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Gundam Wing Mecha: Stats!


NuSoardGraphite

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Here it is: Wing Gundam Zero (custom) from Endless Waltze.

 

Model: XXXG-00W0

Height: 16.7 meters

Size: 9 [8 hexes tall](45)

Mass: 16 Tons

Size Mod: -6

KB mod: -10 (1)

Characteristics:

STR: 60(5) Damage: 12D6N

DEX: 21(33) CV: 7

SPD: 5(19)

BOD: 25(6)

PRE: 25(15) PRE ATK: 5D6

COM: 18(9)

DEF: 12(30)

 

ARMOR/DEFENSES:

Armor Plating: Armor 13pd/ed(39) Hard(+1/4) 49pts

EMP Shielding: Power Defense 10pts (10) Hard(+1/4) 12pts

Polarized Screens: Visual Flash Defense 10pts (10)

Sound Proofing: Audio Flash Defense 8pts (8)

Sensor Hardening: Radar Flash Defense 12pts (12)

 

MOVEMENT SYSTEMS:

Running: Running 26"[X2](52) No Turn Mode(+1/4) 65act

--Cost End(-1/2) 43pts. 260"/turn 156kph/97mph End=32/turn

Leaping: Leaping 16"[X2](16) Cost End(-1/2)x2 End(-1/2) 8pts. End=3/leap

Booster assisted Leaping: X4 noncombat leaping(5) Requires Fuel(-1/4) 4pts Note: each leap uses up 3 seconds worth of fuel.

Flight: Flight 106"[X8](222) Sideways manueverability(+1/4) 1 Continuing Charge [6 hours fuel](+1/4) 333act --OIF(-1) 166pts. 4280"/turn 2,544kph/1,580mph. Mach 2.35 8.8 G's accel.

 

Power Plant:

Fusion Power Plant: Rec-60(60) End-120(12) 72act --IIF(-3/4) Extreme Side Effect: 3D6+1K Explosion. Occurs whenever Power Plant is destroyed by an attack(-3/4). 29pts.

 

Equipment:

Advanced Controls: +3w/Combat Piloting(6) IIF(-3/4) 3pts

Mecha Limbs: Extra Limbs [2 arms/2 legs](5) Limited Manipulation(-1/4) 4pts.

Manuevering Verniers: +6 lvls w/Flight(18) OIF(-1) 9pts.

Spotlights: Images [sight Group](10) +5 Perc(15) 4" Radius(+1/2) 38act --OIF(-1) No Range(-1/2) Only to create light(-1) 15pts.

 

SENSORS

Screens: [add to pilots visual perception] +2Perc(2) IR Perception(5) Nightvision[+4 vs Darkness penalties](5) Telescopic +8Rmod(16) IIF(-3/4) 17pts.

Phones: [add to pilots Audio perception] +1 Perc(1) Ultrasonic Perception(3) Teleaudio +6Rmod(12). IIF(-3/4) 10pts

Radar: [Radio Group] Detect Physical Objects(5) +2 Perc(2) Discriminatory(5) 360^ Arc(5) Ranged(5) Sense(2) Targeting(10) +12Rmod(12) IIF(-3/4) 26pts.

Radar Detector: [Radio Group] Detect Radar(3) +3 Perc(3) 360^arc(5) Ranged(5) Sense(2) Targeting(10) IIF(-3/4) 16pts

COMMUNICATIONS

Radio:[Radio Group] High Range Radio(12) +3Perc(3) IIF(-3/4) 9pts

Laser:[Electromagnetic Group] Mind Link(5) Any Target(10) IIF(-3/4) Only with other vehicles with Mind Link(-1) Affected as Hearing Group and Electromag Group(-1/2) 4pts.

TARGETING SYSTEMS:

Laser Rangefinder: Absolute Range Sense. 3pts

Target Aquisition and Tracking System: +3 lvls w/Ranged Combat(15) Linked to Radar(-1/2) 10pts

 

ECM/ECCM:

ECCM: Power Defense 15pts(15) Hard(+1/4) 19act. IIF(-3/4) 11pts.

ECM: Change Environment 4" radius(15) Megascale Area(+1/4) [1"=1Km] Selective(+1/2) Invisible Power Effects(+3/4) [invisible to Sight and Hearing. Visible to Radio and EM groups] Cost End(-1/2) IIF(-3/4) No Range(-1/2) Req Skill Roll(-1/2) 12pts

Radar Jamming: -4vs Radar (5)

MAD Jamming: -4vs M.A.D. (5)

Radio Jamming: -8vs Radio (11)

Total cost 33pts

 

ZERO SYSTEM!:

Zero System: Mind Link to Pilot(5) No Range(-1/2) IIF(-3/4) Side Effects(-1) 1pt.

