

A Fast Playing Tabletop game of Mobile Suit Combat

By Sean Patten

OVERVIEW

MS ERA is a tabletop combat game that puts those Gundam figures you've been collecting to good use! A complete Mobile Suit battle can be played out in just 20 minutes using these fast and easy rules.

COMPONENTS

To play MS ERA, you will need:

Mobile Suit Models. Any toys, models or figures can be used to play, as long as they are the same scale. For tabletop games, smaller FIGURES are ideal. Consult the UNIT CHARTS for recommended stats for units- you might even attach a copy of their Stat Bar to each unit's base if it has one.

6-sided dice. It's handy to have at least five per player.

Blip, Accessory, and Damage Counters. Print two pages of BLIPS . Print one page of MARKERS . Print one page of EQUIPMENT CARDS per player. You may also find it handy to have some SUMMARY SHEETS at hand.

Sticks. Each player will need a MEASURING STICK. They are used for measuring movement and attack ranges. Make sure they are all the same size- try using chopsticks. Stick length should match the scale of the models you are using: A stick should be about 3 times the height of the average Mobile Suit model.

A table. You'll need a table (or for larger games, a floor) to play on. You can decorate your table with SCENERY to make the game more interesting too! Scenery should block line of sight and provide cover.

Sounds and music! (optional). If you have a PC handy, download this soundboard, and try Youtube for some cool playlists.

GETTING STARTED

Start by choosing a MISSION and setting up TERRAIN. Then, determine the POINTS VALUE for the game (between 2 and 6 is good). This is the number of points each player may spend on units, and the number of EQUIPMENT cards each player may choose. Units may also take up to 2 specializations. (For ideas on how to stat units, see the example UNIT CHARTS). Place any blips indicated by the scenario, face down on the table. Then determine start points for your units based on the scenario. Now you are ready to start!

TAKING TURNS

When you're ready to start, have each player roll two dice- whoever has the highest roll goes first, and turns continue around the table in a clockwise order. If playing teams, stagger the players so teams alternate.

When it's your turn, you may do TWO things with each of your Units. These things are called ACTIONS. Continue until ALL of your Units have done two actions (or chosen to do nothing). Then it's the next player's turn! Continue around the board until the mission has ended (see MISSIONS below for how to end a mission).



MOBILE SUITS and other UNITS

Units have some interesting features that tell how they will work during a game, plus values to ensure players have an even match. When selecting units, ALL PLAYERS must have the same amount of points unless otherwise indicated by the scenario.

BASE VALUE. All units have a BASE VALUE, typically between 1 and 5. This is the base number of DICE the unit rolls when attacking , meleeing , or defending . The cost of a unit is typically the Base Value -1.

COST BASE EXAMPLES 1/2 1* Ball, Magella Attack 1 2 Zaku, GM, Gaza C 2 3 Dom, Guncannon, Rick Dias 3 4 Gelgoog, Gundam, Gaplant 4 5 Ziong, ZZ, Alpha Azieru

CUSTOMIZATION. Some units are customized for certain types of combat. To reflect this, units with the indicated upgrades have special abilities as noted.

CUSTOM EXAMPLES SPECIAL ABILITIES MELEE Gouf, Gyan Melee +1 die. Range -1 die. MARINE Zugock, Hygog Ignore water penalties (see terrain). Can't take Shield. ARTILLERY Guntank, Guncannon Range +1 stick. Melee -1 die. ARMORED The O, FAZZ +1 Shield card (ignores restrictions). Melee or Ranged -1 die. CORE Gundam, Guntank, Ziong When destroyed, place a core unit in its place: 1 _ 0 _ 1 1/2 . Core units can't repair or pick up equipment (except Ace). JET Dom, Core Booster Can't take shield. If you move twice in a straight line, may make a free Ranged attack or Recon scan during the move. May move OVER water. RECON Eyezack, Hovertruck Melee or Ranged -1 die.

Examine (not reveal) a blip. Range = 1 stick per action spent. WORKER Geze, Zakutank Repair +1 die. Range -1 die. TRANSFORM Methuss, Gaplant,

Zeta Gundam May switch MS <-> MA form at the END of a move.

MA form: A move=2 sticks, melee -1 die, repair -1 die. FORTRESS Bigzam, Psycho Gundam Max 1 move / turn. May split attack dice into multiple attacks. TRANSPORT Gallop, Zakutanker

Carry 1 MS / base value. 1 Action to deploy / load MS. Melee -1 die.



EQUIPMENT. Mobile Suits are versatile units that can use additional EQUIPMENT CARDS. Some equipment can be lost (if it runs out of ammo, is destroyed, etc.) as indicated.

Unless otherwise noted, each player gets one Equipment Card per point of units they have.

If a player takes more than one of the same unit type, one may be declared a COMMAND unit and take an additional equipment card (must be assigned to the command unit).

