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DRIVING SCHOOL MANUAL FOR MOBILE

SUIT PILOTS
Contents:
Introduction: Welcome brave pilot!

Pilot 1
Pilot Skills 1.1
Newtype Pilot Skills 1.1.1
Builder Pilot Skills 1.1.2
Pilot Skills Leader 1.1.3
Mobile Suit unit and Vehicles unit 2
Mobile Suit card and the vehicle card 2.1
Upgrade cards 2.2
Button tokens 2.3
Attack 2.4
Aim interference 2.4.1
Other types of attack 2.4.2
Possible outcomes of your hit roll 2.4.3
Movement 2.5
Other types of movement 2.5.1
Weapon control 2.6
Newtype pilots skills 2.7
Special features of Mobile Suit units and vehicle units 2.8
Weapons 3
Weapons range 3.1
Weapons types and effects 3.2
Types of damage 4
Structure damage 4.1
Collateral damage 4.2
Collateral damage cards 4.2.1
Stun damage 4.3
Scenic elements 5
Game turn 6
Match preparation 6.1
Instinct phase 6.2
Initiative 6.3
Alternating activations 6.4
Twist cards 6.5
Game modes 7
Welcome to the Mobile Suit piloting school, during this training you will learn the functionality of the cockpit
buttons and the peculiarities and effects of the weapons. Your education will also include information on the
different environments in which you will fight, the phases of the game turn and the basic tactics that every
good pilot must be able to master.
Show due commitment and devotion and, in a short time, you will be ready to take the field to experience the
excitement of piloting a Mobile Suit!!

INTRODUCTION

Sol System, in a not so distant future, Earth’s burgeoning population pushes past 9 billion, straining our
precious, pale blue dot to its limits.
Part of the Earth's population is forced to move to space, the moon, and to orbital colony clusters known as
Sides; each cluster essentially a small self-sufficient nation unto itself, sitting serenely upon the Earth’s
LaGrange points.
Hundreds of these enormous, cylindrical space islands become the second home for those migrants, allowing
them to live as though they were on Earth; here they are born and raised... and die.
It is the beginning of a new era for mankind and, for this reason, a new calendar that uses the Universal
Century (U.C.) as a unit of measurement is adopted.
The furthest colony cluster from Earth, known as Side 3 or Munzo to its inhabitants, eventually finds itself
under the sway of the charismatic Zeon Zum Deikun and his philosophy of “Contolism.” Electing him as their
new leader in U.C. 0058, their economic independence from the Earth Federation is quickly established and
Munzo becomes an autonomous republic.
The tension between Munzo and the Federation escalates, and in the following year economic sanctions are
placed on Munzo while the Federation establishes the Earth Federal Space Force. In U.C. 0068, this tension
reaches its peak. Zeon’s sudden demise leads to Degwin Zabi, his closest advisor, claiming control of Munzo
and swiftly placing his children in to positions of power, eliminating any possible competition, including Zeon’s
old followers. As well, they were secretly squashing rumors that the Zabis may have orchestrated Zeon’s
death themselves.
By the time the smoke has cleared, Degwin has become the totalitarian dictator of the nation and his first
act was to declare that Side 3 is now known as the Principality of Zeon, and furor over of the death of their
leader is used to drum up political hatred for the Earth Federation and their continued pressure on Side 3.
In the following decade, the surviving Deikun children go missing and Zeon establishes several new initiatives
to pioneer the development of their armed forces and technologies which may prove useful to the growth of
said forces. The Federation responds in kind, and relations between Side 3 and the Federation crumble to
dust as the former becomes less and less subservient over time. Although no shots have been fired, the cogs
of war have already begun to spin.
Being denied any request for complete autonomy, the Principality of Zeon quickly moved to conquer the
nearby colonies in a swift and brutal campaign that opened with indiscriminate use of weapons of mass
destruction.
Thus begins in U.C. 0079 the One Year War, a bloody conflict that sees the Principality of Zeon, helped by the
subjugated colonies, waging a terrible offensive against the Earth, allied to the few remaining faithful.
The surprise attacks against Earth loyalist Sides result in horrific loss of life. The unending, continuous fighting
of the first week of the war, known now as the “One Week Battle” results in Operation British, an attempt to
drop the captured Island Iffish of Hatte (Side 2) on the Federation’s headquarters, Jaburo in South America.
The attempt failed, and portions of the colony fell across the planet, the largest of which impacting directly
on Sydney, Australia and striking with such force that the planet’s crust is penetrated, jolting the world such
as that its rotation is permanently slightly altered. The result is an enormous gulf where once the city stood,
and devastation across all corners of the planet.
Following the unrestricted use of weapons of mass destruction by both sides culminating in the horrific event
of the colony drop, and when fatalities from secondary causes such as starvation and disease are included, it
is clear that over half of the entire human population has been lost. Billions of lives blinked out in but a few
short days.
Zeon’s efforts to drop a second colony are thwarted, but dread lingers in the hearts of most of humanity that
this war could very possibly lead to an end of civilization.
The Federation nearly forms a war-ending truce with Zeon when faced with such significant losses against
the much smaller nation, but following a rallying speech by their General Revil, and perhaps because the
Zabis sought to take Earth as their own, instead the Antarctic Treaty is signed. The war would continue, but
without the use of weapons of mass destruction.
Immediately following this was a lightning war as Zeon landing forces dropped on Earth and swiftly
conquered great swathes of territory, stretching their much limited supply lines and leading to a months long
stalemate. One where Federation soldiers and tank crews would struggle against a new and technologically
superior weapon of war Zeon had introduced.
The military supremacy of Zeon is guaranteed by the Mobile Suit, huge anthropomorphic robots guided by
pilots and designed for close combat. Their power plants scattering particles which interrupt long range
communications, guided weapons, and the like, forcing combat to be reduced to ranges which benefitted
them the most.
To counter Zeon's expansionist ambitions, the Earth Federation Forces began developing a new Mobile Suit
model of their own, a secret weapon with which to stem the tide: the RX-78-2 Gundam...
Never before has humanity's destiny been on the brink of the abyss: the future of the human race is in the
hands of indomitable and courageous pilots who, risking their lives, fight in defense of the ideals of peace
and justice.
Heroic and brave aces fight on both sides of the war; the likes of Lydo Wolf, Shin Matsunaga, Char Aznable,
Brenev Auggs, and Amuro Ray fight valiantly for their nations, their families, their honor, or even for revenge
as the final months of the conflict witness mobile suit fighting mobile suit in a new kind of war never seen
before.
If you're reading these lines then you're hiding the potential to become a Mobile Suit pilot... now the question
is: "Will you also make your own contribution in an attempt to restore order in a world that is rapidly on the
road to destruction? Or will your ashes scatter across the winds of time as others march onward to glory?”
1. PILOT
There are three pilot classes available, each has unique and different skills, choose your class.

