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Read carefully.

As I am Lord and Supreme Ruler of Kido Senshi Gundam, these rules are subject to change, revampment, deletion, and other miscellaneous overhauls as I incorporate more realism, add more depth, attempt to balance the game, or have enlightening hallucinations. You will be informed of changes as they come.

1: Premise
2: Characters
3: Mecha
4:Player/MS Interaction
5: Purchasing Items
6: Combat -- Combat Actions -- Space Combat
7: MS-Equip System
8: Player Development
9: Dying
10: Expansions

Section 1: Premise
~The story of the Gundam Wing TV series and this game revolves around control of space colonies. Earth's nations have built several colonies that orbit Earth. The Alliance Military controls them by force. The group known as OZ manipulates the Earth Alliance Military to do so. Some colonies, tired of opression, build and send down to Earth five advanced suits to strike out at OZ - The Gundams.
~You, the player, are a young pilot fresh out of the Academy, ready to take on OZ and the real world. Or join OZ. Or become a mercenary, or become a scientist, or join White Fang, or start your own faction, or become a mobile suit designer, or become big on the stock market, or draw caricatures for a living. It really doesn't matter. But don't you dare be boring.


Section 2: Characters
~Players will create their personas first. Each new character is a beginner pilot fresh out of the academy. Name, Age, and Description are created by the player at this time. Skip over if need be, these can be filled in later.
~Next comes statistics. Players have two sets of statistics: Personal statistics (HP, Attack, Endurance, Agility, Intelligence, Essence) and Mecha statistics (AP, M. Attack, M. Armor, M. Speed, M. Weapons, M. Evade). Personal stats relate to the characters themselves. Mecha stats relate to piloting ability, and thus how your mobile suits perform (see Mecha).
~Characters have thirteen points to distribute into each as they see fit. No mixing. Every point towards HP or AP grants Ten HP or AP.
Players may, at this time, spend five points from both categories (for a total of ten points) to become a Natural Newtype. In this case, the player would circle “Natural” at the top underneath “Age.” Natural Newtypes may allocate their points into the three statistics marked with an N in addition to their normal statistics. Two statistics, Telepathy and Foresight are Personal Statistics. Psycommu is a Mecha statistic. ~Each character will receive their first mobile suit: a CMS-01 Roadrunner. The player will choose one of four types of Roadrunners. No weapons are included. The mobile suit is intended to be a taxi until a person gets a real mobile suit.
~Players start out with a few free items. Players receive One Healing Salve (rest. 50 HP), One Scrap Metal (rest. 20 AP), and Five Thousand Credits. Finally, characters may choose between Two Thousand extra Credits or a Mystery Item (roll d20).


Section 3: The Big Giant Robots
~Every MS is different. Some suits fare poorly in certain areas, but excel in others. Every character has their Mecha Statistics which determine how well they can utilize the different functions of a Mobile Suit. Some characters will decide to specialize in one or two areas, whereas others will prefer to be well-rounded.
~Each Mecha Statistic is applied to the MS the character is currently piloting. Values shown on Mobile Suits’ pages are maximum values. The MS’ actual statistics are those of the player (their Mecha Statistics), but not more than the maximum. Points exceeding a maximum value are ignored.
~Again, not all mobile suits are created equal. Thus, not all mobile suits will allow pilots to use their full talents, whereas others will push certain pilots to exceed their best. It’s up to the pilot to choose the best mobile suit for them.
~Upon purchasing or receiving a mobile suit, a player decides how to fortify their mobile suit’s armor. AP is distributed to the last point among the different parts of the mobile suit (Head, Body, Legs and Arms). At a certain point, foes may start to target certain portions of the body, and how you distributed will play an important factor in determining how many hits each part can take before it’s destroyed. Realize that most mobile suits have their cockpits in the Body. Some have odd cockpits (Sazabi) and some don’t have a cockpit at all (Virgo). So mind your distribution, since if the cockpit gets destroyed, so do you. AP may be redistributed at a hangar if a pilot wishes to pay, or by using a Shuffle Circuit.
~When a limb is destroyed, Weapons and other accessories attached go with it. Unsecured equipment will go flying. You may retrieve your lost item if you so choose by moving over to it and picking it up, or you can leave it and make do with what you have left. But don't forget about it - your enemy might pick up your weapon and use it against you. If you win the battle, dropped equipment is picked up automatically. If you run, that's different. MS equipment is discussed more later.
~A MS is an absolute necessity. A character without one is a sitting duck for an ambush and almost useless in an attack.


