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INDEX
1. Introduction 0
- Mobile Frames. (*
- +h$ ,e#o (
- /cale and si&e restrictions. (
!. "re#arations$ 0%
- Ruler and units. (0
- The dice of MFZ. (1
- 2ice assortment per pla$er. (1
- 3la$er count and #ame si&e. (1
- Frames: dicepool 4 actions. (1
- Frames: 5ear 4 +eapons. (6
- +eapon ran#es. (7
- Frames: additional dice. (8
- /tations co%er 4 terrain. 9(
. Field Da&$ 11
- iddin# 3hase. 99
- Assets 4 ppa. 99
- Tactical position. 9;
- 2eplo$ment 3hase. 9;
- 3oint Mobile Frame. 9;
- Attackers' frames. 9*
- Attackers' stations. 9*
- 2efender's other frames.9*
- Combat 3hase. 9*
- Tactical order. 9*
- Combat order. 9
- Capturin# stations. 9
- Contested stations. 90
- A Frame's Turn. 90
- Tar#et desi#nation. 90
- Roll dicepool. 90
- 2efense. 91
- Attack or mo%e. 91
- Mo%in#. 91
- Attackin#. 96- /pottin#. 96
- Resol%e attacks. 96
- Resol%e dama#e dice. 97
- Resol%e dama#e. 97
- ud#ment calls. 98
'. (lternative )ules !0
- /plit-ran#e !eapons. ;(
- //R: More or less. ;(
- Climbin# ele%ation 4 fallin#. ;(
- )a&ardous terrain. ;9
- 3er-frame initiati%e. ;9
- 2roppin# +hites for dama#e. ;9
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1. Introduction
Mobile Frame Zero:Rapid Attack is a tab-
letop !ar#ame desi#ned to be pla$ed
!ith ,
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ted b$ Mobile Frames lar#e machines
some!here bet!een e=oskeleton and
full-blo!n mecha. The$ are three to four
times as tall as humans and de%elop si=
times their lift and carr$in# capabilities
!hile retainin# human mobilit$ and most
of the a#ilit$. These mobile frames !ere
sooner rather than later inte#rated into
militar$ purposes and are used as the
one-stop solution to an$thin# that re-
"uires force on the #round. +hile the
militar$ and paramilitar$ or#ani&ations ofthe /olar Calendar use combat-specific
builds man$ rebels or less fortunate
mercenaries use repurposed labor frames
>ust the same. This book !ill use the
term frameD !hen referrin# to Mobile
Frames combat-oriented or other!ise.
,& /E2
,e#o has multiple ad%anta#es for !ar-
#ames. For e=ample man$ people
alread$ ha%e ,
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up to s$stems. o more than ; s$stems
of an$ #i%en t$pe can be e"uipped but
other!ise load-outs are unrestricted.
Het e%en !ithout an$ s$stems present amobile frame can do se%eral thin#s usin#
its !hite dice for these purposes.
(ctions:
E 2efend itself.
E Mo%e na%i#ate around co%er.
E /pot a tar#et out of co%er in direct-fire ran#e.
E Attack at hand-to hand ran#e.
/$stems are restricted to their specific
uses but ha%in# one or more e"uipped
unlocks certain special abilities that
!hite dice cannot perform as !ell if at
all. Additionall$ !ithout an$ !eapon s$s-
tems present a frame can onl$ attack at
9 unit ran#e for hand-to-hand combat.
/ince MFZ is a #ame about attackin#
such a frame !ould be at #reat disad-
%anta#e.
Frames: ear ea#ons.
There are 1 t$pes of s$stems and a ma=-
imum of ; per t$pe. These s$stems e=-
pand the dicepool a frame has but onl$
for the specific role the$ ha%e. A frame
can ha%e an$ amount from ( to up to
s$stems in its loadout.
ear s&stems.
.efense:
stealth composite coatin# reacti%e armor.
Movement:
le#s skates stron#er en#ine cla! feet.
,pottin(:
sensors fre"uenc$ interceptor spotli#hts.
*int:
Leep in mind that $ou can use less than four s$s-
tems !hen puttin# $our compan$ to#ether. This
becomes important !hen $ou compare the
forces fielded before the #ame starts
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ea#on s&stems.
/and-to-hand:
>ackhammer.
.irect-fire:
flamethro!er beam !eapon.
Artillery:
ea#on ran-es.
+eapon ran#es in MFZ are e=clusi%e to
one another and not do!n!ards-com-
patible.D
)an-e increments:
E )and-to-hand up to 9 unit.
