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Published by goroiamanuci, 2023-05-05 15:13:37

lancer

lancer

Lancer: Gundam Wing A Gundam License for the Lancer RPG By: Tim Gonzalez •PirateGonzalezGames.com • @pirategonzalez Version 0.1 All art by Sunrise Studio template by nathanael roux


LANCER- GUNDAM | PIRATE GONZALEZ GAMES 2 MOBILE SUIT GUNDAM WING The public was introduced to gundams with the start of Operation Meteor, a plot of revenge against the OZ organization by five scientists. Each scientist independently constructed a gundam, a unique mech that can only be built in space. Gundanium alloy is the rare material used in their construction, which grants them a level of resistance against most weapons. Gundanium alloy is what makes a mech a gundam. The models of the five original gundams are presented here. At the time, they were one of a kind. There was no standardization in their builds, so parts from other companies and mechs couldn’t be swapped easily. With the galaxy-wide advances in mech technology, gundams can be built just as easily as any other mech in the Lancer universe. GUNDAM CORE BONUSES The gundam line provides a high level of customization for mechs. FIVE SCIENTIST DESIGN Each gundam mech was designed by one of five skilled scientists, each with their own unique area of expertise. You gain +1 Advantage on all Engineering checks and saves. When you Overcharge, you gain soft cover until the start of your next turn. GUNDANIUM ALLOY Gundanium alloy is tougher than other mech materials. Your mech gains +1 armor, up to the maximum (+4). HEAVY PLATING Your mech gains +5 HP.


LANCER- GUNDAM | PIRATE GONZALEZ GAMES 3 MOBILE DOLL The mobile doll AI system allows your mech to act without a physical pilot. You may install an additional AI in your mech. If one enters cascade (or becomes unshackled narratively), the other prevents it from taking control of your mech. You only lose control of your mech if both AItagged systems or equipment enters cascade. RECHARGE WEAPON SYSTEMS Buster gun technology allows limited ammo pools to be circumvented by pulling energy directly from the mech’s reactor. All Limited systems and weapons gain an additional 2 charges. SPACE MANEUVERABILITY Mechs can be outfitted with flight systems to maneuver in space. You can fly when you Boost or make a standard move; however, you take 1 heat at the end of each of your turns in which you fly this way. GENERAL GUNDAM WEAPONS Name Size/Type Tags Range Damage Bazooka Heavy Launcher Loading, Ordinance Range 10/ Blast 1 1d6+3 Explosive Beam Cannon Main Cannon Range 10 1d6 Energy Beam Saber Main Melee AP, Reliable 1 Threat 1 1d6 Energy Chain Rifle Main Rifle Reliable 1 Range 10 1d6+1 Kinetic Dober Gun Main Rifle Range 15 1d6 Kinetic Halberd Main Melee Threat 2 1d6 Kinetic Heat Rod Main Melee Threat 3 1d3 Energy + 1 Burn Torpedo Missile Main Launcher Ordinance Range 10 1d6+1 Explosive Vayeate Beam Cannon Superheavy Cannon Loading, Overkill Range 15 3d6+3 Energy Vulcan Gun Auxiliary CQB Loading, Reliable Range 5/Threat 2 1d3 Kinetic


LANCER- GUNDAM | PIRATE GONZALEZ GAMES 4 Wing Gundam Striker CORE STATS Size: 1 Armor: 1 HULL HP: 10 Repair Cap: 4 AGILITY Evasion: 8 Speed: 4 Save Target: 10 Sensors: 10 SYSTEMS E-Defense: 8 Tech Attack: -1 SP: 6 ENGINEERING Heat Cap: 4 TRAITS BIRD MODE As a full action, the Wing Gundam can transform into a flying mode or back into its normal mode. Its speed increases by 2 in this mode. Wing Gundam can only attack with the weapon in its heavy mount in this mode. WING SHIELD 1/round as a reaction, the Wing Gundam can give +1 Disadvantage to any attack against it or an allied character adjacent to it before the attack roll is made. MOUNTS HEAVY MOUNT MAIN MOUNT AUX MOUNT CORE SYSTEM ZERO SYSTEM ZERO System Active (1CP), Protocol Until the end of the scene, at the start of each of your turns, you can apply Lock On on all units of your choice within range of your sensors. You gain Zero Reaction. ZERO Reaction 1/round, reaction Trigger: A character starts their turn within your line of sight. Effect: State a quick action you want the target to take. If the target doesn’t take that quick action on their next turn, you can immediately make an attack against them. If they do take the action, you gain +1 Advantage on your next action. LICENSE I: SEARCH EYE, VULCAN GUN Search Eye 2 SP, Unique Your vision can’t be reduced below your sensors. When you Scan a target, you can ask an additional question.


