GUNDAM WING
by Emil Srdoc






INTRODUCTION
Variant of Mekatac incorporating Mobile Suit Gundam background material.

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DISCLAIMER
Mobile Suit Gundam is a licensed, copyrighted property.
This is merely a fan site.

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PIECES
Use Miniatures.
Dice required.
Paper and pencil required.


SETUP
One player designs the scenario.
The other player picks which side he wants to control.


TURN SEQUENCE
1. Initiative Phase 
2. Movement Phase


INITIATIVE PHASE
If 6 or less mobile suits are fighting, roll 1D10 for each Mobile suit in Play. Add move points to the roll. Highest roll moves first, lowest roll moves last. All the rest are in between, based on their roll. If there are two or more suits with same initiative, roll their dice again. 
If more suits are involved, roll 1D10 for each side, and add slowest unit's move points. Suits are then moved starting with the side that rolled highest, and moving alternately until all Suits have had opportunity to move.
In addition to this, you can make an activation roll for each Suit you wish to move. This is done by rolling a 1D6, and if the roll is equal to or less than Pilot's quality, you get to move the suit. Pilot's quality can go from 2 for Green to 5 for Elites. (6 is reserved for ZERO system users) 


MOVEMENT PHASE
Each suit can attack with each of its Weapons once per turn.
Suit can attack at any point during its move phase.
Unless punch/kick attack is made, in which case no other weapon may be used.


SUIT    MOVE            SIZE
SIZE    POINTS  HITS    CLASS           
2       8       10      Small           
3       8       10      Small           
4       7       10      Small           
5       7       15      Medium          
6       6       15      Medium          
7       6       20      Medium          
8       5       20      Medium          
9       5       25      Large           
10      4       25      Large           
11      4       30      Large           
12      3       30      Large           
Notes: One move point can be used to move the suit forward one 
inch or for one turn of up to 60 degrees.
Cost is equal to suit's size. 
Gundams cost is size*3, but their size and hits
are doubled, while all other values remain unchanged.


ATTACKS
Ranged attacks hit on a roll of 6+ on 1D10.
HTH attacks hit on a roll of 3+ on 1D10.
If target is Small, -1 to hit, if Large, +1.
If suit moved this turn: -1 to hit with ranged weapons.
The ranges listed are long range.
Attacks at half this distance (rounded up) are +1 to hit.
Firing at point blank (quarter long range, rounded down) are +2 to hit.
If in HTH combat, add speed difference between attacking and defending suit.
Plasma weapons & Flamethrowers are +1 to hit.
The Bomb is a self destruct mechanism. All suits within 1 inch take 4D10 Damage. 
Polearms attack all targets within range and in weapons attack arc.
Any HTH weapon used against hand weapons has -4 to hit, against polearms only -2.
HTH weapons ignore all sorts of protection.
All weapons attack into a 180 degree arc. 
The arc is determined by the suits weapon configuration.
Arcs include: (F)orward, (L)eft, (R)ight, and (B)ack. The arcs overlap.
Only 1 class of weapon may attack into an arc during 1 turn. 


CRITICAL DAMAGE TABLE
D10     System Damaged  Notes:
1       Leg Destroyed   Suit cannot move or change facing but can still attack
2       Pilot Shaken    Pilot takes 1D6 hits
3       Jets destroyed  No move bonus & Fall if flying. If none available treat as Leg hit.
4-5     Weapon          1 Random system destroyed
6       Reactor Core    Suit will explode as bomb if 1-3 rolled on 1D6. Roll after hit, and at the begining of next turns. 
7       Computers       Suit has -2 to hit on all attacks
8       System Shock    Suit can do nothing on its next move
9       Topple          Suit spends next turn getting up. No move or attack
10      Electrical Fire Take 1D4 Damage at the beginning of every turn
Notes: Roll on the hit table for each 5 damage (rounded down) a hit inflicted after penetrating defences for ordinary suits. That is, 5-9 damage points penetrated give 1 roll, 10-14 gives 2 rolls, etc. 
Gundams roll on hit table once for each 10 points of damage that manage to get through.
Pilots have 6 hits each.
A Flying suit that falls loses 2D6 X 10% of its full Hits.


