Technology Buffs & Nerfs

## Nano-Laminate Armor Strength Table

Nano-laminate has been nerfed across the board to allow it to be damaged by beam weapons. Despite this it is still very effective at resisting beam weaponry. Its strength is based on reactor amount.

* 1 Ahab Reactor:  2 Beam Cannon shots/4 Beam Rifle shots
* 2 Ahab Reactors: 4 Beam Cannon Shots/ 6 Beam Rifle shots
* 3 Ahab Reactors: 6 Beam Cannon Shots/ 8 Beam Rifle shots

Do note this is with mobile suit based weaponry, ship based weaponry is more effective as well.

Nano-Laminate also recieves a weakness to DoDS Weaponry due to its enhanced penetration. These values are halved against DoDS Weaponry, but while engaging Nano-Laminate DoDS weaponry loses its AOE effect and acts much closer to a drill.

## Modernization

**Main Article:** Modernization

All Pre-CCA Universal Century Mobile suits are permitted to be modernized to post CCA mobile suit specs without being at Advanced Progression level. This includes thrusters, armor, frames, cockpit and weapons, for those who wish to partake in this buff please submit a mobile suit application for custom-and-original-ms-application

## Twin Drive System

This rulings is about the Twin Drive System (TDS) for canon suits and custom suits.

* The TDS system itself is not exclusive.
* True Drive TDS is initially locked to exclusive suits.

* At Elite custom 00 mobile suits will be able to use TDS system with Tau drives only, until you acquire IRP true drives then at champ you can use them. This will be a case-by-case basis, so not everyone will have just like that. Both TDS versions will take work, and might have more stipulations to earn or acquire.

* Quantization: Is available to all TRUE Twin Drive System Mobile suits.

## Buffs to all Canon Gundam Capital Ships

All canon capital ships are able to withstand significantly more punishment, Mobile suits unable to one shot entire ships with basic weaponry.

## Solar Power Generation System

Powerplant adjustment for all mobile suits that use the Solar Power Generation System such as the Union Flag will primarily use their built in battery.

HOWEVER they are permitted to use the Solar Power Generation System to recharge their batteries freely and run for longer periods of time.

## Trans-Am Turn Limit for GN Mobile Suits

* Intermediate 1 turn
* Advanced 2-3 turns
* Elite 4-5 turns
* Champion 6-8 turns

These rules are the same for the GN Tau Drive, though the big difference between the two is the GN Tau Drive will be rendered largely In-operable after its usage. For RP's sake, the GN Tau Drive will have enough juice to retreat you from battle.

## Qan (T) Power Balance

Xeo and I both understand that the Qan T has been the subject of much debate due to its great power, and potentially game breaking mechanics. This is a list of power balances to help bring the suit down to RP levels.

1. Quantization is not unlimited and is heavily dependent on the level of innovation of the pilot. Basically if your not an innovator you cant even quantize and consecutive quantization will have an mental strain on the pilot, Nausea, headaches, worse case scenario they enter a deep sleep/coma like state. Though quantization through weapons and such is still effective but can not be spammed as shown in SD gundam. More like it will have a cool down of 2 post turns up to 5 depending on the mass and size of what is quantized.
2. Trans-Am/Trans-Am Raiser (Quantum Burst) No direct buffs or nerfs to the suit due to its champion level. It'll still be limited by the current RP Trans-am Turn Limit (Quantization is still limited as in point 1.)
3. The Raiser Sword will have a wind up of 1 post. Only able to be used during Trans-Am, and will only be used once per Trans-Am to prevent spam.
4. The rest of the suit's abilities will not be buffed or nerfed, with them fitting well into the high Champ tier.

## Gundam 00 Trial System Rework

The Trial System presented a challenge to make relevant in Evo due to canonically it only affects mobile suits linked to Veda. Due to Veda not existing in Evo, Xeo and I decided to adjust it and make it a counter to GN mobile suits. Though we also didn't want to make them completely useless.

Within the Trial System's range all GN suits will receive a debuff.

### Debuffs

1: ALL RANGED GN BEAM WEAPONS BECOME INEFFECTIVE. This includes weapons fired within the field and weapons fired into the field. The shots will break up in a similar style to Anti-Beam Smoke.

