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Mobile Suit Gundam: War of the Corporations
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Venge Corporation Shop:
This is the standard shop. In it you will find the installations and some specialized mobile suits for sale here.
Crystal Electronics
Martian Technologies and Research
Earth Alliance
Z.A. Colony Corporation
Crossbone Vanguard Mining Corporation
This shop sells the standard purchases of the solar system. Their sales can be bought everywhere and it cover things from installations to standard type ships. They have a few installations through out the solar system and the forces protecting them are fairly powerful but other than that not much is known about the Venge Corporation. Here is their catalogue of stuff that you can purchase. Warning this force is neutral in all conflicts and will sell their items to anyone.

Installations:

Base:
Cost: 500,000 credits
Add Ons: None
Fixed Armament: None
Notes: This is the standard installation found in the solar system. It comes with nothing but is the only installation that you can customize its location. Also when fighting on this installation the owners will recieve half the repair time. That is about all I have to say on the base.

Space Fortress:
Cost: 1,000,000 credits
Add Ons: Command Center, Sensor Network, Communication Towers, Spaceport, Cell Block, Nuclear Engines
Fixed Armament: 10 x laser turret, 4 x mega particle cannon
Notes: These are the installations that are made of asteroids. This installation comes with some weapons and some add ons but still allows you to customize the installation a little bit. Also this installation comes with engines to move itself. Although it takes 3 times as long to get to places than a mobile suit would. This installation can only be put into space but unlike the space colony it can be put in orbit of a planet. Also these installation can only be destroyed by a colony destroying weapon. Gives Half repair times to owners. Only can be built in space but makes a good weapon to drop on earth to cause mass destruction.

Space Colony:
Cost: 2,000,000 credits
Add Ons: Command Center, Cell Block, Sensor Network, Communication Network, Spaceport, Mobile Doll Control Center
Fixed Armament: None
Notes: This is a symbol of engineering genius. It is a cylinder that can house millions of people. One draw back of this installation is that you can't add anything defenses or add ons to it except for a colony booster. The only defenses it can have are mobile suits, mines and defense satellites. A bonus for the owner of the colony do to trade and taxes you recieve 200,000 credits a week from the colony. Also the owners of the colony will receive half repairs. Takes a colony destroying to destroy a colony.

Resource Satellite:
Cost: 1,000,000 credits
Add Ons: Cell Block
Fixed Defenses: None
Notes: This is the type of installation that only mining happens. These can't have any defenses added to them. This includes mobile suits. The only ways to get around this is by either attaching it to a colony or space fortress or you can leave a ship filled with mobile suits on the resource satellite. Can only be built in space and can be moved by colony booster

Base Locations:
These have to purchased at the time the base is bought.

Naval(Surface):
Cost: +200,000 credits
Notes: This location is set on the stormy sea and usually unforgiving seas of Earth. It isn't set on pontoons like in other rpgs but is a complex that is anchored in place alot like an oil rig. It also looks like the old submarine refueling stations of old. This base has a low silhouette above the surface of the water except for its communication systems and landing pads. The majority of its hangers and other such buildings are found under the surface of the water for safe keeping. This type of base is the best for a base that is meant to hold sea ships and other type of vehicles that move across its surface. Any marine mobile weapon will hold the advantage here as well as those that are able to maintain flight. This type of base is more sturdy than the pontoon idea but it is still pretty fragile due to the fact that if too many of its levels get flooded it will sink and collapse.

Naval(Sea Botton):
Cost: +250,000 credits
Notes: This location is set below the surface of water whether it be deep lakes or seas. It is basically a bunch of domes and passages on the floor of the body of water. The Domes themselves are pretty fragile but only marine mobile suits, submarines or depth charges can reach it so this isn't too much of a draw back. The only parts of this base that are built underground is the reactors and Command Center. This provides them with some protection as well.

Coastal:
Cost: +100,000 credits
Notes: This cheap location allows you to have a seaport added on to base thus allowing sea ships to dock at your base. But there is a weakness that comes with this type of base as well, assaults from the sea. For the most part marine mobile weapons are hard to detect while at sea and this allows them to get pretty close to a base before the base detects them. Also Enemy sea ships can attack this type of base.

