Gundam Mutant Pilots RPG
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Here is where stuff will be bought. Everything you buy will be added to your inventory list.
Reickus' Shop "o" Big Stuff & Ect.
Structures

Civilian Colony
Purpose:
Symbol of Wealth
Info: The colony is home to as many tenants as you want. You get to control everything in it. When you buy a colony you have to tell me the colonies name and where you want it to be located. The location can be from Earth's Orbit to 20 days away from Earth. You can't dock your colony on a planet. You must buy defenses to protect your colony and its population. When you are at your colony or some one is at your colony that is allowed to be there get instant repairs. If your gonna build your colony 10 days from Earth then you must be located 10 days from Earth.
Cost: $2,200,000

Base
Purpose:
Symbol of Power
Info: A base is what helps you take over planets. To build a base you have to be on the planet you want it to be at. Your bases tenants as well as you if your at the base get instant repairs. When you buy a base you must tell me the location and name.
Cost: $1,200,000

Resource Satellite
Purpose:
Extra Salary
Info: A Resource Satellite can't have any defenses to protect itself. You must tell me where you want to put it in space to buy one. You can also attach it to a colony or planet. When you have a Resource Satellite you get $50,000 every week.
Cost: $1,000,000

Refinery
Purpose:
Extra Salary
Info: A Refinery gives its owners $50,000 a week. It can be deployed on any planet.  Like a Resource Satellite it cannot be protected but can be attached to a base. You must be at the planet you want the Refinery to be built on. A Refinery can be captured.
Cost: $1,000,000

Locations

Underwater

Info: An Underwater base has its pros and cons. An Underwater base cannot contain a space port. To get to an Underwater base it will take 2 days.
Cost: +$400,000

Underground
Info:
An Underground base needs a weapon to break through the floor in order to attack it. But the bases owner and tenants can get in it automaticly.
Cost: +$600,000

Desert
Info:
You must be a ground type or desert type to get to these sort of bases. You can only built desert bases on Earth.
Cost: +$300,000

Mountain
Info:
To get to a mountain base it takes 3 days. The best suits to use to protect these bases are air type. These bases are extremly hard to capture.
Cost: +450,000

Artic
Info:
If you have an Artic base then your best chance to protect it is buy the Cold Climate suits.
Cost: $370,000

Astroid
Info:
You can only make your astroid bases within the astroid belt. Astroid bases have the most armor and space type gundams is your best defenses. You can't use some of the defenses that other bases use with an Astroid base.
Cost: +$600,000

Add-Ons

Prison Compound
Purpose:
Capture Pilots
Info: A Prison Compound allows you to capture pilots that have failed to destroy your base or capture it. One Prison Compound can hold 4 prisoners. Check the rules for more information about capturing prisoners.
Cost: $450,000

Freeze Box
Purpose:
Freeze Prisoners
Info: A Frezze Box allows you to frezze captured prisoners (1 prisoner per box). When you frezze the prisoner you take $10,000 from him. You can only frezze the person for up to 5 days.
Cost: $400,000

Spaceport
Puporse:
Dock Ships
Info: A Space Port allows you to dock ships at your base or colony. A Space Port can dock as much ships as possible. When a base is destroyed with a Space Port and some ships were docked in the space port than the ships get destroyed as well.
Cost: $600,000

Colony Mover
Purpose:
Move/Drop Colonies
Info: If you want to move a colony or drop it on a planet then a Colony Mover is what you need. To drop a colony you must get in the planets orbit and stay on the colony to drop it.
Cost: $700,000

Shield
Purpose:
Shield Bases/Colonies
Info: A sheild is a beam protection for your colony or base. Only massive weapons can destroy it.
Cost:
$530,000

Ships
When you buy a ship it must have a name for it.