LANCER- GUNDAM | PIRATE GONZALEZ GAMES 5 Vulcan Gun Auxiliary CQB, Loading, Reliable 1 [Range 5][Threat 3][1d3 Kinetic] These head mounted guns are used in close quarters combat. LICENSE II: WING GUNDAM FRAME, BUSTER RIFLE, RECHARGE SYSTEM Buster Rifle Heavy Rifle, Loading [Line 10][2d6 Energy] Each shot from this powerful weapon is comparable to the main guns of a battleship. Recharge System 2 SP As a quick action, you can take 2 Heat to reload all Loading weapons. You can draw power and resources from your reactor instead of ammo stores. LICENSE III: INTERNAL ZERO FRAME, WINGS Internal Frame Zero 1 SP Your frame has a secondary internal frame. When your frame would be destroyed, it instead regains all of its HP. The frame is Impaired and Exposed until it regains a structure or during a full repair. The Wing Gundam frame was built with an internal frame that has all of the functionality of a standard frame, and allows it to continue operations even when heavily damaged. Wings 3 SP You can fly. Wing Gundam’s wings allow it to fly in all environments.


LANCER- GUNDAM | PIRATE GONZALEZ GAMES 6 Gundam Heavyarms Artillery CORE STATS Size: 1 Armor: 1 HULL HP: 8 Repair Cap: 3 AGILITY Evasion: 6 Speed: 4 Save Target: 10 Sensors: 15 SYSTEMS E-Defense: 8 Tech Attack: -1 SP: 6 ENGINEERING Heat Cap: 5 TRAITS HOMING MISSILE When Heavyarms makes an attack with a launcher and consumes a Lock On, the attack gains Seeking. RAIN DOWN All of your launcher attacks gain Arcing. MOUNTS HEAVY MOUNT MAIN/AUX MOUNT FLEX MOUNT CORE SYSTEM OVERWHELMING BARRAGE Integrated Mount: Chest gatling gun Chest Gatling Gun Main CQB [Range 5][Threat 5][1d6 Kinetic] As a Reaction you can make an attack with this weapon against a target that just dealt damage to you. Fire Everything Active (1CP), Full Action You can make an attack with all of your weapons. The attacks don’t have to be against the same target. You deal 1d6 bonus damage with each attack, but a target only takes this bonus damage once.


LANCER- GUNDAM | PIRATE GONZALEZ GAMES 7 LICENSE I: ARMY KNIFE, VOLLEY Army Knife Auxiliary Melee, Accurate, AP [Threat 1][1d3 Kinetic] This weapon is made from gundanium alloy, allowing it to slice through most enemy frames. Volley 2 SP You can consume a Lock On to increase your range with a ranged attack by 5. You still gain the benefits of consuming the Lock On, but you can only attack the target that had the Lock On. LICENSE II: HEAVYARMS FRAME, BEAM GATLING, EXPLOSIVE PAYLOAD Beam Gatling Heavy Cannon, Ordinance [Range 8][2d6+3 Energy] A target his by this weapon becomes Shredded until the end of your next turn. Explosive Payload 2 SP, Limited 3, Mod Choose one launcher weapon. On a hit with this weapon, expend a charge as a free action to activate an explosion, adding a Blast 2 to the attack. If the attack already has a Blast, it increases in size by 1. LICENSE III: MICRO MISSILE, SUPPRESSING FIRE Micro Missile Auxiliary Launcher [Range 5][1d3 Blast] On a critical hit, you can make another attack with +1 Disadvantage. You can repeat this with another critical hit, increasing the total amount of Disadvantage by 1 each time. Suppressing Fire 2 SP, Protocol As a full action, you lay down covering fire in a Cone 6. Any creature that enters or moves in this cone triggers an Overwatch attack from you. As a quick action, you can reposition the cone. You can’t move while in this mode. You can end this mode as a quick action.


