Space Use:
These are the ships that can only go in space.
Colony Corporation Patrol Ship:
Cost: 3,000,000 credits
Fixed Armament: none
Launch Catapults: None
MS Capacity: 2
Upgrade Slots: 3 weapons
Notes: This is a fast moving ship that can carry one mobile suit. It is not armed so it is not meant for front line duty. This ship was originally designed to bring construction mobile suits to the work sight in a hurry.
Colony Patrol Ship:
Cost: 1,500,000 credits
Fixed Armament:
- 2 x beam gun
Launch Catapults: None
MS Capacity: None
Upgrade Slots: 3 weapon
Notes: This is a small and quick patrol ship. While alone it is just go for patroling space around a colony but as a part of a fleet this little ship makes a good skirmisher.
Space Freighter:
Cost: 5,000,000 credits
Fixed Armament: None
Launch Catapults: None
MS Capacity: 8
Upgrade Slots: 8 Weapons, 2 cargo, 2 engine, 1 armor
Notes: This is a freighter that is seen all over space. Whether it is plying trade in the colonies or moving cargo for one of the major powers. It is unarmed but can be easily upgraded. It can also carry weapons. Which has made this ship a popular choice among pirates. And it can hold alot of cargo.
Ferry Ship:
Cost: 8,000,000 credits
Armament:
- 2-barrel beam gun x 1
- anti-aircraft 2-barrel beam gun x 1
Launch Catapults: None
MS Capacity: 4
Upgrade Slots: 4 weapons, 1 armor
Notes: This is a smaller ship used to ferry goods between colonies. It even comes armed due to the fact that this type of ship is a favorite target for pirates or enemy military forces. Usually civilian models of this ship have no mobile suit capacity but it can be modified to carry four pods on the side of the ship that can carry a mobile suit each. Each pod can be directly accessed from the cargo bay of the ship, giving a pilot a way to his mobile suit in atomosphere. These pods can be ejected at any time to lighten the load of the ship or to get rid of the mobile suits should the ship get boardd by authorities.
Chivvay FPT class:
Cost: 30,000,000 credits
Fixed armaments:
- 2 x 3-barrel mega particle gun
Launch Catapults: None
MS Capacity: 12 or 6 ms and 1 ma
Upgrade Slots: None
Notes: This warship's design was gifted to Riah Republic. They use this ship to enforce their borders and keep their neutrality intact. It is a quick ship like all the others that are found in use in the Riah Republic. It is lightly armed for a ship of its time but what it does have for weapons pack a punch. This ship can also carry a large amount of mobile suits into battle.
Universal Use Ships:
These ships can be used both in the air and in space.
Komusai II:
Cost: 1,000,000 credits
Fixed Armament:
- 2 x gattling turret
Launch Catapult: None
MS Capacity: 1
Upgrade Slots: None
Notes: This is a basic shuttle that uses a booster to reach orbit. It is lightly armed but it gives you a ship to move around in and allows you to rech orbit with out having to go to a spaceport. It has little to no armor though so you may want to be careful with it.
Transport Ship:
Cost: 4,000,000 credits
Fixed Armament: None
Launch Catapult: None
MS Capacity: 6 or 1 ma
Upgrade Slots: 4 weapon, 1 cargo, 1 armor, 1 engine
Notes: This is the ship that is used to bring cargo to earth from space. It isn't all that quick and it has no weapons. But these can be upgraded. Also pilots have to cycle out an airlock and go outside the ship to enter their mobile suits so this isn't a quick process.
Naval Use Ships:
These are the ships used in or around water.
Aegis class:
Cost: 10,000,000 credits
Armament:
- 250mm rapid fire gun x 1
- 3 x 25mm anti-air Gatling gun
- 18 x anti-ship missile launcher
- 2 x Depth charge dispenser
Launch Catapults: None
MS Capacity: 3 or 3 vehicles
Upgrade Slots: None
Notes: This is a standard patrol ship that can be found in use by most powers that are not protected by EF or Zeon forces. It can take on other ships but isn't heavily armed. Also it carries its mobile suits on its three helicopter pads.
Cargo Class Freighter:
Cost: 5,000,000 credits
Armament: None
Launch Catapults: None
MS capacity: 6
Upgrade Slots: 4 weapon, 2 cargo
Notes: This is a large unarmed ship that does most of the shipping on Earth's seas. It is slow but can carry vast amounts of cargo. Also it can carry mobile suits in its cargo. Hidden from view even. So even attackers won't know what is aboard until you launch them.
