Mobile Suit Gundam: Skirmish. Heart of Command Expansion Module

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About Heart of Command : Mobile Suit Gundam: Skirmish Heart of Command Expansion Module by Liam Thomas (donkusgaming@gmail.com) This expansion module primarily focuses two new features for the non-revised version of Mobile Suit Gundam: Skirmish. First, it describes approximately 25 lesser-known units of the One Year War: the large numbers of experimental, alternate, or prototype MS. These units will give your games and scenarios a little bit of added flavour! Second, the optional rule and its associated Command Points and Orders may now come into play. Command points allow the players, acting as battlefield commanders, to spend resources on Orders; powerful effects that change the battlefield in their favour. This rule can create a certain degree of intensity and unpredictability in the battlefield. Happy gaming! Principality of Zeon Additional Units pg. 2 Earth Federation Additional Units pg. 6 Titans Additional Units pg. 11 Rule Explanation pg. 12 Unit List pg. 13 Orders pg. 14 Legal: This strategy game and related documents are the property of myself, Liam Thomas, and may be not be reproduced in part or as a whole under any circumstances except for personal, private use. They may not be published within any website or magazine, etc., or otherwise distributed publicly without advance written permission (See e-mail address). Use of these documents as a part of any public display is strictly prohibited, and a violation of copyright. The creator and possessors of this and related documents do not claim to own the concepts, names, trademarks, intellectual properties, definitions and terms expressed within, including the terms GUNPLA, Gundam, U.C. Mobile Suit, et cetera. All rights to the aforementioned belong to their legal owners, including but not limited to Namco Bandai, Koei, Omega Force, Sunrise, Yoshiyuki Tomino, Games Workshop, Warlord Games, and Wizards of the Coast. These documents are not intended for, or should be, sold or exchanged for goods and services. If you paid for this product, you have been a victim of fraud. By modifying and/or reproducing these documents with prior written permission, I agree to credit the creator, Liam Thomas (donkusgaming@gmail.com). By using or possessing these documents, I agree to the legal statements above. For more information, please contact the email address listed. 1

PRINCIPALITY OF ZEON ADDITIONAL UNITS (Principality of Zeon) GOUF CUSTOM <120 points> 5 8 [D6 (5-6) (+1)] 18 6 [D6 (4+)] Triple 35mm Wrist-Mounted Machine Gun [Short] (18 ) 90mm Assault Rifle [Medium] (30 ) 12 6 75mm Gatling Gun * [Long] (40 ) {p} [Must reload See reloading after firing] 12 9 {2} <Heat Sword> [Close] (6 ) Extra Weapon: Heat Wire The Heat Wire has a range of up to 12. This weapon may be used in place of a standard attack to disable one opponent on a roll of D6 (4-6). The opponent Special Rule: Who s Next?! If a Gouf Custom destroys an enemy unit using its 75mm Gatling Gun, this weapon immediately counts as reloaded. cannot move or take any other action during their next turn. Only usable every 2 turns. The Heat Wire also ensures that a Gouf Custom automatically passes any Jump Terrain check. * Weapon may be discarded at any time during this unit s turn in order to increase base movement to 24. <20 points> (Principality of Zeon) GYAN <100 points> 5 8 [D6 (3-6) (+1)] 18 6 [D6 (4+)] Needle Missiles [Medium] (18-30 ) {p} <Beam Sword> [Close] (6 ) Extra Weapon: Hide Bomb Gyan may forgo its current turn to place a Hide Bomb within 6 inches of itself. Any unit passing within 6 inches of a Hide Bomb (excluding turn of placement) must roll a D6 (4-6) chance of suffering a WS 10 explosion. The mine is then removed. Gyan may spend a whole turn disarming placed Hide Bombs. 12 6 15 11 {3} Special Rule: Beam Resistant Shield with a successful shield check, in addition to providing the armour bonus, the Gyan reduces the Weapon Strength of all enemy weapons with beam in its name, when used against it in combat by 1. (Principality of Zeon) HYGOGG <100 points> 4 8 18 (34 in water) 6 (12 in water) [D6 (5+)] Hand Missiles [Short] (18 ) {p} Arm Beam Cannons [Medium] (30 )* {p} [Must reload See reloading after firing] Torpedo Launcher* [Medium] (30 ) {p} [Must reload See reloading after firing] <Vise Claw> [Close] (6 ) Extra Weapon: Hydrojet Booster Pack This may be used immediately after a Deep Strike or at any time during this units turn while within a source of water. The Hydrojet Booster Pack enables an automatically successful Boost Check (excluding Evasive Manoeuvre) with a boost distance of 18. After being used just once, the Hydrojet Booster Pack is then discarded and cannot be used again. *Counts as a Bazooka. 12 8 11 11 {3} 12 10 {2} 15 10 {2} Special Rules: Heat Signature- A Hygogg masks its engine emissions in water, enabling it to perform a guaranteed Deep Strike (No scatter dice) within a source of water. Amphibious- A Hygogg does not suffer movement modifier penalties due to water terrain types. It may also Deep Strike from within a source of water. 2

