Mobile Suit Skirmish Version 2.0 Released

Here is the latest and most up-to-date release of Mobile Suit Skirmish! Many thanks to the talented team over at our official forums: for the efforts involved! Please visit there for army lists and up-to-date units!

Core rules:

Mobile Suit Skirmish Core Rules (Printing Resolution)

Mobile Suit Skirmish Core Rules (Screen [Lower] Resolution)


Useful tools:

Mobile Suit Skirmish Play Sheets (High Resolution)

Mobile Suit Skirmish Play Sheets (Lower Resolution)

More information and useful tools will be posted here as they are added.


Mobile Suit Gundam: Skirmish ver 1.3

Hey everyone. Big update for Gundam Skirmish today. Sorry about the lack of updates, I’ve been a bit busy recently. I aim to write some more unit sheets for you all eventually, which will make a nice break from the normal routine!

Anywho, here is the newest version of the “Mobile Suit Gundam: Skirmish” Core Rules:

Mobile Suit Gundam Skirmish 1.3


The following should be added to the campaign section.

Exhaustion Check: Perform the following check for each pilot in an MS Team:

Roll 2D6 against the value [5 (+/- “Pilot Mind”)]

If the die result is lower than that value, the pilot passes the exhaustion check. If the die result is that value or higher, than the pilot loses the exhaustion check.

If a unit passes their exhaustion check, they proceed as normal.
If a unit loses their exhaustion check, they are removed from the game.
An MS Team with no remaining pilots as a result of this check is removed from the game.”

There is also now an editable character sheet that should prove useful:

Editable Character Sheet

There’s tonnes of neat little updates in this version, following your suggestions. These include (but are not limited to):

  • Changes to the “Shield Break” system.
  • Weather and environmental effects
  • Random terrain generation
  • Extra levels, mods and traits
  • I-Field/Beam Shield Overhaul (Changes to these abilities in the statistics to come shortly, but you’ll manage.)
  • Air Unit changes.

And more!

I hope you enjoy the new additions and changes to the game!

Jet Combat Wargame Proposal

Hello all! In an attempt to get my creative juices flowing, I’m proposing an idea for a new wargame.

My idea is 1/144 scale jet combat. Probably focusing on hollywood style dogfighting (so not necessarily the most realistic. Think of the “Ace Combat” series of video games or the movie “Top-Gun” as inspiration here) with fast-paced combat and gameplay mechanics akin to something the like “Star Wars: X-Wing” wargame.

As an expression of interest, could you please fill in the poll or comment section and indicate how interested you would be in such a product.

Thank you in advance!




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!

Pirate Game Update!

Huzzah! The pirate game seems to be coming along quite well so far! It’s structured like a hybrid of my different systems so far. Tell you what though, I’ve had to do so much research so far it feels like a high school history assignment! I hope you all will like the flavour it adds to the game!

Heads up! I still need a title for the game, if anyone has any suggestions. Other ideas are appreciated as well!

Currently implemented: Sailing system, Ship hitpoint allocation areas and table, Ship Weapons, Crew Weapons, Historically accurate flags for kingdoms and pirates.

Update on “Even Death May Die”

Wow guys, I had some massive surges of inspiration today for our 28mm Zombie game! The game is now about 70% done, I estimate, and had a complete rewrite not once, but twice!

The game now utilises a D8 system as a compromise between the simplicity of D6, and the range of D12. The game will also have rules for several types of factions (survivors, zombies, bandits and military.) and even a campaign game option.

I know there’s tons of competition for 28mm zombie games, but I hope you guys will be willing to give mine a shot! I aim to make it as fun and simple as possible, while keeping enough complexities to make it interesting and engaging. I think I have succeded to a good extent! (*knocks on wood*)