Section 4: Player/MS interaction
~In case you don't know, MS are huge. Characters must be able to get into the cockpit (usually in the chest or stomach area, way up there), get out to the ground without falling to their death, and also conceal their suits when the time comes. Non-player characters (NPC's) can attempt to steal suits left sitting out in the open, should they be bold enough to try. OZ soldiers can ID a suit and destroy it with ease if they find it belongs to the enemy. Some places dislike such tools of destruction, and you sometimes you have to go such places. Sometimes you may need to take your suit to space on a shuttle, or travel long distances. Be aware, and be realistic.


Section 5: Purchasing Stuff
~Purshases are simple: find a store in the city you are in that sells whatever item you may be looking for, or; find a hangar that sells MS, rents Gundams, and sells other miscellaneous MS paraphenalia. You may also purchase items through this site. If you see something you need or want, Email the General. Tell him what you want to buy in an email as if you were making out an order form, and he'll make the necessary changes on your character pages/sheets. If you want to sell, tell him what you are selling and the condition it is in so he can appraise it.
~Characters can only hold so much. To begin, characters can hold five different items. MS and MS equipment are not held by the characters (it would be hard to fit in their pockets). A character can get carrying apparatai to increase space such as backpacks, suitcases, or even wheelbarrows, if that floats your boat.


Section 6: Combat
~Since you are in the middle of a war, combat is quite important. The vast majority of combat will be fought with MS.
~The GM will inform you about when you are about to enter combat. Make sure you are vigilant and prepared, as an OZ ambush may occur at any time. You will be informed what suits you are facing and how many opponents there are. From time to time, you will not be familiar with your opponent and information will not be given by the GM.
~In the beginning, a Pilot is going solo in battle unless he or she teams up with other Pilots. Later, once cash is no object, a pilot may buy extra MS. Your support suits can accompany you into battle. They are at your command, though you pilot only your own suit. Keep in mind that the more suits you have, the more complicated it gets. (I may put a limit on the number of support suits you may bring along later)
~Combat is directly on tabletop. Some kind of marker will designate you and your support suits (glass beads, dice, the heads off of my models, etc.). Characters will usually have their starting MS positions set by the GM as the story dictates. There will almost always be landscape and buildings around when battle is on Earth. Space battle is discussed later.
~Here's the slightly complicated part. Turns are taken simultaneously. Each player has a number of options available every turn - Run, Attack, Move, Use Item, Ascend, or special actions. Players choose their action in secret from other players by writing it on a slip of paper. Once all players have chosen actions, their papers are revealed and the action starts. Time keeping is the key to battle. Everything battle-related will have a speed or velocity, this includes MS and projectiles, as well as a melee weapon's slash or smack speed. Time will advance by the second in battle, with every moving object advancing however far their speed will take them in that second along their chosen trajectory. And so they move until something happens. The point of this is to have you anticipate what your opponent will do, just like if you were in real life. Summary thus far:

1. Think about what your opponent might do;
2. Write down what you are going to do;
3. Hope you chose correctly

Now, to describe each type of action. Lets do the easiest first.
---Section 6A: Moving
~A stationary target isn't much of an opponent. Enemy suits can blast you into oblivion while you stand and let it happen. That's why you have legs. Each turn, suits may choose to move around the area.
~Suits can move from one space/inch to eight spaces/inches at one time, depending on the type of engines you have. Players choose a vector, and a number of spaces to move, up to your maximum. When your turn comes around, your marker moves. Not hard to understand. Most MS run or walk until better engines are bought. The landscape may be a problem for most suits. Unstable sand or troublesome rock formations can hinder movement.

