recursal/Fanatic-Fandom huggingface dataset:
GM (White Dingo)

## Melee Priority

2

The White Dingo Corps RGM-79 GM is a general mobile suit that originated from the Dreamcast game, *Mobile Suit Gundam Side Story 0079: Rise From the Ashes*.

## MS Explanation

The GM was the Earth Federation's first mass-produced mobile suit. This frontline variation was deployed during the counter-attack in Australia, the largest disaster area of the colony drop. Since only a few MS were deployed in Australia, special raiding teams made up of mobile suits were assigned to fill in a perceived gap in strength at the front. The White Dingo team led by Lieutenant Rayer achieved noteworthy results. This particular unit was customized with tuning for the local environment and minor performance tweaks made by the team's trusty engineers. Its armament was also optimized for ground combat, but consisted of practical combat weapons and special armaments making it suitable for all kinds of combat situations. Although the ability of the pilot plays an important factor in a machine's performance, this unit has recorded confirmed battle data and victories against not only the Zaku II, but the Gouf and Dom as well.

## Weaponry

### Main Weapon (Ranged)

* 100mm Machine Gun
* Beam Spray Gun
* Gundam Ground Type Beam Rifle
* Early Prototype Beam Rifle
* Rocket Launcher

### Secondary Weapon

* Head Vulcan

 Range
 Cooldown Time
 Reload

* Hand Grenade E

 Range
 Cooldown Time
 Reload

* Ground Type 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 LV2
	+ -20% to charge time when jumping.
* 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.
* Shield Tackle LV1
	+ Doubles tackle damage from 600 (+5% per MS level) to 1200 (+5% per MS level). Bonus damage is lost if shield is destroyed.
Dolmel Doue

## MS Explanation

This unit was based on the Dolmel, said to be developed by the Principality of Zeon during the final stages of the One Year War. In later years it was modified by a military clique of the Federation known as True Federal.

After the Delaz Conflict, True Federal was established by Captain Kanesada Tsurugi of the Federation as a military clique to bring peace to the Earth sphere. He also performed Cyber Newtype experiments, using a brainwave recognition process to indicate whether or not test subjects possessed Newtype abilities, ultimately bring about a telepathic AI system called the "Demon Blade."

The Dolmel was a highly-efficient unit specializing in close range combat, developed to fight decisive battles at the A Baoa Qu space fortress.

True Federal sponsor Richard Grayson secretly ported the "Demon Blade" system to the Dolmel from a seized unit, but was captured by Kanesada and subjected to enhancement experiments. Grayson eventually escaped, and using superhuman strength acquired from the enhancement experiments, combined with the modified Dolmel, he delivered a devasting blow to Kanesada, killing him in one strike.

## Weaponry

### Secondary Weapon

* Dolmel Doue Beam Gun x2

 Range
 Cooldown Time
 Overheat

* Dolmel Doue Heat Pile

* Chest Missile POD x2

 Range
 Cooldown Time
 Reload

* Shoulder Missile Pod X2 (Incendiary)

 Range
 Cooldown Time
 Reload

## Skills

* Leg Shock Absorber LV3
* Quick Boost LV3
* Anti-Blast Stabilizer LV1
* High-Performance Balancer LV1
* High-Spec AMBAC LV2
* Maneuver Armor LV1
* Forced Injector LV2
* Melee Combo Controller LV1
* Offense System LV1
* Demon Blade System (D) Ability Boost LV1
* Special Leg Buffer LV2
* Back Binder Special Cushioning LV2
Dreissen

## MS Explanation

Developed by Neo Zeon for the invasion of Earth, the Dreissen inherits the design lineage of the Principality of Zeon's Dom. Though heavily armored, the Dreissen employs a new generator with enough output to maintain mobility, creating a well-rounded MS that excels in both offensive and defensive roles. While its design emphasizes ground warfare, the Dreissen is also a capable space fighter with considerable performance and versatility. Its weapon loadout, which includes rapid fire beam cannons in both forearms, prioritizes mid to close-range combat. Several of its beam melee weapons can be combined to form a Long Beam Tomahawk, and Tri-Blades that can be somewhat guided. Equipped with the same small-scale ranged weaponry as the Bawoo, the Dreissen soon became Neo Zeon's next-generation mass-produced MS of choice.

## Weaponry

### Main Weapon (Ranged)

* Dreissen Giant Bazooka
* Bawoo Beam Rifle

### Main Weapon (Melee)

* Heat Saber (Enhanced)
* Long Beam Tomahawk

### Secondary Weapon

* 3-Barrel Beam Cannon

 Range
 Cooldown Time
 Overheat

* Tri-Blade x3

 Range
 Cooldown Time
 Reload

## Skills

* Emergency Evasion System LV1
* Special Leg Buffer LV2
* Anti-Blast Stabilizer LV1
* High-Performance Balancer LV1
* Forced Injector LV1
* Melee Combo Controller LV1
* Maneuver Armor LV1
* Explosive Reactive Armor LV1
* Enhanced Tackle LV4
* High-Spec AMBAC LV2

## Notes

If the Dreissen is stunned when launching the Tri-Blades sub weapon the weapon launch can be interrupted resulting in two or one of the blades remaining with the Dreissen. Alternatively using the quick weapon switch menu it is also possible to change weapons during the launch of the Tri-Blades to save two or one of the blades as well. This must be done very quickly however but does leave the potential to have multiple uses out of the Tri-Blades.
Geara Zulu (EH)

## MS Explanation

Alongside the Geara Doga, this elite machine is the main MS employed by the Neo Zeon remnants known as the Sleeves. As a symbol of Zeonic resurgence, its sleek and simple design features many elements specific to the Zaku. It also boasts superb handling and performance that makes it more than a match for its contemporaries. Despite being manufactured and deployed on an accelerated schedule, a versatile array of weaponry and customizations means there is no pilot or battlefield it cannot be outfitted for. It can even utilize parts from other machines to meet the needs of any combat scenario, reducing the need for specialized MS. This is a custom unit piloted by Lieutenant Ellic Hugo of the Zeon forces, and is thought to be based on Special Service specs, yet its adaptation from the Geara Zulu shines through its uniquely shaped armor, increased acceleration from its heavy-duty backpack, and its assortment of melee-focused armaments.

