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Uniques
These are things that make the characters even more different,this shows special abilities that the chracter knows or is.Roll 1d100 to determine your Unique.
Roll
Name
Description
1-2 Elite Soldier You're a ace pilot. +5 to FA,+2d6 to AWS,-1d4 to INT, and +1d6*150 to damage when not using a weapon (kick/punch, rams, etc)
3-4 Beam Specialist You've been trained with Beam guns & Sabres your whole life. +2 to strike (+1 with every 3 levels) with Beam weapons. Start with a (2nd) beam sabre, a scythe, battle axe, naginata, glaive, trident, or twin trident, and you can use it regardless of tech level
5-6 Incredible Rage You have a short fuse. +2 to strike and dodge, +2d_ on damage when mad if its a melee weapon
7-8 Humanoid You're part human,but stronger. You MAY look a little different. +2d6 to FA, +2 AWS,+2 TECH, +2 INT
9-10 Bruiser You're physically strong, but dumb as a brick. -4 INT, +5 FA, +3 AWS, +750 to damage when not using a weapon (kick/punch, rams, etc), +450 when using a melee weapon
11-12 Weakling You were always a sickly child. -5 FA, and +4 TECH,INT,AWS, +$250,000 at start
13-14 Natural Born Pilot You have an unique skill with a MS. +4 to strike and dodge in a MS.
15-16 Natural Athlete You were born physicaly stronger and faster then other people. +4 to FA & AWS
15-16 Natural Scholar You were born mentally superior then other people. +4 to INT and Tech
19-20 Naturally Charming You have an ability to charm people. +4 to AWS, +20% to charm/impress skill
21-22 Clone You are a clone of someone,and was made to be superior then an average person. +3 to all stats and +10% to all your skills
23-24 Military Genius You have a keen mind towards leading squads and planning battle plans. +5 to INT, +5 AWS, +10% Navigation, will lead any group by default.
25-26 Melee Master You were trained extensivly in the ways of melee combat. +4 to strike & dodge in melee, -2 strike and dodge on ranged weapons and missles. Dandou-gan is not a fighting style option. +1 to the strike & dodge bonuses every 4 levels
27-28 Tactics Master Your amazing at planning out battles. When theres a plan that needs to be made, your the one for the job. Start with 'Battle Plan' technique (see Fighting Style Add-ons), +3 INT, +3 AWS
29-30 Speed Freak Speed is your thing. +5 FA, +5 to speed MS stat (score), +50 mpa
31-32 Calm You cannot get angered very easily. It takes nothing short of the death of a close friend, some family, or a loved one to make you pissed. +15% to charm/impress skill, +3 FA, +3 INT
33-34 Retarded Your mentally handicapped. Could be a birth defect or a accident from your childhood. Include in your history, and your character may have a lisp when talking. -5 INT, -2 AWS, +5 FA, +$250,000 at start
35-36 Nature Freak Your in tune with nature. You spend all the free time you can at zoos or forests if possible. +5 AWS, +5 INT, -2 Tech
37-38 Caffeine Loaded Your constantly on a sugar high. Your jumpy, buzzed, and some how always have a can of your favorite soda. +5AWS, +3 Tech, -5% charm/impress
39-40 Taunt You can do nothing but taunt at a guy, be it they are sitting there or doing really bad on rolls. This has no real use, but its funny for reactions. +3 INT, +3 FA, +3 AWS
41-42 Ritual Charms You have a little fetish for keeping little charms, making marks, etc whenever you win a battle. You think and believe they bring you luck and maybe strength. (ie: Bob the pilot has a habit of buying little teletubby dolls, cutting the heads off, and hanging them in his cockpit.) +4 FA, +4 AWS, -5% navigation
43-44 Hacker You can hack pretty much anything, even if it takes a little bit to do so. You can open computer files, open electronic locks, even hack a MS operation code. You can even set up your own barriers of defense against others. +4 INT, +4 Tech, +20% electronics
45-46 Champion Fighter You are a fighting master. 2 fighting styles. +5 FA, +2 Tech, +10% navigation, +10% espionage
47-48 Party Animal Life is one big ass party for you. You joke around, chugs drinks, etc. You do cannonballs from roofs. You do things that gets laughs and good-times from friends. +3 INT, +3AWS, +10% navigation, +15% charm/impress
49-50 Natural Leader You are descended from a long line of leaders. +1d6+3 to INT and Tech, +4 MS points to distribute at start, +1 MS points every 3 levels
51 Military Childhood You were raised strictly in the military fashion, and you are either in the OZ or Alliance legions (change if needed). +10% to all skills, +5 FA, +5 Tech
52 Human Zero System When fighting, you zone absolutely everything else out. Friends, team-mates, even pain. +5 to strike and dodge, +3 INT, +3 AWS, -2 Luck, -3 Tech, -15% charm/impress
53 Perfect Soldier You were born, raised, and trained to be the perfect soldier. You have no friends, and you follow orders to the letter, even if the commander was using slang or was joking around. +10 FA, +5 Tech, +10 to accuaracy MS stat (score)
54 Mechanic You're better with any kind of suit then other people. +5 to AWS, +8 Tech.
55 Ronin Ronin- Your character was always a lone gun. Until recently that is. Somewhere along the line you learned how to pilot it due to a friend or family member that was once a pilot. You have no legion. At level up they get 5 points to distribute freely. Bonuses are as such:
Stats Skills
Intelligence- 5d6 Electronics 55%
Technique- 5d6 Navigation 55%
Fighting Ability- 5d6 Piloting 60%
Awareness- 7d6 Espionage 70%
Luck- 5d6 Charm/Impress 70%
56 Stylist You may NOT fumble. On a roll of '1' you simply keep the rolled # you have. +5% Charm/Impress, -5% Navagation, -2 FA, +2 AWR
57 Assassin Your trained for personal combat. You know 29 ways to kill a man....with a SPOON. Your combat skills reflect this, and you have a so called 'eagle eye' for hitting targets. +5 to strike on a called shot (to the arm, to the leg, etc) from mid range, +3 FA, +15% espionage
58 Aura of Luck This is simply the greatest thing. You got a aura around you that gives off good vibes to others, and you have an easier time getting things then others. Free food, chicks, etc. This unique only gives you two things for special: 19's & 20's are crit hits and counters for you, and +4 to Luck stat
59 Aura of Bad Luck This is like the Aura of luck, just opposite. You seem to attract 4 out of 5 enemies and you just have horrible luck with the dice. 1's and 2's are fumbles, but you get +2 to initiative, +10% navigation, +3 tech, and -4 to Luck
60 Quick Reflexes Your awareness level and reaction times are very fast. Your amazing in the combat simulators, and on games your the top score. +4 to dodge, +5 AWS, +15% piloting
61 Paladin You are a selfless person you will give your life for others and will fight anyone who does something against the law (murder rape etc.). In a MS your like a paladin of old, +5 to melee strike and dodge. Starts with reinforced medium armor and normal heavy engines, no cash out of pocket. +5 strike and dodge, +5 FA, +10% charm/impress
62 Divine Favor For some reason, you have incredible luck when it comes to life and death situations. Its almost like you were born with a gift from above. +2 strike and dodge, 10% chance to dodge any attack that could kill you
63 Gambler You take a lot of risks, some pay off, some dont, but your latest one paid off before you joined up. You get +$250,000 to your starting cash, and a 5% of auto kill on a crit. However, there is also the 1, 2, 3 rule, meaning on a 1, 2, 3 roll on your to strike you not only fumble, but your opponet counters automatically! 50/50 chance of Luck, 1-50: +3 to Luck, 51-100, -3 to Luck
64 Test Pilot You control a new style mobile suit that uses a new system of control. Your still in a leo (for example), but it has a new control system for the pilot. Using a zero-g bubble inside the suit, whatever you do the suit does. Monkey see, monkey do. The systems full name is The Real-Time Holographic Body Movement Control System (RTHBMCS). There are no wires attached to you, its all done via brainwaves, ie the zero system, only this just uses yours to control the suit, not control you. This will shut down after intense combat due to system stress (6+ rounds is intense combat for infomation). +3 to all suit stats, +1 to strike and dodge, +10% navigation
65 Cyborg You are a robot. Well more of half man, half robot. You are programmed to fight and nothing else. You will not run, and giving up is not in your vocabulary, nor is kindness or mercy. You were created by OZ, so you must be in the OZ faction, if you are in a different faction you must change factions. If you already have OZ as a faction, you get +1 to all of your pilot stats and an additional +5 FA. You may pick ANY fighting style and it is programmed into you, even if you don't meet the requirements! +$2,000,000 starting money from OZ. But all remaining money after you are finished creating your character is reduced to $0, as the left over is given back to OZ. Set Charm/Impress skill to 10%, +10% Piloting, +10% Navagation, -10% Espionage.
66 Heero Yuy Complex You are from the L1 colony. To you there is no one greater then either of the Heero Yuy's, the gundam pilot or the pacifist. In normal life (non combat) you are very much the diplomat. In combat though there is no one more sucidal then you (Example: You will throw your space leo in front of a Vayate blast to save a comrad's life). You will put your life on the line no matter what the cost is and will follow the pilots path in battle. Bonuses in combat and to your MS +6 strike and +4 dodge, +2 to all MS stats. In battle there is a 10% chance of going suicidal and then charging the opposing force and go to either self-destruct or melee combat this can be stopped by getting hit by a crit or countering an attack.
67 Sniper Your a eagle eye when it comes to the long shot. You can hit pretty much anything when your in long range (351-800m). This is pretty much your only skill, but it is deadly when used properly. This gives you +10 to strike only with single fire weapons from long range. +4 Tech, +4 FA, +15% epionage
68 Mobile Armor Pilot ue to reasons of good pilot/family member in military/serious brown-nosing, you have been selected to pilot one of the dangerous Mobile Armors. You automatically start with a level 1 Mobile Armor package, and you lose half of the $500,000 bonus at creation.
69 Blocker Like in football, your a secondary position that defends and supports the leader. For this, you have been selected at some point in time to house a planet defensor set-up as a diversionary or just plain defensive tactics for your commander. You hold at lest 12 and at most 20 planet defensors (1d9+11). Your payload will get incresed to hold the planet defensors only if needed. These will follow you from suit to suit. +__ payload (only if needed), +5 MS armor stat, +3 FA, +3 INT, +4 Tech
70 Royal Family You are the prince or princess of a kingdom, and a mobile suit pilot. You may have run away to become a pilot, or your parents actually let you. Either way, you have an air of prestige and snootiness around you. You look down on others, but you really look up due to the amount of freedom they posess in their lives, unlike you who is practically chained into being an heir. The snootiness comes from this, and it may also made you run away. +6 INT, +5 AWS, +5% Charm/Impress, +$500,000 at start
71 Desperate Measures When you reach 1/4 on your armor total, you seem to increase your abilities. Its noted among your commanders and commrades sometimes. It appears that when you get past a point, your adrennaline rushes, upping your battle potential. This has even saved you when you were fighting a school bully maybe. +4 strike and dodge, +3 init (only when your at 1/4 total main armor)
72 Enhanced Human You have been altered using drugs, replacement limbs, etc. Your enhanced in any of these 3 fields:
Roll Bonus (+10)
1-34 Intelligence
35-69 Fighitng Ability
70-100 Awareness
73 Advanced Pilot +15% to all skills, since you have logged more hours in the training sims then most other pilots.
74 Burning Anger Your past is filled with bad encounters with a particular legion/squad/person, and vengence has consumed your being. You have developed to hate the legion of the horrors and when you face them, you go balistic, and fight until you, or they, are destroyed. +500 damage in melee, 19's & 20's critical, +4 strike & +2 dodge, +2 init when battling the legion of your hatred
75 Martial Artist You've been taught since you were little in a form of martial arts, and you are a blackbelt in it. You've been known to use some moves on those who piss you off. 1d6+2 FA & Luck, and 1d4+1 to the MS speed stat. Automatically gain the fighting style Prejut Kilat Silat.
76 Caring Will never kill someone, even if it is the enemy. +5 AWS, +15% charm/impress
77 Mentor You have trained with somone who was very close to you, and they taught you almost everything. +4 FA, and you start with 1 Tech (normal % roll) and Move (requirments not needed)
78 War Loving You live for the excitement and the rush of being part of a war, be it as a pilot or as a spectator. +3 to strike and dodge
79 Hyperactive Your always jittery and must keep moving. They get +4 to dodge, however, if they stop moving for 2 actions in a row, they get a -1 to dodge for the rest of the battle, and for each consecutive action, its another point off. +2 FA, +3 AWS, +10% piloting
80 Animalistic Fighter When you fight, you take no prisoners and have no self regard. All your attacks have a added +1 to strike and +500 to damage, however, you have -2 to dodge and take +500 damage when hit.
81 Flight Freak Your atractted to birds. You yearn to fly, and when you entered the league, a colleague helped you out a little, and hooked you up. You start with a jet mode option and flight wings, along with +75 mpa when in jet.
82 Active Pilot You pilot your mobile suits with much passion, and this translates into litterally pushing foward the joysticks trying to make the suit move its arm. You have been known to break a couple sticks. Engineers have overcome this problem by rigging your mobile suits up with a special system that allows a direct connection to the mobile suit's limbs. These only take effect though when you move them past a certain limit, as to not force the pilot to do it every time they pilot the suit. FA bonus counts as +2 for every 5 points instead of +1 for ever 5 points.
83 NewType You are the next step of human evolution. Molded by life in space, your parents have passed onto you the ability to read short distances into the future, and communicate telepatically over great expanses, as this is the nature of the evolution. +1 strike and dodge (+1 every 2 levels, starting at level 3). At level 15 your current suit will become too slow for your reflexes. You automatically get magnetic coating for your suit at level 15, but if you already have it, you receive a fin funnel with a weapon of $1,000,000 or less already installed.
84 Psychic NewType You are the next step of human evolution. Molded by life in space, your parents have passed onto you the ability to read short distances into the future, and communicate telepatically over great expanses, as this is the nature of the evolution. The psychic newtype is a variation of the normal newtype as they have the ability of ESP. You have the ability to use your telepathic communication to read minds. Its a 5% chance (+5% every 3 levels), and you can try to dive into anyone's mind, friend or foe. This means you can ask them for their suit's remaining AP, it total weaponry set-up, etc, because you are in their mind.. As a newtype, you get bonuses like the normal newtype. +1 strike and dodge (+1 every 3 levels, due to your speciality in ESP, starting at level 4). At level 15 your current suit will become too slow for your reflexes. You automatically get magnetic coating for your suit at level 15, but if you already have it, you receive a fin funnel with a weapon of $1,000,000 or less already installed.
85 Contact You're VERY unique. You will eventually get a suit that greatly surpasses the power of most any suit. 1d6+3 to AWS, FA, and INT. +1 to MS stat distribution with each level (not culmulative [doesn't build up]), and +1 to each pilot stat with each level up..
86 Gun Specialist You've been training with guns basically your whole life. +2 to strike (+1 with every 3 levels) with guns, and able to identify any gun. Start with a beam gatling gun, and you can use it regardless of tech level. Replacement barrels cost only $100,000 a piece
87 Sword Specialist You've been training with swords since you were a kid. +2 to strike (+1 with every 3 levels) with swords and can identify any sword. Start with a beam sabre (& supercharger) and you can use it regardless of tech level
88 Death Type You are enthralled with the idea of killing, the very thought makes you act crazy. Every 5 levels, you have a 20% chance of getting +3 to your strike. 1d6+2 FA & AWS. If you lose, there is a 5% chance of doing a seppuku (japanese ritual suicide)
89 Experience While you were younger, you got caught up in a battle. Being forced to pilot a suit, you picked the controls up. After the battle, you went on your way, however, when the league wanted new pilots, you felt a need to be in the heat of battle again. You begin at level 2, with +10 additional points to distribute to your MS stats (creation only).
90 Fast Talker You quick in wit and tongue. When you purchase new equipment, you know how to lay it on thick, and for that you talk down the prices on the new stuff. You get a 1/6 discount on the TOTAL of your purchases
91 Graceful In combat, your moves and strikes are so smooth it is almost as if it is coordinated. This allows you to fight easier and with less effort. +2 to all your fighting style bonuses (weapon proficiencies and bonuses to dodge on the style and its techniques)
92 Hero Your real courageous and you stick up for the little guys. In a FFA, if someone is being picked on, you will jump in immedietly to 'save' them. People may find this annoying...+3 to strike and dodge when your doing a deed of good like saving the little guy in a FFA, and you cannot fumble in any fight!
