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MFZ:Condensed

- a rules summary for Mobile Frame Zero:Rapid Attack -

revision v0.9
date: 05-05-2014 05:18 GMT

Disclaimer:
This book does not change the rules laid forth by the original makers of Mobile Frame
Zero. The goal is to provide an accurate, up-to-date, fully errata'd version of the rules,
unencumbered by fluff, broken sequence or design elements. This book is for reference
of veteran players, just as much as a learning resource for new players.

Condensed is a tool, and while it took considerable time to create, it is not a work on it's
own. If you like Mobile Frame Zero, visit mobileframezero.com and get yourself one of
the original rulebooks. MFZ is donationware – pay whatever you like, if anything, for the
PDF. The physical book is available for US$25.
Index
1. What is Mobile Frame Zero? 03 - A Frame's Turn. 16
- Target designation. 16
- Mobile Frames. 04 - Roll dicepool. 16
- Why Lego? 04 - Defense. 17
- Scale and size restrictions. 04 - Attack or move. 17
- Moving. 17
2. Wartime Preparations! 05 - Attacking. 18
- Spotting. 18
- Ruler and units. 05 - Resolve attacks. 18
- The dice of MFZ. 06 - Resolve hits. 19
- Dice assortment per player. 06 - Resolve damage. 19
- Player count and game size. 06
- Frames: dicepool & actions. 07 - Example attack. 20
- Frames: gear & weapons. 07 - Doomsday Clock. 20
- Frames: weapon ranges. 08 - Principle of judgment calls. 20
- Frames: additional dice. 09
- Terrain: stations & cover. 10 Quick deployment overview. 21

Company overview sheet. 11 4. Alternative rules. 22

3. Field Day! 12 - Split-range weapons. 22


- SSR: More or less. 22
- Bidding Phase. 12 - Climbing, elevation & falling. 22
- Assets & points per asset. 12 - Hazardous terrain & protection. 23
- Tactical position. 13 - Per-frame initiative. 23

- Deployment Phase. 13 5. Demo games. 24


- Point Mobile Frame. 14
- Attackers' frames. 14 6. Credits. 25
- Attackers' stations. 14
- Defender's other frames. 14 7. License. 26

- Combat Phase. 14
- Tactical order. 14
- Combat order. 15
- Capturing stations. 15
- Contested stations. 16
1. What is Mobile Frame Zero?

Mobile Frame Zero:Rapid Attack is a tab- attacking, a timer to keep things fast
letop wargame designed to be played paced, and an intentional shortage of
with LEGO robots, with rules that are ac- resources, to make every decision a
cessible to a broad spectrum of ages and tough one. High risk elements combined
provide casual fun as well as high- with strategic sacrifices is what makes
pitched, intense battles. With a unique MFZ an entertaining game.
setting that allows for myriads of builds
when it comes to Mobile Frames and their How the designer describes it:
companies, MFZ is for the builder, the
wargamer and everyone in between.
Mobile Frame Zero: Rapid Attack is the
tenth anniversary edition of Vincent
The game was released summer of 2012,
Baker's Mechaton. Build yourself a com-
but is based on the 2002 game
pany of robots called mobile frames out
'Mechaton', which was just the crunch of
of LEGO, give yourself some objectives
the rules you see here. MFZ has been re-
to defend, lay out a table with a few
vised by Joshua AC Newman, with the
friends, and fight!
help of Mechaton's inventor, Vincent
Because, just like a LEGO set, building
Baker and his son Sebastian Baker. Joshua
what's on the front of the box is fun, but
also got Soren Roberts on board, a Lego
building your own thing is where it really
designer and freelance graphics artist
catches fire. So that's what we want you
who has some repute on FlickR for his mi-
to do! Build robots, play with our set-
croscale spaceships, anime-inspired
ting, sure! If you're into VOTOMS, Dou-
mecha and other Lego creations.
gram, Macross, or Gasaraki, then we
want to play with you!
MFZ was made to bring affordable war-
gaming to the kitchen table, without re-
lying prebuilt models, allowing for as in-
tricate or simple models as a player likes.
With that, MFZ is abstracted quite far,
simplifying many elements which are
much more elaborate in other wargames.
MFZ is also heavily favouring action over
inaction, with putting much emphasis on
Mobile Frames. is no need to paint it up, reducing the
prep time until one can actually play.

