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Capital Ship Combat

   

Follow the same rules as on the Mobile Unit/Vehicle Combat page, with the following changes.

 

Initiative

 

No bonus is given to your roll.

 

Combat

 

Attacking

  1. When firing a weapon that is controlled from the bridge the strike is a standard d20, + ½ of the captains command bonus (rounded up), + the ships strike bonus. (Newtype powers are not applicable)

  2. When firing a manned weapon the strike is a standard d20, + the operators piloting strike bonus. (Newtype powers are applicable)

  3. All capital ship weapons are considered to be operated from the bride unless noted otherwise.

     

Defending

 

When defending you can

  1. Let it hit you for full damage.

  2. Dodge at the cost of 2 APM (the ship receives a dodge bonus for equal to ½ of its captain’s command bonus (rounded up).

  3. Roll taking ½ damage at the cost of 1 APM. (The ship receives a roll bonus equal to its captain’s command bonus.

  4. If attacked by a weapon with a wide beam value you may dodge or roll at double the APM cost. All wide beams inflict damage to the main body only.

If hit

 

You must roll save VS beam if hit in a section marked vulnerable on its MDC table by a weapon with a beam value. All other sections automatically pass any beam or stun save.

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All Mobile Suit Gundam™ and all related materials are copyright Sunrise Entertainment.
Rifts™ RPG system copyright Palladium Games.
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