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Ye' olde town shoppe.  This is obviously where you find various items to purchase and deploy.  Not much explanation is needed, though please read through the rules.
Rules:

- If you wish to buy an installation you must be at the place you want to deploy it.  So if you want to make a base on the Moon, you must be on the Moon.  This does not apply for mobile weapons, add ons, and defenses.

- Please include the prices next to the items you are buying, and the total amount in the email.  Just makes it quicker and easier.  If I do find you attempting to "cheat" the shop, you'll lose the amount of money you put down, and not gain an item.

- This is just a general listing of things you could buy.  Since this encompases all of Gundam, you are in no way limited to the selection on this page.  You may purchase anything within the Gundam Universe, as well as various novely items.  However, as these things will probably be quite rare, the cost will be significantly greater then a usual mobile suit, ship, or installation.
Installations

Installations are any type of stationary facility that can be used to house mobile weapons and take over and hold territory for your side or team.  Each installation has its own stipulations, so make sure you read each description carefully.


Base

Cost: 1,000,000
Starting Add Ons: Hangar x 1
Starting Armaments:
- none
Available Starting Locations: Planets, Asteroid Belt, Colonies
Deployable Locations: Planet, Asteroid Belt, Colonies

Bases are basic military strongholds for planets and colonies.  Though your basic base only comes with a single hangar (the first hangar on your base is only capable of housing player controlled mobile weapons, and may not be used for defensive mobile weapons), and no other add ons, you can purchase a multitude of accessories and defenses to make your bases well fortified locations.  On planets they can also be built on different locations to give them certain strategic advantages.


Space Fortress
Cost: 2,500,000
Starting Add Ons: Hangar x 2, Spaceport x 1
Starting Armaments:
- Anti-Aircraft Laser x 20
- Missile Launcher x 15
Available Starting Locations: Asteroid Belt
Deploybale Locations: Space, Planet's Orbit, Sides

Since before the One Year War of the Universal Century era, people have been removing asteroids from the belt around Jupiter and Mars and deploying them in key military locations in space.  Due to their immense asteroid "armor," and large surface area, they are the perfect military installations in space; hard to kill and able to house several turrets to combat enemy mobile suits.  Asteroid bases also come with immense thrusters built into their structure so they can move theirselves if needed.  The only disadvantage is their large size, causing them to take three times as long to travel.


Colony
Cost: 3,000,000
Starting Add Ons: Hangar x Infinite, Spaceport x 20, Cell Block x 5
Starting Armaments:
- none
Available Starting Locations: Sides, Space
Deployable Locations: Space, Planet's Orbit, Sides

The ultimate symbol of political power, space colonies are immense structures built in outer space to house the growing population of Earth.  With over ten million citizens, colonies are fully functional "enviroments," capable of maintaining human, animal, and plant life.  Even though they are civilian facilities, colonies have more then a few effective military applications.  Though you can not place turrets on colonies, they come with unlimited amount of hangars, and can hold an unlimited amount of spaceports for you to house defenses.


Resource Satellite
Cost: 1,000,000
Starting Add Ons: None
Starting Armaments:
- none
Available Starting Locations: Asteroid Belt
Deployable Locations: Space, Asteroid Belt, Planet's Orbit, Sides

Resource satellites are asteroids taken from the belt between Jupiter and Mars and deployed in various locations around the solar system.  The asteroids are converted into mining facilities and stripped fo their valuable minerals.  The facilities are for mining only, however, and mobile weapons and ships may not dock at a resource sattelite.  The only way you can defend the satellite is by attaching it to a colony (there is a limit of one per colony).  Each week a person owns the resource satellite, they will receive one hundred thousand credits.


Locations

Bases can be built on any planet, and on those planets, they can be built in a variety of locations.  Each different location has its pros and cons, but they all generally aide in the defense of the base.


Sea
Cost: + 500,000
Deployable Locations: Earth

On Earth you have the option of building your base under the sea.  This adds the obvious advantage in combat, as most mobile weapons work only at half ability under the sea.  Any type of defensive suit built for the water will have an unquestionable advantage here.  You may not have a spaceport here.


Sky
Cost: +500,000
Deployable Locations: Earth, Moon, Mars, Jupiter (Required)

On all the planets you have the option of buliding bases several kilometers off the ground by use of a giant M-Craft Compressor.  Since most mobile suits are incapable of sustained atmospheric flight, very few can effectively fight in this location.  Furthermore, air type suits, which are more manueverable in the upper atmosphere, have an immense advantage here.  It should be noted that all bases built on Jupiter must be equipped with sky capabilities.


