
| Support | Mobile Weapons | Ships | WMDs | Services | Pilots | Refits |
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 Marines - 10   • Role: General purpose defense & boarding actions   • Squad Size: 12   • Weapons      • 10/12: Kevlar Armor, Pistol, Rifle, Grenades (frag)      • 2/12: Kevlar Armor, Pistol, Bazooka  Rangers - 25 (L1)   • Role: Scouting & Sabotage specialists   • Squad Size: 6   • Features: Stealth Training (S)   • Weapons      • 5/6: Kevlar Armor, Pistol, Rifle, Demolition Charges, Grenades (smoke, flash)      • 1/6: Kevlar Armor, Pistol, Sniper Rifle  Type 50 - 10   • Role: Anti Air support   • Weapons: 1x 7.62mm machinegun, 10x small StA missile launcher (1 round)  Type 61 - 10   • Role: Anti Ground support   • Weapons: 2x 150mm cannon, 1x 20mm machinegun, 1x 7.62mm machinegun, 8x grenade launcher (1 round, frag)  Bloodhound - 10   • Role: Infantry transport   • Features: Hovercraft, Infantry Transport   • Weapons: 1x 20mm AA machinegun turret, 8x grenade launcher (1 round, smoke)  Type 74 - 40   • Role: Communications & Detection   • Features: Hovercraft, Advanced Sensor Systems (D, Land Only)   • Weapons: 1x 20mm AA machinegun turret, 8x grenade launcher (1 round, smoke)  Fanfan - 10   • Role: Anti Infantry support   • Weapons: 4x 7.62mm vulcan, 10x StS micromissile launcher (1 round)  Don Escargot - 40   • Role: Anti submarine warfare   • Weapons: 4x 20mm AA machinegun turret, 2x 40mm AtS cannon, various ASW weaponry  Patrol Boat - 30   • Role: Naval capital ship point defense   • Weapons: 2x 20mm AA machinegun turret, 2x Anti-MS torpedo launcher  Ball - 5   • Role: Anti mobile suit support   • Weapons: 1x 150mm cannon  Base Jabber - 10   • Role: Space transport   • Features: Subflight, Transport capability (T4)   • Weapons: None  Saberfish II - 20   • Role: Anti ship missile boat   • Weapons: 4x 20mm vulcan, 12x small missile launcher (1 round), 3x small rocket launcher (1 round)  Jet Core Booster - 20   • Role: Multi role fighter-bomber   • Weapons      • Fixed: 4x 20mm vulcan, 1x 40mm cannon, 2x small AtA missile launcher (2 rounds)      • Config A: 3x small AtA missile      • Config B: 1x AtS Bomb (reduces speed)  Depp Rog - 40   • Role: Air to ground bombardment   • Weapons: 6x small AtA missile, various AtS bombs  Dish - 40   • Role: Communications & Detection   • Features: Advanced Sensor Systems (D, Earth/Mars Only)   • Weapons: 2x 20mm vulcan  GM II - 150   • Role: General purpose   • Weapons      • Fixed: S-Mines, 2x 60mm vulcan, beam saber      • Config A: 90mm machinegun, tower shield, extra ammo      • Config B: beam rifle, tower shield  GM Custom - 250   • Role: General purpose   • Weapons      • Fixed: S-Mines, 2x 60mm vulcan, 2x beam saber      • Config A: 90mm machinegun, shield, extra ammo, 3x grenades (frag)      • Config B: beam rifle, shield, 3x grenades (frag)  GM Cannon II - 300   • Role: Mid to Long range fire support   • Weapons      • Fixed: S-Mines, 2x 60mm vulcan, 2x beam cannon, beam saber      • Config A: 90mm machinegun, shield, extra ammo, 3x grenades (frag)      • Config B: beam rifle, shield, 3x grenades (frag)  Guntank II - 300   • Role: Artillery support   • Weapons: 2x 180mm howitzer (A, Earth Only), 1x 4-barrel 80mm machinecannon, 1x 3-barrel rocket launcher (A, Earth Only), 20mm Machinegun, 2x 2-tube grenade launcher (smoke, 1 round)  GM Aqua - 200   • Role: Aquatic Combat   • Features: Aquatic climate equipment   • Weapons      • Fixed: S-Mines, 8x anti-MS torpedo, 2x anti-ship torpedo, 4x beam pick      • Config A: mini torpedo