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Abandoned CAKE WarehouseI need a new header.


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#1
Suguri-SP

Suguri-SP

    私 vs. 地球

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[table=Related Fields][/table]
Axial Mainframe
ARC Network
Credit Depository
Works in Progress

Total Spent: 113,609
Giftcards Used: 3,900
Coupons: 50% off x1 (From Tythanin)

Last Dev: SMD-17-RX Ironhawk Origin

Edited by Suguri-SP, 31 May 2011 - 09:00 AM.


#2
Suguri-SP

Suguri-SP

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[table=Beyond the Horizon][/table]
Foreiya Heavy Industries
  • WX-1 "Valiant"
  • WX-1C "Valiant" Commander-type
  • WX-1R "Valiant" Reconnisance-type
  • WX-1A "Valiant" Assault-type
  • WX-7 "Knight"
  • WX-7A "Gladiator"
  • WX-7C "Paladin"
  • WX-7R "Inquisitor"
Ernstein Robotics
  • VFX-12 "Kestrel"
  • VFX-12S "Kestrel" w/ Tiercel Pack
  • VX-52B "Eagle"
  • VX-52S "Mother Bird"
Misc. Contractors
  • GRX-11 "Davidson"
  • GRX-11C "Hell's Horse"
  • GRX-12 "Ducati"
  • GRX-13 "Daimyo"
Project Endless Sky
  • XF-00-C "Endless Sky"
  • XF-01-FX "Daybreak"
  • XF-02-SU "Icarus"
  • XF-02-SO "Daedalus"
Malzarian Forces
  • Ball Drone
  • Bit Drone
  • Launcher Carrier
  • Sensor Drone
  • Lesser Gunship
  • Betwias
  • Werna
  • Salis
  • Uath
  • Coslas
  • Straif
  • Muin Getal
  • Straif Ailm
  • Alte λ
  • Tsih γ
  • Mira ο
  • Sham α
  • Nath β
  • Liln Ω
  • Galaxy-Class Bomb: Starbreaker

[table=Lord of Byston Well Unit Index][/table]
Kingdom of Alm
  • Teradyte (Prototype Aura Battler, 5 Customs)
  • Shin's Custom
  • Lucia's Custom
  • Abraham's Custom
  • Gundyne New!
  • Teradyne
  • (Customized Recon Unit) New!
  • (Limited Production Recon Unit) New!
  • Grunv (Mass Produced Wing Caliber)
  • Almedes (Mass Produced Aura Ship)
House Garm
  • Valnoir (Limited Production Wing Caliber)
  • Dozolom (Customized Aura Battler)
  • Cigany (Customized Aura Battler)
  • Aeranbine (Customized Transformable Aura Battler)
  • Aelunbine (Mass Production Transformable Aura Battler) New!
  • (Limited Production Siege Unit) New!
  • Macodes Weapons Platform (Mobile Weapons Platform)
Mon Dynasty
  • Salan (Mass Produced Aura Battler, w/ Refit)
  • Neuholt (Mass Produced Aura Battler, w/ Refit)
  • (High-Mobility Strike Unit) New!
  • Yansa (Limited Production Aura Battler, 1 Custom)
  • Guangrong Zhanshi
  • Theraphos (Customized Aura Battler)
Kingdom of Zoh
  • Neuej (Prototype Heavy Battler)
  • Ajiru (Limited Production Heavy Battler)
  • (Close-combat Assault Unit) New!
  • (Customized Recon Unit) New!
  • (Mass Produced Recon Unit) New!

[table=Nanoha Side-Story: The Meteor Squadron][/table]

TSAB Units
  • Zweiklinge [Pilot: Rhianna Elgrand]
  • Mjolnir [Pilot: Raimei Thorsdottir]
  • Hromundr [Pilot: Kain Reichert]
  • Beschaufeltkeule [Pilot: Kaori Kazekawa]
  • Siegfried [Pilot: Emilia Arosa]
  • Tyrfing [Pilot: Mina Greystroke]
  • Schwertgeist [Pilot: Abel Linea]
  • Firestone [Pilot: Alyssa Gates]
  • Bridgestone [Pilot: Michelle Rivers]
Twin Twilight Units
  • Codename: "Aries" Sleipner [Pilot: Rachel N.]
  • Codename: "Leo"
  • Codename: "Taurus"
  • Codename: "Scorpio"
  • Codename: "Sagittarius"
  • Codename: "Libra"
  • Codename: "Pisces"
  • Codename: "Gemini"
  • Codename: "Capricorn"
  • Codename: "Virgo"
  • Codename: "Cancer"
  • Codename: "Aquarius"
  • Full Eclipse [Pilot: Prius Escalade]
  • Unknown [Pilot: Yuki]
Lost Logia and Others
  • Yomi to Takamagahara [Pilot: Koihime Tasogare]
  • LA-00X Artemis [Pilot: Alicia Remington]
  • ARX-1001a Brahma [Pilot: Houka Maagakane]
  • Champagne of the Glorious Victory [Pilot: Don Perignon]

Edited by Suguri-SP, 03 February 2011 - 11:38 PM.


#3
Suguri-SP

Suguri-SP

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Foreiya Heavy Industries

On the forefront of all things mechanical for hundreds of years, FHI was originally a robotics company who eventually turned to the arms race as humanity tried to find more efficient and creative ways to defeat itself. They created a large portion of mass produced mobile weapons, focusing less on the weapons themselves and more on the vehicles that use the weapons. Be it the land, sea, or air, fifty years ago chances are it was made by Foreiya, or based off of their designs by a third party. It was not long until Foreiya pioneered their way into the realm of humanoid bipedal weaponry. Starting small at the level of powered suits, FHI advanced their gyroscopic and counterbalancing technology to the point where larger scale units were more feasible. Clunky and awkward at first, it would not be for another twenty years until their first mass produced line of bipedal weapons, the WX "Valiant" series, would be put out on full scale development.

The Valiant Series

The Valiant series, average height of 12 meters, was one of the first successful bipedal weapons to be introduced to the world. Boasting an impressive array of hard points to make them extremely versatile, as well as having human-like agility, the Valiant series was extremely promising in theory. However, while they were more agile than tanks or mobile weapons platforms, the Valiant series initially had many problems. Since bipedal weapons required a lot of delicate parts, parts failures were very common, additionally the Valiant series had a lot of field difficulty with aerial targets as well as long-range artillery, both of which could engage a platoon of Valiants at range with little trouble. Because of this, funding began to fall out with Foreiya as many investors began to pull from the company's stocks. Facing an imminent problem, Foreiya responded by putting their company out on a gamble in hastening development for the WX-2 Valiant Mk.II "Knight" series. Most all of the previous problems with the original Valiants were addressed in the Valiant Mk.II series, which use an EZ-Change Conformal Part system, as well as increased shielding and armor with relatively minimal loss of mobility. With the Mk.II's debut, the Valiant line secured its place as one of the mainstream mass produced lines of bipedal weapons and Foreiya soared once again.

Fall of Foreiya

Sadly, the fame brought around with the Valiant Mk.II would only be short lived. In what can only be described as a tragic accident, both the Chairman Kai T. R. and Vice Chairman Berl A. S. fell victim to a faulty weapon discharge during a live field test on their upcoming WX-3 Valiant Mk.III "Paladin" series. The event shook FHI's foundation immensely as each branch tried to place the blame on the other, and the next person in line to lead the company was simply too wishy-washy to trudge through the immense hardships. Production came to a grinding halt and investors once again found themselves pulling out of FHI's company, this time for good. What followed was simply an explosion of hard feelings and bitter resentment as each of the respective heads of FHI's Divisions jumped ship to form their own small time companies with what little funding they had left. Some went on to become simple parts manufacturers, some stayed in the arms race, while others went on to further their own experimental projects in an effort to become the second FHI. However, all of these events are what lead to the end of the fall of Foreiya Heavy Industries' legacy.

Daidai Energy Co.

Founded by Kyoko Hasegawa, and formerly the head of FHI's Energy Development Division, Kyoko used the engineers under her ad well as her own personal knowledge to use what would have been the latest technology in energy reactors for the Paladin line to instead power entire countries on high performance, minimal waste power plants. Using this as a stepping stone, Kyoko sent Daidai Energy Co. into the the battlefield, both proverbially and literally, however her first footstep was an extremely large one.

Beam Weapons

Until that point, the tide of a battle was heavily influenced by beam weaponry. Ballistic weapons could be shrugged off with enough armor, and missile guidance and counter-guidance was always playing tug of war between each other to the point where dumb fire rockets started to seem more and more like a good idea. Beam weapons, however, fired more precise than ballistic while easily cutting through armor as if it was butter, and while they were limited to turret emplacements or extremely clunky prototype units, they had deadly effectiveness on the field.

Lasers versus Beams

Before beam technology was truly worked upon, lasers were the foreseeable future of weapon technology. However, while much stronger and faster than beams, Lasers suffered from many faults that made them ineffective weapons in a battle. To start, the maximum effective range of a laser was much, much shorter than a beam of the same caliber. Additionally, lasers required a lot more power to maintain than beam weaponry, which simply needed a small burst of energy to get the reaction going, whereas a laser needed continuous energy feed to maintain strength. Lastly, lasers were very easy to counter, as anyone with a shield and some mirror coating could deflect a powerful enough laser to the point where shots could be reflected back to the attacker or his squad mates. Lasers, however, were not completely useless, as the precision of a laser weapon made them excellent point-defense and anti-missile countermeasures. Laser turrets are most commonly placed on fortified bases or battleships.

Anti-Beam Field

What Daidai Energy Co. had created was a device that simply leveled the playing field for beam weaponry. An Anti-Beam Field begins to diffuse a beam the moment it enters the field, in most cases heavily reducing the severity of any given beam attack and in some cases completely negating the attack in the first place. However, these fields were extremely energy inefficient, with a full all-directional field needing to be mounted off of something that can sustain a heavy energy flow.

Anti-Beam Shields

The quick and easy solution to giving anti-beam measures to smaller units was to create a unit that only created a field when it was needed, where it was needed. As such, Anti-Beam Shields were made, which were small (Using the Valiant series as reference, as the Mk.IIs were still in heavy use) projectors mounted on the forearm that created a cone of AB Field over a short distance. While slightly difficult to use at full effectiveness, especially in a full fledged battle, AB Shields were easy to maintain and definitely better than nothing. Additionally, while they did not offer the protection of a full-fledged shield, they were much less obstructive, if also that much more expensive.

Project Serene Air

Deciding to give her hand at full-scale mechanical production once again, Kyoko and Daidai Co. decide to create an offshore production plant to act as a testing ground for their creation, XF-00 "Serene Air". Production is abruptly halted though, as Daidai Co.'s revenue isn't enough to sustain the project. Persistently hanging onto the idea, Kyoko began to call out old associates as well as previous heads of FHI divisions to see if anyone was willing to lend her a financial hand. Most all of them refused, however several companies did decide to help, with some stipulations.

Absolute Energy Rediffusor

The latest in anti-beam technology by Daidai Energy Co., the AER is a modified AB Field that not only dissipates energy from beams, but also reabsorbs it to charge a battery that can be used to supplement power to the main reactor or act as a backup energy source if something goes horribly wrong. The discovery of the AER was accidental, and nearly took out Daidai's president Kyoko in a tragic explosion due to energy feedback while testing out ways to make a stronger AB Field. After observing the data, Daidai engineers began working on what would eventually become the AER.

