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Giren’s Greed: The Threat of Axis V Unit Index ver 0.95
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Completion Status: This guide is roughly 95% complete. The only units I don’t
have full information on are a few of the rarer third-party faction-unique
units (Things like Big Zam Zabi Custom and Mass-Production Qubeley) and some of
the advanced units for Axis because I haven’t finished my Axis Campaign. So in
total, maybe 10 units. Also, forgive me if the text reads like it was being
spoken by your drunk uncle with a bad cold but last time I uploaded this
GameFAQs changed all my apostrophes to the letter f for some reason and I think
some other character to l. And I think, for the first time I’ve ever seen, my
word processor is losing track of spaces due to the length of the file.

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 (Yes,
I made some of them up because they sound similar and less silly or make more
sense. Sue me.)

Requirements: What you need before you can develop the unit. Requirements seem
to differ slightly from game to game and between forces. 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(scout
specialist unit). 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’t
have sensors, with one hex increasing in range for each level, in letter grades
from D to A and then S)

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
except certain kinds of large Mobile Armors which can only be carried on the
largest ships in the game, supercarriers, which are the Dolos-class for Zeon
factions and the Jupiter-class for Federation factions.

Shield Equipped: Mobile Suits with shields will have "Shield Equipped" listed.
Shields 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.

Special Weapon: These are high-power weapons that will hit all units in a set
area (either with a blast radius or in a straight line) regardless of their
faction. These are usually nuclear weapons or high-power mega particle cannons.
These attacks are accessed from the special abilities menu when commanding the
unit, and must be used BEFORE moving for the 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. 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.

-------------------------------------------------------------------------
Earth Federation Mobile Suits
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RGM-79 – GM (Gundam Mass-Production Model)

Requirements: Gundam, RX Series Retrieval Project
Development: ???
Refits To: Land Combat GM (100/1300), Desert GM (100/1300), Aqua GM (310/780),
GM Command Model (200/460), GM Cannon (100/780), GM Light Armor (520/570), GM II
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
Mass-Production Beam Rifle: POW: 35 Acc: 65 Range: 1 Anti-Air
Beam Saber: POW: 50 Acc: 75 Range: 0
Head Vulcan: POW: 12 Acc: 35 Range: 1

Note: The Earth Federation’s first mass-production mobile suit. It’s good
enough to crush Zakus, but nothing much else. Thankfully, it only gets better
from here.

RGM-79 – GM Command-Model

Requirements: GM
Development: 1000/2 Turns
Refits To: GM Revised (100/390), GM (100/100)
Number per Unit: 1
Cost: 900/1350
Production Time: 1 Turn
Sensors: C Armor: 125 Mobility: 21 Move: 7 Resources: 120 RPM: 2
Sub-Flight System Compatible (Glider?, 100/170)
Shield Equipped
Move: LdMFtS
Attack: LdMFtAS
RPA: 14
Mass-Production Beam Rifle: POW: 70 Acc: 75 Range: 1  Anti-Air
Head Vulcan: POW: 16 Acc: 50 Range: 1
Beam Saber: POW: 78 Acc: 80 Range: 0
-------------------
Flight Mode?
Sensors: B Armor: 125 Mobility: 14 Move: 8 Resources: 120RPM: 3
Transformable
Move: A
Attack: ldmftwA
RPA: 23
Missile Pods?: POW: 96 Acc: 65 Range: 1-2 Anti-Surface

Note: This is an ace-use GM, overall superior, but in fewer numbers,
encouraging use by an ace pilot. Use this for your melee-leaning aces who
aren’t good enough to warrant a Gundam-class. The flight mode is only available
via an upgrade, and gives a primitive Sub-Flight unit. This makes this unit
able to double as an ace-use interceptor for your aces who can pilot MS. (I
found this handy with Revil and other gunnery specialist MS pilots when
launching seaborne invasions to clear the skies for my main force. When
invading Hawaii and California, these babies can do wonders, wiping the floor
with enemy aircraft where other units struggle or fail to operate (Guntanks))


RGM-79L GM Light Armor

Requirements: GM
Development: 1500/2 Turns
Number per Unit: 3
Cost: 1350/1500
Production Time: 1 Turn
Sensors: C Armor: 65 Mobility: 30 Move: 8 Resources: 80RPM: 2
Move: LdMFtS
Attack: LdMFtAS
RPA: 8
Beam Pistol: POW: 54 Acc: 65 Range: 1  Anti-Air
Beam Saber: POW: 88 Acc: 70 Range: 0

Note: It's got slightly less armor than a vanilla GM, but a huge boost in
mobility and movement rate, is better at handling rough terrains, stronger at
melee combat with double the hit rate (The GM’s specialty) and better at taking
down aircraft. Overall a much better unit to use than the standard GM. (It’s
sort of an anti-MS specialist unit.) It costs more in terms of money but less
in resources, which balances out Not as good as later GM units (You’ll want to
phase it out in favor of the GM Custom if not the GM Commando) but very useful
early in the game as a main-model mass-production. However, it’s no good on
heavily armored targets, like Mobile Armors and ships, limiting its usefulness
in space. You’ll want something beefier backing it up there, with these as
anti-MS units.

RGM-79SC - GM Sniper Custom (GM Sniper/GM Model-SC)

Requirements: GM
Refits To: GM Sniper II (410/1150), GM (100/410)
Development: 3000/4 Turns
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. The only problem with it is that at
almost the same time, you can unlock the Desert GM, which is for the most part
superior and roughly the same price if not cheaper. The only field this unit is
better in is sensors and the fact that this unit can be used in space. Would
only recommend this unit in space.

RGM-79SP Desert GM

Requirements: GM
Development: 1000/2 Turns
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
Railcannon: POW: 60 Acc: 60 Range: 1-2 Anti-Air
Grenade Launcher: 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. Develop this one only, as it also fulfills
the requirements for the GM Striker. A good ground-use sniper unit, and
preferable to the GM Sniper Custom while on Earth.


RGM-79[G] Ground-Type GM

Requirements: Ground-Type Gundam, MS Level 4
Development: 1500/ 2 Turns
Number per Unit: 3
Cost: 1650/2700
Production Time: 2 Turns
----------
Equipment Type-A (Machinecannon)
Sensors: D Armor: 115 Mobility: 18 Move: 6 Resources: 170 RPM: 2
Move: LDMFt
Attack: LDmFta
Shield Equipped
RPA: 20
Short-Barrel Machinecannon: POW: 60 Acc: 50 Range: 1 Anti-Air
Beam Saber: POW: 70 Acc: 75 Range: 0
----------
Equipment Type-B (Machinecannon + Rocket Launcher)
Sensors: D Armor: 115 Mobility: 16 Move: 5 Resources: 170 RPM: 2
Move: LDMFt
Attack: LDmFta
Shield Equipped
RPA:30
Short-Barrel Machinecannon: POW: 60 Acc: 50 Range: 1 Anti-Air
Missile Launcher: POW: 36 Acc: 65 Range 1-2
Beam Saber: POW: 70 Acc: 75 Range: 0

Note: A cheaper alternative to the Ground-Type Gundam. Nothing much to say
here. Weirdly this can be unlocked before the regular GM.

RGM-79F Land Combat GM


Requirements: GM
Development: 1000/2 Turns
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: 1500/2 Turns
Refits To: GM (100/620)
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
Mass-Production Beam Rifle: POW: 21 Acc: 60 Range: 1
Head Vulcan: POW: 12 Acc: 35 Range: 1

The GM Cannon is slightly better than the Guntank Mass-Production Model, as
it's faster, more versatile (can operate in space), and has better close range
weaponry. It's not as good as the Mass-Production Guncannons but is available
much earlier than those, so this will be your main artillery unit in the middle
stages of the One Year War. Keep in mind that it unfortunately cannot directly
upgrade to the GM Cannon II, so if you want to phase this out for those, you’re
better off recycling or suiciding these, as the process involves 5 different
refits and is absolutely not worth the money.

RGC-83 GM Cannon II

Requirements: GM Custom
Development: ???
Number per Unit: 3
Cost: 1350/3900
Production Time: 2 Turns
Sensors: B Armor: 145 Mobility: 15 Move: 6 Resources: 170 RPM: 2
Move: LDmftS
Attack: LDMfTAS
RPA: 35
Beam Cannons: POW: 125 Acc: 70 Range: 1-3  Anti-Air
Rifle-type Autocannon: POW: 60 Acc: 60 Range: 1
Head Vulcan: POW: 16 Acc: 40 Range: 1
Beam Saber: POW: 70 Acc: 70 Range: 0

Notes: An early Tier 2 sniper variant of the GM Custom (Not a direct upgrade of
GM Cannon as the name suggests), GM Cannon II packs decent long-range punch and
is overall better than the Guncannon Mass-Production Type, with notable
improvements in all stats, this will be the main mass-production sniper unit of
all Federation factions early to mid-way through the Gryps Civil War, including
AEUG.

RAG-79 Aqua GM

Requirements: GM
Development: 1500/4 Turns
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
Missiles: POW: 45 Acc: 60 Range: 1-2 Anti-Air
Beam Pick: POW: 60 Acc: 75 Range: 0

Note: This is one of the only Federation 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. It also helps that your first few invasions are all of
the coastal regions, so you can get your seaborne invasions out of the way
quickly, and avoid long battles with those annoying submersibles. The only
reason to develop this is to be able to develop the Waterproof Gundam, which is
an overall decent unit, and can effectively take down submarines if nothing
else.

RGM-79G GM Commando (Commando Type Model-G)

Requirements: GM, MS Level 7
Refits To: GM Commando Space (310/1040), GM Striker (240/760), GM Sniper
(620/1040), GM Revised (410/1460)
Development: 2500/4 Turns
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: 72Acc: 60 Range: 1 Anti-Air
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 Commando Model-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
Federation anyway. A prerequisite for the GM Commando Space Type, so you really
want to develop this unit. The only problem with GM Commandos is that they can
only handle ground or space, never both, unlike standard GMs, but they the
increase in strength makes it worth the specialization, and they can be refit
back and forth between the two models, ground and space. Unfortunately, there
is no way to upgrade your standard GMs into Commandos.

RGM-79GS GM Commando Space (Commando Type Model-S)

Requirements: GM Commando Model-G
Refits To: GM Commando (100/1040), GM Striker (100/760)
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 Commando Space Type is basically a space version of the GM
Commando Type Model-G, with slight improvements. The Commando S can take on
Rick-Doms in numbers but will get demolished by Gelgoogs. Produce them en masse
and overwhelm the enemy with numbers. This should become your main model
mass-production/cannon fodder by the end of the One Year War.

RGM-79SP GM Sniper II

Requirements: GM Sniper Custom, MS Level 13
Refits To: GM Striker (100/760)
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. 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-79D GM Model-D (Cold Climate Type)

Requirements: GM
Development: 1500/2 Turns
Refits To: GM Commando S(310/1360), GM Commando G(100/1360), GM (100/620)
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 land scout throughout the One Year War due to
its unusually powerful sensors and ability to handle almost all terrains very
well. The only problem is that it doesn’t handle deserts well, so try not to
use them in Africa or North America. Otherwise, giving a squad of these to each
of your armies on Earth is a good idea.

RGM-79N GM Custom

Requirements: ???
Refits To: GM Cannon II (100/1510)
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
Rifle-type Autocannon: 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’s 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.
The glaring problem with it is that it takes two turns to produce, which is
unusually long for what amounts to a cannon fodder unit. This unit will be your
workhorse for both AEUG and Titans early in the Gryps Civil War, at least until
you get better units like the Rick Dias or Hizack.

RGM-79C GM Revised (GM Model-C)


Requirements: ???
Refits To: GM Revised High Mobility (100/940), GM Custom (730/1570), Powered GM
(1040/1780)
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: 1-1Anti-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’s 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’s not as good as the GM Custom, but can be produced twice as fast.
Its biggest problem is it’s slow as molasses on rough terrain. I would
recommend upgrading these when you get the chance. It kicks ass in Part 1 and
during the Delaz Rebellion, 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: 2 Turns
Sensors: D Armor: 180 Mobility: 34 Move: 8 Resources: 150 RPM: ?
Shield Equipped
Move: LDmFtS
Attack: LDMFtaS
RPA: 35
Hyper Bazooka Mk II: POW: 140 Acc: 60 Range: 1-2Anti-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 and the Federation rebels. The suit is actually slightly superior to
the GM Quell and GM Custom across the board, and notably features the ability
to hit from one hex away as a mass-production fire support unit that isn’t as
specialized as a GM Sniper II or Guncannon that it can’t fight well 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. This suit is
basically the best post-war era mass-production, superior to any other model of
Gelgoog or GM.

RGM-79FP GM Striker


Requirements: Desert GM or GM Land Combat Type
Development: 1500/4 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: LDMFT
Attack: LDMFTa
RPA:25
Machine Cannon: POW: 72 Acc: 50 Range: 1-1Anti-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’s weapons aren’t 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’t 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’t
get this suit easily, or have better suits for this role. It’s sort of
pointless, but maybe you can find a use for it.

RMS-106 Hizack (High-Zaku/Isaac)
Requirements:???
Development: 3000/4 Turns
Number per Unit: 3
Cost: 1500/3600
Refits To: Eyezack (1670/1670)
Sub-Flight System Compatible (Base Jabber, 100/310)
Production Time: 1 Turn
Equipment Type-A (Machinecannon)
-------------------
Sensors: D Armor: 155 Mobility: 25 Move: 7 Resources: 160 RPM: 6
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-A (Machinecannon) + Base Jabber
-------------------
Sensors: D Armor: 155 Mobility: 17 Move: 6 Resources: 160 RPM: 6
Move: A
Attack: ldmftwA
RPA: 30
Machinecannon: POW: 100 Acc: 60 Range: 1 Anti-Air
Missile Pods: POW: 40 Acc: 60 Range: 1
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2
Equipment Type–B (Beam Rifle)
---------------------
Sensors: D Armor: 155 Mobility: 22 Move: 7 Resources: 160 RPM: 6
Move: LwSdmf
Attack: LwaSdmf
RPA: 30
Beam Rifle: POW: 125 Acc: 75 Range: 1 Anti-Air
Missile Pods: POW: 40 Acc: 60 Range: 1
Heat Hawk: POW: 76 Acc: 75 Range: 0
Equipment Type–B (Beam Rifle) + Base Jabber
---------------------
Sensors: D Armor: 155 Mobility: 15 Move: 6 Resources: 160 RPM: 6
Move: A
Attack: ldmftwA
RPA: 45
Beam Rifle: POW: 125 Acc: 75 Range: 1 Anti-Air
Missile Pods: POW: 40 Acc: 60 Range: 1
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2

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’s 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’re expecting
the enemy to use any of these (The last is the only real threat when 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’re planning a strategy using Publics,
you may want to go with Type-A Equipment. Otherwise, use Type-B.

RMS-119 EWAC Zack “Eye-Zack” (Eyezack)

Requirements: ???
Development: 1500/ 4 turns
Number per Unit: 3
Cost: 2100/3650
Production Time: 2 Turns
Sensors: S Armor: 180 Mobility: 45 Move: 9 Resources: 120RPM: 6
Sub-Flight System Compatible - Base Jabber (100/330)
Minovsky Particle Dispersal (Wide)
Move: LDMFTS
Attack: LDMFTAS
RPA: 12
Scan Gun: POW:0 Acc: 0 Range: 1-5 Anti-Air
Beam Saber: POW: 135 Acc: 80 Range: 0
Sub-Flight System Equipped
---------------------
Sensors: S Armor: 180 Mobility: 31 Move: 6 Resources: 120RPM: 6
Minovsky Particle Dispersal (Wide)
Move: A
Attack: ldmftwA
RPA:18
Scan Gun: POW: 0 Acc: 0 Range: 1-5 Anti-Ground
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2

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’s
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(At least in
game). But this isn’t a big deal as there’s little point to scouting most of
the time, especially when you have a guide with unit stats.

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 (Base Jabber, 100/350)
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
Sub-Flight System Equipped
---------------------
Sensors: C Armor: 190 Mobility: 19 Move: 6 Resources: 180 RPM: 6
Move: A
Attack: ldmftwA
RPA: 45
Beam Sniper Rifle: POW: 128 Acc: 90 Range: 1-2 Anti-Ground
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2

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 only available to certain Zeon factions
(The Principality being one of them) but it comes in Titans indigo whereas the
Titans version is in Zeon green. Weird.

RX-160 Byalant
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: 350RPM: 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.

NRX-044 Asshimar

Development: 3000/4 Turns
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 Federation’s first mass-production transformable
mobile suit, and is basically the Titans’ answer to the Methuss. While not as
versatile (It can only operate in atmosphere), it’s 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’s Sub-Flight Units and transformables. It’s got good mobility
and great speed while transformed. This thing is invaluable for holding control
of Earth, especially when Axis begins descent operations. I think this unit
actually can’t be unlocked by the AEUG normally despite being unlockable by
both the Federation and the Titans.

RGM-179/ RGM-79R GM II
Requirements: GM
Development: 3000/ 4 turns (6 for the AEUG colors version?)
Refits To: GM III (410/2880)
Number per Unit: 3
Cost: 1350/3150
Production Time: 1 Turn
Sensors: D Armor: 140 Mobility: 22 Move: 6 Resources: 120 RPM: ?
Sub-Flight System Compatible
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
Head Vulcan: POW: 24 Acc: 40 Range: 1-1
Sub-Flight System Equipped
---------------------
Sensors: D Armor: 140 Mobility: 15 Move: 7 Resources: 140 RPM: 6
Move: A
Attack: LdmftwA
RPA: 22
Beam Rifle: POW: 110 Acc: 70 Range: 1 Anti-Ground
Head Vulcan: POW: 24 Acc: 40 Range: 1

Notes: The GM II is a unit used by all non-Zeon factions who are involved in
the Gryps Civil War. It’s a cheap, cannon fodder mass-production unit that’s
barely worth developing let alone producing, at least when compared to other,
far superior units available to both sides around the same time, such as Rick
Dias or Mars Eye. The GM II comes in a unique color scheme for each of the two
factions. The only difference is that the AEUG version (I think) takes two
turns longer to develop. The Hizack and Nemo are superior, but more expensive.
The only reason to build these is because they’re cheap and easier to mass
produce compared to other mass-production units used by factions of the time.

RMS-141 Xeku Ein

Requirements: Hizack, MS Tech Level 24
Development: ???
Number per Unit: 3
Cost: 2550/6900
Production Time: 2 Turn
Refits to: Xeku Zwei (270/8880), Xeku Ein Model-S (100/2690)
Sub-Flight System Compatible (Base Jabber 100/500)
Equipment Type–A (Beam Rifle)
---------------------
Sensors: C Armor: 290 Mobility: 35 Move: 7 Resources: 240 RPM: 6
Move: LdmFtS
Attack: LdmFtaS
RPA:20
Beam Rifle: POW: 160 Acc: 70 Range: 1 Anti-Air
Vulcan?: POW: 90 Acc: 60 Range: 1
Beam Saber: POW: 120 Acc: 75 Range: 0
Equipment Type–A (Beam Rifle) + Base Jabber
---------------------
Sensors: C Armor: 290 Mobility: 24 Move: 6 Resources: 240 RPM: 6
Move: A
Attack: ldmftwA
RPA:20
Beam Rifle: POW: 160 Acc: 70 Range: 1 Anti-Ground
Vulcan?: POW: 90 Acc: 60 Range: 1
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2
Equipment Type–B (Clay Bazooka)
---------------------
Sensors: D Armor: 290 Mobility: 31 Move: 6 Resources: 280RPM: 6
Move: LdmFtS
Attack: LdMFtaS
RPA: 30
Clay Bazooka: POW: 210 Acc: 65 Range: 1-2 Anti-Air
Machinecannon: POW: 100 Acc: 50 Range: 1
Vulcan?: POW: 80 Acc: 85 Range: 1
Beam Saber: POW: 120 Acc: 75 Range: 0
Equipment Type–B (Clay Bazooka) + Base Jabber
---------------------
Sensors: D Armor: 290 Mobility: 21 Move: 6 Resources: 280RPM: 6
Move: A
Attack: ldmftA
RPA: 30
Clay Bazooka: POW: 210 Acc: 65 Range: 1-2 Anti-Ground
Machinecannon: POW: 100 Acc: 50 Range: 1
Vulcan?: POW: 80 Acc: 85 Range: 1
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2
Equipment Type–C (Beam Cannon)
---------------------
Sensors: D Armor: 290 Mobility: 27 Move: 5 Resources: 240RPM: 6
Move: LdmFtS
Attack: LdMFtaS
RPA: 40
Beam Smartgun: POW: 290 Acc: 90 Range: 1-3 Anti-Air
Beam Saber: POW: 120 Acc: 75 Range: 0
Equipment Type–C (Beam Cannon) + Base Jabber
---------------------
Sensors: D Armor: 290 Mobility: 18 Move: 6 Resources: 240RPM: 6
Move: A
Attack: ldmftwA
RPA: 40
Beam Smartgun: POW: 290 Acc: 90 Range: 1-3 Anti-Ground
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2

Notes: An expensive, borderline overpriced mass-production model. I can’t
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. This is an excellent next-gen suit capable of holding off Axis’
high end mass-productions like Dreissens and Bawoos. Equipment Type-B is very
useful in that it’s ballistic and can penetrate I-Fields, though Type-C is
probably the most useful all around due to its long range and high damage.

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

Requirements: Xeku Ein
Development: ???
Number per Unit: 1
Cost: 2550/6900
Production Time: 2 Turns
Sub-Flight System Compatible (Base Jabber, 100/510)
Equipment Type–A (Beam Rifle)
---------------------
Sensors: C Armor: 580 Mobility: 42 Move: 7 Resources: 280 RPM: 6
Move: LdmFtS
Attack: LdmFtaS
RPA:20
Beam Rifle: POW: 210 Acc: 75 Range: 1 Anti-Air
Beam Saber: POW: 180 Acc: 75 Range: 0
Vulcan?: POW: 90 Acc: 65 Range: 1
Equipment Type–A (Beam Rifle) + Base Jabber
---------------------
Sensors: C Armor: 580 Mobility: 29 Move: 6 Resources: 280 RPM: 6
Move: A
Attack: ldmftwA
RPA: 20
Beam Rifle: POW: 210 Acc: 75 Range: 1 Anti-Air
Vulcan?: POW: 90 Acc: 65 Range: 1
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2
Equipment Type–B (Clay Bazooka)
---------------------
Sensors: C Armor: 580 Mobility: 37 Move: 6 Resources: 280RPM: 6
Move: LdmFtS
Attack: LdMFtaS
RPA: 30
Clay Bazooka: POW: 270 Acc: 70 Range: 1-2 Anti-Air
Missile Pods: POW: 120 Acc: 55 Range: 1
Vulcan?: POW: 120 Acc: 85 Range: 1
Beam Saber: POW: 180 Acc: 75 Range: 0
Equipment Type–B (Clay Bazooka) + Base Jabber
---------------------
Sensors: C Armor: 580 Mobility: 25 Move: 6 Resources: 280RPM: 6
Move: A
Attack: ldmftA
RPA: 30
Clay Bazooka: POW: 270 Acc: 70 Range: 1 Anti-Air
Machinecannon?: POW: 120 Acc: 55 Range: 1
?: POW: 120 Acc: 75 Range: 1
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2
Equipment Type–C (Beam Cannon)
---------------------
Sensors: C Armor: 580 Mobility: 33 Move: 5 Resources: 280 RPM: 6
Move: LdmFtS
Attack: LDMfTaS
RPA: 45
Beam Cannon: POW: 360 Acc: 95 Range: 1-3 Anti-Air
Beam Saber: POW: 180 Acc: 75 Range: 0
Equipment Type–C (Beam Cannon) + Base Jabber
---------------------
Sensors: C Armor: 580 Mobility: 23 Move: 6 Resources: 240RPM: 6
Move: A
Attack: ldmftwA
RPA: 40
Beam Cannon: POW: 290 Acc: 90 Range: 1-3 Anti-Air
Beam Saber: POW: 120 Acc: 75 Range: 0

Notes: This model kind of sucks. The Xeku was already overpriced, this is even
more so, at least in materials, it’s almost the same price as a Messala, though
it is more versatile, and can be set-up as an artillery unit. This makes it one
of the only modernized artillery ace units available to the Titans, good for
your Oldtype gunnery specialists, but it’s so expensive you’re almost better
off just building a Palace Athena instead, which is much better, just with a
shorter range and slightly higher price.

RMS-142 Xeku Zwei

Requirements: MS Tech Level 27
Refits To: Xeku Ein Model-S (100/100)
Development: ???
Number per Unit: 3
Cost: 2250/5850
Production Time: 2 Turns
Sensors: C Armor: 1600 Mobility: 39 Move: 5 Resources: 350 RPM: 6
Move: LdmftS
Attack: LdMFtaS
RPA: 50
Beam Sniper Rifle?: POW:420 Acc: 90 Range: 1-3 Anti-Air
Machinecannon: POW: 180 Acc: 60 Range: 1
Clay Bazooka: POW: 150 Acc: 90 Range: 1
Beam Saber: POW: 300 Acc: 40 Range: 0
Panzerfausts: POW: 120 Acc: 70 Range: 1

Notes: This suit is an absolute tank. It’s more heavily armored than the Psyco
Mark II and carries about as much firepower, the only differences being the
lack of a Psycommu, though this makes it one of if not the best suit for
Oldtypes available, despite its lousy speed and ground handling, which can’t be
fixed with a Sub-Flight since its too heavy.

RX-77-2 Guncannon (Prototype Model)

Requirements: Guntank, MS Level 6
Development: ???
Number per Unit: 1
Cost: 1650/2850
Production Time: 2 Turns
-------------
Equipment Type-A (Cannons)
RPA: 32
Sensors: B Armor: 220 Mobility: 14 Move: 6 Resources: 180 RPM: 2
Core Block System – Commands pilot to eject in Core Fighter (This
self-destructs this unit)
Move: LDmftS
Attack: LDMFTAS
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
-------------
Equipment Type-B (Missiles)
Sensors: B Armor: 220 Mobility: 12 Move: 5 Resources: 180 RPM: 2
Core Block System – Commands pilot to eject in Core Fighter (This
self-destructs this unit
Move: LDmFtS
Attack: LDMFTAS
RPA:40
Shoulder Missile Launchers: POW: 160 Acc: 50: Range: 1-2  Anti-Air
Beam Rifle: POW: 48 Acc: 75 Range: 1
Head Vulcan: POW: 24 Acc: 45 Range: 1

Note:One of the Federation's few ace pilot-oriented units, the Guncannon can be
developed early, and like the other Federation ace-use suits, is vastly
overpowered compared to its Zeon counterparts. They're of great use, both on
land and in space (It’s also your first space-capable mobile weapon, so build
some of these to defend Luna 2 immediately.)This should phase out your Guntanks
as they are overall superior except in RPA, so I guess Guntanks are slightly
better for sieges? But Guncannons are better at self-defense, (They have an
unlisted melee bash and the Missiles can be used at close-range) more
versatile, (The Missiles allow them to function more as sniper/firing support
units rather than simple artillery units) and more maneuverable, so they
actually can dodge Zakus sometimes.Important note about the core block system –
it can be used as escape pods from certain suits, but they eject into a
designated adjacent hex. To maximize the pilot’s chances of survival in an
intense battle, send an open carrier to an adjacent hex first to receive them.

RX-77-3 Guncannon Heavy Arms Type

Requirements: Guncannon, Base Level 6, MS Level 6,
Refits To: Guncannon II (240/1430)
Development: 2500/2 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 can also hit targets
with its cannons even at close-range, which makes it much more useful than the
regular Guncannon. 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 until you can build the Guncannon II.


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

Requirements: Guncannon, MS Level 9
Refits To: GM Cannon II (310/1780)
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: 2-3Anti-Air
Machinecannon: POW: 60 Acc: 60 Range: 1
Head Vulcan: POW: 20 Acc: 35 Range: 1

Note:The Mass-Produced Guncannon is the Federation's answer to the
Dom/Rick-Dom. As with most Zeon/Federation 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, MS Level 8
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: 1-3Anti-Air
Beam Rifle: POW: 54 Acc: 75 Range: 1
Head Vulcan: POW: 24 Acc: 45 Range: 1

Notes: This suit is the Federation’s best ace-use sniper/artillery unit during
the One-Year War, though it’s requirements are rather high, so it’s more likely
you’ll 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. It’s good enough to
remain useful until as late as the arrival of Axis.

RX-75-4 Guntank (Prototype Model)

Requirements: Core Fighter
Development: ???
Number per Unit: 1
Cost: 1200/2450
Production Time: 2 Turns
Sensors: B Armor: 180 Mobility: 8 Move: 5 Resources: 180 RPM: 1
Core Block System – Commands pilot to eject in a Core Fighter (Self-destructs
this unit)
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 Federation, 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 and is quite
vulnerable. Finally, it can’t be used in space. Still, it's a great artillery
unit, and even better when you put your ace pilots in them. Having one of these
support an attack by a full platoon of pretty much anything will devastate
anything up to a Gouf. Guntanks are also excellent anti-aircraft units,
especially in packs.Important note about the core block system - it ejects into
a designated adjacent hex. To maximize the pilot’s chances of survival in an
intense battle, send an open carrier to an adjacent hex first to receive them.

RX-75 Guntank (Mass-Production Model)

Requirements: Guncannon, MS Tech Level 2
Development: ???
Number per Unit: 3
Cost: 450/1800
Production Time: 1 Turn
Sensors: C Armor: 80 Mobility: 6 Move: 5Resources: 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

Notes: This unit is your first mass-production artillery unit, available rather
early in your campaign, and can also be regarded as your first mass-production
mobile weapon. It’s almost as good as the prototype Guntank, but comes in a
squad of three, making it better for carpet bombing, especially when used in
packs or lead by a prototype piloted by an ace. They’re vulnerable at close
range, so you may want to give them an escort of tanks or GMs once you get
them. Phase out your tanks and bombers for the most part in favor of strike
teams of these, with limited numbers of tanks as cannon fodder. This unit will
become outmoded once Doms become mass-produced, as they’re too heavily armored
for Guncannons to dent. At that point, you’ll have to switch to GM Cannons as
your main artillery unit.