Arctic
Cost: + 500,000
Deployable Locations: Earth, Mars

On the icecaps of Mars and Earth, bases can be built that take advantage of the rugged and icy terrain.  Bases built in arctic locations have an immediate downside for attackers, as they take three days to reach, instead of the usual single day.  Also, any combat done in these areas will be twice as hard, as the cold and ice will interfere with piloting.  This works both ways, however, and only mobile suits that are specifically designed for this type of combat will be at one hundred percent when fighting here.  Also, all turrets cost an additional one hundred thousand credits, so they can be equipped to sustain the hard conditions.


Mountain
Cost: + 700,000
Deployable Locations: Earth, Moon, Mars

Mountain bases are the ultimate hell for any ground-type mobile suit.  Due to their raised location and mountain fortification, they can strike at their enemies, while the enemies can't get close to them.  Turrets are twice as effective here as well.  The only drawback to building a mountain base is the fact that you can not build spaceports on it.


Asteroid
Cost: + 800,000
Deployable: Asteroid Belt

Asteroid bases are not a luxury like the other locations, but a requirement.  They can only be built in one area, the asteroid belt, and are mandatory there.  They are simple bases that are built onto asteroids (not in them like space fortresses).  The advantage of these bases is obvious.  Only very skilled pilots are able to navigate the asteroid field effectively, and all will have a hard time fighting in it.


Underground
Cost: + 1,000,000
Deployable Locations: Earth, Moon, Mars

Perhaps the ultimate base fortification, underground bases are giant facilities built, appropriately, under the ground.  The first, and greatest advantage to this is its ability to sustain attacks.  All add ons and turrets are built underground, with an added cost of two hundred thousand each, which means that they are twice as hard to destroy.  This goes on to the base itself, as a nuclear weapon or colony-type weapons are the only things that can destroy it.


Combination
Cost: 300,000 + Base + Location 1 + Location 2
Deployable Locations: Depends

Combination locations are locations that are two locations combined together.  The base gets all advantages and disadvantages of the different locations.  The cost is only a little extra, and if you think hard enough you can come up with some very effective combinations.


Add Ons

Though most facilities come with a few basic add ons, all can be improved by upgrading their defensive abilities.  Each installation usually has a restriction to the number of certain add ons it can hold (indicated by the number in the parenthases), so read all descriptions carefully.


Hangar
Cost: 300,000
Deployable Facilities: Base (4), Space Fortress (10), Colony (Infinite)

There are two types of hangars.  One is a hangar all installations have.  It comes with the installation, and  allows you to hold an unlimited amount of player controlled mobile weapons, but will not allow you to store defensive ones.  The second is this type of hangar.  Each of these hangars will allow you to store five mobile suits, two mobile armors, or two suits ane one mobile armor, for defensive purposes, in them.  When looking at the number of hangars a facility has, make sure you note the fact that one is the NPC hangar and the rest are PC hangars.  So if it says a base has four hangars, it can really only store up to fifteen mobile weapons in it (the maximum for bases).


Cell Block
Cost: 500,000
Deployable Facilities: Base (2), Space Forterss (6), Colony (Infinite)

When a failed attack on your facility occurs, and you have built in a cell block, the pilot (provided they survive the failed attack), of the attacking mobile suit will be taken into custody for up to twenty days.  Though they may attempt to escape during this time, it is probably better for them to refrain from doing so, as the risk of death is great.  Each cell block can house five prisoners.  It also comes with a single torture chamber per cell block, which will allow you to torture a person for up to ten days, while they are being held.  Each day they are tortured, two VP are removed from them.


Mobile Doll Control Center
Cost: 300,000
Deployable Facilities: Base (1), Space Fortress (3), Colony (Infinite)

Mobile dolls are quite possibly the most effective mobile suit forces against new pilots.  Though eventually they become predictable to the more skilled pilots, any newbie and some veterans will have a hard time keeping up with their greater reaction time and targetting capabilities.  The mobile doll control center must be equipped on a facility for these mobile dolls to defend it.  Its only real disadvantage is its ability to be targetted and destroyed, making the mobile dolls useless.  Luckily, on facilities larger then regular bases, you can install more then one control center.


