A Long Time Ago, In A Galaxy, Far, Far Away.... (devillin@juno.com)
Mon, 22 Mar 1999 18:00:57 -0500
>and I decided to write up some rules for a tabletop wargame set in the
Gundam
>universe. Anyways, the reason I'm writing this is to hopefully get some
>feedback on my proposed game plan (which I'll eventually post to the
list,
>assuming that's okay), so for the role-players/wargamers, here's my
>planned outline:
Hate to break it to you, but this has already been done using the Mecha!
tabletop
combat rules. Here's the first set of rules. Also available are the One
Year War
Campaign, Char's CounterAttack, and the first part of Ship Combat.
The Gundam Wargame for the "Mecha!" RPG system
___________________________________________________________________
Appended March 1998 Written By Daniel Ho
Co-Written By Linwood Foster
(devillin@juno.com)
1.0 Table of Contents
1.1 Introduction
1.2 Specific Changes between the various Versions.
1.3 Disclaimer
2.0 Reading the Mecha! stats
2.1 Action point cost
2.2 All actions cost AP
2.3 Hand to hand
2.4 Damage
3.0 The stats at a glance
3.1 Structural Integrity
3.2 Ground movement
3.3 Flying movement
3.4 Weapons
3.5 Game balance
4.0 Purchasing power
5.0 Weapon Descriptions
5.1 Ranged Weapons
5.2 Gundam Physics: Newtypes
5.3 Miscellaneous
6.0 Rule modifications
6.1 Armor
6.2 Dodging
6.3 Force shields and screens
6.4 Funnels
6.5 Movement
6.6 Rate of fire
7.0 Statistics for Mobile Suits
7.1 The One Year War (0079-0080)
7.2 Stardust Memories (0083)
7.3 Zeta Gundam: Titans
7.4 Zeta Gundam/ZZ Gundam: A.E.U.G.
7.5 ZZ Gundam: Neo-Zion Empire
7.6 Char's Counter Attack (0093)
7.7 Gundam F-91
8.0 Wing Gundam
8.1 Why the Separate Area
8.2 Background For Wing Gundam
8.3 Differences Between Wing and UC Gundams
8.4 Wing Gundam Stats
8.5 Wing Weapons and Attacks
9.0 Pilot statistics
1.1 Introduction
This is the revised version 3.5 of the Gundam Wargame. Version
1.1 was originally posted in September of 1994, with Version 2.0 coming
out in April of 1996. In the version 1.1 a few modifications and
additions to the game had been made, plus the format of the articles had
been simplified. Version 2.0 saw the editing of several stats, and the
addition of Wing Gundam to the overall rules set. Version 3.0 once again
had several of the statistics edited and changed, plus the addition of
several of the various warships that have appeared in the U.C. Gundam
timeline. These warships range from the One Year War to 0093, which was
when the last major change in warship designs occured in the U.C.
timeline. This version sees the warship section removed to a completely
different document as many of the different warships are better fleshed
out in terms of weapons and era built.
This adaptation of Gundam is intended for both the wargamer and
the role player, and considerable effort has been made to minimize rule
changes. Players should become familiar with Seventh Street Games'
"Mecha!" game system before playing.
1.2 Specific Changes between the various Versions.
Changes in Version 1.1:
Only a few things have changed:
-A new section describing the Mecha! system in brief enough
detail to allow you to understand the statistics of MS.
-Changes to the Dreissen, Geloog, Gundam GP-01fb, Hambrabi,
and Xamel.
-Addition of the Dra-C, GM Cannon, and Regulgu.
-The attack bonuses offered to biosensor, psychommu,
psychoframe,and biocomputer are deleted in favor of new
action bonuses.
-Funnels have a new optional rule.
-Character stats for various characters from the TV, movie, and
OVA series are included for role playing.
Changes in Version 2.0:
There have been several new shows over the past 3 years since
version 1.0 of these game rules came out. To reflect the new
shows, sections have been made for them. The exceptions are
Victory Gundam and G Gundam. Since I don't have the stats for any
of the mecha present in these shows, I haven't had the opportunity
to do conversions for them. The new shows included in this edition
will be Wing Gundam and 08th MS Team.
Changes in Version 3.0:
Besides the reordering of the series, many of the M.S. will
have their S.I. multiplied by 1.2 to closer reflect their KW
ratings. Since this change is being implemented on a ratio
established from the One Year War Mobile Suits S.I.s, it may or
may not be true for those from the later series. This version
will also see detailed stats for some of the various warships
present from U.C. 0079-0093.
Changes in Version 3.5:
The entire ships section has been removed and made into its own
separate rules section.
1.3 Disclaimer
I work for nobody anime related, and I'm not being paid for this.
There is no willful intent on stealing other peoples' ideas;
these ideas are all mine (except section 2.0-2.4, and the M.S.
designs this game is based on). My heart is pure, filled only
with burning desire to plunge the world into Darkness and make
all of Earth watch Gilligan's Island on HDTV with digital 5.1
sound channels. So please, no lawsuits! But if you do, I'll
fulfill my destiny as the Evil One. ;) -Daniel Ho 1994
I liked this gaming system so much, I decided to play it above
any other system. It is quick and easy, and what better genre
to play in than one of my favorite shows: Gundam. I've decided
to continue the work Daniel Ho and I started when we made the
second revision, and he acted as an editor when I made the One
Year War and Char's Counter Attack Supplements. I am continuing
this enterprise in the hope that others will also begin playing
this game and enjoying it as much as I have.
-Linwood Foster 1996
2.0 READING THE MECHA! STATS
The stats are derived and patterned after the construction page
in the sourcebook. All the information is present to fully
construct a MS. Among the most important concepts:
2.1 Action point cost
Action points (AP) limit the number of actions available per
turn. AP is equal to System Integrity (SI) of a MS. The more,
the better. AP decrease when SI decreases.
2.2 All actions cost AP
All weapons cost 1AP per 1D6 of damage to fire/launch. MS have
an inches per AP stat which determines how many inches it may
move for 1 AP spent, up to its limit.
2.3 Hand to hand
These may either be offensive (punches, kicks, grapples), or
defensive (shield blocks and dodges). Thus P, K, G, SB, D
statistics. Each must be purchased individually. Therefore, if
a MS lacks one of these, then it can not perform that maneuver.
The AP cost is equal to the number of the armor+shield dies.
Except for shield block and charging, this is doubled if skimming
a surface, or tripled if flying.
Melee weapons cost no additional AP to use, but energy melee
weapons need double the regular AP. Charge atttacks greatly
increases the damage done by approximately 1D6 per 5" travelled.
2.4 Damage
If a successful hit occurs, weapons must strike the armor first
before attacking the system integrity. The attacker rolled xD6
against the defender's armor yD6. Any damage remaining then
reduces the SI directly. Critical hits occur if a 6 is rolled
during damage. Permanent armor reduction and rolls on the
critical hit table take place. Charging, melee, and energy
melee attacks have cumulative critical hit bonuses of +1, +1,
and +2 respectively.
3.0 THE STATS AT A GLANCE
The data is straight forward and should be easy to replicate
onto a data or construction sheet. The official "Newtype 100%"
stats were ignored in order to concentrate on relative MS
differences for a well rounded game. For example, Gundams and
GMs have the same 60mm Vulcan cannons, but the former's are
usually used longer and more often. The movement ratio cost was
not included, since this seems subject to interpretation. The
weapon damage assumes that well aimed single shots AND less
accurate multiple bursts do equal damage; RoF should not
increase without a good reason.
A lot of this is subjective, but this game does not make the
typical RPG mistake: making the statistics so high that there's
no room for wide differentiation between models.
3.1 Structural Integrity (SI)
Powerplant specs were ignored; how much a mobile suit could do
compared to others was the main rationale. Don't forget that
the difference between figures is ~20%, a large amount.
