Rogue Shop
Infantry Vehicles Mobile Suits Ships Cargo WMDs Services Refits



Support Units

Infantry


 Militia - 10
  • Role: General purpose defense & boarding actions
  • Squad Size: 12
  • Weapons
     • 10/12: Pistol, Grenades (frag), mix of Rifle/Shotgun/Submachinegun
     • 2/12: Pistol, Bazooka


 Guerrillas - 25 (L1)
  • Role: Scouting & Sabotage specialists
  • Squad Size: 6
  • Features: Stealth Training (S)
  • Weapons
     • 5/6: Pistol, Demolition Charges, Grenades (frag), mix of Rifle/Shotgun/Submachinegun
     • 1/6: Pistol, Sniper Rifle


 Spies - 50 (L1)
  • Role: Information & Detection specialists
  • Squad Size: 3
  • Features: Stealth Training (S); Information Specialists (D, Earth/Mars only)
  • Weapons: 3/3 Pistol, Demolition Charges


Tanks


 Jeeps - 5
  • Role: Infantry Transport
  • Squad Size: 2
  • Features: Infantry Transport
  • Weapons: None


 Gatling Truck - 10
  • Role: Anti Air Support
  • Weapons: 1x 20mm AA Machinegun Turret


 Depagg - 10
  • Role: Anti Infantry Support
  • Weapons: 1x 20mm Heavy Machinegun Turret, 8x grenade launcher (1 round, frag)


 Type 61 - 15
  • Role: Anti Ground support
  • Weapons: 2x 150mm cannon, 1x 20mm machinegun, 1x 7.62mm machinegun, 8x grenade launcher (1 round, frag)


Helicopters


 Civilian Heli - 5
  • Role: Infantry Transport
  • Features: Infantry Transport
  • Weapons: None


Boats


 Speedboat - 5
  • Role: Infantry Transport
  • Features: Infantry Transport
  • Weapons: None


Spacecraft


 Ball - 6
  • Role: Anti MS Support
  • Weapons: 1x 150mm Cannon


 Booster Bed - 10
  • Role: Space Transport
  • Features: Subflight, Transport capability (T4)
  • Weapons: None


 Saberfish - 20
  • Role: Anti ship missile boat
  • Weapons: 4x 20mm vulcan, 12x small rocket launcher (1 round)


 Gattle - 30
  • Role: Anti Ship missile boat
  • Weapons: 4x 20mm vulcan, 2x 5-tube small Missile Launcher (1 round), 4x rocket


Aircraft


 Fly Manta - 10
  • Role: Multi role fighter-bomber
  • Weapons: 4x 20mm vulcan, 6x small AtS rocket launcher (1 round)


 Tin Cod - 10
  • Role: Air superiority fighter
  • Weapons: 4x 20mm vulcan, 4x small AtA missile



Mobile Suits


Generic MS



 Zaku II F - 60
  • Role: General purpose
  • Weapons
     • Fixed: S-Mines
     • Config A: 120mm machinegun, heat hawk, grenades
     • Config B: 280mm bazooka, heat hawk


 GM - 150
  • Role: General purpose
  • Weapons: S-Mines, 2x 60mm vulcan, 1x beam saber, 90mm machinegun, tower shield, grenades


 Dom/Rick Dom - 200
  • Role: General purpose
  • Features: Hovercraft, can be purchased as either type.
  • Weapons: S-Mines, Scattering Beam Gun, 360mm bazooka, MMP-80, heat saber, extra ammo



Ships


Space Ships


 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 Shuttle - 300
  • Role: Civilian Transport
  • Hangar Capacity (each): 1 Cargo, 1 Infantry


 Civilian Transport Craft - 300
  • Role: Cargo Transport
  • Hangar Capacity
     • Config A: 1 Cargo, 1 Infantry, 2 MS
     • Config B: 1 Cargo, 5 Infantry


