Rogue 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 armor
- Cost: 250 RP

Note: For a build action, Fortifications can be upgraded to Fortresses for 1250 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: 300 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: 600 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: 1,500 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, 5 or 6
- Cost: 1,500 RP

Note: Space colonies can be purchased two at a time in a bunch formation for 2,700 RP.


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 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.
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- Standard Defences: None, 10 maximum
- Built-in accessories: 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 Side 3
- Cost: 1,600 RP

Note: Sealed Colonies can be purchased two at a time in a bunch formation for 2,800 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


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


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


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


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


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


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: 1,000 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: 1,500 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: 1,600 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: 2,250 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


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


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

Armament: 1x Ballistic Cannon (8 rounds), 2x 12-tube missile racks (1 round)
Note: Only purchasable in space. Max 12 per compound, does not count towards defenses maximum.
Cost: 40 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: 99 RP


Asteroid Rocket Cluster
A cluster of asteroids equipped with rockets, harmless until propelled towards a large target.
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- Armament: 20x Asteroid Rocket
Note: These clusters do not count towards the total defences amount, but are limited to three per location. Purchasable in space only.
Cost: 120 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: 280 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: 400


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: 640 RP


Extended Range Laser Cannon (R)
Designed to take out a target at long range, these delicate anti-ship cannons are accurate at much longer ranges than an MPC.
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- Note: Only buildable in space.
- Armament: Long range laser cannon.
- Cost: 640 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 50
An old EFF missile platform replaced by the Fanfan, the Type 50 is now popular amongst colony militias.
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- Fixed Armament: 1x 8-tube missile launcher (1 round)
- Optional Armaments: None
- Optional Equipment: None
- Cost: 3 RP


Depagg
A de-comissioned anti-personell walker, the Depagg is maneuverable but lightly armed.
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- Fixed Armament: 1x 6-barrel 30mm gatling
- Optional Armament: none
- Optional Equipment: none
- Cost: 8 RP


Type 60
A de-comissioned Federal tank, the Type 60 is identical to the Type 61, albeit with only 1 main cannon.
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- Fixed Armaments: 1x 150mm smoothbore cannon, 1x 12.7mm machinegun, 8x grenade launcher (1 round)
- Optional Armaments: Explosive or smoke grenades
- Optional Equipment: None
- Cost: 8 RP


Fighters



Ball K Type
Originally there were both short and long range models of the Ball, but after the failure of the One Week War the K Type was de-comissioned. It is now used by the Riah military and private investors.
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- Fixed Armaments: 2-barrel 120mm cannon turret (50 rounds)
- Optional Armaments: None
- Optional Equipment: None
- Cost: 3 RP


Ball
Some space militants like to buy a construction pod from the CMC and refit it as a Ball themselves. Others like to buy Balls from the EF through illegal channels. Take your pick.
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- Fixed Armaments: 1x 180mm cannon (20 rounds)
- Optional Armaments: None
- Optional Equipment: None
- Cost: 4 RP


Dragonfly
A simple propellor driven scout plane, the Dragonfly is not much of a match for the more modern Tin Cod or Dopp fighters.
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- Fixed Armaments: 2x 25mm vulcan gun
- Optional Armaments: None
- Optional Equipment: None
- Cost: 4 RP


Mongoose
A de-comissioned Federal ground suppression plane, the Mongoose has since been phased out for the more versatile Fly Manta.
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- Fixed Armaments: 1x 25mm vulcan gun, 1x 40mm cannon
- Optional Armaments: None
- Optional Eqiupment: None
- Cost: 6 RP


Torieres
After the failure of Lourm, the Torieres fighter was de-commissioned and completely replaced by the Saberfish. Torieres are now used by the Riah military, and private investors.
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- Fixed Armaments: 2x 25mm vulcan gun
- Optional Armaments: None
- Optional Equipment: None
- Cost: 8 RP



