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  Version 1.1  
   
   
   
   
   
   
   
   
  by DonkusGaming 
   
  Welcome to the newest iteration of the “Mobile Suit Gundam: Skirmish” 1/144 scale 
  tabletop wargame! 
   
  Please note: the “Revised Edition” is intended to be a simplified, stand-alone 
  game with its own units and expansions. The “Revised Edition” is NOT 
  compatible with expansion modules released for the base game. 
   
  Some changes have been made in this version of the game: 
   
  - 
  Movement was taking too long and was too simple; therefore the base movement of 
  units how more closely resembles their actual movement capabilities. 
   
  - 
  Unit stats have been tweaked, slightly. 
   
  - 
  Added clarification note for “Revised Edition” compatibility. 
   
   
   
   
   
   
   
   
   
   
  Legal: This strategy game and related documents are the property of myself, Liam Thomas, and 
  may be not be reproduced in part or as a whole under any circumstances except for 
  personal, private use. They may not be published within any website or magazine, etc., 
  or otherwise distributed publicly without advance written permission (See e-mail 
  address). Use of these documents as a part of any public display is strictly prohibited, 
  and a violation of copyright. The creator and possessors of this and related documents 
  do not claim to own the concepts, names, trademarks, intellectual properties, 
  definitions and terms expressed within, including the terms GUNPLA, Gundam, U.C. 
  Mobile Suit, et cetera. All rights to the aforementioned belong to their legal owners, 
  including but not limited to Namco Bandai, Koei, Omega Force, Sunrise, Yoshiyuki 
  Tomino, Games Workshop, Warlord Games, and Wizards of the Coast. These documents are not intended for, or should be, sold or exchanged for goods 
  and services. If you paid for this product, you have been a victim of fraud. By modifying and/or reproducing these documents with prior written 
  permission, I agree to credit the creator, Liam Thomas (donkusgaming@gmail.com). By using or possessing these documents, I agree to the legal 
  statements above. For more information, please contact the email address listed. 
  Check out  
  https://donkusgaming.wordpress.
  com/author/donkusgaming/  
   
  For more information and 
  downloads! 
  
  What you will need: 
   
  This game is designed for two players. You will need the following items in order to play 
  the game: 
   
  • A ruler or tape measure that measures in inches. 
   
  • 1/144 scale Gundam Plastic Model Kits (GUNPLA.) Look for High Grades and Real 
  Grades. Enough kits should be assembled to provide enough units for the two 
  factions (each player controls one faction.) 
   
  • 1/144 scale terrain (trees, buildings, mountains, rivers, etc.) N and O scale model 
  train accessories and/or 10-12mm models are typically acceptable. 
   
  • Plenty of D6, otherwise known as six sided dice. 
   
  • A print out of these and other necessary rules for reference. 
   
   
  Setting up a game: 
   
  Make sure you play the game on a flat surface or game board that is large enough to be 
  able to play on. A minimum 5’ x 5’ surface, such as a large dining table may be a good 
  starting point. 
   
  Each player should take control of one ‘Faction’ of the game: either the ‘Earth Federation’ 
  or the ‘Principality of Zeon’ and choose units from those available to that faction. Try to 
  make sure there are a relatively even number of comparable units for all players (compare 
  the statistics of the units to help!) 
   
  Each player should then take turns setting up one unit at a time within their “Deployment 
  Zone” on the playing field (See the diagram below for details.) Once all units are placed, 
  you are ready to begin playing! 
  10” Width 
  5 - 6’ Length 
  5 - 6’ Length 
  Player 1 
  Deployment Zone 
  Player 2 
  Deployment Zone 
  Battlefield 
  Diagram: A typical playing 
  field. 
  
  Sequence of Play: 
   
  At the beginning of a game, a “Roll for Priority” must be performed. To do this, players roll 
  a die each; the player with the highest number wins! Be sure to reroll if there is a tie. The 
  winning player always takes their “Turn” first. 
   
  The Structure of a Turn 
   
  1. a) Select a unit and allow it to 'Move.' 
   
  OR 
   
  b) Select a unit and allow it to perform an 'Action' (See 'Actions') 
   
  - Note: A unit that performs an Action does not proceed to '2' and beyond for the 
  remainder of the turn (see diagram below). 
   
  2. The selected unit may now 'Shoot' with their equipped weapon. 
   
  3. You should initiate 'Close Combat' if within 6” (or base contact) of an enemy unit at 
  any time during your turn. 
   
  4. Choose another of your units and repeat the process (1 - 4) until all your units have 
  participated. 
   
  5. It is now the other player's turn. 
   
   
  Select 
  one 
  ‘Unit’ 
   
  Move 
   
  Perform 
  an 
  ‘Action’ 
   
   
  Shoot 
  Close 
  Combat 
  (≤ 6”) 
   
  Diagram: A typical Turn. 
  
  How to Move: 
   
  The player with 'Priority' moves first. Each unit in a player's army may perform a movement 
  every turn, in any order decided by the player. Movement speed is determined by two 
  main factors: The 'Armour Class' of the unit (typically an indicator of it's weight and speed), 
  and the 'Terrain Type' that the unit is moving within (see the examples below.) 
   
  Armour Class 
  Example of Units 
  Heavy 
  Dom, Guntank, Rick Dom, Z'Gok 
  Medium 
  Acguy, Gogg, Gouf, Guncannon, RGM-79, RX-79, Zaku II 
  Light 
  Core Booster, Core Fighter, Dopp, Fanfan, Gunship, Magella, Type 
  61,Type 74, Zaku I 
   
  Terrain type 
  Examples 
  How it affects movement 
  Impassable 
  Cliffs, canyons, ravines, etc. 
  'Boost’ in order to pass (See 
  'Actions') 
  Difficult 
  Trenches, woods, water, hills, etc. 
  Maximum movement 
  distance is halved (50%.) 
  Dangerous 
  Minefields, ruined buildings, traps, etc. 
  Maximum movement 
  distance is halved. Units 
  within take 1 integrity 
  damage per turn. 
   
  Check your unit and the terrain you are moving on or into and apply movement penalties if 
  necessary. You may now move up to the full “Base Movement” possible. 
   
  When moving a unit, use a ruler or tape measure to guide your unit from point a to b. You 
  should move a unit from the point on the unit’s base (or approximate) that is closest to the 
  direction that you wish to travel, to the opposite edge of the unit’s base (see below). 
   