## Weaponry

### Secondary Weapon

* Hand Grenade

 Range
 Cooldown Time
 Reload

* Geara Zulu Sturm Faust

 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 LV2
* Heavy Attack LV1
* Damage Control LV2
* Leg Shock Absorber LV3
* Flight Control Program LV2
* Glide Structure LV2
* Anti-Blast Stabilizer LV1
* Observational Data Link LV1
GM Spartan (BD Squad)

## MS Explanation

This MS is part of the G series of later models based off the GM. It is fitted with heavy armor using the SP template, customized for special missions in gravity with a focus on combat in subtropical zones. It was deployed on the Southeast Asian front and the North American front. Its deployment was a wartime top secret, due to its use by the notoriously cruel Black Dog Squad in mop-up operations. With minor stealth capabilities, the unit is suited for surprise and ambush attacks. Its main strength is in close-quarters combat, but with equipment customization, it is also highly adaptive and can act as ranged assault and general combat. The Black Dog Squad paints their units in dark colors, but normal units follow ordinary marking procedures.

## Weaponry

### Main Weapon (Ranged)

* Gundam Ground Type Beam Rifle
* Bullpup Machine Gun
* Hyper Bazooka

### Secondary Weapon

* Hand Beam Gun x2

 Range
 Cooldown Time
 Overheat

* Wamm

 Range
 Cooldown Time
 Reload

* Smoke Discharger

 Range
 Cooldown Time
 Reload

* Hand Grenade E (Enhanced)

 Range
 Cooldown Time
 Reload

## Skills

* High-Performance Balancer LV1
* Melee Combo Controller LV2
* Maneuver Armor LV2
* Anti-Blast Stabilizer LV1
* Assault Booster LV2
* Emergency Evasion System LV1
* Jamming LV2
* Special Left Shoulder Armor Buffer LV1
Galluss-K

## MS Explanation

An improved variant of a melee-based MS prototyped by Neo Zeon for their invasion of the Earth Sphere. Its base, the Gallus-J, was developed by old Principality of Zeon military technicians returned to Axis. As such, its design draws more from classic Zeon MS than modern Axis models, but it still incorporates cutting-edge 2nd gen MS tech like movable frames and linear seats.

The Gallus J entered mass production after earning high marks for its precision controls, stable performance, and ease of manufacture, but it was hampered by added weight and bulk from on-board weaponry. this led to it being fielded as more of a close to mid-range general utility MS. To compensate for these issues, this design includes added firepower, such as a high-output Hyper Knuckle Buster on its shoulder. this helps it play a stronger role in mid-range engagements.

## Weaponry

### Main Weapon (Ranged)

* Giant Bazooka (With Cloth)
* Galluss-J Energy Gun

### Secondary Weapon

* Beam Cannon

 Range
 Cooldown Time
 Reload

* 3-Tube Missile Pod

 Range
 Cooldown Time
 Reload

* Big Gun

 Range
 Cooldown Time
 Reload

## Skills

* High-Performance Radar LV3
* High-Performance Scope LV2
* Observational Data Link LV1
* Anti-Stealth LV1
* Scouting Parallel Processing Device LV1
* High-performance Aerospace Gimbal LV1
* Leg Shock Absorber LV3
* Quick Boost LV3
* High-Spec AMBAC LV2
Dom (Heavy Armed)

## MS Explanation

This unit is a variation of the Dom, a masterpiece developed by Zimmad for the Zeon army.

Appealing trails of the Dom include thermonuclear hovering for high-speed mobility, heavy armor for effectively charging at enemies, and a Giant Bazooka for remarkable firepower.

The Dom's overwhelming mobility, once utilized the ground battles of old, was tuned down a bit for this unit in exchange for additional equipment to enhance its defensive capabilities and sustained firepower.

A shield was equipped to its left hand for enhanced defense, while heavy arms were equipped in addition to the Giant Bazooka for enhanced sustained firepower, including an MMP-78GN (ANTI-AIR) and Sturm Faust.

These types of variant units were often modified on the fly, to quickly adapt to changing battle conditions on the frontlines, as deployment of new models or significant modifications just weren't feasible options. A number of these variations played useful combat roles due to their simple, yet more practical functionlity.

## Weaponry

### Secondary Weapon

* Spread Beam

 Range
 Cooldown Time
 Overheat

* Sturm Faust

 Range
 Cooldown Time
 Reload

* MMP-78GN (ANTI-AIR)

 Range
 Cooldown Time
 Reload

* MMP-78 Grenade Launcher

 Range
 Cooldown Time
 Reload

* Zaku Shield

## Skills

* Observation Data Link LV1
* Leg Shock Absorber LV2
* Anti-Blast Stabilizer LV1
* High-Performance Balancer LV1
* Enhanced Tackle LV4
* Shield Tackle LV1
* Special Leg Buffer LV1
Alex

## Melee Priority

2

The RX-78 NT-1 Gundam Alex is a general mobile suit that originated from the animated series *Mobile Suit Gundam 0080: War in the Pocket*.

