Just prior to the beginning of the Three-year war, Dominion Research and Development began work on an advanced combat robot. Using an archaic term found in old visual data gleaned from ruins in Japan, the Development Team dubbed the new line of combat robots Mobile Suits. Dominion General Design (DGM) won final contracts for production and final development. Below are the six principal Mobile Suit Types. All copyrights/trademarks belong to respective owners.
 
Furies Series Mobile Suit
The Furies series Mobile Suits are for land based combat, and as such, aren't built for flight.  Aside from the Megaera, none of the Furies MS can achieve much more than  402 mph for flight speed.


MSX - 1 Alecto (Standard MS)
MSX - 2 Megaera (Infiltration MS)
MSX - 3 Tisiphone (Assault MS)

Zero Series Mobile Suit
Unlike their siblings, the Zero series Mobile Suits are capable of flight and fill the air superiority role along with fighter craft and the VSF series variable fighters.  Of the three, the Thunder is the slowest, as it, like the Tisiphone, fills the heavy support role.  With all the Zero series MS are capable of flight, none are able to achieve faster than mach 5.1 in terms of speed and have an operational ceiling of 15,000 feet
MSX - Z - 1 Zero (Interceptor)
MSX - Z - 2 Thunder (Missile/Bomber)
MSX - Z - 3 Lightning (Scout)

New Weapons
GR - 6 Railgun:  This is the new line of railguns manufactured by DynaTech Industries for use with the DGM Mobile Suits.  Great care was taken to improve durability and effectiveness of this weapon.
GR - 6A Railgun: This model is a smaller version of the GR - 6.  It is intended to be used with smaller Mobile Suits and robots.
GR - 7 Railcannon: The GR - 7 is a double barrel railgun with improved gravitonic accelerators.  The weapon is also quite large and can only be used by the largest robots and mobile suits,  like the CCW's battleram or the MS - 3 Tisiphone.
BR -1 Beam Rifle:  An enhanced particle beam rifle with advanced beam focusing technology, this is often the secondary weapon for Mobile Suits and requires a special system link to function.
BR -3H Heavy Beam Rifle:  This is a heavier version of the BR -1 and is used as a sniper rifle.
VF Beam Saber: An oft used melee weapon, adapted and using principles involving energy field control to form the blade, it is capable of varying its damage in increments.
MRM - 7 Swarmer Missile: The MRM - 7 consists of a short range missile drive and targeting system and 4 to 6 HE or K-hex micro missiles.  Advances in software and computer hardware permitted this unusual missile to become a reality.  So far, only the Mobile Suits are permitted to use this weapon
MR - 1 Mini Missile Rifle: Designed to act in a similar manner as a robot scale grenade launcher, the MR - 1 has a clip of 6 mini missiles it can fire for anti-personnel purposes

MS - 1 Alecto

The Alecto is the assault MS of the trio.  Outfitted with a new GR - 6 Railgun, a anti-projectile shield, and 2 dozen short range missiles, the Alecto is the epitome of anger, usually directed at the enemy.  Built into the MS's head are dual 90mm machine guns equipped with K-hex tipped rounds.
 Overall, The Alecto is the slowest, as it is heavily armored.  It does not possess the ability to fly, only short thrust assisted hops.  Defensively, it is fitted with an Vigo MK III Pin Point Force field system similar to that used in the VSF - 1.  It also has Ablative Armor generators (MK II).

Vehicle Type: Mobile Suit MK I
Class: DGM - MS - 1A
Crew: One, the pilot
MDC by Location:
    *Head - 100
    Head mounted machine guns (2) - 75 each
    Hands (2) - 75 each
    Arms (2) - 150 each
    Anti projectile Shield (1; left or right arm) - 100
    GR -6 Railgun (1; hand-held) - 100
    BR - 1 Heavy Beam Rifle (1; hand-held) - 150
    Chest Mounted Short Range Missiles (2) - 100 each
    **Back Mounted Thrusters (2) - 100 each
    Legs (2) - 300 each
    Feet (2) - 100 each
    Reinforced Pilot Compartment - 200
    ***Main Body - 500
    ****Pinpoint Force Field - 100
    *****Armor Generators - 60 each

*Destroying the head eliminates all forms of optical enhancement.  All other sensors are reduced to half effectiveness.  -3 to all strikes.

