Duchy of Zeon 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. All compounds must have a Location chosen from the Locations list.


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.


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: 20x mobile suits, 20x tank/fighter
- Move rate: 1/4th normal
- Income: 50 RP
- Note: Only purchasable at Side 3
- Cost: 1,100 RP

Note: Sealed colonies can be purchased two at a time in a bunch formation for 1,900 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


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


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


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: 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


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: 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




Magella Attack Tank
A bizarre tank with heavy weapons and a flight-capable turret.
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- Fixed armaments - 175mm cannon, 3-barrel 35mm machinegun, 8x Grenade launcher (1 round)
- Optional armaments - Explosive or smoke grenades.
- Optional equipment - none
- Cost: 16 RP


Fighters




Dopp
An extremely fast and maneuverable aircraft with guns, missiles, and horrible loiter time.
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- Fixed armaments - 2x 6-tube mini-missile launcher (2 rounds), 2x 20mm vulcan
- Optional armaments - none
- Optional equipment - none
- Cost: 11 RP



Dodai YS
It's flat. Designed to deliver mobile suits into combat and provide missile support against ground targets.
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- Fixed Armaments - 8x Missile launchers (10 rounds each)
- Optional Armaments - none
- Optional equipment - none
- Cost: 19 RP



Dodai II
Faster and featuring better armor than the original, it serves exclusively to give mobile suits flight.
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- Fixed Armaments - 2-barrel 20mm gun turret
- Optional Armaments - 2x Hardpoint, can mount external fuel cells or bombs
- Optional equipment - none
- Cost: 22 RP



Gattle
An old model at this point of the war, the Gattle is primarily used to defend colonies and other strategic objects.
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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: 24 RP



Gunship Heli
Modeled after the Kamov Ka-50; features thick armor, heavy weapons, and dual contra-rotating blades.
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- Fixed Armaments - 6-barrel 60mm Gatling, 2x 16-tube mini-missile launcher (1 round), 8x missile
- Optional Armaments - none
- Optional equipment - none
- Cost: 24 RP



Luggun (D)
An unusually-shaped plane with a light armament and dual AWACs dishes.
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- Fixed Armaments - 2x 2-barrel 30mm gun turret, 4x 20mm nose vulcans
- Optional Armaments - none
- Optional equipment - none
- Cost: 40 RP


Mobile Suits



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



Zaku I B
Although no longer in production, many Zaku I's are still in service throughout the ZMF.
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- Fixed Armaments - none
- Optional Armaments - 105mm Zaku I machinegun (100 round drum), 280mm Zaku bazooka (4 round magazine), heat hawk
- Optional Equipment - puncher shield, grenades (3)
- Cost: 48 RP



Zaku II F
Basic Zeon mobile weapon suitable for space and terrestrial combat.
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- Fixed Armaments - None
- Optional Armaments - 120mm Zaku II machinegun (100 round drum), 280mm Zaku bazooka (4 round magazine), heat hawk
- Optional Equipment - grenades (3)
- Cost: 40 RP.



Dom/Rick Dom
Highly maneuverable heavy assault mobile suits, also suitable for both terrestrial and space combat.
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- Fixed Armaments - Scattering beam gun
- Optional Armaments - 360mm Giant bazooka (5 round magazine), 90mm MMP-80 (32 round magazine), Heat saber
- Optional Equipment - none
- Cost: 160 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.



Zaku Kai
Faster and better armored Zaku with a host of improved weapons, but poor fuel efficiency.
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- Fixed Armaments - None
- Optional Armaments - MMP-80 90mm machinegun (32 round magazine +1 grenade), 280mm zaku bazooka (4 round magazine), heat hawk
- Optional Equipment - grenades (3)
- Cost: 60 RP



Zaku II HMT
Premier space combat mobile suit prior to the Rick Dom II; features grossly overpowered engines and better armor.
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- Fixed Armaments - None
- Optional Armaments - 120mm Machinegun (100 round drum), 280mm zaku bazooka (4 round magazine), heat hawk, sturm fausts (2)
- Optional Equipment - none
- Cost: 103 RP


Rick Dom II
New and improved Dom exclusively for space warfare; features stronger thrusters, external fuel tanks, and better weaponry.
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- Fixed Armaments - Scattering beam gun
- Optional Armaments - 360mm giant bazooka Mk II (5 round magazine), Heat saber, MMP-80 90mm machinegun (32 round magazine +1 grenade)
- Optional Equipment - 2x external fuel tank
- Cost: 300 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.



