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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.
RGM-79GS GM Commando Space Type
RPG Stats by: Alex Hansen
Statistics Info Provided by: The
Mecha Domain and Newtype
Asylum
Background
In the last weeks of the Universal Century Era's One Year War, the Earth
Federal Forces refined its mobile suit manufacturing processes and developed
several variants of its standard RGM-79 GM. One such variant was the RGM-79GS GM
Commando Space Type, a specialized space combat version of the RGM-79G GM
Commando developed for colony defense. While quite similar to the standard GM
Commando, the Space Type mounted an enhanced backpack equipped with more
maneuvering verniers and more powerful rocket thrusters. By removing equipment
not needed in a zero-gee environment, more internal space was freed up in the
Space Type, allowing it to be equipped with additional verniers and larger fuel
propellant tanks. However, due to its high cost, the GM Commando only appeared
in limited quantities near the end of the war, with two units assigned to the
Scarlet Team stationed aboard the assault carrier Grey Phantom.
Vehicle Model: RGM-79GS GM Commando Space Type
Class: Space Combat Mass-Production Mobile Suit
Manufacturer: Earth Federation
Crew: One pilot
M.D.C. by Location:
Identical to the GM Commando, except take out the 90mm Machinegun, and use
this
Beam Gun --- 100
SPEED:
Running: 120 km/h
Non-thruster Leap: 250ft up or across.
Thruster Leap: 750ft up or across
Thruster Output: 21000 kg x 2 (backpack), 16000 kg x 2 (feet)
Acceleration: 0.97 G
STATISTICAL DATA:
Height: 18.0 meters
Width:
Weight: 44.6 tons (standard), 76.5 tons (fully loaded)
Sensor Radius: 6000 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
1390 kW 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-79GS 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 (2): I know you're getting sick of reading the
usual Beam Saber story. Two sabers stored on the butt armour.
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. RAPID-FIRE BEAM GUN: This weapon is an upgraded version of the crude
GM Beam Spray Gun. The weapon has a single shot or burst setting, the latter
taking up more ammo but delivering more damage.
Primary Purpose: Assault
Mega-Damage: 3d6x10 M.D. on single shot, 5d6x10+20 M.D. on burst setting.
Range: 3,500ft
Rate of Fire: Single shots equal to pilots combined attacks per melee. 3
bursts per melee.
Payload: The internal e-cap provides 30 single setting shots (a burst
shot counts as 3 single setting shots).
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 GM Space Commando is well equipped for the
rigours of space combat, +1 to dodge in space.
GM: "Gelgoog sensei, how can I shake off the terrible curse of
being a GM?"
Gelgoog Jaeger: "The only way, my child, is to reincarnate as a Gundam
in your next life!" (THANKS NEWTYPE ASYLUM)
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
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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