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Sunday, 7 June 2009

In Depth: Zaku II

Zaku II
Mass Production General Purpose Mobile Suit...

Obtained Where: Complete Chapter 2-B
Fixed Weapons: None
Hardpoints:
-1 x Melee Weapon (Empty)
-2 x Ranged Weapon (Empty, Empty)
Adjustable Features:
-1 x Armor Slot (Empty)
-1 x Parts Slot(Empty)
-1 x Engine Slot (Empty)
-1 x Computer Slot (Empty)
-1 x Booster Slot (Empty)
-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: The upgrade to the old Zeon ZakuI the ZakuII trades some terrain bonuses and a movment point for ruggedness and survivability.
There are a ton of parallels with the Zaku I located here, with it's manuverability, medium size, double ranged weapon slots and weakness to beam attacks.
Statistically the Zaku I should be better than the II but this more up to date version of the Zaku suits your new pilot's stats a little better thanks to her own terrain modifiers making the difference between the two negligible. The ever so slight engine upgrade will also be of benefit to beam based melee attacks.
Sheer ruggedness and fanA.I.ism makes the empty Zaku II feel as though it performs better than the I. Really. It's a ZakuII. A ZAKUII. Just a shame we don't get the chance to give it a new lick of paint to seperate it from the rest of the Zeon forces.
Is it worth giving up on a ZakuI and the totaly awesome Verein Geves upgrade? Not in the slightest. Here's hoping the Federation keep us in mind.

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