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 ZGMF-X20A Strike Freedom 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-X20A Strike Freedom Gundam Empty
PostSubject: ZGMF-X20A Strike Freedom Gundam   ZGMF-X20A Strike Freedom Gundam EmptySat 17 May 2008, 2:03 pm

Disclaimers:
1. I do not own nor am I affiliated with BANDAI, which owns the anime Mobile Suit Gundam Seed, and have copyrights to the anime character and mecha information stated below. All credit regarding the anime should go to BANDAI.
2. I am also not the owner or affiliated with Palladium Books, whose RPG game format I am using to adapt Mobile Suit Gundam Seed characters and mecha for private gaming purposes. All credit regarding the RPG should go to Palladium.
3. I am working on this game only for NON-PROFIT purposes.


RPG Notes:

Mecha Designed by: BANDAI
RPG format by: PALLADIUM BOOKS
RPG Stats by: Ultimate Coordinator (ultimatecoordinator7@yahoo.com.ph)
Text Format Adapted From: DAVE DEITRICH (deitrich@mediaone.net)






ZGMF-X20A Strike Freedom Gundam





ZGMF-X20A Strike Freedom Gundam Strike_Freedom_Gundam






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. 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, now known as Terminal, secretly rebuilt the Freedom at its new orbital factory base 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. 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 Terminal could come into possession of. Both units were kept on the Terminal assault transport Eternal, which was docked and hidden alongside the factory satellite, and were completed midway into the Second War.

The ZGMF-X20A Strike Freedom shared much of the design aspects of the original Freedom. Utilizing a brand new ultra-compact hyper deuterion nuclear reactor design similar to that used on the new ZGMF-X19A Infinite Justice, the ZGMF-X42S Destiny and the ZGMF-X666S Legend, the Strike Freedom had the capability to mount more powerful weapons and have the energy needed to power them. The Strike Freedom retains the High Maneuverability Aerial Tactics systems, which allowed for the Strike Freedom’s exceptional aerial combat maneuvering; the Blitzkrieg multiple-targeting attack mode which enabled the Strike Freedom to accurate engage multiple targets with most of its weapons at once; and the interlock hard point for docking with the METEOR space assault system.

The mobile suit is also equipped with newer versions of Freedom's weapons, including a pair of dockable beam rifles, a pair of extended ranged rail cannons, a more powerful multi phase beam cannon that replaced the two plasma cannons mounted on the old Freedom, and a pair of improved beam sabers. The mobile suit was also equipped with lightwave beam barrier projectors on each arm that allowed protection from all kinds of attacks, which was projected from the arms of the mobile suit, allowing for the removal of the bulky anti-beam shield.

The most advanced innovation of the Strike Freedom was the installation of eight EQFU-3X Super DRAGOON independent maneuver weapon wings with a beam assault cannon mounted on each. These weapon pods, based on the system mounted on the old Providence, can shoot out of the main wings of the Strike Freedom, and operated and engage in combat remotely, controlled by the pilot through quantum communication. The Strike Freedom’s pilot, Kira Yamato, could control the independent weapons using his enhanced spatial awareness, which greatly increases the capabilities and effectiveness of the Super DRAGOON units. The remote features of the weapons pods and their ability to maneuver and attack multiple targets from different locations and directions adds credence to the claim of the Strike Freedom as one of the most powerful and feared mobile suits of the Cosmic Era.

The Strike Freedom first saw action during the Second Bloody Valentine War, during the Eternal’s retreat from Terminal’s factory satellite to draw a pursuing ZAFT task force away from discovering the location of the secret factory. When Kira Yamato rendezvoused with the beleaguered vessel on the MBF-02 Strike Rouge, Yamato landed on the Eternal and transferred to and relaunched on the Strike Freedom. In roughly three minutes of space combat, Kira and Strike Freedom incapacitated over two-dozen ZAKUs and GOUFs and disabled three Nazca-class destroyers, allowing the Eternal to withdraw safely.

