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Mobile Suit at WAR!!
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An original Miniatures Wargame using Bandai's excellent "Mobile Suit in Action" figures.

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Mobile Suit at WAR!! v.1.0
by J. Thomas Exum

introduction

"Mobile Suit at WAR!!" (hereafter referred to as MS@W) is a set of quick and easy miniature wargame rules for 2 or more players using Bandai's 'Mobile Suit in Action!!' (MSiA) toys, released here in the US as simply 'Gundam Action Figures'. I have been a fan of Gundam for about 20 years, and a gaming enthusiast for over 15; these rules came about as a way to combine these two interests and also to utilize (and justify) my ever-growing collection of MSiAs. I have tried to keep it as simple as possible while still maintaining the feel of Gundam. This initial release covers only land-based combat using UC Mobile Suits during the 'One Year War' (my personal favorite), but future supplements will feature 'Gundam Wing' (I'm working on it right now!), advanced rules and rules for space (and possibly aquatic) combat. These rules could be easily modified to utilize the 1/144 scale models (or even the 1/100 scale if you're crazy enough); just increase the distances of everything a little bit. I prefer the MSiAs because they're cheap (especially the US versions), nicely painted and come with a nice range of accessories... perfect for wargaming; besides, do you really want to paint an entire squad of GMs yourself? Please feel free to e-mail me at kingmob75@hotmail.com with questions, comments, criticism, suggestions, compliments or complaints. Please feel free to put a link to this page on your website, just make sure you give me the proper credit!

Getting Started

Here's what you need to play:

1. At least 2 MSiA figures (duh!)
2. A nice flat surface to play on (the kitchen table is fine for small battles, the living room floor for full scale war!)
3. At least 3 six-sided dice; preferably 3 (or more) for each player
4. A ruler, yardstick or tape-measure
5. Some scratch paper and a couple of pencils or pens

Got everything? Well now you're ready to play!!

doms.jpg


How to Play

MS@W is broken down into game turns, and each turn consists of several phases. Gameplay continues until either one side is completely destroyed or a specific objective is met. The game flows as follows:

Sequence of Play:
1. Each player rolls 1 die for initiative, highest roll wins. In case of a tie, reroll.
2. Winner of initiative roll completes their action phase
3. Loser of initiative roll completes their action phase
4. Repeat

Action Phase:
Each 'Action Phase' is broken down into 3 parts that may be completed in any order for each MS:

a) Move - each MS has a stat called 'move'. This indicates the maximum number of inches the MS can move in a turn. [optional rule: players may want to create penalties for moving over rough terrain, such as move is 1/2]

b) Switch weapons / equipment - simple enough; change the weapon or equipment an MS is using. If an item in your hand can not be stowed somewhere on the MS when switched for another item, it must be dropped. Dropped items can also be picked up at this point in the action phase if the MS is standing next to it.
{example: a Gundam is holding a shield in its left hand and a bazooka in its right. It stows its bazooka on its back and pulls out a beam saber from its backpack.}

c) Combat - the part you've all been waiting for! Combat is detailed below.

Combat

When an enemy is within the range of a weapon your MS is using and that enemy is in your line of sight (meaning they're not hiding behind something), you may attack!! The range of the weapon indicates the number of inches a target must be within to be hit by that weapon. For example, a range of 0~6 means the target must be within 0 to 6 inches of your MS to be hit by that weapon. Close range is when the feet of your MS are within 2 inches of each other.

To attack, roll 3 dice; if the number is HIGHER THAN the 'Attack' score of your MS, you miss. If the number is LESS THAN OR EQUAL TO the 'Attack' score of your MS, you hit! The enemy may then defend by rolling 3 dice; if the number is LESS THAN the 'Defend' score of their MS, they successfully dodge or block the attack. If the number is EQUAL TO their 'Defend' score, they take 1/2 'Damage' (rounded up) from the weapon. If the enemy rolls HIGHER THAN their 'Defend' score, they take the full 'Damage' from the weapon. When all damage is figured out, your enemy may now counterattack; simply repeat the above.

Every weapon has a 'Damage' score to roll; for example a Zaku II's heat hawk causes 1d6 damage, which means you roll 1 die. A beam saber causes 1d6+3, which means you roll 1 die and add 3 to the total. This total is subtracted from the Mobile Suit's 'HP' score.

If the MS being attacked is using a shield, the damage is split (higher half if odd number going to the shield) between the 'body' of the shield and the 'HP' of the MS. You must specify you are using you shield BEFORE you roll to Defend.

