Retired Content

As the rules set has been developed, entire classes, feat lists and other mechanics have been retired in favor of newer, more balanced and lore accurate alternatives. Here you will find a reference to all of the outdated content in the event that you are running a game with a previous version of the rules or simply interested in using a beta version or seeing how the game has developed over time.

Please understand that content in this section is no longer supported and do not post help requests or clarifications about anything found in this section.

*As time allows I will rebuild the sort/search/filter functions on the tables and clean up the formatting/images.

Retired Classes

The quintessential mobile suit pilot. Proficient with all types of weapons and tough enough to take a hit. Can specialize in melee or ranged combat but does not rely on fancy tricks to get the job done. 

They are most akin to the Fighter class in D&D.

Class Table – Guerilla

Level Proficiency BonusFeatures
1st+2Select Fighting Style
2nd+2Add A Feat
3rd+2Improved Critical
4th+2Ability Score Increase
5th+3Extra Attack
6th+3Ability Score Increase
7th+3Add A Feat
8th+3Ability Score Increase
9th+4Add A Feat
10th+4Second Fighting Style
11th+4Extra Attack (2)
12th+4Ability Score Increase 
13th+5Add A Feat
14th+5Ability Score Increase
15th+5Superior Critical
16th+5Ability Score Increase
17th+6Add A Feat
18th+6Add A Feat
19th+6Ability Score Increase
20th+6Extra Attack (3)

 

Speciality Features

You gain the following speciality features.

Proficiencies

Mobile Suits: Mass Production Mobile Suits

Weapons: All simple and advanced weapons, all shields

Tools: None

Saving Throws: Will, Engineering

Skills: Choose two skills from Acrobatics, Land Knowledge, Repair, History, Insight, Intimidation, Perception, and Salvage

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) mass production mobile suit 

(a) an advanced melee weapon and a shield or (b) two simple melee weapons

(a) an advanced ranged weapon or (b) an advanced melee weapon

(a) a pilot’s pack or (b) an officer’s pack

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are using a mobile suit you are proficient with, you gain Armor Points equal to your Will Modifier x 10.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

While wielding a two-handed weapon, you may choose to use your Will Modifier instead of your Reactions when calculating Evasion Rate.

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed property for you to gain this benefit.

Protection

When an enemy you can see attacks a target other than you that is within 10 dam of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your Will modifier to the damage of the second attack.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

The number of attacks increases to three when you reach 11th level in this speciality and to four when you reach 20th level in this speciality.

Improved Critical

Beginning when you gain this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Defense

While you are using a mobile suit you are proficient with, you gain Armor Points equal to your Will Modifier x 3.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

While wielding a two-handed weapon, you may choose to use your Will Modifier instead of your Reactions when calculating Evasion Rate.

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed property for you to gain this benefit.

Protection

When an enemy you can see attacks a target other than you that is within 10 dam of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your Will modifier to the damage of the second attack.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

A medium-long range support mobile suit that excels at suppressing fire and ranged combat tactics.

They are most akin to the Ranger class in D&D.

Class Table – Artillery

Level Proficiency BonusFeatures
1st+2Favored Enemy
2nd+2Add A Feat
3rd+2Archetype Selection
4th+2Ability Score Increase
5th+3Extra Attack
6th+3Favored Enemy Upgrade, Add A Feat
7th+3Archetype Feature
8th+3Ability Score Increase
9th+4
10th+4Add A Feat
11th+4Archetype Feature
12th+4Ability Score Increase 
13th+5
14th+5Favored Enemy Upgrade
15th+5Archetype Feature
16th+5Ability Score Increase
17th+6
18th+6Add A Feat
19th+6Ability Score Increase
20th+6Foe Slayer

 

Speciality Features

You gain the following speciality features.

Proficiencies

Mobile Suits: Mass Production Mobile Suits

Weapons: Simple melee weapons, simple and advanced ranged weapons, light shields

Tools: None

Saving Throws: Reactions, Mentality

Skills: Choose two skills from  Athletics, Colony Knowledge, Land Knowledge, Insight, Investigation, Demolitions, Perception, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) mass production mobile suit 

(a) an advanced ranged weapon

(a) a simple ranged weapon or (b) asimple melee weapon

(a) a pilot’s pack or (b) an officer’s pack

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: Cyber-Newtypes, True Newtypes, Mobile Armors, Tanks/Fighter Planes, Warships, Support Vehicles, Guerillas, and Infiltrators, can be selected as favored enemies.

