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 ZGMF-X56S Impulse Gundam

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Haro
Mascot Robot
Haro


Number of posts : 802
Race : Mascot Robot
Alignment : True Neutral
Registration date : 2008-05-11

Character sheet
PC Name: Pink-chan
Level: 100
Character Class: Mascot Robot

ZGMF-X56S Impulse Gundam Empty
PostSubject: ZGMF-X56S Impulse Gundam   ZGMF-X56S Impulse Gundam EmptySat 17 May 2008, 1:40 pm

ZGMF-X56S Impulse Gundam


Model Number: ZGMF-X56S
Code Name: Impulse Gundam
Unit Type: Prototype Multi-Role Mobile Suit
Manufacturer: Integrated Design Bureau
Operator: ZAFT
First Deployment: October 2, CE 73
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: 17.76 meters (Impulse only), 18.41 meters (with Force Silhouette), 19.37 meters (with Sword Silhouette), 19.21 meters (with Blast Silhouette), (with Destiny Silhouette)
Weight: 63.54 metric tons (Impulse only), 78.30 metric tons (with Force Silhouette), 78.93 metric tons (with Sword Silhouette), 84.68 metric tons (with Blast Silhouette), (with Destiny Silhouette)
Powerplant: Ultra Compact Energy Battery Type 3
Equipment and Design Features:
Variable Phase Shift Armor
Deuterion Beam Transfer System
Hardpoints for Silhouette Augmentation Packs
Core Splendor Cockpit System


MDC


Head 100
Hands (2) 50 each
Arms (2)100 each
Shoulders (2) 150 each
Legs (2) 200 each
Main Body 400

Variable Phase Shift Armor
Standard Mode: 120 MDC
Increased Mode: 140 MDC
Decreased Mode: 100 MDC



MA-BAR72 high-energy beam rifle 100
MMI-RG59V mobile shield 800

Force Silhouette Main Body 200
Wings (6) 50 each
Thrusters 100
MA-M941 "Vajra" beam saber (2) 50 each

Sword Silhouette Main Body 250
MMI-710 "Excalibur" anti-ship sword (2) 150 each
RQM60 "Flash-Edge" beam boomerang (2) 70 each

Blast Silhouette Main Body 300
M2000F "Kerberos" high-energy long-range beam cannon (2) 150 each
MMI-M16XE2 "Deluge" hyper-velocity rail cannon (2) 150 each
GMF-39 4-barrel missile launcher 100
MA-M80 "Defiant" beam javelin (2) 100 each

Destiny Silhouette Main Body 250
MMI-710 "Excalibur" anti-ship sword (2) 150 each
M2000GX Folding High Energy Beam Cannon 150
MX2351 "Solidus Fulgor" beam shield generator (2) 80 each
RQM-60F "Flash Edge 2" beam boomerang/saber (2) 100 each
“Hikari no Tsubasa” (“Wings of Light”) (2) 150 each

Energy Units: 2500 EU
EU Production/round: None
APU: 250 EU
Special: 250 EU from Silhouette Packs

Special Equipment



Weapons

Impulse

MA-BAR72 high-energy beam rifle
Primary Purpose: Assault
Secondary Purpose:
Range: 10000 feet (3000 meters) in space
Damage: 2d6 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 Silhouette Packs
Power Usage: 15 EU per shot

MMI-GAU25A 20 mm multi-barrel CIWS x 2
Primary Purpose: anti-missile/anti-air
Secondary Purpose: point-blank/short ranged attack
Range: 2000 feet (600 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 mobile suit
Payload: rounds, equal to 20 short burst, 10 long burst, or 5 full melee burst.
Power Usage: 1 EU per attack

MMI-RG59V mobile shield
Primary Purpose: Anti-beam defense
Secondary Purpose: Defense
Damage Capacity: 800 MD
Power Usage: None

M71-AAK "Folding Razor" anti-armor knife x2
Primary Purpose: Assault
Secondary Purpose: Defense
Range: Melee up to 1000 feet (300 meters)
Damage: 1d4 x 40
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: 2 total
Power Usage: None

Force Silhouette

MA-M941 "Vajra" beam saber (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 Silhouette Packs
Power Usage: 15 EU per round per saber


Sword Silhouette

MMI-710 "Excalibur" anti-ship sword (2)
Primary Purpose: Anti-ship/anti-mobile suit melee assault
Secondary: Underwater melee weapon
Range: Melee
Damage: Slashing attack: 3d10 x 10 MD with beam blade, 2d8 x 10 MD without beam blade; Piercing attack: 4d10 x 10 MD with beam blade, 2d6 x 10 MD without beam
Rate of Attack: Number of total attacks equal to number of attacks of pilot and mobile suit.
Payload: reliant on power supplied by mobile suit or augmentation packs.
Power Usage: 20 EU per round with blade on; with blade off, no EU requirement.