{example: a Zaku II pulls his heat hawk from his waist and moves into close combat range with a GM using a beam saber and a shield. The Zaku swings his heat hawk at the GM (Zaku II has an 'Attack' score of 11, he rolls a 10; the GM, using her shield, has a 'Defend' score of 10, she rolls an 11.) The GM is Hit!! (The heat hawk does 1d6 damage, he rolls a 3! Since she's using her shield, the GM takes 1 damage and her
shield takes 2 damage) The GM counterattacks with her beam saber (GM's 'Attack' score is 12, she rolls a 16) but does not connect! End of combat round}

[optional rule - an MS may use the 'combat' portion of their Action phase to aim at a specific target, giving them a bonus of +1 to their attack score for the next round. Aiming must be done after movement and switching weapons / equipment is completed. The aiming bonus is NOT cumulative (meaning you can't aim for 3 rounds and get a +3 to attack)]

[optional rule - one hit kill: if any player rolls a 3 for their attack roll, their target is automatically destroyed! Works best with the 'system error' rule below.]

[optional rule - system error: if a player rolls an 18 for their attack roll, their MS has a system error and cannot act for 1d6 rounds]

guncannon.jpg

Mobile Suits

Basically, each player assembles a squad of Mobile Suits by 'purchasing' each individual MS and its weapons; the squads should be made with roughly the same cost (if I use 1300 points to make my squad, you get to use that many). Players can decide on a predetermined number of points to each spend or just build their squad and adjust from there.
{example: a Zaku II costs 100 points, the machine gun is 25 points and the heat hawk is 25 points; if that's all I want to equip it with, my total cost will be 150.}

One Year war (0079)

Federation:
__________________________________________________________________

RGM-79 GM
cost: 125

Attack: 12
Defend: 10
Move: 10
HP: 20

Built-In Weapons/Equipment:
60mm vulcan guns (in head)
range: 0~6
damage: 1d6+2
ammo: 20

beam saber (in back-pack)
range: close
damage: 1d6+3

Optional Weapons/Equipment:
beam spray gun
cost: 30
range: 2~15
damage: 2d6+2
ammo: 20

90mm machine pistol
cost: 25
range: 0~10
damage: 2d6
ammo: 20

shield
cost: 40
body: 10
notes: can be attached to back __________________________________________________________________

RX-75 Guntank
cost: 90

Attack: 10
Defend: 8
Move: 7
HP: 21

Built-In Weapons/Equipment:
120mm recoilless cannon x 2 (on shoulders; fire simultaneously)
range: 8~35
damage: 3d6
ammo: 30

40mm rocket launcher x 2 (mounted on arms)
range: 5~20
damage: 2d6
ammo: 4 each


Optional Weapons/Equipment:
none
__________________________________________________________________

RX-77-2 Guncannon
cost: 100

Attack: 11
Defend: 9
Move: 8
HP: 20

Built-In Weapons/Equipment:
60mm vulcan guns (in head)
range: 0~5
damage: 1d6+2
ammo: 20

240mm cannon x 2 (on shoulders; fire simultaneously)
range: 3~15
damage: 2d6+3
ammo: 20

*alternately, the Guncannon may choose to equip:
spray missile launcher x 2 (on shoulders; fire simultaneously)
range: 5~20
damage: 3d6
ammo: 12

Optional Weapons/Equipment:
beam rifle
cost: 35
range: 3~16
damage: 2d6+3
ammo:20
__________________________________________________________________

RX-78-2 Gundam
cost: 250

Attack: 14
Defend: 11
Move: 17
HP: 30

Built-In Weapons/Equipment:
60mm vulcan guns (in head)
range: 0~5
damage: 1d6+2
ammo: 20

beam saber x 2 (in back-pack)
range: close
damage: 1d6+3

Optional Weapons/Equipment:
beam rifle
cost: 35
range: 3~16
damage: 2d6+3
ammo:20

beam javelin
cost: 25
range: 0~4
damage: 1d6+1

380mm hyper bazooka
cost: 75
range: 10~40
damage: 3d6+2
ammo: 6
notes: can be attached to back

shield
cost: 40
body: 10
notes: can be attached to back
__________________________________________________________________

Zeon:
__________________________________________________________________

MS-06 Zaku II
cost: 100

Attack: 11
Defend: 9
Move: 9
HP: 19

Built-In Weapons/Equipment:
shoulder shield (on right shoulder)
body: 7

shoulder spikes (on left shoulder)
range: close
damage: 1d6

Optional Weapons/Equipment:
120mm machine gun
cost: 25
range: 0~10
damage: 2d6
ammo: 20 (100 rounds in bursts of 5)

