Gunframe Anime Mecha Battle
Gunframe Anime Mecha Battle
NATHAN RUSSELL
CREDITS
GAME DESIGN & WRITING
Nathan Russell
INDESPENSIBLE INSIGHT
Rohan Staines
PLAYTESTERS
Jason Drane, Brad Hockey, Robert Lamborn, Tristan Russell, Brett Scully, Rohan Staines
WELL READ*
CONTENTS
INTRODUCTION. . . . . . . . . . . . . . . . . . . . . . . . . 5 Attack. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Declare target. . . . . . . . . . . . . . . . . . . . . . . . . . 21
THE BASICS. . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Line of sight. . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Overview of play. . . . . . . . . . . . . . . . . . . . . . . . . 7
Range . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Navigating the rules. . . . . . . . . . . . . . . . . . . . . . 7 Firepower roll . . . . . . . . . . . . . . . . . . . . . . . . . 23
What you need . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Defense roll . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Basic concepts. . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Damage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Units and figures. . . . . . . . . . . . . . . . . . . . . . . 8 Power attacks. . . . . . . . . . . . . . . . . . . . . . . . . . 25
Friends and enemies. . . . . . . . . . . . . . . . . . . . 8 Target Lock . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Dice. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Locking on. . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Always round up. . . . . . . . . . . . . . . . . . . . . . . 8 Using a Target Lock . . . . . . . . . . . . . . . . . . . . 28
Miniatures . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Evade. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Base contact. . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Evading. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Measuring . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Using an Evade . . . . . . . . . . . . . . . . . . . . . . . . 28
Line of sight. . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Special . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
The battlefield . . . . . . . . . . . . . . . . . . . . . . . . . 10
Reactions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Unit profiles. . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Reacting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Frame . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Loadout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 MISSIONS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Pilots. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Game sequence. . . . . . . . . . . . . . . . . . . . . . . . . 31
Game size. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
PLAYING GUNFRAME. . . . . . . . . . . . . . . . . . . 15
Standard mission rules . . . . . . . . . . . . . . . . . . 32
Game setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Battlefields. . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Turn sequence. . . . . . . . . . . . . . . . . . . . . . . . . . 16
Attacker and defender . . . . . . . . . . . . . . . . . . 32
Initiative phase . . . . . . . . . . . . . . . . . . . . . . . . 16
Deployment. . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Activation phase. . . . . . . . . . . . . . . . . . . . . . . 16
Reserves. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
End phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Objective markers. . . . . . . . . . . . . . . . . . . . . . 33
Focus Points. . . . . . . . . . . . . . . . . . . . . . . . . . . .17 Target and Loot Counters . . . . . . . . . . . . . . . 33
Generating Focus Points . . . . . . . . . . . . . . . . 17 Game Length. . . . . . . . . . . . . . . . . . . . . . . . . . 34
Spending Focus Points. . . . . . . . . . . . . . . . . . 17 Victory Points . . . . . . . . . . . . . . . . . . . . . . . . . 34
Activating units. . . . . . . . . . . . . . . . . . . . . . . . . 17 Winning. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Free actions . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Basic Missions. . . . . . . . . . . . . . . . . . . . . . . . . . 35
Immediate actions. . . . . . . . . . . . . . . . . . . . . . 17 Carnage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Move. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Domination. . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Terrain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Engagement. . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Special movement. . . . . . . . . . . . . . . . . . . . . . 19 Investigate . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
3
Loot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Building units . . . . . . . . . . . . . . . . . . . . . . . . . 55
Take and Hold. . . . . . . . . . . . . . . . . . . . . . . . . 36 Crippled units. . . . . . . . . . . . . . . . . . . . . . . . . . 56
Advanced Missions. . . . . . . . . . . . . . . . . . . . . . 37 Critical point . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Ambush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Focus Points. . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Breakthrough. . . . . . . . . . . . . . . . . . . . . . . . . . 37 Actions while crippled. . . . . . . . . . . . . . . . . . 56
Doomsday . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Multi-Player Battles. . . . . . . . . . . . . . . . . . . . . 57
Escort . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Panic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Raid. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Panicked units. . . . . . . . . . . . . . . . . . . . . . . . . 57
Remember Love . . . . . . . . . . . . . . . . . . . . . . . 39
Space Battles . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Environmental conditions. . . . . . . . . . . . . . . .40
General environmental rules. . . . . . . . . . . . . 58
Bombardment. . . . . . . . . . . . . . . . . . . . . . . . . 40
The battlefield . . . . . . . . . . . . . . . . . . . . . . . . . 58
Darkness. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Drift. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Dust / Snow / Lightning storm. . . . . . . . . . . 41
Structures. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
High gravity. . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Interacting with structures . . . . . . . . . . . . . . 60
Low gravity. . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Structure integrity. . . . . . . . . . . . . . . . . . . . . . 60
Space structure . . . . . . . . . . . . . . . . . . . . . . . . 41
Attacking structures. . . . . . . . . . . . . . . . . . . . 60
Underwater . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Occupying structures. . . . . . . . . . . . . . . . . . . 60
UNIT CONSTRUCTION. . . . . . . . . . . . . . . . . . . 43 Throwing Objects. . . . . . . . . . . . . . . . . . . . . . . 61
Choose frame. . . . . . . . . . . . . . . . . . . . . . . . . . 43 Objects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Install loadout. . . . . . . . . . . . . . . . . . . . . . . . . 44 Attacking with objects . . . . . . . . . . . . . . . . . . 61
Recruit pilot. . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Kicking. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Purchase upgrades . . . . . . . . . . . . . . . . . . . . . 45
Record profile and point cost . . . . . . . . . . . . 45
EXAMPLE UNITS. . . . . . . . . . . . . . . . . . . . . . . 63
Modifying example units. . . . . . . . . . . . . . . . 63
Transforming mecha . . . . . . . . . . . . . . . . . . . . 45
The OVA's . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Upgrades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Termination Shock. . . . . . . . . . . . . . . . . . . . . 64
Pilot upgrades. . . . . . . . . . . . . . . . . . . . . . . . . 46
Alpha Centurions. . . . . . . . . . . . . . . . . . . . . . 66
Frame upgrades. . . . . . . . . . . . . . . . . . . . . . . . 48
Tokyo Shields. . . . . . . . . . . . . . . . . . . . . . . . . . 67
Loadout upgrades. . . . . . . . . . . . . . . . . . . . . . 49
UNIT CARDS . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
OPTIONAL RULES . . . . . . . . . . . . . . . . . . . . . . 51
Combiners. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 GUNFRAME SQUADRON RECORD. . . . . . . . 69
Combiner construction. . . . . . . . . . . . . . . . . 52 QUICK REFERENCE SHEET. . . . . . . . . . . . . . 70
Forming a combiner. . . . . . . . . . . . . . . . . . . . 52
DESIGNER'S NOTES. . . . . . . . . . . . . . . . . . . . 71
Transformation sequence. . . . . . . . . . . . . . . . 53
Conventional units. . . . . . . . . . . . . . . . . . . . . . 54
Focus Points. . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Groups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
4
INTRODUCTION
There is just something about giant robots fighting each other that makes the adrenalin pump, isn’t there?
Towering humanoid war machines, however impractical or outlandish, have long been a cornerstone of
science fiction. The giant robot genre has grown in popularity over the last sixty years, but the spectacle of
mecha-on-mecha combat portrayed in anime has always been at the heart of this fandom. Gleaming white
mecha and technicolour explosions; the swing of mighty steel fists; the krak-krak-krak of anti-tank guns slung
like rifles; a cloud of missiles raining down on an exposed mecha before it deftly rolls out of the way or meets
its fiery doom. Young pilots, grizzled veterans and the tangled web of relationships that play out against the
backdrop of war and clashing robots.
These are the things we love about mecha anime, and these are the things that GunFrame captures on the
tabletop.
Whether your favourite mecha are piloted by Japanese school girls, or are 10 metre tall fighting ‘mechs,
transforming jets constructed from alien technology, sentient robots from a lost planet, or giant tigers that
combine to form a robo-knight, GunFrame has you covered.
GunFrame allows you to play out games inspired by your favourite giant fighting robot shows. Mecha are
agile and deadly, able to dodge incoming attacks and return fire in a blaze of bullets, lasers or missiles. They
run and fly and transform, and are piloted by brave souls who have intense relationships with each other.
GunFrame is a game of fast-paced mecha warfare inspired by anime. Whatever kind of mecha excite you,
from 100 ton walking gun platforms to transforming motorcycles or ancient mobile battle suits, you can
quickly design them and get your figures on the battlefield. Play is fast and intuitive, and an emphasis on
movement makes for dynamic and entertaining battles. So gather your mecha and get ready to go toe-to-toe
with your opponents on battlefields across the galaxy.
5
6
THE BASICS
OVERVIEW OF PLAY WHAT YOU NEED
In GunFrame players generate a mission for ▶▶ Six-sided dice (D6) - a good handful
their bold mecha pilots to undertake and lay out ▶▶ Tape measure marked in inches
a miniature battlefield to fight over. Missions are
played in a series of turns, during which each ▶▶ Mecha miniature figures
player activates their mecha - moving, shooting and ▶▶ Terrain to represent your battlefield
fighting with them. After five turns, or when one side ▶▶ Counters in different colours to track:
has accomplished their mission, the game ends.
▶▶ Activation
NAVIGATING THE RULES ▶▶ Focus Points
You will find the GunFrame rules set out with easy
▶▶ Target Lock
to follow headings and sub-headings as you see on ▶▶ Evade
this page.
7
BASIC CONCEPTS MINIATURES
Following are key concepts and assumptions that Each unit should be represented by a miniature
affect game play. figure. You can use any scale figure you like - the
game works just as well from 6mm all the way up
to 28mm miniatures without any need to adjust the
UNITS AND FIGURES rules. All players should have the same scale figures.
The rules make reference to “units” and “figures”
interchangeably. They both mean a single base with WHAT YOU SEE IS WHAT YOU GET
one large model (like a giant robot) or small group of
Figures should look roughly like whatever they
miniatures (like a squad of infantry).
are representing. As far as giant-robot miniatures
go, this is rarely a problem, but use common sense
FRIENDS AND ENEMIES and clearly identify what each figure is representing
The rules make reference to “friendly” and “enemy” before play begins.
figures. A friendly figure is any unit that is under It is common courtesy to share your unit profiles
your control, while an enemy figure is one that your should your opponent ask.
opponent controls.
BASING
DICE Figures can be based in whatever fashion players
GunFrame uses six-sided dice, commonly referred prefer. They do not have to be identically based. If
to as D6, or even just “D”. When you are told to roll you are using models without bases players should
a die you just roll the die and read the result. When agree where measurements are taken from.
rolling a pool of dice read each die separately - do
not add them together. FRONT AND BACK
+D: when instructed to add one or more dice to a Each unit has a front and back arc that is used to
pool it will be noted like +1D or +2D. This simply determine what they can see.
means add one or two dice to your roll.
To determine the arcs, draw an imaginary line
N+: many rules require you to roll equal to or through the centre of the figure’s base. Everything
greater than a number, typically written as “N+”. For forward of that line is the front arc, and everything
example, “4+” means results of 4, 5 or 6 on a single behind it is the back arc.
die, while “2+” means you are looking to score a 2
or higher. When rolling several dice, read each die
separately. k arc
Bac
D3: roll a die and halve the result (rounding up) to t arc
generate a score between 1 and 3. Fron
ENGAGED
When enemy units are in base contact they are said
to be "engaged", or "engaged in close combat".
8
MEASURING
All distances and ranges are measured in inches (“).
You may pre-measure distances before committing
to an action.
LINE OF SIGHT
Line of sight (LoS) determines what a unit can see on
the battlefield. You cannot attack something if you
do not have LoS to it.
