Reading Gundam Assemble Unit Cards
Learn how Gundam Assemble unit cards work, from HP and VP to timeline starts, RWS tokens, and EX02 tactics that reward tight squad synergy.
How to Read Gundam Assemble Unit Cards
Gundam Assemble unit cards are more than stat blocks; they are your activation clock, scoring engine, and combo sheet in one. Good Gundam Assemble unit cards reward players who read timeline values, victory points, and remote weapon systems together instead of treating each line in isolation. Misread a starting timeline or ignore a support token, and you can hand over victory points before the first attack lands. This guide breaks down the cards using the Witch from Mercury EX02 set as a practical example, so you can judge any unit before it reaches the table.
The card face is compact, but every zone answers a different question. Read it in layers: first the unit identity and traits, then the timeline and scoring values, then the weapons and abilities that actually create decisions during play.
| Card element | What it answers | Practical read |
|---|---|---|
| Hit Points | How much damage the unit can absorb | A 16 HP Aerial can bodyblock; a 12 HP Pharact needs cover or evasion |
| Victory Points | How much scoring is tied to the unit | Aerial is a 10 VP target; RWS tokens are 2 VP each |
| Starting Timeline | When the unit enters the round track | Aerial starts at 1, Pharact at 2, Darilbalde at 3 |
| Unit name and card number | Which exact card you are using | EX02-U01, EX02-U02, and EX02-U03 are distinct cards |
| Traits | Faction, character, and mechanic tags | Asticassia matters for EX02 tactics-card requirements |
| Weapons | Range, strength, timeline value, and critical text | Basic attacks usually set tempo; major attacks set damage spikes |
| Abilities | Commands, responses, and ongoing effects | These often decide whether a unit is a scorer, tank, or support piece |
| Squad limits | Whether you can duplicate the card | Duplicates are normally blocked unless the unit is Mass Produced |
The round setup for unit cards, timeline tokens, and tactics decks is easy to learn, but the card itself is where the real decisions live. A unit with a low starting timeline can pressure objectives early, while a later starter needs a plan for the first few rounds.
- Check the starting timeline before you commit to an aggressive plan.
- Count the VP swing before trading a unit or a remote weapon token.
- Match traits to your tactics cards; a strong ability is wasted if the deck cannot support it.
- Treat every weapon line as a timing tool, not just a damage number.
EX02 Gundam Assemble Unit Cards Compared
EX02 is a tight Witch from Mercury squad, and its three headline units show why Gundam Assemble unit cards should be judged as a package. The unit and trait listings identify the cards as EX02-U01 Gundam Aerial, EX02-U02 Gundam Pharact, and EX02-U03 Darilbalde. Each has a clear job, but their real strength comes from overlapping support effects.
| Unit | HP | VP | Start Timeline | Traits | Main job |
|---|---|---|---|---|---|
| Gundam Aerial | 16 | 10 | 1 | Protective Heroine, Suletta Mercury, Asticassia | Early tank, critical support, RWS buffer |
| Gundam Pharact | 12 | 7 | 2 | Silent Hunter, Elan Ceres, Asticassia | Ranged chip, shield removal, Corax lockdown |
| Darilbalde | 13 | 8 | 3 | Frontline Duelist, Guel Jeturk, Asticassia | Melee pressure, disarm, reposition tricks |
Aerial is the anchor. Her 16 HP and timeline 1 start let her contest the board early, and Challenge can swap her into a defending ally’s spot when she is not defending. That turns her into a mobile bodyguard with a large health pool. Her beam rifle scales with allied RWS tokens near the target, and Permit Burst can set a die to a critical for one energy. The beam saber also repeats at timeline 0 if you retain a critical, which makes even a cheap attack worth planning around.
Pharact is the skirmisher. Beak Foot is a timeline 2, range 3, strength 3 basic attack that rolls two extra dice on a critical, so strength boosts improve it quickly. Beam Arquebus reaches range 5 and deactivates shield upgrades on the target, which matters against stacked defenders. Hover ignores terrain movement penalties, and Corax gives Pharact a remote piece that enables Lockdown to apply slow after combat. Pharact wants angles, not a fair fight.
Darilbalde is the pressure piece. Shackle Claw is a timeline 2, range 2, strength 4 attack that can move toward the target after the attack roll while ignoring terrain penalty, and criticals disarm. Beam Saber is a timeline 3, range 1, strength 7 major attack with splash damage around its remote bit on a critical. Its remote bit can also deal 1 damage when deployed or repositioned next to an enemy. Darilbalde is less about raw defense and more about forcing awkward choices.
Remote Weapon Systems on Gundam Assemble Unit Cards
Remote weapon systems, or RWS tokens, are the hidden second layer of many Gundam Assemble unit cards. They are not full units: each token has 1 HP and is worth 2 VP when destroyed. That makes every placement a scoring decision. A token can return to its parent’s supply when the token or the parent is defeated, but the 2 VP is scored when the token itself is destroyed.
| RWS token | Parent | HP | VP | Key effect | Risk and reward |
|---|---|---|---|---|---|
| Bit Stave | Gundam Aerial | 1 | 2 | Allies adjacent to it take 1 less damage from enemy attacks | Strong defensive aura, but easy VP if exposed |
| Corax | Gundam Pharact | 1 | 2 | Allies gain +1 accuracy when attacking adjacent enemy units | Accuracy support that also enables Cold Silence |
| Darilbalde’s RWS | Darilbalde | 1 | 2 | Deals 1 damage to an adjacent enemy when deployed or repositioned | Extra chip damage, but placement must be intentional |
RWS tokens change how you count activations. A squad with three parent units and three tokens can feel like six pieces to manage, and that is both the strength and the trap. The tokens create extra damage, accuracy, and damage reduction, but careless placement gives the opponent a clean 2 VP.