May purchase additional equipment cards for 1/2 cost each. Unless otherwise noted, a unit may not take more than one of each type of equipment.

All equipment cards MUST be assigned to a unit, except Ambush, Barrage , Boobytrap, and Backup ; these cards do not have to be revealed to your opponent until you use them!

A unit may TRANSFER an equipment card to an adjacent friendly unit for 1 action, or PICK UP any adjacent dropped equipment card for 1 action.

If a unit with an ARSENAL card is destroyed, they may DROP the card instead of losing it. Units with CORE may transfer ACE pilots to the core unit instead of losing them.

Notes on BARRAGE: you may not reroll for ace. If destroyed by barrage, place a revenge marker on the unit that called in the barrage.

ACTIONS

Units do things by performing ACTIONS. A Unit can perform TWO actions each turn. It may perform the same type of action TWICE if they wish! For example, in one turn a Unit could move two times. Here are all the types of actions Unit can perform:

MOVE . Move 1 STICK in any direction. May not move through terrain, but mobile suits may jump over terrain that is less than twice their height, and may land on top of terrain if it supports the model.



CHARGING: If a unit ends its move next to an enemy unit, it may make a free melee attack at the end of its move!

LEAVING: If a unit moves off the board, it may not return (but no one earns any credits for it unless noted). ATTACK. A Unit can perform a shooting attack or a melee attack (see combat below).

PICK UP. Some blips are resources that can be collected by spending an action to pick them up (see blips for details).

REPAIR. A Unit may attempt to repair an adjacent Unit as an action. Roll 1 die: for each die that rolls a 5 or 6, remove 1 point of damage! If a unit is trying to repair itself, roll 1 die- on a 6, remove one point of damage.

COMBAT

Units can attack by SHOOTING or by MELEEING.

SHOOTING: To shoot, a Unit must spend an action, usually within 1 STICK's distance of the target, in which case the Unit rolls its RANGED dice and the target rolls its DEFEND dice. If the Unit has taken damage, subtract 1 attack or defend die for each point of damage taken. If the defender ties or wins, nothing happens. Units with more than one attack die may shoot at LONG range. For each additional STICK of range, deduct one attack die from the roll. If the target is in COVER (terrain or another unit blocks line of sight to any part of the target unit), add 1 defend die to the defender. The DEFENDER rolls their base dice, plus any additional dice bonuses (shield or cover).

MELEE: If a unit ends its move next to an enemy unit, it may make 1 melee attack for free at the end of its move! If the unit does not move, it must spend an action to melee an adjacent target. The attacking and defending units roll their melee dice value. If the defender wins, they will do one point of damage to the attacker for every die that is HIGHER than the attacker's highest die (so if their highest die is the same, no damage is done even if the defender wins). Defenders may add +1 die to their roll if using a SHIELD, but may not damage the attacker if they win. EVADE: Defending units with a melee of ZERO may defend themselves with 1 die, but they can NEVER do damage in melee.

COMPARE THE ROLLS: To see who won, compare the dice rolls. Don't add your rolls together- instead, notice what number was rolled on EACH of your dice. Whoever has a die with the HIGHEST number on it wins. In the case of a tie, compare the NEXT HIGHEST dice, and so on until the winner is determined (or it is a tie). For example, an attacker that rolls 6 and 1 will beat a target that rolls 5 and 5, because the 6 is the highest roll. An attacker with three dice that rolls 3, 2, 1 will beat a defender that rolls 3, 2 because the attacker's die that rolled 1 is still more than nothing (so having more dice is a big help). Remember that Ace Pilots may REROLL ONE of their dice during combat. They must stick with the second roll even if it is worse than the first roll. You can read more about how contested die rolls work by reading this page.

DAMAGE

DOING HITS: If the attacker WINS, they will do at least one HIT to the defending unit. If the attacker rolled MORE THAN ONE die that is HIGHER than the defender's highest die, they do a hit for EACH DIE that is higher! For example, an attack of 6, 6, 5 vs. a defense of 5, 4, 2 does 2 hits, because the attacker's two 6's are both higher than the defender's 5.

EFFECT OF HITS: For every HIT done to a unit, the unit loses 1 die from their RANGED ATTACK, MELEE, and DEFENSE rolls. Damaged units may still roll their full REPAIR dice though.

DESTROYED: If the unit's hits taken are ever equal to or greater than the unit's DEFENSE value, it is DESTROYED. Don't forget the SACRIFICE and REVENGE rules! (see below).



REPAIR

Any unit can attempt to REPAIR an adjacent unit by spending an action. Roll 1 die (regardless of the unit's base value or hits). A roll of 5 or 6 repairs 1 point of damage! Units may attempt to repair themselves, but then only a 6 will repair a hit.

DESPERATION!

When a unit is down to its last hit, it may roll +1 die when making melee attacks.

