04.15Shop : Atlantic Federation
General | Earth Sphere Alliance | Human Reform League | Atlantic Federation
Space Revolutionary Army | ZAFT | Rogue
Atlantic Federation Shop
Windam
Role: General purpose, all-environment
Environs: Land, Space, Air (Jet Striker Only)
Fixed Armaments: 4 x 12.5mm automatic CIWS, mounted in head, 2 x beam saber, mounted on hips, 2 x anti-armor penetrator, stored in hips,
Optional Fixed Armaments: shield, mounts 2 x missiles, 2 x air-to-surface missiles, 6 x air-to-air missiles, 12 x unguided rockets (Jet Striker Only), 1 x dual recoilless cannon (Dopplehorn Striker Only)
Optional Hand Armaments: 1 x Beam Rifle
A new model of mobile suit developed based on reverse engineered ZAFT technology, this is the first truely ‘new’ design in the Atlantic Federation’s inventory, as opposed to being developed off of older mobile suits, such as the Daughtress series. Being based off of ZAFT technology, it is battery powered. It replaces most older models of Daughtress in the Atlantic Federation’s inventory.
The Windam is capable of operating both on Earth (where it can equip a weapons-laden pack known as the Jet Striker to allow it to fly) and in space. It can also equip a pair of dual recoiless cannons for fire support purposes.
Price: 65,000
Daughseat III
Role: Sea superiority, amphibious assault
Environs: Sea (submersible), Amphibious
Fixed armaments: 4 x heavy torpedo launcher, 3 rounds per launcher, mounted in shoulders; 4 x beam gun, mounted in pairs in hands, each pair fire-linked; 2 x extensible claw
The Daughseat was the Old Earth Federation’s premier aquatic combat mobile suit, and these new production models are employed by the Atlantic Federation’s navy, replacing the Daughtseat. Though quite large and bulky compared to the Alliance’s aquatic models, the Daughseat III is still quite maneuverable and is very well armed. Though it cannot fire SUBROCs, it is provided with beam weapons for attacking well-armored targets, and its extensible claws have surprisingly long reach, capable of dragging low-flying mobile suits into the water where it possesses great advantages.
Price: 45,000
Valient
Role: General purpose, all-environment
Environs: Land, Space, Air
Fixed armaments: 4 x missile, 2 stored in each arm; 2 x beam saber, stored in arms, hand-carried in use
Optional hand armaments: beam rifle, 20 round charge; 90mm machine gun, magazine-fed, 30 rounds per magazine; bazooka, magazine-fed, 5 rounds per magazine
The Old Earth Federation’s finest mass-production mobile suit, the Atlantic Federation has been quite fortunate in recovering existing units to deploy them with their forces. The Valient is fully capable of combat in space or land, and can arm a beam rifle along with the Daughtress’ standard hand-held weapons. By swapping out its rockets for jet engines, it can also fly in atmosphere, making it an excellent shock unit. Its armor protection is slightly improved compared to the Daughtress, and other than the lack of a shield has no real shortcomings.
Price: 45,000
Daughtress Neo
Role: General purpose
Environs: Land, Space
Fixed armaments: 2 x wire-guided beam rifle/cutter, mounted on forearms
Optional hand armaments: beam rifle, 20 round charge; 90mm machine gun, magazine-fed, 30 rounds per magazine
The Daughtress Neo is the Atlantic Federation’s first entirely new mobile suit, and their only unit that was not designed and produced by the Old Earth Federation before the Interregnum. It is based around the original Daughtress’ frame, but features a much more powerful generator and significantly improved mobility, along with a pair of wired beam cutters, making it vastly superior in hand-to-hand combat to pre-Interregnum models. The Daughtress Neo’s speed is not quite on par with the older Valient, but its armor is improved, and is somewhat better than the original Daughtress as well.
Price: 50,000
Euclid
Role: Attack, all-environment
Environs: Air, Space
Fixed Armaments: positron reflector shield, mounted on main body, 2 x high-energy beam cannon, mounted on forward end of main body, 2 x 7-barrel Gatling machine gun, mounted on main body
Another mobile weapon based on reverse engineered ZAFT technology, along with study of Artemis’s lightwave field generators, the Euclid has heavy armor and is equipped with a pair of beam cannons and two gatling guns. It is equipped with a ‘positron reflector’ barrier system on the top of it’s body, capable of deflecting even the most powerful of MS-portable beam weapons, though the impact can still push it back.