Planes & Fighters (Dog Fighters)

Toriares

Armaments:
-  vulcan gun x2
Pilot Capacity: 4
Armor: 6
The plane with the most armor although the weakest weapon. This plane is the fastest although.
Cost: $1,000,000

Don Escargot

Armaments:

-  anti-air machinegun x 4
-  bombs xalot
-  missiles xalot

Pilot Capacity:
5
Armor:
5
A very good fighter, with alot of bombs and missiles this might just be the right ship for you.
Cost: $1,200,000

G-Fighter

Armaments:

-  beam cannon x2
-  2-tube missile launcher x1

Pilot Capacity:
2
Armor:
5
Good weapons good armor, although only two pilots can fit in this little fighter. But no one should underestimate this fighters power.
Cost: $800,000


Core Fight
er
Armaments:

-  2-tube 25 mm vulcan gun x2
-  missile launcher x2 (4 rounds)

Pilot Capacity:
1
Armor:
4
The strongest fighter of them all. This fighter the also the smallest and can only be piloted by one person.
Cost: $1,000,800

Crusiers

Salamis class
Armaments:
-  main gun x6
-  2-barrel machinegun x5
-  6-tube missile launcher x2
-  missile launcher x8
Suit Capcity: 6
Armor: 18
A quite slow crusier very powerful in combat though.
Cost: $1,600,000

Argama class
Armaments:
-  main gun x4
-  mega particle gun x2
Suit Capacity: 8
Armor: 14
A crusier that has weak armor which makes it fast but not as powerful as the others in combat.
Cost: $1,200,000

Alexandria class (refit)
Armaments:
-  2-barrel main gun x6
-  secoundary gun x2
-  3-barrel secoundary gun x10
Suit Capacity: 10
Armor: 20
A heavily armored crusier slow and one of the strongest one of them all.
Cost: $3,200,000

Musai class (refit)
Armaments:
-  2-barrel main gun x2
Suit Capacity: 1
Armor: 10
The weakest crusier. Its fast and it might have a chance against newbies.
Cost: $1,400,000

Transports

Gunperry
Armaments:
-  missile x6
Suit Capacity: 6
Armor:
19
Has great armor for a Transport which makes it to destroy. It only has six missiles.
Cost: $3,200,000

Fat Uncle
Armaments:
-  2-barrel machinegun x3
Suit Capacity: 3
Armor:
20
A very large and armored transport. Move slower than the others but can't get knocked down pretty quick.
Cost: $5,000,000

Komusai II
Armaments:
- gatling gun turrent x2
Suit Capacity: 2
Armor: 15
The much more improved version of the Komusai. The Komusai II has a nice weapon to protect it when it travels.
Cost: $1,800,000

Salamis class (refit)
Armaments:
-  2-barrel main gun x2
-  2-barrel secoundary gun x6
-  secoundary gun x4
-  missile launcher x8
Suit Capacity: 4
Armor: 20
The same armor of the Fat Uncle but has a great diffrence. The armaments can beat the Fat Uncles with no doubt which makes the Salamis the strongest.
Cost: $6,000,000

Battleships

Ra Cailum class
Armaments:
-  2-barrel main gun x4
-  2-barrel secondary gun x22
-  missile launcher x6
Suit Capacity: 8
Armor: 17
A large mobile battle ship. This battleship carries very powerful weapons
Cost: $2,300,000

Adrastea class
Armaments:
-  2-barrel main gun x8
-  3-barrel main gun x1
-  2 barrel secoundary gun x2
-  secoundary gun x35
Suit Capacity: 6
Armor: 20
This battleship is loaded with secoundary guns making its power even more greater.
Cost: $3,000,000

Amalthea class
Armaments:
-  2-barrel main gun x4
  -multi-launcher x8
Suit Capacity: 9
Armor: 14
A heavy battleship yet has light Armor which makes it weak in combat except with newbies.
Cost: $4,500,000

Irish class
Armaments:

-  2-barrel main gun x2
-  main gun x5
Suit Capacity: 13
Armor: 20
A large and heavy armored battleship. The armaments are not that good but it does have a chance aginast veterans. With a large suit capacity.
Cost: $3,000,000

Land Battleships

Gallop class
Armaments:
-  2-barrel main cannon x1
-2-barrel machinegun x2
Suit Capacity: 3
Armor: 20
A slow battleship but heavily armored and powerful.
Cost: $4,000,000

Alps class
Armaments:
-  secoundary gun x8
Suit Capacity: 6
Armor: 14
The weakest battleship of them all. A low suit capacity but pretty strong armaments.
Cost: $3,600,000

Pyrennes class
Armaments:
-  2-barrel machinegun x8
Suit Capacity: 6
Armor: 19
A kind of in the middle battleship not weak or strong.
Cost: $2,340,000

Rocky class
Armaments:
-  2-barrel main cannon x4
- 2-barrel secoundary gun x7
-  vulcan gun x8
Suit Capacity: 6
Armor: 20
A very power but slow battleship. Great for veteran combat.
Cost: $2,000,000

Mobile Suits

Regular & Land Type

GM
Armaments:

-  60 mm vulcan gun x1, fire-linked, mounted in head
-  beam saber x1, power rated at 0.38 MW
-  beam spray gun x1, powered by rechargable energy cap
-  100 mm machinegun x1, clip-fed
-  shelid x1  
Armor: 3
Effectiveness: 3
This suit is very week for defending your base. Veterans don't have to worry about these guys for their effectiveness is weak.
Cost: $300,000

Virgo II Mobile Doll
Armaments:
-  beam cannon x1, powered by external energy collector/generator
-  beam rifle
-  planet defenser x8, generates defensive energy field
Armor: 6
Effectiveness: 4
This Mobile Doll is pretty strong. This mobile suit is a speacial one. If you have these in your bases and other suits the Virgo II's lead the army.
Cost: $500,000

GM Ground Type
Armaments:

-  beam saber x2, stored in recharge racks in legs
-  sheild x1, mounted on either forearm
-  100 mm machinegun x1, clip-fed, 2 spare clips stored on hip armor
-  bazooka gun x1, clip-fed, 7 rounds per clip
-  6-tube missile launcher x1
Armor: 5
Effectiveness: 6
A great new design of the GM and way more advanced in its strength. Great against other Ground Mobile Suits.
Cost: $450,000

Gundam Mass Production Ground Type
Armaments:

-  vulcan gun x1, mounted in chest
-  multi-launcher x1, mounted in chest
-  beam saber x2, stored in recharge racks in legs
-  sheild x1, mounted on either forearm
-  100 mm machinegun x1, clip-fed, 2 spare clips stored on hip armor
-  180 mm cannon x1, clip-fed
-  beam rifle x1, powered by rechargable energy cap
-  bazooka gun x1, clip-fed, 7 rounds per clip
-  6-tube missile launcher x1
-  net gun x1, fires large net to entangle a target
Armor: 8
Effectiveness: 9
The best ground type mobile suit of them all. Equiped with a large varity of weapons, this could really ware out a veteran.
Cost: $800,000

Dom
Armaments:

-  scattering beam gun x1, mounted in torso
-  heat saber x1, battery powered, stored in recharge rack on back
-  360 mm giant bazooka, clip-fed, 10 rounds per clip
Armor: 7
Effectiveness: 4
The Dom is a good and strong ground suit except that the size of it makes it slow which reduces its effectiveness.
Cost: $400,000

Air Type

Aries
Armaments:

-  chainrifle, can be stored on wing hardpoint
-  4-tube missile pod, can be stored on wing hardpoint
Armor: 6
Effectiveness: 3
Low on its effectiveness but it gives flying a great name because it was born to live in the air.
Cost: $400,000

Gouf Flight Type
Armaments:

-  3-barrel 35 mm machinegun x1, clip-fed, mounts on left forearm
-  gatling sheild x1, mounts 75 mm gatling gun x1, drum-and-belt fed
-  heat saber x1, battery powered, stored in Gatling shield
Armor: 7
Effectiveness: 6
The stronger flight type of the two. This mobile suits weigh slows it down. So it isnt as fast as the Aries
Cost: $500,000

Water Type

Pisces
Armaments:

-  torpedo launcher x12, mounted in shoulders
Armor: 5
Effectiveness: 4
This mobile suit could fight as a submarine and turn into a complete mobile suit making it stand on the ocean floor.
Cost: $400,000

Hygogg
Armaments:

-  beam cannon x2, mounted in hands
-  torpedo launcher x4, mounted in main body
-  hand missile unit x2, mounted over arms
Armor: 8
Effectivness: 6
The Hygogg holds great power within itself. Not only does it have torpedos but it can use a beam cannon underwater.
Cost: $600,000

Zaku Marine
Armaments:

-  vulcan gun x2, fire-linked, mounted in head
-  SUBROC gun x1, 4-tube chamber
-  240 mm 4-tube rocekt pod x2
Armor: 9
Effectiveness: 3
Not the best submarine suit there is. The best weapon the Zaku Marine holds for underwater is the SUBROC gun.
Cost: $330,000

RF Z'Gok
Armaments:

-  beam gun x2, mounted in forearms within heat claws
-  heat claw x2, mounted on forearms
-  anti-ship/anti-air missile x6, mounted in head
Armor: 10
Effectiveness: 8
The ultimate water type mobile suit. This mobile suit can acctualy take on a gundam with out getting destroyed in one second.
Cost: $700,000

Artic Type

GM Cold Climate Type
Armaments:

-  60 mm vulcan gun x2
-  90 mm machinegun w/grenade launcher x1
Armor: 2
Effectiveness: 5
This GM has almost no armor at all but has a strong grenade launcher. The grenade launcher is hard to aim with a mobile suit with 5 Effectiveness.
Cost: $500,000

Juragg Cold Climate Type "Polar Bear"
Armaments:

-  machinecannon x2
-  beam saber x1
-  beam machinegun x1
Armor: 5
Effectiveness: 9
This mobile suit accualy has a jet ski to make it move much faster and strike at their enemies more.
Cost: $550,000

Desert Type

Olifant
Armaments:

-  beam gun x1, mounted on main body
-  gatling gun x1, mounted on main body
Armor: 5
Effectiveness: 4
A fast attack unit using hovers to get around quicker. The gatling gun and beam gun make the Olifant an excellent fire support.
Cost: $550,000

Xamel
Armaments:

-  680 mm artillery cannon x1, barrel folds for transport, mounted on right shoulder
-  20 mm vulcan gun turrent x1, mounted in head
-  8-tube missile launcher x1, mounted on left shoulder
Armor: 10
Effectiveness: 4
Has incredibile armor which makes a beam saber harder to get through it. The Xamels armor and weight slow it down and makes it harder to get its enemy.
Cost: $690,000

Space Type

Leo Space Type
Armaments:

-  beam saber x2, stored in recharge racks in optional shield
-  sheild x1, mounted on left shoulder
-  105 mm rifle x1, drum-fed, 100 rounds per drum
-  beam rifle x1, 20 round charge
-  "shorty" beam rifle x1, 20 round charge
-  bazooka x1
-  dober gun x1, clip-fed
Armor: 1
Effectiveness: 4
The Leo has almost no armor. Although it has many weapon choices it still has low effectiveness.
Cost: $390,000

Taurus Mobile Doll
Armaments:

-  beam rifle x1
-  beam cannon x1
Armor: 1
Effectiveness: 2
At least the Leo is alittle better than this one. The Taurus mobile doll can turn into its fighter mode during battle.
Cost: $500,000

Other Defenses

Jukon Class
Armaments:

-  missile launcher x9, torpedo launcher
Armor: 1
Effectiveness: 6
A very fast submarine which you can use for underwater bases. With the Jukon you can travel to other underwater bases and it will only take 1 day instead of 2.
Cost: $200,000

Type 61
Armaments:

-  150 mm cannon x2
-  12.7 mm machinegun x1
-  smoke discharger x8
Armor: 1
Effectiveness: 4
The perfect ground attack to get newbies. Both of the Type 61's cannons are very powerful.
Cost: $190,000

Magella Attack
Armaments:

-  175 mm cannon x1
-  3-barrel 35 mm machinegun x1
Armor: 1
Effectiveness: 5
The Magella is a better and more powerful tank then the Type 61. The Magella's top can accuatly fly off and turn into a fighter.
Cost: $290,000

Missile Mine
Armaments:

-  180 mm multi-missile x4
-  explosive bomb x10
Armor: 0
Effectiveness: 8
Missile Mines are placed all around your base if any suit steps on them or tank 4 multi-missile launch out firing at the mobile suit's body and also exploding after the missiles launch out.
Cost: $500,000

Space Mine
Armaments:

-  explosive space bomb x10
Armor: 0
Effectiveness: 8
A Spae Mine is only for Colony Defenses and it can slow down your enemies. Space Mines are placed all around your colony and once they have been touched they make a devasting explosion.
Cost: $400,000

