Unit List & Squad Building Guide
Track the documented Gundam Assemble unit list, compare starter and expansion squads, and build a three-unit team with clear roles.
Why the Gundam Assemble Unit List Matters
A clear Gundam Assemble unit list is the fastest way to turn a pile of tiny mobile suits into a playable squad. Because every miniature fights through a fixed unit card, the Gundam Assemble unit list tells you which box fills a real gap before you spend $40 on a duplicate role. This guide breaks down the documented launch units, shows how to read set codes and traits, and explains how to build a three-unit team that works on the table.
Gundam Assemble is a squad-based tabletop game built around roughly 5 cm (about 2 in) miniatures. The standard starter match is three-on-three, and most matches run on a hex board with a timeline track, tactic cards, and scenario objectives. That small model count makes roster choice more important than raw collection size. One unit that cannot contribute to the scenario can decide a match before the first attack roll.
The game also crosses eras on purpose. Starter Set 01 already puts One Year War suits next to Endless Waltz and Iron-Blooded Orphans units, while the first expansions add Unicorn and The Witch from Mercury cards. You are not locked into one faction for most scenarios; you simply choose red or blue and build within the scenario's unit limit. That flexibility is the appeal, but it also means the unit list is your main compatibility check.
What a Box Actually Adds
Not every product is a starter. Expansion packs assume you already own a board, dice, and terrain. Use this comparison before buying:
| Product | Set code | Units included | Best for | What else is in the box |
|---|---|---|---|---|
| Starter Set 01 | ST01 | 6 | Learning the game and fielding a first 3v3 squad | 18 tactics cards, D10 dice, board, tokens, terrain, handbook, quick reference |
| Expansion Pack 01 | EX01 | 3 | Adding Unicorn-era options to an existing pool | Unit cards, 9 tactics cards, tokens; no board or dice |
| Expansion Pack 02 | EX02 | 3 | Adding The Witch from Mercury options | Unit cards, 9 tactics cards, tokens; no board or dice |
| Deluxe Set 01 | DX01 | 13 miniatures | Playing a 5v5 A Baoa Qu scenario and larger battles | Four scenarios, two maps, terrain, dice, tokens, handbook |
The $35 Starter Set 01 is the intended on-ramp. The $40 expansion packs are modular add-ons. The $100 Deluxe Set 01 is for players who want a bigger battle and more scenario content, not a replacement for learning the core rules.
Documented Gundam Assemble Unit List by Release
The launch-wave Gundam Assemble unit list below groups the 15 documented cards by set code. Treat it as a launch reference, not a claim that the roster ends there. More than 30 products are planned worldwide within the first year, so new set codes and unit cards will keep arriving. You can also browse the unit list by card number when a retailer listing is unclear.
Starter Set 01 Units
ST01 is the beginner box, and its six units are designed to be played straight out of the box. The set includes two teaching scenarios, so resist the urge to buy an expansion before you have tried both.
| Unit card | Card number | Traits | Affiliation |
|---|---|---|---|
| GUNDAM | ST01-U01 | Legendary Hero; Amuro Ray | Earth Federation |
| Wing Gundam Zero (EW) | ST01-U02 | Wing of Destruction; Heero Yuy | G Team |
| Gundam Barbatos Lupus Rex | ST01-U03 | Final Stand; Mikazuki Augus | Tekkadan |
| Char's Zaku II | ST01-U04 | Fast Encounter; Char Aznable | Zeon |
| Gundam Epyon (EW) | ST01-U05 | Crimson Cataclysm; Zechs Merquise | White Fang; OZ |
| Gundam Vidar | ST01-U06 | Cold Justice; Vidar | Gjallarhorn |
Expansion Pack 01 and 02 Units
Both expansion packs add three units, three unit cards, nine tactics cards, and tokens. Neither includes a board, dice, or terrain, so they are not standalone purchases. EX01 focuses on Mobile Suit Gundam Unicorn. EX02 focuses on The Witch from Mercury and introduces new token-based strategic options beyond the starter rules.
| Unit card | Card number | Set | Traits | Affiliation |
|---|---|---|---|---|
| Unicorn Gundam (Destroy Mode) | EX01-U01 | EX01 | Laplace's Guardian; Banagher Links | Civilian; Earth Federation; Londo Bell |
| Torohachi | EX01-U02 | EX01 | Petite Mobile Suit; Civilian | Earth Federation; Mass Produced |
| Delta Plus | EX01-U03 | EX01 | Rapid Response; Riddhe Marcenas | Earth Federation; Londo Bell |
| Gundam Aerial | EX02-U01 | EX02 | Protective Heroine; Suletta Mercury | Asticassia |
| Gundam Pharact | EX02-U02 | EX02 | Silent Hunter; Elan Ceres | Asticassia |
| Darilbalde | EX02-U03 | EX02 | Frontline Duelist; Guel Jeturk | Asticassia |
PA01 Units
The PA01 entries bring the classic RX-78-2 trio into the card pool. They are useful for Earth Federation tactics cards, but they are not interchangeable with every Gundam card that shares a suit name. Always match the unit card number, not just the mobile suit name.
| Unit card | Card number | Traits | Affiliation |
|---|---|---|---|
| Gundam | PA01-U01 | Elite Mobile Suit; Amuro Ray | Earth Federation |
| Guncannon | PA01-U02 | In Position; Kai Shiden | Earth Federation |
| Guntank | PA01-U03 | Battlefield Bombarder; Hayato Kobayashi | Earth Federation |
How to Read a Unit Card Before You Buy
A Gundam Assemble unit list is only as useful as the card details behind it. The unit card fields include hit points, victory points, starting timeline values, traits, weapons, and abilities, and those fields decide how the model actually plays. Use the card layout and core rules to check what each symbol and value means before you commit to a squad.
