General Use:

These mobile weapons can be used anywhere. They are not as effective as area specific suits though in those environments.

Zaku II A:
Cost: 80,000 credits
Fixed armaments: none
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
Notes: This one of the first Zaku IIs that where mss produced. It was deemed unacceptable and was not produced further. Some private investors took the plans and began to sell it to private concerns. While this moile suit isn't as manuverable as the Zaku II F, it is still a good basic mobile suit. It is also a little better than the Zaku I but not by a huge leap.

GM Light Armor:
Cost: 180,000 credits
Fixed armaments:
- beam saber, stored in recharge rack in backpack, hand-carried in use
Optional hand armaments:
- beam gun, powered by rechargeable energy cap
Notes: This mobile suit is a less armored version of the GM. It has a ranged beam weapon. It is a little quicker than a GM but with out the exra armor this suit won't stand up in a prolonged fight against the more Flexible GM. This mobile suit was sold to colony militias to protect their colonies from pirates but because of this you can find this mobile suit in the hands of many private military forces.

Zaku II F2:
Cost: 250,000 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 able to boost into the air unlike the F type. It still has alot of the same armament though. Riah Republic salvaged this unit from numerous battle sites and then purchased new parts from the Duchy of Zeon.

Act Zaku:
Cost: 400,000 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 butthis mobile suit is the best general use mobile suit that rogues can get.

Ground Use:

These mobile suits can only be used on the ground.

Zaku I Land Combat type:
Cost: 80,000 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
- 120 mm 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
Notes: This mobile suit is a very basic unit with some modifications. It has had all the parts that are not needed in an atmosphere removed. Also with this reduction in wait it has made this mobile suit a little quicker and give it the ability to jump with help from its rear boosters. It comes armed with the basic weapons you would find on any Zaku, which are commonly found anywhere and everywhere.

Gouf A Type:
Cost: 600,000 credits
Fixed armaments:
- shield, mounted on left arm
Optional hand armaments:
- 120mm machine gun, drum-fed, 100 rounds per drum
- heat saber, battery powered, hand-carried in use
- 120mm assault rifle
Notes: This is an early production model of the Gouf. While it is not as powerful and doesn't mount any of the built in weapons this mobile suitis still a tough foe to face. Its plans were sold to a weapons manufactor by a person who turned traitor againt Zeon and then disapeared shortly after.

Marine Use:

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

Zaku Marine:
Cost: 150,000 credits
Fixed armaments:
- 2 x vulcan gun, fire-linked, mounted in head
Optional hand armaments:
- SUBROC (SUBmarine ROCket) gun, 4-tube chamber
- 2 x 240mm 4-tube rocket pod
Notes: This mobile suit design was abandoned by Zeon when they began designing better marine use mobile suits. They sold the design and soon it found its way to earth. It isn't the greatest marine use suit but it will get the job done.

Space Use:

These are the mobile weapons that are used in space.

Ball Type K:
Cost: 25,000 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.

Zaku II High-Mobility Type:
Cost: 200,000 credits
Fixed armaments: none
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 rack
Notes: This mobile suit was aquired by the CMC and then sold to the various colonies as a defense unit. It is cheaper to produce than most other units that have the same abilities. Due to the fact that this unit wasn't piloted by soldiers, its pilots where able to get to know the hard to master controls.

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.

Missile Truck:
Cost: 20,000 credits
Fixed Armament:
- 2 x 4-tube missile launcher
Notes: This unit was designed to defend a colony when pirate forces get inside it. While not all that effective against mobile suits, its missiles will still damage a mobile suit if they hit. Best bought in large numbers.

Magella Eins:
Cost: 30,000 credits
Fixed Armament:
- 1 x 100mm cannon
- 1 x 35mm machine gun
- 8 x smoke discharger
Notes: This is a basic tank with a main gun that was designed to damage mobile suit. While this tank isn't able to manuver fast enough to be a real threat to a mobile suit if the target is led into its firing range this tank can be lethal.

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.

Fan Fan:
Cost: 20,000 credits
Fixed Armaments:
- 2 x 5-tube missile launcher
Notes: This was another vehicle that was designed to defend the inside of a colony that was found to be just as good on Earth.

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.

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: 50,000,000 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 01/08/11 17:57:27. Edited 3 times.