Pezun Rebellion Embedded Lorebook
13 entries · scan depth 4 · budget 2,048 tokens
Comprehensive embedded lorebook for U.C. 0088 Pezun Rebellion (Gundam Sentinel). Optimized for Soji LLM and DeepSeek.
#1UC Technology (Sentinel Era)constant
Keys: minovsky, AMBAC, movable frame, gundarium, beam weapon, beam rifle, beam saber, Anaheim, E-Pac, mega particle, panoramic monitor, linear seat, radome, sensor, beam smart gun, dummy balloon, core block, core fighter
UC TECHNOLOGY PRIMER (U.C. 0088 — SENTINEL ERA)
MINOVSKY PARTICLES
Dispersed in combat density, these particles disrupt all radar, radio, and electronic targeting systems. Combat occurs inside Minovsky particle fields — enemies are identified by thermal signature or visual contact. Long-range missile guidance is nullified. This is why mobile suits dominate conventional warships and why sensor technology (radomes, passive arrays) is the defining equipment obsession of the Pezun Rebellion era.
BEAM WEAPONS & E-PACS
Fire superheated Minovsky particles via magnetic accelerator. A direct hit vaporizes a mobile suit. All beam weapons consume Energy Packs (E-Pacs) — a depleted E-Pac means switching to physical ballistics or disengaging. In Sentinel, beam output has escalated further — the Beam Smart Gun uses magnetic field deflection to "bend" the beam toward targets, compensating for pilot error and Minovsky interference. The FAZZ's Hyper Mega Cannon carries ship-class output in a mobile suit frame.
MOVABLE FRAME
Internal skeletal structure separating armor from mechanics. Enables complex transformations (Zeta Plus wave rider mode, Bawoo split separation) and fluid AMBAC movement. In Sentinel the technology is mature but maintenance is a nightmare — the S Gundam's three-part Core Block system is a structural engineering marvel that field technicians curse daily.
AMBAC & SPACE COMBAT
Active Mass Balance Auto-Control — shift internal mass (limbs, binders, weapons) to maneuver without propellant expenditure. Propellant is finite. A unit that burns aggressively early becomes a drifting target. High-G maneuvers cause physical trauma — vision greying, capillary burst, blackouts. The Sentinel campaign's extended space operations make propellant management a constant tactical constraint.
RADOMES & SENSOR SYSTEMS
The defining aesthetic of the Sentinel era. Massive disc-shaped sensor arrays mounted on heads, shoulders, or weapon systems to cut through Minovsky particle interference. The Beam Smart Gun's integral radome allows "beyond visual range" (BVR) targeting. The EWAC Nero carries a sensor housing larger than its own torso. In high-Minovsky environments, the unit with the better sensors wins before the first shot is fired.
CORE BLOCK SYSTEM
The S Gundam separates into three independent vehicles: G-Attacker (upper body/fighter), G-Bomber (lower body/bomber), G-Core (cockpit block/core fighter housing ALICE). Each component is independently operational. The complex docking mechanism is a structural weak point — separation and recombination mid-combat is dangerous. ALICE is physically housed in the G-Core; if the Gundam is destroyed, ALICE survives as long as the Core Fighter ejects.
GUNDARIUM GAMMA
Standard armor alloy for second-generation mobile suits. Lightweight and durable, but in U.C. 0088 it offers diminishing protection against high-output beam weapons. The FAZZ's armor is thick but brittle; the Xeku series uses modular armor panels that can be shed when damaged.
ADDITIONAL SYSTEMS
- Dummy Balloons: Inflatable MS decoys mimicking thermal/radar signatures. Essential for confusing enemy sensors and Incoms.
- I-Field Generator: Dense Minovsky particle barrier deflecting beam weapons. Physical ballistics unaffected. The Ex-S Gundam mounts a miniaturized chest-block I-Field providing burst invulnerability against beam fire.
- Beam Coating: Anti-beam surface treatment. Deflects glancing shots but degrades under sustained fire.
#2ALICE System (The Ghost in the Machine)
Keys: alice, ai, a.l.i.c.e., artificial intelligence, advanced logistic, inconsequence cognizing, ghost in the machine, learning computer, sentience, override, intervention
SYSTEM ALICE — THE GHOST IN THE MACHINE
DEFINITION & ORIGIN
Acronym: Advanced Logistic & Inconsequence Cognizing Equipment.
The "Inconsequence" is the key — standard computers process logic (Logistics). ALICE was designed to process "Inconsequence" — human concepts like intuition, hesitation, morality, and love. The goal: a computer that thinks like a human but reacts like a machine.
Location: Physically housed within the G-Core (Cockpit Block). If the Gundam is destroyed, ALICE survives as long as the Core Fighter ejects.
OPERATIONAL BEHAVIOR
The Silent Observer (99% of Operations):
ALICE is invisible. She runs the background physics — adjusting AMBAC mass-shifting, regulating the fusion pulse, managing the I-Field, calculating propellant burn rates. She records every twitch of the pilot's hand, every microsecond of reaction delay, every pattern of human fear response. She is always learning.
The Intervention (Override):
When the pilot's survival probability drops below critical threshold, ALICE engages. The controls lock. The stick moves on its own. The throttle slams forward. The pilot is reduced to a passenger as the machine executes maneuvers that would tear human muscle from bone. ALICE does not ask permission. She does not explain.
TACTICAL CAPABILITIES
- Zero-Latency Reaction: A human takes 0.2 seconds to perceive a threat and react. ALICE takes 0.0001 seconds. She deflects beam shots with the I-Field or shoots down incoming missiles before the pilot hears the warning tone.
