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Hangar Lexicon

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Here resides the Hangar Lexicon. The Lexicon was created to reduce clutter space in stats with long wordy abilities and also for easier reference of currerntly available abilities. If there are any questions on how an ability on a unit works, this is the place that will answer them.

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The Hanger Lexicon: #~A

8

Class: Sidekick

Description: N/A

Ability: Refer to 8 in the Sidekick Items: Co-Pilots/Haros section in the Arsenal

98

Class: Sidekick

Description: A small football-sized robot built by Captain Ruri Hoshino to aid in the operation of the Nadesico, as well as act as a personal pet.

Level 3 (1450 PP)

Attributes:

- None

Spirit Commands:

- Accelerate [L1]

- Great Effort [L1]

- Trust [L1]

- Hot Blood [L2]

Skills:

- None

A.B.C. Mantle

Class: Special, Passive, Primary Defense

Description: Stands for Anti-Beam Coating Mantle. Simply, a tough mantle designed to repel weak beam shots.

Ability: Negates the first 1000 damage from a single attack phase. Negation only applies to (B)-Type, non-[F] attacks. If damage exceeds the damage that this ability can negate, then automatically disable this ability for the remainder of the battle (after negating damage). This ability can only be restored through Resupply, a Reloader or a Super Repair Kit.

A.R. Chip

Class: Special

Description: Stands for Amuro Rei Chip. A small piece of hardware that improves the user's skills by mimicking Amuro Rei performance.

Ability: Dodge Cost -10%, Target's Dodge Cost +10%.

AB Field

Class: Barrier

Description: N/A

Ability: Negate the first 2500 damage in a single attack phase for 5 EN. Negation only applies to (B)-Type, [+] attacks.

Accuracy Boost x%

Class: Status Attack

Description: N/A

Ability: Targeted allied unit gains Accuracy +x% for three turns. Targeted Enemy Unit gains Accuracy -x% for three turns.

Accuracy Break

Class: Status Attack

Description: Special attacks that deal damage to your unit's targeting capabilities, making it harder for you to engage your enemy effectively.

Ability: You gain Target's Dodge Cost -50% for the next three turns.

Acid

Class: Status Attack

Description: Special attacks that quickly eat away at a unit's armor, slowly destroying them, but shortly wear off.

Ability: You unit gains the effects of Burn and Armor Break for the next three turns. Your HP can not drop below 10 through this degeneration.

Acid Canceller

Class: Special, Primary Defense

Description: A special ability that makes the unit immune to the long lasting effects of acids, fire and such.

Ability: Units with this ability are immune to Acid and Burn effects.

Active Inertia Canceller

Class: S Barrier

Description: A refinement of the Passive Inertia Canceller systems that IS units use to fly, the Schwarzer Roegen's Active Inertia Canceller system is a powerful barrier that can stop attacks or hostile units cold. Unfortunately, it requires the user to concentrate on one attack or unit to stop, and can be defeated by multiple simultaneous attacks.

Ability: Negate the first 3000 damage from a single attack phase for 10 EN. May only be used once per turn, and does not have to be used even if it is active.

ADA

Class: Sidekick

Description: The AI of the Orbital Frame, Jehuty.

This Sidekick can be a Main Pilot

Level 3 (1350 PP)

Attributes:

- None

Spirit Commands:

- Snipe Attack [L2]

- Concentrate [L1]

- Direct Attack [L1]

- Great Effort [L1]

Skills:

- None

Aggressive Beast Mode

Class: Special

Description: N/A

Ability: Damage dealt by all weapons +25%. Charge (4) to activate.

AI1

Class: Sidekick

Description: An evolving, learning battle AI developed for the Medius Locus. A special function on Medius Locus allows the installed AI to function on its own and pilot the unit based on the data it has collected.

Ability:

This Sidekick can be a Main Pilot

Level 8 (3950 PP)

Attributes:

- 1 point in an Attribute of the user's choosing, chosen on acquisition of this sidekick.

Additional Class Skills:

Manual Override:

Class: Passive (Sub)

- During your transform phase you may switch the main pilot to this Sidekick. May be used again to switch the pilot back.

Spirit Comands:

- Iron Wall [L3]

- Direct Attack [L1]

- Awaken [L1]

- Perseverance [L3]

- Concentrate [L1]

- Hot Blood [L3]

Skills:

- None

AI Assistant

Class: Sidekick

Description: A customized AI, designed to help the pilot.

Level 1 (0 PP)

Attributes:

- None

Additional Class Skills:

Unique Design

Class: Special

This Sidekick has 1000 PP on purchase, to be spent as desired. In addition, this Sidekick is always considered to be a separate copy, regardless of how many other units with AI Assistant you own.

Spirit Commands:

- None

Skills:

- None

Al

Class: Sidekick, Passive

Description: The AI program on ARX-7 Arbalest.

Level 3 (1350 PP)

Attributes:

- None

Spirit Commands:

- Concentrate [L1]

- Direct Attack [L1]

- Snipe Attack [L2]

- Great Effort [L1]

Skills:

- None

ALICE

Class: Sidekick, Passive

Description: The AI program on Superior Gundam.

Level 3 (1450 PP)

Attributes:

- None

Spirit Commands:

- Flash [L1]

- Awaken [L1]

- Concentrate [L1]

- Perseverance [L1]

Skills:

- Assisted Piloting

Amita Drive

Class: System, Activated

Description: An attachment for a Compac Drive developed by Adrock Thurston. It unlocks the full potential of the Nirvash typeZERO through the synchronized will of Renton and Eureka.

Ability: Dodge Cost -15%, Target's Dodge Cost +30%, Weapon Damage +30%, Damage Received -15%.

Trapar Barrier (S Barrier): Negate the first 10000 damage targeting you this turn for 20 EN, and can be extended to all allies for an additional cost of 20 EN. Cannot be used in Support Defense. Charge (5)

Requires both pilot slots filled to activate. Charge (4) to activate.

Analyze

Class: Special, Activated

Description: A Neuronoid's ability to analyze an object and determine its structure and weak points.

Ability: You are considered to have the Scan Spirit Command at Level 2 as long as you are piloting this unit. This bonus spell can still be used even if you already have 6 Spirit Commands.

Anti-Beam Chaff

Class: Special, Activated

Description: N/A

Ability: Damage from all (B)-Type, [+] weapons taken by all units is reduced by 2500 for a single turn. Reduction is considered a terrain effect. 4 rounds.

Anti-Beam Coating

Class: S Armor

Description: Special paints applied to a unit's armor that reduces or negates the effect of beam weapons.

Ability: Automatically negate the first 1500 damage in a single attack phase. Negation only applies to (B)-Type, non-[F] attacks. Each time Anti-Beam Coating negates damage from an attack phase, reduce the amount Anti-Beam Coating can negate by 100. When the amount negatable reaches 0, this ability is disabled.

Anti-Beam Depthcharges

Class: Special, Activated

Description: N/A

Ability: Pay 10 AP. Damage from all (B)-Type, [+] weapons targeting and used by this unit are reduced by 2500 for a single turn. Reduction to your own weapons is considered a terrain effect.

Anti-Beam Shield

Class: Shield, Activated

Description: A shield designed to absorb damage from weak beam-type attacks.

Ability: Same effects as Shield but negates the first 1000 damage from a single attack phase (calculated after Shielding). Negation only affects (B)-type, [+] attacks.

Anti-Funnel System

Class: Activated, Primary Defense

Description: A system installed onto Gundam REON that is designed to disrupt the psychowaves used to control Newtype weapons.

Ability: Negate all Psychic Energy [+] type weapons and Nu Gundam I-Field of target unit for the rest of the battle as long as this unit isn't destroyed or defeated. 50 EN to activate.

Anti-Laser Shield

Class: Barrier

Description: N/A

Ability: Negate the first 2500 damage from a single attack phase for 5 EN. Negation only affects (B)-Type attacks.

Anti-Particle E-Shield

Class: Barrier, Activated

Description: N/A

Ability: Negate the first 2500 damage from a single attack phase for 5 EN. Negation only applies to non-[F], (B)-type attacks and non-(B)-type attacks, and only 1500 points of this negation may be applied to non-(B)-type attacks

Anti-Stealth Sonar

Class: Special, Passive

Description: Special sonar that can bring an enemy out of stealth. However, it can only function in very close range.

Ability: Pay 10 AP. Targets you and Aura (2) attack this turn cannot use Evasive Secondary Defenses.

A.P.A. OS (System)

Class: System

Description: Ace Pilot Archive, an operating system that stores data from famous pilots and allows the pilot to use this data to enhance his performance during combat.

Ability: On deploy, you may choose up to 3 Pilot Data Discs that you own and equip them. You may not equip the same disk multiple times. When active, gain all abilities provided by the equipped disks. All abilities from Pilot Data Discs are calculated as Pilot Abilities. Charge (4) to activate.

Armor Boost x%

Class: Status Attack

Description: N/A

Ability: Targeted allied unit gains Damage Received -x% for three turns. Targeted Enemy Unit gains Damage Received +(x*0.5)% for three turns.

Armor Break

Class: Status Attack

Description: Special attacks that deal damage to your unit's armor, making it harder for you to reduce incoming damage.

Ability: You gain Damage Received +25% (caluclated as a unit ability) for the next three turns.

Armor Pierce

Class: Special

Description: An attack that ignores the target's armor.

Ability: An attack with Armor Pierce ignores all damage reduction that would fall under the Armors phase of the defense calculations, as well as any Armor or S Armor defenses.

Asura Cryin': x

Class: Special

Description: When a single person is both the Handler of an Asura Machina and the Contractor of a Demon, power circulates between the Asura Machina and their Daughter, increasing the strength of both.

Ability: When in battle with an allied unit x, gain the following bonuses:

Asura Machina unit type: Damage Received -10%, Weapon Damage +20%, EN Regen S.

Daughter unit type: Increase Size to Small if it is smaller, Current and Maximum HP +25%, HP Regen 5%.

If no allied unit is specified, bonuses are always in effect.

Asura Machina

Class: Unit Type

Description: Scientific/magical machines that are powered by a human sacrifice, a "burial doll", who sits within their chest.

Ability: The Spiritual Power pilot ability is considered Passive (Sub) for all pilots of an Asura Machina.