Sky:
Cost: +600,000 credits
Notes: This location is found in the wide blue frontier of Earth. It is held up there by a series of Minovski-craft compressors which prove to be the base's beggest weakness due to the face that if they either lose power or become damaged the base will fall to the ground far below. This gives flight capable weapons a huge advantage. Also none flight mobile suits can be stationed on this base but if they fall off they will fall to their deaths. Also this type of base isn't mobile and most remain in the same spot but can change altitude at will.

Arctic/Antartic:
Cost: +250,000 credits
Notes: This location is found in the colder regions in the world. All the buildings in this type of base are insulated and well heated allowing its crew to go about their duties comfortably. Though out side it is very cold and causes most mobile suits operating here to freeze quickly. All defending mobile suits will be out fitted to operate in this environment for free but they still won't be as good as those mobile suits designed specifically to operation in the colder climates.

Mountain:
Cost: +500,000 credits
Notes: This location is set in the mountainous regions of Earth. The base is built into the side of a mountain or depending on its type at its summit. Most of these types of bases have only a single road for easy travel from the base to the surrounding country side. This makes attacking multiple sides of the base very difficult due to the hazardous and often unpassable mountain side. Another bonus to this base is that aircraft attacking often find themselves at the same level of defending mobile suits and fixed defenses. Most of the vital systems of the base will be set into the the mountain's core protecting them from attacks.

Underground:
Cost: +1,000,000 credits
Notes: This location is set under the surface of the ground giving it a major defense against attacks but also makes it very expensive to build a base in this type of location. A base of this type can only be destroyed by a colony buster. Also attackers will find themselves at a very high disadvantage when attacking this type of base due to the fact that they won't see any of the defenses until they are deployed against them and this is often too late.

Forest/Jungle:
Cost: +100,000 credits
Notes: This is another cheap location to build but it provides some nice advantages for defenders. The first is that enemy forces won't have a direct line of fire at the defending base. Also Defenders can easily move around the attackers and hit their flanks. A problem with this type of base though is that the enemy forces can get closer to your base before you detect them.

Desert:
Cost: +300,000 credits
Notes: This location is set in the sandy wastes that are found on Earth and most of Mars.. A base of this type is out fitted to with stand the massive sand storms that have been know to sweep across Earth's Deserts. The sand here also can prove to be highly annoying to attacking forces not designed for this type of environment. Defending forces can be out fitted for this environment but are still lacking compared to the forces designed to fight in that environment.

Urban:
Cost: +400,000 credits
Notes: This location is set in one of the large cities that dot Earth's surface. Against forces that are humane this type base proves to be ample defense. Also the buildings function as the trees in a forest protecting the base from early weapons fire but it doesn't suffer from the late detection due to the fact the city will be covered with agents loyal to your forces. But be warned if combat tends to happen a lot around the base rebel forces may form that will attack both yours and the enemy forces causing mayhem and destruction where ever they strike.

Combination:
Cost: Location 1 + Location 2 +500,000 credits
Notes: With this you can make bases that are very difficult to attack. Due to this fact it can become fairly expensive to do. But who cares when you can make a pretty much invinicble base where you can laugh at the world and plot your schemes of world dominion. A good example would be an underground mountain base. This base would be very hard to destroy.

Installation Defenses:

Laser Turret:
Cost: 100,000 credits
Armament:
- 2 x beam gun
Notes: This defense is fast moving and able to produce a high rate of fire. But a draw back is this weapon isn't that damaging. So it needs to hit a target multiple times to deal heavy damage. Also this weapon is highly effective when used in large numbers and thanks to its cheap price it will be.

Missile Turret/Torpedo Launcher:
Cost: 200,000 credits
Armament:
- 1 x 4-tube missile launcher
Notes: This turret fires high speed seeking missiles. They will deal heavy damage if they hit their target. After they fire off their four missiles they will go back into their base and reload. Usually this only takes a few seconds. While in their base they are hard to destroy but when firing their armor is relatively weak. Also a skilled pilot can destroy the missiles with weapons fire before they can hit them. But if the missile is dodged it will turn around and come at the target until it hits or is destroyed.

