~ 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 Zeon 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 Vladimir)


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 allows 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: 2x Zaku Tank
Armaments: 4x AA machinegun turret
Built-in accessories: Cellblock, Repair bay, Airfield, Hanger, Command Bunker, Radar/Transmissions Tower.
Cost: To build a basic, surface fortification 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 Zaku Worker, 4x Zaku Head
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 Zaku Tank
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 to local populations (or in the case of a fortress on the Moon or another planet, back to the Earth), 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.
Workers: 1x Zaku Tank
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 on an active Mine, 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 (In other words, you can now mount your own fixed defenses on it). 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 Zaku Head
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.

“Sealed” Space Colony
Similar to the standard colony, the “Sealed” colony was build primarily in the Zeon homeland of Side Three. Unlike a conventional colony, the Zeon Sealed Colonies had no windows, enabling them to house up to ten million people, while light was provided giant fluorescent arrays. These make the Sealed Colony more expensive to construct, but make it nearly immune to the effects most nuclear weapons, and also more difficult to destroy in general, as there are no weak windows to aim for. All other aspects are the same as a regular colony.
Workers: 2x Zaku Worker, 2x Zaku Head.
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: Sealed space colonies are a bit more expensive than normal ones. 1,250 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.

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 HLV 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.
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. 9 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 22 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 27 RP.

Anti-MS Cannon
A cheap, conventional ground to ground cannon turret.
Armament: Two-barreled 180mm cannon
Cost: Each Cannon will require 45 RP.

Land/Naval Mines
A minefield complete with one outfitted Zaku II to deploy them.
Armament: Minefield + 1 Zaku minelayer to deploy them.
Armor Rating: 7
Maneuverability rating: S-5.5 G-5 A-1.5 W-2.5
Speed Rating: S-6.5 G-4.5 A-3 W-2
Cost: To deploy a minefield and its tending vehicles and vessels will cost 72 RP.

Space Mines
Floating spacemines, also with their own minelayer.
Armament: Zaku Minelayer x1 +minefield
Armor Rating: 7
Maneuverability rating: S-5.5 G-5 A-1.5 W-2.5
Speed Rating: S-6.5 G-4.5 A-3 W-2
Cost: To deploy a space mine field and its tending vehicles and vessels will cost 72 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.
Armor Rating: 12
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.
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---
Staff
-Webmaster-
Eldoreth

-Nazi-
Vladimir

-Battle Writers-

Terry
Wil
Cid
James
Thomas
Tian

-Backup Writers-
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




























Note that, for the armor ratings on the mobile suits, optional shields are not included. Things like a Gouf or GMs shields effectively add .5 to the armor rating if used. Tiny shields like the Zaku II D's, or attached shields like the Zaku shield, are included in the armor profile.
~Ketara






















































































































































Note that these combinations suffer the problem that they cannot be seperated. You have to keep the MS and Dodai together at all times, which can form trouble when putting them on ships or in MS teams.
~Ketara






















































































































This counts as a detector unit.
~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
































Now available in two colors! ~Vlad














































































A note - Only 3 of the Gaws MS can deploy effectively, the other 3 have to be parachuted out the rear, where they can be shot at by enemy units.
~Tian






