
| Ranks | Unit Profile Stats | Sell Rates | Non-Shop Support | Non-Shop MS | Non-Shop Ships | PC Upgrades |
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E-1 = 25 SP Zeon, 75 EF
E-2 = 50 SP Zeon, 100 EF E-3 = 75 SP Zeon, 125 EF E-4 = 100 SP Zeon, 150 EF E-5 = 125 SP Zeon, 175 EF E-6 = 150 SP Zeon, 200 EF E-7 = 175 SP Zeon, 225 EF E-8 = 200 SP Zeon, 250 EF E-9 = 225 SP Zeon, 275 EF |
O-1 = 250 SP Zeon, 300 EF
O-2 = 275 SP Zeon, 325 EF O-3 = 300 SP Zeon, 350 EF O-4 = 325 SP Zeon, 375 EF O-5 = 350 SP Zeon, 400 EF O-6 = 375 SP Zeon, 425 EF O-7 = 400 SP Zeon, 450 EF O-8 = 425 SP Zeon, 475 EF O-9 = 450 SP Zeon, 500 EF O-10 = 500 SP Zeon, 550 EF O-11 = 550 SP Zeon, 600 EF |
  Earth Federal Forces   
Earth Federal Ground Forces
Private E1 (E-1)
Private E2 (E-2)
Private First Class (E-3)
Corporal (E-4)
Sergeant (E-5)
Sergeant First Class (E-6)
Staff Sergeant (E-7)
Master Sergeant (E-8)
Sergeant Major (E-9)
2nd Lieutenant (O-1)
1st Lieutenant (O-2)
Captain (O-3)
Major (O-4)
Lt. Colonel (O-5)
Colonel (O-6)
Brigadier General (O-7)
Major General (O-8)
Lt. General (O-9)
General (O-10)
Theatre General (O-11)
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Earth Federal Space Forces
Seaman Recruit (E-1)
Seaman (E-2)
Petty Officer 3rd Class (E-3)
Petty Officer 2nd Class (E-4)
Petty Officer 1st Class (E-5)
Chief Petty Officer (E-6)
Senior Chief Petty Officer (E-7)
Master Chief Petty Officer (E-8)
Officer Candidate (E-9)
Ensign (O-1)
Sublieutenant (O-2)
Lieutenant (O-3)
Lt. Commander (O-4)
Commander (O-5)
Captain (O-6)
Commodore (O-7)
Rear Admiral (O-8)
Vice Admiral (O-9)
Admiral (O-10)
Fleet Admiral (O-11)
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  Duchy of Zeon   
Terrestrial Assault Force
Private E1 (E-1)
Private E2 (E-2)
Private First Class (E-3)
Corporal (E-4)
Sergeant (E-5)
Sergeant First Class (E-6)
Staff Sergeant (E-7)
Master Sergeant (E-8)
Sergeant Major (E-9)
2nd Lieutenant (O-1)
1st Lieutenant (O-2)
Captain (O-3)
Major (O-4)
Lt. Colonel (O-5)
Colonel (O-6)
Brigadier General (O-7)
Major General (O-8)
Lt. General (O-9)
General (O-10)
Field Marshal (O-11)
Space Assault Force Seaman Recruit (E-1)
Seaman (E-2)
Petty Officer 3rd Class (E-3)
Petty Officer 2nd Class (E-4)
Petty Officer 1st Class (E-5)
Chief Petty Officer (E-6)
Senior Chief Petty Officer (E-7)
Master Chief Petty Officer (E-8)
Officer Candidate (E-9)
Ensign (O-1)
Lieutenant Jr. Grade (O-2)
Lieutenant (O-3)
Lt. Commander (O-4)
Commander (O-5)
Captain (O-6)
Commodore (O-7)
Rear Admiral (O-8)
Vice Admiral (O-9)
Admiral (O-10)
Grand Admiral (O-11)
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Mobile Assault Force
Specialist E1 (E-1)
Specialist E2 (E-2)
Private (E-3)
Corporal (E-4)
Sergeant (E-5)
Flight Sergeant (E-6)
Pilot Officer (E-7)
Squadron Leader (E-8)
Wing Commander (E-9)
2nd Lieutenant (O-1)
1st Lieutenant (O-2)
Captain (O-3)
Major (O-4)
Lt. Colonel (O-5)
Colonel (O-6)
Brigadier General (O-7)
Major General (O-8)
Lt. General (O-9)
General (O-10)
Commandant-General (O-11)
Schutzstaffel Schutze (E-1)
Oberschutze (E-2)
Mann (E-3)
Sturmann (E-4)
Ratenfuhrer (E-5)
Unterscharfuhrer (E-6)
Scharfuhrer (E-7)
Oberscharfuhrer (E-8)
Hauptscharfuhrer (E-9)
Truppfuhrer (O-1)
Untersturmfuhrer (O-2)
Obersturmfuhrer (O-3)
Hauptsturmfuhrer (O-4)
Sturmbannfuhrer (O-5)
Obersturmbannfuhrer (O-6)
Standartenfuhrer (O-7)
Gruppenfuhrer (O-8)
Obergruppenfuhrer (O-9)
Oberstgruppenfuhrer (O-10)
Reichsfuhrer-SS (O-11)
