Mobile Suit Gundam: Year of Conflict
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Earth Federation Shop:
This is the stuff available to Earth Federation PC to purchase with the credits they earn over time. Only EF people are allowed to buy from this shop.

Installations:

Open Colony:
Cost: 2,000,000 credits
Add Ons: Cellblock, Spaceport, Command Center, Repairbay
Defenses: None
Notes: A colony is a 60 Km long cylinder that houses millions of people. It basically serves as a planet for them. It provides food, work and anything else its citizens might need to live. For the most part defenses can't be bought for this type of colony due to the fact its outside surfaces weren't designed to hold weapons. But it is strong enough to survive hits from all but the most powerfuk weapons. These type of weapons will from here on be called colony busting weapons. This includes nukes. Due to taxation and the any trade the colony does to other colonies you will make 200,000 credits a week. A major weak spot on this type of colony is its large windows.

Space Fortress:
Cost: 1,000,000 credits
Add Ons: Cellblock, Spaceport, Command Center, Repairbay, Nuclear Engines
Defenses: 10 x 3-barreled main Gun, 30 x anti-air missile turret
Notes: This is a space stationed built into a hollowed out asteroid from the asteroid belt. These feature a shell so hard that only colony destroying weapons can destroy it. These can only be built in space. The can have more weapon implacements on them. The space fortress can also move around but takes 3 times as long to get somewhere. This the perfect thing to put into orbit and protect it since it will take alot to destroy this sucker.

Base:
Cost: 500,000 credits
Add Ons: Command Center, Repairbay
Defenses: None
Notes: This is the basic installation that you can buy. These are made up of hangers, an airfield, warehouses, and barracks all surrounded in a wall that is thick and tall enough to stop attacking mobile suits from walking into the base. The downside to this installation is that it comes with no add ons or fixed defenses except for the standard stuff. Also these are the only installations that you have to pay for different types of locations like the arctic or the desert.

Base Locations: These have to purchased at the time the base is bought.

Naval(Surface):
Cost: +200,000 credits
Notes: This location is set on the stormy sea and usually unforgiving seas of Earth. It isn't set on pontoons like in other rpgs but is a complex that is anchored in place alot like an oil rig. It also looks like the old submarine refueling stations of old. This base has a low silhouette above the surface of the water except for its communication systems and landing pads. The majority of its hangers and other such buildings are found under the surface of the water for safe keeping. This type of base is the best for a base that is meant to hold sea ships and other type of vehicles that move across its surface. Any marine mobile weapon will hold the advantage here as well as those that are able to maintain flight. This type of base is more sturdy than the pontoon idea but it is still pretty fragile due to the fact that if too many of its levels get flooded it will sink.

Naval(Sea Botton):
Cost: +250,000 credits
Notes: This location is set below the surface of water whether it be deep lakes or seas. It is basically a bunch of domes and passages on the floor of the body of water. The Domes themselves are pretty fragile but only marine or depth charges can reach it so this isn't too much of a draw back. The only parts of this base that are built underground is the reactors and Command Center. This provides them with some protection as well.

Coastal:
Cost: +100,000 credits
Notes: This cheap location allows you to have a seaport added on to base thus allowing sea ships to dock at your base. But there is a weakness that comes with this type of base as well, assaults from the sea. For the most part marine mobile weapons are hard to detect while at sea and this allows them to get pretty close to a base before the base detects them. Also Enemy sea ships can attack this type of base.

Sky:
Cost: +600,000 credits
Notes: This location is found in the wide blue frontier of Earth. It is held up there by a series of Minovski-craft compressors which prove to be the base's beggest weakness due to the face that if they either lose power or become damage the base will fall to the ground far below. This gives flight capable weapons a huge advantage. Also none flight mobile suits can be stationed on this base but if they fall off they will fall to their deaths. Also this type of base isn't mobile and most remain in the same spot but can change altitude at will.