The Strike Freedom next saw combat during Operation Fury, ZAFT’s raid on Orb to capture the LOGOS leader Lord Djibril. Together with the Infinite Justice, the Strike Freedom battled the ZGMF-X42S Destiny and ZGMF-X666S Legend above the skies of Orb, eventually helping the Orb defenders force the ZAFT forces to withdraw.

Finally, the Strike Freedom fought at the Battle of Messiah. Equipped with the METEOR system, the Strike Freedom and Infinite Justice destroyed one of the Requiem’s orbital systems, which was poised to fire on Orb from its base on the Moon. The Strike Freedom mortally damages the Legend in their one-on-one duel, and it led the final attack on Gilbert Dullindal’s orbital fortress, the Messiah. At the conclusion of the battle, the Strike Freedom survived, and is part of the Eternal’s mobile suit complement when Terminal's assault carrier returned to ZAFT, carrying Lacus Clyne, who became Chairman of the PLANTs at the signing of the Armistice that ended the Second War.




Primary Data

Unit Type: Mobile Suit
Class: Prototype Assault Zero Gravity Mobile Fighter
Manufacturer: Terminal
Primary Factory: Terminal Asteroid Factory Satellite
First Deployment: CE 74
Production Run: 1
Operators: Orb Union; Terminal
Crew: 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)
Operating System:
Generation Unsubdued Nuclear Drive Assault Module (G.U.N.D.A.M) Complex
_Series SD100-O9 SF/IJ 01-34152_ Z.A.F.T




MDC by Location

Head 150
Hands (2) 100 each
Arms 250 each
Shoulders (2) 270 each
Legs (2) 300 each
HiMAT Wings (4) 200 each
Main Body 800

Beam Rifles (2) 200 each
Beam Saber Pommels (2) 100 each
Multi Phase Beam Cannon 1 300 each
Rail Cannons (2) 150 each
Dragoon Pods (Cool 150 each

Notes:

1. Destroying the head of the Strike Freedom Gundam will knock the mobile suit’s primary sensors, including all the optics systems (infrared, night vision, thermal) Radar and communications will not be affected. The CIWS mounted on the head are also destroyed.
2. Depleting the MDC of the Main Body will destroy the mobile suit. If online, the ultra-compact nuclear reactor of the MS will explode, causing an additional 1d6 x 1000 MDC of damage to all units within one (1) mile of the MS. There is NO automatic ejection of the pilot should the MS explodes. If the pilot succeeds in shutting down the reactor before the main body MDC is depleted, there is no explosion and the MS is shut down. The pilot can successfully escape from the MS cockpit.
3. Depleting the MDC or severing the legs of the Strike Freedom will prohibit the mobile suit from walking or running, although jet-assisted leaps and flight can be possible, but flight speed is cut in half





Technical Data

Head Height: 18.88 meters
Weight: 80.09 metric tons


Movement Speeds:

Running:
• 150 mph (240 kph). Walking speed is 30-40 mph (48-64kph).
Leaping
• 100 feet (30m) high or 200 feet (60m) long without thrusters
Flying, Atmosphere:
• Mach One (670mph/1072 kph) in Normal Mode/Mach 1.5 (1005mph/1608kph in HiMAT mode) with max flight ceiling of 2000 feet.
• Mach 2 (1340mph/2144kph) in Normal Mode at 2001-4000 feet above sea level.
• Mach 2.5 (1675mph/2680kph) max speed in HiMAT Mode at 2001-15000 feet above sea level.
• Mach 4.5 (3015 mph/ 4824 kph) max speed in HiMAT mode at 15001-40,000 feet above sea level.
• The Strike Freedom Gundam is capable of sustained flight and aerial maneuvering in atmosphere. It can hover in place as long as powered. The Strike Freedom is also capable of reentry from space to earth’s atmosphere, with a maximum safe controlled drop entry velocity of Mach 6 (4020mph/6432kph) at the outer layers of the atmosphere. However, it is not capable of achieving escape velocity to break thru Earth’s gravity into space without additional rocket assistance. Structural G-limits are +50.5 to –23.5 Earth gravities.
Flying, Space
• Mach 1.75 (1172mph/1876kph) in Normal mode.
• Mach 9 (5360mph/8576kph) in HiMAT mode.
Underwater:
• 80mph (160kph) at depths of 0-2000 meters below sea level.







