Gundam: The One Year War
________________________________________________________________________
Rewritten: April 1995 by Linwood Foster III
Devillin@hotmail.com
1.0 Introduction
This a posting of the campaign rules for re-enacting the One Year War.
There are a LOT of changes in this, not the least of them is a major format
change. Most of these changes were made because of actual play-testing. At
the end will be some house rules that you can decide to use. This entire
supplement is heavily dependent on your using the information from the Gundam
Wargame for the "Mecha!" RPG system. All references to section areas refer to
that document.
Special Note: For the purposes of this supplement I will use the term
Turn for game turns, and Round for combat turns.
2.0 Beginning the Campaign
This campaign is designed to be relatively short. The turn limit on
this is fifteen turns, with each turn being a month. The campaign can go over
15 turns, but it would be bad for the Federation. Before the actually fighting
starts there are three turns of building and movement. During these three
turns, ships may move into any unoccupied areas.
Combat is not allowed. During each of the three starting turns, each
side gets 20,000 build points. Excess build points do not carry over from a
previous turn. After these three build turns, combat may begin. Once again,
the campaign should last no longer than fifteen turns.
2.1 STARTING STRENGTH
Zeon Forces
7,000 points for ships
13,000 points for mecha
Federation Forces
15,000 points for ships
5,000 points for mecha
Explanation
Because the Zeons had a general headstart over the Federation when
it came to mecha making, they get more mecha than the Federation.
Special Note: Calculate how many starting mecha you would normally get. Round
these numbers up to the nearest 5. Therefore, instead of getting 21 GM's you
would get 25. This bonus only counts for the starting mecha points.
2.2 STRIKE TEAMS
Each empire can make a special strike team. This Strike Team has
2000 build points, separate from the starting army build points. Up to 1200
points can be used on personally controlled mecha. The rest is spent on
mecha for supporting troops (lackies).
Special Note: It is quite possible for an empire to build a special cruiser
for their strike squad. If the player decides to do this, the cruiser cost
should be taken out of the Strike Team build points. Extra things could
then be added to this cruiser.
2.3 STARTING MECHA:
PHASE ONE
Feds Zeon
Bowl RB-79 Recon Zaku MS-06E
Guntank RX-75 Command Zaku MS-06S
Guncannon RX-77 Zaku Cannon MS-06K
Gundam RX-78 Zaku II MS-06
GM RGM-79 Guf MS-07
3.0 Pilots
3.1 STARTING PILOTS
All pilots begin at skill levels 0/0. These are also the stats
for all generic pilots. Only Strike Team pilots can raise levels with
experience points. If a generic squad does well in combat, it can
become a secondary Strike Team at the end of the turn. A Secondary
Strike Team can raise skill levels normally, but gets second pick when
it comes to getting new mecha. The primary Strike Team upgrades mecha
first.
3.2 NEW TYPES
3.2.1 A. Each time a pilot raises a skill, roll 1D6. If a 6 is
rolled then the pilot can become a New Type. It is considered that
the pilot's abilities as a New Type were discovered. Due to their
previous combat experience, this type of New Type gets a +1 for
critical hits.
B. A pilot can start as a New Type, but suffers a disadvantage.
For each level they want to raise, the pilot must pay double the
experience point cost.
3.2.2 A. Only New Types can use the advanced New Type mecha and
equipment.
B. All New Types automatically do a critical hit when they roll
a 10 on the to hit; damage done is up to the recipient of the attack.