   
   
   
   
   
   
   
   
  Things to note: 
   
  • Units with the passive ability “Amphibious” are unaffected (in terms of movement 
  distance) when they are moving through water. 
   
  • Units with the passive ability “Air Unit” ignore terrain types when calculating 
  movement. “Air units” (exempting helicopters) must, however, make a move each 
  turn and other restrictions (see “Special Terms.”) 
  12“ 
  Diagram: An 
  example of a 
  correct movement. 
   
  
  Actions: 
   
  Actions are used to do various things in battle that may not necessarily involve attacking 
  the enemy. Units typically perform an action during their turn at the cost of moving 
  normally, shooting, or attacking an enemy in close combat. 
   
  A unit that performs an 'action' may not typically (unless otherwise stated) move regularly 
  (without boosting), shoot, initiate close combat (though the enemy may against it, see 
  below), or likewise perform another action for the remainder of that turn. 
   
   
  Types of actions you may do 
   
   
  Boost: If you choose for a unit to boost (and it is capable of boosting, as listed in the unit 
  description), this results in said unit travelling over all 'Cover' up to the length of twice the 
  unit's 'Base Movement' without any movement (terrain) penalties. This can also be used to 
  move upwards or even diagonally, provided a flat surface is ended on (such as a roof). 
   
  Be wary of boosting! It can be used to cover long distances effectively but it leaves you 
  vulnerable to enemy fire as you cannot shoot or otherwise effectively damage the enemy! 
   
   
  Do Nothing: This is just as described. This unit may elect to do forgo the remainder of 
  their turn. 
   
   
  Reload: Some heavier weapons, typically Bazookas, Sniper Rifles, etc., after firing must 
  forgo shooting with this weapon again until the 'Reload' action is completed. You may only 
  reload one weapon per this unit’s turn. 
   
  • Air Units, if they choose to perform a reload action, may move normally that turn, 
  but may otherwise not attack on that turn as normal. 
   
   
  Switch Weapon: This unit now changes its weapon being used to a different one bought 
  into battle with them. For example, an RGM-79 GM might swap from its Beam Spray Gun 
  to its Beam Sabre in order to prepare for close combat. 
   
   
  Use Unit Ability: There are two kinds of abilities: ‘Active,’ and ‘Passive.’ ‘Active’ abilities 
  may be used at this time (performing an action). ‘Passive’ abilities are always active! 
   
   
  Note: If you are attacked in Close Combat while performing an action... 
   
  - Fight as normal, applying modifiers (including modifiers for not initiating combat!) 
   
  - If you lose the Close Combat, apply damage and Fall Back as normal. 
   
  - If you win the Close Combat, the enemy unit falls back but does not take damage. 
  
  How to Shoot: 
   
  1. Select one target model, measure range and check 'Line of Sight.' 
   
  About 'Line of Sight': Sight is effectively what is able to be seen physically from the 
  perspective (eye level) of a unit. To check, get down to said level and observe what 
  can be seen, taking into account the information within the table below. 
   
  Unobstructed You have a clear view of the enemy. You may attack them as normal. 
  In cover 
   
  An example 
  Up to Two-Thirds (66%) of the enemy unit cannot be seen because of 
  Terrain. You may 'shoot' the enemy but must apply a 'Shooting Attack 
  Modifier' (Light Cover or Heavy Cover) which describes the density of the 
  obstructing material. 
   
  For example, sandbags may count as 'Light Cover' and a building as 
  'Heavy Cover' based on the players' agreement. 
   
  Note: Cover does not apply a modifier in 'Close Combat.' 
  Obstructed 
  More than Two-Thirds (66%) of the enemy unit cannot be seen because 
  of Terrain. This unit cannot be attacked under normal circumstances. 
   
  2. If the target is in sight, the model that is shooting rolls 2D6 and adds it's 'Shoot' 
  statistic. 'Shooting Modifiers' are then added and subtracted as necessary (See 
  table below.) This is the 'Shooting Attack' roll. 
   
  Shooting Attack Factors 
  Modifiers 
  Target is 12” away or less 
  (+) 1 
  Target is a lower 'Armour Class' 
  (+) 1 
  Target is within 'Weapon Class Range' 
  (+) 2 
  Target is engaged in combat 
  (-) 1 
  Shooter has moved this turn 
  (-) 1 
  Target is a higher 'Armour Class' 
  (-) 2 
  Target is outside of 'Weapon Class Range' 
  (-) 2 
  Target is in 'Light Cover' 
  (-) 1 
  Target is in 'Heavy Cover' 
  (-) 2 
   
  3. If the resulting 'Shooting Attack' results in the number 9 or higher, the target model 
  has been 'Damaged.' (See the 'Damage' section for details.) If the result is 8 or 
  fewer, then the shot has missed! 
   
  • If the target model is in base contact (or 6” or less distance) with one or more other 
  models (either allied or enemy) and your shot misses, pick the closest model and 
  reroll for shooting against them instead. This process does not repeat upon missing 
  again. 
  
  How to perform Close Combat: 
   
  1. Any two opposing models within 'Contact' of each other (6” or model's base if one is 
  available) at any time (during either player's turn) must undergo 'Close Combat.' 
  Only one opponent may be fought at a time. 
   
  2. Both models roll 1D6 each and add their unit's respective 'Combat' statistic. 
  'Combat Modifiers' are then added and subtracted as necessary (See table below). 
  This is the 'Close Combat' roll. 
   
  Close Combat Factors 
  Modifiers 
  Opponent is contacting 2 or more foes 
  (+) 1 
  Opponent is a lower 'Armour Class' 
  (+) 1 
  Opponent has an inferior 'Weapon' 
  (+) 1 
  You initiated Close Combat with a Close 
  Combat 'Weapon' equipped * 
  (+) 2 
  Opponent is a higher 'Armour Class' 
  (-) 1 
  Opponent has a shield 
  (-) 1 
  Your unit has shot during this turn 
  (-) 1 
  Your unit did not initiate 'Close Combat' 
  (-) 1 
   
  3. The model that has a higher 'Close Combat' roll is the victor and their opponent has 
  now been 'Damaged' (See the 'Damage' section for details) and must 'Fall Back.' 
   
  • A model that 'Falls Back' as a result of Close Combat must make a full movement in 
  the direction opposite their opponent. Remember to take 'Terrain' into account. 
   
