Combat

1) Initiative  - Save VRS Newtype Initiative is rolled (if applicable)
(characters that fail cannot go before any Newtypes with the Newtype Initiative ability)
- Roll Standard Initiative
(d20 + Initiative Bonuses, the highest number goes first)

2) Fight or Flight - Characters that do not wish to attack this melee must announce this. Those characters cannot attack on their turn but may still move. Those characters only use 1 APM on every 2nd turn.

3) Turn Actions - On their turns each combatant may move and attack. (In any order or at the same time.) To attack you must do so in this order
a) state the weapon/attack being used.
b) Make a called shot if desired.
c) State the newtype power being used if any.
d) Roll d20 and add applicable bonuses.

When defending you can
a) let it hit you
b) dodge at the cost of 1APM
c) Leap Dodge
d) Parry (taking damage to that section)
e) Roll (taking ½ damage)(can not be attempted if the attack is a beam attack or a blade attack)

If hit
a) defender may attempt roll. If applicable and if not previously attempted.
b) defender must roll applicable saves (if required).
c) attacker rolls damage.

4) Armor Types- When, taking damage the damage inflicted by the attacker is reduced by your armor type

super high tensile steel- no damage reduction
titanium alloy- reduce damage by 10
titanium/ceramic composite- reduce damage by 15
Luna titanium alloy- reduce damage by 20

5) Weapon Types-
Beam- damage cannot be reduced by a successful roll.
Blade- damage cannot be reduced by a successful roll.
Explosive- ½ damage is inflicted to all attached sections of a vehicle or mobile unit. Not including large vehicles (battleships), and Mobile Armors.
Melee- all damage done to large vehicles (battleships) and Mobile Armors is doubled.
Projectile- no special feature.

6) Weapons Saves-
Beam Save- if failed the beam destroys the section hit regardless of remaining durability. The beam then continues on its directed path. Large vehicles (battleships) and Mobile Armors are immune to this and do not need to save when hit. However some sections of large vehicles are vulnerable such as protruding weapons and the main bridge.
Stun Save- if failed the defender cannot move, attack of defend (may still role saves) until the end of the attackers next turn. If on the attackers next turn the defender makes a successful save or the attacker misses or does not attack with the stunning weapon, the defender is no longer stunned.
Other- All other weapons that do not have a Beam Value or Stun Value fall into this category. If 80 damage or more is inflicted on the defender’s mobile suit, then the suit is knocked of balance/knocked over and must spend it’s next turn regaining their balance/picking themselves up.

7) Mobile Unit’s Hand Damage- equal to the mobile unit’s strength –20.

8) Distance Modifiers-
-2 strike on targets at mid range
-4 strike on targets at long range

9) Target Type Modifiers-

When using a Mobile Unit

Mobile Unit- no modifier
Vehicle- -2 strike penalty
Large Vehicle (battleship)- +4 strike bonus
person- -4 strike penalty

When using a Vehicle

Mobile Unit- no modifier
Vehicle- no modifier
Large Vehicle (battleship)- +4 strike bonus
person- -2 strike penalty

When using a Large Vehicle (battleship)

Mobile Unit- -2 strike penalty
Vehicle- -2 strike penalty
Large Vehicle- no penalty
person- -4 strike penalty

When using no vehicles (just you)

Mobile Unit- +4 strike bonus
Vehicle- +4 strike bonus
Large Vehicle- +8 strike bonus
person- no modifier

10) Terain Modifiers
Atacking airborn target from ground -2 strike penalty
Atacking space target from space surface -2 strike penalty
Atacking submerged target from ground or air -4 strike penalty