04.15Shop : Space Revolutionary Army
General | Earth Sphere Alliance | Human Reform League | Atlantic Federation
Space Revolutionary Army | ZAFT | Rogue
Space Revolutionary Army Shop
Jenice
Role: General purpose
Environs: Space, Land
Fixed armaments: 2 x machine cannon, fire-linked, mounted in torso; 2 x vulcan gun, fire-linked, mounted on neck
Optional hand armaments: 100mm machine gun, drum-fed, 72 rounds per drum; heat hawk, battery-powered, can be stored on rear skirt storage rack; giant bazooka, magazine-fed, 6 rounds per magazine
The Jenice is the Space Revolutionary Army’s classic mobile suit, dating to before the split between the competing ideologies of Newtypes and Coordinators. Though its mobility is somewhat sluggish, it has good armor protection and is well armed for short to medium range combat; among first-tier mobile suits, it is superior in hand-to-hand fighting between the major powers. Though it cannot fly, it is capable of making long jet-assisted jumps and dashes.
Price: 20,000
Juragg
Role: General purpose
Environs: Land
Fixed armaments: 2 x machine cannon, fire-linked, mounted on neck; beam saber, stored on back, hand-carried in use
Optional hand armaments: beam submachine gun, 40 round charge; 100mm machine gun, drum-fed, 72 rounds per drum
An offshoot of the Jenice and sharing its basic frame, the Juragg was built explicitly for the Earth invasion. It features excellent thermal shielding, enabling it to operate in even the most frigid climates, as well as shielding itself from infrared scanning. Due to its more powerful generator, it can utilize beam weapons, and is typically armed with a compact beam submachine gun. As it is primarily focused on short-range combat, the Juragg is provided with a jet-powered snowboard, enabling it to zip across frozen ground (or any smooth surfaces, theoretically) at great speed, where it can outmaneuver conventional mobile suits that run the risk of being stuck in snow.
Price: 25,000
Septem
Role: General purpose, assault
Environs: Land, Space
Fixed armaments: 2 x mega vulcan gun, fire-linked, mounted in torso
Optional hand armaments: giant bazooka, magazine-fed, 6 rounds per magazine; 100mm machine gun, drum-fed, 72 rounds per drum; heat sword, battery-powered, can be stored on rear skirt storage rack
The Septem is a well-armored fast attack unit, powered by large jet engines in its legs and able to skate across relatively flat ground at great speed. The design is similar to the Old Earth Federation (and now Atlantic Federation)’s “Wallaby” series, though provisions are made for the jet engines to be replaced with powerful rocket thrusters, making it equally capable of high-maneuverability combat in space as well. Its body is well armored, and its mounted vulcan guns can mangle even hardened targets at close range.
Price: 30,000
Octave
Role: General purpose, all-environment
Environs: Land, Space, Air
Fixed armaments: 2 x Gatling cannon, fire-linked, mounted in torso; 2 x beam saber, stored in racks in waist, hand-carried in use
Optional hand armaments: giant bazooka, magazine-fed, 6 rounds per magazine; 100mm machine gun, drum-fed, 72 rounds per drum; heavy beam rifle, 15 round charge
The Octave is designed for combat in all theaters, making it a favorite among Army commanders for its versatility. The high-impulse rocket thrusters in its backpack can be replaced with jet engines for combat in atmosphere, allowing it to fly with excellent maneuverability, and along with weapons used by older Army suits, it can also arm an exceptionally powerful beam rifle capable of flattening even a Gundam’s armor.
Price: 45,000
Crouda
Role: Space superiority
Environs: Space, Land
Fixed armaments: 2 x vulcan gun, fire-linked, mounted in head; 2 x beam cutter, mounted on back; 2 x beam saber, stored in racks in shoulders, hand-carried in use
Optional hand armaments: heavy beam rifle, 30 round charge
The highest-quality mobile suit of the Army, the Crouda is also one of the first built using all-new technology since the Interregnum. Though lacking the Octave’s ability to fit jet engines for atmospheric flight, the Crouda features exceptional thruster output, making it extraordinarily nimble in space. Its heavyset frame is very well protected by layers of composite armor, making it essentially immune to most ballistic weapons, and an anti-beam laminate allows it to shrug off direct hits from beam rifles with only superficial damage. Its beam rifle is powered by a high-capacity energy cell, giving it a high capacity in spite of how potent it is, and the twin beam cutters mounted on the Crouda’s back make it a dangerous opponent both in hand-to-hand fighting as well as deadly to warships it can close the distance with.
Price: 60,000
Grandine
Role: Support
Environs: Land
Fixed Armaments: 1 x long-range photon particle launcher cannon, mounted in main body; 4 x 200mm anti-air beam cannon, mounted on legs
The Grandine serves two roles: a mobile command post and long range bombardment. While it is slow and cumbersome when walking, it has a high speed hover propulsion system built into it’s legs, allowing it to skim along the ground and avoid dealing with rough terrain. The Grandine’s only weapons are it’s photon particle torpedo launcher and a 200mm anti-aircraft beam cannon mounted on each leg; it is intended to be defended by other mobile suits and cannot defend itself adequately in close combat.
Grandines take up two spaces rather than one in a ship or hangar.
