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 GAT-X105 Strike Gundam

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Haro
Mascot Robot


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-X105 Strike Gundam   Sat 17 May 2008, 2:28 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.





GAT-X105 Strike 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

With the outbreak of war, the Earth Alliance's Atlantic Federation begins a secret project to develop mobile suits to counter Zodiac Alliance of Freedom Treaty (ZAFT's) mass-produced ZGMF-1017 GINN as well as operate free of interference from the N-Jammers.

The GAT-X105 Strike Gundam is one of five initial prototype suits secretly developed in conjunction with Orb's Morganraete defense company. Whereas the other Gundams are designed for specific roles, the Strike Gundam is intended to operate in various configurations through the use of Striker packs.

Like the other prototype Gundams, the Strike Gundam is equipped with the new Phase Shift (PS) armor technology. When in Phase Shift mode, the Strike Gundam is nearly impervious to attacks from shell-firing artillery or melee weapons. However, use of Phase Shift for extended periods of time is a massive drain on the battery-powered reactor.

The basic version of the Strike Gundam is nearly identical to the GAT-X102 Duel Gundam's initial configuration. Its armament consists of two "Igelstellung" Vulcan guns, a 57mm beam rifle, a shield and two "Armor Schneider" combat knives. Other optional armaments include a bazooka designed for underwater combat. The Strike Gundam is later followed by the mass production version GAT-01 Strike Dagger and GAT-01A1 Dagger.

Unlike the other Gundam prototypes, the GAT-X105 Strike Gundam is intended to operate in different environments and various mission roles. The GAT-X105+AQM/E-X01 Aile Strike Gundam is designed specifically for flight and mobility. In space, the additional thrusters make the Strike Gundam more maneuverable. On Earth, the AQM/E-X01 Aile Striker pack allows the Strike Gundam to make high jumps and fly briefly. Aside from the extra thrusters, the Aile Striker pack adds two beam sabers to the Strike Gundam's armaments. Additionally, the AQM/E-X01 Aile Striker pack is capable of docking with the support fighter FX-550 Sky Grasper. Because of its extra mobility, the Aile Striker pack is the most widely used of the Striker packs in space and on Earth.

The GAT-X105+AQM/E-X02 Sword Strike Gundam is designed with close combat in mind. Unlike the other configurations of the Strike Gundam, the Sword Strike Gundam features no beam rifles or cannons. The main armament of this configuration is the 15.78 meters long "Schwert Gewehr" anti-ship sword. This long sword is capable of easily slicing apart a mobile suit or causing substantial damage to a battleship. A similar sword design was later utilized in the GAT-X133 Sword Calamity. The Sword Strike Gundam is also outfitted with a "Panzer Eisen" rocket anchor on its left forearm. The rocket anchor can be fired along a line and resembles the "Gleipnir" anchor used by the GAT-X207 Blitz Gundam. Additionally, the Sword Strike Gundam's left shoulder houses a "Midas Messer" beam boomerang. As is the case with the other Striker packs, the AQM/E-X02 Sword Striker can also dock with the support fighter FX-550 Sky Grasper.

The GAT-X105+AQM/E-X03 Launcher Strike Gundam is equipped for long ranged combat similar to the GAT-X103 Buster Gundam. Its main weapon is the “Agni” 320mm impulse cannon, which is powerful enough to blast through a space colony's wall. Additionally, the Launcher Strike Gundam is equipped with a combination weapons pod on its right shoulder, which includes a 120mm anti-ship Vulcan gun and 350mm gun launchers. The AQM/E-X103 Launcher Striker is the first Striker pack to be used in battle by Kira Yamato and proves to be too powerful when it damages the space colony Heliopolis. Like the other Striker packs, the Launcher Striker can be docked with the support fighter FX-550 Sky Grasper.

The Strike Gundam first enters combat in January C.E. 71 when ZAFT attacks Orb's space colony Heliopolis in an attempt to steal the Gundam prototypes. Although ZAFT succeeds in capturing four units, the Strike Gundam remains in Alliance control and is initially (and ineffectively) used by Murrue Ramius. However, young Coordinator Kira Yamato is able to modify the incomplete operating system and make the Strike Gundam combat ready.