(Principality of Zeon) JUAGGU <90 points> 5 9 6 (12 in water) / 320mm Rockets [Medium] (30 ) * {p} [Must reload See reloading after firing] Mega Particle Cannons [Medium] (30 )** {p} [Must reload See reloading after firing] <Finger Vulcan Cannons> [Close-Short] (6-18 ) # *Acts as artillery. Capable of indirect attacks. 12 8 8 10 {2} 10 8 Special Rules: Amphibious- A Juaggu does not suffer movement modifier penalties due to water terrain types. It may also Deep Strike from within a source of water. **Counts as a Bazooka. # Replaces 320mm Rockets (Principality of Zeon) KÄMPFER <80 points> 4 6 24 10 [D6 (3+)] Jagdgewehr 192mm Shotgun [Short] (18 ) Prototype Large Beam Rifle [Very Long] (50 ) <20 points> {p} [Must reload See reloading after firing] 360mm Giant Bazooka [Medium] (30 ) <20 points> {p} [Must reload See reloading after firing] <Vulcan Gun> [Close] (6 ) Extra Weapon: Chain Mine - Generates a large WS 9 {2} 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. 12 9 {2} 16 9 {2} 8 10 {2} 9 4 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) ZAKRELLO <70 points> 3 6 30 / Scattering Mega Particle Cannon [Short] (18 )* {p} [Must reload See reloading after firing] 12 10 {2} <Heat Nata> [Close] (6 ) Special Rule: None * The Scattering Mega Particle Cannon is capable of attacking multiple units at once! Roll for hitting and wounding each model individually (including allies) in an equilateral triangle shape (of approx. 18 side length) between Zakrello and its intended target. Sey! Ruomra? Elibom tseb dna tseitterp, tsetrams eht ollerkaz eht si! 3

(Principality of Zeon) ZAKU CANNON <60 points> 4 6 [D6 (6) (+1)] 12 8 [D6 (5+)] 180mm Cannon* [Medium] (30 ) [Must reload See reloading after firing] 10 10 {2} 120mm Machine Gun [Medium] (30 ) 11 6 2 Tube Rocket Launcher [Medium] (18-30 ) {p} 10 6 280mm Zaku Bazooka [Medium] (30 ) <20 points> {p} [Must reload See reloading after firing] 8 10 {2} <Heat Hawk Type V> [Close] (6 ) 14 6 Extra Weapon: Smoke Discharger A Zaku Cannon can deploy Smoke to force an enemy attack targeted at this unit to reroll. This can only occur once per game. Special Rule: Poor Balance When a Zaku Cannon fires either its 180mm Cannon or Zaku Bazooka, roll a D6. On a result of 5 or 6, the Zaku Cannon takes one (1) integrity damage. *Acts as artillery. Capable of indirect attacks. (Principality of Zeon) ZAKU I COMMANDER TYPE <40 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 ) <20 points> {p} [Must reload See reloading after firing] <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. 11 6 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 may spend a whole turn disarming placed S-mines. - A Zaku I follows the Special Rule. (Principality of Zeon) ZAKU II KAI <70 points> 4 7 [D6 (6) (+1)] 20 6 [D6 (4+)] MMP-80 Machine Gun [Short] (18 ) 11 6 Underslung Grenade Launcher [Short-Medium] (18-30 ) {p} [Must reload See reloading after firing] 12 9 {2} 280mm Zaku Bazooka [Medium] (30 ) <20 points> {p} [Must reload See reloading after firing] 8 10 {2} <Heat Hawk Type V> [Close] (6 ) 14 6 <Heat Sword> [Close] (6 ) <10 Points> 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 Kai 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. 4

