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CONTENTS

I. Weapons
II. Mobile Suits
IIa. Early
IIb. Low
IIc. Medium
IId. High
III. Conventional Forces
IIIa. Starships
IIIb. Land Battleships

Section I: Weapons
These weapons can be bought with WUPs as issued by the GM.

Beam: This weapon deals Righteous Fury on a 9-10 rather than just on a 10, and rolls at
+25 to confirm it.
Power: When parrying, if the roll is under 25 the opposing weapon is destroyed
Lethal: This weapon deals Righteous Fury on a 9-10
Disposable: After this weapon is fired, it is considered destroyed, and is replenished next
combat deployment.
Heat: Roll twice for damage and take the higher of the two.
Hairtrigger: This weapon can be fired as a half action, even if other attacks were made
this turn.

Heathawk Type 3
Heat enhanced axe

Melee, Heat – 1d10 + (S+1) E – Pen 3 – Heat – 5 Req

Heat Sword Type 2 D

Melee, Heat – 1d10+ (S+2) E – Pen 3 – Heat, Balanced – 15 Req

ZMP-47D
100mm Machinegun
Basic, SP – 40dm – 1d10+2 I – S/2/8 – Mag 50 – Pen 1 – 1 Full – 10 Req

H&L-SB21K 210mm Bazooka


Anti-MS Weapon

Heavy, Launcher – 150dm – 2d10+5 X – Mag 5 – Pen 4 – Blast 1 – 1 Full – 25 Req

H&L GB03K
360mm Bazooka

Heavy, Launcher – 150dm – 3d10 X – Mag 3 – Pen 2 – Blast 1 – 1 Full – 35 Req

Strumfaust
Disposable Anti-MS Weapon

Basic, Launcher – 60dm – 2d10+5 X – Pen 2 – Innacurate, Disposable - 3 Rq

Type 10 Grenade
Basic, Launcher – SB*10 – 2d10 X or Hide – Pen 1 – Blast 2 – 3 Req

ZUX-197 Jagdgewehr
Pump action Shotgun

Basic, SP – 20dm – 1d10+5 I – Mag 9 – Pen 1 – Scatter, Inaccurate, Lethal – 2 Full – 30


Req

MMP-80
90mm Machinegun

Basic, SP – 50dm – 1d10+3 I – S/3/6 – Mag 30 – Pen 2 – Reliable – 1 Full – 25 Req


May launch a grenade at 60dm range

Zeonic CC-1X
Beam Rifle

Beam, Basic – 60dm – 1d10+6 E – S/2/- – Mag *30 – Pen 6 – 40 Req

Heatsaber
Melee, Heat – 1d10+(S+3) E – Pen 4 – Heat, Balanced – 30 Req

Zulu Shield
Beam Resistant Shield

Melee, Primitive – 1d5+S I – Pen 0 – Defensive – 30 Req


The Zulu shield can be used in lieu of dodging without spending a reaction to provide an
additional AP4 to either the left or right arm and leg and body of the MS.  It has AP4, and
15 wounds. If an enemy suit successfully feints against the mobile suit using the shield, it
cannot use the shield to soak damage. In addition, when blocking Beam weapons increase
the AP to 6.

Beam Spear Type 2


Beam Naginata

Beam, Melee – 2d10+2 – Pen 3 – Beam, Power, Two-Handed – 40 Req

CC-3XA
Beam Machinegun
Basic, Beam – 60dm – 1d10+6 I – S/3/6 – Mag 60* – Pen 6 – Beam, Accurate – 70 Req
*This weapon cannot be reloaded, but instead must be recharged between deployments.

RB-T27 Raketen
360mm Bazooka

Heavy, Launcher – 150dm – 3d10 X – Mag 5 – Pen 2 – Blast 1 – 1 Full – 50 Req

Section II: Mobile Suits


Mobile suits are issued via GM discretion at plot appropriate times. They are split into
tiers for ease of determining power.

