Foreword (hajimeni) This game portrays the following aspects of the space war - MS battle, Ship-to-ship battle, and the assault on a space fortress. As with the previous game 'Jabrow', each game piece represents four actual units (except for the ship pieces which represent a single ship). Each player becomes the commander and the game is played by implementing your tactics/strategy. Besides the main game ' Battle for A-Bao-A-Qu', there are several other scenarios such as N-field battle and the S-field field battle as well as a down scaled A-Bao-A-Qu battle. All scenarios take place after the Federation deployment of the Solar Ray weapon. In addition, customized scenarios and customized rules can also be used to further increase game play. Section 1. Map boards The map boards represents A-Bao-A-Qu's surrounding space. Hexagons (hereafter called "hekksu"= hex) are printed on the map boards. For movements and attacks of the units, distance are measured in these hexagons. The half hexagons on the top edge of the map boards are treated as full hexagons in the game. Each of the map boards is marked with a number. These are used to correctly layout the game boards. 2. Units Units are divided into two classes: Mobile Suits (MS) and Ships. MS units include MS, fighters and cannon turrets mounted on the fortress; four fighters etc. are represented by each unit piece. Each ship unit piece represent a ship. A. A-1: MS units, A-2 fighter units, A-3 cannon turret units B. Ship units. On each unit piece, there are four numbers and 2 or 3 symbols. Their placements are shown here: Name: name of the unit, e.g., GD = Gundam, WB = White Base, see the "Unit type table") Movement Points: the number of hexagons the unit can move through in each turn. Attack against MS: attack points against MS, fighters and gun turrets. Attack against Ship: attack points against ships. Defence score: defensive score when the unit is attacked. Weapon type: there are four weapon types: Beam weapons, Normal (gunpowder) weapons, Missiles, Beam Disruption screen. Pilot type: inside the silhouette of the unit, there are sometimes pilot type symbol. Newtype, Elite, Student. For example, these are Newtype level 2 Zeong and Elite GM respectively: The unlabelled MS are regular pilots. See section 11-13 for details on pilot types. Some units are printed on both sides, these are units equipped with M and BD weapons, see section 15 Units equipped with Large Missiles for details. C. Indicator pieces: there are three indicator types: BD (Beam Disruption field), C (confused) and D (panic). Section 3. Game Progression 3-1. This game can be played by 2-6 people, one side playing the Feds, the other playing the Zeon. 3-2. This game is played like baseball in that each side takes turns in offence and defence each inning. 3-3. In each "inning" (from now on, I will translate the "inning" as a turn), there are 10 phases in total (five phases for each of the two sides). The side that makes the moves first in each turn is the 'lead-off' side. (To use baseball speak, the team that bats first in the top of the inning i.e. visitor.) I will call the 'home' side the 'follow-up' side. (1) Recovery phase: both sides' confused and panicking units are allowed to perform a morale boost to see if they can recover to the normal state. See section 10. (2) 'Lead-off' side movement phase: the side moves their units (3) 'Lead-off' side combat phase: Attacks on enemy units are made. Enemy units receiving attacks can return fire in the next t 'Follow-up' side's combat phase. Both attacks will be deemed to have taken place in a single battle (4) 'Follow-up' side combat phase: Attacks on enemy units are made. Any damage inflicted on the 'Lead-off' units are determined here. (5) 'Follow-up' side damage check phase: The damages for units receiving attacks during (3) are determined here. The steps (1) to (5) are then repeated with the initial 'follow-up' side becoming the new 'lead-off side' and vice versa. The completion of the total 10 phases signifies the end of one inning/turn and the process is repeated for the next inning/turn. Section 4. Movement 4-1. During your own movement phase, any or all of your units can be moved. There is no requirement to move any unit. 4-2: Each unit can be moved in any direction covered by the movement point. One movement point is required for each hexagon moved. 4-3: You cannot transfer movement points to any other units nor can you save up unused movement points for later use. 4-4: The cannon turrets/units with no movement points cannot be moved once positioned on the game board. 