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The following material is an adaptation of a mobile suit from 0080:
WAR IN THE POCKET 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-78NT-1 Gundam G-4 "Alex"
RPG Stats by: Alex Hansen
Statistics Info Provided by: The
Mecha Domain and Newtype
Asylum
Background
"It's so fast, it's scary. Can someone really handle something this
sensitive in combat?" - Christina Mackenzie
Late during the Universal Century Era's One Year War, the Earth Federal forces
realized that they had a major problem with its prototype RX-78-2 Gundam close
combat mobile suit: its pilot. Gundam pilot Amuro Ray was an emerging Newtype,
and his abilities to predict enemy movements and respond with lightning-fast
reflexes was simply pushing the Gundam beyond its design limits. To correct this
problem, the Federation set out to develop a new Gundam prototype (code-named
"Alex") capable of taking advantage of a Newtype's quick-reacting abilities.
However, word of this top-secret project reached the Zeon Duchy, and Zeon
initiated Operation Rubicon and dispatched its Cyclops Team special forces unit
to stop the Federation from completing and deploying the new Gundam. A surprise
attack by the Cyclops failed to stop the Federation from shipping the incomplete
Alex parts from its Arctic base to Side 6's Liboh Colony, where it was soon
completed and began test trials at the hands of Federation test pilot Christina
Mackenzie. The Cyclops discovered the Alex's new location and were dispatched to
capture or destroy it before it could be fielded. On UC 24 December 0079,
Cyclops Team pilot Bernard Wiseman managed to severely damage the Alex (at the
cost of his own life) in an attempt to save Side 6 from being nuked by Zeon in a
last act of desparation. At that point, the war was coming to an end, and the
Alex development project was soon dropped.
The RX-78NT-1 Gundam "Alex" was a big step above its already-well-performing
(but hopelessly overworked) RX-78-2 predecessor. In addition to the standard
head vulcan guns, beam sabers and a beam rifle, the Alex mounted a 90 mm Gatling
gun in each forearm, giving the mobile suit heavy close-range firepower to back
up its beam rifle. The Alex also replaced the costly and complicated "Core Block
System" of the original Gundam with an experimental new type of cockpit.
Incorporating a 360-degree "panoramic monitor" screen around the pilot, all of
the Alex's controls were incorporated into panels mounted on the pilot's "linear
seat." This configuration gave the pilot an almost unlimited field of vision,
thus allowing for easier target acquisition and faster response time. Another
feature adding to the Alex's maneuverability was the "magnetic coating" applied
to the suit's joints and motors, reducing friction and wear to almost nothing
and making the Alex extremely responsive to pilot input.
Vehicle Model: RX-78NT-1 Gundam G-4 "Alex"
Class: Newtype Use Prototype Mobile Suit
Manufacturer: EARTH FEDERATION
Crew: One pilot
M.D.C. by Location:
Head --- 150
60 mm Vulcan Cannons (2, Head)--- 30 each
Arms (2)--- 180 (+50 w/ full armour) each
Hands (2)--- 75 each
Legs (2)--- 200 (+100 w/ full armour) each
*Upper Torso --- 425 (+160 w/ full armour)
*Lower Torso --- 325 (+100 w/ full armour)
Backpack/Thrusters --- 200
**Reinforced Pilot's Compartment --- 250
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 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: 125 km/h on a flat surface
Non-thruster Leap: 100ft up or across.
Thruster Leap: 750ft up or across
Thruster Output: 35000kg x 2 (backpack), 7000kg x 2 (feet), 8000kg x 6.
Full Armour: 35000kg x 2 (backpack), 7000 kg x 8 (feet & legs), 6000 kg x 6.
Acceleration: 1.82 G, 1.83 in Full Armour.
STATISTICAL DATA:
Height: 18.0 meters
Width:
Weight: 40.0 tons (standard), 72.5 tons (fully loaded). Full Armour: 50.0
tons (standard), 95.0 tons (fully loaded).
Sensor Radius: 5,900 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
1420kW 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 first built-in armaments
on "Alex" 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. 90mm GATLING GUN (2): Concealed in each arm is a retractable 90mm
Gatling Gun, these are ment to be the main assault armament of the "Alex". These
cannot be fired when the Full Armour arm plates are attached.
Primary Purpose: Assault
Mega-Damage: Short Burst 2d6x10+20, Long Burst 3d6x10+20, Full Melee
Burst 1d4x100 M.D. Roll an extra hit location on a long burst and 2 on a full
melee burst.
Range: 5,000ft
Rate of Fire: Bursts equal to pilots combinded attacks per melee. Full
Melee burst takes place of all actions that melee.
Payload: Each arm holds 600 rounds. Short burst uses 10 rounds, long uses
30, and full melee uses 90.

3. 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.

4. BEAM RIFLE (OPTIONAL): As crazy as it may sound, the Beam Rifle is
only an OPTIONAL Armament. Usually given to the "Alex" on space missions when
it's using it's full armour, since the Gatlings cannot be fired until the armour
is ejected. This beam rifle uses a prototype to the modular e-cap, a modular
e-clip. This clip doesn't hold as many shots as the RX-78 E-cap.
Primary Purpose: Assault
Mega-Damage: 4d6x10 M.D. per blast. Bursts are not possible
Range: 4,000ft
Rate of Fire: 4 blasts per melee.
Payload: 10 blasts per e-clip. The "Alex" holds two additional e-clips in
it's shield. It takes two melee actions to switch a clip.
5. 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.
6. SYSTEMS NOTE: The "Alex" uses a combination of Magnetic Coating and
Panoramic Cockpit Display. It was believed to be one of the most powerful and
agile mobile suits at the end on the One Year War. +2 to strike, parry, and
dodge. +1 attacks per melee.

"Hey where's part 05B Go?" "How should I know, just stick it in section 25G."
"NO YOU IDIOTS! 05B goes in 32A!"
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 "Alex" 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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