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MS-14Fs Gelgoog Marine Commander's Type

 

 

The following material is an adaptation of a mobile suit from GUNDAM 0083: STARDUST MEMORIES one of the many sequels to the popular japanese mecha based tv series Mobile Suit Gundam. Please feel free to use, copy, and distribute it as you see fit. All I ask is that you give proper credit to me and do not claim that it is your own work. Comments and suggestions are welcome.


MS-14Fs Gelgoog Marine Commander's Type

RPG Stats by: Alex Hansen
Statistics Info Provided by: The Mecha Domain

Background

"Prepare Madame Cima's mobile suit!" - Deitrof Kocsel

An improved version of the MS-14F Gelgoog Marine, the MS-14Fs Gelgoog Marine Commander Type first appeared in the last days of the Universal Century Era's One Year War. It was only a mild improvement over the standard F-type; the only real differences were a slight increase in thruster output, speed and maneuverability (including improved cooling systems to deal with the additional heat), as well as the addition of a pair of head-mounted 40 mm vulcan guns, a heavy beam rifle, and a large shield similar to that of the original MS-14A Gelgoog. However, its cost performance was poor compared to the standard F-type Gelgoog Marine, and the Commander Type saw very limited production. It is unknown how many of these units survived the war, although at least one unit was known to be used by Lieutenant Colonel Cima Garahau during "Operation Stardust" in UC 0083.

Vehicle Model: MS-14Fs Gelgoog Marine Commander's Type
Class: Mass-Production Space Combat Mobile Suit
Manufacturer: DELAZ FLEET / CIMA FLEET / AXIS
Crew: One pilot
M.D.C. by Location:

    Head --- 100
    Arms (2)--- 110 each
    110mm Machineguns (2, Arms)--- 50 each
    Hands (2)--- 50 each
    Legs (2)--- 170 each
    *Upper Torso --- 320
    *Lower Torso --- 220
    Backpack/Thrusters --- 160
    **Reinforced Pilot's Compartment --- 200
    MRB-110 Beam Rifle --- 100
    0.38 Megawatt Beam Saber(2; stored in backpack)--- 25
    Shield --- 150

*Destruction of the upper torso will render the arms, head, and backpack inoperative. Destruction of the lower torso will render the legs inoperative. Any additional damage done to the upper torso after it has been destroyed will go to the Pilot's Compartment.
**If the Pilot's Compartment is destroyed, then the will also be rendered inoperable and the pilot will open to damage and the vaccum of space.

SPEED:
Running: 125 km/h on a flat surface
Non-thruster Leap: 200ft up or across.
Thruster Leap: 750ft up or across
Thruster Output: 20500kg x 3 (backpack), 7000kg x 4 (feet)
Acceleration: 1.12G
STATISTICAL DATA:
Height: 19.2 meters
Width:
Weight: 40.5 tons (standard), 80.0 tons (fully loaded)
Sensor Radius: 6300 meters
Physical Strength: Equal to a P.S. of 50
Cargo: The small size of the cockpit provides limited room for personal belongings.
Power Plant: Fusion Reactor w/ Minovski Shielding capable of generating 1490kW's of power.
Range: The generator can supply power for approximately 10 years before requiring replacement.
 

WEAPON SYSTEMS:

1. ARM-MOUNTED 110mm MACHINEGUNS (2): Mounted on each arm of the Gelgoog is an 110mm Machinegun, it is the only built-in weapon system on the Gelgoog Marine.
Primary Purpose: Close Range Assault
Mega-Damage: 2d4x10+30 M.D. per 10 round burst.
Range: 3000ft
Rate of Fire: Bursts equal to the pilot's combined number of attacks
Payload: 100 rounds per Machinegun, that's 10 bursts for each arm.


2. 0.38 MW BEAM SABERS: These revolutionary mecha-sized melee weapon were first used on the RX-78 Gundam mobile suit. The beam saber works on the same principle as the beam rifle, except that the mega particles are captured and stored in a strong electromagnetic field instead of projected in a beam. The result is a concentrated energy blade which is one of the deadliest weapons in the Gundam universe.
The beam saber only contains enough energy and mega particles for about 60 seconds of continuous use. When not inuse, the beam sabers are stored in the backpack of the mecha, where they are recharged by the Gelgoog's reactor. The Gelgoog can switch the beam saber on and off while holding it, in order to conserve power. Once totally depleted it takes 30 minutes for a beam saber to recharge to full capacity.
The Gelgoog Marine carries 2 beam sabers mounted on its backpack.
Primary Purpose: Melee Combat
Mega-Damage: 5d6x10 M.D.
Range: The blade has a range of 15-30 ft (5-10 m) and is adjustable.
Payload: The beam saber can function continuously for 60 seconds (4 melee rounds) before running out of power. Once discharged, the beam saber must be returned to the GM's backpack where it can recharge at a rate of 1 second of power per 30 seconds of charging.


3. MRB-110 BEAM RIFLE: This is one of the few beam rifle models in the Delaz Fleet. It is only ever issued to the Gelgoog Marine Commander's Type. This weapon functions off an modular capacitor than can be switched for a fully charged one in the field (much like an e-clip), how ever, these capacitors can still only be recharged aboard bases or large ships.
Primary Purpose: Assault
Mega-Damage: 4D6x10 M.D. per blast. Bursts are not possible.
Range: 6000ft
Rate of Fire: Maximum of 3 shots per melee round.
Payload: 20 shots maximum. 1 extra modular capacitor is stored in the Gelgoog's shield. Bonus: The Targeting Scope gives a +1 to strike on an aimed shot.

4. OPTIONAL HAND-TO-HAND COMBAT: Punch does 3D6 M.D., Body Block does 3D6 M.D., Kick does 4D6 M.D., Leap Kick does 5D6 M.D., Stomp does 3D6 M.D., but is limited to targets no more than 16 feet tall. Body flip does 2D6 M.D. Pilots who have experience with giant robots get full bonuses from Robot Basic combat training.

5. SYSTEMS NOTE: The Gelgoog Commander's Type is even more agile than the normal Gelgoog in space, +2 to dodge in space.

STANDARD EQUIPMENT FOR MOST MOBILE SUITS

OPTICAL TARGETING SYSTEM: Mobile Suits have very sophisticated optical tracking systems to assist the pilot in targeting. This system provides the pilot with a +2 to hit when using projectile or beam weapons. However, since the tracking system is optical, the target must be IN DIRECT LINE OF SIGHT from the MS in order to get the bonus.
COMBAT COMPUTER: Contains data on up to 120 different vehicles (both friend and foe). Can call up and project data on the HUD screens in the cockpit.
"SKIN TOUCH" COMMUNICATIONS SYSTEM: Mobile Suits have sensitive microphones in their cockpits that can pick up a pilot's voice and project it to vibrating devices on the surface of the hand. By grasping hands with another Mobile Suit, the first mecha can transmit these vibrations to the other mecha. Sensors on the other mecha translate these vibrations into sounds and projects them via speakers in the cockpit. The result is a secure method of communication between mecha that cannot be intercepted by enemy scanners.
LASER COMMUNICATIONS SYSTEM: The Gundam has a laser based communications system that allows the mecha to communicate over long distances. The only disadvantage is that the mobile suits have to be looking at each other in order communicate.
RADIO COMMUNICATIONS: Backup; usually doesn't work due to Minovski interference.
COMPLETE ENVIRONMENTAL PROTECTION SYSTEM: Identical to the system described on Pg. 214 of the Rifts RPG book.


COMBAT BONUSES FOR MOBILE SUIT COMBAT TRAINING:

NOTE: These bonuses do NOT take into consideration special NewType piloting abilities.

  • Three hand to hand attacks per melee (plus those of pilot).
  • Body flip/throw.
  • Body block/tackle/ram.
  • Kick attack
  • +2 to strike.
  • +4 to parry.
  • +3 to dodge.
  • +3 to roll with punch, fall, or impact (explosion), reducing damage by half.
  • Critical strike same as pilot's hand to hand.
  • One additional attack at level five.
  • One additional attack at level ten.

 

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