RX-78-1 Prototype Gundam

Requirements: Guncannon
Refits To: Pixie (100/990), G-3 (550/1580), Gundam (240/1790), FA Gundam
(450/2700)
Development: ???
Number per Unit: 1
Cost: 2600/4250
Production Time: 2 Turns
Sensors: C Armor: 300 Mobility: 32 Move: 7 Resources: 160 RPM: 3
Core Block System – Commands pilot to eject in Core Fighter (Self-Destructs
this unit)
Shield Equipped
Magnetic Coating - +5 Mobility (Must be acquired from a special event)
Move: LdmFtwS
Attack: LdmFtwaS
RPA: 20
Beam Rifle: POW: 150 Acc: 70 Range: 1 Anti-Air Non-Underwater Weapon
Head Vulcan: POW: 20 Acc: 50 Range: 1 Non-Underwater Weapon?
Beam Saber: POW: 135 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. Highly recommend building
one for each of your main fronts as your vanguard unit. Note that this series
is waterproof, but not very effective underwater. They’re vulnerable to
aircraft, slower, and can only use their weakest weapons.


RX-78-2 Gundam (Production-Model)

Requirements: Proto Gundam, MS Level 8
Refits To: Pixie Gundam (100/880), G-3 (410/1480), FA Gundam (310/2600)
Development: ???
Number per Unit: 1
Cost: 2800/4550
Production Time: 2 Turns
----------------
Equipment Type A (Beam Rifle)
RPA: 20
Sensors: C Armor: 320 Mobility: 32 Move: 7 Resources: 160 RPM: 3
Core Block System – Commands pilot to eject in Core Fighter (Self-destructs
this unit)
Shield Equipped
Magnetic Coating - +5 Mobility (Must be acquired from a special event)
Move: LdmFtwS
Attack: LdmFtwaS
Beam Rifle: POW: 150 Acc: 70 Range: 1 Anti-Air Non-Underwater Weapon
Head Vulcan: POW: 20 Acc: 50 Range: 1Non-Underwater Weapon?
Beam Saber: POW: 135 Acc: 75 Range: 0
----------------
Equipment Type B (Bazooka)
RPA:75
Sensors: C Armor: 320 Mobility: 32 Move: 7 Resources: 160 RPM: 3
Shield Equipped
Core Block System – Commands pilot to eject in Core Fighter (Slf-destructs this
unit)
Magnetic Coating - +5 Mobility (Must be acquired from a special event)
Move: LdmFtwS
Attack: LdMFtwaS
Hyper Bazooka: POW: 200 Acc: 60 Range: 1-2 Anti-Air Non-Underwater Weapon?
Head Vulcan: POW: 20 Acc: 50 Range: 1 Non-Underwater Weapon?
Beam Saber: POW: 135 Acc: 75 Range: 0

Note: The Production-Model 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 to a Bazooka allowing it to function in a firing support
role or better defend a position, which is a plus. This can also be upgraded
with Magnetic Coating to boost mobility by keeping the White Base Team together
until a certain point late in their story, though you can also get it sometimes
even if you blitzkrieg the campaign, just as you can do the same with
triggering Project Apsalus.

RX-78-3 Gundam Model G-3

Requirements: Magnetic Coating (Special Event), Gundam
Refits To: Pixie (100/990), G-ALEX (340/1970), FA Gundam (100/2700)
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
Core Block System? – Commands pilot to eject in Core Fighter (Self-destructs
this unit)
Magnetic Coating (+5 Mobility, but it comes with this unit by default so you
could never tell the difference.)
Move: LdmFtwS
Attack: LdmFtwaS
RPA: 22
Beam Rifle:POW: 150 Acc: 70 Range: 1 Anti-Air Non-Underwater Weapon
Head Vulcan: POW: 20 Acc: 50 Range: 1 Non-Underwater Weapon?
Beam Saber: POW: 135 Acc: 75 Range: 0

Note: To develop this unit, you have to have developed Magnetic Coating
technology first. With the exception of the ALEX, the G-3 Gundam is the best
overall ace-use MS unit in part 1 for the Federation. It can go toe-to-toe with
just about anything the Zeons can throw at you. Differences from the RX-78-2
Gundam are that it has slightly less armor, can’t use the Hyper Bazooka, so no
2-hex range, can’t form the G-Armor (somewhat locking your non-MS pilots out of
that backdoor), but it has higher mobility and speed. It’s a bit of a melee
specialist, but is mostly general purpose.

RX-78/CA Gundam (Casval Deikun/ Char Aznable Custom Unit)
Requirements: ???
Development: ???
Number per Unit: 1
Cost: 3700/4250
Production Time: 2 Turns
Sensors: C Armor: 300 Mobility: 50 Move: 8 Resources: 160 RPM: 4
Shield Equipped
Move: LdmFtwS
Attack: LdmFtwaS
RPA: 25
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 Casval’s Neo Zeon can make this unit. It's by far the best custom
Casval/Char unit available during the One Year War era, but the tech
requirement is very steep. Just be careful not to let it get shot down! For
whatever reason this can be mass-produced? And by the Tem Ray Army?!

FA-78 Full Armor Gundam

Requirements: G-Fighter/G-Armor, MS level 10
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
Purgeable Armor - Can Purge Armor to become RX-78-2 Gundam with full health and
resources
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
--------------
Burstliner (Optional Equipment)
RPA: 50
Sensors: C Armor: 415 Mobility: 12 Move: 5 Resources: 200 RPM: 3
Move: S
Attack: S
High-Output Beam Cannon: POW: 200 Acc: 90 Range: 1-5Special Weapon

Note: This Gundam revision is mad powerful for its time 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 unit is a
gunnery specialist ace unit, for the most part better than any One Year War era
Guncannon, and can function well as a firing support unit. I made this Revil’s
personal unit for the better half of the One Year War and the pos-war era. 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 the Burstliner carrying a powerful beam
cannon. While this does pack a massive long-range punch, almost on par with Big
Zam, it leaves it even more vulnerable than usual. Also note that it can only
be used in space. However, the Burstliner is much more of a hassle than other
weapons of this type, as it can only really fire one shot before it must return
to ship for maintenance, and just coming under attack can sometimes drain its
resources so it can’t fire. It also has a pretty short operational range, so
you need to drop it on the frontlines where its most vulnerable. Be sure to
give escorts.


FA-78-2 Heavy Gundam



Requirements: Full Armor Gundam, MS Level 11
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: 1-1Anti-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 mid-range, heavy armor
powerhouse FA-G and the close range knight of the standard RX-78. But, it’s 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’s a master of none. This suit quickly
wears out its welcome by mid Part 2. Overall, I’d recommend the Full Armor
more, since that unit has better armor and the Burstliner, which is seriously
helpful.

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

Requirements: Proto Gundam, MS Level 2
Refits To: Blue Destiny Unit 2 (100/850)
Development: ???
Number per Unit: 3
Cost: 2700/3450
Production Time: 4 Turns
--------------
Equipment Type-A (Machinecannon + Shield)
Shield Equipped
Equipment Container – Allows swapping of equipment types at any time
RPA:25
Sensors: C Armor: 150 Mobility: 25 Move: 7 Resources: 220 RPM: 3
Move: LDMFt
Attack: LDmFta
Short-Barrel Machinecannon: POW: 75 Acc: 60 Range: 1 Anti-Air
Chest Vulcan: POW: 15 Acc: 45 Range:1
Beam Saber: POW: 80 Acc: 80 Range: 0
Shield Bash?:POW: 45 Acc: 80 Range: 0
--------------
Equipment Type-B (Machinecannon + Rocket Launcher)
RPA:37
Sensors: C Armor: 150 Mobility: 22 Move: 6 Resources: 220 RPM: 3
Shield Equipped?
Equipment Container – Allows swapping of equipment types at any time
Move: LDMFt
Attack: LDMFta
Short-Barrel Machinecannon: POW: 75 Acc: 60 Range: 1 Anti-Air
Missile Launcher: POW: 48 Acc:65 Range: 1-2
Chest Vulcan: POW: 15 Acc: 45 Range:1
Beam Saber: POW: 80 Acc: 80 Range: 0
--------------
Equipment Type-C (Long Rifle) (Extra Equipment, requires Refit)
RPA:55
Sensors: C Armor: 150 Mobility: 19 Move: 5 Resources: 220 RPM: 3
Shield Equipped?
Equipment Container – Allows swapping of equipment types at any time
Move: LDMFt
Attack: LDMFTA
Long Rifle: POW: 90 Acc: 60 Range: 2-3Anti-Air
Chest Vulcan: POW: 15 Acc: 45 Range: 1
Shield Bash?:POW: 45 Acc: 80 Range: 0

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’s got strength rivaling that
of an ace-use unit and is very versatile, carrying equipment for any situation,
and can even switch equipment types in the field. 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. Equipment
Type-C is only available via an upgrade.

RX-79[G]Ez-8 Gundam Ez-8

Requirements: Special Event
Development: ???
Number per Unit: 1
Cost: 2700/3450
Production Time: 4 Turns
Sensors: B Armor: 230 Mobility: 32 Move: 7 Resources: 190 RPM: 3
Move: LDMFT
Attack: LDMFTA
Shield Equipped
RPA: 20
Beam Rifle: POW: 144 Acc: 80 Range: 1 Anti-Air
Beam Saber: POW: 80 Acc: 80 Range: 0
Chest Machinecannons: POW: 24 Acc: 50 Range: 1

Notes: An ace-use version of the Ground-Type Gundam. While it is pretty good,
the event to create it usually is only triggered after you’ve conquered Earth,
rendering it borderline useless. Worse, your other two ace-use ground-use
suits, Blue Destiny and Gundam Pixie are slightly better in almost all
categories. To top off the pain of this suit, to get it you basically have to
either sacrifice Shiro Amada, a potential super ace (In terms of stat growth
potential and rate, he’s almost on par with Zeon’s Bernard Wiseman) or fend off
an invasion of Jaburo by a force led by two of the most dangerous units in
Zeon’s arsenal, Apsalus II and III. It’s very hard if not impossible to dodge
this event unfortunately, so if you get roped in, whether you want to have some
of your aces work on this is up to you, and then you need to decide if it’s
worth sacrificing Shiro to stop the invasion of Jaburo and the Apsalus
development, though by the time you trigger this, Apsalus may no longer be a
threat as you’ll have pushed Zeon off planet, and as long as you didn’t scrap
all of your Guntanks after you finished up on Earth, you should have enough
left over to blast the Apsalus II and III from the skies.

RX-78XX Gundam Pixie (Pixie Gundam/Ground-Type Gundam Light Armor Type)

Requirements: Ground-Type Gundam, MS Level 7
Number per unit: 1
Development: 3000/4 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’s armor is below
average for an ace-use suit, it’s mobility is one of the highest you’ll see
until the Gryps Civil War, meaning in a good ace’s hands, this suit can remain
useful as a ground ace unit into early part 2. However, it lacks punch, but
it’s high mobility gives it a potentially high survivability, making it great
for defense of key points, and it’s high speed makes it a good scout or
guerilla. Also, this unit is slightly superior to the Gundam Ez-8 in most
categories (Except armor of course)

RAG-79-G1 Waterproof Gundam

Requirements: Aqua GM, MS Level 6
Development: 3000/4 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’s rather inferior to most other Zeon submersible suits. This
one however, is rather less so, but only because it’s an ace unit. It’s
probably not a good idea to actually put your aces in it, and it’s probably a
bad idea to even develop it, as Don Escargots are still a better option for
taking down enemy submersibles. The only thing this might be good for is
eliminating enemy submarines.

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

Requirements: Special Event, G-3 Gundam
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
Magnetic Coating (+5 Mobility, but it comes with this unit by default so you
could never tell the difference.)
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

Note: To develop this unit, you need to have the Newtype Research Facility
developed and authorize the research. Whether you retrieve Chris or not, you
still get this, but if you retrieve her, the enemy will get one, and you’ll
have to pay extra to finish developing the unit. This is one of the best
ace-use suits available to the EFSF in Part 1, and the successor to the G-3 as
your main general-purpose ace unit, though in its full armor form it leans
slightly melee specialist. Excellent all-round stats and bristling with
weaponry, it makes a great addition to your forces. Note that if 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 Operation 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
Magnetic Coating (+5 Mobility, but it comes with this unit by default so you
could never tell the difference.)
Move: LdmFTS
Attack: LdmFTaS
RPA:35
Beam Rifle: POW: 180 Acc: 75 Range: 1Anti-Air
Beam Saber: POW: 150 Acc: 75 Range: 0
Head Vulcan: POW: 32 Acc: 50 Range: 1

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’s
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’re 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 and resources once regardless of
condition makes it worth this tradeoff usually, as long as you can afford it.


RX-78BD-1 Blue Destiny Unit 1

Requirements: Special Event
Development: ?
Number per Unit: 1
Cost: 1500/2800
Production Time: 2 Turns
Sensors: D Armor: 215 Mobility: 34 Move: 8 Resources: 200 RPM: 5
Shield Equipped
EXAM System – Increased damage when health is low or against Newtypes?
Move: LDMFT
Attack: LDMFTa
RPA: 30
Machinecannon: POW: 128 Acc: 65 Range: 1 Anti-Air
Chest Missile: POW: 36 Acc: 60 Range: 1
Head Vulcan: POW: 32 Acc: 50 Range: 1
Beam Saber: POW: 135 Acc: 75 Range: 0

Notes: 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 borderline worthless during the One Year War, 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...) Unless the battle on Earth
is dragging on longer than it should, this unit has no use in part 1, but might
be a decent upgrade to the Pixie Gundam as a ground-use ace unit early into
part 2. This unit, along with all its derivatives is unavailable to all other
Federation factions. Sadly, I’m not sure what the EXAM System does.

RX-78BD-2 Blue Destiny Unit 2

Requirements: Special Event
Development: 5000/6 Turns
Refits To: Blue Destiny Unit 3 (170/1180)
Number per Unit: 1
Cost: 1600/2800
Production Time: 2 Turns
Sensors: C Armor: 225 Mobility: 36 Move: 8 Resources: 200 RPM: 5
Shield Equipped
EXAM System – Increased damage when health is low?
Move: LDMFTs
Attack: LDMFTas
RPA: 35
Machinecannon: POW: 128 Acc: 65 Range: 1 Anti-Air
Chest Missile: POW: 36 Acc: 60 Range: 1
Head Vulcan: POW: 32 Acc: 50 Range: 1
Beam Saber: POW: 135 Acc: 75 Range: 0

Note: To develop this unit, in the EXAM plotline, you have to accept Crust's
defection but not assign Yu as the test pilot or assign him as the test pilot
and have him pursue Unit 2, killing him and Nimbus. 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, as it can operate in
space, just poorly, and is overall slightly better. 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.This unit, along with all
its derivatives is unavailable to all other Federation factions (Except of
course, the Tem Ray Army). This unit comes in handy as a ground specialist ace
unit. The decision to assign Yu as the test pilot decides whether you want your
Blue Destiny suits to specialize in ground combat or space combat. Space combat
tends to be the better choice, since difficulty with rough terrain is easier to
circumvent (just use air transports) then difficulty maneuvering in Zero-G.
(Most suits in Zero-G match if not outpace the average ship)

RX-78BD-3 Blue Destiny Unit 3

Requirements: Special Event
Development: 5000/6 Turns
Number per Unit: 1
Cost: 1700/2950
Production Time: 2 Turns
Sensors: C Armor: 240 Mobility: 38 Move: 8 Resources: 200 RPM: 5
Shield Equipped
EXAM System – Increased damage when health is low?
Move: ldmftS
Attack: ldmftaS
RPA: 35
Machinecannon: POW: 128 Acc: 65 Range: 1 Anti-Air
Chest Missile: POW: 36 Acc: 60 Range: 1
Head Vulcan: POW: 32 Acc: 50 Range: 1
Beam Saber: POW: 135 Acc: 75 Range: 0

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 you can have him pursue or
not. This is really the only BD unit that you'll really want to develop, 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 bases. It also has low armor compared to most other
ace unit of this tier, so you may want to only put aces you don’t mind losing
in these. This unit, along with all its derivatives is unavailable to all other
Federation factions (Tem Ray Army notwithstanding). Weapons are identical to
Unit 2, but it is slightly stronger in survivability. More importantly, whereas
Unit 2 is a ground-specialist with the ability to be used ineffectively in
space, this unit is the reverse. The decision to assign Yu as the test pilot
decides whether you want your Blue Destiny suits to specialize in ground combat
or space combat. Space combat tends to be the better choice, since difficulty
with rough terrain is easier to circumvent (just use air transports) then
difficulty maneuvering in zero G. (Most suits in Zero G match if not outpace
the average ship) This means overall, the best decision is to not pursue Unit
2, as this will also let you keep Yu, who has some decent potential as a pilot.

RX-78GP01 Gundam GP01 “Zephyrantes” (G-Zephyrantes)
Requirements: Gundam, Gundam Development Project
Refits To: G-Full Burnian (480/1830)
Development: ?
Number per Unit: 1
Cost: 3450/4950
Production Time: 2 Turns
Sensors: C Armor: 335 Mobility: 45 Move: 8 Resources: 180 RPM: 6
Core Block System – Commands pilot to eject in Core Fighter II (This
self-destructs this unit)
Move: LDMFT
Attack: LdMFTa
Shield Equipped
RPA: 25
Beam Rifle: POW: 224 Acc: 70 Range: 1
Head Vulcan: POW: 40 Acc: 50 Range: 1
Beam Saber: POW: 180 Acc: 80 Range: 0

Notes: Only available to EFF. The Zephyrantes is a great ground-specialist ace
unit, and can easily kick the ass of any other unit preceding it, and then
some. Solid armor, great terrain handling, and high speed make this a must.

RX-78GP01-Fb Gundam GP01-FV “Zephyrantes” Full Vernier (G-FullBurnian)
Requirements: Gundam GP-01
Refits To: G-Zephyrantes (100/1830)
Development: ???
Number per Unit: 1
Cost: 3450/3200
Production Time: 2 Turns
Sensors: C Armor: 335 Mobility: 50 Move: 9 Resources: 200 RPM: 6
Move: S
Attack: S
Shield Equipped
Core Block System – Commands pilot to eject in Core Fighter II-FB (This
self-destructs this unit)
RPA: 28
Beam Rifle: POW: 224 Acc: 70 Range: 1
Head Vulcan: POW: 40 Acc: 50 Range: 1
Beam Saber: POW: 180 Acc: 80 Range: 0

Notes: Only available to EFF. An upgrade to the GP-01 that makes it space
capable and gives a slight boost to mobility, speed, and resources. The nice
thing is that not only can you refit to the Full Vernier from the Zephyrantes,
but you can reverse it too.

RX-78GP02-A Gundam GP02 “Physalis” (G-Physalis/G-Bomber)

Requirements: Gundamjacking or Gundam Development Project
Development: ???
Number per Unit: 1
Cost: 4200/6700
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’s weapons are only for self-defense. It’s 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 block the
blast with its shield. The unit is only acquired by Zeon if the Gundamjacking
succeeds or by the Federation or TITANS by executing the Gundam Development
Project. I’m not sure what triggers this. This unit is a veritable superweapon
if you don’t care about your PR, and is great for leveling enemy columns on any
terrain (It handles rough terrain much better than Nuclear Zakus) and leading
an invasion. You may be tempted to assign an ace to this since it’s a 1 suit
per unit, but don’t. It’s a waste of their talents.

RX-78GP03-S Gundam “Dendrobium Stamen” (G-Stamen)
Requirements: Gundam, Gundam Development Project
Refits To: Dendrobium Orchis (1640/6400)
Development: ???
Number per Unit: 1
Cost: 3450/3200
Production Time: 2 Turns
Sensors: C Armor: 215 Mobility: 50 Move: 9 Resources: 150 RPM: 6
Move: S
Attack: S
Shield Equipped
RPA: 25
Beam Rifle: POW: 175 Acc: 70 Range: 1
Folding Bazooka: POW: 175 Acc: 60 Range: 1
Beam Saber: POW: 120 Acc: 85 Range: 0

Notes: Only available to EFF. This unit is inferior to the Zephyrantes for the
most part, as it has far less armor but slightly higher mobility, speed, and
damage potential, and can only operate in space, but still should be developed
as it’s required for the very useful Dendrobium Orchis.

RX-78GP04 Gundam “Gerbera” (G-Gerbera)
Requirements: Special Event, Gundam GP01, Gundam GP03
Development: ???
Number per Unit: 1
Cost: 4000/5600
Production Time: 2 Turns
Sensors: B Armor: 380 Mobility: 52 Move: 9 Resources: 240 RPM: 6
Move: LdmFtS
Attack: LdmftAS
Shield Equipped
RPA: 36
Long Beam Rifle: POW: 240 Acc: 70 Range: 1-2
Beam Saber: POW: 180 Acc: 75 Range: 0

Notes: EFF Exclusive. This unit is a high mobility, sniper-use ace unit. It
packs good mid-range punch and has very high evasion rates, making it good for
countering enemy snipers or even operating solo on the frontlines as a
vanguard. It’s armor and sensors are pretty good too, and unlike the rest of
the GP line, it can operate on any terrain (though it does struggle some with
rough terrain and so is better in space.) It’s real fast too, and can operate
for a fair period of time without resupply. One of the better Federation ace
units, and god enough to remain useful until at least the Return of Axis. The
requirements to trigger the event aren’t that hard either, as long as you
didn’t constantly steal money and resources to stay alive during the One Year
War or immediately start abusing the G-Bomber. Great for your high end gunnery
aces (which the Federation has a lot of), so you may want to mass-produce this
to replace your Full Armor Gundams and even Guncannon IIs if you can afford it.

RGM-86R GM III

Requirements: GM II, MS Tech Level 26
Refits From: GM II
Number per Unit: 3
Cost: 1800/5550
Production Time: 1 Turn
Sub-Flight System Compatible (Dodai Kai, 100/420)
----------------
Equipment Type A (Beam Rifle)
RPA: 20
Sensors: D Armor: 300 Mobility: 30 Move: 6 Resources: 180 RPM: 3
Shield Equipped
Move: LdmftS
Attack: LdmFtaS
Beam Rifle: POW: 160 Acc: 70 Range: 1 Anti-Air
Beam Saber: POW: 135 Acc: 75 Range: 0
Head Vulcan: POW: 64 Acc: 45 Range: 1
----------------
Equipment Type A (Beam Rifle) + Dodai Kai
RPA: 20
Sensors: D Armor: 300 Mobility: 21 Move: 7 Resources: 180 RPM: 3
Shield Equipped
Move: A
Attack: ldmftwA
Beam Rifle: POW: 160 Acc: 70 Range: 1 Anti-Ground
Head Vulcan: POW: 64 Acc: 45 Range: 1
----------------
Equipment Type B (Beam Rifle w/ Missile Pods)
RPA: 30
Sensors: D Armor: 300 Mobility: 27 Move: 5 Resources: 180 RPM: 3
Shield Equipped
Move: LdmftS
Attack: LDmFTaS
Beam Rifle: POW: 160 Acc: 70 Range: 1 Anti-Air
Shoulder-Mounted Missile Launchers: POW: 100 Acc: 60 Range: 1-2
Missile Pods: POW: 60 Acc: 65 Range: 1-2
Beam Saber: POW: 135 Acc: 75 Range: 0
Head Vulcan: POW: 64 Acc: 45 Range: 1
----------------
Equipment Type B (Beam Rifle w/ Missile Pods) + Dodai Kai
RPA: 30
Sensors: D Armor: 300 Mobility: 18 Move: 7 Resources: 180 RPM: 3
Shield Equipped
Move: A
Attack: ldmftwA
Beam Rifle: POW: 160 Acc: 70 Range: 1 Anti-Ground
Shoulder-Mounted Missile Launchers: POW: 100 Acc: 60 Range: 1-2
Head Vulcan: POW: 64 Acc: 45 Range: 1

Notes: This unit is overall one of the best mass-productions for your money in
the game, as it costs the same as a much earlier mass-production (About the
same as a Mars’ Eye) but each of the 3 suits in the squad is on par with an
RX-78 Gundam-class. This unit is excellent, and is available to all Federation
factions and makes for a great general-purpose/cannon fodder or firing support
unit with equipment type-B into Char’s Revenge.

RGM-89 Jegan

Requirements: GM III, MS Tech Level 28
Development: ???
Refits To: Gustav Karl (1040/3770)
Number per Unit: 3
Cost: 2700/9300
Production Time: 2 Turns
Sensors: D Armor: 350 Mobility: 44 Move: 7 Resources: 230 RPM: 6
Sub-Flight System Compatible (Base Jabber 100/530)
Move: LdmFtS
Attack: LdmFtaS
RPA: 20
Beam Rifle: POW: 200 Acc: 75 Range: 1
Shield-Mounted Missiles: POW: 80 Acc: 60 Range: 1
Grenades: POW: 30 Acc: 60 Range: 1
Beam Saber: POW: 255 Acc: 75 Range: 0
Vulcan: POW: 80 Acc: 40 Range: 1
----------------
Sub-Flight System Equipped
Sensors: D Armor: 350 Mobility: 30 Move: 6 Resources: 200 RPM: 3
Shield Equipped
Move: LdMFtS
Attack: LdmFtaS
RPA: 30
Beam Rifle: POW: 200 Acc: 75 Range: 1 Anti-Ground
Missiles: POW: 80 Acc: 60 Range: 1
Vulcan: POW: 80 Acc: 40 Range: 1-2
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2

Notes: An overall improvement on GM III, and a fully modernized frontliner.
This unit is overall superior to Neo Zeon’s Geara Doga, and slightly better
than even the Dreissen.

RGZ-91 Re-GZ (Revised Gundam Zeta)

Requirements: MS Tech Level 28, MA Tech Level 27
Refits From: Zeta Gundam
Development: ???
Number per Unit: 1
Cost: 2700/9300
Production Time: 2 Turns
Sensors: C Armor: 600 Mobility: 45 Move: 10 Resources: 280 RPM: 6
Purgeable Equipment – Converts to Mobile Suit Form
Move: AS
Attack: ldmftAS
RPA: 18
BG Beam Cannons: POW: 400 Acc: 75 Range: 1-3
Beam Cannons: POW: 160 Acc: 80 Range: 1
Missiles: POW: 140 Acc: 60 Range: 1
----------------
External Equipment Purged (Mobile Suit Form)
RPA: 30
Sensors: C Armor: 600 Mobility: 65 Move: 8 Resources: 280 RPM: 3
Shield Equipped
Move: LdMFtS
Attack: LdmFtaS
Beam Rifle: POW: 380 Acc: 85 Range: 1 Anti-Air
H Beam Cannon?:POW: 120 Acc: 80 Range: 1-2
Beam Cannon?:POW: 100 Acc: 65 Range: 1-2
Beam Saber: POW: 375 Acc: 80 Range: 0
Vulcan: POW: 120 Acc: 60 Range: 1

Notes: This unit can be built by refitting an existing Zeta Gundam, but I
wouldn’t recommend it, as while it improves its stats all around, it takes away
one of the most useful features of the Model-Zeta, the transformation, reducing
its adaptability, replacing it with a much less useful purgeable flight
equipment gimmick. But it can be produced quicker, is cheaper, and for the most
part superior, so on the other hand, if you need an aerospace ace-use (You
shouldn’t by the time you get this unless you took way too long to push Neo
Zeon out of orbit or REALLY screwed up your African liberation campaign in the
previous war.) overall, this unit has little purpose unless you WANT to fight
Char on Earth or you somehow steal it from the Federation as Char.

RX-93 Nu Gundam (Gundam Model-13)

Requirements: MS Tech Level 29 or Special Event?
Refits To: Nu Gundam Fin Funnel Type (380/4120)
Sub-Flight System Compatible (Base Jabber, 100/770)
Development: 7000/ 6 turns
Number per Unit: 1
Cost: 5000/11500
Production Time: 3 Turns
----------------
Equipment Type-A (Beam Rifle)
Sensors: B Armor: 850 Mobility: 74 Move: 8 Resources: 320 RPM: 6
Shield Equipped
Move: LdMFtS
Attack: LdMFtAS
RPA: 25
Beam Rifle: POW: 360 Acc: 75 Range: 1 Anti-Air
Missiles: POW: 150 Acc: 60 Range: 1-2 Anti-Air
Beam Saber: POW: 450 Acc: 70 Range: 0
Beam Cannon: POW: 80 Acc: 70 Range: 1
Vulcan: POW: 144 Acc: 50 Range: 1
----------------
Equipment Type-A (Beam Rifle) + Base Jabber
Sensors: B Armor: 850 Mobility: 51 Move: 6 Resources: 320 RPM: 6
Shield Equipped
Move: A
Attack: ldmftwA
RPA: 25
Beam Rifle: POW: 360 Acc: 75 Range: 1 Anti-Ground
Beam Cannon: POW: 80 Acc: 70 Range: 1
Missiles: POW: 150 Acc: 60 Range: 1-2 Anti-Underwater?
Vulcan: POW: 144 Acc: 50 Range: 1
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2
----------------
Equipment Type-B (Hyper Bazooka)
RPA: 37
Sensors: B Armor: 850 Mobility: 66 Move: 7 Resources: 320 RPM: 3
Shield Equipped
Move: LdMFtS
Attack: LdMFtAS
Hyper Bazooka: POW: 450 Acc: 65 Range: 1-2
Missiles: POW: 150 Acc: 60 Range: 1-2
Beam Saber: POW: 450 Acc: 70 Range: 0
Beam Cannon: POW: 80 Acc: 70 Range: 1
Vulcan: POW: 144 Acc: 50 Range: 1
----------------
Equipment Type-B (Hyper Bazooka) + Base Jabber
RPA: 37
Sensors: B Armor: 850 Mobility: 46 Move: 6 Resources: 320 RPM: 3
Shield Equipped
Move: A
Attack: ldmftwA
Hyper Bazooka: POW: 450 Acc: 65 Range: 1-2 Anti-Ground Anti-Underwater?
Beam Cannon: POW: 80 Acc: 70 Range: 1
Missiles: POW: 150 Acc: 60 Range: 1-2 Anti-Underwater?
Vulcan: POW: 144 Acc: 50 Range: 1
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2

Notes: This is one of the best ace-use units in the game, slightly more
adaptable than the Sazabi, though a good deal weaker in armor, speed, and
firepower, and it doesn’t have funnels in its default form. However, it can
upgrade with a special event. It does not have Psycoframe or funnels yet, so
it’s not a Newtype-use unit.

