Earth Federation Shop



Compounds and Compound Accessories



Compounds
Compounds may only be purchased through a build action, and consist of any stationary defensive location. Fortresses and Fortress equipped colonies count as Installations and can control territory, while the rest of the compounds count as Fortifications and cannot control territory.


Fortification
In essence, a mini-base. These 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.
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- Standard defences: None, 20x maximum
- Built-in accessories: Airfield, Hangar, Radar/Transmissions Tower, HQ
- Hangar capacity: 8x mobile suits, 10x tanks/fighters, 2x mobile armors
- Cost: 250 RP

Note: For a build action, Fortifications can be upgraded to Fortresses for 750 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 attached to a Fortress as an add-on. They slowly suck minerals, Helium 3, ore, Vespine Gas, crude oil, Tiberium, or whatever other local asset out of the ground, and bring income to it's owner.
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- Standard defences: None, 5x maximum
- Built-in accessories: Mining compound, Airfield, Hangar, Radar/Transmissions Tower, HQ
- Hangar Capacity: 4x mobile suits, 1x tank/fighter, 1x mobile armor
- Income: 80 RP
- Cost: 250 RP
- Note: Only a maximum of 3 mines at the same position will produce income.


Asteroid Mine
An asteroid half the size of a colony, this is a true symbol of economic might. Passages colonize its interior, making it easy to mine valuable ores from inside. Due to the activity on a mine, few fixed defenses can be placed on an active Mine, but you can always move one Asteroid Mine to orbit around a friendly colony for protection.
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- Standard defences: None, 10x maximum
- Built-in accessories: Mining compound, Hangar, Radar/Transmissions Tower, HQ
- Hangar Capacity: 4x mobile suits, 5x fighter, 1x mobile armor
- Move Rate: 1/4th normal
- Income: 160 RP
- Cost: 500 RP
- Note: Only a maximum of 3 mines at the same position will produce income.


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.
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- Standard Defences: 4x AA turret, 40x maximum
- Built-in accessories: Outer Wall, Cellblock, Repair Bay, Hangar, Ship Dock, Airfield, HQ Bunker, Radar/Transmissions Tower
- Hangar Capacity: 25x mobile suits, 40x tank/fighter, 5x mobile armor
- Cost: 1,000 RP


Mirrored Space Colony
This sixty-kilometer long cylinder is home to five million people. Inside, people go about their daily lives as though they were on Earth. Although designed to house a civilian population, space colonies can be equipped with a small defensive armament, and have a large hangar. While a Facility normally, a Fortress can be built inside a Space Colony, upgrading it to an Installation.
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- Standard Defences: None, 10 maximum
- Built-in accessories: Reflective Mirrors, Hydroponics bays, Repair Bay, Hangar, Ship Dock, HQ Bunker, Radar/Transmissions Tower
- Hangar Capacity: 17x mobile suits, 20x tank/fighter, 3x mobile armor
- Move rate: 1/4th normal
- Income: 50 RP
- Note: Only purchasable at Sides 1, 2, 4 or 5
- Cost: 1,000 RP

Note: Space colonies can be purchased two at a time in a bunch formation for 1,750 RP.


Locations
Earth, Mars and Lunar theatre compounds can be built into specific, harsh locations for additional cost. These locations confer certain advantages and disadvantages to the defending force. Some location combinations cannot be purchased in certain areas, please use common sense.


Coastal
Built into the coast, these fortresses include a harbor for tendering marine vessels and controlling the seas. Although this will increase the number of theatres your fortress can effectively support, at the same time it will increase the number of ways in which it can be attacked.
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- Advantages: Provides repair capabilities for naval ships and mobile weapons.
- Disadvantages: Allows for the base to be amphibiously assaulted.
- Cost: 100 RP


Arctic
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.
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- 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: 250 RP


Desert
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, but only specialized mobile suits operate at peak efficiency.
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- 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: 250 RP


