~ Mobile Suit Gundam: One Year War - MK III ~
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Shops are simple. You spend the money, you get it. This page contains all generic items purchasable by both sides, as well as those only open to Earth Federation players.

Shop things are seperated into the "Compounds and their accessories", "Fixed Defences", "Mobile Weapons", "Warships", "Weapons of Mass Destruction" and "Services" sections. Items in each section will have a name, brief description of their advantages and disadvantages, and a price. Mobile Weapons and Warships also detail exacting weaponry that may be used, and have more detailed descritions if you click on their cute lil' sprites. Finally, Mobile Weapons also have rated statistics, ranging from 0 to 10. Enjoy.

~ Eldoreth and Vladimir (Mostly Eldoreth)


RPG Shop



~Compounds and their accessories~
These are the sites you can purchase from which to stage an operation or guard yourself, as well as all the little goodies you may attach to them.


Installations
These are territory controlling sites that you purchase for a said amount of money. They each have a specific function described below.

Fortress
The Gundam equivalent of a military base, a Fortress is a symbol of power wherever it is constructed and allow you to control the nearby terrain. A Fortress is essentially a group of factories, warehouses, barracks, hangars and such surrounded by a large, thick concrete wall. Fixed defenses can be purchased as well to increase the ability of your base to survive an attack.
Workers: 1x GM Trainer, 1x Labor Guntank
Armaments: 4x AA machinegun turret
Built-in accessories: Cellblock, Repair bay, Airfield, Hanger, Command Bunker, Radar/Transmissions Tower.
Cost: To build a basic, surface Fortress will require 1,000 RP.

Space Fortress
A large, moveable fortification in space, made out of a large hollowed out asteroid. The surface of this fortress is covered with weapons turrets and the thick outer surface is impossible to breach with anything less than the most powerful Mega Particle Cannons or missiles. It requires a weapon of mass destruction to destroy a space fortress, such as a Solar Ray-type weapon.
Workers:  4x GM Trainer, 4x Mobile Pod
Armaments: 8x Small Mega Particle Cannon Turret, 20x AA machinegun turret, 4x SAM battery, 1x Large Mega Particle Cannon turret x 1
Move Time: A Space Fortress can move from place to place thanks to large fusion engines, though it requires roughly twice as long as it would take a mobile suit or conventional warship.
Built-in accessories: Cellblock, Spaceport, Repair bay, Hanger, Command Section, Radar/Transmissions station.
Cost: To purchase and construct this fortress will cost 5,000 RP

Facilities
Facilities are smaller compounds, that, while often proving their worth, are not considered major bases enough to control territory.

Fortification
In essence, a mini-base. They may only be placed on earth, and are little more than a hanger for mobile suit placement, and an airfield. They have no walls guarding it, no heavily armored buildings, etc, but are good for the economist, or somebody wanting a cheap, quick, stopgap measure to guard something.
Workers: 1x Labor Guntank
Armaments: None.
Built-in accessories: Airfield, Hanger, Radar/Transmissions Tower, makeshift HQ.
Cost: Cheap to the max, this costs 250 RP.

Mine
The Mine is a fairly straightforward operation, yet it is an excellent money maker. Mines are built and deployed on their own, or inside  a base, as an add-on. They slowly suck minerals, Helium 3, ore, Vespine Gas, crude oil, Tiberium (there’s a joke in here somewhere. =P), or whatever other local asset out of the ground, sell it, and bring income to it’s owner. Exactly how much you will receive depends on what is being mined, but you will get an average of around 100 RP per week. Generally speaking, Arctic Mines get a bit more revenue, whereas Desert Mines pull slightly less. Details are described in the sidebar. Note that these can also be purchased next to existing Fortifications or Fortresses for added protection.
Workers: 1x Labor Guntank
Armaments: None.
Built-in accessories: makeshift HQ.
Cost: To become a modern ‘49er takes 250 RP.

Asteroid Mine
A smaller version of the Space Fortress, this large symbol of economic might is used for a much different reason. Passages colonize its interior, making it easy to mine valuable ores from inside. While it only holds an extremely miniscule mobile suit and ship bay, it can give its owner substantial amounts of cash, raking in 200 RP a week in harvested ores and minerals. Due to the activity on a mine, few fixed defenses can be placed, but you can always move your Asteroid Mines to orbit around friendly colony or Space Fortress for protection. An important thing to note is that these still exist after being strip-mined, and can then be used as a sort of miniature space fortress. Asteroid Mines can move, although at the same rather slow rate as a Space Colony. As you may have guessed, they can be fitted with a Colony Booster for faster movement.
Workers: 2x Mobile Pod
Armaments: None
Built-in accessories: Small Spaceport
Cost: The ultimate piece of money-making equipment costs a hefty 1,000 RP but will likely pay for itself several times over.

Space Colony
his sixty-kilometer long cylinder is home to five million people. Inside, people go about their daily lives as though they were on Earth. Mega Particle Cannon turrets and other such defensive fixtures can be purchased separately or at the time of construction to assist in defending the colony from enemy attacks.
Workers: 4x Mobile Pod.
Armaments: None
Move Time: A colony can be slowly moved at a rate of one-fourth that of normal mobile suits and warships. This means that a colony takes four days to move what a ship would do in one.
Built-in accessories: Spaceport, Repair Bay, Hanger. The economy of the civilians living inside the colony give the owner 100 RP per week due to taxes and whatnot.
Cost: 1000 RP

Fortress Locations
To facilitate your reign over a planet, different types of fortresses need to be built at various locations. These display all of the possible locations of which you might build your bases and the expense you’ll need to go to so that the fortresses may be outfitted.

Note: All bases can be seashore bases for an additional 50 RP. Such bases are on the sea.

Arctic/Antarctic
In order to facilitate your rule in frozen tundra type areas, these specialized fortresses will be necessary. Outfitted with much more insulation on structures, better anti-freeze systems and other such details, fixed defenses can function well enough here, but performance of mobile suits and mobile armors will be hampered. Defending player-controlled mobile suits and armors can be outfitted with gear to survive such an environment, though only specialized grunt suits can operate at peak efficiency.