Naval Warships are purely sea based. It's hard for them to attack land bases. ~Ketara
Magella Attack Tank
A bizarre tank with heavy weapons and a flight-capable turret.
Fixed armaments - 175mm cannon, 3-barrel 35mm machinegun, Grenade launcher x8 (1 round)
Optional arments - none
Armor Rating: 4
Maneuverability rating: S-0 G-5 A-6 W-0
Speed Rating: S-0 G-2 A-6 W-0
Cost: These tanks are slightly more expensive than Type 61s but more effective. 18 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.
Dopp
An extremely fast and maneuverable aircraft with guns, missiles, and horrible loiter time.
Fixed armaments - 2x weapon pods, each mounts 1 6-tube mini-missile launcher (2 rounds) and 1 20mm vulcan
Optional armaments - none
Armor Rating: 2.5
Maneuverability Rating: S-0 G-0 A-6 W-0
Speed Rating: S-0 G-0 A-10 W-0
Cost: These insanely fast fighters cost 12 RP.
Dodai YS
It's flat. Designed to deliver mobile suits into combat and provide missile support against ground targets.
Fixed Armaments - 10x Missile launchers, 10 rounds apiece.
Optional Armaments: None
Armor Rating: 4
Maneuverability Rating: S-0 G-0 A-5 W-0 *-2 when a totin
Speed Rating: S-0 G-0 A-9 W-0 *-2 when a totin
Cost: These rides for your grunt mobile suits cost 22 RP.
Dodai II
Faster and featuring better armor than the original, it serves exclusively to give mobile suits flight.
Fixed Armaments - 2-barrel 20mm gun turret
Optional Armaments - 2x Hardpoint, can mount external fuel cells or bombs
Armor Rating: 6.5
Maneuverability rating: S-0 G-0 A-7.5 W-0 *-1 while a totin
Speed Rating: S-0 G-0 A-9 W-0 *-1 while a totin
Cost: 25 RP
Gunship Heli
Modeled after the Kamov Ka-50; features thick armor, heavy weapons, and dual contra-rotating blades.
Fixed Armaments - 6-barrel 60mm Gatling, 2x 16-tube mini-missile launcher (1 round), 8x missile, mounted under wings
Optional Armaments - None
Armor Rating: 5.5
Maneuverability rating: S0 G-0 A-6.5 W-0
Speed Rating: S-0 G-0 A-6.5 W-0
Cost: 27 RP
Luggun
An unusually-shaped plane with a light armament and dual AWACs dishes.
Fixed Armaments - 2x 2-barrel 30mm gun turret, 4x 20mm nose vulcans
Optional Armaments - None
Armor Rating:3.5
Maneuverability rating: S-0 G-0 A-5 W-0
Speed Rating: S-0 G-0 A-7 W-0
Cost: 45 RP
Gattle
An old model at this point of the war, the Gattle is designed to defend colonies and other strategic objects.
Fixed armaments - 4x 40mm nose vulcans, 2x 5-tube rocket launcher (3 rounds), 4x large missile
Optional armaments - none
Armor Rating: 3.5
Maneuverability rating: S-7 G-0 A-0 W-0
Speed Rating: S-2.5 G-0 A-0 W-0
Cost: 110 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.
Zaku II F-type
Basic Zeon mobile weapon suitable for space and terrestrial combat.
Fixed Armaments - None
Optional Armaments - 120mm Machinegun, 100 rounds per drum, 280mm Zaku bazooka, 4 rounds per clip, Heat hawk, Cracker Grenades (3), 2x 3-tube leg missile launchers (1 round)
Armor Rating: 7
Maneuverability rating: S-6 G-5.5 A-2 W-3
Speed Rating: S-6.5 G-4.5 A-3 W-2
Cost: The Zaku II F-type is dirt-cheap as far as mobile suits go. 45 RP.
Dom/Rick Dom
Highly maneuverable heavy assault mobile suits, also suitable for both terrestrial and space combat.
Fixed Armaments - Scattering beam gun
Optional Armaments - 360mm Giant bazooka, 10 rounds per clip, Heat saber, MMP-80 90mm machinegun, 32 rounds per clip,
Armor Rating: 8
Maneuverability rating: S-7 G-9 A-7 W-2 *1 if equipped incorrectly
Speed Rating: S-7 G-9 A-7 W-2 *1 if equipped incorrectly
Cost:These high-maneuverability mobile suits cost 200 RP
Dom Funf
Second-generation Dom for both space and terrestrial warfare; improved thrusters, armor, weaponry, and with several variants.
Fixed Armaments - Scattering beam gun
Optional Armaments - 880mm Rateken Bazooka, 10 rounds per clip, 360mm Giant Bazooka, 10 rounds per clip, Heat saber, 90mm machinegun, 32 rounds per clip, Panzer Fausts (4)
Armor Rating: 8
Maneuverability rating: S-7.5 G-9.5 A-7.5 W-2.5
Speed Rating: S-7.5 G-9.5 A-7.5 W-2.5
Cost: A pumped-up space AND land Dom, the Dom Funf costs 450 RP.

Note: Any mobile suit in the shops that are / has a quickly varientable varient, for land or space combat. It takes a days action to refit the suit (for example, a Dom needs a different pair of legs) in which that suit specifically cannot fight anything. But the next day it will be ready to go in its new environment.

