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Codex Gundam Combined ArmsWritten by Alex Roberts
Thanks to everyone on the Mobile Suit Gundam Battle System forum for their assistance!
This book is a supplementary Codex for the Mobile Suit Gundam Battle System rules plug in for 40K. The main rules can
be found at www.Gundambattlesystem.com
Introduction 2
A Brief History of the One Year War 3
New Rules 4
Vehicles 5
Infantry 6
Aircraft 7
Weapons Table 8
Force Lists 9
Federation 9
Dutchy of Zeon 18
Modeling Section 25
Designer’s Notes 26
Legal StatementSpace Marine, Warhammer, Epic 40,000, Epic Titan Legions, Aspect Warriors, Avatar, Blood Angels, Cadian, Catachan,
Chapter Approved, Codex, Dark Eldar, Dark Reaper, Exarch, Eye of Terror, Gargant, Gretchin, Grey Knight, Mekboy,
Necromumda, Ogryn, Ork, Psyker, Ratling, Ravenwing, Snotling, Space Hulk, Space Wolves, Squat, Squig, Swooping
Hawk, Terminator, Ultramarines, weirdboy, White Dwarf are all acknowleged as being trademarks of Games Workshop
Ltd all rights recognized and are used without permission. No challenge to their status is intended.
IntroductionWar grips the Earth and its colonies. The Federation, once the ruling body of all human settlements, now is
under assault by the forces of Zeon based on the Side 3 Colony. Come join the Federation ground forces, and try to
desperately stem the unending tides of Zeon Mobile Suits. Or enlist in the Zeon armored corps, piloting your heavy
Magella or Dopp against the forces of the Federation, who wish to shackle humanity to the Earth.
Why Collect Combined Arms for Gundam?Everyone loves the huge suits glamorized in the TV show and on the various Gundam Ova’s. But the reality is
that Mobile Suits are costly, large, and cannot do everything that cheaper armored and infantry forces can. Need to
clear a building without leveling it? Don’t call in a Mobile Suit.
No war can be successfully carried out with one set of arms, no matter how powerful they are. Mobile Suits,
though heavily armed and armored, are often vulnerable in cities. Infantry, artillery, armored vehicles, and air support are
all significantly cheaper than Mobile Suits, and if used properly can be quite effective. Kampfgroups of Zeon Mobile
Suits, supported by infantry, armor, and air support experienced great successes early in the war against unprepared and
ill equipped Federation forces.
On the part of the Federation, they were well behind the Zeon army in Mobile Suit design. For much of the
early part of the war conventional forces were all the Federation armed forces had to try and defend the Earth from Zeon
assaults. Though pushed back on all fronts, the Federation did manage to prevent a total collapse and capitulation, and
even managed to stage some offensives around California base and in Europe around the Odessa area, before the
introduction of their own Mobile Suits helped turn the tide of the war.
A brief history of the One Year WarUC0001. The emigration of humanity to the colonies began, as the population of the Earth breached 9 billion
people. 62 years later, Side 3, a large space colony under the leadership of Zeon Zum Deikun, declared independence,
and the Side 3 Peoples Guard was established. In October of 0068 Zeon Deikun died, and leadership of Side 3 passed to
the Zabi family, who soon declared Side 3 the Duchy of Zeon.
In UC0073 the first Mobile Suit, MS-01, was successfully tested by Zeon forces. Preparations for war with the
Federation began. In 0077 MS05 Mobile Suits assisted Side 6 in their revolution against Federation Forces. Zeon forces
simultaneously expanded their supremacy zone on the moon, and reinforced their space fleet. In October of 0078, the
Duchy of Zeon proclaimed a state of national mobilization for war.
January 3, 0079. The Duchy of Zeon declares war against the Federation. Zeon Mobile Suit blitz attacks are
executed against the colonies of Side 1, 2, and 4. Indiscriminate bioweapons and nuclear attacks, culminating in the drop
of a colony on Eastern Australia in the first week of the war, kill 550 million people in less than 7 days. On January 10,
Zeon forces make numerous landings on the Earth, and move to take cities and Federation installations.
5 days later the battle of Loum, the largest space battle ever, began near Side 5. Billions in the colony died, and
a new age of space warfare was heralded. On the Earth, the Antarctic Treaty was signed between Federation and Zeon
forces on January 31, prohibiting the use of nuclear and biochemical warfare.
By the end of February, Zeon forces, supported by numerous Mobile Suits, had conquered North, South, and
Central America, and large areas of Eastern Asia and Europe. Germany fell in early February, shortly followed by Paris,
and much of the rest of Western Europe, though pockets of resistance did remain there, as well as across the American
continents. New York also fell in February. It would be 8 months before New York would be free again. Desperately
fighting back, what remained of the Federation’s conventional forces fought the Zeon army to a deadlock, as they
embarked on a crash Mobile Suit research program.
By July, Federation forces had completed their prototype Guncannon, and had succeeded in putting a beam
rifle and beam saber to use. Zeon forces simultaneously introduced the MS-07 Gouf and MS-09 Dom. By October,
Mobile Suit production in Federation facilities was proceeding full pace, as new suits began to join the Federation battle
lines through the end of October and early November.
At the end of November a fierce Zeon attack was initiated against the Federation command and Mobile Suit
production facilities on Jabrow. Their defeat signaled a turning point in the war. In late December, the battle for A Baoa
Ku ended with a stunning defeat of Zeon forces. With the death of Ghiren and Kycilia Zabi during the battle, Zeon
forces sued for peace. On January 1, 0080, an armistice was signed. The One Year War was over.
New Rules
Vehicles
Movement Phase
Movement: Vehicles follow movement restrictions as noted in the MSGBS main rules.
Shooting Phase
Targeting: If a vehicle moves, it is subject to shooting and enemy targeting as if it was a walking Mobile Suit.
Wound Points: Note that the Wound Points rule does not apply to any infantry, vehicle, or aircraft units.
