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 XM-01 Vaynard (GM Custom Personal use Knightmare)

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Cobray
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: XM-01 Vaynard (GM Custom Personal use Knightmare)   Thu 07 Aug 2008, 1:34 am

Model number: XM-01
Code name: Vaynard
Unit type: enhanced prototype seventh generation knightmare frame
Manufacturer: Holy Britannia Empire
Operator: Holy Britannia Empire
First deployment: a.t.b. 2018
Accommodation: pilot only, in a customized cockpit on the torso
Dimensions: overall height 4.55 meters
Weight: combat weight 5520 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; rollerblade-type landspinner high-mobility propulsion system, mounted in legs
Fixed armaments: slash harken x 2, mounted on forearms; needle blazer x 2, mounted on fists; VARIS Gunblades x 2, mounted on hips; anti-personnel machine gun x 2, mounted on chest; "Blaze Luminous" MSV particle shield x 5, mounted on forearms, legs and chest; Hadron Cannon x 2, mounted on shoulders.
Optional hand armaments: Caladbolg MVS(The handle can extend to form a spear) x1, hand carried in use.

Head - 150
Hands (2) - 100/100
Arms - 160/160
Shoulders (2) - 220/220
Legs (2) - 260/260
Main Body - 450
Landspinners (2) - 50 each
VARIS Gunblade (2) - 150
Caladbolg - 180
Float System(2) - 150 each
Slash Harken (2) - 50 each

Notes:

1.Destroying the landspinners will decrease the dodging ability of this unit by 2.
2.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: 2 times per round
Payload: reliant on power supplied by knightmare frame.
Power Usage: 5 EU per attack

2. "Blaze Luminous" MSV particle shield (5, can cover the whole body)
Primary Purpose: Defense
Damage Capacity: 1000 MD/round
Power Usage: 50 EU per round/barrier

3. Caladbolg(MVS)
Primary Purpose: Melee Assault
Range: Melee
Sword Mode
Damage: Slashing attack: 4d10 x 10 MD; Piercing attack: 5d10 x 10 MD
Payload: reliant on power supplied by the knightmare.
Power Usage: 10 EU per round
Spear Mode
Damage: Slashing attack: 5d10 x 10 MD; 6d10 x 10 MD
Payload: reliant on power supplied by the knightmare.
Power Usage: 20 EU per round

4. VARIS Gunblade
Primary Purpose: Melee Assault
Secondary Purpose: Ranged Assault
4.1 MVS
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. Double damage when the swords are used together.
Payload: reliant on power supplied by the knightmare.
Power Usage: 10 EU per round/sword
4.2 VARIS Rifle
Range: 100 meters
Damage: 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

5. 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

6. Anti-Personnel Machine Gun
Primary Purpose: anti-missile/anti-air
Secondary Purpose: point-blank/short ranged attack
Range: 30 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 knightmare
Payload: rounds, equal to 20 short burst, 10 long burst, or 5 full melee burst.
Power Usage: 1 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 XM-01 Vaynard.
Requires Knightmare Combat: XM-01 Vaynard
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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XM-01 Vaynard (GM Custom Personal use Knightmare)
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