RX-93F Nu Gundam Fin Funnel Type (Gundam Model-13F)

Requirements: Special (varies by faction)
Development: 7000/ 6 turns
Number per Unit: 1
Refits To: Hi-Nu Gundam (1920/5870)
Sub-Flight System Compatible (Base Jabber 100/770)
Cost: 5400/11500
Production Time: 3 Turns
----------------
Equipment Type-A (Beam Rifle)
Sensors: B Armor: 850 Mobility: 76 Move: 9 Resources: 350 RPM: 6
Psycoframe – Much higher hit and evasion rates when piloted by a Newtype
Shield Equipped
Move: LdMFtS
Attack: LdMFtAS
RPA: 30
Beam Rifle: POW: 360 Acc: 75 Range: 1 Anti-Air
Missiles: POW: 150 Acc: 60 Range: 1-2 Anti-Air
Beam Saber: POW: 450 Acc: 70 Range: 0
Beam Cannon: POW: 80 Acc: 70 Range: 1
Fin Funnels: POW: 360 Acc: 99 Range: 1-2 Newtype-Use Weapon
----------------
Equipment Type-A (Beam Rifle) + Base Jabber
Sensors: B Armor: 850 Mobility: 53 Move: 6 Resources: 350 RPM: 6
Psycoframe – Much higher hit and evasion rates when piloted by a Newtype
Shield Equipped
Move: A
Attack: ldmftwS
RPA: 45
Beam Rifle: POW: 360 Acc: 75 Range: 1 Anti-Ground
Beam Cannon: POW: 80 Acc: 70 Range: 1
Missiles: POW: 150 Acc: 60 Range: 1-2
Vulcan: POW: 144 Acc: 50 Range: 1 Anti-Underwater?
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2
----------------
Equipment Type-B (Hyper Bazooka)
Sensors: B Armor: 850 Mobility: 68 Move: 8 Resources: 350 RPM: 3
Psycoframe – Much higher hit and evasion rates when piloted by a Newtype Shield
Equipped
Move: LdMFtS
Attack: LdMFtAS
RPA: 45
Hyper Bazooka: POW: 380 Acc: 85 Range: 1-2 Anti-Air
Missiles: POW: 150 Acc: 60 Range: 1-2 Anti-Air
Beam Saber: POW: 450 Acc: 70 Range: 0
Beam Cannon: POW: 80 Acc: 70 Range: 1
Fin Funnels: POW: 360 Acc: 99 Range: 1-2 Newtype-Use Weapon
----------------
Equipment Type-B (Hyper Bazooka) + Base Jabber
Sensors: B Armor: 850 Mobility: 47 Move: 6 Resources: 350 RPM: 3
Psycoframe – Much higher hit and evasion rates when piloted by a Newtype Shield
Equipped
Move: A
Attack: ldmftwA
RPA: 67
Hyper Bazooka: POW: 380 Acc: 85 Range: 1-2 Anti-Ground
Beam Cannon: POW: 80 Acc: 70 Range: 1
Missiles: POW: 150 Acc: 60 Range: 1-2
Vulcan: POW: 144 Acc: 50 Range: 1 Anti-Underwater?
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2

Notes: This upgrade to the Nu Gundam can be very hard to get depending on your
faction. I believe the requirements vary for each faction, but they all seem to
be either a special event or a very high tech and order parameter. The Titans
basically don’t get it unless you never use WMDs and let the campaign drag on
for a long time, since they need maximum order to get it. This unit’s very hard
to get and barely worth it as the Xi Gundam, which is usually acquired earlier
and easier, is much better in pretty much every field. (though that unit has an
ungodly pricetag.) Overall, this unit is only slightly more expensive than the
regular version, and gives boosts to mobility, speed, firepower, and adds
Psycoframe and Funnels, making this a top-notch Newtype-use suit almost as good
as (but not on par with) the Xi Gundam. It’s probably a better choice to
produce in numbers than Xi Gundam since it’s almost exactly half the price and
isn’t that much weaker whereas Xi is best for your superaces. It’s also the
first and one of only three Federation suits with actual funnels (Not INCOMs,
which can be used by anybody with decent gunnery skill)

RX-93-2 Hi-Nu Gundam
Requirements: Nu Gundam Fin Funnel Type
Development: 8000/8 Turns
Number per Unit: 1
Cost: 4900/2900
Production Time: 2 Turns
Sensors: B Armor: 1000 Mobility: 78 Move: 9 Resources: 350 RPM: 6
Psycoframe – Much higher hit and evasion rates when piloted by a Newtype
Sub-Flight System Compatible (Base Jabber, 100/910)
Shield Equipped
Move: LdMFtS
Attack: LdMFtAS
RPA: 30
Beam Rifle: POW: 455 Acc: 70 Range: 1-2
Hyper Bazooka: POW: 180 Acc: 65 Range: 1-2
Beam Saber: POW: 500 Acc: 70 Range: 0
Fin Funnels: POW: 360 Acc: 99 Range: 1-2 Newtype-Use Weapon
----------------
Sub-Flight System Equipped
Sensors: B Armor: 1000 Mobility: 54 Move: 7 Resources: 350 RPM: 3
Psycoframe – Much higher hit and evasion rates when piloted by a Newtype Shield
Equipped
Move: A
Attack: ldmftwA
RPA: 45
Beam Rifle: POW: 380 Acc: 85 Range: 1-2 Anti-Ground
Hyper Bazooka: POW: 80 Acc: 70 Range: 1-2 Anti-Underwater Anti-Ground
Mega Particle Cannon: POW: 150 Acc: 60 Range: 1-2

Notes: I think this can only be acquired by having perfect order as EFF any
time after 2 turns after Char’s Revenge starts plus the Fin Funnel equipped Nu
Gundam. Or maybe it’s just the Fin Funnel Nu Gundam and maximum tech levels.
I’m pretty sure this unit is EFF exclusive too. This is an upgrade to Nu Gundam
that makes it a much better sniper unit with an extra long-range weapon. It’s
also an overall upgrade, as all weapons have a damage boost, armor is much
better, almost on par with the Sazabi, and a slight improvement to mobility.
This is definitely worth developing and upgrading any Nu Gundam Fin Funnel
Types you might have to. (Or at least for your favorite Newtypes)

RX-104FF Penelope

Requirements: All Tech Levels 30
Refits To: Xi Gundam (1500/9550)
Development: 10000/8 Turns
Number per Unit: 1
Cost: 10000/19000
Production Time: 3 Turns
Sensors: B Armor: 1200 Mobility: 80 Move: 9 Resources: 450 RPM: 6
Hover Mode
Psycommu: Enhanced hit and evasion rates when piloted by a Newtype
Move: LDmftS
Attack: LDMFTAS
RPA: 50
Beam Rifle: POW: 480 Acc: 70 Range: 1-2
Funnel Missiles?:POW: 320 Acc: 99 Range: 1-2
Beam Saber: POW: 480 Acc: 85 Range: 0
Vulcan: POW: 80 Acc: 60 Range: 1
Mega-Particle Cannon: POW: 280 Acc: 70 Range: 1
---------------------
Hover Mode
Sensors: A Armor: 1200 Mobility: 80 Move: 9 Resources: 450RPM: 6
Psycommu: Enhanced hit and evasion rates when piloted by a Newtype
Move: A
Attack: ldmftwA
RPA:50
Beam Rifle: POW:480 Acc: 70 Range: 1-2 Anti-Ground Anti-Water
Vulcan: POW: 80 Acc: 50 Range: 1
Mega Particle Cannon: POW: 280 Acc: 70 Range: 1 Anti-Ground

Notes: Technically this is a Federation unit, but I think it’s only available
to the Titans, and also the Federation if they side with the Titans during the
Gryps’ Civil War. This unit is excellent in any environment and kind of
overpowered, with ridiculous mobility and speed. This unit is basically a
cheaper version of Xi Gundam, and more worth it given the Xi’s ludicrous price.

RX-105 Xi Gundam (Gundam Model-14)

Requirements: All Tech Levels 30, Penelope
Development: 15000/ 8 turns
Number per Unit: 1
Cost: 12000/23000
Production Time: 3 Turns
RPA: 50
Sensors: B Armor: 1350 Mobility: 82 Move: 9 Resources: 500 RPM: 3
Shield Equipped
Minovsky Particle Dispersal – Short Range
Psycommu – Boosted Evasion and hit rates when piloted by a Newtype
Hover Mode
Move: LdMFtS
Attack: LdMFtAS
Beam Rifle: POW: 480 Acc: 75 Range: 1-2 Anti-Air
Mega Particle Cannon: POW: 280 Acc: 70 Range: 1 Anti-Air
Funnel Missiles: POW: 384 Acc: 99 Range: 1-2
Beam Saber: POW: 500 Acc: 85 Range: 0
Vulcan: POW: 80 Acc: 60 Range: 1
----------------
Hover Mode
RPA: 50
Sensors: B Armor: 1350 Mobility: 82 Move: 9 Resources: 500 RPM: 3
Shield Equipped
Minovsky Particle Dispersal – Short Range
Psycommu – Boosted Evasion and hit rates when piloted by a Newtype
Move: A
Attack: ldmftwA
Beam Rifle: POW: 480 Acc: 75 Range: 1-2 Anti-Ground Anti-Water
Mega Particle Cannon: POW: 280 Acc: 70 Range: 1
Vulcan: POW: 80 Acc: 60 Range: 1

Notes: I think you can only develop this if you developed the Penelope, but
there might be an exception. This end-game unit is amazingly good and
nigh-untouchable, but is possibly the most expensive unit in the game. Save it
only for your top ace. Because of the high price, the Penelope is probably
better since it’s almost as good, but much cheaper, or better yet, the Nu
Gundam Fin Funnel version, which is still a Newtype-use, but is half the price
and not that much worse.


FD-03 Gustav Karl

Requirements: Normal Tech Level 30, MS Tech Level 30
Development: 4000/6 Turns
Number per Unit: 3
Cost: 3900/9000
Production Time: 2 Turns
Sensors: D Armor: 400 Mobility: 48 Move: 7 Resources: 240 RPM: 6
Sub-Flight System Compatible (Base Jabber 100/620)
Move: LdmFtS
Attack: LdmFtS
RPA: 22
Beam Rifle: POW: 225 Acc: 75 Range: 1
?: POW: 100 Acc: 70 Range: 1
Beam Saber: POW: 270 Acc: 75 Range: 0
Vulcan: POW: 80 Acc: 50 Range: 1
----------------
Sub-Flight System Equipped
RPA: 33
Sensors: D Armor: 400 Mobility: 33 Move: 6 Resources: 240 RPM: 3
Move: A
Attack: ldmftwA
Beam Rifle: POW: 225 Acc: 75 Range: 1 Anti-Ground
?: POW: 100 Acc: 70 Range: 1 Anti-Water
Vulcan: POW: 80 Acc: 50 Range: 1
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2

Notes: This is the Federation’s end-game mass-production, and it’s absolutely
kick-ass. Its firepower is roughly equal to the Messer, and it has higher
armor, but lower mobility. The only real problem is that it takes two turns to
produce, so it can’t be easily built in a pinch, though that likely won’t be a
problem since by the time you get this, Part 4 is usually pretty easy,
especially since you can easily exploit the shit out of the game by data mining
just prior to it starting.

RX-78-2/TR Gundam Tem Ray Custom Unit

Requirements: RX-78-2 Gundam
Development: ???
Number per Unit: 1
Cost: 520/4940
Production Time: 2 Turns
Sensors: C Armor: 500 Mobility: 26 Move: 6 Resources: 160 RPM: 6
Move: LdmftS
Attack: LdmftS
Shield Equipped
Magnetic Coating – Enhanced Mobility
RPA: 45
Hyper Bazooka: POW: 200 Acc: 60 Range: 1-2
Beam Rifle: POW: 150 Acc: 70 Range: 1
Super Napalm Launcher: POW: 160 Acc: 50 Range: 1
Beam Javelin and Beam Saber: POW: 180 Acc: 75 Range: 0
Hyper Hammer: POW: 120 Acc: 99 Range: 0

Notes: This unit is actually unique to the Tem Ray Army, I just listed it here
because it’s a custom of a Federation unit and Tem Ray’s only unique unit. It’s
overall upgraded in most categories, and is normalized to meet the standards of
an early-mid Tier 2 ace-use unit, but the cost is a bit much, and the suit is
somewhat slow, especially on rough terrain, and its mobility is below average
for a Gundam-class, as it’s weighed down with excess weaponry. But it does
carry a lot of pretty good weapons (mostly obscure ones the Gundam only used
once or twice.) Unfortunately, its designated pilot, your leader, Tem Ray, is
the worst leader in the game, with below average leadership stats, little room
to grow, ho-hum combat stats (except for his high endurance, a reference to his
surviving drifting in space despite lack of oxygen.) By having him on the
frontlines, you tend to just be putting him in danger.

RX-178-XO Prototype Gundam Mk-II
Requirements: Special Event (Proto Zero’s Revolt, EFF)
Development: 3500/6 Turns
Number per Unit: 1
Cost: 4900/2900
Production Time: 2 Turns
Sensors: B Armor: 180 Mobility: 65 Move: 8 Resources: 220 RPM: 6
Move: LDMFTS
Attack: LDmFTAS
RPA: 42
? Beam Rifle: POW: 385 Acc: 50 Range: 1-2
? Beam Saber: POW: 280 Acc: 60 Range: 0
Vulcan: POW: 64 Acc: 40 Range: 1

Notes: This is obtained by joining the AEUG as EFF, getting perfect order by
turn 203 without ending the Gryps Civil War, having beat two campaigns, and
then accepting Zero’s demands to end Cyber-Newtype research. The unit is not
really worth the trouble. It has amazing mobility and speed on all terrains,
but absolutely shitty armor. It’s worse than the Zaku Model-S. The damage is
pretty good though, so I GUESS if you gave it to a pliot with really high
evasion they might be able to make themselves basically untouchable, but I’m
pretty sure it’s just not worth the effort to max out your order and possibly
let the Civil War drag on longer than it needs to.
-------------------------------------------------------------------------
Earth Federation Mobile Armors
-------------------------------------------------------------------------
Note: The AEUG and Titans can also produce most of the Balls (But not the
aquatic type?)

RB-79 Ball Mass-Production Type (AMBAC Pod)

Requirements: Ball Model-P, MA level 4
Development: 1000/ 2 Turns
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 unless you
desperate for cash (which you might be early on)

RB-79K Ball Model-P Early Production Type (AMBAC Pod Model-P)

Requirements: MA level 2
Refits To: Ball Aquatic Type (130/730)
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 a cheap sniper/tank unit in space. They're cheap,
easily replaceable, and can take on Zakus in fewer numbers than other fighter
units. By the end of the war you probably won't need them anymore, but early on
they're a godsend.

RB-79N Ball Aquatic Type “Fisheye”

Requirements: MA level 5
Development: ???
Number per Unit: 3
Cost: 550/600
Production Time: 1 Turn
Sensors: D Armor: 60 Mobility: 12 Move: 6 Resources: 80 RPM: 1
Move: S
Attack: S
RPA: 7
Torpedo Launcher: POW: 70 Acc: 70 Range: 1-2
Claws: POW: 65 Acc: 80 Range: 0

Notes: It’s cheaper but weaker than the Aqua GM. This is probably the
anti-submersible unit you want to go with for most of part 1, since you won’t
need underwater units for long, they tend to get outdated quickly, and you can
easily refit this into something useful in space once you wrap up on Earth.
Strangely, this is completely unique to the EFF. No other Federation faction
can build this.

RX-78GP03D Gundam “Dendrobium Orchis”
Development: ???
Number per Unit: 1
Cost: 6000/10600
Production Time: 3 Turns
Sensors: A Armor: 720 Mobility: 30 Move: 10 Resources: 400RPM: 1
I-Field – Negates all enemy ranged beam weapons
Purgeable Equipment – Converts to Gundam GP03S with full health and resources
Move: S
Attack: S
RPA: 70
Mega Beam Gun: POW: 280 Acc: 65 Range: 2-3
Folding Bazookas: POW: 175 Acc: 60 Range: 1
Scatterpack Missile Pods: POW: 240 Acc: 80 Range: 2-3 Special Weapon (Area of
Effect – radius 2 hexes)
Beam Sword: POW: 220 Acc: 99 Range: 0

Notes: Only available to EFF. The Orchis is very useful to the Federation, as
it basically gives you a way better GP-02 that doesn’t get you in trouble for
using nuclear weapons. Though it is more expensive, it has a much wider range
of weapons, more ammo for its ultimate weapon, can eject into a mobile suit, is
much faster and more heavily armored, and features an I-Field. This combination
makes it probably the most useful unit in the Federation’s arsenal for a while,
much like Zeon’s Big Zam. The only problems are that it can’t be used on the
Earth and that it can’t fit in a normal-size ship to resupply. It needs to
either dock with a station or a supercarrier, and unlike Zeon, the Federation
can’t get one until late into the Gryps Civil War.

-------------------------------------------------------------------------
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: 65RPM: 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’re your only method
of capturing control points on Earth (most of your forces being airborne) One
of the most efficient strategies early on is to mass-produce groups of three
tank battalions and 1 Medea to form a rapid assault team. These will be your
main battle groups for at least the first 5-10 days, and main cannon fodder
afterwards.


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 or bombardment unit. However,
while it's great for shooting down aerial units, you have to be careful as it
can only hit them with the rocket launchers (I think?).

Type 74 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’s a good idea to assign one team to each
sniper team for defense from enemy snipers, and also to tell apart different
models of Zaku, especially if the enemy starts building late-production
Model-F2s.

Big Tray-class Overland Battleship

Requirements: General Tech Level 4
Development: 2500/ 6 Turns
Number per Unit: 1
Cost: 1400/7290
Production Time: 3 Turns
Sensors: B Armor: 700 Mobility: 6 Move: 6 Resources: 750RPM: 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, and while slower than a Medea since its
affected by terrain, it also doubles as a very effective recon unit, as it has
good sensors and Minovsky capabilities. It's basically a beefed-up version of
the Zeon's Doubde, or a land Magellan. During Part 1 and early into part 2 if
you manage them right, this unit is an excellent command center for invasions,
but should be replaced in favor of more mobile and overall better aerial
command centers like Garuda or atmospheric ships like advanced Pegasus-classes
(Grey Phantoms and Albions) as you develop them.

G-Bull

Requirements: G-Armor (G-Fighter)
Number per Unit: 1
Sensors: C Armor: 240 Mobility: 16 Move: 6 Resources: 160 RPM: 7
Combineable – Combines with G-Sky to form G-Armor
Move: LDmfT
Attack: LMDFTA
RPA: 17
Beam Cannons: POW: 150 Acc: 60 Range: 1-2 Anti-Air

Notes: The G-Bull is an ace-use tank unit formed from the separating the
G-Armor while in Gundam mode. The result is basically an ace-use GM Sniper
that’s still technically not a mobile suit, so those great aces who can’t pilot
mobile suits (Synapse, Bright, Tianem) can use this as a forward command
vehicle. It can also recombine back into the G-Armor with a G-Sky, but only
while either outside of battle or the hangar (so not in space). It carries more
firepower and range than the G-Sky, but also has the obvious issue of being
affected by terrain and thus being naturally slower. It also cannot be used in
space, so there’s a bummer.

-------------------------------------------------------------------------
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
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. The one downside
is that Flying Mantas need frequent reloading, so have a resupply unit like a
Medea at the ready. If possible, give them an escort of Tin Cods or Saber Fish
whenever you’re expecting enemy interceptors. Compared to Dodais, these are
roughly equal, as they have less armor but more mobility, and the bombs do less
damage and have shorter range, but they have anti-aircraft weapons to defend
themselves (to a limited degree, they’re good enough to take down lone fighter
squadrons when in the rear of a pair of Sabre Fish teams.)


FF-6 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 interceptor. 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, and should be used to replace these,
especially since the Zeon Dopp is slightly superior.


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 (Except
scatter Minovsky Particles). Underwater units frequently have trouble taking
out airplanes, so they can be quite useful. In fact, they're the best weapon
the Federation 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’t 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 and
the fact they actually have sensors. Or as a coffin for the eternally useless
Admiral Gopp.


Medea Aircarrier

Number per Unit: 1
Refits To: Medea Revised (240/800)
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 very useful during the One-Year War. Although they're pretty
much worthless in battle outside of shooting down the occasional Luggun or
mopping up a stray Dopp or two. They are good for carrying your Type 97s and
early Mobile Weapons over rough terrain, keeping bombers and Guntanks supplied
during sieges, or serving as a transferal point for pilots as reinforcements
arrive (Especially during the Battle of Beijing, which is almost guaranteed to
last around 8 grueling days.) Their final use is as a Wild Weasel to use
Minovsky Particles to cover your Guncannons and Guntanks and other aircraft
from Zaku Cannons, which will demolish your air fleets without proper ECM.

Medea Revised Aircarrier

Requirements: Base Tech Level 7
Development: 2000/ 4 Turns
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 ace-use bomber units. They're better than Flying Mantas,
especially since they can bomb from range (don’t ask how that works) but more
expensive and come in fewer numbers per squadron. These units should be used
for your aces who can’t pilot mobile suits, like your captains, so they can get
some experience before things get too crazy for anything but Mobile Suits to be
on the frontlines, or your MS pilots in the days while you’re still developing
MS.

Dish 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’s scout plane. It’s 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’s no good for anything
else except maybe as a decoy. Oh, I found ONE good use for it. Make it the
personal craft of Admiral Gopp (The Federation’s worst pilot, who hurts the
stats of all in his general vicinity) and send him on suicidal scout missions
until he dies.

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
Anti-Aircraft Cannons: POW: 240 Acc: 60 Range: 1-3

Notes: This Federation airship usually isn’t developed until early to mid-way
through the Gryps Civil War by both AEUG and Titans. It’s 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 or sub-flights), 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
-------------------------------------------------------------------------

FF-4 Sparrow (Torieaezu?)Attack Fighter

Number per Unit: 5
Cost: 250/350
Production Time: 1 Turn
Sensors: C Armor: 8 Mobility: 9 Move: 6Resources: 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, Sparrows can pose some use,
though not much. Saber Fish are MUCH more useful for space fighting. The only
use I’ve ever found for them are as swarm fighters to form a drone barrier for
covering super-heavy bombardment units (Zodiac as TITANS or Nahel Argama and
Mega Bazooka Launchers as AEUG, but the Federation could use these to defend a
Burstliner if you try to use those.)

FF-S3 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 relegate Saber
Fish to cannon fodder. They also serve as your main interceptor early on,
overall superior to the Tin Cod, and slightly superior to the Dopp.

Core Fighter

Requirements: Operation V
Development: 1500/2 Turns
Number per Unit: 1
Cost: 400/500
Production Time: 1 Turn
Sensors: C 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, they can be vaguely
useful as ace-use general-purpose fighters, though they’re best as
interceptors; just make sure to put them at the back of your ranks. Overall
though they're not worth producing, just developing. One thing you can use Core
Fighters and their upgrades for is an escape pod on ships with an ace captain.
If the ship’s crippled or you need a little extra support on the frontlines,
transfer the captain to the fighter and launch. Important note about core
fighters – they can be used as escape pods from certain Gundam-class suits, but
they eject into a designated adjacent hex. To maximize the pilot’s chances of
survival in an intense battle, send an open carrier to an adjacent hex first to
receive them.


Core Booster

Requirements: Core Fighter, All tech levels 5
Refits To: Core Booster II (110/770)
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: LDMFTWAS
RPA: 18
Mega Particle Cannon: POW: 108 Acc: 60 Range: 1-2
30mm Vulcan: POW: 48 Acc: 60 Range: 1
Air to Surface Missiles: 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. If there’s one thing it’s good for, it’s as
an upgraded escape pod for your ship captains, as the mega particle cannon also
lets them provide firing support from a safe distance.

Core Booster II (Interceptor Type)

Requirements: Core Booster, Base Tech Level 7
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 versatile weaponry, relegating it to a high speed scout
fighter or decoy unit, but it’s a little expensive for those roles. You’d be
better off producing a specialist suit for scouting or a cannon fodder unit, so
the only real use it has is as an ace-use interceptor. Not recommended, except
maybe for its speed (I finally got Gopp to kill himself in one of these by
putting him in front of my fleet as a scout with that high speed rating)

G-Fighter

Requirements: Base Tech Level 6
Development: ???
Number per Unit: 1
Cost: 790/1700
Production Time: 1 Turn
Sensors: C Armor: 160 Mobility: 26 Move: 7 Resources: 160 RPM: 5
Combineable – Combines with RX-78-2 Gundam to form G-Armor
Move: AS
Attack: LDMFTWAS
RPA: 25
Beam Cannons: POW: 120 Acc: 60 Range: 1-2
Missiles: POW: 90 Acc: 60 Range: 1 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. But most of all, it unlocks the G-Armor derivatives of the
Gundam, which open up many tactical opportunities for your non-MS pilots to
fight on the frontlines. If nothing else, the G-Fighter is a good replacement
for the Core Booster as an escape pod.

G-Armor

Requirements: Gundam, G-Fighter, MA Tech Level 7
Development: ???
Number per Unit: 1
------------
G-Armor Form
Sensors: C Armor: 480 Mobility: 20 Move: 6 Resources: 320 RPM: 7
Seperateable (RX-78-2 Gundam and G-Fighter)
Transformable
Core Block System – Emergency ejects the Gundam from the G-Fighter, destroying
the G-Fighter and converting this unit into an RX-78-2.
Move: AS
Attack: LDMFTWAS
RPA: 25
Beam Cannon: POW: 120 Acc: 60 Range: 1-2
Air-to-Surface Missiles: POW: 90 Acc: 60 Range: 1 Anti-Surface
-------------
Gundam Form

Sensors: C Armor: 480 Mobility: 32 Move: 9 Resources: 320 RPM: 3
Seperateable (G-Bull and G-Sky)
Transformable
Core Block System – Emergency ejects the Gundam from the G-Fighter, destroying
the G-Fighter and converting this unit into an RX-78-2.
Move: AS
Attack: ldmftwAS
RPA: 45
Beam Rifle: POW: 150 Acc: 70 Range: 1 Anti-Ground
Missiles: POW: 90 Acc: 60 Range: 1

Notes: So… apparently this is what happens when a G-Fighter combines with an
RX-78-2 Gundam. I’m pretty sure it can only combine with an RX-78-2 because
they realized that the core block system is kind of stupid real fast. I’m
really not sure what to make of this thing. It’s very versatile and can be used
to form several different units for different terrains, but as far as I can
tell, each, including this unit, is just an ace-use unit that’s technically not
a mobile suit, allowing non-MS aces to pilot it. This is good to get your ship
captains onto the frontlines without killing them, and make the most of your
better officers (Matilda, Tiamen, Synapse) These G-Armor derivatives are G-Bull
and G-Sky. As far as the G-Armor itself, it seems to be a silly way of
transporting the G-Bull across land, or getting the Gundam to fly at ludicrous
speed. This is best done by forming it, transforming to Gundam Mode, and then
transforming and separating on arrival or emergency ejecting the G-Fighter. Not
very efficient, but it’s the closest thing the Gundam gets to a Sub-Flight
Unit. Overall, air transports are easier, but this can help in zero gravity.
Just remember that separating in Gundam mode forms G-Sky and G-Bull (This
unfortunately cannot be done in space.) and separating in G-Armor mode forms
the Gundam and G-Fighter. This may actually be the only real reason to develop
the RX-78-2. Also note that separating in Gundam mode will put the pilot in the
G-Bull.

G-Sky

Requirements: G-Armor
Number per Unit: 1
Sensors: C Armor: 240 Mobility: 25 Move: 7 Resources: 160 RPM: 7
Move: AS
Attack: LMDFTWAS
RPA: 25
30mm Anti-Aircraft Vulcan: POW: 48 Acc: 60 Range: 1
Air to Surface Missiles: POW: 90 Acc: 60 Range: 1 Anti-Ground

Notes: This is part of the really bizarre G-Armor set. It’s basically a souped
up Core Fighter, and it’s actually pretty good. It’s about on par with an early
Tier 2 ace unit, but it can fly, and can recombine with a G-Bull to re-form the
G-Armor, which can then be disassembled back into an RX-78-2 Gundam and a
G-Fighter. This could potentially be a good command unit for your better
captains and non-MS qualified officers. Only problem is the limited range which
may endanger the aces you may have piloting it, but it’s fast and can attack
any terrain fairly successfully, making it a good ace-use
dogfighter/interceptor.


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 Field – Disables all ranged beam weaponry in the area, and
prevents units in the area from being hit by ranged beam weapons
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 Federation
unit that can produce Beam Interference Fields. This unit has little use in
part 1 unless Zeon has managed to mass-produce Gelgoogs, Galbaldys, Acht Zakus,
or Big Zams, but can be very useful in part 2 onward as more forces begin to
employ suits with beam weaponry. Of course, this can also be a double-edged
sword since most of your units use beam weaponry, unless you carefully use them
in tandem with ballistic weaponry-equipped suits like GM Custom, Guncannons, or
anything with a Hyper Bazooka. (RX-78-2, Powered GM)

FF-XII Core Fighter II (CF-II)
Requirements: Gundam GP01Fb
Development: N/A
Number per Unit: 1
Cost: N/A
Production Time: Instant
Sensors: C Armor: 50 Mobility: 31 Move: 8 Resources: 90 RPM: 12
Move: A
Attack: A
RPA: 40
Beam Guns: POW: 96 Acc: 65 Range: 1
Notes: You only actually get this unit if you order a Gundam GP01 to eject in
the Core Fighter, and the result is a unit that’s only useful as an escape pod.
The main reason to do this is to save an ace pilot you don’t want to risk
losing. I don’t know if you can use this to rebuild the Gundam, but if you
can’t, you might as well use it as an escape pod for your airships, unless
you’re overloaded on units in which case, scrap it.

