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ALLHAILZEON

Introduction
AlmostonecenturyagowaswhentheEarthbeganitsspacecolonizationbyfoundingbaseson
itsmoon.Withtheresourceslentfromthemoonitthenwasabletofoundspaceboundcolonies
knownasSides,whereitcoulddisplaceitspopulationandwhereitcouldcreategoodsand
resourcesforallofHumanitysgood.

Overtimethespacecoloniesbecamemoreandmoreautonomous,eventuallyreachingthe
pointwheretheynolongerneededtheEarthanditsresourcesatall.Theyhavetheabilityto
growtheirownfood,harvesttheirownenergywiththeirarrayofsolarpanels,andhave
containedecosystemsthatallowforindefinitehumanhabitation.Fearingthesenewlydeveloped
Sides,theEarthFederationimposedsanctionstolimitthemandtheirgrowth.

Ournationsfounder,ZeonDeikun,ralliedourpeopletoconfrontthisuncalledforoppressionwith
hisgreatcharismaandideaology.Throughthis,thesideknownasSide3previouslyroseto
becomewhatisnowknownasZeon.Ourleadersadlypassedawayfromhisexhaustivework
confrontingtheEarthFederation,butinhisplacethegreatDegwinZabi,hisrighthandman,rose
toleadusonwardandtowardsourownchosenfuture.

Now,inthe7thdecadeoftheUniversalCentury,tensionsareatanalltimehighastheZabi
familybeginspreparationstoclaimindependencedespitetheEarthFederationsresistance.
Warisonthehorizon,andnonearequitecertainwhatitwillbringorifitevenwillhappen.What
thecitizensofspace,thoseloyaltotheidealsofZeonoverthoseoftheirEarthboundslave
drivers,doknowisthattheywillachievetheirfreedomoneday,whethertheyareallowedtoor
not.

YoutwoareapartofthehonoredZeontestingcorps.Workingundertheguiseofadefensive
force,Zeonhascraftedmanyexperimentalvehiclesofwar.Somewouldsaythecostandscope
oftheseprojectsaretoowideandunfocusedwithallofthecorporationsvyingtohavetheir
modelsbeaccepted,butotherswouldpointtothemassivejumpintechnologyZeonhasbrought
abouttocombatthephenomenaofMinovskiParticles,whichhadpreviouslyloweredtheuseof
almostallweaponsofwar.

Todayyouarebeingtransferredtothemostpromisingoftheseprojects,knownastheZakuI.
Itsnamehintsatfuturemodelsthatmaybeyettocome,butthishumanoidmachinehasbeen
showntobequitepromisinginitsowntestssofar.Youwilllearnhowtopilotitinordertotestits
overallcapabilitiesandbringglorytothenationofZeon.

Goodluck,pilots.Yourworkmaychangethecourseofournationsgreatfuture.

CHARACTERISTICS
Characteristicsrepresentacharactersrawpotentialandnaturalphysicalandmentalgifts,such
ashisstrength,agility,intelligence,andskillwithmeleeandrangedweaponry.Characteristics
operateonascaleof1to100andthehighertheCharacteristicis,themorerawtalentthe
characterhasinthatparticulararea.ThereareninedifferentCharacteristicsandeach
representsadifferentareaofmentalorphysicalattributes.Eachislistedbrieflyhere,withits
commonabbreviation(Willpower,forexample,isoftenabbreviatedasWPingametext).
EachCharacteristicisanumberbetween1and100,withhighernumbersbetterthanlower
numbers.Inaddition,eachCharacteristichasaCharacteristicBonus,anumberequaltothe
tensdigitoftheCharacteristic.Forexample,acharacterwithaStrengthof42wouldhavea
StrengthBonusof4.CharacteristicBonusesareusedinawidevarietyofsituations.Whena
CharacteristicBonusisabbreviatedinthetext,itwillusetheCharacteristicabbreviationslisted
abovewithanadditionalBattheend(WillpowerBonus,forexample,wouldbeabbreviatedas
WPBingametext).Characteristicsareimportanttoasoldierforanumberofreasons,not
leastofwhichisthattheyreflectacharactersabilitytosucceedatparticularactions.
CharacteristicsaremodifiedbyexternalfactorssuchasSkills,andcanbeimprovedina
numberoftemporaryandpermanentways.SinceCharacteristicssetthebasetargetnumberfor
alltests,highCharacteristicsarealwaysmorefavourablethanlowCharacteristics.
NOTE:Asapilotsmobilesuitactsasanextensionofthem,acharactersownWeaponSkill
andBallisticskillcarryovertotheMobileSuits.Thereis,however,a10modifiergivenastheir
issomefinesselostfrommantomachine.Example:Genehasaballisticskillof25.Hismobile
suitballisticskillwouldbe15.Assuch,Genesucksandshouldbedischargedfromservice.
WEAPONSKILL(WS):WeaponSkillmeasuresacharacterscompetenceinhandtohand
fighting,whetherusingfists,knives,orswords.Thisalsoaffectsmobilesuitcombat.
BALLISTICSKILL(BS):BallisticSkillreflectsacharactersaccuracywithrangedweapons,
whetherguns,missilelaunchers,oreventhrowingknives.
STRENGTH(S):Strengthrepresentshowphysicallystrongacharacteris.
TOUGHNESS(T):Toughnessdefineshoweasilyacharactercanshrugoffinjuryaswellas
howeasilyhecanresisttoxins,poisonousenvironments,disease,andotherphysicalailments.
AGILITY(AG):Agilitymeasuresacharactersquickness,reflexesandpoise.
INTELLIGENCE(INT):Intelligenceisameasurementofacharactersacumen,reasonand
generalknowledge.

PERCEPTION(PER):Perceptiondescribeshowawareacharacterisofhissurroundingsand
theacutenessofhissenses.
WILLPOWER(WP):Willpowerdemonstratesacharactersmentalstrengthandresiliencehis
strengthandtoughnessofmind.Itishisabilitytowithstandthehorrorsofwar,theterrorsofthe
unknown,andinthecaseofrareindividualsthepotencyofhispsychicpowers.
FELLOWSHIP(FEL):Fellowshipisacharactersabilitytointeractwithothers,andrepresents
hisabilitytocharm,command,ordeceive.