Spaceport
Cost: 500,000
Deployable Facilities: Base (3), Space Fortress (5), Colony (Infinite)

Spaceports allow you to dock spaceships with bases, space fortresses, and colonies, so you can use the ship and its defenses for the defense of the installation.  Though it isn't exactly effective on regular bases, it can be quite effective on bases built in the air, or installations in space.  The ships add a great deal of extra firepower to knock back any potential attackers.  Each spaceport can only hold one ship.


Satellite System
Cost: 1,000,000
Deployable Facilities: Base (1), Space Fortress (1), Colony (1)

Satellite systems are useable only by those mobile weapons with the satellite cannon.  Their reach extends up to three days in any direction, so a mobile suit on Earth can use a satellite system based on the Moon.  Likewise, a mobile suit in space five days from Earth can use a satellite system based on the Moon.  Satellite systems can be contacted by any mobile suit, regardless of their side, but if there are no faclities with satellite systems in their area, the satellite cannon is useless.


Colony Mover
Cost: 1,000,000
Deployable Facilities: Colony (1), Resource Satellite (1)

Massive engines with towing capabilities, colony movers are the only ways to relocate colonies and resource satellites to their original position.  It takes them three times as long to travel, however.  Colony movers have certain "other uses" as well.  Colony movers can move colonies on their own, but to drop a colony on a certain position on a planet, like a base, someone must pilot it down onto the planet.


Ships

Ships are giant, mobile, weapons plantforms for use in space, and in some cases, in a planet's atmosphere.  Many sport giant weapons, capable of taking on any mobile suit, while others are mainly designed to carry mobile suits of their own, and deliver them onto the battlefield.

There are four classes of ships:  carrier, cruiser, battleship, and super battleship.  Carriers travel in half the time of suits.  Cruisers travel at the same speed of suits.  Battleships and Super Battleships take twice as long to travel.  Make sure you check out the rules page for information on grouping ships into fleets.


Carriers -

Carriers, as the name implies, are mobile suit carriers.  Though they generally aren't the largest weapons platforms, they can carry a good number of mobile suits, and perform enough weapons to be a deadly force on the battlefield.  Traveling in half the time of mobile suits, these can easily be the most valuable assets when you're about to assault a planet or installation.

Aspite
Cost: 2,000,000
Class: Space Battleship
Mobile Suit Capacity: 25
Armaments:
- anti-aircraft machinecannon x 2

These large carrier transports found in Turn A Gundam are completely devoid of useful weaponry.  However, they more then make up for this with their massive mobile suit holding capacity.  Sporting hangars capable of carrying up to twenty-five mobile suits at a time, they generally stay behind the capital ships for protection as they release their seemingly endless stream of mobile suits.

Pegasus (refit)
Cost: 3,500,000
Class: Assault Carrier
Mobile Suit Capacity: 6
Armaments:
- 2-barrel main gun x 2
- 2-barrel secondary gun x 2
- anti-aircraft 2-barrel laser gun x 14
- anti-ground 2-barrel laser gun x 4
- large missile launcher x 4
- mega particle gun x 2

The third warship in the highly successful Pegasus class of Federal assault carriers, the Pegasus class before you is that from which the cruiser Albion came. Well armed for both space and atmospheric combat, this Pegasus refit mounts plenty of weaponry and two hangars, each carrying three mobile suits. In addition, this warship can also function quite well in atmosphere, thanks to the Minovski-craft system in its innards.

Dolos
Cost: 4,500,000
Class: Heavy Carrier Ship
Mobile Suit Capacity: 182
Armaments:
- 2-barrel main gun x 8
- 2-barrel machinegun x 2

A gargantuan carrier from the One Year War, the Zeon’s monster Dolos carrier can transport damn near well an army of mobile suits within its huge belly. The Dolos combines seven gigantic hangars of twenty-six mobile suits each with enough firepower to ward of decent-sized or poorly coordinated attacks. An excellent vessel for moving mobile suits to and fro as well.


Cruisers -

Cruisers are small support ships, generally operating in groups.  Though they usually lack the firepower to take on most other forces, their speed allows them to outmanuever and attack in formations, making them very effective.  They move at the speed of a mobile suit.

