Principality of Zeon Units (Principality of Zeon) ZAKU I <30 points> 3 5 [D6 (6) (+1)] 12 4 [D6 (6)] 105mm Machine Gun [Short] (18 ) ZMP-47D Machine Gun [Medium] (30 ) 280mm Zaku Bazooka [Medium] (30 ) <Heat Hawk Type III> [Close] (6 ) Extra Weapon: Cracker Grenade Generates a small WS 7 explosion at target. Range 8 to 20. Can be thrown over reasonable cover and obstacles. Use a scatter dice +D6 on directional arrow to determine accuracy. Usable only once per unit, per game. 8 10 {2} 14 6 Special Rule: Minelayer - A Zaku I may forgo its current turn to place an S-mine within 6 inches of itself. Any unit passing within 6 inches of an S-mine (excluding turn of placement) must roll a D6 (4-6) chance of suffering a WS 10 explosion. The mine is then removed. Zaku I s may spend a whole turn disarming placed S-mines. (Principality of Zeon) ZAKU I SNIPER TYPE <30 points> 3 5 10 4 [D6 (6)] 105mm Machine Gun [Short] (18 ) BSR Rifle* [Very Long] (50 ) <30 points> {p} [Must reload See reloading after firing] 240mm Zaku Bazooka [Medium] (30 ) <Head Vulcans> [Close] (6 ) <Heat Hawk Type IV> [Close] (6 ). 16 8 8 10 {2} 14 6 Special Rule: Sniper - When attacking with a Sniper Rifle type weapon, this unit ignores penalties to this weapon s Weapon Accuracy caused by negative enemy modifiers (such as smoke screens and evasive manoeuvres) or environmental factors (like rain). (Principality of Zeon) ZAKU II MASS PRODUCTION <50 points> 4 6 [D6 (6) (+1)] 15 4 [D6 (6)] MMP-80 Machine Gun [Short] (18 ) 120mm Machine Gun [Medium] (30 ) 280mm Zaku Bazooka [Medium] (30 ) 8 10 {2} <Heat Hawk Type V> [Close] (6 ) 14 6 Extra Weapon: Cracker Grenade Generates a small WS 7 explosion at target. Range 8 to 20. Can be thrown over reasonable cover and obstacles. Use a scatter dice +D6 on directional arrow to determine accuracy. Usable only once per unit, per game. Special Rule: Sieg Zeon! - A Zaku II may forgo its movement, boosting or shield checks for one turn in order to stand their ground and fire their Machine Gun twice in one turn. Roll independently for each shot. This ability cannot be used twice in succession.
(Principality of Zeon) ZAKU II COMMANDER TYPE <60 points> 4 6 [D6 (6) (+1)] 16 6 [D6 (5+)] MMP-80 Machine Gun [Short] (18 ) 120mm Machine Gun [Medium] (30 ) 280mm Zaku Bazooka [Medium] (30 ) <Heat Hawk Type V> [Close] (6 ) Extra Weapon: Cracker Grenade Generates a small WS 7 explosion at target. Range 8 to 20. Can be thrown over reasonable cover and obstacles. Use a scatter dice +D6 on directional arrow to determine accuracy. Usable only once per unit, per game. 8 10 {2} 14 6 Special Rule: Red Comet - A Zaku II commander type may roll a D6 (4-6) to determine if it can strike a unit as if flanking from the rear (+3 Wep Acc). This can occur in every combat phase. (Principality of Zeon) GOUF <80 points> 5 7 [D6 (6) (+1)] 18 6 [D6 (5+)] 75mm Machine Gun Hand [Short] (18 ) 120mm Machine Gun [Medium] (30 ) 280mm Zaku Bazooka [Medium] (30 ) <Heat Sword> [Close] (6 ) Extra Weapon: Heat Rod A heat rod has a range of up to 8. This weapon may be used in place of a standard attack to disarm one opponent of any non-mounted weapon/equipment on a roll of D6 (4-6). The opponent cannot utilise that tool for 2 turns. Only usable every 2 turns. <20 points> 8 4 8 10 {2} Special Rule: No Zaku! A Gouf within 12 of a Zaku I or II type unit may attempt one combat dice reroll (Rolling to hit, Rolling to wound, Shield Check, Evasive manoeuvre). Usable only once per game. (Principality of Zeon) GELGOOG <120 points> 6 8 [D6 (4-6) (+2)] 22 8 [D6 (4+)] Zeonic Beam Rifle [Long] (40 ) <Beam Naginata> [Close] (6 ) Extra Weapon: Gelgoog Shield Due to the enormous size of this shield, it must be stowed in order to use the Beam Naginata (Do not apply shield bonus in combat). 13 9 {2} 15 8 Special Rule: Beam flayer - A Gelgoog may roll a D6 (4-6) to determine if it can strike twice with its Beam Naginata. Roll independently for each strike. This can occur in every combat phase.
