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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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