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The Ratings System The ratings system goes like so: Perfect Excellent Very Good Good Average Poor Very Poor Terrible Almost None A lot of ratings will have + or - values, which work the same way grading school papers does. So Good + is better than Good, which is better than Good -, which is better than Average +, etc. Theatres lists which areas the unit is designed to operate in, either Earth, Space, or Underwater. Operating outside of a listed theater is in general possible, but an extremely bad idea. Speed Speed is a measure not necessarily of top speed, but average combat speed. For example, tanks on paved roads can move much faster than mobile suits can run. However, tanks are not likely to be fighting on paved roads, and not likely to be fighting at max speed, whereas MS are typically going to be using their jumpjets to gain bursts of speed while fighting regularly, so MS tend to have higher Speed scores than tanks. Speed in space is even more nebulous, as it depends on how much thruster fuel a given unit wants to spend on one maneuver more than anything else. The point is, the Speed category can be quite relative. Just because a Rick Dom is faster than a GM in space does NOT necessarily mean it can outrun it, it just means it probably can. Aircraft tend to be the best in Speed categories, while tanks and ships tend to be the lowest. Maneuverability Maneuverability is a measure of how fast the unit can turn, move sideways, dodge attacks, speed up, slow down, or even stop. MS are generally the kings of Maneuverability because of their AMBAC systems, while aircraft and ships tend to lose out as they are always flying in more or less a straight line. Armor & Damage Armor and Damage are split into two categories, Unit armor/damage and Ship armor/damage. Again, these ratings are relative, especially the armor rating. A Salamis has an armor class of Average, and a Zaku Machineguns ship damage rating is Almost None +, but that's still enough to destroy the bridge if you can get right next to it and shoot out the bridge glass. So again, take these ratings as relative measurements, and not absolutes. Some units have special armor classes, which reduce certain damage types by 1 grade (small reduction), 2 grades (moderate reduction), or 3 grades (large reduction). For example, GP-00 has a Good armor rating, and Gundarium armor, which gives a Large reduction to Ballistic fire. A Magella Attack cannons damage rating is Good, which would be enough to damage the GP-00 fairly easily with normal armor. However, the Gundarium reduces the Magella Cannons rating by 3 grades to Average, at which point it will have difficulty piercing the Gundarium armor, but should be able to do so with several successive shots. Some units also have shields, which have their own armor class. No matter what their armor class, shields will normally block 1 shot from just about anything, within reason. An MS shield is obviously not going to stop a battleships main batteries. MS shields are designed to detect impacts and detach from the mobile suit as they occur, so the impact force is not spread to the unit itself. Range Range is divided into six categories. Melee (0-20 yards) Short (20-500 yards) Medium (500 yards to 1 Mile) Long (1-4 Miles) Very Long (4-10 Miles) Artillery (More than 10 Miles) These ratings are again, somewhat relative. If a GM has a machinegun (Medium range) and a Zaku has a Bazooka (Long range) the Zaku should be able to get a few shots off at the GM before the GM enters firing range. How many shots, and how effective they will be, is all context based. Range in space is especially relative, as most weapons in a literal sense have an infinite range. Their range in space is more at what range they are expected to still be able to hit what they shot at. Because