Power Systems Data

Power Plant:
• Ultra-compact Hyper-Deuterion Nuclear Fission Reactor, rated at 12538kW
• Auxiliary Power Unit
Energy Units (full charge):
• Ultra-compact Hyper-Deuterion Nuclear Fission Reactor,: 13500 EU standard charge / 300 EU recharging / round
• Auxiliary Power Unit: 625 EU
Energy Use:
• Idle: 1 EU per round
• Walking: 2 EU per round
• Running: 3 EU per round
• Underwater: 4 EU per round
• Flying (Atmosphere/Space): 5 EU per round
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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-X20A Strike Freedom Gundam Empty
PostSubject: Re: ZGMF-X20A Strike Freedom Gundam   ZGMF-X20A Strike Freedom Gundam EmptySat 17 May 2008, 2:04 pm


Weapons Systems:

1) MA-M21K Beam Rifles (2) – The dual MA-M21K Beam Rifles is the primary hand-held ranged weapons of the Strike Freedom. The rifles are hand held at use and stored at the two hips of the mobile suit when not in use. The MA-M21K Beam Rifles can be used in both Normal and HiMAT modes. It can also be used in the Blitzkrieg Attack. The rifles cannot be used in underwater combat, however. Also, the two rifles can be docked together to form one longer ranged beam sniper rifle, similar to the docked weapon used by the GAT-X103 Buster. It uses one attack per melee to dock the weapons. The docked weapon configuration requires two functioning hand actuators to use, and it cannot be used in the Blitzkrieg Attack.
• Primary Purpose: Assault
• Secondary Purpose: Anti-mobile suit
• Range: 5000 feet (1500 meters) in atmosphere; 10000 feet (3000 meters) in space. In docked configuration, 10000 feet (1500 meters in atmosphere; 20000 feet (6000 meters) in space
• Damage: 2d10 x 10 MD per shot/rifle, the beam rifles cannot fire bursts. 5d10 x 10 MD per shot in docked configuration.
• Rate of Fire: One shot per attack. Number of total attacks equal to number of attacks of pilot and mobile suit.
• Payload: reliant on power supplied by mobile suit.
• Power Usage: 10 EU per attack; 25 EU in docked configuration

2) MA-M02G “Super Lacerta” Beam Sabers (2) – The primary melee weapons of the Strike Freedom are two “Super Lacerta” beam sabers mounted on both hips. These are improved versions of the beam sabers of ZGMF-X10A Freedom. Via an interlocking hard point, the power conduit of the saber’s pommel connects to the palm of the hand, and power can be sourced from the Strike Freedom’s main power supply to provide beam energy for the saber.

The sabers can be used singly or both at the same time, as long as the hand actuators are not holding anything. The beam sabers can also be connected together to form a double-sided beam saber, which can do damage and use energy as two sabers, but together uses only one attack

Utilizing the contact of charged particles and extreme heat energy for penetration, the beam saber’s blade can cut through most metals used by armored mobile weapons. A successful critical strike roll by the mobile suit can sever a joint or part of a mobile suit or mobile armor during the attack, as long as it was a called shot attack. A failed critical strike roll but successful attack roll will do normal damage to the target. The beam saber can also be used to parry other melee beam weapons. A successful parry roll is needed to do a saber block.

The beam saber, however, can only be used as long as there is enough EU that can be used from the main nuclear reactor. Power from the APU cannot be used by the beam sabers.

The beam sabers can be used in both Normal and HiMAT modes. The sabers cannot be used in underwater combat and in the Blitzkrieg Attack, however.