--Find Weakness 12- (15) w/all weapons(10) 25act. IIF(-3/4) Linked(-1/4) 13pts

--+4 Overal Skill Levels(40) IIF(-3/4) Linked(-1/4) 20pts

Total Cost: 34pts

[note: The Side Effects is a 6D6 Mind Control which turns the pilot aggressive, then ultimately, homicidal as use of the Zero System continues. Roll for control 1/turn on Post Segment 12)

 

LIFE SUPPORT:

Sealed Pilot Compartment: Self Contained Breathing(10) 30 chgs/1 hour duration each(+1) 20pts

--Safe Environment: Lowpressure/Vacuum(2) High Pressure(1) Radiation(2) Intense Cold(2) Intenese Heat(2) IIF(-3/4) 17pts

CBR Filtration System: Immune to: All terrestrial disease and Biowarfare Agents(10) All Terrestrial Poisons and Chemical Warfare agents(10). IIF(-3/4) 11pts.

 

WEAPONS:

Machine Cannon: +1OCV(5) +4Rmod(8) 5D6+1RKA(80) AP(+1/2) Auto-10(+1) +1Stunx(+1/4) 500Chgs(+1) 360act. OIF(-1) 200pts. Range 1500" X2(5) Total cost 213pts

 

Beam Swords: +1OCV(5) 5D6HKA(75) APx2(+1) +1StunX(+1/4) 169act OAF(-1 1/2) STRmin(-1/2) +3" Stretching(15) 0End(+1/2) 22act OAF(-1 1/2) Always Direct(-1/4) No noncbt(-1/2) Only to cause Damage(-1/2) No Velocity(-1/2) 6pts. X2(5) Total cost 183.

 

Twin Buster Rifle: +1OCV(5) +6Rmod(12) 8D6RKA(120) AP(+1/2) PEN(+1/2) +1StunX(+1/4) X5Range(+1/4) 300act. --OAF(-1 1/2) STRmin(-3/4) 98pts. X2(+5) 103pts.

 

COMPUTER

INT: 25(15)

EGO: 0 (N/A)

DEX: 18(24)

SPD: 4

 

SKILLS:

Analyze: Fighting Style(3) 14-

Analyze: Mobile Suit(3) 14-

Combat Driving(5): 14-

Combat Piloting(5): 14-

Accurate Sprayfire(5)

Rapid Autofire(5)

Cryptography(3): 14-

Navigation(5): 15-

Systems Operations(7): 16-

Weapon Familiarity(2): Mecha Weapons

 

TALENTS:

Clock: Absolute Time Sense(3)

Compass: Bump of Direction(3)

Memory: Eidetic Memory(3)

Math Processor: Lightning Calculator(3)

 

PROGRAMS: (6pts)

Autopilot: uses Combat Driving or Combat Piloting to travel a preplotted course.

Attack Target: Use weapons systems to attack selected targets.

Search for Targets: Use available sensors to track and identify targets in range

Analyze Target: Use available sensors to analyze targets capabilites

Plot Course: Select a safe travel route to selected destination.

Decode Encryption: Use Cryptograhy to decode encrypted messages recieved.

 

Description:

The Wing Gundam Zero (custom) is a redesign of the Wing Zero. Though it looses its Neo Bird Mode in the redesign, it gained a set of High Maneuverability Wings which allow it to survive re-entry and glide in atmospheric conditions. These "Wings" also contain a vast number of maneuvering verniers....small rockets which are used to increase the manueverabilitiy of mecha and ships in space.

 

As its main weapon, the Wing Zero Custom uses its Twin Buster Rifle which is capable of great distruction. It packs more than twice the power of standard beam rifles. For melee combat, it relies on the tried and true Beam Sabre of which it carries two. For support, it has twin 90mm machine cannons mounted on the chest/shoulders, which is used for anti-vehicle and anti-missile fire. (The Heavyarms Custom has an identicle pair mounted on it as well). Unlike most of the other Gundams, the Wing Zero Custom does no mount Head Vulcans, relying on its Machine Cannon to replace these.

 

The most notable piece of hardward on the Wing Zero Custom is its Zero System. This is an Interface system that feeds tactical data and combat simulations directly to the pilots mind. The system is unstable, however, and only very strong willed individuals can use the system to its fullest. Even then, they can be highly susceptable to any hidden demons they may have buried, as the Zero System has a way of bringing these things to the surface of the pilots mind.

 

The Gundam Wing Zero Custom's pilot if Hiro Yui.

 

Explaination:

Okay here we go. How it works and why I did it (for the most part).