9
THE BATTLEFIELD AREA TERRAIN
GunFrame is played on miniature battlefields three Area terrain is represented by a base or some other
feet square. You can use smaller or larger spaces easily defined zone. Area terrain are features large
if you wish, but 3’x3’ works well. Your battlefield enough for a unit to move into, through and/or
should incorporate features such as buildings, forests, onto and include forests, fields, buildings, ruins,
rivers, hills, industrial complexes or anything else minefields and rivers. Area terrain always has at least
that creates an interesting landscape to battle over. one of the following qualities:
Terrain can be as simple or elaborate as you like, but ▶▶ BLOCKING - units cannot move through this
ensure you can easily identify where features begin feature, though they might be able to jump
and end. or land on it. Tall blocking terrain might also
Each terrain feature on a battlefield falls into one of block line of sight.
three categories - decorative, obstacle or area terrain. ▶▶ DANGEROUS - movement through this area
might cause damage.
DECORATIVE TERRAIN ▶▶ DIFFICULT - movement through this area is
Decorative terrain is exactly that - it is on your slower.
miniature battlefield to make it look good. Decorative ▶▶ ELEVATED - units on this area are higher
terrain has no effect on the game. It does not hinder than other features on the battlefield.
movement, block lines of sight or have any other
impact on play. If decorative terrain gets in the way ▶▶ OBSCURING - units in this area are harder
or becomes confusing, move it out of the way or to see.
remove it from the table entirely. THEMATIC BATTLEFIELDS
OBSTACLES When setting up your battlefield, you might like
to build to a “theme”, representing a particular
Obstacles are small or narrow features that protrude environment such as a forest, desert or ruined city.
from the table surface, such as fences, boulders, This is easily achieved by choosing miniature terrain
small piles of crates or supplies. They represent appropriate for that location.
features that a typical mecha could move across
without trouble, but can also utilise for cover if FORESTS AND JUNGLES will have lots of area
needed. Obstacles should be less than the height of terrain filled with trees, perhaps with a river or a few
a typical mecha figure. They often have a width or scattered hills. A small outpost, bunker or abandoned
length smaller than a typical figure’s base. cabin might also be found there.
Obstacles can be moved across and might provide DESERTS can be represented with hills, tall blocking
cover from enemy fire. features representing buttes, and a scattering of cacti,
boulders or difficult terrain. Deserts are great places
to find secret bases, missile silos, alien obelesks and
solar farms.
10
EXAMPLE TERRAIN FEATURES Obstacles such as low walls, ruined
Virtually any natural feature, building or object can mecha and supply crates provide
be represented on your miniature battlefield. If you essential cover.
have seen it in the real world, or in a film or favourite
anime, you can probably recreate some version of it
on your tabletop!
11
UNIT PROFILES PILOTS
Each player controls several mecha or other units In GunFrame pilots are brave, talented and unique
that make up a squadron. In GunFrame each unit individuals who may have trained all their life, or are
is defined by its profile. just naturally talented robot warriors. Name each
pilot and consider their personality, relationships, or
A unit’s profile details the information you will use preferred combat style - you will be able to give them
as you play and is divided into three broad parts - it’s special upgrades to represent these, too.
frame, loadout and pilot.
PILOT SKILL
UPGRADES: units can have one or more upgrades
that represent special abilities, weapon systems or A pilot's ability to control their giant robot is
advantages. These are described in more detail in the represented by their Pilot Skill. This is a number
Unit Construction chapter. that you must roll equal to or over when attempting
dangerous or tricky actions. It is typically written as
N+ (for example, 4+, or 3+).
FRAME
A gunframe's size, raw power and ability to survive When you are directed to “make a Pilot Skill roll”,
the hazards of futuristic battlefields is represented roll a single die. If you roll equal to or higher than the
by its frame. Frame indicates the unit’s general size, unit’s Pilot Skill value, the roll succeeds. If you roll
speed and toughness and is defined by three systems: less than the skill value, the roll fails.
SPEED: how fast the unit moves. Kenzie has a Pilot Skill of 4+. She must make
a Pilot Skill roll to move through dangerous
DEFENSE: the unit’s ability to avoid or shrug-off terrain without injury, so rolls a D6. If she rolls
attacks. a 4, 5 or 6 she will succeed. If she rolls a 1, 2 or 3
ARMOUR: how much damage the unit can sustain the roll has failed.
before it is destroyed.
Occassionally the rules refer to a Pilot Skill roll by
the name of whatever action is being taken, such as
LOADOUT a "jump charge roll" or a "panic roll". These are still
Whether armed with an arsenal of specialised Pilot Skill rolls and are completed as described above.
weapons, or just a pair of mighty steel fists, loadout
indicates the ferocity of a unit's attacks. Loadout is DAMAGE EQUAL TO THE ROLL: sometimes
an abstract representation of how deadly the unit when a Pilot Skill roll fails you will be directed to
is at various ranges and is defined by four weapon take damage or hits "equal to the roll". This means
systems: the acting unit suffers a number of hits or damage
equal to whatever the die roll was.
CLOSE: how deadly the unit is at close range or in
hand-to-hand combat.
12
Each unit should have a
distinctive name, such Every unit has a points
as this Praetorian. cost that is used to
construct your squadron.
Above is an example unit card. They provide all the most important game
information in a quick and easy format. There are blank ones at the back of
this book, and you can find pregenerated cards at www.PerilPlanet.com
Some players prefer to use a "roster sheet" to keep all the pertinent unit
details in one handy place, and one of those is also at the back of this book!
Name
Type
Pilot
Defense
Skill
Speed
Armour
Close
Medium
Short
Long
Praetor Upgrade
ian
Heavy s
Points
3+ 5 3 10 4 4 Ace (1),
4 2 F
Carrus (Close), ly, Deflect, Pa
Medium Piercing rry
4+ (Medium 20
6 2 )
10 3 4 3 0 Co-Pilot, Fa
Turrete st, Stabilised,
d (Mediu
m) 16
13
14
PLAYING GUNFRAME
GunFrame is played in a series of turns, where MISSIONS
each player has the opportunitiy to move and attack Battles are rarely fought "to the death" - gunframes
with their units, attempting to achieve their mission are too valuable to just throw away in needless
objectives. destruction. At the start of each battle players will
During a turn players alternate activating their choose a mission and determine who will be the
mecha and responding to an enemy's actions. This attacker and defender.
means that both players are always engaged in the Some missions will suggest appropriate or required
battle, considering their next action or looking for terrain features, but if not, set up the battlefield so
ways to thwart their opponent. that it is acceptable to both players.
When one player has achieved their mission Some missions will indicate where each squadron
objectives, or had all their units destroyed, the game deploys, otherwise the defender chooses a table edge
is over. and sets up their units first.
SQUADRONS
Squadrons usually consist of two or more mecha,
but the optional rules also introduce conventional
forces such as vehicles and infantry. Each unit has a
points value and a player's squadron will be built to a
maximum value, such as 50 or 100 points.
A player may have fewer points than the set limit, but
may not exceed this value.
15
TURN SEQUENCE ACTIVATION PHASE
Games are broken into discrete game turns during The player with initiative chooses a unit to activate
which both players activate each of their units. and performs up to two actions with it. Then their
opponent selects a unit to activate, and performs two
A turn is divided into three phases: actions with that figure.
1. INITIATIVE PHASE Players continue to take it in turns to activate units,
2. ACTIVATION PHASE one at a time, until all units on the table have been
activated.
3. END PHASE
If one player activates all their figures and the other
INITIATIVE PHASE player still has units left to activate, they may do so.
The initiative phase sees each force jockey for They simply continue to nominate and activate units
position and attempt to seize an advantage over their one at a time.
opponent. Do the following three steps in order.
END PHASE
▶▶ Start of turn
This is a general tidy-up phase. Do the following in
▶▶ Focus Points order.
▶▶ Initiative roll
▶▶ End of turn
START OF TURN ▶▶ Reserves
Any actions that are indicated as happening "at the ▶▶ Discard Focus Points
start of the turn" occur now.
▶▶ Allocate Victory Points
FOCUS POINTS ▶▶ Begin new turn
Each player is allocated a pool of Focus Points equal END OF TURN
to half the number of friendly units on the table. Do
not count shut down units. Actions that are described as occurring "at the end
of the turn", happen now. If there is a conflict in the
order that actions happen, the player with initiative
Use counters to track how many decides.
Focus Points each player has.
Place them on units as they RESERVES
are spent.
If either player has units in reserve, they may be
INITIATIVE ROLL brought on now. The defender may attempt to bring
on reserves, then the attacker may do so.
Each player rolls a D6. The high roller chooses
whether to take the initiative and activate one of their DISCARD FOCUS POINTS
units first, or give the initiative to their opponent.
Remove all Focus Point tokens from the table. If a
TIES: if the initiative roll (including any modifiers player has unused Focus Points, they are discarded.
for the mission and/or upgrades) is a tie, the player They will recalculate their total next turn.
with the fewest Focus Points wins the roll.
ALLOCATE VICTORY POINTS
If players have the same number of Focus Points,
re-roll. Each player is allocated victory points, as described
by the chosen mission.
16
FOCUS POINTS ACTIVATING UNITS
Focus Points represent the cunning, talent and luck When a unit is activated it can perform up to two
of gunframe pilots. They are a resource that players actions. They may:
spend each turn to draw attention to important
moments of action, to respond to enemy activity, and ▶▶ MOVE
to power the cool abilities of pilots and gunframes. ▶▶ ATTACK
▶▶ TARGET LOCK
GENERATING FOCUS POINTS ▶▶ EVADE
A player begins each turn by gathering their pool ▶▶ SPECIAL
of Focus Points. Each player has a number of Focus
Points equal to half the friendly units currently on A unit may perform two different actions, or the
the table and not shut down. Remember, always same action twice. Each action is separate and
round fractions up. distinct from any action that precedes it or follows it.
This is important as some effects, such as reactions,
A player currently has five active gunframes, so can occur between actions.
begins the turn with 3 Focus Points. A unit does not have to take two actions, and you can
even choose to perform no actions with an activated
Another player has seven units on the table, but figure. A unit must perform all its actions at the one
one of them is currently shutdown. They also time - you cannot choose to take one action, activate
generate 3 Focus Points this turn. another unit, then come back to the first.
CONVENTIONAL UNITS: if you are playing with Each unit can only be activated once each turn.
the optional conventional unit rules, note that these
units do not count towards your unit total. FREE ACTIONS
Some rules allow a unit to make a “free” action - such
A player has four gunframes and six conventional as a free attack, free reaction or even a free activation.
units. They generate 2 Focus Points. Free actions do not count towards any action that the
unit might otherwise be allowed to take. They are a
Focus Points can be spent on conventional units. bonus action above and beyond what is normally
allowed.
SPENDING FOCUS POINTS
Units spend Focus Points during a turn. Sometimes IMMEDIATE ACTIONS
they will do this when activating, and sometimes If a rule or upgrade indicates that a unit immediately
when enemies are activating. performs an action, they complete it at that very
moment. An immediate action happens out of the
Use counters, beads or other tokens to track your
normal turn sequence, before any other unit has an
Focus Point pool. As points are spent, move them
opportunity to complete their activation or react.
from the pool and place them next to the unit that
After the immediate action is resolved, return to the
spent them.
normal turn sequence.
ONE FOCUS POINT PER UNIT
There are many opportunities to spend Focus Points
during a turn, however, each unit may only have one
Focus Point spent on it per turn.
17
MOVE
A unit can move up to its Speed value in inches. It may
turn or weave between terrain features any number
of times during a move and face any direction when
the move finishes.
TERRAIN
Battlefield terrain features can affect movement.
BLOCKING TERRAIN
Units may not enter or move through blocking
terrain features. A figure that is forced to move into
hes contact with a blocking terrain feature immediately
4 inc stops and is knocked down.
