General Purpose Mobile Suits:
These are the suits you can use everywhere. Take not though that these suits won't be as good as one designed to operate in that area.
GM Kai:
Cost: 150,000 credits
Fixed armaments:
- 2 x 60mm vulcan gun, fire-linked, mounted in head
- beam saber, power rated at 0.38 MW, stored in recharge rack in backpack, hand-carried in use
Optional fixed armaments:
- shield, mounted on either forearm
Optional hand armaments:
- HFW-GR·MR82-90mm machine gun, clip-fed, 20 rounds per clip, 2 spare clips stored in shield
- 360mm hyper bazooka, clip-fed, 7 rounds per clip plus 1 round in chamber
Notes: This is the next line of GM mobile suits. It is not a huge upgrade but it is an upgrade. It features a lot of the same weapons and defenses of the GM.
GM Command:
Cost: 300,000 credits
Fixed armaments:
- 2 x 60mm vulcan gun, fire-linked, mounted in head
- 2 x beam saber, stored in recharge racks on rear waist armor, hand-carried in use
Optional fixed armaments:
- shield, mounted on either forearm
Optional hand armaments:
- 90mm machine gun, clip-fed, 20 rounds per clip
Notes: This is an upgraded GM. It is quicker and more manueable than a normal GM. Although it has no ranged beam weapon, this is a bettr mobile suit.
GM Quel:
Cost: 500,000 credits
Fixed armaments:
- 2 x 60mm vulcan gun, fire-linked, mounted in head
- XB-G-1065H beam saber, power rated at 0.38 MW, stored in recharge rack in backpack, hand-carried in use
- RGM*M-Sh-ABT/S-00195 shield, mounted on left forearm
Optional hand armaments:
- BOWA*BR-S-85-C2 beam rifle
- HFW-GR*MR82 90 mm GM rifle, clip-fed, 30 rounds per clip
Notes: This is the successor to the GM custom. While this mobile suit isn't as agile as the GM Custom it makes up for it with the fact it has a beam rifle and is testing what will ultimately become the moveable frame.
Ground Use Mobile Suits:
GM Ground Type:
Cost: 150,000 credits
Fixed armaments:
- 2 x beam saber, stored in recharge racks in legs, hand-carried in use
Optional fixed armaments:
- shield, mounted on either forearm
Optional hand armaments:
- NF·GMG-Type.37/100mm machine gun, clip-fed, 2 spare clips stored on hip armor
- bazooka gun, clip-fed, 7 rounds per clip
- 6-tube missile launcher
- beam rifle, powered by rechargeable energy cap
- NFHI·GMCa-type.09/180mm cannon, clip-fed
Notes: This is a heavier armored GM that can only be used on the ground effectively. It is well equiped. It is also the most widely used by the EF on the ground.
Armored GM:
Cost: 350,000 credits
Fixed armaments:
- beam saber, output unknown, battery powered, stored in recharge rack in left forearm, hand-carried in use
Optional hand armaments:
- 360mm hyper bazooka, clip-fed, 7 rounds per clip plus 1 round in chamber
- 90mm machine gun, clip-fed, 20 rounds per clip, spare clips stored on side armor plates
- beam spray gun, powered by rechargeable e-cap
Notes: This is the Federation's answer to the Dom. It can hover above the ground and move at high speeds. Its armor is a bit more heavy than a normal GM and is able to survive more damage than the GM mobile suits before it.
Fire-support Use:
GM Cannon:
Cost: 125,000 credits
Fixed armaments:
- 240mm cannon, 20 round magazine, fires 240mm rockets, mounted on main body over right shoulder
- 2 x 60mm vulcan gun, fire-linked, mounted in head
Optional hand armaments:
- beam rifle, powered by rechargeable energy cap
Notes: This is an artillery mobile suit. Its main function is to rain shells down on targets at long range. It does a decent job at this. This is still a basic GM mobile suit though. Also this mobile suit is weak at in close combat since it has no melee weapons and should be kept at range in a fire support roll.
