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 Bonta-kun Heavy Industries Mobile Weapons Division

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Ultimate Coordinator
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Number of posts : 539
Age : 45
Location : Eternal
Alias : The Googs
Race : Coordinator
Alignment : Neutral Good
Mecha : ZGMF-X20A Strike Freedom Gundam
Registration date : 2008-05-15

PostSubject: Bonta-kun Heavy Industries Mobile Weapons Division   Wed 21 May 2008, 4:11 pm

ZGMF-X30A Lightning Freedom



Model number: ZGMF-X30A
Code name: Lightning Freedom
Unit type: Zero Gravity Maneuver Fighter Mobile Suit
Manufacturer: Terminal
Operator: Terminal
First deployment: August 15, CE 83
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)
Dimensions: 19.82 meters
Weight: 86.20 tons
Construction: Advanced Mobile Suit Composite Alloys

Powerplant:
Ultra Compact Hyper Deuterion Nuclear Reactor, rated at 12156kw
Hyper Capacitor System x 2
Auxiliary Power Unit


Equipment and design features:
Generation Unsubdued Nuclear Drive Assault Module (G.U.N.D.A.M) Complex_Series SD200-19 LF/KJ 01-34152_MOD43A
Z.A.F.T
Neutron Jammer Canceller
Deuterion Beam Transfer System input port
Modified “Hikari no Tsubasa” ("Wings Of Light") system
Multiple Thrust Vectoring Vernier Nozzles x 45
Phase Shift Armor
Light Wave Barrier System x 2
High Maneuverability Aerial Tactics (HiMAT) Wings x 4
“Blitzkrieg” Multi-Targeting System
Docking hardpoint for the METEOR system

Fixed armaments:
MMI-GAU27D 31 mm Close In Weapons System x2
MA-M02G "Super Lacerta" beam saber x2
M200 "Hyper Balaena Mk II" plasma beam cannon x2
MMI-M15E "Xiphias Mk IV" railgun x2
MX2200 beam shield x2
MA-M25KF combinable extended-range high-energy beam rifle x2
EQFU-3X Super DRAGOON mobile weapon wings x8 with one MA-80V beam assault cannon per Dragoon


History:
Following its success in the latter parts of the Second Bloody Valentine War, the ZGMF-X20A Strike Freedom became the most celebrated mobile suit of Terminal. Its pilot, Kira Yamato, played a decisive role in Terminal’s victory, and assumed full command of the organization after the signing of the peace treaty among the belligerents. Kira continued to fly the Strike Freedom for the next eight years, using the legendary machine in different conflicts and incidents that had erupted occasionally to disrupt the peace.

By the year CE 82, Terminal high command had come to notice the wear and tear that the Strike Freedom had started to endure, even with its superior construction and elite technicians maintaining the machine. The senior officers approached General Yamato with the request to subject the Strike Freedom to a full maintenance check and overhaul, to assure its top performance for the near future. Also, the senior staff requested Terminal technicians to construct a replacement mobile suit for the Strike Freedom, together with its sister machine the ZGMF-X19A Infinite Justice. Kira, at the urging of his peers and friends, reluctantly agreed to the proposal.

The new mobile suit, designated the ZGMF-X30A Lightning Freedom, was rolled out of Terminal’s Angel’s Point facility on the 24th of June, CE 83. The mobile suit was basically a redesign of the excellent Strike Freedom model, built on a chassis similar to the latter model. A new, more powerful ultra-compact hyper-deuterion nuclear fission reactor is the massive heart of the unit, backed up by two hyper-capacitor systems similar to that of the Destiny and Phoenix Destiny series of mobile suits to increase the energy production of the new reactor. This provides the Lightning Freedom forty-five percent more energy production and thirty percent energy storage, allowing for more advanced systems and improved weapons.

Several advance features are installed into the Lightning Freedom. Phase Shift Armor provides protection for the mobile suit’s body, while two MX2200 beam shield projectors, one on each wrist, allow a more flexible energy defense. A modified “Hikari no Tsubasa” (Wings of Light) propulsion systems has been integrated into the four HiMAT wings, similar with that of the Destiny Phoenix, giving the Lightning Freedom a “cloaking” system to confuse enemy sensors. Forty-five thrust vectoring Vernier nozzles strategically spread all over the mobile suit adds more maneuvering ability to the mobile suit in flight, making it the most agile air or space fighter in existence. The Lightning Freedom retains the HiMAT wings, “Blitzkrieg” multi-lock targeting computer and docking hard port for the METEOR combat augmentation system.

Most of the weapons systems of the Strike Freedom are retained and improved in effective range: a pair of new MA-M25KF combinable extended-ranged beam rifles, MMI-GAU27D 31 mm Close In Weapons System Vulcan cannons, MA-M02G "Super Lacerta" beam sabers, extendable MMI-M15E "Xiphias Mk IV" rail guns and EQFU-3X Super DRAGOON pods are readapted into the new design. The chest mounted heavy beam cannon was removed, and replaced by two extended-ranged versions of the original ZGMF-X10A Freedom’s Balaena Plasma beam cannons, both attached to the backpack and swinging over the shoulder when in used, a configuration again similar to the first Freedom’s weapons.

The Lightning Freedom was delivered to Kira Yamato on the 15th of August, CE 83, and was assigned to the Archangel once more. Kira, however, has yet to use the Lightning Freedom in combat actions, preferring to fly the still operational Strike Freedom until the current day. The Lightning Freedom remains in reserve on the Archangel, though there are reports that Kira has begun several training flights with the new mobile suit.


Head 150
Hands (2) 100 each
Arms 250 each
Shoulders (2) 270 each
Legs (2) 300 each
HiMAT Wings (4) 200 each
Main Body 800

Beam Rifles (2) 200 each
Beam Saber Pommels (2) 100 each
Plasma beam cannon 200 each
Rail Cannons (2) 150 each
Dragoon Pods (Cool 150 each

Phase Shift Armor Capacity: 240 MDC/round

Energy Units: 13500 EU
EU Production/round: 300 EU/round
APU: 600 EU
Special:
Hyper Capacitor System x 2 (see below)



Weapons Systems

MMI-GAU27D 31 mm Close In Weapons System x2
Primary Purpose: anti-missile/anti-air
Secondary Purpose: point-blank/short ranged attack
Range: 1000 feet (300 meters) in atmosphere / 2000 feet (600 meters) in space
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: 5 EU per attack
Strike bonus: +1, +2 vs. missiles


MA-M02G "Super Lacerta" beam saber x2
Primary Purpose: Melee Assault
Range: Melee
Damage: Per Saber: Slashing attack: 2d12 x 10 MD; Piercing attack: 3d10 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 used the sabers are used together or connected into a double-sided saber.
Payload: reliant on power supplied by mobile suit.
Power Usage: 15 EU per round/saber