FF-XII-Fb Core Fighter II [Full Vernian] (CFII-FB)
Requirements: Gundam GP01Fb
Development: N/A
Number per Unit: 1
Cost: N/A
Production Time: Instant
Sensors: C Armor: 50 Mobility: 32 Move: 8 Resources: 100 RPM: 14
Move: S
Attack: S
RPA: 40
Beam Guns: POW: 96 Acc: 70 Range: 1
Notes: You only actually get this unit if you order a Gundam GP01Fb to eject in
the Core Fighter. The same advice as to the Core Fighter II applies, but this
is slightly more useful in some regards because the fighter can be used in
space (It’s still exclusive to that environment though.) Tiny improvements in
several categories, but nothing major.

-------------------------------------------------------------------------
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. Only
Magellans and Pegasus from here on.


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 Cannons: POW: 76 Acc: 30 Range: 1

Notes: As the Salamis is the Federation equivalent of the Zeon Musai, the
Magellan is the Federation 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. One
thing that makes them indispensable, at least in defense, is their great
sensors.


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 Federation 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’s little point to this as it’s still a piece of junk. On the
other hand though, it has a higher carrying capacity than any other ship the
Federation can produce at the beginning only beaten by Pegasus-classes, and is
also the only Federation ship available at the beginning that can be produced
in one turn. Pegasus classes take much longer and re much more expensive so if
you just need something to resupply lots of troops fast, this can work. My two
main uses for it are as a resupply station during sieges late part 1, and a
large HLV for getting loads of GMs from surface to orbit fast.

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’s hardly worth the price unless you’re 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’s probably a bad idea to develop this. However, if your strategy involves
using swarm fighters (Specifically the Toriaezu/Public shield wall strategy)
this unit is good for carrying them into battle and resupplying other units, or
as a last resort, filling in gaps in their defensive lines as a shield. This
unit can still be produced in one turn, and is slightly faster than the regular
Columbus.

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. This unit will have to do early on as your main underwater unit, and
it does enough damage underwater it can take out loose squadrons of Submarine
Zakus or other subs usually. Also, it’s a good idea to try and mount your
invasion of Beijing mostly from the coast via Japan using some of these. You’re
harder to intercept, you reach the target faster and don’t have to worry about
getting bogged down in the mountains (you’ll end up stuck there for at least
2-3 turns), and you can secure a control point that’s otherwise a pain in the
ass to get, making it easier to score a technical victory (A good idea since
Zeon refuses to surrender that place.)


M-Type Submarine

Development: 2500/ 6 Turns
Requirements: General Tech Level 4
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: ldmftW
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. The overall upgrade can make them useful later in the game.


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
Federation can develop; it can carry a good number of troops, can be used on
the surface and in space, can make atmospheric entry, moves faster than almost
any other ship in the game (matched only by Rewloola and its own upgrades,
exceeded only by Ra Cailum), and packs a decent punch with its weapons, enough
to consistently pick off Zaku II Model-Fs and Cs with a decent captain in
charge. Use your first one to mount a mission to break the orbital blockade
over Jaburo and try to clear a path to Luna 2 (If you can). These are hugely
useful because they can also capture control points, even ones at sea, allowing
you to score technical victories in territories being watchdogged by those
pesky submarines when anti-seacraft specialist units aren’t available. You may
want to phase out your Medeas and Salamis with these if you get the chance.


Thoroughbred/White Base-class Battlecarrier

Requirements: RX Series Retrieval 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 Thoroughbred, 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 top cruiser pilots. If you can, slowly phase out
Magellans for these, but only if you get a ton of cash.

Grey Phantom-class Battlecarrier

Requirements: Thoroughbred, Basic Tech Level 10
Refits TO: Albion-class (170/4330)
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 Thoroughbred-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 and Delaz Rebellion eras, but is quickly outclassed by the
Argama-class and the Dogosse Gier-class in the Gryps Civil War.

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’s 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.

Birmingham-class Battleship

Requirements: ???
Upgrades To: Dogosse Gier
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.

Ra Cailum-class Aerospace Battlecarrier

Cost: 3000/19800
Production time: 3 turns
Sensors: A Armor: 1800 Mobility: 24 Move: 9 Resources: 900 RPM: 8
Carrying Capacity: 10
Minovsky Equipped (Wide)
Move: aS
Attack: aS
RPA: 55
Main Cannon: POW: 480 Acc: 50 Range: 2-4
Missiles: POW: 240 Acc: 40 Range: 1-2
Anti-Aircraft Cannons: POW: 120 Acc: 30 Range: 1

Notes: This is the Federation’s best battleship, with good (though inaccurate)
weapons, great carrying capacity, excellent armor and sensors, and most
notably, very high speed, at least in space, for a warship.

-------------------------------------------------------------------------
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 MachinecannonPOW: 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’m 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’s 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’d probably be better off using tanks or fighters for that. It’s
worth noting this is both the cheapest and worst performing mobile suit in the
game.


MS-05/RR Zaku I (Ramba RalCustom 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-Stars 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’s best
only in garrison forces, or as a cannon fodder unit.


MS-06/CA Zaku II (Char Aznable 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’s 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’s 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’s, 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’s 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 (Extra Equipment)
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’s usually slightly cheaper and more worth it
to develop Model-C’s instead of these, though Skiure Mode is only accessible by
upgrading this unit.


MS-06F/SM Zaku II (Shin Matsunaga 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 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: LdmftS
Attack: LAdMFTS
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 Model-F
Number per unit: 3
Development: 1500/ 3 Turns
Refits To: Zaku IIF (200/460), Zaku Desert Type (100/880), Zaku Cannon
(100/570), Zaku IIS (270/430), Prototype Gouf (100/740)
Cost: 750/1350
Production time: 1 Turn
Sub-Flight System Compatible (Dodai, 100/170)
-------------
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
Ankle-Mounted Missile Pods: POW 24 Acc: 50 Range: 1
Cracker: POW: 20Acc: 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: ldmftwA
Zaku Machinecannon: POW: 32 Acc: 50 Range: 1 Anti-Surface
Dodai Missiles: POW: 42 Acc: 40 Range: 1-2
-------------
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
Ankle-Mounted Missile Pods: 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 Anti-Surface
Dodai Missiles: POW: 42 Acc: 40 Range: 1-2
-------------
Equipment Type-C (Magella Portable Artillery Cannon (Extra Equipment, 100/570))
Special Requirements: Magella Attack
RPA: 20
Sensors: D Armor: 55 Mobility: 8 Move: 4 Resources: 100 RPM: 2
Move: LdMFt
Attack: LdMFtA
Magella Portable Artillery Cannon: POW: 20 Acc: 50 Range: 1-2 Anti-Air
Ankle-Mounted Missile Pods: POW 6 Acc: 50 Range: 1
-------------
Equipment Type-C (Magella Portable Artillery Cannon) + Dodai
RPA: 34
Sensors: C Armor: 55 Mobility: 5 Move: 5 Resources: 100 RPM: 2
Move: A
Attack: ldmftA
Magella Portable Artillery Cannon: POW: 72 Acc: 65 Range: 1-2 Anti-Surface
Dodai Missiles: POW: 42 Acc: 40 Range: 1-2

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. Also, to upgrade to the Magella, you
can’t have the Dodai installed. To combine Magella Portable Artillery Cannon
with Dodai, you must install the Magella and THEN install Dodai. It also be
noted that you don’t need to have researched Dodais to refit with a Sub-Flight
Dodai, meaning if you steal these, you can make the transformable with no other
research.


MS-06S Zaku II Model-S (Command-Type)
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’ 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 Custom Unit)
Requirements: Zaku II Model-S
Max Units: 1
Number per unit: 1
Development: N/A
Cost: 200/530
Production time: Instant (Refit)
Sensors: C Armor: 115 Mobility: 36 Move: 8 Resources: 120 RPM: 3
Move: LdMFTS
Attack: LdMFTAS
RPA: 15
Zaku Bazooka: POW: 90 Acc: 65 Range: 1  Anti-Air
Heat Hawk: POW: 75 Acc: 80 Range: 0

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


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

Requirements: Zaku II Model-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. It’s an overall improvement on the Zaku Model-J, and one that will
likely be one of your main mass-production models due to its ability to easily
traverse almost all terrain types and carry a good combination of firepower and
armor, and will be useful from early to mid way through part 1.


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, and are vulnerable at close-range.

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’s 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)


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
Model-F, and it's a huge jump in terms of ability. It's even better than the
Zaku Model-S, though you can only use it in space. However, you'll probably use
this as your main mass-production in space until you develop the Model-R2 (The
Model-R1A is needed to develop that, but is barely any better, making the
increase in cost largely pointless.)


Zaku II Model-R1A (High Maneuverability 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: 135RPM: 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.
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 its resource capacity by 5 points) it’s actually
worth it to just produce R1s rather than R1As.


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 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
is 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/3SZaku II Model-R1A (Black Tristar Custom Unit)
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: 135RPM: 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 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: 150RPM: 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-4Zaku 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’s only good as a space-use ace-unit, but not a particularly good
one. You’d be better off finding a general-purpose model or using one of your
ace custom units, like Johnny Raiden or Shin Matsunaga’s High Maneuverability
Zakus.


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. The Gouf Model-As will still get shot down by
Feddie 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
Refits To: Gouf Flight-Type (830/620), Gouf Custom (100/550), Gouf Heavy Arms
Type (100/1570)
Number per unit: 3
Development: ?
Cost: 1050/2,100
Production time: 1 Turn
Sub-Flight System Compatible (Dodai, 100/220)
---------------
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
Dodai Missiles: POW: 42 Acc: 40 Range: 1-2 Anti-Ground
---------------
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
Dodai Missiles: POW: 42 Acc: 40 Range: 1-2 Anti-Ground

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 Federation 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.

MS-07B/MQ Gouf Model-B (M’Quve Custom Unit)
Requirements: Prototype Gouf, MS level 7
Number per unit: 3
Development: ???
Cost: 1050/2,100
Production time: 1 Turn
Sub-Flight System Compatible - Dodai (100/200)
Sensors: C Armor: 170 Mobility: 23 Move: 6 Resources: 120 RPM: 2
Shield Equipped
Move: LDMFt
Attack: LDMFta
RPA: 20
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
---------------
Sub-Flight System Equipped
Sensors: C Armor: 170 Mobility: 16 Move: 5 Resources: 120 RPM: 2
Shield Equipped
Move: A
Attack: ldmftwA
RPA: 32
Hand Machinecannons: POW: 60 Acc: 60 Range: 1
Dodai Missiles: POW: 42 Acc: 40 Range: 1-2 Anti-Ground

Notes: This custom unit for M’Quve is weird. It’s way superior to the Prototype
Gouf and Gouf Model-C, but not quite as good as Gouf Custom. It’s one of the
better ground-use ace units available to Zeon. If you need good quality
Gouf-classes for your aces, you may want to consider prepping several squadrons
of Goufs and having M’Quve convert a few to be his custom version. In the Gouf,
he is actually about as good, possibly better than he is in the Gyan.

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: LDMFT
Attack: LaDMFT
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’s
flight mode is best for hopping over rough terrain and bodies of water.

MS-07B-3 Gouf Model-B3/Custom
Requirements: Gouf Model-B
Number per unit: 1
Development: ???
Cost: 750/3150
Production time: 1 Turn
Sensors: C Armor: 160 Mobility: 25 Move: 6 Resources: 150 RPM: 3
Move: LDMFt
Attack: LDMFta
RPA: 20
Gatling Cannon: POW: 100 Acc: 50 Range: 1 Anti-Air
Hand Machinecannon: POW: 36 Acc: 60 Range: 1 Anti-Air
Heat Sword: POW: 114 Acc: 75 Range: 0
Hand Rod: POW: 40 Acc: 95 Range: 0

Notes: The Gouf Custom is an ace-use version of it, better than the Prototype
Gouf. It’s one of the best ground specialist ace units in part 1 after the
Efreet and Efreet Revised due to its ability to handle rough terrain like it’s
nothing, and carry a good amount of firepower.

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: LDMFt
Attack: LdmFta
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: 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. It Once you develop it, start cranking up the production,
because you'll want as many Doms as possible to take on the overpowered
Federation 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: 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

Notes: Ramba Ral’s Custom Dom. Once you develop the Dom, switch Ramba Ral to
this until you develop Gouf Custom or Efreet. It’s 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 Customs of Gelgoog for
aces who died before it was built and mirror custom models for the Gyan line.
It’s too bad they didn’t even try to make customs for suits after the One Year
War though. Would’ve like to see Ramba Ral’s custom R-Jarja orGazu or something.

MS-09/3SDom (Black Tristar 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

Notes: An ace-model Dom. The Black Tristars kick ass in these, and are about as
good as their High Maneuverability Zaku Customs, but can be used on the ground.

MS-09D DOM Model-D (Dom Desert 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 than the Prototype Dom.
You should upgrade any Prototype Doms you have to this, unless you intend on
repurposing them for space use or something, as that state makes it easier to
refit them (one less process).

MS-09F/trop Dom Model-F (Dom Tropen/Tropical Type)

Requirements: Dom Tropical Test Type or Dom and 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: 140RPM: 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 and is a pretty good late Tier 1 unit, but
this unit is too inaccurate and doesn’t carry enough punch to take down Tier 2
units like GM IIs and Rick Diases. You’ll want to phase these out as soon as
the Gryps Civil War starts.

MS-09K-2 Dom Model-K2 (Dom Cannon)

Requirements: Dom Tropical Test Type
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: 2-3 Anti-Air
Tripe-Barrel Missile Launcher: POW: 108 Acc: 75 Range: 1
Melee?: POW: 40 Acc: 80 Range: 0

Notes: Not yet tested. This unit is a pretty good mass-production artillery
unit, overall stronger than Zaku Cannons, and slightly faster too, this unit is
even better than the Gigan, and so this should be your main artillery unit at
least until the Gryps Civil War.

MS-09R DOM Model-R (Rick DOM/DOM Space Type)

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 Federation mobile suits in space until you reach that technology
level.

MS-09R/CA Rick Dom (Char Aznable Custom Unit)
Requirements: Rick Dom
Number per unit: 1
Development: ???
Cost: 270/900
Production time: Instant (refit)
Sensors: D Armor: 240 Mobility: 45 Move: 8 Resources: 150 RPM: 3
Move: S
Attack: S
RPA: 28
Beam Bazooka: POW: 180 Acc: 70 Range: 1-2
Spread Beam: POW: 15 Acc: 80 Range: 1
Heat Sword: POW: 152 Acc: 70 Range: 0

Notes: This unit kicks some ass since it has the Beam Bazooka. It’s probably
Char’s second or third best custom unit, the only better ones being his custom
Gelgoog and Gyan.

MS-09R/ST Rick Dom Stutzer (Rick Dom Custom)
Requirements: Rick Dom
Number per unit: 1
Development: ???
Cost: 1200/2100
Production time: 2 Turns
Sensors: D Armor: 200 Mobility: 32 Move: 7 Resources: 180 RPM: 3
Move: S
Attack: S
RPA: 25
Giant Bazooka: POW: 140 Acc: 65 Range: 1
Mines: POW: 96 Acc: 60 Range: 1
Missile Pods: POW: 120 Acc: 60 Range: 1-2
Heat Saber: POW: 80 Acc: 80 Range: 0
Wire Cutters POW: 60 Acc: 80 Range: 0

Notes: This unit is weird. By the time you usually develop it, it’s already
borderline outmoded. While it can attack from range, it’s not very good at it
as it’s too inaccurate, so if you develop this, only use it at close-range. Not
recommended for development unless you desperately need a new space-use ace
unit towards the end of the OYW (This shouldn’t be a need unless you haven’t
yet developed Gyan or Gelgoog.

MS-09RII DOM Model-R2 (Rick Dom Mark 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’s not particularly useful, as it carries
little firepower and its overall stats are nothing compared to any unit in the
Gryps Civil War.

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 or to identify
different models of GM.

MS-06E-3 Zaku II Model-E3 (Reconnaissance Type Revised) “Zaku Flipper”

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 scout specialist unit, and a direct upgrade to the Recon
Zaku. Same rules as the predecessor apply. This unit is replaced by the Eyezack
(EWAC Hizack) once you get 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

Note: Not yet tested. The first Newtype-use unit in the game. Development
requires the Flanagan Institute. While not very strong on its own, unless the
Newtype in question already has better custom units (Char), this is probably
the best custom to put them in until you develop better Newtype-use units, such
as Elmeth. So, this is a unit to keep Lalah and any other Newtypes you may have
unlocked besides Char in while you research better units. Definitely worth
developing though, as it leads to development of all of the rest of the
Principality’s Newtype-use units, including Zaku Model-N, this unit’s direct
upgrade, the useful Braw Bro and Elmeth (helpful for taking over Luna 2) and
the pretty good Zeong/Perfect Zeong.

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
Hand Mega Particle Cannons: POW: 160 Acc: 40 Range: 1-2
Remote Beam Cannons?:POW: 108 Acc: 70 Range: 1-2 Newtype-Use Weapon

Note: Not yet tested. This unit is an overall upgrade of Zaku Model-Z. Pretty
much all of the same advice for the Model-Z still applies. Put all your
Newtypes who aren’t Char in it until you build better Newtype-use units,
definitely develop to unlock the rest down the line, don’t make very many.

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’s one of the best artillery
specialist units in the game, and one I would definitely recommend building, as
it’s immensely helpful in conquering earth during the Gryps Civil War.

MS-17 Galbaldy Model-a

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: 170RPM: 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’s 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’ll continue
to be serviceable as cannon-fodder even into the arrival of Axis if you upgrade
them to Type-Betas, after which point you should convert them to Gazus once you
get the plans, as those are much stronger. The only downside is that they are
rather overpriced and take 2 turns to produce. They’re 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’s 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
Shield Equipped
Move: S
Attack: S
RPA: 10
Machinecannon: POW: 36 Acc: 50 Range: 1
Sturmfaust: POW: 30 Acc: 90 Range: 1
Heat Hawk: POW: 50 Acc: 80 Range: 0
Shield Spikes: POW: 55 Acc: 80 Range: 0
---------------
Equipment Type-B (Bazooka)
Sensors: D Armor: 60 Mobility: 22 Move: 9 Resources: 110 RPM: 4
Shield Equipped
Move: S
Attack: S
RPA: 15
Bazooka: POW: 64 Acc: 60 Range: 1
Sturmfaust: POW: 30 Acc: 90 Range: 1
Heat Hawk: POW: 75 Acc: 50 Range: 0
Shield Spikes: 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’t 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
Shield Equipped
Move: S
Attack: S
RPA: 15
Machinecannon: POW: 70 Acc: 60 Range: 1
Sturmfaust: POW: 50 Acc: 90 Range: 1
Heat Hawk: POW: 96 Acc: 80 Range: 0
Shield Spikes: POW: 75 Acc: 85 Range: 0
---------------
Equipment Type-B (Bazooka)
Sensors: C Armor: 120 Mobility: 28 Move: 10 Resources: 130 RPM: 4
Shield Equipped
Move: S
Attack: S
RPA: 15
Bazooka: POW: 110 Acc: 70 Range: 1
Sturmfaust: POW: 50 Acc: 90 Range: 1
Heat Hawk: POW: 96 Acc: 80 Range: 0
Shield Spikes: 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’s 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. Seems to be a close-range specialist submersible, but
it’s really more of a land-use that happens to be waterproof.

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 in Part 1 as it’s excellent at taking down other
underwater units like submarines and enemy submersibles. The Heat Rods’ raw
power makes them able to threaten even Zaku Mariners, making them useful even
into part 2 if used wisely. However, it’s possible the Zogok is superior.

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: 1-2Anti-Air

Notes: This thing’s awkward, it looks silly, it’s a submersible firing support
unit, but there are a number of other units that can do that better that just
can’t go underwater. It’s too inaccurate to be worth using, as it’s for a very
specific situation, too specific to warrant construction.

MSM-08 Zogok

Requirements: Z’Gok, 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. Seems to be a
close-range specialist submersible, much like the Agguguy, and has overall
better stats. I haven’t tested it, but this might actually be an overall better
submersible melee-specialist/commando unit.

MS-09G Dowadge (Dwadge)

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 (Dwadge Pezun Revision)

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’s 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 expensive it is.

MS-11 Acht Zaku (Action Zaku?)

Requirements: MS Level 9, Pezun Institute
Refits To: Xeku Eins (100/3820)
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: 1Anti-Air
Heat Hawk: POW: 100 Acc: 70 Range: 0

Notes: The Acht Zaku is basically a cheaper version of the Gelgoog. While it’s
not quite as powerful, it is available earlier and can be made more easily
through modification of existing Zaku Model-Cs, Fs, or Rs. If it’s 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 cannon 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: 2-3Anti-Air
120mm Cannon: POW: 60 Acc: 70 Range: 1

Notes: This unit is awkward and inaccurate, and kind of useless. It’s good as a
long range anti-aircraft/firing support unit and… that’s about it. This unit
isn’t 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’s good as a
long range anti-aircraft/firing support unit and… that’s about it. This unit
isn’t really worth building.

MS-09H Dowadge (Dwadge) 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. This unit
is good enough to remain useful until mid way through Part 2, at which point it
starts to become pretty useless.

MS-14S (YMS-14) Gelgoog Model-S (Prototype/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: C Armor: 230 Mobility: 39 Move: 8 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: The best of Char's custom units (while he's a member of Zeon at any
rate...) Char's Gelgoog can kick some serious Feddie tail.

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’s 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 GelgoogModel-B (High ManeuverabilityType)

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
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 for the most part superior.

MS-14B/JR Gelgoog Model-B High Mobility Type (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: 220 Mobility: 38 Move: 8 Resources: 160 RPM: 5
Move: LdmftS
Attack: LASdmf
RPA: 28
Rocket Launcher: POW: 180 Acc: 60 Range: 1 Anti-Air
Beam Rifle: POW: 66 Acc: 65 Range: 1
Beam Naginata: POW: 135 Acc: 75 Range: 0

Note: Johnny Raiden's custom Gelgoog is a revision of the Gelgoog Model-B, not
the Gelgoog Model-S, so you need to research that before you can get this unit.
If you moved to mass-produce Gyans rather than Gelgoogs, you’re out of luck. It
handles rough terrain quite poorly considering it’s a high mobility type.

MS-14B/3S Gelgoog Model-B (Black Tri-Star’s 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: 250 Mobility: 34 Move: 8 Resources: 160 RPM: 5
Move: LdmftS
Attack: LdmFtAS
RPA: 28
Rocket Launcher: POW: 180 Acc: 60 Range: 1 Anti-Air
Beam Rifle: POW: 66 Acc: 65 Range: 1
Beam Naginata: POW: 135 Acc: 75 Range: 0

Notes: Shin Matsunaga’s custom Gelgoog. Again, it’s a Model-B, so you need to
have mass-produced Gelgoog to build this.

MS-14C Gelgoog Cannon (Gelgoog Model-C)

Requirements: Gelgoog Model-B
Number per unit: 1
Development: ???
Refits To: Gelgoog Model-B (310/710), Gelgoog Model-S (130/780)
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: 1-3Anti-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: 1Anti-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-M (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: 1Anti-Air
Wrist-Mounted Beam Gun?:POW: 42 Acc: 60 Range: 1
Beam Saber: POW: 90 Acc: 80 Range: 0
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. This unit is an
excellent late One Year War/ post-war era mass-production, and is probably the
best out of them. While not quite as fast or agile as the Acht Zaku, it has a
great balance of armor, firepower, and mobility. The only post-war era
mass-production that is better is the rather expensive Powered GM.

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

Requirements: Gelgoog Model-M
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: 1Anti-Air
Wrist-Mounted Beam Gun?:POW: 42 Acc: 60 Range: 1
Beam Saber: POW: 135 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: 260 Mobility: 38 Move: 7 Resources: 150 RPM: 5
Shield Equipped
Move: LDmfTS
Attack: LDmfTAS
RPA: 30
Beam Rifle: POW: 168 Acc: 70 Range: 1 Anti-Air
Wrist-Mounted Beam Gun: POW: 42 Acc: 60 Range: 1
Beam Saber: POW: 135 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’s 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: 1

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. It also can’t function on the ground, while the
Krieger can. 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 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: 150RPM: 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 part 1 (potentially superior to the Gundam), 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/RR Gyan Model-P(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: 150RPM: 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’s 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/AG Gyan Model-P (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: 150RPM: 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’s Gyan in strength. I would
recommend the Gelgoog over this however, as while Gato is melee-leaning, it’s
not by much. He’s probably better off in a faster, more general-purpose suit
like his Gelgoog Custom.

YMS-15/CA Gyan Model-P (Char Aznable Custom Unit)
Requirements: Gyan Model-P
Number per unit: 1
Cost: 240/1010
Production time: Instant (Refit)
Sensors: C Armor: 240 Mobility: 38 Move: 7 Resources: 150RPM: 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

Notes: Char leans melee specialist, so this would seem better, but ditto the
logic from before. It’s sort of up to you.

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 across the board. 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’s 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 suit for Johnny.

MS-15B/SM Gyan Model-B High Mobility Type (Shin Matsunaga 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 midway through part 2 or they seem to be struggling in it.

MS-15B/3S Gyan High Mobility Type (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: 150RPM: 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 an ace-use artillery 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’s a much better idea to use
Xamel instead, as its superior in every category except mobility, price, and
self-defense.

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

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

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

Notes: This unit is overall better than the High Mobility Type Gyan except in
the category of speed and price. I’d recommend this over the Model-B, but the
Krieger over this one.

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.
This is probably a better choice than the Gelgoog for Cima, as she leans melee
specialist.

MS-15Kg Gyan Model-Kg “Krieger”

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’s Revenge, although by that point
it is mostly as a cannon fodder unit. Still, it’s 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: 1-2
Shotgun: POW: 64 Acc: 95 Range: 1
Panzerfaust: POW: 50 Acc: 70 Range: 1
Beam Saber: POW: 195 Acc: 85 Range: 0

Notes: This is the overall best ace-use gunnery suit available to Zeon during
the One-Year War. It’s fast, powerful, and well armored, and can provide firing
support as well as hit hard up close.

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’s premier ace-use melee specialist suit. It’s pretty good, but it
can’t be used in space, so its usefulness is somewhat limited. It’s 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: EXAM Research, MS level 9
Max units: 1
Number per unit: 1
Development: 4000/6 Turns
Cost: 1500/2200
Production time: 3 Turns
Sensors: B Armor: 240 Mobility: 36 Move: 8 Resources: 220 RPM: 5
EXAM System – Increased damage when health is low?
Move: LDMFT
Attack: LDMFTA
RPA: 35
Rocket Launchers: POW: 144 Acc: 65 Range: 1
Foot Missile Pod: POW: 60 Acc: 60 Range: 1
Heat Swords: POW: 195 Acc: 80 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, and the Blue Destiny Units can
prove very useful, even mid-way into part 2 if used wisely.

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 Surface Only
Torpedo: POW: 48 Acc: 50 Range: 1-2 Underwater-only 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 Federation 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
and long-range punch make them some of your best mass-production units early
on, making them a great counter to early Feddie mobile weapons, even on land if
used wisely. (I was able to take out a Guncannon and Guntank with a platoon of
these by rushing them from the coast.) Note that this unit has no weapons with
a range of one on the surface, leaving it somewhat vulnerable there, but is a
really good submersible firing support suit. Compared to other submersibles
however, this unit is inferior in melee combat, so when you develop better
submersibles, (Z’Goks) have them frontline in place of these.


MSM-03C Hygogg (Gogg Model-C/Gogg Custom)
Requirements: Gogg, 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 Hygogg is a lot better than the Gogg, 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 lighter, cheaper version of the Z’Gok. It costs
less to develop and build, and has better movement and mobility, but is overall
weaker due to much lower armor and firepower. 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. I also use them as my
vanguard in aquatic invasions to draw out submersible defenders and then hit
them with the second wave of Goggs and Z’Goks. A solid acquatic invasion force
in Part 1 should have at least one to three squadrons of these as they are
decent scout/decoy units


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: LdmfTW
Attack: LdmfTWa
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. They’re roughly the
same price as a Gogg, and have lower armor but higher mobility, they’re faster,
but have can’t hit from long range and have slightly less firepower. It’s kind
of up to you which to produce more as your main mass-production submersible
during the One Year War. Personally, I prefer Gogg, but this one can also be
refitted into one of the few ace-use submersibles in the game, the Z’Gok
Model-S, so it’s worth at least developing, if not mass-producing.

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, especially when
securing the coastlines of the Pacific. It does remarkably well in close combat
as well. It’s also pretty much the only ace-use amphibious unit, other than the
Zock, but the Zock has no melee combat capability, so this is a must-have unit
for melee specialist aces when securing coastal regions during Part 1 and very
early Part 2.


MSM-07S/CA Z'Gok Command-Model (Char Aznable Custom Unit)
Requirements: Z'Gok Model-S
Number per unit: 1
Cost: 700/700
Production time: Instant (Refit)
Sensors: C Armor: 180 Mobility: 32 Move: 8 Resources: 150 RPM: 3
Move: LdmfTWA
Attack: LWAdmf
RPA: 22
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: 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.
This unit can’t handle rough terrain particularly well but it is submersible,
which is a big help especially in the middle and late stages of the One Year
War, and in coastal invasions.

MSM-07Di Ze’Gok

Requirements: Z’Gok, Examination Unit’s Third Test
Number per unit: 1
Cost: ???
Production time: ???
Closed Mode
Sensors: B Armor: 300 Mobility: 20 Move: 7 Resources: 300RPM: 3
Transformable
Capable of Independent Atmospheric Reentry
Purgeable to Z’Gok?
Move: AS
Attack: AS
RPA: 50
Mega Particle Cannon: POW: 150 Acc: 75 Range: 1
----------------------------
Open Mode
Sensors: A Armor: 300 Mobility: 10 Move: 6 Resources: 300 RPM: 1
Minovsky Particle Dispersal (Small)
Capable of Independent Atmospheric Reentry
Transformable
Purgeable to Z’Gok?
Move: AS
Attack: LDmfTAS
RPA: 75
Kuhblume 20-tube Mega Particle Cannon: POW: 240 Acc: 99 Range: 1-5

Notes: This unit is a transformable aerospace bomber/interceptor combo.  It
packs serious long-range punch in its Bomber (Open) mode and is excellent for
supporting ground invasions, especially those where you’re planning an orbital
drop as it can descend to Earth without an HLV. It’s closed mode is more of a
defensive mode. I’m honestly not sure why the Z’Gok is on the back as it
doesn’t seem to do anything, but I’ve only ever gotten this unit through a
cheat as it requires you to basically schedule the development of your Z’Goks
around the MS IGLOO events and rush MS development. It’s one of the harder
units in the game to get because of that. If you don’t have Z’Goks developed by
the time of the Examination Unit’s Third Test, that event line ends and you’re
locked out of this as well as the Oggos and the possibly actually useful Big
Rang. It’s possible this has some other perks I don’t know of because of this,
such as being able to be refitted back and forth from a Z’Gok or purging to
become that weird flight-type Z’Gok that it’s supposed to detach to become.

