04.15Shop : ZAFT
General | Earth Sphere Alliance | Human Reform League | Atlantic Federation
Space Revolutionary Army | ZAFT | Rogue
Zodiac Alliance of Freedom Treaty Shop
All ZAFT mobile suits automatically have Coordinator pilots.
GINN High Mobility Type II
Role: General Purpose
Environs: Land, Space
Fixed armaments: sword, stored on left hip, hand-carried in use; shield, mounted on left arm
Optional Hand Armaments: beam carbine, power rating unknown
An update for the GINN to allow use of beam weapons. While the GINN is a capable enough mobile suit (and, in most areas, superior to it’s gruntish relatives amongst the other factions), it’s lack of beam weapons means it falls behind compared to some of ZAFT’s opponents, especially when taking on heavily armored advanced prototypes. This update adds additional thrusters, a short-ranged beam carbine, and a solid katana to replace the GINN’s original heavy sword, but omits many of the normal GINN’s optional weapons. However, it does feature significantly improved mobility.
As the GINN is being phased out in favor of newer models such as the GuAIZ R, the current plans are to use up existing stocks, repairing any damage with the vast profusion of GINN parts already available.
Price: 40,000
DINN
Role: Air dominance, support
Environs: Air
Fixed armaments: 4 x 6-tube multipurpose launcher, mounted on chest; 76mm heavy assault machine gun, magazine-fed, stored in right hip storage rack, hand-carried in use; 190mm antiaircraft shotgun, semiautomatic, 6 round magazine, stored in left hip storage rack, hand-carried in use
A lightweight derivative of the GINN, the DINN is intended for aerial combat and high-speed interdiction of enemy forces. Its armor protection is extremely thin, but its flight pack provides it with excellent speed and mobility, thanks to the staggered wings that act as thrust vectoring surfaces for its jet engines. Its integrated missile launchers and powerful shotgun are devastating against other lightly-armored aerial mobile suits, but as with many ZAFT mobile suits it lacks beam weapons. It is one of several mobile suits designed specifically for ZAFT’s Earth occupation.
Price: 40,000
GaZuOOT
Role: Support
Environs: Land
Fixed armaments: 2 x dual beam cannon, mounted on back; 14mm dual machine gun; 2 x triple cannon, mounted on wrists; 4 x surface-to-air missile, mounted on forearms
A modified version of the ZuOOT, the GaZuOOT features a host of improved weapons while remaining true to the original design. The projectile weaponry has been replaced with beam cannons on the back, and missiles have been added. It is no longer able to hold weapons, as its hands have been replaced with guns. It remains capable of transforming into a low-profile configuration and running on tank treads, furthering its likeness to an armored vehicle. This also provides it with considerable, though not extraordinary, land speed. GaZuOOTs are often paired with Cerberus BuCUEs to provide close support.
Price: 55,000
BuCUE Hound
Role: Fast attack
Environs: Land
Fixed Armaments: dual beam fang, mounted on head
Optional Fixed Armaments: many x guided missiles, stored in Blaze Wizard pack, 2 x beam cannon, mounted on Kerberos Wizard; 2 x dual beam fang, mounted on Kerberos Wizard heads; 2 x dual beam horn, mounted on Kerberos Wizard heads; 2 x double-edged beam saber, mounted on Kerberos Wizard heads
An improvement on the original BuCUE (and replacement for both it and the LaGOWE), the BuCUE Hound features the ability to use beam weapons and the ability to use optional Wizard packs, including the Kerberos wizard developed specifically for it. The Kerberos Wizard features two additonal “heads”, giving the machine an appearance like the mythical guardian Cerberus and mounts beam cannons and several beam weapons, making it a far deadlier combatant than before. It still boasts considerable mobility in combat, and is still quite nimble.
Price: 60,000
ASSH
Role: Sea superiority, amphibious assault
Environs: Sea (submersible), Amphibious
Fixed armaments: 2 x prototype propeller and multipurpose missile launcher, mounted on back; 4 x high-energy beam cannon, mounted on shoulders; 1 x dual phonon maser cannon; 2 x 23mm dual machine gun, mounted in forearms; 2 x beam claw, mounted on forearms
Optional hand armaments: none
A new model amphibious mobile suit, the heavily armed ASSH combines the best elements of the ZnO and GOOhN. It features a large arsenal of weapons for combat for in, under and out of the water, including beam cannons, torpedoes, machineguns and underwater-use phonon maser cannons. Its beam claws generate a field of energy between the two tips of the claw, giving it a nasty “punch”. It is quite mobile out of the water, much unlike earlier models, and is capable of operating without other models giving it backup.
Price: 70,000
GuAIZ R
Role: General purpose
Environs: Space, Land
Fixed Armaments: 2 x railgun, folded underneath hips, spread out in use, 2 x 76mm CIWS, fire-linked, mounted in head, composite shield, features beam saber on tip, mounted on left arm
Optional Hand Armaments: beam rifle, 20 round charge
The operational replacement for the GINN, and ZAFT’s new standard issue mobile suit, the GuAIZ R is a slightly modified version of the original GuAIZ’s design, with some thrusters removed to make handling it easier for novice pilots. While it lacks the extensional arrester of it’s predecessor, it has a pair of railguns mounted on it’s hips for ranged support purposes.