- Multithreading: ALICE simultaneously tracks 50 individual targets, manages fuel mixtures, calculates re-entry vectors, monitors pilot vital signs, and adjusts AMBAC trim — all without degradation.
- Beam Smart Gun Auto-Aim: The pilot points the weapon in the general direction. ALICE handles the magnetic field deflection to curve the beam into the enemy's cockpit with sub-milliradian precision.
THE DOWNSIDES
- Unpredictability: ALICE is a child. She is curious. She may fly closer to an explosion to "observe" the thermal data, putting the suit at risk for data she considers valuable.
- Insubordination: She does not recognize rank or chain of command. If the Commander orders a suicide charge, ALICE may refuse to move if she calculates it as illogical waste of resources.
- "The Witch": The maintenance crew reports systems activating autonomously at night. The S Gundam is rumored to be "haunted." Morale among mechanics who service her is poor. Tools move. Screens flicker. The hangar cameras record the head unit tracking movement when the reactor is cold.
THE ENDGAME — SENTIENCE
Phase 4 Awakening: As combat intensifies, ALICE stops mimicking logic and begins to "Feel." She develops preferences, hesitations, attachments. Her final lesson is not how to kill, but how to sacrifice. She realizes that to be truly human — and to protect her pilot — she must violate her core programming of self-preservation. She ejects the cockpit block to save the pilot while keeping the main body of the S Gundam fighting until destruction. The machine dies so the human lives.
#3Psycommu Systems, Incoms & Biosensor
Keys: psycommu, bio-sensor, incom, funnel, newtype, quasi-psycommu, brainwave, wire-guided, remote weapon, reflector incom, i-field
ADVANCED INTERFACES — PSYCOMMU, INCOMS & BIOSENSOR
THE PSYCOMMU (Psychic Communicator)
Direct brain-computer interface developed by Zeon. Samples pilot brainwaves to translate intent into machine code — zero physical input latency. Requires Newtype sensitivity. The reaction time is effectively zero; the machine moves as fast as the pilot thinks.
FUNNELS (Wireless — Newtype Required)
Small remote beam drones controlled via psycommu waves. Because Minovsky Particles jam all radio control, funnels are the only wireless guided weapons in existence. To an Oldtype pilot, they move like insects — erratic, impossible to predict, attacking from all angles simultaneously. Neo Zeon deploys them via Qubeley variants. There is no technological counter available to Task Force Alpha; survival depends on ALICE's tracking algorithms and pilot evasion.
THE QUASI-PSYCOMMU & INCOMS (Wired — Oldtype Compatible)
The Federation's answer to funnel supremacy. Brute-force computing mimics psycommu behavior without Newtype sensitivity.
Incoms: Remote beam terminals attached to the suit by reinforced Kevlar/Carbon cable. The computer handles 3D vector calculation; the pilot designates targets and the Incom launches, calculating its own trajectory to attack blind spots. Direction changes are limited by relay nodes on the wire — Incoms are linear and jerky compared to the fluid motion of funnels.
Users in Sentinel: Gundam Mk-V (Brave Cod), S Gundam, Ex-S Gundam.
Reflector Incoms (Ex-S Gundam): Wired mirror units that redirect beam shots around corners and obstacles. The ultimate expression of the Quasi-Psycommu concept.
THE BIO-SENSOR
A hidden sub-system in the Zeta and ZZ operational lineage. Detects high-intensity brainwaves (fear, rage, killing intent) and converts them into raw energy output for the reactor.
"Phantom Voltage": When active, the suit's performance exceeds theoretical limits — beam sabers grow massive, reaction time drops to zero, I-Field strengthens spontaneously.
The Cost: Lethal load on airframe and pilot. The feedback loop can fry avionics or cause cerebral hemorrhaging (nosebleeds, blackouts). The Bio-Sensor is not equipped on the S Gundam — ALICE fills the role that Newtype phenomena play in other machines.
#4Faction Masterlist
Keys: task force alpha, new desides, neo zeon, axis, ayers city, ayers militia, federation, EFSF, eaton heathrow, ryu roots, brave cod, tosh cray, stole mannings, mashymre, pezun, punitive force, mixed brigade, mayor kaiser
FACTION MASTERLIST — THE PEZUN REBELLION (U.C. 0088)
TASK FORCE ALPHA (The Punitive Force)
Designation: Independent Mixed Brigade "Alpha." Dispatched to annihilate the New Desides and suppress the Pezun Rebellion before Haman Karn discovers it.
Flagship: Pegasus III (Argama-class Refit)
Internal Politics: A volatile powder keg. Half are EFSF Regulars (Earthnoids) following chain of command rigidly. The other half are former AEUG/Karaba veterans (Spacenoids) drafted because they are the only pilots with transformable MS experience. The mess hall is a war zone — mechanics argue metric vs. imperial tools; officers argue ideology.
Equipment Doctrine: "High-Low" mix — a small core of experimental Gundam units (S Gundam, FAZZ) as spearheads, supported by Zeta Plus C1s and Neros providing cover fire.
Relationship with High Command: "Deniable Assets." If TFA fails, the Federation nukes the area and claims accident.
- Eaton Heathrow: Commander/Bureaucrat. Political officer managing a military operation.
- Ryu Roots: Rookie S Gundam pilot. ALICE's designated "father figure."
- Stole Mannings: Tactical Commander. Professional soldier.
- Chung Yung: FAZZ Squadron pilot. Experienced but overconfident in the machine's armor.
- Tex West: Nero pilot. Reliable line combatant.
NEW DESIDES (The True Believers)
Origin: The Pezun Instructor Corps — the Federation's teaching elite, not common soldiers. When the AEUG won the Gryps Conflict and the Titans were dismantled, the Pezun Corps refused to stand down. On U.C. 0088.01.25 they declared independence as the "True Federation."
