Duchy of Zeon Shop
Support Mobile Weapons Ships WMDs Services Pilots Refits



Support Units

Infantry


 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


 Covert Ops - 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


Tanks


 Weasel - 10
  • Role: Infantry transport
  • Features: Infantry Transport
  • Weapons: 1x 20mm AA Machinegun Turret, 8x Grenade launcher (1 round, smoke)


 Magella Attack - 25
  • Role: Anti MS support
  • Features: Escape Mechanism
  • Weapons
     • Fixed: 1x 175mm Magella Attack Cannon, 1x 20mm heavy machinegun, 10x Grenade launcher (1 round, frag)
     • Magella Top Weapons: 1x 175mm Magella Attack Cannon (1 round), 10x Grenade launcher (1 round, frag)


Helicopters


 Gunship Heli - 30
  • Role: Anti Infantry & Tank support
  • Weapons: 1x 20mm Machinegun, 2x 8-tube micromissile launcher (1 round), 8x small AtS Rocket


Boats


 Sealance - 20
  • Role: Infantry transport
  • Features: Infantry Transport, Low Noise Engines (S, Coastal/Naval only)
  • Weapons: None


 Prober - 40
  • Role: Communications & Detection
  • Features: Advanced Sensor Equipment (D, Coastal/Naval only), Low Noise Engines (S, Coastal/Naval only)
  • Weapons: None


Spacecraft


 Shackles - 10
  • Role: Space Transport
  • Features: Subflight, Transport Capability (T4)
  • Weapons: None


 Dra C - 30
  • Role: Point Defense
  • Restrictions: Only available to Delaz Fleet PCs
  • Weapons: 120mm short barrel machinegun, small beam saber


Aircraft


 Dopp - 20
  • Role: Air superiority fighter
  • Weapons: 2x 20mm vulcan, 2x 6-tube small AtA missile launcher (1 round)


 Dodai II - 25
  • Role: MS subflight
  • Features: Subflight
  • Weapons: 1x 20mm AA Machinegun Turret


 Luggun - 50
  • Role: Communications & Detection
  • Features: Advanced Sensor Equipment (D, Earth/Mars only)
  • Weapons: 4x 20mm Vulcan, 2x 20mm AA Machinegun Turret



Mobile Weapons

Generic MS


 Zaku II F2 - 50
  • Role: General purpose
  • Weapons
     • Fixed: S-Mines
     • Config A: MMP-80 + grenade launcher, heat hawk, extra ammo, 3x grenades (frag)
     • Config B: 280mm bazooka, heat hawk, extra ammo


 Dom Funf - 400
  • Role: General purpose
  • Features: Hovercraft
  • Weapons
     • Fixed: S-Mines, Scattering Beam Gun
     • Config A: 360mm bazooka MKII, MMP-80, heat saber, extra ammo
     • Config B: 360mm bazooka MKII, MMP-80, heat saber, extra ammo, external fuel tanks (decreases maneuverability)
     • Config C: 360mm bazooka MKII, MMP-80, heat saber, sturm fausts (decreases maneuverability)


 Gelgoog - 400
  • Role: General purpose
  • Weapons
     • Fixed: S-Mines, beam rifle, MMP-80, gelgoog shield, beam saber


Space MS


 Zaku II E - 200
  • Role: Communications & Detection
  • Features: Zero-G Video Camera (D, Space only)
  • Weapons: S-Mines, shield, external fuel tanks (decreases maneuverability), 3x grenades (flash)


 Rick Dom II - 300
  • Role: General purpose
  • Weapons: S-Mines, Scattering beam gun, 360mm bazooka MKII, MMP-80, heat saber, extra ammo, external fuel tanks (decreases maneuverability)


 Gelgoog Marine - 350
  • Role: General purpose
  • Weapons: S-Mines, MMP-80 + grenade launcher, gelgoog shield, beam saber, external fuel tanks (decreases maneuverability)


Ground MS



 Gouf Custom - 150
  • Role: Close range combat
  • Weapons: S-Mines, E-whip, 35mm Arm Gatling, Heat Sword, Grenades (frag), Shield + 90mm Gatling (reduces speed)


 Xamel - 350 (L)
  • Role: Heavy fire support
  • Features: Hovercraft
  • Weapons: 20mm vulcan, 680mm Howitzer (A, Earth/Mars only), 8-tube missile pod (A, Earth/Mars only), 360mm bazooka


Harsh Climate MS


 Zaku II D - 75
  • Role: General purpose
  • Features: Desert Climate Equipment
  • Weapons
     • Fixed: S-Mines
     • Config A: 120mm machinegun, heat hawk, extra ammo, 3x grenades (frag)
     • Config B: 280mm bazooka, heat hawk, 2-tube arm missile launcher (1 round), extra ammo


 Acquy - 200
  • Role: Amphibious Assault
  • Features: Aquatic Climate Equipment, Low Yield Reactor (S, Coastal/Naval only)
  • Weapons: S-Mines, 4x 105mm vulcan, 2x Anti MS Torpedo, Claw arm + 155mm machinegun, 6x StS Rocket Launcher (1 round)


 Hygogg - 250
  • Role: Amphibious Assault, Aquatic combat
  • Features: Aquatic Climate Equipment
  • Weapons
     • Fixed: S-Mines, 2x Improved MPC, 4x Anti MS Torpedo launcher (1 round), 2x claw arm
     • Config A: Jetpack, Hand Rocket Unit
     • Config B: 2x Anti Ship Torpedo (Decreases Speed)