IIa. Early
Zaku I

MS-05B Zaku I
Pilot (Zaku Series)
Cost: 0 Requisition Points
(Players only, Commanders must pay 10 Req per unit)
S 30
T 20
Agi 30
-
Head – 1-10% - AP 1 – 5 Wounds
R.Arm – 11-20% - AP 2 – 8 Wounds
L.Arm – 21-30% - AP 2 – 8 Wounds
Body – 31-70% - AP 3 – 11 Wounds
R.Leg – 71-85% - AP 2 – 8 Wounds
L.Leg – 86-100% - AP 2 – 8 Wounds

Movement 6/12/18/36

Traits

Integrated Systems
Weapon Storage: Store one weapon while not in use, may be retrieved as a half action.
Ammunition Storage 2: Store [x] number of reloads for a weapon. You may distribute
this number as wished amongst different weapon reloads/special ammunition.
Basic Sensor Suite: As a free action the pilot may make a 500dm passive sensor sweep.

Standard Issue
Type 3 Heathawk x 1
ZMP-47D or 280mm Bazooka x 1

IIb. Low
Zaku II
Acguy

MS-06F Zaku II
Pilot (Zaku Series)
Cost: 20 Requisition Points
S 30
T 30
Agi 20

-
Head – 1-10% - AP 2 – 5 Wounds
R.Arm – 11-20% - AP 3 – 8 Wounds
L.Arm – 21-30% - AP 3 – 8 Wounds
Body – 31-70% - AP 4 – 11 Wounds
R.Leg – 71-85% - AP 3 – 8 Wounds
L.Leg – 86-100% - AP 3 – 8 Wounds
 
Movement 4/8/12/24
 
Traits
Shoulder Shield
The Zaku may negate one hit to the right arm
 
Integrated Systems
Weapon Storage: Store one weapon while not in use, may be retrieved as a half
action.
Ammunition Storage: Store 2 reloads for a weapon. You may distribute this number
as wished amongst different weapon reloads/special ammunition.
Basic Sensor Suite: As a half action the pilot may make a 200dm passive sensor
sweep.
Vernier Thrusters: The Zaku II has been outfitted with basic Vernier thrusters for
space use, however it can make use of them on the ground as well. As a half action
the Zaku II may move at twice it's run speed forward or backward every other turn. 
Standard Issue
Heathawk Type 3 x 1
Type 10 Grenade x 1
ZMP-47D or 280mm Bazooka

MSM-04 Acguy
Pilot (Acguy)
Cost: 30 Requisition Points
+5 BS
S 30
T 30
Agi 30

-
Head – 1-10% - AP 2 – 5 Wounds
R.Arm – 11-20% - AP 3 – 8 Wounds
L.Arm – 21-30% - AP 3 – 8 Wounds
Body – 31-70% - AP 4 – 11 Wounds
R.Leg – 71-85% - AP 3 – 8 Wounds
L.Leg – 86-100% - AP 3 – 8 Wounds

Movement 6/12/18/36

Integrated Systems
Basic Sensor Suite: As a half action the pilot may make a 200dm passive sensor sweep.
This range is doubled underwater.
Caterpillar Drive:
The Acguy has a built in caterpillar drive in it’s back where an MS’ thrusters would
normally be mounted. This allows it to move in any direction underwater.
Aquatic Type: The Acguy is built for amphibious operations, but accels at underwater
operation. While underwater, treat the Acguy’s Agi as 10 higher.
Non-Standard Manipulators: Due to it’s unusual hands, the Acguy cannot use MS
weapons designed for basic manipulators.
Low Heat Signature: When making any kind of sensor sweep against the Acguy, reduce
the range in which it can be detected by half, due to it’s low heat output. In addition,
while in the water heat-based detective of the suit is impossible.

Unique Weapons
All of Acguy’s weapons are integrated and cannot be dropped or swapped out, save for
structural modification.

Hands: The Acguy’s main weapons can be swapped between as a half action, free if the
pilot has Quick Draw.
Claws: Melee, Primitive – 1d10+S – Pen 2 – Unbalanced, Lethal
Multi-Roc Launchers: Basic, Launcher – 50dm – 2d10 – Pen 2 – S/3/6 – Clip 12 [Can be
launched above or under water] Left Arm
Particle Cannons: Basic, Beam – 40dm – 1d10+6 – Pen 3 – *S/3/- – Beam, Inaccurate
[Cannot be fired under water] Right Arm
*Firing a Semi-Auto or Full-Auto burst with this weapon gives this weapon the Recharge
trait.
105mm Cannons: Basic, SP – 40dm – 1d10+3 – Pen 1 – S/3/6 – Clip 60 – Hair-Trigger,
Inaccurate, Storm

