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Mobile Frame Zero Condensed

MFZ is a tabletop wargame designed for Lego robots. Players build mobile frame robots out of Lego to represent units in battles. The game abstracts mechanics to simplify play while emphasizing action. Players will need Lego robots representing their mobile frames, terrain for cover, dice, and a ruler to play. Gameplay involves bidding for assets, deploying units, and resolving combat through rolling dice pools representing frames' weapons and systems.

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0% found this document useful (0 votes)
425 views21 pages

Mobile Frame Zero Condensed

MFZ is a tabletop wargame designed for Lego robots. Players build mobile frame robots out of Lego to represent units in battles. The game abstracts mechanics to simplify play while emphasizing action. Players will need Lego robots representing their mobile frames, terrain for cover, dice, and a ruler to play. Gameplay involves bidding for assets, deploying units, and resolving combat through rolling dice pools representing frames' weapons and systems.

Uploaded by

KingCharlemagne
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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Mobile Frame Zero:Condensed

revision 0.96
- Text Only Version -
This document is a faithful reproduction of all the rules of MFZ:Rapid At-
tack's Core Rulebook. It has been cleaned streamlined and simplified !ere
applicable and is meant to be a resource for "uick reference durin# pla$
and eas$ access to the #ame's ruleset. It does not contain an$ of MFZ's back-
#round. This %ersion is !ithout an$ art assets or ima#e other than the dice
icons and meant for mobile use amon# other small filesi&e applications. It
has been created !ith the efforts of the 't#'mf(' cro!d the )an#ar Cre!
and other helpful bein#s that assisted in cuttin# the fat.
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$ment 3hase. 9;
- 3oint Mobile Frame. 9;
- Attackers' frames. 9*
- Attackers' stations. 9*
- 2efender's other frames.9*
- Combat 3hase. 9*
- Tactical order. 9*
- Combat order. 9.
- Capturin# stations. 9.
- Contested stations. 90
- A Frame's Turn. 90
- Tar#et desi#nation. 90
- Roll dicepool. 90
- 2efense. 91
- Attack or mo%e. 91
- Mo%in#. 91
- Attackin#. 96
- /pottin#. 96
- Resol%e attacks. 96
- Resol%e dama#e dice. 97
- Resol%e dama#e. 97
- <=ample attack. 98
- 2oomsda$ Clock. 98
- 3rinciple of >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
1. Introduction
Mobile Frame Zero:Rapid Attack is a tab-
letop !ar#ame desi#ned to be pla$ed
!ith ,<5? robots !ith rules that are ac-
cessible to a broad spectrum of a#es and
pro%ide casual fun as !ell as hi#h-
pitched intense battles. +ith a uni"ue
settin# that allo!s for m$riads of builds
!hen it comes to Mobile Frames and their
companies MFZ is for the builder the
!ar#amer and e%er$one in bet!een.
The #ame !as released summer of ;(9;
but is based on the ;((; #ame
'Mechaton' !hich !as >ust the crunch of
the rules $ou see here. MFZ has been re-
%ised b$ @oshua A.C. Ae!man !ith the
help of Mechaton's in%entor Bincent
:aker and his son /ebastian :aker. @oshua
also #ot /oren Roberts on board a ,e#o
desi#ner and freelance #raphics artist
!ho has some repute on FlickR for his mi-
croscale spaceships anime-inspired
mecha and other ,e#o creations.
MFZ !as made to brin# affordable !ar-
#amin# to the kitchen table !ithout re-
l$in# on prebuilt models allo!in# for as
intricate or simple models as a pla$er
likes. +ith that MFZ is abstracted "uite
far simplif$in# man$ elements !hich are
much more elaborate in other !ar#ames.
MFZ is also hea%il$ fa%ourin# action o%er
inaction. +ith emphasis on attackin# a
timer to keep thin#s fast paced and an
intentional shorta#e of resources e%er$
decision is meant to be tou#h. )i#h risk
elements combined !ith strate#ic
sacrifices is !hat makes MFZ an
entertainin# #ame.
*o+ t,e desi-ner describes it:
Mobile Frame Zero: Rapid Attack is the
tenth anniversary edition of Vincent
aker!s Mechaton" #ild yo#rself a com-
pany of robots called mobile frames o#t
of $%&O' (ive yo#rself some ob)ectives
to defend' lay o#t a table *ith a fe*
friends' and fi(ht+
eca#se' )#st like a $%&O set' b#ildin(
*hat!s on the front of the box is f#n' b#t
b#ildin( yo#r o*n thin( is *here it really
catches fire" ,o that!s *hat *e *ant yo#
to do+ #ild robots' play *ith o#r set-
tin(' s#re+ -f yo#!re into VOTOM,' .o#-
(ram' Macross' or &asaraki' then *e
*ant to play *ith yo#+
Mobile Frames.
