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 

    Source: geocities.com/the_devillin