  • Each model participating in Close Combat will end their encounter with their Close 
  Combat 'Weapon' equipped (See below) and therefore, must utilise the 'Action' 
  'Switch Weapon' during their next available turn if they wish to re-equip a ranged 
  weapon. 
   
  Important:  
   
  • *A unit that engages in 'Close Combat' without a Close Combat 'Weapon' equipped 
  (See Switch Weapon in 'Actions') is assumed to be able to draw said weapon in 
  time to fight but does not gain the advantageous “You initiated Close Combat with a 
  Close Combat 'Weapon' ” modifier in combat! Therefore, it is important to try to 
  equip yourself beforehand! 
   
  • Units that do not have a Close Combat ‘Weapon’ listed on their unit sheet, such as 
  tanks and aircraft, can still be attacked by other units with said weapons in close 
  combat, they just simply count as having ‘Fists / Unarmed’ (Rank 5) when rolling. 
  They also do not have to ‘Switch Weapon’ after combat, as they had none to begin 
  with! 
   
  • If a unit with ‘Fists / Unarmed’ wins the ‘Close Combat’, the enemy ‘Falls Back’ as 
  normal but does not take any damage. 
  
  Damage: 
   
  After an opponent has been successfully attacked, it is time for them to take damage! This 
  is the process of removing 'Integrity' from the opposing unit's base integrity.  
   
  Integrity is a number found in a unit’s statistics that represents how much damage that unit 
  can take before it is ‘Destroyed’ and removed from play. When a unit’s ‘Integrity’ reaches 
  zero (0) or less, that unit is ‘Destroyed.’ Consult the charts below to determine how much 
  integrity is subtracted from your opponent. 
   
  All integrity removed from a unit is cumulative. That is to say, a unit with 4 integrity that 
  was to take 2 integrity damage from one attack, and then 3 integrity damage the next turn, 
  for example, would be destroyed. 
   
  Shooting Damage: The following classes of ranged weapon (See 'Classes' for more 
  information) cause the listed amount of integrity damage to the opponent as a result of a 
  successful ‘Shooting Attack’: 
   
  Low Calibre - 1 Integrity to opponent 
  High Calibre - 2 Integrity to opponent 
  Beam - 3 Integrity to opponent 
  Explosive - 4 Integrity to opponent 
   
  Close Combat Damage: In order to deal damage in ‘Close Combat’ the winner must 
  calculate the difference between their and their opponent’s roll and compare the result to 
  the table below. In other words, the severity of damage in Close Combat is proportional to 
  the difference between the player unit’s ‘Close Combat’ rolls: 
   
  Your roll was 1 – 2 greater than foe 
  - 2 Integrity to opponent 
  Your roll was 3 – 4 greater than foe 
  - 3 Integrity to opponent 
  Your roll was 5 or higher greater than foe 
  - 4 Integrity to opponent 
   
  
  Classes:  
   
  Classes are used to describe the relative levels of power of difference in unit weapons and armour. Classes 
  come in the form of names and ranks.  
   
  Names, such as “Beam” form categories for weapons and armour to fall into. Each category also has a rank 
  that shows you how strong it is. Classes with a 'Rank' number closer to '1' are considered superior. Superior 
  ranks provide higher positive bonuses in combat. 
   
  For example, ‘High Calibre’ ranged weapons are ranked ‘2’ and are generally more powerful than ‘Low 
  Calibre’ ranged weapons. 
   
  Weapon Class: 
   
  Ranged Weapons 
   
  Weapon Name 
  Examples 
  Rank 
  Explosive 
  Bazooka, Hyper Bazooka, Bomb, Grenade, 
  Missile, Rocket, Torpedo 
  1 
  Beam 
  Beam Spray Gun, Beam Sniper Rifle, Beam Rifle, 
  Mega Particle Gun 
  2 
  High Calibre 
  Tank, Rifle, Cannon, Sniper Rifle 
  3 
  Low Calibre 
  Machine Gun, Machine Pistol, Vulcans 
  4 
   
  Range Type 
  Distance 
  Examples 
  Short 
  0” - 12” 
  Beam Spray Guns, Machine Pistols, Vulcans, Bombs 
  Medium 
  12” - 24” 
  Machine Guns, Rifles, Grenade, Smaller Missiles 
  Long 
  24” - 36” 
  Beam Rifles, Bazookas, Hyper Bazookas, Rocket, Torpedo, Missiles, Mega 
  Particle Guns 
  Very Long 
  36” - 48” 
  Artillery, Sniper Rifles, Beam Sniper Rifles 
   
  Close Combat Weapons 
   
  Weapon Name 
  Examples 
  Rank 
  Beam Sabres 
  Beam Sabre, Beam Naginata 
  1 
  Heat Blades 
  Heat Rod, Heat Sword, Heat Sabre 
  2 
  Heat Hawks 
  Heat Hawks 
  3 
  Claws 
  Iron Nail 
  4 
  Fists / Unarmed 
   
  5 
   
  Armour Class: 
   
  Armour Class 
  Units 
  Rank 
  Heavy 
  Dom, Gelgoog, Guntank, Rick Dom, RX-78-2, 
  Z'Gok 
  1 
  Medium 
  Acguy, Gogg, Gouf, Guncannon, RGM-79, RX-79 
  Zaku II 
  2 
  Light 
  Core Booster, Core Fighter, Dopp, Fanfan, 
  Gunship, Magella, Type 61,Type 74, Zaku I 
  3 
   
  
  Special Terms 
   
  The following terms occur commonly in unit descriptions and abilities. These have been 
  placed here to act as a reference for these units. 
   
  Air Units: Air units have unique properties: 
   
  • Air Units are unaffected by all terrain types when moving (as they fly over them.) 
   
  • Air Units cannot benefit from cover bonuses. 
   
  • Air Units must not make a movement directly backwards (not even during ‘Fall 
  Back’, where they must choose to move in a different direction.)  
  [Helicopters excepted] 
   
  • Air Units must perform a movement each turn, as they cannot stop in mid air. 
  [Helicopters excepted] 
   
  • Air Units have the ability to perform a reload action and move at the same time, but 
  may otherwise not attack on that turn as normal. 
   
  Lastly, ballistic explosives may not target Air Units, excepting missiles. 
   
  Deep Strike: Units equipped with a means of subterfuge or surprise attack, may elect to 
  postpone deployment into the field of action until a point chosen by the player. 
   
