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 Greater Vajra

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Ultimate Coordinator
Shogun
Shogun
Ultimate Coordinator


Number of posts : 539
Age : 50
Location : Eternal
Alias : The Googs
Race : Coordinator
Alignment : Neutral Good
Mecha : ZGMF-X20A Strike Freedom Gundam
Registration date : 2008-05-15

Greater Vajra Empty
PostSubject: Greater Vajra   Greater Vajra EmptySun 18 May 2008, 8:15 pm

GREATER VAJRA




Model Number: Unknown
Code Name: Greater Vajra
Unit Type: Vajra Heavy Assault Mecha
Manufacturer: Unknown
Operator: Unknown
First Deployment: 2059 AD
Accommodation: Unknown
Dimensions: Unknown
Powerplant: Unknown
Maximum Speed: Unknown
Equipment and Design Features:

MDC

Head 150
Flagellum Tail 400
Legs (6) 300/300/300/300/300/300
Main Body 1000
Heavy Beam Cannon 400
Lesser Vajra Cavities (4) 120/120/120/120
Pulse Beam Ports (6) 50/50/50/50/50/50

Note: Destroy the main body OR the head and you destroy the unit. Attacks on the head are done with a -4 penalty to hit.





Weapons:
Rapid Fire Pulse Lasers x 6
Six forward firing pulse lasers are the primary anti-mecha armament of the Greater Vajra.
Primary Purpose: Anti-Aircraft/Mecha
Secondary Purpose: Assault
RANGE: 4000 feet (1200 m)
DAMAGE: 3D4x10 (single), 6D4x10 (Dual)
RATE OF FIRE: Equal to the number of combined attacks of the pilot.
PAYLOAD: Effectively Unlimited.



Flagellum
An energy whip that protrudes from the Greater Vajra’s tail. Used to attack or capture enemy mecha-sized units. They cause damage by high friction upon impact, The Flagellum can also be used to grapple enemy mecha – a Vajra player should declare at the start of the round that they will do a grapple attack on the target, with the player indicating which part of the target he wants to grapple. A successful strike roll with a small -2 penalty (difficulty of action) will entangle the target mecha, and will cause an additional 2d8 MD of electrical damage on ALL parts of the target, plus 1d8 SDC to the target’s pilot. The heat whip remains entangled on the target unless the Vajra retracts the weapon or the whip is cut in battle (-2 to strike rolls against entangled flagellums).
Primary Purpose: Anti-ship/anti-mecha melee assault
Secondary: Grappling melee weapon
Range: Melee
Damage: Whip Attack: 2d8 x 10 MD per attack, Electrical Damage 2d8 per round attached to target
Rate of Attack: Number of total attacks equal to number of attacks of pilot and mobile suit.


Heavy Reflex Beam Cannon
Long-ranged heavy artillery beam weapon. Used to attack and destroy large targets or capital ships.
Primary Purpose: Plasma Beam Direct-Fire Support Artillery
Range: 90000 feet (27000 meters) in atmosphere; 180000 feet (54,000 meters) in space
Damage: 3d8 x 200 MD
Rate of Fire: One (1) attack per 3 rounds; one (1) shot per attack
Payload: effectively unlimited
Bonus/Penalties: +4 against spaceships, capital ships and stationary targets, -6 versus maneuvering mobile suits and mobile armor


Mini-Missiles x 200
Secondary anti-mecha weapons of the Greater Vajra. Located in small ports all over the Vajra’s main body. Can fire up to a total of 200 mini-missiles.
Primary Purpose: Anti-Mecha
Missle Type: High-explosive mini missile
Range: Varies with missile type
Damage: Typically 1d4 x 10 MD per missile
RATE OF FIRE: Volleys of 8, 16, 32, 64, 128 or 200 (all)
PAYLOAD: 200 mini missiles.
BONUS: +2 to strike


Lesser Vajra Cavities
Four (4) cavities in the Vajra’s main body. Can deploy 1d4 Lesser Vajra from these cavities for once every four (4) rounds rounds.

Special Equipment:

GREATER VAJRA MECHA COMBAT SKILLS
8 attack per melee.
+2 to strike.
+3 to parry
+3 to dodge, +4 in space
+2 to roll with a punch or move with an impact, reducing damage by half.
+1 to leap dodge.
Critical strike same as pilot's hand-to-hand.
Body block/tackle/ram - 5D6 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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