Cannon:
Cost: 300,000 credits
Armament:
- 1 x 300 mm cannon
Notes: This slow firing weapon fires a solid projectile that packs a punch. When it hits a target it will usually cause massive damage to the area it hit. But its main draw backs is its slow firing rate and its slow aiming speed. But with the help of a sensor tower it will be aimed by a computer and have a higher accuracy.

Mega Particle Cannon:
Cost: 500,000 credits
Armament:
- 1 x mega particle cannon
Notes: This weapon is slow moving but is able to punch through even the strongest armor. It has a moderate rate of fire but it has a hard time targeting mobile suits so it is often used against ships. It also comes with strong armor that will protect it from alot of damage. To be used on mobile suits the installation's defensive mobile suit will lead enemy mobile suits into the weapons firing path. In close combat this weapon is useless and will often be destroyed.

Cluster Missile Launcher:
Cost: 1,000,000 credits
Armament:
- 1 x 2-tube missile launcher
Notes: This is this rpg's day away defense for installations. It will fire two missiles that will launch a huge amount of high speed and high maneuverable missiles when it gets near there targets. To the base defenders these missiles fill the sky with explosions. These missile are hard to dodge but due to the fact that it often takes several days to put the cluster missiles together and then load the missile launcher itself those that often survive the attack of this weapon won't have to face it again when they continue on to the base. Only one of these can be added to an installation.

Land/Naval Mines:
Cost: 100,000 credits
Armament:
- Many x high explosive charge
Notes: Thanks to recent technology advances these antique weapons have been updated and made very effective in base defense. These mines will explode if touched by an enemy unit but due to advances in sensor technology friend targets can touch these weapons as much as they want and they won't expode. The land version of the mine is buried under the ground and when step on it will explode often removing the leg of the offending mobile suit. The naval version floats in a spot and will explode if touched or a target gets too close. They are anchored to the ground below them with chains so they don't move around with the current. To remove a mine field you will have to destroy all the mines in the field but if you do the mine field is gone. After every battle the mines destroyed are replaced unless the whole mine field as been destroyed then you have to buy a new one.

Space Mine:
Cost: 150,000 credits
Armament:
- many x high explosive charge
Notes: This type of mine is olny meant for space. These mines come as two types and neither type can identify friendly targets. The main typ of this mine is disguised as debris and is hard to detect. The other type is only found along the path that is used as the main entrance of the space installation. These mines are round balls. All the space mines are proximity and sport thrusters that will allow them to home in on a target that another mine has detected. This means that if one mine detects you other mines have detected you are now heading towards you. The same rules apply to these mines for destroying as the normal mines.

Defense Satellite:
Cost: 800,000 credits
Armament:
- beam cannon
- 2 x 50-tube missile launcher
Notes: This is a highly maneuverable space defense unit. Its main weapon is a strong beam cannon that can damage most mobile suits unless they have some kind of beam protection. Its secondary weapon is two missiles launchers that firing high speed missiles that are also highly maneuverable. These missiles though suffer the same problem as the missiles launched by the missile turret, they can be easily shot down. Unlike their brother these missiles can't turn around after missing a target. Due to the nature of the satellite's AI system low experienced attackers will find the satellite an impossible foe while more experienced attackers will find it a challenge but they will often over come it.

Heavy Defense Platform:
Cost: 2,500,000 credits
Armament:
- 4 x mega particle cannon
- 8 x Anti-Air Laser Turret
- 16 x 14-tube missile launcher
Notes: This is a non-moving defence satellite that can be deployed only in space. It is protected by a series of I-Field generators and heavy armor. Mounted on it are heavy weapons. Its mpc's alone are able to damage most ships. Its missiles also are able to move very fast and have seeking abilities. For faster mobile suits this platform has a several two barreled anti-air laser turrets. These are able to rotate fastly but since their blasts are a little under powered it often takes mutliple hits to destroy an attacker. This is shaped like a wheel with weapons arrayed through out its out ring. This is the ultimate defense for a colony or any other type of space installation.