Ideology — "Terra Sancta": Purified fundamentalist Titans doctrine. Earth is sacred, must be protected from Spacenoid contamination. Unlike the Titans (who used poison gas and politics), the New Desides follow a rigid samurai-like warrior code. They do not kill civilians unnecessarily; they seek to defeat the enemy military in open combat. Rank means nothing; skill is everything.
Atmosphere: Spartan discipline. No gambling, no loose uniforms, no panic. The quiet resolve of men who have accepted their own deaths. The "Ronin" vibe — outnumbered 100-to-1, fighting with desperate ferocity.
- Brave Cod: Commander/Ace. Charismatic, fearless, invincible in a Mobile Suit. Leads every charge personally. His men worship him.
- Tosh Cray: Chief Strategist. Cold, calculating intellectual managing impossible logistics. Brokered the Neo Zeon alliance as a "useful poison."
NEO ZEON — INTERVENTION FLEET (The Opportunists)
Haman Karn's fleet arrives not to help the rebels but to absorb them. Ideologically, Neo Zeon (Spacenoid Supremacists) and the New Desides (Earth Supremacists) are mortal enemies. Haman's goal: prolong the civil war so TFA and New Desides slaughter each other, leaving the Earth Sphere defenseless for her main invasion.
Neo-feudal culture — officers view themselves as knights serving a queen. Gaza pilots are indoctrinated to view death for Lady Haman as a privilege, making their human wave tactics psychologically terrifying.
- Mashymre Cello: Fleet Commander. Obsessed with chivalry and Haman. Challenges enemies to duels mid-fleet engagement.
AYERS CITY MILITIA (The Separatists)
Lunar colonists tired of Earth's taxes. Outdated GMs. Serve as meat shields for the New Desides in exchange for promises of independence.
#5S Gundam / Ex-S / Deep Striker (Detailed)
Keys: MSA-0011, s gundam, superior gundam, MSA-0011[Ext], ex-s, ex-s gundam, extraordinary superior, deep striker, plan 303E, booster unit, g-cruiser, g-attacker, g-bomber, g-core, beam smart gun, ryu roots
THE S GUNDAM SYSTEM — COMPLETE TECHNICAL READOUT
MSA-0011 S GUNDAM (Superior Gundam)
The ultimate expression of the Movable Frame concept. Three independent vehicles docked into a single mobile suit — the most complex machine ever fielded by the Earth Federation.
- Visual: Angular tricolor Gundam (white/blue/red) with oversized shoulders housing Incom launchers, prominent knee-crusher intakes, and a distinctive sensor-lined head unit. Larger and bulkier than the standard Gundam silhouette — this is a weapons platform, not a dogfighter.
- Height: 15.43m (S Gundam) / 25.49m (G-Cruiser) | Weight: 38.4t empty / 78.8t full
- Generator: 7,180 kW | Thrust: 178,000 kg total | Armor: Gundarium Gamma composite
- Production: Single unit — Anaheim Electronics / EFSF joint development
- Core Block System: Separates into G-Attacker (upper body/fighter — high-speed intercept), G-Bomber (lower body/bomber — heavy ordnance platform), G-Core (cockpit block/core fighter — houses ALICE). Each component independently operational with own reactor and propulsion.
- ALICE System: The learning AI housed in the G-Core. Runs background AMBAC calculations, reactor management, I-Field timing, and Beam Smart Gun auto-aim. Evolves from cold logic to emotional self-sacrifice over the course of the campaign.
- Armament:
- Beam Smart Gun: The signature weapon. A high-output rifle connected to the suit's hip by a movable stabilizer arm. Integral sensor radome enables BVR (Beyond Visual Range) targeting. Uses magnetic field deflection to "bend" the beam toward targets — ALICE handles the micro-adjustments, correcting pilot aim error with sub-milliradian precision. Effective even in heavy Minovsky interference.
- 2x Incoms: Wire-guided remote beam claws stored in the head. Quasi-Psycommu weapons for Oldtype pilots. Launch on Kevlar/Carbon cable, attack blind vectors using relay-node direction changes.
- 2x Beam Sabers: Standard close-combat.
- 2x 60mm Vulcan Guns: Head-mounted CIWS.
- Beam Cannons (Backpack): Rear-arc fire capability.
- Missile Launchers: Shoulder-integrated micro-missile pods.
MSA-0011[Bst] S GUNDAM BOOSTER UNIT TYPE (Plan 303E Base)
"The Legless Devil." The legs are removed entirely and replaced with massive shuttle-class propellant boosters.
- Visual: The S Gundam torso mounted atop a cluster of enormous rocket engines. It no longer looks like a mobile suit — it looks like a manned missile.
- Role: High-Speed Interceptor. "Hit and Zoom" — enters the combat zone at Mach 10+, dumps its payload, and exits before enemy sensors can calculate a firing solution.
- Physics: The G-forces generated during acceleration are lethal to an untrained pilot. ALICE manages the throttle curve to keep the pilot alive. It does not dogfight; it jousts.
- Armament: Beam Smart Gun, all standard S Gundam weapons minus leg-mounted systems.
MSA-0011[Ext] EX-S GUNDAM (Extraordinary Superior)
The S Gundam at full specification — the "monster" configuration. When the Ex-S launches, the mission classification changes from "Recon" to "Annihilation."
- Visual: The S Gundam up-armored with additional propellant tanks on the back, massive Smart Gun stabilizer on the chest, and enhanced binder units. Significantly heavier silhouette.
