General Purpose:

These mobile weapons can be used almost anywhere. But be warned they will not be as good as a specialized suit designed for that area.

GM:
Cost: 200,000 Credits
Fixed Armament:
- 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:
- beam saber, power rated at 0.38 MW, stored in recharge rack in backpack, hand-carried in use
Optional hand armaments:
- BR-M-79C-1 beam spray gun, powered by rechargeable energy cap
- 100mm machine gun, clip-fed
- shield
- bazooka, stored in bazooka rack behind right shoulder
- HFW-GR·MR82-90mm machine gun, clip-fed, 20 rounds per clip, 2 spare clips stored in shield
Notes: This is the main mobile suit of the Federation forces. It has a beam gun as well as a beam saber. It also has pretty basic armor. Because of its ability to use beam weapons this mobile suit is a little more expensive than most basic mobile suits.

GM Command:
Cost: 600,000 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 Custom:
Cost: 900,000 credits
Fixed armaments:
- 2 x 60mm vulcan gun, fire-linked, mounted in head
- XB-G-1019H beam saber, power rated at 0.38 MW, stored in recharge rack in backpack, hand-carried in use
Optional fixed armaments:
- RGM·M-Sh-ABT/S-00057 shield, mounted on either forearm
Optional hand armaments:
- HFW-GR·MR82-90mm GM rifle, clip-fed, 30 rounds per clip, 2 spare clips stored in shield
- HFW-GMG·MG79-90mm bullpup machine gun
Notes: This is the best general purpose mobile suit that the Federation can get. Its is highly manuverable and nice armed for a mobile suit with no ranged beam weapon. 

Ground Use:

These can only be used the ground.

GM Ground Type:
Cost: 300,000 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.

Guntank Mass Production Type:
Cost: 250,000 credits
Optional Equipment:
- 2x crane arm with heavy lifting winch, replaces 120mm cannons
- 1x dozer blade, attached to glacis plate
Fixed armaments:
- 2 x 120mm cannon, fire-linked, mounted on backpack over shoulders
- 2 x 4-barrel machine gun, mounted on arms
Notes: This an artillery mobile suit. Its strength is its abillity to attack targets at long range. At close range this suit hs only minimal abilities. It is best used in a support role. This mobile suit can be used in space but be warned it can't manuver well.

Mass Production Ground Type Gundam:
Cost: 1,000,000 credits
Fixed armaments:
- vulcan gun, mounted in chest
- multi-launcher, mounted in chest
- 2 x X.B.Sa-G-03 beam saber, stored in recharge racks in legs, hand-carried in use
Optional fixed armaments:
- RGM·S-Sh-WF/S-00109 shield, mounted on either forearm
Optional hand armaments:
- NF·GMG-Type.37/100mm machine gun, clip-fed, 2 spare clips stored on hip armor
- NFHI·GMCa-type.09/180mm cannon, clip-fed
- P.B.R-0079/A12 S-000011 beam rifle, powered by rechargeable energy cap
- bazooka gun, clip-fed, 7 rounds per clip; 6-tube missile launcher
- net gun, fires large net to entangle a target
Notes: This a mass production gundam. It can even be used in water, while it isn't as effective as a water use type it is still a step up from other suits. This mobile suit is highly adaptable but it can only be used on the ground and excells in this environment.

Long Range Use Mobile Suits:

GM Sniper Ground Type:
Cost: 400,000 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:
- long-range beam rifle, powered by external power source
Notes: This mobile suit has the ability to hit a target well out of the range of most mobile suits. Its main weapon is a beam rifle that has to be hooked up to a generator, it also fires a solid beam. This is also a ground use mobile suit. It can be used in space but it isn't as effective.

GM Sniper II:
Cost: 1,500,000 credits
Fixed armaments:
- 2 x beam saber, powered by rechargeable energy cap, stored in recharge racks on rear waist armor, hand-carried in use
Optional fixed armaments:
- 2-barrel vulcan pod, mounted on head; shield, mounted on either forearm
Optional hand armaments:
- beam rifle, powered by rechargeable energy cap
- 90mm machine gun, clip-fed, 20 rounds per clip
- sniper rifle, semi-automatic, clip-fed, 5 rounds per clip
- long-range beam rifle, powered by rechargeable energy cap
Notes: This is the best sniper use mobile suit money can buy, It is also a general all around good mobile suit. It can fit a lot of different roles but is a very expensive mobile suit.

Fire-support Use:

GM Cannon:
Cost: 250,000 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: 700,000 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: 1,200,000 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.

Marine Use:

These mobile suits are good in the water.

Aqua GM:
Cost: 250,000 credits
Fixed armaments:
- 2x 4-tube micromissile/torpedo launcher, mounted on shoulders
- 2 x large torpedo, mounted on back
- 2 x hand anchor
- 4x beam pick, stored on hip armor
Optional hand armaments:
- 10-tube missile launcher (mounts 2x large torpedo)
Notes: This is the Federation's answer to the Zeon marine mobile suits. They didn't do a very good job. It is out classed by the Zeon mobile suits and it has a weakness to pressure. It is also not air tight but this mobile suit still gets the job done.

