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 MWF-JG80 Raysta Mk. II

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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

MWF-JG80 Raysta Mk. II Empty
PostSubject: MWF-JG80 Raysta Mk. II   MWF-JG80 Raysta Mk. II EmptySat 17 May 2008, 2:34 pm

MWF-JG80 Raysta Mk. II




Model Number: MWF-JG80
Code Name: Raysta Mk. II
Unit Type: Civilian/Junk Guild Mobile Suit
Manufacturer: Junk Guild
Operator: Junk Guild
First Deployment: CE 80
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: not available
Weight: not available
Powerplant: Ultra Compact Energy Battery Type 2
Equipment and Design Features:
Camera Gun
Rocket Anchor
Storage Containers mounted on Backpack and legs
Mobile Suit Knives x 2


MDC

Head 50
Hands (2) 30 each
Arms 100 each
Shoulders (2) 120 each
Legs (2) 125 each
Main Body 175
Backpack Storage Container 150
Leg Storage Container (2) 80 each
Camera Gun 120
Rocket Anchor Shield 350

Optional Weapons:
Beam Rifle 100
Bazooka 120
Heavy Impact Sword 120
Heavy Assault Machine Gun 100


Energy Units: 1250 EU
EU Production/round: None
APU: 125 EU


Weapons
Primary Weapons

Rocket Anchor Shield (Left Arm Mounted)
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
Shield Damage Capacity: 350 MD
Shield Power Usage: None

Mobile Suit Knives
Primary Purpose: Assault
Secondary Purpose: Defense
Range: Melee up to 1000 feet (300 meters)
Damage: 1d4 x 10
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: 2 total
Power Usage: None


Optional Weapons: (Choose One per mission)

Beam Rifle
Primary Purpose: Assault
Secondary Purpose:
Range: 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

Bazooka
Primary Purpose: Fire Support Weapon
Secondary Purpose: Underwater Operations Weapon
Range: 5000 feet (1500 meters)/ 2500 feet (750 meters) underwater
Damage: 1d6 x 10 MD per missile / 1d10 x10 MD per torpedo
Payload: Four (4) clips with 2 missiles each, total of 8 rounds, one missile per attack, for standard fire-support combat. Four (4) clips with 2 torpedoes each, total of 8 torpedoes, 1 torpedo per attack, for underwater operations.
Power Usage: 5 EU per attack

Heavy Assault Machine Gun
Primary Purpose: Assault
Secondary Purpose: Anti-mobile suit
Range: 5000 feet (1500 meters)
Damage: 2d6 MD per short burst, 4d6 per long burst, 1d6 x10 for full melee burst.
Rate of Fire: Number of total attacks equal to number of attacks of pilot and mobile suit.
Payload: 1000 rounds. Equal to 100 short bursts, 50 long bursts, and 25 full melee bursts.
Power Usage: 5 EU per attack

Heavy Impact Sword
Primary Purpose: Melee Assault
Range: Melee
Damage: 2d6 x 10 MD
Rate of Fire: Equal to the number of attacks of the pilot and mobile suit
Power Usage: None




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 MWF-JG80 Raysta Mk. II
• Requires Mobile Suit Combat: MWF-JG80 Raysta Mk II
• 3 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
• +2 to dodge
• +1 bonus to dodge when in space to all modes
• +2 to roll with a punch or fall with an impact, reducing damage by half.
• +1 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.


For more information on the Raysta Mk II, please see the Raysta info on the MBF-M1 Astray Wiki link

MWF-JG71 Raysta
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