Tropical
In need of extra radiators and other such gear, tropical and heavily forested climates spell trouble for mobile suits. Defending player-controlled mobile suits can be outfitted with gear to prevent moisture and undergrowth from damaging systems, but only specialized mobile suits operate at peak efficiency.
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- Advantages: Mobile suits designed for these extreme environments work well here.
- Disadvantages: Moisture can badly damage electronics and weapons on conventional mobile suits and mobile armors.
- Cost: 250 RP


Island
Built on top of a small island with the coast as perimeter defenses, these fortresses are difficult to get on or off of. Attacking units will find the combination of having to cross the water to fight on land aggravating, whereas defending units will find retreat an equally difficult option.
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- Advantages: Attacking mobile suits will have to move across water or air to assualt the base.
- Disadvantages: The islands small size will make it more susceptible to bombing, and retreat will be difficult.
- Cost: 300 RP


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.
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- Advantages: Enemy aircraft will be restricted and land forces will advance more slowly.
- Disadvantages: Your own aircraft will have a hard time due to thinning atmosphere.
- Cost: 400 RP


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.
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- Advantages: The city this base is placed inside produces an income, much like a mine, and the buildings provide good cover for friendly units.
- Disadvantages: To put it bluntly, the civilians will hate you.
- Income: 50 RP
- Cost: 400 RP


Naval
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.
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- Advantages: These fortresses make controlling the seas much more feasible and make attack from conventional mobile suits nearly impossible.
- Disadvantages: The large pontoons that keep these structures afloat are excellent targets for mobile armors and submarines that manage to get close enough.
- Cost: 500 RP


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.
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- Advantages: Puts marine mobile suits at a ridiculous advantage against assaulting forces and is also increasingly hard to destroy from the surface.
- Disadvantages: Several good, solid torpedo hits could cause a massive depressurization resulting in a fortresses' destruction.
- Cost: 750 RP


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.
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- Advantages: Because of its altitude, the number of enemy units that can actually attack such a base is very limited.
- Disadvantages: Like the floating Naval Fortress, the Minovski craft compressors are good targets.
- Note: Atmospheric fortresses can also be purchased in Earth or Jupiter orbit.
- Cost: 750 RP


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.
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- Advantages: These bases CANNOT be destroyed by anything less than a well-placed tactical nuclear warhead or a full-blown colony drop.
- Disadvantages: There's only one really... Cost! These fortresses are expensive.
- Cost: 1,000 RP


Combo
Multiple base locations can be purchased at one time for a compound, although some combinations (Airborne+Underground?) are impossible. Don't be a jackass.



Add-ons
While compounds come with their own integral hangars, HQ bunkers and what have you, additional and more sophisticated buildings can be purchased at additional price. These add-ons can be targetted and destroyed by enemy attack, and while integral features of a base can be repaired, add-on features must be repurchased.


Minefield
A simple field of explosive proximity mines, this can be used to delay an enemies advance into a fortress. There are three types of minefield, land mines, underwater mines and space mines, and each must be purchased seperately. Minefields can be purchased while your compound is under siege, albeit at double price.
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- Cost: 150 RP (300 if sieged)


Perimiter Wall
An outer wall designed to repel a first wave of attack, this add-on enlarges the effective area of a compound, allowing for more defensive emplacements. If purchased for a Space Colony or Asteroid, this in effect redesigns the colonies hull for military use.
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- Effect: +10 maximum defences.
- Cost: 200 RP


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.
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- Cost: 200 RP (400 if sieged)


Enlarged Cellblock
While all fortresses carry simple cellblocks, these can be enlarged to make it much more difficult for a captured pilot to escape. This add-on functions as a normal Cellblock where none exist naturally.
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- Cost: 300 RP


Enlarged Hangar
Extremely important locations will enlarge and add secondary hangars, to increase the number of servicable units in their territory.
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- Effect: Maximum hangar space +10 mobile suits and +10 tanks/fighters
- Cost: 400 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 turrets, improving their accuracy.
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- 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.
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- Cost: 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. Spaceports may be purchased for a Lunar fortress, but are not necessary for a ship to escape the moons gravity well.
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- Cost: 1,000 RP


War Factory
The War Factory, once constructed, can harvest the resources needed and then produce any product in the shop. How many can be produced in a one-week production run is based on cost. A War Factory is somewhat different from a mine, as it produces weaponry even during a siege.
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- Effect: The factory is credited 400 RP every Sunday, which can be used at any time to purchase shop materials at the factories location.
- Cost: 2,000 RP


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.
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- Cost: 2,400 RP



Defences
Clearly even the best base will fall eventually without its own defensive armament. Turrets and gun emplacements can be purchased up to a bases defensive emplacement maximum, to assist in defending the area. (R) marked defences cannot make All Range Attack actions, but will shell enemy fleets during a siege.