**Destroying the Back Mounted thrusters will have no adverse effect on the Mobile Suit, except for limiting the length of its jumps
***Depleting the MDC of the main body will cause the mobile suit to explode, doing 1D6 x 10 MD to a 25 foot area.
****The Pinpoint Force Field can be generated at any location on the Mobile Suit as a form of supplemental MDC protection.  It is most commonly placed on the anti projectile shield to extend the MDC
*****These are small and very difficult to hit.  Requires a  called shot at - 5 to hit.

Speed:
Running: 65 mph maximum
Leaping: Without the thrusters, the MS can leap 15 feet high or 25 feet lengthwise.  This increases to 30 feet high and 50 feet lengthwise with assit from the thrusters.
Flying:  not possible
Range: effectively unlimited; has supplies for a 2 week patrol mission

Statistical Data:
Height: 50 feet head to toe
Width: 15 feet across at the shoulders
Length: 8 feet front to back
Weight: 15 tons
Power System: Antimatter with a 5 year life-span
Physical Strength: equal to a PS of 60
Cargo: small locker in the cockpit with room for a backpack, sidearm, and medical kit.  Special subcompartment has canteen and 2 weeks worth of dehydrated rations.
Cost: 75 million credits; this is the production cost only, there are only 3 Alecto Mobile Suits in service

Weapon Systems:
Head mounted 40mm Machineguns (2):
Mega Damage: 6D6 + 20 MD to a 2 foot area per burst (20 rounds per burst).
Range: 800 feet
Rate of Fire: equal to the hand to hand of the pilot; can b combined with other actions
Payload: 800 rounds each for 40 bursts

GR -6 Railgun (1; hand-held)
Mega Damage: 4D6 + 10 MD per burst (10 rounds)
Range: 8000 feet
Rate of Fire: equal to the hand to hand of the pilot
Payload: 100 rounds per clip

 BR - 1 Heavy Beam Rifle (1; hand-held)
Mega Damage: 3D6 x 10 MD
Range: 11,000 feet
Rate of Fire: twice per melee
Payload: 8 shots before requiring a 6 hour recharge

Short Range Missile Launchers (2; chest mounted)
Mega Damage: varies with missile
Missile Type: typically armor piercing, high explosive, or heavy plasma
Range: 2.5 miles
Rate of fire: One at a time or in volleys of 2, 4, 6, 8, or 12 per melee
Payload: 12 per launcher

 Hand to Hand Damage: MS - 1 Alecto
Restrained Punch - 2D6 MD
Full Strength Punch - 6D6 MD
Power Punch - 2D6 x 10 MD (counts as two attacks)
Kick - 4D6 MD
Tear or Pry -  3D6 MD
Body Block/Tackle - 3D6 MD
Stomp - 1D6 MD (effective against tagerts 15 feet or smaller)

Robot Combat: MS Series Combat Robot
Two Hand to Hand Attacks per melee
+2 to strike (in addition to weapon bonuses)
+4 to parry
+3 to dodge
+2 to roll with impact
+1 additional attack per melee at levels 2, 5, 7,  and 10
*These are in addition to the pilot's attacks and bonuses

 Sensors and Systems
Same as the DTI - 2010R Ronin
Ablative Armor System MK II
Version: MK II - A
Type: Ablative
Weight: 0.25 tons per generator
Properties:
Generators (5) 60 MDC, hit on called shot only
 Provides Location MDC x 6; half damage from energy/heat based weapons
 Regenerates armor sections in 8 hours after depletion
 System linked to shields.  If the armor goes down, the shields automatically engage and vice verca
 Shields are unable to operate when the armor is deployed…conflicting field generation methods
 Requires 1 action to activate or deactivate

MS - 2 Megaera

 The MS - 2 Megaera is designed and built to serve in the infiltration role, making it the smallest of the three Mobile Suits.  Built using the lightest materials possible and using advanced stealth technologies, the Megaera is capable of slipping through enemy lines with ease.  Added into the mix is the new Dominion Stealth Armor system for when the active stealth unit can not be used
Vehicle Type: Mobile Suit MK IA