- Keep RWS tokens near the units they support, not on easy charge lanes.
- Do not assume killing the parent scores the token’s 2 VP; the token itself must be destroyed.
- Use deployment and reposition effects to turn a token into a damage source.
- Track token VP the same way you track a small objective swing.
Tactics That Change Gundam Assemble Unit Cards
Tactics cards are where the EX02 unit cards become more than their printed stats. A standard deck uses nine cards, draws three at the start, and can draw three more after the first phase, so every slot matters. The strongest EX02 tactics either stack damage, reduce incoming damage, or manipulate the timeline.
| Tactics card | Best with | Supported effect | When to use |
|---|---|---|---|
| Linked Strike | Aerial and Asticassia units | Attacker gains +3 strength, plus +1 per allied RWS adjacent to the target | Before the attack roll on a beam rifle shot |
| Bit Shield | Asticassia defenders | Defender takes 3 less damage, plus 1 less per allied RWS within range 2 | After the attack roll when a key unit is focused |
| Interference Pattern | Active Asticassia unit | Applies disarm to each enemy within range 3 | Before a counterattack or when enemies cluster |
| Drone Assault | RWS-heavy squads | Each allied RWS deals 1 damage to an adjacent enemy | After chip damage to finish a target |
| Dismantle | Asticassia units near an RWS | Destroys all upgrades on an adjacent enemy unit to an allied RWS | Against a unit stacked with defensive upgrades |
| Cold Silence | Pharact and Corax | Enemy units adjacent to Corax move up one timeline | When Corax is near several enemy units |
| Bit of Salt | Aerial | Repositions all RWS, then each deals 1 damage to an adjacent unit | After placing tokens to maximize ping damage |
Bit Shield and Bit Stave stack, which can turn a focused unit into a surprisingly bad attack target. Linked Strike is the obvious damage spike, but the less flashy cards decide games: Dismantle strips an upgraded target, Interference Pattern blunts a counterattack, and Cold Silence disrupts the opponent’s activation order.
The deck-building rule is simple: include a tactics card only if at least one unit in your squad meets its requirement, and normally only one copy of a card unless an exception applies. That is why Asticassia traits matter so much on these Gundam Assemble unit cards. A card that looks strong in isolation may sit dead in hand if your squad cannot support it.
Play Tips for Gundam Assemble Unit Cards
The EX02 squad rewards practice because it asks you to manage parents, tokens, timeline values, and tactics cards at the same time. Use this checklist before you commit to a list.
| Check | Question to ask | Example |
|---|---|---|
| Timeline start | Does my plan need early pressure or a later setup? | Aerial at 1 can contest early; Darilbalde at 3 needs a plan |
| VP math | Am I exposing easy scoring? | A destroyed RWS gives 2 VP |
| Trait matching | Do my tactics share the squad’s traits? | Asticassia cards need Asticassia units |
| Damage stacking | Can I combine accuracy and strength? | Corax accuracy plus Linked Strike on a beam rifle |
| Upgrade answers | Can I remove stacked defenses? | Pharact’s Beam Arquebus or Dismantle |
- Start with Aerial when you are learning the squad; her health and Challenge give you room to recover from positioning errors.
- Keep Pharact at range and use Corax to create accuracy windows rather than treating it as a pure damage token.
- Save Darilbalde for turns when a disarm or remote-bit reposition changes the opponent’s best attack.
- Do not split the EX02 pieces too casually. Their abilities are designed to overlap, and the squad feels much weaker when each unit is played alone.
FAQ
What do HP and VP mean on Gundam Assemble unit cards?
HP is how much damage a unit can take before it is defeated. VP is the scoring value tied to that unit. Aerial is a 16 HP, 10 VP unit, while a remote weapon token is 1 HP and 2 VP.
Why does starting timeline matter on Gundam Assemble unit cards?
The starting timeline places the unit’s token on the round track. Aerial starts at timeline 1 and can act early, while Darilbalde starts at timeline 3 and needs the game to develop before it pressures the board.
Are RWS tokens separate from Gundam Assemble unit cards?
They have their own token cards and rules, but they work directly with their parent unit. They are fragile at 1 HP, worth 2 VP when destroyed, and return to supply when the token or parent is defeated.
Should I run all EX02 cards together?
The EX02 squad is unusually synergy-heavy. Aerial, Pharact, Darilbalde, their RWS tokens, and Asticassia tactics support one another, so mixing pieces without that support can leave key effects stranded. If you branch out, check trait requirements first.
Related Guides
Card List & Starter Deck Guide
Gundam Assemble card list guide: preview unit cards, starter deck standouts, squad-building rules, and tips for reading timeline, traits, and tactics.
Starter Set 01 Cards: What's Inside
Break down the Gundam Assemble starter set 01 cards, token sheets, paper mat, and two scenarios, plus sleeve, proxy, and setup tips for your first game.
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.
Wings of Advance Tactics Deck
A player guide to the Gundam Assemble tactics deck Wings of Advance: card roles, breach pressure, resource ramp, and deck-building tips.