In the Solar Calendar, as Joshua calls his This is also true if a player wants to try

timeline/universe, humanity has sur- out different compositions – all it takes is

passed the boundaries of Earth and is a few different bricks. Since there is also

traveling deep into space using Transit a large international community that

Gates to cover the distance. The majority builds these Lego robots, there is no

of the manual labor is conducted by Mo- shortage of inspiration for new and

bile Frames, a large machine somewhere starting builders.

between exoskeleton and full-blown


mecha. They are three to four times as Scale and size restrictions.
tall as humans and develop tenfold their
lift and carrying capabilities, while re- MFZ uses what is called the 7p scale. Es-
taining a humans mobility and most of sentially, one average human is 7 plates
the agility. These mobile frames were of Lego tall. That means that anything
sooner, rather than later, integrated into else modeled should reflect this, so when
military purposes, and are used as the two forces meet, they look roughly at the
one-stop solution to anything that re- same dimensions. 7 plates is two bricks
quires force on the ground. While the and a plate on top. Frames should gener-
military and paramilitary organizations of ally fit inside a box that is 10 studs wide,
the Solar Calendar use combat-specific 10 studs deep and 12 bricks tall. There is
builds, many rebels or less fortunate some wiggle room for quadrupeds, but it
mercenaries use repurposed labor frames should generally be observed as the max-
just the same. This book will use the imum. Size creep can quickly become an
term “frame” when referring to Mobile issue. Since there is a definitive size for
Frames, combat-oriented or otherwise. humans, this also requires some space
where the human can fit inside a frame –
Why Lego? generally, the torso. Otherwise, MFZ has
no restrictions on what a frame should

Lego has multiple advantages for look like, what colors or parts to be used,

wargames. For example, many people and if you don't want to use Legos, you

already have Legos at home that they can could use Gundam models etc. just fine,

use to build mobile frames for MFZ for. too.

Additionally, once a robot is built, there


2. Wartime Preparations!

To play MFZ, you will need to prepare a around cover and obstacles.
few things before you can dive into the
fight. Since building is a huge part of the The game area should measure between
MFZ experience, take your time when 36 and 48 ruler units diagonally and cir-
building your army. As long as they fit cular; or square. 36 units is the equival-
within the scale, anything you can come ent to about 45"/115cm. 48 units is the
up with is considered legal. It is benefi- equivalent to about 60"/150cm.
cial to have the individual systems of
your frames visible, though. As a general rule when measuring
between two targets, measure between
You will need: the closest points of them. If a frame ex-
ceeds the size-box, measure from the
• One company of mobile frames per player. center to counter builds that are consid-
• Some terrain pieces, for cover and stations.
erably larger than the standard.
• One ruler, eight units long.
• A dice assortment depending on your company.
• One 12 or 20-sided die, the doomsday clock.
Larger Fields.

Ruler and units. If your playing field is bigger or smaller,


adjust accordingly. With a bigger table
By default, you will play with a ruler that than 36 units, expand the ruler to 10
eight units long, and one unit is a 1x4 units, or tape off the edges of corners of
click hinge brick. your gaming area to stay under 36 units.

If your area is smaller than 24 units, re-


duce the ruler to 6 units. Weapon ranges
behave accordingly. 8 becomes 6 or 10,
respectively. Hand-to-hand range always
stays at 1 unit of the ruler.
Combining eight of these bricks gives you
a ruler that can measure around corners.
Especially useful to plot paths through
The dice of MFZ. Player count and game size.

MFZ has two game sizes – Skirmish and


Battle. Skirmishes go faster but are usu-
ally more fierce, whereas battles can go
for a long time. Battles are where the
battlefield carnage is usually the
greatest. Decide with your players what
kind of game you want to play and con-
sult the tables for the company sizes and
stations to bring.

Skirmish

Dice assortment per player. Players Stations Frames


2 3 4 to 6
3 2 3 to 5
You will need a handful dice to make sure
4 2 3 to 4
everyone can play out their turn with 5 1 3 to 4
dice needing to be passed around. Aim to
Battle
have one set per player. You can go with
less or substitute, but you might end up Players Stations Frames

having to mark things down. 2 3 5 to 8


3 2 4 to 7
4 2 4 to 6
5 1 3 to 5

Each company also has 3 SSR to be as-

This covers all bases: signed to any of their frames.


• 2x white d6.
• 1x blue d6 per frame you field.
• 1x yellow d6 per frame you field.
• 1x additional blue d6.
• 1x additional yellow d6.
• 2x green d6.
• 1x green d8.
• 4x red d6.
• 4x red d8.
Frames: dicepool & actions. expand the dicepool a frame has, but
only for the specific role they have. A
Each frame has a dicepool for its actions, frame can have any amount from 0 to up
starting with 2 white dice representing to 4 systems in its load-out.
the basic machine and the pilot's regular
senses. You can expand this dicepool with Gear systems:

up to 4 systems. No more than 2 systems


Defense:
of any given type can be equipped, but
otherwise load-outs are unrestricted.

Yet, even without any systems present, a


mobile frame can do several things using
its white dice for these purposes.
stealth composite coating, reactive armor.

Actions:
Movement:
• Defending itself.
• Moving, navigating around cover.
• Spotting a target out of cover within 8 units.
• Attacking at hand-to hand range.

