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Gunpla Battle Nexus 1.8 | OOC


Replicator

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Year 20XX. People around the world have taken to building and customizing their very own Gunpla (Gundam Plastic Models) as the world's #1 hobby. In Gunpla Battle Nexus Online, a Virtual Reality MMORPG which is often touted as ''the next-generation hobby attraction'', users from all around the world turn into Mobile Suit pilots (also known as Divers) by scanning their Gunpla and uploading their data to the game, allowing them to pilot their dream machine.

As if the content added by the game's administrators wasn't enough, they notice a wealth of very well made custom campaigns, individual missions and machines, made by experienced Divers with a knack for making their own original content. To acknowledge the newly formed modding community, they prepare Update 1.8, also known as the Community Update, where popular stages and campaigns can be submitted for the administrators' Endorsement, bestowing upon them the ability of giving clear rewards to the Divers who complete them, and where popular Gunpla builds can now be encountered as rare NPDs (Non-Player Divers), with either the personality of their Creator, or that of an existing Gundam character...

However, despite being nearly complete, Update 1.8 hasn't been actually released to the public, and is now on one of the final stages: playtesting and polishing. This is the story of a group of beta testers from all over the country, which team up to tackle one of the most ambitious campaigns bundled with the update...

- - -

Cast and Posting Order

Replicator as Game Master, Lieutenant Aida, Isla, Daniel, NPDs

Roromi as Creed, Gabriel Winter

FrostyFoster as Kyle, Wade Lincoln, Charo

ShirokuHakudo as Shin

I'mAnnoyingHer as Carter Lee

MM007 as Hikaru, Nana, Ellen

Rabiddy as Risu

Judge as Apollo, Raymond Hermes, Million

(Sign-ups have closed for now. If the need arises, they shall open again. Contact Game Master via Discord when that happens.)

- - -

Gunpla Sheet

To help everyone understand the machines each other made, and to establish what they can and cannot do, players MUST reply to this post with their own sheet to play. One sheet will be made per machine. For making sheets for new machines or upgrades to previous Gunpla, edit your original post and add the new sheet under that of your previous machine.

IMPORTANT: Players can give their Gunpla a secret system of any kind, but they must add "REDACTED" in all-caps under "Special Abilities/Features", and run their idea by the Game Master for approval.

---

[Diver]'s Gunpla Collection

#1 - [Unit Name]

[Images, if any]

Base Unit:

Operator (Diver Name):

Detail the parts and modifications used by your mech by the following sections. Please remember that each perk will have a draw back for each bonus it offers. The examples given are merely examples and anything not listed may be added so long as it can be rationalized. If another player has already added a non-listed element you want to use, try to use that same rationalization for said element rather than making your own.

Structural Defense: i.e

Phase Shift Armor - exceptional resistance to physical damage, at the cost of power consumption per hit. 

Gundanium Alloy - well balanced endurance, at the cost of weighing down the unit.

Nano Filament/Anti-Beam Coating - exceptional resistance to beam weaponry at the cost of being frail to physical damage. 

Conventional Materials - offers lighter armor weight for greater mobility, with no added benefit.

Special System: i.e. 

ZERO System - offers exceptional target acquisition at the cost of zoning out the rest of the battlefield.

Funnel System - offers a devastating attack system at the cost of being burdensome.

Trans-Am - offers exceptional mobility at the cost of high power consumption.

Melee Weapons: i.e.

Beam Saber - standard mobile suit weapon, offers exceptional cutting power at the cost of power consumption; small enough for multiple housings on the unit. 

Anti-Ship Sword/GN Sword - a cumbersome and slow weapon with exceptional cutting power, likely only one on the unit.

Heat Rod - a whip-type weapon that heats up to deal damage, likely only one on the unit. Greater reach than most melee weapons, bordering on ranged, but less precise and damaging than heat sabers and hawks.

Projectile Weapons: i.e. 

Beam Rifle - Can deal high energy damage at the cost of power consumption and rate of fire.

Machine Gun - can deal physical damage with limited ammo capacity but high rate of fire.

Bazooka - can deal high damage at the expense of very limited ammo.

Buster Rifle - high energy weapon with high power draw and limited shots; can deal massive damage.

Shield: i.e. 

Physical Shield - reliable and heavy.

Energy Shield - light weight but draws energy to function.

Missile Shield - weaponised shield with limited ammunition and low protective value.

Power System: i.e. 

Battery Pack - offers a light weight power solution for greater mobility but limited supply.

Nuclear Plant - offers unparalleled power at the cost of expense and environmental danger if damaged. 

Solar Furnace - offers exceptional energy and propulsion (including Trans-Am) at the cost of being proprietary (limits backpack options) and expensive.

Special Abilities/Features: i.e. transformable, SD, secret, etc.

Edited by Replicator
Operation IV Update: New Characters added
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Aida's Gunpla Collection

#1 - RGM-86CT(+FXA-05CT) (Super) Cosmotel GM / RGM-86AT Airbatel GM / RGM-86QT(DA) Aquatel (Diver) GM

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Base Unit: RGM-86 GM III

Operator: Aida

Defensive Systems:

(Body) Conventional Materials - Lightweight armor, good mobility.

(Shields) Anti-Beam Coating - Exceptional resistance to beams, at the cost of being frail to physical damage.

Special System:

EXAM System - Increases speed, thruster output and decreases reaction times by disabling every safety limiter in the unit. However, this causes the systems to overheat, eventually exploding if EXAM isn't safely disabled. Safe deactivation reboots every system in the MS and leaves it temporarily immobile.

Melee Weapons:

Beam Saber - Standard mobile suit weapon, offers exceptional cutting power at the cost of power consumption. Two units are housed in the back skirt piece as a backup melee system. The exact model of these beam sabers is unknown, as is the donor kit they were acquired from, while their beams often change colors to match that of the head optics, themselves recolored every time Tel-GM is repainted.

(Cosmotel)

Shot Lancer - A weapon able to pierce heavy armor at high speeds, it saves up space and carrying capacity by being both a melee and a ranged weapon. It was taken from a Den’An’Zon of a larger scale, and modified to be used by the 1/144 Hyaku Shiki arms. It can also be mounted on the GM-Defenser to give it a measure of self-defense.

(Airbatel)

9.1m Anti Ship Sword - A pair of optional blades that can be carried into battle to conserve energy and engage enemies with immunity to beam attacks, taken from the Strike Gundam’s IWSP Striker Pack.

Forearm Heat Dagger - A short blade mounted in the right forearm as an emergency weapon, it can be heated up or used cold to attack enemies with immunity to beam attacks.

(Aquatel)

Vice Claw Kai - Integrated into the Hygogg arms, they are an improved version of the Gogg's Iron Nails. They can be used as simplified manipulators or as close combat weapons. The arms' new joints improved the Vice Claws' combat capabilities. Daniel’s expertise with Zeonic kits allowed him to improve the Vice Claws with optional heat capacitors for added lethality.

Projectile Weapons: 

60mm Vulcan - A standard armament of mobile suits that belong to or descend from the Earth Federation's RX series, this pair of head-mounted shell firing weapons have a high-rate of fire, but little power and are generally ineffective against mobile suits. However, they can damage lightly armored areas such as the sensors, and are ideal for shooting down small, lightly armored targets such as missiles, personnel or small vehicles. Two additional guns came with the Wing Gundam antennae installed on the sides of the head, largely identical in capabilities to the original units, but doubling the firepower and ammo pool of the head.

(Cosmotel)

Shot Lancer - A weapon able to fire shells automatically for dealing physical damage with a high rate of fire, but limited ammunition. It saves up space and carrying capacity by being both a melee and a ranged weapon. It was taken from a Den’An’Zon of a larger scale, and modified to be used by the 1/144 Hyaku Shiki arms. It can also be mounted on the GM-Defenser to give it a measure of self-defense.

(Airbatel)

DODS Rifle Kai - Can deal high energy damage at the cost of power consumption and rate of fire. It has been taken from an AGE-1 Gundam and modified to be fed by the Airbatel’s reactor, eliminating the need for resupply.

2-Tube Grenade Launcher - Can deal high damage at the expense of very limited ammo. Attached to the forearms of the Airbatel, these detachable grenade launchers are found on Stark Jegan kits, and can be loaded with different types of grenades.

MMI-M15 "Xiphas" Railgun - A pair of railguns that are mounted on the waist, they have excellent rate of fire and high ammunition capacity. Folded into three parts when not in use, they can be used to deal with situations where beam weapons are ineffective. They were taken from a Freedom Gundam and installed on Airbatel as they were.

(Aquatel)

Beam Cannon Kai - Integrated into the Hygogg arms, they count with a high rate of fire, and all the advantages of energy weapons. An alternative firing mode added by Daniel can allow it to fire charged shots, but they're still not as lethal as shots fired from a dedicated beam rifle.

Shield: 

(Cosmotel)

NFHI RGM-M-Sh-AGD Shield - Reliable and heavy shield taken from a 0083 GM Command, it has been given anti-beam coating as per standard procedure to allow Cosmotel to resist a measure of beam damage with it. The inside of the shield can store spare magazines or a surplus spike for the Shot Lancer.