You have advantage on Mentality checks to track your favored enemies, as well as on checks to recall information about them.

You choose one additional favored enemy, at 6th and 14th level. As you gain levels, your choices should reflect the types of enemies you have encountered on your adventures.

Artillery Archetype

At third level, select one of the Archetypes below for additional class features at specific levels.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Foe Slayer

At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Mentality modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

 

Sniper Archetype

Sitting at the best vantage point just out of range of the enemy, the sniper is the first line of defense against oncoming attacks. When a sniper has done their job, the enemy never gets close enough to be a real threat. To that end snipers have skills and equipment to deal lots of damage at high range.

Preferred Target

At 3rd level, you gain one of the following features of your choice.

Ace Slayer

Your tenacity can wear down the most potent foes. When you hit an enemy with a weapon attack, they take an extra 1d8 damage if it’s below its armor point maximum. You can deal this extra damage only once per turn.

Mobile Armor Killer

When a Large or larger mobile suit or mobile armor (including warships/structures) within 10 dam of you hits or misses you with an attack, you can use your reaction to attack that enemy immediately after its attack, provided that you can see it.

Defensive Tactics

At 7th level, you gain one of the following features of your choice.

In Plain Sight

If an enemy makes an attack against you, whether the attack hits or misses, you may use your reaction to Hide.

Multiattack Defense

When an enemy hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that target for the rest of the turn.

Multiattack

At 11th level, you gain one of the following features of your choice.

Take Aim

You can use your action to make a single ranged attack with three times the effective range and twice the maximum range of your equipped weapon.

Whirlwind Attack

You can use your action to make a melee attack against any number of targets within 10 dam of you, with a separate attack roll for each target.

Evasive Actions

At 15th level, you gain one of the following features of your choice.

Evasion

When you are subjected to an effect that allows you to make a Reactions saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Sidestep

When an enemy misses you with a melee attack, you can use your reaction to force that enemy to repeat the same attack against another target (other than itself) of your choice.

Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Fire Support Archetype

Siege specialists and powerful allies to raid attackers, the fire support provides covering fire and area control from mid-range. 

Gunnery Specialist

At 3rd level, you gain one of the following features of your choice.

Mobile Armor Killer

When a Large or larger mobile suit or mobile armor (including warships/structures) within 10 dam of you hits or misses you with an attack, you can use your reaction to attack that enemy immediately after its attack, provided that you can see it.

Phalanx Breaker

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different target that is within 10 dam of the original target and within range of your weapon.

Strengthened Defense

At 7th level, you gain one of the following features of your choice.

Escape the Horde

Opportunity attacks against you are made with disadvantage.

Steel Will

You may add your WIL score to your Armor Point total.

Multiattack

At 11th level, you gain one of the following features of your choice.

Barrage

You can use your action to make a ranged attack against any number of targets within 20 dam of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Sustaining Fire

When you miss a ranged attack against a Large or larger mobile suit or mobile armor (including warships/structures), you may immediately make an additional attack with the same weapon against the same target (This effect can only be used once per turn).

Improved Defense

At 15th level, you gain one of the following features of your choice.

Steel Resolve

When you are subjected to an effect that allows you to make a Mentality or Cunning saving throw, you have advantage on that saving throw.

Tactical Retreat

When an enemy misses you with a melee attack, you can use your reaction to Disengage from that enemy and move 10 dam in any direction.

Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Spymasters and assassins, these tech specialists are as cunning in the cockpit as they are on foot. Capable of sneaking in to sabotage operations and deal large amounts of damage. 

They are just like the Rogue class in D&D.

Class Table – Infiltrator

LevelSneak Attack BonusProficiency BonusFeatures

1st

1d6

+2

Expertise, Sneak Attack

2nd

1d6

+2

Cunning Action

3rd

2d6

+2

Add Feat

4th

2d6

+2

Ability Score Increase

5th

3d6

+3

6th

3d6

+3

Expertise Improvement

7th

4d6

+3

Add Feat

8th

4d6

+3

Ability Score Increase

9th

5d6

+4

10th

5d6

+4

Ability Score Increase

11th

6d6

+4

Add Feat

12th

6d6

+4

Ability Score Increase

13th

7d6

+5

14th

7d6

+5

15th

8d6

+5

Add Feat

16th

8d6

+5

Ability Score Increase

17th

9d6

+6

18th

9d6

+6

19th

10d6

+6

Ability Score Increase

20th

10d6

+6

Add Feat

 

Speciality Features

As an Infiltrator, you have the following features.