Systems are restricted to their specific


uses, but having one or more equipped legs, skates, stronger engine, claw feet.

unlocks certain special abilities that


Spotting:
white dice cannot perform as well, if at
all. Additionally, without any weapon sys-
tems present, a frame can only attack at
1 unit range, for hand-to-hand combat.
Since MFZ is a game about attacking,
such a frame would be at great disad-
vantage. sensors, frequency interceptor, spotlights.

Frames: Gear & Weapons. Hint:


Keep in mind that you can go less than four sys-

There are 6 types of systems, 4 systems tems when putting your company together. This
becomes important when you compare the
that can be present on a frame, and a
forces fielded before the game starts!
maximum of 2 per type. These systems
Weapon systems: Frames: weapon ranges.

Hand-to-hand: Weapon ranges in MFZ are exclusive to


one another and not “downwards-com-
patible.”

Range increments:
• Hand-to-hand, up to 1 unit.
• Direct-fire, above 1 unit, up to 8 units.
posed jackhammer.
• Artillery, above 8 units.

Direct-fire: This means that direct-fire cannot be


used at hand-to-hand range, just as artil-
lery cannot be used at either hand-to-
hand or direct-fire range. Each weapon
system only works within it's increment.

flamethrower, beam weapon.


Reminder:
When you measure, measure from the closest
Artillery: points between target and attacker. If someone
uses a model that exceeds the size-box, measure
from the center; this puts different builds on
equal footing. Also, when in doubt, the target is
in range.
Frames: additional dice. Hint: The “Soldier” Configuration.
A soldier-configured frame carries 1 defensive

Single Shot Rockets system, 1 movement system, 1 spotting system,


and 1 direct fire weapon system. Every other
mobile frame is a specialist of sort. When you’re
Every Company starts with 3 SSR, which creating your frames, an easy way to start is to
can be put in any configuration on any make a soldier configuration and then swap sys-
frame, as long as the total of 3 is tems in and out to specialize as needed.

present.
Die configuration notation.

Count each of a frame's dice and list


them off as you deal with them to give a
quick description of a loadout. Every

rel grenade launcher.


frame starts with “WW”, for two white
d6. Add the other dice accordingly.
A frame can carry all three of these, if
you so choose. Since SSR do not count as For attack dice, add a lowercase letter to
systems they cannot be destroyed. indicate the range it is used at.
• h = Hand-to-hand
Sprinting • d = Direct-fire
• r = Rocket – still direct-fire; for distinction.
• a = Artillery
If a frame has neither direct-fire or artil-
lery weapon systems installed, it receives
If a frame has any d8, just add the 8
a bonus d8 for its movement, which
after the color, such as G8 or R8d. SSR
allows it to traverse cover, too.
are labeled as R8r – Red, d8, “rocket”
range letter.

Example:
A Soldier frame with two SSR would be
weapons-light. WWBYGRdRdR8rR8r. It has its two white
dice, one dice for Defense (blue),
Since Sprinting is not a system, it cannot Spotting (yellow), Movement (green) and
be destroyed. If a frame which has two dice for Attack (red) at direct-fire
ranged weaponry loses those due to dam- range (d) and its two rockets (R8r).
age, it automatically gains this bonus.
Terrain: cover & stations. Cover.

To play MFZ, build several pieces of ter- Any structure on the battlefield is cover
rain. Terrain is split into stations, cover if it's 3 bricks or more high, except sta-
and just things that look pretty. If you are tions.
playing with the additional rules for haz-
ardous terrain, you might also want to Bricks counts as cover, if:
build pieces for that, such as irradiated • They are within 1 unit range of the target.
• And it is between target and attacker.
ground, swamps or perilous plants.

If there are bricks anywhere else


Stations.
between target and attacker (even from
the same “piece”) but further away than
These objects have distinct properties:
1 unit of the target, ignore them.
• They are stationary.
• Must be distinct from other terrain.
• Must have spot to put a marker. Hint:
• Maximum base size is 4 x 4. When building your cover, make the height about
6 to 8 bricks tall, so the cover provides a large
For your stations, you can build anything enough surface to provide protection.
that’s stationary and valuable to defend
or seize. The door panel on a drop ship, a Additionally, all frames that have not

cache of medical supplies, a civilian sci- been destroyed may count as cover, too.

entist and her family, a research facility’s Even hostile ones!

data storage drives, a truck with a flat


tire, and a load of fresh peaches. Other- Other terrain.

wise, there are no restrictions for sta-


tions. You can also build terrain that is not a
station or less than 3 bricks in height.
Such elements are more eye-candy than
Hint:
anything else, unless you are playing with
If you want to use something with a larger base,
designate the part that is a station. The rest is the additional rules for hazardous ter-
regular cover - or terrain, if it is below 3 bricks rain.
in height. Keep in mind that cover can be
targeted and destroyed, while stations cannot. A
Optionally, you can build difficult terrain
control terminal for a large reactor would be a
which does not provide cover, but still re-
decent station on a big piece of terrain.
quires a movement system to traverse.
Company overview sheet.
3. Field Day!

