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1 Version 0.20 by Miltonman Version 0.20 By MiltonMan 1 TABLE OF CONTENTS INTRODUCTION Basic Mechanics Dice Terminology Target Numbers Success & Failure Situational Modifiers Luck & Ace points NewTypes CHARACTER CREATION Generate Stats Character Types Skills COMBAT Mechanic Files Federation Zeon This pdf is a fan-based TRANSLATION not intended for commercial release. It is merely an attempt TO translate GUNDAM SENKI published by R. Talsorian Games. It is currently unfinished, with some features missing and incomplete translation. Please keep this in mind when reading this pdf! "Gundam", all associated names, images and trademarks are copyright of Sunrise Inc. and Bandai. No copyright infringement is intended. All images IN THIS pdf, unless otherwise noted, are copyrighted by their parent company and/or the artist(s) who originally created them. These images are used under the protection of the Fair Use clause of the United States Copyright law. Most of the art used in this PDF is done by the wonderful Yoshikazu Yasuhiko. This translation/adaptation was ultimately inspired by his works. 2 CHAPTER 1: Gundam rising! “The year Universal Century 0079…” 3 ACTIVATION! DICE Gundam Senki uses a 2d6 system to resolve actions Almost four decades ago, Mobile Suit Gundam during the game. That is, rolling two six sided dice. aired in Japan and changed the way the world Any reference to dice refer to the six sided dice looked at giant robots. Gundam established a new rolled as no other dice are used in this game. genre of anime, changed the way the West consumed Japanese animation, and became a MODIFIERS cultural touchstone for the robotics technology of the future. In this translation/adaptation of R. Modifiers will be referenced throughout the rules. Talsorian’s Gundam Senki, you take on the role of a These refer to an amount add to or subtracted character in the Mobile Suit Gundam Universe and from your dice roll. These modifiers are entirely fight through legend that is the original series or situational will be described where appropriate. create a legend of your own. USING THIS BOOK This translation will be using the Mobile Suit The best way to read this book depends on Gundam manga the Origin as its basis so some whether or not you’re going to be GMing a content will be omitted. The game is based heavily campaign or one-shot of Gundam Senki or if you’re on Mekton Zeta but differs in several key areas. As going to be a player in a campaign. If you’re GMing such, only basic rules will be explained with a focus you’re going to want to read the entire book and on these key differences. maybe run a few combats using some of the NPCs WHAT YOU NEED TO PLAY just to get a feel for things. Familiarizing yourself with Mekton Zeta is also a must. If you’re a player, In order to play Gundam Senki, you’ll need: you really only need to read the introduction and This translation, to guide you through the character creation sections. basics of the game that differ from Mekton Mekton Zeta Core Rule Book (Optional but highly recommended) Mekton Zeta Plus Pencil and paper Several D6s (two per player) 4 THE BASICS D3s – Roll a D6. Treat 1-2 as 1, 3-4 as 2, and 5-6 as 3. Gundam Senki is based on the Mekton Zeta RPG As a general rule, if any fractions appear they are line. This means that it will allow you to create rounded down. dramatic stories that unfold during the largest conflict in the Gundam Universal Century, the One THE TARGET NUMBER Year War. This game should allow a broad variety of stories and playstyles only limited by your The Target Number represents the difficulty of the creativity. No matter how you play, the main goal is attempted task. In most cases this will be a value to have fun. determined by the GM using the table below. During combat, however, this value will be determined by opposed rolls. For opposed rolls, House rule box the defending roll’s result is the Target Number. In These boxes will appear periodically throughout cases of a tie, the defender wins. the book. These will feature changes that I run in Basic Difficulty Levels my games or changes from the official book that Easy 10 I made to better reflect The Origin source Average 15 material. Be sure to read these especially if Difficult 20 you’re a GM. Think of these like optional rules. Very Difficulty 25 Nearly Impossible 30 THE CORE MECHANIC Gundam Senki uses a single mechanic to resolve every roll. Whenever a character attempts to perform an action that has a chance of failing, this procedure should be followed: The