First, the characteristics are pretty cut and dried. The main thing being the Wing Zero's agility, which is the highest of all the Gundams. Thus, I made the Wing Zero's Dex a 21, compared to the next highest (Gundam Nataku and Tallgeese 3) at Dex 20. This garuntees the Wing Zero initiative.

Whats that you say? Not agile enough? Ah, but it is! This will be explained a bit later, however.

The Speed Characteristic was a no-brainer. Most Mobile suits should be around Speed 3. Top of the line suits at Speed 4. Gundams (in Gundam Wing) speed 5. Technically, the Wing Zero would probably be speed 6, but #1, Hiro Yui is not that fast and would never be able to take advantage of it and #2, that would make the Wing Zero entirely too fast, movement-wise :)

The Body is pretty self explainatory. A 25 makes it durable...able to withstand a few hits from a Beam Rifle or a hit or two (at most) from a Beam Sword, but doesn't make it invulnerable, which is pretty much how things work in Gundam. Getting hit by attacks is BAD so the best defense is don't be there, hence, the buff agility of all the top-of-the-line Mobile Suits.

The Defense characteristic represents the inner-defense of the Gundam...its endoskeletal frame and "skin" as it were. It isn't hardned, so AP attacks reduce this Def normally.

The PRE and COM were added for those who decide they want to use them. This is appropriate in the Gundam Wing universe considering how impressive looking the Gundams (and other Mobile Suits) are, and using them to perform presence attacks isn't outta the question. COM is merely a consideration as to how "cool" the Mobile Suit looks, and is mostly for roleplaying considerations ("Hah! I have the most Beautiful mobile suit in the colonies!") and can easily be replaced by mere Distinctive Features Disad or ignored entirely.

 

The Armor defenses are pretty self explainatory. The "Armor" power was used to represent the Gundarium armor plating. It is hardened, so resists armor piercing attacks (the Hardened will block AP first, then PEN). This method is used so that enterprising (i.e. Sadistic) GM's can represent "Armor Breaches" where a portion of the Mobile Suits armor is torn away, exposing the soft undersides. The base Defense still applies in this case, so there is at least some consolation in that ...

 

The movement is fairly standard. Note that the slot listed as "Booster assisted Leaping" is when the Gundam engages its flight system briefly to enhance its leaping capability. This is why it uses up the fuel. This form of leaping requires a Combat Piloting roll. (Normal leaping does not, unless one is leaping onto bad terrain)

The flight speed is fast...according to gundamofficial.com, the Wing Gundam has a thrust to mass ratio of 8.8/1, thus I made its movement equal to 8.8 G's of thrust all told. (using the Simplified method as laid down in Star Hero and The Ultimate Vehicle of 60"/turn = 1G. Note however that I only used the Combat Move in this calculation and not the full noncombat movement, as only Combat Move is used to determine accelleration)

 

As far as the Power Plant is concerned, note the Side Effect. All mobile suits in the Gundam Universe have this side effect. They blow up quite easily when the power plant is compromised. This is evidence of some sort of (extremely) volatile power source such as hot Fusion reactors. The damage is not very significant, only 10DC, but with no armor applied, it is likely to completely destroy the mecha....especially if its just taken a hit powerful enough to breach the Power Plant. It does have the Explosion advantage, so any mobile suit in the area of effect may take collateral damage as a result of being too close to the explosion. Better Dive for Cover! Of course, even if the Mobile Suit isn't destroyed, it is useless because the Power Plant is now gone...it can do nothing!

 

The Advanced Controls indicate the sophistication of the control system present in the Wing Gundam. It gives the pilot a degree of control not present in other Mobile Suits (excpet for, of course, the other "Gundams").

The Maneuvering Verniers is what gives the Wing Gundam its incredible maneuverability. With +6 levels with Flight movement, it is the most agile mobile suit ever created. (Deathscythe, Epyon and Tallgeese III each have +5 lvls) This is achieved via the Wing Gundams "Feathered Wings". Each "feather" in its wings is actually a maneuvering vernier that can vector 60^ individually of each other. The result is the ability of the Wing Gundam to outfly anything in space or in the air. Remember, Movement skill levels can be used for reducing Turn mode, Increasing accelleration, decreasing accelleration, can add to Combat Piloting rolls for maneuvering and may add to DCV when moving as well. When used defensively, this makes the Wing Gundams DCV a total of 13! At full combat velocity, the Wing Gundam normally has a turn mode of 21", but because of its vernier system it can reduce that to a mere 15". Braking is similar. When added in with the bonus for "Advanced Controls" the Wing Gundam can add a total of +9 to the Pilots Combat Piloting for maneuvering.

 

Is that agile enough for you?

 

.....But wait! There's more!

