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                            Giren's Greed All Unit Guide Ver. 1.0
by asuraicHermit
I don't care about copyright use this however the heck you want
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UNIT KEY
--------

Name: The serial number of the unit, followed by the full name of the unit as
displayed in its stat screen along with occasionally used alternate names.

Requirements: What you need before you can develop the unit. Requirements seem
to differ slightly from game to game and between forces. For example for the
Zeons you need to develop the Gog before you can develop the Hi-Gog, whereas
the Titans can't develop the Gog at all, but CAN develop the Hi-Gog. Also the
technology levels can differ from game to game. For example, one game playing
the Zeons I didn't get the Dom plans until a turn after the Gouf-H was
finished, whereas in another game, I got the Dom plans before I even SAW Gouf-H
plans. (though my MS tech level was at least two levels higher in that game)
I've listed here the most stringent requirements I've seen, though they may be
slightly higher or lower depending on how you play the game. Bottom line: this
is a ballpark figure.

Max Units: The maximum number of this type of unit you're allowed to build. If
this option isn't listed, you can build an unlimited number of this type of
unit (Well, up to the 150 unit cap placed on your entire forces at least)

Number per Unit: The number of individual sub-units that make up the unit. For
example Zaku Is are produced in groups of 3, so a single Zaku I unit consists
of 3 Zaku Is

Development: The amount of capital you have to use to develop the unit, and the
base number of turns it takes to finish the development cycle. By doubling the
funding, (picking the unit twice when developing) you can halve the number of
turns needed.

Cost: How much it costs to build the unit in money/resources. The amount of
money that is required to build each unit will decrease as your Base Technology
level rises. The number given is the full cost. (as if your Base Technology was
1) The resources needed to build a unit stay constant throughout the game
regardless of technology levels. If a unit consists of a number of sub-units,
then you can divide the full cost by the number of sub-units to find out the
cost of each individual sub-unit. For example if a single tank unit consists of
6 tanks, you can divide the cost by 6 to find out how much it will cost to
replace an individual tank that gets shot down.

Production Time: How many turns it takes to build the unit at one of your Major
Base's construction bays.

Unit Statistics: Note that all unit statistics refer to each INDIVIDUAL machine
of that type, and not the full unit. (IOW, Zaku II-Cs have an Armor rating of
40--that refers to an individual Zaku II-C, a "standard" unit of 3 Zaku II-Cs
will have 120 Armor in total)

Sensors: The quality and range of the unit's sensors, from D(none) to S(high).
The better the sensors get, the more likely they are to identify enemies, and
the more hexes away they work. (D means the unit doesn￾ft have sensors, with
one hex increasing in range for each level)

Armor: Technically this means "Lasting Power" but that's cumbersome to write.
This is more or less the "Hit Point" value of the unit--the amount of damage it
can sustain before being destroyed.

Mobility: The unit's basic maneuverability. The higher this value, the easier
it is for the unit to avoid incoming fire. It also affects the unit's ability
to hit its targets to a small degree.

Move: The base number of hexes that the unit can move in one turn. This number
will be reduced if the unit tries to move through terrain it's not suited for.

Resources: The total number of Resources that the unit can carry. Think of unit
resources as a combination of fuel and ammo; whenever a unit moves, attacks,
scans, or uses one of its special abilities, it consumes Resources. This number
lists the maximum amount of resources a unit can hold.

RPM: Resources Per Move--the number of resources the unit consumes from its
supply for each hex that it moves.

Carrying Capacity: You'll only see this stat on large cruisers or special
aircraft/tanks--this is the maximum number of units that the cruiser/plane/tank
can hold in its cargo bays. Any MS, spacecraft, aircraft, or tank that can't
hold other units itself can be loaded onto a cargo unit without
restriction--Zeon MA units, however, are restricted to certain types of
carriers. (For example, the Big Zam can only be loaded on Dolos cruisers)

Shield Equipped: Mobile Suits with shields will have "Shield Equipped" listed.
Shileds give a small chance to completely nullify each hit in a barrage.

I-Field: Also known as the Interdiction Field or deflector shield, I-Fields
will completely block all beam weapons. (Anything with beam in the name, or any
weapons based on mega particles as well.) This will have no effect on melee
weapons of any kind, meaning the unit is vulnerable to melee specialist units,
as well as units that use ballistic weapons.

Minovsky Equipped: Units that can disperse Minovsky Particles will have this
listed. Minovsky particle diffusers can either be Short Range or Long Range.
Short range affects all surrounding hexes, long range affects has a radius of
two hexes. Minovsky Particles create a sensor jamming field that slightly
reduces the efficiency of scanning and reduces the likelihood of units within
the affected area of being hit by long range weapons. This has less effect on
weapons with a range of 1 and no effect on melee weaponry.

Beam Interference Unit: Zikkos and Publics can create Beam Interference Fields
that block all beam weapons from hitting the affected square for one turn.

Move: What types of terrain the unit can move in--(L)and, (W)ater, (A)ir,
(S)pace,(D)eserts, (M)ountains, (T)undras, and (F)orest. Capital letters
indicate the unit is well suited for that type of terrain; lower-case letters
indicate the unit can move through that type of terrain, but has difficulty
doing so and will take a hit to its movement rate.

Attack: What types of terrain the unit can target enemies in--(L)and, (W)ater,
(A)ir, (S)pace, (D)eserts, (M)ountains, (T)undras, and (F)orest. Capital
letters indicate that the unit has no problem attacking enemies stationed in
that terrain, and suffer no accuracy penalties. Lower-case letters indicate
that you can attack enemies that are stationed in that are in that terrain, but
will receive an accuracy penalty.

Weapon data:

RPA: Resources Per Attack. The number of resources that the unit consumes from
its supply every time it attacks. Scanning, dispersing Minovsky Particles, and
putting up Beam Interference Fields also consume this number of resources.

Weapon Name: Self explanatory.

POW: The weapon's Power, as indicated in its status screen. Note that this
isn't really the weapon's Power level, as it doesn't indicate how much damage
it does per hit. (As is obvious when you see the Big Zam do an even 200 damage
per hit with its "66" Power level) For whatever bizarre reason, Bandai decided
to put this number as the answer to the formula (weapon's Power) * (base number
of times the weapon fires) / 3.  I would have preferred to write down the
individual Power level of each weapon, but I'm not nuts enough to count machine
gun bullets so I can calculate that. :)

Acc: The weapon's base accuracy. This is the base chance for the weapon to hit
its target. This actual chance to hit is influenced by factors like piloting
ability, terrain, target mobility, etc. in addition to this number, so it's not
the be-all-end-all. (I've seen weapons with "99" accuracy miss, sometimes even
frequently)

Range: The number of hexes away this weapon can attack. If the weapon can
attack at more than one distance, the range of values are listed. (for example
1-2 for weapons that can attack one or two hexes away) Weapons with a range of
0 are melee weapons, and will only be used in close combat, after ranged combat
has ended.

Anti-Air, Anti-Ground, Anti-Water: On Earth, most weapons can only be used
against enemies in the same "basic" type of terrain that your units are in. For
example your air units can generally only target other air units, underwater
units fight other underwater units, and ground units attack other ground units.
However, when a weapon can attack enemies outside of their "basic" terrain
(planes dropping bombs or depth charges, mobile suits shooting planes out of
the sky, subs launching torpedoes at the surface, etc) then this is listed here.

Underwater/Non-Underwater Weapon: You'll only see this on weapons for
amphibious Mobile Suit units. While these units can move around on the ground
or underwater, "Underwater Weapon" indicates that particular weapon can only be
used underwater. "Non-Underwater Weapon" indicates that particular weapon can
only be used on land.

Notes: General recommendations for using the unit.

Faction Overview:

United Nations of Earth Federation (Federation)

The Earth Federation represent the conservative elite of Earth, who believe
that the space colonists should serve the planet of their birth without
question, and are most comparable to Britain or America in terms of overall
society. Bureaucratic, organized, and orderly, but susceptible to corruption.
They carry great economic clout due to the vast natural resources of Earth, but
their military technology has fallen behind in recent years as they have not
seen a serious war in decades.

The Federation has some of the toughest mass-production suits in the game, but
starts out with no mobile suits. They start the game with nothing but tanks,
fighters, and ships, and thus are at a major technological disadvantage which
you must quickly rush to make up for. Once you complete Operation V, the
project to reverse engineer mobile suit technology, you￾fll develop the dreaded
Gundam-class superiority mobile suit, and the somewhat overpowered Gundam
Mass-Productions or GMs, which are their main model mobile suit. The Federation
also has a lot of long range artillery focused units, such as their first
mobile suits, Guntank and Guncannon, which are artillery units, and a lot of
their aces are captains who can only command ships or aircraft. This makes
developing good ships and land battleships critical for commanding invasions.
The Federation is a brutal climb at first, but is a very rewarding campaign,
and requires lots of planning out sniper attacks and massive artillery strikes.

Principality of Zeon (Zeon)

The Principality of Zeon is an independent state of space colonies united in
rebellion against the Earth Federation, believing they have become
self-sustainable and no longer need Earth to rule over them. They are founded
on the fascist and elitist beliefs of their founder, Zeon Zum Deikun, who
believed humans should be governed by a race of superior beings known as
Newtypes. While this bears many similarities to the ideals of Nazi Germany,
unlike Hitler, Deikun￾fs theories on Humans evolving and developing psychic
abilities from living in space would prove to be true, forming the beginnings
of a new race of super-humans with enhanced intelligence, reflexes, perception,
and intuition, and many possessing varying forms of psychic powers, ranging
from telepathy to mental suggestion and in rare cases, full-on psychokinesis.

The Zeons have the advantage of having the most ace mobile suit pilots of any
faction in the game, start with a major technological advantage (Their enemy
starts with no mobile suit production capability), and also have widest variety
of amphibious mobile suits in the game, giving them dominance over the oceans.
They are the easiest faction in the game, but have one of the longest
campaigns, spanning 4 phases ? One Year War, Gryps Civil War, Return of Axis,
and Char￾fs Revenge. They have more melee specialist pilots than ranged
specialists, and can potentially have the most (or if you screw it up, the
least) number of Newtype pilots in the game. But to get these pilots you must
start the Flanagan Institute for Newtype Research. You can also get more by
investing in the development of Cyber Newtypes. Overall, the Zeons are all
about a combination of heavy bombardment and blitzkrieg, with lots of aces
launching full assaults, and big heavy weapons like the monstrous Big Zam and
Apsalus-class super-heavy bombardment units blasting enemy columns to pieces.

Earth Federation Independent Special Forces Unit (TITANS)

The Titans are a non-nonsense group that operates like a private military
company permanently contracted to the United Nations of Earth. They have
intrusive levels of control over the Federation military, are allowed to
procure weapons and personnel at will from the military, and are given full
police power over the space colonies for the sake of stamping out the remnants
of the Principality of Zeon, which has now left behind dangerous terrorist
groups and guerilla factions in its wake, one of which was responsible for
nuking a large portion of the Federation￾fs space fleet and nearly destroying
their military headquarters. While they are loved by many citizens of Earth for
accomplishing what the regular military often struggled or failed to do, they
are hated by the space colonists for their excessively oppressive actions,
including their occasional secret usage of weapons of mass-destruction such as
chemical and biological weapons and nuclear weaponry.

The Titans start with a fair number of ace pilots, but their numbers steadily
increase the faster you grow technologically, by developing artificial
Newtypes, and contracting excellent pilots from the Federation and the
colonies, including one of the most powerful pilots in the game, Paptimus
Scirocco. The Titans￾f aces start strong, but have little room to grow, and hit
their cap quickly. The Titans also have a wide assortment of ace-use mobile
suits for any situation, and many transformable mobile suits, making them
highly adaptable to any terrain.

Anti-Earth United Government (AEUG)

The AEUG is a union of colonies resisting the oppression of the Titans through
military uprising, with the backing of many members of the regular Earth
Federation military, and secretly, technological and military backing from the
most powerful and secretive remnant faction of Zeon. They are heroes to the
colonists, especially those who supported the Principality of Zeon, but their
dubious sponsors bring their true intentions into question by many,
particularly citizens of Earth who choose to support the Titans.

The AEUG starts out much like the Earth Federation, at a technological
disadvantage (Though not as wide), meaning your best early strategy is either
guerilla tactics or a massive build-up. Their suits are outdated compared to
the state of the art suits used by the Titans, and barely stand a chance in the
beginning, but their main suits, Methuss, Nemo, and Rick Dias, easily outclass
the enemy Hizacks and Mars￾f Eyes. The AEUG also starts with few ace pilots,
but the few they do get are mostly excellent, including three of the best ace
pilots in the game, Char, Amuro, and Kamille, as well as the two best captains,
Captain Bright and Commodore Blex.

New Principality of Zeon /Neo Zeon Axis Faction (Axis Neo Zeon)

Axis is the largest, most well organized, most secretive, and most
technologically advanced faction of the Zeon remnants, better known as Neo
Zeon. The Axis extremist faction seeks nothing less than to resume Zeon￾fs war
for independence under a new name, and install the rightful heir to the Zeon
throne, Minerva Lao Zabi as leader of the Earth Sphere. Neo Zeon is aggressive,
their leaders have no tolerance for the politics of the people of the Earth
Sphere, who they have grown detached from politically and socially from 10
years of isolation. Their soldiers are honor-bound and swear loyalty to their
superiors, who all swear allegiance to the powerful Newtype Regent Haman Karn,
ruling as representative for the underage princess.

Axis technology is supposed to be rather advanced, but seems to have been
nerfed. They instead start at a slight disadvantage, and have few Newtype-use
weapons, despite the fact that historically they were developing many new ones.
Axis is one of few factions that starts with only a single zone under their
control. Thankfully, it is one of the best bases in the game, the Space
Fortress Axis, easily defended and a large source of income and materials. You
must quickly expand to maintain your military however. Thus the early game
blitz is critical. Axis has a good number of aces, many of whom become Newtypes
or can be made into Cyber Newtypes. Axis also has a wide assortment of
Newtype-use mobile suits, including exclusive access to the only
mass-production Newtype-use suits in the game, the Qubeley-class, which lets
you grant what are normally Newtype-use weapons to grunt soldiers.

Char Aznable￾fs Neo Zeon Faction (Char￾fs Neo Zeon)

-       Must clear both Earth Federation and Zeon campaigns

Char Aznable, Zeon￾fs most beloved, well known, and powerful ace pilot,
revealed himself to be son of Zeon￾fs founder, Zeon Deikun in disguise, but
vanished after being defeated in battle at the climax of the Gryps Civil War.
He reappeared 3 years later, rallying rebel colonies once more under the flag
of Neo Zeon, calling for a final ultimatum for Earth ? Humanity must begin
large-scale exodus from Earth to the space colonies, as Earth is becoming too
polluted to sustain human life, fearing humanity￾fs existence would be
threatened. Many colonies rallied to support the charismatic old war hero, and
Char￾fs Neo Zeon Faction formed with an extreme plan, to drop the ruined Space
Fortress Axis from Earth orbit and send the planet into nuclear winter, forcing
mass exodus.

Char￾fs Neo Zeon is one of the toughest factions in the game, as they have few
aces, and fewer suits to develop, with no new specialized suits, only
general-purpose models and ace-use suits.

Glemmy Zabi￾fs Neo Zeon Faction (Glemmy￾fs Neo Zeon)

-       Must clear Axis Neo Zeon campaign

Glemmy Toto claimed to be of Zabi blood, the illegitimate son of an unnamed
Zabi family member, likely Giren. His naive young charm and excellent
leadership of some of Zeon￾fs finest soldiers against their most hated enemies
led many Neo Zeon soldiers to swear allegiance to him alone rather than Minerva
Zabi, which lead him to attempt to seize control of Neo Zeon￾fs Axis Faction
during the first Neo Zeon War. Although this rebellion failed, you may try and
change history.

Casval Deikun￾fs Neo Zeon Faction (Casval￾fs Neo Zeon)

-       Must complete Earth Federation campaign

The beloved founder of the Principality of Zeon, Zeon Zum Deikun, died before
he could give his speech calling for the independence of the colonies from the
Earth. Political infighting shifted blame of assassination away from the likely
perpetrators, the conniving Zabi family, and towards the Earth Federation. The
Zabi Family then seized political power, began a military build-up and
development of military-grade mobile suits, and secretly exiled or otherwise
silenced supporters of the Deikun family, including Deikun￾fs son and daughter,
who fled to Earth. The son, Casval Deikun, would return to Zeon in secrecy by
switching places with a doppelganger applying to the Zeon military academy
named Char Aznable, and would go on to become one of the most famous ace mobile
suit pilots and Newtypes in all of history. He worked with his family￾fs
enemies, the Zabi family while working to orchestrate their deaths, but if they
caught on or pushed him too far, he would reveal his identity and attempt to
lead a rebellion within Zeon. Although he didn￾ft take these more direct
actions, you may try and change history.

Garma Zabi￾fs Principality of Zeon Reborn (Garma￾fs New Life Zeon)

-       Must complete Zeon campaign

Garma Zabi, the much liked youngest prince of the Zabi family, head of the Zeon
Earth invasion force, and best friend to Zeon ace Char Aznable, was tragically
killed in combat with a ragtag group of Federation refugees and trainees in
prototype mobile weapons, although this death was in truth the end result of a
manipulative betrayal by his best friend to avenge the murder of his father by
the Zabi family. Garma was the most compassionate and kind-hearted member of
his family, and, had he survived that battle, would have been influenced by the
love of his life to seek a swift, more peaceful solution to the war. Although
this did not happen, if it had, he would likely have come into conflict with
his siblings, and may have even chose to rebel against them for the greater
good of humanity and to end the tragic war that was leading to the deaths of
millions of innocents and soldiers alike and spreading nothing but hatred.
Here, you may try and create a new possibility for Garma and change history.

Kycillia Zabi￾fs Legitimate Zeon (True Principality of Zeon)

-       Must complete Zeon campaign

Zeon￾fs ruling Zabi family was known behind closed doors for being vicious and
cutthroat, with common family feuds and even assassinations.  One of the most
vicious members was the sharp-witted Princess Kycillia Zabi, who was known to
dislike her elder brother, the commander-in-chief Giren Zabi. When their
father, the Chancellor Degwin Zabi died mysteriously when caught in the fire of
an experimental Zeon superweapon, she had her secret service investigate and
began to find evidence her brother knowingly assassinated him along with the
Federation￾fs General Revil to prevent a peace treaty that would end the war in
a draw. Although Giren had her arrested and framed for the assassination, they
would both die in the final battle of the war, one killed by the Federation,
the other assassinated by Char Aznable to avenge his father￾fs assassination by
the Zabis. But if Kycillia had been angered further by her brother or managed
to bring her evidence to the public, it would have caused massive political
infighting, possibly even a civil war in Zeon. Although this never happened,
here you may try and create a new possibility for Kycillia and change history.

Quattro Bajeena￾fs New Anti-Earth Union Group (Quattro￾fs AEUG)

-       Must complete AEUG campaign

The AEUG￾fs leader, Commodore Blex, was assassinated by the Titans to silence
his opposition in the United Nations assembly. On his deathbed, he left
leadership of the Group to charismatic AEUG ace pilot Quattro Bajeena, an alias
for Char Aznable, hero of Zeon, and son of Zeon founder Zeon Deikun. Quattro
took leadership of the AEUG regretfully, preferring to be a simple pilot rather
than a political leader, until he was defeated and presumed dead in the
aftermath of the final battle of the Gryps Civil War, the Battle of Gryps 2.
However, history could have taken a different path, and Quattro could have
tried to use his identity as Casval Deikun and Char Aznable to accomplish is
goals through the AEUG. Here you may try and create a new possibility for
Quattro and change history.

Paptimus Scirocco￾fs Rebel Titans Faction (Paptimus￾f Rogue Titans)

-       Must complete TITANS campaign

Paptimus Scirocco was an ambitious man of great vision, manipulative, charming,
and a veritable genius, he had plans to rise through the Titans, assassinate
its leaders, assume control, and use the group to fulfill his goals of unifying
the Earth Sphere under an absolutionist government. Despite his advanced
technology and alliances with various factions including Neo Zeon, he and his
comrades would all die in battle, and his plans would never come to fruition.
But perhaps he made a mistake in his negotiations and manipulations or else a
military misjudgment that could￾fve lead to him coming a bit closer to his
objective. Here you may try and create a new possibility for Paptimus and
change chistory.

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Earth Federation Mobile Suits
-------------------------------------------------------------------------


RGM-79 ? GM (Mass-Production Model)

Requirements: ???
Development: ???
Number per Unit: 3
Cost: 750/1650
Production Time: 1 Turn
Sensors: C Armor: 70 Mobility: 12 Move: 6 Resources: 100 RPM: 2
Shield Equipped
Move: LdmftS
Attack: LdmftaS
RPA: 10
Beam Spray Gun: POW: 35 Acc: 65 Range: 1 Anti-Air
Head Vulcan: POW: 12 Acc: 35 Range: 1
Beam Saber: POW: 50 Acc: 75 Range: 0
Note: The Earth Federation￾fs first mass-production mobile suit. It￾fs good
enough to crush Zakus, but nothing little else. Thankfully, it only gets better
from here.

RGM-79 ? GM Command-Model

Requirements: ???
Development: ???
Number per Unit: 1
Cost: 900/1350
Production Time: 1 Turn
Sensors: C Armor: 125 Mobility: 21 Move: 7 Resources: 120 RPM: 2
Shield Equipped
Move: LdMFtS
Attack: LdMFtAS
RPA: 14
Beam Spray Gun: POW: 70 Acc: 75 Range: 1  Anti-Air
Head Vulcan: POW: 16 Acc: 50 Range: 1
Beam Saber: POW: 78 Acc: 80 Range: 0
Note: To develop this unit, you have to activate the "GM Strengthening plan"
when Matilda collects the data from the RX units.

RGM-79L GM Light Armor

Requirements: GM
Development: ???
Number per Unit: 3
Cost: 1350/1500
Production Time: 1 Turn
Sensors: C Armor: 65 Mobility: 30 Move: 8 Resources: 80 RPM: 2
Move: LdMFtS
Attack: LdMFtAS
RPA: 8
Beam Gun: POW: 54 Acc: 65 Range: 1  Anti-Air
Beam Saber: POW: 88 Acc: 70 Range: 0
Note: It's got less armor than a vanilla GM, but a huge boost in mobility and
movement rate, which makes this overall a much better unit to use. It costs
more in terms of money but less in resources. Not as good as later GM units but
very useful early in the game.


RGM-79SC - GM Sniper Custom

Requirements: GM, MS Level 8
Development: ???
Number per Unit: 3
Cost: 1350/2400
Production Time: 1 Turn
Sensors: C Armor: 90 Mobility: 12 Move: 6 Resources: 120 RPM: 2
Move: LdmftS
Attack: LDMfTAS
RPA: 30
Beam Sniper Rifle?: POW: 60 Acc: 90 Range: 1-2  Anti-Air
Beam Spray Gun?: POW: 18 Acc: 75 Range: 1
Beam Saber?: POW: 68 Acc: 85 Range: 0
Note: While not immensely better than a vanilla GM in terms of stats, the fact
that you can attack enemies at a two-hex distance makes this unit
indispensable. If you end up duking it out with Goufs and Doms on the ground,
you'll want these at a bare minimum attacking from a distance, as those units
can cut through lesser GMs like butter.

RGM-79SP Desert GM


Requirements: GM
Development: ???
Number per Unit: 3
Cost: 750/2550
Production Time: 1 Turn
Sensors: D Armor: 110 Mobility: 12 Move: 6 Resources: 140 RPM: 2
Move: LDMFt
Attack: LDMFta
RPA:18
Sniper Rifle: POW: 60 Acc: 60 Range: 1-2 Anti-Air
Missiles: POW: 30 Acc: 50 Range: 1
Beam Saber: POW: 56 Acc: 75 Range: 0
Notes: This unit has identical pricing and nearly identical stats to the Land
Combat GM, but this is the better of the two, with better speed and firePower
and no discernable disadvantages. If you can, develop this one only. A good
all-terrain sniper unit, and a good alternative to the GM Sniper while on Earth.


RGM-79[G] Ground-Type GM

Requirements: Ground-Type Gundam, MS Level 9
Development: ????
Number per Unit: 3
Cost: 1650/2700
Production Time: 2 Turns
Sensors: D Armor: 115 Mobility: 18 Move: 6 Resources: 170 RPM: 2
Move: LDMFt
Attack: LDmFta
----------
A-Type (Shield)
Shield Equipped
RPA: 20
MachineCannon: POW: 60 Acc: 50 Range: 1 Anti-Air
Beam Saber: POW: 70 Acc: 75 Range: 0
----------
B-Type (Rocket Launcher)
Shield Equipped
RPA: 45
Machinegun: POW: 16 Acc: 45 Range: 1 Anti-Air
Rocket Launcher: POW: 10 Acc: 65 Range 1-2
Beam Saber: POW: 16 Acc: 70 Range: 0
Note: A cheaper alternative to the Ground-Type Gundam. Nothing much to say here.

RGM-79F Land Combat GM


Requirements: ???
Development: ?
Number per Unit: 3
Cost: 750/2550
Production Time: 1 Turns
Sensors: D Armor: 110 Mobility: 12 Move: 6 Resources: 140 RPM: 2
Move: LdMFt
Attack: LdMFta
RPA:15
Hyper Bazooka?: POW: 60 Acc: 60 Range: 1-2  Anti-Air
Missiles: POW: 12 Acc: 40 Range: 1
Beam Saber: POW: 56 Acc: 75 Range: 0
Notes: This unit has identical pricing and nearly identical stats to the
Desert-Type GM. The Desert-Type GM is overall better however, as it handles
rough terrain better and has slightly better weapons.


RGC-80 GM Cannon

Requirements: GM
Development: ???
Number per Unit: 3
Cost: 750/1800
Production Time: 1 Turn
Sensors: C Armor: 80 Mobility: 8 Move: 5 Resources: 140 RPM: 2
Move: LDmftS
Attack: LDMfTAS
RPA: 20
240mm Cannon: POW: 80 Acc: 65 Range: 2-3  Anti-Air
Beam Spray Gun: POW: 21 Acc: 60 Range: 1
Head Vulcan: POW: 12 Acc: 35 Range: 0
Note: The GM Cannon is basically a poor man's version of the GM Sniper. Lower
stats, but lower cost. It's cheap to develop, and is usually worth it as you
can easily mass-produce them before building Snipers, and even in early Part 2
they still function as effective bombardment units when deployed in groups of 3
or more or backed by more Powerful sniper units.


RAG-79 Aqua GM

Requirements: GM
Development: ???
Number per Unit: 3
Cost: 1050/1800
Production Time: 1 Turn
Sensors: C Armor: 85 Mobility: 14 Move: 7 Resources: 150 RPM: 2
Move: LdmfTW
Attack: LdmfTWa
RPA: 15
Torpedo Launcher Gun: POW: 48 Acc: 65 Range: 1-2 Underwater Only
Missiles: POW: 45 Acc: 60 Range: 1-2
Beam Pick: POW: 60 Acc: 75 Range: 0
Note: This is the only UN underwater-use MS, but why bother? Its stats are so
bad it'll get crushed against even the weakest of Zeon underwater MS units. If
you really need to take out underwater Zeon units, make do with Don Escargots
instead. Don't waste money developing this useless MS.


RGM-79G GM Command (Commando-Type)

Requirements: GM, MS Level 9
Development: ???
Number per Unit: 3
Cost: 1050/2700
Production Time: 1 Turns
Sensors: D Armor: 120 Mobility: 18 Move: 6 Resources: 120 RPM: 2
Shield Equipped
Move: LdMFt
Attack: LdMFta
RPA: 12
MachineCannon: POW: 72 Acc: 60 Range: 1 Anti-Air Weapon
Head Vulcan: POW: 12 Acc: 35 Range: 1
Beam Saber: POW: 68 Acc: 75 Range: 0
Note: Finally, a land-use GM that won't get completely crushed by more Powerful
Zeon ground mobile suits. The GM Command-G is about on par with Goufs, and
slightly less effective than Doms.  You'll need them in numbers to deal with
more Powerful Zeon ground units, but then that's how you have to play the UN
anyway. A prerequisite for the GM GS, so you really want to develop this unit.


RGM-79GS GM Commando Space-Type (Commando Space-Use)

Requirements: GM Command, MS Level 10
Development: ???
Number per Unit: 3
Cost: 1350/2700
Production Time: 1 Turn
Sensors: D Armor: 120 Mobility: 22 Move: 6 Resources: 120 RPM: 2
Shield Equipped
Move: S
Attack: S
RPA: 15
Beam Spray Gun: POW: 70 Acc: 70 Range: 1
Head Vulcan: POW: 12 Acc: 35 Range: 1
Beam Saber: POW: 68 Acc: 75 Range: 0

Note: The GM Command-S is basically a space version of the GM Command-G, with
slight improvements. The GM Sniper II and the Mass Produced Guncannon are the
only MS units that are better than it. The GM Command-S can take on Rick-Doms
in numbers but will get demolished by Gelgoogs. Produce them en masse and
overwhelm the enemy with numbers.


RGM-79SP GM Sniper II

Requirements: GM Sniper Custom, MS Level 13
Development: ???
Number per Unit: 3
Cost: 1800/2700
Production Time: 1 Turn
Sensors: C Armor: 120 Mobility: 18 Move: 6 Resources: 120 RPM: 2
Shield Equipped
Move: LdmftS
Attack: LDMfTAS
RPA: 25
Beam Sniper Rifle: POW: 96 Acc: 95 Range: 1-2  Anti-Air
Beam Saber: POW: 72 Acc: 80 Range: 0

Note: GM Sniper IIs are a LOT more Powerful than regular GM Snipers. They're
basically on par with the Zeon's Gelgoog--on a straight-up fight, they're
inferior as they have a lot less armor, but the fact that they can attack from
2 hexes away makes up for this deficiency. These will probably make up the bulk
of your forces toward the end of Part 1 and remain useful until midway into
part 2.

RGM-179 GM II
Requirements: GM, MS Level ?
Development: ?/? Turns
Number per Unit: 3
Cost: ?/?
Production Time: ? Turns
Sensors: B Armor: 140 Mobility: 22 Move: 6 Resources: 120 RPM: ?
Shield Equipped
Move: LSdmf
Attack: LASdmf
RPA:15
Beam Rifle: POW: 110 Acc: 70 Range: 1-1 Anti-Air
Beam Saber: POW: 80 Acc: 75 Range: 0
Vulcan: POW: 24 Acc: 40 Range: 1-1

Notes: The GM II is a unit used by all non-Zeon factions who are involved in
the Gryps Civil War. It￾fs a cheap, cannon fodder mass-production unit that￾fs
barely worth developing let alone producing, at least when compared to other,
far superior unit available to both sides around the same time, such as Nemo or
Marasai.

RGM-79D GM Model-D (Cold Climate Type)

Requirements: ???
Development: ???/? Turns
Number per Unit: 3
Cost: 1050/1800
Production Time: 1 Turns
Sensors: B Armor: 85 Mobility: 15 Move: 7 Resources: 120 RPM: ?
Shield Equipped
Move: LdMFT
Attack: LdMFTA
RPA: 10
MachineCannon: POW: 48 Acc: 60 Range: 1-1 Anti-Air
Head Vulcan: POW: 12 Acc: 35 Range: 1-1
Beam Saber: POW: 56 Acc: 80 Range: 0

Notes: This unit is useful as a scout due to its unusually Powerful sensors and
ability to handle rough terrains very well, all of them except deserts.


RGM-79N GM Custom


Requirements: ???
Development: ???/? Turns
Number per Unit: 3
Cost: 2400/3750
Production Time: 2 Turns
Sensors: C Armor: 165 Mobility: 28 Move: 7 Resources: 140 RPM: ?
Shield Equipped
Move: LdmFtS
Attack: LdmFtAS
RPA:10
GM Rifle: POW: 120 Acc: 70 Range: 1-1  Anti-Air
Head Vulcan: POW: 18 Acc: 40 Range:1-1
Beam Saber: POW: 90 Acc: 80 Range: 0

Notes: This is probably the first real Tier 2 suit. It￾fs slightly superior to
the GM II, and slightly inferior to the GM Quell. It specializes in nothing and
is a typical mass-production cannon fodder suit, but a pretty efficient one.
This unit will be your workhorse for both AEUG and Titans early in the Gryps
Conflict, at least until you get better units like the Rick Dias or Hizack.

RGM-79C GM Revised


Requirements: ???
Development: ???/? Turns
Number per Unit: 3
Cost: 1500/3300
Production Time: 1 Turns
Sensors: D Armor: 145 Mobility: 24 Move: 7 Resources: 120 RPM: ?
Shield Equipped
Move: LdmFtS
Attack: LdmFtaS
RPA:15
MachineCannon: POW: 96 Acc: 60 Range: 1-1  Anti-Air
Head Vulcan: POW: 18 Acc: 40 Range:1-1
Beam Saber: POW: 86 Acc: 80 Range: 0
Notes: The GM Kai is a suit that is sort of the transition point from Tier 1 to
Tier 2 suits. It￾fs a simple general-purpose with no specializations
whatsoever, a simple mass-production cannon fodder unit. It can be easily
mass-produced, and is a decent cannon fodder unit early on for the Titans until
they get the Hizack. It￾fs not as good as the GM Custom, but can be produced
twice as fast. It￾fs biggest problem is it￾fs slow as molasses on rough
terrain. I would recommend upgrading these when you get the chance. It kicks
ass in Part 1, but becomes a cannon fodder unit as soon as part 2 starts.

RGM-79C Powered GM

Requirements: ???
Development: ???/? Turns
Number per Unit: 3
Cost: 1500/3300
Production Time: ? Turns
Sensors: D Armor: 180 Mobility: 34 Move: 8 Resources: 150 RPM: ?
Shield Equipped
Move: LDmFtS
Attack: LDMFtaS
RPA: 35
Hyper Bazooka: POW: 140 Acc: 60 Range: 1-2  Anti-Air
Head Vulcan: POW: 18 Acc: 40 Range:1-1
Beam Saber: POW: 110 Acc: 75 Range: 0
Notes: The Powered GM is developed very late part 1/ early part 2 for the
Federation. The AI doesn￾ft like it so the only time you￾fll likely see it is
early in your Titans campaign. The suit is actually slightly superior to the GM
Quell across the board, and notably features the ability to hit from one hex
away as a mass-production mid-range fire support unit that isn￾ft as
specialized as a GM Sniper II or Guncannon that it can￾ft fight at close range.
If you need cheap Tier 2 mid-range firing support, especially on the ground as
it handles rough terrain very well, this is your suit.

RGM-79FP GM Striker


Requirements: ???
Development: ???/? Turns
Number per Unit: 1
Cost: 1250/2300
Production Time: ? Turns
Sensors: D Armor: 195 Mobility: 29 Move: 7 Resources: 165 RPM: ?
Shield Equipped
Move: LDMF
Attack: LaDMF
RPA:25
Machine Cannon: POW: 72 Acc: 50 Range: 1-1  Anti-Air
Beam Cannon: POW: 160 Acc: 75 Range:1-1
Beam Lance: POW: 75 Acc: 90 Range: 0
Notes: An ace-use, ground only unit, this unit has great handling on rough
terrain, and can survive pretty long in early part 2 thanks to a combination of
good mobility and armor. However, it￾fs weapons aren￾ft that good, and it has
no real specializations, despite being from a line of sniper units. The only
use I can think of for this unit is if you had a good commander you didn￾ft
want getting hurt who could pilot a suit and needed a leader for a ground
battle, but all the factions that have someone who fits this description either
can￾ft get this suit easily, or have better suits for this role. It￾fs sort of
pointless.

RAG-79-G1 Waterproof Gundam

Requirements: ???
Development: ???/? Turns
Number per Unit: 1
Cost: 1300/2850
Production Time: 2 Turns
Sensors: B Armor: 230 Mobility: 25 Move: 8 Resources: 160 RPM: ?
Move: LdmfTW
Attack: LdmfTWA
RPA: 20
Beam Rifle: POW: 132 Acc: 75 Range: 1-1 Non-Underwater Only
Head Vulcan?: POW: 48 Acc: 65 Range: 1-1
Torpedoes: POW: 85 Acc: 65 Range: 1-2 Underwater Only
Beam Pick: POW: 120 Acc: 85 Range: 0

Notes: An ace-use underwater suit. Much like its mass-production counteRPArt,
the Aqua GM, it￾fs rather inferior to most other Zeon Underwater suits. This
one however, is rather less so, but only because it￾fs an ace unit. It￾fs
probably not a good idea to actually put your aces in it, and it￾fs probably a
bad idea to even develop it.