Space Combat Mobile Suits
These function best in zero G environments.
Zaku Kai
Faster and better armored Zaku with a host of improved weapons, but poor fuel efficiency.
Fixed Armaments - None
Optional Armaments - 90mm machinegun with attached grenade launcher, 32 rounds per clip, 280mm Zaku Bazooka, 10 rounds per clip, Heat Hawk, Grenades (3)
Armor Rating: 8
Maneuverability rating: S-6.5 G-5.5 A-2.5 W-3
Speed Rating: S-7.5 G-4.5 A-3.5 W-2
Cost: Zaku Kais are available to you for a modest 60 RP.
Zaku II HMT
Premier space combat mobile suit prior to the Rick Dom II; features grossly overpowered engines and better armor.
Fixed Armaments - None
Optional Armaments - 120mm Machinegun, 100 rounds per drum, 360mm Giant bazooka, 10 rounds per clip, Heat hawk, Panzer Fausts (3)
Armor Rating: 7
Maneuverability rating: S-7.5 G-5.5 A-2 W-3
Speed Rating: S-7.5 G-4.5 A-3 W-2
Cost: The thing Rey Tatsuma's always griping about costs 77 RP
Rick Dom II
New and improved Dom exclusively for space warfare; features stronger thrusters, external fuel tanks, and better weaponry.
Fixed Armaments - Scattering beam gun
Optional Armaments - 360mm Giant bazooka, 5 rounds per clip, Heat saber, 90mm machinegun, 32 rounds per clip, Panzer Fausts (4), external fuel tanks (2)
Armor Rating: 8
Maneuverability rating: S-7.5 G-1 A-3 W-1
Speed Rating: S-7.5 G-1 A-3 W-1
Cost: The mighty Rick Dom II costs 300 RP.

Ground Combat Mobile Suits
These function best on regular, solid ground.
Zaku II J-type
Zaku variant explicitly for a terrestrial theatre; slightly faster than the J-type due to lesser weight.
Fixed Armaments - None
Optional Armaments - 120mm Machinegun, 100 rounds per drum, 280mm Zaku bazooka, 5 rounds per clip, Heat hawk, Cracker Grenades (3), 175mm Magella Cannon, 10 rounds, 2x 3-tube leg missile launchers (1 round)
Armor Rating: 7
Maneuverability rating: S-0 G-6 A-2.5 W-3.5
Speed Rating: S-0 G-5 A-3.5 W-2.5
Cost: Zaku II mobile suits cost 52 RP.
Zaku Cannon (K-type)
Zaku modified for anti-mobile suit and bombardment use with a large cannon and heavy weapons.
Fixed Armaments - 180mm detachable cannon (S), 2-tube smoke discharger
Optional Armaments -  120mm Machinegun, 100 rounds per drum, Heat hawk, Cracker Grenades (3), 2x 3-tube leg missile launchers (1 round), 2x 2-tube missile launchers (1 round)
Armor Rating: 7.5
Maneuverability rating: S-0 G-5 A-1.5 W-1 *+1.5 if detaches cannon
Speed Rating: S-0 G-3.5 A-2.5 W-.5 *+1 if detaches cannon
Cost: Only slightly different than the Zaku II, these Zaku Cannons cost 67 RP.
Gouf Custom
A stopgap mobile suit with several variants for different combat situations.
Fixed Armaments - 3-3 barrel 35mm arm machinegun, E-whip Heat Rod
Optional Armaments - Cracker Grenades and Panzer Fausts (6), Heat Sword, Arm shield
Armor Rating: 7.5
Maneuverability rating: S-0 G-7 A-3.5 W-4
Speed Rating: S-0 G-5.5 A-4.5 W-3
Cost: Norris Packard will rape you! 100 RP.

Airborne Mobile Suits
Taking to the skies, these mobile suits function in tandem with aircraft, or can make them obsolete all together.
Zaku II J + Dodai YS – This combination costs 66 RP.
Zaku II J + Dodai II – This combination costs 71 RP.
Gouf Custom + Dodai YS – This combination costs 110 RP.
Gouf Custom + Dodai II – This combination costs 115 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.
Desert Zaku
J-type Zaku modifed for arid environments with sand filters, a huge external radiator in place of its backpack, and substantial weapons.
Fixed Armaments - 2x 60mm head vulcan
Optional armaments - 120mm machinegun, 100 rounds per drum, 290mm missile launcher, 8 rounds per magazine, Heat Hawk, 2x 3-tube leg missile pod (1 round), cracker grenades (3), Jet Ski's
Armor Rating: 7.5
Maneuverability rating: S-0 G-5.5 A-2 W-3 * +.5 in desert with Skis, -1 elsewhere
Speed Rating: S-0 G-5.5 A-3 W-2 * +.5 in desert with Skis, -1 elsewhere
Cost: Only a minor variation of the Zaku, the Desert Zaku costs 75 RP.