 

The Overall Skill levels that come with use of the Zero System may also be used as additional Movement Skill Levels. Yes, thats a total of +10 MSL's that the Wing Zero has at its command. Oh baby! More on the vaunted Zero System later.

 

I most certainly hope that the senors are self explainatory. Assume maximum range is equal to whatever range the sensor can read up to a penalty of -10. Example: The Radar has a Range Modifier of +12. This means it can read targets up to 500 meters (250") away with no penalty. -10 is 16Km (8000") which is the "limit" of its sensor capacity. Get it?

The Target Aquisition and Tracking system only works when the Radar has a successful lock on a target (i.e. made a successful perception roll). Any Mecha pilot worth his salt can do combat without Radar, its just more difficult.

 

The ECM/ECCM is very basic. Most mobile suits, even the Gundams, don't seem to have very much ECM capability. Obviously, there are ships in every fleet dedicated to this role, so Mobile Suits do mount basic ECCM systems. The Power Defense protects it from advanced ECM such as those used to disable Sensors (Suppress and Dispel). Sensor Hardening is listed under standard defenses, which protects it from short EM pulses designed to take out radar temporarily (Radar Flash Defense).

The ECM suite is very basic as well. When activated, any enemy suit in the area of effect (4km) is hit with the listed penalty. Use a skill vs skill roll, using the respective pilots Systems Operations skill. If the defending suits can beat the skill roll of the pilot using the ECM, they do not suffer from the penalties. If they fail, then the listed penalties apply to their sensors and communications. Pretty simple really.

 

Now we come to the Zero System.

The basic power is Mind Link. If the Mind Link is somehow disabled, the other powers in the Zero System turn off immediately.

When the Zero System is active, several things occur.

1st: The pilot now has the ability to use Find Weakness on his opponents. The Zero System effectively feeds tactical information about his target directly into the pilots mind, which allows him to instantly analyze his target to best take advantage of any weaknesses in their defense. This is part of what makes a Zero System enabled mobile suit so deadly.

2cnd: The Zero system predicts the actions of the opponent, and projects these predictions directly to the pilots mind, so that he/she may act upon them instantly. This gives the Wing Zero 4 overall skill levels to use. The pilot may use them in any way he/she desires, as long as they deal with the Mecha in some way. Examples include:

Movement Skill Levels: The overall levels can be used as MSL's for any of the Wing Zero's movement modes, including leaping.

Combat Skill Levels: The overall levels can be used to enhance the Wing Zero's combat capability, including OCV, DCV and +DC's for hand to hand/melee combat.

Sensors: The overall levels can be used to enhance the pilots Systems Operations skill roll when he uses the Wing Zero's sensors. They can also enhance the pilots skill when using ECM systems.

Piloting: The overall levels can add to the operators Piloting skill rolls.

Find Weakness: They can even enhance the Zero System's Find Weakness roll!

As you can see, the Zero System is a serious boon to any pilot.....who can control it that is.

3rd: There is a serious problem with the Zero System. It has the tendency to bring out/mess with a pilots psychological limitations. In its most basic form, this represents itself as the ability to force the pilot into a state of rage/single-minded-destruction via Mind Control. Roll this once per turn (Post Segment 12) and the Pilot gets to make a breakout roll as normal. The level of effect needed depends on the Pilots state of mind and Psych lims. (a character with an Enraged will be driven mad on an Ego+ roll! However a character with the Psych lim: Peaceful will become angry on an Ego +20 or higher). Treat this as an Enraged, possibly as a Berserk, depending on circumstance.

Gm's who wish to mess around with their PC's can have the Zero System Side Effect be a bit more versatile. Since the Zero System is already "Mind Linked" to the Pilot, it can read any of the Pilots psychological limitations. The Zero System is in effect, a special system that reads the pilots intentions and does its best to carry those intentions out to the fullest. A Pilot who is using the Zero System is supposed to be in a specific state of mind such as "Destroy My Enemies" or "Complete My Mission To Rescue Releena!" However, Psychological limitations (especially strong ones) have a way of creeping up into our train of thought at the most inopportune of moments.

Thus, the Zero System will oftentimes latch onto these Psych lims and do its best to carry them out to its fullest. It will reinforce these attitudes to the pilot, making the operator obsessed with them.

This effect varies from individual to individual, so there are too many variables to go into here. GM's are encouraged to use their twisted imaginations as they will, based on the Psych lims of their PC's.

 

The Wing Zero's weapons are pretty conventional. The Machine cannons are best used as Anti-missile weapons and close-in deterrents for bargin-basement Mobile Suits.

