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RGM-79N GM Custom

 

 

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-79N GM Custom

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

Background

"A GM Custom mass-production type... remarkable for being totally unremarkable." - Kou Uraki

During its military reconstruction following the Universal Century Era's One Year War, the Earth Federal Forces decided to build a high-performance variant of its standard-model RGM-79C Modified GM for use by highly skilled and ace pilots. This new variant, partly based on the Modified GM and the RX-78NT-1 Gundam "Alex" from the One Year War, was called the RGM-79N GM Custom. The GM Custom was equipped with a great number of vernier thrusters, giving it a maneuverability and response time almost equivalent to that of the original RX-78-2 Gundam prototype. It also carried a high-output generator, enabling it to use beam rifles. Due to its high cost, however, only a limited number of GM Customs were actually built. Three GM Customs were stationed aboard the assault carrier Albion during its pursuit of the stolen RX-78GP02A Gundam "Physalis" and in the subsequent battles against the Delaz Fleet.

Vehicle Model: RGM-79N GM Custom
Class: General Purpose Multi-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)--- 110 each
    Hands (2)--- 50 each
    Legs (2)--- 160 each
    *Upper Torso --- 300
    *Lower Torso --- 200
    Backpack/Thrusters --- 150
    **Reinforced Pilot's Compartment --- 200
    90mm GM Rifle --- 100
    0.38 Megawatt Beam Saber(1; stored in arm)--- 25
    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 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: 600ft
Thruster Output: 30000kg x 2 (backpack), 1870kg x 4 (feet).
Acceleration: 1.17G
STATISTICAL DATA:
Height: 19.0 meters
Width:
Weight: 42.0 tons (standard), 57.6 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 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-79 Type C 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.


4. 90mm GM RIFLE: This is the primary long range weapon used by the GM Custom. It uses 90mm rounds, and has a larger clip than the smaller GM Machinegun (30 rounds as apposed to 20).
Primary Purpose: Assault
Mega-Damage: 2d6x10 for short burst, 3d6x10 for long burst
Range: 6000ft
Rate of Fire: Bursts equal to the pilot's combined number of attacks.
Payload: 30 rounds, short burst uses 3 rounds, long burst uses 9 rounds. Empty clips can be replaced but take two melee actions/attacks. Two are stored in the shield.

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.

SYSTEMS NOTE: The GM Custom has had some slight thrust and turn time adjustments to give it better agility, +1 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 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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