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FAQ/Walkthrough by IKelley

Version: 1.0 | Updated: 03/01/05


                     =====================================
                     MOBILE SUIT GUNDAM: GIHREN'S AMBITION
                             (SEGA SATURN VERSION
                                 FAQ/WALKTHROUGH
 
                                 March 1, 2005
                                  Version 1.0

                               By: Ian Kelley
                         Email: masakadokou@yahoo.com
                     =====================================

This Document is Copyright 2005 by Ian Kelley. All Rights Reserved. It is
protected by US and International Copyright Law. It is for private and personal
use only, and cannot be reprinted in or reproduced in part or in entirety
without the express written consent of the author. This document is intended to
be free and may not be used for any sort of commercial venture, be that selling
it, giving it away as a promotion, or making otherwise making available for
profit. It may not be used or distributed by any website, organization, or
individual, nor may it be used as a reference or altered by anyone (such as
strategy guide authors/publishers or magazine staff) without express permission
of the author.


###############################################################################
                                IMPORTANT NOTES:
###############################################################################


OTHER VERSIONS:
---------------
This FAQ is for the original Sega Saturn version of Gihren's Ambition; not 
Blood of Zion for either the SS or the PS, nor for the version available for 
the PS2. Just out of curiosity, I flipped through some old PS magazines and 
looked at the official PS2 guide for Gihren's Ambition in a store, and from 
what I see, the versions of this game for other platforms are so massively 
different that the name is about the only thing that they share. Not only are 
the event trees different but the entire game architecture differs on a 
fundamental level. As such, DO NOT send me any questions about Blood of Zion or 
the PS2 versions, as I won't know jack squat about them, having only played the 
original Saturn version. This guide might provide some minor assistance for 
those games, though probably not much.

ROMANIZATION NOTES:
-------------------
I am not a big fan of the Gundam TV shows and movies, and do not know a whole 
lot about them; most of my knowledge about Gundam derives from Bandai's series 
of Gundam models. (I'm an avid model builder) As such, most of my romanizations 
and translations for the names and the like will be those I got from the Gundam 
series of model kits, or from the game itself, unless the game is clearly dead 
wrong, such as the Zion "Dukedom." (Dukedom isn't even a word) Bandai is 
incredibly notorious for inconsistency in their picking and choosing of 
romanizations, which morph constantly--I've got a model of "Z'Gok" and another 
of a "Zugock-E," "U.N. Spacy" becoming "E.F. Defense Force," "Zion" at one 
point becoming "Zeon" on other models, etc.  I imagine quite a few of the 
translations I use might be "wrong" with whatever this month's official Bandai 
translations are, but I don't particularly care. Basically, don't bitch about 
romanizations at me. :)


HOW TO USE THIS GUIDE:
----------------------
This document is formatted to look right with a fixed-width font, and looks 
best in around a 9 point font in an 80-column window. It is in Shift-JIS format 
for the few Japanese characters in it.

This guide is divided into three sections--first an FAQ, under which all the 
pertinent data regarding the game's system and so forth is covered, second, a 
walkthrough with the events of the Zion and UN scenarios, with general 
strategies as well. Finally, there is a data section, with information on the 
various units, pilots, and bases in the game.


EMAIL/CONTACT POLICY:
---------------------
I get a ton of email about the various guides I write, and I don't have the 
time or the inclination to answer it all. If you are writing me an email and 
want me to respond, keep the following things in mind:

 * I have a very low tolerance threshold for stupid questions. If you need
   to ask a question, make sure the answer isn't already in this FAQ. The
   "Find" option of your text editor is your best friend.

 * Really basic translation questions I will also consider as "stupid
   questions." If you are playing this game, I am going to assume you can at
   least read the Hiragana and Katakana. I can understand if you can't do the
   Kanji or Japanese grammar, but quite frankly, if you cannot read one writ of
   Japanese on your own you should not be playing a game as text-heavy as this.
   Questions regarding clarification or further explanation of the FAQ are
   welcomed and encouraged, but if you need more hand-holding than this FAQ can
   provide, it's time to crack open a Japanese dictionary. Questions like 
   "translate the menu choices for me" are likely to get you tossed into my
   killfile.

 * Put the name of the game you're asking the question for in the subject line
   at least, and at least in the body of the text! I write a lot of FAQs and
   it'll help if I know what game you're talking about. Plus it will greatly
   increase the chance of my reading your email and not accidentally deleting
   it as spam. (Viva la 21st Century Internet and the spam flood it spawned...)

 * I'm not going to be anal about it, but try and keep a decent semblance of
   grammar and punctuation. Also refrain from using AOL-netspeak; use "you"
   instead of "u" and the like. It's only two keystrokes difference, come on.

Other than that, if you have any questions or have found any errors in this
guide, please email me and let me know. Error reports are especially helpful
(hint, hint) Keep in mind I've tried to include everything I know about 
Gihren's Ambition in this guide and am not hiding any juicy information--if 
it's not in this guide, there's a good chance I won't know, though it won't 
hurt to ask me.

If you send me corrections or additions to the FAQ, unless you specify that you
wish otherwise, I will add your name (or handle) crediting you for your
contribution at the point of contribution (e.g. "XXX says that [your info]"
unless it's in an unwieldy place. (like, say, for example, I messed up in some
of the unit data and you corrected me, it would break the flow of the document
to place a credit to you smack in the middle of the unit data) In that case
you'll be added to the end of the document in the credits section. Again, if 
for whatever reason you do not wish to be specifically credited for your
contributions to the FAQ, please let me know.

Oh, and if you're one of those psychos that wants to track down my home phone
number and call me about the game--you're probably out of luck, as my number is
now unlisted. :) (Yep, it's true--back when I was in college and writing FAQs
from my now-defunct mail account at ikelley@mail.sas.upenn.edu, there were a 
few loons that tracked down my number via the university directory to ask me
questions about games over the phone.)


HOSTING THIS FAQ:
=================
If you want to host this FAQ on your site, your site must be either A)
GameFAQs.com or B) a personal website themed around Gundam games or the like. 
If you are B) email me first to ask so I know. If you have just a general-
purpose game FAQ repository site that leeches off GameFAQs, do not even bother 
to email me to ask for permission to host this FAQ as the answer is no. I 
explicitly deny the use of this FAQ to the FAQ thieves at cheatcc.com, 
Cheatcc.com may not use this guide in any way, shape or form. If you find this, 
or any of my other guides, at cheatcc.com, it does not belong there, and the 
webmaster has stolen it. If you've had a guide stolen by them yourself, email 
their upstream providers at Yahoo and complain, as they never pay any attention 
to complaints themselves.
###############################################################################
                                    CONTENTS
###############################################################################
THE BASICS
 Gameflow
STRATEGY PHASE
 Information
 Research
 Development
 Personnel
 Special
ACTION PHASE
 Base Actions
 Unit Actions
 Global Commands
 Action Phase Events
COMBAT PHASE
 Combat Calculations
 Ace Pilots
 Supplies
GENERAL STRATEGIES
 Strategy
 Tactics
WALKTHROUGHS
 United Nations
  General Strategies for the United Nations
  United Nations Walkthrough/Event List
 The Duchy of Zion
  General Strategies for the Duchy of Zion
  Duchy of Zion Walkthrough/Event List
THIRD-FORCE PLAYTHROUGHS
 The Titans
 Legitimate Zion
 Neo Zion
UNITS AND PILOTS
 United Nations Mobile Suits
 United Nations Mobile Armors
 United Nations Armor Units
 United Nations Aircraft
 United Nations Spacecraft
 United Nations Cruisers
 United Nations Pilots
 Zion Mobile Suits
 Zion Mobile Armors
 Zion Armor Units
 Zion Aircraft
 Zion Spacecraft
 Zion Cruisers
 Zion Pilots
 All Forces Cruiser
 Third Force-Only Mobile Suits
 Third Force-Only Pilots
 Third Force-Usable Units by Development Number
BASE DATA





###############################################################################
                                   THE BASICS
###############################################################################

Mobile Suit Gundam: Gihren's Ambition is a turn-based strategy game, in the 
vein of the Avalon Hill-style hex-based war simulations of the 80s and 90s. 
It's not nearly as complex or deep as those games, but has some good strategy 
gameplay nonetheless. 

OBJECT OF THE GAME:
-------------------
Gihren's Ambition is set in the Gundam universe, Gundam being a popular 
animated "giant robot" show from the 1970s. (Some have compared it to being the 
equivalent of "Star Trek" for the Japanese) It is set during the "One Year War" 
in the year UC 0079, where the Duchy of Zion, a country based in giant space 
colonies in Earth's orbit, fights the Earth's United Nations for independence. 
In the original show, the United Nations win, but in this game you can play 
either side. The object of the game is to win the war against the other side.

If any of the following conditions are met, you will win the game:

* You conquer the opposing Army's home base of operations
* At the end of the game, you have more bases than the enemy
* The UN has a "Special Win" ending if you play the game like the TV show

If any of the following conditions are met, you will lose the game

* The head commander of your army is killed in action
* Your home base of operations gets conquered by the enemy
* At the end of the game, you have fewer bases than the enemy
* At the end of the game, there are three armies in play.
* Zion has a "Special Loss" ending if you play the game like the TV show


THE PLAYFIELD
-------------
Like the old Avalon Hill games, Gihren's Ambition is played out on a hexagonal 
grid, with each space on the grid as a "hex." For players used to traditional 
grid-based games with only four directions, this can be a bit confusing at 
first, but is easy enough to get a hang of with practice. There are two 
different types of playfields in the game; the main Field, and then Local 
Battle Fields. The main field is where most of the action takes place, and is 
divided into a Space field and an Earth Field. Local Battle Fields are special 
detailed maps for the areas near critical bases.

TERMINOLOGY
-----------
Here's a description of some of the more critical terms that I'll be using 
throughout the guide.

TURNS:
A game of Gihren's Ambition is divided into 150 separate Turns, though it is 
possible (likely, even) that you will finish the game before these 150 turns 
are up. During these turns you will make strategy and command your army through 
various battles.

HEX:
One space on the field.

BASE:
One of the colored hexes on the field, connected by supply lines. Bases provide 
your army with funds and resources

FUNDS:
Money. Needed for just about everything

RESOURCES:
Mineral, fuel, metal, etc resources, basically all the material goods that your 
army needs that isn't money.

SUPPLY LINES:
The lines that connect the various bases on the map.

STACK:
One group of units all standing on the same Hex on the field. One unit alone 
also counts as a Stack for the game's calculation purposes. (For example only 6 
Stacks can attack a single enemy at once; if you have 6 single units on 6 
separate hexes this counts as 6 Stacks)

UNITS AND SUB-UNITS:
One of the individual "pieces" on the "board" of the game. Some Units consist 
of more than one machine--for example, a Tank unit comprising of six tanks. A 
Sub-Unit is an individual machine within this Unit. (one Tank in the example 
above)


STARTING OFF: WHO TO PLAY AS?
-----------------------------
If you're first starting the game, you may wonder which side is easiest or best 
to start with. The game kind of assumes that most players will start off with 
the Zion forces, (they're generally more popular, and there is more "tutorial" 
like content in their walkthrough) but either is viable. The Zion forces have a 
technological advantage but have fewer resources than the UN. The UN has a 
large technological disadvantage but can produce more units quickly and are 
much better than the Zions at long-range attacks. All in all, both sides are 
about the same in terms of difficulty. The game starts off easy for both sides, 
then tends to get tougher mid-game, then (if your strategy is sound) gets 
easier again toward the end. An extremely tough battle awaits each side at the 
end--the battle of A Baoa Qu for the UN, and the battle at Jabro for Zion. 
Overall, I like playing as the Zion forces more, but both are enjoyable, and 
each roughly at the same challenge level.

THIRD FORCES:
-------------
During certain events in the storyline, "Third Forces" can form. Third Forces 
are a third army that fights against both the UN and Zion simultaneously. There 
are three Third Forces in total: Legitimate Zion, (Zion Scenario only) the 
Titans, (UN Scenario only) and Neo Zion (Both scenarios) When a Third Force 
comes into play, you must defeat it as well as your "normal" enemy to win the 
game. Only one Third Force can come into play during any given game. (I.e. you 
can't have a game where both Legitimate and Neo Zion appear) 

PLAYING AS A THIRD FORCE:
-------------------------
The conditions for being able to play as a Third Force are fairly simple; you 
just need to fight the Third Force and then go on to win with a Total Victory. 
So for example, if you were playing as the UN and fought the Titans, then got a 
Total Victory, you would then be able to start a new game as the Titans. Neo 
Zion is a special case, though, since it appears in both the Zion and UN 
scenarios. In order to play as Neo Zion, you have to fight Neo Zion and get a 
Total Victory in BOTH scenarios.

Third Force scenarios are pretty simple in comparison to the UN and Zion 
scenarios. The conditions for winning and losing are simpler (you just need to 
conquer both Side 3-Zum City and Jabro to win; you lose if you don't manage 
this 
task by turn 150, if your home base is conquered, or if your commander is 
killed) There are no special events when playing as a Third Forces either. 
While 
this makes things seem a little bland at first, it actually gives you a great 
deal of control over your war effort; whereas your actions are somewhat 
restricted in the UN/Zion scenarios (e.g. you can't invade base X until event Y 
happens) you don't have those sort of limitations when playing as Third Force.

-------------------------------------------------------------------------------
                                  GAME FLOW
-------------------------------------------------------------------------------

Gihren's Ambition is divided into multiple "phases," each of which you cycle 
through to form a single "Turn." They are:


                                Strategy Phase
                                      |
                                 Action Phase
                                      |
                                 Combat Phase
                                      |
                          Enemy Strategy/Action Phase
                                      |
                               Enemy Combat Phase
                                      |
                        Third Force Strategy/Action Phase*
                                      |
                            Third Force Combat Phase*
                                      |
                             Local Battle Phase(s)
                                      |
                          Enemy Local Battle Phase(s)*

*These phases only appear when there's a Third Force active in play

STRATEGY PHASE:
---------------
Strategy Phase is the first phase in a turn, and the only phase where you can 
save your game. During Strategy phase, you can make changes to the overall 
direction of your war effort; research new technologies, develop new units, 
deploy/promote/demote pilots, fund your spy teams, start invasion plans, etc. 

ACTION PHASE:
-------------
This is where the majority of your time is going to be spent playing the game. 
It's in this phase where you move individual units, plan attacks on enemy 
units, transport units from one base to another, build new weapons in bases, 
etc. 

COMBAT PHASE:
-------------
If you told any units to attack enemy units during the Action Phase, they will 
carry out their attacks in this phase. It's here that all the base combat 
calculations are carried out.

ENEMY STRATEGY/ACTION PHASE:
----------------------------
This is essentially the same as your Strategy and Action phase, except that 
it's at this time when your enemy makes his moves. If you're playing as a Third 
Force, this will be the UN's time to act.

ENEMY COMBAT PHASE:
-------------------
This is like your combat phase, except that the enemy attacks you. If the units 
that are getting attacked are in firing range, you'll be asked whether or not 
you want to counterattack or defend.

THIRD FORCE STRATEGY/ACTION/COMBAT PHASE:
-----------------------------------------
If one a Third Forces is in play, then this works the same as the Enemy 
Strategy/Action/Combat phases. If you ARE the Third Force, then this will be 
Zion's time to act and attack.

LOCAL BATTLE PHASES:
--------------------
Local Battles are special. They take place whenever units from one force invade 
the Major Bases of an opposing enemy force. Local Battle Phases are divided up 
into Local Turns, each with an Action/Combat phase and an enemy Action/Combat 
phase. There are three ways a Local Battle Phase can end. The first is if an 
invading force succeeds in Conquering the main hex of the base; in this case, 
the invading force takes over the base, and all of its opponents get booted out 
onto the main map. The second is if all of the defending units or all of the 
attacking units are destroyed or leave the map. (In the extremely rare case 
that 
there is a third force and all three armies are fighting in a single Local 
Battle and all the defenders get destroyed, both invading forces have to duke 
it out until the main hex is taken over or one is wiped out) Lastly, if 5 Local 
Turns pass and there is still no winner, the Local Battle Phase ends, and will 
continue the following turn. Note that if multiple bases are being invaded on 
the same turn, they will each get their own Local Battle Phase.

ENEMY LOCAL BATTLE PHASES:
--------------------------
You'll almost never see these, but they take place when two opposing enemy 
forces attack each other's Major Bases and you're not involved. The rules for 
enemy local battle phases work the same as for "normal" local battle phases.


###############################################################################
                               STRATEGY PHASE
###############################################################################

There are six main command categories that you can do during Strategy Phase: 
Information, Research, Development, Personnel, Save, Special, and End. Save and 
End are pretty self explanatory (Save lets you save your game, End ends 
Strategy Phase) so I'm not going to waste any words on those, but for the other 
options, here are the details of each:

-------------------------------------------------------------------------------
                                INFORMATION
-------------------------------------------------------------------------------

Information is by far the most important screen to understand in order to play 
the game well. Here you can find out all the details about your war effort, 
your pilots, weapons, etc.

Fund Intelligence Department 諜報予算投入
-----------------------------------------
Appropriates 1,500 worth of Funds to your Intelligence Department. By funding 
the Intelligence Department, you can get more detailed information about the 
state of your enemy's forces on the Information screen. At very high levels, 
your Intelligence Department can also steal plans for enemy units, which you 
can then develop. What, if anything, you steal, is completely random. Even if 
your Intelligence department is consistently funded so that they are at top 
level constantly, you won't steal that many plans; in a very good game you will 
probably only steal half a dozen plans at most. Also note that you cannot steal 
plans for "base" units. (ie units without a development number)

There are 5 "levels" of information you can have; each turn as your information 
becomes outdated, you "lose" one level. Increasing funding boosts your 
information level by about 33%. You should never let your Intelligence level 
drop below 2, as you will then no longer be able to tell the stats of the 
enemies on the field that you're fighting.

Level 0
Nothing (except base names, which you could get just by looking at the map)

Level 1
Number of Bases/Major Bases owned
Units developed
Base defense level
Individual unit names, numbers, and resources

Level 2
Total Funds/Income per turn
Total Resources/Resource income per turn
Total number of units
Pilot names, military rank, and status (on duty/stationed/etc).
Unit movement rate, carrying capacity, and terrain affinity
Base Data (all info except for # of units)
All individual unit stats

Level 3
Cost of enemy unit upkeep
Pilot Leadership stats
All unit data except weapon data
Number of units stationed in each Major Base

Level 4
Technology Levels
Number of each type of unit (MS/MA/etc)
All enemy pilot stats
Unit weapon stats
Major Base construction bay status (what, if anything, is being built)
Enemy Unit Plan Theft Possible

Level 5
Turns remaining for Major Base construction


See Information 情報を見る
--------------------------
Here you can look at general information, both for your forces and for the 
enemy. (use the L or R buttons to change countries) You can consult the 
information at any time during any non-combat phase. You can also get more 
detailed information on units, pilots, weapons, and bases by pressing the C 
button.

COUNTRY INFORMATION:
--------------------
This shows a list of stats that indicate the general status of your army (or 
the enemy's army) as a whole.

TOTAL FUNDS:
Funds are the lifeblood of your war effort. This indicates the total amount of 
money that you have. Funds are used for just about everything; to research new 
technologies, increase Intelligence level, produce and maintain new weapons, 
activate Special plans, etc. Needless to say, you can run out of Funds very 
quickly, so it's good to have as much as possible. I've never seen an enemy 
force even come close to running out of funds; I suspect they don't actually 
spend them for things like research and information.

FUNDS INCOME PER TURN:
This shows how much additional Funds you will earn at the end of the turn. It 
is an aggregate value of the Funds income of all of your bases, plus any income 
from trade with Neutral forces. (Side 6, Von Braun, and Greenland) Funding from 
Neutral forces is normally 3,000 per turn. If you anger the Neutral forces by 
using dirty military tactics (nerve gas for the UN and nukes or colony drops 
for Zion) you will lose this funding permanently.

UNIT UPKEEP COST PER TURN:
This number indicates how much money it costs for you to keep your units in 
working condition. It is automatically deducted from your income.

TOTAL RESOURCES:
Resources are the other important commodity you need to keep an eye on. 
Resources are sort of a global approximation of your raw materials, ammunition, 
fuel, etc; non-monetary resources needed to keep your war machine running. The 
only direct consumption of resources you will make is the production of new 
units. (Though it costs a lot to make a single unit so it's not trivial) 
However, resources are appropriated automatically for tasks such as unit 
refueling, repair, replacing individual units in a platoon, etc, so they can 
drop quickly if you're not careful, though you can easily reappropriate them by 
scrapping old units. Overall you don't need to be as cautious with Resources as 
you do with Funds, but they still require care.

A note on Resources: Enemy forces cheat. Even if they completely run out of 
resources, they will continue to produce new units in large numbers anyway. You 
cannot hamper their war effort by crippling them financially or supply-wise. In 
short, you can ignore enemy funds and resources, since they make no difference. 
All sides cheat, but Zion cheats more than the UN.

RESOURCE INCOME PER TURN:
This shows how much Resources you will take in at the end of the turn. The 
value is the total amount of Resource income from all your bases. Neutral 
Forces do not provide any Resource Income.

RESOURCE UPKEEP COST PER TURN:
This number indicates how much resources are needed to keep your active units 
in working condition, and is automatically deducted from your income every 
turn. It does NOT take into effect repairs and refueling of those same units.

TECHNOLOGY LEVELS (BASE/MOBILE SUIT/MOBILE ARMOR)
This lists the three levels of technology; Base technology (deals with 
conventional weapons and construction technology) Mobile Suits (deals with 
construction of Mobile Suit units) and Mobile Armor. (Deals with the 
construction of Mobile Armor units) These levels increase with research and 
range from 1-16. The percentage value after the technology level indicates how 
close to reaching the next level your technology is. The higher the technology 
level, the better the weapons that can be produced. More information on that 
can be found in the "Research" area.

TOTAL NUMBER OF MAJOR BASES:
This lists the number of major bases that you currently hold. There are 15 
Major Bases in the game: Jabro, Odessa, California, New York, Madras, Trinton, 
Kilimanjaro, Peking, Belfast, Hawaii, Lunar 2, Solomon, A Baoa Ku, Granada, and 
Side 3-Zum City. Major Bases are the only places in the game where you can 
produce, store, and ship units, and they are also the major center of 
contention; taking over a Major Base is an involved operation requiring special 
"Local Battles" to do. Major Bases appear as a large colored hex on the world 
map, surrounded with 6 "entry point" hexes that are more or less a part of the 
base.

TOTAL NUMBER OF BASES:
This lists the number of bases that you currently hold. There are 73 bases in 
total in the game, though three of them (Von Braun, Side 6, and Gothab) are 
Neutral, so in essence you have 70 that you can take over. Taking over bases is 
rather trivial; you can do so just by moving a MS, Armor, or Cruiser unit over 
one and select "Conquer." 

TOTAL NUMBER OF UNITS:
This lists the total number of units that you have. The maximum number of units 
that an army can have is 150; beyond this, no new units can be produced unless 
an old unit is either scrapped or destroyed. 

NUMBER OF UNITS BY TYPE:
This lists the number of units you have by type. (MS, MA, Tank, Plane, Space 
Cruiser, subs, etc)

UNIT INFORMATION: (部隊)
------------------------
This displays the information on each unit in your army--the base it's 
stationed at, (if any) who if anyone is piloting it, its fatigue, armor, etc. 
As these stats are most important for combat, they are covered in more detail 
in the Combat section of the guide.

PEOPLE INFORMATION: (人物)
--------------------------
This displays the information on each pilot in your army--what units they're 
in, where they are, their rank, statistics, status, etc. Detailed information 
on these stats are covered in detail in the Pilot section of the Combat section 
of the guide.

WEAPON INFORMATION: (兵器)
--------------------------
This displays a list of what weapons you've developed, and their individual 
stats. For more information on the stats of each weapon, see the key to the 
"unit list" section at the end of this guide.

BASE INFORMATION: (拠点)
------------------------
Here you can get a list of information on the various bases you (or the enemy) 
holds.

BASE NAME:
Self explanatory, this is the name of the base.

INCOME:
The amount of Funds the base generates per turn.

PRODUCTION:
The amount of Resources the base generates per turn

DEFENSE LEVEL:
This value ranges from 0-16, and is a measure of the overall strength of the 
base. It affects battles that take place on the base, in terms of defense %, 
number of cannons, etc. The higher the number, the tougher the base's defenses 
are.

NUMBER OF CANNONS:
The number of cannons the base is equipped with. If a battle takes place on a 
base while allied units are on it, the base will fire its cannons in support. 
The damage the cannons do is not much, but they can fire at virtually any 
range; even if the unit on the base can't counterattack, the cannons will still 
be able to.

DEFENSE EFFECT%:
The defense effect of the base. This % acts as a bonus to friendly units' 
ability to dodge. Note that it only applies to friendly units; if, say, a 
Mobile Armor sits on top of an enemy base (since MA units can't actually 
conquer bases) then it won't receive any of this benefit.

NUMBER OF UNITS:
This value only means anything for Major Bases; it displays the number of units 
currently stationed there. This is a very valuable number to see before you 
invade a Major Base as it gives you a rough estimate of the size of the force 
you'll be facing. The force will never be larger, but can sometimes be smaller; 
if the base in question has any units that can't fight in that terrain (for 
example, space-only MS units in a ground base) you won't have to face them.

DOCK DATA:
This screen only comes up when looking at the information of a Major base. It 
shows the status of all eight of the base's construction bays, both what, if 
anything, is being built in the bay, and how many turns it will take to 
complete. Completed units automatically get stationed in the same Major Base.

-------------------------------------------------------------------------------
                                   RESEARCH
-------------------------------------------------------------------------------

Under Research, you will have the ability to fund Basic, Mobile Suit, and 
Mobile Armor research. If you are playing as the UN or Zion, all your levels 
start at 1 (they start at higher levels for Third Forces) and can go as high as 
level 16. Every time you put money into a type of tech, its Research Bar fills 
by a certain percentage, depending on how much money you invested. When the 
Research Bar fills completely, that technology level increases by 1.

You can only fund a specific type of research once per turn. You'll be given a 
choice of giving a small, medium, or large amount of funding. The more you 
appropriate, the more that technology's Research Bar will fill. The formulas 
are as follows:

Amount of Funding         Cost                             Bar Increase
Small                     150 * Current Tech Level            +15%
Medium                    300 * Current Tech Level            +25%
Large                     600 * Current Tech Level            +33%

As you can see, you get diminishing returns for higher amounts of funding, but 
this can be worth it as you'll increase your Tech levels that much faster. If 
you did Small funding throughout the entire game the enemy would soon overwhelm 
you with its massive technology advantage, regardless of which side you're 
playing as.

Note that Research Bars can "carry over." This is actually a way to save money. 
For example, if you were at 99% at level 1, and made a Large (600 * 1 = 600 
Funds) investment, that would take you all the way to 32% at Level 2, and in 
the end, save you money.

RESEARCH AND DEVELOPMENT:
-------------------------
Research is critical to your war effort, as if you don't research, you won't 
ever be able to develop any new weapons. And without new weapons, it will be 
difficult if not impossible to win the game. Each new weapon you develop has 
its own technology prerequisite (see the unit list section for individual 
details) so you need to meet that level at a bare minimum if you want to 
develop and produce it. In general, the type of technology you increase with 
the types of units you can produce; Base Technology lets you develop 
conventional weapons like tanks, planes, and spaceships, Mobile Suit Technology 
lets you develop better Mobile Suits, and Mobile Armor Technology lets you 
develop new types of Mobile Armor. However, there is overlap between the three 
research types; many units will require levels in more than one technology type 
to develop. For example, the Gog MS unit requires not only level 4 in MS 
technology but also Level 3 in MA technology, and the Gundam Full Vernian 
requires a 15 in all three technology types.

BASE TECHNOLOGY PRICE BREAK:
----------------------------
There isn't much in the way of units that are gained via Base Technology, so it 
has another advantage; reducing costs for unit production. As you increase Base 
Technology levels, it reduces the amount of Funds that you need to spend in 
order to build a unit. 

The formula for how much a unit will cost to make is:

Base Price - 3*(Baselevel-1)%

So, for example, a basic Zaku II-C costs 540 funds to produce. 

At Level 1:
540 - 3 * (1-1)% = 540 - 3*0% = 540 - 0% = 540 (full price)
At Level 5:
540 - 3 * (5-1)% = 540 - 3*4% = 540 - 12% = 476 (12% discount)
At level 16:
540 - 3 * (16-1)% = 540 - 3*15% = 540 -45% = 297 (45% discount)

No matter how high you build your technology levels, though, you will still 
need to pay full price in resources to build a unit--even if your production 
facilities are higher-tech and more efficient, the amount of metal in a mobile 
suit won't change.


-------------------------------------------------------------------------------
                                DEVELOPMENT
-------------------------------------------------------------------------------

This is the menu where you develop all your new units. Here, you'll get a list 
of all the Development Plans you have available. Each list item has the 
following information in it: Development Number, Unit Description, Unit Status

Development Number:
This is the number of the project you're going to develop. If you know in 
advance what Development Numbers go with what units, (this guide can help in 
this department) then you'll know exactly what unit you'll develop with that 
plan.

Unit Description:
This is a very generic description of the unit to be developed; it has the plan 
abbreviation, (for example Zaku IIs are MS06) along with a very brief 
description of the unit's purpose. (e.g. "Underwater Use Mobile Suit")

Unit Status:
This can be one of three things: NEW, IN # TURN(S), or END. NEW indicates a 
plan that you have yet to develop. IN # TURN(S) indicates a plan that you have 
already funded; the number tells you how many turns it will take for that unit 
to be completed. END indicates a unit that you have finished developing. 
Sometimes you can see an asterisk in front of NEW or END; this indicates either 
a brand-new plan introduced that turn (in the case of *NEW) or a brand-new unit 
that just finished development that turn. (in the case of *END) At the 
beginning of each turn your advisor will remind you whenever a new unit or plan 
appears.

By pressing the C button while selecting a plan, you can get more detailed 
development information on the development plan. There you can see the cost to 
develop the unit, the number of turns it will take, and a more detailed 
description of the unit about to be developed. You'll also see a silhouette of 
the unit as well. (Getting information on an already-developed plan will tell 
you nothing; it will just say "you can now produce this unit") While on the 
detailed development screen, if you press the C button again, you'll get the 
option to invest the required funds, and development on that unit will start in 
earnest.

SPEEDING UP DEVELOPMENT:
------------------------
If for whatever reason you need a certain unit immediately and can't wait for 
the normal development process to finish, you can speed things up by throwing 
more money at your R&D department; by doing so, you can cut development time in 
half. The amount of money required to speed up development is the same as the 
initial development costs. In other words, by doubling the cost you can halve 
the time it takes to make. Note that you can only do this once; after 
increasing funds for a specific project, there's nothing you can do to speed it 
up any more than you already have.

DEVELOPING ENEMY UNITS:
-----------------------
If, by good fortune, you manage to steal plans for an enemy unit, either 
through an event or from your spies' activity, you will get the option to 
develop them amongst your "regular units." However, the information on the unit 
will be more sparse, (It always just says "Enemy Country Development Plan" with 
no details) and, more importantly, it takes MUCH longer to develop. 
Specifically, it takes twice as long to develop an enemy unit as it would for 
the enemy to. So, for example, if you're playing as the UN and you manage to 
steal the plans for a Dom, it will take you 16 turns to develop it, whereas it 
only takes 8 for the Zions to develop.


-------------------------------------------------------------------------------
                                 PERSONNEL
-------------------------------------------------------------------------------
Personnel is the interface for managing ace-pilot related functions. Here you 
can see information on all your available pilots--ie, those that aren't 
actively deployed in the field. If you want to see the status of all your 
pilots including those actively deployed, you need to consult the Information 
menu. 
Here is a list of the various status types your ace pilots can have.

NOT DEPLOYED:
This means that the character is not currently piloting anything. You can use 
"Deploy" to assign him/her to any available unit.

DEPLOYED:
This means that the character is currently deployed in a unit that is in active 
use on the field. You won't actually see this status in the "Personnel" menu; 
you'll have to consult your Information menu to see this status. No Personnel 
commands can be used on Deployed characters; they need to go back to base 
before they can be released/promoted/demoted/etc.

RELEASED:
The turn you release a pilot from active duty, they change to this status. The 
following turn, their status will change to "Not Deployed." Released characters 
can be promoted or demoted, but they cannot be deployed into other units.

(LOCATION NAME):
This means that the character is currently deployed in a unit that is stationed 
in a Major Base. (whichever the "Location Name" refers to) You can use any 
Personnel commands on these characters. Note that when consulting spy data on 
enemy pilots, you will never see their exact location names; you will only see 
"Deployed," even if they are stationed in a Major Base

INJURED:
When an ace pilot's unit gets shot down, they take on this status. Injured 
pilots are removed from your forces for three turns until they heal, at which 
point they return to "Not Deployed" status.

ON DUTY:
Pilots become "On Duty" during various events in the game, when they go on 
special missions. They are essentially removed from your forces until their 
missions end. Note that "On Duty" is a potentially dangerous status, as pilots 
can only be permanently killed while on story missions.

MISSING IN ACTION:
Only two pilots can get this status; Char on the Zion side, and Yu on the UN 
side; and Yu can only go MIA when you're playing as the Zion forces. MIA pilots 
are essentially the same as On Duty pilots; you can't do anything with them. In 
the case of Char, he will eventually be found, but as far as I know, once Yu 
goes MIA he stays MIA.

IMPRISONED:
Through various events in the game, individual characters may be put in prison, 
and only Char, Ma Qube, and Kishiria can get this status. Imprisoned characters 
stay imprisoned for a LONG time--30 turns or so, or until they defect to a 
Third Force.

DEAD:
This doesn't actually show up as a status type; the pilot is simply permanently 
removed from your (or the enemy's) ranks. You'll usually be informed in an 
event of the character's untimely demise, but sometimes you won't. (For 
example, Woody dies without any announcement that he did, or even went on duty) 
Obviously this is something you'll want to avoid. This is especially tough on 
the Zion forces, as they have fully 19 pilots that can get this status, (even 
more if you're playing as the UN) whereas there are only six UN pilots that can 
die. (and half of those suck) 


DEPLOY (配置)
-------------
Use this command to put a "Not Deployed" character into an empty (ie not 
piloted by another character) unit. Units with ace pilot have large advantages 
over those that do not; even the worst pilot in the game will improve the 
status of the unit s/he is riding. The down side is that there can only be one 
vehicle per unit when someone is piloting it. For example, a standard Dom unit 
has three individual Doms fighting in it. However, if you stationed a pilot in 
that Dom unit, the unit would "split" into two: a unit with one Dom (and the 
character piloting it) and another unit with the remaining two Doms. This not 
only reduces the number of attacks the piloted Dom can make per turn, (as 
there's only one Dom in the unit instead of 3) but also makes it easier to be 
hit. For this reason, characters are generally best stationed in "Ace Pilot 
units," Mobile Suits/Armors/Cruisers/etc that only have one vehicle per unit, 
as you don't lose any functionality that way, only gain it.

RELEASE (解任)
--------------
Use this command to remove a pilot from his/her unit and change them to 
Released status. The turn after you Release them, they will return to "Not 
Deployed" status and you can put them in another unit if you want. In other 
words, you can't remove a pilot from one unit and immediately transfer them to 
another; you have to wait a turn first. However, whatever unit the pilot was in 
DOES become immediately available, so you can remove a character from an 
individual unit and then immediately put another pilot in that unit to take 
his/her place, if you want to.

PROMOTE (昇格)
--------------
This command allows you to promote a character to a higher military rank. How 
high a character can be promoted depends on their number of Character Rank 
points. (see the section on Pilots for more details) As they're not in the 
military, civilian characters cannot be promoted, no matter how many Character 
Rank points they have.

DEMOTE (降格)
-------------
Demote allows you to demote a character to a lower military rank. However, a 
pilot can never be demoted to a rank lower than the one that s/he started with.


-------------------------------------------------------------------------------
                                  SPECIAL
-------------------------------------------------------------------------------

Special is the menu where you can activate various plans that come up along the 
course of the game. 

INVASION OPERATIONS
-------------------
Unless you're playing as a Third Force, (in which case you won't get any 
Special events) all of your invasion operations will be carried out from the 
Special menu. You cannot invade any enemy Major Bases unless you first activate 
its respective Invasion Operation. Invasion Operations cost 5,000 in funds to 
activate, and in addition to giving you the ability to invade whatever enemy 
Major Base the operation is for, any units you have participating in the 
invasion will get a temporary +30 boost to their morale for 5 turns. Activating 
an Invasion Operation also ends the Strategy Phase, so make sure you've done 
everything else you need to before going on.

SPECIAL EVENTS
--------------
Special Events require you to foot a certain amount of capital (it depends on 
the event) to start a project to help you in your war effort in one way or 
another; for example, developing the Solar Ray as the Zion forces, or starting 
Operation V as the UN. What you will get out of the investment will be listed 
on the screen describing the plan (morale bonus, ability to develop new units, 
etc) so you can decide whether or not to activate it.  Almost all Special 
events will be beneficial, though there are some that are risks (you either win 
big or lose big, depending on the situation) and some that have tradeoffs (e.g. 
you get to develop a spiffy new unit, but so does the enemy) Activating Special 
events rarely ends the Strategy Phase, though a few do. Those that do will say 
so on their description screen.


AUTO MILITARY OPERATIONS (作戦行動の委任)
-----------------------------------------
This option leaves everything in the Action phase to the AI, so that the only 
actions you need to take are those in Strategy mode. You can only turn it on 
once per game, though if you change your mind you can turn it off again. Don't 
do this. No, really, don't. It actually makes the game a hell of a lot harder. 
Not only will you not be able to control individual troop movements, but you 
won't be able to control what your Major Bases produce either. You may find 
yourself totally out of money in the Strategy phase because your bases are 
producing lots of crap that you don't want in the first place. By turning on 
this option you're basically telling the computer to play itself. I imagine 
that you could win the game this way, but getting a Perfect Victory would be 
next to impossible. 

###############################################################################
                                 ACTION PHASE
###############################################################################

Unless for some reason you've got Auto Military Operations activated, the 
majority of your playtime will be spent in Action Phase, where you can control 
detailed actions for both your Major Bases and your individual units. The 
commands differ for each. There are also some Global Commands accessible by 
pressing the Start button.

-------------------------------------------------------------------------------
                                 BASE ACTIONS
-------------------------------------------------------------------------------

The following are the various actions you can have your Major Bases do during 
an Action Phase. Unlike Units, you can perform as many of these actions as you 
like during a single turn. (ie, you could produce a few units, scrap some more, 
and launch a few into space all from the same Major Base in a single turn) 
However, bases that are currently being invaded can perform none of these 
actions, with the exception of looking at the Units inside; additionally, these 
Major Bases cease to function until the conflict inside them is decided; they 
no longer provide any income, and all production halts. (Note: The computer 
cheats on this; occasionally they will spawn a unit or two in a base currently 
under attack)


UNIT (部隊)
-----------
This command takes you to the Unit List, where you to assign actions to the 
various units stationed in your base. Until you actually move the units out of 
the base, you can have them do as many actions as they want. (For example, 
normally you can't load and unload units on carriers multiple times, but you 
can if both the carrier and unit are stationed in a Major Base) Units that have 
completed their movement for the turn (ie, they entered the base) will have an 
E after their names; they can be loaded and unloaded into carriers, but they 
cannot be re-launched from the base until the next turn.

PRODUCE (生産)
--------------
This command takes you to the Production screen, where you can build new Units 
for your army. The Production Screen has units divided by type: Mobile Suit, 
Mobile Armor, Armor, Aircraft, Spacecraft, and Cruisers. Here you can see the 
list of units you can produce, their cost in Funds and Resources, and the 
number of turns it will take to complete. If an item is grayed out, that means 
you can't produce it, either because you don't have enough Funds/Resources, or 
you've reached the Max Units value for that particular unit. (e.g. you can only 
have one Proto Gundam at any one time, though if it gets destroyed you can make 
another) The number at the top-left of the screen indicates how many of the 
base's construction bays are being used; there are eight in total, so you can 
only have the base building eight units at any one time, though once a unit is 
complete, its construction bay is freed up to make something else. Also note 
that once you choose to make a unit, there's no going back; you can't take back 
your decision to invest the funds/resources, nor is there any way to halt 
production of a unit already under construction.

SCRAP (廃棄)
------------
Scrap takes you to the Unit List, where you can see all the units currently 
stationed in that particular base. If you Scrap a unit, you destroy it, but you 
get to reclaim all the Resources that it took to create that particular unit.  
(So for example it takes 5000 Resources to build an Azzam; by scrapping an 
Azzam, you get to reclaim those 5000 resources) You can't hawk your units 
though, so you don't get to reclaim any money. If you scrap a unit that 
somebody was piloting, then that pilot's status changes to "Not Deployed."

LAUNCH (打上)
-------------
This command you'll only get on bases on Earth. Using it, you can launch any 
space cruisers (HLVs count as Cruisers) stationed at that base into orbit. 

TRANSPORT (輸送)
----------------
Transport takes you to the list of all the units currently stationed in your 
base. Pick a unit, and you can choose to ship it to any other Major Base you 
currently control. It takes two turns to ship units to bases on the same map 
(e.g Space to Space or Earth to Earth) and it takes three turns to ship units 
from Space to Earth and vice-versa. Note that if your destination happens to 
get invaded by the enemy before your cargo gets there, it will automatically be 
re-routed to your home base (Jabro for the UN, Side 3 for Zion, Lunar 2 for the 
Titans, and Granada for Neo Zion or Legitimate Zion)


-------------------------------------------------------------------------------
                                 UNIT ACTIONS
-------------------------------------------------------------------------------

MOVE (移動/イドウ)
------------------
Move your unit(s) from one hex to another on the map. How far you move depends 
on your movement rate and terrain. A unit's movement rate determines how many 
Movement points it gets in a single turn. Moving from hex to hex consumes your 
movement points at different rates, depending on the type of terrain:

Allied-controlled Supply Line/Base: 1 Movement point per hex
Land or Space terrain: 2 Movement points per hex
Air or Water terrain: 1 Movement point per hex

There is a penalty for moving through unsuitable terrain; (what terrain is 
unsuitable differs from unit to unit) movement points per hex are doubled. So, 
moving through bad terrain on a Supply line would take 2 points per hex, moving 
through bad terrain on land or space would take 4 points per hex, etc. You will 
always be able to move at least one hex, regardless of terrain and movement 
rate.

There are 7 terrain categories in total: Land, Water, Air, Space, Desert, 
Mountain, and Forest. Each terrain can be subdivided into different other types 
of terrain.

Land:
Plains, (ヘイチ) Wasteland (コウヤ) Snow Plain (セツゲン) Caves, (ドウクツ)

Water:
Ocean (ウミ) Lake/River (ミズウミ/カワ)

Air:
Any hex on the Earth Map

Space:
Any hex on the Space Map

Desert:
Desert (サバク)

Mountain:
Mountains, (サンガク) Snowy Mountains (セツザン)

Forest:
Woods (ミツリン) Forest (シンリン)

There is one terrain type, Land/Ocean (リク/ウミ) that allows for travel for 
both water and land units. Also the terrain type of bases depends on the 
location of the base.

Movement requires Resources, and the amount needed differs from unit to unit. 
If a unit runs out of resources, then it will only be able to move one hex per 
turn until it gets some more.

Lastly, you can move entire Stacks of units all at once, instead of having to 
micromanage and move each individual unit. If you move entire stacks, that 
stack will only be able to move as far as the unit in it with the worst 
movement rate.

ZONES OF CONTROL (ZOC):

Movement can be hampered by enemy Zones of Control. If there are two units of 
the same side that are two hexes apart, the hex in between them becomes their 
"Zone of Control" and no enemy can pass through it in a single turn. For 
example, look at the following diagram:

           ___
       ___/ A \___
      / B \___/ C \
      \___/ G \___/
      / D \___/ F \
      \___/ E \___/
          \___/

If two units on the same side were stationed on hexes A and D, then Hex B would 
become their ZOC and no enemy unit would be able to pass through Hex B to Hex G 
(and beyond) in a single turn. They would have to stop on Hex B. If they did 
stop on Hex B and the units on A and G didn't move, then the following turn 
they could move through to Hex G with no problem though. Of course, they 
wouldn't be able to move past Hex G on that turn, as Hex G would also be a ZOC 
between the units on A and D.


STANDBY (待機)
--------------
Tells the unit to stop in place. Use this command after moving your units. You 
can't take this order back; once a unit has been moved and put on standby you 
can't change your mind and move it back to its original location.

RE-ENTRY (突入)
---------------
This command is only available on the space map, and only on re-entry hexes. 
Use this command to have your unit enter the atmosphere and move down to earth. 
Only a limited number of units are capable of re-entry these are HLVs, 
Komusais, Zanzibars, Pegasi, the White Base, and Gundam units. Units that enter 
the atmosphere will move to pre-determined drop points on the Earth map. This 
is not an order you can take back.

BOARD (搭載)
------------
Use this command to board a unit that is capable of carrying other units. You 
can use this command on the field (by moving a unit onto a transport unit) or 
inside a Major Base. You cannot take back this command on the field, but you 
can in Major bases. (just select the unit inside the transport and pick 発進,
"Launch") You cannot Board Stacks of units; if you want to move more than one 
unit into a transport, you will have to do so individually.

GARRISON (駐留)
---------------
This is the command you use to station your forces inside your Major Bases. 
Just move into one of the hexes surrounding one of you Major Bases to do so. 
The unit in question will move into the garrison of that base. You cannot take 
this command back, but you can still manipulate the unit inside the base 
afterwards, either to change its equipment, load it onto a carrier, etc. You 
can Garrison entire Stacks of units at a time if you wish.

INVADE (進入)
-------------
If you want to move one of your units into an enemy Major Base and invade it, 
this is the command you use. Units that Invade a Major Base will have to fight 
it out with any units garrisoned there in a Local Battle Phase. Entire Stacks 
of units can Invade a Major base at once if you wish. This command cannot be 
taken back once ordered.

CONQUER (制圧)
--------------
Conquers an enemy base. Only MS, Armor, and Cruiser units can conquer enemy 
bases. (Note that while HLVs and Columbuses are officially Cruiser units, 
neither of them can conquer bases) All you need to do to conquer an enemy base 
is move your unit on top of it and select this command.

ATTACK (攻撃/コウゲキ)
----------------------
Pick a unit to attack in the next Combat Phase. Units in range will be outlined 
in yellow; pick one and that will be your designated target. If your unit is in 
a Stack, that entire Stack will attack, unless 1) the target is out of range 
for one of your units or 2) any units in the stack don't have enough Resources 
to attack. No unit can be attacked by more than 6 stacks of units in any one 
turn. Attack is one of the few commands that can be taken back after being 
given, so if you change your mind about what unit to target later on you can 
always cancel.

EQUIP (武装)
------------
This command allows you to change a unit's equipment. Normally, units can only 
change their equipment inside Major Bases. However, the Surface Gundam can swap 
its equipment anywhere.

ESCAPE (脱出)
-------------
This command is only available in the Local Battle Phase. Any unit on the edge 
of the map can use this command to leave the battle and return to the main 
Earth/Space map.

SCAN (索敵)
-----------
Use this command to scan any unidentified units within range. The better your 
unit's scanners, the more likely it is to succeed. In addition, Minovsky 
particles can interfere with scanners, making it more difficult for them to 
succeed in identification. Any individual unit can only Scan once per turn, but 
they can do so before or after movement. It is much more difficult to hit a 
unit that is not Scanned in combat. Scanning consumes one attack's worth of 
resources.

LAUNCH (発進)
-------------
This command launches an individual unit out onto the field, either from a 
Major Base or a carrier. If you Launch a unit in a carrier inside a Major Base, 
then that unit will return to the base's main garrison forces; you can Launch 
it again if you want it to leave the Major Base. You cannot take this command 
back. Furthermore, units in carriers can only be Launched *before* the carrier 
moves, and you cannot Launch units that have already moved in the same turn. 
Once you move a carrier, you'll have to wait until the next turn before you can 
launch any units still inside it. You can pick the location you wish your unit 
to Launch to; this is essentially the same as moving it. 

STATUS (能力)
-------------
This command allows you to take a look at an individual unit's status.

CHANGE ORDER (タイレツヘンコウ)
-------------------------------
This command allows you to change the order of your units in an individual 
Stack. Units in the front ranks of a Stack are far more likely to be attacked 
than units in the back ranks.

AUTO (オート)
------------- 
Allows you to turn on/off autopilot on your unit. Turn on Autopilot and 
designate a hex, and each turn that unit will move toward that hex until it 
reaches it, at which point Autopilot turns off. Autopilot kicks in at the end 
of an Action Phase. 

CANCEL (中止)
-------------
This cancels whatever action you were about to do (move, attack, etc)

SPECIAL (特殊)
--------------
This command allows you to use a unit's special abilitie(s). The Special 
abilities differ from unit to unit. All the commands from here on out fall 
under the Special category.

DISSEMINATE (散布)
------------------
Allows you to disseminate Minovsky particles in the general area. Minovsky 
Particles jam radars, making it more difficult to scan or hit with ranged 
attacks. By Disseminating particles more than once, you can increase their 
concentration, making it even more and more difficult to scan or target. 
Minovsky particle concentration naturally decreases over time, getting less and 
less per turn, with greater concentrations decreasing faster. Disseminating 
Minovsky particles consumes one attack's worth of Resources. Minovsky 
Concentrations are listed in the bottom-right hand corner of the screen while 
selecting a hex, or if you want to see a general Minovsky concentration map, 
press and hold the Y button. The darker the red, the heavier the concentration 
of Minovsky particles.

INTERFERENCE (撹乱幕)
---------------------
This command allows you to put up a Beam Interference Field on one hex of your 
choosing adjacent (or on) to your unit. Beam Interference Fields only last for 
one turn, but during that turn no ranged beam weapons can be fired in, out, or 
through that hex at all.  This is an especially effective weapon against the 
UN, as their MS units tend to rely heavily on beam weapons. Creating a Beam 
Interference Field consumes one attack's worth of Resources. Also, only the 
Zikko and Public units can use this command. 

EQUIP (武装)
------------
With this command you can swap out a unit's equipment on the field, without 
having to return to base. Only Surface Gundams can use this command. You cannot 
swap equipment after moving.

TRANSFORM (変形)
----------------
This command allows transformable units to change forms, for example changing 
Dodai YS/Goufs from MS to bomber form. You can transform as many times as you 
want in a turn, (useful in the case of the G-Armor, which can have three 
transformations which you need to cycle through) but only before you move. 
After you move, you cannot transform.

SPLIT (分離)
------------
Some units can be split into two units, like the Musai/Komusai and the Magella 
Attack/Magella Top. This command allows you to split the units. If you've 
already got the maximum number of units in your army (150) then you can't use 
this command as it essentially adds an extra unit to your forces. Also note 
that Split units cannot reattach. However, "base" parts of the split (for 
example, the Magella Base part of the Magella Attack) that are Garrisoned in a 
Major Base are automatically refitted with a new detachable part.

SENSE (感知)
------------
This is a special command, usable by any unit that is being piloted by an ace 
pilot with Newtype abilities. It is for all intents and purposes the same as 
the "Scan" command, but it has an advantage in that it never fails to work, and 
doesn't consume any Resources. However, any unit that uses the Sense command 
will have its Fatigue raised by 10.

-------------------------------------------------------------------------------
                               GLOBAL COMMANDS
-------------------------------------------------------------------------------

EARTH/SPACE 
-----------
This command switches Map from the Earth Map to the Space Map and vice versa. 
You'll hardly ever use it, as the X button is a shortcut to this command.

FULL MAP
--------
This command shows the entire Space/Land map at a glance. You can change back 
and forth between maps with the L/R buttons, and switch between Unit status and 
Base status with the Start button. This command is useful for getting a general 
picture of where enemy units are, without having to scroll all over the place 
on the detailed map.

SEE INFORMATION
---------------
This command is identical to the See Information command during Strategy Phase.

END PHASE
---------
This is the command you need to pick to end Action Phase and go to Combat Phase.


------------------------------------------------------------------------------
                              ACTION PHASE EVENTS
------------------------------------------------------------------------------

Action Phase events are rare; after making decisions regarding certain events 
during Strategy Phase, sometimes you'll be informed of their results as soon as 
you choose to end the Action Phase, rather than at the beginning of the next 
Strategy Phase. Most of these events happen in the UN storyline, and none of 
them are interactive, so they're not really worth worrying about.


###############################################################################
                                  COMBAT PHASE
###############################################################################

Once Action Phase ends, Combat Phase begins. Combat Phase is generally not 
interactive; it's here that all of your planned attacks are carried out, and 
you can watch individual battles if you choose. (If you don't want to watch, 
you can just press the L1 or R1 buttons to skip the animation) However, as 
Combat Phase is where all the number-crunching takes place, it's very 
important. Below is a description of how combat works in Gihren's Ambition.

