Articulation
- The head can swivel on a single ball-joint neck.
- The shoulders can raise horizontally.
- The arms can…
- Swing on a peg-and-socket joint.
- Raise horizontally.
- The upper arms can rotate.
- The elbows can only be bent up to 90 degrees.
- The manipulators can swivel on a ball-and-socket joint.
- The waist can rotate, though it can be hindered by a few skirt armor panels.
- The front and side skirt armors can pivot to avoid interference with the leg articulation.
- The hips are ball-jointed, allowing it to swivel frontwards, backwards (in a limited extent) or raise horizontally in some extent.
- The knees are feature double-jointed.
- The ankles can tilt frontwards or sideways in a rather limited manner.
- Due to being used with transformation, the front toes can pivot.
- The wings are poseable.
Weapons/Other Gimmicks
- The right hand is swappable.
- Any of the ranged weapons can be wielded by the default hands.
- Zeta Gundam can transform into Waverider mode via parts swapping.
- The extra Grenade Launcher ammo can mount onto the forearms.
- Hyper Mega Launcher’s foregrip can be flipped out.
- Beam Rifle, Shield/Nosecone, Hyper Mega Launcher can convert into storage mode for Zeta’s Waverider mode.
- Landing Gear can attach to the Waverider mode via parts swapping.
Tips & Tricks
- For better results, some or most of the details are needed to be applied with Gundam Markers or Mr. Color paints.
- This is especially important if the builder chooses to display the Zeta Gundam with the Beam Saber.
- Topcoat (Mr. Hobby recommended) can be used to protect applied stickers and if any, painted details and marking decals.












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