Tests
TheTestisthebasicmechanicbywhichsuccessorfailureisdetermined.Whenevera
characterperformsataskoractionthathasadirectordramaticeffectonthegamebeitfiring
alasgunatafleeingenemy,fasttalkingacommandingofficer,healingacomrade,ornegotiating
withanenemythatcharactermaybecalledontomakeaTesttodeterminewhethertheir
actionsucceedsorfails.
THECOREMECHANIC
TomakeaTest,followthesesteps.
DeterminetheSkillorCharacteristicbeingTested.EachTestidentifiesoneCharacteristicora
Skill(whichisaCharacteristicmodifiedbycertaintraining)thatmustbeTested.
OncetheSkillorCharacteristicisidentified,takethevalueoftheSkillorCharacteristic.This
willbeanumberbetween1and100.Oncetheplayerhasthatnumber,heshouldidentifyany
modifiersthatmayaffecttheTest,eitherpositiveornegative.EasierTestsmaygrantbonuses
(suchas+10or+20)totheSkillorCharacteristicbeingTestedforthedurationoftheTest,while
moredifficultTestsmayimposepenalties(suchas10or20).Inaddition,actionsand
environmentalconditionsmayimposefurthermodifiers.Aimingagunbeforefiringitmaygranta
bonustoaBallisticSkillTest,whilerunningthroughdeepsnowmayimposeapenalty
toanAthleticsTest.
Addallthemodifierstogether.Positiveandnegativemodifiersmaynegateeachother.Onceall
modifiershavebeencombined,theplayershouldbeleftwithafinalnumber.Thisnumbermay
begreaterthan100,orlessthanzero,butwilltypicallybeanumberbetween1and100.
Makeapercentileroll.
IftheresultofthepercentilerollislessthanorequaltotheSkillorCharacteristicbeingTested,
afterallmodifiersareapplied,thentheTestsucceeds.
IftheresultofthepercentilerollisgreaterthantheSkillorCharacteristicbeingTested,afterall
modifiersareapplied,thentheTestfails.
Note,thatiftheresultofthepercentilerollisanatural1,theTestsucceeds,evenifthetotal
modifiersmadetheSkillorCharacteristiclessthan1.Likewise,iftheresultisanatural100,then
theTestfails,evenifthetotalmodifiersmadetheSkillorCharacteristicgreaterthan100.
SKILLTESTS
TheSkillTestisthemostcommonTestperformed.EachSkillisgovernedbyacorresponding
Characteristic,whichsetsthebaseleveloftheSkillonascaleof1100.Forexample,Dodgeis
governedbytheAgilityCharacteristicandScrutinyisgovernedbythePerceptionCharacteristic.
TomakeaSkillTest,theCoreMechanicisused.Theplayerfirstaddsallrelevantpositiveand
negativemodifiersdeterminedbytheGameMastertothegoverningCharacteristic.Oncethe
finalresultistallied,theplayerthenmakesapercentileroll.ASkill
Testsucceedsiftheresultofthepercentilerollisequaltoorlessthanthefinaltargetnumber
afterallmodifiersareapplied.

ASkillTestfailsiftheresultofthepercentilerollishigherthanthefinaltargetnumberafterall
modifiersareapplied.SucceedingataSkillTestisalwayseasierifacharacterhastrainingin
theSkillbeingTested.AcharactercanattempttouseanySkilluntrained,butdoessoataheavy
disadvantage.AnyattempttoTestanuntrainedSkillsuffersa20penaltyinadditiontoanyother
penalties.
CHARACTERISTICTESTS
Therearetimesoverthecourseofagamewhennoamountofeducationortrainingsuffices,
andaplayermustrelysimplyonrawphysicalprowessormentalacumen.Breakingthrougha
reinforceddoororresistingtorturearetwotasksthatcallforCharacteristicTests.Again,the
CoreMechanicisused.FirsttheGameMasterdeterminesthemostappropriateCharacteristic
fortheTest,thentheplayermakesapercentageroll.Iftherollislessthanorequaltothe
Characteristicafteranymodifiersareapplied,thentheTestissuccessful.Iftherollishigher
thantheCharacteristicafteranymodifiersareapplied,thentheTestfails.
CharacteristicTestsExamples
WeaponSkill:Makeanattackwithameleeweapon.
BallisticSkill:Makeanattackwitharangedweapon.
Strength:Breakdownadoor,restrainacaptive,pushoveramobilesuit.
Toughness:Resistpoisonordisease,toleratetemperatureextremes,resisthunger.
Agility:Determineinitiative,maintainbalanceonanarrowsurface,navigatetreacherousterrain.
Intelligence:Recallanimportantdetail,identifyafamiliarface,solveapuzzle.
Perception:Noticeahiddenenemy,locateasecretdoor,gaugeanotherpersonsattitude.
Willpower:ResisttortureorPsychicPowers,manifestPsychicPowers.
Fellowship:Makeagoodimpressionorinspireconfidence.
DEGREESOFSUCCESSANDFAILURE
Duringagame,knowingwhetheraTesthassucceededorfailedistypicallysufficient.Thereare
times,however,whenitishelpfultoknowjusthowwellacharacterhassucceededatagiven
task,orjusthowbadlyhehasfailed.Thisisofparticularimportancewithsocialskills,suchas
CharmandInquiry,aswellasduringsomecombatsituationssuchaswhenfiringanautomatic
weapon.
MeasuringacharactersDegreesofSuccessorFailureisaratherstraightforwardprocess.
OncethepercentagerollfortheTestismade,comparetheoutcomeoftherollwiththemodified
Characteristicscore.IftherollisequaltoorlowerthantheCharacteristic,thecharacterhas
gainedoneDegreeofSuccess.Furthermore,every10pointsbywhichtheTestsucceeds
grantsyetanotherDegreeofSuccess.Conversely,iftherollishigherthantheCharacteristic,
thecharacterhasgainedoneDegreeofFailure,andgainsanadditionalDegreeofFailurefor
everyadditional10pointsrolledovertheCharacteristic.

EXTENDEDTESTS
Occasionally,acharacterwillattemptatasksocomplicatedthatitwillrequirequitealengthof
timetocomplete.Incasessuchasthese,theGameMastermayrequiremultipleSkillTeststo
completethetask.ThisisknownasanExtendedTest.Ingeneral,eachSkillstateswithinits
descriptionwhetheritrequiresanExtendedTest.However,theGameMastermayadjustthe
timerepresentedbyeachTesttobestsuitthesituationandtheneedsofhiscampaign.
OPPOSEDTESTS
TherearetimeswhenacharacterneedstoTesthimselfagainstafoe,andtimeslikethesecall
foranOpposedTest.InanOpposedTest,eachparticipantmakeshisappropriateTestnormally
andwhoeversucceedswinstheTest.Ifbothpartiessucceed,thepartywiththemostDegrees
ofSuccesswinstheTest.Ifthenumberofsuccessesisequal,thenthepartywiththehighest
Characteristicbonuswins.Iftheresultisstillatie,thenthelowestdierollwins.Shouldboth
partiesfail,thenoneoftwothingsoccurs:eithertheTestendsinastalemateandnothing
happens,orbothpartiesrerolluntilthereisaclearwinner.
EXAMPLE
AZakuIIisonthefrontlineofabattleagainsttheFederationForces.Astheyclashinbattle,a
GundamattemptstograbthegunoutoftheZakushandsandtheGMcallsforanopposed
StrengthTest.TheZakuIIsplayerrollsagainsthisMobileSuitsStrengthof35whiletheGMrolls
againsttheGundamsStrengthof60.TheZakusplayerrollsa34,asuccessbutonlyjust.The
GMrollsa13andsucceedswithfiveDegreesofSuccess,amuchbetterrollthantheZakus.
TheGundamripsthegunfromZakuhands,leavingthepilotdefencelessintheheatofbattle.
TESTDIFFICULTY
NotwoTestsarecreatedequal.PilotingaMobileSuitacrossanopenfieldisonething,while
racingthrougharuined,debrischokedcityscapewhileunderheavyfireisquiteanother.Both
requireOperate(Surface)Tests,butthelatterisdemonstrablymoredifficultthantheformer.
Thequestion,however,isjusthowmuchharderispilotingaMobileSuitthroughawartorn
city?ThisiswhereTestdifficultyandtheGameMastersdiscretioncomeintoplay.Whilethe
difficultyofagivenTestissometimesclearlystatedbytherules,oftenitislefttotheGMto
determinejusthowdifficultanactionis.Oncethedifficultyofataskhasbeendetermined,the
GMneedstoconsultTable13:TestDifficultybelowtofindtheappropriatemodifier.The
difficultymodifieristhenappliedtothegoverningCharacteristicassociatedwiththeTestbefore
thepercentilerollismade.
TestDifficulty
Trivial+60
Elementary+50
Ordinary+10 Challenging+0
Arduous40 Punishing50

