Important
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Rules
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Contractor
R

Please
be advised that this section are ONLY for colonies:
Base
Types:
Mobile
Quick Strike Base:
This base is portable and fast. It can aid in major battles. The primary
advantage is that it can be moved out of harms way. The disadvantage is
that it cannot carry as many supplies as the others. This base can hold
up to 4 Gundams and 30 Mobile suits. 15 Mobile Suit bays may be used to
house 1 Gundam.Generates 500 Energy. 7 Turret slots, 2 Heavy Turret slots,
4 Cannon slots, 1 Colony Beam slot. Can deploy 4 suits a turn.
- Strength
- 700
-
Defense - 130
-
Cost: 60,000
-
Strength - 100
-
Defense - 70
-
Cost for Addon -
30,000
-
Power Up - 8
-
Recharge - 4
Mobile
Fortress: This is similar to Barge. It is slower than a Quick
Strike but can move. It makes up for this with power. It's advantage is
that it can target almost any target with its targeting systems. The disadvantage
is that it is slow and cannot be used to aid in large attacks long distances
away. It also takes massive stress while moving. It may house 7 Gundams
and 45 Mobile suits. 15 Mobile Suit bays may be used to house 1 Gundam.
Generates 1000 Energy 10 Turret slots, 4 Heavy Turret slots, 6
Cannon Slots, 1 Colony Beam slot. Can deploy 6 suits
a turn.
- Strength
- 900
-
Defense - 150
-
Cost: 80,000
-
Radeon PhaseShift
Cannon - This cannon is a massive cannon capable of destroying
the Earth's moon in 3 shots. This can only be used against other bases.
Causes 325 unconditional damage. Cannot be attacked until 4rd turn
of Power Up sequence. Can be attacked at 4th turn of Power up Sequence.
Can abort fire up to 8th turn of Power Up sequence. When it reaches
the 6th turn of power up, the defense drops to 50 until the 2nd turn
of recharge.
UnderGround
Complex: This is one of the good bases for covert ops. This place
is almost impossible to find. Its primary disadvantage is tht it cannot
house colony beam cannons but it cannot be hit by colony beam cannons.
It does have limited storage. It can house 10 Gundams and 60 Mobile suits.
15 Mobile Suit bays may be used to house 1 Gundam. Generates
700 Energy. 15 Turret slots, 6 Heavy Turret slots, 7 Cannon Slots.
Can deploy 7 suits a turn.
- Strength
- 1000
-
Defense - 120
-
Cost: 90,000
-
Strength - 150
-
Defense - 80
-
Cost for Addon -
35,000
-
Power Up - 5
-
Recharge - 8
Stationary
Ground Base: This is a common base but it is very good. It can
be expanded much faster. It's main advantage is in storage space and it
can grow beyond its first stage. The disadvantage is that it can be easily
located and cannot dodge large scale attacks. 15 Mobile Suit bays may
be used to house 1 Gundam. Start with 25 Acres. Can
deploy 4 suits per hangar.
- Strength
- Variable
-
Defense - 120
-
Cost: 60,000 for initial 25,000 acres and 40,000 for additional
25 acres.
-
Radeon PhaseShift
Cannon - This cannon is a massive cannon capable of destroying
the Earth's moon in 3 shots. This can only be used against other
bases. Causes 325 unconditional damage. Cannot be attacked until
4rd turn of Power Up sequence. Can be attacked at 4th turn of
Power up Sequence. Can abort fire up to 8th turn of Power Up
sequence. When it reaches the 6th turn of power up, the defense
drops to 50 until the 2nd turn of recharge.
-
Strength -
150
-
Defense - 80
-
Cost for Addon
- 40,000
-
Power Up -
10
-
Recharge -
5
COMPONENTS:
(Stationary Base)
Main
Headquarters(REQ) - This building has a strength of 150 and can
house 5 Turrets, 2 Heavy Turrets and 1 Cannon. This is required for
all bases. Costs: 10,000 and has a power rating of 20 and uses 3 Acres
of land.
Power
Plant - This provides a power rating of 150. This building has
40 ST and can house 2 Turrets OR 1 Heavy Turret. This is required
for the base to operate. Costs: 6,000 and uses 2 Acres of land.
Hangar
- These buildings are the foundation of any base. They house the Gundams
and mobile suits. 1 Hangar can house 2 Gundams or 25 Mobile Suits.
Can house 1 Turret and 1 Heavy Turret. Has ST of 50. Costs: 5,000
and uses 2 Acres of land. Uses power rating of 10.
Barracks
- This is where the pilots stay. 1 Barracks can house 10 people.
Can power 2 Turrets or 1 Heavy Turret. This building has a ST of 80
and Costs: 5,000 and uses 1 Acre of land. Uses power rating of 10.
Turret
Control - These buildings route power and information to turrets.
Can power 2 Turrets, 1 Heavy Turret and 1 Cannon. This can control
10 turrets over the whole base. Has an ST of 100 and Costs: 9,000.
Power rating of 15 and uses 1 Acre.
Gun
Emplacements - This can be used to house 4 Turrets or 2 Heavy
Turrets or 1 Cannon. ST = Combined Turret ST. Costs: 3,000. Can have
2 per 10 Acres but does not occupy the acres.
Beam
Silo - Houses the Colony Beam Cannon. Can house 5 Turrets, 2 Heavy
Turrets and 2 Cannons. Occupies 4 Acres and Costs: 25,000. Power Rating
of 20.
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Secondary
Colony Pages
Base
Types
Turrets
Pilot Ships and Mobile Suits
Various
Upgrades
Static
Defenses
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