Proficiencies

Mobile Suits: Mass Production and Amphibious mobile suits

Weapons: Simple and advanced melee weapons, simple ranged weapons, light shield

Tools: Computer slicing kit

Saving Throws: Reactions, Cunning

Skills: Choose four from Acrobatics, Colony Knowledge, Deception, Insight, Intimidation, Investigation, Perception, Salvage, Persuasion, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) an advanced melee weapon,

(a) a simple ranged weapon or (b) a simple melee weapon

(a) a spy pack, (b) a pilot’s pack, or (c) an officer’s pack

a mass production mobile suit, and computer slicing kit

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with computer slicing kit. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with computer slicing kit) to gain this benefit.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one enemy you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 meters of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this speciality, as shown in the Sneak Attack column of the Infiltrator table.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

A technical support class that specializes in repair and combat engineering tasks. 

Class Table – Engineer
LevelProf. BonusFeatsSchools Known
1+2Quick Repair, Robotic Assistant0
2+2Engineer Schools1
3+2Subclass Feat1
4+2ASI1
5+3Subclass Feat1
6+3 2
7+3Feat2
8+3ASI2
9+4Subclass Feat2
10+4 3
11+4Feat3
12+4ASI3
13+5Feat3
14+5 4
15+5Subclass Feat4
16+5ASI4
17+6Feat4
18+6 5
19+6ASI5
20+6Expert Engineer6

Proficiencies –
Mobile Suits : Mass Production

Weapons : Simple Melee, Simple Ranged & Light Shields

Tools : Repair Kit, Demolitions Kit
Saving Throws : Engineering, Mentality

Skills : Choose three from Colony Knowledge, Computer Use, Demolitions, History, Insight, Investigation, Land Knowledge, Perception, Repair and Salvage.

Equipment – 

You start with the following equipment, in addition to the equipment granted by your background:

(a) Mass Production Mobile Suit

(a) A simple melee weapon

(a) A simple ranged weapon

(a) Pilot Pack or (b) Engineer Pack

Quick Repair – 

Starting at 1st level, when you use a repair kit to stabilize a mobile suit, that mobile suit also regains 1 Armour Point. As an action, you can use a repair kit to tend to a mobile suit or vehicle within 10dm of you, and restore its armour points from a pool of Repair Points equal to your Engineer level x (5 + ENG Modifier). Alternatively, you may expend 5 points from your pool to repair a condition such as blinded, paralyzed, stunned, or deafened. Your Repair Point pool replenishes when you take a long rest.

Robotic Mascot –

At 1st level, you learn how to invest time into creating a robotic mascot, which can help with general everyday jobs. The form and personality of this robotic mascot is up to you to decide. For combat purposes, it has armour points equal to double your ENG modifier and an evasion of 10. To create a robotic assistant or repair a destroyed one, you require to spend an uninterrupted short rest. You may only have one robotic mascot active at once. 

Engineering Schools –

Starting at 2nd level, you choose an Engineering School from the School table below. You gain an additional school at 6th, 10th, 14th, 18th and 20th level.

Engineering Specialty – 

Starting at 3rd level, you choose an Engineering Specialty listed below. You gain specialty specific features at 3rd, 5th, 10th and 15th level.

Expert Engineer – 

Starting at 20th level, you have mastered the art of repairing Mobile Suits & Vehicles. When you use an Emergency Repair Module, the amount of armour points you restore are doubled. Your pool of Repair Points for your Quick Repair feature also doubles.

Support Engineer

Repair Expert – 

Starting at 3rd level, you become more efficient at repairing. Whenever you use an ability to restore armour points to an MS or vehicle, you restore additional armour points equal to your 2 + half your Engineer level.

Combat Repairs –

Starting at 5th level, you gain the ability to instruct your allies on how to patch up their MS on the fly. As a standard action, you can allow an ally within 50dm of you to roll a number of their Hit Die up to half of your Proficiency Bonus rounded down, adding your ENG Modifier to the result. The Hit Dice rolled are taken from the targets total Hit Die pool. Beginning at 10th level, you can expend Hit Die from your own pool to heal allies, but these Hit Die count as a d12 instead.