M200 "Hyper Balaena Mk II" extended-ranged plasma beam cannon x2
An improvement to the Plasma Beam cannon, Terminal engineers has incorporated extended-ranged technology into the weapon and created the Extended Ranged Plasma Beam Cannon, which delivers more plasma energy at a much greater range, but again at the cost of higher energy consumption. The Lightning Freedom's Hyper Balaena ER Plasma Beam Cannons are the first weapon of its kind.
Primary Purpose: Plasma Beam Direct-Fire Support Artillery
Range: 45000 feet (13500 meters) in atmosphere; 90000 feet (27,000 meters) in space
Damage: 4d4 x 100 MD
Rate of Fire: Up to four (4) attacks per round; one (1) shot per attack
Payload: reliant on power supplied by mobile suit or augmentation packs
Power Usage: 200 EU per shot/cannon


MMI-M15E "Xiphias Mk IV" railgun x2
Primary Purpose: Projectile Direct-Fire Support Artillery
Range: 15000 feet (4500 meters) underwater/30000 feet (9000 meters)/15000 feet (4500 meters) in atmosphere/60000 feet (18000 meters) in space
Damage: 2d8 x 50 MD per shot
Rate of Fire: Up to four (4) attacks per round; one (1) shot per attack
Payload: Thirty (30) shots per cannon, total of 60 shots
Power Usage: 50 EU per shot/cannon

MX2200 beam shield x2
Primary Purpose: Anti-beam defense
Secondary Purpose: Defense
Damage Capacity: 500 MD/round
Power Usage: 25 EU per round/barrier

MA-M25KF combinable extended-range beam rifle x2
The Lightning Freedom is the first mobile suit equipped with ER beam rifle technology, with its pair of new MA-M25KF Extended Range Beam Rifles. Terminal has also reached a new development in beam weapon technology. Using refinements in crystal and lens standards and quality, the engineers of Terminal has produced prototypes of longer ranged beam weapons that are more accurate that standard ones, and deals greater damage. Extended-ranged weapons use a greater deal of energy for attacks, however. Add +2 to all strike rolls when using ER Beam Rifles. The Lightning Freedom's dual MA-M25KF ER beam rifles are also combinable like its predecessor on the Strike Freedom, forming one massive sniper rifle.
Primary Purpose: Assault
Secondary Purpose:
Range: 15000 feet (4500 meters) in space
Damage: 4d6 x 10 MD per shot, 8d6 x 10 when combined. The energy rifles 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: 20 EU per shot, 40 EU when combined
Strike Bonus: +2


EQFU-3X Super DRAGOON mobile weapon wings x8 with one MA-80V beam assault cannon per Dragoon
Primary Purpose: Independent Quantum Communication Attack Pod
Range: 10000 feet (3000 meters)
Damage: 2d8 x 10 MD per shot
Rate of Fire: Up to four (4) attacks per round
Payload: reliant on power supplied by mobile suit

Modified “Hikari no Tsubasa” ("Wings Of Light") system
Primary Purpose: Maneuvering
Secondary Purpose: Defense
Bonus (when activated):
+1 to initiative
+1 to dodge/parry
+1 leap dodge
-2 penalty to strike for those attacking the MS with Wings of Light activated
+50% increase in flying speed
Power Usage: 200 EU per round


Combat Notes:

High Maneuverability Aerial Tactics (HiMAT) System

The High Maneuverability Aerial Tactics (HiMAT) system is an advanced avionics and flight control system available currently to Terminal’s advanced mobile suit designs, specifically the Justice and Freedom series of mobile weapons.

The Lightning Freedom equipped with the HiMAT can engage in combat in two modes: Normal and HiMAT. Normal mode is when the Lightning Freedom is fighting on the ground or underwater. The multi phase beam cannon and the rail cannons cannot be used in Normal mode. The exception to the rule is that the rail cannons can be used underwater.

The high maneuverability aerial tactics (HiMAT) mode is the special combat maneuvering mode of the Lightning Freedom, used primarily in air and space-superiority combat. This mode can only be used while flying and not on the ground. By optimizing the positions and angles of the variable wings and the use of the main and vernier thrusters of the Lightning Freedom, HiMAT mode allows for increased maximum maneuvering speed for the Lightning Freedom, as well as a higher flight ceiling within the Earth’s atmosphere. HiMAT allows for the use of all the weapons systems of the Lightning Freedom and the increased strike/dodge/parry bonuses to attack rolls. To enter HiMAT mode, the pilot must use one action at the start of the round, declaring activation of HiMAT. The Lightning Freedom remains in HiMAT mode in the following rounds until the pilot declares his switch to normal mode.

Bonuses when in HiMAT mode:
Strike: +3
Dodge: +3
Parry: +3


Lightning Multiple Targeting Computer (Terminal Only)

The Lightning Multiple Targeting Computer is a companion system to the High Maneuverability Aerial Tactics (HiMAT) System used by Terminal mobile suit designs, specifically the Justice and Freedom Series. The advanced targeting computer can only be used when the Lightning Freedom is in HiMAT mode. When activated, the Lightning system allows the Lightning Freedom to execute a Blitzkrieg Attack.

The Blitzkrieg Attack allows the pilot to engage multiple targets all at once in a single melee round. The number of targets able to engage and the maximum number of attacks executed is equal to the total number of attacks of the pilot and Lightning Freedom combined, with a minimum of one (1) target engaged. The pilot can attack with any of the Lightning Freedom’s ranged weapons (including remote weapons), with the exception of the beam sabers, hand-to-hand combat and CIWS, plus the weapons of the METEOR systems when docked with the Lightning Freedom, except for the giant beam swords.

When executing the Blitzkrieg Attack, he must declare at the start of the round that he will do so, without costing any action. The pilot must designate how many attacks will a weapon use, with consideration of weapon firing limits per melee. The pilot will also designate which target will be engaged by each weapon attack. A single target can be engaged by up to how many attacks per round. Furthermore the pilot can make called shots with the Blitzkrieg Attack; he has to designate which parts of the targets engaged to be hit. He then does separate attack rolls for each attack. Also, the pilot gains an additional +4 bonus to strike for the attack rolls during a Blitzkrieg Attack.

However, a pilot CANNOT attempt to dodge or parry when executing the Blitzkrieg Attack, nor execute any other attacks for the melee round. He can only execute ONE Blitzkrieg Attack per melee round also and may not make any other attacks for that round. The pilot can execute leap dodges, however.

Bonuses
Strike: +4 when in Blitzkrieg Attack Mode; in addition to +3 strike bonus from HiMAT mode

_________________

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Ultimate Coordinator
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Shogun
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Number of posts : 539
Age : 45
Location : Eternal
Alias : The Googs
Race : Coordinator
Alignment : Neutral Good
Mecha : ZGMF-X20A Strike Freedom Gundam
Registration date : 2008-05-15

PostSubject: Re: Bonta-kun Heavy Industries Mobile Weapons Division   Wed 21 May 2008, 4:11 pm

ZGMF-X30A Lightning Freedom Gundam



Standard Equipment

Generation Unsubdued Nuclear Drive Assault Module (G.U.N.D.A.M) Complex_Series SD200-19 LF/KJ 01-34152_MOD43A Z.A.F.T – This operating system is the improved version of the first GUNDAM OS created by ZAFT for their newer generation mobile suits equipped with N-Jammer Cancellers and a nuclear fission reactor. This new version was installed as the primary operating system of the Lightning Freedom.

