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Mobile Suit Skirmish Mobile Sui

Suit:

Mobile Suit Record Sheet Movement


Tactical
Sprint
Boost
Equiped Weapons:
Type

Ammo Type:

Booster Fuel:
Onboard
External

Pilot Da
Gunnery Skill:
Close Combat Skill:
Piloting Skill:
bile Suit Data Turn Order
Game Start
1. Roll for Initiative, winner chooses to
decide turn order or deployment order,
Affiliation, Config, Year loser decides the other
2. Deploy units

Bipedal Mech 3. Secretly Designate Commanders

Round Start
Weapons: (Inches) 1. Leadership Phase: Leaders accrue
Motivation and decide to deploy
Effective Long Extreme reserves (if any).
2. Action Phase: The current side takes
their actions and leaders may perform
commands as a full action.
3. Upkeep Phase: Check for status,
weather, or environmental effects. Pass
Turn
mmo Type: Rounds:
Ranged Hit Locations (1d20)
1d20 Roll Location
ooster Fuel: Uses: 17-20 Head
d 13-16 Torso
l 10-12 Right Arm
7-9 Left Arm
4-6 Right Leg
Pilot Data 1-3 Left Leg
Gunnery Skill:
se Combat Skill: Melee Hit Locations (1d6)
Piloting Skill: 1d6 Roll Result
6 Shift 1 Up*
2-5 Chosen Location
1 Shift 1 Down*
*If at end of table shift 1 in opposite direction

Attack Modifiers
Attacker
Prone +2
Unsteady Footing -2
Movement
Tactical None
Sprint -2
Boost -4
Combat Damage
Arm -2 held weapons
Sensors -5

Target
Range
Effective None
Long -5
Extreme -10
Prone
6 inches away +1
Further -2

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