Introduction
The very first Zaku mobile suits began rolling off the production line, and it would not be long before they would see active service. ### Benefactors In the 77th year of the Universal Century, the colony cluster known as Side Six or Riah decided to follow Zeon’s lead and claim independence in what would be a brutal but brief civil war, as Riah nationalists clashed with colony defense forces loyal to the Federation. Degwin and his family saw an opportunity to garner allies, and ordered a blockade and the deployment of their new Zaku units within the colony cluster in a show of force in support of the nationalists.
Surprisingly, the Federation themselves allowed Riah’s independence in a peaceful manner, without firing a shot. But tensions had risen between them and Zeon, and while most of the Federal military was contemptuous of Zeon’s “toy robots”, several scientists began research on the viability of such a strange weapons system. Their research would only bear fruit in the midst of the most bloody war the Earth would ever witness. On January 3rd, Universal Century 0079, those tensions would erupt and the Principality of Zeon would declare war on the Earth and all its puppets. ### Now War is Declared, and Battle Come Down The first shots were fired three seconds after the war began, as Zeon forces launched a surprise assault on Sides One, Two and Four. Taking the Federation’s Space Force by surprise, Zeon soon proved they had no sympathy for civilian “sympathisers”, as they fed poison gas into several colonies to exterminate their inhabitants. This, however, was only the beginning of a much more insidious plan, as they began to attach nuclear pulse engines to one of the colonies to fall victim to them at Side Two. “Operation British”, as it was called, was to involve this colony to be hurled at the rough location of the Federation’s massive underground headquarters in South America.
However, the Earth Federal fleet rallied. Although they took ferocious losses and had to unleash nuclear weaponry in the process, they managed to damage the colony enough to send it off course, causing it to break up in the atmosphere and hit Sydney instead, completely destroying it. The Federation’s headquarters of Jaburo was saved, but the cost was still high: while only half of the colony made it into Earth’s atmosphere, it still destroyed 16% of Australia’s total landmass, and the tidal waves and environmental side-effects would eventually kill half the population of the Earth within the next month. And the Principality of Zeon was not finished there. ### The Battle of Loum With even the botched Operation British causing worldwide devastation, the Zeon top brass were anxious to try again, and ordered an attack on Side Five, known as Loum. The Zeonic fleet arrived to find the Federation’s forces were lying in wait, and the two of them engaged in brutal, no-holds-barred combat. While Zeon’s mobile suits soon proved themselves as truly lethal weapons of war, with the legendary “Red Comet” Char Aznable singlehandedly chalking up five battleship kills and the Earth Federation general Johann Revil being captured by a team known as the Black Tri-Stars, neither side could claim a decisive victory.
By the end of the Battle of Loum, nuclear weapons had been deployed by both sides and Side Five was all but annihilated with only a few million survivors lucky enough to have been evacuated beforehand. Without Revil’s charismatic leadership, however, the Federation’s resolve weakened, and when Degwin Zabi’s eldest son Gihren began threatening to drop the Federal asteroid base of Luna II onto Earth they began plans for surrender negotiations in Antarctica. \pagebreakNum
This was a mistake. None of them knew that General Revil had somehow managed to escape captivity, and his sudden broadcast from the Luna II base came as a shock to the entire Earth sphere. In it, he made a rallying speech claiming Zeon’s strength had been expended in the fighting, decrying the Federation’s politicians for being “corrupt and inept” and denouncing Zeon’s genocidal ways, before finally exhorting the Federation to rise up and keep fighting the war.
Rumour had it that Kycilia was so enraged by this she nearly attempted to have the negotiation table itself smashed. The negotiations took a radical turn, and instead of conditions of surrender a ban on all nuclear, biological, and chemical weapons along with the use of colony drops was eventually agreed to. Side Six, which had announced its neutrality after seeing the barbarity of the opening weeks of the war, could expect to have its status respected. While this left both warring factions with some benefits, it left them both with a quandary. The Earth Federation’s conventional arms were no match one-for-one against Zeon’s new mobile suit weapons, and it was only through overwhelming numbers and superior resources that they held on. Meanwhile, the Principality had indeed been stretched by the losses at Loum and was ill-equipped to fight the Federation on a fair level.