IIb. Medium
Dom
Gouf
Z’Gok
Hygogg

MS-09 Dom
Pilot (Dom)
Cost: 65 Requisition
S 30
T 30
Agi 50
Head – 1-10% - AP 3 – 5 Wounds
R.Arm – 11-20% - AP 4 – 8 Wounds
L.Arm – 21-30% - AP 4 – 8 Wounds
Body – 31-70% - AP 5 – 11 Wounds
R.Leg – 71-85% - AP 4 – 8 Wounds
L.Leg – 86-100% - AP 4 – 8 Wounds

Movement: 10/20/30/60

Integrated Systems
Weapon Storage: Store one weapon while not in use, may be retrieved as a half action.
Ammunition Storage: Store two reloads for a weapon. You may distribute this number as
wished amongst different weapon reloads/special ammunition.
Hover System: As a half action, the Dom can take flight. It gains Hoverer at it’s
movement speed. In addition, the Dom may use the same thrusters as a reaction action to
move at twice it’s run speed in any direction, including up.
Scattering Beamgun: Mounted in the chest is a scattering beam gun. This weapon does
not cause any damage, but instead is used to blind enemy pilots at close range. Any
targets within its scatter range must make a toughness check or are blinded on their next
turn.
Pistol, Beam – 20dm – Recharge, Scatter, Hairtrigger

Standard Issue
Heat Sword Type 2 D
360mm Giant Bazooka

MS-07B Gouf Custom


Pilot (Gouf)
Cost: 75 Requisition
+10 WS
+10 BS
S 40
T 40
Agi 40

Head – 1-10% - AP 3 – 6 Wounds


R.Arm – 11-20% - AP 4 – 10 Wounds
L.Arm – 21-30% - AP 4 – 10 Wounds
Body – 31-70% - AP 6 – 14 Wounds
R.Leg – 71-85% - AP 4 – 10 Wounds
L.Leg – 86-100% - AP 4 – 10 Wounds

Movement 8/16/24/48

Traits

Integrated Systems
Basic Sensor Suite: As a half action the pilot may make a 200dm passive sensor sweep.
Heatrod: Integrated into the Gouf’s forearm is a superheated ‘whip’ that it may engage as
a half action. Due to it’s length it can make melee attacks up to 10dm away. It can also be
used to make a tether attack at anything up to 30dm away.
Jump Jets: As a half action, the Gouf can fly at it’s run speed to a location. This ability
has 3 “charges”
Boost Thrusters: To increase it’s already impressive mobility, that Gouf is equipped with
a pair of ground boosters. The Gouf may use a half action to move at twice it’s run speed
forwards or backwards. It may only do this every other round as the boosters need to
cool.
Headrod
The Gouf’s signature weapon. Mounted in the right arm, the Heatrod is a versatile
weapon. It can be used either as a whip, dealing both heat and shock damage, or as a
grappling device. To use the Heatrod as a grappling device, the user must announce this
before their attack.
Melee, Primitive (Heatrod) – 1d10+5 E – Pen 1 – Heat, Flexible, Shock, Tether
Head Vulcans: Integrated into the Gouf’s head are a pair of 35mm Vulcan cannons
Basic – 20dm – 1d5 I – Pen 0 – S/3/6 – Mag 100 – Hairtrigger
90mm Tri-Gun
A three barreled 90mm machinegun. Mounted on the left forearm of the Gouf, typically
used as a backup for when the Gatling shield runs out.
Basic, SP – 30dm – 1d10+2 – Pen 1 – 3/-/6 – Mag 30 – 1 Full
Gatling Shield:
In addition to the array of integrated weaponry on the Gouf, it carries a unique shield The
shield integrates a 100mm Gatling cannon into it, providing both protection and
firepower. However, while the gun is connected to the shield it does not gain it’s typical
Defensive bonus, and renders the use of the 90mm Tri-Gun impossible. The Gatling
cannon can be disconnected from the shield as a free action, giving it it’s normal
properties. In addition, the shield counts as a weapon rack for one normal sized melee
weapon.
100mm Gatling Cannon
Basic, SP – 40dm – 1d10+2 I – Pen 1 – S/3/6 – Mag 70* – Storm
Shield
Melee, Primitive – 1d5+1 – Pen 0 – Defensive
The Shield can be used in lieu of dodging without spending a reaction to provide an
additional AP4 to either the left or right arm and leg and body of the MS.  It has AP4, and
15 wounds. If an enemy suit successfully feints against the mobile suit using the shield, it
cannot use the shield to soak damage.