Kampfwald Robotics

Former Head of FHI Robotics Division, Oswald Ehrlich now leads primarily medical-oriented robotics company who specializes in prosthetics due to the accident that took out half of his body and his daughter. While on the verge of coming up with a small-scale medical system that would let people use artificial limbs as easily as real ones, Oswald was at a loss as his initial prototype was far too large and bulky for it to be manufactured for people. At the projected size, he wasn't even able to effectively do testing on the prototype. However, when Daidai Co. approached Oswald for funding, he was ecstatic. While Kampfwald didn't have the money to outright build a large frame, they did have enough free resources to assist Daidai in their project, and all Oswald had to do was scale up his prototype a little to accommodate.

eMotion Mental iMaging System (M^3 System)

A man to machine interface system that was originally intended for use in prosthetics. The system reads emotion and intention via a specialized helmet and electrodes that are applied to the back of the neck prior to startup. The original prototype had problems with users who were in states of anger, as it would cause unpredictable and violent outbursts within the machine itself. This problem has long since been dealt with and manual release safeties have been placed to disengage the system to make sure the pilot does not do anything that would put them at extreme risk.

Dyson Aerodynamics

The final support to finish the Serene Air was from Dyson Aerodynamics, the head of whom used to be in a relationship with Kyoko Hasegawa. While Daidai Co. did not officially send a request to Dyson Aerodynamics, once Ron Dyson caught wind that Kyoko was in need of funding, he quickly supplied what he could in the latest propulsion engines to help reduce costs, as well as a little funding to see the project through. While Daidai Co. initially refused the offer, Ron was quite insistent and even went as far as helping to personally see to the construction of the Serene Air.

42nd Annual International Robotics Festival

The first production model of the Serene Air, appropriately colored to sky blue and white tones, was shown at the 42nd Annual Robotics Festival. Using mostly dummy weapons like paintballs, the Serene Air was able to outshine every unit on the field in an impressive show of agility. With the M^3 System, even a novice pilot could move the Serene Air as their own body, which gave it a tremendous edge over more conventional control schemes. It also attracted the eyes of many others for its proposed role in prosthetics. The real show took place in a never-before heard of live-fire testing of the Serene Air. Pitting the unit against several high-caliber beam turrets, many of the spectators were at a loss at what to think, with some wondering why anyone would destroy a unit on its first launch, while others were wondering what kind of trick the Serene Air had up its sleeve. What followed merely left the crowd speechless as the Serene Air gracefully flew through the air, unimpeded by the heavy supression fire that was merely disspiated as it came in contact with the AER's radius. The military presence that was there knew that if more units were made with these capabilities, then the shape of warfare would completely change.

The Invaders

However the 42nd AIRF was also the date of a true tragedy. From seemingly out of nowhere, unidentified extraterrestrial ships countless in number surrounded the Earth and began to send multitudes of attack squads down through the atmosphere. For the people in the ground, they only got a brief warning to evacuate to shelters before global communications were destroyed. At the site of the 42nd AIRF, many people did not have the time to react to the barrage of energy blasts that fired straight down, causing heavy casualties on their first strike. The remaining suvivors and few injured were hurriedly rushed onto transport ships that were headed for shelters. The little military that was there, as well as the Serene Air were in charge of protecting the transports, however they were quickly overwhelmed with the sheer number of the alien force. In a last minute desperation move, the pilot of the Serene Air dove towards the center of the enemy forces and, in a brilliant flash of light, destroyed a large chunk of the enemy forces in an instant. The Serene Air and its pilot were nowhere to be found.

Disbandment and Dispersal

Oswald, Ron, and Kyoko knew that they were lucky to have survived the attack of the 42nd AIRF, however from there they only argued and fought as to whose fault it was that the Serene Air was lost. With more pressing matters at hand, the three separated their efforts and returned to their respective craft. With the world at war with an unknown threat, energy, medical, and propulsion were in high demand. However humanity was fighting a losing battle. Soon, entire countries were soon claimed and borders and politics became meaningless. The world was sectioned off into Green Zones, Yellow Zones, and Red Zones, with green being safely habitable, yellow being war-torn areas, and red being areas where the aliens had began to set up base.

The Lion Princess

It has been eight years since that fateful day that humanity was humbled by the sudden onslaught from the alien force. However, one girl still remembers the fateful day when a brave pilot sacrificed himself to save her and her mother. Katalyn Gemria, a former princess turned queen, had long forsaken her ruined homeland and turned her and a tightly knit band of loyal followers into an independent military entity focused on repelling the alien threat from what little Green Zones there are. Because of this, she has earned the nickname of "The Lion Princess", with her forces known as the Lion Pack, due to the royal emblem placed don the shoulders of her forces. While her troops use now-outdated Valiant Mk.II Soldier units, they utilize guerrilla tactics focusing on mobility and hit and run, skirmishing with an enemy enough to do damage while escaping with minimal casualties. While this is effective against other humans, the alien force is far too numerous and unpredictable for the attacks to be effective. Realizing that her efforts were valuable, but only temporary solutions, Katalyn knew she needed a larger arsenal if she was to make any significant dent to the enemy forces. Remembering back to the brave fight of that single test pilot from many years ago, Katalyn sends a small contingent of her people to go find the minds behind the Serene Air, determined to create a place for humanity to live in peace once again.

Project Endless Sky

With the three heads of Project Serene Air back together again, Katalyn expected great and immediate results from the, however all she found was a case of three bickering adults who would refuse to work together. It was not until Katalyn痴 primary military adviser, a stern faced man who had lost an eye from previous battles, put a rather aggressive word in with the three that they got to work. Wondering what he had said the three to make them so compliant, the man known as Admiral Gates just replied with 鉄imple military know-how.・ Despite their differences, the three worked together with a synergy that is rarely seen in design teams. Under a new banner against the alient threat, the project was called Endless Sky as a symbol of the freedom that humanity once had. Using the knowledge from the tragedy that was the Serene Air, the Endless Sky features more failsafes to prevent the unit as well as the pilot from overexerting themselves.

Counteroffensive

Pressed against the wall, humanity mustered what forces it could into a band of elites known as the Hunting Hawks. Donning the emblem of the Lion Pack, the Endless Sky was given to the young pilot Skyler Jenson, a youger member of the Lion Pack but one that was skilled all the same.


(More goes here or something)



XF-00-C "Endless Sky"

A reconstruction of the XF-00 "Serene Air" that was tragically lost in battle, the Endless Sky is as much of a cutting edge weapon as it is a symbol of unity. Using an unusual mishmash of advanced propulsion technology, an experimental reactor, medical science, and a good heaping portion of old fashioned military know-how, the Endless Sky is practically a call to Foreiya's former glory.

While the original suit was not made for battle, the second model's focus shifted rapidly as humanity came under attack. Many of the Endless Sky's previous problems were addressed, and safeties were put in place to prevent the unit from going out of control again.

Height: 18.6m
Movement: Flight Capable, Average Landspeed
Armor: Poor to Decent, increases on heavier loadouts.
Agility: Extremely Good, lowers on heavier loadouts.
Attack: Top of its class.
Armaments: Beam Knife x2, High-Density Steel Knife x4, 20mm Machine Cannon x2
Hardpoints: Lower Leg, Forearm x2, Chest x1, Shoulder x1, Back x1

Held Equipment: Weapons that are held in the unit's hand, and are hotlinked via microwave transmission. Weapons that require energy input (Like every beam weapon) pull from the reactor (Or subsystems) using this same microwave link.

Examples: Machinegun, Bazooka, Beam Rifle, Beam Spread Gun, Beam Saber, Grenade Launcher, Shields

Mounted Equipment: Equipment that is required to be affixed to a hardpoint beforehand, which takes a couple of hours to perform. Thanks to the EZ-Change Conformal Parts System, mounted equipment can be cast off rapidly if the situation deems it necessary, however this makes the engineers very unhappy as they are the ones who have to go out and collect the discarded weapons.

Examples: Missile Launcher (Shoulder), Buster Cannon (Shoulder/Back), 180mm Artillery Cannon (Shoulder/Back), Pile Bunker (Forearm), AB Shields (Forearm), Support Packs (Back)

-Beam Knife: Even though it is called a knife, the Beam Knives on the Endless Sky are actually high performance beam sabers. At base, the beam knives are stronger than a standard issue beam saber and feature a switch for on-the-fly adjustment of beam length, however the beam's power is inversely proportionate to the strength of the beam itself.

-High-Density Steel Knife: While they are called knives, they are primarily used for piercing through armor rather than slashing, as they are not sharpened to be given an edge. These are stored within the arm itself and are launched out of the lower wrist actuator when needed. The force of this "shot" can do substantial damage to land-based vehicles and lighter mechs, but are not meant to be used for this purpose.

-20mm Machine Cannon: A head mounted vulcan unit that is effective against light armored vehicles or aerial units that get within range. While truthfully not an extremely effective weapon, Machine Cannons can serve a greater use in conjunction with other weapons that make them fairly useful in a battle. The most common usage of the Machine Cannons is to spray additional damage onto a target trying to engage in melee.

-Machinegun: A 60mm Machinegun that has been in use since the first Valiants were rolled out on the production line. They still work great against vehicles and mechs with light armor, and are extremely cheap and easy to repair, even on the field. However as people make bigger mechs with heavier armor, they quickly fade in their effectiveness.

-Bazooka: Some designs never really changed between personal warfare and mechanized combat. The bazooka is one of those designs. The bazooka is still an extremely effective weapon versus fortified structures and heavily armored units, however its slow rate of fire and relatively slow payload travel make it difficult to hit more agile targets.

-Beam Rifle: A gun that fires a single beam over a fairly large distance. Beam weaponry are generally superior weapons to their ballistic counterparts except in the case of a target carrying anti-beam measures.

-Beam Spread Gun: A beam spread gun fires multiple charges in quick succession over a cone-shaped spread. This rapid-fire mode is more suited to cornering more agile enemies or tearing into heavier armored units with successive bursts, however because each individual shot is much weaker than a standard beam rifle shot, a Beam Spread Gun is extremely weak against AB Shields, and has virtually no hope for penetrating a field.

-Grenade Launcher: Where ballistics have fallen to armor and beams have fallen to barriers, explosions still work quite well. Often times doing more damage to the pilot via shockwaves than the mech itself, a grenade launcher is an extremely versatile weapon good in most all situations due to the ability to load specialized rounds. It's main drawbacks are limited ammo and the rare dud. Some higher performance models of Beam Rifles are starting to carry Grenade Launchers as an underbarrel option.

-Beam Saber: A beam weapon that is powered via microwave from the palm of the Valiant series to the receptors on the saber. A beam saber creates a constant, low energy beam that is held in place by an isolating field that projects in a sword-like cone outwards from the base of the saber unit.

-Missile Launcher: A shoulder-mounted unit that is capable of both guided multi-lock and dumbfire area-lock. Holds 48 rounds in each shoulder, and can be half-mounted if the pilot also wants to equip it with heavier ordinance. (Such as the Buster Cannon or 180mm Artillery Cannon)

-Buster Cannon: An extremely large beam cannon that both requires a free shoulder to mount, a supply pack to fire, and a lot of patience to use. The Buster Cannon is as effective as it is heavy, as a unit using one of these has its effective ground speed halved and chances of flight become impossible. Charging the cannon take an entire minute, with cool down taking about as long as well, however despite all these flaws, a Buster Cannon is still an extremely crucial weapon in a battle. Upon firing, a Buster Cannon emits five seconds of devastation that is usually "swept" along an enemy line for maximum effectiveness. Even some of the strongest AB Fields are no match for sustained fire from a Buster Cannon.