Ultra-compact Hyper Deuterion Nuclear Fission Reactor – The main power plant of the Lightning Freedom is a new Ultra-compact Hyper Deuterion Nuclear Fission Reactor that provides the energy required to operate the mobile suit and its component systems. The reactor is rated at 12538 kW and produces a maximum of 13500 EU, with the recharge capacity of 300 EU per round. The reactor has nuclear life of four (4) years before the reactor core be replaced. Also, unlike standard reactors, it also can be recharged by a deuterion beam energy transfer system, and can be fully charged in two (2) melee rounds. The weapons systems and the phase shift armor of the Lightning Freedom rely on the power provided by the reactor, and they drain energy from the power supply with their use. If the reactor is drained, the weapons are powerless and cannot be used. The only weapons functioning will be the head mounted CIWS, which can draw power from the APU. If the reactor’s EU reaches 0 or less the mobile suit is shut down. It takes 5d10 rounds for the pilot to restart the reactor and the reactor starts at a quarter of its power output (3000 EU). If the Lightning Freedom is destroyed while the reactor is online, the reactor will explode in a small nuclear explosion (1-1.5 kiloton range) that will cause 1d6x1000 MD of damage to anything within a one-mile radius.

N-Jammer Canceller – The Lightning Freedom is equipped with an N-Jammer Canceller, an advanced system that renders the Lightning Freedom immune from the effects of ZAFT’s Neutron Jammers which were buried deep underground and renders nuclear power sources and weapons ineffective. Also with the N-Jammer Canceller, the Lightning Freedom can use a nuclear reactor as its primary power source, giving it a nearly limitless amount of energy.

Hyper Capacitor System – The Lightning Freedom is equipped with two hyper capacitors, similar to that equipped on the ZGMF-X42S Destiny. A hyper capacitor system can be used as an optional recharge capacitor for nuclear reactors only. Energy batteries, augmentation packs or auxiliary power units cannot use hyper capacitor systems. Also, only ZAFT and Terminal has access to hyper capacitor system technology. The hyper capacitor system doubles the EU recharge rate of nuclear reactors for 1d6 rounds. Players must declare that they have the hyper capacitor system online at the start of a melee round to use. However, the system can only be used ONCE per capacitor in a battle. If turned off after use while there are still usable rounds left, the capacitor cannot be turned on again. When the capacitor shuts down after the usable rounds run out, it cannot be used again for that battle. After use, the mobile suit must return to a base or carrier for maintenance of the capacitor for it to be used again. The Lightning Freedom can use each capacitor once per battle, for a total of two times per battle.

Phase Shift Armor – The Lightning Freedom is equipped with an improved version of Phase Shift Armor technology, which provides the MS protection against projectile (projectile, impact, high explosive) and missile attacks. The phase shift armor uses 2 EU from the Lightning Freedom’s main reactor for every round that the armor is online. The armor absorbs the damage from these weapons, to a maximum of 240 MD per attack. MDC attacks with damage more than 240 MD will minus 240 MD from the damage, while excess damage will be HALVED before it is applied to the mobile suit’s MDC. However, phase shift armor drains an additional 3 EU for every round that the MS is hit with projectile weapons and missile fire. The phase shift armor is effective as long as the Lightning Freedom has energy units (EU) left to power the MS from its nuclear reactor. If the reactor is offline or runs out of power (0 or less EU), the phase shift armor will shut down (phase shift down) and the MS is venerable to all projectile attacks (takes full damage). Beam weapons will always penetrate phase shift armor, and cause full damage to the Lightning Freedom, but will not drain EU for the phase shift armor hit. When the phase shift armor is online, it manifest in the form of the physical colors of the mobile suit. The colors depend on and are set via updating the settings of the mobile suit’s operating system. When the phase shift armor is offline or out of power, the entire mobile suit will be colored a uniform flat gray.

Auxiliary Power Unit (APU) – The Lightning Freedom has an auxiliary power unit that provides reserve power supply rated at 5% of the main reactor’s power capacity should the nuclear reactor is drained or shut down. The APU provides the MS emergency power for its essential systems, such as radio communications, internal cockpit and instrumentation lighting, main computer operation, cockpit hatch, ventilation, etc. These systems use a minimal amount of power (1 EU per round) at idle. The APU provides power for the head mounted CIWS even if the main battery is shut down. The APU also provides power for maneuvering (walking, running, leaping, flying) to allow the MS to withdraw from battle and/or return to its base, as long as the APU has energy left. If the APU’s energy is zero or less EU, the MS loses all power and all of its systems are shut down until the primary battery or APU is recharged.

Internal Mainframe Computer – The Lightning Freedom is equipped with an advanced mainframe computer than controls the various systems of the mobile suit. The computer uses the G.U.N.D.A.M. Complex as its operating system. The computer also collects, correlate and analyze data coming from the mobile suits sensors, and relays information to the pilot via the multi function displays (MFD) on the console, heads-up display (HUD) and virtual environment screens. The computer can track and identify up to 500 targets simultaneously, analyze and specify threats and incoming missile fire, and store information in its database. It optimizes the multiple mechanical, electronic and power systems of the Lightning Freedom to suit the situation and current conditions. It evaluates the threats to the mobile suit and counters and compensates by optimizing the mobile suit to face the threat. It is partly responsible for the mobile suit’s maneuverability and bonuses to parrying, dodging and roll defense. It also controls the variable wing positions during and vernier thrusters in HiMAT mode. The Pilot can also optimize the system if he has the Computer Programming (GUNDAM OS) skill.

Lightning Multiple Targeting System – an advanced system built into the mainframe computer that allows the Lightning Freedom to engage and attack multiple targets all at once while in HiMAT and Blitzkrieg modes.

External Audio Pickup – A sound amplification system that can pick up sound at normal decibels up to 300 feet away.

Heat and Radiation Shields – Special shielding that prevents penetration into the cockpit and internals of the mobile of life-threatening heat and radiation. The shields also give the Lightning Freedom the protection while it enters Earth’s atmosphere from orbit. An alarm system is linked to internal sensor that can detect ruptures in the shielding and the amount of heat and radiation is registered.

Emergency Homing Signal Beacon – The Lightning Freedom carries three homing beacon which sends out a signal to allow rescue units to locate the mobile suit if it is disabled. One is an internal beacon mounted in the cockpit. The other two beacons can be deployed from its internal mounts on the mobile suit’s arms. These are buoyant and can stay afloat in water even in rough seas. The range of the signal is an arc of 500 miles (800 km) and can continuously send for 420 hours. The signal is a clearly broadcasted international distress signal that is easily recognizable by most computers onboard vehicles, ships and mobile suits.

Laser Targeting System – Range: 100 miles (160 km). Used for increased accuracy in attacking enemy targets and hostiles. It is partly responsible for the mobile suit’s strike bonuses. It also used as a indirect fire targeting system to “paint” targets for long ranged, indirect fire artillery and missile systems.