Zeon formed an Earth Attack Force with the youngest of the Zabi clan, Garma, at its head, and launched an invasion of key targets on Earth with the hope of capturing enough resources to keep the advantage in the war. However, shortly after the occupation the situation degenerated into a long stalemate. \pagebreakNum
Characters
In addition, new skills have been added to the skill list: ### Piloting (Mobile Suit) (Agility) The iconic weapon of this new era of warfare cannot simply be operated like a common tank or fighter. Mobile suits are capable of waging war in vacuum, on land, and potentially beneath the waves, and their unique properties take a little adjusting to. Piloting (Mobile Suit) is a subset of the Piloting skill, but it denotes a character’s ability at operating a mobile suit regardless of the environment it’s in. Your character should use this skill if:
* They’re trying some kind of dangerous or difficult manoevre in a mobile suit, such as attempting an airdrop without a parachute or catching someone in free-fall with the suit’s hand. * You need them to land on a carrier safely in mid-battle. * The suit itself is critically damaged (missing a limb, main camera sensors destroyed and so on) or there is a time limit involved. Your character shouldn’t use this skill if:
* There isn’t any stressful situation with consequences for failure. Simply having a mobile suit walk somewhere during a relatively peaceful moment is something even an untrained operator could eventually figure out. Just ask Amuro Ray. * They’re piloting a mobile armour. Those operate more like traditional fighters or ground vehicles, with a few notable exceptions that are unlikely to reach player characters’ hands. ### Melee (Mobile Suit) (Agility) While it’s relatively easy to determine that an autocannon or beam rifle isn’t too far removed from a vehicular tank gun or mega particle cannon, the hand-carried melee weapons mobile suits often carry are a different matter entirely. Burying a heat hawk into the underbelly of a warship and engaging another mobile suit in hand to hand combat may both use the same set of skills, but woe to the pilot who assumes the latter is as easy as the former. Melee (Mobile Suit) is used for any hand-carried mobile suit weapon with a range of Engaged, or any melee attack made by a mobile suit regardless of weapon. Your character should use this skill if:
* They’re engaging something in close combat with a mobile suit melee weapon. * Their mobile suit has no melee weapon, but they want to engage an enemy with its bare manipulators instead. Your character shouldn’t use this skill if: * The enemy is far away. Trying to throw your melee weapons usually doesn’t work very well. ## New Careers ### Mobile Suit Pilot So many mobile suit pilots fit into the same stereotype as the fighter pilot from Genesys core. They pilot the weapon of the era, and damned if they’ll let you forget it.
Mobile Suit Pilots are a variant of that career, but with Driving and Piloting replaced with Piloting (Mobile Suit) and Melee (Mobile Suit) respectively.
### Operator Mobile suit teams don’t operate well without support. An Operator is typically the one who coordinates their efforts in the field, keeping them abreast of sudden developments as well as keeping them in contact with allies for larger operations. Operators gain Driving, Piloting, Ranged (Light), Computers, Knowledge, Leadership, Mechanics, and Negotiation as career skills, and may choose four to have a free rank in at character creation. \pagebreakNum
However, the average mobile suit pilot is equipped with a more snug-fitting space suit with less protection and air supply, on the off chance they somehow survive the destruction of their machine. Pilot suits only have roughly two to three hours of breathable air and lack mag-boots, but for game purposes work identically to the standard. However, bulkier old-style space suits impose bb to checks that require fine motor skills or dexterity (like, for example, piloting a mobile suit!) \pagebreakNum # Vehicles and Combat Machines
Vehicles and Combat Machines
In addition, all ranges listed here are considered as using the extended ranges detailed in the "Range Bands in Space" sidebar on page 225, or the planetary-scale ranges used in the Star Wars RPGs. The ranges of mobile suit combat are vast: to use an example, the Guntank is entirely capable of parking up in Kyoto and performing indirect shelling on buildings in Tokyo, which is reflected in its mass-production cousin's statblock here. Qualities common to mobile suits: Manipulator arms (unless stated otherwise the mobile suit is capable of human-like feats of dexterity such as grasping, obscene gestures etc. Yes, this includes improvised weapons) Humanoid construction (A mobile suit can punch/kick/stomp as though it were a character with Brawn 3, although its unarmed attacks count as vehicular weapons. In addition a mobile suit's arm-carried/mounted weapons are considered to be capable of using all four firing arcs) Walks Like A Man (Mobile suits can only perform the Reposition manoevre to move when in ground combat, space works like normal. In addition, they can take cover and perform similar personal-scale combat manoevres, but are susceptible to the Knockdown quality on vehicular weaponry) Rocket thrusters (capable of movement through space, can leap over/through difficult terrain as a manoeuvre, if in an environment with gravity can suffer 2 system strain to fly for one turn but must spend the next on land, can perform the Evade manoeuvre regardless of current or maximum speed)
