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 (
– 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 (
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
, 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
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)
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