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 RPI-13 Sutherland

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AuthorMessage
Cobray
Daimyo
Daimyo
Cobray


Number of posts : 617
Age : 37
Location : Asgard
Alias : Blue Fenrir
Registration date : 2008-05-12

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

RPI-13 Sutherland Empty
PostSubject: RPI-13 Sutherland   RPI-13 Sutherland EmptyMon 19 May 2008, 7:32 pm

RPI-13 Sutherland Rpi-13

Model number: RPI-13
Code name: Sutherland
Unit type: mass production fifth generation knightmare frame
Manufacturer: Holy Britannia Empire
Operator(s): Holy Britannia Empire; Japanese Resistance/Order of the Black Knights
First deployment: unknown
Accommodation: pilot only, in standard cockpit in torso
Dimensions: overall height 4.39 meters
Weight: combat weight 7480 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 stun gun, mounted on forearms; 2 x stun tonfa, mounted on forearms; 2 x "Chaos Bomb" fragmentation grenade, stored in hip compartment
Optional hand armaments: assault rifle w/grenade launcher, mounts on backpack; lance

MDC

Head 50
Hands (2) 20 each
Arms 70 each
Shoulders (2) 75 each
Legs (2) 100 each
Main Body 150
Landspinners (2) - 50 each
Slash Harken (2) - 50 each
Assault Rifle - 100
Tonfa (2) - 60
Lance - 100
Wings(When equipped with a float unit, 2) - 120 each

Power Systems Data

Power Plant: Energy Filler = 500 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. 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. 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

3. 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

4. Stun Tonfa
• Primary Purpose: Melee Assault
• Range: Melee
• Damage: 2d6 x 10 MD
• Rate of Fire: Equal to the number of attacks of the pilot and knightmare
• Power Usage: 5 EU per round

Notes:

Everytime a Stun Tonfa hits, the pilot of the target unit does a ME check (rolls 1d20 to get a score EQUAL or UNDER his ME score).

If he makes the check, the KMF only takes MDC damage.

A failed roll will knock him unconcious for 1d4 rounds, with NO ACTIONS possible for the stunned pilot on those rounds. Once he wakes up, he gets a -2 penalty to strike/parry/dodge for the next 1d4 rounds.

Also everytime a KMF is hit by the Tonfa, the GM will roll a percentile dice, rolling EQUAL or UNDER 40% + 5% per level of KMF pilot. A failed roll will SHUTDOWN the KMF for 1d4 rounds.


5. "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

6. 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
• 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.
• Critical strike same as pilot's hand-to-hand.


Advanced training for pilots specializing in the Sutherland.
• Requires Knightmare Combat: RPI-13 Sutherland
• 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
• +2 to dodge
• +2 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 Sutherland is currently the standard Knightmare Frame model for the Britannian Army, the Sutherland is a fifth-generation unit heavily based on the older RPI-11 Glasgow. It boasts improved mobility through a better application of the Landspinner systems as well as enhanced cockpit life support. It carries Stun Tonfas, Slash Harkens and handheld assault rifles. Many variants exist such as the all-range REVO type, or the assault-use Pinpoint Breakthrough type. Also appearing are Close Combat, Hover equipment test, and Electronic Warfare types. In R2, Production-model Sutherlands become able to equip a Float Unit backpack identical to that of the Lancelot Air Cavalry.
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