-180mm Artillery Cannon: A powerful ballistic weapon that can be both fired directly and as a mortar. It is much lighter than a Buster Cannon, to the point where a unit outfitted to fly can do so, alebit awkwardly. Ground speed is barely compromised, but most of a units agility is hampered when it is carrying what is equivalent to a tank cannon on its arm. The shining point for the Artillery Cannon lies in its versatility. Unlike a beam weapon, the cannon can be outfitted with various rounds depending on the situation. Munitions include, but are not limited to, Armor Piercing Fin Stabilized Sabot (APFSDS), Incendiary (HEAT/I), Smoke Canisters, or even in more devious functions, such as nervous system-affecting agents.

-Pile Bunker: A weapon equipped to the forearm that features a spring-locked steel-titanium alloy spike which is propelled by high-explosive charges in a revolver fashion. Easily one of the most damaging melee weapons, if solely for its ability to pierce even some of the thickest armor like cardboard. The spike itself can be left extended to be used as a makeshift melee weapon to parry with.

On board Systems: AER, M^3 System

-Absolute Energy Rediffusor (AER, pronounced as "air"): A field that is generated around the Endless Sky that dissipates energy from non-melee beam weapons and absorbs it into an internal battery. This energy is then used to increase the output on many conventional energy weapons, restore lost performance due to strain, or increase power to the M^3 System, which in turn makes the unit more responsive. There is a slight flaw with the system though, as keeping it on all of the time would rapidly drain the internal reactor to the point of uselessness. As a substitute, small amounts of energy from the Endless Sky's thrusters are used to give the system a "jump start" so that it does not pull from the reactor. Because of this, the AER is only effective while the Endless Sky is moving.

The AER is not infalliable against beam weaponry though, as a beam of large enough magnitude (Usually any that are larger than the unit in diameter) would overload the system and in turn destroy the Endless Sky. However a skillful (or quite possibly crazy) pilot can even turn this situation to his favor, flying along the edge of the beam, grazing its edges to collect charge.

Passive Abilities on Charge: Increase Reaction Time, Increase Energy Weapon Damage, Restore Output Performance

-eMotional Mental iMaging System (M^3 System): A direct pilot to machine interface that uses the pilot's emotional state to help determine mechanical movement. This way, when a pilot gets a "knee-jerk" reaction, the machine will act accordingly. Originally a system planned to be used for prosthetics.

The M^3 System has unusual effects when paired with the AER's energy redirection protocols, the most obvious of which redirect the energy into applications not even thought of by the engineers that made it.

The following are known possible effects that have been demonstrated in the past. There may be other applications of the synergy between the two systems, but they have as yet been undiscovered.

Active Abilities: Rapid Fire (Uses Charge), Overcharge (Uses Charge), Overburst (Uses Charge), Accelerator (Uses Charge)

Rapid Fire: Tied to a clarity of mind and a sixth sense for danger, time slows for the pilot as he immediately becomes aware of the location of all enemies in range and unleashes a barrage of attacks at a single or multiple targets. This may cause damage on firing mechanisms or the unit's joints, depending.

Overcharge: Tied to the feeling of raw determination, the weapon in hand becomes visibly more potent as it's shots become larger, length becomes longer, or area becomes wider, all of which are much stronger than a normal attack. This only works on energy-based weapons. This may burn out the weapon in question.

Overburst: Tied to pure anger, the entire unit starts to glow as its vents start to shoot out superhot gases as the AER uses the same method it uses to collect energy to violently shoot it outwards. This creates a large burst of energy that heavily damages everything unfortunate enough to be caught in its area. This rapidly degrades the Endless Sky's armor.

Accelerator: Generally tied to a feeling of fear and flight, although it can also be fulfilled under the same conditions as Overcharge. The Endless Sky's thrusters give off an impressive burst that move it far beyond what its listed capabilities are. This can be used both offensively and defensively, although it is more commonly used as the latter. This can burn out thrusters if overused.

Edited by Suguri-SP, 07 December 2009 - 02:21 AM.


#4
Nimbus Noa

Nimbus Noa

    The World's Cutest Super Idol

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XF-00-C "Endless Sky"

Statistics:
HP: 3500, EN: 170, Agi: 250
IS: 2, Move: F/G, Size: M, Rank: 8


Weapons:
[+] 180mm Artillery Cannon [Smoke Canister] (S)- Accuracy Break, 4 rounds [+30%]
[+] 20mm Machine Cannon- 400 damage, 20 rounds [+40%]
[F] Melee (M)- 500 damage [+0%]
[+] Machinegun- 800 damage, 15 rounds, Hardpoints: 1 [+10%]
[F] Beam Knife (BMV:3)- 600 damage/3 EN [+0%]
[F] High-Density Steel Knife- 1300 damage, Armor Pierce, 10 EN/attack [+10%]
[+] Beam Rifle (B)- 1300 damage, 5 EN/attack [+10%]
[+] Beam Spread Gun (BSF:3)- 600 damage/3 EN [+10%]
[F] Beam Saber (BM)- 1600 damage, Hardpoints: 1 [+0%]
[+] Grenade Launcher (S)- 2000 damage, 4 rounds, Hardpoints: 1 [+0%]
[+] Missile Launcher (PGSF:6)- 500 damage, 48 rounds, Hardpoints: 1 [+25%]
[+] Bazooka- 3000 damage, 6 rounds, Hardpoints: 1 [+10%]
[F] Pile Bunker- 2500 damage, Armor Pierce, 8 rounds, Hardpoints: 1 [+10%]
[+] 180mm Artillery Cannon [APFSDS]- 2800 damage, Armor Pierce, 10 rounds, Hardpoints: 2 [+10%]
[+] 180mm Artillery Cannon [HEAT]- 4000 damage, 6 rounds [+20%]
[+] Buster Cannon (BS)- 5500 damage, Barrier Pierce, 30 EN/attack, Hardpoints: 2 [+30%]

MAP Attacks:
[+] Missile Launcher [Area Lock] (PT:3)- 1500 damage, uses 12 Missile Launcher Rounds [+0%]
[+] 180mm Artillery Cannon [HEAT/I] (T:3)- 2000 damage, Burn, 3 rounds [+0%]
[+] Buster Cannon (BI:6)- 4000 damage, 30 EN/attack [+0%]
[H] Overburst (I:5)- 5000 damage, 40 EN/attack [+0%]


Inherent Abilities:
1) Valiant
2) Countercut: Beam Saber, Beam Knife, Pile Bunker
3) Countershoot: Vulcan, Beam Rifle
4) Absolute Energy Rediffusor (Barrier)
5) M^3 System (System)
6) Hardpoints (6)
7) If Missile Launcher is chosen, gain Missile Launcher [Area Lock]
8) If 180mm Artillery Cannon [APFSDS] is chosen, gain all 180mm Artillery Cannon variants and Agi +20.
9) If Buster Cannon is chosen, gain the MAP variant, lose Move: F and Agi +50.


Purchasing Cost: 350 Credits

Absolute Energy Rediffusor

Class: Barrier

Description: Its pronounced "air".
Ability: Negate the first 2000 damage from a single attack phase for 5 EN. Negation only applies to all (B)-Type, non-[F] attacks. If an attack is completely negated by this barrier, absorb 1% of the damage as EN.


M^3 System

Class: System

Description: Stands for eMotional Mental iMaging System, the M^3 System is a direct pilot to machine interface that uses the pilot's emotional state to help determine mechanical movement. This way, when a pilot gets a "knee-jerk" reaction, the machine will act accordingly. Originally a system planned to be used for prosthetics.
Ability: Pay 20 EN to gain one of the following abilities for one turn.

-Overcharge: All (B) weapons gain Damage Dealt +30% and Target's Dodge Cost +30%
-Accelerator: Gain Dodge Cost -20% and Target's Dodge Cost +30%

Cost: 800 Credits (b'') (Yosuke)

Edited by Nimbus Noa, 09 December 2009 - 04:55 PM.


#5
Suguri-SP

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Edited by Suguri-SP, 09 December 2009 - 07:40 PM.


#6
Suguri-SP

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[table=WX-1 "Valiant" ][/table]

The first in the line of military-use bipedal robots as created by Foreiya Industries. Large, bipedal robots were around much longer, but more commonly used in construction tasks due to the high cost of military contracts and ratio of destructive power versus defensive capability. The Valiant was one of the earliest created bipedal robots to be able to withstand the abuse, although admittedly not too well. Listed are the four most commonly used variants of the first run of the Valiant.

Height: 12.2m
Movement: Average Landspeed
Armor: Decent, except in some critical areas.
Agility: Poor, the first Valiants had many problems with artillery strikes.
Attack: Average at best.
Armaments: Steel and Heat Weaponry, Solid-round weapons and missile launchers


WX-1 "Valiant"

The most baseline of baseline units in the Valiant series.

Loadout:

- 45.7x127mm Automatic Rifle: A standard mech-use assault rifle that could freely switch between full automatic and more accurate single shots. Also had an option to be loaded with blank cartridges to launch grenades with.

- Plasma Saber: A solid-metal straight blade that was charged with high temperature plasma, made for cutting through armor easily.

- EMP Grenades: Grenades that sent out an electromagnetic pulse of such strength that it could cause major electronic malfunction. While units developed later on had much better electronic shielding, the EMP grenade still saw much use throughout the Valiant's career.

- HE Grenades: High Explosive grenades. Very good for taking out enemy Valiant-class units or other similar armored targets. Made much more effective when the Valiant's rifle was modified to fire grenades.

- Shield: A large chunk of metal. It doesn't really get simpler than this.

WX-1C "Valiant" Commander-type

Commander-type Valiants were not necessarily better built, but they were usually heavier armored and kept a communication suite among them so that the pilot could coordinate his allies in the heat of battle. They also acted as battlefield medics, keeping disabled units running long enough to complete whatever skirmish they were in.

Loadout:

- 45.7x127mm Automatic Rifle: A standard mech-use assault rifle that could freely switch between full automatic and more accurate single shots. Also had an option to be loaded with blank cartridges to launch grenades with.

- Plasma Saber: A solid-metal straight blade that was charged with high temperature plasma, made for cutting through armor easily.

- EMP Grenades: Grenades that sent out an electromagnetic pulse of such strength that it could cause major electronic malfunction.

- EWAC: Also known as Early-Warning-And-Control. It is a device used to forewarn allies of the enemies' movements.

- Quick-fix and Spot Welding: A variety of small parts and conformal actuators meant to replace vital parts of other Valiant-class units on the fly. Could also be fitted with parts for other mechs, if needed.

- Resupply Pack: A module situated in the backpack to restore munitions or other depleted resources in allied mechs.

WX-1R "Valiant" Reconnisance-type

More agile than any bipedal mech of its time, the Valiant Recon-type was outfitted with the best suite of sensors available with the current technology. While not made for combat specifically, many Recon pilots were trained to use smoke grenades and thermal vision in tandem to take out enemies with their long range sniper rifles. Commonly fitted with radar-resistant armor and heat mitigation to avoid thermal sensors as well.

Loadout:

- 140mm Sniper Rifle: A collapsible high powered rifle that holds five rounds in a magazine. Generally Recon units are seen holding at least two extra magazines. While not considerably more powerful than the baseline Valiant's 45.7x127mm Automatic Rifle, the Sniper Rifle is made to be much more accurate via its extra length of barrel, which can fold up when the Recon unit is on the move.

- Smoke Grenades: Canisters made to disperse a large amount of smoke in an instant.

- Disabling Sap: An electrically-charged length of metal akin to a club meant to overload circuitry on contact with an opposing mech.

WX-1A "Valiant" Assault-type

While not the most agile, the Assault-type is definitely the fastest of the first run of Valiants, making use of its speed and heavy armor to act as shocktroopers on the battlefield. They were also the first to test experimental laser weaponry, having a slightly higher output reactor than other Valiant models.

