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 GFAS-X1 Destroy Gundam

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Haro
Mascot Robot
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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

PostSubject: GFAS-X1 Destroy Gundam   Sat 17 May 2008, 2:11 pm

Disclaimers:

The following canon mobile suit is a very powerful machine, and is subject to special circumstances in its construction and design.

Since the capabilities one such Mobile Suit is more than equal or stronger than the most powerful Cosmic Era space battleship-class vessels, the mobils suit shall be limited to NPC characters controlled by the GM only upon clearance from the Admin. No PCs shall be allowed to pilot this mobile suit, unless it is acquired via the completion of a very high level adventure.

Also, its unique nature of multiple nuclear reactors to power the machine is ONLY theoretical and for gameplay and not based on canon, since there is no official reference to the power plant of this Mobile Suit. Therefore players are NOT ALLOWED to create any design using the multiple reactor setup of this mobile suit, WITHOUT EXPRESS APPROVAL by the Admin AFTER his review of the design.
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Haro
Mascot Robot
avatar

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

PostSubject: Re: GFAS-X1 Destroy Gundam   Sat 17 May 2008, 2:11 pm

GFAS-X1 Destroy Gundam














Model Number: GFAS-X1
Code Name: Destroy Gundam
Unit Type: Transformable Heavy Assault Mobile Suit
Manufacturer: Adukav-Mechano Industries
Operator: OMNI Enforcer, Phantom Pain
First Deployment: CE 73
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: head height 38.07 meters (mobile suit mode); overall height 56.30 meters (mobile suit mode)
Weight: max gross weight 404.93 metric tons
Powerplant:
Ultra Compact Nuclear Fission Reactor x 4
Auxiliary Power Units x 4

Equipment and Design Features:
Neutron Jammer Canceller
Remote Combat Gunbarrel Hands x 2
Positron Reflector System x 3
Trans Phase Armor
Geschmeidig Panzer Defense System
Mobile Armor Variable Mode



MDC

Head 200
Sturm Faust Remote Arms 600/600
Shoulders (2) 600/600
Legs (2) 1000/1000
Main Body 2000
Saucer Backpack 1800
Multi-Phase Energy Cannons (3) 400/400/400
Plasma Beam Cannons (4) 400/400/400/400
Missile Launchers (4) 250/250/250/250

TPA Protection: 800 MDC per round
Geschmeidig Panzer: 800 MDC per round

Energy Units: 40000 EU
EU Production/round: 2000 EU/round
APU: 2000 EU




Weapons:

1580mm "Super Scylla" Multi-Phase Energy Cannon x 3
Note: Can only be used in Mobile Suit Mode.
Primary Purpose: Plasma Beam Direct-Fire Support Artillery
Range: 90000 feet (27000 meters) in atmosphere; 180000 feet (54,000 meters) in space
Damage: 3d8 x 200 MD
Rate of Fire: One (1) attack per round; one (1) shot per attack
Payload: reliant on power supplied by mobile suit or augmentation packs
Power Usage: 1000 EU per shot/cannon
Bonus/Penalties: +4 against spaceships, capital ships and stationary targets, -2 versus maneuvering mobile suits and mobile armor


"Aufprall Dreizehn" High-Energy Plasma Beam Cannon x 4
Note: Can only be used in Mobile Armor/Attack Mode
Primary Purpose: Plasma Beam Direct-Fire Support Artillery
Range: 30000 feet (9000 meters) in atmosphere; 60000 feet (18,000 meters) in space
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 mobile suit or augmentation packs
Power Usage: 100 EU per shot/cannon

Head Mounted 200mm "Zorn Mk2" Energy Cannon
Primary Purpose: Plasma Beam Direct-Fire Support Artillery
Range: 30000 feet (9000 meters) in atmosphere; 60000 feet (18,000 meters) in space
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 mobile suit or augmentation packs
Power Usage: 100 EU per shot/cannon

"Nefertem 503" Thermal Beam Composite Cannon x 20
Primary Purpose: Assault
Secondary Purpose:
Range: 5000 feet (1500 meters) in atmosphere / 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

