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
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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
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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
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Familiarity +5 |
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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:
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.
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III. Ranged Mobile Suit/Vehicle weaponry
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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* |
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 |
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) |
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 |
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.
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) |
MSM-07 Z'gok |
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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) |
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) |
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) |