Combat in MFZ is separated into three Assets & points per asset.
phases, bidding, deployment and combat.
These phases flow into each other, mak- All your frames and stations under your
ing the prior phases influence the follow- control are assets. Each asset has a point
ing. A good tactical approach begins be- value, determined by the relative size
fore the first shot is fired. Your score in and strength of the company you sent
the bidding phase gives you a certain tac- into the field.
tical position, which you then apply in
the deployment phase, which in turn af- Points per asset, ppa, is dependent on
fects your combat phase. how a company compares to the others.
Every company starts with a ppa of 5.
Bidding Phase. From here, apply the following modifiers:

At the beginning of a game, compare all Company has ... Effect

present companies against one another. … most frames -1 ppa


… most systems -1 ppa
In general, the player with the smallest,
… least frames +1 ppa
weakest company gets the points advant-
… least systems +1 ppa
age and starts the battle on the defens-
ive. The player with the largest, most In case of ties, both players adjust their
powerful company gets a points penalty scores.
and starts the battle on the offensive.
You calculate points per asset once at the
Hint: beginning of the game. Your ppa does not
You’ll have to guess your opponents forces while change as the game progresses. Yet, as
you’re designing your own company to get the you play, you’ll lose mobile frames, and
position you hope for. The pregame bidding is
stations will change hands. This changes
already part of the tactical calculations!
how many assets you hold, not your

The most advantageous companies are: points per asset.


• Slightly smaller and weaker, so that you gain
the point advantage for little tactical cost.
• Significantly larger and stronger, so that you
sacrifice the point advantage for greater force. Score = Assets x ppa
When the game starts, your score de- Tactical position.
termines your position in the tactical or-
der, whether you are the defender, point There are three potential tactical positions a
player can have in MFZ. Defender, Point Attacker
attacker or one of the other attackers.
and Attacker. The score determines which posi-
tion a player holds.
Ties for defense.
Player has ... Tactical Position
When you compare your companies dur- … highest score. Defender
… lowest score. Point Attacker
ing setup, you might tie for the highest
… neither. Attacker
score. When this happens, call odds-
evens and roll a die.

Deployment Phase.
Winner decides:
• add a frame to their company (if possible).
• remove a mobile frame from their company. Put your cover and terrain pieces on the
• force the loser to make the same choice. playing field, except for stations. Any
player can adjust the battlefield layout
Compare companies again. That means, until everyone is satisfied. This may re-
recalculate points per asset, recalculate quire compromises. When every player
starting scores and then proceed. approves the layout of the battlefield,
deployment of stations and frames be-
Ties for offense. gins.

If you tie for the lowest starting score, Defense setup.


call odds-evens and roll a die.

The player with the highest starting score


Loser has to... places all of their stations. The defender
• ... place the point mobile frame.
places all stations wherever they like,
• ... go last in tactical order, until score changes.
within 8 units of one another. If there are
three stations, they don't have to be in 8
units range of both other stations, just
Hint:
If you think you might tie, be sure to bring a one of them. Everything within 8 units
spare mobile frame to the game with you – or a range around these stations is the defens-
replacement frame with less systems than one ive perimeter. Place two frames within
that you are fielding already; this breaks ties .
this defensive perimeter.
If you manage to position your stations in Defender's other frames.
a way that prohibits legal placement of
the attackers, then move your stations so The defender finishes placing all remain-
they leave at least one third of the bat- ing frames. Place them:
tlefield outside the defensive perimeter. • Inside the perimeter. Can be out of cover.
• Outside the perimeter. Must be in cover.
Hint:
• Otherwise, unrestricted.
It's probably to your advantage to place your sta-
tions at the advance edge of your perimeter.
Combat Phase.

Point Mobile Frame.


The combat phase is broken up in tactical
order and combat order. During the
The Point attacker goes next, placing the
round, you will switch back and forth
point mobile frame:
between tactical order and combat order.
• Out of cover.
Keep a running score for each player, as
• Outside the defensive player's perimeter.
• At 8 units distance of at least one of the frames are destroyed and stations seized.
Defender's frames, in range for direct-fire.

Attackers' frames. Score = number of assets x ppa.

After this, all offensive players alternate,


descending by score, frame for frame, As scores change, so does tactical order.
until all frames are on the field. The round ends when the last frame has
taken its turn. At the end of the round,
Frames are placed: pick up all marker dice and count down
• Outside the defensive perimeter. to doomsday.
• Outside direct fire range of any of the Defen-
der's frames.
Tactical order.
• Otherwise, unrestricted.

Attackers' stations. While in tactical order, the player with


the highest score goes first.
• Choose one of your frames and take its turn.
Once all attacking frames are on the
• Every frame has one turn per round.
field, attackers alternate again, placing
• If you don't want to go, you can pass to the
stations. On each of their turn, they next player.
place one station, wherever they like. • If you are the last player, you must take a turn.
If all your mobile frames have already Hint:
taken their turns this round, you have to If a target is activated during combat order and

pass to the next player in tactical order. destroyed it does not get to move or attack.