Boost Influx –

Starting at 9th level, you learn how to temporarily improve the power efficiency of an MS. As an action, you can use your repair kit to provide a target adjacent to you a temporary movement speed increase of 20dm, and an evasion increase of +2. This effect lasts for 1 hour, and cannot be applied to the same target more than once at a time. You can use this feature a number of times equal to your ENG modifier, and you regain all uses after a long rest.

System Reboot –

Starting at 15th leve, your knowledge on MS operating systems allow you to quickly reboot and repair a destroyed MS. As an action, you can use your repair kit on an MS that was destroyed in the last minute, the MS regains Armour Points equal to your Engineer Level. The target MS must be within 10dm of you. You can only use this feature once before taking a short or long rest. You also gain advantage on Eject saving throws.

Combat Engineer – 

Self Repair –

Starting at 3rd level, you become more efficient at repairing your own MS. As a bonus action, you can restore your MS’s Armour Points equal to 1d10 + your Engineer Level. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

Power Regulation –

Starting at 5th level, you learn to optimise your MS’s operating systems. On your turn, you can push your MS beyond its normal limits for a moment, giving yourself one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use this feature twice before a rest, but only once in a single turn.

Munitions Expert – 

Starting at 9th level, you master the art of creating ammunition. You can spend at least one hour to create ammunition for half the cost worth of materials. You can also create special ammunition for physical weapons at double the cost, these ammunition would have one of the following properties : 

  • Explosive Round : Deals an extra 1d4 explosion damage on hit. Also deals 1d8 explosion damage to all entities within 20dm of the target.
  • Piercing Rounds : Deals an extra 1d4 piercing damage on hit. Also deals 1d8 piercing damage to all entities within a 60dm straight line from you through the target.
  • High Impact Rounds : Deals an extra 1d8 on hit. 

Special ammunition damages are affected by the proficiency of the user if they are proficient with that weapon type. 

System Overload – 

Starting at 15th level, you learn to push your MS even further beyond its limits, if only for a short period of time. On your turn, you can use a bonus action to activate System Overload, which lasts until the end of your 5th turn after activation (or 30 seconds). Until the effect ends your MS receives the following bonuses : 

  • Movement speed is doubled
  • Gains a +2 to Evasion
  • Has advantage on REA saving throws
  • Gains an additional action on each of its turns. This action can be used only to Attack (one weapon attack only), Dash, Disengage, Hide, or use an Object.

When the effect ends, you must make a DC 18 Repair check. On a fail, your suit deactivates until you make another DC 15 Repair check. On a success, your suit enters low power mode, and you are only able to perform a single Action -or- a single Movement on your next turn, and you cannot perform any Reactions until the end of your next turn. You must finish a long rest before you can use this feature again.

Engineering Schools
NameDescription
Weapon Upgrades

You have expertise in an amount of Weapon upgrades equal to double your proficiency modifier, but you can only have Weapon upgrades active equal to your proficiency modifier. Upgrades that you have expertise in cost half the usual rate, or half the value in salvaged weapon parts. In order to upgrade a Weapon, you must spend at least an hour of uninterrupted time along with the Weapon and required parts.

Example : At 2nd level you can have expertise in 4 different upgrade types. You can upgrade up to 2 weapons with 1 upgrade each. If you want to then upgrade a 3rd, you would have to remove one of the previous upgrades, salvaging it for the value of parts used.

Mobile Suit Upgrades

You have expertise in an amount of Mobile Suit upgrades equal to double your proficiency modifier, and can have active Mobile Suit upgrades equal to your proficiency modifier. Upgrades that you have expertise in cost half the usual rate, or half the value in salvaged Mobile Suit parts. In order to upgrade a Mobile Suit, you must spend at least an hour of uninterrupted time along with the Mobile Suit and required parts. 

Example : At 2nd level you can have expertise in 4 different upgrade types. You can upgrade up to 2 MS with 1 upgrade each. If you want to then upgrade a 3rd, you would have to remove one of the previous upgrades, salvaging it for the value of parts used.