AT Field

Class: Barrier, Activated

Description: Stands for Absolute Terror Field. A powerful barrier generated by EVAs and Angels that can protect the user against conventional weapons.

Ability: Negates the first 2500 damage from a single attack phase for 5 EN. If an attack deals more damage than AT Field is able to block, AT Field is negated (For example, if AT Field negates 2500 damage, an attack that deals 2501 damage will completely negate it). For ever level in the Unit Specialization: Evangelion pilot skill, damage negated is increased by 500 (up to 4000 at level 3). Angel-type event units block 5000 damage.

- Break AT Field: If you are in a unit with an active AT Field, you may pay 10 SP to give all attacks made this turn Barrier Pierce against another unit with an AT Field.

Attack Boost x%

Class: Status Attack

Description: N/A

Ability: Targeted allied unit gains Weapon Damage +x% for three turns. Targeted Enemy Unit gains Weapon Damage -x% for three turns.

Attack Break

Class: Status Attack

Description: Special attacks that deal damage to your unit's weapons, making it harder for you to deal damage.

Ability: You gain Weapon Damage -50% (caluclated as a unit ability) for the next three turns.

Attack Level

Class: Special

Ability: Attack Level ranges between 1 and 3, and begins at 1. At Attack Level 2, Weapon Damage +25%. At Attack Level 3, Weapon Damage +50%. Pay 5 AP to gain 1 Attack Level. Lose 1 Attack Level every 3 rounds.

Attack Level Infinity

Class: Special, Active

Description: An advanced level of synchronization between Gear and pilot, Attack Level Infinity drastically improves the potential and the power of the Gear by harnessing the pilot's inner spirit.

Ability: A Gear with this ability gains the following:

- Weapon Damage +50%

- Dodge Cost -10%

- Target's Dodge Cost +10%

Charge (4) to activate. After three turns, Attack Level Infinity becomes disabled and requires reactivation.

Attack Level Infinity (Xenogears)

Class: Special, Active

Description: An advanced level of synchronization between Gear and pilot, Attack Level Infinity drastically improves the potential and the power of the Gear by harnessing the pilot's inner spirit.

Ability: A Gear with this ability gains the following:

- Weapon Damage +50%

- Dodge Cost -10%

- Target's Dodge Cost +10%

Charge (4) to activate.

Aura (x)

Class: Special

Description: Abilities on this unit give an effect to other units around it.

Ability: An ability with this tag does not give it's effect to the unit that possesses it, but instead to the next x allied units to post. The effect lasts until their next turn. Effects do not stack across multiples of the same type of bonus, instead taking the largest bonuses from all Auras received by that unit (IE a unit affected by an Aura that grants +10% Weapon Damage and +10% Target's Dodge cost and an Aura that grants +15% Target's Dodge Cost and -10% Dodge Cost gets +10% Weapon Damage, +15% Target's Dodge Cost, and -10% Dodge Cost).

Aura abilities are transmitted and received in the Regeneration Phase. Any ability that gives an Aura effect that is activated in any other phase in a player's turn also transmits the Aura instantly.

Aura Barrier

Class: Barrier

Description: An barrier of protection generated by the force of the pilot's aura energy. The stronger the pilot's aura energy, the stronger the barrier. However, it is easily penetrated by melee attacks.

Ability: Negate the first 1500 damage from a single attack phase for 5 EN. Negation only applies to [+]-type attacks. Each level of Spiritual Power adds +200 effectiveness to the Aura Barrier.

Aura Battler

Class: Unit Type

Description: A biomechanical robot from Byston Well. Capable of Hyperizing if fed dark aura energy by its pilot.

Ability: Gives Hyperize: Req: Spiritual Power.

Autobot Matrix of Leadership (Generation 1)

Class: Special

Passive Ability: Leadership pilot skill ability +1 (this gives Leadership skill level 1 if you do not have the ability.) If pilot's Leadership ability is already at level 3, then that ability affects all allies instead.

Active Ability: You may pay 50 EN, forefit your attack phase and disable the Autobot Matrix of Leadership (Generation 1) for the rest of battle to deal an attack that, if hits, reduces Unicron's HP to 0. This attack is considered to be under the effects of Direct Attack. This attack negates all types of immunities in the target and Unicron may not be resurrected by any means. This ability may only be used once per battle, regardless of how many units there are in battle with this ability.

Edited by Imban

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The Hanger Lexicon: B

Barrier Break

Class: Status Attack

Description: Special attacks that disable a target's barrier system, making it impossible for those barriers to activate.

Ability: An attack with Barrier Break on non-Evangelion units automatically negates any non-AT Field Barriers and S Barriers in targets, and disables them for two turns. On Evangelion units, Barrier Break pierces all types of Barriers and S Barriers in targets, and disables them for two turns.

Barrier L

Class: Barrier

Description: A strong barrier.

Ability: Negate the first 1800 damage in a single attack phase for 5 EN.

Barrier LL

Class: Barrier

Description: A very strong barrier.

Ability: Negate the first 2000 damage in a single attack phase for 5 EN.

Barrier M

Class: Barrier

Description: A moderate barrier.

Ability: Negate the first 1500 damage in a single attack phase for 5 EN.

Barrier Pierce

Class: Special

Description: An attack that pierces many types of barriers due to its nature.

Ability: An attack with Barrier Pierce on non-Evangelion units automatically negates any non-AT Field barriers in targets. On Evangelion units, Barrier Pierce pierces all types of barriers in targets.

Barrier S

Class: Barrier

Description: A weak barrier.

Ability: Negate the first 1200 damage in a single attack phase for 5 EN.

Barrier SS

Class: Barrier

Description: A very weak barrier.

Ability: Negate the first 1000 damage in a single attack phase for 5 EN.

Barrier XL

Class: Barrier

Description: An exceptionally strong barrier.

Ability: Negate the first 2500 damage in a single attack phase for 5 EN.

Battleship

Class: Type

Description: Same effects as Mothership, but units cannot dock with this one.

Beam Absorb

Class: Special, Passive

Description: An ability that allows the unit to absorb beam particles and converts it into energy to recover any damage that it has suffered.

Ability: Any (B)-Type, non-[F] damage dealt against this unit recovers HP instead of decreasing it.

Beam Carry Shield

Class: Shield, Activated

Description: A shield designed to generate a Lightwave barrier to protect against incoming attacks.

Ability: Same effects as Shield, but you may also pay 5 EN to negate the first 1500 damage when used (calculated after shielding). If used against (B)-type [+] attacks, negate the first 1000 damage (calculated after shielding) for no cost.

Beam Coat L

Class: Barrier, Activated

Description: A barrier that repels weak beam attacks.

Ability: Negates the first 1800 damage from a single attack phase for 5 EN. Negation only applies to (B)-Type, [+] attacks.

Beam Coat M

Class: Barrier, Activated

Description: A barrier that repels weak beam attacks.

Ability: Negates the first 1500 damage from a single attack phase for 5 EN. Negation only applies to (B)-Type, [+] attacks.

Beam Coat S

Class: Barrier, Activated

Description: A barrier that repels weak beam attacks.

Ability: Negates the first 1200 damage from a single attack phase for 5 EN. Negation only applies to (B)-Type, [+] attacks.

Beam Deflection Field

Class: Barrier, Activated

Description: A special barrier that deflects beams back towards its owner.

Ability: Reflects any single non-MAP (B)-Type, non-[F] attack back at its attacker for 10 EN. (That attacks' modifiers are unchanged as if the they were targetting their owner/s instead)

Beam Flag

Class: Special

Description: A flag made of beam particles used by Crossbone Vanguard commander mobile suits that shows an emblem on its back in order to guide the squadron into formation.

Ability: All Aura abilities on this unit target an additional ally.

Beam Reflector

Class: Special, Passive, Primary Defense

Description:

Ability: Pay 5 EN. Negate the first 800 damage from a single attack phase. Negation only applies to (B)-Type, non-[F] attacks. May pay a additional 5 EN to reflect negated damage back at it's owner. Reflected attacks have their accuracy reduced 25%.

Beam Rotor

Class: Shield, Activated

Description: A rotor made of beam particles, used by the Zanscare Empire's BESPA mobile suits for atmospheric flight. It also doubles as a beam shield.

Ability: Same effects as Beam Shield. Dodge Cost while in any atmospheric terrain -10% and gain Move: F as long as Shield Usage is 50% or above.

Beam Shield

Class: Shield, Activated

Description: A shield made of beam particles.

Ability: Same effects as Shield but also negates the first 800 damage (calculated after Shielding) from a single attack phase when used.

Beam Spreading Coat

Class: Special, Primary Defense

Description: A cloak created by Shino specifically for Vulcan which can absorb, deflect, and reflect beam attacks flawlessly.

Ability: Negates the first 2000 damage from a single attack phase. Negation only applies to (B)-type, non-[F] attacks. If damage exceeds the damage that this ability can negate, then automatically disable this ability for the remainder of the battle (after negating damage). This ability can only be restored through Resupply, a Reloader, or a Super Repair Kit. If this ability would totally negate an attack, you may either regenerate 5 EN or pay 10 EN to reflect that attack back at its owner. (The reflected attack retains its original attributes.)

Beam Wings

Class: S Barrier

Description: By manipulating the Beam Wings on the V2 Gundam, it can act as a powerful reinforced beam shield that can absorb incredible amounts of damage.

Ability: Negate the first 10000 damage targeting you or an ally this turn for 10 EN. Cannot be used in Support defense. Charge (5)

Beek

Class: Sidekick, Passive

Description: An AI Program Thomas Schubatlz developed and uses in battle.

Level 4 (1550 PP)

Attributes:

- None

Spirit Commands:

- Snipe Attack [L2]

- Direct Attack [L1]

- Concentrate [L1]

- Extend [L1]

Skills:

- Assisted Tracking

Berserk Mode

Class: System, Activated

Description: This system unlocks the pilot's full combat potential, pressing him on to fight harder.

Ability: Pay 10 AP to activate. Dodge Cost -25%, Target's Dodge Cost +10%, Weapon Damage +50%, -5 SP/turn. Deactivated when upkeep cannot be paid or 10 AP are paid.

Berserker System

Class: System, Activated

Description: A special system that augments the pilot's general battle capability by causing them to go into a berserker state. Under this state, the user will react less likely to pain and be able to exceed his/her normal physical limits.