RX-77-2 Guncannon

Requirements: Guntank, MS Level 6
Development: ???
Number per Unit: 1
Cost: 1650/2850
Production Time: 2 Turns
Sensors: B Armor: 220 Mobility: 14 Move: 5 Resources: 400 RPM: 2
Move: LDmftS
Attack: LDMFTAS
-------------
A-Type (Cannons)
RPA: 32
240mm Cannon: POW: 132 Acc: 60 Range: 2-3 Anti-Air
Beam Rifle: POW: 48 Acc: 75 Range: 1
Head Vulcan: POW: 24 Acc: 45 Range: 1
-------------
B-Type (Missiles)
RPA: 60
Shoulder Missile Launcher: POW: 48 Acc: 50: Range: 1-2  Anti-Air
Beam Rifle: POW: 16 Acc: 60 Range: 1
Head Vulcan: POW: 4 Acc: 40 Range: 1
Note: One of the UN's few ace pilot-oriented units, the Guncannon can be
developed early, and like the other UN ace pilot MS units, is vastly
overPowered compared to its Zeon counteRPArts. They're of great use, both on
land and in space. In terms of weaponry, I find the A-type to be most useful.
Not only does it take less RPA to use, but the 240mm Cannons are more Powerful
than the Missile Launcher (though the Missile launcher gets a higher overall
attack rating since it gets fired more)

RX-77-3 Guncannon Heavy Arms Type

Requirements: Guncannon, Base Level 6, MS Level 6,
Development: 2000/4 Turns
Max Units: 3
Number per Unit: 1
Cost: 1800/3100
Production Time: 2 Turns
Sensors: B Armor: 250 Mobility: 12 Move: 6 Resources: 200 RPM: 2
Move: LDMFt
Attack: LDMFTA
RPA: 35
Beam Cannon: POW: 176 Acc: 75 Range: 1-3  Anti-Air
Beam Rifle: POW: 54 Acc: 70 Range: 1
Head Vulcan: POW: 24 Acc: 45 Range: 1
Note: The Guncannon-3 is actually a better unit than vanilla Guncannons--better
armor and weapons for a small tradeoff in mobility. It costs less too. However,
the Achilles heel of this unit is that it's ground-only--once you take over the
Earth and the fighting moves to space, this unit becomes useless. A shame too,
because it's one of the few Ace Pilot-oriented MS units the UN can make.


RX-77D Guncannon Model-D (Mass-Production Type)

Requirements: Guncannon, MS Level 12
Development: ???
Number per Unit: 3
Cost: 1050/3000
Production Time: 1 Turn
Sensors: C Armor: 130 Mobility: 12 Move: 6 Resources: 200 RPM: 2
Move: LDmftS
Attack: LDMFTAS
RPA: 30
240mm Cannon: POW: 96 Acc: 65 Range: 2-3  Anti-Air
MachineCannon: POW: 60 Acc: 60 Range: 1
Head Vulcan: POW: 20 Acc: 35 Range: 1

Note: The Mass-Produced Guncannon is the UN's answer to the Dom/Rick-Dom. As
with most Zeon/UN comparisons, the (Rick) Dom is a little better, but the
Guncannon can attack from 2 hexes away so is invaluable. You probably won't
develop this until the battle has moved to space, but along with the GM-Sniper
II, this unit will probably be your primary firing support unit until about
midway into part 2.

RX-77-4 Guncannon II

Requirements: Guncannon Heavy Arms Type
Number per unit: 1
Development: 2000/4 Turns
Cost: 2500/3400
Production time: 2 Turns
Sensors: B Armor: 280 Mobility: 16, Move: 7 Resources: 200 RPM: 4
Move: LDSmf
Attack: LASDMF
RPA: 35
Beam Cannon: POW: 180 Acc: 85 Range: 1-3  Anti-Air
Beam Rifle: POW: 54 Acc: 75 Range: 1
Head Vulcan: POW: 24 Acc: 45 Range: 1

Notes: This suit is the Federation￾fs best ace-use sniper unit during the
One-Year War, though it￾fs requirements are rather high, so it￾fs more likely
you￾fll see this used by factions like the Titans and AEUG early in the Gryps
Civil War than by the Federation in the One-Year War.

Guntank

Requirements: Core Fighter, MS Level 4
Development: ???
Number per Unit: 1
Cost: 1200/2450
Production Time: 3 Turns
Sensors: B Armor: 180 Mobility: 8 Move: 5 Resources: 180 RPM: 1
Move: LDmfT
Attack: LDMFTA
RPA:30
120mm Cannon: POW: 128 Acc: 65 Range: 2-3  Anti-Air
Hand Cannons: POW: 48 Acc: 50 Range: 1-2
Note: The first MS unit you'll develop as the UN, and quite a good one, though
it has some disadvantages. Its movement rate is not good at all, and will bog
down your forces when moving in groups. Also it's pretty much a long-range
weapon only; at 1 hex it can't do all that much damage. Finally, it's terrible
in space so can really only be used to maximum effect on the Earth. Still, it's
a great support unit, and even better when you put your ace pilots in them.

RX-75 Guntank Mass-Production Type

Requirements: Guntank
Development: ???
Number per Unit: 3
Cost: 450/1800
Production Time: 1 Turn
Sensors: C Armor: 80 Mobility: 6 Move: 5 Resources: 180 RPM: 1
Move: LDmfT
Attack: LDMFTA
RPA: 25
120mm Cannon: POW: 72 Acc: 60 Range: 2-3  Anti-Air
Bob Missile: POW: 32 Acc: 45 Range: 1-2


RX-78-1 Prototype Gundam

Requirements: Guncannon
Development: 3500/6 Turns
Max Units: 1
Number per Unit: 1
Cost: 1500/3500
Production Time: 3 Turns
Sensors: A Armor: 300 Mobility: 38 Move: 7 Resources: 400 RPM: 3
Shield Equipped
Move: LwSdmf
Attack: LwASdmf
RPA:50
Beam Rifle: POW: 50 Acc: 60 Range: 1  Anti-Air
Head Vulcan: POW: 4 Acc: 50 Range: 1  Non-Underwater Weapon
Beam Saber: POW: 21 Acc: 75 Range: 0

Note: The first of the uber-MS Gundam line that the UN can make. The Prototype
Gundam will be a suit you can use from the minute you get it until the end of
the One-Year War. It's very Powerful and can be used in any terrain. The only
disadvantage is that all the other Gundams you can make are better than it. Put
your best pilots into it to make the best use of it.


RX-78-2 Gundam

Requirements: Proto Gundam, MS Level 8
Number per Unit: 1
Cost: 2800/4550
Production Time: 2 Turns
Sensors: C Armor: 320 Mobility: 32 Move: 7 Resources: 160 RPM: 3
Shield Equipped
Move: LdmFtwaS
Attack: LdmFtwaS
----------------
Type A (Beam Rifle)
RPA: 20
Beam Rifle: POW: 150 Acc: 70 Range: 1  Anti-Air
Head Vulcan: POW: 20 Acc: 50 Range: 1  Non-Underwater Weapon
Beam Saber: POW: 135 Acc: 75 Range: 0
----------------
Type B (Bazooka)
RPA:75
Hyper Bazooka: POW: 66 Acc: 50 Range: 1  Anti-Air
Head Vulcan: POW: 4 Acc: 50 Range: 1  Non-Underwater Weapon
Beam Saber: POW: 21 Acc: 75 Range: 0

Note:
The "vanilla" Gundam is better than the Prototype Gundam, but not by that much,
as a slight armor and mobility boost is all it gets. However, you can swap its
equipment, which is a plus. It's a tossup as to which weapon is better--the
Bazooka deals nearly double the damage of the Beam Rifle, but it doesn't fire
as many times and has lower accuracy in addition to the increased resource
output. Which you use is up to you. A note about this unit is that even after
you develop it, you can't produce any until after the White Base team breaks up.


No: 018
Gundam Magnetic Coating
Requirements: Special, Gundam
Development: 1000/2 Turns
Max Units: 1
Number per Unit: 1
Cost: 2000/3500
Production Time: 3 Turns
Sensors: A Armor: 320 Mobility: 50 Move: 7 Resources: 400 RPM: 4
Shield Equipped
Move: LwSdmf
Attack: LwASdmf
----------------
Type A (Beam Rifle)
RPA:60
Beam Rifle: POW: 58 Acc: 60 Range: 1  Anti-Air
Head Vulcan: POW: 4 Acc: 50 Range: 1  Non-Underwater Weapon
Beam Saber: POW: 21 Acc: 75 Range: 0
----------------
Type B (Bazooka)
RPA:90
Hyper Bazooka: POW: 66 Acc: 50 Range: 1  Anti-Air
Head Vulcan: POW: 4 Acc: 50 Range: 1  Non-Underwater Weapon
Beam Saber: POW: 21 Acc: 75 Range: 0

Note:
To develop this unit, you have to have developed Magnetic Coating technology,
and the 13th Independent Unit has to destroy Sharia's Mobile Armor. This unit
gets a big boost in mobility, but in other respects it really isn't that much
different than the regular Gundam. The Beam Rifle's Power goes up, but in
actuality you just get a couple of extra shots per attack. The increased
resource requirements, however, make it so that the Bazooka is an unattractive
option for this MS--stick with the Beam Rifle if you can.


RX-78-3 Gundam Model G-3

Requirements: Magnetic Coating, Gundam
Development: ???
Number per Unit: 1
Cost: 3250/4250
Production Time: 2 Turns
Sensors: C Armor: 300 Mobility: 40 Move: 8 Resources: 160 RPM: 4
Shield Equipped
Move: LdmFtwS
Attack: LdmFtwaS
RPA: 22
Beam Rifle: POW: 66 Acc: 60 Range: 1 Anti-Air
Head Vulcan: POW: 4 Acc: 50 Range: 1 Non-Underwater Weapon
Beam Saber: POW: 21 Acc: 75 Range: 0
Note: To develop this unit, you have to have developed Magnetic Coating
technology first. With the exception of the ALEX, (and of course the
overPowered Gundam Full Vernian) the G-3 Gundam is the best overall ace-pilot
use MS unit in the part 1 for the Federation. It can go toe-to-toe with just
about anything the Zeons can throw at you.



FA-78 Full Armor Gundam

Requirements: G-Armor, MS level 14
Development: 8000/10 Turns
Max Units: 1
Number per Unit: 1
Cost: 3100/5850
Production Time: 4 Turns
Sensors: C Armor: 415 Mobility: 25 Move: 6 Resources: 200 RPM: 4
Shield Equipped
Move: LwSdmf
Attack: LwASdmf
RPA: 25
Double Beam Cannon: POW: 228 Acc: 60 Range: 1-2 Anti-Air
240mm Cannon: POW: 105 Acc: 65 Range: 1-2
Head Vulcan: POW: 30 Acc: 50 Range: 1
Note: This Gundam revision is mad Powerful, and takes an incredible beating
before going down, but in many ways is less versatile than other Gundams. It's
got lousy mobility and reduced movement rate.  It also has no melee weapons,
which is a shame because its high Armor would make it a good meat (er, steel)
shield in stacks. Therefore, it's best to put a pilot with good Reaction into
it, and put it at the back of your ranks. This suit remains fairly strong into
part 2, but should be suicided in favor of faster suits by the arrival of Axis
at latest. The suit also has an optional equipment modification in the form of
a ￾gsled￾h carrying a mega particle cannon. While this does pack a massive
long-range punch, it leaves it even more vulnerable than usual. Also note that
it can only be used in space due to overheating problems.


FA-78-2 Heavy Gundam



Requirements: Full Armor Gundam
Development: ???
Number per Unit: 1
Cost: 3350/5400
Production Time: 2 Turns
Sensors: C Armor: 380 Mobility: 25 Move: 7 Resources: 180 RPM: 30
Move: LDmftS
Attack: LDMFTAS
RPA: 30
Beam Rifle: POW: 204 Acc: 65 Range: 1-1 Anti-Air
Beam Cannon: POW: 120 Acc: 70 Range: 1-2
Beam Saber: POW: 160 Acc: 70 Range: 0

Notes: The Heavy Gundam takes some notes from the Full Armor Gundam and gives
an improved design. While lighter in armor, it is faster and cheaper, and also
has melee capability, making it an in-between to the long-range, heavy armor
Powerhouse FA-G and the close range knight of the standard RX-78. But, it￾fs
not particularly good. It runs out of ammo faster than your average ace-use
suit, and while it is a jack of all trades, it￾fs a master of none. This suit
quickly wears out its welcome by mid Part 2.


RX-78XX Gundam Pixie

Requirements: Ground-Type Gundam
Number per unit: 1
Development: 2000/4 Turns
Cost: 2500/3400
Production time: 2 Turns
Sensors: B Armor: 200 Mobility: 50 Move: 9 Resources: 120 RPM: 4
Move: LDMFT
Attack: LDMFTA
RPA: 10
Machine Pistol: POW: 135 Acc: 60 Range: 1  Anti-Air
Beam Daggers: POW: 144 Acc: 85 Range: 0
Head Vulcan: POW: 20 Acc: 50 Range: 1

Notes: The Gundam Pixie is an interesting suit. While it￾fs armor is below
average for an ace-use suit, it￾fs mobility is one of the highest you￾fll see
until the Gryps Conflict, meaning in a good ace￾fs hands, this suit can remain
useful as a ground ace unit into early part 2. However, it lacks punch, but
it￾fs high mobility gives it a potentially high survivability, making it great
for defense of key points, and it￾fs high speed makes it a good scout or
guerilla.

RX-79[G] Gundam Model-G (Ground-Type)

Requirements: Proto Gundam, MS level 10
Development: ???
Number per Unit: 3
Cost: 2700/3450
Production Time: 4 Turns
Sensors: C Armor: 150 Mobility: 25 Move: 7 Resources: 220 RPM: 3
Move: LDMFt
Attack: LDmFta
--------------
Type A (Machine Cannon + Shield)
Shield Equipped
RPA: 35
Machinegun: POW: 21 Acc: 50 Range: 1 Anti-Air
Chest Vulcan: POW: 4 Acc: 45 Range: 1
Beam Saber: POW: 18 Acc: 70 Range: 0
--------------
Type B (Rocket Launcher)
RPA: 52
Machinegun: POW: 21 Acc: 50 Range: 1  Anti-Air
Rocket Launcher: POW:10 Acc:65 Range: 1-2
Chest Vulcan: POW: 4 Acc: 45 Range:1
Beam Saber: POW: 18 Acc: 70 Range: 0
--------------
Type C (Long Rifle)
RPA: 70
Long Rifle: POW: 30 Acc: 50 Range: 1-2  Anti-Air
Chest Vulcan: POW: 4 Acc: 45 Range:1

Note: The Ground-Type Gundam is a kick-ass weapon that comes in handy for the
Federation, as while it travels in squads of 3, it￾fs got strength rivaling
that of an ace-use unit. It is somewhat expensive, however, making it only
practical as a low-production model. This unit is very adaptable and great for
leading ground invasion forces during part 1

RX-78-NT1 G-ALEX (Armored Layers EXperimental)

Requirements: Special, G-3 Gundam, Base Level 11, MS level 11, MA level 7
Development: 10000/10 Turns
Max Units: 1
Number per Unit: 1
Cost: 3600/4800
Production Time: 2 Turns
Sensors: C Armor: 340 Mobility: 48 Move: 7 Resources: 170 RPM: 5
Shield Equipped
Move: LdmFTS
Attack: LdmFTaS
RPA: 25
Beam Rifle: POW: 180 Acc: 75 Range: 1 Anti-Air
90mm Gatling Guns: POW: 60 Acc: 70 Range: 1 Anti-Air
Beam Saber: POW: 150 Acc: 75 Range: 0
Head Vulcan: POW: 32 Acc: 50 Range: 1 Non-Underwater Weapon

Note:
To develop this unit, you need to have the Newtype Research Facility developed,
and you have to put Chris as its test pilot. (If you choose not to put Chris as
its pilot, it'll get stolen and the Zeon forces will start using it) This is
one of the best ace-use suits available to the EFSF. Excellent all-round stats
and bristling with weaponry, it makes a great addition to your forces. Note
that you're playing as the Zeon forces, you can steal this unit's plans in an
event--make sure your Intelligence department is well funded when starting
Project Rubicon.


RX-78-NT-1FA Full Armor Gundam ALEX

Requirements: Gundam ALEX
Development: ?
Max Units: 1
Number per Unit: 1
Cost: 3900/6200
Production Time: 2 Turns
Sensors: C Armor: 440 Mobility: 38 Move: 6 Resources: 170 RPM: 5
Shield Equipped
Move: LdmFTS
Attack: LdmFTaS
RPA:35
Beam Rifle: POW: 180 Acc: 75 Range: 1 Anti-Air
Beam Saber: POW: 150 Acc: 75 Range: 0
Head Vulcan: POW: 32 Acc: 50 Range: 1 Non-Underwater Weapon

Notes: The Full Armor version of the ALEX is its true form, a heavy assault
suit capable of converting to a general-purpose ace-use unit at a moment￾fs
notice. The only problem is that this conversion is one-way and cannot be
undone mid-combat, and even then is expensive to undo. Basically, it has the
ability to purge the full armor at any time, transforming to the regular ALEX,
and restoring its health. This is excellent for extended battles or large scale
sieges where you￾fre expecting to be outnumbered or outgunned, allowing this
thing to turn the tables. It has an extra one hundred armor points over its
regular form, but suffers a slight reduction in speed, evasion, and firePower,
but the ability to restore its health once regardless of condition makes it
worth this tradeoff usually, as long as you can afford the extra armor.



RX-78BD-1 Blue Destiny Unit 1

Requirements: Special, Surface GM
Development: 5000/6 Turns
Max Units: 1
Number per Unit: 1
Cost: 2000/3000
Production Time: 3 Turns
Sensors: A Armor: 250 Mobility: 40 Move: 8 Resources: 450 RPM: 5
Shield Equipped
Move: LDMF
Attack: LADMF
RPA:80
Machine Gun: POW: 40 Acc: 60 Range: 1  Anti-Air
Chest Missile: POW: 10 Acc: 50 Range: 1
Beam Saber: POW: 18 Acc: 75 Range: 0
Head Vulcan: POW: 4 Acc: 50 Range: 1

Note:
To develop this unit, in the Exam plotline, you have to accept Crust's
defection and assign Yu to be the test pilot. This is undeniably a great
ace-pilot unit--but it's worthless, because it's surface-only and by the time
you'll be able to develop it the battle for Earth will be long over. (at least
it should be...) Don't waste any money researching it.


Blue Destiny Unit 2  BD-2
Requirements: Special, Surface GM
Development: 5000/6 Turns
Max Units: 1
Number per Unit: 1
Cost: 2200/3200
Production Time: 3 Turns
Sensors: A Armor: 280 Mobility: 50 Move: 9 Resources: 450 RPM: 5
Shield Equipped
Move: LsDMF
Attack: LAsDMF
RPA:100
Machine Gun: POW: 50 Acc: 60 Range: 1  Anti-Air
Chest Missile: POW: 10 Acc: 50 Range: 1
Beam Saber: POW: 21 Acc: 80 Range: 0
Head Vulcan: POW: 4 Acc: 50 Range: 1

Note:
To develop this unit, in the Exam plotline, you have to accept Crust's
defection and assign Yu to be the test pilot, then send him off after Unit 2
when it gets stolen. Like BD-1, this is a great unit, but is of only limited
use because it's not so good in space battles. However, it's not completely
worthless like Unit 1 is. Note that if you're playing as the Zeon forces, you
can steal this unit in an event--send Nimbus after Crust, but don't let him go
after Unit 1 and Unit 3.


Blue Destiny Unit 3  BD-3
Requirements: Special, Surface GM
Development: 5000/6 Turns
Max Units: 1
Number per Unit: 1
Cost: 2200/3500
Production Time: 3 Turns
Sensors: A Armor: 300 Mobility: 48 Move: 9 Resources: 450 RPM: 5
Shield Equipped
Move: lSdmf
Attack: lASdmf
RPA: 100
Machine Gun: POW: 50 Acc: 60 Range: 1  Anti-Air
Chest Missile: POW: 10 Acc: 50 Range: 1
Beam Saber: POW: 21 Acc: 80 Range: 0
Head Vulcan: POW: 4 Acc: 50 Range: 1

Note:
To develop this unit, in the Exam plotline, you have to accept Crust's
defection and assign Yu to be the test pilot. This is really the only BD unit
that you'll really want to think about developing, as it's the only one that
fights well in space. However, like the other BD units, it drains resources
like water through a sieve, so it is of limited use for things like raids on
enemy Major Bases.

RX-78GP01Fb Gundam GP01 ￾gZephyrantes￾h Full Vernian

Requirements: Gundamjacking
Development: ???
Number per Unit: 1
Cost: ???
Production Time: 4 Turns
Sensors: S Armor: 400 Mobility: 85 Move: 12 Resources: 400 RPM: 6
Shield Equipped
Move: S
Attack: S
RPA: 60
Beam Rifle: POW: 90 Acc: 80 Range: 1
Head Vulcan: POW: 4 Acc: 50 Range: 1
Beam Saber: POW: 33 Acc: 80 Range: 0
Note:

RX-78GP02A Gundam GP02 ￾gPhysalis￾h

Requirements: Gundamjacking
Development: ???
Number per Unit: 1
Cost: /
Production Time: 3 Turns
Sensors: B Armor: 455 Mobility: 35 Move: 7 Resources: 260 RPM: 6
Shield Equipped
Nuclear Assault Shield ? Unaffected by nuclear weapons, including its own
Move: LDmFTS
Attack: LDmfTaS
RPA: 65
Atomic Bazooka: POW: 360 Acc: 99 Range: 2-4
Head Vulcan: POW: 140 Acc: 60 Range: 1
Beam Saber: POW: 255 Acc: 75 Range: 0

Notes: This unit is one of the most potentially devastating in the game, as it
carries the most powerful nuclear warhead in the game, twice the blast radius
of the Nuclear Zakus. This is a Nuclear Delivery system, a bomber, plain and
simple. The only reason Gato did so good piloting one is because he was a
badass. The unit￾fs weapons are only for self-defense. It￾fs all about the
nuke. This unit can only carry one at a time, and it has a blast radius of 2
hexes. This means it can get caught in its own blast, but it will always black
the blast with its shield. The unit is only acquired by Zeon if the
Gundamjacking succeeds or (I think) by the Federation if the Gundamjacking
fails. I￾fm not sure what causes this. This unit is a veritable superweapon if
you don￾ft care about your PR, and is great for leveling enemy columns on any
terrain (It handles rough terrain much better than Hellfire teams) and leading
an invasion. You may be tempted to assign an ace to this since it￾fs a 1 suit
per unit, but don￾ft. It￾fs a waste of their talents.

-------------------------------------------------------------------------
Earth Federation Mobile Armors
-------------------------------------------------------------------------
Note: The AEUG and Titans can also produce most of these units (except the
Gundam MA mode?)

Ball (Mass-Production Type)

Requirements: Ball Model-P, MA level 5
Development: ???
Number per Unit: 5
Cost: 425/450
Production Time: 1 Turn
Sensors: D Armor: 15 Mobility: 8 Move: 5 Resources: 70 RPM: 1
Move: S
Attack: S
RPA: 6
120mm Cannon: POW: 24 Acc: 65 Range: 1-2

Note: This is basically a lower-cost, lower-performance version of the Ball/P
Type. Overall it's not really worth it. Ball/P Types aren't all that much more
expensive, and the increase in performance is definitely worth it. For that
reason, there's not a whole lot of reason to develop this unit.


Ball Model-P (Early Production Type)

Requirements: MA level 3
Development: ???
Number per Unit: 5
Cost: 550/600
Production Time: 1 Turn
Sensors: D Armor: 20 Mobility: 10 Move: 5 Resources: 80 RPM: 1
Move: S
Attack: S
RPA: 8
120mm Cannon: POW: 36 Acc: 55 Range: 1-2

Note: This unit will be your saving grace in space in the early stages of the
game. You should develop it as soon as possible and use it instead of
Saberfish. It's basically like a tank unit in space. They're cheap, easily
replaceable, and can take on Zakus in fewer numbers than more conventional
weapons. By the end of the game you probably won't need them anymore, but early
on they're a godsend.


Gundam MA Mode
Requirements: G Armor, All tech levels 9
Development: 3000/2 Turns
Max Units: 1
Number per Unit: 1
Cost: 2500/3500
Production Time: 3 Turns
Sensors: A Armor: 280 Mobility: 50 Move: 10 Resources: 400 RPM: 6
Move: S
Attack: S
RPA: 60
Beam Rifle: POW: 50 Acc: 60 Range: 1


-------------------------------------------------------------------------
Earth Federation Armor Units
-------------------------------------------------------------------------

Type-61 Tank

Number per Unit: 5
Cost: 100/550
Production Time: 1 Turn
Sensors: D Armor: 15 Mobility: 6 Move: 6 Resources: 65 RPM: 1
Move: LDmfT
Attack: LDmfTa
RPA: 5
150mm Cannon: POW: 24 Acc: 45 Range: 1 Anti-Air

Notes: No matter how you look at it, the Type-61 Tank is a pretty darn lousy
unit. But it's the best unit you've got at the beginning of the game, and
really the only weapon you can use for surface battles, so you'll end up making
heavy use of them. Produce very large numbers of them to overwhelm the
enemy--it's the only way you can win with them. Remember to always provide your
invasion forces with a couple of these, as early game they￾fre your only method
of capturing control points on Earth (most of your forces being airborne)


RMV-1 Guntank II

Requirements: Guntank, MS Level 5
Development: ???
Number per Unit: 3
Cost: 750/2700
Production Time: 1 Turn
Sensors: C Armor: 120 Mobility: 10 Move: 6 Resources: 200 RPM: 1
Move: LDmfT
Attack: LDMFTA
RPA: 30
Rocket Launcher: POW: 90 Acc: 65 Range: 1-2 Anti-Air
Rifle Cannon: POW: 48 Acc: 60 Range: 2-3
Missile Launcher: POW: 32 Acc: 50 Range: 1

Notes: The Guntank II is a wonderful little unit that will do wonders for your
war effort towards the closing stages of your Earth campaign. It packs a mighty
punch for such an inexpensive unit, and can be used at range to harass your
enemies. It's also quite good as an anti-aircraft unit or bombardment type.
However, while it's great for shooting down aerial units, you have to be
careful as it's defenseless against aircraft at a range of 1.


Hovertruck

Requirements: General Tech Level 3
Development: ???
Number per Unit: 5
Cost: 300/500
Production Time: 1 Turns
Sensors: A Armor: 12 Mobility: 8 Move: 6 Resources: 120 RPM: 1
Minovsky Equipped (Small)
Move: LDMFT
Attack: LDMFTA
RPA: 6
20mm Vulcan: POW: 16 Acc: 50 Range: 1

Notes: Hovertrucks are a pretty good support unit for your other ground units,
and are one of the few ground vehicles that remain genuinely useful after you
develop mobile suits, as they can scout from long distance and provide Minovsky
particles for your sniper teams. It￾fs a good idea to assign one team to each
sniper team for defense from enemy snipers.

Big Tray-class Overland Battleship

Development: ???
Number per Unit: 1
Cost: 1400/7290
Production Time: 3 Turns
Sensors: B Armor: 700 Mobility: 6 Move: 6 Resources: 750 RPM: 5
Carrying Capacity: 8
Minovsky Equipped (Wide)
Move: LDmFT
Attack: LDmfTA
RPA: 60
Main Cannon: POW: 140 Acc: 60 Range: 1-3 Anti-Air
Long-Range Cannon: POW: 240 Acc: 50 Range: 2-4

Notes: The Big Tray is a great unit that you'll make good use of throughout
your campaign on Earth. It's basically a mobile base--it has tough-as nails
armor and a good carrying capacity. It also doubles as a very effective recon
unit, as it has great sensors and Minovsky capabilities. It's basically a
beefed-up version of the Zeon's Doubde.


-------------------------------------------------------------------------
Earth Federation Aircraft
-------------------------------------------------------------------------

Flying Manta Bomber

Number per Unit: 3
Cost: 420/510
Production Time: 1 Turn
Sensors: C Armor: 18 Mobility: 12 Move: 5 Resources: 140 RPM: 7
Minovsky Equipped (Short)
Move: A
Attack: LDMFTwa
RPA: 25
Bomb: POW: 30 Acc: 55 Range: 1 Anti-Ground, Anti-Water
Missile: POW: 25 Acc: 30 Range: 1

Notes: Flying Mantas will be your primary form of air support in the early
stages of the game. They're a "Jack of all trades, master of none" type of
unit. They're not as good at aerial bombardment as Deblocks, they can't take
out submarine units as well as Don Escargots, and they can't shoot down planes
as well as Tin Cods. However, they're quite simply the most versatile unit you
get to start with, so you'll make heavy use of them early on. Their Minovsky
capability is a nice bonus; you can use it to protect your fragile tanks. The
one downside is that Flying Mantas have really bad energy consumption.


Tin Cod Interceptor

Number per Unit: 5
Cost: 350/400
Production Time: 1 Turn
Sensors: D Armor: 10 Mobility: 13 Move: 6 Resources: 70 RPM: 5
Move: A
Attack: A
RPA: 5
25mm Vulcan: POW: 24 Acc: 45 Range: 1
Missile: POW: 20 Acc: 60 Range: 1

Notes: Your basic generic dogfighter. It's not too useful, but early in the
game, can be handy for taking out Zeon Dodais and Dopps, as well as Sub-Flight
Riders and the occasional Fat Uncle or Gaw if used in swarms. Saber Fish are
actually a lot better in this department.


Don Escargot Bomber

Number per Unit: 3
Cost: 210/480
Production Time: 1 Turn
Sensors: B Armor: 80 Mobility: 10 Move: 6 Resources: 160 RPM: 7
Minovsky Equipped (Short)
Move: A
Attack: W
RPA: 28
Depth Charge: POW: 140 Acc: 75 Range: 1-2 Anti-Water

Notes:
Don Escargots are a very specialized unit; they're planes specifically tailored
for taking out underwater units, and they can't do much else.  Underwater units
frequently have trouble taking out airplanes, so they can be quite useful. In
fact, they're the best weapon the UN has against marine enemies.


Fanfan Hovercraft

Number per Unit: 5
Cost: 200/300
Production Time: 1 Turn
Sensors: C Armor: 5 Mobility: 7 Move: 6 Resources: 50 RPM: 2
Move: LDMFT
Attack: Ldmft
RPA: 3
Missile: POW: 4 Acc: 30 Range: 1

Notes: Fanfans are the weakest units in the game, and can￾ft fly despite being
classified as aircraft. The only use for them is a cheap land cannon fodder
unit or light scout, due to their capability to handle rough terrain well.


Medea Aircarrier

Number per Unit: 1
Cost: 400/1200
Production Time: 1 Turn
Sensors: C Armor: 180 Mobility: 6 Move: 5 Resources: 650 RPM: 8
Carrying Capacity: 3
Minovsky Equipped (Wide)
Move: A
Attack: A
RPA: 15
Missiles: POW: 40 Acc: 35 Range: 1

Notes: Medeas are useful as troop transport and refueling stations (especially
for Flying Mantas) early in the game, but they lose their utility rather
quickly. They're pretty much worthless in battle. By the time you take over
North America you won't have much need for them, as mobile suits are fast
enough to not need air transports over most terrains. They are good for
carrying your Type 97s over rough terrain early game though.

Medea Revised Aircarrier

Number per Unit: 1
Cost: 600/1600
Production Time: 1 Turn
Sensors: C Armor: 300 Mobility: 12 Move: 6 Resources: 720 RPM: 8
Carrying Capacity: 3
Minovsky Equipped (Wide)
Move: A
Attack: A
RPA: 20
Missiles: POW: 50 Acc: 35 Range: 1

Notes: A simple upgrade of the Medea. Once you build it, replace all your
Medeas.

Deblock (Depp Rog) Heavy Bomber

Development: ???
Number per Unit: 1
Cost: 160/930
Production Time: 1 Turn
Sensors: C Armor: 90 Mobility: 9 Move: 5 Resources: 180 RPM: 9
Minovsky Equipped (Short)
Move: A
Attack: LDMFTw
RPA: 35
Bombs: POW: 120 Acc: 60 Range: 1-2

Notes: Deblocks are specialized bomber units. They're better than Flying
Mantas, but more expensive and come in fewer numbers per squadron, making it
sort of an ace unit early on. You'll be fine making do with Flying Mantas early
on, though it doesn't hurt to have a few Deblocks as well.

Scout Plane

Development: ???
Number per Unit: 3
Cost: 480/360
Production Time: 1 Turn
Sensors: A Armor: 10 Mobility: 14 Move: 6 Resources: 80 RPM: 9
Move: A
Attack: A
RPA: 6
Missiles: POW: 14 Acc: 35 Range: 1

Notes: This is the Federation￾fs scout plane. It￾fs a basic scout unit. Good
sensors and can cover ground quickly due to its flight capability, but has
little ability to defend itself or engage enemies, so it￾fs no good for
anything else except maybe as a decoy.

Garuda-class Air Battleship

Development: ???
Number per Unit: 1
Cost: 1300/9200
Production Time: 2 Turns
Carrying Capacity: 10
Sensors: B Armor: 1000 Mobility: 12 Move: 6 Resources: 800 RPM: 9
Minovsky Equipped (Short)
Move: A
Attack: A
RPA: 15
Mega Beam Guns: POW: 240 Acc: 60 Range: 1-3
Notes: This Federation airship usually isn￾ft developed until early to mid-way
through the Gryps Civil War by both AEUG and Titans. It￾fs for all intents and
purposes a bigger, tougher version of the Medea. It has borderline impenetrable
armor by most units in the atmosphere (except maybe by a swarm of strong
transformables), carries some decent long range punch, and carries a small
army, making it very useful in airborne invasions for carrying the bulk of your
ground troops.
-------------------------------------------------------------------------
Earth Federation Spacecraft
-------------------------------------------------------------------------

Toriaezu Attack Fighter

Number per Unit: 5
Cost: 250/350
Production Time: 1 Turn
Sensors: C Armor: 8 Mobility: 9 Move: 6 Resources: 60 RPM: 4
Move: AS
Attack: AS
RPA: 4
Vulcan: POW: 18 Acc: 40 Range: 1

Notes: This piece of garbage is even worse than the Fanfan. If you need a bunch
of units quick in an emergency to defend Luna 2, Toriaezus can pose some use,
though not much. Saber Fish are MUCH more useful for space fighting. But these
are sufficient as quick cannon fodder or decoys.


Saber Fish Superiority Fighter

Number per Unit: 5
Cost: 550/500
Production Time: 1 Turn
Sensors: D Armor: 12 Mobility: 16 Move: 6 Resources: 80 RPM: 6
Move: AS
Attack: AS
RPA: 6
Vulcan: POW: 32 Acc: 45 Range: 1
Missiles: POW: 25 Acc: 60 Range: 1

Notes: Until you can develop MS units or Balls, Saber Fish are going to be your
primary unit for defending Luna 2 at the early stages of the game. Much like
the 61-Type tanks, they're not good units by any stretch of the imagination,
but they're better than nothing. Once you develop Balls you can also use Saber
Fish as more or less shields; the Saber Fish in the front lines taking up the
bulk of enemy attacks while the Balls attack from a distance.


Core Fighter

Requirements: Operation V
Development: 1500/2 Turns
Number per Unit: 1
Cost: 400/500
Production Time: 1 Turn
Sensors: A Armor: 30 Mobility: 30 Move: 7 Resources: 180 RPM: 6
Move: AS
Attack: ldmftwAS
RPA: 15
30mm Vulcan: POW: 48 Acc: 60 Range: 1
Missiles: POW: 18 Acc: 40 Range: 1

Notes: To develop the Core Fighter, you must start Operation V. It is
absolutely critical to develop as it's the launch point for all MS development.
But as a unit into itself, it's not that great. Still, until you have MS units
of your own, they can be useful as ace pilot units; just make sure to put them
at the back of your ranks. Overall though they're not worth producing, just
developing.


Core Booster

Requirements: Core Fighter, All tech levels 5
Development: 2000/4 Turns
Number per Unit: 1
Cost: 340/860
Production Time: 1 Turn
Sensors: C Armor: 80 Mobility: 28 Move: 8 Resources: 120 RPM: 7
Move: AS
Attack: LMDFTWAS
RPA: 18
Mega Particle Cannon: POW: 108 Acc: 60 Range: 1-2
30mm Vulcan: POW: 48 Acc: 60 Range: 1
Air-Surface Missile: POW: 60 Acc: 60 Range: 1 Anti-Ground

Notes: The Core Booster is substantially better than the Core Fighter,
especially with its Mega Particle Cannon, but it's still not that great a unit
and gets shot down fairly easily. Overall, it's not worth developing, except
maybe as a scout fighter.

Core Booster II

Requirements: Core Booster
Cost: 360/1400
Production time: 1 turn
Sensors: C Armor: 140 Mobility: 30 Move: 9 Resources: 150 RPM: 10
Move: AS
Attack: LDMFTWAS
RPA: 20
Vulcan: POW: 180 Acc: 65 Range: 1

Notes: This unit has higher mobility, speed, and armor than the standard Core
Booster, but far less weaponry, relegating it to a high speed scout fighter or
decoy unit, but it￾fs a rather expensive one. You￾fd be better off producing a
specialist suit for scouting or a cannon fodder unit.


G Fighter

Requirements: G Armor
Development: ???
Number per Unit: 1
Cost: ???
Production Time: 2 Turns
Sensors: A Armor: 100 Mobility: 25 Move: 7 Resources: 300 RPM: 5
Move: AS
Attack: LASDMF
RPA: 35
Beam Cannon: POW: 33 Acc: 60 Range: 1-2
Air-Surface Missile: POW: 16 Acc: 40 Range: 1-2 Anti-Ground

Notes: Oddly enough, this unit can prove quite useful for the Federation
forces. The Federation has a whole lot of ace pilots that are great leaders but
can't pilot MS units. The G-fighter is a good back door, as just about anyone
can ride one, and it's tough enough to stand up to MS units, at least for a
little while. (still, be sure to put it in the back ranks) It's pretty
versatile too.


