4
A Brief Introduction - Using the Flight List The Mobile Suit List is structured a little different to regular Warhammer 40,000 lists. It is split into two sections (a lot like the Armored Company list in Chapter Approved): the army list and the Mobile Suit Hanger. You use the Army list to pick the Pilots you want to make up your Team and then use the Mobile Suit Hanger to decide what type of suit your Pilot would be jockeying. The reason for this system is simple – many of the Pilots on the list can pick from a number of different types of Mobile Suit. This cuts down repetitive in the list and makes it a lot shorter. The army list are used in conjunction with the Standard Mission force organization chart in the Warhammer 40,000 rulebook. The chart is split into five categories (HQ, Elites, Troops, Fast Attack and Heavy Support), which correspond to sections in the army list. To choose your pilot you need to look in the relevant section of the list. The entry will also tell you what types of mobile suit can be chosen for that pilot from the Mobile Suit Hanger. Refer to the Hanger to find the points cost of the Mobile Suit and the weapon options and upgrades you can get for it. Remember you cannot field Suits that are equipped with the weapons or upgrades not shown on the Mobile Suit model. The total points cost for the unit is equal to the points noted for the Suit and its upgrades in the hanger, plus the points for the pilot in the army list. Subtract this total from your army’s total points, and then go back and make another choice. Continue to do this until you have spent all your points. Then get ready to rumble… Important Note The Mobile suits add additional bonuses to the Pilots profile make sure you note these on the Pilots profile, don’t forget to replace the pilots strength with the Mobile Suits strength while he is piloting the machine. Also note that Mobile suits can only be armed with one hand held mobile suit weapon system. Earth Federation Space Force The Earth Federation Space Forces Mobile suit division is organized much along the same lines as their land counterpart. They are usually based on a Mobile Carrier or a retro-fitted Federation warships in units called Wings. These Wings usually are made up of a maximum of three Mobile Suits (some ships like Mobile Carriers usually have a two Mobile suit Wing compliment). Like the land equivalents these wings are led by a Commander and they undertake patrol duties, engage and destroy missions, and even decoy missions. The list below is designed to reflect the nature of a Mobile Suit Wing and any support units that might be assigned to them to complete their mission – such as Ball units or Star-fighters. HQ - Commander in Zaku - 200pts Elite - Veteran Pilot Kol (Piloting Dom) with MS Team 05 in MS-14A Gelgoog - 810pts Heavy Support - Gattle Pilots - 190pts Troop - MS Team 03 Piloting in Zaku II’s - 510pts Zeon Mobile Space Forces from the Zeon Zanzibar Cruiser 8-Ball. This is an example of a 1700 point Mobile suit team RETURN TO SPACE

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Page 1: Mobile Suit Hanger. You use the Army list to pick the ...msgbs.alt-world.com/return_to_space/pdf/MSlist_spacept1.pdf · RB-79 Ball Independent Character:A Veteran Pilot is an Independent

A Brief Introduction - Using the Flight ListThe Mobile Suit List is structured a little different to regularWarhammer 40,000 lists. It is split into two sections (a lot like theArmored Company list in Chapter Approved): the army list and the

Mobile Suit Hanger. You use the Army list to pick the Pilots youwant to make up your Team and then use the Mobile Suit Hanger todecide what type of suit your Pilot would be jockeying.The reason for this system is simple – many of the Pilots on the listcan pick from a number of different types of Mobile Suit. This cutsdown repetitive in the list and makes it a lot shorter.The army list are used in conjunction with the Standard Missionforce organization chart in the Warhammer 40,000 rulebook. Thechart is split into five categories (HQ, Elites, Troops, Fast Attack andHeavy Support), which correspond to sections in the army list. Tochoose your pilot you need to look in the relevant section of the list.The entry will also tell you what types of mobile suit can be chosenfor that pilot from the Mobile Suit Hanger. Refer to the Hanger tofind the points cost of the Mobile Suit and the weapon options andupgrades you can get for it. Remember you cannot field Suits thatare equipped with the weapons or upgrades not shown on theMobile Suit model.The total points cost for the unit is equal to the points noted for theSuit and its upgrades in the hanger, plus the points for the pilot inthe army list. Subtract this total from your army’s total points, andthen go back and make another choice. Continue to do this until youhave spent all your points. Then get ready to rumble…Important Note The Mobile suits add additional bonuses to thePilots profile make sure you note these on the Pilots profile, don’tforget to replace the pilots strength with the Mobile Suits strengthwhile he is piloting the machine. Also note that Mobile suits can onlybe armed with one hand held mobile suit weapon system.

