Mobile Suit Weapons

Here you will find the index of Mobile Suit Weapons. It is not an exhaustive list as new entries are always being added your Game Master may add unique weapons specific to your game, including enhanced weapons that function as the “magic weapons” of this system.

Some key takeaways from this table are the ammunition types and effective ranges. Ammunition types affect whether the weapon can be reloaded while in sortie or whether you must return to the ship to recharge (short rest). 

There are mixed results when it comes to ranged weapon effective distances when it comes to Gundam data with weapon accuracy ranging anywhere from 250 to 5500 meters depending on which series or game you get your data from.

 

All-Range. Specialty ranged weapons with this property do not require line of sight to target for an attack. The target must not be hidden, invisible, or otherwise undetected by the attacker.

 

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. When the Ammo (listed in the weapon chart) hits 0, you must take an action to reload. You need a free hand to load a one-handed weapon. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon dealing 1d4 + STR modifier.

 

Anti-Large. Weapons with this property are especially effective against warships and defensive structures. Roll an additional 1d6 damage of the same type against units at least one size category larger than you.

 

Area [X]. Weapons with the Area property deal X damage of the same type to all targets within 1 [10] meters of the target.

 

Burst Fire. A weapon that has the Burst Fire property can make a normal single-target attack, or it can spray a 2 [20] meter cube area within normal range with shots. Each target in the area must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage. This action uses ten pieces of ammunition.

 

Claw. Clawed weapons replace traditional manipulators, and cannot be equipped with any other weapons unless they are mounted or possess the Hands-Free property. 

 

Cone. Weapons with the Cone property target all units in a 2 [20] meters cone within range. 

 

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

 

Forceful. When weapons with this property are used by Large or larger units targeting a smaller enemy, increase the damage dealt by 1 die for each Size Category larger the attacking unit is that its target.

 

Hands-Free. Weapons with this property can be fired without taking a standard action to change your equipped weapon.

 

Heavy. Targets that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny target to use effectively.

 

Knockback [X]. Weapons with this property have a chance to knock down their target and force the Prone condition. X represents the DC of the Saving Throw required to avoid the secondary effect.

 

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

 

Newtype. Weapons with the Newtype property are usable by Newtype and Cyber-Newtype Classes only.

 

Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in meters, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.

 

Reach. This weapon adds 1 [10] meters to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

 

Recharge. Beam weapons that are not equipped with E-PAC technology cannot be reloaded in combat. All spent ammunition is recharged during a long rest. In combat, once per round you may roll 1d6 if you do not attack with the weapon on your turn, on a result of 6, the weapon recharges one spent round up to its maximum. 

 

Shield. Weapons with the Shield property cannot be equipped with another Standard Shield. 

 

Smoke. Smoke charge weapons disperse an obscuring cloud in a 2 [20] meter radius around the point they are deployed. For 1d4 rounds, targets in the smoke cloud have Disadvantage on Ranged Attacks and Ranged Attacks targeting them are made at Disadvantage as well.

 

Stun [X]. Weapons with this property are capable of stunning organic targets and inflicting the Malfunction condition on mobile weapons. X represents the DC of the Saving Throw required to avoid the secondary effect.

 

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

 

Two-Handed. This weapon requires two hands when you attack with it.

 

Upgrade. This weapon occupies 1 Upgrade Slot on the mobile weapon it is equipped to.


Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack.

Attacks, Talents, and various environmental hazards deal damage in different ways represented by Damage Types. Different types of damage affect targets in different ways, from dealing double damage to some targets to dealing half or even no damage to others. 

 

Acid. Corrosive materials and chemical burns from specific compounds.

 

Bludgeoning. Blunt force attacks such as clubs, bats, or fists.

 

Cold. Nitrogenated weapons and extreme temperatures chill and brittle their targets.

 

Explosive. A combination of heat and blunt force created by detonations of grenades, missiles, and rockets.

 

Heat. Flamethrowers, fire, and extreme temperatures can burn and melt targets.

 

Ballistic. Piercing heat and force dealt by slugthrower weapons.

 

Electric. Caused by lightning or electrically charged weapons.

 

Piercing. Puncturing and impaling attacks from both standard and beam weapons.

 

Poison. Toxic gas or infectious diseases.

 

Psychic. Newtype mental abilities.

 

Energy. Plasma burning caused by supercharged Minovsky particles.

 

Slashing. Swords, axes, and cutting beam weapons deal slashing damage.


Force. A concussive burst or pulse from a sonic boom or other phenomena.

