General Purpose Mobile Weapons:

These mobile weapons can be used in any environement but are not as good as the mobile weapons designed for that environment.

Zaku II F:
Cost: 50,000 credits
Fixed armaments: none
Optional fixed armaments:
- 2 x 3-tube missile pod, mounted on legs
Optional hand armaments:
- ZMP-50D/120mm machine gun, drum-fed, 100 rounds per drum, spare drums can be stored on waist armor racks
- H&L-SB25K/280mmA-P Zaku bazooka, 4 round magazine, can be stored on rack on rear waist armor
- heat hawk Type5, battery powered, can be stored on waist armor racks
- MIP-B6 cracker grenade, can be stored on optional storage rack on waist armor racks
Notes: This is the main mass produced by Zeon. It is a decent all around mobile suit. It has no beam weapons though and thus is cheaper to produce than the GM. It has a wide range of weaponry allowing it to be easily adapted to different situations.

GM:
Cost: 100,000 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.

Act Zaku:
Cost: 200,000 credits
Equipment and design features:
- magnetic coated joints
Fixed armaments: none
Optional hand armaments:
- beam rifle, power by rechargeable energy cap
- MMP-80/90mm Ver.8 machine gun, clip-fed, 32 rounds per clip, spare clips can be stored on waist armor storage racks
- heat hawk, battery powered, can be stored on hip armor storage racks
- sturm faust, rocket-propelled warhead, can be stored on waist armor storage racks
Notes: This mobile suit was discarded from the production lines when Zeon began designing and producing the Gelgoog. Then the plans were sold to private interests found in the colonies. This mobile suit is a little less responsive than the Gelgoog and Gundam but this mobile suit is the best general use mobile suit that rogues can get.

Mass Production Type Kampfer:
Cost: 600,000 credits
Fixed armaments:
- 2 x 60mm vulcan gun, fire-linked, mounted in head
- 1 x beam saber, stored in recharge racks in hip armor, hand-carried in use
Optional hand armaments:
- 1 x ZUX-197 Jagdgewehr shotgun, pump-action magazine and breech, 9 round magazine, can be stored on backpack storage racks
- 1 x 360mm giant bazooka, clip-fed, 5 rounds per clip, can be stored on backpack storage racks
- 2 x sturm faust, rocket-propelled warhead, can be stored in racks on legs
Notes: This high performance mobile suit is a scaled downed version of the Kampfer. It was designed as a hit and run mobile suit. It excells at this job but finds its self lacking weapons and fuel that will allow it to take part in long term combat. It can no longer carry mass amounts of weapons on it either. It also doesn't have the powerful chain mine that was too expensive to put on a mass production type mobile suit.

Gelgoog High Mobility Type:
Cost: 550,000 credits
Fixed armaments:
- twin beam sword, powered by rechargeable energy cap, stored in recharge rack on back, hand-carried in use
Optional hand armaments:
- beam rifle, powered by rechargeable energy cap
Notes: This is a Gelgoog that is more maneuverable than a standard Gelgoog. And that is about all that is special about this unit.

Gelgoog Cannon:
Cost: 650,000 credits
Fixed armaments:
- RA-2 beam cannon, mounted on backpack over right shoulder
- twin beam sword, powered by rechargeable energy cap, stored in recharge rack on back, hand-carried in use
Optional hand armaments:
- beam rifle, powered by rechargeable energy cap
- 3-tube missile launcher
Notes: This is a modified Gelgoog HMT that has had a beam cannon added to it. This suit is very good at anti-ship combat and fire-support missions. This is a good buy for any fleet.

Galbaldy Alpha:
Cost: 700,000 credits
Fixed armaments:
- shield, mounted on left arm
Optional hand armaments:
- beam rifle, hand-carried in use
- beam saber, hand-carried in use
Notes: This was the unit that was going to replace the Gyan. It terms of performance it was better than even the Gelgoog. A well armed mobile suit that will be a nice addition to any front line combat unit.

Ground Type Mobile Weapons:

These are mobile weapons that were designed to fight on the ground. They can be used else where but will not be as effective as a General Purpose mobile suit.