## MS Explanation

A high-performance Gundam type MS, developed as part of the next-generation development plan known as the G-4 Project. Its drive and control systems incorporated the latest technology for use by Newtypes. The entire drive system used the same magnet coating technology used by the G-3 Gundam to boost its reaction speeds. It used a panoramic monitor that provided a wider field of view during visual-range combat, and a linear seat that mitigated damage from impact and vibration, reducing the strain on the pilot. The arm featured a built-in Gatling gun to further bolster the unit's weaponry. Originally, this machine was slated for assignment to the 13th Independent Unit, rumored to be a Newtype corps. However, it was attacked by an enemy force during its final testing, resulting in its partial destruction and preventing its deployment.

## Weaponry

### Main Weapon (Ranged)

* Alex Beam Rifle
* Alex Hyper Bazooka

### Secondary Weapon

* Arm 90mm Gatling Cannon

 Range
 Cooldown Time
 Reload

* Head Vulcan (Late Model)

 Range
 Cooldown Time
 Reload

* Alex 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 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
	+ Increases Radar range from 300m to 350m.

## Notes

* A free lv1 was among the 10 MS given out as part of the 2nd Anniversary.
Gelgoog Cannon (JN)

## MS Explanation

Using the One Year War's Gelgoog Cannon 1A as a base, this upgraded unit was used by former Chimera Corps pilot Jacobius Node. The 1A featured added leg conformal tanks and a backpack mount supporting Giant Bazookas and other weaponry. After the war, Jacobius became president of Themis, a private military contractor, and modified a 1A with Zaku Flipper's triple multipurpose camera to suit his preferences as a sniper. Though dated in appearance, its controls and other systems have been thoroughly modernized, making it more than a match for cutting-edge contemporary units: proof of the excellence of the Gelgoog's core design. Easily recognized by its distinctive striped color scheme.

## Weaponry

### Secondary Weapon

* Giant Bazooka

 Range
 Cooldown Time
 Reload

* Sturm Faust

 Range
 Cooldown Time
 Reload

* Arm 3-Tube Missile Pod

 Range
 Cooldown Time
 Reload

* 3\_barrel Scope

 Range
 Cooldown Time
 Reload

## Skills

* High-Performance Radar LV3
* High-Performance Scope LV3
* Observation Data Link LV1
* High-performance Aerospace Gimbal LV2
* Scouting Parallel Processing Device LV1
* Precision Sniping LV1
* High-Spec AMBAC LV2
* Special Back Add-On Buffer LV2
* Frontline Support System LV2
* Precision Analysis System LV1
* Special Leg Buffer LV1
Dijeh SE-R

## MS Explanation

A high-performance prototype test model based on the Dijeh, developed to incorporate newer armor and other innovations. The Dijeh was itself heavily modified based on the Rick Dias, and with its versatility and consistently exceptional performance, it continued to be a solid workhorse well after the Gryps War. While this model uses a Dijeh for its base, its structural and external appearance are a drastic departure from the base model. This test model comes with a special onboard system called the SE System, but its particulars are unknown. Some speculate it might be revolutionary new propulsion system given its distinctive jet thruster centric structural design, but others question whether this may just be a myth. Regardless of special systems that may or may not exist, the fact remains that this model is an all-around high-performing machine just like the Dijeh.

## Weaponry

### Main Weapon (Ranged)

* Hyaku-Shiki Beam Rifle
* Clay Bazooka
* Clay Bazooka (Shrapnel)

### Secondary Weapon

* Head Vulcan (Type III)

 Range
 Cooldown Time
 Reload

* GM II Beam Rifle

 Range
 Cooldown Time
 Overheat

## Skills

* Leg Shock Absorber LV3
* Flight Control Program LV3
* Anti-Blast Stabilizer LV1
* High-Performance Balancer LV1
* High-Spec AMBAC LV2
* Maneuver Armor LV1
* Forced Injector LV2
* Over Boost LV2
* Damage Control LV2
* Special Leg Buffer LV2
* Back Binder Special Cushioning LV2
* Special Shoulder Buffer LV1
* Melee Combo Controller LV1
* Offense System LV1
Desert GM

## RGM-79F Desert GM

 MS Explanation

Part of the GM enhancement plan, a modified GM that was developed for operation in both desert and frigid regions. While the development of the GM had proven fairly successful in holding battle lines, the gap in pilot experience in skirmishes was clearly apparent, and the rapid training of pilots and adaptation to localized battles remained a top priority. In order to adapt the GM for desert battles, all of the joints and ventilation ducts received anti-dust treatment. Furthermore, a revolutionary plan was purposed to change all the armor on the MS rather than risk use of heavy armor that would restrict mobility on exposed desert terrain. The reactive armor ultimately used incorporated explosive charges that detonated outward on impact, reducing the internal damage sustained, increasing survival rates, and as a result allowing for improved collection of combat data.

## Skills

* High Performance Radar LV1
* High Performance Radar LV2 (MS LV3)
* High Performance Radar LV3 (MS LV4)
* Observational Data Link LV1
* Frontline Support System LV1
* Leg Shock Absorber LV1
* Anti-Stealth LV1
* Anti-Blast Stabilizer LV1
* Explosive Reactive Armor LV1
Gelgoog High Mobility Type (UL)

## MS Explanation

This unit is a variation of the Gelgoog which replaced the Zaku as the mainline unit for the final battle. The Gelgoog underwent a variety of modifications since it was assigned to ace pilots, which is why quite a few variations with special features were developed over a short period of time. This unit was prepared for Chimera Corps ace pilot Uma Lightning. It was based on the type B which was equipped with a thruster backpack for speed increase and conformal tanks to its legs. Reusing parts of the MS-11 was said to be the reason for its unique head design, but it was never confirmed. The arm components can be replaced with Zeon's general type fixed armament. The powerful thrust provides the mobility that makes it stand out in space.