• Primary Purpose: Melee Assault
• Range: Melee
• Damage: Per Saber: Slashing attack: 2d12 x 10 MD; Piercing attack: 3d10 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 used the sabers are used together or connected into a double-sided saber.
• Payload: reliant on power supplied by mobile suit.
• Power Usage: 15 EU per round/saber

3) MMI-GAU27D 31mm CIWS (2) – The Strike Freedom mounts two linked-fire CIWS for anti-missile fire and short ranged combat. The guns are mounted on both sides of the head. The CIWS can fire at a 75 degree turning arc of the head, on a frontal facing of the mobile suit. The CIWS can be used even when the main nuclear power reactor is shut down as long as power can be drawn from the APU. The CIWS can be used in both Normal and HiMAT modes. The CIWS cannot be used underwater and the Blitzkrieg Attack, however.
• Primary Purpose: anti-missile/anti-aircraft
• Secondary Purpose: point-blank/short ranged attack
• Range: 2000 feet (600 meters)
• Damage: 1d6 MD per short burst, 2d6 per long burst, 1d4 x10 for full melee burst.
• Rate of Fire: Equal to the number of attacks of the pilot and mobile suit
• Payload: 100 rounds, equal to 20 short burst, 10 long burst, or 5 full melee burst.
• Power Usage: 1 EU per attack

4) MGX-2235 “Callidus” Multi-Phase Beam Cannon – For long ranged weaponry, the Strike Freedom has a multi-phase beam cannon mounted on the mobile suit’s chest area. Using high-energy plasma particles accelerated and fired in a phased beam form, the intense heat and radiation causes concentrated massive amounts of damage at a greater range. The primary drawback is the higher energy consumption per shot; the plasma required consumes 150 EU per shot. This weapon is used primarily for direct-fire support in anti-mobile suit combat. The multi-phase beam cannon can only be used in HiMAT mode and the Blitzkrieg Attack.

• 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


5) MMI-M15E “Xiphias Mk III” Rail Cannon (2) – As a secondary long-range assault weapon, the Strike Freedom mounts two Rail Cannon folded on both sides or at the back of the hips when not in use and extended forward when used in HiMAT and blitzkrieg mode. The rail cannons now have extended ranges for more effectiveness in combat. The rail cannon is a projectile weapon that uses a Lorentz-fore current that accelerates mass through two conducting rails that pushes a connecting armature that propels the projectile through and out of the barrel at extremely high speed . The extreme muzzle velocity allows the projectile long range and high damage capacity. The current requires the instantaneous use of high amounts of energy to operate the weapon. It is the only weapon that the Strike Freedom can use for underwater combat. As with the multi-phase beam cannon, the rail cannons can only be used in HiMAT mode and the Blitzkrieg Attack. However, the rail cannons can be used in underwater Normal mode combat but at half the effective range.

• Primary Purpose: Projectile Direct-Fire Assault Artillery
• Range: 32000 feet (9600 meters)/16000 feet (4800 meters) underwater
• 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

6) MX2200 Lightwave Beam Shield Projectors (2) – The Strike Freedom mounts two Lightwave Beam Shield Projectors that the mobile suit uses to block energy, projectile and physical attacks. The shield projectors are mounted on both forearms, right above wrist. The shields provide 500 MDC of protection per round it is activated. The shields can absorb 500 MD of beam damage without depleting its MDC. Any attack with more than 500 MD of damage will minus 500 MD from it while the rest will be HALVED then subtracted from the remaining MDC of the forearms. In order to use the shields, the pilot must declare that he will parry an attack with it. He then makes a successful parry roll to intercept an incoming attack. The shield projectors are destroyed when the arms’ MDC reaches 0, and any excess MD is subtracted from the main body of the mobile suit. The shields use 25 EU each per round, regardless if it has taken hits on not.
• Primary Purpose: Anti-beam defense
• Secondary Purpose: Defense
• Damage Capacity: 500 MD/round
• Power Usage: 25 EU per round/barrier

7) EQFU-3X Super DRAGOON Weapon Wings with MA-80V Beam Cannons (Cool – the most innovative weapons system of the Strike Freedom is the EQFU3X Super DRAGOON Weapon Wings, a second generation DRAGOON system that uses quantum communication between the mobile suit’s pilot and the eight DRAGOON pods, to propel and maneuver them in space almost independently. The eight pods are mounted on the four main wings of the Strike Freedom, two pods per wing.

