04.15Shop : Earth Sphere Alliance
General | Earth Sphere Alliance | Human Reform League | Atlantic Federation
Space Revolutionary Army | ZAFT | Rogue
Earth Sphere Alliance Shop
Leo
Role: General purpose, all-environment
Environs: Land, Space, Air (with flight pack)
Fixed armaments: none
Optional fixed armaments: shield, mounted on left shoulder or hand-carried, mounts 2 x beam saber; 2 x beam cannon, fire-linked, mounted on shoulders (cannot be used in conjunction with other fixed armaments); dobergun, magazine-fed, mounted on right shoulder, hand-operated
Optional hand armaments: 105mm rifle, drum-fed, 100 rounds per drum; beam rifle, 20 round charge; “shorty” beam rifle, 20 round charge; bazooka
The Leo is the Alliance’s mainstay general combat mobile suit, capable of being fielded in most theaters. It is well armed with a variety of weapons for short, medium and long range engagements, and can be used in space as well as on Earth, including short-distance air attacks when fitted with an optional flight pack. It is quite mobile due to its light weight, but as a result its armor protection is rather thin. Due to its simple, modular construction, it is very easy to mass produce in great numbers.
Cost: 30,000
Aries
Role: Air dominance, support
Environs: Land, Air
Fixed armaments: 4 x hardpoint, can mount additional weapons; beam saber x 2, mounted in recharge racks at waist
Optional hand armaments: chainrifle, magazine-fed, can be stored on wing hardpoint; 4-tube missile pod, can be stored on wing hardpoint
The Aries is jet-propelled, with a quartet of powerful engines enabling it to fly at high speed and with considerable maneuverability. The Alliance typically utilizes it as a heavily-armed fighter jet (though it is capable of fighting on the ground conventionally), intended to gain air superiority over a combat zone, then support ground forces by strafing the enemy with its heavy missile armament. It is even less armored than the Leo in order to achieve its high mobility, and due to its low generator output, it is not armed with any beam weapons.
Cost: 35,000
Tragos
Role: Support
Environs: Land
Fixed armaments: none
Optional fixed armaments: 2 x cannon, mounted on torso over shoulders
Optional hand armaments: beam rifle, 20 round charge; heavy machine gun
The Tragos is a dedicated support mobile suit, derived from the Leo and featuring a reinforced, well-armored body. A pair of heavy cannons are mounted over its shoulders for attacking well-protected targets over long range, and it can also equip a beam rifle or machine gun. To compensate for its rather bloated size, the Tragos can also be fitted to a tank-like body equipped with a hover system to provide it with a high ground speed (as well as reduce its target profile).
Cost: 30,000
Cancer
Role: Sea superiority
Environs: Sea (submersible)
Fixed armaments: 4 x torpedo/missile launcher, mounted pairs in arms; 2 x claw, mounted in arms
The Cancer is the Alliance’s primary mobile suit for aquatic combat, featuring excellent mobility and a rather small profile. Four torpedo launchers are mounted in its arms, which can also fire SUBROCs for attacking land or air targets from safety beneath the surface. It is incapable of functioning out of the water, however.
Cost: 40,000
Pisces
Role: Sea superiority, amphibious assault
Environs: Sea (submersible), Amphibious
Fixed armaments: 12 x torpedo/missile launcher, 6 mounted in each shoulder
The Pisces is an enhanced follow-on to the Cancer, intended for underwater combat as well as amphibious operations. At the cost of some mobility compared to the Cancer, the Pisces can transform into a humanoid form with legs and manipulator hands for attacking targets outside of the water. Like the Cancer, its torpedo launchers can also fire SUBROCs at surface or airborne enemies from underwater (or above water, for that matter).
Cost: 45,000
Taurus
Role: General purpose, all-environment
Environs: Space, Air, Land
Fixed armaments: beam saber x 2, mounted in recharge racks on waist
Optional hand armaments: beam rifle, 30 round charge, stored on back in flight mode; beam cannon, stored on back in flight mode, 10 round charge; laser rifle
An advanced, transformable mobile suit for combat in all environments, the Taurus is intended to replace the Leo for heavy combat situations. It is capable of flight in atmosphere when transformed, offering comparable mobility to the Aries, and is significantly faster and more maneuverable than the Space Leo. Aside from a high-capacity beam rifle, the Taurus can also arm a heavy beam cannon for attacking hardened targets, providing the mobile suit with firepower analogous to a warship’s main artillery. A temperamental laser rifle can also be armed to defeat targets equipped with anti-beam barriers. The Taurus’ beam cannon is known to overheat in atmosphere.
Cost: 60,000
Serpent
Role: Assault
Environs: Land, Space
Fixed armaments: 2 x 8-tube missile launcher, mounted in shoulders; beam saber x 2, mounted in recharge racks on waist
Optional hand armaments: double Gatling gun, can be stored on backpack storage racks; bazooka, can be stored on backpack storage racks; beam cannon
Originally Sagittarius, the Serpent is the top-of-the-line manned mobile suit fielded by the Alliance. Though it can only fly briefly, the Serpent possesses excellent mobility in atmosphere and can outmaneuver the Space Leo handily. It is thick-skinned and armored with neo-titanium, making the Serpent quite durable as well. Thanks to its heavy weapons, including ballistics, missiles and a beam cannon, it can also engage virtually any target. Giving Alliance officers’ distaste for melee combat, it is not provided with a weapon for hand-to-hand fighting, though its bazooka can make quite a cudgel in a pinch.
