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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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