ZGMF-2000 GOUF Ignited
Model Number: ZGMF-2000
Code Name: GOUF Ignited
Unit Type: Mass Production Commander/Ace Type Mobile Suit
Manufacturer: Integrated Design Bureau
Operator: ZAFT
First Deployment: CE 73
Accommodation: One (1) Pilot. There is space for one passenger but no seat (stand at side or back of pilot, or sit on pilot’s lap)
Height: 19.20 meters
Weight: 72.13 tons
Powerplant:
Ultra-Compact Hyper Deuterion Energy Battery Type 3
Auxiliary Power Unit
Equipment and Design Features:
Deuterion Beam Transfer System
MDC
Head 50
Hands (2) 30/30
Arms 80/80
Shoulders (2) 110/110
Legs (2) 140/140
Main Body 250
Backpack Thrusters 150
Flight Wings 100/100
Beam Sword 180
Heat Rods 120/120
Beam Guns 80/80
Anti Beam Shield 500
Energy Units: 2500 EU
EU Production/round: None
APU: 250 EU
Special: NA
Weapons:
MA-M757 "Slayer Whip" heat rod x 2
Primary Purpose: Anti-ship/anti-mobile suit melee assault
Secondary: Grappling melee weapon
Range: Melee
Damage: Whip Attack: 1d8 x 10 MD per attack, Electrical Damage 1d8 per round attached to target
Rate of Attack: Number of total attacks equal to number of attacks of pilot and mobile suit.
Payload: reliant on power supplied by mobile suit or augmentation packs.
Power Usage: 10 EU per round per heat whip
M181SE "Draupnir" 4-barrel beam gun x 2
Primary Purpose: Assault
Secondary Purpose: Anti Mobile Suit
Range: 4000 feet (1200 meters) in atmosphere, 8000 feet (2400 meters) in space
Damage: 1d6 x 10 MD per short burst, 2d6 x 10 MD per short burst, 3d6 x 10 MD per short burst
Rate of Fire: One attack per action. Number of total attacks equal to total number of actions of pilot and mobile suit per round
Payload: reliant on power supplied by mobile suit or augmentation packs
Power Usage: 10 EU per short burst, 15 EU per long burst, 20 EU per full burst
MMI-558 "Tempest" beam sword
Primary Purpose: Anti-ship/anti-mobile suit melee assault
Secondary: Underwater melee weapon
Range: Melee
Damage: Slashing attack: 3d10 x 10 MD with beam blade, 2d8 x 10 MD without beam blade; Piercing attack: 4d10 x 10 MD with beam blade, 2d6 x 10 MD without beam
Rate of Attack: Number of total attacks equal to number of attacks of pilot and mobile suit.
Payload: reliant on power supplied by mobile suit or augmentation packs.
Power Usage: 30 EU per round with blade on; no EU requirement with blade off.
Anti-Beam Shield
Primary Purpose: Anti-beam defense
Secondary Purpose: Defense
Damage Capacity: 500 MD
Power Usage: None
Special Equipment:
Heat Whips are support melee beam weapons, first deployed on the ZGMF-2000 GOUF Ignited. They cause damage by high friction upon impact, and can cause damage against Phase Shift Armor technology. Heat Whips can also be used to grapple enemy mobile suits – a player should declare at the start of the round that they will do a grapple attack on the target, with the player indicating which part of the target he wants to grapple. A successful strike roll with a small -2 penalty (difficulty of action) will entangle the target MS, and will cause an additional 1d8 MD of electrical damage on ALL parts of the target, plus 1d8 SDC to the target’s pilot. The heat whip remains entangled on the target unless the GOUF retracts the weapon or the whip is cut in battle (-2 to strike rolls against entangled heat whips, no penalty if using Palmina Focina).
Basic Training for Mobile Suit pilots
• Requires Pilot Mobile Suit
• 2 attacks per melee (plus those of the pilot)
• Add one additional action/attack at levels three, nine and fifteen.
• +1 on initiative
• +1 to strike
• +1 to parry
• +1 to dodge
• No bonus to dodge in space.
• +1 to roll with a punch or fall with an impact, reducing damage by half.
• No leap dodge
• Critical strike same as pilot's hand-to-hand.
Advanced training for pilots specializing in the ZGMF-2000 GOUF Ignited.
• Requires Mobile Suit Combat: ZGMF-2000 GOUF Ignited
• 4 attacks per melee (plus those of the pilot)
• Add one additional action/attack at levels two, five, seven, and ten.
• +3 on initiative
• +2 to strike
• +3 to parry
• +5 to dodge
• +3 bonus to dodge when in space to all modes
• +3 to roll with a punch or fall with an impact, reducing damage by half.
• +2 to leap dodge. A leap dodge is an automatic dodge that causes no loss of attacks per melee. The mobile suits are so maneuverable that the pilot can dodge an attack while moving to counterattack an enemy.
• Critical strike same as pilot's hand-to-hand.
• Body block/tackle/ram - 2D4 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.