5 Base Jabber, Bowls
7 G Defensor, Mega Rider
10 Dra-C, Dreissen, GM, Guf, Gun Cannon, Gun Tank(F91), Methuss,
Rick Dom, Zaku, Z-Gok, Zssa
12 Barzam, Bolonoak Samahn, Dejeh, Ebirhu-S, Galluss, Ga-Zowmn,
G Cannon, Geara Doga, Geloog, GM II, GM III, GM Cannon, Gun
Cannon, Gundam, Gun Tank, Heavy Gun, Hi-Zack, Jegan, Marasai,
Rick Dias
14 Dahgi Iris, Denan Gei, Denan Zon, Gabthley, Galbaldy Beta,
Gaza C/D, Guntank, Hyaku Shiki, Jamru Fin, Regulgu, RE-GZ,
Vigna Ghina, Xamel
16 Bergas, Byalant, Gundam GP01, Pallas Athena, R Jarja
19 Baw, Gaplant, Gundam F91, Gundam GP01fb, Gundam GP02, Gundam
Mk II, Gundam ZZ, Hambrabi, Hamma-Hamma, Jagd Doga, Qubeley,
The O, Zeta Gundam
21 Asshimar, Bound Doc, Dooben Wolf, Geymalk, Nu Gundam,
Messala, Sazabi, Zaku III
24 Alpha Azieru, Gundam GP03 Stanen, Val Walo
26 Quin Mantha, Psycho Gundam
33 PsychoGundam Mk II
36 Neue Ziel, Lafressia
3.2 Ground movement
Most M.S. don't travel on the ground; they jump. These are
running speeds, and I picked 6" as an average. M.S. known to be
slow and those with claws on their feet are slower, and those
with longish legs are faster. If equipping suits for skimming
(eg Dom Tropen), do not change the speed, but make the 1"/AP into
3"/AP.
No Ground: G Defensor, Megarider, Base Jabber, Dra-C, Neue Ziel,
Alpha Azieru, Val Walo, Stanen, Bowls
4" Slow
6" Average
8" Fast
3.3 Flying movement
Again, I ignored thrust and thrust:mass ratios, and concentrated
on relative differences between them.
4 Gun Tank (F91)
6 Gun Cannon
8 Barzam, Bowl, Gabthley, Geymalk, Gun Tank(M.S.), Methuss,
Psycho Gundam, The O, Z-Gok
10 Alpha Azieru, Berga Dalas, Berga Giros, Bound Doc, Dejeh,
Denan Gei, Denan Zon, Dreissen, Ehbiru-S, Gaza C/D, G Cannon,
GM, GM II, GM III, GM Cannon, Guf, Gundam GP03 Stanen,
Hambrabi,Heavy Gun, Jegan, Messala, Psycho Gundam Mk II, Quin
Mantha, RE-GZ, Rick Dias, Rick Dom, Zaku, Zssa
12 Asshimar(M.S.), Bolonoak Samahn, Byalant, Dahgi Iris, Dooben
Wolf, Galluss, Geara Doga, Gundam RX-78, Hi-Zack, Pallas Athena,
R-Jarja, Zaku III
14 Baw(M.S.), Galbaldy Beta, Ga-Zowmn(M.S.), G Defensor, Geloog,
Gundam F91, Gundam GP02, Gundam ZZ, Hamma-Hamma, Hyaku Shiki,
Jagd Doga, Megarider, Sazabi
16 Base Jabber, Gaplant(M.S.), Gundam GP01, Gundam Mk II,
Jamru-Fin(M.S.), Lafressia, Qubeley, RE-GZ(M.A.), Vigna Ghina,
Zeta Gundam
18 Ga-Zowmn(M.A.)
20 Dra-C, Nu Gundam, Neue Ziel
22 Asshimar(M.A.), Baw(M.A.), Gaza C/D(M.A.), Jamru-Fin(MA)
24 Gundam GP01fb, Messala(M.A.), Regulgu
26 Gundam ZZ(M.A.), Val Walo(M.A.)
28 Gaplant(M.A.), Zeta Gundam(M.A.)
30 Methuss(M.A.), Zssa(M.A.), Hambrabi(M.A.)
Acceleration: 3"/AP with armor+shield. 4"/AP with 1D6 armor. See
others for detail.
Note: all movement values are below hull limits for all listings.
3.4 Weapons
The mobile armors from the first series are completely left
out, since the author is unfamiliar with most of the TV
episodes. Also the weapon lists are incomplete; this may be
corrected in a future update. There are no rules for weapons
with limited ammunition, except for the hyperbazooka.
Seventh Street Games has published a few ammunition rules in
Mecha Press magazine, but any other suggestions may fit.
Just remember that this game should be kept simple, and
chart free.
3.5 Game balance
These stats are matched against others, so it's no use adding
mecha from other TV series; it won't work. The game is balanced
in such a way that:
-M.S. without shields are superb for melee combat, but are disadvantaged
at ranged combat.
-M.S. with shields or more armor are more durable and can last longer
in battle, but can not maneuver as quickly (i.e. less travel
per AP spent), and are vulnerable to melee attacks.
-Mobile Armors are squadron killers. Use them sparingly and wisely.
-Mobile Armors are extremely vulnerable to a charge attack by fast,
expertly piloted, beam sabre wielding M.S. Beware, since all
Gundams can inflict at least 5D6 damage at +3 critical hits.
-High firepower vehicles like a Pallas Athena or Geymalk are
outrageously expensive, but make excellent anti-cruiser
weapons when properly escorted.
-Fast transformable M.A. are great when a campaign asks for seizing
ground or fast strikes, but they aren't cheap.
-M.S. armed primarily with missiles are best used for hit and run
tactics.
4.0 PURCHASING POWER
Four cost modifiers are included for you to do as you please.
All units may be purchased at listed construction point value,
or can be modified by being very common, common, rare, or unique.
It is highly recommended that you not pay list price. If a
tournament is planned, then purchasing pilot skills on an
exponential or semi-logarithmic cost curve is suggested so that
excellent pilots cost as much as squadrons of lesser pilots.
Make sure that options like biosensor, phychommu, biocomputer,
etc. are priced high enough to limit their use and to make them
cost-effective only with the best pilots.
5.0 WEAPON DESCRIPTIONS
5.1 Ranged Weapons
-Hyperbazooka: 4D6 weapon, 40" range, 5 shots only. Unlike other
weapons, it has a -1 penalty for each 10" within range.
-Scattering Cannon: does normal damage as stated, in a condensed
beam. In scattering mode, it can do 2D6 damage to all unit
within a 60 degree 20" cone of fire.
-Missile range: no change. Grenades: 20" range limit. Rockets: 40"
range. All of these, including funnels, are the same cost as
regular missiles.
5.2 Gundam Physics: Newtypes
-All Newtypes automatically do a critical hit when they roll a 10 to
hit; damage done is up to recipient of the attack.
-Biosensor: no dodge penalty in skimming or flight movements. +1 Bonus
to individual initiative. Cost: +1/5 Cost of MS.
-Psychommu: no dodge penalty in skimming or flight movements. Use
of funnels if equipped. Cost: +1/4 Cost of MS.
-Psychoframe: no punch, kick, grapple, charge, or dodge penalties in
skimming or flight movements. Cost: +1/3 Cost of MS.
-Biocomputer: same as psychoframe; but also adds a hologram system,
which renders half of all attacks against it to miss (1-3 on
1D6). Cost is 1 AP per turn to activate the hologram,
plus 1 AP per attack caused to miss. Cost: +1/3 Cost of MS.
5.3 Miscellaneous
-Unattached weapons and shields may be deleted for credit, or added
at normal cost.
-A "+" sign indicates that cost does not include biosensor,
phychommu, psychoframe, or biocomputer.
-Heat serpents, snaring wire, heat axes, and whips may be used
either as melee or energy melee weapons(with the normally
associated bonuses/penalties). Those with more than two
hand to hand weapon types are not charged additionally.
6.0 RULE MODIFICATIONS
For the Gundam universe, each M.S. will have its own unique
characteristics in the remarks area. These are bending the
rules, but are appropriate for the game.
6.1 Armor
If you find the armor is too low, then add 1D6 to the main good
and bad guys. After all, its just a TV show.
6.2 Dodging
Optional: a single purchase of the dodge defense will defend for
the entire turn against all attacks, but he must immediately
spend action points to move 50% of his limit in a random (1D6)
direction when he regains control. (thanks to whoever suggested
the idea)
6.3 Force shields and screens
Optional: for every full or part 5 SI remaining, you may role
1D6
to defend. Only 1 AP is expended for each die of defense. ie.
an
8 SI suit rolls 2D6 against an attack's damage, while a 30 SI
suit rolls 6D6. Roll each attacking die one at a time; as soon
as a critical hit is rolled, all following die will automatically
pass through.
6.4 Funnels
Funnels are launched as normal missiles, but fire in ranged
weapon phase. They last for 1D6 turns only, regardless of
control. Each funnel can travel a total of 30" and has a
range of 10". Damage is only 1D6 each, but is +1 to critical
hits. Attack them as you would a missile, except you may not
use missile fire unless it is another funnel.