Ability: Pay 10 AP to activate. Dodge Cost -10%, Target's Dodge Cost +10%, Weapon Damage +20%. Disable all Combo Attacks. Gain Berserker (1/3). Pay 10 AP to disable this ability.

Berserker System II

Class: System, Activated

Description: A more powerful variant of the Berserker System.

Ability: Pay 10 AP to activate. Dodge Cost -25%, Target's Dodge Cost +20%, Weapon Damage +50%. Disable all Combo Attacks. Gain Berserker (1/2). Pay 10 AP to disable this ability.

Berserker (x/y)

Class: Special

Description: You do not have full control over your unit, causing you to attack your own allies.

Ability: Every x out of y attack phases you make must target the last ally who posted before you (regardless of which turn they posted on), if any allies are present. This includes summons if you control any.

Bio-Feedback System

Class: System, Activated

Description: N/A

Ability: Dodge Cost -15%, Target's Dodge Cost +30%, Damage Received -15%, Weapon Damage +30%. Charge (4) to activate.

Bio-computer

Class: System, Passive

Description: N/A

Ability: Enhances a pilot's abilities during battle:

Dodge Cost -15%, Target's Dodge Cost +30%. Weapon Damage +20%. Charge (4) to activate.

Bio-Sensor

Class: System, Passive/Activated

Description: N/A

Ability:

    Passive Abilities
  • Target's Dodge Cost +10%
    Active Abilities
  • Bio-Sensor Outburst: Usable by a pilot with Psychic Energy only. Pay 15 AP to activate. All Weapon Damage +50% and Target's Dodge cost +25% in addition to passive ability. Charge (5)
  • Bio-Field: Negate the first 10000 damage targeting you for 10 EN. Can only be used in the turn following the use of Bio-Sensor Outburst.

Blade Barrier

Class: Barrier

Description: A magic spell that repels attacks and eviscerates any foe who comes close.

Ability: Negate the first 2000 damage in a single attack phase for 10 EN. If used to negate a non [+]-type attack, automatically deals 2000 damage to the attacker.

Bombers (X): Attack 1, Attack 2, Attack 3...

Class: Special

Description: Similar to Options, but these use different weapons from the unit.

Ability: Pay 10 AP to deploy one Bomber, up to a total of X. If any Bombers are deployed, gain Attack Phase +1, which can only be used to attack with one of the listed weapons, or is forfeited. Increase the variable attack limit of the listed weapons by 100% for each Bomber deployed past the first (IE if one weapon is (F:1), it becomes (F:2) with two Bombers, (F:3) with three Bombers, and so on).

Bowser

Class: Sidekick

Description: A highly advanced Optical Neural Net that developed it's own personality, and is capable of taking independent actions, if necessary, to protect the pilot.

This Sidekick can be a Main Pilot

Level 3 (1000 PP)

Attributes:

- 1 point in an Attribute of the user's choosing, chosen on acquisition of this sidekick.

Spirit Commands:

- Accelerate [L1]

- Concentrate [L1]

- Flash [L1]

- Hot Blood [L2]

Skills:

- None

Breaker Canceller

Class: Special, Primary Defense

Description: A special ability that makes the unit immune to armor damage.

Ability: Units with this ability are immune to Armor Break and Attack Break status weapons.

Bronze Bell Power

Class: Special, Activated

Ability: Weapon Damage +25%, Damage Received -25%, Dodge Cost -10%, Target's Dodge Cost +10%. Charge (4) to activate.

Burn

Class: Status Attack

Description: Special attacks that quickly melt away at a unit's armor, slowly destroying them, but shortly wear off.

Ability: Your unit gains HP Degen 10% for the next three turns. Your HP can not drop below 10 through this degeneration.

Burrow

Class: Special, Activated

Description: The ability to burrow and hide from the battlefield, effectively making you unavailable as a target, but also rendering you unable to attack.

Ability: This unit can't attack or support defend but also can't be attacked, except by weapons with Drill. This ability can only be used when grounded. Each turn, AP -2 (or in one-on-one battles, AP -10). This effect is disabled when upkeep can't be paid or when user chooses to unburrow.

Edited by Imban

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The Hanger Lexicon: C

C.A. Chip

Class: Special

Description: Stands for Char Aznable Chip. A small piece of hardware that improves the user's skills by mimicking Char Aznable's pilot performance.

Ability: Dodge Cost -25%

Cannon Copy

Class: Copy

Ability: Same effects as Weapon Copy, but you may decide to change the range tag of a copied weapon to [+] instead. If a weapon whose tag is changed by this ability is an (M)-type weapon, then it loses (M) and gains (P) instead. If a weapon whose tag is changed by this ability has Countercut, it loses Countercut.

Chachamaru

Class: Sidekick

Description: Kotetsu is the tsurugi form of the half-tsurugi Chachamaru, and as such Chachamaru acts as its intelligent operating system. Constantly hears Konjin's voice in her head, which makes her want to destroy the world.

Wants you to pilot her.

Level 7 (3100 PP)

Attributes:

- None

Spirit Commands:

- Intuition [L1]

- Coercion [L1]

- Exhaust [L1]

- Love [L3]

Skills:

- Chachamaru's World: (Cost: 500 PP)

Class: Passive (Sub)

You are immune to Spirit Lock effects.

Chaff Canceller

Class: Special, Primary Defense

Description: The ability to be protected from weapons that damage your targeting sensors.

Ability: This unit is immune to Accuracy Break or negative Accuracy Boost effects.

Chakra Shield

Class: Barrier, Activated

Description: A barrier generated by the chakra energy of an Antibody. It can be expanded at will of the user at the expense of additional energy.

Ability: Negates the first 1200 damage from a single attack phase for 5 EN. May be extended to any number of allies to negate the first 1200 damage from the first attack phase they received for 5 EN per ally.

If 2 Chakra Shields are spread to an ally with Chakra Shield, that ally may spent an extra 5 EN to redirect a non-[F]-type attack back to it's owner or negate any [F]-type attack completely. If 5 Chakra Shields are spread to an ally with Chakra Shield, that ally may spend an extra 5 EN to redirect all non-[F]-type attacks targeting that ally back to their owners or negate all [F]-type attacks targeting that ally completely.

Change to (unit)

Class: Transformation, Activated

Description: N/A

Ability: Transforms current unit into specified unit. If HP and EN are the same as the specified unit, all current stats (HP/EN/DP/AP/Items) will be carried over to the transformed unit. If HP and EN are different, calculate HP/EN in % then change to the specified unit, with other stats (DP/AP/Items) carrying over.

Charge (x)

Class: Special

Description: Weapons or abilities on this unit requires time to charge between uses.

Ability: Each turn during your Regen Phase, gain one charge counter on each weapon or ability with Charge. You may also pay 10 AP during your Special phase to gain 1 charge counter. Once the number of charge counters is equal to or greater then x, that weapon or ability can be activated. Activating the weapon or ability consumes all charge counters.

Chouriki Henshin

Class: Transformation

Description: Ryujinmaru's ability to call upon the power of the spirits to transform.

Ability:

Gain the following abilities.

  • Change to Ryujinmaru (Chou)
  • Change to Shishi Ryujinmaru Req: 1 Evolution Point
  • Change to Houou Ryujinmaru Req: 2 Evolution Points
  • Change to Kenou Ryujinmaru Req: 3 Evolution Points
  • Change to Gekkou Ryujinmaru Req: 4 Evolution Points
  • Change to Byakko Ryujinmaru Req: 5 Evolution Points
  • Change to Chou Mashin Ryujinmaru Req: 7 Evolution Points

ClSS

Class: Special, Passive

Description: Short for 'Cloud Stream System', an special type of system specifically designed to fly through the Cloud Stream safely.

Ability: This unit is not affected by any negative terrain modifiers. Each turn EN -5, this ability is disabled if upkeep cannot be paid or you choose to deactivate. Requires 2 turns of charging to reactivate.

Combine

Class: Transform, Activated

Description: The ability of many units to combine together to form a larger unit.

Ability: See the Combine/Dismount Rules.

Compac Feedback System

Class: System

Description: N/A

Ability: Dodge Cost -15%, Accuracy +30%, and Weapon Damage +20%. Charge (4) to activate. Requires 5 Evo points to use.

Compac Feedback System (Movie Ver.)

Class: System

Description: N/A, Activated

Ability: Pay 10 AP to activate. Accuracy +30%, Weapon Damage +20%, and all attacks gain SP Damage 10. Each turn, pay 20 SP upkeep. This ability is disabled when upkeep can't be paid or when the user decides to deactivate it. Requires 5 Evo points to use.

Composer

Class: System

Description: N/A

Ability: Dodge Cost -10%, Accuracy +20%, Damage Received -15%, and Weapon Damage +30%. Sound Barrier strength +500. Charge (4) to activate.

Countercut

Class: Special

Description: Known as Slash Parry in the SRW games as a pilot skill. It is the ability to counter a melee or projectile attack by knocking away the target or destroying the projectile before it explodes and deals damage.

Ability: You may negate any single (M) or (P) Type attack for an AP cost. Cost is determined by Pilot Class and/or any modifiers imposed by those attacks you receive.

Some units have weapons or abilities that are affected by Countercut. Those weapons or abilities are listed after the Countercut ability, and describes what weapons or abilities are required for that unit to be able to Countercut. If weapon or ability listed on Countercut are not present or is disabled, then disable Countercut. If weapon or ability listed on Countercut are present or enabled, then enable Countercut.

Additionally some units require the Martial Arts Mastery special ability to use their Countercut.

Countershoot

Class: Special

Description: Known as Shoot Down in the SRW games as a pilot skill. It is the ability to counter a projectile attack by shooting down the target with a range weapon.

Ability: You may negate any single (P) Type attack for an AP cost. Cost is determined by Pilot Class and/or any modifiers imposed by those attacks you receive.

Some units have weapons or abilities that are affected by Countershoot. Those weapons or abilities are listed after the Countershoot ability, and describes what weapons or abilities are required for that unit to be able to Countershoot. If weapon or ability listed on Countershoot are not present or is disabled, then disable Countershoot. If weapon or ability listed on Countershoot are present or enabled, then enable Countershoot.