RQM60 "Flash-Edge" beam boomerang (2)
Primary Purpose: Anti-mobile suit/anti-aircraft
Range: 3500 feet (1100 meters)
Damage 2d8 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.
Rate of Fire: Once per round per boomerang
Power Usage: 10 EU per attack


Blast Silhouette


M2000F "Kerberos" high-energy long-range beam cannon (2)
Primary Purpose: Assault
Secondary Purpose: Anti-mobile suit
Range: 12000 feet (3600 meters) in atmosphere; 24000 feet (7200 meters) in space
Damage: 4d6 x 10 MD per shot, the energy rifle cannot fire bursts
Rate of Fire: One shot per attack. Total number of attacks are equal to number of actions of pilot and mobile suit.
Payload: reliant on power supplied by mobile suit or augmentation packs.
Power Usage: 30 EU per attack

MMI-M16XE2 "Deluge" hyper-velocity rail cannon (2)
Primary Purpose: Projectile Direct-Fire Support Artillery
Range: 30000 feet (9000 meters)/15000 feet (4500 meters) underwater/60000 feet (18000 meters) in space
Damage: 2d8 x 50 MD per shot
Rate of Fire: Up to four (4) attacks per round; one (1) shot per attack
Payload: Thirty (30) shots per cannon, total of 60 shots
Power Usage: 50 EU per shot/cannon


GMF-39 4-barrel missile launcher
Primary Purpose: anti-air/anti-MS
Secondary Purpose:
Range: 16,000 meters
Damage: 1d6 MD per missile
Rate of Fire: 1, or volleys 2, 3 or all (4). A volley counts as one attack and uses up only one action. Multiple Volleys can be done in a round as long as there are actions and missiles left for use.
Payload: A total of four (4) AGM141 "Firefly" guided missiles
Power Usage: 5 EU per missile


MA-M80 "Defiant" beam javelin (2)
Primary Purpose: Anti-ship/anti-mobile suit melee assault
Secondary: Underwater melee weapon
Range: Melee
Damage: Slashing attack: 2d10 x 10 MD with beam blade, 1d10 x 5 MD without beam blade; Piercing attack: 4d10 x 10 MD with beam blade, 2d4 x 10 MD without beam
Rate of Attack: Number of total attacks equal to number of attacks of pilot and mobile suit.
Payload: reliant on power supplied by mobile suit or augmentation packs.
Power Usage: 20 EU per round with blade on; with blade off, no EU requirement.


Destiny Silhouette

MMI-710 "Excalibur" anti-ship sword (2)
Primary Purpose: Anti-ship/anti-mobile suit melee assault
Secondary: Underwater melee weapon
Range: Melee
Damage: Slashing attack: 3d10 x 10 MD with beam blade, 2d8 x 10 MD without beam blade; Piercing attack: 4d10 x 10 MD with beam blade, 2d6 x 10 MD without beam
Rate of Attack: Number of total attacks equal to number of attacks of pilot and mobile suit.
Payload: reliant on power supplied by mobile suit or augmentation packs.
Power Usage: 20 EU per round with blade on; with blade off, no EU requirement.

M2000GX Folding High Energy Beam Cannon
Primary Purpose: Assault
Secondary Purpose: Anti-mobile suit
Range: 9000 feet (2700 meters) in atmosphere; 18000 feet (5400 meters) in space
Damage: 8d6 x 10 MD per shot, the energy rifle cannot fire bursts
Rate of Fire: One shot per attack. Total number of attacks are equal to number of actions of pilot and mobile suit.
Payload: reliant on power supplied by mobile suit or augmentation packs.
Power Usage: 60 EU per attack

MX2351 "Solidus Fulgor" beam shield generator (2)
Primary Purpose: Anti-beam defense
Secondary Purpose: Defense
Damage Capacity: 500 MD/round
Power Usage: 25 EU per round/barrier


RQM-60F "Flash Edge 2" beam boomerang/saber (2)
Primary Purpose: Anti-mobile suit/anti-aircraft
Range: 3500 feet (1100 meters)
Damage 2d8 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.
Rate of Fire: Once per round per boomerang
Power Usage: 10 EU per attack


“Hikari no Tsubasa” (“Wings of Light”) System
Primary Purpose: Anti-beam defense
Secondary Purpose: Defense
Additional Bonuses (when activated):
+2 to initiative
+2 to dodge/parry
+1 leap dodge
-2 penalty to strike for those attacking the MS with Wings of Light activated
+75% increase in flying speed
Power Usage: 200 EU per round



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 ZGMF-X56S Impulse.
Requires Mobile Suit Combat: ZGMF- X56S Impulse
• 6 attacks per melee (plus those of the pilot)
• Add one additional action/attack at levels two, five, seven, ten and twelve.
• +5 on initiative
• +4 to strike
• +5 to parry
• +3 to dodge with Blast Silhouette, +4 to dodge in normal mode or with Sword Silhouette, +5 to dodge with Force or Destiny Silhouette
• +3 bonus to dodge when in space to all modes
• +3 to roll with a punch or fall with an impact, reducing damage by half.
• +3 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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ZGMF-X56S Impulse Gundam
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