recursal/Fanatic-Fandom huggingface dataset:
GM III

## Melee Priority

2

The RGM-86R GM III is a general mobile suit that originated from the animated series *Mobile Suit Gundam ZZ.*

## MS Explanation

An enhanced GM II, and the Federation's Primary MS after the Gryps War. Unlike the GM II, which was a minor update to the GM, the GM III was a complete overhaul of the design, including technology brought in from the second generation of MS.

It included advances in support unit style heavy armaments, such as significant modifications to armor and sensors and the installation of missiles across its body, while the same backpack as the MK II was used to maintain mobility. This provided both high firepower and specs overall, making for a truly revolutionary mass-produced MS. With a complex background to its birth, including the regime change after the Gryps War and the expanded commission of MS development to the company Anaheim, it was a stopgap until the next generation of primary Anaheim MS were completed.

After a few years, the GM III was outclassed by the Jegan, but it continued to see plenty of use.

## Weaponry

### Secondary Weapon

* Head Vulcan (Modified)

 Range
 Cooldown Time
 Reload

* Shoulder Missile POD

 Range
 Cooldown Time
 Reload

* Waist Large Missile Launcher

 Range
 Cooldown Time
 Reload

* Large Shield

## Skills

* Leg Shock Absorber LV3
	+ Reduced load on legs when landing. -30% after jumping, -15% after evasive maneuver, and -1% to recovery time from load on legs.
* Emergency Evasion System LV1
	+ Pressing Boost twice causes the MS to perform an evasive move and overheating the thrusters.
* High-Performance Balancer LV1
	+ Allows the MS to cancel landing and thrust recovery animations by using Melee Attacks or Tackles.
* High-Spec AMBAC LV2
	+ Allows a MS to negate need for the boost recovery animation by moving in the same direction as the prior boosting action.
* Frontline Support System LV1
	+ Shortens team member respawn time by 5% for every MS with the skill.
* Melee Combo Controller LV1
	+ Allows for a 2-attack melee combo. 2nd attack has reduced damage.
* Forced Injector LV1
	+ Allows the MS to cancel boost recovery animation with additional boosting maneuvers, but at increased thrust cost.
* Personnel Radar LV2
	+ Allows moving enemy pilots to be detected by radar within 200m.
GM Sniper Custom (ML)

## MS Explanation

A variant of the GM Sniper Custom, which was manufactured in limited quantities to meet the needs of veteran pilots. In contrast to Zeon's predilection for deploying a wide variety of MS designs, both wholly new and custom, the Earth Federation Forces squeezed every drop of combat performance it could out of the stalwart GM, swiftly crediting numerous design variations to meet the rapidly changing needs of the campaign. Carrying over the improved performance and sniping capabilities of the GM Sniper Custom, this variation has improved firepower for anti-ship and anti-fortress operations. Its rear-mounted missile launchers are easily installed on-site and provide series punch. Named after a squadron that employed the units during the attack on A Boa Qu, it is referred to as the Shimada Squad Type.

## Weaponry

### Main Weapon (Ranged)

* R-4 Type Beam Rifle
* Beam Gun
* Rocket Bazooka

### Main Weapon (Melee)

* Beam Saber Unit

### Secondary Weapon

* Head-Mounted Vulcan

 Range
 Cooldown Time
 Reload

* Beam Gun

 Range
 Cooldown Time
 Overheat

* 4-Tube Missile Launcher x2

 Range
 Cooldown Time
 Reload

## Skills

* High-Performance Radar LV2
* High-Performance Scope LV2
* Observational Data Link LV1
* Frontline Support System LV1
* High-Performance Aerospace Gimbal LV1
* High-Performance Balancer LV1
* High-Spec AMBAC LV2
Ga-Zowmn

## MS Explanation

An MS designed as a culmination of the Gaza series, Axis's main transformable MS. Though major changes to it's transformation mechanism and weaponry have resulted in a machine with performance slightly inferior to the Gaza D, it's a well-balanced machine with excellent specs overall.

Remarkably mobile, the Gaza series' signature backpack unit is missing, giving the machine a compact, 18-meter footprint similar to that of 1st gen MS. The Gaza series' signature claw arms have been omitted from MA mode, emphasizing it's role as a bombing unit for anti-ship and anti-fortress engagement. It's considerable beam and ballistic weaponry loadouts were more than enough to earn it a reputation as a MA-class machine.

## Weaponry

### Secondary Weapon

* Beam Gun

 Range
 Cooldown Time
 Overheat

* 9-Tube Missile Pod x2

 Range
 Cooldown Time
 Reload

### Transformed Weapon

* Beam Gun x2 (Transformed)

 Range
 Cooldown Time
 Overheat

## Skills

* Leg Shock Absorber LV3
* Emergency Evasion System LV1
* Anti-Blast Stabilizer LV1
* Shock Dampeners LV1 (Transformed)
* High-Performance Balancer LV1
* High-Spec AMBAC LV1
* Forced Injector LV2
* Special Shoulder Add-On Buffer LV2
* Flight Control Program LV2
* High-Performance Radar LV1
* High-Performance Scope LV1
* Melee Combo Controller LV1
* Transform (Flight) LV1
* Ram Attack LV1 (Transformed)
Galbaldy Beta High Mobility Type (Titans)

## MS Explanation

A prototype equipping new hardware to the Galbaldy Beta to upgrade an outdated unit without a massive overhaul. The original Galbaldy Beta was a remodel with improved armor, generator, and thrusters seized from Principality of Zeon suits, along with a linear seat that would be standard on a second gen MS. Its performance rivals the newly developed Hizack, even surpassing it in some respects, making it suitable to test new equipment. This unit is equipped with a movable thruster unit on its chest that serves as additional armor and mount latches to test various new equipment and upgrade obsolete machines. Its backpack is equipped with high mobility boost pads allowing for attachment of additional weaponry, boosting both firepower and maneuverability. The Titans Test Team was meant to test it, but the unit was lost when the test pilot fled, forcing the Hazel II to take on the new equipment tests.