Class: DGM - MS - 1B
Crew: One, the pilot
MDC by Location:
    *Head - 65
    Head Mounted Machineguns - 50 each
    Hands (2) - 50 each
    Arms (2) - 100 each
    GR - 6A Railgun (1; hand-held) - 100
    VF Beam Saber (1; hand-held) - 100
    Mini Missile Launchers (4) - 75 each
    **Back Mounted Thrusters (3) - 100 each
    Legs (2) - 200 each
    Feet (2) - 100 each
    Reinforced Pilot Compartment - 300 each
    ***Main Body - 450
    ****Armor Generators (4) - 60 each
*Destroying the head eliminates all forms of optical enhancement.  All other sensors are reduced to half effectiveness.  -3 to all strikes.

**Destroying the Back Mounted thrusters will have no adverse effect on the Mobile Suit, except for limiting the length of its jumps
***Depleting the MDC of the main body will cause the mobile suit to explode, doing 1D6 x 10 MD to a 25 foot area.

Speed:
Running: The MS can reach running speeds of 90 mph
Leaping 18 feet high and 26 feet lengthwise
Flight: Unlike its siblings, the Megaera is flight capable.  It can reach up to Mach 2.5 at maximum and can sustain this speed for 36 minutes before requiring a speed reduction
Range: Effectively unlimited

Statistical Data:
Height: 18 feet, 4 inches
Width: 6 feet at the shoulders
Length: 5 feet
Weight: 15 tons
Power System: Antimatter with a 10 year life
Physical Strength: Equal to a PS of 30
Cargo: small equipment locker for pack, and side arm
Cost: 40 million credits; production cost only

Weapon System:
20mm Head mounted machineguns (2)
Mega Damage: 3D6 + 10 MD per burst (20 rounds per burst)
Range: 750 feet
Rate of Fire: equal to the hand to hand of the pilot; may be combined with other actions
Payload: 800 rounds (40 bursts)

GR - 6A Railgun (1;hand-held)
Mega Damage: 1D6 x 10 MD per burst (10 rounds(
Range: 1200 feet
Rate of Fire: equal to the hand to hand of the pilot
Payload: 600 rounds

VF Beam Saber (1; hand-held)
Mega Damage: 1D6 - 6D6 MD
Payload: the saber has a 2 hour charge

Mini Missile Launchers (4)
Mega Damage:  varies with missile type
Missile Type: varies with pilot preference and mission requirements
Range: 1 - 1.5 miles
Rate of Fire: One at a time or in volleys of 2, 3 or 4 per melee
Payload: 8 missiles per launcher (32 total)

Hand to Hand Damage:
Restrained Punch - 1D4 MD
Full Strength Punch - 1D6 MD
Power Punch - 2D6 MD (counts as two attacks)
Kick - 1D6 MD
Leap Kick - 2D6MD
Tear/Pry - 1D6 MD
Body Block/Tackle - 1D4 MD
Stomp- effective against targets 8 feet and smaller: 1D4 MD

 
MS - 2 Megaera Combat Training
Two Hand to Hand Attacks per melee
+4 on initiative, + 6 when the active stealth system is on
+3 to strike (in addition to weapon bonuses)
+4 to parry
+3 to dodge
+2 to roll with impact
+1 additional attack per melee at levels 2, 5, 7,  and 10
*These are in addition to the pilot's attacks and bonuses

Sensors and systems
Standard

Active Stealth System:
 Using a combination of field generation and photon manipulation, the active stealth system of the Megaera achieves a 95% concealment rate during movement and 100% when stationary.  The subether fields mask and dissipate heat and EM output of the Mobile Suit to the extent of rendering it nearly invisible.
Armor System
Version: MK II-B
Type: Stealth
Weight: 0.2 tons per generator
Properties:
Generators (4 - 6) 55MDC; hit on called shot at a - 4 only
Provides Location MDC x 5
Regenerates armor sections in 6 hours after depletion
System Linked to shields. If the Armor goes down, the shields will automatically engage and vice versa
Shields will be unable to operate while the armor is deployed. Conflicting field generation and profiles
Requires 1 action to activate and deactivate.
+4 to initiative and has only a 10% chance of being detected as long as the armor is deployed
Armor technology uses a series of highly complex energy to matter conversion units built into the hull of the craft. When the command is given, the E2M units generate plates of armor that afford the individual sections 5 times their normal MDC. When the system is shut down, the E2M system converts the armor back into energy, which is stored for future use, or if the storage cells in the generators are full, simply dissipates.

