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STAFFERS
Webmaster:
Dyrik
Co-Webmaster:
Hisame Arashi
Artist
Board Moderator:
Konokan Boucher
Chat Moderator:
Tristan Zane
Battle Writer:
TJ Hunter
Battle Writer:
Logan Wolf
Battle Writer:
Aku Ryuu
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Newsletter Editor:
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VOTING




This RPG was established April 14, 2000.

Base/Defenses

Cost

Leo Mobile Suit $75,000
Zaku Mobile Suit $80,000
Laser Turret $125,000
Xamel Mobile Suit $150,000
GM Sniper Mobile Suit $300,000
Gundam Mass Production Gound Type Mobile Suit $300,000
Prison Block $300,000
Refined Gouf Mobile Suit $400,000
Mining Station $800,000
Base $1,000,000
Pegasus Class Assault Carrier $1,000,000
Resource Satellite $1,000,000
Space Port $1,000,000
Super Noventa Cannon $2,000,000

Ships/Defenses

Cost

Zaku Mobile Suit $80,000
Rick Dom II Mobile Suit $100,000
GM Cannon II Mobile Suit $150,000
Refined Zaku Mobile Suit $400,000
Mobile Suit Carrier $1,000,000
Komusai II $1,200,000
Refitted Ark Class Light Cruiser $2,000,000
Zams Gar Class Flagship $8,000,000

Colony/Defenses

Cost

Zaku Mobile Suit $80,000
Rick Dom II Mobile Suit $100,000
GM Cannon II Mobile Suit $150,000
Val Valo Mobile Armor $200,000
Refined Gelgoog Mobile Suit $400,000
Colony Mover $800,000
Pegasus Class Assault Carrier $1,000,000
Neue Ziel Mobile Armor $1,500,000
Colony $2,000,000




Leo Mobile Suit
Weapons Beam Sabre x 2, Shield x 1, 105mm Rifle x 1, Beam Rifle x 1, Bazooka x 1, Dober Gun x 1
Stats

  • Armor 1
  • Fire Power 4
  • Effectiveness 4

    Zaku Mobile Suit
    Weapons 105mm Machine Gun x 1, 120mm Machine Gun x 1, 280mm Zaku Bazooka x 1, Heat Hawk x 1
    Stats

  • Armor .5
  • Fire Power 5
  • Effectiveness 4

    Laser Turret
    Stats

  • Armor 2
  • Fire Power 8
  • Effectiveness 6

    Xamel Mobile Suit
    Weapons 680mm Artillery Cannon x 1, 20mm Vulcan Gun Turret, 8-Tube Missile Launcher x 1
    Stats

  • Armor 3
  • Fire Power 8
  • Effectiveness 6
  • Special Features Can Attack Approaching Enemy From A Day Away

    GM Sniper Mobile Suit
    Weapons Beam Sabre x 2, Long Range Beam Rifle x 1, Shield x 1
    Stats

  • Armor 1
  • Fire Power 6
  • Effectiveness 6
  • Special Features Can Attack Approaching Enemy From A Day Away

    Gundam Mass Production Ground Type Mobile Suit
    Weapons Vulcan Gun x 1, Multi-launcher x 1, Beam Sabre x 2, 100mm Machine Gun x 1, 180mm Cannon x1, Beam Rilfe x 1, Bazooka Gun x 1, 6-Tube Missile Launcher x 1, Net Gun x 1, Shield x 1
    Stats

  • Armor 3
  • Fire Power 5
  • Effectiveness 5

    Base
    Defenses None
    Purpose Bases, like Colonies can be thought of as symbols of power. Bases start with no defenses. You must buy mobile suits, ships, or turrets for the base to be able to defend itself. An uninhabitied and defenseless base can be overtaken without the enemy even firing.
    Special Options For extra you can place your base in a special location. Certain locations have their advantages and disadvantages.