Simple+40
Difficult10
Hellish60

Easy+30
Hard20

Routine+20
VeryHard30

ASSISTANCE
Pilotsareseldomalone,oftenrelyingontheteamworkoftheirsquadtogetthemthroughtough

situations.TherearecommonlytimesduringanONLYWARgamewhenataskwillbetoogreat,
anobstacletooinsurmountable,oranenemytooimplacable,foralonepilottosucceed.The
onlywayfortheplayerstosucceedatsuchataskistopooltheirskillsandresourcesandwork
together.DuringacomplicatedordelicateTest(andwiththeGame
Masterspermission),thecharacterperformingtheTestcanrequesttheassistanceofother
charactersinthegroup.Whenthepercentilerollismade,onlythecharacterwhoisactually
makingtheTestrollsthedice,buteveryothercharactergivingassistancereducesthedifficulty
oftheTestbyonestep.IftheTestsucceeds,thecharacterperformingtheTestgainsanextra
DegreeofSuccess.
LIMITSONASSISTANCE
Whilecharacterscanassisteachotherinmosttasks,therearesomerestrictionsand
conditionsthatmustbemet:
TogiveassistanceonaSkillTest,acharactermusthavetraininginthatSkill.
TheassistingcharactermustbeadjacenttothecharacterperformingtheTest.
AssistancecannotbegivenforReactionsorFreeActions.
AssistancecannotbegivenonTestsmadetoresistdisease,poison,Fear,oranythingelsethe
GameMasterdeemsinappropriate.
NomorethantwocharactersmayattempttoassistanotheronasingleTest,unlesstheGM
decidesitisallowable,suchasifanentireSquadisattemptingtopushtheirChimeraoutofa
ditch.

TheRoleofFate
AllPlayerCharactersbeginplaywithatleastoneFatePoint.ThenumberofFatePointsa
characterreceivesisdecidedduringcharactercreation.FatePointsarewhatseparatethe
charactersfromthecountlessmillionsofsoldierswhodieforthePrincipalityeveryday.The
PlayerCharactershavedestiniesandwhilethisisnoguaranteethattheywilllivetoseevictory,
theyareacutabovetherest.
USINGFATEPOINTS
FatePointsallowPlayerCharacterstomanipulatesituationsbymitigatingbadresultsorturning
amishapintofortune.Amongotherthings,thisallowsplayerstotakemorerisks,whichmakes
thegamefasterandfarmoreexciting.AcharacterhasalimitedpoolofFatePoints,andwhena
FatePointisspent,thatpoolisreducedbyone.SpentFatePointsarerestoredbackuptothe
charactersmaximumatthebeginningofthenextgamingsession,orpossibly,underspecial
circumstances,inthemiddleofthegamesessionthattheGMdeemsappropriate.AFatePoint
canbeusedatanytime,eitheronthecharactersownTurnorinreactiontotheactionof
anothercharacter,spendingaFatepointisaFreeAction.
SpendingoneFatePointallowsaPlayerCharactertodooneofthefollowing:
RerollafailedTestonce.Theresultsofthererollarefinal.
Gaina+10bonustoaTest.Thismustbechosenbeforethedicearerolled.
AddaDegreeofSuccesstoaTest.Thismaybechosenafterthedicearerolled.
Countashavingrolled10forInitiative.
Instantlyremove1d5Damage(thiscannotaffectCriticalDamage).
InstantlyrecoverfrombeingStunned.
RemovealllevelsofFatigue.
BURNINGFATE
SometimesarerolloranextraDegreeofSuccessisnotgoingtobeenoughtosaveasoldiers
life.Intheseinstances,thecharactermaychoosetoburnaFatePoint,permanentlyreducinghis
maximumFatePointsbyone.Theresultisthatthecharactersurviveswhateveritwasthat
wouldhavekilledhim,butonlyjust.Forexample,ifthecharacterwasshotwithaBeamRifle
andsufferedaCriticalHitthatwouldhavekilledhim,insteadheisonlyhideouslyburntand
renderedunconsciouswithzeroWounds.AFatePointmaybeburntevenifithasalreadybeen
usedforthatgamingsession.
GAININGADDITIONALFATEPOINTS
PlayerCharactersareawardedadditionalFatePoints(orallowedtoreplenishthosethathave
beenburnt)attheGMsdiscretion.Suchrewardscanbegivenoutasthemainadventure
reachescertainmilestones,orforparticularactsofheroism,cunning,orgoodroleplaying.