MS - 3 Tisiphone

 The Tisiphone fills the assault role of the Furies series Mobile Suit.  It uses the dual barrel 90mm GR - 7 Railcannon and the BR - 3H Heavy Beam Rifle for its main weapons.  Added to this at 4 banks of mini missiles, 2 banks of short range missiles, and a bank a piece of medium and long range missiles.  Built into the head are quad 15mm Machineguns.


 Like the Alecto, the Tisiphone has an antiprojectile shield.  Concealed on the shield are two DTI - 50BS Variable Frequency Beam Sabers, capable of cutting through most know alloys.   The Tisiphone also possesses a full Variable Force Field and MKII Ablative Armor Technology.

Vehicle Type: MK IB
Class: DGM - MS - 1C
Crew: 2; the Pilot and the co-pilot/gunner; can be operated by just one thanks to the Dominion automation center system
MDC by Location:
    *Head - 120
    Head mounted Quad Machineguns (4) - 100 each
    Hands (2) - 100 each
    Arms (2) - 200 each
    GR - 7 Railcannon (1; hand-held) - 125
    BR - 3H Heavy Beam Rifle (1; hand-held) - 100
    Mini Missile Launchers (4) - 100 each
    Short Range Missile Launchers (2) - 110 each)
    Medium Range Missile Launcher  - 140
    Long Range Missile Launcher - 140
    Antiprojectile Shield - 200
    DTI - 50BS VF Beam Sabers (2; shield mounted) - 100 each
    Legs (2) - 400 each
    feet (2) - 100 each
    **Back Mounted Thrusters (3) - 200 each
    Reinforced Pilot Compartment - 240
    ***Main Body - 770
    ****Variable Force Field - 150 per side (900 total)
    *****Armor Generators (6) - 65 each

*Destroying the head eliminates 90% of the optical enhancements.  bonuses are deduced by 75% rounding down.

**Destroying the Back mounted thrusters also destroy the short range missile launchers, or the long range missile launcher.  It also restricts flight ability by 33.3% per thruster
***Depleting the MDC of the main body will cause the Mobile Suit to explode, doing 2D6 x 10 to a 500 foot radius
****The Variable Force Field regenerates 10% of its total MDC per hour
*****Loss of up to 3 Armor Generators will impair the functionality of the Armor System

Speed:
Running: 45 mph maximum
Leaping: 5 feet high or 10 feet lengthwise.  this doubles when the thrusters are used
Flying: The Tisiphone can reach speeds approaching Mach .6 and can use its thrusters for enhanced maneuvering
Range: effectively unlimited; carries supplies for a 1 week mission

Statistical Data:
Height: 76 feet foot to head
Width: 12 feet from shoulder to shoulder
Length: 9 feet front to back
Weight: 85 tons fully loaded
Physical Strength: Equal to a PS of 70
Cargo: sufficient space for two survival packs, 2 side arms, and two medkits + rations and water for 1 week
Cost: 90 million credits; production cost only.  This unit is not available on the open market

Weapon Systems:
Quad Mounted 90mm Machineguns (4; head mounted)
Primary Purpose: Anti-aircraft
Secondary Purpose: Defense
Mega Damage: 1D4 x 10 MD per individual burst; 4D4 x 10 per simultaneous burst (one burst counts as 12 rounds)
Range: 1,000 feet
Rate of Fire: 4 bursts per melee; can be combined with other actions
Payload: 1500 rounds per machine gun (125 bursts)

GR - 7 Dual Barrel Railcannon (1; hand-held)

Primary Purpose: Assault

Secondary Purpose: Anti-robot
Mega Damage: 2D6 x 10 per shot only
Range: 12,000 feet
Rate of Fire: equal to the hand to hand of the pilot
Payload: 200 shots per clip
 
BR - 3A Heavy Beam Rifle (1; hand-held)
Primary Purpose: Sniper/anti-tank
Secondary Purpose: Assault
Mega Damage: 3D6 x 10 MD per shot only
Range: 24,000 feet
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited; recharges 1 shot per minute

