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| ZGMF-X19A Infinite Justice | |
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Haro Mascot Robot
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
| Subject: ZGMF-X19A Infinite Justice Sat 17 May 2008, 2:01 pm | |
| ZGMF-X19A Infinite JusticeModel Number: ZGMF-X19A Code Name: Infinite Justice Unit Type: Prototype Assault Mobile Suit Manufacturer: Terminal Operator: Terminal, Orb National Defense Force First Deployment: CE 74 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: Weight: Powerplant: Ultra Compact Hyper Deuterion Nuclear Reactor Auxiliary Power Unit Equipment and Design Features: Variable Phase Shift Armor Neutron Jammer Canceller Deuterion Beam Transfer System Fatum-01 Subflight Lifter Hardpoint for METEOR System High Maneuverability Aerial Tactics (HiMAT) System Lightning Targeting Computer Background Information The end of the First Bloody Valentine War with the signing of the Treaty of Junius Seven, the deadly effectiveness of using nuclear power and weapons in tactical warfare was grimly evident in gargantuan proportions. Consequently, the major signatories of the war included the prohibition of use of such technologies in their armies. This development, however, spelled the end of the Zodiac Alliance of Freedom Treaty’s research into nuclear applications in mobile suit systems, which culminated in the production of four, unique, nuclear powered mobile suits which saw action in the war: the YMF-X000A Dreadnought, which was the initial test bed for such technologies as ultra-compact nuclear fission reactors and N-Jammer Cancellers, the ZGMF-X09A Justice and ZGMF-X10A Freedom, frontline prototypes which were stolen by the Clyne Faction and the Three Ships Alliance, and the ZGMF-X13A Providence, which was used by ZAFT ace Rau La Crueset at the Second Battle of Jachin Due. At the war's end, the ZGMF-X09A Justice Gundam was destroyed when Athrun Zala self-destructed the unit within the massive laser cannon GENESIS after he is rescued by Cagalli Yula Attha's MBF-02+AQM/E-X-01 Aile Strike Rouge. With the destruction or loss of the four units at the end of the war, no other new units were developed by ZAFT during the two-year peace between the first and second conflicts. The Three Ships Alliance, however, secretly rebuilt the Freedom at its new orbital factory base Terminal, located at the debris field between Earth and the PLANTs. The Freedom was returned to Orb and kept at the TSA’s secret base on the island nation. The Justice however, was not rebuilt. But Terminal also began the secret construction of a new series of mobile suits, improved versions of the Justice and Freedom, at the start of the Second Bloody Valentine War. These new suits, dubbed the ZGMF-X19A Infinite Justice and the ZGMF-X20A Strike Freedom, incorporated all the lessons learned from battle data collected from their predecessors, plus the newest technologies the TSA could come into possession of. Both units were kept on the TSA assault transport Eternal, which was docked and hidden alongside Terminal, and were completed midway into the Second War. The ZGMF-X19A Infinite Justice is a more advanced version of the original Justice. Designed more as an infighter to complement the ZGMF-X20A Strike Freedom’s longer- ranged weapons, the Infinite Justice is bristling with advanced medium to close ranged weapons. Using a brand new hyper deuterion nuclear fission reactor design that provides more power to the mobile suit, the Infinite Justice’s new weapons are more powerful the older Justice. Like the Strike Freedom, the Infinite Justice retains the use of the High Maneuverability Aerial Tactics (HiMAT) and Blitzkrieg Attack modes, plus the use of an upgraded version of the Fatum-00 subflight lifter, the Fatum-01. It is also more heavily armored than the older Justice. The Infinite Justice carries a deadly arsenal of weapons: a high energy beam rifle, a pair of improved beam sabers, four fire-linked CIWS, a pair of each head and chest mounted, new beam blades on each leg, and an anti-beam shield with a beam boomerang, a grapple stinger, and a lightwave barrier projector. The new Fatum-01 add more weapons in a pair of forward arc firing beam cannons, two short beam sabers retracted on the beam cannon mounts, a duo of wing mounted beam blades, and another improved beam saber mounted on the lifter’s tip. The Infinite Justice first saw action in CE 74, during Operation Fury. It was piloted first by Lacus