Cost: 150,000
Elite
Vertigo
Role: General purpose, all-environment
Environs: Space, Land, Air
Fixed armaments: 2 x internal beam rifle, mounted in forearms; 2 x machine cannon, fire-linked, mounted in neck; 2 x vulcan gun, fire-linked, mounted in head; 2 x beam saber, stored in forearms, hand-carried in use
Remote weapons: 12 x bit, stored in arms
The Vertigo is the Army’s flagship mobile suit, provided for use by its heroic Newtype pilots. Though its armor protection isn’t on the level of the heavyweight Crouda, it is equally mobile and capable of atmospheric flight, making it an effective weapon in all theaters. The Psycommu System allows its Newtype pilot to control a dozen remotely-operated bits, each mounting a quick-firing beam gun, allowing it to outmaneuver and destroy almost any target from considerable distance. A full complement of more mundane weapons is provided for general combat.
All Vertigos require Newtype pilots to operate properly.
Price: 150,000
Febral
Role: Space superiority
Environs: Space
Fixed Armaments: 2 x 5-barrel beam gun, mounted on hands as fingers, all barrels in each hand are fire-linked; 2 x vulcan gun, mounted in main body
Remote Weapons: 12 x bit, (mounts beam gun, power rating unknown)
A mobile armor for space combat, the Febral was designed for use by the Army’s heroic newtypes much like the Vertigo, so it features the psycommu system to that end. It is armed relatively lightly, with only beam guns mounted in place of fingers as well as (insert number here) bits for engaging multiple opponents, as well as a pair of vulcan guns. It’s armor is on-par with the Vertigo, and in case of critical damage, the head is capable of detaching to save the life of the newtype pilot within.
Febrals take up two spaces rather than one in a ship.
All Febrals require a newtype pilot to operate properly.
Price: 150,000
Patulia
Role: Heavy assault
Environs: Air, Space
Fixed Armaments: 4 x particle cannon, located in main body, operable only in attack mode; 30 x wired beam cannon, stored in main body, operable only in attack mode; anti-beam field generators
A massive mobile armor the size of a battleship, the Patulia is the SRA’s ultimate newtype use machine. Armed with nearly 3 dozen beam cannons mounted on wires along with 4 particle cannons for flattening heavier targets and fortresses, the Patulia is nearly unstoppable on its own, and the anti-beam field generators render it all but immune to energy-based attacks, and its weapons and armor make it hard to damage using conventional attacks. It requires a crew to operate, as the strain of controlling it is far too much for a single newtype. These expensive units are usually only seen guarding critical SRA installations. When on the offensive, the Patulia is capable of descending from orbit on it’s own.
Patulias may not fit in a ship, but must be purchased as part of a fleet: as long as at least one flagship is present in the fleet, each Patulia counts as a ship for purposes of forming a fleet. Patulias may perform an Orbital Drop attack action on a base.
When at a base, Patulias utilize a ship dock rather than a normal hangar.
Price: 5,000,000
Ships
Astrarza
MS Capacity: 12
Catapults: 2
Armament: 7 x 2-barrel beam cannon; 7 x 2-barrel antiaircraft laser cannon; 6 x reaction missile
Environs: Space
The Astrarza is the standard battleship of the Space Revolutionary Army, and is an excellent warship for modern combat. Though its fish-shaped appearance does not win any awards for aesthetics, the red battleships have good coverage with their heavy armament, and have virtually no blind spots either against other ships or in close-in defense. An internal hangar provides storage for a full-size mobile suit complement. The Astrarza can also be armed with a half-dozen “reaction missiles”, intended to destroy space colonies or masses of enemy ships at once, though care must be taken for friendly forces not to be caught up in the very large blast radius.
Price: 1,600,000
Kignus
Armament: 2-barrel beam cannon; 4 x antiaircraft laser cannon
Environs: Space
The small and lightly armed Kignus is intended to serve as a scout ship and escort vessel for the much larger and more cumbersome Astrarzas, bolstering its antiaircraft coverage and providing advance warning of incoming enemy units. They can also be used as spotters for the use of reaction missiles, and are provided with disproportionately large engines for quickly escaping a combat zone.
Price: 100,000
Garbera
MS Capacity: 22
Catapults: 2
Armament: 8 x 2-barrel beam cannon; 8 x 2-barrel antiaircraft laser cannon
Environs: Space
A command version of the Astrarza, the Garbera features a similar shape but with a much more bulbous dorsal hump, reflecting its greatly increased hangar capacity. Though it mounts additional engines, its maneuverability has suffered somewhat. An additional turret is mounted to cover the blind spot created by the redesigned engine housing, and the greatly pronounced “fins” feature a variety of enhanced sensors and communication antennae, necessary for maintaining control over a large combat zone. Due to the additional antennas, the Garbera cannot mount the large reaction missiles.
Price: 2,000,000
Stealth Carrier
MS Capacity: 8
Environs: Air
As implied by its name, the Stealth Carrier uses the latest technology developed in space to minimize its radar and thermal signatures, allowing it to quietly penetrate most enemy air defenses, a boon to the Army giving its limited amount of specialized equipment for combat on Earth. Its speed is not impressive, but it can fly at great altitude, usually beyond the range of ground-based artillery, and is occasionally used to quickly recover important cargo or personnel dropped from orbiting ships.
Due to the aforementioned stealth technology, the Stealth Carrier has a 50% chance of bypassing a patrolling mobile suit or fleet without being noticed.
Price: 250,000
Gunship
MS Capacity: 4
Armament: heavy vulcan gun; 2 x air-to-ground missile launcher
Environs: Air, amphibious
A more offensive-oriented carrier, the Army’s Gunship uses engines derived from mobile suits to provide it with a high level of speed and maneuverability. Its nose-mounted weaponry are intended to quickly neutralize a landing zone, enabling its mobile suits to rapidly disembark and assume control of the situation. The Gunship can deploy and recover mobile suits while airborne.
Price: 250,000