Damage: Vehicles use the main vehicle damage charts in the 40K rulebook unless noted below or in the unit description.
If an infantry stand is within the explosion radius of a destroyed vehicle, each infantry stand takes d3 wounds rather
than 1 on a roll of 4+.
Purchasing and Miscellaneous
Transports: Many infantry units may be purchased with transport vehicles. These generally follow the 40K
vehicle and transport rules, with the below exception. Vehicles do not have to maintain unit coherency with the infantry
they are assigned to, but they cannot transport any other infantry units on the board. In addition, the Transports must
maintain a 4” coherency with the other transports that were purchased with that infantry unit. I.e., they do not need to
remain with the infantry at all times, but they must maintain coherency with the other transports in their Troop or Elites
choice.
Squad: Many vehicles are purchased in squads. Although subject to the vehicle rules per the main 40K book, vehicles
purchased in squads must also maintain a unit coherency of 4” at all times.
InfantryInfantry have always been the unsung heroes of the battlefield. Even as mankind migrated topace, the
traditional footslogger has remained an important aspect of the battlefield. Early on in the One Year War, before the
Federation had developed their own Mobile Suits, infantry, armor, and air assets were all that stood between the forces
of Zeon and their total domination of Earth.
Zeon forces as well heavily utilized conventional forces in conjunction with their new Mobile Suit forces.
Mobile Suits are expensive to build, difficult to transport, and often cannot go places where infantry can. Balanced
units of Mobile Suits, armor, infantry, artillery and air assets were used successfully by Zeon forces in many battles,
including the river fording operation near Heidelberg, Germany, in February 0079, and their successful advance on
Poznan in March 0079.
Models: Infantry are represented by bases, each representing a squad of infantry.
Movement Phase
Movement: Infantry have a movement stat in addition to their normal stats. Typically this will be 4”, though
certain heavily armed or armored infantry may have slower movement stats.
Infantry ignore difficult terrain, and may move their full movement regardless. They may not pass through
impassible terrain however.
Shooting Phase
Shooting: Infantry are subject to shooting attacks as per the normal 40K rules. However, any unit noted as
infantry may not be autokilled. If the S of the weapon is twice or more than the T of the infantry stand, the stand takes
d3 wounds instead of 1.
In addition, if an infantry stand is caught under a blast or ordnance template, they take one attack per wound
they have remaining. Again, they cannot be autokilled simply because the strength is twice the T of the stand.
Shooting Modifiers: Infantry are not subject to targeting modifiers. This means that there are no penalties for
shooting at infantry. Infantry are still subject to weapon modifiers and the movement of enemy units.
Assault Phase
Assaults: Infantry assault 4” into CC unless noted otherwise. Unless noted in the unit rules, Infantry units must
pass a morale check to assault a Mobile Suit in HTH.
Close Combat: Although Infantry are often considered little more than ants by most Mobile Suit pilots, well
trained infantry can often damage and even disable a Mobile Suit by tossing grenades into vents or joints of the suit’s
legs. It is only the foolhardy Mobile Suit pilot who ignores enemy infantry that are in the area.
Infantry bases fight in close combat as normal. However, if they roll a 6 on their penetration roll, they may roll
an additional d6 (on top of their normal str+d6 roll) and add this to their penetration roll total. This may result in a
glancing or penetrating hit as normal.
Morale
Morale: Infantry units are subject to morale as per the normal 40K rules.
Purchasing and Miscellaneous
Transports: Some infantry units may upgrade to transports. If a unit’s transport is destroyed, the infantry squad
transported does not need to maintain unit coherency with the rest of its platoon. However, for as long as the squad is
not within unit coherency, that squad may not assault or shoot.
This is to prevent platoons from losing their mobility when one transport is destroyed.
AircraftDespite the introduction of fast moving Mobile Suits to the battlefield, aircraft remain a critical asset to
commanders in the field. Reconnaissance craft, strike craft, heavy bombers, and even transports that can carry and air
drop Mobile Suits were all heavily utilized by both Federation and Zeon forces during the one year war.
New Rules
Aircraft: Aircraft follow all the rules for vehicles except where noted below.
Movement Phase
Movement: Aircraft follow a different set of movement rules than normal ground based units. Aircraft have 3
movement stats, separated by slashes. The first stat is the minimum number of inches the unit must move every turn.
Aircraft moving any slower will stall and crash, so they are not allowed to move less than this number.
The second number is their minimum turn factor. This is the number of inches Aircraft must move before each turn
they wish to make. In addition, an aircraft unit may only make a turn of up to 45 degrees for each turn. Depending on
their maximum speed and turn factor, an aircraft may make as many turns as these speeds will allow.
For example, an aircraft unit has a turn factor of 3. For every 3 inches the aircraft moves in a straight line, it may turn
up to 45 degrees right or left. In addition, all aircraft may make one free turn up to 45 degrees at the very beginning of
their movement phase.
The final number is their maximum movement. The aircraft unit may not move more than this many inches total per
movement phase.
Leaving the battlefield: There may come a case when an aircraft will be unable to remain on the battlefield due to their
minimum movement stat. In this case, note the location the unit left the board from. On each following turn, roll a d6.
On a 4-6, the unit returns to the battle. Place the unit on the spot from which they left the game. They may face any
direction they choose. The unit may not move on the turn it returns to battle, but may fire as normal
Should the owning player choose, they may leave the game. If so they are available for further campaign
games, but are considered destroyed for victory purposes.
Shooting Phase
Shooting: Most aircraft have weapons that are in a fixed forward position. Unless noted separately in the unit
notes, all aircraft may only fire weapons in a line pointing directly forward as far as the range of the weapon. Starting
from the center of the aircraft, or if known, the tip of the weapon, draw a straight line ahead of the aircraft. If that line
crosses an enemy stand’s base or any part of a Mobile Suit, it may fire at that unit.
Note that if firing at infantry or enemy vehicles, the aircraft is considered to have LOS to all stands in the unit,
and casualties are removed by the owning player as per the regular 40K rules.