Optional: the funnels may last as long as concentration is not
broken. Concentration may be broken by 1) firing the M.S.'s
onboard weapons, 2) being forced to dodge or shield block, or
3) being hit. 1 and 2 require thought and effort to perform,
while 3 simply shocks the pilot.
6.5 Movement
M.S. may use the seperate SI found on movement platforms.
Movement for M.S. carrying heavy weapons with a seperate SI
is treated as "grapple & carry".
6.6 Rate of fire
Weapons having RoF (Rate of Fire) with 1/x means it can fire
once
every x turns. Powering up costs half of normal firing cost for
each turn before actual discharge, rounded up and regardless of
who has control. Eg. a 4d6 weapon with 1/3 RoF will charge up
2AP
per turn twice before firing(total AP cost 2+2+4=8 AP). Not
paying will delay firing.
7.0 The Statistics
___________________________________________________________________
7.1 THE ONE YEAR WAR (0079-0080)
Ball RB-79
Light class, v.common. vehicle. SI=4. Movement: flying limit 8",
5"/AP. 2 Machine Cannons: 2D6, 20", RoF 1. D. No armor. Cost: 108.
Gelgoog M.S.-14
Mid class, common. M.S. Supermaneuverable. SI=10. Movement: ground
limit 6", 1"/AP; flying limit 14", 3"/AP. Beam rifle: 2D6, 20", RoF
1. Vulcan cannons: 1D6, 10", RoF 1. P K G D, beam sabre. 1D6 regular
armor, shield. Cost: 260. Remarks: Jaeger and Regulgu are NOT identical.
Gelgoog Cannon MS-14C
Mid class, rare. M.S. Supermaneuverable. SI=10, Movement: Ground Limit
6", 1"/AP; Flying 14", 3"/AP. Beam Rifle: 2D6, 20", ROF 1. Shoulder
Cannon: 2D6, 30", ROF 1. P K G D, beam sabre. 1D6 Regular Armor. Shield.
Cost: 359.
GM RGM-79
Mid class, v.common. M.S. SI=8. Movement: ground limit 6", 1"/AP;
flying limit 10", 3"/AP. Beam pistol: 1D6, 20", RoF 1. Vulcan
cannons: 1D6, 10", RoF 1. P K G D SB, beam sabre. 1D6 regular armor,
shield. Cost: 211.
GM Cannon RGC-80
Mid class, rare. M.S. SI=10. Movement: Ground Limit 6", 1"/AP; Flying
10", 4"/AP. Beam Cannon: 2D6, 30", ROF 1. Beam Pistol: 1D6, 20", ROF 1.
Vulcan Cannon: 1D6, 10", ROF 1. P K G D, 2 beam sabres. 2D6 Regular
Armor. Cost: 253.
GM Sniper Custom RGM-79
Mid class, v.rare. M.S. Supermaneuverable. SI=10. Movement: Ground
Limit 6", 1"/AP; Flying 10", 4"/AP. Beam Rifle: 2D6, 30", ROF 1.
P K G D, 2 Beam Sabres, 1D6 Regular Armor, sheild. Optional: Can
carry a Gundam-style Hyperbazooka. Cost: 267 + 80 (hyperbazooka).
GM RGM-79GS
Mid class, common. M.S. SI=10. Movement: Ground Limit 6", 1"/AP;
Vulcan Cannons: 1D6, 10", ROF 1. Beam Rifle: 2D6, 20", ROF 1. Bazooka:
3D6, 30", ROF 1 [3 shots]. P K G D, 2 Beam Sabres. 1D6 Regular Armor,
Sheild. Cost: 277.
Guf M.S.-07
Mid class, v.common. M.S. SI=8. Movement: ground limit 6", 1"/AP;
flying limit 10", 4"/AP. Hand cannons:: 1D6, 20", RoF 1. P K G D,
energy whip. 1D6 regular armor. Cost: 176.
Gun Cannon RX-77
Mid class, rare. M.S. SI=10. Movement: ground limit 4", 1"/AP; flying
limit 6", 4"/AP. Beam pistol: 2D6, 20", RoF 1. Shoulder cannon
battery: two 2D6, 30", RoF 1. P K G D. 2D6 regular armor. Cost: 277.
Gundam RX-78
Mid class, unique. M.S. Supermaneuverable. SI=10. Movement: ground
limit 6", 1"/AP; flying limit 12", 3"/AP. Beam rifle: 2D6, 20", RoF
1. Vulcan guns: 1D6, 10", RoF 2. P K G D SB, beam sabre. 1D6 regular
armor, shield. Homing pod. Cost: 293.
Ground Gundam RX-79(G)
Mid class, rare. M.S. SI=12. Movement: Ground Limit 6", 1"/AP. Vulcan
Cannons: 1D6, 10", ROF 1. Machine Gun: 1D6, 20", ROF 2. Beam Rifle:
2D6, 20", ROF 1. 1 Missile Bay. P K G D, 2 Beam Sabres. 1D6 Regular
Armor, sheild. Homing Pod. Cost: 301.
Guntank RX-75
Mid class, rare. M.S. SI=10. Movement: ground limit 4", 1"/AP; flying
limit 8", 4"/AP. Two hand cannons: 1D6, 20", RoF 1 each. Shoulder
cannon battery: two 2D6, 30", RoF 1. P K G D. 2D6 regular armor.
Cost: 289.
Rick Dom M.S.-09
Mid class, v.common. M.S. SI=8. Movement: ground limit 6", 1"/AP;
flying limit 10", 4"/AP. Machine cannon: 2D6, 20", RoF 1. Bazooka:
3D6, 30", RoF 1. P K G D, beam sabre. 2D6 regular armor. Cost: 256.
Zaku M.S.-06
Mid class, v.common. M.S. SI=8. Movement: ground limit 6", 1"/AP;
flying limit 10", 4"/AP. Machinecannon: 2D6, 20", RoF 1. P K G D,
heat axe. 1D6 regular armor. Cost: 186.
Recon Zaku MS-06E
Mid class, rare. M.S. SI=8, Movement: Ground Limit 6", 1"/AP; Flying
12",
5"/AP. Machine Cannon: 1D6, 20", ROF 1. P K G D, heat axe. 1D6 Regular
Armor. Cost: 179.
Command Zaku MS-06S
Mid class, rare. M.S. SI=9, Movement: Ground Limit 6", 1"/AP; Flying
10",
4"/AP. Machine Cannon: 2D6, 10", ROF 1. P K G D, heat axe. 1D6 Regular
Armor. Sheild. Cost: 217.
Ground Zaku MS-06J
Mid class, rare. M.S. SI=8, Movement: Ground Limit 6", 1"/AP; Skimming
10", 3"/AP. Machine Cannon: 2D6, 20", ROF 1. P K G D, heat axe. 1D6
Regular Armor. Cost: 192.
Zaku Cannon MS-06K
Mid class, v.rare. M.S. SI=8, Movement: Ground Limit 6", 1"/AP; Flying
10", 4"/AP. Shoulder Cannon Battery: two 2D6, 30", ROF 1. P K G D, heat
axe. 1D6 Regular Armor. Cost: 245.
High Mobility Zaku MS-06R
Mid class, rare. M.S. Supermaneuverable. SI=9, Movement: Ground Limit
6",
1"/AP; Flying 12", 5"/AP. Machine Cannon: 2D6, 20", ROF 1. P K G D, heat
axe. 1D6 Regular Armor. Cost: 224.
Zaku II Test Type MS-06F
High Mobility Zaku (MS-06R) + 2 Missile Pods, Bazooka: 3D6, 30", ROF 1
[3
shots]. Cost: + 51 pts.
Zaku II MS-06J
Ground Zaku (MS-06J) + 2 Missile Pods, Bazooka: 3D6, 30", ROF 1 [3
shots]. Cost: + 51 pts.
Z-Gok MSM-07
Mid class, common. M.S. SI=8. Movement: ground limit 4", 1"/AP;
underwater limit 8", 4"/AP. Two Beam forearm guns: 1D6, 20", RoF 1
each. Bay#1: 6 torpedoes. P K G D, pincers. 1D6 regular armor. Cost:
203.
___________________________________________________________________
7.2 STARDUST MEMORIES (0083)
Dra-C MS-21C
Mid class, v.common M.A. SI=8. Movement: flying 20", 8"/AP.
Beam rifle: 2D6, 20", RoF 1. P D SB, beam sabre. 1D6 regular amor,
shield. Cost: 189.
Gerbera Tetra GX04
See Marasai, but unique, without shield, and 4"/AP flying. Cost: 201.