When a mobile frame takes its turn, re-


solve it. If a frame attacks another frame Capturing stations.

that has not taken its turn yet, switch to


combat order. At the beginning of a game, all stations
are under control of their owners. Even

Return to tactical order as needed, be- without any guards nearby, they remain

ginning again with the player with the under their control, until an opponent’s

highest score, until all frames have taken frame captures them.

a turn. If you lose all frames, you auto-


matically pass or end the round. You can To capture a station, move a frame

still count down the doomsday clock. within 1 unit distance of the station while
no hostile frame is in the same range

Combat order. distance. This can happen during any


mobile frame's turn; on your frame's turn,

In combat order, the attacking & defen- when you move it close to an unguarded

ding frames' turns entwine. station or on a hostile frame's turn, when


all hostile guarding frames abandon a

• Attacker takes the first part of their turn.


station you contest. Also, on any frame's
• When Attacker attacks, their turn pauses. turn, when all other frames around a
• Target frame becomes active station a frame contests.
• Target rolls dicepool and assigns defense value.
• Attacker resolves any hits.
If a frame is the only frame within 1 unit
• Target removes any damage taken.
• Attacker finishes turn.
range of a station, it captures it, be it by
• Target finishes their turn, including movement destroying the guards or chasing them
and own attacks. off. Mark seized stations accordingly. The
• This counts as the target's turn for this round. previous owner loses points and the new
owner gains points accordingly. Both
Combat order continues, as defending players recalculate their score as a
frames may attack as part of their turn, station changes owners.
too, until all combat is resolved. Once all
combat is resolved, return to tactical or- Hint:
der to continue the round. They can change hands multiple times a round!
Contested stations. your attack. You can name no target, if
you prefer not to make an attack. Cover
In a game with three or more players, it’s can also be targeted, instead of a frame.
possible to lose a stations without any Stations and own frames cannot be
opponent capturing it. All three targeted.
conditions need to be met:
• One frame within 1 unit of a station you own. When you designate a target, you need to
• Two or more hostile frames are also in range. declare which weapon system at what
• Your frame moves away or is destroyed.
range is used for the attack. You can
declare a target that is currently out of
When this happens, the hostiles cannot
range, and move before the attack. If you
capture the station, because while they
are in the previously declared range, you
are in range, the station is contested by
can attack. If you are not in range, even
the others. You lose the station, but
after moving, you automatically forgo the
neither of them get it until they resolve
attack.
their standoff. Recalculate your own
score when you lose the station. The
A Frame's Turn: Roll Dicepool.
other players recalculate their score
when the tie is resolved.
Pick up the dicepool as dictated by a
frame's load-out and roll them all at
A Frame's Turn.
once. As you go through the steps of de-
fense, movement, attack and spotting,
A frame is either activated by its con-
assign dice to these actions. You can only
trolling player or by coming under attack
assign one die per action. Each die can
from another frame. Once activated, go
only be assigned once. You can substitute
through it's turn in sequence.
any colored dice for white dice, as they
• Target Designation.
• Roll dicepool.
are wildcards. You can look at your dice-
• Assign defense. pool results before you swap white dice
• Assign the rest of the dicepool. in. Swapping is optional. A frame without
• Move then attack /attack then move. a defense/spot/movement/hand-to-hand
• Spot.
systems must use its white dice for those
functions. If you do not have enough dice
A Frame's Turn: Target Designation.
to fulfill an action, this unassigned action
counts as 0. Once all dice are assigned to
Name a hostile frame as the target of
actions, discard any leftover dice.
Hint: tacker to finish its turn before you con-
This includes dice that cannot be assigned, such tinue yours.
as a leftover red die, which cannot be assigned
to Defense, even if Defense is unassigned.
A Frame's Turn: Move Or attack.

Example:
A frame with WWRdRd rolls: You may choose whether to attack before
Red 3, 5 you move or move before you attack.
White 3, 4 Even if you move out of range of your at-
tacker, their attack will resolve normally.
Blue, Green, Yellow have no system left,
so Whites need to be assigned. If no
Hint:
white die is assigned to Spotting, the You cannot run away from fire that is already on
Spotting is 0. Likewise for movement or it's way!
defense.
A Mobile Frame's Turn: Moving.

Hint:
When you move:
Defense 0 makes for an easy picking!
Assign a green die or a white die to your
A Frame's Turn: Defense. movement. If you didn't roll any green
dice, choose a white die or forgo move-
Assign a blue die or a white die to your ment, making it 0. Move a number of
defense. If you don't have any defensive ruler units equal or less to the result of
systems, you didn't roll any blue dice, so your movement die. If you have any
choose a white die or forgo your defense, movement systems or the bonus d8 for
making it 0 for this round. Place a blue carrying no ranged weapons, you can pass
die on the battlefield next to the frame, through cover as though it weren't there;
either the blue you rolled or a white die otherwise, you have to go around it.
turned to your defense value. This is this
mobile frame's defense for the entire Reminder:
round, it won't change it until next Any structure on the battlefield at least 3 bricks
round. high counts as cover, including frames but ex-
cluding stations.