Earth Federation Space ForceThe Earth Federation Space Forces Mobile suit division is organizedmuch along the same lines as their land counterpart. They are usuallybased on a Mobile Carrier or a retro-fitted Federation warships inunits called Wings. These Wings usually are made up of a maximumof three Mobile Suits (some ships like Mobile Carriers usually havea two Mobile suit Wing compliment). Like the land equivalents thesewings are led by a Commander and they undertake patrol duties,engage and destroy missions, and even decoy missions.The list below is designed to reflect the nature of a Mobile SuitWing and any support units that might be assigned to them tocomplete their mission – such as Ball units or Star-fighters.

HQ - Commander in Zaku - 200ptsElite - Veteran Pilot Kol (Piloting Dom) withMS Team 05 in MS-14A Gelgoog - 810pts

Heavy Support -Gattle Pilots - 190pts

Troop - MS Team 03 Piloting in Zaku II’s - 510pts

Zeon Mobile SpaceForces from theZeon ZanzibarCruiser 8-Ball.

This is an exampleof a 1700 pointMobile suit team

RETURN TO SPACE

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Earth Federation Space Forces List

Headquarters - Flight LeaderM WS BS S T W I A PS LD PV

Ensign 4 3 4 3 3 1 3 2 8 8 25Lieutenant 4 4 4 3 3 2 4 3 8 8 35Captain 4 4 4 3 3 3 5 4 8 9 50

Unit Size: One Suit

Mobile Suit Options: RX-78 Gundam, RGM(E)-79 GM, RGM-79 Command GM, Core Fighter, Core-booster or RB-79 Ball

Independent Character: The Flight Leader is an Independent Characterand follows the independent character special rules in the Warhammer 40,000rulebook.

EliteVeteran Pilots

M WS BS S T W I A PS LD PVVeteran Pilot 4 3 4 3 3 1 3 2 8 7 20

Unit Size: One Suit

Mobile Suit Options: RGM(E)-79 GM, Core Fighter, Core-booster orRB-79 Ball

Independent Character: A Veteran Pilot is an Independent Characterand follows the independent character special rules in the Warhammer 40,000rulebook.

TroopsPilots

M WS BS S T W I A PS LD PVPilot 4 3 3 3 3 1 3 2 7 7 15

Unit Size: One Suit

Mobile Suit Options: RGM(E)-79 GM, Core Fighter, Core-booster orRB-79 Ball

Mutual Support: Pilots are trained to work in concert with each other andare often too inexperienced to operate alone. Therefore Pilots must always attemptto remain within 12” of another MS unit.

Heavy SupportSupport Pilot

M WS BS S T W I A PS LD PVArtillery Pilot 4 3 3 3 3 1 3 2 7 7 15

Unit Size: One Suit

Mobile Suit Options: Core Fighter, Core-booster or RB-79 Ball

Earth Federation Space Forces Mobile Suit Hanger

RGM-79 (E) TypeE GM Command The RGM-79 (E) wasthe first mass-producedFederation Mobile Suitand standard spaceMobile Suit in theFederation forces. TheGM Command type isa modification of thisbasic GM according tothe desires of aceFederation pilots andSquad leaders. Thearmor in some areashas been strippeddown, reducing weight and improving agility. Also the cockpit hashad some additional armor plating to improve pilot survival. TheGM Command is outfitted with a beam pistol and with morepowerful reactor which could power two beam sabres. The GMCommand were made in small numbers for the few ace pilots andSquad leaders able to take advantage of the agile but vulnerable newmobile suit.

RGM-79(E) Type E GM CommandM WS BS S T W I A PS LD PV

Pilot Bonus - - - 5 - - - +1 +1 - -Armor Values Front Side Rear PVRGM-79 (E) 11 9 9 100Move Value - 14”RGM-79 (E) Command Standard equipment & weapon:The RGM-79 Command comes with this equipment and weapons asstandard: Twin-linked 60mm Vulcans, two beam sabres & shieldRGM-79 (E) Command Optional equipment & weaponsThe RGM-79 (E) Command can be equipped with the followingoptional equipment and weapons: Targeter (+5pts), beam pistol(+20pts) or 100mm machine gun (+30pts).

RGM-79(E) Type E GM (full stats in MSGBSGround War Hanger)Move Value - 12” Points Cost - 90

RX-78 Gundam (full stats in MSGBSGround War Hanger)Move Value - 18” Points Cost - 200

RX-77 GunCannon (full stats in MSGBSGround War Hanger)Move value - 10” Point Cost - 150

FF-X7 Core FighterThe FF-X7 Core Fighter is the most common Space fighter amongstFederation forces. Fast and manoverable the Core fighters foundthemselves stationed on the Federation’s Mobile Suit carriers, flyingsupport sorties for the Mobile suit teams.