Gattle
Now well into the war, Zeon has de-commissioned their Gattle space fighter, making it much easier to find and purchase.
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- Fixed armaments - 4x 40mm nose vulcans, 2x 5-tube missile launcher (1 round)
- Optional armaments - 4x large rocket
- Optional equipment - none
- Cost: 20 RP

Mobile Suits



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



Zaku Worker
Following the Antarctic Treaty, the Duchy of Zeon was forced to sell a large number of Zaku I's in order to pay the refit costs to make their military a non-nuclear entity. Many Zaku Workers found their way to the black market.
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- Fixed Armaments: None
- Optional Armaments: heat hawk
- Optional Equipment: grenades (3)
- Cost: 27 RP



Zaku I A
Following the Antarctic Treaty, the Duchy of Zeon was forced to sell a large number of Zaku I's in order to pay the refit costs to make their military a non-nuclear entity. Many Zaku I A's found their way to the black market.
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- Fixed Armaments: None
- Optional Armaments: 105mm machinegun (100 round drum), heat hawk
- Optional Equipment: puncher shield, grenades (3)
- Cost: 35 RP



Zaku II C
Following the Antarctic Treaty, the Duchy of Zeon refitted 95% of its Zaku II C types to either F or J types. The remaining 5% were sold to rich investors, to make up for the Duchy's then failing resources.
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- Design Features: Anti-radiation plating
- Fixed Armaments: None
- Optional Armaments: 120mm machinegun (100 round drum), 280mm Zaku bazooka (4 round magazine), heat hawk
- Optional Equipment: grenades (3)
- Cost: 48 RP



Zaku II F
Now well into the war, so many Zaku II F type mobile suits have been produced, that it is not surprising how many have made it into the wrong hands.

- Fixed Armaments: None
- Optional Armaments: 120mm machinegun (100 round drum), 280mm Zaku bazooka (4 round clip), heat hawk
- Optional Equipment: grenades (3)
- Cost: 50 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.



Dracken E/Petite Mobile Suit
The mobile suit designed by the Riah Republic, the small Dracken E is designed to fight inside colonies. Small and with very simplified weaponry, it is effective against tanks, but not so much enemy mobile suits.
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- Fixed Armaments: small heat saber
- Optional Armaments: 100mm recoilless bazooka (5 round clip)
- Optional Equipment: none
- Cost: 11 RP

Note: The Dracken E and Petite Mobile Suit, while designed as "land" combat MS, work perfectly well on a colony wall or the moons surface.



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.
Note: All Rogue ships have a Cargo capacity in addition to their Hangar capacity. Zeon and EF ships owned by Rogues are all considered to have a Cargo capacity of 1. Conventional Hangar slots can also hold cargo.


Space Use Ships


Space Shuttle
A civilian transport shuttle, this grade of spacecraft can enter and leave an atmosphere, but is not designed for carrying any serious cargo.
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- Class: Space support-craft
- Armament: none
- Cargo Capacity: 1
- Hangar Capacity: 0
- Launch Catapults: 0
- Cost: 80 RP


Federation Transport Craft
This medium size transport craft is used both by the CMC, and by the EFF as a personel carrier.
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- Class: Space support-craft
- Armament: none
- Cargo Capacity: 2
- Hangar Capacity: 2 mobile suits
- Launch Catapults: 0
- Cost: 200 RP


Civilian Public
This large model transport was refitted by the Earth Federation to be used as an assault gunship. However, many civilian Publics still exist.
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- Class: Space support-craft
- Armament: 2x anti-ship rocket. Cannot arm if carrying mobile weapons.
- Cargo Capacity: 1
- Hangar Capacity: 2 mobile suits
- Launch Catapults: 0
- Cost: 240 RP


Republic Patrol Boat (D)
The Riah Republics diplomatic patrol vessel, this small ship is equipped with advanced sensor and communications systems.
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- Class: Space Support-Craft
- Armament: Long range camera systems
- Cargo Capacity: 1
- Hangar Capacity: 0
- Launch Catapults: 0
- Note: Only available if allied with Riah Republic
- Cost: 240 RP


