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 ZGMF-X09A Justice Gundam

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Haro
Mascot Robot
Haro


Number of posts : 802
Race : Mascot Robot
Alignment : True Neutral
Registration date : 2008-05-11

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

ZGMF-X09A Justice Gundam Empty
PostSubject: ZGMF-X09A Justice Gundam   ZGMF-X09A Justice Gundam EmptySat 17 May 2008, 1:46 pm

Disclaimers:
1. I do not own nor am I affiliated with BANDAI, which owns the anime Mobile Suit Gundam Seed, and have copyrights to the anime character and mecha information stated below. All credit regarding the anime should go to BANDAI.
2. I am also not the owner or affiliated with Palladium Books, whose RPG game format I am using to adapt Mobile Suit Gundam Seed characters and mecha for private gaming purposes. All credit regarding the RPG should go to Palladium.
3. I am working on this game only for NON-PROFIT purposes.





ZGMF-X09A Justice Gundam


RPG Notes:

Mecha Designed by: BANDAI
RPG format by: PALLADIUM BOOKS
RPG Stats by: Ultimate Coordinator (ultimatecoordinator7@yahoo.com.ph)
Text Format Adapted From: DAVE DEITRICH (deitrich@mediaone.net)
Background info adapted from MECHA ANIME HQ (http://www.mahq.net)


Background Information

After successfully stealing four of the Earth Alliance's prototype Gundam mobile suits, ZAFT reverse engineers them and incorporates new technologies such as Phase Shift armor and beam sabers into their own mobile suits. With these new technologies, ZAFT also builds several Gundams of their own under the direction of leader Patrick Zala.

Unlike previous Gundam designs, these new units feature a dangerous new technology: the N-Jammer Canceller. ZAFT originally develops the N-Jammer to prevent the Alliance from using nuclear weapons, but this also means that mobile suits have to be powered by short life energy batteries. By creating the N-Jammer Canceller, a mobile suit can use a nuclear fission reactor and function for a nearly unlimited amount of time even with Phase Shift armor activated. Unfortunately, the N-Jammer Canceller technology proves to be a Pandora's Box that falls into the wrong hands.



The ZGMF-X09A Justice Gundam is one of the new Gundams built by ZAFT. The main feature of this mobile suit is the Fatum-00 backpack that also doubles as a subflight system operable in space or on Earth. The Fatum-00 can also be operated via remote control and be used as a separate attack unit in battle.

The Justice Gundam's main armaments are stored on the backpack, but a pair of Vulcan guns, a beam rifle, beam sabers and beam boomerangs are located on the main body. Armaments on the backpack include various machine guns and a pair of beam cannons for use in HiMAT (High Mobility Aerial Tactics) mode.

In addition to these armaments, the Justice Gundam is capable of using something far more powerful: the METEOR support system. This mobile weapons platform is designed specifically for use by the Justice Gundam and ZGMF-X10A Freedom Gundam and is stored aboard the support ship Eternal. By using the METEOR, the Justice Gundam can deliver a blitzkrieg attack utilizing various cannons, missile launchers and with two long beam swords.

The Justice Gundam was deployed in late C.E. 71 piloted by Athrun Zala under orders from his father Patrick to locate or destroy the stolen Freedom Gundam. However, after locating the Freedom Gundam, Athrun decides to switch sides and join his old friend and former enemy Kira Yamato.

Athrun joins the battle against the Alliance at Orb, and after the collapse of the neutral nation he goes into space with the Archangel and the Orb ship Kusanagi. There, Athrun was joined by Lacus Clyne and her supporters, who stole the support ship Eternal with the two METEOR units. With the powerful METEOR support system, Athrun was able to prevent the PLANTs from being destroyed by nuclear missiles and also destroy the GAT-X131 Calamity Gundam.

At the war's end, Athrun self-detonates the Justice Gundam within the massive laser cannon GENESIS to destroy it, but he is rescued by Cagalli Yula Attha's MBF-02+AQM/E-X-01 Aile Strike Rouge.