Clyne, who flew the mobile suit for transport to the TSA battle carrier Archangel, escorted by Kira Yamato and the Strike Freedom. Former ZAFT ace Athrun Zala commandeered the Infinite Justice, and flew back into the battle to support the beleaguered Orb forces. The Infinite Justice helped the Strike Freedom force the ZAFT forces, including the ZGMF-X42S Destiny and ZGMF-X666S Legend to withdraw from the fight. Finally, the Infinite Justice saw action at the Battle of Messiah. Equipped with the METEOR system, the Infinite Justice and the Strike Freedom destroyed one of the Requiem’s orbital systems, which was poised to fire on Orb from its base on the Moon. The Infinite Justice disables both the ZGMF-X42S Destiny and the ZGMF-X56S Impulse in the battle of the moon, and it participated in the downing of the Minerva and destruction of the Requiem base with Orb’s ORB-01 Akatsuki. At the conclusion of the battle, the Infinite Justice survived, and is currently part of the Eternal’s mobile suit complement, when the assault carrier returned to ZAFT, carrying Lacus Clyne, who became Chairwoman of the PLANTs at the signing of the Armistice that ended the Second War. MDC Head 120 Hands (2) 120/120 Arms 180/180 Shoulders (2) 360/360 Legs (2) 600/600 Main Body 1000 High Energy Beam Rifle 200 Beam Sabers 150/150 Anti Beam Shield 2000 Beam Boomerang (Shield Mounted) 180 Grapple Stinger 200 Beam Boomerang (Shoulder Mounted) 120/120 Fatum-01 Main Body 600 Fatum-01 Main Thrusters 200/200 Fatum-01 Wings 300/300 Fatum-01 Beam Cannons 150/150 Fatum-01 Lifter Tip Beam Saber 270 VPSA Protection Standard: 300 MD/round Increased: 350 MD/round Decreased: 250 MD/round Energy Units: 13500 EU EU Production/round: 300 EU APU: 625 EU Special: Deuterion Beam Transfer System | |
| | | Haro Mascot Robot
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
| Subject: Re: ZGMF-X19A Infinite Justice Sat 17 May 2008, 2:02 pm | |
| Weapons:
MA-M1911 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
MA-M02G "Super Lacerta" beam saber 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
MMI-M19L 14mm dual machine gun, fire-linked, mounted in head 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
MMI-GAU26 17.5mm chest-mounted CIWS, fire-linked, mounted in chest 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
MR-Q15A "Griffon" beam blade, mounted in knees 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
MX2002 beam carry shield Primary Purpose: Anti-beam defense Secondary Purpose: Defense Damage Capacity: 2000 MD Power Usage: None
EEQ8 Grapple Stinger Primary Purpose: Anti-ship support weapon Range: 2000 feet (600 meters) Damage: 1d10 x 10 MD initial piercing damage, additional 1d8 MD per round attached to target Rate of Fire: ONCE per round Payload: reliant on power supplied by mobile suit or augmentation packs. Power Usage: 5 EU per attack
RQM55 "Shining Edge" beam boomerang 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
Lightwave Beam Barrier Projector Primary Purpose: Anti-beam defense Secondary Purpose: Defense Damage Capacity: 500 MD/round Power Usage: 25 EU per round/barrier
Support Weapons Fatum-01 backpack/subflight lifter
MA-6J "Hyper Fortis" beam cannon x 2 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
MA-M02S "Preface Lacerta" retracted beam cannon-mounted short beam saber x 2 Primary Purpose: Melee Assault Secondary Purpose: Melee Defense Range: Melee Damage: Per saber: 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
MR-Q17X "Griffon 2" beam blade, mounted on wings x 2 Primary Purpose: Melee Assault Secondary Purpose: Melee Defense Range: Melee Damage: Per saber: Slashing attack: 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. 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
MA-M02G "Super Lacerta" lifter tip beam saber Primary Purpose: Melee Assault Secondary Purpose: Melee Defense Range: Melee Damage: 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
Special Equipment:
Fatum-01 Subflight Lifter The Infinite Justice comes equipped with the Fatum-01 subflight lifter that doubles as an aerospace vehicle for the Infinite Justice and augmentation backpack. The lifter is attached as a backpack to the back of the Infinite Justice when not in used. The lifter increases the speed of the Infinite Justice while in flight, thanks to the use of the lifter’s powerful engines and thrusters. Also, the lifter has an Type 1 energy to power the lifter and the lifter’s weapons, which includes beam cannons and a number of beam sabers.