(Airbatel)

RX·VSh-023F/S-04712 Shield - Reliable and heavy shield taken from a GP01, it has been given anti-beam coating as per standard procedure to allow Airbatel to resist a measure of beam damage with it. It can be folded or extended at will to save space or defend the Mobile Suit respectively.

Power System: 

Minovsky Ultracompact Fusion Reactor - Offers unparalleled power at the cost of expense and environmental danger if damaged. Its power ratings are unknown but supposed to allow the Tel-GM to fire its weapons leisurely under normal conditions.

Special Abilities/Features: 

(Cosmotel)

FXA-05CT GM-Defenser - A support craft that is able to dock with the Cosmotel, granting it extra propulsion in MS mode and the name of Super Cosmotel, along with a very simplistic MA mode for cruising at high speeds and evading enemy fire. It includes powerful twin beam cannons. It counts with limited AI functionality: when separate from Airbatel, it can be instructed to use the Shot Lancer mounted on its front to ram and impale a specific Mobile Suit, or fire upon it with the dual beam cannons.

(Airbatel)

Fatum-01 Kai - The Infinite Justice Gundam’s support craft, it is armed with two MA-6J "Hyper Fortis" beam cannons, two MR-Q17X "Griffon 2" beam blade, one MA-M02G "Super Lacerta" beam saber and two MA-M02S "Preface Lacerta" beam saber. It can serve as a flight pack in the atmosphere, or detach and function independently thanks to its AI system and remote control capabilities. In this form, it can either serve as a separate support unit or as a subflight unit. The unit also features two foldable handles on the underside, allowing Mobile Suits to grab onto it. It has been modified to be able to carry spare parts or cargo.

(Aquatel)

Diver Suit - A set of Master Grade pieces that can be “worn” by certain Gunpla, based on The O, the Hygogg and the Byarlant Custom. The massive thruster array has been modified to offer high performance and mobility underwater, while the additional pieces also grant an additional level of protection to the Gunpla underneath. When not of any use, they can be ejected, freeing up the Gunpla inside. It also counts with a very primitive AI, which allows for it to serve as a sentry or Mobile Doll when empty. It was designed by Daniel for use with his personal Gunpla, but Aida’s Aquatel is fully compatible with it.

Edited by Replicator
Boo!
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Kyle's Gunpla Collection

#1 GNS-300 Trinames

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Base Unit: GN-002 Gundam Dynames

Operator: Kyle O'Connor

Defensive Systems: Conventional Materials - Lightweight armor, good mobility. Anti-Beam Coating - exceptional resistance to beam weaponry at the cost of being frail to physical damage. (Shields Only)

Special Systems: Tris-Am - offers exceptional mobility of three times normal speed at the cost of high power consumption. Currently has a short time limit

Melee Weapons: GN Beam Sabers – A pair of energy sabers only normally used incase the Trinames gets into a close combat situation.

Projectile Weapons: GN Sniper Rifle - A weapon that fires at mid-range to long-range enemies for high amounts of damage. When paired with the Sniper Mode, its range can go even further and be more precise.

GN Missile – 30 missiles meant for crowd control, stopping the enemies movements and keeping them away.

GN Beam Pistols - Two pistols that have a high rate of fire, but low damage.

(Torpedo - Massive rapid rifle rifle meant for aquatic opponents. Cannot use GN Sniper Rifle and GN Full Shield while equipped

Shield: GN Full Shield – Two large E-Carbon shields coated with Anti-Beam paint. They can rotate to protect most of the Trinames and also allow GN Beam pistols to be used/

Power system: Solar Furnace - offers exceptional energy and propulsion (including Tris-Am) at the cost of being proprietary (limits backpack options) and expensive.

Special Abilities/Features: Sniper Mode - Like the Dynames, it allows the pilot to focus on sniping enemy units. The Haro connected to the machine can take control of it, as if it's a NPD unit.

 

#2 GNS-300RE Trinames Repair (UNUSABLE)

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Base Unit: GN-002 Gundam Dynames

Operator: Kyle O'Connor

Defensive Systems: Conventional Materials - Lightweight armor, good mobility. Anti-Beam Coating - exceptional resistance to beam weaponry at the cost of being frail to physical damage. (Shield Only)

Special Systems: Trans-Am - offers exceptional mobility at the cost of high power consumption. Currently unstable due to the unit being incomplete.

Melee Weapons: Beam Tomahawk - A weapon able to cleave into most units, but is slower than most other weapons. It's kept in the shield and rarely used.

Projectile Weapons: Beam Smart Gun - A weapon that fires at mid-range to long-range enemies. Can deal high damage at the cost of power consumption and rate of fire. It's equipped to the right arm.

GN Beam Pistols - Two pistols that have a high rate of fire, but low damage.

Shield: Physical Shield - Heavy Sazabi shield painted with Anti-Beam Coating.

Power system: Solar Furnace - offers exceptional energy and propulsion (including Trans-Am) at the cost of being proprietary (limits backpack options) and expensive.

Special Abilities/Features: Sniper Mode - Like the Dynames, it allows the pilot to focus on sniping enemy units. The Haro connected to the machine can take control of it, as if it's a NPD unit.

 

#3 MSN-02 Zeong

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Base Unit: MSN-02 Zeong

Operator: Kyle O'Connor

Defensive Systems: Conventional Materials - Lightweight armor, good mobility. 

Special Systems: Psycommu System - An interface that uses thoughtwaves and translates them into computer commands.

Projectile Weapons: Wired 5-barrel Mega Particle Gun - Detachable forearms that use the Psycommu system to move around. Each finger has its own particle gun.

Waist Mega Particle Gun - Two particle guns that fire out directly.

Head Mega Particle Gun - When detached, it can fire only one shot.

Power system: Battery Pack - offers a light weight power solution for greater mobility but limited supply.

Special Abilities/Features: Detachable head - Can be used as an escape pod, but can only be used for ten minutes.

Edited by FrostyFoster
Torpedo
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Marco’s Gunpla Collection

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Name of the unit: Gundam Bael

Base original design: Gundam Bael

Name of the operator: Marco Creed

 

This is just a high detailed version of the Gundam Bael. Occasionally Marco likes to make a simple vanilla version of a mech he enjoys. 

 

Defensive systems:

Nano Filament - offers exceptional resistance to beam weaponry at the cost of being frail to physical damage. 

 

Weapon system:

N/A

 

Melee weapons: 

Bael sword x 2; Sword Mace x 1 (Barbatos)

 

Projectile weapons: 

electromagnetic cannon x 2 (close range, mounted on top of thruster wings)

 

Shield: 

N/A

 

Power system: 

Ahab reactor x 2 (offers no bonuses)

 

Any other special abilities/features: 

High performance thrusters - offers additional speed and maneuverability at the cost of additional armaments. 

 

*****

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Name of the unit: Zero Savior Gundam

Base original design: ZGMF-X23S Saviour Gundam

Name of the operator: Marco Creed

The Zero Savior is Marco’s mash up of the Saviour Gundam with aspects of the Gundam Epyon. While the chassis is largely unchanged from the original Saviour it does have a noticeable difference in the beam rifle being replaced by Epyon’s beam sword. Two of the “super fortis” canons were removed in order to conserve power for the beam sword, as well as reduce weight. The two shoulder mounted beam sabers have been swapped out for additional thrusters instead. The “soul” as Marco puts it, is heavily influenced by Epyon with the addition of the Zero System. The Zero Saviour was intended to be used as high speed attack unit with high output, but risky drawbacks from high power consumption.

 

Defensive systems:

Variable Phase Shift Armor - offers exceptional resistance to physical damage at the cost of power consumption.

 

Weapon system:

Zero system - offers exceptional target acquisition at the cost of zoning out the rest of the battlefield.

 

Melee weapons: 

Beam sword - offers exceptionally high cutting power at the cost of energy consumption, beam can be lengthened dramatically, directly powered via cable, hand-carried in use. 

 

Projectile weapons: 

2 x MMI-GAU25A 20mm CIWS, mounted in head; 2 x M106 "Amfortas" plasma beam cannon, mounted on backpack, can be fired in mobile suit and mobile armor mode; 2 x MMI-GAU2 "Picus" 76mm machine gun (Mobile armor only); 

 

Shield: 

MMI-RD11 aerodynamic shield, mounted on left arm- anti beam coated, reliable and heavy.

 

Power system: 

Battery pack - offers a light weight power solution for greater mobility but limited supply.

 

Any other special abilities/features: 

transformable 

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#1 – RX-124 Gundam TR6 Higanbana

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Base Unit: RX-124 Gundam TR6 Woundwort

Operator (Diver Name): Risu

Structural Defense:

Anti-Beam Coating - exceptional resistance to beam weaponry at the cost of being frail to physical damage. 

Special System:

Tracer-R System: - Allows the pilot to monitor and track up to 500 targets at once, but while this system is active, the mobile suit must remain stationary with its weapons powered down.

