Grand Campaign Rules


The Grand Campaign is divided up into large turns called 'Episodes'. Each Episode structures the course of the game, allowing for the easy tracking of time, resource income and expenditure as well as tracking missions and battles. Each Episode is divided into phases, which are covered below. You go through each phase from top to bottom, but you are aware of the information from phases you haven't yet reached- so for example, you can't make firm decisions about which battle to engage in before you decide your purchases, but you can base your purchases around the information you can see from the battles.

Resource Review

This phase lists all of your resources and the condition they are in. There aren't any decisions to be made here, but it serves as an important element of bookkeeping.

  • Advantages. Advantages are special cards which are accumulated over the course of episodes, usually from good performance. They are divided into one of six types, and a copy of each type may be expended during a specific Phase. Advantage cards (not the effects) carry from Episode to Episode until expended, and you can expend as many Advantage cards as you like in a given time.
    • Salvage. This Advantage may be played during the Purchases phase, and adds +1 temporary Supply until the start of the next Episode. It is usually gained from good performance in battle.
    • Stockpile. This Advantage may be played during the Purchases phase, and adds +2 temporary Supply and a +10 to the Morale Test phase's tests until the start of the next Episode. Acquiring Stockpile cards often requires specific outcomes during Events, Investigations or Battles and so are rarer than Salvage.
    • Refit. This Advantage may be played during the Purchases phase, and doubles total Supply count for the purpose of generating Repair Points. It is most often gained by achieving certain goals in battle, events or investigations.
    • Combat Data. This Advantage may be played during the Purchases phase, and increases the tier of a single tech field by one. It is tied to the RX-78-2 Gundam's 'Learning Computer' trait, and requires the 78-2 to to achieve certain things during battle.
    • Cameraderie. This Advantage may be played during an Event, an Investigation or the Morale Test phase. When used, it adds +10 (max +20) to all tests used by all characters within that phase. Cameraderie is rewarded for surprisingly low damage taken during combat as well as events and investigations that enhance the bond of the crew.
    • Secret Intel. This Advantage may be played during a Battle, where it can do one of three things: remove any Fog of War for the crew, allow the crew's side to each reroll a single attack test per turn and take the preferred result, or allow them to reroll Evasion tests and take the preferred result. It may also be used during an Event or Investigation to reveal new data, determine the chances of success of proposed solutions, or to access hidden allies or data. Secret Intel is usually a reward of good event or investigation performance.
  • Supply Level. This lists the ship's Supply Level, which is covered in more detail below. Supply Level is used to gain new equipment and repair points.
  • Morale. This lists the ship's Morale, which is covered in more detail below.
  • Repair Points. This lists the ship's pool of Repair Points, which are used to repair damage to MS and ships. It's covered in more detailed below.
  • Tech Level. This lists the Tech Levels available to the ship, which determines access to upgrades. Tech is divided into five fields, each with five tiers, all starting at tier zero.
  • Crew Manifest. This lists all of the important crewmembers, including all of the PCs, the Captain's Retinue and any other NPCs of vital importance linked to the ship. It also lists each members' role, wounds and fate points.
    • Crew who take more wounds than their TB count as Heavily Wounded; if they act in an event, investigation or battle this turn, they start at half wounds and with a rank of fatigue.
    • Crew who take Critical Damage count as Critically Injured instead, and enter events, investigations and battles with no wounds (and any permanent or long-term effects from the damage) plus two ranks of fatigue per point of Critical Damage taken, to a maximum of equal to their Fatigue threshold.
  • MS Manifest. This lists all of the ship's individual Mobile Suits. It also lists their damage status and their pilots.
    • MS count as Damaged if they took Critical Damage during a battle. They enter combat bearing the same penalties and Wound levels as last time.
    • MS count as Destroyed if they took enough Critical Damage during a battle to register a 'destroyed' result. They cannot be sortied.
  • Squad Manifest. This lists the ship's Squad(s). It also lists their MS type, their overseer and their current and max unit strength.
  • Ship Profile. This lists the ship, all of its major and minor components and their damage status.
  • Armory. This lists all the S-Scale weaponry possessed by the ship.

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In this phase, you upgrade your tech level, acquire upgrades and weapons, and repair damaged units. This phase also explains the significance of Tech Levels, Supply Levels and Repair Points. The Salvage, Stockpile, Refit and Combat Data Advantages can be used in this phase.

Supply Levels
Supply Levels represent the ship's access to equipment and resources, whether these are official supplies, items taken in raids or salvage, or even goods bartered for from other parties. It is used to acquire equipment for MS and the ship, such as components, upgrades and weapons.

