Dethraivn

Gundam Shit

Jul 13th, 2018
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  1. Gundam Statblocks
  2. -----------------------------------------
  3. Unit Name: Alex Gundam, RX-78 NT-1
  4. Wounds: 22
  5. Movement: 10"
  6. Save: 3+
  7. Bravery: 10
  8. Ranged Weapons: BOWA·Norfolk XBR-L Type-3 Beam Rifle(30" range, 2 shots, hit on 4+, wound on 2+, -2 rend, d6 damage),
  9. Hyper Bazooka(30" range, 1 shot, hit on 4+, wound on 2+, -4 rend, 2d6 damage),
  10. Wrist-mounted Gatlings(16" range, 2d6 shots, hit on 4+, wound on 3+, -1 rend, 2 damage),
  11. Head-mounted Vulcans(12" range, 2d6 shots, hit on 4+, wound on 3+, -1 rend, 1 damage)
  12. Melee Weapons: Blash·XB-B-09 Beam Saber(2" range, 4 attacks, hit on 3+, wound on 2+, -2 rend, 2d3 damage)
  13. Abilities: RX·C-Sh-05 UBC/S-0003 Shield: Reroll failed saves, can sacrifice shield to negate all damage for a phase on 2+.
  14. Hurricane Of Lead: When firing the Wrist-Mounted Gatlings at a target less than 8" from the Alex they fire 4d6 shots instead of their normal number. When firing the Head-Mounted Vulcans at a target 6" or less from the Alex it fires 4d6 instead of its normal number.
  15. Vaporizing Heat: When targeting MONSTERS, WAR MACHINES, VEHICLES or MECHS the Beam Rifle and Beam Saber deal 2d6 damage instead of their normal amounts.
  16. Going Nuclear: When the Alex Gundam is destroyed roll a dice. On a 5+ the suit's reactor is breached, explodes and deals d3 mortal wounds to all units within d6 inches. On a 6+ the suit's reactor undergoes catastrophic meltdown and explodes spectacularly, dealing 2d3 mortal wounds to all units within 2d6 inches.
  17. Command Abilities: New-Type: You can spend a command point to reroll all failed saves, hits or wounds from the Alex until your next turn.
  18. Tags: Alex, Gundam, Earth Federation, Mech, Vehicle, War Machine, Hero
  19. -----------------------------------------
  20. -----------------------------------------
  21. Unit Name: RX-79 Gundam Ground Type
  22. Wounds: 18
  23. Movement: 12"
  24. Save: 3+
  25. Bravery: 9
  26. Ranged Weapons: NF*GMG-Type.37/100mm Machine Gun(24" range, d6 shots, hit on 4+, wound on 3+, -2 rend, d3 damage)
  27. P.B.R-0079/A12 S-000011 Beam Rifle(30" range, 2 shots, hit on 4+, wound on 2+, -3 rend, d6 damage)
  28. YHI 6ML-79MM 6-tube Missile Launcher(12-60" range, 2d3 shots, hit on 4+, wound on 4+, -1 rend, d6 damage)
  29. NFHI*EPHB-type.Doc-04/380mm Hyper Bazooka(60" range, d3 shots, hit on 4+, wound on 2+, -3 rend, 2d3 damage)
  30. Chest-mounted Vulcan Gun(12" range, d6 shots, hit on 4+, wound on 3+, -1 rend, 1 damage)
  31. Melee Weapons: X.B.Sa-G-03 Beam Saber(2" range, 4 attacks, hit on 4+, wound on 2+, -2 rend, 2d3 damage)
  32. Gundam Hammer(3" range, 2 attacks, hit on 3+, wound on 2+, -3 rend, 2d6 damage)
  33. Shield-punch(2" range, d3 attacks, hit on 4+, wound on 3+, -2 rend, d3 damage)
  34. Abilities: RGM*S-Sh-WF/S-00109 Shield: Reroll saves of 1, can choose to sacrifice movement for a turn to brace their weapon on their shield and gain +1 to hit with one ranged weapon. Can sacrifice shield to negate all damage for a phase on 3+.
  35. Multi-Launcher: During the Shooting Phase you can declare a Gundam Ground Type will fire either a flare or a smoke grenade. If firing a flare, choose a point on the table within 16" and all units within 3" of that point have +1 to hit on ranged attacks against them. If popping smoke, choose a point within 12" and all units within 3" have -1 to hit on ranged attacks against them. These effects last until the following turn.
  36. Vaporizing Heat: When targeting MONSTERS, WAR MACHINES, VEHICLES or MECHS the Beam Rifle and Beam Saber deal 2d6 damage instead of their normal amounts.
  37. Rapid-Fire: When 12" or less from an enemy the Machine Gun increases its attacks to 2d6.
  38. Going Nuclear: When a Gundam Ground Type is slain, roll a die. On a 5+ the reactor is breached and the suit explodes, dealing d3 mortal wounds to all units in d6 inches. On a 6+ the reactor undergoes critical meltdown and explodes spectacularly, dealing d6 mortal wounds to all units in 2d6 inches.
  39. Command Abilities: Look Out!: If there is a unit that is not a MECH within 3" of the Gundam Ground Type that takes damage and the Gundam still has its shield, you can spend a command point to automatically negate that damage.