In HiMAT mode, the backpack flips up 90 degrees to rest on the shoulders of the Infinite Justice, allowing the use of the forward firing beam cannons and machine guns while in flight. The beam cannons can be used in the Blitzkrieg Attack while in HiMAT mode.
Also in HiMAT mode, the Fatum-01 can also detach from the Infinite Justice to become a separate flyer. The Infinite Justice can hold onto the Fatum-01 via hand grips when detached from the back of the mobile suit.
The flyer can also maneuver on its own as a remote-controlled, aerial fighter. The pilot controls the flyer via the interface computer of the Infinite Justice. As a remote fighter, the Fatum-01 is highly maneuverable, with an additional +3 bonus to dodging aside from the standard dodge bonuses of the Infinite Justice. Also, the Fatum-01 can do a ramming attack against enemy ships and MS, using its multiple beam sabers to penetrate and slice through targets with ease. The Infinite Justice can attempt a ramming attack ONCE per round, with a bonus of +2 to strike. A critical strike roll on the ramming attack will quadruple all the damage of the beam sabers upon impact.
Destroying the Fatum-01 still allows the Infinite Justice the ability to fight and fly, but can only use the weapons in the main body of the mobile suit, and decrease the maximum speed to that of the mobile suit.
High Maneuverability Aerial Tactics (HiMAT) System (Terminal Only) The High Maneuverability Aerial Tactics (HiMAT) system is an advanced avionics and flight control system available currently to Terminal’s advanced mobile suit designs, specifically the Justice and Freedom series of mobile weapons.
The Lightning Freedom equipped with the HiMAT can engage in combat in two modes: Normal and HiMAT. Normal mode is when the Lightning Freedom is fighting on the ground or underwater. The multi phase beam cannon and the rail cannons cannot be used in Normal mode. The exception to the rule is that the rail cannons can be used underwater.
The high maneuverability aerial tactics (HiMAT) mode is the special combat maneuvering mode of the Lightning Freedom, used primarily in air and space-superiority combat. This mode can only be used while flying and not on the ground. By optimizing the positions and angles of the variable wings and the use of the main and vernier thrusters of the Lightning Freedom, HiMAT mode allows for increased maximum maneuvering speed for the Lightning Freedom, as well as a higher flight ceiling within the Earth’s atmosphere. HiMAT allows for the use of all the weapons systems of the Lightning Freedom and the increased strike/dodge/parry bonuses to attack rolls.
Bonuses when in HiMAT mode: Strike: +3 Dodge: +3
Lightning Multiple Targeting Computer (Terminal Only) The Lightning Multiple Targeting Computer is a companion system to the High Maneuverability Aerial Tactics (HiMAT) System used by Terminal mobile suit designs, specifically the Justice and Freedom Series. The advanced targeting computer can only be used when the Lightning Freedom is in HiMAT mode. When activated, the Lightning system allows the Lightning Freedom to execute a Blitzkrieg Attack.
The Blitzkrieg Attack allows the pilot to engage multiple targets all at once in a single melee round. The number of targets able to engage and the maximum number of attacks executed is equal to the total number of attacks of the pilot and Lightning Freedom combined, with a minimum of one (1) target engaged. The pilot can attack with any of the Lightning Freedom’s ranged weapons (including remote weapons), with the exception of the beam sabers, hand-to-hand combat and CIWS, plus the weapons of the METEOR systems when docked with the Lightning Freedom, except for the giant beam swords.
When executing the Blitzkrieg Attack, the pilot must designate how many attacks will a weapon use, with consideration of weapon firing limits per melee. The pilot will also designate which target will be engaged by each weapon attack. A single target can be engaged by up to how many attacks per round. Furthermore the pilot can make called shots with the Blitzkrieg Attack; he has to designate which parts of the targets engaged to be hit. He then does separate attack rolls for each attack. Also, the pilot gains an additional +4 bonus to strike for the attack rolls during a Blitzkrieg Attack.