AA machinegun turret
While only remotely effective against mobile suits, these open-ended turrets are inexpensive and excellent against fighter aircraft.
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- Armament: Four-barreled 45mm rapid-fire machinegun
- Cost: 11 RP


Depth Charge launcher
For anti-submarine warfare, the Depth Charge launcher is the best there is.
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- Armament: Two-tube Depth Charge discharger
- Cost: 24 RP


SAM battery
A small AA missile turret, this is more effective than the machineguns, but also more expensive.
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- Armament: Four-tube SAM missile launcher (10 rounds)
- Cost: 24 RP


Defense Satellite
A small automated drone for perimeter defence against mobile suits.

Armament: 1x Ballistic Cannon (8 rounds), 2x 12-tube missile racks (1 round)
Note: Only purchasable in space. Max 12 per compound, does not count towards defenses maximum.
Cost: 32 RP


Cannon turret
A cheap, conventional ground to ground cannon turret.
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- Armament: Two-barreled 180mm cannon
- Cost: 35 RP


MPC turret
Small, fast tracking Mega Particle gun for taking out mobile suits, the ultimate in AA technology.
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- Armament: 2-barrel Mega Particle Cannon
- Cost: 80 RP


Howitzer (R)
The ultimate in artillery weaponry, the Howitzer is perfect for anti-Siege warfare.
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- Armament: 880mm rifled howitzer
- Cost: 200 RP


Large MPC (R)
A large, slow moving, anti-ship Mega Particle Cannon, this packs a punch, but has a slow rate of fire compared to the Howitzer.
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- Armament: Two-barreled Large Mega Particle Cannon
- Cost: 240 RP.


Space Defence Platform
Built into an Asteroid, this is the best thing you can get for defending a space-based location.
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- Armament: 12x 2-barrel beam gun turrets, 2x heavy rocket launcher turret.
- Note: These platforms do not count towards the total defences amount, but are limited to four per location. Only buildable in space.
- Cost: 360


Anti Orbit Missile Array (R)
This missile launcher fires warheads into a high orbit, specializing in being able to take out troops orbital dropping onto a base.
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- Note: Only buildable on Earth.
- Armament: 4-silo extended range warhead launcher.
- Cost: 600 RP



Mobile Weapons
Mobile Weapons can be purchased for an MS team, a ships hangar or a bases hangar. Tanks and Fighters can operate in a hangar slot designed for a MS or an MA, and MS can operate in a hangar slot designed for an MA, but the reverse is not possible. Player units do take up space inside a ships hangar, but not in a compounds hangar. (L) marked MS take up 2 MS hangar slots or 1 MA slot.


Tanks




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.
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- Fixed Armaments: 2x 150mm smoothbore cannon, 1x 12.7mm machinegun, 1x 7.62mm machinegun turret, 8x grenade launcher (1 round)
- Optional Armaments: Explosive or smoke grenades
- Optional Equipment: None
- Cost: 8 RP



Type 74 (D)
Using a hovercraft system instead of wheels, the Type 74 uses its superior mobility to acquire targeting data on distant enemy units.
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- Fixed Armaments: 1x 6-barrel 20mm Gatling, 2x 4-tube grenade launcher
- Optional Armaments: Explosive or smoke grenades
- Optional Equipment: None
- Cost: 32 RP


Fighters




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.
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- Fixed Armaments: 1x 180mm cannon (20 rounds)
- Optional Armaments: None
- Optional Equipment: None
- Cost: 3 RP



