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    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

    - 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

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    1. Introduction

    Mobile Frame Zero:Rapid Attack is a tab-

    letop !ar#ame desi#ned to be pla$ed

    !ith ,

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    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 ofthe /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 frameD !hen referrin# to Mobile

    Frames combat-oriented or other!ise.

    ,& /E2

    ,e#o has multiple ad%anta#es for !ar-

    #ames. For e=ample man$ people

    alread$ ha%e ,

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    up to s$stems. o more than ; s$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 amobile 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: ear 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.

    ear 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 starts

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    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 do!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.

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    Frames: additional dice.

    ,in(le ,hot Rockets

    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.

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    3tations? cover 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 isre#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$ed count as co%er too. ust e$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.

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    . 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 calculations

    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 #oints #er asset.

    All $our frames and stations under $our

    control are assets.

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    +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

    oddse%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.

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    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.

    (ttacers 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.

    (ttacers 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.

    De7enders 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 number o7 assets ##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

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    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.

    ( Frames 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 seuence:

    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.

    ( Frames 8urn: 8ar-et Desi-nation.

    ame 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.

    ( Frames 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

    defensespotmo%ementhand-to-hand

    s$stems must use its !hite dice for those

    functions.

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    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#s

    ( Frames 8urn: De7ense.

    Assi#n a blue die or a !hite die to $our

    defense. If $ou don't ha%e an$ defensi%es$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=tround.

    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.

    ( Frames 8urn: Move r attac.

    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$

    ( Mobile Frames 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 there 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 * brickshi#h counts as co%er includin# frames but e=-

    cludin# stations.

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    ( Frames 8urn: (ttacin-.

    +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 #etacti%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 toabort.

    ( Frames 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- (ttacs.

    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.

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    *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 $ou

    Calculate $our dama#e dice.

    Dama-e Dice 3#ot B (ttac 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%er1 dama#es tar#et

    Ran#ed not in co%er 0 4 1

    Ran#ed co%ered b$frame

    0 dama#es co%er frame1 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#e

    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 ruins

    )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.

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    *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$ recalculate the

    score.

    EHam#le (ttac.

    ?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& Cloc.

    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 ud-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 happen

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    '. (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 )ocets: More or less.

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    e%er$ * bricks' hei#ht the frame fell and

    use the dama#e chart for hand to hand

    attacks.

    *a4ardous terrain #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 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 a frame !ill still be

    destro$ed !hen all +hites are #one.