In the /olar Calendar as @oshua calls the
timeline and uni%erse of MFZ humanit$
has surpassed the boundaries of <arth
and is tra%elin# deep into space usin#
Transit 5ates to co%er the distance. The
ma>orit$ of the manual labor is conduc-
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 of
the /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 CframeD !hen referrin# to Mobile
Frames combat-oriented or other!ise.
.,& /E012
,e#o has multiple ad%anta#es for !ar-
#ames. For e=ample man$ people
alread$ ha%e ,<5? at home that the$ can
use to build mobile frames for MFZ:RA.
Additionall$ once a robot is built there
is no need to paint it up reducin# the
prep time until one can actuall$ pla$.
This is also true if a pla$er !ants to tr$
out different compositions all it takes
is a fe! different bricks. /ince there is
also a lar#e international communit$ that
builds these ,e#o robots there is no
shorta#e of inspiration for ne! and
startin# builders.
3cale and si4e restrictions.
MFZ uses !hat is called the 6p scale. <s-
sentiall$ an a%era#e human is 6 plates of
,e#o tall. That means that an$thin# else
modeled should reflect this so !hen t!o
forces meet the$ look rou#hl$ at the
same dimensions. 6 plates is t!o bricks
and a plate on top.
As loose rule of thumb frames should
#enerall$ fit inside a bo= that is 9( studs
!ide 9( studs deep and 9; bricks tall.
There is some !i##le room for
"uadrupeds but it should #enerall$ be
obser%ed as the ma=imum. /i&e creep can
"uickl$ become an issue. /ince there is a
definiti%e si&e for humans this also
re"uires some space !here the human
can fit inside a frame #enerall$ the
torso. ?ther!ise MFZ has no restrictions
on !hat a frame should look like !hat
colors or parts to be used and if $ou
don't !ant to use ,e#os a 5undam model
!ith remo%able s$stems is fine too.
!. "re#arations$
To pla$ MFZ $ou !ill need to prepare a
fe! thin#s before $ou can di%e into the
fi#ht. /ince buildin# is a hu#e part of the
MFZ e=perience take $our time !hen
buildin# $our arm$. As lon# as the$ fit
!ithin the scale an$thin# $ou can come
up !ith is considered le#al. It is benefi-
cial to ha%e the indi%idual s$stems of
$our frames %isible thou#h.
5ou +ill need:
E ?ne compan$ of mobile frames per pla$er.
E /ome terrain pieces for co%er and stations.
E ?ne ruler ei#ht units lon#.
E A dice assortment dependin# on $our compan$.
E A !a$ to track the doomsda$ clock in 99 steps.
)uler and units.
:$ default $ou !ill pla$ !ith a ruler that
ei#ht units lon# and one unit is a 9=.
click hin#e brick or 0 studs in len#th.
Combinin# ei#ht hin#e bricks #i%es $ou a
ruler that can measure around corners.
<speciall$ useful to plot paths throu#h or
around co%er and obstacles.
The #ame area should measure bet!een
. and 1 ruler len#ths dia#onall$ and cir-
cularF or s"uare. +ith hin#e bricks .
len#ths is the e"ui%alent to about
.0G'990cm. 1 len#ths is the e"ui%alent to
about 1(G'90(cm.
As a #eneral rule !hen measurin#
bet!een t!o tar#ets measure bet!een
the closest points of them. :arrel to bod$
part blade to arm back to co%er etc.
3maller 6 lar-er 7ields.
If $our pla$in# field is bi##er or smaller
ad>ust accordin#l$. +ith a bi##er table
than 1 ruler len#ths e=pand the ruler
units to match the table si&e or tape off
the ed#es of corners of $our #amin# area
to sta$ !ithin . to 1 len#ths.
If $our area is smaller than . rulers re-
duce the ruler to 1 units len#th. +eapon
ran#es beha%e accordin#l$ so direct-fire
is no! bet!een 9 and 1 units and artil-
ler$ starts be$ond 1. /pottin# beha%es
>ust the same.
/ar-er Frames.
If $ou !ant to field lar#er frames keep in
mind that $ou !ill need to ad>ust $our
ruler. /pitball the si&e difference and
manufacture a ruler that fits the ne!
scale.
