Model number: Type-003C
Code name: Alteisen Nacht
Unit type: Prototype Heavy Melee Assault Knightmare Frame
Manufacturer: Kyoto House
Operator(s): Order of the Black Knights
First deployment: a.t.b 2017
Accommodation: pilot only, in motorbike-style cockpit in torso
Dimensions: overall height 5.5 meters
Weight: combat weight 12000 kilograms
Armor materials: unknown
Powerplant: energy filler, replaceable electrical cartridge, uses Yggdrasil drive superconductor transfer system, power output rating unknown
Equipment and design features: landspinner high-mobility propulsion system, mounted in legs; Float Unit
Fixed armaments: 5-barrel chain gun, mounted on left forearm; Plasma Horn, mounted on head; Revolver Bunker, mounted on right forearm; Claymore Avalanche, mounted on shoulder-armor; "Hien Souga" slash harken, mounted on chest
Optional hand armaments:"Beowulf" Katen Yaibatou
MDC
Head 100
Hands (2) 50/50
AShoulders (2) 200/200
Legs (2) 250/250
Main Body 450
Slash Harken (2) - 50 each
Landspinners (2) - 100 each
"Beowulf" 150
Power Systems Data
Power Plant: Power Plant: Energy Filler = 1250 EU
Energy Use:
• Idle: 3 EU per round
• Walking: 4 EU per round
• Running(Using Landspinners): 5 EU per round
Note: While the Alteisen Nacht is equipped with a Float System, it could only stay airborne for less than one round with the help of all its thrusters. Its float system is there for the sole purpose of standing up and balancing the body.
Weapons Systems:
1. "Hien Souga" 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. 5-barrel Chain Gun
• Primary Purpose: Assault
• Range: 100 meters
• Damage: 3d6 x10 MD per short burst, 5d6 x10 per long burst, 3d8 x10 for full melee burst.
• Rate of Fire: One attack per action. Number of total attacks equal to total number of actions of pilot and knightmare per round
• Payload: reliant on power supplied by knightmare frame.
• Power Usage: 2 EU per shot; short burst = 20 EU; medium burst = 40 EU; long burst = 80 EU
3. Plasma Horn
• Primary Purpose: Melee Assault
• Range: Melee
• Damage: Slashing attack: 2d8 x 10 MD; can sever a joint or part of a Knightmare with a successful critical strike roll in a call shot attack.
• Rate of Fire: One Attack per action. 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
4. Revolver Bunker
• Primary Purpose: Melee Assault
• Range: Melee
• Damage: Piercing Attack: 1d10 x 10 MD
• Rate of Fire: One attack per action. Number of total attacks equal to the number of attacks of the pilot and knightmare
• Payload: 5 rounds per cartridge, unit carries a total of 4 cartridges
• Power Usage: None
5. Claymore Avalanche
• Primary Purpose: Melee Heavy Assault
• Secondary Purpose: Anti-Knightmare
• Range: 20 meters
• Damage: 3d6 x 10 MD per Claymore; double the damage when using both Claymores
• Rate of Fire: One shot per action. Number of total attacks equal to number of attacks of pilot and knightmare.
• Payload: 6 shots
• Power Usage: 15 EU per attack
6. "Beowulf" Katen Yaibatou
• Primary Purpose: Melee Assault
• Secondary Purpose: Melee Defense
• Range: Melee
• Damage: 6d6 x 10 MD per attack
• Payload: One shot per action. Number of total attacks equal to number of attacks of pilot and knightmare.
• Power Usage: 5 EU per attack
7. 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 Type-003C Alteisen Nacht.
• Requires Knightmare Combat: Type-003C Alteisen Nacht; PP=20+; PE=20+
• 6 attacks per melee (plus those of the pilot)
• Add one additional action/attack at levels two, five, seven, and ten.
• +3 on initiative
• +6 to strike
• +7 to parry
• +3 to dodge
• +2 to roll with a punch or fall with an impact, reducing damage by half.
• +1 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.