E 2irect-fire abo%e 9 unit up to 9 ruler len#th.
E Artiller$ be$ond 9 ruler len#th.
This means that direct-fire cannot be
used at hand-to-hand ran#e >ust as artil-
ler$ cannot be used at either hand-to-
hand or direct-fire ran#e.
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Frames: additional dice.
,in(le ,hot Rockets
Con7i-uration.
A soldier-confi#ured frame carries 9 defensi%e
s$stem 9 mo%ement s$stem 9 spottin# s$stem
and 9 direct fire !eapon s$stem.
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3tations? cover terrain.
uild se%eral pieces of terrain. Terrain
can be stations co%er and >ust thin#s
that look prett$. If $ou are pla$in# !ith
rules for ha&ardous terrain $ou should
also build pieces for that such as
irradiated #round or perilous plants.
3tations.
/tations ha%e distinct properties:E 2istinct from terrain and co%er.
E )a%e a location to put a marker.
E Ma=imum base si&e is .
There are no other limits stations. For
stations build an$thin# that is %aluable
to defend or sei&e. The door panel on a
drop ship a cache of medical supplies a
research facilit$Ns data stora#e dri%es a
truck !ith a flat tire and a load of fresh
peaches.
*int:
If $ou use somethin# !ith a lar#er base mark
the section that is the station. The rest isre#ular co%er.
Cover.
An$ structure on the battlefield is co%er
if it's * bricks or more hi#h e=cept
stations.
( 7rame counts as in cover? i7:
E +ithin 9 unit ran#e of the structure.
E The co%er is bet!een the combatants.
If there are terrain pieces an$!here else
bet!een tar#et and attacker but further
a!a$ than 9 unit of the tar#et i#nore
them.
*int:
+hen buildin# $our co%er make the hei#ht
about 1 to 7 bricks tall so the co%er pro%ides a
lar#e enou#h surface to pro%ide protection.
Additionall$ frames that ha%e not been
destro$ed count as co%er too. ust e$e-cand$ unless$ou are pla$in# !ith the additional rules
for ha&ardous terrain. ?ptionall$ $ou can
build difficult terrain !hich does not
pro%ide co%er but still re"uires a mo%e-
ment s$stem to tra%erse.
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. Field Da&$
A #ame of MFZ is separated into three
phases: biddin# deplo$ment and combat.
These phases flo! into each other mak-
in# the prior phases influence the follo!-
in#. A #ood tactical approach be#ins be-
fore the first shot is fired. Hour score in
the biddin# phase #i%es $ou a certain tac-
tical position !hich $ou then appl$ in
the deplo$ment phase !hich in turn af-
fects $our combat phase.
iddin- ",ase.
At the be#innin# of a #ame compare all
present companies a#ainst one another.
In #eneral the pla$er !ith the smallest
!eakest compan$ #ets the points ad%ant-
a#e and starts the battle on the defens-
i%e. The pla$er !ith the lar#est most
po!erful compan$ #ets a points penalt$
and starts the battle on the offensi%e.
*int:
HouNll ha%e to #uess $our opponents forces !hile
$ouNre desi#nin# $our o!n compan$ to #et the
position $ou hope for. The pre#ame biddin# is
alread$ part of the tactical calculations
8,e most advanta-eous com#anies are:
E /li#htl$ smaller and !eaker so that $ou #ain
the point ad%anta#e for little tactical cost.
E /i#nificantl$ lar#er and stron#er so that $ou
sacrifice the point ad%anta#e for #reater force.
(ssets #oints #er asset.
All $our frames and stations under $our
control are assets.
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+hen the #ame starts $our score de-
termines $our position in the tactical or-
der !hether $ou are the defender point
attacker or one of the other attackers.
8ies 7or de7ense.
+hen $ou compare $our companies dur-
in# setup $ou mi#ht tie for the hi#hest
score. +hen this happens call
oddse%ens and roll a die.
inner decides:
E add a frame to their compan$ Jif possibleK.
E remo%e a mobile frame from their compan$.
E force the loser to make the same choice.
Compare companies a#ain. That means
recalculate points per asset recalculate
startin# scores and then proceed.
8ies 7or o77ense.
If $ou tie for the lo!est startin# score
call odds-e%ens and roll a die.
/oser ,as to...
E ... place the point mobile frame.
E ... #o last in tactical order until score chan#es.