However, a pilot CANNOT attempt to dodge or parry when executing the Blitzkrieg Attack, nor execute any other attacks for the melee round. He can only execute ONE Blitzkrieg Attack per melee round also and may not make any other attacks for that round. The pilot can execute leap dodges, however.
Bonuses Strike: +4 when in Blitzkrieg Attack Mode; in addition to +3 strike bonus from HiMAT mode | |
| | | Haro Mascot Robot
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
| Subject: Re: ZGMF-X19A Infinite Justice Sat 17 May 2008, 2:02 pm | |
| 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-X19A Infinite Justice. • Requires Mobile Suit Combat: ZGMF-X19A Infinite Justice • 8 attacks per melee (plus those of the pilot) • Add one additional action/attack at levels two, five, seven, and ten. • +6 on initiative • +6 to strike, +8 in HiMAT mode • +6 to parry • +4 to dodge, +7 in HiMAT mode • +4 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.
Optional Equipment:
Mobile suit Embedded Tactical EnfORcer (M.E.T.E.O.R.) System – ZAFT's Mobile suit Embedded Tactical EnfORcer (METEOR) is a mobile weapons platform stored on both sides of the bow of the transport ship Eternal and designed exclusively for use by the ZGMF-X09A Justice Gundam and ZGMF-X10A Freedom Gundam. Although both units are already well armed, the METEOR units make them the equivalent of a mobile fortress. The METEOR is also adaptable for use by the ZGMF-X19A Infinite Justice Gundam and ZGMF-X20A Strike Freedom, the newer versions of the Justice and Freedom Gundams.
The METEOR's extensive armaments include four, high-energy beam cannons, two beam swords and 77 missile launchers located all across the main body. The beam cannons and missile launchers are effective weapons against ships and mobile suits, and the beam swords can slice into a battleship and easily destroy it. All these weapons, except for the beam swords, can be used in the Infinite Justice and Infinite Justice’s Blitzkrieg Attack.
The METEOR units are docked on the bow of the transport ship Eternal, which is also designed to support Athrun Zala's Justice Gundam and Kira Yamato's Freedom Gundam. Athrun and Kira put their METEOR units to good use at the war's end in September C.E. 71, using them to prevent another Earth Alliance nuclear attack on the PLANTs. In the final battle, Athrun abandons his METEOR unit to penetrate the GENESIS doomsday weapon, while Kira's METEOR is destroyed in battle with Rau Le Creuset's ZGMF-X13A Providence Gundam. The METEOR's design is also the basis of another ZAFT unit, the Verne 35A/MPFM Multipurpose Flight Module.
Code name: METEOR Unit type: Mobile suit Embedded Tactical EnfORcer (METEOR) space mobile armor for use by ZGMF-X09A Justice Gundam, ZGMF-X10A Freedom Gundam, ZGMF-X19A Infinite Justice Gundam and ZGMF-X20A Strike Freedom Manufacturer: Verne, Wells Design Bureaus, Terminal Factory Operator(s): ZAFT (Zodiac Alliance of Freedom Justice Treaty); Three Ships Alliance, Orb Union First deployment: 26 September C.E. 71 Dimensions: overall length 99.46 meters; overall width 60.12 meters Weight: 552.42 metric tons (not including mobile suit) Fixed armaments: • 2 x 120cm high-energy beam cannon • 2 x 93.7cm high-energy beam cannon • 2 x MA-X200 beam sword • 77 x 60 cm "Erinaceus" anti-ship missile launchers (22 per pod, 12 per arm unit, 9 on tail fin) Maximum Speed: • Mach 15 (10050mph/16080kph) in space, cannot fly in atmosphere nor trans-atmospheric, for space flight only Power Plant: • Type 2 Ultra-compact Energy Battery • Auxiliary Power Unit Energy Units: • Type 2 Ultra-compact Energy Battery: 1000 EU • Auxiliary Power Unit 100 EU MDC Per Location: • Main Body 400 • Main Thrusters (2) 300 each • Weapons Arms (2) 250 each • Wing Missile Launchers (2) 200 each • Wing Beam Cannons (2) 150 each • Fins (2) 250 each
Notes: • Destroying the arms will also destroy the 120cm beam cannons and the beam swords • Depleting the MDC of the Main Body will destroy the METEOR. If the Infinite Justice is docked with the METEOR it is automatically ejected but will take 1d10 x 10 MD to its backpack sections and main body.