G-Armor

Requirements: Gundam, MA level 7
Development: 5000/8 Turns
Max units: 1
Number per Unit: 1
Cost: 2500/6000
Production Time: 2 Turns
------------
G-Armor form
Sensors: A Armor: 320 Mobility: 20 Move: 6 Resources: 400 RPM: 7
Move: AS
Attack: LASDMF
RPA: 40
Beam Cannon: POW: 33 Acc: 60 Range: 1-2
Air-Surface Missile: POW: 16 Acc: 40 Range: 1-2 Anti-Ground
-------------
Gundam Form
Sensors: A Armor: 320 Mobility: 40 Move: 6 Resources: 400 RPM: 3
Move: LwSdmf
Attack: LwASdmf
RPA: 40
Beam Rifle: POW: 50 Acc: 60 Range: 1  Anti-Air
Head Vulcan: POW: 4 Acc: 50 Range: 1
Beam Saber: POW: 21 Acc: 75 Range: 0

Notes: The G Armor is an extremely useful unit as it's essentially an extra
Gundam-Class unit. As the UN is short on ace-pilot units, any extra one you can
use is great. Transforming ability is the icing on the cake. Put one of your
better pilots into it.


G Fighter (Gundam)
Requirements: G Armor, MA Level 8
Development: 1500/2 Turns
Sensors: A Armor: 320 Mobility: 18 Move: 6 Resources: 400 RPM: 10
Move: AS
Attack: LwASDMF
RPA: 50
Beam Rifle: POW: 25 Acc: 60 Range: 1 Anti-Ground Anti-Water
Beam Cannon: POW: 33 Acc: 60 Range: 1-2
Air-Surface Missile: POW: 16 Acc: 40 Range: 1-2 Anti-Ground

Notes: This is the most unusual "unit" in the game, in that's not really a unit
at all. It's an additional transformation that the G Armor gets. Once you
research it, your G-Armor will be able to transform into this form. This is in
many ways the most versatile of the G Armor forms, as it can attack virtually
any terrain and has two Powerful weapons. (the Beam Rifle and Beam Cannon) The
downside is the increased Resource consumption and the lack of a melee weapon.
All in all the Gundam form is the most useful of the G Armor forms, though this
one is pretty useful too.


Public-class Support Craft

Requirements: Base Level 7
Development: 2500/2 Turns
Number per Unit: 3
Cost: 300/870
Production Time: 1 Turn
Sensors: D Armor: 35 Mobility: 8 Move: 6 Resources: 220 RPM: 6
Beam Interference Unit
Move: S
Attack: S
RPA: 40
Missiles: POW: 42 Acc: 50 Range: 1

Notes: As a fighter, the Public is basically useless--it can't hit with its
weapons, which are also weak. Its main use is that it is the only UN unit that
can produce Beam Interference fields. This unit has little use in part 1 unless
Zeon has managed to mass-produce Gelgoogs, but can be very useful in part 2
onward as more forces begin to employ suits with long range beam weaponry.


-------------------------------------------------------------------------
                           Earth Federation Ships
-------------------------------------------------------------------------

Salamis-class Frigate

Cost: 700/4200
Production time: 2 turns
Sensors: B Armor: 380 Mobility: 8 Move: 6 Resources: 460 RPM: 8
Minovsky Equipped (Short)
Move: S
Attack: S
RPA: 25
Main Cannon: POW: 128 Acc: 50 Range: 2-3
Missiles: POW: 45 Acc: 35 Range: 1-3
Anti-Aircraft Cannons: POW: 50 Acc: 30 Range: 1

Notes: The Salamis is for all intents and purposes the Federation equivalent of
Zeon's Musai. Statistically it's virtually the same. They're acceptable in
terms of space combat, but of limited use because they can't carry any units.
Don't bother making any new ones aside from the ones you start with.


Magellan-class Destroyer

Cost: 1000/5700
Production time: 3 turns
Sensors: A Armor: 520 Mobility: 10 Move: 7 Resources: 500 RPM: 9
Minovsky Equipped (Wide)
Move: S
Attack: S
RPA: 30
Main Cannon: POW: 176 Acc: 50 Range: 2-4
Missile: POW: 60 Acc: 35 Range: 1-3
Anti-Aircraft Cannnons: POW: 76 Acc: 30 Range: 1

Notes: As the Salamis is the Federation equivalent of the Zeon Musai, the
Magellan is the UN equivalent of the Chivay, though it is slightly better as it
has better movement. Magellans make good fire support units, but like the
Salamis, aren't fantastically useful as they can't carry units.


Columbus-class Freighter

Cost: 200/1200
Production time: 1 turn
Sensors: C Armor: 200 Mobility: 3 Move: 5 Resources: 650 RPM: 6
Carrying Capacity: 5
Move: S
Attack: N/A
RPA: 0 (N/A)

Notes: The Columbus is entirely a troop transport, and can't actually attack.
However, it's fairly useful nonetheless, as the UN doesn't have much in the way
of unit carriers. Obviously you'll want to have fighter escorts when using the
Columbus because it will get shot down VERY easily if you don't. Once you
develop warships with carrying capability, the only thing this is good for is a
resupply station or decoy. Although it can be upgraded to the Columbus Revised,
there￾fs little point to this as it￾fs still a piece of junk.

Columbus-class Revised Freighter

Cost: 400/1700
Production time: 1 turn
Sensors: C Armor: 280 Mobility: 6 Move: 6 Resources: 760 RPM: 6
Carrying Capacity: 5
Move: S
Attack: N/A
RPA: 0 (N/A)

Notes: This unit is pretty pointless. It takes the rather crappy Columbus and
improves only slightly. It￾fs hardly worth the price unless you￾fre expecting
your fleet to be attacked before you reach the target, as it still only
functions as a space troop transport/refueling station or an emergency decoy.
It￾fs probably a bad idea to produce this.

U-Type Submarine

Cost: 600/2600
Production time: 1 turn
Sensors: B Armor: 240 Mobility: 8 Move: 8 Resources: 560 RPM: 6
Carrying Capacity: 5
Minovsky Equipped (Small)
Move: W
Attack: LdmftW
RPA: 25
Torpedo: POW: 125 Acc: 70 Range: 1-2
Surface Missile: POW: 112 Acc: 50 Range: 1-2 Anti-Ground Weapon

Notes: Submarines are the best form of troop transport early in the game, so
you'll make good use of the U-Type in your invasions, especially for Hawaii,
California, and Kilimanjaro. Overall the U-Type is better than the M-type in
that respect; it can more easily deploy all its forces in a single turn, and it
can move farther per turn as well. It's less combat-capable than the M-type,
but the Federation is Powerless underwater even with the M-type, so this hardly
matters.


M-Type Submarine

Cost: 1000/3900
Production time: 2 turns
Sensors: A Armor: 350 Mobility: 12 Move: 7 Resources: 780 RPM: 8
Carrying Capacity: 8
Minovsky Equipped (Wide)
Move: W
Attack: lWdmf
RPA: 45
Torpedo: POW: 175 Acc: 65 Range: 1-3
Surface Missile: POW: 180 Acc: 50 Range: 1-3 Anti-Ground Weapon

Notes: As a general unit, the M-type is better than the U-type as it has better
stats, sensors, weapons, and can hold more units. However in practice it's
frequently less useful as it's difficult to deploy all 8 units it can carry
simultaneously. Still, if you've got money to burn, it can help to invest in a
few of these.


Salamis-class Frigate Model-K (Late Production Model)

Requirements: Vinson Project
Development: ???
Cost: 700/4200
Production time: 2 turns
Sensors: B Armor: 380 Mobility: 8 Move: 6 Resources: 460 RPM: 8
Carrying Capacity: 3
Minovsky Equipped (Small)
Move: S
Attack: S
RPA: 25
Main Cannon: POW: 128 Acc: 50 Range: 2-3
Missile: POW: 45 Acc: 35 Range: 1-3
Anti-Aircraft Cannons: POW: 50 Acc: 30 Range: 1

Notes: To develop this unit, you have to enact the Vinson Project. If you Aside
from a slightly higher mobility, this is identical to a vanilla Salamis--the
primary difference being that this model can carry units. As such, this is by
far the better model to produce.


Magellan-class Destroyer Model-K (Late-Production Model)

Requirements: Vinson Project
Development: ???
Cost: 1100/6600
Production time: 3 turns
Sensors: A Armor: 600 Mobility: 10 Move: 7 Resources: 520 RPM: 9
Carrying Capacity: 4
Minovsky Equipped (Wide)
Move: S
Attack: S
RPA: 30
Main Cannon: POW: 132 Acc: 50 Range: 2-4
Missile: POW: 60 Acc: 35 Range: 1-3
Anti-Aircraft Cannons: POW: 72 Acc: 30 Range: 1

Notes: To develop this unit, you have to enact the Vinson Project. Again, like
the Salamis S, the Magellan S is virtually identical to a regular Magellan,
except that it can carry units, and thus is more useful.


Pegasus-class Battlecarrier

Requirements: Operation V OR Base Level 9
Development: ???
Cost: 1400/8200
Production time: 3 turns
Sensors: B Armor: 740 Mobility: 12 Move: 8 Resources: 600 RPM: 10
Carrying Capacity: 6
Minovsky Equipped (Wide)
Move: aS
Attack: ldmftwAS
RPA: 45
Main Cannon: POW: 105 Acc: 40 Range: 2-4
Mega Particle Cannon: POW: 165 Acc: 40 Range: 2-4
Missiles: POW: 20 Acc: 35 Range: 1-3

Notes: To develop this unit, you must start Operation V. If you don't start
Operation V, you'll get the option to develop this unit after turn 20 and your
Base level is 9 or over. The Pegasus is one of the most useful units that the
UN can develop; it can carry a decent number of troops, can be used on the
surface and in space, can make atmospheric entry, and packs a decent punch with
its weapons.


White Base-class Battlecarrier

Requirements: Operation V OR Pegasus + Base Level 10
Development: ???
Cost: 1700/8800
Production time: 3 turns
Sensors: B Armor: 800 Mobility: 15 Move: 8 Resources: 600 RPM: 10
Carrying Capacity: 6
Minovsky Equipped (Wide)
Move: aS
Attack: ldmftwAS
RPA: 50
Main Cannon: POW: 66 Acc: 60 Range: 2-4
Mega Particle Cannon: POW: 33 Acc: 60 Range: 2-3
Missile: POW: 20 Acc: 30 Range: 1-3

Notes: To develop the White Base, you need to either collect the data from the
RX series, or develop the Pegasus and have a Base level of 10. It's basically a
beefy version of the Pegasus, with better armor and mobility, and a prime
candidate for your cruiser pilots. Note that like the Gundam, even after
developing this unit, you can't produce it until after the White Base team
breaks up.

Grey Phantom-class Battlecarrier

Requirements: White Base
Development: ???
Cost: 1800/9900
Production time: 3 turns
Sensors: B Armor: 900 Mobility: 16 Move: 8 Resources: 700 RPM: 10
Carrying Capacity: 9
Minovsky Equipped (Wide)
Move: aS
Attack: ldmftwAS
RPA: 50
Mega Particle Cannon: POW: 195 Acc: 55 Range: 2-4
Main Cannon: POW: 90 Acc: 40 Range: 2-4
Missiles: POW: 60 Acc: 35 Range: 1-3
Autocannons: POW: 96 Acc: 30 Range: 1

Notes: The Grey Phantom is a simple overall upgrade to the Pegasus-class. Worth
it, especially to upgrade to the Albion-class.

Albion-class Battlecarrier

Requirements: Grey Phantom
Development: ???
Cost: 1900/11000
Production time: 3 turns
Sensors: B Armor: 1000 Mobility: 17 Move: 8 Resources: 780 RPM: 10
Carrying Capacity: 9
Minovsky Equipped (Wide)
Move: aS
Attack: ldmftwAS
RPA: 60
Mega Particle Cannon: POW: 210 Acc: 55 Range: 2-4
Beam Cannons: POW: 120 Acc: 40 Range: 2-4
Autocannons: POW: 75 Acc: 40 Range: 1-3
Missile: POW: 105 Acc: 35 Range: 1-3

Notes: The Albion is one of the most powerful ships the Federation has during
the One Year War, but is quickly outclassed by the Argama-class and the Dogosse
Gier-class.

Magellan-class Destroyer Revised

Requirements: Magellan Model-K
Development: ???
Cost: 1200/7900
Production time: 3 turns
Carrying Capacity: 4
Sensors: A Armor: 720 Mobility: 14 Move: 7 Resources: 580 RPM: 10
Carrying Capacity: 6
Minovsky Equipped (Wide)
Move: S
Attack: S
RPA: 38
Main Cannon: POW: 260 Acc: 50 Range: 2-5
Autocannons: POW: 140 Acc: 40 Range: 1-3

Notes: The Magellan remains half-decent into the Gryps Civil War with this
revision, and can at least be a light troop carrier, but it￾fs not that good
compared to new model ships that become available during this time.

Salamis-class Frigate Revised

Requirements: Salamis Model-K
Development: ???
Cost: 1000/6400
Production time: 2 turns
Sensors: B Armor: 580 Mobility: 12 Move: 6 Resources: 520 RPM: 10
Carrying Capacity: 6
Minovsky Equipped (Wide)
Move: S
Attack: S
RPA: 32
Main Cannon: POW: 200 Acc: 50 Range: 2-4
Autocannons: POW: 75 Acc: 40 Range: 2-4
Missile: POW: 108 Acc: 35 Range: 1-3
Anti-Spacecraft Cannons: POW: 50 Acc: 30 Range: 1-3

Notes: The Salamis-class Revised becomes very useless during the course of part
2. Another One Year War relic that wears out its welcome fast. Suicide them in
favor of newer model ships ASAP.








Irish-class Battleship













Requirements: ???
Development: ???
Cost: 1600/13200
Production time: 3 turns
Sensors: A Armor: 1200 Mobility: 15 Move: 7 Resources: 900 RPM: 10
Carrying Capacity: 0
Minovsky Equipped (Wide)
Move: S
Attack: S
RPA: 50
Main Cannon: POW: 240 Acc: 50 Range: 2-5
Mega Particle Cannon: POW: 120 Acc: 40 Range: 2-5
Autocannons: POW: 90 Acc: 40 Range: 1-3
Anti-Spacecraft Missiles: POW: 90 Acc: 30 Range: 1-3

Notes: This is a rare ship that cannot carry troops, making it seemingly far
less useful, but it has higher firepower than any other ship of its time,
making it a decent heavily armored (albeit inaccurate and expensive) space
bombardment unit that can help support assaults and invasions of colonies.
Overall though, I would recommend higher speed mobile suits to do this job
instead though.
-------------------------------------------------------------------------
Principality of Zeon Mobile Suits
-------------------------------------------------------------------------

MS-05 Zaku I

Number per Unit: 3
Cost: 600/900
Production Time: 1 Turn
--------------
Equipment Type-A (Machinecannon)
RPA: 6
Sensors: D   Armor: 40  Mobility: 8 Move: 6  Resources: 80 RPM: 2
Move: LdmftS
Attack: LdmftaS
Zaku Machinecannon POW: 24 Acc: 50 Range: 1  Anti-Air
Heat Hawk POW: 40 Acc: 70 Range: 0
---------------
Equipment Type-B (Bazooka)
RPA: 9
Sensors: D   Armor: 40  Mobility: 7 Move: 5  Resources: 80 RPM: 2
Move: LdmftS
Attack: LdMFtaS
Zaku Bazooka: POW: 36 Acc: 60 Range: 1  Anti-Air
Heat Hawk POW: 40 Acc: 70 Range: 0

Notes: A rather crappy unit. Since you can already make Zaku IIs at the start
of the Zeon campaign, it's not worth making any more of these than what you
start with as Zeon, unless you somehow steal these from the Zeon as Federation
(Which I￾fm not sure you can). As with most One-Year War era Zakus, it has two
equipment types. Machinecannon tends to do less damage but has a lower resource
consumption rate, and bazooka slows down the unit slightly. This means bazookas
are better for defense, and machinecannons are better for assault. This unit is
adequate against tanks and fighters and not much else. It￾fs probably best to
immediately phase these out by upgrading them to Zaku IIs, which are superior
in every field. The only reason to build more of these is as decoys or garrison
units, but you￾fd probably be better off using tanks or fighters for that.
It￾fs worth noting this is both the cheapest and worst performing mobile suit
in the game.


MS-05/RR Zaku I (Ramba Ral's Custom unit)
Max units: 1
Number per Unit: 1
Cost: 130/380
Production Time: Instant (refit)
Sensors: C Armor: 80 Mobility: 20 Move: 6 Resources: 80 RPM:2
Move: LdmftS
Attack: LdmftAS
RPA: 10
Zaku MachineCannon: POW: 12 Acc: 40 Range: 1 Anti-Air
Heat Hawk: POW:9 Acc: 65: Range: 0

Notes: For a Zaku I this is pretty good. It's basically a souped-up Zaku I-A,
and is even better than Zaku II C or F types. But it's still a Zaku I. Once you
develop the Zaku J or S you can put this one out to pasture.

MS-05/3S Zaku I (Black Tri-Star￾fs Custom unit)
Max units: 3
Number per unit: 1
Cost: 200/310
Production time: Instant (Refit)
Sensors: C Armor: 70 Mobility: 23 Move: 6 Resources: 80 RPM:2
Move: LdmftS
Attack: LdmftAS
RPA: 10
Zaku Bazooka: POW 36 Acc: 60 Range: 1 Anti-Air
Heat Hawk: POW: 50 Acc: 70 Range: 0

Notes: This is basically like the Zaku I-B version of Ramba Ral's Zaku I. Same
advice applies.


MS-06C Zaku II Early Production Model (Model-C)

Number per unit: 3
Cost: 600/1350
Production time: 1 turn
--------------
Equipment Type-A (Machinecannon)
RPA: 15
Sensors: D Armor: 60 Mobility: 9 Move: 6 Resources: 100 RPM: 2
Move: LdmftS
Attack: LdmftaS
Zaku Machinecannon: POW: 32 Acc: 50 Range: 1 Anti-Air
Heat Hawk: POW: 50 Acc: 70 Range: 0
---------------
Equipment Type-B (Bazooka)
RPA: 22
Sensors: D Armor: 60 Mobility: 8 Move: 6 Resources: 100 RPM: 2
Move: LdmftS
Attack: LdMFtaS
Zaku Bazooka: POW: 12 Acc: 60: Range: 1 Anti-Air
Heat Hawk POW: 12 Acc: 70: Range: 0

Notes: This is going to be your workhorse MS throughout the early stages of the
game and the invasion of Odessa at least. It can stomp on early UN units with
ease. However it becomes outclassed quickly by Guntanks. Later on it￾fs best
only in garrison forces, or for support of better units.


MS-06/CA Zaku II (Char Aznable's Custom unit)
Max Units: 1
Number per unit: 1
Cost: 300/400
Production time: Instant (Refit)
Sensors: C Armor: 65 Mobility: 30 Move: 6 Resources: 300 RPM: 2
Move: LSdmf
Attack: LaSdmf
RPA: 32
Zaku Bazooka: POW: 16 Acc: 60: Range: 1 Anti-Air
Heat Hawk POW: 12 Acc: 70: Range: 0

Notes: With the exception of Dozle's Zaku, this is the most powerful unit
you'll start the game with. It's even better than the Zaku II-S. You'll put it
to good use at the beginning of the game taking down UN cruisers.


MS-06S/DZ Zaku II Command-Model (Dozle Zabi Custom unit)
Number per unit: 1
Cost: 100/670
Production time: Instant (refit)
Sensors: C Armor: 130 Mobility: 23 Move: 6 Resources: 120 RPM: 3
Move: LdMFTS
Attack: LdMFTaS
RPA: 15
Zaku Machinegun: POW: 60 Acc: 55 Range: 1 Anti-Air
Heat Hawk: POW: 128 Acc: 99 Range: 0

Notes: Odd that you've got a Zaku II-S at the beginning of the game without
having actually developed the base model. Regardless, this is the most powerful
unit you'll have at the beginning of the game. It's even more powerful than
Goufs, (though not the prototype Gouf) so it has more lasting power than any
other early unit. It￾fs also excellent in melee combat.

MS-06S/GZ Zaku II Command-Model (Garma Zabi Custom unit)
Number per unit: 1
Cost: 130/570
Production time: Instant (refit)
Sensors: C Armor: 120 Mobility: 32 Move: 7 Resources: 120 RPM: 3
Move: LDMFTS
Attack: LDMFTAs
RPA: 15
Zaku Machinecannon: POW: 60 Acc: 55 Range: 1 Anti-Air
Heat Hawk: POW: 75 Acc: 80 Range: 0
Head Vulcan: POW: 16 Acc: 35 Range: 1 Anti-Air

Notes: Garma￾fs custom Zaku, it handles amazingly well on the ground, and a
little less in space. This suit is excellent makes Garma an excellent leader
for your ground invasion forces, until the Federation begins producing
Gundam-class mobile suits, at which point you should upgrade him. It has weaker
armor than Dozle￾fs, but much higher mobility.

MS-06C+ Zaku II Model-C+ (Nuclear equipped/Hellfire Team)
Requirements: Launch invasion of Luna 2
Number per unit: 3
Development: ???
Cost: 520/1,200
Production time: Instant (refit)
Sensors: D Armor: 60 Mobility: 7 Move: 4 Resources: 100 RPM: 2
Nuclear Warhead Equipped
Move: ldmftS
Attack: LDmfTaS
RPA: 18
Nuclear Bazooka: POW: 270 Acc: 80 Range: 2-3

Note: When Delaz presents his plan to invade Luna 2, Gato will suggest you
break the Antarctic Treaty and use nuclear weapons. This unit will then be
built (one squadron of them for free, but you can develop a plan to build more
immediately after). It￾fs vulnerable at close-range, making it critical you put
these near the back of your ranks or have them be escorted by something tough
like a Rick Dom. But it's got nukes--it can blow the crap out of just about
anything that gets in its firing range. Very good for shooting down enemy
cruisers or large concentrated groups of grunt units like Balls. This will be
critical to victory in the final battles of the game, as you are bound to be
seriously outnumbered in your final two invasions, Luna 2 and Jaburo. Note that
each time you fire the nukes, you will suffer a penalty to your order gauge,
making using them a bit of a gamble. You risk riots the more you use them, and
if that happens, you will find it difficult to proceed to the next major
invasion, so if you use them, it better be worth it. Make sure you win.


MS-06F Zaku II Model-F (Mass-Production Model)

Requirements: None
Number per unit: 3
Development: ???
Cost: 900/1200
Production time: 1 Turn
--------------
Equipment Type-A (Machinecannon)
RPA: 8
Sensors: D Armor: 50 Mobility: 14 Move: 6 Resources: 100 RPM: 2
Move: LdmFtS
Attack: LdmftaS
Zaku Machinecannon: POW: 32 Acc: 50 Range: 1 Anti-Air
Heat Hawk: POW: 50 Acc: 70 Range: 0
---------------
Equipment Type-B (Bazooka)
RPA: 12
Sensors: D Armor: 50 Mobility: 12 Move: 5 Resources: 100 RPM: 2
Move: LdmFtS
Attack: LdmftaS
Zaku Bazooka: POW: 48 Acc: 60 Range: 1  Anti-Air
Heat Hawk POW: 50 Acc: 70 Range: 0
-------------------------
Equipment Type-C+ Skiure Form
Sensors: C Armor: 50 Mobility: 10 Move: 4 Resources: 100 RPM: 6
Move: S
Attack: S
RPA: 18
Beam Cannon: POW: 105 Acc: 70 Range: 2-3

Notes: This is probably the first unit you'll develop. It's really only
marginally better than Zaku II-Cs, though since it's a prerequisite for every
single Zeon MS, you pretty much have to build it. Still, it's a good unit for
the invasion of North America. It￾fs usually slightly cheaper and more worth it
to develop Model-C￾fs instead of these. Skiure Mode is only accessible via
upgrade.


MS-06F/SM Zaku II (Shin Matsunaga's Custom Unit)
Requirements: Zaku II Model-F
Max Units: 1
Number per unit: 1
Development: Instant (Refit)
Cost: 100/380
Production time:
Sensors: C Armor: 95 Mobility: 23 Move: 6 Resources: 100 RPM: 2
Move: LdmFtS
Attack: LdMFtAS
RPA: 12
Zaku Machinegun: POW: 32 Acc: 50 Range: 1 Anti-Air
Heat Hawk: POW: 50 Acc: 75 Range: 0

Notes: This unit looks kind of goofy, but is pretty good. It's like Zaku-II
equivalent of the Ramba Ral Zaku I, and is about on par with Char's Zaku.
Useful for the invasion of North America.

MS-06F/JR Zaku II (Johnny Raiden's Custom Unit)
Requirements: Zaku II-F
Max Units: 1
Number per unit: 1
Development:
Cost: ???
Production time:
Sensors: C Armor: 80 Mobility: 31 Move: 6 Resources: 300 RPM: 2
Move: LSdmfs
Attack: LASdMsF
RPA: 12
Zaku Bazooka: POW: 48 Acc: 60 Range: 1 Anti-Air
Heat Hawk: POW: 50 Acc: 75 Range: 0

Notes: Johnny Raiden's Zaku is virtually the same as Char's Zaku. It's got
slightly better mobility and slightly less armor, but that's about it. Like
Shin Matsunaga's Zaku, this is a good unit to use to invade North America.

MS-06J Zaku II Model-J (Ground Combat Type)

Requirements: Zaku II-F
Number per unit: 3
Development: ???
Cost: 750/1350
Production time: 1 Turn
Sub-Flight System Compatible
-------------
Equipment Type-A (Machinecannon)
RPA: 10
Sensors: D Armor: 55 Mobility: 11 Move: 6 Resources: 100 RPM: 2
Move: LdMFt
Attack: LdmFta
Zaku Machinecannon: POW: 32 Acc: 50 Range: 1 Anti-Air
Foot Missile Pod: POW 24 Acc: 50 Range: 1
Cracker: POW: 20 Acc: 80 Range: 1
Heat Hawk: POW: 50 Acc: 80 Range: 0
-------------
Equipment Type-A (Machinecannon)+ Dodai
RPA: 10
Sensors: C Armor: 55 Mobility: 7 Move: 5 Resources: 100 RPM: 2
Move: A
Attack: ldmftA
Zaku Machinecannon: POW: 32 Acc: 50 Range: 1
Dodai Bombs: POW: 42 Acc: 40 Range: 1-2 Anti-Surface
-------------
Equipment Type-B (Bazooka)
RPA: 15
Sensors: D Armor: 55 Mobility: 9 Move: 5 Resources: 100 RPM: 2
Move: LdMFt
Attack: LdMFta
Zaku Bazooka: POW: 48 Acc: 60 Range: 1 Anti-Air
Foot Missile Pod: POW: 24 Acc: 50 Range: 1
Cracker: POW: 20 Acc: 80 Range: 1
Heat Hawk: POW: 50 Acc: 70 Range: 0
-------------
Equipment Type-B (Bazooka)+ Dodai
RPA: 10
Sensors: C Armor: 55 Mobility: 6 Move: 5 Resources: 100 RPM: 2
Move: A
Attack: ldmftA
Zaku Bazooka: POW: 48 Acc: 60 Range: 1
Dodai Bombs: POW: 42 Acc: 40 Range: 1-2 Anti-Surface
-------------
Equipment Type-C (Magella Artillery Cannon)
Special Requirements: Magella Attack
RPA: 20
Sensors: D Armor: 55 Mobility: 8 Move: 4 Resources: 100 RPM: 2
Move: LdMFt
Attack: LdMFtA
Magella Top Cannon: POW: 20 Acc: 50 Range: 1-2 Anti-Air
Foot Missile Pod: POW 6 Acc: 50 Range: 1
-------------
Equipment Type-C (Magella Artillery Cannon)+ Dodai
RPA: 34
Sensors: C Armor: 55 Mobility: 5 Move: 5 Resources: 100 RPM: 2
Move: A
Attack: ldmftA
Magella Top Cannon: POW: 72 Acc: 65 Range: 1
Dodai Bombs: POW: 42 Acc: 40 Range: 1-2 Anti-Surface

Notes: This is the first MS that you'll make that is a noticeable upgrade in
performance than your starting suits. Until you produce Goufs and Doms, they'll
be the workhorse for your Earth invasions. Overall Type B is best though
Equipment Type-C can also be really useful. You need to develop the Magella
Attack tanks before you can use it, but it's your best MS at the beginning of
the game for taking out planes, and can hit from 3 hexes away, operating as an
early sniper suit. The downside is that it has no melee weapons. Note that
Equipment Type-C is cannot be used until it is both developed and then Model-Js
must be individually upgraded to use it.


MS-06S Zaku II Model-S (Command Model)
Requirements: Zaku II-F, MS level 2
Number per unit: 1
Development: ???
Cost: 1000/1150
Production time: 1 Turn
--------------
Equipment Type-A (MachineCannon)
RPA: 20
Sensors: C Armor: 110 Mobility: 27 Move: 7 Resources: 120 RPM: 3
Move: LdMFTS
Attack: LdmFtaS
Zaku MachineCannon: POW: 60 Acc: 55 Range: 1 Anti-Air
Heat Hawk: POW: 50 Acc: 75 Range: 0
---------------
Equipment Type-B (Bazooka)
RPA: 15
Sensors: C Armor: 110 Mobility: 24 Move: 6 Resources: 120 RPM: 3
Move: LdMFTS
Attack: LdMFtaS
Zaku Bazooka: POW: 90 Acc: 65 Range: 1  Anti-Air
Heat Hawk POW: 50 Acc: 75 Range: 0

Notes: The Zaku II-S is the Zeons￾f first ace-use suit. It's best to put your
Ace pilots in one of these, commanding 2 other units of 3 apiece on a single
hex. Otherwise this unit isn't too hot. But it can be useful until you develop
Doms and Gouf-Bs. Overall it's more effective in space than on land, as it will
slow down Zaku II-Js.


MS-06S/CA Zaku II Model-S (Char Aznable's Custom unit)
Requirements: Zaku II-S, MS level 3
Max Units: 1
Number per unit: 1
Development: 1000/1 Turn
Cost: 400/300
Production time: 2 turns
Sensors: B Armor: 80 Mobility: 40 Move: 7 Resources: 320 RPM: 3
Move: LSdmf
Attack: LaSdmf
RPA: 30
Zaku Bazooka: POW: 24 Acc: 60: Range: 1  Anti-Air
Heat Hawk: POW: 13 Acc: 70: Range: 0

Notes: This is usually the first unit that you develop that's on par with
Dozul's Zaku II. Especially when you consider that Char is riding it, it's a
very nice unit. Like the "vanilla" Zaku II-S, it's more effective in space than
on land.


MS-06D Zaku II Model-D (Desert Type)

Requirements: Zaku II-J, MS level 2
Number per unit: 3
Development: ???
Cost: 750/1800
Production time: 1 Turn
Sensors: C Armor: 75 Mobility: 12 Move: 6 Resources: 140 RPM: 2
Move: LDMFt
Attack: LDMfTa
RPA: 10
Zaku MachineCannon: POW: 40 Acc: 50 Range: 1 Anti-Air
Heat Hawk: POW: 36 Acc: 65 Range: 0
Grenade Launchers: POW: 50  Acc: 70 Range: 1

Notes: This is basically a desert version of the Zaku II-J. It moves fast over
surfaces that most other suits struggle in, such as mountains and deserts,
making them very useful for scouting  roads and leading a larger force, as well
as guerilla fighting in mountainous terrain. One of the most useful early game
suits.


MS-06K Zaku II Cannon (Zaku Model-K)

Requirements: Zaku II-J, MS Level 3
Number per Unit: 3
Development: ???
Cost: 600/1350
Production time: 1 Turn
Sensors: C Armor: 60 Mobility: 8 Move: 5 Resources: 140 RPM: 2
Move: LDMft
Attack: LDMFTA
RPA: 22
180mm Cannon: POW: 64 Acc: 50 Range: 2-3 Anti-Air
Zaku MachineCannon: POW: 24 Acc: 50 Range: 1
Hip-Mounted Autocannon: POW: 18 Acc: 60 Range: 1

Notes: Zaku Cannons are really effective at long-range support, and great
against enemies in the air. Since Zeon's forces don't have much in the way of
cheap long-range support (except for Magella Attacks, which will be of limited
use by the time you can develop Zaku Cannons) they can be a valuable addition.
However, they are quickly outgunned by Federation Guntanks and Guncannons once
they become mass produced.


MS-06M (MSM-01) Zaku II Model-M (Marine Type)

Requirements: Zaku II-F, MS level 2
Number per unit: 3
Development: ???
Cost: 750/1200
Production time: 1 Turn
Sensors: D Armor: 50 Mobility: 12 Move: 6 Resources: 100 RPM: 2
Move: ldmfTW
Attack: lWdmfA
RPA: 8
SubRoc Gun(Torpedo Rifle): POW: 36 Acc: 60 Range: 1 Anti-Aircraft
Head Vulcan: POW: 12 Acc: 40 Range: 1 Non-Underwater Only

Notes: No matter how you slice it, this unit sucks. However, as it's the base
for all marine MS units, you pretty much have to develop it. Fortunately it
doesn't cost that much to develop, but it will suffice for taking down single
submarines if you use a group of two squadrons or have an ace pilot in them.
It￾fs also good if you just need to quickly cross a body of water to take down
weak targets or take a control point. Not to be confused with the far superior
Titans rebuild, the RMS-192M Zaku Mariner.



MS-06V Zakutank (Zaku Model-V)
Requirements: Zaku Cannon, Magella Attack, MS Level 4, MA level 2
Number per unit: 3
Development: 1000/2 Turns
Cost: 180/300
Production time: 4 Turns
Sensors: C Armor: 30 Mobility: 5 Move: 4 Resources: 250 RPM: 1
Move: LDmf
Attack: LaDmf
RPA: 25
180mm Cannon: POW: 13 Acc: 45 Range: 1-2 Anti-Air
Triple Vulcan: POW: 3 Acc: 30 Range: 1

Notes: While technically this unit is a MS, it's really more of a tank. It's
basically the torso of a Zaku Cannon bolted to a Magella base. But it's cheap,
and is better than the Magella Attack. (though it lacks the ability to detach
its top obviously, limiting its adaptability) Once you've taken over
Kilimanjaro, it's very useful for taking out
HLVs that try to reclaim it; just move out a couple of platoons of these from
the base and shoot down the HLVs before they can release their payload.


Zaku II Model-R1 (High Maneuverability Type)
Requirements: Zaku II-F, MS level 4, MA level 3
Number per unit: 3
Development: ???
Cost: 2250/1800
Production time: 1 Turn
-------------------
Equipment Type-A (Machinecannon)
Sensors: D Armor: 80 Mobility: 32 Move: 8 Resources: 130 RPM: 3
Move: S
Attack: S
RPA: 25
Zaku Machinecannon: POW: 48 Acc: 45 Range: 1
Heat Hawk: POW: 50 Acc: 75 Range: 0
-------------------
Equipment Type-B (Bazooka)
Sensors: D Armor: 80 Mobility: 28 Move: 7 Resources: 130 RPM: 3
Move: S
Attack: S
RPA: 24
Zaku Bazooka: POW: 72 Acc: 55 Range: 1
Heat Hawk: POW: 50 Acc: 75 Range: 0

Notes: The first space-capable "grunt-unit" MS you can develop after the
Zaku-F, and it's a huge jump in terms of ability. It's even better than the
Zaku-S, though you can only use it in space. However, you'll probably never
make any (or make very few) because nearly as soon as you develop this unit you
can make the Zaku II-R1A and Zaku II-R2, which are even better.


Zaku II Model-R1A (High Maneuverablity Type Revised)
Requirements: Zaku II-R1, MS level 6, MA level 4
Number per unit: 3
Development: 1500/2 Turns
Cost: 2400/1800
Production time: 1 Turn
-------------------
Equipment Type-A (MachineCannon)
Sensors: D Armor: 80 Mobility: 32 Move: 8 Resources: 135 RPM: 3
Move: S
Attack: S
RPA: 16
Zaku Machinecannon: POW: 48 Acc: 45 Range: 1
Heat Hawk: POW: 50 Acc: 75 Range: 0
-------------------
Equipment Type-B (Bazooka)
Sensors: D Armor: 80 Mobility: 28 Move: 7 Resources: 135 RPM: 3
Move: S
Attack: S
RPA: 24
Zaku Bazooka: POW: 72 Acc: 55 Range: 1
Heat Hawk: POW: 50 Acc: 75 Range: 0

Notes: This MS is better than the Zaku II-R1, and doesn't take long to develop
so you'll probably produce more of these. If you can wait and have the
technology levels though, you're probably better off waiting until you can
produce the Zaku II-R2. The improvement over the R1 is so slight (an increase
on it￾fs resource capacity by 5 points) It might be worth it just produce R1s
rather than R1As though.


Zaku II Model-R2 (High Maneuverability Late-Production Type)
Requirements: Zaku II-R1A, MS level 7, MA level 6
Number per unit: 3
Development: ???
Cost: 2700/2250
Production time: 1 Turn
-------------------
Equipment Type-A (Machinecannon)
Sensors: D Armor: 95 Mobility: 36 Move: 9 Resources: 150 RPM: 4
Move: S
Attack: S
RPA: 20
Zaku Machinecannon: POW: 56 Acc: 50 Range: 1
Heat Hawk: POW: 50 Acc: 75 Range: 0
-------------------
Equipment Type-B (Bazooka)
Sensors: D Armor: 95 Mobility: 36 Move: 9 Resources: 150 RPM: 4
Move: S
Attack: S
RPA: 38
Zaku Bazooka: POW: 24 Acc: 60 Range: 1
Heat Hawk: POW: 13 Acc: 70 Range: 0

Notes: The Zaku II-R2 will probably be your main warhorse in space until you
can start developing Rick-Doms and Gelgoogs. They can sink cruisers really
well, especially when using bazookas, mop up the floor with Saber Fish, and can
hold their own against Balls. Against UN mobile suits they're not as effective,
but can still win if you gang up against them. Also They work well when paired
with Rick-Doms on the same hex with the Rick-Doms at the back; the more
maneuverable Zaku II-R2s at the front can dodge incoming attacks more easily,
while the more Powerful Rick-Doms at the rear can follow up with hard-hitting
attacks.