Advantages: Cold Climate mobile suits can work wonders here while other, standard-issue suits will take a beating.
Disadvantages: Only Cold Climate grunt suits can work at peak efficiency here. Standard mobile suits will grind to a halt in the cold.
Cost: An extra 500 RP will be required for Arctic/Antarctic outfitting.

Desert/Tropical
In need of extra cooling systems and other such gear, fortresses in desert climates and on barren worlds will need these extra outfittings. Again, defending player-controlled mobile suits can be outfitted with gear to survive the extreme environment.

Advantages: Mobile suits designed for these extreme environments work well here.
Disadvantages: Sand can badly clog up vents and weapons on conventional mobile suits and mobile armors.
Cost: An extra 500 RP is necessary for desert/tropical outfittings.

Mountain
Built into the side of a mountain, mountain fortresses are almost as hard to capture as underground bases, though easier to destroy. Attacking mobile suits will have to scale the mountain itself all the while being hailed by machinegun and mega particle cannon fire. Also, thanks to thinning atmosphere, aircraft cannot function with their usual lethality.

Advantages: A mountain fortress is just as hard to attack as an underground base but for a fraction of the cost. Enemy aircraft will be restricted and land forces will more slowly.
Disadvantages: Like regular fortresses, large colony-destroying beam weapons can still destroy these fortresses, and your own aircraft will have a hard time.
Cost: You will need 500 RP extra to build your fortress into the side of a mountain.

Urban
Genocidal maniacs love this little ditty, your base is built right in the middle of a massive city! Maneuvering is hard, firing without hitting civilians is harder, and battles will look like the first episode of Robotech. If combined with an underground base, you could literally create the most advanced base in the history of Anime. Yes, NERV is now at your disposal.
Advantages: The city this base is placed in will render the owner 50 RP a week, due to trade and whatnot. In addition, the City itself provides excellent cover and fields of fire.
Disadvantages: Whenever a battle happens here, the owner of the base will lose 100-300 RP, this being the cost to repair the city.
Cost: 500 RP

Naval (Floating)
Essentially a gigantic ship, a floating Naval Fortress floats on the surface of the ocean, either anchored to the ocean floor, right along the edge of a beach, or mindlessly wandering the seven seas. From here, submarines, marine mobile suits and marine mobile armors can call home.

Advantages: These fortresses make controlling the seas much more feasible and make attack from conventional mobile suits nearly impossible. Submarines and marine mobile armors may dock here to be repaired and re-armed.
Disadvantages: The large pontoons that keep these structures afloat are excellent targets for mobile armors and submarines that manage to get close enough. Also, although conventional mobile suits can be deployed here and function as part of a defense, consider them lost if they fall in the water.
Cost: An extra 500 RP will be required in addition to the cost of the Fortress itself to outfit it for Naval duty.

Naval (Underwater)
Unlike their floating brethren, these fortresses are actually built as pressurized buildings on the bottom of the ocean with tubes connecting them. Marine mobile suits have even more of an advantage here. However, due to the nature of this location, only Depth Charge launchers and Torpedo batteries can be constructed.

Advantages: Puts marine mobile suits at a ridiculous advantage against assaulting forces and is also increasingly hard to destroy from the surface. Depth charges from the surface are almost useless, meaning that up-close-and-personal actions will have to take place.
Disadvantages: Several good, solid torpedo hits could cause a massive depressurization resulting in a fortresses’ destruction. Also, only SAM batteries and depth charge launchers can be deployed for fixed defenses.
Cost: An extra 600 RP needs to be added to the cost of the actual fortress to make it underwater ready.

Sky/Atmospheric
Using multiple Minovski-craft compressors, much like those used on Zeon airborne mobile armors, it is possible to levitate a fortress in the sky, allowing it reign over the wild blue yonder. Airborne mobile suits, mobile armors and aircraft have an advantage here, and only aircraft or mobile suits capable of EXTENDED flight can reach these bases. SAM launchers are especially useful here.

Advantages: Allows airborne mobile suits and mobile armors as well as aircraft to be ridiculously effective, raking through enemy lines. SAM launchers are very useful, as are machinegun turrets.
Disadvantages: Like the floating Naval Fortress, the Minovski craft compressors are good targets. Once destroyed, Sky Fortresses quickly become piles of rubble on the ground. Once again, conventional mobile suits can act in concert with defenses here, though they will be lost if they are knocked off.
Cost: An additional 600 RP will be required to outfit a fortress with M-craft compressors.

Underground
Perhaps one of the hardest to attack fortresses available, an underground fortress is built completely underground, save for a few camouflaged gates. Pop-up accessories are added to all fixed defenses, allowing them to pop-up out of the ground and surprise enemy units. Even if enemy units manage to locate the entrances to an underground fortress, it will still be hard to take through winding passages and tight corridors.

Advantages: These bases CANNOT be destroyed by anything less than a well-placed tactical nuclear warhead or a full-blown colony drop. Your mobile suits have a much better chance at defending this fortress while enemy suits will be at a gaping disadvantage.
Disadvantage: There’s only one really… Cost! These fortresses are expensive.
Cost: 1,000 RP will be required in addition to the cost of the fortress itself.

Combination
Perhaps the most expensive thing in the world of fortresses, you can combine multiple fortress locations for the ultimate defendable position, though it will be very expensive.
Cost: The final cost will be the cost of the fortress itself, location one, location two etc, and an additional 500 RP.

Note: Don’t be a jackass. Some locations obviously cannot be combined. For example, an Arctic Base and a Desert Base. However, a Mountain Base and an Underground Base can be combined, making for a virtually indestructible fortification. (N.O.R.A.D.! Woo!)

Base Add-ons:
These little things are all the nifty additional buildings your fortress might want to have.

Trenches
Simple and affordable, mobile suit sized Trenches can be constructed to give your MS defences just a little bit more surviveability. Unlike most things, Trenches can be purchased while your compound is under seige, albeit at double price.
Cost: 100 RP, or 200 if seiged.

