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Master Kruz

Wong Mechanized Industries

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Man, Kruz, the normal Musai hit for 6 x 800 (4800 total) so I mean they *are* weaker compared to the originals. D:

That being said yeah, give me a moment.

EDIT: How's it look now?

Edited by Suguri-SP

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More Macross: Love Letter units, Part 1 of probably 4.

I would also like to apologize for this ahead of time.

VF-4X Lightning Plus

Length: 17.0 meters

A refit to the old Siren, the Lightning Plus has been available since since 2090 to serve as a ready supplement to the Valkyrie II that replaced it. The avionics have been updated and the engines have been replaced by the same Tachikahoff reaction engines used by the VF-2SS. This has lead to some problems thanks to the added size of the new turbines, resulting in the fighter being expanded slightly to keep it stable. The funnels used by the Striker pack has also been built into the legs and hips to expand it's armament and the FASTpack boosters have been made standard in all units. (a decent boost to stats all-around, especially since it's FASTpack parts look more at home on a Armored Messiah!)

Attacks:

Beam Gunpods: A pair of beam gunpods stored in the arms and either fired directly from there or ejected from their housing and handheld.

Rail Gunpods: A pair of gunpods in leg holsters, used either as handheld weapons in battroid and GERWALK mode or fired from under the holsters in fighter mode.

Internal Micro-Missile Launcher (2): A pair of micro-missile bays inside the fuselage, each bay carries five missiles. (Ten round (F) or (X) missiles please~)

Micro-Missile Launcher (12): The FASTpack missile launchers remain, four in the shoulder pods and two in the arm pods. All of them carry three missiles each.

All-Out Attack (Should probably have spread thanks to funnel nonsense! Not usable outside of Battroid mode of course. The only attack I could really say that to.)

Long-Range Missiles (12): Twelve semi-recessed missiles built into the craft. (These are the same as the old one. No clue why it has 16 rounds there, probably for the wing pylons.)

Automated Attack Bits (3): A trio of attack bits assigned to the Lightnings serving in the colony fleet.

Funnel (12): Twelve attack funnels armed with a single anti-aircraft laser. Three are partially recessed in each leg and six are stored in the FASTpack boosters. (Weaker then the bits but more hits~)

Reaction Missiles: Four reaction missiles stored on a pair of wing pylons.

Features:

FASTpack Boosters: Four large boosters attached over the shoulders and on the arms in battroid mode that give a significant boost to the Lightning III's mobility. (Just a agi boost and extra HP.)

---

Q-1400 Blondie

Width: 11.2 meters

A series of unmanned fighters produced to supplement manned units in reconnaissance and combat, the Q-1400 were fielded in limited numbers before the Marduk invasion since the foreseeable future wouldn't require any large scale reconnaissance and the attack bits could reasonably replace them in battle. They are now produced in large quantities for use by colony fleets.

A wide-wing aircraft, the Blondie is radically different from most units deployed by UN Spacy and is ultimately rather delicate, having less bulk and next to no armor compared to a Valkyrie. (It's a crap offshoot of the Ghost. For reference it's a smaller version of this with longer wings.)

Attacks:

Anti-Aircraft Lasers: A trio of lasers built into the front of the fighter.

Plasma Cannon: A heavy plasma cannon attached to the bottom of the craft.

Homing Missiles (4): Four short range missile launchers in the fuselage.

Long-Range Missiles (7): Seven semi-recessed missiles built into the wings and fuselage.

---

Odysseus-class Escort Carrier Odysseus

Length: 1.1 kilometers

Height: 530 meters

Width: 450 meters

Complement: 280 Crew, 80 Combat Troops, 250 Additional Space

Craft: 20 VF-2SS, 5 VF-2SAP, 5 VF-2SAP Special, 3 VF-1MS, 1 VF-3SR, 8 VF-3AR, 12 VF-XX, 8 VF-4X, 4 VF-2JA (in storage), 36 Destroids, 54 Q-1400

A class of five ships in the fourth colony fleet, the Odysseus is a new class of escorts meant to suplement the Halgenex. Carrying a smaller number of fighters then could reasonably fit in a ship of it's size, the Odysseus-class is focused on direct combat rather then using small craft to fight, allowing it to protect the Halgenex or operate independently in small conflicts.

Attacks:

Anti-Aircraft Laser Cannons (41): A large assortment of lasers meant to shoot down attacking enemies and missiles.

Long-Range Missile Launchers (22): Eleven large missile launchers on each side of the front-lower hull. In addition to conventional missiles, twelve ship-to-ship reaction missiles are stored onboard.

Anti-Ship Laser Cannon (12): The primary armament of the Odysseus are twelve 2-barrel heavy laser cannons for ship-to-ship attacks.

-----

Barduram

-----

Who and the what now?

Barduram is the name given to a mixed army of Micronized Zentran, Meltran and Marduk that exist near the Galactic Core. Living outside of Ingues' realm, they share humanities adoptive and adaptive policies and the warlike outlook inherent to all three alien races. This has resulted in a ever expanding force that absorbs defeated enemies into their ranks. Having fought against the Megaroad Fleet they have prior knowledge of fighting humans.

Shap-Nerva

Length: 14.4 meters (Fighter mode)

Height: 17.2 meters (Battroid mode)

A Barduram variable fighter, the Shap-Nerva makes up the bulk of their fighters. Built with a half-saucer shape that ends in two wings jutting at a awkward angle from each side and a large cockpit area that resembles a UN Spacy fighter with a covered canopy, the Shap-Nerva is structurally sturdier then a a Earth fighter and equipped with potentially more lethal weapons. The head is equipped with a large movable 'crown' over a four-eyed face that gives it a intimidating appearance. Shap-Nerva's are colored differently depending on their fleet of origin, usually using a single color with stripes like a Valkyrie. (something approaching battle suit stats, certainly better HP/worse agi then the VF-2's)

(For the sake of everybody involved I have marked attacks that are only usable in one form or another with (B)attroid, (G)ERWALK, and (F)ighter to show what forms are capable of using what. If it has none of these then it's usable in all forms.)

Attacks:

Bayonet (B)(G): A bayonet attached to the gunpods.

Small Bore Impact Cannons (B): A pair of impact cannons on the chest.