-------------------------------------------------------------------------------
                            COMBAT CALCULATIONS
-------------------------------------------------------------------------------

RANGED COMBAT
-------------
All combat starts out with Ranged Combat; the two sides will simultaneously 
fire back and forth at each other with whatever ranged weapons they have. 
(unless one side defends, in which case it does not attack) One thing important 
to note is that any units destroyed in Ranged Combat will not actually explode 
immediately, and can continue to fight for a while after losing all their 
Armor. If you see a unit start giving off smoke, that's a sign that it's going 
to blow up in a minute, but won't actually do so until it's stopped shooting 
first.

MELEE COMBAT
------------
Once Ranged Combat ends, the game proceeds to Melee Combat, providing that the 
involved in the battle are one hex apart and have Melee weapons. Melee combat 
is 
not simultaneous like Ranged Combat; first one side launches their attack, then 
the other side counterattacks. Some (but not all) units without melee weapons 
can counterattack with a weak bash attack.

There are a couple of important things to note about Melee combat:

1) When dealing with a Stack of units, only the "top" unit in that stack will 
be able to make melee attacks. If your front-line unit has no melee weapons and 
your back ranks do, they still won't be able to use them, so it's a waste. 
However, if a melee-capable back-rank unit is attacked in melee combat, they 
will be able to counterattack.

2) The first attacks in Melee Combat are usually initiated by the attacking 
side. However, if the attacking side doesn't possess any Melee weapons and the 
defending side does, then the defending side will initiate the Melee Combat.

3) Each sub-unit can only attack one target in Melee Attacks. For example, if 
you had a Unit of 3 Goufs, each Gouf will only be able to attack one target; 
even if they have Melee attacks "left over" after destroying their target, they 
cannot pick a new one. Multiple sub-units can team up on a single target with 
no problem, but will generally only do so if there aren't additional units to 
attack.

4) If multiple Stacks of Units attack a single unit at once, the only Stack to 
engage in Melee Combat will be the one that the defending unit counterattacks. 
If the defending unit counterattacks an attacker with no melee weapon, there 
will be no Melee Combat.

FLOW OF COMBAT:
---------------
The actual mechanics of combat are fairly simple. Every participating (sub)unit 
in the battle uses their weapons a given number of times, and for each shot, 
its % chance of hitting is calculated by comparing the weapon's Accuracy rate 
with the target's Evade rate.

ACCURACY RATE:
--------------
Each weapon has its own Accuracy rate, which acts as the base chance that it 
will hit. From that, bonuses and penalties are added as follows:

1) Pilot bonus. If an Ace pilot is in a unit, the unit gets a (pilot's stat x4) 
bonus to hit their target. The stat used for ranged combat is Targeting, and 
the stat used for Melee combat is Melee.

2) Command bonus. Units get a bonus to their accuracy based on the Command stat 
of whatever character is commanding them. If their commander is less than 
Officer ranking, (ie Sergeant Major or less) the bonus is a lot less. Command 
bonus does not apply to any units that have ace pilots in them. (instead, their 
own pilot's skill determines the bonus) In addition, units in a 
Commander/Admiral ranked character's sphere of influence will get less of an 
Accuracy bonus than if they were on the same hex with that character.

3) Unit mobility bonus. If a unit's mobility is very high, you get a very very 
slight bonus to accuracy. It's more or less negligible.

4) Minovsky Interference Penalty. A penalty equal to the Minovsky concentration 
is subtracted from the weapon's Accuracy. However there are diminishing returns 
with higher Minovsky concentrations; at about 50 or 60%, the penalty cuts off 
(so at, say 80%, you'd still only have a 50-60% subtraction) Minovsky 
concentration has no effect on accuracy for Melee combat.

5) Fatigue penalty. This actually isn't so big; a unit at 100 fatigue misses a 
little less than half as often as a unit at 0 fatigue, so I'm guessing the 
minus percentage is probably half of the Fatigue value.

6) Terrain penalty. If the target unit is in a terrain type that the attacking 
unit has an unfavorable rating towards (you can see this in its status screen, 
unfavorable terrain types are in grey rather than white) then you'll suffer a 
reasonable penalty.

7) Identification penalty. If the unit being attacked isn't scanned, you'll 
take an accuracy penalty. This only works for ranged attacks; there is no 
penalty for melee attacks on unidentified units. (In fact, simply performing a 
melee attack on an unidentified unit will have the same effect as a successful 
Scan of that unit.

EVASION RATE:
-------------
The base evasion rate of a unit is their Mobility rating, adjusted with the 
following bonuses and penalties:

1) Pilot bonus. Like the Accuracy bonus, if an ace pilot is in a unit, it will 
get an Evasion bonus based on the pilot's Reaction statistic. The %bonus will 
only be 2x or 3x the Evade statistic though. (IOW it's less than the bonus 
multiplier for the other stats)

2) Command Bonus. Units get a bonus to their Evade rate based on the Command 
stat of whatever character is commanding them. The Command bonus for Evasion 
works basically the same as it does for Accuracy. Pilots below Officer ranking 
don't give as much of a bonus, and units in a Commander/Admiral's sphere of 
influence get less bonus than if they were on the same hex.

3) Terrain Bonus. The terrain's base defense percentage is added to the evade 
rate.  The percentages for each terrain type are as follows:
0%: Plains, Snow Plains, Caves, Land/Water, Air, Space
5%: Woods
10%: Wasteland, Moon, Earth Orbit, Asteroids, Wreckage
15%: Desert, Colonies, Base (as in the rock making up Lunar 2, Solomon, etc) 
20%: Ocean, Lake/River, Forest
25%: Mountains, Snowy Mountains, Defense Point 
Base: (0.75 x Base's defense level) +16
Major Base: (1.5 x Base's defense level) + 31

4) Fatigue Penalty. This works the same as with accuracy; the minus percentage 
for Evade due to a unit's Fatigue appears to be half of the Fatigue value.

5) Terrain Penalty. If the terrain type the targeted unit is in is unfavorable 
move-wise (you can't see this on the status screen, you can only tell by seeing 
how it travels on the world map) then there a reasonable penalty.

GUARDING:
---------
In addition to Evading, there's a chance to guard incoming attacks. Guarding is 
a separate calculation from evasion, and simpler. Every time an attack hits its 
target, there is a 30% chance that any shield-equipped unit will block it with 
its shield. If the unit being attacked currently Defending--in other words, it 
chose not to counterattack but Defend--then there will be an additional 20% 
chance to block the attack. Blocked attacks merely glance off the unit's armor 
(or shield) and do no damage. There is no attack that cannot be blocked--I've 
even seen a cruiser block an incoming nuclear missile (the missile just sort of 
gives off a tiny wimpy explosion as if it's a dud)

MORALE AND FATIGUE:
-------------------
Each unit in the game has its own Morale and Fatigue value. Morale in and of 
itself is actually not that important a statistic; it only affects the rate at 
which a unit's Fatigue raises. All units fresh off the production line get a 
Morale of 50, which can increase to a "natural" 100. Morale can go over 100 due 
to the influence of certain events. (For example, units undertaking Invasions 
get a +30 boost to their Morale, so you could theoretically have a Morale of 
130 during that invasion) Various events increase or decrease a unit's Morale:

Attacking: +2
Destroying an enemy unit: +5
Counterattacking: +1

Furthermore, whenever an enemy unit gets destroyed, all units in your entire 
army get a +1 bonus to their Morale. On the down side, whenever a friendly unit 
gets destroyed, then all the units in your army get a -1 penalty to their 
Morale. (and this is the same for enemy units too) When you're involved in a 
Local Battle, this effect is tripled (+3 for destroying a unit, -3 for losing a 
unit) but only for the units directly participating in the Local Battle.

Morale affects how quickly a unit gets Fatigued. The higher a unit's Morale, 
the less quickly its Fatigue rating increases. Different types of actions 
increase Fatigue by different values:

Attacking (main attacker): (150-Morale) * .05 + 5
Attacking (sub-attacker): (150-Morale) * .05 +2
Getting attacked: (150-Morale) * .05 + (Number of attacking units * 2) + 3

(The Main attacker is the stack that appears in a combat animation, the sub-
attackers are the "off screen" attacking units in a combat animation)

Morale is also influenced by a commander's Charisma attribute, which more or 
less "artificially" boosts a unit's Morale. The unit in question won't get any 
numeric bonus to their Morale score, but their Fatigue will increase as if they 
had a higher Morale value.

For example, say a Lieutenant with a Charisma of 10 (x2 bonus) is on a stack 
with a vanilla unit with 50 Morale. The vanilla unit's Morale will still be 50, 
but during any combat calculations, it will act as if it had a Morale of 70.


-------------------------------------------------------------------------------
                                  ACE PILOTS
-------------------------------------------------------------------------------

Ace pilots are "special" characters (all from the various Gundam TV shows, 
books, games, model series, etc) can make a huge difference in your war effort. 
By default, all the units that you produce are piloted by "grunts," typical 
nameless soldiers with no distinction in ability. But put an Ace Pilot into a 
unit and all of a sudden it becomes a lot more effective than its base stats 
would indicate. However, it's not all good; there are disadvantages to putting 
pilots in units as well.

ACE PILOT ADVANTAGES:
---------------------
*Increase in unit abilities. A pilot's various statistics increase the
 base ability of the unit s/he is piloting; Armor, Accuracy, Evade rate, and
 number of attacks all are affected.

*Use of newtype weapons. Some units are specific "Newtype-Use" units. Without
 Newtype Ace Pilots, these units cannot make use of all of their weaponry.

*Command influence on Grunt units. Ace Pilots can "command" Grunt units and
 increase their accuracy, evasion, and morale.


ACE PILOT DISADVANTAGES:
------------------------
*Sub-unit number penalty. Any unit that consists of more than one sub-unit
 will always be reduced to 1 unit when an Ace is piloting it--so a "standard"
 GM unit consisting of 3 individual GMs will be reduced to only 1 GM when
 an Ace Pilot is driving it. This reduces the lasting power of the unit,
 and can potentially be a death sentence for the pilot if the individual unit
 has very low Armor. (like planes or tanks)

*Negative command influence on Grunt units. Command influence is a double-edged
 sword; if you have a high-ranking officer with lousy leadership abilities,
 they can counteract the influence of lower-ranking, more capable leaders.

PILOT STATISTICS
----------------
Not all pilots are the same. Some are designed to be good leaders but are 
terrible on the field, some are better at ranged combat than melee, some are 
better at melee, some excel primarily at dodging enemy attacks, some characters 
are good at more than one of these tasks, and a select few are good at all of 
the above. Their expertise is indicated in six different statistics.

CHARISMA:
A value of a character's personal magnetism. Charisma has a minor effect on 
leadership, increasing the Morale of Grunt units. Characters above Enlisted 
rank give a 2xCharisma bonus to their troops, half that for Enlisted soldiers 
or civilians.

COMMAND:
The most important statistic for leader-type characters, this indicates a 
character's strategic and tactical competency on the field. Command increases 
the Accuracy and Evasion of Grunt units. Characters above Enlisted rank give a 
2xCommand bonus to Accuracy and a 1xCommand bonus to Evasion, half that for 
Enlisted soldiers or civilians.

ENDURANCE:
This stat gives an Armor bonus to the unit that the Ace pilot is driving. The 
unit gets 4xEndurance bonus Armor points. An especially useful stat since you 
only get 1 sub-unit when an Ace Pilot is in the cockpit.

MELEE:
This stat gives an Accuracy bonus to the unit's Melee attacks, 4x that of the 
statistic. It also affects the number of Melee attacks the unit can make. The 
maximum number of Melee attacks differs from unit to unit though; for example 
an S-Rank Dozul can make 6 attacks in his Zaku-S Custom, but 8 attacks in the 
Prototype Gyan.

TARGETING:
This stat gives an Accuracy bonus to the unit's Targeting attacks, 4x that of 
the statistic. Like Melee, it also affects the number of ranged attacks the 
piloted unit can make, and this also differs from unit to unit.

REACTION:
This stat gives an Evasion bonus to the unit being piloted. It seems to be less 
than that of the bonuses from the other stats; I'd guess 2xReaction or maybe at 
most 3xReaction. (Which makes sense, because at 4xReaction the better pilots in 
units with high Mobility would be literally impossible to hit)


EXPERIENCE AND PILOT RANK:
--------------------------
In addition to their statistical benefits, Ace Pilots can gain experience to 
make them even more effective. Each Pilot gets a Character Rank which reflects 
the amount of experience they have:

Rank Experience  Character Rank Points
D    0-99:       0
C    100-299:    1
B    300-599:    2
A    600-998:    3
S    999:        4

What Rank a character starts with differs from character, though no characters 
ever start at S Rank. Whenever a character goes up a Character Rank, his or her 
statistics will increase. (with the exception of Gopp) Normally each character 
will get 1 additional point in each of their six statistics, though there are a 
handful of extra skilled characters that will get 2 additional points per rank 
in a stat or two. (or even four, in the case of Bernie) The Character Rank 
Points affect a pilot's ability to be promoted, and also affect the "experience 
point value" of that pilot when s/he gets shot down.

Experience Points are earned for the following actions:

Being the Main Attacker: +10 points
Being a Sub-Attacker: +5 points
Shooting down an enemy unit: +15 points
Shooting down an enemy Ace Pilot: Ace's Military + Character Rank Points

Note that shooting down an Ace Pilot nets you the bonus for the pilot AND the 
unit, in addition to any Attacker bonuses. So, if were the main attacker and 
you shot down C-Ranked Ensign Christina Mackenzie, you would get 10 points for 
being the main attacker, 15 points for the unit and 5 points for Chris, (1 
point for C rank, plus 4 points for Ensign) for a total of 30 experience 
points.


MILITARY RANKS
--------------
With the exception of Frau, Aina, and Hamon, all of whom are civilians, every 
Ace pilot has a Military Rank. In addition, there are four different classes of 
Military Ranks: Admiral, Commander, Officer, and Enlisted, and each one of 
these classes has three ranks within them. Here is a list of the military ranks 
and their Military Rank Point worth. (Military Rank points affect the 
experience point value of an Ace-piloted unit and pilot promotion) Civilians 
are worth 0 points.

ADMIRAL CLASS (9 max)
---------------------
Admiral  (16)
Vice Admiral (14)
Rear Admiral (12)

COMMANDER CLASS (14 max)
------------------------
Captain (10)
Commander (8)
Lt. Commander (7)

OFFICER CLASS (20 max)
----------------------
Lieutenant (6)
Lieutenant JG (5)
Ensign (4)

ENLISTED CLASS
--------------
Sergeant Major (3)
Sergeant (2)
Corporal (1)

The differences between the Military Rank classes are as follows:

ENLISTED CLASS/CIVILIANS
------------------------
Enlisted soldiers and Civilians, when in the same Stack as Grunt units, offer 
bonuses to Attack, Evade, and Morale to the Grunt units. However, those bonuses 
are not much, and are half as effective as those of pilots of Officer class or 
higher; a 1xCharisma Morale bonus, a 1xCommand Accuracy bonus, and a 1/2 
Command Evade bonus.

OFFICER CLASS
-------------
Officers are essentially the same as Enlisted Soldiers, but they are much more 
useful as the bonuses they give to Grunt units are doubled; a 2xCharisma Morale 
bonus, a 2xCommand Accuracy bonus, and a 1xCommand Evade bonus. However, they 
can still only affect Grunt units on the same Hex (in the same Stack)

ADMIRAL/COMMANDER CLASS
-----------------------
From a practical standpoint, there's not much difference between these two 
classes other than the maximum number of pilots that can hold such ranks. They 
don't give any more stat bonuses to Grunts than Officers, but Admirals and 
Commanders have much more influence over Grunt units than Officers and Enlisted 
soldiers in that their influence spreads beyond the confines of their own hex, 
increasing by 1 hex per military rank, so that a Lieutenant Commander affects 
units in a 1 hex radius, whereas an Admiral affects units in a 6-hex radius. 
However, their "indirect" influence is weaker than their direct influence--in 
other words, they boost the stats of units on the same hex more than they do on 
units outside their own hex. Whereas they give the standard 2xCharisma Morale 
bonus, 2xCommand Accuracy bonus, and 1xCommand Evade bonus to units in the same 
Stack, they only give a 1xCharisma Morale and 1xCommand Accuracy boost to units 
in their "Area of Influence," and no Evade bonus.

PROMOTING AND DEMOTING
----------------------
Each ace pilot gets a "window" of military ranks that they can be, and so long 
as you're not at the maximum number of Officers/Commanders/Admirals/etc, you 
can promote or demote a pilot as many times as you want so long as their rank 
remains within this window. The "bottom" of this window is always their 
starting rank. In other words, you can never demote a pilot below their 
starting rank. Toe "top" of this window depends on their Character Rank. The 
top rank a pilot can be is their Starting Military Rank points plus their 
Character Rank Points.

For example, take Gaia. He starts as a Lieutenant (6 Military Rank points) at a 
Character Rank of B. (2 character rank points) This means that at the start of 
the game, the top of Gaia's "rank window" is 8 points, or Commander--so you 
could promote him to Commander immediately if you wanted to. If you gained 
enough experience on Gaia to get him to S rank, the top of his "rank window" 
would also raise to 10 points, so at that point you could promote him to 
Captain if you wanted.

MILITARY RANKS AND COMMAND
--------------------------
When it comes to influence on Grunt units, higher Military ranks automatically 
supercede lower ones. So, if a Grunt unit was in a stack with two Ace pilots, 
the Ace with the higher military rank would be the one that determines what 
bonuses it would get. For this reason, you have to be careful when it comes to 
less-capable Commanders and Admirals. Say you had Lieutenant JG great leader 
with a high Command skill, and Gopp is a crapass leader with a pitiful command 
skill, but since he's a higher rank, it will be his Command stat that decides 
the bonuses of the grunts in Banning's Stack. For this reason, high-rank, low-
skill Admirals and Commanders can actually be a liability on the field rather 
than an asset.
                                

-------------------------------------------------------------------------------
                                  SUPPLIES
-------------------------------------------------------------------------------

Every turn, your units will be resupplied, if they are currently stationed in a 
"resupply zone" of some sort. There are three types of resupplying; Repairs, 
Resources, Repairs, and Fatigue. The amount differs depending on what sort of 
resupply zone you're in. One thing to note is the nature of Repairs differs 
between Major Bases and on the field; field repairs (on non-Major bases, inside 
transports, etc) will not replace destroyed sub-units, but repairs in Major 
Bases will. In other words, if you have a team of 3 Zakus and one gets 
destroyed, the only way to replace it is to bring the unit back to a Major 
Base.

Garrisoned in a Major Base:
Repairs: 50%, Resources: 100%, Fatigue -20

On a non-Major Base, or on the Main Hex in a Local Battle:
Repairs, 25%, Resources: 50%, Fatigue -10

Inside a transport unit:
Repairs: 15%, Resources: 30%, Fatigue -5

On a Defense Point in a Local Battle:
Repairs: 10%, Resources: 20%, Fatigue -5

On a (controlled) Supply Line:
Resources: 10%


SUPPLY LINES:
-------------
Supply Lines are the lines connecting all of the bases on the map. Supply lines 
can either be colored or grey. If a Supply line is gray, that means that no 
army controls that line. Blue supply lines are controlled by the UN, red supply 
lines are controlled by Zion, and green supply lines are controlled by Third 
Forces. Units moving along supply lines controlled by their army get a movement 
bonus, and if they are on a controlled supply line, they.

Control of supply lines are generally determined by who owns the bases that the 
lines are connected to. If the bases on each side of the line are owned by 
different forces, they will be grey. However, by moving units onto a grey 
supply line, you can partially turn them to your army's control. For example, 
in the bottom diagram, where U is a UN unit and Z is a Zion unit:

         ___Blue___     _____Grey____     _____Red______           
        /          \   /             \   /              \
U.N Base-------------U-----------------Z------------------Zion Base

In this case, you have the same supply line, but different parts are controlled 
by different armies. 


CUTTING SUPPLY LINES:
---------------------
A single enemy unit on an allied supply line can cut that line. For example, 
take the following example:

U.N Base------------------------Z-------------------------U.N Base

In this example, the entire line would be grey, due to the presence of the Zion 
unit. However, parts of the line could be reclaimed by the U.N, as in the 
following manner:

         ___Blue____   _______________Grey_______________
        /           \ /                                  \
U.N Base-------------U-----------------Z------------------U.N Base

In this case, because there is a direct connection between the U.N base and the 
UN unit, that area counts as being under the UN'S control. Or, take the 
following example:


U.N Base-------------Z-----------------U------------------Zion Base

In this case, the line is also entirely grey, as both units cut the supply line 
to the other army's base.

Cutting supply lines has some major strategic advantages; If you cut all of the 
supply lines to a Base or Major Base, then its repairing/resupplying/fatigue 
reducing abilities will be halved. This is especially important when 
undertaking Invasion Operations; when invading a Major Base that will take more 
than one Turn (normal Turn, not Local Battle Turn) to conquer, cutting its 
supply lines will reduce the enemy's ability to replenish its troops.

###############################################################################
                               GENERAL STRATEGIES
###############################################################################

This section of the guide lists some basic strategies to make your war effort a 
little easier. They may or may not work for you; playstyles differ from person 
to person.

-------------------------------------------------------------------------------
                                   STRATEGY
-------------------------------------------------------------------------------
Your greatest advantage over the AI is your ability to form good general battle
strategies; while the AI is decent tactically, it utterly sucks in this arena. 
For example--I have seen the AI put Frau in the G-3 Gundam, and I have also 
seen the AI producing Grublos in their bases, despite the fact all of their 
current bases were either in space or landlocked.


THE IMPORTANCE OF SPEED
-----------------------
If there is one piece of advice that can be applied to all of the various 
armies in the game, it's the following--"Move as fast as you can." The faster 
you act, the better off you are. The AI starts out with low unit garrisons in 
their bases, and low levels of technology. If you wait to carry out your 
invasions and battle plans, you will end up facing huge enemy forces with the 
cutting edge in technology. This can make for some wild battles, but is 
detrimental toward a quick and easy victory. As a rule of thumb, it's best to 
invade bases as soon as you can with the best stuff you've got, or maybe one or
two "levels" below at most. (e.g. if you're the Dom is the best unit you've 
got, you don't want to be invading bases with anything less than Gouf-As) If 
you move swiftly and have a decent-sized force, you should be able to win 
without too much trouble, even with lesser-powered units.

RESEARCH
--------
How you invest in research will depend a whole lot on what army you're playing 
as, and what units you have and need. Generally at the beginning of the game 
when research is cheap, it's OK to put in the funding for the higher boosts in 
tech, but once you get to the medium-to-high levels, it's counterproductive to 
do so, as you won't have enough money for anything else. It's also best to only 
invest in technologies that you'll really get a great return from--e.g. if you 
put all your efforts into MA research as the UN, you're just wasting your 
money. Generally, unless there's something you need really badly really soon, a
slow-and-steady Low level of funding is the best method, with the occasional 
Medium level of funding every once in a while.

If you do decide to use High technology boosts, don't do so until you're as 
close to 100% as possible for a given technology level, as excess "carries 
over." For example, if you were at level 8/99% and put in a High funding boost 
(for 4,800 Funds), you'd go immediately to Level 9/32%. In that sense, you'd 
get 32% of Level 9 at Level 8 costs. The amount you save isn't that much, but 
every bit counts.


THINK AHEAD
-----------
As Char says in his little shpiel whenever he defeats an enemy "In battle you 
must always think two or three steps ahead before acting." Good advice, and it 
will help you a lot in planning your war effort. While hard to do your first 
time through the game when you're just getting used to the mechanics and don't 
know the event flow well, it's a good idea to be building up for a Major Base 
invasion in advance. For example if you're going to invade California and then 
New York after that, you should be building up your forces for your New York 
invasion while moving out/attacking with your invasion force for California. 
The fewer periods of "down time" you have, the less chance your enemy has to 
regroup against you.


BLOCKING ENEMY INVASIONS
------------------------
Enemy invasions of your Major Bases don't happen often, but they're not unheard 
of. Fortunately, you can usually spot them coming before they happen. Generally 
the enemy's strategy is to send a constant stream of a small handful of units 
either by themselves or in an HLV, toward your bases. If you ignore these 
units, they'll wait outside your bases doing nothing until they've got a large 
force, at which point they'll invade. So for this reason you can stave off most 
enemy invasions simply by taking out HLVs before they can dump their cargo.

The AI rarely fills their transports to full capacity; most HLVs will carry 2 
units, etc. However, if you see Pegasi, Zanzibars, or submarines moving out 
from a base, look out; the enemy is serious about invading one of your bases. 
If the transport is filled to capacity, you can be doubly sure of that; in 
fact, rather than scrapping with your units on the Field, these transports will 
ignore resistance and invade bases directly. This is very rare, and usually 
only happens if you leave a "frontlines base" with a very weak or nonexistent 
garrison; the AI doesn't usually invade bases unless it's pretty sure it can 
win. If you see this sort of activity, you should move out all your forces to 
shoot down these larger ships as fast as possible, and use Zones of Control 
outside your bases to prevent them from entering. It's counterproductive to 
have to face the enemy inside one of your own bases. 


PRODUCTION
----------
What you produce in your bases and when is of critical importance. "Build as 
many of the most powerful units you've got" may sound like a good strategy on 
paper, but you'll run out of funds and resources so fast doing that, you'll 
never be able to budget for anything else. You should generally use your 
existing units for as long as humanly possible; don't scrap anything unless 
it's horribly outdated. You can also ship outdated units to areas that you know 
will face story invasions; (Jabro for the UN, Odessa for Zion) even though 
these invasions occur midway through the game, you can repel them fairly easy 
using a massive force of outdated units that aren't good enough for base 
invasions. Only produce as many units as you need; rather than produce a whole 
army of new and higher-tech units for your next invasion, you should instead 
move your previous invasion force out to the next base, leaving a handful of 
old units behind as a garrison, and with a handful of new units as a 
supplement.


UNIT DUPING "CHEAT"
-------------------
I first tried this technique out to see if I could "cheat" and get myself free 
Units; while I still had to pay for the units, it's still a very useful 
technique nonetheless for building up your army's strength quickly.

Basically, this is a technique for duplicating your "Grunt" units quickly, 
without having to slog through production. Say you were gathering your strength 
at a particular base and all of its construction bays were full, or you wanted 
to produce a lot of Grunt units that take 3 or 4 turns to produce--rather than 
having to wait for production to finish or bays to free up, you can "dupe" 
existing units.

First, you need to find the unit that you want to duplicate. Then, in your 
first turn, put an Ace pilot in it. This will "split" the unit into two; one 
with the Ace, and one without. Then immediately pull the pilot out of his/her 
new unit. You now have two "grunt" units that will be "repaired" to full 
strength.

E.G. if you wanted to dupe a Surface Gundam (which takes 4 turns to produce) 
you could on one turn put Samana (or any other MS pilot) into a Surface Gundam 
Unit; you'd then have one Surface Gundam unit with Samana, and then a Surface 
Gundam unit with the remaining two sub-units. By pulling Samana out of his new 
Surface Gundam, you now have two "grunt-use" Surface Gundam units. Given a turn 
or so they will be "repaired," saving you a lot of time.

Note that doing this technique will still cost you the Funds and Resources to 
"repair" the new units, hence no free units. And of course, you can't dupe any 
unit that only consists of one sub-unit to start with.


INTELLIGENCE
------------
It may seem like a waste of cash to invest in Intelligence, but it really gives 
you an edge. Try and keep your Intelligence as close to the top as possible; 
generally I put funds into it every 2 or 3 turns. Intelligence is especially 
critical when invading bases, as it lets you know the approximate size of the 
force you're going to have to face. It also really helps to know what kind of 
units a base is producing, and when said units will be finished. This is 
especially useful when deciding on timing for invading bases. If you see that a 
base is producing an HLV or two, it can help to wait to invade, as odds are it 
will launch that HLV and subsequently reduce its garrison. If, on the other 
hand, it's producing a bunch of powerful units, if you invade before production 
is finished, you won't have to face them.


KEEPING TABS ON SUPPLIES
------------------------
While this seems like a no-brainer, it's important to try and keep your battles 
as close to your own bases or supply lines as possible. Your units' Resources 
will dry up awfully quickly if they're in the middle of nowhere, leaving them 
sitting ducks if they run out. (it takes FOREVER to get back to a supply line 
or base when you're in the middle of the wilderness and out of Resources)

For this reason, it's best if you stay away from Earth's orbit on the space 
map, though it's obviously unavoidable at the start of the Zion scenario. This 
particular area is a tempting space to send your units to, as it's in close 
proximity to all six Entry points, and prime territory for picking off enemy 
HLVs. However, there are no nearby supply lines for anyone in this area, and 
unless you control the entire space map (very unlikely, unless you're playing 
as one of the Third Forces) you'll be constantly harassed by enemy units, and 
will run out of Resources very quickly. If you're playing as Zion, you can, in 
theory, completely surround Lunar 2 with units so that nothing can get out, but 
this is kind of overkill just to achieve control of Earth's orbit.


EFFECTIVE PILOT USE
-------------------
From the start of the game, you should pick a handful of pilots you want to use 
as your "core" pilots; the rest you should use, but focus less on. There simply 
aren't enough battles in the course of one game to get everyone, or even more 
than 10% of, all your pilots to S rank. At first you'd think to use the best 
pilots as your "core" pilots, but in fact, you'll get better mileage by using 
characters with good advancement rates. The characters with high advancement 
are as follows:

Bright---UN (Charisma/Command)
Mirai--UN (Command/Reaction)
Amuro--UN (Melee/Ranged/Reaction)
Sayla--UN/Neo Zion (Ranged/Reaction)
Hayato--UN (Charisma/Command)
Chris--UN (Ranged/Reaction)
Shiro--UN (Charisma/Command)
Kou--UN (Melee/Ranged/Reaction)
Garma--Zion (Charisma/Command)
Bernie--Zion (Everything but Leadership skills)
(Frau also has High Advancement in Endurance, but she sucks)

In terms of what to put your pilots in, that should depend primarily on their 
Melee or Targeting stat. If they're good at Melee, you should put them in 
strong Melee units (like Goufs and put them at the front of their Stacks. If 
they're better at Targeting, put them in ranged units. (like Guncannons) For 
the Zion/Neo Zion/Legitimate Zion forces, Newtype Pilots should always be put 
into Newtype-use units.

Your chosen Leaders, if possible, be put in Mobile Suits for stacking, as 
gaining experience in Cruisers is exceptionally difficult. Zion Leaders that 
can't pilot MS units are SOL and have to stick to Cruisers; fortunately there 
are few of these though. UN Leaders that can't pilot MS units can be put in G 
Fighters. Always put your Leader units in the back ranks of a Stack unless they 
have truly exceptional Melee and Endurance skill. (e.g. Neo Zion's Casval)

For Zion MA units, unless they're Newtype units, they are better left to non- 
"main" pilots as it's hard to gain lots of experience in MAs. The one exception 
to this is the Azzam, which has the ability to destroy entire Stacks of units 
at once.

While risky, if you'd like to build experience on as many aces as possible, it 
can be an idea to put two or three pilots in the same Stack. (For example I 
always Stack the Black Trinary) Whenever that stack destroys a unit, all the 
pilots will get experience for it.



-------------------------------------------------------------------------------
                                   TACTICS
-------------------------------------------------------------------------------
Tactics, the nitty-gritty of unit manipulation in battle, is really the core of 
Gihren's Ambition, so it's really important to get good at it. The AI is 
actually fairly competent tactically and makes good use of the strengths and 
weaknesses of each of the unit types. It can't really do anything in the manner 
of thinking several moves in advance though, so a human player still has a huge 
edge.

STACKING
--------
Probably the most important thing to know tactically is how to Stack your units 
effectively. As a rule of thumb, you should always Stack your units rather than 
leave them on their lonesome; this is especially true of units being piloted by 
Aces or units that consist of only one sub-unit. It's also better to put your 
weaker units in the back of the formation, as they'll be less likely to be hit. 
However, there are a lot of factors that you'll need to consider when setting 
up your Stacks, as stupid or careless Stacking isn't always effective.

MELEE VS RANGED IN STACKS:
Generally you will want to keep your units proficient in melee attacks in the 
front rank, otherwise their abilities in that area will go to waste. Never, 
ever put units without melee capabilities in the front rank unless you 
absolutely have to. Not only will they not be able to attack in melee, but if 
the enemy has a melee attacker in its first rank, they will be able to get 
first blood when combat switches to melee phase.

TERRAIN AFFINITY IN STACKS:
A Stack will only move as far as its slowest unit. For this reason, it's often 
counterproductive to mix & match different types of units in a single Stack. 
For example, sticking a 61-Type Tank with two Surface GMs while going through 
the mountains is a bad idea; the Tank will completely negate the Surface GM's 
ability to traverse mountainous terrain effectively. Mixing unit types is often 
beneficial (for example, mixing melee with ranged experts) but make sure that 
the mix you pick won't slow you down too much.

SUB-UNIT NUMBERS AND STACKING:
In general, it's best to put units consisting of more Sub-Units in the front 
ranks than in the back. Not only will each individual Sub-Unit draw less fire, 
but when melee phase rolls around, you'll be able to target more units. 
Sometimes, however, it's best to put a single unit in front. Usually the only 
time you'll want to do this is if it is an Ace pilot with a good unit and great 
Melee skill. S/he won't be able to kill as many units, but Aces attack more and 
miss less, so will often be able to do more damage. If you're facing a single 
enemy with a lot of Armor (like Cruisers) then this is often a good way to go. 
Otherwise, the more the merrier in the front.

STAMINA VS. SACRIFICIAL STACKING:
The further back a Unit is in a Stack, the less likely they will be targeted. 
You can use this bit of knowledge to increase the lifespan of your units. There 
are two ways to do this, which I call "Stamina" and "Sacrifice" methods of 
stacking. The "Stamina" method has you put your units with the most remaining 
Armor in the front, swapping ranks every turn accordingly. This is overall the 
best way to keep your units alive longer. The "Sacrifice" method is sort of the 
opposite, but also can be very effective. If you have a unit that's on death's 
door and is probably going to be destroyed anyway, you put that unit in the 
front rank. It may only take 1 or 2 shots to kill it, but it may soak up a 
whole lot more than that, acting as a meat shield for the healthier units 
behind it. If the units behind it are strong melee units this can be a great 
one-two punch; the front rank gets destroyed in ranged combat, and the now 
relatively unscathed second rank can charge forward to do damage in melee. 
Note, however, that you don't want to be using Piloted units as sacrificial 
units, as that will take your Ace out of action for a while.

3-3-1 STACKING:
Overall, I find the best kind of Stack to be the 3-3-1 stack, whereby the two 
front ranks consist of two 3-sub-unit Units, and the back unit consists of a 
single unit piloted by an Ace. You'll get fewer attacks per round than a 3-3-3 
stack, but with the Ace's leadership bonus, those attacks will generally hit 
more often so it balances out. Sometimes it's useful to put the Ace in the 
front though, if s/he's particularly good at melee and has a good unit.


INVADING ENEMY BASES
--------------------
Assuming a reasonable level of parity in terms of technology, you'll want at 
least a 2 to 1 advantage in unit superiority to take over a base with Zion 
units, and a 3 to 1 advantage if you're using UN units. This is in a "just in 
case" scenario--if you know what you're doing, it is fully possible to 
successfully invade a base 1 to 1 in terms of unit forces without suffering 
major casualties (I've even managed to do so without losing a single unit, 
though that was a fluke if there ever was one) Here are some general strategies 
to keep in mind when invading enemy bases:

USE TRANSPORTS:
It is much more effective to use large transports (Pegasi, Zanzibars, 
submarines, etc) when invading bases than just moving out your ground troops 
directly. You save time in terms of transport, and more importantly, the 
resources of your troops riding in the transport. 

CONCENTRATE YOUR FORCES:
With the possible sole exception of Jabro, you should generally keep your 
entire invading force together when invading bases. While splitting your 
invasion up can certainly confuse the enemy, the more your forces are 
concentrated, the harder it will be for the enemy to shoot them down. The only 
time you should invade from more than one entry hex is when you're invading 
with so many forces that it would be impossible to deploy them all from their 
transports into battle-ready positions if they all went in the same direction. 
(i.e. if you had so many troops that if you moved them all out from their 
transports that they'd have to form three or four "lines" of troops, that's too 
many) Even in this case that you separate your forces, you should invade via 
adjacent hexes. (ie if your main invasion force comes from the east, you should 
move in your secondary force from the northeast or southeast) Since there's no 
concept of "back" in this game--you can't attack an enemy from behind--there's 
little tactical advantage in pincer attacks, unless your army is absolutely 
gigantic.

WAIT FOR THE ENEMY:
Whenever you invade a base, the enemy will always move toward you to intercept 
your forces. Rather than rushing straight into the thick of things, you should 
stop your troops at a point where the enemy forces moving toward you will run 
out of movement points just out of range of your units. This way you can move 
your army in on the next turn and get first strike.

PREPARE REINFORCEMENTS:
This is especially important toward the end of the game, when you end up facing 
huge enemy armies in each of the bases you invade. Rather than send your entire 
army into the base at once, it's a good idea to leave a few transports full of 
units outside the base, then bring them in the following turn, as your current 
invading units will probably be low on Resources. After moving out your fresh 
troops into the thick of battle, you can pull back your damaged/out of ammo 
units and bring them back to the transports and refuel. Should the battle go 
beyond 2 turns, you can then keep repeating this, having one wave refuel each 
turn while the other fights.

DECOY OPERATIONS:
Decoy operations are a kind of sneaky way to exploit the AI into letting you 
take a base easily with minimal unit loss. They're best undertaken when either 
facing an overwhelmingly large force or are invading a Main Base. Decoys take 
two turns to successfully pull off. On your first turn, move a small portion of 
your forces into one area of the map as decoys. Make sure it's a big enough 
force to survive all 5 Local Battle Turns! Preferably, their point of entry 
should be either far away from the main hex of the base, behind difficult-to-
traverse terrain, or ideally, both. This decoy will stay in place at the very 
edge of the map and draw the attention of the enemy, which will move to 
intercept them. Then, in the second turn, move the main bulk of your forces in 
from a different direction and make a beeline for the main hex of the base. If 
you move quickly enough, you can surround the main hex, destroy the units 
there, and conquer the base before the bulk of the garrison after your decoy 
force can realize what you're doing and move back to intercept your main force 
in time.

However, the drawback to this type of operation is that once you conquer the 
base, all the enemy units will just be booted out, and will most likely just 
re-invade the base all over again. However, if you're facing a huge enemy 
force, it's better to be on the defending side rather than the attacking side, 
as that way you can reap the benefits of resupply and repair, plus make use of 
the base's Cannons. If you're invading an enemy army's Main Base, however, 
there is no drawback to this method, as you'll simply wipe them out after the 
conquest. (Note: This isn't necessarily the case if you're playing as a Third 
Force; you can conquer Side 3 or Jabro, but so long as Zion or the UN still has 
other Major Bases, they will continue to operate)

USING MINOVSKY PARTICLES EFFECTIVELY
------------------------------------
Minovsky Particles are incredibly, incredibly useful. They seem like they're 
added as sort of an afterthought, but I can't stress enough how important they 
are. They're critical in space battles, and even more effective on land. Units 
in Minovsky-affected hexes are much harder to hit, so the best way to use them 
is to set up your units in such a formation so that your units get Minovsky 
coverage, but none of your enemy's do. This is easy when you're using units 
with short-range Minovsky capability, but is trickier with long-range Minovsky 
equipped units, as it's easy to accidentally protect enemy units at the same 
time. The best way to manage this is to keep your cruisers and such two hexes 
behind your front lines. One thing you can do is move your cruisers and select 
"Disperse" to see what the effect will be, and if you're not in a good 
position, cancel the move and try again. (Just don't select Standby first)

On the flip side, enemies will make heavy use of Minovsky particles as well. 
For this reason, it's a good idea to take out enemy Minovsky-capable units as 
soon as you can. If you do this, it's fairly trivial to lure the enemy out of 
Minovsky range; while the AI tries to keep their units as protected as 
possible, they will move out of Minovsky coverage rather than remain out of 
range.


UNIT DEPLOYMENT
---------------
There are lots of different strategies for deploying your forces, but the 
following is my personal favorite:
       ___     
      /   \___
      \___/ S \___
      / R \___/ S \
      \___/ L \___/   
      / C \___/ S \   Direction of attack----->
      \___/ L \___/
      / R \___/ S \
      \___/ S \___/
      /   \___/   
      \___/

S-Short range units
L-Long range units
C-Cruiser
R-Reserve units for frontline replacement

In this formation, you maximize the effectiveness of all your unit types. The 
short range units in front will bear the brunt of the enemy's attack and do 
most of the damage, plus are in easy position for "ganging up" on units that 
come near. The long-range units remain in the protection of the short-range 
units, and can still attack from behind them. The reserve units are well away 
from the enemy lines, and if a front-line unit gets damaged or destroyed, is in 
easy position to swap places. And the cruiser's position is not only set up so 
that all the units can get effective Minovsky coverage, it's also out of the 
line of fire for most units, and available for any units in the formation to 
retreat inside if necessary.

Note that this formation is most useful in terms of base invasions. In other 
situations, geography will most likely prevent this exact formation from being 
used. (and you'd rarely want a force this large on the Field anyway) But the 
basic concepts of the formation can still apply on a smaller scale.


LONG-RANGE ATTACKS
------------------
Long-range attacks provide a huge advantage in many situations; in many cases, 
you can shoot at the enemy without them being able to shoot back. This is 
especially useful for the UN and the Titans, as few Zion units have the 
capability to attack units that are further away than an adjacent hex. It's 
generally to your advantage to use the "hit them where they can't hit me" 
strategy, but not always. It's best to look at the capacity of the weapon and 
the unit's Resources when you can. For example, the Desert Zaku can attack at 
range with its wrist missiles, but the wrist missiles are a crappy weapon and 
not likely to do that much damage. Attacking with just the wrist missiles at 2 
hexes will still consume the same number of Resources as attacking at 1 hex 
with not only the missiles, but also the machinegun and cracker. On the other 
end of the spectrum, the Guntank can only use its crappy Bob Missiles at 1 hex, 
so is better off not attacking up close.

DEFENDING
---------
Generally when you get attacked you'll want to counterattack, but not always. 
Common sense would suggest that you should defend when fighting with a heavily 
damaged unit, but this is actually not necessarily the case; unless you've got 
a shield, defending doesn't reduce your chance to get hit that much, and it's 
often best to go out in a blaze of glory instead. However, defending can be 
VERY useful when trying to conserve resources. For example, if you're going to 
use your Cruisers as primarily a vessel to disperse Minovsky particles, you're 
often better off not counterattacking, and saving those Resources for 
dispersals instead. 
###############################################################################
                                WALKTHROUGHS
###############################################################################

NOTES ON USING THE EVENT LISTS
------------------------------
The order of events will differ from game to game; there's no "set in stone" 
order. However there is a "base" chronological order in which things happen. 
There are also certain events that can happen at any time in the game when the 
conditions are right. (for example, reach a certain turn number or technology 
level) The "base" chronological order of events is listed first, and the extra 
"conditional" events are listed second. For the UN walkthrough, these start 
after the "Invading Side 3" strategies, and for the Zion forces, after the 
"Invading Jabro" strategies. If you intend to use the event list as a 
walkthrough, it's a good idea to look at this section every once in a while to 
see if you're getting close to seeing any of them.


NOTES ON INDIVIDUAL STRATEGIES
------------------------------
The strategies for invading individual bases is not constant; the actual 
situations will differ from game to game. Overall, the walkthroughs assume that 
the player is taking a somewhat leisurely pace through the game, waiting to 
build their strength a bit and develop new technologies before undertaking each 
base invasion. While this is admittedly not a particularly wise strategy for 
Gihren's Ambition--speed really is key in this game--it's the style of play 
most easily adopted, especially for newcomers to the game.

-------------------------------------------------------------------------------
                   GENERAL STRATEGIES FOR THE UNITED NATIONS
-------------------------------------------------------------------------------

The playstyle of the United Nations is probably more different than any of the 
other forces you can play in the game. As a whole, tactics are much more 
important than technology. However, the UN also gets something of a free ride 
for at least the first half of the game, which Zion does not.

The biggest problem facing the UN forces to start with is a lack of technology. 
The Zion forces start with a huge technical advantage, as when you start the 
game you can't even develop any mobile suits, and have rely on weakling planes 
and tanks to do all your fighting for you. However, you have the advantage in 
that you have lots of resources to start with, so it's not too hard to mass 
produce large numbers of said weak units and squash the Zion forces by force of 
numbers. Furthermore, the financial load is even more lightened for the UN 
forces in that they don't have to spend that much money on research as other 
forces do; there isn't as great a variety of units you need to research, those 
that are available are generally pretty cheap to develop, and the required 
technology levels for the better UN units are by comparison lower than the 
other forces. There are, however, some units you will definitely want to 
research.


BASE TECHNOLOGY TREE
--------------------
To try and separate the UN tech tree into individual trees is kind of fruitless 
as there's so much overlap between the three types, but what the hey. The UN 
forces have an edge in this tree in that they already start with most of the 
basic weaponry they need already developed. Aside from the cruiser upgrades and 
the Pegasus, the only absolutely critical unit to research is the Core Fighter, 
as that's a prerequisite for every UN MS unit in the game. The G-Armor is also 
important to research. (though I consider that more of an MS unit, even though 
it's officially a spacecraft) Lastly, the Guntank II is a great weapon, though 
not absolutely essential.

MOBILE SUITS
------------
The UN MS units can be divided into two types: super-powerful Ace pilot units, 
and weakling grunt units. In terms of the Ace units, you'll develop most of 
them for Operation V, and most of the other ace units are developed through 
individual events. In fact, the only two Ace MS units that aren't part of some 
sort of event are the Guncannon-3 and the Full Armor Gundam, neither of which 
are critical. (Though the FA Gundam is nice)

In terms of grunt MS units, the Guncannon-D and the GM Sniper II are the most 
important to develop, and the GM Command line also helps. The technology tree 
for each of these is as follows:

Guncannon-D:
Core Fighter > Guntank > Guncannon > Guncannon-3 > Guncannon-D

GM Sniper II
Core Fighter > Guntank > Guncannon > Proto Gundam > GM/P Type > GM Sniper > GM 
Sniper II 

GM Command:
Core Fighter > Guntank > Guncannon > Proto Gundam > GM/P Type > GM Command-G > 
GM Command-GS 

In addition to these units, you'll have a fair amount of extra money to spend, 
so it won't hurt to develop other unit types, such as the GM Light Armor. 
Surface GMs and Surface Gundams are kind of a tossup to develop. They're great 
units, but expensive enough that they're not cost-effective at all. However 
they're a prerequisite for the Blue Destiny units, and the more ace pilot units 
you can make the better. Overall, there's no need to sink the capital into 
these units if you don't want to or are short on funds.

MOBILE ARMOR
------------
The Mobile Armor technology tree is actually advantageous for the UN forces in 
that you can easily win the game without ever researching any MA at all. The 
only MA that's really worth it to research is the Production Type Ball, which 
is useful in the beginning and middle stages of the game. (Though the Gundam MA 
is also OK, as it's an ace-pilot class unit) There are so few UN units in the 
game that require MA technology that you can more or less ignore researching it 
as well. I suggest not putting any money into MA research after you hit level 8
(the minimum needed to research the ALEX) as the only unit that requires a 
higher MA level is the Full Vernian Gundam (Level 15) which is of extremely 
limited use anyway.


GAMEPLAY STRATEGIES
-------------------
Cheap tactics are the key to winning as the UN forces. If you try to fight the 
enemy in straight-up battles you'll be crushed, as you suffer a large 
technological disadvantage. However, the UN has two key factors that give them 
a large advantage--money, and ranged combat.

In the money arena, the UN has a big edge, as they have more to start with, 
fewer units to research, less need to reach high technology levels (13 MS/8 MA 
is enough to produce basically anything you'll ever need) and what units they 
do have cost less to produce. For this reason, you can use your money to 
produce lots of units to overwhelm the enemy by force of numbers. Especially in 
the early game, most UN units are more or less disposable--if one gets 
destroyed, you can just make another for low cost. Resource management won't 
become problematic until the late stages of the game (and then it'll be 
Resources, not Money, that will give you problems) Furthermore you can afford 
to put more money into your Intelligence operations to steal more enemy plans.

In the ranged combat department, the UN has an overwhelming advantage. Nearly 
all of the UN's mobile suits have at least one weapon that can reach two hexes, 
and those that don't are either Gundam-class ace units, or cheap enough to be 
easily replaceable. The Zion forces don't have this luxury; only a tiny handful 
of their MS units have multi-hex units, none of which are grunt units. (Gogs 
notwithstanding, which aren't that great) This means there are many 
opportunities where you can hit the enemy and they can't hit back. Furthermore, 
you can also set up multiple ranks of units that can attack simultaneously (a 
front rank of GMs to attack/melee and absorb damage, and a back rank of GM 
Snipers/Guncannons to fire from far away) to deal out even more punishment. A 
word of caution though; many long-range units (like Guntanks and Guncannons) 
have nothing in the way of melee weapons, so you won't want to put them in the 
front row.

HLV-intercepting for the UN is much easier than it is for the Zion forces, as 
Zion is terribly predictable in how they work--they will drop all their forces 
in Eastern Europe to either reinforce or retake Odessa, until you take over 
Kilimanjaro, at which point they will send all their HLVs to Africa. Once you 
completely take over the Earth you can dump a few platoons of Guntank IIs out 
in the middle of Africa and more or less cleanse the Earth of all your units 
from there on out. However, early on in the game, stopping Zion troop transport 
is more difficult, as they will make a lot of Zanzibar use, and Zanzibars can 
be tough to shoot down--you'll need large numbers of units to take out a 
Zanzibar before it can release its payload.

The most important thing you can do when playing as the UN--from the very start 
of the game until the very end--is MOVE QUICKLY. Don't ever wait to launch your 
invasions because you don't have enough technology. You will never close the 
technology gap with the Zions so don't try. The longer you wait, the more time 
Zion has to bolster its defenses. Early on in the game, the Zion forces act 
exceptionally stupid and garrison their bases very lightly. If you take 
advantage of this, it's something of a free ride. However, if you wait, Zion 
will start adding units to its bases, and you can end up facing huge enemy 
forces. This is especially true in the early stages of the game--in the first 
20-30 turns or so the Earth is very lightly defended so you can take over most 
bases even with only tanks and planes. 

Once you're in space, things will start to change. A lot of the advantages you 
had on the ground will disappear. For starters, when you're in space, you'll 
start to have large numbers of Zion Mobile Armors sortied against you. Your 
long-range advantage disappears when fighting Mobile Armors, as they all have 
long-range weapons of their own to counterattack. Of special concern are the 
Big Zam and Nuclear Zaku units. Both of these are very long-range units with 
devastating weapons--one shot can damage entire groups of units. Overall the 
Big Zam is more dangerous, though Nuclear Zakus in groups do far more damage. 
The solution for both of these units is to get in close. Big Zams consume huge 
amounts of resources per attack, so if you get in close and attack a few times, 
it'll counterattack and waste all its resources. (However, don't attack Big 
Zams with beam weapons--they rarely work) Once it gets below 255 resources, you 
can either finish it off, or ignore it and take on other, more "live" units. 
The same thing goes for Nuclear Zakus (they can only attack 3 times) but 
they're also very weak so if you get in close you can probably destroy them 
before they'll run out of energy. Note that you won't actually fight Nuclear 
Zakus until you reject Gihren's peace agreement after taking over A Baoa Qu.


RECOMMENDED UNITS
-----------------
The makeup of your forces is going to differ as the game progresses and you get 
new technology, but here are some recommendations as to what you should use as 
the "bulk" of your forces in each stage of the game.

Early on:
You won't have much of a choice as to what to fight with early on in the game. 
On the ground, fight with large numbers of Flying Mantas and 61-Type Tanks. In 
space, stick with Saberfish until you can develop Ball/P-Types, then use them 
instead. All of the above (except the Balls) are crappy units, but cheap and 
easily replaceable.

Mid-Game:
In the middle of the game, you can start retiring your conventional weaponry 
and switch to mobile suits. Vanilla and Light-Armor GMs are suitable for taking 
on Zakus, but for anything tougher, you'll want GM Sniper Customs. Though you 
won't have many, use your Guncannons, Guncannon-3s, and Guntanks for support.

Late Game:
Once you get to space, GM Sniper IIs and Guncannon-Ds should be your primary 
weapons of choice; use them for long-range support. For more close-range 
fighting, a single Gundam-class unit (with pilot) with two GM Command-GSes make 
good choices. Put the Gundam in front for the best results.


