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 sacred's one and only Mobile Suit

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sacred_essence
Gichou
Gichou
sacred_essence


Number of posts : 283
Age : 36
Location : Supreme High Council Chamber, PLANTS
Alias : Chairwoman
Race : Coordinator
Mecha : GAT-X93V2 Celsius Gundam
Registration date : 2008-05-12

Character sheet
PC Name: Agni Xelhes
Level:
Character Class: Civilian

sacred's one and only Mobile Suit Empty
PostSubject: sacred's one and only Mobile Suit   sacred's one and only Mobile Suit EmptyTue 27 May 2008, 9:27 am

GAT-X93V2 Celsius Gundam


sacred's one and only Mobile Suit Yukims


Model Number: GAT-X93V2
Code Name: Celsius
Unit Type: Prototype High Mobility Assault Mobile Suit
Manufacturer: Adukav-Mechano Industries
Operator: OMNI Enforcer, Phantom Pain
First Deployment: CE 84
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: 20.00 meters
Weight: 83.80 tons
Powerplant:
Ultra Compact Nuclear Reactor
Battery Extender
Equipment and Design Features:
Neutron Jammer Canceller
Variable Phase Shift Armor
Geschmeidig Panzer
Vernier Apogee Thrusters

MDC

Head 70
Hands (2) 70/70
Arms 140/140
Shoulders (2) 210/210
Legs (2) 350/350
Main Body 700
Fin Funnel Backpack 210
High Energy Beam Rifle 150
Plasma Beam Cannon 200/200
Fin Funnels 150/150/150/150/150/150
Beam Barrier Wrist Projectors 120/120
Beam Sabers 100/100

VPSA Protection:
Standard: 210 MDC/round
Increased: 245 MDC/round
Decreased: 175 MDC/round

Energy Units: 10000 EU
EU Production/round: 500 EU/round
APU: 500 EU
Special:
Battery Extender



Weapons:
75mm “Iglestellung” CIWS x 2
Primary Purpose: anti-missile/anti-air
Secondary Purpose: point-blank/short ranged attack
Range: 1000 feet (300 meters) in atmosphere / 2000 feet (600 meters) in space
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: 5 EU per attack
Strike bonus: +1, +2 vs. missiles

88mm “Spartas” High Energy Beam Rifle
Primary Purpose: Assault
Secondary Purpose: Anti Mobile Suit
Range: 3500 feet (1050 meters) in atmosphere / 7000 feet (2100 meters) in space
Damage: 5d6 x 10 MD per shot, the energy rifle cannot fire bursts
Rate of Fire: One attack per action. Number of total attacks equal to total number of actions of pilot and mobile suit per round
Payload: reliant on power supplied by mobile suit or augmentation packs
Power Usage: 30 EU per shot

“Agni Mk II” Plasma Beam Cannon x 2
Primary Purpose: Plasma Beam Direct-Fire Support Artillery
Range: 30000 feet (9000 meters) in atmosphere; 60000 feet (18,000 meters) in space
Damage: 3d4 x 100 MD
Rate of Fire: Up to four (4) attacks per round; one (1) shot per attack
Payload: reliant on power supplied by mobile suit or augmentation packs
Power Usage: 100 EU per shot/cannon

“Hermes” Atmospheric Remote Fin Funnels x 6
Primary Purpose: Independent Quantum Communication Attack Pod
Range: 10000 feet (3000 meters)
Damage: 2d8 x 10 MD per shot
Rate of Fire: Up to four (4) attacks per round
Payload: reliant on power supplied by mobile suit or augmentation packs
Power Usage: 10 EU per shot/pod plus 5 EU per pod per attack

220mm Short Ranged Missile Launchers x 4
Primary Purpose: Assault
Secondary Purpose: Anti Mobile Suit/Anti Air
Range: 2 miles (3200 meters) / 4 miles (6400 meters) in space
Damage: 1d4 x 10
Rate of Fire: 1 or in volleys of 2, 4, 8, 12, 16, 20, 22 or all 24
Payload: 24 Short Ranged Missiles
Power Usage: 10 EU/missile
Strike bonus: +2

Beam Barrier Projector x 2
Primary Purpose: Anti-beam defense
Secondary Purpose: Defense
Damage Capacity: 500 MD/round/barrier
Power Usage: 25 EU per round/barrier