Upon command, the pods detach from the wings and fan out in space, allowing the Strike Freedom to attack up to eight (Cool different targets, or as many as there are remaining DRAGOON pods usable. Each pod can engage targets with its integrated MA-80V beam cannons up to four times per round, as long as the pilot has two attacks that he could use that round. Regardless of how many DRAGOON pods remain, the pods use only four attack actions of the PC, but still could attack a high total of thirty-two (32) times for that round! Drawbacks however, includes that the DRAGOON pods uses 5 EU per attack each for maneuvering, plus 10 EU per shot/pod. Also, the pilot does not have to be a Newtype with the Spatial Awareness skill to able to operate the Super DRAGOON system, although Newtypes gain bonuses when using the system.

A player controlling the Strike Freedom can use the weapon and attack targets equal to the number of DRAGOON weapons he could deploy (total of Cool, but still use only one attack action. However, the DRAGOON can only be used four times per round, regardless of how many attacks the PC can still perform.

A Super DRAGOON attacks with a strike roll with the bonuses coming from the PC’s skill and mobile suit combat bonus. The player must make a strike roll for every DRAGOON pod attacking. The player will also add a +2 bonus per attack if he is a Newtype with the Spatial Awareness skill.

A Super DRAGOON pod can dodge attacks aimed at it using a leap dodge roll with a base bonus of +2. All of the DRAGOON systems dodges are leap dodges; therefore they do not use up the PC’s dodges for every round. An addition +2 bonus per leap dodge is added if the PC is a Newtype with the Spatial Awareness skill.

The Super DRAGOON system can only be used in space, it is useless in atmosphere. Also the system cannot be used in normal mode, but can be used in HiMAT or Blitzkrieg Attack modes.

Damage:
• 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
• Power Usage: 10 EU per shot/pod plus 5 EU per pod per attack

Cool Hand-To-Hand Combat - If necessary, the Strike Freedom can engage in melee combat rather than use a weapon. The Strike Freedom is agile and can execute most typical hand-to-hand combat moves, such as punches, jump kicks, leap attacks, etc. Melee combat can be used in both Normal, underwater and HiMAT modes except for Blitzkrieg Attacks.

Damage:
• Restrained Punch: 1d8 MD
• Full Strength Punch: 3d8 MD
• “Booster” Punch: 5d8 MD (counts as two attacks)
• Tear/Pry with Hand Actuators: 2d8 MD
• Kick: 2d6 MD
• Leap Kick: 3d8 MD
• Body Flip/Throw: 4d8 MD
• Stomp: 2d8 MD (only effective against objects up to the height of the MS’ knees)

Cool Optional Use of the METEOR system – When in space, the Strike Freedom can dock and use the Mobile suit Embedded Tactical EnfORcer (M.E.T.E.O.R.) system that enhances its speed, maneuverability and combat capabilities of the Strike Freedom for space combat. This can be used in space ONLY (see below).





Combat Notes:

High Maneuverability Aerial Tactics (HiMAT) (Terminal Only)

The High Maneuverability Aerial Tactics (HiMAT) system is an advanced avionics and flight control system available currently to Terminal’s advanced Strike Freedoms designs, specifically the Justice and Freedom series of mobile weapons.

The Strike Freedom equipped with the HiMAT can engage in combat in two modes: Normal and HiMAT. Normal mode is when the Strike Freedom is fighting on the ground or underwater. In underwater combat however, certain weapons cannot be used in combat, whether in Normal or HiMAT modes. The exception to the rule is that the rail cannons can be used in underwater battles. In normal mode, the Strike Freedom cannot use the chest mounted plasma beam cannon and rail cannons when fighting on the ground.

The high maneuverability aerial tactics (HiMAT) mode is the special combat maneuvering mode of the Strike 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 Strike Freedom, HiMAT mode allows for increased maximum maneuvering speed for the Strike 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 Strike Freedom and the increased strike/dodge/parry bonuses to attack rolls. To enter HiMAT mode, the pilot must use one action at the start of the round, declaring activation of HiMAT. The Strike Freedom remains in HiMAT mode in the following rounds until the pilot declares his switch to normal mode.