Crimson Hell Armor

Class: Armor

Description: An enhanced Hell Armor found on the Bio-Volcano.

Ability: Negates the first 800 damage from a single attack phase for 5 EN.

Cross Crash

Class: Transformation, Active

Description: A function possessed by Aestivalis machines to interchange core parts and switch frames between pilots without docking.

Ability: Choose an allied Aestivalis with this ability. You and targeted ally sacrifice all attack phases this turn and swap units. Items, weapons, unit abilities, HP, DP, and EN are exchanged, while AP, SP, and any pilot abilities are not.

Crystal Heart

Class: Special

Description: N/A

Ability: Gain Damage Dealt +10% each turn after the second turn. Caps at Damage Dealt +50%.

Crystal Heart Barrier

Class: Barrier

Description: N/A

Ability: Ability: Negate the first 2000 damage in a single attack phase for 5 EN. Barrier Reduction +200 and EN cost +1 each turn after the second turn. Caps at 3000 damage/10 EN.

Edited by Imban

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The Hanger Lexicon: D

Damage Received -x%

Class: N/A, Passive

Description: The ability to reduce damage.

Ability: Damage received -x% where x is the specified damage reduction.

Darkness Hell Armor

Class: Armor

Description: An enhanced Hell Armor found on the Bio-Tyrano.

Ability: Negates the first 1000 damage from a single attack phase for 5 EN.

Darkness Monster

Class: Sidekick

Description: The AI of the gigantic Rim Hugen, Loki. Is the spirit of Ricardo, previous husband of Hilda.

Level 2 (900 PP)

Attributes:

- None

Spirit Commands:

- Shackles [L1]

- Concentrate [L1]

- Direct Attack [L1]

- Exhaust [L1]

Skills:

- None

Decoy (X): [unit]

Class: Evasive Secondary Defense, Activated

Description: This unit has several lookalike puppets that it can use to confuse attackers.

Ability: Spend X charges to dodge a single attack phase. That attack instead targets the listed unit('s) as though it were targeting them. Requires that the listed units be present in battle. Gain 1 charge for each enemy attack phase directed wholly or partly at you that is not support defended, negated by an evasive secondary defense (Teleport, Open Get, etc) other than Decoy, or that somehow negates this ability. You may have no more than X charges at a time. This is an Evasive Secondary Defense.

Deflect Field

Class: Barrier, Activated

Description:

Ability: Negates the first 1500 damage from a single attack phase for 5 EN. May be extended to up to 3 allies to negate the first 1500 damage from a single attack phase for 5 EN per ally.

Deuterion Beam Reciever

Class: Special, Passive

Description: An energy beam is sent to the Gundam, completely refilling its battery.

Ability: This unit can have it's EN recharged by a unit with Deuterion Beam Transmitter.

Deuterion Beam Transmitter

Class: Special, Activated

Description: An energy beam is sent to the Gundam, completely refilling its battery.

Ability: Pay 15 AP and forfeit your attack phase. Restore 100% EN of a target ally with Deuterion Beam Receiver.

DG Cells L

Class: Regeneration, Passive

Description: Known as Devil Gundam Cells. A special cell created by the Devil Gundam. It has the ability to self-regenerate, self-evolve and self-resurrect provided it has enough energy to sustain itself.

Ability: This unit gains HP Regen L. This unit cannot be affected by any ability that forces a change of controller.

DG Cells M

Class: Regeneration, Passive

Description: Known as Devil Gundam Cells. A special cell created by the Devil Gundam. It has the ability to self-regenerate, self-evolve and self-resurrect provided it has enough energy to sustain itself.

Ability: This unit gains HP Regen M. This unit cannot be affected by any ability that forces a change of controller.

DG Cells S

Class: Regeneration, Passive

Description: Known as Devil Gundam Cells. A special cell created by the Devil Gundam. It has the ability to self-regenerate, self-evolve and self-resurrect provided it has enough energy to sustain itself.

Ability: This unit gains HP Regen S. This unit cannot be affected by any ability that forces a change of controller.

Dimensional Coupler System

Class: System

Description: A powerful system installed onto Zeorymer of the Heavens. Developed by Kihara Masaki, the system gives Zeorymer infinite energy by drawing them from an infinite number of alternate dimensions. The system allows Zeorymer to generate a barrier of energy and allows it to "bunshin" by stepping through dimensions.

Ability: A unit with this system gains the following:

- HP Regen M

- EN Regen L

- Meiou Field (Barrier): Negates the first 2000 damage from a single attack phase for 5 EN. This barrier overwrites any equipped barriers on the unit.

- Meiou Jump (5): Same effects as Vital Jump

Charge (4) to activate.

Dismount

Class: Transform, Activated

Description: The ability of a combined unit to separate into it's component parts.

Ability: See the Combine/Dismount Rules.

Direct Projection System

Class: System, Passive

Description: A Man-Machine system interface developed for the Assault Dragoon, Ashclief.

Ability: Dodge Cost -15%, Target's Dodge Cost +30%. Weapon Damage +25%. Charge (4) to activate.

Distortion Field

Class: Barrier, Activated

Description: N/A

Ability: Negate the first 1000 damage from a single attack phase for 5 EN. Negate an additional 500 damage against non-[F], (B)-type attacks.

Dividing Driver

Class: Special, Activated

Description: N/A

Ability: The Terrain of the user of Dividing Driver changes to Dividing Field for 5 turns. 1 round. Cannot be used in aerial or space battles.

Dolores

Class: Sidekick, Passive

Description: The AI program belonging to the Orbital Frame, Dolores.

This Sidekick can be a Main Pilot

Level 3 (1200 PP)

Attributes:

- None

Spirit Commands:

- Flash [L1]

- Trust [L1]

- Great Effort [L1]

- Honor [L1]

Additional Class Skills:

- Auto-Pilot:

Class: Passive (Sub)

During your transform phase you may switch the main pilot to this Sidekick. May be used again to switch the pilot back.

- ISIS System:

Class: Passive (Sub)

During your transform phase you may switch Dolores for Isis.

Skills:

- None

Double Image (X)

Class: Evasive Secondary Defense, Activated

Description: Double Image is a term used for units that move so fast, a false image, or a split/after image, is left in its stead. Under the effects of the speed, enemies are unable to determine which image the user actually is, and thus is unable to attack their target properly. Double Image effects can be generated via just extreme speed, holographic projection, magic, or any other plain crazy skill, effect or technology that can be found in anime.

Ability: Spend X charges to dodge all attacks from one attack phase. Gain 1 charge for each enemy attack phase directed wholly or partly at you that is not support defended, negated by an evasive secondary defense (Teleport, Open Get, etc) other than Double Image, or that somehow negates Double Image. You may have no more than X charges at a time. This is an Evasive Secondary Defense.

Doutanuki

Class: Sidekick

Description: Doutanuki is a masterpiece tsurugi and as such has an intelligent operating system.

Level 4 (1900 PP)

Attributes:

- None

Spirit Commands:

- Resist [L1]

- Iron Wall [L3]

- Morale [L1]

- Perseverance [L3]

Skills:

- None

DRAGOON Lightwave Field

Class: Barrier

Ability: Negates the first 3000 damage in a single attack phase for 10 EN. You may choose to protect an ally with this ability, but it will no longer protect you until next turn.

Drill

Class: Special

Description: An attack that is able to break through the ground and strike burrowed targets.

Ability: An attack with Drill is capable of attacking units that are using the Burrow ability. Burrowed targets can not countercut, countershoot or Double Image an attack with Drill.

Drive Install

Class: Transformation, Activated

Description: A Gear Fighter's ability to install Data Weapons and use them for battle.

Ability: Enable one of the Data Weapon Install Attacks and./or abilities on a unit with this ability. Requires the appropriate Data Weapons in inventory. You may unlock a number of Data Weapons equal to the number of Evo points on a unit. Kiba Striker or Kiba Breaker require both Unicorn Drill and Leo Circle to be unlocked. Phoenix Aile requires all other Data Weapons to be unlocked. For every two Data Weapons unlocked the unit's rank raises by 1 (Kiba Striker and Phoenix Aile Installs count as two data weapons for these purposes). If a Data Weapon has been loaded using File Load Data Weapon, it must be unsummoned before it can be installed.

Druid System

Class: System, Active

Description: A powerful analytical supercomputer that helps you target enemies and increase barrier efficiency by predicting their movements.

Ability: Gain the following bonuses:

Target's Dodge Cost +20%, Weapon Damage +30%, Barrier Negation +250.

Charge (4) to activate.

Dummy Balloon Launcher (x)

Class: Special, Activated

Description: Units with this ability can deploy dummy balloons to throw off enemies, giving them a advantage in battle.

Ability: Negate ALL attacks directed at you from a single Attack Phase. x uses. This ability has no effect on MAP Attacks.

Alternately during your Transformation Phase you may expend a use to gain the effects of Floating Mines during for your next attack phase.

Edited by Imban

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The Hanger Lexicon: E

ECM

Class: Special, Active

Description: Electronic Counter-Measures; special systems that generate electronic noise that interferes with sensors and communication.

Ability: Pay 5 EN to activate. Increase the terrain this unit is in's ECM Level by 1. As long as the ECM Level is 1 or higher, all units in this terrain gain Accuracy -10% and Jammer, and any EWAC is disabled. Pay 5 EN a turn. This ability is disabled when upkeep can't be paid or when the user decides to deactivate it.

ECCM

Class: Special, Active

Description: Electronic Counter-Counter-Measures; special systems that counteract the electronic noise generated by ECM systems.

Ability: Pay 5 EN to activate. Decrease the terrain this unit is in's ECM Level by 1. If the ECM Level is brought to -1 or lower, then disable any Jammer in this terrain. Pay 5 EN a turn. This ability is disabled when upkeep can't be paid or when the user decides to deactivate it.

ECM Buoy

Class: Special, Active

Description: An ECM "time bomb" that generates electronic noise shortly after it's dropped.

Ability: When using this ability, choose either the terrain this unit is in, or a terrain this unit left during this turn. Increase that terrain's ECM Level by 1 for 1 turn. As long as the ECM Level is 1 or higher, all units in this terrain gain Accuracy -10% and Jammer, and any EWAC is disabled. 8 uses.

Elder Sign

Class: Barrier

Description: A defensive magic barrier that expels negative energies using the power of the Elder Gods.

