General Use:

These mobile weapons can be used any where but they are not as good as a mobile weapon that was designed for that area unless noted otherwise.

Zaku I:
Cost: 50,000 credits
Fixed armaments: none
Optional hand armaments:
- 105mm machine gun, drum-fed, 100 rounds per drum, spare drums can be stored on waist armor racks
- ZMP-47D/120mm machine gun, drum-fed, 100 rounds per drum, spare drums can be stored on waist armor racks
- H&L-SB21K/280mmA-N Zaku bazooka, 4 round magazine, can be stored on rack on rear waist armor
- heat hawk Type3, battery powered, can be stored on waist armor racks
Notes: This is one of the first mobile suits built. It is very basic but it is also cheap. It has no beam weapons or really anything to make it better. Although in the right hands even this mobile suit can be a killer.

Zaku II F:
Cost: 100,000 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.

Zaku II F2:
Cost: 200,000 credits
Fixed armaments: none
Optional fixed armaments:
- 2 x 3-tube missile pod, mounted on legs
Optional hand armaments:
- MMP-78 120mm machine gun, drum-fed, 100 rounds per drum, spare drums can be stored on waist armor storage racks
- MMP-80/90mm Ver.8 machine gun, clip-fed, 32 rounds per clip, spare clips can be stored on waist armor storage racks
- 280mm Zaku bazooka, cartridge-fed, 4 rounds per cartridge, spare cartridges 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 is the upgrade version of the Zaku II F type. This mobile suit is more than a match for the GMs of the Federation and is even to boost into the air unlike the F type. It still has alot of the same armament though.

Dom/Rick Dom:
Cost: 600,000 credits
Fixed armaments:
- scattering beam gun, mounted in torso
- heat saber Type2, battery powered, stored in recharge rack on back, hand-carried in use
Optional hand armaments:
- H&L-GB03K/360mm giant bazooka, clip-fed, 10 rounds per clip
- ZMP-50D/120mm machine gun, drum fed
- VAL-RB-T27/880mm rocket bazooka
- MMP-80/90mm Ver.8 machine gun
Notes: This mobile suit is good in both space and on the ground. While on the ground, it is one of the most manuverable and quick mobile suits out there. It is also heavily armed. It is also armed with a weapon that allows it to blind its enemies. All in all, this is a very good mobile suit.

Dom Funf:
Cost: 800,000 credits
Fixed armaments:
- scattering beam gun, mounted in torso
- heat saber, battery powered, stored in recharge rack on back, hand carried in use
Optional hand armaments:
- MMP-80 90mm machine gun, clip-fed, 32 rounds per clip, spare clips can be stored on waist armor storage racks
- 880mm raketen bazooka, clip-fed, 5 rounds per clip, spare clips can be stored on waist armor storage racks
- 90mm assault rifle
- 3-tube missile launcher
Notes: This is the ultimate Dom mobile suit. It is able to swap out equipment for pretty much any environment but water use. It even comes with the powerful Raketen bazooka which is a mobile suit killer.

Gelgoog:
Cost: 1,000,000 credits
Fixed armaments:
- twin beam sword, stored in recharge rack on back, hand-carried in use
Optional hand armaments:
- beam rifle, powered by rechargeable energy cap
- shield, can be optionally stored on backpack
Notes: This mobile suit is Zeon's answer to the Gundam. It is pretty much equal to the gundam. It even has a beam rifle. This is one of the better general use mobile suits out there.

Gelgoog Marine:
Cost: 1,200,000 credits
Fixed armaments:
- 2 x 110mm machine cannon, mounted on forearms
- 2 x beam saber, stored in recharge racks in hip armor, hand-carried in use
Optional hand armaments:
- MMP-80/90mm Ver.8 machine gun, clip-fed, 32 rounds per clip
- knuckle shield
Notes: While this heavily upgraded Gelgoog has no beam rifle it does have heavier armament. This suit is an improvement on the Gelgoog and it will fill the Gelgoog place on te battlefield nicely.

Ground Use:

These are mobile suits that are made to fight on solid ground.

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.

Zaku Cannon:
Cost: 200,000 credits
Fixed armaments:
- 180mm cannon, mounted on backpack over right shoulder
- 2-tube smoke discharger
Optional fixed armaments:
- 2 x 2-tube rocket launcher
Notes: This mobile suit was designed with a fire support role in mind. It does this job well when it isn't moving. When in a stationary position it can fire shells at targets with ease. In the hands of a skilled pilot this mobile suit is lethal.

Gouf Custom:
Cost: 900,000 credits
Fixed armaments:
- heat wire, retractable, shocking weapon, mounted in right forearm
Optional fixed armaments:
- 3-barrel 35mm machine gun, clip-fed, mounts on left forearm
- Gatling shield, mounts 75mm Gatling gun, drum-and-belt fed
- heat saber Type D III, battery powered, stored in Gatling shield, hand-carried in use
Notes: This mobile suit was designed to be more easily mass produced than the original Gouf. It sports similar armament but with slight changes like its head rod was replace by a cable with a magnetic end to attach to enemy mobile suits and deliver a shock to effectively turn of said mobile suit. This cable can not cut through anything but it is easier to reproduce. Also its finger machineguns have been changed into a normal hand and a 3-barrel machine gun was mounted on that arm. This suit is on par with a gundam for performance.

Marine Use:

These are mobile weapons that are used in or around the water.

Gogg:
Cost: 200,000 credits
Fixed armaments:
- 2 x mega particle gun, mounted in main body
- 2 x torpedo launcher, mounted in main body
Notes: This is the first marine use suit made by Zeon and thus it is lacking in many departments. It does have beam weapons though. Also this beam weapon doesn't have a huge range though. Also if this mobile suit is out of water to long it will over heat. It is also heavily armored though so it could with stand alot of damage before falling.

