Custom Mobile Suits

You may wish to create statblocks for mobile suits that don’t exist yet or custom mobile suits that aren’t canon. The following rules and tables should serve as a guide for creating well-balanced mobile suit for player use.

There are two methods to customizing a mobile suit; point-buy and random tables. The point-buy mechanic allows you to customize a mobile suit just the way you like, but with each additional stat point or feature, the mobile suit’s cost will increase and you may require additional proficiency to operate it effectively. The random tables work well for game masters who want to provide players with mobile suits they can acquire, or players who want to give themselves a unique mobile suit to use.

Click on the arrows below to expand and learn more about each category.

The most effective way to balance pilot level and MS stats is through the use of Proficiency Tags. Every mobile has at least one tag classifying its MS type. If a pilot lacks proficiency in a particular class of mobile suit, then they are prohibited from adding their proficiency bonus to both their Armor and Evasion Rate when piloting that suit. If a mobile suit has two or more tags, and the pilot has proficiency in only one of those classifications, they can add half of their proficiency bonus (rounded down) when calculating Armor and Evasion Rates. There are only two ways to gain MS proficiency. Pilots may either buy proficiency by using a Feat or a GM may grant a narrative proficiency at their own discretion.

There are two tiers fo MS tags;

Basic TagsMass Production, Amphibious, Psycommu. These are “basic” tags because character classes will have proficiency in at least one of these types of mobile suits at Level 1. 

Advanced TagsVariable, Elite/Custom, Gundam. These tags are weighted more heavily when creating a mobile suit statblock because no pilots have proficiency in these tags at Level 1. They must either buy proficiency by way of a Feat or gain proficiency through a narrative means at the GM’s discretion.

A less effective means, but no less valid, of balancing player level and mobile suit cost is a monetary one. A GM may choose to dangle the carrot of a powerful mobile suit for their players but it costs more gilla to purchase.

Mobile suits can cost anywhere from $20k – $110k.

Access to specific features are restricted by their efficacy and ability to be applied to specific types of mobile suits. There are three Tiers of features; 1, 2, 3. 

Tier 1 – These features offer powerful damage reduction or additional actions.

Tier 2 – These features offer Advantage on common skill checks or damage reduction on less common damage types.

Tier 3 – These features offer situational benefits or damage reduction to obscure types of damage.

Below is a list of common MS features available:

Property NameProperty EffectTier
I-FieldResistant to Ranged Energy Attack Damage1
Movable FrameCritical Hits deal Normal Damage1
Anti-Beam CoatingResistant to Melee Energy Attack Damage1
Full-ArmorResistant to Ballistic Damage1
LargeAdvantage on Will Ability Checks/Saving Throws2
Sub ArmsSingle Extra Attack as Bonus Action (- Proficiency Bonus)1
Low-Output/Sonar DisruptAdvantage on Stealth Skill Checks2
Luna Titanium ArmorResistant to Slashing Damage2
Magnetic CoatingAdvantage on Saving Throws against being Stunned2
Enhanced OpticsAdvantage on Perception Skill Checks2
Cold Districts TypeResistant to Cold Damage3
Apogee MotorDisengage as Bonus Action2
Desert TypeResistant to Heat Damage3
AMBAC SystemAdvantage on Saving Throws against being knocked Prone3
Neo Titanium ArmorResistant to Bludgeoning Damage3
Skirt Thruster/VernierDash as Bonus Action1
Gundarium Gamma ArmorResistant to Piercing Damage3
Psychoframe CockpitAdvantage on Saving Throws against being Charmed2
Ceramic Composite ArmorResistant to Explosive Damage2
Radar Jamming SystemHide as a Bonus Action2
Shoulder-Mounted Guns (or similar weapon)

Ranged Attack (200/600) – 2d6 Explosive Damage

(Dmg 3d6 at Lvl 6, 4d6 at Lvl 11, 5d6 at Lvl 16) 1/Short Rest

2

 

Point Buy System

Base Stat Costs – Begin with a Point Total based on Number/Type of Tag Proficiency. Adding points to a Mobile Suit’s base stats costs a number of Build Points (noted in the table below)

