War has changed as a result of the discovery of Minovsky Particles, which disrupt nearly all types of radio communication and visualization. Close quarters combat using armored vehicles such as mobile suits has reduced the overall effectiveness of traditional warships and navies.
Each mobile weapon stat block contains all information required for a pilot to helm their own mobile suit. Previous editions of this game had more complex systems for calculating a mobile suit’s total Armor Points and Evasion score, but in this version we only apply a character’s Dexterity Modifier to a unit’s Base Evasion score if the character has Proficiency in all Tags listed in the unit’s stat block. This is reduced to half their Dexterity Modifier, rounded up, if they only have proficiency in one of the Tags. Shields and other special items and upgrades can also increase a unit’s total Evasion score as well. All other stats are fixed values.
RX-00 UNIT NAMEFACTION (First Appeared ERA) | |||||||||||
Size Medium | Cost 600,000 | ||||||||||
Tags General, Amphibious | |||||||||||
Base Evasion 10 | Rarity Common | ||||||||||
Armor Points 65 (Threshold 10) | Armor Die 1d6 | ||||||||||
Speed 50 m Land, 0 m Mid-Air, 50 m Zero-G, 30 m Amph. | |||||||||||
STR | DEX | CON | |||||||||
10 (0) | 10 (+0) | 10 (+0) | |||||||||
Defenses Immune: Psychic, Poison; Resistant: Ballistic | |||||||||||
Fixed Equipment Vulcan Gun, Mounted Missile Pods | |||||||||||
Upgrade Slots 2 | |||||||||||
Special Properties Fixed Loadout – This unit cannot equip additional weapons normally. By expending 1 upgrade slot, you may add the Hands-Free tag to any standard Mobile Suit Weapon and mount it to this unit. | |||||||||||
Variants RX-00 [G] VARIANT NAME |
Size. A unit’s size category affects its scale on the map and has an effect on line of sight and movement.
Size | Space | Examples |
Tiny | 1 x 1 m | Infantry, Motorcycles |
Small | 7.5 x 7.5 m | Type 61 Tank, Core Fighter |
Medium | 10 x 10 m | GM, Zaku II, Gundam |
Large | 30 x 30 m | Zock, Doven Wolf |
Huge | 40 x 40 m | Psycho Gundam, Queen Mansa |
Gargantuan | 50 x 50 m & up | Neo Zeong, Apsalas |
Cost. The estimated financial expense of the unit.
Tags. Tags categorize mobile weapons by specialized control type. Pilots that do not have proficiency in all tags on a given unit may not add their full DEX modifier to the unit’s final Evasion.
Base Evasion. This represents the mobile weapon’s ability to avoid incoming attacks. If your character is proficient in
Rarity. Used to determine how common particular mobile weapons are and whether they are available for requisition or purchase.
Armor Points. This number represents how durable a mobile weapon is and how many hits
Armor Die. This die represents a unit’s capacity for repairs during a Short Rest. The total Armor Dice for a unit are Character Level x Armor Die.
Speed. Mobile weapon movement speed is divided into 4 speeds organized by locale. Variable units have two speeds for each locale; one for mobile suit mode and another for mobile armor/wave rider mode in parentheses.
Defenses. Mobile weapons may be resistant or immune to various damage types. Those resistances are listed here.
Fixed Equipment. Some equipment comes standard on certain mobile weapons.
Upgrade Slots. This represents the mobile weapon’s capacity for additional upgrades.
Special Properties. Additional exclusive features to the mobile suit not covered by
Variants. Some, but not all of the available variants of the unit. Most of these variants can be achieved by taking the base model and adding an appropriate upgrade.
The majority of mobile weapons come equipped with Fixed Armaments in addition to the equipment and weapons you can outfit them with. With the exception of Shields, all Fixed Equipment is considered Mounted or Hands-Free unless otherwise noted.
The following contains the stat blocks for every mobile suit, combat craft, and mobile armor available to players in the Universal Century. Your Game Master will ultimately decide which mobile weapons are available to your party as starting units and throughout the game. You may be restricted to certain units based on cost, faction, time period, or a number of other factors. The following list is provided only for reference
Many variant units have been excluded from this list in favor of offering a more robust upgrade and customization system as detailed in the Customization section. For example, you may find that the RGC-80 GM Cannon is not in the Codex but the base unit, RGM-79 GM is listed. This is because the cannon upgrades that differentiate the two units can be equipped to any mobile suit with available upgrade slots. Similarly all variant units that are simply slight modifications from a base unit available via one of the upgrades in the Customization section do not have their own stat block. Most of these variants have been listed under the base unit for reference
Unit Name | Armor | Evasion | Faction | Size | Cost | Tags | Rarity | Era |
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Players may utilize downtime to train in the use of particular mobile suits, weapons, and item types at the game master’s discretion.
Mobile Suit proficiency is required to be able to add your pilot Dexterity modifier to your total Evasion for the mobile suit. Without Proficiency in all tags that are present, you do not add your pilot Dexterity modifier.
Gaining proficiency in a mobile suit type requires spending a certain amount of downtime and resources to achieve. The time needed to train is listed on the table below minus a number of weeks equal to your INT Modifier. When training, you must roll the die in the Success Rate column. On a result of 1, although you still successfully gain proficiency in the selected MS class, you must roll on the Mishap table.
MS Tag | Time Required | Capital Cost | Success Rate |
General | 0 days | 0 gilla | Auto |
Amphibious | 8 weeks | 15k gilla | 1d12 |
Variable | 8 weeks | 15k gilla | 1d12 |
Mobile Armors | 12 weeks | 20k gilla | 1d6 |
Elite/Custom | 12 weeks | 20k gilla | 1d8 |
Gundam | 14 weeks | 20k gilla | 1d8 |
Combat Craft | 2 weeks | 0 gilla | Auto |
d6 | Result |
1 | Your test machine or instructor are lost. Lose an additional week replacing them. |
2 | You are critically injured in training, Lose an additional two weeks recuperating. |
3 | A spy observes your training and reports your activities and plans to an enemy. |
4 | You are robbed during your training. Lose 1d10 x 500 gilla. |
5 | An ally or NPC has taken notice of your new skills and begins to mistrust you. |
6 | Your instructor asks for your immediate help dealing with a threat following training. |