Air Ships:
SST:
Cost: 5,000,000 credits
Fixed Armament:
- 1 x 3-barrel beam gun
- 1 x 2-barrel laser turret
Launch Catapults: None
MS Capacity: 3
Upgrade Slots: None
Notes: This is a high speed air plane type ship. It can also paradrop its mobile suits. It is lightly armed with a slow firing beam gun that packs a punch and a fast firing laser turret that inflicts little damage per hit but given time can destroy most targets.
Land Use Ships:
Transport Truck:
Cost: 200,000 credits
Fixed Armament:
- 1 x 6-tube missile launcher
- 1 x chaingun
MS Capacity: 1
Launch Catapult: None
Upgrade Slots: 1 Armor, 1 Engine(speed increase)
Notes: This truck is light armed and armored. Its strength lies in the fact it is small and able to go places most other transport can't.
Ship Upgrades:
Weapons:
2-barrel Machine Gun:
Cost: 50,000 credits
Slots Used: 1
Notes: This is a standard machine gun. It fires solid bullets. This weapon is perfect for hitting fast moving targets.
2-barrel Laser turret:
Cost: 100,000 credits
Slots Used: 1
Notes: This is a fast firing beam gun. It doesn't do a lot of damage but it will destroy a mobile suit in a short time.
Mega Particle Gun:
Cost: 200,000 credits
Slots Used: 1
Notes: This is a slow firing anti-ship weapon. It isn't the strongest weapon out there but a shot from this will either destroy a mobile suit or damage a ship. It points in one direction and are unable to aim. You get to choose which way it is facing.
Mega Particle Cannon:
Cost: 300,000 credits
Slots Used: 1
Notes: This is a mpc that is mounted on an aimable turret. It also packs more of a punch than the stationary verson.
3-Barrel Main Gun:
Cost: 400,000 credits
Slots Used: 1
Notes: These are the same weapons that you will find on the warships of the other powers. It is alot more easy to aim and still packs a punch.
8-Tube Missile Launcher:
Cost: 200,000 credits
Slots Used: 1
Notes: These are stationary missile pods. They are perfect for clearing objects out of your way or are also good for firing at grouped mobile weapons. While the missiles are easily dodged they will severly damage a mobile suit if they hit.
288-Tube Micromissile Pod:
Cost: 300,000 credits
Slots Used: 1
Notes: This weapon looks like a cargo pod. It is dropped from the ship to deploy. Then it fills the sky with missiles. Very effective at removing mobile suits fromthe area or destroying the ones chasing your ship.
Cargo Upgrades:
Mobile Suit Pod:
Cost: 100,000 credits
Slots Used: 1
Notes: This gives you ship another mobile suit slot. It comes in many forms. Like an exterior cargo pod or just a bracket for holding a mobile suit.
Weapons Pod:
Cost: 100,000 credits
Slots Used: 1
Notes: Turns a cargo slot into a weapons slot. Nothing to hard about that.
Boarding Pod:
Cost: 500,000 credits
Slots Used: 1
Notes: This pod has a group of pirates, marines or just plain trained soldiers in it. It is also designed to dock with a target ship and unload this boarding party to attempt to take over the ship. They are well armed and well trained. Also remember that while the pod is moving towards the target it is unarmed and a rather inviting target so protect it.
Repair Pod:
Cost: 1,000,000 credits
Slots Used: 1
Notes: This gives your ship the ability to half repair time for your and ally mobile suits. Not it will not give you instant repairs.
Cargo Pod:
Cost: 100,000 credits
Slots Used: 1
Notes: Lets you carry just that much more cargo.
Engine Upgrades:
Speed Increase:
Cost: 400,000 credits
Slots Used: 1
Notes: This is increases your speed from two times that of a mobile suit to three times that of a mobile suit. Note that this will not give you instant travel time.
Manuverable Increase:
Cost: 400,000 credits
Slots Used: 1
Notes: This makes your ship a little bit more manuverable. Also you can mount all the thrusters to point in one direction and blast yourself sideways, downwards or upwards as a way to dodge attacks.
Minovsky Craft System:
Cost: 1,000,000 credits
Slots Used: 1
Notes: This gives your ship the ability to move in atmosphere with out fear of falling. Some ships won't be all that manuverable but they will still be able to move.
Armor Upgrades:
Extra Armor:
Cost: 1,000,000 credits
Slots Used: 1
Notes: This makes the ship harder to destroy. While it isn't hugely effective against beam weapons it will make it harder to destroy with missiles and other such weapons.
Beam Resistance:
Cost: 1,000,000 credits
Slots Used: 1
Notes: This makes a ship more resistant to beam weapons by dispersing its heat over a wide area. It is not beam reflection due to the fact that it would be too expensive to coat a ship with something like that.
Ballute System:
Cost: 1,000,000 credits
Slots Used: 1
Notes: This is used to protect a ship from reentry heat.