4-5: Up to six of your own units can be placed on a single hexagon. See section (5) for details. 4-6: If an unit is placed on a hexagon occupied by an enemy, close combat attack becomes available in addition to the normal attack. See sections (6) to (9) for details. Section 5. Stack 5-1: Stack is the term used when more than one unit occupies a single hexagon. The Stack limit is the maximum number of units permitted to be stacked on a single hexagon. 5-2: On any one hexagon, 4 friendly MS units and two friendly ships can be stacked. 5-3: Both friendly and enemy units can be stacked together on a single hexagon allowing for a total of 8 MS units and 4 ships. i.e. a maximum of 12 units can occupy a single hexagon. 5-4: When an unit is stacked on to a hexagon occupied by the enemy, both long-range attack and close combat become possible for certain units. See section (6) to (9) 5-5: The stack limit does not apply while movements are being completed. 5-6: If the stack limit is violated, the player's offending units are removed from the game board. Which units are removed is decided by the offending player. #Section 6. Combat 6-1: There are two types of combat: long-range shooting and close combat. Close combat occurs only when the units involved are stacked together. 6-2: In any one inning/turn, each side gets two opportunities for attacking their opponent's units. Once during the 'lead-off' initiated phases and once during the 'follow-up' initiated phases. 6-3: When attacking an enemy unit occupying the same hexagon , you can choose to use a long-range attack or close combat if permitted for that particular unit. 6-4: If the enemy units are stacked, the attack can be carried out on a specific enemy unit or on the whole group. Section 7. Long-range attack Shooting (ranged) 7-1: Either the anti-MS or anti-Ship attacking point must be used depending on the enemy unit type. 7-2: When attacking, one point is subtracted from the attacking point for every hexagon separating the attacking unit and the enemy unit. 7-3: Long-range attack can also be carried out on an enemy occupying the same hexagon as your own unit. In this case the attacking point is doubled. 7-4: To determine the result of the attack, the ratio of the attacking point to the defending point is first calculated. The dice are then thrown and use the results to refer to the long-range shooting table for the outcome. 7-5: When calculating the attack point to defence point ratio, always round the numbers to whole numbers in favour of the defence. 7-6: If the unit being attacked is in a confused C or panic D state, the dice resulted is amended by adding +1 and +2 respectively. 7-7: An example Attacking side MS Gelgoog (attack point 6) Defending side Ball (defence point 2) Distance between the Gelgoog and the Ball is three hexagons. Attack point 6 minus 3 distance points = 3 the effective attack value. The attack to defence ratio is 3:2 which is then rounded in favour of the defence to become 1:1 Refer to the shooting table for 1:1 ratio and throw the dice to determine the outcome. #Section 8. Shooting related issues 8-1: One attack only applies to a single hexagon. You cannot attack enemy units in other hexagons with the same attack. 8-2: Attacking and defending in stacks. The units in a stack can attack/defend individually or as a collective group. Examples (a)Two stacked attacking units( A[AP=5] & B [AP=4]) vs one defending unit (X {DE=3]) distance 3 hexagons Effective attacking value of A = 5-3=2 B = 4-3 = 1 Combined effective attacking value = 2+1 = 3 Attack to defence ratio is 3:3 = 1:1 (b) A single attacking unit X[AP=6] vs two stacked defending units ( A[DE=3] & B[DE=2] ) distance two hexagons Effective attacking value = 6-2 = 4 Combined defence value is 3+2=5 Attack to defence ratio is 4:5 which is rounded in favour of the defence to 1:2 8-3: A defending unit can only receive one shooting attack in a phase from a particular attacker but it is possible for it to receive both a shooting attack and a close range attack in one phase from the same attacker. That is to say, when an attacker and a defender are stacked together on the same hexagon, the attacker has two separate chances for attack - shooting and close combat. 8-4: When attacking a stack as a group (consisting of both enemy and friendly units), the friendly units are affected in the same way as the enemy units and damage must be determined in the same way. This situation will not arise in close combat situations. Section 9. Close combat Hand-to-hand combat 9-1: Close combat occurs only when the attacker and the defender are stacked together on the same hexagon. 