  Deep strikes may be launched in both allied and enemy territory. Once a spot has been 
  chosen, the player may:  
   
  • Roll a D6. On a result of 4, 5 or 6, the unit deploys at the chosen spot. On a result of 
  2 or 3, your opponent may choose the deployment spot for this unit. On a result of 
  1, the unit fails to deploy, and must try again next turn. 
   
  Volley: Most weapons can only fire when there is a direct line of sight. Weapons with 
  ‘Volley’ such as grenades or artillery cannons can choose to fire at an enemy within direct 
  line of sight as well, but may also choose to fire over cover and other obstacles (or into 
  provided there is no overhang or roof) at enemies normally inaccessible, provided they are 
  within the weapon’s range.  
   
  If you choose to fire over said cover or other obstacles, you must: 
   
  • Roll a D6; a result of 3 or lower is an automatic miss. If you roll 4 or higher, proceed 
  to perform a ‘Shooting Attack’ as normal. With the ‘Volley’ weapon. 
  
  How to Read “Unit Statistics” 
   
  Understanding how to read the unit statistics sheet is vital to playing the game. Key terms 
  are defined beneath the following diagram: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  • 
  Unit Name: This lists the name of this unit. 
   
  • 
  Unit Faction: Here you can see which ‘Faction’ has access to this unit (see ‘Setting up a game’ for an 
  explanation.) 
   
  • 
  Statistics: These give you reference for calculations during battle, including the ‘Shoot’ and ‘Combat’ 
  score for this unit, the ‘Integrity’ for calculating damage, and even whether or not a unit is capable of performing 
  the ‘Action’ ‘Boost.’ 
   
  • 
  Weapons: This list contains all the different possible weapons that this unit may bring to battle. See the 
  below terms to learn how to choose weapons. 
   
  • 
  Default Weapons: This ‘Check’ informs you that this weapon is normally always available to this unit for it 
  to use in combat. These weapons can be swapped between at any time during this unit’s turn by using the ‘Switch 
  Weapon’ action. 
   
  • 
  Optional Weapons: This ‘Arrowhead’ informs you that this weapon is not normally equipped by this unit. 
  This optional weapon may be equipped by this unit before the game begins in exchange for a ‘Default Weapon’ in 
  the same ‘Weapon Group.’ 
   
  • 
  Weapon Group: This ‘Letter’ informs you of all the weapons in the same group. Grouped weapons 
  typically occupy the same physical space on a mobile suit (for example, its hands) and so only one weapon from 
  this group can be carried by the unit at a time. You can only bring one weapon from this group into battle, in other 
  words. Note: You can not replace a ‘Close Combat’ weapon with a ‘Ranged’ weapon and vice versa. 
   
  • 
  Reload: Weapons with a <RELOAD> symbol must be reloaded using the action ‘Reload’ before they can 
  be fired again (see ‘Actions’ for more.) 
   
  • 
  Abilities: These describe your abilities and tell you what they do and the circumstances surrounding their 
  use (see ‘Actions’ for more.) 
  Unit Name 
  Unit Faction 
  Statistics 
  Weapons 
  Abilities 
  Default 
  Weapons 
  Optional 
  Weapons 
  Weapon 
  Group 
  Reload 
  
  Unit Statistics  
   
  Principality of Zeon [POZ] 
  (One Year War) 
   
  ZAKU I (Principality of Zeon) 
  Movement 
  12” 
  Combat 
  0 
  Shoot 
  0 
  Integrity 
  2 
  Armour Class 
  Light 
  Boost 
  Yes 
  Weapon Name 
  Type 
  Range 
  ü 105mm Machine Gun 
  Low Calibre (Rank 4) 
  12” - 24” 
  Ø ZMP-47D Machine Gun 
  Low Calibre (Rank 4) 
  0” - 12” 
  Ø 280mm Zaku Bazooka 
  Explosive (Rank 1) 
  24” - 36” <RELOAD> 
  ü Heat Hawk 
  Heat Hawk (Rank 3) 
  Close Combat 
  Abilities: Throw Cracker Grenade <Active>: This unit throws a Cracker Grenade! Roll a 
  D6, on a result of 5 or 6, the grenade causes 2 Integrity damage to the chosen enemy 
  unit. Usable only once per unit, per game. The Range is 12” – 24” and counts as a 
  ‘Volley’ weapon (See Special Terms).  
   
   
  ZAKU I – SNIPER TYPE (Principality of Zeon) 
  Movement 
  12” 
  Combat 
  0 
  Shoot 
  2 
  Integrity 
  2 
  Armour Class 
  Light 
  Boost 
  Yes 
  Weapon Name 
  Type 
  Range 
  Ø 105mm Machine Gun 
  Low Calibre (Rank 4) 
  12” - 24” 
  ü Beam Sniper Rifle 
  Beam (Rank 2) 
  36” - 48” <RELOAD> 
  ü Heat Hawk 
  Heat Hawk (Rank 3) 
  Close Combat 
  Abilities: Penetration <Passive>: This unit ignores ‘Shooting Attack’ modifiers caused by 
  both Light and Heavy ‘Cover’ when attacking an enemy unit with its Sniper Rifle. 
   
   
  ZAKU II (Principality of Zeon) 
  Movement 
  16” 
  Combat 
  1 
  Shoot 
  1 
  Integrity 
  3 
  Armour Class 
  Medium 
  Boost 
  Yes 
  Weapon Name 
  Type 
  Range 
  ü 120mm Machine Gun 
  Low Calibre (Rank 4) 
  12” - 24” 
  Ø 280mm Zaku Bazooka 
  Explosive (Rank 1) 
  24” - 36” <RELOAD> 
  ü Heat Hawk 
  Heat Hawk (Rank 3) 
  Close Combat 
  Abilities: Throw Cracker Grenade <Active>: This unit throws a Cracker Grenade! Roll a D6, on a result of 
  5 or 6, the grenade causes 2 Integrity damage to the chosen enemy unit. Usable only once per unit, per 
  game. The Range is 12” – 24” and counts as a ‘Volley’ weapon (See Special Terms).  
   
  Sieg Zeon! <Passive>: This unit may always fire it’s 120mm Machine Gun twice during a ‘Shooting 
  Attack’, but only against the same target. 
   
