MechForge: Gundam - Kojiro, Blitz Gundam, Aegis Gundam

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
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Re: MechForge: Gundam Seed

Postby HustlerOne » Fri Apr 18, 2014 1:11 pm

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Gundam Seed

PL: 15 or more for Gundams. Minions are at PL: 10 or less.


Notes: Gundam Seed is a retelling of the One Year war from the first gundam series.
The Bloody Valentine war is a fight between natural born humans and genetically
enhanced humans called coordinators. It touched upon themes of genetic engineering,
racism, and genocide. What I love about Gundam is the shades of gray outlook it has
when it comes to nations. Every nation has their fair share of both heroes and villains.

The main message of Gundam is the case against radicalism and extremist leaders. How
moderate factions such as the Eurasian Federation of Earth and the Clyne faction of
ZAFT are some of the first casualties of war. Even amongst so called allies there are
political powergrabs and hidden agendas.


Here's some basic info for people who are unfamiliar with the anime. If you want to
find out more then check the gundam wiki. Better yet watch the anime as its on the net.

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The World of Gundam Seed


The Earth Alliance


The Earth alliance is composed of the nations of earth. Some of its most important
members are the Atlantic Federation and its rival the Eurasian Federation. There
are other nations but they play a minor role in the story. A hidden faction is the
group known as Blue Cosmos. They are a racist radical anticoordinator political party
that has infiltrated the Atlantic Federation for its own ends.

Blue Cosmos itself is really nothing but a pawn for a bunch of wealthy war profiteers.
The Atlantic Federation is composed of the nations of the americas. The Eurasian
Federation is made up of europe and russia. It should be noted that the Eurasian's
entry into the war has more to do with preventing the Space colonies from becoming
independent. They care nothing for the animosity against coordinators.

The Orb Union which developed the Gundam are nominally neutral. Even though they
are secretly developing new weapons for the Earth Alliance. Orb is made up of island
nations of the pacific ocean. The Earth alliance has only a minimal presence in space.
The earth has limited access to space since nearly all mass driver launch facilities
are under the control of ZAFT.

The military of the earth alliance is called OMNI. They once had a large space fleet
consisting of space battleships and space fighters called mobile armors. The initial
stages of the Bloody Valentine war has left the space forces of earth in tatters. Only
a few holdouts in faraway outposts hold out at the moment. On earth only the Americas,
Asia, and Europe remain in OMNI hands.


The PLANT Colonies

The PLANTs consist of orbiting space colonies. They declared their independence due
to the increasing hostility against coordinators. Many coordinators had migrated here
to escape discrimination. They were initially the victims of prejudice due to the
jealousy of their enhanced abilities from natural born humans. In time a growing
radical faction under Patrick Zala calls for the complete annihilation of all naturals.

Even the moderates under Siegel Clyne may not be able to stem the growing tide of
hatred within the colonies.

The military of the colonies is known as ZAFT. They were the first to deploy
mobile suits. This gave them a edge against a numerically superior OMNI. Another
advantage came in the form of N-Jammers. The use of nuclear weapons in the
Bloody Valentine incident gave rise to N-Cancellers which can nullify nuclear
reactions. This new technology also gave rise to a power shortage in earth nations
that relied on nuclear power for electricity.

ZAFT currently has the momentum of the war in their favor at the moment. They
have nearly driven OMNI forces out of space altogether. ZAFT has even been able
to not only blockade the earth but invade it as well. ZAFT has successfully taken
over parts of Africa and all of Australia.
Last edited by HustlerOne on Thu May 01, 2014 11:03 am, edited 3 times in total.

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Re: MechForge: Update

Postby HustlerOne » Fri Apr 18, 2014 1:21 pm

My Code Geass builds are finally done. I have to admit that it's been awhile since I've seen the show.
So my builds are based on the very useful Code Geass wiki and from what I broadly remember from
the show. I wish I had the time to rewatch both seasons of the show. Unfortunately, I don't have the time.
So my character builds are approximated guesses.

Next up is gundam seed and after that gundam 00. Again it's been awhile since I watched both shows
so please forgive me if the characters are not entirely complete. Doing mecha is far easier since the
Gundam wiki's basically spell out what their abilities and weapons are.