Mini Missile Launchers (4; two in the shoulders, two on the legs)
Primary Purpose: Anti-personnel
Secondary Purpose: Anti-aircraft
Mega Damage: 5D6 MD (5ft blast radius)
Missile Type: High Explosive
Range: 1.5 miles
Rate of Fire: One at a time or in volleys of 2, 4 or 6 per melee; can be combined with other actions
Payload: 12 per launcher (48)

Short Range Missile Launchers (2; mounted on the two outer thrusters)
Primary Purpose: Point Defense
Secondary Purpose: Anti-personnel
Mega Damage: 4D6 MD x 6 swarmer micro missile (4 foot blast radius)
Missile Type: DTI - 1M Swarmer *
Range: 3 miles and 0.5 miles for the micro missiles (3.5 miles)
Rate of Fire: One at a time or in volleys of 2 or 4 per melee; can be combined with other actions
Payload: 8 per launcher (16 total)
*+2 to strike

Medium Missile Launcher (1; chest mounted)
Primary Purpose: Assault
Secondary Purpose: Anti-robot
Mega Damage: 2D4 x 10 MD (20ft blast radius)
Missile Type: Multiwarhead*
Range: 80 miles
Rate of Fire: One at a time or in volleys of 2, 3, 4, or 5 per melee
Payload: 10 missiles
*Smart Missile, +3 to strike

Long Range Missile Launcher (1; mounted in the center)
Primary Purpose: Assault
Secondary Purpose: Anti-installation
Mega Damage: 4D6 x 10 MD (50ft blast radius)
Missile Type: Nuclear Multi-warhead
Range: 1800 miles
Rate of Fire: One at a time or in volleys of 2 or 3 per melee
Payload: 6

DTI - 50BS VF Beam Sabers (2; shield mounted)
Primary Purpose: Close Assault
Secondary Purpose: Anti-shield
Mega Damage: 1D6, 3D6, 6D6 or 1D6 x 10 MD
Payload: retains its charge for 4 hours

Hand to Hand Damage: MS - 3 Tisiphone
Restrained Punch - 4D6 MD
Full Strength Punch - 2D6 x 10 MD
Power Punch - 4D6 x 10 MD (counts as two attacks)
Kick - 5D6 MD
Leap Kick - 2D6 x 10 MD
Body Block/Tackle - 4D6 MD
Tear/Pry - 4D6 MD
Stomp - Effective against targets 18 feet or smaller - 4D6 MD

Combat Training For the MS - 3 Tisiphone
Two Hand to Hand Attacks per melee
+2 on initiative
+2 to strike (in addition to weapons bonuses)
+2 to parry
+1 to dodge, +2 to dodge when flying
+1 to roll with impact
+1 additional melee action/attack at levels 2, 6, 9, and 12

Sensors and Systems: Same as the DTI - 2010R Ronin
Ablative Armor System MK II
Version: MK II - A
Type: Ablative
Weight: 0.25 tons per generator
Properties:
Generators (5) 60 MDC, hit on called shot only
 Provides Location MDC x 6; half damage from energy/heat based weapons
 Rengerates armor sections in 8 hours after depletion
 System linked to shields.  If the armor goes down, the shields automatically engage and vice verca
 Shields are unable to operate when the armor is deployed…conflicting field generation methods
 Requires 1 action to activate or deactivate…Swap Mode to shields is automatic
 System briefly shuts down on mode change for VSF/VF fighters to accommodate the new component arrangements.

MS - Z - 1 Zero

 The Zero is the mainline interceptor.Like all Zero series Mobile Suits, the Zero is at home in the air or in space. Its main weapons are its GR - 6 Railgun, and the MRM - 2 Swarmer Missile System. In order to maintain its aerodynamics, the Zero lacks the trademark Antipojectile shield. Secondary weapons include a head mounted laser and a beam saber.