  
   
  ZAKU II – COMMAND TYPE (Principality of Zeon) 
  Movement 
  16” 
  Combat 
  1 
  Shoot 
  2 
  Integrity 
  4 
  Armour Class 
  Medium 
  Boost 
  Yes 
  Weapon Name 
  Type 
  Range 
  ü 120mm Machine Gun 
  Low Calibre (Rank 4) 
  12” - 24” 
  Ø 280mm Zaku Bazooka 
  Explosive (Rank 1) 
  24” - 36” <RELOAD> 
  ü Heat Hawk 
  Heat Hawk (Rank 3) 
  Close Combat 
  Abilities: Throw Cracker Grenade <Active>: This unit throws a Cracker Grenade! Roll a 
  D6, on a result of 5 or 6, the grenade causes 2 Integrity damage to the chosen enemy 
  unit. Usable only once per unit, per game. The Range is 12” – 24” and counts as a 
  ‘Volley’ weapon (See Special Terms).  
   
  Red Comet! <Passive>: This unit may both ‘Boost’ and perform a ‘Shooting Attack’ in 
  the same turn. 
   
   
  GOUF (Principality of Zeon) 
  Movement 
  18” 
  Combat 
  2 
  Shoot 
  2 
  Integrity 
  4 
  Armour Class 
  Medium 
  Boost 
  Yes 
  Weapon Name 
  Type 
  Range 
  ü a) 120mm Machine Gun 
  Low Calibre (Rank 4) 
  12” - 24” 
  Ø a) 280mm Zaku Bazooka Explosive (Rank 1) 
  24” - 36” <RELOAD> 
  ü Hand Machine Gun 
  Low Calibre (Rank 4) 
  0” - 12” 
  ü Heat Sword 
  Heat Blade (Rank 2) 
  Close Combat 
  Abilities: This is no Zaku, boy! <Active>: Roll a D6, on the result of a 5 or 6, This unit 
  uses it’s Heat Rod to prevent a target enemy unit from performing ‘Close Combat’ during 
  their next turn. The Range is 0” – 12”. 
   
   
  GELGOOG (Principality of Zeon) 
  Movement 
  20” 
  Combat 
  3 
  Shoot 
  3 
  Integrity 
  5 
  Armour Class 
  Heavy 
  Boost 
  Yes 
  Weapon Name 
  Type 
  Range 
  ü Zeonic Beam Rifle 
  Beam (Rank 2) 
  24” - 36” 
  ü Beam Naginata 
  Beam Sabre (Rank 1) 
  Close Combat 
  Abilities: Beam Flayer <Passive>: This unit attack with its Beam Naginata twice during 
  ‘Close Combat’, but only against the same target. 
   
   
  
   
  DOM (Principality of Zeon) 
  Movement 
  12” 
  Combat 
  2 
  Shoot 
  1 
  Integrity 
  5 
  Armour Class 
  Heavy 
  Boost 
  Yes 
  Weapon Name 
  Type 
  Range 
  Ø a) MMP-80 Machine Gun Low Calibre (Rank 4) 
  0” - 12” 
  Ø a) 120mm Machine Gun 
  Low Calibre (Rank 4) 
  12” - 24” 
  ü a) Giant Bazooka 
  Explosive (Rank 1) 
  24” - 36” <RELOAD> 
  ü Heat Sabre 
  Heat Blade (Rank 2) 
  Close Combat 
  Abilities: Scatter Beam <Passive>: Roll a D6 during an enemy unit’s ‘Shooting Attack’ 
  that targets this unit; on the result of a 5 or 6, This unit forces the enemy unit to reroll for 
  that ‘Shooting Attack.’ Usable only once per turn. 
   
   
  RICK DOM (Principality of Zeon) 
  Movement 
  14” 
  Combat 
  2 
  Shoot 
  2 
  Integrity 
  6 
  Armour Class 
  Heavy 
  Boost 
  Yes 
  Weapon Name 
  Type 
  Range 
  Ø a) MMP-80 Machine Gun Low Calibre (Rank 4) 
  0” - 12” 
  Ø a) 120mm Machine Gun 
  Low Calibre (Rank 4) 
  12” - 24” 
  ü a) Giant Bazooka 
  Explosive (Rank 1) 
  24” - 36” <RELOAD> 
  ü Heat Sabre 
  Heat Blade (Rank 2) 
  Close Combat 
  Abilities: Scatter Beam <Passive>: Roll a D6 during an enemy unit’s ‘Shooting Attack’ 
  that targets this unit; on the result of a 5 or 6, This unit forces the enemy unit to reroll for 
  that ‘Shooting Attack.’ Usable only once per turn. 
   
   
  RICK DOM II (Principality of Zeon) 
  Movement 
  16” 
  Combat 
  3 
  Shoot 
  2 
  Integrity 
  6 
  Armour Class 
  Heavy 
  Boost 
  Yes 
  Weapon Name 
  Type 
  Range 
  Ø a) MMP-80 Machine Gun Low Calibre (Rank 4) 
  0” – 12” 
  Ø a) 120mm Machine Gun 
  Low Calibre (Rank 4) 
  12” – 24” 
  ü a) Giant Bazooka 
  Explosive (Rank 1) 
  24” – 36” <RELOAD> 
  ü Heat Sabre 
  Heat Blade (Rank 2) 
  Close Combat 
  Abilities: Scatter Beam <Passive>: Roll a D6 during an enemy unit’s ‘Shooting Attack’ 
  that targets this unit; on the result of a 5 or 6, This unit forces the enemy unit to reroll for 
  that ‘Shooting Attack.’ Usable only once per turn. 
   
   
  
   
  GOGG (Principality of Zeon) 
  Movement 
  12” 
  Combat 
  2 
  Shoot 
  1 
  Integrity 
  3 
  Armour Class 
  Medium 
  Boost 
  Yes 
  Weapon Name 
  Type 
  Range 
  ü Torpedo Launcher 
  Explosive (Rank 1) 
  12” – 24” 
  ü Mega Particle Gun 
  Beam (Rank 2) 
  24” – 36” <RELOAD> 
  ü Iron Nail 
  Claws (Rank 4) 
  Close Combat 
  Abilities: Water Cooled <Passive>: The Mega Particle Gun can only be fired outside of 
  water once. This unit must move into a source of water before can fire again. 
   
  Amphibious <Passive>: This unit does not undergo movement penalties from moving in 
  water. This unit, at the start of the game, may also choose to ‘Deep Strike’ from within a 
  source of water (see ‘Special Terms’ for more.) 
   
