Weapons
A.   Primary Weapons
these weapons can be mounted to anything,
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The format is as follows:

(Weapon Type)
     Range:  (Range of Weapon)
     Strengths:  (Strengths of Weapon)
     Weaknesses:  (Weaknesses of Weapon)
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Bazooka:
     Range:  200m   
Zaku BZ- 1000
Raketen BZ-2500
Giant BZ- 4000
R-Launcher-3500
Hyper Bazooka-5000
     Strengths:  Easily capable of destroying most targets with a single
          shot, good range.
     Weaknesses: Most mobile suits (with the exception of Dom types)
         have to stop and crouch to fire these weapons, which
         leaves them vulnerable.  The shot itself also has a slow speed
         and is fairly easy to dodge
     Special Note:  The Giant BZ also has the added effect of
         preventing an enemy suit from firing their primary weapon
         for a short period of time, similar to the Heat subweapons.

Beam Gun:
     Range:  160m
     Feddie Weapons of this type: 
Beam SG-2500
Beam Gun-3000
     Strengths:  Ummm.  None that I have found.
     Weaknesses: Low damage (if any) and short range.  Only possible use
         would be to shoot a suit from behind, but it can even fails in
         that regard.  Go for an MG unless you really want that extra
         10m of range.

Beam Rifle:
     Range:  160m
Beam Rifle -3000
Beam Rifle of RX-78-3000
     Strengths:  Very powerful.  Good rate of fire.  Able to fire
         through obstacles.
     Weaknesses: Reload can be very slow without Reloader gear.  The
         range is also somewhat lacking. 

Cannon:
     Range:  400m
     Feddie Weapons of this type:  Cannon(used by guntank and is mounted on the shoulders, lowers speed by half)-5500
     Strengths:  This weapon has the best range in the game and is
         easily capable of wiping out a team of three mobile suits
         or even a Gundam in a single shot.  Cannons can also fire
         over obstacles.
     Weaknesses:  Slow reload rate.  Impossible to attain blue kills
         due to targets detecting the incoming shot.  Difficult to
         hit targets moving horizontally.   

Gouf Weapons:
     Range:  150m
75mm Vulcan-4500
Gatlin Gun-6500
     Strengths:  Quick reload time and can destroy multiple targets with
         a few shots.
     Weaknesses:  Mobile suits must pause to fire these guns, which
         which leaves them vulnerable.  Short Range.  Not very effective
         in face to face encounters with other mobile suits. 

Machine Gun:
     Range:  150m
120mm MG,-4000
90mm MG-2500
100mm MG-3500
     Strengths:  Rapid fire, can easily destroy a large number of small
         targets in a short amount of time.  Quick reload time.
     Weaknesses:  Short range and not very effective against other
         mobile suits.  

Missile Launcher:
     Range:  200m
M-Launcher-6500
     Strengths:  Good range.  Good Power.  Homes in on target.
     Weaknesses:  Mobile suits must pause to fire.  Targets are able to
         detect incoming missiles, which prevents blue kills. 

Rifles
     Range:  250m 
120mm AR-2500
90mm AR-3700
Rifle-2500 
     Strengths:  Long range. Good power on the 90mm AR. Reload time is
         fairly short.    
     Weaknesses:  The 120mm AR and Federation Primer-based Rifle are
         both on the weak side, particularly when compared to the
         stopping power of 90mm AR.  Not the best weapon to have when
         surrounded by several units either. 

Shotgun
     Range:  150m
Shotgun-4500
     Strengths:  Shotguns hit really hard and can hit multiple targets
         with one shot.  Anything from a group of helicopters, tanks,
         even a team of mobile suits (if struck from behind) can be
         destroyed with a single shot.  Mobile suits do not have to
         pause to fire the shotgun either.  The shotgun also fares well
         against other mobile suits.     
     Weaknesses:  Reload time is on the long side.  Short range. 
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B.  Proximal Weapons
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Beam Saber
     Used by Gundam and GM types.  Basically beam energy held in form by an
     I-field made up of Minovsky particles.  Strongest and quickest melee
     attack in the game.

Heat Hawk
     Axe with a heated blade to help cut through armor.  Often used by Zaku
     units.  Weakest of the proximal weapons with the exception of
     Guncannon's punching. 

Heat Saber
     Saber with a heated blade to help cut through armor.  Often used by Gouf
     units.  2nd Strongest of the heat weapons.

Heat Sword
     Sword with a heated blade to help cut through armor.  Often used by Dom
     units.  Strongest of the heat weapons.

None
     Only available to Guntank and Guncannon types.  Guntanks can do nothing
     in close combat.  Guncannons can deliver punches to enemy units, but
     they are ineffective for the most part.

VII. SUPPLIES
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Okay, this section will be really basic.  I will list the parts in alphabetical
order, provide the description for it, and list the number of slots required. 
I will also add any notes that I believe are noteworthy.  Upgrade Gear will
be presented first, and then Combat Gear. 

