Delusion-MS #020: Dowas Custom

Delusion-MS #020: MS-09SS Dowas Custom

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions.

MS Name: MS-09SS Dowas Custom

Source: Anaheim Laboratory Log

Referenced: Pezun Dwadge, Rick Dom II, GP02A Beam Bazooka

Machine Concept

A refined Raid-type unit bridging the gap between Pezun Dwadge and Rick Dom II. Features devastating multipliers (150% for downward swings) and unparalleled tactical mobility in space.

Combat Characteristics: Specialized in rapid-response CQC. Its defensive suite is specifically tuned to resist the dominant General-type meta, bypassing enemy lines via unique firing skills.

Equipped Weapons
  • Beam Bazooka (Modified) / GP02A Type
  • Heat Saber (Enhanced)
  • Chest Beam Gun (Instant Stun)
  • Head Vulcan (Late Model: 80 Rounds)
Key Skills
  • Assault Armor
  • High-speed Switching: -25%
  • Space Mobile Shooting
  • Damage Reduction From General: -15%
  • Melee Combo Controller: LV2
  • Instant Thruster Precision System
Assault Armor [D-Skill #019]

A high-tier defensive auto-skill. If a single attack deals 1000+ damage, it is halved, and all reactions (Stun, Knockdown) are nullified. (Cool time: 40s)


High-speed Switching Control System [D-Skill #021]

Reduces weapon switching time by 25%. Allows for seamless combos from bazooka to saber even in tight windows, maximizing its CQC lethality.


Space Mobile Shooting [D-Skill #013]

Enables the use of move-firing weapons during high-speed movement. Maneuver Armor remains active during the shot, providing a safe and aggressive approach.

Unit Type: Raid Melee Priority: 3 Environment: Ground / Space

Delusion-MS #027: Desert Zaku with Jet Ski

Delusion-MS #027: MS-06D Desert Zaku with Jet Ski

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions.

MS Name: MS-06D Desert Zaku with Jet Ski

Source: Mobile Suit Gundam ZZ / Unicorn

Referenced: Zaku Desert Type, Dwadge, Heat Tomahawk

Machine Concept

An enhanced version of the Desert Zaku. Equipped with jet skis for sand-hovering, its mobility rivals the Dom series. It specializes in high-risk, high-reward CQC, trading range for devastating melee potential.

Combat Characteristics: A melee-focused General type utilizing a Heavy Stun tomahawk. While it lacks combos, its high-speed movement allows it to fire on the move, closing gaps for a crushing strike.

Equipped Weapons
  • Heat Tomahawk (Main Melee / Heavy Stun)
  • 290mm Rocket Launcher (Shoulder Storage)
  • Zaku Machine Gun (Short Barrel / Move-Fire)
  • Arm Missile Pod / Cracker / Vulcan
Key Skills
  • Ground Mobile Shooting
  • Shock Absorbing Shield
  • Desert Specification (Thruster Buff)
  • Anti-Blast Stabilizer
  • Optimized Cooling Efficiency
  • Anti-Stealth / Anti-Jamming: LV1
Heat Tomahawk [M-Weapon #020]

A primary melee weapon that inflicts Heavy Stun. While combos are disabled, its downward-input multiplier is a massive 300%. A single hit decides the duel.


Ground Mobile Shooting [D-Skill #016]

Enables shooting during high-speed movement (Boost). Perfect for maintaining pressure while closing into melee range, reflecting the aggressive nature of desert combat specialists.


Zaku Machine Gun (Short Barrel) [Sub-Weapon #014]

A move-fire capable 3-round burst weapon. Essential for breaking maneuver armor during a charge, allowing the Tomahawk to find its mark.

Unit Type: General Melee Priority: 2 Environment: Ground Only

Delusion-MS #051: Zanny

Delusion-MS #051: RRf-06 Zanny

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions.

MS Name: RRf-06 Zanny

Source: Gundam Tactics Mobility Fleet 0079 / Rise From The Ashes

Referenced: GM, Ball (120mm Cannon), Magella Top Cannon

Machine Concept

A makeshift MS created from salvaged Zeon parts, envisioned as a 150-cost entry-level Support unit. It boasts higher maneuverability (100 walk / 145 high-speed) than typical Support units in its bracket.

