Model number: XM-01
Code name: Vaynard
Unit type: enhanced prototype seventh generation knightmare frame
Manufacturer: Holy Britannia Empire
Operator: Holy Britannia Empire
First deployment: a.t.b. 2018
Accommodation: pilot only, in a customized cockpit on the torso
Dimensions: overall height 4.55 meters
Weight: combat weight 5520 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 in chest, range unknown; Float system, allows atmospheric flight; rollerblade-type landspinner high-mobility propulsion system, mounted in legs
Fixed armaments: slash harken x 2, mounted on forearms; needle blazer x 2, mounted on fists; VARIS Gunblades x 2, mounted on hips; anti-personnel machine gun x 2, mounted on chest; "Blaze Luminous" MSV particle shield x 5, mounted on forearms, legs and chest; Hadron Cannon x 2, mounted on shoulders.
Optional hand armaments: Caladbolg MVS(The handle can extend to form a spear) x1, hand carried in use.
Head - 150
Hands (2) - 100/100
Arms - 160/160
Shoulders (2) - 220/220
Legs (2) - 260/260
Main Body - 450
Landspinners (2) - 50 each
VARIS Gunblade (2) - 150
Caladbolg - 180
Float System(2) - 150 each
Slash Harken (2) - 50 each
Notes:
1.Destroying the landspinners will decrease the dodging ability of this unit by 2.
2.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 = 1500 EU
Energy Use:
• Idle: 1 EU per round
• Walking: 2 EU per round
• Running: 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: 2 times per round
• Payload: reliant on power supplied by knightmare frame.
• Power Usage: 5 EU per attack
2. "Blaze Luminous" MSV particle shield (5, can cover the whole body)
• Primary Purpose: Defense
• Damage Capacity: 1000 MD/round
• Power Usage: 50 EU per round/barrier
3. Caladbolg(MVS)
• Primary Purpose: Melee Assault
• Range: Melee
Sword Mode
• Damage: Slashing attack: 4d10 x 10 MD; Piercing attack: 5d10 x 10 MD
• Payload: reliant on power supplied by the knightmare.
• Power Usage: 10 EU per round
Spear Mode
• Damage: Slashing attack: 5d10 x 10 MD; 6d10 x 10 MD
• Payload: reliant on power supplied by the knightmare.
• Power Usage: 20 EU per round
4. VARIS Gunblade
• Primary Purpose: Melee Assault
• Secondary Purpose: Ranged Assault
4.1 MVS
• 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.
• Payload: reliant on power supplied by the knightmare.
• Power Usage: 10 EU per round/sword
4.2 VARIS Rifle
• 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
5. Hadron Cannon
Primary Purpose: Ranged Assault
• Range: 200 Meters
• 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 the weapon.
• Power Usage: 100 EU per shot
6. 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
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 XM-01 Vaynard.
• Requires Knightmare Combat: XM-01 Vaynard
• 6 attacks per melee (plus those of the pilot)
• Add one additional action/attack at levels two, five, seven, and ten.
• +5 on initiative
• +6 to strike
• +5 to parry
• +7 to dodge, +9 with Float system activated
• +2 to roll with a punch or fall with an impact, reducing damage by half.
• +4 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.