These are the ships that can only go in space.
Colony Corporation Patrol Ship:
Cost: 3,000,000 credits
Fixed Armament: none
Launch Catapults: None
MS Capacity: 2
Upgrade Slots: 3 weapons
Notes: This is a fast moving ship that can carry one mobile suit. It is not armed so it is not meant for front line duty. This ship was originally designed to bring construction mobile suits to the work sight in a hurry.
Colony Patrol Ship:
Cost: 1,500,000 credits
Fixed Armament:
- 2 x beam gun
Launch Catapults: None
MS Capacity: None
Upgrade Slots: 3 weapon
Notes: This is a small and quick patrol ship. While alone it is just go for patroling space around a colony but as a part of a fleet this little ship makes a good skirmisher.
Space Freighter:
Cost: 5,000,000 credits
Fixed Armament: None
Launch Catapults: None
MS Capacity: 8
Upgrade Slots: 8 Weapons, 2 cargo, 2 engine, 1 armor
Notes: This is a freighter that is seen all over space. Whether it is plying trade in the colonies or moving cargo for one of the major powers. It is unarmed but can be easily upgraded. It can also carry weapons. Which has made this ship a popular choice among pirates. And it can hold alot of cargo.
Ferry Ship:
Cost: 8,000,000 credits
Armament:
- 2-barrel beam gun x 1
- anti-aircraft 2-barrel beam gun x 1
Launch Catapults: None
MS Capacity: 4
Upgrade Slots: 4 weapons, 1 armor
Notes: This is a smaller ship used to ferry goods between colonies. It even comes armed due to the fact that this type of ship is a favorite target for pirates or enemy military forces. Usually civilian models of this ship have no mobile suit capacity but it can be modified to carry four pods on the side of the ship that can carry a mobile suit each. Each pod can be directly accessed from the cargo bay of the ship, giving a pilot a way to his mobile suit in atomosphere. These pods can be ejected at any time to lighten the load of the ship or to get rid of the mobile suits should the ship get boardd by authorities.
Chivvay FPT class:
Cost: 30,000,000 credits
Fixed armaments:
- 2 x 3-barrel mega particle gun
Launch Catapults: None
MS Capacity: 12 or 6 ms and 1 ma
Upgrade Slots: None
Notes: This warship's design was gifted to Riah Republic. They use this ship to enforce their borders and keep their neutrality intact. It is a quick ship like all the others that are found in use in the Riah Republic. It is lightly armed for a ship of its time but what it does have for weapons pack a punch. This ship can also carry a large amount of mobile suits into battle.
Universal Use Ships:
These ships can be used both in the air and in space.
Komusai II:
Cost: 1,000,000 credits
Fixed Armament:
- 2 x gattling turret
Launch Catapult: None
MS Capacity: 1
Upgrade Slots: None
Notes: This is a basic shuttle that uses a booster to reach orbit. It is lightly armed but it gives you a ship to move around in and allows you to rech orbit with out having to go to a spaceport. It has little to no armor though so you may want to be careful with it.
Transport Ship:
Cost: 4,000,000 credits
Fixed Armament: None
Launch Catapult: None
MS Capacity: 6 or 1 ma
Upgrade Slots: 4 weapon, 1 cargo, 1 armor, 1 engine
Notes: This is the ship that is used to bring cargo to earth from space. It isn't all that quick and it has no weapons. But these can be upgraded. Also pilots have to cycle out an airlock and go outside the ship to enter their mobile suits so this isn't a quick process.
Naval Use Ships:
These are the ships used in or around water.
Aegis class:
Cost: 10,000,000 credits
Armament:
- 250mm rapid fire gun x 1
- 3 x 25mm anti-air Gatling gun
- 18 x anti-ship missile launcher
- 2 x Depth charge dispenser
Launch Catapults: None
MS Capacity: 3 or 3 vehicles
Upgrade Slots: None
Notes: This is a standard patrol ship that can be found in use by most powers that are not protected by EF or Zeon forces. It can take on other ships but isn't heavily armed. Also it carries its mobile suits on its three helicopter pads.
Cargo Class Freighter:
Cost: 5,000,000 credits
Armament: None
Launch Catapults: None
MS capacity: 6
Upgrade Slots: 4 weapon, 2 cargo
Notes: This is a large unarmed ship that does most of the shipping on Earth's seas. It is slow but can carry vast amounts of cargo. Also it can carry mobile suits in its cargo. Hidden from view even. So even attackers won't know what is aboard until you launch them.
