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RX-78GP03 Gundam "Dendrobium Orchis"

 

 

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-78GP03 Gundam "Dendrobium Orchis"

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

 

Background

"They call this thing a mobile suit?!" - Mora Bashit
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 third of these new prototypes to be produced by Anaheim was the RX-78GP03 Gundam, code-named "Dendrobium." The Dendrobium was composed of two units: the RX-78GP03S Gundam mobile suit itself, code-named "Stamen"; and the large RX-78GP03 Gundam mobile weapon unit, code-named "Orchis." The Orchis was an unmanned unit, and required the Stamen - which itself had a pilot - to be docked with it for it to function. Since the GP03 Dendrobium was designed as a defense unit for space installations capable of taking on enemy mobile armor, the Orchis component was basically a large spacegoing vehicle, equipped with enough thrusters to make it a fast interception unit. Its primary heavy armament was a large mega beam cannon, mounted on its own movable arm for aiming, and it also had two large claws which incorporated large beam sabers capable of slicing up something as large as a battleship. The Orchis also mounted an external I-field barrier generator, giving the GP03 complete 360-degree protection from enemy beam weapons fire. For versatility, it also mounted two large weapons container pods, which could carry a variety of weapons from micromissile launcher pods to battleship-sized demolition chain mines. Spare weapons containers could be loaded out ahead of time, and the Orchis could have empty pods changed out for new ones in a matter of minutes.
The GP03S Stamen was completed at Anaheim's Von Braun City lunar factory and delivered to their La Vie En Rose research dockship, where the Orchis component had also been completed. The only thing left to make the GP03 field-ready was piloting and combat data. However, with the shutdown of the Gundam Development Project, Earth Federal Forces security officer Nakahha Nakato dismissed all of the Anaheim research staff except for systems engineer Lucette Audevie. With the threat of the Delaz Fleet and the impending colony drop crisis, Lucette strongly argued for the GP03's completion, all to no avail. To face this desparate situation, Gundam pilot Kou Uraki and the crew of the assault carrier Albion literally hijacked the GP03 - with the assistance of Lucette and at the cost of her life - and quickly fielded the Dendrobium, proving to be a devastating foe to the Delaz fleet escorting their hijacked colony falling towards Earth.

Vehicle Model:RX-78GP03 Gundam "Dendrobium Orchis"
Class: Prototype Space Attack Use Mobile Weapon
Manufacturer: Anaheim Electronics
Crew: One pilot (in the "Dendrobium Stamen")

M.D.C. by Location:

    Large Claw Arms (2)--- 200 each
    Mega-Beam Cannon (1)--- 300
    Thrusters (2)--- 450 each
    Weapon Pods (2)--- 400 each
    108-Micromissile Pod --- 150 each
    3-Large Missile Pod --- 40 per missile(3)
    Large Beam Sabers (2)--- 40 each
    *I-Field Generator (1; left side)--- 100 each
    I-Field Barrier --- Special, see below
    Folding Bazooka --- 150
    Beam Rifle --- 150
    Folding Shield --- 200

*By destroying the generator, the I-Field will be rendered inoperable.

SPEED:
Rocket Thrusters Output: 377500kg x 6
Acceleration: 5.00 G
STATISTICAL DATA:
Height: 38.5 meters
Width: 62.0 meters
Length: 73.0 meters
Weight: 226.4 tons (standard), 453.1 tons (fully loaded)
Sensor Radius: See Stamen
Physical Strength: Equal to a P.S. of 60
Cargo: The small size of the cockpit provides limited room for personal belongings.
Power Plant: Fusion Reactor w/ Minovski Shielding capable of generating 38900kW of power.
Range: The generator can supply power for approximately 10 years before requiring replacement.
 

WEAPON SYSTEMS:

1. MEGA-BEAM CANNON (1): This is an anti-warship weapon used by the Orchis, it's basically a BIG ASS Cannon which is used to eliminate large starships. The weapon is powered by the Orchis's Minovski drive giving it a conditionally unlimited payload, but a slow rate of fire nonetheless.
Primary Purpose: Anti-Starship
Mega-Damage: 3d6x100 M.D. to a 50ft area!
Range: 2 miles
Rate of Fire: 1 shot every other melee
Payload: Conditionally unlimited. The weapon is powered by the Orchis's onboard Minovski Particle Engine. The cannon can fire a shot, but then it must recharge for that melee, and the next melee, before it can fire again.
NOTE: Mobile suits are +1 to dodge against the swathe of destruction this weapon creates.