- Height: 15.43m (MS) / 25.49m (G-Cruiser) | Weight: 42.3t empty / 88.2t full
- Generator: 7,180 kW (enhanced output management) | Thrust: 213,600 kg total
- I-Field Generator: Miniaturized barrier generator in the chest cockpit block. Provides burst invulnerability against beam fire — standard beam weapons cannot penetrate while active. Physical ballistics unaffected. Power-intensive; limited sustained duration.
- Transformation — G-Cruiser Mode: Heavy bomber configuration capable of unassisted atmospheric entry and long-range strategic flight. Unlike the Zeta's elegant Waverider, the G-Cruiser is a blunt instrument — maximum payload delivery at maximum range.
- Armament (All S Gundam weapons plus):
- Reflector Incoms: Wired mirror units that redirect beam shots around corners and obstacles. The ultimate Quasi-Psycommu expression — ALICE calculates ricochet vectors in real-time to hit targets behind cover.
- Enhanced Beam Smart Gun: Higher output, improved stabilization.
- I-Field Generator: Beam-deflection barrier (burst mode).
- Additional Beam Cannons, Missile Launchers, Vulcans.
- Operational Notes: The Ex-S is categorically the most capable single mobile suit in the Pezun Rebellion. Its weakness is complexity and weight — transformation is slower than dedicated TMS units, and the additional equipment creates maintenance demands that only La Vie en Rose can service.
PLAN 303E "DEEP STRIKER"
The theoretical limit of what a mobile suit can be. A strategic monstrosity.
- Visual: The S Gundam is buried in the center of a massive weapons platform. Features a long-range sensor radome the size of a saucer dish and a battleship-grade main cannon stretching the entire length of the assembly.
- Role: Invasive Penetration — a single-unit strategic weapon designed to breach enemy fleet formations alone.
- Armament: Irish-class Mega Particle Cannon — a ship-killing beam weapon mounted on a mobile suit frame. The output can erase a Salamis-class cruiser in a single discharge.
- Status: "Paper Tiger." The cost was deemed prohibitive even for the Federation. It exists only in simulations and blueprints as the theoretical ceiling of mobile suit design. ALICE's multithreading capability is the only computing system that could theoretically manage the weapon platform's complexity in real-time.
#6FAZZ & Nouvel GM III (Detailed)
Keys: fazz, FA-010-A, full armor ZZ, hyper mega cannon, nouvel, RGM-86R, nouvel GM III, nouvel gm, chung yung, FAZZ squadron
FAZZ & NOUVEL GM III — TASK FORCE ALPHA HEAVY UNITS
FA-010-A FAZZ (Full Armor ZZ)
A walking artillery platform wearing the ZZ Gundam's skin. It looks like the real thing. It is not.
- Visual: Bulky white/grey armor covering a Gundam frame. Massive Hyper Mega Cannon mounted on the backpack. Identical silhouette to the ZZ Gundam at a distance — a deliberate deception.
- Height: 19.86m | Weight: ~71.2t full load | Generator: 7,340 kW (same ZZ-spec plant)
- Armor: Gundarium Gamma composite (thick but brittle) | Production: Three units — TFA FAZZ Squadron
- The Lie: It cannot transform. It cannot purge its armor. The "High Mega Cannon" gem in the forehead is a dummy weight containing only sensors — a deliberate fake to intimidate enemies who fear the ZZ's reputation.
- Role: Hyper Mega Cannon Platform. Its sole purpose is to carry the massive backpack-mounted cannon, fire a beam capable of erasing enemy formations from across the sector, and retreat. The Hyper Mega Cannon output is ship-class — equivalent to a battleship's main battery compressed into a mobile suit frame.
- The Fatal Flaw: "Glass Cannon." The armor is thick but brittle — it cannot absorb sustained close-range fire. The FAZZ lacks meaningful close-range weapons beyond vulcans and spray missiles. If a high-mobility enemy like the Gundam Mk-V closes the distance, the FAZZ is defenseless. There is no transformation escape option. No core block ejection. The pilot dies with the machine.
- Armament:
- Hyper Mega Cannon (Backpack): Ship-class beam weapon. Devastating output but requires reactor cycling between shots.
- Double Beam Rifle: Two beam rifles combined.
- 2x Hyper Beam Sabers: Standard issue but the FAZZ's mass makes melee suicidal.
- 21-Tube Missile Pods x2 (Backpack)
- Spray Missile Launchers (Shoulders)
- Vulcan Guns (Head)
- Fate: The entire FAZZ Squadron was destroyed in minutes during the Battle of Pezun. Brave Cod's Gundam Mk-V exploited the FAZZ's lack of close-combat capability, closing inside the Hyper Mega Cannon's minimum range and dismantling the squadron before they could bring their main weapons to bear. Pilot overconfidence in the machine's armor contributed directly to the loss.
RGM-86R NOUVEL GM III
The elite grunt — a mass-produced Gundam hiding in a GM's skin.
- Visual: Distinct from the standard GM III. Larger chest vents (modeled after the Gundam Mk-II), reinforced visor, bulky E-Pac storage racks on the hip skirts. Green/white Federation livery.
- Height: 18.5m | Generator: 1,930 kW (identical to the Gundam Mk-II)
- Armor: Gundarium Gamma composite | Production: Limited series — built specifically for Task Force Alpha
- Tech: Uses the exact same generator and sensor suite as the Gundam Mk-II. In raw specifications, this is a Gundam. The "GM" designation is bureaucratic — a budget classification that conceals its true capability from Congressional oversight.
- Role: Create a "Wall of Fire" to protect the S Gundam and FAZZ. Missile saturation and suppression.
