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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-79SP GM Sniper II
RPG Stats by: Alex Hansen
Statistics Info Provided by: The
Mecha Domain and Newtype
Asylum
Background
Following the success of the high-performance (but equally costly) RGM-79SC
GM Sniper Custom, the Earth Federal Forces commissioned a new sniper-use GM to
be built during the last weeks of the Univeral Century Era's One Year War. Due
to the tight one-month deadline for designing and first rollout, only a handful
of the new RGM-79SP GM Sniper II would be seen in the last few days of the war,
some assigned aboard the assault carrier Grey Phantom (both of which were
destroyed during a battle insde the Side 6 Libot Colony) and the White Dingo
team in Australia. The GM Sniper II was based on the in-development RGM-79G GM
Commando, and was the most powerful GM variant built during the war. Featuring
special targeting sensors in a "face guard" visor for its standard sensors, the
GM Sniper II could be equipped with a beam rifle or 90 mm machinegun for
close-quarters combat, or a long-range, projectile-firing rifle for sniper
missions.
Vehicle Model: RGM-79SP GM Sniper II
Class: Mobile Suit
Manufacturer: EARTH FEDERATION
Crew: One pilot
M.D.C. by Location:
Head --- 100
Visor --- 30
Arms (2)--- 100 each
Hands (2)--- 50 each
Legs (2)--- each
*Upper Torso --- 275
*Lower Torso --- 175
Backpack/Thrusters --- 150
**Reinforced Pilot's Compartment --- 200
90mm Machine Gun --- 100
Sniper Beam Rifle --- 110
0.38 Megawatt Beam Saber (2) --- 25 each
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 Mobile Suit will also be
rendered inoperable and the pilot will open to damage and the vaccum of space.
SPEED:
Running: 120 km/h running on a flat surface
Non-thruster Leap: 100ft up or across.
Thruster Leap: 1,000ft up or across
Thruster Output: 21000 kg x 2 (backpack), 15000 kg x 4 (feet)
Acceleration: 1.18 G
STATISTICAL DATA:
Height: 18.5 meters
Width:
Weight: 45.0 tons (standard), 61.0 tons (fully loaded)
Sensor Radius: 8,700 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. 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 two beam sabers, both are stored on it's shield..
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.

2. SNIPER RIFLE: The main armament of the GM Sniper II is a projecticle
firing rifle. This rifle allows the GM Sniper II to take down enemy mobile suits
before they even know what hit them.
Primary Purpose: Sniping
Mega-Damage: 3d6x10+30 per shot, bursts are not possible!
Range: 4 miles
Rate of Fire: Equal to pilots combinded attacks per melee
Payload: 5 rounds. Empty clips can be replaced but take 3 actions to
replace. Two extra-clips are stored in the shield.
Scope: The Scope has a special laser targeting system (adds an additional
+1 to strike on an aimed shot), Infra Red & Nightvision (usually used in Terran
Combat) which both have a 1,000ft range.
NOTE: The high velocity of the projecticle fired from this rifle means
that if it strikes the upper torso of a mobile suit 50% of that damage is also
done to the Pilots Compartment.

3. 90mm MACHINE GUN (OPTIONAL): Incase of Urban or unavoidable close
combat (like when the Kaempfer tore through downtown) the GM Sniper can be armed
w/ this machinegun pistol. This is the same weapon which is ussually carried by
the GM Commando, while it isn't as powerful as either the Zaku's 120mm Machine
Gun or the Beam Rifles carried by some Earth Federation mobile suits, its far
easier to mass-produce. It resembles a sub-machine gun with a top-loaded clip.
Primary Purpose: Assault
Mega-Damage: 2d6x10 M.D. 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. 2 can be
stored.
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.
STANDARD EQUIPMENT FOR THE RGM-79SP GM SNIPER II
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.
GM SNIPER II ADVANCED
TARGETING VISOR: A sliding visor which is exclusive to the GM Sniper II, it
contains special targeting sensors which allows the Sniper II to easily spot and
lock-on to targets up to 6 miles away. It also provides the pilot with an extra
+2 to hit targets within it's range with long-range weapons. Just like with the
regular optical targeting system, targets must be in line of sight for the pilot
to recieve 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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