SACRIFICE!

If a unit is about to be destroyed, a friendly unit within 1 stick may sacrifice itself! This destroys the sacrificing unit, and reduces the target unit's recieved damage by 1 for every hit the sacrificing unit had. Cost 1/2 units can only sacrifice for other cost 1/2 units.

REVENGE!

When a unit is destroyed, mark the killing unit with a REVENGE marker. Attacks against the marked unit are at +1 die until the killing unit takes any Damage- then remove the marker.

EARNING CREDITS!

Most missions rely on credits earned to determine the winner of the game. Keep track of credits earned with credit tokens for the following accomplishments:

ENEMY UNIT DESTROYED. Earn 1 CREDIT for each point the destroyed unit was worth.

ITEMS COLLECTED. Collecting certain blips can earn CREDITS- see Blip Counters below.

MISSION BONUSES. Review the mission to see if there are any other bonuses or means to earn credits during the game.



BLIP COUNTERS

BLIPS represent unforseen events on the battlefield, and lucky players will find something to help them at just the right moment! Blips start face down. To FLIP a blip, a unit must TOUCH it as part of their MOVE. A blip cannot be flipped unless the unit revealing it is MOVING! It does not take an action to flip a blip (but it takes an action to Move, of course). Flipping a blip ends the units move . They may take another move afterward if they have another action to do so. Some blips are dangerous, but most will prove helpful in a fight!

WEAPONS CACHE. Pick up. May take an additional EQUIPMENT card! Or, may automatically repair 1 hit!

INTEL. Pick up to earn 1 credit.

RESOURCES. Make a successful repair roll while adjacent to earn 1 credit. Max 1 credit / turn / player. Resources can be destroyed by any attack (they roll 1 die in defense).

MINOFFSKI SCREEN. Units within 1 stick of a Minoffski Screen are treated as in cover (if they aren't already).

TRAGEDY. Keep this card with your revealing unit until they next attack. Their next attack is at +1 die!

RESISTANCE. The revealing unit is immediately attacked by enemy guerilla forces- make a 1 die ranged attack vs. the unit, then remove this blip.

TERRAIN RULES

LINE OF SIGHT. When setting up terrain, be sure to include pieces that are big enough for a Mobile Suit to hide behind! If you can't see an enemy unit from your unit, you can't attack it.

COVER. If you can see an enemy unit, but it is partially obscured by terrain (including water), they may roll an extra die when defending.

WATER TERRAIN. Entering water ends all movement that turn unless a MARINE unit. Units in water are treated as in cover. Units in water are melee-1 die unless a MARINE unit.

MISSIONS

Players must agree to what type of mission they want to play before starting a game. The mission determines how to set up and end the game. Each mission has its own story to tell, so try them all or invent your own!

RECON You must scout out neutral territory- watch for enemy units! SET UP Place 8 blips per player evenly about the board. Start at opposite board ends. BONUS In case if a tie, the player with the most Intel blips wins. END CONDITIONS Game ends when all the blips have been revealed and all INTEL blips have been collected.

ENGAGEMENT You must take control of the battlefield by force. SET UP Place 3 blips per player evenly about the board. Start at opposite board sides. BONUS Earn 1 credit for each enemy unit that leaves the board! END CONDITIONS Game ends when one player has no more units on the board.

ENEMY GROUND You must get past the enemy forces alive! SET UP Place 4 blips per player evenly about the board. Start at opposite board ends. BONUS Earn +1 credit for each unit that makes it off the opposite board edge! A unit may not return once it has left. END CONDITIONS Game ends when one player has no more units on the board.

RESISTANCE You must clear out neutral resistance forces. SET UP Place 7 blips per player evenly about the board. Start at opposite board ends. BONUS Treat Resistance blips as an ambushing unit with the following stats: 2 _ 0 _ 3. Do not remove the blip until anyone beats it with a melee or ranged attack- they will earn 1 credit. At the end of the last player's turn, the Resistance will attack the nearest unit! END CONDITIONS Game ends when all the blips have been resolved.

ASSAULT The attacker must destroy the defender's base / ship. SET UP Place terrain at one side of the board to represent the defender's base or ship. The defending player gets 2 TURRET equipment cards per attacking player. Place the turrets anywhere on the base. BASE: Def 3, Melee 0, 3 hits per attacking player. Place 3 blips per player evenly about the board. The Attackers go first. BONUS Attacker earns +1 credit per hit done on the base. END CONDITIONS Game ends when the attacker has no more units on the board. (Attacker may leave at any time with no penalties once the base is destroyed).

RIVER PATROL The attacker may use marine units to infiltrate enemy territory! SET UP Place river terrain that runs the length of the board. Place 7 blips per player on the board, with half the blips in the river. Start at opposite board ends. The Attacker may use Marine units. The defender gets +1 TURRET equipment card - place turrets anywhere but in water. END CONDITIONS Game ends when all the blips have been revealed.

