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| GAT-X102 Duel Gundam | |
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Haro Mascot Robot
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
| Subject: GAT-X102 Duel Gundam Sat 17 May 2008, 2:20 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-X102 Duel Gundam
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 the outbreak of war, the Earth Alliance's Atlantic Federation begins a secret project to develop mobile suits to counter ZAFT's mass-produced ZGMF-1017 GINN as well as operate free of interference from the N-Jammers.
One of the first five prototype mobile suits is the GAT-X102 Duel Gundam, which serves as a test-bed for the GAT-X103 Buster Gundam, GAT-X105 Strike Gundam and GAT-X207 Blitz Gundam.
As a basic mobile suit, the Duel Gundam is designed for close combat. Its armament consists of two beam sabers, two "Igelstellung" Vulcan guns and a combination high-energy beam rifle/grenade launcher.
Like the other prototype Gundams, the Duel Gundam is equipped with the new Phase Shift (PS) armor technology. When in Phase Shift mode, the Duel Gundam is nearly impervious to attacks from shell-firing artillery or melee weapons. However, use of Phase Shift for extended periods of time is a massive drain on the battery-powered reactor.
On January 25, C.E. 71, the Duel Gundam is stolen by ZAFT pilot Yzak Joule during ZAFT's assault on the neutral colony Heliopolis. Following the escape of the Earth Alliance battleship Archangel, Yzak and his Duel Gundam continue to harass the Archangel's crew during the later period of the war. During one battle with Kira Yamato's Strike Gundam, the Duel Gundam is heavily damaged and Yzak's face is scarred.
Afterwards, ZAFT upgrades the Duel Gundam to the Assault Shroud configuration. With this upgrade, extra armor plates are fitted over the main body, along with several new weapons. These weapons include a 5-barrel missile pod launcher on the left shoulder, as well as a 115mm "Shiva" railgun on the right shoulder. Although ZAFT develops the Assault Shroud upgrade themselves, the Earth Alliance copies it and incorporates it into two limited production versions of the Duel Gundam: the GAT-01D Long Dagger and GAT-01D1 Duel Dagger.
With his upgraded mobile suit, Yzak vowed to get revenge on Kira for the scar he received. However, at the war's end on September 26, C.E. 71, Yzak joined forces with Kira and the Clyne Faction in defending the PLANTs and destroyed both the GAT-X252 Forbidden Gundam and GAT-X370 Raider Gundam.
Primary Data
Unit Type: Mobile Suit Class: Prototype Close Combat Mobile Suit Manufacturer: OMNI Enforcer (EAF)-Morganraete (Orb) Primary Factory: Heliopolis Colony (Orb)/Onogoro Island, Orb First Deployment: January 25, CE 71 Production Run: 1 Operators: Earth Alliance Forces (EAF); Zodiac Alliance of Freedom Treaty (ZAFT) 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: General Unilateral Neuro-link Dispersive Autonomic Maneuver (G.U.N.D.A.M.) Synthesis System Version NV8-N099 Weapons Systems: Mobile Suit Mode: • “Igelstellung” CIWS Vulcan Guns (2) • Beam Sabers (2) • 57mm High Energy Beam Rifle/Grenade Launcher • Anti-Beam Shield Assault Shroud: • 115mm “Shiva” Rail Gun • 220mm 5-Barrel Missile Launcher
MDC by Location
Head 100 Hands (2) 50 each Arms 100 each (50 each) Shoulders (2) 150 each (50 each) Legs (2) 200 each (100 each) Main Body 300 (100)
Beam Rifle 100 Anti-Beam Shield 600 Beam Saber Pommels (2) 50 each
“Shiva” Rail Cannon 150 5-Barrel Missile Launcher 100
Notes:
1. Destroying the head of the Duel 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 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 Duel 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: 18.86 meters Weight: 79.9 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: • 500mph/800kph with max flight ceiling of 2000 feet. Mach 1.4 (1000mph/1600kph) with a maximum ceiling of 10000 feet with the Guul Subflight Lifter. • The Duel Gundam is capable of flight and aerial maneuvering in atmosphere only in short periods of time (1-4 rounds) before needing to land without the Guul Subflight Lifer. The Duel is also capable of reentry from space to earth’s atmosphere, with a maximum safe controlled drop entry velocity of Mach 4.2 (2814mph/4502kph) 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 +27.5 to –14.5 Earth gravities. Flying, Space • Mach 1.4 (1000mph/1600kph). Mach 2.8 (2000mph/3200kph) with the Guul Subflight Lifter. Underwater: • 80mph (160kph) at depths of 0-2000 meters below sea level.