GM Cannon II RGC-83
Mid class, rare M.S. SI=10. Movement: ground=6", 1"/AP; flying 10",
3"/AP. Beam cannon battery: two 2D6, 30", RoF 1. Vulcan cannon:
1D6, 10", RoF 1. P K G SB, beam sabre. 1D6 regular armor, 1D6 heavy
armor. Cost: 253.
Gundam RX-78 GP01
See Gundam Mk. II, but only SI=14, and added homing pod. Cost: 377.
Gundam RX-78 GP01fb
See Gundam Mk. II, but flying limit is 24", and add a homing pod.
Cost: 395.
Nuclear Gundam RX-78 GP02
Heavy class, unique. M.S. SI=16. Movement: ground limit 6", 1"/AP;
flying limit 14", 2"/AP. Nuclear bazooka: 6D6, 60", one shot. Vulcan
cannons: 1D6, 10", RoF 3. P K G D SB, beam sabre. 2D6 regular armor,
1D6 heavy armor, shield. Cost: 405.
Remarks: For roleplaying ease, just nuke the table with the bazooka.
Gundam RX-78 GP03
See Gundam Mk. II, but including core fighter. Cost: 387.
Stanien Full Armor GP03
Super heavy class, unique. M.A. SI=20. Movement: flying limit 10",
4"/AP. Main gun: 4D6, 60", RoF 1/2. Hyper-bazooka battery: two 4D6,
40", RoF 1. Beam rifle: 2D6, 20", RoF 1. Ten missile pods. Three
smokescreen pods. P G D, beam sabre. 3D6 regular armor, 1D6 heavy
armor. Force screen (against beam attacks only). Escape pod: GP03.
Cost: 560+387.
Remarks: Weapons are rough approximations. Offense limit exceeded.
Pilot not counted in M.A.
Neue Ziel AMX-002
Super heavy class, unique. M.S. Supermaneuverable. SI=30. Movement:
flying limit 20", 3"/AP. Main Gun: 4D6, 40", RoF 1/3. Auxillary beam
gun batteries: six 3D6, 40", RoF 1. Two hand beam guns: 2D6, 20",
RoF 1 each. Bay#1: 10 missiles. Bay#2: 10 missiles. Bay#3: 8
missiles. P G D, beam sabre. 4D6 regular armor, 1D6 heavy armor.
Force screen (against beam attacks). Cost: 916.
Remarks: can grapple at 2". Offense limit exceeded.
Val Walo MA-06
Super heavy class, unique. M.A. SI=20. Movement: flying limit 26",
6"/AP. Main cannon: 5D6, 60", RoF 1/3. Beam cannon battery: two 2D6,
30", RoF 1. G D. 3D6 regular armor, 2D6 heavy armor, shield. Cost: 472.
Xamel YMS-16M
Super heavy class, unique. M.S. SI=12. Movement: skimming limit 6",
3"/AP; Artillery cannon: 3D6, 60", RoF 1. Secondary Cannon:1D6, 10",
RoF 1. Vulcan cannons:1D6,10", RoF 1. Bay#1:8 missiles. P G D. 4D6
regular armor, 1D6 heavy armor. Cost: 342.
___________________________________________________________________
7.3 ZETA GUNDAM TITANS M.S.
Asshimar NRX-044
Heavy class, rare. M.S. transforms into aerospace M.A.
Supermaneuverable. SI=18. Movement: ground limit 6", 1"/AP; flying
limit 12/22", 4"/AP. Beam rifle: 2D6, 30", RoF 1. P K G D, beam
sabre. 2D6 regular armor. Cost: 323.
Base Jabber (Generic)
Slave class, v.common. flying platform. SI=4. Movement: flying limit
16", 5"/AP. D. No armor. Cost: 66.
Remarks: any M.S. automatically loses K G and supermanueverability.
Can hold one or two M.S.
Barzam RMS-154
Mid class, v.common. M.S. SI=12. Movement: ground limit 6", 1"/AP;
flying limit 8", 4"/AP. Beam rifle: 2D6, 20", RoF 1. Vulcan pod:
1D6, 10", RoF 2. P K G D, beam sabre. 1D6 regular armor. Cost: 239.
Bolonoak Samhahn PMX-002
Mid class, unique. M.S. SI=10. Movement: ground limit 6", 1"/AP;
flying limit 12", 3"/AP. Shield beam rifle: 2D6, 20", RoF 1. Missile
bay#1: 3 grenades. Missile bay#2: 3 grenades. P K G D SB, claw, beam
tomahawk. 1D6 regular armor, shield. Cost: 249.
Bound Doc NRX-005
Heavy class, rare. transformable M.A.. Supermaneuverable. Crew=2.
SI=18. Movement: ground limit 4", 1"/AP; flying limit 10", 3"/AP.
Beam rifle: 2D6, 30", RoF 1. Megacannon: 4D6, 40", RoF 1/5. P K G D
SB, claws, beam sabre. 3D6 regular armor, shield. Psychommu.
Cost: 449+.
Byalant RX-160
Heavy class, unique. M.S. Supermaneuverable. SI=14. Movement: ground
limit 6", 1"/AP; flying limit 12", 3"/AP. Beam hand cannon battery:
two 1D6, 20", RoF 1. P K G D, beam sabre. 1D6 regular armor, 1D6
heavy armor. Cost: 272.
Gabthley RX-110
Mid class, unique. M.S. transforms into aerospace M.A.. SI=12.
Movement: ground limit 4", 1"/AP; flying limit 8/18", 4"/AP. Beam
rifle: 2D6, 40", RoF 1. Shoulder beam cannon battery: two 1D6, 20",
RoF 1. Vulcan cannon: 1D6, 10", RoF 1. P K G D, beam sabre, claws.
1D6 regular armor. Cost: 316.
Galbaldy Beta RMS-117
Mid class, common. M.S. SI=12. Movement: ground limit 6", 1"/AP;
flying limit 14", 3"/AP. Beam rifle: 2D6, 20", RoF 1. Two grenade
pods. P K G D SB, beam sabre. 1D6 regular armor, shield. Cost: 235.
Gaplant ORX-005
Mid class, rare. M.S. transforms into aerospace M.A..
Supermaneuverable. SI=16. Movement: ground limit 6", 1"/AP; flying
limit 16/28", 4"/AP. Beam cannon battery: two 2D6, 20", RoF 1. P K G
D, beam sabre. 1D6 regular armor. Cost: 325.
GM II RMS-179
Mid class, v.common. M.S. SI=10. Movement: ground limit 6", 1"/AP;
flying limit 10", 3"/AP. Beam rifle: 2D6, 20", RoF 1. Vulcan cannon:
1D6, 10", RoF 1. P K G D SB, beam sabre. 1D6 regular armor, shield.
Cost: 231.
Remarks: all advanced GM suits from 0080 and 0083 shows are roughly
equivalent. Nemo MSA-003 is also identical.
Hambrabi RX-139
Mid class, rare. M.S. transforms into aerospace M.A..
Supermaneuverable. SI=16. Movement: ground limit 6", 1"/AP; flying
limit 10/30", 4"/AP. Shoulder beam cannon battery: two 1D6, 20", RoF
2. P K G D, beam sabre, claws/heat serpent. 1D6 regular armor.
Escape Pod. Cost: 369.
Remarks: Heat serpents can grapple at 2"; damage is 2D6 per turn.
Punch, grapple, and melee/energy melee attacks are allowed in M.A.
mode. A Vampire Hambrabi exceeds offense limit by adding a Long
Range Beam Rifle: 3D6, 50", RoF 1. Cost: 55.
Hi-Zack RMS-106
Mid class, common. M.S. SI=10. Movement: ground limit 6", 1"/AP;
flying limit 12", 3"/AP. Machinecannon: 2D6, 20", RoF 1. P K G D SB,
heat axe, beam sabre. 1D6 regular armor, shield. Cost: 233.
Remarks: Optional megalauncher: 6D6, 60", RoF 1/7. SI=6. 10" path of
fire. Cost=140.
Marasai RMS-108
Mid class, common. M.S. SI=10. Movement: ground limit 6", 1"/AP;
flying limit 10", 3"/AP. Beam rifle: 2D6, 20", RoF 1. P K G D SB,
beam sabre. 1D6 regular armor, shield. Cost: 216.
Messala PMX-000
Heavy class, unique. M.S., transforms into aerospace M.A.
