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Fortifications
Base: A terrestrial compound, outfitted to your desire. A plain, ordinary base is great when you need a cool... place to... have a BBQ? This is a side note: bases are fodder in the After Colony era.
Cost: 250 + location(s) credits.

Space Fortress: A giant landmark, space fortresses signify economical and military might. Like Barge (save the giant cannon), you too can spread your influence throughout the known expanse of stars. These behemoths range from floating rock-faces, to enormous mechanical doomsday devices. They come with 25x anti-MS cannons and can move very, very slow (1/2 times the speed of a mobile suit). With that, though, comes the price.
Cost: 3,500 credits

Colony: Colonies of the After Colony era are weak in comparison to those from other eras. So, as a gift, the colony comes with 5x lvl 0 Leo mobile suits, a spaceport, a hangar, and 10x average beam turrets. They're rather cheap, too.
Cost: 500 credits, and it gives you 50 credits every week.

Asteroid Mine: The MO's, who were so thoroughly ravaged in every Play-By-Email RPG ever made, are making an appearance. You make money, yes, but you're at a great disadvantage: no fixed defenses or add-ons may be attached to an asteroid mine at any time. What-so-ever. But, I just lied. The mine comes free with one hangar and 10x space defense platforms, which are basically just a few beam turrets glued to a frame and left to float around in space (my image, of course). Note that you cannot attached a spaceport---one ship may dock with it, though. So, after that no more defenses.
Cost: 800 credits, but you make an additional 100 every week.



Base Locations
Urban: Within the urban setting, bases make their appearance. You make an additional 100 credits every payday, as well as gain the advantage when forces invade. Guerrilla warfare!
Cost: add 300 credits to your base purchase.

Forest: In the woods, duh. You have to level some trees... and your bright white Tauruses might stick out.
Cost: add 250 credits to your base purchase.

Desert: Compounds built in the desert are easy targets, but additional climate change fixes that. Hot, dry days and cold, windy nights make seiging difficult. Also, your desert grade mobile suits have an advantage.
Cost: add 200 credits to your base purchase.

Arctic/Antarctic: Freezing temperatures are ideal if you wish for seclusion, but supplies are hard to come by.
Cost: add 100 credits to your base purchase.

Sea: Resembling the large oil rigs at sea, not much is worth noting. Good if you want to stage an underwater invesitagtion; bad if you can't swim.
Cost: add 200 credits to your base purchase.

Coastal: Fortresses built on the banks of river or on the beaches of the ocean.
Cost: add 200 credits to your base purchase.

Underwater: Much like the name. These bases are contained within thick, near-impenetrable domes to withstand the pressures of deep seas. Non-aquatic mobile weapons are at a disadvantage, as are most firearms and beam-related weapons.
Cost: add 400 credits to your base purchase.

Underground: An underground base is discrete and adds much needed defenses without the addition of extra armaments and conspicuous walls.
Cost: add 500 credits to your base purchase.

Mountain: Bases built on the summits of large peaks---somewhere near all the hermaphroditic Olympian gods. Ideal of arial combatants.
Cost: add 500 credits to your base purchase.

Lunar: Bases built within craters of the various moons of our solar systems. No real advantages other than the natural barriers and improbability of a large-scale attack.
Cost: add 500 credits to your base purchase.

Colony: Bases attached to a colony are stock bases. The bonus for having a base within a colony is that it protects against insurrections and the like. No added fee.

Combo: Add a few of the aforementioned locales to make the ultimate base! Obviously an arctice + desert base won't work, so don't be a jackass.
Cost: base + location 1 + location 2 + 100 credits = total.



Add Ons
Command Center: These usually come standard on all installation except bases. These basically help manage your forces better when attacked, 'bout it. Otherwise, they're a big target and once they're gone, most bases' leases are void.
Limit: 1 for bases; 1 for colonies; 1 for asteroid fortresses
Cost: 300 credits

Cellblock: This is where you store your criminals. When a base attack fails, this is where they go. A ransom may be issued, but you may not hold an individual for more than 7 days. Killing them is totally up to you, but it is advised against.
Limit: 1 for bases; 1 for colonies; 1 for asteroid fortresses
Cost: 200 credits