- 130mm Machine Rifle: A large rifle made for heavy bombardment and fast rate of fire. Not as accurate as the 45.7x127mm Automatic Rifle, however it is much more powerful.

- M202 Bazooka: A six-round bazooka that fires out rockets that serves two functions, projecting a metal spike at high speeds into enemy targets via explosion on contact, and dispersing a chemical compound that ignites at 1300 degrees Celsius on contact with oxygen.

- Laser Sword: One of the first laser weapons to be implemented, utilizing superheated nitrous gas that created a beam of light capable of cutting through most types of conventional armor in seconds. It would be found that down the line, laser weaponry was largely impractical for anything that wasn't hooked to a dedicated generator, so later models of the Valiant switched to beam-based weaponry.

- 180mm Cannon: An optional weapon that replaced the bazooka, firing large cannon rounds made to take out targets an an extremely long range. Due to recoil, this weapon had to have a shield to brace it.

- Shield: Still a large chunk of metal.


(Added Note: I uh, dunno if we're still allowed to do this or not, but generally I imagined these units to be about the level of the Zaku II or Gouf, whereas the Valiant Mk.II series will end up around maybe the Gessie Mk.II's level or so. When I do the second series of Valiant I figure they'll have better mobility but about the same amount of armor and much better weaponry.)

Edited by Suguri-SP, 13 December 2009 - 10:37 PM.


#7
Akita

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WX-1 "Valiant"

Statistics:
HP: 3500, EN: 150, Agi: 300
IS: 4, Move: G, Size: M, Rank: 4


Weapons:
[F] Melee (M)- 500 damage [+0%]
[F] Plasma Saber (M)- 1200 damage [+0%]
[+] 45.7x127mm Automatic Rifle- 1500 damage, 20 rounds [+10%]
[+] HE Grenades- 2000 damage, 8 rounds [+10%]
[+] EMP Grenades- Stun, uses 1 round of HE Grenade [+10%]


Inherent Abilities:
1) Valiant
2) Shield
3) Countercut: Plasma Saber
4) Countershoot: 45.7x127mm Automatic Rifle


Purchasing Cost: 100 Credits

 

WX-1C "Valiant" Commander-type

Statistics:
HP: 3700, EN: 160, Agi: 300
IS: 4, Move: G, Size: M, Rank: 4


Weapons:
[+] EMP Grenades- Stun, 8 rounds [+10%]
[F] Melee (M)- 500 damage [+0%]
[F] Plasma Saber (M)- 1200 damage [+0%]
[+] 45.7x127mm Automatic Rifle- 1500 damage, 20 rounds [+10%]


Inherent Abilities:
1) Valiant
2) Countercut: Plasma Saber
3) Countershoot: 45.7x127mm Automatic Rifle
4) Repair
5) Resupply
6) EWAC


Replacement Cost: 50 Credits (WX-1 "Valiant")

 

WX-1R "Valiant" Reconnisance-type

Statistics:
HP: 3500, EN: 150, Agi: 280
IS: 4, Move: G, Size: M, Rank: 4


Weapons:
[+] Smoke Grenades- Accuracy Break, 8 rounds [+10%]
[F] Melee (M)- 500 damage [+0%]
[F] Disabling Sap (M)- 600 damage & Stun, 5 EN/attack [+0%]
[+] 140mm Sniper Rifle- 1500 damage, 20 rounds [+15%]


Inherent Abilities:
1) Valiant
2) Countercut: Req: Martial Arts Mastery
3) Countershoot: 140mm Sniper Rifle
4) Snipe: 140mm Sniper Rifle (+30%)
5) Disabling Sap: If the first hit is negated, the attack is negated.


Replacement Cost: 50 Credits (WX-1 "Valiant")

 

WX-1A "Valiant" Assault-type

Statistics:
HP: 3900, EN: 170, Agi: 290
IS: 3, Move: G, Size: M, Rank: 5


Weapons:
[F] Melee (M)- 500 damage [+0%]
[F] Laser Sword (BM)- 1500 damage [+0%]
[+] 130mm Machine Rifle (SF:5)- 400 damage, 30 rounds [+0%]
[+] M202 Bazooka- 2000 damage, Burn, 6 rounds [+20%]
[+] 180mm Cannon- 3000 damage, 6 rounds [+20%]


Inherent Abilities:
1) Valiant
2) Shield
3) Countercut: Laser Sword
4) Countershoot: 130mm Machine Rifle


Replacement Cost: 50 Credits (WX-1 "Valiant")

cost to be added: 375 + 210 x3 = 1005 Regris sux

Edited by Nimbus Noa, 16 December 2009 - 02:24 AM.

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#8
Suguri-SP

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#9
Suguri-SP

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[table=Berserker Leprechaun][/table]

(Hi, this dev is assuming the storyline of SRW@, and also my previous R&D of Arcane Billbine, which is basically "Hey Shou and Masaki are buddies, let's have them trade moves and stuff.)

In war, there are many who lose their lives in battle. Jerril Kuchibi was one such of these soldiers. As a pilot of the Leprechaun, she would fight the infamous Aura Warrior, Shou Zama, to the point of letting her feelings overtake her and Hyperizing. However this was ultimately not an obstacle for Shou, as he felled her even after her transformation.

However, this would prove to not be the end for the pilot, Jerril Kuchibi.

After the Londo Bell had moved out of the area and the Leprechaun was lying in a smoking heap of parts, Jerril, on the last moments of her life, was given a proposition. A proposition by a strange, purple-haired, smirking devil. It merely said that if she pledged her soul to it, she would gain unimaginable power and the ability to strike down the bastard that killed her. Having nothing else to lose, Jerril eagerly accepted its offer, pledging her soul to defeat Shou Zama and everyone else around him. The smirking devil grinned, snapping his fingers as the Leprechaun was engulfed in a aura of darkness and the unit itself came alive, its mandibles dripping with oil as it let out a blood curdling screech into the air. Tossing its machine cannons aside, Jerril took her units Aura Sword and started to crush and contort it with the Leprechaun's hands, grabbing other scrap metal as she went, simply taking out her anger on the scrap metal until it formed a vicious looking two-handed axe. The Leprechaun then took flight, having only one target in mind...


Offensive Abilities
  • Aura Vulcan - The Leprechaun fires off its vulcans at an enemy. When using its Rage, the Leprechaun also picks up a gigantic rock and throws it.
  • Flamethrower - The Leprechaun flies into close range with an enemy and starts basting it with flames. When using its Rage, the Leprechaun also starts pummeling the on fire enemy before headbutting it away.
  • Wire Claw - The Leprechaun flies towards its enemy and hits it with a Wire Claw. When using its Rage, it holds onto the enemy and begins firing its vulcans and Aura Cannon repeatedly, until the enemy is blasted hard enough for the Wire Claw to detach.
  • Melee - The Leprechaun flies in to dropkick an enemy. When using its Rage, it follows up the dropkick with an over-headed two-handed smash.
  • Berserker's Axe - The Leprechaun hefts its two-handed axe and flies towards its enemy, swinging it heavily horizontally and crushing its opponent. When enraged, it follows up with an overhead chop that knocks its enemy straight to the ground, kicking up rocks and dirt as it lands.
  • Trample - Shooting a target with its Wire Claw, the Leprechaun latches onto its opponent and swings them around like a ball on a chain, smashing them into the ground repeatedly until the wire retracts long enough for the Leprechaun to start repeatedly stomping on its enemy, embedding it into the ground as each clawprint echoes throughout the battlefield like peals of thunder. This maneuver can only be used while enraged.
  • Aura Charge - Focusing its Aura energy, the Leprechaun charges its enemy and rams into it with its shoulder. When using its Rage, the Leprechaun does so while spraying its Flamethrower, the flames covering its Aura Barrier and engulfing its opponent on contact.
  • Earth Crusher - Bringing its axe overhead, the Leprechaun brings both arms down into one fell swoop, cleaving open the head of its opponent in twain. However, the torment does not stop there. The Leprechaun flies straight down, bringing its axe and its opponent into the earth itself, burying them temporarily. Then, pulling the axe, and trapped foe out, the Leprechaun delivers a final stab with the head of its axe as its enemy explodes, parts being scattered to the four winds. This maneuver can only be used while enraged.
  • Aura Rend - Focusing its Aura power into its axe, the Leprechaun flies upward, diving downwards to deliver a mighty strike to its enemy. When using its Rage, the Leprechaun lands on the ground first, bracing its feet and pulling up a chunk of earth easily three times its size, throwing it at its opponent before dashing up to cut it, and the chunk of earth, cleanly in two.
  • Genocidal Beam - Charging all of its rage and Aura Power into the head of its axe, the pilot screams mightily as the Leprechaun fires off a enormous beam of destructive energy from the head of its axe, destroying everything in its path and punching through enemy Aura Barriers like they were paper. This maneuver can only be used while enraged.
  • Hyper Aura Rend - Focusing even more Aura power into its axe, the Leprechaun flies upward, diving downwards to deliver a mightier strike to its enemy. When using its Rage, it also adds a second strike, crosswise, and then point-blank drop kicks it away.
  • World Destroyer - Screaming loudly, the pilot of the Leprechaun focuses its hatred, its anger, and all of its sorrow to create a field of negative Aura energy around it that utterly disintegrates everything in its area, up to and including the Leprechaun itself. Until the pilot can learn to focus its Rage, this move is as much of a danger to the Leprechaun as it is to everyone around it. This maneuver can only be used while enraged. (Basically it does a fixed percentage of damage to itself when it uses this move until it unlocks Unlimited Rage.)

Supportive Abilities
  • Shield - Despite losing the Aura Shot and gaining the Berserker's Axe, the Leprechaun still has its shield as it did when it only had its Aura Sword.
  • Berserker Rage - Focusing entirely on the negative feelings of utterly destroying all that stands before it, the Leprechaun's pilot enters a deep, bloodthirsty, frothing rage, causing the Aura Battler to Hyperize, as well as increasing its destructive output to ridiculous levels and giving it a seemingly undrainable pool of power to tap from. However if this rage persists too long, it drains the pilot and the unit itself, wearing them both down to minimal fighting capability. (Basically the Hyperize inherent that also drains SP in exchange for even more hilarious damage dealt and EN Regen S.)
  • Berserker's Soul - When one takes the vow of a Berserker, they are swearing fealty to complete destruction. In return, the Berserker is granted with the ability to have supernatural endurance and shrug off damage like it never happened. This ability is similarly extended to the Leprechaun, where it seems like even after being run through with a sword, no visible damage is inflicted and the Leprechaun continues barreling through enemies like a truck unstoppable force. Even seemingly grievous wounds become inconsequential over time due to the Berserker's sheer focus on killing, maiming, and destroying. (It's basically an S Armor that reduces damage taken by a fixed amount and gives HP Regen S when under the effects of Rage.)
  • Blood Wrath - All things come with a cost, and with the power to conquer your foes and hear the lamentation of their women, also comes an insatiable bloodlust. Because of this, the pilot of the Leprechaun can no longer distinguish between friend and foe and will actively attack anything that crosses its path. (When raging, gib allies.)
  • Unlimited Rage - Having spent many battles soaking its axe in the blood of its enemies, the pilot of the Leprechaun has learned to focus their rage into a keen tool that no longer taxes their body or spirit. After enough training, they become able to sustain their rage indefinitely, persisting long enough to destroy every unit standing. (An unlockable ability that lets you Rage without spending the AP or SP to upkeep it.)

To Sachiko, with BURUAAH!!!

Edited by Suguri-SP, 22 December 2009 - 03:06 AM.