*int:
If $ou think $ou mi#ht tie be sure to brin# a
spare mobile frame to the #ame !ith $ou.
8actical #osition.
There are three potential tactical positions a
pla$er can ha%e in MFZ. 2efender 3oint Attacker
and Attacker. The score determines !hich posi-
tion a pla$er holds.
"la&er ,as ... 8actical "osition
Q hi#hest score. 2efender
Q lo!est score. 3oint Attacker
Q neither. Attacker
De#lo&ment ",ase.
3ut $our co%er and terrain pieces on the
pla$in# field e=cept for stations. An$
pla$er can ad>ust the battlefield la$out
until e%er$one is satisfied. This ma$ re-
"uire compromises. +hen e%er$ pla$er
appro%es the la$out of the battlefield
deplo$ment of stations and frames be-
#ins.
De7ense setu#.
The pla$er !ith the hi#hest startin# score
places all of their stations. The defender
places all stations !here%er the$ like
!ithin 9 ruler len#th of at least one other
station.
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the attackers then mo%e $our stations so
the$ lea%e at least one third of the bat-
tlefield outside the defensi%e perimeter.
*int:It's probabl$ to $our ad%anta#e to place $our
frames at the ad%ance ed#e of $our perimeter.
"oint Mobile Frame.
The 3oint attacker #oes ne=t placin# the
point mobile frame:
E ?ut of co%er.
E ?utside the defensi%e pla$er's perimeter.
E At 9 ruler len#th distance of at least one of the
2efender's frames in ran#e for direct-fire.
(ttacers 7rames.
After this all offensi%e pla$ers alternate
descendin# b$ score frame for frame
until all frames are on the field.
Frames are #laced:
E ?utside the defensi%e perimeter.
E ?utside direct fire ran#e of an$ of the 2e-
fender's frames.
E ?ther!ise unrestricted.
(ttacers stations.
?nce all attackin# frames are on the
field attackers alternate a#ain placin#
stations. ?n each of their turn the$
place one station !here%er the$ like.
De7enders ot,er 7rames.
The defender finishes placing all remain-
ing frames. There are no restrictions, ex-
cept frames placed outside the perimeter
must be in cover.
Combat ",ase.
The combat phase is broken up in tactical
order and combat order. 2urin# the
round $ou !ill s!itch back and forth
bet!een tactical order and combat order.
Leep a runnin# score for each pla$er as
frames are destro$ed and stations sei&ed.
3core number o7 assets ##a
As scores chan#e so does tactical order.
The round ends !hen the last frame has
taken its turn. At the end of the round
pick up all marker dice and count do!n
to doomsda$.
8actical order.
+hile in tactical order the pla$er !ith
the hi#hest score #oes first.
E Choose one of $our frames and take its turn.
E
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Contested stations.
In a #ame !ith three or more pla$ers itNs
possible to lose a stations !ithout an$
opponent capturin# it.
(ll t,ree conditions need to be met:
E ?ne frame !ithin 9 unit of a station $ou o!n.
E T!o or more hostile frames are also in ran#e.
E Hour frame mo%es a!a$ or is destro$ed.
+hen this happens the hostiles cannot
capture the station because !hile the$
are in ran#e the station is contested b$
the others. Hou lose the station but
neither of them #et it until the$ resol%e
their standoff. Recalculate $our o!n
score !hen $ou lose the station. The oth-
er pla$ers recalculate their score !hen
the tie is resol%ed.
( Frames 8urn.
A frame is either acti%ated b$ its con-
trollin# pla$er or b$ comin# under attack
from another frame. +hen acti%ated
pla$ out the turn in se"uence.
8urn seuence:
E If $ou !ant declare attack ran#e and tar#et.
E Roll the entire dicepool at once.
E Assi#n a %alue to defense.
E Assi#n the rest of the dicepool accordin#l$.
E Mo%e then attack or attack then mo%e.
E /pot.
( Frames 8urn: 8ar-et Desi-nation.
ame a hostile frame as the tar#et of
$our attack. Hou can name no tar#et if
$ou prefer not to make an attack. Co%er
can also be tar#eted instead of a frame.
/tations and $our o!n frames cannot be
tar#eted.
+hen $ou desi#nate a tar#et $ou need to
declare !hich !eapon s$stem at !hat
ran#e is used for the attack. Hou can de-clare a tar#et that is currently out of
range, but you must immediately move
your frame within the declared range or
forgo the attac.
( Frames 8urn: )oll Dice#ool.