Movement
Inmostgames,itislargelyunnecessarytoworryabouthowfastacharactercanrunorhow
longittakeshimtowalkfromthebarrackstothearmoury.Thereare,however,anumberof
situationswithinagame,mostnotablyduringcombat,whenknowinghowfastacharactercan
moveisveryimportant.TherearetwodifferentmethodsofkeepingtimeinagameNarrative
TimeandStructuredTimeandeachhasitsownuniquerulesregardingmovement.
STRUCTUREDANDNARRATIVETIME
DuringStructuredTime,whichtypicallyinvolvescombat,acharactermaytakeaspecificaction
duringaRoundtomoveatoneoffourspeeds:HalfMove,FullMove,Charge,orRun.The
numberofmetresacharactermovesatthesevariousspeedsisdictatedbyhisAgilityBonus,
andcanbefurthermodifiedthroughsomeTalentsorTraits.Howeverwhileacharacteriswithin
aMobileSuittheyusethesuitsagilityinsteadoftheirown.
OftenduringNarrativeTime,whenacharacterisnotactivelyinvolvedincombatorsomeother
allconsuming,timesensitivetask,knowinghowfaracharactercanmoveinagivenamountof
timeis,whileperhapsnotcritical,stillimportanttothestory.NarrativeTimeMovementdescribes
thestandardspeedsacharactercanmoveataleisurelypaceunderidealcircumstances.
Environmentandterrain,discussedfurtherbelow,canaffectthesespeeds,helpingorhindering
thecharactersastheytravel.
NARRATIVEMOVEMENTANDTERRAIN
TerrainconditionsaffecthowquicklyacharactercancovergroundduringNarrativeTime.
Sloggingthroughawaistdeepsnowfilledfieldismuchharderthanwalkingacrossthebroad
flagstonepavedcourtyard.Whenmovingthroughthickfoliage,densecrowds,softsand,deep
mud,andothersimilardifficultterrain,acharactersmovementishalved.Furthermore,the
GameMasterdetermineswhat,ifany,modifiersapplytoNarrativeTimeduetotheenvironment.
HURRYING
Acharactercan,whencalledfor,pickupthepacebymovinguptodoublehisNarrativeTime
MovementforanumberofhoursequaltohisToughnessBonus.Attheendofhisexertion,the
charactermustmakeaChallenging(+0)ToughnessTestortake1levelofFatigue.Inadditionto
theFatigue,ahurryingcharacterisdistractedandpronetomisstinydetailsinhissurroundings.
Thankstothis,hesuffersa10penaltytoallPerceptionbasedTests.Intrulydire
circumstances,thecharactermaypushhimselftothelimitandcontinueondespitehis
increasingFatigueandpenalties.Inthiscase,thecharactermustcontinuetomake
progressivelymoredifficultToughnessTeststoavoidaccruingmorelevelsofFatigue.For
example,thecharactersuffersa10penaltytohisToughnessTestafterthesecondtime
period,a20afterthethird,andsoforth.
RUNNINGANDNARRATIVETIME

Whilecharacterscan,andoftendo,runduringNarrativeTime,theactofdoingsoisextremely
tiring.Whenrunning,acharactertripleshisrateofmovement.Eachhourofsustainedrunning
requiresthecharactertomakeaToughnessTestwithacumulative10penaltypereachhour
pastthefirsttomaintainhispace.FailingtheToughnessTestgrants1
levelofFatigue.Runningcharactersareevenmorefocusedonthetaskathandthanthose
simplyhurrying,andsuffera20penaltytoallPerceptionbasedTests.Aswithhurrying,
charactersmaypushthemselvespastenduranceafterafailedTest,butallpenaltiesare
cumulative.
FORCEDMARCHING
Whilethestandardtimeformarchingistenhoursinaday,nothingisstoppingcharactersfrom
continuingpastthattime.Charactersmaysafelypressonanumberofhoursequalto
theirToughnessBonus.Beyondthis,acharactermustmakeaToughnessTestwitha
cumulative10penaltyperhourforeachhourtravelledbeyondhisToughnessBonus.A
characterwhofailshisTestacquires1levelofFatigue.Itisquitepossibleforacharacterto
marchhimselfintounconsciousness.Fatiguegainedfromforcedmarchingisremovedatthe
rateofonelevelpertwohoursofrest.
MOVEMENTANDENVIRONMENT
StructuredTimeMovementRatesasdetailedinthetablesbelowassumearelativelyclearand
unclutteredbattlefield.Thisisrarelythecase,however,asfewbattlesareheldonacleardayin
clearhivestreetsoropenfields,andtherecanbeanynumberofobstaclespresenttohindera
charactersmovement.Rubblestrewncorridors,deepsnow,thickfog,deep,softsand,dense
underbrushthesearebutafewexamplesoftheconditionsthatcancomplicatenavigation.In
suchconditions,acharactersStructuredTimeMovementRateishalved.Ifacharacterrunsor
chargeshemustsucceedataChallenging(+0)AgilityTestorfallprone.Ofcourse,thedifficulty
ofthisTestcanbefurthermodifiedattheGameMastersdiscretion,basedonanynumberof
factors.

StructuredTimeMovement
(Metres/Round)
AgilityBonus
HalfMove
0
1/2
1
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
10
NarrativeTimeMovement
AgilityBonus
PerMinute
0
12m
1
24m
2
48m
3
72m
4
96m
5
120m
6
144m
7
168m
8
192m
9
216m
10
240m

FullMove
1
2
4
6
8
10
12
14
16
18
20

Charge
2
3
6
9
12
15
18
21
24
27
30

PerHour
0.75km
1.5km
3km
4km
6km
7km
9km
10km
12km
13km
14km

Run
3
6
12
18
24
30
36
42
48
54
60

PerDay
7km
15km
30km
40km
60km
70km
90km
100km
120km
130km
140km

FLYING
Thefollowingsectiondescribestherulesthatbindeverythingblessedwiththepowerofflight,
beitaGaw,DopporMobileSuitinspaceorusingitsboosterwithingravity.
ALTITUDE
TherearethreebroadAltitudes:Hovering,LowAltitude,andHighAltitude.Tomoveupordownin
altituderequiresaMoveAction,andAltitudecanonlybechangedonelevelwithastandardmove
action.TomovemorethanoneAltitudelevelrequiresaChargeorRunaction.
HOVERINGALTITUDE
Ahoveringcharacterormachineisskimmingjustabovetheground,typicallyatanaltitudeofno
greaterthantwometres,andcanmoveoverlowobstacleswithease.Ahoveringmachine
canbothattackandbeattackedbylandboundmachinesandcharacters.Often,amachinethat
canhovercannotflyatotheraltitudes,asisthecasewhenamachinepossessesthe
HovererTrait.AmachinewiththeHovererTraitalwaysstaysatroughlythesamealtitude,giveor
taketwometres,evenifitdescendsintolowterrainlikeacraterorvalley.Suchmachinewillnot
willinglydescendintoaplacethattheycannotescapefrom,muchlikeanyothermachinewould
notenteranareafromwhichitcouldnotescape.
LOWALTITUDE
AcharacterormachineflyingatLowAltitudeisbeyondnormalmeleerangeoflandbound
threats,butstillwellwithinrangeofmostrangedattacksfromsuchcharactersormachines.A
LowAltitudefliertakesnopenaltiesforattackingtheground,butanyoneoranythingattackingit
suffera10penaltytotheirBallisticSkillTestsinadditiontoanynormalpenaltiesforrange.
HIGHALTITUDE
AcharacterormachineflyingatHighAltitudeiswellbeyondthereachofanyattackscoming
fromthegroundorfromLowAltitude.CharactersormachinesatHighAltitudecanonlyattackor
beattackedbyothersatthesamealtitude.
FLYINGMOVEMENT
FlyingcharactersandmachinesarebrokenintotwogeneralcategoriesdefinedbyTraits:
HoverersandFlyers.Hoverersmovethroughtheair,butarelimitedtoanaltitudeofroughlytwo
metres.AFlyerisnotlimitedtogroundlevel,andcanascendordescendtoanyaltitude.Each
Traithasanassociatednumberinthemachinesdescriptionthatdescribesthatmachines
FlyingMovement.FlyingMovementworksjustlikeregularMovement,butonlywhenthemachine
isairborne.Whileflying,amachinemustdevoteaMovementActiontomaintainingitsflighteach
Turnoritfalls.HalfMove,FullMove,Charge,andRunareallvalidActionsformaintainingflight.If
ahoveringcreaturesuddenlystopsflying,duetobeingStunnedornotdevotingaMoveAction,
forexample,itsimplycomestoasafelandingontheground.IfitisatLowAltitudeinstead,itfalls
tothegroundandsuffersFallingDamageasifitfell15metres.AcreaturethatfallsfromHigh

AltitudesuffersFallingDamageasifitfell25ormoremetres,basedontheGMsdiscretion.

