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

Corrections:

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!

Update for adding your own units to the game!

Hey guys!

Just giving you an update today to let you know that I’ve decided (for the time being) to invest more time and energy into working on the other projects I’m working on at the moment.

However, I still love and want to support this game as best as I can. Which is why I have a cool proposal. We’re going to try making new universal army lists for the game as a community! Joy!

So here’s the plan! Later today (possibly tomorrow if I’m late!) I will release a “Unit Kit” that will show you the guidelines for how to create new units to add to the game! This will include stats for the various weapons, armour classes, points calculation, a template to fill in, etc. It will be based off of the i formation I gave beta testers, but now it will be public knowledge!

The community can them e-mail me submissions for new units and I can add them into a test army list! We can then discuss what units need to change, be removed, etc! I think it should be pretty fun!

Sorry in advance for this information, I just really want to try working on my other project for a time. To make ya’ll feel better, here’s a picture of my cat:

image

Let’s build new armies together! Huzzah!

Working on new Gundam Skirmish Module

Greetings fellow wargamers! Just thought I’d let you know I’ve decided to create and publish a number of new, smaller Expansion modules for Mobile Suit Gundam: Skirmish!

Currently in the works is a ruleset to allow certain huge units on the battlefield (should you have the time and patience to build them.)

This set includes units such as the Big Tray class land battleship, Gaw, Elmeth, and even fan favourite, the  Big Zam! (Yes, I’ve already finished him, don’t panic.)

On a side note: If you are interested in helping spread Gundam Skirmish by translating the rules into your native language, that would be extremely appreciated! I’m sad to say my fluency in languages other than English is limited. Volunteers would be appreciated!

The future of Gundam: Skirmish

Hey everyone! Thanks for the positive feedback and support! In response to suggestions on forums, etc., I am looking forward to making an update to the rules and maybe begin working on some supplementary rules, such as for Zeta Gundam! Please send me any suggestions you have for new Mobile Suits, rules and time periods you want to see represented in the game! Your feedback is important to me! For now, here are some suggestions I have gathered. Feel free to add more! Comment away!

– Change the use of a scatter dice to a D12 clock face. This is simple and easy to understand.

– Alter bazookas, etc. to deal 2 or more points integrity damage! This makes bazookas scarier but more worth the points cost!

– Alter boost mechanics: Make it so that way a unit can choose to move extra distance (boost distance! It will be greatly nerfed to compensate) during their movement phase. This is an AUTOMATIC success. Evasion and “Jump terrain” follow elements of chance, and can share the same check, which will be revised. To use these, you must not have moved extra distance (boost distance). Evasions should place units a uniform distance away (say, 2″).

– The weapon accuracy chart exists to help calculate modifiers from base accuracy values, not just consultation. For now, I think it is integral, so I’m keeping it the way it is. I should probably make modifiers simpler and easier to remember. Perhaps colour code?

– The “Range” bands will be fixed by subtracting 1 from the largest value. This gives a clearer cut off point.

– Keep target position rules. They work fine.

– Make priority roll a D20 to reduce likelihood of ties. Less frustrating.

– Phases are to be revised to allow one ‘movement’ and one ‘action’ per unit, per turn. Actions encompass firing, assaulting, setting up a sniper shot, etc.

– Revise and reformat the layout of the unit stats. Preferably dual columns, preferably in order of relevance to the rules.

– Make weapon specific rules merged with the unit sheet.