CODEX OF MOBILE SUITS

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.  

MOBILE WEAPONS STAT BLOCKS

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 NAME 

FACTION (First Appeared ERA)

Size MediumCost 600,000
Tags General, Amphibious
Base Evasion 10Rarity Common
Armor Points 65 (Threshold 10)Armor Die 1d6
Speed 50 m Land, 0 m Mid-Air, 50 m Zero-G, 30 m Amph.
STRDEXCON
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.

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SizeSpaceExamples
Tiny1 x 1 mInfantry, Motorcycles
Small7.5 x 7.5 mType 61 Tank, Core Fighter
Medium10 x 10 mGM, Zaku II, Gundam
Large30 x 30 mZock, Doven Wolf
Huge40 x 40 mPsycho Gundam, Queen Mansa
Gargantuan50 x 50 m & upNeo 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

Mobile Suit Proficiencies

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.

 

Mobile Suit Proficiency Training

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.

 

Proficiency Training Table
MS TagTime RequiredCapital CostSuccess Rate
General0 days0 gillaAuto
Amphibious8 weeks15k gilla1d12
Variable8 weeks15k gilla1d12
Mobile Armors12 weeks20k gilla1d6
Elite/Custom12 weeks20k gilla1d8
Gundam14 weeks20k gilla1d8
Combat Craft2 weeks0 gillaAuto

 

Mishap Table
d6Result
1Your test machine or instructor are lost. Lose an additional week replacing them.
2You are critically injured in training, Lose an additional two weeks recuperating.
3A spy observes your training and reports your activities and plans to an enemy.
4You are robbed during your training. Lose 1d10 x 500 gilla.
5An ally or NPC has taken notice of your new skills and begins to mistrust you.
6Your instructor asks for your immediate help dealing with a threat following training.