Combat Characteristics: Offers high-capacity suppressive fire with the 120mm Cannon or long-range precision with the Magella Top Cannon. Acts as a vital tactical link in early Federation warfare.

Equipped Weapons
  • Zanny 120mm Cannon (10 Rounds)
  • Magella Top Cannon (Prototype)
  • Blow (Melee)
  • Head Vulcan / Hand Grenade E
Key Skills
  • High Performance Quick Loader
  • Frontline Support System: LV1
  • Observational Data Link
  • High Performance Radar/Scope: LV1
  • High Performance Aerospace Gimbal
  • Personnel Radar: LV2
Zanny 120mm Cannon [M-Weapon #001]

A handheld version of the "RB-79 Ball" cannon. With a robust 10-round capacity, it provides reliable stun capability and sustained fire for its cost.


High Performance Quick Loader [Special Skill]

Significantly reduces reload times, reflecting the unit's reliance on ballistic weaponry. Essential for maintaining the high fire-rate advantage.


Frontline Support System: LV1

Reduces team respawn time. The Zanny is a valuable strategic asset in low-cost skirmishes where attrition is key.

Unit Type: Support Melee Priority: 1 Environment: Space / Ground

Delusion-MS #050: Zaku II FS (GZ)

Delusion-MS #050: MS-06FS Zaku II FS Garma Zabi Custom

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions.

MS Name: MS-06FS Zaku II FS Garma Zabi Custom

Source: Mobile Suit Variations (MSV) / Gundam Card Builder

Referenced: Zaku II FS, Large Heat Hawk, MMP-78GN (Anti-Air), Zaku Bazooka

Machine Concept

A modified commander's Zaku reimagined as a front-line Support unit. It focuses on high-density suppression, uniquely retaining Maneuver Armor to withstand pressure while repositioning with the vanguard.

Combat Characteristics: Eschewing the long-range sniper role, this machine excels at shooting support on the frontline, providing relentless stagger support alongside allied General types.

Equipped Weapons
  • MMP-78GN (Anti-Air Shells)
  • Large Heat Hawk (High Base Power)
  • Zaku Bazooka (Sub-Weapon / 5 Rounds)
  • MMP-78 Grenade / Cracker
  • Head Vulcan x4 (High Density)
Key Skills
  • Maneuver Armor: LV1
  • Precision Shelling
  • Shock Absorbing Shield
  • Scouting Parallel Processing
  • Observational Data Link
  • Frontline Support System: LV1
Shock Absorbing Shield [D-Skill #009]

Technical reproduction of shield functionality. Mitigates stagger reactions from shooting attacks that hit the shoulder shield, preventing interruptions during its suppression barrages.


Zaku Bazooka [Sub-Weapon #002]

A modified sub-weapon providing a reliable instant-stun option between primary reloads, ensuring the pressure on the frontline never ceases.


Precision Shelling [Special Skill]

Improves accuracy and stability during sustained fire, reflecting Garma's status as a commander who leads from the front with surgical precision.

Unit Type: Support Melee Priority: 1 Environment: Space / Ground

Delusion-MS #043: Gyan Mass Production Type

Delusion-MS #043: MS-15A Gyan Mass Production Type

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions.

MS Name: MS-15A Gyan Mass Production Type

Source: Mobile Suit Gundam: Gihren's Greed

Referenced: Gyan, Needle Missile, Hide Bomb, R-Jarja (Melee Motion)

Machine Concept

A mass-production variant of the Gyan reimagined as a unique CQC-oriented Support unit. It breaks the traditional mold by hunting General-type units through high-powered melee engagement while providing vital tactical data.

Combat Characteristics: Retains Melee Priority 3 and adopts R-Jarja's sweeping saber motions. Combined with Maneuver Armor, it can aggressively push through enemy fire to deliver decisive strikes.

Equipped Weapons
  • Gyan Beam Saber (R-Jarja Motion)
  • Needle Missile (Shield Integrated)
  • Hide Bomb (Tactical Mine)
  • Melee Combo Controller: LV1
Key Skills
  • Maneuver Armor: LV1
  • Observational Data Link
  • Shock Absorbing Shield
  • Special L-arm Equipment Buffer: LV2
  • Damage Control: LV1 / Anti-Blast
  • High Performance Aerospace Gimbal
Gyan Beam Saber [CQC Support Spec]

Features superior horizontal reach by adopting the R-Jarja's animation set. Despite being a Support, its high power makes it a lethal threat to General types, closing in under Maneuver Armor protection.