   
  ACGUY (Principality of Zeon) 
  Movement 
  12” 
  Combat 
  3 
  Shoot 
  2 
  Integrity 
  4 
  Armour Class 
  Medium 
  Boost 
  Yes 
  Weapon Name 
  Type 
  Range 
  ü 6 Tube Rocket 
  Explosive (Rank 1) 
  24” – 36” 
  ü Mega Particle Gun 
  Beam (Rank 2) 
  24” – 36” <RELOAD> 
  ü 105mm Vulcan Gun 
  Low Calibre (Rank 4) 
  0” – 12” 
  ü Iron Nail 
  Claws (Rank 4) 
  Close Combat 
  Abilities: Water Cooled <Passive>: The Mega Particle Gun can only be fired outside of 
  water once. This unit must move into a source of water before can fire again. 
   
  Amphibious <Passive>: This unit does not undergo movement penalties from moving in 
  water. This unit, at the start of the game, may also choose to ‘Deep Strike’ from within a 
  source of water (see ‘Special Terms’ for more.) 
   
   
  Z’GOK (Principality of Zeon) 
  Movement 
  16” 
  Combat 
  4 
  Shoot 
  2 
  Integrity 
  6 
  Armour Class 
  Heavy 
  Boost 
  Yes 
  Weapon Name 
  Type 
  Range 
  ü 6 Tube Rocket 
  Explosive (Rank 1) 
  24” – 36” 
  ü Mega Particle Gun 
  Beam (Rank 2) 
  24” – 36” <RELOAD> 
  ü Iron Nail 
  Claws (Rank 4) 
  Close Combat 
  Abilities: Amphibious <Passive>: This unit does not undergo movement penalties from 
  moving in water. This unit, at the start of the game, may also choose to ‘Deep Strike’ 
  from within a source of water (see ‘Special Terms’ for more.) 
   
  
   
  MAGELLA ATTACK TANK (Principality of Zeon) 
  Movement 
  10” 
  Combat 
  0 
  Shoot 
  1 
  Integrity 
  2 
  Armour Class 
  Light 
  Boost 
  No 
  Weapon Name 
  Type 
  Range 
  ü 175mm Cannon 
  High Calibre (Rank 3) 
  24” – 36” 
  ü Triple 35mm Machine 
  Gun 
  Low Calibre (Rank 4) 
  0” – 12” 
  Abilities: Just Keep Firing! <Passive>: This unit’s 175mm Cannon may be fired twice 
  during a ‘Shooting Attack’, but only against the same target, and only if this unit is within 
  contact (base contact or 6” or less) of one or more of the same type of unit. 
   
   
  MAGELLA EINS (Principality of Zeon) 
  Movement 
  12” 
  Combat 
  0 
  Shoot 
  0 
  Integrity 
  1 
  Armour Class 
  Light 
  Boost 
  No 
  Weapon Name 
  Type 
  Range 
  ü 175mm Cannon 
  High Calibre (Rank 3) 
  24” – 36” 
  ü MG74 Machine Gun 
  Low Calibre (Rank 4) 
  0” – 12” 
   
  GUNSHIP HELI (Principality of Zeon) 
  Movement 
  18” 
  Combat 
  0 
  Shoot 
  2 
  Integrity 
  1 
  Armour Class 
  Light 
  Boost 
  No 
  Weapon Name 
  Type 
  Range 
  ü 8 X Missile Launcher 
  Explosive (Rank 1) 
  12” – 24” <RELOAD> 
  ü Vulcan Gun 
  Low Calibre (Rank 4) 
  0” – 12” 
  Abilities: Helicopter <Passive>: This unit follows the ‘Air Units’ rules with a few 
  exceptions (see ‘Special Terms’ for more information.) 
   
   
  DOFF (Principality of Zeon) 
  Movement 
  22” 
  Combat 
  0 
  Shoot 
  3 
  Integrity 
  1 
  Armour Class 
  Light 
  Boost 
  No 
  Weapon Name 
  Type 
  Range 
  ü 2 X 6-Tube Missile 
  Launcher  
  Explosive (Rank 1) 
  12” – 24” <RELOAD> 
  ü 2 X 20mm Vulcan Guns 
  Low Calibre (Rank 4) 
  0” – 12” 
  Abilities: Aircraft <Passive>: This unit is subject to the ‘Air Units’ rules (see ‘Special 
  Terms’ for more information.) 
   
  
  Earth Federation Forces [EFF]  
  (One Year War) 
   
  RGM-79 GM (Earth Federation) 
  Movement 
  14” 
  Combat 
  1 
  Shoot 
  1 
  Integrity 
  3 
  Armour Class 
  Medium 
  Boost 
  Yes 
  Weapon Name 
  Type 
  Range 
  Ø a) 90mm Machine Gun 
  Low Calibre (Rank 4) 
  12” – 24” 
  ü a) Beam Spray Gun 
  Beam (Rank 2) 
  0” – 12” 
  Ø a) 380mm Hyper 
  Bazooka 
  Explosive (Rank 1) 
  24” – 36” <RELOAD> 
  ü Beam Sabre 
  Beam Sabre (Rank 1) 
  Close Combat 
  ü Head Vulcans 
  Low Calibre (Rank 4) 
  0” – 12” 
  Abilities: A Good Defence <Passive>: This unit receives 1 less integrity of damage from 
  every damage source that causes 2 or greater integrity damage. 
   
   
  RGM-79SC GM SNIPER (Earth Federation) 
  Movement 
  14” 
  Combat 
  1 
  Shoot 
  2 
  Integrity 
  3 
  Armour Class 
  Medium 
  Boost 
  Yes 
  Weapon Name 
  Type 
  Range 
  Ø a) Beam Spray Gun 
  Beam (Rank 2) 
  0” – 12” 
  Ø a) 380mm Hyper Bazooka 
  Explosive (Rank 1) 
  24” – 36” <RELOAD> 
  ü a) Sniper Beam Rifle 
  Beam (Rank 2) 
  36” – 48” <RELOAD> 
  ü Beam Sabre 
  Beam Sabre (Rank 1) 
  Close Combat 
  Abilities: Penetration <Passive>: This unit ignores ‘Shooting Attack’ modifiers caused by both 
  Light and Heavy ‘Cover’ when attacking an enemy unit with its Sniper Rifle. 
   