RECOMMENDED PILOTS
------------------
In terms of pilots, the UN has a severe disadvantage to the Zion forces. They 
have substantially fewer pilots, and a whole lot of those that you have suck. A 
large number of the best UN pilots can't pilot MS units either, which is a real 
problem.

Great Leaders:
One thing the UN doesn't lack is pilots with high leadership abilities. Revil 
obviously excels in leadership, but in addition, Tiammu, Corwen, Jamitov, Brex, 
Basque, Synapse, Paolo, and Bright all make fantastic leaders. Unfortunately 
you'll notice that NONE of these pilots except Revil can get inside an MS unit. 
For that reason, most of your leaders will be restricted to piloting Pegasi and 
using their wide influence to boost stats. If you want to make the most of 
their stack-leadership abilities, you'll have to put them in air/spacecraft and 
stick them in the back ranks, which is extremely dangerous. 

Great Pilots:
The UN pilot with the overall best stats in piloting ability is Kou, but he's 
hard to get. Zero Murasame's targeting, melee, and reaction eclipse those of 
all other pilots in the game, (they'll all be 15 at Rank S) but his Endurance 
stinks. Amuro, Yu, Sayla, Kai, and Hayato all make good pilots too. 

Uberpilots:
The UN doesn't really have much in the way of uberpilots. There's only one that 
really comes close--Shiro Amada--but he still isn't as good as the "good at 
everything" pilots that Zion has (like Char or Ramba Ral) have, and he needs a 
lot of experience to shine. Banning also could qualify in this category as he 
has high levels in most of his stats too, but he also requires experience. 


THIRD FORCE EVENTS:
-------------------
There are two "Third Forces" that can appear in the UN Scenario--Neo Zion and 
the Titans. Unlike the Third Forces that appear in the Zion Scenario, there are 
preset decisions that you have to make to get one of these to appear, rather 
than angering individual characters over time with different events. Note that 
if you meet the conditions for both forces (it's possible, unlike for the two 
Third Forces in the Zion scenario) then Neo Zion takes precedence over the 
Titans.

For Neo Zion:
-------------
1) Do not break up the White Base team at Lunar 2
2) When asked if you want to send the 13th after the MA that approaches 
Solomon, say no
3) If you have developed the MC Gundam, do not let the 13th participate in the 
invasion of A Baoa Qu
4) When Degin sues for peace in the A Baoa Qu invasion, turn him down
5) Make sure not to injure Char, Lalah, or Sharia in the A Baoa Qu invasion
6) After successfully conquering A Baoa Qu, refuse Gihren's peace offer

For the Titans:
---------------
1) Develop the Solar System
2) Start the Newtype Research Facility
3) Allow Jamitov to take military action against Side 6
4) Authorize Strengthened Human research
5) After successfully conquering A Baoa Qu, refuse Gihren's peace offer


UN ENDINGS
----------

WINS:
COMPLETE VICTORY: 
Successfully conquer Side 3
OVERWHELMING VICTORY:
Have a large majority (about 75% I'd guess) of bases conquered at Turn 150
VICTORY:
Have more than 50% (but less than Overwhelming Victory) of bases conquered at 
Turn 150
SPECIAL VICTORY:
When invading A Baoa Qu, agree to Degin's peace proposal when you haven't 
discovered the Solar Ray

LOSSES:
REVIL KILLED IN ACTION:
A unit that Revil is riding gets shot down.
DEFEAT:
Have less than 50% of bases conquered at Turn 150.
COMPLETE DEFEAT:
An enemy force (either the UN or Neo/Legitimate Zion) conquers Side 3
HUMANITY GOES EXTINCT:
At Turn 150, if Neo Zion or the Titans is still around you get this ending.


-------------------------------------------------------------------------------
                     UNITED NATIONS WALKTHROUGH/EVENT LIST
-------------------------------------------------------------------------------


SPECIAL: OPERATION V
--------------------
You'll get this event presented to you as soon as you start the game, and you 
should activate it your first turn. Until Operation V starts, you won't be able 
to research Mobile Suits or Mobile Armor. If you don't activate this event 
within the first 15 turns of the game, it disappears from the Special menu. To 
complete Operation V, you have to develop the Pegasus and Proto Gundam. (and, 
by extension, the Core Fighter, Guntank, and Guncannon, as they are all 
prerequisites for the Proto Gundam) This will take some time, and in the 
meantime you can start invading various bases on Earth. The continuation of the 
Operation V subplot will be continued in this walkthrough after the invasions 
of Peking, Hawaii, California, and New York are covered. (Because the following 
invasions are influenced by the Operation V plot)


Playing as the UN, you'll have to get your hands dirty practically immediately, 
and on a lot more fronts than when playing the Zion forces, whose starting 
skirmish is limited to the area above Earth on the space map. You'll face 
enemies immediately in Europe, Australia, north Africa, Central America, and 
near Side 4 in space. Your limited weapons cannot do that much against Zion MS 
units, but fortunately at this point in the game the Zions are stupid and do a 
lot of attacking with Dopps and Magella Attacks. Europe and Africa are probably 
the two hardest fights. Africa in particular you're so outgunned you might just 
want to retreat and let the Zion forces take the few bases you have on that 
continent. Europe is rough because Ramba Ral is there making mischief in his 
Zaku, which is much more powerful than anything you have so far. It's tough to 
sortie ground units from Belfast so you'll have to use planes or submarines. 
Here you'll whet your teeth on UN fighting style--win with force of numbers, 
not technology. You'll probably want to develop a good number of throwaway 
kamikaze units to come in waves against the Zion attackers and wear them down. 
Fortunately tanks are cheap and money is fairly plentiful.

In space, you have to be extra careful. All you've got is Saber Fish, which can 
go toe-to-toe with Gattles easily, but are not so hot against Zakus, let alone 
Zion capital ships. It's actually a good idea to pull back your initial forces 
toward Lunar 2 rather than engage the enemy at their starting positions; if you 
move any units as far as Side 4, Solomon will start spewing out hardy enemy 
units far faster than you can take them out with your meager forces. Whatever 
you do, you don't want to lose Lunar 2, as it's a base of critical importance 
to the UN.


SPECIAL: VINSON PROJECT PROPOSAL
--------------------------------
This event gets presented to you at the beginning of turn 3, regardless of 
whether or not you started Operation V. Carrying out the Vinson Project allows 
you to develop the Salamis S and Magellan S units (basically they're the same 
as the Saramis and Magellan, except with cargo bays)


SPECIAL: PROPOSAL TO INVADE PEKING
----------------------------------
Your first invasion plan gets proposed the turn after you start MS and MA 
development. (either with Operation V or automatically on turn 20) You 
shouldn't activate it immediately, especially if you just activated Operation V 
at the beginning of the game. You'll need to get a lot (and I mean a LOT) of 
units close to Peking to take it over--preferably more than 18 61-type Tank 
units, and close to as many Flying Mantas. Produce and move them out from 
Madras.


INVADING PEKING
---------------
Fortunately Zion is stupid early on and leaves pathetically small garrisons at 
each of their bases. However, even with their reduced presence, they can be 
more than a match for the inferior weaponry of the UN. Usually they'll have 3 
Zaku II-Js stacked on the main base hex, and even completely surrounding the 
hex with tanks (hence the over 18 61-type Tank recommendation) will require 
several turns worth of attacks to take them out. Use the Flying Mantas as 
backup; they're useful for bombing enemy units, but moreso for their Minovsky 
capability; they can keep those wimpy 61-type Tanks alive longer that way.


SPECIAL: PROPOSAL TO INVADE HAWAII
----------------------------------
Once you conquer Peking, you'll get the option to invade Hawaii. The invasion 
of Hawaii is best launched by sub from Trinton, and you may want to bring along 
a few Mideas with aircraft docked as well. You'll want to fill at least three 
U-Submarines with tanks, preferably more if you can afford it.


INVADING HAWAII
---------------
Hawaii is one of those few bases that it's better to attempt to win by taking 
over the main base hex rather than eliminating all the enemies stationed there. 
Fortunately since you're early on in the game there won't be much of a Zion 
presence, and no Zion mobile suits. (you would be crushed if there were) The 
best strategy is to encircle the units around Pearl Harbor with tanks and 
Flying Mantas and bombard the hell out of them, then take over Pearl Harbor 
with a tank. You might have Guntanks developed by now, and they provide great 
fire support. Don't bother with the Yukons that will be here--sub vs. sub 
battles are tedious and take far too long, and Flying Mantas aren't very 
effective against subs either. Once you take over Pearl Harbor, all the subs 
will be booted out of the base, and you can harass them outside the base with 
your own subs until you can bring in some Don Escargots to take them out for 
good. I suppose you could bring Don Escargots into the initial battle for 
Hawaii, but that involves more transports which drives the cost of the invasion 
up, plus it pretty much guarantees that the battle will slog on for more than 
one "Big turn."


SPECIAL: PROPOSAL TO INVADE CALIFORNIA
--------------------------------------
You'll get the option to invade California after taking Hawaii. The invasion of 
California should also be done via submarine. You'll want at least four 
submarines full of ground units (even better if you can afford to produce a few 
M-Subs and a full contingent of air support as well. 


INVADING CALIFORNIA
-------------------
California is best taken by bringing your subs directly into the base, then 
depositing their payload along the west coast. There are two Defense Points 
right there, so if you can take them over, that will make things much easier. 
In terms of units, the main body of your force will still be 61-Type Tanks 
along with Flying Mantas, but by now you should have Guntanks at the least, and 
preferably Guncannons developed as well. Put your ace pilots in them and they 
can provide great fire support. If you've gone so far as to develop GMs, you're 
set. One thing that you have to be careful about invading this base is timing; 
early in the game, California is one of the main bases that the computer-
controlled Zion forces produce HLVs and units for distribution to other areas, 
(mostly Eastern Europe) so if you invade at the wrong time, you may find 
yourself fighting a large force ready to launch in HLVs. Make sure to check the 
number of units in the base before invading, so you don't get a nasty surprise.


SPECIAL: PROPOSAL TO INVADE NEW YORK
------------------------------------
Once California has fallen to your forces, you'll get the option to take New 
York. You can undertake the invasion of New York fairly quickly; in general 
it's pretty safe to just move out the forces you used to take California as 
soon as that base is under your control.


INVADING NEW YORK
-----------------
New York is a fairly easy base to take over, as if you move quickly it will be 
fairly sparsely defended. If you've got GMs developed by now, (very much 
possible by this point) you will crush the forces that are there. Otherwise the 
standard contingent of 61-Type Tanks and Flying Mantas should suffice. The 
invasion force should enter directly from the west, as this puts you right 
close to the action so that you can finish the battle quickly. Overall this is 
a fairly easy base to take over.


SPECIAL: RX SERIES RETRIEVAL OPERATION
--------------------------------------
Once Operation V is completed (the Proto Gundam developed) you'll get this 
option. You only get 5 turns to pick it before it disappears from the Special 
menu. When you do, Paolo's status will be changed to "On Duty." (But no matter 
what you do, he's going to die so you might as well consider him leaving your 
forces forever) Timing for this option is important; the technology boost this 
operation gives you takes place 4 turns after you activate it. You'll get +1 to 
all three of your technology levels. To make the most of the boost, get your 
technology levels as close to 100% of the next highest level as possible by 
this time. So, for example, if you had your levels at 7/99% then once you get 
the boost it would be 8/99%, and you'd save more money that way (plus you could 
kick it up to level 9 immediately)


EVENT: WHITE BASE BATTLES ZION SCOUT FORCE
------------------------------------------
This event happens over several turns, starting 3 turns after you activate the 
RX Series Retrieval Operation. First you'll get a movie talking about the 
initial fight in Side 7, and Jean, Denim, and Paolo will all die. The next 
turn, you'll get the data from the RX series and all of your tech levels will 
get a boost of +1, plus you'll get the option to research the White Base. The 
turn afterwards, Wakkein will report in from Lunar 2 (even if you have him 
stationed elsewhere, he won't be yanked out of his unit and put On Duty for 
this event) to say that the White Base has arrived there, and suggests that you 
have them head to Jabro on their own. If you agree with him, then Slender and 
Gadem will die, and the White Base plotline continues. If you decide not to, 
then the White Base and its units. (a Guntank, a Guncannon, and a Gundam) will 
stay in Lunar 2, and you'll get the White Base pilots. (Bright, Amuro, Ryu, 
Hayato, Kai, Sayla, Mirai, and Frau) Generally, I suggest you not break up the 
White Base team at this point; the White Base team will kill a lot of Zion 
pilots the longer you let them do their own thing.


EVENT: GARMA ATTACKS THE WHITE BASE
-----------------------------------
If you didn't break up the White Base Team at Lunar 2, this event will happen a 
few turns afterwards. You'll get the option to send Matilda out (she goes On 
Duty) to refuel the White Base to help them fend off his attack. If you do send 
her out, then the White Base will win, and Garma will die. If you don't send 
her out, Garma will destroy the White Base. You'll get all the White Base team 
to use as pilots (though they will all be Wounded) as well. Note that Garma's 
death has an impact on the later stages of the game. (Neo Zion won't appear if 
he still lives, for example) If Garma dies, you'll see his funeral a few turns 
later, and Ramba Ral's team will go On Duty as they try to destroy the White 
Base


EVENT: RAMBA RAL ATTACKS THE WHITE BASE
---------------------------------------
This event happens the turn after Garma's funeral. Matilda will make another 
request to resupply the White Base. Again, deciding whether or not to refuel 
also decides whether or not the White Base gets destroyed--only this time, if 
you do resupply the White Base, one of YOUR pilots will get killed. If you 
don't resupply, then the White Base will defeat Ramba Ral's team, and he, 
Clamp, Acose, and Cozun will all die. Then a few turns later, Hamon will die as 
well, but she will take Ryu with her. Ryu is a decent pilot, but you won't have 
used him at all so far so it's not such a great loss.


SPECIAL: PROPOSAL TO STRENGTHEN GMS
-----------------------------------
If the White Base defeated Ramba Ral, you'll get this option a few turns later. 
You'll get the option to "upgrade" the GMs' software with data from the fights 
against Ramba Ral, Garma, etc. Once you activate this event, you can produce 
upgraded GMs that fight better but cost about the same as ordinary GMs.


SPECIAL: PROPOSAL FOR ODESSA PROJECT
------------------------------------
You'll get this option after taking over New York. The "Odessa Project" is 
basically just an ordinary major base invasion, though there are some events 
tied in with it. Providing the White Base team still exists (on the White Base) 
you can get the option to have them participate in the project. If you opt to 
have them participate, Matilda will ask to resupply them (again) and the Black 
Trinary will go after them. If you don't have them participate, the Black 
Trinary will appear in Odessa to fight off your forces.

If you have the White Base participate in the invasion and resupply them, then 
Matilda will die, but so will the Black Trinary. (Gaia, Ortega, and Mash) 
Matilda's not that great a pilot, but the Black Trinary is so it's a good 
tradeoff overall. If you don't resupply them, then the Black Trinary will 
defeat the White Base team and they will become usable. (as with the Garma, 
Ramba Ral, etc, attacks) This report will come in immediately before the Local 
Battle in Odessa begins, after the Strategy and Action phases. Note that if the 
White Base participates in the invasion, you can't actually control them nor do 
they appear as a unit in battle, but they play a role nonetheless.


INVADING ODESSA
---------------
This is a special invasion, as you'll get events that happen in Local Battle 
turns, not just regular turns. The first major event is uncovering Elran as a 
spy. If the White Base is participating in the operation and was resupplied 
(ie, didn't get shot down by the Black Trinary) then they will report that 
Elran is a spy, and he will be automatically arrested. If the White Base is not 
participating in the invasion, then your Intelligence team can uncover that he 
is a spy. Whether or not they do is probably based on their funding. If they 
discover his actions, you'll have the option to arrest him. Not arresting him 
is a really bad idea though. If you do arrest him, Intelligence will pinpoint 
the location of nuclear warheads being hidden in the mountains.

The second event is Ma Qube's nuclear missile attack on Odessa. Three Local 
Battle turns into the invasion, Ma Qube will threaten to nuke Odessa if you 
don't retreat. (Revil will ignore his demands) If Elran is arrested (either 
through the White Base or the Intelligence team) then the plot to launch the 
missiles will be thwarted. If Elran is not arrested, then the nuclear missile 
will be launched, killing half the enemy force in Odessa and reducing it to a 
useless husk; all income, both monetary and resource-wise, will drop to 0, and 
Odessa's defense level will drop to 0 with all cannons being destroyed. (Of 
course, at that point, Odessa isn't worth being defended) So it is imperative 
that when you invade Odessa, you either have the White Base participate or keep 
your Intelligence department well-funded.

In terms of units to participate in the invasion, you'll want a beefy force, as 
this can be a tough invasion. The best way to launch the attack is actually 
through HLVs and Pegasi, but that's expensive, and you'll need a lot of them. 
By the time you carry out this invasion, Zion will probably have developed 
Goufs and even perhaps Doms, so you will be going up against some hardy enemy 
units. You'll want GMs at the bare minimum. If you can afford Surface Gundams 
they'll make the invasion much easier but they're so ridiculously expensive 
that they may not be worth it. If you can bring in GM Snipers, regular GMs, and 
Light Armor GMs in large force the fight can be made much easier. Have your Ace 
units in Guntanks, Guncannons, and Guncannon-3s (if you have them) for this 
invasion--they will be needed. It's best for the invasion force to enter from 
the east overall. By this point 61-Type tanks will be worthless, and aerial 
support will be of limited use offensively. However, Flying Mantas will still 
be of use in that they can disperse Minovsky particles.


SPECIAL: PROPOSAL TO INVADE KILIMANJARO
---------------------------------------
Once you've taken over Odessa, you'll get the option to invade Kilimanjaro, 
which should be the last base you need to take over on the Earth. Kilimanjaro 
is decidedly the toughest of the Earth bases to invade, as any remaining Zion 
troops will be stationed there. Make sure you've got a nice and beefy force 
before moving out.


INVADING KILIMANJARO
--------------------
Kilimanjaro is a nightmarish base for the UN to invade because of its terrain. 
It's chock full of mountains and desert; very few UN units can move in that 
kind of terrain easily, and the only ones that can (Surface GMs and Gundams) 
are ridiculously expensive. In addition, if you drag your feet on invading, 
you'll be up against really powerful MS units like Doms, and probably a few 
Azzams as well. Trying to invade from Odessa is counterproductive as you'll 
have to slog through all the troops Zion is sending to try and retake that
base, so your best bet is to invade via submarine and Pegasus from Madras. 
You'll need to rely a lot on long-range attacks for this fight. The unit of 
choice for this invasion is the Guncannon-II. It's relatively cheap and can 
move well in desert. Have a large contingent of Guncannon-IIs and Guncannons 
invade from the west, and move all your other mobile suits (GM Snipers and GM 
Commands, preferably) from the east. The terrain to the east is more level 
where normal troops will fare better, and the terrain to the west is desert, 
where the Guncannons are most useful. You'll need a large force on both sides, 
but you can confuse the AI fairly easy as it jumps back and forth between 
forces trying to decide which to attack; you can then take over the Defense 
Points toward the center of the map with less trouble to take out the remaining 
forces.

Once Kilimanjaro is yours, you can go ahead and scrap the majority of your 
land-only forces, as you now control the entire planet. (Caveat here: If you're 
not going to, or didn't, break up the White Base team at Belfast, you'll want 
to wait so you can stop the Jabro invasion.) It's a good idea to keep one 
Pegasus fully stocked in one of your bases though; if you see a Zion HLV or 
Zanzibar creeping too close to the Earth on the space map, you can launch it 
and take it out in space before it can get to you.


EVENT: WHITE BASE ARRIVES AT BELFAST
------------------------------------
This event can happen in several different ways. It takes place 3 turns after 
taking over Odessa, but if you really, REALLY drag your feet in invading Odessa 
to start with, the White Base will eventually arrive at Belfast, more than 10 
turns after defeating Ramba Ral. You'll get two choices here; to leave the 
White Base in the care of the White Base team, or to break them up. If you 
break them up, you'll get to use all of them as pilots except for Ryu (who's 
dead) and Kai. (who decides to leave the military) If you leave the White Base 
team intact, their storyline continues.

If you're going to break up the White Base team early, this is actually a 
pretty good time to break up the White Base team, though the loss of Kai is too 
bad. Beyond this, the only really elite Zion pilots that the White Base team 
will be able to kill are Dozul, Sharia, and Lalah. They'll also kill Boone, 
Dolen, Conscon, and Ma Qube, none of whom are that great. However, if you wait, 
you'll be able to research and develop the Magnetic Coating Gundam, which is a 
great unit. (Plus the White Base pilots will get experience for free) It's up 
to you which you do.


EVENT: INVASION OF JABRO/13TH INDEPENDENT UNIT
----------------------------------------------
If you didn't break up the White Base team at Belfast, you'll get a message 
three turns later that they came out of a skirmish with a Zion unit that 
appears to have been tailing them. (It doesn't tell you, but Boone dies in this 
skirmish) If you don't have a large garrison at Jabro when you see this event, 
you should send as many troops as you can spare there now. Two turns after 
that, the tailing Zion force shows up at Jabro's doorstep, ready to invade. The 
Zion force is nothing to sneeze at, and even has Gouf-Bs and Doms. At this 
point, the UN government asks you to put the White Base under their discretion 
as the "13th Independent Unit." If you say yes, the White Base continues its 
storyline, and Slegger joins up with them. (He won't rejoin your forces until 
the White Base team is broken up) Also Woody will die (or leave your forces, I 
dunno, he just vanishes with no explanation) if you agree. If you disagree, the 
White Base team is broken up, and Char joins the Zion invasion force in his 
custom Z'Gok.

It's generally a good idea to take out the Zion forces before they actually 
enter Jabro; your defenses in Jabro are better, but losing its production 
capabilities and construction bays is not something you want. Move out as many 
troops as you can to defeat the invading force. It's not as tough as your 
standard Major Base garrison force, but can kill you easily nonetheless if 
you're not prepared. And if Jabro falls you lose the game, which you definitely 
don't want.


EVENT: MINI-ZION ACE PILOT KILLING SPREE
----------------------------------------
After assembling the 13th Independent Unit, you'll periodically get reports in 
from Bright on its progress every few turns. Two turns after establishing it, 
they'll report in on destroying an enemy cruiser near Side 6 (containing Dolen, 
who dies) and then two turns later they report in again on destroying an enemy 
Chibe. (containing Conscon, who also dies) One turn after that, the same guy 
who asked you to form the 13th in the first place appears, says the UN 
government doesn't like them, and tells you to break them up. (Make up your 
mind...) As with the other White Base Team Breakup events, if you agree, you'll 
be able to use all of the White Base Pilots. (including Slegger) If you 
disagree, their plotline continues.

SPECIAL: PROPOSAL FOR OPERATION FIRST STAR 
------------------------------------------
This event can take place in two different ways. First, it can happen after you 
develop the Solar System. Second, it can happen on the same turn Bright reports 
in on shooting down the Chibe in the event above. Either way, you need to have 
carried out Project Vinson and conquered Odessa. Operation First Star is a 
proposal to invade and take over the Zion base of Solomon. Odds are you'll want 
to wait a while before doing this event, as you'll need to build up your space 
fleet first since Zion has a real edge in space battles. Ideally you'll want 
Guncannon-Ds and GM Sniper IIs developed for this invasion, and you'll need the 
GM Command-S developed at a bare minimum.


INVADING SOLOMON
----------------
From here on out, basically the best strategy is to move your entire army out 
from Luna 2 and use an overwhelming-force approach to flatten everything in 
your way. Luna 2 is remote enough that it's nearly impossible for the Zion to 
actually take it over, so it's fairly safe to leave it undefended. (or with a 
very small garrison) Actually GETTING to Solomon will be a trick though, as the 
Zion forces will throw out a steady stream of enemy units to hamper your 
advance--another reason you'll want a hefty supply of units, though you can do 
some limited refueling and repairing when you reach (and take over) Side 4. 
Therefore it's best not to activate Operation First Star until your entire army 
is on Solomon's doorstep, as it will probably take at least 5 turns to simply 
GET to Solomon, negating any bonus you would have had should you activate the 
operation while your forces are still at Luna 2.

When you actually start Operation First Star, if the 13th exists, then you'll 
get the option to have them participate in the invasion. If you opt to have 
them participate, they will kill Dozul, but lose Slegger in the process. As 
he's a great pilot, depriving the Zion forces of Dozul can be an advantage, but 
Slegger's pretty good too. Personally I don't think losing Slegger is worth it, 
but it's up to you.

Solomon will have a lot of units stationed there, especially if you take your 
time before invading, but if you've got a decent-sized army and moved everyone 
out, then you should steamroller everything in your way. This goes double if 
you've developed the Solar System; on the third Local Battle Turn, you'll fire 
it, destroying about a third of all the units facing you. However, once the 
Solar System fires, Dozul will come out in his Big Zam and attack. If you're 
having the 13th participate in the invasion, at this point Slegger will trade 
his life for Dozul's. Taking out Dozul's Big Zam can be tricky, because it has 
so much armor and beam weapons just bounce off it. But using standard "Big Zam 
killing tactics" (as described in the "general strategies" section) will work 
just as well when Dozul is piloting it. If you don't have the Solar System 
developed, Dozul will appear in the battle with his Big Zam


EVENT: DISCOVERING THE SOLAR RAY
--------------------------------
You only get one shot at this event. It happens the turn after invading 
Solomon, and depends on your Intelligence level funding. If your Intelligence 
department has high funding, they will discover Zion's plans for the Solar Ray. 
If they don't have high funding, they probably won't discover it. (Basically 
the higher your funding, the better the chance that they'll find it) This has a 
major impact on the invasion of A Baoa Qu.


EVENT: 13TH INDEPENDENT, PART II
--------------------------------
This event takes place after taking over Solomon. It's essentially a "back 
door" to creating the 13th Independent team if you didn't complete Operation V 
in time. Assuming you did the Special Recruitment Project, you can now create 
the 13th with the recruits you got from that operation.  (except Kou, if he was 
one of the pilots that joined) At this point it's kind of pointless IMO, but if 
you want the MC Gundam you pretty much have to.


EVENT: SCOUTING TEXAS SECTOR
----------------------------
If the 13th exists, this event will happen one turn after taking over Solomon. 
You'll get the option to send the 13th out to investigate suspicious activity 
around Side 5. If you do, then in a turn, the 13th will kill Ma Qube in his 
Gyan. If you don't, the Ma Qube pops up near Side 5 in his Gyan on the map.


EVENT: INTERCEPTING ZION MOBILE ARMOR
-------------------------------------
A turn after the 13th takes out Ma Qube, you'll get a report of a new type of 
MA near Solomon, and once again you have the option to send the 13th after it. 
If you do, they'll destroy it, and kill Sharia Bull, who was piloting it. If 
you don't, then Sharia Bull appears near Solomon in his Brau Buro on the map.


SPECIAL: DEVELOPING A MAGNETIC-COATING GUNDAM
---------------------------------------------
If you've developed Magnetic Coating technology, then a turn after killing 
Sharia, you'll get a report that the Gundam can't keep up with its pilot's 
(Amuro's) fast reflexes, and it's suggested that you develop a Magnetic Coating
version of the Gundam. (Even though you probably already have the G-3 Gundam by 
this point) If you go ahead and do so, you can develop the Gundam MC. 


SPECIAL: PROPOSAL TO INVADE A BAOA QU
-------------------------------------
You'll get this proposal a few turns after successfully taking over Solomon. By 
activating it you will be able to invade A Baoa Qu. You'll generally want to 
move your entire army out to A Baoa Qu for this invasion, but if you think 
you're going to end up facing the Titans (you've got the Solar System and Zero 
developed) then you will probably want to send a sizable contingent out to 
Lunar 2 first, as you will lose that base shortly.  If the 13th exists, then 
you will have the option of having them participate in the invasion.


INVADING A BAOA QU
------------------
The UN forces will face one immensely tough invasion in their scenario, 
depending on how quickly you move. If you move quickly and take over Solomon 
early on, then it will be at Side 3. If you take a while to conquer Solomon, 
then it will be here, at A Baoa Qu. You have to move *REALLY* quickly to avoid 
the huge confrontation at A Baoa Qu, so odds are this is going to be the 
biggest battle you face in the game. As such, you're going to want to move out 
your entire army from Solomon to do it. Frequently you'll be up against forces 
of 50+ units though, and even with the full weight of your army behind you, 
that can be tough to take on. For that reason, this is one of the few battles 
where a decoy operation works better than a full onslaught.

Regardless of whether or not you go for the decoy operation, the first turn you 
should only bring a tiny handful of units into the map (preferably in one of 
the bottom corners) and NO carriers. If you bring your whole force in on the 
first turn you invade you will soon regret it.

As soon as you bring your first forces into the Local Battle map, if Garma is 
dead, you'll immediately get a transmission that Degin Zabi has arrived and 
wishes to sue for peace. If you agree, it can go one of two ways. If you 
discovered the Solar Ray at Solomon, you will learn that it's about to fire, 
and you'll manage to get most of your units out-only a few will die. (The more 
you bring in, the more get destroyed--I'd guess about 15% total) If you didn't 
discover the Solar Ray, then it will get shot and kill both Revil and Degin. 
You will win the game with the "UN Forces Special Victory" ending. If you're 
going for a Complete Victory (necessary to unlock various secrets in the game) 
then you probably don't want this to happen. If you don't agree to peace, 
either because you didn't get the chance (Garma is still alive) or because you 
turned down Degin's offer, then 30% of your forces will get wiped out.

However the Solar Ray event pans out, you're going to lose a chunk of your 
forces, which is why it's best not to invade A Baoa Qu with your full force to 
start with. Wait for the Solar Ray to fire, THEN move your entire force into 
the Local Battle the next turn. 

The other important event that happens in the invasion of A Baoa Qu is whether 
or not the 13th is participating. If they're not, then Lalah and Char will 
appear in the battle piloting an Elmeth and a Zeong. If they are, then first 
they will go up against Lalah in her Elmeth. If you've developed the Magnetic 
Coating for the Gundam, then the 13th will win and Lalah will die. If you 
haven't developed the Magnetic Coating, then Lalah will win and the 13th will 
be broken up. Next, if you beat Lalah, then 3 Local Turns into the battle, the 
13th will attack Char in his Zeong, and both sides will end up blowing each 
other up, (though nobody dies) and the 13th will be broken up again. However, A 
Baoa Qu will also take a hit to its defense level, which will drop to 9.

As for the main invasion itself, if you're facing a massive force of Zion units 
then it is probably in your best interest to use a Decoy strategy and take over 
the base without having to slug it out with all the units against you. The east 
is probably the best direction to bring your main forces in, with the decoy 
force in the southwest or southeast. Once you take over the base, all the Zion 
units will be kicked out, and they will just re-invade A Baoa Qu the next turn. 
Either way you will eventually have to kill off all the Zion units, but it's 
much easier being on the defending side in this battle, as the defense level of 
A Baoa Qu is not trivial. If worse comes to worst then you can also bring in 
reinforcements from Solomon.


EVENT: KISHIRIA AND DEGIN IMPRISONED
------------------------------------
This event happens a turn after turning down Degin's peace offer, regardless of 
whether or not the battle for A Baoa Qu is still going on. Both he and Kishiria 
get imprisoned. (Kishiria is removed from Zion's forces)


EVENT: GIHREN SUES FOR PEACE
----------------------------
One turn after taking over A Baoa Qu, Gihren himself tries to sue for peace, 
with a veiled threat that they have a "secret plan" you will regret if you 
don't stop fighting. If you agree, the game ends. (probably with you getting an 
Overwhelming Victory) If you want to go for the Complete Victory then you 
should turn it down. However, if you do turn down his peace offer, then you're 
either going to end up having to fight a third enemy force or lose Jabro in 
everything but name; there's no avoiding it. 


EVENT: NEO ZION ESTABLISHED
---------------------------
This is actually an extremely tricky event to see in the UN storyline. It will 
happen one turn after turning down Gihren's peace offer, and only if Kishiria 
and Degin have been imprisoned. It also will only happen if Char, Lalah, and 
Sharia are all alive and usable. Emphasis on "usable"--if any of them are 
injured, which is very much possible (seeing as how Char and Lalah will 
probably both have participated in the battle at A Baoa Qu) then this event 
will not happen. If you've got all the conditions down, then Char will reveal 
himself to be Casval and break off from Zion, forming his own army. He will 
take all the living Zion-scenario Neo Zion pilots with him. (Sharia, Lalah, 
Cusko, Dolen, Denim, Slender, Jean, Akahana, and Boone) In addition, Marion and 
Cusko (who formerly weren't in the game at all) will join Neo Zion. Probably 
the best way to pave the way for Neo Zion (assuming you want to fight them) is 
to A) not send the 13th after Sharia and then B) send them into the battle for 
A Baoa Qu. That will keep Lalah and Char out of your way so you don't actually 
shoot them down and injure them. Neo Zion will take over Zion's base at Granada 
and use it has their home base.


DEALING WITH NEO ZION
---------------------
Dealing with Neo Zion is not particularly difficult--Granada is where you were 
next going to invade anyway. In fact, given normal AI trends, it will actually 
be exceptionally easy. All Zion units stationed in Granada will be kicked out, 
and those forces will immediately re-enter Granada. (and be crushed) More 
importantly though, this is the start of a trend; due to the close proximity of 
Side 3 and Granada, Zion and Neo Zion will more or less completely ignore you 
and spend the rest of the game beating each other senseless. (though Neo Zion 
will send the occasional HLV down to Earth) So long as you don't get close to 
either Major Base, you can just sit back and watch the fur fly. Due to their 
constant skirmishing Zion and Neo Zion won't ever be able to amass a huge 
force--meanwhile, you can sit back, relax, build up your forces at A Baoa Qu 
and when you're ready, squash both weakened enemy forces under your heel.


EVENT: SECOND BRITISH OPERATION
-------------------------------
You'll get this event one turn after turning down Gihren's peace offer. Gihren 
will attempt to drop Side 7 down on Jabro. If you have the Solar System AND 
Zero, then you can successfully stop it. If you're missing either, then the 
colony drop will take place and Jabro will be reduced to a useless husk; you'll 
lose all income from it, its defense will drop to 0, and half the units 
stationed there will be destroyed. Of course, Zion isn't in much of a position 
to invade Jabro, so this isn't that big of a deal, though the drop in income 
hurts. Note that after stopping the Second British Operation, you should 
immediately empty Lunar 2 of units. Also, after this event the Zion forces will 
start developing Nuclear Zakus.


EVENT: TITANS ESTABLISHED
-------------------------
One turn after successfully stopping the Second British Operation, Jamitov will 
break off from the UN and form the Titans, taking Basque, Jamaican, and Zero 
with him. They will take over Lunar 2, which will be their home base. If you 
had any units stationed there, you will lose them. If Neo Zion is around, then 
the Titans won't be formed.


DEALING WITH THE TITANS
-----------------------
Of all the Third Forces that can appear in game, the Titans are the biggest 
pain in the butt to deal with because of their location; Lunar 2 is isolated 
and difficult to invade. Unless you knew in advance that they were coming, it 
can be tough to take care of--by the time you get an invasion force there, they 
can be pretty strong. Of course, if you know they're coming, then you can send 
a bunch of units to Lunar 2 in advance, move them out of the base before the 
Titans are established, then immediately move them back in to invade. The 
Titans will have only a handful of units available (less than 30) in their base 
when they first appear, so it can be fairly easy to swat them down. If you 
don't have the luxury of having a large number of units already around Lunar 2 
when the Titans appear, drop everything and focus on taking them out first. If 
all of your forces are in A Baoa Qu (as they probably are) it may actually be 
more efficient to ship all your forces (in Pegasi, etc) to New York, then 
launch the force into space from there, rather than sending your forces to 
Solomon and slogging it from there. Of course, you'll want to leave a decent 
garrison in A Baoa Qu to take care of units coming from Side 3 and Granada.


SPECIAL: PROPOSAL TO INVADE GRANADA
-----------------------------------
You'll get this option once you've taken over A Baoa Qu. As with the other 
space invasions, it's best to just move your entire fleet out from A Baoa Qu 
and crush the garrison there with overwhelming force. As A Baoa Qu is right 
near Granada, it should be fairly easy to get there, though if you took serious 
losses in the battle for that base, you may want to build up your strength a 
little first. Be careful though--the longer you wait, the more units you'll 
have to face when making your final push toward Side 3.


INVADING GRANADA
----------------
Strategies here depend a lot on what force you're fighting--Neo Zion or the 
Duchy of Zion. If you're facing the Duchy of Zion here, the Nuclear Zakus 
should be your first priority. They can do practically as much damage as a Big 
Zam, but will be more numerous. (And if there's a stack of more than one, look 
out--they're even deadlier than a Big Zam) Unload your troops from their 
carriers as soon as you enter the area, as if a carrier full of troops gets 
nuked, it hurts doubly. If you're fighting Neo Zion, things can be 
substantially hairier. Neo Zion won't use Nuclear Zakus or Big Zams--at least 
I've never seen them use them--but they are in many ways substantially more 
dangerous. Casval is an unbelievable leader and his influence will make his 
troops much harder than usual. Also, Neo Zion makes very good use of Newtypes, 
putting them in Elmeths and Zeongs, which spells trouble.  The best way to deal 
with Neo Zion is to take out Casval as soon as humanly possible, and bring at 
least a 3-1 advantage in troop strength. (If Casval is in a Zeong that'll be a 
pain as you have to destroy the Zeong and then its head) Overall though this is 
not too difficult a base to take over, especially if you bring your entire
army. I suggest attacking from the northwest, as there's a Defense Point nearby 
there for refueling.


SPECIAL: PROPOSAL FOR GUNDAM DEVELOPMENT PROJECT
------------------------------------------------
Once you conquer Granada, have developed the Gundam ALEX, and all of your tech 
levels are at 15, you'll get this proposal to create a special, more powerful 
Gundam. If you activate it, in 3 turns you'll get a proposal to develop the 
Gundam Test Type Full Vernian. This is a tough event to see with the heavy tech 
requirement, and it takes so long to develop the Full Vernian that it's not a 
big deal if you miss it--depending on how far along you are turn wise it may be 
outright impossible to develop the Full Vernian and get it into battle before 
Turn 150 comes around.


SPECIAL: PROPOSAL TO INVADE SIDE 3
----------------------------------
Once you've conquered every other Zion base, you'll get the final proposal to 
invade Side 3, the main Zion base. Obviously with no other opposition (unless 
for whatever reason the Titans are still kicking around) you'll want to use 
your entire army to invade--there's no reason not to.


INVADING SIDE 3
---------------
This fight can either be of average difficulty or incredibly difficult. If you 
managed to take over A Baoa Qu before it could build up its troops to absurd 
levels, then you'll fight the troops you would have fought before now. I've 
seen as many as 80+ units stationed at Side 3, so this is not an easy fight in 
this case. In that event, you'll just want to do a Decoy attack if you want to 
make things easier. However it can also be a lot of fun to have a massive 
battle as well. There's not much in the way of obstacles here as it's a space 
battle, so it's not as restricted a battle as the final battle in Jabro is for 
the Zion forces. The Southeast is probably the best entry point for your forces 
as there's a nearby Defense point there. Bring lots of Columbuses to use as 
mobile refueling spots. In terms of weaponry, you'll want to bring all your 
Gundam units (with ace pilots) into the battle, and use primarily GM Sniper IIs 
and Guncannon-Ds as your main battle force, though some GM Command-S units will 
not hurt either. You'll need to be careful here however, as you'll probably be 
facing multiple Big Zams and Nuclear Zakus, as well as a few Zeongs as well, 
and maybe even a Perfect Ziong. If you make good use of your long-range 
attackers though, you'll have a good advantage as most of the best Zion space 
units (e.g. Gelgoogs and Rick-Doms) can't attack that far in retaliation. If 
you win this battle, you will get a Complete Victory.


SPECIAL: PROPOSAL TO DEVELOP THE SOLAR SYSTEM
---------------------------------------------
When your Base Technology is at level 12 or above, or when you conquer Odessa, 
you'll get this proposal. By activating it and setting aside the required 
funds, you can develop the Solar System, a large laser using solar panels. It 
will take 4 turns to develop the Solar System. Once it's developed, you can use 
it in the battle for Solomon, and to stop the Second British Operation. It is 
definitely to your advantage to develop it.


SPECIAL: PROPOSAL TO DEVELOP MAGNETIC COATING TECHNOLOGY
--------------------------------------------------------
To get this event, you need Base level 11, MS Level 11, and MA level 6. After 
activating this event, you will develop Magnetic Coating technology in 3 turns, 
and you can develop the G-3 Gundam. Magnetic Coating Technology can also affect 
several other events as well.


EVENT: MOBILE SUIT AND MOBILE ARMOR RESEARCH BEGINS
---------------------------------------------------
If you didn't activate Operation V, then this event automatically starts on 
turn 20. You'll finally be able to research Mobile Suits and Mobile Armors.


SPECIAL: SPECIAL RECRUITMENT OPERATION PROPOSAL
-----------------------------------------------
This is basically a "back door" allowing you to get the White Base pilots if 
you either didn't start Operation V or let the "RX Series Retrieval Operation" 
disappear from the special menu. It appears on the menu at Turn 30. By 
activating it you'll get all of the White Base pilots but Frau Bow. (Bright, 
Amuro, Ryu, Hayato, Kai, Sayla, and Mirai) In addition, if you've already 
finished the game on the UN side with either an Overwhelming or Perfect 
victory, then Kou will also join. 


SPECIAL: PROPOSAL TO DEVELOP A NEWTYPE RESEARCH FACILITY
--------------------------------------------------------
At Turn 60, you'll learn that the Zions have developed the Flanagan Institute 
to study Newtypes. Sharia Bull and Lalah will join the Zion forces. You will 
also get this option, to develop a Newtype Research Facility of your own. 


EVENT: MILITARY ACTION AGAINST SIDE 6
-------------------------------------
Two turns after starting research on Newtypes, Jamitov Highman will report that 
Side 6 is showing sympathies toward Zion, and therefore you should form up a 
unit and make a show of force against them. If you agree, in the next turn 
Jamitov will nerve gas an entire colony, and all neutral forces will stop 
trading with you. At first glance this seems to be a no-brainer not to do, but 
allowing Jamitov to go ahead with his plan actually has some advantages in the 
future. If you want to fight the Titans, you have to let Jamitov have his way. 
Also, assuming you are going for a Total Victory, if you don't let Jamitov have 
his way you will lose all your income from Jabro down the line. Of course, the 
income from neutral forces is a lot better than that from Jabro so it can be a 
tossup.


EVENT: DEVELOPING STRENGTHENED HUMANS
-------------------------------------
Four turns after authorizing the attack on Side 6, Jamitov will suggest that 
you develop Strengthened Humans, "artificial" Newtypes. If you agree, then you 
will get Zero Murasame as a pilot. If you don't, nothing happens. You might as 
well agree and get something in compensation for the loss of neutral income. 
Furthermore if you don't, you won't be able to stop the destruction of Jabro 
down the line, so you'll lose its income in addition to that from neutral 
trade. 


EVENT: DEVELOPING A NEWTYPE-USE GUNDAM
--------------------------------------
There are a lot of prerequisites for this event. First, you need to have your 
technology levels at 13 for Base and MS, and Level 8 for MA. Second, you need 
to have the G-3 Gundam developed. Third, you need to have established the 
Newtype Research Facility. If you meet all these conditions, you will learn of 
efforts to develop a Newtype-use Gundam, and get a request to assign Christina 
Mackenzie (Chris) as its test pilot. If you say Yes, then Chris will go "On 
Duty." Two turns after this question, if you put Chris as the test pilot, then 
she will have stopped a Zion plot to steal the NT Gundam; she is released from 
duty, Steiner, Misha, and Bernie all die, and you'll get a G-ALEX as well as 
its development plans. If you didn't assign her to be the test pilot, then the 
G-ALEX will be stolen and Zion will start developing it. Therefore there's 
really no reason not to assign her as the test pilot.


EVENT: PROFESSOR CRUST DEFECTS FROM ZION
----------------------------------------
This event will take place on turn 70. Professor Crust from Zion will attempt 
to defect to your forces. You will be asked whether or not you will accept him. 
Whether or not you do, the Zions will start developing the Ifreet Revision 
unit.


SPECIAL: PROPOSAL TO RESEARCH EXAM SYSTEM
-----------------------------------------
Two turns after accepting Crust's defection, you'll get this option. By 
activating it you can start research on the Exam System, a computer designed to 
simulate Newtypes for Mobile Suit use. The Exam System will be successfully 
developed and incorporated into the new "Blue Destiny" units either A) a turn 
after starting research or B) after you develop Surface GMs, whichever comes 
last.


EVENT: REQUEST FOR A BLUE DESTINY TEST PILOT
--------------------------------------------
Three turns after completing the Blue Destiny units, you'll get a request to 
assign Yu as their test pilot. If you don't, in two turns Zion will end up 
stealing all three BD units as well as their development plans (meaning you 
can't develop them) so it's definitely to your advantage to let Yu be the test 
pilot.


EVENT: BLUE DESTINY UNIT 2 STOLEN
---------------------------------
Two turns after assigning Yu to be the test pilot for the BD units, you'll 
receive a report that Crust has been assassinated, and a that Nimbus, a Zion 
pilot, stole BD unit 2. You'll get a request to send Yu after him. If you say 
yes, then in 3 turns, Yu will successfully retrieve Unit 2, kill Nimbus, and 
you will be able to develop all three BD units. If you don't send Yu after 
Nimbus, then you'll only be able to develop Unit 3, and Zion will start 
developing Unit 2 as well as a custom version for Nimbus. So it's generally a 
better idea to let Yu go after him. (Unless for some reason you desperately 
need him for something else)


-------------------------------------------------------------------------------
                   GENERAL STRATEGIES FOR THE DUCHY OF ZION
-------------------------------------------------------------------------------

The Duchy of Zion, especially at the beginning of the game, have an 
overwhelming technological advantage over the UN in terms of the quality of 
weapons they can produce. Whereas the UN generally has to rely on force of 
numbers, Zion rarely has to resort to ganging up on the enemy in order to win.

The biggest problem facing the Zion forces is a lack of money and resources, 
money being the larger problem. You'll start the game with a pittance and will 
not have much leeway to produce new units or research much. This is made more 
complicated by the fact that the Zion forces have a huge array of weapons they 
can develop, and all three research types are fairly important. You have to be 
very careful in terms of what you develop and what you don't, or you'll run out 
of funds quickly. In terms of research, you can put large amounts of money into 
it early on, but you'll want to cut back to the minimum funding per turn fairly 
quickly. (and there may be some turns where you won't research at all) 

BASE TECHNOLOGY TREE
--------------------
Fortunately for the Zions, there's not a whole lot you NEED to develop on the 
base technology tree in order to get the best units. (IOW, the Zanzibar) For 
most of them, you just need the requisite level. The only "base" units with 
prerequisites that are worth having are the Dodai-YS models (you need to 
develop the Dodai-GA first) and the Mad Angler. (you need to develop the Yukon 
first)

MOBILE SUIT TECHNOLOGY TREE
---------------------------
This is the most problematic of the trees to worry about as there are SO many 
mobile suits to choose from, and the three most valuable types--the Dom, the 
Gelgoog-A, and the Z'Gok-E--all have completely different branching trees. They 
are as follows:

For Doms:
Zaku II-F > Zaku II-J > Gouf-A > Gouf-B Prototype> Gouf-B > Gouf-H > Dom

For Gelgoogs:
Zaku II-F > Zaku II-R1 > Zaku II-R1A > Zaku II-R2 > Gelgoog-S > Gelgoog-A

For Z'Gok-Es:
Zaku II-F > Zaku Marine Type > Gog > Z'Gok > Z'Gok-S > Z'Gok-E

Ideally, you'll want to research all of these, but if money is a real problem, 
there are ways around it. You can sort of substitute the Gelgoog tree with two 
units, the Rick-Dom and the Gyan, both of which are branches off the Dom tree. 
To develop the Rick-Dom you need to develop the Zaku II-RD4 after the Dom, and 
to develop the Gyan you need to develop Gouf-Bs. The Gyan can serve as a "Land 
Gelgoog" (it can be used in space, but not well) and the Rick-Dom can be used 
as a "Space Gelgoog." Neither is quite as good as using real Gelgoogs, but you 
can make do if you're low on funds. There's not much you can do about the 
underwater mobile suit tree though; you really need underwater MS units. I 
suppose you could stop at the "vanilla" Z'Gok and make do with that, but 
they're not nearly as versatile as the Z'Gok-Es are. 

Overall you'll spend most of your capital in this tree, but be careful not to 
research too much.


MOBILE ARMOR TECHNOLOGY TREE
----------------------------
How much you spend in the mobile armor tree is really up to you. There's only 
one MA unit that's really critical, and that's the Azzam--its weapons, 
especially the Azzam Leader, are fantastically effective against ground troops 
for your land invasions. The other MA unit you'll really want to consider 
developing is the Brau Buro--if you don't develop it, you won't get Sharia, 
Lalah, or Cusko, who are all fantastic pilots. 
Other than that, investing in Mobile Armor is really up to you. Non-Newtype 
space-use MA can be useful, especially the Bygro, but can be expensive to 
develop. Don't bother developing the Grublo--Zion already has overwhelming 
underwater superiority even without it.


GAMEPLAY STRATEGIES
-------------------
When playing as the Zion forces, there are three bases that are critical to 
keep well-garrisoned; A Baoa Qu, Odessa, and California. A Baoa Qu and Odessa 
both see storyline invasions that you will need to fight back with almost no 
warning in advance. California is very close to Jabro so there will be a near-
constant stream of enemies coming up via Central America to harass you. Odds 
are Mexico City is going to see a whole lot of action throughout the course of 
the game. It's also a very good place to build up your pilots' experience. 

While not actually a major base, you will also want to keep a reasonable-sized 
contingent of space cruisers and mobile suits around Side 5 on the space map. 
Throughout the game there will be a steady flow of enemies from Lunar 2. If you 
don't have any units stationed on the map they'll head for one of your major 
bases (taking over minor ones on the way) but if you do have units stationed on 
the map they'll move towards those first, and Side 5 is generally the best 
place to intercept them.  To get there the UN units will have to travel over 
large chunks of space with no supply lines, so they will be low on Resources 
when they get to you, and Side 5 has two bases in close proximity for you to 
refuel at. Occasionally you will need to bring back units to A Baoa Qu or 
Solomon for repair or easing up on Fatigue, but if you keep some in reserve all 
the time (preferably at A Baoa Qu) you can just have the units take turns. Side 
4 can also be a good choice as your "space intercept point" as it also has two 
bases nearby, and is in close proximity of Solomon for refueling.

In terms of HLV-intercepting, it's best to do so on the ground when playing as 
the Zion forces. While it's easier to take out HLVs in space while hovering 
over Earth, there is no nearby refueling spot, and Earth's close proximity to 
Lunar 2 ensures that while you're trying to take out the HLVs, you'll have to 
deal with UN units trying to shoot down your ships, which is a losing 
proposition. Australia, North America, and East Europe are easy to defend, as 
Trinton, California/New York, and Odessa are close enough to the drop point 
that you can sortie units from those bases and destroy the HLVs the same turn 
they land. Africa and Central Asia are a different story though. Both drop 
points are located in such a way that you often won't be able to get right to 
the HLVs in one turn, as you have to go through heavy mountains. (and even 
mountain-friendly units will only be able to make it to the first HLV dropped) 
For that reason, it's a good idea to have units stationed either at the nearby 
bases or in a Doubde specifically as HLV killers. Anticipating HLVs is fairly 
easy; as a rule of thumb, the UN tries to retake whatever base they lost last, 
and send their HLVs to the nearest drop point. So, for example, if you most 
recently took Kilimanjaro, they will send their HLVs to the Africa drop point; 
if you most recently took Peking or Madras, they'll send their HLVs to Central 
Asia, and so on.

The game starts out pretty easy for the Zion forces as the UN has buggerall in 
the way of MS units, but don't get lulled into complacency because once the UN 
does start producing their MS units, you'll find that advantage disappears 
quickly. UN MS units can kick around any Zaku (Zaku II-R2s notwithstanding) 
with no problem at all; you need Gouf-Bs at the bare minimum to go up against 
them. For this reason, it's a good idea to put off the invasion of Kilimanjaro 
until you've developed something capable of taking on GMs. However, as with all 
other forces in the game, speed is the key, and you can't drag your feet too 
long though, because if you wait long enough (into the early 40s in terms of 
turns I'd guess) the AI will start to cheat and develop Surface GMs and Surface 
Gundams before they even develop Operation V mobile suits. A better overall 
strategy is to move quickly, and put large amounts of money into research so 
you can get those Gouf-Bs and Doms produced early. Once UN MS units are rolled 
out, the game gets much harder until you can mass-produce Doms to take on GMs 
and Gundams, then gets easier. By the end of the game, both forces' technology 
will be on roughly the same level, but your (hopeful) advantage in base numbers 
will eventually choke the UN's production capability so they won't be able to 
fight back effectively.