Shock Absorbing Shield [D-Skill #009]

Mitigates stagger reactions from shooting attacks hitting the shield. This allows the Gyan to maintain its charge even while under direct fire, fulfilling its role as a front-line Support.


Special L-arm Equipment Buffer: LV2

Reduces damage taken via the shield. Works in tandem with Shock Absorbing Shield to provide a pseudo-defensive wall during its approach.

Unit Type: Support Melee Priority: 3 Environment: Space / Ground

Delusion-MS #038: Prototype High Mobility Zaku II

Delusion-MS #038: MS-06RP Prototype High Mobility Zaku II

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions.

MS Name: MS-06RP Zaku II High Mobility Test Type

Source: MSV-R / Legend of the Universal Century Heroes: Rainbow's Shin Matsunaga

Referenced: High Mobility Zaku II, Zaku Bazooka, Giant Bazooka, Simplified Missile Launcher

Machine Concept

A high-mobility test platform reimagined as a top-tier mobility Support unit. It retains blistering speeds (120 walking / 190 high-speed movement), allowing it to reposition at a pace no other Support can match.

Combat Characteristics: Features the lethal combination of Space Mobile Shooting and heavy ballistic options. A high-risk glass cannon that demands expert positioning to avoid catastrophic losses.

Equipped Weapons
  • Zaku Bazooka / Giant Bazooka
  • Simplified Missile Launcher
  • Zaku Machine Gun (Sub-Weapon)
  • Heat Hawk (Enhanced) / Cracker (Enhanced)
Key Skills
  • Space Mobile Shooting
  • Shock Absorbing Shield
  • Forced Injector: LV1 / High Spec AMBAC
  • Observational Data Link
  • High Performance Radar: LV2
  • High Performance Aerospace Gimbal
Space Mobile Shooting [D-Skill #013]

Enables firing of primary and sub-weapons (excluding grenades) while maintaining high-speed thruster movement. Allows for aggressive kiting and pursuit that disrupts typical Support combat patterns.


Shock Absorbing Shield [D-Skill #009]

Mitigates stagger reactions from shooting attacks hitting the shoulder shield. Vital for maintaining mobility even while taking incidental fire, given its extremely low HP.


Simplified Missile Launcher [Special Weapon]

A versatile armament option that provides heavy suppression capabilities, allowing the RP-type to lock down zones from range before relocating.

Unit Type: Support Melee Priority: 1 Environment: Space Specialized

Delusion-MS #039: Zaku I Sniper Type (YK)

Delusion-MS #039: MS-05L Zaku I Sniper Type Kirks Custom

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions.

MS Name: MS-05L Zaku I Sniper Type Yonem Kirks Custom

Source: Mobile Suit Gundam Unicorn

Referenced: Zaku I Sniper, Beam Launcher (Sniper), Full Armor Gundam (Type B)

Machine Concept

A specialized sniper unit tuned for precision fire-support. It trades durability for tactical persistence, utilizing rapid redeployment skills to ensure the enemy is never safe from its sights.

Combat Characteristics: Features an enhanced rifle capable of Heavy Stun and Penetration. Its ability to return to the fray early ensures its persistent presence on the battlefield.

Equipped Weapons
  • Beam Sniper Rifle (Enhanced)
  • Beam Sniper Rifle (Charged / Heavy Stun)
  • Sturm Faust
  • Head Vulcan / Blow (Melee)
Key Skills
  • Emergency Sortie (-10% Recovery Time)
  • Frontline Support System: LV2
  • Precision Shelling / Stabilization
  • Scouting Parallel Processing
  • High Performance Scope: LV3
  • Observational Data Link
Beam Sniper Rifle (Charged) [Sub-Weapon]

A high-output mode (3000 damage) with Heavy Stun and Penetration. A high-stakes tactical shot that can change the flow of battle from 600m away.


Emergency Sortie [D-Skill #023]

Reduces machine recovery time by 10%. Minimizes downtime, allowing for a relentless sniping presence that feels as if "the Nightmare" never ends.