MSM-07E Z’Gok
Pilot (Z’Gok)
Cost: 50 Requisition
S 40
T 30
Agi 30

-
Head – 1-10% - AP 4 – 8 Wounds
R.Arm – 11-20% - AP 4 – 8 Wounds
L.Arm – 21-30% - AP 4 – 8 Wounds
Body – 31-70% - AP 5 – 11 Wounds
R.Leg – 71-85% - AP 4 – 8 Wounds
L.Leg – 86-100% - AP 4 – 8 Wounds

Movement 6/12/18/36

Integrated Systems
Basic Sensor Suite: As a half action the pilot may make a 200dm passive sensor sweep.
Aquatic Type: The Z’Gok is built for amphibious operations, but accels at underwater
operation. While underwater, treat the Z’Gok’s Agi as 10 higher.
Non-Standard Manipulators: Due to it’s unusual hands, the Z’Gok cannot use MS
weapons designed for basic manipulators.
Ground Boosters: As a half action the Z’Gok may move at twice it’s run speed in one
direction, including up.

Unique Weapons
Integrated Weapons:
Beam Cannons: Integrated into the Z’Gok’s hands are a pair of beam cannons. These
cannot be fired underwater. If fired in tandem they gain the Twinlinked property.
Basic, Beam – 60dm – 1d10+6 E – S/3/6* – Pen 4 – Beam
*Firing a Semi-Auto or Full-Auto burst with this weapon gives this weapon the Recharge
trait.
Claws:
Melee, Primitive – 1d10+6 I – Pen 2 – Lethal
Torpedo Launchers: Mounted in the Z’Gok’s head are 4 torpedo launchers that it can fire
underwater.
Basic, Launcher – 100dm – 2d10 X – Mag 12 – S/2/4 – Pen 2 – Hairtrigger

MSM-03C Hygogg
Pilot (Hygogg)
Cost: 50 Requisition
S 40
T 30
Agi 40

-
Head – 1-10% - AP 3 – 7 Wounds
R.Arm – 11-20% - AP 3 – 7 Wounds
L.Arm – 21-30% - AP 3 – 7 Wounds
Body – 31-70% - AP 4 – 10 Wounds
R.Leg – 71-85% - AP 3 – 7 Wounds
L.Leg – 86-100% - AP 3 – 7 Wounds

Movement 8/16/24/48

Integrated Systems
Basic Sensor Suite: As a half action the pilot may make a 200dm passive sensor sweep.
Aquatic Type: The Hygogg is built for amphibious operations, but accels at underwater
operation. While underwater, treat the Hygogg’s Agi as 10 higher.
Non-Standard Manipulators: Due to it’s unusual hands, the Hygogg cannot use MS
weapons designed for basic manipulators.
Ground Boosters: As a half action the Hygogg may move at twice it’s run speed in one
direction, including up.

Unique Weapons
Integrated Weapons:
Beam Cannons: Integrated into the Hygogg’s hands are a pair of beam cannons. These
cannot be fired underwater, and cannot be fired with the missile pods over it’s hands.
They can be fired as Twinlinked or separately.
Basic, Beam – 60dm – 1d10+5 E – *S/-/3 – Pen 6 – Beam
*Firing a Semi-Auto or Full-Auto burst with this weapon gives this weapon the Recharge
trait.
Autocannons: Mounted in the Hygogg’s chest are a pair of 90mm autocannons. They can
be fired as Twinlinked or seperatly.
Pistol, SP – 40dm – 1d10+2 I – Mag 60 – S/3/6 – Pen 2 – Hairtrigger
Claws:
Primitive – 1d10+4 I – Pen 1 – Lethal
Torpedo Launchers: Mounted in the Hygogg’s head are 4 torpedo launchers that it can
fire underwater.
Basic, Launcher – 100dm – 2d10 X – Mag 12 – S/2/4 – Pen 2 – Hairtrigger
Missile Pods:
A common accessory for Zeon commandos using the Hygogg. This mounts a large,
waterproof container over each of the Hygogg’s hands that contains a single missile.
While this is equipped the Hygogg cannot make melee attacks or use it’s Particle
Cannons until the missile is fired. [2 WUP]
Heavy, Launcher – 150dm – 2d10+5 X – Pen 2

