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- Minovsky battles v 0.1
- Minovsky battles is a ruleset for 1/144 Gundam model kits. This rule set is a fan made game and has no official support of any kind. It is purely an excuse to buy more Gunpla and to get some usage out of ones already built. This ruleset is designed for competitive, cooperative and single player games, using a 3x3 or larger board.
- After a roll off the winner decides to deploy first or second
- Deployment zones are 1/4th of the board size on opposite ends, after deployment roll to decide who goes first. The winner always goes first.
- That player then activates 1 MS and completes it's activation before passing the turn back to his opponent. Once an MS has activated it must wait until the next round to activate again.
- MS generate Action points (AP) at the start of each round
- A Ranged MS generates 1 AP, a General purpose MS generates 2 and a Close combat MS generates 3. Some MS may generate special AP which will be listed on their profiles.
- An AP can be used to move 6”, use a special ability or attack with 1 weapon. You may spend as many AP on any action as you wish such as moving twice or attacking 3 times in an activation.
- Hot blood kicks in when only 1 MS is left alive in 1 player's squad, that MS generates an extra 2 AP they can use only for attacks.
- When attacking with a MS declare the target then measure the distance between the two MS. If you are within range roll D6 equal to the shots. If you roll enough successes over your target roll then you have successfully damaged the target and they must take a damage roll. To hit rolls on profiles as displayed as (2/3) with the number of hits needed followed by the number of dice rolled. Your target number will change depending on modifiers.
- Damage rolls are to decide where the MS has taken a critical hit. 1 = Head, 2 = Left Leg, 3 = Right Leg, 4 = left arm, 5 = right arm 6 = torso hit.
- If the head is destroyed apply a -2 modifier to all hit rolls.
- If a leg is destroyed half the movement value to 3” then 1” for both. When both legs are destroyed attacks automatically hit when targeting it.
- If a arm is removed then all weapons used by that arm are lost.
- A torso hit is an instant kill. If a part has already been destroyed reroll until a location that can be hit is.
- A shield may absorb incoming shots from the front or side the shield is carried. If the Torso, arm carrying the shield or head is is destroyed instead the shield is destroyed. Ignore shields on a roll of an unmodified 6 to hit is part of the roll, this bypasses all defenses and always destroys a visible body part.
- When attacked in melee the defending MS may attempt to parry with it's own melee weapon. Make an attack on the attacking MS as if you were attacking it with your melee weapon (including the -1 modifier for movement) for each successful roll you may subtract 1 success from your opponent's attack. A melee roll of an unmodified 6 cannot be parried.
- MS gain cover from terrain blocking line of sight. Targeting a MS in cover has a -2 modifier and any part not visible may not take damage.
- If the target was the last MS to activate and move then it gains a -1 modifier to ranged attacks against it.
- All measurements are done from the head, if the head has been removed then measure from the neck connection collar. For competitive play an official base size should be included in the event pack and all measuring is done to and from the base. The base is assumed to be the MS for measuring purposes but cover targeting still applies.
- MS may not be reposed once in play. This includes moving shields or weapons from where they are equipped. MS that carry multiple handheld weapons will be considered to be using them in their native arm (i.e. right and can switch between them freely at the beginning of their activation. Melee weapons mounted else where (i.e. backpack beam sabers) maybe used by either arm.
- Zaku II – 10 points
- General purpose MS
- Punch shield
- Zaku Machinegun
- Zaku Missle Launcher
- Heat (GETTER) Tomahawk
- Heat Tomahawk – (1/1) / 2” / 2+ to hit
- Zaku Machinegun – (2/3) / 18” / 3+ to hit
- Zaku Missle Launcher – (1/1) 18” 3+ to hit
- -
- Gouf – 15 points
- Melee MS
- Shield
- Heat Sabre
- School girls delight
- Heat sabre – (1/2) / 2” / 2+ to hit
- Heat rod – (1 / 2) / “8 / 3+ to hit
- MS hit sacrifice 1 AP during their next activation
- -
- Dom – 15 points
- Doms generate 1 additional AP they must use to move during their activation
- General Use MS
- Heat rod
- Giant Bazooka
- Nipple Flash
- Heat rod – (1/1) / 2” / 2+ hit
- Giant Bazooka – (1 / 2) / 12” / 3+ to hit
- Scatter beam gun (1/3) / 3” / 3+ to hit
- This attack does no damage but opponent suffers -2 to hit for the rest of the round. Opponents attacking a MS hit by this weapon gain +2 to their To hit rolls this round.
- -
- GM – 15 Points
- General Use MS
- Beam Spray gun
- Vulcans
- Beam Saber
- Beam Spray gun – ( 2 / 3) /12” / 3+ to hit
- Vulcans – (3 /3) / 6” / 4+ to hit
- Maybe used to parry ballistic weapons
- Beam Saber – (1/1) / 2” / 2+ to hit
- -
- Strike Freedom – 1 point
- Kira Yamato, Ultimate coordinator custom ZAFT G.U.N.D.A.M Type MS
- If Strike Freedom dies you may place it back on the table with all parts restored.
- Beam Spam
- Beam Saber
- Beam Spam - (0/50) / Infinite / Always hits
- Each success is counted as a hit.
- May not target Torso
- Beam Saber - (0/25) / 6” / Always hits
- Vestige starts playing
- Strike Freedom moves for free after this attack and generates 2 AP
- May not target Torso
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