Following the destruction of Heliopolis, Kira becomes the Strike Gundam's default pilot and joins the crew of the Archangel. Though he regrets fighting his friend Athrun Zala, Kira eventually enlists with the Earth Alliance military and formally becomes part of the conflict. Eventually, Kira's growing skills rival that of ZAFT's best pilots. While heading for the Alliance's Alaskan headquarters, the Strike Gundam is severely damaged in battle by Athrun's self-destructing GAT-X303 Aegis Gundam.

The Strike Gundam was later repaired by Orb and passed on to ace pilot Mu La Flaga, while Kira upgrades to ZAFT's ZGMF-X10A Freedom Gundam. The Strike Gundam serves as Mu's personal mobile suit after the Archangel defects from the Earth Alliance and joins the Orb forces and Clyne Faction. It is destroyed near the war's end on September 26, C.E. 71, while Mu is protecting the Archangel from an attack by the Alliance battleship Dominion.

An enhanced variant of the Strike, the Orb Military’s Strike Rouge, is the same as the original except for more advance energy batteries. Two years after the war, the versatile design of the Strike Gundam used by ZAFT in their ZGMF-X56S Impulse Gundam.




Primary Data

Unit Type: Mobile Suit
Class: Prototype Multipurpose Multi-Mode Combat Mobile Suit
Manufacturer: OMNI Enforcer (EAF)-Morganraete (Orb)
Primary Factory: Heliopolis Colony (Orb)/Onogoro Island, Orb
First Deployment: January 25, CE 71
Production Run: 1
Operators: Earth Alliance Forces (EAF); 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:
General Unilateral Neuro-link Dispersive Autonomic Maneuver (G.U.N.D.A.M.) Synthesis System Version NV8-N099
Weapons Systems:
Strike (Normal):
• “Igelstellung” CIWS Vulcan Guns (2)
• “Armor Schneider” Assault Knives (2)
Additional Weapons (Optional):
• 57mm High-Energy Rifle (1)
• Anti-Beam Shield
• Bazooka
Aile Striker Pack
• 57mm High-Energy Rifle
• Beam Sabers (2)
• Anti-Beam Shield
Sword Striker Pack
• “Schwert Gewehr” 15.78 meter Anti-Ship Sword
• “Panzer Eisen” Rocket Anchor
• “Midas Messer” Beam Boomerang
Launcher Striker Pack
• “Agni” 320mm Hyper-Impulse Cannon
• 120mm Anti-Ship Vulcan Cannon
• 350mm Gun Launchers (2)



MDC by Location

Head 100
Hands (2) 50 each
Arms 100 each
Shoulders (2) 150 each
Legs (2) 200 each
Assault Knife Sheaths (2) 70 each
Main Body 300

Beam Rifle 100
Anti-Beam Shield 600
Bazooka 100

Aile Striker Pack
Main Backpack Section 150
Wing Thrusters (4) 100 each
Wings (4) 70 each
Beam Saber Pommels (2) 50 each Fin Section 100

Sword Striker Pack
Main Backpack Section 150
Anti-Ship Sword 150
Rocket Anchor 100
Beam Boomerang 100

Launcher Striker Pack
Combo Weapons Pod 150
Hyper Impulse Cannon 200
Vulcan Cannon 70
Gun Launcher 100

Notes:

1. Destroying the head of the Strike 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 energy battery of the MS will explode, causing an additional 1d4 x 100 MDC of damage to all units within 100 meters of the MS. There is NO automatic ejection of the pilot should the MS explodes. If the pilot succeeds in shutting down before or if the battery charge is depleted when 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 Strike 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: 17.72 meters
Base Weight: 64.8 metric tons
Weight (with Aile Striker Pack): 85.1 metric tons
Weight (with Sword Striker Pack): 74.1 metric tons
Weight (with Launcher Striker Pack) 83.7 metric tons

Movement Speeds:

Running:
120 mph (192 kph). Walking speed is 30-40 mph (60-80kph).
Leaping
50 feet (15m) high or 70 feet (21m) long without thrusters
Flying, Atmosphere:
• 500mph/800kph with max flight ceiling of 2000 feet in Normal, Sword and Launcher Striker modes.
• Mach 1.5 (1005mph/1608kph) in Aile Striker mode with max flight ceiling of 2000 feet.
• Mach 2 (1340mph/2144kph) in Aile Striker mode at 2001-4000 feet above sea level.
• Mach 2.5 (1675mph/2680kph) max speed in Aile Striker Mode at 2001-15000 feet above sea level.
• Mach 2.75 (1842mph/ 2948kph) max speed in Aile Striker mode at 15001-40,000 feet above sea level.
• The Strike Gundam is capable of flight and aerial maneuvering in atmosphere only in Aile Striker Mode. The Strike is also capable of reentry from space to earth’s atmosphere, with a maximum safe controlled drop entry velocity of Mach 4.2 (2814mph/4502kph) 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 +30.5 to –19.5 Earth gravities.
Flying, Space
• Mach 1.5 (1005mph/1608kph) in Normal, Sword and Launcher Striker modes. Mach 4.8 (3216mph/5146kph) in Aile Striker mode.
Underwater:
• 80mph (160kph) at depths of 0-2000 meters below sea level.




Power Systems Data

Power Plant: Type 2 Ultra-compact Energy Battery, Auxiliary Power Unit
Energy Units (full charge):
• Type 2 Ultra-compact Energy Battery: 1250 EU
• Auxiliary Power Unit: 125 EU
• Aile Striker Pack: 250 EU
• Sword Striker Pack: 250 EU
• Launcher Striker Pack: 250 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
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Haro
Mascot Robot


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: GAT-X105 Strike Gundam   Sat 17 May 2008, 2:29 pm


Weapons Systems:

I. Strike Gundam (Normal)

1) “Igelstellung” 75mm close-in weapons system (CIWS) Vulcan guns (2) – The GAT-X105 Strike mounts two linked-fire Vulcan guns for anti-missile fire and short ranged combat. The guns are mounted on both sides of the head. The Vulcan guns can fire at a 75-degree turning arc of the head, on a frontal facing of the mobile suit.
• Primary Purpose: anti-missile/anti-aircraft
• Secondary Purpose: point-blank/short ranged attack
• Range: 2000 feet (600 meters)
• Damage: 2d4 MD per short burst, 4d4 per long burst, 1d4 x10 for full melee burst.
• Rate of Fire: Equal to the number of attacks of the pilot and mobile suit
• Payload: 100 rounds, equal to 20 short burst, 10 long burst, or 5 full melee burst.
• Power Usage: 1 EU per attack

2) “Armor Schneider” Assault Knives (2) – The Strike carries two (2) armor piercing assault knives as back-up melee weapons for close-in battles. The knives are mounted in enclosed compartments on the mobile suit’s hips. This is usually deployed as a last-ditch weapon for the Strike.
• Primary Purpose: Assault
• Range: Melee
• Damage: 1d4 x 10 MD
• Rate of Fire: Equal to the number of attacks of the pilot and mobile suit
• Power Usage: None

3) Hand To Hand Combat – If necessary, the Strike can engage in melee combat rather than use a weapon. The Strike is agile and can execute most typical hand-to-hand combat moves, such as punches, jump kicks, leap attacks, etc.

Damage:
• Restrained Punch: 1d6 MD
• Full Strength Punch: 3d6 MD
• “Booster” Punch: 5d6 MD (counts as two attacks)
• Tear/Pry with Hand Actuators: 2d6 MD
• Kick: 2d4 MD
• Leap Kick: 3d6 MD
• Body Flip/Throw: 4d6 MD
• Stomp: 2d6 MD (only effective against objects up to the height of the MS’ knees)


Optional Weapons:
1) 57mm High-Energy Beam Rifle – The primary handheld anti-mobile suit weapon of the Strike is the 57mm high-energy beam rifle. As with the other beam weapons of the Strike and the other first four mobile suits of the GAT-X series, this is a prototype for future, mass-produced beam weaponry to be equipped on newer, more advanced mobile suits. Consequently, the Strike’s beam rifle uses more power than normal beam rifles, and is a test bed for experimentation and improvements in beam weaponry . The beam rifle is usually held by the Strike’s right hand, although it is usable on the left with no change in performance. Via an interlocking hard point, the power conduit of the rifle connects to the palm of the hand, and power can be sourced from the Strike’s main power supply to provide beam energy for the rifle.
• Primary Purpose: Assault
• Secondary Purpose: Anti-mobile suit
• Range: 5000 feet (1500 meters) in atmosphere; 10000 feet (3000 meters) in space
• Damage: 2d6 x 10 MD per shot, the energy 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 or Striker Packs.
• Power Usage: 15 EU per attack