Supermaneuverable. SI=15. Movement: ground limit 4", 1"/AP; flying
limit 10/24", 4"/AP. Beam shoulder cannon battery: two 3D6, 30", RoF
1. Missile bay#1: 9 missiles. Bay#2: 9 missiles. Bay#3: 2 grenades.
Bay#4: 2 grenades. P K G D, claws, beam sabre. 3D6 regular armor.
Cost: 469.
Pallas Athena PMX-001
Mid class, unique. M.S. SI=14. Movement: ground limit 4", 1"/AP;
flying limit 12", 3"/AP. Double beam rifle battery: two 2D6, 20",
RoF 1. Two Mega-beam cannons: 4D6, 40", RoF 1/3 each. Four scattering
cannons: 4D6, 40", RoF 1/5 each. Two missile pods, one grenade pod.
P K G D SB, claws, beam sabre. 1D6 regular armor, shield. Cost: 655.
Remarks: Offense limit exceeded. Grenade pod substitutes for
mini-missiles.
Psycho Gundam MRX-009
Super heavy class, unique. M.A. transforms into fortress. SI=22.
Movement: ground limit 4", 1"/AP; flying limit 10", 1"/AP.
Scattering cannon battery: three 4D6, 40", RoF 1. Two hand
batteries: five 1D6, 20", RoF 1 each. P K G SB. 4D6 regular armor,
1D6 heavy armor, shield. Psychommu. Cost: 763+.
Remarks: offense limit exceeded.
Psycho Gundam Mk II MRX-010
Super heavy class, rare. M.A. transforms into fortress. SI=28.
Movement: ground limit 4", 1"/AP; flying limit 10", 1"/AP. Scattering
cannon battery: three 4D6, 40", RoF 1. Beam gun batteries: twenty
1D6, 10", RoF 1 each. Two hand batteries: five 1D6, 20", RoF 1
each. Bay#1: 5 reflector bits. Bay #2: 5 reflector bits. P K G D
SB, beam sabres. 4D6 regular armor, 2D6 heavy armor. Homing pod.
Psychommu. Cost: 1217+.
Remarks: With beam gun battery, the number of blasts that hit is
equal to the amount the attacker's roll beat the defender's roll
by. Use the reflector funnels like a force screen. May fire as
many weapons at once as SI allows. Offense limit exceeded.
The O PMX-003
Heavy class, unique. M.S. transforms into M.A. pod. Supermaneuverable.
SI=16. Movement: ground limit 4", 1"/AP; flying limit 8", 2"/AP. Beam
rifle: 2D6, 30", RoF 1. P K G D, beam sabre. 3D6 regular armor, 2D6
heavy armor. Biosensor. Cost: 352+.
Remarks: No roll on critical hit table when in Pod mode, nor can it
attack the next turn. Extra armor simulates extra arms in beam sabre
combat.
____________________________________________________________________
7.4 ZETA GUNDAM / ZZ GUNDAM A.E.U.G. MOVEMENT
Dejeh MSK-008
Mid class, unique. M.S. SI=10. Movement: ground limit 4", 1"/AP;
flying limit 10", 3"/AP. Krey bazooka: 2D6, 30", RoF 1. P K G D SB,
beam sabre. 1D6 regular armor, shield. Cost: 219.
G Defensor
Light class, unique. fighter. Crew=1. SI=8. Movement: flying limit
14", 4"/AP. Long beam rifle: 2D6, 50", RoF 1. Vulcan Cannon: 1D6, 10",
ROF 2. 2 missile pods. D. 1D6 regular armor. Homing Pod. Cost: 239.
GM III RGM-86R
Mid class, v.common. M.S. SI=10. Movement: ground limit 6", 1"/AP;
flying limit 10", 4"/AP. Beam rifle: 2D6, 20", RoF 1. Vulcan
cannons: 1D6, 10", RoF 1. Bay#1: 4 rockets. Bay#2: 4 rockets. P K G D
SB, beam sabre. 1D6 regular armor, shield. Cost: 249.
Gundam Double Zeta MSZ-010
Mid class, unique. M.S. transforms into aerospace "G-Fortress".
Crew=3. SI=16. Movement: ground limit 6", 1"/AP; flying limit 14/26",
3"/AP. Scattering Cannon: 4D6, 40", RoF 1/5. Double beam rifle
battery: two 3D6, 30", RoF 1. Beam cannon backpack battery: two 2D6,
20", RoF 1. Vulcan Cannons: 1D6, 10", RoF 1. Missile bay#1: 10
rockets. Missile bay#2: 10 rockets. P K G D SB, beam sabre. 1D6
regular armor, shield. Homing pod. Cost: 577.
Remarks: Offense limit exceeded. Can be piloted by one, but needs
all three pilots to transform in and out of G-Fortress.
Gundam Mk II RX-178
Mid class, rare. M.S. Supermaneuverable. SI=16. Movement: ground limit
6", 1"/AP; flying limit 16", 3"/AP. Beam rifle: 2D6, 20", RoF 1.
Hyperbazooka: 4D6, 40", RoF 1. Vulcan cannons: 1D6, 10", RoF 2. P K
G D SB, beam sabre. 1D6 regular armor, shield. Cost: 372.
Hyaku Shiki MSN-00100
Mid class, rare. M.S. Supermaneuverable. SI=12. Movement: ground limit
6", 1"/AP; flying limit 16", 3"/AP. Beam rifle: 2D6, 20", RoF 1.
Vulcan cannons: 1D6, 10", RoF 1. P K G D, beam sabre. 1D6 regular
armor. Cost: 252.
Remarks: Optional megabazooka: 6D6, 60", RoF 1/7. SI=6. 10" path of
fire. Cost=140.
Megarider
Light class, rare. aerospace vehicle. Optional use as M.S. movement
base. Crew=1. SI=6. Movement: flying limit 14"(with or without M.S.),
4"/AP. Megacannon: 3D6, 30", RoF 1/2. D. 1D6 regular armor. Cost=164.
Remarks: 3 AP to link up with M.S. Any M.S. automatically loses P K G
SB and supermaneuverability.
Methuss MSA-005
Mid class, rare. M.S. transforms into aerospace M.A. SI=8. Movement:
ground limit 4", 1"/AP; flying limit 8/30", 4"/AP. Beam pistol: 1D6,
10", RoF 1. P K G D, beam sabre. 1D6 regular armor. Cost: 209.
Rick Dias RMS-099
Mid class, common. M.S. SI=10. Movement: ground limit 6", 1"/AP;
flying limit 10", 4"/AP. Krey bazooka: 2D6, 30", RoF 1. Shoulder
beam pistols: 1D6, 20", RoF 1. Vulcan guns: 1D6, 10", RoF 1. P K G
D, beam sabre. 1D6 regular armor. Escape Pod. Cost: 241.
Super Gundam (Mk II + G Defensor)
Same as Gundam Mk II, but with following additions: SI=+8. Long Beam
Rifle: 2D6, 50", RoF 1. 2 Missile Pods. Vulcan Cannons: 1D6, 10",
ROF 2. Homing Pod. Added 1D6 regular armor. Cost: 239+372.
Zeta Gundam MSZ-006
Mid class, unique. M.S. transforms into aerospace "Wave Rider".
Supermaneuverable. SI=16. Movement: ground limit 6", 1"/AP; flying
limit 16/28", 3"/AP. Beam rifle: 2D6, 20", RoF 1. Beam gun battery:
two 1D6, 10", RoF 1. Vulcan cannons: 1D6, 10", RoF 2. Bay#1: 4
grenades. Bay#2: 4 grenades. P K G D SB, beam sabre. 1D6 regular
armor, shield. Biosensor. Cost: 395+.
Remarks: Optional Hyper-megalauncher: 6D6, 60", RoF 1/6, path of
fire 5" at full power; 3D6, 50", RoF 1 at regular power. Replaces
regular beam rifle. Can not fire and charge at same time. Cost: 90.
___________________________________________________________________
7.5 ZZ GUNDAM: NEO-ZION EMPIRE
Baw AMX-107
Mid class, unique. M.S. transforms into aerospace M.A.
Supermaneuverable. SI=16. Movement: ground limit 6", 1"/AP; flying
limit 14/22", 3"/AP. Beam rifle: 2D6, 20", RoF 1. Bay#1: 4 grenades.
Bay#2: 4 grenades. 2 rocket pods. P K G D SB, beam sabre. 1D6 regular
armor, shield. Homing pod. Cost: 341.
Doben-Wolf AMX-014
Heavy class, rare. M.S. Supermaneuverable. SI=18. Movement: ground
limit 6", 1"/AP; flying limit 12", 4"/AP. Beam launcher: 3D6, 30",
RoF 1. Bay#1: 4 grenades. Bay#2: 10 missiles. Bay#3: 10 missiles. P
K G D SB, heat serpents, beam sabre. 3D6 regular armor. Psychommu.