Planes may move and fire heavy and ordnance weapons without restriction.
Targeting: All enemy ground units, unless noted as being AA, must take a -3 penalty to hit when shooting at
aircraft. This includes both their speed, and the difficulty at shooting at targets high in the air. Enemy flying units only
take a -1 penalty to hit when shooting at enemy aircraft.
If a Mobile Suit has a jump pack, it only takes a -2 penalty for shooting at aircraft, as it can use its boosters to
close the distance to enemy aircraft. It is of course subject to whatever normal penalties accrued during its movement
phase. (I.e., if the Suit walks, the total penalty is -3. If it is stationary, the penalty becomes +1 -2 = -1 total.)
Aircraft shooting at enemy ground units take the normal modifiers depending on the enemy unit’s movement in
the prior turn. Use the normal 40K vehicle damage chart to assess glancing and penetrating hits against aircraft (note
that high movement does not ensure glancing hits only as it would with regular 40K vehicles). If immobilized, the
aircraft is considered destroyed.
Helicopters: Ground forces only take a -2 penalty to hit against helicopters, not a -3, as they are at a lower altitude.
Jump pack equipped Mobile Suits take a -1 penalty instead of the -2.
Weapons: If an aircraft has multiple weapons, they may use 2 if they do not turn at all during the turn, or 1 if they
do turn (as they are spending more time maneuvering than firing and targeting enemy units).
Bombing: Some aircraft are noted as being bombers. These units drop bombs on targets that pass directly below
them. During the shooting phase, a Bomber unit may use any weapons noted as Bombs to attack any enemy unit that
passed directly beneath the Bomber model during its movement that turn.
If the Bomb has a blast or ordnance template, the center of the template must be centered on the line of
movement the Bomber covered. This is an exception to the normal template rules.
If the weapon being used has multiple shots, the Bomber may either attack different units under their flight
path, or may concentrate on one single unit.
Morale
Morale: If an aircraft unit fails a morale check due to casualties and must fall back, they are immediately removed from
the game and counted as casualties for victory purposes (though in a campaign they would be available in the next
battle). They are considered to climb and disengage from the battle.
Assault Phase
Close Combat: Aircraft may not charge, nor may they be charged in close combat (nor may they be engaged through
sweeping advances, they simply are too high to fight in close combat). They are considered to be high in the air, and
may move over or through enemy units without penalty. They may also end on top of enemy units if they choose, and
there are no effects to either unit.
Mobile Suits with Jump Packs may attack aircraft in close combat if they move into contact with the aircraft.
They are attacked just like skimmers in the 40K rules (i.e. all attacks hit on only a 6). As per 40K rules, the aircraft moves
as normal during its next turn.
Purchasing and Miscellaneous
Pilots: All aircraft unless noted have crew included in the stats of the vehicle as per normal 40K rules.
Mecha Transport: Some very large aircraft can transport Mecha. Any aircraft with this ability may
transport Mobile Suits up to the number specified. Any mecha are subject to all the normal transportation rules for
infantry.
Weapons TableAssault Weapons
Name Range Short Long Str Type
105mm Cannon 24 - - 6 Assault
120mm Cannon 30 - - 6 Assault
135mm Secondary Cannon 24 - - 7 Assault
150mm Cannon 24 +1 - 6 Assault 2
20mm Vulcan Gun 9 - - 3 Assault
25mm Vulcan Gun 9 - - 4 Assault
35mm Cannon 12 - - 5 Assault 2
75mm HVAP Cannon 24 +1 - 7 Assault
AA Machinegun 9 - - 3 Anti-Aircraft, Assault 2, AP = d3
AA Msl Launcher 16 +1 - 5 Anti-Aircraft, Assault
Assault Rifle 12 - - 3 Assault, AP = 0 [no extra die vs vehicles]
Light Missile Launcher 12 +1 - 4 Assault 2
Light Vulcan Gun 9 - - 3 Assault, AP = d3
Machinegun 9 - - 3 Assault 2, AP = d3
Vulcan Cannon 12 - - 4 Assault
XL Missile Launcher 12 - - 3 Assault 2
Heavy Weapons
Name Range Short Long Str Type
120mm Artillery Gun Guess 12-60 - - 6 Heavy, Blast, No shooting vs Aircraft
135mm Artillery Gun Guess 12-72 - - 6 Heavy, Blast, No shooting vs Aircraft
175mm Cannon 48 +1 - 7 Heavy 2
180mm Cannon 48 - - 8 Heavy 2
190mm Cannon 60 - - 8 Heavy 2
Bazooka 6 - - 6 Heavy
Heavy Bomb Rack 0 - - 8
Special Bombing Rules, Ordnance, 2, May only
be fired once per game
Hvy Machinegun 9 - - 3 Heavy 2
Light Bomb Rack 0 - - 6
Special Bombing Rules, Blast, 1, May only be
fired once per game
Medium Bomb Rack 0 - - 7
Special Bombing Rules, Blast, 2, May only be
fired once per game
Medium Missile Launcher 18 - - 6 Heavy
Mega Particle Cannon 30 - -1 6 Heavy
Missile Launcher 48 - - 7 Heavy 2
Mortar Guess 12-48 - - 3 Heavy, Blast, AP = d3, No shooting vs Aircraft
Particle Gun 24 - -1 5 Heavy
RPG 6 - - 6 Heavy
X7-Msl Launcher 12” - - 5 Heavy
Force ListsThe below unit selections are considered additions to the main MSGBS rules, as well as Codex Zeon Dutchy (or
any forthcoming Federation Codex). Mobile Suits and pilots can be purchased for their regular slots, in addition the
below slot choices.
Federation Armed Forces
Infantry
Command Platoon (1 Platoon = 1 HQ Choice)
Description: The command platoon consists of the commander in the field and his staff.