If you rolled your frame's dice because


have an attack outstanding against you,
resolve the attack now. Wait for your at-
A Frame's Turn: Attacking. A Frame's Turn: Spotting.

When making your attack, check whether Assign a yellow die or a white die to your
the target you designated is within the spot. If don't have any spotting systems,
range you declared. If not, you forgo the you can still spot things, by choosing a
attack. If not, assign a red die or a white white die or forgo your spot. Declare the
die to your attack. Whites can only be target of your spot. Place a yellow die
swapped in for ranged attacks in if you next to your spotted target, turned to
have a weapon at that range. You can the value of your spot die.
voluntarily abort your attack by choosing
to assign no die to it. If you abort the at- If the declared target is already spotted,
tack, the target does not get activated. you can only replace the die if yours
would be higher. Otherwise, forego your
If your target is at 1 unit range, you can spotting. You can only spot after you
also swap in a white die (or forgo your at- made your attack. You cannot spot first
tack) instead of a red die. If it is within and follow it up with your own attack.
range, resolve your attack now against its You can't spot cover or stations.
standing defense.
Reminder:
If the target has no defense die because Without spotting systems, the target must be:
none was assigned when it had a turn, • within direct fire or hand to hand range
• out of cover.
count Defense as 0. If it doesn't have a
With one system, the target must be:
defense die because it has not been ac-
• within direct fire or hand-to-hand range
tivated yet, switch to combat order. Put • can be in cover.
your turn on hold until your target has a With two systems, you can spot everything.

defense value assigned, then resolve your


attack normally and continue. Resolving Attacks.

If there is a spot on the target, you may


Hint:
Cover has a defense of 0 and it cannot be in cov- choose to add its value directly to your
er. attack value. If you do so, remove that
spot die from the field. It doesn't matter
Once you've assigned an attack die and who placed the spot, you can use any-
told it to your target, it is too late to body's spot, and anybody can use yours.
abort.
Hint: remaining 5s after the cover frame's de-
While this may seem odd, there is no effective struction damage the targeted frame.
downside to sharing spots. An opponent using
your spot effectively helps your case of destroy-
Reminder:
ing a different opponent for you!
If the covering mobile frame has two defensive
systems, it is not damage by stray shots. A
Calculate your hits.
second defensive system allows a frame to
provide cover without risking damage!

Hits = Spot + Attack – Defense If you attack cover directly, the defense
is 0. Cover cannot be spotted. Structures
fewer than 3 bricks high do not count as
Resolving Hits. cover.

Roll for damage accordingly: Hint:


You can effectively raze your enemy's cover by

weapon cover damages on... leaving them with less than 3 brick tall ruins!

Melee Ignores cover 4, 5 & 6


Resolving Damage.
Ranged in cover 4, 5 damages cover
6 damages target
Ranged not in cover 5&6
For each point of damage a frame takes,
Ranged covered by 5 damages cover frame
frame 6 damages target it loses one of its systems. The owner
Any IS cover 4, 5 & 6 damage cover chooses which system it loses. Pop off a
1 point of damage re-
moves 6 bricks of the representative part of the frame and
cover, of the attacker's
choice. drop it on the field. Since that system's
gone, it doesn’t provide its die or dice in
Apply damage to the cover first, 4s be- any future turns. If it has no systems left,
fore 5s. If the cover is destroyed mid-pro- it loses one of its white dice. Once both
cess, treat the target as out of cover. Any whites are gone, the frame is destroyed
remaining 5s blow through and damage
the targeted frame. 6s always damage If the frame is within 1 unit range of a
the target. station, its owner can choose to have it
ignore 1 damage and instead abandon its
Apply damage to a covering frame first. If position, moving the mobile frame 1 unit
the covering frame is destroyed mid-pro- away from the station, out of contesting
cess, treat the target as out of cover. Any range.
Hint: When it reaches 0, the battle ends, and
Taking damage doesn’t affect the dice you’ve the player with the highest score wins.
already rolled unless the frame is destroyed. While ties are possible, but unlikely, re-
They’re yours to use until the end of this mobile
solve them by either going one more turn
frame’s turn.
or counting who has the most assets left.

When a frame is destroyed, the owner


loses points accordingly – recalculate the Hint:
score. Whoever has the highest score will want to ad-
vance the DDC, whoever has a lower score will
not.
Example Attack.

