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Mobile Frame Zero: Rapid Attack

Mobile Frame Zero: Rapid Attack Rulebook

Table of Contents

Table of Contents

  • Object & Overview
    • You'll need
  • Timeline
  • Creating Your Company
    • Company Size
      • For a Skirmish
      • For a Battle
    • Stations
    • Mobile Frames
      • The dice
      • There are six types of systems
      • Sprinting
      • Single-Shot Rockets
      • Die configuration notation
      • The "Soldier" Configuration
  • Comparing Companies
    • Asset Value
    • Starting Score
    • Tactical Position, Offense & Defense
    • Example Scores per Asset
    • Example Tactical Positions
  • Setting Up the Battlefield
    • Terrain
    • The Ruler, Ranges, and Cover
  • Fielding Companies
    • Initial Defense
    • Initial Offense
    • Continuing Offense
    • Final Defense
    • Example of Fielding
  • Doomsday
  • Strategy
    • If you're attacking
    • If you're defending
  • Rounds
    • In a Round
    • Tactical Order
    • Combat Order
    • Seizing Stations
    • Running Score
    • Tidying the Battlefield
    • Counting Down to Doomsday
  • A Mobile Frame's Turn
    • 1. Naming Your Target
    • 2. Gathering and Rolling Your Dice
    • 3. Defending Yourself
    • 4. Moving Then Attacking, or Attacking Then Moving
      • When you move
      • When you attack
      • Special cases
    • 5. Finally, Spot
    • Principled Judgment Calls
  • Example Round
  • Resolving Attacks
    • Does the Attack Strike Home?
    • How Much Damage?
      • Damage chart 1: hand to hand attacks
      • Damage chart 2: ranged attack, no cover
      • Damage chart 3: ranged attack, normal cover
      • Damage chart 4: ranged attack, covered by a mobile frame
      • Damage chart 5: attacks against terrain
    • When Terrain Takes Damage
    • When a mobile frame takes damage
    • When one of your mobile frames is destroyed
  • Special Cases and Advanced Rule Options
    • Ties for Defense
    • Ties for Offense
    • Contested Stations
    • Aborting An Attack
    • Split-range Weapons
    • Single-Shot Rockets
    • Climbing, Elevation and Falling
    • Exotic Terrain and Environmental Systems
    • Per-unit Turn Order
  • Creating Your Own Settings & Rule Hacks
    • With your friends, answer these aesthetic questions
    • With your friends, answer these rules questions
    • A Few Non-Obvious Effects of Changing Effectiveness
      • Defense
      • Spotting
      • Attacking
      • Moving
      • Cover
      • Try it!
    • Some rules you'll be tempted by but are hereby advised to avoid
  • Basic Campaign Rules
    • If you're playing a campaign game, do the following
    • Some fun things to do with the special objective
    • If you're thinking about making rules for how to settle a longer campaign, here's some advice

Object & Overview

The object of the game is to have the highest score at doomsday. To win, you'll need to destroy your opponents' mobile frames and seize their stations while preserving your own.

You'll need

  • Companies of mobile frames.
  • Terrain.
  • A ruler.
  • Many 6-sided dice, in white, blue, red, yellow and green.
  • A few 8-sided dice, in red and green.
  • A distinctive 12- or 20-sided die.

Timeline

  1. In the days before you play, create your company.
  2. When you meet to play, compare your companies to determine each player's score per asset and tactical position.
  3. When you meet to play, set up the battlefield.
  4. Field your companies: defense to offense to defense.
  5. Play the battle out over a number of rounds, counting down to doomsday.
  6. At doomsday, the player with the highest score wins.

Creating Your Company

In the days before you play, create your company.

Company Size

Your company is made of two kinds of units: stations and mobile frames. The minimum and maximum number of units in your company depends on the number of players and whether you're playing a skirmish or battle.

For a Skirmish

  • If you've got 2 players, your company must have 3 stations and 4-6 mobile frames.
  • If you've got 3 players, your company must have 2 stations and 3-5 mobile frames.
  • If you've got 4 players, your company must have 2 stations and 3-4 mobile frames.
  • If you've got 5 players, your company must have 1 station and 3-4 mobile frames.

Your company must also carry 3 single-shot rockets.

For a Battle

  • If you've got 2 players, your company must have 3 stations and 5-8 mobile frames.
  • If you've got 3 players, your company must have 2 stations and 4-7 mobile frames.
  • If you've got 4 players, your company must have 2 stations and 4-6 mobile frames.
  • If you've got 5 players, your company must have 1 station and 3-5 mobile frames.

Your company must also carry 3 single-shot rockets.

When you bring your company to the field, you'll compare it with your fellow players'. The player with the smallest, weakest company gets the score advantage and starts the battle on the defensive. The player with the largest, most powerful company gets a score penalty and starts the battle on the offensive.

You'll have to second-guess your opponents while you're designing your company to get the position you hope for. The most advantageous companies are:

  • very slightly smaller and weaker than your opponent's, so that you seize the point advantage at little tactical cost; or
  • much larger and stronger than your opponent's, so that you cede the point advantage but with a great tactical advantage.

Stations

A station must:

  • be stationary, hence the name
  • be distinct from the local terrain, so nobody will get confused about what is and what isn't
  • have a place to clip on a little flag
  • be no bigger than 4x4 on the table. If you want to use something larger, designate the part that is a station; the rest is regular cover.

For your stations, you can build anything that's stationary and valuable to defend or seize. The door panel on a drop ship, a cache of medical supplies, a civilian scientist and her family, a research facility's data storage drives, a truck with a flat tire and a load of fresh peaches. Whatever.

Mobile Frames

A mobile frame consists of a frame and a variety of systems. A frame can carry at most a total of 4 systems. No more than 2 systems can be any given type, but frames are otherwise allowed to carry any mix of systems you want.

Absent systems, a mobile frame can do four things:

  1. Defend itself
  2. Move, navigating around cover
  3. Spot a target who is within direct fire range and not in cover
  4. Attack a target at hand-to-hand range

The dice

Each mobile frame provides 2 white dice. Additionally, you may add dice for each system.

  • Red dice are for attacking.
  • Green dice are for moving.
  • Blue dice are for defending.
  • Yellow dice are for spotting targets for other mobile frames to attack.
  • White dice are wild; use them for any of the above.

There are six types of systems

A mobile frame can carry 0-2 defensive systems: armor, a shield, camouflage, stealth composite surfacing, ECM. The first defensive system adds 1 blue die. The second defensive system adds a second blue die and allows the mobile frame to act as cover to other mobile frames without risking damage itself.

A mobile frame can carry 0-2 movement systems: jumpjets, wings, wheels. Each movement system adds 1 green die. Using any movement system at all allows the mobile frame to move through cover; otherwise, it has to go around it.

A mobile frame can carry 0-2 surveillance/communications systems: a radio, a targeting laser, spotlights, a rifle scope. Each comms system adds 1 yellow die. Without any comms systems, the mobile frame can spot targets only within direct fire range and out of cover. With one comms system, the mobile frame can spot targets within direct fire range, but in cover. With two comms systems, the mobile frame can spot targets anywhere on the battlefield.

A mobile frame can carry 0-2 hand-to-hand weapon systems: a shock baton, a combat knife, a repurposed jackhammer. The first adds 2 red dice at hand-to-hand range. The second adds 1 red 8-sided die at hand-to-hand range.