▶▶ immediately end its move action, or This unit must make a Pilot Skill roll the moment
▶▶ suffer damage equal to the die roll and then it makes contact with the dangerous terrain (in
move this case a mine field).
A unit cannot move both out of and into contact
during the same move action. DIFFICULT TERRAIN
Every inch moved through difficult terrain costs 2
INVOLUNTARY MOVEMENT inches of a unit’s Speed. If a unit does not have two
A unit cannot voluntarily move off the battlefield, or inches of Speed it cannot move into/through the
through blocking terrain. If a figure is forced to move feature (there are no half-inch moves).
in such a manner, it instead stops at the edge of the
table/terrain and is knocked down. A unit with Speed 5 could move a maximum of
2" through difficult terrain. A unit with Speed 6
could move 3" through the same feature.
18
ELEVATED TERRAIN SPECIAL MOVEMENT
If an elevated terrain feature is less than half the Special movement forms and effects are variations
height of a figure, the unit may move on to and off on the basic movement rules. These can come into
it without penalty. If the feature is greater than half effect due to battlefield events, or unit upgrades.
the figure’s height a special movement form (such as
climb, fly or jump) is required to move onto it. CLIMB
A B A unit that is not using another special movement
can scale sheer surfaces and climb over other elevated
terrain. Each inch of vertical movement uses two
inches of Speed.
Double speed
This gunframe turns on the spot and then moves
twice its Speed value in a straight line. It must
make a Pilot Skill roll when it crosses the crates.
19
FLY KNOCKED BACK
Flying units move above the battlefield, ignoring all Some attack forms and other special rules will knock
terrain features and units. A flying unit can end a a target unit backwards, causing it to involuntarily
move “over” terrain, but not on top of other figures. move. A unit that is knocked back moves in a straight
line, maintaining its current facing. If the unit
A flying unit is considered to be 8” above the table comes into contact with a terrain feature it cannot
surface for determining LoS, though ranges should pass through, or another figure, the knocked back
be measured horizontally to the figure's base. A movement immediately ends and the unit is knocked
flying unit can be obscured, but never counts as down. If another figure is contacted, it must pass a
being in cover. Pilot Skill roll or immediately be knocked down, too.
A flying unit may choose to land at the start of any If a knock back moves a unit off an elevated terrain
move action, at which point it operates like any other feature, it immediately falls (as per the falling rules)
figure. If a unit lands in difficult terrain it immediately and ends the movement.
takes 1 damage. A unit that has landed may choose
to take off again at the start of any move action. KNOCKED DOWN
A flying unit can only make close range attacks A knocked down unit cannot perform reactions. All
against other flying units, and vice-versa. Short, attacks against a knocked down figure count as being
medium and long range attacks are made as normal. made through its back arc. A knocked down figure
A ground unit may attack a flying unit it is in base cannot dodge, but may spend an Evade counter.
contact with using its Short range weapon system.
A knocked down unit must stand up before it can
A flying unit that is knocked down or shut down perform any other action. A move action will stand
immediately lands and counts as having fallen 8". the mecha on the spot, facing any direction the
player chooses.
FAST FLYERS - Fast flyers follow the above rules for
flyers, with the following exceptions. SHUT DOWN
A fast flying unit must use at least one of its actions to A unit that has been shut down can do nothing until
move each turn. It can turn up to 90-degrees before it has rebooted.
moving, but the move itself must be in a straight
line. The unit must move at least their Speed value When attacked, a shut down unit halves its Defense
in inches, and can move up to twice this distance. It value, cannot use an Evade counter and cannot
must end the action facing the direction moved. dodge.
Fast flyers take off and land at the end of a move A unit must use two consecutive special actions to
action. Landing or taking off in difficult terrain reboot. This can be across two turns.
causes 1 damage.
TRANSFORM
JUMP A transforming mecha can use a move action
A unit with the jump upgrade may declare they to change from one form to another. The mecha
are jumping at the start of a move action. The unit remains stationary but may change facing as they
ignores any terrain features or figures it moves over. transform. If either form has the fly upgrade the
It may turn to face any direction before and / or after mecha may choose to land or take off as part of the
the move, but the jump itself must be in a straight transformation.
line. The unit may jump over elevated terrain features
up to 8” in height, and may choose to land on them.
20
ing
ATTACK Build
B
A unit can attack a single enemy target. The attack
process is as follows:
1. DECLARE TARGET C
A
2. CHECK LINE OF SIGHT
3. CHECK RANGE
4. FIREPOWER ROLL
5. DEFENCE ROLL Forest
6. DAMAGE Unit A can only draw a LoS to part of B because
7. POWER ATTACKS of the building (blocking terrain). A can draw
a LoS to C, but this line passes over obscuring
DECLARE TARGET terrain (the forest). Both B and C are obscured.
Choose a target for your attack and indicate it to your
opponent. If it turns out you cannot actually see or
attack this target you may choose a different target. A B
ENGAGED UNITS
An engaged unit can only make close range attacks.
Also, an enemy engaged with a friendly model can
only be targeted by close range attacks.
Supply
LINE OF SIGHT crates
A unit requires a line of sight to the intended target. Gunframe B is obscured by the forest and has
Draw the LoS through the atacker's front arc and cover from the supply crates that it is in base
determine whether the target is in the open, obscured contact with. If B returned fire, it would ignore
or has cover. the crates, but A would still be obscured due to
the forest.
BLOCKED - the attacker cannot see any part of the
target figure, and therefore has no line of sight. The
attacker may choose another target.
Both gunframes
IN THE OPEN - the attacker can draw a LoS to the are in base contact
entire target figure. The target is not behind, blocked with the obstacle.
or obscured by terrain or other units. Both would benefit
from cover if they
OBSCURED - the attacker can only draw LoS to attacked each other.
part of the target, or the LoS passes through one or
more obscuring terrain features.
CLOSE COMBAT AND LOS
Terrain the attacker is in, or in base contact with,
does not obscure targets. It is ignored for the purpose A unit that declares an attack against an enemy
of determining LoS. at close range may turn to face the target as a free
action. Turn the attacker on the spot and then check
IN COVER - there is LoS but the target is in base line of sight.
contact with an obstacle or solid terrain feature (such
as a building) that lies between the attacker and Use common sense when checking LoS. If
defender. only a gun barrel is obscured, the target
is probably in the open. Likewise, if
A unit can be both obscured and in cover, but a
only the target’s antenna are visible,
single terrain feature cannot provide both benefits to
LoS is probably blocked!RANGE
the same target.
21
RANGE OUT OF RANGE
If there is LoS, measure the distance between the If the target is more than 24” away it cannot be
attacker and target. The distance in inches will attacked. Remember, players may choose to check
determine which weapon system the attacker will ranges before declaring attacks.
use to make the attack.
ONE ATTACK PER WEAPON SYSTEM
RANGE DESCRIPTION While a unit can choose to attack with both actions,
each weapon system may only attack once per
The attacker uses its close range activation.
CLOSE weapon system if the units are
0-1" in base contact, or no more A mecha could attack a target at short range with
than 1” apart. its first action, and another target at medium
The attacker uses its short range range with its second action. It could not make
SHORT weapon system if the target is two attacks at short range.
UP TO 8” more than 1” away, up to 8”
distant. RAPID FIRE
The attacker uses its medium A unit may pay a Focus Point to use a weapon system
MEDIUM range weapon system if the a second time in an activation. This effectively allows
UP TO 16” target is more than 8” away, up it to ignore the above "one attack per weapon system"
to 16” distant. rule.
The attacker uses its long range
LONG weapon system if the target is A unit uses its first action to attack a target at
UP TO 24” more than 16” away, up to 24” Short range. They inflict some damage but don't
distant. destroy the target. The unit spends a Focus Point
so they can use their second action to make
another Short range attack.
22
FIREPOWER ROLL ROLL THE ATTACK
The attacker creates a pool of firepower dice and rolls When the firepower pool is gathered, roll the dice.
them. The base firepower for an attack is equal to the Each roll of 4+ is a hit.
relevant weapon system’s value.
A Firefly makes an attack roll
A unit can only make an attack if its weapon system and gets the following results.
value is 1 or greater. A weapon system of "0" indicates That is three hits!
that a unit cannot make attacks at that range.
23
DEFENSE ROLL ROLL THE DEFENSE POOL
When attacked, the target attempts to dodge, deflect The target rolls their defense dice pool. Each die that
or endure the attack. The defender creates a pool of rolls a 4+ cancels one of the attacker’s hits. Each “6”
dice equal to its Defense value. rolled is a potential dodge.
DAMAGE
Each hit that is not cancelled by the defense roll
causes 1 point of damage. Every point of damage a
CLOSE COMBAT unit suffers reduces its Armour value by 1.
The target of a Close range attack can choose to use
A Legionnaire has an Armour value of 10 but
its own Close weapon system to defend itself, instead
suffers 2 damage from an attack. The Legionnaire’s
of its Defense value. This represents the mecha
new Armour value is 8.
punching, parrying or dodging the incoming attacks.
24
POWER ATTACKS The attacker may perform multiple power attacks if
they generated enough power points. Clearly declare
Power attacks are special effects and critical hits that
which effects the power points are being spent on
are created by spending power points. They represent
and the order in which they are happening. After
the cool moves, massive explosions, throws and hard
they are declared, resolve them.
hits that mecha anime are famous for.
If the attacker rolled one or more 6’s and the target A gunframe generates three power points. They
suffered at least one point of damage, you may could spend all three points to shut down the
perform a power attack. If the target blocked all the target, or one point on making the target recoil
hits, no power attack may be made. and the other two points on knock down.
The number of power points the attacker gets to Some power attacks can only be applied if the attack
spend is not reduced by the defender's defense roll was made at a specific range, or some other condition
- if damage is caused, a power attack can be made. is met - these are indicated in the effect description
with a notation in brackets (Close).
An Owl Bear scores a massive five hits on a
target, including three power points. The target A unit with a relevant loadout upgrade may choose
blocks four of the hits, but still takes 1 damage. to spend power points on a special power attack.
As at least one point of damage was caused the
Owl Bear can spend all three power points. POWER ATTACK IMMUNITY
Some upgrades indicate a unit is "immune" to one or
You may spend power points on any of the below more power attacks. A player cannot choose to use
basic power attacks. Special power attacks may only the specified power attack against this unit.
be performed by units with an appropriate upgrade.
COST - The number of power points required to make the power attack.
COST "X" - You may spend one or more power points on this effect.
25
BLAST DISTRACT
COST: X COST: 1
Weapon systems with the Blast upgrade only. The power, ferocity or suddenness of the attack
catches the target by surprise, blocks their vision
A cloud of missiles, ball of flame or other area effect array, or otherwise momentarily distracts or stuns
damages everything in the vicinity of the attack. All them. The next time the target is activated, it may
units (friendly and enemy) within 3” of the target only perform one action.
immediately suffer X hits. They may benefit from
cover (but not obscurement) as if the original target A shut down unit cannot be distracted. If a distracted
was their attacker. unit becomes shut down, it immediately loses the
distracted condition.
Measure from the centre of the original target's base.
EXPLODE
BURN COST: X
COST: X
Only if the target is destroyed by the attack.
Weapon systems with the Burn upgrade only.
The unit is destroyed and a mighty explosion rips
The weapon system uses fire, acid, plasma or some it apart, catching nearby units in the blast. All
other ammunition that continues to damage after units (friendly and enemy) within X” of the target
the initial strike. The target immediately suffers X immediately suffer 1 damage.
additional hits and must roll their base Defense value
against them (no bonuses for obscurement or cover). Measure from the centre of the original target's base.
Weapon systems with the Chain Attack upgrade only. The target is knocked down by the force of the attack,
as per the knock down rules.
Choose X enemy units to immediately suffer 2 hits.