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 (Atmosphere/Space): 5 EU per round | |
| | | Haro Mascot Robot
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
| Subject: Re: GAT-X102 Duel Gundam Sat 17 May 2008, 2:20 pm | |
| Weapons Systems:
I. Normal Mode
1) “Igelstellung” 75mm close-in weapons system (CIWS) Vulcan guns (2) – The GAT-X102 Duel mounts two linked-fire Vulcan guns used for anti-missile fire and short ranged combat. The guns are mounted on both sides of the head. The Vulcan guns 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
2) Beam Sabers (2) – The primary melee weapons of the Duel are two beam sabers mounted behind the shoulder of the mobile suit. These again are prototype weapons to test the feasibility of beam melee weaponry. The sabers can be used singly, or both if 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: 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. • Payload: reliant on power supplied by mobile suit. • Power Usage: 15 EU per round/saber
3) 57mm Beam Rifle with 175mm Grenade Launcher – The primary handheld anti-mobile suit weapon of the Duel is the 57mm beam rifle with a 175mm Grenade Launcher slung beneath the barrel. As with the other beam weapons of the Duel and the other first four mobile suits of the GAT-X series, this is a prototype for future, mass-produced beam weaponry to be equipped on newer, more advanced mobile suits. Consequently, the Duel’ beam rifle uses more power than normal beam rifles, and is a test bed for experimentation and improvements in beam weaponry . The beam rifle is usually held by the Duel’ 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 Duel’ main power supply to provide beam energy for the rifle. The grenade launcher has one 175mm anti-mobile suit grenade primarily for close-fire support. • Primary Purpose: Assault • Secondary Purpose: Anti-mobile suit • Range: 5000 feet (1500 meters) in atmosphere; 10000 feet (3000 meters) in space; grenade launcher range of 1000 feet (330 meters) • Damage: 2d6 x 10 MD per shot, the energy rifle cannot fire bursts. The grenade can cause 4d4 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: reliant on power supplied by mobile suit. One high explosive grenade only. • Power Usage: 15 EU per attack
4) Anti-Beam Shield – The Duel 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 600 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 90 MD of beam damage without depleting its MDC. Any beam attack with more than 90 MD of damage will minus 90 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
5) Hand To Hand Combat – If necessary, the Duel can engage in melee combat rather than use a weapon. The Duel is agile and can execute most typical hand-to-hand combat moves, such as punches, jump kicks, leap attacks, etc.
Damage: • Restrained Punch: 1d6 MD • Full Strength Punch: 3d6 MD • “Booster” Punch: 5d6 MD (counts as two attacks) • Tear/Pry with Hand Actuators: 2d6 MD • Kick: 2d4 MD • Leap Kick: 3d6 MD • Body Flip/Throw: 4d6 MD • Stomp: 2d6 MD (only effective against objects up to the height of the MS’ knees)
II. Assault Shroud
1) 115mm “Shiva” Rail Cannon (2) – As a long-range support weapon, the Duel mounts a Rail Cannon on its right shoulder. 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 Duel can use for underwater combat. However, the rail cannons can be used in underwater Normal mode combat but at half the effective range. • Primary Purpose: Projectile Direct-Fire Support Artillery • Range: 10000 feet (3000 meters)/ 5000 feet (2250 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 • Power Usage: 20 EU per shot
2) 220mm Five-Barrel Missile Launcher – As an anti-mobile suit support weapon, the Duel is equipped with a 220mm five-barrel missile launcher. The left shoulder launcher has five (5) short-ranged armor-piercing missiles. • Primary Purpose: Assault • Secondary Purpose: Anti-mobile suit • Range: 5 miles / 8 km. (8000 meters) • Damage: 1d6 MD per missile. • Rate of Fire: One at a time or in volleys of 2, 3, 4, or all (5). The number of volleys is equal to the number of attacks of the pilot and the Duel combined. A volley, regardless of the number of missiles fired, counts as one attack • Payload: Five (5) short-ranged, armor-piercing missiles • Power Usage: 5 EU per attack
III. Optional Use of the Guul Subflight Lifter
Guul Subflight Lifter – The Duel can be equipped with the Guul Subflight Lifter that gives the MS the capability of atmospheric flight. The mobile suit docks with the Guul via hard points on the Guul and the mobile suit’s foot actuators. The Guul increases the mobile suit flying speed in atmosphere and space, and adds an additional weapon in the form of two six-barrel missile launchers. It also has a built in Type 1 energy battery to power the lifter and augment the power of attached mobile suits. The Guul is the predecessor of the Fatum-00 subflight lifter of the ZGMF-X09A Justice Gundam. Unlike the Fatum-00, the Guul cannot be used as a remote-control fighter.