280mm bazooka
cost: 60
range: 8~35
damage: 3d6
ammo: 5

heat hawk
cost: 25
range: close
damage: 1d6
notes: can be attached to waist

missile pods x 2 (on legs)
cost: 75
range: 5~20
damage: 3d6
ammo: 6
__________________________________________________________________

MS-06S Zaku II Command Type
cost: 125

Attack: 12
Defend: 10
Move: 10
HP: 21

Built-In Weapons/Equipment:
shoulder shield (on right shoulder)
body: 7

shoulder spikes (on left shoulder)
range: close
damage: 1d6

Optional Weapons/Equipment:
120mm machine gun
cost: 25
range: 0~10
damage: 2d6
ammo: 20 (100 rounds in bursts of 5)

280mm bazooka
cost: 60
range: 8~35
damage: 3d6
ammo: 5

heat hawk
cost: 25
range: close
damage: 1d6
notes: can be attached to waist

175mm Magella attack cannon
cost: 100
range: 5~30
damage: 4d6
ammo: 6
notes: must be fired with both hands; requires one round to recharge after each shot
__________________________________________________________________

MS-07B Gouf
cost: 150

Attack: 13
Defend: 10
Move: 10
HP: 20

Built-In Weapons/Equipment:
5 x 75mm machine gun (left hand)
range: 0~10
damage: 2d6+3
ammo: 20

heat rod (in right arm)
range: 3~7
damage: 1d6+2


Optional Weapons/Equipment:
heat saber
cost: 25
range: close
damage: 1d6+2

shield
cost: 35
body: 40

(can also use the machine guns and bazookas designed for the Zaku II)
__________________________________________________________________

MS-09 Dom
cost: 175

Attack: 13
Defend: 11
Move: 9 (24 hover)
HP: 25

Built-In Weapons/Equipment:
heat saber (on back)
range: close
damage: 1d6+2

scattering beam gun (mounted in torso)
range: 2~15
damage: 2d6+2
ammo: 20

Optional Weapons/Equipment:
360mm giant bazooka
cost: 90
range: 10~40
damage: 3d6+2
ammo: 10
__________________________________________________________________

MSM-07 Z'Gok
cost: 190

Attack: 13
Defend: 10
Move: 7
HP: 28

Built-In Weapons/Equipment:
mega particle cannon (in hands)
range: 2~15
damage: 3d6
ammo: 15

claw hands
range: close
damage: 1d6+1

240mm rocket launcher x 6 (on head)
range: 5~20
damage: 2d6
ammo: 5 rounds each

Optional Weapons/Equipment:
none
__________________________________________________________________

MSM-07S Z'Gok Command
cost: 200

Attack: 14
Defend: 10
Move: 8
HP: 30

Built-In Weapons/Equipment:
mega particle cannon (in hands)
range: 2~15
damage: 3d6
ammo: 15

claw hands
range: close
damage: 1d6+1

240mm rocket launcher x 6 (on head)
range: 5~20
damage: 2d6
ammo: 5 rounds each

Optional Weapons/Equipment:
none
_________________________________________________________________
\________________________________________________________________/
/________________________________________________________________\

War in The Pocket (0080)

Federation:
__________________________________________________________________

RX-78NT1 Gundam 'Alex'
cost: 325

Attack: 14
Defend: 11
Move: 19
HP: 30 / 45 (with Chobham armor)

Built-In Weapons/Equipment:
60mm vulcan guns (in head)
range: 0~5
damage: 1d6+2
ammo: 20

beam saber x 2 (in back-pack)
range: close
damage: 1d6+3

90mm gatling gun x 2 (in forearms)
range: 0~10
damage: 2d6
ammo: 15 each
note: cannot be used if Chobham armor is on

Optional Weapons/Equipment:
beam rifle
cost: 35
range: 3~16
damage: 2d6+3
ammo:20

Chobham armor
cost: 100
body: n/a (increases HP to 45)

shield
cost: 50
body: 12

_________________________________________________________________
\________________________________________________________________/
/________________________________________________________________\

z'goks.jpg

Resources:

* 'Dino Wars' by Tom Moldvay (from Dragon Magazine, Feb 91) - This little army men vs dinosaurs wargame was a big inspiration for MS@W... my brother and I used to play it all the time in our garage and it was a blast!

* The Gundam Project (http://www.gundamproject.com/) - This website is my primary resource for all things Gundam. Simply amazing.

* The Mecha Domain (http://mechadomain.gundam.com/) - Another great technical resource, recommended to me by Redcomet on the Gundam Project message boards. Thanks!

Game design by J.Thomas Exum - Bad Seed Press 2001 (kingmob75@hotmail.com)

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.