9-2: Close combat as with the long-range shooting attacks, can be carried out twice in any one inning/turn. 9-3: Close combat is only possible by mobile suits ( Satellite Missile is an exception - see section 16) and excludes the units categorized as MS for attack/defence purposes e.g. fighters, cannon turrets. However all theses excluded units and ships can defend against a close range attack by a mobile suit. 9-4: An enemy ship stacked with enemy mobile suits, cannot be attacked by close combat. 9-5: The outcome of the close range attack is determined similarly to the long-range shooting attack, but in this case the close combat table is used to get the results. Also the method for the getting the combat ratio differs according to the defending unit. (a) MS vs MS The combat ratio is the Anti-MS attack point : Anti-MS attack point Exception: Ball attacks MS. The attack point of the Ball is reduced by half against a MS at close range. (b) MS vs fighters, cannon turrets The combat ratio is 2x Anti-MS attack point : Anti-MS attack point Example: GM vs Jikko (JI) 2x 5 : 2 thus 10 : 2 = 5 : 1 (c) MS vs ship The combat ratio is 2x Anti-ship attack point : Anti-MS attack point Example: Zaku vs Salamis 2x3 : 3 thus 6 : 3 = 2 : 1 Exception: MS vs Doros In the case of the Doros, the standard defence point is used against attacks by MS 9-6: As with the standard long-range attacks, if the enemy unit is in a confused state C or a panic state D the dice result is amended by +1 and +2 respectively. 9-7: Example GM [Anti-MS AP = 5] attacks Rick Dom [Anti-MS AP = 5] in confused state The ratio is 5 : 5 = 1: 1 +1 is added to the resulting dice throw. Section 10. Morale Recovery 10-1: The units on both sides in the confused and panicked states can be restored to the normal state during the recovery phase of an inning/turn. 10-2: If the morale recovery is successful, the unit in question is restored to the normal state and can move and attack as before. 10-3: For morale recovery, one die is thrown for each affected unit during the recovery phase. A number less than 5 is required for recovery from confused state and a number less than 4 is required for recovery from a panicked state. 10-4: The units in question do not suffer any effects from unsuccessful attempts to recover. Section 11. Newtype Pilots 11-1: Units with a letter N in the silhouette are piloted by a newtype. 11-2: Newtype piloted units have a vastly superior attack and defence ability and this is represented in this game by the use of the rank number following the letter N. When attacking/defending with a newtype unit, the calculated combat ratio can be amended in favour of the newtype unit by using the rank number. Example 1 Attack: A N3 unit initiates an attack. The combat ratio is worked out to be 1 : 3 very much in favour of the defender. However using the newtype rank, the ratio can be amended by raising it three ranks on the result tables to 2 : 1 in favour of the newtype pilot. Example 2 Defence: A N3 unit is being attacked. The combat ratio is worked out to be 4 : 1 very much in favour of the attacker. However using the newtype rank, the ratio can be amended by lowering it three ranks on the result tables to 1 : 1. Whether the N rank is used to raise or lower the final ratio in any given situation is completely up to the player. 11-3: In the case with the White Base, Mirai Yashima is the only newtype in the crew so the newtype rank of 2 can only be used for defence. 11-4: For Newtype vs Newtype battles, the difference between the N ranks is calculated and this is the value used to amend the rank for the unit with the larger initial N rank. Example: Zeong N2 [AP=7] attacks Gundam N3[DP=8] distance is ignored in this example Combat ratio 7 : 8 which is rounded in favour of the defence and thus becomes 1: 1 The difference between the N ranks is 1 in favour of the Gundam. This number is used to raise the ratio to 1: 2 in the result table in favour of the Gundam. Similarly you can adjust the N ranks individually to favour each MS in turn but the net result will be the same. #Section 12. Elite Pilots 12-1: Both the Federation and Zeon forces have units manned by elite non-newtype pilots. 12-2: Units with the letter E in the silhouette are manned by elite pilots. 