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RGM-79D GM Cold Climate Type

 

 

RGM-79D GM Cold Climate Type

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

Background

Realizing the shortcomings of the hastily produced RGM-79 "GM", The Federal Forces further refine it, and create numerous variants suitable for different combat requirements. One such variant is RGM-79D "GM Cold Climate Type" (or "Cold Climate GM"), a MS developed specifically for Earth-bound warfare in sub-zero temperature. Since space combat is no longer required, its rocket thrusters are not as powerful as its sister space type variants. Due to cold weather, its arms and legs joints are installed with thermal devices to prevent mechanical malfunction. Besides the customary 'head vulcan cannons' and beam sabre, Cold Climate GM is armed with one of the two shell-firing 90mm machine guns.

Vehicle Model: RGM-79D GM Cold Climate Type
Class: Mobile Suit
Manufacturer: EARTH FEDERATION
Crew: One pilot

M.D.C. by Location:

    Head --- 110
    60 mm Vulcan Cannons (2, Head)--- 25 each
    Arms (2)--- 110 each
    Hands (2)--- 50 each each
    Legs (2)--- 160 each
    *Upper Torso --- 300
    *Lower Torso --- 200
    Backpack/Thrusters --- 150
    **Reinforced Pilot's Compartment --- 200
    90mm Machinegun --- 100
    0.38 Megawatt Beam Saber(1; stored in backpack)--- 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: 125 km/h on a flat surface
Non-thruster Leap: 100ft up or across.
Thruster Leap: 500ft up or across
Thruster Output: 15000 kg x 4 (backpack)
Acceleration: 1.02 G
STATISTICAL DATA:
Height: 18.0 meters
Width:
Weight: 44.7 tons (standard), 58.7 tons (fully loaded)
Sensor Radius: 5790 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 1250 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-79D 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. 90mm MACHINEGUN w/GRENADE LAUNCHER: This is the standard issue long range armament for the Cold Climate GM. Like the Zaku FZ's 90mm Machinegun this weapon mounts a grenade launcher, and holds more 90mm ammo then the one the Zaku uses.
Primary Purpose: Assault
Mega-Damage: 2d6x10 damage for a 90mm short burst, 3d6x10 for a long burst. Grenade rounds do 4d6x10 M.D. each
Range: 4,000ft. Grenades have a range of 3,000ft.
Rate of Fire: Equal to pilots combinded attacks per melee
Payload: 60 rounds per clip, short burst uses 3 rounds, long uses 9. Grenade launcher holds 5 grenade rounds. The Cold Climate GM doesn't carry extra ammo.


3. 0.38 MW BEAM SABERS (1): 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 one Beam Saber on it's backpack.
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.

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.

 


"HAHAHAHA! TAKE THAT ZAKU'S!"

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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