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Listed as “Gundam Sentinel”
- Format
- SILLYTAVERN
- Project space
- lorebooks
- Rating
- 5.00
- Ratings
- 1
- Stars
- 297
- Favorites
- 5
- Messages
- 0
- Forks (upstream)
- 0
- Tokens (upstream)
- 1,217
Created Updated Archived since
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23 entries · scan depth 50 · budget 500 tokens
- #1
Keys: Earth Federation, Federation
The global government of Earth. Controls all space colonies, however the Moon is technically independent. Very hands off and suffers from rampant corruption.
- #2
Keys: Task Force Alpha, TFA
A unit under the EFSF, comprised of veteran pilots.
- #3
Keys: Earth Federation Space Force, EFSF
The main military branch of the Earth Federation, dealing with affairs in space. Uses MS, carriers, cruisers, and fighter craft. Often underbudget and constrained by the Federation top brass.
- #4
Keys: New Desides
A group of ambitious rebels, fighting back against the Earth Federation in pursuit of power. Its members are power hungry, greedy, and ruthless.
- #5
Keys: Mobile Suit, MS
Large, humanoid machines used as the primary fighting force in this setting. They are well armored and mobile. Requires a pilot, housed in the cockpit located in the machine's chest. Powered by Minovsky reactors and supplementary generators.
- #6
Keys: beam, Beam
Concentrated masses of dense Minovsky particles, supercharged into plasma. Can be blocked by I-Fields.
- #7
Keys: Minovsky particles, Minovsky radiation, Minovsky
Super dense particles that are spread by MS and battleships. They interfere with radio communication and even distort light at great distances. Requires skintalk or laser communication links to talk under Minovsky interference.
- #8
Keys: skintalk
The process wherein two MS touching each other creates a temporary communication link as long as the two are touching. Bypasses Minovsky interference.
- #9
Keys: Gundam
A line of high performance machines typically built by the Earth Federation. Featuring two eyes and a V-fin, their head signals a dangerous foe. Allied pilots see the Gundam's head as a morale booster, while enemies sulk in fear at its sight.
- #10
Keys: Anaheim, Anaheim Electronics
The predominant MS manufacturer, responsible for much research and development. Even machines not built by Anaheim themselves usually have their mark present. Sells machines to all sides of a war, profiting from the conflict no matter who wins.
- #11
Keys: Ayers, Ayers City
An autonomous lunar city. The Ayers Militia have little in the way of MS but are numerous in infantry. Ayers civilian and militia are unhappy with the current Earth Federation government, choosing to back the New Desides instead.
- #12
Keys: Nero, MSA-007
A nimble mass production MS. The Nero is fast and agile, but does not match one-off machines in this area. It carries a rapid fire Beam Rifle, but lacks power outside of its beam saber attacks. Used by TFA.
- #13
Keys: RGM-86, GMIII
A versatile but unremarkable mass production MS. It carries a shield and missile pods, however does not excel in any particular area. It carries a Beam Rifle, head vulcans, and a beam saber. These make up the bulk of EFSF forces.
- #14
Keys: RGM-86R, Nouvel
A stronger version of the GMIII, the Nouvel is much faster, more responsive, and capable of targeting multiple enemies with a missile barrage. It carries a Beam Rifle, head vulcans, and a beam saber. Reserved for EFSF commanders and thus are less likely to be seen.
- #15
Keys: Zeta Plus, MSZ-006C1
A high performance machine operated by TFA. It features a strong beam cannon known as the Smart Gun, two rapid fire Beam Guns on the waist, head vulcans, and a beam saber. Only a handful are present, often in pairs of two.
- #16
Keys: Xeku, Xeku Eins, RMS-141
A sturdy and high output mass production MS. It features performance greater than a standard mass production machine and is highly versatile. It has three loadouts commonly seen, the T1, T2, and T3. It is the New Desides backbone unit.
- #17
Keys: RMS-141-1, Xeku Type 1, T1
The "Type 1" Xeku carries a beam rifle with attached grenade launcher, a sturmfaust, and extra propellant tanks for better maneuvering. It is used as an escort unit and is the most common Xeku.
- #18
Keys: RMS-141-2, T2, Xeku Type 2
The "Type 2" Xeku carries a rapid fire Beam Smart Gun and a backup beam rifle. It also carries a shield on one shoulder and has a prominent spotting radome on one side. Used for support fire.
- #19
Keys: RMS-141-3, T3, Xeku Type 3
The "Type 3" Xeku carries a large machine gun firing high caliber conventional bullets alongside a sturmfaust and two beam sabers. It holds two large ammo drums on its shoulders and both sides come equipped with shoulder shields.
- #20
Keys: RMS-142, Xeku Zwei
An extremely sturdy limited production MS. The Xeku Zwei is a massive target for an MS, but despite this it is extremely fast. It features two main arms, one carrying a rapid fire Beam Smart Gun while the other carries a high caliber conventional machine cannon. It also has four smaller subarms that can hold beam sabers or sturmfausts each. It is also equipped with head vulcans and three rapid fire missile containers on its front skirt. Up to three may be deployed in Ayers City.
- #21
Keys: Gundam Mk.V, Mk.V, ORX-13
A one off high performance Gundam, equipped with extreme acceleration due to its handheld Shield Booster. Uses a beam rifle, long beam saber, two INCOM disks, and back beam cannons. It is the commander of the New Desides forces in Ayers City.
- #22
Keys: sturm, sturmfaust
A handheld weapon used by MS. Comprised of a large rocket warhead launched by a small tube. Fired from the hand. Extremely cheap but packs a punch.
- #23
Keys: INCOM
A wire-guided disk that can be deployed by certain MS. Typically carries a beam gun but may instead have a reflector. When the pilot recalls the INCOM, it retraces its course along the wire.
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