Fanfan
A tiny hovercraft used to defend Federal bases against Zeon incursion; it is quite nimble, but it lacks any substantial weaponry.
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- Fixed Armaments: 2x 5-tube missile launcher (1 round), 4x 9mm vulcan gun
- Optional Armaments: None
- Optional Equipment: None
- Cost: 3 RP



Fly Manta
A better armored ground suppression fighter bomber. It has respectable speed and maneuverability, though its loiter time leaves something to be desired.
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- Fixed Armaments: 2x 40mm nose vulcan, 2x 3-tube missile launcher (1 round)
- Optional Armaments: None
- Optional Equipment: None
- Cost: 8 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.
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- Fixed Armaments: 4x 25mm vulcans
- Optional Armaments: 2x Hardpoint, can arm missiles, fuel tanks or small bombs
- Optional Equipment: None
- Cost: 8 RP



Saberfish
A space superiority fighter left over from the 60's Rearmament Plan; it sports a high overall speed but is ineffective without a numerical advantage.
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- Fixed Armaments: 4x 25mm vulcan, 12x rocket launcher (1 round)
- Optional Armaments: None
- Optional Equipment: None
- Cost: 19 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.
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- Fixed Armaments: 4x 25mm vulcan, 50mm cannon, 2x 2-tube missile launcher (1 round)
- Optional Armaments: 1x hardpoint, mounts missile, fuel cell or large bomb
- Optional Equipment: None
- Cost: 27 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.
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- Fixed and Optional Armaments: Bombs. Lots and lots of bombs. 6x missile launcher (3 rounds)
- Cost: 32 RP



Dish (D)
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.
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- Fixed Armaments: 1x 25mm vulcan
- Optional Armaments: None
- Optional Equipment: None
- Cost: 32 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.
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- Fixed and optional Armaments: 4x 25mm AA machinegun turret, 2x Missile Launcher (3 rounds), lots and lots of ASW weaponry.
- Cost: 36 RP


Mobile Suits



Generic Use Mobile Suits
These mobile suits are designed to operate in all environments with relatively equal effectiveness.



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.
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- Fixed Armaments: 2x 60mm head vulcan, Beam saber
- Optional Armaments: beam spray gun (10 round e-cap), 90mm machinegun (20 round magazine)
- Optional equipment: tower shield
- Cost: 120 RP



GM Command/GM Command Space
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.
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- Fixed Armaments: 2x 60mm Head Vulcan, 2x Beam Saber
- Optional Armaments: beam gun (15 round charge), 90mm Machinegun (20 round magazine)
- Optional Equipment: shield, stores 2 90mm magazines, grenades (3)
- Cost: 250 RP



Guncannon MPT
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.
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- Fixed Armaments: 2x 200mm Cannon (20 rounds), 2x 60mm Head Vulcan
- Optional Armaments: 100mm Machinegun (32 round magazine), beam spray gun (10 round charge)
- Optional Equipment: grenades (4)
- Cost: 300 RP


Space Use Mobile Suits
Although operable on land, these mobile suits are designed specifically for space warfare, and many additional thrusters, verniers and design featuers will be useless in a terrestrial theatre.



GM E
A preproduction space-combat GM put forth mostly as a stopgap; its combat prowess is about equal to the Zeon's Rick Dom, though it still lacks the beam weapons of its production run counterparts.
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- Fixed Armaments: 1x Beam Saber, 2x 60mm head vulcan
- Optional Armaments: 90mm machinegun (20 round magazine)
- Optional Equipment: tower shield, grenades (3)
- Cost: 193 RP


Land Use Mobile Suits
Although a pilot could wear a normal suit and fight with these units in space, they become effectively stationary turrets, not mounting the directional thrusters and verniers necessary for space combat.