CharacterCreation
CREATINGAPILOT
Toprepareforhisfirstbilletinthearmedforces,theplayerneedstocreatehischaracter.This
alterego,knownasaPlayerCharacter(PC),islikeanactororcharacterinamovie,theplayers
proxyintheexcitinganddeadlyworldofGundam.CreatingaPlayerCharacterisarelatively
simpleprocessthatisquiteenjoyableinitsownright.
ThischapterlaysoutthetoolsneededtodesignamemberoftheZeonmilitary,toolsthatallow
theplayertoinfusehischaracterwithaninterestingpersonalityandhistory,andtogetaclear
ideaaboutwhothecharacterisandwhathismotivationsare.Beaware,however,thatinthis
chaptertheremaybenumerousunfamiliarterms,places,andconcepts.Whileitmaybeabit
intimidatingoroverwhelmingatfirst,allwillbeexplainedinduecourse,astheplayerexplores
therestofthisrulebook,andtakeshisplaceamongtherighteousranksofZeon.Tostart,each
playerneedstogathersomebasictoolstocreatehischaracter.Theessentialsthatarerequired
forcharactercreationaresometensideddice,referredtoasd10sthroughouttherules,a
charactersheet,andapencilwithastouteraser.Itisbesttorecordeverythinginpencil,atleast
atfirst,asplayerswillbedoingplentyofchangingandcorrectingthroughoutthecharacter
creationprocess.Inadditiontothediceandcharactersheet,somesparepaperishighly
recommended.
Thestagesinthecharactercreationprocessareasfollows:
STAGE1:GENERATECHARACTERISTICS
APlayerCharacterislargelydefinedbynumberswhichsethisnumerousphysical,mental,and
socialattributes.Thesenumbers,whichexistonascaleof1100,arecalledCharacteristics,
andcoversuchthingsasthePlayerCharactersphysicalstrength,howphysicallyandspiritually
resilientheis,andhowwellhehandlesaweapon.
STAGE2:SPECIALITY
WhileyourchosenCharacteristicslaythefoundationforyourcharacter,itisyourSpecialitythat
definesyourcharacteranddetermineshisroleintheZeonicforces.Specialitiesdetermineyour
charactersfocuswhatweaponsheuses,whatskillsheknows,andwhatareasofexpertisehe
easilyexcelsin.Yourspecialtyaffordsyousomebasictraitsthatwillbeappliedtoyour
charactersuchasstartingAptitudes,Skills,Talents,andWounds.Whencreatingcharacters,it
isrecommendedthatyourgroupdiscusshowyouwillvariateyourspecialitiesonyour
characters.Thisway,youcanplanaroundeachother,andmakeabalancedSquadthatis
betterpreparedtofaceavarietyofchallenges,andeasiertoplayin.
STAGE3:MOVEMENT,WOUNDS,FATE,ANDSPENDINGEXPERIENCE
Thisstepiswheretheplayerfurthercustomiseshischaracter.EveryPlayerCharacterstarts
with600ExperiencePointswithwhichtobuySkillsandTalentsandimproveCharacteristics

duringCharacterCreation.Thesepointsreflectthecharacterslifeexperiencespriortothe
armedforces.AplayercanusetheseExperiencePointstobroadenhischaractersexperience,
totightlyfocushimforspecificroleswithinhissquad,ortofittheplayerscharacterconcept.
Additionalcalculatedattributesarealsorecordedduringthisstep.Thisstageisalsothepointat
whichtheplayersdeterminetheircharactersMovement,numberofFatePoints,andhis
Wounds.
ThePlayerCharactersWoundsaredeterminedbyhisSpeciality.Eachhasaspecificnumber
ofWoundstostart,determinedbyaddingasetnumbertoarandom
1d5roll.
EverysoldierbeginsthegamewitharandomlygeneratednumberofFatePoints(seepage
100).
DeterminethePlayerCharactersMovementratebyconsultingtheearliermovementcharts.
TheplayercannowfurthercustomisehischaracterbyspendingxptopurchaseCharacteristic
Advances,Skills,andTalents.
STAGE4:GIVETHECHARACTERLIFE
Oncethenumbercrunchingisfinishedandallofthecharacterspenaltiesandbenefitsare
tallied,itistimetobreathesomelifeintothenewcharacter.Thisstagehelpstheplayerdefine
hischaractersname,nature,beliefs,andmore.Thisstepisanimportantone,asithelpsthe
playersportraytheircharactersduringthegame,andmakeseachauniqueindividualwho
standsoutfromtheusualfacelessthrongofthearmy.Duringthisstep,theplayersalsochoose
theircharactersDemeanouraroleplayingaidthathelpsshapethecharacterspersonality.
Stage5:??????
???????
Stage6:Play
Playyafool.

Stage1:GenerateCharacteristics
CharacteristicsrepresentaPlayerCharactersrawability,onascaleof1to100,inavarietyof
physicalandmentalareas.Characteristicsareimportantformanyreasons,butprincipally,they
reflecttheabilitytosucceedatcertainactions.SinceaplayerneedstorollunderhisPlayer
CharactersCharacteristicwhencalledupontoperformanaction,thehighertheCharacteristic
is,thebetterofftheplayerandhischaracterwillbe.
WEAPONSKILL(WS)
WeaponSkillrepresentsacharacterscompetenceinhandtohandcombat(Thisisnotthe
RambaRalkind,boy.Nothiskind),andcoverstheuseofeverythingfrombarehandsto

bayonetsandswords.Thiscarriesovertoamobilesuitincombatwitha(10)penalty.
BALLISTICSKILL(BS)
BallisticSkillrepresentsacharactersaccuracywithnumerousrangedweapons,fromgrenade
launcherstothetrustypistol.Thiscarriesovertoamobilesuitincombatwitha(10)penalty.
STRENGTH(S)
TheStrengthCharacteristicmeasuresthecharactersrawphysicalstrength.
TOUGHNESS(T)
Toughnessdefineshoweasilyacharactershrugsoffinjury,aswellashoweasilyheresists
toxins,hazardousenvironments,disease,andotherphysicalailments.
AGILITY(AG)
Agilitymeasuresacharactersquickness,reflexes,andpoise.
INTELLIGENCE(INT)
Intelligenceisameasureofacharactersintellect,aswellashisacumen,abilitytoreason,and
generalknowledge.
PERCEPTION(PER)
Perceptiondescribeshowsharpacharacteris.Itreflectshowheperceiveshissurroundings,
andhowacutehisphysicalsensesare.
WILLPOWER(WP)
Willpowerdemonstratesacharactersstrengthofwill.Ithelpshimwithstandthehorrorsofwar,
andtheawfulopponentsheisboundtoencounteronthecountlessbattlefieldsofthe
PrincipalityofZeon.