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 amphibious 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.
It's slightly better than Hygogg in almost all aspects, armor, weapons,
sensors, and ability to handle rough terrain, but is slightly more expensive
and has slightly lower mobility. Overall though, the benefits outweigh the
disadvantages making this the better mass-production amphibious unit until you
gain the Zaku Mariner.

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. Put an ace pilot with good gunnery skill in it.
(Those big claws are just decoration, it has no melee weapons) This unit’s a
submersible (Or maybe it hovers, I’m not sure) sniper/bombardment unit, much
more useful in practice than the Juaggu, but still a bit too situational to
build in large numbers. A few of them might be handy for securing coastal areas
even in Part 2 though, as they pack serious long-range punch, even if they have
shit accuracy.


MAN-02Zeong (Spirit of Zeon)

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 and rather overpriced to build, 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. You need to put a Newtype pilot in it, as only
Newtypes can operate the Remote Hand Beam.


MSN-02 Perfect Zeong (True Spirit of Zeon)

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, but takes a
hit in mobility. It’s not very useful in part 1 as by the time you can build
it, you’ll 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 until you develop Qubeley which takes quite a bit of research. However,
due to the reduced mobility (a key stat for Newtypes), I would recommend only
using this on the ground, as the regular Zeong’s higher mobility is slightly
more preferable in space, unless your pilot sucks at evasion, which is not
likely for a Newtype.

RX-78BD-2/NS Blue Destiny Unit 2 (Nimbus Schterzen Custom Unit)
Requirements: Special, Base Level 12, MS Level 10, MA level 10
Number per unit: 1
Development: 5000/6 Turns
Cost: 2500/3200
Production Time: 3 Turns
Sensors: C Armor: 250 Mobility: 40 Move: 8 Resources: 200 RPM: 5
EXAM System
Shield Equipped
Move: LDMFTs
Attack: LDMFTas
RPA: 35
Machinecannon: POW: 128 Acc: 65 Range: 1 Anti-Air
Chest Missiles: POW: 36 Acc: 60 Range: 1
Head Vulcan: POW: 21 Acc: 50 Range: 0
Beam Saber: POW: 135 Acc: 75 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.

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’m not sure this suit belongs here, it’s technically not a Zeon suit,
but only Zeon factions ever get it, and even then, not until after the One Year
War. It’s actually one of the only units that can be considered part of the
Delaz Fleet’s arsenal. The Gerbera Tetra handles as an extremely high mobility
general-purpose ace unit. It’s 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’s 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 Anti-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’s 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’re 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’re like cluster Musais in that
they’re 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 part 1 for Zeon. The Newtype
MAs are arguably better, but you need a Newtype pilot to use them properly, and
there aren't many of those outside of special events. 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 Feddie mobile suits. You can put these in any ship, so they're quite
useful. Most useful in late stages of part 1, and after that becomes more and
more useless.


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: A submersible Mobile Armor with ridiculously tough armor and torpedoes
that pack a punch. It’s also got great sensors, making it an excellent scout/
bombardment unit for coastal invasions. It’s also pretty good as an
anti-aircraft unit and can take down Don Escargots from a safe distance. One of
these might be nice for leading your aquatic invasions, especially in part 2 or
early on in the tough Legitimate Zeon Campaign you’ll start with half your
forces smack-dab in the middle of the Pacific surrounded by enemies. This unit
can only be carried by a Mad Angler-class, not a Yukon.

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: 650RPM: 10
Move: ldmftS
Attack: LDMFTAS
RPA: 140
Diffusion Beam: POW: 400 Acc: 75 Range 1-3
BG Mega Particle Cannon: POW: 390 Acc: 99 Range 1-5 Special Weapon

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’s powerful
cannon can plow through enemy lines, hitting all units in a straight four hex
line from the edges of the unit’s hex. Much like Nuclear Zakus, it must “set
up” to be able to fire, so position them strategically beforehand. They’re best
used for defense by plugging them directly into a space station and being used
as a giant turret, but they’re also useful in invasions if you know what you’re
doing. You can set them up in a defensive position, let the enemy garrison come
to you, and use this to 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’t recommend it except for defense, as
it seriously struggles even on flat terrain. I’m surprised it can operate at
all under gravity given its absurd size and weight. The other problem you’ll
encounter using this on the ground is that is can’t swim, and the only units
that can carry it can’t fly in atmosphere, so this unit can never be used to
invade a water locked base like Pearl Harbor or Britain. This makes the Apsalus
far more useful in this regard, but that unit is only acquired through a risky
special event I have yet to see.

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
Newtypes 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 firing support unit, but is not a particularly good one. It’s better as a
cheap-ish in-between to the Bigro and the New Zeal as a space assault unit for
leading charges on enemy positions.

MP-02A Oggo
Requirements: Examination Unit’s 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: 75RPM: 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: 75RPM: 1
Move: S
Attack: S
RPA: 12
Bazooka: POW: 48 Acc: 60 Range: 1
Missile Pod: POW: 30 Acc: 75 Range: 1

Notes: The Oggo is an odd unit. It’s in every way a Zeon version of the Ball,
but that’s 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’s rather pointless to produce as Zeon already has space
capable mobile suits far better than this. The Oggos can’t match the range of
the Balls, so they can’t even operate as firing support units. All they’re good
for is an improvement on the Gattles as a space shield fodder unit, but why
would you need that?

MA-08S Big Zam Zabi Custom
This unit is pretty hard to get (it’s only through a special event in the Garma
Campaign) and I’m not sure if it’s worth it other than to complete your
collection. I think it’s just a slight improvement on the regular Big Zam. Too
bad the Mass-Production Big Zam or something wasn’t in here.

Rhinoceros
Requirements: Project Astaroth
Development: 2500/4 Turns
Number per Unit: 1
Cost: 500/3450
Production time: ???
Sensors: B Armor: 280 Mobility: 8 Move: 5 Resources: 300RPM: 5
Minovsky Particle Dispersal
Move: LDmfT
Attack: LDMFTA
RPA: 70
Heavy Artillery Cannon: POW: 224 Acc: 65 Range 2-3
Arm Machinecannons: POW: 112 Acc: 50 Range: 1
Missile Launchers: POW: 108 Acc: 50 Range: 1-2
Anti-Aircraft Vulcans: POW: 64 Acc: 40 Range: 1

No idea. I think it’s some kind of heavy artillery unit?

Apsalus
Requirements: Project Apsalus
Development: ???
Number per Unit: 1
Cost: 500/3700
Production time: 2 Turns
Sensors: A Armor: 400 Mobility: 16 Move: 5 Resources: 360RPM: 5
Minovsky Particle Dispersal
Move: A
Attack:
RPA: 30
BG Mega Particle Cannon: POW: 225 Acc: 99 Range 1-5
Notes: Don’t build any of these. Just research as needed for Apsalus II. It’s a
heavily armored, slow moving scout unit. The mega particle cannon hasn’t been
installed yet, so its defenseless.

Apsalus II
Requirements: Project Apsalus, Apsalus
Development: ???
Number per Unit: 1
Cost: 1000/4950
Production time: 2 Turns
Sensors: A Armor: 400 Mobility: 18 Move: 5 Resources: 360RPM: 5
Minovsky Particle Dispersal
Move: A
Attack: LDmfTA
RPA: 75
BG Mega Particle Cannon: POW: 225 Acc: 99 Range 1-5
Notes: This unit is very useful, especially in later parts, because it’s
basically a flying Big Zam. Each unit is better than the last, naturally. It’s
not quite as powerful as the Big Zam, but it’s capable of functioning well in
atmosphere, unlike the Big Zam. It’s biggest weakness is it overheats quickly,
so surrounding it until it powers down is an effective tactic. These units are
great for defense, but also good for assaults if you bring a Zanzibar and a
spare Apsalus to swap out and keep them running.

Apsalus III
Requirements: Project Apsalus, Apsalus II
Development: ???
Number per Unit: 1
Cost: 1300/5900
Production time: 2 Turns
Sensors: A Armor: 480 Mobility: 22 Move: 6 Resources: 420RPM: 5
Minovsky Particle Dispersal
Move: A
Attack: LDmfTA
RPA: 90
BG Mega Particle Cannon: POW: 255 Acc: 99 Range 1-5

-------------------------------------------------------------------------
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.

HT-01B 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: 55RPM: 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: 35RPM: 4
Move: A
Attack: A
RPA: 6
Magella Top Cannon: POW: 36 Acc: 40 Range: 1-2

Notes: The Magella Attack Craft 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 Dodai Sub-Flight
units, which are too easily shot down for their somewhat comparatively high
cost. 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’s 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’s one of the few that can actually kind of defend itself at close-range.
It’s 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’s 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’re 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 (Dabuday)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. The Federation’s Big Tray is
slightly better.

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

DFA-03 Dopp Dogfighter

Number per unit: 5
Development: 1500/2 Turns
Cost: 500/450
Production time: 1 turn
Sensors: DArmor: 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 Federation uses a fair number of
aerial units, and Dopps can often distract them from attacking your mobile
suits. They are overall superior to Tin Cods 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’s 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’s 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’ 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’s 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 a Drone Shield.
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 squadrons 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’s an efficient, albeit brutal tactic. Just
imagine they’re drones and pull an Ender’s Game.

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’ll have to strategically find and use units that
don’t have beam weapons. Some that come to mind are the Dra-C and Hizack with
Equipment Type-A, or during the One Year War, Rick Doms and Zaku Model-F2 or
Model-FZ.

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

Papua-class Freighter

Cost: 400/1700
Production time: 1 turn
Sensors: C Armor: 230 Mobility: 6 Move: 5 Resources: 680 RPM: 6
Carrying Capacity: 3
Minovsky Equipped (Short)
Move: S
Attack: S
RPA: 15
Autocannon: POW: 60 Acc: 40 Range: 1

Notes: An overall better carrier than Columbus, but still 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 the side of Luna 2.

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. While the Musai is slightly inferior to the Salamis, this is
quickly reversed by upgrading it.


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 useful Komusai detachment option. Chivvays are slightly better
than Magellans.

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

Notes: An upgrade to the Chivvay in ever field, this unit is superior to the
Magellan Model-K.

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 Federation units
coming from Luna 2. This ship is overall superior to even the Magellan Model-K.


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, enough to make it just slightly better than the Salamis,
but not enough to be worth the extra money. Don’t bother.


Zanzibar-class Aerospace Destroyer

Requirements: Base Level 7
Max Units: 6
Development: 8000/8 Turns
Cost: 3000/4000
Production time: 3 turns
Sensors: B Armor: 570 Mobility: 14 Move: 8 Resources: 560 RPM: 10
Carrying Capacity: 6
Minovsky Equipped (Wide)
Move: aS
Attack: ldmftwAS
RPA: 35
Mega Particle Cannons: POW: 160 Acc: 50 Range: 2-4
Main Cannons: POW: 90 Acc: 40 Range: 1-3
Autocannon: POW: 100 Acc: 30 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 Federation'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. You should
develop this unit as soon as you can. It’s slightly stronger than the
Magellan-class, and roughly equal even to the Magellan Model-K.


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… 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.

MA-05Ad Big Rang
Requirements: Examination Team Fourth Report
Development: ???
Number per Unit: 1
Cost: 650/3450
Production time: ???
Sensors: B Armor: 650 Mobility: 30 Move: 8 Resources: 500RPM: 5
Beam Interference Unit
Carrying Capacity: 3
Move: S
Attack: S
RPA: 30
Mega Particle Cannon: POW: 216 Acc: 65 Range 1-3
Missile Launchers: POW: 96 Acc: 60 Range: 1
Anti-Spacecraft Guns: POW: 48 Acc: 40 Range: 1

Notes: This unit’s pretty hard to get, cuz it requires you to speed develop the
Z’Gok in time for the Ze’Gok on the MS IGLOO Event Line. This unit’s a pretty
awesome ship, as it carries a beam interference unit, but has the great armor,
even if its carrying capacity is rather small. It’s an excellent ship, as it
also has great (albeit somewhat inaccurate, but that’s typical of a ship)
weapons, though with a somewhat short range. Overall, this is a great support
craft, and totally worth trying to develop.

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’s completely up to
you if this is worth it, but it probably isn’t.

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 Capsule
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. It’s better than the Salamis, but inferior to the Salamis Model-K.

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 Descent Capsule 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 manages to be superior even to the Federation’s Magellan-class, but
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/Gundam Model-T)

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’s
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 G-TITANS. The only
reason to build this is that it’s cheaper, but not by much. It’s almost always
worth it to build an ALEX instead, or else the Gundam Hazel, which can be
developed almost immediately.


RGM-79Q GM Quell (GM Model-Q)


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
Rifle-type Autocannon: 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’s 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’s not worth it. This unit will quickly become outmoded by the
faster to produce, cheaper, and nearly as good Hizack. Once you’ve 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 Model-CR (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’s
much cheaper and only slightly weaker, it’s unlikely you’ll produce very many
of these as they quickly become outmoded by the Titans’ 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.

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’s
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 Mars
Eyes 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
Purgeable Armor - Can Purge Armor to convert to Gundam Hazel with full health
and resources
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.

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’ only submersible mobile suit, you’ll 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’re mostly only good as a deterrent or for
shooting down aircraft travelling over water, and the odd aquatic invasion.
Don’t 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’d recommend making no more than
5 or 10 units of these.

RMS-117 Galbaldy Model-Beta

Development: ???
Refits To: Gazu-L (240/3950)
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 (Base Jabber, 100/360)
Move: LdmFtS
Attack: LdmFtaS
RPA: 36
Beam Rifle: POW: 140 Acc: 75 Range: 1 Anti-Air
Shield Missiles: POW: 36 Acc: 60 Range: 1
Beam Saber: POW: 165 Acc: 80 Range: 0
-------------------
Sub-Flight System Equipped
Sensors: C Armor: 190 Mobility: 21 Move: 6 Resources: 190 RPM: 6
Transformable
Move: A
Attack: ldmftwA
RPA: 54
Beam Rifle: POW: 140 Acc: 75 Range: 1 Anti-Ground
Shield Missiles: POW: 36 Acc: 60 Range: 1
Mega Particle Cannons: POW: 120 Acc: 50 Range: 1-2

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
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: LdmftS
Attack: LdMftAS
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
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’s
the strongest suit of its size for almost all of the Gryps Civil War, 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’t be beat until you develop the monstrous Palace Athena and Marvel.

RX-178 Gundam Mk-II/Gundam Mark II (Titans Version)

Development: 6000/8 Turns
Refits To: Full Armor Gundam Mk-II (240/3330), Gundam Mk-III (410/2740)
Sub-Flight System Compatible (Base Jabber, 100/490)
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
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-A (Beam Rifle) + Base Jabber
Sensors: C Armor: 500 Mobility: 28 Move: 6 Resources: 240 RPM: 6
Move: A
Attack: ldmftwa
RPA: 45
Beam Rifle: POW: 270 Acc: 70 Range: 1 Anti-Ground
Vulcan Pod: POW: 64 Acc: 50 Range: 1
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2
-------------------
Equipment Type-B (Hyper Bazooka)
Sensors: C Armor: 500 Mobility: 36 Move: 6 Resources: 240 RPM: 6
Shield Equipped
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
-------------------
Equipment Type-A (Beam Rifle) + Base Jabber
Sensors: C Armor: 500 Mobility: 25 Move: 6 Resources: 240 RPM: 6
Move: A
Attack: ldmftwa
RPA: 67
Hyper Bazooka: POW: 350 Acc: 60 Range: 1-2 Anti-Ground
Vulcan Pod: POW: 64 Acc: 50 Range: 1
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2
-------------------
Mega Rider Docked
Sensors: B Armor: 800 Mobility: 38 Move: 7 Resources: 420 RPM: 6
Move: AS
Attack: ldmftwAS
RPA: 60
Beam Rifle: POW: 270 Acc: 70 Range: 1
Vulcan Pod: POW: 64 Acc: 50 Range: 1
Main Cannon: POW: 296 Acc: 40 Range: 1-3
-------------------
G-Defenser Docked (Super Gundam)
Sensors: B Armor: 690 Mobility: 48 Move: 8 Resources: 400 RPM: 6
Move: LDmftS
Attack: LDMFTAS
RPA: 50
Long Beam Rifle: POW:360 Acc: 70 Range: 2-3
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’s inferior to later ace-use suits like Byalant. However,
Messala has far superior performance for a modest increase, making the Messala
an overall better choice. It’s actually unlikely you’ll have much use for this
suit unless you steal the G-Defenser and Mega Rider which can dock with it to
give it new equipment modes. The Mega Rider and G-Defenser both make the Mark
II into a long-range sniper unit, but the Mega Rider is overall more vulnerable
(no melee weapons, less firepower overall, slower. G-Defenser is more
preferable, as the only thing the Mega Rider has over the G-Defenser is more
armor. The AEUG version is identical, but with a different color scheme.

MRX-009 Psyco Gundam

Development: 6000/8 Turns
Number per Unit: 1
Cost: 2250/12150
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
Psycommu–Enhanced Mobility and accuracy when piloted by a Newtype
Transformable
Shield Equipped
Move: LDmfTS
Attack: LDmfTaS
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
Psycommu–Enhanced Mobility and accuracy when piloted by a Newtype
Minovsky Particles – Short Range
Transformable
Move: aS
Attack: LDmfTwAS
RPA: 56
Mega Particle Cannon: POW: 420 Acc: 65 Range: 1-3

Notes: The Psyco Gundam is the first of the Titans’ line of Heavy Bombardment
units. While the Psyco doesn’t carry the firepower or armor of a Big Zam, its
much faster, has a Psycommu giving a boost to Newtype pilots, and still has an
I-Field, giving it an edge over most other units in ranged combat, but if it
doesn’t have a Newtype pilot, it may need an escort. The biggest danger to this
unit is ballistic weapons, mostly from Rick Dias and Zssa. Keep an eye out for
these and have your other units prioritize these to make way for the Psyco,
which can be the backbone of your army if used wisely. It’s best used as a fire
support/bombardment unit. The Mobile Armor mode is, like most transformables,
only good for reaching the target, not practical for actual combat. Also, it’s
only capable of its full power in the hands of a Newtype, so once you develop
it, build one for each of your Newtypes.

MRX-010 Psyco Gundam Mark II

Development: 6000/6 Turns
Number per Unit: 1
Cost: 3200/14600
Production Time: 3 Turns
Mobile Suit Form
-------------------
Sensors: C Armor: 1080 Mobility: 40 Move: 6 Resources: 450 RPM: 6
I-Field – Deflects Ranged Beam Weaponry
Psycommu–Enhanced Mobility and accuracy when piloted by a Newtype
Transformable
Shield Equipped
Move: LDmfTS
Attack: LDmfTaS
RPA: 90
Mega Particle Cannon: POW:560 Acc: 70 Range: 1-3
Mega Beam Cannon: POW: 180 Acc: 70 Range: 1-2
Melee: POW: 360 Acc: 70 Range: 0
Remote Beam Gun Hands: POW: 120 Acc: 70 Range: 1-2 Newtype/ Space Weapon
Mobile Armor Form
-------------------
Sensors: C Armor: 1080 Mobility: 28 Move: 8 Resources: 450 RPM: 6
I-Field – Deflects Ranged Beam Weaponry
Psycommu–Enhanced Mobility and accuracy when piloted by a Newtype
Minovsky Particles – Short Range
Transformable
Move: AS
Attack: LDmfTwAS
RPA:63
Mega Particle Cannon: POW:560 Acc: 70 Range: 1-3
Mega Beam Cannon: POW: 180 Acc: 70 Range: 1-2
Bits: POW: 240 Acc: 90 Range: 1-2 Newtype-Use Weapon, Space-Use Only

Notes: The Psyco Mark II is a huge improvement on the Mark I, as it adds
Newtype-use weaponry like Bits, which allow devastating all-range attacks. This
unit is a must for the Titans, as it’s one of your best weapons on par with Big
Zam in armor and potential damage. This is probably the overall most useful of
the Titans units, and is their designated super-heavy bombardment/assault unit.
This definitely trumps Big Zam though, since it has melee capability (Quite
literally, I once brought down a Big Zam with just one of these. It’s
completely superior.) I’ve found that one of the most devastating strategies
with the Titans is to build one of these for each of your Newtypes, plus an
extra Marvel or Baund Doc or two, form a special Newtype Elite Forces team, and
use them as the backbone of your invasions. Whenever a Psyco overheats or gets
damaged, pull it out, have the pilot swap to a backup unit, and send them out
again. This comes in handy during the Return of Axis, since your forces will be
stretched thin holding the line at Sweetwater and Solomon, you’ll need a small
but powerful team to hit priority targets. This unit has difficulty operating
in atmosphere as its Newtype-use weapons don’t function under gravity and the
only way it can really move is in Mobile Armor mode, its normal form is slow
and struggles on anything other than flat ground. This unit is best used to
hold the frontlines.

RMS-108 Marasai (Mars’ 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 (Base Jabber, 100/400)
Move: LDmFtS
Attack: LDmFtaS
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
-------------------
Sub-Flight System Equipped
Sensors: D Armor: 220 Mobility: 21 Move: 6 Resources: 200 RPM: 6
Move: A
Attack: ldmftwA
RPA: 42
Beam Rifle: POW: 144 Acc: 70 Range: 1 Anti-Ground
Vulcan: POW: 30 Acc: 40 Range: 1
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2

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 Civil War,
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’ll be your main
mass-production/ cannon fodder for most of the rest of the Gryps Civil War and
Return of Axis. Overall, the unit is superior both to the Nemo and GM Quel, but
more expensive.

PMX-002 Bolinoak Sammahn

Development: ???
Number per Unit: 1
Cost: 2350/5550
Production Time: 2 Turn
Sensors: S Armor: 450 Mobility: 48 Move: 9 Resources: 280 RPM: 6
Sub-Flight System Compatible (Base Jabber, 100/420)
Shield Equipped
Move: LdmftS
Attack: LDMFTAS
RPA: 25
Beam Cannon: POW: 300 Acc: 90 Range: 1 Anti-Air
Grenade Launcher: POW: 100 Acc: 80 Range: 1
Beam Tomahawk: POW: 285 Acc: 85 Range: 0
-------------------
Sub-Flight System Equipped
Sensors: S Armor: 450 Mobility: 33 Move: 6 Resources: 280 RPM: 6
Move: A
Attack: ldmftwA
RPA: 37
Beam Cannon: POW: 300 Acc: 90 Range: 1 Anti-Ground
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2

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. Would
not recommend large-scale production as the Eyezack is usually preferable.

RX-110 Gabthley

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’ 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. Built
mostly as a firing support unit.

RX-139 Hambrabi

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 guerilla 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. It has great firepower both at
long-medium range with its Mega Particle Rifle and at close range with Kumonosu
and high-output Beam Sabers, making it a good transformable general-purpose

PMX-001 Palace Athene (Pallas Athena)

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 (Base Jabber, 100/740)
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
Sub-Flight System Equipped
-------------------
Sensors: C Armor: 900 Mobility: 21 Move: 6 Resources: 400 RPM: 6
Transformable
Move: A
Attack: ldmftwA
RPA: 90
Mega Particle Cannon: POW: 300 Acc: 70 Range: 1-2 Anti-Ground
Short-Range Missiles: POW: 100 Acc: 65 Range: 1 Anti-Ground
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2

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’ ace units. It
functions well both on the frontlines or just behind them, but becomes far less
effective around the end phases of the Return of Axis.

PMX-003 “The O” (Marvel)

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 (Base Jabber 100/810)
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
-------------------
Sensors: B Armor: 1000 Mobility: 41 Move: 6 Resources: 340 RPM: 6
Transformable
Move: A
Attack: ldmftwA
RPA: 75
Beam Rifle: POW: 480 Acc: 70 Range: 1 Anti-Air
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2

Notes: The Titans’ ultimate suit, the Marvel is what its alternate name
suggests, a marvel years ahead of its time. The suit is almost on par with the
Nu Gundam, a suit that won’t 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. Its only weakness is its
high cost, forcing you to make only one or two for your top aces. I would
highly recommend one for Scirocco and if you can muster the funds, one for
Rosamia and one for Four as well. All of the Titans’ Newtypes deserve one to
make them the true superaces they can be. A squadron of these can do wonders.

ORX-013 Gundam Mark V (Gundam Mk-V/ Mk V)

Development: 3500/ 6 turns
Requirements: MS and Conventional Tech Levels 25
Number per Unit: 1
Cost: 4300/8850
Production Time: 2 Turns
Sensors: C Armor: 720 Mobility: 54 Move: 8 Resources: 280 RPM: 6
Sub-Flight System Compatible (Base Jabber, 100/610)
Shield Equipped
Psycommu – Increased hit and evasion rates when piloted by a Newtype
Move: LDmFTS
Attack: LDmFtaS
RPA: 40
Beam Rifle: POW: 258 Acc: 75 Range: 1 Anti-Air
Beam Cannon: POW: 290 Acc: 70 Range: 1-2
Beam Saber: POW: 180 Acc: 80 Range: 0
INCOMs: POW: 210 Acc: 75 Range: 1-2
Missile Pods: POW: 120 Acc: 60 Range: 1
-------------------
Sub-Flight System Equipped
Sensors: C Armor: 720 Mobility: 37 Move: 6 Resources: 280 RPM: 6
Shield Equipped
Psycommu – Increased hit and evasion rates when piloted by a Newtype
Move: A
Attack: ldmftwA
RPA: 60
Beam Rifle: POW: 258 Acc: 75 Range: 1 Anti-Air
Beam Cannon: POW: 290 Acc: 70 Range: 1-2
Missile Pods: POW: 120 Acc: 60 Range: 1
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2

Notes: A very good ace unit with a Psycommu, but doesn’t necessarily need a
Newtype or its borderline wasted like many Newtype-use units, since it has
INCOMs instead of funnels, allowing any ace who’s good enough to launch
funnel-like attacks. This unit is an excellent ace-use firing support unit,
good for your gunnery specialist Newtypes who you can’t afford a Psyco Gundam
Mark II for or if you haven’t developed them yet, but like the Baund Doc, it’s
usually worth it to just save up for the less specialized but overall stronger
Marvel or the Psyco Mark II.This unit is definitely worth developing as it has
a good deal higher mobility than the Psyco Mark II and is faster. If you wonder
where Mark 4 went, the answer is it’s not in this game for some reason. The
AEUG can get this too, but it’s white and maybe has slightly weaker INCOMs?

NRX-044 Baund Doc

Development: ???
Requirements: All Tech Levels 24
Number per Unit: 1
Cost: 2500/5900
Production Time: 2 Turns
Sensors: C Armor: 750 Mobility: 50 Move: 6 Resources: 350 RPM: 6
Transformable
Psycommu – Enhanced hit and evasion rates when piloted by a Newtype
Move: LDmftS
Attack: LdMFTaS
RPA: 60
Mega Particle Cannon: POW: 350 Acc: 70 Range: 1-2
Beam Rifle: POW: 105 Acc: 70 Range: 1 Anti-Air
Beam Saber: POW: 200 Acc: 80 Range: 0
Claw: POW: 120 Acc: 90 Range: 0
-------------------
Mobile Armor Mode
Sensors: C Armor: 750 Mobility: 35 Move: 8 Resources: 350 RPM: 6
Psycommu – Enhanced hit and evasion rates when piloted by a Newtype
Transformable
Move: aS
Attack: AS
RPA:36
Mega Particle Cannon: POW:350 Acc: 70 Range: 1-2
Beam Rifle: POW:105 Acc: 70 Range: 1

Notes: This is essentially a Newtype-use version of the Gaplant. It’s
transformable, performs well both in and out of atmosphere (though not as well
at flying in atmosphere as the Gaplant) and has a Psycommu, making it a good
unit for any Newtypes you haven’t already given Psyco Gundams to. If you have
Newtypes who don’t already have a Newtype-use unit, or want them to have a
transformable/ firing support unit that’s faster than the Psyco Gundam, this is
their unit. However, overall, it may be better to just hold out for the Psyco
Gundam Mark II, which is much better. I suppose this unit could be good for
melee specialist Newtypes since it has so much power at melee range, but you
might be better off saving up for a Marvel for them, which is far superior, and
can be given a Sub-Flight System. The only characters who might benefit from
piloting this are Scirocco, Proto Zero, or Gates.

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 (Base Jabber, 100/440)
Move: LdmFtS
Attack: LdMFtaS
RPA: 20
Beam Rifle: POW: 180 Acc: 70 Range: 1 Anti-Air
Vulcan Pod: POW: 42 Acc: 40 Range: 1
Beam Saber: POW: 120 Acc: 65 Range: 0
-------------------
Sub-Flight System Equipped
Sensors: D Armor: 260 Mobility: 22 Move: 6 Resources: 180 RPM: 6
Move: A
Attack: ldmftwA
RPA: 30
Beam Rifle: POW: 180 Acc: 70 Range: 1 Anti-Air
Vulcan Pod: POW: 42 Acc: 40 Range: 1
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2

Notes: This high-end Titans all terrain mass-production is one of the last and
strongest mass-production models unique to the Titans. It packs a punch, and
can take on Ga-Zowmns and Zssas no problem. While powerful, it’s rather
expensive, the second best and second most expensive mass-production the Titans
have, but the Xeku is kind of overpriced.

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

Titans (Earth Federation Independent Special Forces) Ships
-------------------------------------------------------------------------
Note: The Earth Federation can also unlock these with the appropriate tech
levels, regardless if they align with the Titans or AEUG.

Alexandria-class Warship

Development: 3000/ 6 Turns
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

Notes: The Alexandria is slightly weaker than the Radish-class, and is rather
slow. This unit is pretty good and worth developing unless you steal the
Radish-class first, though it is the best ship available that can be produced
in 2 turns, so if you need a good ship faster than average, this might be
preferable.