The Beam Swords are its main weapon for Hand to Hand combat. They are built as HKA's which means the Mobile Suits strength adds to the damage. Mobile Suits also often use Maneuvers to enhance the damage as well (Move-by and Martial Arts maneuvers are popular). Since the Beam Swords are double AP, they tend to cut other Mobile Suits to ribbons. When using the Beam Swords with the Zero System active, the Wing Zero is an especially dangerous opponent (enemies Defenses are at 1/4!)

The Twin Buster Rifle is the Wing Zero Custom's main ranged weapon and its power is undeniable. It posseses two of these rifles, which resemble the standard Beam Rifle of other Mobile Suits, but the Twin Busters can be combined to form a single, powerful Beam Cannon capable of great destruction. It was purchased as two seperate beam rifles (each capable of 8D6K ap/pen attack) but when its combined, use it as a 0 penalty Multiple Power Attack with a single attack roll for both rifles. Apply damage to defenses seperately then add together for total damage (similar to a Reduced Penetrating attack). This allows the Twin Buster to produce up to 96 Body worth of damage in a single attack, making it incredibly powerful compared to other Mobile Suit weapons. Even colonies won't be safe!

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Not bad, NuSoard, but I have a couple of questions:

1) Where's the DEF? I looked and looked and looked some more, but I couldn't see the Wing Zero's base DEF. Surely you didn't mean for that puny (13,13) hardened Armor (which in my opinion should be used to represent it's Gundamium outer shell, something the LEOs and TAURUSs and other Zodiac-themed mecha on the G-Wing show shouldn't have) to be it's only protection.

2) The ZERO System! I have a coupe of problems with the Side Effect; One is that I don't believe that Mind Control is the right power to represent it. The Zero System has been shown driving people nuts, true, but it's also returned Trowa's memory to him, and shown Duo a fantasy about his destroying a nearby colony (and his friend, Hilde). The effects vary from person to person, so let's go over each person and see what the Zero System did to him.

Quatre: When he first hopped into Wing Zero, he was upset about the death of his father when his O'neil colony turned against him. Afterwards, he came to believe that the colonies were evil, and set about destroying them.

Duo: What did he say at the beginning of the episode where he piloted Wing Zero? "The God of Death is back from Hell!" The Zero System showed him doing some serious reaping, didn't it?

That Technician: He went in believing that the Zero System made the Mech invincible. At the end of the episode, he believed he was invincible.

Zechs Merquise: Surprisingly, the Wing Zero System didn't have much effect on him, although he did have a psychotic episode while fighting Wufei. I'm not really sure the Epiyon Zero System had any effect on him.

Heero Yui: When Heero first boarded the Epiyon, he was pretty unstable from having gone from fighting for the colonies to being hunted by the colonies, to being a student at the Peacecraft Academy (against his will). He probably felt like a caged animal, and the Epiyon brought all that out. Notice that he didn't have any problems in the Wing Zero, since during most of that time he acted to defend Earth from the White Fang (a self-chosen mission, which required him to act like a perfent soldier).

Wufei: I haven't seen the episode where he piloted the Wing Zero, but I noticed that after it, he acted more like a team player, so it must have done him some good.

Trowa: Like I said earlier, it restored his memory, with only a slight psychotic episode.

Dorothy Catolonia: While she didn't pilot a mech, she did use the Zero System twice with no psychotic effects whatsoever.

If I were to use one power to represent the Special effect, it would propbably be Telepathy, as it can read your emotional state and then 'send' the appropriate message to reinforce the pilot's mental state (i.e.: You are the God of Death! Let the Reaping begin!")

Another problem I had with the SE was that you applied it to 3 powers. Doing it like that will have it 'attack' the pilot 3 times a Turn (all at segment 12), not once. Pick one power to apply it to and remove it from the others.

 

Well, that's it. Other than those 2 problems, I don't see anything else that needed attention so like I said, this was a pretty good writeup.

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Originally posted by Oruncrest

Not bad, NuSoard, but I have a couple of questions:

1) Where's the DEF? I looked and looked and looked some more, but I couldn't see the Wing Zero's base DEF. Surely you didn't mean for that puny (13,13) hardened Armor (which in my opinion should be used to represent it's Gundamium outer shell, something the LEOs and TAURUSs and other Zodiac-themed mecha on the G-Wing show shouldn't have) to be it's only protection.

 

Sorry about that! As you can tell, the post was woefully incomplete and I did forget to post the base defense. Now its up there. Base Defense 12 (unhardened) and Armor plating 13/13 (hardened of course) so all told, the Wing Zero Custom has 25Def against most attacks, and a 19Def against Armor Piercing attacks. Yes, the 13/13 hardened armor represents the Gundarium armor outer shell.

