Mechastellar Ver 8 Gundam Stellar Warships 18nov22

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Name Frame Performance Type Role Repair Equipment Hangar Captain Low Cost Total Points

Musai 1 2 Warship Cruiser N/A 8 5 Zeon 2 150


Trained Captain Sensors Actions AA DEF Shooting ARM Save HP Evade d10 Move Reinforce Speed
18'' 2 1d10 7 + 5000 + 9'' 1 2
WEAPONS EQ Slots Max Range Attacks 360 Fire Arc ARM PEN DMG Special
Warship TL MPC 2 60'' 1 No 5 1000 Shields cannot Block
Warship TL MPC 2 60'' 1 No 5 1000 Shields cannot Block
Warship TL MPC 2 60'' 1 No 5 1000 Shields cannot Block
Warship Missile Barrage I 1 48'' 2 No - 400 Reloads during the next round.
Warship [AA] Missiles 1 24'' 6 Yes - 400 Reloads during the next round.
Defense Array Cost-100 This unit may not use more than one weapon on the same target unless they are Massive (Size 3) or larger.
Colossal (Size 5) Cost+120 +100 DMG OR +1 PEN if the target is smaller or equal in size. | Size 0-3 units deal -100 DMG to you.
Space Use Only - This unit cannot sortie in ground battles and may only be used in space battlefields.
No Repair Facilities Cost-10 Units in the ship's Hangar do not repair any HP at the end of the round.
No Forward Catapult Cost-10 The [Launch] action will instead deploys the unit adjacent to the ship.

Name Frame Performance Type Role Repair Equipment Hangar Captain Low Cost Total Points
Musai (Falmel) 1 2 Warship Cruiser N/A 8 5 Dren 2 200
Skilled Captain Sensors Actions AA DEF Shooting ARM Save HP Evade d10 Move Reinforce Speed
1 18'' 2 1d10 7 + 5000 + 9'' 1 2
WEAPONS EQ Slots Max Range Attacks 360 Fire Arc ARM PEN DMG Special
Warship TL MPC 2 60'' 1 No 5 1000 Shields cannot Block
Warship TL MPC 2 60'' 1 No 5 1000 Shields cannot Block
Warship TL MPC 2 60'' 1 No 5 1000 Shields cannot Block
Warship Missile Barrage I 1 48'' 2 No - 400 Reloads during the next round.
Warship [AA] Missiles 1 24'' 6 Yes - 400 Reloads during the next round.
Defense Array Cost-100 This unit may not use more than one weapon on the same target unless they are Massive (Size 3) or larger.
Colossal (Size 5) Cost+120 +100 DMG OR +1 PEN if the target is smaller or equal in size. | Size 0-3 units deal -100 DMG to you.
Space Use Only - This unit cannot sortie in ground battles and may only be used in space battlefields.
No Repair Facilities Cost-10 Units in the ship's Hangar do not repair any HP at the end of the round.
No Forward Catapult Cost-10 The [Launch] action will instead deploys the unit adjacent to the ship.
Discerning Captain Captain I On your turn give an ally in LOS or Sensors range +1 Shooting and Melee accuracy on its next turn.

MechaStellar VER 8
Name Frame Performance Type Role Repair Equipment Hangar Captain Low Cost Total Points
Salamis 1 2 Warship Cruiser N/A 9 4 Federation 5 140
Trained Captain Sensors Actions AA DEF Shooting ARM Save HP Evade d10 Move Reinforce Speed
18'' 2 1d10 7 + 6000 + 5'' 2 -2
WEAPONS EQ Slots Max Range Attacks 360 Firing Arc ARM PEN DMG Special
Warship MPC 1 60'' 1 Yes* 5 500 Shields cannot Block
Warship MPC 1 60'' 1 Yes* 5 500 Shields cannot Block
Warship MPC 1 60'' 1 Yes* 5 500 Shields cannot Block
Warship Missile Barrage II 2 48'' 4 No - 400 Reloads during the next round.
Warship Missile Barrage II 2 48'' 4 No - 400 Reloads during the next round.
Warship [AA] Missiles 1 24'' 6 No - 400 Reloads during the next round.
Warship [AA] Guns 1 18'' 5 No - 200 Unaffected by Warship Size bonus & Defense Array
Defense Array Cost-100 This unit may not use more than one weapon on the same target unless they are Massive (Size 3) or larger.
Colossal (Size 5) Cost+120 +100 DMG OR +1 PEN if the target is smaller or equal in size. | Size 0-3 units deal -100 DMG to you.
Warship 360 Firing Arc II Cost+20 Two of your Mega Particle Cannons (MPC) may each choose a bonus target in the rear arc when firing.
Space Use Only - This unit cannot sortie in ground battles and may only be used in space battlefields.
No Repair Facilities Cost-10 Units in the ship's Hangar do not repair any HP at the end of the round.
No Forward Catapult Cost-10 The [Launch] action will instead deploys the unit adjacent to the ship.

Name Frame Performance Type Role Repair Equipment Hangar Captain Low Cost Total Points
Salamis 1 2 Warship Cruiser N/A 9 4 Federation 5 190
Skilled Captain Sensors Actions AA DEF Shooting ARM Save HP Evade d10 Move Reinforce Speed
1 18'' 2 1d10 7 + 6000 + 5'' 2 -2
WEAPONS EQ Slots Max Range Attacks 360 Firing Arc ARM PEN DMG Special
Warship MPC 1 60'' 1 Yes* 5 500 Shields cannot Block
Warship MPC 1 60'' 1 Yes* 5 500 Shields cannot Block
Warship MPC 1 60'' 1 Yes* 5 500 Shields cannot Block
Warship Missile Barrage II 2 48'' 4 No - 400 Reloads during the next round.
Warship Missile Barrage II 2 48'' 4 No - 400 Reloads during the next round.
Warship [AA] Missiles 1 24'' 6 No - 400 Reloads during the next round.
Warship [AA] Guns 1 18'' 5 No - 200 Unaffected by Warship Size bonus & Defense Array
Defense Array Cost-100 This unit may not use more than one weapon on the same target unless they are Massive (Size 3) or larger.
Colossal (Size 5) Cost+120 +100 DMG OR +1 PEN if the target is smaller or equal in size. | Size 0-3 units deal -100 DMG to you.
Warship 360 Firing Arc II Cost+20 Two of your Mega Particle Cannons (MPC) may each choose a bonus target in the rear arc when firing.
Space Use Only - This unit cannot sortie in ground battles and may only be used in space battlefields.
No Repair Facilities Cost-10 Units in the ship's Hangar do not repair any HP at the end of the round.
No Forward Catapult Cost-10 The [Launch] action will instead deploys the unit adjacent to the ship.
Expert Gunnery Crew Captain I On your turn gain either +1 Shooting Accuracy or +8" Max Range.

MechaStellar VER 8

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