---Section 6B: Ascent/Descent
~A variation on move, ascending is obviously moving upward. Suits with adequate engines may scale buildings or other obstacles that normally cannot be moved onto. There are four types of Ascent: Climb, Jump, Leap, and Overboost. Each allows you to reach greater heights in one turn. Some suits have Fly, which means they can rise to any elevation without something to stand on. Descent is coming down from heights. Just jumping off a building will damage your suit. There are ways to prevent this damage.

---Section 6C: Escape
~Escape can be considered a type of move. Choosing Escape makes your character attempt to exit battle. Enemy suits will pursue you, unless Officers give a command to cease pursuit or Player opponents choose to let you go. To escape, you roll your Speed value. Pursuers roll their speed values. If one of them beats you, you fail to escape. There are special methods of escape.

---Section 6D: Use Item
~Pilots can use certain items to aid them while inside their suit. Sometimes we have to forego reality when thinking about the Pilot using the items on his or her suit. For example, the item Scrap Metal will restore some of the suit's life %. The pilot doesn't actually get out and bolt the metal on, however. Usually, Metal items will be the only item you use on your suit. There are other circumstances where other items can be used, though.

---Section 6E: Attack
~It's how you win. By destroying your enemies or crippling them and making them submit, battles are won. To do so, you must bash them up real good with your weapons.
~If you don't have weapons, you simply smack enemies with your fists and feet if they are real close to you. Not a good situation to be in. But, if you do have weapons...
~...a whole world of new opportunities opens up. Close combat weapons like Beam Swords and Claws are useful when the opponent has approached you. Long range weapons like Beam Cannons and Machine Guns can decimate your opponent from afar.
To attack you must:

1. Evaluate the distance from your target;
2. Think about which weapons will work from such a distance;
3. Choose one;
4. Choose an attack using that weapon;
5. Hope you chose correctly

~Close combat weapons usually only have a range of one to three spaces/inches out from your suit. Projectile weapons shoot shells or blasts and they go as far as they can until they leave the area or hit something.
~If a suit is holding a shield, that suit may defend. Defending is considered an attack. Shields absorb the damage of an attack rather than the suit taking it. When a shield's life % has been reduced to 0%, it breaks or stops functioning.
~There is a special kind of combination attack available to you. If you have an upgraded engine, you already know that you can move UP TO your maximum. If you choose not to, however, you may combine Move with Attack. Each weapons' attacks have a level. The better the attack, the higher the level. If you move less than your maximum move, you may use an attack up to the level equaling the remaining spaces you didn't move. For example, a suit that could move six moves two. That suit can combo with attacks up to level 4.
~If an attack connects, the attacker or defender may need to roll one or more d100s to determine effects of the attack. In the beginning, results will be limited to evade, an deduction of damage due to armor, and full damage.

---Section 6F: Special actions
~This includes everything from opening up doors in the environment to picking up people off the ground. Ask me about any action that isn't too far-fetched. I might allow it. It all depends on what you want to do.

*****Space Combat*****

~Once you gain access to space, battle changes. Suits become weightless, and thus harder to control. When moving, suits Move +D10. Better engines can reduce the loss of control. Some suits have built-in mechanisms that eliminate extra drift. Explosions push you +D3. Knockback and Recoil are +D3 as well.
Suits may ascend, descend and hover at any elevation level with any type of engine.
~Space cruisers are much more practical in space. Some ships may get in your way. If you don't mind innocent deaths, ignore them and whatever happens to them. Even take them out if they are a bother. If you do care, do all you can to avoid striking them. Larger Battleships may hover out of range and blast at whoever is their enemy. Blasts and shells headed in their direction will connect with them and eventually they too will be destroyed. Even larger Space Stations like Libra and the late Barge can fire their death star-esqe supercannons. Watch out for those.


