The Gundam Wargame for the "Mecha!" RPG system ___________________________________________________________________ Appended July 2002 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 (November 1997) 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 occurred in the U.C. timeline. This version (3.5) 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 Flagship 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, Gelgoog, 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 8 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, X, Turn A, 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: Many of the series listings were reordered and some of the M.S. are now listed along with other M.S. from the same organization. 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 campaign document. Format changes, spelling corrections, and pilot additions mark the major changes in what will more than likely be the final version of these campaign rules. 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 enjoy 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 decreases 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 that 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 cannot 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 attacks greatly increases the damage done by approximately 1D6 per 5" traveled. 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 straightforward 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, Balls 7 G Defensor, Mega Rider 10 Dra-C, Dreissen, GM, Gouf, Gun Cannon, Gun Tank(F91), Methuss, Rick Dom, Zaku, Z-Gok, Zssa 12 Barzam, Bolonoak Samahn, Dijeh, Ebirhu-S, Galluss, Ga-Zowmn, G Cannon, Geara Doga, Gelgoog, GM II, GM III, GM Cannon, Gun Cannon, Gundam, Gun Tank, Heavy Gun, Hi-Zack, Jegan, Marasai, Rick Dias 14 Dahlgi 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 Ball, 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, Doben Wolf, Geymalk, Nu Gundam, Messala, Sazabi, Zaku III 24 Alpha Azieru, Gundam GP03 Stamen, Val Walo 26 Quin Mantha, Psycho Gundam 33 Psycho Gundam 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 (e.g. 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, Stamen, Balls 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, Dijeh, Denan Gei, Denan Zon, Dreissen, Ehbiru-S, Gaza C/D, G Cannon, GM, GM II, GM III, GM Cannon, Guf, Gundam GP03 Stamen, 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, Doben Wolf, Galluss, Geara Doga, Gundam RX-78, Hi-Zack, Pallas Athena, R-Jarja, Zaku III 14 Ball (M.S.), Galbaldy Beta, Ga-Zowmn (M.S.), G Defensor, Gelgoog, 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.), Ball (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 meleee 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 tthem sparingly and wisely. -Mobile Armors are extremely vulnerable too a charge attack by fast, expertly piloted, beam saber wielding M.S. Beware, since all Gundams can inflict at least 5D6 damage at +3 critical hits. -High firepower vehicles like a Pallas Athhena 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 beest 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, psychommu, 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, psychommu, 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, it's 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. i.e. 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" from the controlling MS. 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 separate SI found on movement platforms. Movement for M.S. carrying heavy weapons with a separate 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. E.g.. 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. 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 saber. 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 sabers. 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 Sabers, 1D6 Regular Armor, shield. 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 Sabers. 1D6 Regular Armor, Shield. Cost: 277. 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 saber. 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 Sabers. 1D6 Regular Armor, shield. 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. Zaku MS-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. Shield. 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. Gouf MS-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. Rick Dom MS-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 saber. 2D6 regular armor. Cost: 256. Gelgoog MS-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 saber. 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 saber. 1D6 Regular Armor. Shield. Cost: 359. 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) 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 saber. 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 saber. 2D6 regular armor, 1D6 heavy armor, shield. Cost: 405. Remarks: For role-playing ease, just nuke the table with the bazooka. Gundam RX-78 GP03 See Gundam Mk. II, but including core fighter. Cost: 387. Stamen 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 saber. 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. 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 saber. 1D6 regular armor, shield. Cost: 189. Gerbera Tetra GX-04 See Marasai, but unique, without shield, and 4"/AP flying. Cost: 201. 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. 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. 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. Auxiliary 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 saber. 4D6 regular armor, 1D6 heavy armor. Force screen (against beam attacks). Cost: 916. Remarks: can grapple at 2". Offense limit exceeded. ___________________________________________________________________ 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 saber. 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 saber. 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 saber. 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 saber. 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 saber, 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 saber. 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 saber. 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 saber. 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 saber, 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 saber. 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 saber. 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 saber. 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 saber. 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, unique. 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 sabers. 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 saber. 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 saber combat. ____________________________________________________________________ 7.4 ZETA GUNDAM / ZZ GUNDAM A.E.U.G. MOVEMENT Dijeh 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 saber. 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 saber. 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 saber. 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 saber. 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 saber. 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 saber. 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 saber. 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. Add 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 saber. 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. Cannot fire and charge at same time. Cost: 90. ___________________________________________________________________ 7.5 ZZ GUNDAM: NEO-ZION EMPIRE Bawoo 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 saber. 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 saber. 3D6 regular armor. Psychommu. Cost: 382+. Remarks: can grapple with heat serpents at 2"; damage is 2D6 per turn. Can also engage in beam saber 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 saber. 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 saber. 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 saber. 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 saber. 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 saber. 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 substitutes 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 saber. 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 saber. 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 saber. 1D6 regular armor. Cost: 218. Remarks: Gelgoog 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 saber. 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 saber. 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 saber. 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 saber. 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 saber. 1D6 regular armor, shield. Cost: 375+. Remarks: Cannot 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 saber. 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 saber. 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 saber. 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 saber. 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 saber. 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 saber. 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. Disposable lance: 2D6, 20", one shot only, +1 critical hit. Forearm machinegun: 1D6, 10", RoF 1. P K G D SB, lance, beam saber. 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 machinegun: 1D6, 10", RoF 1. Disposable lance: 2D6, 20", one shot only, +1 critical hit. Bay#1: 3 rockets. P K G D SB, claws, lance, beam saber. 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 saber. 1D6 regular armor. Cost: 302. Gundam 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 saber. 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 saber. 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 saber. 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 forcibly 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 leftovers from the Federation and Oz, and the 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 game 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 Saber. 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 Saber. 1D6 Regular Armor. 1D6 Heavy Armor. Shield. 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 Saber. 2D6 Regular Armor. Shield. 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 Shield. 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 Shield. 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 Saber. 2D6 Regular Armor. Shield. 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 Shield Slave class. SI=5. Flying Limit: 10", 4"/AP. PD. 1D6 Shield. 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 shields. 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 Dick Allen 2/2 Seabook Arno 2/2 (F91) (New-Type) Char Aznable 4/3 (MSG), 4/4 (ZG), 6/5 (CCA) (New-Type) Chein Agi 0/0 (New Type-CCA) Shiro Amada 2/2 Jude Ashita 3/3 (New-Type) Trowa Barton 3/4 Anna-Marie Broughia 1/1 South Burning 3/3 Zabine Châreaux 3/3 Usso Evin 3/3 (New-Type) Celia Fairchild 2/1 (F91) (New-Type) Yazan Gable 5/3 Anavel Gato 5/5 Gunei Guss 3/3 (New-Type) Haman Khan 2/2 (New-Type) Chuck Keith 1/1 Treize Kushrinada 5/5 Reccoa Londo 1/2 Duo Maxwell 4/3 Four Murasame 1/2 (New-Type) Quess Paraya 0/1 (New-Type) Zechs Peacecraft 4/4 Tokio Randall 2/2 Amuro Rey 3/4 (MSG), 4/5 (ZG), 5/6 (CCA) (New-Type) Kaera Su 2/2 (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) Heero Yuy 3/4 Quatre Winner 4/3 Chang Wu Fei 4/3 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