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==='''GAME NOTES'''=== *'''Targeting System''': This is the same as the targeting system on the freedom Gundam, but it harnesses all of the ranged weapons available to the Justice Gundam, such as the various machine guns and the beam cannons mounted on the Fatum-00 backpack, as well as the beam rifle. On a roll of Heroic Difficulty +1 pip for every target past 1, the pilot can open fire upon the entire front fire arc. 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. The targeting system can also be combined with the weapons from the METEOR add-on combat system. *'''Fatum-00 Backpack/Subflight Lifter''': This equipment is responsible for the Justice Gundam's impressive flight and maneuverability capabilities. It can stay attached as a typical piece of backpack equipment like many other mobile suits, but its specialty is being able to detach and fly independently of the Justice. It can fly on its own and be used for surprise attacks, working together with the Justice to attack from different angles, or it can support the Justice as it stands on top as a subflight lifter which would have its own advantages. The Fatum-00 is controlled by wireless remote by the pilot of the Justice Gundam with Mecha Piloting, Mecha Gunnery and Mecha Combat/Parry (or whatever skill is used to pilot the main mobile suit). It counts as a second action to use the Fatum-00, but doing so allows advantages not available to other MS. *'''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. *'''Phase Shift Armor''': This is the same defensive system as used by other mobile suits from Gundam SEED. The MS is rendered invulnerable to ballistics and explosive weapons (but not energy or beam weapons), while this is activated. the difference between this and other MS is that the Justice, Freedom and Providence all have nuclear reactors and Neutron Jammer Cancelers, allowing the PS armor an unlimited energy supply and they can stay active 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. *'''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. *'''Beam Sabers/Beam Boomerangs''': These weapons are called "beam" weapons, used in close combat and not to be mistaken for ranged beam weaponry. Beam weapons are stronger than normal close combat weapons, having a blade of intense energy that can cut easily through armor and hull of all types (but still resisted by energy shields). For these write-ups, beam sabers (and other types like beam boomerangs) have damage dice and turn "Armor" dice to pips when they hit a mobile suit (or "Hull" dice to pips when hitting a ship or mobile armor). If GMs and players do not like this rule, simply ignore it and add +2D to the damage of the beam sabers (or other beam weaponry).
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