GAT-X102 Duel Gundam
The GAT-X102 Duel Gundam was the first mobile suit developed under the Earth Alliance's G Project in the Cosmic Era timeline of the Gundam Universe to combat the mobile suits developed by ZAFT. In many ways, the G Project is similar to the V Project that created the RX-78-2 and similar Gundams, however they completely lack the core block fighters, and lack the Lunar titanium and Gundanium armour of other Gundam timelines. It is also the first mobile suit in the Cosmic Era with beam weaponry as they were only found on ships before.
The Duel Gundam was designed as a general-purpose machine with well-balanced performance, and the development base for the rest of the G Project units. Equipped with two multi-barrel CIWS guns in the head for defense against missiles and close enemy units. For close combat the Duel has two beam sabers which are stored in the backpack when not in use. For ranged combat the Duel Gundam has a beam rifle that has an attached single shot grenade launcher which must be loaded by hand. An optional shield is available for added defense. The armour of the Duel Gundam is of special note, the Phase Shift, or PS Armour, while the outer shell is made partly of fairly standard materials, is specially designed that once charged, becomes virtually immune to physical attacks, however for a limited time, else drains the suit's battery, rendering it immobile. A side effect of the phase shift armour being active is a hissing sound can be heard and the grey surface changes colour.
A later version of the Duel Gundam, one captured and repaired by ZAFT forces upgraded it with Assault Shroud armour, which is a set of ejectable equipment mounted on the Duel's body that enhances its overall combat performance with added armour, added maneuvering thrusters and battery life for the battery. Mounted on the right shoulder mounts a 115mm railgun and a five barrel missile pod for added offensive capabilities. Unfortunately the armour slows the Duel Gundam significantly when on a planet with at least half a standard gravity.
In this universe ZAFT planted N-Jammers (Neutron Jammers) which prevented the use of nuclear power plants, thus mobile suits and similar machines have to use high capacity batteries. However in Coreline this limitation isn't present in most areas, however the Cluless virus has somehow affected all technology from the Gundam Cosmic Era timeline to still suffer from this limitation. Although with alternative power sources, some of these limitations can be bypassed, at least temporarily.
GAT-X102 Duel Gundam
Size: Gargantuan Deep Space (57 Ft) (-4)
Bonus Hit Points: 500
Superstructure: Vanadium
Hardness: 20, 100 vs physical attacks w/ps armour active
Armour: Resilium
Bonus to Defense: +2 (+6 armour -4 size) / +8 (+6 armour -4 size +6 shield)
Armour Penalty: -5
Reach: 15 ft
Strength Bonus: +24
Dexterity Penalty: -2
Speed: 50 ft, 3000 ft space
Purchase DC: 54
Slots
Helmet Oracle Targeting System (+3)
Helmet 1
Visor Class IV Sensors
Cranium Vulcan Weapon
Back Improved Deep Space Thrusters
Left Arm Phase Shift Armour
Left Hand 1
Right Arm Phase Shift Armour
Right Hand 1
Shoulders Space Skin
Shoulder Shield
Torso Phase Shift Armour
Torso Cockpit
Torso 1
Belt 1
Left Leg 1
Right Leg 1
Boots Zero-G Stabilizer
Comm System
Standard Package Features: Improved Deep Space Thrusters, Phase Shift Armour, Limited Power
Bonuses: -1 attack, darkvision 120 ft, +4 Navigate & Spot
Weapons: Vulcan Weapon -1 ranged 3d8 ball, 20, 60 ft, S/A, 2000 rds, or
Beam Rifle -1 attack, 10d10, energy, 20x4, 120 ft, single, 10 internal, handheld, or
Beam Saber (2) +8 melee, 7d10, fire, 19-20x3, 2 min operation
Slam +8 melee 2d8+12 blud, 20, 15 ft reach
Limited Power
The GAT-X102 runs off high capacity batteries, making its operation time somewhat limited. The mech has enough power to operate for 10 hours. The GAT-X102 can recharge its weapons from its batteries, however this drains the battery. Recharging the Beam rifle drains 10 minutes for every shot, to recharge 1 minute for the beam saber drains 10 minutes of the battery. Each round of activation of the phase shift armour past the original 20 minutes drains 10 minutes from the battery.
Phase Shift Armour
Phase Shift armour is specially designed that once activated renders it virtually impervious to physical attacks, such as from blades, bullets and most explosives. However the system is power hungry and can only be run for short periods or drain the equipped mech's battery quickly. There is enough power to run the Phase Shift armour for a total of 20 rounds (which can be broken up over multiple activations).
Once activated the system grants DR 100 against all kinetic attacks (ballistic, slashing, piercing, bludgeoning)
Equipment Slots: 3, at least one must be back or torsoActivation: Move equivalentRange Increment: SelfTarget: YouDuration: -Saving Throw: NonePurchase DC: 15 + one-quarter the mech's base purchase DCRestriction: Mil (+3)
Optional Rule for Phase Shift Armour:
Once activated the system uses 1 minute of battery life granting DR 100 vs all physical/kinetic attacks, plus for every physical strike (autofire and burst attacks count as a single strike), drains an additional 5 minutes from the battery.