Anti-Aircraft Lasers (G)(F): Four small rapid firing lasers in the nose.

Tri-Pulse Laser Guns (B)(G): A trio of pulse lasers on each forearm. (battle suit weapon! Maybe powered up like everything else in Macross II?)

Large Close-Combat Missiles: Four large missiles in the legs. (4 round weapon, X:2?)

3-Barrel Laser Gunpod: A pair of rapid firing laser gunpods. Unlike their solid Valkyrie counterparts a laser is fired from each barrel, ultimately firing more shots then a gatling gunpod. Each gunpod carries two easily replaced fuel cells used to create the energy needed to fire, although one is usually enough to last a extended campaign. They are either handheld or fired from their leg holsters in fighter mode.

Heavy Beam Gunpod: A large gunpod that fires a single powerful beam. It is either Handheld in use or stored behind the head in when not in use in battroid mode and on the undercarriage in fighter and GERWALK modes.

Long-Range Missiles (12): Four hardpoints on the bottom of the craft that carry a trio of large missiles.

Laser Spray Bombs (4): Four large bombs stored on the back (the top of the fighter and GERWALK) that fire a single volley of dozens of powerful anti-aircraft lasers at targeted enemies. (four round map attack, pretty good damage.)

---

Shepha-Al

Length: 15.8 meters (Fighter mode)

Height: 17.1 meters (Battroid mode)

A ace variable fighter, the Shepha-Al is built more along the lines of a traditional Valkyrie fighter. The craft has forward sweeping wings and also has the large 'crown' seen on the Shap-Nerva, although the face is a visor with two eyes above it. A pair of external thruster pods similar to those used in FASTpacks gives it additional speed and it is also thinner, faster, and more agile then the Shap-Nerva with just it's base form. The Shepha-Al is considered a large threat by UN Spacy even before taking into account that it's only piloted veteran soldiers. (Less HP/far lower Agi then Shap-Nerva, more comparable to normal Valks.)

Attacks:

Bayonet (B)(G)

Anti-Aircraft Lasers (G)(F)

Close-Combat Missile Launchers (4): A pair of two-tube small missile launchers in the forearms, each tube carrying three missiles. (Just some weak missile spam.)

3-Barrel Laser Gunpod

High-Powered Lasers: Four powerful lasers built into the shoulders.

Micro-Missile Launchers (12): Six short range missile launchers in each external thruster pod, each launcher carries three missiles each. (a 36 round weapon?)

Long-Range Missiles (6): A pair of wing hardpoints that each carry a trio of large missiles. (Half round version of the above unit's attack.)

Laser Spray Bombs (6): Six bombs used by the Shap-Nerva, a additional pair are stored on the wings.

Heavy Laser Spray Bomb: A large bomb stored between the thruster pods that, when ejected, remains in the air and fires three volleys of dozens of powerful lasers at targeted enemies, devastating anything unable to dodge it. (single round, better then normal bombs.)

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VF-4X Lightning Plus (Battroid Mode)

Statistics:

HP: 2400, EN: 140, Agi: 230

IS: 3, Move: G, Size: M, Rank: 5

Weapons:

[F] Punch (M)- 600 damage [+0%]

[+] Beam Gunpod (BSF:4)- 500 damage/3 EN [+0%]

[+] Rail Gunpod (F:5)- 600 damage, 30 rounds [+10%]

[+] Internal Micro-Missile Launcher (PGSX:10)- 300 damage, 20 rounds [+10%]

[+] Automated Attack Bits (BPSX:3)- 1000 damage/6 EN [+0%]

[+] Micro-Missile Launcher (PGSX:12)- 300 damage, 36 rounds [+10%]

[+] Long-Range Missiles (PGSX:3)- 1200 damage, 12 rounds [+20%]

[+] Funnel (BPSX:6)- 700 damage/4 EN [+0%]

[+] All-Out Attack (S)- 4000 damage, 1 round [+20%]

MAP Attacks:

[+] Reaction Missiles (PT:6)- 6000 damage, Barrier Pierce, 2 rounds [+0%]

Inherent Abilities:

1) Variable Fighter

2) Countercut: Req: Martial Arts Mastery

3) Countershoot: Beam Gunpod, Rail Gunpod

4) VF-4X Lightning Plus deploys in Fighter Mode if able.

5) GERWALK Mode (Transform): Agi is 210 and Move: H instead. Disable All-Out Attack

6) Fighter Mode (Transform): Agi is 190 and Move: F instead and add the Aircraft type. Disable Punch and All-Out Attack.

7) Reaction Missiles: Rounds can only be reloaded by docking within a mothership.

Replacement Cost: 50 Credits (VF-4 Lightning III)

---

Q-1400 Blondie

Statistics:

HP: 2000, EN: 100, Agi: 240

IS: 4, Move: F, Size: M, Rank: 3

Weapons:

[+] Anti-Aircraft Lasers (BF:3)- 500 damage/3 EN [+0%]

[+] Homing Missiles (PGSX:2)- 1000 damage, 4 rounds [+25%]

[+] Long-Range Missiles (PGSX:2)- 1200 damage, 7 rounds [+20%]

[+] Plasma Cannon (B)- 3000 damage, 15 EN/shot [+10%]

Inherent Abilities:

1) Variable Fighter

2) Countershoot: Anti-Aircraft Lasers, Plasma Cannon

Purchasing Cost: 80 Credits

---

Odysseus-class Escort Carrier Odysseus

Statistics:

HP: 22000, EN: 280, Agi: 600

IS: 2, Move: F, Size: XL, Rank: 8

Weapons:

[+] Anti-Aircraft Laser Cannons (BS)- 3000 damage, 15 EN/attack [+30%]

[+] Long-Range Missile Launchers (PGSX:6)- 800 damage, 120 rounds [+25%]

[+] Anti-Ship Laser Cannon (BSF:6)- 1000 damage/5 EN [+10%]

MAP Attacks:

[+] Ship-to-Ship Reaction Missile (PT:6)- 6000 damage, Barrier Pierce, 12 rounds [+0%]

Inherent Abilities:

1) Mothership, Battleship

2) Countershoot: Anti-Air Laser Turrets

3) Ship-to-Ship Reaction Missile: Rounds may only be reloaded by docking with a mothership.

4) Odysseus-class Escort Carrier Odysseus may only be used in space.