/ubse"uent measurements such as
direct-fire all !ork accordin# to this ne!
ruler. If $ou e=pand the ruler b$ a
considerable amount keep in mind that
$our #amin# area !ill also increase in
si&e.
8,e dice o7 MFZ.
Dice assortment #er #la&er.
Hou !ill need a handful dice to make sure
e%er$one can pla$ out their turn !ithout
dice needin# to be passed around. Aim to
ha%e one set per pla$er. Hou can #o !ith
less or substitute but $ou mi#ht end up
ha%in# to mark thin#s do!n.
8,ese dice cover all needs:
E ; I !hite d1.
E 9 I blue d1 per frame $ou field.
E 9 I $ello! d1 per frame $ou field.
E 9 I additional blue d1.
E 9 I additional $ello! d1.
E ; I #reen d1.
E 9 I #reen d7.
E . I red d1.
E . I red d7.
"la&er count and -ame si4e.
MFZ has t!o #ame si&es /kirmish and
:attle. /kirmishes #o faster but are usu-
all$ more fierce !hereas battles can #o
for a lon# time. :attles are !here the
battlefield carna#e is usuall$ the
#reatest. 2ecide !ith $our pla$ers !hat
kind of #ame $ou !ant to pla$ and con-
sult the tables for the compan$ si&es and
stations to brin#.
39irmis,
"la&ers 3tations Frames
! ' to 6
! to %
' ! to '
% 1 to '
:attle
"la&ers 3tations Frames
! % to ;
! ' to <
' ! ' to 6
% 1 to %
<ach compan$ also has * /in#le /hot
Rockets J//RK to be attached to frames.
Frames: dice#ool 6 actions.
<ach frame has a dicepool for its actions
startin# !ith ; !hite dice representin#
the basic machine and the pilot's re#ular
senses. Hou can e=pand this dicepool !ith
up to . s$stems. Ao more than ; s$stems
of an$ #i%en t$pe can be e"uipped but
other!ise load-outs are unrestricted.
Het e%en !ithout an$ s$stems present a
mobile frame can do se%eral thin#s usin#
its !hite dice for these purposes.
(ctions:
E 2efend itself.
E Mo%e na%i#ate around co%er.
E /pot a tar#et out of co%er in direct-fire ran#e.
E Attack at hand-to hand ran#e.
/$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: 0ear 6 .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$stems in its loadout.
0ear s&stems.
.efense:
stealth composite coatin# reacti%e armor.
Movement:
le#s skates stron#er en#ine cla! feet.
,pottin(:
sensors fre"uenc$ 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 $ou compare the
forces fielded before the #ame startsM
.ea#on s&stems.
/and-to-hand:
>ackhammer.
.irect-fire:
flamethro!er beam !eapon.
Artillery:
.ea#on ran-es.
+eapon ran#es in MFZ are e=clusi%e to
one another and not Cdo!n!ards-com-
patible.D
)an-e increments:
E )and-to-hand up to 9 unit.
E 2irect-fire abo%e 9 unit up to 9 ruler len#th.
E Artiller$ 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. <ach !eapon
s$stem onl$ !orks !ithin its increment.
If $ou are unsure about the ran#es
bet!een thin#s $ou can measure at an$
time durin# the #ame e%en out of turn.
)eminder:
+hen $ou measure measure from the closest
points bet!een tar#et and attacker. +hen in
doubt the tar#et is in ran#e.
Frames: additional dice.
,in(le ,hot Rockets
<%er$ Compan$ starts !ith * //R !hich
can be put in an$ confi#uration on an$
frame as lon# as the total of * is
present.
)and #renade rocket pod underslun# launcher.
A frame can carr$ all three of these if
$ou so choose. /ince //Rs do not count as
s$stems the$ cannot be destro$ed.
,printin(
If a frame has neither direct-fire or artil-
ler$ !eapon s$stems installed it recei%es
a bonus d7 for its mo%ement !hich al-
lo!s it to tra%erse co%er too.
/printin# is a benefit of carr$in# no ammunition.
/ince /printin# is not a s$stem it cannot
be destro$ed. If a frame !hich has
ran#ed !eaponr$ loses those due to dam-
a#e it automaticall$ #ains this bonus.
*int: 8,e =3oldier> 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. <%er$ other
mobile frame is a specialist of sort. +hen
$ouNre creatin# $our frames an eas$ !a$ to
start is to make a soldier confi#uration and then
s!ap s$stems in and out to speciali&e as
needed.
Die con7i-uration notation.
Count each of a frame's dice and list
them off as $ou deal !ith them to #i%e a
"uick description of a loadout. <%er$
frame starts !ith C++D for t!o !hite
d1. Add the other dice accordin#l$.
