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RX-78GP01 Gundam "Zephyranthes"

 

 

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.


RX-78GP01 Gundam "Zephyranthes"

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

Background

"This is the data from when you were piloting Unit 1. You tapped its potential far beyond what would be expected from your first time operating it." - Nina Purpleton


During its military reconstruction following the devastating One Year War of the Universal Century Era, the Earth Federation contracted a private company, Anaheim Electronics, to develop a series of new Gundam-model mobile suits to serve as conceptual testbeds for new and improved mobile suit technology. The first of these new prototypes to come out of Anaheim's Von Braun City lunar factory was the RX-78GP01 Gundam, code-named "Zephyranthes." The GP01 and a second prototype, the RX-78GP02A Gundam "Physalis", along with Anaheim systems engineer Nina Purpleton and her staff of technicians, were brought aboard the assault carrier Albion to be delivered to Earth for testing under full gravity. Arriving at Torrington Base in Australia for the field trials, the GP01 was put into actual combat sooner than expected: the GP02A, armed with a nuclear warhead, was hijacked by remnant Zeon military forces led by Anavel Gato. Novice Federation pilot Kou Uraki commandeered the GP01 in a failed attempt to recover the stolen GP02A. However, Uraki's undeveloped piloting abilities allowed him to push the GP01 beyond its expected performance levels, and Uraki was permanently assigned as the Gundam's pilot while the Albion pursued the stolen GP02A across Earth and into space. Unfortunately, the GP01 was not properly calibrated for space, and was soon critically damaged during a space battle against Zeon's Commander Cima Garahau. Shortly afterwards, the GP01 was returned to Anaheim's lunar factory for rebuilding and upgrading into the RX-78GP01-Fb Full Vernian type.
In terms of speed, weaponry and performance, the Gundam GP01 was still better than any mass-produced unit fielded by the Federation at the time. However, it's basic design was nothing more than a slightly improved version of the original RX-78-2 Gundam prototype. Equipped with a Core Block System, the pilot could eject either the upper or lower halves of the mobile suit in an emergency, or eject from the mobile suit altogether in a new-and-improved FF-XII Core Fighter II. Aside from the standard head vulcan guns, beam sabers and beam rifle, the GP01 did feature more up-to-date avionics and control systems, as well as a general increase in acceleration and maneuverability.

Vehicle Model: RX-78GP01 Gundam "Zephyranthes"
Class: Prototype General Purpose Mobile Suit
Manufacturer: Anaheim Electronics
Crew: One pilot
M.D.C. by Location:

    Head --- 150
    60 mm Vulcan Cannons (2, Head)--- 30 each
    Arms (2)--- 160 each
    Hands (2)--- 75 each
    Legs (2)--- 200 each
    *Upper Torso --- 400
    *Lower Torso --- 300
    Backpack/Thrusters --- 200
    **FF-XII Core Fighter II --- 225
    Beam Rifle --- 150
    0.38 Megawatt Beam Sabre (2; stored in backpack)--- 50 each.
    Shield --- 200

*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 Core Fighter is destroyed, then the Gundam MS will also be rendered inoperable. (See Core Block System below)

SPEED:
Running: 125 km/h on a flat surface
Non-thruster Leap: 100ft up or across.
Thruster Leap: 750ft up or across
Thruster Output: 42000kg x 2 (backpack), 12000kg x 2 (feet)
Acceleration: 1.66 G
STATISTICAL DATA:
Height: 18.5 meters
Width:
Weight: 39.7 tons (standard), 65.0 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 1790kW 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 Unit 1 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 Gundam'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 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): 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 Gundam's reactor. The Gundam 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 Gundam carries two beam saber's 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 Gundam's backpack where it can recharge at a rate of 1 second of power per 30 seconds of charging.


