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GUNDAM SENKI

Gundam Senki is copyright TOY International. Mobile Suit Gundam and all associated characters, items, and terms are copyright Sotsu
Agency/Sunrise/Bandai. Mekton Zeta is copyright R. Talsorian Games. No copyright infringement is intended by the translator. Errata from the
original author's website ( http://www2.gol.com/users/tsuneo/GUNDAM/index.htm ) has been incorporated into the text where necessary.

CHARACTER CREATION

ATTRIBUTES
Roll 2D6 nine times. Assign one to each attribute. If you do not roll at least one result above 8, or do not total at least 60, you may reroll all nine
attributes.

Willpower: Mekton Z's COOL.


Movement: Mekton Z's Movement Allowance (MA).
Luck: Mekton Z's LUCK.
Appearance: Mekton Z's Attractiveness (ATT).
Empathy: Mekton Z's Empathy (EMP)
Technical: Mekton Z's (Technical Ability (TECH).
Body: Mekton Z's Body Type (BOD).
Intelligence: Mekton Z's Intelligence (INT)
Reflex: Mekton Z's Reflexes (REF).

(The names are sometimes direct translations of the Japanese terms, or my own truncation of the Mekton term; I may go back and change these to
match the Mekton stats.)

BODY TYPE CHARTS


Hits by Location
BODY 2 3-4 5-7 8-9 10
Head 4 5 6 7 8
Torso 8 10 12 14 16
Limbs 6 7 9 10 12

Damage Modifier
BODY 2 3-4 5-7 8-9 10
-2 -1 ±0 +1 +2

APPEARANCE CHART
LEVEL SCALE MALE FEMALE
10 Unequaled handsomeness/beauty Char Sayla
9 Incredibly handsome/beautiful. Equal to supermodels. Garma Hamon
8 Handsome/beautiful. Woody Rolland
7 Handsome/cute. About where you want main characters. Amuro Mirai
6 Comparatively handsome/kinda cute. Bright Fraw Bow
5 Average. Cutoff for female characters. Hayato Simus
4 Below average, but can still see it. M'Quve Korin (in charge of orphans)
3 Don't think I'd touch that face. Dozle (no applicable characters)
2 Is . . . it human? Ortega (no applicable characters)
1 or less This is in the realm of monster design rather than character design.

CHARACTER TYPES
There are three types of characters: Veterans, Rookies, and Civilians. Each have advantages and disadvantages—Veterans have more skills, Civilians
have more Newtype Points, and so forth.

Starting Skill Points


VETERAN ROOKIE CIVILIAN
60 30 30

Starting Skill Limits


SKILL VETERAN ROOKIE CIVILIAN
Spacecraft Pilot 6 3 3
Driving 6 3 3
Aircraft/Shuttle Pilot 6 3 3
Watercraft Pilot 6 3 3
MS Fighting* 6 3 0
MS Pilot* 6 3 0
MS Melee* 6 3 0
Gunnery 6 3 0
Missile 6 3 3
*Federation Veterans are limited to Level 3 in these skills.

Starting Newtype Points


VETERAN ROOKIE CIVILIAN
0 2 4

IP Rate
VETERAN ROOKIE CIVILIAN
x1 x2 x2
LIFEPATH

A: FAMILY SOCIAL STATUS

Roll 2D6 (or choose) to determine your family's social status:

2D6 SOCIAL STATUS


2 Slave/Poor
3 Servant/Poor
4 Laborer/Lower Middle Class
5 Worker/Lower Middle Class
6-8 Worker/Middle Class
9 Executive/Middle Class
10 Vice President/Upper Middle Class
11 Noble/Wealthy
12 High Noble/Wealthy
Go to A2.

A2: FAMILY SITUATION


Roll 2D6 (or choose) to determine your family's situation:

2D6 SITUATION
2-5 Something has happened to one or more parents. Go to A3.
6-10 Both parents are alive and well. Go to B.
11-12 There is something special about your parents. Go to A4.

A3: PARENTAL FATE


To find out what happened to your parent(s), roll 1D6 (or choose) to determine the table, then roll 1D6 (or choose):

1D6
1-3 Go to A3-1.
4-6 Go to A3-2.

A3-1 A3-2
1-2 Your parent(s) died in the war. 1-2 Your parent(s) is/are missing.
3 Your parent(s) died in an accident. 3 Your parents are in hiding to protect you.
4 Your parent(s) was/were murdered. 4 Your parent(s) defected to the other side.
5 Your parent(s) has/have amnesia, and don't remember you. 5 You were raised by other relatives. You have no idea about your
6 You never knew your parents. parents' standing.
6 You grew up on the streets.
Go to B.

A4: PARENTAL MYSTERIES

1 Both parents are really deep cover spies for the other side.
2 Your parents were involved in a top secret military project, and are on the run from the government. Or else, they are involved in a current
top secret military project and they never bother to come home.
3 Your parents are involved in the grand scheme of a criminal association or revolutionary organization.
4 Your parents will simply no longer have anything to do with you.
5 Your parents both simply vanished. Their house was left empty, and you a non-entity.
6 Your parents are spies, and are living in the enemy's country.
Go to B.

B: FAMILY STANDING
To determine your family's standing roll 1D6:

1-3 Family status is good, even if your parents are missing or dead. Go to E.
4-6 Family standing is bad, and you risk losing everything. Go to C.

C: FAMILY CRISIS
What's the problem? Roll 1D6 (or choose) to determine the table, then roll 1D6 (or choose):

1-3 Go to C-1.
4-6 Go to C-2.

C-1 C-2
1 Family lost all titles and lands through betrayal of a family 1 Family lost everything when fortunes collapsed; they live
member. homeless on the streets.
2 Family lost all titles and lands through bad management. 2 Family has vanished.
3 Family was exiled from homeland; you have returned under an 3 Family was lost in the war.
alias. 4 Family was destroyed in an accident(?). Those not crippled for
4 Family was imprisoned, and you alone escaped. life were killed.
5 Family vanished, and you are the only remaining member. 5 Parents' relationship soured, and they divorced, or else they live
6 Family was murdered, and you alone survived. apart.
6 Family in an unfolding dispute over money and status with
relatives.
Go to D.
D: FAMILIAL GOALS
Your goal in life, as far as your family's crisis goes, is to . . . (choose or roll 1D6):

1 clear your name.


2 live it down and forget it.
3 hunt them down and make them pay!
4 get what's rightfully yours.
5 save, if possible, your remaining family.
6 avert your eyes from reality and run away from it. Your family crisis isn't going away.
Go to E.

E: SIBLINGS
You may have up to 3 siblings. Roll 1D6; 1-3 indicates the number of siblings you have, while 4-6 indicates that you are an only child.

Roll 1D6 for gender: odd=male, even=female.

Roll 1d6 for age relative to you:

1-2 Older
3-4 Younger
5-6 Same age (twin/triplet, siblings with different mothers, stepsiblings, etc.)

For each sibling choose or roll 1D6 for his/her feelings about you:

1 They dislike you.


2 They like you.
3-4 Neutral
5 They hero worship you.
6 They hate you.
Go to F.

F: FRIENDS
Most of your friends are from your school days, but some can be more than just simple students. Roll 1D3; this is how many friends you have. For each
friend, roll 1D6: even=male, odd=female. Roll 2D6: The friend is . . .

2 an ex-lover, possibly a kindred spirit.


3 like a younger brother/sister to you.
4-5 a partner or co-worker.
6-7 an old school pal.
8-9 someone who grew up with you.
10 like a big brother/sister to you.
11 like a foster parent to you.
12 a teacher or mentor.
Go to G.
G: ENEMIES
While unlikely, it is possible that you may have already made a life-long enemy from your early years. Roll 1D6: On a 6, you have made an enemy. Roll
below to determine the nature of the enemy. Roll 1D6 or choose; this enemy is . . .

1 an old friend.
2 a relative.
3 an official in the government.
4 a stranger to you.
5 an ex-lover, or a close friend
6 someone on “the other side”.

This hatred started when . . . (roll 2D6 or choose)

2 one caused the other imprisonment or exile.


3 one caused the other a major humiliation.
4 you caused the death of their loved one.
5 one caused the other a physical disability.
6-8 It's a mystery to you. (Referee decides, but you have no idea why they hate you.)
9 one foiled a plan of the other.
10 he caused the death of your loved one.
11 you were romantic rivals.
12 one deserted or betrayed the other.

Who's mad at whom? Choose or roll 1D6:

1-2 They hate you.


3-4 You hate them.
5-6 the feeling's mutual.

If you were to meet face to face, the injured party would most likely (choose or roll 1D6) . . .

1 go into a rage and try to kill the other.


2 avoid the other person.
3-4 cause the other injury in an indirect way.
5 ignore the other person.
6 verbally attack the other person.
Go to H.
H: ROMANTIC LIFE
In your life so far you have had a few loves come and go, various crushes, dates, and the like. The following charts are for a truly serious romance,
something that you will carry with you for years to come. Roll 1D6 or choose:

1-2 You are currently involved in a romance. Go to H1.


3-4 You are uninvolved. Go to H2.
5-6 You are recovering from a tragedy in your romantic past. Go to H3.

H1: AH, LOVE . . .


You are currently involved with a lover. He/she is the first true deep love in your young life. But as usual, things are rarely perfect. Roll 2D6:

2 Your friends/family hate your lover.


3 Your lover's friends/family hate you!
4-6 One of you has a romantic rival.
7 Everything is going smoothly (for now).
8-9 You are currently separated in some way.
10 You constantly fight (but making up is fun!).
11 One of you is insanely jealous.
12 You think your lover is seeing someone else!
Go to I.

H2: ON THE PROWL


You may not have found the right person yet, but that doesn't mean you can't keep looking! Roll 1D6 or choose.

1 You will date anything that moves.


2 You don;t have time to waste on romance.
3-4 You are waiting for the right one.
5 You just don't want to get serious.
6 Sex? Romance? What's that?
Go to I.

H3: A TRAGIC LOVE AFFAIR


You did have happiness once, but it was ripped out of your life. Cruel fate simply plunged a knife into the heart of your happiness! (This result usually
precedes a 2 on Personality Chart 1.) To see what happened to your love, roll 2D6 on the chart below:

2 They were kidnapped or imprisoned.


3 They died in a suspicious accident.
4 They mysteriously vanished.
5 They left you with no explanation, with orders never to seek them out.
6 They were killed in a military action.
7 A slight misunderstanding or argument caused your relationship to cool off.
8 They were killed in an accident.
9 Society kept you apart.
10 A rival cut you out of the action.
11 They defected to the other side.
12 They committed suicide or went insane.
Go to I.

I: PHYSICAL & PERSONALITY TRAITS


Use the following charts to help you decide what your character looks/acts like. You should only roll on these charts if you (or your Referee) are/is
determining information about a friend/lover/enemy. Otherwise you should always choose all of the information for your character. Roll 1D6 (or
choose) to determine the table, then roll 1D6 (or choose) for each column on the table:

1-3 Go to I-1.
4-6 Go to I-2.

I-1
HAIR COLOR HAIRSTYLE EYE COLOR
1 Red Formal style Blue
2 Blue Straight, long Green
3 Green Short with bangs Silver/grey
4 Golden Swept over one eye Ruby
5 Black Straight, short Brown/black
6 Aqua Afro, perm Unknown (like Bright or Mirai)

I-2
HAIR COLOR HAIRSTYLE EYE COLOR
1 Flaxen Kinky, short Heterochromatic
2 Orange Long, curly Amber
3 Purple Long with bangs Gold
4 Silver/white Short, curly Violet
5 Pink Mohawk, bald, etc. Aqua
6 Brown Wild Always changing!
PERSONALITY TRAITS

1-3 Go to Trait-1
4-6 Go to Trait-2

Trait-1 Trait-2
1 Shy & secretive 1 Stable & serious
2 Angst-ridden, antisocial, violent 2 Silly & fluffheaded
3 Arrogant, proud, & aloof 3 Sneaky & deceptive
4 Obstinate, critical 4 Intellectual, detached
5 Friendly, outgoing 5 Reckless, hot-blooded
6 Picky, fussy, nervous 6 Moody, pleasure-seeking

THING YOU VALUE MOST IS:

1-3 Go to Value-1
4-6 Go to Value-2

Value-1 Value-2
1 Money 1 Love
2 Honor 2 Power
3 Your word 3 Having a good time
4 Honesty 4 Friendship
5 Knowledge 5 Ideology, belief, faith
6 Vengeance 6 Loyalty, duty

MOST VALUED POSSESSION

1-3 Go to Possession-1
4-6 Go to Possession-2

Possession-1 Possession-2
1 A weapon 1 A musical instrument
2 A tool 2 A piece of jewelry
3 A piece of clothing 3 A toy
4 A photograph 4 A letter
5 A book or diary 5 An art object (a painting, a vase, etc.)
6 A recording 6 A luxury (alcohol, tobacco, sweets, etc.)

PERSON YOU VALUE MOST IN THE WORLD

1-3 Go to Person-1
4-6 Go to Person-2

Person-1 Person-2
1 A parent 1 A teacher or mentor
2 A sibling 2 A public figure
3 A lover 3 A personal hero
4 A friend 4 No one
5 Yourself 5 A superior, or a subordinate
6 A pet 6 A child
SKILL LIST

Willpower-based Intelligence-based
Intimidation Gamble
Streetwise Language
Resist Torture/Drugs Write
Interrogation Compose
Persuasion & Fast Talk Teaching
Oratory Survival
Tactics
Appearance-based Expert
Fashion Strategy
Personal Grooming Awareness/Notice
Hacking
Empathy-based Shadowing/Avoid Pursuit
Interview Programming
Acting Disguise
Leadership (can use Willpower instead of Empathy)
Social Reflex-based (Personal Combat)
Seduction Dodge & Escape
Human Perception Martial Arts
Handgun
Technical-based Automatic Weapons
Medical Heavy Weapons
Jury Rig Blade
First Aid Rifle
Play Musical Instrument
Paint Reflex-based (Non-Combat)
Pick Locks Athletics
Sing Stealth
Tech Swimming
Basic Repair Zero-G
Forgery Dance
Photography
Pick Pocket Reflex-based (Mecha Combat)
Design MS Fighting
Communications/Sensors MS Pilot
Demolitions MS Melee
Spacecraft Pilot
Body-based Driving
Endurance Aircraft/Shuttle Pilot
Watercraft Pilot
Gunnery
Missile

Differences from Mekton Zeta Skills


Oratory: Appears in the errata on the last page of Mekton Zeta+.
Fashion: Known as Wardrobe & Style in Mekton Zeta.
Tech: Known as Mecha Tech in Mekton Zeta.
Design: Known as Mecha Design in Mekton Zeta.
Communications/Sensors: Used to operate electrical equipment like communications devices and mobile suit sensors. In the Minovsky particle-
covered battlefields of the Universal Century, the performance of these devices is extremely restricted. Even with that, the user's skill can have an
effect. Also included in is “touch communication” when two mobile suits or spacesuits are in contact.
Demolitions: The ability to use explosives, to know which explosive is suitable, how to set the timer or detonator, and how much explosive is needed to
achieve the desired result. Finding the weak point of a structure is a difficulty of 20. Using an explosive as a grenade is a difficulty of 15. If using
explosive ordinance like grenades for precision detonations increase the difficulty by +5.
Endurance: The ability to endure pain and deprivation, particularly knowledge of how best to conserve stamina and energy for long periods. The
character is able to keep going for long periods of time without food, water, or sleep. Also can be used to endure the G-forces from fiercely
accelerating or from high-speed movement.
Heavy Weapons: Used to operate handheld anti-MS weapons, vehicle-mounted secondary weapons, etc.
MS Fighting: Known as Mecha Fighting in Mekton Zeta.
MS Pilot: Known as Mecha Pilot(ing) in Mekton Zeta.
MS Melee: Known as Mecha Melee in Mekton Zeta.
Spacecraft Pilot: Used to pilot larger spacecraft—transports, warships, and the like.
Watercraft Pilot: Used to pilot water-based craft, from boats to underwater Mobile Armor.
Gunnery: Known as Mecha Gunnery in Mekton Zeta.
Missile: Known as Mecha Missile in Mekton Zeta.
PERSONAL WEAPONS LIST

NAME WA RANGE DAMAGE SHOTS CONC. SKILL


Combat knife ±0 1 1D6+ (AP) --- J Blade
Rapier +1 1 1D10+ --- L Blade
Military handgun +1 3/20 2D6 15 J Handgun
Small handgun ±0 2/10 1D10 7 P Handgun
Revolver +1 2/10 2D6 6 J Handgun
Assault rifle ±0 5/80 4D6/4D6MG 30 N Rifle (single-shot), Automatic Weapon (rapid-fire)
Recoilless rifle ±0 5/60 4D6/4D6MG 30 N Rifle (single-shot), Automatic Weapon (rapid-fire)
Sniper rifle +2 6/100 5D6 10 N Rifle
Zeon-use laser gun +2 5/30 5D6 5 N Rifle
Bazooka -2 10/100 10D6BR1 1 N Heavy Weapons
Anti-MS rocket launcher -6 8/80 4K 1 L Heavy Weapons
Hand grenade ±0 Thr. 5D6BR1 1 P Athletics
*Bomb --- --- various --- various Demolitions

EQUIPMENT

Clothing/Spacesuits
Uniform
Required uniform for military personnel. For Zeon officers original uniform designs are permitted.

Rank Insignia
These insignia are used to denote rank on military uniforms. Details of these insignia are on pages 76 and 81.

Normal Suit
Also known as a “spacesuit”. The boots are magnetized for moving around vehicles or colony outer walls. When communications devices are rendered
useless by Minovsky particles, these suits allow for “touch communication”. Provide 5 Hits of armor SP.

Heavy Type Spacesuit


Hard-type spacesuit usually worn by ship's crew. Provides 15 Hits of AP, but incurs a -1 penalty to Movement and Reflex.

Movement Devices
Compressed-air Lift Jet
A backpack-style lift jet capable of flying in atmosphere. Capable of flying at a Movement speed of 50 (MS Movement of 5). Also capable of hovering in
midair. To perform acrobatic maneuvers or race with someone requires an Athletics check.

Round Mover
Personal thruster designed for moving in a weightless environment. Can move at a Movement speed of 50 (MS Movement of 5). It cannot fly in a
gravity environment; in that situation it uses Mobile Suit jump rules (p. 150; basically, it must land at the end of the turn it jumps, and may not jump on
consecutive turns). To perform acrobatic maneuvers or race with someone requires an Athletics check.

Tools
Toolbox
Can be used for electrical work, vehicle maintenance, and many other projects. It's relatively unwieldy, but inexpensive.

Data Collector
Connect to a computer to extract information. A recording device as well. Used by secret agents when infiltrating enemy bases or vessels. Extracting
information requires a Programming check. The target number will vary depending on the level of security from 15-30 or more.

Bomb Checker
Device used to examine the structure of a bomb or determine its type and operating mechanism. When you use this device during a Demolitions check
to defuse a bomb, add +5 to your skill roll.

Cutting Torch
Tool which can be used for burning through a door or cutting wires with a high-temperature flame. One round of use on a door or other object will
inflict 50 Hits (1 Kill) of damage. Can be used as a weapon with Blade skill. WA=-2, Damage=4D6+2 (AP)
Survival/Covert Equipment
Aqualung & Diving Suit
Suit used by secret agents when performing underwater operations. The diving suit provides SP 15 armor, but outside water gives a -1 penalty to
Movement and Reflex.

Stereo Camera
Camera capable of taking three-dimensional photos. Used for reconnaissance missions. Can also be used as binoculars.

Binoculars
When surrounded by Minovsky particles, the human eye is the most effective sensor. When spying on the enemy position, don't forget your binoculars.

Field Rations and Portable Stove


No matter how good the soldier, if he doesn't eat he can't fight. Even canned military rations taste better if warmed.

Communication Balloon and Radio Instrument


Device in which an infiltrating agent can enter a message in order to communicate with allies. Keep in mind that the wind may cause it to land
somewhere other than its intended destination.

Life Jacket
Among those raised in colonies there are many poor swimmers. Underwater MS pilots had better not forget their life jackets.

Rucksack/Ransel
A backpack which can hold various items.