(Principality of Zeon) ZAKU PARATROOPER <50 points> 4 6 [D6 (6) (+1)] 15 4 [D6 (6)] MMP-80 Machine Gun [Short] (18 ) 120mm Machine Gun [Medium] (30 ) 11 6 <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 Paratrooper 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. Deep Strike This unit may equip a parachute pack to Deep strike. (Principality of Zeon) ZAKU TANK <30 points> 3 5 10 / 120mm Machine Gun [Medium] (30 ) 180mm Cannon* [Medium] (30 ) [Must reload See reloading after firing] Triple 35mm Machine Gun [Short] (18 ) <Heat Hawk Type V> [Close] (6 ) *Acts as artillery. Capable of indirect attacks. 11 6 10 10 {2} 8 2 14 6 Special Rules: Poor Balance When a Zaku Tank fires its 180mm Cannon, roll a D6. On a result of 5 or 6, the Zaku Tank takes one (1) integrity damage. (Principality of Zeon) ZUDAH <60 points> 4 6 [D6 (5+) (+1)] 20 12 [D6 (2+)] MMP-80 Machine Gun [Short] (18 ) 120mm Machine Gun [Medium] (30 ) 11 6 135mm Anti-Ship Cannon* [Medium] (30 ) [Must reload See reloading after firing] 9 9 {2} 280mm Zaku Bazooka [Medium] (30 ) <20 points> {p} [Must reload See reloading after firing] 8 10 {2} <Heat Hawk Type V> [Close] (6 ) 14 6 Special Rule: Overheat! If a Zudah fails a boost check, the Zudah takes two (2) integrity damage. * Acts as a Bazooka. 5

EARTH FEDERATION ADDITIONAL UNITS (Earth Federation) BALL <30 points> 2 4 15 5 [D6 (5+)] 180mm Cannon* [Medium] (30 ) [Must reload See reloading after firing] 10 10 {2} *Acts as artillery. Capable of indirect attacks. Special Rule: None (Earth Federation) BALL TYPE K <50 points> 2 4 15 5 [D6 (5+)] Twin-Linked 180mm Cannons* [Medium] (30 ) [Must reload See reloading after firing] Extra Weapon: Grapple Hook The Grapple Hook has a range of up to 12. This weapon may be used in place of a standard attack to disable one opponent on a roll of D6 (4-6). The opponent cannot move or take any other action during their next turn. Only usable every 2 turns. *Acts as artillery. Capable of indirect attacks. 10 10 {2} Special Rule: Rapid Fire The Ball Type K may either fire its Twin-Linked 180mm Cannons independently two different times, or fire twice in the same turn before needing to be reloaded. (Earth Federation) BALL BOMBER <20 points> 2 4 15 5 [D6 (5+)] / / / Special Rule: Minelayer - A Ball Bomber may forgo its current turn to place a mine within 6 inches of itself. Any unit passing within 6 inches of a mine (excluding turn of placement) must roll a D6 (4-6) chance of suffering a WS 10 explosion. The mine is then removed. Ball Bomber may spend a whole turn disarming placed mines. (Earth Federation) GM CANNON <50 points> 3 6 [D6 (5+) (+1)] 12 4 [D6 (6)] Beam Spray Gun [Short] (18 ) 90mm Machine Gun [Short] (18 ) 100mm Machine Gun [Medium] (30 ) 240mm Cannon* [Medium] (30 ) {p} [Must reload See reloading after firing] *Counts as a Bazooka. 9 8 11 6 9 10 {2} Special Rule: A good defence An GM Cannon may reroll once per turn on any failed Shield Check. 6

