Gundam Assemble

Cards

Gundam Assemble Unit Cards Guide - Stats, Abilities & Deck Building

Complete guide to Gundam Assemble unit cards covering stats, weapons, abilities, traits, and squad building rules for tactical gameplay.

Gundam Assemble unit cards are the tactical foundation of this fast-paced miniatures game, providing all the stats, weapons, and abilities needed to command iconic Mobile Suits in battle. Each unit card serves as the complete reference for a specific Mobile Suit, tracking everything from hit points and victory point value to unique combat abilities and signature weapons.

Understanding Unit Card Components

Every Gundam Assemble unit card contains seven essential elements that define how the unit performs on the battlefield. The card layout provides quick reference to all information needed during activation.

The unit name and model number appears at the top, accompanied by a signature title that differentiates it from other units of the same name. For example, the RX-78-2 Gundam may have different signature titles like “Legendary Hero” or “Elite Mobile Suit” to distinguish separate versions.

The starting Timeline value determines where the unit begins on the Timeline track at game start. This number controls when the unit takes its first action, with lower values acting before higher ones.

Hit points represent the unit’s durability. When a unit’s hit points reach zero, it is defeated and removed from the board. The opposing player earns victory points equal to the defeated unit’s victory point (VP) value, which appears alongside the hit points.

Traits provide critical information about the unit’s pilot, faction affiliations, and unique characteristics. These traits determine which Tactics cards can be included when building a squad with this unit. Common traits include Earth Federation, Zeon, or specific pilot names.

The weapons section lists all available armaments with their Timeline cost, range, and strength values. Each weapon includes standard effects that trigger when used and critical hit effects that activate on rolls of 9 or 10.

Finally, abilities describe the unit’s special capabilities that can be used during gameplay. These may include Command abilities (used during activation), Response abilities (triggered by specific conditions), Ongoing abilities (always active), or Setup abilities (resolved before the game begins).

Unit Card Numbers and Squad Building

The unit card number in the bottom corner serves an important function for squad construction. Players cannot include multiple copies of a unit with the same unit card number in their squad unless those units are designated as Mass Produced.

When building a squad, select any units of your choice within the number specified by your chosen scenario. Most scenarios require squads of either three or five units, and some scenarios also include a Carrier. The only restriction is the duplicate card number rule for non-Mass Produced units.

Mass Produced units allow multiple copies of the same unit within a squad. However, players must take adequate steps to ensure each unit and its corresponding Timeline token are easily distinguishable. Methods include different paint schemes, unique additions to model bases, or other visual markers that clearly identify which Timeline token associates with each unit.

Weapons and Combat Statistics

Each weapon listed on a unit card has specific attributes that govern its effectiveness in combat. The TL Cost indicates how many spaces the unit’s Timeline token moves forward when making an attack with that weapon. Higher TL costs mean the unit won’t act again for more rounds.

The Range value shows the maximum distance the weapon can reach. Weapons with range 1 only target adjacent enemies, while weapons with range 2 or greater can attack enemies multiple hexes away. Ranged weapons require Line of Sight to the target unless specified otherwise.

Strength determines the number of 10-sided attack dice rolled when attacking with the weapon. By default, each die that rolls 4 or higher scores a hit, though various modifiers can change this threshold. Rolls of 9 or 10 always score critical hits regardless of modifiers.

Each weapon includes weapon effects that trigger every time it’s used for an attack. For example, the Beam Saber might have effects that apply on each attack. Additionally, each weapon has a critical hit effect that activates when rolling critical hits with that weapon.

Abilities and Energy Management

Unit abilities fall into several categories based on when they can be used. Command abilities can only be used while activating the unit, and each can be used only once per activation. These abilities cannot be used in the middle of another action unless the ability specifies otherwise.

Response abilities trigger in response to specific situations stated on the card. These may be used as soon as the stated conditions are met, regardless of which player is currently acting. A unit can use the same response ability multiple times during an activation if responding to separate triggers, but cannot respond to a single trigger with the same ability multiple times.

Attack abilities allow units to make attacks with unique weapons or make additional attacks with weapons already printed on the card. These abilities typically include a Timeline cost that must be paid when using them.

Ongoing abilities remain active from the start of the game and do not require activation. For instance, the XXXG-00W0 Wing Gundam Zero (EW) scores critical hits when rolling 7s or 8s due to its “Zero System” ability.

Setup abilities resolve during game setup before play begins. The Buster Gundam, for example, starts the game with a special Weapon card already in play.

Many abilities require spending Energy, which units acquire through the Energize primary action or other means. These abilities can be used during the same activation the Energy is acquired, but the Energy must be spent by the unit activating the ability.

Signature Tactics Cards and Deck Building

Each unit comes with a Signature Tactics card that can only be used by that specific unit. These cards feature the unit’s signature title alongside the card type (Attack, Command, or Response). Only the unit with the matching title can play its Signature Tactics card.

When building a Tactics deck, players must adhere to specific rules. The deck consists of exactly nine cards, with each unit’s Signature Tactics card only included if that unit is in the squad. Some Tactics cards specify faction traits like Earth Federation or Zeon, requiring at least one unit with a matching trait in the squad.

Targeting restrictions apply to many Tactics cards. In the case of Signature Tactics cards that call out a unit by name, the unit must be an allied unit with the matching signature title. If a player has both the RX-78-2 Gundam “Legendary Hero” and the RX-78-2 Gundam “Elite Mobile Suit” in their squad, a card specifically for “Legendary Hero” can only be used with that version.