FELLOWSHIP(FEL)
Fellowshiprepresentsacharactersabilitytointeractwithothers,
andhisabilitytodeceive,charm,befriend,orleadthem.
CHARACTERISTICBONUSES
EachCharacteristichasacorrespondingbonusthatequalsthetensdigitoftheCharacteristic
score.Forexample,acharacterwithanIntelligenceof41hasanIntelligenceBonusof4.
CharacteristicBonusesareusedasmodifiersinmanydifferentrules,todeterminethingssuch
ashowmuchDamageacharactercausesincombat.
ALLOCATINGPOINTS
ThewarforgeneratingCharacteristicscoresistogiveeachplayeranumberofCharacteristic
pointsthathemayassignashewishes.Theplayerbeginswithascoreof20ineach

Characteristic,andcanallocateatotalof100additionalpointstohisCharacteristicsashesees
fit.Itisimportanttonotethattheplayercannotaddmorethan20pointstoanyoneCharacteristic
whengeneratingaPlayerCharacterwiththismethod.

Stage2:Specialties
Pilot
CharacteristicBonus:+5Agility.
StartingAptitudes:Agility,BallisticSkill,Fellowship,Fieldcraft,Intelligence,Tech.
StartingSkills:CommonLore(Tech)orNavigate(Surface),Operate(Surface),TechUse.
StartingTalents:TechnicalKnock,WeaponTraining
Wounds:8+1d5

Officer
CharacteristicBonus:+5Fellowship.
StartingAptitudes:Defence,Fellowship,Leadership,Perception,Strength,Toughness,Weapon
Skill.
StartingSkills:Command,Navigate(Surface)
StartingTalents:AirofAuthorityorIronDiscipline,WeaponTraining
Wounds:10+1d5

Mechanic
CharacteristicBonus:+5Intelligence.
StartingAptitudes:BallisticSkill,Intelligence,Knowledge,Strength,Tech,Toughness,Weapon
Skill,Willpower.
StartingSkills:CommonLore(Tech),Logic,TechUse.
StartingTalents:ColdHeartedorTechnicalKnock,WeaponTraining
Wounds:6+1d5

Stage3:Wounds,Fate,andSpending
Experience
WOUNDS
Woundsareavitalpartofanycharacter,andrepresenthowmuchpunishmenthecantake
beforesufferingagrievousinjury.TodetermineacharactersWounds,consultthecharacters
Speciality,andfollowthedirectionsgiventhere.
FATEPOINTS
Faterepresentsaspecialdestiny,andmakesincrediblefeatsofdaring,heroism,and
valournotonlyplausible,buteminentlypossible.TodeterminestartingFatePoints,eachplayer
rolls1d10.Ona17theyreceive1point,89theyreceive2points,andona10theyreceive3
points.
STARTINGEXPERIENCE
AllcharactersbegintheircareerswithasetnumberofstartingExperiencePoints.These
ExperiencePoints,alongwiththeplayerschoiceofRegimentandSpeciality,helpdefinea
PlayerCharacter,andensurethatheisuniqueandreadytofacethechallengesofthebattlefield.
PilotCharactersinONLYWARbegintheircareersintheZeonarmedforceswith600starting
ExperiencePointstospend.
StartingExperiencePointsmaybespentonCharacteristicAdvances,Skills,Talents,or
ComradeAdvances.ThereisnolimitonhowmuchofthisstartingExperienceplayersmay
spendontheirnewcharacter,andtheymayspendasmuchoraslittleofitastheyseefit.Ifthey
wishtosavesomeoftheirstartingExperienceforlateroninthecampaign,thatis
perfectlyfine.
APTITUDES
Onepersonmaypickupataskwithrelativeease,whileanotherstrugglesforweekstofigureit
out.However,withenoughhardworkandtraining,almostanytechniquecanbelearned.This
widevarietyofaptitudeswithinthearmyisreflectedbyAptitudesthataregainedbycharacters
duringcreation.Aptitudesreflectthosetasksthatthecharactershaveaparticularaffinityfor,and
canlearnwithrelativeease.
Everycharacteristic,Skill,andTalentAdvancehastwoAptitudeslistedwithit.ThoseAdvances
thatacharactersharesAptitudeswithareeasierforthatcharactertolearn,andthuscostfewer
ExperiencePointstopurchase.IfacharactersharesoneAptitudewithanAdvance,hegainsa
smalldiscounttopurchasingit,andifhesharestwoAptitudeswiththeAdvancehegainsalarge

discount.PlayersmaystillpurchaseAdvancesthattheysharenoAptitudeswith,buttheytendto
beveryexpensive!If,duringcreation,acharactergainsthesameAptitudefromdifferent
sources,hedoesnotgainittwice.HeinsteadchoosesanAptitudethathedoesnotalreadyhave
andthatsharesanamewithaCharacteristic.HegainsthatchosenAptitudeinstead.
GENERAL
ThoseSkillsandTalentswiththeGeneralAptituderepresentAdvancesthataresimpletolearn,
regardlessofthebackgroundoraptitudeofthecharactergainingthem.Torepresentthis,all
charactersinONLYWARcountashavingtheGeneralAptitude.
CHARACTERISTICBASEDAPTITUDES
TherearenineAptitudesthatshareanamewiththenineCharacteristicseachcharacter
possesses:WeaponSkill,BallisticSkill,Strength,Toughness,Agility,Intelligence,Perception,
Willpower,andFellowship.Theserepresentthecharactersabilitytolearnandimprovethe
matchingCharacteristic,aswellasalltheSkillsandTalentsrelatedtoit.
OFFENCE
CharacterswiththeOffenceAptitudearethosewhopreferanalloutassaultofbruteforceover
amorecareful,strategicapproach.Thesecharactersmaychargeintomeleeinabloodcrazed
frenzy,orhangbackandunloadmassiveamountsoffirepowerintotheirfoes.
FINESSE
WhileSkillsandTalentswiththeOffenceAptitudefocusonsheer,bruteforce,thosewiththe
FinesseAptituderelyinsteadonpreciseskillandcarefulplanning.CharacterswiththeFinesse
Aptitudeeasilypickupfiringpreciseweaponsfromlongdistances,orwieldingexoticweapons
withdeadlyprecisioninmelee.
DEFENCE
ThosewiththeDefenceAptitudequicklylearnhowtokeepthemselvesaliveamongstthedeadly
chaosofcombat.Whetherthroughskilfuldeterrenceorsheertoughness,they
weatherthebattlefieldofthe41stMillennium,andlivetotellthetale.
NEWTYPE
InaccordancetotheNewtypetheory,onlyindividualswiththerareabilitytowieldpsychicpowers
gaintheNewtypeAptitude.
TECH
ThosewiththeTechAptitudecanhandlemachineryasifitweresecondnature,andaremore
suitedtooperatingandrepairingitthanthosewhodont.