(Earth Federation) GM CANNON II <70 points> 4 7 [D6 (5+) (+1)] 12 4 [D6 (6)] 90mm Machine Gun [Short] (18 ) Beam Cannons* [Medium] (30 ) {p} [Must reload See reloading after firing] *Counts as a Bazooka. 9 11 {3} Special Rule: A good defence An GM Cannon II may reroll once per turn on any failed Shield Check. (Earth Federation) GM COMMAND <70 points> 4 7 [D6 (4+) (+1)] 20 6 [D6 (4+)] 90mm Machine Gun [Short] (18 ) 100mm Machine Gun [Medium] (30 ) Beam Rifle [Long] (40 ) <20 points> 380mm H-Bazooka [Medium] (30 ) <30 points> {p} [Must reload See reloading after firing] 11 6 13 9 {2} 9 11 {3} Special Rule: A good defence An GM Command may reroll once per turn on any failed Shield Check. Deep Strike This unit may equip a parachute pack to Deep strike. (Earth Federation) GM KAI <70 points> 5 7 [D6 (3+) (+1)] 22 6 [D6 (3+)] 90mm Machine Gun [Short] (18 ) Beam Spray Gun [Short] (18 ) Beam Rifle [Long] (40 ) 380mm H-Bazooka [Medium] (30 ) <30 points> {p} [Must reload See reloading after firing] 180mm Cannon* [Medium] (30 ) <20 points> [Must reload See reloading after firing] *Acts as artillery. Capable of indirect attacks. 9 8 13 9 {2} 9 11 {3} 10 10 {2} Special Rules: Jack-of-all-Trades A GM Kai may reroll once per turn on any of the actions below: Shield Check, Boost Check, Destruction Check, Pilot Injury. 7

(Earth Federation) GM CUSTOM <90 points> 5 8 [D6 (4+) (+2)] 22 8 [D6 (3+)] 90mm Machine Gun [Short] (18 ) Beam Rifle [Long] (40 ) 13 9 {2} Special Rules: Jack-of-all-Trades A GM Custom may reroll once per turn on any of the actions below: Shield Check, Boost Check, Destruction Check, Pilot Injury. (Earth Federation) POWERED GM <90 points> 5 7 [D6 (3+) (+2)] 20 10 [NA] 90mm Machine Gun [Short] (18 ) 380mm H-Bazooka [Medium] (30 ) <30 points> {p} [Must reload See reloading after firing] 9 11 {3} Special Rules: Advanced Mobility A Powered GM automatically passes all Boost Checks. (Earth Federation) GUNDAM ALEX <140 points> 6 8 [D6 (4+) (+2)] 18 10 [D6 (4+)] Bauva Beam Rifle [Long] (40 ) 13 9 {2} 380mm H-Bazooka [Medium] (30 ) {p} [Must reload See reloading after firing] 9 11 {3} Extra Weapon: Chobham Armour When equipped, increase the base armour of the Gundam Alex to 10. Gundam Alex may Special Rule: Panoramic Cockpit Enemy units cannot gain a flanking modifier when targeting the Gundam Alex. now not perform Shield Checks. Reduce base Movement to 14. This armour can only be equipped before battle, not during it. Magnetic Coating Gundam Alex may reroll once on any failed Boost or Shield Check. 8