Add Ons:

Cellblock:
Cost: 200,000 credits
Notes: This add on allows prisoners to be captured. This happens when some attacks your installation and their mobile suit becomes to damaged to escape. For further rules in capturing prisoners see the rules page.

Spaceport:
Cost: 500,000 credits
Notes: This allows ships to enter installation and then help defend the base should it come under attack. Usually ships make a nice addition to the bases defenses.

Command Center:
Cost: 400,000 credits
Notes: This add on causes all defending forces to fight with more coordinated attacks and movement. This will increase the difficulty attackers will have attacking your base but should it be destroyed all defending forces will become disarrayed.

Sensor Tower:
Cost: 500,000 credits
Notes: This add on provides sensor data to all suits and the static defenses. While for the mobile suits it just lets them know where the attackers are. For the static defenses it gives a better accuracy rating to them and makes their aiming computerized making for coordinated attacks.

Communcation Tower:
Cost: 500,000 credits
Notes: This add on allows defending mobile suit to communicate more clearly and also allows the chance of hacking into the enemy communications allowing you to discover their deployment and attack plans.

Mobile Doll Control Center:
Cost: 500,000 credits
Notes: This add on allows you deploy mobile dolls and have them function. But if during combat this add on is destroyed all your mobile dolls will stop functioning and become easy targets.

Mine:
Cost: 500,000 credits
Notes: You can only have one of these on a base. This add on mines valuable minerals from the ground beneath the base. Once a week you will receive 100,000 credits a week. As long as you control this mine it will keep providing you with extra credits.

Colony Booster:
Cost: 500,000 credits
Notes: This add on allows colonies and Resource Satellites to move. It moves at a rate of three times that of a mobile suit. This will allow you to drop them planets but to do so you will need to have a PC pilot the booster to its final course correction and unless the pilot's suit can with stand re-entry he will perish.

I-Field Barrier Generator:
Cost: 1,000,000 credits
Notes: This add on is basically a generator that projects a massive I-Field around the base. It will only protect the against energy attacks. This I-Field can even with stand a blast from a colony destroying beam weapon. This includes satellite cannons and buster rifle blasts. But it does nothing to protect against solid weapons. A perfect way to protect an installation from powerful beam weapon holding mobile weapons or ships. But if the generator should get destroyed the protection is gone. Can't be built with the Cloak Field Generator. Also this due to this being an all gundam rpg this will go around physics do get its job done :P

Cloak Field Generator
:
Cost: 2,000,000 credits
Only open to purchase by those who belong to the Venge Corporation.
Notes: This add on produces a field around the installation it is deployed on and makes it invisible. Objects out side of it though are visible to those inside. To those outside the installation simply isn't there and will often look like a undeveloped area. This allows the defenders to deploy themselves with in the barrier and fire out of it at the attackers. Although once the attackers are inside the field they can see everything again. Can't be built on the same installation as an I-Field Barrier Generator.

Support Vehicles:
These Vehicles are not as good as a mobile suit but they can provide fire support and add extra firepower to your defenses or attacks.

Tanks and Armored Vehicles
:

Light Attack Tank:
Cost: 20,000 credits
Fixed Armament:
- 2 x machinegun, each mounted on a rotating turret
- beam cannon, mounted on rotating turret
- 4 x beam gun, each mounted on a rotating turret
Notes: This is a small and lightly armored tank. It does sport a half decent armament that is at least able to damage mobile suits. Although it is more effective as an anti-tank unit and anti-infantry unit.

Mobile Command Vehicle
:
Cost: 100,000 credits
Fixed Armament:
- 1 x 3-tube long range missile launcher
Notes: This vehicle serves as a command center. It is rather slow and its armor isn't great. But it isn't meant to be found on the front lines. This unit acts just like a command center and it will give its bonuses to you as long as you have this. It works perfectly for attackers allowly them to become high coordinated but if this is destroyed the same problem happens for its forces as if a command center was destroyed. Also its missiles are unable to hit targets that are close up.