One last note is that you should make sure you've got a unit or two stationed 
in Havana once you take over that base. As it's a single land hex surrounded by 
6 water hexes, if a good UN unit takes over that base and decides to stay 
there, it can be VERY difficult to get rid of them, as Zion doesn't have much 
in the way of bomber units. Not that Havana is that wonderful of a base, but 
every bit of income counts.

RECOMMENDED UNITS
-----------------
The makeup of your forces is going to differ as the game progresses and you get 
new technology, but here are some recommendations as to what you should use as 
the "bulk" of your forces in each stage of the game.

Early on:
For ground battles, Zaku II-Js and Magella Attacks are your best bet. Zaku II-
Js are great early all-around land units, and Magella Attacks' long-distance 
attacks will help a lot. For space battles, the Zaku II-R1 and R1A should be 
your primary mobile suits for use in space. While you won't get it until the 
slightly later, the Azzam is also a wonderful unit that will prove invaluable 
to your war effort all the way until the end of the game.

Mid-Game:
Throughout the mid-to-late game, the Dom will be your primary workhorse. They 
won't become outclassed until the very end of the game, and even then they can 
be used effectively. The same can be said of their space component, the Rick-
Dom. However you probably won't be able to develop the Rick-Dom until later on, 
so in the meantime, the Zaku II-R2 should be your primary space weapon. Backing 
Zaku II-R2s with some Mobile Armor support like the Bygro or Brau Buro is also 
not a bad idea.

Late Game:
Kamphers are simply the best Ace unit available for the Zion forces, though you 
have to keep tabs on their energy consumption. For both space battles and 
ground battles, the Gelgoog-A should be your weapon of choice, though having 
some "grandfathered" Doms and Rick-Doms will not be that bad.


RECOMMENDED PILOTS
------------------
Zion has the advantage of having some of the best pilots in the game. Not only 
do they have more pilots than the UN, but also have far less in the way of 
dead-weight pilots. (There's no Zion equivalent for Gopp or Frau Bow) Here's a 
list of some recommended pilots to use.

Great Leaders:
Rommel, Delaz, and Bitter are three great leaders right out of the box, with 
high enough rankings that they have a nice range of influence. They're all 
pretty good pilots too. Steiner makes a good leader too and almost makes 
uberpilot-class, though you have to promote him to make it worth it. Obviously 
Gihren is the best leader of them all but since it's Game Over if he dies it's 
dangerous to put him active in battle. It's worth noting that with a little 
experience, Garma becomes a top-class leader, even on equal footing with
Gihren.

Great Pilots:
There are a LOT of great Zion pilots. Johnny Ridden, Shin Matsunaga, Nimbus, 
Cusko, Lalah, and Sharia are all excellent to start with. The Black Trinary is 
less so but also quite good. Also, while it may not be obvious at first, Bernie 
is also a top-notch pilot. This is easily overlooked as his starting stats are 
dismal, but he sports the best stat growth of all the pilots in the entire game 
and with experience gets on even footing with some of the best of them.

Uberpilots:
Dozul, Char, Gato, and Ramba Ral all rank as "uberpilots" in that they excel in 
both leadership and piloting ability (though Dozul's Reaction is not great) All 
four of them will prove invaluable to your efforts. Honorable mention goes to 
Cima, who also has high levels in all stats, though she needs some experience 
to truly excel.


THIRD FORCE EVENTS:
-------------------
There are two "Third Forces" that can appear in the Zion Scenario--Legitimate 
Zion and Neo Zion. You can get Legitimate Zion by angering Kishiria enough, and 
Neo Zion by angering Char enough. Legitimate Zion is the tougher of the two to 
see. Both can potentially be major thorns in your side, but if you want to play 
as either of these forces, you have to fight them first. I recommend the 
following choices in the various events to get them.

Neo Zion is pretty easy to get. I recommend doing the following:
1) Don't resupply Char at Side 7
2) Create the Flanagan Institute and get Lalah
3) Put down the Old Zion revolt.

These three events are all you need to get Neo Zion.

Legitimate Zion is tougher. You pretty much HAVE to do the following:
1) Refuse to create a Submarine Fleet
2) Resupply Char so Garma dies
3) Don't ignore Von Braun's complaints
4) Give the Dom to Ramba Ral 
   OR 
   Don't send the Black Trinary after the White Base
   OR
   Don't send the Mad Angler team after the White Base
   (All three of these events anger Kishiria, but you can only do one of them)
5) Allow Ma Qube to handle the invasion of Odessa
6) Imprison Ma Qube for nuking Odessa
7) Fire the Solar Ray and kill Degin/Revil
8) Imprison Kishiria
9) Refuse to use Newtypes as soldiers


ZION ENDINGS
------------

WINS:
COMPLETE VICTORY: 
Successfully conquer Jabro.
OVERWHELMING VICTORY:
Have a large majority (about 75% I'd guess) of bases conquered at Turn 150
VICTORY:
Have more than 50% (but less than Overwhelming Victory) of bases conquered at 
Turn 150

LOSSES:
SPECIAL DEFEAT:
Don't imprison Kishiria when you are given the choice to.
GIHREN KILLED IN ACTION:
A unit that Gihren is riding gets shot down.
DEFEAT:
Have less than 50% of bases conquered at Turn 150.
COMPLETE DEFEAT:
An enemy force (either the UN or Neo/Legitimate Zion) conquers Side 3
HUMANITY GOES EXTINCT:
At Turn 150, if Legitimate Zion or Neo Zion is still around you get this 
ending.

-------------------------------------------------------------------------------
                    DUCHY OF ZION WALKTHROUGH/EVENT LIST
-------------------------------------------------------------------------------

SPECIAL: FIRST ENTRY OPERATION
------------------------------
You'll get this event as soon as you start the game. By activating it, you'll 
gain the ability to invade Odessa, and get a morale boost for units that 
participate in the invasion for 5 turns. It's a good idea to activate it as 
soon as the game starts.


You'll start the game with all of your forces in space; 9 HLVs ready to descend 
to the surface, 6 cruisers, and a handful of mobile suits. I recommend you send 
the first batch of HLVs down to the surface in Eastern Europe and save the 
other three for the second entry operation. If you feel confident, you might 
want to send down even fewer HLVs. (Odessa's defenses are not that tight) You 
might want to send Johnny Raiden and Shin Matsunaga down to the surface in 
Komusais to have them participate in the Odessa invasion; you'll be developing 
their custom Zakus soon and this is the fastest way to get them to a Major Base 
so that they can be transferred to said units.

In space, you'll want to focus on the enemy units that are clustered around 
Earth; focus on the enemy cruisers, especially with your Mobile Suits, as 
they're especially effective at taking them down. (On that note, launch all the 
MS units that are on board ships--they're not doing any good there) Dozul in 
particular is a great asset here, though he's also a great asset on the ground. 
How you handle it is up to you. Make good use of Minovsky particles; they will 
keep your space forces alive a lot longer.


INVADING ODESSA
---------------
It's best to invade Odessa from the east side. Ignore the tanks on the ground 
when you disembark from your HLVs; they will follow you into the Local Battle 
and you can dispatch with them there. Taking Odessa will be fairly easy as it 
will be lightly guarded and your Zakus will be much more powerful than the 
forces that they have stationed there. Still, gang up on individual units to 
keep damage to your forces to a minimum. You should be able to take over the 
base in one turn.

Once Odessa is yours, get used to it--it will probably be your main base of 
operations on Earth for launching all the other invasions. Always keep a good 
stock of units at Odessa. Make sure that unless you are right in the middle of 
an invasion you have most of your ground forces stationed in Odessa. There will 
come a time where you will be very glad you kept your garrison strong.

It's at around this point where the real strategy section of the game takes 
over; while the events are mostly preset, how things go will depend a lot on 
how you conduct your campaign overall. After the first few turns when the 
fights between the pre-placed units are over, things will vary a lot, depending 
on technology levels, units developed, etc. Future invasions for example will 
differ from game to game as the forces garrisoned in each base will vary. 
Consult the "general strategies" section to help you decide your course of 
action if you can't decide what to do.


SPECIAL: SECOND ENTRY OPERATION
-------------------------------
You'll get this event in the turn after you take over Odessa. By activating it 
you'll be able to invade both California and New York. I strongly suggest that 
you wait for a few turns before you activate this event, as you'll want to get 
your forces assembled and ready for the invasion before you activate it; it's 
hard to make use of the 5 turn morale bonus for both bases unless you activate 
the event right before your forces enter one of the bases. You should have Zaku 
Fs and Magella Attacks developed for this invasion.  Zaku Js will make the 
invasion a breeze, though you might not want to wait that long--the longer you 
drag your feet, the sooner you'll have to deal with UN mobile suits.


INVADING NEW YORK AND CALIFORNIA
--------------------------------
You can do this two ways; either attack both bases at the same time, or one 
after the other. I suggest the latter method, as it's harder to conquer bases 
when your forces are divided. In addition to any remaining HLVs in space, 
you'll want to load up and launch a few HLVs from Odessa and then have them 
descend in North America. It's a good idea to move your good-but-inactive ace 
pilots into units in Odessa and have them participate in the North American 
invasion. (for example, if you want to start working on making Bernie an 
uberpilot, you'll want to start getting him experience ASAP) Once you've got 
your units stationed, it's a question of which area to invade first. California 
is overall the more useful base, and once you invade it you'll be able to 
develop submarines, so that may be the best choice. On the other hand, if you 
invade California first, you'll have to leave its defenses fairly open while 
you move out your forces to invade New York, leaving it open from attacks 
coming up from the south. (Plus, once you invade New York, you'll have to move 
your forces back to California) Whichever route you choose is up to you. If you 
brought a good number of units and ace pilots to these invasions you'll be OK. 
Magella Attacks are especially useful here because they can attack from 2 spots 
away--UN tanks are sitting ducks against them.


EVENT: PROTEST FROM SIDE 6
--------------------------
After you've conquered Odessa and one other Major Base, you'll get this event. 
Side 6 protests about your increased military presence. Dozul suggests you 
ignore their protests. If you do, you'll piss of Char. If you don't and make 
Dozul apologize, you'll piss him off. I suggest you go with the latter; an 
angry Char is much more dangerous than an angry Dozul.


EVENT: PROPOSAL TO ESTABLISH A SUBMARINE FLEET
----------------------------------------------
After you conquer California, you will be able to research and develop 
submarines. Once you develop the Yukon, Kishiria will suggest that you develop 
your own sub fleet in this event. If you say yes, you'll get a proposal to 
invade Hawaii. If you say no, you won't get the proposal and will anger 
Kishiria as well. It costs you nothing to say yes so there's no real reason not 
to. You'll have to invade Hawaii anyway and if you wait to do it it will be 
much harder.


SPECIAL: THIRD ENTRY OPERATION
------------------------------
Once you conquer both New York and California, you'll get this event. By 
activating it you'll be able to invade Kilimanjaro. You'll definitely want to 
wait a bit before activating this, as your forces will be thinner from your 
previous three invasions, and you'll want better units to invade Kilimanjaro--
Zaku Js at the least. (Goufs would be great too but don't wait TOO long) Once 
you invade Kilimanjaro the UN will start Operation V and you'll have to deal 
with Gundams and GMs so make sure you're ready. On the other hand, don't drag 
your feet too long--if you take too long the UN will break the rules and 
develop Surface GMs and Surface Gundams even without developing Operation V 
units. You don't want to be taking those on with Zakus. Start building up your 
forces as best as you can.


SPECIAL: PROPOSAL TO INVADE HAWAII
----------------------------------
You'll get this option after agreeing to Kishiria's proposal to develop a 
submarine fleet. If you turned her down (or REALLY dragged your feet on 
developing the Yukons) you'll also get this option, but not until you've 
conquered Peking, Madras, and Trinton. Invading Trinton without subs is a real 
pain in the rear, so this is another reason why turning down Kishiria's plans 
for a sub fleet is a bad idea.

At this point you'll start to get branching paths in the game as to what you'll 
invade--from here on out, you'll usually have the choice to invade more than 
one place, and which route you take is up to you. It really depends a lot on 
your number of turns. Ideally, you should take Hawaii first and then 
Kilimanjaro, but if you're late on turns (like in the late 30s/early 40s) you 
may want to invade Kilimanjaro first. Read the invasion sections on each to 
find out why.


INVADING HAWAII
---------------
Once you've got a fair number of Yukons (3 or 4) and have started developing 
some decent underwater mobile suits (something better than Submarine Zakus--
ideally Z'Goks, though in the interest of time you may want to go with Gogs and 
Acguys instead) you should invade Hawaii ASAP. Load up your Yukons with 
underwater mobile suits (and maybe a few Zaku Js for offloading) and head west. 
This is a race against time; by the early 40s in turns, the UN will start 
cranking out Surface GMs and Surface Gundams. You don't want to be up against 
these with your underwater mobile suits as anything less than a Z'Gok will be 
easily outclassed. If you invade Kilimanjaro first, you'll not only have to 
deal with those units, but also Guntanks and Guncannons, which can be rough. If 
you can invade Hawaii with underwater mobile suits before the UN starts 
developing mobile suits of their own, you will take the base easily; otherwise 
it will be a tough fight. If you go after this base later than sooner, your 
best weapon is the Azzam. Later in the game, the main island will be so full of 
units it will be difficult to load MS troops on land. You'll want a good 
contingent of MS units nonetheless, but if you have a trio or so of Azzams 
backing them up it'll make things much easier.


SPECIAL: PROPOSAL TO INVADE TRINTON
-----------------------------------
Once you've conquered Hawaii, you'll get the option to invade Trinton. (If for 
whatever reason you haven't conquered Hawaii by the time you take Madras, 
you'll get this option after taking Madras as well) When you take Trinton is up 
to you, but my suggestion is to ignore it until you've taken every other base 
on Earth except Belfast and Jabro. When you do invade it, you'll want to use 
subs and the best MS units you can muster.


INVADING KILIMANJARO
--------------------
Ideally, you'll invade Kilimanjaro after taking Hawaii. However, depending on 
your turn clock, you may want to invade Kilimanjaro first. Your primary weapon 
for invading Kilimanjaro will probably be Zaku Js, and whatever you do, you 
don't want to be facing UN mobile suits by this point; Surface GMs and Surface 
Gundams will crush Zaku Js under their heel. So if you're running late on the 
clock, invade Kilimanjaro first. It will suck to invade Hawaii after the V 
Operation is done, but it can be done, and your underwater MS units will do 
better against UN MS units than your Zaku Js would. Launch HLVs filled with 
Zaku Js (and Goufs if you have them) from Odessa and bring them down at Africa. 
Zaku Tanks are also quite useful here as they're effective in desert. If you 
developed Desert Zakus, use them instead of Zaku Js--this will be more or less 
the one time in the game they'll prove useful. Try to invade from the southwest 
if possible; there's a Defense Point near that side, and you won't have to slog 
through mountains either. (Though mountains do provide excellent cover)


EVENT: ENTRY OPERATIONS SUCCESSFUL
----------------------------------
Once you've conquered Kilimanjaro, you'll get this event. You'll see a short 
movie, and be informed by your military advisor that you no longer need to rely 
on entry operations to continue Earth invasions as you now have a strong 
presence on Earth. This doesn't really mean anything (you can still invade via 
HLVs if you want) but 3 turns later the UN will start Operation V, so this 
movie means you have very little time left with your technological advantage 
over the UN. You REALLY want to have Goufs by now; if not, RUSH to develop 
them, because they're a prerequisite for Doms, and if you don't have Doms 
developed in about 15 turns, you'll miss out on one of the most advantageous 
events for the Zion forces in the game. Once Operation V has started, that 
plotline will occur side-by-side with whatever invasions you're doing.


SPECIAL: PROPOSAL TO INVADE PEKING
----------------------------------
After seeing the above movie and waiting a turn, you'll get this option. If you 
haven't invaded Hawaii yet, ignore this until you've taken over Hawaii, as 
launching your invasion from Hawaii is most effective. (If you try to do it via 
HLVs, you're bound to have a few shot down by this point--Submarine transport 
is much more effective IMO) If you rejected Kishiria's suggestion of creating a 
submarine fleet however, you'll have no choice (unless you want to spend a 
fortune sending units over in Gaws, or Zanzibars if you've got them) so my 
suggestion is just to send as many HLVs down as possible and hope a less-useful 
one gets taken out. Either way, I suggest you wait to invade Peking until 
you've got mobile suits that can take on UN MS units--Gouf Bs at the very 
least, but preferably Doms. 


EVENT: PROTEST FROM VON BRAUN
-----------------------------
Once you've conquered a total of 5 bases on Earth, this event will take place. 
Von Braun will complain about plans to increase military presence on the moon. 
Kishiria suggests you ignore them. If you ignore them, the increased military 
presence on the moon will strengthen Granada's defense level by 2. Ignoring 
them will also anger Char, which you don't want to do. Choosing to respond to 
them will anger Kishiria, but it takes less to get her to defect than it does 
Char, so I suggest you go that route. Not to mention the fact if you anger Char 
enough to get him to start Neo Zion, he'll use Granada as his home base and 
that +2 defense level will all of a sudden be working against you than for you. 
(Plus, if you ever let the UN get close enough to invade Granada, you're doing 
something seriously wrong)


At this point, the game sort of splits into two simultaneous "plot threads," 
one where you continue to invade various bases on Earth, and one that deals 
with Operation V and its aftermath. Odds are you won't invade some of the bases 
listed below until well into the Operation V plotline, but here I will cover 
the invasions of Peking, Madras, and Trinton. The invasions of Belfast, Jabro, 
and Lunar 2 I won't deal with here as they can tie directly in with the 
Operation V storyline.


INVADING PEKING
---------------
Peking's Defense level is lower than any other base in the game (probably 
because it's the first base you invade in the UN storyline, and you have to do 
it without MS units) but it can actually be a tough fight if you wait too long 
to invade. In that case, it'll be filled with Surface GMs, but also have 
Surface Gundams, Guncannons, Guntanks, and sometimes a Pegasus as well, in 
addition to the standard low-level UN fare. Therefore if you wait, it's really 
not a good idea to invade Peking until you've got at least Doms. (If you hurry 
and take over Peking by turn 40 or so, standard high-level Zakus may suffice) 
Without them, your only real chance is to send in large numbers of Gouf Bs and 
try and win by force of numbers. Going the Dom route is much easier. You should 
probably enter the base from the northwest; there's a Defense Point near the 
entrance there, and the lake will keep enemy MS units from surrounding you. 
Plus the mountains are good cover. I suggest that you launch your offensive 
using submarines, as HLVs are dangerous, and slogging it all the way from 
Odessa is counterproductive. You'll want a heavy force to invade regardless, as 
by this point in the game, most enemy bases will sport a large number of units.


SPECIAL: PROPOSAL TO INVADE MADRAS
----------------------------------
Once you've conquered Peking, you'll get this option. Unlike most of the other 
invasions, you'll probably be ready to take this one on soon after your last 
base conquest. As Peking is close to Madras, it's fairly easy to launch an 
invasion force and get there quickly. Submarines can be useful as troop 
transports, though you'll have to go all the way around Indonesia to get there. 
The geography of the Madras base is such that you're often better off using a 
double-pronged attack from both land and water.


INVADING MADRAS
---------------
Madras can be a tough base to invade because of its irritating geography. It's 
a tight space, with few easily accessible Defense Points for an invading force. 
The east half of the map is water, and any land invasions will have to pick 
through the mountains at the northwest side of the map before they can reach 
the enemy. If you invade with your land units from the northwest, and move your 
submarines from the east, you can get the enemy caught in a pincer attack 
between your two forces--but both forces have to be fairly sizable. You'll want 
Doms and Dowages for the land invasion, and you also might have Z'Gok-Es by 
now; they will prove useful for this fight as they're nearly as good on land as 
they are underwater. Expect to face large numbers of GMs, (both surface and 
"vanilla") and at least a few Gundam-class units as well.


INVADING TRINTON
----------------
Assuming you've decided to save the battle for Trinton later rather than 
sooner, this can also be a nasty fight. It's also one that is best launched by 
submarine or some sort of troop transport. (If you have the Zanzibar researched 
by now, and/or stole White Base plans from the UN and have that, they will be 
REALLY useful) A land invasion is best done from the east (which means you may 
have to offload your land units via sub) and a water invasion, from the 
southeast. The mountainous terrain in the north areas can be to your advantage 
but more often than not it just keeps the battle dragging on. Doms and Z'Gok-Es 
should be your weapons of choice here. Strategically Trinton is too isolated to 
be of much use, so I never attacked it early in the game; I don't know what 
kind of forces would be arrayed here, but it would probably be a lot easier (as 
the later you progress through the game, the greater the number of enemy units 
you'll find in each successive base you invade)


EVENT: OPERATION V DISCOVERED
-----------------------------
Three turns after the "Entry Operations successful" movie takes place, you'll 
get this event. Dozul will ask if you want to investigate. (even if you say no, 
he'll insist until you agree) When you do, Char, Dolen, Denim, Jean, and 
Slender will all change status to "On Duty."


EVENT: CHAR REQUESTS A RESUPPLY
-------------------------------
A few turns after the above event (I think 3, that's usually the number of 
turns you see between events) you'll get this event and see a movie--Char will 
ask you for more supplies to help him stop the White Base and the Gundam. If 
you agree to resupply Char, Gadem will lead the resupply force and his status 
will change to "On Duty." (though he will actually die in a few turns so he 
basically leaves your forces forever) If you don't resupply Char, he will 
release Dolen, Denim, Jean, and Slender from duty and attempt to stop the White 
Base single-handedly. 

This is actually the most important event of the game for the Zion forces. If 
you agree to resupply Char, then Dolen, Denim, Jean, Slender, and Gadem will 
all die. (As consolation, you'll take out the UN's Paolo as well) More 
importantly though, Garma will die in a few turns, and Garma's death has a huge 
impact on the latter half of the game. (Plus Garma makes a good commander when 
you get him some experience) If you don't resupply Char, none of the above 
individuals will die. However, Char will get defeated by the White Base, and 
this pisses him off more than any other event in the game, which is dangerous 
because if you anger Char enough he'll form Neo Zion and take a whole lot of 
your good pilots with him. I don't know exactly how the system works, but it 
seems like you can usually anger Char three times safely without him going off 
to form Neo Zion; this event counts as angering him twice.

Overall, I think the smartest move here is not to resupply Char. You'll lose 
Char for a couple of turns until someone finds his floating escape capsule, but 
that's a small price to pay for the lives of six ace pilots. You just need to 
be careful not to anger Char at all for the rest of the game if you don't want 
to fight Neo Zion. (If you do, go ahead and anger the hell out of him) However, 
if you want to fight Legitimate Zion, you have to resupply Char, as Garma's 
death is a prerequisite for the Legitimate Zion event.


EVENT: GARMA GOES AFTER THE WHITE BASE
--------------------------------------
Whatever you decided in the "Char requests a resupply" event, Garma will attack 
the White Base a few turns later. (First you'll receive a few reports, one that 
the White Base has descended to North America, one either saying that Gadem's 
supply team was wiped out or that Char was defeated, etc) There's nothing you 
can actually do in this event, it just gets announced.


EVENT: GARMA DEFEATED BY THE WHITE BASE
---------------------------------------
Three turns after Garma goes after the White Base, you'll see this event. If 
Char is around (that is, if you resupplied him) then Garma will not only be 
defeated, but he'll be killed. If Char isn't around (if you didn't resupply 
him) then Garma will still be defeated by the White Base team, but he won't be 
killed.


SPECIAL: PROPOSAL FOR A STATE FUNERAL FOR GARMA
-----------------------------------------------
If Garma gets killed in action, you'll get the option to have a state funeral 
for him. You only get three turns to do it though before it gets removed from 
the "Special" option. If you decide to have the state funeral, you'll see a 
movie, and all Zion forces will get a +20 boost to their morale. However, this 
also angers Dozul. (Of course you don't have to worry about angering Dozul at 
all unless you constantly annoy Kishiria)


EVENT: PUNISHING CHAR:
----------------------
If you throw the state funeral, on the next turn Dozul will suggest you put 
Char under house arrest, as he was responsible for getting Garma killed. If you 
do, Char gets arrested and booted out of service. Naturally this angers him. If 
you decline, this will anger Dozul. It's probably a better idea not to punish 
him, as Char's a good pilot, and it makes little difference how you treat 
Dozul. Unless of course you're planning to fight Legitimate Zion, in which case 
you might as well imprison Char; there's no sense building experience on a 
great pilot who's just going to turn on you later...


EVENT: RAMBA RAL GOES AFTER THE WHITE BASE
------------------------------------------
After Garma gets beaten by the White Base, Dozul will suggest you send Ramba 
Ral's team after it. The pretenses differ depending on the plotline; if Garma 
is dead, Dozul suggests to create it as a team to avenge him. Either way, you 
have a choice as to whether you want to send Ramba Ral after the White Base. If 
you don't, you'll anger Dozul. If you do, Ramba Ral, Clamp, Cozun, Acose, and 
Hamon will go "On Duty." If you've developed Doms by this point (or will have 
them developed in 3 turns) then you definitely should send Ramba Ral's team 
out. If you don't, there's no point, as Ramba Ral and his team will all be 
killed if you do.


EVENT: RAMBA RAL REQUESTS RESUPPLY
----------------------------------
Two turns after sending Ramba Ral's team after the White Base, he'll report in 
having been defeated. A turn after that, he will ask for a resupply for his 
second sortie. If you've developed Doms by this point, Dozul will suggest you 
send a team of Doms to Ramba Ral. If you do, then Kishiria will interrupt and 
suggest there might be a better use for those Doms. If you agree with Kishiria, 
you'll get a free Dom team--and Ramba Ral will die, so that's a bad idea. If 
you disagree, Ramba Ral will get his Doms and Kishiria will get pissed off. If 
you haven't developed Doms by this point, Ramba Ral and his team will get 
killed no matter what.


EVENT: RAMBA RAL'S SECOND SORTIE
--------------------------------
This event happens a few turns after Ramba Ral requests a resupply. The results 
of this event depend entirely on whether or not you sent Doms to his team. If 
you didn't, Ramba Ral, Clamp, Cozun, Acose, and Hamon will all die. If you did 
send Doms, not only will no Zion pilots die, but Ramba Ral will have succeeded 
in shooting down the Gundam, AND capturing the White Base, a Guntank, and a 
Guncannon for your forces! In addition, you will get plans for all three units 
so you can develop your own, and each member of Ramba Ral's team will get an 
extra 300 experience points. This is a VERY nice bonus to have, so it's 
definitely worth it. On the down side, after this event all the White Base 
members will start popping up in fights against your forces as they have now 
been "disbanded" from White Base duty--though no matter how you play the game 
this is going to happen eventually anyway. In addition, you won't see any more 
White Base events (obviously) for the rest of the game. However none of these 
events are that great anyway. (most of them involve Zion ace pilots dying) 
Whenever the White Base is disbanded, you'll get a movie where you see a report 
on the new UN weapons.


SPECIAL: PROPOSAL FOR SPEECH TO ZION FORCES
-------------------------------------------
Literally, this is a presentation of "Theory of Continuing Existence of 
Dominant Humans," a treatise of Gihren. (Dominant being dominant in the sense 
of dominant vs. recessive genes) You get this event one turn after getting the 
results of Ramba Ral's second sortie, and only if Garma is still alive. Your 
political advisor will suggest that it will increase your army's morale, but 
warns you that presenting it might anger the Old Zion faction. If you decide to 
go ahead with it, your entire army's morale will increase by 20.


EVENT: OLD ZION DEMONSTRATIONS
------------------------------
Two turns after presenting your speech in the event above, the Old Zions will 
get angry and start large-scale demonstrations. You'll be given the option to 
put down the Old Zions via force. If you don't put them down, then the 
disturbance they cause will eliminate your income for one turn. If you do put 
them down, it angers Char.


EVENT: FORMING THE BLACK TRINARY
--------------------------------
Two turns after getting the report of Ramba Ral's team getting wiped out, 
Kishiria will suggest that you send the Black Trinary after the White Base. If 
you do, they'll fight the White Base team for a couple of turns before getting 
wiped out--Gaia, Ortega, and Mash will all die. If you don't form up the Black 
Trinary it will anger Kishiria, and the White Base team will get "disbanded" in 
a few turns. (see the event below) However, the Black Trinary getting wiped out 
is a prerequisite for the Mad Angler Team events, which allow you to get the 
"Proposal to Invade Jabro" early. So there is some value in letting them get 
killed if you're confident and want to go for the quick win.


EVENT: ODESSA GETS INVADED
--------------------------
This event will happen regardless of the status of the White Base. If you're 
playing the Black Trinary plotline, it will occur the turn after getting the 
report of their demise; otherwise it occurs a few turns after the report of 
Ramba Ral's forces win or loss. You'll get a report that Odessa has just gotten 
a large-scale invasion. (where did they come from?) Kishiria will say that her 
subordinate Ma Qube has a plan and suggests you leave Odessa's defenses to him. 
If you don't, it will anger her. If you do, the consequences are potentially a 
lot worse; after the first turn's worth of Local Battle Turns, Ma Qube will 
nuke Odessa, killing off about half of all the units in the battle. (both yours 
and the UN's) It will also destroy Odessa as a strategic point--its defense 
level will drop to 0, all its cannons will be destroyed, and its income will be 
slashed in half. So as a general rule, it's a good idea to just repel the 
invasion normally. If you followed my advice and have been keeping your Odessa 
garrison strong, you will destroy the enemy easily; it is a large invasion, but 
they've only got one platoon of GMs, and the rest of the invasion force is 
wimpy tanks and planes. However, if Ramba Ral didn't defeat the White Base 
team, and you didn't send the Black Trinary after them, the White Base team 
will be "disbanded" now and participate in the invasion of Odessa, making 
things much hairier.


EVENT: PUNISHING MA QUBE
------------------------
If you allowed Ma Qube to go along with his plan and he nuked Odessa, Dozul 
will suggest that you punish him for breaking the Antarctic Treaty. If you do, 
Ma Qube will be put under house arrest and removed from your forces. This will 
also anger Kishiria. If you don't, then it will look like you approved the 
attack to the rest of the world, and in protest all neutral forces will stop 
trading with you.  To win the game eventually you'll have to take actions that 
will anger the neutral forces, but that's much later, and the loss of income 
hurts, especially for the already resource-poor Zions. I suggest that you 
punish Ma Qube if you see this event.


EVENT: FORMING THE MAD ANGLER TEAM
----------------------------------
A few turns after receiving the report of the Black Trinary getting wiped out, 
Kishiria will present yet another plan for taking out the White Base--this 
time, you'll send the Mad Angler team after them. If you disagree, this will 
anger Kishiria and the White Base team will be disbanded. Agree, and Char and 
Boone will be put "on duty" for the team. (I've never actually done this after 
imprisoning Char--I suppose that he'll either be released or the event won't 
happen)


EVENT: REPORT FROM SPY
----------------------
After forming the Mad Angler team and letting them do their thing for a few 
turns, you'll receive information from a spy behind enemy lines. Operating on 
this information, Char will launch an attack on Belfast that will cut its 
defense level in half. You'll also get the option to invade Belfast.


EVENT: REQUEST TO PURSUE THE WHITE BASE
---------------------------------------
After Char attacks Belfast, he will get a report that the White Base is heading 
to Jabro and asks permission to pursue. If you disagree, it will anger him, and 
the White Base team will be disbanded. If you do agree, you'll get a report in 
two turns; Boone will have been killed in action, but Char discovered a secret 
entrance to Jabro.


SPECIAL: PROPOSAL TO INVADE JABRO
---------------------------------
After Char discovers the secret passage to Jabro, you'll get this option to 
invade. However, you only get 5 turns to do it before it disappears from the 
Special menu. Invading Jabro at this point will be very tough--it's much easier 
to do it at the end of the game--but if you're confident, you can give it a 
shot. Strategies for the actual invasion are listed at the end of the Zion 
walkthrough part of this guide.


SPECIAL: PROPOSAL TO INVADE BELFAST
-----------------------------------
You'll get this option one of two ways; the first, after the "Report from Spy" 
event as listed above. Second, if you've conquered all the UN bases on Earth 
except for Jabro, you'll get this option. By the time you get this option, your 
forces should be fairly beefy and will probably have some really high-quality 
units available--maybe even Kampfers. Belfast will probably be a very tough 
fight so you'll need them. I suggest holding out on this invasion until you've 
developed Zanzibars at the very least, as you'll need them for transport. Also, 
if you think that you will end up facing either Legitimate Zion or Neo Zion, 
then you should build up a large space force at Granada first.


INVADING BELFAST
----------------
If Char launched his attack on Belfast, this will be a lot easier, but either 
way, this is not an easy fight by any stretch of the imagination. By now, all 
of the UN forces will be concentrated here, in Jabro, and on Lunar 2, so expect 
to face a large force when you invade. Unless you exclusively use underwater MS 
units to do this invasion, you'll need aerial transport. Hopefully by now 
you've developed Zanzibars; if not you'll have to create a massive fleet of 
Gaws, and that's counterproductive. Move your aerial units in from the 
southwest, and your submarines from either the east or southeast. Because of 
the potentially large number of enemy forces here, resource consumption can be 
a very big issue in this battle; especially with high-powered units, you're 
likely to run out of resources. Taking over the Defense Points helps a lot in 
the refueling department on that note, but what you really will want is to keep 
your Zanzibars behind your advancing ranks so that units out of steam can board 
and refuel. In terms of MS units, if you've got mass-produced Gyans or 
Gelgoogs, they're ideal, but Doms and Dowages can suffice. For your underwater 
units, you'll want Z'Gok-Es.


EVENT: INVASION OF A BAOA QU
----------------------------
One turn after conquering Belfast, the UN will move out its entire space fleet 
to invade A Baoa Qu. Like the invasion of Odessa, the spaceships will magically 
teleport themselves outside of the base. How this event unfolds depends on two 
variables; whether or not Garma is alive, and whether or not you've developed 
the Solar Ray. You can use the Solar Ray to blast the UN fleet and cause large 
damage to it. However, if Garma is dead, Duke Degin will have lost the will to 
fight and will fly to the UN capital ship to negotiate peace with Revil. If 
they reach an agreement it has serious negative repercussions on your forces; 
you'll lose all income for a turn and your entire army will take a -30 hit to 
their morale.

1) Garma Alive/Solar Ray Developed:
This is the ideal situation. You can blast the fleet away with impunity and 
cause heavy damage. You won't kill Revil though.

2) Garma Alive/Solar Ray not developed:
Nothing will happen; you'll just have to fight the entire fleet.

3) Garma Dead/Solar Ray developed:
This is the trickiest pattern. You'll get a choice to target the Solar Ray at 
the capital ship with both Revil and Degin on it. If you do, both of them will 
die and no peace agreement will be made. A fair chunk of the UN fleet will also 
be destroyed. If you don't, you'll fire the ray at another section of the 
fleet; it will actually destroy more of the fleet, but Revil and Degin will 
reach a peace agreement.

4) Garma Dead/Solar Ray not developed:
This is the worst situation; you'll have to fight the entire UN fleet AND a 
peace agreement will automatically be reached.

No matter what happens, you'll have to end up fighting a large UN force. This 
is why you've been building up your forces at A Baoa Qu all this time as 
suggested in the "general strategies" section. If you have a large force, you 
can destroy the UN fleet before it can get into the base. If you have a large 
number of Rick-Doms and Zaku II-R2s, then you shouldn't have too much trouble. 
If you've got Newtype pilots in either Brau Buros and/or Elmeths, it will make 
things even easier.


EVENT: ARRESTING KISHIRIA
-------------------------
This event happens one turn after the invasion of A Baoa Qu event if you ended 
up killing Degin and Revil. Kishiria will start to investigate Degin's death, 
and you will have the opportunity to put her under house arrest. If you do, 
she'll be removed from your forces. (and get angry, obviously) If you don't, 
you'll lose the game in the following turn with the "Zion Forces Special 
Defeat" ending. So it's pretty obvious which choice you should make here.


EVENT: ESTABLISHMENT OF LEGITIMATE ZION
---------------------------------------
This event happens after arresting Kishiria and she's sufficiently angry at 
you. (You need to have angered her a lot--like 4 or 5 times in addition to her 
arrest) She will break off from Zion and form her own government, Legitimate 
Zion, based in Granada. If you had any units stationed in Granada, they'll be 
booted out. Kishiria will also take a large number of soldiers with her. Ma 
Qube, Twanning, Barom, and Char will always join her. If they're alive, the 
Black Trinary will also join. Lalah and Marion will also join, even if they 
weren't previously available. (but not Sharia or Cusko) Also, Dozul may switch 
to Legitimate Zion depending on how much you've angered him. To win the game, 
you'll have to defeat Legitimate Zion in addition to the UN.


EVENT: ESTABLISHMENT OF NEO ZION
--------------------------------
This event happens a few turns after the invasion of A Baoa Qu, regardless of 
its outcome. If you've sufficiently angered Char, he will start up his own 
force, Neo Zion. He'll take Akahana and ALL of your Newtype pilots along with 
him. (Sharia, Lalah, Cusko, and Marion) If they're alive, then Dolen, Denim, 
Slender, Jean, and Boone will also join Neo Zion. In addition Char will take 
off his mask and become Casval. Neo Zion takes over Granada and operates from 
there, and if you had any units stationed there, they'll be booted out. Like 
Legitimate Zion, you need to defeat Neo Zion in addition to the UN to win the 
game.


DEALING WITH LEGITIMATE ZION/NEO ZION
-------------------------------------
At this late point of the game, you don't want to have to fight the enemy on 
two fronts, so it's important to hit Legitimate Zion/Neo Zion as fast as you 
can. This is especially true since both these forces are stationed right next 
to your main base at Zum City. Ideally you'll want to invade and take over 
Granada the same turn that either force first forms; not only will they not 
have a chance to create more units, but they won't have time to station their 
Ace Pilots either so all units you end up fighting will be grunts. If you 
attack before they have a chance to build up their strength, you can actually 
defeat them fairly easily. By default they'll have about ~30 units stationed at 
Granada but some of them will be ground units, so you won't actually have to 
fight them. The weapons they do have will be pretty good, but with a large 
invasion force you should have no problem. If you don't have a large invasion 
force to spare, then a decoy operation works really well--you can take over the 
base with fighting a minimum of battles. And unlike most other decoy 
operations, any left-over enemy units will simply be destroyed, rather than 
just booted out into the world map. Be especially careful of Neo Zion, as 
Casval's influence makes his troops MUCH tougher, and Neo Zion also makes full 
use of Newtype units. Also note that if you drag your feet on the invasion you 
might end up facing Regelgs, which you definitely don't want. 


SPECIAL: SPEECH TO BOOST MORALE
-------------------------------
This event happens two turns after the invasion of A Baoa Qu. If you activate 
it, your forces' morale will be boosted by 20 and you'll see a movie. This can 
help counteract the effects of Degin's peace negotiations, if they succeeded.


SPECIAL: PROPOSAL TO INVADE LUNAR 2
-----------------------------------
This event will happen 5 turns after the invasion of A Baoa Qu, but only if 
Legitimate Zion or Neo Zion isn't kicking around, so you need to defeat them 
first. Delarz will propose an invasion of Lunar 2.  He suggests you use nuclear 
weapons against the base. Once you activate this event, you will be able to 
invade Lunar 2, and Gato will appear inside Lunar 2 all by his lonesome in a 
nuclear bazooka-equipped Zaku II. You'll also be able to research Zaku II-NCs 
the next turn. However, in the event that you're already at your maximum of 150 
units, Gato will get pulled out of whatever unit he was in before, but doesn't 
join your forces in the battle. 

INVADING LUNAR 2
----------------
Lunar 2 is not an easy base to take over. It's packed to the gills with enemy 
units, and the fire support from the base's cannons that they get is not 
trivial. You'll need to pull in a massive force of your own to take it. Your 
primary invasion unit should be Gelgoogs, though Rick-Doms will probably be 
sufficient with enough of them. Zaku II-R2s will probably be too weak to do 
much here. Gato's nuclear Zaku can be good fire support though. Invade from 
either the east or west ends of the map; there's a Defense Point close to the 
edges on both of those sides. Running out of resources is definitely an issue 
here so you'll want to bring Zanzibars (or Doloses, if you've got them) as 
mobile refueling is important. One thing that can make this battle a lot easier 
is to mix a Zikko with each of your unit stacks, and each turn have them throw 
up Beam Disruption fields. As the UN overwhelmingly relies on beam weapons they 
can keep your forces alive much longer.


SPECIAL: PROPOSAL FOR SECOND BRITISH OPERATION
----------------------------------------------
Once you've conquered all the UN bases but Jabro, this becomes an option. 
You'll drop a colony directly on top of Jabro, destroying half the units 
stationed there, all the defensive cannons, and reducing its defense level to 
1. (Kinda silly, since IRL an object of that size hitting the Earth would 
obliterate humanity) However, this event will anger the neutral forces in the 
game and they will stop trading with you. There is no way to avoid this, 
unfortunately. Since this is a prerequisite to invading Jabro, there's no 
reason not to activate this.


SPECIAL: PROPOSAL FOR JABRO ENTRY OPERATION
-------------------------------------------
Once the Second British Operation has taken place, this option becomes 
available.  Activate it, and you can invade Jabro. However, the game cheats 
mightily when you do--by activating this operation, it immediately spawns 15 
powerful units inside Jabro. In fact this spawning cheats doubly in that it 
ignores UN production limits--for example, one of the units spawned is a Full 
Armor Gundam; even though the UN is only allowed to have one of these at any 
one time, if there was already a Full Armor Gundam in Jabro you'll end up 
fighting two of them, and so forth.

INVADING JABRO
--------------
This is it, the final battle. As all the remaining UN forces will be 
concentrated here, you can expect a tough battle. Jabro is also an annoying 
field to fight on as it's difficult to deploy your forces effectively. There's 
no reason not to use all your remaining units in this invasion, as there's no 
other place to attack and defense is no longer much of an issue.  One thing to 
note about Jabro is that nearly all the fights will be inside the caves that 
make up the center of the map. Only tanks and Mobile Suits can enter the caves, 
so that means no air support or mobile armors. There are really only two 
choices for entry points on this invasion; the northwest or the southwest. The 
southwest is the only entry point that ground units can take, as the northwest 
area has a river that blocks their entry. However the "open area" of caves in 
the north side is a better place to fight, as it gets crowded in the southwest 
tunnels. One option is to divide your forces between these areas; move your 
Zanzibars in through the northwest and have them deploy their units across the 
river, then send your remaining ground forces to South America via HLV and have 
them enter via the southwest. In terms of units, you should roll out the best 
mobile suits you can develop for this fight. Gyans, Gelgoogs, Kamphers, and 
Doms should be the bulk of your forces.  If you're taking on Jabro early on via 
Char's proposal, you probably won't have as much in the way of technology at 
your disposal, and you'll have to contend with the powerful defenses of the 
base, but there will probably be fewer units that you have to face. Either way, 
there's no sure-fire win in this situation--you generally just have to slug it 
out with the UN forces, and try to use force of numbers to overpower them. In 
terms of refueling, you'll have to either return to the mouth of the cave and 
get on your transports. You can bring Doubdes into the cave, but if you want 
Doubdes in this invasion, you'll have to move them out from California WAY 
before you invade,


SPECIAL: PROPOSAL TO DEVELOP THE FLANAGAN INSTITUTE
---------------------------------------------------
Once your Base technology level hits 8, Kishiria will propose that you develop 
the Flanagan institute to study Newtypes. Once you establish the institute, 
you'll get the option to develop the Brau Buro in three turns.


EVENT: PROPOSAL TO USE NEWTYPE SOLDIERS
---------------------------------------
Once the Brau Buro is developed, Kishiria will suggest that you actually 
recruit Newtypes as soldiers. If you agree, this apparently pisses off Char. If 
you don't agree, then it pisses of Kishiria. Once you do agree, then the next 
turn Gihren will summon Sharia Bull from Jupiter to watch over Kishiria, and 
he'll join your ranks as a pilot. Two turns after that, Lalah Sun will also 
join your ranks after a pilot. Five turns after Lalah Sun joins, Cusko Al will 
join your ranks as a pilot too, but only if you've already finished the game as 
Zion with a Complete or Overwhelming Victory.


SPECIAL: PROPOSAL TO DEVELOP THE SOLAR RAY
------------------------------------------
You'll get this option once your base technology level hits 10. You can use it 
to convert a colony into a giant beam weapon. It takes 3 turns to develop it. 
The Solar Ray is very important in the "Invasion of A Baoa Qu" event.


SPECIAL: PROPOSAL FOR "EXAM" RESEARCH
-------------------------------------
If your base technology is above level 12 and you've established the Flanagan 
Institute, you'll get this event. Professor Crust will suggest that you create 
an institute to create a computer that simulates Newtype abilities.


EVENT: REQUEST FOR NEWTYPE FOR EXPERIMENTS
------------------------------------------
A few turns after creating the EXAM research facility, Professor Crust will ask 
for a real-live Newtype to help his research. If you agree, you'll be able to 
develop the Ifreet Revision in a few turns once the EXAM computer is complete. 
If you disagree, research on the EXAM units will stop, but you'll get Marion 
Welch as a pilot in a few turns. This is a tough choice; Marion is a good 
pilot, but if you continue the EXAM research you can get not only the Ifreet 
but the Gundam Blue Destiny Unit 2. On the down side, the UN will get Blue 
Destiny units 1 and 3, so it can go either way. Both are attractive choices, 
about the same I'd say. Note, however, that if you didn't accept Kishiria's 
proposal to recruit Newtypes as soldiers, you won't get Marion, even if you 
turn down Crust's request.


EVENT: PROFESSOR CRUST DEFECTS
------------------------------
After you develop the Ifreet Revision, Professor Crust will defect to the UN. 
When he does, Nimbus will ask for permission to pursue him. If you disagree, 
the UN will start producing all three Blue Destiny units, so it's a good idea 
to agree.


EVENT: BLUE DESTINY UNIT 2 CAPTURED
-----------------------------------
A few turns after allowing Nimbus to pursue after Crust, he will report back 
in, saying that he killed Professor Crust and managed to steal Blue Destiny 
Unit 2, but that there are two more units. He will ask for permission to 
destroy the other two. If you refuse permission, then he will take BD-2 back to 
base and you'll have the opportunity to research it, as well as the Nimbus 
Custom version of it. However, the UN will start producing BD-1 and BD-3s of 
their own. If you do give Nimbus permission to destroy the other two units, 
then BD-2 will go berserk when fighting the others, destroying all three units 
and killing Nimbus. You will, however, take the UN pilot Yu with you. (Though 
if you look at the stats on the spy info his status is listed as "Whereabouts 
unknown" so he may come back) Overall I'd say not to let Nimbus go after the 
other two units; BD-1 and BD-3 can be a pain to fight, but Nimbus is one of 
your best pilots and you won't want to lose him.


SPECIAL: PROJECT RUBICON
------------------------
This event automatically takes place on turn 100. You'll get a proposal to try 
and send the Cyclops Team (Steiner, Misha, and Bernie) into a UN weapons 
development facility and steal the Newtype-use mobile suit that they are 
developing. This operation is kind of a gamble; in three turns you'll get a 
report of how it went. If the operation succeeded, you'll steal the Gundam ALEX 
and be able to research and produce it. If it failed, then Steiner, Misha, and 
Bernie all die. Whether or not the operation succeeds or fails apparently 
depends on your Intelligence level--the higher it is, the more likely it is to 
succeed. I'm not sure exactly which turn's Intelligence level is the one that's 
used (maybe it's all three of them) but while keeping my Intelligence level at 
max from turns 100-103, I've never failed to steal the ALEX. If you undertake 
this operation make sure that your Intelligence levels are as high as possible; 
losing the Cyclops team hurts, especially Steiner and Bernie, both of whom are 
top-notch pilots at S level.

###############################################################################
                           THIRD-FORCE PLAYTHROUGHS
###############################################################################

When playing as a Third Force (Titans, Legitimate Zion, or Neo Zion) the game 
is a lot more free-form than when playing as the UN or as Zion. There's no 
event flowchart (in fact there are no events at all) or Invasion Operations; 
it's just a straight-up strategy game where you try to defeat both Zion and the 
UN. 

WINNING AND LOSING
------------------
The conditions for losing as a Third Force are mostly the same as the standard 
games--if your top general dies in battle or your Home Base is taken over, you 
lose the game. To win, you must conquer both Side 3 and Jabro. There is no way 
to "win by decision" as in the standard games; if you hit turn 150 and haven't 
conquered both Side 3 and Jabro, you lose, no matter how many other bases 
you've taken over.

TECHNOLOGY TREES
----------------
Since the units available to each Third Force differs from the standard UN/Zion 
lineup, there are no technology trees in Third Force playthroughs. Whether or 
not you can develop a certain unit depends entirely on your Tech levels. (Which 
is only fair, considering that, for example, the Titans can develop Hi-Gogs, 
but not Gogs, which are normally a prerequisite for that unit)

THIRD FORCE STRATEGY NOTES:
---------------------------
Because of the free-form nature of the Third Force scenarios, I'm not going to 
include much in the way of strategy or anything like a walkthrough here, just 
some basic ideas on how to get you started and what sorts of units you might 
want to use. Since you have to get a Perfect Victories in the UN/Zion scenarios 
before you can play the various Third Forces in the first place, by the time 
you get around to playing one of these scenarios, you should be pretty well-
grounded in the basic game mechanics, and be pretty familiar with the 
characteristics of the units you'll be using as well. More than anything else, 
the Third Force scenarios are just a way to whet your teeth on the game without 
being restricted by the plotline of the "core" scenarios.

------------------------------------------------------------------------------
                                   THE TITANS
------------------------------------------------------------------------------

The Titans are probably the hardest of the three Third Forces to win the game 
with. They're the only army that can make use of both Zion and UN units, but 
they can't make use of the elite units of either. Their largest handicap, 
however, is in their Aces. The Titans only get 7 Aces in total, five of whom 
cannot pilot MS or MA units, and three of whom rank among the crappiest pilots 
in the game. For this reason, nearly all of your fighting will be done with 
grunts. However, they do have one large advantage, in that they have the 
strategically best Home Base in the game--Lunar 2. Not only is Lunar 2 far away 
from enemies (and thus easy to defend) but it's also close to Earth's orbit, 
giving the Titans great control of all re-entry points.

STARTING PILOTS AND PLACEMENT:
------------------------------
PILOTS:
Admiral Jamitov Highman (Leader): Magellan-S
Vice-Admiral Elran: Saramis-S
Vice Admiral Green Wyatt: Magellan-S
Captain Basque Ohm: Saramis-S
Captain Jamaican Dunnigan: Saramis-S
Lt. Commander Cima Garahau: G-TITANS
Ensign Zero Murasame: Gelgoog-S

STARTING UNITS:
---------------
2 x Magellan-S
3 x Saramis-S
1 x G-TITANS
1 x Gelgoog-S
1 x Guncannon
2 x GM/P-Type
2 x Zaku II-F
1 x Ball/P-Type
3 x Ball
3 x Saber Fish
3 x HLV
3 x Guntank
3 x Gouf-A
3 x Zaku II-J

STARTING UNITS DEVELOPED:
-------------------------
GM/P-Type
Guncannon
Guntank
Zaku II-F
Zaku II-J
Gouf-A
Ball
Ball/P-Type
61-Type Tank
Big Tray
Core Fighter
Toriaezu
Tin Cod
Saber Fish
Flying Manta
Deblock
Don Escargot
Public
Midea
Columbus
Saramis-S
Magellan-S
U-Submarine
M-Submarine

RECOMMENDED STRATEGIES:
-----------------------
Probably the most important part of the game for the Titans is the very 
beginning of the game, in your choice of bases to invade. My suggestion is to 
ignore the space map, as by the time you get to Solomon (let alone Granada, A 
Baoa Qu, etc) the enemy will have a sizable force waiting for you. Instead, I 
suggest you go for either one of the North American Major Bases, Trinton, or, 
if you feel lucky, go straight for Jabro. 

The North American Major Bases:
New York and California are good targets because they have good production and 
income, and are located close together so can be easily attacked one after the 
other. The down side is that they'll have Goufs and Doms in them, which can be 
rough on the admittedly weak starting units the Titans have. They're also in 
close access to all the Bases in Canada, easily taken over, but not so easily 
retaken.

Trinton:
While Trinton isn't really that fantastic a base overall in terms of its income 
and Resources, but it's valuable to the Titans because of its isolation; it is 
easily defended and difficult to assault. Once you take it, you won't have to 
worry too much about keeping it. Plus, it's got lots of weaker UN units 
defending it so is not too hard to take.