Others
Mobile Suit Piloting Manual
Mobile suit usage guide written for pilots. If a character spends at least 5 minutes looking over it, and makes a successful difficulty-25 Tech check, if
they do not have the MS Pilot skill, even if it's the first time they are piloting a mobile suit, they will be able to act without taking a penalty to their
actions. If they spend an hour reading the manual, the difficulty is 20; if they study it for half a day, it is reduced to 15. (You want to take advantage of
this; there's a -1 penalty for never having done the action before, and a -4 penalty for an unfamiliar vehicle.)

Warship Operation Handbook


Describes the piloting of military vessels, the operation of weapons, and so forth. Like the MS piloting manual, if a character spends at least 5 minutes
looking over it, and makes a successful difficulty-25 Tech check, if they do not have the Spacecraft Pilot or Gunnery skills, even if it's the first time they
are piloting a spacecraft, they will be able to act without taking a penalty to their actions. If they spend an hour reading the manual, the difficulty is 20; if
they study it for half a day, it is reduced to 15.

Wired Communicator
Under the influence of Minovsky particles, small wireless communicators are useless. On the front lines on the Earth's surface, wired-type
communicators can be used. To use this communicator, its portable headset can be connected via cable to a more powerful communicator in a
mobile suit, a vehicle, or a campsite.
GUNDAM SENKI TRPG

Par Example

Willpower: 7 Appearance: 7 Body: 6 Rookie (30 Skill Points, IP 2x)


Movement: 6 Empathy: 9 Intelligence: 7 EFSF Pilot Trainee (Rank: PO3)
Luck: 3 Technical: 9 Reflex: 10 Newtype Points: 2 IP:

2D6 2-4 5 6 7-8 9 10-12 Damage Modifier: ±0


Location LL LA H T RA RL Kill Score: 0
SP 5 5 5 5 5 5 Ace Points: 0
Hits 9 9 6 12 9 9

Lifepath:
A: 6: Worker/Middle Class B: 4: Family standing is bad, and you risk losing everything.
A2: 4: Something happened to one or more parents. C: 1/5: Family vanished, and you are the only remaining member.
A3/4: 4/2: Parents are missing. D: 5: Save, if possible, your remaining family.

E: 4: Only child F: 1 friend: 5/10: Female, like big sister G: 1: No enemy.

H: 4: Uninvolved H1/2/3: 3: Waiting for the right one.

I:
Hair color: 1/6: Aqua Hair style: 5/3: Long with bangs Eye color: 1/4: Ruby
Personality trait: 3/5: Friendly, outgoing Possession: 2/3: Piece of clothing
Value: 3/5: Knowledge Person: 2/4: Friend

Skills:
Willpower Lvl Roll IP Lvl Roll IP Reflex (Personal Combat) Lvl Roll IP
Intimidation Sing Dodge & Escape* 2 13
Streetwise Tech 2 11 Martial Arts*
Resist Torture/Drugs Basic Repair 1 10 Handgun*
Interrogation Forgery Automatic Weapons*
Persuasion & Fast Talk 1 8 Photography Heavy Weapons*
Oratory Pick Pocket Blade*
Design Rifle*
Appearance Communications/Sensors 1 10
Fashion Demolitions Reflex (Non-Combat)
Personal Grooming Athletics
Body Stealth
Empathy Endurance Swimming
Interview Zero-G** 3 15
Acting Intelligence Dance
Leadership 1 10 Gamble
Social Language Reflex (Mecha Combat)
Seduction Write MS Fighting* 2 13
Human Perception** Compose MS Pilot* 3 14
Teaching MS Melee* 2 13
Technical Survival Spacecraft Pilot*
Medical Tactics 3 10 Driving* 1 12
Jury Rig 1 10 Expert Aircraft/Shuttle Pilot*
First Aid Strategy Watercraft Pilot*
Play Musical Instrument Awareness/Notice** 2 11 Gunnery* 3 14
Paint Hacking Missile* 2 13
Pick Locks Shadowing/Avoid Pursuit
Programming IP
Disguise Combat IP: General IP:

*Adds 1/2 of Newtype level to these skills. **Adds Newtype level to these skills.

Equipment:
Military handgun (WA +1, Range 3/20, Damage 2D6, Shots: 15, Concealment: J, Skill: Handgun)
Federation uniform and rank insignia
Pilot-use normal suit (SP: 5)
Handgun spare magazine x2
Stereo camera
Mobile Suit piloting manual
Field rations and portable stove (2-week supply)
Round mover (MA: 50 {MS MA: 5})
Pen, watch, etc.
50000¥

Description:
Height: 175 cm
Weight: 68 kg
Age: 17
Gender: Male
Origin: Earth
Mobile Suit: RGM-79 GM
GUNDAM SENKI

RGM-79 GM (Pilot: Petty Officer Third Class Par Example)

TYPE SKILL MV PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -5 (9) (7) 7 5 10

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 7 7 7 7 7 7
Kills 7 7 6 12 7 7

SHIELD
TYPE DA SKILL LOCATION SP KILLS SKILL
Gundam Shield +3 (11) 1H 7L 5 MS Melee

STANDARD WEAPONS
TYPE WA SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (8) 1 1+2 --- RA 3 MS Fighting
Punch ±0 (8) 1 1+2 --- LA 3 MS Fighting
Kick ±0 (8) 1 2+3 --- RL 3 MS Fighting
Kick ±0 (8) 1 2+3 --- LL 3 MS Fighting
2x 60mm Vulcan ±0 (9) 3 5MG 5 H 5 Gunnery
Beam Saber +1 (9) 1 12EM --- 2H 2 MS Melee

OPTIONAL WEAPONS
TYPE WA SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Beam Spray Gun +1 (10) 7 12 20EC 1H 6 Gunnery
Shield (thrown) -2 (6) 2 4+2 1 1H 4 MS Melee

SPECIAL ABILITIES
Space Environmental Protection, Desert/Tropical Environmental Protection

SPECS
Height: 18 m
Standard Weight: 41.2 t
Maximum Weight: 58.8 t
Generator Output: 1250 Kw
Thruster Output: 55500 kg
Armor Type: Titanium alloy
First Appearance: TV
GUNDAM SENKI

RB-79 Ball

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER THRUSTER MA


MA Aircraft/Shuttle Pilot -7 (5) (1) 2 10

SERVOS & ARMOR


2D6 2-4 5-9 10-12
Servo LA T RA
SP 0 5 0
Kills 2 10 2

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (5) 1 1+0 --- RA 1 MS Fighting
Punch ±0 (5) 1 1+0 --- LA 1 MS Fighting
120mm Low-Recoil Cannon +2 (7) 30 11 21 T (Ext.) 11 Gunnery

SPECIAL ABILITIES
Space Environmental Protection

SPECS
Height: 12.8 m
Standard Weight: 17.2 t
Maximum Weight: 25 t
Generator Output: 400 Kw
Thruster Output: 24000 kg
Armor Type: Super-steel alloy
First Appearance: TV
GUNDAM SENKI

RB-79K Early Mass Production Ball

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER THRUSTER MA


MA Aircraft/Shuttle Pilot -7 (5) (1) 2 10

SERVOS & ARMOR


2D6 2-4 5-9 10-12
Servo LA T RA
SP 0 5 0
Kills 2 10 2

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (5) 1 1+0 --- RA 1 MS Fighting
Punch ±0 (5) 1 1+0 --- LA 1 MS Fighting
2x 180mm Cannon +1 (6) 18 10CL2 10 T (Ext.) 10 Gunnery
Wire Launcher -2 (3) 2 --- 1 T (Ext.) 1 MS Melee

SPECIAL ABILITIES
Space Environmental Protection

SPECS
Height: 12.8 m
Standard Weight: 17.2 t
Maximum Weight: 25 t
Generator Output: 400 Kw
Thruster Output: 24000 kg
Armor Type: Super-steel alloy
First Appearance: 08th MS Team

The wire launcher may be used to entangle a target:

--To aim an an arm or leg, or else the head, take a penalty of -2 to your attack roll. If successful, the target is unable to use that limb
until it breaks free.

--To entangle both legs, take a penalty of -4 to your attack roll. If successful, the target falls over and is unable to use its legs or move
until it breaks free.

--To entangle both arms and the torso, take a penalty of -5 to your attack roll. If successful, the target is unable to move and cannot
use its arms until it breaks free.

--In order to break free from the wire, the target must use one action. The pilot of the Ball and the escaping unit must roll an opposed
check:
Ball: Mecha Reflex + MS Melee + 2D6
Escapee: Mecha Reflex + MS Fighting + 2D6
If the escapee's roll is higher than the Ball's, the escape attempt is successful.
GUNDAM SENKI

RH-35E Draken-E

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA


MS MS Pilot -5 (5) (1) 1 3

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 1 1 1 1 1 1
Kills 2 2 1 2 2 2

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (5) 1 1 --- RA 1 MS Fighting
Punch ±0 (5) 1 1 --- LA 1 MS Fighting
Kick ±0 (5) 1 2 --- RL 1 MS Fighting
Kick ±0 (5) 1 2 --- LL 1 MS Fighting
Short-range Missile ±0 (5) 4 6 1 T (Ext.) 1 Missile
Short-range Missile ±0 (5) 4 6 1 T (Ext.) 1 Missile

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Beam Saber +1 (6) 1 1EM --- 1H 2 MS Melee

SPECIAL ABILITIES
Space Environmental Protection, Desert/Tropical Environmental Protection

SPECS
Height: 4.921 m
Standard Weight: 9.129 t
First Appearance: G-0080

This small-scale MS is used in Side 6's Riah colony. (This may explain why the typical pilot only has a Reflex of 6 rather than 8 for either
a Federation or a Zeon pilot.)
GUNDAM SENKI

RX-77-2 Guncannon

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -4 (8) (4) 8 4 8

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 10L 10L 10L 10L 10L 10L
Kills 7 7 6 12 7 7

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (8) 1 1+2 --- RA 3 MS Fighting
Punch ±0 (8) 1 1+2 --- LA 3 MS Fighting
Kick ±0 (8) 1 2+3 --- RL 3 MS Fighting
Kick ±0 (8) 1 2+3 --- LL 3 MS Fighting
2x 60mm Vulcan ±0 (8) 3 5MG 5 H 5 Gunnery
2x240mmCannon +2 (10) 16 13CL2 10 T(Ext) 13 Gunnery
2x Spray Msl Lnc +2 (10) 4 5MG 40 T(Ext) 2 Missile

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Sniping Beam Rfl. +2 (10) 24 17 10EC 2H 8 Gunnery
Anti-MS Grenade -2 (6) Thr. 6 10BR1 6 1H 3 MS Melee

SPECIAL ABILITIES
Space Environmental Protection, Desert/Tropical Environmental Protection, Core Block System, Ace Custom

SPECS
Height: 17.5 m
Standard Weight: 51 t
Maximum Weight: 70 t
Generator Output: 1380 Kw
Thruster Output: 51800 kg
Armor Type: Luna Titanium
First Appearance: TV

Note: The RX-77-2 is equipped with either the 2x 240mm Cannon or the 2x Spray Missile Launcher.
GUNDAM SENKI

RX-77-3 Heavy Arms Type Guncannon

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -5 (7) (3) 8 4 8

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 11L 11L 11L 11L 11L 11L
Kills 8 8 7 14 8 8

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (7) 1 1+2 --- RA 3 MS Fighting
Punch ±0 (7) 1 1+2 --- LA 3 MS Fighting
Kick ±0 (7) 1 2+3 --- RL 3 MS Fighting
Kick ±0 (7) 1 2+3 --- LL 3 MS Fighting
2x 60mm Vulcan ±0 (7) 3 5MG 5 H 5 Gunnery
2x240mmCannon +2 (9) 16 13CL2 10 T(Ext) 13 Gunnery

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Sniping Beam Rfl. +2 (9) 24 17 10EC 2H 8 Gunnery
Grenade Rack* -2 (5) Thr. 6 10BR1 6 1H 3 MS Melee
*Contains 6 Anti-MS Grenades. Thrown. The Guncannon's Throw Range is 6.

SPECIAL ABILITIES
Space Environmental Protection, Desert/Tropical Environmental Protection, Ace Custom

SPECS
Height: 17.5 m
Standard Weight: 58.6 t
Maximum Weight: 79.1 t
Generator Output: 1380 Kw
Thruster Output: 62200 kg
Armor Type: Luna Titanium
First Appearance: MSV
GUNDAM SENKI

RX-77-4 Guncannon II

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -4 (8) (4) 8 4 10

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 10L 10L 10L 10L 10L 10L
Kills 7 7 6 12 7 7

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (8) 1 1+2 --- RA 3 MS Fighting
Punch ±0 (8) 1 1+2 --- LA 3 MS Fighting
Kick ±0 (8) 1 2+3 --- RL 3 MS Fighting
Kick ±0 (8) 1 2+3 --- LL 3 MS Fighting
2x 60mm Vulcan ±0 (8) 3 5MG 5 H 5 Gunnery
Beam Cannon +3 (11) 18 14 20 T(Ext.) 7 Gunnery

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Sniping Beam Rfl. +2 (10) 24 17 10EC 2H 8 Gunnery
Grenade Rack -2 (6) Thr. 6 10BR1 6 1H 3 MS Melee

SPECIAL ABILITIES
Space Environmental Protection, Desert/Tropical Environmental Protection, Ace Custom

SPECS
Height: 18.0 m
Standard Weight: 52.7 t
Armor Type: Luna Titanium
First Appearance: MSV
GUNDAM SENKI

RX-77-D Mass-Production Guncannon

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -4 (8) (4) 8 4 12

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 6 6 6 6 6 6
Kills 7 7 6 12 7 7

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (8) 1 1+2 --- RA 3 MS Fighting
Punch ±0 (8) 1 1+2 --- LA 3 MS Fighting
Kick ±0 (8) 1 2+3 --- RL 3 MS Fighting
Kick ±0 (8) 1 2+3 --- LL 3 MS Fighting
2x 60mm Vulcan ±0 (8) 3 5MG 5 H 5 Gunnery
2x240mmCannon +2 (10) 16 13CL2 10 T(Ext) 13 Gunnery

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
90mm MG +1 (9) 7 5MG 8M 1H 5 Gunnery
Sniping Beam Rfl. +2 (10) 24 17 10EC 2H 8 Gunnery

SPECIAL ABILITIES
Space Environmental Protection

SPECS
Height: 17.5 m
Standard Weight: 51.0 t
Maximum Weight: 70.2 t
Generator Output: 1410 Kw
Thruster Output: 93500 kg
Armor Type: Titanium/Ceramic Composite
First Appearance: G-0080
GUNDAM SENKI

RX-75 Guntank

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS Driving -7 (5) (1) 6 4 4

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo L. Tread LA H T RA R. Tread
SP 0 9L 2L 9L 9L 0
Kills 6 7 6 12 7 6

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
120mmLR Cannon +2 (7) 30 11CL2 15 T(Ext.) 11 Gunnery
Bob Missile +2 (7) 7 4MG 5 RA 2 Missile
Bob Missile +2 (7) 7 4MG 5 LA 2 Missile

SPECIAL ABILITIES
Space Environmental Protection, Desert/Tropical Environmental Protection, Core Block System, Ace Custom

SPECS
Height: 15 m
Standard Weight: 56.0 t
Maximum Weight: 80 t
Generator Output: 878 Kw
Thruster Output: 88000 kg
Armor Type: Luna Titanium
First Appearance: TV

Note: Initially the Core Block cockpit controlled movement, and the head cockpit controlled the weapons systems. Before the Odessa
operation it was modified so all functions could be controlled from the head cockpit.
GUNDAM SENKI

RX-75 Mass-Production Type Guntank

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA


MS Driving -7 (5) (1) 6 4

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo L. Tread LA H T RA R. Tread
SP 0 7 2 7 7 0
Kills 6 7 6 12 7 6

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
120mmLR Cannon +2 (7) 30 11CL2 15 T(Ext.) 11 Gunnery
Bob Missile +2 (7) 7 4MG 5 RA 2 Missile
Bob Missile +2 (7) 7 4MG 5 LA 2 Missile

SPECIAL ABILITIES
Desert/Tropical Environmental Protection

SPECS
Height: 15 m
Standard Weight: 56.0 t
Maximum Weight: 80 t
Generator Output: 878 Kw
Thruster Output: ---
Armor Type: Titanium Alloy
First Appearance: 08th MS Team
GUNDAM SENKI

RMV-1 Guntank II

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA


MS Driving -8 (4) (0) 4 4

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo L. Tread LA H T RA R. Tread
SP 10 10 2 10 10 10
Kills 10 11 10 20 11 10

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
120mmLR Cannon +2 (6) 30 11CL2 15 T(Ext.) 11 Gunnery
Bob Missile +2 (6) 7 4MG 5 RA 2 Missile
3x Missile Launcher +2 (6) 5 8MG 3 LA 4 Missile
Machine Cannon +2 (6) 6 1MG 20 T(Ext.) 2 Gunnery

SPECIAL ABILITIES
Desert/Tropical Environmental Protection

SPECS
Height: 15.2 m
Standard Weight: 98.4 t
Maximum Weight: 123.7 t
Generator Output: 211 Kw
Thruster Output: ---
Armor Type: Titanium Alloy
First Appearance: MSV
GUNDAM SENKI

FF-X7 Core Fighter

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER THRUSTER MA


Fighter Aircraft/Shuttle Pilot -5 (7) (3) 3 24

SERVOS & ARMOR


SP 2L
Kills 6

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
4x 30mm Vulcan +2 (9) 6 4MG 10 Fuselage 4 Gunnery
2x Small Missile ±0 (7) 4 6CL2 3 Fuselage 3 Missile

SPECIAL ABILITIES
Space Environmental Protection, Flight, Ace Custom

SPECS
Length: 8.6 m
Width: 3.2 m
Weight: 8.9 t
First Appearance: TV
GUNDAM SENKI

FF-X7-Bst Core Booster

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER THRUSTER MA


Fighter Aircraft/Shuttle Pilot -4 (8) (4) 5 28

SERVOS & ARMOR


2D6 2-5 6-12
Servo Core Fighter Booster
SP 2L 10L
Kills 6 12

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
4x 30mm Vulcan +2 (10) 6 4MG 10 Core Fighter 4 Gunnery
2x Megaparticle Cannon +1 (9) 18 14CL2 10 Booster 7 Gunnery
2x Missile ±0 (8) 5 8CL2 4 Booster 6 Missile
Multi-Warhead Missile -2 (6) 6 13CL3 1 Booster 6 Missile

SPECIAL ABILITIES
Space Environmental Protection, Flight, Core Block System, Ace Custom

SPECS
First Appearance: MOVIE

While combined with the booster unit, the Core Fighter's small missile cannot be fired because its wings are folded over the
launchers.
GUNDAM SENKI

G-Armor

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


Fighter Aircraft/Shuttle Pilot -6 (6) (2) 5 4 22

SERVOS & ARMOR


2D6 2 3-6 7-9 10 11-12
Servo Gundam Torso A-Parts B-Parts L. Shield* R. Shield*
SP 9L 10L 10L 7L 7L
Kills 12 12 12 2 2
*If the shield is destroyed, the damage will transfer to the Gundam's arm (SP: 9L, Kills: 7).

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
2x Megaparticle Cannon +2 (8) 18 14CL2 10 Booster 7 Gunnery
Nose Missile Launcher ±0 (6) 5 8CL2 5 A-Parts 6 Missile
Rear Missile Launcher* ±0 (6) 5 8CL2 5 B-Parts 6 Missile
*Can only fire to the rear of the unit.

SPECIAL ABILITIES
Space Environmental Protection, Flight, Core Block System, Ace Custom

SPECS
First Appearance: TV
GUNDAM SENKI

G-Fighter

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


Fighter Aircraft/Shuttle Pilot -5 (7) (3) 5 4 24

SERVOS & ARMOR


2D6 2-6 7-12
Servo A-Parts B-Parts
SP 10L 10L
Kills 12 12

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
2x Megaparticle Cannon +2 (9) 18 14CL2 10 Booster 7 Gunnery
Nose Missile Launcher ±0 (7) 5 8CL2 5 A-Parts 6 Missile
Rear Missile Launcher* ±0 (7) 5 8CL2 5 B-Parts 6 Missile
*Can only fire to the rear of the unit.