Dogosse Gier-class Battleship

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

Notes: This is the Titans’ main model battleship, and is overall superior to
the AEUG’s mass-production Argama/Radish-class, but is of course, more
expensive. For the most part though, this cost is worth it as this is one of
the best ships in the game, on par with most of those used by Neo Zeon during
the Return of Axis.

Jupiter-class Supercarrier

Development: 7000/ 8 turns
Number per Unit: 1
Carrying Capacity: 15
Cost: 1100/26500
Production Time: 4 Turns
Sensors: A Armor: 2400 Mobility: 8 Move: 5 Resources: 999RPM: 6
Minovsky Particle Dispersal (Wide)
Move: S
Attack: S
RPA: 30
Main Cannon: POW:360 Acc: 50 Range: 2-4
Cannons: POW: 150 Acc: 40 Range: 1-2
Anti-Spacecraft Cannons?: POW: 100 Acc: 30 Range: 1

Notes: The best and only other Supercarrier in the game other than the
Dolos-class. This unit is mostly just more heavily armored, and has the highest
armor of any unit I’ve seen in the game. While its firepower is very good, much
like the Dolos it is highly inaccurate, and so it’s mostly just a really big
transport that can carry any unit, but only in space. The Federation by default
can only get one oversized unit that would warrant this, the Dendrobium Orchis,
but they typically get it long before this, and by the time they do get this,
the Dendrobium Orchis will be basically outmoded. The Titans or Titans-allied
Federation can also get this, but they only have one unit that would need a
supercarrier also, the Zodiac. Though I do recommend mass-production of that
since its pretty much the only super-heavy bombardment units the Titans get,
overall this unit has limited use outside of as a huge resupply base for large
sieges or defense coordination.
-------------------------------------------------------------------------

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 Civil War.

MSA-099 Rick Dias (Gamma Gundam)

Requirements: Gamma Gundam Development Project
Number per unit: 3
Development: ???
Cost: 2850/5250
Production time: 2 Turns
Refits To: Rick Dias Model-K (200/2250), Schuzrum Dias (520/2560)
Sensors: B Armor: 220 Mobility: 32 Move: 7Resources: 220 RPM: 3
Sub-Flight System Compatible – Dodai Kai (100/400)
Move: LDmFtS
Attack: LDmFtaS
RPA: 40
Clay Bazooka: POW: 128 Acc: 60 Range: 1-2
Beam Turret?:POW: 60 Acc: 75 Range: 1
Beam Saber: POW: 130 Acc: 70 Range: 0
Vulcan?:POW: 36 Acc: 45 Range: 1
-------------------
Sub-Flight Equipped
Sensors: D Armor: 220 Mobility: 22 Move: 7 Resources: 220 RPM:
Move: A
Attack: ldmftwA
RPA: 12
Clay Bazooka: POW: 128 Acc: 60 Range: 1-2
Beam Turret?: POW:60 Acc: 75 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
mass-productions that can keep pace with it available to the Titans for a while
are Mars Eyes and Hizack Customs (barely). It has a good advantage with the
Clay Bazooka, which enables heavy hitting from medium range with I-Field
penetration for bringing down Psyco Gundams and Queen Mansas, and is good on
terrain handling. It’s basically equal to a Mars Eye and can handle even
Ga-Zowmns. However, it’s notably more expensive than a Mars Eye, making the
Mars Eye slightly better than the Rick Dias.

MSA-099/QV Rick Dias (Quattro Bajeena Custom Unit)
Requirements: Rick Dias
Max Units: 1
Number per unit: 1
Cost: 100/1340
Production Time: Instant (Refit)
Sensors: C Armor: 395 Mobility: 44 Move: 8 Resources: 260 RPM: 3
Sub-Flight System Compatible (Dodai Kai, 100/350)
Move: LDmFtS
Attack: LDmFtaS
RPA: 56
Clay Bazooka: POW: 140 Acc: 65 Range: 1-2
Beam Turret: POW: 75 Acc: 75 Range: 1
Beam Saber: POW: 140 Acc: 70 Range: 0
-------------------
Sub-Flight Equipped (Dodai Kai)
Sensors: C Armor: 395 Mobility: 30 Move: 7 Resources: 260 RPM: 84
Move: A
Attack: ldmftwA
RPA: 12
Clay Bazooka: POW: 140 Acc: 65 Range: 1-2
Beam Turret?: POW:75 Acc: 75 Range: 1

Notes: Char/Quattro’s custom Rick Dias. This unit is for some reason available
to Zeon at the start on a Super Easy Campaign. Cheats. The unit kicks ass and
makes the Rick Dias into a definite ace-use MS, and this is pretty useful early
in the Gryps Civil War as it’s for the most part superior to all other ace-use
suits available to the AEUG until they get the Hyaku Shiki, though you should
probably move him to a Hyaku Shiki or Zeta Gundam as soon as you develop them.

MSA-099K Rick Dias Model-K
Requirements: Rick Dias
Development: ???
Number per Unit: 3
Refits To: Schuzrum Dias (410/2410)
Cost: 3000/5700
Production Time: 2 Turns
Sensors: D Armor: 240 Mobility: 34 Move: 7 Resources: 220 RPM: 6
Sub-Flight System Compatible - Dodai Kai (100/430)
Move: LFmDtS
Attack: LFmDtaS
RPA: 35
Clay Bazooka: POW: 140 Acc: 65 Range: 1-2
Beam Turret?: POW: 75 Acc: 75 Range: 1
Anti-Aircraft Vulcan POW: 36 Acc: 45 Range: 1
Beam Saber: POW: 140 Acc: 75 Range: 0
-------------------
Sub-Flight Equipped
Sensors: D Armor: 240 Mobility: 23 Move: 7 Resources: 220 RPM: 6
Transformable
Move: A
Attack: ldmftwA
RPA:52
Clay Bazooka: POW:140 Acc: 65 Range: 1-2 Anti-Ground
Beam Turret?: POW:75 Acc: 75 Range: 1

Notes: A slightly improved version of the Rick Dias (the red variant). Nothing
much here, the improvements are very slight, so slight that if not for the fact
that I think you need to build this to be able to produce all the other, way
better versions of Rick Dias (The Rick Dias II and Schuzrum Dias), or at least
to refit to them to upgrade your Rick Dias. I wouldn’t recommend building this.

MSA-099-2 Rick Dias Revised (Rick Dias II)

Requirements: Schuzrum Dias?
Number per unit: 3
Development: ???
Cost: 3600/6000
Production time: 2 Turns
Sensors: D Armor: 250 Mobility: 40 Move: 7 Resources: 250 RPM: 3
Sub-Flight System Compatible (Dodai Kai, 100/450)
Shield Equipped
Move: LDmFtS
Attack: LDmFtaS
RPA: 35
Mega Beam Gun: POW: 325 Acc: 70 Range: 1-2
Beam Saber: POW: 165 Acc: 70 Range: 0
-------------------
Sub-Flight System Equipped (Dodai Kai)
Sensors: D Armor: 250 Mobility: 28 Move: 7 Resources: 250 RPM: 6
Transformable
Move: A
Attack: ldmftwA
RPA:52
Mega Beam Gun: POW:325 Acc: 70 Range: 1-2

Notes: This overall upgrade of the Rick Dias makes it able to function as a
firing support unit.

MSA-005 Methuss

Requirements: Project Zeta Phase 2
Max Units: ?
Number per unit: 3
Development:4000/6 Turns
Cost: 3750/4500
Production time: 2 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’s mass-production rapid assault/ transformable
mobile suit. Unlike many of the Titans’ transformables, this one is
mass-production AND all-terrain. While it doesn’t pack a whole lot of punch on
its own, it has good armor, speed and mobility making it a survivor and good in
groups. Compared to the Asshimar, it’s more powerful and faster, but has less
armor and range. It’s also got great sensors. This unit can take early Axis
units no problem as well.

MSA-005S Methuss Revised (Methuss Model-S)

Requirements: Methuss
Refits To: Guncannon Detector (100/2620), Z II (100/4050)
Number per unit: 3
Development:3000/4 Turns
Cost: 4200/5400
Production time: 2 Turns
Sensors: B Armor: 240 Mobility: 48 Move: 8 Resources: 200 RPM: 3
Transformable
Move: LdmftS
Attack: LdMFtAS
RPA: 30
Railcannon: POW: 300 Acc: 75 Range: 1-2
Beam Saber: POW: 150 Acc: 85 Range: 0
-------------------
Mobile Armor Form
Sensors: B Armor: 240 Mobility: 33 Move: 10 Resources: 200 RPM: 6
Transformable
Move: AS
Attack: AS
RPA: 18
Railcannon: POW:300 Acc: 75 Range: 1-2

Notes: An upgrade to the Methuss, making it more equal to the Nemo II but with
a long-range railgun, giving it the ability to function as a transformable
firing support unit, making it more like a Gaza.

MSA-005K Guncannon Detector (GC Detector)
Requirements: Methuss?
Development: 3500/4 Turns
Number per Unit: 3
Cost: 2700/6300
Production Time: 2 Turns
Refits To: Methuss Revised (1150/1670)
Sub-Flight System Compatible (Dodai Kai – 100/460)
Sensors: B Armor: 280 Mobility: 34 Move: 6 Resources: 220 RPM: 6
Move: LDMftS
Attack: LDMFTAS
RPA:30
Beam Cannons: POW: 220 Acc: 75 Range: 1-3
Beam Gun: POW: 100 Acc: 70 Range: 1-2
Beam Rifle: POW: 90 Acc: 80 Range: 1
Grenade Launcher?: POW: 50 Acc: 60 Range: 1
Vulcan: POW: 36 Acc: 50 Range: 1
-------------------
Sub-Flight System Equipped (Dodai Kai)
Sensors: B Armor: 280 Mobility: 23 Move: 7 Resources: 220 RPM: 6
Transformable
Move: A
Attack: ldmftwA
RPA: 45
Beam Cannons: POW: 220 Acc: 75 Range: 1-3
Beam Gun: POW: 100 Acc: 70 Range: 1-2
Beam Rifle: POW: 90 Acc: 80 Range: 1
Grenade Launcher?: POW: 50 Acc: 60 Range: 1
Vulcan: POW: 36 Acc: 50 Range: 1

Notes: Guncannon Detector is the AEUG’s final model artillery mass-production
unit. It kicks some ass as long as you keep it off the front lines.
Interestingly, it can use all of its weapons even while riding a Sub-Flight, so
it can also make for a pretty awesome interceptor.

MSA-003 Nemo

Requirements: ???
Number per unit: 3
Development: ???
Cost: 1800/4350
Production time: 1 Turn
Refits To: Nemo II (200/1830)
Sensors: D Armor: 200 Mobility: 31 Move: 6 Resources: 140 RPM: 3
Sub-Flight System Compatible (Dodai Kai, 100/350)
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
-------------------
Sub-Flight System Equipped (Dodai Kai)
Sensors: D Armor: 200 Mobility: 21 Move: 7 Resources: 140 RPM: 6
Move: A
Attack: ldmftwA
RPA: 30
Beam Rifle: POW: 132 Acc: 80 Range: 1 Anti-Ground
Head Vulcan: POW: 24 Acc: 40 Range: 1

Notes: The AEUG’s main mass-production general-purpose, a downgrade from the
Rick Dias, but an upgrade from the GM II that can still wreck Hizacks, Gaza
Model-Cs, and even Hizack Customs, but is cheaper than Rick Dias, although it
doesn’t handle rough terrain as well, making a Sub-Flight System very helpful.

MSA-004 Nemo II

Requirements: Nemo
Number per unit: 3
Development: ???
Cost: 1950/4650
Production time: 1 Turn
Sensors: D Armor: 220 Mobility: 32 Move: 6 Resources: 160 RPM: 3
Sub-Flight System Compatible (Dodai Kai, 100/370)
Shield Equipped
Move: LdmFtS
Attack: LdMFtaS
RPA: 20
Beam Rifle: POW: 150 Acc: 75 Range: 1
Beam Saber: POW: 104 Acc: 80 Range: 0
Vulcans: POW: 24 Acc: 40 Range: 1
-------------------
Sub-Flight System Equipped (Dodai Kai)
Sensors: D Armor: 220 Mobility: 22 Move: 7 Resources: 160 RPM: 6
Move: A
Attack: ldmftwA
RPA:30
Beam Rifle: POW: 150 Acc: 75 Range: 1 Anti-Ground
Vulcan: POW: 24 Acc: 40 Range: 1

Notes: A simple overall upgrade of the Nemo-class. It is now able to take on
Mars’ Eyes on equal footing.

MSA-004K Nemo III (Nemo II Model-K/Nemo Cannon II)

Requirements: Nemo II
Number per unit: 3
Development: ???
Cost: 1650/5700
Refits To: Nemo II (310/1360)
Production time: 1 Turn
Sensors: D Armor: 250 Mobility: 25 Move: 6 Resources: 160 RPM: 3
Sub-Flight System Compatible (Dodai Kai, 100/430)
Move: LdmFtS
Attack: LdMFtaS
RPA: 20
Beam Cannon: POW: 136 Acc: 70 Range: 1-3
Beam Rifle: POW: 120 Acc: 75 Range: 1
Beam Saber: POW: 104 Acc: 75 Range: 0
Vulcans: POW: 24 Acc: 45 Range: 1
-------------------
Sub-Flight System Equipped (Dodai Kai)
Sensors: D Armor: 250 Mobility: 17 Move: 7 Resources: 160 RPM: 6
Move: A
Attack: ldmftwA
RPA: 45
Beam Cannon: POW: 136 Acc: 70 Range: 1-3 Anti-Ground?
Beam Rifle: POW: 120 Acc: 75 Range: 1 Anti-Ground
Vulcans: POW: 24 Acc: 45 Range: 1

Notes: An upgrade to the Nemo that trades mobility for armor and an artillery
weapon. It’s a very good high-end Tier 2 artillery MS that I would highly
recommend as your new main model artillery unit.

MSA-007 Nero
Requirements: Sentinel Gundam (S Gundam), Nemo?
Refits To: EWAC Nero (100/970) Nero Trainer Type (100/1570)
Development: 3000/6 Turns
Number per Unit: 3
Cost: 3400/7150
Production Time: 2 Turns
Sensors: D Armor: 280 Mobility: 35 Move: 7 Resources: 185RPM: 6
Sub-Flight System Compatible (Base Jabber, 100/460)
Move: LdmFTS
Attack: LDMFtaS
RPA: 25
Beam Rifle: POW: 192 Acc: 80 Range: 1
Beam Saber: POW: 100 Acc: 85 Range: 0
Vulcan: POW: 36 Acc: 50 Range: 1
-------------------
Sub-Flight System Equipped (Base Jabber)
Sensors: D Armor: 580 Mobility: 24 Move: 6 Resources: 185RPM: 6
Transformable
Move: A
Attack: ldmftwA
RPA: 37
Beam Rifle: POW:192 Acc: 80 Range: 1 Anti-Ground
Vulcan: POW: 36 Acc: 50 Range: 1
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2

Notes: Nero is the twin unit to the Xeku, borderline overpriced, but pretty
kick-ass for a mass-production and able to keep pace with pretty much any other
mass-production of the time and then some. While it doesn’t have multiple
weapon types and has a limited range usually, It refits to two pretty sweet ace
models, including one the last (and overall most useful) scout unit in the
game, EWAC Nero.

MSA-007T Nero Trainer Type (Nero Model-T)
Requirements: Nero
Refits To: S-Gundam (1290/5570), EWAC Nero (130/1340)
Development: 2500/2 Turns
Number per Unit: 1
Cost: 1850/5250
Production Time: 2 Turns
Sensors: C Armor: 500 Mobility: 49 Move: 8 Resources: 200 RPM: 6
Sub-Flight System Compatible (Base Jabber, 100/400)
Move: LdmFTS
Attack: LDMFtaS
RPA: 35
Beam Rifle: POW: 280 Acc: 85 Range: 1
Beam Saber: POW: 195 Acc: 85 Range: 0
Vulcan: POW: 48 Acc: 60 Range: 1
-------------------
Sub-Flight System Equipped (Base Jabber)
Sensors: C Armor: 500 Mobility: 34 Move: 6 Resources: 220RPM: 6
Transformable
Move: A
Attack: ldmftwA
RPA: 52
Beam Rifle: POW:280 Acc: 85 Range: 1
Vulcan: POW: 48 Acc: 60 Range: 1
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2

Notes: Nero Trainer Type is really more of a Nero Command Model, an ace-use
version of the mass-production model. Only recommended if you’re low on ace-use
units and just mass-produced a ton of Neros for some reason, as there are much
better, more specialized ace units available.

MSA-007E EWAC Nero (Nero Model-E/Nero Scout-Type)
Requirements: Nero
Refits To: S-Gundam (1250/5870), Nero Trainer Type (100/2230)
Development: 2500/2 Turns
Number per Unit: 1
Cost: 1900/4400
Production Time: 2 Turns
Sensors: S Armor: 420 Mobility: 49 Move: 9 Resources: 220 RPM: 6
Sub-Flight System Compatible (Base Jabber, 100/350)
Move: LdmFTS
Attack: LDMFtAS
RPA: 30
Beam Rifle: POW: 245 Acc: 85 Range: 1
Beam Saber: POW: 180 Acc: 85 Range: 0
Vulcan: POW: 48 Acc: 60 Range: 1
-------------------
Sub-Flight System Equipped (Base Jabber)
Sensors: S Armor: 420 Mobility: 34 Move: 6 Resources: 220RPM: 6
Transformable
Move: A
Attack: ldmftwA
RPA: 45
Beam Rifle: POW:245 Acc: 85 Range: 1 Anti-Ground
Vulcan: POW: 48 Acc: 60 Range: 1
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2

Notes: EWAC Nero is actually one of the main reasons to develop Nero, it’s the
last unit in the game with a sensor rating of S, and one of the overall most
useful scout units in the game. While the Bolinoak Sammahn is slightly better
in most fields, it’s also significantly more expensive, something you probably
don’t want a scout unit to be. This is also the AEUG’s only all-terrain scout
unit (The only other real designated scout units they have are crap by this
point and can only be used in atmosphere.)

MSN-00100 Hyaku Shiki (“Shining Wonder”)

Requirements: Project Zeta Phase 1
Refits To: Hyaku Shiki Revised (100/2720)
Number per unit: 1
Development: 5000/6 Turns
Cost: 2600/6400
Production time: 2 Turns
Sensors: C Armor: 430 Mobility: 55 Move: 8 Resources: 200 RPM: 3
Sub-Flight System Compatible (Dodai Kai – 100/400)
Move: LDmFTS
Attack: LDmFTaS
RPA: 35
Beam Rifle: POW: 272 Acc: 75 Range: 1 Anti-Air
Clay Bazooka: POW: 140 Acc: 70 Range: 1-2
Beam Saber: POW: 210 Acc: 80 Range: 0
-------------------
Mega Bazooka Launcher (Additional Equipment-730/3000)
Sensors: C Armor: 430 Mobility: 27 Move: 5 Resources: 200 RPM: 6
Move: S
Attack: S
RPA:60
Mega Bazooka: POW: 360 Acc: 99 Range: 1-5 Special Weapon
-------------------
Sub-Flight System Equipped (Dodai Kai)
Sensors: C Armor: 430 Mobility: 38 Move: 7 Resources: 200 RPM: 6
Move: A
Attack: ldmftwA
RPA: 52
Beam Rifle: POW: 272 Acc: 75 Range: 1 Anti-Ground
Clay Bazooka: POW: 140 Acc: 70 Range: 1-2

Notes: The AEUG’s go-to ace-use suit when Gundams are in limited supply or too
expensive. If you can’t afford a Gundam for your ace, build one of these. This
unit has a decent range, and can be upgraded with the Mega Bazooka Launcher,
which can be used to dish out heavy damage to enemy columns and launch sieges.
A must for leading later battles.

MSN-001 Delta Gundam
Requirements: Hyaku Shiki
Development: ???
Number per Unit: 1
Cost: 4400/3950
Production Time: 2 Turns
Sensors: D Armor: 320 Mobility: 58 Move: 8 Resources: 200 RPM: 6
Transformable
Move: LfmdtS
Attack: LfmdtaS
RPA:18
Beam Rifle: POW: 240 Acc: 80 Range: 1
Beam Saber: POW: 120 Acc: 80 Range: 0
Vulcans: POW: 32 Acc: 50 Range: 1
-------------------
Waverider Mode
Sensors: D Armor: 320 Mobility: 40 Move: 10 Resources: 200 RPM: 6
Transformable
Move: AS
Attack: AS
RPA:10
Beam Rifle: POW:240 Acc: 80 Range: 1

Notes: This is a cheaper, weaker version of the Zeta Gundam. Easier to
mass-produce, and available slightly earlier, a good transformable ace-use for
your weaker aces and your non-Newtypes. This thing comes in handy as a
mid-level ace-use on the ground, but is quickly outdated. By the time you have
the later versions of the Zeta Plus or Hyaku Shiki Land Combat Type, you can
ditch this thing.

MSN-00100S Hyaku Shiki Revised

Requirements: Hyaku Shiki
Number per unit: 1
Development: ???
Refits to: Hyaku Shiki Revised Land-Combat Type (130/2900)
Cost: 2600/6400
Production time: 2 Turns
Sensors: C Armor: 580 Mobility: 50 Move: 8 Resources: 250 RPM: 3
Sub—Flight System Compatible – Dodai Kai (100/470)
Move: LDmFTS
Attack: LDmFTaS
RPA: 30
Beam Rifle: POW: 272 Acc: 80 Range: 1
Beam Repeaters: POW: 160 Acc: 70 Range: 1
Vulcan?:POW: 80 Acc: 70 Range: 1
Beam Saber: POW: 225 Acc: 75 Range: 0
-------------------
Sub-Flight System Equipped (Dodai Kai)
Sensors: C Armor: 580 Mobility: 35 Move: 7 Resources: 250 RPM: 6
Move: A
Attack: ldmftwA
RPA:45
Beam Rifle: POW:272 Acc: 80 Range: 1
Beam Repeaters: POW: 160 Acc: 70 Range: 1
Vulcan?: POW: 80 Acc: 70 Range: 1

Notes: This all around improved version of the Hyaku Shiki is a straight and
simple upgrade of it. It should be noted that this unit can be stolen while the
regular Hyaku Shiki usually cannot, and that this unit is both superior to and
cheaper than the Gundam Mark II (at least undocked), making this a much better
high mobility general-purpose ace suit. The only problem is it has a limited
range.


MSK-100S Hyaku Shiki Revised Land Combat Type
Requirements: Hyaku Shiki Revised
Number per unit: 1
Development: ???
Cost: 2600/6400
Production time: 2 Turns
Sensors: C Armor: 650 Mobility: 50 Move: 8 Resources: 250 RPM: 3
Sub—Flight System Compatible – Dodai Kai (100/520)*
Move: LDMFTW
Attack: LDMFTWA
RPA: 28
Beam Rifle: POW: 350 Acc: 70 Range: 1
???: POW: 160 Acc: 60 Range: 1
Beam Saber: POW: 225 Acc: 75 Range: 0
H???: POW: 80 Acc: 60 Range: 1
Vulcan: POW: 48 Acc: 50 Range: 1

Notes: This unit is kick-ass. It handles all Earth terrains well, even the
ocean, and has good firepower, armor, and mobility. The only issue is it can’t
operate in space, so you’ll have to refit it as needed back and forth from the
regular and land combat versions. This is made worse by the fact that most of
the AEUG’s campaign after defeating the Titans is in space, so this unit will
have limited usefulness after a certain point.

MSZ-006 Zeta Gundam (Gundam Model-6)
Requirements: Project Zeta Phase 3 or Anaheim Electronics Data Raid
Refits To: RE-GZ (100/1970), Zeta Plus Model-A1 (100/2250)
Development: ???
Number per Unit: 1
Cost: 4400/7950
Production Time: 3 Turns
Sensors: C Armor: 540 Mobility: 62 Move: 9 Resources: 280 RPM: 6
Transformable
Move: LfmdtS
Attack: LfmdtaS
RPA:40
Beam Rifle: POW: 336 Acc: 75 Range: 1
Rocket-Propelled Grenade Launchers: POW: 80 Acc: 80 Range: 1
Beam Saber: POW: 300 Acc: 85 Range: 0
Head Vulcan: POW: 60 Acc: 50 Range: 1
-------------------
Hyper Mega Launcher (Optional Equipment, 660/3930)
Sensors: C Armor: 500 Mobility: 43 Move: 11 Resources: 280 RPM: 6
Transformable
Move: S
Attack: S
RPA:27
Hyper Mega Launcher: POW:300 Acc: 99 Range: 1-5 Special Weapon
Beam Saber: POW: 300 Acc: 85 Range:0
Head Vulcan: POW: 60 Acc: 50 Range: 1
-------------------
Waverider Mode
Sensors: C Armor: 540 Mobility: 43 Move: 11 Resources: 280 RPM: 6
Transformable
Move: AS
Attack: AS
RPA:24
Beam Rifle: POW:336 Acc: 75 Range: 1
Beam Guns: POW: 300 Acc: 80 Range: 1
-------------------
Waverider Mode + Hyper Mega Launcher
Sensors: C Armor: 540 Mobility: 38 Move: 10 Resources: 280 RPM: 6
Transformable
Move: S
Attack: S
RPA: 28
Beam Guns: POW: 300 Acc: 80 Range: 1

Note: The AEUG’s main model super-ace unit and superiority mobile suit. The
Zeta kicks ass with great armor and ridiculous mobility and speed. This unit is
slightly better than the Messala, the Titans equivalent, in all fields except
armor and range (though the latter can be supplemented with an optional
equipment refit to the Mega Launcher, though it’s a special weapon and the size
weighs down the Zeta.)

MSZ-006A1 Zeta Plus A1 (Zeta Gundam Model-A1)
Requirements: Zeta Gundam
Refits To: Zeta Plus A2
Development: ???
Number per Unit: 1
Cost: 3400/7050
Production Time: 2 Turns
Sensors: C Armor: 500 Mobility: 58 Move: 9 Resources: 280 RPM: 6
Move: LDmFT
Attack: LDMFTa
Transformable
Shield Equipped
RPA:35
Beam Rifle: POW: 280 Acc: 75 Range: 1
Beam Guns: POW: 120 Acc: 60 Range: 1
Beam Saber: POW: 225 Acc: 85 Range: 0
Vulcan: POW: 48 Acc: 50 Range: 1
-------------------
Waverider Mode
Sensors: C Armor: 500 Mobility: 40 Move: 11 Resources: 280 RPM: 6
Transformable
Move: A
Attack: A
RPA: 21
Beam Rifle: POW: 280 Acc: 75 Range: 1
Beam Guns: POW: 120 Acc: 75 Range: 1

Notes: The Zeta Plus is pretty useful for the middle and late portions of your
Earth campaign against the Titans, and a pretty good atmospheric ace unit. It’s
biggest issue is that it can’t operate in space, and has to be refitted to the
Model-C1 to go to space.

MSZ-006A1/AR Zeta Plus A1 Amuro Ray Custom
Requirements: Zeta Plus Model-A1
Development: N/A
Number per Unit: 1
Cost: 480/3370
Production Time: Instant (Refit)
Sensors: C Armor: 580 Mobility: 68 Move: 9 Resources: 280 RPM: 6
Move: LDMFT
Attack: LDMFTa
Transformable
Shield Equipped
RPA: 40
Beam Rifle: POW: 320 Acc: 80 Range: 1
Beam Guns: POW: 150 Acc: 75 Range: 1
Beam Saber: POW: 300 Acc: 85 Range: 0
Vulcan: POW: 48 Acc: 50 Range: 1
-------------------
Waverider Mode
Sensors: C Armor: 580 Mobility: 47 Move: 11 Resources: 280 RPM: 6
Transformable
Move: A
Attack: A
RPA: 24
Beam Rifle: POW: 320 Acc: 80 Range: 1
Beam Guns: POW: 150 Acc: 75 Range: 1

Notes: Amuro’s only real custom unit is pretty good, but kind of expensive for
a customization. Once you get him, do try to keep him in this, at least until
you develop a Gundam Mk-V or if you need him in space.

MSZ-006A2 Zeta Plus A2 (Zeta Gundam Model-A2)
Requirements: Zeta Plus Model-A1
Refits To: Zeta Plus Model-C1 (100/2230), Zeta Plus Model-A1 (100/2230)
Development: ???
Number per Unit: 1
Cost: 3800/8000
Production Time: 2 Turns
Sensors: C Armor: 500 Mobility: 50 Move: 8 Resources: 280 RPM: 6
Move: LDmFT*
Attack: LDmfTa*
Transformable
Shield Equipped
RPA: 75
Beam Rifle: POW: 280 Acc: 75 Range: 1
Beam Guns: POW: 120 Acc: 60 Range: 1
High Mega Cannon: POW: 400 Acc: 95 Range: 1-5
Beam Saber: POW: 225 Acc: 85 Range: 0
Vulcan: POW: 48 Acc: 50 Range: 1
-------------------
Waverider Mode
Sensors: C Armor: 500 Mobility: 35 Move: 10 Resources: 280 RPM: 6
Transformable
Move: A
Attack: A
RPA: 21
Beam Rifle: POW: 280 Acc: 75 Range: 1
Beam Guns: POW: 120 Acc: 75 Range: 1

Notes: The Model-A2 is an upgrade to the Model-A1. Two major changes for this
one, it trades off speed for a special weapon, an experimental high mega
cannon. It’s sort of a faster, weaker version of ZZ Gundam. (But it is more
expensive)

MSZ-006C1 Zeta Plus Model-C1
Requirements: Zeta Plus Model-A2
Refits To: Zeta Plus Model-A1 (100/2560), Zeta Plus Model-A2 (240/3230)
Development: 3000/2 Turns
Number per Unit: 1
Cost: 3600/7050
Production Time: 2 Turns
Sensors: C Armor: 500 Mobility: 62 Move: 9 Resources: 280 RPM: 6
Transformable
Shield Equipped
Move: lfmdtS
Attack: lfmdtaS
RPA:45
Beam Smartgun: POW: 315 Acc: 70 Range: 1-2
Beam Guns: POW:120 Acc: 75 Range: 1
Beam Saber: POW: 225 Acc: 85 Range: 0
Vulcans: POW: 48 Acc: 50 Range: 1
-------------------
Waverider Mode
Sensors: C Armor: 500 Mobility: 43 Move: 11 Resources: 280 RPM: 6
Transformable
Move: aS
Attack: aS
RPA:27
Beam Smartgun: POW:315 Acc: 70 Range: 1-2
Beam Guns: POW: 120 Acc: 75 Range: 1

Notes: This cheaper, weaker version of the Zeta Gundam is an ace-use
general-purpose/firing support with that same patented ridiculously high
mobility and speed, plus good armor. It’s only problem is that it doesn’t
perform well in either mode when in atmosphere, so it’s really only good in
space. This unit is for the most part (at least in space) probably a better
choice to mass-produce over Zeta Gundam since it’s significantly cheaper and
easier to make, but the reduction in armor and firepower is very slight, making
it great for your mid-quality aces.