(Principality of Zeon) DOM <80 points> 4 7 10 6 [D6 (4+)] MMP-80 Machine Gun [Short] (18 ) 120mm Machine Gun [Medium] (30 ) Giant Bazooka [M-Long] (18-40 ) {p} [Must reload See reloading after firing] <Heat Sabre T2> [Close] (6 ) Extra Weapon: Scatter Beam Does no damage. This weapon may be used in place of a standard attack to blind one opponent on a roll of D6 (4-6) if the opponent is directly facing the front of the Rick Dom. The opponent suffers -5 Weapon Accuracy for that turn. Usable only once per unit, per game. 15 8 Special Rule: Jet Stream Attack- A Dom may roll a D6 (4-6) to determine if it can strike a unit in close combat as if flanking from the side flank (+2 Wep Acc). This can occur in every combat phase. (Principality of Zeon) RICK DOM <100 points> 5 7 12 6 [D6 (4+)] Giant Bazooka [M-Long] (18-40 ) {p} [Must reload See reloading after firing] <Heat Sabre T7> [Close] (6 ) Extra Weapon: Scatter Beam Does no damage. This weapon may be used in place of a standard attack to blind one opponent on a roll of D6 (4-6) if the opponent is directly facing the front of the Rick Dom. The opponent suffers -5 Weapon Accuracy for that turn. Usable only once per unit, per game. 15 8 Special Rule: Jet Stream Attack- A Dom may roll a D6 (4-6) to determine if it can strike a unit in close combat as if flanking from the side flank (+2 Wep Acc). This can occur in every combat phase. (Principality of Zeon) RICK DOM II <120 points> 5 8 14 6 [D6 (4+)] MMP-80 Machine Gun [Short] (18 ) Giant Bazooka [M-Long] (18-40 ) {p} [Must reload See reloading after firing] <Heat Sabre T7> [Close] (6 ) 15 8 Extra Weapon: Scatter Beam Does no damage. This weapon may be used in place of a standard attack to blind one opponent on a roll of D6 (4-6) if the opponent is directly facing the front of the Rick Dom. The opponent suffers -5 Special Rule: Jet Stream Attack- A Dom may roll a D6 (4-6) to determine if it can strike a unit in close combat as if flanking from the side flank (+2 Wep Acc). This can occur in every combat phase. Weapon Accuracy for that turn. Usable only once per unit, per game.
(Principality of Zeon) GOGG <40 points> 3 7 10 (20 in water) 4 (8 in water) [D6 (5+)] Torpedo Launcher* [Medium] (30 ) {p} [Must reload See reloading after firing] Mega Particle Gun [Medium] (30 ) [Must reload See reloading after firing] <Iron Nail> [Close] (6 ) Extra Weapon: Freezy Yard Does no damage. This sticky aquatic webbing ensures that a Gogg does not take damage from dangerous terrain in water, such as underwater mines on a roll of 4+ on a D6 upon encountering it. *Can only be used against enemies standing in water. 12 10 {2} 8 9 {2} Special Rules: Water Cooled- A Gogg may only fire its Mega Particle Gun outside of water once. It must return to a source of water to cool down and fire on land again. Amphibious- A Gogg does not suffer movement modifier penalties due to water terrain types. It may also Deep Strike from within a source of water. (Principality of Zeon) ACGUY <60 points> 4 7 12 (24 in water) 4 (8 in water) [D6 (5+)] 6 Tube Rockets [Medium] (30 ) {p} Mega Particle Cannon [Medium] (30 )* {p} [Must reload See reloading after firing] <105mm Vulcan> [Short] (18 ) <Iron Nails> [Close] (6 ) *Counts as a Bazooka. 11 8 8 10 {2} 9 5 Special Rules: Heat Signature- An Acguy masks its engine emissions in water, enabling it to perform a guaranteed Deep Strike (No scatter dice) within a source of water. Water Cooled- An Acguy may only fire its Mega Particle Cannon outside of water once. It must return to a source of water to cool down and fire on land again. Amphibious- An Acguy does not suffer movement modifier penalties due to water terrain types. It may also Deep Strike from within a source of water. (Principality of Zeon) Z GOK <80 points> 4 8 15 (30 in water) 4 (8 in water) [D6 (5+)] 240mm Missiles [Medium] (30 ) {p} Mega Particle Cannon [Medium] (30 )* {p} [Must reload See reloading after firing] <Improved Iron Nails> [Close] (6 ) <20 points> *Counts as a Bazooka. 12 8 9 10 {2} 15 10 {2} Special Rules: Heat Signature- A Z Gok masks its engine emissions in water, enabling it to perform a guaranteed Deep Strike (No scatter dice) within a source of water. Amphibious- A Z Gok does not suffer movement modifier penalties due to water terrain types. It may also Deep Strike from within a source of water.