Maintenance Chief (Heavy Equipment Repair)During a short rest, you may tend to an MS with severe damage (DMs discretion), such as a severed limb. Assuming materials are available (Such as a salvaged arm of another MS to replace the destroyed arm), you may make a DC15 Repair Check to replace the limb of the MS. On a success the damaged section is restored, and the MS regains 1d8+ENG Armour Points. On a failure the damaged section will not function properly and is useless until another part is found, or you return to an area where the suit can be fully repaired. 
FortificationUnder your direction, the party can construct an area of half cover in the space occupied by their MS during a short rest. If the party already occupies an area providing half cover, it is increased to three-quarters cover.
E.O.D.Whenever you attempt to disarm a trap using Demolitions, you do not spring the trap unless you fail by 10 or more. If you do set off a trap you were attempting to disarm, you add your proficiency bonus to your Evasion and Reaction saving throws to avoid the trap. You also add ½ your Engineer level to Perception checks made to locate traps.
Computer ExpertiseYou add your proficiency bonus to Computer Use Checks, if you are already proficient you gain a +3 instead. During a short rest you may fine tune an MS’s optics and sensors, giving it a bonus to Perception and Investigation equal to half the Engineers proficiency bonus (rounded down) for the next 24 hours. 
Improvised ExplosivesYou may construct an Improvised Explosive Device. During a short rest, if you have the required materials (DMs discretion), you can produce an amount of explosives equal to 1d3 + your proficiency bonus. These explosives deal 1d10 + your proficiency bonus in explosive damage, with a blast radius 10ft (pilot) or 20dm (MS). The device can be detonated remotely from up to 30ft (pilot) or 60dm (MS) away or can have a delayed timer set for up to 3 minutes. 
MechanicDuring a short rest, you may add an additional hit die equal to your Proficiency Bonus to a number of allies equal to half your ENG modifier (rounded down).
WeaponryDuring a short rest, you may tune up a single weapon, adding half your proficiency bonus (rounded down) to attack and damage rolls for the next 12 hours. If the required materials are available, you can spend a short or long rest constructing an Improvised simple ranged or melee weapon. This weapon deals 1d6 +REA/WIL damage appropriate to the type of weapon. Ranged weapons created have a range of 150/450 and have 12 rounds. Once this ammo is used, the weapon cannot be recharged or reloaded.
ArmourerDuring a short rest, if the required materials are available, you can construct an improvised shield. The shield provides a bonus to evasion equal to half your proficiency bonus (rounded down) and costs 1 loadout. The shield has a total 10 armour points. As an action, you can provide temporary Armour Points to a number of allies equal to your ENG Modifier, within 60dm of you. The temporary Armour Points gained are equal to 5 + your Engineering level. You cannot apply this feature to the same target more than once at a time. This feature can only be used once per short or long rest.
Salvage ExpertiseYou add your proficiency bonus to Salvage Checks, if you are already proficient you gain a +3 instead. When you salvage parts, you can sell them for 1.5x the normal value. When you are salvaging for a specific part, you have advantage on salvage checks. 
Turret Master

You gain the ability to create 3 types of turrets. After an hour of uninterrupted down time, you can create an amount of turrets equal to your ENG modifier, assuming you have the required materials in value. 

  • Vulcan Sentry : When an enemy enters within 50dm of this turret, it takes 1d4 damage. Enemies within the 50dm radius take 1d4 + ENG modifier in damage on each of their turns until they leave the area. [5k gilla + Ammo]
  • Miniature Mortar : You can remotely trigger this turret to launch an explosive round up to 120dm away. Anything in a 2d0m radius of the impact must succeed a Reaction Saving Throw with DC of 8 + your ENG modifier. On a fail they take 1d8 + ENG modifier in explosive damage, on a success they take half.[6k gilla + Ammo]
  • Homing Turret : You can select a target for these turrets, upon which it will launch three homing rounds at said target, each dealing 1d4 + ENG modifier in damage. The target must be within 70dm of the turret. [7k gilla + Ammo]

Each turret has an amount of Armour Points equal to your Engineer Level, and have an Evasion of 10. Once they hit 0 Armour Points, they are instantly destroyed.

NanomachinesYou gain the ability to remotely control nanomachines to assist in repairing MS on the fly. As an action you can release your nanomachines in a 60dm radius. Up to six targets within range regain Armour Points equal to 1d8 + your ENG Modifier. This increases to 2d8 at 6th, 3d8 ath 10th, 4d8 at 14th and 5d8 at 18th Level. You can use this feature a number of times equal to half your Proficiency bonus, regaining all expended uses during a long rest.

The mental frailty of cyber-newtypes is reflected in the low Evasion and Armor Points of their mobile suits, however they are capable of controlling a battlefield using their Powers and psycommu weaponry.