Cost: 382+.
Remarks: can grapple with heat serpents at 2"; damage is 2D6 per turn.
Can also engage in beam sabre combat at 4".
Dreissen AMX-009
Mid class, v.common. M.S. SI=8. Movement: ground limit 6", 1"/AP;
flying limit 10", 4"/AP. Two machinecannons: 2D6, 20", RoF 1 each.
P K G D, beam halberd. 2D6 regular armor. Escape pod. Cost: 246.
Galluss AMX-101
Mid class, common. M.S. SI=10. Movement: ground limit 6", 1"/AP;
flying limit 12", 4"/AP. P K G D, beam sabre. 1D6 regular armor.
Cost: 168.
Gaza C AMX-003
Mid class, common. M.S. transforms into aerospace M.A. SI=12.
Movement: ground limit 4", 1"/AP; flying limit 10/22", 4"/AP. Beam
rifle: 3D6, 30", RoF 1. Shoulder beam cannons: 1D6, 20", RoF 1.
P K D, beam sabre. 1D6 regular armor. Cost: 269.
Gaza D AMX-006
Same as AMX-003, but with additions: Missile bay#1: 8 missiles.
Bay#2: 8 missiles. Cost: 295.
Ga-Zowmn AMX-008
Mid class, rare. M.S. transforms into aerospace M.A. SI=10. Movement:
ground limit 6", 1"/AP; flying limit 14/18", 4"/AP. Beam rifle: 3D6,
30", RoF 1. Bay#1: 10 missiles. Bay#2: 10 missiles. P K D, beam
sabre. 1D6 regular armor. Cost: 267.
Geymalk HMS-015
Heavy class, unique. M.S. SI=18. Movement: ground limit 4", 1"/AP;
flying limit 8", 4"/AP. Scattering cannon: 4D6, 40", RoF 1/5. Two
leg beam cannons: 1D6, 20", RoF 1 each. Two beam hand batteries: two
1D6, 10", RoF 1 each. Bay#1: 10 funnels. Bay#2: 10 funnels. Bay#3: 8
funnels. Bay#4: 3 rockets. Bay#5: 3 rockets. P K G D, beam sabre. 3D6
regular armor. Psychommu. Cost: 477+.
Remarks: allowed to fire all beam weapons at once.
Hamma-Hamma AMX-103
Heavy class, rare. M.S. SI=16. Movement: ground limit 4", 1"/AP;
flying limit 14", 3"/AP. Eight Missile pods. P K G D SB, heat serpents,
beam sabre. 2D6 regular armor, shield. Escape pod. Psychommu.
Cost: 283+.
Remarks: can engage in punch, grapple attacks at 2". Heat serpents
do 2D6 damage. Missile pod susbstitutes as beam shield guns.
Jamru Fin AMX-01X
Mid class, rare. M.A. transforms into aerospace M.A. Supermaneuverable.
SI=12. Movement: ground limit 4", 1"/AP; flying limit 16/22", 4"/AP.
Beam cannon: 3D6, 30", RoF 1. Missile bay#1: 8 rockets. Bay#2: 8
rockets. G D. 1D6 regular armor. Cost: 281.
Qubeley AMX-005
Mid class, rare. M.S. Supermaneuverable. SI=16. Movement: ground limit
6", 1"/AP; flying limit 16", 4"/AP. Two Plasma Cannons: 1D6, 20",
RoF 2 each. Missile bay#1: 10 funnels. P K G D, beam sabre. 1D6
regular armor. Psychommu. Cost: 322+.
Qubeley Mk II add double beam turret battery: two 2D6, 20", RoF 1.
Change Bay#1: 6 funnels. Add Bay#2: 6 funnels. Cost: 395+.
Quin Mantha NX-000
Super heavy class, rare. M.S. Crew=2. SI=22. Movement: ground limit
6", 1"/AP; flying limit 10", 3"/AP. Chest scattering battery: two
4D6, 40", RoF 1/5. Two arm cannons: 2D6, 30", RoF 1 each. Bay#1: 10
funnels. Bay#2: 10 funnels. Bay#3: 10 funnels. P K G D
SB, beam sabre. 3D6 regular armor. Psychommu. Cost: 543+.
Regulgu MS-014A
Mid class, unique. M.S. Supermaneuverable. SI=12. Movement: ground
limit 6", 1"/AP; flying limit 24", 4"/AP. 1 grenade pod. P K G D,
beam sabre. 1D6 regular armor. Cost: 218.
Remarks: Geloog Jaeger is identical.
R-Jarja AMX-104
Heavy class, rare. M.S. Supermaneuverable. SI=14. Movement: ground
limit 6", 1"/AP; flying limit 12", 4"/AP. Beam rifle: 2D6, 20", RoF
1. P K G D, beam sabre. 2D6 regular armor. Cost: 268.
Zaku III AMX-011
Heavy class, rare. M.S. SI=18. Movement: ground limit 6", 1"/AP;
flying limit 12", 3"/AP. Beam rifle: 2D6, 30", RoF 1. P K G D SB,
beam sabre. 2D6 regular armor, shield. Psychommu. Cost: 288+.
Zssa AMX-102
Light class, common. M.S. SI=8. Movement: ground limit 4", 1"/AP;
flying limit 10/30", 4"/AP. Ten missile pods. P K G D, beam sabre.
1D6 regular armor. Cost: 199.
__________________________________________________________________
7.6 CHAR'S COUNTERATTACK (0093)
Alpha Azieru NZ-333
Super heavy class, unique. M.S. SI=20. Movement: flying limit 10",
3"/AP. With booster: flying limit 22". Head beam cannon: 4D6, 40",
RoF 1/3. Beam turret battery: two 3D6, 30", RoF 1. Bay#1: 10
funnels. D. 4D6 regular armor. Psychommu. Cost: 434+.
Remarks: must jettison booster before it can dodge. Booster cost
not included.
Geara Doga AMS-119
Same as Hi-Zack, but beam rifle instead of machinecannon, snaring
wire instead of heat axe, plus addition of Bay#1: 4 rockets.
Cost: 242.
Jagd Doga MSN-03
Mid class, rare. M.S. Supermaneuverable. SI=16. Movement: ground limit
6", 1"/AP; flying limit 14", 3"/AP. Beam rifle: 2D6, 20", RoF 1.
Vulcan: 1D6, 10", RoF 1. Bay#1: 3 rockets. Bay#2: 3 rockets. Bay#3:
3 rockets. Bay#4: 3 rockets. Bay#5: 3 rockets. 1 grenade pod.
P K G D SB, beam sabre. 1D6 regular armor, shield. Psychommu.
Cost: 333+.
Remarks: missile pod substitutes for beam shield cannon.
Jegan RGM-89
Same as GM II.
Refined Zeta Gundam RGZ-91
Mid class, unique. aerospace M.A., transforms into M.S. SI=12.
Movement: ground limit 6", 1"/AP; flying limit 10/16", 3"/AP. Beam
rifle: 2D6, 20", RoF 1. Backpack beam gun battery: two 1D6, 20", RoF
1. Nose cone battery: four 1D6, 10", RoF 1. 4 rocket pods. P K G D,
beam sabre. 1D6 regular armor, shield. Cost: 375+.
Remarks: Can not transform back into M.A. mode if it takes a critical
hit.
Sazabi MSN-04
Heavy class, unique. M.S. Supermaneuverable. SI=18. Movement: ground
limit 6", 1"/AP; flying limit 14", 3"/AP. Scattering cannon: 4D6, 40"
RoF 1/3. Beam rifle: 2D6, 30", RoF 1. Bay#1: 3 funnels. Bay#2: 3
funnels. P K G D SB, beam sabre. 2D6 regular armor, shield. Escape
pod. Psychommu. Cost: 396+.
Nu Gundam RX-93
Heavy class, unique. M.S. Supermaneuverable. SI=18. Movement: ground
limit 8", 1"/AP; flying limit 20", 3"/AP. Hyperbazooka: 4D6, 40",
RoF 1. Beam rifle: 2D6, 30", RoF 1. Vulcan cannons: 1D6, 10", RoF 2.
Bay#1: 6 funnels. Bay#2: 4 missiles. 1 rocket pod. P K G D SB, beam
sabre. 1D6 regular armor, shield. Force screen. Psychoframe.
Cost: 426+.
Remarks: needs 2 active funnels to activate screen.