  • During the Purchases phase, the ship may acquire a number of items equal to the Supply Level. So a Level of 4 means you can make four different acquisitions of goods. Once you acquire an item, it is assumed that you also permanently gain the ability to maintain it with ammo or tools as necessary.
  • However, each item has a 'Value' field. Your Supply Level must equal or surpass an item's Value in order to be able to buy it. So if an item has a Value of 4, you need a Supply Level of 4 or higher to be able to buy it (and you can buy it four times if you so wish, if you're happy with buying nothing else).
  • Furthermore, each Episode, you generate a number of Repair Points equal to your Supply Level- how Repair Points work is covered in length later.
  • How you calculate Supply Level is simple. Supply Level is really just the sum of two things: your Permanent Supply Level and your Temporary Supply Level.
    • Permanent Supply Level is exactly that- Supply Level that you have automatically each Episode. It is a reliable, steady stream of Supply. Permanent Supply Level starts at one, and increases are very rare.
    • Temporary Supply Level is gained through expending Advantages, such as the Salvage and Stockpile cards. These expire at the start of the next Episode, so maintaining a high level of Supply often requires gaining these Advantages constantly.
  • Permanent and Temporary Supply Level are also different in one other way: if Permanent Supply Level is equal to or higher than an item's Value (and you meet its Tech requirements), then you are assumed to have constant, steady access to these items and can acquire as many of them as you like without using up a purchase. Effectively, these items become of unlimited access, and everyone can acquire them.

Tech Level
Tech Levels represents the ship's access to more advanced technology and methods. Many items require you to meet certain tech prerequisites before you can begin acquiring them with Supply Level. Tech Level is divided into five fields, each with five tiers- you begin at tier zero in all fields. Tech Level is increased through the "Combat Data" Advantage. Apart from unlocking upgrades, tech tiers also provide a small bonus of their own. The five fields are below.

  • Combat Methods. Represents a mix of training, tactical knowledge of opponents and the development of modern techniques. Combat Doctrine is used primarily to unlock new Commands for Squads. Each tier of Combat Doctrine increases the ship's Floors by 5, and increases the WS, BS and Agility of Earth Federation Squads by 5.
  • Energy Physics. Represents increasing understanding and application of energy physics in a practical method, especially but not limited to Minovsky particles. It is used to unlock certain weapons as well as components and upgrades. Each tier of Energy Generation increases the ammo size of Energy Weapon clips by 1.
  • Weapons R&D. Represents advancing development and proofing of weaponry. It is primarily used to unlock weapons. Each tier of Weapons Development increases ammo size of Solid Weapon clips by 1.
  • Structural Engineering. Represents more sophisticated engineering design techniques and upgrades. It is primarily used to unlock MS upgrades and ship components. Each tier of Structural Engineering increases wounds of the ship's MS by 1.
  • Cybertech. Represents the advancement of computer technology as well as the internal system design of machines. It is primarily used to unlock MS upgrades and ship components. Each tier of Cybertech increases the ship and its MS' vision range by 1km.

Repair Points
Repair Points (RP) represents the ship's reserves of spare parts, tools and other sundries needed to keep the ship and its mobile suits in fighting condition. Each Episode, you generate a number of Repair Points equal to your Supply Level. Repair Points are spent to repair damaged ship components, MS and Squads, with a chart below showing how much must be spent.

  • Repair Points can be banked to carry over from Episode to Episode. The maximum amount that may be stored depends on the ship's 'Cargo Bay' minor compartment, which has an initial storage amount of 6. Any unspent RP above this amount is wasted.
Name Effect Summary
Squad Repair
Repairing Squads Squads are assumed to replace all lost US at the start of each Episode, unless the Squad was completely wiped out, in which case it needs 1 RP to replace. 1 RP if wiped out
Mobile Suit Repair
Repairing Damaged MS A MS counts as "Damaged" if it has taken Critical Damage of any kind. A MS who takes damage, but not Critical Damage, is automatically repaired at no cost. If it has taken Critical Damage of any kind, however, it requires 1 RP to repair. Unrepaired MS enter battle with all un-critically damaged areas restored to full wounds, but its critically damaged areas at 0 wounds and bearing whatever critical damage level they had previously. 1 RP if Critdammed
Repairing Destroyed MS A MS counts as "Destroyed" if it has taken excessive Critical Damage to the body, rendering it 'Destroyed'. It requires 2 RP to repair. 2 RP
Ship Repair
Repairing Disabled Components Components whose wounds are reduced to 0 count as Disabled and cannot be used. It costs 1 RP to repair a single Disabled Component. Until repaired, the ship's wounds are treated as maximum minus the disabled components as normal. 1 RP per disabled Component
Repairing Destroyed Ship A destroyed ship is extremely costly, and requires RP equal to its Size. If there isn't enough RP to manage it, then the ship is still repaired, but you suffer a -2 Supply Level penalty for a number of Episodes equal to the difference between available RP and the cost, maximum of 3. Size RP

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Events are special incidents that occur during an Episode, and range from small scale situations- for example, a fight amongst the crew risks creating long-term resentment- to large ones- for example, decisions that might impact the Federation.