WEAPON SYSTEMS
All ranges are in inches. 

Laser Weapons:          SIZE    DAMAGE  RANGE   AMMO    COST
Lasgun                  1       1D8     8       U       1
Lascannon               2       2D8     12      U       2.5
Particle Accelerator    3       3D8     16      U       4

Missile Launchers:      SIZE    DAMAGE  RANGE   AMMO    COST                    
Small                   1       1D10    8       6       1
Medium                  1       2D10    12      3       1.5
Large                   1       3D10    16      2       2
X-Large                 1       4D10    20      1       1.5

Ballistic Weapons:      SIZE    DAMAGE  RANGE   AMMO    COST
Rail Gun                1       1D10    8       12      1.5
Rail Cannon             2       2D10    12      8       3
Siege Gun               3       3D10    16      6       4.5
        
Plasma Weapons:         SIZE    DAMAGE  RANGE   AMMO    COST
Plasgun                 1       1D10    6       10      1
Plasma Rifle            2       2D10    8       8       2
Plasma Cannon           3       4D10    10      6       4
Mega Cannon             3       5D10    12      4       4       

Flamethrowers:          SIZE    DAMAGE  RANGE   AMMO    COST    
Small                   1       2D10    2       10      .5
Medium                  2       4D10    3       8       1.5
Large                   3       6D10    4       6       2.5

Mortars:                SIZE    DAMAGE  RANGE   AMMO    COST                    
Small                   1       1D8     18      10      2.5
Medium                  2       2D8     24      8       5
Large                   3       3D8     30      6       7.5

Machineguns:            SIZE    DAMAGE  RANGE   AMMO    COST
Vulcan                  .5      1D6     4       12      .5
Machine Gun             1       2D6     6       8       1
Chain Gun               2       4D6     8       6       2
Gatling Gun             3       8D6     10      5       4


OTHER SYSTEMS   SIZE    COST    NOTES
Armor           1       1       60/hits (round down) gives damage reducement from ranged weapons. Gundams double dam. red.
Shield          1       1       -4 to opponent's HTH hit roll from assigned arc.
Jammer          1       1       -1 to opponent's ranged hit roll
Defender        .5      1       Reduces ranged damage at max. -4. Each forms a protective barrier 1 to 1/4 inch wide. 
Bomb            1       1       Self destruct
Sidearms        1       1       Claws, Jaws, etc. 
Thrown Weapon   -       1       Upgrade for shields, sidearms or Hand wpn. Range: 2 inch. Can be used only once. 
ReThrown Wpn.   1       2       Same as Thrown, but can be used Unlimited number of times.
Hand Weapon     1       1       Swords, sabres, etc. Range: .5 inch
Polearm         1       2       Spears, Scythes, etc. Range: 1 inch
Targeter        1       1       +2 to hit with one ranged attack
Power boost     1       1       +2 damage per Damage Dice rolled by Laser, Plasma, Hand Wpn. or Polearm
Jets            1       2       30/hits (round down) gives move bonus. Gundams double move bonus.
ZERO system     -       5       -2 to opponenent's ranged hit, -4 to opponent's HTH hit roll, +4 to initiative.
AI control      -       2       size *1.5 while all other values (basic cost, too) remain unchanged. -8 to initiative.
If Defenders barrier is 1" wide, dam. red. is -1. If the barrier is 1/4" then dam. red. is -4 for each barrier. When barrier width is stated, add all damage reductions together. Nearest part of the barrier cannot be more than 1" away from the suit. 


HAND TO HAND DAMAGE TABLE
WEAPON CLASS            DAMAGE
PUNCH/KICK              1D6
SIDEARM                 2D6
HAND/POLEARM            2D10
In Punch/kick attack add/substract 1 damage per size difference between Attacker and Defender. 