SPECIAL ABILITIES
Space Environmental Protection, Flight, Ace Custom

SPECS
First Appearance: TV

The G-Fighter is capable of flying while carrying the Gundam. In this case, its MV is reduced to -6.
GUNDAM SENKI

G-Sky

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER THRUSTER MA


Fighter Aircraft/Shuttle Pilot -5 (7) (3) 5 26

SERVOS & ARMOR


2D6 2-4 5 6-12
Servo Core Fighter Gundam Torso B-Parts
SP 2L 9L 10L
Kills 6 12 12

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
4x 30mm Vulcan +2 (9) 6 4MG 10 Fuselage 4 Gunnery
2x Small Missile ±0 (7) 4 6CL2 3 Fuselage 3 Missile
Rear Missile Launcher* ±0 (7) 5 8CL2 5 B-Parts 6 Missile
*Can only fire to the rear of the unit.

SPECIAL ABILITIES
Space Environmental Protection, Flight, Core Block System, Ace Custom

SPECS
First Appearance: TV
GUNDAM SENKI

G-Sky Easy

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER THRUSTER MA


Fighter Aircraft/Shuttle Pilot -4 (8) (4) 5 28

SERVOS & ARMOR


2D6 2-5 6-12
Servo Core Fighter B-Parts
SP 2L 10L
Kills 6 12

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
4x 30mm Vulcan +2 (10) 6 4MG 10 Fuselage 4 Gunnery
2x Small Missile ±0 (8) 4 6CL2 3 Fuselage 3 Missile
Rear Missile Launcher* ±0 (8) 5 8CL2 5 B-Parts 6 Missile
*Can only fire to the rear of the unit.

SPECIAL ABILITIES
Space Environmental Protection, Flight, Core Block System, Ace Custom

SPECS
First Appearance: TV
GUNDAM SENKI

G-Bull

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


Tank Driving -6 (6) (2) 5 4 8

SERVOS & ARMOR


2D6 2-4 5-6 7-9 10-12
Servo L. Shield* Gundam Torso A-Parts R. Shield*
SP 7L 9L 10L 7L
Kills 2 12 12 2
*If the shield is destroyed, the damage will transfer to the Gundam's arm (SP: 9L, Kills: 7).

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
2x Megaparticle Cannon +2 (8) 18 14CL2 10 Booster 7 Gunnery
Nose Missile Launcher ±0 (6) 5 8CL2 5 A-Parts 6 Missile

SPECIAL ABILITIES
Space Environmental Protection, Core Block System, Ace Custom

SPECS
First Appearance: TV

Cannot jump in gravity conditions.


GUNDAM SENKI

G-Bull Easy

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


Tank Driving -6 (6) (2) 5 4 4

SERVOS & ARMOR


2D6 2-4 5-6 7-9 10-12
Servo L. Shield Core Block A-Parts R. Shield
SP 7L 2L 10L 7L
Kills 2 6 12 2

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
2x Megaparticle Cannon +2 (8) 18 14CL2 10 Booster 7 Gunnery
Nose Missile Launcher ±0 (6) 5 8CL2 5 A-Parts 6 Missile

SPECIAL ABILITIES
Space Environmental Protection, Ace Custom

SPECS
First Appearance: TV

Cannot jump in gravity conditions.


GUNDAM SENKI

Gundam Mobile Armor Mode

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER THRUSTER MA


MA MS Pilot -4 (8) (4) 8 22

SERVOS & ARMOR


2D6 2-6 7-8 9 10 11-12
Servo B-Parts Gundam Head Gundam Torso Gundam LA Gundam RA
SP 10L 9L 9L 9L 9L
Kills 12 6 12 7 7

SHIELD
TYPE DA TYPICAL SKILL LOCATION SP KILLS SKILL
Gundam Shield +3 (11 1H 7L 5 MS Melee

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch (Hand) ±0 (8) 1 1+2 --- RA 3 MS Fighting
Punch (Hand) ±0 (8) 1 1+2 --- LA 3 MS Fighting
2x60mm Vulcan ±0 (8) 3 5MG 5 H 5 Gunnery
Beam Saber* +1 (9) 1 12EM --- 2H 2 MS Melee
Beam Javelin* -2 (6) 1 14EM --- 2H 2 MS Melee
Javelin (Thrown) -2 (6) 3 14EM --- 2H 2 MS Melee
Rear Missile Launcher** ±0 (8) 5 8CL2 5 B-Parts 6 Missile
*Beam Saber can transform into Beam Javelin. Carries 2.
**Can only fire to the rear of the unit.

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Beam Rifle +2 (10) 16 16 15EC 2H 8 Gunnery

SPECIAL ABILITIES
Space Environmental Protection, Core Block System, Ace Custom
GUNDAM SENKI

RX-78-2 Gundam

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -3 (9) (5) 8 6 10

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 9L 9L 9L 9L 9L 9L
Kills 7 7 6 12 7 7

SHIELD
TYPE DA TYPICAL SKILL LOCATION SP KILLS SKILL
Gundam Shield +3 (12) 1H 7L 5 MS Melee

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch (Hand) ±0 (9) 1 1+2 --- RA 3 MS Fighting
Punch (Hand) ±0 (9) 1 1+2 --- LA 3 MS Fighting
Kick (Foot) ±0 (9) 1 2+3 --- RL 3 MS Fighting
Kick (Foot) ±0 (9) 1 2+3 --- LL 3 MS Fighting
2x60mm Vulcan ±0 (9) 3 5MG 5 H 5 Gunnery
Beam Saber* +1 (10) 1 12EM --- 2H 2 MS Melee
Beam Javelin* -2 (7) 1 14EM --- 2H 2 MS Melee
Javelin (Thrown) -2 (7) 3 14EM --- 2H 2 MS Melee
*Beam Saber can transform into Beam Javelin. Carries 2.

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Beam Rifle +2 (11) 16 16 15EC 2H 8 Gunnery
Hyper Bazooka ±0 (9) 6 13 5 1H 6 Missile
Gundam Hammer -1 (8) 2 9 --- 2H 9 MS Melee
Hyper Hammer -1 (8) 2 11 --- 2H 11 MS Melee
Shield (Thrown) -2 (7) 2 4+2 1 1H 4 MS Melee

SPECIAL ABILITIES
Space Environmental Protection, Arctic Environmental Protection, Desert/Tropical Environmental Protection, Re-entry Environmental
Protection, Ace Custom, Core Block System

SPECS
Height: 18 m
Standard Weight: 43.4 t
Maximum Weight: 60 t
Generator Output: 1380 Kw
Thruster Output: 55500 kg
Armor Type: Luna Titanium
First Appearance: TV

Notes: When the Gundam's learning computer accumulated enough data (after the Odessa Operation) its MV increased to -2. After
magnet coating was added its final MV became ±0.
GUNDAM SENKI

RX-78NT-1 Gundam NT-1 (Alex)

TYPE SKILL MV POWER MA THRUSTER MA


MS MS Pilot ±0 8 6 11

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 9L 9L 9L 9L 9L 9L
Kills 7 7 6 12 7 7

SHIELD
TYPE DA LOCATION SP KILLS SKILL
Custom Shield +3 1H 7L 5 MS Melee

STANDARD WEAPONS
TYPE WA RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch (Hand) ±0 1 1+2 --- RA 3 MS Fighting
Punch (Hand) ±0 1 1+2 --- LA 3 MS Fighting
Kick (Foot) ±0 1 2+3 --- RL 3 MS Fighting
Kick (Foot) ±0 1 2+3 --- LL 3 MS Fighting
2x60mm Vulcan ±0 3 5MG 5 H 5 Gunnery
90mm GatlingGun +1 7 6MG 4 RA 7 Gunnery
90mm GatlingGun +1 7 6MG 4 LA 7 Gunnery
Beam Saber +1 1 12EM --- 2H 2 MS Melee
Beam Saber +1 1 12EM --- 2H 2 MS Melee

OPTIONAL WEAPONS
TYPE WA RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Beam Rifle +2 16 16 15EC 2H 8 Gunnery
Shield (Thrown) -2 2 4+2 1 1H 4 MS Melee

SPECIAL ABILITIES
Space Environmental Protection, Ace Custom

SPECS
Height: 18 m
Standard Weight:40.0 t
Maximum Weight: 72.5 t
Generator Output: 1420 Kw
Thruster Output: 132000 kg
Armor Type: Luna Titanium
First Appearance: G-0080

Note: The RX-78NT-1 does not include “Typical Skill” stats because the average pilot is unable to pilot it due to its agility and speed.
GUNDAM SENKI

RX-78NT-1·FA Gundam NT-1·FA

TYPE SKILL MV POWER MA THRUSTER MA


MS MS Pilot -5 8 4 6

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP (Chobham Armor) 6AB 6AB --- 6AB 6AB 6AB
SP (Body) 9L 9L 9L 9L 9L 9L
Kills 7 7 6 12 7 7

When the Chobham Armor is removed, use the stats for RX-78NT-1.

SHIELD
TYPE DA LOCATION SP KILLS SKILL
Custom Shield +3 1H 7L 5 MS Melee

STANDARD WEAPONS
TYPE WA RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch (Hand) ±0 1 1+2 --- RA 3 MS Fighting
Punch (Hand) ±0 1 1+2 --- LA 3 MS Fighting
Kick (Foot) ±0 1 2+3 --- RL 3 MS Fighting
Kick (Foot) ±0 1 2+3 --- LL 3 MS Fighting
2x60mm Vulcan ±0 3 5MG 5 H 5 Gunnery
Beam Saber +1 1 12EM --- 2H 2 MS Melee
Beam Saber +1 1 12EM --- 2H 2 MS Melee

OPTIONAL WEAPONS
TYPE WA RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Beam Rifle +2 16 16 15EC 2H 8 Gunnery
Shield (Thrown) -2 2 4+2 1 1H 4 MS Melee

SPECIAL ABILITIES
Space Environmental Protection, Ace Custom

SPECS
Height: 18 m
Standard Weight:40.0 t
Maximum Weight: 72.5 t
Generator Output: 1420 Kw
Thruster Output: 132000 kg
Armor Type: Luna Titanium
First Appearance: G-0080
GUNDAM SENKI

RX-79(G) Early-Production Type Gundam (Ground Combat Use)

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -4 (8) (4) 8 5 8

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 10L 10L 10L 10L 10L 10L
Kills 7 7 6 12 7 7

SHIELD
TYPE DA TYPICAL SKILL LOCATION SP KILLS SKILL
Ground-Combat Shield +2 (10) LA 6L 4 MS Melee

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch (Hand) ±0 (8) 1 1+2 --- RA 3 MS Fighting
Punch (Hand) ±0 (8) 1 1+2 --- LA 3 MS Fighting
Kick (Foot) ±0 (8) 1 2+3 --- RL 3 MS Fighting
Kick (Foot) ±0 (8) 1 2+3 --- LL 3 MS Fighting
Chest Vulcan ±0 (8) 3 5MG 5 T 5 Gunnery
Multi-Launcher -2 (6) 4 3BR1* 10 T 2 Gunnery
Beam Saber +1 (9) 1 12EM --- 2H 2 MS Melee
Beam Saber +1 (9) 1 12EM --- 2H 2 MS Melee
*Smoke charges or flares

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
100mm MG ±0 (8) 8 5MG 5M 2H 5 Gunnery
180mm Cannon +2 (10) 18 10 10M 2H 10 Gunnery
Beam Rifle +2 (10) 16 16 15EC 2H 8 Gunnery
Netgun -2 (6) 3 Sp. BR1 1 2H 3 Missile
Missile Launcher -2 (6) 7 15 6 2H 7 Missile
Ground Bazooka -1 (7) 5 13 7M 1H 6 Missile
Ground Shield ±0 (8) 1 8+2 --- 1H 4 MS Melee

SPECIAL ABILITIES
Arctic Environmental Protection, Desert/Tropical Environmental Protection

SPECS
Height: 18.0 m
Standard Weight: 52.8 t
Maximum Weight: 73.0 t
Generator Output: 1350 Kw
Thruster Output: 52000 kg
Armor Type: Luna Titanium
First Appearance: 08th MS Team

(Insert Netgun special rules here when I take the time to translate them. It looks like it's rolling a Power Rank check against a target
number of 15 in order to free yourself from the net, but there are a lot of other things in the specifics.)
GUNDAM SENKI

RX-79(G)Ez8 Gundam Ez8

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -3 (9) (5) 8 5 8

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 10L 10L 10L 10L 10L 10L
Kills 7 7 6 12 7 7

SHIELD
TYPE DA TYPICAL SKILL LOCATION SP KILLS SKILL
Ground-Combat Shield +2 (11) LA 6L 4 MS Melee

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch (Hand) ±0 (8) 1 1+2 --- RA 3 MS Fighting
Punch (Hand) ±0 (8) 1 1+2 --- LA 3 MS Fighting
Kick (Foot) ±0 (8) 1 2+3 --- RL 3 MS Fighting
Kick (Foot) ±0 (8) 1 2+3 --- LL 3 MS Fighting
2x60mm Vulcan ±0 (9) 3 5MG 5 H 5 Gunnery
12.7mm APMG +2 (11) 10AH 6D6MG 40 T 1 Gunnery
Beam Saber +1 (9) 1 12EM --- 2H 2 MS Melee
Beam Saber +1 (9) 1 12EM --- 2H 2 MS Melee

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
100mm MG ±0 (8) 8 5MG 5M 2H 5 Gunnery
180mm Cannon +2 (10) 18 10 10M 2H 10 Gunnery
Beam Rifle +2 (10) 16 16 15EC 2H 8 Gunnery
Netgun -2 (6) 3 Sp. BR1 1 2H 3 Missile
Missile Launcher -2 (6) 7 15 6 2H 7 Missile
Ground Bazooka -1 (7) 5 13 7M 1H 6 Missile
Ground Shield ±0 (8) 1 8+2 --- 1H 4 MS Melee

SPECIAL ABILITIES
Desert/Tropical Environmental Protection, Ace Custom

SPECS
Height: 18.0 m
Standard Weight: 52.8 t
Maximum Weight: 73.0 t
Generator Output: 1380 Kw
Thruster Output: 52000 kg
Armor Type: Luna Titanium
First Appearance: 08th MS Team
GUNDAM SENKI

FA-78-1 Full Armor Gundam

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -4 (8) (4) 8 6 10

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP (FWS) 3AB 3AB --- 3AB 3AB 3AB
SP (Body) 9L 9L 9L 9L 9L 9L
Kills 7 7 6 12 7 7

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch (Hand) ±0 (8) 1 1+2 --- RA 3 MS Fighting
Punch (Hand) ±0 (8) 1 1+2 --- LA 3 MS Fighting
Kick (Foot) ±0 (8) 1 2+3 --- RL 3 MS Fighting
Kick (Foot) ±0 (8) 1 2+3 --- LL 3 MS Fighting
2x60mm Vulcan ±0 (8) 3 5MG 5 H 5 Gunnery

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Rocket Cannon +3 (11) 6 13 5M T(FWS) 6 Missile
2bbl. Beam Gun +2 (10) 14 12CL2 15EC RA(FWS) 6 Gunnery
RSh. Missile Bay +3 (11) 4 6MG 1 T(FWS) 3 Missile
LSh. Missile Bay +3 (11) 4 6MG 1 T(FWS) 3 Missile
RL Missile Bay +3 (11) 4 6MG 1 RL(FWS) 3 Missile
LL Missile Bay +3 (11) 4 6MG 1 LL(FWS) 3 Missile

SPECIAL ABILITIES
Space Environmental Protection, Arctic Environmental Protection, Desert/Tropical Environmental Protection, Re-entry Environmental
Protection, Ace Custom, Core Block System

SPECS
Height: 18 m
Standard Weight: 62.5 t
Generator Output: 1380 Kw
Armor Type: Luna Titanium
First Appearance: MSV

Without the FWS its MV is -2.

Note: The math for typical skills was off in the book; I have used what appear to be the correct numbers.
GUNDAM SENKI

FA-78-2 Heavy Gundam

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -3 (9) (5) 8 6 12

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 10L 10L 10L 10L 10L 10L
Kills 7 7 6 12 7 7

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch (Hand) ±0 (9) 1 1+2 --- RA 3 MS Fighting
Punch (Hand) ±0 (9) 1 1+2 --- LA 3 MS Fighting
Kick (Foot) ±0 (9) 1 2+3 --- RL 3 MS Fighting
Kick (Foot) ±0 (9) 1 2+3 --- LL 3 MS Fighting
2x60mm Vulcan ±0 (9) 3 5MG 5 H 5 Gunnery
Beam Cannon +2 (11) 18 14 20 T 7 Gunnery
Beam Saber +1 (10) 1 12EM --- 2H 2 MS Melee

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Heavy Launcher 0 (9) 7 6MG 30 2H 3 Gunnery
Heavy Launcher +3 (12) 4 6MG 3 2H 6 Missile
The Heavy Launcher contains a machine gun and missile launcher in the same weapon.

SPECIAL ABILITIES
Space Environmental Protection, Arctic Environmental Protection, Desert/Tropical Environmental Protection, Re-entry Environmental
Protection, Ace Custom

SPECS
Height: 18.4 m
Standard Weight: 52.2 t
Armor Type: Luna Titanium
First Appearance: MS-X

Note: The math for typical skills was off in the book; I have used what appear to be the correct numbers.
GUNDAM SENKI

MS-05B Zaku

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -7 (5) (1) 6 4 4

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 5 5 5 5 5 5
Kills 7 7 6 12 7 7

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (5) 1 1+1 --- RA 3 MS Fighting
Punch ±0 (5) 1 1+1 --- LA 3 MS Fighting
Kick ±0 (5) 1 2+2 --- RL 3 MS Fighting
Kick ±0 (5) 1 2+2 --- LL 3 MS Fighting
Shoulder Charge -2 (3) Sp. 6 --- LA --- MS Fighting
AP Shrapnel* -2 (3) 2AH 6D6BR1 2 T 1 Gunnery
*Only on ground

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
105mm Zaku MG ±0 (5) 7 5MG 20M 2H 5 Gunnery
Zaku Bazooka -1 (4) 6 11 4 2H 5 Missile
Gas Shell Launch. -2 (3) 5 G3 Gas 2 2H 5 Missile
Heat Hawk -1 (4) 1 9+1HW --- 1H 9 MS Melee

SPECIAL ABILITIES
Space Environmental Protection

SPECS
Height: 17.5 m
Standard Weight: 50.3 t
Maximum Weight: 65.5 t
Generator Output: 899 Kw
Thruster Output: 40700 kg
Armor Type: Super-hard steel alloy
First Appearance: TV

Note: Gas Shell Launcher: When exposed to GG Gas, anyone not wearing protective gear takes 12D6 damage to their torso each
round they are exposed.
GUNDAM SENKI

MS-06F Zaku II

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -6 (6) (2) 6 5 5

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 6 6 6 6 6 6
Kills 7 7 6 12 7 7

SHIELD
TYPE DA TYPICAL SKILL LOCATION SP KILLS SKILL
Shield +1 (7) RA 5 3 MS Melee

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (6) 1 1+1 --- RA 3 MS Fighting
Punch ±0 (6) 1 1+1 --- LA 3 MS Fighting
Kick ±0 (6) 1 2+2 --- RL 3 MS Fighting
Kick ±0 (6) 1 2+2 --- LL 3 MS Fighting
Shoulder Charge -2 (4) Sp. 6 (A-type) --- LA --- MS Fighting
Shoulder Charge -2 (4) Sp. 7 (C/F-type) --- LA --- MS Fighting
The A-type did not have shoulder spikes. The C-type added shoulder spikes.