MS-06-R1/SM High Maneuverability Zaku II Model-R1 (Shin Matsunaga Custom Unit)
Requirements: Zaku II-R1, MS level 5, MA level 3
Max units: 1
Number per unit: 1
Cost: 100/410
Production time: Instant (Refit)
Sensors: C Armor: 125 Mobility: 38 Move: 8 Resources: 130 RPM: 3
Move: S
Attack: S
RPA: 24
Zaku Machinecannon: POW: 48 Acc: 45 Range: 1
Heat Hawk: POW: 75 Acc: 80 Range: 0

Note: Shin Matsunaga's Zaku II-R1 has stats WAY higher than an ordinary R1, and
are even higher than an R2. (with the exception of the fuel tank and the
weapons, which have the same stats as an R1) The development of this unit
should be a good sign that it's time to move Shin Matsunaga into space if he
isn't there already. Of course, you could always have another pilot in this
unit, but they won't do as well.


MS-06-R1A/3S High Maneuverability Zaku II (Black Tristars' Custom Units)
Requirements: Zaku II-R1A, MS level 6, MA level 4
Max units: 3
Number per unit: 1
Cost: 100/340
Production time: Instant (refit)
Sensors: C Armor: 120 Mobility: 41 Move: 8 Resources: 135 RPM: 3
Move: S
Attack: S
RPA: 24
Zaku Bazooka: POW: 72 Acc: 55 Range: 1
Heat Hawk: POW: 75 Acc: 80 Range: 0

Note: Put the Black Tristars in these units and they can wreak major havoc
against enemy space fleets. Decent armor and really high mobility make for a
nice unit. The catch; these suits eat up resources really quickly, so you can't
fight for very long in them. It's best to keep them on board a cruiser, then
launch them as needed. This unit is probably the unit you want the Tristars in
mid-game for holding the line against Luna 2.


MS-06-R2/JR High Maneuverability Zaku II Model-R2 (Johnny Raiden Custom Unit)
Requirements: Zaku II-R2, MS level 7, MA level 6
Max units: 1
Number per unit: 1
Development: Instant (refit)
Cost: 100/290
Production time:
Sensors: C Armor: 130 Mobility: 43 Move: 9 Resources: 150 RPM: 4
Move: S
Attack: S
RPA: 30
Sturm Faust: POW: 104 Acc: 50 Range: 1
Heat Hawk: POW: 75 Acc: 80 Range: 0

Note: This is the most Powerful Zaku unit in the game. It's a lot like a
Rick-Dom with super-high maneuverability. Definitely move Johnny Raiden to
space once you make this unit. The downside is that it consumes a LOT of
resources when it attacks, so you'll need it docked on a cruiser when you're
not using it.


MS-06RD-4 Zaku II Space Test Type

Requirements: Dom, MS level 8, MA level 5
Number per unit: 1
Development: ???
Cost: 1150/1600
Production time: 1 Turn
Sensors: C Armor: 150 Mobility: 34 Move: 8 Resources: 150 RPM: 5
Move: S
Attack: S
RPA: 18
Zaku Machinegun: POW: 48 Acc: 45 Range: 1
Heat Hawk: POW: 75 Acc: 80 Range: 0

Note: This weird-looking thing is necessary to develop the Rick-Dom, but aside
from that, it￾fs only good as a space-use ace-unit, but not a particularly good
one. You￾fd be better off finding a general-purpose model or using one of your
ace custom units, like Johnny Raiden or Shin Matsunaga.


MS-07A Gouf Model-A (Early Mass Production Type)

Requirements: Prototype Gouf MS level 6
Number per unit: 3
Development: ???
Cost: 900/1800
Production time: 1 Turn
Sensors: D Armor: 80 Mobility: 14 Move: 6 Resources: 120 RPM: 2
Move: LDMFt
Attack: LDMFta
RPA: 14
Zaku Bazooka: POW: 56 Acc: 60 Range: 1 Anti-Air
Cracker: POW: 20 Acc: 80 Range: 1
Heat Hawk: POW: 76 Acc: 75 Range: 0

Note: Yeah, this is a Gouf, and it is blue, but really this thing is nothing
more than a slightly beefed-up Zaku II-J type. However, as it can move well in
any sort of ground terrain, it's still more useful than any non-custom type
Zaku that can move on land. (Well, except for the Zaku II-FZ, but that's a
weird case) The Gouf As will still get shot down by UN Mobile Suits pretty
easily, but can last a little longer than a Zaku would. The bane of Guntanks
and early Feddie Mobile Weapons.


MS-07B Gouf Model-B (Mass-Production Type)

Requirements: Prototype Gouf, MS level 7
Number per unit: 3
Development: ???
Cost: 1050/2,100
Production time: 1 Turn
Sub-Flight System Compatible
---------------
Equipment Type-A (Heat Rod)
Sensors: D Armor: 90 Mobility: 16 Move: 6 Resources: 120 RPM: 2
Shield Equipped
Move: LDMFt
Attack: LDMFta
RPA: 16
Hand Machinecannons: POW: 60 Acc: 60 Range: 1  Anti-Air
Heat Rod: POW: 90 Acc: 95 Range: 0
---------------
Equipment Type-A (Heat Rod)+ Dodai
Sensors: D Armor: 90 Mobility: 11 Move: 5 Resources: 120 RPM: 2
Shield Equipped
Move: A
Attack: ldmftwA
RPA: 25
Hand Machinecannons: POW: 60 Acc: 60 Range: 1  Anti-Air
Dodai Missiles: POW: 42 Acc: 40 Range: 1-2
---------------
Equipment Type-B (Heat Saber)
RPA: 24
Sensors: D Armor: 90 Mobility: 20 Move: 5 Resources: 120 RPM: 3
Move: LDMFt
Attack: LDMFta
Hand Machinecannons: POW: 60 Acc: 60 Range: 1  Anti-Air
Heat Rod: POW: 90 Acc: 95 Range: 0
Heat Saber: POW: 50 Acc: 70 Range: 0
---------------
Equipment Type-B (Heat Saber) + Dodai
RPA: 38
Sensors: D Armor: 90 Mobility: 14 Move: 5 Resources: 120 RPM: 3
Move: A
Attack: ldmftwA
Hand Machinecannons: POW: 60 Acc: 60 Range: 1  Anti-Air
Dodai Missiles: POW: 42 Acc: 40 Range: 1-2

Note: This MS isn't very useful against Gundams, but against GMs, it can
survive a whole lot longer than a Zaku would.  You can use them to try to hold
back the first UN mobile suits until you develop the Doms, which have more of a
fighting chance. It's decent in ranged combat, though its Heat Rod really packs
a punch in hand-to-hand combat. It's also the only Zeon grunt-unit besides the
Gelgoog-A and Gyans to sport a shield. Carrying the Heat Saber increases melee
damage potential but also increases resource consumption rate. This is much
like the Machinecannon versus bazooka relation in the Zaku II.


YMS-07 Prototype Gouf

Requirements: Zaku Model-J, MS level 6
Max units: 1
Number per unit: 1
Development: 3000/6 Turns
Cost: 500/850
Production time: 4 Turns
Sensors: B Armor: 98 Mobility: 28 Move: 6 Resources: 350 RPM: 2
Shield Equipped
Move: LDMF
Attack: LaDMF
RPA: 40
Hand Machinegun: POW: 20 Acc: 60: Range: 1  Anti-Air
Heat Rod: POW: 21 Acc: 90 Range: 0
Heat Saber: POW: 13 Acc: 80 Range: 0

Note: The Prototype Gouf is a more Powerful version of its mass-produced
version, the Gouf B. It's really Powerful in close combat with its heat rod and
heat sword. However since it's geared to be an ace-pilot unit, you might end up
having it in the back ranks more often, and thus unable to make use of this
advantage. It's the best ace-pilot type ground unit you'll get for a while, so
it can be pretty useful.

MS-07C-3 Gouf Model-C (Heavy Arms Type)

Requirements: Gouf Model-B, MS level 7
Number per unit: 3
Development: ???
Cost: 750/3150
Production time: 1 Turn
Sensors: D Armor: 140 Mobility: 12 Move: 5 Resources: 160 RPM: 3
Move: LDMFt
Attack: LDMFta
RPA: 12
Hand MachineCannon: POW: 60 Acc: 60 Range: 1 Anti-Air
Hand MachineCannon: POW: 48 Acc: 60 Range: 1 Anti-Air

Note: Let's see...worse maneuverability and movement, worse attack with regards
to terrain type, less accuracy, and no close combat weapons, the specialty of
other Goufs...(It CAN fight close up, but just does a wimpy bash) Basically,
this unit stinks. Don't waste your money researching it, let alone producing it.

MS-07H Gouf Model-H (Flight Test Type)

Requirements: Prototype Gouf, MS level 7, MA level 5
Number per unit: 3
Development: ???
Cost: 2100/1800
Production time: 1 Turn
Sensors: C Armor: 80 Mobility: 30 Move: 7 Resources: 140 RPM: 4
Transformable (Flight Mode)
Move: LDmFt
Attack: LDmFta
RPA: 24
Giant Bazooka: POW: 75 Acc: 50 Range: 1  Anti-Air
Hand MachineCannon: POW: 48 Acc: 60 Range: 1
---------------
Flight Mode
Sensors: B Armor: 80 Mobility: 30 Move: 7 Resources: 140 RPM: 4
Transformable
Move: a
Attack: ldmftwA
RPA: 24
Giant Bazooka: POW: 75 Acc: 50 Range: 1  Anti-Air
Hand MachineCannon: POW: 48 Acc: 60 Range: 1

Note: This unit can be a prerequisite for the Dom, so you definitely should
research it, but it's not really worth producing in large numbers as it lacks
lots of advantages of the "vanilla" Goufs--no close combat capability and bad
in most land terrains. Not quite as useless as the Heavy Armor Gouf as it has
better movement, nice mobility, and that bazooka does pack a punch, and it can
transform between a ground mobile suit and a below-average interceptor. It￾fs
flight mode is best for hopping over rough terrain and bodies of water.


MS-09 Dom

Requirements: Gouf Flight Test Type or Prototype Dom
Number per unit: 3
Development: 3000/8 Turns
Cost: 1800/2700
Production time: 4 Turns
Sensors: B Armor: 120 Mobility: 25 Move: 7 Resources: 400 RPM: 3
Move: LDMF
Attack: LAdmf
RPA: 50
Giant Bazooka: POW: 28 Acc: 50 Range: 1 Anti-Air
Spread Beam: POW: 1 Acc: 99 Range: 1
Heat Sword: POW: 16 Acc: 75 Range: 0

Note: OK, so the Spread Beam is useless. But otherwise, the Dom will be your
primary workhorse in dominating (and holding already owned territories on) the
Earth. There are a handful of units that are better on land than the Dom, but
in terms of production and overall ease of use, the Dom is the best. Once you
develop it, start cranking up the production, because you'll want as many Doms
as possible to take on the overPowered UN MS units.

MS-09/RR Dom (Ramba Ral Custom Unit)
Requirements: Dom
Number per unit: 1
Cost: ???
Sensors: C Armor: 190 Mobility: 31 Move: 7 Resources: 140 RPM: 3
Move: LDMF
Attack: LAdmf
RPA: 22
Giant Bazooka: POW: 125 Acc: 60 Range: 1 Anti-Air
Spread Beam: POW: 15 Acc: 80 Range: 1
Heat Sword: POW: 70 Acc: 80 Range: 0

Notes: Ramba Ral￾fs Custom Dom. Once you develop the Dom, switch Ramba Ral to
this until you develop Gouf Custom or Efreet. It￾fs worth noting that this is
tragically one of the only custom units in the game that has not been featured
in any other story or MSV concept art book. The rest are mostly Ramba Ral
custom units as well, but only for Gyan and Gelgoog, and Gyan Customs for Gato
and Char. It￾fs too bad they didn￾ft even try to make customs for suits after
the One Year War though.

MS-09/3S Dom (Black Tristars Custom Unit)
Requirements: Dom
Number per unit: 1
Cost: 100/480
Sensors: C Armor: 180 Mobility: 34 Move: 7 Resources: 140 RPM: 3
Move: LDMFt
Attack: LdmFtA
RPA: 22
Giant Bazooka: POW: 125 Acc: 60 Range: 1 Anti-Air
Spread Beam: POW: 15 Acc: 80 Range: 1
Heat Sword: POW: 70 Acc: 80 Range: 0


MS-09R Rick-Dom (Dom Model-R)

Requirements: Dom, Zaku II-RD4, MS level 9
Number per unit: 3
Development: ???
Cost: 1350/2700
Production time: 1 Turn
Sensors: D Armor: 120 Mobility: 20 Move: 7 Resources: 140 RPM: 3
Move: S
Attack: S
RPA: 18
Giant Bazooka: POW: 84 Acc: 50 Range: 1
Spread Beam: POW: 15 Acc: 80 Range: 1
Heat Sword: POW: 70 Acc: 80 Range: 0

Note: The Rick-Dom is identical to the Dom, except that it is used in space.
It's not as essential as the Dom, as the Gelgoogs are better space units
overall, but is worth developing nonetheless, as Zakus will have trouble
holding back UN mobile suits in space until you reach that technology level.

MS-06E Zaku II Model-E (Reconnaissance Type)

Requirements: Zaku Model-J, MS Tech Level 3
Number per unit: 3
Development: ???
Cost: 1950/1050
Production time: 1 Turn
Sensors: A Armor: 45 Mobility: 25 Move: 7 Resources: 80 RPM: 3
Move: LDMFS
Attack: LDMFTAS
RPA: 10
Scan Gun: POW: 0 Acc: 100 Range: 1-5
Heat Hawk: POW: 40 Acc: 70 Range: 0

Notes: The first designated scout unit in the game, the Recon Zaku is not a
very good unit, but a single unit is useful for supporting any force. Although,
once you learn to recognize the icons for any unit, and if you have this guide,
this is largely unnecessary, except to pick out enemy aces.

MS-06E-3 Zaku II Model-E3 (Reconnaissance Type Revised) ￾gZaku Flipper￾h

Requirements: Zaku Model-E
Number per unit: 3
Development: ???
Cost: 2550/1800
Production time: 1 Turn
Sensors: S Armor: 75 Mobility: 30 Move: 7 Resources: 100 RPM: 3
Minovsky Particles (Small)
Move: LDMFTS
Attack: LDMFTAS
RPA: 10
Scan Gun: POW: 0 Acc: 100 Range: 1-5
Heat Sword: POW: 75 Acc: 80 Range: 0

Note: The best Zeon-exclusive scout specialist unit, and a direct upgrade to
the Recon Zaku. This unit is replaced by the Eyezack once you (easily) steal it.

MS-06Z Zaku Model-Z (Psycommu Type)

Requirements: Flanagan Institute
Number per unit: 1
Development: ???
Cost: 1400/1900
Production time: 1 Turn
Sensors: B Armor: 180 Mobility: 38 Move: 8 Resources: 170 RPM: 3
Psycommu: Higher hit and evasion rates when piloted by a Newtype
Move: S
Attack: S
RPA: 24
Hand Mega Particle Cannons: POW: 112 Acc: 40 Range: 1  Anti-Air

Note: Not yet tested.

MSN-01 Zaku Model-N (High Mobility Psycommu Type)

Requirements: Zaku Model-Z
Number per unit: 1
Development: ???
Cost: 1850/2300
Production time: 2 Turns
Sensors: A Armor: 220 Mobility: 49 Move: 9 Resources: 220 RPM: 3
Psycommu: Higher hit and evasion rates when piloted by a Newtype
Move: S
Attack: S
RPA: 36
Giant Bazooka: POW: 160 Acc: 40 Range: 1-2
Remote Beam Cannon: POW: 108 Acc: 70 Range: 1-2

Note: Not yet tested.

MS-09D Dom Tropical Test Type

Requirements: Prototype Dom
Number per unit: 1
Development: ???
Cost: 900/1950
Production time: 3 Turns
Sensors: C Armor: 185 Mobility: 26 Move: 7 Resources: 160 RPM: 3
Move: LDMFt
Attack: LDMFta
RPA: 55
Giant Bazooka: POW: 140 Acc: 60 Range: 1 Anti-Air
Heat Sword: POW: 84 Acc: 80 Range: 0

Note: This unit is a decent ace-use version of the Dom, good for leading
assaults and invasion on the Earth, and slightly better tha the Prototype Dom.
You should upgrade any Prototype Doms you have to this, unless you intend on
repurposing them for space use or something.

MS-09F/trop Dom Tropen

Requirements: Dom Tropical Test Type or Dom Funf or MS tech Level 14
Number per unit: 3
Development: ???
Cost: 1500/3150
Production time: 1 Turn
Sensors: D Armor: 140 Mobility: 22 Move: 7 Resources: 140 RPM: 3
Move: LDMFt
Attack: LDMFta
RPA: 28
Sturmfaust: POW: 96 Acc: 50 Range: 1-2 Anti-Air
Machinegun: POW: 30 Acc: 60 Range: 1 Anti-Air
Heat Saber: POW: 70 Acc: 85 Range: 0
Note: A good upgrade to the Dom that gives it the ability to operate as a
firing support unit on the ground, but this unit is too inaccurate and doesn￾ft
carry enough punch to take down Tier 2 units like GM IIs and Rick Diases.
You￾fll want to phase these out as soon as the Gryps Civil War starts.

MS-09K Dom Cannon

Requirements: Rick Dom
Number per unit: 3
Development: ???
Cost: 900/3000
Production time: 1 Turn
Sensors: C Armor: 130 Mobility: 12 Move: 6 Resources: 200 RPM: 3
Move: LDMft
Attack: LDMFTA
RPA: 25
Twin Cannon: POW: 176 Acc: 55 Range: 1  Anti-Air
Missile Pod: POW: 108 Acc: 75 Range: 1
Melee: POW: 40 Acc: 80 Range: 0
Note: Whether or not you use this unit or the Dom as your primary surface MS is
probably a toss up. This one has better stats overall, and moves well in desert
terrain, but it can't move as far per turn as the Dom can and is more
expensive. It's definitely a good unit though.

MS-09RII Rick Dom II

Requirements: Rick Dom
Number per unit: 3
Development: ???
Cost: 1650/3150
Production time: 1 Turn
Sensors: D Armor: 140 Mobility: 25 Move: 7 Resources: 150 RPM: 3
Move: S
Attack: S
RPA: 55
Giant Bazooka: POW: 105 Acc: 60 Range: 1  Anti-Air
Panzerfaust: POW: 40 Acc: 80 Range: 1
Spread Beam Cannon: POW: 18 Acc: 70 Range: 1
Heat Sword: POW: 80 Acc: 80 Range: 0

Note: The Rick Dom II is a simple upgrade of the Rick Dom, but it becomes
outdated after the One-Year War. It￾fs not particularly useful, as it carries
little firepower and its overall stats are nothing compared to any unit in the
Gryps Civil War.

MS-16 Xamel

Requirements: Pezun Institute?
Number per unit: 1
Development: ???
Cost: 700/4000
Production time: 2 Turns
Sensors: A Armor: 380 Mobility: 13 Move: 8 Resources: 280 RPM: 3
Move: LDmft
Attack: LDMFTA
RPA: 55
Giant Bazooka: POW: 270 Acc: 60 Range: 2-4  Anti-Air
Ankle-Mounted Missile Launchers: POW: 80 Acc: 60 Range: 1-2
Vulcan: POW: 30 Acc: 45 Range: 1

Note: An ace-use, ground-use artillery unit. It￾fs one of the best artillery
units in the game, and one I would definitely recommend building, as it￾fs
immensely helpful in conquering earth during the Gryps Conflict.

MS-17 Galbaldy Model- ƒ¿

Requirements: Pezun Institute
Number per unit: 3
Development: 3500/6 Turns
Cost: 2250/4050
Production time: 2 Turns
Sensors: C Armor: 170 Mobility: 27 Move: 7 Resources: 170 RPM: 3
Shield Equipped
Move: LdmFtS
Attack: LdmFtaS
RPA: 30
Giant Bazooka: POW: 120 Acc: 75 Range: 1 Anti-Air
Heat Sword: POW: 150 Acc: 80 Range: 0

Note: This unit proves very useful in the late stages of part 1 and early part
2 as it￾fs a good in-between to the close-range Power of the Gyan and the
mid-range Power of the Gelgoog, and is slightly stronger than the GM IIs that
both AEUG and Titans will be mass-producing early in Part 2. They￾fll continue
to be serviceable as cannon-fodder even into the arrival of Axis if you upgrade
them to Type-Betas, (The plans for which can easily be stolen from the Titans)
after which point you should convert them to Gazus once you get the plans from
Axis, as those are much stronger. The only downside is that they are rather
overpriced and take 2 turns to produce. They￾fre almost twice the resources and
time of later mass-production models that perform just as well if not better.
Consider this the GM Quell of Zeon.

EMS-04 (EMS-10) Zudah

Requirements: Examination Unit￾fs Second Test
Number per unit: 3
Development: ???
Cost: 1950/1350
Production time: 1 Turn
---------------
Equipment Type-A (Machinecannon)
Sensors: D Armor: 60 Mobility: 25 Move: 10 Resources: 110 RPM: 3
Move: S
Attack: S
RPA: 10
MachineCannon: POW: 36 Acc: 50 Range: 1
Panzerfaust: POW: 30 Acc: 90 Range: 1
Heat Hawk: POW: 50 Acc: 80 Range: 0
???: POW: 55 Acc: 80 Range: 0
---------------
Equipment Type-B (Bazooka)
Sensors: D Armor: 60 Mobility: 22 Move: 9 Resources: 110 RPM: 4
Move: S
Attack: S
RPA: 15
Bazooka: POW: 64 Acc: 60 Range: 1
Panzerfaust: POW: 30 Acc: 90 Range: 1
Heat Hawk: POW: 75 Acc: 50 Range: 0
???: POW: 55 Acc: 80 Range: 0

Note: This unit can be acquired pretty early in the game if you invest a lot
into research, usually faster than the Zaku Model-R1. This is basically a
cheaper, faster version of that line. It doesn￾ft have the firePower or armor
of those, but with Equipment Type-A, it has even the Model-R2 beat in speed,
making it a good forward scout unit in space.

EMS-04S (EMS-10S) Zudah Model-S (Command-Model)

Requirements: Zudah
Number per unit: 1
Development: ???
Cost: 1550/1250
Production time: 1 Turn
---------------
Equipment Type-A (Machinecannon)
Sensors: C Armor: 120 Mobility: 32 Move: 11 Resources: 130 RPM: 3
Move: S
Attack: S
RPA: 15
MachineCannon: POW: 70 Acc: 60 Range: 1
Panzerfaust: POW: 50 Acc: 90 Range: 1
Heat Hawk: POW: 96 Acc: 80 Range: 0
???: POW: 75 Acc: 85 Range: 0
---------------
Equipment Type-B (Bazooka)
Sensors: C Armor: 120 Mobility: 28 Move: 10 Resources: 130 RPM: 4
Move: S
Attack: S
RPA: 15
Bazooka: POW: 110 Acc: 70 Range: 1
Panzerfaust: POW: 50 Acc: 90 Range: 1
Heat Hawk: POW: 96 Acc: 80 Range: 0
???: POW: 75 Acc: 85 Range: 0

Notes: The Zudah is not a very good unit when compared to units like the
Model-R1, but it has two advantages: Speed and cost. The Command-Model is
cheaper and while it only has one unit, it has higher survivability due to
better armor and mobility. Also, it is slightly cheaper and can scan targets.
Finally, it is slightly faster than the mass-production model, with a speed of
11, it￾fs one of the fastest units in the game. If you want to use the Zudah as
a space scout, this is probably better for that.

EMS-05 Agg

Requirements: Acguy, Juaggu, or clear Part 1
Number per unit: 3
Development: ???
Cost: 750/1800
Production time: 1 Turn
Sensors: D Armor: 80 Mobility: 10 Move: 6 Resources: 80 RPM: 3
Move: LDmFTw
Attack: LDmFTwa
RPA: 10
Laser Torch: POW: 120 Acc: 50 Range: 1 Anti-Air
Large Drill: POW: 180 Acc: 60 Range: 1

Note: Not yet tested.

MSM-04N Agguguy

Requirements: Acguy, MA Tech Level 4, or clear Part 1
Number per unit: 3
Development: ???
Cost: 1200/2700
Production time: 1 Turn
Sensors: D Armor: 120 Mobility: 16 Move: 6 Resources: 90 RPM: 3
Move: LdmfTW
Attack: LdmfTWa
RPA: 14
Vulcans: POW: 72 Acc: 60 Range: 1  Anti-Air
Heat Rods: POW: 120 Acc: 90 Range: 0

Note: A melee specialist amphibious suit, this is possibly one of the most
useful amphibious units available as it￾fs excellent at taking down other
underwater units like submarines and enemy submersibles. The Heat Rods￾f raw
power makes them able to threaten even Zaku Mariners, making them useful even
into part 2 if used wisely.

MSM-04G Juaggu

Requirements: MS Level 9, Agguguy, or clear part 1
Number per unit: 3
Development: ???
Cost: 900/2250
Production time: 1 Turn
Sensors: D Armor: 100 Mobility: 12 Move: 6 Resources: 120 RPM: 3
Move: LdmfTW
Attack: LDMFTWA
RPA: 18
Rocket Launcher: POW: 100 Acc: 65 Range: 1-2 Anti-Air

Notes: This thing￾fs awkward, it looks silly, it￾fs a submersible firing
support unit, but there￾fs a number of other units that can do that better that
just can￾ft go underwater. It￾fs too inaccurate to be worth using realistically.

MSM-08 Zogok

Requirements: Z￾fGok, MS level 7
Number per unit: 3
Development: ???
Cost: 1650/3900
Production time: 1 Turn
Sensors: D Armor: 170 Mobility: 22 Move: 6 Resources: 140 RPM: 3
Move: LdMFTw
Attack: LdMFtwa
RPA: 24
Wide Cutter: POW: 100 Acc: 45 Range: 1  Anti-Air
Extending Arm: POW: 150 Acc: 65 Range: 0

Note: Not yet tested. Probably a piece of crap though.

MS-09G Dowadge

Requirements: Dom, MS level 9
Number per unit: 3
Development: ???
Cost: 1650/3000
Production time: 2 Turns
Sensors: D Armor: 160 Mobility: 25 Move: 7 Resources: 150 RPM: 3
Move: LDMFt
Attack: LDMFta
RPA: 24
Giant Bazooka: POW: 112 Acc: 50 Range: 1  Anti-Air
Spread Beam: POW: 15 Acc: 80 Range: 1
Heat Sword: POW: 86 Acc: 70 Range: 0

Note: Whether or not you use this unit or the Dom as your primary surface MS is
probably a tossup. This one has better stats overall, and moves well in desert
terrain, but it can't move as far per turn as the Dom can and is more
expensive. It's definitely a good unit though.

MS-10 Pezun Dowadge

Requirements: MS Level 9, Pezun Institute, Dom
Number per unit: 3
Development: ???
Cost: 3000/4800
Production time: 2 Turns
Sensors: C Armor: 180 Mobility: 28 Move: 7 Resources: 240 RPM: 4
Move: LDMFt
Attack: LDMFta
RPA: 15
Giant Bazooka: POW: 128 Acc: 60 Range: 1 Anti-Air
Heat Hawk: POW: 120 Acc: 70 Range: 0

Notes: A tank of a mobile suit, this thing can take surprising amounts of
punishment, and has enough armor and mobility that it￾fs almost on the level of
a mass-production Gundam class in terms of survivability. A big help in the
late stages of part 1 for keeping the Federation in Jaburo and finishing them
off. Biggest problem is how espensive it is.

MS-11 Acht Zaku (Action Zaku?)

Requirements: MS Level 9, Pezun Institute
Number per unit: 3
Development: ???
Cost: 2850/3150
Production time: 2 Turns
Sensors: C Armor: 150 Mobility: 37 Move: 8 Resources: 150 RPM: 4
Move: LdMFTS
Attack: LdMFTaS
RPA: 20
Beam Rifle: POW: 108 Acc: 85 Range: 1 Anti-Air
Heat Hawk: POW: 100 Acc: 70 Range: 0

Notes: The Acht Zaku is basically a cheaper version of the Gelgoog. While it￾fs
not quite as Powerful, it is also available earlier and can be made more easily
through modification of existing Zaku Model-Cs, Fs, or Rs. If it￾fs taking too
long to develop Gelgoogs, settle for these until you get them. It also has
unusually high mobility, making it useful for quite a while, even until late
into part 2, thanks to the magnetic coating. They function great as scout units
on the ground due to their unusually high speed even on rough terrain, and
their great survivability from their high mobility. Once in Part 2, they can
function as good cannn fodder units as they are very similar to Galbadlys in
design, but with much higher mobility.

MS-12 Gigan

Requirements: MS Level 9, Pezun Institute
Number per unit: 3
Development: ???
Cost: 900/1650
Production time: 1 Turn
Sensors: B Armor: 70 Mobility: 14 Move: 6 Resources: 140 RPM: 4
Move: LDmft
Attack: LDMFTA
RPA: 15
180mm Cannon: POW: 108 Acc: 60 Range: 2-3 Anti-Air
120mm Cannon: POW: 60 Acc: 70 Range: 1

Notes: This unit is awkward and inaccurate, and kind of useless. It￾fs good as
a long range anti-aircraft/firing support unit and￾c that￾fs about it. This
unit isn￾ft really worth building.

MS-13 Gasshia

Requirements: MS Level 9, Pezun Institute
Number per unit: 3
Development: ???
Cost: 1200/3600
Production time: 1 Turn
Sensors: C Armor: 155 Mobility: 16 Move: 7 Resources: 200 RPM: 4
Move: LDMftS
Attack: LDMfTAS
RPA: 60
Missile Launcher: POW: 120 Acc: 60 Range: 1-2  Anti-Air
Hammer Gun: POW: 120 Acc: 50 Range: 1-2
Claw: POW: 100 Acc: 95 Range: 0

Notes: This unit is awkward and inaccurate, and kind of useless. It￾fs good as
a long range anti-aircraft/firing support unit and￾c that￾fs about it. This
unit isn￾ft really worth building.

MS-09H Dowadge Revised

Requirements: Dowadge, MS level 10
Number per unit: 1
Development: ???
Cost: 1200/3150
Production time: 2 Turns
Sensors: C Armor: 300 Mobility: 32 Move: 8 Resources: 180 RPM: 4
Move: LDMFt
Attack: LDMFta
RPA: 32
Beam Cannon: POW: 200 Acc: 65 Range: 1-2 Anti-Air
Spread Beam: POW: 15 Acc: 80 Range: 1
Heat Sword: POW: 136 Acc: 80 Range: 0

Note: With the sole exception of the Kampfer (which is an uberunit anyway) this
is the best non-unique ground-based ace pilot unit that the Zeons can make. Not
only does it have great stats, but it can also attack at long range and sports
a beam cannon, a rarity amongst Zeon units. A very nice unit to have.

MS-14S (YMS-14) Gelgoog Model-S (Command Model)

Requirements: Zaku II-R2, MS Level 11 or Acht Zaku
Number per unit: 1
Development: ???
Cost: 1050/2300
Production time: 2 Turns
Sensors: C Armor: 220 Mobility: 28 Move: 7 Resources: 150 RPM: ?
Shield Equipped
Move: LdmFtS
Attack: LdmFtAS
RPA: 25
Beam Rifle: POW: 154 Acc: 70 Range: 1 Anti-Air
Beam Naginata: POW: 135 Acc: 75 Range: 0

Note: The Gelgoog Model-S is your first Gelgoog unit--it takes forever to
develop and costs a bundle for an MS, but you really need it badly if you're
going to keep back the enemy hordes in space; Rick-Doms are good but you'll
need Gelgoogs to stop the non-mass-produced UN mobile suits, This MS is more
geared toward for ace pilots, but is a prerequisite for the mass-produced
Gelgoog Model-A.

MS-14S/CA Gelgoog Model-S (Char Aznable Custom Unit)

Requirements: Gelgoog Model-S
Max units: 1
Number per unit: 1
Development: 1500/1 Turns
Cost: 1500/1500
Production time: Instant (Refit)
Sensors: B Armor: 195 Mobility: 50 Move: 8 Resources: 400 RPM: 4
Shield Equipped
Move: LSdmf
Attack: LASdmf
RPA: 50
Beam Rifle: POW: 48 Acc: 60 Range: 1 Anti-Air
Beam Naginata: POW: 42 Acc: 80 Range: 0

Note: The best of Char's units (while he's a member of Zeon at any rate...)
Char's Gelgoog can kick some serious Feddie tail. It's cheap and quick to
research, like the other custom-built units, so is definitely worth
researching. (That is, if Char hasn't defected to Neo Zeon or Legitimate Zeon
when you develop it...)

MS-14S/AG Gelgoog Model-S (Anavel Gato Custom Unit)
Requirements: Gelgoog Model-S
Max units: 1
Number per unit: 1
Cost: 200/1150
Production Time: Instant (refit)
Sensors: C Armor: 250 Mobility: 37 Move: 7 Resources: 150 RPM: 4
Shield Equipped
Move: LdmFtS
Attack: LdmFtAS
RPA: 25
Beam Rifle: POW: 154 Acc: 70 Range: 1 Anti-Air
Beam Naginata: POW: 135 Acc: 75 Range: 0

Note: This MS is so incredibly close in terms of stats to Char's Gelgoog that
it's practically the same thing. It has slightly less mobility and slightly
more armor, but in all other respects it's the same. However as Char is a
better pilot than Gato, that unit will probably be more useful in the long run.

MS-14S/RR Gelgoog Model-S (Ramba Ral's Custom Unit)
Requirements: Gelgoog Model-S
Max units: 1
Number per unit: 1
Cost: 170/1220
Production Time: Instant (refit)
Sensors: C Armor: 260 Mobility: 35 Move: 7 Resources: 150 RPM: 4
Shield Equipped
Move: LdmftS
Attack: LdmFtAS
RPA: 25
Beam Rifle: POW: 154 Acc: 70 Range: 1 Anti-Air
Beam Naginata: POW: 135 Acc: 75 Range: 0

Note: This suit is better than Gato￾fs Custom unit in terms of armor and
mobility. One of the other rare original custom suits.

MS-14A Gelgoog Model-A (Mass-Production Type)

Requirements: Gelgoog Mass Production Plan
Number per unit: 3
Development: ???
Cost: 1500/3450
Production time: 1 Turn
Sensors: D Armor: 150 Mobility: 25 Move: 7 Resources: 150 RPM: 3
Shield Equipped
Move: LdmFtS
Attack: LdmFtaS
RPA: 22
Beam Rifle: POW: 110 Acc: 70 Range: 1 Anti-Air
Beam Naginata: POW: 80 Acc: 75 Range: 0

Note: This is basically the best grunt-use MS in part 1 for the Zeon forces.
However, it's more suited as a space unit than a land one, as it can't move
through rough terrain as well as the Dom can. Still, this is one of the only
Zeon mobile suits that can stand a chance against Guncannons and Gundams.
You'll definitely want lots of these toward the end of the game. It costs a
bundle to develop and produce, but is worth it.


MS-14B Gelgoog Model-B (High Maneuverability Type)

Requirements: Gelgoog Model-A, MS Level 12
Number per unit: 1
Development: ???
Cost: 1300/2200
Production Time: 2 Turns
Sensors: C Armor: 210 Mobility: 34 Move: 8 Resources: 160 RPM: 5
Move: LdmftS
Attack: LdmFtaS
RPA: 60
Rocket Launcher: POW: 180 Acc: 60 Range: 1 Anti-Air
Beam Rifle: POW: 66 Acc: 65 Range: 1 Anti-Air
Beam Naginata: POW: 135 Acc: 75 Range: 0

Note: An upgraded Gelgoog Model-S. It is overall faster and has higher mobility
and firepower, but slightly lower armor. This suit is better suited for aces
and overall better.

MS-14B/JR Gelgoog (Johnny Raiden Custom Unit)
Requirements: Gelgoog Model-B, MS Level 12
Max units: 1
Number per unit: 1
Cost: ???
Production Time: Instant (refit)
Sensors: C Armor: 180 Mobility: 52 Move: 9 Resources: 420 RPM: 5
Move: LSdmf
Attack: LASdmf
RPA: 60
Rocket Launcher: POW: 47 Acc: 50 Range: 1-2  Anti-Air
Beam Naginata: POW: 32 Acc: 80 Range: 0

Note: Johnny Raiden's Gelgoog is a revision of the Gelgoog Model-B, not the
Gelgoog-S, so you need to research that before you can get this unit. If you
moved to mass-produce Gyans rather than Gelgoogs, you￾fre out of luck.

