RGM-79SP GM SNIPER II

RPG Stats by Sean Little

Background info provided by the Mecha and Anime Headquarters

BACKGROUND

Following the success of the high-performance (but equally costly) RGM-79SC GM Sniper Custom, the Earth Federation Forces commissioned a new sniper-use GM to be built during the last weeks of the One Year War. Due to the tight one-month deadline for designing and first rollout, only a handful of the new RGM-79SP GM Sniper II would be seen in the last few days of the war, some assigned aboard the assault carrier Gray Phantom (both of which were destroyed during a battle insde the Side 6 Libot Colony) and the White Dingo team in Australia. The GM Sniper II was based on the in-development RGM-79G GM Command, and was the most powerful GM variant built during the war. Featuring special targeting sensors in a "face guard" visor for its standard sensors, the GM Sniper II could be equipped with a beam rifle or 90 mm machinegun for close-quarters combat, or a long-range, projectile-firing rifle for sniper missions.

RPG STATS

Vehicle Type: RGM-79SP GM Sniper II
Class: Mass-Production General Purpose mobile suit
Manufacturer: Earth Federal Forces Project “V”
Crew: One pilot

Operator: Earth Federal Forces
Variants:

 

MDC BY LOCATION:

    Head                                        30
Arms                                        50 each
    Legs                                        50 each
(1) Main Body                                   80
    Pilot's Compartment                         50

NOTES:

(1) Destruction of the main body will shut the unit down completely.

SPEEDS:

RUNNING:

120 km/h

MAX ACCELERATION:

1.18G.

180-DEGREE TURN TIME:

1.3 seconds.

MAX ENGINE THRUST:

Rocket Thrusters: 2 x 21000 kg, 4 x 15000 kg

STATISTICAL DATA:

HEIGHT:

18.5 m Head Height.

WEIGHT:

Empty 45.0 metric tons;

Max Gross 61.0 metric tons

CARGO:

Small compartment behind pilot's seat for personal belongings.

POWER PLANT:

Minovsky type ultracompact fusion reactor, output rated at 1390 kW

WEAPON SYSTEMS:

1.      BEAM RIFLE: Hand-held Beam Rifle that has the fire-power of a battleship Mega Particle Cannon in a much smaller package..

o        PRIMARY PURPOSE: Assault

o        SECONDARY PURPOSE: Anti-Mecha

o        RANGE INCREMENT: 100 meters

o        CRITICAL: 19-20/x2

o        DAMAGE: 9d6

o        RATE OF FIRE: The Rifle can be fired in a number of shots equal to the pilot's combined number of attacks.

o        PAYLOAD: 20 Charges.

2.      XB-B-09 BEAM SABER(2): The GM Sniper II carries 2 beam sabers in a rack on its rear. The beam saber is capable of slicing through anything from mobile suits to battleships.

o        PRIMARY PURPOSE: Close Range Combat

o        RANGE INCREMENT: N/A

o        CRITICAL: 19-20/x3

o        DAMAGE: 4d6 plus STR modifier

o        RATE OF FIRE: N/A

o        PAYLOAD: 1

3.      60MM VULCAN CANNONS (2): These are the backup weapons of the GM and are mounted in a removable pod. These are effective against soft targets and most mobile suits.

o        PRIMARY PURPOSE: Mid-Range Attack

o        RANGE INCREMENT: 20 Meters

o        CRITICAL: 19-20/x2

o        DAMAGE: 1d12

o        RATE OF FIRE: Equal to the pilot's total number of attacks.

o        PAYLOAD: 600 rounds

4.      GMG MG79 90MM MACHINE GUN: The GM Sniper II can also carry the standard GM Machine Gun.

o        PRIMARY PURPOSE: Anti-Mecha

o        RANGE INCREMENT: 50 Meters

o        CRITICAL: 19-20/x2

o        DAMAGE: 6d6

o        RATE OF FIRE: Equal to the pilot's total number of attacks.

o        PAYLOAD: 30 per magazine

5.      SNIPER RIFLE: The GM Sniper II’s primary weapon is a shell-firing sniper rifle. It is capable of destroying most mobile suits in one shot.

o        PRIMARY PURPOSE: Sniper

o        SECONDARY PURPOSE: Anti-Mecha

o        RANGE INCREMENT: 150 meters

o        CRITICAL: 19-20/x2

o        DAMAGE: 10d6

o        RATE OF FIRE: The Rifle can be fired in a number of shots equal to the pilot's combined number of attacks.

o        PAYLOAD: 5 rounds.

6.      LONG RANGE BEAM RIFLE: Instead of the shell-firing sniper rifle, the GM Sniper II can use a long range beam rifle.

o        PRIMARY PURPOSE: Sniper

o        SECONDARY PURPOSE: Anti-Mecha

o        RANGE INCREMENT: 140 meters

o        CRITICAL: 19-20/x2

o        DAMAGE: 10d6

o        RATE OF FIRE: The Rifle can be fired in a number of shots equal to the pilot's combined number of attacks.

o        PAYLOAD: 15 Charges.

7.      HAND TO HAND COMBAT: If necessary, the pilot of the GM can engage in melee combat rather than use a weapon. The GM is extremely agile and can execute most typical hand to hand combat moves, such as punches, jump kicks, leap attacks, rolling with impacts, etc.

DAMAGE:

o        Restrained Punch: 1D4 M.D.

o        Full Strength Punch: 2D6 M.D.

o        "Booster" Punch: 3D6 M.D. (counts as two attacks)

o        Tear or Pry with Hands: 1D6 M.D.

o        Kick: 1D6 M.D.

o        Leap Kick: 2D6 M.D.

o        Body Flip/Throw: 1D4 M.D.

o        Body Block/Tackle: 1D6 M.D.

o        Stomp: 1D6 M.D. (only effective against small objects)


STANDARD EQUIPMENT FOR THE RGM-79SP GM SNIPER II:


COMBAT SPECIFICATIONS OF RGM-79SP GM SNIPER II:

SIZE: Tiny (starship scale)

INITIATIVE:  +6 (+2 size, +4 crew)

MANEUVER: +6 (+2 size, +4 crew)

DEFENSE: +22 (+2 size, +10 armor)


 

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