The below table is to determine the effects of any Minovsky interference in the area, but commonly they tend to upgrade the difficulty of attacks made with weapons with the Guided quality. A d result can be all manner of unfortunate effects, but typically tends to end in premature detonation. | Minovsky density| Radio Transmissions | Guided Weapons | |:---:|:---:| :---:| | 0% | Unaffected | Unaffected | | Low | Average (dd) Computers check to establish comms |Upgrade difficulty once| |Medium|Hard (ddd) Computers check to establish comms| Upgrade difficulty twice| |High|Daunting (dddd) Computers check to establish comms|Upgrade difficulty three times| |Extreme|Formidable (ddddd) Computers check to establish comms|Upgrade difficulty four times|
Hover Jets: A Dom's pilot may choose to ignore the limitations on only using the Reposition manoevre to move in combat, as it skims the ground at high speed. However, should the Dom take a critical hit that damages its movement and propulsion systems in some way, it loses this ability and its Handling immediately drops to -1. In addition, it cannot be operated in space. ### MS-05 Zaku I Designed four years before the war, the Zaku I was quickly deemed inadequate for combat by Kycilia Zabi shortly after the development of the improved Zaku II. However, there were enough Zaku Is produced by this point for the Zeon military to find a home for them among training battalions, rear-line units and the supply corps. Several were used in the colony gassing atrocities of Operation British, and some veteran pilots had developed a soft spot for the older model, insisting on keeping theirs throughout the war.
Luna Titanium armour: (counts as having the Reinforced rule) Arm-mounted shield: (+1 defense, can absorb 3 points of damage in place of the mobile suit before being destroyed) Ground combat optimised: Remove b imposed by difficult battlefield conditions, cannot be operated in space under any circumstances ### RX-79 [G] Gundam Ground Type During development of Project V, the Earth Federation found it had a small stockpile of spare parts originally earmarked for the RX-78 Gundam prototypes. Desperate for active combat units and anxious to test mobile suit tactics, a limited production line of what would be known as the RX-79 [G] would eventually reach the front lines.
The Gundam Ground Type was a testbed for many optional systems that would never see widespread use, such as a head-mounted periscope and a redesigned modular backpack capable of mounting a parachute or equipment container. During its brief service life, most units would be deployed to Southeast Asia, although a handful of the Ground Types would be sent to the American and European fronts also, where they would prove themselves in supporting the counteroffensives there.
While its performance in combat is proven, sourcing repair parts for the Gundam Ground Type is exceptionally hard due to it being constructed from spare parts to begin with. Many critically damaged units have been repaired using whatever parts were available, including its cousin the GM Ground Type, and so “custom” variants are not unusual to encounter.
Luna Titanium armour: (counts as having the Reinforced rule) Arm-mounted shield: (+1 defense, can absorb 3 points of damage in place of the mobile suit before being destroyed) Ground combat optimised: Remove b imposed by difficult battlefield conditions, cannot be operated in space under any circumstances Resilient: When this vehicle suffers a Critical Hit, a Story Point may be spent to roll a second result and choose the preferred result of the two. \pagebreakNum
The Mass Production Guntank is more like a standard armoured vehicle than a mobile suit, with a driver in the lower chest and a gunner in a canopy cockpit in the head. Unlike its prototype, it does not have a Core Fighter-based evacuation system for the driver, instead having a waist capable of rotating and acting like a turret. Its cannons were given a slightly lower calibre than the prototype’s 180mms, but they were also removable, and many mass-produced Guntanks would be equipped with cranes in their mounts and pressed into service as combat engineering and construction vehicles.
Tracks for Legs: The Guntank requires the Driving skill for its driver to operate, instead of Piloting (Mobile Suit). Arcing Fire: If the Guntank does not move, its cannons can be fired at a maximum of Strategic range instead of Extreme at targets in the open. Head Canopy: Should the Guntank ever be subjected to the Decapitation Critical Hit, resolve it as Direct Cockpit Hit centred on the gunner instead. ### RGM-79 GM With combat data collected from the RX-78 Gundam prototype, the final piece of the puzzle Federal scientists and engineers had set themselves fell into place. What they needed was a general-purpose combat unit with the Gundam’s power and effectiveness, but with cheaper and more streamlined components for ease of mass-production and training. With some modifications the RGM-79 was born.