## Weaponry

### Main Weapon (Ranged)

* Gelgoog Beam Rifle
* Giant Bazooka
* Simplified Missile Launcher

### Secondary Weapon

* Arm 3-Tube Missile Pod

 Range
 Cooldown Time
 Reload

* Gelgoog Shield

## Skills

* Emergency Evasion System LV1
	+ Pressing Boost twice causes the MS to perform an evasive move and overheating the thrusters.
* Quick Boost LV2
	+ -20% to charge time when jumping.
* Special Leg Buffer LV2
	+ Damage taken when hit in the legs reduced by 15%.
* 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.
* Forced Injector LV2
	+ Allows the MS to cancel boost recovery animation with additional boosting maneuvers, but at increased thrust cost. Consumes slightly less thrust to perform at LV2.
* 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.
Act Zaku Commander Type

## Melee Priority

3

 MS Explanation

This special machine is a commander type of the Act Zaku that was developed under the Pezun Project on the asteroid Pezun. The Act Zaku was infused with a plethora of experimental new technology, and was immensely versatile as a result. Its high-output generator allowed it to use both ranged and melee beam weapons. However, in order to stabilize its generator output so that it could conduct high-powered and highly mobile attacks, it was equipped with heat melee weapons in both hands to maximize its damage. It was also equipped with a blade antenna on its head, while its shoulders and chest armor as well as its unit output were further enhanced. This machine was customized for mid-range and melee combat. According to record, the Granada Special Squadron once deployed it while disengaging its output stabilizer, but if such was the case, the machine and pilot would have never survived the outcome.

## Weaponry

### Main Weapon (Ranged)

* Act Zaku Bullpup Machine Gun
* Act Zaku Beam Rifle
* Zaku Bazooka

### Secondary Weapon

* Hand Grenade Z

 Range
 Cooldown Time
 Reload

## Skills

* High-Performance Balancer LV1
* Melee Combo Controller LV2
* Maneuver Armor LV 1 (Gains LV2 at MS LV3)
* High-Spec AMBAC LV2
* Over Boost LV1
* Leg Shock Absorber LV3
* Observational Data Link LV1
* Forced Injector LV1
* Thruster Output Increase LV1 (Gains at MS LV4)
* Assault Booster LV1
Full Armor Striker Custom

## MS Explanation

A repaired and improved version of the experimental melee-focused Mobile Suit designed to replace the GM Striker after the One Year War. The base suit is almost identical to the GM Striker Kai, but heavy armor has been added to protect against enemy fire. A large backpack and improvements to the legs add additional thrust. the most overt change is the Gundam-style head; this doesn't improve its performance, but supposedly impacts enemy morale. The Striker Custom is a test bed, equipped with a number of special, close-range weapons/ It's one if the few Federation suits to focus on close-combat. The unit is also equipped with the Demon Blade system, a relative of the EXAM system that temporarily boosts the suit's abilities. Combining the two damaged Strikers Customs into a single repaired unit, it repurposes and graffs additional armor systems from other units in a heavy armament unit.

## Weaponry

### Secondary Weapon

* Head-Mounted Vulcan (Late Model)

 Range
 Cooldown Time
 Reload

* Chest Missile Bay x2

 Range
 Cooldown Time
 Reload

* Leg Missile POD x2

 Range
 Cooldown Time
 Reload

* Back Rocket Cannon

 Range
 Cooldown Time
 Reload

* Fukasaku

* Twin Beam Saber (Linked)

## Skills

* Anti-Blast Stabilizer LV1
* High-Performance Balancer LV1
* High-Spec AMBAC LV2
* Maneuver Armor LV1
* Melee Combo Controller LV1
* Forced Injector LV1
* Explosive Reactive Armor LV1
* Demon Blade System Ability Boost LV2
* Special R-Arm Equipment Buffer LV3
* Special Leg Buffer LV1
GM Light Armor

## RGM-79L GM Light Armor

 MS Explanation

A customized GM that stripped away all possible armor, making it lightweight and allowing for high mobility when operating under gravity. A small number were produced experimentally in response to demand from pilots for a highly mobile unit that could perform hit-and-run attacks against the new, heavily armored MS such as the Gouf and Dom. The synergy between light armor and high output realized even better mobility that expected, but the precipitous drop in defense made it even more risky to pilot. However, while not suited for sustained frontline fighting or the chaos of open battle, it became popular with former aircraft pilots adept at single strikes and certain other specialized pilots. If its mobility was exploited for hit-and-run tactics, to circle around and raid foes, or for luring the enemy into position, it had the potential to exceed all expectations of its capabilities.

## Weaponry

### Main Weapon (Ranged)

* 100mm Machine Gun
* Beam Rifle (Stripped)
* Beam Spray Gun
* Bullpup Machine Gun

### Secondary Weapon

* Hand Grenade E

 Range
 Cooldown Time
 Reload

## Skills

* High Performance Balancer LV1
* Melee Combo Controller LV1
* Melee Combo Controller LV2 (Gained at LV4)
* Maneuver Armor LV1
* Leg Shock Absorber LV1
* Quick Boost LV2
GM Raid

## MS Explanation

Based on the GM Kai, this unit was developed at the Gymnasion II space colony after the One Year War.

The GM Kai it is based upon was a modified late-stage mass-production GM, standardized for ease of production and maintenance, as well as better overall efficiency, making it a primary unit for quite some time in the post-era.

This unit was developed exclusively for use by "Shadows" special forces, featuring an increase in thrusters for more effective storming missions, and a wide variety of armaments, most using physical ammunition.

Equipping it with a high-output backpack and thrusters on the waist made it especially good it charging assaults.

