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 Type-003C Alteisen Nacht (Custom RPG Knightmare Frame)

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Daimyo
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Number of posts : 746
Age : 28
Location : I exist where I don't.
Alias : Flame King
Registration date : 2008-05-12

Character sheet
PC Name:
Level: ????
Character Class: Orb Defense Force Mobile Suit Pilot

PostSubject: Type-003C Alteisen Nacht (Custom RPG Knightmare Frame)   Sun 25 May 2008, 4:19 pm



Model number: Type-003C
Code name: Alteisen Nacht
Unit type: Prototype Heavy Melee Assault Knightmare Frame
Manufacturer: Kyoto House
Operator(s): Order of the Black Knights
First deployment: a.t.b 2017
Accommodation: pilot only, in motorbike-style cockpit in torso
Dimensions: overall height 5.5 meters
Weight: combat weight 12000 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; Float Unit
Fixed armaments: 5-barrel chain gun, mounted on left forearm; Plasma Horn, mounted on head; Revolver Bunker, mounted on right forearm; Claymore Avalanche, mounted on shoulder-armor; "Hien Souga" slash harken, mounted on chest
Optional hand armaments:"Beowulf" Katen Yaibatou


MDC

Head 100
Hands (2) 50/50
AShoulders (2) 200/200
Legs (2) 250/250
Main Body 450
Slash Harken (2) - 50 each
Landspinners (2) - 100 each
"Beowulf" 150

Power Systems Data

Power Plant: Power Plant: Energy Filler = 1250 EU
Energy Use:
Idle: 3 EU per round
Walking: 4 EU per round
Running(Using Landspinners): 5 EU per round

Note: While the Alteisen Nacht is equipped with a Float System, it could only stay airborne for less than one round with the help of all its thrusters. Its float system is there for the sole purpose of standing up and balancing the body.

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. 5-barrel Chain Gun
Primary Purpose: Assault
Range: 100 meters
Damage: 3d6 x10 MD per short burst, 5d6 x10 per long burst, 3d8 x10 for full melee burst.
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: 2 EU per shot; short burst = 20 EU; medium burst = 40 EU; long burst = 80 EU

3. Plasma Horn
Primary Purpose: Melee Assault
Range: Melee
Damage: Slashing attack: 2d8 x 10 MD; can sever a joint or part of a Knightmare with a successful critical strike roll in a call shot attack.
Rate of Fire: One Attack per action. 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

4. Revolver Bunker
Primary Purpose: Melee Assault
Range: Melee
Damage: Piercing Attack: 1d10 x 10 MD
Rate of Fire: One attack per action. Number of total attacks equal to the number of attacks of the pilot and knightmare
Payload: 5 rounds per cartridge, unit carries a total of 4 cartridges
Power Usage: None

5. Claymore Avalanche
Primary Purpose: Melee Heavy Assault
Secondary Purpose: Anti-Knightmare
Range: 20 meters
Damage: 3d6 x 10 MD per Claymore; double the damage when using both Claymores
Rate of Fire: One shot per action. Number of total attacks equal to number of attacks of pilot and knightmare.
Payload: 6 shots
Power Usage: 15 EU per attack

6. "Beowulf" Katen Yaibatou
Primary Purpose: Melee Assault
Secondary Purpose: Melee Defense
Range: Melee
Damage: 6d6 x 10 MD per attack
Payload: One shot per action. Number of total attacks equal to number of attacks of pilot and knightmare.
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-003C Alteisen Nacht.
Requires Knightmare Combat: Type-003C Alteisen Nacht; PP=20+; PE=20+
6 attacks per melee (plus those of the pilot)
Add one additional action/attack at levels two, five, seven, and ten.
+3 on initiative
+6 to strike
+7 to parry
+3 to dodge
+2 to roll with a punch or fall with an impact, reducing damage by half.
+1 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-003C Alteisen Nacht (Custom RPG Knightmare Frame)
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