08th MS Team

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:

Beam Saber(DR 9.5):
The most advanced close-combat weapon of the One Year War era, the Beam Saber is easily capable of slicing through all substances. It’s a very powerful weapon.

Heat Hawk (DR 7.8):
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 8.1):
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.

Twin Beam Sword (DR 9.4):
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.

Thin Cable Heat Rod (DR 8.9):
This Heat Rod differs from the one in 0079 in two ways. The first is it’s length. The Thin Cable Heat Rod is far longer than the one in 0079. Also, it’s thinner, which increases it’s ability to cut through enemy Mobile Suits. This whip-like weapon is still 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.

Energy Weapons (Total DR 86.8):

Beam Rifle (DR 8.4):
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.

Long-Range Beam Rifle (DR 10.0)
Capable of striking from literally Miles Away, the Long Range Beam Rifle is so large it requires an external power source. It’s built like the basic Beam Rifle, except with far more power.

Mega Particle Gun (DR 7.3):
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 6.5):
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.

Mega Particle Cannon (DR 10.0):
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.

Ballistic Weapons:

7 mm Vulcan Gun (DR 0.4):
This vulcan is tiny, it’s only suited to shooting Infantry… it’s useless against everything else.

20 mm Vulcan Gun (DR 0.9):
Often used by fighter-aircraft against other fighter-aircraft… they’re ineffective against Mobile Suits.

2-Barrel 25 mm Vulcan Gun (DR 1.5):
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 2.3):
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 3.8):
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!

25 mm Machinegun (DR 1.2):
I wouldn’t give this to a footsoldier… well, then again… .. .

35 mm Machinegun (DR 1.6):
Barely useful against fighters, even in 008th…

3-Barrel 35 mm Machinegun (DR 4.8):
Used by some tanks (Magella’s), as well as the newer version of the Gour, this weapon is more for anti-infantry use than anything else… it’s totally uneffective against Mobile Suits.

90 mm Machinegun (DR 4.7):
Carried by some GM’s in the 008th Mobile Suit Team, the 90 mm Machinegun is a doorstop, not a primary armament.

100 mm Machinegun (DR 5.3):
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 5.6):
Carried by the Zaku I, this machinegun has slightly more power than the 100 mm.

120 mm Machinegun (DR 6.5):
More powerful than most machineguns, the 120 mm has a slightly slower rate of fire than normal.

120 mm Cannon (DR 3.4):
The smallest cannon from the 008th Mobile Suit Team, the 120 mm Cannon is hardly better than the Zaku’s machine gun.

150 mm Cannon (DR 3.9):
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 4.2):
A slightly larger cannon, it’s recoil is slight, but it’s firing rate is still slow.

75 mm Gatling Gun (DR 5.2):
Little more than a large Vulcan, the 75 mm Gatling Gun carries a lot of power for such a small weapon.

Missile Weapons:

Bazooka Gun (DR 5.3):
A cheap knockoff of the 280 mm Zaku Bazooka.

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

4-Tube Rocket Launcher (DR 1.4):
A higher-powered version of the above…

6-Tube Rocket Launcher (DR 1.9):
A higher-powered version of the above…

280 mm Zaku Bazooka (DR 5.6):
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 6.2):
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.

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

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

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.

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).

Net Gun (DR 2.4):
This Gun shoots nets at enemy Mobile Suits… duh…

Shields:

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.

Gattling Shield (DR 7.0):
The same as the above, except with a 75 mm Gattling Gun.

Mobile Weapons:


THERE ARE NO MOBILE WEAPONS IN THE 008th Mobile Suit Team!

Systems (TDR 24):

Smoke discharger (DR 2.0):
Smoke Dischargers block line of sight, and diffuse Mega Particle weapons making them _far_ less powerful.

2-tube smoke discharger (DR 4.0):
Same as above, but with 2 tubes…

Colony Gassing Equipment (DR 10.0):
Capable of destroying colony populations with a single attack… .. . very _NASTY_ weapon.

Ship Weapons:

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.

Main Gun (DR 4)
2-Barrel Main Gun (DR 8)
3-Barrel Secondary Gun (DR 6)
2-Barrel Machinegun (DR 3)
2-Barrel Anti-Air Machinegun (DR 3)
Torpedo Launcher (DR 2)
Missile Launcher (DR 2)
Large Missile Launcher (DR 8)
2-Barrel Mega Particle Gun (DR 8)