Newtype Builder Leader


This category includes newtypes This category includes This category includes
of birth, cyber newtypes and manufacturers, mechanics, commanders, leaders and people
clones. engineers and electricians. with special charisma.

They are the aces of combat: with They are an excellent support for They are responsible for combat
their amplified reflexes and Mobile Suit and combat vehicle planning and coordinate each
mental abilities they are the repairs. team member during battle.
spearhead of every team.

Each new skill in this pilot class Each new skill in this pilot class Each new skill in this pilot class
costs multiples of 125 experience costs multiples of 100 experience costs multiples of 75 experience
points: points: points:

1st skill - 125 XP 1st skill - 100 XP 1st skill - 75 XP


2nd skill - 250 XP 2nd skill - 200 XP 2nd skill - 150 XP
3rd skill - 500 XP 3rd skill - 400 XP 3rd skill - 300 XP
4th skill - 1,000 XP 4th skill - 800 XP 4th skill - 600 XP

… …

Take the pilot card corresponding to the chosen pilot class and fill it in with your data.

PILOT NAME: Indicates the name of your pilot.

RANK: Indicates your pilot's military rank.

ALIAS: Indicates your pilot's nickname or battle name.

STATUS: Indicates the Stun Damage suffered by your pilot. For each Stun
Damage suffered during battle, delete a star. At the end of each turn,
before the next Instinct Phase, you can recover a star by rolling a die and
getting 5+. If your driver suffers 4 Stun Damage, until he recovers at least
one star, he will be knocked out and cannot plan or activate the Mobile
Suit. When your pilot is knocked out your opponents, simply getting a 3+
with the roll to hit, can inflict the Cockpit Explosion Collateral Damage with
any ATK or AMS weapon.

PILOT EXP: Indicates the experience points (XP) earned by your pilot; they
can be used for new skills.