Beam Sniper Rifle (Enhanced) [M-Weapon #023]

Refurbished for higher output (2100 power). Provides consistent stun capability and serves as the core of the machine's ranged pressure.

Unit Type: Support Melee Priority: 1 Environment: Ground Only

Delusion-MS #076: Recon Type Zaku(EFF)

Delusion-MS #076: MS-06E Recon Type Zaku (EFF Colors)

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions.

MS Name: MS-06E Zaku Reconnaissance Type EFF Colors

Source: Mobile Suit Variations (MSV) / Zeta Gundam

Referenced: Recon Type Zaku, Hizack (Shield), Zaku Machine Gun (Long Barrel)

Machine Concept

An enhanced version of the Recon Type Zaku, reimagined for 250-cost General deployment in EFF service. It upgrades its defensive capabilities with a high-HP shield and significantly improves its melee impact.

Combat Characteristics: A versatile scout that can hold the line. It features an improved Chaff Grenade and a unique 80% melee combo correction for the second strike.

Equipped Weapons
  • Zaku MG (Long Barrel) / Zaku Bazooka
  • Blow (Melee / 80% Combo Correction)
  • Chaff Grenade (Power: 1100)
  • Camera Gun (Scouting)
  • Hizack Shield (HP: 3500)
Key Skills
  • High Accuracy Analysis System
  • Melee Combo Controller: LV1
  • Emergency Evasion Controller: LV1
  • High-Performance Radar/Scope: LV2
  • Observational Data Link
  • Frontline Support System: LV2
Hizack Shield [Tactical Defense]

Equipped with a sturdy shield possessing 3500 HP. This drastically increases the unit's survival rate on the front line, allowing it to fulfill its scouting duties even under fire.


Specialized Melee Combo [Refurbished Blow]

The refurbished control system grants an 80% damage correction to the second hit. This allows the Recon Zaku to punish staggered enemies more effectively than expected.


High Accuracy Analysis System [Special Skill]

Combines the Camera Gun data with advanced Federation processing, providing superior reconnaissance capabilities for the whole team.

Unit Type: General Melee Priority: 2 Environment: Ground Only

Delusion-MS #035: Rick Dom(AG)

Delusion-MS #035: MS-09RS Rick Dom Anavel Gato Custom

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions.

MS Name: MS-09RS Rick Dom Anavel Gato Custom

Source: 0083 Rebellion / Missing Link

Referenced: Rick Dom, Beam Bazooka (Modified), Heat Saber (Enhanced)

Machine Concept

A high-spec Rick Dom tuned specifically for the "Nightmare of Solomon." Reclassified as a Raid unit, it leverages superior thruster output to transform into a relentless space-assault platform.

Combat Characteristics: A master of "stop-and-go" tactics. By combining high-speed weapon switching with the ability to fire immediately after high-speed movement, it cycles through heavy armaments with terrifying efficiency.

Equipped Weapons
  • Beam Bazooka (Modified)
  • Heat Saber (Enhanced / Melee Priority 3)
  • Giant Bazooka (Sub-Weapon / Unlimited)
  • Sturm Faust / Spread Beam
Key Skills
  • Rapid Fire Control Device
  • High-speed Switching Control System
  • Explosive Reactive Armor: LV1
  • Maneuver Armor: LV1 / Power Accelerator
  • Melee Combo Controller: LV2
  • Forced Injector: LV2 / High Spec AMBAC
Rapid Fire Control Device [D-Skill #022]

A shooting version of the "High Performance Balancer." It negates the braking animation after high-speed movement, allowing for an immediate transition to shooting.


Giant Bazooka [Sub-Weapon #029]

Modified as a single-shot sub-weapon. Functions as an unlimited-ammo stun tool (1200 power), ensuring the unit is never without a ballistic threat.


High-speed Switching Control System [D-Skill #021]

Reduces weapon switching time by 25%. Critical for managing the "heavy" weapon set of the Rick Dom, turning its slow handling into a fast, rhythmic onslaught.

Unit Type: Raid Melee Priority: 3 Environment: Space Specialized

Delusion-MS #034: Zaku II Kai(BW)

Delusion-MS #034: Zaku II Kai (Bernie Custom)

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions.