MSZ-008 Zeta Mark II (Z II)
Requirements: Zeta Gundam?
Development: 3500/6 Turns
Number per Unit: 1
Cost: 3500/8350
Production Time: 2 Turns
Sensors: B Armor: 680 Mobility: 64 Move: 9 Resources: 250 RPM: 6
Transformable
Move: LFmDTS
Attack: LFmDTAS
RPA:28
Mega Beam Rifle: POW: 420 Acc: 80 Range: 1-2
Beam Saber: POW: 300 Acc: 80 Range: 0
-------------------
Waverider Mode
Sensors: B Armor: 680 Mobility: 44 Move: 11 Resources: 200 RPM: 6
Transformable
Move: AS
Attack: AS
RPA:16
Mega Beam Rifle: POW:420 Acc: 80 Range: 1-2

Notes: This is an overall upgrade of the Zeta Gundam, with great speed,
mobility, and armor. Highly recommended as your main model ace-use during the
later stages of the Gryps Civil War and Arrival of Axis, even into Char’s
Revenge.

MSK-008 Dijeh
Requirements: Rick Dias, MS Tech Level ???
Refits To: Rick Dias (100/100)
Development: ???
Number per Unit: 1
Cost: 2600/5150
Production Time: 2 Turns
Sensors: C Armor: 420 Mobility: 45 Move: 8 Resources: 240 RPM: 6
Sub-Flight System Compatible (Dodai Kai, 100/400)
Move: LDMFT
Attack: LDMFTa
RPA:40
Beam Rifle: POW: 270 Acc: 75 Range: 1
Clay Bazooka: POW: 128 Acc: 65 Range: 1-2
Beam Naginata: POW: 180 Acc: 75 Range: 0
Head Vulcan: POW: 64 Acc: 45 Range: 1
-------------------
Sub-Flight System Equipped (Dodai Kai)
Sensors: C Armor: 420 Mobility: 31 Move: 7 Resources: 280 RPM: 6
Transformable
Move: A
Attack: ldmftwA
RPA:60
Beam Rifle: POW:270 Acc: 75 Range: 1
Clay Bazooka: POW: 128 Acc: 65 Range: 1-2
Head Vulcan: POW: 64 Acc: 45 Range: 1

Notes: This is the AEUG’s ground-use ace unit. It’s pretty kick-ass, and as
long as you’re focusing your efforts on Earth, probably the unit you want to
have most of your aces pilot.

SEDJ-1R Dijeh SE-R (Dijeh Revised)
Requirements: Dijeh
Refits To: Rick Dias Revised (100/100)
Development: 4000/6 Turns
Number per Unit: 1
Cost: 3400/7150
Production Time: 2 Turns
Sensors: C Armor: 580 Mobility: 54 Move: 8 Resources: 320 RPM: 6
Sub-Flight System Compatible (Dodai Kai, 100/510)
Move: LDMFT
Attack: LDMFTa
RPA:40
Beam Rifle: POW: 360 Acc: 75 Range: 1
Clay Bazooka: POW: 192 Acc: 65 Range: 1-2
Beam Naginata: POW: 270 Acc: 75 Range: 0
-------------------
Sub-Flight System Equipped (Dodai Kai)
Sensors: C Armor: 580 Mobility: 37 Move: 7 Resources: 320 RPM: 6
Transformable
Move: A
Attack: ldmftwA
RPA:60
Beam Rifle: POW:360 Acc: 75 Range: 1
Clay Bazooka: POW: 192 Acc: 65 Range: 1-2

Notes: Dijeh SE-R is a straight upgrade to Dijeh that can take on most Axis
units, good for when Axis invades Africa. Basically the same as Dijeh but
better. Because your ground campaign against Axis will likely be much shorter
than against the Titans, I don’t particularly recommend developing this unless
your fight for Earth with the Titans dragged on too long (maybe you turtled too
long) or you fail to contain Axis in Africa and they run amuck on Earth.

FA-178 Full Armor Gundam Mk-II
Requirements: Gundam Mk-II
Refits To: Gundam Mk-III (270/2300)
Development: ???
Number per Unit: 1
Cost: 3150/8000
Production Time: 2 Turns
Sensors: C Armor: 650 Mobility: 32 Move: 6 Resources: 240 RPM: 6
Move: LdmftS
Attack: LdmftAS
Purgeable Armor – Can purge armor to convert to Gundam Mk-II with full health
and resources
RPA:40
Beam Gun: POW: 300 Acc: 70 Range: 1-2
???: POW: 60 Acc: 60 Range: 1
???: POW: 90 Acc: 85 Range: 1
Beam Saber: POW: 240 Acc: 70 Range: 0
Vulcan Pod: POW: 48 Acc: 50 Range: 1

Notes: An AEUG unique upgrade to the Gundam Mark II. Like most Full Armor
upgrades, it gets a big boost to armor and firepower at the cost of a fair bit
of mobility and speed, but overall tends to be worth it since the increase in
armor and weapons tends to be worth amount of mobility and speed traded off.
The only real problem is that it’s no longer sub-flight system compatible (too
heavy) so it’s going to have trouble getting around on Earth, meaning it’s best
used in space or in a defensive role.

MSF-007 Gundam Mk-III (Mk-III)
Requirements: Full Armor Gundam Mk-II?
Refits To: Full Armor Gundam Mk-III (310/4030)
Development: 3000/4 Turns
Number per Unit: 1
Cost: 3400/7150
Production Time: 2 Turns
Sensors: C Armor: 580 Mobility: 48 Move: 7 Resources: 200 RPM: 6
Sub-Flight System Compatible (Dodai Kai, 100/510)
Move: LDmFtS
Attack: LdMFtAS
RPA: 20
Beam Rifle: POW: 300 Acc: 75 Range: 1
Beam Cannon: POW: 200 Acc: 80 Range: 1-2
Beam Saber: POW: 240 Acc: 85 Range: 0
-------------------
Sub-Flight System Equipped (Dodai Kai)
Sensors: C Armor: 580 Mobility: 33 Move: 7 Resources: 200 RPM: 6
Transformable
Move: A
Attack: ldmftwA
RPA: 30
Beam Rifle: POW:300 Acc: 75 Range: 1
Beam Cannon: POW: 200 Acc: 80 Range: 1-2

Notes: Gundam Mk-III is a really good general-purpose ace unit for the AEUG.
It’s an overall upgrade to the Gundam Mk-II for the most part. It loses the
ability to dock with some of the Mega Rider and G-Defenser naturally, and no
longer has multiple equipment types, reducing its overall adaptability, but is
overall a good upgrade to make it equal to some of the more advanced Titans and
Axis units.

FA-007GIII Full Armor Gundam Mk-III
Requirements: Gundam Mk-III
Development: ???
Number per Unit: 1
Cost: 3700/9200
Production Time: 2 Turns
Sensors: C Armor: 750 Mobility: 38 Move: 6 Resources: 200 RPM: 6
Purgeable Armor – Can purge armor to convert to Gundam Mk-III with full health
and resources
Move: LdmftS
Attack: LdmftaS
RPA: 25
Beam Rifle: POW: 300 Acc: 75 Range: 1
??? Cannon: POW: 240 Acc: 75 Range: 1
Head Beam Cannon: POW: 140 Acc: 85 Range: 1
Beam Saber: POW: 210 Acc: 85 Range: 0
Vulcan?: POW: 60 Acc: 60 Range: 1

Notes: The full Armor upgrade to Gundam Mk-III. Much like Full Armor Mk-II
which this is basically an upgraded version of, a big boost in firepower and
armor for a fair amount of mobility and speed, and the loss of the sub-flight
system. The same advice applies. Highly recommended for taking on high-end
Titans and Axis units, heck, its good enough to stay useful into Char’s Revenge.

MSZ-010 ZZ Gundam
Requirements: Zeta Gundam, All Tech Levels 25?
Refits To: Full Armor ZZ Gundam (1290/4750)
Development: 5000/6 Turns
Number per Unit: 1
Cost: 3400/11500
Production Time: 3 Turns
Refits To: S Gundam
Transformable
Sensors: B Armor: 780 Mobility: 48 Move: 7 Resources: 350 RPM: 6
Core Block System – Commands pilot to eject in Core Fighter Model-ZZ (This
self-destructs this unit)
Move: LDmFTwS
Attack: LDMFTAS
RPA:60
Double Beam Rifle: POW: 450 Acc: 65 Range: 1-2
Missiles: POW: 150 Acc: 60 Range: 1
High Mega Cannon: POW: 600 Acc: 80 Range: 1-5 Special Weapon
Hyper Beam Sword: POW: 405 Acc: 90 Range: 0
Head Vulcan: POW: 80 Acc: 50 Range: 1
-------------------
G-Fortress
Sensors: B Armor: 780 Mobility: 38 Move: 9 Resources: 350 RPM: 6
Transformable
Seperateable: Separates to form Core Top and Core Base
Move: LDMFTwAS
Attack: AS
RPA: 48
Double Beam Rifle: POW: 450 Acc: 65 Range: 1-2
Beam Cannons: POW: 240 Acc: 60 Range: 1-2
Missiles: POW: 150 Acc: 60 Range: 1

Notes: The ZZ kicks the ass of pretty much everything Axis can throw your way.
It’s sort of a beefier version of Zeta Gundam, with more armor and firepower, a
longer range, and an awesome special weapon by default. However, it is slower
and overall less maneuverable, so put in pilots with higher endurance than
evasion if you can help it. Also, the unit can split into two fighters while
transformed, which can be used to attack multiple weaker targets rather than a
single group of strong ones (helpful if you’ve broken the enemy ranks already
in a siege.) It also has a core block system to help keep your more valuable
pilots alive, and upgrades to much more kick-ass units like Full Armor ZZ and
Sentinel.

FA-010-S Full Armor ZZ Gundam (ZZ Gundam Revised)
Requirements: FAZZ
Development: 3500/4 Turns
Number per Unit: 1
Cost: 5100/12400
Production Time: 3 Turns
Sensors: B Armor: 1010 Mobility: 38 Move: 6 Resources: 350 RPM: 6
Move: LDmfTS
Attack: LDmfTaS
RPA:80
Double Beam Rifle: POW: 450 Acc: 60 Range: 1-2
Missile Pods: POW: 240 Acc: 60 Range: 1
High Mega Cannon: POW: 600 Acc: 80 Range: 1-5 Special Weapon
Hyper Beam Sword: POW: 405 Acc: 90 Range: 0
Head Vulcan: POW: 80 Acc: 50 Range: 1

Notes: Full Armor ZZ is a min-maxed version of ZZ Gundam. Weapons are all the
same except the Missiles which got upgraded. Highly recommended as a main-model
ace-use gunnery specialist unit.

FA-010-A FAZZ
Requirements: ZZ Gundam
Refits To: Full Armor ZZ Gundam (1920/4910)
Development: 2500/6 Turns
Number per Unit: 1
Cost: 2500/11050
Production Time: 2 Turns
Refits To:
Sensors: C Armor: 900 Mobility: 30 Move: 5 Resources: 220 RPM: 6
I-Field
Move: LDmfTS
Attack: LDmfTaS
RPA:30
Double Beam Rifle: POW: 30 Acc: 60 Range: 1-2
Missile Pods: POW: 125 Acc: 60 Range: 1
Hyper Mega Cannon: POW: 400 Acc: 75 Range: 1-5 Special Weapon
Vulcans: POW: 64 Acc: 50 Range: 1
Mega Particle Cannon?: POW: 100 Acc: 60 Range: 1

Notes: The FAZZ is a great unit if you just want a cheap Mega Cannon. While
slow as hell and requiring a carrier to get it anywhere in time (or else better
used for defense) it carries a cheap mega cannon, great for punching through
enemy lines. The use of an I-Field also means you can put them in crossfire
positions without having to worry about them hitting each other. Definitely one
to mass-produce as a discount gunnery specialist ace-unit.

MSA-0011 Sentinel Gundam (S-Gundam)
Requirements: ZZ Gundam
Refits To: S-Gundam Booster Type (1220/4490)*
Development: 4000/6 Turns
Number per Unit: 1
Cost: 3550/10450
Production Time: 2 Turns
Sensors: C Armor: 850 Mobility: 55 Move: 7 Resources: 300 RPM: 6
Core Block System – Commands pilot to eject in G-Core (This self-destructs this
unit)
Move: LDmFTS
Attack: LDmFTaS
RPA: 30
Beam Smartgun: POW: 350 Acc: 85 Range: 1-2
Beam Cannons: POW: 300 Acc: 65 Range: 1-3
Beam Saber: POW: 255 Acc: 80 Range: 0
INCOMs: POW: 224 Acc: 70 Range: 1-2
Vulcans: POW: 80 Acc: 50 Range: 1

Notes: Sentinel is an overall upgrade to ZZ in most categories, with one
caveat, the removal of the high mega cannon and the transformation/separation
gimmick. It’s a great general-purpose ace unit overall, and good enough to stay
useful until maybe mid-way through the Return of Axis, and maybe even into
Char’s Revenge if used as a sniper/artillery unit.

MSA-0011[Bst] Sentinel Gundam [Booster Type]
Requirements: ZZ Gundam
Refits To: S-Gundam (100/3390), Ex-S Gundam (100/4680)
Development: 4000/6 Turns
Number per Unit: 1
Cost: 5150/11500*
Production Time: 2 Turns
Sensors: C Armor: 850 Mobility: 58 Move: 9 Resources: 300 RPM: 6
Core Block System – Commands pilot to eject in G-Core (This self-destructs this
unit)
Move:S
Attack: S
RPA: 45
Beam Smartgun: POW: 350 Acc: 85 Range: 1-2
Beam Cannons: POW: 300 Acc: 65 Range: 1-3
Beam Saber: POW: 255 Acc: 80 Range: 0
INCOMs: POW: 224 Acc: 70 Range: 1-2
Vulcans: POW: 80 Acc: 50 Range: 1

Notes: This upgrade to the Sentinel looks very tempting, but it’s rather
expensive and only gives a tiny boost to mobility and a big boost to speed, and
also terrain locks it to space. If you’re just looking to upgrade the Sentinel,
hold out for the Ex-Sentinel, which is far superior.

MSA-0011[Ext] Ex-S Gundam (Sentinel Gundam Extended)
Requirements: Sentinel Gundam
Development: 5000/4 Turns
Number per Unit: 1
Cost: 5100/12300
Production Time: 3 Turns
Sensors: B Armor: 1000 Mobility: 60 Move: 8 Resources: 300 RPM: 6
Core Block System – Commands pilot to eject in G-Core (This self-destructs this
unit)
Transformable
Move: LDmFTS
Attack: LDmfTaS
Sensors: B Armor: 220 Mobility: 14 Move: 6 Resources: 180 RPM: 2
RPA: 40
Beam Smartgun: POW: 420 Acc: 90 Range: 1-2
Beam Guns: POW: 320 Acc: 70 Range: 1-3
Beam Saber: POW: 270 Acc: 80 Range: 0
INCOMs: POW: 240 Acc: 85 Range: 1-2
Vulcans: POW: 80 Acc: 50 Range: 1
-------------------
G-Cruiser Mode
Sensors: B Armor: 1000 Mobility: 48 Move: 10 Resources: 300 RPM: 6
Transformable
Seperateable: Separates into G-Bomber and G-Attacker
Core Block System – Commands pilot to eject in G-Core (This self-destructs this
unit)
Move: AS
Attack: AS
RPA: 32
Beam Guns: POW: 320 Acc: 80 Range: 1-3
Beam Guns (Second Rack): POW: 320 Acc: 80 Range: 1-3
Beam Smartgun: POW: 420 Acc: 90 Range: 1-2

If you liked Sentinel but wanted it to operate more like the ZZ, this is a good
compromise/upgrade. It’s overall better than the regular Sentinel (The Booster
Type is faster than Ex-S, at least in MS form.) but also can transform and
separate into aerospace fighters. Although, the fighters aren’t as useful on
land (Can only attack airborne targets). And, it has a core block system too
(I’m not sure if the other Sentinel-classes have it, I don’t think so)

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

Anti-Earth United Government Ships
-------------------------------------------------------------------------
Argama-class Battleship

Requirements: Gamma Gundam Development Project/ Zeta Project
Refits To: Nahel Argama (100/7030)
Development: ???
Number per Unit: 1
Carrying Capacity: 8
Cost: 2500/15400
Production Time: 3 Turns
Sensors: B Armor: 1400 Mobility: 22 Move: 8 Resources: 600 RPM: 6
Minovsky Particle Dispersal (Medium)
Move: aS
Attack: AS
RPA:20
Mega Particle Cannons: POW: 300 Acc: 55 Range: 2-4
Beam Cannons: POW:112 Acc: 45 Range: 1-3
Anti-Aircraft Cannons: POW: 80 Acc: 30 Range: 1

Notes: The Argama is a very useful ship. It’s atmospheric, packs a good punch
and has great armor. It’s a worthy successor to the Albion-class as your main
assault lander for carrying invasion forces on Earth

Irish-class Battlecruiser

Requirements: Argama-class
Development: 3500/6 Turns
Carrying Capacity: 8
Number per Unit: 1
Cost: 1600(1552 for EFF?)/14100
Production Time: 3 Turns
Sensors: B Armor: 1350 Mobility: 17 Move: 8 Resources: 750 RPM: 6
Minovsky Particle Dispersal (Medium)
Move: S
Attack: S
RPA:50
Main Cannon: POW: 240 Acc: 50 Range: 2-4
Beam Gun: POW:150 Acc: 40 Range: 1-2

Notes: Basically a cheaper version of the Argama-class, as the Pegasus-class is
to the White Base-class.

Nahel Argama-class Dreadnought

Requirements: Argama-class and Conventional Tech Level 20 or Anaheim
Electronics Data Raid
Development: ???
Carrying Capacity: 9
Number per Unit: 1
Cost: 2500/17600
Production Time: 3 Turns
Sensors: A Armor: 1600 Mobility: 20 Move: 8 Resources: 800 RPM: 6
Minovsky Particle Dispersal (Wide)
Move: aS
Attack: LDmfTAS
RPA:55
Hyper Mega Particle Cannon: POW: 400 Acc: 50 Range: 1-5Special Weapon
Mega Particle Cannons: POW:275 Acc: 40 Range: 2-4
Air to Surface Missiles: POW: 150 Acc: 35 Range: 1
Anti-Aircraft Cannons: POW:120 Acc: 35 Range: 1

Notes: An overall upgrade of the Argama-class, but with a big twist: The Hyper
Mega Particle Cannon. Despite the laughable name, this weapon is devastating.
It operates like the Big Zam’s main cannon, firing a beam of death in a
straight line out from all sides of its hex, plowing through all units, good
and bad. This makes it tactically amazing as it can operate as a superb siege
unit, great for taking down enemy fleets as large or larger than yours and
reversing battles. This unit is one of the most useful for the AEUG, and the
Titans if you choose to raid Anaheim Electronics’ data archives after defeating
the AEUG (which I would highly recommend). This unit is made more useful by the
fact that it’s an aerospace cruiser, so it can be used in atmosphere (albeit
slower) allowing for all-terrain devastation. Of course, it needs more
babysitting and escorts than the Big Zam since it doesn’t have an I-Field, but
if you treat it as you would most battleships, keeping it to the rear with a
line of cannon fodder in front, this isn’t a problem.

-------------------------------------------------------------------------
Anti-Earth United Government Spacecraft
-------------------------------------------------------------------------

FXA-05D G-Defenser

Requirements: Gundam Mk-II
Development: ???
Number per Unit: 1
Cost: 1200/2200
Production Time: 1 Turn
Sensors: B Armor: 190 Mobility: 32 Move: 9 Resources: 160 RPM: 6
Move: AS
Attack: ldmftwAS
RPA: 20
Long Beam Rifle: POW: 220 Acc: 80 Range: 2-3
Missile Launchers: POW:120 Acc: 60 Range: 1
Vulcan: POW: 40 Acc: 45 Range: 1

Notes: A next-gen long-range firing support/scout aerospace fighter., basically
an upgraded G-Fighter. This unit is made more useful by its ability to dock
with a Gundam Mark II and boost its abilities, converting it into a powerful
sniper unit.

FXA-08R Mega Rider

Requirements: Gundam Mk-II?
Development: ???
Number per Unit: 1
Cost: 1450/3700
Production Time: 1 Turn
Sensors: C Armor: 300 Mobility: 36 Move: 8 Resources: 180 RPM: 6
Move: AS
Attack: AS
RPA: 30
Mega Particle Cannon: POW: 300 Acc: 60 Range: 2-4

Notes: This is mainly an upgrade of the G-Defenser. It’s somewhat useful as a
sniper support unit, especially in space, but its alternate function, docking
with the Gundam Mk-II, is sort of pointless, as it mostly drags down the suit
compared to the superior G-Defenser. One thing I found this useful for was an
escape pod for starships. Pretty much any ship captain can pilot this, so if
the ship is virtually doomed, transfer the captain here and get him outta there
or have him continue to provide firing support from the rear.

MSZ-010 Core Top
Requirements: ZZ Gundam
Development: ???
Number per Unit: 1
Cost: ???
Production Time: ???
Sensors: B Armor: 390 Mobility: 30 Move: 7 Resources: 175RPM: 6
Combineable: Combines with Core Base to form G-Fortress (ZZ Gundam)
Move: AS
Attack: AS
RPA: 28
Double Beam Rifle: POW: 300 Acc: 65 Range: 1-2

Notes: Core Top is one half of the ZZ Gundam’s G-Fortress mode. It’s slower
than the G-Fortress and the beam rifle does less damage in this mode, but it
still maintains the same sensor level, as does the Core Base, making this
useful for scouting (You can double up on the sensors) or finishing off
scattering enemy ranks during major battles.

MSZ-010 Core Base
Requirements: ZZ Gundam
Development: ???
Number per Unit: 1
Cost: ???
Production Time: 1 Turn
Sensors: B Armor: 390 Mobility: 19 Move: 6 Resources: 175RPM: 6
Combineable: Combines with Core Top to form G-Fortress(ZZ Gundam)
Move: AS
Attack: LDMFTwAS
RPA: 20
Beam Cannons: POW: 240 Acc: 60 Range: 1-2
Missiles: POW:150 Acc: 60 Range: 1

Notes: The other half of the G-Fortress. Even slower than the Core Top, but
more versatile (It can attack ground and even water-based targets) This unit is
better for harassing landborne targets that might be vulnerable to aircraft.
Problem is, units that might have that problem basically won’t be in use by the
time you have this, so it’s really still only good for scouting in tandem with
the Core Top, or chasing down stragglers during sieges.

MSA-0011[Ext] G-Attacker
Requirements: Ex-S Gundam
Development: N/A
Number per Unit: 1
Cost: N/A
Production Time: Instant
Sensors: B Armor: 500 Mobility: 38 Move: 8 Resources: 150RPM: 6
Combineable: Combines with G-Bomber to form G-Cruiser (Ex-S Gundam)
Move: AS
Attack: AS
RPA: 19
Beam Guns: POW: 320 Acc: 80 Range: 1-3

Notes: This unit operates very similarly to the Core Top. It’s an aerospace
fighter with pretty good sensors that can be formed by separating the G-Cruiser
into this and G-Bomber. It’s only really good for finishing off enemies who are
on the run aircraft or space units only) and scouting alongside the G-Bomber.

MSA-0011[Ext] G-Bomber
Requirements: Ex-S Gundam
Development: N/A
Number per Unit: 1
Cost: N/A
Production Time: Instant
Sensors: B Armor: 500 Mobility: 24 Move: 7 Resources: 150RPM: 6
Combineable: Combines with G-Attacker to form G-Cruiser (Ex-S Gundam)
Move: AS
Attack: AS
RPA: 13
Beam Smartgun: POW: 420 Acc: 90 Range: 1-2

Notes: This unit is inappropriately named as it doesn’t really do any bombing
and can’t attack enemies on the ground. It handles very similarly to the
G-Attacker and has basically the same uses. The only difference is the main
weapon is stronger but has a slightly shorter range.

FXA-07GB Core Fighter Model-ZZ
Requirements: Project ZZ
Development: ???
Number per Unit: 1
Cost: 1450/1250
Production Time: 1 Turn
Sensors: B Armor: 120 Mobility: 40 Move: 9 Resources: 50RPM: 6
Move: AS
Attack: LDMFTwAS
RPA: 8
Missiles: POW:150 Acc: 65 Range: 1

Notes: Unlike the Core Fighter Mk-II, this can be developed and built without
building a Gundam for it to eject from, making it more viable as an escape
pod/attack craft for your captains. It’s overall better than the Core Booster
but has inferior armor and firepower to the Core Interceptor and has higher
mobility than either the Mega Rider or G-Defenser, but less armor. I’m really
not sure what to make of this. It has speed on par with the Core Interceptor,
so I think it’s slightly better as a scout unit (A new coffin for Gopp?)

FXA-08GB G-Core
Requirements: ZZ Gundam?
Development: ???
Number per Unit: 1
Cost: 1400/1600
Production Time: 1 Turn
Sensors: C Armor: 150 Mobility: 38 Move: 9 Resources: 80RPM: 6
Move: AS
Attack: LDMFTwAS
RPA: 10
Missile Pods: POW: 200 Acc: 65 Range: 1

Notes: An upgrade to the ZZ Core Fighter that’s really not worth building. It’s
got more armor but slightly less mobility than the predecessor, and worse
sensors but better weapons. Overall, I would prefer the ZZ just for the sensors.

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

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)
can only be built if you invested in researching Newtypes with the Flanagan
Institute. Also, Glemmy’s Zeon features
These same units, but most of them are in gunmetal grey and silver, looking
much more realistic.

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

Notes: The Gaza is Axis’ main model mass-production. While somewhat more
adaptable than most others, it is slightly weaker than the Hizack, at least in
melee combat. The Mobile Armor mode is useful for reaching the target,
especially on Earth, and providing firing support for dealing with melee
specialists. This is actually its specialty, firing support in swarms, as its
Mega Beam Cannon wrecks almost all targets at a range of 2. Comes in an
alternate silver color scheme for Glemmy’s faction.

AMX-003/H Gaza Model-C (Haman Khan Custom Unit)
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

Notes: Haman’s custom Gaza in her signature white and pink she starts the
campaign with. This unit is a far superior ace version, and while it is a very
good unit, you may want to consider transferring her to a Newtype-use mobile
weapon, by either constructing an Elmeth, or converting the Zaku Model-Z you
start with into a Zeong until you develop her Qubeley. While those two units
are overall slightly weaker than this unit, they make up for it with the
Psycommu, which allows her to make the most of her Newtype abilities. Too bad
this game doesn’t have any units or characters from Char’s Deleted Affair.

AMX-006 Gaza Model-D

Requirements: ???
Development: ???
Number per Unit: 3
Cost: 2250/4350
Production Time: 1 Turn
Refits To: Gaza Model-E (100/2040)
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

Notes: An overall improvement of the Model-C. Replace them as quickly as you
can. Comes in alternate silver for Glemmy.

AMX-007 Gaza Model-E

Requirements: ???
Development: 2500/ 4 Turns
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’s slow, even in its
Mobile Armor mode, which only really grants the ability to fly in atmosphere
and a slight speed boost. But it does have a good balance of armor and
firepower, making it a decent frontliner in atmosphere, but it’s basically a
cheaper version of a Sub-Flight Equipped Gallant. I wouldn’t recommend
producing these as Gallant is better and not much more expensive, unless you’re
kind of short on cash but really need a transformable frontliner.

AMX-101 Galljuss (Gallant) Model-J

Requirements: ???
Development: ???
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 – Base Jabber (100/430)
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
-------------------
Base Jabber Equipped
Sensors: D Armor: 250 Mobility: 26 Move: 6 Resources: 220 RPM: 6
Move: A
Attack: ldmftwA
RPA:22
Beam Rifle?: POW:125 Acc: 60 Range: 1 Anti-Ground
?: POW: 60 Acc: 50 Range: 1
Mega Particle Cannon: POW:120 Acc: 50 Range: 1-2

Notes: Axis’ next-gen front-liner. The Gallant kicks ass at close range, and is
a must for defense on the ground and for heading assaults. Alternatively comes
in a silver color scheme for Glemmy’s faction.

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’ transformables, the mobile armor mode is for
firing support and all-terrain traversal, and the mobile suit form is for
frontline melee combat. This is what you’ll want to upgrade most of the Gazas
to in the end. Comes in an alternate silver for Glemmy, though this doesn’t
show in the unit stat screen for some reason.

AMA-01X Jammer 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. Another one of those units that barely qualifies as an MS and is
really more of an MA. It’s a pretty good unit, basically an ace-use, space-use
Gaza.


MS-14J ReGelg (Gelgoog Rebuild/Revised Gelgoog)

Requirements: ???
Development: 4000/ 6 turns
Number per Unit: 1
Cost: ???
Production Time: ???
Sensors: C Armor: 500 Mobility: 64 Move: 10 Resources: 240 RPM: 6
Move: S
Attack: S
RPA: 45
Beam Rifle: POW: 300 Acc: 75 Range: 1
???: POW: 120 Acc: 65 Range: 1
Beam Saber: POW: 240 Acc: 85 Range: 0
Missile Launchers: POW: 90 Acc: 60 Range: 1

Note: The ReGelg is an ace-pilot suit that can't last long in battles because
of its resource consumption, but it carries great firepower at close-range,
making it a well-balanced frontline space-use unit for your more balanced aces.
Its biggest problem is it can only be used in space, but with luck, by the time
you make it here, you’ll have a much better all-terrain replacement. It carries
less firepower and armor than a Bawoo but more mobility and speed, at least
over the Bawoo’s MS form. However, it’s inferior to the Zaku III in every
category except speed and mobility. The ReGelg’s mobility is insanely high,
rivaling some of the fastest suits in the game, though still not breaking into
the wondrous world of speed rating 11. This makes it good as a space-use
interceptor, for zipping around and finishing off priority targets trying to
escape your main fleet.