SKILLS: Lists your pilot's skills


1.1 Pilot skills

Each class of pilot has basic skills that can be used from the first fight in all game modes and special skills
that can be achieved by using the experience points accumulated by the pilot exclusively in the Campaign
game mode. When purchasing special skills, you must purchase a highlighted special skill first before you are
able to purchase from one of the branching options beneath it.

1.1.1 Newtype pilot skills

The Newtype pilot's basic skill allows him to use the Button Token to perform his abilities:
- DISTRACTION: Remove a random Button Token from an opposing unit anywhere on the field of
play.
- PSYCOMMU: Move one of your remote control weapons by a maximum distance equal to the Short
Range value and then fire. Or call up one of your remote control weapons anywhere on the field of
play.
To buy new special skills you will have to spend 125 XP for the first, 250 XP for the second, 500 XP for the
third, 1,000 XP for the fourth, etc.

1.1.2 Builder pilot skills


The basic skill of the Builder pilot allows them to assign 3 upgrade cards to their unit instead of 2 and, once
per game, use only one of the following skills:

- FIELD REPAIR: + You can remove a Collateral Damage Card (but not the Mounted Weapon
and Cockpit Explosion cards) assigned to an adjacent unit of yours.

- FRAME REPLACEMENT: + Suffer 2 Structure Damage and remove 5 Structure Damage


from an adjacent unit.
To buy new special skills you will have to spend 100 XP for the first, 200 XP for the second, 400 XP for the
third, 800 XP for the fourth, etc.

1.1.3 Leader pilot skills


The Leader pilot basic skill allows him to use the Button Token to modify an undisclosed Button Token
to a friendly unit. The Leader pilot, once per game, can also use the skill:

- INSPIRE: + Once per game all allied units add +1 to the result of their hit rolls until the end
of the turn.
To achieve new special skills you will have to spend 75 XP for the first, 150 XP for the second, 300 XP for the
third, 600 XP for the fourth, etc.
2. MOBILE SUIT UNIT AND VEHICLE UNIT
During this training you will not only learn how to drive a Mobile Suit, but you will also be given the
theoretical and practical basics to try your hand at driving the various vehicle units (airplane, tank...) that
will intervene in battle.

2.1 Mobile Suit Card and the Vehicle Card


The Mobile Suit card and the vehicle card have basically the same data, as listed below. Unlike the Mobile
Suit card, the vehicle is equipped with fewer weapons and, as it does not have a shield, it can only defend
itself with armor.

❶ Mobile Suit name and initials.

❷ Button Tokens (represent the number of actions that the Mobile Suit pilot can plan in the Instinct Phase).

❸ Mobile Suit special feature.

❹ Faction flag.

❺ Mobile Suit battle cost.

❻ Movement value.

❼ Summary of the shield and armor structure points of the Mobile Suit.

❽ Limitation (Some Mobile Suits are not suitable for fighting in space or on the ground.).
❾ Rarity of the Mobile Suit (Unique, Rare, Uncommon and Common).

Rarity Duel Tournament Skirmish Campaign


Unique 1 1 1 1
Rare 1 1 1 2
Uncommon 1 1 2 3
Common 1 2 3 4

❿ Weapon name.

⓫ Indicates whether the weapon is mounted on the frames of the Mobile Suit or if it is hand held.

⓬ Weapon range.

⓭ Damage that inflicts for every attack die that is scored.

⓮ Number of dice to throw when using the weapon.

⓯ Indicates whether the weapon should be reloaded after use.

⓰ Weapon characteristics.

⓱ Indicates the number of dice to throw to parry with shield or armor.

⓲ Indicates the number of structure points of the shield and armor (note the damage suffered here on the sleeve).

You will note that the model scale of the unit is not listed. players should decide at the beginning if they are
using 1/144, 1/100, or 1/200 scale models as this will affect their speed and firing ranges listed later in this
manual. Scales cannot be mixed.

2.2 Upgrade Cards


In the preparation phase of the game, when you are still defining the team that will take the field, you can
decide whether to customize your unit by assigning up to two upgrade cards (if the pilot belongs to the
Builder class you can assign up to three upgrade cards to your unit).

The upgrade cards have a ຄ point cost (which adds up to the cost of the chosen units) and provide additional
weapons or skills to the units they are assigned to.
Here are some examples of upgrade cards:
- Additional Beam Saber
- Command Unit
- Battle Damaged
- Core-Block System
- Smoke Launchers
- And so on...
2.3 Button Tokens
Button Tokens are the buttons that every pilot has at his disposal inside his cockpit. Through them you can
control your unit and plan the different actions it will perform during the round. These are the buttons you
can use:

If your pilot is in the Newtype class, you will also have the Newtype button which allows you to use
newtype basic and special skills.

