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 ZGMF-X42S Destiny Gundam

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Haro
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Number of posts : 802
Race : Mascot Robot
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Registration date : 2008-05-11

Character sheet
PC Name: Pink-chan
Level: 100
Character Class: Mascot Robot

PostSubject: ZGMF-X42S Destiny Gundam   Sat 17 May 2008, 1:37 pm

ZGMF-X42S Destiny Gundam

Model Number: ZGMF-X42S
Code Name: Destiny
Unit Type: Prototype General Purpose Assault Mobile Suit
Manufacturer: ZAFT
Operator: ZAFT
First Deployment: CE 74
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: 18.08 meters
Weight: 79.44 tons
Powerplant: Ultra Compact Hyper Deuterion Nuclear Reactor
Equipment and Design Features:
Gunnery United Nuclear-Deuterion Advanced Maneuver (GUNDAM) Operating System
Deuterion Beam Transfer System
Phase Shift Armor
Hyper Capacitor System
Hikari no Tsubasa (Wings of Light) Maneuvering System


MDC

Head 150
Hands (2) 150 each
Arms 250 each
Shoulders (2) 270 each
Legs (2) 300 each
Main Body 800
Wings of Light (2) 200 each
RQM-60F "Flash Edge 2" beam boomerang/saber (2) 100 each
MMI-714 "Arondight" folding anti-ship sword 200
M2000GX folding high-energy long-range beam cannon 150
MA-BAR73/S high energy beam rifle 100
Mobile Shield 1600

Phase Shift Armor Protection: 240 MDC/round

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

Weapons

RQM-60F "Flash Edge 2" beam boomerang/saber (2)
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


MMI-714 "Arondight" folding anti-ship sword
Primary Purpose: Anti-ship/anti-mobile suit melee assault
Secondary: Underwater melee weapon
Range: Melee
Damage: Slashing attack: 4d10 x 10 MD with beam blade, 3d8 x 10 MD without beam blade; Piercing attack: 5d10 x 10 MD with beam blade, 3d6 x 10 MD without beam
Rate of Attack: Number of total attacks equal to number of attacks of pilot and mobile suit.
Payload: reliant on power supplied by mobile suit or augmentation packs.
Power Usage: 30 EU per round with blade on; with blade off, no EU requirement.


M2000GX folding high-energy long-range beam cannon
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 rifle 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


MA-BAR73/S high energy beam rifle
Primary Purpose: Assault
Secondary Purpose:
Range: 10000 feet (3000 meters) in space
Damage: 2d6 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
Power Usage: 15 EU per shot


Mobile Shield
Primary Purpose: Anti-beam defense
Secondary Purpose: Defense
Damage Capacity: 1600 MD
Power Usage: None


MX2351 "Solidus Fulgur" beam shield generator (2)
Primary Purpose: Anti-beam defense
Secondary Purpose: Defense
Damage Capacity: 500 MD/round
Power Usage: 25 EU per round/barrier


Hikari no Tsubasa (Wings of Light)
Primary Purpose: Maneuvering
Secondary Purpose: Defense
Bonus (when activated):
+2 to initiative
+2 to dodge/parry
+1 leap dodge
-2 penalty to strike for those attacking the MS with Wings of Light activated
+75% increase in flying speed
Power Usage: 200 EU per round


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 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 and use one action to activate it.

However, the system can only be used ONCE 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.


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-X42S Destiny Gundam.
• Requires Mobile Suit Combat: ZGMF-X20A Destiny Gundam
• 8 attacks per melee (plus those of the pilot)
• Add one additional action/attack at levels two, five, seven, ten and twelve.
• +6 on initiative, +2 with Wings of Light
• +4 to strike
• +5 to parry
• +6 to dodge, +8 with Wings of Light
• +4 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. +5 with Wings of Light. 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.



For more info on the Destiny Gundam, check out this Wiki link:

ZGMF-X42S Destiny Gundam

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