You are on page 1of 18

G Gundam Supplement

Gundam Tournament XX
By Nick Davis

CONTENTS
Introduction . . . . . . . . . . . . . .2
G Gundam Rules . . . . . . . . . .3
G-Fighter Creation list . . . . . .4
Gundam Tournament Rules . .7
Skill Tables . . . . . . . . . . . . . . .8
Tournament Earnings . . . . . . .9

PRODUCED BY THE MSGBS


Mobile Suit Gundam, Zeta Gundam, Gundam ZZ,
Char's Counterattack, Gundam 0080: War in the
Pocket, Gundam F91, Gundam 0083: Stardust
Memory, Gundam 0083: Last Blitz of Zeon,
Gundam: The 08th MS Team, Gundam Wing:
Endless Waltz, and G-Saviour are copyright
Sotsu Agency and Sunrise. Victory Gundam, G
Gundam, Gundam Wing, and Gundam X are
copyright Sotsu Agency, Sunrise and TV Asahi.
Turn A Gundam is copyright Sotsu Agency,
Sunrise and Fuji TV.
No challenge to their status is intended. I am just
a fanatical fan who wanted to show what you can
do with a rules system, a change of setting,
different models and a little imagination. So
please don't panic and let us all enjoy the hobby!
Contact me at gundammsbs@yahoo.com if you
have a problem and I hope you don't. Now stop
reading all this boring legal stuff and get back to
enjoying the Mobile Suit Gundam Battle System
at http://www.gundambattlesystem.com

And so they gather...

To Fight...

And Fight...

And Fight...

Until only one is left to claim the title of Gundam of Gundams...

Fighters!!! Ready... FIGHT!!!

Except from the opening words of Gundam Tournament XX


Fight Dice - The Core Rules
What follows is the Core of the rules; this is the meat of the game.
We recommend that you play at least two games using the Core rules
before incorporating the Advance rules into your game. This way
you can incorporate the fast flowing action of the rapid action dice
combat into your own fighting style.
Energy Pool
The most important part of the entire Fight Dice system, your
Fighter's energy pool. From this pool the can allocate the dice to

ACTION FIGURE COMBAT


Copyright Nicholas Davis, Fight Dice
different parts of his fighters actions. The performance of these
actions depends on the number of dice allocated to each action.
Dice are also removed from your Energy Pool as your fighter takes
damage from his opponents attacks. Affecting how well your fighter
Welcome to Fight Dice does from turn to turn as he takes damage and gets fatigued from
Ever wondered what would happen if your Action Soldier went up his opponents attacks.
against Godzilla, or Gundam Fighter fought a Rock-em Sock-em The Turn
Robot? Well, the Fight Dice Rapid Action Dice Combat system The Fight Dice game is regulated by a Turn; within this turn both
allows you to find out first hand. Fighters take actions. You follow the sequence of the Turn to
This original gaming system is designed for you to take any Action resolve its outcome for its Fighters. This is how the Turn is broken
figure, assign a dice value to it and just start fighting. Fight Dice is down.
the generic action dueling game, all you need are dice, this rule set
and two action figures and you can start battling. Ready - Both Players allocate the dice from their Energy pools to
their Fighters different actions for this turn. You can allocated or
This is a Rapid Action Dice Combat system simulates the speed of choose to not allocate, as many dice to you like to each one of your
hand-to-hand combat between two opponents. This system can be Fighters actions. Dice are allocated to each action before moving to
translated to many different genres and fighting styles, from the the Go section of the turn, both fighters do this at the same time.
maddening martial art combat of Japanese Anime to the one and
one dueling of mighty robots. The only limit to Fight Dice is your Fight Dice recommend using cups for each action or a screen so
own imagination; all you have to do is pick the number of dice and your opponent doesn't know how many dice you are allocating to
start rolling. each action.
Fighters... READY... SET... GO!!! For example - Fighter B has fifteen dice, he allocates five to movement, five
to attack and five to defense, Fighter A allocates his dice differently with four
going to movement, 6 to attack and five to defense.
Set - Both Players decide who goes first by rolling a D6. The Player
with the highest score can choose to go first or second in each part
of the turn.
Fight Dice - The Basics If both Players Set dice is a draw and one Player won the Set last
Before we go into the core rules presented in this rule set I must turn, the Set automatically goes to the other Player. If its a draw on
recommend that the best way to learn this game is to start playing the first turn the Set is rolled again until one Player wins the Set.
and not worry about learning this game off by heart first time in.
What follows below are a few gaming terms to help avoid confusion Go - This part of the turn is split into three sequences, the Player
in the rule explanations. who won the Set can choose to go first or second in each of the
sequences. Below is a quick summary of the sequences.
Arena - The Fight Dice game allows you to use two action figures
pitted in battle against each other. They fight in a combat area called Movement - move the number of dice in inches that have been allocated to the
an Arena. This Arena could anywhere from your kitchen table, or movement pool.
bedroom floor to a specially built piece of scenery. Fight - This is were the Fighters use the dice allocated to their attack and
Dice - The Fight Dice games uses dice to represent movement, and defense actions to arm... Fight!
the chance element for ranged attacks, close combat and defense. Damage - For each Attack dice that makes it through your Opponents
These dice considered being six-sided dice often referred to as a Defense Dice you can remove one dice out of his Energy pool for next turn.
D6. So when you see the instructions to use dice we are asking you The turn keeps cycling until one Fighter has zero dice in his Energy
to use D6 dice. pool and is then considered to be out of action.
Distances - The Fight Dice game, your action figures move across For example - Fighter A has a Dice Value of 16, which means he has 16
the arena. When they use ranged attacks it will be necessary to Fight Dice. It is the Ready part of the turn so he allocates 6 Dice to movement
measure to ensure you are in range. All distances are measured in action, 6 Dice to Attack action and 4 Dice to his Defense action.
inches. We highly recommend that players purchase retractable tape
measures for measuring and distances.
Fighter - the players who action is current
Opponent - the player who is reacting to the Fighters action.
Turn - The Fight Dice game, uses turns to control the flow of the
game, within each turn both players go through a number of
sequences to resolve the outcome of the turn.
The Actions Example - Fighter A managed to score two dice hits on Fighter B, Fighter B
Your turn is defined by a number of actions, you use dice to allocate wasn't as lucky and only struck his opponent once. Fighter A has one less dice
to these actions to increase your fighters performance, and here are in his Energy pool for next turn, while Fighter B has two less dice in his Energy
the actions your Fighter can take and how to use them. pool for this turn.
Movement - Every dice you allocate from your Energy pool equals Damage - For each Attack dice that makes it through your
one inch. Your Fighter may move the number of inches indicated by Opponents Defense Dice you can remove one dice out of his
the number of dice in this movement action, within the following Energy pool for next turn.
restrictions. Congratulations Fighters you have completed the Basic Fight Dice Rapid Action
Your Fighter cannot move through solid object or obstacles. You Dice Combat game. Fight Dice recommends you fight two or three duels using
must measure the distance to climb over it, up it or around it. If you the Basic Fight Dice rules before moving onto the Advance Fight Dice section.
move ends and your Fighter hasnt cleared the obstacle he is still Fighters... .Set... Ready... GO!!!
considered to by climbing. Advanced Dice Fight
Once your Fighter enters your opponents Combat Zone or CZ all Youve fought your duels using the basic edition of the Fight-Dice
movement is stopped - even if your opponent hasnt moved yet. rules. While the basic rules work very well they are limiting in the
Your Fighter and his Opponent are considered to be hand-to-hand way your can go about your attacks. These Basic Fight Dice rules
combat and are locked together for that turn. assume that both Fighters are kicking and punching in a martial art
style fight.
What follows is a selection of optional rules that adds another
dimension to your Fight Dice game. These advanced rules allow you
to grapple, use foreign objects, ranged attacks and use that all-
important finishing move on your opponent.
3 Ranged Attacks
We have all seen anime fights were the Fighter uses some kind of
energy blast to throw a ranged attack at their opponent. Or maybe
one of the Fighters has brought a gun or blaster to the fight. To use
a Ranged Attack you cannot be in hand to hand combat with youre
opponent and must allocate dice to your attack action.
You cannot use a Ranged Attack if you have an Opponent in your
3 CZ extends around your fighter measured from the center of the Action Combat zone. To use a Ranged Attack, for every Dice you allocate
figure (adjust to 6 or 12 depending on the size of your Fighter. to your Attack action that is distance in inches your ranged attack
will go. To throw or shoot your ranged attack simply roll all your
In the next turn if you win the Set you can move out of your Attack dice, your opponent may use the dice he has in his defense
Opponents CZ if you wish, by allocating dice to your movement action to try and block/dodge the attack. Damage is inflicted by any
action. Your fighter is considered to by backing away to work his ranged attack dice that have scored a 5 or more and has not been
away around his Opponent, you cannot move through another blocked by the Opponents defense dice. Take away dice damage the
Fighters CZ. same way as your would for a normal attack.
Attacks - This is the number of attacks your Fighter can make in his Attacking from behind
turn, the Fighter rolls the number of dice equal to those allocated to At times your Fighter will get the drop on the other and be able to
this action. attack from behind. If you fighter manages to do this he gets a two-
The Fighter who won the Set can choose to go first and second in bonus fight or defense dice (you choose which one) for that round
the Fight sequence. Roll the number of dice in your Fighters Attack only.
action. His opponent rolls all the dice in this defense action to try to Attacking from different levels
block the Attack. Defense dice cancel out attack dice, by being equal Your might have the advantage of be attacking from a different
to or higher than the corresponding attack dice. ground level than his opponent. For example doing a flying leap off
Example - Fighter A won the set and decides to go first in the Fight sequence, the top rope or fire escape. Or maybe using a flying kick to initiate
so he rolls the six Attack dice allocated to his Attack action he scores 2,3,3,4,5 the combat. If your fighter begins the fight action at a higher level
& 6. and is within the CZ of his Opponent he gets two-bonus fight or
His opponent Fighter B only has five dice allocated to his Defense action, he rolls defense action dice (you choose which one) for that round only.
them and scores 1,3,4,5,6. Breaking this down, Fighters B score of 1 does Attacking over an obstacle
nothing because it is not higher of equal to any of Fighter As Attack Dice, so Perhaps your Fighter might want to put a low wall or other defensive
one of Fighters A attacks automatically go through. point between him and his Opponent. If your Fighter is behind a
The Defense score of 3,4,5,6 cancels out four of Fighter As attacks by being piece of scenery that comes up to his waist then your Fighter gets
equal to or higher than Fighters A Attack dice. However, it doesn't stop one two bonus defense dice for every round the obstacle is between you
more Attack Dice going through, and Fighter B takes 2 dice hits. It is now and your opponent.
Fighters B chance to attack...

