Mobile Suit Gundam: All Scale War
The Idea: We wanted to find a way to have fun with our massive collection of Gundam models. Over the course of many years, and with the help of a tremendous number of people, we have finally boiled this down into what we hope will be a fun new minatures game for collectors of mecha models. We've put a lot of work into making sure that the game is "fair", but also takes into account the relative power, advantages, and disadvantages of the wide array of mobile suits. For the sake of fairness, mobile suit/mech classes are relative to their own continuity. Therefore, the Original RX-78 Gundam in this game will be relatively on par with the Nu Gundam despite how clearly superior the Nu Gundam is. Likewise, as this game revolves around model collecting and building, we have amped the stats for more complex levels of models, and for adding detail work such as painting. The game keeps the "unfairness" of Gundam by allowing each weapon and mobile suit to use its native tallents (IE, A Hi-Zack with a beam riffle will probably destroy a Zaku with a machine gun, a mech with 10 thrusters will go farther than one with 4, etc.)
We hope you will enjoy this game! Afterwards, please give us feedback so we know whether or not to bring it back, and how to adjust it for next year!
And remember: You need to bring your own models for this! If you want to play you have to bring your stuff!
Mobile Suit Gundam: All-Scale War Rules:
A mobile suit can move in any direction up to a maximum of the above numbers including vertically provided they come to rest on stable ground. MS lose half of their remaining movement range after firing a weapon (vulcans excluded) and cannot boost on that same turn, nor can they boost and then shoot.
Movement can be measured in as small as 3in (.25ft) incriments and distance is determined by size class.
Boost distance is combined and added onto the regular movement range if used. Boosting does not have the after-attack movement penalty.
Health:
Armor is also determined by class and is determined as follows.
Light: 150
Medium: 250
Heavy: 350
Sheilds provide additional health based on their size. For reference, RX-78-2's sheild and those about the same size have been classified as medium sized. RX-79[G]'s sheild is a small. By this scale, the additional armor gain is as follows.
Small: 50
Medium: 75
So far GP-02A Physalis is the only MS we had with a shield that was large enough to be counted as "bigger than medium" and provides 150 AP.
Armor is measured universally across all scales of models. Damage, however is only the same for scale to scale combat. This chart helps to explain things better.
Damage output calculation ratios:
| SD | 1/144 | 1/100 | 1/60
SD | 100% | 75% | 50% | 25%
1/144 | 125% | 100% | 75% | 50%
1/100 | 150% | 125% | 100% | 75%
1/60 | 175% | 150% | 125% | 100%
(Round down to nearest 5. An SD with a beam rifle attacking a 1/100 will only do 30 instead of 32.5)
Attacking occurs when you want something to be more dead than it currently is. To do this, each player (attacking and defending) rolls 2d20. The higher value wins the encounter. If defense wins, the attack is evaded and no damage is given. If attack wins, damage is done. After every attack is a counter attack, so watch out! Counter attacks can be with any weapon as long as it's within range but only does half damage.
New Type cards:
New Type cards can be viewed as "Get out of damage free!" cards. Each player starts with five of these magic cards at the start of the match and can trade for "supplies" if needed. You can only use them to get out of rolling for damage, which means you have to use it before any rolls take place. If you kill off an enemy commander, you receive all of their NT cards to use as you please.
Core Boosters!:
--------------
If your Mobile Suit is fortunate enough to have a core block system and Bandai included it in the kit, YOU GET TO USE IT! Core Boosters can be deployed at any point in time that you feel like during your turn at the cost of your attack phase or when your suit is destroyed if you can beat the attack roll on a second defense roll. In this case, the attack does NOT roll again since it has already destroyed the suit; this extra defense roll is just to determine your core booster's survivability.
Core boosters have 70 AP, 7ft(1/100), movement and will generally have about 4 vulcans and two missile launchers, but that's just the standard. If your core booster has beam rifles on it, it has beam rifles. Duh.
Movement is the same across all scales and is determined by unit type.
--------------
Movement:
Light: 4ft
Medium: 3ft
Heavy: 2ft
MS gain 6 inches (.5ft) for every booster equipped. (subject to change)
Mobile Armors get 10ft movement and 600 AP.
Weapons:
Majority of target must be within line of sight of your MS and within weapons range. Attack and defense each roll two die to determine whether damage is dealt or the shots are blocked/dodged. Higher roll wins, victory goes to the defender in a tie. Rolling a double on attack begets a critical shot that does double damage, rolling a double on defense simply prevents damage in a significantly cooler way and you get to make fun of the enemy pilot. If both players roll a double then defense wins and gets to brag about it if they didn't shit themselves from the pressure.