During the Instinct Phase, before the initiative is established, each player, at the same time, places two of
the available Button Tokens (corresponding to the actions he wants his unit to perform), covered, adjacent
to the base of the unit itself.
WARNING!! Button Tokens can also be activated in the opponent's turn to perform attacks and dodges. In
this case the player, in order to activate them in his opponent's turn, must roll a dice and get the value
indicated in the following table:

COMBINED WITH
IN YOUR TURN IN OPPONENT’S TURN

Reactive Attack (3+) Aimed Attack


Attack
Counterattack (3+) Double Attack

Boost
Movement/Rotation Dodge (5+) Charge
Push

Change Weapon Change Weapon


Total Reload
Reload (Automatic)

Reactive Attack (2+)


Psycommu Counterattack (2+) Distraction
Dodge (4+)
2.4 Attack
Perform an attack with one of your equipped weapons against an enemy unit positioned within your line of
sight and within the range of the weapon used. The score for hitting varies depending on the location of the
weapon equipped with which you make the attack, according to the following table:

Equipped Weapon Required Roll


M, L, RC 4+
R 3+
L+R 2+
M: Weapon mounted on the unit frame.
L: Weapon held with the left hand of the Mobile Suit.
RC: Remote control weapon (activated with the Newtype Psycommu ability).
R: Weapon held with the right hand of the Mobile Suit.
L + R: Weapon held with both hands of the Mobile Suit.

Your enemy may try to avoid the attack with a dodge. He must reveal the Button Token and get 5+.
Alternatively, he may try to block it with the shield if he has one equipped (only if he drives a Mobile Suit
unit and if the attacking unit is positioned within his line of sight) or with the armor: in this case he must roll
a number of dice corresponding to the number indicated on the card and obtain a value equal to or greater
than the value you obtained in attack.
EX: Player 1 gets 4-5-5 with the Vulcan Guns, player 2 rolling 4 dice gets 6-4-4-1. The 6 blocks a 5 and the 4
blocks another 4, a 5 is not parried and inflicts one structure damage.
2.4.1 Aim Interference
Scenic elements such as buildings or spacecraft wreckage disturb your unit's aim. For each object or Mobile
Suit unit (vehicles are not large enough to be a disturbance) that stands between you and your target your
hit roll suffers a -1 modifier.
For example, if you try to shoot a Mobile Suit behind another MS with your right hand, you will have to get
4 (3 for the right hand +1 = 4).

If you are adjacent to a friendly unit or a stage element the penalty does not apply.

2.4.2 Other types of attack


REACTIVE ATTACK (3+): When an opposing unit moves and enters the range of one of your equipped
weapons you can decide to activate the reactive attack by rolling 1 die and getting 3+. If the roll is successful
you interrupt the opponent's turn and make a hit roll (see attack). Once the reactive attack is resolved, the
opponent's unit, if not destroyed, resumes the turn.
EX: Enemy unit entering range of your Beam Rifle. You reveal an Attack Button Token, roll the die and get
3+. The opponent's turn is interrupted, and you now have a chance to attack the enemy. Roll the dice, resolve
any damage and then your opponent resumes playing.
COUNTERATTACK (3+): During the enemy attack you can decide to activate the counterattack by rolling 1
die and getting 3+. If the roll is successful you interrupt the opponent's turn and take the roll to hit (see
attack). If the roll to hit is successful too you can calculate the consequences according to the following table:

Sword vs Sword Beam vs Beam RFR vs XPL


Both players must roll a number of Both players must roll a number It can only be used against XPL
dice equivalent to the number of of dice equivalent to the number attacks that require a several
injuries shown in the statistics of of injuries shown in the statistics dice roll (e.g. against missiles
their weapon and compare the of their weapon and compare the but not against bazookas).
total result to that of their total result to that of their
opponent. opponent. Each counter-attack die that
hits neutralizes one attack die.
If a player scores 5+ of his If a player scores 5+ of his
opponent's result he will complete opponent's result he will If the counterattack does not
his attack. complete his attack. neutralize all the attacking dice,
the advanced dice will score.
If there is a difference of 4 or less If there is a difference of 4 or less
between the two totals, both between the two totals, both
attacks are considered void. units will suffer damage (non-
lockable and non-detectable)
equal to the sum of the damage
caused by the two weapons.

