03.25Shop
Welcome to the shop! This page provides for two purposes: firstly, a listing of common items shared between both the Earth Union and Rogue factions, and secondly, a specific shop for Earth Union mobile weapons and ships. Rogue players looking to pick up mobile weapons and ships should check the Bases page to see what is being sold and where they should look to find it.
Personnel
Many may wish to have personnel a cut above average for their mobile suits. This details how you may acquire them.
Pilot levels are based off the average Veteran Points for the top 25 pilots in the game; this number will be updated in a thread on the Questions Forum, on a monthly basis. Purchased pilots may gain experience from battle, but normally do not advance above Level 5. Pilots can be transferred between purchased mobile weapons, at which point it is better to think of the operation as upgrading the pilots, rather than the pilots upgrading the mobile weapon.
Level 1 Pilot
Level 1 pilots typically have been trained in the operations and usage of their mobile weapons but have little combat experience and are otherwise fairly “green”.
Cost: cr.25,000/50 Requisition
Note: Most mobile weapons or ships are Level 1 at purchase; this listing is only provided for circumstances where a shop item with no pilot or crew is encountered.
Level 2 Pilot
Level 2 pilots are a cut above average, typically the result of superior training or some battlefield experience.
Cost: cr.50,000/100 Requisition
Level 3 Pilot
Level 3 pilots have had significant combat experience which provides them with much greater capability than any amount of safe training.
Cost: cr.110,000/220 Requisition
Level 4 Pilot
Level 4 pilots are hardened veterans and career combat operators who have likely had hands-on experience with nearly all matters of battle.
Cost: cr.285,000/450 Requisition
Level 5 Pilot
Level 5 pilots are virtual aces in and of themselves and are typically capable of holding their own in almost any engagement.
Cost: cr.525,000/550 Requisition
Genetics
The prices above presume that the pilots in question are Oldtypes (“Naturals”), but a small minority of humans in the Earth Sphere exist (usually born) with other genetic types that have quantitative advantages in combat situations involving mobile suits. Unless otherwise stated, genotypes can’t be combined.
Coordinator
Coordinators are physically tougher and stronger than any normal human, and usually possess the potential to be smarter as well, as a result of a very intensive genetic engineering regimen before birth. These attributes lead to obvious advantages in mobile suit combat, although their homeland in PLANT has long insisted that Coordinators are not mere “super soldiers” but an improved brand of humanity in and of itself. Coordinator-piloted mobile suits are designated by a C, as such: “L1C GINN x 3″.
Cost: +cr.100,000/325 Requisition
Newtype
Newtypes are a naturally occurring genotype that many experts believe is the next stage of human evolution, and are only born from parents who have spent the majority of their lives in space. Whether this quirk is because of cosmic environmental effects, or (as the Space Revolutionary Army believed) people living in space must utilize more of their mental faculties to live, Newtypes generally exhibit markedly superior perception and reflexes, as well as great mental faculties. Some seem to be also be saddled with “interesting” personalities, although whether this manifests as natural charisma or social awkwardness varies. Newtype-piloted mobile suits are designed by an N, such as “L3N Bertigo x 1″.
Cost: +cr.425,000/325 Requisition
Super Soldier
“Super Soldier” is a blanket term applied to a declining population of “enhanced” humans created by some Earth-based governments during the last war. Via a complex series of surgical procedures, gene therapy, hypno-indoctrination, and extremely rigorous (sometimes fatal) training, a superior warrior at all forms of armed combat (including the use of mobile suits) can be created. While the “Biological CPUs” created by the Earth Sphere Alliance have all likely expired of natural causes, owing to their relatively short life spans and chemical dependencies, the Human Reform League’s enhanced humans were still being designed and produced during the early years of the Earth Union, although the program was formally terminated almost twenty years prior. Some types of Super Soldiers also possess so-called “quantum brainwave capability”, providing them with pseudo-Newtype powers to boot. Super Soldier-piloted mobile suits are designated with an S, such as “L2S Ahead x 2″.
Price: +cr.175,000/85 Requisition
Gear
Various useful things to have. These go into your inventory after you purchase them unless otherwise noted.
Ballute Pack
Most mobile suits cannot manage atmospheric re-entry to Earth on their own. A ballute pack, which deploys an inflatable heat-ablative shield for the mobile suit to utilize, allows for a safe touch down from orbit that would otherwise result in vaporization. A ballute pack causes a slight reduction of mobility due to its increased bulk, but this is mostly negligible in a zero-gravity environment. Ballutes can be purchased from any Earth-based installation with a space port or space-based installation with a dock facility, but they can only be used once. A mobile suit may only be equipped with a single ballute pack at a time due to its relatively large size.
Price: cr.5,000/20 Requisition
Note: If traveling to a terrestrial base with a spaceport, a ballute pack is sent up to you, typically as part of the applicable docking fees (if any). Separate purchase of a ballute pack is only necessary for making unassisted atmospheric re-entry to areas or regions without applicable facilities.
Dummy Balloon Launcher
Most mobile suits rely heavily on computer-assisted targeting systems that utilize a variety of motion-tracking and shape-recognition programs to help their pilots acquire and engage enemy forces. These systems, in addition to visual observation by the pilot, can be fooled at range by the use of decoys, popularly referred to as “dummy balloons” thanks to their appearance. When fired from a hand-held launcher, a special canister containing a balloon is inflated by compressed gas, unfolding and deploying into a rough humanoid shape meant to emulate, to some extent, the proportions of the mobile suit that fired them. The use of a dummy balloon launcher can, in the right situation, be a major advantage in combat, especially when facing a force of superior numbers. It is best used at a distance, since at closer ranges the shape of the balloon can clearly be made out, which hampers their usefulness. Dummy balloons can be employed in both atmosphere and space, although prevalent conditions (wind/debris) can hinder their usefulness.
Price: cr.2,000
Note: A dummy balloon launcher contains six dummy balloons, which can be fires sequentially or all at once at the pilot’s discretion. Once expended the launcher is designed to be thrown away.
Interplanetary Sailing Unit
Also known as an interplanetary booster, sailing units are extremely large-scale attachments for space vessels (often on the scale of six hundred or more meters in length) intended to provide the capability of traversing deep space quickly. With massive banks of nuclear pulse engines and extensive fuel supplies, a sailing unit can propel a ship at extraordinary speed – travel to other planets in the solar system, ordinarily a question of months or even longer, can be accomplished in just a matter of weeks. Furthermore, sailing units also include large stores of supplies for the crew of the vessel as well, as most ships designed for travel around the Earth Sphere lack the necessary storage for such long-term voyages away from friendly ports. Sailing units are typically only used for traveling beyond the Earth Sphere, and due to their enormous size typically are detached if the vessel is about to enter a combat situation.
Price: cr.150,000
Note: Without a sailing unit, interplanetary travel takes four times as long per region of the Solar System to be crossed, and a ship is limited to a maximum of twelve updates of travel in deep space before exhausting its stores of fuel or supplies.
Installations
Please consult the SimBase™ Document on the Forums.