  40. Tags: RX-79, Gundam, Earth Federation, Mech, Vehicle, War Machine, Battleline
  41. -----------------------------------------
  42.  
  43. -----------------------------------------
  44. Unit Name: RX-78GP02A Gundam "Physalis"
  45. Wounds: 30
  46. Movement: 8"
  47. Save: 3+
  48. Bravery: 10
  49. Ranged Weapons: AE/ZIM.G-BAZ-0186-A Atomic Bazooka(30" range, special rules)
  50. 135mm Anti-Ship Rifle(60" range, 3 shots, hit on 3+, wound on 2+, -2 rend, 2d6 damage)
  51. Head-Mounted Vulcan Guns(12" range, 2d6 shots, hit on 4+, wound on 3+, -1 rend, 1 damage)
  52. Melee Weapons: A.E.Blash AEXB-909L Beam Saber(2" range, 4 attacks, hit on 3+, wound on 2+, -2 rend, d6 damage)
  53. Beam Javelin: (3" range, 3 attacks, hit on 3+, wound on 2+, -2 rend, 2d6 damage)
  54. Abilities: Nuclear Armageddon: If armed with the Atomic Bazooka then once per game the Physalis can fire it in the shooting phase if it did not move in the current or prior turn. When firing the Atomic Bazooka pick a point within 30" and line of sight of the Physalis. Roll a die, on a 5+ the target is struck directly. On a 4 the missile overshoots the target by 2d6 inches. On a 2 or 3 the missile detonated prematurely, striking d6 inches closer to the Physalis. On a 1 the missile strikes debris or malfunctions and detonates halfway between the Physalis and the intended target. Roll 3d6 and add the two highest, all units within that distance, the primary blast zone, of the detonating warhead take 2d6 mortal wounds. Roll 2d6 and add it to the primary number, all units within this many inches, the secondary blast zone, take an additional d6 mortal wounds. This includes units already damaged in the primary blast zone. Roll an additional 2d6 and add it the secondary total, all units within this many inches take an additional d6 mortal wounds. If a unit is struck directly then the wounds cannot be negated.
  55. Vaporizing Heat: When targeting MONSTERS, WAR MACHINES, VEHICLES or MECHS the Beam Saber deals 2d6 damage instead of its normal amount.
  56. Overpower: When targeting MECHS, the Physalis gains an additional -1 rend in combat.
  57. NR-Sh-02-RX/S-00013 Shield: Re-roll all failed saves, can negate mortal wounds on 5+ and can sacrifice shield to negate all damage for a phase automatically.
  58. Going Nuclear: When the Physalis is destroyed roll a dice. On a 5+ the suit's reactor is breached, explodes and deals d3 mortal wounds to all units within d6 inches. On a 6+ the suit's reactor undergoes catastrophic meltdown and explodes spectacularly, dealing 2d3 mortal wounds to all units within 2d6 inches. If it is carrying the Atomic Bazooka and has not fired it then add 2 to this roll and if it detonates it also triggers Nuclear Armageddon, centered on itself.
  59. Command Abilities: Brace for impact!: The Physalis and 2 friendly units within 12" gain the ability to negate wounds dealt during shooting phase on 4+ until the following turn.
  60. Tags: GP02, Gundam, Earth Federation, Zeon, Mech, Vehicle, War Machine, Hero
  61. -----------------------------------------
  62.  
  63.  
  64. -----------------------------------------
  65. Unit Name: MS-05 Zaku I
  66. Wounds: 12
  67. Movement: 10"
  68. Save: 4+
  69. Bravery: 8
  70. Ranged Weapons: 105mm Machine Gun(24" range, d6 shots, hits on 4+, wounds on 3+, -2 rend, d3 damage)
  71. Shotgun(20" range, d3 shots, hit on 3+, wound on 3+, -1 rend, d6 damage)
  72. 280mm Zaku Bazooka(30" range, 1 shot, hit on 4+, wound on 2+, -2 rend, 2d6 damage)
  73. Twin 280mm Zaku Bazooka(30" range, 2 shots, hit on 4+, wound on 2+, -2 rend, 2d6 damage)
  74. G3 Nerve Gas Launcher(20" range, d6 shots, special rules)
  75. S Mines(6" range, special rules)
  76. Cracker Grenades(12" range, d6 shots, hit on 2+, wound on 4+, -1 rend, 2 damage)
  77. Sturm Faust(24" range, 1 shot, special rules)
  78. Melee Weapons: Heat Hawk(1" range, 5 attacks, hit on 4+, wound on 2+, -1 rend, d6 damage)
  79. Knuckle Shield(1" range, 3 attacks, hit on 4+, wound on 2+, -1 rend, d3 damage)
  80. Abilities: Rapid-Fire: When 12" or less from the target the Machine Gun fires 2d6 shots instead of its normal number.
  81. Knuckle Shield: Reroll saves of 1.
  82. Nerve Gas Launchers: If equipped with nerve gas launchers the Zaku cannot use them to target MECHS, VEHICLES, UNDEAD or DAEMONS. Instead of resolving attacks normally the attacks from the nerve gas launcher automatically hit their targets and deal d3 mortal wounds each. They can strike multiple targets but their targets must be within 3" of each other.