MS Name: MS-06FZ Zaku II Kai Bernard Wiseman Custom

Source: Mobile Suit Gundam 0080: War in the Pocket

Referenced: Zaku II Kai, Rick Dom II, Super Gundam (Dummy), Santa Claus Balloons

Machine Concept

A high-risk, high-reward ambush specialist designed around the tactics used by Bernard Wiseman. It focuses on radar deception through smoke screens and dummy balloons to set up lethal surprise attacks.

Combat Characteristics: Excels in mid-range suppression via a rapid-fire machine gun. While combo damage is heavily penalized, a single successful "ambush swing" carries a massive 180% power multiplier.

Equipped Weapons
  • MMP-80 Machine Gun (GN)
  • Heat Hawk (Enhanced: 180% Motion Mod)
  • Dummy Balloon (Santa Claus / Jamming)
  • Smoke Discharger / Hand Grenade Z
  • MMP-80 Grenade Launcher
Key Skills
  • Burst Shooting Control System (Double DPS)
  • Shock Absorbing Shield
  • Emergency Evasion Controller: LV2
  • Left Shoulder Special Cushioning: LV2
  • Leg Shock Absorber: LV3 / Quick Boost: LV3
  • Melee Combo Controller: LV1 (35% Mod)
Dummy Balloon (Santa Claus) [Sub-Weapon #007]

A grounded decoy that emits fake radar signals. While active (20s), the user is invisible to enemy radar. If approached, it explodes, inflicting a severe 20-second Jamming debuff.


Burst Shooting Control System [D-Skill #020]

Doubles the cyclic rate of fire for the main machine gun. Effectively doubles DPS at the cost of rapid ammunition depletion. Perfect for shredding enemies during an ambush.


Shock Absorbing Shield [D-Skill #009]

Technical implementation of shoulder armor properties. Mitigates stun reactions from shooting attacks, ensuring the Zaku can maintain its firing stance during trade-offs.

Unit Type: General Melee Priority: 2 Environment: Ground Only

Delusion-MS #041: GM Striker(Nemesis)

Delusion-MS #041: GM Striker (Nemesis Instructor Corps)

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions.

MS Name: RGM-79FP GM Striker Nemesis Instructor Corps Custom

Source: Harmony of Gundam / We're Federation Hooligans!! / Katana

Referenced: GM Striker, Twin Beam Spear (Scythe), Striker Shield

Machine Concept

An ultra-high mobility refurbishment of the GM Striker for the elite Nemesis Corps. With its high-speed movement boosted to 210, it excels in lightning-fast CQC. It utilizes advanced defensive skills to ensure its approach is never interrupted.

Combat Characteristics: A terrifying close-range hunter that transitions between spear and scythe forms. Its ability to ignore massive damage reactions once every 40 seconds via Assault Armor makes it an unavoidable nightmare for General units.

Equipped Weapons
  • Twin Beam Spear (Main)
  • Twin Beam Spear: Scythe (Sub / Heavy Stun)
  • Beam Saber (Third Melee Option)
  • 100mm MG / Bullpup MG
  • Striker Shield (E.Shield Removal Device)
Key Skills
  • Assault Armor / Maneuver Armor: LV2
  • Emergency Shield Removal Device
  • Damage Control: LV2 / Explosive Reactive Armor
  • Damage Reduction From General Type (-15%)
  • Melee Combo Controller: LV2
  • Observational Data Link
Assault Armor [D-Skill #019]

Reduces any single attack of 1000+ damage by half and nullifies all reactions (including Knockdown). This "one-time armor" recharges every 40 seconds.


Emergency Shield Removal Device [D-Skill #014]

Negates the balance loss reaction when the shield is destroyed. Ensures the unit maintains its Maneuver Armor and momentum without flinching.


Twin Beam Spear (Scythe) [Sub-Weapon #031]

A secondary melee weapon providing Heavy Stun. Perfect for the opening strike of a multi-stage melee onslaught.

Unit Type: Raid Melee Priority: 3 Environment: Ground Only

Delusion-MS #030: GM Commander Type

Delusion-MS #030: RGM-79 GM Commander Type

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions.