One of Joshua's frames is coming under Principle of judgment calls.


attack. It has already been spotted by
one Sebastian's frames and now one of Sometimes, situations are unclear. In that
Vincent's frames is firing. Luckily, it is in case, favor the better outcome.
cover.
• Joshua's defense: 5
In detail:
• Vincent's attack: 3
• Defense: If it's a close call consider the defend-
• Sebastian's spot: 5
er to be in cover.
• 3 + 5 – 5 = 3 hits.
• Moving: If it's a close call allow the mobile
• Vincent rolls 1, 4, 5 for damage.
frame to move to that position.
• The 1 counts for nothing, 4 and the 5 are hits.
• Attack & Spot: If it's a close call consider the
• The 4 is resolved first, hitting the cover.
target to be in range.
• Vincent removes 6 bricks, removing the cover.
• Measuring: You can measure anything you want
• The 5 damages Joshua's frame.
at any time during play, as often as you like.
• Joshua decides to loose 1 defense system.

Doomsday Clock.

At the beginning of a game, put down the


d12 or d20 and set it to 11. This is the
doomsday clock. At the end of every
round, the doomsday clock counts down
by one and any player may reduce the
DDC by an additional one, once per
player. Play until doomsday is reached.
Quick deployment overview.

• Defender places all stations, must be within 8 units of at least one other station to establish perimeter.
• Defender places 2 frames inside of the defensive perimeter (8 units around each station).
• Point Attacker places Point Mobile Frame within 8 units of at least one Defender frame, out of cover.
• Attackers place all frames, alternating by score, outside the defensive perimeter.
• Attackers place all stations, alternating by score, outside the defensive perimeter.
• Defender places remaining frames. If outside of defensive perimeter, must be in cover.
4. Alternative Rules

Split-range weapons. the disadvantage. More, up to say six or


eight, will make the battle bloodier and
With everyone’s approval, you can de- more uncertain, with the attackers at the
clare your weapon systems to be split- advantage – more rockets, more carnage!
range. For purposes of building your
frames, a split weapon counts as two Climbing, elevation & falling.
half-systems, one of each type. A split
hand to hand/ direct weapon counts as Before you field your companies, you can
half a hand to hand weapon system and agree as a group to allow climbing. Mo-
half a direct fire weapon system, for bile frames can gain benefit from climb-
instance. You still aren’t allowed to have ing onto structures if they're at least 6
more than 2 systems of each type. bricks high and at least 4 studs in area.
When a mobile frame moves, climbing up
Examples: A split-range pistol might add one red or down 6 bricks' height counts the same
die at direct fire and one red die at hand to hand.
as moving 1 ruler unit horizontally.
A split-range scoped assault rifle might add one
red die at direct fire range and one red die at ar-
tillery range.
Hint:
Of course you need terrain to use this optional
rule. Build several pieces that provide elevation.
Hint:
While this rule is quite commonly used with MFZ To climb, a mobile frame has to have at
players, keep in mind: You sacrifice reliability
least one appropriate movement system.
for flexibility.
A mobile frame with no movement sys-
tems can climb stairs or a ladder, if it’s
Single-Shot Rockets: More or less. built into the structure.

Every company must carry the same num- A higher mobile frame is in cover to all
ber of single-shot rockets. By default, lower mobile frames. A lower mobile
every company has three. Before you frame is out of cover to any higher mo-
create your companies, you can agree as bile frames, unless it’s under a roof. Mo-
a group to some other number. Fewer, bile frames at the same elevation de-
down to zero, will make the battle closer termine cover normally. Don’t consider
and harder-fought, with the attacker at elevation differences less than 6 bricks.
If a mobile frame falls — for instance if Per-frame initiative.
the structure it stood on is destroyed — it
could take damage. Roll 1 damage die for With this optional rule, every frame has
every 3 bricks' height the frame fell, and their own initiative. If a frame has less
use the damage chart for hand to hand than four systems, roll 2d20. If it has four
attacks. system, roll 1d20. Leave the dice as
markers next to the frames.
Hazardous terrain & protection.
When a round starts, tactical order starts
Before you create your companies, you with the frame that has the lowest num-
can agree as a group to include hazardous ber, and goes through the sequence, up
terrain in your upcoming battlefield. to 20. If a frame has 2d20, you can pick
When you build your frames, you can give which one to use as soon as your lower
them an appropriate environmental sys- number comes up. Once chosen, the initi-
tem. ative remains for the duration of the
game. Alternatively, roll again for every
It counts against your limit of 4 systems new round for even more chaos and
per mobile frame. In order to function ef- unpredictable outcomes.
fectively in hostile terrain, a mobile
frame needs the appropriate environ- Hint:
mental system. Without it, when you roll While this adds considerable amount of time to a
dice reduce your white dies by one. round, it opens up for a more varied playing
field and tactical options. Keep in mind, though,
this favors attackers, that normally have the
Examples: When fighting in the vacuum of space
lowest initiatives.
on a ship's hull, a frame might need magnetized
soles. When wading through a swamp with
irritating gases, a sealed air system is important.
Whilst in subzero conditions, a thermal unit would
be advisable.
5. Demo games.