#10
Nimbus Noa

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Berserker Leprechaun

Statistics:
HP: 4000, EN: 200, Agi: 220
IS: 2, Move: F/G, Size: S, Rank: 12


Weapons:
[+] Aura Vulcan- 600 damage, 20 rounds [+40%]
[F] Melee (M)- 800 damage [+0%]
[+] Flamethrower (SV:6)- 700 damage/5 EN [+0%]
[H] Wire Claw (M)- 1000 damage, Moblity Break [+0%]
[F] Berserker's Axe (M)- 2400 damage [+0%]
[H] Trample- 1000 damage, Mobility Break & (F:8)- 500 damage/3 EN, Req: Berserker Rage [+10%]
[F] Aura Charge- 3000 damage, Aura Power, 20 EN/attack [+20%]
[F] Earth Crusher- 2500 damage & 3000 damage, Accuracy Break, 30 EN/attack Req: Berserker Rage [+20%]
[F] Aura Rend- 5000 damage, Aura Power, 35 EN/attack [+20%]
[+] Genocidal Beam (S)- 5500 damage, Barrier Pierce, Aura Power, 40 EN/attack, Req: Berserker Rage [+30%]
[F] Hyper Aura Rend- 5800 damage, Barrier Pierce, Aura Power, 40 EN/attack, Req: Berserker Rage [+20%]

MAP Attacks:
[H] World Destroyer (I:6)- 6000 damage, Barrier Pierce, Aura Power, 60 EN/attack, Req: Berserker Rage [+0%]


Inherent Abilities:
1) Aura Battler
2) Shield
3) Countercut: Berserker Axe
4) Countershoot: Aura Vulcan
5) Berserker Soul (Armor): Same effects as Generating Armor Req: Berserker Rage
6) Aura Barrier (Barrier)
7) Double Image (4)
8) Berserker Rage
9) Unlimited Rage: Ignore SP Upkeep requirement of Berserker Rage. Rank +2 when this ability is unlocked. Req: 10 Evo Points


Evolution Cost: 7 (Leprechaun)

Hangar Resale Value: 780 Credits



Berserker Rage

Class: Special

Description: N/A.

Abilities:
Pay 20 AP to initiate Hyper State. Each turn, pay 2% of your maximum SP. Should this upkeep be unpayable, or user decides to stop, return to normal state and decrease HP to 1 and EN to 0. Unit's size increases by 3 categories (to a maximum of LL) while Hyperize is active. Current & Base HP +50%, Current & Base EN +25%, Weapon Damage +100%, Unit's Agi +150, Accuracy +25% EN Regen S and Berserker (1/3) Usable only once per battle.

Cost: 2100 credits (b'')

Edited by Yosuke Kobe, 22 December 2009 - 03:46 AM.


#11
Suguri-SP

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#12
Suguri-SP

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[Table=Nanoha: The Meteor Squadron][/table]

Shortly after the events of Lyrical Heart ~Yozora e no Seika~, the TSAB began to consider more and more the possibility of mass producing Arch Liners and creating squadrons of special task forces. The Meteor Squadron was the first of such task forces, outfitted with Solfege M Arch Liners, eventually rising up to be possibly as strong as the famed White Devil herself. Lead by Captain Alyssa Gates, the Meteor Squadron would be come to known as one of the most ragtag groups the TSAB ever hosted.
The following is an account of the members of this squadron, from conception to disbandment.

[table=Meteor Squadron Casefile: Alyssa Gates][/table]

Alyssa Gates, Captain of the Meteor Squadron and next in line of a family of talented mages. Has short red hair and dark skin, height 5'10". Alyssa has a serious demeanor and is willing to do what she can to help her squadmates, while also strictly adhering to policy. Because of her studious and resourceful nature, she attained rank of Captain over the Meteor Squadron at an early age in comparison to some of her superiors. Alyssa's family line dates back to Earth, as evidenced in her skin tone and facial structure, which is a mixed blessing. Has always been good friends with Michelle Rivers, who joined the same time Alyssa did, their families having a long history with each other. However, Michelle was more of an adept at combat than at leading, giving Alyssa an edge in rank progression in the long run. Alyssa also seems to hold some sort of relationship with Violet, a TSAB informant, but how they came to know each other is mostly unclear. Despite this, Violet often garners Alyssa with information that allows her to know much more than someone of her rank should, at times.

As Captain of the Meteor Squadron, Alyssa was both a figure liked and at some times hated by her squadron. She would frequently strain herself in doing the best to please her superiors while also keeping favor with her squadron, although this was frequently strained due to the Meteor Squadron eventually coming into possession of several members of questionable status which made much of the TSAB's administration raise questioning eyebrows. This coupled with the wide array of conflicting personalities, including Rachel and Emilia's standoffishness, Alicia's disregard of authority, and Kaori and Mina's leap-first attitude, made Alyssa's job all but easy. Despite this, Alyssa still persevered and the Meteor Squadron kept an impressive, if haphazard, record.

In combat situations, Alyssa mostly kept to the back lines, healing and leading when she could. But in times of need she wouldn't hesitate to put herself in the line of fire to protect her squadron. Despite her Arch Guardian specializing in fire attacks, Alyssa herself kept a cool demeanor and would dote out effective orders, providing people followed them. She's most known for protecting her allies with her Fire Mantle ability, healing where necessary, and then giving fire support as a last resort. Her Arch Guardian, the Firestone, sticks out primarily for it's commander-styled horn and bright red coloration, which frequently made Mina suggest that Alyssa should also wear a mask, to the puzzlement of most of the squadron.

Offensive Abilities
  • Flame Drive - An attack where the Firestone conjures several small balls of flame that home in and attack a target. While not incredibly strong, they're deceptively fast and accurate, ideal for taking out several smaller targets.
  • Firebrand - Focusing a line of magical flame to her wand, Alyssa turns the smaller wand into a spear of flame, useful for attacking targets that get too close for comfort.
  • Binding Flame - Modified Mid-Childian ensnarement magic that forms binds of flames around targets. The more an opponent tries to move or struggle, the hotter the flames burn. While especially strong or sturdy Arch Guardians can manage without much problem, these binds create lots of problems for Arch Guardians that aren't reinforced so well.
  • Scorching Ray - A tracking spell, much like Nanoha's Accel Shooter. The Firestone creates several balls of flame that home out a target and then shoot a ray of pure, eviscerating heat at an opponent. This spell also has a variation where the flames can arrange into a formation and fire out a single, powerful beam of flame. Extremely accurate and good for shooting critical points.
  • Flame Mantle - The Firestone's fire-themed Protection spell, turned offensive. Any opponent that tries to breach the barrier up close will oftentimes find said barrier exploding into their face, which catches many people off guard.
  • Fire Blaster - A solid wall of flame that's launched from the Firestone's upper torso. The sheer heat that comes from this weapon is enough to melt or cause severe failures in weapons, making it a good technique in apprehending enemies.
  • Magma Breaker - Pointing her wand downwards, the earth is suddenly rent asunder as a huge gout of flame erupts forth beneath an opponent sending debris and smoke everywhere in the process. Because of the effects of this attack, Alyssa was only able to use it in specialized clearance missions.

Support Abilities
  • Flame Mantle - A versatile Protection spell that can be spread to other allies or reinforced for personal usage. Like its name suggests, it also is made primarily of fire-type magic and can cause problems for people who try to engage it too closely.
  • Candle of Life - A restorative spell that can repair light damages on an ally. However, repairing Arch Guardians isn't its only function. By focusing her magical power, Alyssa can also use her flames to fully restore a Arch Guardian from a state of complete disrepair, but doing so drains Alyssa quite a bit and prevents her from using Candle of Life again until she has had sufficient time to rest. (A repair you can burn to resurrect someone at the cost of some SP.)
  • Firestone (Intelligent Device) - Alyssa's custom device and a handful in of itself. While frequently spending its processing time healing or protecting, Firestone would rather be burning things, as its name implies. Aggressive to the core, Firestone is almost an exact foil to Alyssa, who is rather calm most of the time. Its more frequently used ability makes its flames last longer, subjecting anything that it manages to hit to a very long and painful burning sensation. (A sidekick with purely offensive seishin, possibly a unique ability that lets you add the Burn effect to an attack for SP or AP?)
  • Seal Mode - An ability used to control and convert purely magic-based attacks to deal spiritual and mental depletion on a target. (Flame Drive, Binding Flame, Scorching Ray)
  • Arch Liner - The core of an Arch Guardian, an energy generator based from artificial Linker Core technology. Without it, the machine cannot function, use magic or correctly interface with the piloting mage. An almost limitless energy source that runs continuously on environmental magic energy.

Combination Abilities
  • Antipodal Devastation - A combination attack with Michelle's Arch Guardian, Bridgestone. The Firestone calls forth a tornado of flames, razing and throwing the enemy up into the air. Then, the Bridgestone similarly summons an enormous chunk of ice that crashes down on the enemy, the conflicting temperatures causing armor to be easily broken.

[Table=The Meteor Squadron Casefile: Rhianna Elgrand][/table]

Rhianna Elgrand, resident of Mid-Childa, has red hair that's kept long and blue eyes. Rhianna is 5'9" tall and exudes a faint green magical aura. Daughter to Patricia and Stanley Elgrand, TSAB researchers, both of which are deceased due to an incident involving investigating what would come to be known as the Book of Darkness. Lt. Corren Liemens was in charge of the mission at the time the incident happened but was unable to prevent the investigation ship from being destroyed. Upon hearing about her parents death, Rhianna fled to the streets and ended up living at an orphanage ran by retired TSAB member Stephan Hawkins. Unfortunately, this lifestyle would be quickly disrupted as the orphanage soon came under attack by what would be later known as a criminal organization called the Dark Wings. While their intent was unclear at the time, the Dark Wings were aiming for the Device that Hawkins was allowed to keep as a memento of his service. Unfortunately, Hawkins fell prey to a suprise attack. Having this event unfold in front of her eyes, Rhianna then tried to engage the Dark Wings in combat with Hawkins' device. However, being unaccustomed to device handling, she instead incapacitated herself via magical feedback. Taking the opportunity, the Dark Wings then made off with Hawkins' device as well as Rhianna. Convincing her that she was the cause of the orphanage being completely destroyed from her recklessness, the Dark Wings began to train Rhianna as one of their own. She would work with them for the next eight years.

Operating under the Dark Wings was a harsh time for Rhianna, as despite her skill, she would constantly be sent to do reckless missions, and despite succeeding, she would be punished for arbitrary reasons. As if by fate, TSAB Researcher Cole Evans, a friend of Rhianna's parents, recognized her in passing and struck a conversation with her that convinced Rhianna to join the TSAB despite the possible punishment that leaving the Dark Wings would leave upon her. Upon hearing her situation the TSAB immediately granted Rhianna housing and refuge in exchange for information regarding the Dark Wings. It would, however, take two years of rehabilitation and training until Rhianna would join the TSAB force proper. Specializing in electrical attacks, Rhianna was, at best, an average mage and decent fighter. However, her quick wits and cool head progressed her up the ranks quite rapidly.

During an incident where a civilian was endangered, Rhianna was quick to act and neutralize the threat, immediately afterwards resuming her lunch break as if nothing had happened. It was this quality that Captain Alyssa Gates would choose Rhianna to be a member of the Meteor Squadron for.

Rhianna's Arch Guardian Zweiklinge, much like Rhianna, utilizes electricity-based magic and skilled melee in tandem to disable and then neutralize enemies she was fighting. The Zwei is equipped with mostly standard equipment, but also bears a special sword that Rhianna had custom built, being able to freely switch between a single bladed longsword-design and a dual short sword setup, each form changing Rhianna's abilities slightly. The following is a list of the Zweiklinge's exhibited abilities in the line of duty.

Sword Form Abilities
  • Current Overload - Quickly bringing the Zweiklinge's blade to the air, Rhianna fires a wave of electricity in all directions, causing enemies to flinch, and in more severe cases, be rendered unable to move entirely.
  • Flashbang - Rhianna summons an unusually bright flash of lightning around her guardian that blinds enemies who happen to be looking her direction, also accompanied by a deafening crackle.
  • Lightning Whip - Charging her guardian's blade with electricity, Rhianna focuses her magic to make her electricity more persistent and solid, turning it into a lash that can cause heavy damage and restrain a target as well.
  • Crackle Blade - Rhianna's trademark move. Charging the Zweiklinge's blade with magical electricity, she strikes an enemy with a powerful current that is capable of piercing even some of the most stubborn armor.
  • Thunderstorm - One of Rhianna's rarer wide-area magics, summons powerful bolts of electricity to strike out at all enemies in the area.
  • Vaporize - Focusing all of her magical energy at once, Rhianna delivers a powerful jolt into the air that comes down on an enemy as fast as light and as hard as the hammer of Thor itself, easily rending magical and mundane defenses. Rhianna learned this move from her partner, Raimei, who favored all-out attack tactics.

Dual Form Abilities
  • Thunderfury Binding - A magical sealing move that takes the form of several blades of lightning that fly outward from the Zweiklinge and converge upon the enemy being sealed.
  • Runic Blades - Showing that she isn't just a lightning mage, Rhianna throws her dual swords and conjures powerful wind magic, turning her two swords into a whirling flurry of blades followed by just as sharp discs of compressed air.
  • Lightning Wave - Rhianna chants a spell that creates a wave of electricity around her guardian, causing mild damage but also restricting the movements of those around her due to minor shortages throughout a guardian's form.
  • Electromagnetic Thrust - Focusing on a specific kind of current, Rhianna can use electromagnetism to push a single target far away from her or cement them to the ground or a wall.
  • Electromagnetic Storm - Combining her wind magic with her electrical magic, Rhianna engulfs a single target in a vicious whirlwind that eviscerates her opponents with jolts of electricity from all directions.
  • Bioelectric Disruption - Rhianna concentrates momentarily to release an electrical field around her that disrupts the mental processes of people in a small area. People affected by this lose the ability to think rationally, concentrate for any length of time, and are hit with extreme fatigue.
  • Railgun Chaser - Using electromagnetism as a means of propulsion, Rhianna launches one of her short swords into an enemy at blinding speeds. Upon scoring a successful hit, she then arcs a ridiculously powerful line of electricity from one sword to the other, causing the enemy guardian to short out if not explode dramatically.

Global Abilities
  • Ball Lightning - A basic move that fires out jolts of electricity at an enemy.
  • Thunderous Indignation - A wide-area magic that starts by charging every object in its area slightly, pebbles and other light debris being lifted from the static, and then a dome of electricty utterly rends everything in its wake.
  • Flash Step - When in danger, Rhianna can move her guardian like lightning itself. (Weak Double Image, like 5 or 6)
  • Valis Wall - A simple protection spell that can cover a wide area or be focused upon a smaller area with more potency, although it can be strengthened, it takes up much of the user's concentration in the process. Rhianna's is a little different, forming a barrier of electricity on top of the Protection spell, arcing out at people who would try to get close.
  • Seal Mode - An ability used to control and convert purely magic-based attacks to deal spiritual and mental depletion on a target. (Crackle Blade, Ball Lightning, and Runic Blades)
  • Arch Liner - The core of an Arch Guardian, an energy generator based from artificial Linker Core technology. Without it, the machine cannot function, use magic or correctly interface with the piloting mage. An almost limitless energy source that runs continuously on environmental magic energy.

Combination Abilities
  • Shining V of Justice - A combination attack with Rachel's Arch Guardian, Sleipnir. Rhianna focuses her electrical magic and captures an enemy in an Electromagnetic Storm. While held still, Rachel dives in, cleaving the helpless enemy in two cuts, one diagonally down and a second diagonally upwards. Mina seems to be a fan of this attack.
  • Blitzkreig Badminton - A combination attack with Rhianna's Arch Guardian, Zweiklinge. Focusing her magical power onto Raimei and Mjolnir, Raimei lets out a courageous battle cry as she rushes the enemy, hammer drawn, moving as a bolt of lightning herself. She then knocks them airborne with a single, uppercut-like swing. Moving upwards faster than them, she then charges all of her magical energy into her hammer, creating a gigantic hammer made of lightning, and strikes the enemy down. Waiting at the bottom of the descent, Rhianna knocks the enemy airborne again using Zweiklinge's sword form, and the two exchange a few volleys before Raimei baseball swings her hammer into the enemy, knocking them into the fading sun.

[Table=The Meteor Squadron Casefile: Raimei Thorsdottir][/table]

Raimei Thorsdottir, native to the lands of Asgard and heiress of the House of Thor, has spiky yellow-orange hair, each lock alternating in color slightly. She's about middling 4' tall, and a tad stocky but extremely well toned, with blue eyes. She primarily uses Asgardian-styled magic and Battle Hymns, but also knows a bit of Mid-Childian magic as well. Raimei came to the TSAB as a sort of "exchange student" working with the TSAB as a means to understand more about local cultures. Her father, Blitzen Thorsson, also was a member of the TSAB who gained several medals of honor for his achievements on the field. However, he had fallen in the line of duty when investigating a phenomena that would be later known as the Yggdrasil Catastrophe. When Raimei was given the device Mjolnir, she immediately understood what had happened. Raimei originally did not express interest in the Meteor Squadron; however upon hearing that Rachel, an acquaintance she had met on a field exam, was joining she signed up almost immediately afterwards with little regard to Alyssa's thoughts on the matter. It would be later found that Raimei showed interest in Rachel due to the fact that Rachel was the first non-Asgardian person that Raimei had met who did not collapse after she had hugged them.

While Raimei knew some Mid-Childian attack magic and sealing methods, she specialized in Asgardian-style magic, which focuses more on affecting fields and increasing personal parameters rather than Velkan-style attack magic or Mid-Childian energy-based magic. Asgardian magic also has a distinctive pattern when used, drawing magical lines out from the caster that branch out into trees dotted with runes, each spell having a particular pattern. Asgardian Battle Hymns draw a similar pattern, except the trees seek out nearby allies before spreading. Battle Hymns, like their name suggests, are ssongs that Raimei sings during battle to raise her allies' morale and abilities. They usually depict scenes of a band of heroes valiantly marching forward and snatching victory from the hands of adversity, but there is a strong theory that the lyrics themselves don't entirely matter, as rarely Raimei would switch out the lyrics on her Hymns from heroic tales of battle to less subtle musical imagery.

Raimei's Arch Liner, much like her ancestral hammer device, is called the Mjolnir. Adorned in chains and looking more like an iron giant than the more sleek-designs of other Arch Liners, to say the Mjolnir is distinctive would be an understatement. Unfortunately, the Mjolnir is not very mobile in any degree. Despite this, targets who do get in range find themselves thrown into a woodchipper as Raimei indescribably ties them into knots and moves onto her next objective.

Offensive Abilities
  • Blitz aus Heiterem Himmel - By raising her hammer to the air and shouting really loudly, Raimei conjures up a bolt of lightning from literally nowhere, striking an enemy from any odd angle it can manage, although usually it strikes from behind.
  • Donner und Blitzen - Similar to Rhianna's Flashbang attack, Raimei calls lightning down to surround her in an impressive electrical display, blinding and deafening people unfortunate enough to not shield themselves in time.
  • Donnerhammer - Using one of her family line's trademark moves, Raimei uses Mjolnir (Arch Guardian) to heft and throw Mjolnir (Hammer) like a bolt of lightning itself, following its target and then colliding with tremendous magical impact.
  • Mjolnir - And when throwing isn't needed, Raimei is more than happy to administer Mjolnir to her foes in large doses, the resulting impact hitting so hard that it usually leaves foes stunned temporarily.
  • Fenrir Tumble - Using Megingjord's power to weigh an enemy down, Raimei runs up to the enemy and wraps them in the chains that cover the Mjolnir's arms. With the enemy at her mercy, she then pounces them and begins to slam them repeatedly into whatever's convenient, walls, ceilings, other Arch Liners, until all that's left is a smoking pile of rubble.
  • Donnerhammer [Charge] - Focusing her magical energies to Mjolnir, Raimei yells really loudly before throwing her hammer, turning it into a force not unsimilar to that of a railgun, the hammer plowing through multiple enemies at a time.
  • Heimdall Buster - After being introduced to the fine art of professional wrestling from some videos one of her teammates recommended, Raimei started to incorporate their techniques into her fighting style. Running up to a target, regardless of how much bigger it is, the Mjolnir hefts the target and swings it around like a ragdoll, throwing it into the air and then flying up to intercept it, grabbing it, and then piledriving it into the ground.

Supportive Abilities
  • Battle Hymn: Valkyrie's Last Stand - A heroic song that describes a tale of the chosen warriors of the gods waging war against the masses of evil, holding out as the last line of defense. Allies who hear this song have their resistances bolstered and are inspired to hit harder.
  • Battle Hymn: Asgardian Drinking Song - In the lands of Asgard, drinking isn't a matter of legality, but a way of life. Each house had their own variation on the song, but the intent is the same among all of them. That is, keeping everyone standing long enough to go for one more round.
  • Jarn Greipr - A ancient looking gauntlet made of iron that is exceptional at deflecting incoming magical and physical attacks. Being one of her ancenstral family artifacts, the Jard Greipr is blessed with the peculiar ability to flat out negate damage before it becomes too much of a problem by means of literally grabbing it out of the air. (Perhaps a Shield with damage negation properties?)
  • Megingjord - A sub-device located on the Mjolnir's lower torso that greatly magnifies its strength, allowing it to lift and throw things of ridiculous size as if they weighed no more than a pillow. Also has a secondary ability where it manipulates the gravity of a target, multiplying it by up to 128 times, making it impossible for all but the strongest to move.
  • Seal Mode - Blitz aus Heiterem Himmel, and Donner und Blitzen
  • Arch Liner - The core of an Arch Guardian, an energy generator based from artificial Linker Core technology. Without it, the machine cannot function, use magic or correctly interface with the piloting mage. An almost limitless energy source that runs continuously on environmental magic energy.

Combination Abilities
  • Blitzkreig Badminton - A combination attack with Rhianna's Arch Guardian, Zweiklinge. Focusing her magical power onto Raimei and Mjolnir, Raimei lets out a courageous battle cry as she rushes the enemy, hammer drawn, moving as a bolt of lightning herself. She then knocks them airborne with a single, uppercut-like swing. Moving upwards faster than them, she then charges all of her magical energy into her hammer, creating a gigantic hammer made of lightning, and strikes the enemy down. Waiting at the bottom of the descent, Rhianna knocks the enemy airborne again using Zweiklinge's sword form, and the two exchange a few volleys before Raimei baseball swings her hammer into the enemy, knocking them into the fading sun.
  • Requiem to the Fallen - A combination attack with Koihime's Arch Guardian, Yomi to Takagamahara. Taking both of their talents of song to heart, Raimei and Koihime start singing a requiem to those who have fallen and will fall in the line of battle. Like the enemy who dares to face them. The magical effects of this song starts rapidly destroying enemy structures and Arch Guardians, as they begin to crumble and decay. Additionally, people who hear it feel as if their life itself will be quickly brought to an end, and suffer from heavy depression and lethargy. This effect lasts a few hours but does not hurt pilots in the long run, as many TSAB officials were once worried of.

