mobile suit gundam skirmish 1 3
TRANSCRIPT
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A “Mobile Suit Gundam” WargameCreated by DonkusGaming (Version 1.3)
Introduction pg. 2
What you will need pg. 3
Setting up a game pg. 4
Sequence of play
Fast Actions pg. 6 Move pg. 7 Shoot pg. 8 Slow Actions pg. 10 Close Combat pg. 11 Damage pg. 12
Special rules pg. 13
Factions pg. 17
Running a campaign
Character Pilot Creation pg. 19 Campaign Actions pg. 23 Campaign Maps pg. 24
Character sheet pg. 31
Custom Unit Creation Guide pg. 33
This strategy game and related documents are the property of myself, Liam Thomas, and may be not be reproduced in part or as a whole under any
circumstances except for personal, private use. They may not be published within any website or magazine, etc., or otherwise distributed publicly without
advance written permission (See e-mail address). Use of these documents as a part of any public display is strictly prohibited, and a violation of these terms
of use. The creator and possessors of this and related documents do not claim to own the concepts, names, trademarks, intellectual properties, definitions and
terms expressed within, including the terms GUNPLA, Gundam, Mobile Suit, et cetera. All rights to the aforementioned belong to their legal owners,
including but not limited to Namco Bandai, Sunrise, and Yoshiyuki Tomino. These documents are not intended for, or should be, sold or exchanged for
goods and services. If you paid for this product, you have been a victim of fraud. By modifying and/or reproducing these documents with prior written
permission, I agree to credit the creator, Liam Thomas ([email protected]). By using or possessing these documents, I agree to the terms of use
described here in the legal statements above. For more information, please contact the email address listed.
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2
It is the year 0079 of the Universal Century. A half-century has passed since Earth began moving itsburgeoning population into gigantic, orbiting space colonies: A new home for mankind, where people are bornand raised.
And die.
Nine months ago, the cluster of colonies furthest from the Earth, called ‘Side 3’, proclaimed themselves the‘Principality of Zeon’ and launched a war of independence against the Earth Federation. Initial fighting
lasted over one month and saw both sides lose half their respective populations. People are horrified by theindescribable atrocities that have been committed in the name of independence.
Eight Months have passed since the rebellion began.
They are at a stalemate.
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This latest version of “Mobile Suit Gundam: Skirmish” includes extensive tweaks to gameplaymechanics and additional rules, abilities and gameplay features courtesy of the brilliant
volunteer development team and play testers below. We hope you all sincerely enjoy the game asmuch as we do.
- Donkusgaming and Development Staff
Credits:
Game Designer, Author, Editor, and Photographer Liam Thomas (Donkusgaming)
Development Team Armando Nazario (Zeroholydragoon)Felix Barbosa (Dreadwolfsoul)Adriano Previti (Birillone_Boy)Felix SepulvedaGabriel CarbonelHector ValentinDaniel Morales
Play Testers Aeon SanoguetAriana ToroJose KajolicaFelix Barbosa (Dreadwolfsoul)Felix Sepulveda
Gabriel CarbonelHector ValentinDaniel MoralesArmando Nazario (Zeroholydragoon)Ian CollazoSteven Lugo
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3
What you will need:
This game is designed for two or more players. You will need the following items in order to
play the game:
• One or more printouts of this document for reference.
• A stick, ruler, or tape measure that measures in inches.
• 1/144 scale Gundam Plastic Model Kits (GUNPLA.) Ideally, you will need kits labelled High
Grade (HG) and/or Real Grade (RG.) Both varieties of kit are 1/144 scale and differ only inquality and detail.
Other scales of Gundam models or action figures may be used in the game, as long as allparticipating models in the game are the same scale. Possible scales should be no larger than
1/144 (the most common Gundam scale.) Some possible ideas include using MSIA figures (MobileSuit In Action) or small capsule toys.
Be sure to include enough models for every player. Use the “Unit Statistics” section to ensureeach player has an approximate points value in models to use.
• 1/144 scale terrain (or appropriate to suit your chosen scale.) N and O scale model train
accessories and 10 – 12mm sized models are acceptable. You should try to include a balance
of terrain features, including trees, water, hills, buildings, roads, etc.
• A few handfuls of six-sided die (D6) for each player. These are the only kind of die
required to play the game. It helps to have the die available in at least two distinctivecolours per player.
An idea for more than two players: With two or more players participating in a team battle,
the players may choose the order of participation within their team’s turn. The players should
roll a single die for initiative for each team, with said team (with priority) determining theplayer that performs their turn first. When this player finishes their turn, the opposing teamchooses a player and that player performs their turn. The team with priority now chooses their
next player (who has not yet had a turn) and the pattern repeats.
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4
Setting up a game:
This game must be played on a relatively
flat surface or game board of
approximately 5’ x 5’ in size. Alarge, square dining table makesfor a good reference. This area
forms what is called the “PlayingField.”
Each player may choose to deployunits from their chosen “Faction”
within their “Deployment Zone.”These zones should be on opposite
sides of the playing field. Adeployment zone can vary in size,
but should not be too big or toosmall, and even amongst players. A
12” diameter ‘stripe’ is typically
a good option. Each player shouldtake turns placing one model (a“Unit” in game terms) within his or
her deployment zone at a time, inany order or configuration they
desire. This is repeated until all
desired models are placed (ignoringunits attempting to “Ambush.”)
You are now ready to begin playing“Mobile Suit Gundam: Skirmish!”
Please note: Whenever the words“die” or “dice” are mentioned from
this point onward within thecontext of the game, these terms
refer to six-sided die (D6.)
Winning the Game:
The goal of the players should be decided before a game begins. There are several
different ways players can win the game. Below are some suggestions:
Game Type Set-Up Winning Conditions
DeathmatchEach player places an equal points value of units from their
faction within their respective deployment zones. Deployment zones
should be on opposing edges of the Playing Field.
The winner is the sole player with
units remaining in play.
Skirmish
Roll a D6 (+4 to determine how many turns all players can havebefore the game is over. Each player places an equal points value
of units from their faction within their respective deployment
zones. Deployment zones should be on opposing edges of the Playing
Field.
The winner is the player who destroys
the highest points value worth of
enemy units within the determinednumber of turns.
Objective
Place an important piece of terrain somewhere towards the centre
of the playing field. This is called the Objective. The objective
has a 10” radius around it called the Objective Zone. Roll a D6
(+2) to determine how many turns this zone must be occupied by aplayer’s units.
The winner is the player with thehighest point value of units within
the Objective Zone for the determined
number of turns.
Territory
Divide the playing field into 4 even quarters (or sectors.) Roll aD6 (+4 to determine how many turns all players can have before the
game is over. Each player places an equal points value of units
from their faction within their respective deployment zones.
Deployment zones should be on within opposing quarters (or
sectors) of the playing field.
The winner is the player with the
highest point value of units within
the majority of different quarters(or sectors) of the playing field
after the determined number of turns.
Battle Royale
Follows the same constraints as a Deathmatch, but with the arena
specifically designed so that each player cannot see within the
deployment zone of any other player at the beginning of the match.
This can be accomplished through the use of equally partitioned
wall sections. Typically six players are included.
The winner is the sole player with
units remaining in play.
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5
S e q u e n c e o f P l a y :
At the beginning of a game, a “Priority Roll” must be performed. To do this, players
roll a die each. The player with the highest number wins. Be sure to reroll each die if
there is a tie. The winning player may elect to take their turn first, the player withthe second highest roll may then decide second, and so on. The established turn order
remains the same throughout the entire game.
The structure of a turn:
1. “Initial Upkeep”: Either player rolls to deploy one or more “Ambush” units if theyhave any in reserve (see “Ambush” special Rule for more information,) “Command
Points” are tallied and “Orders” are given (see “Command” special rule for moreinformation,) and the current player’s units undergo “Drift”(when fighting in
space) if applicable (see “Space Combat” special rule for more information.)
2. “Perform Actions”: The current player individually takes the time to select each oftheir units, and with them perform up to two “Actions” including Move, Boost, Shoot,
Reload, and Switch Weapon. Units in particular states of “Morale” must make checks
before, or during certain actions (see “Morale” special rule for more information.)
Note: If at any point during the current player’s turn, any two opposing units are
in “Close Combat Range” of each other, this combat is immediately resolved as it
occurs.
3. “Final Upkeep”: Ensure any required tokens or markers are placed in their requiredlocations, and check if any player meets the required victory conditions (based on
game type) and declare a victor if necessary.
It is now the next player’s turn.
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6
Performing Actions
Each of a player’s units may perform up to two “Fast Actions” or one “Slow Action ” per turn. Whensaid “Actions” have been completed, the unit is now “Used” and may not perform any more “Actions”until that player’s next turn. Units can perform any combination of any two “Fast Actions” in anydesired order, including the same “Fast Action” twice (if possible.)
A unit’s “Fast Actions” include:
• ‘Active Ability’, ‘Idle’, ‘Move’, ‘Quick Reload’, ‘Shoot’, and ‘Switch Weapon.’
A unit’s “Slow Actions” include:
• ‘Aimed Shot’, ‘Piercing Strike’, ‘Boost’, and ‘Slow Reload.’
Fast Actions
Active Ability:
There are two kinds of abilities: “Active” and “Passive.” Active abilities may be used as a “FastAction” (simply following the instructions and conditions listed under that ability), while Passive
abilities are always active, and should be considered activated immediately in any relevant
interaction that involves said unit.
Idle:
The “Idle” action will cause a unit to do nothing by taking no action. This is sometimes useful when
carefully arranging or positioning units, waiting for an enemy to come into “Range” for “Shoot”
actions, or for blocking off a key part of the battlefield, forcing a target into Close Combat Range.
Quick Reload:
“Aimed Shot” or “Shoot” Actions cannot be performed if a weapon needs to be “Reloaded” after firing.Certain weapons do not require long to reload before enabling that weapon to be fired again. These
weapons will require a “Quick Reload” and are labelled as such under the appropriate unit statistic.“Quick Reload” actions differ to “Slow Reload” by allowing a unit to perform another “Fast Action” in
the same unit’s turn. However, if a unit has “Arm Damage” (Level 2) all “Quick Reload” actions forthis unit now require a “Slow Reload” action to be performed instead.
Switch Weapon:
The “Switch Weapon” action may be used in order to “Equip” a weapon. When a weapon is “Equipped” it isable to be used to perform “Aimed Shots” or “Shoot” actions, or if they are a “Close Combat Weapon”,
provide a bonus in Close Combat. In order to better understand this, consider the different equipment
types in the game:
Carried Weapons
A Mobile Suit may have up to two (2) carried weapons when being deployed. Only one may be “Equipped”
at a time, however. An MS begins a battle “Equipped” with any single one of it’s “Carried Weapons.”The “Switch Weapon” Action must be used to swap between them. Examples of carried weapons are a Beam
rifle or Zaku Bazooka. Carried Weapons are essentially what a Mobile Suit would have to hold in it’s
hands, or be holstered on it’s back (This excludes “Shields” and “Close Combat Weapons.”)
Mounted Weapons
A unit may have several “Mounted Weapons” at the same time. Mounted Weapons always count as “Equipped”
and do not have to have the “Switch Weapon” action used in order to shoot them. Examples of mountedweapons include Vulcan guns, or a Guncannon’s cannons, etc. These weapons are permanently a part of
the unit’s body.
Shields
This equipment type provides a bonus to a units defensive die pool. Shields always count as “Equipped”
and provide their defensive bonus unless they are chosen to be removed from a unit in order to prevent
an effect on the “Damage Chart” (see “Damage” section for more information.) Shields do not counttowards the “Carried Weapon” limit.
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Move: The “Movement” statistic shows how far a unit can travel during a “Move”
action. For Mobile Suits, this is equivalent to their running speed, and for
vehicles and other units it is their ability to move at full combat speed. MobileSuits are also capable of doing a “Boost” action instead of a “Move” action. This is
described in more detail later.