## Weaponry

### Main Weapon (Ranged)

* Hazel Beam Rifle
* Galbaldy Beta Beam Rifle

### Secondary Weapon

* BP Rapidfire Smart Gun

 Range
 Cooldown Time
 Overheat

* BP Missile POD

 Range
 Cooldown Time
 Reload

* G. Beta High Mobility S. Missile

 Range
 Cooldown Time
 Reload

* Galbaldy Beta High Mobility Shield

## Skills

* High-Performance Radar LV2
* High-Performance Scope LV2
* Observational Data Link LV1
* High-performance Aerospace Gimbal LV2
* Scouting Parallel Processing Device LV1
* High-Spec AMBAC LV2
* Forced Injector LV1 (Gains LV2 at MS LV2)
* Special Chest Armor Buffer LV2
Barzam Custom

## Type

Mass Production General-Purpose Mobile Suit

## MS Explanation

A Barzam variant developed using Gundam Mk-II data by Titans engineers toward the end of the Gryps War, replacing the GM II as the Federation's main suit. As the AEUG conflict escalated, lack of general purpose MS rank-and-file soldiers was dire. A proposal to mass produce a simple, low-cost version of the Gundam Mk-II was proposed. Aside from the atypical shape of its head, it is distinct from the original Barzam with many of its parts of the same specifications as the Gundam Mk-II. Its loadout was switched to common equipment, making for a high-performance, easy to produce unit. Records show it deployed to the EFF Instructor Corps, but much is unclear about it, including precise specs, its pilots and if even actually existed.

## Weaponry

### Main Weapon (Ranged)

* Barzam Custom Beam Rifle (GN)
* Hyper Bazooka II
* Hyper Bazooka II (Shrapnel)

### Secondary Weapon

* Vulcan POD System

 Range
 Cooldown Time
 Reload

* Barzam Custom Shield

## Skills

* Leg Shock Absorber LV3
* Quick Boost LV3
* Emergency Evasion System LV2
* Flight Control Program LV2
* High-Performance Balancer LV1
* High-Spec AMBAC LV2
* Melee Combo Controller LV1
* Forced Injector LV1
* High-Performance Radar LV1
GAZ-L Grau

## MS Explanation

AN upgraded version of the GAZ-L, developed for use by Neo Zeon's Royal Guard. Part of the same lineage as the Galbaldy, which inherited the design characteristics of the Principality of Zeon's Gelgoog and Gyan. Requires skill to pilot, but its core design is based on the GAZ-R and GAZ-L, those high performance and reliability led to their use by Neo Zeon's best pilots. Decorations used by the Royal Guard have been removed, with a new color scheme and loadout that favors practically. The base unit's distinctive asymmetrical shoulder spikes have been replaced with missile pods, and other on-site modifications have been made following deployment, allowing it to fight on equal footing with cutting edge models. The name "Grau" refers to its ashen coloration.

## Weaponry

### Main Weapon (Melee)

* GAZ-L Grau Beam Saber
* GAZ-L Heat Lance

### Secondary Weapon

* 6-Tube Special Missile Pod

 Range
 Cooldown Time
 Reload

* GAZ-L Grau Beam Lance

* 6-Tube Special Missile Pod (Incendiary)

 Range
 Cooldown Time
 Reload

## Skills

* Assault Booster LV2
* High-Performance Balancer LV1
* High-Spec AMBAC LV2
* Maneuver Armor LV2
* Forced Injector LV2
* Melee Combo Controller LV1
* Heavy Attack LV1
* Leg Shock Absorber LV2
* Anti-Blast Stabilizer LV1
* Emergency Evasion System LV2
* High-Performance Radar LV1
* Special Left Shoulder Armor Buffer LV2
* Special Right Shoulder Armor Buffer LV3
* Flight Control Program LV2
Gelgoog (Stutzer)

## MS Explanation

As a mod unit developed by Zeon Remnants after the One Year War, it was based on the Gelgoog Marine deployed near the end of the conflict. Unlike other Stutzer series units focused on boosted firepower, the Gelgoog Marine was modified to add improved mobility to its overall high performance and standard beam weapon application. The additional massive shoulder parts boasted an independent structure, accompanying chest armor that covered its entire upper body. A new model of backpack containing supplemental thrusters and propellant, dramatically improving this unit's mobility over the original Gelgoog Marine. The signature winch units of the Stutzer series are equipped on the back, expanding the unit's tactical capabilities. This field-modded unit is uniquely characteristic of the Zeon remnants and its specs are suited to veteran pilots.

## Weaponry

### Main Weapon (Ranged)

* Gelgoog M Commander Type Beam Rifle
* Beam Bazooka (Modified)

### Secondary Weapon

* Gelgoog (Stutzer) Rapid-Fire Cannon

 Range
 Cooldown Time
 Reload

* Sturm Faust (Enhanced)

 Range
 Cooldown Time
 Reload

* Winch Unit (Mine)

 Range
 Cooldown Time
 Reload

* Gelgoog (Stutzer) Shield

## Skills

* High-Performance Radar LV1
* High-Performance Balancer LV1
* High-Spec AMBAC LV2
* Maneuver Armor LV1
* Forced Injector LV2
* Flight Control Program LV2
* Emergency Evasion System LV1
* Melee Combo Controller LV1
* Anti-Blast Stabilizer LV1
* Special Leg Buffer LV2
* Special Chest Armor Buffer LV2
* Special Shoulder Buffer LV2
* Remote Detonator (Mine) LV1
Baund Doc

## MS Explanation

A prototype transforming MA developed by the EFF alongside Newtype Labs, and operated by the Titans. Based on a Principality of Zeon MA and a simple combat strategy of using physical attacks from massive claws at high speed. Also equipped with the Psycommu System, which conveys a pilot's thoughts directly to unit controls to improve synchronization. The Psycho-Gundam had an issue with its Psycommu System putting a great burden on the pilot, as issue mitigated by the improved system installed in this unit. A function was added to bind the Psycho Waves generated by the unit with the pilot's consciousness to promote battle impulses. With this design, although inevitably large, the prototype can handle land, air, and space combat, boasting exceptional attack, defense, and maneuverability.

