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.