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Re: MechForge: CodeGeass - Lancelot Knightmare, Lelouch

Postby HustlerOne » Fri Apr 18, 2014 1:21 pm

Arthur Eld wrote:Rank 5 seems a little low for a Geass-on the show, no one is ever shown to be able to resist a Geass, be it the Emperor's or Rolo's or of course Lelouch's. Lulu even Geasses himself once.

In 2E, you could just use the no saving throw extra, but in 3E, I'd figure high ranks would be the only way to model the effect. I guess with insidious and Progressive, you could eventually get the result, but only two people were ever able to resist a Geass for even a little while.

Also, a Feature might be fitting to model the fact that people don't remember what they do under Lulu's Geass.


Yeah, I pretty much agree with you that Lelouch's geass was virtually impossible to resist. I think Nunnally
and Euphemia Britannia were the only ones who even came close to resisting it. However, I wanted my
players to have a chance to resist Geass powers. Not to mention I don't want them to overly rely on their
powers (Lelouch never did) to get out of trouble. Mind control is always a gamebreaking power if abused.

You could say that the stats above are for starting heroic player characters. Villainous archetypes such
as Charles Britannia with his memory alteration Geass would most definitely have higher ranks. I'm
guessing he's around PL 8 possibly more. :?:

You don't need a feature to make people not remember what they did. Insidious or Lelouch ordering
someone to forget works just as fine.

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Re: MechForge: CodeGeass - Lancelot Knightmare, Lelouch

Postby catsi563 » Fri Apr 18, 2014 2:50 pm

I agree about the geass being possibly under ranked given how difficult if not impossible it was to resist. The thing id comment about though at least imp is lelouches intelligence. this is a guy so smart that he predicted accurately the responses his brother would have to a conversation To the word, and created a video in advance to trick him.

Lelo strikes me as closer to an 8 or better in that regard. His blindspots generally tended to come with reagrds to people he was close to like suzaku, and nunnally, and callen.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

The Litterbox

http://www.fanfiction.net/~catsi563

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Re: MechForge: CodeGeass

Postby HustlerOne » Fri Apr 18, 2014 8:29 pm

I just updated my Sutherland and Lelouch builds. I had some time to rewatch the first few episodes just to get a feel for Lelouch and the mecha. Thanks also goes to Catsi and Eld for clarifying any shortcomings for my Lelouch build. Hopefully it's more in line from what people saw on the show.

Some similar advice for my upcoming gundam seed and 00 builds would be great if anyone saw those classic shows.

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Re: MechForge: Gundam Seed - OMNI

Postby HustlerOne » Sun Apr 27, 2014 12:17 pm

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Name: TS-MA Moebius Space Mobile Armor, Size: Huge (2), Strength: 10 (2),

Speed: 14 (14), Defense: 6 (10), Toughness: 11 (2), Cost: 60


Features: (0) None


Powers: Communicator: Communications 2 (Radio, Flat: Subtle 1) (9),

Sensors: Senses 3 (Accurate, Extended 1, radio [radar]) (3)


Weapons: 40mm Vulcan Guns: Ranged Damage 6 (Extra: Multiattack) (18)


Optional - Beam Cannon: Ranged Weaken Toughness 13 (Extra: Affects Objects) (+39)


or Linear Gun: Ranged Damage 10 (Flat: Penetrating 10) (+30),

Alternate Effect - Missile Launcher: Ranged Damage 11 (Extra: Burst 8,

Flat: Homing 6, Flaw: Unreliable) (+1)


or MK5 Nuclear Missile Launcher: Ranged Damage 15 (Extra: Burst 15) (+45)


Notes: The Moebius mobile armor is a type of heavy space fighter.
It is the primary weapons platform of OMNI during the early stages of the
bloody valentine war. Unfortunately, the Moebius was almost completely
outclassed by Zaft's newly introduced GINN mobilesuits. The GINN was simply
superior in nearly every category except in terms of sheer speed and numbers.

One factor that allowed the Moebius to continue to be the mainstay of
OMNI's forces was it's ability to be outfitted with different weaponry.
A hard hitting Linear gun along with 4 missiles can be added on. Later, a
beam cannon were made available despite the fact they were normally limited
to capital ships. Finally, the moebius can carry one nuclear missile.

The Moebius is infamous for taking part in the bloody valentine incident.
This incident would precipitate the start of the bloody valentine war. A
Moebius mobile armor equipped with a nuclear missile would go on to destroy
the Junius seven PLANT space colony. This despicable act of mass murder led
to the deaths of 243,721 Coordinators!

