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Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter K » Kidou Senshi Gundam: Gundam vs. Z Gundam - Strategy Guide (Page 01)

Kidou Senshi Gundam: Gundam vs. Z Gundam - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Kidou Senshi Gundam: Gundam vs. Z Gundam - Strategy Guide (Page 01).

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Mobile Suit Gundam: Gundam Vs Z Gundam Faq/Un-official Guide written by 
PK Man
Email: pk_man2000@hotmail.com

This may be not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any 
other web site or as a part of any public display is strictly prohibited, 
and a violation of copyright.


News:
Sep.23,05
Arcade mode walkthroughs completed. This FAQ is pretty much complete.  Sorry
it took this long.

Aug.23,05
Collection mode completed. Also made some changes to UC mode.

Jul.04,05
Added more details on how to unlock some of the special scenario routes in 
UC mode. 

Jul.02,05
Arcade mode AEUG side completed.

May 16,05
UC mode completed.

Mar.23,05
Survial mode and UC mode AEUG side completed. 

Feb.17,05
Options and Tier List completed.  Also made some minor changes.

Feb.07,05
Added listed steps for getting ZZ Gundam and Route G.

Feb.05,05
MA list, VS Battle, and Training completed.  This game will get a North
American release this summer, in case there are still people who doesn't
know.

Jan.25,05
This guide is still under construction.  More updates will be coming soon.

   

TABLE OF CONTENTS
1. Intro
 1a Abbreviations

2. Gameplay
 2a How to play
 2b Battle Gauge System
 2c Radar
 2d Awaken System

3. MS List
 3a AEUG
 3b EFSF
 3c Titans
 3d Zeon 
 3e Tier List

4. MA, Character, and Stages List
 4a AEUG/EFSF MAs
 4b Titans/Zeon MAs
 4c Playable Characters
 4d List of Stages

5. Strategies
 5a General Tips
 5b Playing VS

6. Arcade
 6a. AEUG/EFSF walkrthrough
 6b. Titans/Zeon walkthrough

7. VS Battle

8. U.C. Mode
 8a. AEUG
 8b. Titans
 8c. Axis

9. Survival

10. Training

11. Replay

12. Collection

13. Options

14. Secrets
    (Wanna know how to get ZZ Gundam? Then read this section!)


IMPORTANT: In Japanese games, the O button is enter and the X button is
           cancel, which is different in North American games. Also, anytime 
           in the game, you can manually restart the game by pressing 
           L1+L2+R1+R2+Start+Select simultaneously.

This FAQ is written based on the JP version of Mobile Suit Gundam: Gundam VS
Z Gundam.

==============================================================================
1. Intro
==============================================================================

Mobile Suit Gundam: Gundam Vs Z Gundam is the latest sequel
to the very popular Mobile Suit Z Gundam: AEUG vs Titans and Mobile Suit
Gundam: Federation vs Zeon DX.  New features
include U.C. mode, in which you can follow routes of characters from the game
and alter history by meeting certain criterias, such as letting Four survive
when playing on Kamille's route.

North American players: AEUG vs Titans was released only in Japan
and there's no point in releasing it in here because Gundam Vs Z Gundam
has everything AEUG vs Titans has and more.


------------------------------------------------------------------------------
1a Abbreviations
------------------------------------------------------------------------------
The following are abbreviations used in this faq. Refer to this when you 
don't understand a particular abbreviation.

MS = mobile suit
MA = mobile armour
AEUG = Anti Earth Union Group
EFSF = Earth Federation Space Force
UC = universal century
OYW = One Year War

FvsZ DX = Federation vs Zeon DX
AvsT = AEUG vs Titans
AvsT DX = AEUG vs Titans DX
GvsZ = Gundam vs Zeta Gundam

The names of the games can be a bit confusing.  AvsT is the sequel to
FvsZ DX, but the arcade and ps2 version of AvsT is slightly different.
Arcade version of AvsT is missing a several MSs from the ps2 version.
AvsT DX was later released to include new MSs that were missing in the arcade
version of AvsT.  There was no point in making the ps2 version of AvsT DX so 
the result was GvsZ, which includes everything from AvsT DX, several new
modes, and a couple of MSs from ZZ.  