Head Mounted "Igelstellung" 75mm automatic CIWS x 4
Primary Purpose: anti-missile/anti-air
Secondary Purpose: point-blank/short ranged attack
Range: 1000 feet (300 meters) in atmosphere / 2000 feet (600 meters) in space
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: 5 EU per attack
Strike bonus: +1, +2 vs. missiles

All-Aspect Multi-Radial Positron Reflector
Note: Surrounds whole Mobile Suit when in use.
Primary Purpose: Anti-beam defense
Secondary Purpose: Defense
Damage Capacity: 5000 MD/round
Power Usage: 500 EU per round/barrier

Mark 62 6-tube Multipurpose Short Ranged Missile Launcher x 4
Primary Purpose: Assault
Secondary Purpose: Anti Mobile Suit/Anti Air
Range: 2 miles (3200 meters) / 4 miles (6400 meters) in space
Damage: 1d4 x 10
Rate of Fire: 1, or in volleys of 2, 3, 4, 6, 12, 18 or 24.
Payload: 60 per launcher; total of 240 short ranged missiles
Power Usage: 10 EU/missile
Strike bonus: +2


"Sturm Faust" detachable remote combat arms x 2

Note: Each “Sturm Faust” is equipped with the following systems:

MJ-1703 Finger Beam Cannon x 5
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

Positron Reflector
Primary Purpose: Anti-beam defense
Secondary Purpose: Defense
Damage Capacity: 5000 MD/round
Power Usage: 500 EU per round/barrier


Special Equipment:
Geschmeidig Panzer
A mobile suit equipped with the Geschmeidig Panzer energy deflection armor can deflect beam weapon fire away from the mobile suit. The beam’s energy is undiminished, and could do damage to units (friendly or hostile) adjacent within 500 meters of the mobile suit. GM’s should do a roll with a 1d4 to see the direction of the Deflection.

Deflection Roll
Up 1
Down 2
Left 3
Right 4
If a unit is within the direction and a 70-degree arc of the deflection, the GM does a strike roll to see if they deflected fire hits. The new target can dodge or parry the beam fire, but with a penalty of –2 due to the suddenness of the attack.

Trans-Phase Armor
Trans-Phase (TP) Armor is a variant of phase-shift armor used on some OMNI Enforcer mobile suit types. The primary characteristic of TP armor is that it does not use EU for every round because it only activates when the armor is hit. Its total MD absorption is rated at 40% of the unit’s main body MDC. MDC attacks with damage more than MD capacity of the unit will minus this value from the damage, while excess damage will be HALVED before it is applied to the unit’s MDC. However it drains 1 EU per attack absorbed by the TP Armor per round. Although the TP armor provides more MD absorption, the tradeoff is higher energy consumption. Beam weapons will always penetrate trans-phase armor, and cause full damage to the target unit but will not drain EU per attack.

Positron Reflector
The positron reflector is a active shield the uses high amounts of energy to provide for a defensive barrier against all types of beam weapons, including a battleship-scale positron cannon. Similar to Lightwave Beam Barriers, Positron Reflectors can be used for automatic parries against all kinds of attacks, with the cost of using energy units. Positron Reflectors can consume massive amounts of energy units per use, but one, single activation of the Positron Reflector is enough to parry all attack in one combat round.

Mobile Armor Mode
The Mobile Suit 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.

For gameplay purposes, the Attack Mode of the Destroy Gundam is the same as Mobile Armor 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 GFAS-X1 Destroy Gundam.
• Requires Mobile Suit Combat: GFAS-X1 Destroy Gundam
• 16 attacks per melee (plus those of the pilot)
• Add one additional action/attack at levels two, five, seven, and ten.
• +2 on initiative
• +4 to strike
• +6 to parry
• -5 penalty to dodge in Mobile Suit Mode, +2 bonus in Mobile Armor/Attack Mode
• +1 bonus to dodge when in space to all modes
• +3 to roll with a punch or fall with an impact, reducing damage by half.
• +1 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 x 20 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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