RGM-79 GM
The RGM-79 GM is themass-produced mobile suit/mech developed from the RX-79-2 Gundam. While usingmuch of the technology developed for the RX-78, it lacks some due to theexpense, such as the Luna Titanium armour and superstructure, the Core Blocksystem and has limited weapons compared to the RX-78, but has more modularmounting points for mission specific equipment. It is compatible with all ofthe RX-78 weapons, and most common mech weapons available.
RGM-79 GM
Size: Gargantuan (59 Ft) (-4)
Bonus Hit Points: 400
Superstructure: Titanium Alloy
Hardness: 12
Armour: Titanium Alloy
Bonus to Defense: +1 (+5 armour -4 size) /+7 (+5 armour +6 shield -4size)
Armour Penalty: -4
Reach: 15 ft
Strength Bonus: +24
Dexterity Penalty: 0
Speed: 50 ft, 3000 ft space
Purchase DC: 50
Slots
Helmet OracleTargeting System (+2)
Visor Class IIISensors
Cranium VulcanWeapon
Back Improved DeepSpace Thrusters
Left Arm 1
Left Hand 1
Right Arm 1
Right Hand 1
Shoulders Space Skin
Shoulder Shield
Back Weapon Pack
Torso and BeltCockpit
Left Leg 1
Right Leg 1
Boots Zero-GStabilizer
CommSystem
Standard Package Features: Weapon Pack, Improved Deep Space Thrusters, MagneticCoating
Bonuses: -2 attack, darkvision 90 ft, +2 Navigate & Spot
Weapons: Vulcan Weapon -2 ranged 3d8 ball, 20, 60 ft, S/A, 2000 rds, or
Beam Spray Gun -2attack, 9d10, energy, 20x4, 60 ft, S/A, 15 internal, handheld, or
Beam Saber +8 melee,7d10, fire, 19-20x3, 2 min operation
Slam +8 melee 2d8+12blud, 20, 15 ft reach
Weapon Pack
This backpack likeitem houses the power system that power the RGM-79's energy weapons and whereit stores the weapons it carries, which is usually one beam saber and a beamspray gun. Although it can also carry a bazooka, projectile rifles and otherweapons, and even carry the shield. The beam spray gun can be recharged after 1minute (10 rounds). The beam saber can be recharged in 1 minute (10 rounds).The weapon pack can carry the two beam sabers, the shield and two long weapons,such as a beam rifle and a projectile rifle, or the hyper bazooka, or someother combination.
Equipment Slots: 2,must be back, torso or belt.
Activation: None
Range Increment: Touch
Target: You
Duration: None
Saving Throw: none
Purchase DC: 27
Restriction: Mil (+3)
MagneticCoating
The jointsand motors have a special magnetic coating that gives it greater range ofmovement and reaction times. Reduce Dex penalty to a mech by 2, grants +1 toInitiative and +2 to Reflex saves.
Equipment Slots:None
Activation: None
Range Increment: Touch
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 12 + one-quarter the mech's base purchace DC
Restriction: Mil (+3)
Shield
The RGM-79 carries amodified Bastion Tactical Shield that is treated to also act as a heat shieldfor planetary re-entry. This makes the shield heat resistant. All fire damagetaken from atmospheric entry is halved. If the mech equipped with this shieldis struck while the shield is being used from a non-sneak attack or from aflanking 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 purchace DC
Restriction: Mil (+3)
Vulcan Weapon
This weapon systemis a rapid fire ballistic weapon used for anti infantry and can be used toattempt to shoot missiles, but usually a back up weapon. If used to shootmissiles, it has a 20% chance to shoot down missiles that attack the equippedmech, and uses 10 rounds of ammunition. Each time the system is used to shootdown missiles, it incurs a cumulative -1 to ranged attack rolls due to the headturning to bring the weapon to bear. As a weapon, it deals 3d8 points ofballistic 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 SpaceThrusters (PL7)
These are improvedversions of the deep space thrusters for mechs over the previous age, grantinggreater speed and endurance allowing a mech to keep pace with ships better thanprevious models. These thrusters give a mech a space tactical speed of 2500 ft (5 squares) and can travel the length of asolar system twice before needing refueling. They are not designed foratmospheric 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 Spray Gun
The beam spray gunis a shorter ranged version of the beam rifle, and it is also capable ofautofire. However, due to the energy drain, the beam spray gun has a limitednumber of shots before it needs to be recharged. Deals 9d10 points of energydamage, with a critical x4 damage, can only fire 15 times before requiring arecharge. The beam spray gun is a one handed rifle.
Equipment Slots: 1,hand or arm.
Activation: Attack
Range Increment: 60 ft, 1000 ft space
Target: Single target within 600 ft
Duration: Instantaneous
Saving Throw: none
Purchase DC: 44
Restriction: Mil (+4)
Beam Saber
The beam saber is anexperimental plasma based melee weapon that is able to cut through nearly anymaterial. However it has a short operating time before requiring a recharge.Large mech 3d10, Huge 5d10, Gargantuan 7d10, Colossal 9d10, fire damage, ignoring15 points of hardness/DR, critical threat range 19-20, x3, can not add strengthmodifier to damage. Operational for 2 minutes (20 rounds) before requiring arecharge.
Equipment Slots: 1,hand or arm
Activation: Attack
Range Increment: melee
Target: Single
Duration: Instantaneous
Saving Throw: none
Purchase DC: 44
Restriction: Mil (+4)
Optional Weapons
The RGM-79 has anumber of optional weapons that it can be equipped with, including common mechweapons.