Four fields deserve attention first:
- Unit card number. Two cards can share a suit name but have different numbers and traits. ST01-U01 and PA01-U01 are both RX-78-2 cards, but they are separate entries.
- Traits and affiliations. These gate tactics cards. Your deck can include a card only if at least one unit in your squad meets its requirement.
- Starting timeline value. This decides when the unit enters the round order. A unit that acts early can set the pace; a unit that acts late needs a plan that survives until it activates.
- Weapons and abilities. Range and line of sight matter. An ability that checks range also needs a clear line to the target, so terrain and screening units can blank an otherwise strong attack.
Squad size is set by the scenario, not by a points column on these cards. Most scenarios let you choose units from different series and factions, but you cannot include multiple copies of a unit with the same unit card number unless that unit is Mass Produced. For tactics, build a nine-card deck, draw three cards at the start, and draw three more after the first 10-round phase. Normally, only one copy of each tactics card is allowed.
Timeline and Activation Basics
Each round, a unit can use actions A through D once each, in any order, but it must take one primary action from B-1 through B-4. Advancing lets a unit move up to three hexes. Heavier actions cost more timeline and push the unit further down the track before it can act again.
The first phase lasts 10 rounds. After that, the second phase begins, and both players draw three additional tactics cards. That structure rewards planning beyond a single alpha strike. A unit that looks strong on paper can still be a poor fit if its timeline cost leaves it stranded while the scenario objective slips away.
Building a Three-Unit Squad from the Unit List
Use the Gundam Assemble unit list to build a squad, not to collect every box. Starter Set 01 gives you six cards, which is enough for several three-unit combinations. Play the teaching scenarios first, then decide which role your squad lacks.
A practical three-job framework works well for beginners:
- Threat. Pick a unit that forces the opponent to react. It does not need to be the highest-damage card; it needs to make the other squad change its plan.
- Control. Pick a unit that helps you manage formation, positioning, or the timeline. This is the piece that keeps your threat from being isolated.
- Flex. Pick a unit that covers mistakes, supports a play already in motion, or contests an objective when your main plan stalls.
| Squad job | What to look for on the card | Question to ask | Common mistake |
|---|---|---|---|
| Threat | A weapon or ability that pressures an area | Does this unit force a response? | Choosing a card only because the suit looks impressive |
| Control | Movement, range, or timeline tools | Can this unit keep my formation together? | Ignoring timeline cost |
| Flex | Support, objective, or cleanup tools | Can this unit fix a bad round? | Filling the slot with a duplicate role |
A simple first custom squad is three different ST01 cards. Keep the unit cards face-up, assign each one a job, then build a nine-card tactics deck with at least one matching unit for every card. If you add EX01 or EX02, swap one unit at a time. Adding one new card to two familiar cards makes it much easier to see whether the new unit actually solves a problem.
Before you finalize, read the scenario objective. Some scenarios are won by destroying the opposing squad; others require holding a specific objective marker for a set number of rounds. A unit that cannot contribute to the win condition is a liability, even if its card looks strong in isolation.
First Purchases and Next Additions
For most new players, Starter Set 01 is the correct first purchase. It costs $35, includes six units, and supplies the board, dice, terrain, tokens, and two teaching scenarios needed to learn the game. You do not need an expansion to play your first match.
Once you have played a few games, use the Gundam Assemble unit list to identify the gap:
- Add EX01 if you want Unicorn-era units and Earth Federation or Londo Bell card options.
- Add EX02 if you want The Witch from Mercury units and the new token-based options that go beyond the starter set.
- Add DX01 if your group wants a 5v5 battle, the Battle of A Baoa Qu scenario, two maps, and a larger miniature count.
- Skip a second starter box if you already own ST01. Expansion packs are designed to plug into an existing pool.
Cross-check the Gundam Assemble unit list whenever a new release appears. The first year alone has more than 30 products planned, so a "full roster" purchase plan will age badly. Build a playable core, learn the timeline, and add only the cards that answer a problem you have actually seen on the table.
FAQ
Is this Gundam Assemble unit list complete?
This Gundam Assemble unit list covers 15 documented launch cards across ST01, EX01, EX02, and PA01. It is a launch reference, not a complete lifetime roster. New products and set codes are planned, so verify the unit card number before assuming a suit is fully covered.
Which units should a beginner start with?
Start with the six Starter Set 01 units. They are built as the game's on-ramp and come with two teaching scenarios, dice, a board, terrain, and enough tactics cards for a three-on-three match. Learn those cards before adding expansion units.
Can I mix series and factions in one squad?
Most scenarios allow a custom squad drawn from multiple Gundam series and factions, with each side designated red or blue. Check the scenario's unit limit, the duplicate-card rule, and your tactics card requirements before you finalize the list.
Do expansion packs include everything needed to play?
No. Expansion packs such as EX01 and EX02 include miniatures, unit cards, tactics cards, and tokens, but they do not include a board, dice, or terrain. You need a starter set or equivalent components to play.
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