(Earth Federation) MUDROCK GUNDAM <120 points> 5 7 [D6 (4+) (+2)] 18 8 [D6 (3+)] Bauva Beam Rifle [Long] (40 ) 13 9 {2} 90mm Machine Gun [Short] (18 ) 300mm Cannon* [Medium] (30 ) {p} [Must reload See reloading after firing] 10 11 {3} Grenade Launchers [Short-Medium] (6-30 ) 9 8 *Counts as a Bazooka. Special Rule: None (Earth Federation) GUNDAM ZEPHYRANTHES <160 points> 6 8 [D6 (3+) (+2)] 20 10 [D6 (3+)] Bauva Beam Rifle [Long] (40 ) 13 9 {2} 180mm Cannon* [Medium] (30 ) [Must reload See reloading after firing] 10 10 {2} Extra Weapon: Chobham Armour When equipped, increase the base armour of the Gundam Zephyranthes to 10. Gundam Zephyranthes may now not perform Shield Checks. Reduce base Movement to 14. This armour can only be equipped before battle, not during it. Special Rule: Beam Jitte Gundam Zephyranthes may reroll once on any attack with its Beam Sabre. In addition, reduce the Weapon Accuracy of all enemy Close Combat Beam weapons by 2 when in combat with the Gundam Zephyranthes. Core Block System The Gundam Zephyranthes upon reaching 0 integrity or less can roll a D6 (3-6) to determine if the pilot evacuates in a Core Fighter II. Place a Core Fighter II facing the same direction as the Gundam Zephyranthes at its base. The Gundam Zephyranthes is then removed from play. *Acts as artillery. Capable of indirect attacks. (Earth Federation) GUNDAM PHYSALIS <200 points> 6 10 [D6 (3+) (+2)] 22 12 [D6 (2+)] Atomic Bazooka [Long] (40 ) * {p} 12 12 {6} Special Rule: Anti-Nuclear Armour The Gundam Physalis takes only {3} Integrity damage in the event that it is caught * Counts as a Bazooka with a maximum range of 40. This weapon generates a special 12 diameter Explosion Template in its own nuclear blast or that of other nuclear units or sources. at the site of impact. May only be fired once per battle. The Atomic Bazooka is then discarded. 9

(Earth Federation) GUNDAM DENDROBIUM STAMEN <180 points> 6 8 [D6 (3+) (+2)] 20 10 [D6 (3+)] Bauva Beam Rifle [Long] (40 ) 13 9 {2} 380mm H-Bazooka [Medium] (30 ) {p} [Must reload See reloading after firing]* 9 11 {3} {Orchis} Mega Beam Cannon [Medium-Long] (30 40 ) {p} [Must reload See reloading after firing ] 12 12 {3} {Orchis} Micro Missiles [Short] (18 ) {p} 12 5 Extra Weapon: Dendrobium Orchis This Mobile Weapon provides a series of powerful weapons and abilities for the Gundam Dendrobium Stamen. These abilities (marked with Special Rule: Panoramic Cockpit Enemy units cannot gain a flanking modifier when targeting the Gundam Dendrobium Stamen. {Orchis}) are active once the deployment cost of the Dendrobium Orchis has been paid. <40 points> {Orchis} Chain Mine - Generates a large WS 9 {2} 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 game. *{Orchis} If Gundam Dendrobium Stamen is equipped with the Dendrobium Orchis, the 380mm H-Bazooka does not ever need to be reloaded. Beam Jitte Gundam Dendrobium Stamen may reroll once on any attack with its Beam Sabre. In addition, reduce the Weapon Accuracy of all enemy Close Combat Beam weapons by 2 when in combat with the Gundam Dendrobium Stamen. {Orchis} I-Field The Gundam Dendrobium Stamen reduces the Weapon Strength of all enemy weapons with Beam or Mega Particle in its name, when it is used against it in combat by 1. Please note: The 380mm H-Bazooka and Mega Beam Cannon may be fired/reloaded independently. {Orchis} Spare Shield In the event the Gundam Dendrobium Stamen chooses to sacrifice its shield when undergoing Destruction (partial), negate the destruction (partial) effect as usual, but retain the shield. This can only be done once per battle. (Earth Federation) FF-XII CORE FIGHTER II <30 points> 2 3 28 (Air Unit) 6 [D6 (3+)] Beam Guns [Short] (18 ) 14 7 Special Rules: Aircraft Aircraft are subject to the Air Units rules. 10