They are most akin to the Wizard class in D&D.

Class Table – Cyber-Newtype

LevelProficiency BonusFeaturesNewtype Power LevelMax Newtype Points

1st

+2

Newtype Power, Newtype Recovery

1st

4

2nd

+2

Add Feat

1st

6

3rd

+2

2nd

14

4th

+2

Ability Score Increase

2nd

17

5th

+3

3rd

27

6th

+3

Add Feat

3rd

32

7th

+3

4th

38

8th

+3

Ability Score Increase

4th

44

9th

+4

5th

57

10th

+4

Add Feat

5th

64

11th

+4

6th

73

12th

+4

Ability Score Increase

6th

73

13th

+5

7th

83

14th

+5

Add Feat

7th

83

15th

+5

8th

94

16th

+5

Ability Score Increase

8th

94

17th

+6

9th

107

18th

+6

Add Feat

9th

114

19th

+6

Ability Score Increase

9th

123

20th

+6

Add Feat

9th

133

 

Speciality Features

As a cyber-newtype, you gain the following speciality features.

Proficiencies

Mobile Suits: Psycommu Mobile Suits, Mass Production Mobile Suits

Weapons: Simple melee and ranged weapons, light shields

Tools: None

Saving Throws: Mentality, Psychic Pressure

Skills: Choose two from Newtype Intuition, History, Insight, Investigation, Colony Knowledge, Persuasion, Deception, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) a simple melee weapon or (b) a simple ranged weapon

(a) a mass production or psycommu mobile suit

(a) a pilot’s pack

Newtype Abilities

As a cyber-newtype, your latent psychic abilities have been enhanced, giving you a growing number of supernatural abilities. See the Newtype Abilities later in this guide.

Feints

At 1st level, you know three feints of your choice from the newtype power list. You learn additional newtype feints of your choice at higher levels, as shown in the Feints Known column of the Cyber-Newtype table.

Newtype Power Ability

Psychic Pressure is your newtype power ability for your cyber-newtype powers. You use your Psychic Pressure whenever a power refers to your newtype power ability. In addition, you use your Psychic Pressure modifier when setting the saving throw DC for a cyber-newtype power you use and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus + your Psychic Pressure modifier

Power attack modifier = your proficiency bonus + your Psychic Pressure modifier

Newtype Recovery

You have learned to regain some of your psychic energy by meditating. Once per day when you finish a partial rest, you can choose expended power slots to recover. The power slots can have a combined level that is equal to or less than half your Cyber-Newtype level (rounded up), and none of the slots can be 3rd level or higher.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. 

Level 
Feints
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
1
2
2
2
2
3
3
2
4
2
4
3
4
3
5
3
4
3
2
6
3
4
3
3
7
3
4
3
3
1
8
3
4
3
3
2
9
3
4
3
3
3
1
10
4
4
3
3
3
2
11
4
4
3
3
3
2
1
12
4
4
3
3
3
2
1
13
4
4
3
3
3
2
1
1
14
4
4
3
3
3
2
1
1
15
4
4
3
3
3
2
1
1
1
16
4
4
3
3
3
2
1
1
1
17
4
4
3
3
3
2
1
1
1
1
18
4
4
3
3
3
3
1
1
1
1
19
4
4
3
3
3
3
2
1
1
1
20
4
4
3
3
3
3
2
2
1
1

A defender and inspiring warrior. True Newtypes fight on the front lines and elevate the abilities of their allies with their mere presence. Using latent psychic potential and empathic abilities, they are a force to be reckoned with. 

They are similar to the Bard/Paladin class in D&D.

Class Table – True Newtype

LevelProficiency BonusFeaturesNewtype Power LevelMax Newtype Points

1st

+2

Newtype Inspiration d6, Newtype Power

1st

2

2nd

+2

 

1st

5

3rd

+2

Add Feat

2nd

11

4th

+2

Ability Score Increase

2nd

13

5th

+3

Newtype Inspiration d8

3rd

20

6th

+3

3rd

24

7th

+3

Add Feat

4th

29

8th

+3

Ability Score Increase

4th

33

9th

+4

5th

43

10th

+4

Newtype Inspiration d10

5th

48

11th

+4

Add Feat

6th

55

12th

+4

Ability Score Increase

6th

55

13th

+5

7th

62

14th

+5

7th

62

15th

+5

Add Feat, Newtype Inspiration d12

8th

70

16th

+5

Ability Score Increase

8th

70

17th

+6

9th

80

18th

+6

Add Feat

9th

86

19th

+6

Ability Score Increase

9th

92

20th

+6

Add Feat

9th

100

 

Speciality Features

As a True Newtype, you gain the following speciality features.