The first unit chosen must be within 2" of the original RECOIL
target, and each subsequent unit must be within 2" of COST: 1
the previous target.
The attack forces the target away from the attacker.
The original target of the attack cannot be chosen, The target unit is knocked back, directly away from
and no unit may be targeted more than once. the attacker, a number of inches equal to the damage
Targets roll their base Defense value, with no suffered from the attack.
modifiers for cover or obscurment. If the attack was close range, the attacker may choose
to follow the target, keeping its facing and remaining
in base contact.
Gunframe A hits unit B, scoring 3 power points.
They make a chain attack against 3 other units; Knocked down and shut down units cannot be
C, D and E. recoiled.
B
A 2"
D E
2"
2"
C
26
RUN AND GUN TARGET PAINTING
COST: X COST: 1
Units with the Run and Gun upgrade only. Weapon systems with the Target Painting upgrade
only.
Immediately after resolving the damage from the
attack, the attacker may move up to X". They may The attacker uses tracer rounds or other target
move in any direction, ignoring terrain effects. They tracking methods to guide allied fire. After the attack
must complete the move in a legal position. is resolved, remove an Evade counter or place a Target
Lock counter on the target, just as if the attacker had
SHUT DOWN succeeded at a target lock action.
COST: 3
THROW
The power of the attack shuts down the target, as per COST: 2
the shut down rules.
Close attacks only.
SUPPRESSION
The attacker picks up the target and hurls them
COST: X across the battlefield. The target is knocked back a
A devastating hail of fire makes an area of the number of inches equal to the damage suffered from
battlefield dangerous to cross. Place a token anywhere the attack. The attacker may choose which direction
in base contact with the target, representing the the target is thrown. At the end of the knock back
centre of the suppression zone. A radius equal to X" move, the target is knocked down.
becomes dangerous terrain until the end of the turn.
SWING
COST: 1
B
Target's s Sw
tarting ing!
postion
27
TARGET LOCK EVADE
The unit uses its targeting computer or other systems A unit may attempt to shake off a Target Lock, or
to track an enemy and enhance its firing protocols. make itself more difficult to target with attacks.
A unit may only make one target lock action per A unit may only make one evade action per turn.
turn.
EVADING
LOCKING ON When a unit attempts to evade:
To lock on, a unit must have LoS to the target.
▶▶ If the unit has a Target Lock counter, remove
▶▶ If the target has an Evade counter, remove it. it. The evade action has no further effect.
The target lock action has no further effect. ▶▶ If the unit does not have a Target Lock counter,
▶▶ If the target does not have an Evade counter, place an Evade counter on the figure.
place a Target Lock counter on the figure. A unit can only have one Evade counter at any time.
A unit can only have one Target Lock counter at any
time. USING AN EVADE
An Evade counter indicates the pilot is highly alert,
USING A TARGET LOCK the mecha’s electronic counter measures are active, or
A Target Lock counter indicates that the enemy have the synergy between pilot and machine is complete.
ranged in, their targeting computers have acquired,
or an ally has painted the unit with a targeting laser. EVADE - remove the Evade counter before making a
defense roll. The unit may re-roll any dice that fail to
Before rolling firepower dice, an attacker may remove block a hit (a score of 1, 2 or 3).
a Target Lock counter from their target for one of the
following effects:
SPECIAL
FOCUS FIRE - add +2D6 to the firepower pool. There are a variety of abilities, actions and effects that
are not covered by the standard four actions. The
PRECISE STRIKE - re-roll any firepower dice that
special action is a catch-all category for any kind of
fail to score a hit (roll a 1, 2 or 3).
action that does not fit anywhere else.
Declare which effect is being used before rolling.
The rules will tell you when to use a special action.
28
REACTIONS
A pilot won’t sit idly by while enemy units shoot at it
or take up advantageous positions on the battlefield.
FOCUS POINTS
Making a reaction costs a Focus Point. Declare that a
unit is making a reaction, and pay the point.
ATTACK
An attack action may only target the enemy figure
that triggered the reaction. All normal rules for C
attacks, including LoS, apply to this reaction.
EVADE
The unit may take an evade action. This can
In this example only unit B can react to the
immediately remove a Target Lock counter or place
moving unit. Unit A has already activated, so
an Evade counter on the reacting unit.
cannot react. Unit C is looking the wrong way
and therefore has no LoS to the moving unit.
29
30
MISSIONS
Gunframe squadrons are sent out on a wide variety GAME SIZE
of operations, from reconnaissance to sabotage,
Players agree on what size game they will play and
infiltration to out-right attacks. The very nature of
build squadrons up to the agreed value.
the futuristic warzones that gunframes are thrust
into require them to be ready for anything. SKIRMISH (50 - 75 POINTS) - A small encounter
representing an engagement at the fringes of a larger
In GunFrame the specific details of such
battle, or the meeting of patrols or scrappy survivors.
engagements are defined by missions.
CLASH (100 POINTS) - The "standard" size game,
GAME SEQUENCE where two forces meet to claim a specific battlefield
objective, or simply crush their opponents in a
Prepare for your games in the following order. furious encounter of steel and grinding machines.
▶▶ GAME SIZE - agree with your opponent on BATTLE (200 POINTS) - A grand mobilisation
what size game you will play and build your of forces, where each side brings their biggest war
squadron. machines and best pilots to decide an important
▶▶ BATTLEFIELD - prepare the battlefield and strategic objective or demonstrate their might.
lay out terrain in a mutually agreeable fashion.
▶▶ MISSION - choose or randomly determine BUILDING SQUADRONS
which mission you will play. Determine who Each figure in a squadron has a point value. A player
the attacker and defender will be. may choose any number or type of units, so long as
▶▶ DEPLOYMENT - the defender chooses a table the total value of all units (including pilots) does not
edge and deploys their force. Then the attacker exceed the agreed-upon points limit.
does so. Declare any units kept in reserve.
▶▶ BEGIN - roll for initiative and begin the first It's a good idea to field a variety of
turn of the game. unit types with a range of different
frames and loadouts, as different
missions will require different
approaches to win.
31
STANDARD MISSION RULES DEPLOYMENT
The following rules are standard for all missions, The defender divides the battlefield in half (through
unless otherwise indicated. the centre of a table edge, or diagonally) and chooses
which half they will deploy their squadron in. They
place all their units on their side of the table, at least
BATTLEFIELDS 12” away from the centre line of the battlefield.
Games are played on three-foot square battlefields.
They should have a variety of terrain features, and Figures do not need to stay near each other - there is
you should avoid leaving wide open areas, especially no unit coherency or other restrictions.
toward the centre of the table.
When the defender has finished deploying, the
Both players should agree with the table set-up and attacker deploys their units on the opposite side
discuss terrain features before determining who the of the table, at least 12” from the centre line of the
attacker and defender are. battlefield.
DEPLOYMENT ZONE
When playing large games (more
than 100 points or with lots of units) The area that a player can deploy units (typically 12”
players may wish to play on larger from the centre line of the battlefield) is called their
tables. Rectagular battlefields 3'x4' deployment zone.
or even 3'x6' are appropriate sizes.
DEPLOYMENT ZONE
ATTACKER AND DEFENDER
Each mission has an attacker and defender. Both
players roll a die and the high scorer chooses whether
they will be the attacker or defender.
▶▶ The defender will choose deployment zones.
▶▶ The attacker adds +1 to their initiative roll on
the first turn of the game.
12"
DEPLOYMENT ZONE
DEPLOYMENT
ZONE
"
12
DEPLOYMENT
ZONE
32
RESERVES AMBUSH
Sometimes it is prudent for a commander to hold Units with the Cloaking, Guerilla, Recon or Stealth
back part of their force, ready to deal with enemy upgrade may ambush. An ambushing unit can be
surprises, or launch a savage counter-attack when called from reserve during a turn.
the time is right.
When it is your turn to activate a unit, nominate a
Players may keep up to half the points value of their single ambushing unit as if it was already on the table.
force in reserve. This means they are not deployed on Place the figure in any obscuring terrain feature that
the table at the start of the game. is not currently occupied by an enemy unit. If this is
not possible, the unit cannot deploy from ambush.
CALLING RESERVES
Make a Pilot Skill roll for the ambushing unit. If
During the End phase of any turn a player may the roll is successful, the unit may perform a single
attempt to bring reserves on. The defender can action. If the roll is unsuccessful the unit can perform
attempt to bring any number of reserve units onto no actions this turn.
the battlefield, then the attacker may.
A player nominates all the units they wish to call OBJECTIVE MARKERS
from reserve and makes a Pilot Skill roll for each. If Some missions use one or more objective markers.
the roll is successful the unit is placed touching any These can be a small counter or coin, or a decorative
table edge in the player's half of the table. terrain feature. They should be easy to identify and
not so large that they cause confusion.
If the Pilot Skill roll fails, the unit stays in reserve. A
player may attempt to bring it on again later. When placing multiple objective markers on the
table there must be at least 6” between each marker.
A player has three gunframes in reserve.
They indicate two they want to bring onto CONTROLLING OBJECTIVE MARKERS
the table and make a Pilot Skill roll for each.
One unit passes the roll, the other does not. A player controls an objective marker if they have
The player places the single successful unit at least one unit within 3” of the objective marker
touching any table edge in their half of the table. and their opponent does not. Distances are always
They may not roll for the third unit as they did measured from the centre of an objective marker.
not choose it at the start of the reserve action. Knocked down and shut down units cannot control
or contest objective markers - ignore them when
HALO DEPLOYMENT determining who has control.
Units with the Jump or HALO upgrade may HALO
deploy. HALO stands for high altitude / low orbit TARGET AND LOOT COUNTERS
and represents the ability to deploy directly onto Some missions utilise counters to represent important
the battlefield by leaping from dropships or grav resources or points of interest. A counter should be
platforms, or utilising jump jets or other equipment. a small coin or token, though some missions may
If the reserve unit passes its Pilot Skill roll, place it indicate specific terrain features as targets.
anywhere on the table, outside the enemy deployment When instructed to place counters, players take it in
zone and not in base contact with another figure. turns to put them on the board, one at a time. No
Your opponent then indicates a direction and moves counter can be closer than 3" to any other counter or
the air deployed unit 1D6” in that direction. This objective marker.
may result in the HALO unit landing in difficult LOOT COUNTERS - These represent objects,
terrain or on a feature such as a building. people or resources that can be picked up and
If the unit's final landing position is in difficult terrain transported by units. A unit in base contact with a
they take 1 point of damage, as is normal for jumping loot counter can use a special action to pick it up.
into such features. If the HALO unit is moved onto a If a unit is destroyed, knocked down or shut down
blocking feature or the table edge, it instead stops at while carrying a loot counter, they drop it. Place the
the edge and is knocked down. counter in base contact with the figure.
33
GAME LENGTH
Unless otherwise indicated, a game lasts for five
turns. At the end of the fifth turn, tally victory points
and determine the winner.
SUDDEN DEATH
If during the End phase all of a player’s deployed units
are destroyed and/or shut down, the game ends.
VICTORY POINTS
Most missions indicate objectives that players must
achieve in order to earn victory points (VP).
ATTRITION POINTS
Attrition points reflect how effectively one side
has controlled the battle, minimised casualties and
generally kept the advantage.
WINNING
The player with the most VP (including attrition
points) wins the game.
34
BASIC MISSIONS DOMINATION
Following are the basic GunFrame missions. They The squadrons engage each other in open battle,
use all the standard mission rules, unless otherwise attempting to control as much of the battlefield as
indicated. possible.
35
INVESTIGATE LOOT
Both forces are racing to claim of an important piece The attacker has come to steal, kidnap or otherwise
of intel, rescue/capture a downed pilot, or take a take by force a valuable resource.
valuable resource.