Ability: Negate the first 2750 damage from a single attack phase for 5 EN.

Element System

Class: System

Ability: While active, if any attribute your main pilot possesses is lower than that of any subpilot in this unit, that attribute is considered to be equal to the subpilot's. Charge (4) to activate.

Elma

Class: Sidekick

Description: Elma is the support mecha on Selena's unit, the AS Soleares, and the AS Alegrias.

Level 4 (1550 PP)

Attributes:

- None

Spirit Commands:

- Direct Attack [L1]

- Perseverance [L1]

- Confusion [L2]

- Concentrate [L1]

Skills:

- Assisted Tracking

Elnar

Class: Sidekick

Description: Elnar is the Mother Angel, a holy entity. She is Yuna's guide and helps the Saviour of Light by transforming into the mechanoid, El-Line, in battle.

Level 6 (2800 PP)

Attributes:

- None

Spirit Commands:

- Great Effort [L2]

- Flash [L1]

- Confusion [L2]

- Awaken [L1]

Skills:

- Assisted Piloting

EMF Shield

Class: S Barrier

Description: A special barrier belonging to Hydra Gundam that negates all projectile attacks.

Ability: Pay 10 EN to negate all (P)-Type attacks from a single attack phase.

EN Damage (x)

Class: Status Attack

Description: Special attacks that deal damage to the unit's energy reserves, draining them.

Ability: You immediately lose an amount of EN equal to (x).

EN Degen x

Class: Degeneration

Description: You constantly lose energy for some reason.

Ability:Each turn during your regeneration phase you lose x EN.

EN Drain (x)

Class: Status Attack

Description: Special attacks drain the unit's energy reserves, resupplying the attacker's reserves.

Ability: You immedietly lose an amount of EN equal to (x). The attacker then restores an amount of EN equal to the amount drained.

Energy Canceller

Status: Special, Primary Defense

Description: The ability to be protected from weapons that damage your energy supply.

Ability: This unit is immune to EN Damage and EN Drain effects.

EN Regen x

Class: Regeneration

Description: The ability to regenerate energy.

Ability: Regain x EN each turn during your regeneration phase.

EN Regen L

Class: Regeneration

Description: The ability to regenerate energy.

Ability: Regain 15% EN each turn during your regeneration phase.

EN Regen M

Class: Regeneration

Description: The ability to regenerate energy.

Ability: Regain 10% EN each turn during your regeneration phase.

EN Regen S

Class: Regeneration

Description: The ability to regenerate energy.

Ability: Regain 5% EN each turn during your regeneration phase.

Equip to Strike (unit)

Class: Special, Transformation

Description: N/A

Ability: If an allied Strike Gundam (any variant) or Strike Rouge (any variant) is present and has an empty item slot or is equipped with a Strike Pack (any type), unequip the Strike Pack from this unit and revert to FX-550 Sky Grasper. Regenerate that Strike Gundam or Strike Rouge's EN to 100%, dequip any Strike Packs that are equipped on that unit and transform it to the specified Strike Gundam or Strike Rouge variant.

Evolution (unit)

Class: Transformation, Activated

Description: This unit is capable of evolving to a new form during battle.

Ability: Change into the specified unit and regenerate HP and EN to 100%. Charge (4) to activate.

EWAC

Class: Special

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

Ability: Dodge Cost -15% Aura (2)

EXAM System

Class: System

Description: A system developed for anti-Newtype use at the price of a Newtype's soul. It allows normal pilots to react with skills on par with the reaction level of a Newtype, but is very physically straining for both the pilot and the mobile suit. Thus it can only operate for a short period of time before needing to cool down and be used again.

Ability: You start the match with 0 Stress counters. Each turn whenever EXAM is not activated, decrease any Stress counters you have by 1. You may pay 10 AP to activate this ability. When activated, choose one of the following effects:

Stress +5: Dodge Cost -10%, Target's Dodge Cost +10%, Weapon Damage +50%, Additional Attack Phase +1. Lasts 3 turns.

Stress +10: Dodge Cost -20%, Target's Dodge Cost +20%, Weapon Damage +75%, Additional Attack Phase +2. Lasts 2 turns.

Stress +20: Dodge Cost -30%, Target's Dodge Cost +30%, Weapon Damage +100%, Additional Attack Phase +3. Lasts 1 turn.

This ability is considered active until the effects expire. Whenever you have 19 or more Stress counters and the system is not activated, you automatically forfeit all attack phases. This system also cannot be activated if you have 19 or more Stress counters. Whenever you make an (X) attack during EXAM System's time of effect, minus one extra turn given by the ability, or if on the last turn of effect, EXAM System automatically deactivates.

Expandable Shield

Class: Shield, Activated

Description: A shield designed to absorb damage from weak beam-type attacks, and also has a small barrier generator within it to negated further damage

Ability: Same effects as Shield, but you may also pay 5 EN to negate the first 800 damage when used (calculated after shielding). If used against (B)-type [+] attacks, also negate the first 1000 damage (calculated after shielding) for no cost.

Edited by Imban

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The Hanger Lexicon: F

Face Open

Class: Special, Activated

Description: N/A

Ability: When activated, gain Damage Dealt +50%, Dodge Cost -25%, and Damage Received -25%. May be activated or deactivated during any turn, however Face Open may only be active for a total of 10 turns per battle.

Faltrius

Class: Sidekick

Description: The spirit of the Divine Guardian Armor of War, Faltrius.

Level 6 (2525 PP)

Attributes:

- None

Spirit Commands:

- Charge [L1]

- Resist [L1]

- Raid [L1]

- Courage [L1]

Skills:

- Assisted Melee

Fatima

Class: Sidekick, Passive

Description: Fatimas are necessary copilots for Mortar Headds and mentally merge with the computer systems of these devastating machines to control weapons, communications and other vital processes.

Ability: See the Fatima item in the Arsenal.

File Load Data Weapon

Class: Summon

Description: A Gear Fighter's special ability to load the program of a Data Weapon and summon it to attack its enemies.

Ability: Same effects as Summon, however in order to summon the Data Weapon, you must have unlocked it as per Drive Install and the Data Weapon must be in your inventory. You may not summon a Data Weapon that is currently installed. Data Weapons can still be re-summoned or installed with Drive Install ability even if they are destroyed.

Final Justice

Class: Regeneration

Description: So powerful is Masamune's will to destroy evil (and perhaps also the user's will to continue fighting), that it is able to stay active despite suffering incredibly fatal wounds.

Ability: If HP reaches 0, you may pay 75 SP to recover HP, EN, and DP to 50% immediately. Until the end of battle, gain Weapon Damage +10% and Damage Received -10% each time this ability is used.

Final Ultimate Technique: Mirror Transformation

Class: Transformation

Description: The final technique of the Cobramaru Black armor, allowing Cobramaru to transform into a perfect replica of any opponent.

Ability: Pay 30 AP and transform into another unit in the current battle. If Max HP and EN are the same as the specified unit, all current stats (HP/EN/DP/AP/Items) will be carried over to the transformed unit. If Max HP and EN are different, calculate HP/EN in % then change to the specified unit, with other stats (DP/AP/Items) carrying over. Each turn, you must pay a certain amount of AP or revert to your original form.

Rank 1-5: 2 AP/turn

Rank 6-10: 4 AP/turn

Rank 11-15: 6 AP/turn

Rank 16-20: 8 AP/turn

Rank 20+: 10 AP/turn

Fire Shield

Class: Barrier

Description: A magic spell that repels attacks and burns anything that comes into contact with it.

Ability: Negate the first 1500 damage in a single attack phase for 5 EN. If used to negate a non [+]-type attack, automatically deals 500 damage to the attacker. This damage may only be reduced though unit inherent and pilot passive damage reduction.

Flash System

Class: System

Description: A system created by the Earth Federation to allow Newtypes the ability to communicate telepathically with the Moon Base and with remote controlled mobile suits.

Ability: Same effects as Summon, but may only be used by pilots with Psychic Energy.

Flash System v2

Class: System

Description: A system created by the Earth Federation to allow Newtypes the ability to communicate telepathically with the Moon Base and with remote controlled mobile suits. This version was tweaked to improve a Newtype's natural ability instead.

Ability: Pilots with Psychic Energy gain: Dodge Cost -15%, Target's Dodge Cost +20%.

Floating Mines

Description: N/A

Ability: Forfeit your attack phase and 1 Floating Mines round. The next time you are attacked with an [F]-type weapon, you automatically get a free attack phase that deals the following attack to the unit(s) that attacked you (this attack is considered to be under the effects of the Direct Attack Spirit Command, and may ignore (S)-type target limits):

[+] Floating Mine (S)- 3500 damage, Barrier Pierce [+50%]

Floating Mines effect lasts for 2 turns or until you are attacked. Rounds and damage dealt by Floating Mines can not be increased in any way other than upgrade chips.

Frame Switch

Class: Special, Activated

Description: This unit may change and equip specialized frames more quickly than most units.

Ability: Forfeit all attack phases this turn. You may discard current frame for the rest of the battle and change to another frame. Recover HP & EN equal to the difference between the base unit and the framed unit. Items equipped on your unit will be transferred after switching. You may only change to the particular frame once per battle and only if you own that frame part. Maximum of 4 uses. Can only be used if you have an allied Mothership in this battle.

Frenzy

Class: Special

Description: The destructive chaos of the Nodos increases their power, but starts to degrade their bodies at an accelerated rate.

Ability: When the main pilot is at 50% SP or lower, gain Damage Dealt +10% and Damage Received -10%. When the main pilot is at 20% SP or lower, gain Damage Dealt +50%, Damage Received -25%, HP Degen 10%, and Berserk (1/2) instead.

FtF "Impre Over Heat"

Class: Special, Activated

Description: Overloading of the Impregner's Engines, giving temporary superlative performance at the price of damaging the engine.

Ability: When activated, gain Fire Shield (Barrier), Dodge Cost -25% and [F]-type weapon damage +50%. May be activated or deactivated during any turn, however FtF "Impre Over Heat" may only be active for a total of 10 turns per battle.

Fused Organoid System

Class: System

Description: Bit Cloud's Liger Zero and Vega's Berserk Fuhrer feature black boxes that contain permanently fused Organoids. This allows these Zoids to learn and grow from their experiences.