A unit can “Move” the value of their “Movement” statistic in inches. Units maymove shorter than this distance if desired, but never longer. When “Moving”
ensure that measurement is taken from the point on the unit closest to thedirection that you wish to travel, excluding obvious protrusions such as weapons,
wings, funnels, etc., to the opposite edge of the unit, as shown in the diagramto the right:
If a unit wishes to “Move” to a direction from their starting position towards an
area outside of their current “Sight”, then they must “Rotate” to do so, and soreduce how far they can travel whilst performing this “Move” action, for the
duration of said action. This is subtracted from the “Movement” value of the unit inquestion. Reduce a Mobile Suit’s “Movement” by 2” (3” for ground vehicles like tanks) when moving beyond sight up to 90 degrees to the left or right of the unit’s initialposition. Reduce a Mobile Suit’s “Movement” by 4” (6” for ground vehicles like tanks) when moving beyond sight between 90 degrees and 180 degrees to the left or rightof the unit’s initial position.
If, at any point when rotating, a unit is reduced to zero (0) inches or less,
then that unit does not move a negative distance, but rather rotates on thespot until it faces the desired direction it wishes to move, but simply does
not move. It must wait to perform another “Move” action.
For example, if a Zaku II decides it wants to move outside of it’s current positioninto an area (b) outside of it’s “Sight”, then it must reduce it’s “Movement”from 4” by 2” (the “Rotation Penalty” listed.) This results in the Zaku IImoving 2” in this direction. If the Zaku II decided it instead wanted tomove towards area (a) outside of it’s “Sight”, then it must reduce it’s“Movement” from 4” by 4” (the “Rotation Penalty” listed.) This resultsin the Zaku II just rotating to face this direction.
There are several other factors to consider when moving:
• Units must always end a movement facing the direction they moved towards.
• If at any point a unit performs a “Move” or “Boost” into an enemy unit’s “Close Combat Range” this is called a
“Charge.” (See “Close Combat” for more information.)
• Movement should always be in a straight, not curved line.
• You can never move through an opponent’s units, only allied units. This movement must also start and end at a pointoutside the “Close Combat Range” of the allied unit in question.
• Units cannot move through any kind of “Cover” in the surrounding terrain that is equivalent to a height of 50% or
greater of the unit in question (unless performing a “Boost” action.)
• Units with the passive ability “Amphibious” are unaffected by modifiers reducing “Movement” and “Boost” distance
while in water-based terrain. They are also the only ground units who may enter Deep Water (“Sheer” terrain type)
without “Boosting”, and may end their “Movement” or “Boost” within this terrain type.
• Terrain type modifiers (listed below,) “Damage” penalties, and a unit’s “Rotation Penalty” will combine their
penalties to a units “Movement” in the event of multiple occurring simultaneously, but never can they reduce a
unit’s “Movement” below one inch (1”) unless otherwise stated.
Terrain Type Examples Movement Modifier and Effects
NormalPlains, Fields, Roads, Concrete, FlatAreas, Space.
Base “Movement” is unaffected and occurs as normal.
DifficultTrenches, Shallow Water, Woods, Hills,
Ruins, Marshes, Narrow Spaces, Debris.
All units base “Movement” stats are reduced by half theirnormal number while moving into, within, or from thisterrain type.
DangerousMinefields, Asteroid Belts, Fire,
Unstable Debris.
All units base “Movement” stats are reduced by half theirnormal number while moving into, within, or from thisterrain type. If a unit ends their “Movement” or “Boost”action within this terrain type, they will take one“Integrity” point of “Damage.”
SheerCliffs, Canyons, Ravines, Deep Water,
Atmosphere.
Mobile Suits must “Boost” through this terrain. A MobileSuit cannot end their “Boost” action within this terrain: itmust be safely ‘crossed’ from a starting point to an end
point that are a different terrain type. Vehicles cannotenter this terrain at all unless they are “Amphibious” (for
“Deep Water”) or an “Air Unit.”
4”
Diagram:
Anexample of
a correct “Move”action.
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Shoot: In order for a unit to shoot one of their weapons, theymust have “Sight” of their target. Sight is what can be seen
physically from the perspective (eye level) of the unit
attempting to shoot. To check if a target is within sight,position yourself at eye level behind your unit and observe whatthey can see. At a technical level, units should have
approximately a 120-degree cone of vision in which they can
sight targets, originating from the head, sensor, or front face
of a unit (see diagram to the right.) You also cannot shoot witha weapon if it needs to “Reload.”
Once a target is within sight of a shooting unit, they must now
look up the statistics of their equipped shooting weapon andmeasure to check if their target is within the “Range” distance
specified by said weapon. If the target is not within range, then a die roll penalty (a “Modifier”)
will be applied (see below for more information.) If the target is within range, then no range
modifiers will be applied to the roll. You can never fire at a target more than double the highestrange value of the equipped weapon (for example, a 12” – 24” range weapon can not fire further than48”.) In addition, all “Explosive” type weapons may never shoot at targets beneath its minimum “Range”stated.
1. In order to “Shoot”, first the shooting unit will roll the number of D6 listed under the chosenshooting weapon’s “Shots” statistic. This forms the “Attack Pool.” Successful die rolls (or
“Hits”) from these shots must be determined by comparing the die results to the weapon’s “Accuracy”(ACC) statistic. In order for a shot to count as a “Hit”,
a shooting unit must roll the number indicated by their
weapon’s “Accuracy” or higher on a D6*.
Each die that was not a “Hit” (lower than stated
Accuracy) is a “Miss” and should be removed from the
“Attack Pool.”
*In the event a weapon fires more than three (3) shots, each
successive shot (rolled independently after the third die) has
a lowered chance of hitting the target or doing criticaldamage:
4th die: +1 Accuracy Required (+ 1 Critical Hit Requirement)
5th die: +2 Accuracy Required (+ 2 Critical Hit Requirement)
6th die+: +3 Accuracy Required (No Critical Hit(s))
Attention: Under no circumstances can Accuracy / Critical Hits
be increased beyond a required roll of 6.
2. Now the target of the attack must attempt to defend itself.
First they roll a number of D6 equal to their unit’s“Armour” value. This forms a second “Die Pool” called the
“Defend Pool.” Each die rolled that is equal to the valuestated inside the < > brackets under their “Armour” value
(such as <5+>) is a successful “Block.” Each die that isnot a “Block” is removed from the “Defend Pool.”
If the target is equipped with a shield and they have“Sight” of the shooter , then they may roll their “Shield Bonus” at this point**. To do this, roll thenumber of die indicated by the unit’s “Shield” statistic (if present) and check to see if the die
results are equal to or higher than the “Success” value shown. Each die that is counts as a successful
“Block” and can be added to the “Defend Pool.” Remove each die that is not a “Block.” A “Shield Bonus”cannot be performed if a shield is destroyed or otherwise at “Shield Integrity 0.”
*If the target is equipped with an “I-field/GN Field” or “Beam Shield” and the attacker is firing with a “Beam” Class
weapon, then roll on the table below before rolling for “armour value” and “shield checks” to determine how many
additional die can first be added to the target’s “Defend Pool.”
**Any Shield (with a “Shield Integrity” greater than 0) must perform a separate die check prior to rolling a “ShieldBonus” against shots with “Penetration.” Roll a D6, on a result of 4+ roll for “Shield Bonus” as normal and remove 1
point of “Shield Integrity”. On a result of 1-3, do not perform a “Shield Bonus.” (See below for information about
shields and “Shield Integrity.”)
“I-Field”/”GN Field” Grade or “Beam Shield” Type Bonus Die Roll
Light +1 Defend Die <6>
Medium +2 Defend Die <5+>
Heavy +3 Defend Die <4+>Super Heavy +4 Defend Die <4+>
Cover Type Description
UnobstructedOne-third (33%) or more
of the target can beseen in the shooter’s
“Sight.” Defender gains
a negative die pool
modifier.
In CoverUp to two-thirds (66%)or more of the target
cannot be seen in the
shooter’s “Sight.”
Defender does not gain
a negative die pool
modifier.
ObstructedOver two-thirds (66%)
of the target cannot be
seen in the shooter’s
“Sight.”
Defender does not gain
a negative die pool
modifier.
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3. The “Attack” and “Defend” die pools are now compared to each other. Each Defend Pool “Block” removes a “Hit”
from the Attack Pool (however when calculating “Hits” from weapons with the “Penetration” (<P>) tag the“Block” result must be equal to or higher than the value stipulated in the “Penetration Table.” Remove any“Blocks” that are less than the value indicated.) Any remaining “Hit” die in the “Attack Pool” (if any) deal“Damage” to the “Defender” to the equivalent of the stated “Damage” (DAM) of the shooting weapon multiplied by
the number of “Hits” remaining in the “Attack Pool.”
For each “Hit” remaining in the “Attack Pool” that would deal damage to the target that is additionally of avalue equal to or higher than the stated “Critical” stat of the shooting weapon, the shooter may additionally
make a roll on the relevant “Damage Table” (see the “Damage” section for more details.)
There are factors, however, that will alter the results of the individual die within a “Die Pool” under certaincircumstances. These are called “Modifiers.” See the table below for more information on this and all other
typical modifiers affecting die pools.)
Regardless of the results of a “Shoot” action, a shooter must “Reload” their weapon (if indicated as such by
that weapon) before being able to shoot it again (see “Reload” for details.)
“Attack Pool” Modifiers “Defend Pool” Modifiers
Condition Modifier Condition Modifier
Shooter has “Arm Damage”(Level 1+.)
“Accuracy” becomes 5+for all weapons for
this unit.
Shooter is firing at an“Unobstructed” target.
-1 die from
“Armour”towards “Defend
Pool.”
Shooter is at a higherelevation than their
target.
Attacker may reroll a
single failed “Hit.”
Target has shooter in “Sight”and uses their “Shield Bonus”
(Requires Shield.)
Roll the die
shown and add“Success”
results to“Defend pool.”
Target does not haveshooter within their
“Sight” (“FlankingBonus.”)
Attacker may reroll a
single failed “Hit.”
Shooter has “Head Damage” (Level
1.)
Defender may
reroll a singlefailed “Block.”
Target is outside of shooter’s
equipped weapon “Range.”
+1 die from“Armour”
towards “DefendPool.”
IMPORTANT: All of the relevant modifiers listed here are cumulative during an attack and may “Cancel Out”
each other if opposing effects occur simultaneously.
Shield
Type
“Shield
Bonus”
Shield
Integrity
Description
Light
+1 DefendDie
(Success =6 on D6)
2 These shields are 1/3 the length of the mobile suit or smaller.
Medium
+2 Defend
Die(Success =
5+ on D6)
3These shields are about 1/2 to 2/3 the length of the mobile suitusing it.
Heavy
+3 DefendDie
(Success =4+ on D6)
4 These shields are about the same length as the mobile suit using it.
Super
Heavy
+4 DefendDie
(Success =3+ on D6)
5 These shields are larger than the mobile suit using it!
Penetration Table
“Hit” result with
“Penetration”
Required “Block”
result.
Required “Block” result against “Beam” class weapon
attacks against “I-Field Bonuses” or “Beam Shields.”
2 - 3 5+ 4+
4 – 5 6 5+
6 Cannot be “Blocked” 6
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Slow Actions
Aimed Shot:
An “Aimed Shot” Action allows a unit to attempt to perform a guaranteed “Critical Hit” against a target unit,but does no damage. The purpose of this Action is to help disable your enemy.
To make an Aimed Shot, choose a weapon to use (that is not an “Explosive” class or “Blast” weapon) and
ensure your target is within range. Now, the attacker rolls a single D6. The attacker must roll thatweapon’s “Accuracy” value -1 (to a minimum of 2+) or higher on a D6. If they succeed, the attacker may
choose a result to apply from the “Damage Chart” with the exception of torso or cockpit results (see “Damage”section for more details.) If the attacker fails, no result is applied.