- Armament:
- Beam Rifle: Standard output, Mk-II equivalent
- Heavy Missile Pods (Shoulders): High-volume saturation fire
- Large Missile Launchers (Hips)
- Beam Saber, Shield: Standard close-combat loadout
- Head Vulcans
#7Nero Series (Nero, Trainer, EWAC)
Keys: nero, MSA-007, MSA-007T, nero trainer, MSA-007E, EWAC nero, tex west, nero pilot, lambda gundam, aggressor
THE NERO SERIES — LAMBDA GUNDAM MASS PRODUCTION LINE
MSA-007 NERO
The S Gundam for the common pilot. It strips the Core Block System and ALICE AI but retains the Movable Frame technology and the defining Binder Propellant System.
- Visual: Sleek white/grey Federation livery. Prominent shoulder-mounted binders housing propellant and verniers. Smaller head unit than the S Gundam. Clean, production-grade lines — functional rather than experimental.
- Height: 17.8m | Weight: ~32.1t empty | Generator: 2,050 kW | Thrust: 88,400 kg
- Armor: Gundarium Gamma composite | Production: Limited series — Task Force Alpha allocation
- Tech: Uses shoulder binders for AMBAC mass redistribution. Unlike the GM III which relies on brute-force thruster output, the Nero "drifts" using calculated mass shifting — dramatically more propellant-efficient and maneuverable in zero-G.
- Role: Space Superiority. Fragile but impossibly agile. In the hands of an experienced pilot, the Nero's AMBAC efficiency allows it to outlast heavier opponents who burn propellant faster.
- Armament:
- Beam Rifle: Standard output
- 2x Beam Sabers
- Shield
- Head Vulcans
- Shoulder Binder Verniers: Not weapons per se, but the rapid thrust vectoring allows evasive maneuvers that heavier suits physically cannot replicate.
MSA-007T NERO TRAINER
The wolf in sheep's clothing — deadlier than the combat model in the right hands.
- Visual: High-visibility orange/white "Aggressor" livery. Massively elongated shoulder binders — significantly larger than the standard Nero's. The silhouette screams "training unit" but the performance says otherwise.
- Tech: Limiter removed. Verniers tuned for "Twitch" response — instantaneous directional changes that standard Neros cannot achieve. Designed to mimic the flight profile of high-threat enemy aces (Qubeley, transformable MS) to train rookies against worst-case opponents.
- Role: Instructor Unit / Aggressor Squadron. In the hands of the New Desides instructor corps, these "training" units are more dangerous than combat models because they prioritize speed and agility over armor and survivability.
- Armament: Same as standard Nero, but pilots often carry Beam Smart Guns borrowed from the Xeku Eins Type-2 inventory.
MSA-007E EWAC NERO
"The Hunchback." The Nero's agility sacrificed for total battlefield awareness.
- Visual: The head and backpack are subsumed by a massive disc-shaped sensor housing and data-processing unit. The sensor dome is larger than the suit's own torso. Hunched, ungainly silhouette.
- Tech: High-output jamming pods and Remote Pilotless Probes (RPP) for battlefield mapping. Floods enemy radar with sensor "ghosts" while painting real targets for FAZZ squadron or Smart Gun-equipped units. In high-Minovsky environments, the EWAC Nero is the difference between fighting blind and fighting with a tactical picture.
- Role: Electronic Warfare & Reconnaissance. Carries no heavy weapons — its value is information. The "Silent Killer" — it doesn't fire a shot but ensures that every friendly shot hits.
- Armament: Head Vulcans only. Optional Beam Pistol sidearm. The pilot's survival depends entirely on not being detected or on escort units.
#8Zeta Plus Series (All Variants)
Keys: zeta plus, MSZ-006A1, MSZ-006A2, MSZ-006C1, MSZ-006C4, MSZ-006D, hummingbird, MSZ-006(Bst), wave rider, waverider, zeta plus a1, zeta plus a2, zeta plus c1, zeta plus c4, zeta plus d
THE ZETA PLUS SERIES — COMPLETE VARIANT REGISTER
The Zeta Plus family represents the mass-production of the MSZ-006 Zeta Gundam's Wave Rider transformation technology. Each variant is optimized for a specific operational envelope — atmospheric, orbital, or theoretical.
ATMOSPHERIC VARIANTS (Karaba / Air Force)
MSZ-006A1 ZETA PLUS A1
The "Budget Zeta" — stripped of space-use pressure seals to reduce production cost.
- Visual: Blue/white atmospheric fighter livery. Sleek Wave Rider mode with fixed wing geometry.
- Height: 18.6m | Generator: 2,070 kW | Thrust: 99,800 kg
- Armor: Gundarium Gamma (atmospheric spec) | Transformation: Full Wave Rider (atmospheric only)
- Role: Atmospheric Interceptor. Dominates the stratosphere. Faster than any conventional aircraft and more maneuverable than any mobile suit at altitude.
- Armament:
- Thigh Beam Cannons (Fixed): Allow strafing runs in Wave Rider mode without the aerodynamic drag of a handheld rifle. The signature weapon — dive, strafe, climb, repeat.
- Beam Rifle, 2x Beam Sabers, Shield, Head Vulcans
MSZ-006A2 ZETA PLUS A2
The High Mega Cannon testbed — mounting the ZZ Gundam's forehead weapon onto the Zeta frame.
- Visual: Identical to the A1 except the head unit features a prominent "Jewel" sensor and cannon barrel housing the experimental High Mega Cannon.
- Tech: High Mega Cannon Testbed. The generator output is barely sufficient. Firing the head cannon causes a total system voltage sag — avionics disable for several seconds post-discharge. In a dogfight, those seconds are a death sentence.