MISSILE & BALLISTIC ROUNDS (only one can be used at the same time)
Type:                   Weapons using:                          Notes:
Armor Piercing          Machineguns, Missiles, Ballistics       +1 damage per Damage Dice rolled
AI Guided               Missiles                                To Hit +1
High Explosive          Mortars, Missiles                       Area of Affect = 1 inch wide circle
Nuke shell              XL missiles                             Destroys everything in 10" circle. Costs additional 2.5


GUNDAM 2000

FACTIONS:
Gundams (Good guys)
Earth Sphere Alliance (Connection with previous seasons of GW)
OZ/Romefeller Foundation (Bad guys)
Sanc Kingdom (Peacecrafts' home)
Mariemaia's Army (OZ's remnants in Endless Waltz)
White Fang (Ultra-nationalistic Colonials) 
Maganac Corps (Quatre's family troops)


MOBILE SUITS

Early Gundams:
NAME            SIZE    COST    EQUIPMENT
Wing            8(16)   44      3 Jets, Mega cannon(R), 2 Machine gun(F), Hand Wpn.(R), Shield(L), 5 Armor, Targeter
Shenlong        8(16)   41      Jets, Polearm(R), ReThr. 2xSidearm(R), 2 Med. Flame(R), 2 Vulcan(F), Shield(L), 5 Armor
Deathscythe     8(16)   44      3 Jets, Machine gun(L), Polearm(R), 2 Vulcan(F), Thr. Shield+H Wpn.(L), 3 Jammer, 5 Armor
Sandrock        8(16)   42      Jets, 2 2xSidearm(L&R), 2 Vulcan(F), Thr. Shield+H.wpn.(L), 7 Armor
Heavyarms       8(16)   42      Jets, Gatling gun(R), 2 Machine gun(F), 2 Vulcan(F), Sidearm(L), 7 Armor, Targeter

Late Gundams:
NAME            SIZE    COST    EQUIPMENT
Wing ZERO       12(24)  74      7 Jets, 2 Mega cannnon(R), 2 Vulcan(F), Hand Weapon(R), Shield(L), 8 Armor, ZERO
Altron          10(20)  60      2 Jets, Polearm(R), 2 ReThr. 2xSdarm(L&R), 2 Med. Flame(L&R), 2 Vulcan(F), 6 Armor 
Deathcythe Hell 10(20)  58      5 Jets, 2xPolearm(R), 2 Vulcan(F), Thr. Shield+H.Wpn.(L), 3 Jammer, 7 Armor
Sandrock Kai    10(20)  52      2 Jets, 2 2xSidearm(L&R), 2 Plasma rifle(L&R), 10 Armor
Heavyarms Kai   12(24)  65      3 Jets, 2 Gatling gun(L), 4 Machine Gun(F), 2 Vulcan(F), 9 Armor, Targeter

EW Gundams:
NAME            SIZE    COST    EQUIPMENT
Wing Z Custom   12(24)  74      7 Jets, 2 Mega cannon(R), 2 Vulcan(F), 2 Hand weapon(L&R), 8 Armor, ZERO
Nataku          10(20)  54      2 Jets, 2 ReThr. 3xSidearm(L&R), 2 Vulcan(F), 7 Armor, 2 Shield(L&R)
Deathcythe Cst. 10(20)  57      5 Jets, 2xpolearm(R), 2 Machine gun(F), 4 Jammer, 7 Armor
Sandrock Cst.   10(20)  53      3 Jets, 2 3xSidearm(L&R), 2 Vulcan(F), 10 Armor
Heavyarms Cst.  12(24)  65      3 Jets, 2 Gatling gun(L), 4 Machine gun(F), 10 Armor, Targeter

Early OZ forces:
NAME            SIZE    COST    EQUIPMENT
Tallgeese       10      24      3 Jets, Plasma rifle(R), Hand Weapon(R), Shield(L), 3 Armor
Aries           4       9       Jets, Plasma Rifle(R), Armor
Leo             5       10+1/2  Rail Cannon(R), 2 Armor   Optional: Hand weapon(L) or L miss.(L) 
Taurus          7       16      2 Jets, Plasma Rifle(R), 3 Armor
Tragos          8       16      2 Plasma Rifle(L&R), 4 Armor   

