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Welcome to All Gundam's main attraction, The Gundam Encylopedia. Written primarily by my trusted sidekick, Aku. The information is for everyone, just don't copy this word for word and use it on your page or something. Remember, this is a working progress so many things are subject to change.


Damage Rating (DR) goes from 0.0-10.0


Disclaimer: The Damage Rating Scale differs from series to series. An extremely powerful weapon in Mobile Suit Gundam 0079 might turn out to be a very lackluster weapon in another series. It all depends on the relative power of the weapons in the series, and what rating I decide to give them.

Close Combat Weapons (Total DR 66.4):


Beam Saber (0.38 MW) (DR 8.6):
The most advanced close-combat weapon of the One Year War era, the Beam Saber was found on only three mobile suits in Mobile Suit Gundam 0079. The first was the RX-78-2 Gundam, the second was the GM (Gundam Massproduced), and the third was the Gyan. Capable of slicing easily through all substances, the Beam Saber is indeed a very powerful weapon.

Beam Javelin (DR 8.7):
As far as I can tell, this is just a beam saber that you can throw as a missile weapon…

Hyper Hammer (DR 8.8):
Once again, as far as I can tell, this is a slightly higher-powered beam saber…

Gundam Hammer (DR 9.1):
A slightly stonger version of the above…

Heat Hawk (DR 5.8):
Perhaps one of the most easily mass produced weapons, the Heat Hawk, or Heat Tomohawk, is an effective weapon. Like all Heat-based weapons, it is little more than a specially-treated piece of metal heated to a very high temperature and a handle. Having a far greater weight than a Heat Saber, though a much shorter effective range, the Heat Hawk is capable of doing considerably more damage than a Heat Saber. It can slice through all but Gundarium with ease, and even Gundarium is a poor defence for long.

Heat Saber (DR 5.2):
Slightly harder to mass produce because of it’s longer reach (and therefore requiring a larger quantity of nonreactive titanium alloy to be ‘heated’), the Heat Saber is another very effective close-combat weapon, though it’s also the weakest of it’s class. It’s capable of slicing through all but Gundarium with ease, though not even Gundarium can keep a Heat Saber from melting through for longer than a couple of seconds.

Heat Sword (DR 6.0):
Far larger and far heavier than the standard Heat Saber, the Heat Sword was carried by only the Gouf in Mobile Suit Gundam 0079. This weapon combines the weight of the Heat Hawk with the range of the Heat Saber to create a devestating close range weapon.

Twin Beam Sword (DR 6.4):
Carried only by the Gelgoog, the Twin Beam Sword required a lot of skill to use. This weapon lacked the reach and weight of the normal Heat Sword, but had a much quicker ‘turn around time’ between attacks, as the weapon has two blades, rather than one.

Heat Rod (DR 7.8):
The most versitile close-range weapon, the Heat Rod from Mobile Suit Gundam 0079 should not be confused with the one from New Mobile Report: Gundam Wing. This whip-like weapon is capable of two different kinds of attacks. The first is an electrical-jolt capable of temporarily parilizing target mobile suits. The other mode of attack is as a slicing weapon, in which it is most effective (as Sayla Maas found out when the Gouf sliced off the left foot of the RX-78-2 Gundam).

Energy Weapons (Total DR 86.8):

Photon Maser Gun (DR 4.8):
Perhaps one of the most primitive beam weapons, the Photon Maser Gun has an extremely high rate of fire for it’s size. Having only seen the weapon in action once, I can only judge it’s effectiveness by what I’ve seen of it, and can give no better discription than this.

Beam Spray Gun (DR 4.4):
The only beam weapon designed to be powered off of the lackluster GM’s reactor, the Beam Spray Gun is noteable only for it’s lackluster capabilitys, and it’s relatively high fire rate. This beam weapon, though underpowered and lacking in stopping power, is capable of firing repeted shots at a much higher rate of fire than any other beam weapon until 0083, when the Beam Assault Rifle takes it’s place in the record books.

Beam Rifle (DR 6.2):
Capable of destroying a Zaku II in a single shot, the Beam Rifle is perhaps the single most powerful long-range weapon carried by the RX-78-2 Gundam. With a relatively high rate of fire, the Beam Rifle’s only problem is energy drain, which is massive, and limits the weapon to about eight to ten shots.