## Weaponry

### Secondary Weapon

* Arm Claw

* Diffuse Mega Particle Cannon

 Range
 Cooldown Time
 Overheat
 Focus

### Transformed Weapon

* Feet Claws

* Diffuse M.P.Cannon (Transformed)

 Range
 Cooldown Time
 Overheat
 Focus

## Skills

* Assault Booster LV2
* Emergency Evasion System LV1 (Transformed)
* Anti-Blast Stabilizer LV1
* High-Performance Radar LV2
* Forced Injector LV2
* Melee Combo Controller LV2
* Flight Control Program LV3
* Maneuver Armor LV2
* Transform (Flight) Lv2
* Enhanced Tackle LV5
* Ram Attack LV1 (Transformed)
* High-Performace Balancer LV1
* Damage Control LV2
* Waist Special Cushioning LV2
* Special L-Arm Equipment Buffer LV2
* Special Leg Buffer LV1
* Psycho Wave LV1
* High-Spec AMBAC LV2
Dom

## MS Explanation

A ground type MS developed by Zimmad. This mechanical marvel used heat kernel jet engines on its legs to allow for high mobile hovering movement. Its standard primary weapon, the giant bazooka, provided considerable offensive power, while it was also boasted an abundance of armor for defense, and mobility from its hover capabilities. This combination of abilities made it one of the supreme ground type suits of its time. However, the difficulty of controlling the hovering, including loss of any sharp turning ability, made it better suited overall for fighting on flat and open terrain rather in urban regions or anywhere else with numerous obstacles. Its performance in battle was highly dependent on the battlefield itself and the skill of its pilot. Famous for being used by the Black Tri-Stars.

## Weaponry

### Main Weapon (Ranged)

* Giant Bazooka
* Zaku Machine Gun

### Secondary Weapon

* Spread Beam

 Heat Rate
 Range
 Cooldown Time
 Overheat

## Skills

* Leg Shock Absorber LV1
	+ Reduced load on legs when landing. -15% after Jumping, -10% after evasive maneuver
* Leg Shock Absorber LV2 (Gained at LV2)
	+ Reduced load on legs when landing. -20% after jumping. -10% after evasive maneuver. -1% to recovery time from load on legs.
* Leg Shock Absorber LV3 (Gained at LV4)
	+ Reduced load on legs when landing. -30% after jumping, -15% after evasive maneuver, and -1% to recovery time from load on legs.
* Emergency Evasion Controller LV1
	+ Pressing Boost twice causes the MS to perform an evasive move and overheating the thrusters.
* Enhanced Tackle LV1
	+ +50% Tackle Damage, +5% Tackle Distance.
* Enhanced Tackle LV2 (Gained at LV2)
	+ +65% Tackle Damage, +5% Tackle Distance.
* Enhanced Tackle LV3 (Gained at LV4)
	+ +80% Tackle Damage, +10% Tackle Distance.
* High Performance Balancer LV1
	+ Allows the MS to cancel landing and thrust recovery animations by using Melee Attacks or Tackles.
* Melee Combo Controller LV1
	+ Allows for a 2-attack melee combo. 2nd attack has reduced damage.
* Special Leg Buffer LV1
	+ Damage taken when hit in the legs reduced by 10%
* Special Leg Buffer LV2 (Gained at LV4)
	+ Damage taken when hit in the legs reduced by 15%
G-Line Full Custom

## MS Explanation

Towards the end of One Year War, the Federation attempted to develop a production suit as capable as the Gundam with its Newtype pilot. This project was halted, then latter revived after the war with a new goal: to develop a suit capable of handling multiple objectives by swapping out equipment on the base suit.

It also incorporates data from the FSWS program to improve firepower and mobility using modular armor and weapons. This model's base is the high-performance G-Line, developed using expertise from the second-wave RX-78 suits, namely the 7th Gundam. On its frame, it can mount armor and weapons to suit a wide variety of missions.

This configuration uses parts from several suits to act as a high-spec, general type suit rather than specializing in an particular operation.

## Weaponry

### Main Weapon (Ranged)

* Assault Armor Shotgun
* Heavy Rifle

### Secondary Weapon

* Head Vulcan (Late Model)

 Range
 Cooldown Time
 Reload

* Beam Cannon x2

 Range
 Cooldown Time
 Overheat

## Skills

* High-Performance Radar LV2
* Observational Data Link LV1
* High-Performance Aerospace Gimbal LV1
* Leg Shock Absorber LV2
* Explosive Reactive Armor LV1
* High-Performance Balancer LV1
* High-Spec AMBAC LV2
* Melee Combo Controller LV1
GM Custom

## MS Explanation

This GM was developed under the Federation Forces' reconstruction plan after the One Year War in an attempt to enhance the performance of the GM type MS. The Augusta Base which also developed the Alex was in charge of its development, which would explain the similarities in basic design and components. The machine boasted specifications unprecedented for any GM variation, including overall larger boosters and a hybrid intake pipe design on its shoulders. It was also equipped with a high output generator, making it an immensely versatile machine on par with the Gundam. However, despite its incredible versatility, it had few stand-out features compared to other units of its generation, and its high production cost doomed its hopes of mass production. Only a handful were assigned to ace pilots, some of which were famously used by the Albion team during the Delaz Conflict.

