Important Site Locations

Rules

Story

Pilots

Basic Gundams

Weapons Shops

Colony Bases

Special Moves

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Reconnaisance

Battle Rooms

Joining Information

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
  • Slayer MetaCannon - This cannon is a smaller version of the Mobile Fortresses Beam Cannon. It can inflict massive amounts of damage. This can only be used against other bases. Causes 250 unconditional damage. Cannot be attacked until 3rd turn of Power Up sequence. Can abort fire up to 6th turn of Power Up sequence
    • 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.
    • Strength - 150
    • Defense - 80
    • Cost for Addon - 40,000
    • Power Up - 10
    • Recharge - 5

     

  • GForce Missile Platform - This Platform houses a large quantity of high yield warheads. It can sustain firing for extended periods but also requires a large timeframe to reload after expending its load. Causes 450 max damage. Can be attacked at 2nd turn of Power up Sequence. Can Abort Fire up to 6th turn of Power Up sequence.
    • Strength - 200
    • Defense - 70
    • Cost for Addon - 50,000
    • Power Up - 7
    • Recharge - 8

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
  • EMP Grid - This field generator disables all mobile suits (not gundams) for 6 turns and all gundams for 4 turns. All defending gundams are shielded from this effect. Cannot be attacked until 2nd turn of Power Up sequence. Can abort fire up to 3rd turn of Power Up sequence
    • 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
  • Phase Shield - This shield adds 40 to defense for 7 turns.
    • Strength - 25 for each building
    • Defense - 3 for each building
    • Cost for Addon - 45,000
    • Power Up - 2
    • Recharge - 11

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.

 

Secondary Colony Pages

Base Types

Turrets

Pilot Ships and Mobile Suits

Various Upgrades

Static Defenses

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