M WS BS S T W I A PS LD PVPilot Bonus - - - - - - - - - - -Armor Values Front Side Rear PVFF-X7 Core fighter 5 5 5 55Move Value - 20”FF-X7 Core Fighter Standard equipment & weapon:The Core Fighter comes with this equipment and weapons asstandard: Twin Linked 25mm Vulcan Gun, Twin Linked X7-MissileLauncher

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FF-X7-Bst Core BoosterThe FF-X7-Bst Core Booster is essentially a regular Core Fighterwith a booster system attached - in an effort to level the groundbetween Mobile suits and Fighters. The booster system providedadditional speed and armament. Although not as common as theCore Fighter, the Core Booster found themselves being attached tothe Pegasus Class Carriers and fought in all the major actions of thesecond part of the OYW.

M WS BS S T W I A PS LD PVPilot Bonus - - - - - - - - - - -Armor Values Front Side Rear PVFF-X7 Core fighter 6 6 6 70Move Value - 24”FF-X7 Core Fighter Standard equipment & weapon:The Core Fighter comes with this equipment and weapons asstandard: Twin Linked 25mm Vulcan Gun, Twin Linked X7-MissileLauncher and Twin Linked Mega Particle Cannon.

RB-79K BallThe Ball is a cheap combat vessel created to supplement the EarthFederation's limited numbers of GM mobile suits. While planningOperation Star One, the massive space campaign which was to takethe war into Zeon's home territory, the Federation decided to adaptcivilian space pods into crude mobile suit substitutes. This stopgapdesign is based on the SP-W03, a one-man construction podequipped with crude manipulators.

Resurrecting the previously-discarded RX-76 development plan, theFederation quickly began production of the RB-79 Ball. A limitednumber of RB-79K trial units were created, armed with a twincannon turret, but the final production version sported a single180mm cannon, and provided medium-range fire support for close-combat GM teams.

M WS BS S T W I A PS LD PVPilot Bonus - - - 4 - - - - - - -Armor Values Front Side Rear PVRB-79K Ball 10 8 8 60Move Value - 10”RB-79K Ball Standard equipment & weapon:The RB-79K comes with this weapon as standard: 180mm cannon.

RB-79K Ball Optional equipment & weaponsThe RB-79K Ball can be equipped with the following optionalequipment and weapons: Targeter (+5pts), or exchange the 180mmcannon for twin-linked 150mm cannons (+10pts).

Zeon Mobile Space ForcesThe Mobile Space Forces of Zeon are an impressive force, many oftheir pilots are veterans of the first space conflicts at OperationBritish. Plus the Zeon Mobile Forces have access to a greaternumber of different types of Mobile Suits, compared to the GMheavy Federal forces.

As with the land forces the backbone of the Zeon forces is the Zakusuit, which is adaptable, easy to maintain. Halfway through the OYWZeon started rearming their Pilots with the impressive Rick Dom.Although by the time the Federation returned to space they werebadly outnumbered the Zeon suits and Pilots always made up forquantity with quality.

Zeon Mobile Space Forces Pilot list

Headquarters - CommanderM WS BS S T W I A PS LD PV

Lieutenant 4 4 4 3 3 1 4 3 8 8 35Captain 4 5 4 3 3 2 4 4 8 9 45Major 4 5 4 3 3 3 4 5 8 9 55

Unit Size: One SuitMobile Suit Options: MS-05 Zaku, C, MS-06J Zaku II, MS-06RZaku II, MS-09 ‘Rick Dom, MS-14 Gelgoog or Gattle Independent Character: The Team Leader is an Independent Characterand follows the independent character special rules in the Warhammer 40,000rulebook.

Elite

Veteran PilotsM WS BS S T W I A PS LD PV

Veteran Pilot 4 4 4 3 3 1 3 2 8 7 30

Unit Size: One SuitMobile Suit Options: MS-05 Zaku, MS-06J Zaku II, MS-06R ZakuII, MS-09 ‘Rick Dom, MS-14 Gelgoog or Gattle Independent Character: A Veteran Pilot is an Independent Characterand follows the independent character special rules in the Warhammer 40,000rulebook.