While tough, the Euclid is vulnerable in melee combat, and thus should be deployed with mobile suits to support it.
Euclids take up two spaces rather than one in a ship.
Price: 100,000
G-Falcon
Role: Support
Environs: Air, Space
Fixed Armaments: 2 x scattering beam cannon, mounted on wings; 2 x vulcan gun, mounted under cockpit; 2 x infrared homing missile launcher, each launcher contains 10 missiles, mounted on main body
Optional fixed armaments: 2 x Falcon stabilizer
A fighter craft developed by the Old Earth Federation to support its Gundams, the G-Falcon is capable of docking with a mobile suit to increase their abilities. The docking merely increases the speed at which the Gundam X can fly as well as giving it more weapons for dealing with multiple enemies, while it needs to dock with the Airmaster in mobile armor mode, having the same effect as it did on the GX. The G-Falcon is seen as especially helpful by Leopard pilots as it acts as a subflight system, allowing the normally land-bound Gundam to fly. If needed, the G-Falcon can operate on its own as an effective fighter craft, as its beam cannons and missiles allow it to handily deal with mobile suits.
Price: 35,000
Elite
The Old Earth Federation’s signature mobile suit, the Gundam, was produced in limited numbers in the period before the Interregnum. Along with their Daughtress series of mass production mobile suits, the Atlantic Federation unearthed design specifications for three of the most widely-produced models. The Gundams are very high performance machines, typically offering excellent mobility, armament, and great durability thanks to lunar titanium armor, and are extremely costly to produce even in small numbers, so they are typically only issued to veteran pilots who can make the best use of their abilities.
Gundam X
Role: General purpose, all-environment
Environs: Land, Space, Air
Fixed armaments: 2 x large beam sword, stored in recharge racks in backpack, hand-carried in use; 4 x 60mm vulcan gun, fire-linked, mounted in chest
Optional hand armaments: 2-barrel beam rifle, 60 round charge, can be stored on backpack storage rack; divider shield, mounts 18 x beam gun, fire-linked, can be stored on backpack and used as flight unit
The Gundam X is a general purpose unit, capable of operation on Earth or in space equally well. Aside from a rapid-firing double-barreled beam rifle, the X is fitted with a “divider shield” covered with an anti-beam coating. Eighteen beam guns are contained within the shield, allowing it to fire a massive shotgun-like burst easily capable of mangling groups of enemy mobile suits (or a battleship) from considerable distance. The divider shield is also equipped with several powerful thrusters, allowing it to be used as a flight unit. The X’s large beam sabers and quartet of vulcan guns also make it the premier Gundam for hand-to-hand fighting as well.
Cost: 125,000
Note: Originally designed to mount the microwave-powered satellite cannon, most Gundam Xs in Federation service have had that weapon dismounted and replaced by the divider shield, owing to a lack of readily available Newtype pilots and concerns over the status of the mysterious lunar relay base, DOME. A handful remain in service in their original configuration.
Gundam Leopard
Role: Assault
Environs: Land, Space, Sea (with S-1 pack)
Fixed armaments: inner arm Gatling cannon, mounted on backpack, fits over left arm when deployed; 2 x Gatling cannon, optional fire-link, mounted in chest; 2 x horming missile, mounted in knees; 11-tube missile launcher, mounted in right shoulder; 2 x 60mm vulcan gun, fire-linked, mounted in head; 2 x machine cannon, fire-linked, mounted in head; 6 x grenade launcher, optional fire-link, mounted on right forearm; beam knife, stored in recharge rack in right leg, hand-carried in use
Optional fixed armaments: 4-tube missile pod, mounted on left leg; 6-tube heavy torpedo launcher, replaces inner arm Gatling (S-1 pack); 12 x torpedo launcher, mounted on back (S-1 pack)
The Gundam Leopard is a heavily armored unit intended to provide fire support, as well as air defense and function in a rapid attack role. Virtually its entire body is covered in ballistic cannons and missile launchers, allowing it to be a “bullet hose” against a wide variety of targets, and its thick armor protection allows it to stand up to enemy fire to deliver its potent payload. The Leopard can only barely make jet-assisted jumps, but it is capable of moving quickly over flat ground thanks to a set of treads in its feet. In space, it essentially functions as a mobile gun turret. The optional S-1 pack enables the Leopard to fight underwater as well, offering it a brace of hydrojet thrusters and a multi-tube torpedo launcher in place of its massive arm-mounted Gatling gun.
