Mech Types
(ALL MECHS HAVE LIMITATIONS ON THE AMOUNT OF WEAPONS THEY CAN USE AND WHAT KINDS. YOU SHOULD HAVE NO TROUBLE DETERMINING. I WILL CORRECT YOU IF YOUR PROFILE HAS TOO MUCH.)
AU - Adaptable Units
Images taken from Armored Core for reference
Adaptable Units are just that; Adaptable. They are the standard, most abundant and versatile of any kind of Mech and can be custom made for any type of combat situation. AU units can be either heavily armored, maybe for being a support unit and providing heavy fire or being sent in first, as it can take extensive amounts of fire while the backup units pick off enemies. They can also be lightly armored for a more speedy unit when tactics are more important than raw power. There are various part types to choose from, including leg types depending on the terrain you will be facing. Depending on the built of the AU, it may have the potential for limited flight. Most AUs have two primary weapons, to be held in the hands of the unit, unless it's arm parts are weapons themselves, and two secondary weapons, which are stored on their back. Some AUs can be much smaller than others, and sometimes than most other Mechs in general. The AU can use any type of weapon, but are not suited for close combat situations.
SO - Stealth Operations
(Variations: SOAU, SOOT, SOBU)
Images taken from Evangelion for reference
Stealth Operations units aren't as specific as the other units. While there are units built specifically for what their namesake suggests, the other Mech types might be equipped to handle stealth situations as well, such as a radar jammer, cloaking device, etc. etc. Stealth Operations units are lightly armored, but built to be quick and flexible, giving them an edge in close combat, but they are nothing to be scoffed at from a range either. Pure SO units are thin, lightly armored and agile, some are even capable of flight if they are built for it, though this is rare. They are equipped with a large knife for close combat, some may even use energy blades. They can also carry a single firearm, restricted to assault rifles, pulse rifles or sniper rifles most of the time. Every pure SO unit is equipped with a cloaking device, field dampener, radar disruptor and EMP emitters.
BU - Berserk Unit
Images taken from Gundam series for reference
Berserk Units aren't necessarily for pilots who want to go "berserk" at all. A BU is just as fragile as any other kind of unit. They have moderate armoring most of the time and are extremely dangerous in either type of combat situation. They can use any type of weaponry and can even have weapons built into their body structures. Most BUs are equipped with a form of energy blade, or multiple, and most BUs are also capable of free flight and are the most abundantly used in the battles fought in space. When they receive a certain amount of damage, though, or a vital component is hit, almost all of the BU's remaining energy is diverted to a shielding that forms a sort of force field around the unit, protecting it from almost any kind of fire, and as it only lasts a limited time, the pilot has the option to flee or go into close combat to take out as many enemy units as possible before the BU shuts down, thus the name "Berserk". BUs are the, so far, most advanced form of mech and have potential for further developments into their combat abilities.
OT - Omni Terrain
Images taken from Zoids for reference
Omni Terrain units are quite unique among the other types of mechs. To fit any kind of terrain that may be needed, there are various types of OT units, all shaped like different kinds of animals, fit for whatever sort of terrain they are sent into to give them an advantage. Like the BUs, they are moderately armored most of the time, and can have various weapons built into their body structures. They can have mounted weapons of the pilot's choosing, but depending on the build of the OT, the weapons is subject to weight restrictions. So far, OT units are the only type of mech that have had units specially built for sea or underground missions.
Shared Equipment
All mechs are equipped with certain kinds of equipment.
Radar - Though limited to a certain, short radius, the radar can pick up traces of nearby units or enemies, distinguished by green and red blips for friendlies and enemies respectively.
Scanner - The scanners of the mech units can be advanced, depending on the mech type, but most have a basic scanning capability, allowing them to see things through surfaces. Perhaps if they need to locate a bomb, a person or to see if there is a baddie waiting around a corner.
Communications Relay - Or, radios. Equipment used to communicate with other units, be they friend or enemy. Their range is vast, but not unlimited. Pilots have special headpieces that allow them to communicate directly with their navigator via private frequency without interference and to prevent enemy forces from tapping into their network.