The ace pilot known as Mu La Flaga pilots a orange prototype version of the
Moebius. It is called the Moebius Zero and was only assigned to elite pilots.
Simply add 2 ranks to defense. It has a linear gun as its main weapon. It
is also equipped with four Gun Pod drones similar to my upcoming "Fang" bit
drones from Gundam 00.

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Re: MechForge: Gundam Seed

Postby HustlerOne » Mon Apr 28, 2014 12:53 pm

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Name: Drake Class Escort Ship, Size: Gargantuan (3), Strength: 16 (4),

Speed: 7 (7), Defense: 4 (10), Toughness: 14 (3), Cost: 120


Features: (5) Communications, Computer, Living Space, Power System,

Security System 1


Powers: Communications 3 (Radio, Flat: Subtle 1) (13),

Sensors: Senses 5 (Accurate, Extended 3, radio [radar]) (5)


Weapons: Torpedo Launchers: Ranged Damage 12 (Extra: Burst 10, Flat: Homing 8 ) (42),

Alternate Effect - 10 Barrel Missile Launchers: Ranged Damage 10 (Extra: Burst 7, Multiattack) (1),


75mm Vulcan Cannons: Ranged Damage 9 (Extra: Multiattack) (27)


Notes: The Drake Escort ship was the most common ship in the OMNI space forces.
The Drake being so common were also the most likely of all ships to have high casualty
rates. They were especially vulnerable to ZAFT mobile suits in close quarters. It's
main mission was to act as a screening force for larger capital ships. It was equipped
with fast firing weapons suitable for taking down only missiles, mobile armors (but not
mobile suits!), and small ships.

The Drake is not equipped with hangars or linear catapults to launch mobile suits.
Although vehicles can ride piggyback on the Drake. The Drake along with Moebius mobile
armors were the red shirts of the Earth Alliance OMNI enforcers. They were slaughtered
in high numbers onscreen.

It is 130 meters long. Carries 4 Mobile Armors (later mobile suits) externally strapped
onto the hull.

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Re: MechForge: Gundam Seed - OMNI

Postby HustlerOne » Mon Apr 28, 2014 12:56 pm

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Name: Agamemnon Space Flagship Carrier, Size: Colossal (4), Strength: 20 (4),

Speed: 5 (5), Defense: 0 (8), Toughness: 15 (2), Cost: 125


Features: (10) Communications, Computer, Hangar, Linear Catapults, Living Space,

Power System, Security System 3, Workshop


Powers: Communications 4 (Radio, Extra: Area, Selective, Flat: Subtle 1) (25),

Sensors: Senses 4 (Accurate, Extended 2, radio [radar]) (4)


Weapons: "Gottfoied MK 74" 225cm High Energy Beam Cannons: Ranged Weaken

Toughness 15 (Extra: Affects Objects) (45)

Vulcan Guns: Ranged Damage 6 (Extra: Multiattack) (18)


Notes: The Agamemnon is designated as a space carrier. Although it can
act as a space battleship in a limited fashion. The Agamemnon normally acts as
the flagship of a carrier fleet taskforce. The Agamemnon is basically nothing
but a glorified transport for mobile armors. The Agamemnon is slightly more
survivable than the two Drake Escort ships that normally accompany it.

It's principle defense against mobile suits were the onboard mobile armors that it
carries. It's powerful and long range beam cannons allow the Agamemnon to defend
itself from capital ships. The vulcan guns are used against missiles and quick
opponents such as mobile armors. The vulcan guns do not have enough firepower
to threaten mobile suits. Thus, the Agamemnon is just as vulnerable as the Drake
if mobile suits come within close distances.

The Agamemnon ship known as the Roosevelt was involved in the bloody valentine
incident. This ship was officially ordered to intimidate the PLANT space colonies
into submission. Secretly, it was ordered by the Anti coordinator faction called
Blue Cosmos to create a false flag incident to ignite a war between coordinators
and naturals. This pretext for war was then presumably to be used to eradicate
all coordinators altogether!

It is 300 meters long. Carries at least 4(?) Mobile Armors (later mobile suits).