NameRangeCostAmmunitionDamageDamage TypeTypePropertiesWeightRarityImage
Unarmed AttackMelee0-3d8BludgeoningBasic MeleeForcefulLightCommonhttp://gundam5e.com/gundam5e/wp-content/uploads/2020/08/Punch.png
Vice ClawMelee1,000-4d8Slashing, PiercingBasic MeleeForceful, ClawLightRarehttp://gundam5e.com/gundam5e/wp-content/uploads/2020/08/Iron-Nail.png
Heat HawkMelee2,000-4d8SlashingBasic MeleeVersatileLightCommonhttp://gundam5e.com/gundam5e/wp-content/uploads/2020/08/Heat-Hawk.png
Beam SaberMelee2,500-4d8EnergyBasic MeleeVersatileLightCommonhttp://gundam5e.com/gundam5e/wp-content/uploads/2020/08/Beam-Saber.png
Beam DaggerMelee3,000-3d10EnergyBasic MeleeLightUncommonhttp://gundam5e.com/gundam5e/wp-content/uploads/2020/08/Beam-Dagger.png
Iron NailMelee4,000-4d10Slashing, PiercingBasic MeleeForceful, ClawLightUncommonhttp://gundam5e.com/gundam5e/wp-content/uploads/2020/08/Iron-Nail.png
Large Heat HawkMelee4,000-4d10SlashingBasic MeleeVersatileLightCommonhttp://gundam5e.com/gundam5e/wp-content/uploads/2020/08/Heat-Hawk.png
Enhanced Heat HawkMelee5,000-5d8SlashingBasic MeleeVersatileLightCommonhttp://gundam5e.com/gundam5e/wp-content/uploads/2020/08/Heat-Hawk.png
Hi-Output Beam SaberMelee5,000-6d8EnergyBasic MeleeVersatileLightRarehttp://gundam5e.com/gundam5e/wp-content/uploads/2020/08/Hyber-Beam-Saber.png
Vice NailMelee5,500-5d8SlashingBasic MeleeForceful, ClawLightUncommonhttp://gundam5e.com/gundam5e/wp-content/uploads/2020/08/Iron-Nail.png
Reinforced Manipulators (Unarmed)Melee7,000-3d12BludgeoningBasic MeleeForcefulLightRarehttp://gundam5e.com/gundam5e/wp-content/uploads/2020/08/Punch.png
Beam JavelinMelee5,000-5d8PiercingBasic MeleeReach, Thrown, Two-HandedHeavyUncommonhttp://gundam5e.com/gundam5e/wp-content/uploads/2020/08/Beam-Javelin.png
Driller NailMelee6,000-5d10PiercingBasic MeleeClawHeavyRare
Vulcan Gun80/2401,000203d6BallisticBasic RangedAmmunition, Hands-FreeLightCommon
Wrist Mounted Machine Gun100/3001,500243d8BallisticBasic RangedAmmunition, Hands-Free, Burst FireLightRare
100mm Machine Gun60/1802,000404d6BallisticBasic RangedAmmunition, Burst FireLightCommonhttps://static.wikia.nocookie.net/gbo2/images/8/84/100mm.png/revision/latest?cb=20190816050644
100mm Machine Gun (Modified60/1803,500405d6BallisticBasic RangedAmmunition, Burst FireLightCommon
120mm Machine Gun80/2402,000303d10BallisticBasic RangedAmmunition, Burst FireLightCommon
Beam Rifle80/2402,250103d10EnergyBasic RangedRechargeLightRare
Beam Spray Gun60/1802,25083d10EnergyBasic RangedRechargeLightCommon
280mm Bazooka80/2403,00084d8ExplosiveBasic RangedAmmunition, Anti-LargeLightCommon
90mm Machine Gun80/2404,000354d10BallisticBasic RangedAmmunition, Burst FireLightUncommon
Gundam Beam Rifle80/2407,50083d12EnergyBasic RangedRechargeLightSuper Rare
Missile Launcher80/2408,000103d8ExplosiveBasic RangedAmmunitionLightUncommon
180mm Rifle100/3006,00084d10BallisticBasic RangedAmmunitionHeavyUncommon
Sniper Rifle140/4208,00065d10BallisticBasic RangedAmmunitionHeavyRare
Mounted Laser Cannon80/2402,00064d8EnergyBasic RangedRecharge, Hands-Free, Upgrade-Rare
Smoke Charge80/2402,500---Basic RangedThrown, Smoke-Uncommon
Stun Grenade80/2402,500---Basic RangedThrown, Stun 12-Uncommon