Marine Mobile Suits
Fighting alongside submarines and naval warships, the marine mobile suits appear like demented mechanical crabs with mega particle cannon and claw-armed hands. These function well in water and on land, and are also not hampered by cold climates.
Acguy
Cheap marine mobile suit built mostly from recycled Zaku components; very stealthy and lightly armed.
Fixed Armaments - 4x 105mm head vulcan, 5x Claw
Optional Armaments - 1x gun arm, mounts 6x torpedo launcher (1 round) and either a 105mm machinegun or a MPC
Armor Rating: 7
Maneuverability rating: S-0 G-6 A-3 W-8
Speed Rating: S-0 G-5 A-3.5 W-7
Cost: Acguys are made mostly out of recycled parts, and are thusly quite cheap. 150 RP.
Gogg
Portly amphibious mobile suit with heavy weapons and armor; only intended for brief sorties on land.
Fixed Armaments - 2x MPC, 2x Torpedo launcher (2 rounds), 10x Claw
Optional Armaments - None
Armor Rating: 8.5
Maneuverability rating: S-0 G-5 A-0 W-8
Speed Rating: S-0 G-4 A-0 W-7.5
Cost: The Gogg is the cheapest amphibious mobile suit, ranging in at 180 RP.
Hygogg
Offshoot of the Gogg, correcting most of the original's numerous flaws.
Fixed Armaments - 2x Improved MPC, 4x Torpedo launcher (1 round), 10x Claw
Optional Armaments - 2x Hand missile unit
Armor Rating: 8
Maneuverability rating: S-0 G-7 A-3.5 W-8.5
Speed Rating: S-0 G-7 A-5 W-8.5
Cost: The Hygogg is all round better, and all round expensive - 250 RP
Z’Gock
Improved marine mobile suit for both aquatic and land combat; includes beam and anti-warship weapons, among other things.
Fixed Armaments - 2x MPC, 6x head missile launcher (5 rounds), 6x Claw
Optional Armaments - None
Armor Rating: 8
Maneuverability rating: S-0 G-7 A-3.5 W-8.5
Speed Rating: S-0 G-6.5 A-4 W-7.5
Cost: The murderous Z’Goks cost a good 270 RP.
Z'Gok E
Top-of-the-line marine mobile suit; virtually undefeatable in its home element and just as dangerous on land.
Fixed Armaments - 2x Improved MPC, 6x head missile launcher (2 rounds), 6x Claw
Armor Rating: 8
Maneuverability rating: S-0 G-7 A-3.5 W-9
Speed Rating: S-0 G-7 A-5.5 W-10
Optional Armaments - None
Cost: 350 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.
Zaku II E
Unarmed, highly mobile Zaku variant exclusively used for gathering information against enemy positions.
Fixed Armaments - None
Optional Armaments - Cracker Grenades (3) (can only arm smoke or flashbangs)
Armor Rating: 6
Maneuverability rating: S-7 G-6.5 A-3 W-3
Speed Rating: S-7.5 G-5.5 A-4 W-2
Cost: Ever bought a digital camera? 180 RP

Xamel
Large, heavily armed mobile armor, intended for heavy close air support against ground targets.
Fixed Armament - 680mm cannon (S), 8-tube missile pod (10 rounds, S), 20mm head vulcan
Optional Armament - 360mm Giant Bazooka, 10 rounds per clip
Armor Rating: 8.5
Maneuverability rating: S-0 G-9 A-2 W-1
Speed Rating: S-0 G-9.5 A-2 W-1
Cost: For all its worth, the Xamel is comparatively cheap. 400 RP.