## Weaponry

### Main Weapon (Ranged)

* GM Rifle
* Hyper Bazooka (Modified)
* GM II Beam Rifle

### Secondary Weapon

* Head Vulcan (Late Model)

 Range
 Cooldown Time
 Reload

* Commando Shield

## Skills

* Leg Shock Absorber LV3
	+ Reduced load on legs when landing. -30% after jumping, -15% after evasive maneuver, and -1% to recovery time from load on legs.
* Quick Boost LV3
	+ -30% to charge time when jumping.
* Emergency Evasion Controller LV2
	+ Pressing Boost twice causes the MS to perform an evasive move and using 80% of thruster gauge.
* High Performance Balancer LV1
	+ Allows the MS to cancel landing and thrust recovery animations by using Melee Attacks or Tackles.
* Melee Combo Controller LV1
	+ Allows for a 2-attack melee combo. 2nd attack has reduced damage.
* High Spec AMBAC LV2
	+ Allows a MS to negate need for the boost recovery animation by moving in the same direction as the prior boosting action.
* High Performance Radar LV1 (LV2 LV4 Unit)
	+ Increases Radar range from 300m to 350m. (300m to 400m LV4 Unit)
* Personnel Radar LV1
	+ Allows moving enemy pilots to be detected by radar within 150m.
Blow

## Equipping Mobile Suits

* Zaku I Sniper Type
* Recon Type Zaku
* Zaku Cannon
* Zaku Cannon (Rabbit Type)
* Zaku Tank (Artillery)
* GM Cannon
* GM Cannon (Space Assault Type)
* Guncannon Mass Production Type
* Guncannon
* Guncannon SML
* Guncannon II
* Dom Barrage
* Dom Cannon Multi Gun Type
* Bishop
* Zaku Flipper
* Zaku Desert Type (DA)
* Guntank II
* Zaku Half Cannon
* Gouf Heavy Arms Type
* Hizack Cannon (Increased Armor)
* Zanny (Ground Type)
* Zaku II (Sniper Type) (HH)
* Woundwort
* Guncannon Heavy Arms Type
Efreet Jaeger

## Melee Priority

2

The MS-08TX[NF] Efreet Jäger is a general mobile suit that originated from the animated series *Mobile Suit Gundam Code Fairy.*

## MS Explanation

A Prototype MS created in limited numbers for ground combat, this suit was custom created for Helena Hegel and lies somewhere between a Gouf and a Dom. Although the Efreet was never mass produced, its performance was so highly regarded that many prototype Efreets were used as a base for test models. This MS is a standard Efreet which has been custom modified to compliment Helena's new fighting style and incorporates the Efreet Nacht's stealth system developed by Odessa.

These Modifications make it's movements difficult to track in the sniper battle typical of MS combat, allowing it to easily alternate between melee and ranged combat. It's sniper rifle is specially designed to switch rounds to suit the situation, making it a superb all-rounder that can even handle anti-air combat.

## Weaponry

### Secondary Weapon

* Shotgun (Sawed-Off)

 Range
 Cooldown Time
 Reload

* EJ Sniper Rifle [Anti-Air]

 Range
 Cooldown Time
 Reload

* Chaff Grenade

 Range
 Cooldown Time
 Reload

* Camera Gun

 Range
 Cooldown Time
 Reload

## Skills

* Jamming LV1
	+ lowers visibility of radar for enemy units within a 200m radius. Cancels out high-performance radar, Personnel Radar, Fake Beacon, and Observational Data Link.
* Emergency Evasion Controller LV1
	+ Pressing boost twice to perform an emergency evasion once per boost gauge.
* High Performance Balancer LV1
	+ Allows the MS to cancel landing and thrust recovery animations by using Melee Attacks or Tackles.
* Melee Combo Controller LV1
	+ Allows for a 2-attack melee combo. 2nd attack has reduced damage.
* High-Performance Radar LV3
	+ Enhanced Radar performance. Extends effective range from 300m to 450m.
* Stealth LV1
	+ Reduces enemy radar detection range when not attacking to 100m.

* Precision Analysis System LV1
	+ Analyzes Spotted enemy MS and Relays HP and category info to the team. Grants +3% damage against spotted targets.
Aqua GM

## Melee Priority

2

The RAG-79 Aqua GM is a general mobile suit that originated from Kunio Okawara's M-MSV series. Eventually redesigned by Hajime Katoki as part of *Harmony of Gundam* and later appeared in *Mobile Suit Gundam Unicorn.*

## MS Explanation

A variation of the GM, this machine was remodeled for underwater use to counter the attack of the Principality of Zeon's amphibious MS. It was outfitted with hydrojets in its backpack, and thrusters for underwater use to its shoulder and leg for increased mobility. In addition, the performance of beam weapons was bound to decrease, hence it was equipped with beam pick, which was a modified beam saber with a shorter blade to concentrate its attack. It managed to contribute to the war efforts with its explosive harpoon gun, but even with the high versatility of the GM, it wasn't enough to stand against the performance of the Principality of Zeon's amphibious MS. As a result, most were deployed on the ground to guard coastline bases. However, since it was one of the Federation Forces' rare amphibious MS, it remained active for a long time after the war.

## Weaponry

### Main Weapon (Ranged)

* Harpoon Gun
* Missile Launcher (Torpedo)

### Secondary Weapon

* Hand Anchor

* Shoulder Missile Tubes x4

 Range
 Cooldown Time
 Reload

## Skills

* Leg Shock Absorber LV2 (LV3 at MS LV4)
* Quick Boost LV1 (LV2 at MS LV4)
* Emergency Evasion System LV1
* Special Back Buffer LV2 (LV3 at MS LV4)
* High-Performance Balancer LV1
* Aquatic Mobile Shooting LV1
GM Spartan (RG)

## MS Explanation

A Custom GM Spartan Unit customized for Renato Germi, Captain of the Black Dog Squad. Its head is a reused Gundam-Type with a dual-sensor and high-performance V antenna. Similar to standard GM Spartans, it's Adapted with a focus on mobility for close-quarters combat and improved firepower, thanks to the newly-developed Short Beam Rifle.

The Black Dog Squad's clandestine attacks spread across the North American front, gaining them the attention of the terrestrial Zeon Forces. However, by splitting up and growing their legend as phantoms, they were able to evade, capture, and inflict heavy damage on their enemies. In the end, they were unleashed on Zeon's witch squad, Noisy Fairy, who proved a threat to the EFF's North American counterinsurgency.

