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Fear & Intimidation

 

Fear

 

When confronting an intimidating force (GM's decision) do the following. Use this list and add up the total for both your sides units and the opposing units.

 

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+1 for every mobile suit

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an additional +1 for every mobile suit that is a Gundam

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+1/2 for every vehicle

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+1 for every battleship

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+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.

 

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Your character level.

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The command bonus of the commander.

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+2 if you are in either a Gundam, Command, Custom, Prototype, Test Type, or psycommu equipped mobile suit.

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+3 if you are in a mobile armour.

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+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

 

  1. Win the initiative.

  2. Spend your first turn intimidating your opponent (time for some role playing here).

  3. Determine your Intimidation effectiveness. Roll D12 and add the following;
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    your charisma bonus

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    +1 if in a Gundam

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    +1 if in a Custom Mobile Suit

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    +2 if in a Mobile Armour

 

To save roll D20 and add the following.

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your character level

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+2 if you are a Newtype

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+1 if in a Gundam

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+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.

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All Mobile Suit Gundam™ and all related materials are copyright Sunrise Entertainment.
Rifts™ RPG system copyright Palladium Games.
This RPG is Free, and under no circumstance shall profit be made by ANYONE through the distribution of this game.
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