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 GAT-X103AP Verde Buster

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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

GAT-X103AP Verde Buster Empty
PostSubject: GAT-X103AP Verde Buster   GAT-X103AP Verde Buster EmptySat 17 May 2008, 2:12 pm

GAT-X103AP Verde Buster





Model Number: GAT-X103AP
Code Name: Verde Buster
Unit Type: Prototype Fire Support Artillery Mobile Suit
Manufacturer: OMNI Enforcer
Operator: OMNI Enforcer, Phantom Pain
First Deployment: 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: 18.46 meters
Weight: 99.36 tons
Powerplant:
Ultra-Compact Energy Battery Type 2
Auxiliary Power Unit
Battery Extender

Equipment and Design Features:
Variable Phase Shift Armor
Battery Extender

MDC

Head 120
Hands (2) 50 / 50
Arms 140 / 140
Shoulders (2) 180 / 180
Legs (2) 250 / 250
Main Body 350
Six-Barrel Missile Launchers (2) 200 / 200
Gun Launcher 150
High-Energy Rifle 150
Anti-Armor Shotgun 300
Hyper Impulse Sniper Rifle 300
Bayonet-Equipped Beam Rifles 200 / 200

VPS Armor Protection
Standard: 105 MDC/round
Increased: 125 MDC/round
Decreased: 90 MDC/round

Energy Units: 1250 EU
EU Production/round: None
APU: 125 EU
Special: Battery Extender – 250 EU





Weapons:

94mm high-energy beam sniper cannon
Primary Purpose: Assault
Secondary Purpose: Anti-mobile suit
Range: 15000 feet (4500 meters) in atmosphere; 30000 feet (9000 meters) in space
Damage: 4d8 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: 50 EU per attack
Strike Bonus: +4

350mm Gun Launcher
Primary Purpose: Support Artillery
Secondary Purpose: Anti-missile/Anti-Air defense
Range: 6000 feet (1800 meters) in atmosphere / 12000 feet (3600 meters) in space
Damage: 3d10 x 10 MD
Rate of Fire: one shot per attack. Number of total attacks equal to number of attacks of pilot and mobile suit
Payload: 60 rounds
Power Usage: 20 EU per attack
Strike Bonus: +1, +2 vs. missile volleys

6-tube 220mm multipurpose short-ranged missile launcher x 2
Primary Purpose: Assault
Secondary Purpose: Anti Mobile Suit/Anti Air
Range: 2 miles (3200 meters) / 4 miles (6400 meters) in space
Damage: 1d4 x 10
Rate of Fire: 1 or in volleys of 2, 4, 6, 10, 12, 14, 16, 18, 20, 22, or all 24
Payload: 24 Short Ranged Missiles
Power Usage: 10 EU/missile
Strike bonus: +2

M9009B composite bayonet-equipped 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

1) 350mm Gun Shotgun – when the gun launcher and high-energy rifle are docked, with the gun launcher in front, the two weapons form a 350mm Gun Shotgun. The combined power of the two weapons doubles the effective range of the weapon, which is the same as the gun launcher. The Gun Shotgun uses the same ammunition as the gun launcher, but the muzzle velocity is increased for doubled damage capacity. The power usage of the Gun shotgun is equal to that of the gun launcher and high-energy rifle combined (35 EU per shot).
• Primary Purpose: Support Artillery
• Range: 24000 feet (7200 meters)
• Damage: 8d6 x 10 MD
• Rate of Fire: one shot per attack. Number of total attacks equal to number of attacks of pilot and mobile suit
• Payload: 60 rounds
• Power Usage: 50 EU per attack

2) 94mm Hyper Impulse Sniper - when the gun launcher and high-energy rifle are docked, with the high-energy rifle in front, the two weapons form a 94mm Hyper Impulse Rifle. The combined power of the two weapons doubles the effective range of the weapon, which is the same as the high-energy rifle. The Hyper Impulse Sniper Rifle has increased damage capacity for every shot. The Hyper Impulse Sniper Rifle also has a +4 bonus to strike when in use. The power usage of the Gun shotgun is equal to that of the gun launcher and high-energy rifle combined (35 EU per shot).
• Primary Purpose: Assault
• Secondary Purpose: Anti-mobile suit
• Range: 24000 feet (7200 meters) in atmosphere; 48000 feet (14400 meters) in space
• Damage: 2d6 x 50 MD per shot, the impulse sniper rifle can cannot fire bursts
• 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: 80 EU per attack

Special Equipment:
Docked Armament Mode – The buster can dock its two primary weapons (gun launcher and high-energy rifle) to form two more potent weapons configurations with increased range and damage capacity. To dock/undock the weapons the pilot must use one attack per round. The docked armaments use both hands to fire. It can be fired with one hand but with a –6 to strike penalty.

Battery Extender
A Battery Extender is an add-on charge capacitor for ultra-compact energy batteries, which provides a one-time 20% increase in battery life, therefore extending the range of the battery and the mobile suit. Only Orb and Terminal has access to battery extender technology, and can only be used for type 1 and 2 batteries only – type 3 hyper deuterion batteries are not adaptable to battery extenders, as well as all nuclear reactors.

A mobile suit using a type 1 energy battery will get an additional 50 EU for use in operations. A mobile suit using a type 2 energy battery will get an additional 250 EU for use in operations.

Variable Phase Shift Armor

With the knowledge gained from reverse-engineering the GAT-X series mobile suits stolen from the EAF, the engineers of ZAFT and the Orb Union began research on phase shift armor for application to their future mobile suit designs. They also began research on how to improve PS armor. They concentrated on the means of optimizing the strength of the protection given by PS armor to suit the ever-changing conditions of a modern battlefield.

The product of this work is Variable Phase Shift (VPS) Armor, a variant of PS where the strength of the armor varies to the need of the situation. The energy consumption increases or decreases depending on the current armor strength. Another more cosmetic characteristic is that the mobile suit can change color according to the VPS setting being used.

At present, only the ZGMF-56S/ Impulse Gundam and the MBF-02 Strike Rouge has been equipped with Variable Phase Shift Armor technology, probably as a test bed for the system for future applications to newer mobile suit models.

Rules on Variable Phase Shift Armor
Variable Phase Shift (VPS) Armor act in the same way as Phase Shift armor, except that the total MDC absorption varies on what VPS mode the mobile suit is using:

• Standard Mode rates the MDC absorption at 30% of the unit’s main body
• Increased Mode rates the MD absorption at 35 % of the main body MDC.
• Decreased Mode rates MD absorption at 25% of the main body MDC.

Also, EU consumption per round depend on which mode is used:

• Standard Mode drains 3 EU for every round that the armor is hit.
• Increased Mode drains 4 EU for every round that the armor is hit.
• Decreased Mode drains 2 EU for every round that the armor is hit.

This is in addition to the 2 EU the VPS armor uses every round it is online. The Mode of the VPS Armor is dependent on the equipment that the mobile suit is currently using.

Beam weapons will always penetrate variable phase shift armor, and cause full damage to the target unit, but will not drain EU for the VPS armor hit.




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 GAT-X103 Buster Gundam.
• Requires Mobile Suit Combat: GAT-X103 Buster
• 4 attacks per melee (plus those of the pilot)
• Add one additional action/attack at levels two, five, seven, and ten.
• +2 on initiative
• +2 to strike
• +4 additional strike bonus with hyper impulse sniper rifle
• +3 to parry
• +3 to in atmosphere
• +2 additional bonus to dodge when in space
• +2 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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