• Aimed Shots can be made with any equipped weapon (excluding Close Combat Weapons) and have the same
range as the weapon in question.
• You can only use Aimed Shot against a target that counts as Unobstructed (Penetration tags still apply
here.)
• Aimed Shots must be reloaded if the weapon used has one of the appropriate tags.
• Aimed Shots cannot be performed with “Beam” Class weapons against targets with “I-Fields/ GN Fields” or
“Beam Shields”
Boost:
If a unit has a (/) symbol to display as its “Boost” value, then that unit is incapable of performing “Boost”actions. A unit that performs a “Boost” action may be moved a very far distance twice that of a single “Move”
action (as indicated by the “Boost” statistic. “Boost” actions follow the same rules as a “Move” action, butwith several exceptions:
Boost Actions are unaffected by effects that would halve their distance (such as in Difficult or Dangerous
terrain types) although other effects (such as damage) may still occur. Boost Actions are also the onlymeans by which a unit can travel through the “Sheer” terrain type: Mobile Suits must “Boost” through this
terrain. A Mobile Suit cannot end their “Boost” action within this terrain: it must be safely crossed from astarting point to an end point that are a different (non-sheer) terrain type.
Boost Actions also enable units to travel over all “Cover” in the surrounding terrain that is 50% of the
height of the boosting unit or greater (as the units are hovering above the terrain while boosting.) BoostActions can also be used to move a unit upwards or even diagonally, provided a flat surface is ended on that
has sufficient clearance for the unit to fit, standing (such as the roof of an office building.)
Boost Actions may be performed in any direction, including beyond “Sight” without the “Rotation Penalty”associated with moving, but it is important to note, however, that any unit performing a Boost Action must
end their “Boost” facing the same direction that they started.
Slow Reload:
“Aimed Shot” or “Shoot” Actions cannot be performed if a weapon needs to be “Reloaded” after firing. Certainweapons take a long time to either reload or be recharged before enabling that weapon to be fired again.
These weapons will require a “Slow Reload” and are labelled as such under the appropriate unit statistic.
Piercing Strike:
If a unit has a close combat weapon currently “equipped” with the symbol <PS>, it may perform a “PiercingStrike.” This attack may be performed against an unobstructed target within 12”of this unit (double the
standard “Close Combat Range.”) Move this unit immediately into base contact with the unit being attacked.
Perform “Close Combat” immediately between the two units. In addition, the unit performing a “PiercingStrike” reduces their opponent’s “Armour” value by 1 (to a minimum of 1) and their “Shield Bonus” die roll(if applicable) is similarly reduced by 1 (to a minimum of 1 additional die.) Further rules for “Close
Combat” are followed as normal.
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Close Combat:
“Close Combat Range” is either a 6” radius circle originating from the centre of any unit
(see diagram to the right), or the unit’s model “Base” (if appropriate.) Either of these
classifications must remain consistent and equal for all players and their units
throughout a game. Close Combat Range does not extend through walls and other obviousobstructions that block “Sight.”
When any unit enters the area within an opposing unit’s Close Combat Range at any time,
they must immediately perform and resolve “Close Combat” against each other. Only one
opposing unit may be fought at a time. In the event a unit is within Close CombatRange of multiple opposing units at the same time, the opposing player will
elect which one of their units will engage in Close Combat.
A unit who performs a “Move” or “Boost” in order to enter their opponent’s
“Close Combat Range” is said to perform a “Charge”, which grants a bonusmodifier in Close Combat (see modifiers below.)
If two opposing units are within Close Combat Range of each other, but neither
“Charged” in order to contact the other, then one or both units may elect to take a
voluntary “Fall Back” (see below) away from each other.
In order to perform “Close Combat:”
1. Both units participating in Close Combat roll for “Advantage.” Advantage
determines who attacks first during Close Combat (The “Attacker” while the
other unit is the “Defender”.)
To roll for advantage, roll 1D6 (Roll 2D6 instead if your unit “Charged”) and add
the “Dexterity” (DEX) value of the equipped weapon. The unit with the higher total
roll will win “Advantage.” Reroll in the event of a tie.
2. The “Attacker” rolls the number of dice indicated by their equipped weapon’s “Attack” statistic. This is called the“Attack Pool.” Each die equal to or higher than the equipped weapon’s “Accuracy” stat generates a “Hit.”
3. The “Defender” now attempts to remove “Hits” from the “Attack Pool.” First they may remove one “Hit” that is equal to
the value of their “Armour” or less. If they have a “Shield” they may additionally roll to attempt a “Shield Bonus.” A
successful “Shield Bonus” roll may remove another “Hit” for a total maximum of up to two “Hits” removed.
4. Damage is now dealt to the “Defender” to the equivalent of the stated “Damage” of the attacker’s equipped weapon
multiplied by the number of “Hits” remaining in the “Attack Pool.”
For each “Hit” remaining in the “Attack Pool” that would deal damage to the target that is additionally of a value equalto or higher than the stated “Critical” stat of the equipped weapon, the attacker may additionally make a roll on the
relevant “Damage Table” (see the “Damage” section for more details.)
5. Now, the unit that did not win the previous “Advantage” roll may begin their “Counter-attack”. Steps 2 – 4 are repeatedwith the “Attacker” and “Defender” roles played by the units reversed.
6. Once both units have attacked and had their chance to deal damage to each other, “Close Combat” is concluded. The unit
that deals the greatest amount of total “Damage” to the opposing unit is the victor, and the other unit must perform an
immediate “Fall Back.” In the event that both units deal equal damage to each other, both units must “Fall Back.”
A unit that “Falls Back” as a result of Close Combat must immediately be placed by their player a distance equal to their full “Move”value away from the external edge of their opponent’s “Close Combat Range” closest to when they initially entered Close Combat, andfacing towards their opponent. They must be placed in a valid area of terrain (no “Sheer” or “Dangerous” terrain unless otherwiseunavoidable.)
Close Combat Modifiers
Condition Modifier Condition Modifier
Attacker has “Arm Damage” (Level1+.)
“Accuracy” becomes 5+ forall weapons for this unit.
Defender has “Arm Damage” (Level 1+) and/or does not have a shield.
May not roll a “ShieldBonus.”
Defender did not initially have
the Attacker in “Sight” at thestart of combat (“FlankingBonus”.)
+1 die from “Attack”towards “Attack Pool.”
Did not enter “Close Combat” with aClose Combat Weapon “Equipped.”
Automatically loses“Advantage” roll.
Attacker “Charged” the opponent.Attacker may reroll asingle failed “Hit.”
Attacker has “Head Damage” (Level1.)
Defender may reroll asingle failed “Block.”
• Each unit that participates in “Close Combat” must be equipped with one of their Close Combat weapons “Equipped.” This
means that any unit that enters Close Combat without said weapon equipped is assumed to be able to draw their weapon intime to fight, but gains a large penalty modifier (described above.)
• Furthermore, at the resolution of the Close Combat (following the “Fall Back”) each participating unit must still have
their Close Combat weapon equipped and therefore must perform the “Switch Weapon” action during their next available
turn if they wish to equip a different weapon.
• Units that do not have a Close Combat weapon listed on their unit sheet, such as tanks and other vehicles, can still be
engaged in Close Combat. These units count as being temporarily equipped (for the duration of their Close Combat
encounter) with an “Unarmed” type weapon (see “Stat Tables” for reference.) These units also do not have to keep this“Weapon” equipped after Close Combat, unlike other units.
• In addition, if said units temporarily equipped with “Unarmed” type weapon win a Close Combat against an enemy unit,
said enemy unit “Falls Back” as normal, but does not take any “Damage” or related effects whatsoever.
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Damage
When a target has been successfully attacked through an “Action” or by “Close Combat” they must take “Damage.” Damage is theprocess of reducing a target’s current “Integrity” from its base level. Integrity represents how much damage a unit can take
before it is “Destroyed” (reduced to zero integrity or less) and must make a roll on the “Destruction Table” below (this
table determines whether or not the pilot or crew survives.) To determine how much integrity is removed from your target as
“Damage,” refer to the relevant action’s page. In general, however:
Actions deal damage to the target’s integrity equal to the number listed beside the weapon in question. Check the unit
statistics for specific numbers. This damage is cumulatively applied for each remaining die in the “Attack Pool.” Forexample, a weapon with “2 DAM” listed as its “Damage” that had 2 die remaining in their “Attack Pool” would deal 4 Damage
total (2 DAM X 2 Die.)
Critical Hits:
If a “Critical Hit” was made against a unit then it must roll one die on the appropriate “Damage Chart” below (depending on
whether the unit is a Mobile Suit/Mobile Armour or a different kind of unit [Tanks, etc.] These penalties are permanent, and
cumulative, for this unit, and last until the unit has been “Repaired” (in Campaign Mode) or until the end of the game in a
non-campaign setting.
The first result in a category will give a unit the appropriate “Level 1” effect for their result. If the same result is
achieved twice on separate “Damage Chart” rolls, the unit now switches to the appropriate “Level 2” effect, if listed. If
there is no “Level 2” effect listed, then reroll on the “Damage Chart” until a different result is achieved. If the same
result is achieved three times on separate “Damage Chart” rolls, then reroll on the “Damage Chart” until a different result
is achieved. If at any time no results on the chart are longer possible, ignore the die roll.
Shield Breaks:
For a defending unit, when the time comes to roll on the “Damage Chart” or they have an amount of “Damage” to their“Integrity” and said unit has a shield (as noted under their unit statistics) they may choose to ignore all rolls on theDamage Chart and additionally prevent 50% (rounded down) of “Damage” to “Integrity” being applied to this unit during a
specific attack. This is called a “Shield Break.” When a “Shield Break” is performed, however, they must remove their unit’s
shield from play. Their Shield Type and Shield Bonus now becomes “None” and they may no longer perform Shield Checks or
utilise appropriate Modifiers involving the use of Shields. They may replace their Shield at the end of the battle.
• When the current “Integrity” of a unit is reduced to zero (0) or less, at any time, it is “Destroyed.” Immediately
roll a D6 to determine the extent of injuries to the pilot/crew:
Roll Destruction Table Result
1 Instant Death: Pilot sets their current “Pilot Health” and “Pilot Mind” to 0. Remove unit from play.
2-3 Major Injuries: Pilot reduces current “Pilot Health” by 4 and “Pilot Mind” by 3. Remove unit from play.
4-5 Minor Injuries: Pilot reduces current “Pilot Health” by 2 and “Pilot Mind” by 2. Remove unit from play.
6 Lucky Escape: Pilot reduces “Pilot Mind” by 1. Remove unit from play.
Other Units Damage Chart Mobile Suit Damage Chart
Result Penalty Added Result Penalty Added
1 - 3
Engine Damage
Level 1: Normal terrain is treated as“Difficult” terrain when performing
“Move” actions for this unit.
Level 2: In addition to Level 1
effects, “Difficult” and “Impassable”terrain reduces “Movement” by 75% (3/4)
of the base “Movement” statistic.
1 or 2
Leg Damage
Level 1: Normal terrain is treated as “Difficult”
terrain when performing “Move” actions for this unit.
Level 2: In addition to Level 1 effects, “Difficult”and “Impassable” terrain reduces “Movement” by 75%
(3/4) of the base “Movement” statistic.
4 – 5
Weapons Damage
Level 1: “Accuracy” becomes 5+ for allweapons for this unit, and this unit
may not roll a “Shield Bonus.”
Level 2: In addition to Level 1effects, all “Quick Reloads” for thisunit now require “Slow Reloads.”