 

2) The ZERO System! I have a coupe of problems with the Side Effect; One is that I don't believe that Mind Control is the right power to represent it. The Zero System has been shown driving people nuts, true, but it's also returned Trowa's memory to him, and shown Duo a fantasy about his destroying a nearby colony (and his friend, Hilde). The effects vary from person to person, so let's go over each person and see what the Zero System did to him.

 

True enough. However this can be a mere roleplaying consideration...wierd side effects being up to the GM...I would only have "visions" and whatnot happen to strong willed pilots who resist the initial side effect (i.e. make a successful "Breakout" roll)

 

If I were to use one power to represent the Special effect, it would propbably be Telepathy, as it can read your emotional state and then 'send' the appropriate message to reinforce the pilot's mental state (i.e.: You are the God of Death! Let the Reaping begin!")

 

Well, what you can do is, instead of having a set Mind Control effect, have a variable effect. One that happens based on the pilots state of mind and strongest Psychological limitations. Easy enough to do.

 

Another problem I had with the SE was that you applied it to 3 powers. Doing it like that will have it 'attack' the pilot 3 times a Turn (all at segment 12), not once. Pick one power to apply it to and remove it from the others.

 

Not necessary. If the GM running the game decides all three powers add together for the total effect of the Side Effect, then VIOALA! It does.

 

Well, that's it. Other than those 2 problems, I don't see anything else that needed attention so like I said, this was a pretty good writeup.

 

Thank you. Its far from finished. I still have to add the various Disads that go with the mecha and have lengthy explainations as to why I did what I did with various powers and whatnot...

 

To be continued...

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Originally posted by NuSoardGraphite

Sorry about that! As you can tell, the post was woefully incomplete and I did forget to post the base defense. Now its up there. Base Defense 12 (unhardened) and Armor plating 13/13 (hardened of course) so all told, the Wing Zero Custom has 25Def against most attacks, and a 19Def against Armor Piercing attacks. Yes, the 13/13 hardened armor represents the Gundarium armor outer shell.

 

AH! Much better. Though I have to wonder how much DEF you think a normal tank would have would have in the GWing world (I think I saw a few of those relics rolling around in an episode).

 

Well, what you can do is, instead of having a set Mind Control effect, have a variable effect. One that happens based on the pilots state of mind and strongest Psychological limitations. Easy enough to do.

 

Okay. That sounds much better. Your description before made it sound like anyone who used the Zero System suddenly became a berzerk psychopath. Could you imagine what would happen if Relena Peacecraft had to pilot Wing Zero with your earlier SE... :P

 

Wing Zero charges through a dozen OZ LEOs, swinging its beam saber in an intricate dance of death. Inside the Gundam, Relena Peacecraft sits hunched over the controls, her hair is wet from sweat and matted to her head. A few locks have fallen over her face, which is contorted into a Death's Grin that looks as though it's been there for weeks.

RELENA: Damn, I'm good! No. That's not it...

A pressing of the foot pedals sends the Gundam rocketing thru the air while Relena's hands manipulate the Wing Zero's arms to retrieve the Twin Beam Rifle. At the apex of it's flight, Relena triggers the Gundam's right index finger, activating the Twin Beam Rifle, sending a searing beam of death down onto OZ's Luxembourg headquarters. The headquarters vanishes in an explosion of plasma.

RELENA:D : DAMN! I'M GOD!!! WHAAAHAHAHAHAHAHAHAHA!!!!!

 

Not necessary. If the GM running the game decides all three powers add together for the total effect of the Side Effect, then VIOALA! It does.

 

You mean that the pilot has to take the equivalent of an 18D6 Mind Control attack (21+21+21=63)? :eek: How much EGO do you think these guys have, anyway?

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Originally posted by Oruncrest

AH! Much better. Though I have to wonder how much DEF you think a normal tank would have would have in the GWing world (I think I saw a few of those relics rolling around in an episode).

 

A normal Tank in the GundamW universe would have a defense between 14 and 16 total. Only the toughest such vehicles would have hardned armor. Most don't. This is so that standard Beam Rifle (between 6D6 and 7D6 killing damage, AP) will destroy them in 1 blast, to stay "in genre".

 

 

You mean that the pilot has to take the equivalent of an 18D6 Mind Control attack (21+21+21=63)? :eek: How much EGO do you think these guys have, anyway?

 

Well..you do have a point there. It should only be a 6D6 mind control. I should probably just apply it to the Mind link. Also, now that I look at it, both the Find Weakness and the Overall Skill Levels should be linked to the Mind Link as well. I'll make the appropriate changes in a day or so. (which is why I haven't put a final cost down. Potential adjustments and such from forthcoming input. Also the Disads are still on the way...)