4.0 RESEARCH AND DEVELOPEMENT
4.1 New Mecha: Phases 1 - 3
Phase 1 Federation Zeon
Guntank RX-75 Recon Zaku MS-06E
Guncannon RX-77 Command Zaku MS-06S
Gundam RX-78 Zaku II MS-06
GM RGM-79 Zaku Cannon MS-06K
Ball RB-79 Guf MS-07
Phase 2
GM Cannon RGC-80 High Mobility Zaku MS-06R
GM Sniper Custom Rick Dom MS-09R
RGM-79 Gelgoog MS-14
Gelgoog Cannon MS-14C
Galbaldy Beta RMS-117
Phase 3 (Extended War: 0083)
GM Cannon II Rick Dom II
GM Custom Gelgoog Marine
GM II Gelgoog Jaeger
RX-78 GP01 Hi-Zaku
RX-78 GP02A Dra-C
RX-78 GP03S Gaza-C
4.2 Notes
Phase One is the beginning of the war. These are all of the starting
mecha each side can make. Phase Two is the eigth turn of the campaign. Only
if the campaign goes over fifteen turns can the Phase Three mecha be
developed. Even then they can only be built after the twentieth turn. Unlike
the previous campaign, you get all of the mecha in one lump sum. An empire
may not develop any mecha that uses New Type equipment until it has at least
one New Type pilot.
5.0
Following are some changes from the campaign rules in the MECHA!
sourcebook. It is highly recommended that you get a copy of this fine game
for your own enjoyment.
5.1 SPACE FOLDING
Since Gundam takes place in near Earth orbit there are no fold
ships. However, any moves for over two jumps might take more than one
turn. Just use the rules already made to judge this.
5.2 VICTORY CONDITIONS
5.2.1 Since the Zeon Archduchy is only trying to rebel from the Earth
Federation, not conquer it, victory conditions are different. Earth has
to first destroy any forces on Solomon and Abaowaku. After they do that,
then they can attack Side 3. The Zeon Forces only have to defeat any forces
on Earth.
In order for victory to be assured by an empire, all of the Strike
Teams of the losing empire must be destroyed. In order for a Strike Team
to be considered destroyed, it must have suffered at least 60%+ casualties
at the end of a battle. If a Strike Team suffers less that 60% casualties,
it may recruit a number of new people up to its pre-battle number. If a
Strike Team consists of mostly newbies (0/0, 0/1, or 1/0 skills) and the
Strike Leader is killed or captured, then the Strike Team is considered
destroyed. As long as a Strike Team is alive then the empire can still
fight, even if the Home World has been taken. The Sides cannot be
controlled, but resources can still be taken from them if an empire
has forces there. If there are no forces present on a Side, then its
resource points can't be made into mecha.
5.2.2 If a multipart campaign is being played, the defeats of either Side
3 or Earth aren't permanent, only temporary.
If the Federation is beat in a multipart campaign, they lose control
of all the Sides. They can only keep the Moon and Earth. The Zeons may then
collect resources from all of the Sides, until the Federation stations forces
on them. However, if the Federation pulls their forces off of a Side and moves
them to another area, the resources go back to the Zeons.
If the Zeons lose in a multipart campaign they can only keep Axis
and Side 3. Abaowaku is destroyed and that area becomes a giant Shoal Zone.
Solomon is given to the Federation and renamed Kompeii Island. The Federation,
however, does not gain automatic control of the Sides. They must still garrison
troops on them if they want the resources.
5.2.2.1 If the Federation wins by >=175% more victory points than the Zeons,
then the Zeons are totally crushed. There will be no uprising. If the Zeons
win by the same margin, then the Federation won't contest their supremacy
and leave them alone.
5.2.2.2 If the Federation wins by <175% victory points, but greater than
125%, then the Zeons may make a come back using Neo-Zeon and Char's
Counterattack mecha. If the Zeons win by the same margin, the Federation
tries to reassert itself using Titan, Neo-Zeon and Char's Counterattack
mecha.
5.2.2.3 If either side wins by <125% victory points then a truce is
declared. Victory Conditions apply, but the war still restarts. The only
difference being all Phase 1 - 3 mecha have been phased out of both
armies. In this case, either empire can use any of the rest of the mecha
described in the Gundam Wargame. (This May Be Changed In Another Version.)
