Gundam Vehicle Weapons

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**60mm Head Vulcan Guns (PL 6)**

The Vulcan guns were 60mm gatling guns stored on the sides of the Gundam's head. Having the greatest rate of fire of all the Gundam's weapons these are primarily used to ward off advancing enemies, shoot down missiles, or hit other fast moving targets. They also made good use as an anti-aircraft and anti-personnel weapons. The Vulcan guns however had a hard time piercing heavy armor (though they had shown the ability to do severe damage to mobile suits if fired at point-blank range) and thus were not often used against larger, more heavily armored foes. Still the Vulcans were useful in preserving ammunition for the Gundam's more powerful weapons such as the beam rifle. Head vulcan guns are spacifically designed for use on a humanoid mecha and must be mounted on the head section. When in use the weapon is treated as a turreted weapon using the head itself as a turret.

**90mm Gatling Gun (PL 6)**

Arguably the Alex's signature weapon, the gatling guns are normally stored in the blue forearm pieces of the Alex when not in use. When they are activated, the blue piece(s) quickly pop up to reveal the guns. While not near as powerful as a beam rifle, the sheer number of bullets flying through the air shred through almost anything, regardless of how durable it is. This was shown in the case Gundam "Alex" was able take down a thinly armored MS such as the MS-18E Kämpfer with only a few shots. This weapon must be mounted in a forearm in a humanoid mecha and function as a 1 handed weapon when in use, though the mecha does not need to drop the weapon.

**NZ Type 4 Funnel (PL 6)**

The NZ Type 4 Funnel is essentially a drone unit that is designed to be remotely controlled by a Newtype pilot. It is equipped with a small beam cannon, and an energy cell to propel the funnel when it is operating. A Newtype pilot is able to control these funnels with great precision, allowing him to remotely attack an enemy from all directions, making a funnel-equipped vehicle extremely deadly. When the funnels are not in use, they are attached to the mother vehicle's surface hardpoints for recharging. All Zeon funnel equipped units have the ability to recharge funnels but the Earth Federation Forces were very slow in adopting the technology. Funnels have no mounting type as they are technically drones and can move independently though they must remain within a distance to the mother vehicle equal to the pilots Wis Sore x 1,000 meters or the pilot loses control of the funnel and it shuts down (until the pilot is back in range). The funnels can only be used in zero-g or low-g environments. A NZ Type 4 Funnel can move at 110 meters per round and is a medium size category object. For each NZ Type 4 Funnel can move and fire each round. Because the NZ Type 4 Funnel is not attached to the vehicle only its recharge and storage mounts take up space and energy on the vehicle taking up 1 equipment slot +1 equipment slot for each NZ Type 4 Funnel mounted on the rack, and requiring 1 power slot for each NZ Type 4 Funnel mounted on the rack.

**Homing Missile Pods (PL 6)**

Six homing missiles are stored within each shoulder of the Heavyarms, they are fired at the enemies with a lock-on. Missiles can be fired Manually one at a time by the pilot, or in a cluster using their own guidance systems. (the player declares the targets for each missile and each attack is rolled at a +2 attack roll for each individual Homing Missile, doing so counts as a single attack. Each missile has a blast range an area of effect 5 meters by 5 meters creatures, vehicles, items, and ect take secondary damage (half damage from the initial attack) though they may make a Reflex Save TN (Attack Roll Result) for half damage.

• • **(Special)** Homing Missile Pods: Six homing missiles are stored within each shoulder of the Heavyarms, they are fired at the enemies with a lock-on. Missiles can be fired Manually one at a time by the pilot, or in a cluster using their own guidance systems. (the player declares the targets for each missile and each attack is rolled at a +2 attack roll for each individual Homing Missile, doing so counts as a single attack. Each missile has a blast range an area of effect 5 meters by 5 meters creatures, vehicles, items, and ect take secondary damage (half damage from the initial attack) though they may make a Reflex Save TN (Attack Roll Result) for half damage.

**Micro Homing Missile Pod (PL 6)**

Two pods each containing twelve micro missiles are mounted on the legs of the Heavyarms, they are fired at the enemies with a lock-on. Missiles can be fired Manually one at a time by the pilot, or in a cluster using their own guidance systems. (the player declares the targets for each missile and each attack is rolled at a +1 attack roll for each individual Homing Missile, doing so counts as a single attack. Each missile has a blast range an area of effect 3 meters by 3 meters creatures, vehicles, items, and ect take secondary damage (half damage from the initial attack) though they may make a Reflex Save TN (Attack Roll Result) for half damage.