Melee Weapons:

Composite Shield Booster: Long Beam Claw/Heat Blades - a cumbersome and slow weapon with exceptional cutting power.

Projectile Weapons: i.e. 

Composite Shield Booster: Long Beam Rifle - high energy weapon with high power draw and limited shots; can deal massive damage.

Vulcan Guns ­­– low damage weapon with high rate-of-fire, primarily for lightly armored targets.

Shield:

Composite Shield Booster – multipurpose shield, improves mobility with thruster suite and acts as a primary weapon.

Power System: i.e. 

Nuclear Plant - offers unparalleled power at the cost of expense and environmental danger if damaged. 

Special Abilities/Features:

Transformable – Gundam TR-6 Higanbana is capable of transforming into a nimble MA.

[SECRET]

Edited by Rabbidy
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Carter's Gunpla Collection

#1 - MS-06S Zaku "Forerunner"

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Base Unit: Zaku 2 High Mobility type, Gouf Custom

Operator (Diver Name): Carter Lee

Structural Defense: Conventional material - Low armour for great Mobility.

Special System: N/A

Melee Weapons: 

Heat saber - A sword which superheats itself in order to increase its already good cutting ability.

Spiked Shoulder - Shoulder armour which can detach and be used as a spiked knuckle guard.

Projectile Weapons: 

Mobile Machine Pistol - An SMG type weapon used in order to be able to deal physical damage during movement, High rate of fire, Mid range damage, Low ammo capacity per magazine.

Zaku 2 Bazooka - can deal high damage at the expense of very limited ammo.

Gouf Custom Triple barreled Vulcan - A triple barreled machine gun that is attached to one of the forearms of the mobile suit, damage is low but it has extremely high rate of fire and ammo count

Shield:  

Zaku 2 Shoulder shield - A medium decent enough shield attached to the shoulder, only used when needed.

Power System: 

Minovsky Particle Generator - offers unparalleled power at the cost of expense and environmental danger if damaged. 

Special Abilities/Features: 

Saturn Engine - A mobile suit engine specifically tuned for speed running, gives the mobile suit extremely high mobility and speed at the expense of overworking the engine to extreme levels.

#2 - Comet Dagger "Blue Barrage"

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Base Unit: GAT/A-01E2 Buster Dagger, Astray Red Frame, Astray Blue Frame 

Operator (Diver Name): Carter Lee

Structural Defense: Conventional material - Medium Armour, decent defense and mobility 

Special System: Laminated Armor - Provides defense against mobile suit scale beam weapons, no effect on physical damage

Melee Weapons: 

ES01 Beam Saber - Beam sabers mounted on the fore arms of the unit

Projectile Weapons: 

350mm Gun Launcher - A weapon similar to a railgun, or linear gun cannon, it uses electro-magnetic forces to fire a solid shell or specialized munitions, can be combined with 94mm High-energy Rifle

94mm High-energy Rifle - A large rifle that fires high powered beam energy, mainly ineffective against beam coatings, can be combined with 350mm Gun Launcher

Anti-Armor Shotgun and Hyper Impulse Long-Range Sniper Rifle - when the two main weapons are combined, they form a joint weapon with two different uses; The Anti-Armor Shotgun is the Gun Launcher portion of the weapon, it fires a powerful shell to deal damage over a wide area. The Hyper Impulse Long-Range Sniper Rifle is the High-Energy Rifle portion, a high power beam cannon type weapon has a higher energy output, firing a larger beam that is capable of penetrating several targets, including battleships.

Shield:  

Anti Beam Shield - A medium shield treated with anti beam coating

Power System: 

Minovsky Particle Generator - offers unparalleled power at the cost of expense and environmental danger if damaged. 

Special Abilities/Features: 

Saturn Engine - A mobile suit engine retuned for use with the mobile suits new weaponry, allowing them to fire at much more powerful levels

Edited by ImAnnoyingHer
Engine name change, Added Buster Dagger
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#1 – RX-179 Beta Gundam

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Base Unit: RX-179 Beta Gundam

Operator (Diver Name): Hikaru Hiyashi

The Beta Gundam, in lore, is an upgraded and improved Refined Barzam built by the Federation after the fall of the Titans as a weapons testbed as well as a possible option for using hardware that was otherwise stigmatized by its association with the Titans. This was a similar concept to how some normal Barzams became the MSA-008 Bar-GM. It was called Beta Gundam because it was considered the realization of the Gundam Mk-II's potential, whose start preceded the Gamma Gundam (Rick Dias) and similarly named projects at the time.  Employing the Gundarum Gamma alloy that seemed to be ubiquitous in high-end products of the era, the machine boasts high durability as well as enhanced thrusters and verniers to improve its agility and speed. It boasts reverse compatibility with the Gundam Mk-II's and Refined Barzam's large array of equipment, with the addition of added hardpoints to become even more versatile. The rumor goes that this machine was also used to test new weapon ideas via its hardpoints rather than to make a dedicated machine for such purposes.

In actuality, the Beta Gundam was built by Hikaru because he didn't know what to expect in GBN Online and wanted an adaptable machine he could tailor to his own needs and developing style.

Structural Defense: Gundarium Gamma Alloy - well balanced endurance, at the cost of weighing down the unit.

Special System: Quasi-Psycommu System – modified to allow for advanced fire control with compatible hardpoints, not yet able to execute all-range attacks. Somewhat burdensome, but less than funnels.  INCOM-control capable.

FXA-05E G-Defenser – modified G-Defenser that can fly as a Mobile Armor while the Beta Gundam is docked and also operate via remote control, serving the same role as the Back Weapons System of the Re-GZ series. It can adopt the Beta Gundam's shield as a crude fuselage and also has a Linear Rifle that doubles as an electromagnetic field emitter to alter the machine's aerodynamics to improve flight characteristics. Its wing-mounted Beam Sabers also allow for modulation of air temperature and pressure on the control surfaces while also allowing fly fly-by slashes.  It is also compatible with Gundam Mk-II, Refined Barzam, Nemo, and GM-III inspired systems, albeit password protected. Remotely controlling the machine while controlling the Gundam is difficult.  It is possible to hand control of the G-Defenser over to another pilot and control it via a secondary cockpit in the G-Defenser or a jump seat in the Beta Gundam.

FXA-00 Flying Armor – A re-entry capable flying armor based on the Zeta Gundam's waverider mode, this functions much like a Dodai or Base Jabber in allowing non-transformable Mobile Suits to fly. Unfortunately, this particular unit is unarmed. It is chiefly retained for the benefit of allies for them to use as needed.

Melee Weapons:.

4 x AE-BrG-Sc-L Beam Saber (2 on G-Defenser Armament/2 on MS) - standard mobile suit weapon, offers exceptional cutting power at the cost of power consumption; small enough for multiple housings on the unit.  The two on the G-Defenser are installed on the leading edges of its wings.  Not only does it allow the G-Defenser to slash an enemy on a fly-by, but it also allows for fine control of the air temperature and pressure on the wing for further altering the G-Defenser's flight characteristics.  Can also work in tandem with the Composite Shield for madulating flight characteristics or a more effective Waverider Crash.

Saber Claw (Arm Hardpoint) - Arm-mounted hardpoint with two Beam Sabers pointing forward over the back of the wrist, connected at the base. Used for slashing at foes as well as catching and parrying enemy blades. Has exceptional cutting power at the cost of power consumption.

Shot Claw (Arm Hardpoint) - Arm-mounted module with two tubes housing retractable mono-molecular Heat Claws.  When retracted, the tubes can instead emit beam saber blades that join at the base to emulate the Saber Claw.  Not only can the Shot Claws work for melee combat but they also use a mix of Rocket Anchor and Shot Lancer technology to shoot out at an enemy.  In the latter mode, they retain a cable connecting them to the module.   This cable can be used to both power the heat claw and deliver a high voltage power surge on successful penetration.

Heat Saber Type 2 (G-Defenser Armament/Handheld) - Taken from an MS-09B Dom, the Heat Saber is an effort to better resist Mobile Suits that have an anti-beam defense.  It was chosen for its high length compared to its weight.  It is typically stored on the pylon opposite and mirroring the Beam Smart Rifle.

Projectile Weapons:

2 x VCU-505EX-VB/Ver.012 Vulcan Gun (+ 4 in G-Defenser) - Head-mounted CIWS guns for shooting down missiles and unarmored targets. Not very effective against Mobile Suit armor. 700 rounds per gun.

(BOWA) XBR-M87A2 Beam Rifle (Long Beam Saber) – A beam rifle with a Long Beam Saber mode which is normally found on the Zeta Gundam, intended to be a better match for the increased reactor output of the model. Can deal high energy damage at the cost of power consumption and rate of fire. Can mount on side skirt armor, backpack, or side of G-Defenser when not in use. Shield carries two spare energy packs.

AE/ZIM.C-BAZ-531 Clay Bazooka – Can launch various types of ammunition including immobilizing adhesive shells or explosive shells at the expense of very limited ammo. 7+1 rounds, can be stored on rear skirt armor or on side of G-Defenser when not in use. Extra or different types of rounds can replace an E-Pac slot on the shield.