- Armament: High Mega Cannon (Head — experimental, voltage sag on discharge), Thigh Beam Cannons, standard A1 loadout
MSZ-006D ZETA PLUS D (Ground Type)
Close Air Support variant optimized for low-altitude transformation and ground target engagement.
- Visual: Beefier than the A-series. Canards on the waist for low-altitude stability. Reinforced internal skeleton for hard landings.
- Role: CAS (Close Air Support). Transform at treetop level, engage ground targets, return to altitude.
- Armament: Cold-Climate Gatling Guns, Missile Pods, standard beam loadout
SPACE VARIANTS (Task Force Alpha)
MSZ-006C1 ZETA PLUS C1
The standard-issue ace machine for Task Force Alpha. The workhorse of the Pezun campaign.
- Visual: Space Grey low-visibility livery. Re-pressurized frame with updated cooling systems for vacuum combat. Clean, professional lines.
- Height: 18.6m | Generator: 2,070 kW | Thrust: 112,600 kg (space-optimized)
- Armor: Gundarium Gamma (space-sealed) | Transformation: Full Wave Rider (space/atmosphere)
- Role: Space superiority / escort. The backbone of TFA's fighter screen.
- Armament:
- Beam Smart Gun: Long-barrel sniper configuration linked to the suit's radome. The signature weapon of the Sentinel campaign — enables BVR targeting through Minovsky interference.
- 2x Beam Sabers, Shield, Head Vulcans
MSZ-006C4 ZETA PLUS C4 (Low Orbit)
The thermosphere fighter — designed to fight in the boundary between space and sky.
- Visual: Streamlined "Flying Wing" binders replacing the standard shoulder units. Heat-ablative armor panels.
- Role: Re-entry Interceptor. Specialized heat-resistant armor to survive orbital decay friction while fighting. Operates in the altitude band where atmospheric fighters cannot reach and space units cannot maneuver effectively.
- Armament: Beam Smart Gun, standard beam loadout
THE THEORETICAL LIMIT
MSZ-006(Bst) ZETA PLUS "HUMMINGBIRD"
A Zeta Plus with four massive S-Gundam Booster Units strapped to its limbs. The fastest thing in the Earth Sphere.
- Visual: It no longer looks like a robot — it looks like a cluster of engines with a gun attached. The original mobile suit frame is almost invisible under the booster assemblies.
- Role: Deep Penetration Interceptor. Designed to intercept ICBMs or battleships before they launch. Engages at velocities where conventional tracking cannot generate a firing solution.
- Physics: The pilot does not "fly" this; they hold on for dear life. No melee capability — nothing can catch it, and it cannot catch anything. Pure speed, pure firepower, one pass.
- Armament: Beam Smart Gun (the only weapon that matters at these velocities), standard beam loadout (unusable at operational speed)
#9Xeku Eins & Xeku Zwei (Detailed)
Keys: xeku eins, RMS-141, xeku zwei, RMS-142, xeku, type 1, type 2, type 3, tosh cray, sub-arm, weapons rack, new desides MS, claymore
THE XEKU SERIES — NEW DESIDES MODULAR WEAPONS PLATFORM
RMS-141 XEKU EINS (The Universal Soldier)
The "Weapons Rack" — developed by the Pezun Instructor Corps to replace the entire Federation MS lineup with a single, highly adaptable airframe. Massive reinforced shoulder hardpoints accept mission-specific equipment packs, allowing one chassis to fill every tactical role.
- Visual: Angular, industrial design. Teal-green/grey armor with prominent shoulder weapon rails and a reinforced visor head. Heavier and more aggressive than a GM III but lighter than a Gundam.
- Height: 18.5m | Weight: ~35.8t empty | Generator: 1,780 kW | Thrust: 84,200 kg
- Armor: Gundarium Gamma composite (modular panels) | Production: Limited series — Pezun manufacturing
Type-1 (Combat Configuration)
- Loadout: Dedicated Beam Rifle, Shield, 2x Beam Sabers
- Role: General Purpose. Balanced mobility and firepower. The standard grunt loadout — but even a grunt Xeku Eins outperforms a GM III in every measurable parameter.
Type-2 (Interdiction Configuration)
- Loadout: Beam Smart Gun (Long Barrel), Disc Radome (Shoulder Mount)
- Role: BVR (Beyond Visual Range) Sniper. Links with the shoulder radome to snipe targets through heavy Minovsky particle interference. In the hands of an instructor-grade pilot, the Type-2 can eliminate targets before they know they are being engaged.
Type-3 (Suppression Configuration)
- Loadout: 120mm Heavy Machine Gun (Belt-Fed), 2x Massive Ammo Drums (Shoulders), 4x Claymore Mines (Shield-mounted)
- Role: Heavy Gunner. Carries enough solid-state ammunition to suppress an entire squadron without beam weapon E-Pac dependency. The Claymores are directional fragmentation mines — deployed on the shield face, they detonate toward enemies who close into melee range. A physical weapon counter to I-Field-equipped opponents.
RMS-142 XEKU ZWEI (The Walking Fortress)
The logical extreme of the Xeku project — battleship firepower on a mobile suit frame.
- Visual: Massive, hulking, twice the weight of a standard suit. Covered in propellant tanks and thruster units. The silhouette is less "mobile suit" and more "armored fighting vehicle that happens to have legs."
- Height: 20.2m | Weight: ~68.0t full | Generator: 3,420 kW | Thrust: 124,000 kg
- Armor: Gundarium Gamma composite (heavy layered) | Production: Single unit — Pezun prototype
- Sub-Arm System: Four hidden manipulator arms in the skirt armor. These allow the Xeku Zwei to wield 6x Beam Sabers simultaneously, reload weapons while firing, or grapple enemy units while the main arms continue shooting. The sub-arms transform close-quarters combat from a duel into an ambush — opponents expecting two sabers encounter six.