Beam Rifle
The beam rifle is anexperimental energy weapon, with power similar to those mounted on starships,able to cripple mechs in a single blow. However, due to the energy drain, thebeam rifle has a limited number of shots before it needs to be recharged. Deals10d10 points of energy damage, with a critical x4 damage, can only fire 10times before requiring a recharge. The beam rifle is a two handed rifle, butcan be fired with only one hand but suffers -2 to attack rolls.
Equipment Slots: 2,hand or arm.
Activation: Attack
Range Increment: 120 ft, 2500 ft space
Target: Single target within 1200 ft
Duration: Instantaneous
Saving Throw: none
Purchase DC: 45
Restriction: Mil (+4)
Hyper Bazooka
This is a heavymissile weapon with a small magazine of 3 380mm rockets. Deals 15d8 points offire damage to a 30 foot radius burst, and ignores 20 points of hardness/DR onthe initial target hit. The bazooka itself only holds three rounds, and eachequipment slot dedicated to ammunition holds 3 rockets. Takes a standard actionto load the bazooka, which provokes an attack of opportunity. While fairlyaccurate, it isn't very effective against fast moving targets, suffering -2 tostrike anything moving more than 40 ft / round on ground, or 2000 ft in space.It can be fired one handed, but suffers a further -2 to attack.
Equipment Slots: 1hand held
Activation: Attack
Range Increment: 150 ft
Area: 30 ft radiusburst
Target: Single target within 1500 ft
Duration: Instantaneous
Saving Throw: Reflex DC 18 for half damage in blast radius, not counting targetstruck.
Purchase DC: 22 for launcher, 16 for 3 pack of rockets
Restriction: Mil (+3)
Variants
Several variants ofthe RGM-79 exist, imilar to the Zakus, filling specific mission roles, orenvironments.
RGM-79F Land CombatType
The RGM-79F Landcombat type is a variant that is designed for ground combat, stripping out thespace thrusters, improving armour, and switches the shield for a smaller onefor better maneuverability.
Make the followingchanges to the RGM-79 to change to the RGM-79F:
Remove SpaceThrusters, Space Skin
Increase HP to450;
Increase Armour check penalty to -5;
Increase Defensebonus from armour to +6
Replace shield withCombat Shield
As an optionalweapon can carry Rail Cannon
Combat Shield
The combat shield isa small shield that mounts to one of the arms, but is reinforced and has twoprojections sticking out of the bottom that allow it to add to the mech'sunarmed strike (as this projections stick out just past the hand, but don'tinterfere with normal operation of the hand). But when the mech makes anunarmed strike with the shield equipped arm, the mech loses the shield bonus todefense for the rest of that round. Grants +4 shield bonus to Defense. Whenmaking an unarmed strike with the shield equipped arm, adds +3d6 Piercingdamage to the unarmed strike.
Equipment Slots: 1,arm
Activation: Persistent
Range Increment: Melee
Target: You/single target
Duration: Instantaneous
Saving Throw: none
Purchase DC: 6+ one-quarter mech base purches DC.
Restriction: Res (+2)
Rail Cannon
The rail cannon is aheavy long ranged projectile weapon that can be used as a sniper or antifortification weapon. It is not suited for fast moving targets, and the mechmust be standing still to fire. The rail cannon deals 7d12 points of ballisticdamage, ignoring 20 points of hardness, critical x4 on a natural 20, able tofire out to 15 range increments. The weapon carries 5 rounds and each equipmentslot dedicated to ammunition holds 10 rounds.
Equipment Slots:2
Activation: attack
Range Increment: 200 ft
Target: single target out to 3000 ft
Duration: Instantaneous
Saving Throw: none
Purchase DC: 29, 10 rds PDC 20
Restriction: Mil (+3)
RGM-79SC Sniper
The 79-SC Sniper isa sniper variant, mounting higher end targeting systems and sensors.
Make the followingchanges to the RGM-79 to create the RGM-79SC:
Remove Vulcan weapon;
Change Sensors toClass IV;
Change OracleTargeting to mk IV (+4 attack rolls);
Reduce HP to 350 hp;
Increase speed to 55ft;
AddGyro-Stabilizers;
Can carry BeamSniper Rifle
Gyro-Stabilizers
These specialsystems help keep the mech stable and aim true when using large heavy weapons.When activated, the mech moves at half speed, but reduces penalties to attackrolls for autofire by half. If the mech is immobile, the autofire penalties arenegated. If taking a full round action to aim while immobile, the systemreduces the penalties for range increments by half (-1 for every 2 rangeincrements instead of -1 for every range increment).
Equipment Slots:1
Activation: Move equivalent
Range Increment: none
Target: You
Duration: Instantaneous
Saving Throw: none
Purchase DC: 16
Restriction: none
Beam Sniper Rifle
This is a modifiedbeam rifle first introduce on the RX-78-2, designed for long range strikes.Although it has lower over all damage, it has an improved chance of striking acritical hit. Deals 8d10 points of energy damage, with a critical 18-20 x4damage, can only fire 10 times before requiring a recharge. Able to fire out to15 range increments. The beam rifle is a two handed rifle.
Equipment Slots: 2,hand or arm.
Activation: Attack
Range Increment: 200 ft, 4000 ft space
Target: Single target within 3000 ft
Duration: Instantaneous
Saving Throw: none
Purchase DC: 46
Restriction: Mil (+4)