2 x Point Defense Beam Gun (Hip Hardpoints) - INCOM-controlled hip-mounted point defense turrets to improve the machine's ability to respond to threats at almost any angle. The INCOM system is used not for all-range deployment, but simply controlling the axes of movement by thought to trim response time. Comparable to a lower powered Beam Rifle, capable of destroying or damaging a Mobile Suit at the cost of power consumption.

2 x 4 tube Grenade Racks (Hip Hardpoints) – Each hip can hold a 4-tube grenade rack similar to those of the RGM-89 Jegan's three tube models. These can be used to attack enemy targets with explosive damage. They can be shot down, and it is also possible for them to damage the very machine that threw them if the pilot is careless.

Long Smart Rifle (G-Defenser Armament/Handheld) - High energy weapon with high power draw and limited shots; can deal massive damage. Typically equipped when the G-Defenser is attached.  Employs Beam Smart Gun functionality using Quasi-Psycommu System to support aiming and a barrel that uses an I-field to curve the shot up to 30 degrees off-axis for last-moment aim correction.  Has a two-pronged fold-out shield with supplemental sensor elements to assist in aiming computation.

Phonon Maser High Energy Cannon (G-Defenser Armament/Handheld) - Mounted on the pylon opposite the Long Smart Rifle or on the Beta Gundam's rear skirt armor.  The Phonon Maser is a sonic weapon that works in air or in water without issue.  Useless in space.  Weaker blows do not emit light, so as to avoid revealing the direction of the attack, but can take time to do significant damage.  These weaker blows are typically used to make an enemy underwater unit leak or to incapacitate a pilot directly with a cockpit strike without notably harming the machine they are piloting.  Damage is cumulative.

120mm Linear Rifle (G-Defenser Armament/Handheld) - Linear Rifle with one 120mm barrel based on that of the SVMS-01 Union Flag.  This is stored on the G-Defenser's centerline under its mounted shield 'fuselage'.  It is used not only as an alternative to beam weapons, but also to provide an electromagnetic field that is used to support aerodynamics to improve flight characteristics.  It was chosen over more powerful options for its lower weight and mass while still assisting with the performance in flight mode.

2 x 14 tube Missile Pods (G-Defenser Armament) - Dual 14 tube missile pods are located in the G-Defenser's armament units, and can be used to attack enemy targets with explosive damage. They can be shot down, and it is also possible for them to damage the very machine that launched them if the pilot is careless.

Shield:

RXM-Sh-VT/S-001 Shield (Arm Hardpoint/G-Defenser) – Standard Gundam Mk-II shield with anti-beam coating and a viewport, carries two spare E-Pacs for Beam Rifle.

CIWS Shield (Arm Hardpoint/G-Defenser) – Shield with two E-pacs, anti-beam coating, and a viewport, with CIWS on either side of the viewport for simultaneous defense and light attack.

Missile Shield (Arm Hardpoint/G-Defenser) - Shield with anti-beam coating and a pair of missiles that launch out from underneath the shield.  Less durable than normal shields.

Composite Shield (Arm Hardpoint/G-Defenser) - Shield with anti-beam coating on surface and a beam shield underneath its surface layer.  Can toggle plasma on and off for contained I-field only or Beam, latter allows for a beam cutting edge and "Beam Lance" mode if desired.  Has viewport with CIWS on either side and two E-Pacs on rear.  Can attach to G-Defenser as well as either arm.  Can work in tandem with the G-Defenser's Beam Sabers to alter the G-Defenser's flight characteristics, also allows for a more effective 'Waverider Crash'.

Power System:

Minovsky Ultracompact Fusion Reactor - offers unparalleled power at the cost of expense and environmental danger if damaged. Fusion is not hindered by N Jammers like fission is.

Special Abilities/Features:

Can use hardpoints and existing Gundam Mk-II equipment for a vast array of configurations.

 

#2 – MS-14JR Regelg R

RegelgRMP.thumb.png.357109e5d0ed6c03ee467ddf08e17f2c.pngRegelgR7.thumb.png.ee5f0e7afb6502fdf898aabfc107c371.pngRegelgR11.thumb.png.df5918029424df4877d35603b1f47bf6.png

Base Unit: MS-14JR ReGelg R

Operator (Diver Name): Hikaru Hiyashi, Nana Hiyashi/Puru Seven, Ellen Hiyashi/Puru Eleven, Puru Clones

Built from a MS-14BR Gelgoog High Mobility R Type, the MS-14JR ReGelg R has more mobility and acceleration than the standard ReGelg. Its thrusters and other systems have been rebuilt to be more modern to help compensate for the added fuel that would otherwise be required by the machine. The lore is that its relatively low cost (being based on an existing unit), the skills its weapons help build, and its profile make it a good trainer for the Puru clones before they are assigned their Qubeley Mass Production Types. Its Wing Binders, thruster placement, and its propellant tanks all help give it a shape and flight characteristics similar to the Qubeley, even if inferior in several respects.

Structural Defense:

Titanium Alloy Composite - offers lighter armor weight for greater mobility, with no added benefit.

Special System:

Magnetic Coating - offers exceptional mobility at the cost of being harder to control.

Forearm Modules - allows for the swapping of forearm armaments to improve versatility at the cost of increased weight. Arms are faster for melee if the modules are omitted or ejected.

2 x External Propellant Tank: The external propellant tanks used by the ReGelg as well as the Gelgoog Marine are also used by the ReGelg R. In addition to extending its operating time, they serve to make the ReGelg R's flight characteristics, shape, and profile a closer match to the Qubeley. As such, pilots practicing for the more powerful machine may retain the tanks even if they are unnecessary. The downside, however, is that a lucky shot can detonate the propellant tank if it isn't empty when struck.

Melee Weapons:

2 x Beam Lancer - Much like a Beam Saber, it offers exceptional cutting power at the cost of power consumption. The ends can be merged together into a single double-ended blade, but this requires more skill to wield.

Beam Naginata - a double-ended beam saber with two ends, much like the combined Beam Lancer but a solid piece. It can cut nicely, but also consumes power to do so. Structurally stronger than the Beam Lancer due to its construction at the cost of less versatility. Can sometimes be used as a momentary beam shield by being spun at high speed, though at the risk of failing or cutting one's self.

2 x Heat Anchor – Located on the knees, the Heat Anchor is a heated metal spike which can be used to ram into and gouge or impale an enemy with one's knee. It can also be launched on a rocket while mounted to a retractable cable. This rocket can be used to strike or ensnare an enemy at range. The use of this weapon is less precise than other melee armaments, and its rocket form's direction can only be controlled by a single small joystick per anchor near the pilot's thumb. As such, controlling the rocket's flight precisely is difficult. This weapon is as much for training a pilot's spatial awareness and skill in preparation for funnel control as it is for active combat.

2 x Hyper Beam Saber (Forearm Option) - a thick and long energy blade with exceptional cutting power, consumes a lot of energy.

Projectile Weapons:

Eight-tube Missile Pod – Launches up to eight infrared/laser guided-AMS-11S Small Missles from the backpack. These explosives can cause notable damage, but can be shot down or even damage their wielder if used recklessly.

Custom 2.18 MW Beam Rifle - Can deal high energy damage at the cost of power consumption and rate of fire. Has an underslung single-use grenade launcher which can cause explosive damage...even to the unit wielding it if too close. E-Pac fed, E-Pacs can be stored behind the Zulu Shield.

Variable Output Beam Cannon- Can modulate its discharge between Beam Rifle strength and a stronger Beam Cannon at the cost of high power draw and limited shots; can deal massive damage

2 x 4-tube Forearm Missile Launcher (Forearm Option) - Based on the original forearm of the Gelgoog, albeit with more smaller missiles, each Forearm Module fires up to four AMS-11 missiles. The explosives can cause notable tamage, perhaps even to an unwieldy user. Once used, the launcher becomes dead weight and can then be detached to speed up the arms for melee combat.

2 x 110mm Machine Cannon (Forearm Option) – An option from the Gelgoog Marine, these machine guns can deal physical damage with limited ammo capacity but high rate of fire.

360mm Bulpup Rocket Cannon - can deal high damage at the expense of very limited ammo. Magazine fed, magazines can be stored behind the Zulu Shield.

12 x Space Mine/Grenade – The Space Mine is an explosive which can either be deployed as a proximity-based mine or thrown like a discuss as a grenade. It is possible for a pilot to damage themselves if it detonates in too close a proximity or is shot before it can be thrown, however. Up to six can be stored in each Wing Binder.

2 x Chain Mine Pack - The pack of Chain Mines used by the MS-18 Kampfer or AMX-101E Schuzrum-Galluss can also be stored and employed by the ReGelg in place of the Space Mines. These explosive mines are connected by flexible cable and have magnetic claws on the underside to grab onto objects. The user can select exactly how many mines they wish to employ, be it one at a time or to throw a line of up to seven mines at the enemy. They can also be used to set traps on floors or in buildings, and the flexible line can even be used to send an optional detination signal rather than being solely proximity-based. It is a high versatility weapon for a pilot with sufficient understanding of their battlefield and planning capability. A pilot who is careless or unlucky, however, may simply blow themselves up. A single pack of Chain Mines can be stored in each Wing Binder.