A mobile frame can carry 0-2 direct fire weapon systems: an assault rifle, a grenade launcher, a flamethrower, a beam weapon. The first adds 2 red dice at direct fire range. The second adds 1 red 8-sided die at direct fire range.

A mobile frame can carry 0-2 artillery range weapon systems: a mortar, a sniper rifle, a railgun. The first adds 2 red dice at artillery range. The second adds 1 red 8-sided die at artillery range.

Weapon ranges are exclusive. You can't attack with a direct fire weapon when you're in hand-to-hand range, and you can't attack with an artillery range weapon when you're within direct fire range.

Sprinting

A mobile frame can carry at most four systems.

A mobile frame with neither direct fire nor artillery range weapons systems gets 1 green 8-sided die as well. This doesn't count as a system and can't be destroyed.

Single-Shot Rockets

In addition to its frame and systems, a mobile frame can also carry up to 3 single-shot rockets.

A single-shot rocket provides 1 red d8 at direct fire range, once only. Discard it after you use it.

Your company must carry exactly 3 single-shot rockets.

Die configuration notation

Each system's dice are noted as the number of dice (1, 2, or 3), the color of die (R, Y, G, or B), the range at which that die takes effect (h, d, and a for hand-to-hand, direct, and artillery), and if it gives a bonus attack d8 for either acting as a second weapon at a range or a bonus movement d8 for a frame unencumbered with ranged weapons at all.

For example, 2Rd is a direct-range weapon, where 2Ra & d8 is a double-barreled artillery piece or perhaps a rifle with a scope mounted. 1G is a movement system such as a jetpack or tracked feet, 1Y is a sensor/comms system like a radio or night scope, and 1B is a defensive system like armor or stealth cladding. Gd8 is a bonus green d8 for a frame with no ranged weapons. 1Rd & 1Rh is a carbine with a bayonet, with one die at both direct and hand-to-hand range.

The "Soldier" Configuration

A soldier-configured frame carries one defensive system, one movement system, one comms system, and one direct fire weapon system. Every other mobile frame is a specialist of some sort. When you're creating your frames, an easy way to start is to make a soldier configuration and then swap systems in and out to specialize as needed.

Comparing Companies

When you meet to play, compare companies to determine each player's score per asset and tactical position.

Asset Value

Your assets are your own functional mobile frames, plus the stations you control (your own or seized from your enemies). Each asset you hold is worth a certain number of points to you; this number is called your score per asset. Your score per asset depends upon the relative size and strength of the company you've brought to the field.

Set your score per asset by comparing your company with your opponents' before play.

Count up:

  1. the total number of mobile frames in your company
  2. the total number of systems they're carrying

Then calculate:

  1. Your score per asset starts at 5.
  2. Company size: Does your company have the most Mobile Frames? Subtract 1 from your score per asset. Does your company have the fewest Mobile Frames? Add 1 to your score per asset.
  3. Systems carried: Does your company have the most systems? Subtract 1 from your score per asset. Does your company have the fewest systems? Add 1 to your score per asset.

In case of ties, both players adjust their scores per asset.

Calculate your score per asset only at the beginning of play. As you play, you'll lose mobile frames, and stations will change hands. This changes how many assets you hold, not your score per asset.

Starting Score

Your score = (Number of Assets) x (Score per Asset)

Before play starts, the assets you hold are your own mobile frames and your own stations. Each one is worth a number of points equal to your score per asset.

The sum is your starting score.

Your score per asset does not change in the course of the game.

Tactical Position, Offense & Defense

The player with the highest starting score starts play on the defensive. You can win by holding on to what you have.

All the other players start play on the offensive.

The player with the lowest starting score starts play on point offense. To win, you have the most to accomplish.

Compare starting scores and note your tactical position, whether you're playing defense, offense, or point. Battlefield setup follows your tactical positions, defense to offense to defense: the defensive player starts, the offensive players alternate turns, starting with the player on point, and the defensive player finishes.

Example Scores per Asset

  • Estar's Anvil, fielded by Joshua, is a UMFL company of 5 mobile frames, all fully outfitted, carrying a total of 20 systems.
  • The Sun's Fang, fielded by Vincent, is a Free Colony company of 4 mobile frames, all fully outfitted, carrying a total of 16 systems.
  • The Piercing Eye, fielded by Sebastian, is an Ijad company of 4 mobile frames, not quite all fully outfitted, carrying a total of 15 systems.

All three companies' scores per asset start at 5.

Estar's Anvil has the most mobile frames, so its score per asset goes down to 4. The other two companies both have the fewest mobile frames, so their scores per asset both go up to 6.

Estar's Anvil carries the most systems, so its score per asset goes down to 3. The Piercing Eye carries the fewest, so its score per asset goes up to 7.

Scores per asset:

  • Estar's Anvil: 3
  • The Sun's Fang: 6
  • The Piercing Eye: 7

Example Tactical Positions

Joshua's company Estar's Anvil holds 7 assets (5 mobile frames, 2 stations), each worth 3 points, for a starting score of 21. This is the lowest starting score, so J starts play on point offense.

Vincent's company the Sun's Fang holds 6 assets (4 mobile frames, 2 stations), each worth 6 points, for a starting score of 36. V starts play on offense.

Sebastian's company Piercing Eye holds 6 assets (4 mobile frames, 2 stations), each worth 7 points, for a starting score of 42. This is the highest starting score, so S starts play on defense.

Setting Up the Battlefield

When you meet to play, set up the battlefield. Build terrain of LEGO bricks, recalling that any object 3 bricks high or taller is cover.

Terrain

Cover your table with terrain. Give it a good assortment of cover, with some wide avenues, some snipers' nests, some culs-de-sac, some killing grounds, and no-man's-lands.

Every player has to approve the layout of the battlefield before you begin fielding your companies. Any player can adjust the battlefield layout until all are satisfied with it.

The Ruler, Ranges, and Cover

By default, for typical dining room tables, play with a ruler 8 units long, with each unit being 5 studs, 5cm, or 2".

Your table should measure 4-6 rulers' lengths diagonally and circular or square. If it's bigger or smaller, adjust accordingly:

  • If your table is bigger, increase each unit to 6 or 7cm, 6 or 7 studs, or 3", or else tape off the edges or corners of your table.
  • If your table is much smaller, decrease the ruler to 6 units long.

Ranges:

  • Hand to hand range is 1 ruler unit or closer.
  • Direct fire range is outside of hand to hand range, out to the length of the ruler (8 units, usually).
  • Artillery range is any distance outside the length of the ruler.

Ranges are exclusive. You can't use a direct fire weapons system at hand to hand range (that is, at a distance of only 1 ruler unit), nor an artillery weapon system at hand to hand or direct fire range (that is, at any distance within the length of the ruler).

Measure the physical space between the mobile frames at their closest. If the ruler can touch both mobile frames, it's direct fire range; if it can't, it's artillery range.

Any structure on the battlefield is cover if it's 3 bricks or more high, except stations. All standing mobile frames count as Cover.

A mobile frame is in cover against an attacker if:

  • it is within hand to hand range of cover
  • the cover is between it and its attacker, in whole or in part

The only cover that matters is cover within arm's reach of the defender. If there's cover anywhere else between the attacker and defender, but not within hand to hand range of the defender, ignore it.

Don't consider line of sight, only the defender's cover and the range of the attack.