____________________________________________________________________
7.7 GUNDAM F-91
Berga Dalas XM-04
Light class, rare. M.S. Supermaneuverable. SI=14. Movement: ground
limit 6", 1"/AP; flying limit 10", 4"/AP. Beam lance: 2D6, 20", RoF
1. Machinecannon: 1D6, 10", RoF 1. Bay#1: 6 rockets. 1 funnel pod.
P K G D, beam sabre. 1D6 regular armor. Force shield. Cost: 275.
Berga Giros XM-05
Light class, rare. M.S. Supermaneuverable. SI=14. Movement: ground
limit 6", 1"/AP; flying limit 10", 4"/AP. Beam lance: 2D6, 20", RoF 1.
Machinecannon: 1D6, 10", RoF 1. 1 funnel pod. P K G D SB, beam sabre.
1D6 regular armor. Force shield. Cost: 264.
Dahgi-Iris XM-06
Light class, unique. M.S. SI=12. Movement: ground limit 6", 1"/AP;
flying limit 12", 3"/AP. Beam rifle: 2D6, 20", RoF 1. Scattering
cannon: 4D6, 40", RoF 1/7. P K G D SB, beam sabre. 1D6 regular armor,
shield. Cost: 288.
Den'an-Gei XM-02
Light class, common. M.S. SI=12. Movement: ground limit 6", 1"/AP;
flying limit 10", 4"/AP. Beam rifle: 2D6, 20", RoF 1. Forearm
machinegun: 1D6, 10", RoF 1. Bay#1: 3 rockets. P K G D SB, beam sabre.
1D6 regular armor. Force shield. Cost: 234.
Den'an-Zon XM-01
Light class, common. M.S. SI=12. Movement: ground limit 6", 1"/AP;
flying limit 10", 4"/AP. Machine gun: 1D6, 10", RoF 1. Disposible
lance: 2D6, 20", one shot only, +1 critical hit. Forearm machinegun:
1D6, 10", RoF 1. P K G D SB, lance, beam sabre. 1D6 regular armor.
Force shield. Cost: 256.
Ebirhu-S XM-03
Light class, common. M.S. SI=10. Movement: ground limit 6", 1"/AP;
flying limit 10", 3"/AP. Beam gun: 2D6, 20", RoF 1. Forearm
machingun: 1D6, 10", RoF 1. Disposible lance: 2D6, 20", one shot
only, +1 critical hit. Bay#1: 3 rockets. P K G D SB, claws, lance,
beam sabre. 1D6 regular armor, shield. Cost: 284.
G Cannon F-71
Light class, common. M.S. SI=10. Movement: ground limit 6", 1"/AP;
flying limit 10", 4"/AP. Machinecannon battery: two 2D6, 30", RoF 1.
Vulcan cannons: 1D6, 10", RoF 1. Forearm machinegun battery: two 1D6,
10", RoF 1. Bay#1: 6 missiles. P K G D SB, beam sabre. 1D6 regular
armor. Cost: 302.
Gundam F-91 F-91
Light class, unique. M.S. Supermaneuverable. SI=16. Movement: ground
limit 8", 1"/AP; flying limit 18", 4"/AP. Beam rifle: 2D6, 20", RoF
1. Megamachine cannons: 1D6, 20", RoF 2. Vesper rifle battery: two
3D6, 30", RoF 1/3. Vulcan cannon: 1D6, 10", RoF 2. Hyperbazooka:
3D6, 40", RoF 1, unlimited shots. P K G D SB, beam sabre. 1D6
regular armor. Force shield. Escape pod. Biocomputer. Cost: 495+.
Remarks: offense limit exceeded.
Gun Tank RXR-44
Light class, common. M.S. transforms into tank. SI=8. Movement:
ground limit 4/8", 1"/AP; flying limit 4", 4"/AP. Shoulder gun
battery: two 1D6, 20", RoF 1. Bay#1: 4 missiles. Bay#2: 4 missiles.
P K G D. 1D6 armor. Cost: 219.
Heavy Gun RGM-109
Light class, v.common. M.S. SI=10. Movement: ground limit 6", 1"/AP;
flying limit 10", 3"/AP. Beam rifle: 2D6, 20", RoF 1. Vulcan
cannons: 1D6, 10", RoF 1. P K G D SB, beam sabre. 1D6 regular armor,
shield. Cost: 231.
Lafressia XMA-01
Super heavy class, unique. M.A. Supermaneuverable. SI=30. Movement:
flying limit 16", 1"/AP. Beam cannon battery: four 3D6, 30", RoF 1.
Long range beam cannon: 4D6, 60", RoF 1/5. P G D, chain saw
tentacles. 4D6 regular armor, 2D6 heavy armor. Cost: 653.
Remarks: Melee combat at 2". Minor beam guns combined into the battery.
Vigna Ghina XM-07
Light class, unique. M.S. SI=12. Movement: ground limit 6", 1"/AP;
flying limit 16", 4"/AP. Beam rifle: 2D6, 20", RoF 1. P K G D SB,
beam sabre. 1D6 regular armor. Force shield. Cost: 217.
____________________________________________________________________
8.0 WING GUNDAM
8.1 Why the Separate Area
Wing Gundam is yet another alternative timeline story that uses
the Gundam name. The first was G Gundam. The Wing Gundam storyline takes
place in the AC (After Colony) timeline. Therefore, a lot of the physics
that take place in the UC universe don't exist here. So, although the
rules are the same, the stats cannot be crossed over.
8.2 Background for Wing Gundam
The Earth Federation is trying to forceably annex the colonies
orbiting it. Each colony sends a representative to Earth to fight the
Earth Federation forces and convince them of the errors of their ways.
These 5 fighters all pilot experimental mobile suits made out of a new
material called Gundarium. During the course of their mission, they
witness the demise and break up of the Earth Federation and several
other follow-up organizations. In the end, they all have upgraded to
newer Gundams and are faced by many different enemies, including
left-overs from the Federation and Oz and dreaded Mobile Dolls.
8.3 Differences Between Wing and UC Gundams
The major difference between UC Gundams and the Wing Gundams is
their weight. While UC Gundams tend to be over 30 tons, the Gundam Wing
M.S. are not much over 5 tons. Therefore, just about all Wing Gundam
M.S. are rated as Mid-class. Another difference is the fact that all of
the Wing Gundam stats are based off of a standard M.S. called the Leo,
which has a standard rating of 100. All other M.S. are rated according
to the Leo. Some may be more powerful in terms of speed, SI, and armor
rating, some may be less. Therefore, all games stats are also rated
accordingly. Because of these differences, Wing Gundam M.S. cannot be
used in the UC Universe.
8.4 Wing Gundam Stats
Leo
Mid class. SI=10. Movement: Ground Limit 6", 1"/AP; Flying Limit 10",
4"/AP. 105mm Rifle: 1D6, 20", RoF 1. PKGD, 1 Beam Sabre. 1D6 Regular
Armor. Cost: 156.
Wing Zero
Mid class. SI=14. Transformable. Supermanueverable. Movement: Ground
Limit 10", 1"/AP; Flying Limit 16", 7"/AP; [Wing Mode] Flying Limit
22", 7"/AP. Vulcan: 1D6, 10", RoF 2. Machine Cannon: 2D6, 20", RoF 1.
Twin Buster Rifle: 2D6, 60 degrees for 30", RoF 1. PKGD SB, 2 Beam
Sabre. 1D6 Regular Armor. 1D6 Heavy Armor. Sheild. Cost: 434.
Wing Gundam
Mid class. SI=12. Transformable. Supermanueverable. Movement: Ground
Limit 9", 1"/AP; Flying Limit 15", 8"/AP; [Wing Mode] Flying Limit 21",
8"/AP. Vulcan: 1D6, 10", RoF 2. Machine Cannon: 2D6, 20", RoF 1. Buster
Rifle: 1D6, 60 degrees for 30", RoF 1/3, or 1D6, 30", RoF 1. PKGD SB, 2
Beam Sabre. 2D6 Regular Armor. Sheild. Cost: 355.
Gundam Deathscythe
Mid class. SI=12. Supermanueverable. Movement: Ground Limit 10", 1"/AP;
Flying Limit 16", 8"/AP. Vulcan: 1D6, 10", RoF 2. Machine Cannon: 2D6,
20", RoF 1. PKGD SB, Beam Scythe. 2D6 Regular Armor. Buster Sheild.
Hyper Jammer. Cost: 401.