 Civilian Public - 300
  • Role: Cargo Transport
  • Hangar Capacity
     • Config A: 1 Cargo, 1 Infantry, 2 MS
     • Config B: 5 Cargo, 1 Infantry
     • Config C: 1 Cargo, 1 Infantry
  • Weapons
     • Hangar Config C Only: 2x Anti Ship Rocket

 
 Heavy Lift Vehicle / Ginga - 350
  • Role: Re Entry Transport
  • Features: Re Entry Equipment (O), Cannot move on planets, can only enter/leave orbit.
  • Hangar Capacity: 1 Cargo, 1 Infantry, 3 MS


 Space Freighter - 1250
  • Role: Heavy Cargo Transport
  • Features: 1x Dedicated Hangar
  • Hangar Capacity: 10 Cargo, 2 Infantry, 6 MS, 12 Spacecraft


Terrestrial Ships


 Cargo Ferry - 200
  • Class: Naval
  • Role: Cargo Transport
  • Hangar Capacity: 1 Cargo, 1 Infantry, 2 MS


 Cargo Airliner - 250
  • Class: Airborne
  • Role: Cargo Transport
  • Hangar Capacity: 1 Cargo, 1 Infantry, 2 MS


 3x Heavy Transport - 300
  • Class: Land
  • Role: Cargo Transport
  • Hangar Capacity (each): 1 Cargo, 1 MS



Miscellaneous


Cargo
Cargo is used to boost a Rogues SP gain, by buying, transporting and then selling goods in different areas. Each piece of Cargo must be bought and sold at certain locations, and if done so intelligently the trader will make a profit. Most Cargo pieces provide no benefit in battles, with some exceptions.

Remember, to sell Cargo the Rogue must make a Sell action. If the Cargo is being carried in a ship, the ship must make the action. All of a ships cargo can be sold with 1 action.

Cargo purchase rates are always constant, but their sell rates will differ week to week based on the solar trade market. Specific week by week sell rates are posted on the message board.


 Food
Processed food to be sent to urban areas, even in the Universal Century a large portion of the solar systems inhabitants eat food grown in the American midwest or the Africas.
  • Cost: 50 South Africa or Southeast Asia


 Spare Parts
Filling a ships hold with spare parts allows PC Rogues on the ship to repair at normal rates, without the normal +1 Repair time. Spare Parts can be sold anywhere for 50 SP.
  • Cost: 100 Anywhere


 Spare Ammo
A ship carrying spare ammo can equip any contained mobile suits with Extra Ammo, useful for long events. Spare Ammo can be sold anywhere for 50 SP.
  • Cost: 100 Anywhere


 Air & Water
Barreled Water and concentrated Oxygen are two things required for life in space but only found in abundance on Earth. The farther from Earth one goes, the rarer and more valuable this resource becomes.
  • Cost: 100 Earth Orbit


 Luna Titanium
A special sort of Titanium Ore that is mined on the moon but processed by the Federation on Luna II through a secret process, Luna Titanium is used to create high quality mobile suits by the Federation.
  • Cost: 100 Von Braun


 Oil
Although fusion reactors powered by Helium 3 have trumped fossil fuels, many small commercial vehicles still use gasoline as a power source, and it is still found mostly in the Middle East.
  • Cost: 100 Saharan Africa or Arabia


WMDs


 G3 Gas Missile - 1000 (L1)
This single G3 Gas Missile can be purchased either as a Cargo item and launched from the rocket launcher of a ship, or as an optional armament to be used through any MS bazooka or rocket launcher. Either way, it can only be fired once. MS launched warheads have a smaller payload.


 Nuclear Missile - 2000 (L1)
This single Nuclear Warhead can be purchased either as a Cargo item and launched from the rocket launcher of a ship, or as an optional armament to be used through any MS bazooka or rocket launcher. Either way, it can only be fired once. MS launched warheads have a smaller payload.


Services
Services are temporary assistance from NPC forces for an individual battle. Each Rogue may only purchase 1 Service per update.

Unless otherwise specified, Services are 1/2 price in Friendly Territory.