IIc. High
Gelgoog
Gyan
Kampfer
MP Big Zam
Bigro

MS-14A Gelgoog
Pilot (Gelgoog)
Cost: 85 Requisition
BS +15
WS +15
S 40
T 40
Agi 50

-
Head – 1-10% - AP 3 – 8 Wounds
R.Arm – 11-20% - AP 4 – 12 Wounds
L.Arm – 21-30% - AP 4 – 12 Wounds
Body – 31-70% - AP 6 – 16 Wounds
R.Leg – 71-85% - AP 4 – 12 Wounds
L.Leg – 86-100% - AP 4 – 12 Wounds
 
Movement 8/16/24/48
 
Traits
Large: The Gelgoog is not only taller than most MS’s but it’s also wider. While it’s
size does not make it easier to hit, it does make it harder to store. When storing a
Gelgoog in any kind of transport it takes up the space of two standard MS’ unless
otherwise noted.
 
Integrated Systems
Weapon Storage: Store one weapon while not in use, may be retrieved as a half
action.
Ammunition Storage: Store 2 reloads for a weapon. You may distribute this number
as wished amongst different weapon reloads/special ammunition.
Basic Sensor Suite: As a half action the pilot may make a 200dm passive sensor
sweep.
110mm Cannons: In the Gelgoog’s forearms are a pair of 110mm Vulcan cannons for
anti-personnel use and backup.
Pistol, Basic – 20dm – 2d5+5 I – Mag 40 – S/3/6 – Pen 2 – Inaccurate
Vernier Thrusters: The Gelgoog has been outfitted with basic vernier thrusters for
space use, however it can make use of them on the ground as well. As a half action
the Gelgoog may move at twice it's run speed in any direction.

Standard Issue
CC-1X Beam Rifle
Gelgoog Shield
Dual Beam Saber

YMS-15 Gyan
Pilot (Gyan)
Cost: 75 Requisition
WS +20
S 40
T 30
Agi 50
-
Head – 1-10% - AP 3 – 6 Wounds
R.Arm – 11-20% - AP 4 – 9 Wounds
L.Arm – 21-30% - AP 4 – 9 Wounds
Body – 31-70% - AP 5 – 12 Wounds
R.Leg – 71-85% - AP 4 – 9 Wounds
L.Leg – 86-100% - AP 4 – 9 Wounds
 
Movement 10/20/30/60
 
Traits
Melee Specialist
The Gyan was built for close combat, and as such has a number of compensators to
enhance it’s close range capabilities. The Gyan can wield any weapon one handed,
regardless of the traits of the weapon.

Integrated Systems
Basic Sensor Suite: As a half action the pilot may make a 200dm passive sensor
sweep.
Vernier Thrusters: The Gyan has been outfitted with basic vernier thrusters for space
use, however it can make use of them on the ground as well. As a half action the
Gyan may move at twice it's run speed forward or backward every other turn. 

Unique Weapons

Launcher Shield
Primitive – 1d5+S I – Pen 0 – Defensive [3 WUP]
Micro Missiles – 1d5+5 X – Pen 2 – Mag 56 – S/3/6 – Storm, Innacurate
The Gyan is equipped with a specialized shield to bolster it’s combat capabilities. It
counts as having AP 4 to the front of all locations, as well as ignoring the first 5 points of
Beam damage.

Large Beam Saber


Beam, Melee – 2d10+2 – Pen 3 – Beam, Power, Balanced, Two-Handed [6 WUP]

Standard Issue
Launcher Shield
Large Beam Saber

MA-05 Bigro
Pilot (Mobile Armor)
Cost: 80 Requisition
BS +20
S 30
T 30
Agi 30
-
R.Arm – 11-20% - AP 4 – 10 Wounds
L.Arm – 21-30% - AP 4 – 10 Wounds
Body – 31-70% - AP 8 – 18 Wounds 

Movement 6/12/18/32
 
Traits
Space Type
The Bigro is equipped only for space deployment, lacking legs or an atmospheric
flight system, and as such can only be deployed in space. 
Non Standard Manipulators
The Bigro’s hands are incapable of holding standard MS weaponry.