launcher      • Config B: StS missile launcher  Balloon Ship - X Fake dummy balloon ships may be purchased to disguise the movements of a real battlegroup in space. They may be purchased with fake hangar units, including fake PC units. The cost of a balloon ship can be anything (to disguise how much was spent), but must be at least 1/10th of the real ships cost. Non-shop PC units can be faked for 100 SP apiece. If alone, Balloon ships may only be given actions once. They may Move or Patrol, but a patrolling Balloon fleet will never stop the movement of enemy it engages. Balloon fleets on patrol can unhide hidden Rogues. If paired in a fleet with real ships, Balloons behave as normal. However, the fleet must still contain 3 real ships.  3x Public - 600   • Role: Assault missile boat   • Hangar Capacity (per ship): 1x Cargo Each   • Weapons (per ship)      • Config A: 10x Missile Launcher, 2x Large Anti-ship Rocket      • Config B: 10x Missile Launcher, 2x Anti-beam Chaff Rocket  3x Federation Transport Craft - 600   • Role: Boarding actions transport; emergency MS Carrier   • Hangar Capacity (per ship)      • Config A: 1x Cargo, 1x Infantry, 2x MS      • Config B: 5x Infantry  Columbus II - 700   • Role: Main MS Carrier   • Features: M Particle Emitters, 1x Dedicated Hangar   • Hangar Capacity      • Config A: 1x Cargo, 1x Infantry, 10x MS      • Config B: 1x Cargo, 1x Infantry, 30x Spacecraft      • Config C: 1x Cargo, 1x Infantry, 5x MS, 15x Spacecraft  Salamis Revised - 1000   • Role: Front Line Cruiser   • Features: M Particle Emitters   • Hangar Capacity: 1x Cargo, 2x Infantry, 4x Ball   • Weapons      • Anti MS: 3x 105mm Machinegun Turret, 4x AA Laser Turret, 2x 15-tube Anti-MS missile launcher      • Anti Ship: 3x 2-barrel MPC Turret, 7x MPC Turret, 8x Rocket Launcher (A)  Magellan Revised - 2750   • Role: Front Line Heavy Cruiser   • Features: M Particle Emitters   • Hangar Capacity: 2x Cargo, 3x Infantry, 8x Ball   • Weapons      • Anti MS: 16x AA Laser Turret      • Anti Ship: 7x 2-barrel Large MPC Turret, 4x Rocket Launcher (A)  Birmingham - 5000 (L1D)   • Role: Fleet Flagship   • Features: M Particle Emitters, Flagship   • Hangar Capacity: 4x Cargo, 5x Infantry, 15x Ball   • Weapons      • Anti MS: 12x AA Laser Turret, 2x 12-tube Anti-MS missile launcher      • Anti Ship: 6x 2-barrel Heavy MPC turret, 4x Large MPC turret, Fixed Extended Range Primary MPC (A), 4x Rocket Launcher (A)  Grey Phantom - 3000 (L1D)   • Role: All Purpose; Solo Operations   • Features: M Particle Emitters, 2x MS Catapult, 1x Dedicated Hangar, M Craft System (O)   • Hangar Capacity: 2x Cargo, 3x Infantry, 9x MS, 4x Ball   • Weapons      • Anti MS: 12x 105mm Machinegun Turret, 6x Anti-MS Missile launcher      • Anti Ship: 2x 2-barrel MPC turret  Medea Revised - 350   • Class: Airborne   • Role: High Speed Transport   • Hangar Capacity      • Config A: 1x Vehicle, 3x MS      • Config B: 6x Aircraft   • Weapons: 4x 20mm Machinegun, 1x 20mm AA Machinegun turret  Hillock - 850   • Class: Naval   • Role: Anti Submarine Destroyer; Shoreline Bombardment   • Hangar Capacity: 1x Cargo, 2x Infantry, 2x Helicopter   • Weapons      • Anti Aircraft: 4x 20mm AA machinegun turret      • Anti MSM: 4x 3-tube Anti-MS torpedo launcher      • Anti Ship: 36-tube Vertical Launch System (A)  Big Tray - 1250   • Class: Hovercraft   • Role: Mobile surface HQ   • Features: M Particle Emitters   • Hangar Capacity: 2x Cargo, 4x Infantry, 12x Tank, 12x Vehicle, 5x MS   • Weapons: 6x 20mm AA Machinegun turret, 2x Fixed heavy MPC, 3x 3-barrel 