Loudspeaker – An external loudspeaker system is built into the MS, which can amplify the pilot’s voice up to 90 decibels.

Optics: Infrared – Range: 1000 feet (600 meters). This optical system projects a beam of infrared light that is invisible to the naked eye, but detectable by the MS’ sensors. The system allows the pilot to detect objects, even hidden or concealed ones, via their IR reflective signatures. The beam will be visible to anyone with IR sensitive optics, however.

Optics: Nightvision – Range 1000 feet (600 meters). A passive light imaging intensifier that emits no light of its own, but relies on the ambient light which is electronically amplified to produce a visible picture.

Optics: Thermal Imaging – Range: 1000 feet (600 meters). A passive optical heat sensor that detects radiation projected by warm objects and converts that data into false-colored visible images.

Radar – 500 miles (800 km) range. Passive and active scanning sensors interconnected with the various optic systems and the mainframe computer.

Sonar – 50 miles (80km) range. Passive and active underwater scanning sensors interconnected with the various optic systems and the mainframe computer.

Self-Destruct System – To prevent the capture of the Lightning Freedom, the pilot can activate the MS’ self-destruct system, which will cause the MS to explode after a delay of up to 60 minutes, depending on the settings of the pilot. The system requires a numeric code to be entered via the hidden keypad in the right armrest of the pilot’s seat. However, destroying the ultra-compact nuclear reactor will cause a small nuclear explosion spread along a one (1) mile, and causing 1d6 x 1000 MD to all units within the blast area. The mobile suit will be destroyed and all internal systems incinerated. The pilot must manually escape from the cockpit and get outside the blast radius before the explosion to survive.

Standard Survival Kit – The Lightning Freedom comes equipped with a portable survival kit for the pilot. Inside a reinforced compartment behind the pilot’s seat is a backpack with a flashlight, four hand flares, four rocket flares, a compass, infrared distancing binoculars, a small mirror, a multi-tool pocket knife, dehydrated and concentrated food for 7 days for one person, and a first aid kit.

Life Support System – The Lightning Freedom’s cockpit is pressurized, and also provides additional air conditioning and ventilation feeds to the pilot’s flight suit that provides him with pressurized breathing. The pilot’s suit also contains an upper and lower g-suit that promotes blood circulation during high-g turns and maneuvering, thus decreasing the possibility of the pilot blacking out in combat.

Virtual Environment Cockpit – The Lightning Freedom is equipped with an innovative cockpit display system layout that provides monitors for a 180-degree view along front arc of the outside environment even though the cockpit is nestled inside the main body of mobile suit. This clear and wide view is partly responsible for the strike/parry/dodge/roll bonuses of the MS.

_________________

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Last edited by Ultimate Coordinator on Wed 21 May 2008, 4:16 pm; edited 1 time in total
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Ultimate Coordinator
Shogun
Shogun
avatar

Number of posts : 539
Age : 45
Location : Eternal
Alias : The Googs
Race : Coordinator
Alignment : Neutral Good
Mecha : ZGMF-X20A Strike Freedom Gundam
Registration date : 2008-05-15

PostSubject: Re: Bonta-kun Heavy Industries Mobile Weapons Division   Wed 21 May 2008, 4:11 pm

ZGMF-X30A Lightning Freedom Gundam


Combat Bonuses For ZGMF-X30A Lightning Freedom Gundam Combat Training



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-X30A Lightning Freedom Gundam.
• Requires Mobile Suit Combat: ZGMF-X30A Lightning Freedom Gundam
• 10 attacks per melee (plus those of the pilot)
• Add one additional action/attack at levels two, five, seven, ten and twelve.
• +7 on initiative
• +6 to strike in Normal mode (+9 in HiMAT mode, +13 in Blitzkrieg Attack Mode)
• +7 to parry, +10 in HiMAT mode
• +6 to dodge in normal mode, +9 to dodge in HiMAT mode
• +5 bonus to dodge when in space to all modes
• +5 to roll with a punch or fall with an impact, reducing damage by half.
• +5 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.



Optional Equipment:

Mobile suit Embedded Tactical EnfORcer (M.E.T.E.O.R.) System – ZAFT's Mobile suit Embedded Tactical EnfORcer (METEOR) is a mobile weapons platform stored on both sides of the bow of the transport ship Eternal and designed exclusively for use by the ZGMF-X09A Justice Gundam and ZGMF-X10A Strike Freedom Gundam. Although both units are already well armed, the METEOR units make them the equivalent of a mobile fortress. The METEOR is also adaptable for use by the ZGMF-X19A Infinite Justice Gundam and ZGMF-X20A Strike Freedom Gundam, the newer versions of the Justice and Freedom Gundams.

The METEOR's extensive armaments include four, high-energy beam cannons, two beam swords and 77 missile launchers located all across the main body. The beam cannons and missile launchers are effective weapons against ships and mobile suits, and the beam swords can slice into a battleship and easily destroy it. All these weapons, except for the beam swords, can be used in the Justice and Freedom’s Blitzkrieg Attack.

The METEOR units are docked on the bow of the transport ship Eternal, which is also designed to support Athrun Zala's Justice Gundam and Kira Yamato's Freedom Gundam. Athrun and Kira put their METEOR units to good use at the war's end in September C.E. 71, using them to prevent another Earth Alliance nuclear attack on the PLANTs. In the final battle, Athrun abandons his METEOR unit to penetrate the GENESIS doomsday weapon, while Kira's METEOR is destroyed in battle with Rau Le Creuset's ZGMF-X13A Providence Gundam. At the end of the Second Bloody Valentine War, both METEOR units survived the Battle of Messiah. The METEOR's design is also the basis of another ZAFT unit, the Verne 35A/MPFM Multipurpose Flight Module.

A new unit, Unit 09, has been built for the new ZGMF-X30A Lightning Freedom, deployed in early CE 83.

Code name: METEOR
Unit type: Mobile suit Embedded Tactical EnfORcer (METEOR) space mobile armor for use by ZGMF-X09A Justice Gundam, ZGMF-X10A Freedom Gundam, ZGMF-X19A Infinite Justice Gundam and ZGMF-X20A Strike Freedom, ZGMF-X30A Lightning Freedom
Manufacturer: Verne, Wells Design Bureaus, Terminal Factory
Operator(s): ZAFT (Zodiac Alliance of Freedom Treaty); Three Ships Alliance, Orb Union
First deployment: 26 September C.E. 71
Dimensions: overall length 99.46 meters; overall width 60.12 meters
Weight: 552.42 metric tons (not including mobile suit)
Fixed armaments:
• 2 x 120cm high-energy beam cannon
• 2 x 93.7cm high-energy beam cannon
• 2 x MA-X200 beam sword
• 77 x 60 cm "Erinaceus" anti-ship missile launchers (22 per pod, 12 per arm unit, 9 on tail fin)
Maximum Speed:
• Mach 15 (10050mph/16080kph) in space, cannot fly in atmosphere nor trans-atmospheric, for space flight only
Power Plant:
• Type 2 Ultra-compact Energy Battery
• Auxiliary Power Unit
Energy Units:
• Type 2 Ultra-compact Energy Battery: 1000 EU
• Auxiliary Power Unit 100 EU
MDC Per Location:
• Main Body 400
• Main Thrusters (2) 300 each
• Weapons Arms (2) 250 each
• Wing Missile Launchers (2) 200 each
• Wing Beam Cannons (2) 150 each
• Fins (2) 250 each

Notes:
• Destroying the arms will also destroy the 120cm beam cannons and the beam swords
• Depleting the MDC of the Main Body will destroy the METEOR. If the Strike Freedom is docked with the METEOR it is automatically ejected but will take 1d10 x 10 MD to its wing sections and main body.

