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

Installations:

Closed
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. This type of colony is alot stronger and harder destroy than the open version.

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.

Magella Attack:
Cost: 30,000 credits
Armament:
- 175 mm cannon x 1
- 3-barrel 35 mm machinegun x 1
Notes: This tank is way better than Feddie version of the tank. The main gun on this vehicle can severly damage a mobile suit if not out right destroy it. For higher pilot surviving rates the turret of the tank can eject itself from the base of the tank and fly around. Although this does make for an interesting way to get fire power into the sky it is best used in an emergency.

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

Dopp:
Cost: 10,000 credits
Armament:
- 6-tube missile launcher x 2
- 20 mm vulcan gun x 2
Notes: This fighter is highly maneuverable and nicely armed. These fighters prove to be so fast that mobile suits have a hard time hitting them. Also this fighter is best suited at combat with other aircraft than with attacking ground targets due to its light weaponry.

Dodai YS:
Cost: 50,000 credits
Armament:
- missile launcher x 8
MS Capacity: 1
Notes: This bomber is used more for giving ground based mobile suits flight. It is nicely armed and armored. this armor doesn't sacrifice any maneuverability.

Luggun:
Cost: 100,000 credits
Armament:
- 2-barrel machinegun x 2
Notes: These planes are Zeon's detectors. They are lightly armed and armored. Also they aren't that maneuverable. So it is best to use these planes high above the range of weapons.

Gattle:
Cost: 10,000 credits
Armament:
- large missile x 4
- 5-tube missile launcher x 2
- vulcan gun x 4
Notes: This is the Zeon space superiority fighter. This fighter can prove to be a problem for mobile suits and ships but due to its light armor these fighters tend to be destroyed alot.

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.

Zaku II F:
Cost: 100,000 credits
Fixed armaments: none
Optional fixed armaments:
- 2 x 3-tube missile pod, mounted on legs
Optional hand armaments:
- 120 mm machinegun, drum-fed, 100 rounds per drum, spare drums can be stored on waist armor racks
- 280 mm Zaku bazooka, 4 round magazine, can be stored on rack on rear waist armor
- heat hawk, battery powered, can be stored on waist armor racks
- cracker grenade, can be stored on optional storage rack on waist armor racks
Notes: This is the basic mass produced and most common mobile suit in use by the Duchy of Zeon. They can't use beam weapons but are a lot cheaper than the Federation basic unit. The main problem with this mobile suit is its poor armor but against beam weapons what use would better armor be?

Dom/Rick Dom
:
Cost: 300,000 credits
Fixed armaments:
- scattering beam gun, mounted in torso
- heat saber, battery powered, stored in recharge rack on back, hand-carried in use
Optional hand armaments:
- 360 mm giant bazooka, clip-fed, 10 rounds per clip
- 120mm machinegun, drum fed
Notes: This mobile suit blows anything the Federation has out of the water. On land it is the fastest moving thing. In space in is a force to fear because of its maneuverability. Also this mobile suit has weaponry that will even damage a gundam.

Gelgoog:
Cost: 600,000 credits
Fixed armaments:
- twin beam sword, stored in recharge rack on back, hand-carried in use
Optional hand armaments:
- beam rifle, powered by rechargeable energy cap
- shield, can be optionally stored on backpack
Notes: This mobile suit is basically Zeon's Gundam. It can also pretty much out perform one as well. Its beam rifle is also more powerful. Although its armor is nothing near as strong as the gundams. Also these babies come with a scary beam saber that can eat GM for dinner.

Gyan Marine:
Cost: 600,000 credits
Fixed Armament: None
Optional Hand Armament:
- beam lance, powered by rechargeable energy cap
- shield, mounts 4 x rocket launcher
Notes: This is an improved version of the Gyan. It has better thrusters but also sports more easily mass produced parts and equipment. Its main weapon is a powerful beam lance that is larger than most melee weapons found in the One Year War. Another thing is that its shield only holds 4 rocket launchers instead of the huge amount of missile launchers that the original sported. These rockets though pack more of a punch though.

Gelgoog Marine:
Cost: 700,000 credits
Fixed armaments:
- 2 x 110mm machinecannon, mounted on forearms
- 2 x beam saber, stored in recharge racks in hip armor, hand-carried in use
Optional hand armaments:
- MMP-80 90mm machinegun, clip-fed, 32 rounds per clip
- knuckle shield
Notes: This more expensive version of the Gelgoog is a vast improvement on the orginal Gelgoog. Although it doesn't sport a beam rifle it does sport a machinegun and some machinecannons mounted in its arms. Also its twin beam sword has been traded for two smaller and easier to produce beam sabers. For a shield its sports a hand held zaku shoulder shield that has spikes mounted on it to act as a punching weapon as well as protection. It is also more maneuverable and better armored.