Beam Cannon (DR 6.4):
A slightly more powerful weapon than the Beam Rifle, the only difference between the two is the Beam Cannon’s slower rate of fire, and higher area of spread.

Mega Particle Gun (DR 5.8):
A marvelous weapon, the Mega Particle Gun. By compacting Minovsky Megaparticles, the Mega Particle Gun creats a beam-rifle type blast that does massive damage. The downside is the Mega Particle Gun takes a very long time to charge off of a Mobile Suit’s Minovsky reactor, which limits their use almost entirely to ships and Mobile Armors, which have higher reactor outputs (or just multiple reactors).

Scattering Beam Gun (DR 4.8):
Unable to do any damage, the Scattering Beam Gun blinds a Mobile Suit’s cameras and the pilot with an intense stream of Minovsky Megaparticles. The only Mobile Suits capable of shrugging off the effects of this weapon are the mobile suits that carry it (Like the MS-09 Dom), and were protected against it in their design.

Anti-Aircraft Mega Particle Gun (DR 4.8 (6.8)):
Identical to the standard Mega Particle Gun, save that it does extra damage against Ships, Fighters, and Mobile Armors, while doing less damage to Mobile Suits.

Wire-Guided Mega Particle Gun (DR 4.2):
Psychomuu controled weapons, the Wire-Guided Mega Particle Guns require an internal power source, so are less powerful. The good thing about them is they act like bits, capable of striking from almost any angle… unles their wired controle units are cut, anyways.

Wire-Guided 2-Barrel Mega Particle Gun (DR 4.2):
Double the Damage of the Wire-Guided MPG, this Psychomuu-controled weapon’s firepower is great, though it sacrifices some mobility for it..

Wire-Guided 5- Barrel Mega Particle Gun (DR 9.8):
With five barrels, this Wire-Guided Psychomuu weapon has massive firepower at it’s disposal, though it also looses quite a bit of mobility and speed for it, the cables controlling this particular weapon draw power from the Mobile Suit / Mobile Armor’s Minovsky Fusion Reactors, so the WG5BMPG does not need an internal power source.

Mega Particle Cannon (DR 6.8):
Entirely a Mobile Armor / Ship weapon, the Mega Particle Cannon has almost identical firepower to the RX-78-2 Gundam’s Beam Rifle. It’s charged and fired an identical fashion as the Mega Particle Gun, though it does far greater damage.

Scattering Mega Particle Cannon (DR 5.8):
The upgraded version of the Scattering Beam Gun, the Scattering Mega Particle Cannon not only blinds enemy pilots (sometimes perminantly), but it also sands armor off of enemy Mobile Suits like a shotgun blast.

2-Barrel Mega Particle Cannon (DR 6.8):
Like the standard Mega Partical Cannon, except damage is doubled.

Large Mega Particle Cannon (DR 10.0):
The Strongest weapon of it’s class, the Large Mega Particle Cannon is capable of destroying most Mobile Suits / Mobile Armors in a single shot, though it’s quite obvious when it’s fired, as the barrel of the weapon will glow with a brilliant light for almost ten seconds before it fires (as the weapon charges).

Ballistic Weapons (Total DR 40.8):

Vulcan Gun (DR 2.0):
The Vulcan Gun’s only offensive ability lies their extremely high rate of fire, and the fact that many of them can be fired at once without any recoil. They come in many varietys based on the size of their rounds.

20 mm Vulcan Gun (DR 0.6):
The smallest Vulcans, these are often used by fighter-aircraft against other fighter-aircraft… they’re ineffective against Mobile Suits.

2-Barrel 25 mm Vulcan Gun (DR 0.8):
These Vulcans are capable of saturating an area with fire, making them highly effective against fighters, infantry, and tanks, though they’re still useless against Mobile Suits.

60 mm Vulcan Gun (DR 1.8):
The smallest weapon capable of doing damage to a Mobile Suit, 60 mm Vulcans have a very high fire rate, though they lack the stopping power of Machineguns.

105 mm Vulcan Gun (DR 3.5):
The largest Vulcans of the era, these weapons are actually more effective than a few of the Machineguns, as their rounds are bigger and they keep the signature fast fire rate. The downside? They burn up ammo like the end of the world is coming and the Four Horsemen of the Apocolipse are just _BEGGING_ to take a couple of rounds!