MS-14B/3S Gelgoog Model-B (Black Tri-Star￾fs Custom Units)
Requirements: Gelgoog Model-B
Max units: 1
Number per unit: 1
Cost: 170/1220
Production Time: Instant (refit)
Sensors: C Armor: 180 Mobility: 52 Move: 9 Resources: 420 RPM: 5
Move: LSdmf
Attack: LASdmf
RPA: 60
Rocket Launcher: POW: 47 Acc: 50 Range: 1-2  Anti-Air
Beam Naginata: POW: 32 Acc: 80 Range: 0

MS-14B/SM Gelgoog Model-B (Shin Matsunaga's Custom Unit)
Requirements: Gelgoog Model-B
Max units: 1
Number per unit: 1
Cost: 170/1220
Production Time: Instant (refit)
Sensors: C Armor: 180 Mobility: 52 Move: 9 Resources: 420 RPM: 5
Move: LSdmf
Attack: LASdmf
RPA: 60
Rocket Launcher: POW: 47 Acc: 50 Range: 1-2  Anti-Air
Beam Naginata: POW: 32 Acc: 80 Range: 0

MS-14C Gelgoog Cannon (Model-C)

Requirements: Gelgoog Model-B
Number per unit: 1
Development: ???
Cost: 1000/2650
Production Time: 2 Turns
Sensors: B Armor: 250 Mobility: 27 Move: 6 Resources: 200 RPM: 5
Move: LdmftS
Attack: LDMFTAS
RPA: 35
Beam Cannon: POW: 44 Acc: 50 Range: 1-3 Anti-Air
Beam Rifle: POW: 66 Acc: 65 Range: 1
Beam Naginata: POW: 80 Acc: 75 Range: 0
Hand-Mounted Missile Launchers: POW: 48 Acc: 60 Range: 1 Anti-Air

Note: This unit is much better in terms of firepower than its Gyan counterpart.
Compared to Gelgoog Model-B, it has more armor but less mobility and speed. A
good unit to give your gunnery specialist aces late part 1 or early part 2 if
you mass-produced Gelgoog instead of Gyan.

MS-14F Gelgoog Model-F (Marine Type)

Requirements: Gelgoog Model-B
Number per unit: 1
Development: ???
Cost: 1950/3600
Production Time: 2 Turns
Sensors: D Armor: 160 Mobility: 30 Move: 7 Resources: 150 RPM: 5
Shield Equipped
Move: LDmfTS
Attack: LDmfTaS
RPA: 24
Machinecannon: POW: 120 Acc: 50 Range: 1 Anti-Air
Wrist-Mounted Beam Gun: POW: 42 Acc: 60 Range: 0
Beam Saber: POW: 90 Acc: 80 Range: 1-1
Spike Shield: POW: 60 Acc: 75 Range: 0

Notes: This unit carries more firepower but less armor and mobility than the
Gyan Marine-Type, and is an overall upgrade of the Gelgoog Mass-Production
Model. Once you develop this, upgrade your remaining Gelgoogs.

MS-14Fs Gelgoog Model-Fs (Marine Commander Type)

Requirements: Gelgoog Model-F
Number per unit: 1
Development: ???
Cost: 1250/2650
Production Time: 2 Turns
Sensors: C Armor: 250 Mobility: 36 Move: 7 Resources: 150 RPM: 5
Shield Equipped
Move: LDmfTS
Attack: LDmfTAS
RPA: 28
Beam Rifle: POW: 168 Acc: 70 Range: 1 Anti-Air
Wrist-Mounted Beam Gun: POW: 42 Acc: 60 Range: 1
Missile Launcher: POW: 10 Acc: 80 Range: 0

Notes: Less firepower than the Model-B, but better armor and mobility and
roughly equal price. This suit has so few differences as to be borderline
pointless other than as a perquisite for the Jaeger.

MS-14Fs/CG Gelgoog Model-Fs Marine Commander Type (Cima Garahau Custom)
Requirements: Gelgoog Model-Fs
Number per unit: 1
Development: ???
Cost: ???
Production Time: Instant (Refit)
Sensors: C Armor: 250 Mobility: 36 Move: 7 Resources: 150 RPM: 5
Shield Equipped
Move: LDmfTS
Attack: LDmfTAS
RPA: 28
Beam Rifle: POW: 168 Acc: 70 Range: 1 Anti-Air
Wrist-Mounted Beam Gun: POW: 42 Acc: 60 Range: 1
Missile Launcher: POW: 10 Acc: 80 Range: 0

Notes: An often forgotten custom unit, Cima has a garishly colored custom
version of Gelgoog. Not sure how this handles as I mass produced the Gyan
instead, but it￾fs likely a slight improvement on the Model-Fs.

MS-14Jg Gelgoog Model-Jg Jaeger

Requirements: Gelgoog Model-Fs, MS Level 12
Number per unit: 1
Development: ???
Cost: 1950/3600
Production Time: 2 Turns
Sensors: C Armor: 270 Mobility: 35 Move: 7 Resources: 200 RPM: 5
Move: S
Attack: S
RPA: 32
Beam Machinegun: POW: 160 Acc: 90 Range: 1-2 Anti-Air
Wrist-Mounted Beam Gun: POW: 56 Acc: 65 Range: 0

Notes: This counterpart to the Gyan Krieger is very different and better
accentuates the main difference between the Gyan and Gelgoog, with more of an
emphasis on firing support and mid range gunnery capability rather than melee
skill. This suit unfortunately has no melee combat capability, relegating it to
the back of a battlegroup. This is an excellent suit for your gunnery
specialist aces, though Zeon has few of these. In this aspect, mass-producing
the Gyan may be a slightly better idea, since Zeon has so many melee specialist
aces.

YMS-15 Gyan Model-P (Prototype/Command Model)

Requirements: ???
Max units: 1
Number per unit: 1
Development: ???
Cost: 1000/2400
Production time: 2 Turns
Sensors: C Armor: 230 Mobility: 27 Move: 7 Resources: 150 RPM: 3
Shield Equipped
Move: LdMFts
Attack: LDMFtAs
RPA: 22
Shield Missile: POW: 108 Acc: 50 Range: 1 Anti-Air
Beam Rapier: POW: 220 Acc: 85 Range: 0

Note: Once you hit MS Level 11, two "elite" MS models will be available to
research: the Gelgoog, and this, the Gyan. The Gelgoog is more suited for
long-range combat, and the Gyan for close combat. In fact, the Gyan is actually
the best close combat MS in the game, so is a great unit to put your pilots
with high melee skill in. The downside is that the Gyan is not so hot in space,
and has lousy mobility over most kinds of terrain as well. Since this is a
prototype unit, it's geared toward ace pilots.

YMS-15 Gyan/RR (Ramba Ral Custom Unit)
Requirements: Gyan Model-P
Max units: 1
Number per unit: 1
Cost: 170/1250
Production time: Instant (Refit)
Sensors: C Armor: 270 Mobility: 34 Move: 7 Resources: 150 RPM: 3
Shield Equipped
Move: LdMFts
Attack: LDMFtAs
RPA: 22
Shield Missile: POW: 108 Acc: 50 Range: 1 Anti-Air
Beam Rapier: POW: 220 Acc: 85 Range: 0

Note: One of the best of Ramba Ral￾fs customs, possibly better than the
Gelgoog, since he is a melee specialist. As with most customs, slight
improvements to armor and mobility, but not much else over the original.

YMS-15 Gyan/AG (Anavel Gato Custom Unit)
Requirements: Gyan Model-P
Number per unit: 1
Cost: 200/1180
Production time: Instant (Refit)
Sensors: C Armor: 260 Mobility: 36 Move: 7 Resources: 150 RPM: 3
Shield Equipped
Move: LdMFts
Attack: LDMFtAs
RPA: 22
Shield Missile: POW: 108 Acc: 50 Range: 1 Anti-Air
Beam Rapier: POW: 220 Acc: 85 Range: 0

Note: This unit is basically equal to Ramba Ral￾fs Gyan in strength. I would
recommend the Gelgoog over this however, as while Gato is melee-leaning, it￾fs
not by much. He￾fs probably better off in a faster, more general-purpose suit
like his Gelgoog Custom.

MS-15A Gyan Model-A (Mass-Production Model)

Requirements: Gyan Mass-Production Plan
Number per unit: 3
Development: 6000/6 Turns
Cost: 1650/3600
Production time: 1 Turn
Sensors: D Armor: 120 Mobility: 26 Move: 7 Resources: 150 RPM: 3
Shield Equipped
Move: LdmftS
Attack: LdmFtaS
RPA: 18
Shield Missile: POW: 72 Acc: 50 Range: 1 Anti-Air
Beam Rapier: POW: 165 Acc: 85 Range: 0

Notes: Mass produced Gyans can do really heavy damage in close combat so are
best to put at the front of your ranks. On the whole though grunt Gelgoogs are
more useful than grunt Gyans.

MS-15B Gyan Model-B (High Mobility Type)

Requirements: Gyan Model-A
Number per unit: 1
Development: 6000/6 Turns
Cost: 1350/2300
Production time: 2 Turns
Sensors: C Armor: 220 Mobility: 36 Move: 9 Resources: 180 RPM: 3
Shield Equipped
Move: LdmftS
Attack: LdmFtaS
RPA: 28
Wrist-Mounted Autocannons: POW: 108 Acc: 65 Range: 1 Anti-Air
Shield Missile: POW: 63 Acc: 60 Range: 1 Anti-Air
Beam Lance: POW: 260 Acc: 85 Range: 0

Notes: An upgrade of the Gyan Model-P that is much faster, and has slightly
improved stats. Nothing much to say here.

MS-15B/JR Gyan Model-B High Mobility Type (Johnny Raiden Custom)
Requirements: Gyan Model-B
Number per unit: 1
Cost: 130/970
Production time: Instant (refit)
Sensors: C Armor: 230 Mobility: 40 Move: 9 Resources: 180 RPM: 3
Shield Equipped
Move: LdmftS
Attack: LdmFtAS
RPA: 28
Wrist-Mounted Autocannons: POW: 108 Acc: 65 Range: 1 Anti-Air
Shield Missile: POW: 63 Acc: 60 Range: 1
Beam Lance: POW: 260 Acc: 85 Range: 0

Notes: Johnny Raiden￾fs custom Gyan, only accessible if you choose to
mass-produce Gyan instead of Gelgoog. As you finish up on Earth and if you
chose to mass-produce Gyan, go with this as the personal suits for Johnny.

MS-15B/SM Gyan Model-B High Mobility Type (Johnny Raiden Custom)
Requirements: Gyan Model-B
Number per unit: 1
Cost: 100/1220
Production time: Instant (refit)
Sensors: C Armor: 260 Mobility: 36 Move: 9 Resources: 180 RPM: 3
Shield Equipped
Move: LdmftS
Attack: LdmFtAS
RPA: 28
Wrist-Mounted Autocannons: POW: 108 Acc: 65 Range: 1 Anti-Air
Shield Missile: POW: 63 Acc: 60 Range: 1
Beam Lance: POW: 260 Acc: 85 Range: 0

Notes: Another alternate reality ace-use Gyan Model-B only available if you
mass-produce Gyan. As with most of these late part 1 customs, keep your ace in
their custom until towards the end of part 2 or they seem to be struggling in
it.

MS-15B/3S Gyan (Black Tristars Custom Unit)
Requirements: Gyan Model-B
Max units: 3
Number per unit: 1
Cost: 100/1040
Production time: Instant (Refit)
Sensors: C Armor: 270 Mobility: 34 Move: 7 Resources: 150 RPM: 3
Shield Equipped
Move: LdMFts
Attack: LDMFtAs
RPA: 22
Wrist-Mounted Autocannon: POW: 108 Acc: 65 Range: 1 Anti-Air
Shield Missiles: POW: 63 Acc: 60 Range: 1
Beam Rapier: POW: 260 Acc: 85 Range: 0

Notes: A custom version of Gyan for the Black Tristars. This is only available
if you mass-produce Gyan over Gelgoog. As you finish up on Earth and if you
chose to mass-produce Gyan, go with this as the personal suits for Johnny.

MS-15C Gyan Model-C Gyancannon

Requirements: Gyan Model-A
Number per unit: 1
Development: ???
Cost: 1000/2750
Production time: 2 Turns
Sensors: B Armor: 260 Mobility: 28 Move: 6 Resources: 170 RPM: 3
Move: LdmftS
Attack: LDMFTAS
RPA: 18
180mm Cannon: POW: 132 Acc: 60 Range: 2-3 Anti-Air
Wrist-Mounted Autocannons: POW: 48 Acc: 50 Range: 1
Beam Rapier: POW: 165 Acc: 85 Range: 0

Notes: The Gyancannon is a little pointless, taking the melee specialist Gyan
and trying to repurpose it into a bombardment unit. This can be a good suit
late part 1 for your gunnery specialist aces if you invested in Gyan
mass-production, but only in space. On land, it￾fs a much better idea to use
Xamel instead.

MS-15F Gyan Model-F (Marine-Type)

Requirements: Gyan Model-B
Number per unit: 3
Development: ???
Cost: 1950/3900
Production time: 2 Turns
Sensors: C Armor: 170 Mobility: 31 Move: 7 Resources: 150 RPM: 3
Shield Equipped
Move: LDmfTS
Attack: LDmftaS
RPA: 20
Shield Missile: POW: 90 Acc: 50 Range: 1 Anti-Air
Beam Rapier: POW: 176 Acc: 95 Range: 0

MS-15Fs Gyan Model-Fs (Marine Command Type)

Requirements: Gyan Model-F
Number per unit: 1
Development: 6000/6 Turns
Cost: 1250/2750
Production time: 2 Turns
Sensors: C Armor: 260 Mobility: 37 Move: 7 Resources: 150 RPM: 3
Shield Equipped
Move: LDmfTS
Attack: LDmftAS
RPA: 22
Shield Missile: POW: 108 Acc: 60 Range: 1 Anti-Air
Beam Rapier: POW: 264 Acc: 85 Range: 0
Head Vulcan: POW: 48 Acc: 40 Range: 1 Anti-Air

MS-14Fs/CG Gyan Model-Fs Marine Command Type (Cima Garahau Custom)
Requirements: Gyan Model-Fs
Number per unit: 1
Cost: 130/1130
Production time: Instant (Refit)
Sensors: C Armor: 270 Mobility: 39 Move: 7 Resources: 150 RPM: 3
Shield Equipped
Move: LDmfTS
Attack: LDmftAS
RPA: 22
Shield Missile: POW: 108 Acc: 60 Range: 1 Anti-Air
Beam Rapier: POW: 270 Acc: 95 Range: 0
Head Vulcan: POW: 48 Acc: 40 Range: 1 Anti-Air

Notes: Cima has a custom Gyan Model-Fs to mirror her custom Gelgoog Model-Fs.
Nothing much to say.

MS-15Kg Gyan Model-Kg ￾gKrieger￾h

Requirements: Gyan Model-Fs
Number per unit: 1
Development: ???
Cost: 1400/3600
Production time: 2 Turns
Sensors: C Armor: 320 Mobility: 42 Move: 9 Resources: 190 RPM: 3
Shield Equipped
Move: LDmftS
Attack: LDmftaS
RPA: 62
Shield Missile: POW: 120 Acc: 60 Range: 1
Wrist-Mounted Autocannons: POW: 90 Acc: 80 Range: 1 Anti-Air
Beam Lance: POW: 310 Acc: 95 Range: 0

Notes: The final version of the Gyan, this ace-use suit is so kick-ass, it
remains somewhat useful all the way to Char￾fs Revenge, although by that point
it is mostly as a cannon fodder unit. Still, it￾fs very useful for your weaker
aces, but it has difficulty in rough terrain on Earth. This suit is far better
than the Gelgoog Jaeger, and makes the Gyan line, at least in the end, a better
choice to invest in for Zeon, with more melee leaning aces.

MS-18E Kampfer

Requirements: MS level 14
Number per unit: 1
Development: ???
Cost: 2650/3600
Production time: 2 Turns
Sensors: C Armor: 290 Mobility: 43 Move: 9 Resources: 240 RPM: 5
Move: LDmFTS
Attack: LDmFTaS
RPA: 46
Bazooka: POW: 160 Acc: 65 Range: 1
Shotgun: POW: 64 Acc: 95 Range: 1
Panzerfaust: POW: 50 Acc: 70 Range: 1
Beam Saber: POW: 195 Acc: 85 Range: 0

Note: While there are a handful of units in the game with better stats than the
Kampfer, when you factor in everything (cost, versatility, terrain etc) it is
one of the overall best ace units of the One Year War. The Kampfer excels in
both space and on land, deals immense punishment with its array of weaponry,
and has great mobility and movement. However, you pretty much have to use this
unit according to its design; for hit and run raids. Its resources per attack
are high enough that you can't use this unit for long-term battles. However,
once you get the option to make this unit, you should produce as many as you
can and put your ace pilots in them--they can really turn the tide against the
overpowered UN mobile suits.

MS-08TX Efreet
Requirements: ???
Number per unit: 1
Development: ???
Cost: 1500/3300
Production time: 2 Turns
Sensors: C Armor: 215 Mobility: 31 Move: 7 Resources: 180 RPM: 5
Move: LDMFT
Attack: LDMFTa
RPA: 25
Shotcannon (Giant Shotgun): POW: 120 Acc: 80 Range: 1
Vulcan: POW: 24 Acc: 35 Range: 1
Beam Saber: POW: 120 Acc: 75 Range: 0

Notes: Zeon￾fs premier ace-use melee specialist suit. It￾fs pretty good, but it
can￾ft be used in space, so its usefulness is somewhat limited. It￾fs only
suRPAssed in Part 1 except by the Efreet Revised, but that requires a special
event that you may or may not trigger.

MS-08TX [EXAM] Efreet Revised (EXAM)
Requirements: Special, MS level 9
Max units: 1
Number per unit: 1
Development: 4000/6 Turns
Cost: 1500/2200
Production time: 3 Turns
Sensors: A Armor: 250 Mobility: 45 Move: 8 Resources: 450 RPM: 5
Move: LDMF
Attack: LaDMF
RPA: 80
Rocket Launcher: POW: 40 Acc: 50 Range: 1
Foot Missile Pod: POW: 12 Acc: 60 Range: 1
Beam Saber: POW: 18 Acc: 75 Range: 0

Note: You need to start EXAM research before you can produce this unit. It's a
good ace pilot unit, but you can only have one and it only is really good on
land. However, it's quite effective on land, especially at close combat. On the
other hand, it consumes resources at a heavy rate so cannot be used to fight
for long. In the long run it may not seem worth developing, but you can't
complete the EXAM event line without doing so.


MSM-03 Gogg

Requirements: Submarine Zaku, MS level 4, MA level 3
Number per unit: 3
Development: ???
Cost: 750/3600
Production time: 1 Turn
Sensors: D Armor: 160 Mobility: 10 Move: 6 Resources: 200 RPM: 5
Move: ldmfTW
Attack: LdmfTW
RPA: 28
Mega Particle Cannon: POW: 160 Acc: 50 Range: 2
Torpedo: POW: 48 Acc: 50 Range: 1-2 Underwater weapon
Claw: POW: 90 Acc: 75 Range: 0

Note: One of the first underwater units you can produce, and probably the best
overall underwater. They're not so hot on land though, which makes them of
limited use as the only underwater weapons the UN has are submarines, (sitting
ducks for any kind of underwater MS) Aqua GMs (total weaklings) and Gundams.
(Which are weak underwater) However, the combination of heavy armor, long-range
punch and strong melee capability make them some of your best mass-production
units early on, making them a great counter to Gundam class suits, even on land.


MSM-03C Hi-Gog (Hygogg)

Requirements: Gog, MS level 11, MA level 6
Number per unit: 3
Development: ???
Cost: 2100/2700
Production time: 1 Turn
Sensors: D Armor: 120 Mobility: 30 Move: 8 Resources: 140 RPM: 3
Move: LdmfTW
Attack: LdmfTWA
RPA: 18
Hand Beam Cannon: POW: 126 Acc: 85 Range: 1 Anti-Air
Torpedo: POW: 64 Acc: 65 Range: 1-2 underwater weapon
Claw: POW: 114 Acc: 85 Range: 0

Note: The Hi-Gog is a lot better than the Gog, but its primary problem is that
it becomes available to develop at the same time as the Z'Gok-E, which is a
much better unit. The only time you'd want to develop or produce this unit is
if you decided not to research the Z'Gok and Z'Gok-S and needed a decent
underwater unit. (If you drag your feet before invading Hawaii, you'll need
something better than Goggs and Acguys to do it)

MSM-04 Acguy

Requirements: Submarine Zaku, MS level 5, MA level 2
Number per unit: 3
Development: ???
Cost: 1650/1500
Production time: 1 Turn
Sensors: B Armor: 65 Mobility: 24 Move: 7 Resources: 300 RPM: 2
Move: LdmfTW
Attack: LdmfTWa
RPA: 20
Hand Vulcan: POW: 45 Acc: 45 Range: 1
Rocket Shell Pod: POW: 18 Acc: 60 Range: 1 Non-Underwater weapon
Claw: POW: 50 Acc: 80 Range: 0

Note: The Acguy is basically a poor man's version of the Gog. It costs less to
develop and build, and has better movement and mobility, but is overall a lot
less effective. On the other hand, it has above average sensors for a
mass-production mobile suit, making it a good amphibious scout suit. And if you
have a handful of Acguys they can be useful for swimming around the north end
of the map where nobody ever goes, and taking over various bases.


MSM-07 Z'Gok

Requirements: Gog or Acguy, MS level 6, MA level 3
Number per unit: 3
Development: ???
Cost: 1350/2250
Production time: 1 Turn
Sensors: B Armor: 100 Mobility: 20 Move: 7 Resources: 150 RPM: 3
Move: lWdmf
Attack: lWadmf
RPA: 18
Hand Vulcan: POW: 72 Acc: 65 Range: 1 Anti-Air
Rocket Shell: POW: 36 Acc: 50 Range: 1
Claw: POW: 90 Acc: 80 Range: 0

Note: The Z'Gok is the first underwater MS you can make that's really worth
producing in large numbers. Unlike the Gog or Acguy, it can actually attack
aerial opponents, even from underwater, so they're no longer sitting ducks from
bombers. They can handle themselves fairly well on land as well. Until you can
develop the Zaku Mariner you can make good use of these.


MSM-07S Z'Gok Model-S (Command Model)

Requirements: Z'Gok, MS level 7, MA level 3
Number per unit: 1
Development: ???
Cost: 950/1750
Production time: 1 Turn
Sensors: C Armor: 165 Mobility: 25 Move: 8 Resources: 350 RPM: 3
Move: LdmFTW
Attack: LdmfTWA
RPA: 40
Claw Vice Beam: POW: 126 Acc: 75 Range: 1 Anti-Air
Rocket Shell: POW: 36 Acc: 50 Range: 1
Claw: POW: 135 Acc: 80 Range: 0

Note: This unit is geared toward being an ace pilot unit, and is quite
effective. It doesn't handle well in rough terrain, but is good on both land
and in the water so is a very versatile unit. In the middle of the game, until
you can start building the more powerful ace pilot units (like Dowadges or
Gelgoogs) this will probably be your main ace pilot unit. It does remarkably
well in close combat as well. It￾fs also pretty much the only ace-use
amphibious unit, other than the Zock.


MSM-07S/CA Z'Gok Command-Model (Char Aznable Custom Unit)
Requirements: Z'Gok-S, MS level 7, MA level 3
Number per unit: 1
Development: 1000/1 Turns
Cost: 700/700
Production time: 3 Turns
Sensors: B Armor: 140 Mobility: 40 Move: 7 Resources: 350 RPM: 3
Move: LWdmf
Attack: LWAdmf
RPA: 40
Claw Vice Beam: POW: 28 Acc: 60 Range: 1 Anti-Air
Rocket Shell: POW: 10 Acc: 50 Range: 1
Claw: POW: 35 Acc: 75 Range: 0

Note: Until you make Char's Gelgoog, this is the unit you'll want Char riding
around in. (Unless of course you've got him in space, in which case you'll have
to settle for his Zaku) In fact, even once you've developed the Gelgoog, this
unit can be more useful for Char in some ways because it can move in water.


MSM-07E Z'Gok Model-E (Experimental Type)

Requirements: Z'Gok-S, MS level 11, MA level 3
Number per unit: 3
Development: ???
Cost: 1950/3450
Production time: 2 Turns
Sensors: C Armor: 150 Mobility: 28 Move: 8 Resources: 160 RPM: 3
Move: LdmFTW
Attack: LdmfTWA
RPA: 25
Hand Beam Cannon: POW: 150 Acc: 80 Range: 1 Anti-Air
Torpedo: POW: 54 Acc: 65 Range: 1-2 Underwater weapon
Claw: POW: 135 Acc: 85 Range: 0
Note: An excellent land-based grunt unit, even better than the Dom in many
ways; better armor, mobility, and weapons, and it can go underwater, though it
doesn't fare nearly as well in rough terrain. Still, it's a great unit on both
land and in the water. Along with Doms (or Dowadges) this will probably be the
main unit you conquer the Earth with in the mid-to-late stages of the game.


MSM-10 Zock

Requirements: MS level 7, MA level 7
Number per unit: 1
Development: ???
Cost: 850/4000
Production time: 2 Turns
Sensors: A Armor: 380 Mobility: 14 Move: 9 Resources: 300 RPM: 8
Move: ldmfTW
Attack: LDMFTWA
RPA: 50
Mega Particle Cannon: POW: 204 Acc: 50 Range: 1-3
Photon Maser: POW: 120 Acc: 50 Range: 1  Anti-Air
Note: A very weird unit. Technically it's a mobile suit, but in practice, it
skirts the line of being a MA. It's quite a Powerful unit, but expensive to
develop. If you decide to invade Hawaii later than sooner, then this will be a
good unit to accompany you. Otherwise it's best to leave it alone. Put an ace
pilot with good targeting skill in it. (those big claws are just decoration, it
has no melee weapons)


MAN-02 (MSN-02) Zeong

Requirements: Braw-Bro, MS level 13, MA level 12, Flanagan Institute
Number per unit: 1
Development: ???
Cost: 2850/5150
Production time: 2 Turns
Sensors: B Armor: 380 Mobility: 40 Move: 9 Resources: 300 RPM: 5
Escape Pod (Becomes Sub-Unit when destroyed)
Move: S
Attack: S
RPA: 42
Head Mega Particle Cannon: POW: 152 Acc: 60 Range: 1-2
Mega Particle Cannon: POW: 60 Acc: 70 Range: 1-2
Remote Hand Beam: POW: 168 Acc: 90 Range: 2-3
Mega Particle Cannon: POW: 90 Acc: 65 Range: 1-2
---------------
Sub-unit
Zeong Head
Sensors: A Armor: 30 Mobility: 60 Move: 10 Resources: 150 RPM: 1
Move: aS
Attack: aS
RPA: 20
Mega Particle Cannon: POW: 25 Acc: 50 Range: 1-2

Note: A unique, and hell of a powerful unit. It skirts the line between MS and
MA. It's expensive as hell to develop, (IF you can develop it, the development
requirements are really high) but is really useful when invading Luna 2. If
this unit gets shot down, then instead of the pilot getting injured, it turns
into the Zeong Head. (If the Zeong Head gets shot down, then the pilot DOES get
injured) If there's no pilot, fight on in the head--if there is a pilot in the
head, get back to base and transfer him/her to something else. Because of the
massive expense needed for this unit, it's debatable whether or not it's worth
investing in. If you do, you need to put a Newtype pilot in it, as only
Newtypes can operate the Remote Hand Beam.


MSN-02 Perfect Zeong

Requirements: Zeong, MS level 15, MA level 15
Number per unit: 1
Development: ???
Cost: 2350/7450
Production time: 2 Turns
Sensors: B Armor: 550 Mobility: 32 Move: 8 Resources: 350 RPM: 5
Move: LDmfTS
Attack: LDmfTAS
RPA: 56
Head Mega Particle Cannon: POW: 210 Acc: 60 Range: 1-2 Anti-Air
Mega Particle Cannon: POW: 60 Acc: 70 Range: 1-2
Remote Hand Beam: POW: 168 Acc: 80 Range: 1-2
Mega Particle Cannon: POW: 90 Acc: 65 Range: 1
---------------
Sub-unit
Zeong Head
Sensors: A Armor: 30 Mobility: 60 Move: 10 Resources: 150 RPM: 1
Move: aS
Attack: aS
RPA: 20
Mega Particle Cannon: POW: 25 Acc: 50 Range: 1-2

Note: Basically, a Zeong with legs that can be used on the Earth. It takes a
hit in mobility, and it's not so hot on land, plus costs a fortune in
technology and investment to make. It￾fs not very useful in part 1 as by the
time you can build it, you￾fll likely have taken over all of Earth, but in part
2 it can prove useful, as it will give you your first real all terrain Newtype
use mobile weapon. However, the mobility takes a hit, so I would recommend only
using this on the ground, as the regular Zeong￾fs higher mobility is slightly
more preferable in space.

RX-78BD-2/NS Blue Destiny Unit 2 (Nimbus Schterzen Custom Unit)
Requirements: Special, Base Level 12, MS Level 10, MA level 10
Max units: 1
Number per unit: 1
Development: 5000/6 Turns
Cost: 2500/3200
Production Time: 3 Turns
Sensors: A Armor: 290 Mobility: 52 Move: 7 Resources: 450 RPM: 5
Shield Equipped
Move: LsDMF
Attack: LAsDMF
RPA: 100
Machine gun: POW: 50 Acc: 60 Range: 1 Anti-Air
Chest Missile: POW: 10 Acc: 50 Range: 1
Beam Saber: POW: 21 Acc: 80 Range: 0
Head Vulcan: POW: 4 Acc: 50 Range: 1

Note: To produce this unit, when Professor Crust of the EXAM project defects in
the EXAM event line, you need to give Nimbus permission to chase after him, but
not to engage the Blue Destiny units. You'll then get the BD-2, along with the
opportunity to research this unit. It's a good unit, but it eats resources like
a ravenous dog so is of limited use.


MS-06FZ Zaku II Revised (Model-FZ)

Requirements: Zaku-F2, MS level 13 or Pezun Institute
Number per unit: 3
Development: ???
Cost: 1500/2550
Production time: 1 turn
Sensors: D Armor: 120 Mobility: 26 Move: 7 Resources: 350 RPM: 3
RPA: 16
Move: LdMFtS
Attack: LdMFtaS
Zaku Machinecannon Revised: POW: 96 Acc: 70 Range: 1 Anti-Air
Hand Grenades: POW: 40 Acc: 60 Range: 1
Heat Hawk: POW: 75 Acc: 80 Range: 0

Note: This is decidedly the best of the "grunt" all-purpose Zaku II units. (The
Zaku II-R1A units are generally better in space) It's about on par with the
Gouf-Bs, but by the time you can develop this unit you'll be able to produce
stuff that's much, much better than it, so my advice is not even to bother
developing it. It does look kind of cool though.

AGX-04 Gerbera Tetra

Requirements: Gundamjacking
Development: ???
Number per Unit: 1
Cost: 3700/5300
Production Time: 2 Turns
Sensors: C Armor: 360 Mobility: 48 Move: 9 Resources: 220 RPM: 6
Move: LdmFtS
Attack: LdmftAS
RPA: 34
Beam Machinegun: POW: 240 Acc: 65 Range: 1
Wrist-Mounted Gatling Guns: POW: 48 Acc: 70 Range: 1
Beam Saber: POW: 195 Acc: 70 Range: 0
Notes: I￾fm not sure this suit belongs here, it￾fs technically not a Zeon suit,
but usually only Zeon factions ever get it, and even then, not until after the
One Year War. It￾fs actually one of the only units that can be considered part
of the Delaz Fleet￾fs arsenal. The Gerbera Tetra handles as an extremely high
mobility general-purpose ace unit. It￾fs useful until halfway through the Gryps
Civil War and it almost immediately becomes outmoded.

AGX-04 Gerbera Tetra Revised

Requirements: Gerbera Tetra
Development: ???
Number per Unit: 1
Cost: 3187/6000
Production Time: 2 Turns
Sensors: B Armor: 405 Mobility: 52 Move: 10 Resources: 240 RPM: 6
Move: LdmFtS
Attack: LdmftAS
RPA: 36
Beam Machinegun: POW: 308 Acc: 65 Range: 1
Wrist-Mounted Gatling Guns: POW: 48 Acc: 70 Range: 1
Beam Saber: POW: 210 Acc: 70 Range: 0
Notes: An upgrade to the Gerbera Tetra, giving a big boost to ranged firepower,
and minor boosts to speed, evasion, and armor. Probably worth the money, as it
can extend the Tetra￾fs usefulness through the return of Axis.

-------------------------------------------------------------------------
                              ZEON MOBILE ARMORS
-------------------------------------------------------------------------
All Zeon Factions can produce most of these. Some factions may not be able to
produce Newtype-use weapons.

MAX-03 Adzam

Requirements: ???
Development: ???
Cost: 600/4500
Production time: 2 turns
Sensors: A Armor: 430 Mobility: 12 Move: 4 Resources: 380 RPM: 6
Move: A
Attack: LDMFTWA
RPA: 90
Mega Particle Cannon: POW: 150 Acc: 50 Range: 2-3 Surface Weapon Anti-Water
Adzam Leader: POW: 80 Acc: 99 Range: 1  Surface Weapon

Note: The only MA in the game that can be used on the surface, (the Grabro
being an underwater unit) and also the only Zeon unit besides the Gaw that can
attack underwater enemies without actually being underwater. In many ways, this
is the most useful of the Zeon MAs because most of your fighting will be on
land as the Zeon forces. The Adzam Leader is especially nice, as it attacks all
ground-based units in one blow.  The only cruiser that can carry this unit is
the Zanzibar, which is kind of obvious as that's the only cruiser that can
enter the atmosphere. Overall this is an excellent unit that you should
seriously consider making good use of. It can devastate Federation MS￾fs in
platoons and is great for assaulting control points or sniping at targets on
any terrain (though it has some low accuracy, and is not very effective on
underwater units). Also keep in mind that it runs out of ammo for its weapons
fast, so the key to using this unit is having a resupply point nearby at all
times in the form of a control point or a Zanzibar. Never launch an invasion
with Adzams alone, they￾fre an assault support unit, and require units that can
capture points to give them a resupply base at the very least, if not an air
battleship. After part 1, they become too fragile to be worth the trouble.


MS-04X Zakrello

Requirements: ???
Development: ???
Cost: 1250/3350
Production time: 1 turn
Sensors: C Armor: 320 Mobility: 32 Move: 9 Resources: 500 RPM: 5
Move: S
Attack: S
RPA: 40
Beam Cannon: POW: 160 Acc: 60 Range 1-2
Missile: POW: 45 Acc: 50 Range 1-2
Sickle Arm: POW: 150 Acc: 80 Range: 0

Note: Zakrellos are surprisingly useful during part 1, with good accuracy, high
Power ranged weaponry, and speed, they operate like mini Musais, with better
weapons and speed to make up for having slightly less armor, and are great for
firing support or rushing enemy cruisers. They￾fre like cluster Musais in that
they￾fre cheap enough you can mass produce them, small enough other ships can
carry them and bring three or more to a battle to support your mobile suits,
and unlike a cruiser, are capable of melee attacks, making them much better at
taking down other ships. After part 1 though, they become quite useless.

MA-05 Bigro
Requirements: Zakrello, MA level 8
Development: ???
Cost: 2450/5000
Production time: 2 turns
Sensors: B Armor: 450 Mobility: 42 Move: 10 Resources: 320 RPM: 7
Move: S
Attack: S
RPA: 50
Mega Particle cannon: POW: 210 Acc: 65 Range 1-3
Missile: POW: 75 Acc: 50 Range 1-2
Claw: POW: 160 Acc: 95 Range: 0

Note: Overall, this is the best Mobile Armor in the game. The Newtype MAs are
arguably better, but you need a Newtype pilot to use them properly, and there
aren't many of those. It's got the best mobility of all the Mobile Armors in
the game (with the exception of the Gundam MA mode, but that's not that great a
unit) Powerful weapons, and good range. You can make good use of these
protecting your space stations or stomping down pesky UN mobile suits. You can
put these in any ship, so they're quite useful. Can help in late stages of the
game.


MAM-07 Grabro
Requirements: Bigro, MA level 9
Development: 6000/6 Turns
Cost: 1600/7500
Production time: 2 turns
Sensors: A Armor: 680 Mobility: 28 Move: 9 Resources: 400 RPM: 5
Move: W
Attack: ldmftWA
RPA: 50
Torpedo: POW: 182 Acc: 60 Range 1-3
Boomerang Missile: POW: 60 Acc: 70 Range 1-2 Anti-Air
Claw: POW: 180 Acc: 80 Range: 0

Note: This underwater version of the Bigro is not worth producing or developing
IMO. Sure, it's got ridiculously tough armor and its torpedoes pack a punch,
but there's really not that much in the way of underwater threats from the UN,
and what there is your subs and underwater mobile suits should be able to take
care of easily. One of these might be nice for leading your aquatic invasions,
especially in part 2, but if you build it, don￾ft give it much back-up, as it
can destroy pretty much any underwater unit singlehandedly. Though one or two
could come in handy in part 2 onward.