  83. S Mines: If a Zaku is equipped with mines it can deploy them once per game at a point within 6". Any enemy units who move through or within 3" of the chosen point immediately suffer 2d6 mortal wounds.
  84. Going Nuclear: When the Zaku is destroyed roll a die, on a 6 the reactor is breached and it explodes, dealing d3 mortal wounds to all units in d6 inches.
  85. Command Abilities: For Zeon!: When a Zaku I dies you can pay a command point to have it automatically explode.
  86. Tags: Zaku I, Zaku, Zeon, Mech, Vehicle, War Machine, Battleline
  87. -----------------------------------------
  88.  
  89. -----------------------------------------
  90. Unit Name: MS-05 Zaku I, Black Tri-Star Custom
  91. Wounds: 12
  92. Movement: 14"
  93. Save: 4+
  94. Bravery: 10
  95. Ranged Weapons: 105mm Machine Gun(24" range, d6 shots, hits on 4+, wounds on 3+, -2 rend, d3 damage)
  96. Shotgun(20" range, d3 shots, hit on 3+, wound on 3+, -1 rend, d6 damage)
  97. 280mm Zaku Bazooka(30" range, 1 shot, hit on 4+, wound on 2+, -2 rend, 2d6 damage)
  98. Twin 280mm Zaku Bazooka(30" range, 2 shots, hit on 4+, wound on 2+, -2 rend, 2d6 damage)
  99. G3 Nerve Gas Launcher(20" range, d6 shots, special rules)
  100. S Mines(6" range, special rules)
  101. Cracker Grenades(12" range, d6 shots, hit on 2+, wound on 4+, -1 rend, 2 damage)
  102. Sturm Faust(24" range, 1 shot, special rules)
  103. Melee Weapons: Heat Hawk(1" range, 5 attacks, hit on 4+, wound on 2+, -1 rend, d6 damage)
  104. Heat Sword(2" range, 5 attacks, hit on 3+, wound on 2+, -2 rend, d6 damage)
  105. Knuckle Shield(1" range, 3 attacks, hit on 4+, wound on 2+, -1 rend, d3 damage)
  106. Abilities: Rapid-Fire: When 12" or less from the target the Machine Gun fires 2d6 shots instead of its normal number.
  107. Knuckle Shield: Reroll saves of 1.
  108. Nerve Gas Launchers: If equipped with nerve gas launchers the Zaku cannot use them to target MECHS, VEHICLES, UNDEAD or DAEMONS. Instead of resolving attacks normally the attacks from the nerve gas launcher automatically hit their targets and deal d3 mortal wounds each. They can strike multiple targets but their targets must be within 3" of each other.
  109. S Mines: If a Zaku is equipped with mines it can deploy them once per game at a point within 6". Any enemy units who move through or within 3" of the chosen point immediately suffer 2d6 mortal wounds.
  110. Sturm Faust: The Sturm Faust is a single use explosive intended for taking out hard targets, it can only be used once per game. During the shooting phase you can choose a target in line of sight within 24" and roll a die. On a 4+ the target takes 2d6 mortal wounds.
  111. Going Nuclear: When the Zaku is destroyed roll a die, on a 6 the reactor is breached and it explodes, dealing d3 mortal wounds to all units in d6 inches.
  112. Command Abilities: Jet Stream Attack: All BLACK TRI-STARS within 3" at the start of the hero phase have +6" run, can run and charge in the same turn and get +1 to hit and wound on all attacks until next turn.
  113. Tags: Zaku I, Ace, Black Tri-Star, Zaku, Zeon, Mech, Vehicle, War Machine, Hero
  114. -----------------------------------------
  115.  
  116. -----------------------------------------
  117. Unit Name: MS-14 Gelgoog
  118. Wounds: 18
  119. Movement: 10"
  120. Save: 4+
  121. Bravery: 8
  122. Ranged Weapons: Beam Rifle(30" range, 2 shots, hit on 4+, wound on 2+, -2 rend, d6 damage)
  123. Sniper Beam Rifle(50" range, 2 shots, hit on 4+, wound on 2+, -3 rend, d6 damage)
  124. 360mm Giant Bazooka(30" range, d3 shots, hit on 3+, wound on 3+, -2 rend, 2d6 damage)
  125. Beam Machine Gun(24" range, d3 shots, hit on 4+, wound on 2+, -2 rend, d6 damage)
  126. Melee Weapons: Twin Beam Saber: (2" range, 2d3 attacks, hit on 3+, wound on 2+, -2 rend, 2d3 damage)
  127. Abilities: Rapid-fire: When firing at a target 12" or less from the Gelgoog, the Beam Machine Gun fires 2d3 shots instead of its normal number.
  128. Shield: While carrying its shield the Gelgoog saves on 3+ rather than 4+. It can sacrifice its shield to negate all damage in a phase on 2+.
  129. Vaporizing Heat: When targeting MONSTERS, WAR MACHINES, VEHICLES or MECHS the Beam Saber, Beam Rifle, Beam Sniper Rifle and Beam Machine Gun deal 2d6 damage instead of their normal amount.