Machinegun (DR 4.0):
An easily mass produced anti-mobile suit weapon, the machinegun’s lackluster performance is offset only by it’s high rate of fire.

3-Barrel 35 mm Machinegun (DR 1.0):
Used by some tanks (Magella’s), this weapon is more for anti-infantry use than anything else… it’s totally uneffective against Mobile Suits.

5-Barrel 75 mm Machinegun (DR 2.1):
This weapon would normally be considered underpowered, but with five barrels, it packs quite a punch. It’s capable of saturating an area with fire at the same rate as that of a Vulcan Gun, and does slightly more damage.

100 mm Machinegun (DR 3.5):
Standard-power, the 100 mm Machinegun is very easy to massproduce, and has a fast fire rate. It’s carried by GMs most of the time, making it an almost totally Earth Federation weapon.

105 mm Machinegun (DR 3.6):
Carried by the Zaku I, this machinegun has slightly more power than the 100 mm.

120 mm Machinegun (DR 5.1):
More powerful than most machineguns, the 120 mm has a slightly slower rate of fire than normal.

150 mm Cannon (DR 3.8):
A very light cannon, this weapon has no recoil and a slow fire rate, and is capable of doing more damage than most machineguns.

175 mm Cannon (DR 4.1):
A slightly larger cannon, it’s recoil is slight, but it’s firing rate is still slow.

180 mm Cannon (DR 4.6):
This cannon does a bit more damage than the 175 mm, though it’s recoil is still greater… I wouldn’t suggest firing it in space unless you’ve got more fuel than you know what to do with.

240 mm Cannon (DR 6.3):
There’s no such thing as a cannon with a fast firing rate, but these cannons are the cream of the crop. They do massive damage for their relative weight, but their recoil is almost enough to knock a Mobile Suit off it’s feet.

Missile Weapons (Total DR 99.2):

40 mm Rocket Launcher (DR 0.9):
Small, unguided missiles… highly effective against infantry and tanks, less effective against Mobile Suits

6-tube Rocket Launcher (DR 1.1):
A higher-powered version of the above.

280 mm Zaku Bazooka (DR 6.6):
An effective anti-Mobile Suit weapon, Bazookas are capable of doing massive damage in an area of effect. The Zaku Bazooka is found only among the Mobile Suits masproduced by the Duchy of Zeon. It’s a very powerful weapon over all.

360 mm Giant Bazooka (DR 7.8):
A more powerful version of the Zaku Bazooka, and usable by both sides, the 360 mm Bazooka packs quite a punch for it’s size, with the same reload time as all the other bazookas, and an identical firing rate.

380 mm Hyper Bazooka (DR 8.0):
The most powerful bazooka in Mobile Suit Gundam 0070, it rivals some beam weapons in power and abilitys, and does spread damage to large groups.

3-tube Missile Pod (DR 5.4):
A small pod of missiles, single shot, then it’s out. Does minimal damage.

240 mm Missile Launcher (DR 5.4):
Or, just a ‘Missile Launcher’… packs about the same power as a Zaku bazooka.

3-Tube Missile Launcher (DR 5.4):
3x the damage of the 240 mm Missile Launcher.

4-Tube Missile Launcher (DR 5.4):
4x the damage of the 240 mm Missile Launcher

5-Tube Missile Launcher (DR 5.4):
5x the damage of the 240 mm Missile Launcher

6-Tube Missile Launcher (DR 5.4):
6x the damage of the 240 mm Missile Launcher

7-Tube Missile Launcher (DR 5.4):
7x the damage of the 240 mm Missile Launcher

(Foot Claw) Air-To-Air Missile (DR 7.8):
High-powerd explosive missiles, they do massive damage to ships and mobile armors, but are less effective against Mobile Suits (Mobile Suits are harder to hit).

Surface-To-Air Missile Launcher (DR 3.4(5.4)):
Only capable of striking flying targets, or those that are just darned tall (like Mobile Suits), Surface-to-air Missiles do quite a bit of damage to flying units and ships, but less to mobile suits and mobile armors.

Torpedo Launcher (DR 4.8):
Like missiles, except they’re only usable under water. Torpedos are effective anti-submarine weapons, and can do severe damage to aquatic (or nonaquatic) mobile suits.