2. LARGE BEAM SABER: Each of the Orchis's claw arms has a very BIG beam-saber concealed. The beam saber can be ejected and used by the claw hands for combat. These titanic sabers are even more powerful than the normal kinda and can even be used to cleave starships in twine.
Primary Purpose: Melee Combat
Mega-Damage: 2d4x100 M.D.!
Range: The blade can changed from 30-120ft (10-40m).
Payload: Although they take up more energy, these beam sabers have an extended life span compared to most other, both store 3 minutes of power. But recharge at the same rate when returned inside the arms (1 second of power for every 30 seconds stored).

3. I-FIELD BARRIER GENERATOR: This is a special defense system built into the Orchis. The I-field is what is used to contain and reflect Minovski Particles, it's what used in the Minovski Engines and in Beam Sabers and Cannons. It's nearly impossible to build a generator on a normal mobile suit however, it is possible to build them onto large mobile armours. This field is totally invulnerable to all forms of Beam Weapons, but is totally useless against any other form of attack (making it effective against starships wielding massive beam cannons).
Primary Purpose: Defense
Mega-Damage: This field does no mega-damage, however it has unlimited M.D.C. vs. all Beam Weapons of any kind. Against any other weapon the field is useless.
Range: The field is projected in a 50ft radius away from the furthest ends of the Orchis.
 


4. WEAPONS PODS (2): The Orchis carries with it two weapon pods, each which contain 8 (16 total) smaller podsfor various weapon systems.
Payload: 8 pods each (16 total), each weapon pod takes 1 slot, and can be mixed in any fashion.


    A. 3-LARGE MISSILE POD: This is a power anti-warship weapon commonly used for pre-liminary attack while the I-Field is raised. First the pod travels for miles and then splits into 3 powerful Long Range Missiles. Commonly this makes up 1/2 of the pods used.
    Primary Purpose: Anti-Warship
    Mega-Damage: 5d6x10 each, 30ft blast radius
    Range: 50 miles
    Rate of Fire: Can fire 1 pod at a time, or in a volleys of 2, 4, or 6 (volley size possible may vary with # of missiles stored).


    B. 108-MICRO MISSILE POD: That's right, 108 MICRO MISSILES STORED IN ONE POD! This pod is commonly used when a large number of enemy mobile suits is anticipated. When the pod is launched, it travels for a maximum of 5 miles, then launches a barrage of 108 Micro-Missiles which all seek out different targets. This thing can cause massacres when launched in tandem with 2 or 3 other pods against a large group of mobile suits. This usually isn't effective against large warships because the pod is shot down before it gets close enough to launch.
    Primary Purpose: Multiple Mobile Suit Elimination
    Mega-Damage: Each Missile does 2d4x10 M.D.
    Range: Missiles all have a range of 2 miles, the pod can travel a maximum of 5 miles before running out of fuel
    Rate of Fire: One pod at a time, or a volley of 2 or 3.
    Payload: Each Pod contains 108(!) Micro-Missiles. NOTE: For determining how many missiles hit what, use the Random Missile Assault Rules found in Robotech Book 3: Zentraedi, pg. 26.

    C. STAMEN WEAPONS: The Weapons pods can also hold the Stamens Hand Weapons (i.e. Beam Rifle, Folding Bazooka) and Folding Shield as spares.

OPTIONAL HAND-TO-HAND COMBAT: 1d4x10 M.D. per claw strike. Pilots who have experience with giant robots get full bonuses from Robot Basic combat training.

SYSTEMS NOTE: Unit-03 uses a brand new linear cockpit system which gives it a great advantage in the 360-degree combat of space. +2 to strike, +3 to parry & dodge, +2 attacks per melee.

STANDARD EQUIPMENT FOR MOST MOBILE ARMOURS

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.
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 ARMOUR COMBAT TRAINING:

NOTE: These bonuses do NOT take into consideration special NewType piloting abilities.

  • Two hand to hand attacks per melee (plus those of pilot).
  • +1 to strike.
  • +3 to parry.
  • +3 to dodge.
  • +4 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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