Mobile Suit Gundam Battle System
Mobile Suit Gundam Battle System
Mobile Suit Gundam Battle System
The Battle
System therefore reflects the claustrophobic down to earth
Mobile suit actions that took part on Earth during the One
Year War of UC079 and its immediate aftermath.
Now you can command your own teams of Mobile Suits in battle.
You can choose your side: take command of a beleaguered
Federation Mobile team or the Zeon Expeditionary forces - with
their powerful Zaku’s, Doms and Magella Attack Tanks.
Dice Rolls
In addition to normal rolls of 1 d6 die, the game often requires
A Brief Introduction multiple combinations and variations. For instance when 2 dice
Welcome to the Mobile Suit Gundam Battle System, an exciting must be rolled, the game will denote it as 2D6. If additional
miniatures game for two or more players in which they can act modifications are required, they will be denoted with a +X or -X
out the battles of the One Year War from the anime Mobile after the D6. In that situation, one must add or subtract from the
Suit Gundam. Each player commands a team of bipedal armored total based on the modifier given. Modifiers often come about in
vehicles, called mobile suits fighting to complete various the game as penalties or rewards. These will ALWAYS stack
objectives on the game board. outside of categories. For instance, if a suit is both running and
The inspiration for this system comes from watching the MS obstructed from view, an opponent would combine the penalties
08 Team series. There was something so evocative about Mobile for movement and cover. They would not, however, combine the
Suits fighting it out in the Jungles of Southeast Asia. It was penalties for walking and running.
more gritty and inspirational than the usual ‘space-opera’ that Good luck, pilots. Check your weapons and stay sharp. You are ready to start
fighting in the world of Gundams. Be sure to check out the Federation MS
team list and Zeon Expedition lists for your Suit specs and your pilots
abilities, use your forces wisely Commander. That is all…
Pilot Characteristics vs. Suit Characteristics
Most characteristics are inherent to the pilot and his training. This
is represented by the pilot's stat line, found in the army list. A
mobile suit can improve elements of a pilot’s stat line as
well, represented by a +X found in the mobile suit's entry in the
Hangar. The exception to this is Strength (S), which replaces
the pilot's value.
WS BS S W I A PS LD PV
Veteran Pilot 4 4 3 1 3 2 8 7 25
Suit Bonus - - 5 - - - - - -
Characteristics Armor Values Front Side Rear PV
There are eight characteristics used to describe a pilot and his Zaku I 12 10 10 80
mobile suit. They tell them player how well he can fight and
shoot, how much brute strength his suit possesses, and even
how likely he is to break and run in combat.
Unit Types
Weapon Skill There are two types of units in MSGBS: Mobile Suits and
Weapon skill is a measure of a pilot's abilities in close combat and Vehicles
how likely they are to strike their opponents with their close
Mobile Suits
combat weapons.
Mobile Suits are humanoid combat vehicles, typically employing
Ballistic Skill two arms to deploy weapons, two legs for propulsion, and a head
Ballistic skill measures a pilot's ability to fire ranged weapons that acts as a main camera and sometimes houses a secondary
and affects how likely they are to score hits with machine guns, weapon that acts as a rotating turret (with the head itself
missile launchers, and beam weaponry carried by their mobile providing the rotation). Typically speaking, a mobile suit is
suit. approximately 60 feet in height, with a cockpit located in the
unit's torso.
Strength
Vehicles
Strength is a measure of the raw power of a suit. This affects its
ability to penetrate thick armor when in close contact. Vehicles run the gamut from Federation Hover Trucks to Zeon
Magella Attack Tanks. Outclassed by mobile suits, many vehicles
Hull Points have been reduced to a support or ambush role in Federation and
Zeon Ground Forces.
Hull points represent the amount of structure integrity left until
the mobile suit is no longer functional.
Leadership Tests
Initiative Units in MSGBS will often be called upon to make a test of their
Initiative represents a pilot's reflexes and ability to react to resolve, called a Leadership test. The player rolls 2D6 and
incoming attacks. The higher the value, the more likely a pilot's compares the score to the Pilot's Leadership Score. If the score is
chances of dodging incoming fire. equal to or less than the Leadership Score, the pilot passes the
test. Otherwise, they fail the test.
Attack
Failing Leadership tests
Attack represents the number of times a suit may strike its
opponent when locked in close combat. If a pilot fails the Leadership test, it falls back 2D6" towards its
own table edge each movement phase until it passes its leadership
Leadership test. It may continue to shoot as usual. Units may not initiate
assaults, but may react to them as normal.