Cellblock
Though it is standard on most fortifications, these still need to be here. A Cellblock is essentially a modernized prison where unruly people, including captured enemy forces and kept until they are either released or escape.
Cost: This add-on costs 300 RP.

Targeting Facility
A complex radar, sonar, infrared and audio tracking station, these facilities stay in the fairly safe portions of a land Fortress for protection and to provide targeting data to friendly Howitzers. Having a Targeting Facility on hand allows the accuracy of a Howitzer to be increased from a pithy 50% to a much superior 75%.
Armament: Radar, sonar, infrared and audio tracking equipment.
Cost: To deploy a complex targeting facility will cost 400 RP.

Colony Booster
To move your colony quicker or to initiate a colony drop, you need one of these boosters. Simply a large rocket that latches onto the backside of your colony, the Booster is an essential part of all colony movement and allows your colony to move at half the speed of a regular mobile suit, rather than one fourth.
Cost: To get a Booster you will need 750 RP.

Spaceport
Necessary for construction on terrestrial fortresses, the Spaceport allows regular space warships and mobile suits to land, refuel, and be equipped with single-use boosters to get back into space again, allowing otherwise space-bound vessels and mobile suits to enter Earth. Both may move off the earth and moon via a spaceport even during a siege, but any snipers in the besieging fleet will get a free shot off.
Cost: You need 750 RP for this add-on. Comes with one Ginga for transporting.

Nuclear Charge
The ultimate in “Base Insurance," this is actually an Inter-Continental-Ballistic-Missile with the rocket section removed and stripped down to the bare essentials. This charge sits in the middle of a Fortress in wait to be activated. After the entire base’s defenses have been destroyed, this charge is activated and will detonate when a mobile suit, tank or even infantry triumphantly march into the base. This charge is GUARANTEED to destroy any surviving enemy forces that are not aircraft, airborne mobile armors or mobile suits equipped with thermonuclear hover-jets or some other form of rapid escape.
Armament: Thermonuclear warhead x 1
Cost: As they are the ultimate in base insurance, they are also the ultimate in cost: 3,000 RP.

War Factory
Those of you familiar with Westwood’s Command & Conquer line of computer games will be familiar with this structure. The War Factory, once constructed, can harvest the resources needed and then produce any product in the shop. Location is important too. A War Factory in an Arctic Base can build Cold Climate mobile suits, while a Naval Base can build Marine Mobile Suits and Naval Warships. How many can be produced in a one-week production run is based on cost.
War Factories can make 500 RPs worth of mecha each week (added on Sundays). If you wish to build something that is more than 500 RP, it will take multiple weeks until you've paid off the cost of the weapon.
Cost: The War Factory is very expensive, but it will pay for itself in time. 5,000 RP.

~Fixed Defenses~
These are all defensive gun emplacements for placing on your Compound, to defend it.

AA Machinegun turret
While only remotely effective against mobile suits, these open-ended turrets are inexpensive.
Armament: Four-barreled 45mm rapid-fire machinegun
Cost: These lightweight turrets are cheap enough for even the stingiest commanders. 13 RP.

Depth Charge launcher
For anti-submarine warfare, the Depth Charge launcher is the best there is.
Armament: Two-tube Depth Charge discharger
Cost: The deployment of a depth charge launcher will require 27 RP.
Note: Depth Charge Launchers can only be deployed on a floating Naval Fortress or Shore Fortress/Fortification.

Surface-to-Air missile battery
A small AA missile turret, this is more effective than the machineguns, but also more expensive.
Armament: Four-tube SAM missile launcher
Cost: These SAM batteries cost 45 RP.

Land/Naval Mines
A self-styled North Korean/South Korean border, just for you.
Armament: Minefield
Cost: To deploy a minefield and its tending vehicles and vessels will cost 27 RP.

Space Mines
A patch of floating spacemines.
Armament: Minefield
Cost: To deploy a space mine field and its tending vehicles and vessels will cost 27 RP.
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---
Staff
-Webmaster-
Eldoreth

-Nazi-
Vladimir

-Battle Writers-

Terry
Wil
Cid
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Thomas
Tian

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Berrik
Viktor

-Board Mods-

Dan
The notes on what has been placed so far. A Colony with an Asteroid Mine orbiting it combine their reflective productiveness to produce 350 RP per week total. An Asteroid Mine can have a limit of 4 fixed defences, and 10 defensive aircraft or 4 defensive MS. A Space Colony can have a base put on it, making capturing the colony much harder, as you must go inside the colony after winning the outer fight. ~Long note by Ketara


Difference in productions for different mines.

Mountain -  +10k
Desert - 90k
Tropical - 90k
Arctic - +10k
Sea - 150k (Oil rigs)
Underwater - 150k
Urban - +50k (more workers.)
~Vlad (I write too much.)

The strange add-ons, the ones you can't buy, are purely for the point of being strategically blown up. Here is what they are for.

Command Bunker - A heavily guarded Bunker, where command operations are planned.

Airfield - Where you launch planes and ships from on a Fortress, if it doesn't have a spaceport.

Hanger - Where they house their Mecha.

Repair Bay - How you repair stuff. Without this, you can't speed-repair things.

Radar Tower - How they detect suits, send out distress signals, as well as increase Minovsky Particle Density.
~ MORE Vlad


Okay, I'm saying this once so listen good!

Possible base locations.

