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 MVF-11C Murasame

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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

MVF-11C Murasame Empty
PostSubject: MVF-11C Murasame   MVF-11C Murasame EmptySat 17 May 2008, 2:00 pm

MVF-11C Murasame

Model Number: MVF-11C
Code Name: Murasame
Unit Type: Mass Production Transformable Mobile Suit
Manufacturer: Morgenraete Industries
Operator: Orb Union
First Deployment: CE 72
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: 17.82 meters
Weight: 46.88 metric tons
Powerplant: Ultra Compact Energy Battery Type 2
Equipment and Design Features:
Transformable between Mobile Suit and Mobile Armor modes


MDC

Head 50
Hands (2) 20/20
Arms 40/40
Shoulders (2) 70/70
Legs (2) 100/100
Main Body 225
Type 70J “Kai” beam saber 10
Type 72 “Ikazuchi” high-energy beam gun 40
Anti-beam shield 450
Mobile Armor Wings (2) 60/60
Mobile Armor Thrusters (2) 50/50
Type 66A anti-air missile launcher 50

Energy Units: 1250 EU
EU Production/round: None
APU: 125 EU



Primary Weapons


Type 70J “Kai” Beam Saber
Primary Purpose: Melee Assault
Secondary Purpose: Melee Defense
Range: Melee
Damage: Per saber: Slashing attack: 2d8 x 10 MD; Piercing attack: 3d6 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. Double damage when both sabers are used at the same time
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 or augmentation packs
Power Usage: 15 EU per round per saber


Type 72 “Ikazuchi” 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 or augmentation packs
Power Usage: 15 EU per shot


Anti-beam Shield
Primary Purpose: Anti-beam defense
Secondary Purpose: Defense
Damage Capacity: 450 MD
Power Usage: None


Type 66A Anti-air Missile Launcher
Primary Purpose: anti-air/anti-MS
Secondary Purpose:
Range: 16,000 meters
Damage: 1d6 MD per missile
Rate of Fire: 1 or in volleys of 2, 3 or all (4 missiles). A volley counts as one attack and uses up only one action. Multiple Volleys can be done in a round as long as there are actions and missiles left for use.
Payload: Four (4) Type 66A all-aspect heat seeking anti-air missiles
Power Usage: 5 EU per missile


M2M5D 12.5mm head-mounted CIWS x2
Can only be used in Mobile Suit mode
Primary Purpose: anti-missile/anti-air
Secondary Purpose: point-blank/short ranged attack
Range: 2000 feet (600 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 mobile suit
Payload: rounds, equal to 20 short burst, 10 long burst, or 5 full melee burst.
Power Usage: 1 EU per attack


M2M5D 12.5mm wing-mounted CIWS x4
Can only be used in Mobile Armor mode
Primary Purpose: anti-missile/anti-air
Secondary Purpose: point-blank/short ranged attack
Range: 2000 feet (600 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 mobile suit
Payload: rounds, equal to 20 short burst, 10 long burst, or 5 full melee burst.
Power Usage: 1 EU per attack


Special Notes

Mobile Armor Mode
The Murasame can change between Mobile Armor and Mobile Suit modes. Mobile Armor mode allows for more speed maneuverability, with added bonuses to dodge. However, some weapons cannon be used in this mode, as some cannot be used in Mobile Suit mode. See the weapons descriptions above for details.

When transforming to mobile armor mode, the pilot will use one (1) action during the round he decides to transform. He remains in that mode until he uses another action to transform back to mobile suit mode.


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 MVF-11C Murasame.
• Requires Mobile Suit Combat: MVF-11C Murasame
• 4 attacks per melee (plus those of the pilot)
• Add one additional action/attack at levels two, five, seven, and ten.
• +2 on initiative
• +2 to strike
• +3 to parry
• +3 in Mobile Suit mode; +5 in Mobile Armor mode
• +2 bonus to dodge when in space to all modes
• +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.

For more info on the Murasame, please check this Wiki link:


MVF-11C Murasame
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