  • Each event comes with a description of the situation, and the players must then come up with their own solutions, which they can query to the GM as to whether or not they'll work. Some example solutions may be presented.
  • After a solution is agreed on, it is enacted and the result is given then and there.

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Investigations represent characters using their varied abilities and skills to solve mysteries, find information, set up traps, sneak up on enemies, and many other uses they can come up with. Investigations rely moreso on narrative rules and narrative time instead of structured rules. They are divided into rounds, but one round might be ten seconds long whilst another is hours long. They're a good test of characters' skills and personalities outside of combat.

Investigations use the Investigations rules listed here.
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Battles are the main centrepiece of many Episodes! Here, the crew prepare their Mobile Suits and the ship and get ready to do combat.

Commonly, the players are given multiple Battles each Episode. They're given the goals, rewards and estimated dangers for each Battle in advance. Of the battles offered, the players may only choose to engage in one of them. The battle they choose as well as the outcomes they achieve can go a long way toward shaping the plot, especially when the results are unexpected.

These use the Battles rules listed here.
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Personal Time

After all the events, investigations and battles are done, the crew of the ship may finally have some time to themselves. In this time they can focus on their own needs. Each Episode, the PCs may select a single action from the list below, and gain the benefits listed.

Name Effect Notes
Training You spend the time in the simulator or hitting the books, building up your abilities. Select a characteristic. You increase it by one. May only increase each Characteristic five times this way
Rest You spend the time convalescing, tending to your wounds. If you are Critically Injured, you become Heavily Injured, and if you are Heavily Injured you become fully healed. -
Bond You spend the time working closely with and connecting with a fellow crewmember. Select one other crewmember; until the start of the next Personal Time phase, both of you gain a +10 bonus to tests so long as you are within 3 metres of each other (3km in S-Scale combat). This does not stack with itself. Furthermore, you add a +5 bonus to this Episode's morale test. If you select this with the same character ten times, the bonus becomes permanent. The GM may prevent this bonus based on IC reasons.

Some Battles may, when engaged, apply a penalty in which you'll be unable to do Personal Time during this Episode.

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Morale Test

In this phase, we check the Ship's morale. Morale is a special value that affects all crewmembers, reflecting their spirits, willingness to fight and ability to work together.

  • Morale is a number between 0 and 10, providing blanket modifiers based on how low or high it is. A chart is listed below. At the start of the game, Morale is at 4.
  • During this phase, the Captain makes two Command tests. If the Captain manages two successes, then Morale increases by one; if the Captain manages only one, then morale remains the same. If the Captain fails both, then morale drops by one. The Captain applies bonuses and penalties as normal (with some extra penalties listed below) to these tests.
    • A -5 to the test per crewmember who took personal Critical Damage this Episode.
    • A -5 to the test per destroyed Mobile Suit (not counting MS Squad suits) this Episode.
    • a -5 to the test per disabled Ship Component.
    • A -10 to the test if there was not enough Repair Points to remove all damage from all Mobile Suits.
Morale Level Effect
0-1 Same effects as 2-3. Furthermore, all crewmembers gain a single Curse Point each, per Episode.
2-3 All crewmembers take a -10 penalty to Agility and Willpower tests; whenever they suffer Fatigue, they must test Willpower or take an extra rank.
4-6 No effect, positive or negative.
7-8 All crewmembers gain a +10 bonus to Willpower tests. Furthermore, the crewmembers gain a pool of rerolls each Episode equal to the number of crewmembers, adding +1 for each rank of Morale above 6. Any and all crewmembers may access these rerolls at any time.
9-10 Same effects as 7-8, except Willpower bonus becomes +20. Furthermore, each crewmember gains a Conditional Fate Point that may be used like a regular Fate Point.

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In this final phase, we take stock of everything and repaste the Resource Review, now with all the changes from the other phases updated. With that done, the Episode ends.
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Not a phase in and of itself. Here we keep an ongoing log of all XP gains, Advantages and Supply purchases from Episode to Episode.
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Grand Campaign Example

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