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Mech and Weapon Abilities
Ability
Effect
Additional Attack
This weapon grants another attack if the roll required is equalled or exceeded. Typically Unarmed Melee and Mounted
weapons will attack again on a 10+, while swords and sabres will attack on a 13+. Pilots with the Combo Attacker skill or if the
unit has extra limbs for attacking require a roll of 10+, while those with both additional limbs and Combo Attacker require only
an 8+
Afterimage
A unit with the afterimage special rule rolls a D6 when an attack is made against it; on the roll of a 5+ the attack is
automatically evaded. The units retaliation attack does not have to be forfeited to use the afterimage, it is a latent skill and
may only be active if conditions are met on some units
Armour Break
A unit hit with this weapon receives a negative 2 modifier to its armour save until the end of the turn, i.e. the value need to roll
on the armour save increases by 2
Armour Penetration
(AP)
Some weapons are so powerful as to outright destroy armour while other weapons are so precise in their use that they are
able to pinpoint armour weak spots and exploit them; as such both these class of weapons negate armour saves outright
Armour Purge
A unit with Armour Purge carries a smaller unit within, at the start of a units activation, prior to movement a unit may opt to
shed its external armour and swap profiles to the unit within. Certain units with armour purge may use this rule as a means to
escape destruction; roll a D6 and on the roll of a 4 + the internal unit escapes the armour and takes no damage from the
incoming attack. Additionally armour may be purged offensively as per the Kamikaze special rule below.
Armure Lumiere
Hyperion exclusive. Instead of moving Hyperion may deploy its umbrella force field. This field encompasses a 6 inch radius
from the Hyperion’s head. No units may enter or leave the umbrella while it is extended; a unit that would not be completely
encompassed be the umbrella upon its deployment is forced beyond its range. All weapons entering or leaving the umbrella
lose 2HP of damage, excluding those used by the Hyperion. The umbrellas power requirement is so great that the umbrella
only lasts until the end turn it is activated, and must recharge for 2 turns before it is used again
Barrier Penetration
This weapons attacks negate barriers and beam shields
Beam
Weapons with this skill have better armour penetration and as such have a negative 2 modifier to the targets Armour value for
this attack, in game terms increasing the value required by the armour save roll by 2
Beam Coat
Negates the armour modifier from the Beam special rule of attacks made against this unit
Beam Shield
A unit with a Beam shield may opt to defend any attack if it is carrying a shield. If they do, the defending unit reduces any
damage inflicted to it by halve (always round damage up). Combo attacks which result in multiple damages count as one
attack total and the damage is halved each time. The beam shield may be used once per turn, and is available for repeated use
unlike a solid shield, and the emitter is only destroyed if a critical is rolled against the shielding unit. If a unit has multiple beam
shields it may opt to overlap its shields to further half the damage; this counts as both shields being used during the turn, and if
a critical is rolled against the shielding unit 1 emitter is destroyed; a super critical would result in the destruction of both
emitters.
Bombardment
This weapon may be used to bombard a target area even if the unit lacks line of sight; the attack loses 2 ACC and has a 6 inch
area of effect. The D20 attack is rolled for each unit in the area, applying the EVA modifiers of all units in the AoE
Combine
This unit may opt to combine with another specified unit to form a new unit, with a new stat profile
Counter
This weapon grants the Counter skill to the user when used in this attack
Dash
This unit may use this ability to add 6 inches to its movement range. The number of times this skill may be used will be listed
beside the skill in the units profile
Disarm
When a pilot or weapon with this ability scores a critical hit, the user may opt to forego the additional damage of the critical to
destroy a weapon of the targeted unit. Vulcan and Unarmed cannot be selected for destruction
Effect
This roll is used if the unit is attempting to interact with scenery and enemy mobile suits etc.