Fielding Companies

Field your companies: defense to offense to defense.

Initial Defense

The player with the highest starting score places their stations.

If you're the initial defender, place your stations wherever you want, but within direct fire range of one another.

If you're fielding three stations, the third must be within direct fire range of either of the first two, it doesn't have to be within direct fire range of both.

You have a defensive perimeter: only you can place your mobile frames within direct fire range of any of your stations.

Place two of your mobile frames. Place them within your perimeter, but otherwise, wherever you like.

It's probably to your advantage to place them at the advance edge of your perimeter.

On some battlefields, under some circumstances, it might be possible for you to arrange your initial setup in such a way that the offensive players can't legally field their own forces. If you find that you've done this, go back and change your mobile frames' positions so the game can go forward.

Initial Offense

The point offensive player (the player with the lowest starting score) goes second.

If you're the initial offence, place one of your mobile frames:

  • outside the defensive player's perimeter
  • at the limit of, but within, direct fire range of one of the defensive player's mobile frames
  • out of cover

This is the point mobile frame.

Continuing Offense

All offensive players alternate, mobile frame by mobile frame, until all the offensive players' mobile frames are on the field.

On each of your turns, place one of your mobile frames. Place it:

  • outside the defensive player's perimeter
  • outside direct fire range of any of the defensive player's mobile frames
  • otherwise, wherever you like

Once all the offensive players' mobile frames are on the field, alternate again, placing your stations.

On each of your turns, place one of your stations. (Try not to place it within direct fire range of any opponents' mobile frames, but this might not always be possible.)

Final Defense

The player with the highest starting score finishes.

If you're the initial defender, place your remaining mobile frames on the battlefield. Place them wherever you want, but if you place them outside of your perimeter, place them in cover.

The battle starts now, at the moment the point mobile frame exposed itself to fire.

Example of Fielding

Sebastian, fielding the Piercing Eye, has the highest starting score, 42, so he starts play on defense. He starts by fielding both his stations and 2 of his mobile frames.

His strategy will be to abandon one station to Joshua and retreat into position around the other, to mount a counterattack later in the game when Joshua and Vincent have softened each other up for him. Accordingly, he places one station in a relatively exposed position, at A, and the other in a more secure position, at B. He establishes his perimeter by placing his first two mobile frames at C and D, in cover near A in a place that will make for an easy retreat when the time comes.

Joshua, fielding Estar's Anvil, has the lowest starting score, 21, so he starts on point offense. He fields the point mobile frame. It has to be out of cover and within direct fire range of one of Sebastian's mobile frames at C or D.

Estar's Anvil is an unstoppable machine, but not quick on its feet, so Joshua decides to deploy them in a crushing wall along the line, as best he can manage, created by Sebastian's two stations. That way he can hope to seize one and continue on without breaking stride to assault the other. He places his point mobile frame at E.

Now Vincent and Joshua alternate placing frames. Vincent's starting score, 36, is quite strong. If Joshua seizes one of Sebastian's stations, that'll put Vincent in the lead, so his strategy is to deploy defensively in the expectation that this will happen.

Ultimately he places his four mobile frames in a nice defensive line at F, H, J and L.

Joshua places his remaining four mobile frames at G, I, K, and M, completing his anvil.

Now Joshua and Vincent place their stations, Joshua first. He knows that he can't make the hard, direct assault he needs to while also defending his stations, but also that his stations won't be high-priority targets, so he places them in out of the way spots, N and O, and wishes them good luck.

Vincent, on the other hand, expects to have to fight to defend his stations, and so he's left room for them behind his company. He places them at P and Q.

Finally, Sebastian places his last two mobile frames. He considers placing them in ambush (in cover outside of his perimeter) but decides instead to stick to his plan. He places them in harrying retreat positions at R and S.

The battle starts now!

Doomsday

The battle ends after a variable number of rounds.

Place a distinctive d12 or d20 somewhere safe, where everyone can see it, set to 11. This is the doomsday clock.

At the end of every round, the doomsday clock counts down by 1 (or more, when a player wants). When it reaches 0, doomsday, the battle ends, and the player with the highest score wins. Ties are possible, but unlikely.

Strategy

If you're attacking

To win, you'll have to destroy your enemies' mobile frames and seize their stations without losing many or any of your own. Attack immediately, hard, and follow through as strongly as you are able.

Pay close attention to everyone's current scores. Odds are that the player with the highest score will change in the battle. Be prepared.

If you take the highest score, you'll need to play defense now, because you'll be the big target on the battlefield. If you see it coming, you can try to consolidate your position beforehand.

If an erstwhile ally takes the highest score, that player takes the defense and you'll need to switch your attack to that player's company. Continuing the fight against your old enemy will only help your new enemy to win. If you see it coming, you can try to conserve your momentum by setting up your new assault beforehand.

If you're defending

To win, you won't strictly have to hold onto everything you have, you'll only have to inflict losses as great as you suffer.

It might be to your advantage to give a station away earlier in the game, shifting the high score and the defense to another player. Consider making an early sacrifice to preserve your strength for a comeback.

When you lose the high score and the defense shifts to another player, announce it to the table! Get those attackers off your back.

Rounds

Play the battle out over a number of rounds, counting down to doomsday.

In a Round

Each Mobile Frame gets one turn. During the round, you'll switch back and forth between tactical order and combat order. The round ends when the last mobile frame's taken its turn.

As you destroy each others' mobile frames and seize each others' stations, keep a running score:

Score = Number Of Assets x Score Per Asset.

As your scores change, the player with the highest score always takes the defense. After each Mobile Frame has taken its turn, end the round by picking up remaining dice and counting down to doomsday.

Tactical Order

The round begins in tactical order.

In tactical order, always start with the player with the highest score.

When you have the highest score, you can either:

  • choose one of your available mobile frames and take its turn
  • pass to the player with the next-highest score. That player then has the same choice, and potentially the next player too, down to the player with the lowest score.

However:

  • if all of your mobile frames have already taken their turns this round, you have to pass
  • if there are no mobile frames left to go after you, you have to take a turn.

When a mobile frame takes its turn, resolve it (this may include switching to combat order) and then return to tactical order, beginning again with the player with the current highest score.

Combat Order

When one mobile frame attacks a mobile frame that hasn't taken its turn yet, switch to combat order.

In combat order, the attacking and defending mobile frames' turns overlap.

  1. The attacker takes the first part of its turn, pausing to find the defender's defense value
  2. The defender rolls and chooses a defense value
  3. The attacker finishes its turn
  4. Then the defender finishes its turn, including any movement and attacks of its own.

This counts as the defending mobile frame's turn for this round, naturally.

As defenders in turn attack targets of their own, combat order can cascade through a series of mobile frames' turns.

Once the cascade is done, return to tactical order to continue the round.

Seizing Stations

At the beginning of play, you control all your own stations. They remain yours even if you don't have any mobile frames anywhere near them, unless or until another player seizes them.

To seize a station from another player, you have to get one or more of your mobile frames within hand to hand range of the station while no other player has a mobile frame of their own within hand to hand range of it. This can happen during any mobile frame's turn:

  • On your own mobile frame's turn, when your opponent has left the station unguarded, and you move one of your mobile frames into hand to hand range of it
  • On your opponent's mobile frame's turn, when you and your opponent both have a mobile frame in hand to hand range of the station, and your opponent's frame moves away, abandoning the station to you.
  • On any mobile frame's turn, when you and your opponent both have a mobile frame in hand to hand range of the station, and your opponent's frame gets destroyed by incoming attacks

Once you've seized a station, it remains yours until someone else seizes it from you. You don't have to keep any mobile frames near it to keep ownership of it.