Mounted Gatling Guns80/2403,500284d8BallisticBasic RangedAmmunition, Hands-Free, Burst-Fire, Upgrade-Rare
Mounted Beam Cannon60/1804,50084d10EnergyBasic RangedRecharge, Hands-Free, Upgrade-Rare
Mounted Cannons80/2405,00064d10ExplosiveBasic RangedAmmunition, Hands-Free, Upgrade-Uncommon
Mounted Missile Pods60/1806,00063d10ExplosiveBasic RangedAmmunition, Hands-Free, Upgrade-Uncommon
Grenade80/2409,000-4d12ExplosiveBasic RangedThrown, Area 2d10-Uncommon
KunaiMelee2,000-3d10PiercingAdvanced MeleeThrownLightUncommon
Heat ClawMelee2,500-4d8HeatAdvanced MeleeLightRare
Cold KatanaMelee5,500-5d8SlashingAdvanced MeleeLightSuper Rare
Gyan Beam SaberMelee7,500-6d8PiercingAdvanced MeleeLightSuper Rare
Hyper Beam SaberMelee8,000-6d8EnergyAdvanced MeleeVersatileLightUltra Rare
Heat SaberMelee3,000-4d8HeatAdvanced MeleeVersatileHeavyRare
Efreet Heat SwordMelee4,000-4d10SlashingAdvanced MeleeVersatileHeavyRare
Beam LanceMelee4,500-4d10PiercingAdvanced MeleeOne-HandedHeavyRare
Boomerang CutterMelee4,500-4d8SlashingAdvanced MeleeThrownHeavySuper Rare
Dwadge Heat SaberMelee4,500-4d10HeatAdvanced MeleeVersatileHeavyRare
Heat RodMelee4,500-4d10ElectricAdvanced MeleeStun 14, UpgradeHeavyRare
Heat Rod (Wire Type)Melee6,000-4d10ElectricAdvanced MeleeStun 14, Reach, UpgradeHeavySuper Rare
Modified Heat SwordMelee5,000-5d8SlashingAdvanced MeleeVersatileHeavyRare
Heat LanceMelee6,000-5d8HeatAdvanced MeleeTwo-HandedHeavySuper Rare
Sea SerpentMelee6,000-5d8ElectricAdvanced MeleeGrappleHeavySuper Rare
Chain MineMelee7,500-3d12ExplosiveAdvanced MeleeReachHeavySuper Rare
Anti-Ship SwordMelee8,000-6d10SlashingAdvanced MeleeTwo-HandedHeavySuper Rare
Beam TomahawkMelee8,000-5d10EnergyAdvanced MeleeReachHeavySuper Rare
Beam NaginataMelee8,500-4d12SlashingAdvanced MeleeTwo-HandedHeavyRare
Heat SwordMelee8,500-4d12SlashingAdvanced MeleeVersatileHeavyRare
Hyper HammerMelee10,000-5d12BludgeoningAdvanced MeleeAnti-LargeHeavySuper Rare
Twin Beam SaberMelee15,000-4d8EnergyAdvanced MeleeLink - This Weapon can link with another of its kind as a Bonus Action, refer to [Twin Beam Saber (Linked)]LightLegendary
Twin Beam Saber (Linked)MeleeN/A-5d10EnergyAdvanced MeleeReach, Two-Handed, Unlink - This Weapon can unlink into two seperate weapons, refer to [Twin Beam Saber (Linked)]UHeavyLegendaryhttps://static.wikia.nocookie.net/gbo2/images/7/7e/Twin_Beam_Saber_Linked.PNG/revision/latest?cb=20200222053259
Multi Heat RodMelee15,000-4d12ElectricAdvanced MeleeStun 16, Reach, Upgrade, Extendable - This Weapon can change its range from Melee to a 30 Dam Cone for a single attackHeavyLegendaryhttps://static.wikia.nocookie.net/gbo2/images/7/7e/Twin_Beam_Saber_Linked.PNG/revision/latest?cb=20200222053259
Shotgun30/908,50064d12BallisticAdvanced RangedAmmunition, ConeHeavyUncommon
Bullpup Machine Gun80/2401,500363d8BallisticAdvanced RangedAmmunition, Burst FireLightRare
Quadruple Bop Missiles60/1801,75083d8ExplosiveAdvanced RangedAmmunitionLightRare
Heavy Missiles80/2408,50025d6ExplosiveAdvanced RangedAmmunition, Hands-Free. UpgradeHeavyRare
75mm Gatling Gun80/2402,300404d8BallisticAdvanced RangedAmmunition, Burst FireLightRare
Beam Machine Gun80/2403,000244d8EnergyAdvanced RangedRecharge, Burst FireLightSuper Rare