Musai
Cost: 1,500,000
Class: Light Cruiser
Mobile Suit Capacity: 3
Komusai Shuttles: 1
Armaments:
- 2-barrel main gun x 3
- large missile launcher x 2
- small missile launcher x 10

The fast, sleek light cruiser of the Zeon fleet, the venerable Musai is the backbone of the Space Assault Force. Nimble and maneuverable, Musai cruisers are outgunned by their Federal counterparts, but do exceed them in the fact that, in a head-on attack, which many a space battle is, a Musai can bring all of its guns to bear on a target, while a Federal ship cannot. In addition to their speed, Musais also have a small hangar beneath their bridge structure, and a nifty Komusai shuttle stored under the nose as either an atmospheric re-entry vessel or a crew escape device.

Salamis
Cost: 3,000,000
Class: Cruiser
Mobile Suit Capacity: 0
Re-Entry Capsule: 1
Armaments:
- main gun x 6
- 2-barrel machinegun x 6
- 6-tube missile launcher x 2
- missile launcher x 8

The backbone of the Earth Federal Space Force, the Salamis cruiser is a well-armed but poorly designed warship. Although it outguns the comparable Musai by a significant margin, its weapons placement doesn’t allow it to bring them all to bear on any given target. Also, Salamis cruisers do not have a hangar, so friendly mobile suits have to ride into battle in a transport instead of actually being on board. Nonetheless, Salamis cruisers are better suited for shooting down mobile suits than their Zeon counterpart, and too sport a little re-entry capsule.

Argama
Cost: 5,000,000
Class: Assault Cruiser
Mobile Suit Capacity: 8
Armaments:
- main gun x 4
- mega particle gun x 2

A distant cousin of the original Pegasus line, the Argama is, like its cousins, an excellent warship. Trading weapons in for a larger hangar, an Argama is better suited for shooting down warships, while its mobile suits engage those of the enemy. Unfortunately, there’s really not much more to say about this vessel...


Battleships -

Battleships are basic military weapons platforms.  They're generally at least three in a fleet, though with more powerful ones, two can suffice.  This class sorta puts to rest the myth that ships have no use past carriers anymore, as most of its members are more then capable of taking on a mobile weapon piloted by a veteran.  Their only drawback is the fact that they take twice as long to travel.

Magellan
Cost: 3,000,000
Class: Battleship
Mobile Suit Capacity: 0
Re-Entry Capsules: 1
Armaments:
- 2-barrel main gun x 7
- 2-barrel machinegun x 14
- missile launcher x 4

A much more powerful warship than the diminutive Salamis, the heavy-duty Federal Magellan is a major step up in design. Although some of its guns are still unable to target any given enemy, the amount is much less. A luckless Musai wouldn’t stand a chance against one of these mighty vessels. Unfortunately, it still suffers from the same problem plaguing nearly all Federal warships: No hangar. Like the Salamis, the Magellan comes with a little re-entry capsule.

Gwazine
Cost: 4,000,000
Class: Battleship
Mobile Suit Capacity: 20
Armaments:
- 2-barrel main gun x 3
- 2-barrel secondary gun x 10
- 155 mm machinegun x many

A large battleship fielded by the Zeon, the heavy-duty Gwazine is excellent in virtually all areas. Equipping a sizeable hangar with room for twenty mobile suits, numerous anti-aircraft machineguns, and a good amount of anti-warship weapons, the Gwazine is one of the most well rounded battleships.

Ra Cailum
Cost: 5,000,000
Class: Mobile Battleship
Mobile Suit Capacity: 8
Armaments:
- 2-barrel main gun x 4
- 2-barrel secondary gun x 22
- missile launcher x 6

A combination between the successful Near Argama and the old but powerful Magellan, the Ra Calium class battleship is an excellent warship. This in mind, the Ra Calium can finally do something other assault carriers could only dream of: match strength alone against the usually more powerful Zeon battleships.


Super Battleships -

This class is reserved for those one of a kind ships, that make their presence known in a big way.  Generally capable of holding off any attack single-handedly, these are reserved for those people with deep pockets, and a very, very, very large need to cause destruction on a massive scale.  Despite their usual massive size, they can travel just as fast as your regular battleship, making them the single best investment for your money.

Birmingham
Cost: 7,000,000
Class: Battleship
Mobile Suit Capacity: 0
Armaments:
- 2-barrel main gun x 5
- main gun x 1
- secondary gun x 4
- 2-barrel laser turret x 12
- 12-tube missile launcher x 2
- missile launcher x 4

The ultimate in mobile suit-agnostic Federal battlewagons, the gigantic Birmingham class battleship is a Magellan on steroids. Equipping more guns, additional firepower, and finally, weapons capable of fragmenting Zeon mobile suits without trouble, the Birmingham is quite literally one of the best warships without a hangar.

Zamouth Gar
Cost: 7,500,000
Class: Flagship
Mobile Suit Capacity: 10
Mobile Armor Capacity: 1
Armaments:
- 2-barrel main gun x 5
- 2-barrel main gun x 2
- 2-barrel secondary gun x 6

A blast from the future, the Crossbone Vanguard’s Zamouth Gar is a large, powerful battleship. With a hangar big enough to store not only ten mobile suits but even a mobile armor, the Zamouth Gar is much like the old Argama warship: better suited for taking down other warships than mobile suits. Fortunately, the Zamouth Gar has a hangar big enough for that philosophy.

Gwadan
Cost: 8,000,000
Class: Large Battleship
Mobile Suit Capacity: 25
Armaments:
- 2-barrel main gun x 2
- 2-barrel secondary gun x 10
- secondary gun x 4

Quite literally the largest warship of the Universal Century, the monstrous Gwadan makes the powerful Gwazine look like a toy and would strike fear into the heat of any Federal commander. While its actual weapons are somewhat limited, its large hangar capacity gives it a tactical edge like no other ship and its simple massive size has quite a psychological advantage over the enemy.


Mobile Weapons

Regardless of how well armored your facility it is, no real installation can survive attacks by mobile weapons without defensive mobile weapons of their own.  The mobile weapons are arranged in different categories, based on their performance in certain areas, and the type of weapon they are.


Multi-Purpose Suits -

Multi-Purpose mobile weapons are suits that work well in most areas.  They have no real advantages as a category, though they may each have their own particular advantages.  If you're just trying to defend a base in a regular location, or a colony in a regular location, this is your best choice.

Jegan
Cost: 200,000
Fixed Armaments:
- 1 x beam saber, stored in recharge rack on right hip armor, hand-carried in use
- 1 x 3-slot hand grenade rack, mounted on left hip armor
Optional Fixed Armaments:
- 1 x vulcan gun pod, mounted on head
- 1 x shield, mounted on either forearm, mounts 2 x 2-tube small missile launcher
Optional Hand Armaments:
- beam rifle, powered by rechargable energy cap

Though the Jegan is generally thought of as unimpressive, the mobile suit is an effective mass production all-purpose mobile suit.  Equally effective on land and in space, they're a fairly good design available at a good price.


GM Sniper II
Cost: 300,000
Fixed Armaments:
- 2 x beam saber, powered by rechargable energy cap, stored in recharge racks on rear waist armor, hand-carried in use
Optional Fixed Armaments:
- 1 x 2-barrel vulcan pod, mounted on head
- 1 x shield, mounted on either forearm
Optional Hand Armaments:
-  beam rifle, powered by rechargable energy cap
- 90 mm machinegun, clip-fed, 20 rounds per clip
- sniper rifle, semi-automatic, clip-fed, 5 rounds per clip
- long-range beam rifle, powered by rechargable energy cap

The most powerful variant of the tried and true GM series built during the One Year War, the GM Sniper II is a step up from its predecessors.  No longer requiring a massive reactor to fuel its sniper rifle, the GM Sniper II is just as deadly as the original GM Sniper, while having much greater manuevering and speed capabilities.  This is one of the three mobile weapons available in the shop that is capable of attacking incoming targets from a day away.


Virgo
Cost: 500,000
Fixed Armaments:
- 1 x beam cannon, powered by energy collector/generator on right shoulder, mounted on right arm
Remote Weapons:
- 4 x planet defenser, generates defensive energy field, stored in racks in left shoulder

The ultimate in anti-newbie defenses, the Virgo is the most efficient mobile weapon when there are pilots on the battlefield that are not of at least veteran status.  Due to their quick reaction times and extremely good targetting capabilities, anyone that can't predict their movements will be easily defeated.  Unfortunately, their usefullness is nearly destroyed as soon as a pilot gets good enough to predict their actions.  A mobile doll can operate on an installation with a mobile doll control center.


SUMO
Cost: 1,000,000
Fixed Armaments:
- 1 x IF generator, offers 360 degrees of protection against all types of attacks, wrist mounted, flips over hands in use
Optional Hand Armaments:
- 1 x heat fan
- 1 x hand beam gun

Quite possibly the best mass production type mobile suit in existence, the SUMO utilizes its speed and small hand armaments to make it the perfect all-purpose mobile suit.  Combined with not only a fast firing hand beam gun, and deadly sharp heat fan, the SUMO also supports an advanced form of I-field, called the IF field.  This field offers 360 degrees of protection from all types of attacks.  Its one weakness is the fact that the generators cover the hands in use, taking away the use of both its beam gun and heat fan.