Zaku II JC:
Cost: 100,000 credits
Fixed armaments: none
Optional fixed armaments:
- 2 x 3-tube missile pod, mounted on legs
Optional hand armaments:
- 120mm machine gun, drum-fed, 100 rounds per drum, spare drums can be stored on waist armor racks
- 280mm Zaku bazooka, 4 round magazine, can be stored on rack on rear waist armor
- heat hawk, battery powered, can be stored on waist armor racks
- 175mm HT-01B Magella Attack cannon
Notes: This is a Zaku II that has had all its space use parts removed. This makes this mobile suit a little lighter and able to jump in gravity. Also it has been waterproofed so it can do limited underwater action(like in a river or lake). It also has the magella attack cannon allowing to deal even more damage at range.

Mass Production Type Efreet:
Cost: 450,000 credits
Fixed Armament:
- 6 x Smoke discharger
Optional Fixed Armament:
- heat saber Type D III, battery powered
Optional hand armaments:
- 1 x ZUX-197 Jagdgewehr shotgun, pump-action magazine and breech, 9 round magazine
Notes: This mobile suit has about the same performence as a Gouf. It was also meant as a close combat machine. To aid the mobile suit in this task it was given smoke dischargers which will fill an area up with smoke allowing its pilot to close the distance to enemy mobile suits.

GM Striker:
Cost: 200,000 credits
Fixed Armament:
- 2 x 60mm vulcan gun, fire-linked, mounted in head
- 1 x beam saber, stored in recharge rack in back pack when not in use, hand carried when in use
Optional Fixed Armament:
- spiked shield
Optional Hand Armaments:
- twin beam spear, hand carried in use
- 100mm machine gun, clip-fed
Notes: This is a heavily armored version of the GM designed for ground combat. It features the standard armament plus a beam spear that gives it a range advantage in melee combat. It is also more maneuverable than a standard GM.

Mass Production Ground Type Gundam:
Cost: 500,000 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.

Space Use Mobile Weapons:

Ball Type K:
Cost: 12,500 credits
Fixed armaments:
- 2 x 180mm cannon, mounted on body
Notes: This unit is a bit heavier armed than the standard Ball but other than that, this is pretty much the same mobile weapon. Two can fit in one mobile suit slot on a ship.

Rick Gigan:
Cost: 150,000 credits
Fixed armaments:
- 180mm recoilless gun, mounted on main body above head
- 120mm 4-barrel machine gun, mounted on right arm
- 2 x vulcan gun, mounted on main body above head
Notes: This mobile suit was designed as an anti-air unit. This mobile suit is set up like a Rick Dom but isn't as maneuverable but its weaponry allows it protect ships fairly well and it is well suited to shoot down missile.

Artillery Use Mobile Weapons:

These are mobile suits that fire massive shells at long ranges to attack the enemy.

Xamel:
Cost: 1,000,000 credits
Fixed armaments:
- 680mm artillery cannon, barrel folds for transport, mounted on right shoulder
- 20mm vulcan gun turret, mounted in head
- 8-tube missile launcher, mounted on left shoulder
Notes: This large mobile suit packs a cannon that will destroy a mobile suit in one hit. Also it can hit targets at such a long range that they usually can't even see the Xamel. This mobile suit is also able to move like the Dom. While it is weak at close range this mobile suit does its job very well.

Sniper Use:

GM Sniper II:
Cost: 750,000 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.

Mobile Armor:

These mobile weapons can only be used on ships with an MA slot.

Mass Production Type Big Zam:
Cost: 8,000,000 credits
Fixed armaments:
- large mega particle cannon, mounted in main body
- 4 x missile, mounted on leg
- 6 x anti-air missile, mounted on leg
Equipment Features:
- anti-beam coating applied to armor
Notes: This is an anti-fortress mobile armor. It is ground-use only. It features a powerful beam weapon that is used to destroy enemy installations. And can hit slower moving ships as well. This mobile weapon is must have for destroying installations.

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 can easily buy large numbers

Dopp:
Cost: 5,000 credits
Armament:
- 6-tube missile launcher x 2
- 20mm vulcan gun x 2
Notes: This is a small agile fighter. It is lightly armed but it can still pack a punch. It is also cheap to produce and thus you will see large numbers of these in the skies.

Dodai YS:
Cost: 25,000 credits
Armament:
- missile launcher x 8
Notes: This is a bomber that will fire missiles at anything it wants to destroy but this isn't its main function. It also gives mobile suits the ability to fly by carrying them on its back.