Acguy:
Cost: 300,000 credits
Fixed armaments:
- 4 x 105mm vulcan gun, fire-linked, mounted in head
- 6-tube rocket launcher, mounted on forearm
- mega particle cannon, mounted inforearm
- 1x machine gun, replaces mega particle cannon, mounted in forearm
Notes: This is a stealthy mobile suit. It can also have a beam weapon on it. These mobile suits are a good little mobile suit. Also this mobile suit is able to extend its arm for a melee attack that most people won't be prepared for.

Z'gok:
Cost: 600,000 credits
Fixed armaments:
- 6 x 240mm missile launcher, 5 round magazine per launcher, mounted in head
- 2 x mega particle cannon, mounted in forearms
Notes: This is the best marine use mobile suit that Zeon has. It is good in both the water and on land. It has beam weapons as well as the ability to deal lots of damage in melee.

Hygogg:
Cost: 800,000 credits
Fixed armaments:
- 2 x beam cannon, mounted in hands
- 4 x torpedo launcher, mounted in main body
- 2 x machine cannon, mounted in main body
Optional fixed armaments:
- 2 x hand missile unit, mounted over arms
Notes: This mobile suit is close to the Z'gok's effectiveness but it has been designed to be more of a mobile suit that attacks things both in the water and outside it. Thus it only has a limited number of weapons it can use in each evironment. This is still a good mobile suit.

Space Use:

These are mobile weapons that can only be used in space.

Dra-C:
Cost: 50,000 credits
Fixed armaments:
- 3-barrel 40mm vulcan gun, mounted on right arm
- shield, mounts beam saber
Notes: This is more of a mobile armor than a mobile suit. Also this is a very quick mobile weapon. It doesn't pack much for weapons but it is effective at its role of a hit and run weapon. Also two of these will only take one spot on a ship.

Artillery Use:

These mobile weapons are long range attackers.

Xamel:
Cost: 2,000,000 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 rangethis mobile suit does its job very well.

Desert/Tropical Use:

These mobile weapons are for use in deserts or tropical environments.

Desert Zaku:
Cost: 150,000 credits
Fixed armaments:
- 2 x vulcan gun, fire-linked, mounted in head
Optional hand armaments:
- 105mm machine gun, drum-fed
- cracker grenade, stored in optional 2-slot cracker pod on hip armor racks
Notes: This is a Zaku that was designed for use in a desert environment.

Mobile Armor:

These mobile weapons can only fit in a ship with a mobile armor slot.

Bigro:
Cost: 3,000,000 credits
Equipment and design features:
- Minovsky particle scattering system for ECM (electronic countermeasures)
Fixed armaments:
- large mega particle cannon, mounted in main body
- 2 x 4-tube missile launcher, 3 round magazine per tube, mounted on main body
Notes: This mobile armor was designed as an anti-ship unit. It is still able to take on mobile suits but it does this at a greatly reduced effectiveness. This mobile armor is also hard to detect at long ranges and it has to be seen most of the time to be able to detect. This is a space use only unit.

Grabro:
Cost: 3,000,000 credits
Fixed armaments:
- 2 x 7-tube torpedo launcher, 3 round magazine per tube, mounted in main body
- 2 x surface-to-air missile launcher, 8 round magazine each, mounted in main body
Notes: This is a marine use monster. It is very quick and sports weapons that all it to destroy almost anything near or in the water.

Val Varo:
Cost: 8,000,000 credits
Fixed armaments:
- large mega particle cannon, mounted in main body
- 2 x 2-tube missile pod, mounted on main body
- 2 x anti-aircraft beam gun, mounted on main body
- 4 x 110mm vulcan gun, fire-linked, mounted in main body
- 3 x plasma leader, stored on main body, delivers plasma electrical charge to target upon deployment
Notes: This mobile armor was designed to function as an anti-mobile suit unit to support the Bigro. It does this job very well. It was also found that can be used as an anti-ship unit as well. This is the best mobile armor you can buy.

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

Weasel:
Cost: 20,000 credits
Fixed Armament:
- 1 x turret, mounts 1 x light cannon, 1x machine gun
Notes: This is a lightly armed personnel carrier. While its armement is light it can still damage a mobile suit. It is fast moving and a small target. In groups this apc can defend a base, although it usually takes one hit to destroy these.

Magella Attack:
Cost: 30,000 credits
Armament:
- 175mm cannon x 1
- 3-barrel 35mm machine gun x 1
Notes: This is an effective tank. Its main weapon can severly damage a mobile suit. Also its turret can detach from its body and fly around. In this mode its main gun isn't all that accurate though and has been known to knock it out of the air.

Dopp:
Cost: 10,000 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: 50,000 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.

Luggon:
Cost: 30,000 credits
Armament:
- 20mm 2-barrel machine gun x 2
- missile launcher x 4
Notes: This is the plane that Zeon uses to scout and as an early warning system. It is lightly armed but can detect enemies at long ranges and also relay target information to other Zeon forces.

Gunship:
Cost: 30,000 credits
Fixed Armament:
- 1 x 60mm gattling gun
- 2 x 16-tube missile launcher
- 2 x 4-missile launcher
Notes: This is a mobile suit killer. While it is easy to shoot down, its weapons give it the ability to damage even a mobile suit. This helicopter is well suited to its role on Earth.

Gattle:
Cost: 30,000 credits
Fixed Armament:
- 4 x large missile launcher
- 2 x 5-tube missile launcher
- 4 x vulcan gun
Notes: This is a fighter-bomber that is used to support mobile suits. While its a great choice a group of them can be a serious threat to any force.

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 01/03/11 15:50:16. Edited 1 time.