EX: You are attacked by 3 missiles 4-5-6, reveal the Attack Button Token and get 3+. The opponent's turn
stops and you now have the chance to attack the missiles. You fire with Vulcan and get 4-4-4, all rolls are hit
and therefore the destroyed missiles.

AIMED ATTACK: Execute an attack with a single weapon equipped and re-roll failed dice.

DOUBLE ATTACK: Execute two attacks with two different weapons equipped. The double attack can also be
directed towards two different targets.
2.4.3 Possible outcomes of your hit roll
1 - The unit never hits even if, by adding up various bonuses, it reaches the value necessary to hit.

2 - A weak shot: If your Mobile Suit is using a two-handed weapon, the attack will be successful but there is a high
probability that it will be blocked by the enemy's armor.

3 - Another weak shot: If your Mobile Suit is using a weapon wielded with the right hand the attack will score but there
is a high probability that it will be blocked by the enemy's armor.

4 - A good shot: the attack will always score and it won't be so easy to parry, especially if your unit is using ATK or AMS
weapons.

5 - Bull's-eye! The opposing unit will have to work hard to parry the attack!

6 - Masterstroke! If the opposing unit fails to dodge or parry it, it will suffer a Collateral Damage in addition to the
Structure Damage inflicted by the attack.

2.5 Movement
In order to allow players to use their models in their preferred scales, on the unit card the distance value is
not expressed through numerical units: the movement can be Tank, Slow, Average, Fast, Jet.
According to the chosen scale (1/100 - 1/144 - 1/200) you will have to consult the following tables with
measurements in inches and centimeters.

MOVEMENT 1/100 scale 1/144 scale 1/200 scale


(inch/
inch/cm) (inch/
inch/cm) (inch/
inch/cm)
Tank 6 / 15 4 / 10 3 / 7.5
Slow 8 / 20 6 / 15 4 / 10
Average 12 / 30 8 / 20 6 / 15
Fast 18 / 45 12 / 30 9 / 22
Jet 30 / 75 20 / 50 15 / 37.5

MOVEMENT: Move the Mobil Suit back or in one of three directions compatible with your line of sight (2, 3
and 4). In a short time, you will remember the movement values and no longer need to consult the tables.
2.5.1 Other types of movement
ROTATION: Use one inch (or 2.5 cm) of movement to rotate the base of your unit 45°.

DODGE (5+): Roll a die. If you get 5+, move your unit by half of its movement value in any direction and
ignore the attack.

BOOST: Double your movement value and move in any direction compatible with your line of sight, ignoring
any obstacles. The movement can only be performed in a straight line, with no possibility of any curve or
rotation.

PUSH: This type of movement can only be performed by Mobile Suit units. Move your Mobile Suit and an
adjacent opponent's unit (Mobile Suit unit or vehicle unit) in the same direction as the attack by a value
equal to your movement value. If, as a result of this move, the opposing unit hits a stage element or another
unit, both will suffer structure damage and additional Stun Damage. Upon completion of the move, your
Mobile Suit must be in a position that does not encroach on the space occupied by other units or stage
elements.
CHARGE: this type of movement can only be performed by Mobile Suit units. Move your Mobile Suit in a
straight line to your opponent's unit (Mobile Suit unit or vehicle unit) by up to twice your movement value.
Once the movement is completed, you can perform an extra attack with a CRG weapon (e.g. a shield).

2.6 Weapon control


CHANGE WEAPON: Change the configuration of the equipped weapons in the hands of your Mobile Suit
unit. This skill cannot be used by vehicle units.
RECHARGE: Reload a RLD weapon.
TOTAL RECHARGE: Reload a TRL weapon.

2.7 Newtype pilot skills


DISTRACTION: Remove a random Button Token from an opposing unit anywhere on the field of play.
PSYCOMMU: Move one of your remote control weapons by a maximum distance equal to the Short Range
value and then fire. Or call up one of your remote control weapons anywhere on the field of play.

WARNING!!! There are many actions available, try to remember them: the right action performed at the
right time could turn the tide of battle!
2.8 Special Features of Mobile Suit Units and Vehicle Units
Some units have special features that differentiate them from the others and make the outcome of each
clash more compelling and unpredictable. These characteristics are distinguished in:

PASSIVE FEATURES Permanent characteristics of the unit, always working.