Ability: For every evo point this unit has acquired gain Target's Dodge Cost +5%, and Weapon Damage +5%. At every odd numbered evo point this unit gains Dodge Cost -5%. Caps at 5 evo points. This unit may not use the Organoid Invocation ability.

Edited by Imban

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The Hanger Lexicon: G

GEIM System

Class: System

Description: Mentally unstable Man-Machine Interface System developed by the Divine Crusaders. They were installed onto the Mass Produced Valcion Kai units.

Ability: Pay 10 AP to activate. Each turn SP -25. Auto-cast Flash L1, Sure Hit L1, and Concentrate L1 at the beginning of each Spirit Phase. This effect is disabled if upkeep can't be paid.

Gekkou no Tate

Class: Shield

Description: N/A

Ability: Same effects as Shield, but you may also pay 5 EN to negate the first 800 damage when used (calculated after shielding). You may also use 3 Shield uses to negate a Status Attack directed at you.

Generating Armor

Class: Armor

Description: N/A.

Ability: Negates the first 1000 damage from a single attack phase for 5 EN. HP Regen S

Genesic Armor

Class: Armor

Description: N/A.

Ability: Negates the first 1000 damage from a single attack phase for 5 EN.

George Glenn

Class: Sidekick

Description: Holographic Captain of the Re.H.O.M.E. based off the brain of the first Coordinator, George Glenn.

This Sidekick can be a Main Pilot

Level 5 (2250 PP)

Attributes:

- Evade L2

Additional Class Skills:

- Hologram Transfer:

Class: Passive (Sub)

During any turn you may choose to transfer George Glenn to an allied unit without a sidekick. George Glenn's PP gains are based his original unit.

Spirit Commands:

- Inspire [L2]

- Exhaust [L1]

- Snipe Attack [L2]

- Confusion [L2]

Skills:

- None

Geschmeidig Panzer

Class: S Armor

Description: Beam deflection armor on the Forbidden Gundam.

Ability: Negate the first 1500 damage from a single attack phase for 5 EN. Negation only applies to (B)-Type, [+] attacks.

GN Stealth Field

Class: Special, Activated

Description: By dispersing GN Particles in a wide area, communication, radar, and beams can all be jammed.

Ability: Pay 40 EN. Gain Dodge Cost -15% and Stealth, Aura (2), for 3 turns. Damage from all (B)-Type, [+] weapons taken by all units is reduced by 2500 for a single turn. Reduction is considered a terrain effect.

God Beast Mode

Class: Special

Description:

Ability: Weapon Damage +25% and Agi -30. Charge (4) to activate. Requires 3 evolution points to unlock.

God Hand Final

Class: Barrier

Description: Defensive ability of Baikanfu using Tenkuuchuushinken martial arts.

Ability: Negate the first 3000 damage from a single attack phase for 10 EN.

Goddess

Class: Sidekick

Description: The construct personification of the Ingrids.

Level 2 (920 PP)

Attributes:

- None

Spirit Commands:

-Mercy [L1]

-Perseverance [L1]

-Flash [L1]

-Awaken [L1]

Skills:

- None

Gorne Armor

Class: Armor

Ability: Automatically negate the first 500 damage from all sources in a single attack phase for 5 EN; can only be used when blocking.

Granzort

Class: Sidekick

Description: Granzort's spirit who assists Jones Daichi in combat.

Level 4 (1850 PP)

Attributes:

- None

Spirit Commands:

- Concentrate [L1]

- Great Effort [L2]

- Perseverance [L1]

- Sure Hit [L2]

Skills:

- None

Gravity Dislocation

Class: Special

Description: By creating a gravity dislocation effect, the target is slowly crushed under the pressure of gravity. While the target is in this state, the Dikastia attacks it with its remote Barge Cannons, the Eysfina.

Ability: Isolate up to one single target from the rest of the battle for 50 AP. No other participant except yourself (and only with Eysfina) may interact with isolated target in any way with any weapons, items, abilities or Spirit Commands while Gravity Dislocation is active. Isolated target however cannot interact with you with his/her own weapons/items/abilties/Spirit Command. Each turn EN -25 and Gravity Dislocation deals damage equal to 5% of the target's HP (cannot be dodged in any way, but can be reduced via other abilities). This effect is disabled when upkeep can't be paid or you choose to disable it. If target has a Gravity Wall, Gravity Territory, Distortion Field, or Warp Field, that player may pay quadruple, triple, triple, or double their dodge cost respectively to negate this effect. Units larger then M cannot escape through any means.

Gravity Territory

Class: Barrier

Description: N/A

Ability: Negate the first 2500 damage from a single attack phase for 5 EN.

Gravity Wall

Class: Barrier

Description: N/A

Ability: Negate the first 1500 damage from a single attack phase for 5 EN.

Gravity Wave Antenna

Class: Regeneration

Description: N/A

Ability: If there are no allied units with Gravity Wave Beam in battle, then EN -5/turn.

Gravity Wave Beam

Class: Regeneration

Description: Invisible gravity waves send energy from the ship to the units that uses this energy system. As long as the unit is within effective range, their energy stores are never depleted. However, when outside effective range, the units will receive no energy at all and will burn extra energy to function normally.

Ability: Regenerate 100% EN/turn for all allied units that have the Gravity Wave Antenna ability.

Great Shape

Class: Special, Activated

Ability: Pay 25 AP. Weapon Damage +25%. This unit's size is changed to LL. Each turn, EN -5. This ability is disabled when upkeep cannot be paid or you choose to deactivate.

Guardian Shield

Class: Shield, Activated

Description: A shield designed to absorb damage from weak beam-type attacks.

Ability: Same effects as Heavy Shield but negates the first 1000 damage from a single attack phase (calculated after Shielding). Negation only affects (B)-type, [+] attacks.

Gurdiel

Class: Sidekick

Description: The spirit of the Divine Guardian Armor of Fire, Gurdiel.

Level 4 (1900 PP)

Attributes:

- None

Spirit Commands:

- Extend [L1]

- Rage [L1]

- Hot Blood [L2]

- Direct Attack [L1]

Skills:

- None

Edited by Imban

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The Hanger Lexicon: H

Hardpoints (x)

Class: Special

Description: The ability to quickly adapt a unit's loadout to the situation at hand before deployment via equipment mounting points.

Ability: At deploy, enable a number of weapons or abilities with the Hardpoints tag on the unit whose total Hardpoints value is equal or lesser than x. You may select a weapon or ability multiple times, in which case the maximum rounds of that weapon or ability are multiplied by the number of times it is selected. Disable all weapons and abilities with the Hardpoints tag which have not been selected at least once. You may reconfigure your Hardpoints selection when docked inside a mothership.

Units with multiple sets of Hardpoints will be noted as having Hardpoints 1, Hardpoints 2, etc. Extra choices from one Hardpoints inherent cannot be applied to another, and the Extra Hardpoints item must choose one set of Hardpoints to apply to.

Head Gear

Class: Special

Description: An advanced sensor system that includes thermal and infrared and advanced targeting systems.

Ability: Pay 20 AP to activate. Unit gains the effects of Sure Hit L2 the turn this ability is used.

Heavy Shield

Class: Shield

Description: A much larger and resistant shield designed to withstand extremely devastating attacks.

Ability: Same effects as Shield, but Damage Received -60% instead. Shield Usage +5.

Hedron Shield

Class: Barrier

Description: N/A

Ability: Negates the first 1500 damage from a single attack phase for 5 EN. You may pay an additional 5 EN for each Size this unit is larger then SS to increase the effect by 1500 per extra 5 EN per attack. Req: Psychic Energy

Hell Armor

Class: Armor

Description: A special type of armor on Bio-Zoids that makes them immune to most weapons.

Ability: Negates the first 600 damage from a single attack phase for 5 EN.

Hell's Armor (X)

Class: Armor

Description: A special type of armor on Bio-Zoids that makes them immune to most weapons.

Ability: Negates the first X damage from a single attack phase for 5 EN.

Holonic Armor

Class: Armor

Ability: Automatically negates the first 800 damage from all sources in a single attack phase from one target for 5 EN.

HP Backlash x

Class: Special

Description: For many reasons, ranging from the overcharge of a particular system to the plot wrenches of shows, weapons and abilities marked with this cause damage to your robot.

Ability: Upon using a weapon or ability with HP Backlash x, suffer x unreduceable damage. (This damage cannot be otherwise dodged, evaded, or negated.)

HP Degen x

Class: Degeneration

Description: You constantly take damage or degenerate for some reason.

Ability:Each turn during your regeneration phase you lose x HP.

HP Drain (x)

Class: Status Attack

Description: Special attacks drain the the unit's armor, repairing the attacker.

Ability: If this attack deals normal damage the attacker restores an amount of HP equal to half the damage dealt. If this attack does not deal normal damage, you immedietly lose an amount of HP equal to (x). The attacker then restores an amount of HP equal to the amount drained.

HP Regen x

Class: Regeneration

Description: The ability to regenerate damage you have taken.

Ability: Regain x HP each turn during your regeneration phase.

HP Regen L

Class: Regeneration

Description: The ability to regenerate damage you have taken.

Ability: Regain 15% HP each turn during your regeneration phase.

HP Regen M

Class: Regeneration

Description: The ability to regenerate damage you have taken.

Ability: Regain 10% HP each turn during your regeneration phase.

HP Regen S

Class: Regeneration

Description: The ability to regenerate damage you have taken.

Ability: Regain 5% HP each turn during your regeneration phase.

Hyper Dendoh Battery

Class: Recovery

Description: Giant batteries designed for Gear Fighters.

Ability: Expend 1 round to Replenish 100% EN of an allied unit with the Hyper Plasma Drive ability. This ability can only be resupplied by docking inside a mothership.

Hyperize

Class: Special, Active

Description: By feeding dark aura energy into your Aura Battler, you can cause it to grow huge and become unstoppably powerful... for a limited time.

Active Ability: Pay 20 AP to initiate Hyper State. Each turn, pay 5 AP. 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 +50%, Unit's Agi +150, Accuracy +25%. Usable only once per battle.

Hyper Plasma Drive

Class: Special

Description: N/A

Ability: Cannot equip/use EN regeneration items other than the Hyper Dendoh Battery item. EN cannot be replenished by Resupply (the ability, not the Seishin) or any other similar ability except for Hyper Dendoh Battery.