Purchasing Cost: 480 Credits

Pilot Slots: 8

---

Shap-Nerva (Battroid Mode)

Statistics:

HP: 2600, EN: 120, Agi: 270

IS: 4, Move: G, Size: M, Rank: 3

Weapons:

[F] Melee (M)- 500 damage [+0%]

[F] Bayonet (M)- 700 damage [+0%]

[+] Small Bore Impact Cannons (SF:2)- 600 damage, 20 rounds [+0%]

[+] Anti-Aircraft Lasers (BF:4)- 300 damage/2 EN, Req: Fighter or Gerwalk Mode [+0%]

[+] Heavy Beam Gunpod (B)- 1800 damage, 10 rounds [+20%]

[+] Large Close-Combat Missiles (PGSX:2)- 1000 damage, 4 rounds [+10%]

[+] Tri-Barrel Laser Pulse Guns (BSF:6)- 400 damage/3 EN [+0%]

[+] 3-Barrel Laser Gunpod (BSF:6)- 400 damage, 90 rounds [+0%]

[+] Long-Range Missiles (PGSX:3)- 1000 damage, 12 rounds [+20%]

MAP Attacks:

[+] Laser Spray Bombs (BT:3)- 2200 damage, 4 rounds [+10%]

Inherent Abilities:

1) Variable Fighter

2) Countercut: Bayonet

3) Countershoot: Anti-Aircraft Lasers, Tri-Barrel Laser Pulse Guns, 3-Barrel Laser Gunpod

4) Shap-Nerva deploys in Fighter Mode.

5) Gerwalk Mode (Transform): Agi is 250 and Move: F/H instead. Disable Small Bore Impact Cannons.

6) Fighter Mode (Transform): Agi is 230 and Move: F instead and add the Aircraft type. Disable Melee, Bayonet, Small Bore Impact Cannons and Tri-Barrel Laser Pulse Guns.

Purchasing Cost: 130 Credits

---

Shepha-Al (Battroid Mode)

Statistics:

HP: 2400, EN: 120, Agi: 240

IS: 4, Move: G, Size: M, Rank: 4

Weapons:

[F] Melee (M)- 500 damage [+0%]

[F] Bayonet (M)- 700 damage [+0%]

[+] Anti-Aircraft Lasers (BF:4)- 300 damage/2 EN, Req: Fighter or Gerwalk Mode [+0%]

[+] Close-Combat Missiles Launchers (PGSF:4)- 400 damage, 12 rounds [+15%]

[+] 3-Barrel Laser Gunpod (BSF:6)- 400 damage, 90 rounds [+0%]

[+] High-Powered Lasers (BS)- 2600 damage, 15 EN/attack [+10%]

[+] Long-Range Missiles (PGSX:3)- 1000 damage, 6 rounds [+20%]

[+] Micro-Missile Launcher (PGSX:12)- 300 damage, 36 rounds [+10%]

MAP Attacks:

[+] Laser Spray Bombs (BT:3)- 2200 damage, 6 rounds [+10%]

[+] Heavy Laser Spray Bomb (BT:5)- 3000 damage, 1 round [+10%]

Inherent Abilities:

1) Variable Fighter

2) Countercut: Bayonet

3) Countershoot: Anti-Aircraft Lasers, Tri-Barrel Laser Pulse Guns, 3-Barrel Laser Gunpod

4) Shap-Nerva deploys in Fighter Mode.

5) Gerwalk Mode (Transform): Agi is 220 and Move: F/H instead.

6) Fighter Mode (Transform): Agi is 200 and Move: F instead and add the Aircraft type. Disable Melee and Bayonet.

Purchasing Cost: 150 Credits

---

Cost to be Approved: 800+263+210+158+158 [1589] Credits - Doesn't require approval because its approved.

Edited by Mechalomaniac

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A quick Macross Zero dev before I leap frothing at the mouth towards making a ton of new VF's for Macross proper.

---

SV-52 Storm Fury

A upgrade to the SV-51, the Storm Fury replaces the conventional powerplant of the SV-51 with a nuclear turbine, enhancing the handing and power generation of the craft while slightly reducing size of it's legs. The SV-52 was planned as a upgrade for the existing SV-51's but when all the SV-51's produced were destroyed in combat the SV-52 was instead made a production model with 22 being produced by the time it was replaced. (Use the SV-51γ as a base (excepting the combo since, well, the people who use it are dead), HP should remain the same from added energy to convert towards protection. It's basically just here so people can get it.)

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Putting the previous dev on hold due to Macross needing work done on it. Instead I'd like to point out a problem from nearly a year ago that I just noticed:

SD Gundam Cross Generation (dev post)

G-G lacks it's gatling guns and Arche Gundam Drei Custom's missiles are still weird, although Fleed insisted that this was a feature, not a bug.

Edit: Oh right, also GN Fang II [stab] should be beam.

Edited by Master Kruz

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SD Gundam G Generation: Cross Generation

Another batch of units after this.

NT-Use GM II

Appearing as a evolution to the GM Juggler and evolving into NT-X, the NT-Use GM II technically doesn't appear in the game, instead appearing in magazines before the game's release as the base form of the GM Juggler II. A modified version of the GM II, the NT GM II has noticeably heavier armor then the GM II and more powerful thrusters. (Better GM II)

Attacks:

Vulcans

Beam Knives: Four small beam knives stored inside the hip armor. These are only seen when thrown two at a time during the twin beam spear attack animation. (thrown weapons!)

Custom Handgun: A 2-barrel 80mm machinegun mounted on the right arm. (A okay fast weapon if that's alright)

Beam Rifle: A beam rifle that shares visual ques with the Type-3 rifle used by the NT-1, although the two weapons are not the same model. (Beam rifle, do whatever you want with it)

Twin Beam Spear: A weapon taken from the GM Striker, the twin beam spear is a powerful close range weapon that gives the unit the upperhand in a fight. When not in use it is folded up and stored on the rear skirt armor. (GM Striker weapon)

Twin 180mm Cannon: A pair of old mobile suit usage artillery cannons attached to the back as shoulder weapons similar to the long range mobile suits from the One Year War. (Twin 08th team cannons, Fleed also did this with this so easy copy-paste job)

Features:

Shield

---

GM Juggler II

The actual unit that appears in the game, the GM Juggler II is a Full Armor module for the NT-Use GM II made sometime before Zeta Gundam. Meant as a mass production unit with a all-range attack the GM Juggler II continues the use of Balls as remote weapons seen in the original failed project, to similar results. The mobile suit costs are too high to reasonably mass produce, resulting in the project being shelved while the concept would move on to other weapons, chiefly the Incom which would find far more success. (Full Armor of the previous unit)

Attacks:

Vulcans

Beam Knives

Custom Handgun

Beam Rifle

Funnel: A pair of large funnels stored on recharge racks on the backpack between the cannons and balls.

