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RGM-79C Powered GM

 

 

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.


RGM-79C Powered GM

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

Background

"That backpack looks too heavy for a GM. It'd look a lot better on a Zaku." - Chuck Keith

As the Earth Federal Forces rebuilt its military power in the years following the Universal Century Era's One Year War, it used existing GM units to serve as testbeds for developing technologies to be incorporated into new mobile suit designs. One such unit was the RGM-79C Powered GM, a heavily-modified RGM-79C Modified GM, built to test parts and systems for the Gundam Development Project. It mounted a heavy, powerful backpack that provided it with incredible thrust and acceleration, and was equipped with improved shock absorbers in the legs. Because the GM was built for efficiency and was never designed with this kind of equipment and performance in mind, the control systems for the backpack and other improvements were placed in external "boxes" on the Powered GM's armor, making it appear more heavily armored than it actually is.

Vehicle Model: RGM-79C Powered GM
Class: Mass-Production Mobile Suit
Manufacturer:
Crew: One pilot
M.D.C. by Location:

    Head --- 100
    60 mm Vulcan Cannons (2, Head)--- 25 each
    Arms (2)--- 100 each
    Hands (2)--- 50 each
    Legs (2)--- 150 each
    *Upper Torso --- 290
    *Lower Torso --- 190
    Backpack/Thrusters --- 150
    **Reinforced Pilot's Compartment --- 200
    90mm Machinegun --- 100
    0.38 Megawatt Beam Saber(1; stored in arm)--- 25
    360mm Hyper Bazooka --- 120
    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 Powered GM 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: 100ft
Thruster Leap: 650ft
Thruster Output: 32000kg x 2 (back pack), 1870kg x 4 (feet)
Acceleration: 1.11G
STATISTICAL DATA:
Height: 18.5 meters
Width:
Weight: 46.6 tons (standard), 64.2 tons (fully loaded)
Sensor Radius: 6000ft
Physical Strength: Equal to a P.S. of 50
Cargo: The small size of the GM's cockpit provides limited room for personal belongings.
Power Plant: Fusion Reactor w/ Minovski Shielding capable of generating 1650kW's of power.
Range: The generator can supply power for approximately 10 years before requiring replacement.
 

WEAPON SYSTEMS:

1. HEAD-MOUNTED 60mm VULCAN CANNONS (2): The only built-in armaments on the RGM-79C Powered GM are two vulcan cannons mounted in the head of the mobile suit. These two cannons are mounted on either side of the antenna and are fixed forward. The pilot must move the GM's head in order to aim the cannons. Both cannons fire at the same time, though one cannon will function if the other is destroyed.
Primary Purpose: Defense
Mega-Damage: 1D6x10 M.D. 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: 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 GM's reactor. The GM 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 GM carries a single beam saber 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. 90mm MACHINE GUN: The main ranged weapon carried by the GM, not as effective as either the 120mm cannon carried by the Zaku or the Beam Rifle carried by most Gundam, but far easiler to mass produce. It resembles a sub-machine with a top loaded clip.
Primary Purpose: Assault
Mega-Damage: 2d6x10 damage for a short burst, 3d6x10 for a long burst.
Range: 4000ft
Rate of Fire: Bursts equal to the pilot's combined number of attacks.
Payload: 20 rounds per clip, short burst uses 3 rounds, long burst uses 9. Empty clips can be replaced but take two melee actions/attacks. Two are stored.


4. 360mm HYPER BAZOOKA (OPTIONAL): This is an optional weapon for the Powered GM, usually reserved for heavy assault operations. All stats are the same (see the RGM-79C GM Type C)

5. 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.

6. SYSTEMS NOTE: The Powered GM has exceptional thrusters which gives it added agility, +2 to dodge.

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 GM 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 to 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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