This page is intended to be a comprehensive list of all of the various battleships, stationary targets, and support vehicles players may encounter on their adventures. Some may serve as boss encounters while others may be targets that the players must defend or destroy. Specific properties and features are listed in the table below, but some universally applicable features are as follows.
Each warship has several decks and a hull determined by the vessel’s size and function, each with its own Armor Points and Evasion Rate. If particular decks are destroyed, the functionality of the warship is diminished. Enemies and players may choose to target any deck or the hull when targeting a warship or vehicle for attack. The effects for damaging each deck is listed below.
Hull – The hull is the frame of the ship. The hull is the frame of the ship. This typically is what Pilots will be hitting due to the size of the Hull. Most if not all Upgrades to a Ship will be made to the Hull If this deck reaches 0 Armor Points, the vessel is destroyed. Additionally, most Hulls cannot be damaged by minor weaponry, and have a damage threshold indicated. If the total damage from a unit in one round does not exceed this threshold, the Hull takes no damage. If the threshold is met, then the Hull suffers the total damage of the attack.
Bridge – Every ship has at least one cockpit or bridge. If every Control deck is reduced to 0 Armor Points, the vessel loses the ability to turn, disperse Minovsky particles, and dock. The Bridge serves as the primary control section for most vessels. Once this is destroyed all rolls are made at Disadvantage.
Movement – Ships may have varying types of movement decks such as thrusters or propellers. If the Thruster Armor gets reduced to half or less of its total Armor Points. The vessel can only move up to half of its movement speeds. Once it reaches 0, the vessel can no longer move until that area is repaired or another vessel tows them to a base for repairs.
Weapons – Every Weapon on a Warship has 65 AP and 10 Evasion points. Once a weapon reaches Half of its Total Armor Points it can only deal half of any damage rolls. Once the Armor Points reach 0, that weapon becomes unusable. Larger ships are often equipped with several weapons of varying types
Hangar – If a ship’s Hangar is reduced to 0 Armor Points, it can no longer launch or harbor mobile suits and mobile armors. Larger ships often have up to four hangars. Not all ships come with a Hangar for Combat Craft or Mobile Suits, some coming with numerous ones. The number of MS listed can be doubled when trying to acommodate Combat Craft as they take up less space (For example, a Medea can hold 3 MS normally. Or hold 6 Combat Craft). If the ship wants to harbor a Mobile Armor that is Size Huge or Larger then it counts that single Mobile Armor as +1 of its MS Slots per size above Huge (For example, a Huge MA is 2 Hanger Slots while a Gargantuan MA is 3 Hanger Slots.
A Warship can be captured in 2 different ways:
1st: Players/Enemies find a access point into the ship (Can be Hangars, Service Hatches, Holes in the ship, etc)
2nd: Everything but the Hull is reduced to 0 Armor Points. Allowing for an easier boarding process.
The Captain and crew of the vessel however, depending on their disposition may or may not surrender, and the capturing party may have a fight on their hands. Albeit a very one-sided fight at best.
It is up to the Game Master’s discretion how to handle boarding actions specifically, but for the purposes of mission completion and goals, a Disabled ship is considered captured by the attacking party regardless of what the crew of a captured vessel do.
Warships and vehicles are immune to Sleep/Stun/Charm/Fear/Blinding effects as well as Psychic damage.
Warships and vehicles cannot be grappled or pushed. They are considered Colossal in size and therefore only other Colossal units block line of sight to and from such vessels.
Whenever a Warship or vehicle targets a MS/Combat Craft/Warship/Vehicle with an Attack it is made at Disadvantage if the target is one or more size class smaller. Unless the weapon is a Basic Ranged Weapon, then the attack is made as normal.
Warships always deal Critical Hits when they hit with Advanced Ranged Weapons.
When a Warship deploys a Mobile Suit or Combat Craft they may Deploy as many as the vessel wants when outside of any Combat. Once the vessel enters combat they can only deploy One Per Hanger as a Bonus Action.
The Sub-Flight System concept first emerged during the One Year War. At the time, mobile suits lacked the ability to fly, requiring such support craft to engage in aerial combat. The first SFS was the Dodai YS used by the Principality of Zeon. Though developed as a bomber, the Dodai YS’ thermonuclear jet engines provided enough thrust for a mobile suit to ride atop it during flight.
These act as Mounts in Gundam 5e, having their own Tag’s and special Features.
MS Carrier – This unit can safely store or have a Mobile Suit onboard while not counting as a Warship Size Wise.
Ship Class | Hull | Bridge | Hangar | Thrusters | Cost | Faction | Tags | Rarity | Era |
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