[Table=The Meteor Squadron Casefile: Rachel N.][/table]

Rachel N., resident of Mid-Childa, daughter of Twin Twilight's head of the Celestial Project and also the Celestial Aries herself. Rachel is 5'3" and weighs 163kg due to her mostly mechanical body, has long black hair that flows naturally from her head and blue eyes. She exudes a faint blue magical aura and detailed analysis shows that she would have come to specialize in cold magic, however the processes that Rachel had to undergo has left her linker core severely damaged. When she was younger, Rachel and several of her friends were engaged in a recreational trip under the supervision of Rachel's father. However, their travels were interrupted by a serious accident that would have left everyone dead were it not for Rachel's father there to "save" them. This was ultimately a thinly veiled method for Rachel's father to acquire sample subjects for his project, creating combat androids with artificial linker cores similar to Arch Liners, enabling them to create and contract out their own arch guardians for more conniving ends. It would be later discovered that Twin Twilight was working directly with the Dark Wings, the former gathering devices that the latter would strong arm or steal away, with even some members of the TSAB working in collaboration with either group.

Rachel herself came under the TSAB's protections after narrowly escaping Twin Twilight's memory sealing processes, but also before major combat augmentation. Due to this, Rachel was initially not as strong as other Celestials. Being the start of the Twin Twilight investigation, Rachel was taken in and questioned heavily, although her mechanical nature was the primary evidence of her case. While she had the chance to be taken in and put under sanctuary, Rachel instead chose to join up with the TSAB, wanting to bring her father to justice for what he did against her and her friends. After a few months of training and rehabilitation, Rachel was admitted into the Meteor Squadron at the request of Alyssa Gates. Rachel was a very welcome addition, being a sturdy frontliner and a dependable team member, oftentimes covering for her allies in battle when they were in danger.

Rachel's Arch Guardian, like her codename, was originally called Aries, however because of its implications, she instead changed its name to Sleipner and redesigned its cosmetic features. The Sleipner is easily the most durable of the Meteor Squadron, having both extremely heavy and regenerative armor meant that even the deadliest of attacks would occasionally only scratch the paint on Sleipner, only to be infuriatingly restored within seconds. Despite the armor, the Sleipner was also amazingly fast while on the ground, having a very well developed leg system, extremely powerful thrusters, and a set of glide wheels located in the feet. On the other hand, the Sleipner's aerial performance was about as graceful as a thrown brick. Even later, when paired with the Unison Device Sion, Rachel never felt quite right while airborne.

Offensive Abilities
  • Neutral Launcher - The Mk6mz fires a stream of energy bullets in a straight line.
  • Power Bomb - A materialized controlled-area explosive that launches in two stages, the first deploying a weak barrier to contain the explosion, and the second being the explosion itself. Has a minor ability to negate weaker beam or ballistic ranged weapons.
  • Mk6mz - The primary form of the Mk6mz, a two-pronged device with a handle that bristles with energy that forms into a blade when charged up. (Basic Melee Beamsaber attack, also comes in [Combo] form.)
  • Arc Slash - Rachel makes a straight horizontal cut into the air, the Mk6mz leaving behind a trail of energy. Following up with a vertical slash straight down, the trail launches as a wave of destructive energy.
  • Plasma Impulse - Rachel holds the Mk6mz to the air and charges a disc energy, then abruptly brings the sword down as the fully formed disc flies in a straight line, cutting anything it collides with in twain.
  • Rapid Assault - Rachel throws a Power Bomb at an enemy while dashing in, tackling them with her full force from out of the explosion, then immediately using the Sleipner's weight as leverage and rolling out of the tackle into a full-body diagonal slash, sending the enemy flying into the air, only to be followed by a rapid Swordwave, cutting them into two.
  • Program: Kiri Kizami verMk6 - A gift from the sentient data entity, Reminisce. Rachel concentrates a moment on her target before disappearing in a flash of light, suddenly appearing next to her target and taking a mighty slash, disappearing and reappearing, attacking each time, giving the appearance that there are several Slepnir existing at the same time.
  • Frozen Slider - Throwing the Mk6mz into the air, the Sleipner follows after it, landing on the flat of the blade and riding it like a surfboard. Ramming into the enemy in question, the Sleipner then travels straight up, magical circles forming as it goes, before turning straight back down through each circle, becoming encrusted more and more with ice until the Sleipner hits the seventh circle, with the Mk6mz covered in enough ice to be the size of a glacier, colliding headfirst into an enemy, crushing them utterly. The Sleipner then hops off, the Mk6mz flying out of the ice chunk and intercepting the Sleipner as it flies away.

Supportive Abilities
  • Celestial Negation Field - While not primarily used for defensive purposes, the Mk6mz reflexively extends a small field of negation when used as a means of defending oneself. This often resulted in the appearance of Rachel literally trying to cut everything that came at her. (Basically a shield with damage negation when used in conjunction with the Sword Shield skill. Not useable as such without it.)
  • Celestial Armor - Bearing the heaviest armor out of all of the Celestials, Rachel often took blows that surprised everyone on her party, the armor of her Arch Guardian regenerating any significant damage and keeping her in the fight. (While in the source material Rachel had stupid regen of beat everything, M would be suitable here.)
  • Powered Attack - To make up for her lack of magical ability, Rachel, as well as all of the Celestials, can "overcharge" their weapons beyond reasonable limit. However this has an added side effect of depleting their Arch Liner's structural and generative capacity. (Basically, a mode that lets you burn a fixed % of HP/EN to raise your weapon damage for a turn.)
  • Arch LinerThe core of an Arch Guardian, an energy generator based from artificial Linker Core technology. Without it, the machine cannot function, use magic or correctly interface with the piloting mage. An almost limitless energy source that runs continuously on environmental magic energy.

Combination Abilities
  • Shining V of Justice - A combination attack with Rhianna's Arch Guardian, Zweiklinge. Rhianna focuses her electrical magic and captures an enemy in an Electromagnetic Storm. While held still, Rachel dives in, cleaving the helpless enemy in two cuts, one diagonally down and a second diagonally upwards. Mina seems to be a fan of this attack.
    • <RachelN> ... <Rhianna> D-Don't look at me like that. <RachelN> ...it's not like that at... look, let's just do this combo attack. <Rhianna> O-Okay...please don't hurt me a-afterwards...
  • Double Kiri Kizami - A combination attack with Alicia's Arch Guardian's Sylph Form. With both Arch Guardians standing next to each other, they disappear in a flash of speed and start encircling their opponent with hundreds of surgically accurate sword-strikes.
    • <RachelN> ... <Alicia> Not very talkative huh? <RachelN> ... Can we just do this combo attack? <Alicia> Fiiiiine. Jeez, so boring.

Edited by Suguri-SP, 30 December 2009 - 03:58 AM.


#13
Suguri-SP

Suguri-SP

    私 vs. 地球

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[table=Meteor Squadron Casefile: Prius Escalade][/table]

The biological daughter of the Twin Twilight leader and head of the Celestial Project, Corolla Escalade. Like the other Celestials, Prius also has a cyborg body. However, she was neither subjected to the same mental conditionings as the rest of the Celestial Series nor was her personal arch Guardian made as battle-capable as the Celestial Series. Despite this, Prius was seen on the battlefield on several occasions and usually retreating before things got too dangerous. Prius herself stands at about 4'5", has lavender colored hair that she keeps long and unstyled, eerie crimson eyes, and is believed to be about 12 years old. Much of Prius' cyborg enhancements are relatively minor in scope, with the only major enhancement being ocular in nature. Using it, Prius can manipulate visual wavelengths to nauseate, disorient, or enrage an opponent, although the results of this seem to be largely random. Prius' world views were primarily taught by her father, Corolla, who justified Twin Twilights actions to her under the guise of the TSAB being a largely oppressive organization. However it was not until her fourth sortie in which one of the Celestials caused a heavy amount of collateral damage, endangering nearby citizens, that Prius began to form doubts. These doubts were solidified when Rachel disengaged combat to rescue civilians that were unfortunately caught in the ensuing battle. After witnessing this, Prius lost the motivation to fight and was taken into the custody of the TSAB.

Later, Prius stopped having wanting to do with anything regarding Twin Twilight and wanted to see her father brought to justice. While she cared about him, she also did not approve of any of the practices he did, especially after hearing detailed accounts from Rachel and Kuu, the former Celestial of Scorpio who joined the TSAB after having her memories restored. Prius herself carried a coarse and arrogant attitude around the TSAB base, however her strong willed idealism was quite admirable. When speaking to members of the Meteor Squadron, she would frequently make up excuses saying how she knew Twin Twilight was evil all along, and how she didn't need to be taken in like she was. Security camera footage also details her often standing around various members' rooms, waiting for them, although she would claim to just happen to be in the area. In the field, Prius was valiant if a little foolhardy and would often try to rush into situations of high risk, often causing more trouble than warranted and usually being rescued by Rachel or Abel.

Prius' Arch Guardian, the Full Eclipse isn't particularly impressive in any one area, and is a good all-rounder that can tackle most situations with its versatility. Its biggest boon is the ability to sneak several Arch Guardian-sized units undetected into an area. While Prius may not have been an S-class attack mage, her utility abilities are one of a kind.

Offensive Abilities
  • Crescent Arc - A series of weak-rapid fire magical beams that can hit a single or multiple targets.
  • Lunar Beam - A strong beam of magical light that "paints" a target on contact, making them shimmer and radiate light brightly, making them easy to spot.
  • Selene's Wand - A reinforced magical baton that Prius was fond of using like a baseball bat.
  • Light of Lunia - A barrage-type magic that creates a large number of moon-shaped discs of magical energy that fly in all directions outwards from the Full Eclipse and then encircle and crash into an enemy unit from all directions.
  • White Rock Shooter - A melee-denial move that Prius uses when opponents try to come close. It creates several large white balls of energy to encircle the Full Eclipse for a time before shooting out in a straight line in all directions.
  • Full Moon Blaster - A large magical blast similar to Nanoha Takamachi's Starlight Breaker, albeit not as strong.
  • Eclipse Crusher - A variant of White Rock Shooter, although instead of shooting outwards, the orbs coalesce upwards into a gigantic magical ball that Prius "throws" at a group of targets. Strangely, Prius' Arch Guardian has been known to trip when doing this move on the ground.
  • Lunatic Red Eyes - Prius focuses her magical energy to her ocular augments and turns on a large projection screen, throwing forth muddled and confusing wavelengths that normal eyesight can't properly focus on, affecting anyone who looks into the large glowing eyes with heavy feelings of vertigo, nausea, disorientation, confusion, and in worst cases, full on pilot paralysis. Because of this attacks indiscriminate nature, it was used much less when Prius joined the TSAB, even though she was quite proud of it.

Supportive Abilities
  • Lunar Mirror - Prius' custom Protection spell, which can be used to strongly protect a small area or provide a decent barrier to several allies. When in its most concetrated form, Prius can also redirect magical blasts aimed upon her back to their source.
  • Wavelength Distortion Field - A passive ability of Prius' arch Guardian, the Full Eclipse. Sends out a multi-frequency wavelength that affects optical, aural, radio, guidance, and sensors within a fairly wide radius around the Full Eclipse. This ability was used primarily in sneaking the Celestials around undetected.
  • Seal Mode - An ability used to control and convert purely magic-based attacks to deal spiritual and mental depletion on a target. (Crescent Arc, Lunar Beam, Light of Lunia, Full Moon Blaster, Lunatic Red Eyes)
  • Arch Liner - The core of an Arch Guardian, an energy generator based from artificial Linker Core technology. Without it, the machine cannot function, use magic or correctly interface with the piloting mage. An almost limitless energy source that runs continuously on environmental magic energy.

Edited by Suguri-SP, 27 December 2009 - 09:38 AM.