Barracks: These allow for your soldier a place to sleep/train/whatever. So, a base with one of these attached has its units fight at a skill level higher than marked. So, a Leo at level 1 now fights at level 2 (this only counts for units at lvl 0, 1, and 2).
Limit: 1 for bases (can only be attached to bases: effect carries over for colonies with bases attached); 1 for asteroid fortresses
Cost: 700 credits

Hangar: Bases may hold more than 5 units with one of these attached, and can now perform repairs on ships for no cost. Each holds 20 mobile suits.
Limit: 10 for bases; 20 for colonies; 50 for space fortresses
Cost: 100 credits

Spaceport: Not many ships in the After Colony era... yet, there is always a need for major hubs and enter/exit ports. Only bases and colonies with Spaceports can accommodate ships. One holds 5 ships.
Limit: 1 for bases; 5 for colonies; 8 for space fortresses
Cost: 400 credits

Communications Array: Radar and sonar in one package. These babies are outfitted on asteroid fortresses, and even colonies. Having a communications array allows you to better equip yourself if a base is attacked, meaning you have a much greater chance of survival. Also, having one gives you the ability to call for backup... Note these are needed if you plan to have mobile dolls at your base/colony.
Limit: 1 for bases; 1 for colonies; 1 for space fortresses
Cost: 350 credits

Production Facility: This (when attached to a base, colony or asteroid mine) produces 10 Leo Variants a week, or 8 Aries, or Tragos, or 4 Taurus.
Limit: 1 for bases; 2 for colonies; 5 for space fortresses
Cost: 1,500 credits

Minefield: Large, mobile suit-sized mines, deployed around a base. Marine versions are capable of doing the same, if not more, damage to the enemy. Is it effective? Why not find out.
Limit: 2 for bases; n/a for colonies; n/a for space fortresses
Cost: 150 credits

Space Mines: Much like its terrestrial counterpart, the space mine is spherical in shape and may be deployed in horizontal fashion in regions nearby your space fortress.
Limit: n/a for bases; 5 for colonies; n/a for space fortresses (they move)
Cost: 200 credits



Base Defenses
Average Beam Turret: A small, somewhat useless, beam turret. The standard armament for colonies and other such installations. They act as fillers, since something is better than nothing---especially in the middle of a huge, black void. Though mildly effective in numbers, the weapons have little or no effect on gundanium armored units.
Limit: 50 for bases; 75 for colonies, 100 for space fortresses
Cost: 25 credits

Heavy Beam Turret: An upgraded version of the standard beam turret, the heavy beam turret fires larger, more powerful beams. Though this seems to have improved on the basic design, its limitations become apparent when used in mass numbers. The turrets themselves require ridiculous amounts of energy, so only a few may be used (10). The result is a decent defense against Gundams, and other such mobile suits.
Limit: 10 for bases; 20 for colonies; 30 for space fortresses
Cost: 60 credits

Laser Cannon: Powerful, inordinate weapons. Creates a long stream of energy, easily dodged, yet powerful against slow targets like space craft and space fortresses. Average versus gundanium.
Limit: 5 for bases; 8 for colonies; 12 for space fortresses
Cost: 125 credits

Anti-MS Cannon: A weapon designed primarily for the use against mobile suits, but not that effective against gundanium. It can slow them down, but not inflict serious damage.
Limit: 20 for bases; 40 for colonies; 60 for space fortresses
Cost: 50 credits

Noventa Cannon: Named for the late Marshall Noventa, this cannon fires a spread of energy, which, ironically, explode into a fiery hail, killing just about anything in the vicinity. The ironic part being Marshall Noventa's plan for peace and pacifism.
Limit: 1 for bases; n/a for colonies; n/a for space fortresses
Cost: 650 credits

Space Defense Satellite: This satellite has various compartments, storing 16 ballistic missiles. For a better representation, view the episode of Gundam Wing when Une tries to attack the colonies.
Limit: n/a for bases; 10 for colonies; n/a for space fortresses (they move)
Cost: 450 credits

Torpedo/Missile Launcher: For marine bases and any other fortification that needs some extra spunk. One turret contains two missiles, which are basically propped up somewhere near the water or wall. Good against crappy Cancer's and Aries, may not do so well against a Gundam monster---who knows! Probably slow them down.
Limit: 20 for bases; n/a for colonies; n/a for space fortresses
Cost: 75 credits