3ick up the dicepool as per a frame's
loadout and roll them all at once. Assi#n
dice to defense mo%ement attack and
spottin#. Hou can onl$ assi#n one die per
action. And each die can be assi#ned onl$
once.
Hou can substitute an$ colored dice for
!hite dice as the$ are !ildcards. Hou
can look at $our dicepool results before
$ou s!ap !hite dice in. /!appin# is
optional. A frame !ithout a
defensespotmo%ementhand-to-hand
s$stems must use its !hite dice for those
functions.
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If $ou do not ha%e enou#h dice to fulfill
an action this unassi#ned action counts
as (. ?nce all dice are assi#ned to
actions discard an$ lefto%er dice.
*int:
This includes dice that cannot be assi#ned such
as a lefto%er red die !hich cannot be assi#ned
to 2efense e%en if 2efense is unassi#ned.
%xample:
A frame !ith ++RdRd rolls:
Red * 0
+hite *
lue 5reen Hello! ha%e no s$stem left
so +hites need to be assi#ned. If no
!hite die is assi#ned to /pot the /pot is
(. ,ike!ise for mo%ement or defense.
*int:
2efense ( makes for eas$ pickin#s
( Frames 8urn: De7ense.
Assi#n a blue die or a !hite die to $our
defense. If $ou don't ha%e an$ defensi%es$stems $ou didn't roll an$ blue dice so
choose a !hite die or for#o $our defense
makin# it ( for this round. 3lace a blue
die on the battlefield ne=t to the frame
turned to $our defense %alue. This is this
mobile frame's defense for the entire
round it !on't chan#e it until ne=tround.
If $ou rolled $our frame's dice because
there is attack lined up a#ainst $our
frame resol%e the attack no!. +ait for
$our attacker to finish its turn before $ou
continue $ours.
( Frames 8urn: Move r attac.
Hou ma$ choose !hether to attack before
$ou mo%e or mo%e before $ou attack. ut
e%en if $ou mo%e out of ran#e of $our at-
tacker their attack !ill resol%e normall$.
*int:
Hou cannot run a!a$ from bullets that are
alread$ on their !a$
( Mobile Frames 8urn: Movin-.
+hen $ou mo%e: Assi#n a #reen die or a
!hite die to $our mo%ement. If $ou didn't
roll an$ #reen dice choose a !hite die or
for#o mo%ement makin# it (. Mo%e a
number of ruler units e"ual to or less
than the result of $our mo%ement die. If
$ou ha%e an$ mo%ement s$stems or the
bonus d7 for carr$in# no ran#ed !eapons
$ou can pass throu#h co%er as thou#h it
!eren't there other!ise $ou ha%e to #o
around it. An$ frame !ith a mo%ement
s$stem can also stand atop of co%er.
)eminder:
An$ structure on the battlefield at least * brickshi#h counts as co%er includin# frames but e=-
cludin# stations.
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( Frames 8urn: (ttacin-.
+hen makin# $our attack check !hether
the tar#et $ou desi#nated is !ithin the
ran#e $ou declared. If not $ou for#o the
attack. If it is in ran#e assi#n a red die
or a !hite die to $our attack. +hites can
onl$ be s!apped in for ran#ed attacks in
if $ou ha%e a !eapon at that ran#e. Hou
can %oluntaril$ abort $our attack b$
choosin# to assi#n no die to it. If $ou
abort the attack the tar#et does not #etacti%ated. If $our tar#et is at 9 unit
ran#e $ou do not need red dice and can
use !hites.
If it is !ithin ran#e resol%e $our attack
no! a#ainst its standin# defense.
If the tar#et has no defense die because
none !as assi#ned !hen it had a turn
count 2efense as (. If it doesn't ha%e a
defense die because it has not been ac-
ti%ated $et s!itch to combat order. 3ut
$our turn on hold until $our tar#et has a
defense %alue assi#ned then resol%e $our
attack normall$.
If $ou are attackin# co%er directl$ count
its defense as (. Co%er cannot be in co%er
itself.
?nce $ou'%e assi#ned an attack die and
told it to $our tar#et it is too late toabort.
( Frames 8urn: 3#ottin-.
Assi#n a $ello! die or a !hite die to $our
spot. If don't ha%e an$ spottin# s$stems
$ou ma$ still spot b$ assi#nin# a !hite
die. 2eclare the tar#et of $our spot
based on $our spottin# s$stems. 3lace a
$ello! die ne=t to $our spotted tar#et
turned to the %alue of $our spot die.