3 or 4
Arm Damage
Level 1: “Accuracy” becomes 5+ for all weapons forthis unit, and this unit may not roll a “Shield
Bonus.”
Level 2: In addition to Level 1 effects, all “QuickReloads” for this unit now require “Slow Reloads.”
6
(Ignore during
an “Aimed
Shot”)
Cockpit Damage
Level 1: Make an immediate roll on the
“Destruction Table” below.
5
Head Damage
Level 1: Defenders may reroll a single failed “Block”during Close Combat, Shoot, and Aimed Shot actionswith this unit.
6
(Ignore
during
an“Aimed
Shot”)
Torso Damage
Level 1: Make an immediate roll on the “DestructionTable” below.
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S p e c i a l R u l e s
Air Units: Air units must perform a “Drift Movement” each turn (see “Space Combat” for more information) asthey cannot stop in mid air. When performing “Move” actions or “Drift Movement” Air Units ignore Terrain
modifiers. Air units never count as within the “Close Combat Range” of other units. Air Units must be mountedeither on a 1/144 scale “Gundam Action Base” extended to between 6" - 8" in height (measured from the bottom
of the base to the top of the extending pole) or alternatively mounted to a circular wargaming base (notexceeding more than 3.5" in diameter) with a supporting pole/wire or other thin material with a total length
between 6" - 8". If an Air Unit moves into or over any terrain that is taller than it, it should be placed ontop of the terrain.
Ambush: Units equipped with a means or method of subterfuge or surprise attack may elect to “Ambush” during
their player’s unit “Deployment” during any player’s “Initial Upkeep” phase. This enables a unit to postponedeployment onto the playing field until a later time chosen by that player.
To perform an “Ambush”, during the initial upkeep of either player’s turn a player must specify which unit,or units, will attempt to ambush. The player must specify a location for each unit attempting to ambush,ensuring that they are at least 6” apart from each other. The player must then roll 1D6 (one die) for eachof these units. On a result of 1, the unit fails and must attempt to ambush on another turn. On a resultof 2 or 3, the ambush is successful, but the player’s opponent may place this unit at a new location
within a 12” radius of the player’s intended location for this unit. On a roll of 4 or higher, the ambushis successful and the unit is placed at the specified location.
Following a successful “Ambush” the unit will be free to “Perform Actions” during their player’s closest
turn. The location specified during an ambush may be anywhere on the playing field, provided it is notin ”Sheer” terrain or outside of water for “Amphibious” units.
Blast: Weapons with the “Blast” tag <B> may perform “Shoot” actions as normal but, upon calculating the
final amount of “Damage” to Integrity from the final “Attack Pool” (“Hits” – “Blocks” etc.) to be applied totheir target, will in addition to doing “Damage” to their target (and critical hits if applicable), apply an
equal amount of “Damage” (but not “Critical Hits”) to all adjacent and surrounding units within a 6” radiusof the target, both allied and enemy.
Command: Commanders are units/Mobile Suits who are in a position of authority on the battlefield. This
authority allows them to command others and change the course of battle. A unit with the “Command” tag <C>by their name may possess (if chosen) access to the “Command” special rule described here. Each player may
only possess one “Command” unit for every 500 points worth of total units (excluding the points value of the“Command” unit.)
Each unit with the “Command” special rule that is present in play or on the battlefield (i.e. not destroyed,
waiting to “Ambush,” or removed from play) generates one (1) “Command Point” at the start of their player’sturn. For example, if a player had 3 “Command” units on the field and it became their turn, they would
receive 3 “Command Points” to spend. “Command Points” are cumulative. For example, if a turn is ended with 4Command Points in reserve, in that player’s next turn their newly generated Command Points would be added to
these 4. Units with the “Command” special rule that are “Routed” do not generate “Command Points.”
Command points may be spent on “Orders” (see below for the list of Orders.) Orders take effect within the“Initial Upkeep” step immediately, unless otherwise stated, and should be resolved as soon as they come into
play. Orders may also not be given if a player no longer has any “Command” units remaining under theircontrol.
All units within “Sight” of their player’s “Command” unit(s) will automatically pass all “Morale Checks”
unless said Command unit is being destroyed or removed from play, or is “Routed.” Command units do notbenefit from this effect.
Funnels and Bits: If a unit possesses an ability that allows it to deploy Funnels and/or Bits/Bit Funnels
(or weapons of a similar name) into combat, they cannot perform any actions during the turn that they appear
on the battlefield. Funnels and Bits can only be deployed during that player’s “Initial Upkeep” phase oftheir turn. Funnels and Bits can be withdrawn from the battlefield for redeployment; this also occurs duringthe “Initial Upkeep” phase of that player. Funnels and Bits can only be withdrawn from the battlefield if
they are within the “Close Combat Range” of the unit that deployed them. Additionally, any Funnels or bitsthat were damaged or destroyed maintain this status the next time that they are deployed. If at any time the
unit that deployed the Funnels or Bits is “Destroyed” then all of that unit’s Funnels or Bits are similarlyconsidered “Destroyed” and are removed from the battlefield.
Mega Units: When a customised Mobile Suit unit is typically 8” high or taller (essentially from a larger
“Scale” such as 1/100 it may be permitted in casual gameplay as a “Mega Unit.” Mega Units have a default“Armour” of 5 and a cumulative “Integrity” of approximately 15 – 20 split between these four different sub
categories: Head, Torso, Arms, and Legs. When attacking a Mega Unit, Roll a D6 prior to determining “Damage”allocation, to see what sub category takes Damage to its Integrity: On a result of 1, it is the Head, 2 is
the Arms, 3-5 is the Torso, and 6 is the Legs. If any single sub category receives 33% (1/3) or more of itsIntegrity as cumulative Damage, then apply the Damage Chart Level 1 effect appropriate to that part. If any
single sub category receives 66% (2/3) or more of its Integrity as cumulative Damage, then apply the DamageChart Level 2 effect appropriate to that part. If the Torso sub category reaches 0 Integrity or less at any
point, the Mega Unit is destroyed. Aimed Shots cannot be performed against Mega Units. Mega Units cannot take“Critical Hits” and do not perform “Damage Chart” rolls.
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Mobile Fighters: Mobile Fighters are special units that do not use any ranged weapons. Mobile Fighters can
only be equipped with a Close Combat weapon. Mobile Fighters differ from other units in several ways:
• Mobile Fighters may either choose to perform three (3) “Quick Actions” in their turn, or one (1) “SlowAction” + one (1) “Quick Action.”
• Mobile Fighters gain +1D6 to “Attack” with each “Close Combat Weapon” in the game, and additionally
reduce the required “Accuracy” and “Critical Hit” rolls with each of these weapons by 1.
• Mobile Fighters may perform a unique “Pursuit” Action once per turn. “Pursuit” can only be chosen to be
performed against a unit in “Close Combat” with this Mobile Fighter that “Falls Back.” “Pursuit” is afree Action that must be chosen either immediately or not at all when this situation occurs.
• When a “Pursuit” is performed, move the Mobile Fighter into “Close Combat Range” (6”) of the target unit
and immediately perform the “Close Combat” encounter again as normal, with the addition of extra +1 to
the “Attack” of the Mobile Fighter.
Penetration: A weapon with the “Penetration” tag <P> may perform “Shoot” actions as normal but treats alltargets that are “In Cover” as if they are “Unobstructed”, and all targets that are “Obstructed” as if they
are “In Cover.” In addition, the modifier “Target has shooter in “Sight” and has a shield” is ignored forshooting attacks with this weapon.
For “Shoot” actions featuring “Penetration” weapons. When comparing the “Attack” and “Defend” die pools each
Defend Pool “Block” normally removes a “Hit” from the Attack Pool. BUT when calculating “Hits” from weapons
with the “Penetration” (<P>) tag the “Block” result must be equal to or higher than the value stipulatedin the “Penetration Table.” Remove any “Blocks” that are less than the value indicated.)
SD Units: SD stands for “Super Deformed” and is a category of cute, stylised Mobile Suits popular with manymodellers. If a player wishes to field an SD version of a regular unit from the game, they may do so in
casual play. SD units share the same weapons and equipment as their full-sized brethren, with somestatistical differences:
• SD Units have approximately 50% (1/2) of the original unit’s base “Movement”, “Boost”, “Armour”, and
“Integrity.”
• All ranged weapons have +1 to the “Accuracy” and “Critical Hit” rolls (+2 for “Mega Units”) required to
hit when targeting “SD Units.” Additionally, SD Units may force an attacking unit to reroll once on anattempted “Aimed Shot” roll.
Space Combat: Fighting in space is quite different to fighting on Earth or in a Colony. In order to better
simulate the effects of space, the following rules should be applied to any battle set in space:
General:
• Units with the “Space” tag <S> by their name may NOT be used in a battle set in space.
• “Ambush” is not possible in space.
• Weather conditions do not occur in space.
Moving:
• During a player’s “Upkeep” each of their units must perform a “Drift Movement.” To do this, each unit is
immediately moved their maximum “Movement” value in the direction they are currently facing. If a unit may not
move in this direction (blocked by terrain, etc.) then they must move opposite this direction to their maximumpossible “Movement” value. “Drift Movement” is still affected by terrain types.
• “Rotation Penalties” are not applied when turning in space.
• “Leg Damage” may still occur, but does not provide negative modifiers while in space.
Shooting:
• All targets that are “In Cover” are treated as if they are “Unobstructed”, and all targets that are “Obstructed”
as if they are “In Cover.”
• The modifier “Shooter is at a higher elevation than their target” no longer takes effect.
• “Volley” actions are not possible in space.
Stealth Units: Some units have the ability to cloak, teleport, or perform other functions that render them all but
invisible to the naked eye. When a unit with this “Stealth” ability elects to perform it as an <Active> Ability
Action, they are immediately removed from the battlefield. This unit may now be held in reserve to be deployed againonto the battlefield, following the “Ambush” rules listed above. A Stealth Unit may not perform its “Stealth”
Ability on the same turn that it successfully performed the resulting “Ambush.” In addition, the “Stealth” ability
may not be used if its user is the sole (or single remaining) unit for that player on the battlefield. It may alsonot be used during a game with multiple teams, or in Battle Royale.
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Order List:
Bring Them Down
1 Command PointSelect one of your own units. All attacks by this unit gain
‘Penetration’ ({p}) for the remainder of your turn.“…well, that looked impressive.”- Norris Packard
Concentrate Fire
3 Command Points For each of your units all enemy targets count as “Flanked”
(Attacker may reroll a single failed “Hit”) when performing
“Shoot” or “Aimed Shot” actions for the remainder of your
turn.
“Anyone who sees me has got a date
with his maker.”
- Duo Maxwell
Colony Laser
10 Command Points Choose a “Quarter” of the battlefield. All units (includingallies) must roll a D6. A score of 4 or less results in an
immediate 6 Integrity of damage taken. Units who roll 5 or
higher take no damage. Only “Titans” or “Principality of Zeon”
Factions can use this ability.
“This brilliant light is proof
that Zeon’s justice is served!”
- Gihren Zabi
Double Time
1 Command Point
Choose one of your units. This unit ignores all “Difficult”
terrain penalties until their next turn.
“Let’s just see, shall we? Let’s
test the reaction time of your
brand new Mobile Suit!”
- Char Aznable
Field Repair
2 Command PointsChoose one of your own units. Do not “Perform Actions” with
this unit for the remainder of the turn. Restore up to two (2)
integrity of damage done to this unit.“You break ‘em? I fix ‘em!”
- Jidan Nickard
Get to cover
3 Command Points
Any of your units that are considered “Unobstructed” astargets for your opponent are treated as if they are in “In
Cover” for the duration of your opponent’s next turn.“Times like this make me glad I’m
a natural coward!”
- Kai Shiden
Infiltrate
2 Command PointsChoose one of your units in reserve (waiting to “Ambush.”)
This unit successfully performs an “Ambush” (no roll needed)
to your chosen destination (with normal restrictions.)“Solomon, I have returned!”
