Professional Documents
Culture Documents
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
To Fight...
And Fight...
And Fight...
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.
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.
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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.
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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.
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
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
range 15