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The following material is an adaptation of a mobile suit from 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-18E Kaempfer
RPG Stats by: Alex Hansen
Statistics Info Provided by: The
Mecha Domain and Newtype
Asylum
Background
"The mobile suit is believed to be Zeon in origin. It's currently moving
down West 18th Street." - Liah civil defense soldier
In the last days of the Universal Century Era's One Year War, the Zeon Duchy
experimented with different mobile suit design concepts, steering away from the
standard multi-purpose roll. One of the last new mobile suit models produced as
the MS-18E Kampfer, designed as a fast assault unit. The Kampfer ("kampfer"
being German for "fighter" or "champion") was laden with thrusters and verniers,
making it very fast and maneuverable. Typically armed with giant bazookas,
shotguns and panzer fausts, the Kampfer could approach a target at high speed,
make a fast strike, and quickly escape. This "hit-and-run" concept made the
Kampfer a very powerful and deadly mobile suit; however, its speed and high
number of thrusters resulted in high fuel consumption and a limited operational
time. Despite this minor drawback, the Kampfer was an excellent mobile suit.
Unfortunately for Zeon, it was another case of "too-little-too-late," as the One
Year War came to an end and the Kampfer never saw mass production. Only one
Kampfer unit is known to have been fielded, attacking a Earth Federal Forces
research base in the neutral Side 6 Libot Colony during a failed attempt to
destroy the RX-78NT-1 Gundam "Alex" prototype mobile suit.
Vehicle Model: MS-18E Kaempfer
Class: Heavy Assault Prototype Mobile Suit
Manufacturer: ZEON DUCHY
Crew: One pilot
M.D.C. by Location:
Head --- 130
60 mm Vulcan Cannons (2, Head)--- 25 each
Arms (2)--- 140 each
Hands (2)--- 50 each
Legs (2)--- 180 each
*Upper Torso --- 340
*Lower Torso --- 240
Backpack/Thrusters --- 180
**Reinforced Pilot's Compartment --- 250
Shotgun (2)--- 130
360mm Bazooka (2)--- 125
Panzer Fausts (2)--- 50 each
0.38 Megawatt Beam Saber (2; stored in hips)--- 25
*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: 215 km/h on a flat surface!
Non-thruster Leap: 150ft up or across.
Thruster Leap: 750ft up or across
Thruster Output: 28500 kg x 2 (backpack), 12000 kg x 4 (feet), 27000 kg x
2.
Acceleration: 2.03 G
STATISTICAL DATA:
Height: 18.2 meters
Width:
Weight: 43.5 tons (standard), 78.5 tons (fully loaded)
Sensor Radius: 6100 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
1550 kW of power.
Range: The generator can supply power for approximately 10 years before
requiring replacement.
WEAPON SYSTEMS:
1. HEAD-MOUNTED 60mm VULCAN CANNONS: Two 60mm Vulcan Cannons are
mounted on both sides of the Kaempfer’s head. These two cannons are
fixed-forward and the pilot must move the Kaempfer’s head in order to aim them.
Both cannons fire at the same time, though if one is destroyed, the other cannon
will still function.
Primary Purpose: Defense
Mega-Damage: 1D6x10, per burst (60 rounds from both cannons). A single
round does 1D6 M.D.
Range: 3000ft
Rate of Fire: Equal to the pilot’s combined number of attacks.
Payload: 600 rounds per cannon, which is enough for 20 combined bursts.
Note: The ammo bins for the two cannons are NOT linked; if one cannon is
destroyed the ammo feed CANNOT be automatically switched to the other cannon.
2. 0.38 MW BEAM SABERS (2): 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.
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 Kaempfer carries two sabers in the hips.
Primary Purpose: Melee Combat
Mega-Damage: 5D6x10 M.D.
Range: The blade has a range of 15-30ft (5-10m) and is adjustable.
Payload: The beam saber can function continuosly for 60 seconds(4 melee
rounds) before running out of power. Once discharged, the beam saber must be
returned to it's socket where it can recharge at a rate of 1 second of power per
30 seconds of charging.

3. SHOTGUNS (2): This is the assault weapon used by the Kaempfer to tear
through GMs by the dozens! The Kaempfer carries two of these shotguns on it's
back with the Bazookas.
Primary Purpose: Close-Range Heavy Assault
Mega-Damage: 3d6x10+20 per shot, sprays over a 40ft area (hits 1-2 extra
hit locations per target caught in the spray)
Range: 900ft
Rate of Fire: Equal to pilots combinded attacks per melee.
Payload: Each shotgun holds 9 rounds. The Kaempfer doesn't carry extra
ammo so it cannot be reloaded in the field, it must simply be exchanged for a
fresh one.

4. 360mm GIANT BAZOOKA (2): On the back of the Kaempfer are two of the
bazookas which are used by the Rick Dom Mobile Suit.
For stats see the Rick Dom II Mobile Suit.

5. PANZER FAUST (2): Mounted on the hips of the Kaempfer are two of these
disposable rocket launchers.
For stats see the Zaku FZ Mobile Suit.
  
6. CHAIN MINE: As the name suggests, it consists of a chain of dozen or
more disc-shaped bombs, explode upon contact. A highly effective anti-MS weapon.
Primary Purpose: Anti-Mobile Suit
Mega-Damage: 1d4x10 per mine. Divide total damage up between 2-3 random
hit locations.
Range: Is tossed or attached to the intended target by the Kaempfer. The
Kaempfer can toss the Chain-Mines about 200ft/60.9m.
Payload: One set of Chain-mines, the standard issue version carries 9
mines attached, but the amount can be boosted up to 18 mines.
7. OPTIONAL HAND-TO-HAND COMBAT: Punch does 3D6 M.D., Body Block does
5D6 M.D. (extra damage due to shoulder spikes), 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.
8. SYSTEMS NOTE: The Kaempfer is an agile mobile suit, rivaled only by
mobile suits like the "Alex" Gundam. +1 to strike & dodge, +2 to parry, +1
attacks per melee.
 
"Good, bad...I'm the mobile suit with the gun!"
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 Kaempfer 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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