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Daughseat
Role: Sea superiority, amphibious assault
Environs: Sea (submersible), Amphibious
Fixed armaments: 4 x torpedo launcher, 3 rounds per launcher, mounted in shoulders; 2 x beam gun, mounted on hands; 2 x claw, mounted on extendable arm
Optional fixed armaments: none
Optional hand armaments: none

The predecessor of the Daughtseat III, this less capable model has inferior armor and firepower, as well as being unable to dive as deep. Still, it is relatively capable and mounts beam weapons, making it an attractive option for those in the business of ocean salvage.

Price: 30,000

Maganac
Role: Land combat
Environs: Land, Desert
Fixed armaments: none
Optional fixed armaments: shield, mounted on either forearm
Optional hand armaments: heat tomahawk, battery powered; beam rifle

Another mobile suit from a country that voluntarily joined the HRL, the Magnac actually is a relatively up to date mobile suit, with performance exceeding that of the standard issue Leo. It is designed to operate well in desert environments, with insulated joints and enhanced cooling systems. While still seeing service in certain isolated Middle East garrisons, they are not produced by the Atlantic Federation anymore and instead are sold on the private market.

Price: 25,000

Dautap Marine
Role: Point defense
Environs: Sea
Fixed armaments: extending claw arm x 2
Optional fixed armaments: none
Optional hand armaments: none

A modification of the basic Dautap design, with it’s cannon replaced by a propeller pod, and it’s arms replaced by a pair of Daughtseat arms with the beam guns removed (the reactor of the Dautap not being sufficient to power them). As with it’s space-based brother, it is poorly suited for combat, and thus it is primarily used for salvage jobs in shallow water.

Price: 5,000

Esperansa
Role: Air superiority, ground attack
Environs: Sky
Fixed armaments: 2 x beam gun, fire-linked, mounted on main body; 2 x machine cannon, fire-linked, mounted on main body
Optional fixed armaments: none
Optional hand armaments: none

A fast and powerful mobile armor, produced by Actaeon Industries as a dual purpose air superiority/ground attack craft. It’s primary armament are two powerful and accurate beam cannons, with backup capability provided by a pair of machinecannons.

The Esperansa is more of a fighter than it is a mobile weapon, and sees use primarily by private operators who need to travel on Earth at high speed. It is capable of outrunning any currently produced mobile suit, even the Atlantic Federation’s Gundam Airmaster.

Due to it’s compact shape, the Esperansa fits inside most ships well enough, but takes up two mobile suit spaces rather than one.

Price: 85,000

Realdo Hover Tank

Role: Support
Environs: Land, amphibious
Fixed armaments: linear cannon x 1, mounted on back; 3-barrel machinegun x 1, mounted on right arm; 3-tube missile launcher x 1, mounted on left arm
Optional fixed armaments: none
Optional hand armaments: none

A mobile suit produced by Iris Corporation, intended to be a direct competitor with the Tragos, the Realdo Hover Tank is more tank than mobile suit, but it’s integrated hover system allows it to move across land and water with ease. Unlike the Tragos’s direct support cannons, the Realdo’s linear cannon is capable of indirect fire. It isn’t designed to use handheld weapons, instead mounting a pair of weapon arms to fend off close-in attackers.

Price: 50,000

Enact
Role: General purpose mobile suit
Environs: Land, Sky, Space
Fixed armaments: defense rod x 1, mounted on left arm; sonic blade x 2, mounted in forearms
Optional fixed armaments: Bomb rack, mounted on legs in flight mode
Optional hand armaments: 120mm linear rifle x 1, hand-carried in use, nose-mounted in flight mode; 360mm linear launcher x 1, hand-carried in use; MRLS unit, hand-carried in use

Purportedly an updated version of the Hellion, but in actuality just a copy of the Flag with some minor differences. The Enact is equivalent to the Flag in performance (if not weapons load) and may dock with an Agrissa unit, just like it’s predeccessor. Unlike it’s predecessor, however, it can transform in flight.

Price: 50,000

Agrissa
Role: Hellion or Enact use subflight unit
Environs: Land, Sky
Fixed armaments: Long-barrel linear cannon x 1, mounted over Hellion right arm; carbon blade x 6, leg-mounted; plasma field generator x 1, mounted in bow
Optional fixed armaments: none
Optional hand armaments: none

A subflight unit for the Hellion and now the Enact, released by Iris Corporation to keep the Hellion up to date just a little longer, the Agrissa features a linear cannon capable of long range attacks, six blades attached to the legs, and a plasma field generator capable of literally frying enemy pilots right through the armor of their mobile suits.

Much to the dismay of Iris Corporation, this more often sees use by pirates than by legitimate citizens. It also, ironically enough, is used sometimes by militia, much for the same reason that pirates use it.

Agrissa-equipped Hellions (or Enacts) ake up two spaces rather than one in a ship.

