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==='''GAME NOTES'''=== ===='''Operating System'''==== When the Gundams were hijacked by ZAFT, the OS was minimal and incomplete, just enough to get it to move (1D Maneuverability, 0D Fire Control to all weapons). The pilots of the Creuset Team took their four machines directly back to their baseship while a battle erupted between ZAFT GINNs and the Earth Alliance space forces. At the baseship, all data in the G-Units was downloaded, while they quickly programmed an OS into their computers that worked and would make them combat-ready. The result of this are the stats as they are now, with the same rules as the "Natural Pilots" from all of ZAFTs other mobile suits (all Maneuverability and Fire Control Dice are 1D and all Difficulties are one level higher to Natural pilots until a proper operating system is installed, then they may pilot the machine as normal). However, when the Gundams first landed on Earth, they had to update their OS again for "contact pressure" for whenever they jumped on land and moved around (1D Maneuverability in Atmosphere/on Ground), and "heat convection" for when they used beam weaponry in high-temperature environments (ranged beam weaponry is at half or third of full range). Kira Yamato did this for the Strike Gundam on the fly, always in the middle of combat, while the Creuset Team eventually had these updates made as they pursued the Archangel across Earth. If a Gundam (or any other Gundam SEED mobile suit, for that matter) is ever acquired with this lack in it's Operating System, then a Very Difficult Computer Program/Repair skill check must be made to adjust the Gundam's systems to these situations (Heroic Difficulty if in the middle of battle!!!). ===='''Phase Shift (PS) Armor'''==== This is the defensive system that makes the Gundams so fearful in combat and impervious to ballistics and explosive weapons. When activated, take the number in front of the Hull Dice and subtract this every round from the Gundam's battery points, along with the number from any Damage Dice that hit the Gundam (see "Ultracompact Energy Battery" below). Another way to do this (if players/GMs wish to do so) is to not subtract the entire Hull Dice number from the Battery (5), subtract "1" instead, but still subtract the full Damage Dice number of any attacks that hit the Gundam. PS Armor makes the unit impervious to weapon types such as ballistics (machine guns of every type, bullet type weaponry), explosives (such as missiles and grenades, BUT, not Proton Torpedoes if you happen to be using them for some reason), and all physical attacks (such as mecha melée weapons like the GINN Sword). PS Armor does NOT protect against energy/beam weapons at all (though if it had a strong enough power supply such as a Death Star scale nuclear reactor, energy/beam weapons would then become harmless). PS armor also protects against atmospheric reentry and keeps the Gundam from burning up and being destroyed. ===='''Ultracompact Energy Battery'''==== In the Gundam SEED setting, nuclear power has been rendered near useless by use of Neutron Jammers (N-Jammers). ZAFT attempted to prevent the use of nuclear weapons after the "Bloody Valentine" incident, where Junius Seven of the PLANTs was destroyed by a nuclear attack by Naturals. Using N-Jammers extensively with their ships, as well as deploying them all over the Earth deep underground, use of nuclear reactors is all but impossible until the development of the Neutron Jammer Cancelers. Therefor, most technological devices use alternate means of power sources. Most mobile suits and mobile armors use ultracompact energy batteries. While their operation time may be limited, most of these vehicles still have plenty of time to complete their sortie missions before having to return to base. To represent this, take a mobile suit/mobile armor/ship's Hull Dice and multiply the number by a hundred (100), adding 25 per pip (525 for the Buster Gundam). This is the Battery's power. Decrease by one point per round of combat while the mobile vehicle is active after launch. Any energy weapons directly connected to the battery drain it by a number equal to the Damage Dice they inflict, per use (such as beam rifles, beam cannons or beam sabers, etc.). Any special equipment that shield or help the mobile vehicle (such as energy shields, Phase Shift armor or Mirage Colloid) deplete the battery by a number equal to it's Hull Dice. Any other variants will list any differences in their entries. ===='''Missile Volleys'''==== Many animated series with mecha tend to show missile launching weapons fire massive volleys of projectiles at different enemies, and Gundam SEED is no different. Also, most large-scale missile weapons of the modern era do this as well. Star Wars RPG has no rules for this, using every missile as a one-shot per missile item (unless fire-linked) that deals major damage if it hits. If a weapon says it can do "missile volleys" or "volley fire", then it can fire several missiles (or other applicable weapon) at a target for a better chance of destroying it. To represent this, decide how many missiles you want to fire, then roll to attack. Every extra missile added to the first adds a +1 pip to attack. If they hit, roll damage for every individual missile. The idea is that multiple attacks would have a better chance of penetrating thick armor (which missiles are supposed to do). A different option to this is to simply fire-link the collective missiles' Damage Dice and add +1D per missile to the base damage. BUT! That CAN get rather powerful, perhaps more than most GMs would want. Using missile volleys is also more for smaller missile with less damage, but that could be packed in a small enough launching system to be fired all at once and deliver multiple damages upon a target. If the target tries dodging, they are not doing so against one missile, but Manu of them (hence the +1 pip per missile added to hit). If escape seems unlikely, they can instead target the missiles and attempt to destroy the volley. If they destroy enough of them to reduce the attack roll below their dodge roll, they successfully evade the rest of the missile volley. But with Phase Shift armor, most Gundams in Gundam SEED can simply soak thei damage. ===='''Self-Destruct System'''==== Each G Unit was initially equipped with a self-destruct device to keep the technologies they incorporated from falling into enemy hands. However, the Earth Alliance's fears came true as four of the machines were captured then used by ZAFT pilots against them in turn, their unique systems duplicated by the Coordinators and used to build newer, stronger models that outdo their previous models, such as the GINN, which had already been so hard to overcome in the first place.<br />When the self-destruct is used, it does damage as the Gundam's Hull dice as capital scale. Against Phase Shift armor at point-blank range, the PS cannot soak the intense energy unleashed and takes damage normally.
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