Defense - This is how well your Fighter defends himself from his
opponents attacks. Every dice allocated to the Defense action is
rolled and stands a chance of blocking your opponents Attacks,
stopping your fighter from taking damage.
Use Foreign Objects In the next turn the player using the grapple is considered to have
Always a Fighters favorite, maybe you want to use a steel chair (ala won the set and may choose to continue the hold or take another
wrestling), a piece of lead pipe, a baseball bat or even something type of action. Only the Fighter using the grapple can move in this
heavier like a dumpster or a car!!! turn, dragging or carrying his opponents.
To pick up a foreign object the Fighter must use half the dice from To break the hold your Opponent must stop all your Fighters Attack
his fight action that is equal to the bonus fight dice value of the action dice with his Fighters Defense action dice. If unsuccessful
Foreign Object (For example - it costs a Fighter two fight dice to lift and any Attack action dice that make it through your opponents defense
use a chair), and must of started next to or finished move next to the do damage as normal.
foreign object. Once the two dice are expended from the fighter is In addition you get one free dice of damage on your Opponent. For
then considered to be carrying the object and can use it in one attack every turn your Fighter keep hold of your opponent this free dice of
against his opponent. damage is increased by one, so in the second turn its become two,
the third turn it become three until the hold is broken or your
FOREIGN OBJECT FIGHT DICE VALUE
opponent runs out of dice.
Chair, pipe, bat, crowbar etc - 4 bonus fight dice
While you have your Opponent in a hold you can choose to throw
Table, TV, wheel hub, concrete brick, bowling bowl, etc- 6 bonus him, use the ranged attack rule above. Your Opponent can attempt
fight dice to break the hold as normal before he is thrown. If thrown the
Dumpster, engine block, lamppost, other fighters, piano etc - distance you throw your opponent is the same as the dice in your
8 bonus dice Attack action halved i.e. 6 inches become 3 inches.
Cars, SUVs, boats etc - 10 bonus dice Use the foreign object chart to work how much damage your
Really its up to you to assign bonus fight dice to an object, what I have opponent takes from the throw depending on what he is thrown at
described above is just a small sample of the many foreign objects that could or through. However, in this case your Opponent only takes half
be used in an over the top no holds barred fight. damage from the impact.
Finishing Move
The foreign object adds additional dice to your Fighters fight action, The grand move, the one that is designed to cripple and take all the
depending on how heavy it is. The foreign object may also be used fight out of your opponent. If you roll three or more sixes on your
as a throwing weapon in the same way as described a ranged attacks, fight action dice you may declare that your Fighter is going to use his
however if the foreign object is used in this way its bonus dice are is finisher.
not added to the fight dice unless one of the fight action dice used All the dice in your Defense action are moved to your Attack action
to make the initial ranged attack actually gets through the opponents and rolled as attack dice - giving your Fighter one super finishing
defense. attack. Your Opponent can use his defense action dice as normal to
Grapple help shield him from some of the finishers effects.
Some fighters prefer to grapple their opponent, holding them in Using the finisher can cripple your Opponent. This is the only attack
tight bear hugs, or grabbing them to throw against something hard that takes dice automatically from your Opponent before he gets to
and heavy or another fighters. attack back. You Opponent can only survive your finisher if he has
To grapple your opponent you must first declare you are doing this any dice left after your finisher has been executed.
and least half of your Attack action dice have to beat your However be warned if this attack doesnt finish off your Opponent
opponents Defense action dice. The first turn that the grapple is it leaves you with no defense dice to use against your Opponents
initiated your Fighter nor his opponent cannot do any damge. You attacks. Hey, its not called a Finishing move for nothing.
are considered to have grabbed your Opponent this turn, and your
That is all the Fight Dice advanced rules, good luck Fighters now...
Opponents is considered to by trying to avoid the hold.
Ready... Set... GO!!
A Grapple has the following effects:
Your opponent cannot change the number of dice in his Attack
action pool for the next turn. Nor can he take any Attack actions,
including the turn he is grappled on, until he breaks the hold.

