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 Type-02A Tobikage(GM Custom Personal use Knightmare)

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Cobray
Daimyo
Daimyo
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Number of posts : 617
Age : 32
Location : Asgard
Alias : Blue Fenrir
Registration date : 2008-05-12

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

PostSubject: Type-02A Tobikage(GM Custom Personal use Knightmare)   Tue 20 May 2008, 7:40 pm

Model number: Type-02A
Code name: Tobikage
Unit type: prototype seventh generation knightmare frame
Manufacturer: Kyoto House
Operator(s): Order of the Black Knights; Japanese Liberation Front
First deployment: a.t.b 2017
Accommodation: pilot only, in motorbike-style cockpit in torso
Dimensions: overall height 4.51 meters
Weight: combat weight 7510 kilograms
Armor materials: unknown
Powerplant: energy filler, replaceable electrical cartridge, uses Yggdrasil drive superconductor transfer system, power output rating unknown
Equipment and design features: landspinner high-mobility propulsion system, mounted in legs; air glide wing system, enables atmospheric flight
Fixed armaments:"Hien Souga" slash harken, mounted on chest; claw arm, features "Fukusha Hadou Kikou" radiation wave unit, mounted on right arm; custom hand gun, mounts on left forearm
Optional hand armaments:"Ryogo Otsugata Tozantou" fork knife


MDC

Head 100
Hands (2) 50/50
Arms 140/140
Shoulders (2) 180/180
Legs (2) 230/230
Main Body 350
Wings(2) - 120 each
Slash Harken (2) - 50 each
Landspinners (2) - 50 each
Hayate Weapons system 700

Power Systems Data

Power Plant: Power Plant: Energy Filler = 1250 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:

1. "Hien Souga" 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. Fukushahado
Primary Purpose: Melee Assault
Secondary Purpose: Melee Defense
Range: Melee
Damage: 5d4 x 50
Rate of Fire: One attack per action. Number of total attacks equal to total number of actions of pilot and knightmare per round
Payload: reliant on power supplied by knightmare frame.
Power Usage: 50 EU per use
Damage Capacity: 500 MD/round

3. Hayate Weapons System
Primary Purpose: Assault
Secondary Purpose: Defense
Range: 100 meters
Damage(Pistol): 2d6 x 10 MD per shot, the 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 the knightmare.
Power Usage: 15 EU per attack
Damage(Katon Zanbatou)
Primary Purpose: Melee Assault
Range: Melee
Damage: Per Sword: 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.
Payload: reliant on power supplied by the knightmare.
Power Usage: 10 EU per round/sword

4. Ryogo Otsugata Tozantou" fork knife
Primary Purpose: Melee Assault
Range: Melee Defense
Damage: 1d4 x 10 MD
Rate of Fire: Equal to the number of attacks of the pilot and knightmare
Power Usage: None

5. Custom Hand Gun(Attached to the left arm)

Primary Purpose: Assault
Secondary Purpose: Anti-Knightmare
Range: 50 meters
Damage: 2d6 MD per short burst, 4d6 per long burst, 1d6 x10 for full melee burst.
Rate of Fire: Number of total attacks equal to number of attacks of pilot and knightmare.
Payload: 1000 rounds. Equal to 100 short bursts, 50 long bursts, and 25 full melee bursts.
Power Usage: 5 EU per attack

6. Short-Barreled Cannon
Primary Purpose: Fire Support Weapon
Range: 70 meters
Damage: 1d6 x 10 MD per attack
Payload: 10 shots
Power Usage: 5 EU per attack

7. 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 Type-02A Tobikage.
Requires Knightmare Combat: Type-02A Tobikage
6 attacks per melee (plus those of the pilot)
Add one additional action/attack at levels two, five, seven, and ten.
+3 on initiative
+4 to strike
+4 to parry
+5 to dodge, +7 with Float system activated
+2 to roll with a punch or fall with an impact, reducing damage by half.
+4 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.

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Type-02A Tobikage(GM Custom Personal use Knightmare)
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