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
120mm Zaku MG ±0 (6) 7 6MG 20M 2H 6 Gunnery
Zaku Bazooka -1 (5) 6 11 4 2H 5 Missile
Heat Hawk -1 (5) 1 9+1HW --- 1H 9 MS Melee

SPECIAL ABILITIES
Space Environmental Protection

SPECS
Height: 17.5 m
Standard Weight: 56.2 t
Maximum Weight: 74.5 t
Generator Output: 976 Kw
Thruster Output: 43300 kg
Armor Type: Super-hard steel alloy
First Appearance: TV
GUNDAM SENKI

MS-06J Ground Combat Type Zaku II

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -6 (6) (2) 6 5 5

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 6 6 6 6 6 6
Kills 7 7 6 12 7 7

SHIELD
TYPE DA TYPICAL SKILL LOCATION SP KILLS SKILL
Shield +1 (7) RA 5 3 MS Melee

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (6) 1 1+1 --- RA 3 MS Fighting
Punch ±0 (6) 1 1+1 --- LA 3 MS Fighting
Kick ±0 (6) 1 2+2 --- RL 3 MS Fighting
Kick ±0 (6) 1 2+2 --- LL 3 MS Fighting
Shoulder Charge -2 (4) Sp. 7 --- LA --- MS Fighting
AP Shrapnel -2 (4) 2AH 6D6BR1 2 T 1 Gunnery

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
120mm Zaku MG ±0 (6) 7 6MG 20M 2H 6 Gunnery
175mm Magella
Top Gun +2 (8) 16 8 4M 2H 8 Gunnery
---High-Explosive Shell 6BR1
Zaku Bazooka -1 (5) 6 11 4 2H 5 Missile
3-pk. Foot Missile -2 (4) 5 9 3 RL 4 Missile
3-pk. Foot Missile -2 (4) 5 9 3 LL 4 Missile
Heat Hawk -1 (5) 1 9+1HW --- 1H 9 MS Melee
Cracker -2 (4) Thr.5AH 6D6BR1+Flash 1 1H 0 MS Melee

SPECIAL ABILITIES
none

SPECS
Height: 17.5 m
Standard Weight: 49.9 t
Maximum Weight: 70.3 t
Generator Output: 976 Kw
Thruster Output: 45400 kg
Armor Type: Super-hard steel alloy
First Appearance: TV
GUNDAM SENKI

MS-06S Command-Use Zaku II

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -5 (7) (3) 6 5 7

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 6 6 6 6 6 6
Kills 7 7 6 12 7 7

SHIELD
TYPE DA TYPICAL SKILL LOCATION SP KILLS SKILL
Shield +1 (8) RA 5 3 MS Melee

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (7) 1 1+1 --- RA 3 MS Fighting
Punch ±0 (7) 1 1+1 --- LA 3 MS Fighting
Kick ±0 (7) 1 2+2 --- RL 3 MS Fighting
Kick ±0 (7) 1 2+2 --- LL 3 MS Fighting
Shoulder Charge -2 (5) Sp. 7 --- LA --- MS Fighting

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
120mm Zaku MG ±0 (7) 7 6MG 20M 2H 6 Gunnery
Zaku Bazooka -1 (6) 6 11 4 2H 5 Missile
Heat Hawk -1 (6) 1 9+1HW --- 1H 9 MS Melee

SPECIAL ABILITIES
Space Environmental Protection, Ace Custom

SPECS
Height: 17.5 m
Standard Weight: Unknown
Maximum Weight: Unknown
Generator Output: Unknown
Thruster Output: Unknown
Armor Type: Super-hard steel alloy
First Appearance: TV
GUNDAM SENKI

MS-06FS Zaku II (FS Type)

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -6 (6) (2) 6 5 5

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 6 6 6 6 6 6
Kills 7 7 6 12 7 7

SHIELD
TYPE DA TYPICAL SKILL LOCATION SP KILLS SKILL
Shield +1 (7) RA 5 3 MS Melee

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (6) 1 1+1 --- RA 3 MS Fighting
Punch ±0 (6) 1 1+1 --- LA 3 MS Fighting
Kick ±0 (6) 1 2+2 --- RL 3 MS Fighting
Kick ±0 (6) 1 2+2 --- LL 3 MS Fighting
Shoulder Charge -2 (4) Sp. 7 --- LA --- MS Fighting
4x 40mm Vulcan +2 (8) 3 4MG 4 H 4 Gunnery

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
120mm Zaku MG ±0 (6) 7 6MG 20M 2H 6 Gunnery
Zaku Bazooka -1 (5) 6 11 4 2H 5 Missile
Heat Hawk -1 (5) 1 9+1HW --- 1H 9 MS Melee

SPECIAL ABILITIES
Space Environmental Protection

SPECS
Height: 17.5 m
Standard Weight: Unknown
Maximum Weight: Unknown
Generator Output: Unknown
Thruster Output: Unknown
Armor Type: Super-hard steel alloy
First Appearance: MSV
GUNDAM SENKI

MS-06F2 Zaku II (F2 Type)

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -5 (7) (3) 6 5 7

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 6 6 6 6 6 6
Kills 7 7 6 12 7 7

SHIELD
TYPE DA TYPICAL SKILL LOCATION SP KILLS SKILL
Shield +1 (8) RA 5 3 MS Melee

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (7) 1 1+1 --- RA 3 MS Fighting
Punch ±0 (7) 1 1+1 --- LA 3 MS Fighting
Kick ±0 (7) 1 2+2 --- RL 3 MS Fighting
Kick ±0 (7) 1 2+2 --- LL 3 MS Fighting
Shoulder Charge -2 (5) Sp. 7 --- LA --- MS Fighting

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
120mm Zaku MG ±0 (7) 7 6MG 20M 2H 6 Gunnery
120mm MG +1 (8) 7 6MG 5M 2H 6 Gunnery
Heat Hawk -1 (6) 1 9+1HW --- 1H 9 MS Melee
Sturm-Faust -1 (6) 6 14 1 2H 7 Missile
Zaku Bazooka -1 (6) 6 11 4 2H 5 Missile
Anti-MS Grenade -2 (5) Thrown 10BR1 1 1H 3 MS Melee
3-pk. Foot Missile -2 (5) 5 9 3 RL 4 Missile
3-pk. Foot Missile -2 (5) 5 9 3 LL 4 Missile

SPECIAL ABILITIES
Space Environmental Protection

SPECS
Height: 17.5 m
Standard Weight: 49.9 t
Maximum Weight: 70.3 t
Generator Output: 986 Kw
Thruster Output: 53400 kg
Armor Type: Super-hard steel alloy
First Appearance: G-0083
GUNDAM SENKI

MS-06FZ Zaku II Kai

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -5 (7) (3) 6 5 8

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 6 6 6 6 6 6
Kills 7 7 6 12 7 7

SHIELD
TYPE DA TYPICAL SKILL LOCATION SP KILLS SKILL
Shield +1 (8) RA 5 3 MS Melee

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (7) 1 1+1 --- RA 3 MS Fighting
Punch ±0 (7) 1 1+1 --- LA 3 MS Fighting
Kick ±0 (7) 1 2+2 --- RL 3 MS Fighting
Kick ±0 (7) 1 2+2 --- LL 3 MS Fighting
Shoulder Charge -2 (5) Sp. 7 --- LA --- MS Fighting

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
120mm MG +1 (8) 7 6MG 5M 2H 6 Gunnery
Heat Hawk -1 (6) 1 9+1HW --- 1H 9 MS Melee
Anti-MS Grenade -2 (5) Thrown 10BR1 1 1H 3 MS Melee

SPECIAL ABILITIES
Space Environmental Protection

SPECS
Height: 17.5 m
Standard Weight: 56.2 t
Maximum Weight: 74.5 t
Generator Output: 976 Kw
Thruster Output: 79500 kg
Armor Type: Super-hard steel alloy
First Appearance: G-0080
GUNDAM SENKI

MS-06R-1 High-Mobility Type Zaku II

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -5 (7) (3) 6 5 10

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 6 6 6 6 6 6
Kills 7 7 6 12 7 7

SHIELD
TYPE DA TYPICAL SKILL LOCATION SP KILLS SKILL
Shield +1 (8) RA 5 3 MS Melee

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (7) 1 1+1 --- RA 3 MS Fighting
Punch ±0 (7) 1 1+1 --- LA 3 MS Fighting
Kick ±0 (7) 1 2+2 --- RL 3 MS Fighting
Kick ±0 (7) 1 2+2 --- LL 3 MS Fighting
Shoulder Charge -2 (5) Sp. 7 --- LA --- MS Fighting

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
120mm Zaku MG ±0 (7) 7 6MG 20M 2H 6 Gunnery
Zaku Bazooka -1 (6) 6 11 4 2H 5 Missile
Heat Hawk -1 (6) 1 9+1HW --- 1H 9 MS Melee

SPECIAL ABILITIES
Space Environmental Protection, Ace Custom

SPECS
Height: 17.5 m
Standard Weight: 61.8 t
Maximum Weight: 76.8 t
Generator Output: 976 Kw
Thruster Output: 49800 kg
Armor Type: Super-hard steel alloy
First Appearance: MSV
GUNDAM SENKI

MS-06R-2 High-Mobility Type Zaku II (Late Production Version)

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -4 (8) (4) 6 5 11

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 6 6 6 6 6 6
Kills 7 7 6 12 7 7

SHIELD
TYPE DA TYPICAL SKILL LOCATION SP KILLS SKILL
Shield +1 (9) RA 5 3 MS Melee

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (8) 1 1+1 --- RA 3 MS Fighting
Punch ±0 (8) 1 1+1 --- LA 3 MS Fighting
Kick ±0 (8) 1 2+2 --- RL 3 MS Fighting
Kick ±0 (8) 1 2+2 --- LL 3 MS Fighting
Shoulder Charge -2 (6) Sp. 7 --- LA --- MS Fighting

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
120mm Zaku MG ±0 (8) 7 6MG 20M 2H 6 Gunnery
Zaku Bazooka -1 (7) 6 11 4 2H 5 Missile
Heat Hawk -1 (7) 1 9+1HW --- 1H 9 MS Melee

SPECIAL ABILITIES
Space Environmental Protection, Ace Custom

SPECS
Height: 17.5 m
Armor Type: Super-hard steel alloy
First Appearance: MSV
GUNDAM SENKI

MS-06RD4 High-Mobility Test-Type Zaku

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -6 (6) (2) 6 5 12

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 6 6 6 6 6 6
Kills 7 7 6 12 7 7

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (6) 1 1+1 --- RA 3 MS Fighting
Punch ±0 (6) 1 1+1 --- LA 3 MS Fighting
Kick ±0 (6) 1 2+2 --- RL 3 MS Fighting
Kick ±0 (6) 1 2+2 --- LL 3 MS Fighting
Shoulder Charge -2 (4) Sp. 6 --- LA --- MS Fighting

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
120mm Zaku MG ±0 (6) 7 6MG 20M 2H 6 Gunnery
Zaku Bazooka -1 (5) 6 11 4 2H 5 Missile
Heat Hawk -1 (5) 1 9+1HW --- 1H 9 MS Melee

SPECIAL ABILITIES
Space Environmental Protection, Ace Custom

SPECS
Height: 17.5 m
Armor Type: Super-hard steel alloy
First Appearance: 08th MS Team
GUNDAM SENKI

MS-06D Zaku Desert Type

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -6 (6) (2) 6 4 5

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 6 6 6 6 6 6
Kills 7 7 6 12 7 7

SHIELD
TYPE DA TYPICAL SKILL LOCATION SP KILLS SKILL
Shield +1 (7) RA 5 3 MS Melee

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (6) 1 1+1 --- RA 3 MS Fighting
Punch ±0 (6) 1 1+1 --- LA 3 MS Fighting
Kick ±0 (6) 1 2+2 --- RL 3 MS Fighting
Kick ±0 (6) 1 2+2 --- LL 3 MS Fighting
Shoulder Charge -2 (4) Sp. 7 --- LA --- MS Fighting
2x 40mm Vulcan ±0 (6) 3 4MG 8 H --- Gunnery

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
120mm Zaku MG ±0 (6) 7 6MG 20M 2H 6 Gunnery
Zaku Bazooka -1 (5) 6 11 4 2H 5 Missile
3-pk. Foot Missile -2 (4) 5 9 3 RL 4 Missile
3-pk. Foot Missile -2 (4) 5 9 3 LL 4 Missile
3-tube Missile Lnc. -1 (5) 5 8 2 T (Ext.) 4 Missile
3-tube Missile Lnc. -1 (5) 5 8 2 LA(Ext.) 4 Missile
Heat Hawk -1 (5) 1 9+1HW --- 1H 9 MS Melee
Cracker Pod -2 (4) Thr.5AH 6D6BR1+Flash 2 1H 0 MS Melee

SPECIAL ABILITIES
Desert/Tropical Environmental Protection

SPECS
Height: 17.5 m
Standard Weight: 61.3 t
Maximum Weight: 79.4 t
Generator Output: 976 Kw
Thruster Output: 42900 kg
Armor Type: Super-hard steel alloy
First Appearance: MSV
GUNDAM SENKI

MS-06K Zaku Cannon

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -6 (6) (2) 6 4 4

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 6 6 6 6 6 6
Kills 7 7 6 12 7 7

SHIELD
TYPE DA TYPICAL SKILL LOCATION SP KILLS SKILL
Shield +1 (7) RA 5 3 MS Melee

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (6) 1 1+1 --- RA 3 MS Fighting
Punch ±0 (6) 1 1+1 --- LA 3 MS Fighting
Kick ±0 (6) 1 2+2 --- RL 3 MS Fighting
Kick ±0 (6) 1 2+2 --- LL 3 MS Fighting
Shoulder Charge -2 (4) Sp. 7 --- LA --- MS Fighting
AP Shrapnel -2 (4) 2AH 6D6BR1 2 T 1 Gunnery
180mm Cannon +1 (7) 18 9 10 T(Ext.) 9 Gunnery
Smoke Discharger -2 (4) 4 3BR1 3 T(Ext.) 2 Missile

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Big Gun (R) -1 (5) 6 11CL2 2 T(Ext.) 5 Missile
Big Gun (L) -1 (5) 6 11CL2 2 T(Ext.) 5 Missile
120mm Zaku MG ±0 (6) 7 6MG 20M 2H 6 Gunnery

SPECIAL ABILITIES
Desert/Tropical Environmental Protection

SPECS
Height: 17.7 m
Standard Weight: 59.1 t
Maximum Weight: 83.2 t
Generator Output: 976 Kw
Thruster Output: 41000 kg
Armor Type: Super-hard steel alloy
First Appearance: MSV
GUNDAM SENKI

MS-06V Zaku Tank

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS Driving -8 (4) (0) 6 3 ---

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LTread LA H T RA RTread
SP 5 6 6 6 6 5
Kills 5 7 6 12 7 5

SHIELD
TYPE DA TYPICAL SKILL LOCATION SP KILLS SKILL
Right Shield +1 (5) RA 5 3 MS Melee
Left Shield +1 (5) LA 5 3 MS Melee

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (4) 1 1+1 --- RA 3 MS Fighting
Punch ±0 (4) 1 1+1 --- LA 3 MS Fighting
AP Shrapnel -2 (2) 2AH 6D6BR1 2 T 1 Gunnery
3bbl Machine Gun +1 (5) 10AH 6D6MG 20 T(Ext.) 1 Heavy Weapons

SPECIAL ABILITIES
none

SPECS
First Appearance: MSV
GUNDAM SENKI

MS-06E Zaku Reconnaissance Type

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -6 (6) (2) 6 5 8

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 6 6 6 6 6 6
Kills 7 7 6 12 7 7

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (6) 1 1+1 --- RA 3 MS Fighting
Punch ±0 (6) 1 1+1 --- LA 3 MS Fighting
Kick ±0 (6) 1 2+2 --- RL 3 MS Fighting
Kick ±0 (6) 1 2+2 --- LL 3 MS Fighting

SPECIAL ABILITIES
Space Environmental Protection

SPECS
Height: 17.5 m
Standard Weight: Unknown
Generator Output: Unknown
Armor Type: Super-hard steel alloy
First Appearance: MSV
GUNDAM SENKI

MS-06E3 Zaku Flipper

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -6 (6) (2) 6 5 12

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 6 6 6 6 6 6
Kills 7 7 6 12 7 7

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (6) 1 1+1 --- RA 3 MS Fighting
Punch ±0 (6) 1 1+1 --- LA 3 MS Fighting
Kick ±0 (6) 1 2+2 --- RL 3 MS Fighting
Kick ±0 (6) 1 2+2 --- LL 3 MS Fighting

SPECIAL ABILITIES
Space Environmental Protection

SPECS
Height: 16.7 m
Standard Weight: Unknown
Generator Output: Unknown
Armor Type: Super-hard steel alloy
First Appearance: MSV
GUNDAM SENKI

RGM-79 GM

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -5 (7) (3) 7 5 10

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 7 7 7 7 7 7
Kills 7 7 6 12 7 7

SHIELD
TYPE DA TYPICAL SKILL LOCATION SP KILLS SKILL
Gundam Shield +3 (10) 1H 7L 5 MS Melee

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (7) 1 1+2 --- RA 3 MS Fighting
Punch ±0 (7) 1 1+2 --- LA 3 MS Fighting
Kick ±0 (7) 1 2+3 --- RL 3 MS Fighting
Kick ±0 (7) 1 2+3 --- LL 3 MS Fighting
2x 60mm Vulcan ±0 (7) 3 5MG 5 H 5 Gunnery
Beam Saber +1 (8) 1 12EM --- 2H 2 MS Melee

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Beam Spray Gun +1 (8) 7 12 20EC 1H 6 Gunnery
Hyper Bazooka ±0 (7) 6 13 5 1H 6 Missile
90mm MG +1 (8) 7 5MG 8M 1H 5 Gunnery
Shield (thrown) -2 (5) 2 4+2 1 1H 4 MS Melee

SPECIAL ABILITIES
Space Environmental Protection, Desert/Tropical Environmental Protection

SPECS
Height: 18 m
Standard Weight: 41.2 t
Maximum Weight: 58.8 t
Generator Output: 1250 Kw
Thruster Output: 55500 kg
Armor Type: Titanium alloy
First Appearance: TV

After the Jaburo software upgrade after the Odessa Operation, the GM's MV improves to -4. To represent the early-type RGM-79(E),
use these stats and equip it with the 90mm machine gun.
GUNDAM SENKI

RGM-79(G) First Production Type GM (Ground Type)

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -6 (6) (2) 7 5 8

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 10L 10L 10L 10L 10L 10L
Kills 7 7 6 12 7 7

SHIELD
TYPE DA TYPICAL SKILL LOCATION SP KILLS SKILL
Ground-Combat Shield +2 (6) LA 6L 4 MS Melee

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (6) 1 1+2 --- RA 3 MS Fighting
Punch ±0 (6) 1 1+2 --- LA 3 MS Fighting
Kick ±0 (6) 1 2+3 --- RL 3 MS Fighting
Kick ±0 (6) 1 2+3 --- LL 3 MS Fighting
Beam Saber +1 (7) 1 12EM --- 2H 2 MS Melee
Beam Saber +1 (7) 1 12EM --- 2H 2 MS Melee

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
100mm MG ±0 (6) 8 5MG 10M 2H 5 Gunnery
Missile Launcher -2 (4) 7 15 6 2H 7 Missile
180mm Cannon +2 (8) 18 10 10M 2H 10 Gunnery
Long Beam Rifle +3 (9) 34 21 --- 2H 9 Gunnery
Ground-use Bazooka -1 (5) 5 13 7M 1H 6 Missile
Netgun -2 (4) 3 SP. BR1 1 2H 3 Missile
Ground-use Shield ±0 (6) 1 8+2 --- 1H 4 MS Melee

SPECIAL ABILITIES
Desert/Tropical Environmental Protection

SPECS
Height: 18 m
Standard Weight: 53.8 t
Maximum Weight: 66 t
Generator Output: 1150 Kw
Thruster Output: 49000 kg
Armor Type: Luna Titanium
First Appearance: 08th MS Team

Unit equipped with the long beam rifle is known as “GM Sniper”.

Like the RX-79(G) Ground-type Gundam, this unit had several field modifications near the end of the One-Year War. In the latter part of
December, generator replacement and OS upgrades improved its performance. With those upgrades, it became able to use beam
rifles like the RX-79(G) and its MV improved to -5.