  130. Lethal Precision: On a wound roll of 6+ the Beam Sniper Rifle deals mortal wounds in place of its normal damage.
  131. Going Nuclear: When the Gelgoog is destroyed roll a dice. On a 5+ the suit's reactor is breached, explodes and deals d3 mortal wounds to all units within d6 inches. On a 6+ the suit's reactor undergoes catastrophic meltdown and explodes spectacularly, dealing 2d3 mortal wounds to all units within 2d6 inches.
  132. Command Abilities: Sieg Zeon!: Grant +1 to hit for attacks from friendly ZEON within 6" until next turn.
  133. Tags: Gelgoog, Zeon, Mech, Vehicle, War Machine, Battleline
  134. -----------------------------------------
  135.  
  136.  
  137. -----------------------------------------
  138. Unit Name: AMX-104 Bawoo
  139. Wounds: 22
  140. Movement: 14"
  141. Save: 3+
  142. Bravery: 10
  143. Ranged Weapons: Beam Assault Rifle(30" range, d3 shots, hits on 3+, wounds on 2+, -2 rend, d6 damage)
  144. Shield-mounted Mega Particle Cannons(30" range, 5 shots, hits on 4+, wounds on 2+, -2 rend, 2d3 damage)
  145. 4-Tube Grenade Launcher(24" range, 4 shots, hits on 4+, wounds on 4+, -1 rend, d3 damage)
  146. AMM-06H Missiles(60" range, special rules)
  147. Melee Weapons: Beam Saber(2" range, 4 attacks, hits on 3+, wounds on 2+, -2 rend, d6 damage)
  148. Abilities: Rapid-Fire: When firing at an enemy unit 15" or less from the Bawoo its Beam Assault Rifle fires 2d3 shots instead of its normal number.
  149. Vaporizing Heat: When targeting MONSTERS, WAR MACHINES, VEHICLES or MECHS the Beam Assault Rifle deals 2d6 damage instead of its normal amount.
  150. Shield: Reroll failed saves, can sacrifice shield(and connected cannon) to negate all damage for a phase automatically.
  151. Missile Targeting: If equipped with Missiles then the Bawoo can fire each missile once per game, with a maximum of six. The missiles do not require line of sight to the target. To fire them, choose a target within 60" and roll a die, on a 4+ the target suffers d6 mortal wounds that cannot be negated.
  152. Going Nuclear: When the Bawoo is destroyed roll a dice. On a 5+ the suit's reactor is breached, explodes and deals d3 mortal wounds to all units within d6 inches. On a 6+ the suit's reactor undergoes catastrophic meltdown and explodes spectacularly, dealing 2d3 mortal wounds to all units within 2d6 inches.
  153. Command Abilities: Hypersonic Speed: Can spend a command point to allow the Bawoo to act immediately in the combat phase rather than wait its turn.
  154. Tags: Bawoo, Zeon, Ace, Mech, Vehicle, War Machine, Hero
  155. -----------------------------------------
  156.  
  157.  
  158. -----------------------------------------
  159. Unit Name: RMS-117 Galbaldy β
  160. Wounds: 20
  161. Movement: 12"
  162. Save: 3+
  163. Bravery: 9
  164. Ranged Weapons: Beam Rifle(30" range, 3 shots, hits on 3+, wounds on 2+, rend -3, d6 damage)
  165. Shield-mounted Missiles(24" range, special rules)
  166. Shield-mounted Smoothbore Gun(18" range, d3 shots, hits on 4+, wounds on 3+, -1 rend, d3 damage
  167. 8 Barrel 420mm Rocket Launcher(30" range, 4 shots, special rules)
  168. Melee Weapons: Beam Saber(2" range, hits on 4+, wounds on 2+, rend -2, 2d3 damage)
  169. Abilities: Missile Strike: The Galbaldy's shield comes with two single-use missiles. These can only be fired once per game. To fire them, choose a target in the shooting phase and roll a die. On a 4+ the target takes d6 mortal wounds that cannot be negated.
  170. Shield: Reroll saves of 1, can sacrifice shield(and any unused missiles) to negate damage for a phase on 2+.
  171. Vaporizing Heat: When targeting MONSTERS, WAR MACHINES, VEHICLES or MECHS the Beam Saber and Beam Rifle deal 2d6 damage instead of their normal amount.
  172. Rain Of Fire: The 8 Barrel 420mm Missile Launcher is a high impact weapon with a highly limited ammo supply. Each of its 8 missiles can be fired only once. When firing the missile launcher instead of resolving the attacks roll a die for each shot fired. On a roll of 4+ the target takes d6 mortal wounds.
  173. Going Nuclear: When the Galbaldy is destroyed roll a dice. On a 5+ the suit's reactor is breached, explodes and deals d3 mortal wounds to all units within d6 inches. On a 6+ the suit's reactor undergoes catastrophic meltdown and explodes spectacularly, dealing 2d3 mortal wounds to all units within 2d6 inches.
  174. Command Abilities: Focus Fire!: A series of signal flares signals allies to focus on the Galbaldy's target. All allies gain +1 to hit on a unit the Galbaldy opened fire on.