Integrated Systems
Missile Tubes
The Bigro has two sets of Missile tubes. It can fire them together, giving the attack a
Storm trait or separately to conserve ammunition.
Basic, SP – 2d10+5 X – 100dm – S/2/4 – Pen 2 – Mag 12
Heavy Mega Particle Cannon
Mounted in the Bigro’s “beak” is it’s main weapon. An Anti-Ship mega particle
cannon. The gun fires off of the reactor, and as such is considered to have unlimited
ammunition.
Heavy, Beam – 3d10+8 E – 150dm S/-/- – Pen 6 – Recharge, Beam
Claws
Melee, Primitive – 1d10+2 I – Pen 1 – Unwieldy

MS-18E Kämpfer
Pilot (Kampfer)
Cost: 150 Requisition [Subject to GM approval. Extremely Rare]
BS +10
WS +20
S 30
T 10
Agi 60
-
Head – 1-10% - AP 2 – 6 Wounds
R.Arm – 11-20% - AP 3 – 9 Wounds
L.Arm – 21-30% - AP 3 – 9 Wounds
Body – 31-70% - AP 4 – 13 Wounds
R.Leg – 71-85% - AP 3 – 9 Wounds
L.Leg – 86-100% - AP 3 – 9 Wounds
 
Movement 12/24/36/72

Traits

 
Integrated Systems
Weapon Storage
The Kampfer is equipped to store eight weapons, but no reloads.
Basic Sensor Suite: As a half action the pilot may make a 200dm passive sensor
sweep.
Head Vulcans
The Kampfer is equipped with a pair of 35mm vulcans in it’s head. These vulcans
have the special Storm trait.
Boost Thrusters
The Kampfer’s speed is unmatched as far as mobile suits go. The Kampfer can move
at twice it’s run speed in any direction as a half action. In addition, if the pilot does
not already have Dodge +10 he gains it while piloting the Kampfer, as well as an
additional reaction action.

Unique Weapon:
Chain Mine

Melee, Special - *15dm – 2d10+5 X – Mag 10 – Pen 5 – Tearing, Flexible – **60 Req
* This is the maximum length of the chain mine, and it cannot attack beyond this
range.
**This weapon cannot be bought by normal means.
The chain mine uses the following rules for combat. When attacking with the chain
mine, declare how many mines you wish to attack with, with a maximum of 10. Roll
WS. For every success a mine attaches to the target and then detonates.

Standard Issue
2 x Giant Bazookas
2 x Shotguns
2 x Sturmfausts
2 x Beamswords
1 x Chain Mine

MA-09MP Big Zam


Pilot (Mobile Armor)
Cost: 140 Requisition
BS +15
WS -20
S 30
T 30
Agi 20
-
Body – 1-80% - AP 5 – 15 Wounds
R.Leg – 81-90% - AP 4 – 10 Wounds
L.Leg – 91-100% - AP 4 – 10 Wounds
 
Movement 4/8/12/24

Traits
Beam-Resistant Coating: Reduces incoming ranged E damage by 5.
Size-Hulking: Attacks versus Big Zam have a +10 to hit.
Thruster: May move up to its run speed as a half-action.
 
Integrated Systems
Defensive Missile System: May fire a single shot from missile launcher or pod as a
reaction action to strike down X weapons or at MS in range.
Thruster: May move up to its run speed as a half-action.
Large Mega Particle Cannon:
Heavy, Beam - 2d10+10 E - 200 dm - Pen 6 - Beam, Recharge
Missile:
Basic, Launcher - 100dm - S/-/2 - 1d10+5 X  - Pen 0 - Mag 4 - Twinlinked , Hair
Trigger- Loses twinlinked if a leg is lost, destroyed if both legs lost.
Missile Pods:
Pistol, Launcher  - 100dm – S/-/3 – 1d10 X – Pen 0 – Mag 6 - Twinlinked, Hair Trigger -
Loses twinlinked if a leg is lost, destroyed if both legs lost.

Section III: Conventional Forces


Traditionally commanded by a non-MS piloting character, these forces provide important
support to ground and space forces.

SID-6 Gunship Squadron [3 Helicopters]

WS 0
BS 50
S0
T0
Ag 20
Int 30
Per 30
WP 20
Fel 20

Movement: 4/8/12/24

AP 1
Wounds 4

Traits
Vehicle: Once the Squadron reaches 0 wounds it is destroyed.