• • **(Special)** Micro Homing Missile Pod: Two pods each containing twelve micro missiles are mounted on the legs of the Heavyarms, they are fired at the enemies with a lock-on. Missiles can be fired Manually one at a time by the pilot, or in a cluster using their own guidance systems. (the player declares the targets for each missile and each attack is rolled at a +1 attack roll for each individual Homing Missile, doing so counts as a single attack. Each missile has a blast range an area of effect 3 meters by 3 meters creatures, vehicles, items, and ect take secondary damage (half damage from the initial attack) though they may make a Reflex Save TN (Attack Roll Result) for half damage.

**Chest Gatling Cannon (PL 6)**

wo high power Gatling guns are mounted within the chest of the Heavyarms. When in use, the chest armor opens up, and the guns are fired. They are powerful enough to deal significant damage to Gundanium armor.

**Army Knife (PL 6)**

Mounted below the right arm, it folds forward when in used. However, it has limited capabilities as its blade is considerably short. In the Katoki version, the knife is a removable add-on rather than a permanent fixture.

**Dragon Fang (PL 6)**

A claw-like weapon shaped like a dragon's head, it is mounted on the right arm and flips forward when in use. In the TV Version, the dragon fang can be extended for medium-range combat as the right arm has additional segments folded in the shoulder. In the Katoki version, the dragon fang is much larger but non-extendable as the right arm is of the standard design. In both versions, it is often used for crushing enemies and mounts a pair of flamethrowers, adding to the dragon motif.

• • *Fang Arm Grab (Special):* When making a melee attack with the Dragon Fang the Pilot may choose to initiate a grapple with no additional penalties, normal rule for a grapple still otherwise apply.

• • *Flamethrowers (Special):* These short-to-medium range weapons fire from the pair of nozzles built into the sides of the dragon fang. They can be used as part of the deadly "dragon fang fire" attack, in which the Shenlong Gundam seizes its target with the dragon fang and then fires a burst from the flamethrowers, melting the enemy's armor. Reflex Save for half damage has a Save TN = Attack Roll Total.

**Heavy Homing Missile Pod (PL 6)**

Equipped on the shoulders, the two missiles can reliably seek and destroy the enemy under any conditions. They're the only long-range weapons for the TV Version of the Gundam Sandrock. Missiles can be fired Manually one at a time by the pilot, or in a cluster using their own guidance systems. (the player declares the targets for each missile and each attack is rolled at a +2 attack roll for each individual Heavy Homing Missile, doing so counts as a single attack. Each missile has a blast range an area of effect 7 meters by 7 meters creatures, vehicles, items, and ect take secondary damage (half damage from the initial attack) though they may make a Reflex Save TN (Attack Roll Result) for half damage.

• • **(Special)** Heavy Homing Missile Pods: Six homing missiles are stored within each shoulder of the Mecha, they are fired at the enemies with a lock-on. Missiles can be fired Manually one at a time by the pilot, or in a cluster using their own guidance systems. (the player declares the targets for each missile and each attack is rolled at a +2 attack roll for each individual Heavy Homing Missile, doing so counts as a single attack. Each missile has a blast range an area of effect 7 meters by 7 meters creatures, vehicles, items, and ect take secondary damage (half damage from the initial attack) though they may make a Reflex Save TN (Attack Roll Result) for half damage.

**Gouf Heat Rod (PL 6)**

A close-range weapon installed in the right forearm of the MS-07B Gouf. This retractable cable delivers a high-voltage electrical shock when it comes into contact with an enemy mobile suit, damaging its internal systems and stunning its pilot. The heat rod could also be superheated to give it cutting properties.

**5-barrel 75mm Machine Gun (PL 6)**

The MS-07B Gouf's regular left manipulator is replaced by a five-barrel 75mm machine gun which is shaped like enlarged fingers. It fires physical rounds at a rapid rate, and despite its bulky and awkward appearance, its barrels demonstrate limited degree of digital dexterity, including the ability to hold the arm shield, and to adequately grip the heat sword and various firearms. Some Goufs were fielded with two 5-barrel 75mm Machine Guns.