Assigning a Dice Value Gundam Fighter Dice Value 36


Fight Dice allows you to assign Dice Value to your Fighter. A Dice Monster Dice Value 42
Value is the number of Dice that you think your Fighter is worth; Mega Robot Dice Value 56
you then use this Dice Value as your Energy Pool when dueling with As you can see the Fight Dice summary is very generic, as it cannot
your opponent. encompass the entire Action Figure universe. The values above
Fight Dice has found the best duels are fought with a mutual agreed should give you and your Opponent some idea of assigning Dice
Dice Value. Both Players deciding together what their Fighters are Values.
worth in Dice Value. However, if you are new to the Fight Dice Really there is no upper limit to amount of Dice Value you want to
game we have put together a summary of Dice Values for various assign to your Fighter, just make sure your opponent agrees before
styles of Fighters. hand before the Duel takes place. Also using the Dice Value system
Human Dice Value 8 you can pit multiple Opponents up to the Fighters Dice Value.
Thug/Police Dice Value 12 For example - two Mobile Fighters (Dice Value 18) would be a fair match
Wrestler/Soldier Dice Value 16 up against one Gundam Fighter (Dice Value 35).
Marital Artist Dice Value 20 There are no limit to the matches and Dice Values you can make.
Mobile Fighter Dice Value 18 The only limit is your own imagination. Prepare to Fight...
Z Fighter Dice Value 28
The first major change was the erecting of special battle zones on
Earth. No longer would the entire planet be an arena for Gundams.
The second most significant change was a regulation on how G-
Units were built. The rampant technology that lead to the creation
of the Dark (Ultimate) Gundam was decided to be too dangerous
and too over developed for what should be a tournament that
displays of martial art prowess.
G-Units had to be now built on a strict budget and within certain
regulations. Almost all the G-Units by the 17th Tournament used a
stock chassis. This leveled the playing field immediately and Colony
nations that normally were outclassed because of their own budget
constraints could challenge the big hitters of the Gundam
Tournament.
The 14th Tournament came and went which Domon Kusshu again
won. The Tournament Instead of being abhorred by the people of
Earth actually attracted large audiences to the spectacle of G-Fighter
combat. By the time the next Tournament came around these battle
zones became stadiums, with a large amount of the profits from the
fights being channeled into the Earth recovery fund, via various
Committees.
FIGHT! FIGHT! FIGHT!
Taking from Stadium Camera - Canada National Arena Domon Kusshu retired just before the 15th Tournament, which was
to see a larger Corporation presence than ever before. The
Welcome to Gundam Tournament XX Tournament once created to see who would govern the Colonies,
You asked for it, so we created it. The Gundam Tournament XX now was seen more and more as a Commercial sporting event.
rules are the first in a long line of Fight Dice supplements designed The Tournaments came and went, with Sai Saici becoming the most
to add various plug-ins to the Rapid Action Dice Combat System. successful Tournament Champion ever, as over the next twenty
These plug-in supplements are designed to make the Fight Dice years he won four of the Gundam Tournaments in a row. Winning
rules more dedicated to a particular genre of combat using certain great acclaim for the Shaolin Temple and his Colony nation of Neo-
Action figure collections. Which in this case is the Gundam China.
Tournament of the Future Century, using the G-Gundam MSIA
range from Bandai. It is now the dawn of Gundam Tournament XX, and the popularity
of the Tournament is at a new high. G-Fighters from all over the
In many cases the core Fight Dice rules remain unchanged, and what Colony nations are gathering at the Stadiums on Earth to Fight for
these supplements are intended to bring is a structured tournament the crown of Gundam of Gundams.
dueling system for the genre it is dedicated too. So with no further
ado, pick out your G-Unit, choose your crew wisely and prepare to It is now your time G-Fighter, glory and honor awaits you
fight, fight and fight until your Gundam becomes the Gundam of
Gundams
READY... SET... GO!!!
Gundam Tournament XX
- A Brief History
Much has changed since the
events of the 13th Gundam
Tournament. The Gundam
Tournament still takes place every
four years, but the battleground is
no longer the entire Earth, but
inside specially built arenas or
battle zones. These changes have
made the Gundam Tournament
much more commercialized and
has allowed the Earth to recover
from the ravages of earlier
Tournaments.
Domon Kushu and the Shuffle
Alliance suggested these changes,
after the cataclysmic events of the
13th Gundam Tournament.
Recognizing the benefit of the
Colonies using this system to
decide who will govern a series of
changes were suggested and then The Dragon Gundam
put into effect. The G-Unit of Gundam Tournament XIX Champion Sai Saici
Fight Dice - The Gundam Tournament XX Rules from some of the Hyper-modes effects.
Welcome to the G-Fighter Supplement rules, in this section we detail Using the Hyper-mode can cripple your Opponent. This is the only
the slight rule changes to the core Fight Dice rules. These rules are attack that takes dice automatically from your Opponent before he
intended as a plug-in and to change the Fight Dice rules to a gets to attack back. You Opponent can only survive this attack if he
dedicated G-Fighter combat system. Unless stated below the core has any dice left after your Hyper-mode has been executed.
rules of Fight Dice apply as normal.
However be warned if this attack doesnt finish off your Opponent
Ranged Attacks it leaves you with no defense dice to use against your Opponents
The rules for Ranged Attacks are slightly different from those attacks. Hey, its not a finishing move for nothing.
featured in the core Fight Dice rules. Instead of the Fighter using his
*Super Hyper Mode Only when G-Fighters, which Super-Hyper
attack action dice to make the attack, the Fighter must have a
Fighter in their experience do they get access to the next level of
weapon capable of making a ranged attack. He then uses attack
their suits Hyper Mode attack. This increased level of fighting, can
action dice of that weapon to complete his ranged attack as
be activated once per duel if you roll six or more sixes on your attack
described in the core Fight Duce rules.
action dice. All rules for the Hyper Mode attack apply, with an
For Example A G-Unit is armed with a Rifle that has the attack dice value additional 2d6 dice added to the attack.
of 10. This means he can fire that rifle up to 10 or squares at his intended
That is all the Fight Dice cure rulechanges...
target, and roll 10 attack dice in an attempt to damage the G-Units target.
Ready... Set... GO!!
Ranged attacks can be defended against in the usual way, and all
normal ranged attack rules apply as described in the core Fight Dice Running a Gundam Tournament
rules. As any experienced gamer will tell you that while one-off games are
Hyper Mode Attacks fun, but running an army, team, or gang over a course of a series of
Hyper Mode Attack A G-Fighter is able to activate one Hyper games is far more exciting. Not only do you have worry about the
Mode Attack once per duel. This is the grand move, the one that is tactics of your duel, but you can also watch your G-Fighter team
designed to cripple and take all the fight out of your opponent. If develop and grow into powerful fighting unit, able to rival the
you roll three or more sixes on your attack action dice you may famous Domon Kasshu and his Shining Gundam.
declare that your Fighter is going to use his Hyper-mode. Running a G-Fighter team in a Gundam Tournament does create
All the dice in your Defense action are moved to your Attack action extra work and calls for a little bit of commitment, but if you want
and rolled as attack dice - giving your Fighter one super finishing the glory of becoming the Gundam of Gundams, then tournament
attack. Your Opponent can gaming is for you. The tournament rules are designed to recreate the
use his defense action dice as way the Gundam Fights are now fought in this new era of the FC.
normal to help shield him The Duels are now fought in stadiums, either owned by large
corporations or a Colony Gundam Fight Committee. The G-Fighter
team does not normally own them; the G-Fighter teams and their
Fight Committees receive money based o n the buy rate of their
duels in these stadiums.
Starting the Gundam Tournament
A Gundam Tournament consists of teams of G-Fighters, with at
least four who will duel against each other over the course of a series
of games. In order set up the Tournament the first thing you need
to do is pick a Tournament Commissioner, who ideally be the most
experienced G-Fighter in the group. The Commissioner has the
responsibility to making sure that the Tournament runes smoothly,
and most importantly make sure that duels are played. The
Commissioner can also keep track of how well G-Fighter teams are
doing, set special matches and anything else he can think of! The
Commissioner can be a G-Fighter in the Tournament too, as long as
he doesnt take advantage of the situation to win the Tournament.
You can start playing Tournament duels as soon as the G-Fighters
have created their teams. It is up to the G-Fighters to organize any
duels that they play. A G-Fighter team can duel as many times as the
Fighter likes, assuming he can find enough opponents. The only
restriction is that the same G-Fighters dont duel against each other
more than two duels in a row.
DUEL POINTS
Winning the Duel . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 points
Losing the Duel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1 points
Conceding the Duel . . . . . . . . . . . . . . . . . . . . . . . . . . .0 points