Zaku II J
Zaku variant explicitly for a terrestrial theatre; slightly faster than the F-type due to lesser weight.
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- Fixed Armaments - None
- Optional Armaments - 120mm Zaku machinegun (100 round drum), 280mm Zaku bazooka (4 round magazine), heat hawk, 2x 3-tube leg missile launchers (1 round)
- Optional Equipment - cracker grenades (3)
- Cost: 43 RP



Zaku Cannon (R)
Zaku modified for anti-mobile suit and bombardment use with a large cannon and heavy weapons.
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- Fixed Armaments - 180mm detachable cannon (20 rounds), 2-tube smoke discharger (1 round)
- Optional Armaments - 120mm Zaku machinegun (100 round drum), 2x 3-tube leg missile launchers (1 round), 2x 2-tube arm missile launchers (1 round)
- Optional Equipment - grenades (3)
- Cost: 59 RP



Gouf
Second generation mobile suit designed for dominating the terrestrial theatre.
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- Fixed Armaments - heat rod, 5-barrel 75mm machinegun
- Optional Armaments - 280mm Zaku bazooka (4 round magazine), heat sword
- Optional Equpment - shield
- Cost: 80 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.



Desert Zaku
J-type Zaku modifed for arid environments with sand filters, a huge external radiator in place of its backpack, and substantial weapons.
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- Fixed Armaments - 2x 40mm head vulcan
- Optional armaments - 120mm Zaku machinegun (100 round drum), 280mm Zaku bazooka (4 round magazine), heat hawk, 2x 3-tube leg missile pod (1 round)
- Optional Equipment - Jet skis, grenades (3)
- Cost: 59 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.



Acquy (S)
Cheap marine mobile suit built mostly from recycled Zaku components; designed for covert ops.
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- Fixed Armaments - 4x 105mm head vulcan, 5x Claw, 6x torpedo launcher (1 round), 1x mega particle gun
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- Optional Armaments - none
- Optional Equipment - none
- Cost: 120 RP.



Gogg
Portly amphibious mobile suit with heavy weapons and armor; only intended for brief sorties on land.
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- Fixed Armaments - 2x mega particle gun, 2x torpedo launcher (2 rounds), 10x Claw
- Optional Armaments - 2x large torpedo, mounts on back
- Optional Equipment - none
- Cost: 160 RP



Hygogg
Offshoot of the Gogg, correcting most of the original's numerous flaws.
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- Fixed Armaments - 2x improved mega particle gun, 4x torpedo launcher (1 round), 10x Claw
- Optional Armaments - 2x large rocket, mounts on hands
- Optional Equipment - booster unit
- Cost: 250 RP



Z'Gok
Improved marine mobile suit designed for amphibious assaults; includes beam and anti-warship weapons, among other things.
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- Fixed Armaments - 2x mega particle cannon, 6x rocket launcher (5 rounds), 6x Claw
- Optional Armaments - None
- Cost: 270 RP



Z'Gok E
Top-of-the-line marine mobile suit; virtually undefeatable in its home element and just as dangerous on land.
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- Fixed Armaments - 2x improved mega particle cannon, 6x torpedo launcher (2 rounds), 6x Claw
- Optional Armaments - None
- Optional Equipment - Booster unit
- Cost: 350 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.



Zaku II E (D)
Unarmed, highly mobile Zaku variant exclusively used for gathering information against enemy positions.
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- Fixed Armaments - none
- Optional Armaments - none
- Optional Equipment - camera gun, shield, 2x external fuel tank, grenades (3, explosive or smoke)
- Cost: 160 RP



Xamel (R) (L)
Large, heavily armed mobile weapon, intended for heavy close air support against ground targets.
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- Fixed Armament - 680mm cannon (30 rounds), 8-tube missile pod (10 rounds), 20mm head vulcan
- Optional Armament - 360mm giant bazooka (5 round clip)
- Optional Equipment - none
- Cost: 360 RP


Mobile Armors
Mobile Armors are somewhat of a cross between a mobile suit and a ship, a gunship like mobile weapon with exceptional armament, built to take on multiple targets at a time.