Shield:

Zulu Shield – Large and heavy shield which is standard for the Gelgoog series of Mobile Suits. This version has a viewport, anti-beam coating, and can store two E-Pacs or Magazines.

Knuckle Shield – Smaller shield based on a Zaku II's shoulder shield. Has spikes derived from a Zaku's shoulder for a punching surface over the Mobile Suit's fist. Anti-beam coated.

Heat Knuckle Shield – Smaller shield based on a Zaku II's shoulder shield. Has spikes derived from a Zaku's shoulder for a punching surface over the Mobile Suit's fist, but with the added benefit of being a functional heat-type weapon. Anti-beam coated on the shield surface, but not on the heated surface.

Power System:

Minovsky Ultracompact Fusion Reactor - offers unparalleled power at the cost of expense and environmental danger if damaged. Immune to N Jammer interference.

Special Abilities/Features:

N/A

 

#3 – ZAKU Warrior Light Armor

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Base Unit: ZGMF-1002 ZAKU Warrior Light Armor (often uses Slash WIZARD)

Operator (Diver Name): Hikaru Hiyashi

A merging of the ZAKU Warrior and the GOUF Ignited built from wrecked Gunpla found discarded at a Gunpla Duel station, the ZAKU Warrior Light Armor is a merging of the two which has notable potential for melee combat and a decent capacity for mid-range beam fire. Its ability to attack from behind its shield with beam fire or heat spike ramming is one of its more notable aspects, and it is balanced for high mobility with its trimmed down armor and added verniers. It typically uses the Slash WIZARD, which both enhances it in its given role and is the lightest of the WIZARD Packs. The in-universe backstory for the machine is that it is a melee-based variant of the ZAKU Warrior built initially to help train pilots for the upcoming GOUF Ignited, but eventually became a favorite for certain piloting styles as well as an effective way of employing some of the GOUF's unusual armaments into a more standard and cost-effective machine.

Structural Defense:

Conventional Materials - Offers lighter armor weight for greater mobility, with no added benefit.

Special System:

WIZARD Pack Compatibility - Modular backpack system for the addition of weapons. Commonly employs the Slash Wizard.

Melee Weapons:

4x - 8x Hand Grenade - The hips of the ZAKU Warrior Light Armor can store one E-Pac each or two Hand Grenades each. The Assault Shield can hold two more E-Pacs or four more Hand Grenades. It is common to employ a total of two spare E-Pacs and four Hand Grenades on the machine at any given time. Types of grenades include Fragmentation, High-Explosive, Thermite Incendiary, Flash, and Smoke.

2 x Heat Spike - Superheated metal spikes on the face of the Assault Shield, used for ramming attacks.

MMI-558 “Tempest” Composite Beam Sword - A physical blade from the GOUF Ignited which has beam emitters on both sides. Stored in the Assault Shield when not in use, it can be handheld or extend from the bottom of the shield like a lance for added reach.

MA-MR Falx G7 Beam Axe (Slash Wizard Only) - A pole-arm version of the beam tomahawk with more reach than most beam sabers. The beam axe has two beam blades at the top and a metal scythe attached to the bottom. When not in use, the beam axe will retract and is stored on the back waist armor.

Projectile Weapons:

MMI-M633 Beam Assault Rifle - Has a high rate of fire but replies on external drum-shaped E-Pacs with limited shots. Somewhat mitigated by optional added E-Pacs on the hips or rear of shield.

M181SL “Draupnir” Two-barrel Beam Gun - One of the GOUF Ignited's forearm Beam Guns has been installed in the face of the Assault Shield. While having only two barrels rather than the standard four-barrel version, the firing rate and cooling system have been improved in an attempt to somewhat compensate. This is still a fairly destructive option, but notably a short range weapon.

M68 "Cattus" 500mm Recoilless Rifle - Initially used by the ZGMF-1017 GINN, it is similar in design to a bazooka and can fire various types of rounds depending to the magazine used. It is used when heavier firepower is required or when an enemy employs anti-beam technologies.

 

MMI-M826 "Hydra" Gatling Beam Cannon (Slash Wizard Only) - Mounted on the Slash Wizard are two gatling beam cannons with a very high rate of fire in exchange for weaker beams. These are mainly used for suppressive fire and for intercepting attacks, and are directly powered by the suit's battery.

 

Shield:

Assault Shield - Physical shield that can be handheld, arm-mounted or shoulder-mounted. Contains two Heat Spikes for ramming and a “Draupnir” two-barrel Beam Gun. Also stores a “Tempest” Composite Beam Sword inside and up to two E-Pacs or four Hand Grenades on the rear.

Power System:

Battery Pack - offers a light weight power solution for greater mobility but limited supply.

Special Abilities/Features:

N/A

Edited by MM007
Upgrades
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    [Diver]'s Gunpla Collection

    #1 - Astral AGE Gundam

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    Base Unit: AGE 2

    Operator (Diver Name): Shin Hakuren

Head: Astray Red Dragon- Extra blades were added to the head frame, made from metal and shappened to be able to actually cut. Added weight

Body: AGE-2 Normal- The A Sensor was removed and replaced with a new piece of armor plating for a little bit of extra defense. Caused slight increased weight and changed the center of mass 

Arms: AGE-1 Normal- reinforced joints to help the arms hold up the GN Swords, and A Sensor was placed on the left arm with a joint allowing the arm full movement. 

Legs: Astray Blue Frame Second Revise- Reinforced joints and 2 added thrusters to maintain normal movement speed. 

Back: AGE-2 Dark Hound

    GN Sword Rifles X2- Additions to the rifles were light weight metal plating with a slight layer of beam coating to allow use for defence, however after once use the coating is shot. Lastly the barrel has been made also from metal but slightly heavy and more dence to allow for variable levels of beam firing. 

    Armor Schneider Knife x2- Blades made from metal and sharpened to a point. 

    Structural Defense:

    Phase Shift Armor - exceptional resistance to physical damage, at the cost of power consumption per hit. 

        Special System: N/A

    Melee Weapons: i.e.

    Beam Saber x2  - standard mobile suit weapon, offers exceptional cutting power at the cost of power consumption; small enough for multiple housings on the unit. 

    GN Sword Rifle x2 - a cumbersome and slow weapon with exceptional cutting power, likely only one on the unit.

    Armor Schneider Knife X2- a whip-type weapon that heats up to deal damage, likely only one on the unit. Greater reach than most melee weapons, bordering on ranged, but less precise and damaging than heat sabers and hawks.

    Projectile Weapons: i.e. 

    GN Sword Rifle X2- Can deal high energy damage at the cost of power consumption and rate of fire. With the modification it can have a variable output however if it goes to high to fast it can warp the gun.

    Shield: i.e. 

    Exia Shield - small and lightweight 

    Power System: i.e. 

    Nuclear Plant - offers unparalleled power at the cost of expense and environmental danger if damaged. 

    Special Abilities/Features: N/A

#2- Astral AGE AXCEL 

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Base Unit: mix of AGE and Astray 

Operator (Diver Name): Shin Hakuren 

 

Structural Defense:

Conventional Materials - offers lighter armor weight for greater mobility, with no added benefit.

Special System:

FX Burst mode-raises the Astral AGE's mobility to the maximum. Attacks in FX Burst mode have decreased accuracy, but enable the Gundam to defeat large groups of enemies alone, when used to its full potential.

Melee Weapons: 

Beam Saber x2 - standard mobile suit weapon, offers exceptional cutting power at the cost of power consumption; small enough for multiple housings on the unit. 

Fragarach 3" beam Blades (Custom) x2 - these are custom blades made by shin. Acting as wings to his booster they can detach and be used as swords. With beam emitters for the blade section they can assist in flight as well as cut through most objects. They are made of anti beam material so that they can defect and be used as defence however this will cause stress and damage the blade if used this way to often. 

Projectile Weapons: 

Variable Beam Rifle x2 - Can deal high energy damage at the cost of power consumption and rate of fire. With the modification it can have a variable output however if it goes to high to fast it can warp the gun. ( Mounted to the back of the unit and able to flip up under the arms. 

Shield:

N/A

Power System: 

Battery Pack x2 -One placed in the main unit to lighten the load and a smaller one added to the booster for a burst of additional power. offers a light weight power solution for greater mobility but limited supply.

Solar Recharge Panels- placed on key points of the gundam these help mitigate energy drain and also allow the unit to recharge it's power pack when drained. 

 

Special Abilities/Features: 

FX Burst ACCELERATOR or FX Burst ACCEL- allows the unit to push itself past its own limits for a short time, a maximum of 3 minutes, however when the system is done the units power supply is depleted and must recharge for a total of one minute before being able to move at minimum capacity

 

Edited by ShirokuHakudo
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  • 4 months later...