Emergency Evade
Once per turn, this unit may make a 6 inch movement when an attack is made against this unit
Flight
Flight enabled units ignore difficult/impassable terrain completely but do not receive any cover saves. Any unit in a flying
mobile armour mode (MA) is always assumed to be flying, and the evasion modifier for the MA will be included in the units
profile. In addition, when a ground based unit fires a ranged weapon upon a flying unit the flying unit receives an additional +2
EVA modifier; if a flying unit is fired upon by a flying unit there is no additional EVA bonus. When a melee weapon is being
used against a flying unit by a ground based unit it is assumed that the attacking ground mobile suit has boosted up to attack
the unit and so the additional EVA modifier does not apply
GN Barrier
Reduce all damage received by 1 HP for each attack and each part of an attack chain
Grapple Line
These are versatile weapons with a variety of functions
 If used as a weapon, if the attack hits, you may move the target by the value rolled on the D20. Units moved by the
line may be drawn in towards the user, or slammed into another unit or scenery. The to hit roll is determined by the
grapple users normal to hit value, and apply the evasion modifier of the second enemy unit you are trying to hit. If the
2 units collide apply damage to each unit equal to halve the other units remaining HP.
 Grapple lines may be used defensively. When the grapple user is targeted for an attack, instead of choosing to return
fire upon the opposing unit, the grapple unit may opt to use its grapple to select a target unit or scenery and pull itself
behind the cover. This is given priority over the attack and is resolved first. When this is being attempted use the
Grapple users basic to hit value, and apply any evasion modifiers as appropriate to the target. If the to hit roll is
successful the grapple user may opt to move behind cover, and if line of sight is lost the attack fails; alternatively the
grapple user may opt to pull a suitably sized unit within the line of sight: if the attack would have missed prior to the
addition of the cover save provided by the hooked unit the attack misses and both units take no damage. If the attack
is evaded due to the addition of the cover save the hooked unit receives all damage and if the attack would have hit
regardless of the cover save, both the hooked unit and the grapple user split the damage evenly.
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This weapon cannot be used if the unit moves beforehand
Heavy
Heavy armour
The units strong armour increases the Armour value of the unit and allows the units to use its heavily armoured limbs once per
turn as per the shield rule without destruction
Homing
This weapon negates Aerial Superiority
Hover
Ignores difficult terrain and heavy weapon rule
I Field
Reduce all damage received from ranged beam weapons by 2 HP
Kamikaze
Support units, armour components and boosters may be shed offensively at an enemy unit in addition to the unit’s regular
attack and after movement. Typically these attacks inflict 5 HP of damage for large craft and boosters and 3HP of damage for
smaller armour components. When calculating whether the attack hits use the attackers basic to hit stat and apply the
appropriate EVA modifier of the defending unit. Units with the Counter ability may attempt to shoot down the incoming
object, by using their own base to hit score as the necessary roll, similar to the RW weapons rule below
Move
An attack with this ability will force the attacked unit in the direction the force of the attack comes from, this may be a set
distance, a D6 roll or a D20 roll and this will be specified by the word Move. Pushing a unit will move a unit by D6
Mini GN Barrier
Reduce all damage received by 1 HP for 1 attack this turn. Declare prior to dice roll. The user may make counterattacks. If the
unit was not hit the Barrier still counts as being used this turn
Module Change
A mobile suit with the module change special rule can summon replacement parts from an off- map support vessel. The
procedure for module change occurs as follows
1) At the start of the units activation the player declares that they will attempt to perform a module change
2) Measure the distance of the unit from the starting board edge, and count the number of enemy units between this
start point and the unit attempting to module change. A D20 is rolled and the result is determined from the table
below
Range
Dice roll required
0-10
2+
10-24
3+
24-48
4+
>48
5+
For each enemy unit between the unit and the incoming modules increase the dice roll required by 1, to account for enemy
units attempting to shoot down the incoming modules.
3) When the new components merge with the unit, and the main body components of the mobile suit have been changed
by the module change, the units HP is calculated as the units remaining HP before commencing the module change +
HP equal to the turn number + D6, as long as this does not exceed the maximum HP of the new unit profile. If the
modules are only replacing extremities e.g. striker packs, these have no impact on the HP of the unit
If a module change is declared and the modules are shot down, the unit continues with the turn normally. If the modules are
shot down you may not attempt to exchange to those modules for the remainder of the game; you may still attempt to change
to a different set of modules at a later point.