SETUP
SETUP Before squadrons are deployed, each player places an
Before squadrons are deployed, place 6 target objective marker anywhere in their own deployment
counters anywhere on the battlefield at least 6" from zone representing their "forward command" or HQ.
any deployment zone. Each target counter represents
a point of interest. Before deployment place 6 loot counters anywhere
on the battelfield at least 6" from any deployment
SPECIAL RULES zone.
▶▶ Random game length. VICTORY
▶▶ Reserves may be used, but neither side may A player earns 1VP in the End phase for every loot
ambush. counter that is within 3" of their objective marker
POINTS OF INTEREST - A unit in base contact (HQ). Counters can be stolen by enemy and may
with a target counter may use a special action to move back and forth any number of times.
investigate it. Roll to see what is discovered:
If during the End phase an enemy has control of your
ROLL INVESTIGATION RESULT objective marker, you do not earn any VP that turn!
36
ADVANCED MISSIONS AMBUSH
In the basic missions each squadron is striving The small force of defenders has been caught off
for the same objectives. In advanced missions the guard while travelling through no-mans-land. They
attacker and defender have different, often opposed, must protect their cargo until reinforcements arrive.
goals. This may mean being the attacker or defender
is more challenging, but also makes for intense and SETUP
exciting battles. After deployment zones have been determined, place
a loot counter in the centre of the table. The defender
ROLL MISSION deploys up to half their units within 4" of the loot
1 AMBUSH counter and the remainder of their force in reserve.
2 BREAKTHROUGH The attacker may setup anywhere more than 8" away
3 DOOMSDAY from any defending unit.
4 ESCORT
SPECIAL RULES
5 RAID
▶▶ Random game length.
6 REMEMBER LOVE
▶▶ Both squadrons may use reserves, however, the
defender may not ambush.
VICTORY
The player with control of the loot counter at the
end of the game earns 3VP. If neither side has the
counter, the defender earns 1VP.
BREAKTHROUGH
The attacker is pushing toward an important strategic
objective while the defender attempts to slow their
advance.
SETUP
The defender chooses a deployment zone along a
single table edge (not diagonal). The defender and
then the attacker place an objective marker anywhere
in the defender's deployment zone.
SPECIAL RULES
▶▶ The defender may ambush but cannot use
other types of reserves. The attacker may use
reserves or HALO deploy, but cannot ambush.
VICTORY
The game immediately ends and the attacker wins if
they have control of either objective during the End
phase of a turn.
If the fifth turn ends and the attacker does not have
control of either objective, the defender wins.
37
DOOMSDAY ESCORT
A doomsday device has been started and the The defenders are escorting a precious cargo,
attackers must get to it and shut it down. Whether it important dignitary or other VIP, but the attacker is
is a beacon for alien invaders, or just a giant bomb, intent on stopping them.
failure to stop it will mean bad news for everyone!
SETUP
SETUP The defender must place three target counters in
After deployment zones have been determined, place their deployment zone during deployment These
a target counter representing the doomsday device in represent the convoy vehicles that they are escorting.
the centre of the defender's half of the battlefield. The
device should be a suitable looking terrain feature, SPECIAL RULES
whether that is a large satellite dish, or a tunnelling CONVOY VEHICLES: each convoy vehicle
machine, or just a huge pile of explosives! operates like a unit and may activate and react as
The defender may place up to a quarter of their units normal. They have the following profile and never
within 3" of the device. The remainder of their force have weapons or upgrades.
must be in their deployment zone or in reserve.
CONVOY VEHICLE
The attacker deploys as normal. SPEED DEFENSE ARMOUR PILOT SKILL
6 3 5 4+
SPECIAL RULES
▶▶ This mission has no turn limit. VICTORY
THE CLOCK: the device could "go off " at any time. At the end of the game the attacker earns 2VP for
At the start of each turn, including the first, roll a D3. each destroyed convoy vehicle. The defender earns
Keep a running tally of these rolls. When the clock 2VP for each convoy vehicle wholly in the enemy
total reaches 12 (or higher), the doomsday device deployment zone and 1VP for each convoy vehicle
will activate at the end of the turn! not wholly in the enemy deployment zone.
DEACTIVATION: an attacking unit in base contact
VARIANT - SCRAPPY SURVIVORS
with the device may attempt to deactivate it by taking
a special action. Roll 1D6: The defenders are the remnants of a squadron
attempting to get back home.
▶▶ If the roll is greater than the clock's current
total, the device is deactivated. Instead of convoy vehicles, after deployment the
defender and then the attacker each choose a figure in
▶▶ If the acting unit has the Mechanic or the defender's squadron to be "targets". At the end of
Tactician upgrade, add +1 to the die total.
the game the attacker earns 3VP for each target unit
▶▶ Subtract -1 from the roll for each defender that that is destroyed. The Defender earns 3VP for each
is engaged with the acting figure. target unit that is wholly in the enemy deployment
▶▶ If the device is not deactivated and the die roll zone and 2VP for each other surviving target unit.
is a "1", increase the clock tally by 1!
If an attacking unit begins their activation in base
contact with the device it may declare that it is
taking two consecutive special actions, rolling 2d6
and adding the dice together. If both dice roll "1", the
device immediately activates and the game ends!
VICTORY
If the device is deactivated the game immediately
ends and the attacker wins.
38
RAID
The attacker has launched an assault on an important
enemy position such as a supply depot, gunframe
hangar or HQ.
SETUP
Before deployment, place six target counters
anywhere in the defender's half of the table. Each
counter should be a small building, half-repaired
gunframe or other important strategic point.
SPECIAL RULES
▶▶ Random game length.
REMEMBER LOVE
THE TARGETS - Each target counter is a structure
with a Defense 2 and 5 Armour. The attackers have launched an assault, but the
defenders are using an experimental, supernatural
TARGET or unconventional weapon to disrupt and confuse
the enemy.
DEFENSE ARMOUR
2 5 SETUP
Play any basic mission, with the following
VICTORY adjustments.
Tally VP at the end of the game. Each destroyed
target earns the attacker 1VP. Each surviving target Players place two target markers anywhere on
earns the defender 1VP. the battlefield, at least 8" from any table edge.
These markers represent beacons that are creating
VARIANT - BUNKER ASSAULT disruptive signals.
Place 3 target counters evenly spaced along the front SPECIAL RULES
of the defender's deployment zone. These represent
bunkers, strong points or other defensive positions Follow all special rules from the chosen basic
mission.
Each bunker has a Defense 3 and Armour 12.
DISRUPTION BEACONS: the beacons are
BUNKER antennae arrays, satellite dishes or large speakers that
are interfering with the attacking force. They can be
DEFENSE ARMOUR
represented by suitable models.
3 12
Each beacon has Defense 2 and 8 Armour.
GUN EMPLACEMENTS: any bunker can be a gun
emplacement. A gun emplacement has Defense 3, DISRUPTION BEACON
Armour 8 and a Short range attack of 3 dice.
DEFENSE ARMOUR
The gun empacement can only react (by spending 2 8
a Focus Point on it) and never activates like other
units. When reacting it may only choose to attack. Attacking units within 8" of a beacon cannot spend
Focus Points (or have Focus Points spent on them).
GUN EMPLACEMENT This means they cannot take actions or use upgrades
that require the spending of a Focus Point.
DEFENSE ARMOUR SHORT UPGRADES
3 8 3 Turreted VICTORY
Each destroyed bunker earns the attacker 2VP. The Use the victory conditions from the chosen basic
defender earns 2 VP for each surviving structure mission. In addition, at the end of the game the
with 5 or more Armour and 1VP for structures with attacker earns +2VP for each destroyed beacon.
4 or less Armour remaining.
39
ENVIRONMENTAL CONDITIONS DARKNESS
If both players agree, introduce an environmental The battle takes place at night, in dense fog, in a dark
condition to the battlefield. Either choose a condition, cavern complex or an immense gunframe hanger.
or randomly determine it before deployment.
Units may not react to enemy movement. A unit that
ends a move action in obscuring terrain and more
ROLL CONDITION than 8" from any enemy may pay a Focus Point to
1 BOMBARDMENT immediately perform a free evade action. Units with
2 DARKNESS the Stealth or Cloaking upgrade do not need to pay
the Focus Point - they just take the evade action!
STORM
3
1-2 Dust / 3-4 Snow / 5-6 Lightning SUNRISE
GRAVITY
4 In this variation, the battle begins under the cover of
1-3 High gravity / 4-6 Low gravity darkness, but dawn is coming. Roll a die in the End
5 SPACE STRUCTURE phase of each turn - on a 4+ the sun rises and the
6 UNDERWATER effects of darkness end.
NIGHTFALL
BOMBARDMENT
Darkness is fast approaching and as the battle goes
The battlefield is being subjected to some from of
on it becomes more and more difficult to spot the
orbital barrage, or a passing meteor is showering the
enemy.
area with a deadly spray of cosmic rocks.
From the start of turn two units may only react to
In the End phase of each turn roll a die for every unit
movement that occurs within 16" and the free evade
on the table - on the roll of a 1 the unit suffers one
action can only be taken if more than 16" from enemy.
damage. Units in buildings or base contact with hard
From turn three that distance is reduced to 8". From
cover are protected and do not need to roll.
turn four onwards apply the standard darkness rules.
40
DUST / SNOW / LIGHTNING STORM LOW GRAVITY
A ferocious storm has engulfed the battlefield and is The moon, large asteroids and even some space
seriously impeding both forces. stations have just a fraction of Earth standard gravity.
All units targeted at medium or long range count as Halve the number of hits suffered by falling units.
being obscured.
Add +1" to all knocked back distances.
EYE OF THE STORM (OPTIONAL): the storm
will end if both players roll the same number for Units without the jump upgrade may pay a Focus
initiative (before modifiers). It will re-start if both Point to use the jump special movement.
players again roll the same number for initiative.
SPACE STRUCTURE
STORM TYPE (OPTIONAL): choose one of the
following storm-specific effects. The battle takes place inside a massive space structure
such as a space station, ship or biodome on the moon.
DUST STORM Though unseen, this structure has walls and a roof.
Static electric discharge, corrosive dust, volatile Units may not HALO deploy from reserves.
particles and the sheer force of wind-swept sand
present great danger to anything out in the open. Units may not use the indirect fire upgrade.
In the End phase, any unit not in base contact with a Players should agree before the game whether units
terrain feature or obstacle suffers 1 damage. can fly inside the structure. If they cannot, all flying
units count as having the jump upgrade instead.
SNOW STORM When the explode or blast power attack is used, or
Deep snow and blizzard-like conditions are making a unit is involuntarily moved into the edge of the
movement challenging, freezing components and battlefield, roll a die: on a 1 or 2 there is a hull breach.
shutting down essential systems.
HULL BREACH: a tear in the structure is causing
All units reduce their Speed value by 1 for the atmosphere to be violently sucked out, creating a
duration of the battle (even if the "Eye of the storm" hazardous zone and weakening the overall structure.
stops the other effects). Place a counter at the point the hull breach occured
(probably directly under the target figure). This
LIGHTNING STORM forms the centre of a 2" radius area of terrain that is
Intense lightning activity is making the battlefield dangerous, difficult and obscuring.
extremely dangerous, while electrical interference is CATASTROPHIC DECOMPRESSION: if during
causing havoc with computer systems. the End phase the number of hull breaches is greater
In the End phase of each turn any unit in base contact than the current turn, the structural integrity of the
with a water terrain feature, on elevated terrain, or battlefield is compromised. The next turn will be the
flying suffers 1 damage. In addition, roll a die for last turn of the game.
each Target Lock and Evade counter on the table -
remove the counter on a 4+. UNDERWATER
The mission takes the pilots to the bottom of the
HIGH GRAVITY ocean, into ancient aqua farms, or some other
Fighting occurs on a planet with high gravity. submerged environment.
Only units with the fast upgrade can use the fast Units reduce their Speed value by 1 for the duration
special movment. of the battle. Units with the heavy upgrade do not
reduce their speed.