## Weaponry

### Main Weapon (Ranged)

* Short Beam Rifle
* Hyper Bazooka (Modified)

### Secondary Weapon

* Hand Beam Gun x2

 Range
 Cooldown Time
 Reload

* Wamm

 Range
 Cooldown Time
 Reload

* Smoke Discharger

Stealth/Defense up
 Range
 Cooldown Time
 Reload

* Hand Grenade E [Enhanced]

 Range
 Cooldown Time
 Reload

## Skills

* High-Performance Balancer LV1
* Melee Combo Controller LV1
* Maneuver Armor LV1
* Leg Shock Absorber LV2
* Quick Boost LV2
* Anti-Blast Stabilizer LV1
* Emergency Evasion System LV1
* Special Left Shoulder Armor Buffer LV1
Blue Destiny Unit 3

## MS Explanation

A special test unit based on a highly modified Gundam Ground Type fitted with the special EXAM system developed by Zeon's Newtype research institute. The EXAM system was intended to draw out combat potential that exceeded all limits, but the system was incomplete, and would leave significant damage after deactivation. When the head, vital for the core system was damaged, the EXAM system could not be activated even if it hadn't been used. Due to the affinity of the EXAM, this machine was designed for solo ambush missions and high-speed combat. It was equipped with multiple parts that enhanced its mobility and maneuverability which proved invaluable during melee combat. Unit 3's space combat capabilities were further improved, and it was more versatile overall. Its EXAM System had a set limit, which slightly decreased its performance when EXAM was active, but it also successfully extended the unit's operation time.

## Weaponry

### Main Weapon (Ranged)

* 100mm Machine Gun (Modified)
* Gundam Ground Type Beam Rifle

### Secondary Weapon

* Head Vulcan (Late Model)

 Range
 Cooldown Time
 Reload

* Chest Machine Gun x2

 Range
 Cooldown Time
 Reload

* Small Body Missile

 Range
 Cooldown Time
 Reload

* Unit 3 Shield

## Skills

* Emergency Evasion Controller LV1
	+ Pressing Boost twice causes the MS to perform an evasive move and overheating the thrusters.
* High Performance Balancer LV1
	+ Allows the MS to cancel landing and thrust recovery animations by using Melee Attacks or Tackles.
* Melee Combo Controller LV1
	+ Allows for a 2-attack melee combo. 2nd attack has reduced damage.
* High Spec AMBAC LV1
	+ Allows a MS to negate need for the boost recovery animation by moving in the same direction as the prior boosting action.
* Forced Injector LV1
	+ Allows the MS to cancel boost recovery animation with additional boosting maneuvers, but at increased thrust cost.
* EXAM Ability Boost LV2
	+ Pressing the Touchpad button activates EXAM mode for 90 seconds:
		- Increased Attack and Defense.
		- Decreased Thrust consumption.
		- Temporarily gain Emergency Evasion Controller LV2
		- Red glowing effect.
		- Leg, Back, and Head HP restored to full. Following this, Head and Leg parts are broken and must be repaired. Suit must be respawned to regain access to EXAM.
Full Armor Gundam

## Melee Priority

1

 MS Explanation

Intended to be built under the Federation Forces' Operation V mobile suit development plan, this machine was developed as part of the extra armament plan known as the FSWS Project. Based on the Gundam, this unit had additional weapons, and the armor contained build-in propellant and thrusters, compensating for the lower mobility caused by its increased weight. In essence, this unit possessed the strength of the Guncannon while retaining the advantages of the Gundam. Armed with numerous powerful weapons and equipment for mid-range support, it could cope with mobile warfare and melee combat to some extent. Production was considerably difficult, so it is uncertain whether or not this unit actually saw live combat, realizing it's original purpose. Nevertheless, the concept of adding weapons and armor to preexisting units was later realized in various units, so the merits of this plan were ultimately made evident.

## Weaponry

### Secondary Weapon

* 360mm Cannon

 Range
 Cooldown Time
 Reload

* Head Vulcan

 Range
 Cooldown Time
 Reload

* Missile Bay

 Range
 Cooldown Time
 Reload

## Skills

* High Performance Radar LV2
* High Performance Scope LV2
* Observational Data Link LV1
* Frontline Support System LV2
* Leg Shock Absorber LV2
* Anti-Blast Stabilizer LV1
* High-performance Aerospace Gimbal LV1
GM Striker

## RGM-79FP GM Striker

 MS Explanation

An MS based on the GM Kai and augmented for melee combat. It was characterized by heavy armor to survive close combat and a large backpack to offset the resulting increase in weight. It was also equipped with a twin beam spear, a weapon developed at the same time, which was a highly versatile anti-MS melee weapon comprised of two beam sabers attached to an extending rod; it could be operated in spear mode, capable of using its reach to attack preemptively, and scythe mode, more compact and better suited for closer combat. The Striker could also use it shield not only for defense but for striking attacks as well. However, as the Federation's main tactic relied on bombardments from medium- and long-range, only a small number of Strikers were ultimately used, and only by a select few pilots and special ops units.

## Weaponry

### Main Weapon (Ranged)

* 100mm Machine Gun
* Bullpup Machine Gun

### Main Weapon (Melee)

* Twin Beam Spear
* Twin Beam Spear (Scythe)

### Secondary Weapon

* Head Vulcan

 Range

* Beam Saber

* Striker Shield

## Skills

* High Performance Balancer LV1
* Melee Combo Controller LV1
* Maneuver Armor LV1
* Anti-Blast Stabilizer LV1
* Assault Booster LV1
* Explosive Reactive Armor LV1
* Shield Tackle LV1
Dom Tropen

## MS Explanation

A MS modified for localized fighting, such as in deserts or tropical regions, based on the operational data collected from the Dom and other prototypes based on the Dom. Much like the Dom, it specialized in hit-and-run tactics, exploiting its mobility via thermonuclear hovering. The engines on its legs were also covered with high specification dust filters in order to allow for extended operation time in the desert, as well as greater ease of maintenance. The spread beam on the chest had failed to live up to expectations and was thus removed. More so a refinement of the Dom as opposed to an advanced model, it retained its strengths and removed superfluous and unnecessary features with regard to localized combat. Access to a variety of optional weapons offered excellent versatility.