- Anavel Gato
Resupply
2 Command Points
Choose one of your units. Each of their weapons is now
“Reloaded.”
“Valuable combat resources? Are
you talking about our soldiers, or
about Mobile Suits?”- Treize Khushrenada
We have reserves
4 Command PointsChoose one of your units worth 200 points or below that has
been destroyed. Place this model within your deployment zone
(not usable in a campaign game.)“Amuro, launching!”
- Amuro Ray
Withdraw
X Command Points
Choose one of your units. Remove that unit and it’s pilot from
play. The Command Point cost of this order is equivalent to
half the base “Integrity” of that model, rounded up.
“You can only feel truly alive
when you realise that death is so
near!”- Gym Ghingnham
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Morale: “Morale” has three states: “Steady”, “Wavering”, and “Routed.”
(0) Steady: Steady is the default state of morale. All units begin in this state at the start of battle.
Units in a “Steady” morale state have no penalties due to morale and fight as normal.
Note: In a campaign game each unit resets their “Morale” to “Steady” at the beginning of a battle,regardless of the state of their pilot’s “Mental Health.”
In addition, all units within “Sight” of their player’s “Command” unit(s) will automatically pass all“Morale Checks” unless said Command unit is being destroyed or removed from play, or is “Routed.” Commandunits do not benefit from this effect.
(-1) Wavering: This unit is beginning to question their chance of success. This unit must roll a D6 at any
time before attempting to “Charge” an enemy unit. If this results in a 3 or less, this unit may not “Charge”the enemy unit. If playing a campaign game, this pilot immediately gains -1 “Mental Health” upon entering
this state for the first time in an individual battle.
(-2) Routed: This unit has abandoned all hope of success. In addition to the penalties occurred when under“Wavering” morale, this unit must make an additional D6 roll when selected to “Perform Actions.” If this
roll results in a 3 or less, this unit must move towards their player’s “Deployment Zone” at their maximumpossible “Movement” value, and they may take no further action this turn. If this unit moves into their
player’s “Deployment Zone” they are removed from play. If playing a campaign game, this pilot immediatelygains -2 “Mental Health” upon entering this state for the first time in an individual battle.
How to make a Morale Check:
Roll 2D6:
In order to “Pass” a “Morale Check”, the resulting number should be equal to or higher than :
12 – (The unit’s current “Unit Integrity” value)
If a “Morale Check” fails, the unit in question reduces their “Morale” value by 1 (to a minimum of -2) and
immediately undergoes the effects listed under that new value (for example, if a unit was “Steady,” a failed“Morale Check” would move it into “Wavering.”)
If a “Morale Check” is passed, the unit in question increases their “Morale” value by 1 (to a maximum of 0)
and immediately undergoes the effects listed under that new value (for example, if a unit was “Wavering,” apassed “Morale Check” would move it into “Steady.”)
When to make a Morale Check:
• This unit is within “Sight” of an opposing (not own or allied) pilot that with the “Terrifying” trait.
This only occurs once per individual unit, per “Terrifying” target, per game. This condition is ignoredif this unit possesses either the “Terrifying” or “Stoic” traits.
• This unit is within sight of a friendly unit that is killed (reaches 0 “Unit Integrity” or that unit’s
“Pilot Health” reaches 0.)
• This unit performs a roll (or series of rolls) on the “Damage Table” from a “Critical Hit” this turn.
This only can occur once per individual unit, per turn.
• This unit has been reduced to 1 integrity.
• This player’s forces or an allied force have been reduced to 50% of their original number or less.
Volley: Most weapons can only fire at a target within “Sight” of the shooter. Weapons with the “Volley” tag<V> however, can additionally elect to perform a “Volley Action” towards a target that is within “Range” of
the weapon in question, but is not within sight. The target, however, must also be within the area facingthe front of the shooting unit.
When a unit conducts a “Volley Action” it must:
• Roll 1D6 (one die.) A result of 3 or less is a miss and the attack fails. If 4 or higher is rolledproceed to conduct a “Shoot” action with this weapon as normal, just as if the target was within sight.Modifiers (if applicable) still apply.
A volley action cannot be performed if criteria that prevent a regular “Shoot” action are in place, orif there is less than 12” of clearance (such as a roof or rocky outcrop) above the shooting unit.
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Factions of “Mobile Suit Gundam: Skirmish” Campaign Mode
Earth Federation Forces:
The military branch of the Earth Federation Government, the EFF was
founded in U.C. 0020 to counter perceived separatist threats from theEarth’s Space Colonies. The Ground Forces of the EFF are based in Jaburo
Base, South America, while the Space Forces are based at Luna II(Formerly Juno.) When Zeon launched their Earth orbital drop offensive,
the EFF were caught off guard, relinquishing much of their territory. EFFunits are solidly built, with excellent armour and offensive capabilities
and are suitable for general purposes. Unfortunately, they tend to beexpensive, and have less units fielded on average per MS Team.
Principality of Zeon:
The Principality of Zeon was founded in U.C. 0068 following the death ofthe Zeon Republic leader, Zeon Zum Deikun. Following a rapid decade of
industrial militarisation and imperialism, Zeon declared independencefrom the Earth Federation whilst simultaneously launching a massive
assault of Side 1, Zarn, the then centre of the Earth Federation in space.
The Principality of Zeon is based in the Colony Side 3. Zeon units tendto be decent and cheap, but are highly specialised in a particular rolethey excel in, but often fail to perform well when acting outside of
their intended purpose. Zeon also has by far the largest range of unitsto choose from. A Zeon MS team must therefore be well coordinated to deal
with any possibility, with a good mix of unit types.
TITANS:
The TITANS were an elite, covert force within the Earth Federation with
the goal of preventing further colonial insurrections at all costs. Overtime, however, they grew more power-hungry and corrupt. It was not long
before they turned rogue and declared war against the supporters of theEarth Federation. The TITANS have the greatest selection of powerful
mobile suits, and also have a wide range of lesser mobile armours andsuits. TITANS armies are skewed towards powerful units, who usually deal
heavy damage while their cheaper allies act as distractions.
Anti Earth Union Group:
The AEUG formed following the controversial nerve gassing of Colony 30 atSide 1, orchestrated by the TITANS. The AEUG aims to stop the corrupt
TITANS by reforming the Earth Federation government and spearheading amilitary offensive against them. The AEUG is based primarily on Earth and
Luna II, but have throngs of supporters everywhere, including disgruntledspace colonists and Federation soldiers. AEUG units are highly varied and
well-rounded, ranging from jack-of-all-trades like the GM II and Nemo, tothe powerful Hyaku Shiki.
Axis Zeon:
Axis Zeon was formed from the remnant forces of the Principality of Zeon,who fled to the mobile asteroid base Axis at the conclusion of the One
Year War. Axis Zeon aims to restore the Zabi family to glory, and so seta direct course for Earth with the intention of resurrecting Zeon.
However, they were accidently being drawn into the conflict between theAEUG and TITANS. Axis Zeon features many disposable mobile suits and
armours to act as cannon fodder for their enemies. They can be a trickyarmy to play as they require careful tactics and co-ordination to offset
the disadvantages of their primarily weak units. They tend to apply a“quantity over quality” approach to battles.
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Running a Campaign:
A campaign is a series of battles and movements that take place chronologically, with each player’s faction
attempting to occupy enough territory throughout the game to be declared the winner.
Each player in the campaign selects one “Faction” to play as. The controllable factions are:
In the ‘One Year War’ (2 Players recommended):
Earth Federation Forces (EFF) Principality of Zeon (ZEON)
In the ‘Gryps Conflict’ (3 Players recommended):
Anti-Earth Union Group (AEUG) Titans (TITAN) Axis Zeon (AXIS)
Each campaign takes place on an 8 X 8 grid “Campaign Map.” This forms 64 individual ‘Map Tiles’ with theirown unique geography, territory, and locations. Each map tile can be assigned a coordinate. The X-axis and
Y-axis are each labelled 1 – 8.
Players should choose a campaign map that reflects the factions they wish to play as. On a campaign map, EFFoccupied (“Captured”) territory is typically represented by the colour blue, ZEON and AXIS by red, AEUG by
yellow, and TITAN by purple.
Each player should now take turns (having rolled for priority) placing an “MS (Mobile Suit) Team” at a “Base”location on the chosen map (within their faction’s colour zone if represented.) MS Teams represent the
player’s soldiers. Each MS Team should contain an even number of points worth of units at the start of thecampaign. It is up to the players to decide the points value. On any campaign map, each player places 4 MS
Teams in total.
Each player additionally begins with a “War Effort” value of 10, and a “Requisition” value of 10.
The game is now ready to begin.
General Rules:
• The maximum number of ‘MS Teams’ a player may have on the campaign map at any time is limited to eight(8.) Each MS Team is limited to a maximum of 1000 Points.
• Only one MS Team may be present in any map
tile at the same time.
• An MS Team cannot move through or pastanother MS Team from any opposing faction.They may , however, spend multiple moveactions to pass through their own faction’sMS Teams provided that they end their turn
within an unoccupied map tile.
• Unit Damage, Pilot Health, deaths, etc. are
cumulative. Changes to these states aremaintained from turn to turn. Keep track of
your MS Team status!
• Factions may never attack, capture basesfrom, etc. themselves or another member of
the same Faction (in the event multiple arepresent.)
Winning the Campaign:
The first player to successfully “Occupy” (have bases “Captured” by their Faction) the listed bases for eachcampaign map wins the respective campaign.
! Australia: Perth, Darwin, Brisbane, Hobart, Adelaide, Canberra, and Melbourne.
! South-East Asia: Bangkok, Ho Chi Mihn City, Hong Kong, Taipei, Jakarta, Kuala Lumpur, and Dili.
! Ukraine: Odessa, Mykolayiv, Kirovohrad, Chisinau, Simferopol, Vinnytsta, and Zeon Mines.
! Solar System (One Year War): Earth, A Baoa Qu, Solomon, Side 3, and Side 4.
! Solar System (Gryps Conflict): Axis, Earth, Gate of Zedan, Konpei Island, and Luna II.
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When playing a campaign (or playing a series of regular battles with friends) you may wish to create your own “Character
Pilots” (referred to from hereon as “Characters.”) Characters perform a similar role as a Player Character (or PC) in other
games. Characters, unlike the regular, nameless pilots in your army, have the capacity to grow and become more powerful,gaining new abilities and skills as they go. You can add as many or as little Character Pilots to an army or MS team (in
campaign mode) as you desire, however there are some considerations:
o Characters add to the “Points Cost” of a unit. Characters cost their current “Rank” X 10 points. All characters begin atrank 1.
o
Characters can only pilot Mobile Suits, not Ground Vehicles. In addition, they may only pilot a unit their “Faction” hasaccess to.
o Characters act as a pilot in all respects, meaning they are subject to rolls on the “Destruction Table” and other factors,including “Pilot Health” and “Pilot Mind” during battle. Like other pilots, if a character is reduced to -4 Pilot Health orPilot Mind they are killed and removed from the game.
o A Character can only be the pilot of one “Unit” at a time. If a Character decides to change their unit, they bring alltheir acquired “Traits” and “Mods” with them (more on this below.)
After each battle, provided a pilot survives, they may tick the next box on their “Experience Chart” provided they have earned
a cumulative 100 EXP points (EXP earned from previous battles can be applied to EXP earned from the latest battle for this
purpose.) Once a box has been ticked within a new corresponding “Rank” (every 2 boxes) the pilot is awarded the appropriately
numbered rank for their “Faction” on the “Rank Advancement” table and their EXP is reset to zero. To see what conditions awardEXP to a pilot, consult the “EXP Table.”