HLV / Ginga (O)
A spherical drop pod designed to transport large amounts of cargo and make atmospheric re-entry, the HLV was used to great degree by the Duchy of Zeon for the Earth Drop operations. The similarly equipped Ginga is used in similar regards by the Earth Federation.
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- Class: Space support-craft
- Armament: none
- Cargo Capacity: 1
- Hangar Capacity: 3x mobile suits
- Launch Catapults: 0
- Cost: 280 RP


Sodon
A de-comissioned mobile suit transport of the Duchy of Zeon, the Sodon now finds itself in use by the Riah Republic and private investors.
Class: Space support-craft
Armament: 3x AA machinegun turret
Cargo Capacity: 1
Hangar Capacity: 3x mobile suits
Launch Catapults: 0
Note: Cannot enter an atmosphere
Cost: 315 RP


Republic Patrol Ship
The Riah Republics military battleship, the Republic Patrol Craft is small and fast, designed to be able to fight mobile suits or warships.
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- Class: Space Carrier
- Armament: 1x fixed 2-barrel fore MPC, 1x AA MPC turret
- Cargo Capacity: 1
- Hangar Capacity: 2x mobile suits, 2x fighter
- Launch Catapults: 0
- Note: Only available if allied with Riah Republic
- Cost: 560 RP


Interplanetary Transport Craft
A simple interplanatary transport, this JDEG ship is rarely used anymore, the Jupiter Energy Fleets using primarily the colony-sized Jupitoris.
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- Class: Space Carrier
- Design Features: Nuclear Pulse Engine, Solar Sail
- Armament: none
- Cargo Capacity: 4
- Hangar Capacity: 4x mobile suits
- Launch Catapults: 0
- Cost: 800 RP


Terrestrial Ships


Heavy Transport
A large transport truck, designed for carrying cargo across large expanses of land.
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- Class: Land support-craft
- Armament: none
- Cargo Capacity: 1
- Hangar Capacity: 1 mobile suit
- Launch Catapults: 0
- Cost: 80 RP


Cargo Airliner
A huge civilian transport plane. Similar to a Medea in cargo capacity, it unfortunately carries no AA weaponry, and must land to unload its units.
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- Class: Aerial support-craft
- Armament: none
- Cargo Capacity: 1
- Hangar Capacity: 2 mobile suits
- Launch Catapults: 0
- Cost: 160 RP



Extras


Cargo

Cargo serves a special purpose to a Rogue. Some cargo items have practical uses, others can be sold at specific locations for higher than their buy price, facilitating trade.


Spare Parts
- Effect: Automatically used after battle, causes all friendly Rogues to repair normally.
- Purchase Rate: 30 RP anywhere
- Sell Rate: 20 RP anywhere


Air and Water
- Purchase Rate: 100 RP Earth Orbit
- Sell Rate: 125 RP Side 7, 150 RP Side 6/Moon, 175 RP Side 3, 200 RP any JDEG fleet, 500 RP any JDEG base


Helium 3
- Purchase Rate: 100 RP Jupiter Energy Fleet, Free Low Jupiter Orbit
- Sell Rate: 125 RP Side 6/Moon, 150 RP Side 3, 200 RP Earth Orbit


Luna Titanium
- Purchase Rate: 100 RP Von Braun
- Sell Rate: 150 RP Side 3/7, 200 RP Earth Orbit/Luna II


Minerals
- Purchase Rate: Free Asteroid Belt Center, 25 RP Mars Orbit
- Sell Rate: 150 RP Side 3/6, 175 RP Earth Orbit

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.


G3 canister
A single warhead designed to deliver deadly biological or chemical weapons, this is firable both from a ship or from a mobile suit armed bazooka.
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- Armament: 1x G3 warhead
- Cost: 800 RP


Nuke
A single tactical nuclear warhead, this is firable both from a ship missile launcher or from a mobile suit armed bazooka.
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- Armament: 1x nuclear warhead
- Cost: 1,600 RP


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: 12,000 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.

