|
|
|
|
|
+1
for every mobile suit | |
|
an
additional +1 for every mobile suit that is a Gundam | |
|
+1/2
for every vehicle | |
|
+1
for every battleship | |
|
+2
for every mobile armour |
The
side with the lowest number must roll a save VS the difference (the difference
may not be higher than 19). Each combatant on the side with the lower total must
roll. To save roll a D20 and add the following.
|
Your
character level. | |
|
The
command bonus of the commander. | |
|
+2
if you are in either a Gundam, Command, Custom, Prototype, Test Type, or psycommu
equipped mobile suit. | |
|
+3
if you are in a mobile armour. | |
|
+4
if you are in a battleship. |
If
you fail the roll you may not attack during the first melee.
Intimidation
When beginning a one on one match you may attempt to intimidate your opponent. To do this you must
Win
the initiative.
Spend
your first turn intimidating your opponent (time for some role playing
here).
Determine your Intimidation effectiveness. Roll D12 and add the following;
|
your
charisma bonus | |
|
+1
if in a Gundam | |
|
+1
if in a Custom Mobile Suit | |
|
+2
if in a Mobile Armour |
To save roll D20 and add the following.
|
your
character level | |
|
+2
if you are a Newtype | |
|
+1
if in a Gundam | |
|
+2
if in a Mobile Armour |
If
the save if failed the one Intimidated suffers a –2 strike and –2 dodge for
the remainder of the one on one match.
This
may not be attempted on a battleship or on units transporting more than one
person.
This may not be used on a Newtype rival, or Newtype soul mate.
|