Special Rules
Type Move WS BS S T W I A Ld Pts
Command Inf 4” 4 4 3 3 3 4 1 9 14ea
Light Inf 4” 3 3 3 3 3 3 1 7 8ea
Radio Inf 4” 3 3 3 3 3 3 1 7 11ea
Special Rules:
Infantry
Command Squad: Any units within 12” may use the Command Squad’s Ld for any tests required.
Radio: So long as this unit remains, and one friendly unit on the board per turn may use the Command squad’s Ld for
one check.
Transport: May upgrade to 4 M172 APC’s for +48 points
Platoon consists of the following squads:
1 Command Squad (Assault rifles)
2 light infantry squads (Assault rifles)
1 Radio squad (Assault Rifles, Radio)
HQ HQ HQ HQ HQ
Vehicles
Type 74 Hover Truck
Description: The Type 74 Hovertruk is a combat communications support truck.
Equipped with an extremely advanced ground based sonar system, these trucks could spot
and identify enemy mobile suits and ground forces at great distances. A number of
Type 74 Hovertruks were assigned to the Kojima Battalion in South-East Asia. They
were instrumental in assisting GM and Gundam Platoons in hunting down and defeating Zeon forces located there.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 6 7
Armor
Front Side Rear Pts
7 6 6 35
Special Rules:
Ground Sonar: At the beginning of the game, after both sides have deployed, the Hover Truck may designate one
friendly unit within 12” of the truck. That unit is being fed targeting information from the sonar, and may take one free
shot at any enemy units in LOS before the game begins. If there are multiple Type 74 Hover Trucks in an army, each may
assist one different friendly unit. If there are no enemy units in LOS or range, the ability is wasted.
Squad: 1 Type 74 Hover Truck
Armament: 20 mm vulcan gun x 1 (360 degrees)
Infantry
Jump Platoon (1-3 Platoons = 1 Elites Choice)
Description: As personal jump packs for pilot use became more common, some elite infantry units were equipped
with these new devices, granting them heretofore unheard of personal mobility. These units were costly to equip,
however, and often fragile on the battlefield, and thus were largely relegated to special ops and assault missions.
Type Move WS BS S T W I A Ld Pts
Jump Inf 8” 3 4 3 3 3 4 1 8 12ea
Special Rules: Move 8” during the movement phase. They still assault 4” as normal. May cross impassible terrain,
but may not end their movement in impassible terrain. If they end the movement phase in difficult terrain, roll a d6 for
each stand. On a 1, that stand had a mishap and is removed from the game as a casualty (just as with regular 40K jump
packs).
Infantry
Elite Infantry: Do not need to test to assault a Mobile Suit.
Infiltrators: May infiltrate per the 40K rules.
Weapons: Assault Rifles. 1 may upgrade to bazooka.
Platoon consists of the following squads:
2 to 4 Jump infantry squads, 1 may upgrade to bazooka
Assault Platoon (1-3 Platoons = 1 Elites choice)
Description: Reeling from the initial Zeon assaults at the beginning of the One Year War, the Federation desperately
sought anything that could help stem the tide of Zeon mobile suits. One tactic used was to train dedicated infantry
units in Mobile Suit assault tactics, arming them with satchel charges, grappling hooks, and magnetic clamps. Though
these units often suffered horrendous casualties, they were nevertheless occasionally successful in bringing down
Zaku’s to the tremendous cheers of their comrades.
Type Move WS BS S T W I A Ld Pts
Assault Inf 4” 4 3 3 3 3 3 1 7 12ea
Elite Infantry: Do not need to test to assault a Mobile Suit.
Special Rules:
Infantry
Transport: May upgrade to 1 M172 APC per squad taken at +12 pts each.
Platoon consists of the following squads:
2 - 4 assault squads (assault rifles and bazookas)
ElitesElitesElitesElitesElites
Aircraft
Don Escargot
Description: The Don Escargot was a Federation craft that saw some limited use during the One Year War. Armed
with machineguns, bombs, and missiles, it was somewhat successful in a ground attack role.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 6 7
Move 6/8/14
Armor
Front Side Rear Pts
4 4 4 50
Squad: 1-2 Don Escargot
Special Rules:
Aircraft
Armament: anti-air machinegun x 4, Light Bomb Rack, Light Msl Launcher
Mechanical designer: Kunio Ookawara
Vehicles
Type 61 Main Battle Tank
Description: The Type 61 was the Federation’s main battle tank during the
One Year War. Despite heavy casualties, they were instrumental in slowing down Zeon
advances in the early months of the war.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 6 7
Armor
Front Side Rear Pts
9 8 8 50
Squad: 1-3 Type 61 Tanks
Armament: Twin Linked 150 mm cannon x 1 (360 degrees), Machinegun x 1 (360 degrees), smoke launcher (per the rules
in Codex: Imperial Guard)
M97 Tank
Description: Essentially an upgraded version of old 21st century tanks, the M97, though outdated by the Type 61,
was nonetheless pushed into service in a number of theatres, most notably the Odessa theatre.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 6 7
Armor
Front Side Rear Pts
8 8 7 37
Squad: 1-3 M97 Tanks
Armament: 105mm Cannon (360 degrees), Machinegun (360 degrees)
TroopsTroopsTroopsTroopsTroops
M172 APC
Description: The M172 APC was the standard infantry transport for Federation forces during the One Year War.
Though out of date, they performed admirably during the war, rapidly moving Federation ground troops around the
battlefield.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 6 7
Armor
Front Side Rear Pts
7 7 7 12
Armament: Machinegun x 1 (360 degrees)
Infantry
Line Platoon (1-3 Platoons = 1 Troops choice)
Description: This platoon represents the standard Federation infantry unit during the war. Lightly armed, they were
hard pressed to staunch the Zeon heavy armored and Mobile Suit attack groups. Some infantry units did experience
limited success with bazookas (dubbed Takeyari by scornful Japanese infantry) against Mobile Suit forces.
Once the Federation developed their own Mobile Suits, Federation Infantry platoons were often assigned to
Mobile Suit Combat Commands, assisting in sweeping out buildings and dense areas of Zeon forces.