Jabro:
Jabro is obviously a very attractive early target, seeing as how it's one of 
the two bases you have to take over to win the game, it's got great Income and 
Production, and has tough-as-nails defensive capability. The downside is that 
it's extremely difficult to conquer, as there are lots of powerful UN units 
like Gundams and GM cannons guarding it. It's best taken over with a decoy 
operation. (if you can)

However, because of the Titans' isolation, they have a real advantage in that 
they can just sit on their laurels and build up their forces before acting. 
It'll take a long time, but can be worth it. You may want to wait until you can 
develop Doms before you carry out any major military operations. True, the 
enemy's forces will get stronger if you wait, but unlike the UN and Zion 
scenarios, you have a little leeway to take your time in Third Force scenarios; 
because it's a three-way fight, the UN and Zion will expend a fair number of 
units beating on each other, rather than focusing all their efforts on you.

Once you've got a solid base of operations on Earth, I suggest you turn your 
attention back to space and shoot for taking over the space bases; amassed Zion 
forces are a heck of a lot more dangerous than amassed UN forces. The sooner 
you conquer Side 3, the better. However, you might consider taking over an 
extra base or two on Earth while you're building up your forces for that space 
assault. The most attractive candidate is probably Odessa for its Resources, 
and it's also in close proximity to a lot of European bases ripe for the 
taking. You probably won't need to bother with Kilimanjaro and Peking unless  
as they're of little strategic value, and you can pretty much ignore Hawaii 
entirely.

Another strategy, though risky, is to simply wait until you've got decent 
technology before doing anything. Since Lunar 2 is more isolated than the other 
main bases, this strategy is easier with the Titans than with other forces.

RECOMMENDED UNITS:
------------------
The Titans can't make much in the way of fantastic units. Your best bet is to 
develop and mass-produce Doms and Rick-Doms as fast as you can, and use them as 
the main bulk of your forces. G-TITANS can be useful too for Cima or Zero, and 
you have no limits in terms of producing them, but as you have nobody to 
actually pilot them you're probably better off with 3-per-unit weapons. Note 
that there is no way to develop the Gelgoog-S, so if the one that Cima starts 
in gets shot down, you're not getting another unless by some stroke of luck you 
manage to steal its plans from the Zion forces. In the meantime, you should try 
to make do with mass-produced units like GMs and GM-Snipers.

------------------------------------------------------------------------------
                                 LEGITIMATE ZION
------------------------------------------------------------------------------

Legitimate Zion is one of the two "Zion Spinoffs" along with Neo Zion. 
Legitimate Zion has an impressive Ace roster; it has some crappy higher-ups 
like Twaning and Barom, but it gets all the Zion Newtypes in the game, in 
addition to the Black Trinary. The primary difficulty of Legitimate Zion is 
that it starts out with crap technology and has to make do with Zakus at the 
beginning of the game. This is compounded by the problem that Legitimate Zion's 
main base, Granada, is in a very precarious position; it's far away from any 
Earth drop points, and is right in Zion's back yard, with Side 3 right around 
the corner. This can make playing as Legitimate Zion a tough game.


STARTING PILOTS AND PLACEMENT:
------------------------------
Admiral Kishiria Zabi (Leader): Gwazine
Captain Twaning: Musai
Captain Barom: Musai
Captain Ma Qube: Chibe
Lt. Commander Char Aznable: Zaku II-S/C.A
Lieutenant Sharia Bull: Zaku II-R2
Lieutenant Gaia: Zaku II-R1/3S
Lieutenant JG Ortega: Zaku II-R1/3S
Lieutenant JG Mash: Zaku II-R1/3S
Lieutenant JG Cusko Al: Zaku II-R2
Ensign Lalah Sun: Zaku II-R2
Ensign Marion Welch: Zaku II-R2

STARTING UNITS:
---------------
1 x Gwazine
1 x Chibe
2 x Musai
1 x Zaku II-S/C.A
4 x Zaku II-R2
3 x Zaku II-R1/3S
1 x Zaku II-R1A
3 x Zaku II-F
2 x Gattle
1 x Zakrello
3 x HLV
1 x Gouf-B/P-Type
2 x Gouf-B
3 x Zaku II-J
2 x Magella Attack
1 x Azzam

STARTING UNITS DEVELOPED:
-------------------------
Zaku I
Zaku I/3S
Zaku II-C
Zaku II-F
Zaku II/C.A
Zaku II-J
Zaku II-S
Zaku Marine Type
Zaku II-R1
Zaku II-R1A
Zaku II-R1A/3S
Zaku II-R2
Zaku II-RD4
Gouf-A
Gouf-B
Gouf-B/P-Type
Gog
Acguy
Azzam
Zakrello
Magella Attack
Gallop
Doubde
Dopp
Dodai GA
Dodai YS/Zaku
Dodai YS/Gouf
Luggun
Gattle
Zikko
Gaw
Papua
Musai
Zanzibar
Chibe
Gwazine
Yukon
HLV


RECOMMENDED STRATEGIES:
-----------------------
The biggest thorn in the side of Legitimate Zion is the "original" Zion forces, 
who will be breathing down your neck from square one, as their home base is 
only a stone's throw away from yours. In order to have a prayer at succeeding, 
you need to take care of Side 3 as soon as possible. The problem, of course, is 
that Zum City starts very well fortified, with Rick-Doms, Bygros, and Dozul in 
his Big Zam. The fact that the best weapon you've got is a Zaku II-R2 doesn't 
make things any easier. To take it over at the start, you pretty much have to 
use a Decoy operation.

Generally, the best way to take over Zum City early is to move all available 
forces there and draw out the battle as long as possible, while you produce as 
many Zaku II-R2s as possible and shuttle them into the battle. Eventually Side 
3's forces will run out of Resources, making it easier to attempt a decoy 
operation. Don't fight straight-up if you can avoid it, as Zakus don't stand a 
chance against Bygros, let alone the Big Zam.

However, rather than move out your forces early, you may just want to sit it 
out and put all your effort into development; wait until you can develop Rick-
Doms before invading. This will take quite some time and Side 3 will be much 
more heavily fortified when you do invade, but you'll have a much better 
fighting chance. Keep all your units inside Granada; you may get invaded but 
you'll probably be able to fend off any enemies that do come in.

Once Zum City has fallen, you've got several options. One is to go straight for 
A Baoa Qu, then Solomon, then Lunar 2 for control of the Space map. The problem 
with this strategy is that you'll have to be excellent tactically and lose few 
units, as you won't get much in the way of Resources in space to produce new 
units. The up side is that once you have entire complete control of the space 
map you can build up your forces slowly while picking off HLVs, so you can 
assault the Earth when you're good and ready. If you try this route, while 
you're attacking A Baoa Qu and Solomon, you should have at least one or two 
capital ships picking off HLVs fired up from Earth. This is because for 
whatever reason the AI rarely Transports units, and prefers to send them direct 
from base to base, and the UN will send a fairly steady stream of transports to 
reinforce their position at Lunar 2. If you don't shoot down the transports, 
you may end up with more than you can handle when invading Lunar 2.

The other option, and the one I slightly prefer, is to move your efforts to the 
Earth map. (I usually like taking over A Baoa Qu first though) Earth's Major 
Bases have much more in the way of Resources. If you're feel like taking the 
risk, you can even make a direct push for taking over Jabro for the quick and 
easy(?) win. However, I suggest going for Kilimanjaro first, as the Africa drop 
point is the closest to your home base. (If you're shooting for North or South 
America, your HLVs may get shot down by units at Lunar 2 before they can even 
enter the atmosphere)


------------------------------------------------------------------------------
                                   NEO ZION
------------------------------------------------------------------------------

Neo Zion is the hardest of the three Third Forces to play as, as to unlock them 
you have to defeat Neo Zion with Perfect Victories on both the Zion and UN 
scenarios. However, the wait is worth it, as IMO Neo Zion is the most fun of 
the 
three Third Forces to play as. Neo Zion's forces are the most powerful of the 
Third Forces, with excellent pilots and technology. They not only get some of 
the best pilots of the game from both the UN and Zion, but they have a much 
larger technological advantage than the other two Third Forces, and start with 
Rick-Doms and Elmeths developed from square one. Plus they have the most 
powerful character in the game at the helm of the movement!

STARTING PILOTS AND PLACEMENT:
------------------------------
Admiral Casval Rem Daikun (Leader): Rick-Dom/C.A
Lieutenant Sharia Bull: Rick-Dom
Lieutenant Dolen: Farmel
Lieutenant Cusko Al: Elmeth
Ensign Bright Noah: White Base
Ensign Lalah Sun: Elmeth
Ensign Marion Welch: Rick-Dom
Sergeant Major Mirai Yashima: Pegasus
Sergeant Major Denim: Zaku II-R1
Sergeant Kai Shiden: Guncannon
Sergeant Sayla Mass: G-3 Gundam
Sergeant Jean: Zaku II-R1
Sergeant Slender: Zaku II-R1

STARTING UNITS:
---------------
1 x Rick-Dom/C.A
2 x Rick-Dom
3 x Zaku II-R1
5 x Zaku II-F
4 x Zaku II-J
1 x Guncannon
1 x G-3 Gundam
2 x Elmeth
3 x Magella Attack
3 x Gattle
1 x Farmel
1 x White Base
1 x Pegasus
2 x HLV

STARTING UNITS DEVELOPED:
-------------------------
Zaku I
Zaku II-C
Zaku II-F
Zaku II/C.A
Zaku II-J
Zaku II-F
Zaku II-S/C.A
Zaku II-R1
Zaku II-RD4
Rick-Dom
Elmeth
Magella Attack
Gallop
Doubde
Dopp
Dodai GA
Dodai YS/Zaku
Luggun
Gattle
Zikko
Gaw
Papua
Musai
Farmel
Zanzibar
Chibe
Gwazine
Yukon
HLV

RECOMMENDED STRATEGIES:
-----------------------
Like Legitimate Zion, the biggest problem for Neo Zion is the close proximity 
of 
Side 3 to the home base of Granada. Fortunately, taking over Side 3 is much 
easier with Neo Zion, seeing as how you start off with Elmeths and Rick-Doms. 
If 
you send a reasonably powerful decoy force (like a couple of Elmeths) into Side 
3 early and have them stall the enemy until you can a send your main force of 
Rick-Doms in later, you can really steamroller the forces in Side 3.

Once Side 3 is yours, it's up to you as to how you want to proceed. Because of 
Neo Zion's great technological advantage, you really can play things however 
you want; you can run around the map snapping up Major Bases, or you can make a 
beeline for Jabro and conquer it. If you do the latter, it's really not that 
hard if you work quickly; I've been able to take over Jabro (and consequently 
win the game) in the early 30s in terms of Turns. However, you'll need to 
develop Doms first, so make sure you do that before taking over any Earth 
bases. As Neo Zion, the world really is your oyster, as the saying goes.

In terms of weaponry, you really start with most of what you already need for 
space battles; Elmeths and Rick-Doms can take care of just about anything. For 
Earth battles, you'll need to develop a little more than what you start with; 
Doms are suggested. Don't undertake any Earth invasions with the weaponry you 
start with, as you'll be at a disadvantage.
###############################################################################
                             UNITS AND PILOTS
###############################################################################

UNIT KEY
--------

No: 
The development number of the unit. This is absent from units you have from the 
start of the game, since they don't get development numbers. 

Name: 
The full name of the unit as displayed in its stat screen, followed by the unit 
abbreviation used everywhere else.

Requirements: 
What you need before you can develop the unit. Requirements seem to differ 
slightly from game to game and between forces. For example for the Zions you 
need to develop the Gog before you can develop the Hi-Gog, whereas the Titans 
can't develop the Gog at all, but CAN develop the Hi-Gog. Also the technology 
levels can differ from game to game. For example, one game playing the Zions I 
didn't get the Dom plans until a turn after the Gouf-H was finished, whereas in 
another game, I got the Dom plans before I even SAW Gouf-H plans. (though my MS 
tech level was at least two levels higher in that game) I've listed here the 
most stringent requirements I've seen, though they may be slightly higher or 
lower depending on how you play the game. Bottom line: this is a ballpark 
figure.

Max Units: 
The maximum number of this type of unit you're allowed to build. If this option 
isn't listed, you can build an unlimited number of this type of unit (Well, up 
to the 150 unit cap placed on your entire forces at least)

Number per Unit: 
The number of individual sub-units that make up the unit. For example Zaku Is 
are produced in groups of 3, so a single Zaku I unit consists of 3 Zaku Is

Development: 
The amount of capital you have to use to develop the unit, and the base number 
of turns it takes to finish the development cycle. By doubling the funding, 
(picking the unit twice when developing) you can halve the number of turns 
needed.

Cost: 
How much it costs to build the unit in money/resources. The amount of money 
that is required to build each unit will decrease as your Base Technology level 
rises. The number given is the full cost. (as if your Base Technology was 1) 
The resources needed to build a unit stay constant throughout the game 
regardless of technology levels. If a unit consists of a number of sub-units, 
then you can divide the full cost by the number of sub-units to find out the 
cost of each individual sub-unit. For example if a single tank unit consists of 
6 tanks, you can divide the cost by 6 to find out how much it will cost to 
replace an individual tank that gets shot down.

Production Time:
How many turns it takes to build the unit at one of your Major Base's 
construction bays.

Unit Statistics:
Note that all unit statistics refer to each INDIVIDUAL machine of that type, 
and not the full unit. (IOW, Zaku II-Cs have an Armor rating of 40--that refers 
to an individual Zaku II-C, a "standard" unit of 3 Zaku II-Cs will have 120 
Armor in total)

Sensors:
The quality and range of the unit's sensors, from D(low) to S(high). The better 
the sensors get, the more likely they are to identify enemies, and the more 
hexes away they work. (D sensors can scan 1 hex away, with one hex increasing 
in range for each level)

Armor: 
Technically this means "Lasting Power" but that's cumbersome to write. This is 
more or less the "Hit Point" value of the unit--the amount of damage it can 
sustain before being destroyed.

Mobility:
The unit's basic maneuverability. The higher this value, the more easy it is 
for the unit to avoid incoming fire. It also affects the unit's ability to hit 
its targets to a small degree.

Move:
The base number of hexes that the unit can move in one turn. This number will 
be reduced if the unit tries to move through terrain it's not suited for.

Resources:
The total number of Resources that the unit can carry. Think of unit resources 
as a combination of fuel and ammo; whenever a unit moves, attacks, scans, or 
uses one of its special abilities, it consumes Resources. This number lists the 
maximum amount of resources a unit can hold.

RpM:
Resources Per Move--the number of resources the unit consumes from its supply 
for each hex that it moves.

Carrying Capacity:
You'll only see this stat on large cruisers or special aircraft/tanks--this is 
the maximum number of units that the cruiser/plane/tank can hold in its cargo 
bays. Any MS, spacecraft, aircraft, or tank that can't hold other units itself 
can be loaded onto a cargo unit without restriction--Zion MA units, however, 
are restricted to certain types of carriers. (For example, the Big Zam can only 
be loaded on Dolos cruisers)

Shield Equipped:
Mobile Suits with shields will have "Shield Equipped" listed. Even if a unit 
gets hit with an enemy attack, if the hit gets taken on the shield, the unit 
will take no damage.

Minovsky Equipped:
Units that can disperse Minovsky Particles will have this listed. Minovsky 
particle diffusers can either be Short Range or Long Range, and affect the 
number of hexes.

Beam Interference Unit:
Zikkos and Publics can create Beam Interference Fields that block all beam 
weapons from hitting the affected square for one turn.

Move: 
What types of terrain the unit can move in--(L)and, (W)ater, (A)ir, (S)pace,
(D)eserts, (M)ountains, and (F)orest. Capital letters indicate the unit is well 
suited for that type of terrain; lower-case letters indicate the unit can move 
through that type of terrain, but has difficulty doing so and will take a hit 
to its movement rate. 

Attack:
What types of terrain the unit can target enemies in--(L)and, (W)ater, (A)ir, 
(S)pace, (D)eserts, (M)ountains, and (F)orest. Capital letters indicate that 
the unit has no problem attacking enemies stationed in that terrain, and suffer 
no accuracy penalties. Lower-case letters indicate that you can attack enemies 
that are stationed in that are in that terrain, but will receive an accuracy 
penalty.

Weapon data:

RpA:
Resources Per Attack. The number of resources that the unit consumes from its 
supply every time it attacks. Scanning, dispersing Minovsky Particles, and 
putting up Beam Interference Fields also consume this number of resources.

Weapon Name:
Self explanatory.

Pow:
The weapon's power, as indicated in its status screen. Note that this isn't 
really the weapon's power level, as it doesn't indicate how much damage it does 
per hit. (As is obvious when you see the Big Zam do an even 200 damage per hit 
with its "66" power level) For whatever bizarre reason, Bandai decided to put 
this number as the answer to the formula (weapon's power) * (base number of 
times the weapon fires) / 3.  I would have preferred to write down the 
individual power level of each weapon, but I'm not nuts enough to count machine 
gun bullets so I can calculate that. :)

Acc:
The weapon's base accuracy. This is the base chance for the weapon to hit its 
target. This actual chance to hit is influenced by factors like piloting 
ability, terrain, target mobility, etc. in addition to this number, so it's not 
the be-all-end-all. (I've seen weapons with "99" accuracy miss, sometimes even 
frequently)

Range:
The number of hexes away this weapon can attack. If the weapon can attack at 
more than one distance, the range of values are listed. (for example 1-2 for 
weapons that can attack one or two hexes away) Weapons with a range of 0 are 
melee weapons, and will only be used in close combat, after ranged combat has 
ended.

Anti-Air, Anti-Ground, Anti-Water:
On Earth, most weapons can only be used against enemies in the same "basic" 
type of terrain that your units are in. For example your air units can 
generally only target other air units, underwater units fight other underwater 
units, and ground units attack other ground units. However, when a weapon can 
attack enemies outside of their "basic" terrain (planes dropping bombs or depth 
charges, mobile suits shooting planes out of the sky, subs launching torpedoes 
at the surface, etc) then this is listed here.

Underwater/Non-Underwater Weapon:
You'll only see this on weapons for amphibious Mobile Suit units. While these 
units can move around on the ground or underwater, "Underwater Weapon" 
indicates that particular weapon can only be used underwater. "Non-Underwater 
Weapon" indicates that particular weapon can only be used on land.

Notes:
General recommendations for using the unit.


PILOT KEY
---------
Name (Nickname):
The name of the pilot and his/her nickname. The nickname is used for everywhere 
except the pilot's status screen.

Starting Military/Pilot Rank:
Military Rank and Pilot Rank are covered in more detail earlier in the guide. 
The UN's White Base team is an anomaly in terms of their Pilot Rank, and have a 
"*" listed as their rank. The White Base will join your forces (such that you 
can use them, assign them, etc) at different times in the game, depending on 
your actions. The earlier you get them, the less experience they'll have and 
the lower their rank will be. The values listed for them are at their lowest 
rank.

Stats:
The individual stats and their effects are covered earlier, but the 
abbreviations here are (Cha)risma, (Com)mand, (End)urance, (Mel)ee, 
(Tar)geting, and (Rea)ction. The number listed before the parentheses is the 
pilot's starting level in that statistic; the number inside the parentheses is 
what that pilot's statistic will be at S ranking.

Restrictions:
What restrictions, if any, the pilot has in terms of what units they can 
control. "No MA" for example means that the pilot cannot be assigned to any 
Mobile Armor unit. 

Notes:
General suggestions for using the pilot.


-------------------------------------------------------------------------------
                         UNITED NATIONS MOBILE SUITS
-------------------------------------------------------------------------------

No: 001
GM (First Production Type) ジム/Pタイプ
Requirements: Proto Gundam
Number per Unit: 3
Development: 3000/8 Turns
Cost: 360/1500
Production Time: 2 Turns
Sensors: C Armor: 60 Mobility: 10 Move: 5 Resources: 300 RpM: 2
Shield Equipped
Move: LSdmf
Attack: LaSdmf
RpA:20
Beam Spray Gun: Pow:12 Acc: 60 Range: 1  Anti-Air
Head Vulcan: Pow: 4 Acc: 30 Range: 1
Beam Saber: Pow: 12 Acc: 65 Range: 0

Note:
The base grunt unit for your forces. Very useful when you first start 
developing MS units, as it is better than most Zaku units, but easily 
outclassed later on by just about anything else. Necessary as a prerequisite 
for all future GM-type units, so one you absolutely have to develop. 


No: 002
GM ジム
Requirements: Special, GM
Development: 1000/2 Turns
Number per Unit: 3
Cost: 375/1500
Production Time: 2 Turns
Sensors: C Armor: 60 Mobility: 15 Move: 5 Resources: 300 RpM: 2
Shield Equipped
Move: LSdmf
Attack: LaSdmf
RpA:20
Beam Spray Gun: Pow:14 Acc: 70 Range: 1  Anti-Air
Head Vulcan: Pow: 4 Acc: 30 Range: 1
Beam Saber: Pow: 12 Acc: 65 Range: 0

Note:
To develop this unit, you have to activate the "GM Strengthening plan" when 
Matilda collects the data from the RX units. Basically it's the same as 
Production Type GMs with better accuracy and mobility. There's no reason not to 
develop these instead of P-types once you have them, as the increase in cost is 
negligible.


No: 003
GM Light Armor ジム・Lアーマー
Requirements: GM/P-Type
Development: 1800/6 Turns
Number per Unit: 3
Cost: 660/1140
Production Time: 2 Turns
Sensors: C Armor: 40  Mobility: 28 Move: 7 Resources: 250 RpM: 2
Move: LSdMF
Attack: LaSdmf
RpA:25
Beam Gun: Pow:16 Acc: 50 Range: 1  Anti-Air
Beam Saber: Pow: 18 Acc: 75 Range: 0

Note:
It's got less armor than a vanilla GM, but a huge boost in mobility and 
movement rate, which makes this overall a much better unit to use. It costs 
more in terms of money but less in resources. Not as good as later GM units but 
very useful early in the game.


No: 004
GM Sniper Custom ジム・Sカスタム
Requirements: GM/P-Type, MS Level 8
Development: 2400/6 Turns
Number per Unit: 3
Cost: 900/3000
Production Time: 2 Turns
Sensors: B Armor: 75 Mobility: 15 Move: 5 Resources: 350 RpM: 2
Move: LSdmf
Attack: LASdmf
RpA:30
Beam Rifle: Pow: 21 Acc: 85 Range: 1-2  Anti-Air
Beam Spray Gun: Pow: 6 Acc: 60 Range: 1
Beam Saber Unit: Pow: 16 Acc: 80 Range: 0

Note:
While not immensely better than a vanilla GM in terms of stats, the fact that 
you can attack enemies at a two-hex distance makes this unit indispensable. If 
you end up duking it out with Goufs and Doms on the ground, you'll want these 
at 
a bare minimum attacking from a distance, as those units can cut through lesser 
GMs like butter.


No: 005
Surface GM リクセンGM
Requirements: Surface Gundam, MS Level 9
Development: 3000/6 Turns
Number per Unit: 3
Cost: 2100/4000
Production Time: 3 Turns
Sensors: C Armor: 90 Mobility: 18 Move: 5 Resources: 350 RpM: 2
Move: LDMF
Attack: LsDMF
----------
A-Type (Shield)
Shield Equipped
RpA:30
Machinegun: Pow: 16 Acc: 45 Range: 1  Anti-Air
Beam Saber: Pow: 16 Acc: 70 Range: 0
----------
B-Type (Rocket Launcher)
Shield Equipped
RpA:45
Machinegun: Pow: 16 Acc: 45 Range: 1  Anti-Air
Rocket Launcher: Pow: 10 Acc: 65 Range 1-2
Beam Saber: Pow: 16 Acc: 70 Range: 0

Note:
One of the few all-terrain UN units, but its cost is rough for its abilities, 
even if it is less than the exorbitantly expensive Surface Gundam. The B-Type 
is by far the better choice--the Machinegun is a crappy weapon with hideous 
accuracy. Overall this unit is not worth the cost, but when you invade 
Kilimanjaro, you may wish you had a few....


No: 006
GM Cannon ジムキャノン
Requirements: GM/P-Type
Development: 1500/6 Turns
Number per Unit: 3
Cost: 480/1950
Production Time: 2 Turns
Sensors: B Armor: 65 Mobility: 10 Move: 4 Resources: 300 RpM: 2
Move: LSdmf
Attack: LASdmf
RpA:30
Cannon: Pow: 10 Acc: 60: Range 1-2  Anti-Air
Beam Spray Gun: Pow: 6 Acc: 60 Range: 1
Head Vulcan: Pow: 16 Acc: 80 Range: 0

Note:
The GM Cannon is basically a poor man's version of the GM Sniper. Lower stats, 
but lower cost. It's cheap to develop, but really isn't worth it--the GM Sniper 
Custom is worth the extra cost. I wouldn't develop this unless you find 
yourself swimming in cash.


No: 006
Aqua GM アクアジム
Requirements: GM/P-Type
Development: 1500/6 Turns
Number per Unit: 3
Cost: 660/2100
Production Time: 2 Turns
Sensors: C Armor: 60 Mobility: 12 Move: 5 Resources: 300 RpM: 2
Move: lWDMF
Attack: lWdmf
RpA:30
Missile Launcher Gun: Pow: 8 Acc: 40: Range: 1
Torpedo: Pow: 12 Acc: 30 Range: 1-2 Underwater Weapon
Beam Pick: Pow: 10 Acc: 70 Range: 0

Note:
This is the only UN underwater-use MS, but why bother? Its stats are so bad 
it'll get crushed against even the weakest of Zion underwater MS units. If you 
really need to take out underwater Zion units, make do with Don Escargots 
instead. Don't waste money developing this useless MS.


No: 008
GM Command-Ground Use ジムコマンドG
Requirements: GM/P-Type, MS Level 9
Development: 3000/8 Turns
Number per Unit: 3
Cost: 1050/2550
Production Time: 2 Turns
Sensors: B Armor: 85 Mobility: 20 Move: 6 Resources: 300 RpM: 2
Shield Equipped
Move: Lmdf
Attack: Lamdf
RpA:35
Machinegun: Pow: 20 Acc: 60 Range: 1 Anti-Air Weapon
Head Vulcan: Pow: 4 Acc: 40 Range: 1
Beam Saber: Pow: 16 Acc: 70 Range: 0

Note:
Finally, a land-use GM that won't get completely crushed by more powerful Zion 
ground mobile suits. The GM Command-G is about on par with Goufs, and slightly 
less effective than Doms.  You'll need them in numbers to deal with more 
powerful Zion ground units, but then that's how you have to play the UN anyway. 
A prerequisite for the GM Command-S, so you really want to develop this unit.


No: 009
GM Command-Space Use ジムコマンドS
Requirements: GM Command-G, MS Level 10
Development: 1000/2 Turns
Number per Unit: 3
Cost: 1050/2550
Production Time: 2 Turns
Sensors: B Armor: 85 Mobility: 24 Move: 6 Resources: 300 RpM: 2
Shield Equipped
Move: S
Attack: S
RpA:35
Beam Gun: Pow: 24 Acc: 50 Range: 1
Head Vulcan: Pow: 4 Acc: 40 Range: 1
Beam Saber: Pow: 16 Acc: 70 Range: 0

Note:
The GM Command-S is basically a space version of the GM Command-G, with slight 
improvements. The GM Sniper II and the Mass Produced Guncannon are the only MS 
units that are better than it. The GM Command-S can take on Rick-Doms in 
numbers but will get demolished by Gelgoogs. Produce them en masse and 
overwhelm the enemy with numbers.


No: 010
GM Sniper II ジムスナイパーII
Requirements: GM Sniper, MS Level 13
Development: 3500/8 Turns
Number per Unit: 3
Cost: 1500/3600
Production Time: 2 Turns
Sensors: B Armor: 100 Mobility: 32 Move: 7 Resources: 350 RpM: 2
Shield Equipped
Move: LSdmf
Attack: LASdmf
RpA:50
Beam Rifle: Pow: 30 Acc: 90 Range: 1-2  Anti-Air
Beam Saber: Pow: 17 Acc: 70 Range: 0

Note:
GM Sniper IIs are a LOT more powerful than regular GM Snipers. They're 
basically on par with the Zion's Gelgoog--on a straight-up fight, they're 
inferior as they have a lot less armor, but the fact that they can attack from 
2 hexes away makes up for this deficiency. These will probably make up the bulk 
of your forces toward the end of the game.


No: 011
Guncannon ガンキャノン
Requirements: Guntank, MS Level 6
Development: 3000/6 Turns
Max Units: 3
Number per Unit: 1
Cost: 950/3000
Production Time: 3 Turns
Sensors: A Armor: 220 Mobility: 15 Move: 5 Resources: 400 RpM: 2
Move: LSdmf
Attack: LASdmf
-------------
A-Type (Cannons)
RpA:40
240mm Cannon: Pow: 37 Acc: 50: Range: 1-2  Anti-Air
Beam Rifle: Pow: 16 Acc: 60 Range: 1
Head Vulcan: Pow: 4 Acc: 40 Range: 1
-------------
B-Type (Missiles)
RpA:60
Shoulder Missile Launcher: Pow: 48 Acc: 50: Range: 1-2  Anti-Air
Beam Rifle: Pow: 16 Acc: 60 Range: 1
Head Vulcan: Pow: 4 Acc: 40 Range: 1

Note:
One of the UN's few ace pilot-oriented units, the Guncannon can be developed 
early, and like the other UN ace pilot MS units, is vastly overpowered compared 
to its Zion counterparts. This is counterbalanced by the fact that you can only 
have three of them. Still, they're of great use, both on land and in space. In 
terms of weaponry, I find the A-type to be most useful. Not only does it take 
less RpA to use, but the 240mm Cannons are more powerful than the Missile 
Launcher (though the Missile launcher gets a higher overall attack rating since 
it gets fired more)


No: 012
Guncannon Heavy Armor ガンキャノン-3
Requirements: Guncannon, Base Level 6, MS Level 6, 
Development: 2000/4 Turns
Max Units: 3
Number per Unit: 1
Cost: 850/2500
Production Time: 3 Turns
Sensors: B Armor: 250 Mobility: 12 Move: 5 Resources: 400 RpM: 2
Move: Ldmf
Attack: LAdmf
RpA:35
Beam Cannon: Pow: 41 Acc: 50 Range: 1-2  Anti-Air
Beam Rifle: Pow: 16 Acc: 60 Range: 1
Head Vulcan: Pow: 4 Acc: 40 Range: 1

Note:
The Guncannon-3 is actually a better unit than vanilla Guncannons--better armor 
and weapons for a small tradeoff in mobility. It costs less too. However, the 
Achilles heel of this unit is that it's ground-only--once you take over the 
Earth and the fighting moves to space, this unit becomes useless. A shame too, 
because it's one of the few Ace Pilot-oriented MS units the UN can make.


No: 013
Mass-Produced Guncannon ガンキャノン-D
Requirements: Guncannon, MS Level 12 
Development: 3000/8 Turns
Number per Unit: 3
Cost: 450/4200
Production Time: 3 Turns
Sensors: B Armor: 120 Mobility: 18 Move: 5 Resources: 400 RpM: 2
Move: LSdmf
Attack: LASdmf
RpA:30
240mm Cannon: Pow: 24 Acc: 50 Range: 1-2  Anti-Air
Beam Rifle: Pow: 9 Acc: 60 Range: 1
Head Vulcan: Pow: 4 Acc: 40 Range: 1

Note:
The Mass-Produced Guncannon is the UN's answer to the Dom/Rick-Dom. As with 
most Zion/UN comparisons, the (Rick) Dom is a little better, but the Guncannon 
can attack from 2 hexes away so is invaluable. You probably won't develop this 
until the battle has moved to space, but along with the GM-Sniper II, this unit 
will probably be your primary workhorse until the end of the game.


No: 014
Guntank ガンタンク
Requirements: Core Fighter, MS Level 4 
Development: 2000/6 Turns
Max Units: 6
Number per Unit: 1
Cost: 750/1800
Production Time: 3 Turns
Sensors: A Armor: 200 Mobility: 5 Move: 4 Resources: 350 RpM: 1
Move: LsDmf
Attack: LAsDmf
RpA:30
120mm Cannon: Pow: 40 Acc: 50 Range: 2-3  Anti-Air
Bob Missile: Pow: 16 Acc: 50 Range: 1-2

Note:
The first MS unit you'll develop as the UN, and quite a good one, though it has 
some disadvantages. Its movement rate is not good at all, and will bog down 
your forces when moving in groups. Also it's pretty much a long-range weapon 
only; at 1 hex it can't do all that much damage. Finally, it's terrible in 
space so can really only be used to maximum effect on the Earth. Still, it's a 
great support unit, and even better when you put your ace pilots in them.


No: 016
Prototype Gundam プロトガンダム
Requirements: Guncannon
Development: 3500/6 Turns
Max Units: 1
Number per Unit: 1
Cost: 1500/3500
Production Time: 3 Turns
Sensors: A Armor: 300 Mobility: 38 Move: 7 Resources: 400 RpM: 3
Shield Equipped
Move: LwSdmf
Attack: LwASdmf
RpA:50
Beam Rifle: Pow: 50 Acc: 60 Range: 1  Anti-Air
Head Vulcan: Pow: 4 Acc: 50 Range: 1  Non-Underwater Weapon
Beam Saber: Pow: 21 Acc: 75 Range: 0

Note:
The first of the uber-MS Gundam line that the UN can make. The Prototype Gundam 
will be a suit you can use from the minute you get it until the end of the 
game. It's very powerful and can be used in any terrain. The only disadvantage 
is that all the other Gundams you can make (Surface Gundam notwithstanding) are 
better than it. Put your best pilots into it to make the best use of it.


No: 017
Gundam ガンダム
Requirements: Proto Gundam, MS Level 8 
Development: 2500/4 Turns
Max Units: 1
Number per Unit: 1
Cost: 1800/3500
Production Time: 3 Turns
Sensors: A Armor: 320 Mobility: 40 Move: 7 Resources: 400 RpM: 3
Shield Equipped
Move: LwSdmf
Attack: LwASdmf
----------------
Type A (Beam Rifle)
RpA:50
Beam Rifle: Pow: 50 Acc: 60 Range: 1  Anti-Air
Head Vulcan: Pow: 4 Acc: 50 Range: 1  Non-Underwater Weapon
Beam Saber: Pow: 21 Acc: 75 Range: 0
----------------
Type B (Bazooka)
RpA:75
Hyper Bazooka: Pow: 66 Acc: 50 Range: 1  Anti-Air
Head Vulcan: Pow: 4 Acc: 50 Range: 1  Non-Underwater Weapon
Beam Saber: Pow: 21 Acc: 75 Range: 0

Note:
The "vanilla" Gundam is better than the Prototype Gundam, but not by that much, 
as a slight armor and mobility boost is all it gets. However, you can swap its 
equipment, which is a plus. It's a tossup as to which weapon is better--the 
Bazooka deals nearly double the damage of the Beam Rifle, but it doesn't fire 
as many times and has lower accuracy in addition to the increased resource 
output. Which you use is up to you. A note about this unit is that even after 
you develop it, you can't produce any until after the White Base team breaks
up.


No: 018
Gundam Magnetic Coating ガンダム・MC
Requirements: Special, Gundam
Development: 1000/2 Turns
Max Units: 1
Number per Unit: 1
Cost: 2000/3500
Production Time: 3 Turns
Sensors: A Armor: 320 Mobility: 50 Move: 7 Resources: 400 RpM: 4
Shield Equipped
Move: LwSdmf
Attack: LwASdmf
----------------
Type A (Beam Rifle)
RpA:60
Beam Rifle: Pow: 58 Acc: 60 Range: 1  Anti-Air
Head Vulcan: Pow: 4 Acc: 50 Range: 1  Non-Underwater Weapon
Beam Saber: Pow: 21 Acc: 75 Range: 0
----------------
Type B (Bazooka)
RpA:90
Hyper Bazooka: Pow: 66 Acc: 50 Range: 1  Anti-Air
Head Vulcan: Pow: 4 Acc: 50 Range: 1  Non-Underwater Weapon
Beam Saber: Pow: 21 Acc: 75 Range: 0

Note:
To develop this unit, you have to have developed Magnetic Coating technology, 
and the 13th Independent Unit has to destroy Sharia's Mobile Armor. This unit 
gets a big boost in mobility, but in other respects it really isn't that much 
different than the regular Gundam. The Beam Rifle's power goes up, but in 
actuality you just get a couple of extra shots per attack. The increased 
resource requirements, however, make it so that the Bazooka is an unattractive 
option for this MS--stick with the Beam Rifle if you can.


No: 019
G-3 Gundam G-3ガンダム
Requirements: Special, Gundam
Development: 4000/6 Turns
Max Units: 1
Number per Unit: 1
Cost: 2500/3500
Production Time: 3 Turns
Sensors: A Armor: 300 Mobility: 60 Move: 8 Resources: 400 RpM: 4
Shield Equipped
Move: LwSdmf
Attack: LwASdmf
RpA:60
Beam Rifle: Pow: 66 Acc: 60 Range: 1  Anti-Air
Head Vulcan: Pow: 4 Acc: 50 Range: 1  Non-Underwater Weapon
Beam Saber: Pow: 21 Acc: 75 Range: 0

Note:
To develop this unit, you have to have developed Magnetic Coating technology 
first. With the exception of the ALEX, (and of course the overpowered Gundam 
Full Vernian) the G-3 Gundam is the best overall ace-pilot use MS unit in the 
game for the UN. It can go toe-to-toe with just about anything the Zions can 
throw at you.


No: 021
Full Armor Gundam FAガンダム
Requirements: G-Armor, MS level 14
Development: 8000/10 Turns
Max Units: 1
Number per Unit: 1
Cost: 3000/5000
Production Time: 4 Turns
Sensors: A Armor: 500 Mobility: 20 Move: 6 Resources: 500 RpM: 4
Shield Equipped
Move: LwSdmf
Attack: LwASdmf
RpA:80
Double Beam Cannon: Pow: 70 Acc: 50 Range: 1-2  Anti-Air
240mm Cannon: Pow: 30 Acc: 60 Range:1-2
Head Vulcan: Pow: 4 Acc: 50 Range: 1

Note:
This Gundam revision is mad powerful, and takes an incredible beating before 
going down, but in many ways is less versatile than other Gundams. It's got 
lousy mobility and reduced movement rate.  It also has no melee weapons, which 
is a shame because its high Armor would make it a good meat (er, steel) shield 
in stacks. Therefore, it's best to put a pilot with good Reaction into it, and 
put it at the back of your ranks.


No: 022
Surface Gundam リクセンガンダム
Requirements: Proto Gundam, MS level 10
Development: 3500/8 Turns
Number per Unit: 3
Cost: 3600/7500
Production Time: 4 Turns
Sensors: B Armor: 110 Mobility: 25 Move: 6 Resources: 450 RpM: 3
Move: LDMF
Attack: LaDMF
--------------
Type A (Shield)
Shield Equipped
RpA:35
Machinegun: Pow: 21 Acc: 50 Range: 1  Anti-Air
Chest Vulcan: Pow: 4 Acc: 45 Range:1
Beam Saber: Pow: 18 Acc: 70 Range: 0
--------------
Type B (Rocket Launcher)
RpA:52
Machinegun: Pow: 21 Acc: 50 Range: 1  Anti-Air
Rocket Launcher: Pow:10 Acc:65 Range: 1-2
Chest Vulcan: Pow: 4 Acc: 45 Range:1
Beam Saber: Pow: 18 Acc: 70 Range: 0
--------------
Type C (Long Rifle)
RpA:70
Long Rifle: Pow: 30 Acc: 50 Range: 1-2  Anti-Air
Chest Vulcan: Pow: 4 Acc: 45 Range:1

Note:
There's no doubt about it, the Surface Gundam is a great unit--not only is it 
one of the only UN all-terrain MS units, but it's incredibly powerful, and if 
that weren't enough, it can swap its equipment at any time, instead of having 
to slog back to a Major Base. It's by far the best grunt unit to use for 
battles on the Earth. However, there's a catch that makes this unit virtually 
unusable--its *absurd* cost to produce. The fact is for the cost of one Surface 
Gundam unit, you could produce three or four less expensive MS units, and the 
increased power and versatility is just not worth it.  A crying shame, because 
with these units as the bulk of your forces, retaking the Earth would be a 
breeze...


No: 023
Gundam ALEX Gアレックス
Requirements: Special, G-3 Gundam, Base Level 11, MS level 11, MA level 7
Development: 10000/10 Turns
Max Units: 1
Number per Unit: 1
Cost: 3500/4000
Production Time: 3 Turns
Sensors: A Armor: 350 Mobility: 68 Move: 8 Resources: 500 RpM: 5
Shield Equipped
Move: LwSdmf
Attack: LwASdmf
RpA:60
Beam Rifle: Pow: 65 Acc: 70 Range: 1  Anti-Air
Gatling Gun: Pow: 16 Acc: 70 Range: 1
Beam Saber: Pow: 32 Acc: 80 Range: 0
Head Vulcan: Pow: 4 Acc: 50 Range: 1  Non-Underwater Weapon

Note:
To develop this unit, you need to have the Newtype Research Facility developed, 
and you have to put Chris as its test pilot. (If you choose not to put Chris as 
its pilot, it'll get stolen and the Zion forces will start using it) The is 
basically the best ace-pilot unit the UN can get. The Full Vernian is better 
but nearly impossible to use in a real battle, so it's not as versatile. 
Excellent all-round stats and bristling with weaponry, it makes a great 
addition to your forces. Note that you're playing as the Zion forces, you can 
steal this unit's plans in an event--make sure your Intelligence department is 
well funded when starting Project Rubicon. 


No: 024
Blue Destiny Unit 1  BD-1
Requirements: Special, Surface GM
Development: 5000/6 Turns
Max Units: 1
Number per Unit: 1
Cost: 2000/3000
Production Time: 3 Turns
Sensors: A Armor: 250 Mobility: 40 Move: 8 Resources: 450 RpM: 5
Shield Equipped
Move: LDMF
Attack: LADMF
RpA:80
Machine Gun: Pow: 40 Acc: 60 Range: 1  Anti-Air
Chest Missile: Pow: 10 Acc: 50 Range: 1
Beam Saber: Pow: 18 Acc: 75 Range: 0
Head Vulcan: Pow: 4 Acc: 50 Range: 1

Note:
To develop this unit, in the Exam plotline, you have to accept Crust's 
defection and assign Yu to be the test pilot. This is undeniably a great ace-
pilot unit--but it's worthless, because it's surface-only and by the time 
you'll be able to develop it the battle for Earth will be long over. (at least 
it should be...) Don't waste any money researching it.


No: 025
Blue Destiny Unit 2  BD-2
Requirements: Special, Surface GM
Development: 5000/6 Turns
Max Units: 1
Number per Unit: 1
Cost: 2200/3200
Production Time: 3 Turns
Sensors: A Armor: 280 Mobility: 50 Move: 9 Resources: 450 RpM: 5
Shield Equipped
Move: LsDMF
Attack: LAsDMF
RpA:100
Machine Gun: Pow: 50 Acc: 60 Range: 1  Anti-Air
Chest Missile: Pow: 10 Acc: 50 Range: 1
Beam Saber: Pow: 21 Acc: 80 Range: 0
Head Vulcan: Pow: 4 Acc: 50 Range: 1

Note:
To develop this unit, in the Exam plotline, you have to accept Crust's 
defection and assign Yu to be the test pilot, then send him off after Unit 2 
when it gets stolen. Like BD-1, this is a great unit, but is of only limited 
use because it's not so good in space battles. However, it's not completely 
worthless like Unit 1 is. Note that if you're playing as the Zion forces, you 
can steal this unit in an event--send Nimbus after Crust, but don't let him go 
after Unit 1 and Unit 3.


No: 025
Blue Destiny Unit 3  BD-3
Requirements: Special, Surface GM
Development: 5000/6 Turns
Max Units: 1
Number per Unit: 1
Cost: 2200/3500
Production Time: 3 Turns
Sensors: A Armor: 300 Mobility: 48 Move: 9 Resources: 450 RpM: 5
Shield Equipped
Move: lSdmf
Attack: lASdmf
RpA: 100
Machine Gun: Pow: 50 Acc: 60 Range: 1  Anti-Air
Chest Missile: Pow: 10 Acc: 50 Range: 1
Beam Saber: Pow: 21 Acc: 80 Range: 0
Head Vulcan: Pow: 4 Acc: 50 Range: 1

Note:
To develop this unit, in the Exam plotline, you have to accept Crust's 
defection and assign Yu to be the test pilot. This is really the only BD unit 
that you'll really want to think about developing, as it's the only one that 
fights well in space. However, like the other BD units, it drains resources 
like water through a sieve, so it is of limited use for things like raids on 
enemy Major Bases.


No: 026
Gundam Test Unit 1 Full Vernian Gフルバーニアン
Requirements: Special, G-Alex, All techs level 15
Development: 15000/15 Turns
Max Units: 1
Number per Unit: 1
Cost: 9999/9999
Production Time: 4 Turns
Sensors: S Armor: 400 Mobility: 85 Move: 12 Resources: 400 RpM: 6
Shield Equipped
Move: S
Attack: S
RpA: 60
Beam Rifle: Pow: 90 Acc: 80 Range: 1
Head Vulcan: Pow: 4 Acc: 50 Range: 1
Beam Saber: Pow: 33 Acc: 80 Range: 0

Note:
You'll get the option to develop this unit after taking over Granada. There's 
no 
doubt about it--this is quite simply the most powerful MS unit in the entire 
game. It's way, way overpowered, and can slice through any enemy unit with 
barely a scratch. However, it's nearly impossible to even get it. When you 
conquer Granada, Side 3 will be the only Zion base left, and it'll take you a 
bare minimum of 21 turns (14 if you pay the 15,000 extra to speed up 
production) to get to a stage where you could even use it. (3 turns to start 
the development plan, 15 to develop the unit, 3 to ship it from Jabro) In that 
time frame you could have conquered Side 3 several times over. So basically the 
only way you'll ever see this unit in action is if you deliberately wait to win 
the game until you have it.


-------------------------------------------------------------------------------
                         UNITED NATIONS MOBILE ARMORS
-------------------------------------------------------------------------------

No: 076
Ball ボール
Requirements: Ball/P Type, MA level 5
Development: 1500/4 Turns
Number per Unit: 5
Cost: 300/500
Production Time: 1 Turn
Sensors: C Armor: 25 Mobility: 10 Move: 4 Resources: 150 RpM: 1
Move: S
Attack: S
RpA: 10
120mm Cannon: Pow: 8 Acc: 40 Range: 1-2

Note:
This is basically a lower-cost, lower-performance version of the Ball/P Type. 
Overall it's not really worth it. Ball/P Types aren't all that much more 
expensive, and the increase in performance is definitely worth it. For that 
reason, there's not a whole lot of reason to develop this unit.


No: 077
Ball (First Mass Production Type) ボール/Pタイプ
Requirements: MA level 3
Development: 1500/4 Turns
Number per Unit: 5
Cost: 500/700
Production Time: 1 Turn
Sensors: C Armor: 35 Mobility: 16 Move: 4 Resources: 150 RpM: 1
Move: S
Attack: S
RpA: 15
120mm Cannon: Pow: 12 Acc: 40 Range: 1-2

Note:
This unit will be your saving grace in space in the early stages of the game. 
You should develop it as soon as possible and use it instead of Saberfish. It's 
basically like a tank unit in space. They're cheap, easily replaceable, and can 
take on Zakus in fewer numbers than more conventional weapons. By the end of 
the game you probably won't need them any more, but early on they're a godsend.


No: 077
Gundam MA Mode ガンダムMAモード
Requirements: G Armor, All tech levels 9
Development: 3000/2 Turns
Max Units: 1
Number per Unit: 1
Cost: 2500/3500
Production Time: 3 Turns
Sensors: A Armor: 280 Mobility: 50 Move: 10 Resources: 400 RpM: 6
Move: S
Attack: S
RpA: 60
Beam Rifle: Pow: 50 Acc: 60 Range: 1

This weird-looking thing is actually pretty useful as an ace unit. It's not 
nearly as versatile as any of the other Gundam-class ace units due to its lack 
of weaponry, but is better than nothing. You can do some good damage with it, 
especially if you put a pilot with good Targeting skill into it.


-------------------------------------------------------------------------------
                         UNITED NATIONS ARMOR UNITS
-------------------------------------------------------------------------------

Type-61 Tank 61シキセンシャ
Number per Unit: 6
Cost: 90/360
Production Time: 1 Turn
Sensors: C Armor: 10 Mobility: 6 Move: 4 Resources: 100 RpM: 1
Move: LDmf
Attack: LaDmf
RpA: 8
150mm Cannon: Pow: 6 Acc: 40 Range: 1 Anti-Air

Notes:
No matter how you look at it, the Type-61 Tank is a pretty darn lousy unit. But 
it's the best unit you've got at the beginning of the game, and really the only 
weapon you can use for surface battles, so you'll end up making heavy use of 
them. Produce very large numbers of them to overwhelm the enemy--it's the only 
way you can win with them.


No: 015
Guntank II ガンタンクII
Requirements: Guntank, MS Level 5
Development: 1500/6 Turns
Number per Unit: 3
Cost: 900/1800
Production Time: 2 Turns
Sensors: B Armor: 60 Mobility: 5 Move: 4 Resources: 350 RpM: 1
Move: LDmf
Attack: LADmf
RpA: 40
Rifle Cannon: Pow: 13 Acc: 40 Range: 2-3 Anti-Air
Rocket Shell Pod: Pow: 8 Acc: 45 Range: 1
Missile Launcher: Pow: 12 Acc: 40 Range: 1-2

Notes:
The Guntank II is a wonderful little unit that will do wonders for your war 
effort towards the closing stages of your Earth campaign. It packs a mighty 
punch for such an inexpensive unit, and can be used at range to harass your 
enemies. It's also quite good for shooting down HLVs. However, while it's great 
for shooting down aerial units, you have to be careful as it's defenseless 
against aircraft at a range of 1.


No: 086
Hovertruck ホバートラック
Requirements: Surface Gundam
Development: 1500/2 Turns
Number per Unit: 6
Cost: 150/480
Production Time: 1 Turns
Sensors: A Armor: 16 Mobility: 8 Move: 6 Resources: 150 RpM: 1
Minovsky Equipped (Short)
Move: LDmf
Attack: LaDmf
RpA: 8
20mm Vulcan: Pow: 6 Acc: 25 Range: 1

Notes:
Hovertrucks are not very useful. As you can see from the stats, they're 
basically worthless in battle as their weapons are pathetically weak, and they 
can't hit the broad side of a barn. They're mainly designed to be "spy trucks" 
with their Minovsky capability and decent sensors. In that sense they're not 
totally useless, but planes are a lot better for recon as they're not hampered 
by terrain the same way this unit is.


No:087
Big Tray ビックトレー
Development: 6000/6 Turns
Number per Unit: 1
Cost: 2000/7000
Production Time: 4 Turns
Sensors: S Armor: 600 Mobility: 0 Move: 4 Resources: 999 RpM: 5
Carrying Capacity: 6
Minovsky Equipped (Wide)
Move: LDmf
Attack: LADmf
RpA: 80
Main Cannon: Pow: 40 Acc: 35 Range: 1-3 Anti-Air
Long-Range Cannon: Pow: 53 Acc: 35 Range: 2-4

Notes:
The Big Tray is a great unit that you'll make good use of throughout your 
campaign on Earth. It's basically a mobile base--it has 0 mobility so it's easy 
to hit, but has tough-as nails armor and a good carrying capacity. It also 
doubles as a very effective recon unit, as it has great sensors and Minovsky 
capabilities. It's basically a beefed-up version of the Zion's Doubde. Note
that bizarrely enough, this unit has a development number but you can't 
actually develop it as the only two forces with this unit normally (the UN and 
the Titans) start with it already developed. However, you can steal it.


-------------------------------------------------------------------------------
                          UNITED NATIONS AIRCRAFT
-------------------------------------------------------------------------------

Flying Manta フライマンタ
Number per Unit: 6
Cost: 180/420
Production Time: 1 Turn
Sensors: C Armor: 20 Mobility: 12 Move: 5 Resources: 250 RpM: 7
Minovsky Equipped (Short)
Move: A
Attack: LwADMF
RpA: 50
Bomb: Pow: 10 Acc: 40 Range: 1 Anti-Ground, Anti-Water
Missile: Pow: 6 Acc: 30 Range: 1

Notes:
Flying Mantas will be your primary form of air support in the early stages of 
the game. They're a "Jack of all trades, master of none" type of unit. They're 
not as good at aerial bombardment as Deblocks, they can't take out submarine 
units as well as Don Escargots, and they can't shoot down planes as well as Tin 
Cods. However, they're quite simply the most versatile unit you get to start 
with, so you'll make heavy use of them early on. Their Minovsky capability is a 
nice bonus; you can use it to protect your fragile tanks. The one downside is 
that Flying Mantas have really bad energy consumption.