Weapons Systems

1) 120cm. High-Energy Beam Cannon (2) – The large 120cm high-energy beam cannons are the primary anti-ship weapons of the METEOR. Mounted on the end of arm like appendages of the mobile armor, the cannons are capable of tremendous damage at very long range, but requiring massive amounts of energy per shot. Can be used in a Blitzkrieg Attack
• Primary Purpose: Anti-Ship Assault
• Secondary Purpose: Anti-mobile suit
• Range: 60000 feet (18000 meters)
• Damage: 2d8 x 100 MD per shot
• Rate of Fire: One shot per attack; one attack per cannon/round (2 attacks total per round)
• Payload: reliant on power supplied by mobile suit.
• Energy Usage: 200 EU per shot (400 EU total per round)

2) 93.7cm High-Energy Beam Cannon (2) – The slightly smaller 93.7cm high energy beam cannons mounted on “wings” of the METEOR are used to attack mobile suits and armor. Like the 120cm cannons, they are capable of tremendous damage at very long range, but requiring massive amounts of energy per shot. Can be used in a Blitzkrieg Attack.
• Primary Purpose: Anti-Mobile Suit
• Secondary Purpose: Assault
• Range: 50000 feet (15000 meters)
• Damage: 2d6 x 100 MD per shot
• Rate of Fire: One shot per attack; one attack per cannon/round (2 attacks total per round)
• Payload: reliant on power supplied by mobile suit.
• Energy Usage: 150 EU per shot (300 EU total per round)


3) MA-X200 Beam Sword (2) – Mounted on the same arm appendages as the 120cm beam cannons, the two massive beam swords can extend a pair of 250 meter long beam blades that is used for anti-ship and anti-mobile suit melee combat. It can sever a part or appendage of a spacecraft or mobile suit/armor and block another beam sword/saber (see Lacerta beam sabers for rules on sever attack/saber block).
• Primary Purpose: Anti-Ship Melee
• Secondary Purpose: Anti-mobile suit Melee
• Range: Melee (up to 250 meters)
• Damage: 1d10 x 100 MD per shot
• Rate of Fire: One shot per attack; one attack per cannon/round (2 attacks total per round)
• Payload: reliant on the power available from the mobile suit and the power battery
• Energy Usage: 50 EU per round (100 EU total per round)

4) “Erinaceus” Anti-Ship Missile Launchers – The METEOR unit has multiple missile launcher pods for the “Erinaceus” Anti-Ship Missiles. Can be used in a Blitzkrieg Attack.
• Primary Purpose: Anti-Ship Assault
• Secondary Purpose: Anti-missile/mobile suit/mobile armor
• Range: 60 miles (96 km/96000 meters)
• Damage: 2d4 x 10 MD per missile
• Rate of Fire: One at a time or in volleys of 2, 4, 6, 8, 10, 12, 24, 36 or all. The number of volleys is equal to the number of attacks of the pilot, Strike Freedom and METEOR combined. A volley, regardless of the number of missiles fired, counts as one attack
• Payload: 77 medium-ranged high-explosive missiles
• Energy Usage: 10 EU per attack


Advanced training for pilots specializing in the METEOR system.
• Requires Mobile Suit Combat: ZGMF-X30A Lightning Freedom Gundam and Mobile Armor Combat: METEOR System
• Training bonuses and skill can only be used when the METEOR is docked with the Lightning Freedom Gundam. It takes one full melee round for the METEOR to dock with Lightning Freedom, and no attacks or maneuvering can be done on that round.
• 6 attacks per melee (plus those of the pilot and the Lightning Freedom)
• Add one additional action/attack at levels two, five, seven, ten and twelve.
• +1 on initiative
• +1 to strike in Normal mode (+2 in HiMAT mode)
• +2 to parry
• +2 to dodge in normal mode, +3 to dodge in HiMAT mode
• +2 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.

_________________

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Last edited by Ultimate Coordinator on Wed 21 May 2008, 4:15 pm; edited 1 time in total
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Number of posts : 539
Age : 45
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Alias : The Googs
Race : Coordinator
Alignment : Neutral Good
Mecha : ZGMF-X20A Strike Freedom Gundam
Registration date : 2008-05-15

PostSubject: Re: Bonta-kun Heavy Industries Mobile Weapons Division   Wed 21 May 2008, 4:12 pm

ZGMF-X93A Excalibur Gundam




Background:
Work in progress.










Model Number: ZGMF-X93A
Code Name: Excalibur Gundam
Unit Type: Prototype Assault Mobile Suit
Manufacturer: Maius Military Industries
Operator: ZAFT, FAITH
Current Pilot: Phelan Patrick Ward Kell
First Deployment: CE 84
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: 17.85 meters
Weight: 80.65 tons
Powerplant: Ultra Compact Hyper Deuterion Nuclear Reactor, rated a 9154 kW
Auxiliary Power Unit
Equipment and Design Features:
Phase Shift Armor
Deuterion Beam Transfer System
Dual Hyper Capacitor System
Neutron Jammer Canceller
Gugnir Canceller
Brainwave Direct Interface Control System
“Solidus Folgur” Beam Barrier Projector
Super DRAGOON Mk II System x 12


MDC

Head 60
Hands (2) 60/60
Arms 180/180
Shoulders (2) 240/240
Legs (2) 300/300
Main Body 600
Fin Funnels (12) 120 each
Beam Saber Pommels (2) 100 each
Pulse Beam Rifle 200

PS Armor MDC: 180 MDC/round

Energy Units: 13500 EU
EU Production/round: 300/round
APU: 625 EU
Special:
Dual Hyper Capacitor System
Deuterion Beam Transfer System



Weapon Systems

M4A1SP Pulse Beam Rifle

The Excalibur is the first ZAFT mobile suit to be equipped with the new M4A1SP Pulse Beam Rifle. A new improvement to the Beam Rifle technology, the pulse beam rifle uses a rapid-cycling, high energy pulse to generate multiple laser beams, creating an effect equal to machine-gun fire. This design improves the hit probability of beam attacks, plus increased damage, at the cost as less range and higher energy consumption. When using the Pulse Beam Rifle, add a +3 bonus to strike rolls.
Primary Purpose: Assault
Secondary Purpose: Anti Mobile Suit
Range: 4000 feet (1200 meters) in atmosphere, 8000 feet (2400 meters) in space
Damage: 3d6 x 10 MD per short burst, 4d6 x 10 MD per short burst, 5d6 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: 20 EU per short burst, 30 EU per long burst, 40 EU per full burst
Strike Bonus: +3