Saberfish:
Cost: 17,500 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: 25,000 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.

General Use Ships:

Komusai II:
Cost: 500,000 credits
Fixed Armament:
- 2 x gattling turret
Launch Catapult: None
MS Capacity: 1
Upgrade Slots: None
Notes: This is a basic shuttle that uses a booster to reach orbit. It is lightly armed but it gives you a ship to move around in and allows you to rech orbit with out having to go to a spaceport. It has little to no armor though so you may want to be careful with it.

Transport Ship:
Cost: 2,000,000 credits
Fixed Armament: None
Launch Catapult: None
MS Capacity: 6 or 1 ma
Upgrade Slots: 4 weapon, 1 cargo, 1 armor, 1 engine
Notes: This is the ship that is used to bring cargo to earth from space. It isn't all that quick and it has no weapons. But these can be upgraded. Also pilots have to cycle out an airlock and go outside the ship to enter their mobile suits so this isn't a quick process.

Pegasus Refit: (Grey Phantom)
Cost: 18,000,000 credits
Type: Space and Atmosphere Use
Fixed armaments:
- 2 x 2-barrel mega particle gun
- 4 x 3-tube missile launcher
Launch Catapults: 2
MS Capacity: 9
Upgrade Slots: 6 weapon, 1 engine, 2 cargo, 1 armor
Notes: This ship is a more basic carrier ship. It is lightly armed so it shouldn't used as a front line ship but it does carry more mobile suits than most federation ships. Also it is able to go to space with out a booster.

Pegasus Refit:(Thoroughbred)
Cost: 20,000,000 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
Upgrade Slots: 2 weapon, 1 engine, 1 cargo, 1 armor
Notes: This is a more heavily armored version of the Pegasus. It is armed the same as the standard version but take a lot more of a beating.

Naval Ships:

These are ships that are used on or around the water.

Jukon Class Refit:
Cost: 10,000,000 credits
Type: Submarine
Armament:
- missile bay x 8
- torpedo launcher x 6
Launch catapults: None
MS Capacity: 4
Upgrade slots: 1 engine(Speed increase), 1 armor
Notes: This is the main sea use ship of the Zeon navy. It is well armed to deal with targets in or on the sea and even has the ability to hit distant targets with its missiles. It can even carry mobile suits.

Himalaya Class:
Cost: 10,000,000 credits
Type: Naval Carrier
Fixed armaments:
- 2-barrel main cannon
- 7 x secondary cannon
- missile launchers
Launch Catapults: None
MS Capacity: 2
Fighter Capacity: 30 (or 20 if carrying Mobile suits)
Upgrade Slots: 1 engine(speed increase), 1 armor
Notes: This is a naval carrier that is moderatly armed but its strength is the large fighter capacity it has. These fighter can attack targets at range and its ability to carry two mobile suits on its deck also helps this ship find a place in naval fleets.

Space Use Ships:

These are ships that can used in space. But can land on bases with spaceports.

Salamis Class:
Cost: 5,000,000 credits
Type: Space Use
Fixed armaments:
- 6 x mega particle cannon
- 6 x 2-barrel machine gun
- 2 x 6-tube missile launcher
- 8 x missile launcher
Launch catapults: none
MS Capacity: None
Upgade Slots: 4 weapons, 4 cargo, 2 engine, 1 armor
Notes: This is the basic warhip of the EF. It has no mobile suit capacity and is not effective against mobile suits. It is best used against other ships.

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
Upgrade Slots: 2 weapon, 1 engine, 4 cargo, 1 armor
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.

Musai Class:
Cost: 5,000,000 credits
Type: Space Use
Fixed armaments:
- 3 x 2-barrel mega particle gun
- 2 x large missile launcher
- 10 x small missile launcher
Launch catapults: None
MS Capacity: 5 (3 in mobile suit hangar, 2 in Komusai shuttle)
Upgrade Slots: 6 weapons(4 machinegun sized weapons), 2 cargo, 2 armor, 2 engine 
Notes: This is the most common combat ship in the Zeon fleet. It out classes the EF cruiser of the same size. This is due not to weaponry but the fact it can carry mobile suits.

Last Edited By: Tristher 01/26/11 12:03:41. Edited 3 times.