Tin Cod TINコッド
Number per Unit: 6
Cost: 150/360
Production Time: 1 Turn
Sensors: C Armor: 10 Mobility: 10 Move: 6 Resources: 200 RpM: 5
Move: A
Attack: A
RpA: 14
25mm Vulcan: Pow: 3 Acc: 30 Range: 1
Missile: Pow: 6 Acc: 30 Range: 1

Notes:
Your basic generic dogfighter. It's not too useful; the Zion forces have little 
in the way of air support. The one Zion aerial unit that you'll really need to 
be careful of is the Zanzibar, and Tin Cods don't pack enough punch to take 
those down. Saber Fish are actually a lot better in this department.


Don Escargot ドン・エスカルゴ
Number per Unit: 3
Cost: 210/480
Production Time: 1 Turn
Sensors: C Armor: 20 Mobility: 10 Move: 5 Resources: 300 RpM: 7
Minovsky Equipped (Short)
Move: A
Attack: W
RpA: 50
Depth Charge: Pow: 26 Acc: 40 Range: 1-2 Anti-Water

Notes:
Don Escargots are a very specialized unit; they're planes specifically tailored 
for taking out underwater units, and they can't do much else.  Underwater units 
frequently have trouble taking out airplanes, so they can be quite useful. In 
fact, they're the best weapon the UN has against marine enemies.


Fanfan ファンファン
Number per Unit: 6
Cost: 60/150
Production Time: 1 Turn
Sensors: C Armor: 6 Mobility: 8 Move: 6 Resources: 150 RpM: 2
Move: LDMF
Attack: Ldmf
RpA: 8
Missile: Pow: 4 Acc: 30 Range: 1

Notes:
This unit is an utter piece of crap. They're technically planes, but since they 
can't fly, they're really more along the lines of hovercraft. Basically they 
are really weak tanks. Paper-thin armor, crappy weapons, lousy weapon terrain 
handling--don't even bother. Don't produce any Fanfans, and scrap the ones you 
start with.


Midea ミデア
Number per Unit: 1
Cost: 1000/2500
Production Time: 3 Turns
Sensors: B Armor: 150 Mobility: 5 Move: 4 Resources: 600 RpM: 8
Carrying Capacity: 3
Minovsky Equipped (Wide)
Move: A
Attack: A
RpA: 30
Autocannon: Pow: 12 Acc: 30 Range: 1

Notes:
Mideas are useful as troop transport and refueling stations (especially for 
Flying Mantas) early in the game, but they lose their utility rather quickly. 
They're pretty much worthless in battle and cost too much for the small number 
of troops they can carry. By the time you take over North America you won't 
have much need for them.


No: 097
Deblock デブロック
Development: 2000/2 Turns
Number per Unit: 3
Cost: 2700/600
Production Time: 2 Turns
Sensors: B Armor: 30 Mobility: 8 Move: 4 Resources: 300 RpM: 9
Minovsky Equipped (Short)
Move: A
Attack: LwDMF
RpA: 80Bomb: Pow: 16 Acc: 35 Range: 1

Notes:
Deblocks are specialized bomber units. They're better than Flying Mantas, but 
since they take two turns to produce, they're of less use, as you can't roll 
them out in huge numbers as quickly. You'll be fine making do with Flying 
Mantas early on, though it doesn't hurt to have a few Deblocks as well.


-------------------------------------------------------------------------------
                          UNITED NATIONS SPACECRAFT
-------------------------------------------------------------------------------

Toriaezu トリアーエズ
Number per Unit: 6
Cost: 90/180
Production Time: 1 Turn
Sensors: C Armor: 5 Mobility: 8 Move: 5 Resources: 150 RpM: 4
Move: AS
Attack: AS
RpA: 10
Missile: Pow: 2 Acc: 25 Range: 1

Notes:
This piece of garbage is even worse than the Fanfan. However, it's the only 
spacecraft that you can produce in a single turn, so if you need a bunch of 
units quick in an emergency to defend Lunar 2, Toraezus can pose some use, 
though not much. Saber Fish are MUCH more useful for space fighting.


Saber Fish Sフィッシュ
Number per Unit: 6
Cost: 210/540
Production Time: 2 Turns
Sensors: C Armor: 15 Mobility: 15 Move: 6 Resources: 220 RpM: 6
Move: AS
Attack: AS
RpA: 10
25mm Vulcan: Pow: 4 Acc: 35 Range: 1
Missile: Pow: 5 Acc: 30 Range: 1

Notes:
Until you can develop MS units or Balls, Saber Fish are going to be your 
primary unit for defending Lunar 2 at the early stages of the game. Much like 
the 61-Type tanks, they're not good units by any stretch of the imagination, 
but they're better than nothing. Once you develop Balls you can also use Saber 
Fish as more or less shields; the Saber Fish in the front lines taking up the 
bulk of enemy attacks while the Balls attack from a distance.


No: 91
Core Fighter コアファイター
Requirements: Special, Base Level 4, MS Level 4
Development: 1500/2 Turns
Number per Unit: 1
Cost: 400/500
Production Time: 1 Turn
Sensors: A Armor: 30 Mobility: 30 Move: 7 Resources: 180 RpM: 6
Move: AS
Attack: AS
RpA: 15
30mm Vulcan: Pow: 4 Acc: 50 Range: 1
Missile: Pow: 5 Acc: 30 Range: 1

Notes:
To develop the Core Fighter, you must start Operation V. It is absolutely 
critical to develop as it's the launch point for all MS development. But as a 
unit into itself, it's not that great. Still, until you have MS units of your 
own, they can be useful as ace pilot units; just make sure to put them at the 
back of your ranks. Overall though they're not worth producing, just 
developing.


No: 92
Core Booster コアファイター
Requirements: Core Fighter, All tech levels 5
Development: 2000/4 Turns
Number per Unit: 1
Cost: 400/500
Production Time: 2 Turns
Sensors: A Armor: 50 Mobility: 35 Move: 8 Resources: 250 RpM: 7
Move: AS
Attack: lASdmf
RpA: 30
Mega Particle Cannon: Pow: 33 Acc: 50 Range: 1-2
30mm Vulcan: Pow: 4 Acc: 50 Range: 1
Air-Surface Missile: Pow: 12 Acc: 40 Range: 1-2 Anti-Ground

Notes:
The Core Booster is substantially better than the Core Fighter, especially with 
its Mega Particle Cannon, but it's still not that great a unit and gets shot 
down fairly easily. Overall, it's not worth developing.


No: 93
G Fighter Gファイター
Requirements: G Armor
Development: 1500/2 Turns
Number per Unit: 1
Cost: 800/1200
Production Time: 2 Turns
Sensors: A Armor: 100 Mobility: 25 Move: 7 Resources: 300 RpM: 5
Move: AS
Attack: LASDMF
RpA: 35
Beam Cannon: Pow: 33 Acc: 60 Range: 1-2
Air-Surface Missile: Pow: 16 Acc: 40 Range: 1-2 Anti-Ground

Notes:
Oddly enough, this unit can prove quite useful for the UN forces. The UN has a 
whole lot of ace pilots that are great leaders but can't pilot MS units. The G-
fighter is a good back door, as just about anyone can ride one, and it's tough 
enough to stand up to MS units, at least for a little while. (still, be sure to 
put it in the back ranks) It's pretty versatile too.


No: 94
G Armor Gアーマー
Requirements: Gundam, MA level 7
Development: 5000/8 Turns
Max units: 1
Number per Unit: 1
Cost: 2500/6000
Production Time: 2 Turns
------------
G-Armor form
Sensors: A Armor: 320 Mobility: 20 Move: 6 Resources: 400 RpM: 7
Move: AS
Attack: LASDMF
RpA: 40
Beam Cannon: Pow: 33 Acc: 60 Range: 1-2
Air-Surface Missile: Pow: 16 Acc: 40 Range: 1-2 Anti-Ground
-------------
Gundam Form
Sensors: A Armor: 320 Mobility: 40 Move: 6 Resources: 400 RpM: 3
Move: LwSdmf
Attack: LwASdmf
RpA: 40
Beam Rifle: Pow: 50 Acc: 60 Range: 1  Anti-Air
Head Vulcan: Pow: 4 Acc: 50 Range: 1
Beam Saber: Pow: 21 Acc: 75 Range: 0

Notes:
The G Armor is an extremely useful unit as it's essentially an extra Gundam-
Class unit. As the UN is short on ace-pilot units, any extra one you can use is 
great. Transforming ability is the icing on the cake. Put one of your better 
pilots into it.


No: 95
G Fighter (Gundam) GF/ガンダム
Requirements: G Armor, MA Level 8
Development: 1500/2 Turns
Sensors: A Armor: 320 Mobility: 18 Move: 6 Resources: 400 RpM: 10
Move: AS
Attack: LwASDMF
RpA: 50
Beam Rifle: Pow: 25 Acc: 60 Range: 1 Anti-Ground Anti-Water
Beam Cannon: Pow: 33 Acc: 60 Range: 1-2
Air-Surface Missile: Pow: 16 Acc: 40 Range: 1-2 Anti-Ground

Notes:
This is the most unusual "unit" in the game, in that's not really a unit at 
all. It's an additional transformation that the G Armor gets. Once you research 
it, your G-Armor will be able to transform into this form. This is in many ways 
the most versatile of the G Armor forms, as it can attack virtually any terrain 
and has two powerful weapons. (the Beam Rifle and Beam Cannon) The downside is 
the increased Resource consumption and the lack of a melee weapon. All in all 
the Gundam form is the most useful of the G Armor forms, though this one is 
pretty useful too.


No: 93
Public パブリク
Requirements: Base Level 7
Development: 2500/2 Turns
Number per Unit: 3
Cost: 300/750
Production Time: 1 Turn
Sensors: C Armor: 40 Mobility: 8 Move: 5 Resources: 350 RpM: 6
Beam Interference Unit
Move: S
Attack: S
RpA: 35
Autocannon: Pow: 8 Acc: 30 Range: 1

Notes:
As a fighter, the Public is basically useless--it can't hit with its weapons, 
which are also weak. Its main use is that it is the only UN unit that can 
produce Beam Interference fields. However...why? Barely any Zion units use beam 
weapons. You can pretty much ignore this unit; don't either develop or produce 
them. The only potential use for it is to stymie Zeongs.


-------------------------------------------------------------------------------
                            UNITED NATIONS CRUISERS
-------------------------------------------------------------------------------

Saramis サラミス
Cost: 1500/3000
Production time: 3 turns
Sensors: A Armor: 250 Mobility: 6 Move: 7 Resources: 600 RpM: 8
Minovsky Equipped (Wide)
Move: S
Attack: S
RpA: 25
Main Cannon: Pow: 40 Acc: 50 Range: 2-3
Missile: Pow: 15 Acc: 30 Range: 1-3
Autocannon: Pow: 20 Acc: 25 Range: 1

Notes:
The Saramis is for all intents and purposes the UN equivalent of the Zion's 
Musai. Statistically it's virtually the same. They're acceptable in terms of 
space combat, but of limited use because they can't carry any units. Don't 
bother making any new ones aside from the ones you start with.


Magellan マゼラン
Cost: 2500/4500
Production time: 3 turns
Sensors: S Armor: 400 Mobility: 8 Move: 8 Resources: 700 RpM: 9
Minovsky Equipped (Wide)
Move: S
Attack: S
RpA: 35
Main Cannon: Pow: 53 Acc: 50 Range: 2-4
Missile: Pow: 20 Acc: 30 Range: 1-3
Autocannon: Pow: 20 Acc: 25 Range: 1

Notes:
As the Saramis is the UN equivalent of the Zion Musai, the Magellan is the UN 
equivalent of the Chibe, though it is very very slightly better as it has 
better move and an extra weapon. Magellans make good fire support units, but 
like the Saramis, aren't fantastically useful as they can't carry units. 


Columbus コロンブス
Cost: 500/1000
Production time: 2 turns
Sensors: B Armor: 180 Mobility: 0 Move: 6 Resources: 500 RpM: 6
Carrying Capacity: 5
Move: S
RpA: 35

Notes:
The Columbus is basically a large HLV. It's entirely a troop transport, and 
can't actually attack. However, it's fairly useful nonetheless, as the UN 
doesn't have much in the way of unit carriers. Obviously you'll want to have 
fighter escort when using the Columbus because it will get shot down VERY 
easily if you don't.


U-Type Submarine U-センスイカン
Cost: 1500/2500
Production time: 6 turns
Sensors: A Armor: 350 Mobility: 8 Move: 9 Resources: 700 RpM: 6
Carrying Capacity: 5
Minovsky Equipped (Wide)
Move: W
Attack: lWdmf
RpA: 25
Torpedo: Pow: 25 Acc: 50 Range: 1-2 
Surface Missile: Pow: 48 Acc: 45 Range: 1-2 Anti-Ground Weapon

Notes:
Submarines are the best form of troop transport early in the game, so you'll 
make good use of the U-Type in your invasions, especially for Hawaii, 
California, and Kilimanjaro. Overall the U-Type is better than the M-type in 
that respect; it can more easily deploy all its forces in a single turn, and it 
can move farther per turn as well. It's less combat-capable than the M-type, 
but the UN is powerless underwater even with the M-type, so this hardly matters.


M-Type Submarine M-センスイカン
Cost: 2500/4000
Production time: 6 turns
Sensors: S Armor: 500 Mobility: 12 Move: 8 Resources: 850 RpM: 8
Carrying Capacity: 8
Minovsky Equipped (Wide)
Move: W
Attack: lWdmf
RpA: 35
Torpedo: Pow: 46 Acc: 50 Range: 1-3 
Surface Missile: Pow: 66 Acc: 35 Range: 1-3 Anti-Ground Weapon

Notes:
As a general unit, the M-type is better than the S type as it has better stats, 
sensors, weapons, and can hold more units. However in practice it's frequently 
less useful as it's difficult to deploy all 8 units it can carry 
simultaneously. Still, if you've got money to burn, it can help to invest in a 
few of these. 


No: 108
Saramis Late Production Model サラミスS
Requirements: Special
Development: 5000/8 Turns
Cost: 2500/3500
Production time: 3 turns
Sensors: A Armor: 250 Mobility: 8 Move: 7 Resources: 600 RpM: 8
Carrying Capacity: 3
Minovsky Equipped (Wide)
Move: S
Attack: S
RpA: 25
Main Cannon: Pow: 40 Acc: 50 Range: 2-3
Missile: Pow: 15 Acc: 30 Range: 1-3
Autocannon: Pow: 20 Acc: 25 Range: 1

Notes:
To develop this unit, you have to enact the Vinson Project. If you Aside from a 
slightly higher mobility, this is identical to a vanilla Saramis--the primary 
difference being that this model can carry units. As such, this is by far the 
better model to produce.


No: 109
Magellan Late production Model マゼランS
Requirements: Special
Development: 5000/8 Turns
Cost: 2800/4500
Production time: 3 turns
Sensors: S Armor: 400 Mobility: 10 Move: 8 Resources: 700 RpM: 9
Carrying Capacity: 4
Minovsky Equipped (Wide)
Move: S
Attack: S
RpA: 35
Main Cannon: Pow: 53 Acc: 50 Range: 2-4
Missile: Pow: 20 Acc: 30 Range: 1-3
Autocannon: Pow: 20 Acc: 25 Range: 1

Notes:
To develop this unit, you have to enact the Vinson Project. Again, like the 
Saramis S, the Magellan S is virtually identical to a regular Magellan, except 
that it can carry units, and thus is more valuable.


No: 110
Pegasus ペガサス
Requirements: Special OR Base Level 9
Development: 8000/10 Turns
Max Units: 4
Cost: 3500/5000
Production time: 4 turns
Sensors: S Armor: 500 Mobility: 12 Move: 9 Resources: 800 RpM: 10
Carrying Capacity: 6
Minovsky Equipped (Wide)
Move: aS
Attack: AS
RpA: 40
Main Cannon: Pow: 66 Acc: 60 Range: 2-4
Mega Particle Cannon: Pow: 33 Acc: 60 Range: 2-3
Missile: Pow: 20 Acc: 30 Range: 1-3

Notes:
To develop this unit, you must start Operation V. If you don't start Operation 
V, 
you'll get the option to develop this unit after turn 20 and your Base level is 
9 or over. The Pegasus is one of the most useful units that the UN can develop; 
it can carry a decent number of troops, can be used on the surface and in 
space, can make atmospheric entry, and packs a decent punch with its weapons.


No: 113
White Base ホワイトベース
Requirements: Special OR Pegasus + Base Level 10
Development: 4000/4 Turns
Max Units: 1
Cost: 4500/5500
Production time: 4 turns
Sensors: S Armor: 750 Mobility: 18 Move: 9 Resources: 800 RpM: 10
Carrying Capacity: 6
Minovsky Equipped (Wide)
Move: aS
Attack: AS
RpA: 40
Main Cannon: Pow: 66 Acc: 60 Range: 2-4
Mega Particle Cannon: Pow: 33 Acc: 60 Range: 2-3
Missile: Pow: 20 Acc: 30 Range: 1-3

Notes:
To develop the White Base, you need to either collect the data from the RX 
series, or develop the Pegasus and have a Base level of 10. It's basically a 
beefy version of the Pegasus, with better armor and mobility, and a prime 
candidate for your cruiser pilots. Note that like the Gundam, even after 
developing this unit, you can't produce it until after the White Base team 
breaks up.



-------------------------------------------------------------------------------
                             UNITED NATIONS PILOTS
-------------------------------------------------------------------------------
Revil (Revil)
Admiral/B
Cha: 11(13)  Com: 12(14)  End: 10(12)  Mel: 5(7)  Tar: 8(10)  Rea: 6(8)
Newtype: Rank S, 1-hex range
Notes:
Revil is a great leader, and a passable pilot. He can ride in any unit so you 
can have him in a cruiser or a MS, though he works better overall as a cruiser 
pilot. While his wide influence helps a lot, it is dangerous to use him, as if 
his unit gets shot down, you lose the game. Oddly enough, Revil is a Newtype, 
though not a great one, and he won't get his Newtype abilities until S rank--a 
difficult thing to do.

Gopp (Gopp)
Admiral/D
Cha: 1(1)  Com: 1(1)  End: 6(6)  Mel: 0(0)  Tar: 0(0)  Rea: 0(0)
Restrictions: No MS, MA
Notes:
Gopp is utter, utter crap. He is BY FAR the worst "ace" pilot of the game, so 
much so that it's actually DETRIMENTAL to put him into any unit. He gains no 
stats at all, is a crap leader, but as his rank is so high his influence 
cancels out that of more capable leaders. (read: anybody) Though it is kind of 
humorous to put him in a unit and send him against the enemy, just to hear him 
bitch and moan about having to fight.

Tiammu (Tiammu)
Vice Admiral/C
Cha: 7(10)  Com: 9(12)  End: 7(10)  Mel: 5(8)  Tar: 7(10)  Rea: 4(7)
Starting Unit: Magellan--Lunar 2
Restrictions: No MS, MA
Notes:
Tiammu is a good leader--probably the best overall field leader because of his 
wide influence and ease with which you can promote him. Promote him to Admiral 
to get the most out of him and use him as a "surrogate" for Revil--most of the 
benefits of a strong commander without the danger.

Elran (Elran)
Vice Admiral/D
Cha: 1(5)  Com: 3(7)  End: 4(8)  Mel: 0(4)  Tar: 1(5)  Rea: 1(5)
Restrictions: No MS, MA
Notes:
There's a trend among high-up UN generals to be pretty crappy, and Elran 
follows that trend. He's a terribly lousy pilot and leader, so it's better not 
putting him in any unit. Besides, he's going to defect mid-game anyway.

Green Wyatt (Wyatt)
Vice Admiral/D
Cha: 2(6)  Com: 2(6)  End: 5(9)  Mel: 0(4)  Tar: 0(4)  Rea: 0(4)
Restrictions: No MS, MA
Notes:
Wyatt is yet another crappy UN general. (and, along with Elran, joins the 
Titans in their scenario--the Titans sure get a lot of third-rate pilots...) 
Like Elran and Gopp, his lousy leadership will only impede your forces rather 
than help them. Ignore him and don't use him at all.

John Corwen (Corwen)
Rear Admiral/C
Cha: 9(12)  Com: 10(13)  End: 7(10)  Mel: 5(8)  Tar: 7(10)  Rea: 4(7)
Restrictions: No MS, MA
Notes:
Corwen is in practice the best field commander, but you need to get him to S 
rank to promote him to Admiral--something difficult to do for cruiser pilots. 
However, he will still prove to be a valuable addition to your forces. He works 
best in a Pegasus. (or Midea until you develop them)

Jamitov Highman (Jamitov)
Captain/C
Cha: 10(13)  Com: 8(11)  End: 7(10)  Mel: 1(4)  Tar: 5(8)  Rea: 3(6)
Restrictions: No MS, MA
Notes:
Jamitov is a decent leader and a so-so pilot. He's not as good as Corwen, 
Tiammu, or Brex at leadership, but still good as a cruiser pilot. 

Brex Fora (Brex)
Captain/C
Cha: 9(12)  Com: 9(12)  End: 8(11)  Mel: 4(7)  Tar: 5(8)  Rea: 5(8)
Restrictions: No MS, MA
Notes:
Brex is one of the better cruiser-oriented pilots, but he needs some experience 
to truly shine. Still, he's worth using, and promoting to Admiral level if you 
can.

Paolo Cassius (Paolo)
Commander/C
Cha: 8(11)  Com: 9(12)  End: 2(5)  Mel: 1(4)  Tar: 7(10)  Rea: 4(7)
Restrictions: No MS, MA
Starting Unit: Magellan--Field
Notes:
Paolo's quotes are comical in their cowardice ("It's the enemy! Run!" "It's the 
Red Comet! Run!" "It's Ramba Ral! Run!" and so forth) but he's actually quite 
capable a commander. In addition to high leadership abilities he's also got a 
better-than-average Targeting stat. However, you probably won't be able to use 
him, as nearly all event paths in the game end up with him dying.

Eipar Synapse (Synapse)
Commander/C
Cha: 8(11)  Com: 8(11)  End: 6(9)  Mel: 4(7)  Tar: 8(11)  Rea: 5(8)
Restrictions: No MS, MA
Notes:
Synapse is a second-rate, but still talented command-type/cruiser pilot. With 
the dearth of UN cruiser pilots (and lack of cruisers) you may not end up using 
him, but he's useful if you do.

Wakkein (Wakkein)
Lt. Commander/D
Cha: 4(8)  Com: 8(12)  End: 5(9)  Mel: 2(6)  Tar: 7(11)  Rea: 4(8)
Restrictions: No MS, MA
Starting Unit: Saramis--Lunar 2
Notes:
Wakkein is merely OK. With experience he can be a top-notch commander, but he 
requires a lot to get that good, and it's tough to get cruiser pilots 
experience. Still, worth using if you have extra cruisers lying around.

Basque Ohm (Basque)
Lt. Commander/C
Cha: 6(9)  Com: 10(13)   End: 9(12)  Mel: 5(8)   Tar: 8(11)  Rea: 5(8)
Restrictions: No MS, MA
Notes:
Basque is one of the better commander-type pilots, as he starts out with a 
double-digit Command stat. However his comparatively low rank makes him more 
difficult to use effectively. Still, he's worth putting in a support vessel 
(like a "vanilla" Saramis or Magellan)

Jidan Nickard (Nickard)
Lieutenant/D
Cha: 5(9)  Com: 5(9)  End: 4(8)  Mel: 2(6)  Tar: 3(7)  Rea: 1(5)
Restrictions: No Cruisers, Spacecraft, MS, MA
Starting Unit: Midea--Madras
Notes:
Nicard's stats are so-so, but he's extremely difficult to use since he can only 
be put in tanks or planes. Once the fighting moves to space he's literally 
useless. Stick him in a Big Tray if you do use him, I guess...

Woody (Woody)
Lieutenant JG/D
Cha: 5(9)  Com: 5(9)  End: 5(9)  Mel: 2(6)  Tar: 3(7)  Rea: 2(6)
Restrictions: No MS, MA
Starting Unit: Fanfan--Jabro
Notes:
Woody is a mediocre leader and pilot. He can't ride MS units, and his rank is 
too low to be an effective cruiser pilot, so he's one ace that's better passed 
over.

Reed (Reed)
Lieutenant JG/D
Cha: 1(5)  Com: 2(6)  End: 4(8)  Mel: 0(4)  Tar: 2(6)  Rea: 1(5)
Restrictions: No MS, MA
Starting Unit: Saramis--Field
Notes:
Reed is...well, not so hot. He's better than nothing, but has crappy piloting 
and leadership skills. He's best passed over when assigning pilots to your 
cruisers.

Slegger Law (Slegger)
Lieutenant JG/C
Cha: 6(9)  Com: 5(8)  End: 4(7)  Mel: 3(6)  Tar: 8(11)  Rea: 6(9)
Restrictions: No Cruisers
Starting Unit: Flying Manta--Field
Notes:
Slegger has the potential to be an excellent pilot, especially with his high 
Targeting skill. His melee skill is mediocre so he's not well suited for more 
standard Gundam-class units; however, he can do well in the MA Gundam or Full 
Armor Gundam, both of which rely only on ranged weaponry.

Matilda Ajan (Matilda)
Lieutenant JG/C
Cha: 8(11)  Com: 7(10)  End: 3(6)  Mel: 1(4)  Tar: 5(8)  Rea: 4(7)
Restrictions: No MS, MA
Starting Unit: Midea--Jabro
Notes:
Matilda is a so-so leader and pilot, but her low rank keeps her from being 
really effective. Overall, she's better off being passed over.

Jamaican Dunningan (Jamaican)
Lieutenant JG/D
Cha: 2(6)  Com: 5(9)  End: 5(9)  Mel: 2(6)  Tar: 5(9)  Rea: 2(6)
Restrictions: No MS, MA
Notes:
Jamaican is another mediocre cruiser-type pilot. He has buggerall in the way of 
Charisma, and requires copious experience and promotions to even be halfway 
effective. Don't bother using him.

South Banning (Banning)
Lieutenant JG/D
Cha: 6(10)  Com: 7(11)  End: 4(8)  Mel: 8(12)  Tar: 8(12)  Rea: 7(11)
Restrictions: No Cruisers
Starting Unit: Flying Manta--Trinton
Notes:
While not up to the standards of the super-Aces on the Zion side, Banning is 
one of the best MS pilots available to the UN forces; with experience, all of 
his stats will be quite high. You should focus on getting him as much 
experience as you can, and promote him as high as possible. 

Christina Mackenzie (Chris)
Ensign/D
Cha: 5(9)  Com: 2(6)  End: 3(7)  Mel: 5(9)  Tar: 4(12)  Rea: 4(12)
Restrictions: No Cruisers
Notes:
Chris starts out as a lousy pilot, but with experience, becomes top-notch. 
Since you can use her from the beginning, it's much easier to get her to S rank 
than, say, most of the White Base Team. She's best put in a Gundam-class unit 
when she's high up.

Bernard Monshia (Monshia)
Ensign/D
Cha: 3(7)  Com: 4(8)  End: 7(11)  Mel: 6(10)  Tar: 7(11)  Rea: 6(10)
Restrictions: No Cruisers
Starting Unit: Tin Cod--Trinton
Notes:
Monshia is pretty good overall. With a lot of experience he becomes quite a 
capable pilot, with double-digits in all piloting skills, but that takes a lot 
of effort, and there are other pilots better suited for experience-building. 
Still worth using.

Alpha A Bait (Bait)
Ensign/D
Cha: 4(8)  Com: 3(7)  End: 4(8)  Mel: 4(8)  Tar: 5(9)  Rea: 5(9)
Restrictions: No Cruisers
Starting Unit: Tin Cod--Trinton
Notes:
Bait is merely OK. None of his stats are worth writing home about, but he's 
still better than nothing. For the most part, ace units are better assigned to 
more capable pilots, though Bait is worth putting in a grunt unit like a mass-
produced Guncannon or GM Sniper II.

Shiro Amada (Shiro)
Ensign/D
Cha: 5(13)  Com: 4(12)  End: 10(14)  Mel: 6(10)  Tar: 6(10)  Rea: 4(8)
Restrictions: No Cruisers
Starting Unit:
Notes:
Shiro is one of the few UN aces that could qualify for "uberpilot" status. His 
piloting stats are merely OK, but he has great endurance and his leadership 
skills are excellent, especially with experience. He overall makes the best 
field commander in the game for the UN forces.

Yu Kajima (Yu)
Ensign/C
Cha: 5(8)  Com: 4(7)  End: 6(9)  Mel: 7(10)  Tar: 11(14)  Rea: 9(12)
Restrictions: No Cruisers
Starting Unit: Saber Fish--Field
Notes:
Yu is one of the UN's better pilots, and has a fantastic Targeting and 
Reaction. Definitely a pilot for a Gundam-class unit. Make good use of him from 
the first turn.

Bright Noah (Bright)
Ensign/*
Cha: 4(12)  Com: 6(14)  End: 8(12)  Mel: 3(7)  Tar: 7(11)  Rea: 6(10)
Restrictions: No MS, MA
Notes:
Bright is a great character, with excellent leadership and piloting skills. 
(except for Melee, which he doesn't need anyway since he can't pilot MS units) 
Put him in a Pegasus or the White Base--anything less and you're wasting his 
talent. His one flaw is his low rank--promote him as high as you can.

Zero Murasame (Zero)
Ensign/A
Cha: 8(8)  Com: 2(2)  End: 3(4)  Mel: 13(14)  Tar: 13(14)  Rea: 13(14)
Newtype: From Start, 3-hex range
Restrictions: No Cruisers
Notes:
In terms of piloting skills, Zero is simply the best pilot available to the UN. 
He's no leader, and his Endurance could definitely use some work, but since his 
Reaction is so high it's difficult to hit him. The one downside to Zero is that 
he is extremely costly to get--if you want him, you will lose all income from 
neutral parties. (So in essence, Zero costs 2000+ money/resources per turn to 
have)

Philip Fuse (Philip)
Ensign/D
Cha: 4(8)  Com: 4(8)  End: 4(8)  Mel: 4(8)  Tar: 5(9)  Rea: 4(8)
Restrictions: No Cruisers
Starting Unit: Saber Fish--Field
Notes:
Philip is nothing special. All of his stats are lukewarm at best. Though since 
you can use him from the beginning of the game, there's plenty of opportunity 
to build up those stats if you choose. Not a top candidate for an ace-class MS 
unit, at any rate.

Ryu Hosei
Sergeant Major/*
Cha: 6(10)  Com: 5(9)  End: 5(9)  Mel: 6(10)  Tar: 4(8)  Rea: 4(8)
Restrictions: No Cruisers
Notes:
Ryu is a good pilot, especially in melee, and a talented field commander as 
well, though he will need to be promoted to make full use of it. He's a 
difficult pilot to use though, as he will get killed unless you break up the 
White Base team exceptionally early (and as such will require a lot of 
experience to get good)

Amuro Ray (Amuro)
Sergeant Major/*
Cha: 4(8)  Com: 5(9)  End: 4(8)  Mel: 4(12)  Tar: 4(12)  Rea: 7(16)
Newtype: Starting Rank C, 4-hex range
Restrictions: No Cruisers
Notes:
Amuro starts out as a mediocre pilot, but once he gets experience and awakes as 
a Newtype becomes a juggernaut. Put him in a unit with high mobility at S rank 
and it becomes virtually impossible to hit him. Amuro is definitely a pilot 
that you'll want to put in a Gundam-class unit.

Sayla Mass (Sayla)
Sergeant Major/*
Cha: 8(12)  Com: 4(8)  End: 2(6)  Mel: 2(6)  Tar: 4(12)  Rea: 4(12)
Newtype: Starting Rank A, 2-hex radius
Restrictions: No Cruisers
Notes:
Sayla is another excellent mobile suit pilot, though because of her low Melee 
ability, she's not as well-suited for a Gundam-class unit. (except the Full 
Armor Gundam or Gundam MA) Still, if you do put her in a Gundam, her high 
Reaction will allow her to dodge incoming attacks with ease. And she's a 
Newtype to boot, though she won't get her Newtype abilities until later.

Kou Uraki (Kou)
Sergeant Major/B
Cha: 5(7)  Com: 4(6)  End: 10(12)  Mel: 8(12)  Tar: 9(13)  Rea: 8(12)
Restrictions: No Cruisers
Notes:
To get Kou to join your forces, you have to first play through the game once 
with a Complete Victory, then you can get him through the Special Recruitment 
option. He's one of the best pilots available to the UN forces, though he's not 
much of a leader. Definitely a candidate for a Gundam though.

Mirai Yashima (Mirai)
Sergeant Major/*
Cha: 7(11)  Com: 3(11)  End: 4(8)  Mel: 0(4)  Tar: 4(8)  Rea: 3(11)
Newtype: Starting Rank S, 1-hex range
Restrictions: No MS, MA
Notes:
Mirai is geared toward being a cruiser pilot--she's got high targeting and 
reaction skills, plus good Charisma and Command stats. The problem is that 
because of her low rank, she can never make good use of those leadership skills 
in a cruiser. She's actually best suited as a field commander in a G-Fighter, 
though that is a risky proposition. Note that at S rank she becomes a Newtype.

Chap Adel (Adel)
Sergeant Major/D
Cha: 4(8)  Com: 5(9)  End: 5(9)  Mel: 6(10)  Tar: 4(8)  Rea: 4(8)
Restrictions: No Cruisers
Starting Unit: Saber Fish--Field
Notes:
Adel is a lot like Bait--decent but lukewarm stats. He's not suited to ace 
units as there are many better pilots, but is still worth putting in a grunt 
unit.

Karen Joshua (Karen)
Sergeant Major/D
Cha: 5(9)  Com: 6(10)  End: 8(12)  Mel: 8(12)  Tar: 7(11)  Rea: 3(7)
Restrictions: No Cruisers
Starting Unit: Flying Manta--Belfast
Notes:
Karen is an excellent pilot--all her piloting stats except Reaction are high. 
For this reason, she is a prime candidate for a Gundam unit. (And the Gundams' 
high mobility will cover for her low Reaction to an extent) It's especially 
nice that you can use her from the outset.

Samana Furis (Samana)
Sergeant Major/D
Cha: 3(7)  Com: 3(7)  End: 3(7)  Mel: 3(7)  Tar: 3(7)  Rea: 3(7)
Restrictions: No Cruisers
Starting Unit: Saber Fish--Field
Notes:
Samana is...well, not so good. All of his stats are pretty crappy, even with 
experience. However, he's one of the few MS pilots you start the game with, you 
can make good use of him until you get the White Base at your disposal.

Kai Shiden (Kai)
Sergeant/*
Cha: 2(6)  Com: 3(7)  End: 3(7)  Mel: 6(10)  Tar: 7(11)  Rea: 6(10)
Restrictions: No Cruisers
Notes:
Kai is a good pilot, especially with experience, but he's not up to par with 
the elite UN aces like Amuro or Zero. Still, he's better suited for an ace unit 
than a grunt unit--a Guncannon, or if you feel generous, a low-end Gundam.

Terry Sanders Jr. (Sanders)
Sergeant/D
Cha: 2(6)  Com: 3(7)  End: 9(13)  Mel: 7(11)  Tar: 8(12)  Rea: 3(7)
Restrictions: No Cruisers
Starting Unit: Flying Manta--Belfast
Notes:
Stat-wise, Terry is a lot like Karen. He's potentially a good candidate for a 
Gundam unit, though I usually end up putting him in a Guncannon.

Hayato Kobayashi (Hayato)
Corporal/*
Cha: 1(9)  Com: 4(12)  End: 7(11)  Mel: 4(8)  Tar: 6(10)  Rea: 4(8)
Notes:
Except for Revil himself, Hayato is the only UN pilot that can ride any unit. 
He 
becomes a top-class leader, but because of his dismally low rank, can never put 
that excellent leadership to use, as his influence will never expand beyond his 
own hex. Still, he makes a great field commander.

Frau Bow (Frau)
No Rank/*
Cha: 6(10)  Com: 0(4)  End: 2(10)  Mel: 0(4)  Tar: 0(4)  Rea: 0(4)
Restrictions: No Cruisers
Notes:
Frau is...well, she sucks. Only Gopp is a worse character than she is. Her 
saving grace (if anything) is that her Endurance gets really high with 
experience. Though quite frankly, there's no reason to get her that experience, 
as she's only marginally better than having no pilot at all.


-------------------------------------------------------------------------------
                               ZION MOBILE SUITS
-------------------------------------------------------------------------------

No: --
Zaku I ザクI
Number per Unit: 3
Cost: 540/1200
Production Time: 2 Turns
Sensors: C   Armor: 30  Mobility: 8 Move: 4  Resources: 200 RpM: 2
Move: LSdmf
--------------
Type A (Machinegun)
RpA: 12
Attack: LaSdmf
Zaku Machinegun Pow:8 Acc: 40: Range: 1  Anti-Air
Heat Hawk Pow: 9 Acc: 65: Range: 0
---------------
Type B (Bazooka)
RpA: 18
Attack: LaSdmf
Zaku Bazooka: Pow: 12 Acc: 50: Range: 1  Anti-Air
Heat Hawk Pow: 9 Acc: 65: Range: 0

Notes:
Not a great unit. Since you can already make Zaku IIs at the start of the game, 
it's not worth making any more of these than what you start with. As with most 
Zakus, I find the Bazooka units to be slightly more useful. Still, a good unit 
to use against tanks and the like.


No: --
Zaku I (Ramba Ral's unit)  ザクI/R.R
Max units: 1
Number per Unit: 1
Cost: 200/300
Production Time: 2 Turns
Sensors: B Armor: 50 Mobility: 20 Move: 4 Resources: 200 RpM:2
Move: LSdmf
Attack: LaSdmf
RpA: 20
Zaku Machinegun: Pow: 12 Acc: 40 Range: 1 Anti-Air
Heat Hawk: Pow:9 Acc: 65: Range: 0

Notes:
For a Zaku I this is pretty good. It's basically a souped-up Zaku I-A, and is 
even better than Zaku II C or F types. But it's still a Zaku I. Once you 
develop the Zaku J or S you can put this one out to pasture.


No: --
Zaku I (Black Trinary's unit) ザクI/3S
Max units: 3
Number per unit: 1
Cost: 200/300
Production time: 2 Turns
Sensors: B Armor: 50 Mobility: 20 Move: 4 Resources: 200 RpM:2
Move: LSdmf
Attack: LaSdmf
RpA: 20
Zaku Bazooka: Pow 16: Acc: 50 Range: 1 Anti-Air
Heat Hawk: Pow:9 Acc: 65: Range: 0

Notes:
This is basically like the Zaku I-B version of Ramba Ral's Zaku I. Same advice 
applies.


No: --
Zaku II First Model unit ザクII-C
Number per unit: 3
Cost: 540/1200
Production time: 4 turns
Sensors: C Armor: 40 Mobility: 10 Move: 5 Resources: 250 RpM: 2
Move: LSdmf
--------------
A-type (Machinegun)
RpA: 15
Attack: LaSdmf
Zaku Machinegun: Pow: 10 Acc: 50 Range: 1 Anti-Air
Heat Hawk: Pow: 12 Acc: 70 Range: 0
---------------
Type B (Bazooka)
RpA: 22
Attack: LaSdmf
Zaku Bazooka: Pow: 12 Acc: 60: Range: 1  Anti-Air
Heat Hawk Pow: 12 Acc: 70: Range: 0

Notes:
This is going to be your workhorse MS throughout the early stages of the game 
and the invasion of Odessa at least. It can stomp on early UN units with ease. 
However it becomes outclassed quickly.


No: --
Zaku II (Char Aznable's unit) ザクII/C.A
Max Units: 1
Number per unit: 1
Cost: 300/400
Production time: 2 turns
Sensors: C Armor: 65 Mobility: 30 Move: 6 Resources: 300 RpM: 2
Move: LSdmf
Attack: LaSdmf
RpA: 32
Zaku Bazooka: Pow: 16 Acc: 60: Range: 1  Anti-Air
Heat Hawk Pow: 12 Acc: 70: Range: 0

Notes:
With the exception of Dozul's Zaku, this is the most powerful unit you'll start 
the game with. It's even better than the Zaku II-S. You'll put it to good use 
at the beginning of the game taking down UN cruisers. 


No: --
Zaku II Custom (Dozul's unit) ザクIIS/D.Z
Max Units: 1
Number per unit: 1
Cost: 800/900
Production time: 3 turns
Sensors: B Armor: 100 Mobility: 24 Move: 6 Resources: 320 RpM: 3
Move: LSdmf
Attack: LaSdmf
RpA: 30
Zaku Machinegun: Pow: 14 Acc: 50: Range: 1  Anti-Air
Heat Hawk: Pow: 13 Acc: 70: Range: 0

Notes:
Odd that you've got a Zaku II-S at the beginning of the game without having 
actually developed the base model. Regardless, this is the most powerful unit 
you'll have at the beginning of the game. It's even more powerful than Goufs, 
(though not the prototype Gouf) so it has more lasting power than any other 
early unit. Use it to wreak havoc amongst the UN starfleet at the beginning of 
the game, or have Dozul take a Komusai down and lead the invasion of Odessa.


No: 028
Zaku II (Nuclear equipped) ザクIIA(NC)
Requirements: Special, All technology levels 10
Number per unit: 1
Development: 6000/4 Turns
Cost: 500/1,500
Production time: 3 Turns
Sensors: B Armor: 75 Mobility: 16 Move: 4 Resources: 300 RpM: 2
Move: S
Attack: S
RpA: 100
Nuclear Bazooka: Pow: 60 Acc: 99 Range: 2-4
Heat Hawk: Pow: 12 Acc: 70 Range: 0

Note:
When Delarz presents his plan to invade Lunar 2, Gato will suggest you break 
the Antarctic Treaty and use nuclear weapons. If you agree, then this unit will 
be developed and you can use it. It doesn't fare well in close battles, but 
it's got nukes--it can blow the crap out of just about anything that gets in 
its firing range. Very good for shooting down enemy cruisers or large 
concentrated groups of grunt units like Balls. 


No: 029
Zaku II ザクII-F
Requirements: None
Number per unit: 3
Development: 2000/4 Turns
Cost: 600/1200
Production time: 4 Turns
Sensors: C Armor: 48 Mobility: 15 Move; 5 Resources: 300 RpM: 2
Move: LSdmf
--------------
A-type (Machinegun)
RpA: 15
Attack: LaSdmf
Zaku Machinegun: Pow: 10 Acc: 50 Range: 1 Anti-Air
Heat Hawk: Pow: 12 Acc: 70 Range: 0
---------------
Type B (Bazooka)
RpA: 22
Attack: LaSdmf
Zaku Bazooka: Pow: 12 Acc: 60: Range: 1  Anti-Air
Heat Hawk Pow: 12 Acc: 70: Range: 0

Notes:
This is probably the first unit you'll develop. It's really only marginally 
better than Zaku II-Cs, though since it's a prerequisite for every single Zion 
MS, you pretty much have to build it. Still, it's a good unit for the invasion 
of North America.


No: 030
Zaku II (Shin Matsunaga's) ザクII/S.M
Requirements: Zaku II-F
Max Units: 1
Number per unit: 1
Development: 1000/1 Turn
Cost: 300/400
Production time: 2 Turns
Sensors: C Armor: 72 Mobility: 26 Move: 6 Resources: 300 RpM: 2
Move: LSdmf
Attack: LaSdmf
RpA: 25
Zaku Machinegun: Pow: 12 Acc: 50 Range: 1 Anti-Air
Heat Hawk: Pow: 12 Acc: 70 Range: 0

Notes:
This unit looks kind of goofy, but is pretty good. It's like Zaku-II equivalent 
of the Ramba Ral Zaku I, and is about on par with Char's Zaku. Useful for the 
invasion of North America. (By the time you develop it, the fight in Earth's 
orbit will probably be over)


No: 031
Zaku II (Johnny Raiden's) ザクII/J.R
Requirements: Zaku II-F
Max Units: 1
Number per unit: 1
Development: 1000/1 Turn
Cost: 300/400
Production time: 2 Turns
Sensors: C Armor: 60 Mobility: 34 Move: 6 Resources: 300 RpM: 2
Move: LSdmf
Attack: LaSdmf
RpA: 32
Zaku Machinegun: Pow: 12 Acc: 60 Range: 1 Anti-Air
Heat Hawk: Pow: 12 Acc: 70 Range: 0

Notes:
Johnny Raiden's Zaku is virtually the same as Char's Zaku. It's got slightly 
better mobility and slightly less armor, but that's about it. Like Shin 
Matsunaga's Zaku, this is a good unit to use to invade North America.


No: 032
Zaku II Surface Type ザクII-J
Requirements: Zaku II-F
Number per unit: 3
Development: 2000/4 Turns
Cost: 600/1200
Production time: 2 Turns
Sensors: C Armor: 56 Mobility: 15 Move: 5 Resources: 300 RpM: 2
Move: LdMF
-------------
Type A (Machinegun)
RpA: 15
Attack: LadMF
Zaku Machinegun: Pow: 10 Acc: 50 Range: 1 Anti-Air
Foot Missile Pod: Pow 6 Acc: 50 Range: 1
Heat Hawk: Pow: 12 Acc: 70 Range: 0
Cracker: Pow: 5 Acc: 70 Range: 1
-------------
Type B (Bazooka)
RpA: 22
Attack: LadMF
Zaku Bazooka: Pow: 12 Acc: 60 Range: 1 Anti-Air
Foot Missile Pod: Pow 6 Acc: 50 Range: 1
Heat Hawk: Pow: 12 Acc: 70 Range: 0
Cracker: Pow: 5 Acc: 70 Range: 1
-------------
Type C (Magella Top Cannon)
Special Requirements: Magella Attack
RpA: 30
Attack: LAdMF
Magella Top Cannon: Pow: 20 Acc: 50 Range: 1-2 Anti-Air
Foot Missile Pod: Pow 6 Acc: 50 Range: 1

Notes:
This is the first MS that you'll make that is a noticeable upgrade in 
performance than your starting MSes. Until you produce Goufs and Doms, they'll 
be the workhorse for your Earth invasions. Overall Type B is best IMO, though 
Type C, while being extremely bizarre, can also be really useful. You need to 
develop the Magella Attack tanks before you can use it, but it's your best MS 
at the beginning of the game for taking out planes, and can shoot from 2 spaces 
away. The downside is that it has no melee weapons.


No: 033
Zaku II Custom ザクII-S
Requirements: Zaku II-F, MS level 2
Number per unit: 1
Development: 2000/2 Turns
Cost: 300/450
Production time: 2 Turns
Sensors: B Armor: 70 Mobility: 20 Move: 6 Resources: 320 RpM: 3
Move: LSdmf
--------------
A-type (Machinegun)
RpA: 20
Attack: LaSdmf
Zaku Machinegun: Pow: 14 Acc: 50 Range: 1 Anti-Air
Heat Hawk: Pow: 13 Acc: 70 Range: 0
---------------
Type B (Bazooka)
RpA: 30
Attack: LaSdmf
Zaku Bazooka: Pow: 20 Acc: 60: Range: 1  Anti-Air
Heat Hawk Pow: 13 Acc: 70: Range: 0

Notes:
The Zaku II-S is basically a specialized unit, designed for your ace pilots. 
It's best to put your Ace pilots in one of these, commanding 2 other units of 3 
apiece on a single hex. Otherwise this unit isn't too hot. But it can be useful 
until you develop Doms and Gouf-Bs. Overall it's more effective in space than 
on land, as it will slow down Zaku II-Js.


No: 034
Zaku II Custom (Char Aznable's unit) ザクIIS/C.A
Requirements: Zaku II-S, MS level 3
Max Units: 1
Number per unit: 1
Development: 1000/1 Turn
Cost: 400/300
Production time: 2 turns
Sensors: B Armor: 80 Mobility: 40 Move: 7 Resources: 320 RpM: 3
Move: LSdmf
Attack: LaSdmf
RpA: 30
Zaku Bazooka: Pow: 24 Acc: 60: Range: 1  Anti-Air
Heat Hawk: Pow: 13 Acc: 70: Range: 0

Notes:
This is usually the first unit that you develop that's on par with Dozul's Zaku 
II. Especially when you consider that Char is riding it, it's a very nice unit. 
Like the "vanilla" Zaku II-S, it's more effective in space than on land.


No: 035
Zaku Desert Type デザートザク
Requirements: Zaku II-J, MS level 2
Number per unit: 3
Development: 2000/4 Turns
Cost: 750/1440
Production time: 4 Turns
Sensors: C Armor: 60 Mobility: 15 Move: 5 Resources: 300 RpM: 2
Move: LDmf
Attack: LaDmf
RpA: 30
Zaku Machinegun: Pow: 9 Acc: 50 Range: 1 Anti-Air
Missile Launcher: Pow 5 Acc: 50 Range: 1-2
Heat Hawk: Pow: 13 Acc: 70 Range: 0
Cracker: Pow: 5 Acc: 70 Range: 1

Notes:
This is basically a desert version of the Zaku II-J. Overall there aren't many 
places you can use them so you might not want to spend the money to develop 
them, though their 2-hex attack is nice. However, since they move well in 
desert, they can be used to great effectiveness in taking out HLVs that land in 
Africa--you can station a bunch of them at Kilimanjaro and then move them out 
as soon as the HLVs land. But Zaku Tanks are better for this.


No: 036
Zaku Cannon ザクキャノン
Requirements: Zaku II-J, Ms Level 3
Number per Unit: 3
Development: 2000/3 Turns
Cost: 750/1500
Production time: 3 Turns
Sensors: B Armor: 55: Mobility: 10 Move: 5 Resources: 300 RpM: 2
Move: Ldmf
Attack: LAdmf
RpA: 30
180mm Cannon: Pow: 13 Acc: 45 Range: 1-2 Anti-Air
Zaku Machinegun: Pow: 6 Acc: 45 Range: 1
Big Gun: Pow: 6 Acc: 45: Range: 1

Notes:
Zaku Cannons are really effective at long-range support, and great against 
enemies in the air. Since Zion's forces don't have much in the way of cheap 
long-range support (except for Magella Attacks, which will be of limited use by 
the time you can develop Zaku Cannons) they can be a valuable addition.


No: 037
Zaku Marine Type ザクマリンタイプ
Requirements: Zaku II-F, MS level 2
Number per unit: 3
Development: 2000/4 Turns
Cost: 690/1350
Production time: 4 Turns
Sensors: C Armor: 40 Mobility: 8 Move: 5 Resources: 300 RpM 2
Move: lWdmf
Attack: lWdmf
RpA: 25
Sub-Lock Gun: Pow: 7 Acc: 35 Range: 1
Head Vulcan: Pow: 4 Acc: 30 Range: 1

Notes:
No matter how you slice it, this unit sucks. However, as it's the base for all 
marine MS units, you pretty much have to develop it. Fortunately it doesn't 
cost that much to develop.


No: 038
Zaku Tank ザクタンク
Requirements: Zaku Cannon, Magella Attack, MS Level 4, MA level 2
Number per unit: 3
Development: 1000/2 Turns
Cost: 180/300
Production time: 4 Turns
Sensors: C Armor: 30 Mobility: 5 Move: 4 Resources: 250 RpM: 1
Move: LDmf
Attack: LaDmf
RpA: 25
180mm Cannon: Pow: 13 Acc: 45 Range: 1-2 Anti-Air
Triple Vulcan: Pow: 3 Acc: 30 Range: 1

Notes:
While technically this unit is a MS, it's really more of a tank. It's basically 
the torso of a Zaku Cannon bolted to a Magella base. But it's cheap, and is 
better than the Magella Attack. (though it lacks the ability to detach its top 
obviously) Once you've taken over Kilimanjaro, it's very useful for taking out 
HLVs that try to reclaim it; just move out a couple of platoons of these from 
the base and shoot down the HLVs before they can release their payload.


No: 039
High Maneuverability Zaku  ザクII-R1
Requirements: Zaku II-F, MS level 4, MA level 3
Number per unit: 3
Development: 3000/6 Turns
Cost: 900/1800
Production time: 2 Turns
Sensors: B Armor: 60 Mobility: 25 Move: 7 Resources: 320 RpM: 3
Move: S
-------------------
A-Type (Machinegun)
Attack: S
RpA: 25
Zaku Machinegun: Pow: 12 Acc: 50 Range: 1
Heat Hawk: Pow: 13 Acc: 70 Range: 0
-------------------
A-Type (Bazooka)
Attack: S
RpA: 38
Zaku Bazooka: Pow: 20 Acc: 60 Range: 1
Heat Hawk: Pow: 13 Acc: 70 Range: 0

Notes:
The first space-capable "grunt-unit" MS you can develop after the Zaku-F, and 
it's a huge jump in terms of ability. It's even better than the Zaku-S, though 
you can only use it in space. However, you'll probably never make any (or make 
very few) because nearly as soon as you develop this unit you can make the Zaku 
II-R1A and Zaku II-R2, which are even better.