7-Tube Torpedo Launcher (DR 4.8):
Like the above, except seven shots are fired at once, multiplying the effective damage by 7.

Cracker Grenade (DR 5.8):
An optional Zaku armament, the Cracker Grenade explodes and launches six missiles in six different directions (there’s a chance one’ll fly back at the Zaku that used the Cracker, so you’ve got to be careful when using it).

Bomb (DR 1.2):
Umm… just a simple ‘drop it on the enemy’ bomb. Usually carried by fighter aircraft.

Hide Bomb (DR 2.4):
A Mobile-Suit deployed weapon. It digs itself into the ground and stays there until someone’s stupid enough to step on it.

Space Mine (DR 4.8):
Like the Hide Bomb, except it floats in space until someone’s stupid enough to run into it. Hey, if it happens, it’s your own fault! This weapon is _highly_ effective against ships, dealing double damage.

Shields (TDR 6.0):

Shield (DR 6.0):
Capable of fending off Saber Hits and weapons for a limited period of time, Shields can deflect any weapons up to their Damage Rating… any higher, and they’re destroyed or take some form of damage.

Mobile Weapons (TDR 18.2):

Bit (DR 10.0):
A Psychomuu controlled weapon, the Bit is a powerful Mega Particle Gun powered by a compact Minovsky Fusion Reactor, and strapped onto a very large set of engines to give the mobile weapon massive firepower, maneuverability, and speed. Coupled with it’s small size, a group of bits can devestate enemies from extremely long ranges.

Leader (DR 8.2):
Leaders are small VTOL Mobile Weapons similar to bits, except entirely computer controlled. Leaders fly overhead and incapacitate enemy Mobile Suits with a highly powered electric jolt (after the jolt, the leader has to return to the Mobile Suit or Mobile Armor that launched it in order to recharge before it can fire again).

Systems (TDR 24):

smoke discharger (DR 1.0):>
Smoke Dischargers block line of sight, and diffuse Mega Particle weapons making them _far_ less powerful.

"learning computer" system (DR 6.0):
A computer that learns from past battles, it helps the pilot predict how an enemy will act in the future. This is the closest equivelent to the Zero System that I can find in the Universal Century era. The Learning Computer is a componant on _EVERY_ Gundam-type Mobile Suit in the Universal Century, which gives them a better chance of beating enemies that they’ve fought before.

I-field barrier generator (DR 8.0):
Capable of deflecting, diffusing, and dissipating beam weapons and minovsky particle weapons, the I-Field can only stay active for about ten seconds before it drains all power and needs to be recharged. While active, it can deflect all energy weapons up to it’s Damage Rating.

psycommu system (DR 9.0):
The Psycomuu, or Psychic Communicator, System is a marveous piece of technology. Usable only by accessing a Newtype’s brainwaves, any Newtype using it can control wire-guided weapons and Bits, as well as gains the ability to read the thoughts of some enemies. It’s a very useful piece of technology, which makes the Zero System look quite lame in comparison. ^_^

Ship Weapons (TDR 75):

Note, As Ship Weapons are less important, and it’s fairly obvious what most of them do, I’m just going to put their Damage Rating down. This damage rating uses a different scale than Mobile Suit weapons, cousider the Damage Rating doubled when used against Mobile Suits and Mobile Armors for all weapons except the Machineguns, Missiles, and Torpedo Launchers. Large Missiles are enough to destroy most Gundams outright with a direct hit.

580 mm Main Gun (DR 3)
2-Barrel 580 mm Main Gun (DR 6)
3-Barrel 580 mm Main Gun (DR 9)
2-Barrel Secondary Gun (DR 4)
3-Barrel Secondary Gun (DR 6)
Anti-Air Machinegun (DR 1)
2-Barrel Machinegun (DR 2)
155 mm Machinegun (DR 1)
2-Barrel Anti-Air Machinegun (DR 2)
Torpedo Launcher (DR 1)
7-Tube Torpedo Launcher (DR 7)
Missile Launcher (DR 1)
Large Missile Launcher (DR 8)
3-Tube Missile Launcher (DR 3)
6-Tube Missile Launcher (DR 6)
Large Missile (DR 6)
Mega Particle Gun (DR 4)
2-Barrel Mega Particle Gun (DR 8)