Twin Beam Spear

Ball Beam Saber: A close range usage for the Balls, a recessed hidden arm separates from the body holding a beam saber and swipes at a enemy. (Stabbity stabbity stabbity)

Twin 180mm Cannon

Ball All-Range Attack: A pair of Balls modified to work as wire-attached funnels. Each ball mounts two beam cannons. (Stronger version of the GM Jugglers, requires PE for realz this time)

Features:

Shield

---

RX-78GP03S-Fb Gundam Full Vernian "Dendrobium Stamen"

Hijacked by the Albion during the introduction of A Storm Raging Through during Nightmare Mode (or evolved from the normal GP03S in the player's arsenal), the GP03S was supposed to be the core of a mobile armor unit but the bulk of the parts meant for the project were lost in a raid by Zeon Remnants. Instead the Dendrobium Stamen was upgraded to function on it's own due to the current crisis and a later redesign of the mobile armor would be made, sadly the later point would never be realized due to the cancellation of the Gundam Project. Armed with additional armor and thrusters that greatly enhance the reasonably high performance Stamen. (Improved version of the Stamen with a emphasis on speed)

Attacks:

Jitte

Beam Saber

Beam Rifle

Missiles: A pair of missile launchers built into the backpack along with the beam sabers. They are fired at the same time and carry three missiles each. (F/X:2 attack, 6 rounds)

Long Beam Rifle

Folding Bazooka

Giant Beam Saber: A large beam saber used by the GP03, it is stored on the backpack when recharging and can only be used with the manipulator arms due to a specialized grip to allow it to be used by the Stamen. (GP03 saber. Seriously.)

Boosted Beam Rifle: A modified version of the mega beam rifle meant for the Orchis, the boosted beam rifle is launched from the carrier the unit is based from using it's own built in propulsion and then intercepted and fired by the Stamen. Besides the thrusters it also mounts a large radar dish to compensate for the lack of the mobile armor based one. (Same as GP-03, it's up to you if you want to give it Triple Mega Launcher)

Features:

Shield

---

Quarter Zeta

Unit Type: Mobile Suit

Height: 21.2 meters

Showing up either in the Rival Route as a partner unit to Kamille's Hyper Zeta Gundam in missions like Riders in the Sky and at the end of the Hyaku-Shiki tech tree as a evolution for Full Armor Hyaku-Shiki Kai. It's pilot is Quattro Bajeena.

Built for Quattro Bajeena when his ability exceeded the Hyaku-Shiki (as well as making use of his newtype powers), the Quarter Zeta was codenamed Lambda Gundam during it's development and later received a name change at Quattro's request, bought on by the fact that more then a quarter of it's parts are spares meant for Zeta Gundam. It shares a similar appearance to the Hyaku-Shiki, despite it's added height and power. Notable differences in appearance are the oversized movable V-fins that give it added sensor range and hide the vulcans, plus the new backpack that gives it significantly more force in flight and allowing Char to seriously say that it's three times faster then the Hyaku-Shiki. In canon this unit was still being constructed when the Gryps Conflict ended and was never completed due to the absence of a newtype pilot for it. (A pretty strong Hyaku-Zeta-Zeong)

Attacks:

Vulcans: A pair of vulcans hidden behind the head fins.

Beam Saber: Beam sabers affixed to the barrels of the beam rifles similar to bayonets or jitte. They can be ejected and held by the left hand if need be.

Beam Gun Turrets: A pair of small movable beam guns built into the knees. (Kind of low damage EN weapon, F:2)

Beam Rifle: A pair of short barrel beam rifles stored on the back, similar to the beam pistols of the Rick Dias. (Fast beam rifles)

Clay Bazooka: The same bazooka used by the Rick Dias and Hyaku-Shiki, giving it the capacity to use both explosive and spread rounds. (Clay and Spread Bazooka)

Psycommu Hand: Starting just below the right elbow, the remainder of the arm and hand is actually a wire-attched five-barrel beam gun, a descendent of the Zeong's rather unique weapon. (PE weapon, stronger-but-lower cap version of the Zeongs famous weapon)

Grappling Unit: A wire-attached grappling unit built into the bottom half of the shield with a beam emitter in it's center and six heat claws hidden inside it's body. (PE weapon, a strong [H] attack)

Mega Bazooka Launcher: Like the Type 100 before it, the Quarter Zeta uses the Mega Bazooka Launcher. Also like the Type 100 it's attack animation in the game doesn't show a allied mobile suit helping power it. It's unknown if this means it can power it on it's own or not due to this. (Same as it always was)

Wired Scattering Beam Gun: A seven barrel wired beam gun pod attached to the top of the shield capable of spraying a large amount of diffused beams over an area. (PE version of the Psycho Gundams weapon, lower cap)

Reflector Funnel: A trio of large funnels stored in the backpack that redirect beams using a I-Field rather then directly attacking enemies. (X PE attack, has a higher countercut cost)

Features:

Shield: A thick shield mounted on the left arm.

I-Field: A powerful I-Field generator built into the shield that allows the Quarter to defend itself and generate the field needed to fire the scattering beam gun.

Anti-Beam Coating: While not a feature given to it in the game it is noted as having the same anti-beam coating as the Hyaku-Shiki in other material.

---

MS-21S Dra-C Custom

Available as a evolution to the Zaku F2 and Dra-C and evolves into Gelgoog Marine in game, the Dra-C Custom is noticeably different from Dra-C in most aspects due to the inclusion of legs and both hands, as well as a pair of fuel tanks attached to each shoulder pod. It's reactor is also more powerful, allowing for the use of the large beam rifle. A slight improvement over the Zaku F2 and Dra-C, the Dra-C Custom is usable in non-space terrains although it has stiff movement penalties when doing so. Outside source material mention it as a one-off mobile suit piloted by Anavel Gato sometime before Stardust Memories. (Better then Zaku F2 and Dra-C, no terrain lock. Move: G, obviously.)

