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Gundam Warfront Rulebook

This document provides an overview of the rules for Gundam Warfront, a tabletop wargame that combines elements of the Gundam 1/400 Tactical Battles Game and Battletech: Alphastrike. Players field squads of 1/400 scale Gundam miniatures and engage in skirmishes. The rules cover unit profiles, gameplay mechanics like movement and shooting, and the round structure. Players alternate moving and shooting units based on their assigned pilot skill level as they aim to destroy each other's mobile suits.

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Luca Serasin
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0% found this document useful (0 votes)
652 views10 pages

Gundam Warfront Rulebook

This document provides an overview of the rules for Gundam Warfront, a tabletop wargame that combines elements of the Gundam 1/400 Tactical Battles Game and Battletech: Alphastrike. Players field squads of 1/400 scale Gundam miniatures and engage in skirmishes. The rules cover unit profiles, gameplay mechanics like movement and shooting, and the round structure. Players alternate moving and shooting units based on their assigned pilot skill level as they aim to destroy each other's mobile suits.

Uploaded by

Luca Serasin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Gundam Warfront Rulebook 1.0.

0
Welcome to Gundam Warfront. A fan-made 1/400 scale tactical tabletop gaming experience combining
the Gundam 1/400 Tactical Battles Game and Battletech: Alphastrike into something that is a little of
both, and equal parts neither. Players can engage in skirmish style sorties, or all-out open war. The limit
is your imagination… and your pockets of course!

What’s On A Card?

Cost: The points required to field the unit


Unit Name: … come on, man.
Card Image: The pretty pictures.
Unique Indicator: U denotes “Unique”. You may only field 1 copy of a “unique” unit. B denotes “Basic”.
Mass produced units, you can field as many copies of a “basic” unit as you’d like.
Armor: A unit’s total health
Evasion Power: A units’ “defense”.
Movement Speed: How far, in inches, a unit may move per turn.
Special Ability: A unit’s ability to increase its capabilities, typically in battle.
Pilot Skill: The assigned pilot performance level for this unit. Best filled in with dry erase marker while
the card is sleeved, but a d6 works well as well. Or if you don’t care about the planet at all write it in
there with a pencil. The trees can’t care, right?
Damage at Range: This bar denotes the number of dice added to your pilot skill when attacking from
various ranges. Also indicates the amount of damage done if an attack from that range hits. Range is
divided into 4 sections:
-base to base contact, no printed damage at range value, damage on hit=1d6
-short range; 0-8 inches
-medium range; >8-16 inches, attacks at medium range roll 1 less total attack dice
-long range; >16-28 inches, attack at long range roll 2 less total attack dice

Winning the Game


Blow stuff up, genius! But seriously, destroy all of your opponent’s Mobile Suits. Players can establish
objectives or additional win conditions between themselves as well, of course, and we’ll cover a couple
ideas for that a little later on!

Getting Started
To begin, you’ll need Gundam 1/400 scale miniatures, and you’ll need to print off the corresponding
character cards, or have them handy on a phone or tablet. For standard play, players need to assemble a
“squad” of 250 points, or as close to it as possible without going over. For a larger wargaming
experience, players can agree to a higher point value as well. This “squad” can consist of as many units
as you like, but remember unit cost often reflects unit performance as well! Don’t get cheap, soldier!

Another thing to consider when selecting units is Pilot Skill. Pilot Skill is essentially a phrase to describe
a unit’s natural buff to offense and defense, which we’ll discuss more in depth later. For standard play,
when deciding Pilot Skill, players roll a d6 to determine a unit’s skill.

On a roll of 1 or 2: Pilot Skill 2. The unit’s pilot is a “Rookie.” Green, sally, fodder, pity-kill, you get the
idea.
On a roll of 3 or 4: Pilot Skill 3. The unit’s pilot is “Battle Worn.” No longer green, sure, but doesn’t
have a name in the history books yet either.
On a roll of 5: Pilot Skill 4. The unit’s pilot is a “Veteran.” He’s seen the brutalities of war and should be
approached with caution.
On a roll of 6: Pilot Skill 5. The unit’s pilot is a “Newtype.” It’s best not to engage. They’ll make a quick
example of you, solider.
After choosing Pilot Skill, you’ll find a blank space on your character card to put the awarded Pilot Skill
level. It is suggested that you sleeve your unit cards, and add the Pilot Skill with a dry-erase marker so
you can use the cards again later, but it’s up to you! A d6 works quite well as well.

