Weapons Systems:
Justice Mobile Suit
1) MA-M20 “Lupus” Beam Rifle – The Lupus Beam Rifle is the primary hand-held ranged weapon of the Justice. Based on the prototype beam rifles of the stolen GAT-X series of mobile suits, the Lupus is more advanced in terms of increased damage capacity and lower energy use, at a comparable effective range. The rifle is hand held at use and stored at the back part of hip of the mobile suit when not in use. The Lupus Beam Rifle can be used in both Normal and HiMAT modes. It can also be used in the Blitzkrieg Attack. The rifle cannot be used in underwater combat, however.
• Primary Purpose: Assault
• Secondary Purpose: Anti-mobile suit
• Range: 5000 feet (1500 meters) in atmosphere; 10000 feet (3000 meters) in space
• Damage: 2d8 x 10 MD per shot, the beam rifle can cannot fire bursts
• Rate of Fire: One shot per attack. Number of total attacks equal to number of attacks of pilot and mobile suit.
• Payload: reliant on power supplied by mobile suit.
• Power Usage: 10 EU per attack
2) MA-M01 “Lacerta” Beam Sabers (2) – The primary melee weapons of the Justice are two “Lacerta” beam sabers mounted on both sides of the hips of the mobile suits. These were based on the beam sabers of GAT-X series of mobile suits. Reverse engineering and research by ZAFT’s mobile suit designers improved the sabers, giving them increased damage capacity at the same energy use. Via an interlocking hard point, the power conduit of the saber’s pommel connects to the palm of the hand, and power can be sourced from the Justice’s main power supply to provide beam energy for the saber.
The sabers can be used singly or both at the same time, as long as the hand actuators are not holding anything. The beam sabers can also be connected together to form a double-sided beam saber, which can do damage and use energy as two sabers, but together uses only one attack
Utilizing the contact of charged particles and extreme heat energy for penetration, the beam saber’s blade can cut through most metals used by armored mobile weapons. A successful critical strike roll by the mobile suit can sever a joint or part of a mobile suit or mobile armor during the attack, as long as it was a called shot attack. A failed critical strike roll but successful attack roll will do normal damage to the target. The beam saber can also be used to parry other melee beam weapons. A successful parry roll is needed to do a saber block.
The beam saber, however, can only be used as long as there is enough EU that can be used from the main nuclear reactor. Power from the APU cannot be used by the beam sabers.
The beam sabers can be used in both Normal and HiMAT modes. The sabers cannot be used in underwater combat and in the Blitzkrieg Attack, however.
• Primary Purpose: Melee Assault
• Range: Melee
• Damage: Per Saber: Slashing attack: 2d10 x 10 MD; Piercing attack: 3d8 x 10 MD; can sever a joint or part of a mobile suit or mobile armor with a successful critical Justice roll in a call shot attack. Double damage when used the sabers are used together or connected into a double-sided saber.
• Payload: reliant on power supplied by mobile suit.
• Power Usage: 15 EU per round/saber
3) MMI-GAU1 “Sagittus” 20mm CIWS (2) – The Justice mounts four linked-fire CIWS for anti-missile fire and short ranged combat. The guns are mounted on both sides of the head, two per side. The CIWS can fire at a 75 degree turning arc of the head, on a frontal facing of the mobile suit. The CIWS can be used even when the main nuclear power reactor is shut down as long as power can be drawn from the APU. The Sagittus CIWS can be used in both Normal and HiMAT modes. The CIWS cannot be used underwater and the Blitzkrieg Attack, however.
• Primary Purpose: anti-missile/anti-aircraft
• Secondary Purpose: point-blank/short ranged attack
• Range: 2000 feet (600 meters)
• Damage: 2d6 MD per short burst, 4d6 per long burst, 1d6 x10 for full melee burst.
• Rate of Fire: Equal to the number of attacks of the pilot and mobile suit
• Payload: 200 rounds, equal to 40 short burst, 20 long burst, or 10 full melee burst.
• Power Usage: 1 EU per attack
3) Anti-Beam Shield – The Justice can carry an anti-beam shield which the mobile suit can use to block attacks. The shield is mounted on the left arm by default, although it can be used on the right hand. The shield provides 1400 MDC of protection. The shield was specifically design to defend against beam weaponry (beam rifles, beam sabers, plasma beams, hyper-impulse cannons, etc). The shield can absorb 210 MD of beam damage without depleting its MDC. Any beam attack with more than 210 MD of damage will minus 210 MD from it while the rest will be HALVED then subtracted from the remaining MDC of the shield. Projectile weapons (auto-cannons, missiles, grenades, impact weapons, melee weapons, etc) will cause full damage to the shield. In order to use the shield, the pilot must declare that he will parry an attack with it. He then makes a successful parry roll to intercept an incoming attack. The shield is destroyed when its MDC reaches 0, and any excess MD is subtracted from the arm actuator that held the shield.