Attacks:

Beam Saber

Custom 120mm Machinegun: A customized MMP-78 machinegun, this model is differentiated by a larger side-mounted ammo drum, higher rate of fire, and more powerful sensor. (better Zaku machinegun)

Grenade Launcher: A grenade launcher attachment for the custom machinegun, the Dra-C Custom carries four grenades on it's rear waist skirt and has one preloaded. (five round grenade launcher)

280mm Bazooka: A Zaku bazooka.

Sturmfaust: Four sturmfausts stored on the shield, they are fired one in each hand during attacks. (A F:2 attack with 4 rounds)

Large Beam Rifle: Taken from the MS-14H, the large beam rifle is a powerful anti-ship beam weapon that can attack from extreme distance. (MS-14H rifle, give it a day or two to get added to the hangar.)

Features:

Shield

Edited by Master Kruz

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Good day, I am your guest moderator today!

NT-Use GM II

Statistics:

HP: 3000, EN: 130, Agi: 310

IS: 4, Move: G, Size: M, Rank: 4

Weapons:

[+] 60mm Vulcan- 400 damage, 20 rounds [+40%]

[F] Melee (M)- 500 damage [+0%]

[F] Beam Knive (BM)- 700 damage [+0%]

[+] Beam Knife [Throw] (BP)- 700 damage, 4 rounds [+10%]

[+] Custom Handgun (F:2)- 500 damage, 20 rounds [+10%]

[+] Beam Rifle (B)- 1200 damage, 10 rounds [+10%]

[F] Twin Beam Spear (BM)- 2500 damage, 5 EN/attack [+10%]

[+] Twin 180mm Cannon (SF:2)- 2200 damage, 10 rounds [+20%]

Inherent Abilities:

1) Mobile Suit

2) Shield

3) Countercut: Beam Knives

4) Countershoot: Vulcan, Custom Handgun, Beam Rifle

5) Beam Knife: Disable this attack if rounds of Beam Knife (Throw) is 0.

Replacement Cost: 80 Credits (RGM-79R GM II)

*Note: I don't want to have the knife throw, but I'm willing to leave it in as you mention they're designed for throwing.

GM Juggler II

Statistics:

HP: 3000, EN: 150, Agi: 310

IS: 3, Move: G, Size: M, Rank: 6

Weapons:

[+] 60mm Vulcan- 400 damage, 20 rounds [+40%]

[F] Melee (M)- 500 damage [+0%]

[F] Beam Knive (BM)- 700 damage [+0%]

[+] Beam Knife [Throw] (BP)- 700 damage, 4 rounds [+10%]

[+] Custom Handgun (F:2)- 500 damage, 20 rounds [+10%]

[+] Funnel (BPSX:2)- 550 damage/3 EN, Req: Psychic Energy [+10%]

[+] Beam Rifle (B)- 1200 damage, 10 rounds [+10%]

[H] Ball Beam Saber (BMSX:2)- 900 damage/8 EN, Req: Psychic Energy [+0%]

[+] Ball All-Range Attack (BSX:4)- 800 damage/8 EN, Req: Psychic Energy [+0%]

[F] Twin Beam Spear (BM)- 2500 damage, 5 EN/attack [+10%]

[+] Twin 180mm Cannon (SF:2)- 2200 damage, 10 rounds [+20%]

Inherent Abilities:

1) Mobile Suit

2) Shield

3) Countercut: Beam Knives

4) Countershoot: Vulcan, Custom Handgun, Beam Rifle

5) Pack Jettison (NT-Use GM II)

6) Beam Knife: Disable this attack if rounds of Beam Knife (Throw) is 0.

Purchasing Cost:

N/A. Install the GM Juggler II Armour on the NT-Use GM II.

RX-78GP03S-Fb Gundam Full Vernian "Dendrobium Stamen"

Statistics:

HP: 3300, EN: 150, Agi: 280

IS: 3, Move: G, Size: M, Rank: 5

Weapons:

[F] Jitte (BM)- 400 damage [+0%]

[F] Melee (M)- 500 damage [+0%]

[F] Beam Saber (BM)- 1200 damage [+0%]

[+] Beam Rifle (B)- 1300 damage, 10 rounds [+10%]

[+] Missiles (PGSF:2)- 600 damage, 6 rounds [+25%]

[+] Long Beam Rifle (B)- 2000 damage, 12 rounds [+10%]

[F] Giant Beam Saber (BM)- 3000 damage, 15 EN/attack [+0%]

[+] Folding Bazooka- 3000 damage, 8 rounds [+10%]

[+] Boosted Beam Rifle (BS)- 5000 damage, 30 EN/attack [+15%]

Inherent Abilities:

1) Mobile Suit

2) Shield

3) Countercut: Jitte, Beam Saber

4) Countershoot: Beam Rifle, Long Beam Rifle

Replacement Cost: 100 Credits (RX-78GP03S Gundam "Dendrobium Stamen")

Quarter Zeta Gundam

Statistics:

HP: 3500, EN: 180, Agi: 270

IS: 2, Move: F/G, Size: M, Rank: 7

Weapons:

[+] Vulcans- 400 damage, 20 rounds [+40%]

[F] Melee (M)- 600 damage [+0%]

[+] Beam Gun Turrets (BF:2)- 700 damage/5 EN [+10%]

[F] Beam Saber (BM)- 1400 damage [+0%]

[+] Beam Rifle (BF:2)- 1000 damage, 12 rounds [+10%]

[+] Clay Bazooka- 3000 damage, 6 rounds [+20%]

[+] Spread Bazooka (S)- 4000 damage, 4 rounds [+30%]

[+] Psycommu Hand (BPSX:2)- 900 damage/8 EN, Req: Psychic Energy [+10%]

[+] Wired Scattering Beam Gun (BASF:7)- 900 damage/8 EN, Req: Psychic Energy [+10%]

[H] Grappling Unit (B)- 4000 damage, 25 EN/attack, Req: Psychic Energy [+10%]

[+] Mega Bazooka Launcher (BS)- 5000 damage, 30 EN/attack [+10%]

[+] Reflector Funnel (BPSX:9)- 600 damage/5 EN, Req: Psychic Energy [+10%]

MAP Attacks:

[+] Mega Bazooka Launcher (BI:3)- 2000 damage, 2 rounds [+0%]

Inherent Abilities:

1) Mobile Suit

2) Shield: Grappling Unit, Wired Scattering Beam Gun, I-Field

3) Countercut: Beam Saber

4) Countershoot: Vulcan, Beam Gun Turrets, Beam Rifle

5) I-Field (Barrier)

6) Anti-Beam Coating (S Armor)

7) Reflector Funnel: Cannot be countercut.