Arctic/Antartic:
Cost: +250,000 credits
Notes: This location is found in the colder regions in the world. All the buildings in this type of base are insulated and well heated allowing its crew to go about their duties comfortably. Though out side it is very cold and causes most mobile suits operating here to freeze quickly. All defending mobile suits will be out fitted to operate in this environment for free but they still won't be as good as those mobile suits designed specifically to operation in the colder climates.

Mountain:
Cost: +500,000 credits
Notes: This location is set in the mountainous regions of Earth. The base is built into the side of a mountain or depending on its type at its summit. Most of these types of bases have only a single road for easy travel from the base to the surrounding country side. This makes attacking multiple sides of the base very difficult due to the hazardous and often unpassable mountain side. Another bonus to this base is that aircraft attacking often find themselves at the same level of defending mobile suits and fixed defenses. Most of the vital systems of the base will be set into the the mountain's core protecting them from attacks.

Underground:
Cost: +1,000,000 credits
Notes: This location is set under the surface of the ground giving it a major defense against attacks but also makes it very expensive to build a base in this type of location. A base of this type can only be destroyed by a colony buster. Also attackers will find themselves at a very high disadvantage when attacking this type of base due to the fact that they won't see any of the defenses until they are deployed against them and this is often too late.

Forest/Jungle:
Cost: +100,000 credits
Notes: This is another cheap location to build but it provides some nice advantages for defenders. The first is that enemy forces won't have a direct line of fire at the defending base. Also Defenders can easily move around the attackers and hit their flanks. A problem with this type of base though is that the enemy forces can get closer to your base before you detect them.

Desert:
Cost: +300,000 credits
Notes: This location is set in the sandy waste that have become too common on Earth after the colony drops. A base of this type is out fitted to with stand the massive sand storms that have been know to sweep across Earth's Deserts. The sand here also can prove to be highly annoying to attacking forces not designed for this type of environment. Defending forces can be out fitted for this environment but are still lacking compared to the forces designed to fight in that environment.

Urban:
Cost: +400,000 credits
Notes: This location is set in one of the large cities that dot Earth's surface. Against forces that are humane this type base proves to be ample defense. Also the buildings function the trees in a forest protecting the base from early weapons fire but it doesn't suffer from the late detection due to the fact the city will be covered with agents loyal to your forces. But be warned if combat tends to happen alot around the base rebel forces may form that will attack both yours and the enemy forces causing mayhem and destruction where ever they strike.

Combination:
Cost: Location 1 + Location 2 +500,000 credits
Notes: With this you can make bases that are very difficult to attack. Due to this fact it can become fairly expensive to do. But who cares when you can make a pretty much invinicble base where you can laugh at the world and plot your schemes of world dominion.

Defenses:

Anti-Air Machinegun:
Cost: 100,000 credits
Armament:
- 4-barrel 30mm machinegun turret
Available For: All but colony
Notes: This is basically the same weapon used in the World Wars to protect against air attacks. It is unable to aim at targets on the ground. Its small bore size stops this weapon from damaging all but the most lightly armored mobile suits. Although is ability to rapidly fire bullets makes up for this fact but sending out 10 times more weapons fire per minute than the other weapons.

Cannon:
Cost: 300,000 credits
Armament:
- 2-barrel 300mm cannon, mounted in concrete turret
Available For: Any land based installation
Notes: This heavy weapon implacement fires off explosive shells at groud targets. Its rotating speed while not fast still allows it to somewhat target enemy mobile suits as long as they are not fast units. Its outer shell provides it with ample protection from enemy weapons except for a direct hit from an energy blast.

Anti-Air Missile Turret:
Cost: 200,000 credits
Armament:
- 8-tube missile launcher
Available For: Any installation but Colony
Notes: This weapon has 8 tubes to launch missiles at air born targets but thinks to its tracking system it can also hit targets on the ground. This weapon is also fairly cheap. This is best used in groups so that when the weapon has to reload there is still other launchers firing missiles at the enemy. When not in use this missile launcher goes into a bunker that is heavily armored. The launcher itself isn't all the heavily armored so it is often easier to take care of while it is attacking. Its major draw back is that it can't hit a close up target.