  175. Tags: Galbaldy, Earth Federation, Zeon, Mech, Vehicle, War Machine, Battleline
  176. -----------------------------------------
  177.  
  178.  
  179. -----------------------------------------
  180. Unit Name: MS-14F Gelgoog Marine
  181. Wounds: 18
  182. Movement: 10"
  183. Save: 4+
  184. Bravery: 10
  185. Ranged Weapons: MMP-80 90mm Machine Gun(24" range, 3d6 shots, hit on 4+, wound on 3+, -2 rend, 1 damage)
  186. MMP-78 120mm Machine Gun(24" range, d6 shots, hit on 4+, wound on 3+, -2 rend, 2 damage)
  187. MMP-78 Under-Slung Grenade Launcher(24" range, 1 shot, hit on 4+, wound on 2+, -3 rend, 2d6 damage)
  188. Beam Rifle(30" range, 2 shots, hit on 4+, wound on 2+, -2 rend, d6 damage)
  189. 360mm Giant Bazooka(30" range, d3 shots, hit on 3+, wound on 3+, -2 rend, 2d6 damage)
  190. Sturm Faust(24" range, special rules)
  191. Wrist-mounted 110mm Cannons(12" range, 2d3 shots, hit on 4+, wound on 3+, -1 rend, 2 damage)
  192. Melee Weapons: Beam Sabers(2" range, 4 attacks, hit on 4+, wound on 2+, -2 rend, 2d3 damage)
  193. Knuckle Shield(1" range, 3 attacks, hit on 4+, wound on 4+, -1 rend, d3 damage)
  194. Abilities: Hurricane Of Lead: If firing at a target 12" or less from the Gelgoog Marine with the MMP-80 it fires 6d6 shots instead of its normal number.
  195. Rapid-Fire: If firing at a target 12" or less from the Gelgoog Marine with the MMP-78 Machine Gun it fires 2d6 shots instead of its normal number.
  196. Vaporizing Heat: When targeting MONSTERS, WAR MACHINES, VEHICLES or MECHS the Beam Saber and Beam Rifle deal 2d6 damage instead of their normal amount.
  197. Knuckle Shield: Reroll saves of 1.
  198. Sturm Faust: The Sturm Faust is a single use explosive intended for taking out hard targets, it can only be used once per game. During the shooting phase you can choose a target in line of sight within 24" and roll a die. On a 4+ the target takes 2d6 mortal wounds.
  199. Going Nuclear: When the Gelgoog Marine is destroyed roll a die. On a 5+ the suit's reactor is breached, explodes and deals d3 mortal wounds to all units within d6 inches. On a 6+ the suit's reactor undergoes catastrophic meltdown and explodes spectacularly, dealing 2d3 mortal wounds to all units within 2d6 inches.
  200. Command Abilities: Sieg Zeon!: Grant +1 to hit for attacks from friendly ZEON within 6" until next turn.
  201. Tags: Gelgoog Marine, Gelgoog, Zeon, Mech, Vehicle, War Machine, Battleline
  202. -----------------------------------------
  203.  
  204. -----------------------------------------
  205. Unit Name: MS-14Jg Gelgoog Jager
  206. Wounds: 18
  207. Movement: 12"
  208. Save: 3+
  209. Bravery: 9
  210. Ranged Weapons: Beam Machine Gun(30" range, d3 shots, hits on 3+, wounds on 2+, -2 rend, d6 damage)
  211. Head-mounted Vulcan Guns(12" range, 2d6 shots, hit on 4+, wound on 4+, -1 rend, 1 damage)
  212. Wrist-mounted Beam Spot Guns(12" range, 2d3 shots, hit on 4+, wound on 2+, -2 rend, d3 damage)
  213. Melee Weapons: Beam Saber(2" range, 4 attacks, hit on 4+, wound on 2+, -2 rend, 2d3 damage)
  214. Abilities: Shield: Reroll failed saves, can sacrifice shield to negate all damage for a phase on 2+.
  215. Defensive Fire: If a Gelgoog Jager is targeted for a charge and is not already engaged it can immediately open fire on the charging unit with its Beam Spot Guns as though it were the shooting phase.
  216. Vaporizing Heat: When targeting MONSTERS, WAR MACHINES, VEHICLES or MECHS the Beam Saber and Beam Machine Gun deal 2d6 damage instead of their normal amount.
  217. Particle Spray: If a target for the Beam Spot Guns is within 3" then they deal 2d3 instead of their normal damage.
  218. Fuel Tanks: The Gelgoog Jager comes with two extra fuel tanks which can each be used once per game to grant it +6" movement. Only one tank can be used each turn, after a tank has been used add 1" to the Gelgoog Jager's movement for the rest of the game. If the Gelgoog Jager had unspent fuel tanks when it was slain add 1 to the explosion roll for each and if it exploded add d3" to explosion size and 1 mortal wound to damage for each tank.
  219. Going Nuclear: When the Gelgoog Jager is destroyed roll a die. On a 5+ the suit's reactor is breached, explodes and deals d3 mortal wounds to all units within d6 inches. On a 6+ the suit's reactor undergoes catastrophic meltdown and explodes spectacularly, dealing 2d3 mortal wounds to all units within 2d6 inches.