Dom Funf:
Cost: 700,000
Fixed armaments:
- scattering beam gun, mounted in torso
- heat saber, battery powered, stored in recharge rack on back, hand carried in use
Optional hand armaments:
- MMP-80 90mm machinegun, clip-fed, 32 rounds per clip, spare clips can be stored on waist armor storage
racks
- 880mm raketen bazooka, clip-fed, 5 rounds per clip, spare clips can be stored on waist armor storage racks
- 360 mm giant bazooka, clip-fed, 5 rounds per clip
- sturm faust, rocket-propelled warhead, can be stored on waist armor storage racks
Notes: The Dom Funf has to be the best of the Dom. It is able to to be modified for pretty much any environment. It was meant to do this. And a famous version of the Dom Funf is the Dom Tropen. This mobile suit is a good buy.

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

Zaku II J
:
Cost: 100,00 credits
Fixed armaments: none
Optional fixed armaments:
- 2 x 3-tube missile pod, mounted on legs
Optional hand armaments:
- 120 mm machinegun, drum-fed, 100 rounds per drum, spare drums can be stored on waist armor racks
- 280 mm Zaku bazooka, 4 round magazine, can be stored on rack on rear waist armor
- heat hawk, battery powered, can be stored on waist armor racks
- 175 mm Magella Attack cannon
Notes: This is pretty much a normal Zaku II that just had all of its space use parts removed making this mobile suit only usable in ground combat situations whether it be on earth or inside a colony. It has the standard Zaku armament plus a mobile suit killing cannon. This cannon has longer range than its other weapons so if you are planning to attack some one from further away this weapon is for you.

Gouf Custom:
Cost: 800,000 credits
Fixed armaments:
- heat rod, retractable, superheated slicing/grappling/shocking weapon, mounted in right forearm
Optional fixed armaments:
- 3-barrel 35 mm machinegun, clip-fed, mounts on left forearm
- Gatling shield, mounts 75 mm Gatling gun, drum-and-belt fed
- heat saber, battery powered, stored in Gatling shield, hand-carried in use
Notes: This is an upgraded version of the standard Gouf. This mobile suit is also easier to produce thanks to its more modular design. Don't let this make you think this mobile suit is not as good as the orginal because this suit is better. Against the RX-78-2 this suit will easily win. It has strong armor and is very quick and maneuverable. Also this mobile isn't just a close combat god anymore, it can handle targets at long ranges now as well.

Zaku Cannon:
Cost: 150,000 credits
Fixed armaments:
- 180 mm cannon, mounted on backpack over right shoulder
- 2-tube smoke discharger
Optional fixed armaments:
- 2 x 2-tube rocket launcher
Notes: This is the Zeon's Ground fire support weapon. Although it looks alot like a normal Zaku from a long ways away it isn't. It sports a different head that allows the mono eye to see all around it and it sports a powerful cannon on its backpack that moves over its shoulder to fire. Also this mobile suit if rushed can eject the cannon and borrow weapons from another mobile suit and defend itself just like a Zaku II would.

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

Zaku Kai:
Cost: 200,000 credits
Fixed armaments: none
Optional fixed armaments:
- 3-slot grenade rack, carries standard high-explosive/fragmentation or smoke/hide grenades, mounted on waist armor rack
Optional hand armaments:
- 90 mm machinegun, clip-fed, 32 rounds per drum, spare clips can be stored on waist armor racks, with attached grenade launcher, 1 round
- heat hawk, battery powered, can be stored on waist armor rack
- sturm faust, rocket-propelled warhead, can be stored on waist armor storage racks
Notes: These Zaku prove to be a strong space unit. These suits perform better than a standard GM but are still lacking in the armor department. Its best bet is its maneuverability.

Rick Dom II:
Cost: 400,000 credits
Fixed armaments:
- scattering beam gun, mounted in torso
- 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
Notes: This is an upgrade to the orginal space use Dom. It has increased thrust and a better armament. This mobile suit also sports the GM killing Raketen Bazooka. This bazooka fires rounds that are 880 mm long that pack a strong punch. This suit proves to be more than a match for most of the Federation Gundams.

Dra-C:
Cost: 50,000 credits
Fixed armaments:
- 40mm vulcan gun, mounted on right arm
- shield, mounts beam saber
Notes: This is cheap to produce mobile suit that more resembles a mobile armor. It is fast but has poor armor. It does sport a beam saber. Its only long range weapon is a vulcan gun mounted on its right arm. This unit is best used when you need to produce lots of mobile suits for a cheap price.

Cold Climate Use:
No real suits go in here but pretty much any of the marine suits or any Dom suit can operate here with the same strength as ones meant to fight here.

Marine Use:
These are for use in water.

Gogg:
Cost: 250,000 credits
Fixed armaments:
- 2 x mega particle gun, mounted in main body
- 2 x torpedo launcher, mounted in main body
Notes: This is the first Zeon amphibious mobile suit but isn't all that fast. It sports heavy armor to resist the high pressures of the depths. This seemed to work out for the best since above water it proves resistant to damage. Also its weapons are some what powerful. Its two mpg though don't have a very wide range and seem to have more of a spred out effect causing more raw damage. Also this mobile suit is water cooled so it can't very much time out of the water.

Hygogg:
Cost: 350,000 credits
Fixed armaments:
- 2 x beam cannon, mounted in hands
- 4 x torpedo launcher, mounted in main body
Optional fixed armaments:
- 2 x hand missile unit, mounted over arms
Notes: This mobile suit is vast improvement on the orginal Gogg. It is faster and sports better armament. Although it isn't as heavily armored this suit seems to be able to hold its own. All in all this suit is better than the Gogg.

Acguy:
Cost: 300,000 credits
Fixed armaments:
- 4 x 105 mm vulcan gun, fire-linked, mounted in head
- 6-tube rocket launcher, mounted on forearm
- mega particle cannon, mounted inforearm
- 1x machinegun, replaces mega particle cannon, mounted in forearm
Notes: This unit when designed and finally produced was found to be a stealthy mobile suit. With a low heat signature it proved to disappear in the back ground heat at long ranges. Usually when detected by enemy units this mobile suit is usually close up to them and it is usually too late. It sports weaponry that is only effective above water this unit is best used attacking units at the shore line. Also this unit doesn't sport the water cooling system of the Gogg so it can operate out of water for long periods of time.

Z'gok:
Cost: 500,000 credits
Fixed armaments:
- 6 x 240 mm missile launcher, 5 round magazine per launcher, mounted in head
- 2 x mega particle cannon, mounted in forearms
Notes: This mobile suits proves to be Zeon's best marine mobile suit. It is agile, well armed and seems to eat GMs for dinner very often. Also this mobile suit can use its missile under water. The only real draw back of this suit is its light armor.

Zock:
Cost: 900,000 credits
Fixed armaments:
- photon maser gun, mounted in head
- 8 x mega particle gun, mounted in torso (4 facing front, 4 facing rear)
Notes: In the water this monster can deal with anything the Federation can throw at it. Out of the water it moves around like the Dom but a bit slower. Its major bonus is its weapons. While strong enough to damage pretty much anything they can fire pretty quickly and nothing can flank it. A Good buy no matter where you use it on Earth.

Flight Use:
These are the mobile suits that can fly. Also with a Dodai YS you can make suits fly.

Gouf Flight Type:
Credits: 1,000,000 credits
Fixed armaments: none
Optional fixed armaments:
- 3-barrel 35 mm machinegun, clip-fed, mounts on left forearm
- Gatling shield, mounts 75 mm Gatling gun, drum-and-belt fed; heat saber, battery powered, stored in Gatling shield, hand-carried in use
Notes: This suit is basically a flight capable Gouf although this unit isn't designed for close combat like the orginal Gouf. This version is probaby the only effective flight type Gouf designed by Zeon. Not all that fast in flight it still is better than the fighters that the EF seem to only have that are flight capable.

Desert/Tropical Use:
These are the suits that were designed for the hot climates and sandy areas of Earth.

Zaku II D:
Cost: 100,000 credits
Fixed armaments:
- 2 x vulcan gun, fire-linked, mounted in head
Optional hand armaments:
- 105 mm machinegun, drum-fed
- cracker grenade, stored in optional 2-slot cracker pod on hip armor racks
Notes: This mobile suit was designed for use in the deserts of Earth where the sands can clog weapons ports, joints and other parts of the mobile suits. This allows them to excell in the deserts while other mobile suits often find themselves operating at a level that makes them no better than a tank.

Special Use:
These are the mobile suits that fit a special role that doesn't fit in the other catagories.