Running Score

The moment that any mobile frame is destroyed, recount that player's score.

The moment that any mobile frame seizes a station, recount both players' score.

Score = Number of Assets x Score Per Asset.

Your assets are your undestroyed Mobile Frames and the stations you control.

Destroying someone else's mobile frame costs them points equal to their score per asset.

Seizing their station costs them points equal to their score per asset and gains you points equal to your own score per asset.

In tactical order, always start with the player with the current highest score. As your scores change, your tactical order changes too, right then.

Tidying the Battlefield

During the round, you'll be placing defense dice and spot dice next to the mobile frames. At the end of the round, pull them all off the field.

Leave the debris and carnage, though.

Counting Down to Doomsday

At the end of the round, count the doomsday clock down 1.

Then call on each player in tactical order, from highest current score to lowest: each player has the option to count the doomsday clock down by 1, or to pass.

If you're winning, or think you'll be winning soon, you can speed the battle toward its end.

If you're losing, it's not to your advantage to do so.

A Mobile Frame's Turn

  1. Name your target.
  2. Gather and Roll your dice.
  3. Defend.
  4. Assign your dice.
  5. Move then attack or attack then move.
  6. Spot.

1. Naming Your Target

Name one mobile frame to be the target of your attack.

If you have an artillery weapon system, you can name a target at artillery range.

If you have a direct fire weapon system, or you're firing single-shot rockets, you can name a target at direct fire range.

You can name a target at hand to hand range even if you have no hand to hand weapon system.

You can name no target, if you prefer not to make an attack.

You can name a piece of terrain as a target, instead of a mobile frame, if you like. You can't name a station as a target, however.

If you have weapon systems at more than one range, when you name your target, name which range you'll be attacking from. You have to commit to your attack range when you name your target so that you know which weapon system's dice to roll.

Since you'll have the option to move before you attack, you can name a target that is currently out of range. When the time comes, if you manage to cross the necessary distance, you may attack. If you fail to cross the distance, you forgo the attack.

2. Gathering and Rolling Your Dice

Recall that:

  • Your mobile frame gives you 2 white dice.
  • Each defensive system adds 1 blue die.
  • Each movement system adds 1 green die.
  • Each surveillance/communications system adds 1 yellow die.
  • One weapon system at the appropriate range adds 2 red dice.
  • A second weapon system at the appropriate range adds 1 red 8-sided die.
  • Each single-shot rocket you're firing adds 1 red 8-sided die.
  • If your mobile frame has no direct fire or artillery weapon systems either because it had none to begin with or has lost them, add 1 green 8-sided die.

Pick up the appropriate assortment of dice and roll them all at once.

As you defend, move, attack and spot, you'll assign your dice to those actions. The principle is this:

  • blue to defend
  • green to move
  • red to attack
  • yellow to spot
  • white are wild.

You get to roll up front, look at the numbers you've rolled, and decide where you'll swap in your white dice.

When you assign a die, you've used it up, you can't assign it again to another action. Once you've taken all four actions, discard all your leftover dice.

3. Defending Yourself

Assign a blue die or a white die to your defense. If you don't have any defensive systems, you didn't roll any blue dice, so choose a white die or forgo your defense.

Place a blue die on the battlefield next to the mobile frame, either the blue you rolled or a white die turned to your defense value. This is this mobile frame's defense for the entire round; you won't change it until next round.

If you assigned no die to defense, your defense is 0.

If you rolled your frame's dice because you have an attack outstanding against you, resolve the attack now. Wait for your attacker to finish its turn before you continue yours.

4. Moving Then Attacking, or Attacking Then Moving

You choose whether to attack before you move or move before you attack.

When you move

Assign a green die or a white die to your movement. If you didn't roll any green dice, choose a white die or forgo movement.

Move a number of ruler units equal to the result of your movement die or less.

If you assigned no die to movement, you can't move.

If you have any movement systems or if you rolled the green 8-sided die for carrying no ranged weapons, you can pass through cover as though it weren't there. Otherwise, you have to go around it.

Recall that any structure on the battlefield at least 3 bricks high counts as cover, including mobile frames but excluding stations.

When you attack

Is your target within the range you declared? If so, proceed with your attack. Otherwise, forgo your attack.

Assign a red die or a white die to your attack. If you don't have any weapon systems at the appropriate range, you didn't roll any red dice, so if your target is at hand-to-hand range, choose a white die or forgo your attack. You can voluntarily abort your attack by choosing to assign no die to it.

If it is within range, resolve your attack now against its standing defense and continue with your turn.

If it doesn't have a defense number, switch now to combat order. Put your turn on hold until your target has its defense die. Once it does, resolve your attack and continue with your turn.

Special cases

If you assigned no die to your attack, you don't make one.

If you are attacking a piece of cover, its defense is 0 and it is not in cover (even if there is cover available to it).

5. Finally, Spot

Assign a yellow die or a white die to your spot. If you don't have any surveillance/comms systems, you didn't roll any yellow dice, so choose a white die or forgo your spot.

Declare the mobile frame you're spotting.

If you have no surveillance/comms systems, it must be:

  • within direct fire or hand to hand range
  • out of cover

If you have one surveillance/comms system, it must be within direct fire or hand-to-hand range, but it can be in cover.

If you have two surveillance/comms systems, it can be any mobile frame on the field.

(Recall that a mobile frame is in cover against an attacker if it is within hand to hand range of terrain or a structure on the battlefield, and the cover is between it and its attacker, in whole or in part.)

Place a yellow die next to your spotting target, turned to the value of your spot die.

If another frame has already spotted your target this round, it already has a yellow die next to it. The high spot always stands. Replace the existing spot only if your spot is higher.

Always spot after you've made and resolved your attack. You cannot spot first and follow it up with your own attack.

You can't spot terrain or stations.

Principled Judgment Calls

  • Defending: If it's a close call, then yes, consider the defender to be in cover.
  • Moving: If it's a close call, then yes, allow the mobile frame to move to that position.
  • Attacking & Spotting: If it's a close call, then yes, consider the target to be in the attacker's preferred range.
  • Measuring: Anyone can measure anything on the table whenever they want. No gotchas.

If this mobile frame is the only mobile frame within hand to hand range of a station, it seizes it. Mark it as yours. The opponent you seized it from loses points for it, and you gain points for it, so both of you recalculate your tactical turn order now.

Example Round

Plans at the start of the battle (Doomsday -11): Sebastian's defensive plan is to cede his central station to Joshua, then let Joshua and Vincent fight for the lead while he moves to take one of Joshua's stations back. Joshua intends to press on Sebastian until Sebastian has to turn to face Vincent, then take Sebastian's last station while he's facing Vincent. Vincent slyly intends to let Joshua take Sebastian, giving Vincent the lead. He hopes that Sebastian and Joshua will damage each other enough to pose less of a threat and be unable to catch up to him after Doomsday -5.

It's the first round of the battle between the UMFL company Estar's Anvil, fielded by Joshua, the Free Colony company Sun's Fang, fielded by Vincent, and the Ijad company Piercing Eye, fielded by Sebastian.