Ships
Transport Plane: The Gundam pilots stole these a lot throughout the series---they also trashed them a lot. They hold five mobile suits and two 2-barrel anti-aircraft turrets mounted on either side. Great if you want to move several battlegrounds in tandem, also good if you want to assault a base. Can go across bodies of water at no expense. Good deal.
Cost: 150 credits

Taurus Cruiser: A cruiser designed specifically to carry Taurus mobile suits (three to be exact) and travel 2x the speed of a standard mobile suit. Sadly, it has no weapons and very little protection from traditional armaments.
Cost: 300 credits

Virgo Transport: A small, trans-atmospheric transport; travels 2x the speed and can go across bodies of water. Holds ten mobile suits and can make orbital drops (see rules).
Cost: 700 credits

Heavy Transport: A twelve mobile suit transport with two 10-tube missile pods. It may only be used in space.
Cost: 1,000 credits

Assault Carrier: This is what Zechs is seen in during his first encounter with the Wing Gundam. It has two machine guns, one 2-barreled beam turret, and one 2-barreled laser turret. It can travel in and out of the atmosphere, travel 2x the speed and can go across bodies of water, and holds four mobile suits.
Cost: 800 credits

Preventer Shuttle: This is what Noin and Sally fly in the Endless Waltz movie when they encounter Heero and Duo, and kill a bunch of Taurus'. Definitely the best armed of the space-faring vessels---if you can overlook its small cargo space. For armaments, you ask? One forward firing 2-barrel beam gun and 16 mini-missile pods, each sporting 19 missiles. Holds two mobile suits and can travel through atmospheres.
Cost: 550 credits.



Mobile Suits
Leo
Cost: 50 credits

Leo Early Type
Cost: 45 credits

Leo Cannon Type
Cost: 70 credits

Leo Space Type
Cost: 65 credits

Virgo
Cost: 400 credits

Taurus
Cost: 200 credits

Aries
Cost: 75 credits

Tragos
Cost: 125 credits

Pisces
Cost: 50 credits

Cancer
Cost: 40 credits

Serpent
Cost: 350 credits

Maganac
Cost: 70 credits

Maganac Cannon
Cost: 90 credits

Maganac Gunner
Cost: 120 credits

Olifant
Cost: 150 credits



Pilots
Trainee: This is only for you cheap bastards out there who need tons of units at discount prices. The pilot is level 0, he's basically the kid in front of you in the Driver's Ed. car, parking crooked and swerving in and out of traffic. So, you'd imagine they'd be cheap.
Cost: subtract 20 credits from your mobile suit or ship purchase.

Talented: This pilot's shown some gusto in the academy or on some premature battle. But anyways, he's at level 2.
Cost: add 75 credits to your mobile suit or ship purchase.

Experienced: Suits marked at level 3, he's best described as the squad leader or XO of some outfit. He has the gift, maybe seen some action, but most of all; he'll probably pull you through in a squeeze.
Cost: add 150 credits to your mobile suit purchase.

Skilled: He's the CO, the guy with the knowledge and know-how (think John Wayne, only without his horse). Level 4 goodness.
Cost: add 300 credits to your mobile suit or ship purchase.

Ace: A very small margin of pilots make it this far, so be proud. They've killed many in their crappy mass-produced weapon, making them a legend in most cases. Level 5, uh huh.
Cost: add 600 credits to your mobile suit or ship purchase.

Hero: A hero is a fantastic pilot, one of mythical proportions to say the least. Gundam pilots, Zechs; they're around there on the scale. A crazy level 6.
Cost: add 1,200 credits to your mobile suit or ship purchase.

Mobile Doll: Thus far, the mobile doll system may only be installed on the Taurus and Leo Space Type. It comes free with the Virgo, this is why it's so expensive. It's extra money, but it greatly improves your mobile suit's performance. On a side note, though, mobile dolls can only be deployed on bases and ships. This being that they must be controlled from a center, and we're assuming that the aforementioned ships/bases are in possession of such a device. This means no mobile dolls in your Wing, sorry fellas. Marked on information pages as simply "MD", you too can be the next Tubarov.
Cost: add 300 credits to your mobile suit purchase.