The long beam rifle uses an external generator. If attempting to move while carrying the generator, apply a penalty of -2 to the unit's
MV (total of -8). If necessary, the rifle may be fired without the generator, though it requires five rounds to recharge before it can be
fired again.
GUNDAM SENKI

RGM-79G/GS GM Command

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -4 (8) (4) 8 6 12

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 5 5 5 5 5 5
Kills 7 7 6 12 7 7

SHIELD
TYPE DA TYPICAL SKILL LOCATION SP KILLS SKILL
Custom Shield +3 (11) 1H 4 4 MS Melee

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (8) 1 1+2 --- RA 3 MS Fighting
Punch ±0 (8) 1 1+2 --- LA 3 MS Fighting
Kick ±0 (8) 1 2+3 --- RL 3 MS Fighting
Kick ±0 (8) 1 2+3 --- LL 3 MS Fighting
2x 60mm Vulcan ±0 (8) 3 5MG 5 H 5 Gunnery
Beam Saber +1 (9) 1 12EM --- 2H 2 MS Melee
Beam Saber +1 (9) 1 12EM --- 2H 2 MS Melee

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
90mm MG +1 (9) 7 5MG 8M 1H 5 Gunnery
Custom Beam Gun +1 (9) 7 13 20EC 1H 6 Gunnery

SPECIAL ABILITIES
Space Environmental Protection

SPECS
G
Height: 18 m
Standard Weight: 43.5 t
Maximum Weight: 56.4 t
Generator Output: 1390 Kw
Thruster Output: 67000 kg
Armor Type: Titanium alloy
First Appearance: G-0080

GS
Height: 18 m
Standard Weight: 44.6 t
Maximum Weight: 76.5 t
Generator Output: 1390 Kw
Thruster Output: 74000 kg
Armor Type: Titanium alloy
First Appearance: G-0080

Equipped with an RX-series generator, these units are capable of equipping their dedicated beam gun. However, the G-types used in
colony defense are equipped with the 90mm machine gun to avoid damaging the colony walls. The space-use GS type equips a large
backpack to increase its cruising range.
GUNDAM SENKI

TGM-79 GM Trainer

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -4 (8) (4) 7 5 10

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 5 5 5 5 5 5
Kills 7 7 6 12 7 7

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (8) 1 1+2 --- RA 3 MS Fighting
Punch ±0 (8) 1 1+2 --- LA 3 MS Fighting
Kick ±0 (8) 1 2+3 --- RL 3 MS Fighting
Kick ±0 (8) 1 2+3 --- LL 3 MS Fighting
2x 60mm Vulcan ±0 (8) 3 5MG 5 H 5 Gunnery
Beam Saber +1 (9) 1 12EM --- 2H 2 MS Melee

SPECIAL ABILITIES
Space Environmental Protection, Desert/Tropical Environmental Protection

SPECS
Height: 18 m
Standard Weight: 41.2 t
Maximum Weight: 58.8 t
Generator Output: 1250 Kw
Thruster Output: 55500 kg
Armor Type: Titanium alloy
First Appearance: MSV

Cockpit contains a secondary seat for pilot training purposes. Possesses movement capabilities similar to the standard GM, but
because its armor is much lighter, outside of training, it is only suited for common duties.
GUNDAM SENKI

RGM-79D GM Cold Districts Type

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -5 (7) (3) 7 5 10

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 7 7 7 7 7 7
Kills 7 7 6 12 7 7

SHIELD
TYPE DA TYPICAL SKILL LOCATION SP KILLS SKILL
Gundam Shield +3 (10) 1H 7L 5 MS Melee

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (7) 1 1+2 --- RA 3 MS Fighting
Punch ±0 (7) 1 1+2 --- LA 3 MS Fighting
Kick ±0 (7) 1 2+3 --- RL 3 MS Fighting
Kick ±0 (7) 1 2+3 --- LL 3 MS Fighting
2x 60mm Vulcan ±0 (7) 3 5MG 5 H 5 Gunnery
Beam Saber +1 (8) 1 12EM --- 2H 2 MS Melee

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
CDT 90mm MG +1 (8) 7 5MG 10M 2H 5 Gunnery
Shield (thrown) -2 (5) 2 4+2 1 1H 4 MS Melee

SPECIAL ABILITIES
Arctic Environmental Protection, Desert/Tropical Environmental Protection

SPECS
Height: 18 m
Standard Weight: 44.7 t
Maximum Weight: 58.7 t
Generator Output: 1250 Kw
Thruster Output: 60000 kg
Armor Type: Titanium alloy
First Appearance: G-0080
GUNDAM SENKI

RGM-79L GM Light Armor

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -3 (9) (5) 7 6 12

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 4 4 4 4 4 4
Kills 7 7 6 12 7 7

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (9) 1 1+2 --- RA 3 MS Fighting
Punch ±0 (9) 1 1+2 --- LA 3 MS Fighting
Kick ±0 (9) 1 2+3 --- RL 3 MS Fighting
Kick ±0 (9) 1 2+3 --- LL 3 MS Fighting
2x 60mm Vulcan ±0 (9) 3 5MG 5 H 5 Gunnery
Beam Saber +1 (10) 1 12EM --- 2H 2 MS Melee

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Custom Beam Rifle +2 (11) 14 14 15EC 1H 7 Gunnery

SPECIAL ABILITIES
Space Environmental Protection, Desert/Tropical Environmental Protection, Ace Custom

SPECS
Height: 18 m
Armor Type: Titanium alloy
First Appearance: MSV

Like the standard GM, it can equip equipment like bazookas or shields, though it MV drops to -4 when so doing.
GUNDAM SENKI

RGM-79SC GM Sniper Custom

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -4 (8) (4) 7 5 11

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 8 8 8 8 8 8
Kills 7 7 6 12 7 7

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (8) 1 1+2 --- RA 3 MS Fighting
Punch ±0 (8) 1 1+2 --- LA 3 MS Fighting
Kick ±0 (8) 1 2+3 --- RL 3 MS Fighting
Kick ±0 (8) 1 2+3 --- LL 3 MS Fighting
2x 60mm Vulcan ±0 (8) 3 5MG 5 H 5 Gunnery
Fixed Beam Saber +1 (9) 1 12EM --- RA 2 MS Melee

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Sniper Beam Rifle +2 (10) 24 17 10EC 2H 8 Gunnery
Beam Spray Gun +1 (9) 7 12 20EC 1H 6 Gunnery
Hyper Bazooka ±0 (8) 6 13 5 1H 6 Missile

SPECIAL ABILITIES
Space Environmental Protection, Desert/Tropical Environmental Protection, Ace Custom

SPECS
Height: 18 m
Standard Weight: 44.2 t
Armor Type: Titanium alloy
First Appearance: MSV

Has a mount for its bazooka on its back, and an external holster for its beam spray gun on its left leg.
GUNDAM SENKI

RGM-79SP GM Sniper II

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -4 (8) (4) 8 6 13

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 5 5 5 5 5 5
Kills 7 7 6 12 7 7

SHIELD
TYPE DA TYPICAL SKILL LOCATION SP KILLS SKILL
Custom Shield +3 (11) 1H 5 5 MS Melee

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (8) 1 1+2 --- RA 3 MS Fighting
Punch ±0 (8) 1 1+2 --- LA 3 MS Fighting
Kick ±0 (8) 1 2+3 --- RL 3 MS Fighting
Kick ±0 (8) 1 2+3 --- LL 3 MS Fighting
Beam Saber +1 (9) 1 12EM --- 2H 2 MS Melee
Beam Saber +1 (9) 1 12EM --- 2H 2 MS Melee

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Sniper Beam Rifle +2 (10) 24 17 10EC 2H 8 Gunnery
90mm MG +1 (9) 7 5MG 8M 1H 5 Gunnery
Custom Beam Rifle +1 (9) 7 13 20EC 1H 6 Gunnery

SPECIAL ABILITIES
Space Environmental Protection

SPECS
Height: 18 m
Standard Weight: 45.0 t
Maximum Weight: 61.0 t
Generator Output: 1390 Kw
Thruster Output: 102000 kg
Armor Type: Titanium-ceramic composite
First Appearance: G-0080
GUNDAM SENKI

RGC-80 GM Cannon

TYPE SKILL MV TYPICAL PILOT INITIATIVE POWER MA THRUSTER MA


MS MS Pilot -4 (8) (4) 6 5 10

SERVOS & ARMOR


2D6 2-4 5 6 7-8 9 10-12
Servo LL LA H T RA RL
SP 7 7 7 7 7 7
Kills 7 7 6 12 7 7

STANDARD WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Punch ±0 (8) 1 1+2 --- RA 3 MS Fighting
Punch ±0 (8) 1 1+2 --- LA 3 MS Fighting
Kick ±0 (8) 1 2+3 --- RL 3 MS Fighting
Kick ±0 (8) 1 2+3 --- LL 3 MS Fighting
2x 60mm Vulcan ±0 (8) 3 5MG 5 H 5 Gunnery
Rocket Cannon +1 (9) 16 13 5M T 6 Missile

OPTIONAL WEAPONS
TYPE WA TYPICAL SKILL RANGE DAMAGE SHOTS LOCATION KILLS SKILL
Beam Spray Gun +1 (9) 7 12 20EC 1H 6 Gunnery

SPECIAL ABILITIES
Space Environmental Protection, Desert/Tropical Environmental Protection

SPECS
Height: 18 m
Standard Weight: 49.9 t
Maximum Weight: 65.3 t
Generator Output: 1250 Kw
Thruster Output: 63500 kg
Armor Type: Titanium alloy
First Appearance: MSV

Normally carries two magazines for its rocket cannon on its rear skirt.
GUNDAM SENKI

Mobile Suit Special Rules

POWER RANK

Power Rank determines the amount of additional damage done by physical melee attacks by the MS.

POWER RANK PUNCH/CLAW/HAND WEAPON KICK


20 +6 +9
19 +6 +9
18 +5 +8
17 +5 +8
16 +5 +7
15 +4 +7
14 +4 +6
13 +4 +6
12 +3 +5
11 +3 +5
10 +3 +4
9 +2 +4
8 +2 +3
7 +2 +3
6 +1 +2
5 +1 +2
4 +1 +1
3 +0 +1
2 +0 +0
1 +0 +0

OVERLY FAST MECHA

Mobile Suits with Magnet Coating or other ways of maneuvering quickly require such delicate control that ordinary pilots cannot handle them. For
mecha with MV of -3 or worse, no penalty is applied. For those with MW -2 or better, the pliot's Reflex + appropriate Piloting Skill + Newtype Points
must equal a target number, or the pilot receives a -4 penalty to all actions within the suit.

MS MV REFLEX+SKILL+N-POINTS
-2 15
-1 20
+0 25
GUNDAM SENKI
FEDERATION PC SKILL TEMPLATES

These templates give examples of how to create several different types of characters. To create a character quickly, choose one type from the list and
simply determine attributes.

The usual group (not exceeding a “shoutai” (platoon) level) is comprised of 3-6 MS pilots and their machines. For the platoon commander, the PC
should choose either the Veteran “Squad Leader” or the Rookie “Officer Cadet” template.

For Veterans, roll 3D6 to determine their Kill Score to date (how many MS they've shot down). If you'd like them to have sunk a warship, each warship
sunk takes five points of your Kill Score. In any case, a Kill Score of five or more units destroyed gains the character the reputation as an Ace.

TEMPLATE LIST

Veteran: Squad Leader


--The PC group's commander. A long-serving elite officer. Rank: Chuui (Lieutenant j.g.)

Veteran: Instructor
--A veteran who worked his way up the ranks. The group's senior NCO, in charge of training new recruits.

Veteran: Attacker
--An advanced soldier. Has expert training not just in MS combat, but in personal combat as well. Rank: Souchou (Chief Petty Officer)

Veteran: Mechaman
--Former test pilot who took part in MS development. Rank: Souchou (Chief Petty Officer)

Veteran: Covert Ops


--A covert operative who not only engages in MS combat, but also intelligence gathering and subversive activities behind enemy lines. Rank: Souchou
(Chief Petty Officer)

Veteran: Fighter/Tank Ace


--From the very beginning of the war, this long-serving warrior has fought long and hard using inadequate old-style weapons. Rank: Chuui (Lieutenant
j.g.)

Rookie: Officer Cadet


--An elite who graduated with honors from the military academy. Rank: Shoui (Ensign)

Rookie: Pilot Trainee


--Novice pilot who just graduated from flight school. Rank: Gochou (Petty Officer Third Class)

Rookie: Mobilized Student


--To make up for a shortfall in military personnel, child soldiers are thrown into piloting and technology training Sparta-style. Rank: Gochou (Petty Officer
Third Class)

Civilian: Partisan Guerrilla


--Whether because of strife with Zeon forces or friendship with Federation soldiers, these boys and girls have taken up arms of their own volition. Rank:
None

Civilian: Engineering Officer


--A genius engineer involved in the MS development project, or a capable technician serving on the front line. Rank: Gijutsu Shoui (Tech Ensign)

Civilian: Newtype
--Boys and girls led by adverse fate, forced into combat without any training whatsoever. Rank: None

Veteran: Squad Leader


--The PC group's commander. A long-serving elite officer. Rank: Chuui (Lieutenant j.g.)

Mecha Combat Skills (25 points) Willpower-based:


--MS Pilot 3 --Interrogation 2
--MS Fighting 3 --Persuasion & Fast Talk 2
--MS Melee 3 --Oratory 2
--Gunnery 5 or 3
--Missile 3 or 5 Empathy-based:
--Tactics 5 --Social 2
--Leadership 3 --Human Perception 2

Career Skills (30 points) Technical-based:


Reflex-based: --Communications/Sensors 2
--Dodge & Escape 3
--Martial Arts 2 Intelligence-based:
--Handgun 2 --Strategy 2
--Zero-G 3 --Awareness/Notice 5
--Driving 1

The remaining 5 points may be used for any skill.


Veteran: Instructor
--A veteran who worked his way up the ranks. The group's senior NCO, in charge of training new recruits.

Mecha Combat Skills (20 points) Willpower-based:


--MS Pilot 3 --Intimidation 3
--MS Fighting 3 --Interrogation 2
--MS Melee 3
--Gunnery 5 or 3 Technical-based:
--Missile 3 or 5 --Jury Rig 2
--Tactics 3 --First Aid 2
--Communications/Sensors 2
Career Skills (35 points) --Demolitions 2
Reflex-based:
--Dodge & Escape 3 Intelligence-based:
--Martial Arts 2 --Teaching 4
--Handgun 2 --Awareness/Notice 3
--Rifle 2
--Athletics 2
--Zero-G 3
--Driving 1

The remaining 5 points may be used for any skill.

Veteran: Attacker
--An advanced soldier. Has expert training not just in MS combat, but in personal combat as well. Rank: Souchou (Chief Petty Officer)

Mecha Combat Skills (20 points) Technical-based:


--MS Pilot 3 --Communications/Sensors 2
--MS Fighting 3 --Demolitions 2
--MS Melee 3
--Gunnery 5 or 3 Intelligence-based:
--Missile 3 or 5 --Survival 2
--Tactics 3 --Awareness/Notice 2
--Shadowing/Avoid Pursuit 2
Career Skills (35 points)
Reflex-based:
--Dodge & Escape 4
--Martial Arts 2
--Blade 2
--Handgun 2
--Automatic Weapon 3
--Heavy Weapons 3
--Athletics 2
--Stealth 3
--Zero-G 3
--Driving 1

The remaining 5 points may be used for any skill.

Veteran: Mechaman
--Former test pilot who took part in MS development. Rank: Souchou (Chief Petty Officer)

Mecha Combat Skills (20 points) --Driving 1


--MS Pilot 3
--MS Fighting 3 Technical-based:
--MS Melee 3 --Jury Rig 3
--Gunnery 5 or 3 --Tech 3
--Missile 3 or 5 --Basic Repair 2
--Tactics 3 --Design 3
--Communications/Sensors 3
Career Skills (35 points) --Demolitions 3
Reflex-based:
--Dodge & Escape 3 Intelligence-based:
--Martial Arts 1 --Awareness/Notice 3
--Handgun 1 --Hacking 3
--Zero-G 3 --Programming 3

The remaining 5 points may be used for any skill.


Veteran: Covert Ops
--A covert operative who not only engages in MS combat, but also intelligence gathering and subversive activities behind enemy lines. Rank: Souchou
(Chief Petty Officer)

Mecha Combat Skills (20 points) --Persuasion & Fast Talk 2


--MS Pilot 3
--MS Fighting 3 Empathy-based:
--MS Melee 3 Human Perception 1
--Gunnery 5 or 3
--Missile 3 or 5 Technical-based:
--Tactics 3 --Pick Locks 1
--Forgery 1
Career Skills (35 points) --Photography 1
Reflex-based: --Pick Pockets 1
--Dodge & Escape 2 --Communications/Sensors 3
--Martial Arts 2 --Demolitions 1
--Handgun 2
--Stealth 1 Intelligence-based:
--Zero-G 3 --Survival 1
--Driving 1 --Awareness/Notice 3
--Hacking 1
Willpower-based: --Shadowing/Avoid Pursuit 1
--Streetwise 3 --Programming 1
--Interrogation 2 --Disguise 1

The remaining 5 points may be used for any skill.

Veteran: Fighter/Tank Ace


--From the very beginning of the war, this long-serving warrior has fought long and hard using inadequate old-style weapons. Rank: Chuui (Lieutenant
j.g.)

Mecha Combat Skills (20 points) Willpower-based:


--Aircraft/Shuttle Pilot --Leadership 2
or Driving
or Watercraft Pilot 5 Technical-based:
--Gunnery 5 --Jury Rig 2
--Missile 5 --Photography 2
--Tactics 5 --Communications/Sensors 3

Career Skills (35 points) Body-based:


Reflex-based: --Endurance 3
--Dodge & Escape 2
--Martial Arts 2 Intelligence-based:
--Handgun 2 --Survival 2
--Automatic Weapon 3 --Strategy 2
--Heavy Weapons 2 --Awareness/Notice 5
--Zero-G 3

The remaining 5 points may be used for any skill.

Rookie: Officer Cadet


--An elite who graduated with honors from the military academy. Rank: Shoui (Ensign)

Mecha Combat Skills (15 points) Willpower-based:


--MS Pilot 3 --Leadership 1
--MS Fighting 2 --Oratory 1
--MS Melee 2
--Gunnery 3 Empathy-based:
--Missile 2 --Social 2
--Tactics 3
Technical-based:
Career Skills (10 points) --Communications/Sensors 1
Reflex-based:
--Zero-G 3 Intelligence-based:
--Driving 1 --Strategy 1

The remaining 5 points may be used for any skill.


Rookie: Pilot Trainee
--Novice pilot who just graduated from flight school. Rank: Gochou (Petty Officer Third Class)

Mecha Combat Skills (15 points) Willpower-based:


--MS Pilot 3 --Persuasion & Fast Talk 1
--MS Fighting 2
--MS Melee 2 Technical-based:
--Gunnery 3 --Communications/Sensors 1
--Missile 2
--Tactics 3 Intelligence-based:
--Awareness/Notice 2
Career Skills (10 points)
Reflex-based:
--Dodge & Escape 2
--Zero-G 3
--Driving 1

The remaining 5 points may be used for any skill.


Rookie: Mobilized Student
--To make up for a shortfall in military personnel, child soldiers are thrown into piloting and technology training Sparta-style. Rank: Gochou (Petty Officer
Third Class)

Mecha Combat Skills (15 points) Reflex-based:


--MS Pilot 3 --Zero-G 3
--MS Fighting 2 --Driving 1
--MS Melee 2
--Gunnery 3 Willpower-based:
--Missile 2 --Persuasion & Fast Talk 1
--Tactics 3
Technical-based:
Career Skills (6 points) --Communications/Sensors 1

Pre-Conscription Skills (4 points) (Choose one)


Normal Student: Gun Maniac:
--Fashion 1 --Handgun 2
--Personal Grooming 1 --Rifle 2
--Interview 1
--Athletics 1 Car Maniac:
--Driving +2
Class Representative: --Basic Repair 2
--Leadership 1
--Persuasion & Fast Talk +2 Hacker:
--Oratory 1 --Hacking 2
--Programming 2
Juvenile Delinquent:
--Martial Arts 2 Fisherman:
--Intimidation 1 --Watercraft Pilot 2
--Streetwise 1 --Survival 2

Aspiring Doctor: Farmer:


--First Aid 3 --Survival 4
--Medicine 1
Playboy/Playgirl:
Aspiring Artist: --Fashion 1
--Paint 4 --Seduction 2
--Gamble 1
Aspiring Actor/Actress:
--Acting 2 Homeless:
--Sing 2 --Streetwise 1
--Shadowing/Avoid Pursuit 1
Aspiring Writer: --Stealth 1
--Write 4
Militia:
Martial Artist: --Streetwise 1
--Martial Arts 4 --Survival 3
or Blade 4
Child of a Rich Family:
Athlete: --Social 2
--Athletics 4 --Spacecraft Pilot
or Aircraft/Shuttle Pilot
Musician: or Watercraft Pilot 2
--Play Instrument 2
--Sing 2

Mecha Maniac:
--Basic Repair 2
--Jury Rig 2

The remaining 5 points may be used for any skill.


