FA-007GIII Full Armor Gundam Mk-III's moveset

FA-007GIII Full Armor Gundam Mk-III's moveset

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5

This is (of course) a moveset.

This means it is set into 3 different things!

The prompt.

The weapons.

The attacks.

All wonderfully golden. Time to get to it.

PROMPT:

Mobile Suit=FA-007GIII Full Armor Gundam Mk-III

Unit Type=Prototype Full Armor Assault Mobile Suit

First seen=0087 U.C.

Manufacturing=Anaheim Electronics

Operators=Earth Federation Forces

Height Up To Head=19.5 meters

Max Weight=62.1 metric tons

Empty Weight=47.2 metric tons

Power-Plant=Minovsky Ultracompact Fusion Reactor

Power Output=3040 kW

Sensor Range=11,500 meters

Pilot Accommodations=pilot only (in panoramic monitor/linear seat cockpit in torso)

Armour=Luna Titanium

Max Acceleration=2.27 G

Equipment=none

Standard Fixed Armaments=2 x Hyper Beam Cannon + 2 x Beam Cannon + 2 x Shield Cannon + 2 x Grenade Launcher + 2 x Beam Saber

Standard Handheld Armaments=Beam Rifle

Optional Armaments=none

Technology And Characteristics=the FA-007GIII Full Armor Gundam Mk-III is the armor-equipped version of the MSF-007 Gundam Mk-III, and was designed to be able to fight without any drop in performance, thanks to the addition of extra sub generators. The emphasis of this form was offensive power rather than defensive power and can be seen in its main armaments, which removes the shield in favor of two distinctively large beam cannons fitted on both the unit's legs and shoulders.

History=following the footstep of previous Gundam, the Mk-III also features an upgrade in form of a Full Armor package, which, despite its name, adds more to the MS's offensive capability than to its protection.

EXTRA=a form of the AEUG mobile suit Gundam Mk-lll with an extra armor system. + it preserves the Gundam Mk-ll's emphasis on mobility by adding thrusters to make up for the additional weight of its extra armor. + it has a firepower boost, thanks to the hyper beam cannons on its legs and a variety of other beam weapons. + by retaining the strengths of the base MS, while dramatically increasing its firepower and thrust, this machine achieves extremely good balance for a full armor type.

Appearance=Head: Angular Gundam-type head with a slim V-fin, silver faceplate, and yellow eyes. Cheek vents and side panels are sharply cut. Helmet color is mainly white with a red forehead crest and a green sensor on top. + Body: Chest is bulky and armored, dominated by deep red plating. Two rectangular yellow-framed vents sit on the upper chest. White and gray framing parts wrap around the sides and back. The shoulders are large, angular blocks—white outer armor with red bases and long rear-facing wing units attached. + Upper arms: White armor segments with simple, rounded contours. Minimal detailing aside from panel lines. Color separation between white outer armor and gray inner joints. + Lower arms: Thicker, squared forearm armor with a bulkier silhouette. White main color with gray wrist joints. Mounted hardpoints and visible mechanical seams run along the sides. + Hands: Standard five-finger mechanical manipulators. Dark gray, blocky, and segmented with visible knuckle plating. + Torso (waist/skirt armor): Front skirts: white plates with red trim and angular shaping. Side skirts: white with inset vents and panel lines. Rear skirts: bulkier with integrated mounting points, also white. The waist frame itself is gray and partly exposed between plates. Upper legs: + White thigh armor, smooth and cleanly contoured. Minor red accents near the top. Inner frame portions in gray peek between segments. + Lower legs: Massive and angular. White armor dominates, with dark gray inset parts and orange vent openings along the front and sides. Calf sections are thick, and the ankle armor extends outward in sharp shapes. + Feet: Long, pointed soles with a red base color. The top plates are white with orange intake-like openings near the toe. Heels are angled and reinforced, giving the suit a stable stance.

Special Equipment & Features=none

ARMAMENTS:

  • Hyper Beam Cannon

Two additional Hyper Beam Cannon are mounted on each of the Full Armor Gundam Mk-III's legs. A direct hit from one of these weapons can destroy a MS with ease.

  • Beam Cannon

A pair of beam cannons are mounted on the backpack and they can rotate forward when needed. Powered by large E-cap in the backpack.

  • Shield Cannon

The shoulder-mounted shields of the Full Armor Gundam Mk-III also have offensive capability of their own with two beam cannons, which swivel up when being fired.

  • Grenade Launcher

An addition to the Mk-III's offensive capability are two grenade launchers. These grenades are not very effective against ships, but are ideal mid-range anti-mobile suit weapons.

  • Beam Saber

The beam saber is a small cylindrical device held in the mobile suit's hands when operated and is powered by a rechargeable energy capacitor. It emits a blade of plasma contained by an I-Field and is capable of cutting through any metal not treated with anti-beam coating. The Full Armor Gundam Mk-III has two beam sabers, and unlike the normal Mk-III they are not mounted on the shield.

  • Beam Rifle

The standard ranged armament of the many mobile suits, the beam rifle fires a particle beam that can penetrate any armor not treated with specific counter-measures. Same beam rifle as the normal MK-III.

MOVES:

1. A certain way: You equip your beam rifle and beam saber before flying over to your enemy. You fire 3 shots, 2 missing, 1 actually managing to hit through your dogshit aim. You quickly slash upwards at the enemy's mobile suit and then back downwards before firing 2 more shots and speeding away.
2. Undeniable strength: You dash at the enemy's mobile suit, grabbing its head and smashing it in with your Gundam's fist. You then let go and kick them away, extending your hands forward which causes the beam cannons mounted on the backward to rotate forward and fire at the enemy.
3. Heavy Bombardment: You fly over to your enemy, firing two shots of your beam rifle while doing so as you begin to fire your grenade launchers and shield cannons. As you get closer, you land a solid kick to the enemy mobile suit and fly behind them, firing two more shots before it overheats, causing the barrel to turn red and hot in which you use to your advantage as you fly back and stab the enemy with the heated area, you then let go and fire your left hyper beam cannon.
4. Testing Phase: You equip both of your beam sabres and fly over to your enemy. One slash to the torso while another aims for the head. Then, you fly back, firing your right hyper beam cannon before flying back over and landing a nice headbutt to the torso making the enemy's mobile suit stagger. You press some buttons and move some things in your Gundam's cockpit and it starts to make its hands spin so fast that is creates a spinning beam as you close the distance and begin chipping away at the enemy's defense.
5. A Final Charge: You fire your right hyper beam cannon before your left and then fire your beam cannons that are mounted on your Gundam's backpack. You equip your beam saber and charge at the enemy.
*Once the beams hit, you appear fiercely above the enemy, striking downward in an attempt to cut into the enemy's cockpit which you miss but you don't let that chance determine your outcome as you instead cut it into the leg. You then let go and equip your beam rifle and fire two shots before throwing it away and firing your shield cannons.*
*One last assault! You finally fire your grenade launchers and pull out your last beam saber and stab it into the head, flying back and grabbing your beam rifle once more. You fire your hyper beam cannons at the same time as your beam cannons, shield cannons and grenade launchers with supporting fire from your beam rifle.*

Created Dec 12, 2025

Updated Dec 13, 2025

Published Dec 13, 2025

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