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==='''GAME NOTES'''=== *'''Targeting System''': On a roll of Heroic Difficulty +1 pip for every target past 1, the pilot can open fire upon the entire front fire arc. The weapons used are the plasma beam cannons, railguns and beam rifle, with one target per individual weapon (2 for each single beam cannon, 2 for each single railgun, 1 for the beam rifle). In this case, none of the weapons are fire-linked and engage separate targets individually. The targets must roll against the pilot's attack roll to dodge. The weapons fire as many shots as there are targets or as high as the pilot rolls above Heroic Difficulty, which ever number is less. *'''HiMAT Mode''': This is 'High Mobility Aerial Tactics' mode. Simply put, this is the Justice moving in combat at its highest speed and maneuverability, often while the backpack is attached to have the highest capabilities possible. The Justice and Freedom Gundams were designed to be the most mobile MS at the time, and with a skilled Coordinator at the controls they can outmaneuver any other mobile weapon more efficiently than any other design up to that time (until the Providence Gundam was produced). To watch these MS in action at high speeds is akin to seeing a starfighter scale human-shaped flying machine perform a battle ballet in the air, dodging and weaving all incoming attacks and aquiring the bets positions for counterattack against its enemies, an awsome scene to behold, made even more so when the Justice and Freedom work together against a common foe.<br />When in HiMAT mode, these Gundams have sophisticated flight equipment, such as wings or highly built-up backpacks, decked out with powerful thrusters and engines that flare brightly, propelling the mobile suit all about in almost every direction when needed, wildly dodging in combat to avoid being hit. When not in HiMAT mode, the Justice and Freedom simply move at slower non-combat speeds (reduce to Space Speed 8 with its atmosphere equivilant, and having only 2D Maneuverability), and much of their flight equipment (wings or backpack) simply folds in and isn't producing as much thrust. If these flight systems are ever damaged or destroyed, then they lost the ability of HiMAT mode and cannot achieve these until the systems are repaired. *'''Anti-Beam Combat Shield''': Combat Shields workike normal energy shields in Star Wars RPG, in that they give bonus dice to block attack damage. Unlike Star Wars, the shield is a physical object and must be put in place by the Mecha Combat/Parry skill. They can be placed in front of the front, right or left fire arcs, but not the rear, and to catch multiple attacks from different fire arcs, the pilot must make separate rolls against each attack, taking a -1D penalty for every extra block performed with the combat shield. Also, any damage taken affects the shield first, destroying it before the mobile suit takes damage. *'''Phase Shift Armor''': This is the same defensive system used on most Gundams in Gundam SEED. It makes the mobile suit impenetrable to ballistic and explosive weaponry, but not against energy weapons. Unlike most of the othe mobile suits equipped with PS armor, the Freedom, Justice and Providence had nuclear power and therefor had no time limit in combat, letting them be used indefinitely. *'''Neutron Jammer Canceler''': This device allowed the use of nuclear reactors in mobile suits after the wide spread use of neutron jammers. The Freedom is one of the prototypes first equipped with them, allowing it nearly unlimited power in combat and no time limit. The mobile suit's weapons and systems have no limit while equipped with the canceler. *'''Beam Sabers''': These are high-energy close combat weapons. Since most mobile suits function similarly to the human form, close combat weapons like swords, axes and knives have become an important part of an MS' arsenal, and the beam saber is the next step up from these. Having a blade of energy, it can deal more damage than most physical weapons, and also doesn't rely on the brute force of the MS' strength, bit it's own energy output. Also, it's 'blade' can't really be parried except by another beam weapon (since they use magnetic fields to contain their energy), and any normal weapon that tries to parry a beam saber will automatically take damage unless it has an anti-beam costing like most combat shields.<br />Before, I tried making beam sabers have less damage while negating the armor on a mobile suit. Since then I've thought differently. For simplicity, this rule is no longer in my write-ups. It sounds cool at first, but makes it difficult when translated into other types like standard Star Wars. So just up the damage by +1D if using an older write-up.
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