Alternatively, for a game with a little more intent behind your Pilot Skill choices players may agree to
choose pilot skill instead. To do so, add the following number of points to your unit’s total cost:

Rookie – no penalty
Battle Worn – 15 points
Veteran – 25 points
Newtype – 40 points

You’ll also need to establish a playing field. The suggested battlefield is 5’x3’, though players can make
this decision between themselves. Sometimes, for a game with more players and larger point totals
you’ll want a larger play area. Or maybe someone challenged your prized Deathscythe to a 1v1, and you
decide to play in a claustrophobic 1’x1’ deathmatch. The possibilities are endless!

Starting the Game


After you’ve picked your units and assigned Pilot Skills, it’s time to hit the table! Take turns placing units
one at a time into the play area. Your units must start within 3 inches of your edge of the table. Once all
units have been put into play, its time to wage war.

Round Breakdown
A ”round” of Gundam Warfront is one full cycle through a series of smaller phases played by both
players. In this section, we’ll take a closer look at these phases, and break each of them down in more
detail.

-Advantage Phase
-Movement Phase
-Shooting Phase
-Melee Phase
-Reload Phase
These 5 individual phases comprise one “round”. There are no set number of rounds (unless agreed
upon by the players playing the game), but it is still important to keep track of when rounds reset, so
that advantage can be determined again. Let’s break these phases down.
Advantage Phase
During this phase, players determine which player has “advantage” for this particular round. Any agreed
upon way to determine this will work, but we suggest rolling 2d6. (We cannot, for liability reasons,
suggest you try a Steel Cage Ladder Match, but the results are always indisputable.) The winner of the
dice roll has “advantage” for the round. “Advantage” is this games word for “the one who reacts.” From
a thematic standpoint, “advantage” literally means you have better reaction times than your opponent,
it means you line up better shots, etc. In a game sense, it means you move and shoot last. This seems a
bit backwards on paper, but as you play the game, you’ll realize the “advantage” winning this phase
truly gives you.

Movement Phase
Time to hit the ground runnin’, soldier! Both players alternate moving units by Pilot Skill until all units
have moved. Start with the lowest Pilot Skill, then work your way up. If it comes to a point where both
players have a unit with the same Pilot Skill, the player without “advantage” always moves first.

(i.e. player without advantage (player 2) moves their Pilot Skill 2 (PS2) Zaku 2. Player with advantage
(player 1) moves their PS3 Wing Gundam. Player 1 and 2 both have a PS4 unit. Player 2 moves their PS4
unit, then Player 1 moves theirs.)

When measuring a unit’s movement, measure from front-of-base to front-of-base. You are not required
to move your unit’s full movement capability, but you must move at least an inch to be considered
“moved”. If a unit does not move, which players are more than welcome to choose to do (though
standing around gawking on the battlefield is not a move I’d recommend), the unit is considered to be
standing still.

There is no guideline for HOW a unit moves the distance its able to do so. If a unit has a movement
speed of 6, for example, it could move 3 inches forward, then 3 inches at a 45-degree angle, or you
could do a zig-zag of 6 individual 1-inch moves. Using a cloth tape measure makes this process easiest as
it allows you to sort of illustrate your trajectory. You can curl around a building, or move back away from
an enemy unit then right back in again. This is completely up to you.

After a unit finishes its move, you are allowed to rotate it up to 360 degrees to be facing the direction of
your choice. After you’ve done so, you may no longer touch that unit.

Using a marker of some variety (coin, dice, Cheeto, whatever) to indicate units that have already moved
is suggested.
Two additional “sub-actions” are allowed when moving a unit. You may choose to “Rush” with the unit
or to “stand still.”
-Rushing: This is the in-game equivalent of using your thrusters to push yourself even farther
across the battlefield. If a unit is given the “Rush” action, it is able to move a total of 1.5x its movement
this turn. (i.e., a unit with a movement speed of 6 may move 9 inches.) If you do so, however, that unit
cannot shoot during the “Shooting Phase” of this round. That being said, if a unit rushes and makes
base-to-base contact with an enemy unit, it may still attack in the “Melee Phase” this round.

-Stand Still: Do I have to spell this one out for ya, Einstein? If a unit does not move, it is
considered to be “standing still”. A unit that is “standing still” rolls one less evasion dice while being shot
at. However, a unit that is “standing still” causes its target to roll one less evasion dice as well. This
mechanic simulates lining up a clean precise shot, like a sniper.