Destroying the Guul still allows the mobile suit the ability to fight but can only use the weapons in the main body of the mobile suit, and limits the flight capabilities and decrease the maximum speed to that of the mobile suit.
1) 220mm Six-Barrel Missile Launcher (2) – As an anti-mobile suit support weapon, the Guul is equipped with two 220mm six-barrel missile launchers, mounted on the wing pods of the subflight lifter. • Primary Purpose: Assault • Secondary Purpose: Anti-mobile suit • Range: 5 miles / 8 km. (8000 meters) • Damage: 1d6 MD per missile. • Rate of Fire: One at a time or in volleys of 2, 3, 4, 5, 6, 8, 10 or all (12). The number of volleys is equal to the number of attacks of the pilot and the Buster combined. A volley, regardless of the number of missiles fired, counts as one attack • Payload: Six (6) short-ranged, armor-piercing missiles, per launcher, for a total of 12 missiles • Power Usage: 5 EU per attack
2) Dodge Bonus - When used, the Guul Subflight Lifter gives dodge bonuses of +1 in atmosphere, +2 in space.
Combat Notes: Assault Shroud – To improve the offensive and defensive capabilities of the Duel, ZAFT upgraded the design into the Assault Shroud configuration. A 115mm rail gun and 220mm missile launcher was mounted on the shoulders for extra ranged firepower.
Assault Shroud also gives the Duel additional armor protection in its vital systems and body parts. In the MDC by location list, the second value enclosed in parentheses is the MDC of the Assault Shroud armor, and this must be depleted before the main parts of the Duel can be damaged. | |
| | | Haro Mascot Robot
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
| Subject: Re: GAT-X102 Duel Gundam Sat 17 May 2008, 2:20 pm | |
| Standard Equipment
General Unilateral Neuro-link Dispersive Autonomic Maneuver (G.U.N.D.A.M.) Synthesis System – This was the first OS created, and was used for the Earth Alliance’s G Project. The GAT-X102 Duel, GAT-X103 Buster, GAT-X105 Strike, GAT-X207 Blitz and GAT-X303 Aegis used this OS. As originally implemented, the G.U.N.D.A.M Synthesis System was incomplete and can only be used clumsily by Natural pilots. Kira Yamato completed and corrected the system by early June CE 71. Orb's MBF-P01 Astray Gold Frame, MBF-P02 Astray Red Flame, MBF-P03 Astray Blue Frame, MBF-02 Strike Rouge and ORB-01 Akatsuki also use a clone of the G.U.N.D.A.M Synthesis System, which along with other G Project technology was copied by Morganraete on Heliopolis. It is possible, though unconfirmed, that both the EA’s and Orb’s mass-production mobile suits use a variant of the G.U.N.D.A.M Synthesis System that is refined for use by Natural pilots.
Ultra-compact Energy Battery – The main power plant of the Duel is a Type 2 ultra-compact energy battery that provides the power 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 Duel’ battery is 1 hour for a full charge. The weapons systems and phase shift armor of the Duel 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, the weapons are powerless and cannot be used. The only weapons functioning will be the Iglestellung CIWS, which can draw power from the APU.
Phase Shift Armor – The Duel is equipped with 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 Duel’ main battery for every round that the armor is online. The phase shift armor absorbs the damage from these weapons, to a maximum of 90 MD per attack. MDC attacks with damage more than 90 MD will minus 90 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 Duel has energy units (EU) left to power the MS from its main energy. If the battery 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 Duel, 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 Duel’ has an auxiliary power unit that provides reserve power supply rated at 10% of the main Type 2 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 provides power for the Iglestellung 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 Duel 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. Synthesis System 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 Duel 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. The Pilot can also optimize the system if he has the Computer Programming (GUNDAM OS) skill.
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 Duel 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 Duel 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.
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 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 Duel 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 Duel’ 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 Duel 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-X102 Duel 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 GAT-X102 Duel Gundam. • Requires Mobile Suit Combat: GAT-X102 Duel • 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 • +3 to parry • +3 to dodge • +2 additional bonus to dodge 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.
References Used In This Design:
• Mecha Anime HQ http://www.mahq.net • Mobile Suit Gundam Seed Anime Episodes 1-50, from BANDAI • 1/100 Scale Aile Strike Gundam Plastic Model by BANDAI • 1/60 Scale Freedom Gundam Plastic Model by BANDAI • 1/60 Scale Force Impulse Gundam Plastic Model by BANDAI | |
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