| Colonial Force |
| This faction is for people that live in
the colonies to rise up and rebel against the people
that destroy what they like without a second thought.
They are adept in fighting but are not the most intelligent. |
Stats
| Intelligence |
4d6 |
| Technique |
4d6 |
| Fighting Ability |
6d6 |
| Awareness |
5d6 |
| Luck |
4d6 |
|
Skills
| Electronics |
70% |
| Navigation |
60% |
| Piloting |
75% |
| Espionage |
50% |
| Charm/Impress |
55% |
|
| Every Level up colony MS gain 1 point
to payload, and 5 more to distribute freely. |
| When they are below 25% of their AP total,
Colonial Force gain +2 to strike and dodge. |
|
| Alliance |
| This group was created to protect the
Earth from those that wish to destroy it. It has an
uneasy alliance with the Colonies but is in an all out
war with OZ and White Fang. They are adept fighters. |
Stats
| Intelligence |
5d6 |
| Technique |
4d6 |
| Fighting Ability |
5d6 |
| Awareness |
5d6 |
| Luck |
4d6 |
|
Skills
| Electronics |
70% |
| Navigation |
65% |
| Piloting |
70% |
| Espionage |
50% |
| Charm/Impress |
55% |
|
| At level up, the character gains 6 points
to distribute freely. |
|
| OZ |
| This group is bent on world domination.
They are currently at war with all of the other factions
except for Romefeller who they have an alliance with.
They start out with +5 tech and can have extremely powerful
mobile suits. |
Stats
| Intelligence |
5d6 |
| Technique |
5d6 |
| Fighting Ability |
6d6 |
| Awareness |
4d6 |
| Luck |
4d6 |
|
Skills
| Electronics |
60% |
| Navigation |
65% |
| Piloting |
70% |
| Espionage |
50% |
| Charm/Impress |
50% |
|
| They get 6 points to distribute freely
at level up. |
|
| White
Fang |
| A very select group of MS pilot members.
Once lead by the famed Zechs Marquise, this group is
now a set of rebel fighters bent on destroying the Earth
in name of the colonies. |
Stats
| Intelligence |
4d6 |
| Technique |
4d6 |
| Fighting Ability |
6d6 |
| Awareness |
5d6 |
| Luck |
4d6 |
|
Skills
| Electronics |
60% |
| Navigation |
55% |
| Piloting |
85% |
| Espionage |
65% |
| Charm/Impress |
50% |
|
| At level up they get 5 points to distribute
freely. |
|
| Maquanac
Corps |
| A group of dedicated earth people who
are loyal to the Winner family and oppose any threat
of people trying to conquer them. They will fight to
the end, even if they die. |
Stats
| Intelligence |
5d6 |
| Technique |
5d6 |
| Fighting Ability |
4d6 |
| Awareness |
5d6 |
| Luck |
4d6 |
|
Skills
| Electronics |
50% |
| Navigation |
65% |
| Piloting |
75% |
| Espionage |
75% |
| Charm/Impress |
55% |
|
| At level up they get 1 point to armor,
and 5 more to distribute freely. |
| When outnumbered (like in a FFA) by 3
or more enemies (directly on you), Maqaunac Corps gain
+2 to strike and dodge. |
|
| Preventer
Corps |
| A set of soldiers employeed by the Earth
Sphere Unified Nation to keep the peace since the Mariemaia
Army incident. They show no force, and only fight when
provoked. |
Stats
| Intelligence |
5d6 |
| Technique |
6d6 |
| Fighting Ability |
4d6 |
| Awareness |
5d6 |
| Luck |
4d6 |
|
Skills
| Electronics |
55% |
| Navigation |
70% |
| Piloting |
75% |
| Espionage |
50% |
| Charm/Impress |
60% |
|
| At level up they get 1 to speed, and 5
more to distribute freely. |
| When they are below 25% of their AP total,
Preventers gain +2 to strike and dodge. |
|
| Zeons |
| A new legion to emerge lately that are
descendents of space colonists. These soldiers are adept
at fighting in space. They do not prove to be much of
a threat on Earth, as they are not used to gravity the
earth has. |
Stats
| Intelligence |
4d6 |
| Technique |
5d6 |
| Fighting Ability |
5d6 |
| Awareness |
5d6 |
| Luck |
4d6 |
|
Skills
| Electronics |
55% |
| Navigation |
60% |
| Piloting |
65% |
| Espionage |
70% |
| Charm/Impress |
50% |
|
| At level up they get 6 points to distribute
freely. |
| When in space they get +3 to strike and
dodge stat as long as they are in space. |
|
| Jupiter
Fleet |
| Emerging from the corps that explores
the solar system, this is the legion that is best known
for the Crossbone Vanguard. These soldiers do not tend
to fight for other sides, as they are most loyal to
their own. |
Stats
| Intelligence |
4d6 |
| Technique |
6d6 |
| Fighting Ability |
5d6 |
| Awareness |
5d6 |
| Luck |
4d6 |
|
Skills
| Electronics |
50% |
| Navigation |
75% |
| Piloting |
60% |
| Espionage |
55% |
| Charm/Impress |
70% |
|
| At level up they get 1 point to accuaracy,
and 5 more to distribute freely. |
|