Price: 50,000 (may only be purchased along with an Enact)

Flag
Role: General purpose mobile suit
Environs: Land, Sky, Space
Fixed armaments: defense rod x 1, mounted on left arm; sonic/plasma blade x 2, stored in arms, hand-carried in use; missile launcher x 2, mounted in legs; 20mm machinegun, mounted in torso
Optional fixed armaments: Linear rifle, stored in rack on leg, hand-carried in use, nose-mounted in fighter mode; large linear rifle, nose-mounted in fighter mode, hand-carried in use; bomb rack, leg-mounted in fighter mode only
Optional hand armaments: none

The latest mobile suit produced by Iris Corporation, meant as a follow-on to the Hellion. It features a defense rod outfitted with antibeam coating, a rarity on a mass produced mobile suit, and excellent mobility and firepower. It is capable of transforming (and flying in mobile suit mode) in mid-air, but is most commonly launched in fighter mode. It’s armor is rather lightweight, but this is not considered a major problem, as the Flag is intended to avoid enemy fire, rather than taking it. It’s large linear rifle has better penetration and range than a dobergun, but requires more maintenance and is somewhat heavier. The Flag can easily be adapted to space use with only minor modifications (replacing various jets with thrusters, and swapping out the backpack). It’s high price means it is mostly used by well-to-do bounty hunters or military veterans– a newbie pilot will be unable to take full advantage of the Flag’s capabilities.

Cost: 55,000

Shell Flag
Role: Land combat
Environs: Land
Fixed armaments: 200mm linear cannon, mounted on hip; rocket launcher x 2, 4 rounds per magazine, mounted on backpack; large defense rod, mounted on left arm; sonic/plasma blade x 2, stored in arms, hand-carried in use; missile launcher x 2, mounted in legs; 20mm machinegun, mounted in torso
Optional fixed armaments: none
Optional hand armaments: 120mm linear machine gun w/grenade launcher, hand-carried in use; 4 grenades per magazine

A heavy armor variant of the Flag for land combat, which removes the flight pack in favor of a full armor option and a larger defense rod. The armor is capable of absorbing heat and evaporating, providing a modicum of beam defense and reducing damage to the base unit inside. In addition, the outer surface is overlayed with a layer of nanomachines which can be programmed with any desired camoflauge pattern, allowing it to smoothly blend in as neccesary (though it is not as efficient as dedicated stealth systems; it is mainly for simply easily changing camoflauge). It has heavier weapons than a standard Flag (excepting the heavy linear rifle), but cannot fly or transform, though it can hover for brief periods.

Cost: +10,000 to the price of a standard Flag; the conversion mostly involves simply swapping out parts.

Wild Dagger
Role: Assault
Environs: Land
Fixed armaments: 2 x beam saber, stored on hips, operable in mobile suit and quadruped modes; 2 x automatic CIWS, fire-linked, mounted in head; 46mm Gatling machine gun, mounted on back, operable only in quadruped mode; 175mm multipurpose smoothbore tail cannon, operable only in quadruped mode; multipurpose turret, mounted on back (mounts dual beam cannon x 1, missile launchers, etc); shield, mounted on left arm
Optional fixed armaments: “Midas Messer” beam boomerang, replaces 46mm Gatling machine gun, hand-carried in use, head-mounted in quadruped mode
Optional hand armaments: M703K beam carbine, power rating unknown; Mk39 low-recoil cannon,

Produced as an answer to ZAFT’s BuCUE, the Wild Dagger was rejected by the Atlantic Federation in favor of simply producing more Daughtress High Mobility Types. While slightly slower than the BuCUE itself, it is better armored, and more versatile. This very versatility is what worked against it– the complex transformation system and unique weapons both increased production costs and would have been a burden on the supply chain. In the end, the Wild Dagger was offered for sale to private individuals, where it’s excellent firepower and versatility make it popular amongst those who can both afford it and afford to maintain it properly.

Cost: 65,000

DOM Trooper
Role: Assault
Environs: Space, Land
Fixed Armaments: 1 x drill lance, handheld in use, 1 x shield w/antibeam coating, attached to forearm; 2 x 20mm CIWS, fire-linked, mounted in chest; 1 x scattering beam gun, mounted in torso
Optional Hand Armaments: 2 x  Giga-Launcher DR1 multiplex

Originally a design offered to ZAFT, the DOM Trooper was rejected for being too expensive for mass-production as well as coming too soon after the unveiling of the ZAKU Warrior, which was cheaper and almost as capable. The design somehow escaped to the open market, where it became used by independent operators. Heavily armed and armored, the Trooper moves by hovering at high speed over the ground. The antibeam coated drill lance is extremely efficient at piercing heavy armor, and the scattering beam gun allows it to blind opponents. The Giga-Launcher is essentially a conventional shell-firing bazooka mated to a beam cannon, allowing the Trooper’s pilots to alter attack tactics on the fly in combat. Due to the cost and complexity of the design, it is usually seen in the hands of wealthy organizations and veteran pilots.

ZAFT would love to know how the designs for the DOM Trooper reached the public, incidentially.