Shield
The GAT-X105 carries a modified Bastion Tactical Shield that is treated to also act as a heat shield for planetary re-entry. This makes the shield heat resistant. All fire damage taken from atmospheric entry is halved. If the mech equipped with this shield is struck while the shield is being used from a non-sneak attack or from a flanking opponent, the mech has fire resistance 15.
Equipment Slots: 1, hand or arm
Activation: None
Range Increment: Touch
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 6 + one-quarter the mech's base purchase DC
Restriction: Mil (+3)
Vulcan Weapon
This weapon system is a rapid fire ballistic weapon used for anti infantry and can be used to attempt to shoot missiles, but usually a back up weapon. If used to shoot missiles, it has a 20% chance to shoot down missiles that attack the equipped mech, and uses 10 rounds of ammunition. Each time the system is used to shoot down missiles, it incurs a cumulative -1 to ranged attack rolls due to the head turning to bring the weapon to bear. As a weapon, it deals 3d8 points of ballistic damage.
Equipment Slots: 1
Activation: Attack or attack of opportunity
Range Increment: 70 ft
Target: Single target within 700 ft, or missile, or autofire
Duration: Instantaneous
Saving Throw: none
Purchase DC: 25
Restriction: Mil (+3)
Improved Deep Space Thrusters (PL7)
These are improved versions of the deep space thrusters for mechs over the previous age, granting greater speed and endurance allowing a mech to keep pace with ships better than previous models. These thrusters give a mech a space tactical speed of 2500 ft (5 squares) and can travel the length of a solar system twice before needing refueling. They are not designed for atmospheric flight.
Equipment Slots: 2, must be torso, back or legs.
Activation: Free action
Range Increment: Personal
Target: You.Duration: Persistent
Saving Throw: None
Purchase DC: 14 + one-quarter PDC of the mech.
Restriction: None
Beam Rifle
The beam rifle is an experimental energy weapon, with power similar to those mounted on starships, able to cripple mechs in a single blow. However, due to the energy drain, the beam rifle has a limited number of shots before it needs to be recharged. Deals 10d10 points of energy damage, with a critical x4 damage, can only fire 10 times before requiring a recharge. The beam rifle is a two handed rifle, but can be fired with only one hand but suffers -2 to attack rolls. This beam rifle has an under barrel grenade launcher, various grenades are available. Typically explosive grenades are used, dealing 8d6 damage, half ballistic/half fire to 60 ft radius Reflex save 15 for half.
Equipment Slots: 2, hand or arm.
Activation: Attack
Range Increment: 120 ft, 2500 ft space / 80 ft, 2000 ft space
Target: Single target within 1200 ft / 800 ft
Duration: Instantaneous
Saving Throw: none
Purchase DC: 46
Restriction: Mil (+4)
Beam Saber
The beam saber is an experimental plasma based melee weapon that is able to cut through nearly any material. However it has a short operating time before requiring a recharge. Large mech 3d10, Huge 5d10, Gargantuan 7d10, Colossal 9d10, fire damage, ignoring 15 points of hardness/DR, critical threat range 19-20, x3, can not add strength modifier to damage. Operational for 2 minutes (20 rounds) before requiring a recharge.
Equipment Slots: 1, hand or arm
Activation: Attack
Range Increment: melee
Target: Single
Duration: Instantaneous
Saving Throw: none
Purchase DC: 44
Restriction: Mil (+4)
Assault Shroud Armour
After ZAFT captured a damaged Duel Gundam, they made some improvements which includes improved thrusters for better maneuverability and speed in space, additional armour, weapons and extended battery life. If the Assault Shroud is damaged it can be ejected quickly. Uses up 3 equipment slots. Can be ejected as a free action. On a planet, slows the mech, reducing speed down to 40 ft, increase armour penalty by a further -2. PDC 30
Adds 3 hours of battery life, which can be used to recharge weapons or the Phase Shift Armour.
Adds 100 hit points, which benefit from Phase Shift armour protection.
Increases Defense bonus by +2.
Increase Armour Penalty by -2.
Increase space speed by 500 ft.
Add Shiva Railgun to right shoulder, M-87 Talon Missile launcher (with 5 missiles instead of 4) to left shoulder.
Note: When the added hit points from the Assault Shroud Armour are depleted (depleted before the mech's main hit points), the mech doesn't gain the benefits of the increase to Defense, but the weapons and extra battery life are still available. However if a critical strike is made once the Assault Shroud's hit points are depleted, there is a 25% chance the extra batteries are struck and explode, dealing 5d6 fire damage to the mech and all within 20 feet, and the Duel Gundam losses the extra battery power.
Shiva Railgun
Use stats of Warpath Recoilless rifle, except range increment is 90 ft.