of this, ship weapons tend to have longer ranges in Space than they do on Earth. Accuracy Accuracy is a combined measurement of several factors, including individual weapon shot accuracy, blast radius, rate of fire, and wieldability, or how heavy the weapon is and how quickly the unit can turn it to hit a strafing target. Some rare weapons, mostly Shotgun types, have different accuracy ratings at different ranges. This combination of factors can create some ratings that at first seem counterintuitive. For example, beam weapons are extremely accurate per shot fired, but tend to have low ammunition capacities and a poor rate of fire, so their overall Accuracy rating is lower than that of ballistic rifles. Some weapons have Guided accuracy ratings, which refers to their rating when there is no Minovsky Particle Interference. Accuracy is obviously also a factor of pilot skill. Because of this, the more VP you have the less the Accuracy rating of your weapon matters, and very highly skilled pilots should be using lower accuracy, higher damage weapons. Infantry: Melee & Ranged These ratings are basic qualifiers of the infantries ability to fight in melee and ranged combat. They are relative, because CP is still the major factor. Marines have an Average Ranged rating while Covert Ops are Good, but a lvl5 Marines is obviously going to outshoot a lvl1 Covert Ops. Remember that squad size is a factor as well. In a direct fight even a lvl1 Marines will likely beat a lvl1 Covert Ops, because their squad is twice as large. If the Covert Ops can get the drop on them however, things may be different. Infantry: Organization This is a measurement of how well the infantry squad can act as a team, and stay cohesive and organized in a confusing environment. It is once again also measured by CP. A squad with a low Organization score may be very strong in combat, but easy to confuse and take down man by man with guerrilla tactics, smokescreens and etc. Infantry with high Organization ratings may not be as tough in a direct fight, but will be much better in indirect ones. Infantry: Morale Morale is a measurement of how well the infantry can keep fighting when they have taken casualties. With a low Morale rating, a few injuries to the squad may cause the other members to break down and fall back, start firing wildly, forget orders, etc. With a high Morale level a squad will remain steady even despite heavy losses. Poor Morale can have an effect on other infantry statistics, but not until the squad begins taking casualties.   • 75 Kimberlite or India   • 100 Saharan Africa Air and Water   • 125 Sides 1, 2 or 4   • 150 Side 6 or on the Moon   • 175 Side 3 Luna Titanium   • 150 Side 3   • 175 Earth Orbit or Luna II Oil   • 125 India or Kimberlite  Panzergrenadiers   • Role: Specialist Zero-G Assault Infantry   • Squad Size: 6   • Features: Intimidation Specialization, Low Gravity Climate Equipment, Stealth Equipment in B Config (S)   • Weapons (Config A):      • 4/6: Panzer Armor, Submachinegun, Rifle, Grenades (frag)      • 2/6: Panzer Armor, Submachinegun, Bazooka   • Weapons (Config B):      • 5/6: Kevlar Armor, Submachinegun, Rifle, Demolition Charges, Grenades (frag)      • 1/6: Kevlar Armor, Submachinegun, Sniper Rifle  Wappas   • Role: Fast Attack Hoverbike Infantry   • Squad Size: 12   • Features: Cannot use Infantry Transports   • Weapons: 12/12 Wappa, Pistol, Machinegun, Demolition Charges   • Role: Anti Tank Suport   • Weapons: 1x 150mm Cannon, 1x 7.62mm Machinegun, 8x Grenade Launcher (1 round, frag)  Ball K   • Role: Anti MS Support   • Weapons: 1x 60mm AA Machinegun  CC Pod   • Role: Space Colony