An easy way to get people interested in your target. Now gather your dice: you get
[these]. Roll 'em! Okay, now you need a defense
MFZ are demo games. Try these simplified
number. Choose a blue or a white. Perfect. Now,
rules by Vincent Baker in your LGS:
do you want to move first, then attack, or attack
first, then move? Great. Here's what we do..."
One objective in the middle of the battlefield.
Everybody gets two frames, one soldier and one
hand to hand or one soldier and one artillery. Set
the frames up yourself in appropriate places on
the battlefield, in roughly equilateral triangles
whose sides are 8 units. Some in cover, some out.
It's important that everybody has a frame at 5-6
units away from the objective, but nobody has
one closer.

Because everybody's sides are equal, everything


on the board is worth 5 points to everybody, so
point out: "in the full game, things are worth
different points to different players, but here,
everything's worth 5 points. You each have 2
frames so you each have 10 points. If you lose a
frame, you lose 5 points. If you grab the
objective, you gain 5 points."

Set the doomsday clock to 5. Expect to play 3


turns. "When the doomsday clock hits zero,
whoever has the most points wins."

Since everybody's sides are equal, nobody has


initiative. "In the full game, initiative depends on
how many points you have, and maybe we'll see
that next turn, but since everybody's equal, we'll
just start on the dealer's left and go around."

If you're quick with the rules, this is a 15- or 20-


minute demo for 3 players, maybe a 30-minute
demo for 5. If somebody's not getting the rules, I
try to just talk them clearly through the decisions
their dice are asking them to make. "First choose
6. Credits.

4chan.org/tg/ Proofreading, transcribing, brainstorming.


www.4chan.org/tg/

Cédric Maria-Sube Demo games infographic.

Christian “Ced23Ric” Rasch Author of this document.

Soren Roberts Building frames, proofreading, input on design and choices.


Provided the dice icon graphics.
www.harmful-mechanic.com

Raymond “Mantisking” Bull Proofreading, input on rules clarifications.


the-mobile-frame-garage.blogspot.de

Greg “MittenNinja” Storm Photographs from “Feast of Blades 2013§, courtesy of Greg.
mfzorion6.blogspot.de

“FlakManiak” Proofreading, brainstorming.

Vincent & Sebastian Baker Making Mechaton and working on MFZ:RA.


www.lumpley.com

Joshua A.C. Newman Making Mobile Frame Zero:Rapid Attack.


www.glyphpress.com

Official MFZ website www.mobileframezero.com


Official MFZ forums www.mobileframehangar.com
7. License.
This document is published under the Creative signature elements of feudal, authoritarian, to-
Commons, Non-commercial, Share-Alike license. talitarian, communist, corporate/anarcho-
That means you can copy and modify it, produce capitalist, or democidal political structures that
derivative works, and share this document freely. are not true, workable, or morally acceptable in
You may not, however, sell it, remove the attribu- the real world are equally untrue, unworkable,
tion of the creators, or change this license. For and unacceptable in your setting.
more details, see creativecommons.org. If you
wish to commercially produce your creation, That is:
please contact joshua@glyphpress.com to discuss No one is destined for greatness or humility any
your proposal. more than any other, even if their circumstances
are ennobling or humbling; their greatness or hu-
If you wish to associate your published copies or mility is the result of the actions of people —
creations such as fan fiction, specialized rules, either their own or someone else’s. Strength itself
mobile frame designs, or campaign settings with is not a virtue, nor is weakness a failing. Essential
the MicroConstruct Tactics Nova or Mobile Frame qualities like race, gender, sex, nation or religion
Zero names, you must follow these three rules: of birth, or species do not hold a moral value.
Every faction must be capable of negotiation.
1. Copyright must rest with the creator. They fight to satisfy finite, material needs. If sat-
isfied, they will end the war. Please note that
If you have licensed the creation (for example, to characters may, in fact, believe something con-
publish an anthology of house rules or fiction), trary to the actual nature of the universe. Joshua
the license must be non-exclusive so the creator A.C. Newman encourage you to create characters
can republish, rework, or do anything they wish and setting with complex relationship to the real-
with their creation. ity of their situation.

2. The work must either fit the Solar Calendar Because of the particular place that Nazism holds
setting or you must establish a new calendar or in recent memory and ongoing history, please do
setting in which your material takes place. not publish in association
with the Mobile Frame Zero brand, on the Web or
To fit the Solar Calendar setting, keep your cre- otherwise, frames or setting elements named
ations inside the Real Robot genre. Frames are after WWII Nazi machinery or institutions. Joshua
vehicle-sized machines, either mass-produced or is interested in making critical, thoughtful excep-
hand-built by mechanics and engineers. By defini- tions to this last clause. If you’re concerned that
tion, no technology can be better than mobile your work might violate any of these principles
frames at the things mobile frames do. and want to publish your creation, please email
the publisher, joshua@glyphpress.com, and he’ll
3. Design your setting in such a way that the help you bring your work to specification.

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