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 GAT-01 Strike Dagger

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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-01 Strike Dagger Empty
PostSubject: GAT-01 Strike Dagger   GAT-01 Strike Dagger EmptySat 17 May 2008, 2:18 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.




GAT-01 Strike Dagger Gat-01



GAT-01 STRIKE DAGGER






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)
Background info adapted from MECHA ANIME HQ (http://www.mahq.net)




Background Information

With ZAFT having pioneered mobile suit development with the introduction of the ZGMF-1017 GINN, the Earth Alliance is forced to quickly catch up and develop mobile suits to replace the ineffective mobile armor TS-MA2 Moebius.

The end result of that is the GAT-01 Strike Dagger, a mass production mobile suit based on the GAT-X105 Strike Gundam. As a mass production suit, the Strike Dagger lacks many design elements present in the original Strike Gundam, such as the Striker mission packs. It is armed with only one head Vulcan, one beam saber and a beam rifle.

The Strike Dagger also lacks EMP (electromagnetic pulse) shielding, which proves fatal in its debut at the Battle of Panama when ZAFT deploys its Gungnir System. These shortcomings are corrected later on with the GAT-01A1 Dagger. On a level of performance, the Strike Dagger generally exceeds the aging GINN in combat.

The Alliance quickly produces a high number of Strike Daggers and sends them immediately to the front lines. Strike Daggers are used heavily during the assault on the Orb Union and later in space against ZAFT during the last battles of the war. Following the war, the Alliance creates another mass production successor to the Strike Dagger/Dagger series, the GAT-02L2 Dagger L.




Primary Data

Model Number: GAT-01
Model Name: Strike Dagger
Unit Type: Mobile Suit
Class: Mass Production General Purpose Mobile Suit
Manufacturer: Earth Alliance
Primary Factory: Atlantic Federation
First Deployment: may 25, CE 71
Production Run: No information available
Operators: OMNI Enforcer
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: No information available
Weapons Systems:
Fixed Weapons:
75mm “Iglestellung” CIWS
ES01 Beam Saber
M703 57mm Beam Rifle
Anti-Beam Shield




MDC by Location

Head 50
Hands (2) 20 each
Arms 50 each
Shoulders (2) 75 each
Legs (2) 100 each
Main Body 200

Beam Saber Pommel 50
Anti-Beam Shield 400
Beam Rifle 100






Notes:

1. Destroying the head of the Mobile Suit will knock the mobile suit’s primary sensors, including all the optics systems (infrared, night vision, thermal) and the CIWS. Radar and communications will not be affected.
2. Depleting the MDC of the Main Body will destroy the mobile suit. If online, the ultra-compact energy battery of the MS will explode, causing an additional 1d4 x 100 MDC of damage to all units within 100 meters of the MS. There is NO automatic ejection of the pilot should the MS explodes. If the pilot succeeds in shutting down before or if the battery charge is depleted when 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 Dagger 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: 21.43 meters
Max Gross Weight: 78.5 metric tons

Movement Speeds:

Running:
120 mph (192 kph). Walking speed is 30-40 mph (60-80kph).
Leaping
50 feet (15m) high or 70 feet (21m) long without thrusters
Flying, Atmosphere:
450 mph/700kph with max flight ceiling of 3000 feet in short bursts (1-8 rounds) before needing to land (shutting down thrusters for 1-4 round before they can be fired again). The Strike Dagger is not capable of sustained flight in atmosphere and achieving escape velocity to break thru Earth’s gravity into space without additional rocket assistance. Structural G-limits are +22.5 to –14.5 Earth gravities.
Flying, Space
Mach 1.3 (900 mph/1440 kph).
Underwater:
The Strike Dagger is incapable of underwater operations.




Power Systems Data

Power Plant: Type 2 Ultra-compact Energy Battery, Auxiliary Power Unit
Energy Units (full charge):
Type 2 Ultra-compact Energy Battery: 1250 EU
Auxiliary Power Unit: 125 EU
Energy Use:
Idle: 1 EU per round
Walking: 2 EU per round
Running: 3 EU per round
Underwater: 4 EU per round
Flying (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

GAT-01 Strike Dagger Empty
PostSubject: Re: GAT-01 Strike Dagger   GAT-01 Strike Dagger EmptySat 17 May 2008, 2:18 pm


Weapons Systems:


“Igelstellung” 75mm close-in weapons system (CIWS) gatling gun – The Strike Dagger mounts a CIWS gatling gun for anti-missile fire and short ranged combat. The gun is mounted on left side of the head. The gatling gun can fire at a 75 degree turning arc of the head, on a frontal facing of the mobile suit.
• Primary Purpose: anti-missile/anti-aircraft
• Secondary Purpose: point-blank/short ranged attack
• Range: 2000 feet (600 meters)
• Damage: 2d4 MD per short burst, 4d4 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

57mm High-Energy Beam Rifle – The primary handheld anti-mobile suit weapon of the Strike Dagger is the 57mm high-energy beam rifle. This is the mass-produced version of the GAT-X105 Strike’s beam rifle. The beam rifle is usually held by the Strike’s right hand, although it is usable on the left with no change in performance. Via an interlocking hard point, the power conduit of the rifle connects to the palm of the hand, and power can be sourced from the Strike Dagger’s main power supply to provide beam energy for the rifle.
• Primary Purpose: Assault
• Secondary Purpose: Anti-mobile suit
• Range: 5000 feet (1500 meters) in atmosphere; 10000 feet (3000 meters) in space
• Damage: 2d6 x 10 MD per shot, the energy 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: 15 EU per attack

Anti-Beam Shield – The Strike Dagger can carry an anti-beam shield which the mobile suit can use to block attacks. The shield is mounted on the left arm by default, although it can be used on the right hand. The shield provides 400 MDC of protection. The shield was specifically design to defend against beam weaponry (beam rifles, beam sabers, hyper-impulse cannons, etc). The shield can absorb 60 MD of beam damage without depleting its MDC. Any beam attack with more than 60 MD of damage will minus 60 MD from it while the rest will be HALVED then subtracted from the remaining MDC of the shield. Projectile weapons (auto-cannons, missiles, grenades, impact weapons, melee weapons, etc) will cause full damage to the shield. In order to use the shield, 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 is destroyed when its MDC reaches 0, and any excess MD is subtracted from the arm actuator that held the shield.
• Primary Purpose: Anti-beam defense
• Secondary Purpose: Defense
• Damage Capacity: 600 MD
• Power Usage: None

ES01 Beam Saber – The primary melee weapon of the Strike Dagger is beam saber stored behind the right shoulder of the Strike Dagger. This a mass-produced version of the beam saber of the GAT-X105 Strike. 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’s Dagger 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. 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 energy battery. Power from the APU cannot be used by the beam sabers.
• Primary Purpose: Melee Assault
• Range: Melee
• Damage: 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.
• Payload: reliant on power supplied by mobile suit.
• Power Usage: 15 EU per round




Standard Equipment


Ultra-compact Energy Battery – The main power plant of the Strike Dagger is a Type 2 ultra-compact energy battery that provides the energy required to operate the mobile suit and its component systems. The battery is rechargeable, using conduits that connect to an external power source at a base or carrier vessel. Recharging time for the Strike Dagger’s battery is 1 hour for a full charge. The optional weapons systems of the Strike Dagger rely on the power provided by the energy battery, and they drain energy from the power supply with their use. If the energy battery is drained, all the weapons are powerless and cannot be used and the mobile suit is shut down.

Auxiliary Power Unit (APU) – The Strike Dagger has an auxiliary power unit that provides reserve power supply rated at 10% of the main battery’s power capacity should the primary energy battery 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 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 Dagger is equipped with an advanced mainframe computer than controls the various systems of the mobile suit. 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 200 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 Dagger 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.

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 Dagger 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 Dagger 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 400 miles (640 km) and can continuously send for 100 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 – 300 miles (480 km) range. Passive and active scanning sensors interconnected with the various optic systems and the mainframe computer.

Self-Destruct System – To prevent the capture of the mobile suit, 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. The explosion will spread along a 100 meter arc, and causes 1d4 x 100 MD to all units within the arc. The mobile suit will be destroyed and all internal systems incinerated. The pilot must manually escape from the cockpit before the explosion to survive.

Standard Survival Kit – The Strike Dagger 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, two 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 Dagger’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 Dagger is equipped with an innovative cockpit display system layout that provides monitors for a 180 degrees 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 GAT-01 Strike Dagger Combat Training




Basic Training for Mobile Suit pilots

• 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-01 Strike Dagger.

• Requires Mobile Suit Combat: GAT-01 Strike Dagger
• 4 attacks per melee (plus those of the pilot)
• Add one additional action/attack at levels two, five, seven, and ten.
• +1 on initiative
• +1 strike
• +2 to parry
• +2 to dodge
• +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.






References Used In This Design:

• Mecha Anime HQ http://www.mahq.net
• Mobile Suit Gundam Seed Anime Episodes 1-50, from BANDAI
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