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.