Cost: 125,000
Gundam Airmaster
Role: Air dominance, all-environment
Environs: Land, Air, Space
Fixed armaments: 2 x machine cannon, fire-linked, mounted in nose in fighter mode, operable in fighter mode only; 2 x 60mm vulcan gun, fire-linked, mounted in head, operable in mobile suit mode only
Optional fixed armaments: 2 x missile, mounted on shoulders, operable in both fighter mode and mobile suit mode
Optional hand armaments: 2 x beam rifle, can be stored on hips, operable as fixed armaments in fighter mode
The Gundam Airmaster is the high mobility unit of the Old Earth Federation’s three mass-production Gundams, and easily the premier air combat mobile suit of the current major powers. Its sleek frame and high-output thrusters give it excellent maneuverability for a mobile suit, and it can transform into a fighter configuration for added speed and long-distance cruising. The Airmaster is rather lightly armed, sporting a pair of potent and accurate rapid-firing beam rifles, so it is perhaps the most reliant on pilot skill of the bunch, depending on its exceptional mobility to defeat enemy units. Of the three Gundams, its armor protection is the thinnest, but the lunar titanium construction still offers excellent durability.
Cost: 125,000
Belphagor
Role: Attack, anti-newtype
Environs: Land, Space
Fixed Armaments: 2 x claw arm, mounts large beam saber, mounted on shoulders, fold over arms in use; 2 x atomic scissors, mounts scissors beam gun, mounted on knees; 3 x sonic smasher cannon, mounted in torso; many x heat wire, mounted in wrists
A mobile suit developed expressly for the purpose of taking on newtypes, the Belphagor is well-equipped for the purpose. The massive claw arms on its shoulder can either fold over its arm or be used to grapple enemies independantly of the main pair of arms and feature a large beam saber. The knee-mounted atomic scissors can shoot out to grab opponents and feature beam guns to add to the Belphagor’s long-range abilities. The chest mounts 3 powerful sonic smasher cannons, which despite the name, shoot out a large and powerful blast of beam energy. To handle newtype units and their remote weapons, it features a large number of heat wires to destroy them. Like many of the Old Earth Federation’s Gundams, it features a Flash System, but instead of controlling bit mobile suits, it is instead used to improve the performance of the Gundam.
Due to it’s incredible acceleration, the Belphagor has been referred to as the ‘Atlantic Federation’s Tallgeese’; this comparison is more apt than one might think, as due to that same acceleration, the Newtype pilot will often be injured. Belphagors require a Newtype pilot to operate properly; an experienced pilot is recommended as well, but not absolutely required.
Due to it’s specialized design, the Belphagor is not compatible with the G-Falcon.
Price: 175,000
Ships
Ganarow
MS Capacity: 2
Catapults: 2
Armament: 2 x 75mm vulcan gun; 4-cell VLS; 4 x 12-tube missile launcher; 2 x 3-tube heavy rocket launcher
Environs: Space
A picket ship intended to escort larger Federation vessels, the Ganarow is a cheap, lightweight combatant due to its lack of beam weapons. Its rockets pack quite a punch, and it is well equipped for defense against mobile suits, but should not be considered an asset for fleet action by any imagination. The Ganarow’s armor is centered around the crew compartments amidships, and is quite thin elsewhere. A small hangar provides storage for a few mobile suits.
Cost: 100,000
Aoyagi
MS Capacity: 6
Catapults: 2
Armament: 3 x 2-barrel beam cannon; beam cannon; 8-cell VLS; 8 x 2-barrel antiaircraft machine gun; 2 x 3-tube heavy rocket launcher
Environs: Space
The Atlantic Federation’s standard battleship, its antiquated appearance belies its age as an Old Earth Federation design. The Aoyagi is well armed with both missile launchers and beam cannons, and has a well-protected hull for fleet engagements. Mobile suit facilities are somewhat limited for a vessel of its size, and its speed is less than amazing.