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Re: MechForge: Gundam - ZAFT

Postby HustlerOne » Tue Apr 29, 2014 12:04 pm

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Z-GMF - 1017 GINN Mass production General Purpose Mobile Suit

PL: 9

Abilities: Str: -2/12*, Sta: -, Agl: 0, Dex: -1, Fgt: -1, Int: -, Awe: 1, Pre: -


Powers: Communicator: Communications 2 (Radio, Flat: Subtle 1) (9),

Construct: Immunity 30 (Fortitude) (30),

Gargantuan: Growth 14 (Flat: Innate, Flaw: Permanent) (29),

Light Armor: Impervious Toughness 7 (7),

Mono Eye Sensors: Senses 4 (Accurate, Extended 1, radio [radar], Infravision) (4),

Runner: Speed 3 (30mph) 4 Overall (3),

Thruster Wings: Flight 5 (Flaw: Limited to Space) 6 Overall (5),

Alternate Effect - Jumpjets: Leaping 5 (1)


Weapons: MA-M3 Heavy Sword: Strength Based Damage 3 (Flat: Improved Critical 1 ) (2)

Easily Removable -2,

MMI-M8 A3 76mm Heavy Assault Machine Gun: Ranged Damage 9 (Extra: Multiattack) (27)


Optional - M69 "Barrus" Heavy Ion Cannon: Ranged Damage 12 (Flat: Penetrating 12) (20)

Easily Removable -16

M66 "Canus" Short Range Guided Missile Launcher - Large Missile: Ranged Damage 12

(Extra: Burst 10, Flat: Homing 8 ) (25) Easily Removable -18

Alternate Effect - Small Missile: Ranged Damage 10 (Extra: Burst 7, Flat: Homing 3)


M67 "Cuttus" 500mm Recoiless Rifle: Ranged Damage 15 (18), Easily Removable -12

M68 "Pardus" Shortrange 3 Barrel Missile Launcher: Ranged Damage 11 (Extra: Burst 8,

Flat: Homing 6, Flaw: Unreliable) (28)


Advantages: None


Equipment: None


Skills: Intimidation 0 (+7), Stealth 0 (-14)


Offense: Initiative: 0, Unarmed: -1 (Damage 12), Heavy Sword: -1 (Damage 15),

Heavy Assault Machinegun: -1 (Damage 9)


Defense: Dodge: 11/4*, Parry: 11/4*, Fortitude: -, Toughness: 14, Will: -

* With Growth Modifiers

Abilities: -36, Powers: 105, Advantages: 0, Skills: 0, Defense: 23 = Total: 75


Complications:


Notes: The introduction of the GINN mobile suit brought a new form of
warfare onto the battlefield. ZAFT was able to counter the numerical superiority
of OMNI due to its use of mobile suits early in the Bloody Valentine War. It
nearly made the Moebius Mobile Armor almost obsolete. One factor that made it
superior to traditional vehicles was its humanoid form. This humanoid form
allowed a mobile suit unparalleled mobility both in space and on the ground.

Another factor was the ability to quickly swap out one set of weapons for another
with a wide variety of handheld weaponry. Normally, it carries a assault machinegun
as its main weapon. The heavy sword is used as a backup if the machinegun runs out
of ammo. However, other hand held weapons replace the machinegun depending on the
situation.

The GINN's chassis was so adaptable that it led to variants adapted for specific
environments and missions. The DINN for example had full flight capability within
a planetary atmosphere. Other variants were adapted for desert and underwater
environments. Another version filled with a wide spectrum of sensors was used for
reconnaissance. There is even a commander version with improved speed and weaponry.

Sadly, it's own success led to its own downfall. So good was it that OMNI not only
created their own mobile suits but surpassed the GINN as well. However, the GINN's
versatility and affordable cost allowed it to stay even in the last stages of the
Bloody Valentine War.