STOLEN! The attackers have captured a unit, and must escape with it! SET UP The attackers start at one board end. The attackers must declare one of their units to be STOLEN from the defenders- start it at least 6 sticks away from their board end. It cannot have transform or a flight unit. The attackers also get 2 extra Equipment cards. Place 8 blips evenly about the board- they may be revealed by either side as normal. The defenders may start anywhere on the board, but must be at least 1 stick apart from any other unit. The attackers go first! BONUS To recapture the stolen unit, the defenders must do the last point of damage in melee (instead of destroying it, this will capture it). Doing so earns the defenders 3 Credits. If the attackers get the stolen unit off the far end of the board, they earn 4 credits! If the stolen unit is destroyed, no one earns any points for it. END CONDITIONS Game ends when there are no more attacking units on the board (they may leave off the far board edge at any time, but may not come back once they leave).

ESCAPE The defenders must protect a shuttle launch from attackers. SET UP Place a launch site in the center of the board. (The shuttle is hidden underground until launch time). Place cover anywhere on the board at least 1 stick in from any board edge. Defenders may start anywhere on the board. Place 8 blips evenly about the board- they may be revealed by either side as normal. The attackers may start on any board edge, and they go first! BONUS At the end of every defender turn, roll to see if the shuttle launches. Roll 1 die for each turn elapsed. If any of the dice roll a 6, the shuttle launches! Place a shuttle model on the launch site. The attackers then have 1 turn to try to destroy the shuttle before it escapes. If it is not destroyed by the end of the attacker turn, it escapes, and the defenders earn +3 credits! The shuttle may only be attacked by units with the ARTILLERY upgrade, or units within 1 stick and equipped with an Arsenal card. It may not be attacked in melee or barraged. It rolls 4 dice for defense, and has 4 hits. If the shuttle is destroyed before it can escape, the attackers earn +3 credits! END CONDITIONS Game ends when the shuttle is either destroyed or escapes.

STRANDED A Federal Forces transport has crashed in the water. Can they get out before they are overwhelmed by Zion Marine units? SET UP Place ship wreckage in the center of a water board so that it provides cover. Federal players start on the wreckage, and may not take any tanks. Place 6 blips evenly in the water and 4 blips on the wreckage- they may be revealed by either side as normal. The Zion may start on any board edge and may use marine units. The Federal Forces go first. BONUS Federal Forces Earn +1 credit for each unit that makes it off any board edge! A unit may not return once it has left. END CONDITIONS Game ends when all Federal units are off the board or destroyed.

FRIENDLY MISSIONS: In friendly missions, all the players are on the same team, but compete to see who can earn the most credits!

Ambush and Boobytrap equipment cards cannot be used in a friendly mission.

Players earn credits for destroying enemy units and collecting Intel as normal.

Any player that repairs another player's damaged unit will earn 1 credit !

When selecting unit types for your enemies, use a variety of models if available, and cycle through them.

AMBUSHING enemies get a single attack immediately upon being revealed.

ENEMY TURN: At the end of the last player's turn, any enemy units on the board will attack the nearest player unit! Have the player to your left run any enemies that are attacking you.

Enemies should shoot unless their melee is better than the target's, or if they are down to their last hit.

Enemies should close range if their target is in cover. Otherwise, they should shoot twice.

Enemies adjacent to their target should move into cover after attacking if possible.

CLEANUP Your teams have been dropped into territory known to harbor enemy guerilla forces. You must dig them out and eliminate them! SET UP All players start in the middle of the board. Place 6 blips per player evenly around the board. BONUS Any RESISTANCE or RESOURCE blips found will be a cost-2 ambushing enemy unit instead! Any MINOFFSKI or INTEL blips found will also include a cost-1 ambushing enemy unit. END CONDITIONS Game ends when all blips and enemy units have been resolved.

HOLD THE LINE Your teams must keep the enemy from breaking through! SET UP Players all start on one edge. Place terrain evenly around the board. Place 5 blips per player around the board. Prepare 6 waves of enemy units. The total number of points of all the waves added together should be equal to 2x the total points of the players squads. You may have 2 "breather" waves that have no units at all. BONUS Any RESOURCE blip found should be treated as a CACHE blip instead. Each enemy turn, randomly select a wave of enemies to enter at the far side of the board. Enemy units will try to cross the board and escape off the opposite side. Each turn, move all enemy units 1 stick forward, into cover if possible, and spend 1 action shooting the nearest target. Melee units may move 2 sticks forward if they can melee at the end of the move! Earn credits for destroying units as normal. If an enemy unit escapes off the far side of the board, whichever player has taken the LEAST amount of damage will LOSE 1 credit for letting them through! END CONDITIONS Game ends when all waves have been defeated or have made it off the board.