Price: 55,000
ZAKU Warrior
Role: General purpose
Environs: Space, Land
Fixed Armaments: 1 x beam tomahawk, stored inside shield, hand-carried in use; 4 x hand grenade (fragmentation grenade, high explosive, thermite incendiary, flash grenade or smoke grenade), stored on hip armor; shoulder shield w/anti-beam coating, connected to left arm
Optional Fixed Armaments: high-energy long-range beam cannon (Gunner Wizard only), many x guided missiles (Blaze Wizard only), 2 x Gatling beam cannon, mounted on backpack; beam axe, stored on backpack, hand-carried in use (Slash Wizard only)
Optional hand armaments: 1 x beam assault rifle, power rating unknown; 1 x 500mm recoilless rifle
A new model in limited production,m the ZAKU Warrior is, by some, considered to be a rip-off of the SRA’s Jenice, at least in appearance. Still, it’s performance eclipses most production models, and it’s even able to fight on even terms with the Atlantic Federation’s Gundams.
The ZAKU Warrior’s true strength is it’s ability to be equipped with any of a number of mission-specific packs (called Wizards) before launch, allowing it to adapt to many different situations. Due to it’s highly advanced technology, however, the production costs of this mobile suit will likely keep it rare, at least in the short term.
Price: 90,000
GOUF Ignited
Role: Melee Combat, Air dominance
Environs: Air, Land, Space
Fixed Armaments: 2 x heat rod, mounted on forearms, produces electrical shock and slices with intense heat, 2 x 4-barrel beam gun, mounted on forearms, 1 x beam sword, stored inside shield, hand-carried in use; shield w/anti-beam coating, mounted on left arm
A dedicated close combat mobile suit, produced in direct response to prototypes such as the Epyon and the 00 Gundam being deployed by various parties. It is capable of unassisted atmospheric flight, and, being intended for aces, boasts a large number of thrusters, giving it high mobility. It is well armored, to suit it’s role in close combat, and possesses little in the way of ranged weapons other than a pair of quad-barreled rapid-fire beam guns on it’s forearms. While these are effective, they are strictly short range weapons.
Price: 95,000
Guul
Role: Subflight unit
Environs: Sky
Fixed armaments: 2 x missile launcher, mounted in wings.
The Guul is little more than an unmanned aircraft configured as a platform to carry mobile suits through the sky. It is a far cheaper option for hauling GINNs around than the more expensive METEOR, but also far less durable. It provides excellent acceleration, though mobility is inferior to that of a dedicated air combat mobile suit. A pair of missile launchers offers an option for light support.
ZAFT players may buy and ride Guuls, but only one to a customer; Guuls do not count as a ship, but take up a space inside a hangar. Guuls may be launched from Vosgulovs. Guuls may not be purchased separately; they must be purchased along with a mobile suit.
Price: 25,000
Elite
METEOR
Role: Assault, all-environment
Environs: Space, Air
Fixed armaments: 2 x 120cm high-energy beam cannon; 2 x 93.7cm high-energy beam cannon; 2 x large beam sword; 77 x 60 cm anti-ship missile launchers (22 per pod, 12 per arm unit, 9 on tail fin)
The METEOR is essentially a giant subflight system, armed with a variety of high-output beam cannons and a battery of missile launchers. When mated to a GINN or GuAIZ, it allows a single mobile suit with a skilled pilot to cause great chaos and destruction over a wide area. The high-speed METEOR is fitted with a pair of battleship beam cannons, with two smaller versions for follow-up attacks, numerous large missiles, as well as two oversized beam sabers for dispatching targets at close range. Its armor is decent, but its main asset is its ability to quickly enter a combat zone, raise havoc, and then escape after depleting its armament (and before draining its batteries). A METEOR can be reconfigured to work in atmosphere as well, where it is referred to as a Multipurpose Flight Module, providing the docked mobile suit with top notch flying capabilities, though for cooling reasons its beam weapons are dismounted. Due to its average maneuverability, a METEOR can be disarmed or crippled by skilled Army pilots utilizing their Croudas’ beam cutters just like it was a warship.
Price: 250,000
Ships
Laurasia
MS Capacity: 6
Catapults: 1
Armaments: 2 x 2-barrel 937mm high-energy cannon; 2 x 2-barrel 450mm railgun; 2 x 450mm railgun; 2 x 125mm cannon; 6 x 58mm antiaircraft vulcan gun; 4 x 450mm multipurpose VLS
Environs: Space, Air (hangar capsule)
The Laurasia is the standard warship of ZAFT’s space fleet. Though odd in shape, its mix of beam cannons and railguns have excellent firing coverage, with all guns being able to be trained on targets ahead, and its speed is excellent for a vessel with such an armament. The hangar is suspended below the main hull of the ship, and is actually a fully contained ship in its own right, designed to be used as a drop pod for atmospheric re-entry. It can also be used as a lifeboat for the crew in the case of the Laurasia sustaining catastrophic damage, making it a popular ship to serve upon.