Guntank MPT (R)
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.
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- Fixed Armaments: 2x 120mm Cannon (30 round magazine), 2x 4-barrel 40mm hand vulcan
- Optional Armaments: None
- Optional Equipment: None
- Cost: 240 RP



GM Ground
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 cannot utilize beam weaponry, but it has few other flaws.
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- Design Features: luna titanium armor
- Fixed Armaments: 2x Beam Saber
- Optional Armaments: 100mm machinegun (32 round magazine), 305mm GM bazooka (7 round magazine)
- Optional Equipment: arm shield, grenades (3)
- Cost: 420 RP



GMPGT
A mass-produced Gundam for severe land-combat scenarios; it arms a beam rifle, Lunar Titanium armor, and a host of other features.
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- Fixed Armaments: 1x Multi-pod, mounts 35mm spray-vulcan, smoke discharger and flashbang launcher, 2x beam saber
- Optional Armaments: 100mm machinegun (32 round magazine), beam rifle (20 round e-pac), 305mm GM bazooka (7 round magazine)
- Optional Equipment: arm shield, grenades (3)
- Cost: 495 RP


Harsh Climate Mobile Suits
These units are designed specifically for use in Arctic, Desert and Tropical locales, being immune to the severity of the elements that would damage or reduce the effectiveness of other mobile weapons.



GM CCT
An upgraded terrestrial knockoff of the GM, this variant utilizes the necessary technology to operate in subzero climates, as well as several combat improvements.
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- Fixed Armaments: 2x 60mm head vulcan, 1x Beam Saber
- Optional Armaments: beam spray gun (10 round e-cap), 90mm machinegun (28 round magazine +1 grenade)
- Optional Equipment: shield, stores 2 90mm magazines, grenades (3)
- Cost: 160 RP


Marine Mobile Suits
These mobile suits are designed either for underwater combat, amphibious assaults, or some combination of the two. While most land use units are next to useless underwater, these have full maneuverability in an aquatic battle.



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.
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- Fixed Armaments: 2x heavy torpedo launcher (1 round), 2x 60mm head vulcans
- Optional Armaments: light torpedo launcher (5 rounds), 90mm waterproof machinegun (20 round magazine)
- Optional Equipment: tower shield, water-use grenades (4)
- Cost: 170 RP



Aqua GM
A streamlined and waterproofed GM outfitted with marine weapons; it is intended purely to fight underwater
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- Fixed Armaments: 8x torpedo launcher (1 round), 2x Heavy torpedo launcher (1 round), 4x Beam Pick
- Optional Armaments: 90mm waterproof machinegun (20 round magazine), back mounted missile launcher (4 rounds)
- Optional Equipment: water-use grenades (4)
- Cost: 200 RP



Guncannon HDT
- A Guncannon variant posessing an unusual resemblance to the original; it mounts an ASROC launcher inplace of one of its cannons.
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- Fixed Armaments: 1x 200mm cannon, 1x 8-rack torpedo launcher, 2x 60mm head vulcan
- Optional Armaments: 100mm machinegun (32 round clip), beam spray gun (10 rounds)
- Optional Equipment: grenades (3)
- Cost: 300 RP


Specialty Mobile Suits
These units are designed for a specific role in mind, and excell at that role while being ill equipped for standard warfare.



GM Ground Sniper (R)
Slightly modified to carry a heavy duty sniper rifle, the GM Ground Sniper usually only gets one shot, so make it count.
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- Design Features: luna titanium armor
- Fixed Armaments: 2x Beam Saber
- Optional Armaments: 100mm machinegun (32 round magazine), beam sniper rifle (1 round charge, can attach to a ship reactor for additional firing time)
- Optional Equipment: grenades (3, explosive or smoke)
- Cost: 480 RP



Ships
Capable of making their own actions, forming fleets and carrying a mobile suit compliment, ships are deciding factors in a battle for multiple reasons. Ships are confined to specific theatres, which are noted in their class, but please use common sense. Ships may only be purchased in friendly territory.