2:TRANS-AM IS UNUSABLE, AND IS HALTED IF ALREADY IN PROGRESS. Due to its super high particle output

Unchanged

* GN Beam sabers are unaffected due to constant particle output
* GN Physical blades unchanged
* GN Missile's unchanged

### Trial System Turn Limit by Tier

* 4 turns Advanced
* 5 turns Elite
* 6 turns first half of Champion
* 8 turns last half of Champion

With a cool down/recharge time of:

* 6 turns Advanced
* 5 turns Elite
* 4 turns early Champion
* 3 turns late champion

**During Trial System Usage:** The Trial System equipped mobile suit will still be combat capable, but it will suffer the same debuffs.

The system affects both friendly suits and enemy suits.

### Closing Notes

This is done to provide a harsh counter for GN suits, as well as give emphasis on making the support aspect of the Trial system viable and have a use in RP. The usage of GN Beam sabers is to allow the machines to defend themselves or try to counter the trial system suit while under it's effects. Debuff goes away once the suit has been destroyed or time has elapsed.

### Other Notes

* Twin Drive Suits receive the same debuff and have no special benefits for TDS.
* Trial System is also exclusive to the suits that have been built with it.

## Dober Gun Ruling

Due to animation inconsistency within Gundam Wing where the Dobergun is shown to fire both beams and physical rounds we have made a ruling regarding it.

Dober guns may fire both beams and physical rounds just as different ammo types that must be changed out.

## AEG-FX Bursting Ruling

The AGE-FX burst has been nerfed to be 1.5 times the suits performance as opposed to 10x the suits performance.

## Funnel Rulings

For those who aren't tracking funnels and remote weapons are permitted in all characters after advanced. This includes DRAGOONS, Fangs, Funnels, Bits, INCOMS. Etc.  While this has always been the case here, this is the official writing of it. This includes characters that are naturals. In Canon this would only extend to systems such as the Quasi Psycommu system and limiting them to INCOMs.

In Evo this is not the case. Quasi-Psycommu can use normal funnels. For those not psychically attuned, they'll be operated by computers, similar to DRAGOONs and Fangs

There will be limits placed on these as well.

### For Naturals

#### Universal Century Bits/Funnels

* Two funnels at Advanced,
* Four funnels at Elite-Champion
* INCOMs no limit

#### DRAGOONs

* DRAGOONs no limit at advanced
* No Limit on Gunbarrel System

#### X-Rounder Particle Bit

* 15 Particles at one time at Elite
* 25 Particles at one time at champ
* Any other Bit System uses the same as UC rulings.

#### Flash System

* 1 at Elite
* 3 at Champion

Do understand that natural humans aren't as effective as psionic, or cybernetic characters at using remote weapons.

## Mobile Suits are Stronger, But Also Weaker

What does this mean? Essentially mobile suits here are closer to their walking tank style western cousins. Though on the other side of this, while machines across the board are tougher and can take more damage, more weapons are able to damage them.

For instance a mobile suit is able to tank a direct beam rifle strike in say its chest, maybe only loose a piece of a limb instead of exploding at a simple passing pew, or shot to the leg. Or a 180mm cannon shot to the body.

On the opposite end of this, missiles or say a 120mm Machine Gun is capable of damaging your armour. This is excluding special armour buffs from Phase Shift Armour, or Nano-Laminate armour which are better against Ballistics or Beams. Armour like Gundamium from Wing is tough, and encourages different tactics than a mobile suit with Luna Titanium, but is not impervious to attacks like its shown in the show. A big difference to this is ship based CIWS, which will shred a mobile suit limb from limb, and through rate of fire. MS joints, sensors, thrusters, hands are also vulnerable to head vulcans.

Things like this also encourage smarter use of your armour with angling, using your shield.

## F91 Gundam F91 (MASS PRODUCTION SPECIFICATIONS)

Following adjustments to the tier list, the F91 Gundam F91 has had it's Mass Production Version added. While both the standard F91 and MP F91 are visually the same, their specifications are different, as the MP does not feature the same special systems as the normal F91. Below are listed the differences between both, backing up why the MP spec is advanced.

Removal of:

* Bi-Sensor
* **ME**tal **Peel-Off** **E**ffect
* Full Operation Mode

Simplification of:

* Bio-Computer
* **M**ultiple **C**onstruction **A**rmor

These changes to the F91 essentially mean that the MP Model cannot access the original's Full Operation Mode, while also having a weaker performance in terms of the Biocomputer, as the Biosensor has been removed.

There can exist multiple MP F91s at any given time. Furthermore, all of them can be upgraded into the Harrison Madin Spec F91, however, doing so requires an Elite tier character.

In essence, the MP F91 cannot access the prototype's special features, and neither can it access the MEPE, even when fully upgraded.