Proficiencies

Mobile Suits: Mass Production and Psycommu Mobile Suits

Weapons: Simple and advanced melee weapons, simple ranged weapons, all shields

Tools: None

Saving Throws: Will, Psychic Pressure

Skills: Choose two from Athletics, Insight, Colony Knowledge, Intimidation, Repair, Persuasion, and Newtype Intuition

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) an advanced melee weapon and a shield or (b) two simple melee weapons

(a) an advanced melee weapon or (b) any simple ranged weapon

(a) a pilot’s pack or (b) an officer’s pack

A mass production or psycommu mobile suit

Newtype Inspiration

Your presence on the battlefield can inspire your allies. To do so, you use a bonus action on your turn to choose one mobile suit other than yourself within 120 meters (or character up to 60 feet away) of you who can hear you. That target gains one Newtype Inspiration die, a d6.

Once within the next 10 minutes, they can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The target can wait until after it rolls the d20 before deciding to use the Newtype Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Newtype Inspiration die is rolled, it is lost. A character can have only one Newtype Inspiration die at a time.

You can use this feature a number of times equal to your Psychic Pressure modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Newtype Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Newtype Abilities

By 1st level, you have learned to channel your latent psychic abilities into a select number of powers. See later chapters for general rules for using newtype powers and the list of powers available to true newtypes.

Using Newtype Abilities

The True Newtype table shows how many power slots you have to use powers. To use one of your newtype powers of 1st level or higher, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a full rest.

Newtype Power Ability

Psychic Pressure is your key ability for your newtype powers. You use your Psychic Pressure whenever a power refers to your newtype power ability. In addition, you use your Psychic Pressure modifier when setting the saving throw DC for a newtype power you use and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus + your Psychic Pressure modifier

Power attack modifier = your proficiency bonus + your Psychic Pressure modifier

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. 

Level 
Feints
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
1
2
2
2
2
3
3
2
4
2
4
3
4
3
5
3
4
3
2
6
3
4
3
3
7
3
4
3
3
1
8
3
4
3
3
2
9
3
4
3
3
3
1
10
4
4
3
3
3
2
11
4
4
3
3
3
2
1
12
4
4
3
3
3
2
1
13
4
4
3
3
3
2
1
1
14
4
4
3
3
3
2
1
1
15
4
4
3
3
3
2
1
1
1
16
4
4
3
3
3
2
1
1
1
17
4
4
3
3
3
2
1
1
1
1
18
4
4
3
3
3
3
1
1
1
1
19
4
4
3
3
3
3
2
1
1
1
20
4
4
3
3
3
3
2
2
1
1

Before more sophisticated Psycommu technology was implemented in the development of Cyber-Newtypes, the Murasame labs believed Newtypes to be simply Ace Pilots. The early Cyber-Newtype experiments lacked the psychic abilities of their later incarnations, but were prone to emotional outbursts that gave them an edge in battle. Their abilities were enhanced via the HADES and EXAM interfaces.

They are essentially the Barbarian class in D&D.

Class Table – Proto Newtype

LevelAwakenings (per Long Rest)Awakened DamageProficiency BonusFeatures

1st

2

+2

+2

Awakening

2nd

2

+2

+2

Reckless Attack, Danger Sense

3rd

3

+2

+2

Select Awakening Module

4th

3

+2

+2

Ability Score Increase

5th

3

+2

+3

Extra Attack, Add A Feat

6th

4

+2

+3

Awaken Module Upgrade

7th

4

+2

+3

Add A Feat

8th

4

+2

+3

Ability Score Increase

9th

4

+2

+4

Brutal Critical

10th

4

+3

+4

Awaken Module Upgrade

11th

4

+3

+4

Relentless

12th

5

+3

+4

Ability Score Increase

13th

5

+3

+5

Brutal Critical

14th

5

+3

+5

Awaken Module Upgrade

15th

5

+3

+5

Add Feat

16th

5

+3

+5

Ability Score Increase

17th

6

+4

+6

Brutal Critical

18th

6

+4

+6

Indomitable Might

19th

6

+4

+6

Ability Score Increase

20th

Unlimited

+4

+6

Add Feat

Speciality Features

As a Proto Newtype, you gain the following speciality features.