Beam Cannon Turret:
Cost: 400,000 credits
Armament:
- 2-barrel beam cannon
Available For: Any installation but Colony
Notes: This weapon is a fast moving beam cannon that has enough power to punch through even ship armor but due to its barrel's small bore size only a direct hit is lethal. But due to its fast moving and dual barrel implacement it can often fill an area with energy blasts it finds that its ability to deal lethal damage more likely to happen.

Large Mega Particle Cannon Turret(Large MPC Turret):
Cost: 800,000 credits
Armament:
- mega particle cannon
Available For: Any installation but Colony
Notes: This costly weapon has a large bore size and high power rating. This allows it to heavily damage if not destroy most targets. Its main draw back is its slow turning speed and slow rechage time. But with this comes strong armor so usually only a direct hit will damage this weapon and bring it out of the conflict. Usually when used against mobile suits, the base's defending mobile suit will lure enemy targets into its firing window thus allowing the weapon to score hits on fast moving targets that usually wouldn't have a problem with this weapon.

Torpeado Launcher Turret:
Cost: 200,000 credits
Armament:
- 4-tube turpedo launcher
Available For: Any water or coastal installation
Notes: This weapon was designed to protect a base that is on or around water. Its torpedo are sonar guided so if they lose there target it will search for another nearby one whether it be friend or foe. Being highly fast most mobile suits will find themselves unable to get away from this weapon unless they can either destroy it or find another solution.

Depth Charge Launcher:
Cost: 150,000 credits
Armament:
- 2-tube depth charge discharger
Available For: Any water or coastal installation
Notes: These weapons are timed high explosive barrels that are launched from the discharger into the water up to 500 meters away to deal with underwater foes. It is a dumb weapon but with its highly skilled crew this weapon can be effective at dealing with underwater enemies. The explosion caused by these weapons causes a shock wave that will destroy enemy forces that are at the most 10 meters away meaning that even a near miss can prove fatal.

Land/Naval Mines:
Cost: 100,000 credits
Armament:
- many x high explosive charge
Available For: Any Ground or Sea based Installation
Notes: This is an updated version of the mines of old. Thanks to advances in technology these weapons have the ability to detect and identify a target and thus it means it can disarm itself long enough to allow an allie walk by while exploding when an enemy walks on it or comes near it. The land based version of this weapon is deployed under the ground and is impossible for the enemy to detect but usually there is wreckage of some sort nearby alerting people it is there but that is only if the field is older. The sea version basically runs off of touch and sonar. So you get too close and boom. They are achored to the ground by chains of varying length to completely protect an area. After a battle these are replaced by specificall designed units but if the whole field is destroyed the owner will have to get a new set.

Space Mines
:
Cost: 150,000 credits
Armament:
- many x proximity explosive charges
Available For: Any Space Installation
Notes: This type of mine is only meant for space. For the most part this weapon is hard to detect and disquised as debris of various sorts. Now for the main entrance to an installation the mines are round balls that are easily detected for pilots to see but can be deactivated by allies so they can move through it. Also this mines have small thrusters allowing to move after a target that another mine as detected and thus allowing many mines to swarm a target no matter if it is dodging them or not.

Asteroid Missiles:
Cost: 200,000 credits
Armament:
- 50 x missile in asteroid missile
Available For: Space Fortresses only
Notes: These are just basically asteroids with rockets implanted into them. They are remote controled but due to interference and low maneuverability these weapons aren't all that accurate but even a single hit from one of this will heavily damage a battleship.

Defense Satellite:
Cost: 500,000 credits
Armament:
- 1 x beam cannon
- 2 x 50-tube missile launcher
Available For: Any space installation
Notes: This quick and highly maneuverable weapons platform is used to defend space installation from enemy forces. It is controled by a highly aggresive and accurate AI System. For the most part enemy pilots are better but they find the satellite highly accurate shots hard to dodge. Usually it is best to see these defenses before they see you. The beam cannon is of a better type than the static implacement so it has a higher rate of fire and a larger bore size. The missile launcher launch a highly maneuverable missile that is guided by the satellite's AI System. This may shorten the range but allows the missiles to hit more often. Each launcher has enough missiles in it to fire all tubes three times. Usually this is enough since the missiles only usually hit a vital area on the enemy target.