If the declared tar#et is alread$ spotted
$ou can onl$ replace the die if $ours!ould be hi#her. ?ther!ise for#o $our
spottin#. Hou cannot spot first and follo!
it up !ith $our o!n attack. If $ou at-
tack $ou spot after it has resol%ed. Hou
cannot spot co%er or stations.
)eminder:+ithout spottin# s$stems the tar#et must be:
E !ithin direct fire or hand to hand ran#e
E out of co%er.
+ith one s$stem the tar#et must be:
E !ithin direct fire or hand-to-hand ran#e
E can be in co%er.
+ith t!o s$stems $ou can spot e%er$thin#.
)esolvin- (ttacs.
If there is a spot on the tar#et $ou ma$
choose to add its %alue directl$ to $our
attack %alue. If $ou do so remo%e that
spot die from the field. It doesn't matter
!ho placed the spot $ou can use an$-
bod$'s spot and an$bod$ can use $ours.
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*int:
+hile this ma$ seem odd there is no effecti%e
do!nside to sharin# spots. An opponent usin#
$our spot effecti%el$ helps $our case b$ attack-
in# another opponent for $ou
Calculate $our dama#e dice.
Dama-e Dice 3#ot B (ttac G De7ense
)esolvin- Dama-e Dice.
Roll one si=-sided die for e%er$ dama#e
dice and check the table for dama#e.
+ea#on cover dama-es on...
Melee I#nores co%er 0 4 1
Ran#ed in co%er 0 dama#es co%er1 dama#es tar#et
Ran#ed not in co%er 0 4 1
Ran#ed co%ered b$frame
0 dama#es co%er frame1 dama#es tar#et
An$ I/ co%er 0 4 1 dama#e co%er
Appl$ dama#e to the co%er first s be-
fore 0s. If the co%er is destro$ed mid-pro-
cess treat the tar#et as out of co%er. An$remainin# 0s blo! throu#h and dama#e
the tar#eted frame. 1s al!a$s dama#e
the tar#et.
Appl$ dama#e to a co%erin# frame first. If
the co%erin# frame is destro$ed mid-pro-
cess treat the tar#et as out of co%er. An$
remainin# 0s after the co%er frame's de-
struction dama#e the tar#eted frame.
)eminder:
If the co%erin# mobile frame has t!o defensi%e
s$stems it is not dama#ed b$ stra$ shots. A
second defensi%e s$stem allo!s a frame to
pro%ide co%er !ithout riskin# dama#e
Co%er cannot be spotted. /tructures fe!-
er than * bricks hi#h do not count as co%-
er. If $ou hit co%er e%er$ confirmed dam-
a#e roll remo%es 1 bricks attacker's
choice.
*int:
Hou can effecti%el$ ra&e $our enem$'s co%er b$
lea%in# them !ith less than * brick tall ruins
)esolvin- Dama-e.
For each point of dama#e a frame takes
it loses one of its s$stems. The o!ner
chooses !hich s$stem it loses. 3op off a
representati%e part of the frame and
drop it on the field. /ince that s$stem is
#one it doesnNt pro%ide its die or dice in
an$ future turns. If it has no s$stems left
it loses one of its !hite dice. ?nce both
!hites are #one the frame is destro$ed.
If the frame is !ithin 9 unit ran#e of a
station its o!ner can choose to ha%e it
i#nore 9 dama#e and instead abandon its
position mo%in# the mobile frame 9 unit
a!a$ from the station out of contestin#
ran#e.
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*int:
Takin# dama#e doesnNt affect the dice $ouN%e
alread$ rolled unless the frame is destro$ed.
The$Nre $ours to use until the end of this mobile
frameNs turn.
+hen a frame is destro$ed the o!ner
loses points accordin#l$ recalculate the
score.
EHam#le (ttac.
?ne of @oshua's frames is comin# under
attack b$ ran#ed fire. It has alread$ been
spotted b$ one /ebastian's frames and
no! one of Bincent's frames is firin#.
,uckil$ it is in co%er.
E @oshua's defense: 0
E Bincent's attack: *
E /ebastian's spot: 0
E * S 0 P 0 O * hits.
E Bincent rolls 9 0 for dama#e.
E The 9 has no effect the and 0 deal dama#e.
E The is resol%ed first dama#in# the co%er.
E Bincent remo%es 1 bricks remo%in# the co%er.
E The 0 dama#es @oshua's frame.