5.3 THE STRATEGY MAP
5.3.1 The Map
The map shows the area being contested. The Zeon Archduchy
starts at the top Home Planet, Side 3. Its colonies from left to right
are Axis, Abaowaku (Gate of Zeon) and Side 7. The Federation starts at
the bottom Home Planet, Earth. Its colonies from left to right are Side
1, Side 4, and the Moon. The frontier planets are as follows from left
to right: Side 6 (Griffs [Zeon] & Green Noah 1 [Fed]), Luna II (Juno),
Solomon, Side 5 (Texas Zone), Jupitoress, and Side 2. The null points
are shoal zones and are filled with debris and asteroids.
Special Note: There is no longer a connection between Axis and Side 6.
Axis can only be gotten to from the Shoal Zone and Side 3. Travel time
for cruisers is now six turns instead of two. Axis will take twelve
turns to get to Side 3 or the Shoal Zone.
5.3.2 Shoal Zones
Shoal Zones are very strange areas. Filled with debris and
rock, they make effective use of radar impossible.
Any ship going into a Shoal Zone can no longer be seen. When
a ship goes into a Shoal Zone, the marker is flipped over. Only one
marker should be used. Any other ships from that empire that enters
the shoal zone don't have to show a marker. (ie.: two friendly fleets
of 6 ships total would only be one marker.) When a ship exits a Shoal
Zone, the marker doesn't have to be immediately flipped over. They can
be reflipped anytime the player chooses or when it enters a space owned
by the other player.
Ships from the two opposing forces can enter a shoal zone and
not engage. If the ships don't wish to combat, they won't. However, if
one group is actively searching for the other then a roll must be made
with a 1D6. If the searching team gets a 1-3, then it finds nothing. A
4 gets a reroll with no bonuses. A 5 means that it has found the opposing
fleet and engages the entire fleet. A 6 means that the team has surprised
the other fleet and gets to choose any one unit to fight (this is good if
there are several different fleets in a shoal zone.) If the searcher finds
the hider, then the hider gets a roll. If he rolls a 5 or 6, the hider may
either: a) continue to hide, or b) use his entire fleet to engage (this
only works if the searcher rolled a 6).
5.3.3 The Sides
Sides 1, 2, 4, 5, 6, and 7 can be captured by either empire
and used for build points. There are some special rules when it comes
to combat around the Sides. Side 6 is an exception to the usual capture
rules. If an empire captures Side 6, not only does that empire gain the
build points, but the other empire does also. This is due to the fact
that Side 6 is neutral to both empires, and will support both of them.
Combat around a Side has also been changed. Instead of having one big
battle between the two opposing forces, it has been decided to break
the engagement into several separate battles. The battle order will
be determined by a roll of 1D6. The best two out of three engagements
will determine the winner of the Side. There is a random chance that
both sides will withdraw in favor of engaging in combat. After rolling
to see what your maximum number of mecha are, the engagements are
determined as follows:
1: Zeon Fleet is surprised by the Federation Fleet. The Zeons can
only launch 2D6 mecha before the fighting starts. The Federation
can start with its maximum amount of mecha in this battle.
2: Scout parties fight outside of the Side. Each force has 1D6 mecha.
3: Scout parties engage inside a colony. Each force has 1D6 mecha.
Table top is the bottom, four flight levels are the maximum height.
There are a large number of buildings.
4: Both Fleets leave the Side at the same time. No victor is declared
this turn. Fighting may be re-engaged next turn.
5: During random movement through the Side both Fleets engage each
other. Each force has 1D6 mecha starting out and all of its cruisers.
6: Federation Fleet is surprised by the Zeon Fleet. The Feds can
only launch 2D6 mecha before the fighting starts. The Zeons can
start with their maximum amount of mecha in this battle.
Special Note: Jupitoress also falls under these rules, although
Luna II does not.