Space Use Ships



Public
A fast, light gunboat intended for assault against large targets. Its primary armament is a pair of warship-grade missiles, used for hit-and-run attacks.
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- Class: Space support craft
- Armament: 2x anti-ship rocket (Explosive or Anti Beam warheads), 2x 6-tube missile launcher (2 rounds), 1x 4-tube missile launcher (1 round)
- Hangar Capacity: 0
- Launch Catapults: 0
- Cost: 160 RP



Colombus
Better known as an airtight box with engines, the Colombus and its Variants are the EFs main transport craft.
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- Class: Space Carrier
- Armament: None
- Hangar Capacity: 30x fighters or 10x mobile suits
- Launch Catapults: 0
- Cost: 400 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.
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- Class: Space Battleship
- Armament: 3x Fore MPC turret, 3x Aft MPC turret, 1x Port 6-tube missile launcher, 1x Starboard 6-tube missile launcher, 8x Fore rocket launcher, 6x AA machinegun turrets.
- Hangar Capacity: 0
- Launch Catapults: 0
- Cost: 640 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.
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- Class: Space Battleship
- Armament: 3x 2-barelled Fore MPC turret, 2x 2-barelled Port MPC turret, 2x 2-barelled Starboard MPC turret, 4x Fore rocket launcher, 14x AA Machinegun turret
- Hangar Capacity: 0
- Launch Catapults: 0
- Cost: 2000 RP


Universal Ships



Grey Phantom
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.
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- Class: Universal Battleship
- Design Features: Minovsky Craft Compressor (O)
- Armament: 1x starboard 2-barrel MPC turret, 1x port 2-barreled MPC turret, 12x AA machinegun turret, 4x Fore missile launcher, 2x Aft missile launcher
- Hangar Capacity: 9 mobile suits
- Launch Catapults: 2
- Cost: 3500 RP


Terrestrial Ships



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.
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- Class: Airborne Carrier
- Armament: 2x 2-barreled AA machinegun turret
- Hangar Capacity: 3 mobile suits, 1 tank/aircraft
- Launch Catapults: 0
- Cost: 200 RP



Hillock
A small naval gunship designed to support and protect the Himalaya class carrier. Has a similar armament but next to no hangar capacity.
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- Class: Naval Battleship
- Armaments: 2 x 130mm cannon; 2 x 61-tube multipurpose vertical launch missile system; 2 x 4-tube missile launcher; 4 x AG machine gun; 4 x AA machine gun; 2 x 3-tube torpedo launcher
- Hangar Capacity: 2 aircraft
- Launch Catapults: 0
- Cost: 560 RP



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.
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- Class: Land Battleship
- Armament: 2x Fore MPC, 3x 3-barreled cannon turret
- Hangar Capacity: 24 tanks/aircraft, 5 mobile suits in external racks
- Launch Catapults: 0
- Cost: 800 RP



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.
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- Class: Naval Battleship
- Armaments: 1x 2-barrel 350mm cannon turret, 2x 100mm cannon turret, 8x AA machinegun turret, 2x 12-tube missile launcher, 24x small missile launcher, 10x torpedo launcher
- Hangar Capacity: 4 mobile suits, 50 aircraft
- Launch Catapults: 1
- Cost: 1000 RP



Extras


Weapons of Mass Destruction
The Antarctic Treaty is around, alive and kicking, but it never seems to be so big a deal to actually prevent the liberal use of nuclear warheads in the UC world, and this is reflected here. When purchased, WMDs will remain off a units roster page until they are actually used.


Mass Driver
A gigantic railgun designed to ferry cargo between long distances of space at extreme speeds, it is very easy to modify a Mass Driver into an effective weapon. Designed to fire a heavy armor piercing shell with incredible accuracy and speed, a Mass Driver round does not cause the collateral damage of a nuclear missile, but is deadly all the same. The downside of this weapon is its size and sophistication makes it difficult to arm and aim properly.
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- Rules: A Mass Driver is attached to a compound like an Add-On, and cannot be moved once purchased. Once built, the driver can target a single compound or fleet per update. This target can be anywhere in the same territory as the Mass Driver, meaning it can fire on an enemy fleet before it actually reaches the weapons location.
- Note: Building this requires a build action. Only buildable in space.
- Income: 50 RP
- Armament: 1x Mass Driver
- Cost: 8,000 RP


Nuclear Warheads
The Earth Federation still houses a huge number of nukes at Torrington. However, what is more difficult than obtaining a nuke is obtaining the clearance to use one, as it violates the antarctic treaty. Purchased in bulk, this option allows for enough warheads for two volleys from a Salamis class ship.
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Armament: 12x nuclear warhead.
Cost: 20,000 RP