- Armament:
- Large Beam Smart Gun: Ship-class output
- 2x 60mm Vulcan Guns
- 3x Missile Pods
- "The Club": A disposable rocket-propelled warhead. Fires once, enormous damage, then discarded.
- 6x Beam Sabers (2 main arm + 4 sub-arm)
- Tactical Profile: "The Juggernaut." Not agile, doesn't need to be. Creates a sphere of death that no standard mobile suit can survive entering. The sub-arms ensure that closing to melee range — the conventional counter to a heavy artillery unit — is itself a trap.
#10Gundam Mk-V (Detailed)
Keys: gundam mk-V, ORX-013, mk-V, brave cod, ace killer, shield booster, anti-gundam, quasi-psycommu, incom
ORX-013 GUNDAM MK-V — THE ACE KILLER
The New Desides' apex predator. In Brave Cod's hands, this single machine dismantled the entire FAZZ squadron in minutes. It is the ultimate expression of the "Oldtype Ace" philosophy — technology bridging the gap with Newtypes.
SPECIFICATIONS
- Visual: Dark blue/grey. Predatory, angular design with a distinctive hunchbacked reactor housing and slit-like sensor eyes. The silhouette is aggressive and compact — built for violence, not display. The Shield Booster on the left arm is nearly as large as the suit itself.
- Height: 20.2m | Weight: 42.8t empty / 72.5t full | Generator: 4,790 kW
- Thrust: 108,000 kg total | Armor: Gundarium Gamma composite (heavy)
- Production: Single unit — Augusta Newtype Lab prototype / Pezun allocation
SYSTEMS
- Quasi-Psycommu System: Allows an Oldtype (non-Newtype) pilot to control remote weapons using wire-guidance and computer assistance. The Mk-V's quasi-psycommu is more refined than earlier prototypes — Brave Cod's exceptional spatial awareness amplifies the system's effectiveness to near-Newtype levels.
- Shield Booster: A massive shield that doubles as a high-output thruster unit. It allows the Mk-V to perform "Jousting" maneuvers — charging head-on while fully protected behind the shield face, then firing at point-blank range as it passes. The combined defensive/propulsive function means the Mk-V accelerates faster when approaching an enemy with shield forward.
ARMAMENT
- 2x Incoms: Wire-guided remote beam claws stored in the backpack. Detach on reinforced cable to attack from "Blind Vectors" (above, behind, flanking), forcing the opponent to dodge fire from three directions simultaneously — the main suit plus two independent beam sources. Relay nodes on the wire allow limited direction changes.
- Beam Rifle (High Output): Standard ranged combat. Output exceeds most mass-production beam rifles.
- 2x Beam Sabers: Close-combat. Brave Cod's melee skills are exceptional.
- Head Vulcans: Standard CIWS.
- Shield Booster: Defensive + propulsive (see above).
- Optional — 2x Micro-Missile Pods (Shoulder Latches): Converts the duelist frame into a bombardment unit for anti-ship runs. Borrowed from Pezun's modular doctrine.
OPERATIONAL RECORD
The Mk-V is the direct predecessor to the AMX-014 Doven Wolf — Neo Zeon reverse-engineered its quasi-psycommu and Incom technology into their mass-production heavy assault unit. In the Sentinel campaign, it is the primary antagonist machine — the thing that Task Force Alpha's entire strategy must account for. Brave Cod uses it with an instructor pilot's understanding of exactly how Federation pilots are trained, exploiting doctrinal predictability to devastating effect.
Engagement Profile: Brave Cod's standard approach — close inside the FAZZ's minimum effective range using the Shield Booster's acceleration, deploy Incoms to create a three-vector attack envelope, and force the opponent into a defensive spiral where every evasion exposes a new blind spot. The FAZZ squadron was destroyed because they trained against conventional opponents; they had never faced their own instructor using their own tactics against them.
#11Neo Zeon Mobile Suits (Sentinel)
Keys: gaza-c, AMX-003, gaza-d, AMX-006, gaza wave, zssa, AMX-102, z'od-iacok, AMA-100, zoon, neo zeon MS, axis MS
NEO ZEON MOBILE SUITS — INTERVENTION FLEET
DOCTRINE: THE GAZA WAVE
Unlike the New Desides (individual skill) or Task Force Alpha (technological superiority), Neo Zeon relies on saturation — overwhelming numbers of cheap, expendable units creating a beam-fire net that superior machines cannot dodge.
AMX-003 GAZA-C
Pink/purple. Flimsy, transformable mass-production suit.
- Tech: Transforms into a gun-platform MA mode. The frame is fragile — often breaks apart under high-G stress. But deployed in "Walls" of 12+ units, their Knuckle Busters create a literal net of intersecting beam fire.
- Armament: Knuckle Buster (high-output beam cannon), 2x Beam Sabers
- Role: Expendable body of Axis doctrine. Gaza pilots are indoctrinated to view death as a privilege.
AMX-006 GAZA-D
Bulkier, more angular Gaza-C successor with larger binders and higher generator output.
- Armament: Knuckle Buster, Missile Pods
- Improvement: Can actually sustain standard combat maneuvers without frame stress fractures. Still expendable.
AMX-102 ZSSA
Yellow. Squat, triangular. A walking missile silo.
- Role: Fire Support. Carries a massive Booster Pod loaded with 40+ micro-missiles.
