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RX-77D Guncannon Production Type

 

 

The following material is an adaptation of a mobile suit from 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.


RX-77D Guncannon Production Type

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

Background

Deciding to produce and deploy medium-range fire support mobile suits to complement its close-combat RGM-79 GM units, the Earth Federal Forces took the plans and combat data from the RX-77-2 Guncannon prototype developed under "Project V" and refined the design for mass production. The new RX-77D Guncannon Mass Production Type first came off the assembly lines in the last weeks of Year 0079 of the Universal Century Era. To cut costs, the costly and complicated Core Block System was removed, and the original Guncannon's expensive lunar titanium armor was replaced with more affordable titanium / ceramic composite armor. However, its performance was greatly increased with the addition of more verniers and more powerful rocket thrusters. Due to its late entrance into the One Year War, the Guncannon Mass Production Type saw a somewhat limited production run, with two units assigned to the Scarlet Team stationed aboard the assault carrier Grey Phantom and at least one unit assigned to the White Dingo Team in Australia.

Vehicle Model: RX-77D Guncannon Production Type
Class: Mobile Suit
Manufacturer: EARTH FEDERATION
Crew: One pilot

M.D.C. by Location:

    Head --- 130
    60 mm Vulcan Cannons (2, Head)--- 25 each Arms (2)--- 130 each
    Hands (2)--- 50 each
    Legs (2)--- 180 each
    *Upper Torso --- 330
    *Lower Torso --- 230
    Backpack/Thrusters --- 180
    **Reinforced Pilot's Compartment --- 200
    Shoulder 200mm Cannons (2)--- 150 each
    90mm Machinegun --- 100

*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: 78 km/h on a flat surface
Non-thruster Leap: 50ft up or across.
Thruster Leap: 500ft up or across
Thruster Output: 26500 kg x 3 (backpack), 7000 kg x 2 (feet)
Acceleration: 1.33 G
STATISTICAL DATA:
Height: 18.1 meters
Width:
Weight: 51.0 tons (standard), 70.2 tons (fully loaded)
Sensor Radius: 7300 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 1410 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): 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 Guncannon'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. SHOULDER-MOUNTED 200mm CANNONS (2) : These are the main armaments of the Guncannon, powerful artillery cannons which are able to cause massive long range destruction.
Primary Purpose: Heavy Assault
Mega-Damage: 3d6x10+20 M.D. per cannon shot. Twin shots do double damage
Range: 1 mile
Rate of Fire: 3 shots per melee each
Payload: Each cannon holds enough ammunition for 15 shots each.


3. 90mm MACHINE GUN: Incase of Urban or unavoidable close combat (like when the Kaempfer tore through downtown) the Guncannon can be armed w/ this machinegun pistol. This is the same weapon which is ussually carried by 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. No extra clips are stored on the Guncannon.

4. 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.

5. SYSTEMS NOTE: The Guncannon suffers from subpar mobility due to the extra armour and cannon mounts, -2 to dodge in atmosphere, -1 to dodge in space.

 


"Oh it burns it burns! WHY MUST I GO THE WAY OF THE GM!"

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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