Units must pay a Focus Point to use the fast or jump
upgrade. Targets roll +1D defense against long range attacks.
Units halve recoil and throw distances. The burn power attack has no effect underwater.
When a unit falls it suffers 2 hits for every inch fallen. All units count as having the climb upgrade.
41
42
UNIT CONSTRUCTION
Gunframes come in all shapes, sizes and varieties, CHOOSE FRAME
and it is possible to represent just about any kind
A unit's frame describes its power and durability.
of giant fighting robot using the following unit
There are five frames and each determines a
construction rules.
gunframe’s basic profile and points cost.
Units are defined by three core components - frame,
Frame sizes are relative to one another. If you are
loadout and upgrades. It is possible to mix, match
playing in a setting where the typical heavy mecha
and switch these to create a multitude of designs.
is three metres tall, then super heavy might be twice
Building your own mecha is a simple process: that size while light mecha may only be a little larger
than man-sized. Likewise, if the average mecha is the
1. CHOOSE FRAME size of a small apartment building, other mecha will
2. INSTALL LOADOUT be proportionally smaller or larger.
3. RECRUIT PILOT CUSTOMISE
4. PURCHASE UPGRADES You may swap one point between the unit's Speed
5. RECORD PROFILE AND POINT COST and Defense values. You may also choose to swap up
to two points between the unit's Amour and Loadout
values. When you swap points, simply subtract them
from one value and add them to the other.
43
FRAME SPEED DEFENSE ARMOUR LOADOUT COST
SCOUT 7 2 4 8 8
LIGHT 6 2 6 10 10
MEDIUM 5 3 8 12 12
HEAVY 5 3 10 14 14
SUPER HEAVY 4 4 12 16 16
44
PURCHASE UPGRADES TRANSFORMING MECHA
Upgrades represent the special abilities, unique Some gunframes can transform - changing their
qualities, custom equipment and other features of a shape, armament and/or upgrades.
unit that are not immediately obvious from its frame
and loadout values. A transforming mecha is built just like any other, but
will have dual (or triple!) profiles. Its frame, loadout
Each upgrade costs one point. Add the cost of all and upgrades may be different depending on the
upgrades to a unit's point cost. form it currently takes.
Units can have any number of upgrades. They fall Begin by defining the frame and loadout values for
into one of three broad categories - pilot, frame and the first form, and purchase any upgrades. Then do
loadout. Each type of upgrade has its own restrictions the same for the second form, as if it was a totally
on how many you may install or apply to a unit. new mecha.
PILOT UPGRADES Both forms must have the same frame type (scout,
light, medium etc.) and the same Armour value.
Pilot upgrades represent the unique qualities of the
bold robot-jock who has command of a gunframe. Record the second form’s weapon systems and
Everything from personality traits to special training, upgrades after a “/” in each relevant profile box.
unique skills or even supernatural powers might be
represented by a pilot upgrade. The cost of the transforming mecha is equal to
whichever form is more expensive, +1 point.
▶▶ A unit may have any number of pilot upgrades.
Add the Pilot and any associated upgrade costs after.
FRAME UPGRADES
Frame upgrades usually affect a unit's movement The Eagle VF is a transforming mecha. Its
or ability to defend itself, though they represent first form is that of a jet fighter, while the
everything from specialised equipment to software second form is a more traditional walking
upgrades, construction methods to power systems. gunframe. It is built on a medium mecha frame.
45
UPGRADES PILOT UPGRADES
The upgrades have been divided into pilot, frame ACE (N)*: this unit may have N additional Focus
and loadout categories. Each upgrade is listed with Points spent on it in a turn.
its name and a description of its game effect.
ANGER ISSUES*: this unit never suffers the penalty
Frame upgrades also indicate which system (in for being crippled. When crippled add +2 to the
brackets) it is attached to. unit's Close weapon system. [Optional]
If you purchased the LEADER (N) upgrade LEADER (N)*: this unit may take a single special
once, it would be Leader (1). If you paid for it action to place an Evade counter on N friendly units
three times, it would become Leader (3). that are within 8”.
46
LUCKY*: once per battle this unit may re-roll a single
attack, defense, or Pilot Skill roll. Any number of
dice in a firepower or defense pool may be re-rolled.
RUN AND GUN: this unit can use the run and gun
special power attack.
47
CLIMB (SPEED): when this unit uses the climb
special movement it does so at its normal Speed.
48
STABILISED (ARMOUR): this unit has multiple
legs, a low centre of gravity or wide tracks. When
this unit is knocked down, make a Pilot Skill roll - if
successful, ignore the effect and remain standing.
ANTI-AIRCRAFT: this weapon system rolls +2D An Owl Bear blocks all of an opponent’s hits and
firepower against flying targets. rolls two 6’s. Normally this would let them dodge
BLAST: this weapon system can use the blast special 2” but they use the Parry upgrade to instead
power attack. inflict 2 damage on the attacker.
BURN: this weapon system can use the burn special PIERCING: the target gains no defense bonus for
power attack. cover or heavy cover.
CHAIN ATTACK: this weapon system can use the POWERFUL: after resolving damage, add +1 to the
chain attack special power attack. total power points generated.
EXTRA AMMO: when spending a Target Lock If you roll two 6’s when making an attack with
counter on the focus fire ability, add +1D to the this system, you will generate 3 power points. If
attack's firepower pool. you roll no 6's, you generate 1 power point.
EXTREME RANGE (LONG ONLY): this system
has a maximum range of 32”, not the usual 24”. RAPID RELOAD: this weapon system may rapid
fire without spending a Focus Point.
INDIRECT FIRE: this weapon system may target a
unit that is out of LoS, but has a Target Lock counter. REACH (SHORT ONLY): this weapon system can
The target counts as obscured, but gains no benefit use the throw power attack as if the attack was made
from cover. Remove the Target Lock counter when at close range. It can use the recoil power attack to
the attack is declared - it provides no other benefit. move a target directly towards the attacker, instead
of knocking it back.
Building blocks line SPLIT FIRE: you may divide the firepower of this
of sight weapon system amongst two or more eligible targets.
Declare how many dice are being used on each
target, then apply modifiers for each. Each target
+
rolls defense separately.
49
50
OPTIONAL RULES
The following optional rules provide additional ways
to play your games of GunFrame. It is important
to note that these are not "advanced" rules to be
added to your games as you improve in familiarity
with the game or skill in battle. While the optional
rules do add complexity and further layers to your
games, they are not necessary to have a fun, tactically
challenging battle.
OPTIONAL BY AGREEMENT
Always discuss the inclusion of optional rules with
your opponent before play. All players should be in
agreement before introducing any of these rules.
51
COMBINERS POINT COST
Some gunframes have the ability to join with other The combiner's total points value cannot exceed the
units to form a much larger, more powerful giant points cost of the most expensive team member, plus
fighting robot. Such mecha are called combiners. the number of units forming the combiner.
Two or more units with the combiner upgrade can A combiner is formed from five units. The most
join together to form a larger, more powerful robot. expensive team member has a points value of 18,
They do not need to have the same profile or loadout so the combiner's total cost cannot exceed 23
and can be quite different from one another. This points (18 points + 5 team members).
group of combining units is called the combiner
team. The giant robot they create is the combiner. DO NOT PAY THE POINTS: while the combined
form has a points cost, you do not buy it as part of
If a player intends to field multiple combiners, your force. The purchase of the combiner team more
they must clearly indicate which units form which than covers the cost of the combiner, in the same way
combiner teams. that you only pay for a transforming mecha once.
The size, power (and therefore, profile) of a combiner
depends on the number and type of units that join FORMING A COMBINER
together to create it. Once per battle the team may form their combiner.
COMBINER CONSTRUCTION Any unit can act as the team leader and take a special
action to combine. Units may combine even if some
As well as nominating the combiner team, you also of the team have already activated, reacted or are
need to build the giant robot form that they create. knocked down. The combining action costs 1 Focus
A combiner is constructed using the standard unit Point for each team member that is more than 8"
construction rules, with the following exceptions: from the team leader, or is currently shut down, or
▶▶ The combiner must be at least the same size as is destroyed. This is an exception to the normal "one
the largest team member. Focus Point per unit" rule.
If two scout and a medium gunframe combine, Remove all the team members from the table (along
the new form must be at least medium size. with any counters on the figures) and replace the
team leader with the combiner figure. The newly
▶▶ It can have up to two frame and two loadout formed combiner is unharmed. If it has the Fly or
upgrades per system. Fast Flyer upgrade you may choose whether it is
currently flying or on the ground.
▶▶ The combiner form does not need to purchase
the combiner upgrade. Combining ends the team leader's activation. The
combiner counts as having activated this turn.
CUSTOMISATION
Do not customise the combiner like other units. UN-COMBINING
Instead, add the number of team members as a bonus The combiner may form back into its separate team
to either the combiner's Armour or Loadout value. units at any time by taking a special action. Place the
You may split this bonus between the two values in team anywhere within 2” and remove the combiner.
any combination.
Separating ends the combiner’s activation, but each
A combiner formed from three gunframes team member is now available to activate as normal.
has 3 bonus points. All three points could be Discard any Target Lock, Evade or Focus counters
added to the unit's Armour, or to its Loadout. on the figure. Team members have whatever Armour
Alternatively, two points could be added to points they had when first combined.
Armour and the third to Loadout.
If the combiner is destroyed, make a Pilot Skill roll for
each team member. On a success the team member
Any unit type can be part survives without harm. If the roll fails, the unit takes
of a combiner team - even damage equal to the dice roll. Place surviving team
conventional units! members within 2" of the combiner figure's position.
All survivors count as having activated this turn.
52
TRANSFORMATION SEQUENCE UNCOORDINATED
In some giant robot genres, a team cannot join into The team members have not worked out how to
its combined form until the situation is truly dire or coordinate their actions or effectively pilot the
some other prerequisite is met. For additional fun, combiner.
use one of the following transformation criteria.
Make a Pilot Skill roll when the combiner activates:
...AND I'LL FORM... THE HEAD! ▶▶ If the roll succeeds, the combiner activates as
Only one specific unit can be the team leader - normal.
indicate which before the game begins. If this unit is ▶▶ If it fails, the combiner takes one less action
shut down or destroyed the combiner cannot form. this turn.
After the combiner is formed it may immediately ▶▶ On the roll of a 6 the combiner acts as normal
activate. and does not have to make this test again.
53
CONVENTIONAL UNITS FOCUS POINTS
GunFrame is a game about giant fighty robots, When determining Focus Points at the start of a turn,
but tanks, choppers and infantry are a staple of the do not count conventional units. Only gunframes
genre, too. Such units are collectively referred to generate points.
as conventional units. Conventional units can be
A player can spend Focus Points on conventional
infantry, tanks or flyers. Unless otherwise specified,
units in all the normal ways.
conventional units operate exactly like gunframes
and follow all standard rules.
INFANTRY
Infantry are foot troops, power-armoured soldiers,
mounted troops such as cavalry or jet-bike riders,
and very light vehicles. They are best represented on
the battlefield by a single base with several figures.
Infantry are lightly armed and armoured, but flexible.
▶▶ Infantry have a 360-degree front arc. They can
see all round and have no “back”. GROUPS
▶▶ Infantry move as if they have the All Terraiin Conventional units can operate as groups. When a
and Climb upgrades. conventional unit activates or reacts, it can form a
group with any other conventional unit within 2”.
▶▶ Infantry are immune to the explode power
attack. The acting / reacting conventional unit becomes
the group leader. Nominate any conventional units
within 2” of the leader to become followers. Only
units that have not already activated can become
followers.