Note: Remember that all Rogue pilots come with the Operative specialization.


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
-
- 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.

-
- Cost: 500 RP


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


Guerilla contact
There are many guerillas and militia groups on Earth eager to help an assault if the right incentive is provided.
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- Effect: Combat assistance from footsoldier guerillas
- Cost: 50 RP


Mechanic contact
Although it is normally very difficult for a Rogue to repair their mobile weapon, they can often enlist the help of professional mechanics before a battle.
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- Effect: Repair normally after battle
- Cost: 50 RP


Transport service
Unable to use Federation or Zeon controlled Spaceports, a Rogue must purchase CMC shuttle fare in order to move themselves on or off of Earth.
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- Effect: Moves Rogue or Rogue owned ship to/from Earth Orbit
- Cost: 50 RP


Riah flight support
Members of the Riah Militia can call on Riah patrols to assist them in defending Side 6, much the same way Zeon and Federation members do in their own territory.
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- Note: Only purchasable if on Side 6 and allied with Riah Republic
- Effect: Flight support from 6 Torieres fighters or 5 Dracken E's
- 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: 50 RP


Merchant contact
There are many CMC merchants travelling to and fro in the Earth Sphere, and for a cost it is possible to obtain a merchant clearance, assisting in evading a blockade.
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- Effect: Help evading a patrol or blockade
- Cost: 100 RP


Terrorist contact
Able to infiltrate enemy bases and ships, many Rogues will time their assaults to pre-set explosives, disabling enemy defenses during the attack.
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- Effect: Bomb a compound or ship during an assault
- Cost: 100 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.


Hacker contact
Expert spies, a Rogue is capable of obtaining enemy secrets much easier than his Federation or Zeon counterparts. Purchasing this service requires a Sell action.
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- Effect: Rogue gains access to either the base Federation or Zeon password. Password will be reset the following Sunday.

- 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.

Note: Unlike Ef and Zeon refits, Rogue ships and MS can be refitted multiple times. Each of the special Rogue refits can be put on any ship once.

Soft Refits



Dom/Rick Dom
Doms can be refitted to operate in both space and land environments by changing out the units legs for a set mounting different kinds of thrusters. When originally purchased, the mobile suit can be equipped in either configuration.
- Cost: Free



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 Rogue 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.
- Cost: 50 RP, free to remove equipment.


Hard Refits


Cargo Upgrade
- Effect: +1 max Cargo Capacity
- Cost: 100 RP


Custom Headspike
Rogues like to modify their units to distinguish them from those used by the regular military. Similar to MS modifications given to military officers, a Rogue can attach additional sensor and comminications antennae to their mobile suit, identifying it as a commander unit. This modification is only available on units without headspikes or commanders antennae.
- Note: Only available to PC mobile suits.
- Cost: 150 RP


Modified Vulcans
A simple and effective weapons modification, a Rogue can equip his mobile suits head with two 40mm vulcan guns. This modification is only available on units without vulcans.
- Note: Only available to PC mobile suits.
- Cost: 150 RP


Optional Armament Upgrade
While your average Rogue cannot obtain as much weaponry or equipment for their mobile suit as a regular military can, especially resourceful people will be seen with weaponry above and beyond a standard armament.
- Note: Only available to PC mobile suits.
- Cost: 150 RP


AA weapons upgrade
- Effect: Improved AA weaponry
- Cost: 250 RP


Anti ship weapons upgrade
- Effect: Improved anti ship weaporny
- Cost: 250 RP


Armor upgrade
- Effect: Improved armor
- Cost: 250 RP


Hangar upgrade
- Effect: +1 MS max hangar capacity
- Cost: 250 RP


Speed upgrade
- Effect: Improved engine systems
- Cost: 250 RP


Sensor Upgrade
- Effect: Ship is upgraded to a (D) class unit
- Cost: 300 RP