Guncannon MPT:
Cost: 350,000 credits
Fixed armaments:
- 2 x 60mm vulcan gun, fire-linked, mounted in head
- 2 x 200mm cannon, mounted in backpack over shoulders, can be fire-linked or fired independently
Optional hand armaments:
- 90mm machine gun, clip-fed, 20 rounds per clip
- beam rifle, powered by rechargeable energy cap
- 100mm machine gun, clip-fed
Notes: This mobile suit is a monster. Even though it doesn't have same lunar titanium that the original Guncannon had it is still hevily armored. It is also nicely armed and is a general purpose mobile suit that is more suited to a fire support role. Its two cannons will hurt almost anything they hit.
GM Cannon II:
Cost: 600,000 credits
Fixed armaments:
- 2 x 60mm vulcan gun, fire-linked, mounted in head; beam saber, power rated at 0.38 MW, stored in recharge rack in left forearm, hand-carried in use
- 2 x beam cannon, mounted in backpack over shoulders
Optional fixed armaments:
- shield, mounted on either forearm
Optional hand armaments:
- 90mm GM rifle, clip-fed, 30 rounds per clip, 2 spare clips stored in shield
Notes: This is a GM custom with heavier armor and beam cannons mounted over its shoulders and thus is a little more expensive. It loses alot of its maneuverability but is still a good mobile suit.
Cruisers:
Salamis Refit Class:
Cost: 7,500,000 credits
Type: Space Use
Armament:
- 2-barrel main gun x 3
- main gun x 7
- laser turret x 4
- 15-tube missile launcher x 2
- 90mm anti-aircraft turret x 31
- missile launcher x 2
Launch catapults: none
MS Capacity: None
Notes: This is an updated version of the Salamis. It is more able to deal with mobile suits and is more effective against ships as well.
Salamis Kai:
Cost: 6,000,000 credits
Type: Space Use
Fixed armaments:
- 2 x 2-barrel main gun
- 5 x main gun
- 6 x 2-barrel secondary gun
- 4 x secondary gun
- 8 x missile launcher
Launch catapults: 1
MS Capability: 4
Notes: This is a basic Salamis with the ability to hold mobile suits added with minor weapons upgrades.
Battleships:
Magellan Kai Class:
Cost: 12,500,000 credits
Type: Space Use
Armament:
- 2-barrel main gun x 7
- 2-barrel laser turret x 16
Launch catapults: None
MS Capability: None
Notes: This ship is an upgraded version of the Magellan class. The upgrade allows this ship to be more effective against mobile suits.
Carriers:
Pegasus Class:
Cost: 10,000,000 credits
Type: Space and Atmosphere Use
Fixed armaments:
- 2-barrel 580mm main gun
- 2 x 2-barrel mega particle gun
- 8 x anti-aircraft 2-barrel machine gun
- 8 x 3-tube missile launcher
Launch Catapults: 2
MS Capacity: 6
Notes: This ship is able to move effortlessly through the atmosphere and even reach orbit on its own without a booster. This is thanks to its Minovsky craft system. This ship is an exellent stand alone ship as well. It is well armored and armed.
Pegasus Class Refit (albion type):
Cost: 15,0000,000 credits
Type: Space and Atmospheric Use
Fixed armaments:
- 2 x 2-barrel main gun
- 2 x 2-barrel secondary gun
- 14 x anti-aircraft 2-barrel laser gun
- 4 x anti-ground 2-barrel laser gun
- 4 x large missile launcher
- 2 x mega particle gun
Launch Catapults: 2
MS Capacity: 6
Fighter Capacity: 2
Notes: This is an upgraded version of the Pegasus. This ship has an improved armament as well as the ability to carry and launch two fighters.
Air Ships:
Can only be used in the atmosphere.
Gunperry:
Cost: 2,000,000 credits
Type: Transport plane
Armament:
- missile x 6 (3 when carrying a moble suit.)
Launch Catapults: None
MS Capacity: 1
Notes: This is a small plane that can carry a mobile suit into a combat and paradrop it. It can also serve as an attack plane.
Medea:
Cost: 4,000,000 credits
Type: Transport Plane
Armament:
- 2-barrel anti-air machine gun x 2
Launch Catapults: None
MS Capacity: 4
Notes: This is a larger transport plane that can drop mobile suits onto a battlefield from high above. It has little weaponry so try to keep this plane out of combat.