KNOWLEDGE
Anaptitudetowardsgrandknowledge,oftenfoundinthosemoreintunewithworldaffairs.

LEADERSHIP
ThosecharacterswiththeLeadershipAptitudenaturallystepintotheroleofcommand,
fearlesslyleadingtheirtroopsintobattle.
FIELDCRAFT
Stayingaliveinthevariedenvironmentsoftheworldcanbeasdifficultassurvivingbattle.
CharacterswiththeFieldcraftAptitudeeasilyadjustto,andthriveon,thebattlefield.Whether
sneakingthroughadensejungleornavigatingconstantlyshiftingterrain,theyeasilyadjusttoany
condition.
SOCIAL
Justasdangerousasanybattlefield,thesociallandscapeofZeonisfilledwithsinisterhivers,
righteouspriests,andbackstabbingnobles.CharacterswiththeSocialAptitudeeasilyadaptto
thesocietalstructuresofanyplanet,usinghoneyedwordsorharshintimidationtogettheirway.
CHARACTERISTICADVANCES
ACharacteristicAdvanceisanincreasetoacharactersabilities.Whenplayersbuya
CharacteristicAdvance,theyadd+5totheexistingCharacteristicscoreontheircharacter
sheet.CharacteristicAdvancesaredividedintofourprogressionlevels:
Simple:Asmallfulfilmentofthecharacterspotential.
Intermediate:Asignificantimprovementofthecharacterscapabilities.
Trained:Active,focusedeffortuponimprovingthecharactersprowess.
Expert:Thelimitofacharactersnaturalabilities.
AstheplayerssetaboutincreasingtheircharactersCharacteristics,theymustprogress
througheachoftheprogressionlevelsinturn,startingoutwithSimpleandendingwithExpert.
PricesforCharacteristicAdvancescanbefoundintheCharacteristicAdvancestablebelow.
Asshowninthetable,ifthePlayerCharacterhasonematchingAptitude,thenthefirst+5tohis
Characteristiccosts250xpthenext+5Advancement(theIntermediateprogressionlevel)costs
500xp,afurther+5improvement(theTrainedprogressionlevel)costs750xp,andthefinal
improvement(theExpertprogressionlevel)costs1,000xp.
CharacteristicAdvances
MatchingAptitudes
Two
One
Zero
CharacteristicAptitudes
Characteristic/Aptitude1
WeaponSkill
BallisticSkill
Strength

Simple
Intermediate
Trained
100xp250xp
500xp750xp
250xp500xp
750xp1,000xp
500xp750xp
1,000xp
2,500xp
Aptitude2
Offence
Finesse
Offence

Expert

Toughness
Agility
Intelligence
Perception
Willpower
Fellowship

Defence
Finesse
Knowledge
Fieldcraft
Psyker
Social

SKILLADVANCES
PlayerCharacterslearnnewSkillsorimproveexistingSkillsbyselectingSkillAdvances.Thexp
costofSkillAdvancesdependsonhowmanyAptitudesthecharacterhasincommonwiththat
Skill.SkillAdvancesaredividedintofourprogressionlevels,whichareasfollows:
Known:ThecharactercanusetheSkillwithoutthe20penaltyforuntrainedSkills.
Trained:Thecharacterreceives+10onallSkillTestswhenusingthisSkill.
Experienced:Thecharacterreceivesa+20bonusonallSkillTestswhenusingthisSkill.This
bonusreplacesthebonusforbeingTrained.
Veteran:Thecharacterreceivesa+30bonustoallSkillTestswhenusingthisSkill.Thisbonus
replacesthebonusforbeingExperienced.
WhenimprovingaSkill,thecharactermustprogressthrougheachoftheprogressionlevelsin
turn,startingwithKnownandendingwithVeteran.So,forexample,playerscannotchooseto
payfortheTrainedSkillAdvancefortheircharacterwithoutfirstpurchasingtheKnownSkill
Advance.
Skill
Acrobatics
Athletics
Awareness
Charm
Command
Commerce
Deceive
Dodge
Inquiry
Interrogation
Intimidate
Logic
Navigate
Operate
Parry
Scrutiny
Security
SleightofHand

Aptitude1
Agility
Strength
Perception
Fellowship
Fellowship
Intelligence
Fellowship

Aptitude2
General
General
Fieldcraft
Social
Leadership
Knowledge
Social
Agility
Defence
Fellowship
Social
Willpower
Social
Strength
Social
Intelligence
Knowledge
Intelligence
Fieldcraft
Agility
Fieldcraft
WeaponSkill
Defence
Perception
General
Intelligence
Tech
Agility
Knowledge

Stealth
Agility
Survival
Perception
TechUse
Intelligence
Trade
Intelligence
meansaskillisaspecialistskill

Fieldcraft
Fieldcraft
Tech
General

TALENTADVANCES
Talentsareenhancementsthatpermitacharactertousehisnaturalabilitiesinnewfashions.
ThesemayprovideasituationalbonustotheuseofaSkillorCharacteristic,orprovidespecific
andunusualwaysforacharactertotakeadvantageofhisequipment.NewtypePowersarealso
purchasedusingTalentAdvances.
AswithCharacteristicsandSkills,TalentseachhavetwoAptitudesassociatedwiththem,and
arediscountedbasedonhowmanyacharactershares.Talentsarealsodividedintothreetiers.
ThesetiersaresimplyawayofrepresentingthatsomeTalentsaremorepowerful,andtherefore
costmoreExperiencePoints,thanothers.Talentsalsooftenhaveprerequisitesthatmustbe
metbeforetheycanbepurchased,nomatterwhattierthey
belongto.Forthisreason,playersmayfindthemselvesneedingtopurchaselowertierTalents
beforetheycanpurchasetheTalentthattheywant.
SPECIALISTTALENTS
SomeTalentsaredesignatedSpecialistTalents.TheseTalentsmaybeselectedmorethan
once,withadifferentspecialityeachtime.
TAKINGTALENTSMULTIPLETIMES
SomeTalentsmaybetakenmultipletimes,whichwillbenotedintheTalentsdescription.There
areonlyafewoftheseTalents,themostprominentbeingSoundConstitution,whichincreasesa
PlayerCharactersWoundseachtimeitistaken.WhentakingtheseTalentsmultipletimes,the
playersimplypaystheexperiencecosteachtime.Itshouldbenoted,however,thatmost
Talentsthatcanbetakenmultipletimeshaveahardlimitamaximumnumberoftimesthey
canbetaken.
TalentAdvances
MatchingAptitudes
Two
One
Zero