Psycommu System Zaku:
Cost: 800,000 credits
Fixed armaments:
- 2 x wire-guided 5-barrel mega particle gun, barrels mounted in manipulator fingers, all barrels in each hand are fire-linked
Notes: This is the only newtype use mobile suit in the shop. Its newtype pilot has a rating of NT 2. This just means the pilot is regular strength newtype and he has moderate control of his wire-guided weapons. This mobile suit is a space use weapon only since the wire-guided weapons won't work under gravity. This mobile suit is a good buy even though it is somewhat expensive.

Xamel
:
Cost: 800,000 credits
Fixed armaments:
- 680 mm artillery cannon, barrel folds for transport, mounted on right shoulder
- 20 mm vulcan gun turret, mounted in head
- 8-tube missile launcher, mounted on left shoulder
Notes: This Zeon's best support mobile suit. Its large cannon can hit targets from extreme range, dealing massive damage. Also this mobile suit sports closer range weapons to protect itself when enemy come to close. The Xamel sports a thruster system similar to that the Dom has and thus can move around at high speeds that few other suit can copy.

Mobile Armors:
These are the mobile weapons that aren't any where near human shaped. Mobile Armors have been designed to bring massive firepower into battle on a weapons plateform that is usually quick, heavily armored and Expensive. Also there are only a few ships that can hold these monsters but installations can easily hold them.

Adzam:
Cost: 1,500,000 credits
Fixed armaments:
- 8 x 2-barrel mega particle cannon, mounted on main body
- 3 x leader, delivers plasma electrical charge to target, stored in main body
Notes: This mobile armor can only be used on Earth. It effortlessly moves through the air delivering its mobile suit and ship killing armament from the sky. More suited to fire support than one on one combat these mobile armors work best with other mobile weapons and defenses.

Grabro:
Cost: 1,000,000 credits
Fixed armaments:
- 2 x 7-tube torpedo launcher, 3 round magazine per tube, mounted in main body
- 2 x surface-to-air missile launcher, 8 round magazine each, mounted in main body
Notes: Designed to support its already highly effective marine mobile suits the Grabro features a massive amount of torpedos and missile launchers to deal a blow against naval based installations and ships. Only the Mad Angler can hold this mobile armor.

Bigro:
Cost: 1,200,000 credits
Fixed armaments:
- large mega particle cannon, mounted in main body
- 2 x 4-tube missile launcher, 3 round magazine per tube, mounted on main body
Notes: This is a fast space use anti-ship mobile armor. This unit is very fast and maneuverable making it able to avoid most of the weapons ships can throw at it. Also mobile suits will a hard time hitting this mobile armor but they will have a better time at hitting this large weapon.

Val Varo:
Cost: 2,000,000 credits
Fixed armaments:
- 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
Notes: This heavily armed and armored monster was designed as an anti-suit unit. It excells at this job but is also found to be effective against ships. Its armor is able to with stand the shots from beam rifles with out taking damage with out the help of a barrier. To get a beam rifle blast through this mobile armor's armor you will have to wait till you are close. It is also highly maneuverable and fast. Able to fly both on Earth and in Space this mobile armor is a most buy.

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.

Musai Class:
Cost: 1,000,000 credits
Armament:
- 2-barrel main gun x 5
- 2-barrel 120 mm machinegun x 10
- missile launcher x 10
MS Capacity: 4
Notes: This is the late production version of the standard Musai. It is nicely armed and can bring most of its weapons to bare on a target in front of it unlike that of the Salamis. Also this ship can carry four mobile suits. This is the main ship of the Duchy of Zeon and thus the most common.

Chivvay Class:
Cost: 1,500,000 credits
Fixed armaments:
- 2 x 3-barrel mega particle cannon
- 18 x 2-barrel machinegun
- 12 x missile launcher
MS Capacity: 8
Notes: This is the heavy cruiser of the Zeon fleet and also its first mega particle equipped ship. Its weapons alot stronger that the Musai and it also carries more mobile suits than the Musai. This comes at a cost. The is that this ship is as ugly as sin. But a nice addition to any force.

Gwazine Class:
Cost: 3,500,000 credits
Fixed armaments:
- 3 x 2-barrel main gun
- 10 x 2-barrel secondary gun
- many x 155 mm machinegun
MS Capacity: 20
Notes: This is the Battleship of the Zeon Fleet. This ship is a nightmare to behold on the battlefield. Not only is it armed with powerful weapons, it also can bring a staggering amount of mobile suits into battle. Found to be way better than the Federation Magellan this ship is a good buy.

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

Zanzibar Class
:
Cost: 2,000,000
Fixed armaments:
- 1 x 2-barrel main gun
- 4 x mega particle gun
- 5 x 2-barrel machinegun
MS Capacity: 6 or 2 ms and 1 ma
Notes: This ship is the fast ship of the Zeon Fleet. Like the Pegasus Class Ship of the Federation it can move in atmosphere. Unlike the Pegasus it flies like a plane and thus is easier to produce. Also this ship is better armed and moves faster. This ship also can be outfitted to hold a mobile armor but this must be stated when purchased because these modifications can't be done after the ship is built. To get into space this ship must go to a base with a spaceport and strap a rocket booster on to it and then follow a launch ramp to take off.

Zanzibar II:
Cost: 3,000,000 credits
Armament:
- 2-barrel main gun x 2
- 2-barrel secondary gun x 4
- 120mm machinegun x 8
MS Capacity: 6
Notes: Even though this ship can't carry a mobile armor it does sport two launch catapults. It also has a better armament. This ship is able to take on a battleship and be able to survive. Also this ship can take on a Pegasus class ship as well with its six mobile suit capacity.

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.

Dolos Class:
Cost: 5,000,000 credits
Fixed armaments:
- 8 x 2-barrel main gun
- 2 x 2-barrel machinegun
MS Capacity: 182
Notes: These giants are basically massive fortresses designed to carry a whole army into battle. Its armament proves able to deal with most ships that it could face in battle. The rest the mobile suits inside can handle once they are launched. This ship is most often used as a command ship.

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

Gaw Class:
Cost: 500,000 credits
Armament:
- 2-barrel mega particle gun x 3
- 105mm anti-aircraft machinegun x many
- large bombs x many
Fighter Capacity: 8
Tank Capacity: 6
MS Capacity: 6
Notes: This plane is a monster in the skies of Earth. It is nicely armed and has strong armor. Its only problem would be a could of fighters repeatidly attacking i, beam rifles or a close range attack from a mobile suit. The only ship that can face this ship head on finds itself lacking in weapons compared to this ship. This ship can also allow Zeon forces to paradrop onto a battlefield.

Dobday Class:
Cost: 500,000 credits
Armament:
- 2-barrel main cannon x 2
- 2-barrel machinegun x 2
Fighter Capacity: 12
MS Capacity: 4 in external racks
Notes: This land battleship is more of a conventional ship since it sports no beam weapons and only lately has been refited to hold mobile suits. Being rather slow this ship relies on its strong armor to get it through a fight. But thanks to the Federation's new technologies these ships are rather weak against mobile suit attacks.

Gallop Class:
Cost: 1,000,000 credits
Armament:
- 2-barrel main cannon x 1
- 2-barrel machinegun x 2
MS Capacity: 3
Notes: This ship sports a conventional armament but this ship sport technology that seems almost out of place. It has the same jets as a Dom that allows it to hover over the ground and move around at high speeds.

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

Dreadnaught Class
:
Cost: 1,800,000 credits
Fixed armament:
- 7 x 4-barrel main gun
- 6 x 2-barrel secondary gun
- 8 x 2-barrel laser turret
Notes: This ships only purpose is to fire shells from long distances and bombard targets. It does this job with perfect skill. Also this ship is heavily armored so the Federation ships will have a hard time taken this monster down unless they have beam weapons.

Jukon Class:
Cost: 600,000 credits
Armament:
- missile launcher x 9
- torpedo launcher x 6
MS Capacity: 4
Notes: This is the standard Zeon Naval ship. It can carry mobile suits into battle and it also sports a moderate armament. Its missiles are a medium range affair and thus give it the ability to hit targets on the shore from safety. Also this ship is stealthy and this allows it to get closer to its target undetected.

Mad Angler Class
:
Cost: 800,000 credits
Armament:
- 6 x torpedo launcher
MS Capacity: 8
MA Capacity: 1
Notes: This is basically the carrier of the ocean depths. It is the only ship that can carry the Grabro and it also has nice mobile suit capacity. Its only real draw back is its light armament that can only target enemies that are in the water. This ship is also hard to detect.

Jukon Refit
:
Cost: 1,000,000 credits
Fixed Armament:
- 6 x torpedo launcher
- 8 x missile launcher
1 x retractable 180 mm deck gun
MS Capacity: 6
Notes: This refit took what was good in the orginal and made it better. It sports around the same weaponry but is able to carry more mobile suits and also has a launch that can carry one mobile suit across the water and drop it off on land. Its missile launchers are a long range weapon. Giving it the ability to drop missiles down on a target a day away. Now it does sport on weapon its orginal didn't have. A deck gun. This allows it to fend of surface targets like mobile suits or ships. Although it doesn't pack much of a punch a well aimed shot will still reduce a ship to a level that the Jukon Refit can handle easier.
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