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RGM-79G GM Commando

 

 

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-79G GM Commando

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-79G GM Commando, developed primarily for colony defense. Built on a somewhat different body type and frame, the GM Commando also featured thruster acceleration and maneuverability superior to the standard GM. However, due to its high cost, the GM Commando only appeared in limited quantities near the end of the war, with several units assigned as defense for a top-secret Federation research base on the neutral Side 6 Libot Colony.

Vehicle Model: RGM-79G GM Commando
Class: General Purpose Mass-Production Mobile Suit
Manufacturer: Earth Federation
Crew: One pilot

M.D.C. by Location:

    Head --- 100
    60 mm Vulcan Cannons (2, Head)--- 25 each
    Arms (2)--- 100 each
    Hands (2)--- 50 each
    Legs (2)--- 150 each
    *Upper Torso --- 290
    *Lower Torso --- 190
    Backpack/Thrusters --- 150
    **Reinforced Pilot's Compartment --- 200
    90mm Machinegun --- 100
    0.38 Megawatt Beam Sabers (2; stored on the butt skirt armour)--- 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: 125 km/h on a flat surface
Non-thruster Leap: 100ft up or across.
Thruster Leap: 500ft up or across
Thruster Output: 26500 kg x 2 (backpack), 7000 kg x 2 (feet)
Acceleration: 1.19 G
STATISTICAL DATA:
Height: 18.0 meters
Width:
Weight: 43.5 tons (standard), 56.4 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 1330 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-79G 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. 90mm MACHINE GUN: This weapon is the main armament of 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.

 


*GM at a meeting with Sunrise Exec.* "NOW! WE'RE GOING TO CHANGE THE TITLE TO MOBILE SUIT MASS-PRODUCED GUNDAM!"

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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