(Principality of Zeon) MAGELLA ATTACK TANK <20 points> 2 4 10 / 175mm Cannon [Medium] (30 ) Triple 35mm Machine Gun [Short] (18 ) 8 5 8 2 Special Rules: Limited Movement - A Magella Attack Tank has poor turret rotation, and so can only attack enemies within its 90 degree front facing arc, unlike most other tanks. Abandon ship! - A Magella Attack Tank upon reaching 0 integrity or less can roll a D6 (4-6) to determine if the crew evacuates in time. If this succeeds and an enemy is within range on the front of the tank, One free shot with the 175mm Cannon is permissible (normal conditions apply). The tank is then removed. (Principality of Zeon) MAGELLA EINS 2 3 12 / 133mm Cannon [Medium] (30 ) MG74 Machine Gun [Short] (18 ) 8 3 6 2 Special Rules: Tank As a tank with a rotating turret, this unit can sight enemies to attack using its 133mm Cannon a full 360 degrees. (Principality of Zeon) GUNSHIP HELI 1 2 20 (Air Unit) / 8 X Missile Launcher [Med] (18-30 ) {p} <Vulcan Gun> [Close] (6 ) 12 6 Special Rules: Helicopter Helicopters follow Air Units rules but are exempt from the rule must perform a movement each turn as they are capable of hovering. (Principality of Zeon) DFA-03 DOPP 1 2 30 (Air Unit) 4 [D6 (4+)] 2 X 6-Tube Missile Launcher [Med] (18-30 ) {p} <2 X 20mm Vulcan Guns> [Close] (6 ) 10 7 Special Rules: Aircraft Aircraft are subject to the Air Units rules.
Earth Federation Units (Earth Federation) RGM-79 GM JIM <50 points> 4 6 [D6 (4+) (+1)] 18 4 [D6 (6)] Beam Spray Gun [Short] (18 ) 90mm Machine Gun [Short] (18 ) 100mm Machine Gun [Medium] (30 ) <30 points> {p} [Must reload See reloading after firing] <Head Vulcans> [Close] (6 ) 9 8 Special Rule: A good defence An RGM-79 may reroll once per turn on any failed Shield Check. (Earth Federation) RGM-79SC GM SNIPER <60 points> 4 7 16 4 [D6 (6)] Beam Spray Gun [Short] (18 ) Sniper Beam Rifle* [Very Long] (50 ) <30 points> {p} [Must reload See reloading after firing] 9 8 Special Rule: Sniper - When attacking with a Sniper Rifle type weapon, this unit ignores penalties to this weapon s Weapon Accuracy caused by negative enemy modifiers (such as smoke screens and evasive manoeuvres) or environmental factors (like rain). (Earth Federation) RGM-79SP GM SNIPER II <70 points> 4 7 [D6 (4+) (+1)] 20 4 [D6 (5+)] 90mm Machine Gun [Short] (18 ) 100mm Machine Gun [Medium] (30 ) 75mm Sniper Rifle* [Very Long] (50 ) <30 points> {p} [Must reload See reloading after firing] Extra Weapon: Frag Grenade Generates a small WS 7 explosion at target. Range 8 to 20. Can be thrown over reasonable cover and obstacles. Use a scatter dice +D6 on directional arrow to determine accuracy. Usable only once per unit, per game. 16 7 Special Rule: Sniper - When attacking with a Sniper Rifle type weapon, this unit ignores penalties to this weapon s Weapon Accuracy caused by negative enemy modifiers (such as smoke screens and evasive manoeuvres) or environmental factors (like rain).