Cost: 75,000
Elite
Virgo
Role: Assault
Environs: Land, Space
Fixed armaments: beam cannon, powered by energy collector/generator on right shoulder, mounted on right arm
Remote weapons: 4 x planet defenser, generates defensive energy field, stored in racks in left shoulder
The Virgo is a mobile doll, controlled either by an onboard AI or external control system at a mothership or base. As a result it possesses exceptional reaction time and tactical thinking “out-of-the-box”, and never suffers from pilot fatigue or endurance on long combat operations. Though only marginally more mobile than the Leo, and not armored quite as well as the Serpent, the Virgo is still well protected as far as Alliance mobile suits go, and is armed with a potent and quick-firing cable-powered beam cannon. Its four planet defensers can provide virtual immunity to all but the most powerful of enemy weapons, and three or more Virgos acting in concert can create a full 360 degrees of coverage.
Cost: 225,000
Virgo II
Role: Assault, all-environment
Environs: Land, Space, Air
Fixed armaments: 2 x beam saber, stored below shoulder joint, hand-carried in use
Optional hand armaments: beam cannon, powered by external energy collector/generator; beam rifle, 25 round charge, can be stored in boost binder
Remote weapons: 8 x planet defenser, generates defensive energy field, stored in racks in shoulders
The upgraded Virgo II is similarly designed to its predecessor, but features substantially improved thrusters and is programmed to outmaneuver the enemy, rather than simply outgun them. The Virgo II can fly in atmosphere with similar speed and mobility to the Aries. Its planet defensers are doubled, allowing one Virgo II to protect itself from all sides, and can optionally equip a fast-firing beam rifle for engaging high-mobility targets. It is also provided with beam sabers for hand-to-hand combat; mobile dolls are ruthlessly simplistic in melee combat, though they can be somewhat predictable to ace pilots.
Cost: 250,000
Scorpio
Scorpio
Role: Heavy Assault, all-environment
Environs: Land, Space, Air
Fixed armaments: 10-tube chest micro-missile launcher x 1, 10-tube shoulder micro-missile launcher x 2, A.S. Planet Defensor x 1
Optional fixed armaments: beam bayonet x 2, heat rod x 1 (mobile armor mode)
Optional hand armaments: beam bayonet (beam rifle/beam saber) x 1
An advanced hybrid mobile suit created for the purpose of heavy attack, the Scorpio is a radical improvement on the Virgo line. It is transformable and armed with several new weapons, including missile launchers for engaging multiple opponents, a combination beam rifle/beam saber called a beam bayonet, and an advanced shielding planet defensor for stronger defense. In its mobile armor mode, it boasts a second beam bayonet and a head rod mounted on the rear of the machine, leading the ESA to give it the code name “Scorpio”. It deploys in mobile armor first and should it need to transform into mobile suit mode, it must eject some parts, leaving it unable to return to its mobile armor mode, but this is the only notable flaw in the design. The Scorpio can either be piloted, or be installed with a mobile doll system. It uses a large “All Surround” planet defensor as a shield, which generates a powerful PD barrier that can surround the entire mobile suit.
Despite it’s large size compared to existing ESA mobile weapons, the Scorpio is quite compact in mobile armor mode and thus uses only one hangar space.
Price: 150,000 without MD system, 300,000 with
Capricorn
Role: Melee
Environs: Land, Space
Fixed Armaments: 2 x heat rod, mounted on shoulders
Optional Fixed Armaments: None
Optional Hand Armaments: None
Price: 150,000
A curiosity in the Alliance, the Capricorn was designed expressly for the purpose of melee combat in the period of time before raids by GN-powered mobile suits saw the Alliance modifying their existing mobile suits with melee weapons, leading to the Capricorn project being shelved. Armed with two heat rods like those featured on the Epyon, the Capricorn is a surprisingly lethal combatant, despite the mobile doll programming’s simplistic nature. It is best paired with mobile suits capable of ranged combat.
Mobile dolls are considered L4 when acting alone, and L6 when under the effect of a central Mobile Doll Control System. All ESA vessels maintain a basic version of the system, as do Taurus units; the L6 bonus comes when mobile dolls are enhanced by massive, dedicated Zero System enhanced systems such as that integrated into the Virgo Carrier, or into certain bases.
Ships
Space Leo Carrier
MS Capacity: 12
Environs: Space
A high-speed vessel for moving around a large number of Leos at once, Leo Carriers are uncomplicated affairs, essentially an oblong box fitted with thrusters and modular maintenance facilities for the upkeep of its mobile suits. Leo Carriers are unarmed, but can generally flee anything dangerous due to very large engines.
