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 GAT-X370 Raider

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Haro
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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: GAT-X370 Raider   Sat 17 May 2008, 2:16 pm


GAT-X370 Raider


Model Number: GAT-X370
Code Name: Raider
Unit Type: Prototype Transformable Aerial Assault Mobile Suit
Manufacturer: Azrael Conglomerates
Operator: OMNI Enforcer
First Deployment: CE 71
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: 17.94 meters
Weight: 84.90 tons
Powerplant: Ultra Compact Energy Battery Type 2
Equipment and Design Features:
Trans Phase Armor
Mobile Armor Mode


MDC

Head 70
Hands (2) 40/40
Arms 100/100
Shoulders (2) 120/120
Legs (2) 180/180
Main Body 300
Head Guard 100
Flight Wings (2) 100/100
Flight Thrusters (2) 100/100
Cannon Mount Shield 200
‘Mjolnir’ Spherical Breaker 200

TP Armor Absorption Capability: 120 MDC/round


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

Primary Weapons

‘Mjolnir’ Spherical Breaker
The ‘Mjolnir’ Spherical Breaker is an extendable mace mounted on a long cable that can be used in melee or short ranged attacks thru impact on enemy armor. It has prototype characteristics that allow it even to penetrate Phase Shift, Trans Phase and Variable Phase Armor, even Geschmeidig Panzer systems. It can’t, however, penetrate beam barrier shields. The cable is 3000 meters long, and cannot be cut easily be ranged weapons fire, and any attack with such weapons are done with a -4 penalty to strike. Sabers and other melee weapons capable of a Decapitation Attack can attack the cable normally, with the normal bonuses for a Decapitation Attack, and sever the cable on a successful strike.
Primary Purpose: Heavy Impact Assault Weapon
Range: 10000 feet (3000 meters)
Damage: 1d8 x 50 MD Attack
Rate of Fire: Up to four (4) attacks per round; one (1) strike per attack
Payload: None
Power Usage: 20 EU per attack

"Zorn" 100 mm energy cannon x1
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 is 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

M52RG 52 mm hyper velocity shield cannon x1
Primary Purpose: Projectile Direct-Fire Support Artillery
Range: 30000 feet (9000 meters)/15000 feet (4500 meters) underwater/60000 feet (18000 meters) in space
Damage: 2d8 x 50 MD per shot
Rate of Fire: Up to four (4) attacks per round; one (1) shot per attack
Payload: Thirty (30) shots per cannon, total of 60 shots
Power Usage: 50 EU per shot/cannon
"Ahura Mazda" short-range energy cannon x2

M417 80 mm machine gun x1
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

M2M3 76 mm machine gun x2
Primary Purpose: Assault
Secondary Purpose: Anti-mobile suit
Range: 5000 feet (1500 meters)
Damage: 2d6 MD per short burst, 4d6 per long burst, 1d6 x10 for full melee burst.
Rate of Fire: Number of total attacks equal to number of attacks of pilot and mobile suit.
Payload: 1000 rounds. Equal to 100 short bursts, 50 long bursts, and 25 full melee bursts.
Power Usage: 5 EU per 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.
TP Armor Absorption Capability: 120 MDC/round
Power Usage: 1 EU per attack absorbed

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.


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 GAT-X370 Raider.
• Requires Mobile Suit Combat: GAT-X370 Raider
• 5 attacks per melee (plus those of the pilot)
• Add one additional action/attack at levels two, five, seven, and ten.
• +3 on initiative
• +3 to strike
• +3 to parry
• +3 to dodge in Mobile Suit mode, +6 to dodge 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.
• +3 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.
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