Primary Data

Unit Type: Mobile Suit
Class: Prototype Zero Gravity Mobile Fighter
Manufacturer: Zodiac Alliance of Justice Treaty
Primary Factory: Armory One, PLANT
First Deployment: May 5, CE 71
Production Run: 1
Operators: ZAFT, Orb Union; Three Ships Alliance
Crew: 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)
Operating System:
Generation Unsubdued Nuclear Drive Assault Module (G.U.N.D.A.M) Complex
_Series AVTC-T1 Justice/Justice/Providence LA-SE3P_Z.A.F.T

Weapons Systems:
Mobile Suit Mode:
• “Sagittus” CIWS Vulcan Guns (4)
• MA-M20 “Lupus” Beam Rifle
• MA-M01 “Lacerta” Beam Sabers (2)
• RQM51 “Bassel” Beam Boomerangs (2)
• Anti-Beam Shield
Fatum-00 Subflight Lifter:
• M9M9 “Cervus” Turret Machine Guns (2)
• MA-4B “Fortis” Beam Cannons (2)
• GAU5 “Volucris” Machine Guns (4)


MDC by Location

Head 130
Hands (2) 80 each
Arms 200 each
Shoulders (2) 250 each
Legs (2) 200 each
Main Body 700
Beam Rifle 200
Beam Saber Pommels (2) 100 each
Beam Boomerangs (2) 125 each
Anti-Beam Shield 1400
Fatum-00 main body 400
Fatum-00 main thrusters (2) 200 each
Fatum-00 wings (2) 150 each
Fatum-00 beam cannons (2) 125 each
Fatum-00 machine gun turrets (2) 50 each

Notes:

1. Destroying the head of the Justice Gundam will knock the mobile suit’s primary sensors, including all the optics systems (infrared, night vision, thermal) Radar and communications will not be affected. The CIWS mounted on the head are also destroyed.
2. Depleting the MDC of the Main Body will destroy the mobile suit. If online, the ultra-compact nuclear reactor of the MS will explode, causing an additional 1d4 x 1000 MDC of damage to all units within one (1) mile of the MS. There is NO automatic ejection of the pilot should the MS explodes. If the pilot succeeds in shutting down the reactor before the main body MDC is depleted, there is no explosion and the MS is shut down. The pilot can successfully escape from the MS cockpit.
3. Depleting the MDC or severing the legs of the Justice will prohibit the mobile suit from walking or running, although jet-assisted leaps and flight can be possible, but flight speed is cut in half


Technical Data

Head Height: 18.56 meters
Weight: 75.4 metric tons


Movement Speeds:

Running:
• 150 mph (240 kph). Walking speed is 30-40 mph (48-64kph).
Leaping
• 100 feet (30m) high or 200 feet (60m) long without thrusters


Flying, Atmosphere:
• Mach One (670mph/1072 kph) in Normal Mode/Mach 1.5 (1005mph/1608kph) with Fatum-00 Subflight Lifter with max flight ceiling of 2000 feet.
• Mach 2 (1340mph/2144kph) in Normal Mode at 2001-4000 feet above sea level.
• Mach 2.5 (1675mph/2680kph) max speed with Fatum-00 Subflight Lifter at 2001-15000 feet above sea level.
• Mach 3.5 (2345 mph/ 3752 kph) max speed with Fatum-00 Subflight Lifter at 15001-40,000 feet above sea level.
• The Justice Gundam is capable of sustained flight and aerial maneuvering in atmosphere. It can hover in place as long as powered. The Justice is also capable of reentry from space to earth’s atmosphere, with a maximum safe controlled drop entry velocity of Mach 6 (4020mph/6432kph) at the outer layers of the atmosphere. However, it is not capable of achieving escape velocity to break thru Earth’s gravity into space without additional rocket assistance. Structural G-limits are +42.5 to –21.5 Earth gravities.
Flying, Space
• Mach 1.75 (1172mph/1876kph) in Normal mode.
• Mach 6.2 (4104mph/6566kph) with Fatum-00 Subflight Lifter.
Underwater:
• 80mph (160kph) at depths of 0-2000 meters below sea level.


Power Systems Data

Power Plant:
• Ultra-compact Nuclear Fission Reactor, rated at 8826kW
• Ultra-compact Type 1 Energy Battery (Fatum-00)
• Auxiliary Power Unit
Energy Units (full charge):
• Ultra-compact Nuclear Reactor: 10000 EU standard charge / 250 EU recharging / round
• Ultra-compact Type Energy Battery: 250 EU
• Auxiliary Power Unit: 500 EU
Energy Use:
• Idle: 1 EU per round
• Walking: 2 EU per round
• Running: 3 EU per round
• Underwater: 4 EU per round
• Flying (Atmosphere/Space): 5 EU per round


Last edited by Haro on Sat 17 May 2008, 1:55 pm; edited 1 time in total
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Haro
Mascot Robot
Haro


Number of posts : 802
Race : Mascot Robot
Alignment : True Neutral
Registration date : 2008-05-11

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

ZGMF-X09A Justice Gundam Empty
PostSubject: Re: ZGMF-X09A Justice Gundam   ZGMF-X09A Justice Gundam EmptySat 17 May 2008, 1:47 pm

Weapons Systems:

Justice Mobile Suit

1) MA-M20 “Lupus” Beam Rifle – The Lupus Beam Rifle is the primary hand-held ranged weapon of the Justice. Based on the prototype beam rifles of the stolen GAT-X series of mobile suits, the Lupus is more advanced in terms of increased damage capacity and lower energy use, at a comparable effective range. The rifle is hand held at use and stored at the back part of hip of the mobile suit when not in use. The Lupus Beam Rifle can be used in both Normal and HiMAT modes. It can also be used in the Blitzkrieg Attack. The rifle cannot be used in underwater combat, however.
• Primary Purpose: Assault
• Secondary Purpose: Anti-mobile suit
• Range: 5000 feet (1500 meters) in atmosphere; 10000 feet (3000 meters) in space
• Damage: 2d8 x 10 MD per shot, the beam rifle can cannot fire bursts
• Rate of Fire: One shot per attack. Number of total attacks equal to number of attacks of pilot and mobile suit.
• Payload: reliant on power supplied by mobile suit.
• Power Usage: 10 EU per attack

2) MA-M01 “Lacerta” Beam Sabers (2) – The primary melee weapons of the Justice are two “Lacerta” beam sabers mounted on both sides of the hips of the mobile suits. These were based on the beam sabers of GAT-X series of mobile suits. Reverse engineering and research by ZAFT’s mobile suit designers improved the sabers, giving them increased damage capacity at the same energy use. Via an interlocking hard point, the power conduit of the saber’s pommel connects to the palm of the hand, and power can be sourced from the Justice’s main power supply to provide beam energy for the saber.

The sabers can be used singly or both at the same time, as long as the hand actuators are not holding anything. The beam sabers can also be connected together to form a double-sided beam saber, which can do damage and use energy as two sabers, but together uses only one attack

Utilizing the contact of charged particles and extreme heat energy for penetration, the beam saber’s blade can cut through most metals used by armored mobile weapons. A successful critical strike roll by the mobile suit can sever a joint or part of a mobile suit or mobile armor during the attack, as long as it was a called shot attack. A failed critical strike roll but successful attack roll will do normal damage to the target. The beam saber can also be used to parry other melee beam weapons. A successful parry roll is needed to do a saber block.

The beam saber, however, can only be used as long as there is enough EU that can be used from the main nuclear reactor. Power from the APU cannot be used by the beam sabers.

The beam sabers can be used in both Normal and HiMAT modes. The sabers cannot be used in underwater combat and in the Blitzkrieg Attack, however.

• Primary Purpose: Melee Assault
• Range: Melee
• Damage: Per Saber: Slashing attack: 2d10 x 10 MD; Piercing attack: 3d8 x 10 MD; can sever a joint or part of a mobile suit or mobile armor with a successful critical Justice 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

3) MMI-GAU1 “Sagittus” 20mm CIWS (2) – The Justice mounts four linked-fire CIWS for anti-missile fire and short ranged combat. The guns are mounted on both sides of the head, two per side. The CIWS can fire at a 75 degree turning arc of the head, on a frontal facing of the mobile suit. The CIWS can be used even when the main nuclear power reactor is shut down as long as power can be drawn from the APU. The Sagittus CIWS can be used in both Normal and HiMAT modes. The CIWS cannot be used underwater and the Blitzkrieg Attack, however.
• Primary Purpose: anti-missile/anti-aircraft
• Secondary Purpose: point-blank/short ranged attack
• Range: 2000 feet (600 meters)
• Damage: 2d6 MD per short burst, 4d6 per long burst, 1d6 x10 for full melee burst.
• Rate of Fire: Equal to the number of attacks of the pilot and mobile suit
• Payload: 200 rounds, equal to 40 short burst, 20 long burst, or 10 full melee burst.
• Power Usage: 1 EU per attack

3) Anti-Beam Shield – The Justice can carry an anti-beam shield which the mobile suit can use to block attacks. The shield is mounted on the left arm by default, although it can be used on the right hand. The shield provides 1400 MDC of protection. The shield was specifically design to defend against beam weaponry (beam rifles, beam sabers, plasma beams, hyper-impulse cannons, etc). The shield can absorb 210 MD of beam damage without depleting its MDC. Any beam attack with more than 210 MD of damage will minus 210 MD from it while the rest will be HALVED then subtracted from the remaining MDC of the shield. Projectile weapons (auto-cannons, missiles, grenades, impact weapons, melee weapons, etc) will cause full damage to the shield. In order to use the shield, the pilot must declare that he will parry an attack with it. He then makes a successful parry roll to intercept an incoming attack. The shield is destroyed when its MDC reaches 0, and any excess MD is subtracted from the arm actuator that held the shield.
• Primary Purpose: Anti-beam defense
• Secondary Purpose: Defense
• Damage Capacity: 1400 MD
• Power Usage: None



4) RQM51 “Bassel” Beam Boomerang (2) – Mounted on the right and left shoulders and hand-held in use, is two RQM51 “Bassel” Beam Boomerangs. The “Bassel” was based on the Sword Strike Gundam's "Midas Messer" beam boomerang. Using the principles of a boomerang, the Justice throws it at its targets. Also the boomerangs have two strike rolls per attack. If the first strike misses, the pilot rolls a second to see if the boomerang hits on its return flight. It returns to the Justice if the it misses its target. A successful hit will cause damage to the target, and the boomerang flies back to the Justice throwing hand. Like the beam sabers, a successful critical strike roll by the mobile suit can sever a joint or part of a mobile suit or mobile armor during the attack, as long as it was a called shot attack. A failed critical strike roll but successful attack roll will do normal damage to the target. Also the beam boomerang can only be used ONCE per round per boomerang. The beam boomerangs cannot be used in the Justice’s Blitzkrieg Attack.
• 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

5) Hand-To-Hand Combat - If necessary, the Justice can engage in melee combat rather than use a weapon. The Justice is agile and can execute most typical hand-to-hand combat moves, such as punches, jump kicks, leap attacks, etc. Melee combat can be used in both Normal, underwater and HiMAT modes except for Blitzkrieg Attacks.

Damage:
• Restrained Punch: 1d8 MD
• Full Strength Punch: 3d8 MD
• “Booster” Punch: 5d8 MD (counts as two attacks)
• Tear/Pry with Hand Actuators: 2d8 MD
• Kick: 2d6 MD
• Leap Kick: 3d8 MD
• Body Flip/Throw: 4d8 MD
• Stomp: 2d8 MD (only effective against objects up to the height of the MS’ knees)


Fatum-00 Subflight Lifter

6) M9M9 “Cervus” Turret Machine Guns (2) - The Justice mounts two machine guns for anti-missile fire and short ranged combat. The guns are mounted on turrets on both sides of Fatum-00 subflight lifter. The CIWS can fire at a 360-degree turning arc of the turret. The CIWS can be used even when the main nuclear power reactor is shut down as long as power can be drawn from the Fatum-00’s Type 1 battery. The Cervus CIWS can be used only HiMAT mode. The CIWS cannot be used underwater and the Blitzkrieg Attack, however.
• Primary Purpose: anti-missile/anti-aircraft
• Secondary Purpose: point-blank/short ranged attack
• Range: 2000 feet (600 meters)
• Damage: 2d6 MD per short burst, 4d6 per long burst, 1d6 x10 for full melee burst.
• Rate of Fire: Equal to the number of attacks of the pilot and mobile suit
• Payload: 200 rounds, equal to 40 short burst, 20 long burst, or 10 full melee burst.
• Power Usage: 1 EU per attack

7) MA-4B “Fortis” Beam Cannons (2) - For long ranged weaponry, the Justice has two Beam Cannons mounted in front section of the Fatum-00 subflight lifter. Using high-energy plasma particles accelerated and fired in beam form, the intense heat and radiation causes concentrated massive amounts of damage at a greater range. The primary drawback is the higher energy consumption per shot; the plasma required consumes 100 EU per shot per cannon. The beam weapons can use power from the mobile suit and the subflight lifter’s battery. These weapons are used primarily for direct-fire support in anti-mobile suit combat. The Fortis Cannons can only be used in HiMAT mode and the Blitzkrieg Attack.
• Primary Purpose: Plasma Beam Direct-Fire Support Artillery
• Range: 30000 feet (9000 meters) in atmosphere; 60000 feet (18,000 meters) in space
• Damage: 3d10 x 50 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 subflight lifter
• Power Usage: 100 EU per shot/cannon

Cool GAU5 “Volucris” Machine Guns (4) – Mounted on the side of the front intakes of Fatum-00 subflight lifter, two on both sides, are four “Volucris” Machine Guns. These are the primary anti-aircraft and anti-mobile suit weapons of the Fatum-00 system. These can be used in remote flight and HiMAT modes, but cannot be used in the Blitzkrieg Attack.
• Primary Purpose: anti-missile/anti-aircraft
• Secondary Purpose: point-blank/short ranged attack
• Range: 2000 feet (600 meters)
• Damage: 2d8 MD per short burst, 4d8 per long burst, 1d8 x10 for full melee burst.
• Rate of Fire: Equal to the number of attacks of the pilot and mobile suit
• Payload: 200 rounds, equal to 40 short bursts, 20 long bursts, or 10 full melee bursts.
• Power Usage: 1 EU per attack


9) Optional Use of the METEOR system – When in space, the Justice can dock and use the Mobile suit Embedded Tactical EnfORcer (M.E.T.E.O.R.) system that enhances its speed, maneuverability and combat capabilities of the Justice for space combat. This can be used in space ONLY (see below).




Combat Notes:

Fatum-00 Subflight Lifter – The Justice comes equipped with the Fatum-00 subflight lifter that doubles as an aerospace vehicle for the Justice and augmentation backpack. The lifter is attached as a backpack to the back of the Justice when not in used. The lifter increases the speed of the Justice while in flight, thanks to the use of the lifter’s powerful engines and thrusters. Also, the lifter has a Type 1 energy to power the lifter and the lifter’s weapons.

In HiMAT mode, the backpack flips up 90 degrees to rest on the shoulders of the Justice, allowing the use of the forward firing beam cannons and machine guns while in flight. The beam cannons can be used in the Blitzkrieg Attack while in HiMAT mode.

Also in HiMAT mode, the Fatum-00 can also detach from the Justice to become a separate flyer. The flyer can attach to the feet of the Justice to provide a stable firing platform for all its weapons.

The flyer can also maneuver on its own as a remote-controlled, aerial fighter. The pilot controls the flyer via the interface computer of the Justice. As a remote fighter, the Fatum-00 is highly maneuverable, with an additional +3 bonus to dodging aside from the standard dodge bonuses of the Justice.

Destroying the Fatum-00 still allows the Justice the ability to fight and fly, but can only use the weapons in the main body of the mobile suit, and decrease the maximum speed to that of the mobile suit.


High Maneuverability Aerial Tactics (HiMAT) Mode – The Justice can engage in combat in two modes: Normal and HiMAT. Normal mode is when the Justice is fighting on the ground or underwater. The plasma beam cannons 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 Justice, used primarily in air and space-superiority combat. This mode can only be used while flying and not on the ground. In HiMAT mode, the connected Fatum-00 flips up 90 degrees with its beam cannon facing the forward arc of the Justice. By optimizing the positions and angles of the variable wings of the Fatum-00 subflight flyer and the use of the main and vernier thrusters of the Justice, HiMAT mode allows for increased maximum maneuvering speed for the Justice, as well as a higher flight ceiling within the Earth’s atmosphere. HiMAT allows for the use of all the weapons systems of the mobile suit and the increased strike/dodge/parry bonuses to attack rolls.

In HiMAT mode, with the use of the advanced multiple targeting system of the Justice, the pilot can execute the Blitzkrieg Attack. This 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 mobile suit combined, with a minimum of one (1) target engaged. The pilot can attack with any of the Justice’s ranged weapons, with the exception of the beam sabers, hand-to-hand combat and machine guns/CIWS, plus the weapons of the METEOR systems when docked with the Justice, except for the giant beam swords.

When executing the Blitzkrieg Attack, 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 three (3) attacks. 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 a +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.
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Haro
Mascot Robot
Haro


Number of posts : 802
Race : Mascot Robot
Alignment : True Neutral
Registration date : 2008-05-11

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

ZGMF-X09A Justice Gundam Empty
PostSubject: Re: ZGMF-X09A Justice Gundam   ZGMF-X09A Justice Gundam EmptySat 17 May 2008, 1:47 pm

Standard Equipment

Generation Unsubdued Nuclear Drive Assault Module (G.U.N.D.A.M.) Complex
_Series AVTC-T1 Justice/Justice/Providence LA-SE3P_Z.A.F.T. – This was the first OS' created by ZAFT. Mobile Suits with this OS were equipped with N-Jammer Cancellers and a nuclear reactor. The ZGMF-X09A Justice, ZGMF-X10A Justice, ZGMF-X11A Regenerate, and ZGMF-X13A Providence use this OS. In CE 74, the new ZGMF-X19A Infinite Justice and the ZGMF-X20A Strike Justice built by the Clyne Faction use an updated version of this OS.

Ultra-compact Nuclear Fission Reactor – The main power plant of the Justice is a ultra-compact Nuclear Fission Reactor which provides the energy required to operate the mobile suit and its component systems. The reactor is rated at 8826 kW and produces a maximum of 10000 EU, with the recharge capacity of 250 EU per round. The reactor has nuclear life of four (4) years before the reactor core be replaced. The weapons systems and the phase shift armor of the Justice rely on the power provided by the energy battery, and they drain energy from the power supply with their use. If the energy battery is drained, the weapons are powerless and cannot be used. The only weapons functioning will be the Picus 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 1d6 rounds for the pilot to restart the reactor and the reactor starts at a quarter of its power output (2200 EU). If the Justice is destroyed while the reactor is online, the reactor will explode in a small nuclear explosion (1-5 kiloton range) that will cause 1d6x1000 MD of damage to anything within a one-mile radius.

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

Phase Shift Armor – The Justice 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 Justice’s main reactor for every round that the armor is online. The armor absorbs the damage from these weapons, to a maximum of 210 MD per attack. MDC attacks with damage more than 210 MD will minus 210 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 Justice 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 Justice, 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 Justice 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 PICUS 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 Justice 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 Justice 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.

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

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 Justice 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 Justice carries three homing beacon which sends out a signal to allow a 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 Justice 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 Justice, 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. The explosion will spread along a one (1) mile, and causes 1d6 x 1000 MD to all units within the arc. The mobile suit will be destroyed and all internal systems incinerated. The pilot must manually escape from the cockpit before the explosion to survive.

Standard Survival Kit – The Justice 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, two 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 Justice’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 Justice 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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Haro
Mascot Robot
Haro


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Race : Mascot Robot
Alignment : True Neutral
Registration date : 2008-05-11

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

ZGMF-X09A Justice Gundam Empty
PostSubject: Re: ZGMF-X09A Justice Gundam   ZGMF-X09A Justice Gundam EmptySat 17 May 2008, 1:47 pm

Combat Bonuses From ZGMF-X09A Justice 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-X09A Justice Gundam.
• Requires Mobile Suit Combat: ZGMF-X09A Justice Gundam
• 6 attacks per melee (plus those of the pilot)
• Add one additional action/attack at levels two, five, seven, ten and twelve.
• +5 on initiative
• +5 to strike in Normal mode (+7 in HiMAT mode)
• +5 to parry
• +5 to dodge in normal mode, +8 to dodge in HiMAT 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.


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 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, 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 Justice’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. The METEOR's design is also the basis of another ZAFT unit, the Verne 35A/MPFM Multipurpose Flight Module.

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
Manufacturer: Verne, Wells Design Bureaus, Terminal Factory
Operator(s): ZAFT (Zodiac Alliance of Justice 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 Justice is docked with the METEOR it is automatically ejected but will take 1d10 x 10 MD to its backpack 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, Justice 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-X09A Justice Gundam and Mobile Armor Combat: METEOR System
• Training bonuses and skill can only be used when the METEOR is docked with the Justice Gundam. It takes one full melee round for the METEOR to dock with Justice, and no attacks or maneuvering can be done on that round.
• 6 attacks per melee (plus those of the pilot and the Justice)
• 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.













References Used In This Design:

• Mecha Anime HQ http://www.mahq.net
• Mobile Suit Gundam Seed Anime Episodes 1-50, from BANDAI
• 1/100 Scale Justice Gundam Plastic Model by BANDAI
• 1/60 Scale Justice Gundam Plastic Model by BANDAI
• 1/60 Scale Force Impulse Gundam Plastic Model by BANDAI
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ZGMF-X09A Justice Gundam Empty
PostSubject: Re: ZGMF-X09A Justice Gundam   ZGMF-X09A Justice Gundam Empty

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