The round begins in tactical order, as always. Sebastian has the highest score, so he has the tactical initiative. His choice is to take one of his mobile frames' turns or to pass to Vincent, who has the second highest score. He chooses one of his forward mobile frames to take its turn.

Turn: Sebastian's mobile frame #1

  • Sebastian's Target: Joshua's point mobile frame #1
  • Sebastian's Dice: 2W 2Rd 1G 2Y
  • Sebastian's Roll: W6 W2 R5 R1 G5 Y3 Y5
  • Sebastian's Defense: W6
  • Sebastian's Attack: R5

Stop! To resolve the attack, we need to know Joshua's mobile frame's defense, so we switch to combat order.

Turn: Joshua's mobile frame #1

  • Joshua's Target: return fire at Sebastian's mobile frame #1
  • Joshua's Dice: 2W 2Rd 2B 1Y
  • Joshua's Roll: W5 W1 R2 R6 B4 B5 Y4
  • Joshua's Defense: B5

Stop! That's all we need from Joshua's mobile frame to resolve Sebastian's attack.

Turn: Sebastian's mobile frame #1, resuming

  • Sebastian's Attack: R5 vs Defense B5: no hit, no damage
  • Sebastian's Move: G8 (falling back toward the station at B)
  • Sebastian's Spot: Y5 (spotting Joshua's point mobile frame #1)

End of Sebastian's turn. We're in combat order with a mobile frame's turn still outstanding, so we resume it.

Turn: Joshua's point mobile frame #1, resuming

  • Joshua's Move: W5 (advancing to maintain range with its target)
  • Sebastian's mobile frame #1 already has a defense number, so we can resolve the attack uninterrupted.
  • Joshua's Attack: R6 vs Defense W6: no hit, no damage
  • Joshua's Spot: Y4 (spotting Sebastian's mobile frame #1)

End of Joshua's turn.

There are no mobile frames whose moves are still underway, so combat order ends and we return to tactical order. Sebastian still has the high score, so he's up. The last exchange drew Joshua's mobile frame #1 well forward, and put a tasty Y5 spot on it, so he chooses one of his harrying mobile frames.

Turn: Sebastian's frame #2

  • Sebastian's Target: Joshua's mobile frame #1
  • Sebastian's Dice: 2W 2Rd 1G 1Y
  • Sebastian's Roll: W2 W4 R3 R3 G2 Y1
  • Sebastian's Defense: W4

Joshua's mobile frame #1 already has a defense number, so we can resolve the attack uninterrupted.

  • Sebastian's Attack: R3+Y5 vs B5: hit for 3 damage dice!
  • Sebastian's Move: G2 (falling back slightly)
  • Sebastian's Spot: Y1 (spotting Joshua's mobile frame #1 again)

End of Sebastian's turn.

We're still in tactical order and Sebastian's still up. He considers pressing the attack on Joshua's single exposed mobile frame but decides that it'll still be there later if he still wants it. Instead of taking his third mobile frame's turn, he passes. Vincent has the second highest score, so now it's his choice: choose a mobile frame to take its turn, or pass too? He chooses to have one of his rear heavy artillery mobile frames go.

Turn: Vincent's frame #1

  • Vincent's Target: Sebastian's frame #3
  • Vincent's Dice: 2W 2Ra d8Ra 1B 1Y
  • Vincent's Roll: W4 W6 R1 R2 d8R5 B4 Y5
  • Vincent's Defense: B4
  • Vincent's Attack: W6

Stop! To resolve the attack, we need to know Sebastian's mobile frame's defense, so we switch to combat order.

Turn: Sebastian's frame #3

  • Sebastian's Target: Joshua's frame #2
  • Sebastian's Dice: 2W 2Rd 1G 2Y
  • Sebastian's Roll: W5 W2 R2 R6 G4 Y6 Y5
  • Sebastian's Defense: W5

Stop! That's all we need from Sebastian's mobile frame to resolve Vincent's attack.

Turn: Vincent's frame #1, resuming

  • Vincent's Attack: W6 vs W5: hit for 1 damage die!
  • Vincent's Move: W4 (backing up 1 to slightly better cover)
  • Vincent's Spot: Y5 (but there's no enemy mobile frame within range, so the spot's wasted)

End of Vincent's turn. We're in combat order with a mobile frame's turn still outstanding, so we resume it.

Turn: Sebastian's frame #3, resuming

  • Sebastian's Move: G4 (advancing into range with Joshua's mobile frame #2, despite his plan to fall back)
  • Sebastian's Attack: R6

Stop! To resolve the attack, we need to know Joshua's mobile frame's defense, so we switch to its turn.

Turn: Joshua's frame #2

  • Joshua's Target: Sebastian's frame #3
  • Joshua's Dice: 2W 2Rd 1B 1G 1Y
  • Joshua's Roll: W5 W4 R6 R3 B2 G6 Y5
  • Joshua's Defense: W5

Stop! That's all we need from Joshua's mobile frame to resolve Sebastian's attack.

Turn: Sebastian's frame #3, resuming

  • Sebastian's Attack: R6 vs W5: hit for 1 damage die!
  • Sebastian's Spot: Y6 (spotting Joshua's mobile frame #1, replacing the standing Y1 with the new Y6)

End of Sebastian's turn. We're in combat order with a mobile frame's turn still outstanding, so we resume it.

Turn: Joshua's frame #2, resuming

  • Joshua's Attack: R6 vs Sebastian's W5: a hit for 1 damage die!
  • Joshua's Move: G6 (advancing into cover with his mobile frame #1)
  • Joshua's Spot: Y5 (spotting Sebastian's mobile frame #2, now in range)

End of Joshua's turn.

There are no mobile frames with turns underway so combat order ends and we return to tactical order. Sebastian still has the high score so he's up. He chooses to activate his fourth and last mobile frame.

Sebastian's mobile frame #4 attacks Joshua's mobile frame #1. Since it already has a defense number, we don't switch to combat order. Sebastian's mobile frame hits it hard for 4 damage dice, falls back slightly, and ends its turn.

We're still in tactical order, but all of Sebastian's mobile frames have taken their turns, so Vincent's up. He chooses his mobile frame #2 to attack Joshua's mobile frame #3. We need to know its defense in order to resolve the attack, so we switch to combat order.

Joshua's hands are a bit tied. Vincent keeps attacking him, but he needs to concentrate fire on Sebastian or let Sebastian win. He names Sebastian's mobile frame #3 as his target and rolls his dice.

As soon as we know his defense number we switch back to Vincent's mobile frame #2's turn to resolve its attack. It doesn't hit, and again holds its position. Its turn ends.

We resume Joshua's mobile frame #3's turn. Sebastian's mobile frame #3, its target, already has a defense number, so we resolve that attack now, a hit for 1 damage die and a hit that destroys the tree it's taking cover from. Joshua's mobile frame #3 advances into the open, lights it up with a bright Y6, and its turn ends.

There are no turns underway so we return to tactical order. Sebastian's mobile frames have all had their turns, so Vincent's up. He chooses his mobile frame #3 and names Sebastian's mobile frame #3, beautifully illuminated by Joshua's spot, as his target. He rolls his dice, advances into range, and hits it for a potentially devastating 5 damage dice. He spots it in turn with a Y4 and his turn ends.

We're still in tactical order. Vincent has one frame left, but he chooses to pass.