Type Move WS BS S T W I A Ld Pts
Light Inf 4” 3 3 3 3 3 3 1 7 8ea
Heavy W Inf 4” 3 3 3 3 3 3 1 7 12ea
Transport: May upgrade to 4 M172 APC’s
Platoon consists of the following squads (Total cost = 36 points/platoon):
3 light infantry squads (assault rifles)
1 heavy weapons squad (bazooka, can exchange for hvy machinegun at no cost)
Special Rules: Infantry
Transport: May purchase 4 M172 APC’s for transport purposes for +48 points.
Militia (1-3 Militia Platoons = 1 Troops choice)
Description: Zeon forces on Earth often found themselves opposed by locals, lightly armed, but less than pleased
with the intrusion of foreign forces on their soil. Local rebels were instrumental in assisting the 8th Mobile Suit platoon
in South-East Asia against a large Zeon strongpoint.
Type Move WS BS S T W I A Ld Pts
Militia Inf 4” 2 3 3 3 3 2 1 6 6ea
Special Rules: Infantry
Platoon consists of the following squads (Total cost = 24 points/platoon):
4 militia squads (assault rifles, 1 can upgrade to rpg at +3 points)
Aircraft
FF-4 Toriares
Description: The FF-4 was a common Federation Air Support craft during the war.
Lightly armed, their fast speed and maneuverability nevertheless allowed them to rack
up a high rate of kills against Zeon Dopp’s
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 6 7
Move 9/6/18
Armor
Front Side Rear Pts
4 4 4 30
Squad: 1-2 FF-4 Toriares
Special Rules:
Aircraft
Armament: Twin Linked Light Vulcan Gun
FF-X7 Core Fighter
Description: The FF-X7 Core Fighter was another common fighter
amongst Federation forces. More heavily armed than the FF-4, they were
very successful against Zeon air forces. Core fighters were also stationed
on the Federation’s new Pegasus class Mobile Suit carriers.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 6 7
Move 9/9/18
Armor
Front Side Rear Pts
5 5 5 55
Weapons: Twin Linked 25mm Vulcan Gun, Twin Linked X7-Missile Launcher
Squad: 1-3 Core Fighters
Special Rules: As Mobile Suit pilots often piloted Core Fighters, a pilot may be purchased from the Mobile Suit list is
wanted. The Core Fighter still takes up its regular slot (I.e. the pilot does not take a slot). However, the pilot does gain
experience in a campaign.
Aircraft
Fly Arrow Attack Plane
Description: The Fly Arrow was the standard Federation air superiority
plane during the war. Armed with cannon and missiles, they could be deadly
to Zeon Gow bomber groups.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 6 7
Move 9/9/18
Armor
Front Side Rear Pts
4 4 4 40
Special Rules:
Aircraft
Squad: 1-2 Fly Arrows
Armament: Air to Air Missile Launcher, Vulcan Cannon
Mongoose:
Description: The Mongoose was a mainstay of Federation anti-armor
air forces during the war. Armed with a nose mounted cannon, they were
very successful against Zeon tank formations.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 6 7
Move 6/6/14
Armor
Front Side Rear Pts
5 5 5 70
Squad: 1-2 Mongoose
Special Rules:
Aircraft
Armament: 1 75mm HVAP Cannon
Vehicles
Fanfan
Description: Used mostly in coastal or swamp areas, the Fanfan
was a lightly armed Federation hovercraft armed with 2 missile launchers.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 6 7
Armor
Front Side Rear Pts
6 6 6 20
Special Rules: Fast, Skimmer
Squad: 1-3 Fanfans
Armament: Twin linked Light missile launcher (90 degrees forward)
Recon Jeep
Description: Federation forces often made use of jeeps for transport as well as reconnaissance missions.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 6 7
Armor
Front Side Rear Pts
4 4 4 15
Squad: 1 Jeep
Special Rules: Due to the freedom of sight and their fast speed, Jeep’s count as having an Auspex per Codex Space
Marines.
Armament: Machinegun (360 degrees)
Aircraft
Helicopter Gunship
Description: Federation ground forces were often supported by ground attack helicopters. Though they had
limited success against Zeon Mobile Suits, they were quite useful against Zeon infantry and armor formations.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 6 7
Move 0/0/12
Armor
Front Side Rear Pts
4 4 4 20
Special Rules: Aircraft, Helicopter
Squad: 1-2 Helicopter Gunships
Armament: 1 Vulcan Cannon (180 degrees forward [exception to normal aircraft rules]), Light Msl
Launcher (Straight forward as per normal aircraft rules)
Fast Fast Fast Fast Fast
Vehicles
M273 Artillery Piece
Description: When heavier support than mortars was required, Federation ground forces turned to their M273
Artillery pieces.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 6 7
Armor
Front Side Rear Pts
6 6 6 35
Squad: 1 M273 Artillery Piece
Armament: 120mm Artillery Gun (90 degrees forward)
Infantry
Support platoon
Description: Federation Infantry forces were often supported by light mortar teams.
Type Move WS BS S T W I A Ld Pts
Light Inf 4” 3 3 3 3 3 3 1 7 8ea
Mortar Squad 4” 3 3 3 3 3 3 1 7 17ea
Special Rules: Infantry
Transport: May upgrade to 4 M172 APC’s at +48 points.
Platoon consists of the following squads (Total cost = 50 points/platoon):
2 light infantry squads (assault rifles)
2 mortar squads (assault rifles, mortar)
Aircraft
Depp Rog
Description: The Depp Rog is the standard Federation Heavy Bomber.