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Re: MechForge: Gundam - ZAFT

Postby HustlerOne » Tue Apr 29, 2014 12:12 pm

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Name: Nazca High Speed Mobile Destroyer, Size: Colossal (4), Strength: 18 (2),

Speed: 9 (9), Defense: 2 (10), Toughness: 16 (3), Cost: 124


Features: (10) Communications, Computer, Hangar, Infirmary, Linear Catapults,

Living Space, Power System, Security System 2, Workshop


Powers: Communicator: Communications 4 (Radio, Flat: Subtle 1) (17),

Sensors: Senses 5 (Accurate, Extended 3, radio [radar]) (5)


Weapons: 177cm High Energy Beam Cannons: Ranged Weaken Toughness 13

(Extra: Affects Objects) (39),

58mm CIWS: Ranged Damage 8 (Extra: Multiattack) (24)

Alternate Effect - 1100mm Dual Railguns: Ranged Damage 10 (Flat: Penetrating 10) (1)


Notes: The Nazca was the main line ship for ZAFT. It was one of the fastest
ships in use by either side of the bloody valentine war. The Nazca was used to support
mobile suit operations. It quickly deployed mobile suits onto the battlefield. It would
then support mobile suits from afar at a safer distance.

It was well armored and had armor nearly equivalent to a terrestrial battleship. It's
weaponry was merely adequate with the form of somewhat weaker beam cannons and
a pair of railguns. It has a CIWS for close defense. The Nazca is famous for carrying
the four stolen protoype gundams of the G project.

It is 255 meters long. Carries 6 Mobile Suits.

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Re: MechForge: Gundam Seed - OMNI

Postby HustlerOne » Wed Apr 30, 2014 11:41 am

Image
Murrue: "Any ideas on how to deal with this problem? You're his senior officer."
Mu La Flaga: "Huh?"
Mu adopts a thoughtful pose, but his line of sight soon changes to surveying Murrue from top to bottom.
Mu La Flaga: "...Any ideas I have might not be worth mentioning."
Murrue: "Yeah, I kinda sensed that from you."


Murrue Ramius - Ship Captain

PL: 5

Abilities: Str: 0, Sta: 2, Agl: 0, Dex: 1, Fgt: 2, Int: 3, Awe: 3, Pre: 3


Powers: None


Advantages: Assessment, Attractive 1, Benefit 4 (Captain), Connected,

Fascinate 1 (Intimidation), Inspire 2, Leadership, Skill Mastery (Tactics),

Well Informed


Equipment: None.


Skills: Expertise: Officer 4 (+7), Expertise: Tactics 12 (+15),

Expertise: Teacher 2 (+5), Insight 6 (+9), Intimidation 8 (+11),

Investigation 6 (+9), Perception 2 (+5), Persuasion 4 (+7),

Ranged Combat: Firearms 4 (+5), Vehicles 2 (+3)


Offense: Initiative: 0, Unarmed: +2 (Damage 0), Firearms: +5 (Damage Varies)


Defense: Dodge: 4, Parry: 2, Fortitude: 5, Toughness: 2, Will: 5


Abilities: 28, Powers: 0, Advantages: 13, Skills: 25, Defense: 9 = Total: 75


Complications: Responsibility: OMNI captain of the Archangel Carrier.

Unrequited Love: Hidden romantic feelings for Mu La Flaga.


Notes: Murrue is the acting captain of the Archangel. She was the only
high ranking officer left to take charge. The intended crew of the Archangel
died during ZAFT's assault on Heliopolis. Murrue was originally a schoolteacher.
She joined the military since the start of the Bloody Valentine War.

As captain she has the daunting responsibility to command the fledgling forces
of the Archangel. It is up to her to assign tasks for the inexperienced crew.
She dictates the goals of the mission on hand. She can usually be found on the
bridge of the Archangel giving out orders. Her strategies are critical if the
Archangel is to survive their trip.

Murrue started to develop feelings for the dashing pilot Mu la flaga on the
course of their journey. Although their mutual attraction went unspoken due
to the war. Murrue's stats can be used for other ship captains such as
Captain Bright Noa from Gundam and Sumeragi Lee Noriega from Gundam 00.
The english voice actress for Murrue is also the same one for Sumeragi.

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Re: MechForge: Gundam Seed - OMNI

Postby HustlerOne » Thu May 01, 2014 11:09 am

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Kira: "If I have the power to make a difference, I should put it to good use."


Kira Yamato - Lucky Rookie Coordinator MS Pilot

PL: 6

Abilities: Str: 0/1*, Sta: 0/1*, Agl: 0/1*, Dex: 2/3*, Fgt: 2, Int: 3/4*, Awe: 3, Pre: 1


Powers: Coordinator Physiology: Enhanced Agl 1, Dex 1, Int 1, Sta 1, Str 1 (10),

Immunity 1 (Disease) (1),

Quickness 1 (Flaw: Mental only) (1)


Advantages: Beginners Luck, Benefit 1 (Enlisted), Close Attack 2, Defensive Attack,

Equipment 2, Favored Environment (Zero G), Improved Defense, Interpose, Luck 2,

Power Attack, Takedown, Uncanny Dodge


Equipment: Space Suit: Immunity 5 (Cold, Heat, Radiation, Suffocation, Vacuum) (5),

5 equipment points left over.