 Z'Gok E - 300
  • Role: Aquatic Combat, Amphibious Assault
  • Features: Aquatic Climate Equipment
  • Weapons
     • Fixed: S-Mines, 2x Improved MPC, 6x Anti MS Torpedo Launcher (1 round), 2x Claw arm, Jetpack, Hand Missile Unit



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 Jicco - 900
  • Role: Missile Assault Boat
  • Features: M Particle Emitters
  • Hangar Capacity (each): 1 Cargo
  • Weapons (each): 4x Missile Launcher, 7x Rocket Launcher


 3x Sodon - 900
  • Role: MS Carrier; Boarding actions transport
  • Hangar Capacity (each)
     • Config A: 1 Cargo, 3 MS
     • Config B: 1 Cargo, 5 Spacecraft
  • Weapons (each): 3x 60mm Machinegun turret


 Papua - 950
  • Role: Fleet Repairs
  • Features: M Particle Emitters; 1x Dedicated Hangar; Ship Repair Equipment (R)
  • Hangar Capacity
     • Config A: 1 Cargo, 2 Infantry, 4 MS
     • Config B: 1 Cargo, 2 Infantry, 12 Spacecraft
  • Weapons: 8x 105mm Machinegun turret


 Musai Final - 1600
  • Class: Space
  • Role: All Purpose; Solo Operations
  • Features: M Particle Emitters; 1x Dedicated Hangar; 2x MS Catapult; Komusai II can Orbital Drop 2 MS (O)
  • Hangar Capacity: 1 Cargo, 2 Infantry, 6 MS
  • Weapons
     • Anti MS: 10x 105mm Machinegun Turret, 10x Missile Launcher
     • Anti Ship: 5x 2-barrel MPC turret, 2x Rocket Launcher (A)
     • Komusai II Weapons: 2x 60mm machinegun turret


 Chivvay II - 2500
  • Class: Space
  • Role: Front Line Heavy Cruiser
  • Features: M Particle Emitters; 1x Dedicated Hangar; 1x MS Catapult
  • Hangar Capacity: 2 Cargo, 3 Infantry, 8 MS
  • Weapons
     • Anti MS: 14x 105mm Machinegun turret
     • Anti Ship: 2x 3-Barrel Large MPC turret, 4x MPC Turret, 8x Rocket Launcher (A)


 Gwazine - 6250 (L1D)
  • Role: Fleet Flagship
  • Features: M Particle Emitters; 1x Dedicated Hangar, Flagship
  • Hangar Capacity: 4 Cargo, 4 Infantry, 20 MS
  • Weapons
     • Anti MS: 24x 105mm Machinegun turret
     • Anti Ship: 3x 2 Barrel Heavy MPC turret, 10x 2-barrel MPC turret


Universal Ships


 Zanzibar II - 2250
  • Class: Universal
  • Role: All Purpose; Solo Operations
  • Features: M Particle Emitters; 1x Dedicated Hangar; 2x MS Catapult; Re-Entry Mechanism (O)
  • Hangar Capacity
     • Config A: 2 Cargo, 2 Infantry, 6 MS
     • Config B: 2 Cargo, 2 Infntry, 2 MS, 1 MA
  • Weapons
     • Anti MS: 8x 105mm machinegun turret
     • Anti Ship: 5x 2-barrel MPC turret, 2x Rocket Launcher (A, Space Only)


Terrestrial Ships


 Gallop - 750
  • Class: Hovercraft
  • Role: Fast Attack Cruiser
  • Features: M Particle Emitters; 1x Dedicated Hangar
  • Hangar Capacity: 1 Cargo, 2 Infantry, 4 MS
  • Weapons
     • Anti MS: 2x 105mm Machinegun turret
     • Anti Ship: 1x 2-Barrel 240mm Cannon Turret (A)


 Jukon II - 1000
  • Class: Submarine
  • Role: Amphibious Assaults; Shoreline Bombardment
  • Features: M Particle Emitters; 1x Dedicated Hangar
  • Hangar Capacity
     • Config A: 1 Cargo, 1 Infantry, 1 Boat, 4 MS
     • Config B: 1 Cargo, 5 Infantry, 5 Boat
  • Weapons: 6x Torpedo Launcher, 12x StS Vertical Launch System (A)


 Mad Angler - 2500 (L1)
  • Class: Submarine
  • Role: Naval Operations; Fleet Repairs; Shoreline Bombardment
  • Features: M Particle Emitters; 2x Dedicated Hangar; Ship Repair Equipment (R)
  • Hangar Capacity: 3 Cargo, 4 Infantry, 1 Boat, 12 MS, 1 MA
  • Weapons: 9x Torpedo Launcher, 10x StS Vertical Launch System (A)



WMDs & Services

WMDs


 Strategic Nukes - 6,000 (L1D)
This pack of 4 small tactical nukes can be stored and fired from any MS sized bazooka or rocket launcher. They will be stored as an optional armament until they are used for a single event.


 G3 Gas Warheads - 15,000 (L1D)
This pack of 12x G3 gas missiles can be purchased and stored in a Cargo slot for a Musai, Chivvay, Zanzibar, Jukon, Mad Angler, 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.


Services
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 (EF 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.

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.

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.

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 an EF or Rogue team forum until it is reset on Sunday. Purchasing this service triggers patrol rolls.


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: 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.

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

PC Refits - 0
This refit allows a PC unit to make any specific refits allowed by their unit.



 Dom Funf/Dom Tropen - 0
This refit changes an NPC Dom Funf between its two configurations. The Dom Tropen does not work in space, but is outfitted with Desert and Tropical climate equipment.


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.

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