Adzam
Large, heavily armed mobile armor, intended for heavy close air support against ground targets.
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- Armament: 2-barrel MPC turret x 8, Plasma Leader x 3
- Cost: 1,000 RP



Bigro
Fast and maneuverable armor for use against warships.
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- Armament: Large MPC, 2x 4-tube missile launcher (10 rounds), 2x Claw arm
- Cost: 1,000 RP



Grabro
Marine mobile armor with numerous surface and aquatic weapons.
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- Armament: 2x 7-tube torpedo launcher (3 rounds), 2x 8-tube Anti-aircraft missile launcher (3 rounds), 6x Reinforced and sharpened claw
- Cost: 1,000 RP



Val Varo
Smaller, more maneuverable armor for use against mobile suits.
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- Armament: Large MPC, 2x 2-tube missile launcher (10 rounds), 2x Anti-aircraft MPC, 4x 110mm machinecannon, 2x Claw arm, 3x Plasma Leader
- Cost: 1,250 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



Jicco
Small missile boat favoring speed over weaponry.
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- Class: Space support-craft
- Armament: 7x rocket launcher (5 rounds, Explosive or Anti Beam warheads)
- Hangar Capacity: 0
- Launch Catapults: 0
- Cost: 240 RP



Musai
Fast light cruiser and backbone of the Zeon Space Assault Force; multiple variants in production.
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- Class: Space battleship
- Armament: 3x 2-barrel fore MPC turret, 2x fore large rocket launcher 10x fore missile launcher, 2x AA machinegun in Komusai
- Hangar Capacity: 3 mobile suits in hangar, 2 mobile suits in Komusai (O)
- Launch Catapults: 1 aft
- Cost: 1,000 RP



Chivvay
Oldest ship in the Zeon fleet; sports a number of heavy weapons with planned refits
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- Class: Space battleship
- Armament: 1x 3-barrel fore MPC turret, 1x 3-barrel aft MPC turret, 18x AA machinegun turret, 12x fore missile launcher
- Hangar Capacity: 8 mobile suits
- Launch Catapults: 0
- Cost: 1,600 RP.



Gwazine
Large battleship with a massive arsenal, thick armor, and an oversized hangar.
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- Class: Space battleship
- Armament: 3x 2-barrel fore Large MPC turret, 5x 2-barrel port MPC turret, 5x 2-barrel starboard MPC turret, 24x AA machinegun turret
- Hangar Capacity: 20 mobile suits
- Launch Catapults: 0
- Cost: 4,000 RP


Universal Ships



Zanzibar
Capable of atmospheric re-entry and sporting numerous weapons as well as a substantial hangar; easily modified for other uses.
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- Class: Universal battleship
- Armament: 1x 2-barrel fore MPC turret, 4x fore MPC turret, 5x AA machinegun turret, 2x fore large rocket launcher
- Hangar Capacity: 6 mobile suits
- Launch Catapults: 0
- Cost: 1,600 RP


Terrestrial Ships



Gallop
Fast and maneuverable land battleship with a respectable armament and combat potential.
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- Class: Land battleship
- Armament: 1x 2-barreled main cannon turret, 2x 2-barreled AA machinegun turret
- Hangar Capacity: 2 mobile suits, 2 mobile suits in secondary Hangar
- Launch Catapults: 0
- Cost: 520 RP



Jukon
A stealthy, large submarine with torpedoes, missiles, and marine mobile suit capacity.
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- Class: Naval Battleship
- Armament: Torpedo launcher, 9x Missile launcher
- Hangar Capacity: 2 mobile suits
- Launch Catapults: 0
- Cost: 560 RP



Dobday
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A slow, well armed giant tank with a decent mobile weapon contingent.
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- Class: Land battleship
- Armament: 2x 2-barrel main cannon turret, 2x 2-barrel heavy machinegun turret
- Hangar Capacity: 12 tanks/aircraft, 8 mobile suits in external racks
- Launch Catapults: 0
- Cost: 800 RP



Gaw
An enormous aircraft with large-payload bombs, beam weaponry, and a large hangar capacity.
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- Class: Airborne Battleship
- Armament: 3x 2-barreled fore MPC turret, 24x AA machinegun turret, bombs
- Hangar Capacity: 6 mobile suits, 14 tanks/aircraft
- Launch Catapults: 0
- Cost: 800 RP



Mad Angler
Large submarine tender utilized to deploy marine mobile armors.
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- Class: Naval Battleship
- Armament: 10 x missile launcher; 9 x torpedo launcher
- Hangar Capacity: 12 mobile suits, 1 mobile armor, 1 aircraft
- Launch Catapults: 0
- Cost: 2000 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.