If the pilot can tick enough boxes to reach a rank with the
“+Trait” description (every 2 ranks) they may choose a
“Trait” to apply from the “Trait List.” Traits are
beneficial abilities that are automatically applied fortheir respective pilot when their appropriate conditions are
met. A pilot may not possess more than one of the same trait.
Similarly, if the pilot can tick enough boxes to reach a
rank with the “+Mod” description they may choose a“Modification” for their pilot’s current unit from the
“Mobile Suit Modification List” Modifications add new
abilities to the pilot’s unit to give them an edge in battle.
More than one of the same modification can not be applied.
Note: If you are using a unit that is a “Mobile Fighter” (a
unit that specialises primarily in Hand-to-Hand combat andMartial Arts) they do not gain traits or modifications, but
instead gain new “Techniques” and “Abilities.” Techniques
represent the different attacks that unit can perform in
battle (they occupy the same area as “Weapons” on a regular
Mobile Suit) and abilities perform the same function as with
other units. Rank 1 Mobile Fighters have access to the player’s choice of one (1) technique, Rank 2 may choose two (2) totaltechniques and one “Ability”, Rank 4 may choose three (3) total techniques and two total “Abilities”, Rank 6 may choose four
(4) total techniques and three total “Abilities”, Rank 8 may choose five (5) total techniques and four total “Abilities”, andRank 10 permits access to all of that units available techniques and abilities. “Techniques” are not carried over if theCharacter Pilot moves to or from another Mobile Fighter. They are lowered two (2) Ranks and must select their Rank rewardsagain.
EXP Table
Condition Description
EXP
Earned
Participated
In a Battle.
Character was either in play at the
start of battle or performed an“Ambush” to enter play.
10
Won aBattle.
Character was still in play at theend of a battle. 30
Defeated anEnemy Unit.
Character reduced an enemy unit to
zero (0) integrity or less (excludesenemy Characters.)
10
Survived aBrush withDeath.
Character survived a “DestructionTable” roll.
20
Defeatedan EnemyAce.
Character reduced an enemy unitpiloted by a Character to zero (0)
integrity or less.
10 XCharacterRank.
RANK ADVANCEMENT TABLE
RANK
Earth Federation
Space Forces
TITANS
Anti Earth Union Group
Earth Federation
Ground Forces
Zeon Space Attack
Force
Neo Zeon
Axis Zeon
Zeon Earth Attack
Force
1
Petty Officer 3 rd Class Private 2 nd Class Petty Officer 3 rd Class Private
2
Petty Officer 2 nd Class Private 1st Class Petty Officer 2 nd Class Private 1st Class
3
Petty Officer 1st Class Superior Private Petty Officer 1st Class Superior Private
4
Chief Petty Officer Corporal Chief Petty Officer Corporal
5
Master Chief Petty Officer Sergeant Master Chief Petty Officer Sergeant
6
Warrant Officer Sergeant Major Ensign Sergeant Major
7
Ensign Warrant Officer Lieutenant Junior Grade 2 nd Lieutenant
8
Lieutenant Junior Grade 2 nd Lieutenant Lieutenant Lieutenant
9
Lieutenant 1st Lieutenant Lieutenant Commander Captain
10
Lieutenant Commander Captain Commander Major
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Traits List
Ambusher: This pilot automatically passes all “Ambush” attempts.
Controlled Aim: This pilot may roll twice (2) against opponents on the “Damage Chart” per “Critical Hit.”
Fierce: If this pilot successfully destroys (reduces to 0 Integrity or less) an enemy unit with an attackduring a “Shoot” Action, they may perform one additional free “Shoot” action with the same weapon (this trait
is not cumulative with abilities like “Blitzkrieg” or “Hunter.”)
Fortunate: This pilot may reroll once (1) per “Damage Chart” roll, and once per roll on the ”DestructionTable.”
Gallant: This pilot never “Falls Back” in “Close Combat.” Their opponent must always elect to “Fall Back”
regardless of damage taken. If facing another “Gallant” opponent, both units involved in the “Close Combat”will “Fall Back.”
Leader: If this pilot is within a unit with the “Commander” special rule, they generate two (2) “Command
Points” instead of one at the start of their player’s turn.
Mechanic: This pilot may elect to perform a “Slow Action” resulting in the removal of one level of “DamageChart” penalty, once per battle.
Merciful: This pilot may choose to regain two (2) points of Integrity, once per battle, by electing to notdeal “Damage” to an opposing unit during any one successful Action that would result in this pilot’s unitdealing damage to an opponent.
Newtype: This pilot has a sight and attack radius of 360 degrees.
Rash: During their turn, this pilot always performs a “Charge” attempt (via “Move” or “Boost” Actions where
appropriate) in order to contact the nearest enemy unit within “Move” or “Boost” range of their unit. Thispilot automatically gains “Advantage” and one additional “Attack” die in the resulting “Close Combat.”
Responsive: This pilot may perform one (1) free “Shoot” action when an enemy target moves into range of any
of their unit’s equipped weapons during an opposing player’s turn provided the weapon does not have to bereloaded. This may only occur once per opposing player’s turn.
Stoic: This unit automatically passes any “Morale Checks.” In addition, this pilot ignores the effects of
“Terrifying” opponents.
Swift: This pilot always has “Advantage” during “Close Combat” unless facing an opponent also with “Swift.”In this case, perform an “Advantage Roll” as normal.
Terrifying: An opposing unit within “Sight” of this pilot for the first time per battle must make a “Morale
Check” unless they possess either the “Stoic” or “Terrifying” trait themselves.
Mobile Suit Modifications
Amphibious Modification: This unit gains the ability “Amphibious <Passive>” with the description: “This unit
does not undergo movement penalties from moving in water. They may also enter “Deep Water.” This unit mayelect to “Ambush” from a source of water 6” in diameter or higher.”
Anti-Beam Coating: This unit gains the ability “Anti-Beam Coating <Passive>” with the description: “This unit
takes one (1) total less damage from “Beam” class weapons used in “Shoot” or “Aimed Shot” attacks against it.”
Heavy Plating: This unit gains the ability “Heavy Plating <Passive>” with the description: “This unit takesone (1) less total damage from “Low Calibre” and “Medium Calibre” class weapons used in “Shoot” or “Aimed Shot”
attacks against it.”
Improved Optics: Increase the maximum range limit with each weapon on this unit by 6”.
Magnetic Coating: This unit ignores all “Rotation Penalties.”
Optimised Thrusters: Increase the base “Movement” of this unit by 2” and the base “Boost” of this unit by 4”.
Reactive Armour: This unit gains the ability “Reactive Armour <Passive>” with the description: “This unittakes one (1) less total damage from “Explosive” class weapons used in “Shoot” or “Aimed Shot” attacks against
it.”
Reinforced Endoskeleton: Increase the base “Integrity” of this unit by two (2.)
Weapon Pack: This unit gains the ability “Weapon Pack <Passive>” with the description: “This unit may choosethree (3) “Carried Weapons” to take into battle instead of the regular two (2.)
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C a m p a i g n T u r n S t r u c t u r e
At the start of each player’s campaign turn (in this order):
o Check the bases occupied by this player and determine if they have the necessarynumber to win the game (excludes the first campaign turn for each player of the
game.)
o Players calculate their “War Effort” by checking associated factors, making an
‘Exhaustion Check’ for each MS Team they control on the map if their respective
‘War Effort’ is at zero (0.)
o Players roll an “Event Die” for each MS Team. The event affects every unit andpilot within the MS Team.
o Opposing Players may communicate with the current player for the purposes of
truces and other diplomacy.
The player may now perform their desired actions:
During each campaign turn a player may perform up to 3 actions. Actions are performedby the player’s MS Teams in the map tile they occupy (see following pages for details.)
It is then the next player’s turn.
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R a n d o m E v e n t T a b l e s ( E v e n t D i e )
Result Event Die Results
1 Immediately roll a D6 on the “Poor Fortune” table.
2 - 5No events occur of note. Proceed with your campaign turn as
normal.
6 Immediately roll a D6 on the “Good Fortune” table.
Result “Poor Fortune” Table Effects
1-2Provisions Shortage: MS Team cannot perform “Move Team” this
campaign turn as there are not enough provisions.
3Mechanical Issues: Shoddy maintenance has disrupted this team.
Apply 1 Integrity of Damage to each unit.
(- 1 War Effort) (- 1 Pilot Mind)
4Sudden Sickness: Ugh. Was there something wrong with the
rations?
(- 1 War Effort) (- 1 Pilot Mind) (- 2 Pilot Health)
5Trauma: The MS Team has stumbled upon a horrific sight.
(- 2 War Effort) (- 2 Pilot Mind)
6
Surprise Attack: Supporters of an opposing faction attack the
base while the team is off-guard. Apply 2 Integrity of Damage toeach unit.
(- 3 War Effort) (- 2 Pilot Mind) (- 2 Pilot Health)
Result “Good Fortune” Table Effects
1 - 2
Cartography: Turns out the maps of this region were more accurate
than you thought. Immediately move this MS Team one additional
square (if desired) at no cost.
(+ 1 War Effort) (+ 1 Pilot Mind)
3 - 4R & R: This MS Team has been given some leave by command.
(+ 1 War Effort) (+ 2 Pilot Mind) (+ 2 Pilot Health)
5 - 6New Parts: Repair up to 2 Integrity of Damage to each unit.
(+ 2 War Effort) (+ 1 Pilot Mind)
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Campaign Actions:
All Factions of the game can perform the three actions below:
! Move Team: This allows you to move an MS Team around the map. You may into Map tiles ‘Directly
Adjacent’ (up, down, left or right of the initiating MS Team, excluding diagonals.)
! Battle: This action will be performed against all ‘Directly Adjacent’ MS Teams (up, down, left or right of the initiating MS Team, excluding diagonals.) In the case where multiple MS Teams are present frommultiple factions, the respective owners of the MS Teams may choose whether or not to join this battle.
The battle will take place within the map tile of the MS Team that initiated the ‘Battle’ action. All
Players involved should decide on the game type they will play together. If an MS Team loses all unitsor pilots during the battle (through death or destruction), they are removed from the campaign map. An
MS Team may also voluntarily withdraw their units from battle by moving them back into their deploymentzone once 4 or more turns have passed in the battle. In the event of all remaining units within an MS
Team being voluntarily withdrawn (or involuntarily through failed Morale Checks) they return to theiroriginal Map Tile at the time the battle was initiated, and must immediately move one (1) additional
tile away from the tile where the battle occurred.
! Enter Base: This action will be performed towards a chosen base (as marked on the map) within thesquare presently occupied by an MS Team. An MS Team has several possible choices (done in any order, in
any amount) upon entering a base:
o Repair Units: (Can only be performed if this base has been ‘Captured’ by your faction.) You can repairthe units in this MS Teams at the cost of 1 ‘Requisition’ per unit to be restored to their maximum
integrity. New or replacement units for an MS Team can be ordered at the cost of 1 ‘Requisition’ per 50points value of the selected unit (rounded up.) You may only choose from units available to your Faction.
o Get Aid: (Can only be performed if this base has been ‘Captured’ by your faction.) Increase the ‘PilotHealth’ and ‘Pilot Mind’ of all pilots in the MS team by 3.
o Recruit a Pilot: (Can only be performed if this base has been ‘Captured’ by your faction.) At the costof 2 ‘Requisition’ you may add a new pilot to this MS Team with a die roll generated ‘Pilot Health’ and‘Pilot Mind’ of 1D6 each. The pilot begins with no Traits, Experience, or unit (must be purchasedseparately.)
o Capture Base: If this action is performed, then this base and it’s associated Map Tile is now ‘Captured’
by your faction. In addition, a roll on the table below should be performed to determine how much“Requisition” and “War Effort” is earned from this action. Captured bases also allow you to access their
services. You can perform a ‘Capture Base’ action on a base currently ‘Captured’ by an opposing Faction,so long as the tile is unoccupied by another MS Team, as usual. The Faction that ‘Captured’ this base
may not perform an ‘Enter Base’ action at this base for the rest of this campaign turn.