TroopsPilots

M WS BS S T W I A PS LD PVPilot 4 3 3 3 3 1 3 2 7 7 15

Unit Size: One SuitMobile Suit Options: MS-05 Zaku, MS-06J Zaku II, MS-09 ‘RickDom, or Gattle Mutual Support: Pilots are trained to work in concert with each other and areoften too inexperienced to operate alone. Therefore Pilots must always attempt toremain within 8” of another MS unit.

Heavy SupportPilot

M WS BS S T W I A PS LD PVPilot 4 3 3 3 3 1 3 2 7 7 15

Unit Size: One SuitMobile Suit Options: MS-05 Zaku, MS-06J Zaku II, MS-09 ‘RickDom, or Gattle

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Zeon Mobile Space Forces Hanger

MS-06R Zaku II In addition to the standardF type, another new modelof Zaku II was producedafter the opening month ofthe One Year War - thelimited-edition R type, ahigh end-performancemodel designed for Aces.The MS-06R was fasterwith a 30% increase inthruster output and able tocarry heavier weapons.

MS-06R-2 Zaku II M WS BS S T W I A PS LD PV

Pilot Bonus - - - 5 - - +1 - +1 - -Armor Values Front Side Rear PVZaku II 12 11 10 180

Move Value - 15”MS-06R-2 Zaku Standard equipment & weapon:The MS-06R Zaku II comes with this equipment and weapons asstandard: Shield, heat hawk & cracker grenade

MS-06R-2 Zaku II Optional equipment & weapon optionsThe MS-06R Zaku II can be equipped with the following optionalequipment and weapons: Targeter (+5pts), 120mm machine gun(+40pts), 280mm Bazooka (+45pts), 175mm cannon (45pts) or360mm super-bazooka (+55pts)

Special Rules:Hit & Run: The MS-06R Zaku II is a customized suit with anemphasis on speed. To represent this, the MS-06R Zaku II maymake a 6” move in the assault phase regardless of it being within 6”of an enemy.

MS-05 Zaku (full stats in MSGBSCodex Zeon)Move Value - 10” Points Cost - 80

MS-06J Zaku II (full stats in MSGBSCodex Zeon)Move Value - 12” Points Cost - 110

MS-06S Zaku II (full stats in MSGBSCodex Zeon)Move Value - 14” Points Cost - 195

MS-R09 Rick Dom (full stats in MSGBSCodex Zeon)Move value - 14” Point Cost - 140

MS-14A Gelgoog (full stats in MSGBSCodex Zeon)Move value - 16” Point Cost - 195

YMS-14 Gelgoog (full stats in MSGBSCodex Zeon)Move value - 18” Point Cost - 225

GattleThe principal Zeon Space Fighter/Bomber, designed for spacecombat in mind this ungainly looking craft is surprisingly agile, wellarmed and armored. Primary designed to fly support mission withZeon MS Gattle pilots have several Federation Battleship andMobile suit kills under their belts .

M WS BS S T W I A PS LD PVPilot Bonus - - - - - - - - - - -Armor Values Front Side Rear PVGattle 8 8 5 80Move Value - 20”Gattle Standard equipment & weapon:The Gattle comes with this equipment and weapons as standard:Twin-linked 25mm Vulcan Gun, Twin-linked 5 tube Missilelauncher, 4 tube Missile launcher.

Mobile Suit Weapon ArmoryCombat Weapons ModifiersWeapons Range Short Long Str TypeLarge Heat Hawk - - - +3 HTH*

Assault Weapons ModifiersWeapons Range Short Long Str Type20mm Vulcan Gun 9” +1 - 3 Assault 25mm Vulcan Gun 9” +1 - 4 Assault Vulcan Cannon 12” +1 - 4 Assault

Heavy Weapons ModifiersWeapons Range Short Long Str TypeX7 Missile Launcher 12” - - 5 Heavy 150mm Cannon 48” - - 6 Heavy 2(Vehicle) Mega-Particle Cannon 30” +1 - 6 Heavy5 Tube Missile Launcher 48” - - 5 Heavy 24 Tube Missile Launcher 24” +1 - 7 Heavy

Notes on weapon profiles – *Heat weapons can be used in Hand-to-hand combat only. Add the weapons strength to thatof the Mobile Suits when rolling for penetration.Modifiers – weapons short range (or half range) is half the maximum range of the weaponindicated in its profile. Add modifiers when rolling to hit.Rapid Fire – Weapon can fire twice up to half range or once up to maximum range if suitstays still. Or once up to half range if suit moves.Assault – Weapon can fire the number of dice indicated by the number next to typeregardless of movement.Heavy – Suit must remain still to fire this weapon, can fire as many times as number next totype indicates..