Leadership represents the grit and will of a pilot under extreme
circumstances. The higher a leadership score, the more likely they Units may regroup as long as no enemy units are within 6". The
are to resist the urge to flee the battlefield. unit takes another leadership test and, if it passes, may act as
normal. It may not move and counts as having moved for the
Pilot Skill purposes of shooting and assaulting. This process is repeated
Pilot skill represents the average piloting ability of the MS until the unit passes the Leadership Test or crosses its own table
operator and several times during the game he may be called edge. In this case the unit is removed from play and counts as
upon to make a roll against his Piloting Skill. To do this roll 2D6 destroyed for calculating victory points
you pass if you score under or equal to your PS total, you fail if
your score above it
The Turn Roads
Roads facilitate the movement of non-mobile suit units, enabling
Turns in MSGBS are divided into three phases: Movement, them to move more quickly throughout the battlefield.
Shooting and Assault. Each player is given an opportunity to
move shoot and assault, one after the other. The order is Impassable
determined by the roll of a d6. Each player rolls one dice and Impassable terrain prevents all movement through it
the highest number has the opportunity to choose to go first or
second. Mobile Suit Terrain Effects
A turn encompasses three phases for each player: Movement,
Mobile Suits are all-terrain attack vehicles and can move through
Shooting and Assault. After each player has completed al the
most terrain with ease. However if moving through woodland,
phases, the game moves to the next turn and all the actions are rocky buildings, broken ground or water the Pilot must take care
repeated. Games of MSGBS typically last 6 turns unless or he might damage or even immobilize his suit. Vehicles also
otherwise specified by game specific special rules.
face challenges in difficult terrain.
Movement To represent this a Mobile Suit that moves through difficult
ground must roll a D6 and move the amount of inches scored
The player may move any suits or vehicles that are capable of
on the roll,
moving.
Shooting
A Mobile suit if equipped with a jetpack can use it to enter
The player may choose to fire the weapons of some or all of his or leave difficult ground. Both require a Pilot Skill roll to be
mobile suits and vehicles made. If failed the suit counts as stunned next turn. If a double
six is rolled the suit leg actuators are too badly damaged by the
Assault landing and the suit counts as immobilized for the rest of the
The player may nominate units to charge into the melee and game.
resolve those close combat actions.
Vehicle Movement Terrain Effects
The Movement Phase Vehicles must make the a roll when entering or leaving
Most Mobile suits can move up to 6” in the movement difficult terrain. The player must roll a D6 for movement, just
phase. Some suits have the option to be equipped with jetpacks as with Mobile Suits, but on a roll of 1, the vehicle is
allowing them to jump up to 9” in any direction. immobilized. In this instance, it is unable to move for the
remainder of the game. It may continue to take other actions as
normal. If a vehicle fails a leadership test and would normally
Mobile Suit Movement Chart
be required to fall back, it is instead abandoned and considered
Walking 6” destroyed for the remainder of the game.
Jump Packs 9” Vehicles that travel on road terrain for their entire
Difficult Terrain 2D6( take movement may add 4" to their total move distance. This does
highest)” not apply if the vehicle shoots or takes a difficult terrain test at
any point in its movement phase that turn. The Shooting Phase
All Mobile suits can move an additional 6” in the assault phase if
they are within 6” of an enemy Mobile Suit. This represents the The Shooting/Running Phase
pilot charging into action and he gains additional attack bonus 1. Choose a target: Select an enemy unit for one your units to
for this. Mobile suits equipped with a jump pack may move at a fire at. You must pass a leadership test if you wish to
maximum of 9" in the assault phase. shoot at an enemy besides the closest enemy unit
2. Check line of sight and range: See if the target is within
Vehicle Movement Chart sight and range of your firing unit. Despite the interference of
Minovsky Particles, Mobile Suits and Vehicles posses high
Cross Country 8”
powered cameras, enabling them to accurately judge
Difficult Terrain 2D6 (take distances. The player may pre-measure all hooting distances
highest)
prior to committing to a ranged attack and may change
targets should a target be out of range.
Terrain 3. Roll to hit: Roll a D6 for each shot fired by the unit.
There are 4 types of terrain: clear, difficult, roads and impassible and consult the Ballistic Score To Hit chart to determine if
each shot hits. Each type of weapon should be rolled
Clear separately.
Clear terrain covers most of the board and causes no penalties to
movement Ballistic Score 1 2 3 4 5+
Roll to hit 6 5 4 3 2
Difficult
Difficult terrain slows movement of any units moving though it.