One final thing to consider when moving units; if two units end the movement phase in base-to-base
contact, they are considered to be “Grappling”. Neither unit may shoot during the “Shooting Phase”.
Any unit that starts its move during the “Movement Phase” in a “grappled” state, must roll 1d6 to try to
break free. On a 1-3 the unit fails to escape the clutches of the enemy unit and may not move this turn.
On a 4-6, the unit breaks free of the struggle and is allowed to move its normal movement speed.

Shooting Phase:

It’s time to fight! During this phase the player with advantage shoots first. All of their units are able to
shoot, though it is not required. A player chooses which unit is shooting and what unit it’s going to
target. To do so, the attacking unit must have a clear “line of sight” to a target in a 180-degree arc from
the rear left corner to the rear right corner of the unit. This is considered the unit’s “front arc”. “Line of
Sight” is measured from the head of the attacking unit, to the head of the defending unit. If at least 50%
of the targeted unit is visible, the attacking player may proceed with the shot unhindered. If less than
50% of the unit is visible the attack is considered “obstructed” and the attacking player rolls 1 less dice.
Once a unit has declared
its target, the attack
proceeds. The attacking
player checks the damage
output from the current
“Damage at Range” value
printed on the attacking
unit’s card, and adds that
units Pilot Skill to that
value. (IMPORTANT:
ATTACKING FROM
MEDIUM RANGE
REDUCES YOUR TOTAL
ATTACK DICE BY 1.
ATTACKING FROM
LONG RANGE REDUCES
YOUR TOTAL ATTACK
DICE BY 2.) The total
number of these two
combined stats is the units
“Attack Power”. This is the
number of dice the
attacking unit will roll. (I.e. Sazabi is attacking from medium range. It has a printed value of “m4”. For
this game, the sazabi has a Veteran pilot- a skill of 4. Together, this totals 8. However we have to
remember Sazabi is shooting from medium range so its attack value will be reduced by 1. So it will roll 7
total attack dice.) If the attacker rolls a 6 on any of its attack die the attack is considered a “hit”.

The defending player now rolls for its “defense power”. To determine this value, add the defending units
Evasion power, and their pilot skill together. (i.e. Kampfer has an evasion power of 4, and a Rookie pilot-
a pilot skill of 2. It has a defense power of 6.) If the defender rolls a 6 no damage is dealt. The attack
misses completely, even if the attacking unit rolled a 6 as well.

Simple enough, right? Let’s mix it up! If the attacking unit rolls 2 or more 6s on their attack roll, this is
considered a “Critical hit”, and for now, we’ll call it a “Floating critical.” To stop a “critical hit” the
defender must also roll 2 or more 6s. If so, the attack is still evaded and nothing happens. If the
defender only rolls one 6, the attack’s total damage is halved. If no 6s are rolled, the unit is destroyed.
On the spot. Game over, man, game over. Well… sort of… we’ll come right back to that.
Finally, any shot that hits a unit in it’s rear arc is automatically considered a critical, even if only one 6 is
rolled.
Repeat this action for each unit the player with advantage chooses to attack with. Afterward, each of
the defending players units shoot back at the attacking units. “But Sarge, that’s’ not fair! He got to hit
me first!” Shut up, kid. All damage is dealt simultaneously at the end of the Shooting Phase.
Participation trophies for everyone! You happy, snowflake?

After each player has completed their attacks during the shooting phase, damage calculation is
processed. The damage dealt by an attack that was not successfully evaded is equal to the “damage at
range” value that corresponds with the attacking unit’s current range. (For example, if Sazabi, from our
earlier example, hits it will deal 4 damage to the Kampfer because its “Damage at Range” value for
Medium Range attacks is 4.) All damage dealt is applied to the respective units, and any unit that has
received more total damage than its Armor is destroyed, and removed from the play area. (Or if they
just blew up completely from a critical hit.)

Once this is done, move on to the melee phase.

Melee Phase:
Any units in base-to-base contact
may now make Melee attacks.
When striking with a Melee attack,
the attacking unit rolls dice for its
Pilot Skill only. The defending unit
rolls dice equal to their evasion
power only.

Similar to the attacks made during


the Shooting Phase, Melee attacks
in a unit’s rear arc are considered to
be critical.