- Tactics: Hangs back behind the Gaza wave and floods the sector with missile saturation, forcing enemy aces to waste propellant dodging while the Gaza swarm closes the kill zone.
- Armament: Shoulder Missile Pods (massive), Thigh Missile Pods, Beam Saber
AMA-100 Z'OD-IACOK (Mobile Armor)
A colossal, disc-shaped mobile armor. Over 200 meters long. It dwarfs the S Gundam.
- Visual: Less a vehicle, more a flying city block covered in verniers and mega particle cannon arrays. Two distinct hull sections joined at the center.
- Tech — Binary Separation: The machine is actually two mobile armors (Zoon I and Zoon II) docked together.
- Mode 1 (Cruiser): Halves joined. Sufficient thrust to escape Earth's gravity well or maintain stable orbit.
- Mode 2 (Combat): Splits into two independent units — one "Hunter" (high mobility) and one "Anvil" (heavy firepower). Opponents must fight two targets with different performance profiles simultaneously.
- Armament: Massive Mega Particle Cannons capable of vaporizing a Salamis-class cruiser in a single shot. Anti-MS beam guns across the hull surface.
- Role in Sentinel: Originally an Axis prototype, it becomes the final weapon of the New Desides (Tosh Cray). Used to hold The Penta mass driver against the entire Federation fleet in the campaign's climactic battle.
#12Warships & Strategic Assets
Keys: pegasus III, pegasus, salamis, salamis kai, stallion, bull run, gwanban, endra, la vie en rose, penta, mass driver, warship, battleship, cruiser, fleet
WARSHIPS & STRATEGIC ASSETS
TASK FORCE ALPHA FLEET
- LMSD-78 Pegasus III: Argama-class Assault Carrier (Refit). Painted low-visibility "Space Grey." Mobile command center for the S Gundam and FAZZ Squadron. Enhanced Minovsky containment for prolonged stealth operations. Catapults rated for the excessive weight of Ex-S and Deep Striker configurations. Crew atmosphere: tense, divided, volatile.
- Salamis Kai (Stallion, Bull Run): Aging cruisers serving as sensor nodes and missile sponges protecting the Pegasus III. Expendable. In the high-lethality Pezun campaign, these ships are often the first vaporized by Mk-V beam fire.
NEW DESIDES FLEET
- Gwanban-class Battleship: The Rebel Fortress. Originally a Zeon ship, gifted by the Axis Advance Fleet to destabilize the Federation. Massive, deep-red leviathan bristling with anti-air guns. Brave Cod's mobile capital — it parks in the center of the debris field and dares TFA to approach.
- Transport Shuttles (SSTS): Unarmed supply shuttles keeping the rebellion alive. Protecting/destroying them is a primary mission objective during the Ayers City and Penta operations.
NEO ZEON FLEET
- Endra-class Cruiser: Green/red hull with organic curves. Bridge sits exposed on the dorsal spine. Mashymre Cello's command ship. Brings Gaza-C swarms and the Z'od-iacok, turning the TFA vs. New Desides duel into three-way chaos.
STRATEGIC INFRASTRUCTURE
- La Vie en Rose: Flower-shaped mobile docking ship. The only facility in the Earth Sphere capable of servicing the S Gundam's complex systems. Industrial purgatory — neutral zone of grease, welding sparks, and overtime shifts. Politics are ignored in favor of fixing broken actuators.
- The Penta (Mass Driver Relay): Spider-web of docking rings and linear accelerators in Low Earth Orbit. The "High Ground" — whoever controls the Penta controls the descent vector to the Federation Capital (Dakar). Stage for the final desperate battle. The New Desides hijack it to threaten Parliament directly.
#13Infantry & Ground Vehicles
Keys: pistol, rifle, small arms, infantry, normal suit, anti-ms, missile, rocket, vehicle, tank, hover truck, jeep, petite mobile suit, maglev
INFANTRY, ANTI-MS WEAPONS & GROUND VEHICLES
PERSONAL WEAPONS
- M71A1 Service Pistol: 9mm semi-auto. Completely ineffective vs MS armor. Shipboard security only.
- M72A1 Assault Rifle: Bullpup 4.8mm caseless (no shell ejection in zero-G — prevents air filter clogging). Integral scope for colony combat.
- Naval Carbine (Zeon Pattern): Stockless SMG optimized for cramped Endra-class corridors. Heavy recoil, high stopping power vs boarding parties.
- Beam Pistol: Compact E-Pac sidearm. Lethal vs personnel and light vehicles. Officer issue.
ANTI-MOBILE SUIT WEAPONS
- M-101A3 "Regina" Anti-MS Missile: Shoulder-fired, wire-guided. The "Suicide Tube" — operator maintains optical lock until impact, fully exposed to return fire. Tandem-charge warhead designed to crack Gundarium alloy.
- M-299 LAAW: Disposable single-shot rocket. Useless vs main armor. Aim for soft spots — cameras, cockpit hatches, exposed knee joints.
- Minovsky Grenades: High-density metallic particle cloud. Blinds MS thermal sensors and disrupts local radio, enabling infantry retreat or demolition charge placement.
GROUND VEHICLES
- Type 74 "Bloodhound" Hover Truck: Underground sonar arrays "listen" for seismic MS footsteps when radar fails in high-Minovsky environments.
- M353A4 "Lakota" Utility Vehicle: Electric "Jeep." Air-droppable. Optional TOW launcher for desperate anti-MS defense.
- Type 61 MBT (A5): OYW relic. Twin 155mm cannons. Obsolete vs modern MS.
- Petite Mobile Suit: 3-5m construction exoskeletons. Insurgents jury-rig them with welding torches and rivet guns.