12-3: Units with elite pilots can raise or lower the final combat ratio by one rank in their favour. (equivalent to a N1 rank) 12-4 Elite pilot vs elite pilot. In this case they cancel out each other's elite rank advantages. Section 13. Student Pilots 13-1: During the battle of A-Bao-A-Qu many student pilots were deployed particularly in Gelgoogs and Rick Doms as a result of pilot shortage. 13-2: Units with the letter S on the silhouette are manned by student pilots. 13-3: S labelled units must amend the final combat ratio against themselves by one rank. Example: when attacking the ratio 1 : 1 must be dropped one rank on the result table to 1 : 2 in favour of the defender. Likewise, on defence, a ratio 2 : 1 must be increased by one rank to 3 : 1 in greater favour for the attacker. 13-4: Student pilot vs student pilot. They cancel out each other's disadvantages of the student rank. Section 14. Combat Ratio Modification 14-1: Amendments to the ratio indicated in sections (11) to (13) also apply in both attack and defence situations against a stack group consisting of at least one of the pilot ranks in question. 14-2: In situations where a newtype or an elite unit attacks a student unit, the advantage will only shift in the favour of the attacker. Similarly in situations where a student unit attacks a newtype or elite units the advantage will only shift in favour of the defender. Examples - Long-range shooting: (a) Gundam N3 [AP=6] attacks Zaku S [DP=2] Combat ratio = 6 : 2 = 3 : 1 This ratio is then amended +3 ranks in favour of the newtype pilot plus another +1 for fighting against a student. Total rank increase of +4 to get a ratio of 7 : 1 in huge favour of the newtype unit. (b) GM S [AP=5] attacks Rick Dom E [DP=3] Combat ratio = 5 : 3 which is rounded in favour of the defender to 1 : 1 This ratio is then amended +1 rank in favour of the elite pilot plus another +1 for receiving an attack from a student. Total rank increase of +2 in favour of the elite pilot to get a ratio of 1 : 3. Examples - Close combat: (a) Zeong N2 [Anti-MS AP=7] attacks GM S [Anti-MS AP=5] Combat ratio = 7 : 5 which is rounded in favour of the defender to 1 : 1 This ratio is then amended by +2 ranks in favour of the newtype plus another +1 for attacking a student. Total rank increase of +3 in favour of the newtype to get a ratio of 4 : 1. (b) Zaku S [Anti-MS AP 5] attacks Ball (regular pilot) [Anti-MS AP=2 special condition applies] The combat ratio is thus 5 : 2 which is rounded to 2 : 1. This ratio is then amended by -1 against the student pilot to 1 : 1. 14-3: In stacked group situations the following rules apply: Elite + Elite = +1 Elite+ Student = 0 Student+Student = -1 N3 + Elite = +3 N3 + Student = +2 N2 + Elite = +2 N2 + Student = +1 Section 15. Units equipped with Large Missiles 15-1 Public PA, Musai MU and other units are equipped with large missiles, which can be used once. These are powerful weapons. 15-2 Units with large missiles, are printed on both sides. Weapon type written in white letters on the front (BD and M) and black letters on the back (M, B and N). 15-3 At the beginning of the game, the unit stats of the front are used. After the unit fire the large missile (using the stats on the front) ONCE, the unit is flipped to show the backside stats. For the rest of the game, the backside stats are used. Section 16. Satellite Missile 16-1 Satellite Missile SM are huge rocky asteroids mounted with rockets and homing systems. 16-2: The Satellite Missiles are limited to a single movement/attack. Once used, they are removed from the game board regardless of outcome of the movement/attack. 16-3: The Satellite Missile can only attack if it is placed on a hex occupied by the enemy unit. 16-4: To determine the outcome of the attack, use the attack point of the satellite missile and the defence point of the enemy unit to work out the ratio and use the dice and the MS close combat table to get the result. 16-5: Regardless of whether the hex is occupied by the friend or enemy units, the attack point against all MS is 10 and the attack point against all ships is 20. These values cannot be affected by range since the attack is only possible as close combat i.e. units are stacked on the same hex. Section 17. Bigzam 17-1: Bigzam is the powerful mobile armour equipped with I-field and powerful beam weapon used during the battle at Solomon. 17-2: Since the Bigzam is extremely large, it is treated as a ship for combat purposes. When attacking the Bigzam from long range, the attack value against ships is used. When attacking the Bigzam at close range, the MS close combat tablet is used. 17-3: The Bigzam itself cannot attack at close range. i.e. it cannot initiate close combat. 