Purchasing Cost: 400 Credits

MS-21S Dra-C Custom

Statistics:

HP: 2000, EN: 100, Agi: 300

IS: 3, Move: G, Size: M, Rank: 4

Weapons:

[F] Melee (M)- 400 damage [+0%]

[+] Custom 120mm Machinegun- 750 damage, 10 rounds [+15%]

[F] Beam Saber (BM)- 1200 damage [+0%]

[+] Grenade Launcher (S)- 1000 damage, 5 rounds [+10%]

[+] 280mm Bazooka- 2600 damage, 4 rounds [+20%]

[+] Sturmfaust (F:2)- 1600 damage, 4 rounds [+20%]

[+] Large Beam Rifle (BS)- 3000 damage, 20 EN/attack [+15%]

Inherent Abilities:

1) Mobile Suit

2) Shield

3) Countercut: Beam Saber

4) Countershoot: Custom 120mm Machinegun

5) Agi +30 when not in Space terrain.

Replacement Cost: 100 Credits (MS-21C Dra-C)

Cost to be approved: 700 + 210 + 263 + 210 + 300 = 1683 Credits (Approved)

Edited by Mechalomaniac

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Yayyyyy!

Problems spotted: 2

1) NT-Use GM II & GM Juggler II have some pretty poor EN when compared to GM Juggler or GM II.

2) GM Juggler II doesn't have it's funnel attack.

Besides that I'm pretty chill with these.

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Your description of the NT-Use GM II is that it is a GM II with more armour and thrusters; a "better GM II". It didn't infer they did anything to improve it's output. That said, the Balls probably do something on their own, so I did increase the Juggler's EN. Also added the funnels, because boy you're pretty silly.

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SD Gundam G Generation: Cross Generation

Yes, more of these.

MSN-KING König Gundam

A redesigned Delta Plus, the König Gundam replaces Riddhe's Delta Gundam in the Black Unicorn mission while in Nightmare Mode and as a evolution to the Delta Plus opposite the Delta Kai. Stronger then the Delta Plus while offering more defense rather then Delta Kai's mobility, the König Gundam is mentioned as being a concept design bought up when making the Delta Kai as a land superiority mobile suit that could perform sneak attacks on enemies since it would operate below radar but was passed over. (Heavier Delta Plus)

Attacks:

(M) = Usable in Mobile Suit Mode, (L) = Usable in Lion Mode

Strike Claws (M)(L): A trio of large heat claws on the forearms that can be used in either mode.

Beam Saber (M): A pair of beam sabers stored in the legs, where they can be ejected for hand use or used while kicking enemies. The attack has a dynamic animation when destroying enemies, opening up with kicking it's foes with the sabers before grabbing the sabers and doing a X-slash, cutting enemies into four pieces. (Beam Sabers. Can do either [F] or [K] with it, whatever you feel like)

Beam Bite (M): A pair of beam cutters built into folding pincers in the head, a attack derived from the Zanscare Domuttlia.

Tail Beam Cannon (M)(L): A rapid firing beam cannon built into a flexible tail. (Probably just a renamed Beam Cannon off Delta Plus)

Beam Rifles (M)(L): A pair of Delta Plus beam rifles stored on the back. When in use they are raised up and then lowered so the hands can grip them before firing them from over the shoulders. In Lion Mode they are simply fired from the back.

Beast Attack (L): Replacing the beam bite and beam saber attacks in Lion Mode, Beast Attack has the mobile suit leap on a enemy, using the claws to keep it in place as it uses the beam sabers in the rear legs and the beam bite on the underside to attack the enemy.

Large Heat Swords (M): A pair of large swords stored on the hips when not in use. The weapons can be combined to form a two bladed sword, with the animation having the unit use both swords one handed before combining for a final attack. This is the strongest attack in mobile suit mode.

Mega Bazooka Rifle (M)(L): A smaller version of the weapon used by the Hyaku-Shiki, the Mega Bazooka Rifle is built into the shield and possesses great range and strong power. In Lion Mode it makes the head of the machine and can be used to it's full power this way.

Mega Bazooka Rifle [Full Output] (L): By bracing itself by digging in it's claws the Lion Mode can use the Mega Bazooka Rifle at it's full power. The animation will have it attach to whatever it can, depending on the terrain, ranging from space debris to the bottom of the ocean even if the mobile suit is flying. This attack replaces the Mega Bazooka Rifle in Lion Mode in the game.

Features:

Shield (M): A large shield stored on the arm or making up the top of the unit in Lion Mode. (Shield: Mega Bazooka Rifle, Mega Bazooka Rifle [Full Output]. Required for Lion Mode)

Lion Mode: A alternate mode similar to the quadruped mobile suits of Gundam Seed or the Zoid mecha of the franchise sharing the same name, the Lion mode gives the mobile suit added running power while directing it's thrusters for increased speed, although the lack of a ground to run on in space makes this mode ill-suited for that area. (Lower agi in non-space terrains)

Anti-Beam Coating: The mobile suit has the distinctive golden anti-beam coating used for Delta Gundam and Hyaku-Shiki, giving it a passive reduction against beam attacks.