4. Consult damage charts: Consult the damage charts for the
mobile suit or vehicle. First, determine armor penetration then
consult the appropriate damage chart. Damage charts are Shooting at Mobile Suits
divided between Vehicles and Mobile Suits, with each A Mobile suit is harder to destroy than a tank. They are heavily
possessing separate sections for glancing, penetrating or constructed with advanced alloys protecting their vital systems.
ordinance penetrating hits. A glancing hit is a any hit whose Any hits that do penetrate might hit a non-vital system or on the
strength exactly matches the targeted armor value. Penetrating other hand it might hit the Mobile Suits reactor blowing it sky-
hits are any hits which exceed the armor value. Ordinance high. Plus it doesn’t matter how tough a Mobile Suit is, the
weapons a large, high powered weapons which make use of pilot inside can still be stunned or shaken by the concussion of
the large blast template. This characteristic is noted in the the hits against its armored hide.
weapon's profile
5. Roll to Penetrate: Take saving hull point rolls armor saves
and other damage mitigation attempts as necessary. The Rule of One and Six
6. Make Leadership Tests if applicable: Any unit which
suffers a penetrating or glancing hit must take a leadership When firing work out if the weapon is in range, find the score
tests. Penetrating hits add +1 to the dice roll. you need to hit and roll a D6 then apply the following modifiers.
7. Choose another target: Continue selecting targets until all If the modifiers take you below the to-hit score you fail to hit
units that may shoot that the player wishes have fired. your target. If the modifiers take you above the to hit score then
you hit. As long as you make the to hit roll you will hit your
Choosing to run instead of shoot: During the Shooting target. These modifiers are accumulative also don’t forget to
phase you can choose to run by rolling 2d6 and taking the check your weapons profile as they normal have a modifier to
highest result as the number of inches you can move. You can apply according the range to the target.
still assault as normal even if you run. You may notice looking at the modifiers there are times when
you won't be able to hit your target. Or that you BS skill of the
Mobile Suits, Movement, Shooting pilot you’ve chosen makes it almost impossible to miss. This is
Mobile suits are capable of moving and shooting at the same where the rule of One and Six comes in, a roll of a One on a D6
time. Unless they using a heavy or ordinance weapon which they always misses regardless of modification and roll of a Six always
must remain still to shoot, the represents the suit bracing against hits regardless of modification.
the weapons recoil. If you are moving at the firing at the same
Shooting Phase Leadership Tests
time this effects targeting due the suit jolting – the faster you go
the harder it becomes to target your enemy. Of course this works Whenever pilots suffer major damage to their suits or vehicles,
the other way too the faster you go the harder it is for your fear can easily take hold. To represent this, any time a pilot's suit
enemies targeting system to get a lock on you. or vehicle suffers a penetrating or glancing hit, they must take a
leadership test. Penetrating hits, which cause even more damage,
Mobile Suits must fire their weapons against one target, and
force the pilot to add +1 to his leadership roll.
cannot unless specified by the Suit specs pick out multiple
targets. In addition if the Suit is moving the Pilot can only For example: A GM armed with a 100mm Machine gun is standing still
activate and use one weapons system at a time, unless of course trying to target a running Zaku in quartered cover. The pilot’s ballistic skill
they remain still then they can use up to two different weapons (BS) is 3. Looking at the to hit chart means he needs a 4 or more to hit. He
systems. It is also important to remember that Mobile Suits rolls the two dice as indicated by the weapon type and scores a 5 and a 6,
have a 270 degree fire arc but cannot fire at targets behind them. and then applies the modifiers. First, he applies a –2 for the running Zaku,
then an addition –1 for the cover the Zaku is in taking his dice score down
Line of Sight to 2 and 3. However his GM was stationary to improve his targeting and his
When checking to see whether a unit is within line of sight, target was within half range of his weapon so he gains a +2 to his dice,
the player must be able to look from the shooting unit's taking both of his scores back to 4 and 5. A double hit!
perspective and see the target unit. If the target unit is 25%
obscured, the shooting unit suffers a -1 on its To Hit roll. If the
The Assault Phase
target is obscured up to 50%, the shooting unit suffers -2 on its The assault phase is divided into two sections: the charge and
To Hit roll. combat phases. In the charge phase, the player declares that a
Line of sight is determined from the head of a mobile suit as unit is charging before moving them into contact with their
that is the location in which the primary cameras are located. opponent. In the combat phase, the players fights close
Vehicles, due to their small size, do not draw line of sight from a combat, determines damage to his and his opponents suits and
particular point due to their small size and can draw line of takes any saves and morale checks as necessary.
sight from any point on the hull of the model. Barrels and 1. Choose a unit: Select a unit that has not already made an
weaponry do not count. assault and is capable of making an assault in that phase. Units
that fired during the shooting phase may only assault their
shooting phase target. Units that fired rapid fire weapons
FIRE ARC twice or remained stationary to fire heavy or ordinance
weapons may not assault at all in the same turn.
2. Declare a charge with that unit: Choose a target within
range of the assaulting unit and declare it that target of the
assault
3. Move the charging unit: Mobile suits may move up to 6" in
BLIND SPOT
the assault phase to close to their opponent. Suits equipped
with Jump Packs may move up to 9".