17-4: The Bigzam is invulnerable to beam weapons because of its I-field. Section 18. Beam Disruption Screen 18-1: This technology is deployed by the missiles fired from Federation's Public spacecraft. It totally renders useless any beam weapon attack on the protected area. 18-2: The Publics equipped with the beam disrupting screen missiles are indicated by the letters BD. Once the missiles are fired, these Publics have no other attacking ability. 18-3: To use the BD missiles, a target hexagon is first selected. One of the dice is rolled and if the result is less than 5, the hex has been successfully hit. A BD indicator unit is placed on the targeted hex. The deployment range of the BD missiles is ten hexagons. The BD missiles can only be used once by each BD Public. After it is fired, the Public unit is flipped over for the duration of the game. 18-4: The BD screen covers six hexagons immediately surrounding the targeted hex. 18-5: Any beam weapon attack firing into or out of the BD screen affected area is nullified. 18-6: The effect of the BD screen lasts for 4 innings/turns. The BD label is removed from the game board at the start of the 5th inning/turn after the deployment. Scenarios Scenario 1. Battle of S Field (2-4 players) The Feds lost one third of their main force to the Solar Ray attack, their armada was split into two battle groups for the of the final assault. W. B. joined a fleet led by the flagship 'Ruzaru' and began an attack on the S-field. Map arrangement 1234 Feds' Roster Gundam, Guntank, G-Fighter, GM x5, GM (S) x2, GM (N), Ball x10, Ball (S) x3, White Base, Magellan x2, Salamis x22, Public x4, Public (BD) x6. Zeon's Roster Zeong (N2), Zaku x3, Zaku (S), Zaku (35), Rick Dom x2, Rick Dom (S) x6, Gelgoog, Gelgoog (S) x2, Gwazin, Chibe x6, Musai (M) x12, Gattle x3, Jikko, FC (B) x6, FC (N) x3, FC (M) x4. Fed's Entrance All units enter from anywhere on the top row (away from fortress itself) in the first turn. Zeon's Entrance All turrets FC are mounted on fortress itself. All other units are positioned within 3 hexagons from the edge of the fortress. No. of Turns Until a victory condition is met. Feds have the first move - 'lead-off'.. Victory condition Feds: destroy all Zeon units OR keep 10 Fed units on the fortress itself at all times for 3 turns . Zeon: prevent Feds' victory condition. Scenario 2. Battle of N Field (2-4 players) Fed's 2nd and 3rd divisions/fleets commenced an attack on A-Bao-A-Qu's N-field. However, in their way stands the Zeon carrier group with the MS carrier Doros at its centre. Map arrangement: 1234 Fed's roster Zeon's roster Fed's Entrance All units enter from anywhere on the top row (away from fortress itself) in the first turn. Zeon's Entrance All turrets FC are mounted on fortress itself. All other units are positioned within 3 hexagons from the edge of the fortress. No. of Turns Until a victory condition is met. Feds have the first move - 'lead-off'.. Victory condition Feds: destroy all Zeon units OR keep 15 Fed units on the fortress itself at all times for 3 turns . Zeon: prevent Feds' victory condition. Scenario 3. Battle of A-Bao-A-Qu (2-6 players) The final attack against A-Bao-A-Qu. The undermanned Feds have concentrated all its forces against the N and S fields. The Zeons have reacted by commencing a counter-offensive led by a Doros carrier group . The final decisive battle have begun. Map arrangement: 41 32 (these are positioned upside down with number in the bottom right corner) Fed's roster Use the rosters for scenario 1 and 2 to represent N and S field attack force respectively. Zeon roster Use the rosters for scenario 1 and 2 to represent N and S field defence force respectively. Fed entrance: N field attack force enters anywhere on the top row of the map arrangement in the first turn. The S field attack force enters anywhere from the bottom row of the map arrangement in the fifth turn. Zeon entrance: N field defence force is positioned in the centre of the map arrangement within a 4 hexagon thick horizontal strip across the middle of the game board. The S field defence force is positioned anywhere within a 10 hexagon thick horizontal strip surrounding the fortress. No. of Turns Until a victory condition is met. Feds have the first move - 'lead-off'.. Victory condition Feds: destroy all Zeon units OR keep 20 Fed units on the fortress itself at all times for 3 turns . Zeon: prevent Feds' victory condition. Scenario 4. Battle of S Field (reduced game) (2 players) Map arrangement: same as Scenario 1 Fed's roster Zeon roster No. of Turns Until a victory condition is met. Feds have the first move - 'lead-off'.. Victory condition Feds: destroy all Zeon units OR keep 5 Fed units on the fortress itself at all times for 3 turns . Zeon: prevent Feds' victory condition. A similar reduced game can be created for the N field and the A-Bao-A-Qu scenarios. Also consider the what if situation of mass produced Bigzam and Bigro on the scene. Scenario 5. Battle of Solomon (simplified) (2-4 players) 'Teanmu' fleet has commenced attack on Zeon's Solomon fortress. The Publics launch their missiles. Solomon's defence cannons open fire. The battle deepens the suffering... Map arrangement 1234 Fed's roster Zeon roster Feds entrance: They enter anywhere along the top row in the first turn. Zeon entrance: FC units are positioned anywhere on the fortress. All other units are positioned within three hexagons of the fortress. No. of Turns Until a victory condition is met. Feds have the first move - 'lead-off'.. Victory condition Feds: destroy all Zeon units OR keep 8 Fed units on the fortress itself at all times for 3 turns . Zeon: prevent Feds' victory condition. Scenario 6. Assault of Moor (all ships) (2-4 players) Suddenly a flash lights up the space. The Fed and Zeon fleets have clashed. This is not an ordinary battle, this is a major battle occurring in a major war, The never-ending battle continues to rage... Map arrangement: 1234 The fortress becomes a Side 4 colony in this scenario. Feds' Roster: Magellan x12, Salamis x36. Zeon's Roster: Gwazin x2, Chibe x12, Musai (M) x32. Entrance: This is not specified in the text - it could be an error. The most logical entrance would be to start on either ends(left and right) of the game board and meeting in the middle where Side 4 is. No of turns: Until the victory condition is met. 'lead-off' is determined by dice throw. An odd number means the Feds start, even number means the Zeons start. Victory condition: Complete destruction of the opposing fleet OR forcing a retreat/surrender. Scenario 7. Assault of Luna Two (2-4 players) Fed's only space base. Preparations for the counter offensive against the Zeons are currently underway. It is at this time that the Zeon mobile assault fleet has commenced an attack on Luna two...in order to wipe out Fed's space based forces... The Feds at Luna Two became aware of the incoming attack and immediately made preparations to defend the base but they are undermanned. The fighting has begun. There was no way to disguise the fact that the Feds, fighting desperately was outnumbered against the Zeons. Only hope is the reinforcements on their way from Earth... Map arrangement 41 32 These are upside down with the numbers on the bottom right corner Fed roster Luna Two defence force: Reinforcement force: Zeon roster Zeon entrance: Anywhere from the top row of the game board in the first inning. Fed entrance: the fortress becomes Luna Two in this scenario. The defence force is positioned anywhere within a 4 hexagon wide horizontal strip across the middle of the game board. FC units are positioned anywhere on Luna Two. Reinforcements start at the bottom row of the game board after the first turn is completed -the actual start turn is determined by dice throw - see below. No. of Turns: Until the victory condition is met. Zeons 'lead-off'. The arrival of the reinforcements on the game board is determined by dice throw. After the completion of the first turn, the Fed player throws one of the dice. A 1 means the reinforcements arrive in the second turn, 2 means the third turn, 3 means the fourth turn and so on. Victory condition: For the Zeons - the complete destruction of the Fed units OR place at least 15 units at all times on Luna Two for 3 turns. For the Feds - prevent Zeon victory condition. A scenario involving air support can also be tried. Unit Type Table Symbol NameType GD Gundam MS CT Guncannon/Guntank MS GF G-Fighter MS GM GM MS BL Ball MS ZI Zeong MS ZK Zaku MS RD Rick Dom MS GE Gelgoog MS GC Guncannon MS RZ Char's Zaku team MS RR Char's Dom MS BG Bigzam MS BR Bigro MS EL Elmeth MS BB Braubro MS PA Public Fighter TM Tomahawk Fighter GA Gattle Fighter JI Jikko Fighter FC Fortress anti-air cannons Gun WB White base Ship WJ White base Junior Ship MA Magellan Ship SA Salamis Ship GU Gwajin Ship DO Doros Ship CH Chibe Ship ZA Zanzibar Ship MU Musai Ship SM Satellite Missile