ONE-USE FEATURES Characteristics that can be used only once per match.
DEPLOY FEATURES Characteristics that can be activated only during the preparation phase
of the match.
NEWTYPE FEATURES Characteristics that can only be activated if the unit is driven by a
Newtype.

Here the list:

When the unit reach ZERO structure points remove it from the game and place the
Cockpit Escape
head/aircraft within close range. You will be able to use the primary weapon* only once per
System [Passive]
game.

Core Block System When the unit reach ZERO structure points remove it from the game and place a Core-Fighter
[Passive] within close range.

Dash [Passive] This unit may shoot during movement. Stop the movement, shoot and then continue move.

FLASH “Scattering
Once per game you can use it to remove all Button Tokens from an enemy unit within short
Beam Gun” [One
range and within its arc of view. Opponents may avoid the effect obtaining 5+.
use]
Heavy Plate
Suffer one less Structure Damage (minimum 1) from XPL weapons.
[Passive]
Magnetized Coat
When the unit is on space fields it triples movement.
[Passive]
Mass Produced When your unit suffers collateral damage draw two cards, your opponent will decide which
Unit [Passive] one to apply

Mobile Armor
Suffer one less damage (minimum 1) from XPL weapons. You never suffer the XPL side effect.
[Passive]
This skill can only be played by Mobile Suit units. Do not place the unit at the beginning of the
game. Before the Instinct Phase, decide whether to deploy it anywhere in the field. Roll a die,
Parachute [Deploy]
if you get 5+ you will normally place the Button tokens, elsewise you will only place one Button
Token.

Move one of your remote control weapons up to a short range and then fire. Or call up one of
Psycommu
your remote control weapons anywhere on the battlefield. If the remote control weapon is
[Newtype]
the Funnel, you can move multiples of 5 or 6 of them depending on their total number.

Smoke Launchers This unit cannot be declared as a target by units that are at a distance greater than the Close
[One use] Range value. This skill can only be used once per game.
Ignore collateral damage for the first half of your Mobile Suit's structure points.
Tough Mobile Suit
[Passive] EX: If the armor of the Mobile Suit has 16 structure points ignore the first 8 collateral damage
that would be inflicted on it. Afterwards the collateral damage inflicted will score.

Turret 360°
This unit has a 360° arc of fire.
[Passive]

WARNING!!! Remember these features during the match, in difficult situations it could be of great help.

3. WEAPONS
3.1 Weapons Range
In order to allow players to use their models in their preferred scales, the distance value on the card is not
expressed in numerical units: the range of the weapons is indicated as Zero, Close, Short, Medium, Long and
Very long.
According to the chosen scale (1/100 - 1/144 - 1/200) you will have to consult the following table with the
measurements in inches and centimeters.

1/100 scale 1/144 scale 1/200 scale


RANGE (inches and cm) (inches and cm) (inches and cm)

Zero 4 – 10 3 – 7.5 2-5


Close 8 – 20 6 – 15 4 - 10
Short 16 – 40 12 – 30 8 - 20
Medium 32 – 80 24 – 60 16 - 40
Long 48 – 120 36 – 90 24 - 60
Very Long 64 – 160 48 – 120 32 - 80

3.2 Weapons types and effects


Each dice must be parried with +2 compared to the result obtained in attack. 5
AMS Anti-Mobile Suit
is parried with 66; 6 is parried with 666.
Each dice must be parried with +1 compared to the result obtained in attack. 5 is
ATK Anti-Tank
parried with 6; 6 is parried with 66.

When this weapon inflicts at least one Structure Damage, the affected unit suffers one
BLD Blade
additional Collateral Damage.

This attack can be performed for free after a Boost. Charge attacks can only be dodged
CRG Charge
or defended with the shield and not with armor.

If this attack strikes, even if it does not inflict Structure Damage on the unit, the pilot
ELE Electric
suffers a Stun Damage.
When this weapon inflicts at least one Structure Damage, the damaged unit cannot
GRB Grab
perform any action until it has performed a Boost. It can then act normally again.

MTG Multi-Target You can split the attack over multiple targets.

ONE One-Use You can only use this weapon once per game.

OVL Overloadable If you use this weapon with + you may decide to perform an overloaded
attack that inflicts 2 additional structure damage.

When the attack inflicts at least one Structure Damage, push the affected unit in the
same direction as the attack by a distance equal to the Close Range value. If the unit
PSH Push receiving the push hits a stage element or other unit, it will suffer additional structure
damage and the pilot will suffer additional stun damage. Applies the effect of the push
movement type.