Beam Sabers x 2
Primary Purpose: Melee Assault
Secondary Purpose: Melee Defense
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
Rate of Fire: One attack per action. Number of total attacks equal to total number of actions of pilot and mobile suit per round
Payload: reliant on power supplied by mobile suit or augmentation packs
Power Usage: 15 EU per round per saber


Optional Weapons:
Hyper Bazooka Launcher - fires Grenades, Sulfur Canister Missiles or Torpedoes

Anti-Mobile Suit Grenades
Primary Purpose: Assault
Secondary Purpose:
Range: 2000 feet (600 meters) in atmosphere / 4000 feet (1200 meters) in space
Damage: 4d4 x 10 MD per grenade
Rate of Fire: One grenade per attack
Payload: 4 per clip
Power Usage: None

Sulfur Canister Missiles
Primary Purpose: Anti Mirrage Colloid Defense
Range: 2 miles (3200 meters) in atmosphere / 4 miles (6400 meters) in space
Damage: Special (Neutralizes Mirrage Colloid Defenses)
Rate of Fire: Variable
Payload: 4 missiles per clip
Power Usage: 10 EU

Torpedoes
Primary Purpose: Underwater Assault
Range: 10 miles (16,000 meters) underwater
Damage: 1d10 x 10 per Torpedo
Rate of Fire: Variable
Payload: 4 torpedoes per clip
Power Usage: 10 EU per Torpedo
Strike Bonus: +2



Special Equipment:

Variable Phase Shift Armor
Variable Phase Shift (VPS) Armor act in the same way as Phase Shift armor, except that the total MDC absorption varies on what VPS mode the mobile suit is using:

• Standard Mode rates the MDC absorption at 30% of the unit’s main body
• Increased Mode rates the MD absorption at 35 % of the main body MDC.
• Decreased Mode rates MD absorption at 25% of the main body MDC.

Also, EU consumption per round depend on which mode is used:

• Standard Mode drains 3 EU for every round that the armor is hit.
• Increased Mode drains 4 EU for every round that the armor is hit.
• Decreased Mode drains 2 EU for every round that the armor is hit.

This is in addition to the 2 EU the VPS armor uses every round it is online. The Mode of the VPS Armor is dependent on the equipment that the mobile suit is currently using.

Beam weapons will always penetrate variable phase shift armor, and cause full damage to the target unit, but will not drain EU for the VPS armor hit.

Geschmeidig Panzer System
A mobile suit equipped with the Geschmeidig Panzer energy deflection armor can deflect beam weapon fire away from the mobile suit. The beam’s energy is undiminished, and could do damage to units (friendly or hostile) adjacent within 500 meters of the mobile suit. GM’s should do a roll with a 1d4 to see the direction of the Deflection.

Roll (1d4) Deflection
1 Up
2 Down
3 Left
4 Right

If a unit is within the direction and a 70-degree arc of the deflection, the GM does a strike roll to see if they deflected fire hits. The new target can dodge or parry the beam fire, but with a penalty of –2 due to the suddenness of the attack.

Like trans-phase armor, Geschmeidig Panzer energy deflection armor uses 1 EU per beam fire attack deflected.


Battery Extender
A Battery Extender is an add-on charge capacitor for ultra-compact energy batteries, which provides a one-time 20% increase in battery life, therefore extending the range of the battery and the mobile suit. Only Orb and Terminal has access to battery extender technology, and can only be used for type 1 and 2 batteries only – type 3 hyper deuterion batteries are not adaptable to battery extenders, as well as all nuclear reactors.

A mobile suit using a type 1 energy battery will get an additional 50 EU for use in operations. A mobile suit using a type 2 energy battery will get an additional 250 EU for use in operations.



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-X93V2 Celsius
• Requires Mobile Suit Combat: GAT-X93V2 Celsius
• 7 attacks per melee (plus those of the pilot)
• Add one additional action/attack at levels two, five, seven, and ten.
• +5 on initiative
• +3 to strike
• +4 to parry
• +7 to dodge
• +3 bonus to dodge when in space to all modes
• +4 to roll with a punch or fall with an impact, reducing damage by half.
• +4 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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