• Primary Purpose: Anti-beam defense
• Secondary Purpose: Defense
• Damage Capacity: 1400 MD
• Power Usage: None
4) RQM51 “Bassel” Beam Boomerang (2) – Mounted on the right and left shoulders and hand-held in use, is two RQM51 “Bassel” Beam Boomerangs. The “Bassel” was based on the Sword Strike Gundam's "Midas Messer" beam boomerang. Using the principles of a boomerang, the Justice throws it at its targets. Also the boomerangs have two strike rolls per attack. If the first strike misses, the pilot rolls a second to see if the boomerang hits on its return flight. It returns to the Justice if the it misses its target. A successful hit will cause damage to the target, and the boomerang flies back to the Justice throwing hand. Like the beam sabers, a successful critical strike roll by the mobile suit can sever a joint or part of a mobile suit or mobile armor during the attack, as long as it was a called shot attack. A failed critical strike roll but successful attack roll will do normal damage to the target. Also the beam boomerang can only be used ONCE per round per boomerang. The beam boomerangs cannot be used in the Justice’s Blitzkrieg Attack.
• Primary Purpose: Anti-mobile suit/anti-aircraft
• Range: 3500 feet (1100 meters)
• Damage 2d8 x 10 MD; can sever a joint or part of a mobile suit or mobile armor with a successful critical strike roll in a call shot attack.
• Rate of Fire: Once per round per boomerang
• Power Usage: 10 EU per attack
5) Hand-To-Hand Combat - If necessary, the Justice can engage in melee combat rather than use a weapon. The Justice is agile and can execute most typical hand-to-hand combat moves, such as punches, jump kicks, leap attacks, etc. Melee combat can be used in both Normal, underwater and HiMAT modes except for Blitzkrieg Attacks.
Damage:
• Restrained Punch: 1d8 MD
• Full Strength Punch: 3d8 MD
• “Booster” Punch: 5d8 MD (counts as two attacks)
• Tear/Pry with Hand Actuators: 2d8 MD
• Kick: 2d6 MD
• Leap Kick: 3d8 MD
• Body Flip/Throw: 4d8 MD
• Stomp: 2d8 MD (only effective against objects up to the height of the MS’ knees)
Fatum-00 Subflight Lifter
6) M9M9 “Cervus” Turret Machine Guns (2) - The Justice mounts two machine guns for anti-missile fire and short ranged combat. The guns are mounted on turrets on both sides of Fatum-00 subflight lifter. The CIWS can fire at a 360-degree turning arc of the turret. The CIWS can be used even when the main nuclear power reactor is shut down as long as power can be drawn from the Fatum-00’s Type 1 battery. The Cervus CIWS can be used only HiMAT mode. The CIWS cannot be used underwater and the Blitzkrieg Attack, however.
• Primary Purpose: anti-missile/anti-aircraft
• Secondary Purpose: point-blank/short ranged attack
• Range: 2000 feet (600 meters)
• Damage: 2d6 MD per short burst, 4d6 per long burst, 1d6 x10 for full melee burst.
• Rate of Fire: Equal to the number of attacks of the pilot and mobile suit
• Payload: 200 rounds, equal to 40 short burst, 20 long burst, or 10 full melee burst.
• Power Usage: 1 EU per attack
7) MA-4B “Fortis” Beam Cannons (2) - For long ranged weaponry, the Justice has two Beam Cannons mounted in front section of the Fatum-00 subflight lifter. Using high-energy plasma particles accelerated and fired in beam form, the intense heat and radiation causes concentrated massive amounts of damage at a greater range. The primary drawback is the higher energy consumption per shot; the plasma required consumes 100 EU per shot per cannon. The beam weapons can use power from the mobile suit and the subflight lifter’s battery. These weapons are used primarily for direct-fire support in anti-mobile suit combat. The Fortis Cannons can only be used in HiMAT mode and the Blitzkrieg Attack.
• Primary Purpose: Plasma Beam Direct-Fire Support Artillery
• Range: 30000 feet (9000 meters) in atmosphere; 60000 feet (18,000 meters) in space
• Damage: 3d10 x 50 MD
• Rate of Fire: Up to four (4) attacks per round; one (1) shot per attack
• Payload: reliant on power supplied by mobile suit or subflight lifter
• Power Usage: 100 EU per shot/cannon
GAU5 “Volucris” Machine Guns (4) – Mounted on the side of the front intakes of Fatum-00 subflight lifter, two on both sides, are four “Volucris” Machine Guns. These are the primary anti-aircraft and anti-mobile suit weapons of the Fatum-00 system. These can be used in remote flight and HiMAT modes, but cannot be used in the Blitzkrieg Attack.