Price: 75,000

Murasame
Role: Air dominance, support
Environs: Land, Air, Space
Fixed Armaments: 2 x 12.5mm CIWS, fire-linked, mounted in head; 4 x 12.5mm CIWS, mounted on wings, operable only in mobile armor form; 1 x beam saber, stored on hips, hand-carried in use; 1 x high-energy beam cannon, mounted on back, operable only in mobile armor form; anti-air missile launcher (4 x air-to-air missile); shield, mounted on left arm in mobile suit mode
Optional Hand Armaments: 1 x beam rifle

A transformable mobile suit developed based on the data of the Akashiki. It features a wide variety of weapons for use in combat, including CIWS guns mounted in both the head and the wings, a beam cannon only available in it’s jet-like mobile armor mode and missile launchers. Like the Flag, it often takes off in flight mode.

Price: 60,000

Gespenst
Role: General purpose
Environs: Air, Space
Fixed armaments: plasma cutter x 1, slash ripper x 3, split missile pod x 2, jet magnum x 1
Optional handheld armaments: M950 machinegun x 1, M13 shotgun x 1, mega beam rifle x 2

The basic mass production mobile suit of the Gun Saints, the Gespenst was mass produced in incredible numbers during the war, and even though many were destroyed, many others remain, and due to their robust design, can be found in the hands of those with the cash to spend on them. The Gespenst is still quite an adequate unit even today, with it’s beam coating and advanced Tesla Drive flight system allowing it to keep up with many newer designs.

The Gespenst’s weapons systems, despite it’s unearthly origin, are fairly similar in operation methods to existing weapons: the plasma cutter is effectively a beam saber, and it mounts a pair of multiple warhead missiles in it’s shoulders. It has three disposeable attack units known as ‘slash rippers’, which are effectively hand-thrown buzzsaws that rotate at high velocity and home in on an opponent. It’s ‘Jet Magnum’ weapon, integrated into the left arm, is truely unique, however: it charges energy within three ‘stakes’, and when the Gespenst’s left arm is smashed into the target, the energy in the stakes is discharged, knocking the target back and dealing armor damage.

Handheld weapons are fairly garden-variety: most Gespensts use either one of a number of projectile weapons, or the standard issue beam rifle, which, while operating on different principles from most Earth Sphere weapons, has essentially the same effect.

Price: 85,000

Ships:

Rocky
MS capacity: 6
Armament: 2-barrel 280mm cannon x 1
Environs: Land, Sea

A small, but agile land battleship, related to the Atlantic Federation’s Tenzan, and capable of moving at high speed across land and water alike. It has a small mobile suit capacity, but can deploy them quickly through it’s forward hatches. However, it is lightly armed and must rely on it’s onboard mobile suits for protection.

Price: 200,000

Trieste
MS capacity: 20
Launch catapults: 2
Armament: 2-barrel 140mm main gun x 8, missile launcher x 7, torpedo tube x 6
Enivrons: Land, Aquatic

A very large land battleship that is capable of travelling both on land with treads and under the sea with propellers, the Trieste is most commonly seen in the hands of dedicated sea salvage groups. It is rather lightly armed for it’s size, however.

Price: 1,700,000

Gallop
MS capacity: 3
Armament: 2-barrel main cannon x 1 or MRLS rack x 1, 2-barrel machine gun x 2
Environs: Land

The Gallop land battleship design is actually recovered lost technology, developed by an unknown source. It’s main cannon may be replaced with a large MRLS rack for support operations.

Price: 350,000

Varona
MS capacity: 10
Launch catapults: 2
Armaments: 3 x 2-barrel beam cannon; 4 x 2-barrel antiaircraft gun
Environs: Space

A versatile multi-role cruiser, with moderate armaments and slightly above average MS capacity, the Varona is prized amongst both privateers and pirates alike.

Price: 1,100,000
Tchaikovsky
MS capacity: 30
Armament: 2-barrel heavy beam cannon x 4, railgun x 4, anti-aircraft laser x many, 30-tube missile launcher x 4
Environs: Space

Recovered and reconditioned vessels of the previous era, the Tsiolkovsky class are the largest vessels currently in existence in the Earth Sphere. Only a few are known to exist, all in private hands. While obviously not dedicated warships, they have been refitted with salvaged and purchased armament for self-defense. Some of their vast cargo space has been converted to store mobile suits. While slow and unmaneuverable beyond belief, and not designed for battle, the sheer size of a Tsiolkovsky means that it is difficult to damage decisively.

Price: 3,000,000

Aegis Class
MS Capacity: 3
Armaments: 1 x 250mm rapid fire gun; 3 x 25mm anti-air Gatling gun; 18 x anti-ship missile launcher; anti-air missile launchers
Environments: Sea

A sea-faring destroyer, the Aegis is commonly seen in the hands of small countries that have managed to break away from the larger super-states or wealthy independant organizations. Capable of carrying a trio of mobile suits on their trimaran hulls, they feature a good armament capable of supporting both themselves and their mobile suits and are noted for being quick on the move, if a bit vulnerable to mobile suits that manage to make it close.

Price: 300,000

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