The amount of points scored by a G-Fighter for each duel is set out
Super -Hyper Mode activated above, this table is optional and you can use it to control your

3
Tournament play. For example, G-Fighter needs x amount of between his two G-Fighters. Nothing though is stopping other
points to take part in the Grand Battle royal or final. fighters from doing this.
If the Tournament Commissioner decides to allow it then G- Before you can start playing league matches, each G-Fighter must
Fighters may run one or more teams at the same time. However the create a team as explained below. Once the G-Fighter team is created
G-Fighter may not swap money, materials, Crew or parts between you can start your Gundam Tournament, using the Tournament
the teams he runs. For example he may not make a special loan rules set also set out below.

Creating a G-Fighter Team from sponsors, the colony government and G-fighter committee
Before you are ready to play and other means. This gives the Team leader the means to recruit his
G-Fighter you need to start Fighter, crewmembers and develop his own G-Fighter unit.
you own G-Fighter team. The The first step is to study the Creation lists and decide what you want
following rules and lists below to use and whom you want to recruit in your G-Fighter Team. It is
will help you create your G-
also a good idea to have an idea of what type of G-Fighter unit you
Fighter, the G-Fighter unit
and the Crew to help maintain want your Team to use in the Gundam Tournament.
them both. The next step is to start creating your team, each Crew member, G-
In order to create your G- Fighter Unit and its components all cost Credits purchase as
Fighter team you have a indicated in the Creation lists. These lists also indicate the minimum
treasury of 10,000,000 credits. or maximum of that Crew Member you can have, also you have to
This represents your colonies insure that you dont go over budget. With these restrictions in mind,
budget that has been raised grab a piece of paper, a pencil and create your own G-Fighter team.

G-Fighter Creation List


The following list is used to recruit and equip your G-Fighter Team. To start with you have 10,000,000 credits with which you must
recruit at least Crew Members including your G-Fighter. Any unused credits are added to the G-Fighters Team account and can be used
later on or hoarded to buy a G-Fighter Upgrade.
Choosing your G-Fighter Team
You have 10,000,000 credits to spend on recruiting Crew members and building your G-fighter unit within the following guidelines.
Minimum 3 Crew Members - A G-Fighter crew must have at least three members
G-Fighter - Your G-Fighter Team must have one G-Fighter
G-Fighter Unit - Your G-Fighter Unit must have one G-Fighter Unit - no more, no less!
Medic - Your G-Fighter Team may only one Medic
Chief Engineer - Your G-Fighter Team may only one Chief Engineer
Engineers - You can have a maximum of three Engineers if you have a Chief Engineers
Cheerleaders - You can have a maximum of five Cheerleaders
Popularity - You can have a maximum starting Popularity of five
Recruiting your G-Fighter Crew
G-Fighter Cost to recruit 2,500,000 credits
The most important part of the G-Fighter team, he is the ultimate warrior of his Colony nation,
trained in martial arts native to his land, and fights for the honor of becoming the Ultimate
Gundam Champion. He holds the team together, directs which opponents he faces and who gets
recruited to his team.
G-Fighter Dice Value 3
Assigning Dice Value - A G-Fighter Dice Value 3 can be added to any of the G-Fighter Units
attributes in the Ready phase. For every 10 points dice damage the G-fighter takes the G-Fighter
takes 1 dice damage. When reduced to 0 dice G-Fighter is unable to fight.
Self-sustained A G-Fighter is trained to maintain his own G-Fighter Unit and administer first
aid on himself. After the duel the G-Fighter can repair D6 Dice Value points on his G-Fighter
Unit and heal one point on his own Dice Value total on a roll of 5+ on a D6.
Skilled Specialist A G-Fighter is a specialist in certain areas of combat; on creating your G-Fighter you must choose two skill areas
from the following list, these are the only two areas where he can gain additional skills from during the Tournament season. Unless stated
by a skill table roll.
G-Fighter can two skill areas - Athletic, Melee, Strength, Shooting, or Engineer
For example - Our newly created G-Fighter is going to be an agile martial artist, so we choose Athletic and Melee as his two skill areas to advance in once
the Tournament begins.
Unless stated by the Skills Advancement table, the G-Fighter can only gain skills from these two primary skills area.
Hyper Mode Attack All G-Fighters are capable of activating their Hyper Mode attack, this skill brought about by their constant
training for the Tournament. Full rules for Hyper Mode and even Super Hyper Mode attacks are covered earlier in this rules supplement.
4
Medic Cost to recruit 1000,000 credits
Without the Medic the G-Fighter team would cease to function as a fighting unit. It is their healing
skill that keeps the G-Fighter going from battle to battle and thanks to the advanced Medicine of
the FC even the most life threatening injuries can be healed.
Healer A Medic has the ability to heal up to D3 dice up to the starting Dice Value of the G-
Fighter in the Post Duel sequence. To do this roll the D3, and then roll the number of dice
indicated by D3 roll. For each dice that scores a 4+ or more one point of Dice Value is returned
to the G-Fighter.
Note it is quite possible for a G-Fighter to not have any of his Dice Value returned in time for his next Duel.
In that case the duel is forfeit, but the Medic can attempt to heal the Fighter again. If the Medic cannot restore
any Dice Value to the G-Fighter on this second attempt, the G-Fighter is considered too heavily injured to keep on fighting and the G-Fighter team is disbanded,
unless the funds are available to recruit a new G-Fighter.
Chief Engineer Cost To recruit - 1000,000 credits
A Chief Engineers role is just as important as the Medic, without the gruff and often grumpy Chief Engineers. The G-Fighter Units
would not be repaired in time for the next duel.
Repair A Chief Engineer has the ability to repair the heaviest of damage on a G-Fighter Unit. In the Post Duel sequence roll 3D6
and add them together. This is the amount of Dice Value the Chief Engineer has repaired on the G-Unit in time for the next duel.
Engineer Leader Chief Engineers lead, and oversee the reconstruction of damaged G-Fighter units. They can have up to three
Engineers assigned to them, these are normally specialist to work on Electronics, the computer systems or the mechanical systems.
Fitter A Chief Engineer can be used to fit an upgrade onto the G-Unit. If this done he cannot spend all his time overseeing general
repairs. Therefore the Chief Engineers repair dice score is halved, as he cannot contribute fully to the G-Units reconstruction.
Engineer Cost to recruit 500,000 credits
Engineers just like their grumpy Chiefs are the unsung heroes of a G-Fighter team. Led by their Chief they assist in repairing the much-
abused G-Units in time for the next duel.
Assist repair An Engineer has the ability to repair damage on a G-Fighter Unit. In the Post Duel sequence roll a D6; the score is the
amount of Dice Value the Engineer has repaired on the G-Unit in time for the next duel.
Assistant Fitter An Engineer must be used to fit an upgrade onto the G-Unit. Therefore, if an Engineer is pulled off general repairs
to fit the upgrade and he cannot contribute his repair dice to G-Units reconstruction.
Cheerleader Cost to recruit 100,000
Cheerleaders fulfill an odd function in a G-Fighter Crew. They dont contribute anything to the
backstage work except whine about facilities, the arena, hair and make-up. However it is the
Cheerleaders job to inspire the G-Fighter and the teams fans.
Go Fighter Go The Cheerleaders can whip the fans into a state of frenzy with chanting and
singing. This in turn can inspire the G-Fighter to greater feats. Once per duel for every
Cheerleader that is in the G-Fighters team the G-Fighter can re-roll D3 dice in any of his
attributes.