Beam Rifle (E-PAC Type)80/2403,500164d8EnergyAdvanced RangedAmmunitionLightSuper Rare
Gatling Shield80/2404,500303d10BallisticAdvanced Ranged+2 Evasion, Ammunition, Hands-Free, ShieldLightRare
Hammer Gun60/1804,50013d10BludgeoningAdvanced RangedKnockback 12LightLegendary
Twin Beam Rifle100/3004,50084d10EnergyAdvanced RangedRechargeLightRare
Scattering Particle Shield80/2404,80043d10EnergyAdvanced Ranged+2 Evasion, Recharge, Hands-Free, ShieldLightSuper Rare
Hyper Bazooka100/3005,000103d10ExplosiveAdvanced RangedAmmunition, Area 2d10LightSuper Rare
Missile Shield80/2405,00083d8ExplosiveAdvanced Ranged+2 Evasion, Ammunition, Hands-Free, ShieldLightSuper Rare
Raketeen Bazooka60/1803,50064d8ExplosiveAdvanced RangedAmmunitionHeavyRare
Guardian Shield60/1804,000244d6BallisticAdvanced Ranged+3 Evasion, Ammunition, Hands-Free, ShieldHeavySuper Rare
Anti-Ship Rifle80/2407,00083d12BallisticAdvanced RangedAmmunition, Anti-LargeHeavySuper Rare
Beam Smartgun100/3007,75063d12EnergyAdvanced RangedRechargeHeavyUltra Rare
Beam Sniper Rifle150/45010,00025d12EnergyAdvanced RangedRechargeHeavySuper Rare
Hyper Mega Launcher100/30010,00045d12EnergyAdvanced RangedRechargeHeavyLegendary
Scattering Particle Cannon30/904,75063d10EnergyAdvanced RangedRecharge, Cone-Ultra Rare
Mega Particle Cannon60/1806,50063d12EnergyAdvanced RangedRecharge, Hands-Free-Super Rare
Hyper Mega Particle Cannon80/2408,00045d12EnergyAdvanced RangedRecharge, Hands-Free, Upgrade (2), Full Power - This weapon can expend 4 ammo to automatically deal its maximum damage during one attack rollHeavyLegendary
Claw-Mounted Rocket80/2407,50023d12ExplosiveAdvanced RangedAmmunition-Super Rare
Sturm Faust100/30010,000-4d12ExplosiveAdvanced RangedThrown, Area 2d10-Rare
Beam Magnum100/30020,00046d12EnergyAdvanced RangedAmmunition, Destructive Force - This weapon Crits on a 18 or HigherHeavyLegendary
Frame LauncherN/A15,000N/AN/AN/AAdvanced RangedUpgrade, Combo Weapon Weapon Frame - Buying this Weapon lets you install 2 of any weapon HeavyLegendaryhttps://static.wikia.nocookie.net/gbo2/images/c/c5/Frame.png/revision/latest?cb=20190816060000
Gelgoog R Type Beam Rifle (GN)80/24015,00064d10EnergyAdvanced RangedUpgrade, Combo Weapon, Backpack Mount - This Weapon can be mounted on the units backpack as a Bonus Action, giving it 100/300 Range and recharging its ammo for 1 each turn HeavyLegendaryhttps://static.wikia.nocookie.net/gbo2/images/c/c5/Frame.png/revision/latest?cb=20190816060000
Beam Bazooka80/24020,00045d12EnergyAdvanced RangedRecharge, Two-Handed, Self Generator - This Weapon can instantly recharge 1 of its ammo as a reactionHeavyLegendary
Leader60/1807,00033d8ElectricPsycommu WeaponAll-Range, Hands-Free, RechargeLightSuper Rare
Wire-Guided Remote Weapon60/1807,50063d8EnergyPsycommu WeaponAll-Range, Hands-Free, RechargeLightRare
Funnels80/2408,50044d8EnergyPsycommu WeaponAll-Range, Hands-Free, Recharge, NewtypeLightUltra Rare
INCOM60/1808,50064d10EnergyPsycommu WeaponAll-Range, Hands-Free, RechargeLightSuper Rare
Bits80/2409,50045d12EnergyPsycommu WeaponAll-Range, Hands-Free, Recharge, NewtypeLightUltra Rare
Fin Funnels80/24010,00086d10EnergyPsycommu WeaponAll-Range, Hands-Free, Recharge, NewtypeLightLegendary