On the Moon -
Normal
Air
Underground
Arctic (The poles)
Arctic Underground

In the West and East Arctic -

Normal (Mongolia/upper China only, IE West Arctic)
Arctic
Air
Sea
Underwater
Mountain
Urban
Underground
Arctic Mountain
Arctic Urban
Arctic Sea (Icebergs.)
Arctic Underground
Urban Underground
Mountain Underground

In North America -

Normal
Mountain
Desert
Urban
Sea
Air
Underwater
Underground
Mountain Urban
Mountain Underground
Urban Underground

In South America -

Normal
Mountain
Tropical
Urban
Sea
Air
Underwater
Underground
Mountain Underground
Tropical Urban
Tropical Underground
Urban Underground
Tropical Urban Underground

In the Antarctic -

Arctic
Underground
Arctic Underground
Arctic Sea
Air
Underwater

In Europe -

Tropical aside, Any base type you can think of can be in Europe. Europe is the king of bases. (Don't be a Jackass though)

In North Africa -

Normal
Desert
Mountain
Sea
Underwater
Urban
Air
Underground
Desert Urban
Desert Underground
Urban Underground
Mountain Desert
Mountain Underground
Desert Urban Underground
Desert Mountain Underground

Central Asia -

Normal
Desert
Mountain
Sea
Underwater
Urban
Air
Underground
Desert Urban
Desert Underground
Urban Underground
Mountain Desert
Mountain Underground
Desert Urban Underground
Desert Mountain Underground

In South Africa -

Depart Arctic from your memory, and South Africa can also have anything you can think of, jackassiness aside.

East Asia -

Normal
Tropical
Desert (Australia only)
Urban
Underground
Mountain (Australia only. Ularoo!!)
Sea
Air
Underwater
Tropical Sea (Coral Atolls)
Desert Underground
Urban Underground
Tropical Urban
Tropical Underground
Tropical Urban Underground

Beat that, Vladimir.
~Eldoreth











































If you get these in an underwater base, they become torpedo launchers! ~Eld


































































































This counts as a detector unit. ~Ketara




















































































































This counts as a detector unit. ~Ketara















































I'd like to note that the basic Federated suit is oh so much more expensive than the basic Zeon suit, because of E-Cap technology. Even a beam spray gun will go straight through anything but a Gelgoog, and out the other side.
~Ketara

I'd also like you to remember that any optional shields that are armable add .5 to the MS's effective armor rating.
~Ketara

































































































































































































































Many ship varients exist. You can make an action while at a base to refit a ship you already have, for the mentioned cost. All of the possible ship varients can be found
here. ~Ketara
























































































































Naval Warships are purely sea based. It's hard for them to attack land bases. ~Ketara
Space Defence Satellite
A small automated drone for perimeter defence against mobile suits.
Armament: 1x Ballistic Cannon (8 rounds), 2x 12-tube missile racks (1 round)
Armor Rating: 4
Maneuverability rating: S-4.5 G-0 A-0 W-0
Speed Rating: S-2 G-0 A-0 W-0
Cost: 36 RP
Anti-MS Cannon
A cheap, conventional ground to ground cannon turret.
Armament: Two-barreled 180mm cannon
Cost: Each Cannon will require 45 RP.

Mega Particle Cannon turret
Smaller and for taking out mobile suits, the ultimate in AA technology.
Armament: Mega Particle Cannon
Cost: Since they’re smaller, standard-issue Mega Particle Cannons cost 90 RP

880mm Howitzer
The ultimate in artillery weaponry, the Howitzer is perfect for anti-Siege warfare.
Armament: 880mm rifled howitzer (S)
Cost: These big suckers cost a whopping 270 RP.
Note: Accuracy can be increased with the purchase of a targeting facility.

Large Mega Particle Cannon turret
A large, slow moving, anti-ship Mega Particle Cannon.
Armament: Two-barreled Large Mega Particle Cannon (S)
Cost: Each Mega Particle Cannon turret will require 270 RP.

Space Defence Platform
Built into an Asteroid, this is the best thing you can get for defending a Shoal Zone
Armament: 12x 2-barrel beam gun turrets, 2x heavy rocket launcher turret.
Cost: 450


~Mobile Weapons~
Kinda self-explanatory, isn't it?


Vehicles
Tanks have always been an integral part of the battlefield, and even in the age of mobile suits, they still have their uses. These are best used as cheap fire-support while your mobile suits do all the actual close combat work.
Type 61
A heavily-armed double-barreled Main Battle Tank echoing most twentieth-century designs; its large cannons pose a not-insubstantial threat to Zeon mobile suits.
Fixed Armaments: 2x 150mm smoothbore cannon, 1x 12.7mm machinegun, 8x grenade launcher (1 round)
Optional Armaments: None
Armor Rating: 4.5
Maneuverability Rating: S-0 G-3 A-0 W-0
Speed Rating: S-0 G-5 A-0 W-0
Cost: These tanks can be bought for a simple 9 RP.
Type 74
Using a hovercraft system instead of wheels, the Type 74 uses its superior mobility to acquire targeting data on distant enemy units.
Fixed Armaments: 1x 6-barrel 20mm Gatling
Optional Armaments: None
Armor Rating: 2
Maneuverability Rating: S-0 G-4 A-0 W-0
Speed Rating: S-0 G-5.5 A-0 W-0
Cost: A Type 74 will require a slightly more expensive 36 RP.

