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 RPI-209 Gloucester

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Cobray
Daimyo
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Number of posts : 617
Age : 31
Location : Asgard
Alias : Blue Fenrir
Registration date : 2008-05-12

Character sheet
PC Name:
Level: 5
Character Class: Civilian

PostSubject: RPI-209 Gloucester   Mon 19 May 2008, 7:12 pm



Model number: RPI-209
Code name: Gloucester
Unit type: limited production close combat fifth generation knightmare frame
Manufacturer: Holy Britannia Empire
Operator: Holy Britannia Empire
First deployment: unknown
Accommodation: pilot only, in standard cockpit in torso
Dimensions: overall height 4.29 meters
Weight: combat weight 7750 kilograms
Armor materials: unknown
Powerplant: energy filler, replaceable electrical cartridge, uses Yggdrasil drive superconductor transfer system, power output rating unknown
Equipment and design features: factsphere open sensor camera, mounted in head, range unknown; landspinner high-mobility propulsion system, mounted in legs; cockpit ejection system; Float system backpack, allows atmospheric flight
Fixed armaments: 2 x slash harken, mounted on chest; 2 x "Chaos Bomb" fragmentation grenade, stored in hip compartment
Optional fixed armaments: anti-personnel machine gun, mounted in chest; Sattel Waffen, mounts 2 x 5-tube missile launcher
Optional hand armaments: assault rifle w/grenade launcher, mounts on backpack; lance; MVS (maser vibration sword); anti-Knightmare sniper rifle

MDC by Location

Head 80
Hands (2) 50 each
Arms 70 each
Shoulders (2) 120 each
Legs (2) 170 each
Main Body 250
Slash Harken (2) - 50 each
Landspinners (2) - 50 each
Wings(When equipped with a float unit, 2) - 120 each
MVS (2) - 100 each
Lance - 100
Sattel Waffen (2) - 50
Assault Rifle - 100
Sniper Rifle - 100

Notes:

1.Destroying the landspinners will decrease the dodging ability of this unit by 2.
2.This unit will lose it's flying ability if either one of the wings of the float unit is destroyed.


Power Systems Data

Power Plant: Power Plant: Energy Filler = 750 EU
Energy Use:
Idle: 1 EU per round
Walking: 2 EU per round
Running(Using Landspinners): 3 EU per round
Flying: 5 EU per round

Weapons Systems:

Notes: Only 3 optional weapons are allowed to be equipped per battle.

1. Slash Harken(wired rocket anchors)
Primary Purpose: Combat support weapon
Range: 15 meters
Damage: 1d10 x 10 MD initial piercing damage, additional 1d8 MD per round attached to target
Rate of Fire: twice per round
Payload: reliant on power supplied by knightmare frame.
Power Usage: 5 EU per attack

2. Sniper Rifle (Optional)
Primary Purpose: Assault
Secondary Purpose: Anti-knightmare
Range: 300 meters
Damage: 2d6 x 50 MD per shot, the sniper rifle can cannot fire bursts
Rate of Fire: One shot per attack. Number of total attacks equal to number of attacks of pilot and knightmare.
Payload: reliant on power supplied by knightmare frame.
Power Usage: 35 EU per attack

3. Sattel Waffen (Optional)
Primary Purpose: Assault
Secondary Purpose: Anti-knightmare
Range: 30 meters
Damage: 1d6 MD per missile.
Rate of Fire: One at a time or in volleys of 2, 4, 6, 8 or 10. The number of volleys is equal to the number of attacks of the pilot and the Burai combined. A volley, regardless of the number of missiles fired, counts as one attack
Payload: 5 missiles per launcher. A total of ten short-ranged, armor-piercing missiles
Power Usage: 5 EU per attack

4. Assault Rifle (Optional)
Primary Purpose: Assault
Range: 60 meters
Damage: 2d6 x 10 MD per shot.
Rate of Fire: Number of total attacks equal to number of attacks of pilot and knightmare.
Payload: 15 rounds. 1 round per shot
Power Usage: 5 EU per attack
2.1 Assault Rifle(Grenade Launcher)
Range: 50 meters
Damage: 4d4 x 10 MD per grenade
Rate of Fire: One grenade per attack
Payload: 1
Power Usage: None


5. Anti-Personnel Machine Gun (Optional)
Primary Purpose: anti-missile/anti-air
Secondary Purpose: point-blank/short ranged attack
Range: 30 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 knightmare
Payload: rounds, equal to 20 short burst, 10 long burst, or 5 full melee burst.
Power Usage: 1 EU per attack

6. MVS (Maser Vibration Sword, Optional)
Primary Purpose: Melee Assault
Range: Melee
Damage: Slashing attack: 2d10 x 10 MD; Piercing attack: 3d8 x 10 MD; can sever a joint or part of a knightmare with a successful critical roll in a call shot attack. Double damage when the swords are used together.
Payload: reliant on power supplied by the knightmare.
Power Usage: 10 EU per round/sword

7. Lance (Optional)
Primary Purpose: Melee Assault
Range: Melee
Damage: Slashing attack: Piercing attack: 4d10 x 10 MD
Rate of Attack: Number of total attacks equal to number of attacks of pilot and knightmare.
Payload: None
Power Usage: None

8. "Chaos Bomb" fragmentation grenade x 2
Primary Purpose: Assault
Secondary Purpose:
Range: 50 meters
Damage: 4d4 x 10 MD per grenade
Rate of Fire: One grenade per attack
Payload: 2 total
Power Usage: None

9. Hand To Hand Combat

Restrained Punch: 1d6 MD
Full Strength Punch: 2d6 MD
Boosted Punch(While using landspinners): 5d6 MD
Tear/Pry with Hand Actuators: 1d10 MD
Kick: 2d4 MD
Leap Kick: 3d6 MD
Body Flip/Throw: 4d6 MD
Stomp: 2d4 MD (only effective against objects up to the height of the knightmare's knees)


Basic Training for Knightmare pilots
Requires Pilot Knightmare Frame
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
+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 Gloucester.
Requires Knightmare Combat: RPI-209 Gloucester
4 attacks per melee (plus those of the pilot)
Add one additional action/attack at levels two, five, seven, and ten.
+1 on initiative
+1 strike
+2 to parry
+3 to dodge, +4 with Float system backpack
+3 to roll with a punch or fall with an impact, reducing damage by half.
+2 to leap dodge.
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.

Background Information:

The Fifth-generation Gloucester Knightmare Frame is actually a remodeled Sutherland focused on close combat. Featuring enhanced hand-to-hand capabilities, the Gloucester is exclusively used by Princess Cornelia's royal guards and is first seen piloted by Gilbert and Darlton during the conquest of Area 18. The Gloucester, as a close combat unit, uses a large jousting lance, and to further represent a medieval knight's appearance, is occasionally draped in a cape. Although normal Gloucester models are painted a flat, dull purple, Cornelia's aides sport a more vibrant deep-purple color scheme instead. The elite Glaston Knights' units are standard-colored except for their shoulders, which are colored blue. The cape on standard-model Gloucesters are a muted dark blue-grey, while those of Guilford, Darlton and the Glaston Knights are navy-blue.

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