No: 040
High Maneuverability Zaku Revision ザクII-R1A
Requirements: Zaku II-R1, MS level 6, MA level 4
Number per unit: 3
Development: 1500/2 Turns
Cost: 960/2100
Production time: 2 Turns
Sensors: B Armor: 65 Mobility: 28 Move: 7 Resources: 350 RpM: 3
Move: S
-------------------
A-Type (Machinegun)
Attack: S
RpA: 25
Zaku Machinegun: Pow: 12 Acc: 50 Range: 1
Heat Hawk: Pow: 13 Acc: 70 Range: 0
-------------------
A-Type (Bazooka)
Attack: S
RpA: 38
Zaku Bazooka: Pow: 20 Acc: 60 Range: 1
Heat Hawk: Pow: 13 Acc: 70 Range: 0

Notes:
This MS is better than the Zaku II-R1, and doesn't take long to develop so 
you'll probably produce more of these. If you can wait and have the technology 
levels though, you're probably better off waiting until you can produce the 
Zaku II-R2.


No: 041
High Maneuverability Zaku Late Type ザクII-R2
Requirements: Zaku II-R1A, MS level 7, MA level 6
Number per unit: 3
Development: 3500/6 Turns
Cost: 1500/3000
Production time: 2 Turns
Sensors: B Armor: 80 Mobility: 32 Move: 8 Resources: 400 RpM: 4
Move: S
-------------------
A-Type (Machinegun)
Attack: S
RpA: 25
Zaku Machinegun: Pow: 14 Acc: 50 Range: 1
Heat Hawk: Pow: 13 Acc: 70 Range: 0
-------------------
A-Type (Bazooka)
Attack: S
RpA: 38
Zaku Bazooka: Pow: 24 Acc: 60 Range: 1
Heat Hawk: Pow: 13 Acc: 70 Range: 0

Notes:
The Zaku II-R2 will probably be your main warhorse in space until you can start 
developing Rick-Doms and Gelgoogs. They can sink cruisers really well, 
especially when using bazookas, mop up the floor with Saber Fish, and can hold 
their own against Balls. Against UN mobile suits they're not as effective, but 
can still win if you gang up against them. Also They work well when paired with 
Rick-Doms on the same hex with the Rick-Doms at the back; the more maneuverable 
Zaku II-R2s at the front can dodge incoming attacks more easily, while the more 
powerful Rick -Doms at the rear can follow up with hard-hitting attacks.


No: 042
High Maneuverability Zaku (Shin Matsunaga's unit) ザクII-R1/S.M
Requirements: Zaku II-R1, MS level 5, MA level 3
Max units: 1
Number per unit: 1
Development: 1000/1 Turn
Cost: 400/600
Production time: 2 Turns
Sensors: B Armor: 80 Mobility: 40 Move: 8 Resources: 320 RpM: 3
Move: S
Attack: S
RpA: 35
Zaku Machinegun: Pow: 12 Acc: 50 Range: 1
Heat Hawk: Pow: 13 Acc: 70 Range: 0

Note:
Shin Matsunaga's Zaku II-R1 has stats WAY higher than an ordinary R1, and are 
even higher than an R2. (with the exception of the fuel tank and the weapons, 
which have the same stats as an R1) The development of this unit should be a 
good sign that it's time to move Shin Matsunaga into space if he isn't there 
already. Of course, you could always have another pilot in this unit, but they 
won't do as well.


No: 043
High Maneuverability Zaku (Black Trinary's Units) ザクII-R1/3S
Requirements: Zaku II-R1A, MS level 6, MA level 4
Max units: 3
Number per unit: 1
Development: 1000/1 Turn
Cost: 420/700
Production time: 2 Turns
Sensors: B Armor: 85 Mobility: 44 Move: 8 Resources: 350 RpM: 3
Move: S
Attack: S
RpA: 42
Zaku Bazooka: Pow: 32 Acc: 50 Range: 1
Heat Hawk: Pow: 13 Acc: 70 Range: 0

Note:
Put the Black Trinary in these units and they can wreak major havoc against 
enemy space fleets. Decent armor and really high mobility make for a nice unit. 
The catch; these suits eat up resources really quickly, so you can't fight for 
very long in them. It's best to keep them on board a cruiser, then launch them 
as needed.


No: 044
High Maneuverability Zaku (Johnny Ridden's Unit) ザクII-R1/J.R
Requirements: Zaku II-R2, MS level 7, MA level 6
Max units: 1
Number per unit: 1
Development: 1000/1 Turn
Cost: 650/1000
Production time: 2 Turns
Sensors: B Armor: 90 Mobility: 48 Move: 8 Resources: 400 RpM: 4
Move: S
Attack: S
RpA: 62
Zaku Bazooka: Pow: 32 Acc: 50 Range: 1
Heat Hawk: Pow: 13 Acc: 70 Range: 0

Note:
This is the most powerful Zaku unit in the game. It's a lot like a Rick-Dom 
with super-high maneuverability. Definitely move Johnny Ridden to space once 
you make this unit. The downside is that it consumes a LOT of resources when it 
attacks, so you'll need it docked on a cruiser when you're not using it.


No: 045
Space-Use High Maneuverability Zaku Test Type ザクII-RD4
Requirements: Dom, MS level 8, MA level 5
Number per unit: 1
Development: 3000/6 Turns
Cost: 500/800
Production time: 2 Turns
Sensors: B Armor: 70 Mobility: 32 Move: 7 Resources: 350 RpM: 5
Move: S
Attack: S
RpA: 35
Zaku Machinegun: Pow: 14 Acc: 50 Range: 1
Heat Hawk: Pow: 13 Acc: 70 Range: 0

Note:
This weird-looking thing is necessary to develop the Rick-Dom, but aside from 
that, it's a pretty useless unit. Just looking at the stats I never bothered 
using it; the Zaku II-R2 has better stats and costs about the same. I suppose 
if you develop this before that unit you might get some use out of it as an ace 
pilot unit, but I suggest developing it without actually producing it.


No: 046
Gouf (First Mass production type) グフ-A
Requirements: Zaku II-J, MS level 6
Number per unit: 3
Development: 3000/8 Turns
Cost: 900/1800
Production time: 2 Turns
Sensors: C Armor: 70 Mobility: 18 Move: 6 Resources: 320 RpM: 2
Move: LDMF
Attack: LaDMF
RpA: 30
Zaku Bazooka: Pow: 20 Acc: 60: Range: 1 Anti-Air
Cracker: Pow: 5 Acc: 70: Range: 1
Heat Hawk: Pow: 13 Acc: 70: Range: 0

Note:
Yeah, this a Gouf, and it is blue, but really this thing is nothing more than a 
slightly beefed-up Zaku II-J type. However, as it can move well in any sort of 
ground terrain, it's still more useful than any non-custom type Zaku that can 
move on land. (Well, except for the Zaku II-FZ, but that's a weird case) The 
Gouf As will still get shot down by UN Mobile Suits pretty easily, but can last 
a little longer than a Zaku would.


No: 047
Gouf グフ-B
Requirements: Prototye Gouf, MS level 7
Number per unit: 3
Development: 2000/4 Turns
Cost: 1050/2,250
Production time: 4 Turns
Sensors: C Armor: 85 Mobility: 22 Move: 6 Resources: 320 RpM: 2
Shield Equipped
Move: LDMF
Attack: LaDMF
RpA: 35
Hand Machinegun: Pow: 16 Acc: 55 Range: 1  Anti-Air
Heat Rod: Pow: 21 Acc: 90 Range: 0

Note:
This MS isn't very useful against Gundams, but against GMs, it can survive a 
whole lot longer than a Zaku would.  You can use them to try to hold back the 
first UN mobile suits until you develop the Doms, which have more of a fighting 
chance. It's decent in ranged combat, though its Heat Rod really packs a punch 
in hand-to-hand combat. It's also the only Zion grunt-unit besides the Gelgoog-
A and Gyans to sport a shield.


No: 048
Prototype Gouf グフB/Pタイプ
Requirements: Gouf-A, MS level 6
Max units: 1
Number per unit: 1
Development: 3000/6 Turns
Cost: 500/850
Production time: 4 Turns
Sensors: B Armor: 98 Mobility: 28 Move: 6 Resources: 350 RpM: 2
Shield Equipped
Move: LDMF
Attack: LaDMF
RpA: 40
Hand Machinegun: Pow: 20 Acc: 60: Range: 1  Anti-Air
Heat Rod: Pow: 21 Acc: 90 Range: 0
Heat Saber: Pow: 13 Acc: 80 Range: 0

Note:
The Prototype Gouf is a more powerful version of its mass-produced version, the 
Gouf B. It's really powerful in close combat with its heat rod and heat sword. 
However since it's geared to be an ace-pilot unit, you might end up having it 
in the back ranks more often, and thus unable to make use of this advantage. 
It's the best ace-pilot type ground unit you'll get for a while, so it can be 
pretty useful.


No: 049
Gouf Heavy Armor Type グフ-C
Requirements: Prototype Gouf, MS level 7
Number per unit: 3
Development: 2000/4 Turns
Cost: 1050/3000
Production time: 4 Turns
Sensors: C Armor: 100 Mobility: 12, Move: 4 Resources: 380 RpM: 3
Move: Ldmf
Attack: LAdmf
RpA: 35
Hand Machinegun: Pow: 16 Acc: 50: Range: 1  Anti-Air
Hand Machinegun: Pow: 10 Acc: 50: Range: 1  Anti-Air

Note:
Let's see...worse maneuverability and movement, worse attack with regards to 
terrain type, less accuracy, and no close combat weapons, the specialty of 
other Goufs...(It CAN fight close up, but just does a wimpy bash) Basically, 
this unit stinks. Don't waste your money researching it, let alone producing 
it.

No: 050
Experimental Aerial Gouf グフ-H
Requirements: Prototype Gouf, MS level 7, MA level 5
Number per unit: 3
Development: 2000/4 Turns
Cost: 1350/2400
Production time: 4 Turns
Sensors: C Armor: 60 Mobility: 32, Move: 7 Resources: 350 RpM: 4
Move: Ldmf
Attack: Ladmf
RpA: 50
Giant Bazooka: Pow: 24 Acc: 50: Range: 1  Anti-Air
Hand Machinegun: Pow: 11 Acc: 50: Range: 1 

Note:
This unit can be a prerequisite for the Dom, so you definitely should research 
it, but it's not really worth producing in large numbers as it lacks lots of 
advantages of the "vanilla" Goufs--no close combat capability and bad in most 
land terrains. Not quite as useless as the Heavy Armor Gouf as it has better 
movement, nice mobility, and that bazooka does pack a punch.


No: 051
Dom ドム
Requirements: Experimental Aerial Gouf, MS level 8
Number per unit: 3
Development: 3000/8 Turns
Cost: 1800/2700
Production time: 4 Turns
Sensors: B Armor: 120 Mobility: 25 Move: 7 Resources: 400 RpM: 3
Move: LDMF
Attack: LAdmf
RpA: 50
Giant Bazooka: Pow: 28 Acc: 50 Range: 1  Anti-Air
Spread Beam: Pow: 1 Acc: 99 Range: 1
Heat Sword: Pow: 16 Acc: 75 Range: 0

Note:
OK, so the Spread Beam is useless. But otherwise, the Dom will be your primary 
workhorse in dominating (and holding already owned territories on) the Earth. 
There are a handful of units that are better on land than the Dom, but in terms 
of production and overall ease of use, the Dom is the best. Once you develop 
it, start cranking up the production, because you'll want as many Doms as 
possible to take on the overpowered UN MS units.


No: 052
Rick-Dom リック・ドム
Requirements: Dom, Zaku II-RD4, MS level 9
Number per unit: 3
Development: 1500/2 Turns
Cost: 1800/2700
Production time: 3 Turns
Sensors: B Armor: 120 Mobility: 25 Move: 7 Resources: 400 RpM: 3
Move: S
Attack: S
RpA: 50
Giant Bazooka: Pow: 28 Acc: 50 Range: 1
Spread Beam: Pow: 1 Acc: 99 Range: 1
Heat Sword: Pow: 16 Acc: 75 Range: 0

Note:
The Rick-Dom is identical to the Dom, except that it is used in space. It's not 
as essential as the Dom, as the Gelgoogs are better space units overall, but is 
worth developing nonetheless, as Zakus will have trouble holding back UN mobile 
suits in space until you reach that technology level.


No: 053
Dowadge ドワッジ
Requirements: Dom, MS level 9
Number per unit: 3
Development: 3500/6 Turns
Cost: 2100/3000
Production time: 3 Turns
Sensors: B Armor: 130 Mobility: 28 Move: 6 Resources: 450 RpM: 3
Move: LDMF
Attack: LADmf
RpA: 55
Giant Bazooka: Pow: 30 Acc: 50 Range: 1  Anti-Air
Spread Beam: Pow: 1 Acc: 99 Range: 1
Heat Sword: Pow: 25 Acc: 75 Range: 0

Note:
Whether or not you use this unit or the Dom as your primary surface MS is 
probably a toss up. This one has better stats overall, and moves well in desert 
terrain, but it can't move as far per turn as the Dom can and is more 
expensive. It's definitely a good unit though.


No: 054
Dowadge Revision ドワッジ-H
Requirements: Dowage, MS level 10
Number per unit: 1
Development: 4500/6 Turns
Cost: 900/1400
Production time: 3 Turns
Sensors: B Armor: 175 Mobility: 35 Move: 6 Resources: 500 RpM: 4
Move: LDMF
Attack: LADmf
RpA: 60
Beam Cannon: Pow: 37 Acc: 60 Range: 1-2  Anti-Air
Spread Beam: Pow: 1 Acc: 99 Range: 1
Heat Sword: Pow: 25 Acc: 75 Range: 0

Note:
With the sole exception of the Kampher (which is an uberunit anyway) this is 
the best non-unique ground-based ace pilot unit that the Zions can make. Not 
only does it have great stats, but it can also attack at long range and sports 
a beam cannon, a rarity amongst Zion units. A very nice unit to have.


No: 055
Gelgoog ゲルググ-A
Requirements: Gelgoog-S, MS Level 12
Number per unit: 3
Development: 6000/8 Turns
Cost: 2100/4500
Production time: 3 Turns
Sensors: B Armor: 150 Mobility: 30 Move: 7 Resources: 400 RpM: 3
Shield Equipped
Move: LSdmf
Attack: LASdmf
RpA: 45
Beam Rifle: Pow: 24 Acc: 60 Range: 1 Anti-Air
Beam Naginata: Pow: 18 Acc: 80 Range: 0

Note:
This is basically the best grunt-use MS in the game for the Zion forces. 
However, it's more suited as a space unit than a land one, as it can't move 
through rough terrain as well as the Dom can. Still, this is one of the only 
Zion mobile suits that can stand a chance against Guncannons and Gundams. 
You'll definitely want lots of these toward the end of the game. It costs a 
bundle to develop and produce, but is worth it.


No: 056
High Maneuverability Gelgoog ゲルググ-B
Requirements: Gelgoog-A, MS Level 12
Number per unit: 1
Development: 3500/4 Turns
Cost: 1200/1800
Production Time: 3 Turns
Sensors: B Armor: 160 Mobility: 42 Move: 8 Resources: 420 RpM: 5 
Move: LSdmf
Attack: LASdmf
RpA: 60
Rocket Launcher: Pow: 42 Acc: 50 Range: 1-2  Anti-Air
Beam Naginata: Pow: 32 Acc: 80 Range: 0

Note:
This is an ace-pilot use Gelgoog, more specialized than the generic Gelgoog-S. 
It has less armor than that model, but better mobility and a powerful rocket 
launcher that can attack at long ranges. It's a great unit to put pilots with 
good targeting skill in. However, aside from the range boost, it's not all that 
much better than the Gelgoog-S, and lacks that unit's shield; you may not want 
to bother developing it. It's a prerequisite to Johnny Ridden's Gelgoog though, 
so you could go either way. Note that although it doesn't list a beam rifle 
amongst its weapons, it still uses one. Not sure what its stats are though, for 
obvious reasons.


No: 057
Gelgoog Cannon ゲルググキャノン
Requirements: Gelgoog-A, MS Level 12
Number per unit: 1
Development: 3500/6 Turns
Cost: 1200/2000
Production Time: 3 Turns
Sensors: B Armor: 170 Mobility: 30 Move: 5 Resources: 420 RpM: 5 
Move: LSdmf
Attack: LASdmf
RpA: 65
Beam Cannon: Pow: 44 Acc: 50 Range: 1-2  Anti-Air
Beam Naginata: Pow: 18 Acc: 80 Range: 0
Missile Launcher: Pow: 10 Acc: 40 Range: 1-1

Note:
This is a step-up--sort of--from the Gelgoog-S. Its stats are all lower than 
the Gelgoog-S, but it can attack at range. Quite frankly I would pass over this 
unit, as the high-maneuverability Gelgoog is better in all respects except for 
armor (and the mobility bonus more than makes up for that)


No: 058
Gelgoog (First Production Model) ゲルググ-S
Requirements: Zaku II-R2, MS Level 11
Number per unit: 1
Development: 5000/10 Turns
Cost: 1000/1500
Production time: 3 Turns
Sensors: B Armor: 185 Mobility: 36 Move: 7 Resources: 400 RpM: 4
Shield Equipped
Move: LSdmf
Attack: LASdmf
RpA: 50
Beam Rifle: Pow: 36 Acc: 60 Range: 1 Anti-Air
Beam Naginata: Pow: 32 Acc: 80 Range: 0

Note:
The Gelgoog-S is your first Gelgoog unit--it takes forever to develop and costs 
a bundle for an MS, but you really need it badly if you're going to keep back 
the enemy hordes in space; Rick-Doms are good but you'll need Gelgoogs to stop 
the non-mass-produced UN mobile suits, This MS is more geared toward for ace 
pilots, but is a prerequisite for the mass-produced Gelgoog-A.


No: 060
Gelgoog (Char Aznable's Unit) ゲルググ/C.A
Requirements: Gelgoog S, MS Level 11
Max units: 1
Number per unit: 1
Development: 1500/1 Turns
Cost: 1500/1500
Production time: 3 Turns
Sensors: B Armor: 195 Mobility: 50 Move: 8 Resources: 400 RpM: 4
Shield Equipped
Move: LSdmf
Attack: LASdmf
RpA: 50
Beam Rifle: Pow: 48 Acc: 60 Range: 1 Anti-Air
Beam Naginata: Pow: 42 Acc: 80 Range: 0

Note:
The best of Char's units (while he's a member of Zion at any rate...) Char's 
Gelgoog can kick some serious UN tail. It's cheap and quick to research, like 
the other custom-built units, so is definitely worth researching. (That is, if 
Char hasn't defected to Neo Zion or Legitimate Zion when you develop it...)


No: 061
Gelgoog (Johnny Ridden's Unit) ゲルググ/J.R
Requirements: Gelgoog-B, MS Level 12
Max units: 1
Number per unit: 1
Development: 1500/1 Turn
Cost: 1800/1800
Production Time: 3 Turns
Sensors: B Armor: 180 Mobility: 52 Move: 9 Resources: 420 RpM: 5 
Move: LSdmf
Attack: LASdmf
RpA: 60
Rocket Launcher: Pow: 47 Acc: 50 Range: 1-2  Anti-Air
Beam Naginata: Pow: 32 Acc: 80 Range: 0

Note:
Johnny Ridden's Gelgoog is a revision of the Gelgoog-B, not the Gelgoog-S, so 
you need to research that before you can get this unit. This is probably the 
best of the Gelgoogs since it has that long-range rocket launcher, plus has 
fantastic mobility, decent armor, and is tied with the Ziong and Kampher for 
the highest movement rate among mobile suits. However, when you consider the 
research costs of the Gelgoog-B in addition to this, it's expensive to make. 
Still, worth it if you have the funds left over.


No: 062
Gyan ギャン/Pタイプ
Requirements: Prototype Gouf, MS Level 11
Max units: 1
Number per unit: 1
Development: 5000/10 Turns
Cost: 1000/1000
Production time: 3 Turns
Sensors: B Armor: 220 Mobility: 36 Move: 6 Resources: 350 RpM: 3
Shield Equipped
Move: Lsdmf
Attack: LsDMF
RpA: 40
Shield Missile: Pow: 26 Acc: 60 Range: 1 Anti-Air
Beam Saber: Pow: 47 Acc: 85 Range: 0

Note: 
Once you hit MS Level 11, two "elite" MS models will be available to research: 
the Gelgoog, and this, the Gyan. Both cost a fortune to develop and tons of 
time. The Gelgoog is more suited for long-range combat, and the Gyan for close 
combat. In fact, the Gyan is actually the best close combat MS in the game, so 
is a great unit to put your pilots with high melee skill in. The downside is 
that the Gyan is not so hot in space, and has lousy mobility over most kinds of 
terrain as well. Since this is a prototype unit, it's geared toward ace pilots.


No: 063
Gyan (Mass produced model) ギャン
Requirements: Prototype Gouf, MS Level 11
Number per unit: 3
Development: 6000/6 Turns
Cost: 1800/2700
Production time: 3 Turns
Sensors: B Armor: 120 Mobility: 28 Move: 6 Resources: 350 RpM: 3
Shield Equipped
Move: Lsdmf
Attack: LsDMF
RpA: 30
Shield Missile: Pow: 26 Acc: 60 Range: 1 Anti-Air
Beam Saber: Pow: 47 Acc: 85 Range:0

Note:
One of the few grunt units whose weapons don't get a downgrade from the 
prototype. Mass produced Gyans can do really heavy damage in close combat so 
are best to put at the front of your ranks. On the whole though grunt Gelgoogs 
are more useful than grunt Gyans.


No: 064
Kampher ケンプファー
Requirements: MS level 14
Number per unit: 1
Development: 8000/12 Turns
Cost: 2000/3500
Production time: 3 Turns
Sensors: A Armor: 260 Mobility: 56 Move: 9 Resources: 380 RpM: 5
Move: LSDMF
Attack: LSADMF
RpA: 70
Bazooka: Pow: 41 Acc: 70 Range: 1
Shotgun: Pow: 13 Acc: 90 Range: 1
Beam Saber: Pow: 28 Acc: 80 Range: 0
Panzerfaust: Pow: 20 Acc: 30 Range: 1

Note:
While there are a handful of units in the game with better stats than the 
Kampher, when you factor in everything (cost, versatility, terrain etc) it is, 
IMO, the single best ace unit in the game. The Kampher excels in both space and 
on land, deals immense punishment with its array of weaponry, and has great 
mobility and movement. However, you pretty much have to use this unit according 
to its design; for hit and run raids. Its resources per attack are high enough 
that you can't use this unit for long-term battles. However, once you get the 
option to make this unit, you should produce as many as you can and put your 
ace pilots in them--they can really turn the tide against the overpowered UN 
mobile suits.


No: 065
Ifreet Revision (EXAM) イフリートTX
Requirements: Special, MS level 9
Max units: 1
Number per unit: 1
Development: 4000/6 Turns
Cost: 1500/2200
Production time: 3 Turns
Sensors: A Armor: 250 Mobility: 45 Move: 8 Resources: 450 RpM: 5
Move: LDMF
Attack: LaDMF
RpA: 80
Rocket Launcher: Pow: 40 Acc: 50 Range: 1
Foot Missile Pod: Pow: 12 Acc: 60 Range: 1
Beam Saber: Pow: 18 Acc: 75 Range: 0

Note:
You need to start EXAM research before you can produce this unit. It's a good 
ace pilot unit, but you can only have one and it only is really good on land. 
However, it's quite effective on land, especially at close combat. On the other 
hand, it consumes resources at a heavy rate so cannot be used to fight for 
long. In the long run it may not seem worth developing, but you can't complete 
the EXAM event line without doing so.


No: 066
Gog ゴッグ
Requirements: Submarine Zaku, MS level 4, MA level 3
Number per unit: 3
Development: 3000/6 Turns
Cost: 1050/2400
Production time: 3 Turns
Sensors: B Armor: 100 Mobility: 10 Move: 4 Resources: 500 RpM: 5
Move: lWdmf
Attack: lWdmf
RpA: 50
Mega Particle Cannon: Pow: 20 Acc: 50 Range: 1-2
Torpedo: Pow: 16 Acc: 50 Range: 1-2 Underwater weapon
Claw: Pow: 20 Acc: 70 Range: 0

Note:
One of the first underwater units you can produce, and probably the best 
overall underwater. They're not so hot on land though, which makes them of 
limited use as the only underwater weapons the UN has are submarines, (sitting 
ducks for any kind of underwater MS) Aqua GMs (total weaklings) and the Gundam 
units. (which are weak underwater) Still, as the Gog is a requirement for the 
more advanced underwater units, you'll want to develop them, and produce a few 
as well.


No: 067
Hi-Gog ハイゴッグ
Requirements: Gog, MS level 11, MA level 6
Number per unit: 3
Development: 5000/8 Turns
Cost: 1800/1950
Production time: 3 Turns
Sensors: B Armor: 70 Mobility: 28 Move: 7 Resources: 350 RpM: 3
Move: lWdmf
Attack: lWAdmf
RpA: 35
Hand Beam Cannon: Pow: 23 Acc: 70 Range: 1 Anti-Air
Torpedo: Pow: 18 Acc: 50 Range: 1-2 Underwater weapon
Claw: Pow: 20 Acc: 80 Range: 0

Note:
The Hi-Gog is a lot better than the Gog, but its primary problem is that it 
becomes available to develop at the same time as the Z'Gok-E, which is a much 
better unit. The only time you'd want to develop or produce this unit is if you 
decided not to research the Z'Gok and Z'Gok-S and needed a decent underwater 
unit. (If you drag your feet before invading Hawaii, you'll need something 
better than Gogs and Acguys to do it)


No: 068
Acguy アッガイ
Requirements: Submarine Zaku, MS level 5, MA level 2
Number per unit: 3
Development: 2000/4 Turns
Cost: 750/1050
Production time: 3 Turns
Sensors: B Armor: 60 Mobility: 18 Move: 6 Resources: 300 RpM: 2
Move: lWdmf
Attack: lWdmf
RpA: 20
Hand Vulcan: Pow: 9 Acc: 40 Range: 1
Rocket Shell Pod: Pow: 8 Acc: 45 Range: 1  Non-Underwater weapon
Claw: Pow: 10 Acc: 65 Range: 0

Note:
The Acguy is basically a poor man's version of the Gog. It costs less to 
develop 
and build, and has better movement and mobility, but is overall a lot less 
effective. However, developing it can have its advantages--it can be used as a 
prerequisite for the Z'Gok (though it will cost more to develop if you do) so 
if you want to forego the Gog and Hi-Gog altogether you can use the Acguy 
instead. And if you have a handful of Acguys they can be useful for swimming 
around the north end of the map where nobody ever goes, and taking over various 
bases. If you decide to develop the Gog though, don't bother with this MS.


No: 069
Z'Gok ズゴック
Requirements: Gog or Acguy, MS level 6, MA level 3
Number per unit: 3
Development: 4000/6 Turns
Cost: 1500/2100
Production time: 3 Turns
Sensors: B Armor: 90 Mobility: 22 Move: 6 Resources: 350 RpM: 3
Move: lWdmf
Attack: lWadmf
RpA: 30
Hand Vulcan: Pow: 16 Acc: 45 Range: 1 Anti-Air
Rocket Shell: Pow: 10 Acc: 50 Range: 1
Claw: Pow: 10 Acc: 65 Range: 0

Note:
The Z'Gok is the first underwater MS you can make that's really worth producing 
in large numbers. Unlike the Gog or Acguy, it can actually attack aerial 
opponents, even from underwater, so they're no longer sitting ducks from 
bombers. They can handle themselves fairly well on land as well. Until you can 
develop the Z'Gok-E, you can make good use of these.


No: 071
Z'Gok-S ズゴック-S
Requirements: Z'Gok, MS level 7, MA level 3
Number per unit: 1
Development: 3000/4 Turns
Cost: 600/700
Production time: 3 Turns
Sensors: B Armor: 120 Mobility: 26 Move: 6 Resources: 350 RpM: 3
Move: LWdmf
Attack: LWAdmf
RpA: 40
Claw Vice Beam: Pow: 24 Acc: 60 Range: 1 Anti-Air
Rocket Shell: Pow: 10 Acc: 50 Range: 1
Claw: Pow: 32 Acc: 75 Range: 0

Note:
This unit is geared toward being an ace pilot unit, and is quite effective. It 
doesn't handle well in rough terrain, but is good on both land and in the water 
so is a very versatile unit. In the middle of the game, until you can start 
building the more powerful ace pilot units (like Dowages or Gelgoogs) this will 
probably be your main ace pilot unit. It does remarkably well in close combat 
as well.


No: 071
Z'Gok (Char's unit) ズゴック/C.A
Requirements: Z'Gok-S, MS level 7, MA level 3
Number per unit: 1
Development: 1000/1 Turns
Cost: 700/700
Production time: 3 Turns
Sensors: B Armor: 140 Mobility: 40 Move: 7 Resources: 350 RpM: 3
Move: LWdmf
Attack: LWAdmf
RpA: 40
Claw Vice Beam: Pow: 28 Acc: 60 Range: 1 Anti-Air
Rocket Shell: Pow: 10 Acc: 50 Range: 1
Claw: Pow: 35 Acc: 75 Range: 0

Note:
Until you make Char's Gelgoog, this is the unit you'll want Char riding around 
in. (Unless of course you've got him in space, in which case you'll have to 
settle for his Zaku) In fact, even once you've developed the Gelgoog, this unit 
can be more useful for Char in some ways because it can move in water.


No: 072
Z'Gok-E  ズゴック-E
Requirements: Z'Gok-S, MS level 11, MA level 3
Number per unit: 3
Development: 5000/8 Turns
Cost: 2250/2250
Production time: 3 Turns
Sensors: B Armor: 150 Mobility: 30 Move: 7 Resources: 350 RpM: 3
Move: LWdmf
Attack: LWAdmf
RpA: 45
Hand Beam Cannon: Pow: 30 Acc: 60 Range: 1 Anti-Air
Torpedo: Pow: 18 Acc: 50 Range: 1-2 Underwater weapon
Claw: Pow: 32 Acc: 75 Range: 0

Note:
An excellent land-based grunt unit, even better than the Dom in many ways; 
better armor, mobility, and weapons, and it can go underwater, though it 
doesn't fare nearly as well in rough terrain. Still, it's a great unit on both 
land and in the water. Along with Doms (or Dowages) this will probably be the 
main unit you conquer the Earth with in the mid-to-late stages of the game.


No: 073
Zock  ゾック
Requirements: MS level 7, MA level 7
Max units: 1
Number per unit: 1
Development: 5000/8 Turns
Cost: 1000/1500
Production time: 4 Turns
Sensors: A Armor: 300 Mobility: 15 Move: 6 Resources: 600 RpM: 8
Move: lWdmf
Attack: lWAdmf
RpA: 80
Mega Particle Cannon: Pow: 60 Acc: 30 Range: 1-2
Phonon Maser: Pow: 35 Acc: 50 Range: 1-2  Anti-Air

Note:
A very weird unit. Technically it's a mobile suit, but in practice, it skirts 
the line of being a MA. It's quite a powerful unit, but expensive to develop. 
If you decide to invade Hawaii later than sooner, then this will be a good unit 
to accompany you. Otherwise it's best to leave it alone. Put an ace pilot with 
good targeting skill in it. (those big claws are just decoration, it has no 
melee weapons)


No: 074
Zeong  ジオング
Requirements: Brau-Buro, MS level 13, MA level 12
Number per unit: 1
Development: 12000/12 Turns
Cost: 3000/5000
Production time: 4 Turns
Sensors: A Armor: 280 Mobility: 60 Move: 9 Resources: 600 RpM: 5
Move: S
Attack: S
RpA: 70
Mega Particle Cannon: Pow: 66 Acc: 50 Range: 1-2
Mega Particle Cannon: Pow: 20 Acc: 50 Range: 1-2
Remote Hand Beam: Pow: 33 Acc: 90 Range: 2-3
Mega Particle Cannon: Pow: 25 Acc: 50 Range: 1-2
---------------
Sub-unit
Zeong Head ジオングヘッド
Sensors: A Armor: 30 Mobility: 60 Move: 10 Resources: 150 RpM: 1
Move: aS
Attack: aS
RpA: 20
Mega Particle Cannon: Pow: 25 Acc: 50 Range: 1-2

Note:
A unique, and hella powerful unit. It skirts the line between MS and MA. It's 
expensive as hell to develop, (IF you can develop it, the development 
requirements are really high) but is really useful when invading Lunar 2. If 
this unit gets shot down, then instead of the pilot getting injured, it turns 
into the Zeong Head. (If the Zeong Head gets shot down, then the pilot DOES get 
injured) If there's no pilot, fight on in the head--if there is a pilot in the 
head, get back to base and transfer him/her to something else. Because of the 
massive expense needed for this unit, it's debatable whether or not it's worth 
investing in. If you do, you need to put a Newtype pilot in it, as only 
Newtypes can operate the Remote Hand Beam.


No: 075
Perfect Zeong  Pジオング
Requirements: Zeong, MS level 15, MA level 15
Number per unit: 1
Development: 15000/6 Turns
Cost: 4000/6000
Production time: 4 Turns
Sensors: A Armor: 400 Mobility: 45 Move: 8 Resources: 600 RpM: 5
Move: lSdmf
Attack: laSdmf
RpA: 80
Mega Particle Cannon: Pow: 66 Acc: 50 Range: 1-2 Anti-Air
Mega Particle Cannon: Pow: 20 Acc: 50 Range: 1-2 
Remote Hand Beam: Pow: 33 Acc: 90 Range: 2-3 
Mega Particle Cannon: Pow: 25 Acc: 50 Range: 1-2 
---------------
Sub-unit
Zeong Head ジオングヘッド
Sensors: A Armor: 30 Mobility: 60 Move: 10 Resources: 150 RpM: 1
Move: aS
Attack: aS
RpA: 20
Mega Particle Cannon: Pow: 25 Acc: 50 Range: 1-2

Note:
Basically, a Zeong with legs that can be used on the Earth. It takes a hit in 
mobility, and it's not so hot on land, plus costs a fortune in technology and 
investment to make. It's questionable whether or not you'll even be able to 
develop this unit by the end of the game, and even then, it's of limited use--
while it is decidedly very powerful, overall your money could be spent better 
elsewhere. 


No: 096
Gelgoog (Gato's Unit) ゲルググ/A.G
Requirements: Gelgoog-S, MS Level 11
Max units: 1
Number per unit: 1
Development: 1500/1 Turn
Cost: 1500/1500
Production Time: 3 Turns
Sensors: B Armor: 210 Mobility: 45 Move: 8 Resources: 400 RpM: 4 
Shield Equipped
Move: LSdmf
Attack: LASdmf
RpA: 50
Beam Rifle: Pow: 48 Acc: 60 Range: 1 Anti-Air
Beam Naginata: Pow: 42 Acc: 80 Range: 0

Note:
This MS is so incredibly close in terms of stats to Char's Gelgoog that it's 
practically the same thing. It has slightly less mobility and slightly more 
armor, but in all other respects it's the same. However as Char is a better 
pilot than Gato, that unit will probably be more useful in the long run.


No: 117
Blue Destiny Unit 2 (Nimbus' Unit) BD-2/N.S
Requirements: Special, Base Level 12, MS Level 10, MA level 10
Max units: 1
Number per unit: 1
Development: 5000/6 Turns
Cost: 2500/3200
Production Time: 3 Turns
Sensors: A Armor: 290 Mobility: 52 Move: 7 Resources: 450 RpM: 5 
Shield Equipped
Move: LsDMF
Attack: LAsDMF
RpA: 100
Machine gun: Pow: 50 Acc: 60 Range: 1 Anti-Air
Chest Missile: Pow: 10 Acc: 50 Range: 1
Beam Saber: Pow: 21 Acc: 80 Range: 0
Head Vulcan: Pow: 4 Acc: 50 Range: 1

Note:
To produce this unit, when Professor Crust of the EXAM project defects in the 
EXAM event line, you need to give Nimbus permission to chase after him, but not 
to engage the Blue Destiny units. You'll then get the BD-2, along with the 
opportunity to research this unit. It's a good unit, but it eats resources like 
a ravenous dog so is of limited use.


No: 120
Zaku II Revision ザクII-FZ
Requirements: Zaku-F (presumably), MS level 13
Number per unit: 3
Development: 4000/8 Turns
Cost: 1500/1350
Production time: 4 turns
Sensors: B Armor: 80 Mobility: 20 Move: 6 Resources: 350 RpM: 3
Move: LSdmf
Attack: LaSdmf
Zaku Machinegun: Pow: 20 Acc: 70 Range: 1 Anti-Air
Heat Hawk: Pow: 13 Acc: 70 Range: 0

Note:
This is decidedly the best of the "grunt" all-purpose Zaku II units. (The Zaku 
II-R units are generally better in space) It's about on par with the Gouf-Bs, 
but by the time you can develop this unit you'll be able to produce stuff 
that's much, much better than it, so my advice is not even to bother developing 
it. It does look kind of cool though.


-------------------------------------------------------------------------------
                               ZION MOBILE ARMORS
-------------------------------------------------------------------------------

No: 079
Azzam アッザム
Requirements: MA level 5
Development: 5000/8 Turns
Cost: 2000/5000
Production time: 4 turns
Sensors: A Armor: 600 Mobility: 15 Move: 4 Resources: 800 RpM: 6
Move: A
Attack: LwADMF
RpA: 90
Mega Particle Cannon: Pow: 46 Acc: 40 Range: 1-3 Surface Weapon Anti-Water
Azzam Leader: Pow: 16 Acc: 99 Range: 1  Surface Weapon

Note:
The only MA in the game that can be used on the surface, (the Grublo being an 
underwater unit) and also the only Zeon unit besides the Gaw that can attack 
underwater enemies without actually being underwater. In many ways, this is the 
most useful of the Zion MAs because most of your fighting will be on land as 
the Zion forces. The Azzam Leader is especially nice, as it attacks all ground-
based units in one blow.  The only cruiser that can carry this unit is the 
Zanzibar, which is kind of obvious as that's the only cruiser that can enter 
the atmosphere. Overall this is an excellent unit that you should seriously 
consider making good use of.


No: 080
Zakrello ザクレロ
Requirements: Azzam, MA level 7
Development: 4000/6 Turns
Cost: 1000/2000
Production time: 3 turns
Sensors: B Armor: 300 Mobility: 35 Move: 8 Resources: 500 RpM: 5
Move: S
Attack: S
RpA: 50
Beam Cannon: Pow: 40 Acc: 40 Range 1-2
Missile: Pow: 12 Acc: 30 Range 1-3
Sickle Arm: Pow: 15 Acc: 60 Range: 0

Note:
No matter how you slice it, this is pretty crappy for a MA. It's really only 
marginally better than a MS, but since it can't stack it's not as useful. 
However, you can load it into any ship, and they're relatively cheap, so they 
can be fairly easily mass produced--but its successor, the Bygro, is better.


No: 081
Bygro ビグロ
Requirements: Zakrello, MA level 8
Development: 5000/6 Turns
Cost: 1500/3000
Production time: 3 turns
Sensors: A Armor: 400 Mobility: 48 Move: 10 Resources: 600 RpM: 7
Move: S
Attack: S
RpA: 60
Mega Particle cannon: Pow: 66 Acc: 50 Range 1-3
Missile: Pow: 15 Acc: 30 Range 1-3
Claw: Pow: 23 Acc: 85 Range: 0

Note:
Overall, this is the best Mobile Armor in the game. The Newtype MAs are 
arguably better, but you need a Newtype pilot to use them properly, and there 
aren't many of those. It's got the best mobility of all the Mobile Armors in 
the game (with the exception of the Gundam MA mode, but that's not that great a 
unit) powerful weapons, and good range. You can make good use of these 
protecting your space stations or stomping down pesky UN mobile suits. You can 
put these in any ship, so they're quite useful.


No: 082
Grublo グラブロ
Requirements: Bygro, MA level 9
Development: 6000/6 Turns
Cost: 2500/4000
Production time: 4 turns
Sensors: A Armor: 700 Mobility: 25 Move: 8 Resources: 700 RpM: 5
Move: W
Attack: WS
RpA: 70
Torpedo: Pow: 46 Acc: 60 Range 1-3
Boomerang Missile: Pow: 20 Acc: 70 Range 1-2 Anti-Air
Claw: Pow: 23 Acc: 85 Range: 0

Note:
This underwater version of the Bygro is not worth producing or developing IMO. 
Sure, it's got ridiculously tough armor and its torpedoes pack a punch, but 
there's really not that much in the way of underwater threats from the UN, and 
what there is your subs and underwater mobile suits should be able to take care 
of easily. 


No: 083
Big Zam ビッグ・ザム
Requirements: Azzam, MA level 10
Development: 18000/12 Turns
Cost: 9999/9999
Production time: 5 turns
Sensors: A Armor: 999 Mobility: 10 Move: 4 Resources: 999 RpM: 10
Move: S
Attack: S
RpA: 255
BG Mega Particle Cannon: Pow: 66 Acc: 99 Range 2-5
Diffusion Beam: Pow: 52 Acc: 80 Range 1-2

Note:
Yes, it's a giant machine of death that is nearly impossible to kill, but this 
unit is really not worth it in the long run. Its biggest problem is its absurd 
resource consumption--you can make a grand total of 3 attacks with this thing 
before you run out of energy. Don't even think of scanning with it. There's 
only one real use for the Big Zam--plopping it down on the main hex of your 
major bases and using it to fend off invasions that shouldn't be happening in 
the first place. You can also use it as long range fire support on a minor base 
on the space map. It's so big that it can only be loaded on a Dolos.


No: 084
Brau-Buro ブラウ・ブロ
Requirements: Special
Development: 8000/8 Turns
Cost: 3000/5000
Production time: 4 turns
Sensors: A Armor: 500 Mobility: 35 Move: 9 Resources: 700 RpM: 6
Move: S
Attack: S
RpA: 80
Mega Particle Cannon: Pow: 70 Acc: 50 Range 1-3
Remote Beam Cannon: Pow: 33 Acc: 70 Range 2-3

Note:
To make this MA, you need to create the Flanagan Institute, then you can 
research it. This is a Newtype-use MA, so unless you use a Newtype pilot, you 
won't be able to use the Remote Beam Cannon. It's quite powerful though. The 
Elmeth is a better vessel for your Newtype pilots though. It can be loaded onto 
either the Dolos or the Zanzibar.


No: 085
Elmeth エルメス
Requirements: Brau-Buro, MA level 13
Development: 10000/10 Turns
Cost: 5000/4000
Production time: 4 turns
Sensors: A Armor: 450 Mobility: 40 Move: 9 Resources: 600 RpM: 7
Move: S
Attack: S
RpA: 80
Mega Particle Cannon: Pow: 80 Acc: 60 Range 1-3
Bit: Pow: 60 Acc: 99 Range 2-3

Note:
At first glance, the stats on the Elmeth look less attractive than the Brau-
Buro, but its weapons are so much better that it makes a big difference, 
especially the Bit attack. However, you need a Newtype pilot to operate the 
Bits, so this unit is pretty much useless without one. It's a great unit for 
Char or Lalah to pilot. Like the Brau-Buro, it can only be loaded onto the 
Dolos or Zanzibar.


-------------------------------------------------------------------------------
                               ZION ARMOR UNITS
-------------------------------------------------------------------------------

No: 088
Magella Attack マゼラアッタク
Requirements: Base Level 2
Number per unit: 3
Development: 1500/2 Turns
Cost: 180/480
Production time: 1 turn
Sensors: C Armor: 15 Mobility: 6 Move: 4 Resources: 200 RpM: 1
Move: LDmf
Attack: LaDmf
RpA: 20
Magella Top Cannon: Pow: 12 Acc: 30 Range: 1-2 Anti-Air
Triple Vulcan: Pow: 2 Acc: 30 Range: 1
----------------------------
Sub-Unit
Magella Base
Sensors: C Armor: 10 Mobility: 7 Move: 4 Resources: 120 RpM: 1
Move: LDmf
Attack: LDmf
RpA: 12
Triple Vulcan: Pow: 2 Acc: 30 Range: 1
----------------------------
Sub-Unit
Magella Top
Sensors: B Armor: 5 Mobility: 10 Move: 5 Resources: 80 RpM: 4
Move: A
Attack: A
RpA: 8
Magella Top Cannon: Pow: 12 Acc: 30 Range: 1-2

Notes:
The Magella Attack is probably the only Zion armor unit worth developing. It's 
cheap both to produce and develop, and quite useful in the early stages of the 
game, as it's one of the first units with a long-range attack that you can 
develop. It can make short work of UN Type-61 tanks. You can detach this unit 
into two separate units, the Magella Base and the Magella Top. The Magella Base 
by itself is pretty worthless, but when you return it to a base it gets a new 
top. The Magella Top is ironically the best dogfight-capable unit that the Zion 
forces has, aside from the MS-mounted Dodai units, which cost a bundle.


No: 089
Gallop ギャロップ
Requirements: Base Level 3
Number per unit: 1
Development: 4000/8 Turns
Cost: 1000/3000
Production time: 3 turns
Sensors: A Armor: 350 Mobility: 5 Move: 5 Resources: 600 RpM: 3
Carrying Capacity: 2
Minovsky Equipped (Short)
Move: LDmf
Attack: LADmf
RpA: 50
Primary Cannon: Pow: 33 Acc: 35 Range: 1-2 Anti-Air

Notes:
Not a terribly useful unit. Being a carrier, you can't stack it, and it's not 
terribly useful in battle, though it does pack a punch. If you use it at all, 
it's probably best used for its sensors, or as a semi-mobile refueling station 
for your mobile suits.


No: 090
Doubde ダブデ
Requirements: Base Level 4
Number per unit: 1
Development: 6000/6 Turns
Cost: 2000/6000
Production time: 4 turns
Sensors: S Armor: 500 Mobility: 0 Move: 4 Resources: 600 RpM: 5
Carrying Capacity: 6
Minovsky Equipped (Wide)
Move: LDmf
Attack: LADmf
RpA: 80
Primary Cannon: Pow: 40 Acc: 35 Range: 1-3 Anti-Air

Notes:
The only unit aside from the Big Tray (and HLVs) in the game to have a zero 
mobility! Though you may not want to develop or produce it, the Doubde is more 
useful than the Gallop. If you produce several of them, load two platoons of 
mobile suits on each, and leave them at drop points as a mobile station for 
picking off incoming HLVs, they can do a good job of keeping away invasions 
from space when you're trying to conquer the Earth.

-------------------------------------------------------------------------------
                                ZION AIRCRAFT
-------------------------------------------------------------------------------

No: 099
Dopp ドップ
Number per unit: 6
Development: 1500/2 Turns
Cost: 180/330
Production time: 1 turn
Sensors: C Armor: 10 Mobility: 12 Move: 5 Resources: 200 RpM: 4
Move: A
Attack: A
RpA: 12
Missile Launcher: Pow: 4 Acc: 30 Range: 1
Autocannon: Pow: 3 Acc: 30 Range: 1

Notes:
Dopps are nothing to write home about. They can only attack other aerial units 
and get shot down very, very easily. (Basically, if they get hit, they die) 
However, they are of some use as the UN uses a fair number of aerial units, and 
Dopps can often distract them from attacking your mobile suits. Whether or not 
you develop them is up to you.


No: 100
Dopp (Garma's Unit) ドップ/G.Z
Requirements: Dopp, Base Level 2
Max units: 1
Number per unit: 1
Development: 1000/1 Turns
Cost: 80/55
Production time: 1 turn
Sensors: C Armor: 25 Mobility: 30 Move: 6 Resources: 200 RpM: 5
Move: A
Attack: A
RpA: 15
Missile Launcher: Pow: 6 Acc: 30 Range: 1
Autocannon: Pow: 3 Acc: 30 Range: 1

Notes:
This is better than a vanilla Dopp. However, it's still not only just a Dopp, 
but it's by itself so it's a sitting duck. It does get better when Garma is 
riding it, but putting him in this unit is basically the same as sending him to 
the hospital as he won't survive for long. Don't bother.


No: 101
Dodai GA ドダイGA
Requirements: Base level 3
Number per unit: 3
Development: 1500/2 Turns
Cost: 180/420
Production time: 1 turn
Sensors: B Armor: 20 Mobility: 8 Move: 5 Resources: 280 RpM: 5
Move: A
Attack: LDMF
RpA: 50
Air-to-Surface Missile: Pow: 9 Acc: 35 Range: 1-2  Anti-Ground Weapon

Notes:
Dodais by themselves are bombers, and fairly useful as they can attack at 
range; they can take out Type 61 Tanks and a fair number of MS unit types 
without them being able to retaliate. However they're still rather weak. 
They're a prerequisite for the Dodai YS units, which are very useful.


No: 102
Dodai YS (Surface Zaku Type) ドダイYS/ザク
Requirements: Dodai GA, Zaku II-J, Base level 5
Number per unit: 3
Development: 1000/2 Turns
Cost: 1200/1620
Production time: 2 turns
-------------------------
Dodai Form
Sensors: B Armor: 60 Mobility: 8 Move: 5 Resources: 300 RpM: 8
Move: A
Attack: LADMF
RpA: 35
Zaku Machinegun: Pow: 10 Acc: 50 Range: 1
Air-to-Surface Missile: Pow: 9 Acc: 35 Range: 1-2  Anti-Ground Weapon
-------------------------
Zaku Form
Sensors: B Armor: 60 Mobility: 15 Move: 5 Resources: 300 RpM: 2
Move: LdMF
Attack: LadMF
RpA: 15
Zaku Machinegun: Pow: 10 Acc: 50 Range: 1 Anti-Air Weapon
Foot Missile Pod: Pow: 6 Acc: 50 Range: 1
Heat Hawk: Pow: 12 Acc: 70 Range: 0

Notes:
Dodai YS/Zakus are a freely "transformable" unit; it's just a Dodai GA with a 
Zaku II-J riding on top of it. However it's very useful as it's freely 
transformable. As a Dodai form it has the bombing capability of a Dodai, but 
also anti-air capability with the Zaku on top of it. As a Zaku it can do 
anything a Zaku II-J can. One use for this unit is to move around as a Dodai 
through rough terrain, then transform into a Zaku to take over bases.


No: 103
Dodai YS (Gouf) ドダイYS/グフ
Requirements: Dodai GA, Gouf-B, Base level 7
Number per unit: 3
Development: 1000/2 Turns
Cost: 1350/2670
Production time: 2 turns
-------------------------
Dodai Form
Sensors: B Armor: 80 Mobility: 8 Move: 5 Resources: 350 RpM: 8
Move: A
Attack: LADMF
RpA: 45
Hand Machinegun: Pow: 16 Acc: 55 Range: 1
Air-to-Surface Missile: Pow: 9 Acc: 35 Range: 1-2  Anti-Ground Weapon
-------------------------
Gouf Form
Sensors: B Armor: 80 Mobility: 20 Move: 6 Resources: 350 RpM: 2
Move: LDMF
Attack: LaDMF
RpA: 35
Hand Machinegun: Pow: 16 Acc: 55 Range: 1 Anti-Air Weapon
Heat Rod: Pow: 21 Acc: 90 Range: 0

Notes:
Dodai YS/Goufs are basically the same thing as the Dodai YS/Zakus, except that 
they've got a Gouf-B riding it instead of a Zaku II-J. As such, they're 
substantially more useful. They're not that much more expensive either, so this 
is definitely the better buy between the two.


No: 105
Luggun ルッグン
Requirements: Base level 4
Number per unit: 6
Development: 1500/2 Turns
Cost: 240/540
Production time: 1 turn
Sensors: S Armor: 10 Mobility: 10 Move: 5 Resources: 250 RpM: 3
Minovsky Equipped (Short)
Move: A
Attack: A
RpA: 12
Vulcan: Pow: 3 Acc: 30 Range: 1-1

Notes:
This funny-looking plane is a very specialized unit. It's worthless in battle, 
but is still an invaluable unit to have. It's basically a spy plane, and gives 
the Zion forces a real edge because the UN has no equivalent. This unit is a 
must-have for base invasions, especially later ones, as it will save your 
front-line units resources by doing the scanning for them. Its Minovsky unit is 
icing on the cake. The down side is that Lugguns get shot down VERY easily, so 
you should fly them in, scan, and get away as soon as possible.


No: 107
Gaw ガウ
Requirements: Base level 5
Number per unit: 1
Development: 4500/6 Turns
Cost: 1500/4000
Production time: 3 turns
Sensors: A Armor: 250 Mobility: 5 Move: 4 Resources: 700 RpM: 8
Carrying Capacity: 3
Minovsky Equipped (Wide)
Move: A
Attack: LWADMF
RpA: 80
Beam Cannon: Pow: 40 Acc: 40 Range: 1-3
Bomb: Pow: 56 Acc: 30 Range: 1 Anti-Ground Weapon  Anti-Water weapon

Notes:
The Gaw is Zion's only aerial troop transport. (except for the Zanzibar of 
course, though that's a cruiser) It can hold its own in battle too. However, 
it's a rather lousy unit. Its carrying capacity is pathetic and it's really 
expensive in terms of development and production, so launching invasions using 
them is not worth it. I suggest not developing Gaws, and instead waiting until 
you can develop Zanzibars, which are much more versatile. In the meantime, 
launch your invasions using submarines or, if worse comes to worst, HLVs.