## Weaponry

### Main Weapon (Ranged)

* MMP-78 Machine Gun (GN)
* Raketen Bazooka

### Secondary Weapon

* MMP-80 Machine Gun

 Range
 Cooldown Time
 Reload

* Sturm Faust (Enhanced)

 Range
 Cooldown Time
 Reload

* Rocket Hand Grenade

 Range
 Cooldown Time
 Reload

## Skills

* Leg Shock Absorber LV2
	+ Reduced load on legs when landing. -20% after jumping. -10% after evasive maneuver. -1% to recovery time from load on legs.
* Emergency Evasion Controller LV1
	+ Pressing Boost twice causes the MS to perform an evasive move and overheating the thrusters.
* High Performance Balancer LV1
	+ Allows the MS to cancel landing and thrust recovery animations by using Melee Attacks or Tackles.
* Maneuver Armor LV1
	+ During boost, negates basic ranged weapon stun and reduces ranged stagger to stun.
* Anti-Blast Stabilizer LV1
	+ Prevents the MS from being staggered by MS explosions.
* Special Leg Buffer LV2
	+ Damage taken when hit in the legs reduced by 15%
* Optimized Cooling Efficiency LV1
	+ Reduces thrust consumption when starting a boost movement or jump.
GM Ground Type (M-MSV)

## MS Explanation

The Type F series, which are enhanced variation of the GM, are units with reinforced armor, and this unit is what they are based on. Using the battle data of the GM as its foundation, this unit has added additional armor to the parts that have higher percentage of getting hit. By reinforcing its armor in an efficient way, its mobility didn't suffer from the weight gain, In addition, to tackle the extra weight, the backpack had its output increased, and now the unit is able to perform close combat against mobile suits with the help of the upgraded mobility. As for its weaponry, it doesn't use beam or gunpowder based weapons to avoid collateral damage during urban warfare, instead, it is equipped with a rail cannon capable of armor penetration. When it was deployed in Europe during Operation Odessa, it found itself in a rare situation where the war was already in its favor, however, the design concept of enhancing armor and boosters at the same time was inherited by other heavy-armor type mobile suits.

## Weaponry

### Secondary Weapon

* Head Vulcan

 Range
 Cooldown Time
 Reload

* 79 F-1 Beam Spray Gun

 Overheat

## Skills

* High-Performance Balancer LV1
* Melee Combo Controller LV1
* Maneuver Armor LV1
* Anti-Blast Stabilizer LV1
* Leg Shock Absorber LV2
* Explosive Reactive Armor LV1
* Assault Booster LV1

## Notes

Main Weapon (Ranged), Rail Cannon, has piercing effect
Byarlant

## MS Explanation

A non-transforming flight-capable MS prototype developed at the Earth Federation's Kilimanjaro Base. Able to fly in humanoid form, it was developed to offer air superiority on Earth without costly transformation functionality or reliance on sub-flight systems. Equipped with a large generator and covered with powerful thrusters, it has a longer flight time in atmosphere than existing aircraft, making it an ambitious prototype. With it's high output in atmosphere, it is also capable as a high-altitude interceptor and its gets can be equipped with rockets for space flight. That said, in order to keep it lightweight and aerodynamic, it has minimal armor and can only carry on-board weapons, making it only suitable for hit-and-run tactics.

## Weaponry

### Main Weapon (Ranged)

* Byarlant Mega Particle Cannon

### Main Weapon (Melee)

* Byarlant Beam Saber

### Secondary Weapon

* Mega Particle Cannon x2

 Range
 Cooldown Time
 Overheat

* Byarlant Beam Saber x2

## Skills

* Quick Boost LV3
	+ -30% to charge time when jumping.
* Emergency Evasion System LV1
	+ Pressing Boost twice causes the MS to perform an evasive move and overheating the thrusters.
* Flight Control Program LV3
	+ Allows the MS to perform additional jumps, or boost actions while in the air, if there is thrust available. Reduces thrust consumption by 50%.
* Flight System LV2
	+ Pressing touch-pad grants the ability to fly, consuming thrust while active. Flight controls are similar to space movement, but utilize the ground-combat control scheme. Also reduced effect from stuns, reduced thrust consumption, and increased speed of normal and thrust movement.
* High Spec Flight Control LV1
	+ Syncs flight mode movement and melee attacks to reticle direction. Smooth high speed/normal movement transitions for improved air combat; lowers attack power.
* High-Performance Balancer LV1
	+ Allows the MS to cancel landing and thrust recovery animations by using Melee Attacks or Tackles.
* High-Spec AMBAC LV1
	+ Allows a MS to negate need for the boost recovery animation by moving in the same direction as the prior boosting action.
* Maneuver Armor LV1
	+ During boost, negates basic ranged weapon stun and reduces ranged stagger to stun.
* Melee Combo Controller LV1
	+ Allows for a 2-attack melee combo. 2nd attack has reduced damage.
* Special Shoulder Buffer LV2
	+ Reduces damage to Shoulders by 20%
* Special Back Add-On Buffer LV1
	+ Damage taken when hit in the back reduced by 10%
GM III Powered FA

## MS Explanation

The GM III Powered, a variant of the EFF's mainline GM III upgraded for veteran pilots, equipped with FSWS Plan-adjacent upgrade parts. The addition of a head-mounted anti-ballistic visor unit with composite sensors, beam-coated torso armor, additional shoulder thrusters resulted in significantly improved defenses and mobility. Equipped with optional GM III heavy armor and firepower upgrade parts, which were developed as an offshoot of the cost prohibitive Full Armor Gundam's. Despite earning the nickname "Bulldog" based on its appearance, it still has enough mobility to fight at any range, favoring aggression and overpowering opponents with its high output and heavy weaponry.