player rolls 2D6 Adds a relevant Skill (if applicable) Adds the corresponding Stat Add any number of situational modifiers Compare to the Target Number If the sum is greater than the Target Number, the roll is a success If the sum is less than the Target Number, the roll is a failure DICE TERMINOLOGY Any time a D6 is mentioned it refers to a single six sided die. This is the only dice used in the game. Any references to D2s or D3s will be resolved as such: D2s – Roll a D6. Count 1-3 as 1, and 4-6 as 2 5 DECISIVE SUCCESS AND These modifiers can stack causing even the easiest CATASTROPHIC FAILURE of tasks to become difficult under severe circumstances. When the dice are rolled, if a result of 12 is rolled, that is both dice land on 6s, the result is a Decisive LUCK AND ACE POINTS Success. The dice are rolled again and added the These two values represent the characters raw result to the total. Decisive Successes can be talent and luck on the battlefield. By spending chained for as long as the player can roll perfect these points, you are able to alter the course of a 12s. battle or perform extreme feats that would On the opposite end there are Catastrophic otherwise be impossible. These two values Failures. If the result of a roll is a 2, where both separate the ace pilots from the grunts in terms of dice land on 1s, the result is considered a power level. Catastrophic Failure. The dice are rolled again and LUCK that amount is subtracted from the total. This doesn’t chain like Catastrophic Successes and can Luck points are based off of a characters LUCK stat. only occur once per roll. The amount of Luck Points available to a character SITUATIONAL MODIFIERS are equal to the value of their LUCK Stat. In Gundam Senki, only Player Characters and Major Situational Modifiers represent the myriad of NPCs can actually use their LUCK stat. Grunts and things that can go wrong or make a task more mooks can’t. In Gundam Senki, LUCK is used in the difficult to complete. Situational Modifiers are following ways: subtracted from the result of a roll. They scale from When you get hit, change the hit location -1 to -5, with -1 being a minor inconvenience and -5 by spending 1 Luck Point. being a major obstacle. When you fail a G-Factor roll, you can spend Some Example Situational Modifiers any amount of Luck to decrease the dice Don’t have a relevant skill -1 result by an equal amount. Unfamiliar tools/weapons/vehicles -4 Increase any defensive or offensive roll. Any Doesn’t have the right tools -2 amount may be spent for Defensive rolls, Completing task under fire -3 but only 1 point may be spent on Offensive Acrobatics require while doing task -5 rolls. The result increases by the amount of Adverse environment or climate -4 Luck spent. Drunk/Drugged/Fatigued -4 Outside of combat rolls, you may add any amount of Luck to a Skill roll. The result increases by the amount of Luck spent. House rule box Luck points are always applied after the dice are You’ll notice that there are no positive rolled. This means after any Decisive Successes or situational modifiers. This is true for all rolls Catastrophic Failures. If a player declares that they outside of combat. I like to hand out positive are using Luck before rolling, they must spend at situational modifiers on a scale of +1 - +5 least 1 point on said roll. Luck points recover at the depending on the circumstances or if a player end of every session. role plays particularly well. Don’t hand them out constantly and make them an earned reward. 6 ACE POINTS NEWTYPES Ace Points are similar to Luck points in many ways In the Universal Century, especially in the One but reflect the raw skill of the character rather than Year War, there are several cases of people with their fortune on the battlefield. Similar to LUCK, extraordinary abilities. They have extremely high only Player Characters and Major NPCs can actually degrees of focus and spatial awareness, almost use their Ace Points. Grunts and mooks can’t. Ace akin to a sixth sense. They are sensitive to hostile Points can be used in the following ways: intentions directed at them by others, allowing them to react even before the offender carries out Ace Points can be used in the same manner the intended action. They can also detect other as Luck Points, but only for MS Combat individuals with similar abilities. These individuals related rolls. are called Newtypes. Can increase MA by 1 for each Ace Point spent. Newtype Points or [N-Points] represent the strength of a characters Newtype ability.
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