E @oshua decides to lose 9 defense s$stem.
Doomsda& Cloc.
At the be#innin# of a #ame put do!n the
d9; or d;( and set it to 99. This is the
doomsda$ clock. At the end of e%er$
round the doomsda$ clock counts do!n
b$ one.
In order from hi#hest current score to
lo!est each pla$er chooses to count
do!n the 22C b$ 9 or to pass. +hen the
22C reaches ( the battle ends and the
pla$er !ith the hi#hest score !ins.
+hile ties are possible but unlikel$ re-
sol%e them b$ either #oin# one more turn
or countin# !ho has the most assets left.
*int:
+hoe%er has the hi#hest score !ill !ant to ad-
%ance the 22C !hoe%er has a lo!er score !ill
not.
"rinci#le o7 ud-ment calls.
/ometimes situations are unclear. In that
case fa%or the better outcome.
In detail:
E 2efense: If it's a close call consider the defend-
er to be in co%er.
E Mo%in#: If it's a close call allo! the mobile
frame to mo%e to that position.
E Attack 4 /pot: If it's a close call consider the
tar#et to be in ran#e.
In #eneral tr$ to fa%or positi%e results
that produce action. Make thin#s happen
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'. (lternative )ules
3#lit@ran-e +ea#ons.
+ith e%er$oneNs appro%al $ou can de-
clare $our !eapon s$stems to be split-
ran#e. For purposes of buildin# $our
frames a split !eapon counts as t!o
half-s$stems one of each t$pe. A split
hand to hand direct !eapon counts as
half a hand to hand !eapon s$stem and
half a direct fire !eapon s$stem for in-
stance. Hou still arenNt allo!ed to ha%e
more than ; s$stems of each t$pe.
%xamples: A split-ran#e pistol mi#ht add one red
die at direct fire and one red die at hand to hand.
A split-ran#e scoped assault rifle mi#ht add one
red die at direct fire ran#e and one red die at ar-
tiller$ ran#e.
*int:
+hile this rule is "uite commonl$ used !ith MFZ
pla$ers keep in mind: Hou sacrifice reliabilit$
for fle=ibilit$.
3in-le@3,ot )ocets: More or less.
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e%er$ * bricks' hei#ht the frame fell and
use the dama#e chart for hand to hand
attacks.
*a4ardous terrain #rotection.
efore $ou create $our companies $ou
can a#ree as a #roup to include ha&ardous
terrain in $our upcomin# battlefield.
+hen $ou build $our frames $ou can #i%e
them an appropriate en%ironmental s$s-
tem.
It counts a#ainst $our limit of s$stems
per mobile frame. In order to function ef-
fecti%el$ in hostile terrain a mobile
frame needs the appropriate en%iron-
mental s$stem. +ithout it !hen $ou roll
dice reduce $our !hite dies b$ one.
%xamples: +hen fi#htin# in the %acuum of space
on a ship's hull a frame mi#ht need ma#neti&ed
soles. +hen !adin# throu#h a s!amp !ith irritat-
in# #ases a sealed air s$stem is important. +hilst
in sub&ero conditions a thermal unit !ould be
ad%isable.
"er@7rame initiative.
+ith this optional rule e%er$ frame has
their o!n initiati%e. If a frame has less
than four s$stems roll ;d;(. If it has four
s$stems roll 9d;(. ,ea%e the dice as
markers ne=t to the frames.
+hen a round starts tactical order starts
!ith the frame that has the lo!est num-
ber and #oes throu#h the se"uence up
to ;(. If a frame has ;d;( $ou can pick!hich one to use as soon as $our lo!er
number comes up. ?nce chosen the initi-
ati%e remains for the duration of the
#ame. Alternati%el$ roll a#ain for e%er$
ne! round for e%en more chaos and un-
predictable outcomes.
*int:
+hile this adds considerable amount of time to a
round it opens up for a more %aried pla$in#
field and tactical options. Leep in mind thou#h
this fa%ors attackers that normall$ ha%e the
lo!est initiati%es.
Dro##in- ,ites 7or dama-e.
If one of $our frames takes dama#e $ou
ma$ !ant to drop a +hite instead of a
s$stem either because $ou do not !ant
to lose $our last !eapon or foresee that
$ou #et more use out of the special ef-
fect of that s$stem bein# present o%er
the %ersatilit$ of the +hite.
Leep in mind that $ou cannot drop $our
last +hite thou#h a frame !ill still be
destro$ed !hen all +hites are #one.
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