Civilian: Partisan Guerrilla
--Whether because of strife with Zeon forces or friendship with Federation soldiers, these boys and girls have taken up arms of their own volition. Rank:
None

Mecha Combat Skills (0 points)

Career Skills (25 points)


Reflex-based: Technical-based:
--Dodge & Escape 2 --Basic Repair 2
--Rifle 1 --Jury Rig 2
--Athletics 2 --Communications/Sensors 1
--Stealth 2 --Demolitions 2
--Driving 1
Intelligence-based:
Willpower-based: --Survival 2
--Streetwise 2 --Awareness/Notice 2
--Shadowing/Avoid Pursuit 2
--Tactics 2

The remaining 5 points may be used for any skill.

Note: These characters are Earth-born partisans with no formal military training. For space-based scenarios, be sure to put at least 3 levels into Zero-
G (unless you want to roleplay an Earthnoid being tossed helplessly about the ship in weightless conditions).

Civilian: Engineering Officer


--A genius engineer involved in the MS development project, or a capable technician serving on the front line. Rank: Gijutsu Shoui (Tech Ensign)*

Mecha Combat Skills (0 points)

Career Skills (25 points)


Reflex-based: Intelligence-based:
--Driving 1 --Programming 2
--Zero-G 3

Technical-based:
--Basic Repair 3
--Jury Rig 3
--Tech 7
--Design 4

The remaining 5 points may be used for any skill.

*If you take at least 3 levels of Leadership your rank will be Gijutsu Chuui (Tech Lt. j.g.)
Civilian: Newtype
--Boys and girls led by adverse fate, forced into combat without any training whatsoever. Rank: None

Mecha Combat Skills (0 points)

Career Skills (4 points)


Reflex-based:
--Zero-G 3
--Driving 1

Pre-Conscription Skills (16 points)


Normal Student: Mecha Maniac:
--Fashion 1 --Basic Repair 2
--Personal Grooming 1 --Jury Rig 2
--Interview 1
--Athletics 1 Gun Maniac:
--Handgun 2
Class Representative: --Rifle 2
--Leadership 1
--Persuasion & Fast Talk +2 Car Maniac:
--Oratory 1 --Driving +2
--Basic Repair 2
Juvenile Delinquent:
--Martial Arts 2 Hacker:
--Intimidation 1 --Hacking 2
--Streetwise 1 --Programming 2

Aspiring Doctor: Fisherman:


--First Aid 3 --Watercraft Pilot 2
--Medicine 1 --Survival 2

Aspiring Artist: Farmer:


--Paint 4 --Survival 4

Aspiring Actor/Actress: Playboy/Playgirl:


--Acting 2 --Fashion 1
--Sing 2 --Seduction 2
--Gamble 1
Aspiring Writer:
--Write 4 Homeless:
--Streetwise 1
Martial Artist: --Shadowing/Avoid Pursuit 1
--Martial Arts 4 --Stealth 1
or Blade 4
Militia:
Athlete: --Streetwise 1
--Athletics 4 --Survival 3

Musician: Child of a Rich Family:


--Play Instrument 2 --Social 2
--Sing 2 --Spacecraft Pilot
or Aircraft/Shuttle Pilot
or Watercraft Pilot 2

From the above list choose 4 items. Keep in mind that Level 6 and above for each skill costs double, and that Driving, Spacecraft Pilot, Aircraft/Shuttle
Pilot, and Watercraft Pilot may not exceed Level 3. If any of these skill exceed that level, you may use the remaining points to purchase other skills.

The remaining 10 points may be used for any skill.


EQUIPMENT

All characters begin with the following equipment:

Military handgun (WA +1, Range 3/20, Damage 2D6, Shots: 15, Concealment: J, Skill: Handgun)
Federation uniform and rank insignia
Pilot-use normal suit (SP: 5)
Handgun spare magazine x2
Stereo camera
Mobile Suit piloting manual
Field rations and portable stove (2-week supply)
Compressed-air lift jet or round mover (MA: 50 {MS MA: 5})
In addition, characters may have writing implements, a watch, and similar items a normal soldier would have. They will have 50000¥ in Federation
currency or gold.

ADDITIONAL EQUIPMENT

Some PCs will have additional equipment:

Veteran: Squad Leader:


Expense funds (in precious metals , Federation-issue currency, military scrip, etc., worth about 10,000,000 modern-day Japanese yen, for use in local
procurement of supplies, bribes, etc.)
Duty log

Veteran: Instructor:
Training log
Combat knife (WA ±0, Range 1, Damage 1D6+ {AP}, Concealment: J, Skill: Blade)

Veteran: Attacker:
Combat knife (WA ±0, Range 1, Damage 1D6+ {AP}, Concealment: J, Skill: Blade)
Assault rifle (WA ±0, Range 5/80, Damage 4D6/4D6MG, Shots: 30, Concealment: N, Skill: Rifle {single-shot}, Automatic Weapon {rapid-fire})
or
Recoilless rifle (WA ±0, Range 5/60, Damage 4D6/4D6MG, Shots: 30, Concealment: N, Skill: Rifle {single-shot}, Automatic Weapon {rapid-fire})
4x Hand grenade ( WA ±0, Range: Thrown, Damage 5D6BR1, Shots: 1, Concealment: P, Skill: Athletics)
2x Rifle clips

Veteran: Mechaman:
Tool box
Data collector
Bomb checker
Cutting torch

Veteran: Covert Ops:


Tiny bomb in molar and detonator (Damage: 4D6 hits, Difficulty to find: 25)
Anti-MS bomb with timed fuse (Damage: 5K)
Data collector

MAINTENANCE STAFF

If the referee desires, he can include NPC maintenance staff of a number equal to 1-2 times the number of PCs. Their stats are as follows:

Willpower 5 Appearance 5 Body 5


Movement 5 Empathy 5 Intelligence 5
Luck 0 Technical 8 Reflex 5

SKILLS:
Jury Rig 4 Communications/Sensors 2
First Aid 2 Demolitions 4
Tech 4 Programming 4
Basic Repair 4 Zero-G 3
Design 3

If maintenance staff accompany the group, they will have maintenance vehicles as well. The stats are identical to the infantry fighting vehicle on p. 306,
except including a crane capable of lifting (number of squad members x10) Kills of maintenance material. If economizing material use (1 Kill of material
to repair 2 points of damage), the required time for repairs is doubled. Jury Rig does not require material expenditure.
GUNDAM SENKI
ZEON PC SKILL TEMPLATES

These templates give examples of how to create several different types of characters. To create a character quickly, choose one type from the list and
simply determine attributes.

The usual group (not exceeding a “shoutai” (platoon) level) is comprised of 3-6 MS pilots and their machines. For the platoon commander, the PC
should choose either the Veteran “Squad Leader” or the Rookie “Officer Cadet” template.

For Veterans, roll 3D6 to determine their Kill Score to date (how many MS they've shot down). If you'd like them to have sunk a warship, each warship
sunk takes five points of your Kill Score. In any case, a Kill Score of five or more units destroyed gains the character the reputation as an Ace.

TEMPLATE LIST

Veteran: Squad Leader


--The PC group's commander. A long-serving elite officer. Rank: Chuui (Lieutenant j.g.)

Veteran: Instructor
--A veteran who worked his way up the ranks. The group's senior NCO, in charge of training new recruits.

Veteran: Attacker
--An advanced soldier. Has expert training not just in MS combat, but in personal combat as well. Rank: Souchou (Chief Petty Officer)

Veteran: Mechaman
--Former test pilot who took part in MS development. Possibly a veteran soldier who's become a master of maintenance due to supply shortages at the
front line. Rank: Souchou (Chief Petty Officer)

Veteran: Covert Ops


--A covert operative who not only engages in MS combat, but also intelligence gathering and subversive activities behind enemy lines. Rank: Souchou
(Chief Petty Officer)

Veteran: Fighter/Tank MA Ace


--At the height of Zeon's MS prosperity, this strong warrior fought with old-style weaponry. May have been chosen as a MA test pilot. Rank: Shoui
(Ensign)

Veteran: Zabi Party Member


--Fanatical Zabi faction who holds dear the great cause of the Principality of Zeon (or someone in the Zabi family). Rank: Shoui (Ensign)

Veteran: Mistress/Lover
--A civilian in military employ who accompanies their Zeon Military husband/wife/lover to serve on the battlefield. Rank: None

Rookie: Officer Cadet


--An elite who graduated with honors from the military academy. Rank: Shoui (Ensign)

Rookie: Pilot Trainee


--Novice pilot who just graduated from flight school. Rank: Gochou (Petty Officer Third Class)

Rookie: Mobilized Student


--To make up for a shortfall in military personnel, child soldiers are thrown into piloting and technology training Sparta-style. Rank: Gochou (Petty Officer
Third Class)

Rookie: Zabi Jugend


--Trained in ideology since childhood, this young man has grown into an ardent admirer of the Zebi family. Rank: Jun'i (Warrant Officer)

Rookie: Civilian in Military Employ


--Thanks to having militarily influential relatives/lover, you receive certain privileges in military service. Rank: None

Civilian: Flanagan Children


--Child soldier trained by the Flanagan Institute after Newtype potential was noticed. Rank: None (treat as civilian in military employ)

Civilian: Local Draftee


--Whether because of hatred of the Federation or friendship with a Zeon soldier, this youth has taken up arms of his own volition. Rank: None
Veteran: Squad Leader
--The PC group's commander. A long-serving elite officer. Rank: Chuui (Lieutenant j.g.)

Mecha Combat Skills (30 points) Willpower-based:


--MS Pilot 6 --Interrogation 2
--MS Fighting 3* --Persuasion & Fast Talk 2
--MS Melee 4* --Oratory 2
--Gunnery 5*
--Missile 3* Empathy-based:
--Tactics 5 --Social 2
--Leadership 3 --Human Perception 2
*These skill levels (5, 4, 3, 3) may be arranged however you wish.
Technical-based:
Career Skills (25 points) --Communications/Sensors 1
Reflex-based:
--Dodge & Escape 1 Intelligence-based:
--Martial Arts 2 --Strategy 2
--Handgun 2 --Awareness/Notice 3
--Zero-G 3
--Driving 1

The remaining 5 points may be used for any skill.

Veteran: Instructor
--A veteran who worked his way up the ranks. The group's senior NCO, in charge of training new recruits.

Mecha Combat Skills (25 points) Willpower-based:


--MS Pilot 6 --Intimidation 3
--MS Fighting 3* --Interrogation 2
--MS Melee 4*
--Gunnery 5* Technical-based:
--Missile 3* --Jury Rig 2
--Tactics 3 --First Aid 2
*These skill levels (5, 4, 3, 3) may be arranged however you wish. --Communications/Sensors 2
--Demolitions 2
Career Skills (30 points)
Reflex-based: Intelligence-based:
--Dodge & Escape 2 --Teaching 3
--Martial Arts 2 --Awareness/Notice 2
--Handgun 2
--Rifle 2
--Zero-G 3
--Driving 1

The remaining 5 points may be used for any skill.

Veteran: Attacker
--An advanced soldier. Has expert training not just in MS combat, but in personal combat as well. Rank: Souchou (Chief Petty Officer)

Mecha Combat Skills (25 points) Technical-based:


--MS Pilot 6 --Communications/Sensors 2
--MS Fighting 3* --Demolitions 2
--MS Melee 4*
--Gunnery 5* Intelligence-based:
--Missile 3* --Survival 1
--Tactics 3 --Awareness/Notice 2
*These skill levels (5, 4, 3, 3) may be arranged however you wish. --Shadowing/Avoid Pursuit 2

Career Skills (30 points)


Reflex-based:
--Dodge & Escape 3
--Martial Arts 2
--Blade 2
--Handgun 2
--Automatic Weapon 2
--Heavy Weapons 2
--Athletics 2
--Stealth 2
--Zero-G 3
--Driving 1

The remaining 5 points may be used for any skill.


Veteran: Mechaman
--Former test pilot who took part in MS development. Possibly a veteran soldier who's become a master of maintenance due to supply shortages at the
front line. Rank: Souchou (Chief Petty Officer)

Mecha Combat Skills (25 points) Technical-based:


--MS Pilot 6 --Jury Rig 3
--MS Fighting 3* --Tech 3
--MS Melee 4* --Basic Repair 2
--Gunnery 5* --Design 3
--Missile 3* --Communications/Sensors 3
--Tactics 3 --Demolitions 3
*These skill levels (5, 4, 3, 3) may be arranged however you wish.
Intelligence-based:
Career Skills (30 points) --Awareness/Notice 2
Reflex-based: --Hacking 3
--Dodge & Escape 1 --Programming 3
--Zero-G 3
--Driving 1

The remaining 5 points may be used for any skill.

Veteran: Covert Ops


--A covert operative who not only engages in MS combat, but also intelligence gathering and subversive activities behind enemy lines. Rank: Souchou
(Chief Petty Officer)

Mecha Combat Skills (25 points) Empathy-based:


--MS Pilot 6 --Human Perception 1
--MS Fighting 3*
--MS Melee 4* Technical-based:
--Gunnery 5* --Pick Locks 1
--Missile 3* --Forgery 1
--Tactics 3 --Photography 1
*These skill levels (5, 4, 3, 3) may be arranged however you wish. --Pick Pockets 1
--Communications/Sensors 2
Career Skills (30 points) --Demolitions 1
Reflex-based:
--Dodge & Escape 1 Intelligence-based:
--Martial Arts 1 --Survival 1
--Handgun 1 --Awareness/Notice 2
--Stealth 1 --Hacking 1
--Zero-G 3 --Shadowing/Avoid Pursuit 1
--Driving 1 --Programming 1
--Disguise 1
Willpower-based:
--Streetwise 3
--Interrogation 2
--Persuasion & Fast Talk 2

The remaining 5 points may be used for any skill.

Veteran: Fighter/Tank MA Ace


--At the height of Zeon's MS prosperity, this strong warrior fought with old-style weaponry. May have been chosen as a MA test pilot. Rank: Shoui
(Ensign)

Mecha Combat Skills (25 points) Technical-based:


--Aircraft/Shuttle Pilot --Jury Rig 2
or Driving --Photography 2
or Watercraft Pilot 6 --Communications/Sensors 3
--MS Fighting 5**
--Gunnery 5 Body-based:
--Missile 5 --Endurance 3
--Tactics 3
Intelligence-based:
Career Skills (30 points) --Survival 2
Reflex-based: --Strategy 2
--Dodge & Escape 2 --Awareness/Notice 5
--Martial Arts 1
--Handgun 1
--Automatic Weapon 2
--Heavy Weapons 2
--Zero-G 3

The remaining 5 points may be used for any skill.


**If not an MA Ace, these points may be assigned to other skills.
Veteran: Zabi Party Member
--Fanatical Zabi faction who holds dear the great cause of the Principality of Zeon (or someone in the Zabi family). Rank: Shoui (Ensign)

Mecha Combat Skills (25 points) Willpower-based:


--MS Pilot 6 --Intimidation 5
--MS Fighting 3* --Leadership 2
--MS Melee 4* --Interrogation 3
--Gunnery 5* --Persuasion & Fast Talk 3
--Missile 3* --Oratory 5
--Tactics 3
*These skill levels (5, 4, 3, 3) may be arranged however you wish. Empathy-based:
--Social 2
Career Skills (25 points)
Reflex-based: Technical-based:
--Zero-G 3 --Communications/Sensors 1
--Driving 1

The remaining 10 points may be used for any skill.

Veteran: Mistress/Lover
--A civilian in military employ who accompanies their Zeon Military husband/wife/lover to serve on the battlefield. Rank: None

Mecha Combat Skills (25 points) Willpower-based:


--MS Pilot 6 --Persuasion & Fast Talk 2
--MS Fighting 3*
--MS Melee 4* Appearance-based:
--Gunnery 5* --Fashion 2
--Missile 3* --Personal Grooming 2
--Tactics 3
*These skill levels (5, 4, 3, 3) may be arranged however you wish. Empathy-based:
--Interview 3
Career Skills (25 points) --Social 2
Reflex-based: --Seduction 5
--Zero-G 3 --Human Perception 2
--Driving 1
--Dance 3

The remaining 10 points may be used for any skill.

Rookie: Officer Cadet


--An elite who graduated with honors from the military academy. Rank: Shoui (Ensign)

Mecha Combat Skills (15 points) Willpower-based:


--MS Pilot 3 --Leadership 1
--MS Fighting 2 --Oratory 1
--MS Melee 2
--Gunnery 3 Empathy-based:
--Missile 2 --Social 2
--Tactics 3
Technical-based:
Career Skills (10 points) --Communications/Sensors 1
Reflex-based:
--Zero-G 3 Intelligence-based:
--Driving 1 --Strategy 1

The remaining 5 points may be used for any skill.

Rookie: Pilot Trainee


--Novice pilot who just graduated from flight school. Rank: Gochou (Petty Officer Third Class)

Mecha Combat Skills (15 points) Willpower-based:


--MS Pilot 3 --Persuasion & Fast Talk 1
--MS Fighting 2
--MS Melee 2 Technical-based:
--Gunnery 3 --Communications/Sensors 1
--Missile 2
--Tactics 3 Intelligence-based:
--Awareness/Notice 2
Career Skills (10 points)
Reflex-based:
--Dodge & Escape 2
--Zero-G 3
--Driving 1

The remaining 5 points may be used for any skill.


Rookie: Mobilized Student
--To make up for a shortfall in military personnel, child soldiers are thrown into piloting and technology training Sparta-style. Rank: Gochou (Petty Officer
Third Class)

Mecha Combat Skills (15 points) Career Skills (6 points)


--MS Pilot 3 Reflex-based:
--MS Fighting 2 --Zero-G 3
--MS Melee 2 --Driving 1
--Gunnery 3
--Missile 2 Willpower-based:
--Tactics 3 --Persuasion & Fast Talk 1

Technical-based:
--Communications/Sensors 1

Pre-Conscription Skills (4 points) (Choose one)


Normal Student: Mecha Maniac:
--Fashion 1 --Basic Repair 2
--Personal Grooming 1 --Jury Rig 2
--Interview 1 Gun Maniac:
--Athletics 1 --Handgun 2
--Rifle 2
Class Representative:
--Leadership 1 Car Maniac:
--Persuasion & Fast Talk +2 --Driving +2
--Oratory 1 --Basic Repair 2

Juvenile Delinquent: Hacker:


--Martial Arts 2 --Hacking 2
--Intimidation 1 --Programming 2
--Streetwise 1
Fisherman:
Aspiring Doctor: --Watercraft Pilot 2
--First Aid 3 --Survival 2
--Medicine 1
Farmer:
Aspiring Artist: --Survival 4
--Paint 4
Playboy/Playgirl:
Aspiring Actor/Actress: --Fashion 1
--Acting 2 --Seduction 2
--Sing 2 --Gamble 1

Aspiring Writer: Homeless:


--Write 4 --Streetwise 1
--Shadowing/Avoid Pursuit 1
Martial Artist: --Stealth 1
--Martial Arts 4
or Blade 4 Militia:
--Streetwise 1
Athlete: --Survival 3
--Athletics 4
Child of a Rich Family:
Musician: --Social 2
--Play Instrument 2 --Spacecraft Pilot
--Sing 2 or Aircraft/Shuttle Pilot
or Watercraft Pilot 2

The remaining 5 points may be used for any skill.