4. Fight Close Combat: To determine the order the suits combat equipment, vehicles tend to shy away from melee with
attack, compare Initiative values of the pilots, adding in any mobile suits. As a result, they may not initiate assaults or fight
bonuses listed under the Mobile Suit's profile. The process for back. They may still be the target of assaults however. These are
determining the number of attacks is the same. The pilot may resolved as normal. Because of their height advantages, mobile
make one attack for each point of their listed Attack value suits always strike at the top of the vehicle, as represented by the
in their profile. Again, consult the Mobile Suit's profile or any rear armor value.
bonus.
For each attack, the player who controls the Mobile Suit Immobilized
consults the To Hit chart, comparing his Weapon Skill to that Suits that are immobilized can still fight as normal. Their attack
of his opponent. If he succeeds in his role, he rolls 1D6 and characteristic is reduced by –1 and any close combat hits against
adds the Suit Strength and Close Combat Weapon Strength it are made against the rear armor
Bonus to determine armor penetration.
5. Determine Assault winner: If neither Mobile Suit has been Hand-to-Hand Multiple Combats
destroyed in the resulting combat, then the Mobile Suit that There are occasions were a Mobile Suit is up against more than
has scored the largest number of hits will win the combat. The one opponent. Pilots may choose to split their attacks against
hits don’t have to penetrating or glancing. Imagine the their opponents or concentrate on one assailant
opponent being driven back by the series of blows. If neither
suit scored more hits, then the combat continues into the next Leaving Combat
turn.
Mobile Suits may leave Combat during the movement phase, if
6. Morale Checks: The mobile suit that loses the assault must
he makes a successful Piloting Skill roll. The opponent suit
make an immediate leadership test or fall back as described in
receives a free attack that automatically hits (roll for penetration
the Leadership Test section. If the morale test is completed
as normal).
successfully, both suits remain in the assault.
Fall Back & Crossfire
Close Combat Weapons
If a Mobile Suit Pilot fails his leadership role he will retreat.
Mobile Suits are usually armed with close combat weapons be
Note you cannot crossfire a Mobile Suit and if pursued, and
it Beam saber or Heat Hawk. These weapons add their own
caught the pursuing Pilot get a free back against the rear armor. If
bonuses onto the strength of the Suit. So when you hit work out
the pursued suit survives this free attack he has to turn and face
penetration as normal. A Mobile suit armed with two close
his attacker again.
combat weapons gains an extra attack.
Cover in Assaults
Additional Close Combat Weapons
A mobile suit in cover when assaulted strikes at initiative equal to
Although some suits are armed with two close combat weapons,
its Pilot Skill, regardless of its Initiative score. This advantage
like for example 2 Beam Sabers. Mobile suits lack the basic
represents a pilot's ability to effectively use terrain, based on his
automated coordination needed to use both weapons at the same
overall experience as a pilot.
time. A Mobile Suit can only use one Beam Saber at a time.
Cover only functions in a logical direction. A Suit hiding
Vehicles in Assaults behind a concrete wall does not gain a cover bonus if assaulted
Because of their small size and lack of dedicated close quarters from behind.
To Hit Chart
Opponent’s Weapon Skill
1 2 3 4 5 6 7 8 9 10
1 4 4 5 5 5 5 5 5 5 5
2 3 4 4 4 5 5 5 5 5 5
Attacker’s Weapon Skill
3 3 3 4 4 4 4 5 5 5 5
4 3 3 3 4 4 4 4 4 5 5
5 3 3 3 3 4 4 4 4 4 4
6 3 3 3 3 3 4 4 4 4 4
7 3 3 3 3 3 3 4 4 4 4
8 3 3 3 3 3 3 3 4 4 4
9 3 3 3 3 3 3 3 3 4 4
10 3 3 3 3 3 3 3 3 3 4
Charge Bonus at units directly in their line of fire. A third result and the suit
When charging into combat, the assaulting suit gains +1 to its cannot fire any weapons and counts as destroyed (result four on
attack profile just for the turn it assaults. the chart) for the rest of the game.
Immobilization
An immobilized suit cannot turn in place. If it received a second
immobilized result, its weapons are jammed, pointing in the
direction they last fired. Weapons jammed in place can only fire
5-6 Explosion: All Mobile Suits or vehicles within 6” take an
Mobile Suit Ordinance Penetrating Hit Table S4 hit on a roll of 4+.
1
2
Stunned: May not move or shoot next turn
Limb Destroyed: Roll a D6
Weapons
Mobile Suits carry a variety of different weapons classes to suit
4 Immobilized: May not move for the remainder of the
game. Suit can shoot on a successful PS check. various battlefield roles. These can range from large caliber
machine guns to bazookas to highly advanced E-cap powered
4 Extreme Damage: Loose another hull point.
beam weaponry.
