Model number: Type-3F
Code name: Gekka Pre-Production Test Type
Unit type: prototype seventh generation knightmare frame
Manufacturer: Kyoto House
Operator(s): Order of the Black Knights; Japanese Liberation Front
First deployment: a.t.b 2017
Accommodation: pilot only, in motorbike-style cockpit in torso
Dimensions: overall height 4.45 meters
Weight: combat weight 7920 kilograms
Armor materials: unknown
Powerplant: energy filler, replaceable electrical cartridge, uses Yggdrasil drive superconductor transfer system, power output rating unknown
Equipment and design features: landspinner high-mobility propulsion system, mounted in legs
MDCHead 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
Landspinners (2) - 50 each
Slash Harken (2) - 50 each
Machine Gun - 100
Note: Destroying the landspinners will decrease the dodging ability of this unit by 2Power Systems DataPower Plant: Energy Filler = 1250 EU
Energy Use:
Idle: 1 EU per round
Walking: 2 EU per round
Running(Using Landspinners): 3 EU per round
Note: Energy fillers are like batteries, you just need to replace the old one if you're out of energy.Weapons Systems:1. Slash Harken(wired rocket anchors)
• Primary Purpose: Combat support weapon
• Range: 15 meters
• Damage: 1d10 x 10 MD initial piercing damage, additional 1d8 MD per round attached to target
• Rate of Fire: twice per round
• Payload: reliant on power supplied by knightmare frame.
• Power Usage: 5 EU per attack
2. Fukushahadō
• Primary Purpose: Melee Assault
• Secondary Purpose: Melee Defense
• Range: Melee
• Damage: 5d4 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: reliant on power supplied by knightmare frame.
• Power Usage: 50 EU per use
• Damage Capacity: 500 MD/round
3. Custom Machine Gun
• Primary Purpose: Assault
• Secondary Purpose: Anti-Knightmare
• Range: 50 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 knightmare.
• Payload: 1000 rounds. Equal to 100 short bursts, 50 long bursts, and 25 full melee bursts.
• Power Usage: 5 EU per attack
4. Hand To Hand Combat
• Restrained Punch: 1d6 MD
• Full Strength Punch: 2d6 MD
• Boosted Punch(While using landspinners): 5d6 MD
• Tear/Pry with Hand Actuators: 1d10 MD
• Kick: 2d4 MD
• Leap Kick: 3d6 MD
• Body Flip/Throw: 4d6 MD
• Stomp: 2d4 MD (only effective against objects up to the height of the knightmare's knees)
Basic Training for Knightmare pilots
• Requires Pilot Knightmare Frame
• 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
• +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 Type-3F Gekka
• Requires Knighmare Combat: Type-3F Gekka
• 5 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
• +5 to dodge
• +2 to roll with a punch or fall with an impact, reducing damage by half.
• +3 to leap dodge.
• 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.
Background Information:A prototype unit for the original Gekka Knightmare Frames, this unit is the first and earlier unit developed by the Kyoto House.
This Knightmare appears in a blue colored armor with grey highlights, and the only weapons this unit possess appear to be a slash harken and a first-type Fukushahadō on its left arm. The Fukushahadō, which this unit possess only has three fingers, was later customized and upgraded to made it easier to use, which makes it a second-type Fukushahadō.