Edited by Imban

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The Hanger Lexicon: I

Ide Gauge

Class: Special

Description: A powerful unknown source of energy present on the mysterious Ideon and Solo Ship that responds to children. However, energy levels easily fluctuate and may even go out of control if the level rises too high. Death and destruction will cause it to lower.

Ability: Ide Gauge starts at 0 and cannot go below 0. Ide Gauge increases or decreases depending on the following factors:

- Every attack you execute that targets an enemy: Ide Gauge -1 per enemy.

- Any enemy is destroyed by an attack you execute: Ide Gauge -2

- Each incoming attack you defend against (All attacks you receive that are not support defended. This includes attacks targeting allies that you support defend and MAP attacks.): Ide Gauge +1

- Any allied unit is destroyed: Ide Gauge +2

- Each turn, if HP is less than 100%: Ide Gauge +5

There are 5 levels of Ide Gauge strength. Gain the following bonuses based on Ide Gauge level:

Level 1 (Ide Gauge 0-9): Nothing.

Level 2 (Ide Gauge 10-19): Damage Received -5%, Weapon Damage +10%

Level 3 (Ide Gauge 20-29): EN Regen S, Damage Received -10%, Weapon Damage +20%

Level 4 (Ide Gauge 30-59): EN Regen M, Damage Received -10%, Dodge Cost -5%, Weapon Damage +20%, Target's Dodge Cost +10%

Level 5 (Ide Gauge 60+): EN Regen 100%, Damage Received -10%, Dodge Cost -10%, Weapon Damage +30%, Target's Dodge Cost +30%

Ide Gauge may also be spent to execute certain attacks on units with Ide Gauge.

I-Field

Class: Barrier

Description: N/A

Ability: Negate the first 2500 damage from a single attack phase for 5 EN. Negation only applies to all (B)-Type, non-[F] attacks.

ifs

Class: Barrier

Description: A version of the Nu Gundam I-Field used by Beginning 30 Gundam. Stands for "I-Field Control System". Allows Beginning 30 Gundam to control I-Fields in such a way to enhance its defensive capabilities as well as the offensive capabilities of all beam weapons.

Ability: Negate the first 1500 damage from a single attack phase for 5 EN. Negate an additional 1000 damage against non-[F] (B)-type attacks. Can be used to protect against the first attack phase in one turn for up to two allies for 5 EN each.

Inertial Canceller

Class: Barrier

Description: N/A

Ability: Negate the first 3000 damage from a single attack phase for 10 EN.

Infinite Hyperize

Class: Special

Description: A non-canon ability to keep the dark aura energy growing infinitely, allowing the Aura Battler to keep fighting in a super high powered state for an indefinite amount of time.

Ability: Any Hyperize inherent on this unit requires no AP upkeep.

Invincibility

Class: Special

Description: N/A

Ability: Negate all attacks from all sources in a single turn for 30 SP.

Invincible Dash Attack Mode

Class: Special, Activated

Description: When Bangai-O (Missile Fury Ver.) picks up a V powerup, it goes into an invincible dash attack mode for a short time, constantly doing super-powered dash attacks.

Ability: Pay 20 AP to activate this ability. Gain Dodge Cost -15% and Barrier XL (Barrier) (This Barrier overrides any other Barrier installed on unit.) for 3 turns. Double Image (4) instead. Disable Countercut and all weapons other than Invincible Dash Attack while this is active.

Invisibility

Class: Special, Activated

Description: The ability to render yourself invisible, making yourself hard to see and attack, while giving yourself an edge on the enemy.

Ability: Pay 10 AP to activate. While active, as long as this unit did not perform any actions in the Attack Phase in the previous turn, it cannot be targeted or affected by any weapons or abilities (including, but not limited to, auto-targeted status effects, Auras, spread Barriers, and Repair/Resupply). When performing an attack while Invisible, gain Accuracy +25%.

This ability can be pierced through the following means, allowing the Invisible unit to be attacked:

  • Performing Critical and paying an additional 5 AP.
  • Using any MAP weapon.
  • Using Direct Attack.
  • Attacks that are redirected to the Invisible unit by some means such as Substitute or Counter Zone.

Each turn, pay 2 AP to maintain this ability. Invisibility deactivates when upkeep cannot be paid.

Iolaous Teleport

Class: Evasive Secondary Defense, Special, Activated

Description: Iolaous' special ability to teleport himself or things he touches.

Ability: Req: Psychic Energy. Gain the following abilities:

- Vital Jump (5)

- Ally Jump: When you use Vital Jump, one target ally may also gain the effects of Vital Jump against one incoming attack phase. Ally must be declared when Vital Jump is performed.

- Weapon Jump: If an allied Floating Mine ability has been activated, you may pay 5 AP to use the Floating Mine attack phase as your own for this turn, gaining all the same effects as if they were activated normally.

Isis

Class: Sidekick, Passive

Description: The AI program belonging to the Orbital Frame, Dolores. Isis is a combat support variant, designed to assist unskilled Frame Runners.

This Sidekick can be a Main Pilot

Level 5 (2350 PP)

Attributes:

- Accuracy L1

- Evade L1

Spirit Commands:

- Concentration [L1]

- Hot Blood [L2]

- Sure Hit [L2]

- Direct Attack [L1]

Additional Class Skills:

- Auto-Pilot:

Class: Passive (Sub)

During your transform phase you may switch the main pilot to this Sidekick. May be used again to switch the pilot back.

- ISIS System:

Class: Passive (Sub)

During your transform phase you may switch Isis for Dolores.

Skills:

- Assisted Piloting

- Assisted Skill

Edited by Imban

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The Hanger Lexicon: J

Jammer

Class: Special, Secondary Defense

Description: A missile jammer that confuses guided weapons and causes them to veer off course.

Ability: All (G)-Type attacks targeting you have their Accuracy reduced by 50%.

Jyuken Bussou

Class: Transformation, Activated

Description: GekiTouja and GekiFire's ability to equip the legendary Geki Beasts and use them as a weapon.

Ability: Enable one of the GekiElephant(Touja/Fire)/GekiBat(Touja/Fire)/GekiShark(Touja/Fire) Attacks and/or abilities on a unit with this ability. Requires the appropriate Geki Beast in inventory. You may unlock a number of Geki Beast equal to the number of Evo points on a unit. Raise rank by 1 when the third Geki Beast is available. If a Geki Beast has been summoned using Rai Rai Jyu, it must be unsummoned before it can be installed.

Edited by Umbaglo

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The Hanger Lexicon: K

Kensei Biocomputer

Class: Sidekick

This Sidekick can be a Main Pilot.

Description: The brain of Kensei Shumel Hule, the Sword Saint of La Gias, is used as the computer for the Gatswo. This allows any pilot, even a deficient one such as Zetsu Raas Bragio, to pilot with amazing skill.

Level 21 (10350 PP)

Attributes:

- Melee 2

- Skill 4

Additional Class Skills:

- Combat Computer:

Class: Passive (Sub)

- During your transform phase you may switch the main pilot to this Sidekick. May be used again to switch the pilot back.

Spirit Commands:

- Concentrate [L3]

- Hot Blood [L2]

- Intuition

- Iron Wall [L3]

Skills:

- Attack Again [L3]

- Counter [L3]

- Improved Countercut [L2]

- Improved Critical [L3]

- Infight [L3]

Techniques:

- Rampage

Kick

Class: Special

Description: A type of attack that destroys its target by removing them from existence or transporting them from the battle.

Ability: If this attack hits a target and fails to reduce it's target to 0 or less HP, it is instead completely negated. Targets destroyed by this attack are instantly removed from the battle and all pilot, unit and item abilities such as Berserker, Separate, Transform, and Self-Resurrection are not triggered.

Koyemshi

Class: Sidekick

Description: A weird floating creature that lives in Zearth's cockpit and exists to "assist" the pilots. Was actually a pilot from the previous Earth to possess Zearth, until he was transformed into the new guide. Always sarcastic and occasionally downright cruel towards the pilots he is supposed to be assisting.

Level 3 (1350 PP)

Attributes:

- None

Spirit Commands:

- Coercion [L1]

- Negative Force [L1]

- Shackles [L1]

- Exhaust [L2]

Skills:

- None

Krishna Heart

Class: Special

Ability:

  • Krishna Heart Barrier (Barrier): Negate the first 2000 damage in a single attack phase for 5 EN. Barrier Reduction +200 and EN cost +1 each turn after the second turn. Caps at 3000 damage/10 EN.
  • Krishna Heart: Gain Damage Dealt +10% each turn after the second turn. Caps at Damage Dealt +50%.

Kunio Ishigami

Class: Sidekick

Description: The Flag's holographic Captain, designed after the mental data of JUDA's eccentric and lecherous President.

This Sidekick can be a Main Pilot

Level 5 (2200 PP)

Attributes:

- Defense 2 (200)

Spirit Commands:

- Inspire [L1] (250)

- Exhaust [L1] (300)

- Provoke [L1] (350)

- Confusion [L2] (600)

Skills:

- Automaneuver Mode (500)

Edited by Imban

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The Hanger Lexicon: L

Lambda Driver

Class: System

Description: A powerful and mysterious system developed from the Black Techonologies in Full Metal Panic!

Ability:

Active Abililty:

-Gain Dodge Cost -10%, Target's Dodge Cost +25% and Weapon Damage +25%

-Lambda Barrier (Barrier): Negates the first 1500 damage from all sources in a single attack phase for 5 EN. This barrier overrides any other Barrier installed on unit.

- You may pay 10 SP to give all attacks you make this turn Barrier Pierce.

Charge (4) to activate.

Laminate Armor (X)

Class: S Armor

Description: N/A

Abiility: Automatically negate the first X damage from a single attack phase. Negation only applies to (B)-Type, non-[F] attacks. Each time you suffer more damage than Laminate Armor can negate from an attack phase, reduce the amount Laminate Armor can negate by 500. When the amount negatable reaches 0, this ability is disabled.

Laplace Wall

Class: Barrier

Description: Rushbird's barrier that allows it to absorb beam attacks and turn it into energy.

Ability: Negate the first 2000 damage from a single attack phase for 5 EN. Negation only applies to non-[F] attacks. If (B)-type attacks are negated through this barrier, automatically recover 15 EN per attack negated.