Weapons
Missile Pods – 100dm – S/3/6 – 1d10 X – Pen 0 – Mag 12
12.7 MG – 30dm – S/3/6 – 1d5-1 – Pen 0

HT-01 B “Magellan” Squadron [3 Tanks]


WS 0
BS 60
S0
T0
Ag 30
Per 35
WP 20
Fel 20

Movement: 6/12/18/36

AP: 2
Wounds: 5

Traits
Vehicle: When this unit reaches 0 wounds it is destroyed.
Tank: This unit cannot attempt to dodge, and if charging can make a basic attack without
a bonus.

Weapons
125mm Cannon – 70dm – 1d10+1 I – S/-/3 – Pen 1 (Each tank that is destroyed reduces
the autofire by 1)
35mm Cannon – 40dm – 1d5 I – S/3/6 – Pen 0

Dopp Fighter Wing [4 Planes]

WS 0
BS 40
S0
T0
Ag 40
Int 30
Per 30
WP 20
Fel 20

Movement: 8/16/24/48

AP 1
Wounds 6

Traits
Vehicle: Once the squadron is reduced to 0 wounds it is destroyed.
Plane: This craft is always assumed to have moved at least it’s half move forward in the
direction it was faced last round, regardless if it makes a move action or not.

Weapons
20mm Cannons – 60dm – S/3/6 – 1d10 I – Pen 1
Missiles – 100dm – S/3/6 – 1d10+5 X – Pen 0 – Mag 12

Gaw-Class Airship

T 20
BS 50
Ag 30
Movement: 1-50 Cruise | 51-100 All out
MS Capacity 3
WBL
Left Wing AP 6|15 Wounds
Right Wing AP 6|15 Wounds
Body AP 6|20 Wounds
Weapon Systems
[3] Mega Particle Cannons – 2d10+8 – Pen 6 – Fire Rate 3 – Beam
Integrated Systems
Fighter Bay
The Gaw contains a bay capable of holding 2 Dopp squadrons which it can deploy or
retrieve as a free action.

IIIa. Starships
Musai-Class Light Cruiser

T 40
Ag 40
Movement 1-70 Cruise | 71-140 All Out
Turret Rating 0
MS Capacity 5 (3 in the Komusai shuttle, 2 in the ship)
Launch Catapults 2
WBL
Body AP 6|35 Wounds [+20]
Neck AP 6|25 Wounds [+10]
Bridge AP 4|15 Wounds [-10]
Left Engine AP 6|20 Wounds [0]
Right Engine AP 6|20 Wounds [0]
Weapons Systems
[3] Prow-Mounted Double-barreled Mega Particle Cannons [0]
2d10+8 – 200dm – Pen 6 – Fire Rate 3 – Beam [AP 6|15 Wounds]
Broadside Missile Batteries (6) [-20]
2d10+5 – 150dm – Pen 2 – Fire Rate 6 [AP 2|10 Wounds]

Integrated Systems
Repair Bay
The Musai is equipped with a minimal repair bay, giving +10 bonuses to any character
performing repairs or modifications on a mobile suit. In addition, any suit/craft above 0
wounds regains 1d5 wounds every 2 hours spent in the bay.
Komusai Shuttle
Attached to the front of the Musai and integrated into it, is a small shuttle capable of
atmospheric re-entry. The ship can move around in atmosphere for a limited time, but is
usually used just to get to the surface. The shuttle has the following profile:

T 20
Ag 50
Movement 1-80 Cruise | 81-160 All Out
MS Capacity 3
WBL
Body AP 6 | 20 Wounds [+10]
Weapon Systems
120mm Autocannon
1d10+5 – 80dm – Fire Rate 6

Refit:
The Musai looses an MPC, gains Turret Rating 1, 2 more mobile suits in the ship bay
and an additional 1 AP and 2 Wounds to all locations.