  220. Command Abilities: Vanguard Strike: Grant the ability to negate allocated wounds on rolls of 6 to Gelgoog Jager and 2 friendly ZEON units.
  221. Tags: Gelgoog Jager, Gelgoog, Zeon, Mech, Vehicle, War Machine, Battleline
  222. -----------------------------------------
  223.  
  224.  
  225. -----------------------------------------
  226. Unit Name: MS-06 Zaku II
  227. Wounds: 14
  228. Movement: 10"
  229. Save: 4+
  230. Bravery: 8
  231. Ranged Weapons: ZMP-50D 120mm Machine Gun(24" range, d6 shots, hits on 4+, wounds on 3+, -2 rend, 2 damage)
  232. MMP-80 90mm Machine Gun(24" range, 3d6 shots, hit on 4+, wound on 3+, -2 rend, 1 damage)
  233. MMP-78 120mm Machine Gun(24" range, d6 shots, hit on 4+, wound on 3+, -2 rend, 2 damage)
  234. MMP-78 Under-Slung Grenade Launcher(24" range, 1 shot, hit on 4+, wound on 2+, -3 rend, 2d6 damage)
  235. Shotgun(20" range, d3 shots, hit on 3+, wound on 3+, -1 rend, d6 damage)
  236. 280mm Zaku Bazooka(30" range, 1 shot, hit on 4+, wound on 2+, -2 rend, 2d6 damage)
  237. Twin 280mm Zaku Bazooka(30" range, 2 shots, hit on 4+, wound on 2+, -2 rend, 2d6 damage)
  238. Flamethrower(16" range, special rules)
  239. 3-Tube Missile Launcher(30" range, special rules)
  240. Sturm Faust(24" range, special rules)
  241. Cracker Grenades(12" range, d6 shots, hit on 2+, wound on 4+, -1 rend, 2 damage)
  242. Shield-Mounted Gatling(24" range, 2d6 shots, hits on 4+, wounds on 3+, -2 rend, 2 damage)
  243. Melee Weapons: Heat Hawk(1" range, 5 attacks, hits on 4+, wounds on 3+, -2 rend, d6 damage)
  244. Heat Sword(2" range, 5 attacks, hits on 3+, wounds on 3+, -2 rend, d6 damage)
  245. Knuckle Shield(1" range, 3 attacks, hits on 4+, wounds on 4+, -1 rend, d3 damage)
  246. Abilities: Rapid-Fire: When 12" or less from the target the ZMP-50D and MMP-78 fires 2d6 shots instead of its normal number.
  247. Hurricane Of Lead: If firing at a target 12" or less from the Zaku, the MMP-80 fires 6d6 shots instead of its normal number.
  248. Knuckle Shield: Reroll failed saves of 1.
  249. Shoulder Shield: Negate wounds on 6+. Can sacrifice shield to negate all damage for a phase on 4+.
  250. Spiked Shoulder Shield: Same effects as normal Shoulder Shield plus increases Knuckle Shield damage in combat to 2d3.
  251. Gatling Shield: Negate wounds on 6+, eject gatling to negate wounds on 4+ but lose gatling at end of shooting phase, sacrifice shield to negate all wounds in a phase on 2+.
  252. Flamethrower: When firing the flamethrower choose a point within 16" and draw a line 1" wide to the target. Any units passed over by this line take d6 -2 rend hits at 1 damage each. MONSTERS, MECHS, WAR MACHINES and units of 10+ models take 2d6 hits. You can choose to saturate an area instead and deal 2d6 mortal wounds to all targets but lose the Flamethrower at the end of the shooting phase.
  253. Firestorm: If a Zaku 2 is slain while wielding a flamethrower add 1 to its Going Nuclear roll. If it explodes add d6 additional mortal wounds to its explosion.
  254. Missile Targetting: A Zaku II can be equipped with up to two 3-tube Missile Launchers, each carrying 3 single use missiles. During the shooting phase you can shoot any number of missiles you possess at a target within 30" line of sight. For each missile fired roll a die, on a 4+ the target suffers d3 mortal wounds.
  255. Sturm Faust: The Sturm Faust is a single use explosive intended for taking out hard targets, it can only be used once per game. During the shooting phase you can choose a target in line of sight within 24" and roll a die. On a 4+ the target takes 2d6 mortal wounds.
  256. Going Nuclear: When the Zaku II is destroyed roll a die. On a 5+ the suit's reactor is breached, explodes and deals d3 mortal wounds to all units within d6 inches. On a 6+ the suit's reactor undergoes catastrophic meltdown and explodes spectacularly, dealing 2d3 mortal wounds to all units within 2d6 inches.
  257. Command Abilities: Sieg Zeon!: +1 to hit for all friendly ZEON within 6".
  258. Tags: Zaku II, Zaku, Zeon, Mech, Vehicle, War Machine, Battleline
  259. -----------------------------------------
  260.  
