Stat Cards: Stats, VP & Timeline

Learn how Gundam Assemble stat cards shape unit stats, victory points, timeline costs, weapons, and tactics so you can build a smarter squad.

Two players can place the same model on the table and get very different results, because the real battle begins with how you read the card. Gundam Assemble stat cards control hit points, victory points, starting timeline positions, weapon timing, and special abilities, so a quick glance at the biggest attack number is never enough. Read every Gundam Assemble stat card as a compact game plan, and you will make better choices about when to strike, when to wait, and which units earn a place in your squad.

What Gundam Assemble Stat Cards Actually Control

Gundam Assemble stat cards—the unit cards placed next to your models—are the rules engine for each suit. They show hit points, victory point value, starting timeline values, weapons, traits, abilities, and a unit card number. If you only compare strength, you miss the information that decides whether a unit is worth its place in the scenario.

Card FieldWhat It Tells YouWhy It Matters
Hit PointsDamage a unit can take before it is defeatedA unit is defeated once damage equals or exceeds this value
Victory Points (VP)Points tied to the unit's defeatHelps you judge trades and scenario scoring
Starting Timeline ValueWhere that unit's Timeline token beginsSets its first activation and early-round pressure
WeaponsTimeline cost, range, strength, and abilitiesDetermines when and how hard a unit attacks
Traits and AbilitiesSpecial effects on the unit or its weaponsCreates synergies and exceptions to normal play
Unit Card NumberIdentifies the exact cardLimits duplicate units unless they are Mass Produced

The card number is not bookkeeping fluff. Squad-building rules normally prevent you from including multiple copies of a unit with the same unit card number unless those units are Mass Produced. Most scenarios also cap the number of units you can bring, so every card slot has to justify itself. A low-cost unit may be useful for repeated pressure, while a stronger unit may be worth more points when defeated; the card tells you both sides of that trade.

Timeline Costs: The Number That Changes Your Turn

The timeline is where stat cards become tempo. Each unit begins at the starting timeline value printed on its card. When the round reaches that token, the unit can activate. Attacks then push the unit forward on the timeline by the weapon's timeline cost, so the weapon you choose affects how soon that unit acts again.

The documented example is clean: a beam saber costs two rounds, while a beam rifle costs four. The beam rifle also has range 4 and strength 5, which explains the longer wait. A four-round cost is not automatically bad, but it is a commitment. If the target is already within range and the extra strength matters, the shot can be worth it; if the attack is low-impact, you may have just delayed your next activation for little gain.

When a unit activates, the unit action sequence and timeline flow includes advancing, using command abilities, playing a tactics card, and performing a primary action. At least one primary action must be performed. That makes every activation a small planning puzzle: move into position, choose the right weapon, and accept the timeline cost that follows.

Weapon ExampleTimeline CostKnown Attack ProfilePlanning Note
Beam Saber2 roundsCheck the unit cardCheaper activation; useful when you want the unit back sooner
Beam Rifle4 roundsRange 4, strength 5Longer wait; best when range and dice justify the delay

Movement matters just as much as attack timing. A unit can move up to three hexes in any direction and may stop early, but it cannot return to the hex where it started that round. Only one unit can occupy a hex. You can pass through allied units, but enemy units block movement and force a detour. Higher ground and water can cost additional movement, so a strong firing position may take longer to reach than it first appears.

Hit Points, Victory Points, and Attack Math

Damage is not a single "attack power" number. When you attack, you choose a weapon, pay its timeline cost, and roll dice equal to its strength. A die result of 4 or higher is a hit, and each hit deals one point of damage. A 9 or 10 is a critical hit and triggers the critical hit effect described on the unit card.

Die ResultResultEffect
1–3MissNo damage
4–8Hit1 point of damage
9–10Critical HitHit plus the card's critical hit effect

The beam rifle example makes the variance clear. It has strength 5, so it rolls five dice. That does not mean five damage. If only one die hits, the target loses one hit point. Accuracy can also rise or fall because of elevation and terrain, so a good position changes the quality of your dice pool before you ever roll.

Before You AttackQuestion to AskWhy It Matters
Target distanceIs the target inside the weapon's range?Out-of-range attacks waste the activation
Timeline costCan this unit afford to wait?A long cost delays the next activation
StrengthHow many dice will I roll?More dice create more chances for hits and criticals
Elevation and terrainIs accuracy modified?Position can change the attack before dice are rolled

Defeat is straightforward: when a unit takes damage equal to or greater than its hit points, it is removed from the board. Defeated units can be redeployed after two rounds have passed. That return window keeps losses from being permanent, but it also means victory points can swing back and forth. Because every scenario awards points for defeating units, sometimes it is correct to chip away at a weak unit repeatedly; other times, saving attacks for a high-value target is the better path. Your Gundam Assemble stat cards show the hit points and VP values you need to make that call.

Tactics Cards and Squad Building

Tactics cards are the other half of your card plan. They can upgrade or restore units, or activate special effects. Their number is limited, so timing is everything. A strength upgrade used before a key attack can turn a hopeful shot into a real threat, but spending it too early may leave you without an answer later.

Deck RuleNumberPractical Impact
Starting deck size9 Tactics cardsEvery card choice competes for space
Opening hand3 cardsYou begin with limited options
Refill after first phase3 additional cardsPlan for a two-phase game
Normal copy limit1 copy per cardYou cannot rely on duplicates by default

Deck building is tied directly to your units. A Tactics card can be included as long as at least one unit in your squad meets its requirement, with some exceptions. That is another reason to read traits and abilities carefully: the right unit can unlock a card that changes how the whole squad plays.

Squad building follows the same logic. You may build any squad as long as it does not exceed the scenario's unit count. Duplicate units with the same unit card number are not allowed unless they are Mass Produced. Some scenarios may call for three units, while others allow larger forces, so compare cards by role rather than by raw attack alone. A unit with a fast timeline can keep pressure on objectives. A unit with more hit points can hold a contested area longer. A unit with a high VP value may become a tempting target, so protect it accordingly.

Timeline placement also deserves a second look. If more than one of your units starts on the same round, stack their tokens in the order you prefer. If both players have tokens on the same round, each rolls an attack die, the higher roll begins, and ties are rerolled. That small setup detail can shape the opening turns.

FAQ: Reading Gundam Assemble Stat Cards

What do Gundam Assemble stat cards show?

They show the unit's hit points, victory point value, starting timeline value, weapons, traits, abilities, and unit card number. Together, those fields tell you how the unit moves through the timeline, attacks, scores, and fits into squad-building limits.

Does a higher timeline cost always mean a worse weapon?

No. A weapon with a higher timeline cost keeps the unit out of action longer, but it may offer better range or strength. The beam rifle costs four rounds and has range 4 with strength 5, so the question is whether the target and position justify the wait.

How long until a defeated unit returns?

A defeated unit is removed from the board and can be redeployed after two rounds have passed. That delay creates room for objective play and makes victory point timing important.

How many Tactics cards do you draw?

Each player starts with a hand of three Tactics cards. After the first phase, which ends after 10 rounds, each player can draw three additional cards. With only nine cards in a deck, those draws reward planning ahead rather than saving everything for a single turn.