Despite having lighter regular titanium and ceramic armour instead of its older brother's Luna Titanium, the GM was in some ways a slight improvement on the Gundam design, with better sensor range, turning speed and thrust output. Even with concessions needing to be made when it came to armaments (a single beam saber and a shorter-range beam gun as opposed to the Gundam’s twin sabers and full-power beam rifle) the RGM-79 is more than a match for most of Zeon’s arsenal and is affectionately nicknamed “Jim” by many Federation pilots.
The GM is inherently compatible with many optional weapons systems and components designed for the Gundam, and it is not unheard of for aces to scrounge up the sub-generator parts necessary to power a beam rifle, or a replacement backpack with a second beam saber slot.
Arm-mounted shield: (+1 defense, can absorb 4 points of damage in place of the mobile suit before being destroyed) \pagebreakNum
Arm-mounted shield (+1 defense, can absorb 4 points of damage in place of the mobile suit before being destroyed) Luna Titanium armour (counts as having the Reinforced rule) Enhanced Servos (The Gundam counts as having Brawn 4, not 3, when attacking unarmed) Core Fighter system (On a critical hit result of 145+ the Core Fighter system activates, launching the pilot away from the now-destroyed mobile suit in a small fighter instead of the standard result) Resilient: When this vehicle suffers a Critical Hit, a Story Point may be spent to roll a second result and choose the preferred result of the two.
However, the Type 74 is not designed for frontline combat, with its main defensive armament being a roof turret-mounted 20mm Vulcan gun of little effectiveness against anything heavier than aircraft or light armour. When deployed as part of a team of mobile suits or in support of heavier vehicles it fulfils its role of intelligence support exceptionally well, and its speed allows it to evade the heavier rigours of battle. The Type 74 was largely deployed in Southeast Asia and Oceania, while the functionally-identical Bloodhound fills its role on the European and American front. \columnbreak
If they are attempting to ascertain exact details of whatever they pick up, the difficulty increases to Hard (ddd). Rather obviously, this does not pick up aerial contacts such as Dopps. ### Type 61 Main Battle Tank Produced in their millions in the buildup to war, the Federation’s Type 61 had eighteen years of service before the Zaku made it obsolete. When pitted against the mobile suits of Zeon, it was soon apparent that using standard tactics with the Type 61 would just result in slaughter: the tank’s dual 150mm cannons were dangerous, but at close range couldn't elevate high enough to hit anything immediately vital on a Zaku’s chassis, while the Zaku’s elevated firing position meant it could easily hit the tank’s thin roof armour. In addition, at the reduced ranges imposed by Minovsky interference a mobile suit was often capable of evading tank fire and literally running rings around the slower Type 61.
However, much like the Saberfish the Type 61s held the line through overwhelming numbers and cunning tactics like ambushes from elevated positions (as although they were large for tanks, they were far easier to conceal than a mobile suit and could go places they could not), and it is a foolish Zeon pilot who underestimates a formation of Type 61s heading their way.
Sadly this is where the same aeronautical inexperience that plagued the Dopp air fighter reared its ugly head once more. The Gaw was capable of carrying three mobile suits and eight Dopps, but its bulky airframe was sluggish, handled poorly and above all was a huge target, needing no less than eighteen jet engines fed by two Minovsky reactors to grant it flight. However, what the Gaw lacks in agility it makes up for in firepower. It is equipped with mega particle cannons as standard, and typically has an array of bomb bays on its underside for eliminating ground targets in the time-honoured way aircraft have always done: carpeting them with heavy ordinance.
While it did the job, the Luggun suffers from a lot of the flaws Zeon’s other aircraft do: specifically a strange unaerodynamic frame that made the craft a sluggish fuel-hog. In addition, its armaments were awkwardly positioned, with twin outward-facing machine gun emplacements on the wings and four centrally-mounted missile launchers that made it impossible to bring its full firepower to bear on an incoming threat.
Crew: One pilot, one sensor operator/gunner
Weapons:
Defensive machine guns (Damage 3, Range Short, Critical 5, Autofire, firing arcs port and starboard)
Missile launchers (Damage 5, Range Medium, Critical 3, Blast 3, Breach 2, Linked 3, firing arc front) \pagebreakNum
Crew: Unknown
Defensive machine guns (Damage 3, Range Short, Critical 5, Autofire, firing arc front)
Main cannon (Damage 7, Range Long, Critical 3, Linked 1, Breach 2, firing arcs rear, port, starboard)