  261. -----------------------------------------
  262. Unit Name: MS-07B Gouf
  263. Wounds: 16
  264. Movement: 12"
  265. Save: 3+
  266. Bravery: 10
  267. Ranged Weapons: 5 Barrel 75mm Machine Gun(20" range, 5d3 shots, hits on 4+, wounds on 4+, 1 damage)
  268. ZMP-50D 120mm Machine Gun(24" range, d6 shots, hits on 4+, wounds on 3+, -2 rend, 2 damage)
  269. Shotgun(20" range, d3 shots, hit on 3+, wound on 3+, -1 rend, d6 damage)
  270. 280mm Zaku Bazooka(30" range, 1 shot, hit on 4+, wound on 2+, -2 rend, 2d6 damage)
  271. Twin 280mm Zaku Bazooka(30" range, 2 shots, hit on 4+, wound on 2+, -2 rend, 2d6 damage)
  272. Shield-Mounted Gatling(24" range, 2d6 shots, hits on 4+, wounds on 3+, -2 rend, 2 damage)
  273. Melee Weapons: Heat Hawk(1" range, 5 attacks, hits on 4+, wounds on 3+, -2 rend, d6 damage)
  274. Heat Sword(2" range, 5 attacks, hits on 3+, wounds on 3+, -2 rend, d6 damage)
  275. Heat Rod(3" range, d3 attacks, special rules)
  276. Abilities: Rapid-Fire: When firing at a target 12" or less from the Gouf the ZMP-50D fires 2d6 shots instead of its normal number.
  277. Shield: Negate wounds on 4+, can sacrifice shield to negate all damage in a phase on 2+.
  278. Gatling Shield: Negate wounds on 6+, eject gatling to negate wounds on 4+ but lose gatling at end of shooting phase, sacrifice shield to negate all wounds in a phase on 2+.
  279. Terror Incarnate: Enemy units within 6" of the Gouf are terrified by its physical presence and have their Bravery reduced by 1.
  280. Cold Death: If equipped with a Heat Sword the Gouf can choose to deactivate the heating element, reducing its rend by 1 but causing any units within 6" to have their Bravery reduced by d3 if the Gouf deals any wounds with its Heat Sword.
  281. Prey On The Weak: Whenever the Gouf finishes a melee attack against a target roll 2d6. If the result exceeds the Bravery of the target the Gouf can immediately pile in and attack again. This can only activate once per turn.
  282. Heat Rod: When using the Heat Rod choose a target within 3" of the Gouf and roll a die. On a 4+ the unit suffers d3 mortal wounds and if the target is a MECH or VEHICLE they cannot perform any actions until your next turn. You can choose to superheat the heat rod to increase the damage to d6 mortal wounds but on a 1 the Gouf will suffer d3 mortal wounds.
  283. Going Nuclear: When the Gouf is destroyed roll a die. On a 5+ the suit's reactor is breached, explodes and deals d3 mortal wounds to all units within d6 inches. On a 6+ the suit's reactor undergoes catastrophic meltdown and explodes spectacularly, dealing 2d3 mortal wounds to all units within 2d6 inches.
  284. Command Abilities: Zeonic Zeal: Grant the Prey On The Weak ability to two ZEON allies in 12".
  285. Tags: Gouf, Zeon, Mech, Vehicle, War Machine, Battleline
  286. -----------------------------------------
  287. -----------------------------------------
  288. Unit Name: MS-07B-3 Gouf Custom
  289. Wounds: 16
  290. Movement: 13"
  291. Save: 3+
  292. Bravery: 10
  293. Ranged Weapons: 3 Barrel 35mm Machine Gun(16" range, 3d6 shots, hits on 3+, wounds on 4+, 1 damage)
  294. ZMP-50D 120mm Machine Gun(24" range, d6 shots, hits on 4+, wounds on 3+, -2 rend, 2 damage)
  295. MMP-80 90mm Machine Gun(24" range, 3d6 shots, hit on 4+, wound on 3+, -2 rend, 1 damage)
  296. MMP-80 Underslung Grenade Launcher(16" range, 1 shot, hit on 4+, wound on 3+, -2 rend, d6 damage)
  297. Shotgun(20" range, d3 shots, hit on 3+, wound on 3+, -1 rend, d6 damage)
  298. 280mm Zaku Bazooka(30" range, 1 shot, hit on 4+, wound on 2+, -2 rend, 2d6 damage)
  299. Twin 280mm Zaku Bazooka(30" range, 2 shots, hit on 4+, wound on 2+, -2 rend, 2d6 damage)
  300. Shield-Mounted Gatling(24" range, 2d6 shots, hits on 4+, wounds on 3+, -2 rend, 2 damage)
  301. Heat Wire(12" range, special rules)
  302. 3-Tube Missile Launcher(30" range, special rules)
  303. Melee Weapons: Heat Hawk(1" range, 5 attacks, hits on 4+, wounds on 3+, -2 rend, d6 damage)
  304. Heat Sword(2" range, 5 attacks, hits on 3+, wounds on 3+, -2 rend, d6 damage)
  305. Heat Mace(3" range, 2d3 attacks, hits on 4+, wounds on 2+, -3 rend, 2d6 damage)
  306. Heat Knuckle(1" range, d6 attacks, hits on 3+, wounds on 3+, -2 rend, d3 damage)
  307. Abilities: Rapid-Fire: When firing at a target 12" or less from the Gouf the ZMP-50D fires 2d6 shots instead of its normal number.