MS Name: RGM-79 GM Commander Type

Source: Mobile Suit Gundam

Referenced: GM, Prototype Gundam (Beam Saber x2), Hyper Bazooka

Machine Concept

A slightly enhanced and refurbished variant of the standard GM, designed with a 250-cost initial deployment in mind. While its silhouette remains unassuming, its internal upgrades allow it to wield high-output weaponry typically reserved for Gundam-type units.

Combat Characteristics: A specialized CQC General that sacrifices combo versatility for raw, instantaneous damage. It relies on its high-powered Beam Sabers and a secondary Hyper Bazooka to create and exploit openings.

Equipped Weapons
  • Beam Spray Gun (Primary)
  • Beam Saber x2 (Power Multiplier: 130%)
  • Hyper Bazooka (Sub-Weapon / 5 Rounds)
  • Head Vulcan / Large Shield
Key Skills
  • Damage Control: LV1
  • Emergency Shield Removal Device
  • Emergency Evasion Controller: LV1
  • High Performance Balancer / AMBAC
  • Frontline Support System: LV1
  • Leg Shock Absorber: LV1
Beam Saber x2 [Prototype Spec]

The same high-output melee weapon found on the Prototype Gundam. Although the unit lacks melee combo skills, its downward-swing multiplier is set to 130%, granting it top-tier burst damage capability.


Hyper Bazooka [Sub-Weapon #011]

A secondary armament that provides reliable instant-stun. With 5 rounds, it acts as the primary setup tool for transitioning into its devastating melee strikes.


Emergency Shield Removal Device [D-Skill #014]

Prevents the "stagger" reaction that occurs when the Large Shield is destroyed. This allows the GM Commander Type to maintain its momentum even when its defensive measures are depleted.

Unit Type: General Melee Priority: 2 Environment: Space / Ground

Delusion-MS #028: Zaku II High Mobility Ground Type (LW)

Delusion-MS #028: Zaku II High Mobility Ground Type (Led Wayline)

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions.

MS Name: MS-06G Zaku II High Mobility Ground Type Led Wayline Custom

Source: MSV-R: The Return of Johnny Ridden

Referenced: High Mobility Zaku II (Ground Type), Magella Top Cannon, Zaku MG (Medium Model)

Machine Concept

A customized ground-type Zaku tuned for the enigmatic pilot Led Wayline. Designed as a 300-cost Raid unit, it prioritizes a logical combat loop: creating massive openings with heavy artillery and capitalizing on them with high-cycle suppressive fire.

Combat Characteristics: Unique for its cost, it utilizes the Magella Top Cannon to inflict Heavy Stun. While its melee correction is modest, Melee Combo Controller LV2 ensures high total damage, supported by a specialized sub-weapon machine gun.

Equipped Weapons
  • Magella Top Cannon (Heavy Stun)
  • Heat Hawk (Enhanced / Melee Priority 3)
  • Zaku MG (Medium Model / Sub-Weapon)
  • Hand Grenade Z (Enhanced)
Key Skills
  • Melee Combo Controller: LV2
  • Maneuver Armor: LV1
  • Shock Absorbing Shield
  • Damage Reduction From General Type (-15%)
  • Left Shoulder Special Cushioning: LV2
  • Emergency Evasion Controller: LV1
Zaku Machine Gun (Medium Model) [Sub-Weapon #015]

A high-cycle suppressive weapon. By doubling the fire rate to 7 rounds per second while halving individual damage (100), it drastically improves stagger accumulation, making it ideal for finishing.


Shock Absorbing Shield [D-Skill #009]

Technical shoulder-shield integration. Mitigates stagger reactions from shooting attacks. Essential for a Raid unit trying to line up a Magella Top Cannon shot under fire.


Damage Reduction From General Type [D-Skill #001]

Specifically tuned to withstand the enemy frontline, reducing incoming damage from General-type MS by 15%. Combined with its mobility, it ensures the "Red" Zaku survives.

Unit Type: Raid Melee Priority: 3 Environment: Ground Only

Delusion-MS #075: Luna Tank

Delusion-MS #075: G87 Luna Tank

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions.

MS Name: G87 Luna Tank

Source: MSV-R / Rainbow's Shin Matsunaga

Referenced: Zock, Guntank II, Guncannon II

Machine Concept

A massive combat tank optimized for the lunar surface. It features a unique environmental adaptability that allows it to transition between low-gravity space maneuvering and high-speed track-belt running upon surface contact. Its 16-port mega particle array provides overwhelming suppression fire in all directions.