   
  RGM-79SP GM SNIPER II (Earth Federation) 
  Movement 
  16” 
  Combat 
  1 
  Shoot 
  3 
  Integrity 
  4 
  Armour Class 
  Medium 
  Boost 
  Yes 
  Weapon Name 
  Type 
  Range 
  Ø a) Beam Spray Gun 
  Beam (Rank 2) 
  0” – 12” 
  Ø a) 90mm Machine Gun 
  Low Calibre (Rank 4) 
  12” – 24” 
  Ø a) 380mm Hyper Bazooka 
  Explosive (Rank 1) 
  24” – 36” <RELOAD> 
  ü a) 75mm Sniper Rifle 
  Low Calibre (Rank 4) 
  36” – 48” 
  ü Beam Sabre 
  Beam Sabre (Rank 1) 
  Close Combat 
  Abilities: A Good Defence <Passive>: This unit receives 1 less integrity of damage from every 
  damage source that causes 2 or greater integrity damage. 
   
  Penetration <Passive>: This unit ignores ‘Shooting Attack’ modifiers caused by both Light and 
  Heavy ‘Cover’ when attacking an enemy unit with its Sniper Rifle. 
  
   
  RGM-79 (G) GM GROUND TYPE (Earth Federation) 
  Movement 
  16” 
  Combat 
  1 
  Shoot 
  2 
  Integrity 
  4 
  Armour Class 
  Medium 
  Boost 
  Yes 
  Weapon Name 
  Type 
  Range 
  ü 100mm Machine Gun 
  Low Calibre (Rank 4) 
  12” – 24” 
  Ø 380mm Hyper Bazooka 
  Explosive (Rank 1) 
  24” – 36” <RELOAD> 
  ü Beam Sabre 
  Beam Sabre (Rank 1) 
  Close Combat 
  Abilities: A Good Defence <Passive>: This unit receives 1 less integrity of damage from every 
  damage source that causes 2 or greater integrity damage. 
   
   
  RX-79 (G) GUNDAM GROUND TYPE (Earth Federation) 
  Movement 
  16” 
  Combat 
  2 
  Shoot 
  2 
  Integrity 
  4 
  Armour Class 
  Medium 
  Boost 
  Yes 
  Weapon Name 
  Type 
  Range 
  ü a) 100mm Machine Gun 
  Low Calibre (Rank 4) 
  12” – 24” 
  Ø a) Beam Rifle  
  Beam (Rank 2) 
  24” – 36” 
  Ø a) 380mm Hyper Bazooka 
  Explosive (Rank 1) 
  24” – 36” <RELOAD> 
  Ø a) 180mm Sniper Cannon 
  High Calibre (Rank 3) 
  36” – 48” <RELOAD> 
  ü Gatling Cannon 
  Low Calibre (Rank 4) 
  0” – 12” 
  ü Beam Sabre 
  Beam Sabre (Rank 1) 
  Close Combat 
  Abilities: Multi-Launcher <Passive>: Roll a D6 during an enemy unit’s ‘Shooting Attack’ that 
  targets this unit; on the result of a 5 or 6, this unit forces the enemy unit to reroll for that 
  ‘Shooting Attack.’ Usable only once per turn. 
   
  Paratrooper <Passive>: At the beginning of the game, this unit may attempt to ‘Deep Strike’ to 
  any location on the battlefield at the cost of not deploying with a 180mm Sniper Cannon or 
  380mm Hyper Bazooka. 
   
   
  RX-79 (G) EZ8 GUNDAM EZ8 (Earth Federation) 
  Movement 
  18” 
  Combat 
  2 
  Shoot 
  3 
  Integrity 
  5 
  Armour Class 
  Medium 
  Boost 
  Yes 
  Weapon Name 
  Type 
  Range 
  ü a) 100mm Machine Gun 
  Low Calibre (Rank 4) 
  12” – 24” 
  Ø a) Beam Rifle  
  Beam (Rank 2) 
  24” – 36” 
  Ø a) 380mm Hyper Bazooka 
  Explosive (Rank 1) 
  24” – 36” <RELOAD> 
  Ø a) 180mm Sniper Cannon 
  High Calibre (Rank 3) 
  36” – 48” <RELOAD> 
  ü Head Vulcans 
  Low Calibre (Rank 4) 
  0” – 12” 
  ü Beam Sabre 
  Beam Sabre (Rank 1) 
  Close Combat 
  Abilities: Paratrooper <Passive>: At the beginning of the game, this unit may attempt to ‘Deep 
  Strike’ to any location on the battlefield at the cost of not deploying with a 180mm Sniper Cannon 
  or 380mm Hyper Bazooka. 
  
   
  RX-78-2 GUNDAM (Earth Federation) 
  Movement 
  24” 
  Combat 
  3 
  Shoot 
  3 
  Integrity 
  7 
  Armour Class 
  Heavy 
  Boost 
  Yes 
  Weapon Name 
  Type 
  Range 
  ü a) Beam Rifle  
  Beam (Rank 2) 
  24” – 36” 
  Ø a) 380mm Hyper 
  Bazooka 
  Explosive (Rank 1) 
  24” – 36” <RELOAD> 
  ü Head Vulcans 
  Low Calibre (Rank 4) 
  0” – 12” 
  ü Beam Sabre 
  Beam Sabre (Rank 1) 
  Close Combat 
  Abilities: The White Devil <Passive>: This unit may both ‘Boost’ and perform a 
  ‘Shooting Attack’ in the same turn. 
   
   
  RX-75-4 GUNTANK (Earth Federation) 
  Movement 
  12” 
  Combat 
  1 
  Shoot 
  3 
  Integrity 
  6 
  Armour Class 
  Heavy 
  Boost 
  Yes 
  Weapon Name 
  Type 
  Range 
  ü 180mm Artillery Cannon 
  Explosive (Rank 1) 
  36” – 48” <RELOAD> 
  ü 40mm Bop Missiles  
  Explosive (Rank 1) 
  12” – 24” <RELOAD> 
  Abilities: Penetration <Passive>: This unit ignores ‘Shooting Attack’ modifiers caused by 
  both Light and Heavy ‘Cover’ when attacking an enemy unit. 
   
  Volley Fire <Passive>: This unit’s 180mm Artillery Cannon counts as a ‘Volley’ weapon 
  (see ‘Special Terms’ for more information.) 
   
   
  RX-75 GUNTANK MASS PRODUCTION (Earth Federation) 
  Movement 
  12” 
  Combat 
  1 
  Shoot 
  2 
  Integrity 
  5 
  Armour Class 
  Heavy 
  Boost 
  Yes 
  Weapon Name 
  Type 
  Range 
  ü 120mm Artillery Cannon 
  Explosive (Rank 1) 
  36” – 48” <RELOAD> 
  ü 40mm Bop Missiles 
  Explosive (Rank 1) 
  12” - 24” <RELOAD> 
  Abilities: Penetration <Passive>: This unit ignores ‘Shooting Attack’ modifiers caused by 
  both Light and Heavy ‘Cover’ when attacking an enemy unit. 
   