For attack dice add a lo!ercase letter to
indicate the ran#e it is used at.
E h O )and-to-hand
E d O 2irect-fire
E r O Rocket P still direct-fireF for distinction.
E a O Artiller$
If a frame has an$ d7 >ust add the 7
after the color such as 57 or R7d. //R
are labeled as R7r P Red d7 CrocketD
ran#e letter.
%xample:
A /oldier frame !ith t!o //R !ould be
++:H5RdRdR7rR7r. It has its t!o !hite
dice one dice for 2efense JblueK /pot-
tin# J$ello!K Mo%ement J#reenK and t!o
dice for Attack JredK at direct-fire ran#e
JdK and its t!o rockets JR7rK.
3tations? cover 6 terrain.
:uild se%eral pieces of terrain. Terrain
can be stations co%er and >ust thin#s
that look prett$. 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 $ou use somethin# !ith a lar#er base mark
the section that is the station. The rest is
re#ular co%er.
Cover.
An$ 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$ed count as co%er too. <%en
hostile onesM
3u--ested ,ouse@rule:
Instead of entire terrain pieces count onl$
actual bricks for the purpose of co%er.
1t,er terrain.
Hou can also build terrain that is not a
station and less than * bricks in hei#ht.
/uch elements are >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.
. 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 calculationsM
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 6 #oints #er asset.
All $our frames and stations under $our
control are assets. <ach asset has a point
%alue determined b$ the relati%e si&e and
stren#th of the compan$ $ou sent into
the field.
3oints per asset ppa is dependent on
ho! a compan$ compares to the others.
<%er$ compan$ starts !ith a ppa of 0.
From here appl$ the follo!in# modifiers:
Com#an& ,as ... E77ect
A most 7rames @1 ##a
A most s&stems @1 ##a
A least 7rames B1 ##a
A least s&stems B1 ##a
In case of ties both pla$ers ad>ust their
scores.
Hou calculate points per asset once at the
be#innin# of the #ame. Hour ppa does not
chan#e as the #ame pro#resses. Het as
$ou pla$ $ouNll lose mobile frames and
stations !ill chan#e hands. This chan#es
ho! man$ assets $ou hold not $our
points per asset.
3core C (ssets D ##a
+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 $ou mi#ht tie for the hi#hest
score. +hen this happens call
odds'e%ens and roll a die.
.inner decides:
E add a frame to their compan$ 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. <%er$thin# !ithin the ran#e of
one ruler len#th around these stations is
the defensi%e perimeter. 3lace t!o
frames !ithin this defensi%e perimeter.
If $ou mana#e to position $our stations in
a !a$ that prohibits le#al placement of
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.
(ttac9ersE 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.
(ttac9ersE 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.
De7enderEs 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$ed and stations sei&ed.
3core C number o7 assets D ##a
As scores chan#e so does tactical order.
The round ends !hen the last frame has
taken its turn. At the end of the round
pick up all marker dice and count do!n
to doomsda$.
8actical order.
+hile in tactical order the pla$er !ith
the hi#hest score #oes first.
E Choose one of $our frames and take its turn.
E <%er$ frame has one turn per round.
E If $ou don't !ant to #o $ou can pass to the
ne=t pla$er.
E If $ou are the last pla$er $ou must take a turn.
If all $our mobile frames ha%e alread$
taken their turns this round $ou ha%e to
pass to the ne=t pla$er in tactical order.
+hen a mobile frame takes its turn re-
sol%e it. If a frame attacks another frame
that has not taken its turn $et s!itch to
combat order.
Return to tactical order as needed be-
#innin# a#ain !ith the pla$er !ith the
hi#hest score until all frames ha%e taken
a turn. If $ou lose all frames $ou auto-
maticall$ pass or end the round. Hou can
still count do!n the doomsda$ clock.
Combat order.
In combat order the attackin# 4 defend-
in# frames' turns ent!ine.
E Attacker takes the first part of their turn.
E +hen Attacker attacks their turn pauses.
E Tar#et frame becomes acti%e
E Tar#et rolls dicepool and assi#ns defense %alue.
E Attacker resol%es an$ hits.
E Tar#et remo%es an$ dama#e taken.
E Attacker finishes turn.
E Tar#et finishes their turn includin# mo%ement
and o!n attacks.
E This counts as that frame's turn for this round.
Combat order continues as defendin#
frames ma$ attack as part of their turn
too until all combat is resol%ed.
?nce all combat is resol%ed return to
tactical order to continue the round.