Super Lacerta Beam Sabers x 2
Primary Purpose: Melee Assault
Secondary Purpose: Melee Defense
Range: Melee
Damage: Per saber: Slashing attack: 2d8 x 10 MD; Piercing attack: 3d6 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: 15 EU per round per saber

Super DRAGOON Mk II Remote System x 12
Primary Purpose: Independent Quantum Communication Attack Pod
Range: 10000 feet (3000 meters)
Damage: 2d8 x 10 MD per shot
Rate of Fire: Up to four (4) attacks per round
Payload: reliant on power supplied by mobile suit or augmentation packs
Power Usage: 10 EU per shot/pod plus 5 EU per pod per attack

MMI-GAU27D 31 mm Close In Weapons System 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: 5 EU per attack
Strike bonus: +1, +2 vs. missiles


MGX-2235 “Callidus” Multi-Phase Beam Cannon
Shield-Mounted
Primary Purpose: Plasma Beam Direct-Fire Support Artillery
Range: 30000 feet (9000 meters) in atmosphere; 60000 feet (18,000 meters) in space
Damage: 3d4 x 100 MD
Rate of Fire: Up to four (4) attacks per round; one (1) shot per attack
Payload: reliant on power supplied by mobile suit or augmentation packs
Power Usage: 100 EU per shot/cannon

Anti Beam Shield with “Solidus Fulgor Mk II” Beam Barrier Projector

Anti Beam Shield

Primary Purpose: Anti-beam defense
Secondary Purpose: Defense
Damage Capacity: 1200 MD
Power Usage: None

“Solidus Fulgor Mk II” Beam Barrier Projector
Primary Purpose: Anti-beam defense
Secondary Purpose: Defense
Damage Capacity: 500 MD/round
Power Usage: 25 EU per round/barrier


Special Systems:

New Optional Technologies

Most of the technologies listed down here are new and untested, so they maybe succeptible from simple bugs to catastrophic failures



Brainwave Direct Interface Control System

The Brainwave Direct Interface Control System is a relatively new prototype, designed as an amplifier for the use of DRAGOONs, Super DRAGOONs, fin funnels and other similar remote space weapons. The BDICS increases brainwave algorithms and activity in the control receptors of the remote weapons, enabling to function more efficiently and increase their viability in combat.

The system can be used by Newtypes and non-Newtypes, but non Newtypes can only use it with first generation remote weapons. And Newtypes gain more performance from the system than non-Newtype, because of their innate increase ability of spatial awareness.

However, the BDICS has some major flaws, which makes it prone to shutting down and hazardous to operators. A sudden shutdown of the system thru combat damage or neural overload will leave operators unconscious for days, and the effects for Newtypes are much more severe.

Currently in its testing stages, the PLANTs’ Warden Defense Technologies research and development division has installed one prototype unit on the ZGMF-X93N Excalibur, a new mobile suit which relies on Super DRAGOON remote weapons are its primary armaments. While still not perfected, WDT has announced further successes in it development, and speculation has it that they will soon sign a contract to supply the system to ZAFT’s future remote weapon equipped mobile suit designs.


Rules on the BDICS
The BDICS can only be used by ZAFT on its mobile suits. The system works at best with MS equipped with fin funnel type weapons.

As it was mentioned above, BDICS can be used by Newtypes and non-Newtypes, but non Newtypes can only use it with first generation remote weapons.

To activate BDICS, a PC must use one (1) action to bring it online at the start of the round. BDICS remains continuously active for the next rounds until the PC uses one (1) action to shut it down.

When active, BDICS gives the following bonuses

1. Gives the PC and allies a bonus of +3 to initiative rolls per round.
2. PCs can use fin funnel weapons two time for every one action used, up to a total of eight (Cool times per round instead of the normal four, using only four actions total. Round off the number to the nearest even number in terms of actions.
3. Newtypes with ME scores higher than 16 can add the bonuses for strike/parry/dodge as if that was their PP scores, in addition to bonuses from their real PP score.

For Example

Phelan is a Newtype with an ME of 18, PP of 21 and PE of 14. He activates the BDICS of the Excalibur Gundam, using one action. He gains a +3 initiative bonus for his team. He adds +2 to his PP strike/parry/dodge of +3, making the combined ME + PP bonus at +5. He then engages the enemy, attacking it seven (7) times with the Excalibur’s Super DRAGOONs, but only using four (4) actions.

However, the BDICS is still a flawed system and full of dangerous glitches, especially for Newtypes. The system is safe to use for three consecutive rounds, but any other rounds after that, it starts to become unstable. The PC should roll a saving throw with 3D10 for a score EQUAL OR BELOW his or her ME score for every round over the first three rounds. Also, a penalty of -1 for every round coming after the fourth round of use will be applied to the ME score, gradually lowering the chances to avoid a critical shutdown.

If the saving throw fails, the BDICS shuts down the entire Mobile Suit completely, and the PC suffers 2D20 HP of damage to the self, and will be in a temporary coma for 1D8 days. Also, a Newtype, due to his sensitivity to the BDICS, will be in a coma for an additional 1D6 months, and will exhibit either of the following sicknesses below upon awakening.

Roll 1D4

1. Amnesia for 1D6 more months.
2. Paranoia, permanent penalty of minus 1D4 points of MA.
3. Loss of muscular control and biorhythm, penalty of 1D4 points of PP
4. Severe Depression, 1D10 permanent loss of ME


Hyper Capacitor System
A hyper capacitor system can be used as an optional recharge capacitor for nuclear reactors only. Energy batteries, augmentation packs or auxiliary power units cannot use hyper capacitor systems. Also, only ZAFT has access to hyper capacitor system technology. The ZGMF-X93A Excalibur has two hyper capacitors installed on it.

The hyper capacitor system doubles the EU recharge rate of nuclear reactors for 1d6 rounds. Players must declare that they have the hyper capacitor system online at the start of a melee round to use.

However, each hyper-capacitor can only be used ONCE in a battle, for a total of two times for the Excalibur. If turned off after use while there are still usable rounds left, the capacitor cannot be turned on again. When the capacitor shuts down after the usable rounds run out, it cannot be used again for that battle. After use, the mobile suit must return to a base or carrier for maintenance of the capacitor for it to be used again.

Gugnir Canceller
A Gugnir Canceller is a relatively new passive system, activated automatically when the mobile suit powers up. Its primary use is as a defensive mechanism against ZAFT’s Gugnir EMP system, which shuts down mobile suit’s systems for a period of time. The G-Canceller can also be used to defend against an EMP pulse from a nuclear explosion. Currently on testing, the system has just been introduced to the new prototype assault mobile suit commissioned by Chairman Lacus Clyne for FAITH, the ZGMF-X93A Excalibur Gundam





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-X93A Excalibur Gundam.
• Requires Mobile Suit Combat: ZGMF-X93A Excalibur Gundam
• 7 attacks per melee (plus those of the pilot)
• Add one additional action/attack at levels two, five, seven, and ten.
• +4 on initiative
• +4 to strike
• +5 to parry
• +6 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.
• +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.