Skills: Acrobatics 4 (+5), Expertise: Computers 6 (+10),

Expertise: Popular Culture 2 (+6), Perception 4 (+7), Ranged Combat: Mecha 2 (+9),

Technology 4 (+8), Vehicles 2 (+5)


Offense: Initiative: +1, Unarmed: +4/6** (Damage 1), Mecha: +9/11** (Damage Varies)


Defense: Dodge: 4/6**, Parry: 5/7**, Fortitude: 9, Toughness: 1, Will: 3

* With Enhanced Abilities
** With Favored Environment

Abilities: 22, Powers: 12, Advantages: 15, Skills: 12, Defense: 14 = Total: 75


Complications: Frenemy: His former friend now enemy Athrun Zala.

Responsibility: To protect everyone onboard the Archangel Carrier.

Sterile: Maybe infertile due to genetic enhancements.


Notes: Kira is the main hero of Gundam Seed. Kira was born as a Coordinator.
Kira is a college student living in the neutral Space colony of Heliopolis. Unknown
to the people on Heliopolis was the fact that the G project was secretly being
conducted there. ZAFT soon learned of the project and decided to conduct a commando
raid to retrieve the Gundams of the G project.

Kira through some dumb luck managed to find himself the pilot of the Strike Gundam.
He reconfigured the operating system of the suit due to his computer skills. His
genetically enhanced abilities probably also helped him to pilot the Strike Gundam.
Kira was forced to stay on the Archangel carrier in order to protect his college
friends. Kira was the only one capable enough to pilot the Strike Gundam.

Kira is a good archetype for lucky kids who find themselves piloting a prototype
mecha such as Amuro Ray from the original Gundam. Note that Kira is already at Pl:6
despite only being a college student! His genetic enhancements allows him to compete
with normal human soldiers! His stats can also be used for Athrun Zala and his
teammates. Simply replace Kira's expertise skills for soldiers and tactics.

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Re: MechForge: Gundam Seed - OMNI

Postby HustlerOne » Thu May 01, 2014 11:13 am

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GAT - X105 Strike Gundam - Prototype Multi-Mode Mobile Suit

PL: 15

Abilities: Str: 2/16*, Sta: -, Agl: 9, Dex: 7, Fgt: 8, Int: -, Awe: 5, Pre: -


Powers: Armor: Protection 2 (Extra: 16 Impervious) (18),

Communicator: Communications 3 (Radio, Flat: Subtle 1) (13),

Construct: Immunity 30 (Fortitude) (30),

Gargantuan: Growth 14 (Flat: Innate, Flaw: Permanent) (29),

Phase Shift Armor: Sustained Immunity 10 (Physical Damage, Flaw: Limited to Half Effect) (10),

Restricted: Feature 1 (Restricted to Coordinators) (1),

Runner: Speed 5 (120 mph) 6 Overall (5),

Sensors: Senses 8 (Accurate, Analytical, Extended 3, radio [radar], Infravision, Ultravision) (8),

Thrusters: Flight 10 (Flaw: Limited to Space) 11 overall (10),

Alternate Effect - Jumpjets: Leaping 10 (1)


Weapons: "Igelstellung: 75mm Multi-Barrel Close In Weapon System (CIWS):

Ranged Damage 9 (Extra: Multiattack) (27),

"Armor Schneider" Combat Knife: Strength based Damage 1 (Flat: Increased Critical) (1)

Easily Removable -2


Striker Packs -

AQM/EX01 Aile Striker Pack - High powered thrusters Backpack: Enhanced Agl 2, Fgt 1,

Increase Flight by 2 ranks, Remove Flaw: Limited to Space (+20) PL increased to 16.