3. XBR-BOWA M-82A BEAM RIFLE W/ZITTE (1.5 MW): This is the primary ranged weapon for Unit 1. It is the latest in beam rifle technology. Unlike some of it's predeccesors, the Rifle runs of modular energy capacitors (or e-caps) which can be switched in the field. Also there's a special defense mechanism built into this rifle, a small beam sabre like blade near the back of the gun (the zitte), this can be used in order to defend the Gundam from Beam Sabers if it doesn't have time to draw it's own.
Primary Purpose: Assault
Mega-Damage: 4D6x10 M.D. per blast. Bursts are not possible.
Range: 6000ft
Rate of Fire: Equal to pilots combinded attacks per melee.
Payload: 30 shots maximum. The rifle uses modular capacitors and can be replaced in the field, but it takes a full melee to do so, one extra capacitor is stored in the shield.

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: Unit 1 is alot more agile than your average mobile suit, atleast in the atmosphere, +1 to dodge, parry, and strike, and one additional attack per melee. However in space the Gundam is even less mobile then a GM, -3 to dodge. However several programming rolls (2d4; -20% proficiency) can be made to correct the thrust for the Gundam enabling it to dodge at no penelties

STANDARD EQUIPMENT FOR UNIT 1

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 Gundam 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.
EXPLOSIVE JOINTS: In event of severe damage to the Gundam, the torso sections could be jettisoned allowing the pilot to escape in the core fighter. COMPLETE ENVIRONMENTAL PROTECTION SYSTEM: Identical to the system described on Pg. 214 of the Rifts RPG book.


SPECIAL GUNDAM EQUIPMENT:
THE CORE BLOCK SYSTEM


The core block system was a revolutionary way of designing mobile suits, first implemented on the Gundam MS. The idea was to include the combat computer and cockpit of the mecha (and the pilot; the three most valuable parts) in a central modular unit that could be ejected and recovered if the mobile suit was ever destroyed. The core fighters designed in 0083 also contain the mecha's reactor. The core unit would be modular, so that it could be transferred to another mobile suit body while the original one was being repaired (thus reducing down-time for pilots). The modular aspects of the core block system would also allow the mobile suit to be customized to different environments and equipped with special weaponry for unusual missions.
The designers of the Gundam then took this concept one step further, and designed the central unit so that it could transform into a fully functional plane when not attached to a Gundam body. This would allow the pilot to escape with the most valuable systems of the mecha in case the Gundam ever got destroyed in battle. Although some designers envisioned using the "Core Fighter" as a combat fighter, it proved to be rather ill-suited for that role. The Core Fighter II is only a semi-effective fighter, while though it is much faster than most mobile suits, it's armour & weapons are still to light to make effective in heavy combat situations.
 

FF-XII Core Fighter II

Vehicle Type: Fighter
Model:FF-XII Core Fighter II
Crew: One

M.D.C. BY LOCATION

    *Reinforced Cockpit --- 175
    Beam Guns (2)--- 40 each
    **Main Body --- 225
    ***Wings (2)--- 125 each
    ***Tails (2)--- 75 each

*Destruction of the Core Fighter Cockpit will render the mecha inoperable and probably kill the pilot.
**Destruction of the Core Fighter Main Body will destroy the Core Fighter. In addition, the loss of the main generator will render the Gundam inoperable.
***Destruction of the Core Fighter Wings or Tail will cause the fighter to crash (only applicable in atmosphere).

SPEED:
Thruster Output: 42000kg x 2
Acceleration: 5.28G
STATISTICAL DATA:
Length: 14.7 meters
Wingspan: 10.5 meters
Weight: 15.9 tons

WEAPON SYSTEMS:

1. BEAM GUNS (2): These are the only weapons on the Core Fighter II. Alot more effective than the old 25mm Autocannons for the original Core Fighter, these weapons pack an tough punch, and have decent range, but still are mainly for defense.
Primary Purpose: Defense
Mega-Damage: 1d6x10 per cannon, 2d6x10 for a dual shot.
Range: 4000ft
Rate of Fire: 4 blasts per melee each.
Payload: Effectively unlimited.


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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