5
Popularity Cost to recruit 100,000
A G-Fighters popularity is very important, without a following the G-Fighter wont earn enough credits to keep his Team going and
keep his colonies Gundam Fight Committee going. For each point of Popularity you must pay 100,000 credits, the cost of public
relations to build up and get the name of their colonies G-Fighter out amongst the populace.
Your G-Fighter team must have a Popularity of at least one and may not start with popularity greater than five.
Building your G-Fighter Unit
The following list is used build your G-Fighter Unit, the money left over from creating your G-
Fighter crew can be put towards the creation of your G-Unit. Any unused credits are added to
the G-Fighters Team account and can be used later on or hoarded to buy a G-Fighter Upgrade.
The weapons you choose for your G-Fighter Unit must follow the What You See Is What You
Get rule. It's a good idea to decide what your G-Fighter unit will be armed with before you start
creating it.
G-Fighter Unit Basic Chassis cost 3500,000 credits
The G-Fighter unit has five hard points located on its chassis, depending on the upgrade depends
on the amount of hard points it takes up as listed below.
G-Fighter Unit Dice Value 32

G-Fighter Equipment & Weapons Beam equipment - Cutting edge weapons and equipment
G-Units are equipped with a number of offensive and defensive devices that taking the powered forcefield technology ever forward.
take many different forms, but all have the same effect. If you cannot find Swords, axes, beam cloth - cost 3000,000 credits
the item of equipment on the list below, use a degree of imagination and Adds 10 dice to attack or defense - one hard point
apply the closest description and rule to the item. Beam shield - cost 2000,000 credits
Adds 10 dice to defense - one hard point
Basic - Old fashioned constructed weapons.
Swords, sabers bo-staff - cost 1000,000 credits Optional Upgrades
Adds 5 dice to attack or defense - one hard point Extra armor - cost 1,000,000 credits
Axes, heavy bladed or weighted weapons - cost 800,000 credits Adds 2 dice to defense, for every additional points of extra
Adds 5 dice to attack - one hard point armor fitted, movement is reduced by 2 dice. - 0 hard points
Shield - cost 1000,000 credits Jump pack - cost 1500,000 credits
Adds 5 dice to defense - one hard point Adds 5 dice to movement - one hard point
Throwing stars, vulcans - cost 1500,000 credits Teleport - cost 6500,000 credits
Allows a 5 dice ranged attack - one hard point Adds 10 dice to movement - one hard point
Pistols, bows, bitz, spears - cost 2000,000 credits Roller wheels - cost 500,000 credits
Allows 8 dice ranged attack - one hard point Adds 2 dice to movement. - one hard point
Energy Blast, Rifle - cost 2500,000 credits Telescopic legs - cost 800,000 credits
Allows a 10 dice ranged attack - two hard points Add 1 dice to movement - one hard point
Shadow Cloak - cost 4500,000 credits
Heat - Heavy edged weapons, aided by superheated filiments.
Adds 10 dice to defense - one hard point
Swords - cost 1800,000 credits
Adds 8 dice to attack or 5 dice to defense - one hard point Note - Many pieces of equipment used by G-Units adds extra dice to either
Axes, shining finger attack - cost 12000,000 credits the fight or defense attributes. These pieces of equipment only add their dice
Adds 10 dice to attack - one hard point when they are in used by the Fighter during his duel. Also the dice value may
be added to either the fight or defense attribute, or split between the two at
the Ready phase of the duel

Once done, make a note of your G-fighter Crew and what your G-
Unit is armed with. Add all monetary values of your Team up (not
any credits you have left over) and then divide by 1000,000 and
that is the starting Team standings of your team. If you have spent
the entire 10,000,000 on your G-Fighter Team, your team will have
starting Team standings of 100
This increases as you buy more equipment for your G-Unit and as
your G-Fighter gains experience.
For Example You have purchased extra armor for your G-Unit, this is
worth 1,000,000 credits and this value is added to cost of your G-Unit. This
would increase the G-Fighters Team standings by 10 points. Any experience
gained by the G-fighter is added to the G-Fighters team ratings; in this
example the G-Fighter earns 8 points of experience, which would increase the
Teams standings by 8 points. Taking the starting Team standings from 100
to 118 points.