_________________

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Number of posts : 539
Age : 45
Location : Eternal
Alias : The Googs
Race : Coordinator
Alignment : Neutral Good
Mecha : ZGMF-X20A Strike Freedom Gundam
Registration date : 2008-05-15

PostSubject: Re: Bonta-kun Heavy Industries Mobile Weapons Division   Wed 21 May 2008, 4:13 pm

ORB-105X Ryuken Gundam












Model Number: ORB-105X
Code Name: Ryuken Gundam
Unit Type: Prototype Transformable Assault Mobile Suit
Manufacturer: Morgenraete Industries
Operator: Orb National Defense Force
First Deployment: CE 84
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: 19.25 meters
Weight: 90.54 tons
Powerplant:
Ultra Compact Nuclear Reactor
Equipment and Design Features:
Neutron Jammer Canceller
Variable Phase Shift Armor
Vernier Apogee Thrusters
Mobile Armor Mode

Background Info:

With the success in the Second Bloody Valentine War of the MVF-M11C Murasame, and the Orb Union’s newfound reliance in transformable mobile suits for their forces, the Orb National Defense Force made good use of their numerous Murasames. These venerable mobile suits served for the next ten years, in various peacekeeping and defensive missions the ONDF participated in. In all these missions, the Murasames performed exemplary.

However, age was adding to the deterioration of the Murasame force, as well as new designs from the other powers to counter the effectiveness of the transformable suits. Mobile suits such as the reborn ZGMF-X23S Saviour was being deployed by ZAFT, while the OMNI Enforcer was responding with the cheaper and mass-produced yet still state-of-the-art GAT-15C Waverider, both designs clearly outclassing the Murasame should it come to be deployed in considerable numbers. ONDF Command decided to face the growing obsolescence problem and a top secret design program by the Orb-based technology giant Morgenraete Industries, code-named “Anaheim”, started on several design proposals in late CE 80.

In November CE 82, a prototype transformable mobile suit, code-named the ORB-105X Ryuken, or “Dragon’s Sword”, was secretly rolled out of Morgenraete Industries main facility at Onogoro Island and loaded on the Archangel, which transported the mobile suit to the Orb Union’s top-secret “proving grounds” on the Moon, two thousand miles to the east of Copernicus City. There it began test runs, piloted by seventeen year-old First Lieutenant Kazuki Makabe, an ONDF Special Forces officer and protégé of Special Forces Chief Major General Athrun Zala.

The Ryuken is an advanced design, but not an innovative one. The Anaheim Project Team wanted a proof-of-concept mobile suit design, and opted to use proven technologies for the mobile suit. A Ultra Compact Nuclear Reactor powers the Ryuken, and a Neutron Jammer Canceller allows the use of the reactor, negating lingering effect of still present Neutron Jammers around the Earth. Variable Phase Shift Armor protects the mobile suit from projectile weapons, while two wrist-mounted beam barrier emitters allows the Ryuken to parry beam fire. Vernier Apogee Thrusters scattered all over the mobile suit provides for exceptional maneuverability for the Ryuken in both mobile suit and mobile armor form, both in atmospheric and space combat.

The weapons mounted on the Ryuken are a mix of off-the-shelf and new designs. The primary weapon of the Ryuken is a handheld Type 105X Composite Rail Gun/High Energy Beam Rifle, a dual type weapon that can change between a long-ranged rail gun and a high energy beam rifle at the flick of a button. Head mounted 60mm Vulcans provide an anti-missile system for the Ryuken, and these guns can be used in both MS and MA forms – the head of the Ryuken acting as a 360 degree turret in MA mode. Wing mounted Type 72 beam cannons and Shigunga Death Bloom short ranged missiles add ranged firepower, while hip stored beam sabers and penetrator knives are used for melee combat. As an added weapon, powerful beam blades are mounted on the wings, allowing the Ryuken to do a ramming/slashing attack against mobile suits in MA mode.

The Ryuken is rumored to have completed its trials on the Moon in late CE 82, and transferred to the ONDF Second Orbital Fleet in Copernicus, where the Archangel serves as flagship. Since the Second Fleet has yet to go on extended maneuvers in CE 83, this remains speculation. Recent turmoil in both the Earth and the PLANTs, plus a recent outbreak of a very contagious and deadly virus in the Orb Union itself, may hint that the Second Fleet may sortie soon, and that the Ryuken may see action as well.

MDC

Head 120
Hands (2) 60/60
Arms 180/1800
Shoulders (2) 240/240
Legs (2) 300/300
Main Body 600
Wings 240/240
Tail Wing 240
Wing Beam Cannons x 150/150
Rail Gun/High Energy Beam Cannon 240
Beam Sabers 100/100
Shoulder Missile Launcher Baffles 160/160

VPSA Protection
Standard: 180 MD
Increased: 210 MD
Decreased: 150 MD

Energy Units: 10000 EU
EU Production/round: 500 EU
APU: 500 EU




Weapons:
MSM7E 60mm Vulcan CIWS x 2
Primary Purpose: anti-missile/anti-air
Secondary Purpose: point-blank/short ranged attack
Range: 1000 feet (300 meters) in atmosphere / 2000 feet (600 meters) in space
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: 5 EU per attack
Strike bonus: +1, +2 vs. missiles

Type 105X Composite Rail Gun/High Energy Beam Rifle x 1
Type 105XR “Daikyu” Rail Gun
Primary Purpose: Projectile Direct-Fire Support Artillery
Range: 15000 feet (4500 meters) underwater/30000 feet (9000 meters)/15000 feet (4500 meters) in atmosphere/60000 feet (18000 meters) in space
Damage: 2d8 x 50 MD per shot
Rate of Fire: Up to four (4) attacks per round; one (1) shot per attack
Payload: Thirty (30) shots per cannon, total of 60 shots
Power Usage: 50 EU per shot/cannon
Type 105XEB “Victory Nickel” High Energy Beam Rifle
Primary Purpose: Assault
Secondary Purpose: Anti Mobile Suit
Range: 3500 feet (1050 meters) in atmosphere / 7000 feet (2100 meters) in space
Damage: 5d6 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: 30 EU per shot

Type 83J2 Hip-Stored Beam Sabers x 2
Cannot be used in mobile armor mode
Primary Purpose: Melee Assault
Secondary Purpose: Melee Defense
Range: Melee
Damage: Per saber: Slashing attack: 2d8 x 10 MD; Piercing attack: 3d6 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: 15 EU per round per saber


Type 83P3 Hip-Stored Armor Penetrator Knives x 2
Cannot be used in mobile armor mode
Primary Purpose: Assault
Secondary Purpose: Defense
Range: Melee up to 1000 feet (300 meters)
Damage: 1d4 x 10
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: 2 total
Power Usage: None