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 Anti-Air
Beam Cannon: POW: 200 Acc: 70 Range: 1-2
Beam Saber: POW: 300 Acc: 75 Range: 0
???: POW: 70 Acc: 80 Range: 0
-------------------
Sub-Flight Equipped
Sensors: C Armor: 700 Mobility: 33 Move: 6 Resources: 260 RPM: 6
Psycommu – Enhanced Hit and evasion rates when piloted by a Newtype
Move: A
Attack: ldmftwA
RPA: 60
Beam Rifle: POW: 225 Acc: 75 Range: 1 Anti-Ground
Mega Beam Shield: POW: 200 Acc: 70 Range: 1-2
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2

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’t Newtypes. It’s got great armor and firepower, but rather low
mobility for a Tier 3 ace-use.

AMX-103 Hamma Hamma (Demolisher)

Requirements: ???
Development: ???
Number per Unit: 1
Cost: ???
Production Time: ???
Sensors: C Armor: 500Mobility: 48 Move: 8 Resources: 350 RPM: 6
Shield Equipped
Sub-Flight System Compatible – Base Jabber (100/420)
Psycommu – Enhanced Hit and evasion rates when piloted by a Newtype
Move: LdmFtS
Attack: LdmFtaS
RPA: 45
Arm Beam Guns: POW: 300 Acc: 65 Range: 1-2
Mega Beam Shield: POW: 128 Acc: 60 Range: 1
Beam Saber: POW: 210 Acc: 75 Range: 0
Remote Beam Guns: POW: 108 Acc: 80 Range: 1-2
-------------------
Sub-Flight Equipped
Sensors: C Armor: 500 Mobility: 33 Move: 6 Resources: 350 RPM: 6
Psycommu – Enhanced Hit and evasion rates when piloted by a Newtype
Move: A
Attack: ldmftwA
RPA: 67
Arm Beam Guns: POW:300 Acc: 65 Range: 1-2
Mega Beam Shield: POW:128 Acc: 60 Range: 1
Mega Particle Cannon: POW:120 Acc: 50 Range: 1-2

Notes: I’m not sure what to make of this. It seems to be a Newtype use unit,
but I swear it’s supposed to be for Oldtypes. I have not checked the funnels to
see if they’re INCOMs or not. Silver for Glemmy. This suit is vastly inferior
to the Bawoo, but has a Psycommu and Newtype-use weapons to even it out.

AMX-015 Geymalk

Requirements: ???
Development: ???
Number per Unit: 1
Cost: ???
Production Time: ???
Sensors: C Armor: 1000 Mobility: 48 Move: 7 Resources: 500 RPM: 6
Psycommu – Enhanced Mobility and Accuracy when piloted by a Newtype
Move: LDmftS
Attack: LDMFTAS
RPA: 75
Arm Beam: POW: 350 Acc: 80 Range: 1
High Mega Particle Cannon: POW: 400 Acc: 70 Range: 1-3
Beam Saber: POW: 200 Acc: 75 Range: 0
Funnels?:POW: 320 Acc: 99 Range: 1-3
?:POW:58 Acc: 70 Range: 1

Notes: A Newtype-use suit. Combat potential currently unknown, but it’s likely
an alternative to the Qubeley.

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 Repeaters: POW: 168 Acc: 70 Range: 1
Shredder Drone: POW: 100 Acc: 50 Range: 1
Beam Tomahawk: POW: 255 Acc: 85 Range: 0

Notes: The final model of the Rick Dom series, a kick-ass close-range
mass-production mobile suit. This is a big improvement on the Gallant, but
takes longer to produce and is much more expensive, relegating it to
low-production. It remains useful until the very end of the game, and is
superior to most other mass-productions of the time, except maybe the
mass-production Bawoo. This unit’s so strong it can almost keep pace with
Jegans. Comes in silver for Glemmy.

AMX-011S Zaku III Custom/Revised

Requirements: ???
Development: ???
Number per Unit: 1
Cost: 3500/3500
Production Time: 4 Turns
Sensors: B Armor: 1000 Mobility: 58 Move: 8 Resources: 280 RPM: 6
Psycommu – Enhanced Mobility and Accuracy when piloted by a Newtype
Shield Equipped
Move: LDMFTS
Attack: LDMFTAS
RPA: 40
Beam Rifle: POW: 315 Acc: 70 Range: 1
Beam Gun: POW: 250 Acc: 70 Range: 1-2
Beam Saber: POW: 400 Acc: 75 Range: 0
Head Vulcan: POW: 120 Acc: 50 Range: 1

Notes: This unit handles rough terrain very well, has great firepower and
survivability, plus a Psycommu. Have not yet tested it.

AMX-014 Doven Wolf
Requirements: ???
Development: ???
Number per Unit: 1
Cost: ???
Production Time: ???
Sensors: C Armor: 800 Mobility: 52 Move: 8 Resources: 280 RPM: 6
Psycommu – Boosts hit and evasion rates when piloted by a Newtype
Move: LDmFtS
Attack: LDmFtaS
RPA: 50
Beam Rifle: POW: 352 Acc: 75 Range: 1-3
Mega Particle Cannon: POW: 156 Acc: 70 Range: 1-2
Beam Saber: POW: 270 Acc: 80 Range: 0
INCOMs: POW: 240 Acc: 75 Range: 1-2
Vulcan: POW: 80 Acc: 50 Range: 1

Notes: I’m not sure about this unit. It seems to be a sniper unit. Not yet
tested.

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’ 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 Mobile Armor mode is the mode you’ll use the most,
unless you suddenly need frontliners desperately, but it’s not very good at
that, even in MS mode. Comes in silver for Glemmy. Something its very useful
for is that its ballistic weapons can penetrate I-Fields, making it great for
taking down Psyco Gundams and New Zeals.

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

Notes: This is quite simply the best amphibious MS in the game. It has a good
balance of firepower, armor, and mobility, and is fairly useful for taking down
enemy Sub-Flights from the safety of the ocean when invading coastal
territories.

AMX-107 Bawoo (Prototype/Command Model)

Requirements: MS Level 20
Development: ???
Number per Unit: 3
Cost: 2437/7400
Production Time: 2 Turns
Sensors: C Armor: 600 Mobility: 60 Move: 8 Resources: 190RPM: 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’ ace-use transformable, it’s balanced and kicks ass on any terrain,
with high mobility and armor. It’s sort of like the Axis version of Zeta
Gundam. Note that this version is red, not green. This unit has such high
mobility it can sometimes evade funnels if a good ace is piloting, and can get
a lot of hits in melee, making this a good unit to lead assaults on I-Field
equipped targets, excellent for countering Psyco Gundams and Queen Mansas. This
is pretty much the best non-Newtype-use ace model in Axis’ arsenal.

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: 140RPM: 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

Notes: This unit is a cannon fodder unit developed by Zeon, but easily
available to all Zeon factions around the end of the One-Year War. Another
questionably owned Delaz Fleet unit, the Dra-C could be seen as an upgrade to
the Gattle or Oggos, but why would you upgrade crap to more expensive crap, and
a developmental dead-end at that. If you just need crap, use the cheapest crap
available. The one thing this unit can be credited with is that it uses
ballistic weapons, and can penetrate I-Fields, but by the time that’s a problem
for any Zeon faction, this thing will be so weak it won’t even scratch the
armor or last more than a single move.

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: 195RPM: 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: 195RPM: 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. This unit has such high mobility it can dodge funnels
sometimes, so keep it in mind for dealing with funnel users, especially Psyco
Gundams, Queen Mansas, and Qubeley-classes. Comes in silver for Glemmy’s
faction.

AMX-104 R-Jarja (Red Charger)

Requirements: ???
Development: 3000/ 4 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
Rocket-Propelled Grenade Launcher: 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’ arsenal.
It is excellent and useful for melee focused aces, and is outmoded by the Gazu.
Like all Axis units, there is a silver color variant for Glemmy’s Axis faction.

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
Lance: POW: 500 Acc: 95 Range: 0
Beam Saber: POW: 120 Acc: 85 Range: 0

Notes: Axis’ best melee focused ace suit. The Model-R is simply a palette swap,
with no other differences. It has better armor and speed than Bawoo’s MS form,
and ranged firepower is traded off for melee strength. Overall, this is better,
but you still should only put your melee specialists in this one and everyone
else in a Bawoo. Only produce one or the other Gazu. L is blue, R is red.

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
Lance: POW: 500 Acc: 95 Range: 0
Beam Saber: POW: 120 Acc: 85 Range: 0

Notes: Axis’ best melee focused ace suit. The Model-R is simply a palette swap,
with no other differences. It has better armor and speed than Bawoo’s MS form,
and ranged firepower is traded off for melee strength. Overall, this is better,
but you still should only put your melee specialists in this one and everyone
else in a Bawoo. Only produce one or the other Gazu. L is blue, R is red.

AMX-004 Qubeley

Requirements: ???
Development: ???
Number per Unit: 1
Cost: ???
Production Time: ???
Sensors: B Armor: 400 Mobility: 70 Move: 9 Resources: 280 RPM: 6
Psycommu – Enhanced Mobility and Accuracy when piloted by a Newtype
Sub-Flight System Compatible – Base Jabber (100/500)
Move: LDmFTS
Attack: LDMFTAS
RPA: 40
Beam Guns: POW: 300 Acc: 70 Range: 1-2
Beam Sabers: POW: 220 Acc: 95 Range: 0
FunnelsPOW: 200 Acc: 99 Range: 1-2 (Newtype-use Weapon)
-------------------
Sub-Flight Equipped
Sensors: B Armor: 400 Mobility: 49 Move: 6 Resources: 280RPM: 6
Transformable
Move: A
Attack: ldmftwA
RPA:60
Beam Guns: POW:300 Acc: 70 Range: 1-2
Mega Particle Cannon: POW:120 Acc: 50 Range: 1-2

Notes: Axis' top of the line faction exclusive super-ace unit. Reserve this for
your top Newtype aces, like Haman, though you may want to produce more if you
have the funds for some of your other high level Newtypes. This unit is mostly
a mid-long range firing support unit with crazy high damage and accuracy,
meaning it can bring down close-range specialists from a safe distance
single-handedly with the right pilot. There is a recurring bug that makes its
sprite headless in the unit summary screen. No idea why.

AMX-004/EP Qubeley Mk-II (Qubeley Elpeo Puru Custom Unit)

Requirements: ???
Development: ???
Number per Unit: 1
Cost: ???
Production Time: ???
Sensors: B Armor: 450 Mobility: 68 Move: 9 Resources: 280 RPM: 6
Psycommu – Enhanced Mobility and Accuracy when piloted by a Newtype
Sub-Flight System Compatible – Base Jabber (100/600)
Move: LDmFTS
Attack: LDMFTAS
RPA: 40
Beam Guns: POW: 360 Acc: 70 Range: 1-2
Beam Saber: POW: 300 Acc: 95 Range: 0
Funnels:POW: 360 Acc: 90 (Newtype-use Weapon)

Notes: This is for the most part an improvement on the Qubeley, with only two
stats being reduced very slightly, and most of the rest being upgraded a fair
bit. Definitely keep Puru in this unit unless you develop something much
better, like maybe the Mass-Production Qubeley or Queen Mansa.

AMX-004/P2 Qubeley Mk-II (Qubeley Puru Two Custom Unit)

Requirements: ???
Development: ???
Number per Unit: 1
Cost: ???
Production Time: ???
Sensors: B Armor: 500 Mobility: 65 Move: 9 Resources: 280 RPM: 6
Psycommu – Enhanced Mobility and Accuracy when piloted by a Newtype
Sub-Flight System Compatible – Base Jabber (100/600)
Move: LDmFTS
Attack: LDMFTAS
RPA: 40
Beam Guns: POW: 360 Acc: 70 Range: 1-2
Beam Saber: POW: 300 Acc: 95 Range: 0
Funnels POW: 240 Acc: 90 (Newtype-use Weapon)
-------------------
Sub-Flight Equipped
Sensors: B Armor: 500 Mobility: 45 Move: 6 Resources: 280RPM: 6
Transformable
Move: A
Attack: ldmftwA
RPA:60
Beam Guns: POW:360 Acc: 70 Range: 1-2
Mega Particle Cannon: POW:120 Acc: 50 Range: 1-2

Notes: Basically a min-maxed version of Elpeo Puru’s custom Qubeley. All stats
have been slightly boosted except for those that were reduced (accuracy and
mobility).

AMX-004G (AMX-017) Qubeley Mass-Production Model (Qubeley Model-G)
Requirements: ???
Development: ???
Number per Unit: 1
Cost: ???
Production Time: ???
Sensors: B Armor: 520 Mobility: 62 Move: 8 Resources: 280 RPM: 6
Psycommu – Enhanced Mobility and Accuracy when piloted by a Newtype
Move: LDmFTS
Attack: LDMFTAS
RPA: 35
Beam Guns: POW: 300 Acc: 80 Range: 1-2
Artillery Guns?:POW: 250 Acc: 70 Range: 1-2 (Newtype-use Weapon)
Beam Saber: POW: 225 Acc: 95 Range: 0
Funnels: POW: 200 Acc: 99 Range: 1-2

Notes: Strangely, this is actually still an ace-use unit despite it being a
“mass-production” version, and is even an improvement over the original in most
fields, except mobility and speed which are slightly reduced. Maybe it’s
cheaper? But much like its predecessor, it has devastating firepower, handles
almost all terrains very well, and has excellent armor, plus Psycommu, making
it an excellent Newtype unit. This unit is mostly for the Puru clones, and may
be exclusive to Glemmy’s Axis Faction.


MS-14A Gelgoog Stutzer (Gelgoog Custom)

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
Missile Pod: POW: 120 Acc: 70 Range: 1
Beam Saber: POW: 150 Acc: 60 Range: 0
Wire Cutters: 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’s 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’t want to focus on your aces’ melee combat skill. (Possibly
a better choice if you want to invest more in Newtypes and plan on developing
Cyber Newtypes as Zeon.)

RMS-099BSchuzrum 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 – Base Jabber (100/450)
Move: LDmftS
Attack: LDMFTAS
RPA: 60
Beam Cannons: POW: 210 Acc: 70 Range: 1-3
Clay Bazooka: POW: 96 Acc: 65 Range: 1-2
Beam Turret: POW: 60 Acc: 75 Range: 1
Beam Saber: POW: 110 Acc: 70 Range: 0
Anti-Aircraft Vulcans?:POW: 36 Acc: 45 Range: 1
-------------------
Base Jabber Equipped
Sensors: D Armor: 260 Mobility: 25 Move: 6 Resources: 250 RPM: 2
Move: A
Attack: ldmftwA
RPA: 90
Clay Bazooka: POW: 96 Acc: 60 Range: 1 Anti-Air
Beam Cannons: POW: 210 Acc: 70 Range: 1-3
Beam Turret: POW: 60 Acc: 75 Range: 1
Vulcans?:POW: 36 Acc: 45 Range: 1
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2

Notes: Not sure if this is AEUG or Axis as both seem to be able to develop it.
This is made weirder by the Titans serial number. This is pretty much the best
mass-production model of the Rick Dias class. Schuzrum Dias packs serious
firepower at any range and is an excellent firing support unit/sniper for most
terrains. Like many Axis units, comes in alternate silver for Glemmy’s faction.
Highly recommended as it remains useful right to the finals stages of the game,
and is a great general-purpose that can fill all the roles of a Xeku without
switching equipment.

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 (100/310)
-------------------
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. The serial number would suggest it’s a Zeon built suit,
but it’s 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’s pretty good as it’s 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, allowing it to potentially hold its
own against at least weaker Tier 2 units. For the Principality of Zeon, this is
fairly useful, but for Axis, who start at a technological disadvantage, these
units are already pretty outdated by the time they make it to Earth, and are
only good as cannon fodder units.

RMS-119/BT EWAC Zack “Eye-Zack” Blue Team Custom
Requirements: ???
Development: ???
Number per Unit: 1
Cost: ???
Production Time: ???
Sensors: S Armor: 250 Mobility: 54 Move: 9 Resources: 150 RPM: 6
Sub-Flight System Compatible?
Move: LDMFTS
Attack: LDMFTAS
RPA: 14
Scanner Gun: POW: 0 Acc: 100 Range: 1-5 Anti-Air
Beam Saber: POW: 320 Acc: 85 Range: 0

Notes: This is probably the absolute best designated scout unit in the game,
with excellent sensors, great speed on all terrains, and decent survivability.
Problem is, it’s only available to Glemmy’s Axis and possibly regular Axis
because it requires the Blue Team.

MS-06D/BT Desert Zaku Blue Team Custom
Requirements: ???
Number per unit: 3
Development: ???
Cost: 1650/3600
Production time: Instant (Refit)
Sub-Flight System Compatible – Base Jabber (100/240)
-------------------
Equipment Type-A (Machinecannon)
Sensors: C Armor: 230 Mobility: 40 Move: 7 Resources: 170 RPM: 2
Move: LDMFt
Attack: LDMFTa
RPA: 20
Machinecannon: POW: 160 Acc: 70 Range: 1 Anti-Air
Heat Hawk: POW: 90 Acc: 80 Range: 0
-------------------
Equipment Type-A (Machinecannon)+ Base Jabber
Sensors: C Armor: 280 Mobility: 28 Move: 6 Resources: 170 RPM: 2
Move: A
Attack: ldmftwA
RPA: 30
Machinecannon: POW: 160 Acc: 70 Range: 1 Anti-Ground
Mega Particle Cannon: POW:120 Acc: 50 Range: 1-2

Notes: Another Blue Team Custom, this unit should only be made to record its
data, as it’s too weak to be very helpful for pretty much all of Glemmy’s
Campaign. (You might be able to get the Blue Team as regular Axis, but even
then, it’s not worth it.)

MS-14G/BT Gelgoog Ground-Type Blue Team Custom
Requirements: ???
Number per unit: 3
Development: ???
Cost: 1650/3600
Production time: Instant (Refit)
Sensors: C Armor: 250 Mobility: 42 Move: 8 Resources: 180 RPM: 2
Sub-Flight System Compatible - Base Jabber (100/250)
Move: LDMFT
Attack: LDMFTa
RPA: 30
Beam Rifle: POW: 225 Acc: 70 Range: 1 Anti-Air
Bazooka: POW: 112 Acc: 60 Range: 1
Beam Naginata: POW: 140 Acc: 75 Range: 0
-------------------
Sub-Flight Equipped
Sensors: C Armor: 250 Mobility: 29 Move: 6 Resources: 180 RPM: 2
Move: A
Attack: ldmftwA
RPA: 45
Beam Rifle: POW: 225 Acc: 70 Range: 1 Anti-Air
Bazooka: POW: 112 Acc: 60 Range: 1
Mega Particle Cannon: POW: 120 Acc: 50 Range: 1-2

Notes: A pretty good ground-use ace unit, and sort of a Glemmy Faction
exclusive. It’s actually slightly stronger than the Dowadge Revised in every
field except armor.

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

Neo Zeon of Axis Mobile Armors
-------------------------------------------------------------------------
NZ-000 Queen Mansa (Quin Mantha)
Requirements: All Tech Levels 25
Development: ???
Number per Unit: 1
Cost: ???
Production Time: ???
Sensors: B Armor: 1600 Mobility: 48 Move: 8 Resources: 600 RPM: 6
Psycommu – Enhanced hit and evasion rates when piloted by a Newtype
I-Field – Blocks all ranged beam weapons
Move: LDmfTS
Attack: LDmfTAS
RPA: 80
Arm-Mounted Mega Particle Cannons: POW: 360 Acc: 70 Range: 1
Body-Mounted Mega Particle Cannons: POW: 594 Acc: 50 Range: 1-3
Beam Sword: POW: 366 Acc: 75 Range: 0
Funnels: POW: 350 Acc: 99 Range: 1-3
Head-Mounted Mega Particle Cannon: POW: 144 Acc: 55 Range: 1

Notes: Not entirely sure if this can normally be developed by Axis or if it’s
actually exclusive to Glemmy’s Neo Zeon faction. This thing carries massive
firepower even at long range, although its accuracy could be better. It’s
monstrously well-armored, surprisingly agile, and is overall the strongest unit
in Neo Zeon’s arsenal, basically their take on the Psyco Gundam Mark II, but
overall superior. The first of the dreadful Neo Zeong class. I think it also
has the Zeong head escape pod gimmick. The low accuracy basically requires an
ace with a gunnery skill of at least 10 to be at all effective.

AMA-100 Zodiac

Requirements: MA level 26? (Titans?)
Development: 6000/ 4 turns
Number per Unit: 1
Cost: 1600/16550
Production Time: 2 Turns
Sensors: B Armor: 1500 Mobility: 18 Move: 5 Resources: 800 RPM: 6
Minovsky Particle Dispersal (Wide)
Special Weapon (BG Mega Particle Cannon)
Seperateable (Zoan x2)
Move: S
Attack: S
RPA: 80
Beam Guns: POW:450 Acc: 70 Range: 1-3
BG Mega Particle Cannon: POW: 750 Acc: 80 Range: 1-5
Missiles: POW: 140 Acc: 60 Range: 1
Vulcans: POW: 64 Acc: 60 Range: 1
-------------------
Sub-Unit – Zoan (Splits into two of these upon division)
Sensors: B Armor: 750 Mobility: 32 Move: 8 Resources: 400 RPM: 2
Recombineable
Special Weapon (BG Mega Particle Cannon)
Move: S
Attack: S
RPA: 40
Beam Cannons: POW:160 Acc: 75 Range: 1-2
BG Mega Particle Cannon: POW: 300 Acc: 85 Range: 1-5
Beam Swords: POW: 140 Acc: 60 Range: 0
Beam Guns: POW: 200 Acc: 60 Range: 1-3
Missiles: POW: 120 Acc: 60 Range: 1

Notes: This unit is technically an Axis unit, but I’ve never seen Axis produce
it. The only time I’ve ever gotten one was on my Titans campaign, but I’m not
sure if I stole it or developed it. Given how it was acquired by the guys who
used it in the story it originated in, either is possible. This unit is another
descendant of the Big Zam, using the same class of Mega Particle Cannon that is
the Big Zam’s main weapon. This makes it a great long range super-heavy
bombardment unit, but because it doesn’t have an I-Field, it requires escorts.
One thing this can do is split into two slightly weaker but much faster Zoans,
good for catching a target in a crossfire, splitting up, or just getting to a
target faster, and unlike some other units that do this (The Magella) the two
halves can reconnect in combat. Also note that this unit is so big that only
supercarriers can carry it (Jupiter and Dolos). Also, unlike the Big Zam, this
unit greatly benefits from being piloted by an ace, as most of its weapons,
especially in Zoan Form are rarely if ever used by a grunt pilot.

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

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: 1-2Anti-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’t have any
anti-surface weapons. Nonetheless, it’s 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: 820RPM: 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’t worth producing in large numbers. It’s 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 Battleship

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 ships 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 Battlecruiser

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’s much better at taking out aircraft and spacecraft.
Nonetheless, this is a decent ship, and an overall upgrade of the Gwadan-class.

Rewloola-class Aerospace Battleship

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 second 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’s an atmospheric ship, so it can
travel and attack in atmosphere. Granted, it doesn’t operate as well (It can’t
fire it’s beam cannons at full power due to overheating) but it helps when you
begin invading Earth. Compared to the Ra Cailum, this unit is slightly
inferior, as it is slightly slower, although it tries to make up for this with
better weapons, but battleships aren’t really about weapons, what matters is
survivability, carrying capacity, speed, and maybe sensors. The armor and
mobility difference is a roughly equal trade-off.

-------------------------------------------------------------------------
Char’s Neo Zeon Mobile Suits
-------------------------------------------------------------------------

AMS-119 Geara Doga

Requirements: MS Tech Level 27
Refits to: Messer (940/3820), Geara Doga Model-S (240/2770)
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
?: POW: 60 Acc: 75 Range: 1
Shield-Mounted Panzerfausts: POW: 40 Acc: 60 Range: 1
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: 200RPM: 6
Transformable
Move: A
Attack: ldmftwA
RPA:37
Beam Machinegun: POW: 240 Acc: 55 Range: 1
?: POW: 60 Acc: 75 Range: 1
Shield-Mounted Panzerfausts: POW:40 Acc: 60 Range: 1

Notes: This is Char's Neo Zeon's main model mass-production unit, and is a
simple general-purpose with no specialization options (These were desperately
needed to spice up this campaign). But, it's among the best mass-production
suits in the game, matched only by Jegan, and exceeded only by Messer and
Gustav Karl.

AMS-119S Geara Doga Model-S (Command-Model)

Requirements: Geara Doga
Refits to: Jagd Doga (590/4300), Messer (100/100)
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
?: 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: 200RPM: 6
Transformable
Move: A
Attack: ldmftwA
RPA:37
Beam Machinegun: POW:360 Acc: 60 Range: 1
?: POW: 60 Acc: 75 Range: 1
Shield-Mounted Panzerfausts: POW:40 Acc: 60 Range: 1

Notes: The Model-S is an ace-use version of the Geara Doga, a good end-game
general-purpose unit for your more balanced non-Newtype aces.

MSN-03 Jagd Doga

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 (100/660)
Psycommu – Higher hit and evasion rates when piloted by a Newtype
Move: LdmFTS
Attack: LDmFTaS
RPA: 45
Beam Gatling 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: 330RPM: 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
Beam Gatling 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’s Neo Zeon for your Newtypes other than
Char, that is, Quess and Gyunei. But Gyunei has a custom version of this that
you’ll want him in, so your main user of this will end up being Quess when you
conquer space, or your Newtypes if you’re playing Zeon. This is one of the only
Newtype-use units in the game that Zeon can get without the Flanagan Institute,
making it good for any Cyber-Newtypes you may have picked up. Its 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: C Armor: 680 Mobility: 54 Move: 8 Resources: 250 RPM: 4
Shield Equipped
Sub-Flight System Compatible (100/520)
Move: LdMFtS
Attack: LDMFtaS
RPA: 25
Beam Machinegun: POW: 384 Acc: 65 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: 200RPM: 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

Notes: Rezin Schneider's custom Geara Doga.Keep her in it for your whole
campaign.

MSN-03/GG Jagd Doga (Gyunei Gus Custom)

Requirements: Jagd Doga
Max Units: 1
Number per Unit: 1
Cost: ???
Production Time: Instant (Refit)
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 Beam Cannon: POW:384 Acc: 60 Range: 1 Anti-Air
Shield Beam Cannons: POW: 240 Acc: 70 Range: 1-2
Shoulder-Mounted Mega Particle Cannons?:POW: 120 Acc: 60 Range: 1
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: 330RPM: 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 Beam Cannon: POW: 384 Acc: 60 Range: 1
Shield Beam Cannons: POW:240 Acc: 70 Range: 1-2

Notes: Gyunei's Custom Jagd Doga. Another custom to just keep the designated
pilot in, since Neo Zeon has so few alternates and no other ace units except
Mobile Armors, and none of those work in atmosphere.

MSN-04 Sazabi

Requirements: ???
Development: ???
Number per Unit: 1
Cost: ???
Production Time: 3 Turns
Sensors: B Armor: 1200 Mobility: 75 Move: 9 Resources: 400 RPM: 4
Shield Equipped
Move: LdMFtS
Attack: LdMFtAS
RPA: 50
Beam Shotrifle: POW: 400 Acc: 65 Range: 1 Anti-Air
Missiles: POW: 240 Acc: 75 Range: 1-2
Beam Tomahawk: POW: 500 Acc: 90 Range: 0
Mega Particle Cannon: POW: 180 Acc: 85 Range: 1
Funnels: POW: 300 Acc: 99 Range: 1-2

Notes: Char’s personal suit, though if you have the resources, you may want to
make one for Gyunei and Quess while you’re at it, especially after you conquer
space and move on to Earth, since Quess’ signature Alpha Aziel 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.

Me02R Messer

Requirements: All Tech Levels 30
Development: ???
Number per Unit: 3
Cost: 4050/8700
Production Time: 2 Turns
Sensors: D Armor: 385 Mobility: 50 Move: 7 Resources: 300 RPM: 4
Shield Equipped
Sub-Flight System Compatible
Move: LdmFtS
Attack: LwASdmf
RPA: 25
Beam Rifle: POW: 280 Acc: 70 Range: 1 Anti-Air
Beam Saber: POW: 255 Acc: 50 Range: 1
Vulcan: POW: 80 Acc: 50 Range: 1
-------------------
Sub-Flight System Equipped
Sensors: D Armor: 385 Mobility: 35 Move: 7 Resources: 300 RPM: 6
Shield Equipped
Move: A
Attack: ldmftwA
RPA: 37
Beam Rifle: POW: 280 Acc: 70 Range: 1 Anti-Ground
Vulcan: POW: 80 Acc: 50 Range: 1

Notes: I’m not sure who this is actually for, but only Zeon factions can unlock
it when they max out all tech trees. This is an end-game mass-production and is
slightly overpowered, matched only by the Federation’s Gustav Karl. The Messer
is a kick-ass mass-production but is very expensive, so much so it’s almost
worth it to just get an ace-use instead.

MSN-04II Nightingale
-------------------------------------------------------------------------
Char’s 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
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 New Zeal II (New Zeal 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 Particle Cannon: POW: 330 Acc: 70 Range: 1-2
Mega Particle Cannon: POW: 160 Acc: 75 Range: 1-2
Funnels: POW: 224 Acc: 85 Range: 1-2Newtype-Use Weapon
Beam Sword: POW: 240 Acc: 99 Range: 0

Notes: Although this is technically an Axis Mobile Armor, I’ve only ever seen
it used by Char’s Neo Zeon. This thing is basically an all around improvement
of the New Zeal, with a Psycommu and Funnels, making it great for your Newtypes
who specialize in gunnery, though I’m not entirely sure how many of these
Char’s 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.