Proficiencies

Mobile Suits: Mass Production and Psycommu Mobile Suits

Weapons: Simple and advanced melee weapons, simple and advanced ranged weapons, light shields

Tools: None

Saving Throws: Engineering, Psychic Pressure

Skills: Choose two from Athletics, Insight, Land Knowledge, Intimidation, Repair, Perception, and Salvage

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) an advanced melee weapon and a shield or (b) two simple melee weapons

(a) an advanced melee weapon or (b) any simple ranged weapon

(a) a pilot’s pack 

A mass production or psycommu mobile suit

Awakening

In battle, you fight with unmatched ferocity. On your turn, you can enter an Awakened State as a bonus action.

While awakened, you gain the following benefits if you aren’t using medium or heavy shields:

You have advantage on Will checks and Will saving throws.
When you make a melee weapon attack using Will, you gain a bonus to the damage roll that increases as you gain levels, as shown in the Awakened Damage column of the Proto Newtype table.
You have resistance to bludgeoning, ballistic, and slashing damage.
If you are able to use Newtype Powers, you can’t use them or concentrate on them while awakened.

Your awakening lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked an enemy since your last turn or taken damage since then. You can also end your awakening on your turn as a bonus action.

Once you have awakened the number of times shown for your level in the Awakenings column of the class table, you must finish a long rest before you can awaken again.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Will during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Reactions saving throws against effects that you can see, such as traps and Newtype Powers. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Awakening Module

At 3rd level, you choose a module that shapes the nature of your awakening; EXAM/HADES or ALICE (NT-D coming soon). Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Relentless

Starting at 11th level, your awakening can keep you fighting beyond capacity. If you drop to 0 armor points while you’re awakened and don’t die outright, you can make a DC 10 Engineering saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Indomitable Might

Beginning at 18th level, if your total for a Will check is less than your Will score, you can use that score in place of the total.

Savage Mastery

At 20th level, you have mastered your suit’s augmentations. Your Will and Engineering scores increase by 4. Your maximum for those scores is now 24.

EXAM/HADES Awakening Module

Powered by the captive soul of Newtype Marion Welch, the HADES system and its predecessor, the EXAM system, greatly improve the attacking performance of a mobile suit while taxing the pilot to their limits.

Frenzy

Starting when you choose this module at 3rd level, you can go into a frenzy when you awaken. If you do so, for the duration of your awakening you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your awakening ends, you suffer one level of exhaustion.

Mindless Rage

Beginning at 6th level, you can’t be charmed or frightened while awakened. If you are charmed or frightened when you enter your awakening, the effect is suspended for the duration.

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one target that you can see within 60 dam of you. If the target can see or hear you, it must succeed on a Mentality saving throw (DC equal to 8 + your proficiency bonus + your Cunning modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened target until the end of your next turn. This effect ends if the target ends its turn out of line of sight or more than 120 dam away from you.

If the target succeeds on its saving throw, you can’t use this feature on that target again for 24 hours.

Retaliation

Starting at 14th level, when you take damage from an enemy that is within 10 dam of you, you can use your reaction to make a melee weapon attack against that target.

ALICE Awakening Module

Powered by a sophisticated AI, ALICE is capable of assuming operating control over a mobile suit for a short time and enhancing its performance, but the pilot must work in sync with the AI in order to unlock its true potential.

Disrupt Targeting

Starting when you choose this module at 3rd level, while you’re awakened, the first enemy you hit with an attack on your turn is disoriented. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a target other than you with an attack, that target has resistance to the damage dealt by the attack. The effect on the target ends early if your awakening ends.

Defensive Algorithm

Beginning at 6th level, if you are awakened and another mobile suit you can see within 60 dam of you takes damage, you can use your reaction to reduce that damage by 2d6.

When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

Consult ALICE

At 10th level, your bond with the ALICE AI is strengthened and you may communicate with with the AI as a free action. ALICE can provide tactical data on enemies such as hidden locations, valuable insights such as data parsed from the internet, or any information the game master deems appropriate.

You can’t use this feature again until you finish a short or long rest.

Vengeful Intelligence

At 14th level, ALICE is powerful enough to retaliate. When you use your Defensive Algorithm to reduce the damage of an attack, the attacker takes an amount of energy damage equal to the damage that your Defense Algorithm prevents.

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