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.
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- Rules: The Solar System is deployed in a cadre of Colombus class carriers, and moves like a conventional fleet. Unfolding the mirrors for firing, and refolding them for transport, requires a refit action. Once unfolded, the mirrors can focus on a single compound or fleet per update. This target can be anywhere in the same territory as the Solar System, meaning it can fire on a fortress from outside the effective range of the defending MS.
- Armament: 20x Colombus transport, 1x Colombus control ship, 3x Salamis (3x GM), 10x Ball
- Cost: 40,000 RP


Pilots
Pilots of higher levels may be purchased for NPC units, both ships and mobile weapons, to enhance their effectiveness. While sometimes not very cost effective, in the right situations these pilots can be an excellent buy. The Newtype option can be purchased in addition to a standard option, but only if both are purchased together.


Green
Sometimes the Federation/Duchy has to send pilots straight into combat without training. You may purchase a mobile weapon with a Lvl 0. lvl0 pilots have 1 VP and 1 CP.
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- Note: These pilots may only be purchased when their unit is purchased.
- Cost: -25 RP, minimum cost 5 RP


Veteran
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. lvl2 pilots have 28 VP and 2 CP.
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- Cost: 50 RP


Experienced
Some pilots are simply above average, though by then they've usually died. You may purchase a mobile weapon with a Lvl 3 pilot. lvl3 Pilots have 42 VP and 3 CP.
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- Cost: 100 RP


Advanced
Few pilots last this long, but people who know people can usually recruit them. You may purchase a mobile weapon with a Lvl 4 pilot. lvl4 Pilots have 56 VP and 4 CP.
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- Cost: 300 RP


Ace
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. lvl5 pilots have 70 VP and 5 CP.
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- Cost: 500 RP



Services
Services are temporary assistance to a PC engagement from NPC forces and patrols. Each side of a battle may purchase up to two services to assist it. Services may not be purchased in enemy territory.


Hacked Information
Although sophisticated laser sensors and encryption systems are used for all important communications, even the hardest code can be cracked if enough resources are spent.
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- Effect: Random words gleaned from enemy sides base passworded board
- Cost: 10 RP per word


Flight Support
Scouting fighter formations can often be called into a combat zone if a pilot is lucky enough, patrols aiding an existing battle.
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- Effect: Support from 6 Tin Cods or 6 Saberfish
- Note: The above number of fighters is not set in stone, just a suggestion. Different support for specific missions can be asked for, be it bombers, EWACs support, infantry, etc, as long as the cost is kept roughly the same.
- Cost: 75 RP


Artillery Support
Long range missile fire to support a formation can be made from well behind enemy lines, a Salamis or a Guntank squad coordinating support fire using a mobile suit to sight the enemy.
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- Effect: Long range missile fire to support a position.
- Cost: 100 RP


GM Sniper Support
Although they were produced in limited numbers, GM Snipers saw excellent use along battle lines, being called in to fire on stationary targets from extreme distance.
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- Effect: Long range beam sniper support on a stationary target.
- Note: Only purchasable on Earth
- Cost: 200 RP


Dummy units
Space is a large, difficult to monitor place, and sophisticated mobile suit and ship sensors can be fooled by simple tricks. Using thruster-equipped balloons designed to look exactly like the real thing, a fleet can hide its real intentions by deploying a decoy "fleet".
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- Effect: Balloon ship and/or mobile suit purchases
- Note: Only purchasable in space
- Cost: 100RP +1/10th of real ship/mobile suit costs +X amount. X may be anything, and exists to disguise the real cost of the dummy fleet from OCD players.


Double Agent
Many double agents exist in both the Zeon and Federation, what is more difficult than recruiting an operative is making contact with them within enemy territory.
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- Effect: Player recieves access to the base Zeon passworded board. Password will be reset the following Sunday.
- Note: Requires a successful build action in enemy territory
- Cost: 1,000 RP



Variants
There are two types of variant options, which can be purchased with a refit action. The first type, soft refits, are reversable and can be purchased anywhere. The second type, hard refits, are irreversable and can only be purchased at an installation. Variants are available both to player and NPC units. The one exception to this rule is Gyan and Gelgoog variants count as soft refits for player MS and hard refits for NPC MS.