Aircraft
Aircraft are another integral part of the modern battlefield, aircraft function in tandem with tanks and mobile suits to form an excellent defense force. Some are used for strafing ground targets while others transport units into battle.
Fanfan
A tiny hovercraft used to defend Federal bases against Zeon incursion; it is quite nimble, but it lacks any substantial weaponry.
Fixed Armaments: 2x 5-tube missile launcher (1 round)
Optional Armaments: None
Armor Rating: .5
Maneuverability Rating: S-0 G-0 A-7 W-0
Speed Rating: S-0 G-0 A-5 W-0
Cost: 5 RP
Ball
The final production combat space pod. Federal tacticians have wisened up since the K-type; the RB-79 is intended to defend Federal capital ships at close range.
Fixed Armaments: 1x 180mm cannon
Optional Armaments: None
Armor Rating: 1.5
Maneuverability Rating: S-2 G-0 A-0 W-0
Speed Rating: S-1 G-0 A-0 W-0
Cost: 5 RP
Tin Cod
Another holdover from the 60's Rearmament Plan; the Tin Cod mostly resembles a pre-UC fighter. Its long-range missiles and longer loiter time give it an edge over the Zeon's Dopp, but it lacks close-in combat abilities.
Fixed Armaments: 4x 25mm vulcans
Optional Armaments: 2x Hardpoint, can arm missiles, fuel tanks or small bombs
Armor Rating: 1
Maneuverability Rating: S-0 G-0 A-6.5 W-0
Speed Rating: S-0 G-0 A-8 W-0
Cost: 9 RP
Fly Manta
A smaller, faster ground suppression aircraft. It has respectable speed and maneuverability, though its weaponry leaves something to be desired.
Fixed Armaments: 2x 30mm nose vulcan, 2x 3-tube missile launcher (1 round)
Optional Armaments: None
Armor Rating: 2
Maneuverability Rating: S-0 G-0 A-5 W-0
Speed Rating: S-0 G-0 A-5.5 W-0
Cost: 10 RP
Saberfish
A space superiority fighter left over from the 60's Rearmament Plan; it sports a high overall speed but is nearly worthless against Zeon mobile suits due to its miniscure weapons and poor maneuverability.
Fixed Armaments: 4x 25mm vulcan, 6x anti-ship missile
Armor Rating: 3
Maneuverability Rating: S-4 G-0 A-0 W-0
Speed Rating: S-8 G-0 A-0 W-0
Cost: As with most fighters, Saberfish are cheap. 11 RP.
Jet Core Booster
A mass-produced version of the White Base's Core Booster, intended for atmospheric combat. It mounts the usual cadre of weapons, plus limited bombing and ground suppression capability.
Fixed Armaments: 4x 25mm vulcan, 50mm cannon, 1x large bomb
Optional Armaments: None
25mm machinegun x 4
32mm anti-tank cannon x 1
Armor Rating: 3
Maneuverability Rating: S-0 G-0 A-5 W-0
Speed Rating: S-0 G-0 A-6.5 W-0
Cost: Jet Core Boosters come at a cost of 30 RP.
Flatmouse
A small, extremely fast aircraft built exclusively for terrestrial high-altitude reconnaissance.  Its oversized external fuel tanks provide it with a long loiter time over enemy territory, but that's about all it's good for.
Fixed Armaments: None
Optional Armaments: None
Armor Rating: 1
Maneuverability Rating: S-0 G-0 A-2 W-0
Speed Rating: S-0 G-0 A-9.5 W-0
Cost: 33 RP
Depp Rog
A very large, very heavy bomber, and the backbone of the Federal air offensive. It's designed for high-altitude carpet bombing, and can carry virtually any conventional ordinance.
Fixed and Optional Armaments: Bombs. Lots and lots of bombs. And 6x ATA missiles
Armor Rating: 3
Maneuverability Rating: S-0 G-0 A-3 W-0
Speed Rating: S-0 G-0 A-8.5 W-0
Cost: 35 RP

Don Escargot
A multirole gunship armed with several anti-air and anti-ground weapons; it also doubles as a costal submarine hunter, toting various ASW technology.
Fixed Armaments: 4x 25mm AA machinegun turret, 2x Missile Launcher (3 rounds), lots and lots of ASW weaponry.
Optional Armaments: None
Armor Rating: 3
Maneuverability Rating: S-0 G-0 A-5 W-0
Speed Rating: S-0 G-0 A-6 W-0
Cost: 35 RP
General Purpose mobile suits
These are the basic mobile suits of the shop. They can function on both land and space, but are not as effective as those specially tuned for those environments.
GM
The universal grunt of the Federal forces. The GM lacks enough reactor power to utilize a full-sized beam rifle, so it's usually deployed with conventional ballistics or in a close-combat situation; it is lighter, more maneuverable, and marginally faster than Zeon's Zaku line.
Fixed Armaments: 2x 60mm head vulcan, Beam saber
Optional Armaments: 90mm machinegun, 20 rounds per clip, 100mm machinegun, 32 rounds per clip, Beam spray gun, 10 rounds per E-cap, GM Bazooka, 7 rounds per clip, Tower shield
Armor Rating: 7.5
Maneuverability Rating: S-6.5 G-6 A-2 W-2.5
Speed Rating: S-7 G-5.5 A-3.5 W-2
Cost: The more expensive and loveable GM rings in at 135 RP.
GM Command/GM Command Space Type
Available in both a colony defense and space combat role, the GM Command is a late-war high-performance mobile suit for areas expecting heavy combat. It is much faster and better armed than the original GM, and is more than a match for a good deal of Zeon technology.
Fixed Armaments: 2x 60mm Head Vulcan, 2x Beam Saber
Optional Armaments: Beam Rifle (10 rounds), 90mm Machinegun, 20 rounds per clip, Tower shield, GM Bazooka, 7 rounds per clip +1 in chamber, Grenades (3)
Armor Rating: 7.5
Maneuverability Rating: S-6.5 G-6.5 A-3.5 W-2
Speed Rating: S-7 G-6.5 A-4 W-2
Cost: For better, you get more costy! 250 RP

Note: GM Commands, like Doms, need to spend a day converting to GM Space Commands to fight effectively in space. See the Zeek shop for details.
Guncannon Mass Production Type
A simplified, lightened version of the original Guncannon, intended for medium-range fire support. Another late-war production, it features heavy armor and a substantial weapons complement.
Fixed Armaments: 2x 200mm Cannon, 2x 60mm Head Vulcan
Optional Armaments: 90mm Machinegun, 20 rounds per clip, 100mm Machinegun, 32 rounds per clip, Beam Rifle (10 rounds), Grenades (4)
Armor Rating: 8
Maneuverability Rating: S-6 G-4 A-1 W-1
Speed Rating: S-6 G-6 A-1 W-1
Cost: The Guncannon packs a lot of firepower without being too costly. 300 RP.