These are the suits you can use everywhere. Take not though that these suits won't be as good as one designed to operate in that area.
GM Kai:
Cost: 150,000 credits
Fixed armaments:
- 2 x 60mm vulcan gun, fire-linked, mounted in head
- beam saber, power rated at 0.38 MW, stored in recharge rack in backpack, hand-carried in use
Optional fixed armaments:
- shield, mounted on either forearm
Optional hand armaments:
- HFW-GR·MR82-90mm machine gun, clip-fed, 20 rounds per clip, 2 spare clips stored in shield
- 360mm hyper bazooka, clip-fed, 7 rounds per clip plus 1 round in chamber
Notes: This is the next line of GM mobile suits. It is not a huge upgrade but it is an upgrade. It features a lot of the same weapons and defenses of the GM.
GM Command:
Cost: 300,000 credits
Fixed armaments:
- 2 x 60mm vulcan gun, fire-linked, mounted in head
- 2 x beam saber, stored in recharge racks on rear waist armor, hand-carried in use
Optional fixed armaments:
- shield, mounted on either forearm
Optional hand armaments:
- 90mm machine gun, clip-fed, 20 rounds per clip
Notes: This is an upgraded GM. It is quicker and more manueable than a normal GM. Although it has no ranged beam weapon, this is a bettr mobile suit.
GM Quel:
Cost: 500,000 credits
Fixed armaments:
- 2 x 60mm vulcan gun, fire-linked, mounted in head
- XB-G-1065H beam saber, power rated at 0.38 MW, stored in recharge rack in backpack, hand-carried in use
- RGM*M-Sh-ABT/S-00195 shield, mounted on left forearm
Optional hand armaments:
- BOWA*BR-S-85-C2 beam rifle
- HFW-GR*MR82 90 mm GM rifle, clip-fed, 30 rounds per clip
Notes: This is the successor to the GM custom. While this mobile suit isn't as agile as the GM Custom it makes up for it with the fact it has a beam rifle and is testing what will ultimately become the moveable frame.
Ground Use Mobile Suits:
GM Ground Type:
Cost: 150,000 credits
Fixed armaments:
- 2 x beam saber, stored in recharge racks in legs, hand-carried in use
Optional fixed armaments:
- shield, mounted on either forearm
Optional hand armaments:
- NF·GMG-Type.37/100mm machine gun, clip-fed, 2 spare clips stored on hip armor
- bazooka gun, clip-fed, 7 rounds per clip
- 6-tube missile launcher
- beam rifle, powered by rechargeable energy cap
- NFHI·GMCa-type.09/180mm cannon, clip-fed
Notes: This is a heavier armored GM that can only be used on the ground effectively. It is well equiped. It is also the most widely used by the EF on the ground.
Armored GM:
Cost: 350,000 credits
Fixed armaments:
- beam saber, output unknown, battery powered, stored in recharge rack in left forearm, hand-carried in use
Optional hand armaments:
- 360mm hyper bazooka, clip-fed, 7 rounds per clip plus 1 round in chamber
- 90mm machine gun, clip-fed, 20 rounds per clip, spare clips stored on side armor plates
- beam spray gun, powered by rechargeable e-cap
Notes: This is the Federation's answer to the Dom. It can hover above the ground and move at high speeds. Its armor is a bit more heavy than a normal GM and is able to survive more damage than the GM mobile suits before it.
Fire-support Use:
GM Cannon:
Cost: 125,000 credits
Fixed armaments:
- 240mm cannon, 20 round magazine, fires 240mm rockets, mounted on main body over right shoulder
- 2 x 60mm vulcan gun, fire-linked, mounted in head
Optional hand armaments:
- beam rifle, powered by rechargeable energy cap
Notes: This is an artillery mobile suit. Its main function is to rain shells down on targets at long range. It does a decent job at this. This is still a basic GM mobile suit though. Also this mobile suit is weak at in close combat since it has no melee weapons and should be kept at range in a fire support roll.
