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 GAT-X105E Strike Noir

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AuthorMessage
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-X105E Strike Noir Empty
PostSubject: GAT-X105E Strike Noir   GAT-X105E Strike Noir EmptySat 17 May 2008, 2:13 pm

GAT-X105E Strike Noir




GAT-X105E Strike Noir Gat-x105e






Model Number: GAT-X105E
Code Name: Strike Noir
Unit Type: Prototype Variable Assault Mobile Suit
Manufacturer: Azrael Conglomerates
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: 17.72 meters
Weight: 90.5 tons

Powerplant: Ultra Compact Energy Battery Type 2
Battery Extender
Auxiliary Power Unit

Equipment and Design Features:
Variable Phase Shift Armor
Hardpoints for Striker Augmentation Packs
AQM/E-X09S Noir Striker


MDC

Head 100
Hands (2) 50/50
Arms 140/140
Shoulders (2) 180/180
Legs (2) 230/2310
Main Body 350
Shorty Beam Rifles 50/50
Rocket Anchors 50/50/50/50/50
57 mm High Energy Beam Rifle 70/70
Noir Wings 120/120
Noir Thrusters 100/100/100
Noir Main Backpack 200
Linear Guns 70/70
Beam Blades 40/40/40
Noir Rocket Anchor 50


VPA Protection:
Standard Mode: 105 MD/round at 3 EU/round
Increased Mode: 125 MD/round at 4 EU/round
Decreased Mode: 90 MD/ round at 2 EU/round

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




Weapons:
M2M5 "Todesschrecken" 12.5mm automatic CIWS 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

M8F-SB1 "Shorty" beam rifle x 2
Primary Purpose: Assault
Secondary Purpose:
Range: 5000 feet (1500 meters) in atmosphere / 10000 feet (3000 meters) in space
Damage: 2d6 x 10 MD per shot, the energy rifle cannot fire bursts
Rate of Fire: One attack per action. Number of total attacks equal to total number of actions of pilot and mobile suit per round
Payload: reliant on power supplied by mobile suit or augmentation packs
Power Usage: 15 EU per shot

EQS1358 rocket anchor x 5
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/per anchor
Payload: reliant on power supplied by mobile suit or augmentation packs.
Power Usage: 5 EU per attack


57mm high-energy beam rifle w/175mm grenade launcher x 2
57mm 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
Grenade Launcher:
Anti-Mobile Suit Grenades
Primary Purpose: Assault
Secondary Purpose:
Range: 8000 feet (2400 meters) in atmosphere / 16000 feet (4800 meters) in space
Damage: 4d4 x 10 MD per grenade
Rate of Fire: One grenade per attack
Payload: 4 total/launcher
Power Usage: 10EU/shot


Special Equipment:
AQM/E-X09S Noir Striker
Type 1 Ultra Compact Energy Battery: 250 EU

MR-Q10 "Fragarach" 3 beam blade 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

MAU-M3E42 linked linear gun x 2
Primary Purpose: Projectile Direct-Fire Support Artillery
Range: 15000 feet (4500 meters) underwater/30000 feet (9000 meters)/15000 feet (4500 meters) in atmosphere/60000 feet (18000 meters) in space
Damage: 2d8 x 50 MD per shot
Rate of Fire: Up to four (4) attacks per round; one (1) shot per attack
Payload: Thirty (30) shots per cannon, total of 60 shots
Power Usage: 50 EU per shot/cannon

EQS1358T rocket anchor x 1
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


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-X105E Strike Noir Gundam.
• Requires Mobile Suit Combat: GAT-X105E Strike Noir Gundam
• 5 attacks per melee (plus those of the pilot)
• Add one additional action/attack at levels two, five, seven, and ten.
• +2 on initiative
• +3 to strike
• +3 to parry
• +2 to dodge with Dopplehorn or Nuclear Striker Pack; +3 in Normal mode and with Sword Striker Pack; +4 with Jet or Aile Striker Pack; +5 with Noir Striker Pack
• +2 bonus to dodge when in space to all modes
• +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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