AQM/EX03 Launcher Striker Pack - CombiWeapons Pod - 350mm Gun Launchers: Ranged Damage 13

(Extra: Burst 8 ) (+34),

Alternate Effect - 120mm Antiship Vulcan: Ranged Damage 11 (Extra: Multiattack) (+1),


380mm SuperHigh Impulse Cannon: Ranged Weaken Toughness 14 (Extra: Affects Objects) (+41)


Advantages: None


Equipment: None


Skills: Intimidation 0 (+7), Stealth 0 (-4)


Offense: Initiative: +9, Unarmed: +8 (Damage 16), CIWS: +7 (Damage 9)

Knife: +8 (Damage 17), Beam Rifle: +7 (Weaken 12)


Defense: Dodge: 21/14*, Parry: 21/14*, Fortitude: -, Toughness: 16, Will: -

* With Growth Modifiers


Abilities: 32, Powers: 153, Advantages: 0, Skills: 0, Defense: 25 = Total: 210


Complications: Limited Battery Energy: Only has a limited time before

shutting down. Prolonged use of PhaseShift armor shortens this time even further.


Notes: The introduction of mobilesuits into the battlefield gave a huge
advantage to the numerically inferior ZAFT forces. Mobile suits were a maneuverable,
powerful, and versatile new weapon. It was no surprise that the nations of earth
would start to field their own versions. Foremost amongst these attempts were the
Atlantic Federation's G project. The G project created five brand new testbed
prototype mobilesuits with the latest cutting edge technology.

The Strike Gundam was one of the earliest of these five prototypes. The Strike
was the most versatile of the five prototypes. The use of striker packs allowed
the Strike to fulfill a wide variety of duties depending on the current situation.
The Aile Striker Pack was used for missions requiring speed and flight in a
planetary atmosphere. The Launcher Striker Pack were for circumstances in which
massive firepower was needed.

The Strike Gundam's other weaponry were built in. They are intended for defensive
purposes at close distances. The Strike Gundam can also use handheld weaponry such
as a AntiBeam Coated Shield, a Bazooka, Beam Sabers, and a Beam Rifle. The stats
for these weapons are included in my upcoming entry for the mass produced version
of the Strike Gundam called the Strike Dagger.

Two revolutionary pieces of technology are characteristic of the G project. The
first is the use of Beam weaponry. Beam weaponry before the advent of gundams were
once limited to capital ships. Beam weaponry caused massive damage by disintegration.
Beam rifles were created for long range fire while beam sabers were adapted for melee.

The second new piece of technology of gundams was phase shift armor. Phase shift
armor energized the mobile suit's armor to prevent nearly all physical attacks.
This made conventional weaponry such as ballistic, explosive, and physical melee
attacks all but useless. This immunity to physical attacks was not foolproof and
some damage would bleed through. Another drawback to phase shift armor was that it
shortened a Gundam's lifespan to a few minutes of combat.

Two of the other five prototypes called the Duel and Buster Gundams have nearly
identical stats. Simply add the Launcher Strike Pack to simulate them. The four
other prototypes would later be stolen by ZAFT. Only the Strike Gundam would
remain in OMNI hands. The Strike Gundam would become critical as it's onboard
technology was used to design the mass produced Strike Daggers.

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Re: MechForge: Gundam Seed - OMNI

Postby HustlerOne » Sun May 04, 2014 11:18 am

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Kojiro Murdoch - Chief Mechanic

PL: 2

Abilities: Str: 2, Sta: 2, Agl: 0, Dex: 1, Fgt: 1, Int: 1, Awe: 0, Pre: -1


Powers: Quick Repair: Quickness 2 (Flaw: Limited to repairs) (2)


Advantages: Equipment 1, Improvised Tools, Skill Mastery 1 (Technology)


Equipment: 5 equipment points for various tools.


Skills: Expertise: Engineering 5 (+6), Expertise: Science 5 (+6),

Expertise: Technician 5 (+6), Technology 5 (+6)


Offense: Initiative: 0, Unarmed: +1 (Damage 2)


Defense: Dodge: 1, Parry: 2, Fortitude: 3, Toughness: 2, Will: 1


Abilities: 12, Powers: 2, Advantages: 3, Skills: 10, Defense: 3 = Total: 30


Complications:


Notes: Kojiro is the chief mechanic onboard the Archangel Carrier.
He has a gruff fatherly personality. He's simply representative of the
technicians responsible for repairing mobile suits. They also maintain
and repair the Archangel Carrier. His stats can somewhat be used for
Ian Vashti who is Kojiro's counterpart in Gundam 00.