Throw an additional die for every die that gets 6. WARNING!!! This type of weapon
RFR Rapid Fire
never produces collateral damage.

RLD Reload
After it has been used, the weapon requires to be used again.

If you use this weapon you cannot move or have moved in the same turn. Roll 2 dice
SNP Sniper
and keep the best result.

When the attack inflicts at least one structure damage, the pilot suffers an additional
STN Stun
Stun Damage.

This weapon may be the target of an attack. It has two structure points, marks the
TGT Targetable
damage suffered in the space provided.

TRL Total-Reload
After it has been used, the weapon requires + to be used again.

When this weapon strikes, it also inflicts structure damage and Stun Damage to all
units and pilots within a distance equal to the Close Range value. This damage can only
be dodged. Additionally, if a unit suffers four or more structure damage from an
XPL Explosive
explosive attack, the pilot will suffer Stun Damage. WARNING!! With this type of
weapon you can also shoot at the ground or a stage element to take advantage of the
explosive effect.
4. DAMAGE TYPES

4.1 Structure Damage


When you decide to make an attack with a weapon, roll the number of dice shown on the card. For each die
that scores (attack not parried or dodged), you inflict on the opponent the number of Structure Damage
corresponding to the weapon used. Make a note of the Structure Damage suffered by the shield and armor
on the protective sleeve of the card, using an erasable marker pen. The excess damage from a destroyed
shield carry over to armor.

4.2 Collateral Damage


When you attack an opponent and you get a 6, if that attack is successful (i.e. not parried or dodged) you
inflict a Collateral Damage on the enemy unit, in addition to the normal Structure Damage. Depending on
the type of game you are playing, this will result in a different effect:
GAME MODE Duel Tournament Skirmish Campaign
It inflicts an It inflicts an Draw a Collateral Draw a Collateral
EFFECT additional Structural additional Structural Damage card. Damage card.
Damage. Damage.
4.2.1 Collateral Damage Cards
When playing in skirmish or campaign mode, you inflict a Collateral Damage on an enemy unit, the opponent
must draw a Collateral Damage Card. There are 8 Collateral Damage cards:
- Weapon Equipped
- Weapon mounted
- Damaged boosters
- Cockpit explosion
- Control system…
If the opponent draws the Mounted Weapon or Cockpit Explosion card, he suffers the corresponding effect
and then shuffles the card back into the deck. If the opponent draws one of the other Collateral Damage
cards he permanently assigns the card to the affected unit and suffers the corresponding effect.
If the card drawn by the opponent generates an effect not applicable to the hit unit (e.g.: Left Arm Cut
Collateral Damage is not applicable if the hit unit is an airplane) he shuffles the card in the deck and draws
another card.
If you inflict Collateral Damage on a "Mass Produced" unit, the opponent draws two Collateral Damage cards
and shows them, then you choose which one to apply. Shuffle the card in the deck that has not been chosen.
Remember that if your driver belongs to the Builder class once per game you can use the FIELD REPAIR skill
and remove a collateral damage card permanently assigned to one of your units. The FIELD REPAIR skill does
not apply to Mounted Weapon and Cockpit Explosion cards.

4.3 Stun Damage


Stun Damage is a damage suffered by the pilot inside the cockpit (in addition to the structural damage
inflicted on the piloted unit) when the unit is hit by certain weapons (punches, explosive weapons...) or by
particular actions (thrust, charge...).

For every Stun Damage suffered during battle, delete a star from the STATUS
section of your pilot card. At the end of each turn, before the next Instinct
Stage, you can retrieve a star by rolling a die and getting 5+.

If the pilot suffers 4 Stun Damage, until he recovers at least one star, he will
be considered knocked out and cannot plan or activate the unit.

WARNING!! When your pilot is knocked out, your opponents simply getting
a 3+ with the shot to hit, can inflict Collateral Damage Cockpit Explosion with
any ATK or AMS weapon.
5. SCENIC ELEMENTS
Scenic elements such as buildings or spacecraft wreckage disturb your unit's aim. For each scenic elements
or Mobile Suit unit (vehicles are not large enough to be a sight disturbance) between your unit and your
target, your shot to hit suffers a -1 modifier, even if your target is completely concealed.
For example: If you try to shoot a Mobile Suit behind a building with your right hand, you will have to get 4
(3 for the right hand, 1 for sight disturbance = 4).
If you are adjacent to a scenic element or friendly unit the interference does not apply.
Some scenic elements, like buildings, can be destroyed. With the exception of RFR weapons, all other types
of weapons inflict the same damage to scenic elements as they would inflict on units.
All civilian buildings have 3d6 armor value (therefore parry the damage suffered by launching 3d6) and a
number of structure points depending on their size according to the following table:

Building Skyscraper Hospital


N° Structure points 6 8 10

The bomb bunkers have 5d6 armor value and 12 structure points.
At the start of the game, determine with your opponent how each scenic element used in the game will be
considered.
6. GAME TURN
Once the game preparations are complete, the players will alternate in several rounds until one of them
reaches the winning conditions of the chosen game mode. Each round begins with the Instinct Phase, then
the initiative is established and alternates in the activation of the units until both players have activated all
of their units. At the end of the round, if no player has reached the conditions of victory, a new round (Instinct
Phase, initiative...) is started again and the game continues until one of the players wins.

NO

Match Instinct Initiative Players alternate Victory


preparation Phase in unit’s conditions?
activation
Team’s
composition YES
+ upgrade
cards End of the game

Equipping
Mobile Suit
Twist cards

6.1 Match preparation


1) Players decide the type of game they want to play (see below). Each type of match provides the ຄ score
to be respected in the composition of the team but players can agree to increase or limit this score.
2) Each player composes his team and eventually assigns the upgrade cards to the units, respecting the
established ຄ score limit.
3) Each player assigns a pilot to each of his units.

4) Each player takes the Button Tokens needed by his team.

If a pilot is in the Newtype category, you will also have the Newtype button which allows you to use special
skills.

5) Each player draws a Twist card which must be kept covered until he decides to use it. If played at the right
time it can turn the battle around. Here are some examples:
- Instinctive Dodge
- Weapon Jammed
- Stroke of Luck
- Reactor Failure…

6) Each player decides which weapons to equip his Mobile Suit with in his hand.
7) Players roll a D6 and the player with the lowest score will place his troops on the battlefield first (according
to the indications given for the type of game chosen), then the other player will place their own troops.

6.2 Instinct Phase

At this stage the players first calculate the PASS .


The player whose team is composed of fewer units gets a PASS for each unit less than the opponent's team.
Each player then places two covered Button Tokens next to each of his units. When all players have
completed the Button Token placement, they roll the dice to establish the initiative.

6.3 Initiative

Each player will roll a dice. The player with the highest score will take possession of the Token and go
first.
Apply any bonuses to the initiative roll:
+1 if the previous round has started with your opponent.
+1 for every PASS you have obtained.

6.4 ALTERNATING ACTIVATIONS

The player who won the initiative first activates one of his team's units or can pass the hand to his opponent
by playing a PASS, if he has one.
The player who activates the unit may decide to:
- use both Button Tokens.
- use only one Button Token (and keep the other one for possible use in the opponent's turn).
- declare a No Action and keep both Button Tokens without actually activating the unit in their turn.
Once the player has finished activating his unit, their opponent will take their turn.
7. GAME MODES
DUEL
2 Players
15-30 minutes play
STAGE:
STAGE: City (scenic elements everywhere in the scenarios).

MISSION:
MISSION: Destroy the opponent’s Mobile Suit.

ATTACKER:
ATTACKER: Starts from red zone with only one Mobile Suit.

DEFENDER:
DEFENDER: Starts from blue zone with only one Mobile Suit.

EXTRA: If a Collateral Damage is inflicted on a Mobile Suit,


instead of drawing a Collateral Damage Card, the Mobile Suit
suffers an additional structure damage.

TOURNAMENT
2-6 Players
60-90 minutes play
STAGE:
STAGE: Space/Planet Earth.

MISSION:
MISSION: Destroy the opponent’s Mobile Suits.

ATTACKER: Starts from red zone with three Mobile Suits.

DEFENDER: Starts from blue zone with three Mobile Suits.

EXTRA: If Collateral Damage is inflicted on a Mobile Suit,


instead of drawing a Collateral Damage Card, the Mobile Suit
suffers an additional structural damage.

SKIRMISH
2-10 Players
30-180 minutes play
STAGE:
STAGE: Space/Planet Earth.

MISSION:
MISSION: Destroy enemy units equal to at least 70% of your
opponent's total ຄ points.

ATTACKER: Starts from red zone with a maximum of 5


Mobile Suits.

DEFENDER: Starts from blue zone with a maximum of 5


Mobile Suits.

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