Build a Suit
Build a Suit
These are the rules used to create or stat a suit.
This system works in a similar way as the point buy system used in GURPS for character creation. The amount of points allotted to a player is the same as their current total points, unless otherwise dictated by the GM. The designs of the M.S. (Mobile Suit) is up to the player, unless limited by the GM.
15 HP cost 5 points
1 DR cost 3 points
1 Move cost 2 points
Strength cost 8 points per level above Default, -8 per level below Default but minimum is 8 (Default Strength is 10)
Range cost 5 points per level above Default, -5 per level below Default but minimum is 40k (Default Range is 60km)
2 Boost cost 5 points
Dodge cost 7 points per level above 9, -7 per level below 9 but minimum is 7
Parry cost 7 points per level above 9, -7 per level below 9 but minimum is 7
Reactive Armor (Cost 10 points per level): Reactive armor protects the user from ballistic and explosive damage by reducing the damage by half. The downside is that any damage will use up some of the reactive armor. Each level of reactive armor works for 3 hits.
Anti-Beam Coating (Cost 10 points for initial level, then it increase by the base level cost plus an additional 2 per level. i.e. level 2 would have cost a total of 22 points, and level 3 would be 36). Reduce the damage of beam weapons by half. Reduce effectiveness of anti-beam coating by half after third hit in current battle. (Example – 3rd hit in battle from a beam rifle doing 60 damage will only do 30, on the fourth hit the damage will be 45, 5th hit will be full damage). Number of hits before decrease in effectiveness can be increased by 2 for every level.
Phase Shift (Cost 15 points for initial level, then it increase by the base level cost plus an additional 3 per level. i.e. level 2 would have cost a total of 34 points, and level 3 would be 57). Phase shift triples DR for 3 hits, times the number of levels in phase shift. It will also decrease by 1 every 2 turns active. Activating phase shift is a free action on your turn, but you cannot activate it, make a maneuver, and then immediately deactivate it.
Energy Absorption (Cost varies by level): A specific part of the body or a piece of equipment has the ability to absorb energy attacks up to a certain point, and use that energy to boost other aspects of the Mobile Suit. The amount of energy that can be absorbed depends on the level purchased. If an enemy attack exceeds the remaining capacity for absorption, then there is a negative consequence. If more than 50% of the attack could be absorbed, then the remaining amount of energy simply does damage to the part that was being used to absorb the attack. If the attack exceeds 50% of the remaining capacity, roll 1D6. 6 through 4 results in all of the damage hitting part that attempted to absorb the attack. 3 and 2 results in the damage as well as automatically disabling the absorption ability until such time as the part is repaired. A 1 means that the part immediately explodes, destroying the part and causing one half of the stored energy to be done in damage to the controlling unit.
Note: If you are trying to break the game and use the energy absorption on the chest, that’s fine, but you must pay double the cost per level, and realize that you can only absorb the attacks from the front. Attacks from the side and back will still do regular damage and not be absorbed.
The absorbed energy can be used for several different purposes. It can be used to boost attack power, movement speed, strength, Dodge, or Parry. The boost to attack is equal to one half of the stored energy. So if there are 50 points of absorbed energy, then the attack would be boosted by 25. For movement speed, strength, Dodge, and Parry, they are increased by 1 point for every 12 points.
Level I costs 25 points. It can absorb up to 30 points of damage from energy attacks.
Level II costs 35 points. It can absorb up to 50 points of damage from energy attacks.
Level III costs 50 points. It can absorb up to 76 points of damage from energy attacks.
Level IV costs 70 points. It can absorb up to 100 points of damage from energy attacks.
Level V costs 95 points. It can absorb up to 136 points of damage from energy attacks.
High-Output Reactor (Cost 20 points): This reactor is strong enough to power beam weapons without the need of e-pacs
Integrated Weapon (Point cost varies by tier)
I. Vulcans and CIWS, Less than 1D6. Range: 9 or less. (cost 3)
II. Beam and GN Vulcans, or machine gun with damage of 1D6+2 or less. Range 11 or less. (Cost 6)
III. Single shot Beam or Ballistic weapons 3D6 damage or less (Cost 10) Range 14 or less.
IV. Missiles/ Rockets with damage of 3d6 x 2 or less (Cost 6 points per rocket) Range 13 or less.
V. Single Shot medium power weapon (3D6x4 or less), or multi shot (3d6x2 or less). Range 16 or less (Cost 40 points)
VI. High Power Weapon single shot weapon, 3D6X6 or less. Range 18 or less (Cost 70 points)
Modifiers for Integrated Weapon Cost.
Modifiers for Integrated Weapon Cost.
Range Reduction: -1 point per 2 range reduced on Tier 1, 2, and 3. -1 point per 4 range reduced on Tier 4. -1 point per 2 range reduced on Tier 5. -1 point per 1 range reduced on Tier 6.
Cool Down Time: Reduce cost of weapon determined by the number of cool down turns. First turn reduces price by 8%, second 6%, third 4%, fourth 3%, fifth 2%, sixth 0%. Valid only for tiers 3,5, and 6.
Charge Up Time: Reduce cost of weapon determined by the number of charge up turns. First turn reduces price by 12%, second 9%, third 8%, fourth 5%, fifth 3%, sixth 0%. Valid only for tiers 3,5, and 6.
Once and Done: The weapon is to powerful, and it burns out after one shot. It cannot be fire again until it is repaired. Reduce Cost by 40%
Funnels and Fangs: Remote controlled weapons. They are stated individually in a manner similar to a MS. A unit can have multiple funnels, but they must all be of the same type. In other words you can’t have one that is super powerful along with a bunch of decoys. This is to avoid bogging down the game
1 move cost 1 point
2HP cost 1 point
1 Dr cost 1 points
1 Duration cost 2 points. The funnel docks to recharge for the same amount of turns.
1 Accuracy (This is what must be rolled under to hit, max is 12) cost 1 points
3D6 Damage cost 5 points
2 Range of attack (max distance is 12) cost 1 point
Recharge: Weapon can only fire every other turn, reduce total funnel cost by 15%
Beam Shield (increase cost by 15%) Funnel can generate a beam shield to intercept an attack. The shield strength is same strength as the damage, so the player must roll. If the shield is stronger than the attack then it is blocked. If the shield is weaker than the attack, the funnel explodes and the attack still hits its target.
EM Field (Increase cost by 20 ) Using 2 funnels, you can curve a beam to hit a target behind cover, or you can diffuse an incoming attack with it, reducing it by 1D6X10.
Beam booster (requires at least 2 funnels, and increases cost 15%). Funnels can generate a field that can be fired though by the character to increase their weapon’s power by 25% per additional funnel used to create the field.
Mirage Colloid Field (Increase cost by 30%). Field size depends on the number of funnels generating it. 1 funnel generates a field large enough to cover unit only. 3 funnels generate a field large enough to encompass the hexes adjacent to the central unit. 6 funnels cover the area adjacent to those hexes, and so on, increase the number of funnels required by 1 each time the field increases in size.
Rules on Combining can be found on the linked page