Gundam Skirmish rules complete! Now, about those statistics…

Good news everyone! The rules for the latest version of Mobile Suit Gundam: Skirmish are complete!

I have mixed news though: In an effort to please everyone, I’m attempting to expand the current selection of mobile suits available for use in game by oh… 300%. Literally. So! This means you’ll now be able to access units from ZZ Gundam, Stardust Memory, Char’s Counterattack, Gundam Build Fighters and Gundam SEED, in addition to ALL previously released units! Huzzah! This should now be possible thanks to the flexibility of the new rules!

However, development of these units takes a long time, and although I am trying my best to write them as soon as possible for all of you, they will have to be released in “Waves.” I apologise to everyone who wanted all of the units of the game within the same document. Until development of all the units is finished, I will be releasing the unit statistics seperately, one at a time, as I want to avoid everyone having to print out a 70 page document, then you will have the option of downloading an “All-In-one” package!

Wave 1 will launch within the next few days and should contain;

  1. The new rules in a PDF document.
  2. “Earth Federation Forces” Unit Statistics PDF document.
  3. “Principality of Zeon” Unit Statistics PDF document.

Future “Waves” will be released on a “When they’re done” basis, but hopefully shouldn’t take exceptionally long! Look forward to Zeta and ZZ Gundam next!

I would also like to again remind everyone that once the new ruleset (with wave 1) is released, I will be discontinuing previous versions of the game. This is to avoid confusion. Thank you for your understanding!


8 thoughts on “Gundam Skirmish rules complete! Now, about those statistics…

  1. Hi. we are plaiyng with your rules here in Italy!! all I can say is “thank you for your work!!” cant wait to read the new version!!!

  2. we have made some game so far. ( 500 point). we found that percing weapon dominate, at the point that firing or even chosing other weapons is useless. if a rx78 is nearly invulnerable to normal fire 2 type 61 ( or zaku firing bazookas) can oblitereate it in a couple of shot. making save at 5+ or only 6+ with a to hit roll of 4 ( or even worse, no save with a 6 to hit) make piercing weapon to much deadly. add to that the order who can make Piercing any weapon for a turn…. we are tryng to change the piercing rule to a simple +1 to the difficulti of the save ( 3 dice at 3+ become 3 dice at 4 +, for example ( and maybe -2 for high caliber piercing weapon). what do you think?

    • Sounds like a good idea! There’s way too many piercing weapons in the Gundam universe it’s ridiculous. If you find that your rule changes to penetration are much more fun, let me know and I’ll integrate them into the rules! The only other option I can forsee is to make weapons with penetration add more to the cost of the unit if chosen. What do you think?

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