Soft Refits


GM Command/GM Command Space Type
With a few relatively simple thruster modifications, the high performance GM Command is operable in both terrestrial and space theatres. When originally purchased, this unit can be in either modification.
- Cost: Free


Harsh Climate Equipment
Making due with what materials they have available, a soldier can modify his mobile suit to operate in desert, tropical, or arctic conditions with increased effectiveness. The added weight and removal of redundant systems will reduce the mobile suits effectiveness outside of the specified environment.
- Note: Only available to PC mobile suits, can be put on a refitted unit.
- Cost: 50 RP, free to remove equipment.

Hard Refits



Medea Revised
A standard Medea modified with a more extensive weapons package to protect against enemy Dopps, it offers an improved armament with the same speed, maneuverability and hangar capacity.
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- Class: Airborne Carrier
- Armament: 4x 2-barreled fore AA machinegun, 1x 4-barreled AA machinegun turret
- Hangar Capacity: 3 mobile suits, 1 tank/aircraft
- Launch Catapults: 0
- Cost: +50 RP


Magellan Kai
Modified to carry mobile suits to the field, the Magellan Kai removes one of its fore guns and adds docking clamps for mobile weapons. Despite the reduced firepower, the Magellan Kai can still out-barrage a standard Salamis easily.
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- Class: Space Battleship
- Armament: 1x 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 rocket launcher, 14x AA Machinegun turret
- Hangar Capacity: 4 mobile suits or 6 balls
- Launch Catapults: 0
- Cost: +200 RP



Salamis Kai
Modified to carry mobile suits to the field, the Salamis Kai removes one of its fore guns and adds docking clamps for mobile weapons. A simple but effective modification.
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- Class: Space Battleship
- Armament: 2x Fore MPC turret, 3x Aft MPC turret, 1x Port 6-tube missile launcher, 1x Starboard 6-tube missile launcher, 8x Fore rocket launcher, 6x AA machinegun turrets.
- Hangar Capacity: 4 mobile suits or 6 balls
- Launch Catapults: 0
- Cost: +200 RP



Magellan Revised
The same project that designed the Salamis Revised upgraded the Magellan as well. However, its already impressive track record was only slightly altered, additional AA weaponry being installed to fight Zeon mobile suits.
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- Class: Space Battleship
- Armament: 3x 2-barelled Fore MPC turret, 2x 2-barelled Port MPC turret, 2x 2-barelled Starboard MPC turret, 4x Fore rocket launcher, 16x AA laser turret
- Hangar Capacity: 0
- Launch Catapults: 0
- Cost: +225 RP



Magellan II
A seperate project from the EFs "revised" battleships, the Magellan II is designed to be a flagship to counter the Zeons Gwazine class. Sporting a bulkier frontal hull and a significantly larger host of weaponry, the Magellan II has a frightening amount of firepower.
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- Class: Space Battleship
- Armament: 5x 2-barreled Fore MPC turret, 2x 2-barelled Port MPC turret, 2x 2-barelled Starboard MPC turret, 8x Fore rocket launcher, 14x AA machinegun turret.
- Hangar Capacity: 0
- Launch Catapults: 0
- Cost: +400 RP



Salamis Revised
After the miserable failures of the Federal fleet at Sides 1,2,4 and 5, the Federation remodelled the Salamis. Mounting loads of anti-aircraft weaponry, more gun turrets, and better firing arcs on its weaponry, the Revised Salamis is almost an entirely different ship.
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- Class: Space Battleship
- Armament: 3x 2-barrel MPC turret, 3x fore MPC turret, 4x aft MPC turret, 4x fore rocket launcher, 2x 15-tube rocket launcher, 3x AA machinegun turret, 4x AA laser turret
- Hangar Capacity: 0
- Launch Catapults: 0
- Cost: +450 RP