######################################################################### Giren’s Greed: The Threat of Axis V Unit Index ver 0.95 ######################################################################### 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 ------------------------------------------------------------------------- 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.