Type 76X “Shigunga Death Bloom” Shoulder Mounted Three-Tube Short Ranged Missile Launchers x 2
Primary Purpose: Assault
Secondary Purpose: Anti Mobile Suit/Anti Air
Range: 2 miles (3200 meters) / 4 miles (6400 meters) in space
Damage: 1d4 x 10 MD
Rate of Fire: 1 or in volleys of 2, 4, 6, 8, 10, 12, 18, or all 24
Payload: 24 Short Ranged Missiles
Power Usage: 10 EU/missile
Strike bonus: +2


Type 72 Wing Mounted High Energy Beam Cannons x 2
Primary Purpose: Assault
Secondary Purpose: Anti-mobile suit
Range: 9000 feet (2700 meters) in atmosphere; 18000 feet (5400 meters) in space
Damage: 8d6 x 10 MD per shot, the energy cannon cannot fire bursts
Rate of Fire: One shot per attack. Total number of attacks are equal to number of actions of pilot and mobile suit.
Payload: reliant on power supplied by mobile suit or augmentation packs.
Power Usage: 60 EU per attack

Type 83J2W Wing Mounted Beam Blades
Primary Purpose: Melee Assault
Secondary Purpose: Melee Defense
Range: Melee
Damage: Per saber: Slashing attack: 2d8 x 10 MD; Piercing attack: 3d6 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: 15 EU per round per saber

“Lightwave” Wrist-Mounted Beam Barrier Emitter x 2
Primary Purpose: Anti-beam defense
Secondary Purpose: Defense
Damage Capacity: 500 MD/round
Power Usage: 25 EU per round/barrier

Special Equipment:

Variable Phase Shift Armor
Variable Phase Shift (VPS) Armor act in the same way as Phase Shift armor, except that the total MDC absorption varies on what VPS mode the mobile suit is using:

• Standard Mode rates the MDC absorption at 30% of the unit’s main body
• Increased Mode rates the MD absorption at 35 % of the main body MDC.
• Decreased Mode rates MD absorption at 25% of the main body MDC.

Also, EU consumption per round depend on which mode is used:

• Standard Mode drains 3 EU for every round that the armor is hit.
• Increased Mode drains 4 EU for every round that the armor is hit.
• Decreased Mode drains 2 EU for every round that the armor is hit.

This is in addition to the 2 EU the VPS armor uses every round it is online. The Mode of the VPS Armor is dependent on the equipment that the mobile suit is currently using.

Beam weapons will always penetrate variable phase shift armor, and cause full damage to the target unit, but will not drain EU for the VPS armor hit.


Mobile Armor Mode
The Mobile Suit can change between Mobile Armor and Mobile Suit modes. Mobile Armor mode allows for more speed maneuverability, with added bonuses to dodge. However, some weapons cannon be used in this mode, as some cannot be used in Mobile Suit mode. See the weapons descriptions above for details.





When transforming to mobile armor mode, the pilot will use one (1) action during the round he decides to transform. He remains in that mode until he uses another action to transform back to mobile suit mode.



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 ORB-105X Ryuken Gundam.
• Requires Mobile Suit Combat: ORB-105X Ryuken Gundam
• 7 attacks per melee (plus those of the pilot)
• Add one additional action/attack at levels two, five, seven, and ten.
• +4 on initiative
• +3 to strike
• +4 to parry
• +5 to dodge, +7 in mobile armor mode
• +3 bonus to dodge when in space to all modes
• +4 to roll with a punch or fall with an impact, reducing damage by half.
• +4 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.

_________________

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Ultimate Coordinator
Shogun
Shogun
avatar

Number of posts : 539
Age : 45
Location : Eternal
Alias : The Googs
Race : Coordinator
Alignment : Neutral Good
Mecha : ZGMF-X20A Strike Freedom Gundam
Registration date : 2008-05-15

PostSubject: Re: Bonta-kun Heavy Industries Mobile Weapons Division   Wed 21 May 2008, 4:14 pm

ORB-106X Vestige Gundam











Model Number: ORB-106X
Code Name: Vestige Gundam
Unit Type: Prototype Multi-Mission Mobile Suit
Manufacturer: Morgenraete Industries
Operator: Orb Union National Defense Force
First Deployment: 84 CE
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: 18.23 meters
Weight: 77.57 tons

Powerplant:
Ultra-compact Nuclear Fission Reactor
Auxiliary Power Unit

Equipment and Design Features:
GUNDAM OS
Neutron Jammer Canceller
Phase Shift Armor
Beam Barrier Defense System

MDC

Head 60
Hands (2) 60/60
Arms 180/180
Shoulders (2) 240/240
Legs (2) 300/300
Main Body 600
High-Energy Beam Rifle 150
Beam Sabers 100/100


Energy Units: 10000 EU
EU Production/round: 500
APU: 500 EU
Special:



Weapons:
Head Mounted, 23mm Vulcan Gatling Guns x 2
Primary Purpose: anti-missile/anti-air
Secondary Purpose: point-blank/short ranged attack
Range: 1000 feet (300 meters) in atmosphere / 2000 feet (600 meters) in space
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: 5 EU per attack
Strike bonus: +1, +2 vs. missiles

Type 192 “Katon” High Energy Beam Rifle x 1





Primary Purpose: Assault
Secondary Purpose: Anti Mobile Suit
Range: 3500 feet (1050 meters) in atmosphere / 7000 feet (2100 meters) in space
Damage: 5d6 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: 30 EU per shot


Type 70J “Kai” Beam Saber x 2, hip-mounted in storage
Primary Purpose: Melee Assault
Secondary Purpose: Melee Defense
Range: Melee
Damage: Per saber: Slashing attack: 2d8 x 10 MD; Piercing attack: 3d6 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: 15 EU per round per saber


Type 66A Anti-air Missile Launchers x 2
Primary Purpose: anti-air/anti-MS
Secondary Purpose:
Range: 16,000 meters
Damage: 1d6 MD per missile
Rate of Fire: 1 or in volleys of 2, 3, 4, 8, 16, 18, 20, 24 or all (48 missiles). A volley counts as one attack and uses up only one action. Multiple Volleys can be done in a round as long as there are actions and missiles left for use.
Payload: Forty-eight (48) Type 66A all-aspect heat seeking anti-air missiles, 24 missile per leg launcher
Power Usage: 5 EU per missile


Type 224 “Hayato” Beam Boomerangs x 2, hip-mounted
Primary Purpose: Anti-mobile suit/anti-aircraft
Range: 3500 feet (1100 meters)
Damage 2d8 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.
Rate of Fire: Once per round per boomerang
Power Usage: 10 EU per attack


Beam Barrier Defense System x 2, wrist guard-mounted
Primary Purpose: Anti-beam defense
Secondary Purpose: Defense
Damage Capacity: 500 MD/round
Power Usage: 25 EU per round/barrier


Special Equipment:

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 ORB-106X Vestige Gundam
• Requires Mobile Suit Combat: ORB-106X Vestige Gundam
• 7 attacks per melee (plus those of the pilot)
• Add one additional action/attack at levels two, five, seven, and ten.
• +3 on initiative
• +3 to strike
• +4 to parry
• +6 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.
• +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.

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