Other features include a beam saber as its only beam weapon, chain mines seldom used by the Federation, and an Assault Shotgun. Conceptually speaking, this unit closely resembles the Principality of Zeon's Kampfer.

## Weaponry

### Main Weapon (Ranged)

* G Raid Assault Shotgun
* Bullpup Machine Gun

### Secondary Weapon

* Head-Mounted Vulcan (Late Model)

 Range
 Cooldown Time
 Reload

* G Raid Beam Saber

* Leg Triple Missile POD x2

 Range
 Cooldown Time
 Reload

* Smoke Discharger x2

 Range
 Cooldown Time
 Reload

* G Raid Spike Shield

## Skills

* Leg Shock Absorber LV2
* Quick Boost LV2
* Anti-Blast Stabilizer LV1
* Maneuver Armor LV1
* Forced Injector LV1
* High-Performance Balancer LV1
* High-Spec AMBAC LV1
* Melee Combo Controller LV1
* Shield Tackle LV1
* Instant Thruster Precision System LV1
GM Quel

## MS Explanation

This early mainline MS was assigned to the Titans to eradicate the remaining forces of the Principality of Zeon and to maintain order in the space colony after the One Year War. Developed on Luna II, the basic design took after the Alex from the Augusta Lab, while also borrowing designs from the GM Customs assigned to ace pilots during the Delaz Conflict. Held in high regard by the pilots, the GM Custom doesn't have any distinguishing characteristics, but it was well balanced and offered superior performance. Part of this unit adopted pioneering movable frame technique, where the arm could serve as a connector to recharge beam weapons. The energy transmission that drove the armor and weaponry was separated from the energy needed to drive the MS, making the operation and maneuverability close to that of the human body. In addition, it followed the creation concept of the Titans, and was designed for quelling with improved sensor abilities.

## Weaponry

### Main Weapon (Ranged)

* GM Rifle
* GM II Beam Rifle

### Secondary Weapon

* Head Vulcan (Late Model)

 Range
 Reload

* Hand Grenade E (Enhanced)

 Range
 Cooldown
 Reload

* Flash Grenade

 Range
 Reload

* Commando Shield

## Skills

* High-Performance Balancer LV1
* Melee Combo Controller LV2
* Maneuver Armor LV2
* High-Spec AMBAC LV2
* Forced Injector LV1
* Leg Shock Absorber LV2
* Emergency Evasion System LV1
* High-Performance Radar LV1
* Personnel Radar LV1
* Assault Booster LV2
* Shield Break Stance Mastery LV1

## Notes

Sub-Weapon "Flash Grenade" causes staggar when hits target.
Full Armor ZZ Gundam

## MS Explanation

A variant of ZZ Gundam, taking the ultimate firepower of the 4th generation MS and bolstering its specs to extraordinary levels, improving its capabilities in protracted combat.

The entire unit, developed for Project Zeta by the AEUG and Anaheim Electronics, is covered in armor to compensate for the structural weaknesses inherent in the transformation mechanism. Supplemental thrusters prevent reduced mobility from the additional weight, with augmented propellant tank capacity to match.

This unit's firepower is boosted further with the like of a single-shot, waist-high mega cannon, and overall performance has been raised along with its sustained combat capability.

The Full Armor system prevented separation or transformation, but these options have been made available through forced removal of the armor. This unit was deployed in the final battle of the First Neo War, going toe-to-toe with the behemoth Quin Mantha.

## Weaponry

### Secondary Weapon

* Double Vulcan

 Range
 Cooldown Time
 Reload

* Double Cannon

 Range
 Cooldown Time
 Overheat

* Rear Missile Launcher x2

 Range
 Cooldown Time
 Reload

* Shoulder 6-Tube SML (Incendiary) x2

 Range
 Cooldown Time
 Reload

* Head High Mega Cannon

 Range
 Cooldown Time
 Overheat
 Focus

* Chest High Mega Cannon

 Range
 Cooldown Time
 Overheat
 Focus

## Skills

* High-Performance Radar LV3
* High-performance Aerospace Gimbal LV2
* Observational Data Link LV1
* Anti-Blast Stabilizer LV1
* High-Performance Balancer LV1
* Melee Combo Controller LV1
* Power Accelerator LV2
* High-Spec AMBAC LV2
* Forced Injector LV1
* Resist Move LV1
* Special Chest Armor Buffer LV1
* Special Back Add-On Buffer LV2
* Bio-Sensor J Ability Boost LV1
* High-Performance Counter Program LV2
* Linked Fire LV1
* Anti-Beam Coating LV2
Doven Wolf

## MS Explanation

A 4th generation MS given massive offensive might by being outfitted with mega condenser connector-type mega particle cannons.

The Titans led the development on the Gundam Mk V, which was designed to take concepts from the Psycho Gundam and improve on its field deficiencies. Neo Zeon got ahold of their mech data and utilized it to develop their own version, this machine. Because of this, while it was developed by a different faction independent of Anaheim, it has a number of similarities to their MS.

It is equipped with incoms-wired assault devices that enable even non-Newtype pilots to perform pseudo-all range attacks. In addition, it can connect its beam rifle to its on-board mega particle cannons to utilize the rifle as a beam launcher, giving it apex-level firepower for an MS-class weapon.

It was fielded in small number in the latter part of the First Neo Zeon War.