5 Destroyed
6 Explosion: The suit’s reactor is hit and explodes. The Hand To Hand
resulting explosion causes a 3D6 radius blast measured Hand to Hand weapons are generally handheld weapons. They do
from the center of the Suit. Any Mobile Suit or Vehicle not fire projectiles and rely on the strength of the wielder to inflict
caught in the explosion suffers a glancing hit on a 2+ and
damage.
a penetrating hit on a 5+.
Pistols
Vehicle Glancing Hit Table Pistols are small, one handed designed to be used at close range.
1-2 Shaken: May not shoot next turn Pistols may be fired once if a Mobile Suit moves or twice (roll two
3 Stunned: May not move or shoot next turn dice) if it remains stationary during the movement and assault
phases
4 Weapon Destroyed: May not move or shoot next turn.
Loses one weapon S4 or higher. If the vehicle has no
Rapid Fire
remaining S4+ weapons, it loses all other weapons. If all
weapons have been lost, the vehicle is immobilized. Rapid Fire weapons are typically large rifle style weapons that are
5 Immobilized: May not move for the remainder of the fed by a magazine and capable of firing in a semi-automatic or
game. May not shoot next turn fully-automatic rate of fire. These weapons are particularly
6 Destroyed effective at close range. If the suit does not move, the weapon can fire
twice up to half range or once up to maximum range. If the suit moves,
the weapon can fire once up to half range.
Vehicle Penetrating Hit Table
Assault X
1-2 Stunned: May not move or shoot next turn
Weapon Destroyed: May not move or shoot next turn.
Assault weapons are medium sized, fully automatic weapons.
3
Loses one weapon S4 or higher. If the vehicle has no Weapon can fire X number of dice regardless of movement.
remaining S4+ weapons, it loses all other weapons. If all
weapons have been lost, the vehicle is immobilized. Heavy X
4 Immobilized: May not move for the remainder of the Heavy Weapons are large, fully automatic or high damage
game. May not shoot next turn weapons that require the pilot’s full attention to operate. Suit
5 Destroyed must remain still to fire this weapon, can fire as many times as
number next to type indicates.
6 Explosion: All Mobile Suits or vehicles within 6” take an
S4 hit on a roll of 4+. Ordinance and Blast Weapons
Unlike normal weapons, large ordinance and blast weapons often
deal damage to their target even if they do not directly strike it. To
Vehicle Ordinance Glancing Hit Table
represent this, ordinance shooting follows a different system,
1 Stunned: May not move or shoot next turn making use of the large Warhammer 40,000 Blast Template.
2 Weapon Destroyed: May not move or shoot next turn. 1. Place the appropriate blast template over the target unit, large
Loses one weapon S4 or higher. If the vehicle has no
for ordinance weapons, small for blast weapons.
remaining S4+ weapons, it loses all other weapons. If all
weapons have been lost, the vehicle is immobilized.
2. Roll the Warhammer 40,000 Scatter die. If the crosshair is
rolled, the shot is on target. Otherwise, move the center of the
3 Immobilized: May not move for the remainder of the
template 2D6" in the direction the scatter die points.
game. May not shoot next turn
3. Any unit fully under the template is hit. Any partially but not
4 Head Destroyed: Movement halved. WS, BS and I -2. fully under the template is hit on a roll of 4 or more.
5-6 Destroyed 4. Calculate armor penetration and damage as normal
Infiltrate
Infiltrating units may move ahead of their compatriots, staring the
game outside of their deployment zone. Infiltrating units may be
placed anywhere on the board as long as they are more than 12”
for any enemy forces line of sight or 18” from a visible enemy
unit.
Deep Strike
Deep Strike enables units to descend from the sky, landing behind
enemy lines. The unit in question begins in reserve off the table
during Turn 1and may enter the game on a subsequent turn. The
owing player rolls a die to determine whether the model enters on
that turn.
If the roll is successful, the player places the model anywhere on
the table. Roll one scatter die to determine of the unit missed its
target. If a Hit is rolled, the unit remains in place. If an arrow is
rolled, the player must roll 2D6” and move the suit that many
inches. If the suit is within 1” of an enemy suit, lands on a piece
of terrain or off the table it is considered destroyed. Deep
Striking units may not move or assault but may shoot. They
count as having moved for the purpose of shooting.
Reserves
Turn 1 Turn 2 Turn 3 Turn 4
Pilot Profile Force Organization Placement
WS BS S HP I A PS LD PV
Skills:
Notes:
Suit Profile
Player Name: Exp:
WS BS S HP I A PS LD
Pilot Bonus
Armor
Weapons:
Skills:
Notes:
jockeying.
The reason for this system is simple – many of the Pilots on the
list can pick from a number of different types of Mobile Suit.
This cuts down repetition in the list and makes it a lot easier to
understand.
To choose your pilot you need to look in the relevant section of
the list. The entry will also tell you what types of mobile suit can
Mobile Suit be chosen for that pilot from the Mobile Suit Hanger. Refer to
the Hanger to find the points cost of the Mobile Suit and the
weapon options and upgrades you can get for it. Remember you
cannot field Suits that are equipped with the weapons or
Earth Federation
The Federation Mobile Suit force is large a diverse organization
with many specialized formations such as the Pathfinders and
Sniper units. The most common military unit to be found is the
Mobile Suit Teams, three or more Mobile Suits led by a
Commander who under take patrol duties, engage and destroy
missions, and even infiltration operations.
The Mobile suit team is the jack of all trades and is a vital part
of the Federation armed group. The list below is designed to
reflect the nature of a Mobile Suit team and any support units
that might be assigned to them to complete their mission –
such as Guntanks or even Guncannons.
A Brief Introduction - Using the Team List
The Mobile Suit List is split into two sections the army list and Principality of Zeon
the Mobile Suit Hanger. You use the Army list to pick the During the Earth Invasion the Zeon forces had the upper hand
Pilots you want to make up your Team and then use the Mobile with superior Mobile Suits, armor, weapons and pilots. Their
Suit Hanger to decide what type of suit your Pilot would be Mobile Suit teams are used to working together and trained in
Federation
Mobile Suit Heavy Support -
Team Eight, part Pilot Buyaki in RX-77
of the Lougheed - 260pts
Battalion
stationed in
North America.
Currently in action
against the Zeon
forces in that
area.
RX-77-2 Guncannon
WS BS S HP I A PS LD
Pilot Bonus - - 7 3 - - - -
Front Side Back PV Type 61 Battle Tank
Armor Values The Type 61 is the Federations main battle tank and was used
RX-77-2 12 10 10 140 extensively during the defense of earth. Its crews had the
unenviable task of going up against the vastly superior Zeon
RX-77-2 Standard equipment & weapon: Mobile Suits. Despite horrendous casualties and through some
very hard-learned lessons, the Tankers were able to slow down
Twin-linked 60mm Vulcan cannons,
and eventually stop the Zeon advance.
The RX-77-2 Guncannon must mount either a twin linked
Even with the advent of the Federation Mobile Suits the Type 61
240mm cannon (+75pts) or twin-linked spray missile launchers
still sees combat action. It's not uncommon for several Tank
(+45pts)
squadrons to be assigned to support of a Mobile Suit battalion,
RX-77-2 optional equipment & weapon options: and to accompany them into battle. In dense terrain like cities or
jungle, these Tanks can give Zeon pilots a considerable headache.
Jump Pack (25pts), beam pistol (+20pts), Beam Rifle (+40pts) or
100mm Machine-gun (+25pts) Indeed many Tank squadrons have earned themselves nicknames
for their Mobile Suit hunting abilities. Like the famous 31st 'Leg
Breakers' Squadron, led by Commander Steve Voight - a bear of a
man who is determined to prove the worth of his Tanks. His
tactics have met with great success and his squadron has
accredited 10 kills and over two dozen immobilizations to their
name.
WS BS S HP I A PS LD
Crew Profile 3 3 3 1 3 1 6 7
Armor Values Front Side Back PV
Type 61 9 8 8 50
RGM-79 (G) Sniper Standard equipment & weapon: LONG BEAM RIFLE WEAPON PROFILE
Sensor Targeter, Improved comms, beam saber
RGM-79 (G) Optional equipment & weapon options Weapon Range Short Long Strength Type
Jump-Pack (+20pts) Long beam rifle (+100pts - see special rules Long Rifle 12”-120” - -1 Special Heavy 1
below), External Power Supply (+50pts - see special rules below)
or a 100mm machine gun (+40pts)
RX-78-2 Gundam
WS BS S HP I A PS LD
Pilot Bonus +1 +1 7 4 +1 +1 +1 -
Armor Values Front Side Back PV
RX-78-2 13 13 10 220
Special Rules: Can move 12” rather than the normal 9” during
the movement phase.