Gundam Deathscythe Hell
Mid class. SI=12. Supermanueverable. Movement: Ground Limit 11", 1"/AP;
Flying Limit 17", 7"/AP. Vulcan: 1D6, 10", RoF 2. PKGD SB, Beam Scythe.
1D6 Regular Armor. 1D6 Heavy Armor. Buster Sheild. Active Cloak. Hyper
Jammer. Cost: 402.
Gundam Heavy Arms
Mid class. SI=14. Movement: Ground Limit 7", 1"/AP; Flying Limit 11",
3"/AP. Vulcan: 1D6, 10", RoF 2. Machine Cannon: 2D6, 20", RoF 1.
Gatling Gun Battery: 2 1D6, 10", RoF 3. Beam Gatling Gun: 1D6, 20",
RoF 3. 1 Missile Bay. 5 Missile Pods. PKGD, Army Knife. 1D6 Regular
Armor. 1D6 Heavy Armor. Cost: 417.
Gundam Sandrock
Mid class. SI=15. Movement: Ground Limit 7", 1"/AP; Flying Limit 11",
2"/AP. Vulcan: 1D6, 10", RoF 2. 1 Missile Pod. PKGD SB, Heat Sword or
Cross Crusher. 2D6 Regular Armor. 1D6 Heavy Armor. Cost: 279.
Shen-Long Gundam
Mid class. SI=14. Movement: Ground Limit 8", 1"/AP; Flying Limit 13",
4"/AP. Vulcan: 1D6, 10", RoF 2. Flamethrower: 2D6, 20", RoF 1. PKGD,
Beam Glaive. Dragon Fang. 2D6 Regular. Cost 271.
Alto-Long Gundam
Mid class. SI=14. Movement: Ground Limit 8", 1"/AP; Flying Limit 13",
4"/AP. Vulcan: 1D6, 10", RoF 2. 2 Flame Throwers: 2D6, 20", RoF 1.
Beam Cannon: 1D6, 60 degrees for 20", RoF 1. PKGD, Beam Trident.
Dragon Fang x2. 2D6 Regular Armor. Cost: 346.
Magaanak
Mid class. SI=10. Movement: Ground Limit 6", 1"/AP; Flying Limit 10",
4"/AP. Beam Rifle: 1D6, 20", RoF 1. PKGD, Heat Tomahawk. 1D6 Regular
Armor. Cost: 171.
Tallgeese
Mid class. SI=13. Movement: Ground Limit 9", 1"/AP; Flying Limit 15",
4"/AP. Dober Gun: 1D6, 30", RoF 1. PKGD, Beam Saber. 2D6 Regular
Armor. Cost: 219.
Tragos
Light class. SI=11. Transformable. Movement: Ground Limit 7", 1"/AP;
[Hover Mode] Skimming Limit 11", 2"/AP. 2 Cannon: 1D6, 10", RoF 1.
PKGD. 1D6 Regular Armor. Cost: 193.
Optional Beam Rifle: 1D6, 20", RoF 1. Cost: 20.
Aries
Mid class. SI=9. Transformable. Movement: Ground Limit 5", 1"/AP;
[Flight Mode] Flying Limit: 9", 4"/AP. Chain Rifle: 1D6, 20",
RoF 2. 1 Missile Pod. PKGD. 1D6 Regular. Cost: 194.
Cancer
Mid class. SI=11. Movement: Ground Limit 7", 1"/AP; Skimming Limit:
11", 2"/AP. Torpedo Pod. PKGD. 1D6 Regular Armor. Cost: 148.
Pisces
Mid class. SI=10. Transformable. Movement: Ground Limit 6", 1"/AP;
[Submarine Form] Swimming Limit 10", 2"/AP. 2 Torpedo Pods. PKGD. 1D6
Regular Armor. Cost: 166.
Taurus
Mid class. MS or MD. SI=11. Transformable. Movement: Ground Limit 8",
1"/AP; [Flight Mode] Flying Limit 12", 4"/AP. Beam Rifle: 1D6, 20", RoF
1. Beam Cannon: 1D6, 60 degrees for 20", RoF 1. PKGD. 1D6 Regular
Armor. Cost: 225 or 205 [MD]. MD Skill Level 1/1.
Vayeate
Mid class. SI=11. Movement: Ground Limit 8", 1"/AP; Flying Limit 12",
4"/AP. Beam Cannon: 1D6, 60 degrees for 20", RoF 1. PKGD. 2D6 Regular.
Cost: 205.
Mercurius
Mid class. SI=13. Movement: Ground Limit 8", 1"/AP; Flying Limit 12",
3"/AP. Beam Gun: 1D6, 20", RoF 1. PKGD SB, Beam Sabre. 2D6 Regular
Armor. Sheild. Planet Defensor (10). Cost: 245.
Gundam Epyon
Mid class. SI=15. Movement: Ground Limit 10", 1"/AP; Flying Limit 16",
3"/AP. PKGD, Beam Sword. Heat Rod. 1D6 Regular Armor. 1D6 Heavy Armor.
Cost: 225.
Special: Can Perform Two Hand-To-Hand Attacks.
8.5 Wing Weapons and Attacks
Buster Sheild
Slave class. SI=5. Flying Limit: 10", 4"/AP. PD. 1D6 Sheild. Beam Saber.
Cost: 104.
Active Cloak
Double AP Costs for Movement. 8 or better (+1/Gunnery Level) to See. If
Fail to See, MS is Invisible. Cost: 20.
Hyper Jammer
1 AP/rd. -2 Penalty to hit rolls. Cost: 10.
Planet Defensors
Energy sheilds. 5 PDs to activate. Each additional PD adds 1D6 to armor
rating. PDs follow all Funnel Rules.
Cross Crusher
Grappling Attack. +2 Critical Hit Roll. Successful Critical Hit cuts
target Mid-class or lesser MS in half.
Dragon Fang
Grappling Attack. +2 to Hit. Upon Successful Hit, Flamethrowers do full
damage to target [+2 bonus for Critical Hits]. Alto-Long can perform 2
separate Dragon Fang attacks.
Beam Rifle: 1D6, 20", RoF 1. Cost: 20.
"Shorty" Beam Rifle: 1D6, 10", RoF 1. Cost: 15.
Dober Gun: 1D6, 30", RoF 1. Cost: 25.
Machine Cannon: 2D6, 20", RoF 1. Cost: 30.
____________________________________________________________________
9.0 Pilot Stats
The stats for these pilots are quite subjective, but I'll try
anyways. The experience table in the sourcebook doesn't quite work
for the Gundam universe, so assume that you give an experience point
multiplier of 2X for the protagonist for the first half of an OVA
series, the first 20 episodes of a TV series, or the first hour of a
movie. :)
0 Amateur pilots: Cannon fodder.
1 Experienced: henchmen and backups. They have names, but always
get blown away.
2 Veterans: many field kills. Good enough for OVAs, but can't
make the final TV episode.
3 Aces: Over a dozen kills. Usually villains.
4 Legends of Folklore: Series protagonists/antagonists. So good,
they have nicknames.
5 The Destroyers: invincible M.S. pilot; only equal pilots can
bring them down.
6+ Pilots so good, they're dead.
Name Pilot/Gunner skills
Seabrook Arno 2/2 (F91) (New-Type)
Char Aznable 4/3 (MSG), 4/4 (ZG), 5,5 (CCA) (New-Type)
South Burning 3/3
Celia Fairchild 2/1(F91) (New-Type)
Yazan Gable 5/3
Anavel Gato 5/5
Gunei Guss 3/3 (New-Type)
Jude Ashita 3/3 (New-Type)
Haman Khan 2/2 (New-Type)
Reccoa Londo 1/2
Four Murasame 1/2 (New-Type)
Quess Paraya 0/1 (New-Type)
Amuro Rey 3/4(MSG), 4/5 (ZG), 5/5 (CCA) (New-Type)
Kaera ??? 2/2 (New Type-CCA)
Chein 1/0 (New Type-CCA)
Lezun Schneider 3/3 (CCA)
Paptimus Scirrocco 2/3 (New-Type)
Emma Sheen 2/2
Kou Uraki 2/2
Camille Viden 5/4 (New-Type)
To keep even expert pilots on their toes, you may allow a roll of
1 to be an automatic failure (negated only by another automatic
failure), and 10 to be an automatic success (negated only by
another automatic success), regardless of any bonuses. This
gives incentive for lesser pilots to take on better pilots.
X.XX Closing
In Closing, I'd like to thank everyone who gave me a hand in getting the
stats for some of these MS. If you have any questions or comments, feel
free to contact me. Linwood Foster
___________________________________________________________________
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