Mobile Armors
When the prestige of a mobile suit just isn’t enough, you call on the brute power of a mobile armor. Rather than elegantly dance through space or on land, clashing beam and heat weapons with the enemy, Mobile Armors just smash their way in, end of story. A note however. All the mobile Armors are overpriced, due to the fact that only four or five of each type was made. However, to make up for this, each mobile armor comes with a Lvl 2 pilot.
Zakrello
Early anti-MS use mobile armor, cheaper than the Val Valo but with some major design flaws
Armament: Scattering MPC,2x Slashing heat claw
Armor Rating: 8
Maneuverability rating: S-4 G-0 A-0 W-0
Speed Rating: S-9.5 G-0 A-0 W-0
Cost: Because Vlad thinks it sucks. 800 RP.
Adzam
Large, heavily armed mobile armor, intended for heavy close air support against ground targets.
Armament: 2-barrel MPC turret x 8, Plasma Leader x 3
Armor Rating: 8.5
Maneuverability rating: S-0 G-7 A-3.5 W-0
Speed Rating: S-0 G-7.5 A-5.5 W-0
Cost: Adzams are actually very inexpensive for a mobile armor. 900 RP.
Grabro
Marine mobile armor with numerous surface and aquatic weapons.
Armament: 2x 7-tube torpedo launcher (3 rounds), 2x 8-tube Anti-aircraft missile launcher (3 rounds), 6x Reinforced and sharpened claw
Armor Rating: 7
Maneuverability rating: S-0 G-0 A-.5 W-10
Speed Rating: S-0 G-0 A-.5 W-10
Cost: Grabros are expensive but well worth it for all you naval needs. 1,000 RP.
Bigro
Fast and maneuverable armor for use against warships.
Armament: Large MPC, 2x 4-tube missile launcher (10 rounds), 2x Claw arm
Armor Rating: 9
Maneuverability rating: S-8.5 G-0 A-0 W-0
Speed Rating: S-9 G-0 A-0 W-0
Cost: Bigros are also expensive, but that is a recurring theme with mobile armors. 1,000 RP.
Val Varo
Smaller, more maneuverable armor for use against mobile suits.
Armament: Large MPC, 2x 2-tube missile launcher (10 rounds), 2x Anti-aircraft MPC, 4x 110mm machinecannon, 2x Claw arm, 3x Plasma Leader
Armor Rating: 9
Maneuverability rating: S-9.5 G-0 A-0 W-0
Speed Rating: S-9 G-0 A-0 W-0
Cost: The amazing Val Varo costs a full 1,250 RP. Make it count!
~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.
Jicco
Small missile boat favoring speed over weaponry.
Class: Torpedo Space Boat
Armament: 4x 105mm machineguns, 9x missile launcher
Mobile Suit Capacity: 0
Cost: 400 RP
Musai
Fast light cruiser and backbone of the Zeon Space Assault Force; multiple variants in production.
Class: Light Space Cruiser
Armament: 3x 2-barrel fore MPC turret, 2x fore large missile launcher
10x fore small missile launcher
Mobile Suit Capacity: 3 in hangar, 2 Zakus in Komusai
Cost: Musais are slightly more expensive than Salamis. 1125 RP.

Note: While two mobile suits can be stored in the Komusai that comes standard with every Musai, the hangar space is quite confined, and only Zakus can be stored there. The same goes with the Gallops secondary (well, really Primary) hangar
Chivvay
Oldest ship in the Zeon fleet; sports a number of heavy weapons with planned refits.
Class: Heavy Space Cruiser
Armament: 2x 3-barreled MPC turret, 18x 2-barreled AA machinegun turret, 12x fore missile launcher
Mobile Suit Capacity: 8
Cost: These ugly battlewagons run a cost of 1800 RP.
Gwazine
Large battleship with a massive arsenal, thick armor, and an oversized hangar.
Class: Space Battleship
Armament: 3x 2-barreled Fore Large MPC turret, 10x 2-barreled MPC turret, 2-barreled 155mm AA machinegun turret xmany
Mobile Suit Capacity: 20
Cost: The mighty Gwazines ring in at a pricey 4500 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.
Zanzibar
Capable of atmospheric re-entry and sporting numerous weapons as well as a substantial hangar; easily modified for other uses.
Class: Medium Universal Cruiser
Armament: 1x 2-barrel fore main gun turret, 4x MPC turret, 5x 2-barrel AA machinegun turret
Mobile Suit Capacity: 6
Cost: The venerable Zanzibar carries a price tag of 1800 RP.

