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 Tags – Mass 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 Tags – Variable, 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 Name | Property Effect | Tier |
I-Field | Resistant to Ranged Energy Attack Damage | 1 |
Movable Frame | Critical Hits deal Normal Damage | 1 |
Anti-Beam Coating | Resistant to Melee Energy Attack Damage | 1 |
Full-Armor | Resistant to Ballistic Damage | 1 |
Large | Advantage on Will Ability Checks/Saving Throws | 2 |
Sub Arms | Single Extra Attack as Bonus Action (- Proficiency Bonus) | 1 |
Low-Output/Sonar Disrupt | Advantage on Stealth Skill Checks | 2 |
Luna Titanium Armor | Resistant to Slashing Damage | 2 |
Magnetic Coating | Advantage on Saving Throws against being Stunned | 2 |
Enhanced Optics | Advantage on Perception Skill Checks | 2 |
Cold Districts Type | Resistant to Cold Damage | 3 |
Apogee Motor | Disengage as Bonus Action | 2 |
Desert Type | Resistant to Heat Damage | 3 |
AMBAC System | Advantage on Saving Throws against being knocked Prone | 3 |
Neo Titanium Armor | Resistant to Bludgeoning Damage | 3 |
Skirt Thruster/Vernier | Dash as Bonus Action | 1 |
Gundarium Gamma Armor | Resistant to Piercing Damage | 3 |
Psychoframe Cockpit | Advantage on Saving Throws against being Charmed | 2 |
Ceramic Composite Armor | Resistant to Explosive Damage | 2 |
Radar Jamming System | Hide as a Bonus Action | 2 |
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 |
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 12 | Evasion (3) – Max 12 | Loadout (1) – No Max | Feature (0-2) | |
Base | 6 | 6 | 6 | none |
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 Buff | Cost | |
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.
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!
Armor | Evasion | Loadout | |
Basic | 1d4 + 6 | 1d4 + 6 | 1d4 + 6 |
Basic Combo | 1d6 + 6 | 1d4 + 6 | 1d6 + 6 |
Hybrid Combo | 1d4 + 8 | 1d4 + 6 | 1d6 + 6 |
Advanced | 1d4 + 8 | 1d4 + 8 | 1d4 + 8 |
Advanced Combo | 1d6 + 8 | 1d4 + 8 | 1d6 + 8 |
To add to feature to the MS, use the following two tables.
Feature | |
Basic | 1d100 |
Basic Combo | 1d100 + 8 |
Hybrid Combo | 1d100 + 10 |
Advanced | 1d100 + 12 |
Advanced Combo | 1d100 + 16 |
1d100 (+ Mod) | Result |
1-8 | Cold Districts Type |
9-16 | Desert Type |
17-23 | AMBAC System |
24-30 | Neo Titanium Armor |
31-38 | Gundarium Gamma Armor |
39-43 | Large |
44-48 | Low-Output/Sonar Disrupt |
49-53 | Luna Titanium Armor |
54-58 | Magnetic Coating |
59-63 | Enhanced Optics |
64-68 | Apogee Motor |
69-73 | Psychoframe Cockpit |
74-78 | Ceramic Composite Armor |
79-83 | Radar Jamming System |
84-88 | Shoulder-Mounted Guns (or other weapon) |
89-90 | Full Armor |
91-92 | Skirt Thruster/Vernier |
93-94 | Sub-Arms |
95-96 | Anti-Beam Coating |
97-98 | I-Field |
99-100 | Movable Frame |
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.
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: