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 DE-X13 Thanatos (GM Custom Personal use Knightmare)

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Cobray
Daimyo
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: DE-X13 Thanatos (GM Custom Personal use Knightmare)   Wed 18 Jun 2008, 7:39 pm



Model number: DE-X13
Code name: Thanatos
Unit type: prototype seventh generation knightmare frame
Manufacturer: Holy Britannia Empire
Operator: Holy Britannia Empire
First deployment: a.t.b. 2017
Accommodation: pilot only, in standard cockpit in torso
Dimensions: overall height 4.59 meters
Weight: combat weight 6890 kilograms
Armor materials: unknown
Powerplant: energy filler, replaceable electrical cartridge, uses Yggdrasil drive superconductor transfer system, power output rating unknown
Equipment and design features: 2 x factsphere open sensor camera, mounted in chest, range unknown; Float system, allows atmospheric flight
Fixed armaments: 6 x slash harken, mounted 1 on the back; 1 x "Blaze Luminous" MSV particle shield, mounted on chest; 2 x Hadron Cannon, back mounted.
Optional hand armaments: Reaper (Maser Vibration Scythe), equipped with a VARIS rifle.

MDC

Head - 150
Hands (2) - 100/100
Arms - 160/160
Shoulders (2) - 220/220
Legs (2) - 260/260
Main Body - 450
VARIS Rifle - 150
Reaper - 180
Wings(2) - 150 each
Slash Harken (6) - 50 each

Notes:
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 = 1500 EU
Energy Use:
Idle: 1 EU per round
Walking: 2 EU per round
Running: 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: 6 times per round
Payload: reliant on power supplied by knightmare frame.
Power Usage: 5 EU per attack

2. "Blaze Luminous" MSV particle shield (Covers the whole body)
Primary Purpose: Defense
Damage Capacity: 1000 MD/round
Power Usage: 50 EU per round/barrier

3. Reaper (Maser Vibration Scythe)
Primary Purpose: Melee Assault
Secondary Purpose: Ranged Assault
Range: Melee/100 meters
Damage(Melee): Slashing attack: 5d10 x 10 MD
Payload: reliant on power supplied by the knightmare.
Power Usage: 10 EU per round
Damage(Ranged): 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

4. Hadron Cannon
Primary Purpose: Ranged Assault
Range: 200 Meters
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 the weapon.
Power Usage: 100 EU per shot

5. 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 DE-X13 Thanatos.
Requires Knightmare Combat: DE-X13 Thanatos
6 attacks per melee (plus those of the pilot)
Add one additional action/attack at levels two, five, seven, and ten.
+5 on initiative
+6 to strike
+5 to parry
+7 to dodge, +9 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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