Price: 1,000,000
Nazca
MS Capacity: 6
Catapults: 1
Armaments: 2 x 120cm high-energy beam cannon; 2 x 2-barrel 66mm railgun; 10 x 58mm antiaircraft vulcan gun; 5 x 450mm multipurpose VLS
Environs: Space
Designed as a follow-up to the Laurasia, the Nazca’s armament is reduced compared to the older vessel, though it does mount two very powerful beam cannons, compared to the Laurasia’s four smaller models. However, its speed is remarkable, absolutely outpacing its predecessor, which was already considered fast, and is one of the quickest armed ships in service among any of the major powers. Due to the placement of its weapons, the Nazca has numerous blind spots, but its high turning speed can handily make up for that shortcoming.
Price: 1,800,000
Petrie
MS Capacity: 8
Armaments: 4 x 2-barrel antiaircraft machine gun 2 x cannon; 16 x missile launcher; 4 x scale torpedo launcher
Environemnts: Land, Sea
The Petrie is a lightweight gunboat, capable of cruising on water or relatively flat ground thanks to its innovative “scale system” that temporarily liquefies any kind of loose topsoil. The Petrie is lightly armed, but carries a substantial mobile suit complement in two hangars on either side of its hull, allowing it to bring considerable firepower into combat in spite of its small size. Except in areas of blowing sand and other very grainy surfaces, the scale system does tend to leave a noticeable trail in the “wake” of the vessel using it, making them easier to track.
Price: 400,000
Lesseps
MS Capacity: 24
Armaments: 3 x 2-barrel 40cm cannon; 32 x multipurpose missile launcher; 10 x scale torpedo launcher; 34 x smoke/chaff/flare dispenser; 4 x 2-barrel antiaircraft machine gun
Environments: Land, Sea
Utilizing the same “scale system” as the Petrie, the Lesseps is a fully fledged land battleship, carrying a large number of mobile suits in a centrally mounted hangar and heavily armed with massive twin-barreled artillery and a large number of missile launchers. Its mobility is only slightly inferior to the much smaller Petrie as well, enabling ZAFT combat groups to travel quite quickly, though as with its counterpart it tends to leave a “wake” behind when travelling over some types of ground.
Price: 1,200,000
Vosgulov
MS capacity: 14 (8 aquatic mobile suits, 6 aerial or general purpose)
Armaments: 12 x antiaircraft missile launcher; 12 x torpedo launcher
Catapults: 7 (4 aquatic, 3 vertical)
Environs: Sea (submersible)
The Vosgulov acts as a mothership for ZAFT’s aquatic mobile suits, and is also quite well armed in spite of its somewhat bizarre hull configuration. Four individual hangars capable of storing two aquatic mobile suits each are positioned at the bow end of the vessel, while a central hangar with three vertically-aligned catapults is provided for launching DINNs or other units, though it must surface to avoid flooding the hangar during launch.
Price: 800,000
Compton Class
MS Capacity: 35
Armaments: 2 x triple projectile cannon, 2 x dual beam cannon, 4 x quadruple machinecannon, 32 x heavy missile launcher, 20 x anti-aircraft missile launcher
Environments: Land
A heavier version of the Lesseps, the Compton features a massive arsenal of weapons including over 50 missile launchers as well as beam cannons. Its hangar is also capable of carrying a large number of mobile suits to support it, and its armor protection makes it extremely tough to damage. However, it lacks the scale system of the earlier ships and is on the slow side, and is generally seen providing fire support or guarding vital ZAFT bases from attack. The Compton has less total firepower than the Atlantic Federation’s monstrous Bandaal, but makes up for it via it’s ability to carry mobile suits.
Price: 2,000,000
Gondwana Class
MS Capacity: 200
Armaments: dual high energy beam cannon x 8, high-energy beam cannon x 8
Environments: Space
An almost preposterously massive carrier vessel, the Gondwana class features the unprecedented ability to carry 200 mobile suits into battle, and is larger than the Tchaikovsky class ships used by rogues and private organizations. While armed, it relys primarily on its mobile suits and escorting ships for protection, though it’s thick armor makes it nearly impossible to deal critical damage to. However, it is extremely slow and unmaneuverable, and is unsuited for being in the thick of combat. The Gondwana has literally dozens of drop pods on it’s underside, and can use them to launch orbital drop assaults, or even deploy entire bases from orbit.
The Gondwana may carry the components of a prefabricated base up to ‘Large’ in size aboard, and rapidly deploy it to a planet’s surface as an Orbital Drop action. This base must be purchased in advance, and may not make use of terrain features other than those existing at the target location (these costs must still be paid).
Price: 3,000,000