TITANS ADDITIONAL UNITS (Titans) GM QUEL <15 points> 2 4 [D6 (5+) (+1)] 12 4 [D6 (6)] BOWA.BR-S-85-C2 Beam Rifle [Long] (40 ) 90mm GM Rifle [Short] (18 ) 11 7 Special Rule: None (Titans) NRX-044 ASSHIMAR <45 points> 3 7 18 8 [D6 (4+)] Large Beam Rifle [Long] (40 ) 11 9 {2} Special Rule: Mobile Armour Mode An Asshimar may opt to transform into its mobile armour mode at the beginning of the player s turn. In this mode, an Asshimar increases its base movement to 32 and automatically passes any Jump Terrain and Evasive Manoeuvre checks. However, an Asshimar cannot boost. In mobile armour mode, an Asshimar may attack enemies with its Large Beam Rifle. An Asshimar may resume combat mode at the beginning of the player s next turn, undoing these effects. (Titans) ORX-005 GAPLANT <70 points> 4 7 [D6 (5+) (+1)] 16 10 [D6 (4+)] Twin Beam Rifles [Long] (40 ) 11 9 {2} Special Rule: Mobile Armour Mode A Gaplant may opt to transform into its mobile armour mode at the beginning of the player s turn. In this mode, a Gaplant increases its base movement to 40 and automatically passes any Jump Terrain and Evasive Manoeuvre checks. However, a Gaplant cannot boost. In mobile armour mode, a Gaplant may attack enemies with its Beam Rifle. A Gaplant may resume combat mode at the beginning of the player s next turn, undoing these effects. 11

COMMANDERS, COMMAND POINTS AND ORDERS RULE: : s are units/mobile Suits who are in a position of authority on the battlefield. This authority allows them to command others and change the course of battle. Each model with the special rule that is present in play or on the battlefield (i.e. not destroyed or removed from play) generates one (1) Command Point at the start of the player s turn. For example, if you had 3 models on the field and it just became your turn, you would receive 3 Command Points to spend. (Please note: Do not generate new Command Points with each Phase. This is not how the rules are intended.) Models with the special rule that are in a Broken state of Morale do not generate Command Points. Command Points are cumulative. That is to say, if you ended your turn with 4 Command Points, the next time your turn comes around your newly generated Command Points would be added to these 4; your previous Pool of Command Points. At the start of the player s turn, Command Points may be spent on Orders (See below.) Multiple Orders may be given at once. Orders take effect immediately, unless otherwise stated, and should be resolved before the player begins moving or shooting. You may elect one of your models with the special rule to act as your Supreme. This model now has several differences: - This model will generate two (2) Command Points at the start of the player s turn. - Allied models that are within 6 (at any time) of the Supreme and have a Broken Morale status will automatically pass their Morale Checks. This does not include the Supreme s themselves. - If the Supreme is destroyed or removed from play, you are immediately reduced to zero (0) Command Points. That is to say, your Pool of Command Points empties. This will take effect immediately. Remaining commanders may still generate Command Points as usual. Both models and Supreme models, if Broken in Morale, destroyed, or otherwise are removed from play, immediately cause all allied models within 6 to attempt a Morale Check. Results apply as usual. Unless already indicated as part of the unit s name (Such as Command Type,, etc.) units that are elected to be a cost 10 more points to deploy. They also provide 10 more Victory Points to their opponent if destroyed. Supreme s cost 20 more points to deploy, and give 20 more Victory Points if destroyed, respectively. Each player may only have one (1) Supreme model per game, and up to four (4) models per game. 12