Cost: 400,000
Virgo Carrier
MS Capacity: 8
Environs: Space, Atmosphere
High-speed carrier explicitly for transporting and controlling Virgos, and is fitted with a Mobile Doll Control System as standard. Virgo Carriers are capable of sustained flight in atmosphere as well as making re-entry on their own, aerial deployment of mobile suits, and so forth, making them excellent for staging planetary invasions. Better armored than the Leo Carrier, but still unarmed.
Cost: 1,000,000
Combat Command Cruiser
MS Capacity: 4
Armament: 2-barrel antiaircraft laser cannon, 3-barrel beam cannon
Environs: Space, Atmosphere, Amphibious
High-speed, high-mobility cruiser for use on both Earth and Space, Alliance commanders typically use these excellent boats as forward command positions during combat operations. Fitted for aerial deployment and retrieval of mobile suits, the Combat Command Cruiser can also manage atmospheric re-entry on its own, can land on bodies of water, and deploy amphibious mobile suits; they are also armed for both offense and defense. The well-protected lifting body and generators for the beam weapons lead to a rather small mobile suit capacity, however.
Cost: 500,000
Submarine Carrier
MS Capacity: 6 (Pisces) or 8 (Cancer)
Armament: 4 x torpedo launcher, 24 x missile launcher
Environs: Sea (submersible)
Triple-hulled submarine for transport and operational support of Pisces and Cancer. Rather sluggish, but very well armed and can transport large numbers of mobile suits (the higher number of Cancers is reflected due to that unit’s smaller length). Alliance commanders who prefer stealthy operations are quite fond of these heavy submersibles, which can attack both surface, airborne and land-based targets with their missile launchers, as well as service aerial MS (though it cannot store them onboard).
Cost: 750,000
Fleet Carrier
MS Capacity: 38
Catapults: 8
Armament: 12 x antiaircraft vulcan gun, 8 x 12-tube antiaircraft missile launcher, 6 x 4-tube ASROC launcher
Environs: Sea
These monstrous double-hulled aircraft carriers, built to MS scale and designed to launch both Aries and Taurus (and flight pack-equipped Leos) as well as Pisces and Cancer (a moon pool is used to retrieve the latter two), are common flagships of Alliance Navy fleets. They are well protected from attack of all sorts from all sides, and capable of launching large numbers of mobile suits at once, not to mention being quite fast for their size. Land combat mobile suits can use their decks as stable firing platforms.
Cost: 2,000,000
Destroyer
Armament: 130mm automatic cannon, 2 x antiaircraft vulcan gun, 2 x 12-tube antiaircraft missile launcher, 60-cell VLS (can arm antisubmarine, surface-to-air or surface-to-surface missiles)
Environs: Sea
Standard carrier escort vessels, Alliance Destroyers are used to provide additional defense against aircraft and submarines, as well as support landing operations with their long-range missiles. They have no facilities to carry mobile suits of their own, however, limiting them to defensive duties. Destroyers are somewhat vulnerable to marine mobile suits that can engage them in short-range combat.
Cost: 100,000
Taurus Cruiser
MS Capacity: 3
Environs: Space
A high-speed space carrier for three Taurus mobile suits, which are designed to be carried in fighter configuration along the outer hull. Quite mobile and able to keep up with its mobile suits due to very powerful engines; due to its small size and stealthy construction, it can also get very close to enemy positions without being detected, by which time the heavily armed Tauruses can cause quite a ruckus. Theoretically any mobile suit can be attached, though the carrier’s high speed is wasted on the slower Space Leo. It is occasionally used as a personal transport by high-ranking officers or other affluent personnel, with the other two mobile suit racks occupied by life support equipment and a small cabin.
Cost: 50,000
Patrol Cruiser
MS Capacity: 4
Catapults: 1
Armament: 2 x 3-barrel antiaircraft laser cannon, beam cannon
Environs: Space
The Alliance uses these patrol boats for long duration missions around the Earth sphere due to their great fuel supplies. Somewhat more mobile than the blocky Leo Carrier and reasonably well armed by Alliance standards, it also features a catapult to quickly launch and recover its mobile suits. Its narrow shape presents a small target from head on, though its armor protection is rather thin. Like most Alliance carriers, it has powerful engines and a high cruising speed.
Cost: 300,000
Medium Transport
MS Capacity: 6
Environs: Air
A high speed (though not high-maneuverability) transport plane designed to launch and retrieve mobile suits while airborne, this type of aircraft is commonly seen by Alliance forces heading off to suppress rebellious areas. Best suited to fielding Aries or Taurus as it can recover and re-arm both units during combat, but it can be used with virtually any MS on the virtue of loading them with parachutes for descent. It can be equipped with a Mobile Doll Control System for deploying Virgos.
Cost: 250,000
Heavy Transport
MS Capacity: 10
Armament: 3 x 2-barrel antiaircraft laser cannon
Environs: Atmosphere
A high speed (and extremely not-high-maneuverability) transport plane designed to launch and retrieve mobile suits while airborne. Essentially a stretched Medium Transport, its size is belied with its battleship-like bridge. Defensive weapons are provided to make up for its ungainly dimensions, and its lengthened fuselage can carry additional mobile suits. It can be equipped with a Mobile Doll Control System for deploying Virgos.
Cost: 500,000