|
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-78GP02A Gundam "Physalis"
RPG Stats by: Alex Hansen
Statistics Info Provided by: The
Mecha Domain
Background
"I claim this mobile suit and its nuclear warhead for the resurrection of
Zeon!" - Anavel Gato
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. One of
the first prototypes to come out of Anaheim's Von Braun City lunar factory was
the RX-78GP02A Gundam, code-named "Physalis." The GP02A and another prototype,
the RX-78GP01 Gundam "Zephyranthes", along with Anaheim systems engineer Nina
Purpleton and her team 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 GP02A was loaded with a
nuclear warhead, but was immediately hijacked by remnant Zeon military forces
led by Anavel Gato. In the weeks to follow, Gato would escape into space with
his stolen Gundam, joining up with Admiral Aguille Delaz's fleet for a critical
rol in their "Operation Stardust." To diffuse the Delaz threat, the Earth
Federal Forces carried out their Naval Review ceremony, assembling most of the
entire Federation fleet at the Konpei Island asteroid base in a show of force.
However, this was a primary target of Operation Stardust, and Gato used the
GP02A's nuclear warhead to singlehandedly destroy or disable two-thirds of the
fleet stationed there.
Built expressly for tactical nuclear warfare, the GP02A's primary armament was a
large atomic bazooka, capable of launching a strategic-use Mark-82 nuclear
warhead. The Gundam was also heavily armored enough to withstand the nuclear
blast unleashed by its bazooka, and even carried a shield large enough to
provide extra protection for most of the unit's body and contained cooling
systems to help dissipate the heat it would absorb. The shield also carried the
trigger and barrel for the atomic bazooka when it was no deployed for use. The
GP02A was also designed to survive in close combat, being armed with standard
head vulcan guns and a pair of beam sabers. With enough thrusters and verniers
to keep it fast and agile despite its mass, the Gundam GP02A was truly
"tactical" in a sense, though its use would have "strategic" consequences for
the Earth Sphere.
Vehicle Model: RX-78GP02A Gundam "Physalis"
Class: Prototype General Purpose Tactical Mobile Suit
Manufacturer: Anaheim Electronics
Crew: One pilot
M.D.C. by Location:
Head --- 150
60 mm Vulcan Cannons (2, Head)--- 30
Arms (2)--- 160 each
Hands (2)--- 75 each
Legs (2)--- 250 each
*Upper Torso --- 450
*Lower Torso --- 350
**Large Thrusters (2; shoulders)--- 200 each
***Reinforced Pilot's Compartment --- 250
Atomic Bazooka --- 300
0.38 Megawatt Beam Sabre (2; stored in hips)--- 50 each
****Shield --- 450
*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.
**Destroying one of the thrusters in atmosphere will ground Unit 2. While
destroying one in space will reduce thrust output by half.
***If the Pilot's Compartment is destroyed, then the will also be rendered
inoperable and the pilot will open to damage and the vaccum of space.
****Unit 2's shield houses two important components for Unit 2, the barrel for
the Atomic Bazooka, and Unit 2's cooling System. A Beam Sabre stab through this
shield will totally ruin the cooling system, and will cause Unit 2 to overheat
after 30 minutes of flight/space combat or 1 hour of running. The Gundam will be
rendered inoperative until repaired back at base, as well as the cooling system.
SPEED:
Running: 125 km/h on a flat surface
Non-thruster Leap: 100ft up or across.
Thruster Leap: 1000ft up or across
Thruster Output: 32000kg x 4 (large thrusters), 6600kg x 4 (feet)
Acceleration: 1.87 G
STATISTICAL DATA:
Height: 19.5 meters
Width:
Weight: 54.5 tons (standard), 83.0 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
1860kW 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 2 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
hips 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, one in each hip.
Primary Purpose: Melee Combat
Mega-Damage: 5d6x10 M.D., or the saber output can be increased to do
8d6x10 M.D. (but sucks up 1.5 times more energy)
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 hip where it can recharge at a rate of 1 second of
power per 30 seconds of charging.
 
3. ATOMIC BAZOOKA W/ MK-82 WARHEAD: This has to be possibly the greatest
weapon of mass destruction created for any mobile suit. The Atomic Bazooka has
two parts, the warhead and launcher mounted behind the Gundam's left shouled,
and the barrel, which is stored in the shield. When assembled the weapon is
capable of launching a devastating nuclear attack. Using a special Minovski
field, the nuke is detonated inside the field, creating a massive ammount of
energy which is then accelerated down the long barrel creating a beam which
obliterates all in it's way. NOTE: After the Nuke is launched and the
bazooka is discarded, the left arm of Unit-02 is disabled, -3 to all parry rolls
with the shield.
Primary Purpose: Nuclear Assault
Mega-Damage: TOTAL DESTRUCTION! Everything within the devestating 100
mile beam is utterly destroyed.
Range: The beam is 250,000 miles long and 100 miles wide
Rate of Fire: The weapon must charge the energy for one melee before the
attack can be fired.
Payload: One shot.
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 2 is alot more agile than your average mobile
suit, +1 to parry and dodge, and one additional attack per melee.
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 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.
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.
|