Although not as heavily armed as the Zeon Gow, they were still very
effective heavy bombers.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 6 7
Move 9/9/14
Armor
Front Side Rear Pts
5 5 5 45
Squad: 1 Depp Rog
Special Rules: Aircraft
Armament: Medium Bomb Rack
FF-X7-Bst CORE BOOSTER
Description: The FF-X7-Bst Core Booster is essentially a regular
Core Fighter with a booster system attached, providing additional armament,
as well as speed.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 6 7
Move 9/9/20
Armor
Front Side Rear Pts
6 6 6 70
Squad: 1-3 FF-X7-Bst Core Booster
Special Rules: Aircraft. As Mobile Suit pilots often piloted Core Fightrers, a pilot may be purchased from the Mobile
Suit list if wanted. The Core Fighter still takes up its regular slot (I.e. the pilot does not take a slot). However, the pilot
does gain experience in a campaign.
Heavy Support Heavy Support Heavy Support Heavy Support Heavy Support
Weapons: Twn Lnk 25mm Vulcan Gun, Twn Lnk X7-Msl Lnch, Twn Lnk Mega Particle Cannon, Light Bomb Rack
Fly Manta
Description: The Fly Manta is the standard Federation fighter bomber.
They were armed with ground attack missiles, as well as machineguns.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 6 7
Move 6/6/16
Armor
Front Side Rear Pts
4 4 4 35
Special Rules:
Aircraft
Armament: Light Msl Launcher, Twin linked machinegun
Gunperry
Description: The gunperry is the standard Federation mobile suit transport.
They are armed with a light missile launcher for self defense.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 6 7
Move 6/9/12
Armor
Front Side Rear Pts
4 4 4 55
Special Rules:
Aircraft
Mecha Transport (2)
Armament: XL Missile Launcher
Medea
Description: The Medea is the standard Federation heavy transport.
They are the workhorses of the Federation Supply Corps. They are
equipped with several light machineguns for defense, but they typically
rely on air cover provided by Federation interceptors.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 6 7
Move 8/9/12
Armor
Front Side Rear Pts
4 4 4 25
Armament: 2 X twin linked anti-air machinegun
Big Tray class
Description: The Big Tray is a mighty command ship
equally at home on the land or the sea. Heavily armed, they
provide the backbone for large scale Federation assaults.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 7 7
Armor
Front Side Rear Pts
14 14 13 400
Move:
Walk: 5”
Run: 8”
Squad: The Big Tray is a Super Heavy Tank, and is purchased as a separate detachment per the rules in Imperial Armor
I. It may thus only be purchased in games of 2000 points or more.
Special Rules: (Per the Gallop Special rules)
Structure Points: 4
Firing, Boarding the Gallop, Hitting the Gallop, Collisions and Rams
Armament: Twin Linked 190 mm Cannons (Forward 45 degrees), 3 X Twin Linked 135mm Secondary Cannons (2 front 180
degrees, 1 rear 180 degrees)
Additional Detachments Additional Detachments Additional Detachments Additional Detachments Additional Detachments
Zeon Dutchy
Infantry
Command Platoon (1 Platoon = 1 HQ choice)
Description: The command platoon consists of the commander in the field and his staff.
Type Move WS BS S T W I A Ld Pts
Command Inf 4” 4 4 3 3 3 4 1 9 15ea
Light Inf 4” 3 3 3 3 3 3 1 8 9ea
Radio Inf 4” 3 3 3 3 3 3 1 8 11ea
Special Rules: Infantry
Command Squad: Any units within 12” may use the Command Squad’s Ld for any tests required.
Radio: So long as this unit remains, and one friendly unit on the board per turn may use the Command squad’s Ld for
one check.
Transport: May upgrade to 4 Cui’s for +64 points or Z193 APC’s for +52 points.
Platoon consists of the following squads (Total cost = 44 points/platoon):
1 Command Squad (Assault rifles)
2 light infantry squads (Assault rifles)
1 Radio squad (Assault Rifles, Radio)
Infantry
Jump Platoon (1-3 Platoons for 1 Elites choice)
Description: As personal jump packs for pilot use became more common, some elite infantry units were equipped
with these new devices, granting them heretofore unheard of personal mobility. These units were costly to equip,
however, and often fragile on the battlefield, and thus were largely relegated to special ops and assault missions.
Type Move WS BS S T W I A Ld Pts
Jump Inf 8” 3 4 3 3 3 4 1 9 13ea
Special Rules: Move 8” during the movement phase. They still assault 4” as normal. May cross impassible terrain,
but may not end their movement in impassible terrain. If they end the movement phase in difficult terrain, roll a d6 for
each stand. On a 1, that stand had a mishap and is removed from the game as a casualty (just as with regular 40K jump
packs).
Infantry
Elite Infantry: Do not need to test to assault a Mobile Suit.
Infiltrators: May infiltrate per the 40K rules.
Transport: May upgrade to one Cui per squad chosen at +16 points each.
Weapons: Assault Rifles. 1 may upgrade to bazooka.
Platoon consists of the following squads:
2 to 4 Jump infantry squads, 1 may upgrade to bazooka
H QH QH QH QH Q
ElitesElitesElitesElitesElites
Vehicles
Z86 Main Battle Tank
Description: Although the Magella was the most highly regarded Zeon Main Battle Tank, the Z86 was the most
heavily represented amongst the Zeon armored corps. An older design, they were very successful in supporting Zeon
Mobile Suit units in action against the Federation.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 7 7
Armor
Front Side Rear Pts
8 8 7 38
Squad: 1-3 Z86 MBT’s
Armement: 120mm Cannon (360 degrees), Machinegun (360 degrees)
Z193 APC
Description : Though Zeon special forces units were blessed with the new, fast moving Cui’s, most Zeon forces had
to make do with ancient Z193 APC’s. Lightly armored, they were still essential in transporting Zeon ground forces
across Europe and North America.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 7 7
Armor
Front Side Rear Pts
7 7 6 13
Armament: Light Vulcan Gun (360 Degreees), Machinegun (360 degrees)
Cui
Description: The Cui is the newest Zeon troop transport.
Largely assigned to Zeon special forces units, the Cui is a
very fast moving transport.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 7 7
Armor
Front Side Rear Pts
7 7 6 16
Special Rules: Fast
Armament: Twin linked AA machinegun (forward 180 degrees)
Infantry
Line Platoon (1-3 Platoons = 1 Troops choice)
Description: This platoon represents the standard Zeon infantry unit during the war. They were lightly armed, but
their generally better training and motivation were often telling in battles with Federation forces.