Land Combat Mobile Suits
These function best on regular, solid ground.
GM Ground Type
Developed prior to the deployment of the basic GM, the GM Ground Type is armored with Lunar Titanium, making it essentially as durable as the original RX-78. It's maneuverability is somewhat inferior to the normal GM's, and it requires a reactor upgrade to utilize beam weaponry, but it has few other flaws.
Fixed Armaments: 2x Beam Saber
Optional Armaments: 90mm machinegun, 20 rounds per clip, 100mm machinegun, 32 rounds per clip, Beam rifle, 15 rounds per E-cap, Arm shield, GM Bazooka, 7 rounds per clip, 6-tube missile launcher (1 round)
Armor Rating: 9
Maneuverability Rating: S-0 G-5 A-1.5 W-3
Speed Rating: S-0 G-4.5 A-3 W-2
Cost: GM Ground Type mobile suits cost 275 RP.
Guntank Mass Production Type
Even less of a mobile suit than the original Guntank, the mass-produced model offers a simplified design and, though the elimination of the Core Block System, a cheaper overall cost.
Fixed Armaments: 2x 120mm Cannon (S), 2x 4-barrel 40mm hand vulcan
Optional Armaments: None
Armor Rating: 8
Maneuverability Rating: S-0 G-3 A-0 W-.5
Speed Rating: S-0 G-5 A-0 W-.5
Cost: Limited but powerful, the Guntank MPT is still rather expensive. 300 RP.
Gundam Mass Production Ground Type
A mass-produced Gundam for severe land-combat scenarios; it arms numerous heavy weapons, Lunar Titanium armor, and a host of other features.
Fixed Armaments: 1x Multi-pod, mounts 35mm spray-vulcan, smoke discharger and flashbang launcher, 2x Beam Saber
Optional Armaments: 100mm machinegun, 32 rounds per clip, Beam rifle, 15 rounds per E-cap, GM Bazooka, 7 rounds per clip, 180mm cannon, 5 rounds per clip, 6-tube missile launcher (1 round), Grenades (3), Arm shield
Armor Rating: 9.5
Maneuverability rating: S-0 G-5.5 A-2 W-3
Speed Rating: S-0 G-4.5 A-3.5 W-2
Cost: Since it is the ultimate in general purpose land warfare, it is also quite expensive. 350 RP
Space Use Mobile Suits
When the war goes to Space, you can take your mobile suits with you. These units are specially designed to work well in space. Though most of them can function on land, they will be bested by their land-based counterparts, so it is best to keep them on their own turf.
GM E
A preproduction space-combat GM put forth mostly for testing purposes; it's combat prowess is about equal to the Zeon's Rick Dom, though it still lacks the beam weapons of its ground counterparts.
Fixed Armaments: 1x Beam Saber, 2x 60mm head vulcan
Optional Armaments: 90mm machinegun, 20 rounds per clip, Tower shield, Grenades (3)
Armor Rating: 7.5
Maneuverability Rating: S-7 G-5 A-1.5 W-2
Speed Rating: S-7.5 G-5.5 A-3 W-1.5
Cost: Essentially a GM Ground type... In spaaaace! The GM E costs 165 RP.
Harsh Environment Mobile Suits
These mobile suits have been outfitted with special sand filters, larger radiators and other such technology to allow them to function in the harsh Desert, Tropical or Icy environments that would slowly grind other mobile suits to a stop. They can function just as well in normal climates, though they’re more expensive than regular units, so there’s not really much of a purpose.

Cold Climate GM
A terrestrial knockoff of the GM Command, this variant utilizes the necessary technology to operate in subzero climates, as well as several combat improvements.
Fixed Armaments: 2x 60mm head vulcan, 1x Beam Saber
Optional Armaments: 90mm machinegun w. attached grenade launcher, 20 rounds per clip, Body shield, Beam spray gun, Grenades (3)
Armor Rating: 7.5
Maneuverability Rating: S-0 G-6 A-2 W-2
Speed Rating: S-0 G-6 A-2 W-2
Cost: Mostly a GM at heart, the Cold Climate GM costs 200 RP.

Marine Mobile Suits
Fighting alongside submarines and naval warships, the marine mobile suits serve as integral close- and medium-range attack units.These function well in water and on land, and are also not hampered by cold climates.
GM Diver
The first of the Federations marine mobile suit project, the GM Diver has many flaws, and is all in all not suited for its element.
Fixed Armaments: 2x Heavy Torpedo Launcher (1 round), 2x 60mm head vulcans
Optional Armaments: Light Torpedo Launcher (5 rounds), Tower Shield, Water-use Grenades (4), 90mm machinegun, 20 rounds per clip
Armor Rating: 7
Maneuverability Rating: S-0 G-3 A-0 W-5.5
Speed Rating: S-0 G-4 A-0 W-6.5
Cost: 165 RP
Aqua GM
A streamlined and waterproofed GM outfitted with marine weapons; it is not intended for amphibious operations, as with Zeon marine mobile suits.
Fixed Armaments: 8x Torpedo launcher (1 round), 2x Heavy Torpedo launcher (1 round), 4x Beam Pick, SUBROC missile launcher (4 rounds), Water-use Grenades (4)
Optional Armaments: 90mm machinegun, 20 rounds per clip
Armor Rating: 7.5
Maneuverability Rating: S-0 G-4 A-0 W-7
Speed Rating: S-0 G-5 A-0 W-8
Cost: Despite it’s limitations, the Aqua GM could be your boy if you’re low on cash. 200 RP.
Guncannon Harbor Defence Type
A Guncannon variant posessing an unusual resemblance to the original; it mounts an ASROC launcher inplace of one of its cannons.
Fixed Armaments: 1x 200mm cannon, 1x 8-rack Surface to Water torpedo launcher, 2x 60mm head vulcan
Optional Armaments: 100mm machinegun, 32 rounds per clip, Beam Rifle (10 rounds)
Armor Rating: 9
Maneuverability Rating: S-0 G-5 A-1.5 W-3
Speed Rating: S-0 G-4.5 A-3 W-2
Cost: This mobile baywatch unit (Hee) costs 300 RP.

Specialty Mobile Suits
Okay, here they are: The Specialty Mobile Suits. These are units that each have a special purpose that others cannot facilitate.
GM Ground Sniper
Slightly modified to carry a heavy duty sniper rifle, the GM Ground Sniper usually only gets one shot, so make it count.
Fixed Armaments: 2x Beam Saber
Optional Armaments: 90mm machinegun, 20 rounds per clip, Beam rifle, 15 rounds per E-cap, Arm Shield, GM Bazooka, 7 rounds per clip, Beam Sniper Rifle
Armor Rating: 9
Maneuverability Rating: S-0 G-5 A-1.5 W-3
Speed Rating: S-0 G-4.5 A-3 W-2
Cost: Mainly because of the long-range beam rifle, the GM Sniper totals 400 RP.