LANCER- GUNDAM | PIRATE GONZALEZ GAMES 8 Gundam Sandrock Defender/Support CORE STATS Size: 1 Armor: 3 HULL HP: 8 Repair Cap: 3 AGILITY Evasion: 6 Speed: 4 Save Target: 11 Sensors: 10 SYSTEMS E-Defense: 8 Tech Attack: -1 SP: 5 ENGINEERING Heat Cap: 5 TRAITS ANTI-BEAM COATING The Sandrock’s cloak is treated with an anti-beam coating. The Sandrock has resistance to Energy damage. MOUNTS MAIN/AUX MOUNT MAIN MOUNT CORE SYSTEM ARMADILLO ARMOR ARMADILLO ARMOR Active (1CP), Protocol You call down a set of armadillo armor on yourself or an allied character within sensor range. They gain the following effects. • Your speed is reduced by 1 • You benefit from hard cover, and gain immunity to Knockback, Prone, and all involuntary movement. • When you Brace, you may take your next turn normally. • You can take 1 Heat to take the Brace reaction even when you can’t take any additional reactions after using Brace. Disadvantage on attacks against you from Brace is limited to -1. As a quick action, you can move the armadillo armor to another allied character within sensor range. This system can be deactivated as a protocol. Otherwise, it lasts until the end of the current scene.


LANCER- GUNDAM | PIRATE GONZALEZ GAMES 9 LICENSE I: HOMING MISSILE, SHIELD Homing Missile Main Launcher, Accurate, Seeking [Range 10][Blast 1][1d6 Kinetic] These long range missiles always find their target. Shield Aux Melee [Threat 1][1d3 Kinetic] Instead of making an attack with this weapon, you can choose to use it defensively. If you do so, all attacks against you gain +1 Disadvantage until the start of your next turn. LICENSE II: SANDROCK FRAME, COMMANDER, HEAT SHOTEL Commander 2 SP, Unique When you Bolster, you can choose one of the following additional effects. • The character gains +1 advantage on their first attack before the end of their next turn. • The character gains 1d6 Overshield. Heat Shotel Main Melee, Thrown 3 [Threat 1][1d6+2 Kinetic] You can make two attack rolls when making an attack with this weapon. If both attack rolls would hit, the attack becomes a critical hit. LICENSE III: CROSS CRUSHER, SHIELD FLASHER Cross Crusher 2 SP, Mod Choose one melee weapon. You can make an attack with it as a full action. On a hit, the attack deals 1d6 AP bonus damage. text Shield Flashers 3 SP, Limited 3 Each character in a [Cone 5] area must make a Systems Save. On a failed save, the character only has line of sight to adjacent spaces until the end of their next turn. Shield flashers release a blinding flash of light.


LANCER- GUNDAM | PIRATE GONZALEZ GAMES 10 Gundam Shenlong Striker CORE STATS Size: 1 Armor: 0 HULL HP: 8 Repair Cap: 5 AGILITY Evasion: 11 Speed: 5 Save Target: 10 Sensors: 5 SYSTEMS E-Defense: 7 Tech Attack: +0 SP: 6 ENGINEERING Heat Cap: 6 TRAITS FIGHTING SIGHT The Shenlong gains +1 Advantage on its first melee attack each turn. CHARGE SHIELD When you Boost, attacks against you gain +1 Disadvantage until the start of your next turn. You ignore engagement and don’t provoke reactions from a character you hit with a melee attack on the same turn. MOUNTS MAIN/AUX MOUNT FLEX MOUNT CORE SYSTEM CRITICAL POINT STRIKE CRITICAL POINT STRIKE Active (1CP), Protocol Until the end of the scene all of your attacks gain Reliable equal to your Grit. If the attacks already had Reliable, the amount of reliable increases by your Grit. LICENSE I: BEAM GLAIVE, PARRY Beam Glaive Main Melee, AP, Reliable 1 [Threat 3][1d6 Energy] This beam weapon can take on the shape of a glaive or trident.