Joshua's up, and since there are no frames to go after his, he can't pass. He chooses his mobile frame #4 and names Sebastian's wounded, exposed mobile frame #3 as his target. He rolls his dice, advances, and delivers the death blow in the form of a 3 damage die hit that came up 5 5 6. Sebastian's mobile frame #3 is destroyed, so we take a quick pause to recalculate his score. Now he holds 5 assets, each worth 7, for 35 points. He's lost the lead to Vincent's 36! He promises himself never, ever again to advance when his plan is to fall back.

That done, Joshua's mobile frame #4 drops a weak spot on Vincent's mobile frame #3 and its turn ends.

We're still in tactical order. Vincent chooses to take his last mobile frame's turn, naming Joshua's mobile frame #5 as his target.

His roll won't let him advance into range, though, so he loses his attack, instead advancing slightly into better cover.

Joshua's mobile frame #5 is the only one left. Joshua names Vincent's mobile frame #3 as his target, advances, and with the spot manages to hit for 1 damage die.

All the mobile frames have had their turns, so the round ends.

The Doomsday Clock ticks down 1 by itself, from 11 to 10.

Vincent has the highest score now, 36, so he chooses first: tick it down to 9? Yes!

Sebastian has the second highest score, 35, so he chooses next: tick it down to 8? He cautiously chooses not to.

Joshua has the third highest score, 21, so he chooses next: tick it down to 8? No!

We tidy the field, pulling off all the blue defense dice and unused yellow spot dice, and it's time for round 2. Round 2 starts, as always, in tactical order. Vincent has the highest score, so he's up first...

Resolving Attacks

Does the Attack Strike Home?

Compare your attack die to your target's defense die.

If there is a spot on your target, you may choose to add its value directly to your attack. Remove that spot die from the field. It doesn't matter who placed the spot. You can use anybody's spot, and anybody can use yours.

If your target's defense equals or beats your attack, the attack misses. It's resolved; continue with your turn.

If your attack (including spot) beats your target's defense, the attack hits.

How Much Damage?

Roll a number of damage dice equal to your attack value (including spot) minus your target's defense value. For damage dice, color doesn't matter.

Each die you roll might inflict damage.

Choose the appropriate damage chart based on weapon range and cover.

Recall that a mobile frame is in cover against an attacker if it is within hand to hand range of terrain or a structure on the battlefield that is between it and its attacker, in whole or in part.

Damage chart 1: hand to hand attacks

Hand to hand attacks ignore cover.

  • Damage die 1, 2 or 3: no effect.
  • Damage die 4, 5 or 6: hit the target.

Damage chart 2: ranged attack, no cover

For direct fire or artillery attacks, target not in cover.

  • Damage die 1, 2, 3 or 4: no effect.
  • Damage die 5 or 6: hit the target.

Damage chart 3: ranged attack, normal cover

For direct fire or artillery attacks, target in cover.

  • Damage die 1, 2 or 3: no effect.
  • Damage die 4 or 5: hit the cover.
  • Damage die 6: hit the target.

Apply damage to the cover first: 4s and 5s before 6s. If the cover's destroyed mid-process, switch to damage chart 2. Any 5s left blow through the destroyed cover to hit the target mobile frame.

Damage chart 4: ranged attack, covered by a mobile frame

For direct fire or artillery attacks, when a mobile frame covers the target.

  • Damage die 1, 2, 3 or 4: no effect.
  • Damage die 5: hit the cover.
  • Damage die 6: hit the target.

Apply damage to the covering mobile frame first: 5s before 6s. If the covering frame is destroyed mid-process, switch up to damage chart 2. Any 5s left blow through the destroyed frame to hit the target mobile frame.

If the covering mobile frame has two defensive systems, it takes no damage. A second defensive system allows a mobile frame to provide cover without risking damage.

Damage chart 5: attacks against terrain

For any attack in which the target is not a mobile frame.

  • Damage die 1, 2 or 3: no effect.
  • Damage die 4, 5 or 6: hit the target.

When Terrain Takes Damage

For each damage it takes, it loses 6 pieces. The attacker chooses which pieces. Recall that structures fewer than 3 bricks high do not count as cover.

When a mobile frame takes damage

For each damage it takes, it loses one of its systems. Its owner chooses which system it loses. Pop it off the frame and drop it on the field. Since that system's gone, it doesn't provide its die or dice in any future turns.

If it has no systems left, it loses one of its white dice.

If it loses both its white dice, it's destroyed.

If it is within hand to hand range of a station, its owner can choose to have it ignore one damage and instead abandon its position, moving the mobile frame 1 ruler unit further away from the station.

Taking damage doesn't affect the dice you've already rolled unless the frame is destroyed. They're yours to use until the end of this mobile frame's turn.

When one of your mobile frames is destroyed

You lose points for it, so recalculate your score now.

The attack's resolved! Continue with your turn.

Example Attack

Joshua's playing point offense, and his point mobile frame, an ST-10 Osprey operated by Captain Kader, is coming under attack. It's already been spotted by the first of Sebastian's mobile frames, the scrambler Ghanat Doajihé, and now the second of Sebastian's mobile frames, the scrambler Ghanat Ekauechihé, is following through.

  • Joshua's defense: B5
  • Sebastian's attack: R3
  • The spot: Y5

R3 + Y5 - B5 = 3 damage dice

  • Joshua's mobile frame is in cover behind a ragged wall, so he rolls his 3 damage dice on damage chart 3.
  • Roll: 1, 4, 5
  • The 1 counts for nothing; the 4 and the 5 are hits.
  • First the 4 hits the cover. When terrain takes damage, each hit lets the attacker break off 6 bricks. As it happens, this is enough to blow a hole in the wall big enough to ruin it for cover. The 5 blows through the ruined cover and hits the target behind it, inflicting 1 damage to Joshua's mobile frame. This means that Joshua has to destroy one of its systems: its grenade launcher (2Rd), its sensor pod (1Y), its body armor (1B), or its shield (1B). He pops off its shield and leaves it among the scattered bricks of the smashed wall.

(Transcription note: the first die of the roll was read as 1 from the scan, consistent with the next line of the example.)

Judgment calls

  • Can the attacker make the attack, even though it's a close judgment call? Yes! When it comes to whether an attack is legitimate, be generous to the attacker.
  • Is the defender in cover, even though it's a close judgment call? Yes! When it comes to whether something counts as cover, be generous to the defender.

Special Cases and Advanced Rule Options

Ties for Defense

When you compare your companies during setup, you might tie for the highest starting score. When this happens, call odds-evens and roll a die.

If you're the winner, choose whether to

  • add a mobile frame to your company
  • remove a mobile frame from your company
  • force the loser to make the same choice

Recompare companies to recalculate scores per asset, then recalculate starting scores. Proceed.

If you think you might tie, be sure to bring a spare mobile frame to the game with you!

Ties for Offense

When you compare your companies during setup, you might tie for the lowest starting score. When this happens, call odds-evens and roll a die.

If you're the loser:

  • you have to place the point mobile frame.
  • you go last in tactical order, until your scores change so there's no longer a tie.

Proceed.

Contested Stations

In a game with three or more players, it's possible to lose one of your stations without any opponent getting to seize it under one circumstance:

  1. You have a mobile frame within hand to hand range of a station you own;
  2. Two or more of your opponents have also moved mobile frames into hand to hand range of the station;
  3. Your mobile frame departs, either by moving away to abandon the station or by getting destroyed.