Amy's Gunpla Collection

#1 - Murasaki Archer

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Base Unit: GNR-101A GN Archer 

Operator: Amy O'Connor

Defensive Systems: Phase Shift Armor - exceptional resistance to physical damage, at the cost of power consumption per hit. 

Melee Weapons: Folding Razor x4 - Anti-armor knifes that can be used in close combat or thrown.

Combat Knife - Large foldable knife used as a last resort.

Projectile Weapons: Beam Boomerang - Throwing weapons that emit a short beam blade on one end, and can return to the owner after throwing.

Slash Disc - Two high-speed rotating disks that hone in on enemies. Not reusable. 

Power system: Battery Pack - offers a light weight power solution for greater mobility but limited supply.

Special Abilities/Features: Stealth System - An invisibility system that can hide from plain sight. However, it's Phase Shift Armor is disabled.

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Hunter’s Gunpla Collection9712D516-0445-4CAD-AB52-22F338DD33F7.thumb.jpeg.24e9a4cf0f575ff64d321b4f623a90d6.jpeg

(Special thanks for Frosty for his invaluable help with this unit!)

Name of the unit: Ardent Exia
Base original design: Gundam Exia
Name of the operator: Gabriel Winter aka Hunter
Defensive systems: E-Carbon – offers balanced protection but never excelling in any one category. 
Shields are equipped with anti beam coating. 
Weapon system
Trans-Am - offers exceptional mobility at the cost of high power consumption. 
Melee weapons
GN Sword  x1
Beam boomerangs (Destiny)x2 – stored on shoulders 
Beam foot sabers (Aegis) x 2 – placed on edge of toes
Hand beam cannons (Destiny) x2
Beam sabers x 2 – stored on GN Amplifier flight pack
Projectile weapons
GN Pistol – folding into GN sword when not in use.  
GN Vulcan gun x2 – mounted in head
Shield
Modified Exia Shield
Power system:
Modified solar reactor – particle colors vary as buildup increases ranging from typical greenish gold to pure red, most often it’s seen to be glowing an orange. 
Any other special abilities/features
GN Amplifier – the flight pack used on its’ back and the thruster skirts on it’s sides are used to amplify and direct the dispersal of GN particles. This greatly increases the efficiency of the GN drive while conserving particles for use with Ardent’s weapons and abilities. Additionally it provides incredible speed and maneuverability. If need be the system could be ejected to reduce weight if damaged. 

 

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(Shout out to Frosty for the help with the awesome picture!)

Name of the unit:  Jager Astray 

Base original design: Gundam Gold Frame Astray

Name of the operator: Gabriel Winter aka Hunter

Defensive systems:

·      Shield is equipped with anti-beam coating. 

·      Conventional materials – offers lighter armor weight for greater mobility, with no added benefit. 

Weapon system: 

·      Quantum computer – A copy of the infamous unit used by Lowe in the Astray Manga series. This unit can operate the suit in a limited capacity on its own. It’s also able to analyze tactical situations and help the diver multitask during combat. 

·      Mirage Colloid – uses particle dispersal to effectively become invisible both visually and on radar. There is a time limit for such use and the unit forfeits the advantage as soon as it attacks. 

Melee weapons: 

·      Katana x1 – Stored on back

·      Electric ball (hands activated on use) x2 – reinforced beam resistant palms 

·      Beam sabers x 2 – stored on back

·      Totsuka-no-Tsurugi Sabers x 2 – stored on hip

Projectile weapons:

·      Lupus beam rifle 

·      Vulcan gun x2 – mounted in head

Shield: 

Aegis Shield – Coated with Anti-beam layer

Power system:

Battery Pack – Offers a light weight power solution for greater mobility but with limited operating time. 

Any other special abilities/features: 

·      [Redacted Combat System]

History:

After his victory over Hashmal, Gabriel realized the short comings of the Ardent Exia. He had desired to make his mobile suit more agile and faster, something the Ardent attempted to do, at the cost of becoming bulky. He started over; using the base of the Astray as the platform for his new Gunpla. 

He decided to mesh the abilities of the Gold and Red Frames respectively into the single unit, while equipping the mobile suit with some interesting combat options. His first focus was to reinforce the hands of the mobile suit. As a result, the insides of the palms are lined with a golden, beam resistant layer; this was mean to facilitate multiple strikes with the ball lighting attack and reduce self-damage to the hands and arms (power supply permitting). Initially he had recklessly decided to utilize a N-Jammer Canceller to power the mobile suit but learned of the short comings when combined with Mirage Colloid. After the Second Bloody Valentine Massacre he removed the power supply to re-install a battery back, deciding to utilize the weight savings and noise benefit that would offer. Additionally, he learned that he could modify the mobile suit in ways that other divers wouldn’t be able to. He included an additional combat system that has the machine functioning with superb handling and mobility. Though he isn’t as quick as traditional Trans-Am, the awareness and responsiveness evident in this new suit more than compensates for the trade off in systems, and what he loses in sheer speed he gains in maneuverability. 
 

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Name of the unit: Noblesse Gundam 

Base original design: Gundam Gold Frame Astray, Quant

Name of the operator: Gabriel Winter aka Aker

Defensive systems:

·      GN Shield – sword bits can be deployed defensively 

·      Gubdanium Alloy – offers exceptional armor for greater weight. 

Weapon system: 

·      Quantum computer – A copy of the infamous unit used by Lowe in the Astray Manga series. This unit can operate the suit in a limited capacity on its own. It’s also able to analyze tactical situations and help the diver multitask during combat. 

·      Trans-Am - offers exceptional mobility at the cost of high power consumption. 

Melee weapons: 

·      GN Blade III

·      Totsuka-no-Tsurugi Sabers x 2 – stored on hip

·      GN Beam Saber x 1 – stored in shield

Projectile weapons:

·      GN Pistol III

·      Vulcan gun x2 – mounted in chest

·      Gn Vulcan gun x2 – mounted in head

·      GN Micro Missile Launcher – housed in shield

·      GN Sword Bits x6 – housed in shield

Shield

GN Shield

Power system:

GN Drive x2

Any other special abilities/features: 

N/A

History:

After doing several missions with Fleurs de Noblesse Gabriel came to see the short comings of the Jäger Astray. While he intended that suit to have certain functionality it contrasted with the role of protector he found himself longing to fulfill. In short the Jäger was a weapon fit for a coward. Aker decided to invest in a platform that would help him protect the things that were important to him. 

The answer to Gabriel’s desires came into fruition of the Noblesse Gundam. He utilized Gundanium alloy to offer greater protection. To compensate for the greater weight he switched power sources to a twin GN Drive. With the help of the quantum computer he is able to effectively use the sword bits and is able to pull off the quantum teleportation with the Noblesse. He now had a machine that seemingly embodied his ideals and the spirit of Fleurs de Noblesse.

Edited by Roromi
Added Noblesse Gundam
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  • 3 months later...

Raymond Hermes's Gunpla Collection

#1 – RGZ-99i DaeDAL

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Base Unit: RGZ-95 ReZEL

Operator (Diver Name): Raymond Hermes AKA Icarus

The RGZ-99i DaeDAL is a mobile suit born of necessity—or rather, the lack of funds. Based off the RGZ-95 ReZEL, the DaeDAL adds increased mid-to-long range combat options while foregoing short-range equipment, in order to increase speed for hit-and-run tactics. The Daedalus forgoes the dark colouration of the ReZEL in favour of the classic white-red-blue-yellow Gundam colour scheme.

 

Structural Defense: 

Conventional Materials - offers lighter armor weight for greater mobility, with no added benefit.

Special System: 

N/A

Melee Weapons: 

Armor Schneider Combat Knife x2—stored in left leg armor.

Projectile Weapons:  

60mm Vulcan Cannons x 2—A pair of head mounted shell firing weapons with a high-rate of fire, but little power. They are mainly used to restrain enemy units, intercept missiles and the like.

Beam Rifle -- the beam rifle's muzzle can generate a beam blade, allowing the rifle to function as a long beam saber.

Mega Beam Cannon—Shoulder mounted, three-shot mega beam cannon. Continued use puts considerable strain on the mobile suit and rapid fire is likely to damage the user via recoil.

Beam Boomerangs x2—Short beam weapons mounted in shield, capable of returning to user once thrown.

Shield: 

Multipurpose Shield--A beam cannon that fires in a 3-round burst is mounted at the front, and serves as the main weapon in waverider mode. The blade at the back of the shield can be used as a ramming weapon in close combat.

Power System:

Nuclear Plant - offers unparalleled power at the cost of expense and environmental danger if damaged. 

Special Abilities/Features: Transformable—Waverider MA mode

 

 

Leo.thumb.jpg.5250f35a20d690b426f74e8ad9f1b8a0.jpg

((Reference for colour and silhouette, the Leo Chevalier also has gold filigree decals on shoulders, legs, and torso))

 

Name: FN-01OZ Leo Chevalier

Base Unit: OZ-06MS Leo

Operator (Diver Name): Raymond Hermes AKA Icarus

Structural Defense: 

Gundanium Alloy - well balanced endurance, at the cost of weighing down the unit.

