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Friday, 5 June 2009

In Depth: Zaku I

Zaku I
Mass Production General Purpose Mobile Suit...

Obtained Where: Complete Chapter 2-A
Fixed Weapons: None
Hardpoints:
-1 x Melee Weapon (Empty)
-2 x Ranged Weapon (Empty, Empty)
Adjustable Features:
-1 x Armor Slot (Super Hard Steel Alloy)
-1 x Parts Slot(Empty)
-1 x Engine Slot (Compact Fusion Reactor)
-1 x Computer Slot (Retail MOS)
-1 x Booster Slot (Rocket Thruster)
-1 x Misc Slot (Empty)
-1 x Consumable Slot (Empty)
-1 x Food Slot (Empty)
Weaknesses: Beam.
Terrain Features: No flight system. No inherrent hover capabilities.
Piloting Restrictions: None so far.
Notes: One of the first mobile suits developed by Zeon the Zaku I's mass produced nature shines through in it's poor numerical stats. Compared to the originals' statisticwise the Zaku I might be glossed over as chump change.
It's missing a significant chunk of hit points, the base energy pool limits it's capabilities with beam weaponry and it's about as manuverable as a rock (Emma: "Honestly, I hate the controls of the Zaku...")
If you can look past the numbers though you'll find a unit with awesome modifiers for space and ground combat and at the same time the Zaku will be your first Medium sized unit.
Due to it's size the Zaku will be a better capital ship killer and will do more damage to the enemy units that will engage us later on in exchange for evasion and a accuracy negatives.
With two ranged slots as well you can equip the Zaku with both a post movement ranged weapon and something hard hitting like a Cerberus Hand Cannon or Zaku Bazooka to further reinforce it's ship killing abilities.
Terrain modifiers and medium size save this unit from being ⑨'d but if you don't like how the Zaku performs you can always put it's pilot in the U.F.O if you have that available, it performs much better.

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