Saturday, March 3, 2007

GF3-001NA Cowboy Gundam

Created and Owned by: Psyden
Model number: GF3-001NA
Code name: Cowboy Gundam
Unit type: mobile fighter
Pilot: James Ranger
Nationality: Neo-America
First deployment: FC16
Accommodation: pilot only, in 360 degree cockpit using Mobile Trace System
Dimensions: 18m
Weight: empty 6.9 metric tons; max gross 11.8 metric tons
Construction: gundarium alloy
Multilayer material: other
Powerplant: Ultracompact Fusion Reactor, Output: Classified
Fixed armaments: 4x 60mm Vulcans, mounted in hat; Heat Bowie Knife, stored in sheath on rear waist, hand carried in use
Optional armaments: 80mm Saddle Rifle; 8 G-Gauge Shotgun; 2x 100mm 6-Shot Single-Action Revolver; Lasso, can be stored on the left hip, outboard of the revolver holster; 3-Shot Flare Revolver, stored on rear waist above the Heat Bowie Sheath
Remote Weapon: Sheriff’s Star
Optional Equipment: Poncho; Ammo Belts, pistol ammo belt can be tied around the waist, rifle/shotgun ammo can be tied over the shoulder and go diagnally across the torso
Ultimate attacks: High-Noon Attack

Gundam Fight ability points:
Power: normal mode 11.0 shoot-out mode 11.0
Speed: normal mode 17.0 shoot-out mode (+8.0) 25.0
Offence: normal mode 13.5 shoot-out mode 13.5
Defense: normal mode 11.0 shoot-out mode (-5.0) 6.0
Search: normal mode 13.0 shoot-out mode (+4.0) 17.0
Adaptability: normal mode 12.5 shoot-out mode 12.5

History: The Cowboy Gundam is Neo-America’s entry into the 3rd Gundam Fight and represents the latest in Neo-America’s cutting edge technology. One of the primary concerns when designing this machine, like that of most other nations, is the pilot himself, who is in this case James Ranger. The most notable trait about the Cowboy is that it has one of the highest speeds of any Mobile Fighter, although it can only be called average in just about every other area. This unit has a special mode called the “Shoot-Out Mode” which gives a tremendous boost to speed and enhances the sensor at the loss of adaptability.

For offensive weaponry, the Cowboy Gundam can take either the 80mm Saddle Rifle, which is good for medium-to-long range shot with high accuracy or the 8 G Gauge Shotgun, which offers devastating firepower at close range. When the rifle or shotgun is out of ammo, James has two powerful Single-Action Revolvers which are guaranteed to stop all but the heaviest of armored opponents. If those fail, the last resort is a Heat Bowie Knife, with which James has had much practice. The only fixed weapons are four 60mm vulcans mounted in the hat section of the head. The advantage is that they have an above average ammo capacity over most other Gundam designs, even if they are generally are seen only as harassing weapons because of their low power.

Other equipment includes a Poncho and a Lasso, both of which are made out of the latest synthetic spider silk, which resists cutting, burning, and piercing. The Poncho is worn over the Gundam and is used to hide what the Fighter is carrying underneath as well as to provide limited protection. While it can provide protection against most projectile hand guns, it is offers little coverage against heat or beam weapons and tends to slow the unit up some (-0.5). The Lasso is strong enough that it can not be broken by a Gundam’s strength alone, and the rope can withstand vulcan fire for a limited period of time, but is no match for bladed, heated, or beam weapons. The main purpose is to tie up the enemy long enough for the Cowboy to close in with the Heat Bowie Knife.

One might notice that the Cowboy Gundam lacks the beam weaponry that other nations issue to their units. This is technically not true. The Cowboy can equip the Sheriff’s Star, an encircled star that mounts over the left side of the chest that looks like, well, a Sheriff’s badge from the Old West. What is unique is that it is what is called a “Remote Weapon,” which means that it is a remotely controlled weapon that can be deployed from the Gundam and move on it’s own. Now, this may at first seem like a pointless weapon, until one discovers what it mounts. There are 5 small beam emitters, one on each point, that create small beam blades. The Sheriff’s Star spins at high speeds are can be used as a kind of mini-buzz saw against the opponent. Unfortunately, this device is still highly experimental, which means it has a limited endurance of about 5 minutes and a short range, of about 250 meters or so. When the 3rd Gundam fights actually start, the Sheriff’s Star is still undergoing testing and suffers from a glitch in the control program.

Ultimate Attack: High-Noon Attack
The High-Noon Attack is fairly simple, as far a Ultimate Attacks go. The Cowboy does a thruster assisted jump and positions itself directly between the Sun and the target before firing all its weapons at the target, creating a hail of gunfire. For battles at night or on cloudy days, the Cowboy has a 3-Shot Flare Revolver that fires super-bright flares with which simulate the brightness of the Sun. During this time, all sensors are allocated forward to get the best possible shot at the opponent. While this does make for a huge blind spot behind the Gundam, it is deemed acceptable, since those sensors would be useless otherwise because they’d be directly facing the Sun or flares, which ever the case may be.

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