MA-08 Big Zam

Requirements: MA level 7
Development: ???
Cost: 3500/12300
Production time: 3 turns
Sensors: B Armor: 1000 Mobility: 15 Move: 5 Resources: 650 RPM: 10
Move: ldmftS
Attack: LDMFTAS
RPA: 140
BG Mega Particle Cannon: POW: 66 Acc: 99 Range 2-5
Diffusion Beam: POW: 52 Acc: 80 Range 1-2

Note: One of the most powerful units in the entire game, the Big Zam is
basically the only way to beat the game as Zeon without nukes. It￾fs Powerful
cannon can plow through enemy lines, hitting all units in a straight four hex
line from the edges of the unit￾fs hex. Much like Nuclear Zakus, it must ￾gset
up￾h to be able to fire, so position them strategically beforehand. They￾fre
best used for defense by plugging them directly into a space station and being
used as a giant turret, but they￾fre also useful in invasions if you know what
you￾fre doing. You can set them up in a defensive position, let the enemy
garrison come to you, and cut through their ranks, then follow up with mobile
suit assault. Build these whenever you have the resources, as the devastation
of several firing in line is a sight to behold. This tactic remains viable even
in the final part of the game, as their heavy armor and I-Field make them able
to stand up to almost anything. Of course, they lack mobility, are slow, barely
have any close range attacks, and are vulnerable to melee attacks, so they
require an escort. Surround them with a thin line of disposable units to slow
the enemy down. Use your outmoded units, or if you have none on hand, build
some Gattles and line them up in thin lines in front of the Big Zams. While
this can operate on the surface, I wouldn￾ft recommend it except for defense,
as it￾fs difficult to move around.

MAN-03 Braw Bro ?

Requirements: Flanagan Institute
Development: ???
Cost: 2400/7050
Production time: 2 turns
Sensors: S Armor: 575 Mobility: 32 Move: 9 Resources: 500 RPM: 6
Psycommu ? Higher hit and evasion rates when piloted by a Newtype
Move: S
Attack: S
RPA: 60
Mega Particle Cannon: POW: 210 Acc: 65 Range 1-3
Remote Beam Cannon: POW: 180 Acc: 75 Range 1-3

Note: To make this MA, you need to create the Flanagan Institute, and then you
can research it. This is a Newtype-use MA, so unless you use a Newtype pilot,
you won't be able to use the Remote Beam Cannon. It's quite Powerful though.
The Elmeth is a better vessel for your Newtype pilots though. It can be loaded
onto either the Dolos or the Zanzibar.


MAN-08 Elmeth

Requirements: Braw-Bro, MA level 13
Development: ???
Cost: 3200/6150
Production time: 3 turns
Sensors: S Armor: 500 Mobility: 43 Move: 9 Resources: 450 RPM: 7
Psycommu ? Higher hit and evasion rates when piloted by a Newtype
Move: S
Attack: S
RPA: 55
Mega Particle Cannon: POW: 240 Acc: 70 Range 1-3
Bit: POW: 210 Acc: 90 Range 1-3

Note: At first glance, the stats on the Elmeth look less attractive than the
Braw-Bro, but its weapons are so much better that it makes a big difference,
especially the Bit attack. However, you need a Newtype pilot to operate the
Bits, so this unit is pretty much useless without one. It's a great unit for
Char or Lalah to pilot. Like the Braw-Bro, it can only be loaded onto the Dolos
or Zanzibar.

MA-06 Val Varo

Requirements: Bigro, MA level 13
Development: ???
Cost: 2650/6100
Production time: 2 turns
Sensors: B Armor: 550 Mobility: 45 Move: 10 Resources: 380 RPM: 7
Move: S
Attack: S
RPA: 60
Mega Particle Cannon: POW: 245 Acc: 60 Range: 1-3
Beam Gun: POW: 140 Acc: 60 Range: 1
Varo Leader: POW: 120 Acc: 99 Range: 1
Arm Claw: POW: 180 Acc: 95 Range: 0

Notes: The Val Varo is a pretty good space-use MA that kicks some ass during
late part 1 and early part 2, but like many units from this period, quickly
becomes borderline useless just before the return of Axis. The unit can operate
as a bombardment unit, but is not a particularly good one. It￾fs better as a
cheap-ish in-between to the Bigro and the Neue Ziel as a space assault unit for
leading charges on enemy positions.

Oggos
Requirements: Examination Unit￾fs Fourth Test
Development: 6000/6 Turns
Number per Unit: 5
Cost: 750/750
Production time: 1 turn
----------------------------
Equipment Type-A (Machinecannon)
Sensors: D Armor: 25 Mobility: 11 Move: 6 Resources: 75 RPM: 5
Move: S
Attack: S
RPA: 8
Torpedo: POW: 30 Acc: 50 Range 1
Missile Pod: POW: 30 Acc: 75 Range 1
----------------------------
Equipment Type-B (Bazooka)
Sensors: D Armor: 25 Mobility: 9 Move: 5 Resources: 75 RPM: 1
Move: S
Attack: S
RPA: 12
Bazooka: POW: 48 Acc: 60 Range: 1
Missile Pod: POW: 30 Acc: 75 Range: 1

Notes: For some reason this unit starts out unlocked for Garma￾fs Rebirth Zeon,
but unfortunately the only other MS IGLOO units you get are the Zudah and
Hildolfr, not the Ze￾fGok and Big Rang, which I have yet to see. The Oggos are
an odd unit. It￾fs in every way a Zeon version of the Ball, but that￾fs pretty
pointless since the Ball was only ever built as a temporary stand-in for mobile
suits. For the most part, this unit is better than even the Ball Model-P, but
it￾fs rather pointless to produce as Zeon already has space capable mobile
suits far better than this. The Oggos can￾ft match the range of the Balls, so
they can￾ft even operate as firing support units. All they￾fre good for is an
improvement on the Gattles as a space cannon fodder unit, but why would you
need that?

-------------------------------------------------------------------------
Principality of Zeon Armor
-------------------------------------------------------------------------
Note: All Zeon factions can produce these, but typically only the Principality
has any reason to do so for most of these, as they become largely outmoded by
the Gryps Civil War.

Magella Attack Craft

Requirements: Base Level 2
Number per unit: 5
Development: ???
Cost: 250/600
Production time: 1 turn
Sensors: D Armor: 16 Mobility: 6 Move: 6 Resources: 90 RPM: 1
Seperateable
Move: LDmfT
Attack: LDmfTa
RPA: 8
Magella Top Cannon: POW: 36 Acc: 40 Range: 1-2 Anti-Air
Triple Barrel Vulcan: POW: 8 Acc: 35 Range: 1
----------------------------
Sub-Unit
Magella Base
Sensors: D Armor: 10 Mobility: 8 Move: 6 Resources: 55 RPM: 1
Move: LDmfT
Attack: LDmfT
RPA: 2
Triple Barrel Vulcan: POW: 8 Acc: 35 Range: 1
----------------------------
Sub-Unit
Magella Top
Sensors: C Armor: 6 Mobility: 13 Move: 6 Resources: 35 RPM: 4
Move: A
Attack: A
RPA: 6
Magella Top Cannon: POW: 36 Acc: 40 Range: 1-2

Notes: The Magella Attack is probably the only Zeon armor unit worth
developing. It's cheap both to produce and develop, and quite useful in the
early stages of the game, as it's one of the first units with a long-range
attack that you can develop. It can make short work of Federation Type-61
tanks. You can detach this unit into two separate units, the Magella Base and
the Magella Top. The Magella Base by itself is pretty worthless, but when you
return it to a base it gets a new top. The Magella Top is ironically the best
dogfight-capable unit that the Zeon forces has, aside from the MS-mounted Dodai
units, which cost a bundle. This should be your go-to interceptor during Part
1, until you get transformable mobile suits or suits with standardized
sub-flight systems.

YMT-05 Hildolfr Artillery Vehicle

Requirements: Examination Unit￾fs First Test
Number per unit: 1
Development: ???
Cost: 600/2250
Production time: 1 turn
Sensors: C Armor: 180 Mobility: 8 Move: 7 Resources: 220 RPM: 1
Transformable
Move: LDmfT
Attack: LDMFTa
RPA: 20
30mm Cannon: POW: 140 Acc: 60 Range: 2-4 Anti-Air
----------------------------
Mobile Tank Mode
Sensors: A Armor: 180 Mobility: 16 Move: 4 Resources: 220 RPM: 1
Transformable
Move: LDMFT
Attack: LDMFTA
RPA: 25
30mm Cannon: POW: 168 Acc: 70 Range: 1-2 Anti-Air
Machinecannons: POW: 80 Acc: 60 Range: 1

Notes: The Hildolfr is quite useful early on in the game as an artillery unit,
as it￾fs one of the few that can actually kind of defend itself at close-range.
It￾fs built as an ace-unit, so assign it to low ranking aces with good gunnery
skill. In Tank Mode, it has trouble with rough terrain, but is faster than
Mobile Tank mode, as long as it￾fs on a road or flat terrain. It also has a
longer range and is best for sniping in this mode. If you need to shoot down
aircraft or maneuver through mountains or jungle, use Mobile Tank mode which
specializes in these things. Mobile Tank mode is also capable of self-defense
in close combat, so use it if you￾fre expecting to get assaulted.


Gallop Land Cruiser

Requirements: ???
Number per unit: 1
Development: ???
Cost: 950/4650
Production time: 2 turns
Sensors: A Armor: 400 Mobility: 8 Move: 7 Resources: 500 RPM: 3
Carrying Capacity: 3
Minovsky Equipped (Short)
Move: LDmFT
Attack: LDmfTA
RPA: 40
Cannon: POW: 140 Acc: 60 Range: 1-3

Notes: Not a terribly useful unit. Being a carrier, you can't stack it, and
it's not terribly useful in battle, though it does pack a punch. If you use it
at all, it's probably best used for its sensors, or as a semi-mobile refueling
station for your mobile suits.


Doubde (Dabude) Land Battleship

Requirements: ???
Number per unit: 1
Development: ???
Cost: 1380/6300
Production time: 3 turns
Sensors: B Armor: 600 Mobility: 6 Move: 6 Resources: 600 RPM: 5
Carrying Capacity: 6
Minovsky Equipped (Wide)
Move: LDmFT
Attack: LDmfTA
RPA: 80
Primary Cannon: POW: 40 Acc: 60 Range: 2-4 Anti-Air
Machinecannon: POW: 80 Acc: 40 Range: 1 Anti-Air

Notes: Though you may not want to develop or produce it, the Doubde is more
useful than the Gallop. It can serve as a mobile field base/ bombardment unit
from mid part 1 onward, though it can be a hassle to get it into position
during assaults if in mountainous regions.

-------------------------------------------------------------------------
Principality of Zeon Aircraft
-------------------------------------------------------------------------
Note: All Zeon factions can produce these, but unless you￾fre playing the
Principality, there￾fs little reason to do so.

Dopp Dogfighter

Number per unit: 5
Development: 1500/2 Turns
Cost: 500/450
Production time: 1 turn
Sensors: D Armor: 10 Mobility: 15 Move: 6 Resources: 80 RPM: 4
Move: A
Attack: A
RPA: 6
Missile Launcher: POW: 30 Acc: 55 Range: 1
Autocannon: POW: 28 Acc: 40 Range: 1

Notes: Dopps are nothing to write home about. They can only attack other aerial
units and get shot down very, very easily. (Basically, if they get hit, they
die) However, they are of some use as the UN uses a fair number of aerial
units, and Dopps can often distract them from attacking your mobile suits.
Whether or not you develop them is up to you.


Dopp Fighter (Garma Zabi Custom Unit)
Requirements: Dopp
Max units: 1
Number per unit: 1
Development:
Cost: 100/250
Production time: Instant (Refit)
Sensors: C Armor: 40 Mobility: 22 Move: 7 Resources: 120 RPM: 5
Move: A
Attack: A
RPA: 8
Missile Launcher: POW: 30 Acc: 55 Range: 1
Autocannon: POW: 28 Acc: 40 Range: 1

Notes: This is better than a vanilla Dopp. However, it's still not only just a
Dopp, but it's by itself so it's a sitting duck. It does get better when Garma
is riding it, but putting him in this unit is basically the same as sending him
to the hospital as he won't survive for long. Don't bother.


Dodai Bomber

Requirements: Base level 3
Number per unit: 3
Development: 1500/2 Turns
Cost: 360/570
Production time: 1 turn
Sensors: C Armor: 20 Mobility: 10 Move: 5 Resources: 160 RPM: 5
Move: A
Attack: LDMFTw
RPA: 26
Air-to-Surface Missile: POW: 42 Acc: 40 Range: 1-2 Anti-Ground Weapon

Notes: Dodais by themselves are bombers, and fairly useful as they can attack
at range; they can take out Type 61 Tanks and a fair number of MS unit types
without them being able to retaliate. However they're still rather weak.
They're a prerequisite for the Dodai YS units, which are very useful.


Luggun Scout Fighter

Requirements: Base level 4
Number per unit: 3
Development: 1500/2 Turns
Cost: 480/360
Production time: 1 turn
Sensors: A Armor: 10 Mobility: 14 Move: 6 Resources: 80 RPM: 3
Minovsky Equipped (Short)
Move: A
Attack: A
RPA: 6
Vulcan: POW: 16 Acc: 35 Range: 1-1

Notes: This funny-looking plane is a very specialized unit. It's worthless in
battle, but is still an invaluable unit to have. It's basically a spy plane.
This unit is a must-have for base invasions, especially later ones, as it will
save your front-line units resources by doing the scanning for them. Its
Minovsky unit is icing on the cake. The down side is that Lugguns get shot down
VERY easily, so you should fly them in, scan, and get away as soon as possible.


Gaw Air Battlecarrier

Requirements: Base level 5
Number per unit: 1
Development: ???
Cost: 800/3300
Production time: 2 turns
Sensors: C Armor: 340 Mobility: 8 Move: 5 Resources: 500 RPM: 8
Carrying Capacity: 3
Minovsky Equipped (Wide)
Move: A
Attack: LWADMF
RPA: 60
Beam Cannon: POW: 150 Acc: 50 Range: 1-3
Bombs: POW: 180 Acc: 40 Range: 1 Anti-Ground Weapon Anti-Water weapon

Notes: The Gaw is a very useful unit in part 1, but quickly becomes outclassed
by enemy atmospheric cruisers and air battleships. It￾fs basically a more
heavily armored and armed version of the Fat Uncle, and overall is better. It
can provide some firing support for your troops and make sure they arrive
safely, but it￾fs nothing compared to air cruisers like the Zanzibar-class.

Fat Uncle Aircarrier

Requirements: ???
Number per unit: 1
Development: ???
Cost: 400/1200
Production time: 1 turn
Sensors: C Armor: 190 Mobility: 6 Move: 5 Resources: 680 RPM: 8
Carrying Capacity: 3
Minovsky Equipped (Wide)
Move: A
Attack: A
RPA: 15
Vulcans: POW: 32 Acc: 35 Range: 1

Notes: The Fat Uncle is the Zeons￾f basic air transport and answer to the
Medea. It can barely defend itself, and thus is vulnerable to anti-aircraft
fire, but usually has just enough armor to land, air drop troops, and run.
It￾fs also slow for an aircraft, so you may want to assign it some escort Dopps
when deep in enemy territory. Overall, the Gaw is better, this unit is just
cheaper, and quickly becomes dangerously vulnerable at the hands of Federation
Guncannons and Guntanks.
-------------------------------------------------------------------------
Principality of Zeon Spacecraft
-------------------------------------------------------------------------
Note: All Zeon factions (Including Delaz Fleet and Axis) can produce these.

Gattle Space Fighter

Number per unit: 5
Cost: 400/450
Production time: 1 turn
Sensors: D Armor: 10 Mobility: 12 Move: 6 Resources: 70 RPM: 4
Move: S
Attack: S
RPA: 5
Missiles: POW: 24 Acc: 40 Range: 1
Vulcan: POW: 18 Acc: 40 Range: 1

Notes: A Gattle is essentially a Dopp in space. With the exception that the
Gattle is more expensive to produce and has slightly better armor, there is
really no difference between the two units. The Gattle is also rather useless.
You probably won't end up producing any, and you can send the ones you start
out as to be kamikaze units there for the express purpose of being targets to
protect your more valuable units. Or you can scrap them for their metal.
They're not very useful. The only thing to use them for is Swarm Fighters.
These are units you mass-produce in droves as cannon fodder to protect big,
main battle units, like your Big Zams. Just make 5-15 of them, deploy them in
thin lines in front of your main force during a siege, let the enemy smash
them, and then fire Big Zams and all manner of ranged weaponry, sacrificing
them in the process. It￾fs an efficient, albeit brutal tactic. Just imagine
they￾fre drones and pull an Ender￾fs Game.

MS-06F+ Zaku IIF with Skiure

Requirements: Zaku II-F, Base level 11, MA Level 7
Number per unit: 3
Development: ???
Cost: 310/940
Production time: Instant (Refit)
--------------
Equipment Type-A (Machinecannon)
RPA: 8
Sensors: D Armor: 50 Mobility: 14 Move: 6 Resources: 100 RPM: 2
Move: LdmFtS
Attack: LdmftaS
Zaku Machinecannon: POW: 32 Acc: 50 Range: 1 Anti-Air
Heat Hawk: POW: 50 Acc: 70 Range: 0
---------------
Equipment Type-B (Bazooka)
RPA: 12
Sensors: D Armor: 50 Mobility: 12 Move: 5 Resources: 100 RPM: 2
Move: LdmFtS
Attack: LdmftaS
Zaku Bazooka: POW: 48 Acc: 60 Range: 1  Anti-Air
Heat Hawk POW: 50 Acc: 70 Range: 0
-------------------------
Equipment Type-C+ (Skiure Form)
Sensors: C Armor: 50 Mobility: 10 Move: 4 Resources: 100 RPM: 6
Move: S
Attack: S
RPA: 18
Beam Cannon: POW: 105 Acc: 70 Range: 2-3

Notes: This is probably the first unit you'll develop. It's really only
marginally better than Zaku II-Cs, though since it's a prerequisite for every
single Zeon MS, you pretty much have to build it. Still, it's a good unit for
the invasion of North America. It￾fs usually slightly cheaper and more worth it
to develop Model-C￾fs instead of these.

Zikko Support Craft

Requirements: ???
Number per unit: 3
Development: ???
Cost: 300/870
Production time: 1 turn
Sensors: C Armor: 35 Mobility: 8 Move: 6 Resources: 220 RPM: 5
Beam Interference Unit
Move: S
Attack: S
RPA: 40
Missile Launcher: POW: 48 Acc: 50 Range: 1

Notes: As attacking units, Zikkos are pretty useless. However, they are
extremely useful in that they are the only Zeon unit with Beam Interference
Units. As practically all Federation MS units use beam weapons, Zikkos can be
indispensable when deployed to the rear of other units. Since creating a Beam
Interference field blocks all beam attacks outright, used intelligently, you
can make your stacks virtually invulnerable to ranged attacks when facing the
Feddie forces. Problem is, these fields will also prevent you using your beam
weapons, so you may have to use this as a defense only or else rely on
ballistic-only suits (which will typically have garbage-level damage after part
1.) To use this tactic, you￾fll have to strategically find and use units that
don￾ft have beam weapons. Some that come to mind are the Dra-C and Hizack. If
you￾fre still in part 1, use Rick-Doms.

-------------------------------------------------------------------------
Principality of Zeon Ships
-------------------------------------------------------------------------Note:
All Zeon factions can produce these.

Papua-class Freighter

Cost: 800/1500
Production time: 2 turns
Sensors: A Armor: 200 Mobility: 5 Move: 6 Resources: 500 RPM: 6
Carrying Capacity: 3
Minovsky Equipped (Short)
Move: S
Attack: S
RPA: 20
Autocannon: POW: 20 Acc: 25 Range: 1

Notes: This thing is a piece of crap. It get shot down easily, and has a
pathetic carrying capacity. Don't ever bother building any more, they are only
good as refueling ships, decoys, or suicide runners. Makes me wish you could
order ships to ram into others, these would be cool to pack with explosives or
nukes and ram into a Pegasus-class.


Musai-class Frigate (Early Production-Type)

Refits to: Farmel, Musai Model-K
Cost: 700/3700
Production time: 2 turns
Sensors: B Armor: 340 Mobility: 7 Move: 6 Resources: 400 RPM: 8*
Carrying Capacity: 3
Minovsky Equipped (Small)
Sub-Unit: Komusai Shuttle
Move: S
Attack: S
RPA: 20
Beam Cannon: POW: 128 Acc: 50 Range: 2-3
Missiles: POW: 48 Acc: 35 Range: 1-3
*With the Komusai detached, the Musai's RPM is 7.
----------------
Komusai Shuttle
Sensors: C Armor: 90 Mobility: 9 Move: 6 Resources: 100 RPM: 5*
Carrying Capacity: 1
Move: aS
Attack: AS
RPA: 8
Autocannon: POW: 40 Acc: 40 Range: 1

Notes: Musais don't have much in the way of carrying capacity, so they're not
too useful in terms of transport. However, they do have their uses; they're
pretty good in space combat, and they can detach Komusais. Komusais are like
miniature HLVs; you can put one unit into them and then have them enter Earth's
atmosphere. While Komusais are equipped with weapons, you don't want them to
get in any fights. (they'll just get shot down) Once the Komusai is detached,
it can't be reattached; however, if you repair the Musai, it will be refitted
with a new one.


Chivvay-class Cruiser

Cost: 1000/6100
Production time: 3 turns
Sensors: A Armor: 550 Mobility: 10 Move: 7 Resources: 580 RPM: 9
Carrying Capacity: 3
Minovsky Equipped (Wide)
Move: S
Attack: S
RPA: 40
Beam Cannon: POW: 184 Acc: 50 Range: 2-4
Missile: POW: 60 Acc: 40 Range: 1-3

Notes: While more expensive, Chivvays are a lot better than Musais. They have
better weapons, sensors, and armor, and can carry 4 units instead of 3, though
they lack the Komusai detachment option.

Tivvay-class Cruiser (Chivvay-class Cruiser Final Production Type)

Cost: 1400/7700
Production time: 3 turns
Sensors: A Armor: 700 Mobility: 15 Move: 7 Resources: 620 RPM: 9
Carrying Capacity: 4
Minovsky Equipped (Wide)
Move: S
Attack: S
RPA: 40
Main Cannon: POW: 232 Acc: 60 Range: 2-5
Missile: POW: 75 Acc: 40 Range: 1-3


Gwazine-class Battleship

Max units: 4
Cost: 5000/8000
Production time: 4 turns
Sensors: S Armor: 600 Mobility: 14 Move: 8 Resources: 900 RPM: 10
Carrying Capacity: 8
Minovsky Equipped (Wide)
Move: S
Attack: S
RPA: 50
Main Cannon: POW: 66 Acc: 50 Range: 2-5
Secondary Cannon: POW: 41 Acc: 40 Range: 1-2

Notes: Gwazines are far and away the best already-developed units you start the
game with. They've got great weapons, armor, carrying capacity, and sensors.
Unfortunately you can only produce 4 of them. You can use them to defend your
major bases, but I like to sortie them out to Side 5 and use them as mobile
bases/refueling stations for the MS units that skirmish with UN units coming
from Luna 2.


Farmel-class Frigate (Musai-class Frigate Revised)

Requirements: Base Level 4
Refits To: Musai Model-K
Development: ???
Cost: 1000/4200
Production time: 2 turns
Sensors: B Armor: 380 Mobility: 10 Move: 7 Resources: 400 RPM: 8*
Carrying Capacity: 3
Minovsky Equipped (Small)
Sub-Unit: Komusai Shuttle
Move: S
Attack: S
RPA: 24
Beam Cannons: POW: 128 Acc: 50 Range: 2-3
Missiles: POW: 48 Acc: 35 Range: 1-3
*With the Komusai detached, the Musai's RPM is 7.
----------------
Komusai Shuttle
Sensors: C Armor: 90 Mobility: 9 Move: 6 Resources: 100 RPM: 5*
Carrying Capacity: 1
Move: aS
Attack: AS
RPA: 8
Autocannon: POW: 40 Acc: 40 Range: 1

Notes: A slight improvement over the standard Musai, with slight improvements
to armor and mobility, but not enough to be worth the extra money. Don￾ft
bother.


Zanzibar-class Aerospace Destroyer

Requirements: Base Level 7
Max Units: 6
Development: 8000/8 Turns
Cost: 3000/4000
Production time: 3 turns
Sensors: S Armor: 350 Mobility: 14 Move: 9 Resources: 700 RPM: 10
Carrying Capacity: 6
Minovsky Equipped (Wide)
Move: aS
Attack: AS
RPA: 40
Main Cannon: POW: 53 Acc: 50 Range: 2-4
Mega Particle Cannon: POW: 40 Acc: 50 Range: 2-3
Autocannon: POW: 20 Acc: 25 Range: 1

Notes: This ship kicks amazing amounts of ass. It's the only cruiser in Zeon's
arsenal that can enter the atmosphere and fly around on the surface. It's not
as good as the UN's equivalent, the Pegasus, but you can make more of them. (6
as opposed to 4) It makes a great troop transport and most of your later
invasions will probably use Zanzibars as a launching point. That it can take
over bases as well is icing on the cake. You should develop this unit as soon
as you can, and is a big reason to invest in conventional weaponry earl As with
most customs, slight improvements to armor and mobility, but not much else over
the original.

Dolos-class Supercarrier


Requirements: Base Level 8
Development: 20000/15 Turns
Cost: 800/16500
Production time: 4 turns
Sensors: A Armor: 1500 Mobility: 5 Move: 5 Resources: 999 RPM: 15
Carrying Capacity: 15
Minovsky Equipped (Wide)
Move: S
Attack: S
RPA: 50
Beam Cannon: POW: 252 Acc: 40 Range: 2-5

Notes: This hulking behemoth is really more of a mobile fortress than a
cruiser; it has a massive total number of units that can ride it and incredibly
thick armor. It's also the only unit that can carry the Big Zam. It is slow,
but is most useful as a mobile refueling station, especially for your Big Zams
in the late stages of the game, so long as it stays to the rear. It also can
pack a serious punch￾c if it ever hits.


Yukon-class Submarine

Requirements: Special
Development: ???
Cost: 700/2600
Production time: 2 turns
Sensors: B Armor: 240 Mobility: 9 Move: 8 Resources: 560 RPM: 6
Carrying Capacity: 5
Minovsky Equipped (Wide)
Move: W
Attack: LdmftW
RPA: 30
Torpedo: POW: 125 Acc: 70 Range: 1-2
Surface Missile: POW: 112 Acc: 50 Range: 1-2 Anti-Ground Weapon

Notes: To develop this unit, you have to take over the California base first.
This is a critical unit to develop, as it's most efficient for the Zeon forces
to launch most of their later invasions via submarine. Its combat capabilities
are mostly negligible, but this isn't important as Zeon has massive underwater
superiority already, and this is really a troop transport more than anything.
Somewhat useful for harassing surface units or supporting your troops near
water with artillery fire.


Mad Angler-class Submersible Battlecarrier

Requirements: Special
Development: ???
Cost: 1067/3900
Production time: 2 turns
Sensors: A Armor: 350 Mobility: 13 Move: 7 Resources: 780 RPM: 8
Carrying Capacity: 8
Minovsky Equipped (Wide)
Move: W
Attack: LdmftW
RPA: 45
Torpedo: POW: 175 Acc: 65 Range: 1-3
Surface Missile: POW: 180 Acc: 50 Range: 1-3 Anti-Ground Weapon

Notes: The Mad Angler is a whole lot better than the Yukon. It's got better
carrying capacity, weapons, and sensors; the only area it lacks in is the
movement rate. However, the fact remains that the Mad Angler is primarily a
troop transport, so in the end the Yukon can actually be more efficient; while
the Mad Angler can stock 8 units, you'll need to park it in a water space with
three adjacent land hexes in order to deploy them all, and there are very few
of those. Still, it's a better unit overall, so it's up to you whether or not
you want to develop it.

Jormungard-class Carrier

Requirements: None
Development: ???
Cost: 700/1400
Production time: 1 turn
Sensors: A Armor: 190 Mobility: 12 Move: 6 Resources: 550 RPM: 8
Carrying Capacity: 4
Minovsky Equipped (Wide)
Move: S
Attack: S
RPA: 12
Missiles: POW: 60 Acc: 40 Range: 1-3

Notes: An alternative to the Papua-class Freighter, the Jormungard has less
armor but better sensors and Minovsky Particle dispersal. It￾fs completely up
to you if this is worth it, but it probably isn￾ft.

Zanzibar Revised Aerospace Destroyer

Requirements: None
Development: 5000/6 Turns
Cost: 1700/7500
Production time: 3 turns
Sensors: B Armor: 680 Mobility: 16 Move: 8 Resources: 600 RPM: 8
Carrying Capacity: 6
Minovsky Equipped (Wide)
Move: aS
Attack: ldmftwAS
RPA: 40
Mega Particle Cannons: POW: 160 Acc: 50 Range: 2-4
Anti-Aircraft Cannons?: POW: 105 Acc: 40 Range: 2-4
Missiles: POW: 100 Acc: 30 Range: 1

Notes: The Zanzibar Revised is pretty good during the late stages of the One
Year War and quickly drops off after that. Tier 2 Mobile Suits can often tear
right through it, and Part 2 cruisers are too heavily armored to be threatened
by this, limiting its usefulness to a rapid descent/transport craft and little
else.

Musai Model-K (Mid-Production Type) Frigate

Requirements: None
Refits To: Musai Model-S
Development: 5000/6 Turns
Cost: 900/4600
Production time: 2 turns
Sensors: B Armor: 420 Mobility: 9 Move: 6 Resources: 400 RPM: 8
Carrying Capacity: 3
Minovsky Equipped (Small)
Sub-Unit: Komusai II Shuttle
Move: S
Attack: S
RPA: 22
Beam Cannons: POW: 144 Acc: 50 Range: 2-3
Missiles: POW: 64 Acc: 30 Range: 1
*With the Komusai detached, the Musai's RPM is 7.
----------------
Komusai II Descent Pod
Sensors: C Armor: 120 Mobility: 11 Move: 6 Resources: 100 RPM: 5*
Carrying Capacity: 1
Move: aS
Attack: AS
RPA: 8
Autocannon: POW: 50 Acc: 40 Range: 1

Notes: A good overall improvement to the Musai, and one definitely worth
investing in.

Musai Model-S (Late-Production Type) Frigate

Requirements: None
Refits To: Endra
Development: 5000/6 Turns
Cost: 1100/5700
Production time: 2 turns
Sensors: B Armor: 520 Mobility: 12 Move: 6 Resources: 450 RPM: 8
Carrying Capacity: 4
Minovsky Equipped (Small)
Sub-Unit (Komusai Late-Production Type)
Move: S
Attack: S
RPA: 28
Beam Cannons: POW: 168 Acc: 50 Range: 2-4
Missiles: POW: 78 Acc: 35 Range: 1-3
*With the Komusai detached, the Musai's RPM is 7.
----------------
Komusai Shuttle Late-Production Type
Sensors: C Armor: 120 Mobility: 14 Move: 6 Resources: 150 RPM: 5*
Carrying Capacity: 2
Move: aS
Attack: AS
RPA: 11
Autocannon: POW: 60 Acc: 40 Range: 1

Notes: Another slightly bigger improvement to the Musai, this final version of
the Musai will become quickly outdated after the One-Year War, unless you can
hold out to upgrade them to Endra-class Frigates. Other than this, they will
only be able to function as suicide runners or resupply stations.


-------------------------------------------------------------------------

Titans (Earth Federation Independent Special Forces) Mobile Suits
-------------------------------------------------------------------------
Note that the Federation can produce most of these if they choose to side with
the Titans during part 2.

G-TITANS (T-Gundam)

Requirements: None
Number per Unit: 1
Cost: 3000/4550
Production Time: 2 Turns
Sensors: C Armor: 320 Mobility: 32 Move: 7 Resources: 160 RPM: 6
Shield Equipped
Move: LdmFtwS
Attack: LdmFtwaS
RPA:65
Beam Rifle: POW: 210 Acc: 60 Range: 1 Anti-Air
Head Vulcan: POW: 20 Acc: 50 Range: 1 Non-Underwater Weapon
Beam Saber: POW: 180 Acc: 70 Range: 0

Notes: Only the Titans can use this unit. Overall, it's a good unit, but it￾fs
made rather pointless by the fact that the Titans start off with the G-ALEX
unlocked, which is much better and more versatile than the T-Gundam. The only
reason to build this is that it￾fs cheaper, but not by much. It￾fs almost
always worth it to build an ALEX instead, or else the Gundam Hazel, which can
be unlocked very soon after starting.

RX-121 Gundam TR-1 Hazel

Requirements: ???
Development: 6000/8 Turns
Number per Unit: 1
Cost: 2100/3650
Production Time: 2 Turns
Sensors: B Armor: 295 Mobility: 42 Move: 8 Resources: 210 RPM: 6
Shield Equipped
Move: LwSdmf
Attack: LwASdMf
RPA:30
Beam Rifle: POW: 175 Acc: 70 Range: 1 Anti-Air
Beam Saber: POW: 135 Acc: 80 Range: 0
Assault Shield: POW: 80 Acc: 75 Range: 1

Notes: One of the first ace units the Titans can develop, at first glance,
it￾fs worse than the Gundam ALEX, which you can already develop from the start.
However, it can be upgraded to Full Armor, refitted into an Assault Mode, and
then upgraded to be able to equip the Advanced Hazel equipment, which makes it
a good, easy to produce ace unit for your more disposable aces. It can also be
built by upgrading GM Quells, a good way to retire them as you upgrade to
Marsais and Hizack Customs.

RX-121 Gundam TR-1 Hazel Full Armor


Requirements: Gundam TR-1 Hazel
Development: ???
Number per Unit: 1
Cost: 3300/4700
Production Time: 2 Turns
-------------------
Equipment Type-A (Standard)
Sensors: B Armor: 380 Mobility: 33 Move: 6 Resources: 210 RPM: 6
Shield Equipped
Chobham Armor - Can Purge Armor to convert to Gundam Hazel and restore health
Move: LdmFtS
Attack: LdmFtAS
RPA: 40
Beam Rifle: POW: 160 Acc: 65 Range: 1 Anti-Air
Assault Shield: POW: 80 Acc: 75 Range: 1
Beam Saber: POW: 180 Acc: 75 Range: 0
-------------------
Equipment Type-B (Dual Assault Shields)
Sensors: B Armor: 380 Mobility: 42 Move: 7 Resources: 210 RPM: 6
Shield Equipped
Chobham Armor - Can Purge Armor to convert to Gundam Hazel and restore health
Move: LdmFtS
Attack: LdmFtAS
RPA: 55
Beam Rifle: POW: 175 Acc: 70 Range: 1 Anti-Air
Beam Rifle: POW: 210 Acc: 75 Range: 1 Anti-Air
Assault Shield: POW: 80 Acc: 75 Range: 1
Beam Saber: POW: 180 Acc: 75 Range: 0
-------------------
Advanced Equipment (Back-Mounted Booster Shield) (Requires upgrade)
Sensors: B Armor: 380 Mobility: 54 Move: 9 Resources: 210 RPM: 6
Shield Equipped
Chobham Armor - Can Purge Armor to convert to Gundam Hazel and restore health
Move: LdmFtS
Attack: LdmFtAS
RPA: 75
Beam Rifle: POW: 210 Acc: 70 Range: 1 Anti-Air
Beam Rifle: POW: 280 Acc: 75 Range: 1 Anti-Air
Assault Shield: POW: 80 Acc: 75 Range: 1
Beam Saber: POW: 180 Acc: 75 Range: 0

Notes: Once the Hazel is in this final form, it has higher mobility and armor
than the Alex, at least in its normal form, and has a great balance of armor
and mobility. This makes it excellent in short skirmishes, though its high
resource consumption rate requires frequent reloads. Note that the Advanced
Equipment is only available after an upgrade. The Advanced equipment can be
swapped out even in flight, and the armor is Chobham Armor meaning it can
purged at any time to convert to the standard Hazel while restoring its health.
Each successive Equipment type has overall higher performance, but faster
resource consumption, making it more and more dependent on resupply either from
a ship or by forcing it to stay on the defensive and hold position at a control
point.

NRX-044 Asshimar
Development: ???
Number per Unit: 3
Cost: 2400/5700
Production Time: 2 Turns
Sensors: C Armor: 240 Mobility: 30 Move: 6 Resources: 220 RPM: 6
Transformable
Move: LDmFT
Attack: LDmFTa
RPA: 40
Long Beam Rifle: POW: 175 Acc: 70 Range: 1-2 Anti-Air
Beam Saber: POW: 110 Acc: 75 Range: 0
-------------------
Mobile Armor Mode
Sensors: C Armor: 240 Mobility: 21 Move: 8 Resources: 220 RPM: 6
Transformable
Move: A
Attack: A
RPA: 24
Long Beam Rifle: POW: 175 Acc: 70 Range: 1-2 Anti-Air

Notes: The Asshimar is the Titans￾f first mass-production transformable mobile
suit, and is basically the Titans￾f answer to the Methuss. While not as
versatile (It can only operate in atmosphere), it￾fs still pretty good. For a
transformable that can function in air or space, work towards the Gabthley.
Overall, this is a pretty good firing support unit or interceptor for taking
down the enemy￾fs Sub-Flight Units and transformable. This thing is invaluable
for holding control of Earth, especially when Axis begins descent operations.

RMS-192M Zaku Mariner

Development: ???
Number per Unit: 3
Cost: 1650/3450
Production Time: 1 Turn
Sensors: D Armor: 150 Mobility: 25 Move: 7 Resources: 160 RPM: 6
Move: LdmfTW
Attack: LdmfTWa
RPA: 22
SubRoc Rifle: POW: 144 Acc: 60 Range: 1 Anti-Air
Missiles: POW: 48 Acc: 50 Range: 1
Melee: POW: 100 Acc: 85 Range: 0

Notes: The Titans￾f only submersible mobile suit, you￾fll quickly find that
while it does kick ass underwater, unless you let the AEUG run rampant in the
South Pacific there is very little in the way of combat around coastal areas
warranting underwater suits. They￾fre mostly only good as a deterrent or for
shooting down aircraft travelling over water, and the odd aquatic invasion.
Don￾ft produce them in large numbers as they only come in handy in certain
invasions (New York, Belfast, Hawaii) and are otherwise useless, except for
quarantining Africa when Axis comes knocking. I￾fd recommend making no more
than 5 or 10 units of these.