Price: 1,300,000
Amanesel
MS Capacity: 12
Catapults: 1
Armament: 2 x 2-barrel heavy beam cannon
Environs: Space
The Amanesel is primarily intended for use as a mobile suit carrier, compensating for the relatively small hangar sizes of other vessels inherited by the Atlantic Federation. Its large forward section houses a dozen mobile suits, and the ship features extremely heavy armor protection. The Amanesel’s heavy beam cannons pack a serious wallop, but it is otherwise unarmed, relying on escorts for protection against enemy units that can close with it.
Price: 1,750,000
Bandaal
Armament: 20 x 2-barrel beam cannon; 6 x 2-barrel heavy beam cannon; mega beam cannon; 12 x 2-barrel antiaircraft beam gun; 2 x photon particle gun
Environs: Land, Sea
The Bandaal is a literal mobile fortress, bristling with beam cannons covering every direction and covered with extraordinarily thick armor plating. Between the monstrous generators required to power its entire arsenal, the giant hover jets that propel the behemoth, and the heavy armor protection, no room is left to store mobile suits. The Bandaal’s most dangerous weapons are its photon particle guns, which can annihilate virtually any target at incredible range. Due to their rather fragile housings and delicate focusing equipment, the photon particle guns are usually stored in internal bunkers inside the fortress and only deploy when about to fire.
Price: 2,500,000
Bartolk
MS Capacity: 2
Armament: 2 x 2-barrel 305mm cannon; 6 x antiaircraft vulcan gun; 2 x 12-tube antiaircraft missile launcher
Environs: Sea
The Bartolk is another Old Earth Federation design that has provided with a limited modernization by the Atlantic Federation to make it a more suitable escort vessel for their surface combatants. Modern antiaircraft vulcan guns and missile launchers have been fitted, better enabling it to fight against fast-moving targets, and the turrets have been removed from the rear of the ship to make room for a small storage area for a pair of mobile suits.
Price: 100,000
Berkomo
MS Capacity: 8
Armament: 2 x antiaircraft vulcan gun; 6 x 12-tube antiaircraft missile launcher
Environs: Sea
The Berkomo is a military dock ship, designed to support amphibious operations from offshore and conduct deep sea exercises. Its forward hull can be flooded for launching aquatic mobile suits and landing craft, and can also functions as a moon pool for retrieving submersible units. It is armed with a variety of weapons for defensive purposes, but is rather slow and thinly armored, and should be treated as an auxiliary rather than a fully-fledged combatant.
Price: 300,000
Doritea
MS Capacity: 30
Catapults: 4
Armament: 2 x 2-barrel 305mm cannon; 14 x 2-barrel antiaircraft machine gun
Environs: Sea
The Doritea is the second-largest naval vessel in the world, a close second to the Alliance’s much newer aircraft carriers. As an Old Earth Federation ship, its heavy cannons and lack of missile weapons belie its age, but it is still a formidable combatant that the Atlantic Federation makes full use of for patrolling the oceans between its far-flung territories. Cranes are used to deploy and recover amphibious mobile suits.
Price: 1,500,000
Polypeimos
MS Capacity: 24 (12 aquatic, 12 aerial or general purpose)
Armament: 4 x torpedo launcher
Environs: Sea (submersible)
Originally designed to carry sub-launched ballistic missiles, the Old Earth Federation’s Polypeimos was redesigned into a heavyweight mobile suit carrier by the Atlantic Federation. The monster submarine features an internal hangar capable of fitting a dozen of the large Daughseat series, which are launched unceremoniously through a hatch in the bottom of the hull. A second hangar is positioned where the missile silos were previously located, with a provision for another twelve that can be air launched, though the Polypeimos must surface first to prevent the hangar from flooding. Thanks to its pumpjet drive system, it is also quite fast despite its great size, though it is also extremely noisy, making it unsuitable for conducting covert operations.
Price: 1,800,000
Tenzan
MS Capacity: 12
Catapults: 1
Armament: 2-barrel 280mm cannon; 3 x 2-barrel antiaircraft machine gun
Environs: Land, Sea
The stalwart Tenzan is as much of a symbol of the Atlantic Federation’s power as are the high-performance Gundams. An entirely new, post-Interregnum design, the lightly armed but fast-moving land battleship is produced in mass, used to patrol vast stretches of Federation territory. Its hover propulsion system enables it to cross relatively smooth bodies of water, and it has a well protected hull, making it an excellent general-purpose combatant. Ground combat mobile suits are launched from hatches on either side of the hull, and a single catapult on deck allows for assistance of flight capable models.
Price: 600,000