*int:
If a tar#et is acti%ated durin# combat order and
destro$ed it does not #et to mo%e or attack. If it
is not destroyed, though, it still gets to use any
dice already rolledregardless of what systems it
may have just lost.
Ca#turin- stations.
At the be#innin# of a #ame all stations
are under control of their o!ners. <%en
!ithout an$ #uards nearb$ the$ remain
under their control until an opponentNs
frame captures them.
At an$ time and for an$ reason $ou #ain
control of a station !hen:
E Hou ha%e a frame !ithin 9 unit of the station
and
E Ao other pla$ers ha%e a frame !ithin 9 unit of
that station.
Hou lose control of a station !hen::
E An$ other pla$er has a frame !ithin 9 unit of
the station
and
E Hou do not ha%e a frame !ithin 9 unit of the
station.
Recalculate scores immediatel$ !hen a
station is #ained or lost.
*int:
The$ can chan#e hands multiple times a roundM
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.
( FrameEs 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 seFuence:
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.
( FrameEs 8urn: 8ar-et Desi-nation.
Aame 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.
( FrameEs 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
$ou s!ap !hite dice in. /!appin# is
optional. A frame !ithout a
defense'spot'mo%ement'hand-to-hand
s$stems must use its !hite dice for those
functions.
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#sM
( FrameEs 8urn: De7ense.
Assi#n a blue die or a !hite die to $our
defense. If $ou don't ha%e an$ defensi%e
s$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=t
round.
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 $ours.
( FrameEs 8urn: Move 1r attac9.
Hou ma$ 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$M
( Mobile FrameEs 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 thereF 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 * bricks
hi#h counts as co%er includin# frames but e=-
cludin# stations.
( FrameEs 8urn: (ttac9in-.
+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 #et
acti%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 to
abort.
( FrameEs 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- (ttac9s.
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 $ours.
*int:
+hile this ma$ 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 $ouM
Calculate $our dama#e dice.
Dama-e Dice C 3#ot B (ttac9 G De7ense
)esolvin- Dama-e Dice.
Roll one si=-sided die for e%er$ 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%er
1 dama#es tar#et
Ran#ed not in co%er 0 4 1
Ran#ed co%ered b$
frame
0 dama#es co%er frame
1 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#eM
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 ruinsM
)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.
*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$ R recalculate the
score.
EHam#le (ttac9.
?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$stem.
Doomsda& Cloc9.
At the be#innin# of a #ame put do!n the
d9; or d;( and set it to 99. This is the
doomsda$ 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 Iud-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 happenM
'. (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$.
3in-le@3,ot )oc9ets: More or less.
<%er$ compan$ must carr$ the same num-
ber of sin#le-shot rockets. :$ default
e%er$ compan$ has three. :efore $ou cre-
ate $our companies $ou can a#ree as a
#roup to some other number. Fe!er
do!n to &ero !ill make the battle closer
and harder-fou#ht !ith the attacker at
the disad%anta#e. More up to sa$ si= or
ei#ht !ill make the battle bloodier and
more uncertain !ith the attackers at the
ad%anta#e P more rockets more carna#eM
Climbin-? elevation 6 7allin-.
:efore $ou field $our companies $ou can
a#ree as a #roup to allo! climbin#. Mo-
bile frames can #ain benefit from climb-
in# onto structures if the$'re at least 1
bricks hi#h and at least . studs in area.
+hen a mobile frame mo%es climbin# up
or do!n 1 bricks' hei#ht counts the same
as mo%in# 9 ruler unit hori&ontall$.
*int:
?f course $ou need terrain to use this optional
rule. :uild se%eral pieces that pro%ide ele%ation.
To climb a mobile frame has to ha%e at
least one appropriate mo%ement s$stem.
A mobile frame !ith no mo%ement s$s-
tems can climb stairs or a ladder if itNs
built into the structure.
A hi#her mobile frame is in co%er to all
lo!er mobile frames. A lo!er mobile
frame is out of co%er to an$ hi#her mo-
bile frames unless itNs under a roof. Mo-
bile frames at the same ele%ation de-
termine co%er normall$. 2onNt consider
ele%ation differences less than 1 bricks.
If a mobile frame falls R for instance if
the structure it stood on is destro$ed R it
could take dama#e. Roll 9 dama#e die for
e%er$ * bricks' hei#ht the frame fell and
use the dama#e chart for hand to hand
attacks.
*a4ardous terrain 6 #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 R 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 $our
last +hite thou#h R a frame !ill still be
destro$ed !hen all +hites are #one.

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