Mobile Frame Zero Condensed
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.