If you are still confused, look at the diagram below. AEUG vs Titans was
never released in NA because GvsZ has everything AvsT has.  There is no
arcade version of GvsZ, but AvsT DX is just like GvsZ, except that it doesn't
have ZZ Gundam and Qubeley Mk.II
JP = Japanese
NA = North American


FvsZ DX ----> AvsT -----------------> AvsT DX
(arcade)      (arcade)                (arcade)

FvsZ DX ----------------> AvsT -------------------> GvsZ
(ps2, JP)                (ps2, JP)                 (ps2, JP)

FvsZ ---------------------------------------------> GvsZ
(ps2, NA)                                          (ps2, NA)


==============================================================================
2. Gameplay
==============================================================================

This game is played in a 2vs2 format. You can team up with another player or
if playing alone, a cpu partner which you can give commands to. Teamwork in
this game is very important. The AI loves to gang up on 1 particular MS, so
its important to stick with your partner or don't let you ally cpu die so
easily. Keep in mind that there is friendly fire so watch where you are 
shooting.  Also, the AI in this game has been improved.  

------------------------------------------------------------------------------
2a. How to play
------------------------------------------------------------------------------

People who have played FvsZ DX or AvsT before should have no problem with
the controls since they haven't been changed. Default buttons are in brackets.


D-pad or left analogue stick: moves your MS, pretty straight forward. There
                              are 8 directions you can move

                              N
                         NW   l   NE
                            \   /
                         W -     - E
                            /   \ 
                         SW   l   SE
                              S

Dashing: all MSs can dash or do a quick side step in order to avoid getting
hit. To dash simply double tap the joystick to the direction you want to
dash. For example, to dash right double tap the joystick to the right You
can only dash in 4 directions: forward, left, right, and back.

Shoot (square): fires main weapon
Melee (triangle): engages in close range combat. 
Jump  (X): press the jump button to fly in the air. Watch out for the
           boost gauge because you'll fall back to the ground when it runs
           out.
           To fly in a certain direction, push the direction you want to fly
           using the d-pad while pressing jump.
           Dashing can also be performed while in the air. To do an air
           dash, do a dash while in the air and hold the d-pad the
           direction you want to dash.  

           In zero gravity stages, pressing Jump will fly upwards.  To fly
           downwards, press down then press Jump.

Search (circle): to target an unit press the search button and the camera
                 will face towards it. Press Search again to cycle through
                 other enemies.  When you lock-on to an enemy, the targeting
                 reticle will be in one of these 3 colours.
                 Red: means enemy is active and will take damage if hit.
                 Yellow: means enemy will not take damage if hit.
                 Green: means enemy is out of range

Command/Communicate (L1): If playing with CPU partner, you can choose 1 of
                          the 5 commands.
                          Normal: the cpu charges in and engages in battle.
                          Sniping: the cpu will use mostly its main weapon.
                          Combat: the cpu will engage in melee combat.
                          Back Up: the cpu will stay close to you and
                                   attacks at the unit you are targeting.
                          Evasion: the cpu will avoid confrontation with the
                                   enemy but will shoot at them once in a 
                                   while from long range. 
                          If you are playing with a friend, pressing L1 will
                          tell your partner your current status.  

Shoot + Melee (R1): fires sub weapon if the MS has one.
Melee + Jump  (R2): special melee attack.
Shoot + Jump  (L2): varies depending on MS (refer to MS list for details)
                    
Sniping mode: hold down the Search button (circle) to engage in sniping
              mode.  The camera will become first-person view and you won't
              be able to move your MS while in sniping mode. Only a few MSs 
              have sniping mode.

There is no button to push to block with the shield. To increase the chance
of blocking an attack, move so your shield face the enemy.

Transforming:
Many MSs in the game can transform into MA mode; Zeta Gundam for
example can transform into waverider. 
To transform in the game, simply hold Jump(X) and dash.  You have to hold 
the direction you want to fly; otherwise, you'll transform back to
MS mode. Does this mean transformable MSs cannot do a normal air dash?
Wrong.  You can still do a regular air dash without transforming; just don't
hold down Jump and dash at the same time.
Also, when you are in MA mode, you can control the altitude with Jump(X).  
Hold Jump(X) to increase altitude and release Jump(X) to decrease altitude.

------------------------------------------------------------------------------
2b. Battle Gauge System
------------------------------------------------------------------------------

The battle gauge system is a way to balance gameplay.  On the top of the
screen are 2 battle gauges, the blue one representing your side and the red
one representing the opposing side.  Every unit costs a certain value.  When
an unit is destroyed, its value will be subtracted from its respective battle
gauge.  You win by making the enemy's battle gauge drop to zero, where as
you'll lose when your gauge reaches zero.  In arcade mode, the value of the
battle gauges are like this:

1 player+cpu vs 2 cpus = 600 vs 400
2 players vs 2 cpus = 600 vs 500

In VS Battle, you have the ability to change the value of the battle gauges
in the setup screen.
 
One thing to keep in mind is that cpu units cost 50% less than 
human-controlled units

------------------------------------------------------------------------------
2c. Radar
------------------------------------------------------------------------------

Many players under-estimate the importance of using the radar. It is useful
because you can see if the enemy is trying to sneak up behind your back.
The radar is located at the top right corner of the screen.  
Blue repessents you.
Green is a friendly unit.
Red is an enemy unit.

(sent in by Leper man)
Radar in space operates a bit differenty. If the opponent's blip becomes
larger, it means he is on top of you, if the blip becomes smaller it
means he's beneath you. 


------------------------------------------------------------------------------
2d. Awaken System
------------------------------------------------------------------------------

The Awaken System is slightly different to the Hyper Combination in AvsT.
Before the start of each battle, you have to choose 1 of the 3 different 
types of the Awaken System: Assault, Revival, and Mobility.  Underneath the
pilot name  is the awaken gauge.  When it is full, with the exception of
revival, double tap L1 to activate the awaken system. 

Assault: (you and your ally will be covered in gold aura)
         gain attack power bonus.  Speed will also increase slightly.  The
         best benefit is that you cannot be stunned or knocked down by
         weapon fire.  If you connect combo attacks during this, you can deal
         massive damage.  Assault lasts about 10 seconds. Basically, Assault
         is very similiar to Hyper Combination in AvsT.
Revival: (revived unit is covered in red aura)
         when the awaken gauge is full, automatically revives whoever is 
         destroyed WITHOUT decreasing the battle gauge.  The revived
         unit will have 1/4 of its total HP and be missing certain parts (eg:
         arm, leg, head).  Also, for the next 10 seconds, the revived unit
         will gain bonus in defense.  There is a slight disadvantage to 
         revival, but that depends on what MS you are using.  Losing a 
         certain body part can be a bad thing.  The best example to
         illustrate this is Gundam Mk.II.  The first time you are revived you
         lose your left arm, meaning you lose the shield and most importantly
         the ability to reload.  The second time you are revived (if you can
         survive that far) you lose your head, which means no more vulcans,
         so you are stuck with your beam sabre.
Mobility: (you and your ally will be covered in blue aura)
          increase in speed.  This might not be the best form of awaken, but
          it also lasts the longest, almost twice as long as the other two.
          In my opinion, this is only benefitial to transformable MSs since
          they can fly away really quickly.


One thing to take note is that the computer can use the awaken system too.  
Whenever you go against a boss character, they will activate it. It gets
kind of annoying if they use revival. 



==============================================================================
3.  List of MS
==============================================================================

Note: cpu controlled units cost 50% less than human-controlled units
"G" stands for ground stages and "S" stands for space stages

Tweaks were made to rebalance gameplay.  In general, MSs from the one year
war are inferior to those from the Zeta era.


------------------------------------------------------------------------------
3a. AEUG
------------------------------------------------------------------------------

RGM-79R GM II
HP:420
Cost:170
Terrain: G/S
Main weapon: Beam rifle     Ammo:14
Sub weapon: Vulcan          Ammo:40
Melee: Beam sabre
Shield: yes
Special abilities:n/a
Commemts: Slightly improved version of GM.  Beam rifle now has 14 shots.
          Weakest MS from the Zeta era.

MSA-003 Nemo
HP:440
Cost:200
Terrain: G/S
Main weapon: Beam rifle     Ammo: 10
Sub weapon: Vulcan          Ammo: 40
Melee: Beam sabre
Shield: yes
Special abilities: n/a
Commemts: AEUG's mass production type MS.  It has average overall abilities,
          but not quick enough against transformable MSs. Its special melee
          is very effective in making melee combos.  However, do not 
          underestimate it because Nemo can be very dangerous in the hands
          of an expert. 

MSA-005 Methuss
HP:400
Cost:195
Terrain: G/S
Main weapon: Arm beam gun x2     Ammo:20
Sub weapon: Missile              Ammo:3
Melee: Beam sabre
Shield: no
Special abilities: transformable
Comments: Least expensive transformable MS in the game. It has mediocre
          offensive capabilities but has a surprisingly low boost gauge
          consumption rate (lower than most, if not, all other units).  

RMS-099 Rick Dias (black)
HP:480
Cost:225
Terrain: G/S
Main weapon: Beam pistol              Ammo:8
             Clay bazooka             Ammo:15
Sub weapon:  Head vulcan              Ammo:40
Melee: Beam sabre
Shield: no
Special abilities: none
Comments: slightly slower the red Rick Dias, but it is one of the best 225 MS
          in the game.

RMS-099 Rick Dias (red)
HP:480
Cost:250
Terrain: G/S
Main weapon: Beam pistol                 Ammo:8
             Clay bazooka                Ammo:15
Sub weapon: Back beam pistol             Ammo:8
Melee: Beam sabre
Shield: no
Special abilities: if select beam pistol as main weapon,
                   press Shoot+Jump(L2) to switch beam pistols when low on
                   ammo. The one on the back will recharge but the one you are
                   carrying won't.
Comments; Not a bad MS at all. Compared to the black coloured version, this
          one has a better sub weapon and melee moves; and it is a bit faster.

MSK-008 Dijeh
HP:480
Cost:250
Terrain: G
Main weapon: Beam rifle        Ammo:10
             Clay bazooka      Ammo:15
Sub weapon: Vulcan             Ammo:40
Melee: Beam naginata
Shield: no
Special abilities:-Its special melee is not an attack but a defensive move .
                   It's a spinning beam naginata shield that blocks all types
                   of attacks (Gelgoog has the same move)
                  -It still has Gelgoog's weakness, that an attack hitting
                   the hand that spins the naginata will inflict damage, but
                   for Dijeh, chance of that happening is very rare because
                   Dijeh moves its hand as it spins the naginata.
                  -The spinning naginata also has a counter attack move which
                   activates whenever you block a melee weapon.
Comments: This is similiar to the red Rick Dias, but I find Dijeh's close
          range attacks pretty decent, especially its air dashing melee, which
          has good range.

RX-178 Gundam Mk.II
HP:500
Cost:295
Terrain: G/S
Main weapon: Beam rifle         Ammo:6
             Hyper bazooka      Ammo:8
Sub weapon: Vulcan              Ammo:40
Melee: Beam sabre
Shield: yes
Special abilities:-Press Shoot+Jump(L2) to reload main weapon.  Its hyper
                   bazooka fires a special type of ammo that after a certain
                   distance the round defrags for a "shotgun like" scattering
                   effect.   
Comments: Gundam Mk.II is pretty good MS overall, but I don't like its
          reloadable main weapon.  Sure you can reload anytime and don't have
          to wait for it to recharge, but it's very hard to reload safely
          when two opponents are ganging up on you.

RX-178+FXA-05D Super Gundam
HP:500
Cost:295
Terrain: G/S
Main weapon: Long beam rifle      Ammo:1
Sub weapon: Missile x2            Ammo:6
Melee: Combat
Shield: no
Special abilities:-transformable
                  -the long beam rifle cannot shoot throught anything
                   anymore
Comments: Having the ability to shoot through anything was too cheap, so
          it was good that Super Gundam can't do this anymore.  Sadly, it 
          is not a good MS to start with. This is for expert players who like
          to challenge themselves.

MSN-00100 Hyaku Shiki
HP:500
Cost:310
Terrain: G/S
Main weapon: Beam rifle      Ammo:10
             Clay bazooka    Ammo:15
Sub weapon: Vulcan           Ammo:50
Melee: Beam Sabre
Shield: no
Special abilities:-clay bazooka shoots "shotgun like" scatter rounds, like
                   Gundam Mk.II's hyper bazooka; however, the round
                   defragmentates once it is fired.
                  -standing special melee is spinning beam sabre shield that
                   like the spinning beam naginata shield, blocks all types
                   of attacks.
                  -spinning beam sabre has a smaller diameter than Dijeh's
                   spinning beam naginata and still has the same weakness
                   as Gelgoog's spinning naginata
                  -spinning beam sabre also has a counter-attack move like
                   Dijeh
Comments: It is nice to see that Hyaku Shiki has been tweaked since it was
          overpriced in AvsT.  Overall, it has been improved, like adding a
          second hit to its dashing melee. If you don't mind the weird 
          shooting angle, this is a decent MS.
 
MSZ-006 Zeta Gundam
HP:520
Cost:375
Terrain: G/S
Main weapon: Beam rifle                                       Ammo:10
             Hyper megalauncher                               Ammo:3
Sub weapon: Vulcan (if select beam rifle)                     Ammo:40
            Grenade launcher (if select hyper megalauncher)   Ammo:2
Melee: Beam sabre
Shield: yes
Special abilities:-transformable
                  -when sabre is not drawn, its special melee turns its main
                   weapon into a beam sabre for a 2 hit attack. 
                  -sniping mode available when using hyper megalauncher
Comments: Z Gundam isn't as dominating as it was in AvsT, but it is still one
          of the best MSs in the game.  The hyper megalauncher's recharge
          rate has been increased, making it less effective to use, but it is
          still very homing.  

Thanks to Josh Winkcompleck: Z Gundam's shield is no longer indestructible.

MSZ-010 Double Zeta Gundam
HP:540
Cost:375
Terrain: G/S
Main weapon: Double beam rifle       Ammo:16
             Double beam cannon      Ammo:16
Sub weapon: Hi-mega cannon           Ammo:1
Melee: Hyper beam sabre
Shields: yes
Special abilities:-cannot transform due to gameplay balancing
                  -if all of its shields are destroyed, its dashing melee is
                   the double beam sabre attack. (double beam rifle only)
                  -standing special melee is a blocking move. (double beam
                   cannon only)
Comment: If ZZ Gudnam can transform, it will no doubt be one of the best
         MS in the game. ZZ Gundam is the combination of Z Gundam's quickness,
         Super Gundam's long beam cannon, and The O-like melee moves. However,
         since it cannot transform, the hi-mega cannon is sometimes hard to
         connect with.  If you choose double beam cannon, its air dashing
         melee reminds me of Temjin's gliding ram from Virtual On.


------------------------------------------------------------------------------
3b. EFSF
------------------------------------------------------------------------------

RGM-79(G) Land GM                     
HP:420
Cost:145
Terrain: G
Main weapon: Beam rifle             Ammo:14
             100mm machine gun      Ammo:80
Sub weapon: taunt (looks back and waves its hand)
Melee: Beam sabre
Shield: yes
Special abilities: press Shoot+Jump(L2) to reload machine gun
Comments: I can't believe Land GM now costs less than Zaku I.  You can now
          die 4 times using this unit.  

RGM-79 GM                             
HP:400
Cost:160
Terrain: G/S
Main weapon: Beam spray gun      Ammo:15
Sub weapon: Vulcan               Ammo:40
Melee: Beam sabre
Shield: yes
Special abilities: n/a
Comments: Seriously, unless you want to challenge yourself, you are not going
          to use this MS.

RX-75 Guntank                         
HP:640
Cost:195
Terrain: G/S
Main weapon: 120mm low recoil cannon x2      Ammo:6
Sub weapon: n/a   
Melee: Bob missile x2                        Ammo:90
Shield: no
Special abilities:-cannot be knocked down
                  -sniping mode available
                  -zero recoil when shooting on the ground
Comments: Although its cannons have very long range, Guntank is too slow
          to compete with MSs from the Zeta era.

RX-79(G) Land Gundam               
HP:480
Cost:225
Terrain: G
Main weapon: Beam rifle           Ammo:10
             100mm machine gun    Ammo:60
             Rocket launcher      Ammo:15
             180mm cannon         Ammo:20
             Missile launcher     Ammo:6
Sub weapon: Chest vulcan          Ammo:30
Melee: Beam sabre
Shield: yes
Special abilities:-sniping mode available when using 180mm cannon
                  -press Shoot+Jump(L2) to reload machine gun
Comments: Land Gundam is one of the few MSs from FvsZ DX that did not have
          a cost ruduction.  Not the best 225 MS but has a wide weapon choice.


RX-77-2 Guncannon                       
HP:560
Cost:225
Terrain: G/S
Main weapon: Beam rifle       Ammo:4
Sub weapon: 240mm cannon x2   Ammo:6
Melee: Combat
Shield: no
Special abilities:-sniping mode available
Comments: It is not a fast MS, but its cannons can shoot over buildings.

RX-78-2 Gundam                        
HP:520
Cost:310
Terrain: G/S
Main weapon: Beam rifle                      Ammo:10
             Hyper bazooka                   Ammo:15
             Gundam hammer/Hyper hammer      Ammo:1
Sub weapon: Vulcan                           Ammo:50
Melee: Beam sabre
Shield: yes
Special abilities:-when shield is completely destroyed, its dashing special
                   melee is the twin sabre attack
                  -when using gundam hammer, hold Shoot+Jump(L2) to spin
                   the hammer that can block all types of attack
Comments: Despite the cost reduction, Gundam remains to be a very good MS.  
          You may have a bit trouble keeping up with high cost transformable
          MSs like Z Gundam, but Gundam is still a strong MS.  It's small,
          fast, and capable of standing its own in almost any situations.

------------------------------------------------------------------------------
3c. Titans
------------------------------------------------------------------------------

RMS-179 GM II
HP:420
Cost:170
Terrain: G/S
Main weapon: Beam rifle     Ammo:14
Sub weapon: Vulcan          Ammo:40
Melee: Beam sabre
Shield: yes
Special abilities:n/a
Commemts: same as AEUG's GM II, just different colour

RMS-106 Hizack
HP:440
Cost:195
Terrain: G/S
Main weapon: Zaku machine gun kai          Ammo:140
             Beam rifle                    Ammo:10
Sub weapon: Missile pod                    Ammo:6
Melee: Beam sabre (if using machine gun)
       Heat hawk (if using beam rifle)
Shield: yes
Special abilities: none
Comments: After the one year war, the Federation redesigned the Zaku II and
          the result is Hizack. This is not a bad MS considering its low cost,
          but don't expect too much because it is not fast enough against
          transformable MSs.  Good thing machine gun carrying Hizacks have
          missile pod now since its beam sabre blocking move was completely
          useless. 

RMS-106CS Hizack Custom
HP:440
Cost:195
Terrain: G/S
Main weapon: Beam launcher     Ammo:10
Sub weapon: see special abilities
Melee: Beam sabre
Shield: no
Special abilities:-sniping mode available
                  -has an useless "blocking with beam sabre" sub weapon move
Note: To play as Hizack Custom, select Hizack and choose beam launcher.
Comments: I do not like using Hizack Custom because its beam launcher is slow.
          Like Guncannon's beam rifle, the beam launcher waits a split second
          before firing.  The beam launcher is more powerful than Hizack's
          beam rifle but in return you have to give up the shield and missile
          pod, and it is not worth it. 

RMS-106 Hizack (EFSF colour)
HP:440
Cost:195
Terrain: G/S
Main weapon: Zaku machine gun kai          Ammo:140
             Beam rifle                    Ammo:10
Sub weapon: Missile pod                    Ammo:6
Melee: Beam sabre (if using machine gun)
       Heat hawk (if using beam rifle)
Shield: yes
Special abilities: none
Comments: Same as regular Hizack, but cannnot use beam launcher. In other
words, you cannot have Hizack Custom in EFSF colour. Regular Hizacks are dark
green and the EFSF versions are blue.

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