Weapons Systems
1) 120cm. High-Energy Beam Cannon (2) – The large 120cm high-energy beam cannons are the primary anti-ship weapons of the METEOR. Mounted on the end of arm like appendages of the mobile armor, the cannons are capable of tremendous damage at very long range, but requiring massive amounts of energy per shot. Can be used in a Blitzkrieg Attack • Primary Purpose: Anti-Ship Assault • Secondary Purpose: Anti-mobile suit • Range: 60000 feet (18000 meters) • Damage: 2d8 x 100 MD per shot • Rate of Fire: One shot per attack; one attack per cannon/round (2 attacks total per round) • Payload: reliant on power supplied by mobile suit. • Energy Usage: 200 EU per shot (400 EU total per round)
2) 93.7cm High-Energy Beam Cannon (2) – The slightly smaller 93.7cm high energy beam cannons mounted on “wings” of the METEOR are used to attack mobile suits and armor. Like the 120cm cannons, they are capable of tremendous damage at very long range, but requiring massive amounts of energy per shot. Can be used in a Blitzkrieg Attack. • Primary Purpose: Anti-Mobile Suit • Secondary Purpose: Assault • Range: 50000 feet (15000 meters) • Damage: 2d6 x 100 MD per shot • Rate of Fire: One shot per attack; one attack per cannon/round (2 attacks total per round) • Payload: reliant on power supplied by mobile suit. • Energy Usage: 150 EU per shot (300 EU total per round)
3) MA-X200 Beam Sword (2) – Mounted on the same arm appendages as the 120cm beam cannons, the two massive beam swords can extend a pair of 250 meter long beam blades that is used for anti-ship and anti-mobile suit melee combat. It can sever a part or appendage of a spacecraft or mobile suit/armor and block another beam sword/saber (see Lacerta beam sabers for rules on sever attack/saber block). • Primary Purpose: Anti-Ship Melee • Secondary Purpose: Anti-mobile suit Melee • Range: Melee (up to 250 meters) • Damage: 1d10 x 100 MD per shot • Rate of Fire: One shot per attack; one attack per cannon/round (2 attacks total per round) • Payload: reliant on the power available from the mobile suit and the power battery • Energy Usage: 50 EU per round (100 EU total per round)
4) “Erinaceus” Anti-Ship Missile Launchers – The METEOR unit has multiple missile launcher pods for the “Erinaceus” Anti-Ship Missiles. Can be used in a Blitzkrieg Attack. • Primary Purpose: Anti-Ship Assault • Secondary Purpose: Anti-missile/mobile suit/mobile armor • Range: 60 miles (96 km/96000 meters) • Damage: 2d4 x 10 MD per missile • Rate of Fire: One at a time or in volleys of 2, 4, 6, 8, 10, 12, 24, 36 or all. The number of volleys is equal to the number of attacks of the pilot, Infinite Justice and METEOR combined. A volley, regardless of the number of missiles fired, counts as one attack • Payload: 77 medium-ranged high-explosive missiles • Energy Usage: 10 EU per attack
Advanced training for pilots specializing in the METEOR system. • Requires Mobile Suit Combat: ZGMF-X19A Infinite Justice Gundam and Mobile Armor Combat: METEOR System • Training bonuses and skill can only be used when the METEOR is docked with the Infinite Justice Gundam. It takes one full melee round for the METEOR to dock with Infinite Justice, and no attacks or maneuvering can be done on that round. • 6 attacks per melee (plus those of the pilot and the Infinite Justice) • Add one additional action/attack at levels two, five, seven, ten and twelve. • +1 on initiative • +1 to strike in Normal mode (+2 in HiMAT mode) • +2 to parry • +2 to dodge in normal mode, +3 to dodge in HiMAT mode • +2 to roll with a punch or fall with an impact, reducing damage by half. • +2 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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