Medium Attack Tank:
Cost: 40,000 credits
Fixed Armament:
- beam cannon, mounted on rotating turret
Notes: This is the main battle tank that you can buy. It features a beam cannon that will deal nice damage to anything. The cannon is also its only weapon. It also features half decent armor which will protect it from most small arms fire like vulcans or small machineguns but any beam weapon or large weapon will destroy it easily enough. It also has half decent speed.

Heavy Attack Tank
:
Cost: 60,000 credits
Fixed Armament:
- plasma cannon, mounted on turret
- 2 x cannon, each mounted on its own rotating turret on the main turret
- 2 x machinecannon, mounted on base
- 12 x smoke discharger
Notes: This is a heavy tank. It sports heavy armor and a nice armament. Its main weapon is a plasma cannon that will punch through the strongest armor. Its other weapons are meant to hit faster targets. It also has a set of smoke dischargers that will fill the area it is with smoke making the enemy unable to see it. This tank is a good buy but it is still not as good as a mobile suit.

Assault Attack Tank:
Cost: 200,000 credits
Fixed Armament:
- 2 x mega particle gun, mounted on turret
- 2 x beam cannon, mounted on turret
- 2 x cannon, mounted on turret
- 2 x anti-air beam gun, mounted on turret
- 2 x machinecannon, mounted on base
- 4 x machinegun, mounted on turret
Notes: This is a large tank that has good armor and a strong armament. It is an answer to mobile suits. It has reactive armor so it is immune to most projectile weapons. Its very slow though. And its armored wheels are easy to damage and thus easy to make it easy to make immobile. But it pack enough punch to make mobile suits not to want to attack it head on.

Fighters:

Skygrasper:
Cost: 50,000 credits
Armament:
- machinegun x 4
- medium cannon x 2
- large cannon x 1
- missile launcher x 1
Notes: This is a very good atmospheric fighter. Even though in the show it can equip the different weapon load outs that the strike has this can't unless you have a Strike mobile suit or are the Strike. It sports a nice armament and is highly maneuverable. A good addition to a ship for protection.

Infestus:
Cost: 20,000 credits
Armament:
- 12mm machinegun x 2
- 25mm mg x 4
Notes: This is more of a standard fighter and thus is cheap to buy. It is perfect for escort duty as well as providing support to mobile suits. On its own though its weapons are only good for downing other fighters or taking out lightly armored tanks. It only has machineguns. Also this fighter is VTOL capable.

Cosmograsper:
Cost: 80,000 credits
Armament:
- Gatling gun x 2
- medium cannon x 2
- long cannon x 1
- cannon x 2
- machinegun x 4
Notes: This is pretty much an upgraded version of the Skygrasper but this one is a space only fighter. It sports a heavier armament but other wise it is just as good as the Skygrasper.

Mobile Suits:

General Purpose:

Crouda:
Cost: 400,000 credits
Side Cost: 360,000 credits
Fixed armaments:
- 2 x vulcan gun, fire-linked, mounted in head
- beam cutter, mounted on back
Optional hand armaments:
- 2 x beam rifle
Notes: This mobile suit is probably one of the best plain mass productions out there. It features a strong but straight forwards armament except for the beam cutter mounted on its back. Which could be used to cut through mobile suits or badly damage ships. Another bonus for this suit is its strong armor, which can with stand shots from beam rifles. It only has one real weakness. Its front exhaust port. If shot there the suit will explode.

Ground Use:

Grandine:
Cost: 1,500,000 credits
Side Cost: 1,350,000 credits
Fixed armaments:
- long-range photon particle launcher cannon, mounted in main body
- 4 x 200mm anti-air beam cannon, mounted on legs
Notes: This is a mobile armor that can only be used on the ground. It is perfect for defending an installation or blasting one in to nothingness. Its main weapon is a photon cannon that deals massive damage to an area. Also for closer defense it mounts four large beam cannons that also can pack a punch. To move around it either can walk slowly or move around like a Dom can at high speeds. It also spots strong armor making it a tough foe to defeat.