## Weaponry

### Secondary Weapon

* Head-Mounted Vulcan (Modified)

 Range
 Cooldown Time
 Reload

* Shoulder Beam Cannon x2

 Range
 Cooldown Time
 Overheat

* 12-Tube Missile Launcher

 Range
 Cooldown Time
 Reload

* Chest 2-Barrel Mega P.C. (Diffusion)

 Range
 Cooldown Time
 Reload

* Incom Beam Cannon x2 (Pincer)

 Range
 Cooldown Time
 Overheat

* B Rifle + Mega Launcher

 Range
 Cooldown Time
 Overheat
 Focus

## Skills

* Leg Shock Absorber LV3
* Anti-Blast Stabilizer LV1
* High-Spec AMBAC LV2
* High-Performance Radar LV2
* Back Binder Special Cushioning LV1
* Shock Dampeners LV1
* Damage Control LV1 (Gained at MS LV2)
* High-Performance Balancer LV1
Ga-Zowmn (Gunner Type)

## MS Explanation

Designed as a culmination of the Gaza series, this variant was known to be the main transformable MS of the Zeon force remnants known as Axis. Although major changes to the Ga-Zowmn's transformation mechanism and weaponry have resulted in a machine with performance slightly inferior to that of the Gaza D, it was still overall a well-balanced machine with excellent specs. Remarkably mobile, the Gaza series' signature backpack unit was missing, giving the machine a compact, 18-meter footprint similar to that of a 1st generation MS. This ultra long-range sniper variant was based on the late-model Ga-Zowmn with minor improvements, in particular a beam launcher on its right shoulder, and radome on its left shoulder. Even its Hyper Knuckle Buster was a long-barrel type suitable for sniping.

## Weaponry

### Secondary Weapon

* Beam Gun

 Range
 Cooldown Time
 Overheat

* Beam Launcher

 Range
 Cooldown Time
 Overheat
 Focus

### Transformed Weapon

* Beam Gun x2

 Range
 Cooldown Time
 Overheat

* Beam Launcher (Transformed)

 Range
 Cooldown Time
 Overheat
 Focus

## Skills

* High-Performance Radar LV3
* High-Performance Scope LV3
* Observational Data Link LV1
* High-performance Aerospace Gimbal LV2
* Scouting Parallel Processing Device LV1
* Ram Attack LV1 (Transformed)
* Anti-Blast Stabilizer LV1 (Transformed)
* Anti-Jamming LV2
* High-Spec AMBAC LV1
* Forced Injector LV2
* Back Binder Special Cushioning LV3
* Transform (Flight) LV1
GM Night Seeker II

## MS Explanation

This legitimate successor to the GM Night Seeker was based on the GM Light Armor to enhance mobility. The GM Night Seeker, which was based on the GM, was designed for special operations such as recapturing key bases and undertaking high altitude airborne infiltrations. However, due to the demands of the frontline, the GM Night Seeker II's base unit was changed to the GM Light Armor. A removable thruster for airborne missions was added to its design in order to best suit the characteristics of the GM Light Armor. But since the extra thruster was an excellent multipurpose acceleration booster, it was usually kept intact to more effectively perform ambush or hit-and-run missions. Ultimately, the Night Seeker type made use of a powerful extra thruster to easily transform an existing unit into a high-mobility ace. According to record, some GM units were also modified into the Night Seeker type after the war.

## Weaponry

### Main Weapon (Ranged)

* 2-Barrel Beam Gun
* Beam Rifle (Stripped)
* Bullpup Machine Gun
* Beam Spray Gun

### Secondary Weapon

* Hand Grenade E (Enhanced)

 Range
 Cooldown Time
 Reload

* LA Sub-Machine Gun x2

 Range
 Cooldown Time
 Reload

## Skills

* Assault Booster LV3
* High Performance Balancer LV1
* Melee Combat Controller LV1
* Maneuver Armor LV1
* Marker LV1
* Flight Control Program LV1
* Glide Structure LV2
* Anti-Jamming LV1
* High-Spec AMBAC LV1
GM III Powered

## Type

Limited Production General-Purpose Mobile Suit

## MS Explanation

An improved variant of the GM III, the Federation's primary NS since the Gryps War. This variant was intended for veteran pilots. Normally equipped with multiple launchers and used to provide cover fire, it has also been used as a highly mobile melee-focused MS by removing the heavy weaponry and using a high output backpack of the same make as the Gundam Mk-II. The addition of a head-mounted anti-ballistic visor unit with composite sensors, beam coated torso armor, and additional shoulder thrusters resulted in significantly improved defenses and mobility. The GM III was born in a turbulent era, during the regine change after the Gryps War and Anaheim Electronics' takeover of MS development. Used as a stopgap until Anaheim completed their own next gen MS, it was later replaced by the Jegan. However, customized machines like this one still saw use for quite some time.

## Weaponry

### Secondary Weapon

* GM Rifle

 Range
 Cooldown Time
 Reload

* Large Shield

## Skills

* Leg Shock Absorber LV3
* Emergency Evasion System LV1
* High-Performance Balancer LV1
* High-Spec AMBAC LV2
* Special Head Buffer LV1
* Forced Injector LV1
* Interrupt Tackle LV1
* Enhanced Tackle LV5
* Instant Thruster Precision System LV1
* Anti-Jamming LV1
* Damage Control LV1
* Power Accelerator LV2
Beam Machine Gun

## Equipping Mobile Suits

* Gelgoog J
* Galbaldy Alpha High Mobility Type
* Pale Rider (VG)
* Titania

## Notes

This is a Charging Beam weapon, Charged values are in (parenthesis.)

This weapon fires 3-shot bursts with a single tap of fire, but only uncharged.

This weapon's 3-shot burst can be interrupted by changing weapons, jumping, boosting, being stunned or being knocked over.
GM Camouf

## MS Explanation

This machine resembled a Federation GM, and was used for special operations. After Operation Odessa, the Principality of Zeon showed signs of decline, and struggled to secure resources and deploy a MS at the front lines. Since the war shifted to space, visual identification of enemy MS would be more crucial than ever. During that period, it was mostly camouflaged machines for infiltration and distraction purposes that were developed. Although resembling a Federation GM in appearance, its design was based on an existing Zeon MS. Due to the characteristic power pipes, some believed it was based off the Zaku II. Modification to the armor decreased the machine's protection against bullets, but it gained considerable mobility due to the weight loss.