Late OZ forces:
NAME            SIZE    COST    EQUIPMENT
Tallgeese3      10      25      3 Jets, Mega cannon(L), Hand Weapon(R), 3 Armor
Virgo           4(6)    16      Jets, Plasma cannon(R), 4 Defender, AI
Mercurius Gnd.  4(8)    26      Jets, Hand Weapon(R), Plasgun(L), 10 Defender
Vayeate Gundam  4(8)    22      Jets, Plasma cannon(R), 2 Armor, Shield(L), Targeter    
Also used: All of the early models

Mariemaia's Army(EW):
NAME            SIZE    COST    EQUIPMENT
Serpent         10      16+4/6  2 S miss.(L), 4 Armor  Optional: 2 Chain gun(R) or Plasma cannon(R), L miss(R) 
Also used: Leo, Taurus, Nataku Gundam

White Fang:
NAME            SIZE    COST    EQUIPMENT
Epyon Z Gundam  10(20)  62      5 Jets, 2xHand weapon(R), Shield(L), 2 Polearm(B), 9 Armor, power boost, ZERO
Virgo2          6(9)    24      2 Jets, Plasma Cannon(R), 8 Defender, AI        
Also used: Taurus

Maganac Corps:
NAME            SIZE    COST    EQUIPMENT
Maganac         6       12      Plasma Rifle(R), 2 Armor, Sidearm(L), Targeter
Oliphant        6       12      Plasma Rifle(R), Chain gun(L), 2 Armor


OLD GUNDAM

FACTIONS:
Earth Federation
Duchy of Zeon 


Federal mass produced suits:
NAME            SIZE    COST    EQUIPMENT
GM              6       12      2 Vulcan(F), Hand weapon(R), Plasma rifle(L), 2 Armor
GM2             8       17      Jets, 2 Vulcan(F), Hand weapon(R), Plasma rifle(L), 3 Armor
GM Sniper       6       13.5    Siege gun(R), 2 Armor, Targeter
GM Cannon       6       15      Med. Mortar(F), 2 Vulcan(F), 3 Armor

Zeon mass produced suits:
NAME            SIZE    COST    EQUIPMENT
Zaku            6       14      Rail cannon(R), Hand weapon(R), L miss.(L), 2 Armor
Zaku2           8       19      Jets, Rail cannon(R), Hand weapon(R), L miss.(L), 3 Armor
Zaku Cannon     6       16      Med. Mortar(F), L miss.(R), 3 Armor
Dom             6       13      Plasgun(L), 2 M miss.(F), Hand weapon(R), 2 Armor
Rock-dom        8       18      Jets, Plasgun(L), 2 M miss.(F), Hand weapon(R), 3 Armor
Rock-dom2       10      23      2 Jets, Plasgun(L), 2 M miss.(F), Hand weapon(R), 4 Armor
Gelgoog         8       18      2 Jets, Plasma Rifle(L), Hand weapon(R), 3 Armor
Gelgoog2        10      22      2 Jets, 2 Plasma rifle(L&R), 4 Armor
Gouf            8       14      Chain gun(L), 4 Armor   Optional: Shield(L), Hand wpn.(R) or Rail cannon(R)

Federal Gundams:
NAME            SIZE    COST    EQUIPMENT
Gundam          5(10)   24+3/2  Jets, 2 Vulcan(F), Hand weapon(L), Beam rifle(R), 3 Armor  Opt: 2 L miss.(L) or 2xSdarm(L)
Alex Gundam     6(12)   32      2 Jets, Hand wpn.(R), 2 Machine gun(L&R), Shield(L), Beam rifle(R), 4 Armor
Zephirantes G.  6(12)   33      3 Jets, 2 Hand wpn.(L&R), 2 Vulcan(F), Beam rifle(R), 4 Armor

Zeon's responses:
NAME            SIZE    COST    EQUIPMENT
Tetra Gundam    5(10)   27      2 Jets, 2 Hand weapon(L&R), Chain gun(R), 4 Armor
Zaku Kai        8       19      2 Jets, Hand weapon(L), Rail cannon(R), 3 Armor         
Physalis Gundam 6(12)   35      2 Jets, 2 Vulcan(F), 2 H. Wpn.(L&R), 1 shield(L), 1 XL missiles + nuke shell(R), 5 Armor



LINKS
Official Gundam
Gundam.com








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