Sea Mobile Suits -

Sea mobile weapons are suits that work well under the water.  Generally most mobile weapons will have an extremely large disadvantage in the sea, but these are not deterred by the location.

Cancer
Cost: 100,000
Fixed Armaments:
- 4 x torpedo launcher, mounted in arms

Cancer mobile "suits" were the first truly amphibious mobile weapons designed by OZ, and unfortunately, it shows.  Sporting poor armor, poor weaponry, and only decent manueverability underater, the Cancers can end up being little more then cannon fodder if they work alone.  However, in groups, they can put up a truly effective fight, able to push back any mobile suit attacker.


Daughseat
Cost: 500,000
Fixed Armaments:
- 4 x torpedo launcher (3 rounds)
- 2 x beam gun

Used by the Old Earth Federation, the Daughseat mobile suit was a truly amphibious mobile suit, capable of performing well both out of and in the ocean.  Its stronger armament then the Cancer reflects its overall abilities, which are all significantly stronger then the Cancer's.


F90 Marine Type
Cost: 700,000
Fixed Armaments:
- 2 x 60 mm vulcan gun, fire-linked, mounted in head
- 4 x homing torpedo, mounted in pairs on leg hardpoints
- 2 x 3-tube marine rocket pack, mounted on forearm hardpoints
- 1 x combat knife, stored on left hip armor hardpoint
Optional Hand Armaments:
- arrow shooter, magazine-fed, 6 rounds per magazine, 1 spare magazine stored on right hip armor hardpoint

Truly the most capable underwater mobile suit ever created, the F90 Marine Type is one of the many variants of the hard-point equipped F90 unit.  Sporting heavy firepower in the form of several torpedos, and short range capabilities in the form of an arrow shooter and combat knife, the F90 can take on almost any other mobile suit in the water.


Air Mobile Suits -

One of the greatest challenges for mobile suits is sustaining flight in the air.  Most don't have the thruster power or aerodynamics to sustain flight, because mobile suits were originally designed for the air.  However, several succesful attempts have been made to develop mobile suits that can fight well in the upper atmosphere of Earth.

Aries
Cost: 300,000
Optional Hand Armaments:
- chainrifle, clip-fed, can be stored on wing hardpoint
- 4-tube missile pod, can be stored on wing hardpoint

The cheapest and most easily mass produced air type mobile suit, the Aries is a nice value for its relatively low price.  If it were a regular infantry unit it would be destroyed in a matter of seconds.  However, its speed and manueverability in the air allow it to take on superior enemy mobile suits surprisingly effectively.


Gouf Flight Type
Cost: 500,000
Optional Fixed Armaments:
- 3-barrel 35 mm machinegun, clip-fed, mounts on left forearm
- Gatling shield, mounts 1 x 75 mm Gatling gun, drum-and-belt fed
- heat saber, battery powered, stored in Gatling shield, hand-carried in use

This Gouf Flight Type is the eighth variation of the mobile suit, each of its predecessors, and this unit, a technical failure.  This Gouf Flight Type's failure is its inability to sustain long sessions of combat because of its massive fuel consumption and a frequent overheating problem.  However, it does back an incredible punch for an air mobile suit, and when deployed correctly, like at an air base, it can easily push back nearly anything that is thrown at it.


Zolo
Cost: 700,000
Fixed Armaments:
- 1 x beam rotor/shield, mounted on either forearm hardpoint in mobile suit mode and on backpack hardpoint in helicopter mode
- 2 x beam saber, recharge rack/storage location unknown, hand-carried in use
- 1 x vulcan gun, mounted in nose of Top Terminal, operable only on separated Top Terminal
Optional Hand Armaments:
- beam rifle, powered by replacable e-pac
- beam bazooka
- multi-bazooka
- Gatling gun

Designed by the Zanscare Empire as a variant of the space combat mobile suit, Zoloat, the Zolo was one of the many mobile suits in their arsenal that finally answered the problems of air combat.  By equipping a beam rotor that also acted as a shield, its mobile suits could sustain flight in atmospheres for long periods of time, and carry enough firepower to make them extremely effective in combat.


Arctic Use Mobile Suits -

Specially built and conditioned for the harsh weather of the arctic regions on Earth and Mars, arctic type mobile suits don't suffer from the problems other mobile weapons do.  The conditiong prevents frozen joints, and generally, they're equipped with special rotors or even ski boards, to allow them to turn the disadvantage of the ice into an advantage.

GM Cold Climate Type
Cost: 300,000
Fixed Armaments:
- 60 mm vulcan gun x 2
- beam saber x 1 (0.38 MW)
Optional Hand Armaments:
- 90 mm machinegun w/grenade launcher x 1

Your basic GM mobile suit, the GM Cold Climate Type may not be entirely impressive, but it works for what it's made to do.  It fights no better then a regular GM on regular terrain, however, most mobile suits attacking fight much worse then they do on normal terrain, equalizing the playing field.


Juragg Cold Climate Type "Polar Bear"
Cost: 500,000
Fixed Armaments:
- machinecannon x 2
- beam saber x 1
Optional Hand Armaments:
- beam machinegun x 1

This mobile suit literally surfs across the snow on its optionally equipped jet ski.  This gives them almost twice the manueverability of other suits attempting to fight in this area.  Though their weapons are basic, they are more then capable of using them against the slower mobile suits attacking them, effectively.


Space Use Mobile Suits -

Mobile suits were originally designed for space combat, and over the many years and eras, have been refined into the ultimate space combat weapons.  Mobile suits built to operate in space are usually the pinnacle of mass production type construction and development.

Gelgoog
Cost: 300,000
Fixed Armaments:
- 1 x twin beam sword, stored in recharge rack on back, hand-carried in use
Optional Hand Armaments:
- beam rifle, powered by rechargable energy cap
- shield, can be optionally stored on backpack

Since the One Year War, the Gelgoog has been one of the most effective mobile suits in space.  Had it been introduced earlier in the war, the Zeons would have won it without question.  On par with the RX-78-2 Gundam, the Gelgoog was, and still is, an exceptional mobile weapon.


Mahirow
Cost: 500,000
Fixed Armaments:
- x 1 shield, mounts x 1 beam gun
- x 1 heat axe

One of the only space mobile suits deployed the Gim Gingahim's forces in the battle against the Earth Militia and Diana Soliel's royal guard, the Mahirow is an extremely fast and powerful unit.  Mounting a shield that charges and then fires a mega particle weapon and a heat axe for close range combat, the Mahirow could have been an extremely effective mobile weapon in Turn A Gundam.  Unfortunately, it was given to a group of soldiers who had tons of "catchy" names for basic manuevers, but had not actual combat experience.


Rick Dom II
Cost: 800,000
Fixed Armaments:
- 1 x scattering beam gun, mounted in torso
- 1 x heat saber, battery powered, stored in recharge rack on back, hand-carried in use
Optional Hand Armaments:
- 360 mm giant bazooka, clip-fed, 5 rounds per clip
- MMP-80 90 mm machinegun, clip-fed, 32 rounds per clip
- 880 mm raketen bazooka, clip-fed, 5 rounds per clip
- sturm faust, rocket-propelled warhead, can be stored on waist armor storage racks

Like the Gelgoog, the Rick Dom II was one of the best mobile suits of the One Year War.  Unfortuantely it shares the second quality of the Gelgoog.  It came to little to late for the Zeon to take advantage of its abilities.  However, even after the war, and decades after that, the Rick Dom II stayed in service.  Regardless of its age, it remains, literally, one of the best space suits ever developed.


Mobile Armors -

The mobile armor is often thought of as the pinnacle of mobile weapon development.  Unlike mobile suits, they have completely abbandoned the humanoid form, and gained immense speed and firepower capabilities.  The only downside to mobile armors are their cost, which is usually to high for your average grunt to afford.  All mobile armors are capable of intercepting attacking enemy mobile suits from a day away.

Val Varo
Cost: 1,000,000
Fixed Armaments:
- 1 x large mega particle cannon, mounted in main body
- 2 x 2-tube missile pod, mounted on main body
- 2 x anti-aircraft beam gun, mounted on main body
- 4 x 110 mm vulcan gun, fire-linked, mounted in main body
- 3 x plasma leader, stored on main body, delivers plasma electrical charge to target upon deployment

Val Varos are yet another mobile weapon developed during the One Year War that came to late for the Zeons.  However, they have seen action on other occasions, outperforming their mobile suit mass production type brothers in every field.  Sporting great speed and firepower, as well as immense claw arms for close range combat, the Val Varo is one of the strongest mobile weapons ever mass produced.