6
Fight Dice - The Gundam Tournament XX Play 2. Duel
Tournament Duels have their own sequence of play, which involves Play the Duel using the Fight Dice rules incorporating the
pre-duel and post duel actions, as well as the actual duel. Please additional plug-in rules as detailed in the G-Fighter supplements
follow the sequence through each Tournament Duel you play. core rules.
1. Pre-Duel Sequence 3. Post Duel Sequence
1. Work out buy rate You must go through the following five steps after each and every
2. Check Team ratings Tournament duel that you play:
2. The Duel 1. Work out Experience
1. Ready! Set! GO!! In Tournament Duels it is possible for G-Fighters to earn
2. Ends when one G-Fighter defeats or gives in experience points, which may give them skill rolls at the end of the
3. Post-Duel Sequence match. This phase is used by each G-Fighter to add up any
1. Workout experience experience points earned and to make any experience rolls that
2. Workout earnings needs to be made.
3. Roll on the Popularity table
4. Pay up keep, recruit new crewmembers and purchase EXPERIENCE ROLLS
G- Unit upgrades As G-Fighters earn more experience points they go up in levels and
5. Work out new team rating are entitled to make Skill rolls. All G-Fighters start out as Rookies
with no experience Points. Once a player has earned 6 points he
1. Pre-Duel Sequence becomes experienced and is entitled to his first skill roll. Consult
The Pre-Duel sequence must be used before every Tournament the table below for experience you can gain during a duel.
duel that is played. This sequence is split into two separate steps,
which are described below. EXPERIENCE POINTS
Winning the Duel . . . . . . . . . . . . . . . . .2D6 Experience points
1. The Buy Rate
In the whole new corporate world of Gundam Fights, money is Losing the Duel . . . . . . . . . . . . . . . . . .1D6 Experience points
made from sponsorship deals, the gate at the G-Fighters arenas and Conceding the Duel . . . . . . . . . . . . . . . . . .0 Experience points
Buy-rate on the PPV networks. All of which is dictated by the
popularity of the G-Fighter team. In order to find out how popular
that Duel is going to be, add the popularity rate of the two teams, Each time that the G-Fighter goes up another level he is entitled to
and then roll a number of dice equal to the total. Add the scores of another Skill roll. The Skill Level table lists the number of
the dice together and then multiply by 100,000 the result is the experience points that are required to reach each different level. At
Buy rate the Duel has managed to generate. the end of the duel work out how many experience points that your
G-Fighter has earned, and look up their scores on the Skill Level
For Example Two G-Fighter teams with a combined factor of 7 are
table. If the player has earned enough points to go up a level, then
about to fight a duel. Seven dice are rolled and come up 1, 2,3,3,4,5,5, which
immediately make a roll for them on the Skills table. To make the
adds up to a total of 23. This result is multiplied by 100,000 to find out the
Skills roll, roll two dice, add the scores together, and look up the
buy rate for the duel which means 2,300,000 Fans are watching, tuned in
result on the Skills table.
or in the G-Fighter arena.
2. Check Team Ratings SKILL LEVEL TABLE
When a G-Fighter fights an Opponent with a higher Team rating, Experience Title Skills
then the G-Fighter can earn extra experience points. The higher the 07 Rookie None
Opponents Team Rating the greater chance the underdog team
could win big with additional Buy rates and experience. 824 Soldier One
2536 Warrior Two
Difference in Experience bonus Bonus Buy rate 3752 Fighter Three
Rating Win/lose
5385 Hyper Fighter Four
1-5 +1/+0 0
86135 Super-Hyper Fighter* Five
6-10 +2/+1 D3
11-15 +3/+2 D6 136185 Master* Six
16-20 +4/+3 D6+D3 186+ Legend* Seven
21-25 +5/+4 2D6
26-50 +6/+5 2D6+D3
51-75 +7/+6 3D6 *Super Hyper Mode Only fighters of this experience can have
76-100 +8/+7 3D6+D3 access to the next level of their suits hyper modes. Increased level
101+ +9/+8 4D6 of fighting, this mode can achieved once per duel. All dice from
the defense column is added to its attack value. With an additional
2D6 dice added to the attack. Same results as Hyper mode.

7
SKILLS TABLE - 2D6 New Skills
When choosing new Skills look at the G-Fighters skill area and roll
2 Ignore any of the usual restrictions and can choose from any a D6, the score the dice indicates the skill the G-Fighter has learnt.
of the skills tables If the G-Fighter rolls a up a skill he has already got then re-roll the
3-8 New Skill in that G-Fighters primary skills area dice, if he scores the same skill again the G-Fighter may choose one
skill on that skill table.
9 - +1 Dice to Movement to G-Fighter Unit profile
Characteristic Increases
10 - + 1 Dice to Attack to G-Fighter Unit profile A Star Player roll of 9 -12 will increase one of the G-Fighters
11 - + 1 Dice to Defense to G-Fighter Unit profile characteristics simply record the new value on the G-Fighters team
roster. However, no characteristic may ever be increased by more
12 Ignore any of the usual restrictions and can choose from any than 2 points over its starting value. A G-Fighter may choose to give
of the skills tables, or add +1 dice to the Fighters own FD reserve. his player a new skill (as described above) instead of a characteristic
increase.

Skill Tables
Athletic Roll D6 Strength Roll D6
1. Breakfall D6 dice defense against falling or damage caused by 1. Body slam D6 dice added to attack attribute in the turn the
being thrown. Fighter makes contact.
2. Catlike Reflexes D6 dice defense against ranged attacks. 2. Crushing blow D6 additional attack dice, can be used once
3. Leap 2D6 dice added to move attribute, can be used once per per duel.
duel. 3. Grit D6 dice defense can be used once per turn.
4. Jump back D6 dice defense against Melee attacks. 4. Breaker 2 dice permantley added to attack attribute.
5. Sprint 3D6 dice added to move attribute, can be used once 5. Iron will 2 dice permantley added to defense attribute
per duel. 6. Insane rage - May take D6 dice from defense to attack in the
6. Second Wind 2D6-regenerated dice to be added to Energy turn the Fighter charges.
pool can be used once per duel and cannot go over starting
Energy pool total.

Melee Roll D6 Shooting Roll D6


1. Head butt D6 dice attack, can be used once per duel 1. Hipshot Can move and fire using up to half the ranged attack
2. Berserk Charge May take D6 dice from defense to attack in value of the weapon.
the turn the Fighter charges. 2. Marksmen May re-roll D6 ranged attack dice, has to be re-
3. Parry Additional D6 dice to the defense attribute. The dice rolled every turn.
have to be re-rolled every turn. 3. Fast Additional D6 dice added to weapons ranged attack
4. Fient Fighter can discard D6 attack dice from his opponents value, has to be re-rolled every turn.
attribute, can be used once per duel 4. Rapid If fighter does not move he can roll his weapons
5. Counter After opponent attacks, your Fighter get D6 ranged attack value dice twice, can be used once per duel.
additional attack dice, must be re-rolled every turn. 5. Extended Range Fighter can add an additional D6 dice to his
6. Step Aside 2D6 defense dice, can be used once per duel ranged weapons range value.
6. Crack shot May re-roll 2D6 Dice on his weapons ranged
attack value can be used once per duel.