Weapon ranges are based on 1/100 scale models. For 1/144 scale models subtract 1ft from firing ranges, subtract 2ft for SD's, and add 1ft for 1/60 scale models. SD splash range is 3 inches, 1/144 splash is 6 inches, and 1/60 splash is 1.25ft.
Machine guns: One hit roll gets you 2d6 hits! Hooray! But the bad guy gets two evade rolls. One successful defense roll is half damage. Two successes and you whiffed completely. Give 'em hell!
Vulcans: 5ft range, 5 damage per shot, unlimited ammo.
Standard MG (Zaku MG, 100mm MG, Bullpup, etc.): 7ft range, 5 damage per shot, 20 ammo per clip.
Beam MG: 10ft range, 10 damage per shot, 200 ammo.
Small Gatling gun: 7ft range, 15 damage per shot, 250 ammo.
Gatling/Chain gun: 9ft range, 20 damage per shot, 350 ammo.
Shot guns: Similar to machine guns but with less range. Damage is 2d8 x10 for both solid and beam but solid shell shotguns have a range of 5ft where beam have 7ft.
Rifles: Single shot, pop a cap in their ass.
Solid shell rifles: Why the hell do you even have this?! 7ft range, 60 damage, 15 ammo.
Beam spray gun: You have one of these too? What's wrong with you?! 8ft range, 50 damage, 25 ammo.
Beam Rifle: There ya go! 10ft range, 65 damage, 20 ammo.
Beam sniper rifle: Bustin' out your big boy shorts, eh? 25ft range, 80 damages, 7 ammo.
Beam cannon: Hoshi--!!! 20ft, piercing through non-fixed objects, 150 damage, 6 inch radius of gun barrel, 4 shots.
VSBR: Tricky little things. They can act as a beam cannon doing 100 damage over a 12ft range with a 4 inch radius around the barrel. They can also act as a beam rifle that doing 80 damage with 15ft range.
Bazookas: Hit a 1ft radius around target with splash damage if attack is successful. Roll for that by keeping the original attack roll and having the other players in range trying to evade it.
Zaku Bazooka: 7ft range, 80 damage.
Giant Bazooka: 7ft range, 85 damage.
Racketen Bazooka: 7ft range, 95 damage.
GP02a Physalis Atomic Bazooka: 9ft range, 250 damages, 8ft splash. No roll for damage; it just happens. Also, Physalis is immune to his own blast when
Cannons: Cannons can fire over obstacles on ground to arc and hit their target without clear los. To do this there must be a friendly MS that has LOS of both units.
180mm Cannon: 18ft range, 80 damage.
Magella Top Cannon: Same as above.
Missiles: Fire using 1d8 to determine volley. Pretty much just machine guns with splash damage.
Missiles in general: 10ft range, 30 damage, 1ft splash.
Beam Sabers: Beam sabers have a strike radius of 1ft and do 80 damage. Punches and kicks, if the mobile suit can do them, only do 15 damage plus laughing rights.
Bit Funnels:
If your mobile suit is fortunate enough to have bit funnels, congratulations! Funnels can be deployed as a seperately attacking unit that have to stay within 5ft of the unit that controls them. Each funnel has 5ft range and 30 attack but dies if it gets hit. Funnels all attack on the same turn and can target multiple units. Player designates targets and how many funnels to use. Roll for each attack.
e.g. Qubeley Mk.II deploys 7 funnels at the start of the battle. 1 gets destroyed by Bolt Gundam's vulcans. Qubeley targets Acguy with 5 funnels and Zeta Gundam with 1. 4 hits on Acguy for 120 damage, 1 hit on Zeta Gundam for 30. Qubeley then attacks Acguy with its arm mounted beam rifle thingys to finish the Acguy off.
Fin Funnel:
Better than bits, but not usually so plentiful. Fin funnels have the same attack and movement stats but have 75 AP and also add 10 AP per funnel to the max AP of their host MS.
--------------
Quality of MS:
Not just the scale, but the quality of your MS will affect the base stats it has.
Painted MS without the stub things from the trees gain an extra 100 AP and ___________.
Painted MS with those stub things gain an extra 50 AP.
Unpainted MS without stubs don't gain anything.
Unpainted MS with horribly apparent stubs lose 50 AP.
Damaged MS kits lose between 10 and 150 AP depending on severity.
Just because Heero smashed up his Wing Zero Custom doesn't mean that it would function just as well. In fact, he blew his up out of mercy not too long after that!