LANCER- GUNDAM | PIRATE GONZALEZ GAMES 11 Parry 2 SP You gain the Fighting Parry reaction. Fighting Parry 1/round, reaction Trigger: You are targeted by an attack. Effect: The attack gains +1 Disadvantage. If the attack misses you, you can apply Lock On to the attacker as a free action. LICENSE II: SHENLONG FRAME, DRAGON FANG, TAIL CANNON Dragon Fang Main Melee, Seeking [Threat 2][1d3+1 Kinetic] You can make a melee attack with this weapon with a range of 5. On a hit, you catch the character with the Dragon Fang. Neither you nor the caught character can move more than 5 spaces away from each other unless you make another attack with this weapon, disengage it as a free action, or the caught character breaks free as a Quick Action. Tail Cannon Main Rifle [Range 10][1d6+1 Energy] This weapon counts as an integrated mount and does not require a mount. You do not gain disadvantage for making attacks with this weapon while engaged. LICENSE III: FLAMETHROWER, TWINNER WEAPON Flamethrower Aux CQB [Cone 3][1 Energy + 2 Burn] If attached to the same mount as a Dragon Fang, the flamethrower can use a caught character as the point of origin for the attack. The caught character must be the first space of the cone. Twinned Weapon 3 SP, Mod Choose one weapon. You can roll 2d20 when attacking with this weapon and take the highest result. If the attack affects multiple targets, you only gain this bonus against one of the targets of your choice. You have two copies of a weapon that work in tandem with each other.


LANCER- GUNDAM | PIRATE GONZALEZ GAMES 12 Gundam Deathscythe Striker CORE STATS Size: 1 Armor: 0 HULL HP: 8 Repair Cap: 3 AGILITY Evasion: 12 Speed: 6 Save Target: 10 Sensors: 10 SYSTEMS E-Defense: 7 Tech Attack: +0 SP: 6 ENGINEERING Heat Cap: 4 TRAITS HYPER JAMMERS Lock On can’t be applied to Deathscythe and it can’t be scanned unless it chooses to allow it. ASSASSINATE 1/round, Deathscythe may deal +1d6 Bonus Damage on a hit with a melee attack if it started the turn invisible or is currently invisible. MOUNTS HEAVY MOUNT AUX MOUNT CORE SYSTEM ACTIVE CLOAK ACTIVE CLOAK Active (1CP), Protocol You are Invisible for the rest of the scene. LICENSE I: BEAM SCYTHE, BLINDING SPEED Beam Scythe Heavy Melee [Threat 2][2d6+1 Energy] When you attack a character with this weapon, you can also attack another character within 1 space of the original target Blinding Speed 1 SP, Unique You are Invisible while moving. Your invisibility ends if you initiate an attack.


LANCER- GUNDAM | PIRATE GONZALEZ GAMES 13 LICENSE II: DEATHSCYTHE FRAME, AUXILIARY BOOSTERS, SCISSOR SHIELD Auxiliary Boosters 2 SP, Unique, Protocol, 1 Heat (Self) When you Boost, you can move up to 4 additional spaces, but your movement must be in a straight line. Scissor Shield Aux Melee, Thrown 5 [Threat 1][1d3 Kinetic] This weapon gains Seeking when thrown. When you Brace, any remaining damage you take is reduced by 1d3 to a minimum of 1. LICENSE III: CLOAK SYSTEMS, DASH DANCE Cloak Systems 3 SP, Protocol, Unique, 2 Heat (Self) You become Invisible until you take damage, or until the end of your next turn. Dash Dance 2 SP You can Disengage as a quick action or a free action 1/turn. If you Disengage as a free action, you take 1 Heat (Self).


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