Navigator - There are two types of navigator; Live and Automated. Automated navigators are an AI component inserted into a unit's systems and operates the scanners, radars and relays. From what the AI gathers, it makes suggestions and guides the pilot, but they are prone to miscalculation. Live navigators are people who stay on base and communicate with their pilot directly. They are equipped on base with highly advanced software and monitors, giving them full scope of what's going on via satellite most of the time, as well as special radars and other detecting devices. Navigators also have the ability to remotely boot up or shut down the mech or systems of their respective pilot, and have special monitors that display what the pilot sees as well, plus a screen that displays the amount of damage the mech has taken and how much energy it has remaining, in case it needs to be relayed to the pilot when they are too busy fighting to notice.
Piloting Suit (Pilots only) - Standard for every mech pilot. Usually very tight against the wearer's body. Built out of a sturdy material designed to deflect gunfire, unless the shot is straight. Has multiple sensors throughout, if the wearer's heart stops beating, had two charges for automatic resuscitation. Also has a single adrenaline shot that will automatically disperse when needed.
UAV (Live navigators only) - Live navigators commonly send an auto-piloted UAV into the field with the unit they support. While they have the satellite cams to view the battlefield, a UAV provides a much closer look at the situations and field and can see things the satellite can not. UAVs are equipped with their own scanners and radars as well.
Military Traning & Sidearm - All members of Gale Zero, Pilot or Navigator, have gone through (and occasionally still) physical training and have been taught to use weapons in case they ever need to defend themselves outside of their mechs or navigation stations. All members are authorized to carry a firearm on their person for defense.
Weapon Types
Combat Knife - Close range. Reserved only for SO units most of the time. A large knife capable of penetrating nearly any type of armor, but the blade dulls quickly.
Energy Blade - Close range. Mainly used by BUs, but not limited to. An energy blade can take multiple forms, a beam sword, perhaps the blade of a scythe-like weapon or the blade of an axe, for example.
Assault Rifle - Close to long range. Your standard combat rifle and the most commonly used weapon of both United and Divided forces. They can be equipped with various types of rounds and have three rates of fire; semi-automatic, burst and full automatic. Two extra clips can be carried for this weapon by any unit.
Shotgun - Close to medium range. Most effective from close range. Fires a spreading shot that can be devastating depending on the range it is fired from. It is limited to ten shots with no reload.
Sniper Rifle - Long range. This high-powered long-range weapon is accurate, quiet and will pierce right through anything it hits. And maybe if there is something behind it as well. Only three shots can be carried by any unit for this weapon.
Missile Launcher - Medium to long range. This weapon is built to do the maximum amount of damage possible. Missile launchers can carry either multiple small missiles or one large missile. All missiles are capable of seeking, spreading fire or remote detonation.
Pulse Rifle - Close to long range. This weapon is similar to the assault rifles, except it fires pure energy and not bullets, which can be powerful, corrosive and cause more damage than a bullet, but it is powered by the power core of the mech itself that is firing it. It can be dangerous to use and can drain power very quickly if not used wisely.
Beam Cannon - Medium to Long range. Long range preferred. The beam cannon is the rarest and most destructive weapon available. It has it's own power source that's good for a few powerful shots, but it requires charge to be fired. The release of the energy, depending on the amount of charge, can be enough to knock an enemy unit down, or enough to level a city. This weapon is extremely dangerous and it to be used very, VERY wisely.
Character Types
Pilot - A pilot, as the name suggests, is one who pilots a mech. They can be specially trained for usage of certain mechs and equipment along with weapons, but in Gale Zero's case, trained for all-around usage of any type of mech or weaponry.
Navigator - A navigator, unless AI built into a mech, is a person who stays on base while the pilots go out into the field, as mentioned above before. Every pilot has their own navigator.
Other - Pretty much anything else you can think of. Nurses for the pilots, doctors, soldiers, leaders, etc. etc. etc. Perhaps a civilian brought on base for protection?