54
GROUP ATTACKS PILOTS
When attacking, the group leader follows the normal All conventional units have a Pilot Skill value of 4+.
attack process and may use any relevant weapon You may improve this to 3+ for one point.
system upgrade. Each follower that also has LoS to
the target adds their weapon system value as a bonus UPGRADES
to the firepower pool. Followers must use the same Conventional units never have pilot upgrades. They
weapon system (close, short, medium etc.) as the may choose from Frame and Loadout upgrades that
group leader, even if they are at a different range. make sense. Each upgrade costs 1 point.
The target of a group attack applies modifiers to Any free upgrade a conventional unit has uses the
defense based on the group leader’s LoS. relevant upgrade slot (so a flyer, for example, cannot
have a second Speed upgrade).
A group of three tanks attack a target at medium
range. They each have Medium range 2, meaning
LOADOUT
DEFENSE
ARMOUR
the firepower pool will be 6D6 (plus modifiers)!
SPEED
COST
FRAME
FREE ACTIONS
A conventional unit using a free action cannot form
a group - they are using their initiative and act alone. INFANTRY 4 2 1 2 2
Conventional units are constructed like any other. Free upgrade: ablative armour, anti-aircraft,
Choose a frame for your unit and allocate the loadout deflect or turreted
points to one or more weapon systems.
FLYER 6 2 2 3 4
CUSTOMISE Free upgrade: fly or fast flyer
Conventional units may swap one point between any
value (Speed, Defense, Armour or Loadout).
Conventional units have
To create heavy infantry that are slower but
intentionally been given low
more dangerous, reduce Speed to 3 and increase
Defense and Armour values. They
Loadout to 3. A light tank might reduce its
should blow up easily, just like in
Armour to 2 and increase its Speed to 6.
the source material!
55
CRIPPLED UNITS
As units suffer damage their combat effectiveness
might decline. The war machine's systems may not
operate as they should, or the pilot may be distracted
by the multitude of failing critical systems.
CRITICAL POINT
A unit becomes crippled when its total Armour
value is reduced to a quarter of its starting value.
Remember, fractions are always rounded up.
WEAK UNITS
Units that begin with Armour values of 3 or
less can never become crippled. This is most
often conventional units, but may include some
particularly small scout gunframes.
REPAIRING
A unit that improves its Armour value back above
the critical point immediately returns to normal. It is
no longer crippled.
FOCUS POINTS
A crippled unit does not count towards a player's
total units when determining Focus Points at the
start of each turn.
56
MULTI-PLAYER BATTLES PANIC
In multi-player battles three or more players attempt Gunframe pilots are the best of the best, but even
to tear their enemies apart in a chaotic blur of steel they can break in the heat of battle.
and bullets!
When a gunframe (not a conventional unit) is
TABLE SIZE destroyed, all friendly units within 8" and with LoS
to the figure must make a Pilot Skill roll.
It is recommended that you increase the size of your
battlefield when playing multi-player games. A 4'x4' ▶▶ If the roll passes, the unit keeps control of their
table might be large enough if there are still relatively emotions and continues on as normal.
few units on each side, but a 6'x3' (or 6'x4') battlefield ▶▶ If the roll fails, the unit panics.
will provide the much needed room to manouevre.
PRIORITY - if there is a conflict between an upgrade
TEAM BATTLES triggering (such as Lovers) and panic, follow the
upgrade rules.
The simplest way to set-up your multi-player games
is in teams. One or more players form the attacking
force and the other players will be the defenders. PANICKED UNITS
A panicking unit represents the pilot momentarily
One player on each side takes the role of the force losing control and giving in to the fear or grief that
commander. They will divide their squadron into comes with the loss of a squadron member.
smaller detachments, one for each player. They will
also be responsible for the spending of Focus Points. A panicked unit may make a dramatic cry, or run
for cover.
During each activation the force commander can
choose to activate one of the units they are responsible DRAMATIC CRY
for, or nominate a team mate who can activate a unit.
A unit that has panicked may immediately spend
In more casual games, all the players on a side might a Focus Point to regain self control. This probably
work together to make joint command decisions, involves screaming a curse or shouting a fallen
including what units to activate and where to spend companion's name!
Focus Points.
RUN FOR COVER
Follow all the normal game and mission rules.
A unit that does not make a dramatic cry must run for
FREE-FOR-ALLS cover. The unit immediately drops any loot or other
object it is carrying and moves D6" directly towards
In a free-for-all battle each player controls their own its own deployment zone. Turn the panicking unit
squadron and is battling against all the other players. to face the deployment zone and move it in the
The Carnage, Domination and Loot missions work most direct route possible, moving around blocking
particularly well for free-for-alls. terrain as necessary. Other terrain features affect
Before deploying, each player rolls a D6. In order the panic move as normal. Knocked down and shut
from highest to lowest roll, players choose a table down units remain where they are.
edge and deploy their force within 8" of the centre
of that edge.
57
SPACE BATTLES MASSIVE SURFACES
Fighting in the depths of space, amongst tiny Whether it is the outside of a space station, the edge
planetoids and on the hulls of space stations or ships of a small moon or the landing platform of a space
are common tropes of the giant robot genre. Playing battleship, massive surfaces can be landed on and
miniature battles in space, however, can present walked over. The surface might have structures built
some challenges as it is difficult to simulate the three onto it, such as antenna arrays, gun batteries or other
dimensional nature of the battlefield. The following buildings.
provides an abstract way to simulate space battles.
As all units are considered to be flying, they can
UNIT SELECTION move directly over the massive surface, or choose to
land on it.
Players should use common sense when selecting
units that might effectively operate in space. Most Massive surfaces can have areas of blocking,
gunframes could conceivably manoeuvre and fight obscuring, difficult or dangerous terrain, just like a
in space and some conventional units might also be normal battlefield.
involved. Infantry in space suits or hardsuits, and
flyers representing space craft are obvious choices, An easy way to define massive surfaces is to nominate
though tanks may be harder to justify! a 6" - 12" strip along one edge of the battlefield.
Anything in this zone counts as being on or above
the massive surface.
GENERAL ENVIRONMENTAL RULES
The following rules apply to all units when fighting
battles in space:
▶▶ Units suffer no damage when they fall in space.
▶▶ Add +2" to all knocked back distances.
EVERYTHING IS FLYING
Units not on a massive surface (see below) are
considered to be flying. If a unit does not have an Massive
upgrade that allows them to fly, they must halve their surface
Speed value.
THE BATTLEFIELD
A space battlefield can have just as many features DEBRIS
as any other battlefield, though players will need to
This is a catch-all term for anything that moves across
abstract their thinking a little. Some common space
the battlefield and presents a significant hazard to
battlefield features include:
units. Debris might include small asteroids, space
junk or even damaged gunframes.
FLOATING STRUCTURES
These are the satellites, beacon relays, space elevators, Debris counts as obscuring terrain when determining
small space stations or ships and any other object line of sight. Flying units treat debris features as
or structure that remains stationary in the space obstacles, meaning they can cross them without
environment. They might be locked in orbit with a penalty, but cannot finish a move on the feature. A
planet or other massive surface, or have some other flying unit in base contact with debris can use it for
ability to maintain their position. cover, representing the gunframe hiding behind the
edge of a space wreck, or ducking around an asteroid.
Floating structures are blocking terrain and no unit
can move or draw a line of sight through them. DEBRIS FIELDS: players may choose to make
This is obviously an abstraction, but provides some some or all debris a "debris field", representing an
interest to your battlefield, not to mention some area of tiny meteors, dangerous space junk or other
much needed cover! hazardous zone. Debris fields count as obscuring
dangerous terrain for all units. A flying unit cannot
use a debris field for cover.
58
DRIFT OFF THE EDGE
At the start of the battle players select a table edge Debris and units might drift off the battlefield. If any
to be the "drift edge". In the End phase of each turn part of a debris feature or unit crosses the drift edge,
roll a die and move all debris, knocked down and remove it from play.
shutdown units that many inches directly towards
the drift edge. Units removed in this way are placed in reserve and
can be called on from next turn. When returning to
All drift movement is simultaneous. It is easiest to the battle these units must enter from the drift edge.
begin by moving the debris / units closest to the drift
edge, and work your way across the battlefield. When debris drifts off the battlefield, roll a die.
59
STRUCTURES ATTACKING STRUCTURES
As well as all the natural features of a battlefield, Attacking a structure is done in the same way as
there may also be any number of structures that attacking a unit, with the following exceptions:
can be interacted with. A structure can be a piece of
blocking terrain, such as a communications tower,
▶▶ Standard modifiers (charge, crossfire, elevated
etc.) do not apply when attacking structures.
wind turbine or monument. It can also be an actual
building meant for habitation, work and/or defense. ▶▶ Power attacks have no effect on structures.
Players should discuss which terrain features are
▶▶ Structures can be obscured but never benefit
from cover.
structures prior to the beginning of the game.
▶▶ A structure cannot dodge!
INTERACTING WITH STRUCTURES ▶▶ A structure is destroyed when its Armour
value is reduced to zero.
A structure is a terrain feature.
60
THROWING OBJECTS ATTACKING WITH OBJECTS
Picking up cars and throwing them, swinging A unit carrying an object can use it to make an
telegraph poles like bats, and kicking debris at an attack, either throwing it at an enemy, or swinging it
oncoming enemy are staples of giant robot combat. like a weapon.
A gunframe (not conventional unit) may pick up After an object is used for an attack, it is destroyed
objects on the battlefield and use them as improvised - smashed, crushed, lost beneath a pile of rubble
weapons. or otherwise no longer useable. Remove the object
from the table, even if the attack did no damage.
OBJECTS THROWING STUFF
Before play, determine what battlefield features can
A unit may throw an object as an attack action.
be picked up, kicked and thrown. These are objects.
Objects can be thrown Short range. The firepower of
Obstacles on the battlefield could also be objects, but
a thrown object depends on its size.
only if it makes sense. This will depend on the scale
of your miniature figures and the types of anime
OBJECT RANGE FIREPOWER
battle you are trying to emulate.
SMALL SHORT 2
Objects can be small or large. LARGE SHORT 3
SMALL OBJECTS are anything that a gunframe Modifiers are added to the attack as normal.
could easily pick up in a single (giant robot) hand.
LARGE OBJECTS probably require two steel fists Note, this attack does not count as
to pick up, or are very heavy, or difficult to throw the unit's short range attack for the
very far. turn, as per the "one attack per
weapon system" rule.
PICKING UP OBJECTS
A figure can use a special action to pick up an object SWINGING THINGS
they are in base contact with. Units with the hands A figure carrying an object can use it as a club,
upgrade can pick up an object at the start or end of a striking an opponent at close range. The size of the
move action for free. object adds a bonus to the unit's Close attack value.
A unit may only have one object or loot counter at OBJECT RANGE FIREPOWER BONUS
any time.
SMALL CLOSE +1
DROPPING OBJECTS LARGE CLOSE +2
61
62
EXAMPLE UNITS
Building your own units is quick, fun and easy, but
a little inspiration can go a long way! The gunframes
THE OVA'S
on the following pages are useable "straight out of the While it would be possible to simply present a long
box", or can be modified to suit your needs. list of example gunframes and conventional units,
that isn't any fun! Also, it is much easier to build
and understand the design of units in the context
MODIFYING EXAMPLE UNITS of a specific setting. Therefore, the following pages
Each of the example units have their frame and present three OVA settings - imagined anime
loadout values completed. It is not recommended franchises that deal with conflicts involving one
modifying frame values (Speed, Defense or Armour) or more types of giant fighting robots. Each of the
as many have already been adjusted using the frame OVA's has a little setting information and two or
customisation rules. more factions that are in conflict with one another.
Each faction has a range of example units that you
LOADOUT: Players are free to adjust the loadout can use as written, or modify to your own liking.
values of the example units, subtracting from one
weapon system to add to another.