  Volley Fire <Passive>: This unit’s 120mm Artillery Cannon counts as a ‘Volley’ weapon 
  (see ‘Special Terms’ for more information.) 
   
   
  
   
  RX-77-2 GUNCANNON (Earth Federation) 
  Movement 
  14” 
  Combat 
  2 
  Shoot 
  3 
  Integrity 
  5 
  Armour Class 
  Heavy 
  Boost 
  Yes 
  Weapon Name 
  Type 
  Range 
  ü 240mm Artillery Cannon 
  Explosive (Rank 1) 
  24” - 36” <RELOAD> 
  ü Head Vulcans 
  Low Calibre (Rank 4) 
  0” - 12” 
  ü Beam Rifle  
  Beam (Rank 2) 
  24” - 36” 
  Abilities: Throw Frag Grenade <Active>: This unit throws a Frag Grenade! Roll a D6, on a result 
  of 5 or 6, the grenade causes 2 Integrity damage to the chosen enemy unit. Usable only once 
  per unit, per game. The Range is 12” – 24” and counts as a ‘Volley’ weapon (See Special 
  Terms).  
   
   
  RX-77D GUNCANNON MASS PRODUCTION (Earth Federation) 
  Movement 
  12” 
  Combat 
  2 
  Shoot 
  2 
  Integrity 
  4 
  Armour Class 
  Medium 
  Boost 
  Yes 
  Weapon Name 
  Type 
  Range 
  ü 240mm Artillery Cannon 
  Explosive (Rank 1) 
  24” - 36” <RELOAD> 
  ü 100mm Machine Gun 
  Low Calibre (Rank 4) 
  12” - 24” 
  Abilities: Throw Frag Grenade <Active>: This unit throws a Frag Grenade! Roll a D6, on a result 
  of 5 or 6, the grenade causes 2 Integrity damage to the chosen enemy unit. Usable only once 
  per unit, per game. The Range is 12” – 24” and counts as a ‘Volley’ weapon (See Special 
  Terms).  
   
   
  FF-X7 CORE FIGHTER (Earth Federation) 
  Movement 
  22” 
  Combat 
  0 
  Shoot 
  3 
  Integrity 
  1 
  Armour Class 
  Light 
  Boost 
  No 
  Weapon Name 
  Type 
  Range 
  ü 8 X AIM-79 A.A Missiles  
  Explosive (Rank 1) 
  12” - 24” <RELOAD> 
  ü 4 X 25mm Vulcan Guns 
  Low Calibre (Rank 4) 
  0” - 12” 
  Abilities: Aircraft <Passive>: This unit is subject to the ‘Air Units’ rules (see ‘Special Terms’ for 
  more information.) 
   
   
  FFB-7BST JET CORE BOOSTER II (Earth Federation) 
  Movement 
  24” 
  Combat 
  0 
  Shoot 
  2 
  Integrity 
  1 
  Armour Class 
  Light 
  Boost 
  No 
  Weapon Name 
  Type 
  Range 
  ü Bunker Buster Bomb  
  Explosive (Rank 1) 
  0” – 12” <RELOAD> 
  ü 2 X Missile Launchers 
  Explosive (Rank 1) 
  12” - 24” <RELOAD> 
  ü 4 X 25mm Vulcan Guns 
  Low Calibre (Rank 4) 
  0” - 12” 
  Abilities: Aircraft <Passive>: This unit is subject to the ‘Air Units’ rules. 
  
   
  FANFAN (Earth Federation) 
  Movement 
  18” 
  Combat 
  0 
  Shoot 
  2 
  Integrity 
  1 
  Armour Class 
  Light 
  Boost 
  No 
  Weapon Name 
  Type 
  Range 
  ü 2 X Missile Launchers 
  Explosive (Rank 1) 
  12” - 24” <RELOAD> 
  Abilities: Helicopter <Passive>: This unit follows the ‘Air Units’ rules with a few 
  exceptions (see ‘Special Terms’ for more information.) 
   
   
  TYPE 61 TANK (Earth Federation) 
  Movement 
  10” 
  Combat 
  0 
  Shoot 
  0 
  Integrity 
  1 
  Armour Class 
  Light 
  Boost 
  No 
  Weapon Name 
  Type 
  Range 
  ü D2 X 150mm Cannons 
  High Calibre (Rank 3) 
  24” - 36” 
  ü 12.7mm Machine Gun 
  Low Calibre (Rank 4) 
  0” - 12” 
  Abilities: Twin Cannons <Passive>: This unit’s 150mm Cannons may be fired twice 
  during a ‘Shooting Attack’, but only against the same target. 
   
   
  TYPE 74 HOVER TRUCK “BLOODHOUND” (Earth Federation) 
  Movement 
  12” 
  Combat 
  0 
  Shoot 
  0 
  Integrity 
  1 
  Armour Class 
  Light 
  Boost 
  No 
  Weapon Name 
  Type 
  Range 
  ü Vulcan Gun 
  Low Calibre (Rank 4) 
  0” - 12” 
  Abilities: Deploy Infantry <Active>: This unit may create a single “Anti Mobile Suit 
  Squad” within contact (base contact / 6” or less) of this unit. This may only be done once 
  per unit, per game. 
   
   
  ANTI MOBILE SUIT SQUAD (Earth Federation) 
  Movement 
  4” 
  Combat 
  0 
  Shoot 
  0 
  Integrity 
  1 
  Armour Class 
  Light 
  Boost 
  No 
  Weapon Name 
  Type 
  Range 
  ü Anti MS Missiles 
  Explosive (Rank 1) 
  0” - 12” 
  Abilities: Dig in! <Active>: Upon activating this ability, this unit cannot be engaged by 
  enemy unit ‘Shooting Attacks’ or ‘Close Combat.’ However, this unit also cannot engage 
  any units as well. This ability can be deactivated as an ‘Action.’ This ability can only be 
  activated once per unit, per game. 
   
   
   
  
SOURCE: textdata/thevault/Collections/Anime & Cartoon RPGs/1) Related to Specific Anime or Cartoon/Gundam/Mobile Suit Gundam Skirmish Revised Edition 1-1.pdf