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Originally posted by NuSoardGraphite

Well..you do have a point there. It should only be a 6D6 mind control. I should probably just apply it to the Mind link. Also, now that I look at it, both the Find Weakness and the Overall Skill Levels should be linked to the Mind Link as well. I'll make the appropriate changes in a day or so. (which is why I haven't put a final cost down. Potential adjustments and such from forthcoming input. Also the Disads are still on the way...)

 

If I may make a suggestion, have the Mind Control SE apply to the Mind Link like you said, but replace the Find Weakness' Mind Control SE with 6D6 Telepathy and the Overall Levels' SE with 6D6 Mental Illusions. That way, all the effects that I mentioned earlier can have a chance to affect the Pilot. If the Telepathy SE works on the pilot, then the Mind Control and/or Mental Illusions SEs can be used in conjunction with the pilot's Psychological Limitations. Otherwise, they just send out general commands (MC: 'Kill!', MI: an illusion of the pilot's death).

For instance, Quatre's piloting the Wing Zero while temporarilly insane from his father's death. The Zero System's Telepathy SE easily works on his grief-stricken mind (½ normal EGO) and discovers that Quatre wants to protect the colonies from the Romafeller Foundation and OZ (Psych Lim: Wants to protect the colonies from the Romafeller Foundation and OZ), was willing to defy his father to do so (Psych lim: Vigilante Mentality), and accepted an offer from the Barton Foundation to pilot a Gundam and destroy Earth's military technology (Psych Lim: Trusting). The Zero System also discovers that the colonies are now hunting the Gundam Pilots and Quatre's home colony is responsible for the death of Quatre's father.

The Zero System's Mind Control tells Quatre that Romafeller and OZ have gotten their claws too deep into too many colonies to save them. It then says that Quatre's father realized this and died saving the colonies mineral asteroid from the OZ-corrupted colony, using Mental Illusions to reinforce this idea. It then tells Quatre that the only way to salvage the situation is to destroy all the corrupted colonies to protect the ones that haven't been corrupted yet.

Quatre would normally be violently against destroying the colonies (EGO + 30), but because Quatre's so trusting (-5) he easily believes what the Zero System says, especially since the mental illusions reinforces it (cosmetic change (the motivations of his home colony and his father) believed to be real, works well with psych lims (-10), so it only needs to roll better than EGO). Now the Mind Control only needs to exceed Quatre's EGO-15 (due to his psych lims). Assuming that Quatre had an EGO of 13 before this started, an average MC roll would require a breakout roll of 4 or less (due to his temporary insanity which would NOT be fixed by the Zero System).

 

As you can see, using these 3 powers would make the Zero System worth the limitations.

Have fun.

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Re: Gundam Wing Mecha: Stats!

 

Originally posted by NuSoardGraphite

Here it is: Wing Gundam Zero (custom) from Endless Waltze.

 

sweeeEEEEEEEEETTT!!!

 

Vehicles are not my forte, so I can't really contribute to the discussion. But I will, by Long, use this sucker in any future Giant Robo Anime game I run. Wow!

 

Now, all I need is Roy Fokker's Veritech and a Zentradi battle pod...

 

:D Pleeeeeeeease? :D

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  • 3 weeks later...
  • 4 weeks later...

Notice that the Twin Buster rifle has the +5pt adder used for purchasing 2 beam rifles. Just assume that both of these rifles are mated together in the same housing that makes up the Twin Buster rifle (sort of like a battery of guns). Since a single Buster rifle blast does 8D6K damage, a Multiple Power Attack (or Gang Fire) from the Twin Buster does 8D6K twice, and thus is capable of dishing out a total of 96 body (48 X 2) in a single phase.

 

More than enough damage needed to take out a large section of a colony.

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Unfortunately, for +5 points, you get 'another gun to use when the first gun is broken'.

 

If you want to do 8d6RKA ~twice~, autofire to two, or buy the power twice.

 

(Not that the points really matter... lord, can I borrow your GW to throw at my GM's sentinels?)

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Originally posted by Marcus

Unfortunately, for +5 points, you get 'another gun to use when the first gun is broken'.

 

If you want to do 8d6RKA ~twice~, autofire to two, or buy the power twice.

 

(Not that the points really matter... lord, can I borrow your GW to throw at my GM's sentinels?)

 

Actually, that rule doesn't apply to vehicles, only character equipment. I could be mistaken though, if so then the cost doubles. (well not quite, if you use the linked limitation)

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Re: Gundam Heavyarms

 

Originally posted by Kaeto

How long until you do the Heavyarms Custom?

I like that beast.

 

Soon, soon. I got stuck doing some O.T. at work, but thats over and done with now, so I will get to work on the DeathScythe Hell Custom, then the Heavyarms after that. Hopefully I'll be able to post them in a few days...

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Originally posted by SuperBlue

Um...