(Earth Federation) RGM-79 (G) GM GROUND TYPE <60 points> 5 7 [D6 (4+) (+1)] 20 6 [D6 (5+)] 100mm Machine Gun [Medium] (30 ) Special Rule: A good defence An RGM-79 (G) may reroll once per turn on any failed Shield Check. (Earth Federation) RX-79 (G) GUNDAM GROUND TYPE <70 points> 5 7 [D6 (4+) (+2)] 20 6 [D6 (5+)] 100mm Machine Gun [Medium] (30 ) 180mm Cannon* [Long] (40 ) <Gatling Cannon> [Close] (6 ) Extra Weapon: Multi-launcher This can be used in one of two ways, chosen only once per unit, per game: 1. Deploy Smoke/chaff to force an enemy attack targeted at this unit to reroll. 2. Deploys a flare to enable a successful Deep strike of an allied unit. *Acts as a Sniper Rifle 16 9 {2} Special Rules: A good defence An RX-79 (G) may reroll once per turn on any failed Shield Check. Sniper - When attacking with a Sniper Rifle type weapon, this unit ignores penalties to this weapon s Weapon Accuracy caused by negative enemy modifiers (such as smoke screens and evasive manoeuvres) or environmental factors (like rain). Deep Strike This unit may equip a parachute pack (at the same cost of deploying with a 180mm Cannon) to Deep strike. (Earth Federation) RX-75-4 GUNTANK <100 points> 5 8 10 4 [D6 (5+)] 180mm Cannon* [Medium] (30 ) [Must reload See reloading after firing] 10 10 {2} 40mm Bop Missiles** [S-Med] (6-30 ) {p} 11 8 Special Rule: Limited Movement - A Guntank has poor turret rotation, and so can only attack enemies within its 90 degree *Acts as artillery. Capable of indirect attacks. front facing arc. **Designed for closer ranges than normal. Cannot launch at close range. Bunker Buster If targeting an enemy in cover, reduce the armour modifier of the enemy by 1 during attacks from this unit.
(Earth Federation) RX-75 GUNTANK MASS PRODUCTION <80 points> 4 7 14 4 [D6 (5+)] 120mm Cannon* [Medium] (30 ) 40mm Bop Missiles** [S-Med] (6-30 ) {p} *Acts as artillery. Capable of indirect attacks. 10 8 10 7 Special Rule: Bunker Buster If targeting an enemy in cover, reduce the armour modifier of the enemy by 1 during attacks from this unit. **Designed for closer ranges than normal. Cannot launch at close range. Tank As a tank with a rotating turret, this unit can sight enemies to attack using its 133mm Cannon a full 360 degrees. (Earth Federation) RX-77-2 GUNCANNON <90 points> 4 8 12 4 [D6 (5+)] 240mm Cannon* [Medium] (30 ) {p} [Must reload See reloading after firing] Bauva Beam Rifle [Long] (40 ) <Head Vulcans> [Close] (6 ) Extra Weapon: Frag Grenade Generates a small WS 7 explosion at target. Range 8 to 20. Can be thrown over reasonable cover and obstacles. Use a scatter dice +D6 on directional arrow to determine accuracy. Usable only once per unit, per game. *Counts as a Bazooka. 13 9 {2} Special Rule: None (Earth Federation) RX-77D GUNCANNON MASS PRODUCTION <80 points> 4 7 16 4 [D6 (5+)] 90mm Machine Gun [Short] (18 ) 100mm Machine Gun [Medium] (30 ) <10 points) 240mm Cannon* [M-Long] (12-30 ) {p} [Must reload See reloading after firing] Special Rule: None *Counts as a Bazooka. (Earth Federation) FF-X7 CORE FIGHTER <15 points> 1 2 24 (Air Unit) 4 [D6 (4+)] 8 X AIM-79 A.A Missiles [Med] (18-30 ) {p}* <4 X 25mm Vulcan Guns> [Close] (6 ) Extra Weapon: *Note: Usable only against enemy Air Units. 14 6 11 4 Special Rules: Aircraft Aircraft are subject to the Air Units rules.