Golden Crown: A large crown on the mobile suit's head containing a massive amount of communication and detection equipment that gives the unit EWAC while extending the range of all area effects such as master/leader area or EWAC itself. (EWAC and something to extend aura, probably)

---

RX-79BD-1 GM Blue Destiny Unit-1 (Powered Type)

Appearing as the first boss of The Blue Destiny (Challenge Mission), the unit acts as a boss version of the BD-1 as for the first part of the mission. Visually the unit only has attachment parts instead of the heavy modifications seen in the other Blue Destiny units, to explain why Yu uses the normal BD-1 for the rest of the mission, the parts being destroyed after the mobile suit is bought down. The mobile suit's appearance with the added parts is a tribute to the Full Armor Gundams seen in MSV, replacing the cannon and sensor unit with missile pods and added thrusters. The unit can operate in space, although suffers a harsh penalty when doing so, same as the Efreet Custom Powered Type. When acquired it and it's fellow bosses lack their boss stats, instead being upgrades to their respective units. (Upgraded BD-1, frame instead of evolution like the others)

Attacks:

60mm Vulcan

100mm Machinegun

Beam Saber

Beam Rifle

Twin Beam Gun: A 2-barrel beam gun installed on the left arm.

Twin Beam Katar: A pair of strong beam swords set into a frame work and installed on the right arm. The attack is performed by attacking with the front facing katar before using the rear facing one for a backward blow.

Chest Missile

Large Missile Pods: A pair of 2-tube large missile pods installed on the shoulders.

EXAM Attack

Features:

Shield

EXAM System

Separate: The external parts can be purged off when damaged, freeing the mobile suit for better mobility once their protection has worn off.

---

RX-79BD-2 Blue Destiny Unit-2 (Powered Type)

The final boss of The Blue Destiny (Challenge Mission), the BD-2 Powered Type is larger then the original, featuring some kind of padding under it's armoring that look like muscles. Another addition is the shoulder armor from the BD-1 Powered Type, giving it a small boost to protection and a larger booster to mobility from the large thrusters. (Better BD-2)

Attacks:

Chest Vulcan

60mm Vulcan

100mm Machinegun

Beam Saber

Beam Rifle

Micro-Missile Launchers: A pair of 2-tube micro-missile launchers hidden in the knee armor. These weapons are only shown in other attack animations, although their presence is noted in promotional art.

Hyper Bazooka Kai: A redesigned hyper bazooka appearing in few new side stories, the weapon features a second grip for two handed firing as well as a visible cooling system and sensor.

Chest Missile

Large Missile Pods

EXAM Attack

Features:

Shield

EXAM System

---

RX-79BD-3 Blue Destiny Unit-3 (Powered Type)

One of the rewards for beating The Blue Destiny (Challenge Mission) with all it's content unlocked (the others being the other Powered EXAM units), the BD-3 Powered Type is identical to the Powered BD-2 with a few minor changes. Besides the changes in weapons it has a expanded chest area that gives it a defense bonus over the BD-2. (More HP then BD-2 Powered)

Attacks:

Chest Vulcan

60mm Vulcan

100mm Machinegun

Beam Saber

Beam Rifle

Chest Missile

Large Beam Rifle: A beam rifle with extra power and is much longer then normal rifles and almost as tall as the mobile suit itself, it's barrel shape is similar to the Asshimar's beam rifle and is possibly a predecessor to that weapon.

Large Missile Pods

EXAM Attack

Features:

Shield

EXAM System

---

MS-08TX(EXAM) Efreet Custom (Powered Type)

Appearing as the second boss of The Blue Destiny (Challenge Mission), the unit is a upgrade to the Efreet Custom meant to be used as a high level boss. The mobile suit is larger then the original and the limbs expanded, as well as having redesigned forearm plating and shoulders. Along with it's other upgrades the mobile suit can be used in space, although it only has a C rank there. (Upgraded Efreet Custom, agi penalty in space)

Attacks:

50mm Machinegun: A pair of machineguns built into the torso.

120mm Machineguns: A pair of modified Zaku machineguns built into the bottom of the shield.

Heat Saber

Grenade Launcher: A pair of 2-tube grenade launchers that used to be on the arms. The weapons have since been moved to the side skirt armor. (Same thing they were before, just saying where they went)

100mm Machinegun Pods: A pair of attachments for the arms, each pod contains a trio of machineguns. (Strong machineguns)

Missile Pod

Large Heat Blade: A massive heat blade built into the outer edge of the shield. (Good damage melee attack)

7-Tube Missile Pod: A pair of large 7-tube missile pods attached to the shoulder. This attack and the 6-Tube missile pods on the legs are used in the same attack instead of separately in game. (Basically just a extension of the missile pod. If you want to fold the two attacks together and make it a higher cap/more ammo attack then I'm fine with that)

EXAM Attack

Features:

Shield: A custom shield made for the unit, the shield is installed over the right arm and used to lash out at enemies more then protect the mobile suit.

EXAM System

Edited by Master Kruz

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MSN-KING König Gundam (Moble Suit Mode)

Statistics:

HP: 3800, EN: 160, Agi: 270

IS: 3, Move: G, Size: M, Rank: 7

Weapons:

[F] Melee (M)- 500 damage [+0%]

[F] Strike Claws (M)- 1500 damage [+0%]

[F] Beam Saber (BM)- 1600 damage [+0%]

[F] Beam Saber [Dual] (BM)- 1400 damage # 2, 10 EN/attack [+20%]

[F] Beam Bite (BM)- 2000 damage, 5 EN/attack [+20%]

[+] Beam Rifle (BF:2)- 2000 damage, 24 rounds [+10%]

[F] Beast Attack (BF:4)- 1100 damage/7 EN, Req: Lion Mode [+20%]

[+] Mega Bazooka Rifle (BS)- 4500 damage, 25 EN/attack [+20%]

[F] Large Heat Swords (F:3)- 1600 damage/10 EN [+30%]

[+] Mega Bazooka Rifle [Full Power] (BS)- 5500 damage, 35 EN/attack, Req: Lion Mode [+30%]

MAP Attacks:

[+] Mega Bazooka Rifle [Full Power] (BI:4)- 4000 damage, 35 EN/attack, Req: Lion Mode [+0%]

Inherent Abilities:

1) Mobile Suit

2) Shield: Lion Mode, Mega Bazooka Rifle, Mega Bazooka Rifle [Full Power], Req: Mobile Suit Mode

3) Countercut: Beam Saber, Large Heat Swords

4) Countershoot: Beam Rifles

5) Anti-Beam Coating (S Armor)

6) Golden Crown: Gives the effects of EWAC and extends all Aura effect ranges by 1.

