Gundam: RPG
Desperate Times, Desperate Measures
Written
by Alexander Ingham
Disclaimer:
Gundam
and
all things associated with it and its products are properties of
Bandai. Dungeons
and Dragons, Star
Wars RPG are
property of Wizards of the Coast/Hasbro.
Introduction
The Mobile Suits listed below were experimental units created by the Principality of Zeon during the One Year War. They should be considered very limited, and availability to PCs should only be allowed at the GM's discretion. All units require the Mobile Suit Piloting (Advanced) feat.
MSM-03C Hy-Gogg |
|
Craft: Experimental amphibious mobile suit |
Jump jet distance: 70 meters high, 125 meters across |
Class: Amphibious |
Defense: 24 (-2 size, +16 armor) |
Strength: 18/30 |
Damage reduction: 16 |
Reflex: +3 |
Hit points: 120 hit points- Add 5 points to the head and 10 to the torso. |
Size: Huge |
Standard weapons: 2x mega particle guns, mobile suit claws, 2x fire-linked 120mm Machineguns. |
Crew: 1 pilot (+4 trained) |
Speed: Ground- 45 meters (90 meters max) Water- 70 Meters (130 Meters Max) |
1) The Hy-Gogg could also be equipped with a 'Hand-Missile Unit' which would act as a one time use weapon. While equipped with the unit the Hy-Gogg will be unable to fire one of its Mega particle guns. Upon firing the missile unit, treat the weapon as a 280mm Rocket Launcher with only 1 shot. After use, the unit breaks apart and the Hy-Gogg is free to use its claws and mega particle gun as normal. 2) If using the location hit tables, whenever an arm location is destroyed, one of the mega particle guns will become unusable.
MS-18E Kämpfer |
|
Craft: Prototype heavy assault mobile suit |
Jump jet distance: 90 meters high, 280 meters across |
Class: Ground |
Defense: 19 (-2 size, +11 armor) |
Strength: 18/30 |
Damage reduction: 11 |
Reflex: +5 |
Hit points: 110 hit points |
Size: Huge |
Standard weapons: Head vulcan guns, 2x beam saber |
Crew: 1 pilot (+4 trained) |
Speed: 80 meters (160 meters max) |
The Kämpfer could also be given the following optional weapons- 2x ZUX-197 Jagdgewehr Shotguns, 2x 360mm Giant Bazookas, 1x Chain Mine.
Weapon |
Damage |
Critical |
Range |
Weight |
Type |
size |
RP |
Shots |
ZUX-197 Jagdgewehr Shotgun |
5d6 |
17/20* |
100 m |
200kg |
Pierce |
M |
** |
5 |
Chain Mine |
5d8 |
19-20 |
25 m |
100kg |
Explosive |
M |
* |
1 |
ZUX-197 Jagdgewehr Shotgun- The ZUX Shotgun is an effective weapon at close range, if a target is up to 50 meters away, the weapon will critically strike on a 17 or higher, all targets beyond 50 meters away will receive a critical on a 20.
Chain mine- The chain mine was a unique weapon that was used to magnetically attach mines to an enemy mobile suit. When using the chain mine, the pilot must make a grapple check, if it is successful, the chain mine will attach itself to the target, the following combat round the weapon will detonate.
MA-06 Val Walo |
|
Craft: Limited Production Space Mobile Armor |
Maximum Speed: Ramming Speed |
Class: Space |
Defense: 26 (-2 size, +18 armor) |
Strength: 18/30 |
Damage Reduction: 20 |
Reflex: +4 |
Hit Points: 320 hit points (Hit Table Adjustments: Head, 1-20; Left arm, 21-40; Right arm, 41-60; Torso, 61-90; 91-100, thrusters) |
Size: Huge |
Standard Weapons: Mobile Armor Claws, 4x Fire-linked Small Ship Missle Launchers, 1x Mega Particle Cannon, Vulcan guns, Plasma Leader Unit* |
Crew: 1 Pilot (+4 Trained) |
Firing Arc: Missles- Front, Cannon- Front. |
*-The Val Walo is equipped with a Plasma Leader Unit which functions similarly to the Leader Unit used by the MAX-03 Adzam, except that the field is not projected below the mobile armor, but in a 150 meter radius around a targeted mobile suit. Any units within the radius of the Leader field must make a reflex saving throw with a DC 20 to avoid being hit by the leader device. In addition, all units must make this saving throw every round they remain inside the field's radius. If a vehicle or mobile suit unit does not make its saving throw, then the unit will be immobilized by the attack until it succeeds with its saving throw.