Waterproof Gundam:
Cost: 700,000 credits
Fixed armaments:
- 2 x torpedo
- hand anchor, mounted on forearm
- explosive harpoon gun, mounted on left forearm
- 2 x beam pick, stored on hip armor
Optional hand armaments:
- underwater use beam rifle
Notes: This is the mobile suit that fixed alot of the problems with the Aqua GM. It still isn't the greatest mrine-use mobile suit but it does the job.

Cold Climate Use Mobile Suits:

GM Cold Climate Type:
Cost: 400,000 credits
Fixed armaments:
- 2 x 60mm vulcan gun, fire-linked, mounted in head
- beam saber, power rated at 0.39 MW, stored in recharge racks on backpack, hand-carried in use
Optional hand armaments:
- 90 mm machine gun w/grenade launcher
Notes: This GM was made for Cold Climates.

Space Use:

For use in space.

Ball:
Cost: 25,000 credits
Fixed armaments:
- 180mm recoilless cannon, mounted on body
Notes: This is a small mobile armor that really isn't a match for mobile suit but in the hands of a good pilot it can be lethal also in large numbers they can hurt. For every two of these take one mobile suit spot on a ship.

Desert Use:

These mobile suits are designed to handle the harsher and hotter environments on Earth.

Desert GM:
Cost: 400,000 credits
Fixed armaments:
- beam saber, stored in recharge rack on backpack, hand-carried in use
- railcannon w/4-tube missile pod
Optional hand armaments:
- beam spray gun, powered by rechargeable energy cap
Notes: This is a ground type GM modified to operate in the harsh desert environment.

Support Craft:

These are vehicles that are not as effective as mobile suits but in large numbers can still be a threat. Also they are cheaper so you cn easily buy large numbers.

Type 61 Tank:
Cost: 40,000 credits
Fixed Armament:
- 150mm cannon x 2, mounted on turret
- 12.7mm machine gun x 1, mounted on turret but can target indendently from the turret
- smoke discharger x 8, mounted on turret
Notes: This is just a basic tank.

Type 74 Hover Truck:
Cost: 80,000 credits
Fixed armaments:
- 20mm vulcan gun, mounted on roof
Notes: This is a long range detection and communication support unit. It gives bonuses to units in its areas.

Tin Cod:
Cost: 30,000 credits
Fixed armaments:
- 4 x 25mm machine gun
- 2 x anti-air missile
Notes: This is a fighter that offers a low level of support. But it excells in its job of anti-fighter.

Jet Core Booster II:
Cost: 50,000 credits
Armament:
- 4 x vulcan gun, fire-linked in pairs, mounted on nose
- 2 x machine cannon, fire-linked, mounted on body
- Missiles
- Bombs
Notes: This is a multipurpose fighter/bomber. It is a little bit more expensive but gets the job done. They can get better but that happens very little.

Saberfish:
Cost: 35,000 credits
Fixed armaments:
- 4 x 25mm machine gun
- 6 x missile
Notes: This is a fighter that can be used in both atmosphere. It has weapons that give it the firepower of a mobile suit. It can even be attached to ships like the Salamis or Magellan. 3 for the Salamis and 6 for the Magellan. A nice little addition to any force.

Public:
Cost: 50,000 credits
Fixed Armament:
- 2 x large missile
Notes: This support unit is two big to fit inside most ships but it is easy to dock with a ship and thus most ships can have 4 of these attached to them at all times. While this craft isn't heavily armed its missiles do pack a huge punch. It is an easy target for mobile suits though.

Pilots:

You can add these to mobile suits to make them better. A mobile suit comes with a green pilot otherwise.

Green:
Cost: no cost
Experience Level: 150 exp
Abilities: None
Notes: These pilots know how to use their mobile weapons but not skillfully.

Grunt:
Cost: 200,000 credits
Experience: 1,000 exp
Abilities: One from this list: Support, Fire Support, Sniper, Melee Expert, Mid Range Expert, Missile Expert, Beam Expert, Solid Weapons Expert, Old School Expert, Mobile Armor Expert, Fighter Expert
Notes: This pilot is at the level of most of the basic soldiers. You get to choose what this pilot specializes in.

Veteren:
Cost: 3,500,000 credits
Experience: 3,000 exp
Abilities: Two from this list: Support, Fire Support, Sniper, Melee Expert, Mid Range Expert, Missile Expert, Beam Expert, Solid Weapons Expert, Old School Expert, Mobile Armor Expert, Fighter Expert
Notes: This is an experienced pilot. He is very good at adapting to new situations and he is skilled at two specialties.

Ace:
Cost: 10,000,000 credits
Experience: 6,000 exp
Abilities: Three from this list: Support, Fire Support, Sniper, Melee Expert, Mid Range Expert, Missile Expert, Beam Expert, Solid Weapons Expert, Old School Expert, Mobile Armor Expert, Fighter Expert
Notes: This pilot is someone who destorys most of what it sees on the battlefield.It is able to get everything out of its mobile suits.

Legendary:
Cost: 100,000,000 credits
Experience: 12,000 exp
Abilities: Four from this list: Support, Fire Support, Sniper, Melee Expert, Mid Range Expert, Missile Expert, Beam Expert, Solid Weapons Expert, Old School Expert, Mobile Armor Expert, Fighter Expert
Notes: The mere mention of this pilot causes its enemies t shake with fear. It takes a special kind of pilot to reach this level. This pilot can make even a Zaku I a deadly weapon.

Last Edited By: Tristher 01/20/11 08:47:53. Edited 3 times.