Vehicle Type: MS MK II
Class: DGM - MSZ - 1
Crew: 1, the pilot
MDC by Location:
    *Head - 80
    Head Mounted Laser - 50
    Hands (2) - 65 each
    Arms (2) - 120 each
    GR - 6 Railgun (1; hand-held) - 100
    MRM -7 SMS (4) - 75 each
    VF Beam Saber (1; hand-held) - 100
    **Back Mounted Thrusters (2) - 90 each
    **Wing Thrusters (8) - 100 each
    ***Wings (2; back mounted) - 200 each
    Legs (2) - 200 each
    Feet (2) - 65 each
    ***Attitude Control Thrusters (24) - 50 each
    Reinforced Pilot Compartment - 150
    ****Main Body - 450
    *****Variable Force Field - 450 per side (2,700 total)
*Destroying the head eliminates 90% of all optical enhancements, reducing bonuses by 85% (rounding up).
**Loss of a thruster will reduce overall speed by about 15%.
***Destruction of a wing or an ACT will impair the craft in space or in an atmosphere.  reduce bonuses by 10% per thruster and/or 50% per thruster
****Depleting the MDC of the main body causes the Mobile Suit to explode doing 1D6 x 10 MD to a 50 foot area
*****Replenishes 5% of total MDC per 30 minute period

Speed:
Running: 75 mph maximum
Leaping: 15 feet high or 25 feet lengthwise.  With its numerous thrusters, the Zero can triple its jump stats
Flying: The Zero can achieve a speed of mach 4.8 (8.16 in space) maximum.  It can move as slow as 15 mph and hover and flit about like a hummingbird.
Range: no effective range; the Zero has supplies for a 2 week tour

Statistical Data:
Height: 45 feet head to toe.  65 feet with the wings in flight mode
Width: 8 feet across; 18 feet with the wings in flight mode
Length: 7 feet front to back
Weight: 24 tons
Physical Strength: Equal to a PS of 40
Power System: Fusion with a 15 year life
Cargo: small locker with room enough for a pack, rations, and a side arm
Cost: 65 million credits; this is the production cost, this unit is not avalible to the public

Weapon Systems:
Head Mounted Laser (1)
Primary Purpose: Defense
Secondary Purpose: Anti-missile
Mega Damage: 4D6 MD per shot
Range: 6,500 feet
Rate of Fire: twice per melee, can be combined with other attacks

GR - 6 Railgun (1; hand-held)
Primary Purpose: Assault
Secondary Purpose: defense
Mega Damage: 4D6 + 10 MD per burst (10 rounds)
Range: 8000 feet
Rate of Fire: equal to the hand to hand of the pilot
Payload: 100 rounds per clip

MRM - 7 Swarmer Missile System (4; two built into the chest, two located in the back mounted thrusters)
Primary Purpose: Anti-fighter
Secondary Purpose: anti-personnel
Mega Damage: 1D6 x 10 MD per missilette (6)
Missile Type: Plasma Swarmer
Range: 3 miles plus an additional 1 mile for the missilettes
Rate of Fire: One at a time or in volleys of 2, 3, or 4 per melee
Payload: 8 per launcher (32 total)

VF Beam Saber (1; mounted in a forearm housing)
Primary Purpose: Close Assault
Secondary Purpose: Defense
Mega Damage: 1D6 - 6D6 MD
Payload: the saber has a 2 hour charge

Hand to Hand Damage:
Restrained Punch - 1D4 MD
Full Strength Punch - 2D6 MD
Power Punch - 4D6 MD (counts as two attacks)
Kick - 2D4 MD
Leap Kick - 3D6 MD
Flying Kick - 4D6 MD (counts as two attacks)
Body Block/Tackle - 1D6 MD
Tear/Pry - 1D6 MD
Stomp (effective against targets 15 feet or smaller) - 1D6 MD

Robot Combat Training: MS - Z - 01 Zero
Two Hand to Hand Attacks per melee
+2 to strike (in addition to weapon bonuses)
+4 to parry
+3 to dodge, +5 to dodge while flying
+2 to roll with impact
+1 additional attack per melee at levels 2, 5, 7,  and 10

*These are in addition to the pilot's attacks and bonuses

Sensors and Systems:
Same as the DTI - 2010R Ronin

MS - Z - 2 Thunder

Vehicle Type: MS MK IIA
Class: DGM - MSZ - 1A
Crew: 2; pilot and co-pilot/gunner
MDC by Location
    Head - 100
    Head Mounted Lasers (2) - 50 each
    Hands (2) - 75 each
    Arms (2) - 250 each
    Shoulder Missile Launchers (2) - 200 each
    Wing Missile Launchers (2) - 150 each
    Wing Thrusters (4) - 100 each
    Wings (2) - 300 each
    Back Thrusters (2) - 200 each
    Attitude Control Thrusters (36) - 50 each
    Chest Mounted Missile Launchers (4) - 200 each
    Leg Mounted Missile Launchers (2) - 150 each
    MR - 1 Mini Missile Rifle (1; hand held) - 100
    GR - 7 Railcannon (1; hand-held) -125
    Legs (2) - 250 each
    Feet - 80 each
    Reinforced Pilot Compartment - 250
    Main Body - 770
    Armor Generators (5) - 65 each
    Variable Force Field - 200 per side (1,200 total)

Speed:
Running: 35 mph
Leaping: The Thunder is to heavy and ponderous on the ground to leap without thruster assistance
Flying: The Thunder is the slowest of the Zero series Mobile Suits and can fly at barely mach 1. Fortunately, it is highly maneuverable compared to its sibblings.
Range: 500 miles before a thruster cool down

Statistical Data:
Height: 65 feet head to toe
Width: 15 feet shoulder to shoulder.  25 feet with wings extended
Length: 10 feet front to back
Weight: 75 tons fully loaded
Physical Strength: Equal to a PS of 50
Power System: Fusion with a 5 year life
Cargo: small locker with room of a sidearm, pack, and medkit
Cost: 65 million credits; this is the production cost

Weapon Systems:
 Head Mounted Lasers (2)
Primary Purpose: Anti-missile
Secondary Purpose: defense
Mega Damage: 4D6 + 10 MD
Range: 4,000 feet
Rate of Fire: equal to the hand to hand of the pilot
Payload: effectively unlimited

Shoulder Missile Launchers (2)
Primary Purpose: Anti-robot/fighter
Secondary Purpose: Anti-installation
Mega-Damage:  6D6 + 10 MD (3 foot radiusand 6 missilettes)
Missile Type: K-Hex MRM - 7 Swarmer missile
Range: 3.5 miles
Rate of Fire: One at a time or in volleys of 2, 3, or 4 per melee
Payload: 12 per launcher (24 total)
Note: +3 to strike

Wing Missile Launchers (2)
Primary Purpose: Anti-robot
Secondary Purpose: Anti-personnel
Mega Damage: 4D4 MD
Missile Type: HE Type II Micro missile
Range: 0.5 miles
Rate of Fire: One at a time or in volleys of 2, 4 or 6 per melee
Payload: 24 per launcher (48 total)

Chest Mounted Missile Launchers (4; 2 medium range launchers, 2 long range launcher)

Primary Purpose: Ranged Assault

Secondary Purpose: Anti-robot
Mega Damage:  2D4 x 10 MD (medium range) and 2D4 x 10 MD (long range)
Missile Type: Multiwarhead and armor piercing
Range: 80 miles (medium) and 800 (long)
Rate of Fire: One at a time or in volleys of 2, 3, or 4 per melee
Payload: 8 medium and 8 long range missiles per launcher

Leg Mounted Missile Launchers (2)
Primary Purpose: Anti-fighter
Secondary Purpose: Anti-personnel
Mega Damage: 1D6 x 10 MD
Missile Type: Armor Piercing
Range: 5 miles
Rate of Fire: one at a time or in volleys of 2, 3, or 4 per melee
Payload: 12 per launcher (24 total)

MR - 1 Mini Missile Rifle (1; hand held)
Primary Purpose: Assault
Secondary Purpose: Defense
Mega Damage: 1D4 x 10 MD
Missile Type: High Explosive
Range: 1 mile
Rate of Fire: One at a time only
Payload: a Clip of 6 missiles

GR - 7 Railcannon (1;hand-held)
Primary Purpose: Assault
Secondary Purpose: Anti-robot/tank
Mega Damage: 2D6 x 10 per shot only
Range: 12,000 feet
Rate of Fire: equal to the hand to hand of the pilot
Payload: 200 shots per clip

Hand to Hand Combat
    Restrained Punch - 1D6 MD
    Full strength Punch - 3D6 MD
    Power Punch - 1D6 x 10 MD (counts as two attacks)
    Kick - 3D6 MD
    Flying Kick - 1D6 x 10 M (counts as two attacks)

Robot Combat: MS - Z - 2 Thunder
Two Hand to Hand Attacks per melee
+2 to strike; +3 to strike with missiles (in addition to their only targeting bonuses, if any)
+1 to parry
+5 to dodge while flying
No Roll with Impact or Initiative
+1 action at levels 2, 5, 9, and 13
These are in addition to the pilot's bonuses

Sensors and Systems
Same as the VSF -2 Atlas
Ablative Armor System MK II
Version: MK II - A
Type: Ablative
Weight: 0.25 tons per generator
Properties:
Generators (5) 60 MDC, hit on called shot only
Provides Location MDC x 6; half damage from energy/heat based weapons

Rengerates armor sections in 8 hours after depletion

System linked to shields.  If the armor goes down, the shields automatically engage and vice verca
Shields are unable to operate when the armor is deployed; conflicting field generation methods
Requires 1 action to activate or deactivate

MS - Z - 3 Lightning

The Lightning serves the scouting role and does it well.  Capable of both stealthy movements and high speed, the Lightning lives up to its name by getting in and out fast, and lurking in the shadows.  It rivals the Thunder in sheer maneuverability.  The Lightning is armed lightly, so as not to load it down.
Vehicle Type: MS MK IIB

Class: DGM - MSZ - 1B
Crew: One the pilot
MDC by Location
    Head - 100
    Headmounted Laser - 100
    Hands (2) - 80 each
    Arms (2) - 100 each
    GR - 6A Railgun (1; hand-held) - 100
    VF Beam Saber (1; hand-held) - 100
    Antipojectile Shield - 100
    Wing Mounted Thrusters (4) - 125 each
    Wings (2) - 175 each
    Chest Mounted 90mm Autocannons (2) - 65 each
    Legs (2) - 200 each
    Feet (2) - 100 each
    Back Mounted Thrusters (2) - 150 each
    Reinforced Pilot Compartment - 200
    Main Body - 500
    Variable Force Field - 500

Speed
Running: 65 mph maximum
Leaping: 18 feet high or 28 feet lengthwise (double with thruster assist)
Flying: Mach 5.1 maximum; can zip around with speed and come to a complete stop quickly.
Range: Effectively unlimited; carries supplies for a 2-week

Statistical Data:
Height: 30 feet
Width: 15 feet, 20 feet with wings extended
Length: 9 feet
Weight: 24 tons
Physical Strength: Equal to a PS of 40
Power System: Fusion, 10 year life
Cargo: small storage locker with room for a side arm, pack, and medkit
Cost: 50 million credits; production cost only

Weapon Systems:
Head Mounted Laser (1)
Primary Purpose: Anti-robot
Secondary Purpose: Defense
Mega Damage: 3D4 + 5 MD
Range: 2,000 feet
Rate of Fire: 3 times per melee; can be combined with other actions
Payload: Effectively unlimited

GR -6A Railgun (1;hand-held)
Primary Purpose: Assault
Secondary Purpose: Defense
Mega Damage: 1D6 x 10 MD per burst (10 rounds)
Range: 1200 feet
Rate of Fire: equal to the hand to hand of the pilot
Payload: 600 rounds per clip

VF Beam Saber (1;hand held, often stored in a housing on the back of the shield)
Primary Purpose: Close Assault
Secondary Purpose: Defense
Mega Damage: 1D6 - 6D6 MD
Payload: the saber has a 2 hour charge

Hand to Hand Damage
    Restrained Punch: 1D4 MD
    Full Strength Punch: 2D6 MD
    Power Punch: 4D6 MD (counts as two attacks)
    Kick: 2D6 MD
    Leap Kick: 3D6 MD
    Tear/Pry: 1D6 MD
    body Block/Tackle: 1D6 MD
    Stomp (effective against targets 12 feet or smaller): 1D4 MD

Robot Combat: MS - Z - 3 Lightning

Two Hand to Hand Attacks per melee

+2 to strike
+2 to parry
+2 to dodge; +5 to dodge while flying
+3 to roll with punch/fall/impact
Critical Strike (same as the pilot)
+1 action per melee at levels 3, 6, 9 and 10

Sensors and Systems:
Same as the MS - Z - 1 Zero

Back