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
COMPUTER W/HUD DISPLAYS: The RGM-79SP is equipped with a combat computer
that can store and analyze data during combat with hostile forces. Data
readouts and stats can be displayed either on the cockpit's HUD display or on
the dashboard monitors of the aircraft. The combat computer tracks and
identifies specific enemy targets, and has a database of over 1,000 images
stored in memory. The computer can identify and track up to 75 targets
simultaneously.
- EXTERNAL
AUDIO PICKUP: Range: 300 ft (91.5 m). A sound amplification system that
can pick up normal conversation up to 300 feet away.
- HEAT
AND RADIATION SHIELDS: Special shielding prevents the penetration of life
threatening heat and radiation. A radiation detection and alarm system are
linked with the shields and will sound an alarm if there is a rupture in the
shields and what the levels of radiation are.
- LOUDSPEAKER:
A loudspeaker system is built into the craft, which can be used to amplify the
pilot's voice up to 90 decibels.
- OPTICS:
INFRARED: Range: 2000 feet (610 m). This optical system projects a beam of
infrared light that is invisible to the normal eye, but detectable by the
mecha's sensors. The system allows the pilot to detect hidden/concealed
objects by their IR reflectiveness. The beam will be visible to anyone with IR
sensitive optics, however.
- OPTICS:
NIGHTVISION: Range: 2000 feet (610 m). A passive light image intensifier
that emits no light of its own, but relies on ambient light which is
electronically amplified to produce a visible picture.
- OPTICS:
THERMAL IMAGER: Range: 2000 feet (610 m). A passive optical heat sensor
that detects infrared radiation projected by warm objects and converts that
data into a false-color visible image. The system enables the pilot to see in
the dark, in shadows, and through smoke, and also adds a +10% bonus to pilots
using a tracking skill.
- RADIO/VIDEO
COMMUNICATION: The RGM-79G features a radio system that allows visual
communication at close range through Minovsky Particles.
- STANDARD
SURVIVAL KIT: All EFSF MS’s come equipped with a portable survival kit.
Inside the small reinforced box is a medium-sized flashlight, two hand flares,
one rocket flare, a compass, infrared distancing binoculars, a small mirror, a
pocket knife, dehydrated and concentrated food (can be stretched into a five
day supply for one person) and basic first aid items (aspirin, bandages,
disinfectants, etc.)
- TACTICAL
LIFE SUPPORT SYSTEM: The RGM-79G's cockpit is pressurized, and also
provides additional air feeds to the pilot's flight suit that provides him
with pressurized breathing. The EFSF flight suit also contains an upper and
lower g-suit that promotes blood circulation even during high-g turns, thus
decreasing the possibility of pilot blacking out in combat.
- LEARNING
COMPUTER: All RGM-79’s, RGC-80’s, and RGT-79’s are programmed with the
data from the RX-78’s computer. This gives them an inherent +1 bonus to pilot
checks
- SHIELD:
The RGM-79 is equipped with an M-Sh-008/S-01025 heavy shield.
- ENHANCED
SENSORS: The GM Sniper II is equipped with enhanced sensors in a
retractable visor on its head. When deployed, they negate the penalties for
the first four range increments but impose a -6 penalty on spot checks.
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)