Add Ons:
These you add to bases or other installations for certian effects.

Cellblock:
Cost: 100,000 credits
Notes: This is a jail that allows you capture prisoners from attackers and hold them for long periods of time.

Spaceport:
Cost: 300,000 credits
Notes: This Add On allows you do able to house and hold ships at your installation. This ships then can be used to defend your base as well.

Mine:
Cost: 600,000 credits
Notes: You can only have one of these on each base. This Add On adds an extra 100,000 credits to your paycheck each week.

Colony Booster:
Cost: 750,000 credits
Notes: You add this to a colony to make it able to move from place to place but it take three times as long to get somewhere as a mobile suit. This can allow you to do *gasp* a colony drop.

Self Destruct:
Cost: 4,000,000 credits
Notes: This is the ultimate in base defense. Since if an enemy captures your base it will explode in a massive explosion. This done by causes the reactors to overload. Also just to make sure there are several nukes planted through out the base to explode when the reactor explodes. All but the fastest or vehicles or mobile weapons will be destroyed. Those that are fast enough can out run the explosion but usually this won't happen due to the fact that it will usually take the attackers by surprise. Which means if you are a new type you may find yourself reacting ahead of time.

Ground Vehicles:
These are the tanks and other such vehicles that move around on the ground.

Type 61:
Cost: 50,000 credits
Armament:
- 150 mm cannon x 2
- 12.7 mm machinegun x 1
- smoke discharger x 8
Notes: This is a pretty run of the mill tank that sports two cannons instead of one on its turret. Found to be lacking when facing enemy mobile suits these tanks are usually used as a fire support weapon. The smoke discharger though can come in handy when trying to escape or blind an enemy.

Type 74:
Cost: 100,000 credits
Armament:
- 20 mm vulcan gun, mounted on roof
Notes: This cheap hover truck is used as a detector unit. Its only weapon is only effective at taking down infantry and lightly armored fighters. But due to its sophisticated sonar system and powerful communication system this small vehicle as earned itself a roll that has become very vital in combat on Earth.

Aircraft:
This makes up the vehicles that can fly....

Saberfish:
Cost: 20,000 credits
Armament:
- 4 x 25 mm machinegun
- 6 x missile
Notes: This space fighter was the first weapon the Earth Federation had to deploy against Zeon's first attack and even then they were found to be lacking in weapons to damage mobile suits. Better suited to attack targets in fast numbers these weapons are cheap and fairly fast.

Ball:
Cost: 5,000 credits
Armament:
- 180 mm recoilless cannon, mounted on body
Notes: This rather weak and weakly armed mobile pod was the Federation's first answer to the Zaku but they still sucked compared to the Zaku line. It is rare if these lightly armored mobile pods survive a battle but a single Ball can be hooked up to any ship and taken into battle. For the most part these weapons are only used to defend the ship that brought it in.

Tin Cod
:
Cost: 10,000 credits
Armament:
- 4 x 25 mm machinegun
- 2 x anti-air missile rack
Notes: This fighter is the Federation's answer to the Dopp. It is just about as fast but just as maneuverable. It is also very cheap to produce and thus can usually be found in large numbers.

Jet Core Booster:
Cost: 40,000 credits
Armament:
- 4 x 25 mm machinegun
- 1 x multi-role rack
Notes: This is a fighter/bomber that has a rack on its underside that can mount large bombs that can pound a mountain side to rubble or it can hold a missile rack that can hold six high yield missiles that can take out a mobile suit. Another thing that rack can hold is a dual 10-tube missile launcher that can empty its payload very quickly and shower destruction down on an unlucky target. At any time the empty weapon launchers mounted on this rack can be ejected making the aircraft lighter. It is also maneuverable.

Mobile Weapons:
These are the mobile weapons you can either add to your ships or installations or even get a few and make yourself a MS Team.

General Purpose:
These mobile weapons can operate in pretty much environment but you will still find the specialized mobile weapons for those areas better.

GM:
Cost: 300,000 credits
Fixed armaments:
- 2 x 60 mm vulcan gun, fire-linked, mounted in head
- beam saber, power rated at 0.38 MW, stored in recharge rack in backpack, hand-carried in use
Optional hand armaments:
- beam spray gun, powered by rechargeable energy cap
- 100 mm machinegun, clip-fed
- 360 mm hyper bazooka, clip-fed, 7 rounds per clip plus 1 round in chamber
- shield
Notes: This mobile suit is the main mass production type of the Earth Federation. These mobile suits are alot better than the Zeon's Zaku II but due to this units cost to produce means that for every one GM there are three Zaku II being produced at the same cost. These mobile suits come with beam guns and beam sabers so even their armament is better than a Zaku.

GM Command:
Cost: 500,000 credits
Fixed armaments:
- 2 x 60 mm vulcan gun, fire-linked, mounted in head
2 x beam saber, stored in recharge racks on rear waist armor, hand-carried in use
Optional fixed armaments:
- shield, mounted on either forearm
Optional hand armaments:
-  90 mm machinegun, clip-fed, 20 rounds per clip
- beam spray gun, powered by rechargeable energy cap
- 360 mm hyper bazooka, clip-fed, 7 rounds per clip plus 1 round in chamber
Notes: This mobile suit has higer performance than a normal GM and is usually used by Commanders of a mobile suit team. These suits also have slightly better armor than the normal GM. Another bonus is that Zaku II don't stand a chance against it.

Guncannon MPT:
Cost: 500,000 credits
Fixed armaments:
- 2 x 60 mm vulcan gun, fire-linked, mounted in head
- 2 x 200 mm cannon, mounted in backpack over shoulders, can be fire-linked or fired independently
Optional hand armaments:
- 90 mm machinegun, clip-fed, 20 rounds per clip
- beam rifle, powered by rechargeable energy cap
- 100 mm machinegun, clip-fed
Notes: Due to the greatness of the orginal Guncannon Federation Command decided to mass produce it this mobile suit is the result. It doesn't sport the costly Lunar Titanium armor of the orginal but the armor it now has is just about as strong and it sports slight better perfomance. The draw back of this mobile suit is that it can't handle melee attacks and will be carved up if forced to do it.

GM Cannon:
Cost: 350,000 credits
Fixed armaments:
- 240 mm cannon, 20 round magazine, fires 240 mm rockets, mounted on main body over right shoulder
- 2 x 60 mm vulcan gun, fire-linked, mounted in head
Optional hand armaments:
- beam rifle, powered by rechargeable energy cap
Notes: This GM has been designed as a fire support mobile suit. For this role it has a shoulder mounted cannon. It is able to mount armament from the standard GM but it doesn't come with any of these weapons but can be given them from another GM you have. This unit is cheaper to buy than the Guncannon but it is alot weaker than the Guncannon.

GM Light Armor:
Cost: 200,000 credits
Fixed armaments:
- beam saber, stored in recharge rack in backpack, hand-carried in use
Optional hand armaments:
- beam gun, powered by rechargeable energy cap
Notes: This GM has been designed for Hit and Run purposes. To accomplish this its designers took off alot of the armor of a GM and increased its thrust and agility. It sports a stronger beam gun that has about as much punch to it as the Gundam's beam rifle. Due to the less armor this unit is cheaper to produce.

Ground Use:
These mobile suits have been designed for use on the ground.

GM Ground Type:
Cost: 350,000 credits
Fixed armaments:
- 2 x beam saber, stored in recharge racks in legs, hand-carried in use
Optional fixed armaments:
- shield, mounted on either forearm
Optional hand armaments:
- 100 mm machinegun, clip-fed, 2 spare clips stored on hip armor
- bazooka gun, clip-fed, 7 rounds per clip
- 6-tube missile launcher
- beam rifle, powered by rechargeable energy cap
Notes: This mobile suit came out originally as a GM prototype and thus sports the armor that the Gundams' have. Highly effective in a ground based environment it can dish out damage and take it too.

GMPGT:
Cost: 1,000,000
Fixed armaments:
- vulcan gun, mounted in chest
- multi-launcher, mounted in chest
- 2 x beam saber, stored in recharge racks in legs, hand-carried in use
Optional fixed armaments:
- shield, mounted on either forearm
Optional hand armaments:
- 100 mm machinegun, clip-fed, 2 spare clips stored on hip armor
- 180 mm cannon, clip-fed
- beam rifle, powered by rechargeable energy cap
- bazooka gun, clip-fed, 7 rounds per clip
- 6-tube missile launcher
- net gun, fires large net to entangle a target
Notes: This baby is a mass production gundam for use on the ground. It out performs almost everything. It has varied armament allowing it to be able to take part in different types of missions. But like any other gundam it is expensive to produce. But it is worth every credit. These gundams can even go underwater though a Z'gok will still kick its butt.

Guntank MPT:
Cost: 800,000 credits
Optional Equipment:
- 2x crane arm with heavy lifting winch, replaces 120mm cannons
- 1x dozer blade, attached to glacis plate
Fixed armaments:
- 2 x 120 mm cannon, fire-linked, mounted on backpack over shoulders
- 2 x 4-barrel machinegun, mounted on arms
Notes: This mobile suit is more of a tank than a mobile suit. It was designed to be a total fire support unit and thus can fire its main cannons at targets that are a long ways away. It finds itself lacking in one on one combat and thus usually is stationed with an escort of other mobile suits. Although it does have a pair of 4-barreled machineguns to take on closer targets.

GM S Armor:
Cost: 600,000 credits
Fixed armaments:
- beam saber, output unknown, battery powered, stored in recharge rack in left forearm, hand-carried in use
Optional hand armaments:
- 360 mm hyper bazooka, clip-fed, 7 rounds per clip plus 1 round in chamber
- 90 mm machine gun, clip-fed, 20 rounds per clip, spare clips stored on side armor plates
- beam spray gun, powered by rechargeable e-cap
Notes: This is the best Ground use GM. It sports the Federation's version of the Dom's Thrusters that allow it to skate across the ground at high speeds. Also this suit sports features from the GM Sniper II. Due to this suits special equipment it is more pricey than the the normal GM.

Space Use:
These mobile suits are designed for use in space but any where else they will suck.

GM Type E:
Cost: 300,000 credits
Fixed armaments:
- 2 x 60 mm vulcan gun, fire-linked, mounted in head
- beam saber, stored in recharge rack in backpack, hand-carried in use
Optional hand armaments:
-  90 mm machinegun, clip-fed, 20 rounds per clip
- beam spray gun, powered by rechargeable energy cap
- 360 mm hyper bazooka, clip-fed, 7 rounds per clip plus 1 round in chamber
Notes: This is basically a GM for use in space only. Other than that it really doesn't have much more going for it besides the fact that it can take on a normal GM in Space and easily win.

Cold Climate Use:
These mobile suits are designed for use in the colder regions of Earth.

GM Cold Climate Type:
Cost: 300,000 credits
Fixed armaments:
- 2 x 60 mm vulcan gun, fire-linked, mounted in head
- beam saber, power rated at 0.39 MW, stored in recharge racks on rear waist armor, hand-carried in use
Optional hand armaments:
- 90 mm machinegun w/grenade launcher
- beam spray gun, powered by rechargeable energy cap
- 360 mm hyper bazooka, clip-fed, 7 rounds per clip plus 1 round in chamber
Notes: In a cold environment this mobile suit rocks. Outside well it becomes a normal GM. And thats all.

Marine Use Mobile Suits:
These are for use in water.