RMS-117 Galbaldy Model-Beta

Development: ???
Number per Unit: 3
Cost: 2550/4500
Production Time: 2 Turns
Sensors: C Armor: 190 Mobility: 30 Move: 7 Resources: 190 RPM: 6
Shield Equipped
Sub-Flight System Compatible
Move: LdmFtS
Attack: LdmFtaS
RPA: 36
Beam Rifle: POW: 140 Acc: 75 Range: 1 Anti-Air
Missiles: POW: 36 Acc: 60 Range: 1
Beam Saber: POW: 165 Acc: 80 Range: 0

Notes: This early model Titans suit is based off a late One Year War Zeon
model, with all around slight improvements. This suit is built mostly as a
general-purpose all-terrain with a focus on space combat and close range
fighting, making it a decent early front-liner, especially in space, but it
quickly becomes outdated.

ORX-005 Gaplant ? Titans Prototype Transformable Aerospace MS

Development: ???
Number per Unit: 1
Cost: 2800/3950
Production Time: 2 Turns
Sensors: C Armor: 320 Mobility: 54 Move: 7 Resources: 250 RPM: 6
Transformable
Move: LSdmft
Attack: LSdMftA
RPA:40
Mega Particle Cannons: POW: 288 Acc: 75 Range: 1-2 Anti-Air
Beam Saber: POW: 180 Acc: 80 Range: 0
-------------------
Mobile Armor Mode
Sensors: C Armor: 320 Mobility: 37 Move: 9 Resources: 250 RPM: 6
Transformable
Move: AS
Attack: AS
RPA: 24
Mega Particle Cannons: POW: 288 Acc: 75 Range: 1-2 Anti-Air

Notes: The Gaplant is essentially a faster, lighter, cheaper version of the
Messala. A transformable, all-terrain ace unit. For the most part, the Messala
is better, the only reason to produce this instead of Messala is if you need
the money or you want something faster, the one advantage this has over
Messala. This suit is ridiculously fast, even in atmosphere, at least when
transformed, making it a great ace-use scout in force leader, particularly on
Earth.

PMX-000 Messala ? Titans Superiority Transformable MS

Development: ???
Number per Unit: 1
Cost: 2500/7400
Production Time: 3 Turns
Sensors: C Armor: 600 Mobility: 44 Move: 6 Resources: 300 RPM: 6
Transformable
Move: LSdmft
Attack: LASdMft
RPA: 50
Mega Particle Cannons: POW: 270 Acc: 75 Range: 1-2 Anti-Air
Missile Pods: POW: 96 Acc: 65 Range: 1-2
Grenade Launcher: POW: 60 Acc: 70 Range: 1
Beam Saber: POW: 240 Acc: 75 Range: 0
-------------------
Mobile Armor Mode
Sensors: C Armor: 600 Mobility: 30 Move: 8 Resources: 300 RPM: 6
Transformable
Move: aS
Attack: AS
RPA: 30
Mega Particle Cannons: POW: 270 Acc: 75 Range: 1-2 Anti-Air
Missile Pods: POW: 96 Acc: 65 Range: 1-2 Anti-Air

Notes: The Messala is a transformable, ace-use mobile suit that kicks ass.
It￾fs the strongest suit of its size for almost all of the Gryps Conflict, and
is the first suit you can build that is completely superior to any other Gundam
class suit from the One Year War. It is effectively the Titans version of Zeta
Gundam. Only downside is the cost and the fact that it travels a little slow
when flying in atmosphere. When in atmosphere, the better choice may be the
Gaplant, as it has higher mobility even when transformed and is unaffected by
the atmosphere when flying, but for your super aces especially in space, the
Messala can￾ft be beat until you develop the monstrous Palace Athena and The O.

RX-178 Gundam Mk-II (Titans Ver.)

Development: ???
Number per Unit: 1
Cost: 2950/6750
Production Time: 2 Turns
-------------------
Equipment Type-A (Beam Rifle)
Sensors: C Armor: 500 Mobility: 40 Move: 7 Resources: 240 RPM: 6
Shield Equipped
Sub-Flight System Compatible
Move: LDmFtS
Attack: LDmFtaS
RPA: 30
Beam Rifle: POW: 270 Acc: 70 Range: 1
Vulcan Pod: POW: 64 Acc: 50 Range: 1
Beam Saber: POW: 210 Acc: 70 Range: 0
-------------------
Equipment Type-B (Hyper Bazooka)
Sensors: C Armor: 500 Mobility: 36 Move: 6 Resources: 240 RPM: 6
Shield Equipped
Sub-Flight System Compatible
Move: LSDmFt
Attack: LaSDmFt
RPA: 45
Hyper Bazooka: POW: 350 Acc: 60 Range: 1-2
Vulcan Pod: POW: 64 Acc: 50 Range: 1
Beam Saber: POW: 210 Acc: 70 Range: 0

Notes: An overall improvement over the Gundam ALEX, even in its full armor
mode. However, it￾fs inferior to later ace-use Titans suits like Messala and
Byalant. However, Messala has far superior performance for a modest increase,
making the Messala an overall better choice. It￾fs actually unlikely you￾fll
have much use for this suit unless you steal the G-Defenser, and even then
there￾fs likely better ace units.

MRX-009 Psyco Gundam

Development: 6000/8 Turns
Number per Unit: 3
Cost: 2100/3650
Production Time: 3 Turns
Mobile Suit Form
-------------------
Sensors: C Armor: 900 Mobility: 28 Move: 6 Resources: 400 RPM: 6
I-Field ? Deflects Ranged Beam Weaponry
Biosensor ? Enhanced Mobility and accuracy when piloted by a Newtype
Transformable
Move: LSDmfT
Attack: LaSDmfT
RPA: 80
Mega Particle Cannon: POW: 420 Acc: 65 Range: 1-3
Mega Beam Cannon: POW: 150 Acc: 70 Range: 1-2
Fists: POW: 300 Acc: 70 Range: 0
Mobile Armor Form
-------------------
Sensors: B Armor: 900 Mobility: 19 Move: 8 Resources: 400 RPM: 6
I-Field ? Deflects Ranged Beam Weaponry
Biosensor ? Enhanced Mobility and accuracy when piloted by a Newtype
Minovsky Particles ? Short Range
Transformable
Move: aS
Attack: LwASDmfT
RPA: 56
Mega Particle Cannon: POW: 420 Acc: 65 Range: 1-3

Notes: The Psyco Gundam is the first of the Titans￾f line of Heavy Bombardment
units. While the Psyco doesn￾ft carry the firepower or armor of a Big Zam, its
much faster, has benefits and bonuses for Newtype pilots, and still has an
I-Field, giving it an edge over most other suits in ranged combat, but it
should be given an escort of drones to keep melee attackers off it. It￾fs best
used as a fire support unit. The Mobile Armor mode is, like most
transformables, only good for reaching the target, not practical for actual
combat. Also, it￾fs only capable of it￾fs full Power in the hands of a Newtype,
so once you develop it, build one for each of your Newtypes. Keep in mind that
it is vulnerable to melee attackers and ballistic weapons, so when fighting
AEUG, keep it away from enemy Rick Dias units, and with other factions, be wary
of their melee specialists and aces, unless in the hands of a Newtype.


RMS-106 Hizack (High-Zaku)

Requirements: ???
Development: ???
Number per Unit: 3
Cost: 1500/3600
Production Time: 1 Turn

Equipment Type-A (Machinecannon)
-------------------
Sensors: D Armor: 155 Mobility: 25 Move: 7 Resources: 160 RPM: 6
Sub-Flight System Compatible
Move: LwSdmf
Attack: LwaSdmf
RPA: 20
Machinecannon: POW: 100 Acc: 60 Range: 1 Anti-Air
Missile Pods: POW: 40 Acc: 60 Range: 1
Beam Saber: POW: 96 Acc: 70 Range: 0

Equipment Type?B (Beam Rifle)
---------------------
Sensors: D Armor: 155 Mobility: 22 Move: 7 Resources: 160 RPM: 6
Sub-Flight System Compatible
Move: LwSdmf
Attack: LwaSdmf
RPA:30
Beam Rifle: POW: 125 Acc: 75 Range: 1 Anti-Air
Missile Pods: POW: 40 Acc: 60 Range: 1
Beam Saber: POW: 76 Acc: 75 Range: 0

Notes: The Hizack will quickly replace the GM Quell as your main
mass-production general-purpose model, being much cheaper and with only a
slight reduction in performance. While it has trouble maneuvering on the
ground, it￾fs excellent in space and soon can upgrade to the slightly more
specialized Marasai or Hizack Custom, and is also Sub-Flight System compatible.
The Beam Rifle is slightly stronger, but is affected by defenses like Beam
Dispersal Fields, I-Fields, and Beam Reflective Coating. If you￾fre expecting
the enemy to use any of these (The last is the only real threatwhen fighting
the AEUG and number 2 only comes into play possibly during parts 2 and 3 when
fighting Neo Zeon mobile armors)or if you￾fre planning a strategy using
Publics, you may want to go with Type-A Equipment. Otherwise, use Type-B.

RMS-108 Marasai (Mars￾f Eye)

Requirements: Hizack Model-C
Development: ???
Number per Unit: 3
Cost: 2100/5250
Production Time: 1 Turn
Sensors: D Armor: 220 Mobility: 30 Move: 7 Resources: 200 RPM: 6
Sub-Flight System Compatible
Move: LwSdmf
Attack: LwASdMf
RPA: 28
Beam Rifle: POW: 144 Acc: 70 Range: 1 Anti-Air
Vulcan: POW: 30 Acc: 40 Range: 1
Beam Saber: POW: 90 Acc: 80 Range: 0

Notes: The Marasai is basically an upgraded version of the Hizack, with much
better handling on rough terrain, though still not to the degree of a
ground-combat specialist. But, much like most suits from the Gryps Conflict, it
can be modified to mount a Base Jabber to supplement this. Once you get the
schematics, you should start mass-producing these, as they￾fll be your main
force for most of the rest of the Gryps Conflict.

RMS-106CS Hizack Custom (Hizack Model-C/Hizack Sniper Type)

Requirements: Hizack
Development: ???
Number per Unit: 3
Cost: 2100/4350
Production Time: 1 Turn
Sensors: C Armor: 190 Mobility: 28 Move: 7 Resources: 180 RPM: 6
Sub-Flight System Compatible
Move: LdmftS
Attack: LDMfTAS
RPA: 30
Beam Sniper Rifle: POW: 128 Acc: 90 Range: 1-2 Anti-Air
Beam Saber: POW: 96 Acc: 70 Range: 0

Notes: The Hizack Custom is an upgrade to the Hizack with overall better stats
and the ability to hit from a distance and function as a firing support unit to
some degree. Still generalized enough to not necessarily be a sniper mobile
suit. Oddly, there is a Zeon version, but that comes in Titans blue whereas the
Titans version is in Zeon green.

RX-160 Byalant ? Titans Prototype Aerospace Rapid Assault MS

Requirements: ???
Development: ???
Number per Unit: 1
Cost: 2250/7150
Production Time: 2 Turns
Sensors: C Armor: 580 Mobility: 46 Move: 7 Resources: 350 RPM: 6
Transformable (Flight Mode)
Move: LDmFtS
Attack: LDmFtaS
RPA: 20
?: POW: 270 Acc: 75 Range: 1 Anti-Air
?: POW: 180 Acc: 75 Range: 1
Beam Saber: POW: 210 Acc: 75 Range: 0
Flight Mode
---------------------
Sensors: B Armor: 580 Mobility: 46 Move: 7 Resources: 350 RPM: 6
Move: A
Attack: LDmFtWA
RPA: 20
Beam Cannon: POW: 360 Acc: 75 Range: 1

Notes: The Byalant is an amazingly agile ace-use suit in atmosphere, but is
still capable of operating in zero gravity. It packs a punch and is an
excellent ace-use unit, especially in rough terrain, and is best for
maintaining control over Earth when Axis comes around.

RMS-119 EWAC Zack ￾gEye-zack￾h

Requirements: ???
Development: ???
Number per Unit: 3
Cost: 2100/3650
Production Time: 2 Turns
Sensors: S Armor: 295 Mobility: 42 Move: 8 Resources: 210 RPM: 6
Sub-Flight System Compatible
Move: LwSdmf
Attack: LwASdMf
RPA:30
Beam Rifle: POW: 175 Acc: 70 Range: 1 Anti-Air
?: POW: 80 Acc: 75 Range: 1
Beam Saber: POW: 135 Acc: 80 Range: 0

Notes: The Eyezack is the Titans designated scout unit. It can operate both in
atmosphere and out, and has some great range on par with a Zaku Flipper. It￾fs
also the best designated scout mobile suit in the game, as for whatever reason
factions seem to stop producing EWAC scout units after this point in the
history. But this isn￾ft a big deal as there￾fs little point to scouting most
of the time, especially when you have a guide with unit stats.

RGM-79Q GM Quell


Requirements: None
Development: ???/? Turns
Number per Unit: 3
Cost: 2700/3750
Production Time: 2 Turns
Sensors: C Armor: 165 Mobility: 30 Move: 7 Resources: 140 RPM: ?
Shield Equipped
Move: LSdmf
Attack: LSAdmf
RPA:10
GM Rifle: POW: 120 Acc: 70 Range: 1 Anti-Air
Head Vulcan: POW: 18 Acc: 40 Range: 1
Beam Saber: POW: 90 Acc: 80 Range: 0

Notes: This will be your first main mass-production suit as the Titans, but it
quickly becomes unnecessary. It￾fs just a slightly improved version of the GM
Custom, and the increase in cost is slight enough to be worth it usually, but
NEVER upgrade a Custom to a Quell, as it costs way more than the difference in
construction. It￾fs not worth it. This unit will quickly become outmoded by the
faster to produce, cheaper, and nearly as good Hizack. Once you￾fve built up
your forces in other suits, you may want to consider retiring this suit. The
best way is to upgrade them to Hazel Gundams.

RGM-79CR GM Revised High Mobility Type

Development: ???
Number per Unit: 1
Cost: 1350/2850
Production Time: 1 Turn
Sensors: C Armor: 270 Mobility: 36 Move: 8 Resources: 140 RPM: 6
Move: LDmFtS
Attack: LdMFtAS
RPA: 20
Beam Rifle: POW: 140 Acc: 75 Range: 1 Anti-Air
Beam Saber: POW: 120 Acc: 85 Range: 0
Vulcan: POW: 42 Acc: 50 Range: 1

Notes: An early Titans ace-use suit. An alternative to the Hazel Gundam that￾fs
much cheaper and only slightly weaker, it￾fs unlikely you￾fll produce very many
of these as they quickly become outmoded by the Titans￾f wide assortment of
ace-use units. It does however; lead into the research for at least one other
suit, the GM Sniper III.

RGM-79SR GM Sniper III High Mobility Type

Requirements: GM Revised High Mobility Type
Development: ???
Number per Unit: 1
Cost: 1500/2900
Production Time: 1 Turn
Sensors: B Armor: 260 Mobility: 32 Move: 7 Resources: 140 RPM: 6
Move: LdmftS
Attack: LDMfTAS
RPA: 25
Beam Rifle: POW: 160 Acc: 95 Range: 1-2 Anti-Air
Beam Saber: POW: 64 Acc: 75 Range: 0
Vulcan: POW: 42 Acc: 60 Range: 1
?: POW: 64 Acc: 75 Range: 1

Notes: An ace-use sniper suit. This upgrade of the GM Sniper II has greatly
enhanced performance, and is as to the GM Sniper II as the Gundam Hazel is to
the GM Quell, a new ace-use remodel of a mass-production. If you want to
consolidate your forces into ace models, use this for your GM Snipers.

RMS-141 Xeku Eins

Requirements: ???
Development: ???
Number per Unit: 3
Cost: 2550/6900
Production Time: 2 Turn
Equipment Type?A (Beam Rifle)
---------------------
Sensors: C Armor: 290 Mobility: 35 Move: 7 Resources: 240 RPM: 6
Sub-Flight System Compatible
Move: LdmFtS
Attack: LdmFtaS
RPA: 20
Beam Rifle: POW: 210 Acc: 65 Range: 1 Anti-Air
Beam Saber: POW: 120 Acc: 75 Range: 0
?: POW: 90 Acc: 60 Range: 1
Equipment Type?B (Sniper Rifle)
---------------------
Sensors: D Armor: 290 Mobility: 31 Move: 6 Resources: 280 RPM: 6
Sub-Flight System Compatible
Move: LdmFtS
Attack: LdMFtaS
RPA: 30
Sniper Rifle: POW: 270 Acc: 70 Range: 1 Anti-Air
Missile Pods: POW: 120 Acc: 55 Range: 1
Beam Saber: POW: 180 Acc: 75 Range: 0
?: POW: 120 Acc: 85 Range: 1
Equipment Type?C (Beam Cannon)
---------------------
Sensors: D Armor: 290 Mobility: 27 Move: 5 Resources: 240 RPM: 6
Sub-Flight System Compatible
Move: LdmFtS
Attack: LdMFtaS
RPA: 40
Beam Cannon: POW: 290 Acc: 90 Range: 1-3 Anti-Air
Beam Saber: POW: 120 Acc: 75 Range: 0

Notes: An expensive, borderline overpriced mass-production model. I can￾ft
recommend building these in large numbers unless you are loaded with resources
as they are slightly better than Barzam, and much more versatile with multiple
equipment types for different ranges and roles. Type-C is only accessible via
an upgrade.

RMS-141S Xeku Eins Model-S (Command-Model)

Requirements: Xeku Eins
Development: ???
Number per Unit: 3
Cost: 2550/6900
Production Time: 2 Turn
Equipment Type?A (Beam Rifle)
---------------------
Sensors: C Armor: 580 Mobility: 42 Move: 7 Resources: 280 RPM: 6
Sub-Flight System Compatible
Move: LdmFtS
Attack: LdmFtaS
RPA: 20
Beam Rifle: POW: 210 Acc: 75 Range: 1 Anti-Air
Beam Saber: POW: 180 Acc: 75 Range: 0
?: POW: 90 Acc: 65 Range: 1
Equipment Type?B (Sniper Rifle)
---------------------
Sensors: D Armor: 580 Mobility: 37 Move: 6 Resources: 280 RPM: 6
Sub-Flight System Compatible
Move: LdmFtS
Attack: LdMFtaS
RPA: 30
Sniper Rifle: POW: 270 Acc: 70 Range: 1 Anti-Air
Missile Pods: POW: 120 Acc: 55 Range: 1
Beam Saber: POW: 180 Acc: 75 Range: 0
?: POW: 120 Acc: 85 Range: 1
Equipment Type?C (Beam Cannon)
---------------------
Sensors: D Armor: 290 Mobility: 27 Move: 5 Resources: 240 RPM: 6
Sub-Flight System Compatible
Move: LdmFtS
Attack: LdMFtaS
RPA: 40
Beam Cannon: POW: 290 Acc: 90 Range: 1-3 Anti-Air
Beam Saber: POW: 120 Acc: 75 Range: 0

Notes: An expensive, borderline overpriced mass-production model. I can￾ft
recommend building these in large numbers unless you are loaded with resources
as they are slightly better than Barzam, and much more versatile with multiple
equipment types for different ranges and roles. Type-C is only accessible via
an upgrade.

PMX-002 Bolinoak Sammahn ? Titans Ace-Use Scout MS

Development: ???
Number per Unit: 1
Cost: 2350/5550
Production Time: 2 Turn
Sensors: S Armor: 450 Mobility: 48 Move: 9 Resources: 280 RPM: 6
Move: LdmftS
Attack: LDMFTAS
RPA: 25
Beam Cannon: POW: 300 Acc: 90 Range: 1 Anti-Air
Granade Launcher: POW: 100 Acc: 80 Range: 1
Beam Tomahawk: POW: 285 Acc: 85 Range: 0
Notes: An advanced, ace-use scout suit, and one of the only one of its kind. It
is high quality, but expensive. Good for leading a scout-in-force team.

RX-110 Gabthley ? Titans Low-Production Transformable Firing Support MS

Development: ???
Number per Unit: 3
Cost: 3600/5400
Production Time: 2 Turns
Sensors: C Armor: 225 Mobility: 42 Move: 7 Resources: 250 RPM: 6
Transformable
Move: LdmftS
Attack: LdmftaS
RPA: 50
Fedayeen Mega Particle Rifle: POW: 192 Acc: 75 Range: 1-2 Anti-Air
Mega Beam Cannons: POW: 90 Acc: 70 Range: 1-2
Beam Saber: POW: 130 Acc: 75 Range: 0
-------------------
Mobile Armor Mode
Sensors: C Armor: 225 Mobility: 29 Move: 9 Resources: 250 RPM: 6
Transformable
Move: aS
Attack: aS
RPA: 30
Fedayeen Mega Particle Rifle: POW: 128 Acc: 75 Range: 1-2 Anti-Air
Mega Beam Cannons: POW: 210 Acc: 70 Range: 1-2
Notes: The Titans￾f primary mass-production transformable. It is the only one
that is also all-terrain, and is solidly built, although on the expensive side.
It is slightly better than the Barzam, but also slightly more expensive.

RX-139 Hambrabi ? Titans Prototype Transformable Rapid Assault MS

Development: ???
Number per Unit: 1
Cost: 2500/5900
Production Time: 2 Turns
Sensors: C Armor: 480 Mobility: 50 Move: 7 Resources: 220 RPM: 6
Transformable
Move: S
Attack: S
RPA: 30
Fedayeen Mega Particle Rifle: POW: 336 Acc: 70 Range: 1-2 Anti-Air
Kumonosu: POW: 180 Acc: 95 Range: 0
Beam Saber: POW: 225 Acc: 80 Range: 0
-------------------
Mobile Armor Mode
Sensors: C Armor: 480 Mobility: 35 Move: 9 Resources: 220 RPM: 6
Transformable
Move: S
Attack: S
RPA: 18
Beam Guns: POW: 385 Acc: 80 Range: 1-2
Notes: This is a top of the line Titans transformable. A great high speed ace
suit, this unit functions well in scout-in-force or geurilla strike teams, or
at the head of special forces teams. Tragically, it is too heavy to operate in
atmosphere, and so is limited to space combat.

PMX-001 Palace Athene (Pallas Athena) ? Titans Heavy Bombardment MS

Development: ???
Number per Unit: 1
Cost: 2500/7400
Production Time: 3 Turns
Sensors: C Armor: 900 Mobility: 30 Move: 6 Resources: 400 RPM: 6
Sub-Flight System Compatible
Move: LDmfTS
Attack: LDMFTaS
RPA: 60
Mega Particle Cannon: POW: 300 Acc: 70 Range: 1-2 Anti-Air
Short-Range Missiles: POW: 100 Acc: 65 Range: 1
Grenade Launcher: POW: 60 Acc: 70 Range: 1
Shield Mega Particle Cannon: POW: 140 Acc: 65 Range: 1-2
Beam Saber: POW: 225 Acc: 80 Range: 0
Notes: The Palace Athene is an ace-use firing support/assault mobile suit.
While a bit lacking in mobility and speed, it carries massive firePower and
excellent armor, allowing it to go toe to toe with most of Axis￾f ace units. It
functions well both on the frontlines or just behind them.

PMX-003 ￾gThe O￾h (Marvel) ? Titans Newtype-use Superiority MS

Development: ???
Number per Unit: 1
Cost: 4250/12300
Production Time: 3 Turns
Sensors: B Armor: 1000 Mobility: 59 Move: 8 Resources: 340 RPM: 6
Sub-Flight System Compatible
Biosensor ? Boosts evasion and hit rates when piloted by a Newtype.
Move: LDmFTS
Attack: LDMFTAS
RPA: 50
Beam Rifle: POW: 480 Acc: 70 Range: 1 Anti-Air
Beam Saber: POW: 270 Acc: 80 Range: 0

Notes: The Titans￾f ultimate suit, the Marvel is what it￾fs alternate name
suggests, a marvel years ahead of its time. The suit is almost on par with
Sazabi, a suit that won￾ft appear for at least 5 years. It has impenetrable
armor, ridiculous mobility, packs a serious punch, and handles almost all
terrains very well thanks to a combination of heavy Gundarium alloy armor
hiding high-output maneuvering and booster thrusters, making it a high-speed
tank. While its range is limited, if piloted by a Newtype, it can easily fight
while seriously outnumbered, assassinate enemy aces, and cripple enemy columns
in ways you thought only Big Zams and nukes could. It￾fs only weakness is its
high cost, forcing you to make only one or two for your top aces. I would
recommend one for Scirocco (If he ever fucking returns) and if you can muster
the funds, one for Rosamia and one for Four as well. All your Newtypes deserve
one to make them the true superaces they can be.

RMS-154 Barzam

Development: ???
Number per Unit: 3
Cost: 2250/5850
Production Time: 1 Turn
Sensors: D Armor: 260 Mobility: 32 Move: 7 Resources: 180 RPM: 6
Sub-Flight System Compatible
Move: LdmFtS
Attack: LdMFtaS
RPA: 20
Beam Rifle: POW: 180 Acc: 70 Range: 1 Anti-Air
Mega Particle Cannon: POW: 42 Acc: 40 Range: 1
Beam Saber: POW: 120 Acc: 65 Range: 0
Notes: This high-end Titans all terrain mass-production is one of the last
mass-production models unique to the Titans. It packs a punch, and can take on
even the strongest of Axis￾f mass-productions, such as Ga-Zowmns and
mass-production Bawoos. While powerful, it￾fs rather expensive.
-------------------------------------------------------------------------

Titans (Earth Federation Independent Special Forces) Ships
-------------------------------------------------------------------------
Note: The Earth Federation may be able to unlock these.

Alexandria-class Battleship

Development: ???
Number per Unit: 1
Cost: 1600/13200
Production Time: 2 Turn
Carrying Capacity: 5
Sensors: B Armor: 1200 Mobility: 17 Move: 6 Resources: 480 RPM: 6
Minovsky Particle Dispersal (Wide)
Move: S
Attack: S
RPA: 35
Main Cannon: POW: 220 Acc: 50 Range: 2-3
Beam Cannon: POW: 80 Acc: 40 Range: 1-2
Autocannon: POW: 80 Acc: 30 Range: 1
Anti-Spacecraft Cannons: POW: 40 Acc: 30 Range: 1

Dogosse Gier-class Dreadnought

Development: ???
Number per Unit: 1
Carrying Capacity: 9
Cost: 1900/16500
Production Time: 3 Turn
Sensors: A Armor: 1500 Mobility: 18 Move: 7 Resources: 550 RPM: 6
Minovsky Particle Dispersal (Wide)
Move: S
Attack: S
RPA: 40
Main Cannon: POW: 330 Acc: 50 Range: 2-5
Mega Particle Cannon: POW: 120 Acc: 40 Range: 2-4
Mega Particle Cannon: POW: 120 Acc: 40 Range: 1-2
Autocannons: POW: 100 Acc: 30 Range: 1

-------------------------------------------------------------------------

Anti-Earth United Government Mobile Suits
-------------------------------------------------------------------------
Note: The Federation can produce some of these during Part 2 once they attain
the needed tech levels, and can make almost all of them if they side with the
AEUG during the Gryps Conflict.

MSA-099/QV Rick-Dias (Quattro Bajeena Custom Unit)
Requirements: All Tech levels 12
Max Units: 1
Number per unit: 1
Cost:
Sensors: B Armor: 180 Mobility: 45 Move: 8 Resources: 400 RPM: 3
Sub-Flight System Compatible
Move: S
Attack: S
RPA: 60
Beam Bazooka: POW: 50 Acc: 50 Range: 1-2
Spread Beam: POW: 1 Acc: 99 Range: 1
Heat Sword: POW: 25 Acc: 75 Range: 0

MSA-099 Rick-Dias

Requirements: ???
Number per unit: 3
Development: ???
Cost: 2850/5250
Production time: 2 Turns
Sensors: B Armor: 220 Mobility: 32 Move: 7 Resources: 220 RPM: 3
Sub-Flight System Compatible
Move: LDmFtS
Attack: LDmFtaS
RPA: 40
Clay Bazooka: POW: 128 Acc: 60 Range: 1-2
Beam Gun: POW: 60 Acc: 75 Range: 1
Beam Saber: POW: 130 Acc: 70 Range: 0
Vulcan: POW: 36 Acc: 45 Range: 1

Notes: The Rick-Dias is the main general-purpose mass-production model of the
AEUG, and kicks the ass of most other mass productions of its time. The only
MPs that can keep pace with it available to the Titans for a while are Marasais
and Hizack Customs (barely). It has a good advantage with the Clay Bazooka,
which enables heavy hitting from medium range.

MSA-005 Methuss

Requirements: ???
Max Units: ?
Number per unit: 3
Development: ???
Cost: 3750/4500
Production time: 3 Turns
Sensors: B Armor: 200 Mobility: 45 Move: 7 Resources: 180 RPM: 3
Transformable
Move: LdmftS
Attack: LdMftAS
RPA: 20
Arm Beam Gun: POW: 150 Acc: 75 Range: 1
Arm Beam Gun: POW: 75 Acc: 70 Range: 1
Beam Saber: POW: 150 Acc: 85 Range: 0
-------------------
Mobile Armor Form
Sensors: B Armor: 200 Mobility: 31 Move: 9 Resources: 180 RPM: 6
Transformable
Move: AS
Attack: AS
RPA: 12
Beam Gun: POW: 150 Acc: 75 Range: 1

Notes: The Methuss is the AEUG￾fs mass-production rapid assault/ transformable
mobile suit. Unlike most of the Titans￾f transformables, this one is
mass-production AND all-terrain. While it doesn￾ft pack a whole lot of punch on
its own, it has good armor, speed and mobility making it a survivor and good in
groups.

MSA-003 Nemo

Requirements: ???
Number per unit: 3
Development: ???
Cost: 1800/4350
Production time: 3 Turns
Sensors: D Armor: 200 Mobility: 31 Move: 6 Resources: 140 RPM: 3
Sub-Flight System Compatible
Shield Equipped
Move: LdmFtS
Attack: LdmFtaS
RPA: 20
Beam Rifle: POW: 132 Acc: 80 Range: 1
Head Vulcan: POW: 24 Acc: 40 Range: 1
Beam Saber: POW: 96 Acc: 80 Range: 0

Notes: The AEUG￾fs main mass-production general-purpose, a good upgrade from
the Rick Dias. The Nemo can kick some serious ass, with it￾fs only  downside
being the fact it can￾ft attack from long-range.

MSN-00100 Hyaku Shiki (￾gShining Wonder￾h)

Requirements: ???
Number per unit: 1
Development: ???
Cost: 2600/6400
Production time: 3 Turns
Sensors: B Armor: 180 Mobility: 45 Move: 8 Resources: 400 RPM: 3
Sub-Flight System Compatible
Move: S
Attack: S
RPA: 60
Beam Bazooka: POW: 50 Acc: 50 Range: 1-2
Spread Beam: POW: 1 Acc: 99 Range: 1
Heat Sword: POW: 25 Acc: 75 Range: 0

Notes: The AEUG￾fs go-to ace-use suit when Gundams are in limited supply or too
expensive.

MSN-00100S Hyaku Shiki Revised

Requirements: ???
Number per unit: 1
Development: ???
Cost: 1500/1500
Production time: 3 Turns
Sensors: C Armor: 580 Mobility: 50 Move: 8 Resources: 250 RPM: 3
Sub?Flight System Compatible
Move: LDmFTS
Attack: LDmFTaS
RPA: 30
Beam Rifle: POW: 272 Acc: 80 Range: 1
Beam Gun: POW: 160 Acc: 70 Range: 1
?Vulcan?: POW: 80 Acc: 70 Range: 1
Beam Saber: POW: 225 Acc: 75 Range: 0

Notes: This all around improved version of the Hyaku Shiki is a straight and
simple upgrade of it. Nothing much to say here.

MSA-099K Rick Dias Model-K
Requirements: ???
Development: ???
Number per Unit: 3
Cost: 3000/5700
Production Time: 2 Turns
Sensors: D Armor: 240 Mobility: 34 Move: 7 Resources: 220 RPM: 6
Sub-Flight System Compatible
Move: LFmDsS
Attack: LFmDsaS
RPA: 35
Clay Bazooka: POW: 140 Acc: 65 Range: 1-2
Beam Gun: POW: 75 Acc: 75 Range: 1
Anti-Aircraft Vulcan POW: 36 Acc: 45 Range: 1
Beam Saber: POW: 140 Acc: 75 Range: 0

Notes: A slightly improved version of the Rick Dias (the red variant). Nothing
much here, and no real reason to build it, as the improvements are very slight.

-------------------------------------------------------------------------

Anti-Earth United Government Ships
-------------------------------------------------------------------------
Argama-class Battlecarrier
Requirements: ???
Development: ???
Number per Unit: 3
Carrying Capacity:
Cost: 3000/5700
Production Time: 2 Turns
Sensors: D Armor: 240 Mobility: 34 Move: 7 Resources: 220 RPM: 6
Move: aS
Attack: aS
RPA: 35
Clay Bazooka: POW: 140 Acc: 65 Range: 1-2
Beam Gun: POW: 75 Acc: 75 Range: 1
Anti-Aircraft Vulcan POW: 36 Acc: 45 Range: 1
Beam Saber: POW: 140 Acc: 75 Range: 0

Radish-class Battlecruiser

Requirements: Argama-class
Development: ???
Carrying Capacity: 8
Number per Unit: 1
Cost: 1600/14100
Production Time: 3 Turns
Sensors: B Armor: 1350 Mobility: 17 Move: 8 Resources: 750 RPM: 6
Move: S
Attack: S
RPA: 50
Main Cannon: POW: 240 Acc: 50 Range: 2-4
Beam Gun: POW: 150 Acc: 40 Range: 1-2

Nahel Argama-class Battleship
Requirements: Argama-class
Development: ???
Number per Unit: 3
Carrying Capacity:
Cost: 3000/5700
Production Time: 2 Turns
Sensors: D Armor: 240 Mobility: 34 Move: 7 Resources: 220 RPM: 6
Move: aS
Attack: aS
RPA: 35
Clay Bazooka: POW: 140 Acc: 65 Range: 1-2
Beam Gun: POW: 75 Acc: 75 Range: 1
Anti-Aircraft Vulcan POW: 36 Acc: 45 Range: 1
Beam Saber: POW: 140 Acc: 75 Range: 0

-------------------------------------------------------------------------

Neo Zeon of Axis Mobile Suits
-------------------------------------------------------------------------
Note that Zeon will gain the ability to produce most of these suits when they
get their tech levels to the same levels that Axis gets them at, except for the
Qubeley series, and most of the Newtype-use suits (Geymalk, Zaku III Custom,
ReGelg) can only be built if you invested in researching Newtypes with the
Flanagan Institute.

MS-14J ReGelg
Requirements: All Tech levels 13
Development: 12000/12 Turns
Number per Unit: 1
Cost: 3500/3500
Production Time: 4 Turns
Sensors: A Armor: 165 Mobility: 65 Move: 10 Resources: 500 RPM: 6
Shield Equipped
Move: S
Attack: S
RPA:80
Beam Rifle: POW:58 Acc: 70 Range: 1
Beam Naginata: POW: 35 Acc: 80 Range: 0

Note: The Regelg is a crazy-Powerful ace-pilot suit. Like the Kampfer, it can't
last long in battles because of its resource consumption.

AMX-003 Gaza Model-C

Requirements: ???
Development: ???
Number per Unit: 3
Cost: 2100/3600
Production Time: 1 Turn
Sensors: D Armor: 160 Mobility: 32 Move: 6 Resources: 200 RPM: 6
Transformable
Move: LdmftS
Attack: LdmftaS
RPA: 28
Mega Beam Rifle: POW: 132 Acc: 70 Range: 1
Beam Saber: POW: 96 Acc: 75 Range: 0
-------------------
Mobile Armor Mode
Sensors: D Armor: 160 Mobility: 22 Move: 7 Resources: 200 RPM: 6
Transformable
Move: AS
Attack: AS
RPA: 12
Mega Beam Cannon: POW: 132 Acc: 60 Range: 1-2
Beam Gun: POW: 60 Acc: 70 Range: 1

AMX-003/H Gaza Model-C (Haman Karn Custom)
Requirements: ???
Development: ???
Number per Unit: 1
Cost: 100/1640
Production Time: Instant (Refit)
Sensors: B Armor: 380 Mobility: 45 Move: 7 Resources: 200 RPM: 6
Transformable
Move: LdmftS
Attack: LdmftaS
RPA: 28
Mega Beam Gun: POW: 248 Acc: 70 Range: 1
Beam Saber: POW: 256 Acc: 75 Range: 0
-------------------
Mobile Armor Mode
Sensors: B Armor: 380 Mobility: 31 Move: 8 Resources: 200 RPM: 6
Transformable
Move: AS
Attack: AS
RPA: 21
Mega Beam Cannon: POW: 248 Acc: 60 Range: 1-2
Beam Gun: POW: 72 Acc: 0 Range: 1

AMX-006 Gaza Model-D

Requirements: ???
Development: ???
Number per Unit: 3
Cost: 2250/4350
Production Time: 1 Turn
Sensors: D Armor: 190 Mobility: 35 Move: 7 Resources: 210 RPM: 6
Transformable
Move: LdmftS
Attack: LdmftaS
RPA: 30
Mega Beam Cannon: POW: 168 Acc: 75 Range: 1
Missile Pods: POW: 72 Acc: 50 Range: 1
Beam Saber: POW: 120 Acc: 75 Range: 0
-------------------
Mobile Armor Mode
Sensors: D Armor: 190 Mobility: 24 Move: 8 Resources: 210 RPM: 6
Transformable
Move: AS
Attack: ldmftwAS
RPA: 22
Mega Beam Cannon: POW: 168 Acc: 65 Range: 1-2
Beam Guns: POW: 80 Acc: 60 Range: 1
Missile Pods: POW: 72 Acc: 50 Range: 1

AMX-007 Gaza Model-E

Requirements: ???
Development: ???
Number per Unit: 3
Cost: 2250/4950
Production Time: 1 Turn
Sensors: D Armor: 220 Mobility: 36 Move: 5 Resources: 220 RPM: 6
Transformable
Move: LDmFtS
Attack: LDmFtaS
RPA: 32
Beam Guns: POW: 192 Acc: 75 Range: 1
Missile Pods: POW: 96 Acc: 65 Range: 1
Beam Saber: POW: 100 Acc: 75 Range: 0
-------------------
Mobile Armor Mode
Sensors: D Armor: 220 Mobility: 25 Move: 6 Resources: 220 RPM: 6
Transformable
Move: AS
Attack: ldmftwAS
RPA: 24
Beam Guns: POW: 192 Acc: 75 Range: 1
Missile Pods: POW: 96 Acc: 65 Range: 1

Notes: This unit is kind of dumb for a transformable. It￾fs slow, even in its
Mobile Armor mode, which only really grants the ability to fly in atmosphere.
But it does have a good balance of armor and firepower, making it a decent
frontliner in atmosphere.

