for the mega particle gun for 2RP.

Z'gok
 

MSM-07 Z'gok
Craft: mass produced amphibious mobile suit Jump jet distance: 60 meters high, 115 meters across
Class: Amphibious Defense: 21 (-2 size, +13 armor)
Strength: 18/30 Damage reduction: 12
Reflex: +4  Hit points: 108 hit points- Add 2 points to head; add 4 points to torso
Size: huge Standard weapons: 2x  mega particle gun, 1x 6 tube head-mounted 240mm rocket launchers, mobile suit claws 
Crew: 1 pilot Speed: Ground- 50 meters (90 meters max) Water- 75 meters (150 meters max)

Zock
 
MSM-10 Zock
Craft: mass produced amphibious mobile suit Jump jet distance: 40 meters high, 95 meters across
Class: Amphibious Defense: 24 (-2 size, +16 armor)
Strength: 18/30 Damage reduction: 16
Reflex: +1 Hit points: 125 hit points- Add 20 points to torso; add 5 to head. Note: Head location on table is now only 1-10, torso is 51-80, and hit tables should be adjusted accordingly 
Size: huge Standard weapons: 4x fire-linked mega particle guns (front), 4x firelinked mega particle guns (back), 1x head mega particle gun (360 degree fire arc). Mobile suit claws
Crew: 1 pilot (+4 trained) Speed: Ground- 45 meters (75 meters max) Water- 85 meters (175 meters max)
Note: The MSM-10 Zock was an exceptional mobile suit, in that its mono-eye camera, like most Zeon mobile suits was able to move 360 degrees, however, if it were to be attacked from its respective rear, the mobile suit could instantly begin operating as if it were its front upon the pilots  reaction. To accomidate this unique ability, players controlling a Zock mobile suit do not have to spend any actions turning their suit to face their opponent and may make appropriate actions against any target behind them as if they were in their front arc. However, they cannot fire both sides of their weaponry in the same action phase, so if the pilot is being attacked from both sides, he must choose which side is his' front'. Also, any Zeon player wishing to pilot the Zock, they must have the Mobile Suit Piloting (Advanced) feat.

 
MAX-03 Adzam
Craft: Experimental Ground Combat Mobile Armor Jump Jet Distance: 50  meters high*
Class: Ground Defense: 31 (-4 size, +25 armor)
Strength: 10/30 Damage Reduction: 24
Reflex -1* Hit Points: 300 (Hit chart: 1-60 Torso, 61-70 front leg, 71-80 rear leg, 81-90 right leg, 91-100 left leg) each leg has 40hp.
Size: Gargantuan Standard Weapons: 8x fire-linked Mega particle Guns (2 for each firing arc), Electric Leader device*
Crew: 2 pilots (+4 trained) Speed: Ground- 40 meters (80 meters max) Hovering- 60 meters (100 meters max)
Notes: 1) The Adzam's Minovsky Craft System allowed it to use its jump jets to hover over the battlefield for almost indefinite amounts of time, so to refelct this, when it activates its jump jets, it can move itself about as if it were a flying unit.
However, if two or more of its legs are destroyed, it will be forced to land, and the pilots take reflex saves to avoid taking damage from the crashing mobile armor. If the Adzam does crash, it will still be able to use its upper mega particle guns.
2) The Electric Leader device is a special weapon available only to the Adzam and if used it can only be used while the Adzam is airborne, and only in an area directly around and under the Adzam. After firing, all players, mobile suitsand vehicles must make a reflex
saving throw of DC 25 to avoid being coated in the particle spray. If a vehicle or mobile suit unit does not make its saving through, when the weapon is activated, then the unit will be immobilized by the attack until it succeeds with its saving throw.
If a vehicle or mobile suit unit does make its reflex saving throw, it will not be immobilized by the attacks. All units under or within 5 meters of the Adzam will then be attacked by the leader weapon every turn until they deal 80 points of damage to the Mobile Armor.
3) While on the ground, the Adzam is more a lumbering mobile fortress then a manueverable mobile suit, therefore, when not in the air, the Adzam may not make dodge checks to avoid damage, however, while hovering, it is much more manueverable, and may make reflex
based checks in the air.