Beam Spin
The beam sabre is spun to create a beam barrier which follows the Beam Shield rule
Offensive Shield
+1 damage in unarmed combat
Parry
An innate skill of all units. When a unit is being attacked by a close quarters or melee weapon, it may opt to try and parry each
blow in the attack by using a suitable CQ weapon. This is done by simultaneously rolling a D20 as the attacking unit rolls its to
hit and critical dice: a roll which exceeds the attackers roll will stop block the current component of the attack. If a critical is
rolled by the attacker the weapon the defender is using to parry with will be destroyed and will be unavailable for the
remainder of the game unless a melee attack is being used to parry. Melee attacks may be parried by a melee attack or with
an appropriate close quarters weapon and while melee attacks can potentially block CQ weapon attacks they must meet the
attackers roll exactly, to perform a blade grasp, which destroys the attackers weapon CQ weapon attacks can be used to block
CQ weapon attacks and need only exceed the attackers to hit roll
Phase Shift Armour
Decrease damage taken from physical weapons and explosions by 2HP. Early Gundam Seed units will carry a limited number
of uses of phase shift armour, after which the armour will be rendered inactive, and the units beam weapons will become
inactive. Later Gundam Seed units will carry variants on phase shift armour which have an infinite usage; this will be reflected
in the units cost
Psycho-Jammers
Activated by unit at the start of the game turn. Select 1 unit on the board; it cannot use any remote weapons this turn.
Psycommu system,
Psycho Frame
Increase the Pilots Newtype level by 1, i.e. increase the Acc and Eva stats and the damage of newtype weapons by 1
Quantimisation
00 raiser and 00Q only. On the turn this unit uses Trans-AM, if the unit is successfully attacked and the armour save roll is an
even number, the 00 Gundam is thought to quantimise and counts as evading the attack
Rapid Fire
When rolling for this units attack, roll 2 D20 instead of 1, using only 1 D6 to determine if the attack is a critical hit
Repair
Remote Weapons
(RW) including
funnels, fangs, bits and
gun pods
A unit with this ability carries engineers that are able to repair damaged units. This is reflected as an AOE ability that occurs at
the start of the owning players turn. The aura restores a total of 3 HP to any units or scenery within 12 inches. This can be
given to a single unit or spread over any number of allied units, and can be used to restore inactive units that are not
irreparably damaged. Alternatively, at the cost of 2 of the 3HP points, the engineers may remove a status effect from a unit
within 12 inches.
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A single RW ay make an additional attack once per turn in addition to the unit’s normal attack.
All RWs are treated as heavy unless specified, and can only be used in space missions
An unit will carry a set number of RWs: some are unable to reattach to the unit and can only be used once, however
some will reattach to the unit, ready to be used again next turn
The additional attack must be made immediately after the base attack, and uses the RW listed in the unit’s profile.
Some RW attacks will have an adjusted weapon range; this will be listed in the unit’s profile. Roll the “To Hit” dice (D20
and D6) as normal, applying any ACC and EVA modifiers, and apply damage as normal
The unit being attacked may attempt to counter attack the RW as it would any attacking unit. RWs have no evasive
modifiers, and carry only 1HP. Always use the retaliating unit’s base “To Hit” score to determine whether the RW is
hit, i.e. apply no accuracy or evasive modifiers. If the RW is destroyed it does not return to the unit and is left
unusable. A critical hit counts as destroying 2 RWs and super critical counts as destroying 3 RWS.
If the unit being attacked has the Counter ability it attempts to destroy the RW: roll the “To Hit” dice simultaneously as
in the Counter Ability
A RW may be used to counterattack an attacking unit. If so the attacking unit makes its attack against the defending
unit, the defending unit may counterattack with the RW, and then the initial attacking unit may attempt to attack the
RW as described above in addition to its initial attack. If the unit being attacked has the Counter ability the roll
simultaneously with the RW “To Hit” roll as above
Some units may use there funnels to make a map attack but this uses up both their base attack and the additional
attack. If a Map attack is used the RWs cannot be targeted for counter attacks. Details of these map attacks will be
available in the units profile
RWs may be used for defensive measures. These do not use the unit’s base attack, and can be deployed at any point in
the game, including during your opponents turn, prior to the rolling of a “To Hit” roll of an attacking unit. Using RWs in
this manner invariably leads to their destruction.
