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 Type-10R Burai

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Cobray
Daimyo
Daimyo
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Number of posts : 617
Age : 31
Location : Asgard
Alias : Blue Fenrir
Registration date : 2008-05-12

Character sheet
PC Name:
Level: 5
Character Class: Civilian

PostSubject: Type-10R Burai   Mon 19 May 2008, 3:45 pm



Model number: Type-10R
Code name: Burai
Unit type: modified mass production fourth generation knightmare frame
Manufacturer: Kyoto House (based on a design by the Holy Britannia Empire)
Operator(s): Kyoto House; Resistance/Order of the Black Knights; Japanese Liberation Front; United States of Japan
First deployment: a.t.b. 2017
Accommodation: pilot only, in standard cockpit in torso
Dimensions: overall height 4.56 meters
Weight: combat weight 7530 kilograms
Armor materials: unknown
Powerplant: energy filler, replaceable electrical cartridge, uses Yggdrasil drive superconductor transfer system, power output rating unknown
Equipment and design features: factsphere open sensor camera, mounted in head, range unknown; landspinner high-mobility propulsion system, mounted in legs; cockpit ejection system
Fixed armaments: 2 x slash harken, mounted on chest; 2 x protector, mounted on forearms; anti-personnel machine gun, mounted in chest
Optional fixed armaments: 2 x stun tonfa, mounted on forearms
Optional hand armaments: assault rifle, mounts on backpack; 8-tube missile launcher

MDC

Head 50
Hands (2) 20 each
Arms 70 each
Shoulders (2) 75 each
Legs (2) 100 each
Main Body 150
Landspinners (2) - 50 each
Slash Harken (2) - 50 each
Assault Rifle - 100
Tonfa (2) - 60

Note: Destroying the landspinners will decrease the dodging ability of this unit by 2

Power Systems Data

Power Plant: Energy Filler = 1250 EU
Energy Use:
Idle: 1 EU per round
Walking: 2 EU per round
Running(Using Landspinners): 3 EU per round

Note: Energy fillers are like batteries, you just need to replace the old one if you're out of energy.

Weapons Systems:

1. Slash Harken(wired rocket anchors)
Primary Purpose: Combat support weapon
Range: 15 meters
Damage: 1d10 x 10 MD initial piercing damage, additional 1d8 MD per round attached to target
Rate of Fire: twice per round
Payload: reliant on power supplied by knightmare frame.
Power Usage: 5 EU per attack

2. Anti-Personnel Machine Gun
Primary Purpose: anti-missile/anti-air
Secondary Purpose: point-blank/short ranged attack
Range: 30 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 knightmare
Payload: rounds, equal to 20 short burst, 10 long burst, or 5 full melee burst.
Power Usage: 1 EU per attack

3. Assault Rifle
Primary Purpose: Assault
Range: 60 meters
Damage: 2d6 x 50 MD per shot.
Rate of Fire: Number of total attacks equal to number of attacks of pilot and knightmare.
Payload: 15 rounds. 1 round per shot
Power Usage: 5 EU per attack

4. Stun Tonfa
Primary Purpose: Melee Assault
Range: Melee
Damage: 2d6 x 10 MD
Rate of Fire: Equal to the number of attacks of the pilot and knightmare
Power Usage: 5 EU per round

Notes:

Everytime a Stun Tonfa hits, the pilot of the target unit does a ME check (rolls 1d20 to get a score EQUAL or UNDER his ME score).

If he makes the check, the KMF only takes MDC damage.

A failed roll will knock him unconcious for 1d4 rounds, with NO ACTIONS possible for the stunned pilot on those rounds. Once he wakes up, he gets a -2 penalty to strike/parry/dodge for the next 1d4 rounds.

Also everytime a KMF is hit by the Tonfa, the GM will roll a percentile dice, rolling EQUAL or UNDER 40% + 5% per level of KMF pilot. A failed roll will SHUTDOWN the KMF for 1d4 rounds.


5. 8 tube missile launcher
Primary Purpose: Assault
Secondary Purpose: Anti-knightmare
Range: 30 meters
Damage: 1d6 MD per missile.
Rate of Fire: One at a time or in volleys of 2, 4, 6, or all 8. The number of volleys is equal to the number of attacks of the pilot and the Burai combined. A volley, regardless of the number of missiles fired, counts as one attack
Payload: 4 missiles per launcher. A total of eight short-ranged, armor-piercing missiles
Power Usage: 5 EU per attack

6. Hand To Hand Combat

Restrained Punch: 1d6 MD
Full Strength Punch: 2d6 MD
Boosted Punch(While using landspinners): 5d6 MD
Tear/Pry with Hand Actuators: 1d10 MD
Kick: 2d4 MD
Leap Kick: 3d6 MD
Body Flip/Throw: 4d6 MD
Stomp: 2d4 MD (only effective against objects up to the height of the knightmare's knees)



Basic Training for Knightmare pilots
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
+1 to roll with a punch or fall with an impact, reducing damage by half.
Critical strike same as pilot's hand-to-hand.


Advanced training for pilots specializing in the Burai.
Requires Knightmare Combat: Type-10R Burai
4 attacks per melee (plus those of the pilot)
Add one additional action/attack at levels two, five, seven, and ten.
+1 on initiative
+1 strike
+2 to parry
+2 to dodge
+2 to roll with a punch or fall with an impact, reducing damage by half.
+2 to leap dodge.
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.

Background Information:

The Burai is a remodeled version of the Glasgow manufactured by a group located in Kyoto and used by the Black Knights and the Japan Liberation Front. It is basically the same as a Glasgow, except for the head, which resembles the face of an oni (鬼, oni ?) with the addition of fang-like cheekbones and the presence of a torso-mounted machine gun for antipersonnel warfare. Its hands have also been refurbished so that they can guard, a feature totally exclusive to the Burai model and not to the original Glasgows. Lelouch piloted a customized head unit reserved, easily recognizable by its golden horns almost resembling a samurai.

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