AMX-101 Galjuss-J

Requirements: All Tech levels 13
Development: 12000/12 Turns
Number per Unit: 3
Cost: 2400/5700
Production Time: 1 Turn
Sensors: D Armor: 250 Mobility: 38 Move: 7 Resources: 220 RPM: 6
Sub-Flight System Compatible
Move: LdMFtS
Attack: LdmFtaS
RPA: 15
Mega Beam Rifle?: POW: 130 Acc: 70 Range: 1
???: POW: 70 Acc: 60 Range: 1
Beam Saber: POW: 225 Acc: 85 Range: 0
Missiles: POW: 60 Acc: 60 Range: 1
Armor Buster?: POW: 100 Acc: 90 Range: 0

Notes: Axis￾f next-gen front-liner. The Galjuss kicks ass at close range, and
is a must for defense on the ground and for heading assaults.

AMX-008 Ga-Zowmn

Requirements: ???
Development: ???
Number per Unit: 1
Cost: 2700/5700
Production Time: 1 Turn
Sensors: D Armor: 250 Mobility: 40 Move: 10 Resources: 230 RPM: 6
Transformable
Move: LdmftS
Attack: LdmftaS
RPA: 35
Mega Beam Cannon: POW: 192 Acc: 75 Range: 1
Missiles?: POW: 120 Acc: 50 Range: 1
Beam Saber: POW: 130 Acc: 75 Range: 0
-------------------
Mobile Armor Mode
Sensors: D Armor: 250 Mobility: 28 Move: 8 Resources: 230 RPM: 6
Transformable
Move: AS
Attack: ldmftwAS
RPA: 26
Mega Beam Cannon: POW: 192 Acc: 65 Range: 1-2
Missiles?: POW: 120 Acc: 50 Range: 1
Beam Guns: POW: 75 Acc: 60 Range: 1

Notes: This is an upgraded version of the Gaza with overall better stats than
the Model-D, but it can still function as a firing support unit, unlike the
Model-E. As with most of Axis￾f transformables, the mobile armor mode is for
firing support, and the mobile suit form is for frontlines combat.

AMA-01X Jamru Fin

Requirements: ???
Development: ???
Number per Unit: 1
Cost: 3200/5900
Production Time: 2 Turns
Sensors: C Armor: 480 Mobility: 65 Move: 8 Resources: 250 RPM: 6
Transformable
Move: S
Attack: S
RPA: 30
Mega Particle Cannon: POW: 425 Acc: 80 Range: 1-2
Missiles: POW: 150 Acc: 70 Range: 1
Beam Cannon: POW: 140 Acc: 75 Range: 1-2
-------------------
Mobile Armor Mode
Sensors: C Armor: 480 Mobility: 45 Move: 11 Resources: 250 RPM: 6
Transformable
Move: S
Attack: S
RPA: 15
Mega Particle Cannon: POW: 425 Acc: 80 Range: 1-2
Missiles: POW: 150 Acc: 70 Range: 1

Notes: An ace-use firing support transformable that can only operate in zero
gravity.

AMX-011 Zaku III

Requirements: ???
Development: ???
Number per Unit: 1
Cost: 2950/8600
Production Time: 2 Turns
Sensors: C Armor: 700 Mobility: 48 Move: 7 Resources: 260 RPM: 6
Shield Equipped
Sub-Flight System Compatible
Move: LDMFtS
Attack: LDMFtaS
RPA: 40
Beam Rifle: POW: 225 Acc: 75 Range: 1
Beam Cannon: POW: 200 Acc: 70 Range: 1-2
Beam Saber: POW: 300 Acc: 75 Range: 0
Beam Cannon: POW: 70 Acc: 80 Range: 0

Notes: A good ace-use suit with long-range punch, although not exclusively a
sniper mobile suit. Good for supporting assaults with your gunnery specialist
aces who aren￾ft Newtypes.

AMX-015 Geymalk
Requirements: ???
Development: ???
Number per Unit: 1
Cost: 3500/3500
Production Time: 4 Turns
Sensors: A Armor: 165 Mobility: 65 Move: 10 Resources: 500 RPM: 6
Psycommu ? Enhanced Mobility and Accuracy when piloted by a Newtype
Move: S
Attack: S
RPA:80
Beam Rifle: POW:58 Acc: 70 Range: 1
Beam Naginata: POW: 35 Acc: 80 Range: 0
Funnels

Notes: A Newtype-use suit. Combat potential currently unknown.

AMX-009 Dreissen

Requirements: ???
Development: ???
Number per Unit: 3
Cost: 2700/9300
Production Time: 2 Turns
Sensors: D Armor: 350 Mobility: 40 Move: 8 Resources: 230 RPM: 6
Move: LDmFtS
Attack: LDmFtaS
RPA: 40
Beam Rifle: POW: 168 Acc: 70 Range: 1
Beam Repeaters: POW: 100 Acc: 50 Range: 1
Beam Naginata: POW: 255 Acc: 85 Range: 0

Notes: The final model of the Rick Dom series, a kick-ass close-range mobile
suit.

AMX-011S Zaku III Custom/Revised

Requirements: All Tech levels 13
Development: 12000/12 Turns
Number per Unit: 1
Cost: 3500/3500
Production Time: 4 Turns
Sensors: A Armor: 165 Mobility: 65 Move: 10 Resources: 500 RPM: 6
Psycommu ? Enhanced Mobility and Accuracy when piloted by a Newtype
Move: S
Attack: S
RPA:80
Beam Rifle: POW:58 Acc: 70 Range: 1
Beam Naginata: POW: 35 Acc: 80 Range: 0

AMX-014 Doven Wolf
Requirements: All Tech levels 13
Development: 12000/12 Turns
Number per Unit: 1
Cost: 3500/3500
Production Time: 4 Turns
Sensors: A Armor: 165 Mobility: 65 Move: 10 Resources: 500 RPM: 6
Pseudo-Psycommu
Shield Equipped
Move: S
Attack: S
RPA:80
Beam Rifle: POW:58 Acc: 70 Range: 1
Beam Naginata: POW: 35 Acc: 80 Range: 0

AMX-102 Zssa

Requirements: ???
Development: ???
Number per Unit: 3
Cost: 2400/5700
Production Time: 1 Turn
Sensors: D Armor: 250 Mobility: 46 Move: 10 Resources: 250 RPM: 6
Purgeable Equipment
Move: AS
Attack: ldmftwAS
RPA: 45
Missile Pods: POW: 216 Acc: 65 Range: 1-2
-------------------
Mobile Suit Mode
Sensors: C Armor: 600 Mobility: 42 Move: 10 Resources: 190 RPM: 6
Transformable
Move: LdmFtS
Attack: LDMFTaS
RPA: 12
Arm Missiles: POW: 144 Acc: 65 Range: 1
B Missiles: POW: 64 Acc: 60 Range: 1
L Missiles: POW: 42 Acc: 60 Range: 1
Beam Saber: POW: 140 Acc: 80 Range: 0

Notes: This unit is Axis￾f main firing support unit, but it has a slight edge
over most other firing support units with its increased adaptability, though
not as much as a transformable, as the purgeable equipment is a one-way
transformation. Its default Bomber mode is the mode you￾fll use the most,
unless you suddenly need frontliners desperately.

AMX-109 Capule

Requirements: ???
Development: ???
Number per Unit: 3
Cost: 2100/5250
Production Time: 1 Turn
Sensors: D Armor: 230 Mobility: 32 Move: 7 Resources: 180 RPM: 6
Move: LdmfTW
Attack: LdmfTWA
RPA: 30
Autocannons: POW: 180 Acc: 70 Range: 1-2
Missiles: POW: 80 Acc: 60 Range: 1
Ion Nails: POW: 140 Acc: 85 Range: 0
Photon Beam: POW: 40 Acc: 70 Range: 1

AMX-107 Bawoo (Prototype/Command Model)

Requirements: ???
Development: ???
Number per Unit: 3
Cost: 2437/7400
Production Time: 2 Turns
Sensors: C Armor: 600 Mobility: 60 Move: 8 Resources: 190 RPM: 6
Shield Equipped
Transformable
Move: LDmFtS
Attack: LDmFtaS
RPA: 30
Beam Rifle: POW: 320 Acc: 80 Range: 1
Mega Beam Shield: POW: 120 Acc: 60 Range: 1
Mega Particle Cannons: POW: 80 Acc: 60 Range: 1
Beam Saber: POW: 360 Acc: 75 Range: 0
-------------------
Mobile Armor Form
Sensors: C Armor: 600 Mobility: 42 Move: 10 Resources: 190 RPM: 6
Transformable
Move: AS
Attack: ldmftwAS
RPA: 12
Beam Rifle: POW: 320 Acc: 80 Range: 1
Mega Beam Shield: POW: 120 Acc: 60 Range: 1
Notes: Axis￾f ace-use transformable, it￾fs balanced and kicks ass on any
terrain.

MS-21C Dra-C

Requirements: ???
Development: ???
Number per Unit: 3
Cost: 1200/2250
Production Time: 1 Turn
Sensors: D Armor: 95 Mobility: 18 Move: 8 Resources: 140 RPM: 6
Shield Equipped
Move: S
Attack: S
RPA: 12
40mm Machinecannon: POW: 90 Acc: 60 Range: 1
Beam Saber: POW: 90 Acc: 75 Range: 0

AMX-107 Bawoo (Mass-Production Model)
Requirements: ???
Development: ???
Number per Unit: 1
Cost: 3300/8100
Production Time: 2 Turns
Sensors: D Armor: 320 Mobility: 42 Move: 8 Resources: 195 RPM: 6
Shield Equipped
Transformable
Move: LDmFtaS
Attack: LDmFtaS
RPA: 30
Beam Rifle: POW: 200 Acc: 75 Range: 1
Mega Beam Shield: POW: 75 Acc: 50 Range: 1
Mega Particle Cannons: POW: 30 Acc: 60 Range: 1
Beam Saber: POW: 210 Acc: 70 Range: 0
-------------------
Mobile Armor Form
Sensors: D Armor: 320 Mobility: 29 Move: 10 Resources: 195 RPM: 6
Transformable
Move: AS
Attack: ldmftwAS
RPA: 18
Beam Rifle: POW: 200 Acc: 75 Range: 1
Mega Beam Cannon: POW: 90 Acc: 60 Range: 1
Notes: A transformable, and a major upgrade to the Gazas, this unit is
excellent, but is too expensive to mass-produce, so is relegated to
low-production.

AMX-104 R-Jarja

Requirements: All Tech levels 13
Development: 12000/12 Turns
Number per Unit: 1
Cost: 2250/6000
Production Time: 2 Turns
Sensors: C Armor: 540 Mobility: 50 Move: 7 Resources: 500 RPM: 6
Sub-Flight System Compatible
Move: LDmFtS
Attack: LDmFtaS
RPA:80
Beam Rifle: POW: 200 Acc: 70 Range: 1
???: POW: 120 Acc: 60 Range: 1
Beam Saber: POW: 500 Acc: 75 Range: 0
Notes: The second best melee-focused ace-use suit in Axis￾f arsenal.

AMX-117L Gazu-L

Requirements: ???
Development: ???
Number per Unit: 1
Cost: 2750/7750
Production Time: 2 Turns
Sensors: C Armor: 700 Mobility: 60 Move: 9 Resources: 180 RPM: 6
Sub-Flight System Compatible
Move: LDMFtS
Attack: LDMFtaS
RPA: 22
Beam Maser: POW: 270 Acc: 80 Range: 1-2
???: POW: 500 Acc: 95 Range: 0
Beam Saber: POW: 120 Acc: 85 Range: 0

Notes: Axis￾f best melee focused ace suit. The Model-R is simply a palette
swap, with no other differences.

AMX-117R Gazu-R
Requirements: ???
Development: ???
Number per Unit: 1
Cost: 2750/7750
Production Time: 2 Turns
Sensors: C Armor: 700 Mobility: 60 Move: 9 Resources: 180 RPM: 6
Sub-Flight System Compatible
Move: LDMFtS
Attack: LDMFtaS
RPA: 22
Beam Maser: POW: 270 Acc: 80 Range: 1-2
???: POW: 500 Acc: 95 Range: 0
Beam Saber: POW: 120 Acc: 85 Range: 0

Notes: Axis￾f best melee focused ace suit. The Model-L is simply a palette swap
with no other differences.

AMX-004 Qubeley

Requirements: ???
Development: ???
Number per Unit: 1
Cost: 3500/3500
Production Time: 4 Turns
Sensors: A Armor: 165 Mobility: 65 Move: 10 Resources: 500 RPM: 6
Psycommu ? Enhanced Mobility and Accuracy when piloted by a Newtype
Move: S
Attack: S
RPA:80
Beam Gun: POW:58 Acc: 70 Range: 1
Beam Saber: POW: 35 Acc: 80 Range: 0
Funnels (Newtype-use Weapon)

AMX-004 Qubeley Mk-II

Requirements: All Tech levels 13
Development: 12000/12 Turns
Number per Unit: 1
Cost: 3500/3500
Production Time: 4 Turns
Sensors: A Armor: 165 Mobility: 65 Move: 10 Resources: 500 RPM: 6
Psycommu ? Enhanced Mobility and Accuracy when piloted by a Newtype
Move: S
Attack: S
RPA:80
Beam Gun: POW:58 Acc: 70 Range: 1
Beam Saber: POW: 35 Acc: 80 Range: 0
Funnels (Newtype-use Weapon)

AMX-004G (AMX-017) Qubeley (Mass-Production Model)
Requirements: All Tech levels 13
Development: 12000/12 Turns
Number per Unit: 1
Cost: 3500/3500
Production Time: 4 Turns
Sensors: A Armor: 165 Mobility: 65 Move: 10 Resources: 500 RPM: 6
Psycommu ? Enhanced Mobility and Accuracy when piloted by a Newtype
Move: S
Attack: S
RPA:80
Beam Gun: POW:58 Acc: 70 Range: 1
Funnels: POW: 35 Acc: 80 Range: 0 (Newtype-use Weapon)
Beam Saber

MS-09F Dom Funf
Requirements: ???
Development: ???
Number per Unit: ?
Cost: 3500/3500
Production Time: ???
Sensors: A Armor: 165 Mobility: 65 Move: 10 Resources: 500 RPM: 6
Move: S
Attack: S
RPA:80
Beam Rifle: POW:58 Acc: 70 Range: 1
Beam Naginata: POW: 35 Acc: 80 Range: 0

MS-14A Gelgoog Stutzer

Requirements: Gelgoog Model-Fs, MS Tech Level 18
Development: ???
Number per Unit: 1
Cost: 1400/2200
Production Time: 1 Turns
Sensors: C Armor: 260 Mobility: 37 Move: 8 Resources: 200 RPM: 6
Shield Equipped
Move: LDMFtS
Attack: LDMFtAS
RPA: 80
Beam Rifle: POW: 175 Acc: 75 Range: 1
Short-Range Wire Guided Weaponry: POW: 120 Acc: 70 Range: 1
Beam Saber: POW: 150 Acc: 60 Range: 0
Beam Naginata: POW: 65 Acc: 85 Range: 0

Notes: This upgraded version of the Gelgoog Model-Fs has slightly improved
armor, mobility and speed, and seriously improved firepower, without stripping
it￾fs melee capability, making it the best general-purpose ace-use
Gelgoog-class in the game, much better and more balanced than the Jaeger, and
superior in every category except armor. Definitely develop this if you
invested in mass-production of the Gelgoog. This model is just as good as the
Gyan Krieger, though without the melee specialization, which could make this
line worth it in the end if you don￾ft want to focus on your aces￾f melee
combat skill. (Possibly a better choice if you want to invest more in Newtypes
and plan on developing Cyber Newtypes.

RMS-099B Schuzrum Dias (Rick Dias Model-B)

Requirements: ???
Development: ???
Number per Unit: 3
Cost: 3450/6150
Production Time: 2 Turns
Sensors: D Armor: 260 Mobility: 36 Move: 7 Resources: 250 RPM: 6
Sub-Flight System Compatible
Move: LDmftS
Attack: LDMFTAS
RPA: 60
Beam Cannon: POW: 210 Acc: 70 Range: 1-3
Clay Bazooka: POW: 96 Acc: 65 Range: 1-2
Beam Rifle: POW: 60 Acc: 75 Range: 1
Beam Saber: POW: 110 Acc: 70 Range: 0
Anti-Aircraft Vulcans: POW: 36 Acc: 45 Range: 0

Notes: Not sure if this is AEUG or Axis as both can develop it. It￾fs possible
all factions can, given the Titans serial number. This is pretty much the
ultimate mass-production model of the Rick Dias class. Schuzrum Dias packs
serious firepower and is an excellent firing support unit for any terrain.
Highly recommended as it remains useful right to the finals stages of the game.

MS-06D Desert Zaku (Zaku Desert-Type Revised?)

Requirements: ???
Number per unit: 3
Development: ???
Cost: 1650/3600
Production time: 1 Turn
Sub-Flight System Compatible
-------------------
Equipment Type-A (MachineCannon)
Sensors: D Armor: 160 Mobility: 28 Move: 6 Resources: 170 RPM: 2
Move: LDMFt
Attack: LDMfta
RPA: 20
MachineCannon: POW: 96 Acc: 60 Range: 1 Anti-Air
Heat Hawk: POW: 90 Acc: 80 Range: 0
Grenades: POW: 90  Acc: 80 Range: 1
-------------------
Equipment Type-A (MachineCannon)+ Base Jabber
Sensors: D Armor: 160 Mobility: 19 Move: 6 Resources: 170 RPM: 2
Move: A
Attack: ldmftwA
RPA: 30
MachineCannon: POW: 96 Acc: 60 Range: 1 Anti-Air
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2
-------------------
Equipment Type-B (Rocket Launcher)
Sensors: D Armor: 160 Mobility: 25 Move: 5 Resources: 170 RPM: 6
Transformable
Move: LDMFt
Attack: LDMfta
RPA: 30
Rocket Launcher: POW: 152 Acc: 65 Range: 1
Grenades: POW: 90 Acc: 80 Range: 1
Heat Hawk: POW: 90 Acc: 80 Range: 1
-------------------
Equipment Type-B (Rocket Launcher)+ Base Jabber
Sensors: D Armor: 160 Mobility: 17 Move: 6 Resources: 170 RPM: 6
Transformable
Move: A
Attack: ldmftwA
RPA: 45
Rocket Launcher: POW: 152 Acc: 65 Range: 1
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2

Notes: Not to be confused with the vastly inferior Zaku Desert-Type, the Desert
Zaku is an odd unit in that I think it might be a rare unit completely unique
to Giren￾fs Greed. The serial number would suggest it￾fs a Zeon built suit, but
it￾fs far more advanced than any mass-production from the One Year War despite
bearing the same serial number as the Zaku Desert-Type, which it seems to be a
revision of. The best I can guess is it was an unfielded Zeon unit modernized
for use by Axis. This unit￾fs pretty good as it￾fs a revision of the formerly
very useful Zaku Desert-Type, and retains all of its basic abilities, but is
now compatible with Sub-Flight Systems, boosting its mobility, and can swap to
a rocket launcher, increasing versatility. And of course, it has been made
roughly equal in stats to a Hizack.

-------------------------------------------------------------------------

Neo Zeon of Axis Ships
-------------------------------------------------------------------------
Note: These units can be developed by all Zeon factions once they reach the
required tech levels.

Endra-class Frigate

Requirements: ???
Development: ???
Number per Unit: 3
Cost: 1500/13200
Production Time: 2 Turns
Carrying Capacity: 4
Sensors: B Armor: 1200 Mobility: 16 Move: 7 Resources: 580 RPM: 4
Minovsky Particle Dispersal (Small)
Move: aS
Attack: AS
RPA: 20
Main Cannon: POW: 240 Acc: 50 Range: 2-4
Beam Cannons: POW: 80 Acc: 40 Range: 1-2 Anti-Air

Notes: The Endra-class is a decent, cheap aerospace ship. Despite being
atmospheric-capable, this frigate cannot bombard the surface. While in
atmosphere, it can only engage other aircraft. I guess it just doesn￾ft have
any anti-surface weapons. Nonetheless, it￾fs a good transport both in space and
in the air and comes in handy for invading Earth.

Gwavan-class Capital Ship

Requirements: ???
Refits to: Gwadan-class
Development: ???
Number per Unit: 3
Carrying Capacity: 9
Cost: 1700/11000
Production Time: 3 Turns
Sensors: A Armor: 1000 Mobility: 15 Move: 7 Resources: 820 RPM: 4
Minovsky Particle Dispersal (Wide)
Move: S
Attack: S
RPA:0
Main Cannon: POW: 320 Acc: 60 Range: 2-5 Anti-Air

Notes: This ship isn￾ft worth producing in large numbers. It￾fs not worth the
high price as it brings only above average firepower, and its carrying capacity
is pretty standard for ships of its time. If you have any, upgrade them to
Gwadan-classes once you have the spare resources, as they are overall better.
But only do this if you have an excess of resources and no real need for more
units, as the upgrade is barely worth the high price.

Gwadan-class Battlecarrier

Requirements: ???
Development: ???
Number per Unit: 1
Cost: 2100/17600
Production Time: 3 turns
Carrying Capacity: 12
Sensors: A Armor: 1200 Mobility: 18 Move: 7 Resources: 999 RPM: ?
Minovsky Particle Dispersal (Wide)
Move: S
Attack: S
RPA: 70
Main Cannon: POW: 360 Acc: 50 Range: 2-4
Beam Cannons: POW: 150 Acc: 40 Range: 1-3
Anti-Spacecraft Cannons: POW: 80 Acc: 30 Range: 1
Notes: One of the most expensive and strongest ship in the game. This ship can
even stand up to mobile suits decently, carries a massive amount of troops and
a good amount of firepower (Though it is rather inaccurate). This unit, like
most ships, is mostly a troop transport, and support craft for your mobile
suits, providing Minovsky Particles, scanning enemies, and providing long range
bombardment.


Sadalahn-class Aerospace Battlecarrier

Requirements: ???
Refits to: ???
Development: ???
Number per Unit: 3
Carrying Capacity: 12
Cost: 2200/15400
Production Time: 3 Turns
Sensors: A Armor: 1400 Mobility: 20 Move: 7 Resources: 950 RPM: 4
Minovsky Particle Dispersal (Wide)
Move: aS
Attack: ldmftAS
RPA: 65
Main Cannon: POW: 330 Acc: 50 Range: 2-4
Beam Cannons: POW: 140 Acc: 40 Range: 2-4
Missile Turrets: POW: 160 Acc: 35 Range: 1-2 Anti-Air
Anti-Aircraft Cannons: POW: 150 Acc: 40 Range: 1 Anti-Air

Notes: This, like most atmospheric ships, can attack the surface, but is not
very good at it. It￾fs much better at taking out aircraft and spacecraft.
Nonetheless, this is a decent ship.

-------------------------------------------------------------------------
Casval￾fs Neo Zeon Mobile Suits
-------------------------------------------------------------------------

Gundam (Casval's Unit)
Requirements: All Tech levels 15
Development: 10000/10 Turns
Max Units
Number per Unit: 1
Cost: 3500/4000
Production Time: 3 Turns
Sensors: A Armor: 350 Mobility: 50 Move: 8 Resources: 400 RPM: 4
Shield Equipped
Move: LwSdmf
Attack: LwASdmf
RPA:80
Beam Rifle: POW:83 Acc: 70 Range: 1 Anti-Air
Head Vulcan: POW: 4 Acc: 50 Range: 1 Non-Underwater Weapon
Beam Saber: POW: 23 Acc: 75 Range: 0

Notes: Only Casval￾fs Neo Zeon can make this unit. It's by far the best custom
Casval unit available, but the tech requirement is very steep. Good for the
very end stages of the game...if you can develop it. Its beam rifle in
particular blows the crap out of just about anything that goes up against it.
Just be careful not to let it get shot down!


-------------------------------------------------------------------------
                         Char￾fs Neo Zeon Suits
-------------------------------------------------------------------------
AMS-119 Geara Doga
Requirements: MS Tech Level 27
Refits to: Messer, Geara Doga Model-S
Development: ???
Number per Unit: 3
Cost: 2850/6750
Production Time: 1 Turn
Sensors: D Armor: 320 Mobility: 45 Move: 7 Resources: 200 RPM: 4
Sub-Flight System Compatible (100/490)
Shield Equipped
Move: LdmFtS
Attack: LDmFtaS
RPA:80
Beam Machinegun: POW: 240 Acc: 55 Range: 1 Anti-Air
Shoulder-Mounted Mega Particle Cannon: POW: 60 Acc: 75 Range: 1
Shield-Mounted Panzerfausts: POW: 40 Acc: 60 Range: 0
Beam Axe: POW: 210 Acc: 80 Range: 1
Beam Saber: POW: 100 Acc: 90 Range: 0
-------------------
Sub-Flight System Equipped
Sensors: D Armor: 320 Mobility: 31 Move: 7 Resources: 200 RPM: 6
Transformable
Move: A
Attack: ldmftwA
RPA: 37
Beam Machinegun: POW: 240 Acc: 55 Range: 1
Shoulder-Mounted Mega Particle Cannon: POW: 60 Acc: 75 Range: 1
Shield-Mounted Panzerfausts: POW: 40 Acc: 60 Range: 1


AMS-119S Geara Doga Model-S (Command-Model)
Requirements: Geara Doga
Refits to: Jagd Doga, Messer
Development: ???
Number per Unit: 1
Cost: 3500/4000
Production Time: 3 Turns
Sensors: C Armor: 650 Mobility: 52 Move: 8 Resources: 280 RPM: 4
Shield Equipped
Sub-Flight System Compatible (100/520)
Move: LdMFtS
Attack: LDMFtaS
RPA: 25
Beam Machinegun: POW: 360 Acc: 60 Range: 1 Anti-Air
Shoulder-Mounted Mega Particle Cannon: POW: 60 Acc: 75 Range: 1
Shield-Mounted Panzerfausts: POW: 40 Acc: 60 Range: 1
Beam Axe: POW: 280 Acc: 80 Range: 0
Beam Saber: POW: 120 Acc: 90 Range: 0
-------------------
Sub-Flight System Equipped
Sensors: D Armor: 320 Mobility: 31 Move: 7 Resources: 200 RPM: 6
Transformable
Move: A
Attack: ldmftwA
RPA: 37
Beam Machinegun: POW: 360 Acc: 60 Range: 1
Shoulder-Mounted Mega Particle Cannon: POW: 60 Acc: 75 Range: 1
Shield-Mounted Panzerfausts: POW: 40 Acc: 60 Range: 1

MSN-03 Jagd Doga ? Newtype-Use General-Purpose Mobile Suit
Requirements: MS Tech Level 28
Development: ???
Number per Unit: 1
Cost: 3750/9600
Production Time: 3 Turns
Sensors: C Armor: 780 Mobility: 72 Move: 8 Resources: 330 RPM: 4
Shield Equipped
Sub-Flight System Compatible (100/600)
Psycommu ? Higher hit and evasion rates when piloted by a Newtype
Move: LdmFTS
Attack: LDmFTaS
RPA: 45
Gatling Laser Gun: POW: 384 Acc: 60 Range: 1 Anti-Air
Shield Beam Cannons: POW: 240 Acc: 70 Range: 1-2
Beam Saber: POW: 320 Acc: 80 Range: 0
Funnels: POW: 300 Acc: 99 Range: 1-2 Newtype-use weapon
-------------------
Sub-Flight System Equipped
Sensors: C Armor: 780 Mobility: 50 Move: 7 Resources: 330 RPM: 6
Transformable
Shield Equipped
Sub-Flight System Compatible (100/600)
Psycommu ? Higher hit and evasion rates when piloted by a Newtype
Move: A
Attack: ldmftwA
RPA: 67
Gatling Laser Gun: POW: 384 Acc: 60 Range: 1
Shield Beam Cannons: POW: 240 Acc: 70 Range: 1-2

Notes: The main ace-use suit of Char￾fs Neo Zeon for your Newtypes other than
Char, that is, Quess and Gyunei. But Gyunei has a custom version of this that
you￾fll want him in, so your main user of this will end up being Quess. It￾fs
potential is wasted on Oldtypes.

AMS-119S/RS Geara Doga Model-S (Rezin Schneider Custom Unit)
Requirements: Geara Doga Model-S
Max Units: 1
Number per Unit: 1
Cost: ???
Production Time: Instant (Refit)
Sensors: A Armor: 350 Mobility: 50 Move: 8 Resources: 400 RPM: 4
Shield Equipped
Sub-Flight System Compatible (100/520)
Move: LdMFtS
Attack: LDMFtaS
RPA: 25
Beam Machinegun: POW: 360 Acc: 60 Range: 1 Anti-Air
Shoulder-Mounted Mega Particle Cannon: POW: 60 Acc: 75 Range: 1
Shield-Mounted Panzerfausts: POW: 40 Acc: 60 Range: 1
Beam Axe: POW: 280 Acc: 80 Range: 0
Beam Saber: POW: 120 Acc: 90 Range: 0
-------------------
Sub-Flight System Equipped
Sensors: D Armor: 320 Mobility: 31 Move: 7 Resources: 200 RPM: 6
Transformable
Move: A
Attack: ldmftwA
RPA: 37
Beam Machinegun: POW: 360 Acc: 60 Range: 1
Shoulder-Mounted Mega Particle Cannon: POW: 60 Acc: 75 Range: 1
Shield-Mounted Panzerfausts: POW: 40 Acc: 60 Range: 1

MSN-03/GG Jagd Doga (Gyunei Gus Custom)
Requirements: Jagd Doga
Max Units: 1
Number per Unit: 1
Cost: ???
Production Time: Instant (Refit)
Sensors: A Armor: 350 Mobility: 50 Move: 8 Resources: 400 RPM: 4
Shield Equipped
Sub-Flight System Compatible (100/600)
Psycommu ? Higher hit and evasion rates when piloted by a Newtype
Move: LdmFTS
Attack: LDmFTaS
RPA: 45
Gatling Laser Gun: POW: 384 Acc: 60 Range: 1 Anti-Air
Shield Beam Cannons: POW: 240 Acc: 70 Range: 1-2
Beam Saber: POW: 320 Acc: 80 Range: 0
Funnels: POW: 300 Acc: 99 Range: 1-2 Newtype-use weapon
-------------------
Sub-Flight System Equipped
Sensors: C Armor: 780 Mobility: 50 Move: 7 Resources: 330 RPM: 6
Transformable
Shield Equipped
Sub-Flight System Compatible (100/600)
Psycommu ? Higher hit and evasion rates when piloted by a Newtype
Move: A
Attack: ldmftwA
RPA: 67
Gatling Laser Gun: POW: 384 Acc: 60 Range: 1
Shield Beam Cannons: POW: 240 Acc: 70 Range: 1-2

MSN-04 Sazabi
Requirements: All Tech levels 15
Development: 10000/10 Turns
Max Units
Number per Unit: 1
Cost: 3500/4000
Production Time: 3 Turns
Sensors: A Armor: 350 Mobility: 50 Move: 8 Resources: 400 RPM: 4
Shield Equipped
Move: LwSdmf
Attack: LwASdmf
RPA:80
Beam Rifle: POW:83 Acc: 70 Range: 1 Anti-Air
Head Vulcan: POW: 4 Acc: 50 Range: 1 Non-Underwater Weapon
Beam Saber: POW: 23 Acc: 75 Range: 0
Funnels

Notes: Char￾fs personal suit, though if you have the resources, you may want to
make one for Gyunei and Quess while you￾fre at it, especially after you conquer
space and move on to Earth, since Quess￾f signature Alpha Zeal is too heavy to
fly in atmosphere. The absurd cost makes it so I can only recommend this suit
to your top aces, and even then only your Newtypes, who can make full use of it.

MSN-04II Nightingale
Requirements: All Tech levels 15
Development: 10000/10 Turns
Max Units
Number per Unit: 1
Cost: 3500/4000
Production Time: 3 Turns
Sensors: A Armor: 350 Mobility: 50 Move: 8 Resources: 400 RPM: 4
Shield Equipped
Move: LwSdmf
Attack: LwASdmf
RPA:80
Beam Rifle: POW:83 Acc: 70 Range: 1 Anti-Air
Head Vulcan: POW: 4 Acc: 50 Range: 1 Non-Underwater Weapon
Beam Saber: POW: 23 Acc: 75 Range: 0
Funnels

Notes: An upgraded, beefier version of the Sazabi.


-------------------------------------------------------------------------
Char￾fs Neo Zeon Mobile Armors
-------------------------------------------------------------------------

NZ-333 Alpha Aziel

Requirements: ???
Development: ???
Number per Unit: 1
Cost: 4700/22000
Production Time: 3 turns
Sensors: A Armor: 1800 Mobility: 52 Move: 10 Resources: 800 RPM: ?
Psycommu-Increased Hit and evasion rates when piloted by a Newtype
I-Field-Deflects all long range beam weaponry
Move: S
Attack: S
RPA: 99
Mega Particle Cannon: POW: 720 Acc: 90 Range: 1-5
Mega Particle Cannon: POW: 400 Acc: 70 Range: 1-3
Vulcan: POW: 150 Acc: 50 Range: 1
Funnels: POW: 450 Acc: 99 Range: 1-3 Newtype-Use weapon

Notes: This is pretty much the toughest Mobile Armor in the game, suRPAssing
even the Big Zam in armor and raw firePower. Although it calls for a Newtype to
make full use of it, it is a formidable unit, although it is ludicrously
expensive and limited to space combat.


AMX-002S Neue Ziel II (Neue Ziel Char Aznable Custom Unit)
Requirements: ???
Development: ???
Number per Unit: 1
Cost: ???
Production Time: ???
Sensors: A Armor: 800 Mobility: 46 Move: 10 Resources: 420 RPM: ?
Psycommu-Increased Hit and evasion rates when piloted by a Newtype
I-Field-Deflects all long range beam weaponry
Move: S
Attack: S
RPA:60
Mega Beam Gun: POW: 330 Acc: 70 Range: 1-2
Mega Beam Gun: POW: 160 Acc: 75 Range: 1-2
???: POW: 224 Acc: 85 Range: 1-2
Beam Sword: POW: 240 Acc: 99 Range: 0

Notes: Although this is technically an Axis Mobile Armor, I￾fve only ever seen
it used by Char￾fs Neo Zeon. This thing is basically an all around improvement
of the Neue Ziel, with a Psycommu, making it great for your Newtypes who
specialize in gunnery, though I￾fm not entirely sure how many of these Char￾fs
Neo Zeon has. The most it can be is 2, not counting bonus pilots, as Neo Zeon
only gets 3 Newtypes, Char, Quess, and Gyunei, and Char leans melee specialist.

-------------------------------------------------------------------------
Char￾fs Neo Zeon Ships
-------------------------------------------------------------------------
Notes: All Zeon factions can unlock these when their conventional tech levels
reach around level 25-28

Rewloola-class Aerospace Battlecarrier

Requirements: ???
Development: ???
Number per Unit: 1
Cost: 2800/20400
Production Time: 3 turns
Carrying Capacity: 12
Sensors: A Armor: 1850 Mobility: 23 Move: 8 Resources: 980 RPM: ?
Minovsky Particle Dispersal (Wide)
Move: aS
Attack: ldmftwAS
RPA: 60
Main Cannon: POW: 520 Acc: 50 Range: 2-4
Beam Cannons: POW: 296 Acc: 40 Range: 1-3
Missile Turrets: POW: 180 Acc: 30 Range: 1

Notes: The best ship in the game. This unit, like most ships, is mostly a troop
transport, and support craft for your mobile suits, providing Minovsky
Particles, scanning enemies, and providing long range bombardment. One
advantage this unit has is the fact that it￾fs an atmospheric ship, so it can
travel and attack in atmosphere. Granted, it doesn￾ft operate as well (It
can￾ft fire it￾fs beam cannons at full power due to overheating) but it helps
when you begin invading Earth.