5.4 UNIT PLACEMENT
Units can be placed in any area owned by an empire. All
forces can be started on a homeworld, but no more than 2000 pts
worth of troops can be started on a colony world. The space
fortresses Solomon, Axis, and Abaowaku can have unlimited forces
started on them, as can Luna II. Power suits or mecha cannot move
off of a planet without a ship. The Shoal Zones are contested, but
may never be owned. The Federation starts with Sides 1&4, the Moon,
and Luna II (Juno). The Zeons start with control of Axis, Abaowaku,
Side 7, and Solomon.
5.5 BUILD AND REPAIR PHASE
The only changes are as follows:
Home Worlds 1000 points
Sides 1,2,4-7, The Moon 500 points
Luna II, Jupitoress 1000 points
Solomon and Abowaku 200 points
Axis 500 points
Other than that all other original rules from the source book applies.
Special Notes: (1) No matter who is on it, both the Federation and
the Zeons receive build points from Side 6. (2) Any mecha or cruisers
built using the build points from Axis have to start out there. They
may then be moved to the battle zone. (3) All new units can start at
either a Home World, or at a base. Units cannot start at the Sides
or Jupitoress. (4) If the Federation doesn't win within fifteen
turns, the Zeons get an additional 500 build points each turn. This
lasts until the Zeons are defeated.
6.0 SPECIAL ITEMS AND MECHA
6.1 SPACE FORTRESSES
Axis, Abaowaku, and Solomon (Kompei Island).
Unique. 20 Critical Hits [Axis: 40]. No Movement [Axis: 1"/5 rounds].
30 Mecha repair bays: 200 points per round per bay. Cost: Immeasurable.
One Time Deals.
Instead of actual weapons and armor, the Space Fortresses use
a different set of rules. The Fortresses are counted as terrain, not
as actual units. They are considered to take up at least 30" of space,
or the starting side of the combat board. Each fortress can take 20
Critical Hits by Cruiser Weapons before they surrender or are considered
destroyed. Axis is the exception. Axis can take 40 critical hits before
it surrenders. Mecha weaponry, other than the Hyperbazooka, cannot
affect a Space Fortress. The mecha repair bays of space fortresses
are capable of repairing warships as well as mecha.
There is a zone of destruction around each of the Fortresses
that extends from the edge of the terrain. Any ship or mecha entering
it is affected.
Zones of Destruction (vs. Crusisers)
0-10" radius: +3 to critically hit [Axis: +2 to critically hit]
10"-15" radius: +2 to critically hit [Axis: +1 to critically hit]
15"-20" radius: +1 to critically hit [Axis: +0 to critically hit]
25"-30" radius: +0 to critically hit [Axis: no roll]
30" -> no roll
Each ship rolls for a critical hit every round they are within each radius.
Zones of Destruction (vs. Mecha)
0"-10" radius: +3 to hit for 2D6 damage + one critical roll [Axis: +2]
10"-15" radius: +2 to hit for 2D6 damage [Axis: +1]
15"-20" radius: +1 to hit for 1D6 damage [Axis: +0]
20" -> +0 to hit for 1D6 damage
Each mecha rolls for a hit every round they are within each radius.
Special Note: There a couple of differences between Axis and the other
two Space Fortresses. Unlike the others, Axis has the ability to move.
Axis cannot make a hyperspeed two-in-one jump like the cruisers can.
It takes Axis twice as long to move a distance as a cruiser. Axis is
also more heavily armored than the other two Fortresses, yet its
weapons are not as powerful.
6.2 COLONY LASER
There is only one Colony Laser. Owned by the Zeons, it is
parked in permanent orbit around Side 3. It has the ability to hit
targets on Abaowaku, Side 3, or Side 6 (Lia). It can be fired once
per game TURN, not combat ROUND. It does immense damage to ALL objects
in the target area, friendly or enemy. The Zeons obtain this weapon
after the ninth turn of the campaign.