TierOne
TierTwo
200xp300xp400xp
300xp450xp600xp
600xp900xp1,200xp

TierThree

Stage4:GivingCharactersLife
NAME
Asmankindisbothaninventiveandcontrarycreature,therearenostandardoruniversal
conventionsthatgovernthenamespeoplegivethemselves.Insomeplaces,asinglename
mightindicatelowbirthorignominy,whileinothers,itmightactasamarkofextremepower,
fame,andgoodbreeding.Whendecidingonanameforacharacter,theplayershouldfeelfree
tomixandmatchanyoftheexamplenamesinthenamingtablesbelow.Theidea,ofcourse,is
tocreateanauspiciousanddescriptivenamethatsuitsthecharacter.
GENDERANDAPPEARANCE
TheranksoftheZeonicforcesareasvariedasthecountlessworldstheyhailfromacrossthe
galaxy.AllsoldiersareequalintheeyesoftheZabis,anditistheircapabilitiesthatmatter.
Playersarefreetochoosethegenderandappearanceoftheircharacterastheywish.Itis
recommended,however,thateachplayerconsiderstheirbackgroundwhencreatinghis
charactersappearance.
NATURE
Thecharactercreationprocessprovidestheplayerwiththebasicsofhisalterego.These
numbersandassortedTalentsandSkillsarenotthesumtotalofthecharacter,however.The
actualcoreofthecharactersbeing,hispersonality,quirks,ambitions,fears,andallofthetiny
assorteddetailsarewhatseparateauniqueindividualfromasimplearchetype.Thesedetails
comefromwithintheplayerhimself,andformthecharacterconceptuponwhichhisPlayer
Characterisbased.Creatingacharacterspersonalityandconceptisquitepersonal,andthere
areasmanydifferentwaysofgoingaboutitasthereareplayers.Somecometothegaming
tablewithafirmideainmind,acharacterconceptthatincludesallofthecharacterstinyand
importantdetails.Othersprefertodeveloptheircharactersthroughgameplay,husbandingthe
characterspersonality,andallowingittoblossomandevolveastheevents
ofhislifeunfoldbeforehim.Thefollowingfourquestionsareprovidedasaguideforplayers.
Theyaregiventoassistinfleshingoutthedifferentkindsofcharactersavailableforplay.
Answeringthesequestionsallowstheplayertofocushisthoughts,andreallygettothecoreof
hisemergingcharacter.
WHATISTHECHARACTERSDEMEANOUR?
PerhapsthefirstthingtoconsideristhenewPlayerCharacterspersonality.Whatishelike?Is
hefieryandpassionate,orearthyandpractical?Isheaperpetualpessimist,amanforwhom
thecanteenisalwayshalfempty,ordoeshebelievethatnomattertheodds,thebestwillalways
happen?Doesheenjoythecompanyofhissquadmatesandthevariedthrongs
ofSpaceandEarth,orisheasardonicmisanthropewhoprefershisowncompany(ahem,
Kai)?WhatisthePlayerCharactersinstinctivereactiontothreats,surprises,orprofessional
andsocialpressures?

WHATWILLTHECHARACTERSACRIFICE?
Alltoomanypeopleshyfromtheirultimatevictories,scaredbywhatitmightcosttoachieve
them.Howdeeparethewoundsthecharacteriswillingtosufferonhispathtoglory?Howfar
willhego,andhowmanyofhisdearlyheldbeliefswillhebetrayalongtheway?Ishewillingto
sacrificehishealth,hislimbs,orhisverylife,ifdutydictates?Willheusehissquadmates,his
subordinates,hisallies,andcontactsasmeresteppingstones,tradingtheirlivesforamilitaryor
politicalvictory?IshewillingtostepfromtherighteouspathandtruckwithFeddies,renegades,
andotherstoachievehisgoals?Thesechoicesareultimatelylefttotheplayer,andhemust
decidewhathischaracteriswillingtosacrificeforglory,honour,orvictory,andhowhecanlive
withtheultimateconsequencesofhisactions.
WHATISTHECHARACTERSGREATESTAMBITION?
Everyperson,nomatterhisbackgroundorthesituationofhisbirth,hassomethingthatdrives
him,someforcethatmakesitworthgettingoutofhisbunkinthemorning.Ambition,therawlust
forpoweroverothers,forwealth,forglory,formeresurvival,ortogivehislifetotheidealsof
Zeonthesethingsdriveallsoldiers,togreaterorlesserdegrees.Inwhatwayswillthe
charactermakehismark,andhavehisnameechothroughtheages?Willheleadadesperate
lastchargeagainstanimpregnablefortress,losinghislifebutgainingimmortalityamongthe
annalsoftheregiment?DoeshewishtopersonallykillthevileFederationleaderthatinvadedhis
colony,destroyedhisfamily,andturnedhiswholeworldupsidedown?Doeshewishtoscale
theveryheightsoftheZeonhierarchyandbecomeagrandgeneral,andleadacampaign?
Perhapsthecharactersambitionsarelessloftybutnolessnoble.Doeshe
desiretherespectofanhonouredofficerorpriest?Doeshewishtokeephissquadmatesalive,
nomatterthecost?Ordoeshesimplywanttoescapetheterribleprivationandviolentdrudgery
oflifeasasoldierthroughdesertion,orevendeath?
WHATISTHECHARACTERSGREATESTHATRED?
Whathatredssustainthecharacterinhisdarkesthours,anddrivehimtoactsofvalour,
destruction,orpenitence?DoesheloathetheFeddiesortherenegade,whohasturnedhisback
onhisbrothers?Doeshewishfierydoomuponhisofficers?Perhapshehasaquarrelwitha
politicalfigure,duetosomeencounterinhisdimpast?Hashebeenwrongedbyanothersoldier,
squad,officer,orregiment?Ordoeshesimplydespisebeingprovedwrongorembarrassed
publicly,ortobeinthepresenceofcheatsandliars?

UniversalStandardKit
Thereisaselectionofcommonpiecesofequipmentthatallcharactersareequippedwithin
someformoranother.Whilethespecificdetailsofsuchitemsmayvaryfromregimentto
regiment,andsometimesevencharactertocharacter,theirexistenceisseldom,ifever,in
doubt.Theseitemsformthecoreofacharactersinitialequipmentlist,areeasytoreplace,
repair,orotherwisereplenish,andareuniversallyessentialtopossess.Theuniversalstandard
kititemsareasfollows:
Oneuniform
Onesetofpoorweathergear
Onepistol,andtwoextraclips
Oneknife
Oneflakvest
Onerucksackorslingbag
Onesetofbasictools
Onemesskitandonewatercanteen
Oneblanketandonesleepbag
Onerechargeablelamppack
Onegroomingkit
Onesetoftagsorequivalentidentification
Oneprimerorinstructionalhandbook
Combatsustenancerations,twoweekssupply
FlightSuit(spacecapable)

TBC
Zeon
TheNation
ThePeople
TheColonies

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