## Weaponry

### Main Weapon (Ranged)

* 120mm Machine Gun
* 135mm Anti-Ship Rifle
* 280mm Bazooka

### Secondary Weapon

* Sturm Faust

 Range
 Cooldown Time
 Reload

* Camouflage 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.
* High Performance Balancer LV1
	+ Allows the MS to cancel landing and thrust recovery animations by using Melee Attacks or Tackles.
* High Performance Radar LV1
	+ Increases Radar range from 300m to 350m.
* Fake Beacon LV2
	+ Marks the MS as friendly on enemy Radar within 250m except when attacking. Does not work if the MS is stolen by an enemy.
GM Ground Type (08MS)

## MS Explanation

Taken by surprise by the One Year War, the Federation had no way to halt the rapid occupation of Zeon's ground forces. The necessity to deploy more MS as quickly as possible and the desire to supplement the small numbers of proven, highly effective Gundam Ground Types led to the creation of this GM. Making use of the Gundam Ground Type production line, it was developed and subsequently deployed at a very rapid rate. Using many of the same parts as the Gundam Ground Type, it was superior spec-wise compared to the successive mass production GM in terms of ground-based performance. However, its creation as little more than an emergency stopgap resulted in significant lack of spare parts, and once the GM was deployed in full, the Ground Type's role came to an end. Although lacking in defining characteristics, it fought well in units mixed with Gundam Ground Types and could fill a variety of roles by virtue of its equipment versatility.

## Weaponry

### Main Weapon (Ranged)

* 100mm Machine Gun
* Rocket Launcher

### Secondary Weapon

* Hand Grenade E

 Range
 Cooldown Time
 Reload

* Ground Type Shield

## Skills

* Leg Shock Absorber LV1
	+ Reduced load on legs when landing. -15% after Jumping, -10% after evasive maneuver.
* Leg Shock Absorber LV2 (Gained at LV3)
	+ 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.
* Quick Boost LV2 (Gained at LV5)
	+ -20% to charge time when jumping.
* 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.
* Enhanced Tackle LV1
	+ +50% Tackle Damage+5% Tackle Distance
* Shield Tackle
	+ Doubles tackle damage from 600 (+5% per MS level) to 1200 (+5% per MS level). Bonus damage is lost if shield is destroyed.
Acguy Firepower Type A (TB)

## MS Explanation

Some say this amphibious MS variant was developed by the Zeon Army during the One Year War. then modified and deployed by a remnant group once the war had ended.

It went into operation once surviving members of the Zeon Army's Living Dead Division, formed in the Thunderbolt Sector during the war, joined Zeon Remnant forces of Earth.

Noticeably smaller than the original Acguy, the structure of this unit was altered significantly to function more efficiently in covert missions.

A customizable design allows pilots to change equipment attached to various parts of the body, A customizable design allows pilots to change equipment attached to various parts of the body, tailoring its abilities to meet certain mission requirements.

This unit is equipped with a composite weaponry unit that consolidates a diverse array of weapons. Squadron support can therefore by provided by selecting the type of weaponry that best fits the current battle situation.

A "rear unit" equipped to its back includes a propulsion system and mine dispersal device, so that assistance can be provided during team withdrawals.

## Weaponry

### Secondary Weapon

* Rocket Launcher (TB) x2

 Range
 Cooldown Time
 Reload

* WCU (TOW Missile) (TB)

 Range
 Cooldown Time
 Reload

* Rear Unit

 Range
 Cooldown Time
 Reload

## Skills

* Leg Shock Absorber LV2
* Emergency Evasion System LV1
* Anti-Blast Stabilizer LV1
* High-Performance Balancer LV1
* Melee Combo Controller LV1
* Stealth LV1
* Anti-Jamming LV1
* Special Head Buffer LV1
* Aquatic Mobile Shooting LV1
* WCU Optimizer LV1
Dijeh

## MS Explanation

The Karaba auxiliary team recovered a Rick Dias abandoned after the assault on Jaburo. It was disassembled and rebuilt with a focus on ground combat.

Its zero-gravity equipment has been removed and replaced with standard parts, and its exterior has been redesigned. However, much of its internal layout, including the movable frame, are intact, so it was completed in just a few days. Its generator and thrusters are both improved, its firepower is on par with the Hyaku Shiki, and it outperforms the Nemo and Rick Dias across the board. Despite this, it has been criticized for not excelling in any particular area. Still, it remained in use long after the Gryps War.

The distinctive heat radiators on its back also function as stabilizers when the sub-flight system is installed.

The suit is famous for being piloted by Amuro Ray.

## Weaponry

### Secondary Weapon

* Head Vulcan (Modified)

 Range

* Clay Bazooka (Shrapnel)

 Range

## Skills

* Leg Shock Absorber LV3
* Emergency Evasion System LV1
* Flight Control Program LV2
* Anti-Blast Stabilizer LV1
* High-Performance Balancer LV1
* Melee Combo Controller LV1
* Forced Injector LV1
* Back Binder Special Cushioning LV2
* Optimized Cooling Efficiency LV1
* Special Leg Buffer LV2
* Maneuver Armor LV1
Gelgoog High Mobility Type

## MS Explanation

A high-class variation of the Gelgoog, a Principality of Zeon general type mass-produced mobile suit that replaced the Zaku II. Some units of the Gelgoog received a variety of modifications since they were assigned to the ace pilots. Quite a few variations with special features were developed over a short period of time. The B-type retained the high-versatility and standard issue beam weapon which were a Gelgoog trademark. It was also equipped with an interchangeable thruster backpack module which allowed it to execute hit-and-run tactic with lethal efficiency. This high-mobility unit excelled at anti-ship combat. The Principality of Zeon assembled a team of ace pilots to form the Chimera Corps, and the commander of this elite unit, Johnny Ridden, also known as the "Crimson Lightning," was said to have used a B type.