~Warships~
The backbone of any military force is its navy, whether terrestrial or space-bound. These are where mobile suits are launched from in an assault and how space battles are fought.

Space Warships
As the name implies, these are for use in Space Battles.
Public
A fast, light gunboat intended for assault against large targets. Its sole armament is a pair of warship-grade missiles, used for hit-and-run attacks.
Class: Space Missile Boat
Armament: 2x Huge Missile
MS Capacity: 0
Cost: 90 RP
Colombus
Better known as an airtight box with engines, the Colombus and its Variants are the EFs main transport craft.
Class: Space Carrier
Armament: None
Fighter Capacity: 30
Cost: Since it’s basically an airtight box with engines, the Colombus is dirt cheap. 450 RP.
Salamis
The Salamis-class serves as the EF's "light guns." It is smaller and faster than the Magellan-class, with more, faster-tracking guns, though it cannot concentrate as much fire as comporable Zeon ships.
Class: Space Cruiser
Armament: 3x Fore MPC turret, 3x Aft MPC turret, 1x Port 6-tube missile launcher, 1x Starboard 6-tube missile launcher, 8x Fore missile launcher, 6x 2-barreled AA machinegun turrets.
MS Capacity: 0
Cost: The underrated Salamis totals 720 RP.
Magellan
The Magellan serves as the core of the EFSF. It has seven large turrets for heavy bombardment and numerous antiaircraft weaponry; it can go toe-to-toe with most Zeon ships.
Class: Space Battleship
Armament: 2x 2-barelled Fore MPC turret, 2x 2-barelled Port MPC turret, 2x 2-barelled Starboard MPC turret, 1x 2-barelled Aft MPC turret, 4x Fore missile launcher, 14x 2-barelled Machinegun turret
MS Capacity: 0
Cost: The fearsome but poorly designed Magellans come to a total of 2,250 RP.

Universal Warships
These warships, unlike those above, can function in both atmosphere and space. They also have the proper equipment to achieve escape velocity and reach space.
Pegasus "Grey Phantom" Type
The Pegasus-class is intended as a high-versatility unit; it can ferry mobile suits into combat in both space and atmosphere and back them up with respectable firepower, and is capable of atmospheric re-entry unaided.
Class: Universal, M-Craft equipped Carrier
Armament: 2x 2-Barreled heavy MPC turret, 8x 2-barrel AA beam turret, 4x Fore missile launcher, 2x Aft missile launcher, 2x 2-barrel MPC turret
Mobile Suit Capacity: 9 MS, 2 Aircraft
Cost: The hero Pegasus ships come at a cost of 3,150 RP.

Land Battleships
The name says it all: The power of a Space Battleship in a handy land-friendly version.
Big Tray
The Big Tray serves as a forward command post and for heavy fire support in terrestrial theatres. Its air cushion gives it excellent mobility.
Class: Land Battleship
Armament: 2x Fore MPC, 3x 3-barreled Ballistic turret
Hangar Capacity: 24 aircraft, 5 mobile suits in external racks
Cost: These Fortress-assault Land Battleships carry a price tag of 900 RP.

Airborne Warships
While you could call this catagory a shameless plug from a FF game, there are some truly monstrous craft that can fly in the air just as easily as a Tin Cod.
Medea
Simply a 727 with a couple of guns, the Medea has little cargo space and weaponry compared to the Gaw, but is much cheaper.
Class: Airborne Carrier
Armament: 2x 2-barreled AA machinegun turret
Hangar Capacity: 3 mobile suits, 1 tank or fighter
Cost: These cheap transports only cost 225 RP.
Naval Warships
Crusing the seas of Earth, Naval Warships have been the basis of international military power since the times of the Roman Empire. Although becoming outdated in an age of mobile suits and beam weaponry, they still pack a punch enough to be decently effective.
Himalaya
Modeled after Russian carriers of old, the Himalaya is a little vulnerable to Submarine warfare, but can carry one hell of a lot of fighters.
Class: Naval Carrier
Armaments: 1x 2-barrel 350mm cannon turret, 7x 100mm cannon turret, 8x 2-barrel 30mm AA turret, 2x 12-tube missilelauncher
Hangar Capacity: 4 mobile suits (stage 2), 50 aircraft
Cost: The Himalaya is actually rather cost-effective for all its worth, and can carry 50 Fly Mantas. 1,125 RP.
Super Battleships
Okay, you simply NEED to have a super-powerful warship and have a lot of cash to burn. Fear not, we are here for you! Some people say that the Super Battleship is an outdated, obsolete piece of technology. Perhaps they’ll think differently when they’re looking down the barrels of cannons larger than mobile suits!

---

Federal Battlegroup
For those of you who are looking at purchasing a fleet all at once, there are two deals currently on the market. If you purchase 3 Salamis class cruisers, a Colombus class carrier, and 30 Saberfish all at once, you can get a 10% discount, for a total cost of 2646 RP. Alternatively, if you buy 3 Medea class carriers, 6 Tin Cods, 9 GM Ground Types, and 3 Type 74 Hovertrucks, you can get a similar discount. The total on that is 2,956 RP

~Weapons of Mass Destruction~

Cause rampant chaos and destruction on an innumerable scale! What joy!