350mm Cannon Turret (A)  Himilaya - 1550   • Class: Naval   • Role: Aircraft Carrier   • Features: M Particle Emitters, MS Catapult, 2x Dedicated Hangar   • Hangar Capacity: 2x Cargo, 4x Infantry, 8x Helicopter, 32x Aircraft, 10x Vehicle, 4x MS   • Weapons      • Anti Aircraft: 8x 20mm AA machinegun turret, 4x 4-tube StA missile launcher      • Anti MSM: 4x 3-tube Anti-MS torpedo launcher      • Anti Ship: 2x 180mm cannon turret, 1x 2-barrel 350mm cannon turret (A)  Nuclear Missiles - 25,000 (L1D) This pack of 12x Nuclear missiles can be purchased and stored in a Cargo slot for a Salamis, Magellan, Birmingham, Hillock, Fuji or Nuclear Submarine class ship. If no ship is available, 4 larger ICBM style nukes (same overall payload) can be purchased for a specific event as an Artillery Support service, which does not count towards the 2 Service maximum. The nukes can be used in one event.  Solar System - 50,000 (L1D) The Solar System is deployed in a cadre of Colombus class carriers, and moves like a conventional fleet. Unfolding the mirrors for firing, and refolding them for transport, requires an action. Once unfolded, the mirrors can focus on a single compound or fleet per update. This counts as an attack at Artillery range.   • Comes With: 20x Colombus transport, 1x Colombus control ship, 3x Salamis, 5x Marines, 12x Ball Services are temporary assistance from NPC forces for an individual battle. Only two services can be purchased for an individual battle, so you must coordinate who is buying what with your side. Unless otherwise specified, Services are 1/2 price in Friendly Territory, and cannot be purchased in Neutral or Enemy Territory. Enemy Intel - 5 per word This service gleans random information from an enemy (Zeon or Rogue Team) message board. Unlike other services, this is not cheaper in Enemy Territory, and can be purchased in Enemy Territory at 5 SP per 2 words. The intel will be posted at the end of the update along with a timestamp of when it was written and where on the game map the message originated. If purchased by a player who engages in battle this does count as one of the two services, even though it does nothing to assist the battle directly. Air Support - 100 This service provides fighter support from a nearby NPC fleet or outpost for a battle. It can consist of one of the following.   • 8x Tin Cod   • 8x Fly Manta   • 4x Tin Cod & 1x Dish   • 2x Don Escargot   • 2x Depp Rog Ground Support - 100 This service provides ground support from a nearby NPC fleet or outpost for a battle. It can consist of one of the following.   • 8x Type 50   • 8x Type 61   • 4x Marines & 4x Bloodhound   • 4x Type 61 & 1x Type 74 Space Support - 100 This service provides spacecraft support from a nearby NPC fleet or outpost for a battle. It can consist of one of the following.   • 5x Saberfish   • 8x Ball & 8x Ball K   • 4x Marines & 4x Basejabber   • 5x Flydart (orbit only) Artillery Support - 100 This service provides long range artillery fire support for a battle. It can take one of the following forms.   • Anti Ship      • Land: Indirect Bombardment via Everest/Base Howitzer/Big Tray (land)      • Sea: Indirect long range Torpedoes via Hillock VLS (sea)      • Space: Anti Ship Rockets fired indirectly from a nearby Magellan or Salamis (space)   • Anti MS      • Land: Indirect Guntank MPT Bombardment (land)      • Sea: Indirect fire "hedgehog" rounds via Hillock VLS (sea)      • Space: MIRV Rockets fired indirectly from a nearby Magellan or Salamis (space)   • Anti Vehicle/Infantry      • Land: Indirect fire Cluster submunition missiles via Hillock VLS or cruise missile silo (land) M Particle Field - 100 This service allows for an M Particle Field to be present at a battlefield where no ship is capable of dispersing one. Either a field is still present and lingering from an old battle, or a missile is fired at artillery ranges to disperse a field in preperation for combat. Buying 2 of these increases the intensity of the field. Balloon Service - 100 This service provides temporary dummy balloons launched via missile silos. It can only be purchased in space. Unlike purchasing balloon ships, this service can be purchased in areas where purchasing ships is not allowed, but the balloons do not remain after the update. This service can take one of the following forms.   • Balloon ships to confuse enemy patrols. Buying 2 does not increase the effect.   • Balloon asteroids to provide cover in a space battlefield. Buying 2 increases the effect. Hangar Service - 100 This service makes use of a local factory or airfield to provide mechanical assistance to your forces over an extended battle. Each Hangar Service increases your sides number of Dedicated Hangars for the battle by 1. This service may only be purchased on Earth. MS Support - 250 This service provides MS support from a nearby NPC fleet or outpost for a battle. It consists of 2 GMs in the A Configuration. Double Agent - 2000 This service provides contact with an agent deep within enemy ranks. It may only be purchased in enemy territory, and is cancelled without refund if you are attacked the same day. This service will provide your side with the base password for a Zeon or Rogue team forum until it is reset on Sunday. Purchasing this service triggers patrol rolls.  Normal - 0   • Stats: Level 1 (10 VP/CP)   • Weapons: Pistol Veteran - 50, 100 for ships   • Stats: Level 2 (20 VP/CP)   • Weapons: Pistol  Experienced - 100, 200 for ships   • Stats: Level 3 (30 VP/CP)   • Weapons: Pistol  Advanced - 300, 600 for ships   • Stats: Level 4 (40 VP/CP)   • Weapons: Pistol  Ace - 500, 1000 for ships   • Stats: Level 5 (50 VP/CP)  Pilot Swap - 50, 100 for ships   • Stats: Switches the existing pilots of two vehicles, two mobile suits or two ships.   • Restrictions: The two units switching pilots must be the same, either two Vehicles, two MS/MA or two Ships. Unavailable to Infantry.   • Weapons: Pistol Refits are modifications to mobile suits or ships in the field. There are two types, Soft Refits and Hard Refits. While both require a refit action, Hard Refits are irreversible and can only be purchased at a base. Remember, if a unit is attacked while Refitting, it will not fight voluntarily, and if forced to fight the Refit will be cancelled. PC Refits - 0 This refit allows a PC unit to make any specific refits allowed by their unit. Harsh Climate Equipment - 50 This refit can only be purchased for PCs, and outfits the entire PCs squad with one of either Desert, Arctic, Low Gravity or Tropical climate equipment. This equipment remains usable for a single battle. Units that already have a type of harsh climate equipment cannot be refitted in this way.  Columbus II Tender - 0   • Class: Space   • Role: Fleet Repair   • Features: M Particle Emitters, 2x Dedicated Hangar, Ship Repair Equipment (R)   • Hangar Capacity: 1x Cargo, 1x Infantry, 4x Ball  Medea Revised Tender - 0   • Class: Airborne   • Role: Fleet Repair   • Features: Ship Repair Equipment (R)   • Hangar Capacity: 1x Infantry   • Weapons: 4x 20mm Machinegun, 1x 20mm AA machinegun turret |