Combat Characteristics: A heavy-duty Support unit that dominates low-gravity zones. It compensates for its inability to concentrate all 16 beams on a single target with relentless staggered fire and superior electronic warfare capabilities, including Anti-Stealth and Anti-Jamming LV2.

Equipped Weapons
  • Twin Mega Particle Gun x2 (Main / Chargeable)
  • Twin Mega Particle Gun x2 (Salvo / Stun)
  • Blow (Ramming Motion)
Key Skills
  • Shock Dampeners: LV1
  • Stabilization Device / Precision Shelling
  • Anti-Stealth / Anti-Jamming: LV2
  • High Performance Aerospace Gimbal
  • Observational Data Link / Frontline Support
  • Reverse / Special Head Buffer
Environment: Lunarsurface [Delusion Feature]

A hybrid environment of "Ground" and "Space". On the surface, it gains +3% Speed, +6% Turning, and Explosive Reactive Armor. It can jump without thruster cost and transition to space maneuvering to hover or kite enemies.


Twin Mega Particle Gun x2 (Salvo) [Sub-Weapon]

Fires 4 beams simultaneously to ensure an instant Stun. Can be used while moving, allowing the Luna Tank to maintain pressure while repositioning or retreating. High heat cost (80%) requires careful management.


Twin Mega Particle Gun x2 [Main Weapon #008]

Rapid-fire beam system. Charged shots unleash a massive barrage (4 beams x 3 bursts) to shred targets. Due to fixed mounting, it excels at zone denial rather than surgical strikes.

Unit Type: Support Melee Priority: 1 Environment: Space (Lunar Spec)

Delusion-MS #074: Methuss Mariner

Delusion-MS #074: MSA-005M Methuss Mariner

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions.

MS Name: MSA-005M Methuss Mariner

Source: Gundam WARS II: Mission ZZ

Referenced: Z'Gok (Claw Beam), Gaza C (Transform), Gatshia (SUBROC/Nail)

Machine Concept

A specialized aquatic conversion of the Methuss. While its arm structure is unsuitable for hand-held weapons, it compensates with integrated beam guns and lethal Combat Nails. It utilizes a unique transformation mode exclusive to underwater environments to dominate sub-surface combat.

Combat Characteristics: A high-maneuverability underwater Raid unit. It pairs the suppressive power of its 13-round SUBROC with high-priority melee strikes. In its transformed state, it gains Shock Dampeners and Ram Attack, turning it into a high-speed underwater projectile.

Equipped Weapons
  • Arm Beam Gun x2 (Integrated)
  • Combat Nail (Melee Priority: 3)
  • SUBROC (13 Rounds / Move-Fire)
Key Skills (MS/MA)
  • Transform (Aquatic)
  • Maneuver Armor: LV2 / Damage Control: LV2
  • Melee Combo Controller: LV2 (3-Hit)
  • Shock Dampeners (MA Only)
  • Ram Attack / Special Buffer: LV2
Transform (Aquatic) [D-Skill #018]

A specialized transformation skill active only underwater. Leaving the water automatically forces the unit back into MS mode. While submerged, it maintains depth without sinking and allows for vertical maneuvering. Gains increased collision damage via Ram Attack.


SUBROC [Sub-Weapon #052]

Shoulder-mounted submarine rockets. Usable during high-speed movement, these missiles deal significant damage and stagger accumulation, bridging the gap between ranged harassment and melee execution.


Combat Nail [Melee Lethality]

Utilizing the Methuss's high thruster output for underwater lunges, the Combat Nails provide a 3-hit combo potential that can shred even the sturdiest underwater defenders.

Unit Type: Raid Melee Priority: 3 Environment: Ground (Underwater)

Delusion-MS #073: Methuss Mega Bazooka Launcher

Delusion-MS #073: MSA-005 Methuss Mega Bazooka Launcher

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions.