2) Anti-Beam Shield – The Strike 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 600 MDC of protection. The shield was specifically design to defend against beam weaponry (beam rifles, beam sabers, hyper-impulse cannons, etc). The shield can absorb 90 MD of beam damage without depleting its MDC. Any beam attack with more than 90 MD of damage will minus 90 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: 600 MD
• Power Usage: None



3) Bazooka – The Strike can be equipped with a hand-carried large bazooka-type weapon which fires short ranged missiles for fire support missions. The bazooka can be outfitted for underwater combat, firing armor-piercing torpedoes instead of missiles. This is the only ranged weapon that can be used by the Strike for underwater missions.
• Primary Purpose: Fire Support Weapon
• Secondary Purpose: Underwater Operations Weapon
• Range: 5000 feet (1500 meters)/ 2500 feet (750 meters) underwater
• Damage: 1d10 x 10 MD per attack
• Payload: Four (4) clips with 2 missiles each, total of 8 rounds, one missile per attack, for standard fire-support combat. Four (4) clips with 2 torpedoes each, total of 8 torpedoes, 1 torpedo per attack, for underwater operations.
• Power Usage: 5 EU per attack


II. AQM/E-X01 Aile Striker Pack

1) 57mm High-Energy Beam Rifle – The primary handheld anti-mobile suit weapon of the Strike is the 57mm high-energy beam rifle. As with the other beam weapons of the Strike and the other first four mobile suits of the GAT-X series, this is a prototype for future, mass-produced beam weaponry to be equipped on newer, more advanced mobile suits. Consequently, the Strike’s beam rifle uses more power than normal beam rifles, and is a test bed for experimentation and improvements in beam weaponry. The beam rifle is usually held by the Strike’s right hand, although it is usable on the left with no change in performance. Via an interlocking hard point, the power conduit of the rifle connects to the palm of the hand, and power can be sourced from the Strike’s main power supply to provide beam energy for the rifle.
• Primary Purpose: Assault
• Secondary Purpose: Anti-mobile suit
• Range: 5000 feet (1500 meters) in atmosphere; 10000 feet (3000 meters) in space
• Damage: 2d6 x 10 MD per shot, the energy 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 or Striker Packs.
• Power Usage: 15 EU per attack

2) Anti-Beam Shield – The Strike can carry an anti-beam shield in normal or Aile Striker mode, which the mobile suit can use to block attacks. The shield cannot be carried in Sword or Launcher Strike modes. The shield is mounted on the left arm by default, although it can be used on the right hand. The shield provides 600 MDC of protection. The shield was specifically design to defend against beam weaponry (beam rifles, beam sabers, hyper-impulse cannons, etc). The shield can absorb 90 MD of beam damage without depleting its MDC. Any beam attack with more than 90 MD of damage will minus 90 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: 600 MD
• Power Usage: None

3) Beam Sabers (2) – The primary melee weapons of the Aile Striker Pack are two beam sabers mounted on the thruster backpack behind the Strike. These again are prototype weapons to test the feasibility of beam melee weaponry. 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 Strike’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. 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 energy battery or the Striker Pack. Power from the APU cannot be used by the beam sabers.
• Primary Purpose: Melee Assault
• 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.
• Payload: reliant on power supplied by mobile suit or Striker Packs.
• Power Usage: 15 EU per round/saber


III. AQM/E-X02 Sword Striker Pack


1) “Schwert Gewehr” 15.78 meter Anti-Ship Sword – The anti-ship sword is the primary weapon of the Sword Striker Pack. Using the same design principles as the beam sabers of the AQM/E-X01 Aile Striker Pack, and greatly increased in size and striking power, the sword is purposely design to be used as a anti-capital ship weapon, to penetrate a warship armor plating and do damage into the internals. It operates in two modes. With its power activated, a beam “blade” appears along the edge of the sword. This increases damage per attack. It can also block other beam melee weapons. With the blade deactivated, the sword does less damage but can be used underwater as an impact blade. It can block standard anti-mobile suit melee weapons but not beam melee weapons. The sword requires two hands to operate; it cannot be used by only one hand.
• Primary Purpose: Anti-ship/anti-mobile suit melee assault
• Secondary: Underwater melee weapon
• Range: Melee
• Damage: Slashing attack: 3d10 x 10 MD with beam blade, 2d8 x 10 MD without beam blade; Piercing attack: 4d10 x 10 MD with beam blade, 2d6 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 Striker Packs.
• Power Usage: 20 EU per round with blade on; with blade off, no EU requirement.


2) “Panzer Eisen” Rocket Anchor - The Sword Strike Gundam is also outfitted with a "Panzer Eisen" rocket anchor on its left forearm. The rocket anchor can be fired along a line and resembles the "Gleipnir" anchor used by the GAT-X207 Blitz Gundam. It is used to grapple and anchor the Strike to enemy vessels to allow a close to and engage a melee attack using the anti-ship sword. However, the grapple attack can only be done ONCE per round. A successful attack causes the anchor to pierce the target, and the Strike can immediately approach the target to melee range without movement penalties. The anchor adds more damage per every round it remains attached to the target. The anchor is “anchored” on the target until the Strike pulls it back or it is destroyed.
• Primary Purpose: Anti-ship support weapon
• Range: 2000 feet (600 meters)
• Damage: 1d10 x 10 MD initial piercing damage, additional 1d8 MD per round attached to target
• Rate of Fire: ONCE per round
• Payload: reliant on power supplied by mobile suit or Striker Packs.
• Power Usage: 5 EU per attack

3) “Midas Messer” Beam Boomerang - the Sword Strike Gundam's left shoulder houses a "Midas Messer" beam boomerang. Using the principles of a boomerang, the Strike throws it at its target. 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 Strike if the boomerang misses its target on the second strike. A successful hit will cause damage to the target, and the boomerang flies back to the Strike’s 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.
• 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
• Power Usage: 10 EU per attack




IV. AQM/E-X03 Launcher Striker Pack

1) "Agni" 320mm Hyper Impulse Cannon – The hyper impulse cannon is the most powerful beam weapon developed for the Strike Gundam. The massive weapon generates tremendous firepower with each shot that it could destroy other mobile suits and armor immediately. The cannon can also destroy complete sections of warships, or punch a large hole thru bases or space colonies. The main drawback of the weapon is the massive amounts of energy needed for every shot, depleting the Strike’s energy quickly. Also, the massive heat of the beam would overheat the cannon quickly, limiting it to three attacks per round. To help solve the problem of energy drain, the cannon has a conduit plug that can attach to a external power source in a base or carrier vessel. This is the only way the weapon can be fired while the Strike’s main battery is offline, as the cannon does not use energy from the mobile suit.
• Primary Purpose: Heavy Beam Fire Support Artillery
• Range: 30000 feet (9000 meters) in atmosphere; 60000 feet (18000 meters) in space
• Damage: 2d10 x 50 MD
• Rate of Fire: Three (3) attacks per round; one (1) shot per attack
• Payload: reliant on power supplied by mobile suit or Striker Packs; can connect to an external power source via conduit plug
• Power Usage: 70 EU per shot

2) 120mm Anti-Ship Vulcan Cannon – As a anti-ship weapon, the Launcher Strike mounts a 120mm Vulcan Cannon on its right shoulder combo weapons pod. With a very high cyclic rate of fire, the Vulcan Cannon fires depleted uranium armor-piercing rounds to penetrate ship armor and cause damage. The Vulcan can also be used as a short ranged anti-aircraft and anti mobile suit weapon
• Primary Purpose: Anti-ship weapon
• Secondary Purpose: Anti-aircraft/Anti-mobile suit weapon
• Range: 2500 feet (700 meters)
• Damage: 2d12 MD per short burst, 4d12 per long burst, 1d12 x10 for full melee burst.
• Rate of Fire: One shot per attack. Number of total attacks equal to number of attacks of pilot and mobile suit.
• Payload: 400 rounds, equal to 40 short bursts, 20 long bursts, and 10 full melee bursts
• Power Usage: 5 EU per attack

3) 350mm Gun Launcher (2) – As a support weapon, the Launcher Strike Gundam mounts two 350mm gun launchers on the combo pod. Each launcher is used to fire high explosive rounds for tactical support fire.
• Primary Purpose: Support Artillery
• Range: 12000 feet (36000 meters)
• Damage: 4d6 x 10 MD
• Rate of Fire: one attack per launcher. Number of total attacks equal to number of attacks of pilot and mobile suit
• Payload: (per launcher) 30 rounds
• Power Usage: 5 EU per attack
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Haro
Mascot Robot


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: GAT-X105 Strike Gundam   Sat 17 May 2008, 2:30 pm

Combat Notes:

Modular Striker Pack System – The most revolutionary aspect of the Strike is its capability to customize its weapons and equipment to meet its multi-mission profiles by attaching the Modular Striker Packs. The three Striker Packs adds additional weapons, maneuvering systems and power supply to the basic Strike mobile suit. They are powered by integrated Type 1 ultra-compact energy battery that adds to the main power supply for the Strike’s systems. Striker Packs can be changed in bases or carrier vessels, or while in action thru various methods, as the packs are carrier-launched to rendezvous with the Strike or via transport to the MS by transport fighters like the FX-550 Skygrasper support fighter. It takes one full melee round for the Striker Packs to dock with the Strike, and no attacks or maneuvering can be done on that round.



Standard Equipment

General Unilateral Neuro-link Dispersive Autonomic Maneuver (G.U.N.D.A.M.) Synthesis System – This was the first OS created, and was used for the Earth Alliance’s G Project. The GAT-X102 Duel, GAT-X103 Buster, GAT-X105 Strike, GAT-X207 Blitz and GAT-X303 Aegis used this OS. As originally implemented, the G.U.N.D.A.M Synthesis System was incomplete and can only be used clumsily by Natural pilots. Kira Yamato completed and corrected the system by early June CE 71. Orb's MBF-P01 Astray Gold Frame, MBF-P02 Astray Red Flame, MBF-P03 Astray Blue Frame, MBF-02 Strike Rouge and ORB-01 Akatsuki also use a clone of the G.U.N.D.A.M Synthesis System, which along with other G Project technology was copied by Morganraete on Heliopolis. It is possible, though unconfirmed, that both the EA’s and Orb’s mass-production mobile suits use a variant of the G.U.N.D.A.M Synthesis System that is refined for use by Natural pilots.

Ultra-compact Energy Battery – The main power plant of the Strike is a Type 2 ultra-compact energy battery that provides the power required to operate the mobile suit and its component systems. The battery is rechargeable, using conduits that connect to an external power source at a base or carrier vessel. Recharging time for the Strike’s battery is 1 hour for a full charge. The weapons systems of the Strike’s modular packs 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 modular weapons are powerless and cannot be used. The only weapons functioning will be the Iglestellung CIWS, which can draw power from the APU, and the Armor Schneider assault knives, which use no power at all.

Phase Shift Armor – The Strike is equipped with 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 Strike’s main battery for every round that the armor is online. The phase shift armor absorbs the damage from these weapons, to a maximum of 90 MD per attack. MDC attacks with damage more than 90 MD will minus 90 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 Strike has energy units (EU) left to power the MS from its main energy or its striker packs. If the battery 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 Strike, 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 Strike has an auxiliary power unit that provides reserve power supply rated at 10% of the main Type 2 battery’s power capacity should the primary energy battery 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 Iglestellung 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 Strike 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. Synthesis System 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 Strike 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. The Pilot can also optimize the system if he has the Computer Programming (GUNDAM OS) skill.

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 Strike 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 Strike 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 400 miles (640 km) and can continuously send for 100 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 strike bonuses. It also used as an 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 – 300 miles (480 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 mobile suit, 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 100 meter arc, and causes 1d4 x 100 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 Strike 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 Strike’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 Strike is equipped with an innovative cockpit display system layout that provides monitors for a 180 degrees 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.




Combat Bonuses From GAT-X105 Strike 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 GAT-X105 Strike Gundam.

• Requires Mobile Suit Combat: GAT-X105 Strike
• Ability to dock with Striker Packs while in combat. It takes one full melee round for the Striker Packs to dock with Strike, and no attacks or maneuvering can be done on that round.
• 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
• +2 to dodge with Launcher Striker Pack; +3 in Normal mode and with Sword Striker Pack; +4 with Aile Striker Pack
• +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.



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 Aile Strike Gundam Plastic Model by BANDAI
• 1/60 Scale Freedom Gundam Plastic Model by BANDAI
• 1/60 Scale Force Impulse Gundam Plastic Model by BANDAI
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GAT-X105 Strike Gundam
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