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==='''GAME NOTES'''=== *'''Close Combat Mode''': The Forbidden Gundam has a Close Combat mode, where its backpack either stays on its back as it flies around, or flips over the Forbidden's head. When in Normal mode, its more impressive weaponry stays folded behind the mobile suit as it flies at full speed to get to a combat area. Once it reaches the fight, it enters Close Combat mode. This way, it loses 2 ranks of Speed, but gains a higher Maneuverability as its thrusters are now repositioned for better use to avoid attacks. While in this mode, it doesn't need as speed much since it is already in the fight, and is able to bring to bear its full arsenal against a target.<br /> *'''"Geschmeidig Panzer" Energy Deflection Armor''': These two devices work like mobile suit combat shields, but are attached to their own armatures to the Forbidden's backpack, freeing the MS' arms to attack and counterattack as needed. Mecha Combat/Parry is still used with them. The solid parts count as 3D combat shields, with the energy shields having another 3D of their own, for a total defense of 6D. if used together, they gain a +1D to defend against a single attack (7D!), but individually could be used to block multiple attacks from different angles (fire arcs). While the shields are active and being used they will drain the battery of 3 points each per round. *'''Trans-Phase Armor''': TP armor works like Phase Shift armor, making the Ms invulnerable to ballistic and explosive damage. But instead of draining the battery every round (of the number of Hull Dice it has, plus the Damage Dice of an incoming attack), it instead activates only upon impact, draining the battery of only the number of Damage Dice the attack had). TP armor however has a hard time coping with several attacks from different angles (fire arcs), and will overload in such an attack, not covering the other fire arcs. *'''Ultracompact Energy Battery:''' The mobile weapons in gundam SEED have a limited power supply due to the wide-spread use of Neutron-Jammers by ZAFT. A mobile suit or mobile armor has power points equal to the number of its Hull Dice times 100, plus 25 per extra pip (600 for the Forbidden Gundam). These batteries begin depleting by 1 power point per round after launching from a base ship or when activated in the field. All energy weapons connected to them deplete the power by the number of Damage Dice they have, and all defensive or support systems (like Phase Shift armor or Mirage Colloid) drain it of the number of Hull Dice the MS has unless stated otherwise.
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