Gwazine-Class Battleship

T 60
Ag 30
Movement 1-50 Cruise | 51-100 All Out
MS Capacity 20
Launch Catapults 0
Turret rating: 2
WBL
Bridge/Nose AP 8|25 Wounds [+10]
Forward Body AP 10|60 Wounds [+30]
Rear Body AP 10|60 Wounds [+30]
MS Bay AP 8|60 Wounds [+20]*
*If attempting to fire into the bay it poses a -10 penalty as opposed to a bonus, but
ignores armor.
Weapons Systems
[3] Main Beam Cannon [0]
3d10+10 – 250dm – Pen 10 – Fire Rate 3 – Beam, Recharge
Beam Gun Battery (10) [-20]
2d10+8 – 200dm – Pen 6 – Fire Rate 10 – Beam [AP 2|10 Wounds]
Integrated Systems
Repair Bay
The Gwazine has an on board repair bay. This repair bay provides a +20 bonus to all
characters making repairs and modifications to an MS or craft, and in addition any MS in
the bay regains 2d5 wounds for every 2 hours it spends in it.
Refit:
None

Zanzibar-Class Mobile Cruiser

T 40
Ag 30
Movement 1-60 Cruise | 61-120 All Out
Turret Rating 2
MS Capacity 6
Launch Catapults 0
WBL
Body AP 6|45 Wounds [+20]
Bridge AP 4|15 Wounds [-10]
Right Wing AP 4|20 Wounds [0]
Left Wing AP 4|20 Wounds [0]
Weapons Systems
Mega Particle Cannon Battery (4) [-10]
2d10+8 – 150dm – Pen 6 – Fire Rate 4 – Beam [AP 2|15 Wounds]
[2] Double Barreled Cannons [-10]
2d10+5 – 150dm – Pen 2 – Fire Rate 2 [AP 4|15 Wounds]
Integrated Systems
Atmospheric Capable
The Zanzibar Class can enter atmosphere easily. However, due to it’s lack of an MCS, it
must move via sustained atmospheric thrust. If it’s movement drops below 60 it cannot
maintain flight in atmosphere. In addition, it must mount an additional rocket booster to
break atmosphere and return to space.
Refit:
The Zanzibar increases it’s MS Capacity to 8, and gains 2 Launch Catapults. In addition
it may enter and exit atmosphere without a booster, and fly as if it had an MCS. However
it looses it’s MPC Battery for a pair of 120mm Cannons (1d10+5  - 60dm - Pen 2 - Fire
Rate 8 [AP 2 10 Wounds])

Chivvay-Class Heavy Cruiser

T 30
Ag 20
Movement 1-60 Cruise | 61-120 All Out
Turret Rating 3
MS Capacity 8
Launch Catapults 0
WBL
Body AP 4|30 Wounds [+20]
Bridge AP 2|15 Wounds [+10]
Engine Assembly AP 2|15 Wounds [0]
Weapons Systems
[2] Triple Barreled Mega Particle Cannons [0]
2d10+8 – 150dm – Pen 6 – Fire Rate 3 – Beam [AP 2|15 Wounds]
Integrated Systems
None
Refit:
Reduce the Turret Rating to 1, increase AP on all locations by 2, Wounds by 5. Triple
MPCs gain Storm and increase their AP by 1. It’s MS Capacity is increased to 10, and
gains a launch catapult. In addition the Chivvay is fitted with boosters, increasing it’s
Movement to 1-80 Cruise | 81-160 All Out.

IIIb. Landships
Gallop Class

S 30
T 30
Movement 1-60 Cruise/61-120 All Out
MS Capacity: 3
Turret Rating: 0
WBL
Body AP 6|20 Wounds [+20]
Storage Compartment AP 4|10 Wounds [+10]
Bridge AP 2|10 Wounds [-20]
Weapons Systems
[2] 120mm Gun Pods [-20]
1d10+5 - 60dm - Pen 2 - Fire Rate 8 [AP 2 10 Wounds]
[1] 180mm Double Cannon [+10]
2d10+5 - 150dm - Pen 3 - Fire Rate 2 [AP 3 15 Wounds]
Integrated Systems
None
Dabude Class
BS 60
S 40
T 30
Movement: 1-40 Cruise/41-80 All Out
MS Capacity: 0
Turret Rating: 1
WBL
Bridge AP 4|16 Wounds [0]
Body AP 4|25 Wounds [+10]
Weapon Systems
[2] 180mm Double Cannon [0]
2d10+5 - 150dm - Pen 2 - Fire Rate 2 [AP 2 15 Wounds]
Integrated Systems
Bracing Legs
As a half action the Dabude can engage bracing legs. While engaged the Dabude
cannot move, but it’s cannons gain +20 BS.

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