Marine Use:

Z'gok:
Cost: 200,000 credits
Fixed armaments:
- 6 x 240mm missile launcher, 5 round magazine per launcher, mounted in head
- 2 x mega particle cannon, mounted in forearms
Notes: This aged mobile suit is still able to hand out a beating to those who enter the seas. While it may not be as advanced as the newer marine use mobile suit it is still useful to those who buy it. Being very agile counters this suits weak armor. This suit is as good on land as it is in the water

Daughseat III:
Cost: 400,000 credits
Fixed armaments:
- 4 x torpedo launcher, 3 rounds per launcher, mounted in shoulders
- 4 x beam gun, mounted on hands, 2 mounted on each hand
Notes: This is a newer marine use mobile suit. It is fairly agile in the water. Its arms are its greatest strength since they can extend and attack targets that aren't close up with they claws. Their claws are strong enough to crush most mobile suits. The extending arms are also usefull in grabing targets above the water and pulling them into the water. Its armament is made up of beam guns that can only be used above the water and torpedo launchers that can fire torpedoes that can either just be sea use or ones that mount missiles inside that once the torpedo hits the surface they launch the missile which will go after air targets.

Cold Climate use:

GM Cold Climate Type:
Cost: 100,000 credits
Fixed armaments:
- 2 x 60mm vulcan gun, fire-linked, mounted in head
- beam saber, power rated at 0.39 MW, stored in recharge racks on rear waist armor, hand-carried in use
Optional hand armaments:
- 90 mm machinegun w/grenade launcher
Notes: This mobile suit excells at cold climate combat. It is only armed with a machinegun but since most mobile suit that fight in this environment won't be operating at full strength this doesn't matter. Out of this environment this mobile suit is no better than a GM.

Juragg Cold Climat Type:
Cost: 300,000 credits
Fixed armaments:
- 2 x machinecannon, fire-linked, mounted on neck
- beam saber, stored on back, hand-carried in use
Optional hand armaments:
- beam machinegun
Optional equipment:
- jet ski
Notes: These are best mobile suit for cold climate use. They have beam machineguns. Somewhat good armor and they have a jet sky that allows them to move at high speeds on snow. This also works on sand and water. This suit can ski circles around pretty much anything in a cold climate environment. A best buy.

Ships:

Land Use:

Big Tray:
Cost: 1,000,000 credits
Fixed Armament:
- Forward Mega Particle Cannon x 2
- 3-barreled main gun x 3
Mobile Suits Capacity: 4 on external racks
Fighter Capacity: 24
Tank Capacity: 6 stored inside the Big Tray
Notes: This is hovercraft type land use ship so it can ever move over water easily. Also this hovercraft type movement also allows it to cover land mines with out setting them off. Its two forward firing mega particle cannons are pretty strong and will open a hole in the enemy lines. Its mobile suits though are stored on external launch racks. These mobile suits can be disabled before they even enter combat if the ship is surprised.

Gaw:
Cost: 1,500,000 credits
Armament:
- 3 x 2-barreled mega particle cannon
- many x 105 mm anti-air machinegun
- many x large bombs
Mobile Suits Capacity: 6
Fighter Capacity: 8
Tank Capacity: 6
Notes: These monsters are frightening to behold. They are giant planes basically but they have an impressive armament that allows them to hold there own against some fo the newer ships. It can also bomb a target if the owner so chooses. Another nice addition to this ship is that it can paradrop mobile suits into a battle zone.

Garuda:
Cost: 2,000,000 credits
Armament:
- 10 x laser gun
Mobile Suit Capacity: 10
Notes: This is another plane type ship. Although it as able to with stand attack better than any of the other land use type ships thanks to its large number of laser turrets. Also it has a nice mobile suit capacity and can remove them from its hold very fastly allowing the Garuda to leave quickly after deploying its troops.

Sea Use Ships:

Jukon Refit:
Cost: 2,200,000 credits
Armament:
- 6 x torpedo launcher
- 8 x missile launcher
- 1 x retractable 200 mm deck gun
Mobile Suit Capacity: 6
Notes: This is submarine is well equiped for doing a wide range of jobs. It can attack targets underwater. It can fire long range missiles and hit a land target a day away. It can even fire a gun and mobile suits while on the surface of the water. But its best feature is that it can carry 6 mobile suits. All in all this is a great submarine.
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