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 Z-01b Lancelot Club

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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: Z-01b Lancelot Club   Mon 19 May 2008, 4:42 pm



Model number: Z-01b
Code name: Lancelot Club
Unit type: prototype seventh generation knightmare frame
Manufacturer: Holy Britannia Empire
Operator: Holy Britannia Empire
First deployment: a.t.b. 2017
Accommodation: pilot only, in standard cockpit in torso
Dimensions: overall height 4.49 meters
Weight: combat weight 6890 kilograms
Armor materials: unknown
Powerplant: energy filler, replaceable electrical cartridge, uses Yggdrasil drive superconductor transfer system, power output rating unknown
Equipment and design features: 2 x factsphere open sensor camera, mounted on shoulders, range unknown; landspinner high-mobility propulsion system, mounted in legs; 2 x mountain road board, mounted on feet; Float system backpack, allows atmospheric flight
Fixed armaments: 4 x slash harken, mounted 1 on each hip and 1 in each forearm; 2 x "Blaze Luminous" MSV particle shield, mounted on forearms; MVS (maser vibration sword) lance type x 2/twin-edged MVS lance type x 1, stored in scabbards on backpack, hand-carried in use
Optional hand armaments: VARIS (variable ammunition repulsion impact spitfire) particle rifle, mounted on rear armor

MDC

Head = 100
Hands (2) - 50/50
Arms - 140/140
Shoulders (2) - 180/180
Legs (2) - 230/230
Main Body - 350
VARIS Rifle - 150
MVS (2) - 100 each
Wings(When equipped with a float unit, 2) - 120 each
Slash Harken (4) - 50 each
Mountain Road Board (2) - 70 each
Landspinners (2) - 50 each

Notes:

1.Destroying the landspinners will decrease the dodging ability of this unit by 2.
2.The mountain road board increases the dodging ability of this unit by 2 on a mountain terrain, destroying it will return it to normal.
3.This unit will lose it's flying ability if either one of the wings of the float unit is destroyed.


Power Systems Data

Power Plant: 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
Flying: 5 EU per round

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: 4 times per round
Payload: reliant on power supplied by knightmare frame.
Power Usage: 5 EU per attack

2. VARIS Rifle
Primary Purpose: Assault
Secondary Purpose: Anti-knightmare
Range: 100 meters
Damage: 2d6 x 10 MD per shot, the rifle can cannot fire bursts
Rate of Fire: One shot per attack. Number of total attacks equal to number of attacks of pilot and knightmare.
Payload: reliant on power supplied by the knightmare.
Power Usage: 15 EU per attack

3. MVS(Maser Vibration Sword), Lance Type MVS
Primary Purpose: Melee Assault
Range: Melee
Damage: Per Sword: Slashing attack: 2d10 x 10 MD; Piercing attack: 3d8 x 10 MD; can sever a joint or part of a knightmare with a successful critical roll in a call shot attack. Double damage when the swords are used together or connected into a double-sided lance.
Payload: reliant on power supplied by the knightmare.
Power Usage: 10 EU per round/sword

4. "Blaze Luminous" MSV particle shield (2)
Primary Purpose: Defense
Damage Capacity: 500 MD/round
Power Usage: 25 EU per round/barrier

5. 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
Requires Pilot Knightmare Frame
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.
No leap dodge
Critical strike same as pilot's hand-to-hand.

Advanced training for pilots specializing in the Z-01b Lancelot Club.
Requires Knightmare Combat: Z-01b Lancelot Club
5 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
+3 to parry
+5 to dodge, +7 with Float system backpack, +6 with mountain road board on a mountain terrain
+2 to roll with a punch or fall with an impact, reducing damage by half.
+3 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:

A prototype seventh generation Knightmare Frame built from spare parts for the Lancelot, the 'Lancelot Club' or simply the 'Club' is the first prototype in the development of a the mass produced seventh generation knightmare frame "Vincent".

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