Mobile Suite Rules
This page collects some of the unique rules related to mobile suits.
Mobile Suit Rules
Anytime a mobile suit suffers a wound make a roll for Critical Hits for each wound suffered, and destroying the mobile suit on a Wrecked result.
If a mobile suit suffers a wound, the operator must make a roll or the vehicle falls; this replaces the Out of Control vehicle rules. If that happens, roll a d12 and read it like a clock to determine the direction of the fall; the suit (and anything caught beneath it, unless an Agility, Piloting, or Driving roll is made at -2 to get out of the way) suffers Xd6 damage, where X is the Size of the vehicle. A Piloting roll is necessary to stand up from such a fall, as well.
Though treated as Vehicles, mobile suits do not have Acceleration or Top Speed, unless quipped with a Rocket Backpack, nor do they inflict Unstable Platform penalties on crew. Instead, they have a listed Pace and roll 2d6 for running (suffering a multiaction penalty).
Mobile suits allows the unique opportunity to make melee attacks with a vehicle. To do so, the pilot uses the lower of his Piloting or Fighting skill to attack. A mobile suit has a Parry equal to Piloting ÷ 2 + 2 and even without another weapon is always considered armed with their Str+d6 metal fists or claws. A fist or claw attack counts as a heavy weapon.
Mobile suits can also stomp or crush smaller enemies no greater than half their height as an action. The pilot makes an opposed Piloting roll versus the target’s Agility, Piloting for a smaller mobile worker, or Driving for a vehicle. If the pilot wins, the target takes the mobile suit’s Str+2d6. This counts as a heavy weapon.
Size: Attackers add +2 if the target is at least two points of Size greater than the attacker, and subtract 2 if the target is 2 points smaller or more. These modifiers apply to anyone attacking or attacking from vehicles, or mobile suits.
Standard Mobile Suit Special Rules
All mobile suits have the following vehicle rules.
Not My Hands: Attacks rolls made using hand held mobile suit weapons suffer a -2 penalty.
Amphibious: The vehicle can enter water without flooding or capsizing. See the individual descriptions for their movement rates while in water.
Heavy Armor: Only weapons marked as Heavy Weapons can hurt this vehicle, regardless of the damage roll. This keeps a really lucky pistol shot from destroying a tank. Vehicles with Heavy Armor halve damage they take from colliding with other obstacles (including vehicles) that don’t have Heavy Armor.
Infrared Night Vision: Thermal imaging devices halve darkness penalties (round down) for heat-producing targets.
Night Vision: “Starlight” and other night vision equipment eliminate Dim and Dark lighting penalties.
Spacecraft: The vehicle is designed for use in outer space. Those followed with /Atmospheric can enter and exit planetary orbits as well.
Safety Harnesses: A seat belt protects anyone wearing it. Roll half the normal damage dice (round down) for these characters. Do the same for air bags, but subtract one additional die of damage as well.
Optional Mobile Suit Special Rules
Not all mobile Suits have these rules. They will be mentioned in a mobile suit's "Special Equipment & Features" section if it has these rules.
Rocket Backpack: Most mobile suits are equipped with a backpack containing rocket engines. A Rocket Backpack allows the mobile suit to travel in any direction up to the mobile suit's Acceleration(Flight) with a pilot check. This is a free action. This movement allows the mobile suit to, "jump," but does not allow for sustained flight while under normal earth gravity.
Air Bags: Passengers with air bags roll half the normal damage dice in a collision (round down), minus one.
Hover: The vehicle is a hovercraft and can ignore most low terrain obstacles and water.
Sloped Armor: In the best armored vehicles, armor is sloped so as to increase the chance that a hit will be deflected off the tank’s armor. Ballistic attacks against this target suffer a –2 penalty.
Tracked: Unless otherwise noted, the vehicle is assumed to have wheels. Tracked vehicles can climb over most low obstacles such as logs, and treat each inch of difficult terrain as 1.5 (instead of 2).
Mobile Suit Weapon Rules
Some mobile suit weapons have the following special rules. They will be noted in the weapons notes.
Stabilizer: A stabilizer reduces the Unstable Platform penalty for whatever weapon it’s attached to (usually its main gun unless stated otherwise) to –1 (rather than the usual –2). An Improved Stabilizer negates the penalty entirely.
Camera Eye: A weapon mounted camera linked to the mobile suit's monitors and targeting systems. This removes the penalty from the Not My Hands rule. The camera eye also functions as a scope.
Snapfire: Certain weapons, such as sniper rifles, are very inaccurate if fired “from the hip” rather than using their excellent sights or scopes. If the character moves in the action he fires, he suffers a –2 penalty.
Linked: Weapons of the same type may be dual or quad linked and fired as one (triple linked is ineffective). Dual linked weapons add +1 to hit and +2 damage; quad linked weapons add +0 to hit and +4 damage.
Heavy Weapon: This weapon can harm vehicles equipped with Heavy Armor.
Heat Weapon: While active this weapons blade is super heated to the point of easily being able to cut through most materials. The weapons entry will reflect an activated weapon. If the weapon is used while inactive reduce its damage by one die size, and reduce it's AP by -4. A heat weapon counts as a Heavy Weapon while active.
Beam: Beam weapons use Minovsky particles to create incredibly destructive beams of energy. Beam weapons automatically deal one wound to an enemie on a successful hit. Beam weapons count as heavy weapons.
Missiles: Air-to-air (or space-to-space) weapons are designed to destroy enemy fighters and other small targets with a focused warhead. To activate, the pilot must first “capture” the target’s signature on his own control panel. This is accomplished by various means including heat-signature, radar, emissions, or even profile, depending on tech level. To get a lock, the pilot picks his target and must then succeed at an opposed Piloting roll. The attacker must subtract range modifiers from the Piloting roll just as if he were Shooting. Once locked, the pilot decides how many missiles to release (usually up to his full payload depending on his craft). At Short Range, the target has one round to evade. He has two rounds (and chances) at Medium Range, and three at Long Range. Evading a missile requires a Piloting roll at –4. Note that many craft contain additional evasion systems, such as chafe or flares, that add +4 to this roll if they’re of the right type (flares for heat-seeking missiles and chafe for radar-guided missiles).
* Air to Ground Targets: Use the same procedure as above but the target makes a Driving or Boating roll against the attacker’s Piloting skill.
* Surface to Air Missiles: As above, but the attacker makes a Shooting roll and the defender makes a Piloting roll.
* Anti-Missile Systems: Larger ships often have anti- missile systems designed to shoot down missiles with targeted
lasers, walls of matter, or hails of lead. All systems require a modicum of skill and a lot of luck. First the crewman in charge of the particular AMS battery makes a Shooting roll minus the range. (Don’t subtract for the size or speed of the missile—the AMS already accounts for that.) Each successful hit has a 1 in 6 chance of shooting down the torpedo. A Phalanx system with a RoF of 5, for example, rolls 5 dice, and each die that comes up a “1” shoots a missile down.
* Obstacles: Evading prey can add +2 to the Piloting roll with substantial cover—such as asteroids, canyon walls, or the hull of a capital ship.