Strategic Nuclear Warheads
Famous for their use during Operation Lourm, the duchy made small, strategic nuclear rounds for use in Zaku Bazookas. Although some rounds still exist, it is extremely difficult to obtain clearance to use them, as this violates the Antarctic Treaty. These warheads are mounted in a standard Zaku Bazooka clip, and one packs enough punch to destroy a Salamis class ship.
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- Armament: 4x strategic nuclear warhead.
- Cost: 3,200 RP


G3 Gas Missiles
While G3 canisters are still very available throughout the ZMF, actually obtaining clearance to violate the Antarctic Treaty takes some doing. Mounting enough gas for a single volley from a Musai or Chivvay class ship, these missiles can optionally be armed on a specialized mobile suit rocket launcher.
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- Armament: 12x G3 warhead
- Cost: 8,000 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: 8,000 RP


Nuclear Warheads
Although the Duchys supply of nukes has more or less gone dry, a few still exist. 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 a single volley from a Musai or Chivvay class ship.
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- Armament: 12x nuclear warhead.
- Cost: 32,000 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


Newtype
It is possible to pull some strings and get a Flanagan Agency pilot for your MS team. You may purchase a mobile weapon with a Newtype (N) pilot. Newtype pilots have an NT of 2.
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- Cost: 400 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


Artillery Support
Long range missile fire to support a formation can be made from well behind enemy lines, a Musai or a Jukon 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


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 Dopps or 6 Gattles
- 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: 100 RP


MS support
Zaku II F types, the most numerous mobile suit of the One Year War, are often used as patrol units, able to aid existing battles when they see them.
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- Effect: Support from 3 Zaku II F types.
- Cost: 125 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 Federation passworded board. Password will be reset the following Sunday.
- Note: Requires a successful build action in enemy territory
- Cost: 1000 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



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.
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- Cost: Free


Dom Funf/Dom Tropen
While Dom Funfs in their standard configuration will operate both in space and on land, the space use equipment can be exchanged for bulky radiators, for operating in harsh terrestrial environments. When originally purchased, the mobile suit must be in the Dom Funf configuration.
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- 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.
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- Note: Only available to PC mobile suits, can be put on a refitted unit.
- Cost: 50 RP, free to remove equipment.



Gyan/Gyan High Mobility Type
Sporting the same frame and equipment as the original Gyan, but with a larger and more powerful backpack, the Gyan High Mobility eats fuel and is hard to handle, but considerably speedier than the original. The HMT's backpack mounts 2 external fuel tanks for extended operations.
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- Additional equipment: 2x external fuel tank
- Cost: 50 RP, free for PC units



Gelgoog/Gelgoog High Mobility Type
Using the same frame and equipment as the original Gelgoog, but with a high performance thruster backpack, the Gelgoog HMT is possibly the most maneuverable mass produced unit of the One Year War, and mounts external fuel tanks for extended operations.
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- Additional equipment: 2x external fuel tank
- Cost: 50 RP, free for PC units



Gyan/Gyan Cannon (R)
Sporting the same frame and equipment as the original Gyan, the Gyan Cannons backpack also mounts two heavy ballistic cannons for fire support, as well as a grenade launcher mounted in the left arm, beneath the shield, and a more powerful sensor suite in the head.
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- Additional armament: 2x 175mm cannon (30 rounds), 1x 3-tube grenade launcher (1 round)
- Cost: 70 RP, free for PC units



Gelgoog/Gelgoog Cannon
Using the same frame and equipment as the original Gelgoog, but with a backpack designed to support a heavy anti-battleship beam cannon. The Gelgoog Cannon is exceptional for ambushes and support fire, the beam cannon packing as much punch as a Musai deck gun.
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- Additional armament: 1x anti-battleship beam cannon (5 round charge)
- Additional equipment: Forearm hardpoints can also mount 3-tube missile launchers (1 round)
- Cost: 70 RP, free for PC units