Rookie: Zabi Jugend


--Trained in ideology since childhood, this young man has grown into an ardent admirer of the Zebi family. Rank: Jun'i (Warrant Officer)

Mecha Combat Skills (15 points) Willpower-based:


--MS Pilot 3 --Intimidation 1
--MS Fighting 2 --Oratory 2
--MS Melee 2
--Gunnery 3 Empathy-based:
--Missile 2 --Social 2
--Tactics 3
Technical-based:
Career Skills (6 points) --Communications/Sensors 1
Reflex-based:
--Zero-G 3
--Driving 1

The remaining 5 points may be used for any skill.


Rookie: Civilian in Military Employ
--Thanks to having militarily influential relatives/lover, you receive certain privileges in military service. Rank: None

Mecha Combat Skills (10 points) Appearance-based:


--MS Pilot 3 --Fashion 2
--MS Fighting 1 --Personal Grooming 2
--MS Melee 1
--Gunnery 2 Empathy-based:
--Missile 1 --Social 2
--Tactics 2 --Seduction 1
--Human Perception 2
Career Skills (15 points)
Reflex-based:
--Zero-G 3
--Driving 1
--Dance 2

The remaining 5 points may be used for any skill.

Civilian: Flanagan Children


--Child soldier trained by the Flanagan Institute after Newtype potential was noticed. Rank: None (treat as civilian in military employ)

Mecha Combat Skills (5 points) Empathy-based:


--Aircraft/Shuttle Pilot 3 --Seduction 2
--Tactics 2 --Human Perception 5

Career Skills (20 points) Technical-based:


Reflex-based: --Communications/Sensors 1
--Zero-G 3
--Driving 1 Intelligence-based:
--Awareness/Notice 4
Willpower-based:
--Resist Torture/Drugs 4

The remaining 5 points may be used for any skill.

Civilian: Local Draftee


--Whether because of hatred of the Federation or friendship with a Zeon soldier, this youth has taken up arms of his own volition. Rank: None

Mecha Combat Skills (0 points) Technical-based:


--Basic Repair 2
Career Skills (25 points) --Jury Rig 2
Reflex-based: --Communications/Sensors 1
--Dodge & Escape 2 --Demolitions 2
--Rifle 1
--Athletics 2 Intelligence-based:
--Stealth 2 --Survival 2
--Driving 1 --Awareness/Notice 2
--Shadowing/Avoid Pursuit 2
Willpower-based: --Tactics 2
--Streetwise 2

The remaining 5 points may be used for any skill.

Note: These characters are Earth-born partisans with no formal military training. For space-based scenarios, be sure to put at least 3 levels into Zero-
G (unless you want to roleplay an Earthnoid being tossed helplessly about the ship in weightless conditions).
EQUIPMENT

All characters begin with the following equipment:

Military handgun (WA +1, Range 3/20, Damage 2D6, Shots: 15, Concealment: J, Skill: Handgun)
Zeon uniform and rank insignia
Pilot-use normal suit (SP: 5)
Handgun spare magazine x2
Stereo camera
Mobile Suit piloting manual
Field rations and portable stove (2-week supply)
Compressed-air lift jet or round mover (MA: 50 {MS MA: 5})
In addition, characters may have writing implements, a watch, and similar items a normal soldier would have. They will have 50000¥ in Zeon currency
or gold.

ADDITIONAL EQUIPMENT

Some PCs will have additional equipment:

Veteran: Squad Leader:


Expense funds (in precious metals , Zeon-issue currency, military scrip, etc., worth about 10,000,000 modern-day Japanese yen, for use in local
procurement of supplies, bribes, etc.)
Duty log

Veteran: Instructor:
Training log
Combat knife (WA ±0, Range 1, Damage 1D6+ {AP}, Concealment: J, Skill: Blade)

Veteran: Attacker:
Combat knife (WA ±0, Range 1, Damage 1D6+ {AP}, Concealment: J, Skill: Blade)
Assault rifle (WA ±0, Range 5/80, Damage 4D6/4D6MG, Shots: 30, Concealment: N, Skill: Rifle {single-shot}, Automatic Weapon {rapid-fire})
or
Recoilless rifle (WA ±0, Range 5/60, Damage 4D6/4D6MG, Shots: 30, Concealment: N, Skill: Rifle {single-shot}, Automatic Weapon {rapid-fire})
4x Hand grenade ( WA ±0, Range: Thrown, Damage 5D6BR1, Shots: 1, Concealment: P, Skill: Athletics)
2x Rifle clips

Veteran: Mechaman:
Tool box
Data collector
Bomb checker
Cutting torch

Veteran: Covert Ops:


Tiny bomb in molar and detonator (Damage: 4D6 hits, Difficulty to find: 25)
Anti-MS bomb with timed fuse (Damage: 5K)
Data collector

Veteran: Mistress/Lover, Rookie: Civilian in Military Employ:


Custom normal suit
Many fashionable outfits
A large number of expensive accessories
High-grade cosmetics

Civilian: Local Draftee:


Knife (WA ±0, Range 1, Damage 1D6+ {AP}, Shots: ---, Concealment: J, Skill: Blade)
Old hunting rifle (WA +2, Range 6/100, Damage 5D6, Shots: 10, Concealment: N, Skill: Rifle)
Old clothes
Rope (20 m)
Tool box

MAINTENANCE STAFF

In the case of the Zeon army, maintenance staff and MS groups rarely deploy together. In the land war during the closing days of the One-Year War, it
was not unusual for a pilot to perform maintenance on his own unit. Depending on the war situation, the Referee should encourage the PCs to acquire
the Jury Rig and Tech skills. If the Referee wishes to have a maintenance crew aboard the PCs' mother ship ( a Gallop, Musai, or the like), use the stats
from the Federation PC Templates list.
GUNDAM SENKI

Gundam Senki is copyright TOY International. Mobile Suit Gundam and all associated characters, items, and terms are copyright Sotsu
Agency/Sunrise/Bandai. Mekton Zeta is copyright R. Talsorian Games. No copyright infringement is intended by the translator. Errata from the
original author's website ( http://www2.gol.com/users/tsuneo/GUNDAM/index.htm ) has been incorporated into the text where necessary.

CHARACTER CREATION

ATTRIBUTES
Roll 2D6 nine times. Assign one to each attribute. If you do not roll at least one result above 8, or do not total at least 60, you may reroll all nine
attributes.

Willpower: Mekton Z's COOL.


Movement: Mekton Z's Movement Allowance (MA).
Luck: Mekton Z's LUCK.
Appearance: Mekton Z's Attractiveness (ATT).
Empathy: Mekton Z's Empathy (EMP)
Technical: Mekton Z's (Technical Ability (TECH).
Body: Mekton Z's Body Type (BOD).
Intelligence: Mekton Z's Intelligence (INT)
Reflex: Mekton Z's Reflexes (REF).

(The names are sometimes direct translations of the Japanese terms, or my own truncation of the Mekton term; I may go back and change these to
match the Mekton stats.)

BODY TYPE CHARTS


Hits by Location
BODY 2 3-4 5-7 8-9 10
Head 4 5 6 7 8
Torso 8 10 12 14 16
Limbs 6 7 9 10 12

Damage Modifier
BODY 2 3-4 5-7 8-9 10
-2 -1 ±0 +1 +2

APPEARANCE CHART
LEVEL SCALE MALE FEMALE
10 Unequaled handsomeness/beauty Char Sayla
9 Incredibly handsome/beautiful. Equal to supermodels. Garma Hamon
8 Handsome/beautiful. Woody Rolland
7 Handsome/cute. About where you want main characters. Amuro Mirai
6 Comparatively handsome/kinda cute. Bright Fraw Bow
5 Average. Cutoff for female characters. Hayato Simus
4 Below average, but can still see it. M'Quve Korin (in charge of orphans)
3 Don't think I'd touch that face. Dozle (no applicable characters)
2 Is . . . it human? Ortega (no applicable characters)
1 or less This is in the realm of monster design rather than character design.

CHARACTER TYPES
There are three types of characters: Veterans, Rookies, and Civilians. Each have advantages and disadvantages—Veterans have more skills, Civilians
have more Newtype Points, and so forth.

Starting Skill Points


VETERAN ROOKIE CIVILIAN
60 30 30

Starting Skill Limits


SKILL VETERAN ROOKIE CIVILIAN
Spacecraft Pilot 6 3 3
Driving 6 3 3
Aircraft/Shuttle Pilot 6 3 3
Watercraft Pilot 6 3 3
MS Fighting* 6 3 0
MS Pilot* 6 3 0
MS Melee* 6 3 0
Gunnery 6 3 0
Missile 6 3 3
*Federation Veterans are limited to Level 3 in these skills.

Starting Newtype Points


VETERAN ROOKIE CIVILIAN
0 2 4

IP Rate
VETERAN ROOKIE CIVILIAN
x1 x2 x2
LIFEPATH

A: FAMILY SOCIAL STATUS

Roll 2D6 (or choose) to determine your family's social status:

2D6 SOCIAL STATUS


2 Slave/Poor
3 Servant/Poor
4 Laborer/Lower Middle Class
5 Worker/Lower Middle Class
6-8 Worker/Middle Class
9 Executive/Middle Class
10 Vice President/Upper Middle Class
11 Noble/Wealthy
12 High Noble/Wealthy
Go to A2.

A2: FAMILY SITUATION


Roll 2D6 (or choose) to determine your family's situation:

2D6 SITUATION
2-5 Something has happened to one or more parents. Go to A3.
6-10 Both parents are alive and well. Go to B.
11-12 There is something special about your parents. Go to A4.

A3: PARENTAL FATE


To find out what happened to your parent(s), roll 1D6 (or choose) to determine the table, then roll 1D6 (or choose):

1D6
1-3 Go to A3-1.
4-6 Go to A3-2.

A3-1 A3-2
1-2 Your parent(s) died in the war. 1-2 Your parent(s) is/are missing.
3 Your parent(s) died in an accident. 3 Your parents are in hiding to protect you.
4 Your parent(s) was/were murdered. 4 Your parent(s) defected to the other side.
5 Your parent(s) has/have amnesia, and don't remember you. 5 You were raised by other relatives. You have no idea about your
6 You never knew your parents. parents' standing.
6 You grew up on the streets.
Go to B.

A4: PARENTAL MYSTERIES

1 Both parents are really deep cover spies for the other side.
2 Your parents were involved in a top secret military project, and are on the run from the government. Or else, they are involved in a current
top secret military project and they never bother to come home.
3 Your parents are involved in the grand scheme of a criminal association or revolutionary organization.
4 Your parents will simply no longer have anything to do with you.
5 Your parents both simply vanished. Their house was left empty, and you a non-entity.
6 Your parents are spies, and are living in the enemy's country.
Go to B.

B: FAMILY STANDING
To determine your family's standing roll 1D6:

1-3 Family status is good, even if your parents are missing or dead. Go to E.
4-6 Family standing is bad, and you risk losing everything. Go to C.

C: FAMILY CRISIS
What's the problem? Roll 1D6 (or choose) to determine the table, then roll 1D6 (or choose):

1-3 Go to C-1.
4-6 Go to C-2.

C-1 C-2
1 Family lost all titles and lands through betrayal of a family 1 Family lost everything when fortunes collapsed; they live
member. homeless on the streets.
2 Family lost all titles and lands through bad management. 2 Family has vanished.
3 Family was exiled from homeland; you have returned under an 3 Family was lost in the war.
alias. 4 Family was destroyed in an accident(?). Those not crippled for
4 Family was imprisoned, and you alone escaped. life were killed.
5 Family vanished, and you are the only remaining member. 5 Parents' relationship soured, and they divorced, or else they live
6 Family was murdered, and you alone survived. apart.
6 Family in an unfolding dispute over money and status with
relatives.
Go to D.
D: FAMILIAL GOALS
Your goal in life, as far as your family's crisis goes, is to . . . (choose or roll 1D6):

1 clear your name.


2 live it down and forget it.
3 hunt them down and make them pay!
4 get what's rightfully yours.
5 save, if possible, your remaining family.
6 avert your eyes from reality and run away from it. Your family crisis isn't going away.
Go to E.

E: SIBLINGS
You may have up to 3 siblings. Roll 1D6; 1-3 indicates the number of siblings you have, while 4-6 indicates that you are an only child.

Roll 1D6 for gender: odd=male, even=female.

Roll 1d6 for age relative to you:

1-2 Older
3-4 Younger
5-6 Same age (twin/triplet, siblings with different mothers, stepsiblings, etc.)

For each sibling choose or roll 1D6 for his/her feelings about you:

1 They dislike you.


2 They like you.
3-4 Neutral
5 They hero worship you.
6 They hate you.
Go to F.

F: FRIENDS
Most of your friends are from your school days, but some can be more than just simple students. Roll 1D3; this is how many friends you have. For each
friend, roll 1D6: even=male, odd=female. Roll 2D6: The friend is . . .

2 an ex-lover, possibly a kindred spirit.


3 like a younger brother/sister to you.
4-5 a partner or co-worker.
6-7 an old school pal.
8-9 someone who grew up with you.
10 like a big brother/sister to you.
11 like a foster parent to you.
12 a teacher or mentor.
Go to G.
G: ENEMIES
While unlikely, it is possible that you may have already made a life-long enemy from your early years. Roll 1D6: On a 6, you have made an enemy. Roll
below to determine the nature of the enemy. Roll 1D6 or choose; this enemy is . . .

1 an old friend.
2 a relative.
3 an official in the government.
4 a stranger to you.
5 an ex-lover, or a close friend
6 someone on “the other side”.

This hatred started when . . . (roll 2D6 or choose)

2 one caused the other imprisonment or exile.


3 one caused the other a major humiliation.
4 you caused the death of their loved one.
5 one caused the other a physical disability.
6-8 It's a mystery to you. (Referee decides, but you have no idea why they hate you.)
9 one foiled a plan of the other.
10 he caused the death of your loved one.
11 you were romantic rivals.
12 one deserted or betrayed the other.

Who's mad at whom? Choose or roll 1D6:

1-2 They hate you.


3-4 You hate them.
5-6 the feeling's mutual.

If you were to meet face to face, the injured party would most likely (choose or roll 1D6) . . .

1 go into a rage and try to kill the other.


2 avoid the other person.
3-4 cause the other injury in an indirect way.
5 ignore the other person.
6 verbally attack the other person.
Go to H.
H: ROMANTIC LIFE
In your life so far you have had a few loves come and go, various crushes, dates, and the like. The following charts are for a truly serious romance,
something that you will carry with you for years to come. Roll 1D6 or choose:

1-2 You are currently involved in a romance. Go to H1.


3-4 You are uninvolved. Go to H2.
5-6 You are recovering from a tragedy in your romantic past. Go to H3.

H1: AH, LOVE . . .


You are currently involved with a lover. He/she is the first true deep love in your young life. But as usual, things are rarely perfect. Roll 2D6:

2 Your friends/family hate your lover.


3 Your lover's friends/family hate you!
4-6 One of you has a romantic rival.
7 Everything is going smoothly (for now).
8-9 You are currently separated in some way.
10 You constantly fight (but making up is fun!).
11 One of you is insanely jealous.
12 You think your lover is seeing someone else!
Go to I.

H2: ON THE PROWL


You may not have found the right person yet, but that doesn't mean you can't keep looking! Roll 1D6 or choose.

1 You will date anything that moves.


2 You don;t have time to waste on romance.
3-4 You are waiting for the right one.
5 You just don't want to get serious.
6 Sex? Romance? What's that?
Go to I.

H3: A TRAGIC LOVE AFFAIR


You did have happiness once, but it was ripped out of your life. Cruel fate simply plunged a knife into the heart of your happiness! (This result usually
precedes a 2 on Personality Chart 1.) To see what happened to your love, roll 2D6 on the chart below:

2 They were kidnapped or imprisoned.


3 They died in a suspicious accident.
4 They mysteriously vanished.
5 They left you with no explanation, with orders never to seek them out.
6 They were killed in a military action.
7 A slight misunderstanding or argument caused your relationship to cool off.
8 They were killed in an accident.
9 Society kept you apart.
10 A rival cut you out of the action.
11 They defected to the other side.
12 They committed suicide or went insane.
Go to I.

I: PHYSICAL & PERSONALITY TRAITS


Use the following charts to help you decide what your character looks/acts like. You should only roll on these charts if you (or your Referee) are/is
determining information about a friend/lover/enemy. Otherwise you should always choose all of the information for your character. Roll 1D6 (or
choose) to determine the table, then roll 1D6 (or choose) for each column on the table:

1-3 Go to I-1.
4-6 Go to I-2.

I-1
HAIR COLOR HAIRSTYLE EYE COLOR
1 Red Formal style Blue
2 Blue Straight, long Green
3 Green Short with bangs Silver/grey
4 Golden Swept over one eye Ruby
5 Black Straight, short Brown/black
6 Aqua Afro, perm Unknown (like Bright or Mirai)

I-2
HAIR COLOR HAIRSTYLE EYE COLOR
1 Flaxen Kinky, short Heterochromatic
2 Orange Long, curly Amber
3 Purple Long with bangs Gold
4 Silver/white Short, curly Violet
5 Pink Mohawk, bald, etc. Aqua
6 Brown Wild Always changing!
PERSONALITY TRAITS

1-3 Go to Trait-1
4-6 Go to Trait-2

Trait-1 Trait-2
1 Shy & secretive 1 Stable & serious
2 Angst-ridden, antisocial, violent 2 Silly & fluffheaded
3 Arrogant, proud, & aloof 3 Sneaky & deceptive
4 Obstinate, critical 4 Intellectual, detached
5 Friendly, outgoing 5 Reckless, hot-blooded
6 Picky, fussy, nervous 6 Moody, pleasure-seeking

THING YOU VALUE MOST IS:

1-3 Go to Value-1
4-6 Go to Value-2

Value-1 Value-2
1 Money 1 Love
2 Honor 2 Power
3 Your word 3 Having a good time
4 Honesty 4 Friendship
5 Knowledge 5 Ideology, belief, faith
6 Vengeance 6 Loyalty, duty

MOST VALUED POSSESSION

1-3 Go to Possession-1
4-6 Go to Possession-2

Possession-1 Possession-2
1 A weapon 1 A musical instrument
2 A tool 2 A piece of jewelry
3 A piece of clothing 3 A toy
4 A photograph 4 A letter
5 A book or diary 5 An art object (a painting, a vase, etc.)
6 A recording 6 A luxury (alcohol, tobacco, sweets, etc.)

