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YMS-16M Xamel

 

 

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.


YMS-16M Xamel

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

Background

"You mean they have a heavy mobile suit out there, too?!" - Marnery

Designed late during the One Year War of the Universal Century Era, the YMS-16M Xamel was the first true artillery mobile suit, designed to operate as a mobile artillery gun battery. Equipped with a powerful hovercraft / hoverjet system in its legs and massive skirt armor, it could skim along the ground at high speed, giving it the ability to fire, move to another location, set up and fire again without giving away its position too easily. Its primary armament was its long-barreled 680 mm cannon, which could be folded up for transport when not in use. It also mounted a missile launcher pod for medium-range fire, but its close-combat abilities were extremely limited, with only a pair of almost useless arms and a 20 mm vulcan gun turret mounted in the head. The Xamel also featured a tandem-seat cockpit, crewed by a pilot and a gunner. It is unknown exactly how many of these prototype units were produced, although one Xamel is known to have been used by Delaz Fleet forces in its "Operation Stardust" theft of the RX-78GP02A Gundam "Physalis" prototype from the Earth Federal Forces in UC 0083, inflicting severe damage to Torrington Base in Australia.

Vehicle Model:YMS-16M Xamel
Class: Prototype Long-Range Support Mobile Suit
Manufacturer:
Crew: One or Two; pilot and gunner

M.D.C. by Location:

    Head --- 150
    Arms (2)--- 150 each
    Hands (2)--- 75 each
    Hover Thurster --- 300
    *Upper Torso --- 350
    *Lower Torso --- 250
    **Reinforced Pilot's Compartment --- 300
    680mm Artillery Cannon --- 200
    8-Tube Missile Launcher --- 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:
Hovering: Like the Dom Tropen, the Xamel travels by a large hover system, and does so at 220km/h/
Non-thruster Leap: up or across.
Thruster Output: 10300kg x 6
Acceleration: 0.51 G
STATISTICAL DATA:
Height: 27.0 meters
Width:
Weight: 75.0 tons (standard), 121.5 tons (fully loaded)
Sensor Radius: 6000ft
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 1080kW of power.
Range: The generator can supply power for approximately 10 years before requiring replacement.
 

WEAPON SYSTEMS:


1. 680mm ARTILLERY CANNON: This is the main weapon of the Xamel, it's a huge cannon which fires high-velocity explosive shells. Because of the close range limits on this the Xamel usually stays out of close combat and just pummels the target from long range.
Primary Purpose: Long Range Assault
Mega-Damage: 5d6x10 M.D.
Range: 15 miles, minimum effective range 1000ft.
Rate of Fire: Equal to pilots combinded attacks
Payload: 20 rounds

2. 8-TUBE MISSILE LAUNCHER: This is more of a last line of defense for the Xamel than a means of attack. Mounted over the left shoulder is an 8-Tube Missile Launcher.
Primary Purpose: Defense
Mega-Damage: 3d6x10 per missile
Range: 3 miles
Rate of Fire: Single shot, or a volley of 2, 4, or 8.
Payload: 8 missiles

3. OPTIONAL HAND-TO-HAND COMBAT: Punch does 3D6 M.D., Full Speed Body Block/Tackle does 1D6x10 M.D., Pilots who have experience with giant robots get full bonuses from Robot Basic combat training.

4. SYSTEMS NOTE: The Xamel isn't really known for agility though it can travel fast via the hover system. -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 Xamel 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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