• Primary Purpose: anti-missile/anti-aircraft
• Secondary Purpose: point-blank/short ranged attack
• Range: 2000 feet (600 meters)
• Damage: 2d8 MD per short burst, 4d8 per long burst, 1d8 x10 for full melee burst.
• Rate of Fire: Equal to the number of attacks of the pilot and mobile suit
• Payload: 200 rounds, equal to 40 short bursts, 20 long bursts, or 10 full melee bursts.
• Power Usage: 1 EU per attack
9) Optional Use of the METEOR system – When in space, the Justice can dock and use the Mobile suit Embedded Tactical EnfORcer (M.E.T.E.O.R.) system that enhances its speed, maneuverability and combat capabilities of the Justice for space combat. This can be used in space ONLY (see below).
Combat Notes:
Fatum-00 Subflight Lifter – The Justice comes equipped with the Fatum-00 subflight lifter that doubles as an aerospace vehicle for the Justice and augmentation backpack. The lifter is attached as a backpack to the back of the Justice when not in used. The lifter increases the speed of the Justice while in flight, thanks to the use of the lifter’s powerful engines and thrusters. Also, the lifter has a Type 1 energy to power the lifter and the lifter’s weapons.
In HiMAT mode, the backpack flips up 90 degrees to rest on the shoulders of the Justice, allowing the use of the forward firing beam cannons and machine guns while in flight. The beam cannons can be used in the Blitzkrieg Attack while in HiMAT mode.
Also in HiMAT mode, the Fatum-00 can also detach from the Justice to become a separate flyer. The flyer can attach to the feet of the Justice to provide a stable firing platform for all its weapons.
The flyer can also maneuver on its own as a remote-controlled, aerial fighter. The pilot controls the flyer via the interface computer of the Justice. As a remote fighter, the Fatum-00 is highly maneuverable, with an additional +3 bonus to dodging aside from the standard dodge bonuses of the Justice.
Destroying the Fatum-00 still allows the Justice the ability to fight and fly, but can only use the weapons in the main body of the mobile suit, and decrease the maximum speed to that of the mobile suit.
High Maneuverability Aerial Tactics (HiMAT) Mode – The Justice can engage in combat in two modes: Normal and HiMAT. Normal mode is when the Justice is fighting on the ground or underwater. The plasma beam cannons and the rail cannons cannot be used in Normal mode. The exception to the rule is that the rail cannons can be used underwater.
The high maneuverability aerial tactics (HiMAT) mode is the special combat maneuvering mode of the Justice, used primarily in air and space-superiority combat. This mode can only be used while flying and not on the ground. In HiMAT mode, the connected Fatum-00 flips up 90 degrees with its beam cannon facing the forward arc of the Justice. By optimizing the positions and angles of the variable wings of the Fatum-00 subflight flyer and the use of the main and vernier thrusters of the Justice, HiMAT mode allows for increased maximum maneuvering speed for the Justice, as well as a higher flight ceiling within the Earth’s atmosphere. HiMAT allows for the use of all the weapons systems of the mobile suit and the increased strike/dodge/parry bonuses to attack rolls.
In HiMAT mode, with the use of the advanced multiple targeting system of the Justice, the pilot can execute the Blitzkrieg Attack. This allows the pilot to engage multiple targets all at once in a single melee round. The number of targets able to engage and the maximum number of attacks executed is equal to the total number of attacks of the pilot and mobile suit combined, with a minimum of one (1) target engaged. The pilot can attack with any of the Justice’s ranged weapons, with the exception of the beam sabers, hand-to-hand combat and machine guns/CIWS, plus the weapons of the METEOR systems when docked with the Justice, except for the giant beam swords.
When executing the Blitzkrieg Attack, the pilot must designate how many attacks will a weapon use, with consideration of weapon firing limits per melee. The pilot will also designate which target will be engaged by each weapon attack. A single target can be engaged by up to three (3) attacks. Furthermore the pilot can make called shots with the Blitzkrieg Attack; he has to designate which parts of the targets engaged to be hit. He then does separate attack rolls for each attack. Also, the pilot gains a +4 bonus to strike for the attack rolls during a Blitzkrieg Attack.
However, a pilot CANNOT attempt to dodge or parry when executing the Blitzkrieg Attack, nor execute any other attacks for the melee round. He can only execute ONE Blitzkrieg Attack per melee round also and may not make any other attacks for that round. The pilot can execute leap dodges, however.