Roll Result
1Heavy Resistance: The people rebel against your faction’s authority. A sad state.
(+ 3 “Requisition ,” + 2 “War Effort” – 2 “Pilot Mind .”)
2 or 3Light Resistance: Your soldiers brush their way past a token resistance.
(+ 5 “Requisition ,” + 3 “War Effort” – 1 “Pilot Mind .”)
4 or 5No resistance: Capturing this base was easy. The people were compliant.
(+ 8 “Requisition ,” + 4 “War Effort” + 1 “Pilot Mind .”)
6Open arms: Your soldiers receive a warm welcome. A good change of pace from battle.
(+ 12 “Requisition ,” + 5 “War Effort” + 2 “Pilot Mind .”)
Battle “War Effort” Table:
The following variables will influence “War Effort” and all pilot’s “Pilot Mind” during battle:
Variable Result
At least one unit withdrew from battle. - 1 ‘War Effort’ - 1 ‘Pilot Mind’
One or more pilots were killed during battle. - 2 ‘War Effort’ - 2 ‘Pilot Mind’
The MS Team has over 50% or more total points worthof units destroyed in this battle.
- 3 ‘War Effort’ - 3 ‘Pilot Mind’
The MS Team destroyed enemy units during battle.+ 1 ‘War Effort’ per 50 points worth of units
destroyed (rounded up).
The MS Team’s Faction won the battle. + 3 ‘War Effort’ + 3 ‘Pilot Mind’
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CAMPAIGN MAPS
The Solar System during the events of the “One Year War” U.C. 0079.
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The Solar System during the events of the “One Year War” U.C. 0079.
Red = Principality of Zeon starting territory.
Blue = Earth Federation Forces starting territory.
Yellow = Side 6 Neutral Zone (no players can enter this territory.)
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South-East Asia during the events of the “One Year War” U.C. 0079.
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Australia during the events of the “One Year War” U.C. 0079.
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Ukraine during the events of the “One Year War” U.C. 0079.
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The Solar System during the events of the “Gryps Conflict” U.C. 0087.
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The Solar System during the events of the “Gryps Conflict” U.C. 0087.
Red = Axis Zeon starting territory.
Purple = TITANS starting territory.
Yellow = Anti Earth Union Group starting territory.
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C h a r a c t e r S h e e t
Name: Faction:
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Traits Mobile Suit Modifications
Ambusher Amphibious Modification
Controlled Aim Anti-Beam Coating
Fierce Heavy Plating
Fortunate Improved Optics
Gallant Magnetic Coating
Leader Optimised Thrusters
Mechanic Reactive Armour
Merciful Reinforced Endoskeleton
Newtype Weapon Pack
Rash
Responsive
StoicSwift
Terrifying
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How to read “Unit Statistics”
Understanding how to read the unit statistics sheet is vital for playing “Mobile Suit
Gundam: Skirmish.” Key terms are defined beneath the following diagram:
Unit Name: (a) This lists the
name of this unit. The <S>
tag (if present) next to aunit’s name will signify ifthis unit cannot be used in
“Space Combat.” The <C> tag(if present) indicates that
this unit may have access tothe “Command” special rule.
Unit Faction: (b) This
describes what “Faction” hasaccess to this unit. An army
can only be created fromunits sharing the same
“Faction.”
Points Cost: (c) This is how
many “Points” this unit coststo add to your army forbattle.
Movement: (d) This represents
how far (in inches) this unitcan travel during a “Move”
Action.
Boost: (e) This representshow far (in inches) this unit can travel during a “Boost” Action. If this unit cannot “Boost” then the /
symbol is displayed here.
Integrity: (f) This describes the maximum amount of “Integrity” this unit can have.
Armour: (g) This value shows the number of defend die used to resist attacks along with their success.
Weapons: (h) The values under this category represent what weapons may be taken into battle by this unit, aswell as their various statistics.
• Name: The name of the weapon.
• Class: The class of the weapon. This is particularly important when considering unit abilities and rulesregarding “Explosive” type weapons.
• Equip: The equipment type of the weapon. C = A “Carried” Weapon. M = A “Mounted” Weapon. See “Switch Weapon”
for more information.
• Tags: The symbols in this category determine if this weapon has access to certain Special Rules. The tag
symbols are: <RQ> for required “Quick Reload”, <RS> for required “Slow Reload”, <B> for “Blast”, <P> for
“Penetration” and <V> for “Volley.”
• Dexterity: This value is only used when calculating “Advantage” with Close Combat Class weapons.
• Shots/Attack: This value shows how many die are rolled when this weapon is used to attack.
• Range: This is how far (in inches) a target can be from this weapon to be attacked without penalty.
• Accuracy: This value indicates the number that must be rolled or higher to generate a successful “Hit” when
attacking with this weapon.
• Critical: This value indicates the number that must be rolled or higher when attacking with this weapon togenerate a “Critical Hit” and subsequent roll on the “Damage Table.”
• Damage: This value indicates how much Damage is applied to the target’s Integrity per successful “Hit” withthis weapon.
Shield: (i) If a unit has access to a shield, then the “Shield Bonus” it can provide and other relevantinformation is stated here.
Abilities: (j) These describe the special abilities (if any) this unit possesses and the circumstances
surrounding their use and outcomes. These abilities can either be “Active” (used as an Action) or “Passive”(the effects always take effect under the relevant circumstances.)
2 + 5 2 : 5
2 1 52 $ 5 2 0 5
2 7 52 * 5
2 ; 5
2 - 5
2 \ 5
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Custom Unit Creation Guide
How to work out “Move” and “Boost”:
First, find the unit speed in km/h (or equivilant.) You may wish to use a source such as a Gundam
technical manual or a website such as the Gundam Wiki or MAHQ. Once this is done, convert that speedinto m/s. Here is a useful online tool:
http://www.unitconversion.org/velocity/kilometers-per-hour-to-meters-per-second-conversion.html
Now, to turn the resulting m/s into an appropriate scale to match 1/144, you must multiply the m/s
by 0.75 (coincidently) in order to receive the distance the unit can travel in game centimetres inone second in real life. This is the basis for our statistic.
Now simply convert the centimetres given into inches (rounded up or down as appropriate) to receive
the “Boost” statistic of the unit. Here is a useful online tool to help:
http://www.unitconversion.org/length/centimeters-to-inchs-conversion.html
To find the unit’s “Move” statistic, simply divide the “Boost” statistic by 2.
How to work out “Armour”:
Look up the type of armour the MS is using, and then write the appropriate numbers based on one ofthe tables below:
Early U.C. Units (One Year War)
Armour Type Armour Value
Steel 1 (1 Defend Die) (Success = 6 on D6)
Super-Hard Steel 2 (2 Defend Die) (Success = 5+ on D6)
Titanium Composite or TitaniumAlloy
3 (3 Defend Die) (Success = 4+ on D6)
Gundarium/Lunar Titanium 4 (4 Defend Die) (Success = 3+ on D6)
Abnormally Tough 5 (5 Defend Die) (Success = 3+ on D6)
Later U.C. Units (Other U.C. Series)
Armour Type Armour Value
Steel / Super Hard Steel 1 (1 Defend Die) (Success = 6 on D6)
Titanium Composite or TitaniumAlloy
2 (2 Defend Die) (Success = 5+ on D6)
Gundarium
Or Gundarium 3 (3 Defend Die) (Success = 4+ on D6)
Gundarium # 4 (4 Defend Die) (Success = 3+ on D6)
Gundarium $ / Stronger Armours 5 (5 Defend Die) (Success = 3+ on D6)
Cosmic Era Armours
Armour Type Armour Value
Non-Phase Shift Armour 1 (1 Defend Die) (Success = 6 on D6)
Phase Shift Armour 2 (2 Defend Die) (Success = 5+ on D6)Trans Phase Armour 3 (3 Defend Die) (Success = 4+ on D6)
Variable Phase Shift Armour 4 (4 Defend Die) (Success = 3+ on D6)
Stronger Armours (?) 5 (5 Defend Die) (Success = 3+ on D6)
How to work out “Integrity”:
Integrity is simple. To work it out, first double the unit’s “Armour.” Now, if the unit is “Special”
such as the Gundam, Hyaku Shiki, etc., I like to add an extra point of integrity or two, but no more.If a unit is considered somewhat “Weak” or “Fragile” I like to reduce the integrity by a point or
two, but no more. This gives you the Integrity Value. Please ensure integrity is no higher than 12,as this will break the Morale system.
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Ranged Weapon Statistics:
Please look at the table below. This is not a final guide, but recommended averages for each weapon
type.
Missiles, Torpedoes, Bazookas, Beam Particle Guns, and Beam Cannons should most likely have theBlast <B> tag.
Any weapon of a suitable calibre for performing an artillery role in combat should have access tothe Volley <V> tag.
Type Shots
Accuracy
(1D6)
Critical
Hit
Damage
Reload
Time
Range Penetration
Points
Cost
Vulcan Guns 3 die 5+ None 1 DAM None 0” – 12” No 10 pts
70mm – 110mm(Low Calibre Guns)
3 die 4+ None 1 DAM None 6” – 24” No 20 pts
111mm – 130mm(Medium CalibreGuns)
2 die 4+ 6 2 DAM None 6” – 24” No 30 pts
BeamSpray/ScatteringBeam Guns / Funnelor Bit beams
1 die 3+ 5+ 3 DAM None 0” – 12” Yes 40 pts
Low Calibre SniperRifles/Cannons(70mm – 130mm)
1 die 3+ 6 2 DAMQuick
Reload12” – 48” No 40 pts
High CalibreSniperRifles/Cannons(131mm – 180mm)
1 die 3+ 5+ 3 DAMQuick
Reload24” – 48” Yes 50 pts
Large BeamRifles/Beam SniperRifles (BSR)
1 die 2+ 4+ 4 DAMSlowReload
24” – 48” Yes 50 pts
Beam Guns/ BeamRifles
1 die 3+ 5+ 3 DAM None 12” – 36” Yes 50 pts
Gatling Guns/Gatling Cannons
1D6die
4+ 6 1 DAMQuickReload
12” – 36” No 60 pts
Gatling Beams1D6die
3+ 5+ 2 DAMSlowReload
12” – 36” Yes 70 pts
Rockets/ NeedleMissiles/MissilePods
3 die 5+ 6 2 DAMQuick
Reload6” – 24” No 50 pts
Missiles,torpedoes
2 die 4+ 5+ 3 DAMQuick
Reload12” – 36” Yes 60 pts
200mm – 300mm(Bazookas)
1 die 3+ 5+ 4 DAMQuick
Reload12” – 36” Yes 80 pts
MegaParticles/BeamCannons
1 die 3+ 5+ 4 DAMSlow
Reload12” – 36” Yes 70 pts
Over 300mm
Bazookas (HyperBazookas/GiantBazookas/BeamBazooka/BeamLauncher)
1 die 2+ 4+
5 DAM
6-8
DAM(Beams)
Slow
Reload
12” – 36”
18” – 48”(Beams)
Yes 90 pts
Close Combat Weapons:
Type Dexterity Attack Accuracy Critical Damage
Points
Cost
Unarmed/Fists +0 1D6 4+ 6 2 DAM 0 pts
Claws/Spikes/Nails< PS>
+1 1D6 3+ 4+ 4 DAM 20 pts
Lances, Spears, Macesand Hammers < PS>
+0 1D6 3+ 5+ 3 DAM 20 pts
Heat Hawks & MetalBlades
+3 2D6 4+ 6 3 DAM 30 pts
Heat Blades &Heat Rods
+2 2D6 3+ 5+ 3 DAM 40 pts
Beam Sabres & Beam
Blades +2 2D6 3+ 4+ 4 DAM 50 pts
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Shield Statistics:
To work out a unit’s shield statistics, look at the table below:
Shield
Type
“Shield
Bonus”
Shield Integrity Example Description
Light+1 DefendDie
(Success =6 on D6)
2A Zaku Shield!