(Earth Federation) FFB-7BST JET CORE BOOSTER II <20 points> 1 3 26 (Air Unit) 4 [D6 (4+)] 2 X Missile Launchers [Med] (18-30 ) {p} <Bunker Buster Bombs> [Close] (6 ) {p}* <4 X 25mm Vulcan Guns> [Close] (6 ) Extra Weapon: * Usable only once per unit, per game. Ignores all cover bonuses and shield bonuses. If successful in piercing enemy armour, inflict 2 points of integrity damage. 12 7 15 10 {2} 11 4 Special Rules: Aircraft Aircraft are subject to the Air Units rules. (Earth Federation) FANFAN 1 2 20 (Air Unit) / 2 X 5-Tube Missile Launchers [Med] (18-30 ) {p} 12 6 Special Rules: Helicopter Helicopters follow Air Units rules but are exempt from the rule must perform a movement each turn as they are capable of hovering. (Earth Federation) TYPE 61 TANK <15 points> 2 3 12 / 2 X 150mm Cannons [Medium] (30 ) 12.7mm Machine Gun [Short] (18 ) 9 4 8 2 Special Rules: Tank As a tank with a rotating turret, this unit can sight enemies to attack using its 150mm Cannons a full 360 degrees. (Earth Federation) TYPE 74 HOVER TRUCK 1 3 16 / 20mm Vulcan Gun [Short] (18 ) Extra Weapon: Smoke Discharger A Type 74 can deploy Smoke to force an enemy attack targeted at this unit to reroll. This can only occur once per game. 10 3 Special Rules: Ground Sonar System The Type 74 is equipped with advanced sensors to listen for enemy units, especially Mobile Suits. Any friendly unit within 15 of this unit is aware of the location of every enemy unit in play for the purposes of launching Indirect fire.
(Earth Federation) RX-79 (G) EZ8 GUNDAM EZ8 <80 points> 5 7 [D6 (4+) (+2)] 20 6 [D6 (5+)] 100mm Machine Gun [Medium] (30 ) 180mm Cannon* [Long] (40 ) A12 Beam Rifle [Long] (40 ) <Head Machine Guns> [Close] (6 ) *Acts like a Sniper Rifle 16 9 (2) 12 9 {2} Special Rules: A good defence An EZ8 may reroll once per turn on any failed Shield Check. Sniper When attacking with a Sniper Rifle type weapon, this unit ignores penalties to this weapon s Weapon Accuracy caused by negative enemy modifiers (such as smoke screens and evasive manoeuvres) or environmental factors (like rain). Deep Strike This unit may equip a parachute pack (at the same cost of deploying with a 180mm Cannon) to Deep strike. (Earth Federation) RX-78-2 GUNDAM <140 points> 6 8 [D6 (4-6) (+2)] 24 8 [D6 (4+)] Bauva Beam Rifle [Long] (40 ) 13 9 {2} {p} [Must reload See reloading after firing] <Head Vulcans> [Close] (6 ) Extra Weapon: Core Block System The Gundam upon reaching 0 integrity or less can roll a D6 (3-6) to determine if Special Rule: White Devil Enemy units cannot gain a flanking modifier when targeting the Gundam. the pilot evacuates in a Core Fighter. Place a Core Fighter facing the same direction as the Gundam at its base. The Gundam is then removed from play. Weapon distance (too long/short) modifiers are reduced by 2 for the Gundam.
ATTENTION SOLDIERS! KNOW YOUR ENEMY! FOLLOW THE IDENTIFICATION GUIDE! Earth Federation Units RX-78-2 Gundam Gundam EZ8 Type 74 Type 61 FanFan Jet Core Booster II Core Fighter Guncannon Mass P. Guncannon Guntank Mass P. Guntank RX-79 (G) RGM-79 (G) RGM-79 GM GM Sniper II GM Sniper I
Principality of Zeon Units Dopp Gunship Heli Magella Eins Magella Attack Gogg Acguy Z Gok Dom Rick Dom Rick Dom II Gelgoog Gouf Zaku II Zaku II Commander Zaku I Zaku I Sniper