Anime RPG Community Philippines
Would you like to react to this message? Create an account in a few clicks or log in to continue.
Anime RPG Community Philippines

An online play-by-post anime role-playing game community with a distinctly Pinoy flavor!
 
HomePortalLatest imagesSearchRegisterLog in

 

 Type-3F Gekka

Go down 
AuthorMessage
Cobray
Daimyo
Daimyo
Cobray


Number of posts : 617
Age : 37
Location : Asgard
Alias : Blue Fenrir
Registration date : 2008-05-12

Character sheet
PC Name:
Level: 5
Character Class: Civilian

Type-3F Gekka Empty
PostSubject: Type-3F Gekka   Type-3F Gekka EmptyMon 19 May 2008, 3:07 pm

Type-3F Gekka Type-3f-4holyswords

Model number: Type-3F
Code name: Gekka
Unit type: limited production 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, cockpit ejection system
Fixed armaments: slash harken, mounted on chest
Optional fixed armaments: custom hand gun, mounts on left forearm; chaff smoke, disrupts enemy sensors
Optional hand armaments: revolving blade sword

MDC

Head - 80
Hands (2) - 50 each
Arms (2) - 70 each
Shoulders (2) - 120 each
Legs (2) - 170 each
Landspinners (2) - 50 each
Main Body - 250
Slash Harken (2) - 50 each
Katen Yaibatou - 200

Note: Destroying the landspinners will decrease the dodging ability of this unit by 2

Power Systems Data

Power 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. Katen Yaibatou(Revolving-Blade Sword)
Primary Purpose: Melee Assault
Secondary Purpose: Melee Defense
Range: Melee
Damage: Per sword: Slashing attack: 2d8 x 10 MD; Piercing attack: 3d6 x 10 MD; can sever a joint or part of a knightmare with a successful critical strike roll in a call shot attack.
Rate of Fire: One attack per action. Number of total attacks equal to total number of actions of pilot and knightmare per round
Payload: reliant on power supplied by the knightmare
Power Usage: 15 EU per round

3. Custom Hand Gun(Attached to the left arm)

• 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, +4 if using Chaffsmoke
• +3 to parry
• +5 to dodge +7 if using Chaffsmoke
• +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:

Following the success of the Type-02 Guren Mk-II, the Kyoto House funds a new Knightmare Frame based upon it. This machine becomes the Type-3F Gekka, bearing many similarities to the Guren but being streamlined for mass production. The large, claw-like arm of the Guren is replaced with a more standard arm, allowing the Gekka to wield normal weapons.
Back to top Go down
 
Type-3F Gekka
Back to top 
Page 1 of 1
 Similar topics
-
» Gekka Pre-Production Test Type
» The Battle Simulator - Ashton(Lancelot Club) vs. Gekka
» Type-10R Burai
» Type-02A Tobikage(GM Custom Personal use Knightmare)
» Type-003C Alteisen Nacht (Custom RPG Knightmare Frame)

Permissions in this forum:You cannot reply to topics in this forum
Anime RPG Community Philippines :: Code GEASS: Lelouch of the Rebellion RPG :: Code GEASS Knightmare Technical Readouts :: Black Knight Knightmare Frames-
Jump to: