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Lancer: Gundam Wing

A Gundam License for the Lancer RPG

Version 0.1

By: Tim Gonzalez •PirateGonzalezGames.com • @pirategonzalez


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

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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 AI-
tagged 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 Superheavy Cannon Loading, Overkill Range 15 3d6+3 Energy
Cannon
Vulcan Gun Auxiliary CQB Loading, Reliable Range 5/Threat 2 1d3 Kinetic

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Wing Gundam
Striker
CORE STATS
Size: 1 Save Target: 10
Armor: 1 Sensors: 10
HULL SYSTEMS
HP: 10 E-Defense: 8
Repair Cap: 4 Tech Attack: -1
AGILITY SP: 6
Evasion: 8 ENGINEERING
Speed: 4
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 ZERO Reaction
character adjacent to it before the attack roll is made. 1/round, reaction
Trigger: A character starts their turn within your line
MOUNTS of sight.
HEAVY MOUNT MAIN MOUNT AUX MOUNT Effect: State a quick action you want the target to
take. If the target doesn’t take that quick action on
CORE SYSTEM their next turn, you can immediately make an attack
against them.
ZERO SYSTEM
If they do take the action, you gain +1 Advantage on
ZERO System your next action.
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 LICENSE I:
choice within range of your sensors. SEARCH EYE, VULCAN GUN

You gain Zero Reaction. 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.

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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.

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Gundam Heavyarms
Artillery
CORE STATS
Size: 1 Save Target: 10
Armor: 1 Sensors: 15
HULL SYSTEMS
HP: 8 E-Defense: 8
Repair Cap: 3 Tech Attack: -1
AGILITY SP: 6
Evasion: 6 ENGINEERING
Speed: 4
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 FLEX MOUNT
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.

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Explosive Payload
LICENSE I: 2 SP, Limited 3, Mod
ARMY KNIFE, VOLLEY Choose one launcher weapon. On a hit with this
weapon, expend a charge as a free action to activate
Army Knife an explosion, adding a Blast 2 to the attack. If the
Auxiliary Melee, Accurate, AP attack already has a Blast, it increases in size by 1.
[Threat 1][1d3 Kinetic]
This weapon is made from gundanium alloy, allowing it LICENSE III:
to slice through most enemy frames. MICRO MISSILE, SUPPRESSING FIRE

Volley Micro Missile


2 SP Auxiliary Launcher
[Range 5][1d3 Blast]
You can consume a Lock On to increase your range
with a ranged attack by 5. You still gain the benefits On a critical hit, you can make another attack
of consuming the Lock On, but you can only attack with +1 Disadvantage. You can repeat this with
the target that had the Lock On. another critical hit, increasing the total amount of
Disadvantage by 1 each time.
LICENSE II: HEAVYARMS FRAME, BEAM
GATLING, EXPLOSIVE PAYLOAD Suppressing Fire
2 SP, Protocol
Beam Gatling As a full action, you lay down covering fire in a Cone
Heavy Cannon, Ordinance 6. Any creature that enters or moves in this cone
[Range 8][2d6+3 Energy] triggers an Overwatch attack from you. As a quick
A target his by this weapon becomes Shredded until action, you can reposition the cone. You can’t move
the end of your next turn. while in this mode.

You can end this mode as a quick action.

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Gundam Sandrock
Defender/Support
CORE STATS
Size: 1 Save Target: 11
Armor: 3 Sensors: 10
HULL SYSTEMS
HP: 8 E-Defense: 8
Repair Cap: 3 Tech Attack: -1
AGILITY SP: 5
Evasion: 6 ENGINEERING
Speed: 4
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 MAIN MOUNT
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.

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LICENSE III:
LICENSE I: CROSS CRUSHER, SHIELD FLASHER
HOMING MISSILE, SHIELD
Cross Crusher
Homing Missile 2 SP, Mod
Main Launcher, Accurate, Seeking Choose one melee weapon. You can make an attack
[Range 10][Blast 1][1d6 Kinetic] with it as a full action. On a hit, the attack deals 1d6
These long range missiles always find their target. AP bonus damage.
text

Shield Flashers
Shield 3 SP, Limited 3
Aux Melee Each character in a [Cone 5] area must make a
[Threat 1][1d3 Kinetic] Systems Save. On a failed save, the character only has
Instead of making an attack with this weapon, you line of sight to adjacent spaces until the end of their
can choose to use it defensively. If you do so, all next turn.
attacks against you gain +1 Disadvantage until the Shield flashers release a blinding flash of light.
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.

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Gundam Shenlong
Striker
CORE STATS
Size: 1 Save Target: 10
Armor: 0 Sensors: 5
HULL SYSTEMS
HP: 8 E-Defense: 7
Repair Cap: 5 Tech Attack: +0
AGILITY SP: 6
Evasion: 11 ENGINEERING
Speed: 5
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 FLEX MOUNT
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.

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Parry LICENSE III:
2 SP FLAMETHROWER, TWINNER WEAPON
You gain the Fighting Parry reaction.
Flamethrower
Fighting Parry Aux CQB
1/round, reaction [Cone 3][1 Energy + 2 Burn]
Trigger: You are targeted by an attack. If attached to the same mount as a Dragon Fang, the
Effect: The attack gains +1 Disadvantage. If the flamethrower can use a caught character as the point
attack misses you, you can apply Lock On to the of origin for the attack. The caught character must be
attacker as a free action. the first space of the cone.

Twinned Weapon
3 SP, Mod
LICENSE II: SHENLONG FRAME, DRAGON Choose one weapon. You can roll 2d20 when
FANG, TAIL CANNON attacking with this weapon and take the highest
result. If the attack affects multiple targets, you only
Dragon Fang gain this bonus against one of the targets of your
Main Melee, Seeking choice.
[Threat 2][1d3+1 Kinetic]
You have two copies of a weapon that work in tandem
You can make a melee attack with this weapon with a with each other.
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.

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Gundam Deathscythe
Striker
CORE STATS
Size: 1 Save Target: 10
Armor: 0 Sensors: 10
HULL SYSTEMS
HP: 8 E-Defense: 7
Repair Cap: 3 Tech Attack: +0
AGILITY SP: 6
Evasion: 12 ENGINEERING
Speed: 6
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:
Blinding Speed
BEAM SCYTHE, BLINDING SPEED
1 SP, Unique
You are Invisible while moving. Your invisibility
Beam Scythe
ends if you initiate an attack.
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

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LICENSE II: DEATHSCYTHE FRAME, LICENSE III:
AUXILIARY BOOSTERS, SCISSOR SHIELD CLOAK SYSTEMS, DASH DANCE

Auxiliary Boosters
2 SP, Unique, Protocol, 1 Heat (Self)
Cloak Systems
When you Boost, you can move up to 4 additional
3 SP, Protocol, Unique, 2 Heat (Self)
spaces, but your movement must be in a straight line.
You become Invisible until you take damage, or until
Scissor Shield the end of your next turn.
Aux Melee, Thrown 5
[Threat 1][1d3 Kinetic] Dash Dance
2 SP
This weapon gains Seeking when thrown. When you
Brace, any remaining damage you take is reduced by You can Disengage as a quick action or a free action
1d3 to a minimum of 1. 1/turn. If you Disengage as a free action, you take 1
Heat (Self).

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