Colony Laser
Unique. SI=100. No Movement. Laser: 6D6, Entire Combat Area, ROF: Once
per Game Turn. 20D6 Regular Armor, 15D6 Heavy Armor. Cost: 5000+
Automatically hits EVERYTHING in the target zone. Does 6D6 damage
to each target. All damage rolls get +4 for determining critical
hits. Because of the immense power it drains, it can only be fired
once per game turn.
6.3 LUNA II (JUNO)
After the fourth turn of the campaign, the Federation base on Luna
II becomes operational. It is basically an imitation Space Fortress.
The Federation still gets the original build points from the base.
Luna II (Juno)
Unique. 100 Critical Hits. No Movement. Zones of Destruction like
Axis. Luna II cannot be destroyed, it can only be captured. 40 M.S.
repair bays: 200 points per bay. Cost: ?
6.4 INCLUDED MECHA
These are mecha not included in Gundam Wargame document. Also
included is the Ground Zaku in case you want to do a planetary
campaign.
Recon Zaku MS-06E
Mid Class, rare. M.S. SI=8, Movement: Ground Limit 6", 1"/AP;
Flying 12", 5"/AP. Machinecannon: 1D6, 20", ROF 1. P K G D, heat
axe. 1D6 Regular Armor. Cost: 179
Command Zaku MS-06S
Mid Class, rare. M.S. SI=9, Movement: Ground Limit 6", 1"/AP;
Flying 10", 4"/AP. Machinecannon: 2D6, 20", ROF 1. P K G D, heat
axe. 1D6 Regular armor. Shield. Cost: 217
Ground Zaku MS-06J
Mid Class, common. M.S. SI=8, Movement: Ground Limit 6", 1"/AP;
Skimming 10", 3"/AP. Machinecannon: 2D6, 20", ROF 1. P K G D, heat
axe, 1D6 Regular Armor. Cost: 192
Zaku Cannon MS-06K
Mid Class, v. rare. M.S. SI=8, Movement: Ground Limit 6", 1"/AP;
Flying 10", 4"/AP. Shoulder Cannon Battery: two 2D6, 30", ROF 1.
P K G D, heat axe, 1D6 Regular Armor. Cost: 245
High Mobility Zaku MS-06R
Mid Class, rare. M.S. Supermaneuverable. SI=9, Movement: Ground
limit 6", 1"/AP; Flying 12", 5"/AP. Machinecannon: 2D6, 20", ROF
1, P K G D, heat axe, 1D6 Regular Armor. Cost: 224
Gelgoog Cannon MS-14C
Mid Class, rare. M.S. Supermaneuverable. SI=10. Movement: Ground
Limit 6", 1"/AP; Flying 14", 3"/AP. Beam Rifle: 2D6, 20", ROF 1.
Shoulder Cannon: 2D6, 30", ROF 1. P K G D, beam sabre, 1D6 Regular
Armor, Shield. Cost: 359
GM Cannon RGC-80
Mid Class, rare. M.S. SI=10, Movement: Ground Limit 6", 1"/AP;
Flying 10", 4"/AP. Beam Cannon: 2D6, 30", ROF 1. Beam Pistol:
1D6, 20", RoF 1. Vulcan Cannon: 1D6, 10", ROF 1. P K G SB, beam
sabres, 2D6 Regular Armor. Cost: 253
GM Sniper Custom RGM-79
Mid Class, v. rare. M.S. supermaneuverable. SI=10. Movement: Ground
Limit 6", 1"/AP; Flying 10", 4"/AP. Beam Rifle: 2D6, 30", ROF 1.
P K G D SB, beam sabres, 1D6 Regular Armor, shield.
Optional: Can carry a Gundam-style Hyperbazooka. Cost: 267 + 80
(hyperbazooka)
___________________________________________________________________________
I'd like to thank Mark Simmons and Daniel Ho for the help
they lent me on this. A lot of the suggestions they gave me ended
up in this. I'd appreciate it if anyone could send me a synopsis
and mecha list of Z and ZZ Gundam. If you have any comments, mail
them to me.
All Standard Disclaimers Apply.
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