Players draw three cards at game start and another three at the end of Phase 1, leaving three remaining in the deck. Some effects allow drawing additional cards during gameplay. Players may only include one copy of each card in their Tactics deck.

Timeline Integration and Unit Activation

Unit cards work closely with the Timeline system that drives Gundam Assemble gameplay. Each player places Timeline tokens for their units on the Timeline track based on each unit’s starting Timeline value shown on the card. If multiple units share the same starting value, stack the tokens in preferred order with the top unit acting first.

When a unit is activated, it must take one Primary Action from the following options: Attack (using a weapon from the card), Dash (move two hexes for 2 TL), Energize (gain 1 Energy for 2 TL), or Rescue (rescue adjacent allied Garrison for 2 TL). The unit can also Advance (move up to three hexes at no TL cost), use Command abilities, and play one Tactics card per activation.

After actions are complete, the unit’s activation ends and play moves to the next round. Units begin the game in Reserve rather than on the board, deploying for the first time when activated.

Status Effects and Unit Management

Unit cards track various status effects that modify performance. These effects are represented by tokens placed on the card and only affect units (not Garrisons or Remote Weapon Systems).

Disarm forces a Disarmed unit to re-roll all attack dice that result in hits during its next attack and prevents triggering critical hit effects. The status is removed after re-rolling.

Fracture causes the next attack dealing three or more combat damage to deal an additional three damage instead. The additional damage triggers immediately when damage is dealt and is considered part of the attack damage.

Slow prevents a Slowed unit from moving when it takes its next Advance action. The effect is removed after the Advance action but does not affect Dashing or other movement types.

Each unit may only have one instance of a given status effect at a time.

Upgrades and Enhancement Tracking

Unit cards provide space to track collected Upgrades and Energy tokens. When a unit ends a movement action in a hex containing an Upgrade or Energy, immediately place that token on the unit’s card.

Shield Upgrades prevent one damage per active Shield. After preventing damage, flip the Shield face down (deactivated). Shields reactivate at the start of the unit’s next activation.

Speed Upgrades increase how far a unit can move when Advancing. Each Speed Upgrade allows moving one additional hex during Advance actions.

Strength Upgrades increase attack dice rolled. Any attack made by a unit with Strength Upgrades receives additional attack dice equal to the number of Strength Upgrades possessed.

Some abilities allow redistributing Upgrades or Energy between units or taking them from enemies. When this occurs, transfer the tokens between unit cards. Shield Upgrades are reactivated when redistributed or taken.

Promotional and Parallel Unit Cards

Bandai Spirits distributes promotional parallel unit cards through various channels. Starting in October 2026, the GUNDAM ASSEMBLE PA01 Gundam Promotional Card Set includes parallel cards for the RX-78-2 Gundam (PA01-U01), RX-77-2 Guncannon (PA01-U02), and RX-75 Guntank (PA01-U03).

These promotional cards correspond to the miniatures included with the Gundam Card Game Starter Deck: Heroic Beginnings [ST01]. Distribution occurs at BANDAI CARD GAMES Fest 26-27, Gundam Base locations, and other venues. Printable PDF files are also planned for distribution.

Additional unit cards are scheduled for distribution from time to time, with official announcements coming through Gundam Assemble channels.

Downloadable Data and Guidelines

BANDAI SPIRITS provides downloadable unit card data through official channels, subject to specific usage guidelines established October 30, 2026. Users may download and use unit cards for playing the tabletop game, displaying for personal enjoyment, use at meetups with friends and family, or display in store play spaces.

The guidelines permit modifications for compatibility with printers and other reasonable adaptations for gameplay. However, users cannot distribute the card data to third parties, incorporate it into databases or AI training sets, or sell physical reproductions.

Users may transfer physical prints of unit cards free of charge to specific acquaintances within personal and non-commercial contexts. At tournaments and events, temporary shared use is permitted, but cards cannot be distributed as premiums or promotional items for commercial benefit.

Frequently Asked Questions

Can I include two RX-78-2 Gundam units with different signatures in my squad?

Yes. Units with the same name but different unit card numbers and signature titles are considered distinct units for squad building purposes. However, their respective Signature Tactics cards will only work with the unit bearing the matching signature title.

Do abilities on unit cards work while the unit is in Reserve?

Units awaiting deployment in Reserve cannot be targeted by attacks and cannot gain status effects. Some abilities printed on unit cards may not be active until deployment, though Setup abilities resolve before the game begins regardless of deployment status.

How many Energy tokens can a unit hold?

Unit cards can hold multiple Energy tokens simultaneously. There is no stated maximum limit. Units gain Energy through the Energize primary action (costing 2 TL for 1 Energy) or through specific abilities that grant Energy.

What happens to Upgrades when a unit is defeated?

When a unit’s hit points reach zero, it is defeated and returned to Reserve. The unit’s Energy and Upgrades are not reset. The next time the unit deploys, it retains any Energy and Upgrades it possessed when defeated.

Can I use abilities from Tactics cards as if they were printed on the unit card?

Effects granted by Tactics cards are considered abilities for game purposes and follow the same rules. However, Tactics cards with unit-specific names or signature titles can only be played by the matching unit during that unit’s activation.