This is a modified 3E conversion of the technician support archetype from
Mecha and Manga.

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Re: MechForge: Gundam - ZAFT

Postby HustlerOne » Sun May 04, 2014 11:26 am

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GAT - X207 Blitz Gundam - Prototype Stealth Combat Mobile Suit

PL: 15

Abilities: Str: 1/15*, Sta: -, Agl: 10, Dex: 6, Fgt: 8, Int: -, Awe: 7, Pre: -


Powers: Communicator: Communications 3 (Radio, Flat: Subtle 1) (13),

Construct: Immunity 30 (Fortitude) (30),

Gargantuan: Growth 14 (Flat: Innate, Flaw: Permanent) (29),

Light Armor: Protection 1 (Extra: 15 Impervious) (16),

Mirage Colloid Stealth System: Concealment 10 (Infravision, Normal Hearing, Normal Radar,

Normal Vision) (10),

Alternate Effect - Phase Shift Armor: Sustained Immunity 10 (Physical Damage,

Flaw: Limited to Half Effect) (1),


Restricted: Feature 1 (Restricted to Coordinators) (1),

Runner: Speed 6 (250 mph) 7 Overall (6),

Sensors: Senses 10 (Accurate, Analytical, Extended 4, radio [radar], Extended Vision,

Infravision, Ultravision) (10),

Thrusters: Flight 11 (Flaw: Limited to Space) 12 overall (11),

Alternate Effect - Jumpjets: Leaping 11 (1)


Weapons: Piercer Lock "Gleipnir" Rocket Propelled Grappling Claw:

Strength based Damage 2 (Flat: Penetrating 2) linked to

Move Object 15 (Flaw: Limited Direction - Pull, Diminished Range 1) (14), Removable -4

Trikerrs Offensive Shields System - 50mm High Energy Beam Rifle: Ranged Weaken Toughness 12

(Extra: Affects Objects) (28) Removable -8

Alternate Effects - Antibeam Coated Shield: Enhanced Dodge 2, Parry 2, Deflect 5

"Lancer Dart" HyperVelocity Kinetic Energy Penetrator: Strength based Ranged Damage 2

(Flat: Improved Critical 1, Penetrating 2, Reach 1)


Advantages: None


Equipment: None


Skills: Intimidation 0 (+7), Stealth 0 (-3)


Offense: Initiative: +10, Unarmed: +8 (Damage 15), Beam Rifle: +6 (Weaken 12),

Lancer Dart: +6 or +8 (Damage 17)


Defense: Dodge: 20/13*/15**, Parry: 19/12*/14**, Fortitude: -, Toughness: 15, Will: -

* With Growth Modifiers
** With Shield

Abilities: 34, Powers: 130, Advantages: 0, Skills: 0, Defense: 21 = Total: 225


Complications: Limited Battery Energy: Only has a limited time before

shutting down. Prolonged use of PhaseShift armor shortens this time even further.


Notes: The Blitz Gundam was one of five prototype gundams of the G project.
It along with the Aegis, Duel, and Buster were stolen by ZAFT operatives during
a daring raid. The Blitz is the weakest of the original gundam prototypes. It's
low armor and weak weaponry made sure it performed poorly in combat. It's pilot
Nicol was also cautious and too softhearted to fully utilize the Blitz in a fight.

This ninja like Gundam was intended for missions requiring a high degree of stealth.
It excelled in situations where reconnaissance and sabotage were the mission parameters.
The Mirage Colloid Stealth System fulfilled this stealth requirement by enabling
the suit to become invisible. The system uses a forcefield to bend light waves.

It should be noted that the phase shift armor cannot be used at the same time as
the Mirage Colloid Stealth System. The Stealth system used up too much power to
be able to use the phaseshift armor simultaneously. Speed was another asset that
protected the Blitz. It is one of the faster gundams created.

It's weaponry was pretty basic. It had a antibeam coated shield with a builtin
beam rifle. The Shield also has javelin like darts useful for melee as well as
ranged combat. The Piercer Lock "Gleipnir" Rocket Propelled Grappling Claw
can fire a cable which can reel in a target towards the Blitz. The claw can
also be used to attack opponents at the same time.
Last edited by HustlerOne on Sun May 04, 2014 11:39 am, edited 2 times in total.


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