Land Battleships
The name says it all: The power of a Space Battleship in a handy land-friendly version. These units don’t readily carry mobile suits, but rather give them free rides into battle.
Dobday
A slow, well armed giant tank with a decent mobile weapon contingent.
Class: Land Battleship
Armament: 2x 2-barreled main cannon turret, 2x 2-barreled heavy machinegun turret
Hangar Capacity: 12 aircraft, 8 mobile suits in external racks
Cost: The lumbering Dobays ring in at 900 RP.
Gallop
Fast and maneuverable land battleship with a respectable armament and combat potential.
Class: Light Land Cruiser
Armament: 1x 2-barreled main cannon turret, 2x 2-barreled AA machinegun turret
Hangar Capacity: 2 mobile suits, 2 Zakus in secondary Hangar
Cost: Gallops are the fastest land battleship, though they are also surprisingly cheap. 585 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 Dopp.
Gaw
An enormous aircraft with large-payload bombs, beam weaponry, and a large hangar capacity.
Class: Airborne Carrier
Armament: 3x 2-barreled fore MPC turret, manyx 105mm AA machinegun turret, bombs
Hangar Capacity: Six mobile suits, six tanks, eight fighters
Cost: These purple giants cost 900 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.
Jukon
A stealthy, large submarine with torpedoes, missiles, and marine mobile suit capacity.
Class: Naval Submarine
Armament: Torpedo launcher, 9x Missile launcher
Hangar Capacity: 2 MS
Cost: The swift and cunning Jukons are available for 630 RP.
Mad Angler
Large submarine tender utilized to deploy marine mobile armors.
Class: Naval Submarine
Armament: 10 x surface-to-surface missile launcher; 9 x torpedo launcher
Mobile Suit Capacity: 12 MS, 1 MA
Cost: Even though half of this thing is hollow, it costs 2000 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!

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Battlegroups
For those of you who wish to buy a fleet all at once, there are currently two deals available. If you buy 3 Musai class cruisers and 9 Zaku II F types all at once, you can get a 10% discount, for a total cost of 3,402 RP. Additionally for you groundpounders, if you get 3 Gaw class airships, 24 Zaku II J Types, 18 Magella Attack Tanks and 24 Dopps, you can get a similar discount. The total on that is 4,104 RP.

~Weapons of Mass Destruction~

Cause rampant chaos and destruction on an innumerable scale! It's what Zeon do!


G3 Gas Missiles
Not got the cash for nukes or a laser weapon? Grab one of these lovely colony-busters instead. Loaded into the same long-range missiles as nukes, the warheads instead mount canisters of highly poisonous G3 Nerve Gas. These are excellent for wiping out the population of a colony, or to kill unprepared soldiers, pilots, and other personnel at surface military bases. Packaged in sets of twelve, each missile mounts six canisters that are ejected before impact and then explode over a wide area, guaranteeing the immediate death of any people in the region.
Armament: G3 Gas Canister x 74
Cost: These are easily the cheapest super weapons out there. 8,250 RP.

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.

~Services~
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 soldiers are in fact working for the 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.

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.

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.

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.

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 Guncannon in a Zaku II. You may purchase a mobile weapon with a Lvl 5 pilot.

Strengthened Human pilot - +450 RP in Friendly Held
There are quite a few rejects from the Flanagan Agency, people who have been screwed with a little too much. You may purchase a mobile weapon with a Strengthened Human pilot.

Newtype pilot - +520 RP in Friendly Held
It is possible to pull some strings and get a Flanagan Agency pilot for your MS team. You may purchase a mobile weapon with a Newtype pilot.

Artillary 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 or Howitser fire if on Land or a long range beam cannon strike made by a Musai 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-Artillary 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 Artillary 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 Artillary Support services being used for that attack.

Flight Support - 150 RP in Contested, 75 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 Dopps for air-support, 6 Dodai bombers for low altitude bombing, or 4 Gunship Heli's for anti-MS support.

Colonial Uprising - 110 RP
This service can be purchased whenever you engage in an Installation Attack inside a Side except for Side 6. If purchased, the colonists will try to aid you, perhaps not giving the enemy ship docking clearance, if attacking a colony hampering defence forces, or other such whatnots.

Space Support - 180 RP in contested, 90 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 - 3 Zaku II F from a nearby Musai, or 3 Gattle anti-ship fighters. This can only be purchased in Space between 4 days from Earth and 1 day from Earth.

... The end. ~ Vladimir and Eldoreth