## Weaponry

### Main Weapon (Ranged)

* Gelgoog Beam Rifle
* Giant Bazooka
* High Mobility G Rocket Launcher

### Secondary Weapon

* Hand Grenade Z

 Range
 Cooldown Time
 Reload

* MMP-80 Machine Gun

 Range
 Cooldown Time
 Reload

* Gelgoog Shield

## Skills

* 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.
* Forced Injector LV2
	+ Allows the MS to cancel boost recovery animation with additional boosting maneuvers, but at increased thrust cost. Consumes slightly less thrust to perform at LV2.
* 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.
* Melee Combo Controller LV1
	+ Allows for a 2-attack melee combo. 2nd attack has reduced damage.
* Enhanced Tackle LV3
	+ +80% Tackle Damage+10% Tackle Distance.
* Special Leg Buffer LV1
	+ Damage taken when hit in the legs reduced by 10%
* Special Leg Buffer LV2 (Gained at MS LV2)
	+ Damage taken when hit in the legs reduced by 15%
Galbaldy Beta

## MS Explanation

After the One Year War, the Federation adopted the Galbaldy, modified the design, and began mass producing the suit.

The post-war Federation brought in many Zeon suit designs to restore its forces rapidly, but few of them were updated into a successor model like this one.

It lacks the usual armor and generator upgrades and panoramic cockpit, but the one second-generation feature it does have is the linear seat. The armor is lighter and slimmer, giving it improved mobility and agility compared to the post-war Hizack design and performance comparable to the second-generation Marasai. However, it required a great skill to use the suit effectively, and it was assigned to ace pilots at the Granada moon base and the Luna Two guard.

## Weaponry

### Secondary Weapon

* Shield Missile

 Range
 Cooldown Time
 Reload

* Galbaldy Beta Shield

## Skills

* Emergency Evasion System LV2
	+ Pressing Boost twice causes the MS to perform an evasive move and using 80% of thruster gauge.
* 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%
* Flight Control Program LV2
	+ Allows the MS to perform additional jumps, or boost actions while in the air, if there is thrust available.
* 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.
* 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.

## Notes

Main Weapon "Galbaldy Beta Beam Rifle" causes stagger when hits target. Sub-Weapon "Shield Missile" both missles causes stagger when hits target.
Gelgoog G

## MS Explanation

Convinced that the superior Gelgoog would soon be be the bulk of their forces, the Zeon Principality decided early on to deploy them on Earth. shipping parts built in Granada to California Base. G-Type Gelgoogs in particular are equipped with high-performance backpacks to preserve their mobility even under gravity. There are two variants: the MS-14G and the MS-14GD, with the latter modified for desert combat. As the situation on Earth worsened for Zeon, they were forced to make a modification: the thruster unit was removed from the legs. While this reduced its propulsion, due to the presence of gravity, the weight loss actually increased overall maneuverability. The reduced surface area of the legs was an additional bonus, making them harder to hit and improving their performance in ground combat. A mere 8 units were built and deployed before the evacuation of California Base.

## Weaponry

### Main Weapon (Ranged)

* Gelgoog G Beam Rifle
* MMP-78 Machine Gun (GN)

### Secondary Weapon

* Sturm Faust

 Range
 Cooldown Time
 Reload

* Spike Shield

## Skills

* Assault Booster LV2
* High-Performace Balancer LV1
* Melee Combo Controller LV1
* Maneuver Armor LV1
* Leg Shock Absorber LV2
* Emergency Evasion System LV1
* Anti-Jamming LV1
* High-Performance Radar LV1
* Optimized Cooling Efficiency LV1
Dijeh (CA)

## MS Explanation

A special unit built for Char Aznable, Supreme Leader of Neo Zeon, in order to test Psycoframe technology. It was based on the Dijeh made by Karaba, through analysis and vast improvement if the Rick Dias. The ground unit was completely overhauled to outfit it for space combat, including control thrusters on each of its parts. Its mobility and firepower were augmented by the Grye Binders equipped on its back like those of the Schuzrum Dias. It also boasts the arms and optional equipment of the Geara Doga under development to become the primary mobile suit of Neo Zeon. Its Psycoframe is connected to a backup bio-sensor, and dramatically increases unit reaction time when activated. This is still a Psycoframe prototype unit, however, and has a degree of fragility.

## Weaponry

### Secondary Weapon

* 60mm Vulcan

 Range
 Cooldown Time
 Reload

* Beam Pistol x2

 Range
 Cooldown Time
 Overheat

* Knuckles Sealant Launcher

 Range
 Cooldown Time
 Reload

* Double Binder Beam Cannon

 Range
 Cooldown Time
 Reload

* Dijeh (CA) Sturm Faust

 Range
 Cooldown Time
 Reload

## Skills

* High-Performance Balancer LV1
* High-Spec AMBAC LV2
* Maneuver Armor LV2 (LV3 LV2 Unit)
* Forced Injector LV2
* Melee Combo Controller LV1
* Damage Control LV1
* Leg Shock Absorber LV3
* Anti-Blast Stabilizer LV1
* Back Binder Special Cushioning LV1
* Special Leg Buffer LV2
* Special Arms Equipment Buffer LV3
* Simple Bio-Sensor Ability Boost LV1
* Flight Control Program LV2
* Assault Booster LV1