Guest User

Minosky battles 0.1

a guest
Aug 10th, 2017
178
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 5.48 KB | None | 0 0
  1. Minovsky battles v 0.1
  2.  
  3. 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.
  4.  
  5. After a roll off the winner decides to deploy first or second
  6. 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.
  7. 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.
  8.  
  9. MS generate Action points (AP) at the start of each round
  10. 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.
  11. 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.
  12. 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.
  13.  
  14. 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.
  15. 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.
  16. If the head is destroyed apply a -2 modifier to all hit rolls.
  17. 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.
  18. If a arm is removed then all weapons used by that arm are lost.
  19. A torso hit is an instant kill. If a part has already been destroyed reroll until a location that can be hit is.
  20.  
  21. 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.
  22. 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.
  23.  
  24. 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.
  25. If the target was the last MS to activate and move then it gains a -1 modifier to ranged attacks against it.
  26.  
  27. 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.
  28. 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.
  29.  
  30. Zaku II – 10 points
  31. General purpose MS
  32. Punch shield
  33. Zaku Machinegun
  34. Zaku Missle Launcher
  35. Heat (GETTER) Tomahawk
  36.  
  37. Heat Tomahawk – (1/1) / 2” / 2+ to hit
  38.  
  39. Zaku Machinegun – (2/3) / 18” / 3+ to hit
  40.  
  41. Zaku Missle Launcher – (1/1) 18” 3+ to hit
  42.  
  43. -
  44.  
  45. Gouf – 15 points
  46. Melee MS
  47. Shield
  48. Heat Sabre
  49. School girls delight
  50.  
  51. Heat sabre – (1/2) / 2” / 2+ to hit
  52.  
  53. Heat rod – (1 / 2) / “8 / 3+ to hit
  54. MS hit sacrifice 1 AP during their next activation
  55.  
  56. -
  57.  
  58. Dom – 15 points
  59. Doms generate 1 additional AP they must use to move during their activation
  60. General Use MS
  61.  
  62. Heat rod
  63. Giant Bazooka
  64. Nipple Flash
  65.  
  66. Heat rod – (1/1) / 2” / 2+ hit
  67.  
  68. Giant Bazooka – (1 / 2) / 12” / 3+ to hit
  69.  
  70. Scatter beam gun (1/3) / 3” / 3+ to hit
  71. 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.
  72.  
  73. -
  74.  
  75. GM – 15 Points
  76. General Use MS
  77. Beam Spray gun
  78. Vulcans
  79. Beam Saber
  80.  
  81. Beam Spray gun – ( 2 / 3) /12” / 3+ to hit
  82.  
  83. Vulcans – (3 /3) / 6” / 4+ to hit
  84. Maybe used to parry ballistic weapons
  85.  
  86. Beam Saber – (1/1) / 2” / 2+ to hit
  87.  
  88. -
  89.  
  90. Strike Freedom – 1 point
  91. Kira Yamato, Ultimate coordinator custom ZAFT G.U.N.D.A.M Type MS
  92. If Strike Freedom dies you may place it back on the table with all parts restored.
  93.  
  94. Beam Spam
  95. Beam Saber
  96.  
  97. Beam Spam - (0/50) / Infinite / Always hits
  98. Each success is counted as a hit.
  99. May not target Torso
  100.  
  101. Beam Saber - (0/25) / 6” / Always hits
  102. Vestige starts playing
  103. Strike Freedom moves for free after this attack and generates 2 AP
  104. May not target Torso
Advertisement
Add Comment
Please, Sign In to add comment