MS-07H-8 Optional equipment & weapon: Magella Standard equipment & weapon:
75mm Gattling Cannon (+45pts), 120mm machine gun (+35pts) 175mm Cannon & 35mm cannon (same as the 35mm hand
and Heat Saber (+35pts) cannon), targeter
MS-09 Dom
WS BS S HP I A PS LD
Pilot Bonus - - 7 3 - - 1 -
Armor Values Front Side Back PV
MS-09 13 12 10 190
MS-09 Standard equipment & weapon:
scattering beam cannon (counts as cracker grenade), jump pack, MSM-03 Gogg
heat hawk The MSM-03 Gogg is the
first mass-produced Zeon
MS-09 Optional equipment & weapon options: submersible Mobile Suit,
90mm MMP- 78 Machine Gun (+45pts), 120mm machine gun like the Z-Gok its heavily
(+35pts), 280mm Bazooka (+35pts), Panzer Faust (Single Shot) armored to withstand the
(+10pts), 360mm Super Bazooka (+65pts) water pressure. Although
the suit is slow and
MS-09 Special Rules: cumbersome out of the
Swift: can move 12” instead of 9” during movement. water it is the most
powerful amphibious suit
available in the Zeon
Stable Fire: The MS-09 Dom is capable of firing heavy weapons
Mobile forces. Like the Z-
while on the move due to its design as a mobile heavy weapons
Gok it’s design and
platform, however it cannot score direct hits after moving. If a
theatre of war limits its
direct hit is rolled then re-roll the scatter die.
weapon systems.
MSM-07 Z-Gok
WS BS S HP I A PS LD
Pilot Bonus +1 - 9 3 - +1 - -
Armor Values Front Side Back PV
MSM-07 13 11 10 190
Rapid Fire
Weapons Range Short Long Str Type
100mm Machine Gun 32” - - 8 Rapid Fire 2
105mm Machine Gun 32” - - 8 Rapid Fire 2
120mm Machine Gun 32” - - 8 Rapid Fire 2
90mm Machine Gun 32” - - 7 Rapid Fire 2
Beam Machine Gun 32” - - 9 Rapid Fire 2
Assault Weapons
Weapons Range Short Long Str Type
Panzer Faust 18” - - 9 Assault 1 Single
Shot
35mm (hand) Cannons 12” - - 6 Assault 3
75mm Gatling Cannon 24” - - 7 Assault 6
Rending*
Scattering Beam Cannon 12” - - 4 Assault 2
Spray Missile Launchers 72” - - 8 Assault 3
Beam Machine Gun 24” - - 9 Assault 3
20mm Vulcan Cannon 8” - - 3 Assault
60mm Vulcan Cannons 12” - - 4 Assault
90mm MMP-78 Machine 18” - - 8 Assault 4
Gun Rending*
Beam Rifle 36” - - 9 Assault 2
Mega-particle cannon 24” - - 9 Assault 2
3-Shot Missile Launcher 72” - - 6 Assault
Heavy Weapons
Weapons Range Short Long Str Type
175mm Cannon 48” - - 9 Heavy 2
180mm Cannon 48” - - 9 Heavy 2
Beam Cannon 24” +1 - 9 Heavy
240mm Missile Launcher 54” 0 0 9 Heavy
280mm Bazooka 36” 0 0 10 Heavy
380mm Bazooka 48” - - 11 Ordinance
240mm Cannons 84” 0 0 11 Ordinance
120mm Low Reaction Cannon 12”-150” 0 0 10 Ordinance
360mm Super Bazooka 48” 0 0 11 Ordinance
Improved Comms
Command Suits are sometimes fitted with improved commas,
keeping the Teams command in touch with his troops, even in a
storm of Minovsky particles.
Suits within 12” of a Command suit fitted with improved comms
can use their commander’s leadership to take tests on.
Heat Rod
The Heat Rod is a very dangerous weapon in the hands of an
experienced pilots its capable of shorting out Mobile Suits
rendering them inoperable. It can be also used to grab an
opponent in HTH, entangling them and reducing their number of
attacks.
A Heat Rod attack takes place just before hand to hand happens.
Roll to hit as if you are firing at the enemy suit, if you hit roll a die
and apply the result.
Heat Rod Effect Table
1-2 Miss: Proceed as usual
3-4 Pilot Shocked: Suit Loses an Attack this round
5 Mobile Suit Overload: Roll on the glancing hit table.
6 Mobile Suit System Blow: Suit Immobilized for the
remainder of the game
Cracker Grenade
Zeon forces have developed a number of anti-Suit targeting
devices. One of which is the Cracker grenade. When used it can
overload the visual sensors of a Mobile suit rendering them
useless for a short while.
A Cracker is used in HTH combat and can only very once per
game for each suit that carries one. It’s sudden flash and
scrambling electronic waves will overload the Zeon’s opponent
on a role of 5+ rendering the enemy suit unable to attack back for
that turn or defend itself for that turn.
Targeter
A Targeting computer helps a Pilot keep a lock on his target by
calculating range, speed and various other factors in to the firing
solution. A lot of Mobile Suits have a targeter built in and the +1
to hit is already included in their Pilot bonus profile. It may be
purchased by others, adding a +1 to their shooting To Hit rolls.
FEDERATION SPECIAL ZEON SPECIAL
CHARACTER CHARACTER
Amuro Ray - 120 points Major Char Aznable - 155
The hero of the One Year War and the points
pilot of the RX-78 Gundam, Amuro Char is Zeon's most famous ace pilot,
started off as a sullen and antisocial youth nicknamed the "Red Comet" after his
more comfortable with machines than mobile suit's color scheme. In the Battle
people. His parents separated when he was of Loum at the start of the One Year
a child, and Amuro moved with his father War, Char sank five Federation
Tem Ray to the under-construction Side 7. battleships singlehandedly, spurring
Here, Tem concentrated on his military speculation that he might be a newtype
research, leaving Amuro's neighbor Fraw of the kind predicted by Zeon Deikun.
Bow to look after the boy and make sure Once he encounters the Gundam, he
he remembered to eat his breakfast. begins a fierce rivalry with Amuro,
Amuro's knack for gadgetry is which escalates after Amuro
demonstrated by his hand-made toy robot, inadvertently kills Char's newtype
the notorious Haro. protégé Lalah Sune.
Once fate placed Amuro in the cockpit of In addition to his color preference, Char
the prototype Gundam, his life and is a man of many eccentricities. He is
personality began to change dramatically. seldom seen without his face- obscuring
Though Amuro was fiercely possessive of helmet, which serves to conceal his
the Gundam, which he regards as his identity from his fellow Zeon soldiers
personal property, he began to form and it seems with all his skill in a Mobile
genuine friendships and develop a sense of Suit he cannot drive a car.
duty and compassion. He also began to
manifest his latent newtype abilities, which
make him a ferocious combatant Major Char Aznable
WS BS S HP I A PS LD PV
Amuro Ray 6 6 - - 3 6 5 10 145
WS BS S HP I A PS LD PV
4 6 - - 3 5 4 9 120 Special Character
A Zeon Mobile Suit Team may include Char as a special
Special Character character. If you decide to take him then he counts as one of the
A Federation Team may include Amuro Ray as a special HQ choices- both players must agree if you are going to use him.
character. If you decide to take him, then he counts as one of the He must be used exactly as described below and may not be given
HQ choices - both players must agree if you are going to use him. any extra equipment.
He must be used exactly as described below and may not be given
any extra equipment. Mobile Suits
Char is a natural pilot and, being a Zeon ace, no suit is denied him
Mobile Suits You may choose one of the following suits for Char to use; Zaku
Although Amuro is more than qualified to use any Federation II Command Type (+195pts), Dom (145pts - if you choose this
Suit, he mainly pilots the RX-78-2 Gundam. You may choose one suit you cannot arm it with a the 360mm Super Bazooka),
of the following suits for Amuro to use; RX-78-2 Gundam Gelgoog (200pts) or Z-Gok (125pts). All suits are painted red and
(+200pts), RX-77-2 Guncannon (150pts or the RX-75 GunTank are fitted with Improved Comms as standard.
(240pts). All suits are fitted with improved comms as standard. If
you choose the Guntank option you must purchase an additional Special Rules
pilot from the Federation Pilot list. Hit & Run: Char emphasis speed over hitting power, this
lightning attack earned him the nickname of the Red Comet. To
Special Rules represent this if his suit is fitted with an improved overpowered
Newtype Radar: During the course of the One Year War, Jumppack, so he may make a 6” move in the assault phase
Amuro Ray’s newtype abilities increased to the point where he regardless of weather or not he is within 6” of an enemy pilot.
could sense incoming fire or his opponent’s next move. Amuro Newtype Radar: During the course of the One Year War, Char’s
gets a 4+ invulnerable dodge save, in addition to normal saves. newtype abilities increased to the point he could sense incoming
fire or his opponents next move. Char gets a 4+ invulnerable
dodge save, in addition to normal saves.
Irrational Rivalry: If Char is on the same battlefield as Amuro
Ray he will attempt to engage him in a duel. You must move
Char’s suit the maximum distance towards Amuro suit as his
irrational rivalry towards Amuro takes precedent over everything
else.
Glossary
Assault Phase – The phase of the game turn in which units fight
in close combat against one another.
Shooting Phase – The phase of the game turn in which units fire
ranged weapons at their opponents.
Movement Phase – The phase of the game turn in which units
move across the game board.
Turn –A method of time keeping which divides the game into a
series of back and forth actions. Each player is given a chance to
move, shoot and assault in that order, with one player completing
all 3 phases before the next player.
Mobile Suit – Bipedal armored fighting vehicles
Vehicle – Tracked, wheeled and other non-bipedal fighting units
used by the Federation and Zeon
Unit – Any mobile suit or vehicle used by the Federation or
Zeon. Units have armor values which denote the strength of its
armor and may make modifications to a pilot’s stat line.
Pilot – The individual who controls a unit. Pilots have a stat line
which denotes their abilities in various combat skills.