Vulcan Cannon/Torpedo Cannon
Armaments:

-  400 mm vulcan cannon/400 mm missile launcher x1
Armor: 2
Effectiveness: 6
The Vulcan Cannon/Torpedo Cannon can attack suits attacking you, the more you have the better.
Cost: $30,000

Anti-Air Missile Launcher(AA Launcher)
Armaments:

-  10-tube missile launcher x3
Armor: 3
Effectiveness: 6
This is the perfect anti-air weapon. It holds 3 10-tube missile launchers in side a concreate box and can attack aircrafts or mobile suits attacking you..
Cost: $50,000

Satellite Missile Launcher
Armaments:

-  huge missile x1
Armor: 7
Effectiveness: 10
The Satellite Missile Launcher can be fired only once a week. And can fire at an enemy when they are one day away from your base.
Cost: $700,000


Martial Colony
Purpose:
Symbol of Might
Info: This colony is for military use, Although not much different thanits civilian counterpart in terms such as size, it has fewer tenants, most of them military officials and soldiers, etc. It is equiped to a degree with armor platting and comes with 50 Vulcan Turrets and 20 AA Launchers. In other respects its identical to its civilian cousin.
Cost: $4,000,000
Misc
Message Board

Chat Room

Links
Astroid & Black Star Inventory
Astroid Star Weapons
You can only by these weapons when you are acuatlly at Astroid Star. These weapons are not used for gundams.

Black Spear
Cost:
$200,000
The Black Spear is a light weapon and can easily break if it gets knocked on a stone or a hard object.

Rune Sword
Cost:
$300,000
A light sword. Very sharp and can rip through a mutant's body part just by swining it.

Phycic Boomerang
Cost:
$390,000
A Boomerang that when you throw it you control it with your mind. Although you must have Phycic Power.

Hand Held Cherry Bomb
Cost:
$200,000
Three cherry Bombs wrapped together. This weapon is not very effective but it can blow up small stones.

Vanishing Slingshot
Cost:
$400,000
When you fire the bullet on this slingshot it disappears unable for your opponent to know where it is going. You must be a Magician.

Warp Shield
Cost:
$600,000
This Shield can not only defend yourself real good but can warp you closer to your opponent without them sensing you. If with Phycic power they can't sense you.

Medium Axe
Cost:
$660,000
The medium axe is a heavy weapon with a sharp tip that can cut through stone. You must have a D on your power in order to get this weapon.

**Astroid Wand**
Cost: $1,000,000
This is Astroid Star's special weapon. The Astroid Wand can freeze, warp, or move someone or something any where. The Powers change so you never know which one you'll get.

Black Star Weapons
You must be on Black Star in order to purchase these items.

Megaton Sword
Cost:
$800,000
The Megaton Sword is a heavy metal sword and is too big to be held with one hand. It can cut through anything.

Double Chain Sickel
Cost:
$900,000
A very powerful yet dangerous weapon. The owner of it has to duck down in order for him not to get caught in one of the chains.

Phycic Staff
Cost:
$990,000
This Staff is not just an ordinary one. In order to control the Phycic Staff you must be a Phycic. The Staff can shoot out powerful magic and can help you sense your opponents moves.

Beam
Sword
Cost:
$800,000
The beam sword is a hand held sword that can be activates with a beam blade. This can destroy veichles and makey other stuff.

**Angel Bow**
Cost: $1,800,000
The angel bow comes with unlimited holy arrows. The Angel bow is Black Star's special weapon. Once you launch an arrow it seeks out your enemy automatticly and stabs them. Then it warps back to you with the enemy.
Astroid & Black Star Drug Store
Tablets
You can buy Tablets at either of the stars. Each tablet can does something for you. (Catioun: taking more than one pill can kill you)

Square Shaped
Purpose:
Increases Speed
Cost:
$500,000
You can only take this Tablet when your power is at E+

Dimond Shaped
Purpose:
Increses Defense
Cost:
$500,000
You can only take this Tablet when your power is at E+

Circle Shaped
Purpose:
Increses Power
Cost:
$500,000
You can only take this Tablet when your power is at D

Triangle Shaped
Purpose:
Keeps you more Alert of Attacks
Cost:
$500,000
You can only take this Tablet when your power is at D+
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