7) Lion Mode (Transform): Agi -20 while grounded in non-Space terrains. Disable Beam Bite, Beam Saber, Beam Saber [Dual], and Large Heat Swords.

Purchasing Cost: 300 Credits

RX-79BD-1 GM Blue Destiny Unit-1 (Powered Type)

Statistics:

HP: 4500, EN: 170, Agi: 290

IS: 3, Move: G, Size: M, Rank: 6

Weapons:

[+] 60mm Vulcan- 400 damage, 20 rounds [+40%]

[F] Melee (M)- 500 damage [+0%]

[+] 100mm Machinegun- 950 damage, 10 rounds [+15%]

[F] Beam Saber (BM)- 1000 damage [+0%]

[+] Beam Rifle (B)- 1100 damage, 8 rounds [+10%]

[+] Twin Beam Gun (B)- 1800 damage, 10 rounds [+10%]

[F] Twin Beam Katar (BM)- 1200 damage # 2, 8 EN/attack [+20%]

[+] Chest Missile (PGX:2)- 1500 damage, 12 rounds [+30%]

[+] Large Missile Pods (PGSF:4)- 1200 damage, 24 rounds [+25%]

[H] EXAM Attack (SX:5)- 1200 damage/10 EN. EXAM System Only. [+10%]

Inherent Abilities:

1) Mobile Suit

2) Shield

3) Countercut: Beam Saber

4) Countershoot: 60mm Vulcan, Beam Rifle, 100mm Machinegun, Twin Beam Gun

5) EXAM System (System)

6) Separate (RX-79BD-1 GM Blue Destiny Unit-1)

7) Agi +50 in Space terrains.

Acquisition Method: Install FA-78-1 Gundam Full Armor Parts onto RX-79BD-1 GM Blue Destiny Unit-1.

RX-79BD-2 Blue Destiny Unit-2 (Powered Type)

Statistics:

HP: 4000, EN: 170, Agi: 280

IS: 3, Move: G, Size: M, Rank: 6

Weapons:

[+] Chest Vulcan- 250 damage, 20 rounds [+40%]

[+] 60mm Vulcan- 400 damage, 20 rounds [+40%]

[F] Melee (M)- 500 damage [+0%]

[+] Micro Missile Launchers (PGSF:8)- 500 damage, 48 rounds [+10%]

[F] Beam Saber (BM)- 1000 damage [+0%]

[+] Beam Rifle (B)- 1100 damage, 8 rounds [+10%]

[+] Chest Missile (PGX:2)- 1500 damage, 12 rounds [+30%]

[+] Hyper Bazooka Kai- 4400 damage, 6 rounds [+20%]

[+] Large Missile Pods (PGSF:4)- 1200 damage, 24 rounds [+25%]

[H] EXAM Attack (SX:5)- 1300 damage/10 EN. EXAM System Only. [+10%]

Inherent Abilities:

1) Mobile Suit

2) Shield

3) Countercut: Beam Saber

4) Countershoot: 60mm Vulcan, Beam Rifle, Chest Vulcan

5) EXAM System (System)

Evolution Cost: 3 (RX-79BD-2 Blue Destiny Unit-2)

Hangar Resale Value: 150 Credits

RX-79BD-3 Blue Destiny Unit-3 (Powered Type)

Statistics:

HP: 4200, EN: 170, Agi: 290

IS: 3, Move: G, Size: M, Rank: 6

Weapons:

[+] Chest Vulcan- 250 damage, 20 rounds [+40%]

[+] 60mm Vulcan- 400 damage, 20 rounds [+40%]

[F] Melee (M)- 500 damage [+0%]

[+] 100mm Machinegun- 950 damage, 10 rounds [+15%]

[F] Beam Saber (BM)- 1000 damage [+0%]

[+] Beam Rifle (B)- 1100 damage, 8 rounds [+10%]

[+] Chest Missile (PGX:2)- 1500 damage, 12 rounds [+30%]

[+] Large Beam Rifle (BS)- 3000 damage, 8 rounds [+30%]

[+] Large Missile Pods (PGSF:4)- 1200 damage, 24 rounds [+25%]

[H] EXAM Attack (SX:5)- 1200 damage/10 EN. EXAM System Only. [+10%]

Inherent Abilities:

1) Mobile Suit

2) Shield

3) Countercut: Beam Saber

4) Countershoot: 60mm Vulcan, Beam Rifle, 100mm Machinegun, Chest Vulcan, Large Beam Rifle

5) EXAM System (System)

Evolution Cost: 3 (RX-79BD-3 Blue Destiny Unit-3)

Hangar Resale Value: 150 Credits

MS-08TX(EXAM) Efreet Custom (Powered Type)

Statistics:

HP: 3400, EN: 150, Agi: 300

IS: 3, Move: G, Size: M, Rank: 4

Weapons:

[+] 50mm Machine Guns- 400 damage, 20 rounds [+40%]

[F] Melee (M)- 500 damage [+0%]

[+] 120mm Machinegun- 650 damage, 10 rounds [+15%]

[+] 100mm Machine Gun Pods (F:6)- 400 damage, 24 rounds [+10%]

[+] 7-Tube Missile Pod (PGSF:7)- 600 damage, 28 rounds [+30%]

[+] Grenade Launcher (ASF:2)- 1000 damage, 10 rounds [+10%]

[F] Heat Saber (M)- 1100 damage [+0%]

[F] Large Heat Blade (M)- 2200 damage, 5 EN/attack [+20%]

[H] EXAM Attack (SX:5)- 1200 damage/10 EN. EXAM System Only. [+10%]

Inherent Abilities:

1) Mobile Suit

2) Shield: 120mm Machinegun, Large Heat Blade

3) Countercut: Heat Saber, Large Heat Blade

4) Countershoot: 50mm Machine Guns, 120mm Machinegun, 100mm Machine Gun Pod

5) EXAM System (System)

6) Agi +50 in Space Terrains

Evolution Cost: 3 (MS-08TX(EXAM) Efreet Custom)

Hangar Resale Value: 100 Credits

Cost to be added: 700 (Konig Gundam) + 420 x 3 (BD 1/2/3) + 210 (Efreet Custom) = 2170 Credits (WHY IS BD-2 NOT THE STRONGEST)

Edited by Nimbus Noa

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