#14
Nimbus Noa

Nimbus Noa

    The World's Cutest Super Idol

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Firestone

Statistics:
HP: 4000, EN: 190, Agi: 260
IS: 2, Move: F/G, Size: S, Rank: 11


Weapons:
[F] Melee (M)- 600 damage [+0%]
[+] Flame Drive (SX:6)- 400 damage/3 EN [+10%]
[H] Binding Flame- 1000 damage, Burn & Mobility Break, 20 EN/attack [+30%]
[F] Firebrand (M)- 1400 damage [+0%]
[+] Scorching Ray (SX:4)- 700 damage/5 EN [+10%]
[+] Scorching Ray [Focused] (SV:4)- 800 damage/4 EN [+25%]
[+] Fire Blaster (S)- 4200 damage, Weapon Lock, 30 EN/attack [+10%]
[H] Magma Breaker (S)- 5500 damage, Barrier Pierce, 30 EN/attack [+30%]

MAP Attacks:
[H] Magma Breaker (I:5)- 4000 damage, 30 EN/attack [+0%]

Combo Attacks:
[+] Antipodal Devastation- 7000 damage, Armor Break, Barrier Pierce, 40 EN/attack [+30%]


Inherent Abilities:
1) Arch Guardian
2) Countercut: Firebrand
3) Countershoot: Flame Drive, Scorching Ray
4) EN Regen S
5) Flame Mantle (S Barrier) Same effects as Wall of Fire
6) Repair
7) Seal Mode: Flame Drive (5), Binding Flame (15), Scroching Ray (15), Scorching Ray [Focused] (20)
8) Firestone (Sidekick)
9) Antipodal Devastation: Requires an allied Bridgestone to execute.


Purchasing Cost: 720 Credits

Firestone

Class: Sidekick

Attributes:

- None

Spirit Commands:

- Hot Blood
- Spirit
- Fighting Spirit
- Morale

Skills:

Volcanic Attitude
Class: Sidekick
You may pay 15 SP to give your next attack the Burn status effect.



Zweiklinge

Statistics:
HP: 3800, EN: 180, Agi: 260
IS: 2, Move: F/G, Size: S, Rank: 10


Weapons:
[F] Melee (M)- 600 damage [+0%]
[+] Ball Lightning- 1500 damage, 5 EN/attack [+15%]
[H] Flashbang (S)- Accuracy Break, 15 EN/attack [+30%]
[H] Bioelectric Disruption (S)- Spirit Lock & Paralyze, 40 EN/attack [+30%]
[H] Electromagnetic Thrust- 1000 damage, Barrier Pierce, 5 EN/attack [+10%]
[F] Zweiklinge (M)- 1500 damage [+0%]
[F] Zweiklinge [Dual] (M)- 800 damage x 2, 5 EN/attack [+0%]
[H] Runic Blades (SX:4)- 800 damage/6 EN [+10%]
[F] Lightning Whip (MSX:5)- 500 damage/3 EN [+10%]
[F] Lightning Whip [Bind] (M)- 10 damage, Mobility Break, 10 EN/attack [+10%]
[F] Crackle Blade- 2800 damage, Armor Pierce, HP Drain, 25 EN/attack [+10%]
[+] Electromagnetic Storm (SV:5)- 600 damage/5 EN, Stun [+10%]
[H] Railgun Chaser- 1500 damage & 4000 damage, Stun, 35 EN/attack [+10%]
[F] Vaporize- 5600 damage, Barrier Pierce, 35 EN/attack [+10%]

MAP Attacks:
[+] Thunderstorm (I:5)- 2500 damage, 20 EN/attack [+0%]
[H] Lightning Wave (I:3)- 1000 damage, Stun, 20 EN/attack [+10%]
[+] Thunderous Indignation (T:4)- 3000 damage, 30 EN/attack [+0%]

Combo Attacks:
[H] Shining V of Justice- 10 damage, Stun + 3200 damage # 2, 35 EN/attack [+30%]
[F] Blitzkreig Badminton (X:10)- 800 damage/5 EN [+10%]


Inherent Abilities:
1) Arch Guardian
2) Countercut: Zweiklinge, Zweiklinge [Dual]
3) Countershoot: Ball Lightning
4) EN Regen S
5) Valis Wall (Barrier) Same effects as Ryuurin no Tate
6) Flash Step (6) Same effects as Double Image
7) Seal Mode: Ball Lightning (10), Crackle Blade (15), Runic Blades (15)
8) Electromagnetic Thrust: Cannot be blocked.
9) Shining V of Justice: Requires an allied Sleipnir to execute.
10) Blitzkreig Badminton: Requires an allied Mjolnir to execute.


Purchasing Cost: 650 Credits



Mjolnir

Statistics:
HP: 4800, EN: 180, Agi: 300
IS: 2, Move: F/G, Size: S, Rank: 10


Weapons:
[F] Melee (M)- 600 damage [+0%]
[+] Blitz aus Heiterem Himmel- 1500 damage, 10 EN/attack [+30%]
[H] Donner und Blitzen (S)- 2000 damage, Accuracy Break, 15 EN/attack [+30%]
[M] Battle Hymn: Valkyrie's Last Stand- 2000 damage, Armor Boost 20% & Attack Boost 20%, 25 EN/attack [+10%]
[M] Battle Hymn: Asgardian Drinking Song- 2000 damage, Armor Boost 20% & Morale Boost, 30 EN/attack [+10%]
[H] Donnerhammer- 2600 damage, 15 EN/attack [+25%]
[F] Mjolnir- 3800 damage, Stun, 20 EN/attack [+0%]
[H] Donnerhammer [Charge] (S)- 3900 damage, 20 EN/attack [+25%]
[F] Fenrir Tumble- 10 damage, Paralyze, & (F:6)- 800 damage/8 EN [+10%]
[F] Heimdall Buster- 6000 damage, Barrier Pierce, 35 EN/attack [+0%]

Combo Attacks:
[H] Requiem to the Fallen (S)- 5000 damage, Armor Break & Mobility Break, Sound Attack, 30 EN/attack [+30%]
[F] Blitzkreig Badminton (X:10)- 800 damage/5 EN [+10%]


Inherent Abilities:
1) Arch Guardian
2) Beam Shield
3) Countercut: Mjolnir
4) Countershoot: Blitz aus Heiterem Himmel
5) EN Regen S
5) Damage Received -20%
6) Seal Mode: Blitz aus Heiterem Himmel (10), Donner und Blitzen, (10)
7) Megingjord: Pay 20 EN to add the Gravity Field template to the current terrain for 5 turns. This unit is unaffected by the effects of the Gravity Field template.
8) Requiem to the Fallen : Requires an allied Yomi to Takamachinantoka to execute.
9) Blitzkreig Badminton: Requires an allied Zweiklinge to execute.


Purchasing Cost: 650 Credits


Sleipner

Statistics:
HP: 3400, EN: 120, Agi: 260
IS: 3, Move: G, Size: M, Rank: 5


Weapons:
[+] Grenade- 1000 damage, 5 rounds [+0%]
[+] Beam Swordwave (B)- 1400 damage, 5 EN/attack [+20%]
[F] Beam Sword (BM)- 1600 damage [+0%]
[+] Long Launcher (B)- 1600 damage, 15 rounds [+10%]
[+] Radical Zapper (BS)- 3200 damage, 15 EN/shot [+5%]
[+] Formula Assault- 1000 damage & (B) 2900 damage, 25 EN/attack [+10%]
[F] Breach Tornado (S)- 4600 damage, 25 EN/attack [+5%]
[F] Blue Slider- 5800 damage, 40 EN/attack [+5%]


Inherent Abilities:
1) Virtuaroid
2) Countercut: Beam Sword
3) Countershoot: Grenade, Beam Swordwave, Long Launcher
4) Virtual Armor (S Armor)


Purchasing Cost: 400 Credits


Oh wait no.


Sleipner

Statistics:
HP: 4000, EN: 180, Agi: 265
IS: 2, Move: F/G, Size: S, Rank: 12


Weapons:
[F] Melee (M)- 600 damage [+0%]
[+] Neutral Launcher (SF:3)- 500 damage/3 EN [+10%]
[F] Mk6mz (M)- 1500 damage [+0%]
[+] Power Bomb (S)- 1800 damage, 10 EN/attack [+10%]
[F] Mk6mz [Combo] (MF:5)- 600 damage/3 EN [+0%]
[H] Arc Slash- 2200 damage, 15 EN/attack [+10%]
[H] Rapid Assault (X:5)- 800 damage/5 EN [+10%]
[F] Program: Kiri Kizami verMk6 (SX:8)- 600 damage/5 EN [+10%]
[F] Frozen Slider- 5200 damage, Paralyze, 35 EN/attack [+30%]

MAP Attacks:
[H] Plasma Impulse (I:5)- 3000 damage, 25 EN/attack [+10%]

Combo Attacks:
[H] Shining V of Justice- 10 damage, Stun + 3200 damage # 2, 35 EN/attack [+30%]
[F] Double Kiri Kizami (X:12)- 700 damage/5 EN [+10%]


Inherent Abilities:
1) Arch Guardian
2) Beam Shield: Mk6mz, Mk6mz [Combo], Arc Slash, Rapid Assault, Program: Kiri Kizami verMk6, Frozen Slider Req: Sword Shield
3) Countercut: Mk6mz
4) Countershoot: Neutral Launcher, Power Bomb
5) HP Regen M
6) EN Regen S
7) Damage Received -15%
8) Powered Attack: Pay 15% of your maximum HP and EN to gain Weapon Damage +50% this turn.
9) Agi +30 while flying.
10) Shining V of Justice: Requires an allied Zweiklinge to execute.
11) Double Kiri Kizami: Requires an allied LA-00x Icarus to execute..


Purchasing Cost: 800 Credits


Full Eclipse

Statistics:
HP: 3900, EN: 180, Agi: 265
IS: 2, Move: F/G, Size: S, Rank: 11


Weapons:
[H] Lunatic Red Eyes- Stun & Mobility Break & Accuracy Break & Spirit Lock, 35 EN/attack [+30%]
[+] Lunar Beam- 500 damage, Mobility Break, 10 EN/attack [+30%]
[F] Melee (M)- 600 damage [+0%]
[+] Crescent Arc (SF:6)- 400 damage/3 EN [+10%]
[F] Selene's Wand (M)- 1200 damage [+0%]
[+] Light of Lunia (SX:6)- 600 damage/5 EN [+10%]
[+] Full Moon Blaster (S)- 4500 damage, 25 EN/attack [+30%]
[+] Eclipse Crusher (S)- 5500 damage, 35 EN/attack [+10%]

MAP Attacks:
[+] White Rock Shooter (I:4)- 3000 damage, 20 EN/attack [+10%]


Inherent Abilities:
1) Arch Guardian
2) Countercut: Selene's Wand
3) Countershoot: Crestcent Arc, Light of Lunia
4) EN Regen S
5) Lunar Mirror (Barrier) Same effects as Mamori no Kaze
6) Lunar Mirror (S Barrier) Same effects as Mirror Field
7) Wavelength Distortion Field: Same effects as Area Camouflage. Units affected by the effects of Area Camouflage also gains Stealth.
8) Seal Mode: Crescent Arc (10), Lunar Beam (10), Light of Lunia (10), Full Moon Blaster (20), Lunatic Red Eyes (20)


Purchasing Cost: 720 Credits

Cost: 1800 + 1155 x 2 + 700 x 2 = 5510 (approved by Akita)

Edited by Akita, 01 January 2010 - 01:04 AM.


#15
Suguri-SP

Suguri-SP

    私 vs. 地球

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Edited by Suguri-SP, 30 December 2009 - 05:31 PM.





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