The following models may retroactively be given the role of and/or Supreme : Model Name Supreme Big Zam No Yes Dabude Class Battleship No Yes Apsalus III No Yes Elmeth No Yes Zeong/Perfect Zeong No Yes Gelgoog Yes Yes Gouf Custom Yes Yes Gyan Yes Yes Hygogg Yes Yes Kampfer Yes Yes Zaku I Type Yes Yes Zaku II Type Yes Yes Z gok Yes Yes Model Name Supreme Big Tray Class Battleship No Yes Guncannon Yes Yes Gundam Yes Yes Gundam Alex Yes Yes Gundam Ground Type Yes Yes Gundam EZ8 Yes Yes Guntank Yes Yes Gundam Dendrobium Stamen Yes Yes Gundam Physalis Yes Yes Gundam Zephyranthes Yes Yes GM Command Yes Yes Mudrock Gundam Yes Yes Powered GM Yes Yes Model Name Supreme Rick Dias Yes Yes Nemo Yes Yes Dijeh Yes Yes Methuss Yes Yes Hyaku Shiki Yes Yes Gundam Mk II Yes Yes Zeta Gundam No Yes Model Name Supreme Psyco Gundam No Yes The O No Yes Palace Athene Yes Yes Bolinoak Sammahn Yes Yes Gundam Mk II Yes Yes Hizack Yes Yes Marasai Yes Yes Galbaldy Beta Yes Yes Gabthley Yes Yes Gaplant Yes Yes Hamrabi Yes Yes Model Name Supreme Qubeley No Yes Regelgu Yes Yes Rick Dom II Yes Yes Gaza C Yes Yes Hamrabi Yes Yes PRINCIPALITY OF ZEON EARTH FEDERATION ANTI EARTH UNION GROUP TITANS AXIS ZEON 13

ORDERS: Artillery Barrage 3 Command Points well, that looked impressive. - Norris Packard Choose a target destination on the playing field. Roll a scatter die and D6 to determine accuracy and impact site. Place Large Explosion template on impact site. Explosion does WS 10 {2} damage. Bring Them Down! 1 Command Point He s an ace! - Terry Sanders Jr. Select one of your own models. This model s attacks all gain Penetration ({p}) for the remainder of your turn. Concentrate Fire 4 Command Points Anyone who sees me has got a date with his maker. - Duo Maxwell Each of your models each gains an increased Weapon Accuracy of two (2) when shooting for the remainder of your turn. Controlled Landing 1 Command Point We re jumping on to White Base! AAAAAHHH! - Ryu Jose Select one of your own models. This model automatically passes any Jump Terrain Boost Checks for the remainder of your turn. Colony Laser 10 Command Points Choose a Quarter of the battlefield. All models (including allies) must roll a D6 (4+). Failure results in an immediate 3 This brilliant light is proof that Integrity of damage taken. Models who succeed take no Zeon s justice is served! damage. Titans or Principality of Zeon can only use this - Gihren Zabi ability. Double Time! 1 Command Point Let s just see, shall we? Let s test the reaction time of your brand new Mobile Suit! - Char Aznable Choose one of your own models. This model ignores terrainbased movement penalties for the remainder of your turn. Field Repair 2 Command Points You wreck em? I fix em! - Jidan Nickard Choose one of your own models. Do not move or attack with this model for the remainder of your turn. Restore up to two (2) integrity of damage done to this unit. 14

Get to cover! 6 Command Points Times like this make me glad I m a natural coward! - Kai Shiden Each of your models is treated as if they are in Medium Cover (+2 Armour) for the duration of your opponent s next turn. Does not apply to models already in Medium Cover or Heavy Cover. Infiltrate 2 Command Points Solomon, I have returned! - Anavel Gato Choose one of your models in reserve (awaiting deep strike.) This model successfully deep strikes (no roll needed) to your chosen destination. Resupply 4 Command Points Valuable combat resources? Are you talking about our soldiers, or about Mobile Suits? - Treize Khushrenada Each of your units Ballistic Explosive weapons and their equivalents are now Reloaded. This excludes Mega Particle and Beam weaponry. We have reserves 3 Command Points Amuro, launching! - Amuro Ray Choose one of your models that is worth 30 deployment points or below that has been destroyed. Place this model within your deployment zone. Withdraw X Command Points You can only feel truly alive when you realise that death is so near! - Gym Ghingnham Choose one of your models. Remove that model from play. The pilot survives. The Command Point cost of this order is equivalent to the base Integrity of that model, minus 1. 15