The damage inflicted by a RW is typically calculated as the base damage of the weapon the RW is based upon, with an
additional damage for each level of the pilots newtype skill, as discussed in the Newtype section of the Pilot Abilities
document
Sensor Disruption
A unit hit with this weapon loses 2 ACC for the remainder of the turn
Separate
This unit may divide into its constituent parts, and split the damage between the 2 units; the division is based on the HP divide
e.g. a 9 HP unit has taken 3 Damage and then opts to separate into its constituents, 1 with 3 HP and 1 with 6HP. The 6HP unit
will take 2HP of damage leaving it at 4 damage, and the 3 HP unit will take 1 damage.
Shrapnel
All units within a 6 inch radius of the target will receive 1 HP of damage if the attack hits and the armour save roll is failed
Shield
A unit with a shield may opt to defend any attack if it is carrying a shield. Shields carry 3HP and can reduce the damage of an
attack by up to 3HP. Shields do not regenerate HP after an attack. After the 3HP of the shield is used up the shield is
destroyed and the defend option is no longer available to the unit.
Shield Bits
Cheridum and Zabanya gundams. During the players turn, the unit may deploy the shield bits to create a cover safe. This is
done at the start of the units activation. If the unit moves the shield bits remain in their current position. The bits return to the
model at the end of its activation. If during this turn an attack would have landed against the unit before evasion and cover
modifiers have been applied the shield bits are destroyed. During the opponents turn, when an enemy unit declares an attack
against the unit or a unit within 6 inches of this unit and before the to hit roll is taken, this unit may deploy any number of its
shield bits. For each shield bit deployed increase the targeted units evasion by 1. If the attack would have been evaded
regardless of the shield bits the bits return undamaged. If the attack hits or would have hit if not for the shield bits the bits are
destroyed and do not return to the user
Sneak Deploy
A unit with Sneak deploy must always deploy after the Seize Initiative phase of the deployment, even if the remainder of its
army deploys before the opponents units. In addition this unit may deploy 12 inches in from any board edge.
Spotter Target Relay
This unit does not require a direct line of sight to target enemy units if an allied unit can see the unit selected for attack. If so
the attacking unit does not lose 2 ACC when conducting a Bombardment.
Stun
A unit hit with this weapon loses its next activation and cannot retaliate for the remainder of the turn
Team Attacks
These are attacks that multiple units may take part in. The units taking part in the Team attack must be within 6 inches of each
other at the commencement of the attack. Both units may launch the attack as long as the range requirements are fulfilled,
and either unit in the attack may have already activated and attacked prior to the team attack however the team attack may
only be used once per turn. E.g. Ortega and Mash of the black tristars have moved into range to do the jet stream attack and
have attacked the gundam. Gaia now joins them within range of the Jet Stream Attack and may choose to launch it. In the
subsequent turn all 3 units may launch the Jet Stream attack but only one of the units may launch the attack.
Trans-AM
When a unit enters Trans-Am it receives the following stat changes until the end of the turn: +4 movement, +2 EVA, GN
weapons inflict 2 additional HP of damage. Trans Am can only be used once every 3 turns and can only be activated from Turn
3 onwards.
Trans-AM Burst
This unit may not make an attack this turn it uses the Trans-Am burst, it may however retaliate against attacks as normal.
Increase the evasion and accuracy of all allied units by 2 and decrease the evasion all non-allied units by 2 within 24 inches of
the 00 Raiser. This counts as a use of Trans-Am
Transform
A unit may transform to its mobile armour mode which normally increases its movement range and increases it’s evasion by 2,
this will be listed in brackets on the unit’s profile. Units must choose to transform prior to movement, and may not transform
back until the end of their turn. Certain units may choose to transform after movement, but this will be listed in the units
profile as Post Movement Transform or Transform(PM)
Trial System
Declare use prior to movement phase of the turn. All non-allied Gundam 00 Gundam and Veda units within 24 inches of this
unit lose their activations for the remainder of the turn, and have their evasion decreased by 2.
When a units is attacked by a large ballistic style weapon, it may forgo its counter attack to use its Vulcans to attempt to shoot
down the approaching shell. This is achieved by rolling the units base to hit score as listed in the units profile. The attacks that
typically be intercepted by Vulcans include: Grenades and grenade launchers, Missiles.
Vulcan
Wire Mounted
A special variation of a Remote weapon: the RW moves up to 12 inches in a specified direction before making its attack,
allowing the RW to take advantage of cover as a normal unit would.
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