 

I thought when doing double-barrel attacks (such as twin buster rifle), you bought the power for 2x damage (16d6 in your case), and tacked on "Reduced Penetration." Though Penetrating and Reduced Penetrating would be kinda redundant...

 

 

Absolutely!

 

Reduced Penetrating works perfectly for that kind of effect. But you do know what they say about Hero don't you? There isn't just one way to do things in this system :) (usually more than three ways in most cases!)

 

A power with both the Penetrating advantage and Reduced Penetration limitation isn't redundant, but would definately be a unique ability. Its garunteed to do damage no matter what (unless the defense is hardened of course) but won't do heavy damage against targets with high amounts of armor. Against unarmored opponents, the attack is still devastating. Such a combination might be necesary to simulate certain sci/fi weapons.

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  • 1 year later...

Re: Gundam Wing Mecha: Stats!

 

Hi.

 

I just got the "D20 Mecha" book today and with a little quick figuring, I came up with a set of formuli for setting the Mecha Point Costs for the Gundam Wing series mecha.

 

GW Ratings -> Mecha Points

 

*Hit Point Cost = Armor Rating

*Armor Cost = Armor Rating Minus 10

*Defense Multiplier Cost = Armor Rating Divided by 1.6

*Strength Cost = Power Rating Multiplied by 1.3 (Round to Nearest Whole Number)

*Speed (Movement) Cost = Speed Rating Multiplied by 1.75 (Round to Nearest Whole Number. This cost is split by all pertinent movement systems [Walking, Air, Space, Water].)

*Handling (Initiative and Maneuver) Cost = Fighting Rating Minus 100

*Weapon Points Budget = Weapons Rating (This Budget is split by all the mecha's weapons, with the "Main" weapon getting at least 1/3rd of the total!)

Don't forget to add crew/A.I. costs and other important hardware!

 

With this system, the humble Leo came out to just under 700 Mecha Points, while the Wing Zero and Epyon came to just over 1000 Mecha Points.

 

Hope this helps!

FP

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Re: Gundam Wing Mecha: Stats!

 

I'm back!

 

Gotta DSL hookup, so I'm no longer taking up phone time with my internet sessions, so very soon I'll be posting the stats for the other Gundam Wing mecha...

 

I know, I know, I'm very late on this. Forgive me. Things haven't been stable for a while, but now its all good. Lets get started!

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Re: Gundam Wing Mecha: Stats!

 

DOH!

 

The fates are conspiring against me!

 

Almost exactly 24 hours after getting my DSL up and running, my computer decides to be flakey and made the Internet Explorer stop working. Completely. Now I can't even log on, even though my connection is good. (I'm using my roomies computer for now).

 

Anyone know how to fix that? I click on the IExplorer icon and.......NADA.

 

Piece of shite

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G-Gundam Stats!

 

Hi.

 

Now, the Gundam Fight Ability Points from G-Gundam and how they relate.

 

NOTE: This system works for all the known Mobile Fighter suits save the Devil (Dark) Gundam, which is a magnitude above all the others. I consider the Devil Gundam to be a plot device rather than a character-use mecha anyway.

 

The source stats are always given as decimals. Use the stats as-is without rounding, but always round the result to the nearest whole number.

 

Ability Points -> Mecha Points

 

*Hit Points Cost = Defense Ability multiplied by 2.67

*Armor Cost = Hit Points Cost minus 10

*Defense Multiplier Cost = Search Ability multiplied by 1.67

*Strength Cost = Power Ability multiplied by 3.25

*Speed Cost = Speed Ability multiplied by 20

*Handling Cost = Adaptation Ability plus 10

*Weapons Budget = Offense Ability Multiplied by 3.00

And again, don't forget to add the Crew and other important hardware!

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On Review/Testing of the G-Gundam Figures

 

I did a test run of sample G-Gundam mecha and was a little surprised with my findings.

 

The Rising Gundam was only slightly more Mecha Pointage than the Leo of Gundam Wing. The Leo would have been tougher with more firepower, but the Rising Gundam would have been faster, nimbler and easier to operate. In doctrine, the Mobile Fighters are a somewhat different animal than the Mobile Suit, like comparing a Race Car with a battlefield Armored Car.

 

When I originally set the formuli for the G-Gundam stats conversion, I used the "Perfect 60" as the maximum for comparison. But looking at my sample of G-Gundam stats, there are some stats where no MF comes anywhere near 60. So as an alternative, if you want MFs to be as tough as MSs, use these figures instead:

 

*Hit Point Cost = Defense Ability multiplied by 3.33

*Defense Multiplier Cost = Search Ability multiplied by 2.70

*Strength Cost = Power Ability multiplied by 4.75

(Round all results to nearest whole number.)

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