Engineer Roll D6
1. Field Repair Fighter can restore D6 dice to his energy pool
can be used once per duel.
2. Hacker Fighter can discard D6 dice from his opponents
energy pool for that turn only. Can be used once per duel.
3. Fitter Fighter can fit Extras to his G-Fighter instead of an
Engineer, providing the Fighters FD total does not have a value
of 0. Cannot be healed by a Medic if the Fighter uses this ability.
4. Jury Rig Fighter can restore D6 dice to his energy pool can be
used once per duel.
5. Override move D6 dice from one attribute to another, after
the set roll has been made. Can be used once per duel.
6. Improvise Fighter can improvise a weapon or shield from his
surroundings. D6 dice can be added to attack or defense attribute.
Can be used once per turn.
8
2. Work out Earnings DUEL WINNINGS TABLE
At the end of the duel, each G-Fighter
team receives a fee for fighting in that TEAM RATING
Arena. The amount received represents the Buy Rate 1-99 100-125 126-150 151-175 176-200 201-225 226-250 251-275+
money that is left once all arena expenses
have been paid. 0-2000,000 +1 0 -1 -2 -3 -4 -5 -6
2000,001-4000,000 +2 +1 0 -1 -2 -3 -4 -5
In order to work out their winnings each
G-Fighter rolls a dice, and then cross 4000,001-6000,000 +3 +2 +1 0 -1 -2 -3 -4
references their Team Rating with Buy rate 6000,001-8000,000 +4 +3 +2 +1 0 -1 -2 -3
for the duel on the Profit table (see below) 8000,001-10000,000 +5 +4 +3 +2 +1 0 -1 -2
to see if there is any modifier to the dice
roll. The modified dice roll is multiplied by 10000,001-12000,000 +6 +5 +4 +3 +2 +1 0 -1
100,000 to see how many credits are added 12000,001-14000,000 +7 +6 +5 +4 +3 +2 +1 0
to the G-fighters account. 14000,001-16000,000 +8 +7 +6 +5 +4 +3 +2 +1
If the modified dice roll was 5, for 16000,001+ +9 +8 +7 +6 +5 +4 +3 +2
example, the coach would be allowed to Won Match: +1/+2 if Underdog (Add additional +1 if its a semi-final duel)
add 500,000 credits to his account. Match Winnings = (dice roll + Modifiers) x 100,000
The table includes negative modifiers that
will reduce the dice roll. Treat modified First off roll any repair dice for your G-Unit and any healing dice
scores of less than 0 as 0 (i.e., the team gets no money at all and has you need to roll for your G-Fighter, and then apply them. Once you
to cover all expenses like upkeep from there own account) have done this work out the G-Fighters team accounts.
3. Popularity 10% of the remaining earnings are automatically sent to the Colony
A G-Fighters Team Popularity may not be voluntarily changed once G-Fighter committee. A further 10% goes to the storage, service
the Tournament has started. Instead, each G-Fighter must roll after and upkeep of the G-Unit, with an additional 10,000 credits lost per
every duel to see if their popularity changes. Roll a dice, add or Dice Value point repaired (Gundunium Alloy aint cheap).
subtract any modifiers, and look up the result on the Popularity
Table. Any change to the G-Fighters Popularity must be recorded on Note if you dont have the credits or dont want to spend the credits
the team roster. There is no limit to how high a teams fan factor may to repair your G-Unit. You can choose the amount of damage
go, but it can never be reduced to less than 1. An unmodified roll of repaired from the total of repair dice rolled by your Engineering
1 always counts as a 1, and an unmodified roll of 6 always counts as team.
a6 Then for every Crew member including the G-Fighter subtract 1000
POPULARITY TABLE credits from the teams earnings to pay for their living arrangements,
travel and security. If you cannot pay for the upkeep of any of the
D6 Result crew the G-Fighter loses the services of that Crewmember and must
1 or less Popularity goes down 1 point. hire a new Crewmember to replace them after the next duel.
2-5 Popularity stays the same. Any remaining Credits can go towards upgrades or new Crew for the
6 or more Popularity goes up 1 point. Team. A G-Fighter cannot buy any upgrades for his G-Unit unless
he has at least 2 Dice Value point healed on him, as he has to
Won the Match . . . . . . . . . . . . . . . . . . . . . . . .+1 approve all upgrades. New Crew can be hired as normal within the
restrictions of the G-Fighter Crew list.
Won the Match as Underdog . . . . . . . . . . . . . .+2
Lost the Match . . . . . . . . . . . . . . . . . . . . . . . . .-1 5. Update Team Rating
Take this time to update your G-Fighters rooster and update the
Conceded the Match . . . . . . . . . . . . . . . . . . . . .-2 Teams new Rating, using the formula stated above. Once this is
Tournament Semi-Final . . . . . . . . . . . . . . . . . .+1 done your G-Fighter Team is ready for its next duel in the Gundam
Tournament Final . . . . . . . . . . . . . . . . . . . . . .+2 Tournament.
For every Popularity score over 10 . . . . . . . . . .-1 Well thats it for the Fight Dice Rapid Action Dice Combat
supplement for G-Fighter. Dust off your G-Fighter MSIA, work out
your crew and prepare yourself to fight, fight and keep on fighting
4. Purchases, Pay Upkeep Repair time until only one G-Fighter is left standing and is proclaimed Gundam
In this phase the G-Fighter may repair his G-Unit, buy upgrades and of Gundams. Ready, set GO!!
new Crew for his G-Fighter team. Before embarking on a shopping
spree the G-Fighter must first pay for his Teams upkeep and also
send funds to his colonies G-Fighter committee.

9
IMAGES FROM G-GUNDAM -
Gundam Tournament XIII
Welcome to Fight Dice - How To Play
You read the rules, you got your Fighters together and a pool of
dice. You even managed to hunt down a tape measure to keep track
of all the distances. Everything is set and ready to go... Just one thing
your not to sure were to start.
Well Fight Dice brings you two example turns of Rapid Action Dice
Combat between two equally matched combatants, to give you an
idea of were to start and how to set up a duel.
Fighters... SET... READY... GO!!!
Set-up - Our two Fighters for this example, the John Bull (Royal) Gundam

ACTION FIGURE COMBAT


Copyright Nicholas Davis, Fight Dice
and Maxter Gundam are from rival countries, in the G-Gundam series. Both
Fighters have a Dice Value of 36, which translates into 36 Fight Dice. To set
up your duel place both your Fighters in the Dueling Arena roughly 24 apart.

24

JOHN BULL (ROYAL) GUNDAM FIGHT DICE - 36 MAXTER GUNDAM FIGHT DICE - 36
Model number: GF13-003NEL Model number: GF13-006NA
Code name: John Bull (Royal) Gundam Code name: Gundam Maxter
Unit type: mobile fighter Unit type: mobile fighter
Nationality: Neo England Nationality: Neo America
First deployment: FC 60 First deployment: FC 60
Accommodation: pilot only, in 360 degree cockpit using Mobile Accommodation: pilot only, in 360 degree cockpit using Mobile
Trace System and Core Lander Trace System and Core Lander
Dimensions: head height: 16.4 meters Dimensions: head height: 16.3 meters
Weight: base: 7.3 tons; full: 14.8 tons Weight: base 7.3 tons; full 16.8 tons
Construction: gundarium alloy super-ceramic composite rare Construction: gundarium alloy super-ceramic composite rare
metal hybrid metal hybrid
Powerplant: ultracompact fusion reactor, output rating unknown Powerplant: ultracompact fusion reactor, output rating unknown
Fixed armaments: long beam rifle, 2 x head vulcan, 2 x Fixed armaments: 2 x gigantic magnum (beam gun), 2 x glove
machinecannon (shoulder armor), 2 x fighting knuckle, shield
Set... Ready... Go!!! Next is the Set phase of the turn, the highest score wins the Set and
Once both Fighters have been placed in the Dueling arena, both can choose to go first or second in each part of the Go!!! section of
players roll one Dice. Both Fighters must make Ready. To do this the turn. When the set has been won, move onto the Go!!! section
you must take your energy pool and allocate it too your actions for of the turn.
this turn, this is done by both players at the sametime. Set - The Fighters roll one dice, the John Bull (Royal) Gundam scores a (5)
Ready - Both Fighters have 36 Fight Dice allocate to each action. five and the Maxter Gundam scores a (4) four. The John Bull (Royal) Gundam
John Bull (Royal) Gundam allocates - wins the Set.
Movement - 0 Dice In the Go!!! section of the turn, you can start to perform your
Attack action - 25 Dice actions. Each action burns that amount of dice allocated to them.
Defense action - 11 Dice Movement - Both Fighters start the Go!!! turn in their movement action. John
Bull (Royal) Gundam has elected to stay still this turn, letting the Maxter
Maxter Gundam allocates - Gundam move its 10 dice (10 dice = 10 inches) movement towards his
Movement - 10 Dice Opponent.
Attack action - 15 Dice
Defense action - 11 Dice