MS Name: MSA-005 Methuss Mega Bazooka Launcher Equipped

Source: Zeta Gundam / Gundam ZZ / Mirage of Zeon

Referenced: Methuss, Gaza C, Super Gundam, Gundam Unit 4 (Bst)

Machine Concept

A specialized bombardment variant of the Methuss, trading the raw agility of the [Heavy] type for overwhelming long-range suppression. It operates a dedicated Mega Bazooka Launcher as a semi-autonomous weapon platform while providing tactical support via beam-disruption technology.

Combat Characteristics: A high-stakes Support unit. It dominates space corridors with its penetrating mega-beam and protects the team by deploying Beam Diffusion Missiles. While vulnerable during transformation due to its heavy equipment, its floating launcher provides a unique physical shield against incoming fire.

Equipped Weapons
  • Mega Bazooka Launcher (LP) [Sub]
  • Arm Beam Gun x2 (Main)
  • Beam Diffusion Missile [Sub/Debuff]
  • Methuss Beam Saber (Melee Priority 1)
Key Skills (MS/MA)
  • Transform (Flight)
  • Observational Data Link
  • High-Performance Aerospace Gimbal
  • Shock Dampeners (MA Mode Only)
  • Anti-Blast Stabilizer / Ram Attack
  • Back Option & Leg Special Buffer: LV2
Mega Bazooka Launcher (LP) [Sub-Weapon #050]

A floating weapon platform that acts as a physical shield when not in use. Requires a 2s stationary charge to fire a 7-hit penetrating beam (700 power/hit). Note: Striking the launcher itself cancels the irradiation, but striking the MS does not.


Beam Diffusion Missile [Sub-Weapon #051]

Deploys a particle cloud for 3s. Any unit (friend or foe) touching the cloud receives a 5% reduction to beam weapon power for 20s. A tactical tool to mitigate the lethality of enemy beam rifles and snipers.


Transform (Flight) [Tactical Utility]

While less agile than the standard Methuss, the MA mode remains vital for rapid repositioning between sniping perches. Combined with Shock Dampeners, it can push through minor harassment to reach safety.

Unit Type: Support Melee Priority: 1 Environment: Space Only

Delusion-MS #019: Pale Rider DII

Delusion-MS #019: RX-80PR-4 Pale Rider DII

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions.

MS Name: RX-80PR-4 Pale Rider DII

Source: Anaheim Laboratory Log

Referenced: Pale Rider Dullahan, Pale Rider Cavalry, Shekinah, Hyper Beam Rifle

Machine Concept

A high-spec refurbishment of the Pale Rider Dullahan, redesigned as a General unit capable of both Ground and Space operations. Despite its low base HP, it possesses elite survival skills and a overwhelming array of ballistic and beam weaponry, making it a "walking armory" for skilled pilots.

Combat Characteristics: A high-maneuverability shoot-and-scoot specialist. It demands advanced weapon management to cycle through the Shekinah's various modes and the Hyper Beam Rifle. Its Emergency Evasion Controller LV2 allows it to dance through incoming fire that would otherwise shred its light armor.

Equipped Weapons
  • Shekinah (Gatling / Missile / Mega Beam)
  • Hyper Beam Rifle (Sub-Weapon / Chargeable)
  • Beam Saber (Further Enhanced)
  • Head Vulcan (Enhanced) / Slide Shield
Key Skills
  • Emergency Evasion Controller: LV2
  • Forced Injector: LV2 / High Spec AMBAC
  • Melee Combo Controller: LV1 / Balancer
  • Leg Shock Absorber: LV3 / Quick Boost: LV3
  • High Performance Radar: LV2
Hyper Beam Rifle [Sub-Weapon #025]

A secondary version of the powerful rifle. While its base damage is lowered (1300 / Charged 1820), it provides the DII with a reliable move-fire option to maintain pressure while repositioning or closing the gap for a saber strike.


Shekinah [Multi-Weapon System]

The core of the DII's offensive pressure. Comprising a Gatling Gun for sustained DPS, a Missile Launcher for area suppression, and a Mega Beam for high-output sniping. Mastery of these firing modes is essential for battlefield dominance.


Reactive Survival [Skill Synergy]

With Leg Shock Absorber LV3 and Emergency Evasion LV2, the DII is designed to withstand intense ground combat despite its frail frame, making it a difficult target to pin down and destroy.

Unit Type: General Melee Priority: 2 Environment: Space / Ground