Guncannon MPT:
Cost: 350,000 credits
Fixed armaments:
- 2 x 60mm vulcan gun, fire-linked, mounted in head
- 2 x 200mm cannon, mounted in backpack over shoulders, can be fire-linked or fired independently
Optional hand armaments:
- 90mm machine gun, clip-fed, 20 rounds per clip
- beam rifle, powered by rechargeable energy cap
- 100mm machine gun, clip-fed
Notes: This mobile suit is a monster. Even though it doesn't have same lunar titanium that the original Guncannon had it is still hevily armored. It is also nicely armed and is a general purpose mobile suit that is more suited to a fire support role. Its two cannons will hurt almost anything they hit.
GM Cannon II:
Cost: 600,000 credits
Fixed armaments:
- 2 x 60mm vulcan gun, fire-linked, mounted in head; beam saber, power rated at 0.38 MW, stored in recharge rack in left forearm, hand-carried in use
- 2 x beam cannon, mounted in backpack over shoulders
Optional fixed armaments:
- shield, mounted on either forearm
Optional hand armaments:
- 90mm GM rifle, clip-fed, 30 rounds per clip, 2 spare clips stored in shield
Notes: This is a GM custom with heavier armor and beam cannons mounted over its shoulders and thus is a little more expensive. It loses alot of its maneuverability but is still a good mobile suit.
Cruisers:
Salamis Refit Class:
Cost: 7,500,000 credits
Type: Space Use
Armament:
- 2-barrel main gun x 3
- main gun x 7
- laser turret x 4
- 15-tube missile launcher x 2
- 90mm anti-aircraft turret x 31
- missile launcher x 2
Launch catapults: none
MS Capacity: None
Notes: This is an updated version of the Salamis. It is more able to deal with mobile suits and is more effective against ships as well.
Salamis Kai:
Cost: 6,000,000 credits
Type: Space Use
Fixed armaments:
- 2 x 2-barrel main gun
- 5 x main gun
- 6 x 2-barrel secondary gun
- 4 x secondary gun
- 8 x missile launcher
Launch catapults: 1
MS Capability: 4
Notes: This is a basic Salamis with the ability to hold mobile suits added with minor weapons upgrades.
Battleships:
Magellan Kai Class:
Cost: 12,500,000 credits
Type: Space Use
Armament:
- 2-barrel main gun x 7
- 2-barrel laser turret x 16
Launch catapults: None
MS Capability: None
Notes: This ship is an upgraded version of the Magellan class. The upgrade allows this ship to be more effective against mobile suits.
Carriers:
Pegasus Class:
Cost: 10,000,000 credits
Type: Space and Atmosphere Use
Fixed armaments:
- 2-barrel 580mm main gun
- 2 x 2-barrel mega particle gun
- 8 x anti-aircraft 2-barrel machine gun
- 8 x 3-tube missile launcher
Launch Catapults: 2
MS Capacity: 6
Notes: This ship is able to move effortlessly through the atmosphere and even reach orbit on its own without a booster. This is thanks to its Minovsky craft system. This ship is an exellent stand alone ship as well. It is well armored and armed.
Pegasus Class Refit (albion type):
Cost: 15,0000,000 credits
Type: Space and Atmospheric Use
Fixed armaments:
- 2 x 2-barrel main gun
- 2 x 2-barrel secondary gun
- 14 x anti-aircraft 2-barrel laser gun
- 4 x anti-ground 2-barrel laser gun
- 4 x large missile launcher
- 2 x mega particle gun
Launch Catapults: 2
MS Capacity: 6
Fighter Capacity: 2
Notes: This is an upgraded version of the Pegasus. This ship has an improved armament as well as the ability to carry and launch two fighters.
Air Ships:
Can only be used in the atmosphere.
Gunperry:
Cost: 2,000,000 credits
Type: Transport plane
Armament:
- missile x 6 (3 when carrying a moble suit.)
Launch Catapults: None
MS Capacity: 1
Notes: This is a small plane that can carry a mobile suit into a combat and paradrop it. It can also serve as an attack plane.
Medea:
Cost: 4,000,000 credits
Type: Transport Plane
Armament:
- 2-barrel anti-air machine gun x 2
Launch Catapults: None
MS Capacity: 4
Notes: This is a larger transport plane that can drop mobile suits onto a battlefield from high above. It has little weaponry so try to keep this plane out of combat.