Again, once all units in base-to-base


contact have made their attacks,
damage is calculated the same way
as before; It is all dealt
simultaneously. The difference with
a melee attack is there is no printed
“damage at range” value. So, to determine damage from a melee attack that hits, the attacking unit will
roll 1d6 and the rolled value is the damage dealt to the defending unit.

Any destroyed units are removed from the play area. This completes combat for this round, time to
Reload, baby!
Reload Phase:
Clean this place up, soldier! During this phase, simply
remove any destroyed units, as well as tokens or dice that
remain on the board, and prepare the table to start the
next round.

Special Rules:
The Gundam Warfront game is a game designed to allow
players to enjoy their own “what-if” scenarios, like Char
Aznable encountering Heero Yuy in the field of battle, but
that doesn’t mean the Gundam franchise doesn’t have
some pre-established rules of its own. We’ll break a couple
of those down here.

For accessibility’s sake, any version of a 1/400 scale model


is fine to represent your chosen unit. For example, if you
choose Wing Zero Custom with 2 beam sabers, it is considered the same model as Wing Zero Custom
with 2 beam rifles. You aren’t required to match weapons perfectly to a card or anything like that. Any
Zaku 2, from any set, can be fielded with the “Zaku 2” unit card.

However, there are some units that are unique, that have multiple versions of their suit. In this instance,
these units are not interchangeable. Additionally, they cannot be fielded at the same time. (for example,
you cannot use a Gundam Sandrock model to represent Gundam Sandrock Custom because they are, “in
universe”, the same unique unit. You also can’t run Gundam Sandrock and Gundam Sandrock Custom at
the same time for this same reason.)

A “titled” unit cannot be fielded alongside another “titled” unit with the same titled character. (For
example, you cannot field Char’s Zaku 2 and Char’s Z’Gok in the same squad. Char cannot be in two
places at once. He’s good, but he’s not THAT good.)
Glossary:
Armor: A unit’s total health
Card Image: The pretty pictures.
Cost: The points required to field the unit
Critical Hit: An attack roll of 2 or more 6s, or a successful attack from the rear arc.
Damage at Range: This bar denotes the number of dice added to your pilot skill when attacking from
various ranges. Also indicates the amount of damage done if an attack from that range hits. Range is
divided into 4 sections:
-base to base contact, no printed damage at range value, damage on hit=1d6
-short range; 0-8 inches
-medium range; >8-16 inches, attacks at medium range roll 1 less total attack dice
-long range; >16-28 inches, attack at long range roll 2 less total attack dice
Evasion Power: A units’ “defense”.
Floating Critical: A successful critical hit waiting to resolve at damage calculation.
Front Arc: 180 degree arc in front of a unit, measured from the units back.
Grappling: Two units in base-to-base contact are considered grappling. A 1d6 roll of 4, 5, or 6 must be
rolled by the player who wishes to move away from a grappling unit. If the 1d6 roll was a 1, 2, or 3 the
unit remains grappled and cannot move.
Line of Sight: Measured from the attacking units head to the defending units’ head.
Movement Speed: How far, in inches, a unit may move per turn.
Obstructed: Less than 50% of the target is visible. The attacker rolls 1 less attack dice when shooting an
obstructed target.
Pilot Skill: The assigned pilot performance level for this unit. Best filled in with dry erase marker while
the card is sleeved, but a d6 works well as well. Or if you don’t care about the planet at all write it in
there with a pencil. The trees can’t care, right?
Rear Arc: 180-degree arc behind a unit, measured from its back.
Rushing: allowing a unit to move 1.5x its normal movement speed at the cost of its ability to shoot this
round. If it makes base-to-base contact with another unit it can still perform a melee attack.
Special Ability: A unit’s ability to increase its capabilities, typically in battle.
Squad: The Units you’ve selected to field in this battle.
Standing Still: A unit that did not move this turn adds +1 dice to attack rolls and -1 dice to defense rolls.
Unique Indicator: U denotes “Unique”. You may only field 1 copy of a “unique” unit. B denotes “Basic”.
Mass produced units, you can field as many copies of a “basic” unit as you’d like.
Unit Name: The name of a unit card, or unit in play

-Gundam Warfront Fan-Created Rules Created by Tyler Conley and Derek Klaren
-Miniatures photographed from personal collection.
-Unit cards designed by Tyler Conley with MSE
-Card art, rulebook cover art, and decorative art within the rulebook owned by the creators, used in
fair use, not-for-profit.

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