Section 7: MS-Equip
~Standard OZ MS can be bought, as can Gundams. Keep in mind that Gundams are much more expensive to purchase and maintain. OZ MS are mass-produced, but Gundams are made one at a time. If a pilot buys one, a new one must be built. Thus, once a Gundam is bought, it will be some time before another of the same type can be purchased.
~MS are bought stripped-down, without weapons or support systems. To start, all Suits have only fists and feet. A MS' Punch does 1D4-1 AP damage and Kicks do 1D4 AP damage. Repeated use will result in damage to the limb used. Weapons are bought separately and equipped on the Mobile Suit. See the Weapons section for your current selection of things to blow stuff up with.
~Each weapon is equipped onto a certain position on the mobile suit, whether it be in a hand, on the back, or installed into a leg. No two weapons may occupy the same position, unless they’re designed to do that.
~Each weapon weighs a certain amount. Go over the mobile suit’s maximum weight capacity and your speed will suffer. You may discard a weapon during your turn in battle and retrieve it later, assuming it isn’t destroyed.
~Damage is determined by a mobile suit’s statistics. Each attack has different values for damage, usually something like Attack+1. That means that the damage equals the suit’s attack value plus one. Many attacks have extra effects along with them.
~Weapons generally start out with one way to use them. Most weapons have more attacks that are locked to start. To unlock these attacks, a character must use Shrapnel on a weapon to modify it. Each attack has a different Shrapnel cost to unlock. Shrapnel grafting is permanent. You may choose to use all your shrapnel on one weapon to max out its usefulness while leaving the rest of your armament is lacking in power, or spread it around.
~Some MS equipment you buy is not intended for attacking. These are called Support Systems. You can find them on the Weapons page. These systems vary in placement and effect.


Section 8: Player Development
~Players will grow as the game goes on. Characters start at Level One. Pilots earn EXP (experience) points through completing missions and reaching various goals. At a level up, pilots earn Three Vital statistic points to enhance their abilities. These points may be held onto for an indefinite amount of time.
~Piloting ability will grow as a pilot operates a mobile suit. Every battle or operation a pilot uses a mobile suit in may earn them PEXP (pilot experience) points. Pilot experience is used to Level up not a person’s mobile suits, but their own skills. “Skills? What skills?” Pilots acquire skills by purchasing and piloting new mobile suits. Purchasing a mobile suit allows a pilot to choose one new skill, occasionally even two. There are 32 different skills to choose from. Acquired skills are written in the corresponding chart on the first page. PEXP is used to level up these skills one or more times. Some skills may be leveled up an infinite number of times. Every skill functions and levels up differently. PEXP is allocated like statistic points. PEXP may be held onto for an indefinite amount of time.


Section 9: Life and Death
~Death. It happens. When a character's HP hits zero, then Mr. Reaper has a new friend. Should a character's MS be destroyed while they are in it, they blow up with it. Players may then start afresh, unless somebody is nice enough to use some incantation or item to raise them from the dead. Should a player decide to start anew and later a living character wants to raise the dead player, it's too late. As soon as a new character sheet is made, then theoretically the soul passes on.


Section 10: Expansions on The Game
~Kido Senshi Gundam is the name of the very first Gundam series, aired in 1979. “But we’re in the After Colony timeline of Gundam Wing. When do I get to buy my RX-78-2?” In time. After a while, Anaheim Electronics or other corporations will start to develop new suits and subsequently release them to the public. Even now, independent developers are working on bigger, better versions of the Gundam Deathscythe and Shenlong Gundam. So keep an eye on the news and watch the hangars for the next new arrival.
~New weapons and equipment will appear much more frequently, however. Sometimes even new types of weapons will be released, like Automated Weapons (that means Funnels...FUNNELS, people). Check the weapons page for updates.
~Along with new mobile suits will come new NPC’s like Char Aznable and Judau Ashta. Even Haro! Be on the lookout for them.
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