Enemy Intel - 5 per word
This service gleans random information from an enemy (EF, Zeon or Rogue Team) message board. This can be purchased in the intended targets owned Territory at 5 SP per 2 words. It is not cheaper in friendly territory.

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.

Mercernary Contact - 50
This service provides infantry support from a nearby mercernary faction for a battle. It can consist of one of the following:
  • 4x Militia & 1x Jeeps (Earth)
  • 2x Militia & 2x Booster Bed (Space)

Mechanic Contact - 50
This service provides medical or mechanic support for all Rogue PCs in a battle, removing their mandatory +1 to repair time. This can alternatively be used to repair a ship by 1 grade. The ship being repaired cannot make an action.

Transport Ticket - 50
This service allows the Rogue PC and his squad to move to/from Earth orbit for that update. This cannot be used to move to or from a purely Naval Earth sector.

Merchant Contact - 100
This service allows the Rogue PC and any Rogue ships/fleets he is with to disguise themselves amongst NPC merchant convoys for the update, increasing their ability to evade patrols. Multiple purchases of this service are not cumulative.

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, a field lingering from previous battles. Buying multiples 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.
  • Balloon asteroids to provide cover in a space battlefield. Buying multiples of these 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.

Terrorist Contact - 100
This service plants through some means a small IED on the battlefield or inside an enemy ship. This IED will not destroy a ship outright, but can be timed to damage key systems temporarily during an assault or damage a specific mobile suit.

Hacker Contact - 2000
This service provides access to enemy intelligence. This service provides you or your team with the base password for EF, Zeon or a Rogue team forum until it is reset on Sunday. You may give this access to other teams/sides with a Sell action.


Pilot Types

 
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

 
Newtype - 400 (L1)
  • Designation: N
  • Stats: Newtype pilots have an NT score of 3. This cannot be increased.
  • Restrictions: Only available to Rogues and Zeon. Note that a Ship with this designation is only assumed to have 1 Newtype on the bridge crew.
  • 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

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.

Rogue hard refits work slightly differently than EF and Zeon refits. Some refits modify the PC's mobile suit, while others can modify a ship they Own. Each Refit may only be purchased per MS/Ship once, and each ship can only have up to 5 seperate modifications. Rogue refits are hidden from the website and kept track of secretly. Ships that are purchased in squads of 3 cannot be given these Refits.

Remember, if a unit is attacked while Refitting, it will not fight voluntarily, and if forced to fight the Refit will be cancelled.

Soft Refits

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.

PC Refits - 50
This refit allows a PC unit to make any specific refits allowed by their unit.


Hard Refits

Secret Cargo - 50
This refit increases a ships Cargo capacity by 1.

MS Vulcans - 100
This modifies a mobile suit with head vulcans.

Additional Optional Armaments - 100
This modification increases a PC units number of optional armaments by 1. A new armament can be chosen, discuss this with me.

Anti Aircraft Weaponry - 150
This refit modifies a ship with custom Antiaircraft weaponry, possibly a machinegun turret or small missile launcher. This weapon can be hidden when not in use. The strength of the weapon will be comparable to the size of the ship.

Anti Ship Weaponry - 200
This refit modifies a ship with custom Anti ship weaponry, possibly a small MPC turret or rocket launcher. This weapon can be hidden when not in use. The strength of the weapon will be comparable to the size of the ship.

Armor Upgrade - 200
This refit gives additional armor plating to a ship, increasing its Armor value.

Secret Hangar - 200
This increases a ships hangar capacity by +1 MS.

Engine Upgrade - 200
This outfits a ship with more powerful engines, increasing a ships Speed value.

MS Catapult - 200
This modifies a ship with a single MS Catapult for launching units.

M Particle Emitters - 200
This refit gives M Particle Emitters to a ship that does not normally have them.

Sensor Equipment - 250
This modification gives a ship a complicated laser sensor suite, giving it Detector (D) capability.

Salvage Equipment - 250
This modification gives a ship the ability to salvage and repair damaged and disabled ships, giving it Repair (R) capability.

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