JOHN BULL (ROYAL) GUNDAM FIGHT DICE - 36


Movement - 0 Dice
Attack action - 25 Dice
Defense action - 11 Dice

MAXTER GUNDAM moves 10

MAXTER GUNDAM FIGHT DICE - 36


Movement - 10 Dice
Attack action - 15 Dice
Defense action - 11 Dice
In the Go!!! phase of the turn you must cycle through all the actions a 5 or more to hit - out of the 25 Dice, 9 strike home. The Maxter Gundam
presented. The next action in the Go!!! phase is the Attack action. rolls all his Defense Action Dice in an attempt to stop the shots and only
Attack - John Bull (Royal) Gundam won the Set and as his Opponent the manages to score equal to or better on 5 of his Dice - taking 4 Dice of Damage.
Maxter Gundam is still far away he elects to go second. It is now the Damage part of the Go!!! Phase here the damage taken in the
The Maxter Gundam is not in his Opponents Combat Zone, so the Fighters Attack Action is taken from the Fighters Energy Pool.
uses a ranged attack this turn. Converting his 15 Attack Action Dice to inches Damage - The John Bull (Royal) Gundam took 2 Dice of Damage, so the
he find he has a 15 inch range for his Gun - just in range of the John Bull. The Fighter deducts those two dice from his 36 Fight Dice, leaving him with 34 Fight
Fighter rolls all 15 dice and as it as ranged attack need a score of 5 or more to Dice in the next turn.
hit. Out of his 15 Attack Action Dice he hits with only 6. Maxter Gundam fared worse than his Opponent and took 4 Dice of Damage,
The John Bull (Royal) Gundam now rolls all his Defense Action dice to see if leaving him with 32 Fight Dice in the next turn.
he can block/dodge the shots. He rolls the 11 Defense Action Dice allocated Once the Damage is worked out it is time to begin a new turn,
managing to block all but two of the Dice, by scoring equal to or better - taking starting with the Ready phase.
2 Dice of Damage. Its now the John Bulls turn to strike back.
The 25 Attack Action dice gives his ranged attack a 25 range, easily putting
the Gundam Maxter in striking distance. The Fighter roll all his dice needing

JOHN BULL (ROYAL) GUNDAM FIGHT DICE - 36 [Takes 2 Dice of Damage]


Movement - 0 Dice
Attack action - 25 Dice
Defense action - 11 Dice

range 15

MAXTER GUNDAM FIGHT DICE - 36 [Takes 4 Dice of Damage]


Movement - 10 Dice
Attack action - 15 Dice
Defense action - 11 Dice
Set... Ready... Go!!! - Turn 2 The Maxter Gundam now rolls all 17 of his Defense Action Dice to try and
Both Fighters have survived the first turn and now prepare for the stop the John Bulls ranged attack, 7 of his Defense Action Dice score 5 or more
Second turn. Lets run through the Phases as the Fighters do them. stopping the John Bulls attack dead.
Ready - Both Fighters now allocated their respective Fight Dice to their actions. Damage - The John Bull did no damage to the Maxter Gundam this turn,
Set - John Bull (Royal) Gundam wins the Set again and the Maxter didnt take an Attack action. So both Fighters take 0 Dice of
Damage this turn.
GO!!! - Now we cycle through the actions in the Go!!! Phase
It is now time to begin a new turn, starting with the Ready phase.
Movement -In their movement action. John Bull (Royal) Gundam decides to go
first and moves 5 backwards away from the Maxter Gundam. The Maxter
moves his full allocation of 15 dice (15 dice = 15 inches) towards the John Bull.
Attack - John Bull (Royal) Gundam won the Set and is the only Fighter that
has Dice allocated to his Attack action. The 25 Attack Action Dice equals a
distance of 25 inches, putting the Maxter well in range of his Attack. The
Gundam Fighter rolls all 25 Dice, needing 5 or more to hit. Out of the 25 Dice
only 6 hi their target.

JOHN BULL (ROYAL) GUNDAM FIGHT DICE - 34


Movement - 5 Dice
Attack action - 25 Dice
Defense action - 4 Dice

MAXTER GUNDAM moves 15

JOHN BULL (ROYAL) GUNDAM moves 5

MAXTER GUNDAM FIGHT DICE - 32


Movement - 15 Dice
Attack action - 0 Dice
Defense action - 17 Dice
Set... Ready... Go!!! - Turn 3
Both Fighters have survived the second turn and now prepare
JOHN BULL (ROYAL) GUNDAM FIGHT DICE - 34
for the Thirds turn. Now both Fighters are within striking Movement - 10 Dice
distance, so lets run through the Phases as the Fighters do them. Attack action - 15 Dice
Defense action - 9 Dice
Ready - Both Fighters now allocated their respective Fight Dice to their
actions.
Set - Maxter Gundam wins the Set
GO!!! - Now we cycle through the actions in the Go!!! Phase
Movement -In their movement action.the Maxter Gundam decides to go
first and moves into the Combat Zone of the John Bull (Royal) Gundam
- locking both Fighters into combat for this turn..
Attack - Again the Gundam Maxter decided to go first and rolls all 18
Attack Dice. The John Bull defends by rolling all 9 Defense action dice
and cancels out only 6 dice of the Maxters Attack Dice, and 12 Attacks
hit home.
John Bull (Royal) Gundam now rolls all its 15 Attack Dice, the Maxter
rolls its defense action dice blocking 9 of the John Bulls attacks.
Damage - The Gundam Maxter did 12 Dice of damage to the John
Bull this turn, and the John Bull only did 6 Dice of damage. Taking their MAXTER GUNDAM moves 5
Fight Dice scores down to 22 for the John Bull (Royal) Gundam and 26
for the Maxter Gundam.
It is now time to begin a new turn, starting again with the Ready
phase. The Maxter has coverted to full combat mode and is
ready to pound the John Bull (Royal) Gundam into the
ground... Or maybe not...
Fighters... Ready... Set... GO!!! MAXTER GUNDAM FIGHT DICE - 32
Movement - 5 Dice
Attack action - 18 Dice
Defense action - 9 Dice

JOHN BULL (ROYAL) GUNDAM FIGHT DICE - 22

MAXTER GUNDAM FIGHT DICE - 26

You might also like