Bonuses when in HiMAT mode:
Strike: +3
Dodge: +3
Parry: +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 Strike Freedoms, specifically the Justice and Freedom Series. The advanced targeting computer can only be used when the Strike Freedom is in HiMAT mode. When activated, the Lightning system allows the Strike 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 Strike Freedom combined, with a minimum of one (1) target engaged. The pilot can attack with any of the Strike Freedom’s ranged weapons (including remote weapons), with the exception of the melee weapons, beam sabers, hand-to-hand combat and CIWS, plus the weapons of the METEOR systems when docked with the Strike Freedom, except for the giant beam swords.

When executing the Blitzkrieg Attack, he must declare at the start of the round that he will do so, without costing any action. 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
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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-X20A Strike Freedom Gundam Empty
PostSubject: Re: ZGMF-X20A Strike Freedom Gundam   ZGMF-X20A Strike Freedom Gundam EmptySat 17 May 2008, 2:05 pm


Standard Equipment

Generation Unsubdued Nuclear Drive Assault Module (G.U.N.D.A.M.) Complex
_Series SD100-O9 SF/IJ 01-34152_Z.A.F.T. – This operating system is the improved version of the first GUNDAM OS created by ZAFT for their newer generation mobile suits equipped with N-Jammer Cancellers and a nuclear fission reactor. In CE 74, the new ZGMF-X19A Infinite Justice and the ZGMF-X20A Strike Freedom built Terminal used this version of the OS.

Ultra-compact Hyper Deuterion Nuclear Fission Reactor – The main power plant of the Strike Freedom is a new Ultra-compact Hyper Deuterion Nuclear Fission Reactor that provides the energy required to operate the mobile suit and its component systems. The reactor is rated at 12538 kW and produces a maximum of 13500 EU, with the recharge capacity of 300 EU per round. The reactor has nuclear life of four (4) years before the reactor core be replaced. Also, unlike standard reactors, it also can be recharged by a deuterion beam energy transfer system, and can be fully charged in two (2) melee rounds. The weapons systems and the phase shift armor of the Strike Freedom rely on the power provided by the reactor, and they drain energy from the power supply with their use. If the reactor is drained, the weapons are powerless and cannot be used. The only weapons functioning will be the head mounted CIWS, which can draw power from the APU. If the reactor’s EU reaches 0 or less the mobile suit is shut down. It takes 5d10 rounds for the pilot to restart the reactor and the reactor starts at a quarter of its power output (3000 EU). If the Strike Freedom is destroyed while the reactor is online, the reactor will explode in a small nuclear explosion (1-1.5 kiloton range) that will cause 1d6x1000 MD of damage to anything within a one-mile radius.

N-Jammer Canceller – The Strike Freedom is equipped with an N-Jammer Canceller, an advanced system that renders the Strike Freedom immune from the effects of ZAFT’s Neutron Jammers which were buried deep underground and renders nuclear power sources and weapons ineffective. Also with the N-Jammer Canceller, the Strike Freedom can use a nuclear reactor as its primary power source, giving it a nearly limitless amount of energy.

Phase Shift Armor – The Strike Freedom is equipped with an improved version of Phase Shift Armor technology, which provides the MS protection against projectile (projectile, impact, high explosive) and missile attacks. The phase shift armor uses 2 EU from the Strike Freedom’s main reactor for every round that the armor is online. The armor absorbs the damage from these weapons, to a maximum of 240 MD per attack. MDC attacks with damage more than 240 MD will minus 240 MD from the damage, while excess damage will be HALVED before it is applied to the mobile suit’s MDC. However, phase shift armor drains an additional 3 EU for every round that the MS is hit with projectile weapons and missile fire. The phase shift armor is effective as long as the Strike Freedom has energy units (EU) left to power the MS from its nuclear reactor. If the reactor is offline or runs out of power (0 or less EU), the phase shift armor will shut down (phase shift down) and the MS is venerable to all projectile attacks (takes full damage). Beam weapons will always penetrate phase shift armor, and cause full damage to the Strike Freedom, but will not drain EU for the phase shift armor hit. When the phase shift armor is online, it manifest in the form of the physical colors of the mobile suit. The colors depend on and are set via updating the settings of the mobile suit’s operating system. When the phase shift armor is offline or out of power, the entire mobile suit will be colored a uniform flat gray.

Auxiliary Power Unit (APU) – The Strike Freedom has an auxiliary power unit that provides reserve power supply rated at 5% of the main reactor’s power capacity should the nuclear reactor is drained or shut down. The APU provides the MS emergency power for its essential systems, such as radio communications, internal cockpit and instrumentation lighting, main computer operation, cockpit hatch, ventilation, etc. These systems use a minimal amount of power (1 EU per round) at idle. The APU provides power for the head mounted CIWS even if the main battery is shut down. The APU also provides power for maneuvering (walking, running, leaping, flying) to allow the MS to withdraw from battle and/or return to its base, as long as the APU has energy left. If the APU’s energy is zero or less EU, the MS loses all power and all of its systems are shut down until the primary battery or APU is recharged.

Internal Mainframe Computer – The Strike Freedom is equipped with an advanced mainframe computer than controls the various systems of the mobile suit. The computer uses the G.U.N.D.A.M. Complex as its operating system. The computer also collects, correlate and analyze data coming from the mobile suits sensors, and relays information to the pilot via the multi function displays (MFD) on the console, heads-up display (HUD) and virtual environment screens. The computer can track and identify up to 500 targets simultaneously, analyze and specify threats and incoming missile fire, and store information in its database. It optimizes the multiple mechanical, electronic and power systems of the Strike Freedom to suit the situation and current conditions. It evaluates the threats to the mobile suit and counters and compensates by optimizing the mobile suit to face the threat. It is partly responsible for the mobile suit’s maneuverability and bonuses to parrying, dodging and roll defense. It also controls the variable wing positions during and vernier thrusters in HiMAT mode. The Pilot can also optimize the system if he has the Computer Programming (GUNDAM OS) skill.

Lightning Multiple Targeting System – an advanced system built into the mainframe computer that allows the Strike Freedom to engage and attack multiple targets all at once while in HiMAT and Blitzkrieg modes.

External Audio Pickup – A sound amplification system that can pick up sound at normal decibels up to 300 feet away.

Heat and Radiation Shields – Special shielding that prevents penetration into the cockpit and internals of the mobile of life-threatening heat and radiation. The shields also give the Strike Freedom the protection while it enters Earth’s atmosphere from orbit. An alarm system is linked to internal sensor that can detect ruptures in the shielding and the amount of heat and radiation is registered.

Emergency Homing Signal Beacon – The Strike Freedom carries three homing beacon which sends out a signal to allow a rescue units to locate the mobile suit if it is disabled. One is an internal beacon mounted in the cockpit. The other two beacons can be deployed from its internal mounts on the mobile suit’s arms. These are buoyant and can stay afloat in water even in rough seas. The range of the signal is an arc of 500 miles (800 km) and can continuously send for 420 hours. The signal is a clearly broadcasted international distress signal that is easily recognizable by most computers onboard vehicles, ships and mobile suits.

Laser Targeting System – Range: 100 miles (160 km). Used for increased accuracy in attacking enemy targets and hostiles. It is partly responsible for the mobile suit’s strike bonuses. It also used as a indirect fire targeting system to “paint” targets for long ranged, indirect fire artillery and missile systems.

Loudspeaker – An external loudspeaker system is built into the MS, which can amplify the pilot’s voice up to 90 decibels.

Optics: Infrared – Range: 1000 feet (600 meters). This optical system projects a beam of infrared light that is invisible to the naked eye, but detectable by the MS’ sensors. The system allows the pilot to detect objects, even hidden or concealed ones, via their IR reflective signatures. The beam will be visible to anyone with IR sensitive optics, however.

Optics: Nightvision – Range 1000 feet (600 meters). A passive light imaging intensifier that emits no light of its own, but relies on the ambient light which is electronically amplified to produce a visible picture.