  • Under Water This restricts the number of suits that could attack, restricts the number of suits that could travel to it, restricts pretty much all defensive suits from being bought, and you can not build a space port on it. This option costs $300,000 extra. For Earth bases only.
  • Mountains Increases the difficulty of reaching the base and adds a day to the traveling time to reach it. You can not build a space port on a mountain base. This option costs $300,000 extra. For Earth bases only.
  • Sky Base Decreases the amount of people that can attack or visit the base. Can not have a mining station, but is a space port automatically. This option costs $800,000 extra. For Earth bases only.
  • Artic Decreases the amount of people that could reach the base and requires 2 days to reach it. When fighting at an artic base, only very skilled pilots will manage. You can not build a mining station at an artic base. This option costs $800,000 extra. For Earth bases only.

    Pegasus Class Assault Carrier
    Weapons 2-Barrel 580mm Main Gun x 1, 2-Barrel Mega Particle Gun x 2, Anti-Aircraft 2-Barrel Machinegun x 8, 3-Tube Missile Launcher x 8, GM Mobile Suit x 6
    Stats

  • Armor 10+
  • Fire Power 10+
  • Effectiveness 10+
  • Special Features Each Pegasus has 6 GM Mobile Suits onboard and can launch them to attack and defend

    Resource Satellite
    Defenses None
    Purpose The Resource Satellite is much like a colony. The differences are that you can not build bases on a Resource Satellite, you can not buy defenses for them, and they can not be moved. The advantage of a Resource Satellite is that you get $50,000 every week when you own one.


    Super Noventa Cannon
    Stats

  • Armor 2
  • Fire Power 8
  • Effectiveness 7
  • Special Features Can Attack Approaching Enemy From A Day Away
  • Information The Super Noventa Cannon is a high powered weapon capable of striking an enemy or enemies that are a day away from a base. Because of the enormous amount of heat generated by this weapon, it can only be fired once every two days. It is also hard to be accurate with this weapon and will often miss.

    Rick Dom II
    Weapons Scattering Beam Gun x 1, Heat Sabre x 1, 360mm Giant Bazooka x 1, MMP-80 90mm Machinegun x 1, 880mm Raketen Bazooka x 1, Sturm Faust x 1
    Stats

  • Armor 2
  • Fire Power 7
  • Effectiveness 7

    GM Cannon II
    Weapons 60mm Vulcan Gun x 2, Beam Sabre x 1, Beam Cannon x 2, 90mm GM Rifle x 1, Shield x 1
    Stats

  • Armor 3
  • Fire Power 4
  • Effectiveness 7

    Mobile Suit Carrier
    Weapons None
    Stats

  • Armor 2
  • Fire Power 0
  • Special Features Reduces Travel Time By Half
  • Information These are alternate transports that are much faster. They reduce travel time by half, but also must be launched from a Base with a Space Port. You must own a Base with a Space Port to buy a Mobile Suit Carrier. Once bought, the MS Carrier will be placed at your base and await your command to launch. MS Carrier can hold a maximum of 10 suits total.

    Val Valo Mobile Armor
    Weapons Large Mega Particle Cannon x 1, 2-Tube Missile Pod x 2, Anti-Aircraft Beam Gun x 2, 110mm Vulcan Gun x 4, Plasma Leader x 3
    Stats

  • Armor 3
  • Fire Power 7
  • Effectiveness 7
  • Special Features Capable of Engaging an approaching enemy from a day away

    Colony Mover
    Weapons None
    Stats

  • Armor 1
  • Fire Power 0
  • Special Features ... Moves Colonies
  • Information If you want to move a colony, this is what you need. If you want to drop a colony, this is what you need. But when you drop a colony, someone has to ride the mover down.

    Neue Ziel Mobile Armor
    Weapons Mega Cannon x 1, Mega Particle Gun x 9, Wire Guided Heavy Claw Arm x 2, Mega Particle Gun/Sabre x 2, Hidden Sub-Arms x 4, Beam Gun/Sabre x 4, Missile Launcher x 4, 6-Tube Micromissile Launcher x 2, 12-Tube Micromissile Launcher x 1, I-Field Barrier Generators x 4
    Stats

  • Armor 4
  • Fire Power 8
  • Effectiveness 9
  • Special Features Capable of Engaging an approaching enemy from a day away

    Colony
    Defenses None
    Purpose The biggest symbol of power and wealth. Home of close to 2 billion people, a Colony is your home. Onboard your colony, everyone you choose gets instant repairs. Like Bases, you can buy defenses for Colonies. Certain units that defend colonies can engage an approaching enemy from a day away.


    Komusai II
    Weapons Gatling Gun Turret x 2
    Stats

  • Armor 8.5
  • Fire Power 4
  • Special Features You can travel and attack in these.
  • Information These are like the ships won in FFA's and Trivia's, though nowhere near as powerful. Traveling in these ships also doubles your traveling times, like all ships. You can buy no defensive mobile suits for this ship. Good if you need quick support and can't get an Ark. The maximum passengers you can have on this is 10 total.

    Refitted Ark Class Light Cruiser
    Weapons 2-Barrel Main Gun x 4, 3-Barrel Secondary Gun x 8, Missile Launcher x 4
    Stats

  • Armor 10+
  • Fire Power 10+
  • Special Features You can travel and attack in these.
  • Information Closer to the level of combat held by ships won in FFA's and Trivia's, the Ark is reasonably better than the Komusai II. Like all ships, travel time is doubled when you travel in this. You can buy a maximum of 6 defensive suits for this ship. The maximum passengers you can have on this is 5 total.

    Zams Gar Class Flagship
    Weapons 2-Barrel Main Gun x 5, 2-Barrel Main Gun x 2, 2-Barrel Secondary Gun x 6
    Stats

  • Armor 10+
  • Fire Power 10+
  • Special Features You can travel and attack in these.
  • Information This ship is every bit worth the buck because it has a bite and bark to match the steep price. This ship is equal if not better than most ships won in FFA's and Trivia's. It doubles the travel times when you ride in this. You can buy a maximum of 10 defensive mobile suits for this ship and 1 mobile armor. Yes, you can actually buy a Neue Ziel or Val Valo for this ship. The maximum passengers you can have on this is 15 total.

    Space Port
    Defenses 15-Tube Missile Launcher x 2
    Purpose You must own a base to have a Space Port. Once you have a Space Port, you have the option of buying Mobile Suit Carriers and launching ships within the atmospheres of Mars and Earth back into orbit. Space Ports also come with their own defenses which add to the bases defenses.


    Refined Gelgoog Mobile Suit
    Weapons Beam Rifle x 1, Beam Sabre x 1, Grenade Launcher x 1
    Stats

  • Armor 7
  • Fire Power 6
  • Effectiveness 8

    Refined Zaku Mobile Suit
    Weapons Beam Rifle x 1, Beam Axe/Beam Spray Gun x 1, 2-Barrel Vulcan Gun x 1, Beam Bazooka x 1
    Stats

  • Armor 5
  • Fire Power 7
  • Effectiveness 6

    Refined Gouf Mobile Suit
    Weapons Heat Rod x 1, Machine Gun x 5, Beam Rifle x 1, Beam Sword x 1, Head Vulcan Gun x 4
    Stats

  • Armor 9
  • Fire Power 5
  • Effectiveness 7

    Mining Station
    Defenses None
    Purpose You must own a base to have a Mining Station. Once you have a Mining Station, you receive $50,000 every week. It's like a resource satellite for bases only a bit more vunerable.


    Prison Block
    Defenses None

  • Special Features Gives a base the options of taking prisoners
    Purpose When you buy this for a base, you are given the option of taking the pilots of destroyed suits as prisoners. You can hold them for no more than 20 days. Check the Rules for the options you have with prisoners.