Hard Refits



Gaw Assault Type
As Federal mobile suit technology improved, the Gaw has become increasingly flimsy as a weapon of war. A cheap field upgrade has improved its long range armament without sacrificing other vital systems, allowing it to maintain a range advantage against Federal units.
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- Class: Airborne Battleship
- Armament: 3x 2-barreled fore MPC turret, 6x long range fore missile launcher, 24x AA machinegun turret, bombs
- Hangar Capacity: 6 mobile suits, 14 tanks/aircraft
- Launch Catapults: 0
- Cost: +100 RP



Musai Late Type
A version of the Musai used for better hangar space, the Late Type does not have any missiles and only mounts two gun turrets, but it is slightly faster than the original, and can carry 4 mobile suits.
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- Class: Space battleship
- Armament: 2x 2-barrel fore MPC turret, 2x AA machinegun in Komusai
- Hangar Capacity: 4 mobile suits in hangar, 2 mobile suits in Komusai (O)
- Launch Catapults: 1 aft
- Cost: +100 RP



Musai Hellhawk
The Musai Hellhawk takes the support idea of the Musai and turns it into a fast attack gunship. Featuring more and better positioned deck guns and thickened armor, the Hellhawks vital systems are maintained by reducing the size of the mobile suit hangar.
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- Class: Space battleship
- Armament: 2x 2-barrel fore MPC turret, 2x 2-barrel MPC turret, 4x fore large rocket launcher 10x fore missile launcher, 2x AA machinegun in Komusai
- Hangar Capacity: 2 mobile suits in hangar, 2 mobile suits in Komusai (O)
- Launch Catapults: 1 aft
- Cost: +200 RP



Zanzibar Kai
Modified to hold a mobile armor, the outward appearance of a Zanzibar Kai is identical to the original. Instead of carrying 6 mobile suits, it carries 2 mobile suits and 1 mobile armor.
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- Class: Universal battleship
- Armament: 1x 2-barrel fore MPC turret, 4x fore MPC turret, 5x AA machinegun turret, 2x fore large rocket launcher
- Hangar Capacity: 2 mobile suits, 1 mobile armor
- Launch Catapults: 0
- Cost: +200 RP



Jukon II
An enlarged version of the Jukon, this ship arms the same weapons and armor as the original, but with a much improved hangar capacity.
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- Class: Naval Battleship
- Armament: Torpedo launcher, 9x Missile launcher
- Hangar Capacity: 4 mobile suits, 1 aircraft
- Launch Catapults: 0
- Cost: +250 RP



Zanzibar II
A superior ship all around, the Zanzibar II is a revived version of the old universal cruiser, mounting superior weaponry, armor, and speed, as well as launch catapults.
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- Class: Universal battleship
- Armament: 1x 2-barrel fore main gun turret, 4x fore 2-barrel MPC turret, 8x AA machinegun turret, 2x fore large rocket launcher
- Hangar Capacity: 6 mobile suits
- Launch Catapults: 2 fore
- Cost: +360 RP



Chivvay II
Calling back to glory the oldest of the Duchies ship models, the Chivvay II is much more sleek, extremely well armed and armored, and still carries just as many mobile suits, with catapult capabilities.
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- Class: Space battleship
- Armament: 1x 3-barrel fore MPC turret, 1x 3-barrel aft MPC turret, 2x port MPC turret, 2x aft MPC turret, 14x AA machinegun turret, 8x fore missile launcher
- Hangar Capacity: 8 mobile suits
- Launch Catapults: 1
- Cost: +360 RP



Musai Final Type
An advanced version of the Musai, this model is improved in every way. Mounting five deck guns instead of three, carrying more armor than the original, as well as an AA machinegun compliment, it is much better armed as a gunship in its own right, and also carries an improved MS hangar, with launch catapults.
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- Class: Space battleship
- Armament: 4x 2-barrel fore MPC turret, 1x 2-barrel aft MPC turret,
- 10x fore missile launcher, 10x AA machinegun turret, 2x AA machinegun in Komusai
- Hangar Capacity: 4 mobile suits in hangar, 2 mobile suits in Komusai (O)
- Launch Catapults: 2 fore
- Cost: +450 RP