  308. Hurricane Of Lead: When firing at a target 12" or less from the Gouf Custom the MMP-80 fires 6d6 shots instead of its normal number.
  309. Shield: Negate wounds on 4+, can sacrifice shield to negate all damage in a phase on 2+.
  310. Gatling Shield: Negate wounds on 6+, eject gatling to negate wounds on 4+ but lose gatling at end of shooting phase, sacrifice shield to negate all wounds in a phase on 2+.
  311. Terror Incarnate: Enemy units within 6" of the Gouf are terrified by its physical presence and have their Bravery reduced by 1.
  312. Cold Death: If equipped with a Heat Sword the Gouf can choose to deactivate the heating element, reducing its rend by 1 but causing any enemy units within 6" to have their Bravery reduced by d3 if the Gouf deals any wounds with its Heat Sword.
  313. Brutality: If the Gouf Custom is equipped with a Heat Mace and deals more than 12 wounds in a combat phase then all enemy units within 6" have their Bravery reduced by d3.
  314. Prey On The Weak: Whenever the Gouf finishes a melee attack against a target roll 2d6. If the result exceeds the Bravery of the target the Gouf can immediately pile in and attack again. This can only activate once per turn.
  315. Victory is Mine!: Ace Gouf pilots are often some of the most tenacious and will lay down their life to see the mission completed in their dying breath. When the Gouf Custom is slain roll a die, on a 3+ it is able to shoot or pile in and swing before being taken off the table, regardless of phase.
  316. Heat Wire: When using the Heat Wire choose a target within 12" of the Gouf Custom and roll a die. On a 2+ if the target is a MECH or VEHICLE they cannot perform any actions until your next turn. All other targets take d3 mortal wounds.
  317. Up The Walls: This unit is able to rapidly scale buildings and obstacles using its Heat Wire. Treat this unit as though it had fly for the purposes of movement.
  318. Missile Targetting: A Gouf Custom can be equipped with up to two 3-tube Missile Launchers, each carrying 3 single use missiles. During the shooting phase you can shoot any number of missiles you possess at a target within 30" line of sight. For each missile fired roll a die, on a 4+ the target suffers d3 mortal wounds.
  319. Going Nuclear: When the Gouf Custom is destroyed roll a die. On a 5+ the suit's reactor is breached, explodes and deals d3 mortal wounds to all units within d6 inches. On a 6+ the suit's reactor undergoes catastrophic meltdown and explodes spectacularly, dealing 2d3 mortal wounds to all units within 2d6 inches.
  320. Command Abilities: Zeonic Zeal: Grant the Prey On The Weak ability to two ZEON allies in 12".
  321. Tags: Gouf Custom, Gouf, Ace, Zeon, Mech, Vehicle, War Machine, Hero
  322. -----------------------------------------
  323. -----------------------------------------
  324. Unit Name: MS-05L Zaku I, Sniper Type
  325. Wounds: 12
  326. Movement: 8"
  327. Save: 4+
  328. Bravery: 8
  329. Ranged Weapons: MIP-X79-E0-type BSR, Beam Sniper Rifle(60" range, d3 shots, hits on 4+, wounds on 2+, -2 rend, d6 damage)
  330. Head-Mounted Vulcan Guns(12" range, 2d6 shots, hits on 4+, wounds on 3+, -1 rend, 1 damage)
  331. Sturm Faust(24" range, special rules)
  332. Melee Weapons: Heat Hawk(1" range, 5 attacks, hits on 4+, wounds on 3+, -2 rend, d6 damage)
  333. Abilities: Bracing: If the Zaku Sniper did not move in the prior or current turn it gains +1 to hit.
  334. Vaporizing Heat: When targeting MONSTERS, WAR MACHINES, VEHICLES or MECHS the Beam Sniper Rifle deals 2d6 damage instead of its normal amount.
  335. Deadly Precision: On hit rolls of 6+ for the Zaku Sniper it deals mortal wounds in place of its normal damage.
  336. Target The Reactor: When firing the Beam Sniper Rifle at a MECH enemy the Zaku Sniper can choose to target the enemy's reactor purposefully. An enemy slain with this attack gains +3 to their Going Nuclear roll.
  337. Sturm Faust: The Sturm Faust is a single use explosive intended for taking out hard targets, it can only be used once per game. During the shooting phase you can choose a target in line of sight within 24" and roll a die. On a 4+ the target takes 2d6 mortal wounds.
  338. Going Nuclear: When the Zaku I Sniper is destroyed roll a die. On a 5+ the suit's reactor is breached, explodes and deals d3 mortal wounds to all units within d6 inches. On a 6+ the suit's reactor undergoes catastrophic meltdown and explodes spectacularly, dealing 2d3 mortal wounds to all units within 2d6 inches.
  339. Command Abilities: Enhanced Optical Sensors: Zaku Sniper gains +1 to hit on this turn, +2 to hit on following turn. Does not stack with itself but can be maintained on target for sustained cost of 1 command point a turn.
  340. Tags: Zaku I Sniper, Zaku, Zeon, Mech, Vehicle, War Machine, Battleline
  341. -----------------------------------------
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