## Weaponry

### Secondary Weapon

* Rear Beam Cannon

 Range
 Cooldown Time
 Overheat

* Chest Missile Launcher x2

 Range
 Cooldown Time
 Reload

* Shoulder Missile Pod

 Range
 Cooldown Time
 Reload

* Waist-Mounted Grenade x2

 Range
 Cooldown Time
 Reload

* 6-Tube Leg Missile Pod

 Range
 Cooldown Time
 Reload

* Grenade Launcher

 Range
 Cooldown Time
 Reload

## Skills

* High-Performance Radar LV2
* High-Performance Scope LV2
* Observational Data Link LV1
* Scouting Parallel Processing Device LV1
* High-performance Aerospace Gimbal LV2
* Anti-Blast Stabilizer LV1
* Explosive Reactive Armor LV1
* Enhanced Tackle LV5
* Interrupt Tackle LV1
* High-Spec AMBAC LV2
* Special Back Ad-On Buffer LV1
* Special Arms Equipment Buffer LV2
* Special Leg Buffer LV1
GM Cold Districts Type

## MS Explanation

Part of the GM enhancement plan, this variant of the GM Type D was the base unit used for developing the GM Command. The Augusta factory envisioned the Dom as its biggest threat when designing a high-spec GM unit to meet the demand of the front lines. The Dom's thermonuclear hover that provided its high mobility was the first hurdle the development has to overcome. As a result, the Type D was designed with a new frame and double main thrusters. Although the design caused numerous issues, such as short operational time, it was still regarded as a success as it was able to go toe-to-toe with the Dom. This variant of the Type D was modified for use in cold climates. Heaters were installed around its drive system, using the waste heat produced during normal operation to prevent freezing. A high-precision antenna gave it improved communications capability, compensating for its poor visibility as a result of environmental factors like snow.

## Weaponry

### Main Weapon (Ranged)

* Bullpup Machine Gun
* Cold Districts Machine Gun (GN)

### Secondary Weapon

* Head Vulcan (Late Model)

 Range

* Large Shield (Late Model)

## Skills

* Leg Shock Absorber LV2
	+ Reduced load on legs when landing. -20% after jumping. -10% after evasive maneuver. -1% to recovery time from load on legs.
* Quick Boost LV1
	+ -10% to charge time when jumping.
* High Performance Balancer LV1
	+ Allows the MS to cancel landing and thrust recovery animations by using Melee Attacks or Tackles.
* Maneuver Armor LV1
	+ During boost, negates basic ranged weapon stun and reduces ranged stagger to stun.
* High Performance Radar LV1
	+ Increases Radar range from 300m to 350m.
GM Command LA

## MS Explanation

A variation of the GM Command, which was itself developed as a version of the GM with improved performance and mobility. Modified according to the same principles as the GM Light Armor, it features lighter plating for reduced weight, providing improved mobility for anti-MS combat. Defense has been abandoned entirely for a focus on close range hit-and-run tactics, resulting in a machine geared toward highly skilled ace pilots. Its base, the high-spec GM Command, was manufactured in small numbers and deployed toward the end of the war, and this variant is even rarer. Based on the space-focused GS model, its satchel employs the same four-vernier configuration used by the GM Cold Districts Type.

## Weaponry

### Main Weapon (Ranged)

* GM Command LA Beam Gun
* Bullpup Machine Gun
* Hyper Bazooka

### Secondary Weapon

* Head Vulcan (Late Model)

 Range
 Cooldown Time
 Reload

* Hand Grenade E

 Range
 Cooldown Time
 Reload

* Commando Shield

## Skills

* Assault Booster LV2
* High-Spec AMBAC LV2
* High-Performance Balancer LV1
* Maneuver Armor LV1 (Gains LV2 at MS LV2)
* Melee Combo Controller LV1
* Emergency Evasion System LV1
* Shield Break Stance Mastery LV1
Dolmel

## MS Explanation

This unit is said to have been developed at the A Baoa Qu space fortress during the final stages of the One Year War. Other units bearing the model number MS-19 are suggested to exist as well, but whether or not this is true remains unclear.

In any case, the Dolmel is a high-performance machine that was equipped with a diverse array of weaponry in anticipation of the Battle of A Baoa Qu. Among them are beam sabers that double as beam guns, missile pods built into the chest, heat piles using shoulder spikes, toe beams built into the feet that can be used as beam sabers, and other such impressive armaments meant to fight decisive battles.

One of its pilots fighting in the Battle of A Baoa Qu is said to have been involved in its development, and fourteen years after the final stages of the One Year War, the Federation's intelligence bureau released photos to the public confirming its existence. Yet scant information has been released regarding its achievements, and it is still considered a phantom machine.

## Weaponry

### Secondary Weapon

* Chest Missile POD x2

 Range
 Cooldown Time
 Reload

* Heat Pile

* Dolmel Beam Saber x2

* Dolmel Beam Gun (Discharge)

 Range
 Cooldown Time
 Overheat

## Skills

* Leg Shock Absorber LV3
* Anti-Blast Stabilizer LV1
* High-Performance Balancer LV1
* High-Spec AMBAC LV2
* Assault Booster LV2
* Maneuver Armor LV2
* Forced Injector LV2
* Offense System LV1
* Melee Combo Controller LV2
* Power Accelerator LV2
* Interrupt Tackle LV1
* Instant Thruster Precision System LV1
* Enhanced Tackle LV4
* Special Leg Buffer LV1
* Back Binder Special Cushioning LV2
Dom Barrage

## MS-09F/Br Dom Barrage

 MS Explanation

A unit developed by Hell's Gate, one of the remnants of the Principality of Zeon, after the end of the One Year War. It was based on the Dom Funf, a unit developed during the One Year War and designed for space and ground combat. It further improved upon the Dom's already impressive heavy armor, and added a large booster to make up for the mobility loss due to its weight gain. Its overall size was even larger than that of the Dom. Its front skirt armor contained hidden missile launchers and it was equipped with a 100mm 7-tube Gatling cannon, the magazine of which was stored in its backpack. It offered extremely high firepower, hence its "Barrage" naming convention. It was originally developed for base defense, but by utilizing its heavy armor and mobility, it could also operate as a powerful support unit for suppression at the frontlines.