Special System: 

Trans-Am - offers exceptional mobility at the cost of high power consumption.

Melee Weapons: 

Armor Schneider Combat Knife x2—stored on tactical sheath on hip armor.

Gyan Beam Saber x2  - A special beam saber with a higher output designed for piercing and stabbing as opposed to cutting. Stored in  left shield. 

Graze Battle Blade- A sword-type melee weapon that is developed for ground combat, it is easy to wield due to its light weight. Stored across shoulders. 

Beam saber x2- stored in right shield

Projectile Weapons:  

Beam Shot Rifle -  Noticeably larger than most other beam rifles, the beam shot rifle is powered by a rechargeable energy cap. A unique feature of this rifle is that it has two barrels, one for firing normal beam shots and another for firing a scattershot-like beam blasts. The latter is similar to what is fired by a shotgun, the wider beam spreads the damage over a greater area.

Shield: 

Circular Shield  x 2 - attached to the shoulders with a joint on the back, enabling the MS to keep both hands free. It also has a holder on the back for storing two beam sabers.

Power System:

Solar Furnace - offers exceptional energy and propulsion (including Trans-Am) at the cost of being proprietary (limits backpack options) and expensive.

Special Abilities/Features: 

 

Edited by Judge
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Isla's Gunpla Collection

#1 - LMV-04(E/F) Variable (EWAC/Flight) Gundam

1340614490_VariableEWAC.thumb.jpg.a53b52decba97e4d089dd1a4d0389322.jpg690029796_VariableFlight.thumb.jpg.31ee985ac1a4e7fe309c5ba7ce418070.jpg

Base Unit: LM312V06 Victory Gundam Hexa

Operator: Isla

Defensive Systems:

Variable Phase Shift - With exceptional resistance to physical damage at the cost of power consumption per hit, VPS is an improved version of Phase Shift Armor that runs at lower power levels until the need for better protection arises and can switch properties to better suit the situation, making it the most energy-efficient and versatile variant of the PS system.

Special System: None

Melee Weapons:

Beam Saber - Standard mobile suit weapon, offers exceptional cutting power at the cost of power consumption. Modeled after the ones found in the Victory series of Mobile Suits, four units are housed in the forearms and can be used as normal beam sabers, or spread out its beam to form a fan-shaped blade.

(Flight)

Armor Schneider Kai - Two short daggers available as an emergency weapon, one housed inside each skirt binder. Unlike the original, this upgraded model can be heated up or used cold to attack enemies with immunity to beam attacks.

Projectile Weapons: 

Vulcan Gun - A standard armament of mobile suits that belong to or descend from the Earth Federation's RX series, this pair of head-mounted shell firing weapons have a high-rate of fire, but little power and are generally ineffective against mobile suits. However, they can damage lightly armored areas such as the sensors, and are ideal for shooting down small, lightly armored targets such as missiles, personnel or small vehicles.

Micro-Missile Pod Launcher - Can deal high damage at the expense of limited ammo. Micro-missiles are faster and smaller than normal missiles, and while they're not as devastating, more of them can fit in a single pod and can cover greater areas, making them perfect for area denial and crowd control.

(EWAC)

Beam Rifle (Jesta) - Can deal high energy damage at the cost of power consumption and rate of fire. In its alternate mode, it gains a better rate of fire, but does not deal as much damage as single charged shots. Has an underslung single-use grenade launcher which can cause explosive damage.

(Flight)

GN Beam Rifle (GN Archer) - A pair of beam rifles that can deal high energy damage at the cost of power consumption and rate of fire. Fires wider beams than the average beam rifle.

Shield: 

Beam Shield - Lightweight, but draws energy to function. Variable Gundam can activate up to two shields, since each of the Victory 2 Gundam arms come with a firearm emitter.

Power System: 

Minovsky Ultracompact Fusion Reactor - Offers unparalleled power at the cost of expense and environmental danger if damaged. The Victory Gundam reactor was upgraded to have figures equal to the equivalent of Victory Gundam 2's unit.

Special Abilities/Features: 

Modular - As an evolution of Aida's Tel-GM, Variable Gundam was built with the concept of modularity in mind. Unlike its predecessor, it performs roughly the same in most environments, focusing instead on excelling in certain roles. For this task, it uses different Striker Pack analogues it can switch on the fly, rather than having to be reconfigurated in real life before each sortie. It can spawn with any given configuration of Packs, one equipped, the other stored somewhere for quick access and parts switching. Furthermore, the Pack parts can be mixed and matched to create unique configurations. However, the behavior of the Variable Phase Shift Armor will not be uniform.

(Flight)

Transformable - In this configuration, Variable Gundam can switch to a simple but still nimble Mobile Armor mode for added mobility. It can use both of its GN Beam Rifles, its Vulcan guns and a special attack.

---

Shout out to FrostyFoster for making Variable Gundam and all its configurations!

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Apollo's Mobile Suit Collection

#1 – MBF91V Gundam Oriole

image0.jpg?width=1194&height=671

image1.jpg?width=1194&height=671

((Thanks again to Frosty for the images))

Base Unit: Victory 2 Gundam/ Gundam F91

Operator (Diver Name): Apollo

Structural Defense:

Multiple Construction Armor - multifunctional structural material in which the functions of electronic equipment, such as circulatory and cooling systems, are inc orporated into the MS’ armor layers, making more efficient use of the highly compact MS’ limited internal space. Lighter armour that offers enhanced manoeuvrability and enables the use of the Metal Peel Off Effect

Special System: 

Minovsky Drive System/ Wings of Light—an improved version of the Minovsky Flight System and powered purely by the mobile suit's reactor, the flight system allows a mobile suit to hover in mid-air, essentially ignoring the effects of gravity to a degree, as well as fly in space without the use of conventional thrusters. The system’s high-energy exhaust output manifests as the purple wings of light, which can be used both offensively and defensively at great cost to the suit’s power source.

Metal Peel Off Effect—The Oriole can dissipate excess heat by shedding the outer layers of its armor. This process creates afterimages of the mobile suit made up of metallic particles, which can deceive not only the eyes of enemy pilots, but also radar and other sensors.

Melee Weapons: 

GN Sword II x2 (mounted on hips) – a variable weapon that switch between beam sword mode and rifle mode. The GN sword II’s can also be linked at the pommel to form a double blade staff. 

DODS Lancer –-the DODS Lancer is a modified form of the Hyper DODS Rifle with the barrel retrofitted into a long lance for stabbing. A pair of DODS Guns are built into the sides of the weapon and they fire beam shots rapidly.

Projectile Weapons: i.e. 

M8F-SB1 “Shorty” Beam Rifle x 2 (mounted on rear skirt armor)—A pair of shortened beam rifles resembling pistols, utilized for shorter range non-melee combat.

Shield: i.e. 

Beam shield (mounted on left arm)--Blocks both beam and projectile weapons. The beam shield generates a plane of energy similar to the blade of a beam saber. This plane is divided into multiple sections, which can be turned on or off as needed to conserve energy. Individual sections are also automatically deactivated whenever they're in danger of coming into contact with the mobile suit itself. Can be used as a thrown weapon.

Power System: i.e. 

Nuclear Plant - offers unparalleled power at the cost of expense and environmental danger if damaged. 

Special Abilities/Features: 

 

Edited by Judge
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Lucky's Gunpla Collection

Gunpla #1: RX-78GP01-OP Prime Gundam

Screenshot_20210310-114513.thumb.png.8cf2fe5384d7c22911c60c2e99e0943e.png
Base Unit: RX-78GP04G Gundam "Gerbera"
Operator (Diver Name): Zhane Tan

Legs: Gundam GP04 "Gerbera"
Backpack: Gundam Exia
Head: Gundam GP04 "Gerbera"
Arms: Gundam GP01 "Zephyranthes"
Torso: Gundam GP04 "Gerbera"

Structural Defense:
Phase Shift Armor: Exceptional resistance to physical damage, at the cost of power consumption per hit.
Anti-Beam Coating (Shield Only): Exceptional resistance to beam weaponry at the cost of being frail to physical damage.

Special System:
Trans-Am: offers exceptional mobility at the cost of high power consumption.

Melee Weapons:
GN Beam Saber: A pair of GN Beam Sabers that when not in use are stored on the rear waist armor. They can adjust their blade length to function as either a beam saber or beam dagger.

Projectile Weapons:
Custom Beam Rifle: A beam rifle developed specifically for Gerbera's use,  powered by a uniquely-shaped replaceable e-pacs. The custom beam rifle focuses more on rapid-fire capability than firepower, and is designed to be wielded easily in close combat.
Vulcan Gun: These head mounted shell firing weapons have high rate of fire, but little power and are generally ineffective against mobile suits; however, they can damage lightly armored areas such as the sensors. They are ideal for shooting down small, lightly armored targets such as missiles, attack vehicles, etc.

