GUNDAM PILOT (OPERATION METEOR)

Return to Home

Return to Advanced Classes

Return to Gundam Setting Guide

Return to Gundam Advanced Classes

**Setting:** Gundam After Colony Timeline

In the year After Colony 195 when the colonies began open rebellion against the over bearing Earth Alliance Government, they called on 5 elite soldiers Piloting legendary mobile suits called Gundams to commence with Operation Meteor. These young men came from varied backgrounds and were trained to the extreme.

**Requirements**

To qualify to become a Gundam Pilot, a character must fulfill the following criteria.

**Base Attack Bonus:** +5

**Skills:** Computer Use 6 ranks, Demolitions 6 ranks, Pilot (mecha) 6 ranks, Repair 6 ranks, Spot 6 ranks, Search 6 ranks, Survival 6 ranks.

**Feat:** Personal Firearms Proficiency, Skill Focus [Pilot (mecha)], Vehicle Weapons Proficiency, Zero-G Training.

**Class Information**

The following information pertains to the Gundam Pilot advanced class.

**Hit Die:** The Gundam Pilot gains 1d3 + the Characters Constitution modifier in Hit Points per level.

**Action Points:** 6 + one-half character level, rounded down, every time the Gundam Pilot attains a new level in this class.

**Skill Points at Each Level:** 5 + Int modifier.

**Class Features**

The following features pertain to the Gundam Pilot advanced class.

**Death Wish**

The Gundam Pilots selected and trained for Operation Meteor were tough, prepared to continue fighting against OZ in the name of the Colonies even if it meant forfeiting their own lives. Starting at 1st level a Gundam Pilot does not apply penalties from going down on the Condition Track to any Pilot skill checks they make.

**Unnatural Piloting**

A Gundam Pilot learns to pilot a mecha to such an extent that often the Gundam Pilot may very well be better at controlling a mecha than they can control their own body. At 1st level, 4th level, 7th level, and 10th level the Gundam Pilot begins to pilot at a level that exceeds his natural ability. When piloting a humanoid mecha the Gundam Pilot treats every Piloting check, Attack roll, and the mechas Defense Class are calculated as if their Dexterity score were a number of points higher equal to the bonus granted by Unnatural Piloting. The mechas Maximum Dexterity bonus still applies.

**Move Damnit!**

Starting at 2nd level, once per encounter a Gundam Pilot can spend an Action Point to negate the humanoid mecha they are piloting from going down one step on the Condition Track.

**Guerrilla Assault**

A Gundam Pilot is trained to take advantage of stealth and surprise, to confuse and either overwhelm and destroy their target, or else damage and bewilder their target escaping with as little damage to themselves and their mecha as possible. Starting at 3rd level when piloting a humanoid mecha the Gundam Pilot receives a +3 bonus to Pilot (Mecha) skill checks made to Hide or Move Silently with the mecha. Additionally the Gundam Pilot for purposes of the humanoid mecha he is piloting counts three-quarters concealment as full concealment, counts half concealment as three-quarters concealment, and counts one-quarter concealment as half concealment.

**Bonus Feat**

Starting at 3 level and every other level thereafter the Gundam Pilot gains a Bonus Feat. This bonus feat must be a Vehicle Feat, a Combat Feat, or an Unarmed Combat Feat, the Gundam Pilot must meet all prerequisites for all feats taken.

**Push It Past The Redline**

Starting at 5th level Gundam Pilot can push a humanoid mecha far beyond its normal operational limits. A Gundam pilot must declare that they are using this class ability. When a Gundam Pilot uses Push It Past The Redline he may add his full effective Dexterity bonus (including bonus from Unnatural Piloting) regardless of the mechas Maximum Dexterity bonus, additionally the Gundam Pilot treats the mecha as if all movement speeds were 5 meters faster, however using this ability comes at a cost, not to the Gundam Pilot but to the mecha. While using Push It Past The Redline the mecha suffers damage every combat round equal to 5 + how ever many points higher your effective Dexterity bonus is beyond the mechas Maximum Dexterity bonus x 2. Additionally for every 10 rounds or every full minute the Gundam Pilot uses Push It Past The Redline the mecha goes down one step on the condition track (this move one step cannot be avoided by Move Damnit!).

*Example:* A 4th level Gundam Pilot is piloting a humanoid mecha with a Maximum Dexterity bonus of 2, that Gundam Pilot has a Dexterity of 16 and Unnatural Piloting (+2) giving the Gundam Pilot an effective Dexterity of 18 when piloting a humanoid mecha. Then the Gundam Pilot chooses to use Push It Past The Redline this means that the Gundam Pilot is able to use his full +4 effective Dexterity bonus, and the mecha suffers damage equal to 2 x 2 + 5 meaning the mecha takes 9 damage each round.

**Creative Mechanic**

A Gundam Pilot is very deeply familiar with humanoid mecha and the technology that is used in their construction. Starting at 6th level the Gundam Pilot can make relatively creative repairs on a humanoid mecha even when using improvised tools. A Gundam Pilot can cannibalize a working system on a mecha to restore a nonfunctional system on a mecha, or advance the mecha one step on the Condition Track. The cannibalized system becomes nonfunctional. This ability does not grant the Gundam Pilot the ability to restore hit points or missing limbs to a humanoid mecha without available parts, however such parts can be cannibalized from another humanoid of the same size category. The Gundam Pilot can make improvised repairs using this ability even without the appropriate tools though the repair time needed is doubled.

**Panic The Enemy**

Starting at 8 level a Gundam Pilot has learned how to use surprise, shock, and awe to create chaos, panic, confusion, and out-right terror in his enemies. When attacking an unaware enemy force using a humanoid mecha, and he kills or destroys an enemy unit during the surprise round, all remaining enemies allied to the killed or destroyed enemy must make a Will Save TN equal to the 1/2 the Gundam Pilots character level + 10. if the enemies fail this Will Save they are Panicked and must spend the next round fleeing from the Gundam Pilots mecha.