Maintenance   • Weapons: None  Core Booster   • Role: General Purpose   • Features: Can act as Aircraft or Spacecraft   • Weapons:      • Fixed: 4x 20mm Vulcan, 2x Beam Gun, 2x Small AtA Missile      • Config A: 3x Small AtA Missile      • Config B: 2x Small AtS Rocket  Oggo   • Role: Colony Point Defense   • Weapons: 120mm Machinegun, 6x Small Rocket  Tugboat   • Role: Space Colony Maintenance   • Features: Transport Capability (T6)   • Weapons: None  Dragonfly   • Role: Fighter   • Weapons: 2x 20mm Vulcan  Flatmouse   • Role: Orbital Recon   • Features: Detection Equipment (D), Although an Aircraft, the Flatmouse can operate in Orbit.   • Weapons: 2x 20mm Vulcan  Flydart   • Role: Orbital Interdiction   • Features: Although an Aircraft, the Flydart can operate in Orbit.   • Weapons: 4x 20mm Vulcan, 6x Small Rocket GM Trainer   • Role: Training & Construction   • Weapons: 1x beam saber Guntank Construction Type   • Role: Repairs & Construction   • Weapons: 2x 4-barrel 80mm machinecannon Zaku Worker   • Role: Training & Construction   • Weapons: 1x heat hawk Zaku Tank   • Role: Repairs & Construction   • Weapons: 1x 20mm heavy machinegun Galbaldy Alpha   • Role: General purpose   • Weapons: S-Mines, 1x beam saber, beam rifle, MMP-80, shield + 2x missile, 3x grenades (frag) Galbaldy Beta   • Role: General purpose   • Features: Panoramic Cockpit, Magnetic Coating   • Weapons: S-Mines, 1x beam saber, beam rifle, MMP-80, shield + 2x missile, 3x grenades (frag) GM Command   • Role: General purpose   • Weapons      • Fixed: S-Mines, 2x 60mm vulcan, 2x beam saber      • Config A: 90mm machinegun, shield, extra ammo, 3x grenades (frag)      • Config B: beam gun, shield, 3x grenades (frag) GM Command Kai   • Role: General purpose   • Features: Learning Computer   • Weapons      • Fixed: S-Mines, 2x 60mm vulcan, 2x beam saber      • Config A: 90mm machinegun, shield, extra ammo, 3x grenades (frag)      • Config B: beam rifle, shield, 3x grenades (frag) GM Kai   • Role: General purpose   • Weapons      • Fixed: S-Mines, 2x 60mm vulcan, 1x beam saber      • Config A: 90mm machinegun, beam spray gun, tower shield, 3x grenades (frag)      • Config B: 360mm bazooka, beam spray gun, tower shield, 3x grenades (frag) GM Sniper II   • Role: General purpose, Long range fire support in B type config.   • Features: Advanced Targeting Visor   • Weapons      • Fixed: S-Mines, 2x beam saber      • Config A: beam rifle, 90mm machinegun, shield, 3x grenades (frag)      • Config B: beam rifle, sniper rifle, shield, 3x grenades (frag) Gelgoog HMT   • Role: General purpose   • Weapons: S-Mines, beam rifle, MMP-80, gelgoog shield, beam saber, External fuel tanks (decreases maneuverability) Gelgoog Cannon   • Role: Mid to Long range fire support   • Weapons: S-Mines, beam rifle, MMP-80, gelgoog shield, beam saber, anti-ship beam cannon, 2-tube arm missile pod (1 round) Guncannon MPT   • Role: Mid to Long range fire support   • Weapons      • Fixed: S-Mines, 2x 60mm vulcan, 2x 200mm cannon      • Config A: 90mm machinegun, extra ammo, 3x grenades (frag)      • Config B: beam gun, 3x grenades (frag) Action Zaku   • Role: General purpose   • Weapons: S-Mines, beam rifle, bullpop gun, heat hawk, 3x grenades (frag) Kampfer   • Role: General purpose   • Weapons: S-Mines, 2x 60mm vulcan, 2x beam saber, 360mm Bazooka Mk II, Shotgun, 3x grenades (frag) Powered GM   • Role: General purpose   • Weapons      • Fixed: S-Mines, 2x 60mm vulcan, 1x beam saber      • Config A: 100mm machinegun, extra ammo, tower shield, 3x grenades (frag)      • Config B: 360mm bazooka, extra ammo, tower shield, 3x grenades (frag)      • Config B: beam rifle, tower shield, 3x grenades (frag) Zaku I A   • Role: General purpose   • Weapons      • Fixed: S-Mines      • Config A: 105mm machinegun, heat hawk, extra ammo, 3x grenades (frag)      • Config B: 280mm bazooka, heat hawk, extra ammo Zaku II S   • Role: General purpose   • Weapons      • Fixed: S-Mines      • Config A: 120mm machinegun, heat hawk, extra ammo, 3x grenades (frag)      • Config B: 280mm bazooka, heat hawk, extra ammo Zaku II F2 S   • Role: General purpose   • Weapons      • Fixed: S-Mines      • Config A: MMP-80 + grenade launcher, heat hawk, extra ammo, 3x grenades (frag)      • Config B: 280mm bazooka, heat hawk, extra ammo Gaza C Prototype   • Role: General purpose   • Features: Transformation Capable, Magnetic Coating, Panoramic Cockpit   • Weapons: S-Mines, 2x beam saber, 2x beam gun, heavy beam cannon ReGelg Prototype   • Role: General purpose   • Features: Panoramic Cockpit, Magnetic Coating   • Weapons      • Fixed: S-Mines, 2x beam saber, 8-tube missile launcher (1 round), 2x grenade launcher (2 rounds, frag)      • Config A: beam rifle + grenade launcher, shield      • Config B: 90mm MMP-80 + grenade launcher, extra ammo, shield Gelgoog Jeager   • Role: General purpose   • Weapons: S-Mines, 2x 60mm vulcan, 2x improved beam gun, beam machinegun, 3x grenades (frag) Gelgoog Marine Commander   • Role: General purpose   • Weapons: S-Mines, MMP-80 + grenade launcher, gelgoog shield, beam saber, external fuel tanks (decreases maneuverability) Zaku Kai   • Role: General purpose   • Weapons      • Fixed: S-Mines      • Config A: MMP-80 + grenade launcher, heat hawk, extra ammo, 3x grenades (frag)      • Config B: 280mm bazooka, heat hawk, extra ammo      • Config C: MMP-80 + grenade launcher, heat hawk, sturm fausts (decreases speed), 3x grenades (frag) Zaku II HMT   • Role: General purpose   • Weapons      • Fixed: S-Mines      • Config A: 120mm machinegun, heat hawk, extra ammo, 3x grenades (frag)      • Config B: 280mm bazooka, heat hawk, extra ammo      • Config C: 120mm machinegun, heat hawk, sturm fausts (decreases speed), 3x grenades (frag) Gelgoog Ground   • Role: General purpose   • Weapons: S-Mines, beam rifle, MMP-80, 2x 105mm machinecannon, gelgoog shield, beam saber GM Ground   • Role: General purpose   • Features: Luna Titanium Armor   • Weapons      • Fixed: S-Mines, 2x beam saber      • Config A: 100mm machinegun, arm shield, extra ammo      • Config B: 305mm bazooka, arm shield, extra ammo Guncannon HDT   • Role: Shoreline Anti MSM defense   • Weapons      • Fixed: S-Mines, 2x 60mm vulcan, 1x 200mm cannon, 1x 8-tube SUBROC launcher (1 round)      • Config A: 100mm machinegun, extra ammo, 3x grenades (frag)      • Config B: beam gun, 3x grenades (frag) Guntank MPT   • Role: Artillery support   • Weapons: 2x 180mm howitzer (A, Earth/Mars Only), 2x 4-barrel 80mm machinecannon Zaku II J   • Role: General purpose   • Weapons      • Fixed: S-Mines      • Config A: 120mm machinegun, heat hawk, extra ammo, 3x grenades (frag)      • Config B: 280mm bazooka, heat hawk, 2x 3-tube leg missile launcher (1 round, decreases maneuverability), extra ammo GM Desert   • Role: Desert Climate Use   • Features: Desert Climate Equipment, Reactive Armor   • Weapons      • Fixed: S-Mines, 1x beam saber      • Config A: 100mm machinegun, extra ammo, 3x grenades (frag)      • Config B: beam spray gun, extra ammo, 3x grenades (frag)      • Config C: GM railgun, extra ammo, 3x grenades (frag) Bigro   • Role: Space Capital Ship Destroyer   • Features: High Gravity Climate Equipment, Transport Capability (T2)   • Weapons: Large MPC, 2x 4-tube anti-ship rocket launcher (5 