Newtype Use Mobile Suits -

The newtype has long been a staple in Gundam, but very few times have they been abundant enough to train in larger numbers.  When this happens though, some of the strongest mass production type mobile suits ever are created.

Jagd Doga
Cost: 1,000,000
Fixed Armaments:
- 1  x beam saber with attached heat knife, stored in recharge rack in right hip armor, hand-carried in use
- 6 x missile, mounted inside shoulder armor shields
Optional Hand Armaments:
- beam assault rifle, powered by rechargable energy cap, with attached grenade launcher, 1 round
- mega Gatling gun, powered by rechargable energy cap
- shield, mounts 4 x mega particle gun, fire-linked, power rated at 9.3 MW each
- 6 x funnel (mounts 1 x beam gun, power rated at 10.6 MW), stored on shoulder armor shields

Deployed by the Neo Zeon for use in the hands of their newtype troops, the Jagd Doga was an exceptional unit without its newtype abilities.  With its newtype abilities, it was stronger then any other mass production suit on the field, at its time.  Its one major problem was its cost, making it so very few units could be built.


Defenses

Bases and space fortresses can be equipped with non-mobile suit defenses such as turrets to fortify their positions and the space around them.  Due to space requirements, installations can only have so many of each item on them.  Make sure you read each description carefully to see what each installation can contain.

Anti-Aircraft Laser
Cost: 200,000
Deployable Installations: Base (10), Space Fortress (20)
Deployable Base Locations: Regular, Arctic, Mountain, Underground, Asteroid, Air
Armaments:
- 1 x laser turret

Anti-Aircraft Lasers are weapons of highly concentrated Minvoski particles, making them fast and as a result, accurate.  Though a single hit from a laser isn't enough to take out your average Zaku, several hits can disable a suit completely.  The downside to lasers is their recharge time, usually taking around five seconds to collect the necessary energy to fire again.


Missile Launcher
Cost: 250,000
Deployable Installations: Base (8), Space Fortress (15)
Deployable Base Locations: Regular, Arctic, Mountain, Underground, Asteroid, Air, Sea (Torpedo Launcher)
Armaments:
- 1 x 8-tube missile launcher

Missile launchers are just what the name implies.  They are launchers of missiles.  Though the missiles are generally ineffective alone, each launcher can launch up to eight missiles at a time, giving them the ability to take out non-gundanium mobile suits, and push back gundanium mobile suits.  When deployed on a Sea base, they will automatically be outfitted as torpedo launchers for no extra cost.


Turret Mine

Cost: 300,000
Deployable Locations: Base (Infinite), Space Fortress (Infinite)
Deployable Base Locations: Asteroid
Armaments:
- 8 x small missile launcher
- 1 x small mega particle gun

These small turrets the the perfect weapons to use in places where mobile suits can't effectively manuever.  Their speed and manueverability allow them to fly circles around mobile suits, and swerve in between asteroids.  The speed comes at a cost of firepower and armor, however.  Even three turrets together aren't effective against one mobile suit, and it generally takes a single shot from any type of weapon to strike them down.


Cannon
Cost: 400,000
Deployable Installations: Base (4), Space Fortress (8)
Deployable Base Locations: Regular, Arctic, Mountain, Underground, Asteroid
Armaments:
- large mega particle cannon x 1

This giant mega particle cannon on a swiveling turret is the second most powerful stationary turret.  The cannon can fire a devastating projectile, large, fast, and more then capable of destroying a mobile suit with a single shot.


Noventa Cannon

Cost: 700,000
Deployable Installations: Base (1), Space Fortress (1)
Deployable Base Locations: Regular, Arctic, Mountain, Underground, Asteroid
Armaments:
- 1 x noventa cannon

The largest stationary turret, and the most powerful available, the Noventa Cannon is one of the most effective weapons of its type ever created.  Designed to fire a projectile that causes massive explosions across the entire sky, it can easily wipe out an attacking enemy force with a single shot.  Its range allows it to attack incoming enemies from a day away.  The power does not come without a cost, however.  Though it fires on incoming enemies from a day away, it can only fire once every two days, making it useless if some manage to survive and get to your base.
This shop page is (c) 2001, After Era Inc.  You are welcome to use this shop on your RPG, as long as you give credit to me as the one who wrote it.
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