Type Move WS BS S T W I A Ld Pts
Light Inf 4” 3 3 3 3 3 3 1 8 9ea
Heavy W Inf 4” 3 3 3 3 3 3 1 8 13ea
Special Rules: Infantry
Transport: May upgrade to 4 Z193 APC’s for +52 points.
Platoon consists of the following squads (Total cost = 40 points/platoon):
3 infantry squads (assault rifles)
1 heavy weapons squad (bazooka, can exchange for hvy machinegun for free)
TroopsTroopsTroopsTroopsTroops
Aircraft
Dopp
Description: The Dopp was the standard Zeon air superiority
fighter during the war. A distinctive design, with a raised cockpit,
the Dopp was well armed and maneuverable, and proved to be a strong
adversary for Federation air and ground forces.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 7 7
Move 8/8/16
Armor
Front Side Rear Pts
5 5 5 35
Squad: 1-3 Dopp’s
Special Rules: Aircraft
Armament: Twin linked Light Msl Launcher, Twin linked 25mm vulcan gun
Vehicles
Recon Jeep
Description: Zeon forces often made use of jeeps for transport as well as reconnaissance missions.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 7 7
Armor
Front Side Rear Pts
4 4 4 15
Squad: 1 Jeep
Special Rules: Due to the freedom of sight and their fast speed, Jeep’s count as having an Auspex per Codex Space
Marines.
Armament: Machinegun (360 degrees)
Aircraft
Gunship Heli
Description: The Gunship Heli is a typical representation of
Zeon Helicopter Gunships used during the war. These Helicopters
were especially prevalent in South East Asia, where they could fly
over the dense foliage, but they found their way into the Zeon
forces across the Earth.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 7 7
Move 0/0/12
Armor
Front Side Rear Pts
4 4 4 20
Special Rules: Helicopter, Aircraft
Squad: 1-2 Helicopter Gunships
Armament: 1 Vulcan Cannon, Light Msl Launcher
Fast Fast Fast Fast Fast
Luggun
Description : Equipped with a powerful sensor suite, the
Luggun is ubiquitous amongst Zeon reconnaissance forces.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 7 7
Move 8/8/16
Armor
Front Side Rear Pts
4 4 4 35
Special Rules: Aircraft
Elint Sensors: Each turn, one friendly unit within 12” of the Luggun may add +2 to one of their to hit rolls so long as
the target is within 12” of the Luggun.
Squad: 1 Luggun
Armament: 2 X Twin Linked Machineguns (1 right 180 degrees, 1 left 180 degrees)
Vehicles
Z406 Artillery Piece
Description: When heavier support than mortars was required, Zion ground forces turned to their Z406 Artillery
pieces.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 7 7
Armor
Front Side Rear Pts
6 6 6 38
Squad: 1 Z406 Artillery Piece
Armament: 135mm Artillery Gun (forward 45 degrees)
Magella Attack Tank
Description: An odd development in Zeon War machines
the Magella is designed to work in close-support of Mobile Suits
and conventional forces. The pilots of these vehicles became very
adept at ambushing Federation Suits and firing on the run. During
the conflict in the Asian jungles they accounted for over a third of
the confirmed kills of Federation Mobile suits.
Squad: 1 Magella Attack Tank
Type Move WS BS S T W I A PS Ld
Crew - - - - - - - - - -
Armor Values Front Side Rear PV
Magella Attack Tank 11 10 10 80
Crew: Unlike most vehicles, the Magella must purchase a pilot as per the Mobile Suit rules. However, these pilots do
gain experience in a campaign setting.
Standard equipment & weapon:
Armament: 175mm Cannon (360 degrees), 35mm cannon (same as the 35mm hand cannon, Forward 90 degrees)
Optional equipment & weapon options:
The Magella Attack Tank can be equipped with the following optional equipment: Targeter (+5pts)
Heavy SupportHeavy SupportHeavy SupportHeavy SupportHeavy Support
Infantry
Support platoon
Description: Zeon Infantry forces were often supported by light mortar teams.
Type Move WS BS S T W I A Ld Pts
Light Inf 4” 3 3 3 3 3 3 1 8 9ea
Mortar Squad 4” 3 3 3 3 3 3 1 8 18ea
Special Rules: Infantry
Transport: May upgrade to 4 Z193 APC’s for +52 points.
Platoon consists of the following squads (Total cost = 54 points/platoon):
2 infantry squads (assault rifles)
2 mortar squads (assault rifles, mortar)
Aircraft
Magella Top
Description: The Magella is a very versatile tank.
The top turret can be detached in a repair bay, and is capable
of acting as an attack plane. Armed with a single nose mounted
cannon, they can be quite powerful.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 7 7
Move 7/7/14
Armor
Front Side Rear Pts
5 5 5 75
Squad: 1 Magella Top
Special Rules: Aircraft
Armament: 175 mm cannon x 1, Twin Linked Machinegun
Gow Attack Carrier
Description: The Gow Attack Carrier was used extensively by
Zeon forces for Mobile Suit insertion. One was the command
ship of Garma Zabi before it’s destruction and his death at the
hands of the White Base.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 7 7
Move 9/9/14
Armor
Front Side Rear Pts
6 6 6 100
Special Rules:
Aircraft, Mecha Transport (3)
Squad: 1 Gow Attack Carrier
Structure Points: 2 (The Gow follows the damage and targeting rules for Super Heavy Vehicles as detailed in the
Gallop rules)
Armaments: Twin Linked Particle Gun (45 degree forward arc), 2 X Twin Linked Machine Guns (360 degrees), Medium
Bomb Rack.