Basic: Mass Production, Psycommu, Amphibious

Advanced: Variable, Elite/Custom, Gundam 

Basic Combo: Any two Basic tags

Hybrid Combo: One Basic tag and One Advanced tag

Advanced Combo: Any two Advanced tags

 Armor (2) – Max 12Evasion (3) – Max 12Loadout (1) – No MaxFeature (0-2)
Base666none
Basic (12)

Example:

8 (+4 pts)

Example:

8 (+6 pts)

Example:

8 (+2 pts)

1 Tier 3 Feature

(0 pts)

Basic Combo (18)

Example:

10 (+8 pts)

Example:

8 (+6 pts)

Example:

10 (+4 pts)

1 Tier 2 Feature

(*0 pts)

Hybrid Combo (20)

Example:

10 (+8 pts)

Example:

8 (+6 pts)

Example:

12 (+6 pts)

1 Tier 2 Feature

(*0 pts)

Advanced (26)

Example:

10 (+8 pts)

Example:

10 (+12 pts)

Example:

10 (+4 pts)

1 Tier 1 Feature

(2 pts)

Advanced Combo (34)

Example:

12 (+12 pts)

Example:

10 (+12 pts)

Example:

14 (+8 pts)

2 Tier 1 Features

(*2 pts)

Feature/Speed Costs – You may choose to invest points into Features or Speed buffs instead of base stats. Some features are more potent than others, meaning they cost more to add.

Base Movement Speed for most all-purpose MS is 50 dam on Land, 50 dam in Space, 30 dam Underwater, and 0 dam Mid-Air. Variable MS when transformed have Movement Speeds of 0 dam on Land, 70 dam in Space, 0 dam Underwater, and 70 dam Mid-Air. You may choose to reduce your MS Movement Speed on any terrain type to 0 in exchange for 3 additional allocation points.

Feature/Movement Speed BuffCost
Tier 1 Feature (Max 1)2
Tier 2 Feature (Max 1)1
Tier 3 Feature (Max 1)0
+10 Movement Speed (to 1 Terrain Type)1

* Combo Suits reduce the cost of Features by 1 (minimum 0). Therefore a Variable/Gundam-Type MS may have a Tier 2 Feature for 0 points, or a Tier 1 Feature for 1 point.

Random MS Generation

You may wish to randomly generate a MS stat block for any number of reasons. Use the tables below to generate stats for MS based on their Proficiency Tags. Bear in mind that random generation can produce wildly overpowered and underpowered results; that’s the fun of it!

Base Stats
 ArmorEvasionLoadout
Basic1d4 + 61d4 + 61d4 + 6
Basic Combo1d6 + 61d4 + 61d6 + 6
Hybrid Combo1d4 + 81d4 + 61d6 + 6
Advanced1d4 + 81d4 + 81d4 + 8
Advanced Combo1d6 + 81d4 + 81d6 + 8
 
Features

To add to feature to the MS, use the following two tables.

d100 Roll Chart
 Feature
Basic1d100
Basic Combo1d100 + 8
Hybrid Combo1d100 + 10
Advanced1d100 + 12
Advanced Combo1d100 + 16
 
Results
1d100 (+ Mod)Result
1-8Cold Districts Type
9-16Desert Type
17-23AMBAC System
24-30Neo Titanium Armor
31-38Gundarium Gamma Armor
39-43Large
44-48Low-Output/Sonar Disrupt
49-53Luna Titanium Armor
54-58Magnetic Coating
59-63Enhanced Optics
64-68Apogee Motor
69-73Psychoframe Cockpit
74-78Ceramic Composite Armor
79-83Radar Jamming System
84-88Shoulder-Mounted Guns (or other weapon)
89-90Full Armor
91-92Skirt Thruster/Vernier
93-94Sub-Arms
95-96Anti-Beam Coating
97-98I-Field
99-100Movable Frame
 
Movement Speed

Based of the results above, you may assign the values 50, 50, and 30 to any movement speeds as deemed appropriate by the feature applied.

Calculating Gilla Cost

Calculator
Modifier Cost
Basic MS (8-8-8)20,000
+/- 1 Armor/Evasion+/- 5,000
+/- 2 Loadout+/- 5,000
(Round down to 2,000)
+ Tier 1 Feature+ 10,000
+ Tier 2 Feature+ 5,000
+ Tier 3 Feature+ 2,000
Ground/Space Only– 5,000

Example: