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MS-14Jg Gelgoog Jaeger

 

 

The following material is an adaptation of a mobile suit from 0080: WAR IN THE POCKET 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-14Jg Gelgoog Jaeger

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

Background

Late during the One Year War of the Universal Century Era, the Zeon Duchy military started its "Unified Complete Equipment Plan" to upgrade and improve existing mobile suit designs and to make its own manufacturing capabilities more streamlined by incorporating similar parts and systems in several different mobile suit lines. One of the mobile suit types to be redesigned under this plan was the MS-14A Gelgoog, which had only recently begun production at Zeon's A Bao A Qu asteroid base in UC December 0079. The new MS-14Jg Gelgoog Jaeger (or simply "Gelgoog-J") was a serious step above anything else produced by Zeon at the time, incorporating more powerful rocket thrusters and additional verniers for added maneuverability. The increased thrust and fuel consumption was offset by a pair of large external propellant tanks mounted on the backpack. The Gelgoog Jaeger also carried an improved and highly accurate beam machinegun, giving the Gelgoog Jaeger the nickname "Gelgoog Sniper Type." However, due to its late introduction into the war, only a handful of Gelgoog Jaegers were produced, some operating in the skirmishes against the Earth Federal Forces stationed in the Side 6 area in UC December 0079.

Vehicle Model: MS-14Jg Gelgoog Jaeger
Class: Mobile Suit
Manufacturer: ZEON DUCHY
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
    Beam Machinegun --- 100

*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 Mobile Suit will also be rendered inoperable and the pilot will open to damage and the vaccum of space.

SPEED:
Running: 192 km/h on a flat surface.
Non-thruster Leap: 200ft up or across.
Thruster Leap: 750ft up or across
Thruster Output: 24500 kg x 3 (backpack), 21000 kg x 5 (feet)
Acceleration: 2.22 G
STATISTICAL DATA:
Height: 19.2 meters
Width:
Weight: 40.5 tons (standard), 80.3 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 1490 kW of power.
Range: The generator can supply power for approximately 10 years before requiring replacement.
 

WEAPON SYSTEMS:


1. BEAM MACHINEGUN: This is the main weapon used by the Gelgoog Jaeger. Unfortunatly due to the specific energy needs of the Beam Machinegun the E-Caps it uses cannot be switched in the field.
Primary Purpose: Assault
Mega-Damage: Short Burst: 4d6x10 M.D., Long Burst: 6d6x10 M.D., Full-Melee Burst: 1d6x100 M.D.
Range: 4000ft
Rate of Fire: 4 bursts per melee. Full melee burst uses up all actions that melee
Payload: 30 short bursts, 15 long bursts (equals 2 short bursts), 5 full-melee bursts (equals 6 short bursts).
Scope: Adds +1 to strike on a short burst.

2. ARM-MOUNTED 110mm MACHINEGUNS (2):
Primary Purpose: Close Range Assault
Mega-Damage: 2d4x10+30 M.D. each (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.

3. 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.

4. SYSTEMS NOTE: The Gelgoog Jaeger is an elite space use mobile suit and handles beautifully. +2 to dodge, +1 to initiative.

 


"HEHEHE! YOU GM'S CAN KISS MY METALLIC RED ASS!"

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 Gelgoog 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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