Aqua GM:
Cost: 200,000 credits
Fixed Armament:
- torpedo pod x 8
- large torpedo x 2
- missile launcher x 1
- beam pick x 4
Notes: This mobile suit isn't as good as Zeon's marine mobile suits but it gets the job done. Also another problem is that it can only be used in the water otherwise it will get killed off quickly.

Specialty Mobile Suits:
This section is for thos mobile suit that serve a special function and doesn't really fit in the other section.

GM Ground Type Sniper:
Cost: 500,000 credits
Fixed armaments:
- 2 x beam saber, stored in recharge racks in legs, hand-carried in use
Optional fixed armaments:
- shield, mounted on either forearm
Optional hand armaments:
- long-range beam rifle, powered by external power source
- 100 mm machinegun, clip-fed, 2 spare clips stored on hip armor
Notes: This is basically a GM Ground Type that was modified for the role of sniper. To do this job it has a powerful beam rifle that can fire a solid stream of energy that can cut through even the strongest armor like a hot knife through butter. Although it can only fire this beam rifle on its own for about 6 seconds before it has a long recharge time to wait, it can be hooked up to a ship or a base's power generator for a longer held beam. This mobile suit can hit targets before they can usually bring their own weapons into range of the GM so it is best used in situations like that but it does come with a set of beam sabers and 100 mm machinegun for use in situations that it needs to.

GM Sniper II:
Cost: 600,000 credits
Fixed armaments:
- 2 x beam saber, powered by rechargeable energy cap, stored in recharge racks on rear waist armor, hand-carried in use
Optional fixed armaments:
- 2-barrel vulcan pod, mounted on head; shield, mounted on either forearm
Optional hand armaments:
- beam rifle, powered by rechargeable 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 rechargeable energy cap
Notes: Designed off of the GM Command Frame this mobile suit takes its best features and made them even better. While this suit was designed as a sniper it has other weapons that allow it to succeed in alot of other roles. It is more of a jack of all trades. For its sniper role it sports two weapons. One is a solid projectile firing semi-auotmatic rifle. The rounds can damage even the strongest armored mobile armor. The other is a long-range beam rifle. Unlike the one used on the Ground Sniper it doesn't need to be hooked up to a generator but it doesn't do a continous beam like the Ground Sniper can. The beam rifle still does a longer shot and it goes alot longer than any other beam rifle.

Ships:
These are the large vehicles that often will bring the mobile suits into battle. They are often armed with powerful mega particle cannons. In large numbers they can spell doom and they also make moving from place to place quicker.

Space Use Ships:
These ships can only be used in space.

Salamis Refit Class:
Cost: 1,000,000 credits
Armament:
- 2-barrel main gun x 3
- main gun x 7
- laser turret x 4
- 15-tube missile launcher x 2
- 90mm anti-aircraft turret x 3
- missile launcher x 8
Notes: This ship has refitted with more weapon to help it combat the Zeon ships and their mobile suits. It sport three more heavier mega particle cannons and laser turrets that are more able to hit Zeon mobile suits and damage them. Although it still isn't able to carry mobile suits it doesn't find as such a problem any more.

Salamis Kai Class:
Cost: 1,500,000 credits
Armament:
- 2-barrel main gun x 2
- main gun x 5
- 2-barrel secondary gun x 6
- secondary gun x 4
- missile launcher x 8
MS Capacity: 4
Note: This Salamis has been modified to carry mobile suits into combat. Do do this it loses some of its weapons but I think that is a fair enough trade. But also it doesn't have launch catapults. This doesn't prove to be too much of a problem in space since it is Zero-G.

Magellan Refit Class:
Cost: 2,000,000 credits
Armament:
- 2-barrel main gun x 7
- 2-barrel laser turret x 16
Notes: This ship has also been refitted to handle Zeon mobile suits more easily. Unable to carry mobile suit it has had to add laser turrets to combat the Zeon mobile suits. It still sports the same amount of mega particle cannons giving it the same punch. Also note the fact that it no longer carries missiles launchers. No it must rely on other ships to lay down missile barrages but you usually find this ship in a fleet anyways.

Columbus:
Cost: 600,000 credits
Armament: None
Fighter Capacity: 30
Notes: This is the space carrier for fighters. It can carry many fighters and this makes it a nice addition to any Federation Fleet. Also it sports no weapons so it must have some kind of escort. Whether it be its 30 fighters or a couple of Salamis Refits. If caught by another ship alone it WILL lose the battle rather quickly. Even more so if the ship has a mobile suit escort.

Public Class:
Cost: 100,000 credits
Fixed armaments:
- 2 x large missile
Notes: This small ship is used to fire missiles at stationary targets. These don't have to be named. The are fast but sport weak armor and aren't all that maneuverable. Thus they are best used at attack ships or installations.

Universal Use Ships:
These ships can operate in both space and atmosphere.

Pegasus Class:
Cost: 3,000,000 credits
Fixed armaments:
- 2-barrel 580 mm main gun
- 2 x 2-barrel mega particle gun
- 8 x anti-aircraft 2-barrel machinegun
- 8 x 3-tube missile launcher
MS Capacity: 6
Notes: This ship is the same class as the Trojan Hose or the White base. Its weapons are more suited to anti-mobile suit and anit-aircraft missions but it uses its mobile suits to deal with Ships. It is nicely armored. Due to the advanced nature of this ship it is rather expensive to produce but is worth every penny.

Super Battleships:
These are the huge monsters of ships are large and usually have nice powerful guns or even large mobile suit capacities. Usually these are bought when you need a single ship that can take on several other ships on at once.

Birmingham Class:
Cost: 5,000,000 credits
Armament:
- 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
Notes: This ship follows the Federations love for ships with no mobile suit capacity. Although that doesn't seem to hurt this ship much since it has weapons that can hit a fast moving mobile suit easily enough. Also when ship to ship combat this ship will destroy almost any ship it faces. Its main guns are also pretty powerfull.

Land Use Ships:
These are the ships that can only be used on earth.

C-88 Medea
:
Cost: 400,000 credits
Armament: None
MS Capacity: 4
Notes: This is a plane that is used to transport cargo from one place to another. This plane can also carry mobile suits into combat. In this use it will fly over a target location and drop the mobile suits out the back and they will paradrop to their target.

Big Tray Class
:
Cost: 1,000,000 credits
Armament:
- Forward Mega Particle Cannon x 2
- Three-barreled main cannon turret x 3
Fighter Capacity: 24
MS  Capacity: 6 in external racks
Notes: This ship usually is found in the role of a command ship due to its highly mobile nature. Also they sport a weaponry that is both energy based and solid. Its major weakness is the huge air bag that it sits on and uses to move around. If that gets damaged it won't be able to move and thus becomes and easy target.

Naval Use Ship
:
These are the ships that are used on water.

Himalaya Class
:
Cost: 1,200,000 credits
Fixed armaments:
- 2-barrel main cannon
- 7 x secondary cannon
- missile launchers
Fighter Capacity: 30
Notes: This ship is a newer version of the massive carriers of old. Its use is to carry massive amounts of fighters into battle. Its only real weakness is against submerged opponents but its bombers make up for this problem.

Invincible Class:
Cost: 1,500,000
Fixed Armament:
- 5 x 3-barrel main gun
- 8 x 2-barrel main gun
- 10 x 4-barrel anti-air beam gun
- 4 x Phalanx 20 mm vulcan gun
- 4 x 4-tube missile launcher
MS Capacity: 4
Notes: This is an updated version of the battleships of old. It has solid and energy based weapons. It is also some what protected from missile attacks. But this ship also comes with a mobile suit hanger.

Escort Class
:
Cost: 800,000 credits
Fixed Armament:
- 3 x 2-barrel main gun
- 6 x laser turret
- 4 x 6-tube missile launcher
- 4 x missile launcher
- 2 x deph charger discharger
Notes: This ship role is support. It can easily detect and deal with submarines and marine mobile suits. It is rather quick and small in size making it well able to deal with ship killing submarines.
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