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Gundam Beyond 3
Mobile Weapon Stats

The 4 primary statistics of a mobile weapon are Maneuverability, Speed, Armor and Power. Below I will break down what each does and influences, along with formulas and charts for calculating necessary system specs.

Maneuverability: How well the mobile suit moves, in essence it is the ‘grace’ of the suit. It determines how well it performs in melee combat, its dodging ability, how fast it can ‘un-holster’ and ready its weapons. Manuervability starts at 100.


Armor: How armored your suit is which is how much of a beating your suit can take. Here is a chart with standard armor ratings for different materials. For each 1 points you put into armor (increases your suits armor) you must add 400 lbs to your suits dry weight.
How strong is your armor?:
100-109 -> 60mm Thick
110-119 -> 70mm Thick
120-129 -> 80mm Thick
130-139 -> 90mm Thick
140-149 -> 100mm Thick
150-159 -> 110mm Thick
160-169 -> 120mm Thick
170-179 -> 130mm Thick
180-189 -> 140mm Thick
190-199 -> 150mm Thick
200+ -> 160mm Thick

Speed: Determines how fast the mobile suit moves.

Speed is determined by this formula – [(reactor output rating / 20) + (speed rating)] – total weight = Final Speed
Speed: How fast is fast?
Below 100 -> Below Averege.
100-109 -> A bit above below averege.
110-119 -> A bit below Averege.
120-129 -> Averege Speed.
130-139 -> A bit about averege.
140-149 -> Decently Fast.
150-159 -> Fast.
160-169 -> Very Fast.
170+ -> Very, very Fast.- I doubt anyone will get this high though.

Power: How much power your suit has is determined by its reactor, the more power your suit has the more energy can be used on minovsky based weapons and the more energy that can be used for your verniers. Reactor Output also helps determine the physical strength of a mobile suit. To determine the “Power Rating” of your mobile suit use this formula - (reactor output rating/100) + 100 = Final Power Rating.
Base 1,000kw -> Required 0 Science Xp
Base 1,100kw -> Required 20 Science Xp
Base 1,200kw -> Required 40 Science Xp
Base 1,300kw -> Required 60 Science Xp
Base 1,400kw -> Required 80 Science Xp
Base 1,500kw -> Required 100 Science Xp
Base 1,600kw -> Required 120 Science Xp
Base 1,700kw -> Required 140 Science Xp
Base 1,800kw -> Required 160 Science Xp
Base 1,900kw -> Required 180 Science Xp
Base 2,000kw -> Required 200 Science Xp
Base 2,100kw -> Required 210 Science Xp
Base 2,200kw -> Required 220 Science Xp
Base 2,300kw -> Required 230 Science Xp
Base 2,400kw -> Required 240 Science Xp
Base 2,500kw -> Required 250 Science Xp
Base 2,600kw -> Required 260 Science Xp
Base 2,700kw -> Required 270 Science Xp
Base 2,800kw -> Required 280 Science Xp
Base 2,900kw -> Required 290 Science Xp (Max MUCFR Output)
Base 3,000kw -> Required 300 Science Xp
Base 3,100kw -> Required 310 Science Xp
Base 3,200kw -> Required 320 Science Xp
Base 3,300kw -> Required 330 Science Xp
Base 3,400kw -> Required 340 Science Xp
Base 3,500kw -> Required 350 Science Xp
Base 3,600kw -> Required 360 Science Xp
Base 3,700kw -> Required 370 Science Xp
Base 3,800kw -> Required 380 Science Xp
Base 3,900kw -> Required 390 Science Xp
Base 4,000kw -> Required 400 Science Xp (Max Enhanced MUCFR Output)
Base 4,000kw -> Max Microwave Energy Cell Output

Note: 3,000kw and above requires an Enhanced Ultra-Compact Fusion Reactor

Weapon Slots: Normally a mobile suit would have enough space for weapons in its Head, Chest, Shoulders, Arms, Waist, Legs. This is basically the standard, however some stuff takes a little more space and sometimes weapons can be put in other spots. (ie. small weapons can be put in the wrists.)

Armor Standard Armor Rating
Super-High Tensile Steel 100
Titanium 100
Neo-Titanium 110
Lunar Titanium 120
Refined Lunar Titanium (Gundarium) 130
Vanadium/Zirconium/Iridium 100/100/90