ZGMF-XX09T DOM Trooper
Model Number: ZGMF-XX09T
Code Name: Dauntless Obliterator Magnificent Trooper
Unit Type: Prototype Heavy Assault Mobile Suit
Manufacturer: ZAFT/Terminal
Operator: ZAFT/Terminal
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: 17.48 meters
Weight: 79.40 tons
Powerplant: Ultra Compact Energy Battery Type 3
Equipment and Design Features:
Hardpoint for ZAFT Wizard Packs
EX-EZ1200 EZ Wizard
Hover Thruster Systems
Deuterion Beam Transfer System
MDC
Head 100
Hands (2) 50/50
Arms 100/100
Shoulders (2) 120/120
Legs (2) 225/225
Main Body 500
Wizard Pack 200
JPS36X Gigalauncher DR1 multiplex bazooka/beam rifle 150
MA-X848HD strengthened beam saber 120
Energy Units: 2500 EU
EU Production/round: None
APU: 250 EU
Primary Weapons
JPS36X Gigalauncher DR1 multiplex bazooka/beam rifle x1
Bazooka
Primary Purpose: Fire Support Weapon
Secondary Purpose: Underwater Operations Weapon
Range: 5000 feet (1500 meters)/ 2500 feet (750 meters) underwater
Damage: 1d6 x 10 MD per attack
Payload: Four (4) clips with 4 missiles each, total of 16 rounds, one missile per attack, for standard fire-support combat. Four (4) clips with 2 torpedoes each, total of 8 torpedoes, 1 torpedo per attack, for underwater operations.
Power Usage: 5 EU per attack
Beam Rifle
Primary Purpose: Assault
Secondary Purpose:
Range: 10000 feet (3000 meters) in space
Damage: 2d6 x 10 MD per shot, the energy rifle cannot fire bursts
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: 15 EU per shot
MMI-GAU25A 20mm CIWS x 2
Primary Purpose: anti-missile/anti-air
Secondary Purpose: point-blank/short ranged attack
Range: 2000 feet (600 meters)
Damage: 1d4 MD per short burst, 2d4 per long burst, 1d4 x 8 for full melee burst.
Rate of Fire: Equal to the number of attacks of the pilot and mobile suit
Payload: rounds, equal to 20 short burst, 10 long burst, or 5 full melee burst.
Power Usage: 1 EU per attack
MA-X848HD strengthened beam saber x1
Primary Purpose: Melee Assault
Secondary Purpose: Melee Defense
Range: Melee
Damage: Per saber: Slashing attack: 4d8 x 10 MD; Piercing attack: 6d6 x 10 MD; can sever a joint or part of a mobile suit or mobile armor with a successful critical strike roll in a call shot attack. Double damage when both sabers are used at the same time
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: 30 EU per round per saber
MX2351 "Solidus Fulgor" beam shield x2
Primary Purpose: Anti-beam defense
Secondary Purpose: Defense
Damage Capacity: 500 MD/round
Power Usage: 25 EU per round/barrier
G14X3IZ "Screaming Nimbus" scattering beam gun x1
The ‘Screaming Nimbus’ is a special weapons system that scatters beam particles all over enemy targets, doing radioactive and heat damage. This is short ranged weapon system, and can be used in melee. The system has a +2 additional bonus to strike, and due to the innate characteristics of the ‘beam cloud’, while it can be dodged, IT CANNOT BE PARRIED. To determine damage on successful strike, roll 1d10, and apply the score to ALL PARTS of the target, with any part of the target with its MDC drop to 0 or lower considered destroyed. Also, the Screaming Nimbus can be operated for an entire round, using only one action to activate it, and attack a target equal to the actions of attacker, at NO COST of actions per round. The main drawback to the weapon, however, is the high cost of energy – it consumes 100 EU per every round its in use.
Primary Purpose: Melee Assault
Range: 100 meter radius around the Mobile Suit
Damage: See Above
Rate of Fire: See Above
Payload: reliant on power supplied by mobile suit or augmentation packs
Power Usage: 100 EU per round
Hover Mobility System
The DOM Trooper uses a hover mobility system, using advanced terrain guidance avionics and powerful thrusters on its feet to lift the mobile suits in a cushion of air up to ten (10) meters off the ground, giving it better maneuverability and speed in land, and sea combat. When activated, the system gives the DOM Trooper a dodge bonus of +6, plus bonuses in space. The system is ineffective when one of the DOM Trooper’s legs is destroyed, as one thruster cannot take the weight of the heavy mobile suit.
To activate the hover system, the pilot will use one (1) action during the round he decides to begin hovering. He remains in that mode until he uses another action to shut down the system.
The DOM Trooper uses 10 EU per round while the hover mobility system is operational.
Note that the hover mobility system is not a full fledged flight system, and does not allow the DOM Trooper normal high altitude flights.
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-XX09T DOM Trooper.
• Requires Mobile Suit Combat: ZGMF-XX09T DOM Trooper
• 5 attacks per melee (plus those of the pilot)
• Add one additional action/attack at levels two, five, seven, and ten.
• +2 on initiative
• +3 to strike
• +3 to parry
• +3 to dodge in normal mode, +6 to dodge in Hover Mobility mode,+2 bonus to dodge when in space to all modes
• +2 to roll with a punch or fall with an impact, reducing damage by half.
• +3 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.