Optics: Thermal Imaging – Range: 1000 feet (600 meters). A passive optical heat sensor that detects radiation projected by warm objects and converts that data into false-colored visible images.

Radar – 500 miles (800 km) range. Passive and active scanning sensors interconnected with the various optic systems and the mainframe computer.

Sonar – 50 miles (80km) range. Passive and active underwater scanning sensors interconnected with the various optic systems and the mainframe computer.

Self-Destruct System – To prevent the capture of the Strike Freedom, the pilot can activate the MS’ self-destruct system, which will cause the MS to explode after a delay of up to 60 minutes, depending on the settings of the pilot. The system requires a numeric code to be entered via the hidden keypad in the right armrest of the pilot’s seat. However, destroying the ultra-compact nuclear reactor will cause a small nuclear explosion spread along a one (1) mile, and causing 1d6 x 1000 MD to all units within the blast area. The mobile suit will be destroyed and all internal systems incinerated. The pilot must manually escape from the cockpit and get outside the blast radius before the explosion to survive.

Standard Survival Kit – The Strike Freedom comes equipped with a portable survival kit for the pilot. Inside a reinforced compartment behind the pilot’s seat is a backpack with a flashlight, four hand flares, four rocket flares, a compass, infrared distancing binoculars, a small mirror, a multi-tool pocket knife, dehydrated and concentrated food for 7 days for one person, and a first aid kit.

Life Support System – The Strike Freedom’s cockpit is pressurized, and also provides additional air conditioning and ventilation feeds to the pilot’s flight suit that provides him with pressurized breathing. The pilot’s suit also contains an upper and lower g-suit that promotes blood circulation during high-g turns and maneuvering, thus decreasing the possibility of the pilot blacking out in combat.

Virtual Environment Cockpit – The Strike Freedom is equipped with an innovative cockpit display system layout that provides monitors for a 180-degree view along front arc of the outside environment even though the cockpit is nestled inside the main body of mobile suit. This clear and wide view is partly responsible for the strike/parry/dodge/roll bonuses of the MS.




Combat Bonuses From ZGMF-X20A Strike Freedom Gundam Combat Training




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-X10A Freedom Gundam.

• Requires Mobile Suit Combat: ZGMF-X10A Freedom Gundam
• 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
• +5 to strike in Normal mode (+7 in HiMAT mode)
• +5 to parry
• +5 to dodge in normal mode, +8 to dodge in HiMAT mode
• +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.



Advanced training for pilots specializing in the ZGMF-X20A Strike Freedom Gundam.

• Requires Mobile Suit Combat: ZGMF-X20A Strike Freedom Gundam
• 8 attacks per melee (plus those of the pilot)
• Add one additional action/attack at levels two, five, seven, ten and twelve.
• +6 on initiative
• +6 to strike in Normal mode (+8 in HiMAT mode)
• +6 to parry
• +5 to dodge in normal mode, +8 to dodge 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.
• +5 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-X20A Strike Freedom Gundam Empty
PostSubject: Re: ZGMF-X20A Strike Freedom Gundam   ZGMF-X20A Strike Freedom Gundam EmptySat 17 May 2008, 2:05 pm


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 Strike 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 Gundam, 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 Justice and Freedom’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. At the end of the Second Bloody Valentine War, both METEOR units survived the Battle of Messiah. 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 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 Strike Freedom is docked with the METEOR it is automatically ejected but will take 1d10 x 10 MD to its wing 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, Strike Freedom 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-X20A Strike Freedom Gundam and Mobile Armor Combat: METEOR System
• Training bonuses and skill can only be used when the METEOR is docked with the Strike Freedom Gundam. It takes one full melee round for the METEOR to dock with Strike Freedom, and no attacks or maneuvering can be done on that round.
• 6 attacks per melee (plus those of the pilot and the Strike Freedom)
• 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.













References Used In This Design:

• Mecha Anime HQ http://www.mahq.net
• Mobile Suit Gundam Seed Anime Episodes 39-50 and Final Plus, from BANDAI
• 1/100 Scale ZGMF-X20A Strike Freedom Gundam Plastic Model by BANDAI
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