## Weaponry

### Secondary Weapon

* Chest Beam Gun

 Range

* Waist Missile Launcher

 Range

## Skills

* High Performance Radar LV1
* Observational Data Link LV1
* Frontline Support System LV2
* Leg Shock Absorber LV2
* High-performance Aerospace Gimbal LV1
* Special Leg Buffer LV1
* Explosive Reactive Armor LV1
Byarlant Custom

## MS Explanation

Remaining models of the flyable Byarlant were modified for testing purposes. The Byarlant was originally prototyped to achieve air superiority on Earth without costly transformation mechanisms, and is capable of solo flight despite its humanoid design. Retaining its distinct silhouette, the Byarlant's Mono-Eye head sensor has been swapped out for a compound Twin-Eye. In addition to its internal weaponry, its arms and feet have been outfitted with claw arms sourced from the Gabthley for improved melee combat performance. Its beam sabers have also been replaced with models that can be used as mega particle cannons when in storage, providing more attack options without adding unnecessary add-ons. Two rear-mounted thrusters containing propellant tanks have been added for additional speed and extended operation. In the right hands, it was more than capable of going toe-to-toe with cutting-edge tech.

## Weaponry

### Secondary Weapon

* B. Custom Mega Particle Cannon x2

 Range
 Cooldown Time
 Overheat

* B. Custom Claw Arm

## Skills

* High-Performance Balancer LV1
* High-Spec AMBAC LV2
* Maneuver Armor LV2 (Gains LV3 at MS LV3)
* Forced Injector LV2
* Melee Combo Controller LV2
* Heavy Attack LV1
* Assault Booster LV3
* Anti-Blast Stabilizer LV1
* Flight Control Program LV3
* Flight System LV3
* High-Spec Flight Control LV1
* Special Shoulder Buffer LV3
* Special Back Add-On Buffer LV2
* High-Performance Control Program LV1
* Emergency Evasion System LV2 (Gains lv3 at MS LV2)
GM Command (Space Type)

## MS Explanation

A space specification GM Command developed assuming use in the vicinity of a colony, developed from the middle of the One Year War in response to the Principality of Zeon's forces retreating from the Earth. The thrusters were optimized for space combat via relocation of the satchel, and additional verniers were added for positional control, but no other major changes were made. As a result, the 30% increase in thrust from the satchel did indeed offer extra mobility, but no increase in propellant capacity meant shorter sustained combat time at maximum output. Combat in the vacuum of space meant collateral damage didn't have to be considered, thus its main weapon was a high-powered beam gun developed based on past combat data. It was deployed mainly to colonies during the end of the One Year War, but due to the lack of available personnel the war ended without it achieving any real results.

## Weaponry

### Main Weapon (Ranged)

* Bullpup Machine Gun
* Beam Gun
* Hyper Bazooka

### Secondary Weapon

* Head Vulcan (Late Model)

 Range
 Cooldown Time
 Reload

* Commando Shield

## Skills

* Emergency Evasion Controller LV1
	+ Pressing Boost twice causes the MS to perform an evasive move and overheating the thrusters.
* Personnel Radar LV1
	+ Allows moving enemy pilots to be detected by radar within 150m.
* Melee Combo Controller LV1
	+ Allows for a 2-attack melee combo. 2nd attack has reduced damage.
* High Performance Radar LV1
	+ Increases Radar range from 300m to 350m.
* High Spec AMBAC LV1 (Gained at LV4)
	+ Allows a MS to negate need for the boost recovery animation by moving in the same direction as the prior boosting action.
GM Striker Kai

## MS Explanation

A variant of the GM Striker specialized for space combat. The GM Striker is based on the GM Kai and enhanced for melee combat. This unit is characterized by heavy armor to survive close combat, a special shaped beam saber equipped on its large backpack, and the legs with enhanced thrusters. It is also equipped with a twin beam spear, a weapon developed at the same time, which is a highly versatile anti-MS melee weapon comprised of two beam sabers attached to an extending rod; it can be operated in spear mode, capable of using its reach to attach preemptively, and scythe mode, more compact for closer combat. This unit can also use its shield not only for defense but also in striking attacks. Although, the space combat variant specialized in melee is more difficult to control, its instant damage output possibility when paired with other MS units is still promising.

## Weaponry

### Main Weapon (Ranged)

* 100mm Machine Gun
* Bullpup Machine Gun
* Beam Gun

### Main Weapon (Melee)

* Twin Beam Spear
* Twin Beam Spear (Scythe)
* Twin Beam Saber (Linked)

### Secondary Weapon

* Head Vulcan

 Range

* Twin Beam Saber

* Striker Shield

## Skills

* High-Spec AMBAC LV2
* Melee Combo Controller LV1
* Maneuver Armor LV1 (LV2 at MS LV2)
* Forced Injector LV1
* Anti-Blast Stabilizer LV1
* Explosive Reactive Armor LV1
* Shield Tackle LV1
GM II

## MS Explanation

A post-war modification of the GM produced during the One Year War. Due to the existence of Principality of Zeon remnants after the end of the war, the Federation top brass devised a plan to rebuild their forces, which placed a strain on military funding. As modifications to the many remaining MS from the One Year War could be made fairly inexpensively, many such modifications were undertaken by the Federations and other forces. The principal changes here included swapping out the vicinity of the cockpit, such as the onboard computer and directional sensor, as well as the installation of enhanced communication devices and additional thrusters. Many of the models were based on early mass production Jaburo MS, with only a small handful based on later mass production models.

## Weaponry

### Main Weapon (Ranged)

* GM II Beam Rifle
* Hyper Bazooka (Modified)
* Harpoon Gun

### Secondary Weapon

* Head Vulcan (Late Model)

 Range
 Cooldown Time
 Reload

* Large Shield

## Skills

* Leg Shock Absorber LV2
	+ Reduced load on legs when landing. -20% after jumping. -10% after evasive maneuver. -1% to recovery time from load on legs.
* Quick Boost LV1
	+ -10% to charge time when jumping.
* Emergency Evasion System LV1
	+ Pressing Boost twice causes the MS to perform an evasive move and overheating the thrusters.
* High-Performance Balancer LV1
	+ Allows the MS to cancel landing and thrust recovery animations by using Melee Attacks or Tackles.
* Melee Combo Controller LV1
	+ Allows for a 2-attack melee combo. 2nd attack has reduced damage.
* High-Performance Radar LV1
	+ Increases Radar range from 300m to 350m.
* Personnel Radar LV2
	+ Allows moving enemy pilots to be detected by radar within 200m.
* Frontline Support System LV2
	+ Shortens team member respawn time by 10% for every MS with the skill.