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Contractor R

 

TURRETS

Normal Turrets - These aren't very powerful against gundams higher then base class but are useful for whittling away mobile suit defense and thinning out the crowds.

Flak Turrets - These are useful against targets closeby and can cause heavy damage. Does unconditional of 5.

  • Power usage - 3
  • Strength - 25
  • Defense - 5
  • Recharge - 1
  • Power Up - 0
  • Cost - 600

Subach HL-7 Turrets - These are good against faster targets as they can rotate in more directions and are inside a gyroscope allowing for more maneuverability. They fire at a fast rate which lowers accuracy but allows more chances to hit. Does 15 max damage.

  • Power usage - 3
  • Strength - 30
  • Defense - 3
  • Recharge - 0
  • Power up - 0
  • Cost -700

Laser Pod - Fires 3 shots and hits 3 suits for 5 unconditional damage.

  • Power usage - 6
  • Strength - 40
  • Defense - 4
  • Recharge - 2
  • Power Up - 0
  • Cost - 1500

Micro Missile Pod - This pod launches 10 missiles that do 2 unconditional damage to 5 different targets.

  • Power Usage - 7
  • Strength - 35
  • Defense - 6
  • Recharge - 1
  • Power Up - 0
  • Cost - 2000

Heavy Turrets - These turrets are useful for taking out higher class gundams though fully upgraded gundams maybe a challenge. These turrets require more recharge times, power up times and more power in general.

Anti-Mobile Suit Tri-Beam - (AMSTB) - This is a powerful laser that is meant to take down stronger mobile suits. It can fire 3 seperate shots that do 15 unconditional but cannot be aimed at the same target or all 3 shots can be shot at 1 target and do 30 unconditional.

  • Power Usage - 17
  • Strength - 45
  • Defense - 8
  • Recharge - 3
  • Power Up - 1
  • Cost - 4500

Tornado Swarm Missile Platform - Fires 5 missiles at one target that home in and do 4 unconditional each. Requires 3 dodges to dodge missiles.

  • Power Usage - 20
  • Strength - 50
  • Defense - 10
  • Recharge - 2
  • Power Up - 2
  • Cost - 6000

EMP Grenade Launcher - An attacking or defending gundam cannot attack or dodge for 4 turns.

  • Power Usage - 30
  • Strength - 35
  • Defense - 15
  • Recharge - 4
  • Power Up -1
  • Cost - 8000

Synaptic Cluster Bomb - Does 5 unconditional damage to all units including your own.

  • Power Usage - 25
  • Strength - 30
  • Defense - 10
  • Recharge - 3
  • Power Up - 1
  • Cost - 9000

Cannons - These turrets can only be used against fully upgraded gundams or other bases. The massive amount of targetting data required for these weapons required that only high class gundams and bases be input.

Plasma Cannon - This hurls a powerful ball of fiery plasma at a target doing 40 unconditional damage

  • Power Usage - 35
  • Strength - 50
  • Defense - 8
  • Recharge - 5
  • Power Up - 2
  • Cost - 15000

Photon Cannon - This cannon launches a small but concentrated photon bolt that disperses on contact with a base and causes 10 unconditional to the base and does 3 damage to all turrets along the base

  • Power Usage - 30
  • Strength - 30
  • Defense - 15
  • Recharge - 5
  • Power Up - 2
  • Cost - 15000

Tsunami Torpedo Launcher - This launches a group of torpedoes which can only target bases. The torpedoes do 30 unconditional damage distributed anyway of the attackers choosing.

  • Power Usage - 25
  • Strength - 40
  • Defense - 9
  • Recharge - 5
  • Power Up - 2
  • Cost - 20000

Leviathan Cannon - Can only be used against fully upgraded gundams. Fires multiple energy lances which cause 30 unconditional damage and disable the gundam for 2 turns.

  • Power Usage - 30
  • Strength - 40
  • Defense - 9
  • Recharge - 4
  • Power Up - 1
  • Cost - 25000

 

Secondary Colony Pages

Base Types

Turrets

Pilot Ships and Mobile Suits

Various Upgrades

Static Defenses

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