OVA stands for "Original Video
PILOT: The example units already have a Pilot Skill Animation" - original stories
recorded, but players can adjust these values if they or series that did not have a
wish. Improving a 4+ value to 3+ will increase the theatrical or television release.
unit cost by 1 point. Changing a Pilot Skill from 3+
to 4+ will actually reduce the unit's cost by 1 point. JUST THE BEGINNING...
UPGRADES: Most units have one or more upgrades. Of course, you do not have to use the example units
You can add more, but remember each additional or settings for your own games - GunFrame was
upgrade increases the cost of the unit by 1 point. written so you can play battles in your favourite
anime franchise, or a setting of your own creation!
63
Three hundred years ago an alien space craft crashed Mankind knows something else exists out beyond
on Earth and sparked a race for the stars. There were the heliosphere, but for now they are preoccupied
no crew, no clue to its origin and no explanation for with the exploration, colonisation and domination
why the ship crashed. What it did provide, however, of the known solar system. This has brought nations,
was a means to traverse the solar system faster than corporations and entire planets into conflict with
ever before and to colonise the planets - first Mars, one another. Mars wars with Earth, the mega-
then the asteroid belt and finally the moons of the corporations fight in boardrooms and on battlefields,
outer planets. With the advances in technology came and the outer colonies fight for their very survival.
new-found wealth for those able to capatalise on the And the mighty gunframe has earned its place as the
secrets of the fallen space ship. preferred tool of war.
TERRAN UNITY
Formed after more than a century of conflict between the nations of Earth and
the Near Earth Colonies, the Terran Unity ushered in a new era of prosperity.
The Unity sees Earth as the centre of the Solar system and seeks to exert its
control over the Martian states and outer planets.
The Terran Unity are capable of quickly producing light, cheap mecha. The
varied landscapes of Earth have created a reliance on transforming gunframes,
and while such machines provide a great deal of flexibility, they can be a double-
edged sword when facing more specialised forces.
Defense
Armour
Medium
Points
Short
Close
Speed
Pilot
Skill
Long
If you would like unit cards for the example units, or to learn
more about the OVA settings, visit the official GunFrame
website at www.PerilPlanet.com
64
MARTIAN REPUBLIC
The Martian Democratic Republic was forged in the fires of internal strife
and meddling from Earth. The harsh conditions of early colonial life has
made the Martians into a pragmatic people and the Republic embraces this
attitude in its expansionist rhetoric - their sights set firmly on the resources
of the outer planets.
Defense
Armour
Medium
Points
Short
Close
Speed
Pilot
Skill
Long
Name Type Upgrades
Armour
Medium
Points
Short
Close
Speed
Pilot
Skill
Long
65
The Kingdom of Galoria, jewel at the heart of Alpha
Centauri, is under siege from the inhuman Warmongers
- savage warlords from another galaxy. However, hope
for the peaceful Galorians has arrived in the form of
the crew of the ISS Centurion! Having fallen through a
black hole and ten thousand years into their future, the
Earthlings are Galoria's best hope for survival.
THE CENTURIONS
Five astronauts from Earth's 21st century have found themselves thrust into a desperate struggle for survival
in defense of a planet that is not their own, against an enemy that only wishes to destroy them! Will their
bravery, compassion and unique 21st-century thinking win out against an alien threat?
Defense
Armour
Medium
Points
Short
Close
Speed
Pilot
Skill
Long
Name Type Upgrades
*Remember, you don't pay for the combiner form - the points value is only used to construct the unit.
WARMONGERS
The Warmongers are a savage band of pirates who travel through space on their half-built Ark, seeking to take
whatever resources they need from any planet they encounter. They almost had control of Galoria when the
Centurion crash landed. Now all Warlord Drak can think of is having the Alpha Guardian for himself!
Defense
Armour
Medium
Points
Short
Close
Speed
Pilot
Skill
Long
66
In 2123 robot assisted crime and threats from artificial
intelligences have become increasingly common and standard
police resources cannot effectively deal with them. In Tokyo, the
dedicated detectives and emergency response workers of the Special
Human Intervention and Emergency Labour Division work to
protect the citizens from these advanced technological threats.
These are their stories...
Tokyo Shields follows the police officers and other emergency aid
workers of Tokyo's newest and most advanced district - Ward 24. In
the world's most advanced residential arcology, and home to Japan's
most powerful cybernetic and AI manufacturers, there never seems
to be a day where the operatives of S.H.I.E.L.D. 24 are not needed.
Armour
Medium
Points
Short
Close
Speed
Pilot
Skill
Long
Name Type Upgrades
THE PERPS
When criminals aren't using labour 'frames for bank robberies, or construction 'bots are malfunctioning
Down Town, the members of SHIELD 24 are busy thwarting rogue AI's, stopping street races between hot
rodders, and capturing run-away drones.
Defense
Armour
Medium
Points
Short
Close
Speed
Pilot
Skill
Long
67
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68
Permission granted to photocopy for personal use only.
nnnnnnnnnnnnnnnnnn nnnnnnnnnnnnnnnnnn nnnnnnnnnnnnnnnnnn nnnnnnnnnnnnnnnnnn
Speed
Armour
Short
Medium
Long
Upgrades
SYMBOL
Points
69
QUICK REFERENCE SHEET
THE TURN ATTACK SEQUENCE TARGET LOCK
1. INITIATIVE PHASE 1. Declare target A unit may only make one target lock
Start of turn 2. Check Line of Sight action per turn.
Focus Points 3. Check range
Roll for initiative 4. Firepower roll ▶▶ Remove an Evade counter, or
2. ACTIVATION PHASE 5. Defense roll ▶▶ Place a Target Lock counter
3. END PHASE 6. Damage Remove a Target Lock counter from
End of turn 7. Power attacks an enemy figure to:
Reserves
RANGES ▶▶ FOCUS FIRE - add +2D6 to the
Discard Focus Points
▶▶ CLOSE - up to 1” firepower pool
Allocate Victory points
▶▶ SHORT - up to 8” ▶▶ PRECISE STRIKE - attacker
New turn
▶▶ MEDIUM - up to 16” may re-roll firepower dice
▶▶ LONG - up to 24”
ACTIVATING MECHA EVADE
ATTACK MODIFIERS
Players take turns activating units. Units
▶▶ [+1D] Charge A unit may only make one evade action
may complete up to two actions:
▶▶ [+1D] Crossfire per turn.
▶▶ MOVE ▶▶ [+1D] Elevated
▶▶ ATTACK ▶▶ [+1D] Rear Attack ▶▶ Remove a Target Lock, or
▶▶ TARGET LOCK ▶▶ [+1D] Shut down ▶▶ Place an Evade counter
▶▶ EVADE Remove an Evade counter from a
▶▶ SPECIAL POWER POINTS friendly figure to:
Each “6” rolled generates 1 power point
MOVEMENT
to spend on power attacks. ▶▶ EVADE - re-roll defense dice
Move up to Speed value in inches. DEFENSE MODIFIERS
▶▶ [+1D] Obscured FOCUS POINTS
▶▶ Base contact - ends move ▶▶ [+1D] Cover A unit may only have one Focus Point
▶▶ Obstacles - no move penalty ▶▶ [+2D] Heavy Cover spent on it per turn. Spend Focus Points
▶▶ Blocking - cannot move through on the following:
▶▶ Difficult - 1 inch costs 2 Speed DODGES
▶▶ Dangerous - make Pilot Skill roll Each “6” rolled in defense allows the ▶▶ Rapid fire
▶▶ Elevated - units may move over defender to move 1”. ▶▶ Fast movement
features less than half their height ▶▶ Reaction
▶▶ Specific upgrade abilities
COST BASIC POWER ATTACK
1 DISTRACT Target can only take one action when activated.
REACTIONS
1 RECOIL Target is knocked back.
Spend a Focus Point to react to an
1 SWING (Close) Move the target around the attacker. enemy figure.
2 KNOCK DOWN Target is knocked down.
2 THROW (Close) Target knocked back and knocked down. A unit may react if it has not yet
activated or reacted this turn and:
3 SHUT DOWN Target is shut down.
X EXPLODE All units within X" suffer 1 damage. ▶▶ Is attacked by an enemy, or
X SUPRESSION An area of X" becomes dangerous terrain. ▶▶ Is Target Locked by an enemy, or
COST SPECIAL POWER ATTACK
▶▶ An enemy completes a move
action within LoS
1 TARGET PAINTING Place a Target Lock counter on the target.
A reacting unit may perform a single
X BLAST All units within 3" of target suffer X hits.
attack, move or evade action.
X BURN Target immediately suffers X additional hits.
X CHAIN ATTACK X units within 2" of target suffer 2 hits. Attack actions may only be made against
the unit that caused the reaction.
X RUN AND GUN Attacker may immediately move X".
Permission granted to photocopy for personal use only.
70
DESIGNER'S NOTES
I have a confession to make - I wrote GunFrame The second goal was to create a sense that this was
for myself. I wanted to play a game where my giant futuristic combat between highly advanced fighting
fighty robots ran, dived and sprayed missiles like machines, without bogging down in long lists of
they do in my favourite anime. I wanted to play a modifiers and special rules. Electronic warfare,
game where my pilots were cool mecha aces with target locks, and all the tropes that go along with such
relationships and histories and passions. I wanted to things are staples of science fiction and GunFrame
play a game where manoeuvre and position created incorporates them too. The Target Lock and Evade
tension, but didn’t bog down into stalemates or actions give players a chance to pull off cool moves
games of paper-scissors-rock. Most of all, though, I and apply pressure to your opponent. When
wanted to play a mecha game that was fast and fun combined with some of the pilot upgrades, or used
and let me easily use any mecha figures I wanted. I in conjunction with reactions, these two actions also
think I have achieved it, and I hope you do too. provide a lot of tactical choices for play beyond the
obvious bonus to attack or defense.
At it’s heart, GunFrame is a game of abstractions.
This was a conscious decision in order to maximise At all times in the design of GunFrame, I was
the flexibility of the rules. guided by the “rule of cool”. Whenever I was left with
a choice between realistic or cool, I always went for
The game design process started with the gunframes what felt the most fun, looked the most interesting
themeselves. Everything was built so as to create on the tabletop, or created the most entertaining
options and opportunities for you, the players, result for both players. Sometimes this has resulted
to create the types of mecha you love. The frame, in rules that don’t seem particularly realistic, but
loadout and upgrades system lets you create mecha when you are talking about house-sized robots
tailored to your own model collection or preferred piloted by teenagers and weilding rail-gun rifles and
source material. The abstract nature of the weapon vibro-katanas, you have to draw the line somewhere!
loadout system lets you use your imagination to
describe the cool weaponry and awesome effects I have loved writing GunFrame. This is the mecha
of your warmachines, helping to maintain game game I wanted to play and I hope it is the mecha
balance, speed gunframe design and avoid long, dry game you want to play too.
lists of weapons and special equipment.
- Nathan Russell
I particularly like the way pilot upgrades turned out June, 2018
- especially linked upgrades. They instantly create
relationships between your mecha pilots and help
you identify with the bold warriors in the cockpits.
For game play itself, I had two main goals. First, games
had to feel fast-paced, like the wild technicolour
battlescenes that make anime such the spectacle it
is. The films and series that inspired GunFrame
are filled with wild action where mecha are shot,
stabbed, blasted, punched, kicked and thrown across
the battlefield before rolling back to their feet and
returning fire. GunFrame keeps the action quick
and simple with a single basic attack, but creates
opportunities for the reckless action and dramatic
fight scenes of the source material through the power
attack system. There is no need for pauses while a
player decides what kind of attack to use - check the
range, roll the appropriate number of firepower dice
and then spend any 6’s on awesome finishing moves!
71
THE BATTLES CONTINUE AT
www.PERILPLANET.com
THE OFFICIAL HOME OF
72
FAST-PACED MECHA WARFARE
INSPIRED BY YOUR FAVOURITE ANIME!
Gear-up, strap in and launch your gunframe. It’s time for war!