93 Mind/Suit Direct Interface You mobile suit is equipped with jacks that lead to the back of your neck, where you have a jack input area, that allows direct communication between you and your mobile suit. Due to the fact that you are government employed, and they supply the suits, all your suits are equipped with the system. Technically, while your in a mobile suit with this system, your body becomes the mobile suit, and your real body is basically in suspended animation in the cockpit. This allows you to use things up to 15 tech level higher then your current. +7 strike and +5 dodge
94 Cocky Your too full of yourself. You think your the best, and act upon it. This is a downfall. 1's and 2's are fumbles, and you got a -2 to dodge. However, you got a +2 to strike and a +1000 damage in melee, no matter which melee weapon (even your fists!). When you deliver critical hits, you will go on a power trip, and yell into the comm that your so great...
95 Low Self Esteem You've been picked on ever since you were 5. You've gotten by yes, but now and then you have an episode where you will kick some major ass. -2 to all pilot stats, but every 6th fight (1, 2, 3, 4, 5, bingo) you get +7 to strike and +5 dodge, and +750 damage
96 Iron Will You have an undying will in battle. You will fight even if the suit is scrap but can still move, and you will go hand-to-hand if need be. +2 to strike, and you can keep fighting even when your 1500 AP BELOW your torso AP (you keep fighting until your 1500 AP in the hole after your armor is destroyed)
97 Heightened Senses Your hearing and sight are a little above average, and so you have a natural ability to sense new incoming attacks. This ability gives you +4 to dodge, however, if someone uses something similar to shield flashers, you will be out for a extra 2 actions, and have the dodge bonus stripped for the battle after the attack.
98 Living Suit Your suit is of a new breed, equipped with a mobile doll type system, only this
doesn't follow commands, it can make decissions, make intelligent conversation, and have an opinion when wanted! Its a being all its own. Your programmed as a co-pilot sorta, but in any situation, you can take over the suit if needed. Its has a mind, and you must cooperate in order to get the mission done. Your suit also has a personality, so roll below. +4 to all MS stats, +15% navigation, +10% piloting
Roll Description
1-15 Happy- the suit is always in a good mood, and tries to cheer you up if your in a bad mood
16-30 Mischievous- its constantly having control issues with you, so it plays pranks on you and other pilots
31-45 Wuss- your suit is afraid of combat and confrontations (why, its a MS). either way, you have to con it into a major combat situation (war)
46-60 Bold- your suit is bold, it will fly into combat if it thinks it can win, regardless of what you think
61-75 Lazy- your suit doesn't like to do anything, you basically have to kick its ass before it'll move and get to work
76-90 Genius- your suit had too many logic chips put in, its a total brainiac. it'll
figure out the velocity and angle of the incoming attack while you panic...
91-100 Level 7- your suit is a supped up version, its gots more balls then brains. it has higher MS bonuses then normal, and its pretty much a strong man, it cares about strength, not tactics or how many there are of the enemy. +7 to all MS stats instead of +4
99 Bio-Suit Duh. Your suit is a true biological living entity. It feels pain, and it will discuss this with the pilot. Start with the following suit stats and you DO NOT get the starting 15 distribution points: 0 speed, 0 accuracy, 5 agility, -5 armor, -2 payload
Now disstribute 55 points ANY way you choose between the five suit stats, & you don't need a '5' minimum in any stat like normal.

Roll 1d10 and refer to what unique your suit gets.
Roll Name Description
1 Flexer -5% to all pilot skills and +1 to suit agility every level
2 Muscler -5% to all pilot skills and +1 to suit payload every level
3 Runner -5% to all pilot skills and +1 to suit speed every level
4 Fighter -5% to all pilot skills and +1 to suit accuracy every level
5 Defender -5% to all pilot skills and +1 to suit armor every level
6 Perfect Every three levels, you get +2 to any ONE suit stat. +2 to any ONE suit stat at creation.
7 Normal +5% to ALL pilot stats and +1 to ALL suit stats at creation only
8 Rich +$250,000 at start and +5% to pilot charm/impress skill
9 Advanced +1 to all pilot stats, +1% to all pilot skills, +1 to all suit stats, +1 strike, +1 dodge
10 Super Suit +20 points to distribute to your suit at creation.

Note: Suit agility MUST be higher than suit armor at all times, UNLESS your suit is a 'defender'.

100 Weird Suit Your suit is either abnormally tall or short for most mobile suits. This gives bonuses, but will also hurt in other areas.
1-50: Abnormally Tall: +5 payload, +5 armor, -5 speed, -5 agility
51-100: Abnormally Short: -5 armor, -5 payload, +5 speed, +5 agility