Gow Heavy Bomber
Description: A modification of the basic Gow Attack Carrier,
it sacrificed armor and structural strength in exchange for a very
heavy bomb load. These Gow’s were used extensively in air raids
against Federation Targets.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 7 7
Move 9/9/14
Armor
Front Side Rear Pts
6 6 6 100
Squad: 1 Gow Heavy Bomber
Special Rules: Aircraft
Structure Points: 2 (The Gow follows the damage and targeting rules for Super Heavy Vehicles as detailed in the
Gallop rules)
Armaments: 2 X Twin Linked Machine Guns (360 degrees), Heavy Bomb Rack.
Dodai YS
Description: The Dodai was the Zeon forces medium
bomber during the war. In addition, some were modified to be
able to carry a Gouf Mobile Suit, granting it tremendous maneuverability.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 7 7
Move 8/8/15
Armor
Front Side Rear Pts
6 6 6 50
Squad: 1 Dodai YS
Special Rules: Aircraft
Gouf Carrier: Any Gouf suit can purchase one of these Bombers to act as a transport. If purchased in this manner, it
takes up both the Gouf’s slot as well as a Heavy Support slot. If purchased separately, the Bomber cannot transport a
Gouf.
The Gouf must begin the game on top of the Dodai. The combined unit acts like a skimmer, and has a move of
12”. While mounted on the Dodai, the Gouf counts as not moving for firing purposes. The Dodai may fire as per the
flyer rules (i.e. in a straight line), in addition to whatever firing the Gouf has. The Gouf may chose to dismount at the
beginning of any movement turn. The Gouf may not move further that turn (though it may fire as normal), and the Dodai
reverts to it’s regular flyer movement rules.
Attackers may choose to fire at the Dodai or the Gouf as normal. Because they are a large target, there is only a
-1 modifier to fire at the Dodai or the Gouf. If the Gouf is destroyed, the Dodai may move as normal from the next turn
on. If the Dodai is destroyed. The Gouf is placed on the ground, and may not move in the next turn, though it may fire
as normal.
Armament: Medium Msl Launcher
Fat Uncle
Description: The Fat Uncle was the standard transport
and Mobile Suit delivery craft for the Zeon logistical corps.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 7 7
Move 9/9/14
Armor
Front Side Rear Pts
5 5 5 55
Armament: 3 X Twin Linked Machinegun (1 X 360 degrees, 1 left 180 degrees, 1 right 180 degrees)
Special Rules: Aircraft, Mecha Transport (3)
Mechanical designer: Kunio Ookawara
Dobday class
Description: The Dobday, like the Gallop,
is a heavy land battleship. The Dobday is more
lightly equipped, however. It is mounted on heavy tracks,
and armed with 2 main twin barreled 180mm cannons, as
well as 2 twin linked machineguns.
Type Move WS BS S T W I A PS Ld
Crew 4 3 3 3 3 3 3 1 7 7
Armor
Front Side Rear Pts
13 13 12 270
Move:
Walk: 8”
Run: 10”
Squad: The Dobday is a Super Heavy Tank, and is purchased as a separate detachment per the rules in Imperial Armor
I. It may thus only be purchased in games of 2000 points or more.
Special Rules: (Per the Gallop Special rules)
Structure Points: 3
Firing, Boarding the Gallop, Hitting the Gallop, Collisions and Rams
Armament: 2 X Twin Linked 180mm Cannon (360 degrees), 2 X Twin Linked Machineguns (360 degree arcs of fire)
Gallop class
Points: 350
Squad: The Gallop is a Super Heavy Tank, and
is purchased as a separate detachment per the rules
in Imperial Armor I. It may thus only be purchased in games of 2000 points or more.
See www.GundamBattleSystem.com for rules.
Additional Detachments Additional Detachments Additional Detachments Additional Detachments Additional Detachments
Modeling SectionThe biggest issue for using combined arms in Gundam Battle System games is the availability of figures. A
number of the Gundam Mecha toys do come with some of the vehicles for the Gundam Universe, including Lugguns,
Dopps, Magella, Type 61 Tanks, and Type 74 Hover tanks, as well as Core Fighters. For the rest, improvisations will
have to be made.
Fortunately the Gundam Universe is largely retro. Infantry can easily be represented by modern or WWII 10mm
to 12mm figures. Zeon forces especially lend themselves to WWII German infantry, or modern Russian troops.
Federation Forces are better represented by American or perhaps modern British troops.
For vehicles, the Federation M97 Tank is essentially a M1 Abrams tank. The M273 Artillery piece is an ordinary
field artillery piece. The Helicopter Gunship can easily be represented by the Apache Helicopter Gunship. The M172
APC could be an M113 or Russian BMP. The Jeep is just an ordinary WWII jeep, as it is for the Zeon army.
On the Zeon side, the Z406 Artillery is simply an ordinary artillery piece, as with the M273. The Z86 is a German
WWII Panzer IV, and the Z193 is best represented by the US Army M113 APC.
For some of the more odd vehicles from the Gundam universe, such as the Cui, unfortunately substitutes will
likely have to be found. Many sci-fi toys and other games may have suitable substitutes however.
Designers NotesHaving been a long time WWII and modern Combined Arms player, I’ve always wanted the opportunity to play
combined arms in the fantastic Gundam universe. The beauty of Gundam was that it wasn’t simply a world where there
Mobile Suits were special, fantastic vehicles. Rather, in the Gundam universe, Mobile Suits are as ubiquitous as armored
vehicles, being simply mass produced machines pressed into battle.
Another inspiration was the Gundam M.S. Era book. Essentially a photographic essay of the One Year War, it
was presented similar to an issue of Life magazine during World War II, showing images of Mobile Suits in war,
supported by armored and infantry units, just like images of German armored advances through Russia and Western
Europe. The parallels were fascinating, and begged to be represented in a game.
Upon finding the Mobile Suit Gundam Battle System, I knew my opportunity was here to incorporate these
fantastic images into a game that did a great, and most importantly, fun, representation of Mobile Suit Combat.
Now everyone can carry out combined arms skirmishes, supported by huge Mobile Suits, in desperate actions
to protect New York, or to retake California Base from Zeon forces.