Nuclear Missiles
A fairly cheap and easy-to-get method for smashing colonies, doing significant damage to Space Fortresses, or even to smite exposed land fortresses. This package of twelve missiles can be loaded into the missile launchers of space warships, or onto the rocket-firing weapons of large mobile suits or mobile armors.
Armament: Nuclear charge x 12
Cost: These little suckers are expensive, but do offer you lots of pretty fireworks. 27,500 RP
Solar System
Solar System – Remember when we all used to fry ants with a magnifying glass? The Solar System uses that same theory, except with 750,000 different mirrors. Reflecting and magnifying light from the sun, the Solar System then focuses a stream of light like a giant laser on a single target. This weapon can steadily eat through even the nigh-impenetrable armor of a Space Fortress or melt a tightly knit formation of space warships. Mobile suits caught in the focus will wind up much like the aforementioned ants as well. Something to note, however, is that when your own warships are busy engaging the enemy, if a Solar System is fired, whether by you or the enemy, both sides’ ships will be vaporized. Be cautious. Also note that the mirrors will need to be frequently re-adjusted to track targets or to re-align themselves with the sun, so continuous fire is impossible.
Cost: As with all Super Weapons, this is ridiculously expensive. 150,000 RP


Note: The Solar System and Solar Ray are huge weapons capable of intercepting targets from extreme distances. The Solar System can wipe a colony out easy. In addition, they can both fire at targets a great deal out of reach of any other weapon. The Solar System may fire at any target in the territory it is in. The Solar System may only fire once a day however, as previously mentioned. It may be moved, but only at the fairly slow pace a colony with a booster (2 actions per move) moves. The Solar System may be bought the following base addons and defences: Space Defence Platform (2 max). It can also hold a total of 5 Space Defence Satellites. It does, however, come with a trio of Salamis class cruisers for point defence.
~EF Services List~
Services can be purchased with RP just like other things, but aren't always physical objects. Their cost varies depending on whether you are in Friendly Held, Contested or Enemy Held territory, and some of them may count as actions.

Hacked Information
Occasionally information from a sides comm lines is picked up by the other side, and it's possible to hack into enemy databases as well. This counts as an action, and for every 30 RP spent one random word will be gleaned from a sides basic trooper message board.

Double Agent
Some Federal/Zeon soldiers are in fact working for the Federation/Duchy. To represent this, a PC in Enemy Held territory may at any time spend 1000 RP to obtain the password to the opposing sides basic message board. This counts as an action.

Green pilot - -25 RP in Friendly Held
Sometimes the Federation/Duchy has to send pilots straight into combat without training. You may purchase a mobile weapon with a Lvl 0 pilot for -25 RP to the wespons cost.

Veteran Pilot - +100 RP in Contested, +50 RP in Friendly Held
Many a mobile suit pilot has been around for awhile, and is better than your average Joe. You may purchase a mobile weapon with a Lvl 2 pilot for +50 RP to the weapons cost.

Experianced Pilot - +200 RP in Contested, +150 RP in Friendly Held
Some pilots are simply above average, though by then they've usually died. You may purchase a mobile weapon with a Lvl 3 pilot for +150 RP to the weapons cost.

Advanced Pilot - +350 RP in Contested, +300 RP in Friendly Held
Few pilots get this high, but people who know people can usually recruit them. You may purchase a mobile weapon with a Lvl 4 pilot for +300 RP to the weapons cost.

Ace Pilot - +600 RP in Contested, +500 RP in Friendly Held
These guys are hard to find, but are more than a match for a Dom/Guncannon in a Zaku II/GM. You may purchase a mobile weapon with a Lvl 5 pilot at +500 RP to the weapons cost.

Artillery Support - 200 RP in Contested, 100 RP in Friendly Held
Sometimes in order to crack tough defences, artillary needs to be called in from the back lines. This represents things like Xamel, Jukon, Howitser or Big Tray fire if on Land or a long range beam cannon strike made by a Musai or Salamis if in space. The problem is the actual spot to fire at can't be seen, so a friendly mobile suit must use a colored flare to signal the bombardment, and the bombarders will shoot at the flare. This does not count as an action, but must be purchased the same day you engage in an Installation Attack. Up to 3 such bombardments can be purchased per attack. Each bombardment represents one salvo from the bombarding force, which will be picked at random.

Anti-Artillery Cover Fire - 300 RP in Contested, 150 RP in Friendly Held
Planes can be brought in from long range to circle the perimeter of a battle-zone and attack any Artillery units in place. This does not count as an action, but must be purchased the same day you are engaged in an Installation Attack. It nullifies any Artillery Support services being used for that attack.

Flight Support - 100 RP in Contested, 50 RP in Friendly Held
This service can be purchased whenever you Battle. For each purchase up to two purchases, you can pick one of the following fighter squads to come to your aid approx. 1 minute after the battle starts - 6 Tin Cods for air support, 6 Mongoose for anti-tank warfare, 6 Fly Mantas for a half-and-half situation, 4 Don Escargot gunships for anti-submarine-warfare, or 1 Flatmouse detector unit and 2 Tin Cod wingmen for reconnaissance. This can only be purchased on Earth

Saberfish Flight Support - 450 RP in Contested, 225 RP in Friendly Held
This service can be purchased whenever you Battle. For each purchase up to two purchases, you can pick one of the following fighter squads to come to your aid approx. 1 minute after the battle starts - 30 Saberfish from a nearby Colombus. This can only be purchased between 0 days from Earth and 3 days from Earth

GM Flight Support - 450 RP in Contested, 225 RP in Friendly Held
This service can be purchased whenever you Battle. For each purchase up to two purchases, you can pick one of the following fighter squads to come to your aid approx. 1 minute after the battle starts - 4 GMs from a nearby Colombus B-Type or Salamis Kai. This can only be purchased between 0 days from Earth and 3 days from Earth

GM Sniper fire - 270 RP in Contested, 180 RP in Friendly Held
This service can only be purchased whenever you engage in an Installation Attack. A GM Sniper will begin to set up his equipment just within Sniper range as soon as the battle starts, and within a few minutes will be able to set up a shot at a designated target. It only works for one shot, however, and only one such service may be purchased. This can only be purchased on Earth

Note - if Flight Support is purchased for both sides in a battle, it's possible that they will engage each other before arrival, and not be present at all. It's also possible that Anti-Artillery Cover Fire can get tangled up with enemy Flight Support, removing the threat of the enemy Flight Support but not enemy Artillery fire. It's also possible that, due to some mistake, the support won't come at all. All of these things are part of battle writer discretion. In addition, only two Flight Supports can be purchased for any 1 battle of any type.

... The End! ~Vladimir and Eldoreth