rounds), 2x claw arm Grabro   • Role: Anti naval support, Shoreline bombardment   • Features: Aquatic Climate Equipment   • Weapons: 2x 3-tube anti-ship torpedo launcher (3 rounds), 2x 4-tube anti-MS torpedo launcher (3 rounds), 2x 8-tube StS missile launcher (2 rounds) Val Varo   • Role: Space General Purpose   • Features: High Gravity Climate Equipment, Transport Capability (T2)   • Weapons: Large MPC, 2x 2-tube anti MS missile launcher (10 rounds), 2x AA MPC, 4x 110mm machinecannon, 3x plasma leader, 2x claw arm   • Role: Fleet Repair   • Features: 2x Dedicated Hangar, Ship Repair Equipment (R)   • Special: The Floating Dock can repair two ships per update, or one ship 2 grades. Alternatively, it can refit one ship instead.   • Hangar Capacity: 5x Cargo, 2x infantry, 5x Spacecraft, 5x mobile suit Magellan II   • Role: Fleet Flagship   • Features: M Particle Emitters, Flagship   • Hangar Capacity: 2x Cargo, 3x Infantry, 8x Ball   • Weapons      • Anti MS: 14x AA Machinegun Turret      • Anti Ship: 9x 2 Barrel MPC Turret, 8x Rocket Launcher (A) Salamis Kai   • Class: Space   • Role: Front Line Light Cruiser; Solo Operations   • Features: M Particle Emitters   • Hangar Capacity: 1x Cargo, 2x Infantry, 4x Ball, 4x MS   • Weapons      • Anti MS: 6x 105mm Machinegun Turret, 2x 6-tube Anti-MS missile launcher      • Anti Ship: 5x MPC Turret, 8x Rocket Launcher (A) Pazock   • Class: Space   • Role: Fleet Repairs   • Features: M Particle Emitters; 1x Dedicated Hangar; Ship Repair Equipment (R)   • Special: The Pazock can repair 2 ships per update, or 1 ship 2 grades.   • Hangar Capacity: 1 Cargo, 2 Infantry, 4x Spacecraft   • Weapons: 12x 105mm Machinegun turret Alexandria   • Class: Space   • Role: Front Line Light Cruiser; Solo Operations   • Features: M Particle Emitters, 1x Dedicated Hangar, 4x MS Catapult   • Hangar Capacity: 2x Cargo, 3x Infantry, 4x Ball, 12x MS   • Weapons      • Anti MS: 10x 105mm Machinegun Turret      • Anti Ship: 2x MPC Turret, 4x 2-barrel MPC Turret   • Role: MS Carrier, Solo Operations   • Features: M Particle Emitters, 1x Dedicated Hangar, 4x MS Catapult, Gundarium Armor, M Craft (O)   • Hangar Capacity: 2x Cargo, 3x Infantry, 8x MS, 1x MA   • Weapons      • Anti MS: 18x AA laser turret      • Anti Ship: 2x 2-barrel MPC turret, 4x MPC turret, 4x rocket launcher (A)   • Role: Deep Space Operations   • Features: M Particle Emitters, 1x Dedicated Hangar, Nuclear Pulse Engine, Solar Sail   • Hangar Capacity      • Config A: 2 Cargo, 2 Infantry, 10 MS      • Config B: 2 Cargo, 2 Infantry, 6 MS, 1 MA   • Weapons      • Anti MS: 9x 105mm machinegun turret      • Anti Ship: 1x 2-barrel MPC turret, 4x MPC turret, 2x Rocket Launcher (A) C-88 Medea   • Class: Airborne   • Role: High Speed Transport   • Features: M Particle Emitters   • Hangar Capacity: 3x MS or 6x Infantry Everest   • Class: Naval   • Role: Heavy Shoreline Bombardment   • Features: M Particle Emitters   • Hangar Capacity: 2x Cargo, 4x Infantry, 2x Helicopter   • Weapons      • Anti Aircraft: 8x AA Machinegun Turret, 8x 4-tube SAM Launcher      • Anti MSM: 8x 3-tube anti-MS Torpedo Launcher      • Anti Ship: 4x 3-Barrel 350mm Cannon Turret (A), 8x 2-Barrel 350mm Cannon Turret (A), 2x 8-tube Vertical Launch System (A) Tanker   • Class: Naval   • Role: Naval Resupply Operations   • Features: M Particle Emitters, Repair Equipment (R)   • Hangar Capacity: 5x Cargo, 2x Infantry   • Weapons: 4x 20mm AA machinegun turret Gerbera Tetra GP00 Blossom GP01 Zephyranthes GP02 Physalis GP03 Dendrobium Stamen Gundam Hazel Prototype Gyan Katarl Neue Ziel Prototype Psycho Gundam ProtoQubeley Zero the R Z'Gok "Crab" Custom |