Rule of thumb: These shields are 1/3 the length of themobile suit or smaller.
Medium
+2 Defend
Die(Success =
5+ on D6)
3
A GM Shield!
Rule of thumb: These shields are about 1/2 to 2/3 the
length of the mobile suit using it.
Heavy
+3 DefendDie
(Success =4+ on D6)
4
A Gelgoog shield!
Rule of thumb: These shields are about the same lengthas the mobile suit using it.
Super Heavy
+4 Defend
Die(Success =3+ on D6)
5
A Gundam Physalis Shield!
Rule of thumb: These shields are larger than the mobilesuit using it!
About Equipment Types:
There are several equipment types in the game, be sure to note what kind of weapons the MS haswithin these categories:
1. Carried Weapons: A mobile suit may have up to two (2) carried weapons when being deployed.
Only one may be “Equipped” at a time, however. The “Switch Weapon” action must be used toswap them. Examples of carried weapons are a Beam rifle or Zaku Bazooka. They are basically
what an MS would have to carry in its hands, or be holstered on the back (Excluding Shieldsand Close Combat Weapons.)
2. Mounted Weapons: A mobile suit may have several mounted weapons at the same time. Mounted
weapons always count as “Equipped” and do not have to have the “Switch Weapon” action usedin order to fire them. Examples of mounted weapons include vulcan guns, a Guncannon’s
cannons, etc. These weapons are permanently a part of the mobile suit’s body.
3. Shields: This equipment type provides a bonus to a units defensive die pool. Shields alwayscount as “Equipped” and provide their defensive bonus unless they are chosen to be destroyed
to prevent severe damage of the critical hit table. Shields do not count towards the CarriedWeapon limit.
4. Close Combat Weapons: These are equipment that are used exclusively for close combat. They
may be “Equipped” using the “Switch Weapon” action to provide a close combat bonus, but donot count towards the “Carried Weapon” limit. An MS can only be deployed with one type of
Close Combat Weapon.
How to calculate a unit’s cost in points value:
(Movement + Integrity + Armour) X 10 (Rounded down)
(+20 points if it has a light shield, +40 if it has a medium shield, +60 if it has a heavy shield,or +80 if it has a super heavy shield)
(+ Up to 50 extra points based on your judgment of how powerful the unit’s special abilities are.)
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Generalised Ability List:
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Unit Templates:
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Optional Rules
About Non-Gunpla-based
Custom Units: If a player
wishes to use a unit in thegame that is not based on the
Gundam universe (such as arobot or mecha from another
anime, movie, TV series orother media) or have
otherwise modified a stockgunpla model extensively,
they may do so. However, theymust compare and contrast the
features and abilities oftheir chosen unit with pre-
existing mecha from theGundam universe and modify
(if necessary) its statistics,weapons, and abilities, etc.,
so that they use informationavailable within this set of
rules (Weapons and abilitylists, custom unit creation
guide, etc.) so that theyhave reasonable and fair
capabilities. If a consensuscannot be reached, if
possible, a gathering ofseveral players (3 or more)
should work together todefine its capabilities and
unit cost. If all else failsand no one can agree, simply
make the unit “Count as” apre-existing unit within the
game (a Zaku II for example.)
Army Structure and Unit Cost Management: If players desire a more regimented and structured means ofdetermining unit organisation and point cost within their armies, then please consult the diagram above
for ideas of how you may do so. This may be an appropriate solution for small-scale tournaments:
Building and Landscape Destruction: Units may optionally target landscapes and environmentalfeatures (referred to here as “Terrain Pieces”) with “Shoot” attacks. “Close Combat” cannot be performed
against these, nor can “Critical Hits.”
When a Terrain Piece is destroyed, any units within or above/on top must be immediately placed within 4”of the closest edge of the Terrain Piece (relative to each unit) and then remove the Terrain Piece.
Damage is then dealt to each unit that was moved, relative to the type of terrain piece. The effects ofthis are applied and resolved immediately. This Damage cannot be blocked or otherwise avoided.
Terrain Pieces such as rivers, hills, roads, earth or any pieces physically mounted to the game board are
considered indestructible. Please ensure only modular or based terrain pieces like the classes andexamples given below are targetable for “Shoot” attacks. All players should agree on an appropriate
classification for available Terrain Pieces prior to the commencing of the game.
Terrain Type Armour Value Integrity Value Damage Dealt to Units
Forests and small
natural cover1 Defend Die (6) 3 1
Housing and small
buildings2 Defend Die (6) 4 2
Stores and medium-sized
buildings2 Defend Die (5+) 6 3
Military buildings and
large-sized buildings3 Defend Die (4+) 12 4
Towers and tall, thin
structures2 Defend Die (4+) 5 4
Bridges, elevated roadsand other support
structures
3 Defend Die (5+) 6 4
Explosive terrain 2 Defend Die (6) 3 6
ARMY COMMAND
Consists of 1-2 Units with “Command” Tag.
Maximum 600 points shared total.
ELITES
Consists of 2-3 Units with a costbetween 150 – 200 points each.
Maximum 450 points shared total.
TROOPS
Consists of 3-6 Units with a cost between 0 – 140 points each.
These units may not have a “Command” Tag.
Maximum 600 points shared total.
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Heroic Levels, Traits and Mods: Once a pilot has reached Rank 10, they may begin earning up to five
“Heroic Levels” consisting of three “Heroic Traits” and two “Heroic Mods” taken in the order: trait, mod,trait, mod, trait. A pilot must gain 500 exp for the first “Heroic Level”, 600 exp for the next, etc.,
increasing by 100 exp required each time. The unit cost increases by 100 points for each “Heroic Level”gained.
Heroic Modifications Description
Trans-Am
For the first 3 of their Player’s Turns, this unit may move at double
their base “Movement” and “Boost” values. During the same period, thisunit may also increase their base DAM with every weapon by 2 DAM. From
this player’s turn 4 onwards, this unit removes the above bonuses.
I-FieldThis unit may now possess an “I-Field” Type equivalent to their “Armour”value: Light (1 Armour), Medium (2-3 Armour), Heavy (4 Armour), Super
Heavy (5 Armour.)
“Full Burst” Mode
This unit may utilise each of its available ranged weapons within a
single “Shoot” Action that equivalent of a “Slow Action.” Ensure eachweapon is targeted with and rolled for separately. This can only be done
once per turn. These weapons must be reloaded if applicable.
“Yata no Kagami” Coating
Whenever this unit is targeted for an attack with a “Beam” class ranged
weapon, before any variety of “Defence Pool” roll, if the attackersucceeded in scoring at least one “Hit”, roll a D6. On a result of 1-3,
nothing changes and the “Defence Pool” rolls continue as normal. On aresult of 4 or 5, remove all “Hits” the attacker scored. On a result of
6, in addition to removing all “Hits” the attacker scored, roll one D6(per “Hit”) for a shot from the target back to the attacker with the
statistics equivalent to the attacker’s weapon utilised in the priorattack.
“EXAM” System
This pilot temporarily gains the Trait “Rash” whenever they are at 50% of
their base “Integrity” or below. In addition, in the event this unitreaches zero (0) “Integrity” or less, roll a die before attempting to
roll on the “Destruction Table.” On a result of 5+ ignore the“Destruction Table” roll and increase this unit’s “Integrity” to 50% of
its maximum value. On a result of 1-4, simply roll on the “DestructionTable.”
Panoramic Cockpit Attackers targeting this unit do not gain a “Flanking” bonus.
“Full Armour” Modification Increase the “Armour” value of this unit by one (1.)
Heroic Traits Description
Jack of all trades This pilot may choose an additional “Trait” from the “Traits List.”
Elusive
Whenever this unit is targeted for a Ranged or Close Combat attack(excluding Aimed Shots), before any variety of “Defence Pool” roll, roll
a D6. On a result of 6, move this unit 4” in a chosen direction andignore the attack.
VeteranThis unit may always reroll one failed die from their “Attack Pool.”
(Does not stack with additional die rerolls.)
ImpenetrableThis unit may always reroll one failed die from their “Defend Pool.”
(Does not stack with additional die rerolls.)
RecklessThis unit gains +2 additional “Attack” die in “Close Combat” but reduces
their “Armour” value permanently by one (1.)
Flanker
This unit always gains a “Flanking Bonus” against their enemies,
regardless of relative positioning unless they have an “Ability”, “Mod”or “Trait” that cancels this effect.
Commander This unit gains the “Command” tag by their name, regardless of unit type.
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Weather and Environmental Effects: Before the game begins, players may wish to add exciting extra
variables to the gameplay. These can be chosen verbatim, or determined by rolling on the following chartswith a D6.
Earth and Colony Environmental Effects
Result Name Description
1-2
DenseMinovskyParticles
(“Ambush” attempts are now modified to fail on a 1-3, are successful to within a 12”radius on a result of 4 or 5, and are completely successful on a roll of 6. The
“Scout” and “Panoramic Cockpit” abilities no longer function. “Volley” may not be
performed.
3-4Bad
Weather
During any “Shoot” Action, the controller of the targeted unit may choose to remove asingle successful “Hit” from the “Attack Pool” of the Attacker unit (this may only be
done by an individual player a maximum of 3 times per game.) This die is then placed
in front of the owner of the Attacker Unit. Up to 3 die may be stored in front of any
player in this fashion, who now “own” these die. At any time, the owner of these die
may substitute one or more of these die for any other die in their unit’s “AttackPools.”
5-6NormalWeather
There are no environmental effects. The game proceeds as normal in this regard.
Space Environmental Effects
Result Name Description
1-2DebrisShowers
Choose a “North” and “South” side (50% half) of the battlefield. Each turn, roll a
D6: On a result of 1 or 2, all units in the “North” half on the battlefield take 1DAM of “Damage” to “Integrity.” On a result of 3 or 4, all units in the “South”
half take 1 DAM of “Damage” to “Integrity.” On a result of 5 or 6, nothing
happens.
3-4Atmospheric
Danger
Choose one edge of the battlefield. No units may deploy within 18” of this edge.
Any units that, during gameplay, enter within the 18” zone extending from thisbattlefield edge must immediately roll a D6: On a result of 1 or 2, this unit is
moved off of this edge and considered “Destroyed.” On a result of 3 or 4, this
unit takes 3 DAM of “Damage” to “Integrity” and must immediately perform an
additional free “Move” Action out of this zone, in any direction. On a result of 5
or 6, the unit is nor damaged but must perform an additional free “Move” Actionout of this zone, in any direction.
5-6 Empty Vacuum There are no environmental effects. The game proceeds as normal in this regard.
Time of Day
Result Name Description
1 DawnLine of sight is reduced to 24” for Mobile Suits and 10” for other units for each
player’s first 4 turns. Line of sight then becomes normal.
2-3 Day Line of sight is normal.
4 DuskLine of sight is normal for each player’s first 4 turns. After this, line of sight isreduced to 32” for Mobile Suits and 18” for other units.
5-6 Night Line of sight is reduced to 24” for Mobile Suits and 10” for other units.
Randomised terrain placement: Divide the battlefield into quarters or even sections. In each
section/quarter, roll a D6 to determine the type of terrain to be placed there:
Result Name Description
1 Military Ruins, Dangerous Terrain, Bunkers, Industry, Sandbags, etc.
2-3 Wilderness Rivers, Hills, Lakes, Forests, Swamps, etc.
4 Urban Walls, Housing, Businesses, Parks, Roads, etc.
5-6 Plains Fields, Farmland, Streams, Villages, etc.