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.


    Source: geocities.com/area51/shadowlands/1315

               ( geocities.com/area51/shadowlands)                   ( geocities.com/area51)