-------------------------------------------------------------------------------
                                ZION SPACECRAFT
-------------------------------------------------------------------------------

Gattle ガトル
Number per unit: 6
Cost: 300/480
Production time: 1 turn
Sensors: C Armor: 15 Mobility: 12 Move: 5 Resources: 200 RpM: 4
Move: S
Attack: S
RpA: 15
Missile Launcher: Pow: 4 Acc: 30 Range: 1
Vulcan: Pow: 3 Acc: 30 Range: 1

Notes:
A Gattle is essentially a Dopp for the space map. With the exception that the 
Gattle is more expensive to produce and has slightly better armor, there is 
really no difference between the two units. The Gattle is also rather useless. 
You probably won't end up producing any, and you can send the ones you start 
out as to be kamikaze units there for the express purpose of being targets to 
protect your more valuable units. Or you can scrap them for their metal. 
They're not very useful.


No: 104
Skiure (Zaku II) ズキウレ/ザク
Requirements: Zaku II-F, Zakrello, Base level 11, MA Level 7
Number per unit: 3
Development: 3000/4 Turns
Cost: 1500/1800
Production time: 2 turns
-------------------------
Skiure Form
Sensors: C Armor: 60 Mobility: 8 Move: 2 Resources: 300 RpM: 6
Move: S
Attack: S
RpA: 60
Beam Cannon: Pow: 40 Acc: 40 Range: 1-3
-------------------------
Zaku Form
Sensors: C Armor: 60 Mobility: 15 Move: 5 Resources: 300 RpM: 2
Move: LSdmf
Attack: LSdmf
RpA: 15
Zaku Machinegun: Pow: 10 Acc: 50 Range: 1 Anti-Air Weapon
Heat Hawk: Pow: 12

Notes:
This thing is just weird. It's sort of like a space version of the Dodai in 
that 
it's a transformable unit, from a Zaku on a platform to just the Zaku itself. 
Basically it's designed to be a long-range support unit with its big beam 
cannon. The cannon itself is pretty powerful, comparable with the main cannon 
on smaller cruisers, but the unit has two big problems: first, its laughable 
movement rate, worse than any other unit in the entire game, and second, the 
fact that it's utterly defenseless at close range. Combined together, these 
weaknesses make the Skiure a unit not worth having overall, and definitely not 
worth the cost to develop or produce.


No: 106
Zikko ジッコ
Requirements: Base level 7
Number per unit: 3
Development: 2500/6 Turns
Cost: 300/700
Production time: 1 turn
Sensors: C Armor: 40 Mobility: 8 Move: 5 Resources: 350 RpM: 5
Beam Interference Unit
Move: S
Attack: S
RpA: 35
Missile Launcher: Pow: 6 Acc: 30 Range: 1-3

Notes:
As attacking units, Zikkos are pretty useless. However, they are extremely 
useful in that they are the only Zion unit with Beam Interference Units. As 
practically all UN MS units use beam weapons, Zikkos can be indispensable when 
put in stacks of other units. Since creating a Beam Interference field blocks 
all beam attacks outright, used intelligently, you can make your stacks 
virtually invulnerable to ranged attacks when facing the UN forces.

-------------------------------------------------------------------------------
                                 ZION CRUISERS
-------------------------------------------------------------------------------

Papua パプア
Cost: 800/1500
Production time: 2 turns
Sensors: A Armor: 200 Mobility: 5 Move: 6 Resources: 500 RpM: 6
Carrying Capacity: 3
Minovsky Equipped (Short)
Move: S
Attack: S
RpA: 20
Autocannon: Pow: 20 Acc: 25 Range: 1

Notes:
This thing is a piece of crap. Not only does it get shot down easily, and has a 
pathetic carrying capacity, but for some bizarre reason, it doesn't refuel 
units that it carries, so you can't even use it as a mobile refueling station! 
Don't ever bother developing these, and you might as well scrap the ones you 
start with too.


Musai ムサイ
Cost: 1500/3000
Production time: 3 turns
Sensors: A Armor: 250 Mobility: 8 Move: 7 Resources: 600 RpM: 8*
Carrying Capacity: 2
Minovsky Equipped (Wide)
Move: S
Attack: S
RpA: 25
Main Cannon: Pow: 40 Acc: 50 Range: 2-3
Missile: Pow: 16 Acc: 30 Range: 1-3
*With the Komusai detached, the Musai's RpM is 7.
----------------
Komusai コムサイ
Sensors: C Armor: 50 Mobility: 12 Move: 6 Resources: 300 RpM: 5*
Carrying Capacity: 1
Move: aS
Attack: aS
RpA: 20
Autocannon: Pow: 12 Acc: 30 Range: 1

Notes:
Musais don't have much in the way of carrying capacity, so they're not too 
useful in terms of transport. However, they do have their uses; they're pretty 
good in space combat, and they can detach Komusais. Komusais are like miniature 
HLVs; you can put one unit into them and then have them enter Earth's 
atmosphere. 
While Komusais are equipped with weapons, you don't want them to get in any 
fights. (they'll just get shot down) Once the Komusai is detached, it can't be 
reattached; however, if you bring the Musai back to a Major Base it will be 
refitted with a new one.


Chibe チベ
Cost: 2500/5000
Production time: 3 turns
Sensors: S Armor: 400 Mobility: 8 Move: 7 Resources: 800 RpM: 9
Carrying Capacity: 3
Minovsky Equipped (Wide)
Move: S
Attack: S
RpA: 35
Main Cannon: Pow: 53 Acc: 50 Range: 2-4
Missile: Pow: 20 Acc: 30 Range: 1-3

Notes:
While more expensive, Chibes are a lot better than Musais. They have better 
weapons, sensors, and armor, and can carry 3 units instead of 2, though they 
lack the Komusai detachment option. They are the best type of space cruiser 
without a production limit that the Zion forces has.


Gwazine グワジン
Max units: 4
Cost: 5000/8000
Production time: 4 turns
Sensors: S Armor: 600 Mobility: 14 Move: 8 Resources: 900 RpM: 10
Carrying Capacity: 8
Minovsky Equipped (Wide)
Move: S
Attack: S
RpA: 50
Main Cannon: Pow: 66 Acc: 50 Range: 2-5
Secondary Cannon: Pow: 41 Acc: 40 Range: 1-2

Notes:
Gwazines are far and away the best already-developed units you start the game 
with. They've got great weapons, armor, carrying capacity, and sensors. 
Unfortunately you can only produce 4 of them. You can use them to defend your 
major bases, but I like to sortie them out to Side 5 and use them as mobile 
bases/refueling stations for the MS units that skirmish with UN units coming 
from Lunar 2.


No: 111
Farmel ファルメル
Requirements: Base Level 4
Max Units: 1
Development: 2000/2 Turns
Cost: 2000/3000
Production time: 3 turns
Sensors: A Armor: 350 Mobility: 16 Move: 8 Resources: 600 RpM: 8*
Carrying Capacity: 2
Minovsky Equipped (Wide)
Move: S
Attack: S
RpA: 25
Main Cannon: Pow: 48 Acc: 50 Range: 2-3
Missile: Pow: 16 Acc: 30 Range: 1-3
*With the Komusai detached, the Musai's RpM is 7.
----------------
Komusai コムサイ
Sensors: C Armor: 50 Mobility: 12 Move: 6 Resources: 300 RpM: 5*
Carrying Capacity: 1
Move: aS
Attack: aS
RpA: 20
Autocannon: Pow: 12 Acc: 30 Range: 1

Notes:
This is apparently Char's custom Musai, though it doesn't seem to have the same 
bonuses when Char pilots it as does other custom units. It's also a waste to 
develop. It's not all that much better than ordinary Musais; slightly better 
armor, movement rate, and main cannon, and that's about it. It's not worth 
developing IMO.


No: 112
Zanzibar ザンジバル
Requirements: Base Level 7
Max Units: 6
Development: 8000/8 Turns
Cost: 3000/4000
Production time: 3 turns
Sensors: S Armor: 350 Mobility: 14 Move: 9 Resources: 700 RpM: 10
Carrying Capacity: 6
Minovsky Equipped (Wide)
Move: aS
Attack: AS
RpA: 40
Main Cannon: Pow: 53 Acc: 50 Range: 2-4
Mega Particle Cannon: Pow: 40 Acc: 50 Range: 2-3
Autocannon: Pow: 20 Acc: 25 Range: 1

Notes:
This ship kicks amazing amounts of ass. It's the only cruiser in Zion's arsenal 
that can enter the atmosphere and fly around on the surface. It's not as good 
as the UN's equivalent, the Pegasus, but you can make more of them. (6 as 
opposed to 4) It makes a great troop transport and most of your later sorties 
will probably use Zanzibars as a launching point. That it can take over bases 
as well is icing on the cake. You should develop this unit as soon as you can.


No: 114
Dolos ドロス
Requirements: Base Level 8
Max Units: 3
Development: 20000/15 Turns
Cost: 9999/9999
Production time: 6 turns
Sensors: S Armor: 999 Mobility: 5 Move: 5 Resources: 999 RpM: 15
Carrying Capacity: 15
Minovsky Equipped (Wide)
Move: S
Attack: S
RpA: 40
Beam Cannon: Pow: 40 Acc: 35 Range: 2-4

Notes:
This hulking behemoth is really more of a mobile fortress than a cruiser; it 
has 
a massive total number of units that can ride it and incredibly thick armor. 
It's also the only unit that can carry the Big Zam. However, the absurd cost to 
develop and produce it is just not worth it, especially for the resource-poor 
Zion forces. Plus it can only be used in space, and nearly all the action for 
Zion will be taking place on the ground. Still, you can't deny its power...


No: 115
Yukon ユーコン
Requirements: Special
Development: 3000/6 Turns
Cost: 1500/2500
Production time: 6 turns
Sensors: A Armor: 350 Mobility: 10 Move: 9 Resources: 700 RpM: 6
Carrying Capacity: 5
Minovsky Equipped (Wide)
Move: W
Attack: lWdmf
RpA: 25
Torpedo: Pow: 25 Acc: 50 Range: 1-2 
Surface Missile: Pow: 48 Acc: 45 Range: 1-2 Anti-Ground Weapon

Notes:
To develop this unit, you have to take over the California base first. This is 
a 
critical unit to develop, as it's most efficient for the Zion forces to launch 
most of their later invasions via submarine. Its combat capabilities are mostly 
negligible, but this isn't important as Zion has massive underwater superiority 
already, and this is really a troop transport more than anything.


No: 116
Mad Angler マッドアングラー
Requirements: Special
Development: 5000/6 Turns
Cost: 2500/4000
Production time: 6 turns
Sensors: S Armor: 500 Mobility: 14 Move: 8 Resources: 850 RpM: 8
Carrying Capacity: 8
Minovsky Equipped (Wide)
Move: W
Attack: lWdmf
RpA: 35
Torpedo: Pow: 46 Acc: 50 Range: 1-3 
Surface Missile: Pow: 66 Acc: 35 Range: 1-3 Anti-Ground Weapon

Notes:
The Mad Angler is a whole lot better than the Yukon. It's got better carrying 
capacity, weapons, and sensors; the only area it lacks in is the movement rate. 
However, the fact remains that the Mad Angler is primarily a troop transport, 
so in the end the Yukon can actually be more efficient; while the Mad Angler 
can stock 8 units, you'll need to park it in a water space with three adjacent 
land hexes in order to deploy them all, and there are very few of those. Still, 
it's a better unit overall, so it's up to you whether or not you want to 
develop it.


-------------------------------------------------------------------------------
                                 ZION PILOTS
-------------------------------------------------------------------------------

Gihren Zabi (Gihren)
Admiral/B
Cha: 13(15)  Com: 12(14)  End: 10(12)  Mel: 6(8)  Tar: 8(10)  Rea:  6(8)
Notes:
Gihren is the best leader in the entire game. (with the exception of Casval, 
who 
only pops up in Neo Zion) That he's also Admiral means that his leadership 
influence spreads the full 6 hexes, so his presence in a battle can make a real 
difference. He's not too shabby as a pilot either. However, using Gihren is 
dangerous; if his unit gets shot down, you lose the game.

Dozul Zabi (Dozul)
Vice Admiral/B
Cha: 11(13)  Com: 10(12)  End: 13(15)  Mel: 12(14)  Tar: 6(8)  Rea: 4(6)
Starting Unit: Zaku II/D.Z--Field
Notes:
Dozul is a great pilot; not only is he a great leader but is devastating in 
close combat. (He's only OK in ranged combat, and his Reaction could use some 
work) An excellent pilot to put in your elite units.

Kishiria Zabi (Kishiria)
Rear Admiral/B
Cha: 10(12) Com: 10(12)  End: 8(10)  Mel: 4(6)  Tar: 10(12)  Rea: 7(9)
Restrictions: No MS
Starting Unit: Gwazine--Granada
Notes: 
Kishiria is probably the least useful overall of the Zabi clan, due to the fact 
that she can't ride MS units; she can't make full use of her great leadership 
since she can't get in units that stack. (unless you're dumb enough to put her 
in a space fighter or something) Still, good for putting in cruisers.

Conscon (Conscon)
Rear Admiral/C
Cha: 6(9)  Com: 7(10)   End: 7(10)  Mel: 4(7)   Tar: 5(8)  Rea: 4(7)
Restrictions: No MS, MA
Starting Unit: Chibe--Field
Notes:
Conscon is rather mediocre; his leadership is not up to par with the rest of 
the 
Admiral-class pilots, and his influence tends to override those with better 
commanding ability. Still, he's better than nothing. You pretty much have to 
have him in a cruiser (and there's not much use in having a cruiser with no 
pilot)

Noien Bitter (Bitter)
Rear Admiral/C
Cha: 9(12) Com: 10(13)  End: 9(12)  Mel: 7(10)  Tar: 7(10)  Rea: 4(7)
Restrictions: No MA
Starting Unit: Zaku II-C/B--Field
Notes:
Bitter is probably the best overall pilot to have leading your ground assaults, 
along with Dozul. His excellent leadership and decent targeting skills make him 
a valuable asset. Promote him as well to expand the field of his influence.

Ginius Saharin (Ginius)
Rear Admiral/D
Cha: 8(12) Com: 5(9)  End: 0(4)  Mel: 0(4)  Tar: 4(8)  Rea: 4(8)
Notes:
Ginius, while not quite as useless as the UN's Gopp, is more or less his 
equivalent--a high-ranking officer without much in the way of skills. It's best 
to leave him out of most engagements.

Garma Zabi (Garma)
Captain/C
Cha: 8(14) Com: 7(13)  End: 1(4)  Mel: 7(11)  Tar: 7(11)  Rea: 7(11)
Starting Unit: Zaku II-C/A--Field
Notes:
If he survives, Garma can become one of your top pilots. At Rank S, he's a 
better leader than anyone in the Zion forces except Gihren. His piloting skills 
are also nothing to sneeze at, though his Endurance is terrible. If you use 
him, keep him in a unit at the back of the ranks. (And don't use his custom 
Dopp unless you want him to die)

Twaning (Twaning)
Captain/D
Cha: 2(6) Com: 4(8)  End: 3(7)  Mel: 3(7)  Tar: 2(6)  Rea: 2(6)
Restrictions: No MS, MA
Starting Unit: Musai--Granada
Notes:
Twaning is a rather mediocre character. He's got a nice high rank but not much 
in the way of leadership skills to back it up. You can only put him in cruisers 
(or fighter craft if you're nuts) but his targeting skill stinks so he's not 
much of a pilot either. Better than nothing I suppose, but not much.

Barom (Barom)
Captain/D
Cha: 7(11) Com: 6(10)  End: 4(8)  Mel: 4(8)  Tar: 3(7)  Rea: 2(6)
Restrictions: No MS, MA
Starting Unit: Musai--Field
Notes:
Barom is a decent cruiser commander--his stats start out mediocre but with 
experience can be built up to something more substantial. Of course, there's 
the fact that cruiser units have trouble racking up experience...

Ma Qube (Ma Qube)
Captain/C
Cha: 4(7) Com: 9(12)  End: 7(10)  Mel: 9(12)  Tar: 5(8)  Rea: 6(9)
Starting Unit: Chibe--Field
Notes:
Ma Qube is a rather versatile character; his high leadership and endurance make 
him well suited for capital ship battles in space, though his Melee skill goes 
to waste that way; to make use of that, he'll have to be a field commander in 
ground invasions.

Eguille Delarz (Delarz)
Captain/C
Cha: 10(13) Com: 11(14)  End: 6(9)  Mel: 6(9)  Tar: 6(9)  Rea: 5(8)
Restrictions: No MA
Starting Unit: Gwazine--A Baoa Qu
Notes:
Delarz is one of the most useful command-oriented characters in the game. His 
high Leadership makes him ideal for leading invasions. Promote him to Admiral-
class if you can. Not a terrible pilot either, though definitely more leader-
oriented.

Norris (Norris)
Captain/C
Cha: 5(8)  Com: 9(12)  End: 9(12)  Mel: 9(12)  Tar: 7(10)  Rea: 5(8)
Restrictions: No MA
Starting Unit: Zaku II-C/A--Field
Notes:
Norris is a pretty good pilot. He's good as both a leader and a pilot, but 
excels in neither.

Rommel (Rommel)
Commander/C
Cha: 8(11)  Com: 9(12)  End: 9(12)  Mel: 7(10)  Tar: 6(9)  Rea: 5(8)  
Restrictions: No MA
Starting Unit: Zaku II-C/B--Field
Notes:
Rommel is one of the best field commanders you can have--he's not quite as good 
as Bitter is, but is pretty close. He makes an excellent "sub-leader" for 
ground invasions. Promote him if you can.

Char Aznable (Char)
Lt. Commander/B
Cha: 11(13)  Com: 11(13)  End: 10(12)  Mel: 12(14)  Tar: 12(14)  Rea: 12(14)
Newtype: From start, 3-hex range
Starting Unit: Zaku II-C/C.A--Field
Notes:
Char is simply the best pilot in the game, bar none. (Well, Casval is better 
than Char, but seeing as how Casval IS Char, that's splitting hairs) Both his 
leadership abilities and piloting skills are top-class. If his high base stats 
weren't enough, he's also a Newtype. Definitely an uberpilot. Promote him as 
high as you can!

Cima Garahau (Cima)
Lt. Commander/C
Cha: 8(11)  Com: 9(12)  End: 4(7)  Mel: 7(10)  Tar: 9(11)  Rea: 9(11) 
Starting Unit: Zaku II-C/A--Field
Notes:
Cima is a decent field commander--not quite as versatile as Rommel or Bitter, 
but with experience, is fairly good nonetheless. She seems like kind of a 
psycho though...

Johnny Ridden (J.Ridden)
Lt. Commander/C
Cha: 7(10) Com: 7(10)  End: 7(10)  Mel: 9(12)  Tar: 11(14) Rea: 11(14)
Starting Unit: Zaku II-C/A--Field
Notes:
Johnny Ridden is another excellent pilot--his leadership skills are only OK, 
but his piloting skills are fantastic. In that sense he's kind of like the 
opposite 
of his "counterpart" Shin Matsunaga. (OK, maybe they're not really counterparts 
but they're always seemingly together in the MSV series of model lines) Too bad 
his rank is higher in that respect.

Sharia Bull (Sharia Bull)
Lieutenant/B
Cha: 9(11)  Com: 9(11)   End: 4(6)  Mel: 8(10)   Tar: 10(12)  Rea: 11(13)
Newtype: Starting at Rank A, 2-hex range
Notes:
Sharia is a fantastic pilot--he's got greats stats (the only thing lacking is 
his Endurance) and he also comes with the bonus of being a Newtype. He makes an 
excellent Mobile Armor pilot in either the Brau Buro or the Elmeth. Definitely 
one of Zion's more valuable assets.

Dolen (Dolen)
Lieutenant/D
Cha: 4(8) Com: 5(9)  End: 3(7)  Mel: 5(9)  Tar: 4(8)  Rea: 2(6)
Restrictions: No MS, MA
Starting Unit: Musai--Field
Notes:
Dolen is not really anything to write home about. His stats are merely OK, and 
start out kind of bad. With experience, he becomes usable, but without it, he's 
not really that great. He's geared to be a cruiser pilot, and he's below 
Commander level so his lack of leadership skills won't adversely affect nearby 
units, so he can be effective in that sense.

Ramba Ral (Ramba Ral)
Lieutenant/B
Cha: 10(12) Com: 10(12)  End: 12(14)  Mel: 13(15)  Tar: 8(10)  Rea: 7(9)
Starting Unit: Zaku I/R.R--Field
Notes:
While he's no Char, Ramba Ral is definitely a top-notch pilot. Both his 
leadership and combat skills are exceptional, especially his melee skill; while 
in the Prototype Gyan I've seen him take as many as eight whacks at an opponent 
with his sword. One of the few ace pilots worth putting in the front rank.

Gaia (Gaia)
Lieutenant/B
Cha: 7(9)  Com: 8(10)  End: 10(12)  Mel: 10(12)  Tar: 10(12)  Rea: 10(12)
Restrictions: No Cruisers
Starting Unit: Zaku I/3S--Field
Notes:
One of the three members of the Black Trinary, Gaia is a great pilot. Even 
though the Black Trinary Zakus look weak, he can still cause some major 
destruction in one. Good leadership and double digits in all piloting skills 
make him a pilot you won't want to lose.
 
Gadem(Gadem)
Lieutenant/D
Cha: 4(8)  Com: 5(9)  End: 4(8)  Mel: 6(10)  Tar: 3(7)  Rea: 2(6)
Restrictions: No MA
Starting Unit: Papua--Solomon
Notes:
Gadem is not a great pilot. As with most other pilots, with excessive training 
he can become usable, but overall he's not worth the effort. His Targeting and 
Reaction are especially bad...

Flanagan Boone (Boone)
Lieutenant/D
Cha: 3(7)  Com: 6(10)  End: 6(10)  Mel: 5(9)  Tar: 5(9)  Rea: 3(7)
Starting Unit: Zaku II-C/A--Field
Notes:
Boone is a "Better than nothing" pilot. With experience he can actually get 
pretty good, but overall he's better passed over if you only have a few ace 
pilot units in stock. He makes a good candidate for garrison duty, I guess.

Steiner Hardy (Steiner)
Lieutenant/C
Cha: 6(9)  Com: 10(13)  End: 5(8)  Mel: 7(10)  Tar: 8(11)  Rea: 6(9)
Restrictions: No MA, Cruisers
Notes:
Steiner makes a good field commander because of his Command rating, and he's a 
good pilot as well. However, you have to get him some experience and promote 
him to a Commander-class rank to make full use of him. Definitely a good all-
around pilot though.

Anavel Gato (Gato)
Lieutenant/C
Cha: 7(10)  Com: 8(11)  End: 8(11)  Mel: 11(14)  Tar: 10(13)  Rea: 10(13)
Starting Unit: Zaku II-C/B--A Baoa Qu
Notes:
Gato is another Zion uberpilot. He's not as good as Char--probably on par with 
Ramba Ral I guess--but is extremely useful. You should move him out early in 
the game (don't leave him rotting in A Baoa Qu) and get him some good 
experience. He's got a great custom Gelgoog waiting for him at the end of the 
tech tree, so he can be a real force to be reckoned with at the end of the game.

Kelley Lezner (Kelley)
Lieutenant/D
Cha: 5(9)  Com: 4(8)  End: 5(9)  Mel: 4(8)  Tar: 7(11)  Rea: 8(12)
Restrictions: No Cruisers
Starting Unit: Zaku II-C/A--A Baoa Qu
Notes:
Kelley is merely OK. He's got good targeting and reaction skills, but only so-
so melee and endurance, so he's probably best suited as a MA pilot--either in 
an Azzam or a Bygro. 

Nimbus Starzen (Nimbus)
Lieutenant/C
Cha: 4(7)  Com: 6(9)  End: 9(12)  Mel: 11(14)  Tar: 6(9)  Rea: 9(12) 
Restrictions: No Cruisers
Notes:
Nimbus is a fantastic pilot, especially in melee. He can wreak real havoc in 
his custom Blue Destiny Unit 2 if/when you get it. His reaction time is also 
quite impressive. You'll want to start building his experience up early.

Cusko Al (Cusko)
Lieutenant JG/B
Cha: 10(12)  Com: 4(6)  End: 3(5)  Mel: 10(12)  Tar: 11(13)  Rea: 12(14) 
Newtype: From start, 3-hex range
Restrictions: No Cruisers
Notes:
To get Cusko, you have to first finish the game with either an Overwhelming or 
Complete victory on the Zion side. And she's one hell of a pilot--great 
piloting skills and a Newtype to boot. However, her Endurance could use some 
work. Put her to work in a Brau Buro or Elmeth.

Clamp (Clamp)
Lieutenant JG/C
Cha: 5(8)  Com: 7(10)  End: 5(8)  Mel: 7(10)  Tar: 5(8)  Rea: 5(8)
Restrictions: No MA
Starting Unit: Zaku I/B--Field
Notes:
Clamp is a rather mediocre pilot. There are plenty of pilots worse than he is, 
but he's mostly a grunt. He's geared more toward garrison duty than anything 
else. Though with experience he can get pretty good...

Ortega (Ortega)
Lieutenant JG/B
Cha: 2(4) Com: 4(6)  End: 12(14)   Mel: 11(13)  Tar: 8(10)  Rea: 6(8)
Restrictions: No Cruisers
Starting Unit: Zaku I/3S--Field
Notes:
Another member of the Black Trinary, Ortega is a great pilot, especially in his 
Endurance and Melee. (if you're going to put the Black Trinary all on one hex, 
put him in front) He sucks as a leader though, but since he's not Commander-
level rank that doesn't matter much. Just don't promote him that high.

Mash (Mash)
Lieutenant JG/B
Cha: 5(7)  Com: 6(8)   End: 8(10)  Mel: 8(10)   Tar: 10(12)  Rea: 9(11)
Restrictions: No Cruisers
Starting Unit: Zaku I/3S--Field
Notes:
Mash is the third member of the Black Trinary, and is also a very good pilot. 
Whereas Gaia is all-purpose and Ortega is more geared toward melee, Mash is 
more of a long-range pilot. However because of his good Reaction time he dodges 
incoming enemy fire quite well.

Simus (Simus)
Lieutenant JG/D
Cha: 2(6)  Com: 3(7)   End: 1(5)  Mel: 1(5)   Tar: 2(6)  Rea: 1(5)
Restrictions: No Cruisers
Notes:
Simus sucks. She's the worst Zion pilot by a long shot--All of her stats are 
pathetic. Even at S rank (if you bother to build her up that high) she's still 
worse than a lot of other pilots are out of the box. Don't bother using her for 
anything unless you've got a dearth of ace pilot units.

Shin Matsunaga (S.Matsunaga)
Lieutenant JG/C
Cha: 9(12)  Com: 9(12)  End: 10(13)   Mel: 10(13)   Tar: 7(10)   Rea: 7(10)
Starting Unit: Zaku II-C/A--Field
Notes:
Shin Matsunaga kicks some serious tail--he's decidedly an uberpilot, with 
excellent piloting and leadership skills. The primary problem is his low rank, 
which prevents him from putting those skills to full use. With experience, you 
can promote him up to Commander level, which you should do if you can.

Lalah Sun (Lalah)
Ensign/B
Cha: 8(10)  Com: 6(8)   End: 5(7)  Mel: 6(8)   Tar: 12(14)  Rea: 13(15)
Newtype: From Start, 4-hex range
Restrictions: No cruisers
Notes:
Lalah is an unbelievable pilot. She's got tied with Amuro for the best Newtype 
skills in the game, and is tied with Zero for the highest Reaction. She's not 
so good at Melee or Endurance, which is why she's best in a Mobile Armor--
Elmeth, preferably, though she can also do serious damage in a Brau Buro.

Marion Welch (Marion)
Ensign/B
Cha: 9(11)  Com: 2(6)   End: 2(4)  Mel: 2(4)   Tar: 11(13)  Rea: 11(13)
Newtype: Starting at Rank A, 2-hex range
Restrictions: No Cruisers
Notes:
To get Marion, you have to refuse to give Crust any Newtypes in the EXAM 
plotline. (Apparently her mind is taken over to create the EXAM system) Of the 
Zion Newtypes, Marion is the weakest--but she's still a great pilot, especially 
in Targeting and Reaction. Like the others, she's most suited for Newtype-use 
Mobile Armors.

Acose (Acose)
Ensign/D
Cha: 1(5)  Com: 3(7)   End: 3(7)  Mel: 4(8)   Tar: 5(9)  Rea: 3(7)
Restrictions: No MA, Cruisers
Starting Unit: Zaku I/B--Field
Notes:
Acose is a grunt. He's not as bad as the pilots in the "Bluejeans Trio" and 
like 
most "better than nothing" pilots, becomes half-decent with experience, but is 
really nothing special. Along with Cozun, for some reason I find him likable 
though so tend to use him anyway. 

Cozun (Cozun)
Ensign/D
Cha: 2(6)  Com: 2(6)   End: 4(9)  Mel: 5(9)   Tar: 4(8)  Rea: 3(7)
Restrictions: No MA, Cruisers
Starting Unit: Zaku II-C/A--Field
Notes:
Cozun is kind of like a clone of Acose, except that he's got slightly better 
melee where as Cozun has slightly better targeting skills. Like Acose, he's 
worthless as a leader. I like to use him anyway, though why I don't know.

Tokuwan (Tokuwan)
Ensign/D
Cha: 7(11)  Com: 5(9)   End: 3(7)  Mel: 3(7)   Tar: 7(11)  Rea: 8(12)
Restrictions: No Cruisers
Notes:
Tokuwan is another one of those "better-than-nothing" pilots, but among them, 
he's better than average. With experience, he becomes a great long-range pilot, 
so can be worth using. A good candidate for support units or Mobile Armors.

Akahana (Akahana)
Ensign/D
Cha: 0(4)  Com: 4(8)   End: 2(6)  Mel: 3(7)   Tar: 4(8)  Rea: 6(10)
Restrictions: No MA, Cruisers
Notes:
Akahana has crappy stats and a really irritating voice, so is not worth using. 
A definite grunt ace-pilot.

Mikhail Kamoninsky (Misha)
Ensign/D
Cha: 3(7)  Com: 3(7)   End: 6(10)  Mel: 7(11)   Tar: 4(8)  Rea: 3(7)
Restrictions: No Cruisers
Notes:
Misha is a decent pilot, and also sports one of the funniest lines IMO in the 
game, ("Don't get in front of me! I'm driving drunk!") but never really becomes 
spectacular. He's one of those "better-than-nothing" Ace Pilots.

Denim (Dimitri)
Sergeant Major/D
Cha: 3(7)  Com: 3(7)   End: 3(7)  Mel: 4(8)   Tar: 3(7)  Rea: 2(6)
Restrictions: No Cruisers, MA
Starting Unit: Zaku II-C/B--Field
Notes:
Denim is the "leader" of the "Bluejeans Trio" (Three pilots with joke names 
that all refer to bluejeans) and has the highest stats of all of them, but is 
still a junky pilot. Even with experience he never becomes very useful. Good 
for unit duping I suppose.

Dimitri (Dimitri)
Sergeant Major/D
Cha: 0(4)  Com: 2(6)   End: 2(6)  Mel: 3(7)   Tar: 6(10)  Rea: 5(9)
Restrictions: No Cruisers
Notes:
Dimitri is yet another grunt pilot with lousy stats. Though his targeting and 
Reaction are OK with experience I guess. He also sounds like he's either drunk 
or has a speech impediment. Not worth putting in any heavy action.

Cuckles Doan (Doan)
Sergeant Major/D
Cha: 3(7)  Com: 2(6)   End: 7(11)  Mel: 9(13)   Tar: 4(8)  Rea: 3(7)
Restrictions: No MA, Cruisers
Notes:
Doan is another "better-than-nothing" pilot, but like Tokuwan, he's got some 
good potential, especially in close combat. Worth using for minor skirmishes.

Jean (Jean)
Sergeant/D
Cha: 1(5)  Com: 2(6)   End: 2(6)  Mel: 2(6)   Tar: 4(8)  Rea: 3(7)
Restrictions: No MA, Cruisers
Starting Unit: Zaku II-C/A--Field
Notes:
Another member of the "Bluejeans Trio," Jean is another total grunt with lousy 
stats. He also sounds like something of a psycho. He becomes an acceptable 
gunner with a lot of experience but is not worth using overall. Another "unit 
duping" candidate.

Slender (Slender)
Sergeant/D
Cha: 0(4)  Com: 1(5)   End: 3(7)  Mel: 2(6)   Tar: 2(6)  Rea: 1(5)
Restrictions: No MA, Cruisers
Starting Unit: Zaku II-C/A--Field
Notes:
Slender is one of the "Bluejeans Trio," and also sucks like the other two. He 
pretty much ties with Simus as being the worst Zion pilot. However I 
occasionally use him out of pity as you can't help but feel sorry for him--he 
seems to know perfectly well he's a third-rate pilot.

Bernard Wiseman (Bernie)
Corporal/D
Cha: 4(8)  Com: 2(6)   End: 1(9)  Mel: 2(10)   Tar: 2(10)  Rea: 2(10)
Restrictions: No MA, Cruisers
Notes:
At first it looks like Bernie got the short end of the stick--his stats start 
absolutely dismal. However, Bernie's secret is that he has the best advancement
rate of all the characters in the game, as fully four of his stats take leaps 
of 
2 per rank-up rather than the ordinary 1. Bernie will never make much of a 
leader (which is kind of irrelevant since Lieutenant Junior Grade is as high as 
he can get) or compare with the likes of Char or Ramba Ral even at S Rank, but 
becomes quite a capable fighter with experience. Worth using, if only to see 
his dramatic improvement in performance over time.

Claure Hamon (Hamon)
No Rank/C
Cha: 8(11)  Com: 8(11)   End: 3(6)  Mel: 5(8)   Tar: 6(9)  Rea: 5(8)
Restrictions: No MS, MA
Notes:
Hamon is not a military officer so you can't promote her. Which is a crying 
shame, because she's got great leadership potential and can become an 
acceptable 
pilot as well. Useful as a field leader, but only when there are no commander-
rank pilots nearby as her influence will just get negated. Unfortunately since 
she can't pilot MS units, you'll have to put her in a weakling unit to get her 
in a Stack and make the most of her leadership potential.

Aina Saharin (Aina)
No Rank/D
Cha: 7(11)  Com: 3(7)   End: 2(6)  Mel: 4(8)   Tar: 5(9)  Rea: 6(10)
Restrictions: No Cruisers
Notes:
Like Hamon, Aina is not a military officer so you can't promote her. Her stats 
are also kind of lousy, though she's got the potential to be a decent MA pilot, 
I suppose.


-------------------------------------------------------------------------------
                            ALL FORCES CRUISER
-------------------------------------------------------------------------------
HLV
Cost: 500/1200
Production time: 1 turn
Sensors: B Armor: 150 Mobility: 0 Move: 6 Resources: 500 RpM: 5
Carrying Capacity: 3
Move: S
RpA: 20

Notes:
The HLV is a unit that any force can produce, and you can produce them from the 
start of the game. They're troop transports that count as cruisers. HLVs are 
free to move around in space and can make atmospheric entry as well. However, 
once they land on the ground, they are immobile and cannot be moved; you have 
to 
scrap them right then and there.


-------------------------------------------------------------------------------
                        THIRD FORCE-ONLY MOBILE SUITS
-------------------------------------------------------------------------------

No: 020
G-TITANS 
Requirements: All Tech levels 12
Development: 6000/8 Turns
Number per Unit: 1
Cost: 2500/3500
Production Time: 3 Turns
Sensors: A Armor: 350 Mobility: 60 Move: 7 Resources: 400 RpM: 6
Shield Equipped
Move: LwSdmf
Attack: LwASdmf
RpA:65
Beam Rifle: Pow:60 Acc: 60 Range: 1 Anti-Air
Head Vulcan: Pow: 4 Acc: 50 Range: 1 Non-Underwater Weapon
Beam Saber: Pow: 23 Acc: 75 Range: 0

Notes:
Only the Titans can use this unit. This is also the only Gundam-class MS unit 
that the Titans can produce. Overall, it's quite a nice unit; it's not quite as 
good as the G-3 Gundam but is slightly better than the MC Gundam. You can 
produce them in large numbers as well, as there's no unit limit. (Of course, 
the Titans don't have any pilots to put in them unfortunately...) Note that you 
start the game with one of these already--Zero is piloting it. However if it 
gets destroyed you can't produce any more until you research it first. 


No: 059
Regelg リゲルグ
Requirements: All Tech levels 13
Development: 12000/12 Turns
Number per Unit: 1
Cost: 3500/3500
Production Time: 4 Turns
Sensors: A Armor: 165 Mobility: 65 Move: 10 Resources: 500 RpM: 6
Shield Equipped
Move: S
Attack: S
RpA:80
Beam Rifle: Pow:58 Acc: 70 Range: 1 
Beam Naginata: Pow: 35 Acc: 80 Range: 0

Note:
Only Legitimate Zion and Neo Zion can use the Regelg. The Regelg is a crazy-
powerful ace-pilot use mobile suit that's about on par with the Kampher. (It's 
got better mobility but less armor, and packs slightly less of a punch) Like 
the Kampher, it can't last long in battles because of its resource consumption. 
The only real problem is that it can only be used in space, and by the time you 
develop it, you'll likely have already conquered most of the space map.


No: 118
Rick-Dom (Char's Unit) Rドム/C.A
Requirements: All Tech levels 12
Max Units: 1
Number per unit: 1
Development: 6000/8 Turns
Cost: 1500/1500
Production time: 3 Turns
Sensors: B Armor: 180 Mobility: 45 Move: 8 Resources: 400 RpM: 3
Move: S
Attack: S
RpA: 60
Beam Bazooka: Pow: 50 Acc: 50 Range: 1-2
Spread Beam: Pow: 1 Acc: 99 Range: 1
Heat Sword: Pow: 25 Acc: 75 Range: 0

Note:
Only Neo Zion can make this unit. It is a good unit...but Char's Gelgoog is 
better, and doesn't have as steep a requirement to produce. However, this is 
also the only one of Char/Casval's custom units that has a weapon with a range 
greater than 1--which is useful in Neo Zeon's case, as if Casval gets shot 
down, it's Game Over. However, you'll probably never need to develop this unit; 
you start the game with one as a freebie, and by the time you get your tech 
levels high enough to research it so you can make "replacements," you'll 
probably have all of space conquered already. (if not won the game entirely)


No: 119
Gundam (Casval's Unit) ガンダム/C.A  
Requirements: All Tech levels 15
Development: 10000/10 Turns
Max Units
Number per Unit: 1
Cost: 3500/4000
Production Time: 3 Turns
Sensors: A Armor: 350 Mobility: 50 Move: 8 Resources: 400 RpM: 4
Shield Equipped
Move: LwSdmf
Attack: LwASdmf
RpA:80
Beam Rifle: Pow:83 Acc: 70 Range: 1 Anti-Air
Head Vulcan: Pow: 4 Acc: 50 Range: 1 Non-Underwater Weapon
Beam Saber: Pow: 23 Acc: 75 Range: 0

Notes:
Only Neo Zion can make this unit. It's by far the best custom Casval unit 
available, but the tech requirement is very steep. Good for the very end stages 
of the game...if you can develop it. Its beam rifle in particular blows the 
crap out of just about anything that goes up against it. Just be careful not to 
let it get shot down!

-------------------------------------------------------------------------------
                          THIRD FORCE-ONLY PILOTS
-------------------------------------------------------------------------------

Jamitov Highman (Jamitov)
Admiral/B
Cha: 12(14)  Com: 9(11)   End: 8(10)  Mel: 2(4)   Tar: 6(8)  Rea: 4(6)
Restrictions: No MS, MA
Notes:
Jamitov is by far the weakest leader of all the forces in the game. His stats 
are identical to those as when he's in the UN, except he gets an extra Charisma 
point. Woot. Nobody said playing as the Titans was easy....

Basque Ohm (Basque)
Captain/B
Cha: 9(11)  Com: 11(13)   End: 10(12)  Mel: 6(8)   Tar: 9(11)  Rea: 6(8)
Restrictions: No MS, MA
Notes:
Basque is arguably the best commander that the Titans get. He doesn't change 
much from his status as a UN pilot either, with just a 2 point Charisma bonus. 
Might as well promote him as high as you can.

Jamaican Dunningan (Jamaican)
Captain/B
Cha: 6(8)  Com: 7(9)   End: 7(9)  Mel: 4(6)   Tar: 7(9)  Rea: 4(6)
Restrictions: No MS, MA
Notes:
Jamaican's as mediocre as ever as a Titan, again with just a minor boost to his 
Charisma. He's still one of the better commanders that the Titans get, which is 
a good indication of how poorly they fare in ace pilot reserves.

Casval Rem Daikun (Casval)
Admiral/B
Cha: 13(15)  Com: 13(15)   End: 10(12)  Mel: 12(14)   Tar: 12(14)  Rea: 12(14)
Newtype: From start, 3-hex range
Notes:
As the leader of Neo Zion, not only is Casval the best of all the 5 forces' 
leaders, he's also the best character in the game...period. He excels at 
everything; leadership, piloting, you name it. Not only can he swat down enemy 
units like flies as a pilot, but with his wide range of influence he can cause 
grunt units to fight nearly as well as if they had ace pilots of their own. 
Casval is decidedly an overpowered character.

-------------------------------------------------------------------------------
                THIRD-FORCE USABLE UNITS BY DEVELOPMENT NUMBER
-------------------------------------------------------------------------------

Unit                       Third Forces that can use it
-------------------------------------------------------------------------------
---: 61-Type Tank          Titans
---: Flying Manta          Titans
---: Tin Cod               Titans
---: Don Escargot          Titans
---: Fanfan                Titans
---: Midea                 Titans
---: Toriaezu              Titans
---: Saber Fish            Titans
---: Saramis
---: Magellan
---: U-Submarine           Titans
---: M-Submarine           Titans
---: Columbus              Titans
---: Zaku I                Legitimate Zion, Neo Zion
---: Zaku I/3S             Legitimate Zion
---: Zaku II-C             Legitimate Zion, Neo Zion
---: Zaku II/C.A           Legitimate Zion, Neo Zion
---: Gattle                Legitimate Zion, Neo Zion
---: Papua                 Legitimate Zion, Neo Zion
---: Musai                 Legitimate Zion, Neo Zion
---: HLV                   All
001: GM/P Type             Titans
002: GM               
003: GM L Armor            Titans
004: GM S Custom           Titans
005: Surface GM            Titans
006: GM Cannon             Titans
007: Aqua GM               Titans
008: GM Command-G          Titans
009: GM Command-GS         Titans
010: GM Sniper II          Titans
011: Guncannon             Titans, Neo Zion*
012: Guncannon-3           Titans
013: Guncannon-D           Titans
014: Guntank               Titans
015: Guntank-II            Titans
016: Proto Gundam
017: Gundam
018: Gundam MC
019: G-3 Gundam            Neo Zion*
020: G-TITANS              Titans
021: FA Gundam
022: Surface Gundam
023: G ALEX
024: BD-1
025: BD-2
026: BD-3
027: G Full Vernian
028: Zaku IIA NC
029: Zaku II-F             All
030: Zaku II/S.M
031: Zaku II/J.R
032: Zaku II-J             All 
033: Zaku II-S             Legitimate Zion, Neo Zion
034: Zaku II-S/C.A         Legitimate Zion, Neo Zion
035: Desert Zaku           Legitimate Zion, Neo Zion
036: Zaku Cannon           Legitimate Zion, Neo Zion
037: Zaku Marine Type      Legitimate Zion, Neo Zion
038: Zaku Tank             Legitimate Zion, Neo Zion
039: Zaku II-R1            Legitimate Zion, Neo Zion
040: Zaku II-R1A           Legitimate Zion, Neo Zion
041: Zaku II-R2            Legitimate Zion, Neo Zion
042: Zaku R1/S.M           
043: Zaku R1/3S            Legitimate Zion
044: Zaku R1/J.R
045: Zaku II-RD4           Legitimate Zion, Neo Zion
046: Gouf-A                All
047: Gouf-B                Legitimate Zion, Neo Zion
048: Gouf-B/P-Type         Legitimate Zion, Neo Zion
049: Gouf-C                Legitimate Zion, Neo Zion
050: Gouf-H                Legitimate Zion, Neo Zion
051: Dom                   All
052: Rick-Dom              All
053: Dowage                Legitimate Zion, Neo Zion
054: Dowage-H              Legitimate Zion, Neo Zion
055: Gelgoog-A             Neo Zion
056: Gelgoog-B             Neo Zion
057: Gelgoog Cannon        Neo Zion
058: Gelgoog-S             All**
059: Regelg                Legitimate Zion, Neo Zion
060: Gelgoog/C.A           Legitimate Zion, Neo Zion
061: Gelgoog/J.R
062: Gyan/P-Type           Legitimate Zion
063: Gyan                  Legitimate Zion
064: Kampher               Legitimate Zion, Neo Zion
065: Ifreet TX
066: Gog                   Legitimate Zion, Neo Zion
067: Hi-Gog                All
068: Acguy                 Legitimate Zion, Neo Zion
069: Z'Gok                 Legitimate Zion, Neo Zion
070: Z'Gok-S               Legitimate Zion, Neo Zion
071: Z'Gok/C.A             Legitimate Zion, Neo Zion
072: Z'Gok-E               All
073: Zock                  Legitimate Zion, Neo Zion
074: Zeong                 Legitimate Zion, Neo Zion
075: P-Zeong               Legitimate Zion, Neo Zion
076: Ball                  Titans
077: Ball/P-Type           Titans
078: Gundam MA             Titans
079: Azzam                 Legitimate Zion, Neo Zion
080: Zakrello              Legitimate Zion, Neo Zion
081: Bygro                 All
082: Grublo                Legitimate Zion, Neo Zion
083: Big Zam               Legitimate Zion, Neo Zion
084: Brau Buro             Legitimate Zion, Neo Zion
085: Elmeth                All
086: Hover Truck
087: Big Tray              Titans
088: Magella Attack        Legitimate Zion, Neo Zion
089: Gallop                Legitimate Zion, Neo Zion
090: Doubde                Legitimate Zion, Neo Zion
091: Core Fighter          Titans
092: Core Booster          Titans
093: G Fighter
094: G Armor
095: GF/Gundam
096: Gelgoog/A.G
097: Deblock               Titans
098: Public                Titans
099: Dopp                  Legitimate Zion, Neo Zion
100: Dopp/G.Z
101: Dodai GA              Legitimate Zion, Neo Zion
102: Dodai YS/Zaku         Legitimate Zion, Neo Zion
103: Dodai YS/Gouf         Legitimate Zion, Neo Zion
104: Skiure/Zaku           Legitimate Zion, Neo Zion
105: Luggun                Legitimate Zion, Neo Zion
106: Zikko                 Legitimate Zion, Neo Zion
107: Gaw                   Legitimate Zion, Neo Zion
108: Saramis S             Titans
109: Magellan S            Titans
110: Pegasus               Titans, Neo Zion*
111: Farmel                Neo Zion
112: Zanzibar              Legitimate Zion, Neo Zion
113: White Base            Neo Zion*
114: Dolos                 Legitimate Zion, Neo Zion
115: Yukon                 Legitimate Zion, Neo Zion
116: Mad Angler            Legitimate Zion, Neo Zion
117: BD-2/N.S
118: R-Dom/C.A             Neo Zion
119: Gundam/C.A            Neo Zion

*Neo Zion gets one of these units at the beginning of the game, but cannot 
develop or produce more
**The Titans get one Gelgoog-S at the beginning of the game, but cannot develop 
or produce more

###############################################################################
                                  BASE DATA
###############################################################################

Since there's no better place to put it, here's a list of all the bases in the 
game and their data. Major bases are indicated with an asterisk next to their 
name. Bases with two asterisks are Neutral bases.

BASE NAME           INCOME   PRODUCTION   LEVEL  CANNONS  DEFENSE
-------------------------------------------------------------------------------
Jabro*              600      600          15     60       55%
Odessa*             200      999          12     48       46%
California*         300      400           9     36       37%
New York*           500      150           8     32       34%
Madras*             250      250          10     40       40%
Trinton*            200      350           9     36       37%
Kilimanjaro*        150      500          10     40       40%
Peking*             200      250           7     28       31%
Belfast*            350      150          12     48       46%
Hawaii*             300      200           8     32       34%
Lunar 2*            300      250          12     48       46%
Solomon*            250      100          12     48       46%
A Baoa Qu*          300      100          15     60       55%
Granada*            400      500          14     56       52%
S3-Zum City*        999      250          12     48       46%
Anadyr               30       30           2      8       16%
Alice Springs        30       50           4     16       22%
Anchorage            30       30           2      8       16%
Istanbul             50       30           4     16       22%
Vladiovostok         30       50           5     20       25%
Ulaanbaatar          30       50           4     16       22%
Jerusalem            70       40           5     20       25%
Ndjamena             30       30           4     16       22%
Cairo                80       50           6     24       28%
Ghadames             30       30           3     12       19%
Capetown             80       80           5     20       25%
Santiago             30       30           3     12       19%
Schefferville        30       30           2      8       16%
Chicago             100       40           6     24       28%
Jakarta              30       30           3     12       19%
Stockholm            30       30           3     12       19%
Sverdlovsk           30       40           2      8       16%
St. John's           30       30           3     12       19%
Seoul                60       20           4     16       22%
Darwin               30       30           4     16       22%
Dakar                50       50           5     20       25%
Churchill            30       30           3     12       19%
Chongqing            30       30           5     20       25%
Tiski                30       30           2      8       16%
Tehran               50       30           5     20       25%
Delhi                70       40           5     20       25%
Denver               50       40           4     16       22%
Tokyo               150       10           6     24       28%
New Guinea           20       40           3     12       19%
New Zealand          30       60           2      8       16%
Nome                 30       30           2      8       16%
Novosibirsk          30       50           3     12       19%
Norilsk              30       30           2      8       16%
Havana               50       30           3     12       19%
Baikonur             70       70           6     24       28%
Vancouver            60       30           5     20       25%
Bangkok              70       20           4     16       22%
Perth                30       30           3     12       19%
Paris                80       20           5     20       25%
Punta Arenas         30       30           3     12       19%
Hay River            30       30           3     12       19%
Berlin              100       50           6     24       28%
Petropavlovsk        30       40           3     12       19%
Hong Kong            80       10           4     16       22%
Bogota               30       30           3     12       19%
Magadan              30       30           3     12       19%
Madagascar           30       40           2      8       16%
Madrid               60       20           4     16       22%
Manila               30       40           3     12       19%
Mecca                60       20           4     16       22%
Mexico City          50       30           4     16       22%
Moscow               60       90           6     24       28%
Yakutsk              30       30           2      8       16%
Lagos                40       40           3     12       19%
Rio de Janeiro       50       30           3     12       19%
Lima                 30       40           3     12       19%
Leningrad            50       50           5     20       25%
Rome                 90       20           5     20       25%
London              100       10           6     24       28%
Side 1-1              0       50           3     12       19%
Side 1-2              0       50           2      8       16%
Side 2-1              0       50           3     12       19%
Side 2-2              0       50           2      8       16%
Side 3-1            250       50           6     24       28%
Side 3-2            250       50           5     20       25%
Side 4-1              0       50           3     12       19%
Side 4-2              0       50           2      8       16%
Side 5-1              0       50           4     16       22%
Side 5-2              0       50           3     12       19%
Side 6**            300      150           5     20       25%
Von Braun**         600      300           6     24       28%
Gothab**             30       30           2      8       16%

###############################################################################
#
                                    THANKS
###############################################################################
#
Bandai, for producing such a great game. (And great Gundam models)

Hiko, for sending me the information on what events make what characters angry 
in the Zion scenario.

###############################################################################
#
                              COPYRIGHT NOTICE
###############################################################################
#
(Cause you can't be too safe. More FAQ writers have been ripped off by people
trying to make a quick buck than I like to think about)

This Document is Copyright 2003 by Ian Kelley. All Rights Reserved. It is
protected by US and International Copyright Law. It is for private and personal
use only, and cannot be reprinted in or reproduced in part or in entirety
without the express written consent of the author. This document is intended to
be free and may not be used for any sort of commercial venture, be that selling
it, giving it away as a promotion, or making otherwise making available for
profit. It may not be used or distributed by any website, organization, or
individual, nor may it be used as a reference or altered by anyone (such as
strategy guide authors/publishers or magazine staff) without express permission
of the author.

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