Modified from an original article posted at
http://www.orange-road.com/mekton/gundamRules.html.
Mobile War Arc Gundam
Version 1.0
by Mark Berger
Background
Campaign Voice
Serious
Tech Level
Tech Level 6
Mecha Combat Skills
Only Mecha Gunnery, Mecha Melee and Mecha Fighting are relevant -
Mecha Missiles is absorbed into Mecha Gunnery, and Mecha Fighting is
absorbed into Mecha Melee
Optional Rules
Anime Leaps
Not allowed.
Stats Above 10
Not allowed.
Skills Above 10
Allowed.
Missile Travel Time
Strictly enforced.
G-Factor
Always applies.
Extra Actions
(MZ+ p49) Is not used; use "Extra Crew" method.
Fuel
Always used.
Let's Active!
Not used.
Missile Priming
Not allowed.
Character Creation
Stat Generation
Cinematic Primary Characters (70 points).
Skills
Characters can be Rookies or Professionals.
Psionics
Newtypes are handled very differently from MZ+ ESPers. Use "Psi
Potential Stat" as Newtype ranking (non-Newtypes may have 0 in Newtype).
Psi Points are not used. Active/Latent rules apply (especially Bonding),
but Wild Talents do not. Note that some Refs prefer using EMP as an
indicator of Newtype level, while others like to add NT to EMP. In any
event, the character's Newtype level (NT)has the following abilities:
+NT to all Initiative rolls.
+NT to Awareness for combat situations only.
+NT to Piloting Skill only for determing Maneuver Pool (but you
can only add as many points as your NT to any one roll).
Newtypes are also notorious for throwing psychic fits, with
unpredictable results. Hence, the referee can grant a Newtype
character "Newtype special effects," but only under special
circumstances.
Whenever the referee feels it is dramatically appropriate, he can
allow a newtype character to exercise a Psi-skill. There are two ways
this can happen: if the character wants to conciously perform a
"Newtype special effect," and the Ref feels it is appropriate, the
character may choose a psi-skill (again, approved by the Ref) from
the list and then rolls his (Stat) + NT + 1D10 vs the defender's (Stat)
+ NT + 1D10 (+Luck, if added). "(Stat)" refers to the Statistic the
psi-skill is associated with (Mind = INT, etc.). The results are
always left up to the Referee; whatever skill-level result the Ref likes
is allowed.
The other way such skills can be used is when the character is in an
extreme situation. Then, the Ref can (if he wishes), tell the
character to roll 1D10. If the result is lower than his (COOLx2 minus
NT), then the referee can allow the character to choose a skill from
the list of Psi-skills and then use it. Again, the results are up to
the referee. Certain Skills are not appropriate to Gundam and should
never be used: (Pyrokinesis, Telekinesis, Levitation, Regeneration,
Teleportation,etc.).
Mobile Suit Construction
Interpreting Stats
Height
Torso kills * 1.8 = Head height (not total height, which may be greater)
Prohibited Systems
Refer to list below:
Energy Absorbers are not allowed.
Disruptor Melee Weapons and Ammo are not allowed.
Smart Missiles are not allowed; nor are Scatter and Hypervelocity.
Spotting Radars are allowed, but are visually-based.
Gravity Lens & Magnetic Resonance Lens are not allowed.
ECM & ECCM are not allowed.
Morphable Energy Pools are not allowed.
Reactive Shields may only be Interference-type.
Remote Control must be wire-based, unless a Thought Control
system (see the Thought Control system's Entry) is used. Note that
the second Psycho-Gundam, Puru II's Qubeley and the Queen Mantha had
a "Psycho-Control System;" this allows a Newtype to operate the MS from
outside the cockpit. Design this as a Remote Control System with a
CM of 0.5 -- also add a dedicated Thought Control system (on top of
the one already present, so +x0.1) to raise the CM to 1.
Gravitics are limited to less than 8 MA and cannot be efficient.
Only the V2 has true gravitic propulsion.
Powerplants are always Hot. Splitting is common.
Controls are Screen or Virtual (Linear Seat); improved Linear
Seats (such as those in the Z, ZZ and S-Gundam) are considered
"other."
Internal Automation is present in all mobile suits
Cloaking and Stealth are not available.
Shadow Imagers are only Balloon-Type.
ESPer Lens is not allowed.
Thought Control has many different breeds: the classic Psycommu
system is a pure Thought-Control system, but usuable only by
Newtypes. Quasi-Psycommu is exactly the same, but can be used by
non-Newtypes (consider the Lafressia's Neo-Psycommu to be the same
thing). The Biosensor (found only in the Z, ZZ and The-O) seems to
be a big special effect -- stack an extra Thought-Control function
(ie, +x0.1) and let the Referee meddle with the MS' affairs whenever
appropriate; if you must, you might be able to rationalize this as a
Turbocharger system, but I doubt it...
Techno-Organics and Lightspeed are not available
Teleportation is only available for the F91.
Transformables are available: Fighter, Hybrid and Submersible
forms have all been seen. Note that by the Zeta period, all
Transformables have Magnetic Coating, thus granting them Efficient
Transformation.
No Stupid Mekton Tricks are allowed.
Scaling: It is important to note that Armor NEVER scales up
(although its DC does).