Shield:
Custom Shield (GP04): Developed specifically for Gerbera's use, this defensive equipment shares many parts with the Gundam "Zephyranthes" shield and also mounts two extra e-pacs. Like other shields, the custom shield is a thick sheet of armor designed to take severe punishment that would normally destroy a mobile suit, and has an anti-beam coating to withstand several beam shots before the coating wears off. Generally, physical shields can only take so much damage before they succumb to the pressure and break. The custom shield can be mounted on either arm.

Power System:
Solar Furnace: Offers exceptional energy and propulsion (including Trans-Am) at the cost of being proprietary (limits backpack options) and expensive.

Special Abilities/Features:
Self-Destruct System: The RX-78GP01OP Gundam "Prime" is built to self-destruct should the pilot choose to. A remote detonator is placed within the cockpit and if a dire situation arrives, the pilot can destroy the Mobile Suit. The system was designed to overload its power systems and has enough explosive power to destroy several city blocks. It's a last option tactic if the pilot is incapable of protecting the Mobile Suit, while not allowing it to fall into enemy hands. It also can be used as one large explosive device to eradicate large targets.
Battery Pack: Offers a light weight power solution for greater mobility but limited supply. Used as a backup power supply in the event the Solar Furnace is damaged. Can be used as additional power for weapons if necessary.

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Gunpla #2: XXXGAT-X10201H Duel Heavyarms

Screenshot_20210308-114410.thumb.png.f40037303599f79fbf74a10503b7fa5b.png
Base Unit: GAT-X102 Duel Gundam (Assault Shroud) & XXXG-01H2 Gundam Heavyarms Custom (Endless Waltz version)
Operator (Diver Name): Zhane Tan

Legs: XXXG-01H2 Gundam Heavyarms Custom (Endless Waltz version)
Backpack: XXXG-01H2 Gundam Heavyarms Custom (Endless Waltz version)
Head: GAT-X102 Duel Gundam
Arms: GAT-X102 Duel Gundam (Assault Shroud)
Torso: XXXG-01H2 Gundam Heavyarms Custom (Endless Waltz version)

Structural Defense:
Gundanium Alloy: Well-balanced endurance, at the cost of weighing down the unit.

Special System:
None

Melee Weapons:
"Armor Schneider" Combat Knife: Stored in the side skirt armor are a pair of folding "Armor Schneider" combat knives. These knives do not need power from the suit, can be thrown, and their blades vibrate at high speed allowing them to pierce through most armor except PS armor.

Projectile Weapons:
57mm High-Energy Beam Rifle: The Duel's main ranged weapon, it has a single-shot grenade launcher under the barrel. The beam rifle can easily destroy a ZGMF-1017 GINN with one shot, but is mostly ineffective against armor with anti-beam coating. It is stored on the side skirt armor when not in use. The same beam rifle is later used by other mobile suits.
"Igelstellung'"75mm Multi-barrel CIWS: Mounted in the Duel's head are two "Igelstellung" 75mm multi-barrel CIWS guns. Although classified as an anti-air weapon, these light projectile weapons can be used to intercept missiles and to destroy lightly armored vehicles.
"Shiva" 115mm Railgun: Mounted on the right shoulder of the Assault Shroud armor, this weapon uses electromagnetic forces to launch the projectile.
220mm 5-barrel Missile Pod: Mounted on the left shoulder of the Assault Shroud armor, it is similar to those on the GAT-X103 Buster Gundam.
Chest Gatling Gun: A pair of gatling guns mounted in the left and right chest, they are hidden by openable armor covers. They can be fired together with the machine cannons and vulcan guns to restrict enemy units from closing in. The EW version has four of these.
Homing Missile:  44 homing missiles are stored in the front skirts and leg missile pods.
Beam Gatling Gun: A high output beam weapon that serves as the main armament. This beam weapon is handheld, and connected via a cable to an energy tank mounted on the suit's back. Mounted on the backpack when not in use.

Shield:
Chobham Shield: A standard shield that is made of Chobham armor and has a beam gun mounted into it allowing for both protection and a range weapon.

Power System:
Nuclear Power: Offers unparalleled power at the cost of expense and environmental danger if damaged.

Special Abilities/Features:
Assault Shroud: A ZAFT manufactured add-on, built for the Duel after it was damaged in combat. It is based on similar equipment used by the ZGMF-1017AS GINN Assault Type and the ZGMF-515AS CGUE Assault. The Assault Shroud increases the Duel's battle effectiveness by granting it extra armor and new weapons like the "Shiva" Railgun and a Missile Pod. It also contains additional vernier thrusters to enhance Duel's mobility in space and offset some of the added weight. However, the latter is effective only in space and the extra bulk still hinders the Duel's movement when under gravity. If a lethal or heavily damaging strike is suffered, the Assault Shroud can be detached, and the Duel Gundam can still fight using its basic form and weaponry.
Self-Destruct System: The XXXGAT-X10201H Duel Heavyarms is built to self-destruct should the pilot choose to. A remote detonator is placed within the cockpit and if a dire situation arrives, the pilot can destroy the Mobile Suit. The system was designed to overload its power systems and has enough explosive power to destroy several city blocks. It's a last option tactic if the pilot is incapable of protecting the Mobile Suit, while not allowing it to fall into enemy hands. It also can be used as one large explosive device to eradicate large targets.

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Gunpla #3: XXAGET-01X105-2DB Deathstrike Bullet

Screenshot_20210314-000028.thumb.png.67a76c345fb75bbdbcd078f8decf4549.png
Base Unit: XXXG-01D2 Gundam Deathscythe Hell (Endless Waltz version), AGE-2DB Gundam AGE-2 Double Bullet, ASW-G-08 Gundam Barbatos & GAT-X207 Blitz Gundam
Operator (Diver Name): Zhane Tan

Legs: Gundam AGE-2 Double Bullet
Backpack: Gundam Deathscythe Hell (Endless Waltz version)
Head: Gundam Barbatos
Arms: Gundam Deathscythe Hell (Endless Waltz version)
Torso: Blitz Gundam

Structural Defense:
Gundanium Alloy: Well-balanced endurance, at the cost of weighing down the unit.

Special System:
None

Melee Weapons:
Beam Scissor: A powerful close combat beam weapon that can cleave through any armor and capable of operating underwater. The heat and powerful magnetic field it produces can begin to disintegrate the target even as the beam blade approaches. The beam scissor is a modified and updated version of the original beam scythe. The weapon has one beam scythe, but with enhanced power and a rocket thruster has been added to give it extra momentum in use, effectively quadrupling the power of the original scythe. When not in use, stored on the back skirt with its handle retracted.
Beam Sabers: Mounted on the hips of the suit are a pair of beam sabers that can be used for close combat

Projectile Weapons:
Vulcan Gun: These head mounted shell firing weapons have high rate of fire, but little power and are generally ineffective against mobile suits; however, they can damage lightly armored areas such as the sensors. They are ideal for shooting down small, lightly armored targets such as missiles, attack vehicles, etc.
Calf Missiles: Mounted on the back of the legs are four missile launchers, two on each leg, that are used mainly for bombardment and/or distraction of enemies. These missiles can also be used to target enemy gunpla's.
Beam Gun: The ranged weapon used by the Mercurius, and gives Deathstrike Bullet short-to-mid ranged firepower. It possesses less power than the standard beam rifle, but because of its small size, it is ideal for the close combat role of the Deathstrike Bullet.

Shield:
Buster Shield: The buster shield of the original Deathscythe, is mounted on the left arm of  Deathstrike Bullet. Outside of the defensive capabilities, the Buster Shield has been included. The buster shield can be used as a close-range weapon. A beam blade can be emitted from the buster shield after the physical blades at the front split apart. The shield itself can even be launched towards its target thanks to the thruster at the back.

Power System:
Nuclear Power: Offers unparalleled power at the cost of expense and environmental danger if damaged.

Special Abilities/Features:
Hyper Jammers: Equipped with four hyper jammers, integrated into the shoulders and body of the mobile suit, gives Deathstrike Bullet the ability to completely shut down enemy radar and scrambles the cameras by the scattering of jamming particles. This allows it to use its stealth abilities to the utmost and makes it ideal for precision attacks.
Active Cloak: Contains four field generators that function similarly to the Mercurius' planet defenders. This active cloak also allows the Deathstrike Bullet to turn invisible when closed, and can function as wings when opened, enhancing the suit's mobility. Mounted in the armor and on the back of Deathstrike Bullet as a pair of large bat-like wings.
Rousette Equipment: Additionally equipment added to the wings of Deathstrike Bullet, a set of variable-wing units mounted on the backpack giving the Deathstrike Bullet the same atmospheric flight capability as the XXXG-01W Wing Gundam.
Self-Destruct System: The XXAGET-01X105-2DB Deathstrike Bullet is built to self-destruct should the pilot choose to. A remote detonator is placed within the cockpit and if a dire situation arrives, the pilot can destroy the Mobile Suit. The system was designed to overload its power systems and has enough explosive power to destroy several city blocks. It's a last option tactic if the pilot is incapable of protecting the Mobile Suit, while not allowing it to fall into enemy hands. It also can be used as one large explosive device to eradicate large targets.
 

Edited by JohnSeever
spelling check and formatting issues.
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