Air Ships:
SST:
Cost: 5,000,000 credits
Fixed Armament:
- 1 x 3-barrel beam gun
- 1 x 2-barrel laser turret
Launch Catapults: None
MS Capacity: 3
Upgrade Slots: None
Notes: This is a high speed air plane type ship. It can also paradrop its mobile suits. It is lightly armed with a slow firing beam gun that packs a punch and a fast firing laser turret that inflicts little damage per hit but given time can destroy most targets.
Land Use Ships:
Transport Truck:
Cost: 200,000 credits
Fixed Armament:
- 1 x 6-tube missile launcher
- 1 x chaingun
MS Capacity: 1
Launch Catapult: None
Upgrade Slots: 1 Armor, 1 Engine(speed increase)
Notes: This truck is light armed and armored. Its strength lies in the fact it is small and able to go places most other transport can't.
Ship Upgrades:
Weapons:
2-barrel Machine Gun:
Cost: 50,000 credits
Slots Used: 1
Notes: This is a standard machine gun. It fires solid bullets. This weapon is perfect for hitting fast moving targets.
2-barrel Laser turret:
Cost: 100,000 credits
Slots Used: 1
Notes: This is a fast firing beam gun. It doesn't do a lot of damage but it will destroy a mobile suit in a short time.
Mega Particle Gun:
Cost: 200,000 credits
Slots Used: 1
Notes: This is a slow firing anti-ship weapon. It isn't the strongest weapon out there but a shot from this will either destroy a mobile suit or damage a ship. It points in one direction and are unable to aim. You get to choose which way it is facing.
Mega Particle Cannon:
Cost: 300,000 credits
Slots Used: 1
Notes: This is a mpc that is mounted on an aimable turret. It also packs more of a punch than the stationary verson.
3-Barrel Main Gun:
Cost: 400,000 credits
Slots Used: 1
Notes: These are the same weapons that you will find on the warships of the other powers. It is alot more easy to aim and still packs a punch.
8-Tube Missile Launcher:
Cost: 200,000 credits
Slots Used: 1
Notes: These are stationary missile pods. They are perfect for clearing objects out of your way or are also good for firing at grouped mobile weapons. While the missiles are easily dodged they will severly damage a mobile suit if they hit.
288-Tube Micromissile Pod:
Cost: 300,000 credits
Slots Used: 1
Notes: This weapon looks like a cargo pod. It is dropped from the ship to deploy. Then it fills the sky with missiles. Very effective at removing mobile suits fromthe area or destroying the ones chasing your ship.
Cargo Upgrades:
Mobile Suit Pod:
Cost: 100,000 credits
Slots Used: 1
Notes: This gives you ship another mobile suit slot. It comes in many forms. Like an exterior cargo pod or just a bracket for holding a mobile suit.
Weapons Pod:
Cost: 100,000 credits
Slots Used: 1
Notes: Turns a cargo slot into a weapons slot. Nothing to hard about that.
Boarding Pod:
Cost: 500,000 credits
Slots Used: 1
Notes: This pod has a group of pirates, marines or just plain trained soldiers in it. It is also designed to dock with a target ship and unload this boarding party to attempt to take over the ship. They are well armed and well trained. Also remember that while the pod is moving towards the target it is unarmed and a rather inviting target so protect it.
Repair Pod:
Cost: 1,000,000 credits
Slots Used: 1
Notes: This gives your ship the ability to half repair time for your and ally mobile suits. Not it will not give you instant repairs.
Cargo Pod:
Cost: 100,000 credits
Slots Used: 1
Notes: Lets you carry just that much more cargo.
Engine Upgrades:
Speed Increase:
Cost: 400,000 credits
Slots Used: 1
Notes: This is increases your speed from two times that of a mobile suit to three times that of a mobile suit. Note that this will not give you instant travel time.
Manuverable Increase:
Cost: 400,000 credits
Slots Used: 1
Notes: This makes your ship a little bit more manuverable. Also you can mount all the thrusters to point in one direction and blast yourself sideways, downwards or upwards as a way to dodge attacks.
Minovsky Craft System:
Cost: 1,000,000 credits
Slots Used: 1
Notes: This gives your ship the ability to move in atmosphere with out fear of falling. Some ships won't be all that manuverable but they will still be able to move.
Armor Upgrades:
Extra Armor:
Cost: 1,000,000 credits
Slots Used: 1
Notes: This makes the ship harder to destroy. While it isn't hugely effective against beam weapons it will make it harder to destroy with missiles and other such weapons.
Beam Resistance:
Cost: 1,000,000 credits
Slots Used: 1
Notes: This makes a ship more resistant to beam weapons by dispersing its heat over a wide area. It is not beam reflection due to the fact that it would be too expensive to coat a ship with something like that.
Ballute System:
Cost: 1,000,000 credits
Slots Used: 1
Notes: This is used to protect a ship from reentry heat.