When this happens, your opponents both have mobile frames who could seize the station, but neither can seize it because the other's contesting it. You lose the station, but neither of them get it until they resolve their standoff.

Recalculate your own score now to reflect the loss of your station. Don't recalculate your opponent's score until it's resolved.

Aborting An Attack

When you've declared an attack on a target, after you've rolled your dice, you can choose not to make the attack after all. You might choose to do this if, looking at the numbers, you don't think your attack will be effective enough and you'd rather not switch to combat order and give the target frame its turn just yet.

Once you've chosen an attack number and told it to your target, it's too late to take it back.

An attack of 0 is the same as no attack. You don't need to know your target's defense in order to resolve it, so don't switch to combat order. An attack of 1 does count as an attack, because of the (sometimes merely technical) possibility that your target will have a defense of 0.

Split-range Weapons

With everyone's approval, you can declare your weapon systems to be split-range. A split-range pistol, for instance, might add 1 red die at direct fire and 1 red die at hand to hand, instead of 2 red dice at either. A split-range assault rifle with a scope might add 1 red die at direct fire range and 1 red die at artillery range.

You sacrifice maximum effect for flexibility.

For purposes of building your frames, a split weapon counts as two half-systems, one of each type. A split hand to hand/direct weapon counts as half a hand to hand weapon system and half a direct fire weapon system, for instance. You still aren't allowed to have more than 2 systems of each type.

Single-Shot Rockets

Every company must carry the same number of single-shot rockets. By default, every company must carry 3.

Before you create your companies, you can agree as a group to some other number. Fewer, down to 0, will make the battle closer and harder-fought, with the attacker at the disadvantage. More, up to say 6 or 8, will make the battle bloodier and more uncertain, with the attacker at the advantage.

Climbing, Elevation and Falling

Before you field your companies, you can agree as a group to allow climbing.

Mobile frames can gain benefit from climbing onto structures if they're at least 6 bricks high and at least 4 studs in area.

When a mobile frame moves, climbing up or down 6 bricks' height counts the same as moving one ruler unit horizontally. To climb, a mobile frame has to have at least one appropriate movement system. A mobile frame with no movement systems can climb stairs or a ladder, if it's built into the structure.

A higher mobile frame is in cover to all lower mobile frames. A lower mobile frame is out of cover to any higher mobile frames, unless it's under a roof. Mobile frames at the same elevation determine cover normally.

Don't consider elevation differences of less than 6 bricks' height.

If a mobile frame falls (if, for instance, the structure it's standing on is destroyed underneath it) it can take damage. Roll 1 damage die for every 3 bricks' height it's fallen, and use damage chart 1: hand to hand attacks.

Exotic Terrain and Environmental Systems

Before you create your companies, you can agree as a group to include hostile terrain (deep water, tangleweed, the vacuum of orbit) in your upcoming battlefield.

When you build your mobile frames, you can give them the appropriate environmental system. It counts against your limit of 4 systems per mobile frame.

In order to function effectively in hostile terrain, a mobile frame needs the appropriate environmental system. Without it, when you roll dice, set one of your white dice aside unrolled.

Per-unit Turn Order

As a group, you can decide to play with per-unit order instead of tactical order.

At the beginning of the round, roll 20-sided dice for your mobile frames' turn order.

A fully-fitted mobile frame (one with 4 systems) gets 1 20-sided die for turn order.

An underfitted mobile frame (one designed with 3 or fewer systems) gets 2 20-sided dice for turn order.

Roll the dice in order and place them out on the battlefield next to their mobile frames.

The round starts at turn order 1 and counts up to 20. A mobile frame takes its turn when its turn order comes (or in combat order, as always).

A mobile frame with 2 score dice gets its turn at whichever you prefer, case by case, as they come. It still gets only one turn in the round.

Per-unit turn order adds significant time to the game, but also adds interesting tactical constraints.

Creating Your Own Settings & Rule Hacks

When you create a setting or new rules for a Micro Construct Tactics Nova game like Mobile Frame Zero, you need to come to agreement with your friends so you're all playing the same game with the same expectations.

With your friends, answer these aesthetic questions

  • Are there any unusual features you want? Maybe the battles are fought with tanks and infantry rather than robots? Maybe they're giant monsters? Autonomous robots? Tree-men and goblins? Spearmen, slingers, archers, and elephants?
  • What is the range of the conflict? A city-state? A kingdom? A nation, planet, solar system, galaxy?
  • When does this take place? Does it take place in an alternate timeline of the Solar Calendar? Is it in a fantastic, historical place? Is it in some other future?
  • How big is a human? A single stud? A stud on a brick? Two bricks? A stud on two bricks? A Minifig?
  • What do you expect a weapon system to look like? What's a single hand-to-hand attachment look like? What about direct? What about artillery? When you double them, what might they be? How big are they?
  • What counts as a yellow (communication) system? A battle flag? A war horn? A sensor dome? Be flexible with each other and encourage creativity within the parameters of your setting.
  • What counts as a green (movement) system? A jet pack? Skis? Extra legs? Be flexible with each other and encourage creativity within the parameters of your setting.
  • What counts as a blue (defense) die? A shield? Stealth cladding? Be flexible with each other and encourage creativity within the parameters of your setting.

With your friends, answer these rules questions

  • How far is direct fire range? Remember that most frames can move a maximum of 6 units and some can move up to 7 or 8 a quarter of the time. If you make direct fire range more units, it will make both artillery and hand-to-hand less useful because there will be less area covered by artillery, and frames armed with hand-to-hand weapons will have a harder time traversing the distance of direct fire range without getting shot twice.
  • How far is hand-to-hand range? If it's greater than 1, it will reduce the value of direct range weapons while making hand-to-hand easier to use.
  • How big is a unit of measurement? If you make units bigger while keeping the same scale of table, frame, and cover, it means that artillery will become less important because it will lose area off the edge of the table as direct range gets longer. Hand-to-hand will also become more important because the area within 1 unit of a frame gets bigger proportionate to the square of the radius. It will also mean that it will be easier to move across open area, so you might consider putting your cover farther apart.
  • Are there a different number of ranges? More ranges will mean that there will be fewer opportunities to do damage, encouraging players to design frames that specialize at a range. Fewer ranges mean that it will be easier to do damage without making choices to do it.
  • When cover takes a hit, how many pieces do you remove? If you remove more than six, players will have to move their frames constantly to stay in cover and will take more damage at direct and artillery range, making it harder to capture objectives. If you remove fewer, cover will be safer, which will make it easier to rely on as you plan a battle, but might encourage players to hold their frames in place.
  • Do frames without ranged weapons move faster? If they get a green d8 (as by the basic rules), they'll be easier to keep in formation and will move forward faster than more heavily armed frames. If they don't get that bonus, they will take more hits on the way to attack a target, making them a less viable type of frame.
  • Do hand-to-hand weapons do more damage than ranged weapons? If they work like they do in the basic rules (hitting on a 4, 5, or 6), the extra damage they inflict makes it worth traversing the dangerous distance to the target. If you make them do the same damage as ranged weapons, more of a fight will take place at range, with the capture of objectives only taking place when it's safe for an attacker to advance.
  • Can all units spot? If units with no yellow dice can spot through cover, they will spot more often, though usually with a 1 or 2. If they can't spot at all without a yellow die, the yellow dice in a company will become very valuable, making an interesting and hard choice for players. Frames will tend to take less damage, making it safer to run out of cover.