A.  Upgrade Gear
     Note:  Upgrade Gear improves/upgrades the performance of your
     mobile suit.  Simple eh? ^^

Armor A I *1500
     Armor is reinforced by a factor of 1.5x.  3 Slots
Armor A II * 2000
     Armor is reinforced by a factor of 2x.  5 Slots
Armor A III* 2500
     Armor is reinforced by a factor of 3x.  7 Slots

Armor B I *1500
     Lessens enemy beam effect on armor. 3 Slots
Armor B II *2000
     Lessens enemy beam effect on armor and shields. 5 Slots
Armor B IIII *2500
     Lessens enemy beam effect more than Grade II. 7 Slots

Bullets *1000
     Increase the ammo of main weapon. 2 Slots. 

Cool Device I* 1000
     Heat output lower by 10%.  Less thermal detection. 1 Slot
Cool Device II * 1250
     Heat output lower by 20%.  Less thermal detection. 2 Slots
Cool Device III * 1500
     Heat output lower by 30%.  Less thermal detection. 3 Slots

Magazine * 1500
     Increase magazines of main weapon. 2 Slots

Night Scope I *1000
     Increase night vision with Night Scope. 2 Slots
Night Scope II*2000
     Increase Night Scope I power by 25%. 3 Slots
Night Scope III*3000
     Increase Night Scope I power by 50%. 4 Slots

Scope I*2500
     Increase main weapon's hit ratio.  2 Slots
Scope II*5000
     Increase main weapon's hit ratio more than I.  3 Slots
Scope III*10000
     Increase main weapon's hit ratio more than II.  4 Slots

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B.  Combat Gear
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These can only be called if you own them in a carrier
Dopp I
     Call attack support from Dopp by aiming x2. 
Dopp II
     Call attack support from Dopp by aiming x3.  
Dopp III
     Call attack support from Dopp by aiming x4. 
   Note:  More accurate than Magella attacks, but require 20 seconds to
   aim, and target will be lost if you lose sight of it. 

Heat Grenade I*600
     Disables weapons for a short time x2.  2 Slots
Heat Grenade II*1200
     Disables weapons for a short time x4.  4 Slots
Heat Grenade III*3400
     Disables weapons for a short time x6.  6 Slots
   Note:  It prevents the enemy from firing at you for a little while,
   usually only hits one unit, but can affect a team in tight formation.
   Stun Grenades are slightly better though. 

Heat Rod I*600
     Gouf Heat Rod hits enemy with high voltage x2.  2 Slots
Heat Rod II*1600
     Gouf Heat Rod hits enemy with high voltage x4.  4 Slots
Heat Rod III*2600
     Gouf Heat Rod hits enemy with high voltage x6.  6 Slots
   Note:  Similar to Heat Grenades in that it prevents an enemy from
   using their primary weapon.  The Heat Rod is very difficult to avoid
   though.  The enemy will also be unable to move while they are being
   shocked, which easily allows a teammate to finish off a target. 

These can only be called if you own them in a carrier
Magella I
     Call attack support from Magellas by aiming x2. 
Magella II
     Call attack support from Magellas by aiming x3. 
Magella III
     Call attack support from Magellas by aiming x4. 
   Note:  Powerful, but the shells seem to land in a random fashion


Smoke Grenade I -500
     Smoke Screen.  Can't lock-on with smoke x2. 
Smoke Grenade II-800
     Smoke Screen.  Can't lock-on with smoke x4. 
Smoke Grenade III-1200
     Smoke Screen.  Can't lock-on with smoke x6. 
   Note:  Several units carry these, and they are essential starting out
   in the game.  These grenades create a huge smoke cloud that prevents
   anything inside of it to target outwards, or anything outside to
   target inwards.  Their best use is to get close to the Federation
   command vehicles, even though I'm sure some individuals have found
   creative uses for them.  ^^ 

Spraybeam I-2500
     Disable enemy camera and sensors for a set time x2.  2 Slots
Spraybeam II-5000
     Disable enemy camera and sensors for a set time x4.  4 Slots
Spraybeam III-10000
     Disable enemy camera and sensors for a set time x6.  6 Slots
   Note:  Great item.  Disables a single enemy or even a group from
   attacking you, and their sensors will go into blue mode.  Basically
   the enemy will be unable to fight back and you can destroy them for
   the maximum points allowed. 

Stun Grenade I-2500
     Flash impact disables enemy camera & sensors x2.  2 Slots
Stun Grenade II-5000
     Flash impact disables enemy camera & sensors x4.  4 Slots 
Stun Grenade III-10000
     Flash impact disables enemy camera & sensors x6.  6 Slots
   Note:  Same effect as the Spraybeam, but you will typically only
   stun one unit at a time and they are somewhat easy to dodge. 
   Great combat gear overall, just not as good as the Spraybeam.

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