PERSON YOU VALUE MOST IN THE WORLD

1-3 Go to Person-1
4-6 Go to Person-2

Person-1 Person-2
1 A parent 1 A teacher or mentor
2 A sibling 2 A public figure
3 A lover 3 A personal hero
4 A friend 4 No one
5 Yourself 5 A superior, or a subordinate
6 A pet 6 A child
SKILL LIST

Willpower-based Intelligence-based
Intimidation Gamble
Streetwise Language
Resist Torture/Drugs Write
Interrogation Compose
Persuasion & Fast Talk Teaching
Oratory Survival
Tactics
Appearance-based Expert
Fashion Strategy
Personal Grooming Awareness/Notice
Hacking
Empathy-based Shadowing/Avoid Pursuit
Interview Programming
Acting Disguise
Leadership (can use Willpower instead of Empathy)
Social Reflex-based (Personal Combat)
Seduction Dodge & Escape
Human Perception Martial Arts
Handgun
Technical-based Automatic Weapons
Medical Heavy Weapons
Jury Rig Blade
First Aid Rifle
Play Musical Instrument
Paint Reflex-based (Non-Combat)
Pick Locks Athletics
Sing Stealth
Tech Swimming
Basic Repair Zero-G
Forgery Dance
Photography
Pick Pocket Reflex-based (Mecha Combat)
Design MS Fighting
Communications/Sensors MS Pilot
Demolitions MS Melee
Spacecraft Pilot
Body-based Driving
Endurance Aircraft/Shuttle Pilot
Watercraft Pilot
Gunnery
Missile

Differences from Mekton Zeta Skills


Oratory: Appears in the errata on the last page of Mekton Zeta+.
Fashion: Known as Wardrobe & Style in Mekton Zeta.
Tech: Known as Mecha Tech in Mekton Zeta.
Design: Known as Mecha Design in Mekton Zeta.
Communications/Sensors: Used to operate electrical equipment like communications devices and mobile suit sensors. In the Minovsky particle-
covered battlefields of the Universal Century, the performance of these devices is extremely restricted. Even with that, the user's skill can have an
effect. Also included in is “touch communication” when two mobile suits or spacesuits are in contact.
Demolitions: The ability to use explosives, to know which explosive is suitable, how to set the timer or detonator, and how much explosive is needed to
achieve the desired result. Finding the weak point of a structure is a difficulty of 20. Using an explosive as a grenade is a difficulty of 15. If using
explosive ordinance like grenades for precision detonations increase the difficulty by +5.
Endurance: The ability to endure pain and deprivation, particularly knowledge of how best to conserve stamina and energy for long periods. The
character is able to keep going for long periods of time without food, water, or sleep. Also can be used to endure the G-forces from fiercely
accelerating or from high-speed movement.
Heavy Weapons: Used to operate handheld anti-MS weapons, vehicle-mounted secondary weapons, etc.
MS Fighting: Known as Mecha Fighting in Mekton Zeta.
MS Pilot: Known as Mecha Pilot(ing) in Mekton Zeta.
MS Melee: Known as Mecha Melee in Mekton Zeta.
Spacecraft Pilot: Used to pilot larger spacecraft—transports, warships, and the like.
Watercraft Pilot: Used to pilot water-based craft, from boats to underwater Mobile Armor.
Gunnery: Known as Mecha Gunnery in Mekton Zeta.
Missile: Known as Mecha Missile in Mekton Zeta.
PERSONAL WEAPONS LIST

NAME WA RANGE DAMAGE SHOTS CONC. SKILL


Combat knife ±0 1 1D6+ (AP) --- J Blade
Rapier +1 1 1D10+ --- L Blade
Military handgun +1 3/20 2D6 15 J Handgun
Small handgun ±0 2/10 1D10 7 P Handgun
Revolver +1 2/10 2D6 6 J Handgun
Assault rifle ±0 5/80 4D6/4D6MG 30 N Rifle (single-shot), Automatic Weapon (rapid-fire)
Recoilless rifle ±0 5/60 4D6/4D6MG 30 N Rifle (single-shot), Automatic Weapon (rapid-fire)
Sniper rifle +2 6/100 5D6 10 N Rifle
Zeon-use laser gun +2 5/30 5D6 5 N Rifle
Bazooka -2 10/100 10D6BR1 1 N Heavy Weapons
Anti-MS rocket launcher -6 8/80 4K 1 L Heavy Weapons
Hand grenade ±0 Thr. 5D6BR1 1 P Athletics
*Bomb --- --- various --- various Demolitions

EQUIPMENT

Clothing/Spacesuits
Uniform
Required uniform for military personnel. For Zeon officers original uniform designs are permitted.

Rank Insignia
These insignia are used to denote rank on military uniforms. Details of these insignia are on pages 76 and 81.

Normal Suit
Also known as a “spacesuit”. The boots are magnetized for moving around vehicles or colony outer walls. When communications devices are rendered
useless by Minovsky particles, these suits allow for “touch communication”. Provide 5 Hits of armor SP.

Heavy Type Spacesuit


Hard-type spacesuit usually worn by ship's crew. Provides 15 Hits of AP, but incurs a -1 penalty to Movement and Reflex.

Movement Devices
Compressed-air Lift Jet
A backpack-style lift jet capable of flying in atmosphere. Capable of flying at a Movement speed of 50 (MS Movement of 5). Also capable of hovering in
midair. To perform acrobatic maneuvers or race with someone requires an Athletics check.

Round Mover
Personal thruster designed for moving in a weightless environment. Can move at a Movement speed of 50 (MS Movement of 5). It cannot fly in a
gravity environment; in that situation it uses Mobile Suit jump rules (p. 150; basically, it must land at the end of the turn it jumps, and may not jump on
consecutive turns). To perform acrobatic maneuvers or race with someone requires an Athletics check.

Tools
Toolbox
Can be used for electrical work, vehicle maintenance, and many other projects. It's relatively unwieldy, but inexpensive.

Data Collector
Connect to a computer to extract information. A recording device as well. Used by secret agents when infiltrating enemy bases or vessels. Extracting
information requires a Programming check. The target number will vary depending on the level of security from 15-30 or more.

Bomb Checker
Device used to examine the structure of a bomb or determine its type and operating mechanism. When you use this device during a Demolitions check
to defuse a bomb, add +5 to your skill roll.

Cutting Torch
Tool which can be used for burning through a door or cutting wires with a high-temperature flame. One round of use on a door or other object will
inflict 50 Hits (1 Kill) of damage. Can be used as a weapon with Blade skill. WA=-2, Damage=4D6+2 (AP)
Survival/Covert Equipment
Aqualung & Diving Suit
Suit used by secret agents when performing underwater operations. The diving suit provides SP 15 armor, but outside water gives a -1 penalty to
Movement and Reflex.

Stereo Camera
Camera capable of taking three-dimensional photos. Used for reconnaissance missions. Can also be used as binoculars.

Binoculars
When surrounded by Minovsky particles, the human eye is the most effective sensor. When spying on the enemy position, don't forget your binoculars.

Field Rations and Portable Stove


No matter how good the soldier, if he doesn't eat he can't fight. Even canned military rations taste better if warmed.

Communication Balloon and Radio Instrument


Device in which an infiltrating agent can enter a message in order to communicate with allies. Keep in mind that the wind may cause it to land
somewhere other than its intended destination.

Life Jacket
Among those raised in colonies there are many poor swimmers. Underwater MS pilots had better not forget their life jackets.

Rucksack/Ransel
A backpack which can hold various items.

Others
Mobile Suit Piloting Manual
Mobile suit usage guide written for pilots. If a character spends at least 5 minutes looking over it, and makes a successful difficulty-25 Tech check, if
they do not have the MS Pilot skill, even if it's the first time they are piloting a mobile suit, they will be able to act without taking a penalty to their
actions. If they spend an hour reading the manual, the difficulty is 20; if they study it for half a day, it is reduced to 15. (You want to take advantage of
this; there's a -1 penalty for never having done the action before, and a -4 penalty for an unfamiliar vehicle.)

Warship Operation Handbook


Describes the piloting of military vessels, the operation of weapons, and so forth. Like the MS piloting manual, if a character spends at least 5 minutes
looking over it, and makes a successful difficulty-25 Tech check, if they do not have the Spacecraft Pilot or Gunnery skills, even if it's the first time they
are piloting a spacecraft, they will be able to act without taking a penalty to their actions. If they spend an hour reading the manual, the difficulty is 20; if
they study it for half a day, it is reduced to 15.

Wired Communicator
Under the influence of Minovsky particles, small wireless communicators are useless. On the front lines on the Earth's surface, wired-type
communicators can be used. To use this communicator, its portable headset can be connected via cable to a more powerful communicator in a
mobile suit, a vehicle, or a campsite.
Gundam Senki Basic Rules:

Tsueno omitted many MZ rules that don't suit the Gundam setting. Scaling rules are one of the first rules that were done away with. Instead, he established Servo classes beyond Mega Heavy to resolve
all the construction and mecha combat rules on one (Mekton) scale. He kept Human scale, although it's more of an issue about the size of a Hex, no changes have been made to the combat rules.

Dice Rolling

Gundam Senki uses 2D6 instead of 1D10. Roll 2D6 instead of 1D10. Natural "12" is a Critical Success and "2" is a Critical Failure. Criticals add/subtract 2D6 to/from the result.

Difficulty numbers are as normal in MZ.

The expected value of 2D6 is 7(1.5point larger than 1D10's 5.5) but harder to get chance of critical(only 2.77% at 2D6). The game balance /combat becomes stable. Differences in skill levels are
more heavily reflected in the game.

2D6 style Mekton gets nastier when used with the G-Factor rule (defender must roll the servo’s remaining number of Kills or lower on 2d6, or the servo explodes). Of course, this rule is in effect in
Gundam Senki.

Combat systems are basically the same, but the balances are very different. The "Induced Explosion" Rule (in MZ terms, the "G-Factor") makes MS combats very deadly, as in the TV shows. Changes to
the LUCK rules make GS games more dramatic, and give them more of a "Gundam" feel.

Luck

In GS, Luck is used in the following ways:

1: Luck points are applied AFTER rolling dice. You can spend any amount of Luck for Defensive use. But in Offensive use, you can spend only 1 point of Luck for each roll.

2: When you get hit, you can change Hit Location as your will by spending 1 Luck point.

3: When you failed Induced Explosion roll, you can spend any amounts of Luck to decrease dice result.

Note that, in GS, only PCs and Major NPCs actually use their Luck stat. Grunts and Mooks don’t.

ACE POINTS

Ace Points are also usable in different ways.


1: Use same as Luck, but only usable for Mecha Combat related rolls.
2: Increase MA by 1 for each Ace point he spends. (We are thinking about changing this rule: By spending 1 Ace Point, you can x2 the MA for a movement action)

Ace Points are basically the same as MZ’s Maneuver Pool, with some mods for Gundam. A Character’s Ace Points are determined by the level of their relative "Piloting" skill: MS Piloting for Mobile Suit
Pilots, Aircraft/Shuttle for Mobile Armor or Space/Jet fighters, Driving for Tankers. The number is [Piloting skill -5]. The points increase as the character increase his piloting skill.

The number is doubled when piloting Ace Custom mecha. When Char (MS Piloting skill 10) is piloting a normal MS-06F, he gets 5 Ace Points. When he uses his MS-06S, his ace points are doubled to
10.

In order to recover Ace Points, PCs must return to their base or mother ship. When they launch again, they regain their full Ace Points. (This is the strong point of Ace Points when compared with
Newtype points or LUCK.)

The rules are on pages 143 to 144.

NEWTYPE POINTS

Newtype has special skill called "Newtype Point"(NP). Newtype Points can be used in the following manners:

1: NP can be used as if LUCK points.


2: Newtypes can add NP to Initiative.
3: Newtypes can add 1/2 of NP to any REF based combat skills
4: Newtypes can add NP to Awareness, Human Perception, and Zero-G.
5: Newtypes with NP level 6 or better can decrease combat penalties(lost head parts, get flanked, etc) by [NP -5] points.
6: The Referee may give Newtype characters faint visions of the future or unavoidable fate.
7: Newtypes can telepathically communicate if the sum of both characters NP + 2D6 equals or exceeds a difficulty of 30

Both Rookies and Civilians are considered "Latent Newtypes" for game purposes. "Low level" Newtypes are not really different from ordinal people with some kind of "charmed existence"- beginner's luck
or sharp senses, a man that’s "too tough to die", or an especially quick learner.

The "Awakened Newtypes"(those who have a "spark" on their foreheads) typically have 7+ NT Points. Many of WhiteBase’s crew had NT Points, but seldom actually advanced them.

"Newtype point" is treated like a skill, but kind of a "special skill" like the Combat Sense of Solos in CP2020. The advancement is same as other skills. For OldTypes(Veterans) to pick up NP, they must pay
100IP to learn the Newtype skill at +1, after that advancement is the same as normal.

NT Points are regained in full when game session ends.

Esper lenses are not used in GS.

'Thought Control' is to be used to represent Psycommu systems, while 'ESPer Lens' is closer to the Psycoframe system used in the Nu Gundam and Sazabi.

Bear in mind that the Psycommu, Bio Sensor, and Psycho Frame systems don't cause damage to the pilot when his/her MS gets hit. They may suffer a headache or feel ill when one of these systems is
overused or used to contact / confront other hostile Newtypes.

Changes to Combat System:

INDIRECT FIRE AND AREA EFFECT


Any Character/Mecha that is in a Blast Radius can try to evade the blast. Make an Evade Roll just as if dodging normal gunfire. If the roll succeeds, the MS can evade the blast and receive no damage.
Note that A-P or Disrupter on AEW won't effect on the blast damage. It only applies to "direct hit" damage.

A quick rundown of the Table of Contents is:


15 pages of color anime.
120 pages of history of Gundam story and scenarios
18 pages of character-making
20 pages of mech and human combat rules
12 pages of various other rules
15 pages of NPC data
120 pages of mech data
14 pages of tables and charts
Mecha Construction System:

There is no mecha "construction" system per say, and mecha stats are a
bit different. The given example is the MS-05B ZAK.

BASIC STATS
Type: MS (mobile suit)
Skill used: MS pilot
Reaction adjustment (MV): -7
Basic evasion: 5
Initiative: 1
Power: 6 (used in melee)

Basic Evasion and Initiative values are written in parenthesis ( ).


These stats are used when a typical pilot pilots the MS. These values are given in order to speed play.

A typical Pilot is assumed to have REF 8, and +4 level in all Mecha Combat skills.

So, an Old Zaku's "Basic Evasion" is 5 [REF(8) +MS Piloting(4) -MV(-7) =5], and Initiative is 1 [REF(8) + MV(-7)= 1]

"Power" is new stat for Mecha to show melee damage bonus. In MZ, the damage bonus is determined by servo size, but this isn't true for the Gundam world. For example, the Old Zaku, Zaku II, Gouf and
even the Gundam should have the same sized servos, but the level of power for each of these units is very different. That’s why the damage bonus was cut from servo size and a new stat was created.

Power Rank also replaces Hydraulics from MZ+, to simplify the explanation of MS stats and combat rule. Use the chart below for your reverse engineering. The Multiplier is applied only to Servo Cost,
but must applied to TOTAL of its Servo cost. Base PR is set by the class of
the Torso servo, no matter how big its Arm or Leg is.

Base Power Rank is Torso "Cost/Space/Kills" x 1/2

Power Rank COST


-2 x0.9
-1 x0.95
Standard x1.0
+1 x1.1
+2 x1.2
+3 x1.3
+4 x1.4

Note: +1PR for +x0.1 cost formula. Mecha cannot lower PR below -2 from Base PR.

Armor and Kills (referred to as endurance or durability in the text):


2D6 are rolled for hit location:
Roll Location SP Kills
2-4 Left Leg 5 7
5 Left Arm 5 7
6 Head 5 6
7-8 Torso 5 12
9 Right Arm 5 7
10-12 Right Leg 5 7

WEAPONS (mounted)
Stats for weapons are precision (WA), base attack (for typical pilot), range, damage, ammo, location, kills, and skill used to fire.

The ZAK mounts two punches, two kicks, one tackle and one anti-personnel shotgun, each with all the above stats.

OPTIONAL weapons
105mm ZAK mg
ZAK bazooka
Gas
Heat hawk

SPECIAL: Space environmental system

SPECS:
Height 17.5 m
Base weight: 50.3 t
Loaded weight: 65.5 t
Generator output: 899 kW
Thrust: 40700 kg
Armor: Ultra-hard steel alloy
Appeared in: TV show

Armor

Most armor in Gundam Senki is Standard (DC=1).

Lunar Titanium Armor is designated "L", and is equivalent to Mekton Z’s "Gamma" armor (DC=8).

Armor on battleships maintains its original SP after taking hit(s).


Weapons

Weapon Codes:

EC: The weapon can only be used by Mobile Suits equipped with an Energy Cap system.
The number of shots is as written in the individual MS data. EC weapons can only be recharged at a mothership or base.

M: The weapon is reloaded by magazine. Most One-Year War MS can not reload weapons by hand. The number equals the number of shots in the magazine

EM: Energy Melee Weapon; as in normal MZ

MG: Machine Gun; just like Autofire in normal MZ. All MG has BV5.

_CL_ : Cross Linked, with the number before the CL being the number of weapons linked together, and the number after being the Damage caused by one weapon in the link.

BR: Blast Radius (in hexes)

AH: Anti-Personnel weaponry. ("Anti-Human", to avoid confusion with Armor-Piercing)

UW = Underwater- weapon fires underwater only

HW = Hot Cutter weapons.

SS: Shatter Shot, for shotguns

Beam Melee Weapon and Heat Weapons get the "hot-knife" effect, but Beam Rifles don't. They just have BIG Kill numbers (Gundam's Beam Rifle does 16K damage). BMW ignore 4SP and HW ignore
2SP. And Heat weapons won't get damaged when used to parry a BMW because the blade is coated by an I-Field. (Think of HW as primitive BMW).

Hot-Cutter Weapons: -2SP: x1.5 -4SP: x2.0

Weapons like the Heat-hawk, Heat Rod and Heat Saber have this effect. Hot-Cutters cut through armor just like the proverbial "hot knife through butter", treating all armor as being at -2 or -4SP, except
for Reactive Shields and Beam Shields. Minimum SP is zero.

When using a Melee Weapon with Hot-Cutter effect to Parry, its Damage rating is treated like the SP of a Shield. The weapon's Kills get lowered by 1, only when the attack does more Damage than the
Damage of the HC parry weapon.

The Hot-Cutter effect can be applied to Melee Weapons and Missile Weapons. For an example of a HC missile weapon, see the Shot-Lancer, which appeared in Gundam F91. It was a big anti-capital
ship missile that has a BeamSaber-like penetrator on its head.

In Gundam Senki, no A-P or Disruptor weapons exist. They are too drastic in a world setting that uses the G-Factor rules. Also note that Gundam Senki uses the simplified rule that a successful parry by
Heat or Beam Melee Weapon stops all damage from the attacking Melee/BMW.

Shields

You will notice Shields in Gundam Senki MS have a positive "+" DA. This rules change is because most of the play testers felt the shield rules in MZ didn’t reflect the nature of Gundam Shields. With the
new rule, Shields are quickly destroyed after 1 or 2 hits, but that’s how shields work in Gundam...

Cost of a Shield = (SP Cost + Kill Cost) xMultipliers

SP: 1 2 3 4 5 6 7 8 9 10
COST: 1 1.5 2 2.5 3 3.5 4 4.5 5 5.5

KILL: 1 2 3 4 5 6 7 8 9 10
COST: 1 1.5 2 2.5 3 3.5 4 4.5 5 5.5

DA: -2 -1 0 +1 +2 +3
COST: x0.6 x0.8 x1.0 x1.25 x1.5 x2.0

Armor Types: Same as MZ+ Page22

EFFECT: COST
A-P Resistant: x1.5
Anti-Beam Coat(Alpha) x1.25
Anti-Beam Coat(Beta) x1.5
Anti-Beam Coat(Gamma) x2.0

A-P Resistant:
This armor is highly resistant to damage. It can ignore A-P effect of attacks that hit it. This contradicts a statement Tsueno made earlier about there not being AP or disruptor weapons in GS, but…

Anti-Beam Coat:
The armor has special coating that is resistant to Beam attack, such as shield of Z-Gundam or armor plate of 100-Siki. Alpha ABC can reduce "hot knife through butter" effect of Energy Melee Weapons
(or Melee/Missile Weapon with Hot-Cutter effect) by +2 and reduce damage of Beam and Energy Melee Weapons by -1. Beta ABC has same damage reduction but mod is +4/-2. Gamma ABC has
+4/-4.

Think of Shields in Gundam Senki as a "hand-held extra servo for Parry-use"(G-factor is not applied to it, though). A Shield is destroyed when its Kills are reduced to zero, no matter how much of its SP is
left.

A shield has the same Binder Space as its KILL rating. There are no "Active" Shields in Gundam, but for universal rule's sake, treat them as a x1.5 multiplier if you bring them in.

The above new effects can be used with Armor, as well as Shields.

The box text on p. 208 is about the Long Beam Rifle that appeared in ep.13 of 08th MS Team. The energy for that rifle is supplied by a portable generator(not by the MS), so the weapon can be used by
any MS, but the generator is bulky and heavy. MS who carry this rifle and generator suffer -2 penalty on MV. The generator must be placed on the ground (and cannot be moved) when using the gun.
The rifle requires 5 turns between firings for cooling down and recharging.

Minovski Craft systems are treated as Thrusters with no need of fuel. MC vehicles don't work in underwater like Gravitics. And in Gundam Senki, extra Maneuver Pool is only gained from the ACE system.
All combat rules are solved in Mekton scale, all vehicles are Mekton scale. When Player Characters are not in MS, 1Hex is 5m. Some vehicles become multi-hex size units.

G-Factor:
MS make all induced explosion rolls on 2d6.
Ships make IE rolls on 4 D6
Mobile Armors?