A Few Non-Obvious Effects of Changing Effectiveness

You might want to change the way the numbers work in your Micro Construct Tactics games. Here are some (but certainly not all) things to think about as you determine how you want the game to work.

You might want to implement such changes only circumstantially, giving a bonus or penalty according to a frame's position on the board or the doomsday clock, for instance.

Defense

Increasing the effectiveness of defense will slow play; games will take much longer to play, but there will be fewer upsets because it will be more attractive to play defensively than aggressively. Ultimately, this will favor the defender. It also increases the need for yellow dice.

Decreasing the effectiveness of defense will make games faster, but if taken too far, there will be more upsets, reducing the effect of strong tactical play. It will also reduce the necessity of yellow dice, favoring large weapons and requiring more blue dice or more hiding behind cover.

Spotting

Increasing the effectiveness of spotting will favor teamwork between frames. If you increase the range of spotting, players will simply use any spare dice to spot any time, decreasing the necessary teamwork. It will also reduce the "fog of war", making the game more deterministic and reducing the opportunities to take risks.

Decreasing the effectiveness of spotting will make it hard to do damage to a frame. The risks of standing out of cover will be lower, favoring heedless charges into fire. It will increase the "fog of war" effect, making attacks more random in effectiveness.

Attacking

Increasing the effectiveness of attacks enhances the need for cover. This will favor the player who needs to move least: the defender.

Decreasing the effectiveness of attacks makes it less risky to move forward, favoring the attackers. If decreased excessively, it will make it prohibitively difficult to play defense.

Moving

Making frames faster will make closing on opponents take fewer turns. It will be easier to take unguarded stations, as well, causing more upsets. Frames may be able to close faster than direct range, which means hand-to-hand may become more viable.

Making frame movement more reliable will make it easier for players to keep their frames in formation, encouraging that kind of company construction. If there are fewer ways to fall out of formation, it will reduce the "fog of war" effect of the game, making the game more deterministic.

Decreasing the effectiveness of movement will make the game more decisive, as frames either get stuck in the open or simply can't make it far enough to change course on a standard-sized table. It may favor play on a smaller table! Perhaps it would be better to reduce the size of a measurement unit instead.

Cover

Increasing the durability of cover will encourage players to keep frames in cover. If you place more of it, though, they'll still be able to run from cover to cover.

Increasing the effectiveness of cover by, for instance, making it impossible to spot through will result in less damage at direct and artillery ranges and therefore more fights at hand-to-hand range.

Try it!

If you make changes like these, consider the rules they interact with, then try them out! Let us all know how it worked!

Some rules you'll be tempted by but are hereby advised to avoid

  • Don't give anyone numerical modifiers. They're boring and hard to remember. Instead, give an extra colored die (a 6-sided die or an 8-sided die) as a modifier.
  • Don't increase the number of white dice. They make the design of frames less important, reducing the effect of the players' design choices.
  • Don't do anything that increases the effect of defense. It reduces the effect of the players' tactical choices and makes the game take longer while reducing the number of valid choices in that time.
  • Likewise, don't institute a repair system that takes place during a skirmish or battle. It reduces the effect of bold offensives, which means wise players will make fewer of them. It also encourages players to completely destroy frames because they can come back, invalidating the choice to let an enemy frame run.
  • Don't make yellow dice affect a frame's own attack. It's better to give bigger red dice to an attacker. Yellow dice are to connect frames to each other, benefitting players whose frames work together, whichever side they're on.
  • Don't use powers that require a frame to stand still, not acting for a turn. The cost is higher than it might appear and it slows the game substantially.

Basic Campaign Rules

One battle doesn't often settle an issue.

Sometimes a planet, system, transit gate, or political ideology doesn't change hands until after an extended conflict. Such a conflict is composed of many battles, and together those are called a campaign.

These rules will not help you resolve the outcome of such a campaign, but they will give you a way to establish continuity between games.

If you're playing a campaign game, do the following

Add a single "special objective" to the game. Name it. Is it a popular religious, industrial, or political leader that one side wants to hold responsible and another wants as a figurehead? A prototype mobile frame? A spaceport that is the last connection to the transit gate?

Place it by consensus after everyone has placed all their frames.

  • At the end of the game, at doomsday zero, whoever has the special objective keeps its points, as normal.
  • Whether or not the player who owns that objective won the game, they can now determine characteristics for the next game.

When you find yourself in possession of the special objective at the end of the game, you can do any two of these things:

  • Set an environmental constraint to some or all of the table. Any frame in the special environment needs to have a special environment system in order to have both their white dice. Tell everyone before they've assembled their company for the game. For instance, if the battle is taking place at the edge of the ocean, frames with an underwater system (air tanks or impeller thrusters) work normally in the water, where frames that don't have that kind of system only get one white die while they're in the ocean. If the battle is taking place in space, frames with rockets or a gyro system get a second white die while in space. If on an ice planet, only those with a heating system backpack get the second white die.
  • Determine a design constraint. You may determine that no one may use a certain kind of system, like communication. For example, there's a heavy, magnetic fog that makes it so no one can use yellow dice. Or perhaps all parties are out of ammunition and are fighting over a supply depot, so no one can use direct- or artillery-ranged weapons. Or maybe acid rain has attacked all the frames' armor, meaning no one can have blue dice. You may also determine unilaterally the number of one-shot rockets each team may use.
  • Determine a reduced average number of systems per frame. For instance, if you determine that frames can mount an average of three systems, a company of four frames can have twelve systems, though that might mean that one frame has four systems and another has two.
  • Determine if the game will be a skirmish-scale game or a full-size battle.

Some fun things to do with the special objective

  • Make it follow orders. Whichever player owns the objective may move it 1 die in any direction once per round.
  • Make it follow its owner. When the owner moves, the special objective moves with them as long as they don't have to cross cover (including other frames) to do it. It can't leave the table unless the owning frame leaves with it.
  • Make it afraid. Once per round, everyone but the current owner can, on their initiative, move it by one in any direction.

If you're thinking about making rules for how to settle a longer campaign, here's some advice

  • Don't change a player's number of dice or frames overall as a consequence of a battle. Winning a battle should not give a tactical advantage to any player in the next battle.
  • If you're going to score the battles, don't make scores rely on previous wins and losses.
Example Attack
  • Judgment calls
  • At what range can you spot? If you spot at hand-to-hand range instead of direct, it will encourage players to dive into close combat more and will reduce the effectiveness of ranged attacks.
  • Can a frame with two yellow dice instead spot two frames instead of spotting anywhere on the board? This will put more yellow dice on the table in your favor but you'll need to get scouts to the front, rather than having a commander spot from a safe distance.
  • Does a second blue die allow a frame to safely provide cover as in the basic rules? If not, while it's valuable to have a second blue die, it will almost always be better to equip a frame with a more active type of system: yellow, red, or green.
  • Are there special design parameters? E.g., must there be at least one yellow die in each company? Must every unit carry at least one hand-to-hand weapon? Are ranged weapons limited in number?
  • Is there a maximum number of frames less than eight? If the maximum is fewer, play will be faster and more tense, though there will be fewer strategic options.
  • Does something give a frame extra dice? What circumstances, exactly, can all players use to gain those dice? Are they something at design time or do those dice happen in play?