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