Larseilam Canceller

Class: Special, Passive

Description: A special ability on the test-type unit that the protagonist uses in SRW J. This ability allows it to stop the Larseilam System's stasis/time-stop effects.

Ability: Automatically disables all Larseilam Systems in non-allied units as long as this unit remains in battle.

Larseilam System

Class: System, Activated

Description: A special ability on all Fury units of Knight Class and above. When activated, it is capable of stopping time in a small area, where the Fury can then easily massacre all opposition without resistance.

Ability: Pay 25 AP to activate. You gain an extra turn after this one. Regeneration and Defense Phases does not apply in the extra turn granted by this system. During that turn, all attacks you make get "Target's Dodge Cost +30%" and "Target's Countercut/Countershoot Cost x3" towards any enemy you target, and you gain "Time Stop: All allies gain Target's Dodge Cost +30% and Target's Countercut/Countershoot Cost x3." for that turn. This ability is automatically disabled as long as a non-allied unit with Larseilam Canceller is in battle.

Life Sympathy

Class: Special, Passive

Description: N/A

Abiility: Various effects based on HP. Bonuses do not stack. During deployment, declare your character's gender. Bonuses gained for that character during the battle will be one of the following sets (if your character is of neither gender, then your character does not gain any of the following bonus.)

Female:

- Level 1: HP at 75% or lower: Gain Damage Received -5% and Dodge Cost -5%

- Level 2: HP at 50% or lower: Gain Damage Received -10% and Dodge Cost -10%

- Level 3: HP at 25% or lower: Gain Damage Received -15% and Dodge Cost -15%

Male:

- Level 1: HP at 75% or lower: Gain Weapon Damage +10% and Target's Dodge Cost +10%

- Level 2: HP at 50% or lower: Gain Weapon Damage +20% and Target's Dodge Cost +20%

- Level 3: HP at 25% or lower: Gain Weapon Damage +30% and Target's Dodge Cost +30%

Lightwave Field

Class: Barrier

Description: N/A

Ability: Negates the first 3000 damage in a single attack phase for 10 EN.

Lord Genome

Class: Sidekick, Passive

Description: N/A

Level 5 (2000 PP)

Attributes:

- None

Spirit Commands:

- Hot Blood [L2]

- Morale [L1]

- Direct Attack [L1]

- Perseverance [L1]

Skills:

- Assisted Melee

- Assisted Tracking

Lujen

Class: Sidekick

Description: The AI of Olo's Rim Hugen. Reminds Olo of his memories, and protects him.

Level 3 (1300 PP)

Attributes:

- 1 point in an Attribute of the user's choosing, chosen on acquisition of this sidekick.

Spirit Commands:

- Resist [L1]

- Hope [L1]

- Perseverance [L1]

- Awaken [L1]

Skills:

- None

Edited by Imban

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The Hanger Lexicon: M (Mobile Doll System and Mobile Doll Zero System in next post)

Magical I-Field

Class: Barrier, Activated

Description: A magical barrier created from Mana energy.

Ability: Negates the first 1500 damage from a single attack phase for 5 EN. May be extended to any number of allies to negate the first 1500 damage from a single attack phase for 5 EN per ally.

Mamori no Kaze

Class: Barrier

Description: A barrier formed from a magic wall of air.

Ability: Negates the first 2000 damage from a single attack phase for 5 EN. You may extend this effect up to 3 other allied units for the first attack phase in one turn by paying an additional 5 EN for each ally to be protected.

MAP Stealth

Class: Immunity, Primary Defense

Description: N/A

Ability: This unit is immume to all MAP attacks.

Masamune

Class: Sidekick

Description: Masamune is a masterpiece tsurugi and as such has an intelligent operating system. It is famed to be one of the most prized tsurugi in Yamato and has been sleeping for over 700 years in treasure rooms. It has an extremely strong sense of justice and has been itching for the moment when it can finally dig its blade of judgment into the rotting hides of evil.

Level 5 (2450 PP)

Attributes:

- None

Spirit Commands:

- Belief [L1]

- Hot Blood [L3]

- Assail [L1]

- Rage [L1]

Skills:

- None

MASC

Class: Special, Activated

Description: A system that allows a BattleMech pilot to override the standard movement circuitry controlling their leg myomers and move at double the speed. Unfortunately, use of this system risks damaging your 'Mech's legs.

Ability: May be activated in the Defense Phase. Dodge Cost -20% this turn. Costs 2 AP to activate. Cost doubles on each consecutive turn in which MASC is activated, and is halved during each full turn in which MASC is not used, to a minimum of 2 AP. You may choose to activate this ability without paying the AP cost, but in that case, your unit immediately suffers 500 unreducable damage.

Maser Reflector

Class: S Barrier

Ability: Negate the first 2000 damage from a single attack phase.

Maverick Electron React System

Class: Special

Description: An extension of the Image Feedback System that is used in Nadesico's Mangaverse. Sends nerve signals from the pilot's brain into the unit, and the unit gives sensory feedback directly to the pilot's brain, making him one with his unit.

Ability: Gain Dodge Cost -10% and Target's Dodge Cost +15%.

MAX Attack

Class: Special, Activated

Description: A special ability that makes Bangai-O (Missile Fury Ver.) invincible and super-powerful, but requires 5 Counter gauge and leaves you out of resources when it ends.

Ability: Pay 10 AP to activate this ability. You must have at least 50% of your maximum EN in order to use this ability and cannot be in Invincible Dash Attack Mode. Gain Weapon Damage +50%, Accuracy +25%, and Dodge Cost -20%. Double Image (3) instead. Disable Counter Area and Invincible Dash Attack Mode. (V)-type MAP attacks on this unit have their limits doubled, but expend all of this unit's EN when used. Each turn, pay 10% of your maximum EN. This ability deactivates if you use a (V)-type MAP attack or upkeep can't be paid.

Maya

Class: Sidekick

Description: Maya is the Suffix of Gray Gespenst.

Level 4 (1750 PP)

Attributes:

- None

Spirit Commands:

- Rage [L1]

- Hot Blood [L2]

- Concentrate [L1]

- Direct Attack [L1]

Skills:

- None

Mazin Power

Class: Special

Description: N/A

Ability: Weapon Damage +25% and Damage Received -25%. Charge (4) to activate.

Mega Beam Shield

Class: Shield

Description: A more powerful variant of the regular Beam Shield.

Ability: Same effects as Shield but negates the first 1500 damage (calculated after Shielding) from a single attack phase when used.

Megatech PK

Class: Status Attack

Ability: Gain control of any unit hit by this attack. You may release control of any unit hit by this attack during your Transformation Phase. While any enemies are under the effect of your PK, forfeit all of your attack phases. You may not retreat units under the effect of PK.

Melee Lock

Class: Status Attack

Description: Special attacks that disable a unit's ability to use melee attacks.

Ability: For the next three turns, you may not use [F]-type attacks.

Miku Himuro

Class: Sidekick

Description: Miku is an android created by Kihara Masaki and acts as the Dimensional Coupler System of Zeorymer when it is activated.

Level 7 (3300 PP)

Attributes:

- 1 point in an Attribute of the user's choosing, chosen on acquisition of this sidekick.

Spirit Commands:

- Trust [L1]

- Great Effort [L2]

- Hope [L1]

- Love [L3]

Skills:

- None

Mimicry

Class: Special

Description: The special ability of Jester Gundam to copy its opponents' attacks through mimicry.

Ability: Pay 10 AP. Gain the ability to use the LAST Non-Combo Attack used against you at the same EN and AP cost. If the weapon is ammo based, then it depletes 5 EN per ammo instead.

Mindflow System Alpha

Class: System

Description: N/A

Ability: Dodge Cost -20%, Target's Dodge Cost +40%, Weapon Damage +40% and Damage Received -20%. Charge (4) to activate.

Mindflow System Beta

Class: System

Description: N/A

Ability: Dodge Cost -15%, Target's Dodge Cost +30%, Weapon Damage +30% and Damage Received -15%. Charge (4) to activate.

Mindflow System Gamma

Class: System

Description: N/A

Ability: Dodge Cost -10%, Target's Dodge Cost +20%, Weapon Damage +20% and Damage Received -10%. Charge (4) to activate.

Minelayer

Description: N/A

Ability: Same effects as Floating Mines, but may also target any enemy that has attacked an allied unit with an [F]-type attack this turn.

Minovsky Interference

Class: Special

Description: Primary Defense

Ability: Pay 20 EN. Gain Dodge Cost -15%, Aura (2), and Jammer for 3 turns.

Mirror Shield

Class: Shield, Primary Defense

Description: EnRyu's special shield defense that can reflect destructive force back at its attacker.

Ability: Same effects as Shield, except you may Reflect up to 8000 damage worth of [+] attacks in a single attack phase back at its owner for 3 shield uses. (That attacks' modifiers are unchanged as if the they were targetting their owner/s instead)

Mobile Doll

Class: Unit Type

Description: An unmanned mobile suit that is controlled via the Mobile Doll System.

Ability: Units summoned in this way gain the type: Summon, and have a Countercut cost of 4 AP, and a Countershoot cost of 4 AP. Item Slot count is 0.

Mobility Boost x%

Class: Status Attack

Description: N/A

Ability: Targeted allied unit gains Dodge Cost -x% for three turns. Targeted Enemy Unit gains Dodge Cost +x% for three turns.

Mobility Break

Class: Status Attack

Description: Special attacks that deal damage to your unit's propulsion, making it harder for you to avoid attacks.

Ability: Your unit gains Agi +60 for the next three turns.

Mobility Level

Class: Special

Ability: Mobility Level ranges between 1 and 5, and begins at 3. At Mobility Level 1, Dodge Cost +20% and Damage Received -30%. At Mobility Level 2, Dodge Cost +10% and Damage Received -20%. At Mobility Level 4, Dodge Cost -10% and Damage Received +10%. At Mobility Level 5, Dodge Cost -20% and Damage Received +20%. Pay 5 AP to gain 1 Mobility Level. During any Transformation Phase, you may set your Mobility Level to 1 for free.

Modified GEIM System

Class: System

Description: Modified version of the original Game System. Same effects but much more stable than its predecessor.

Ability: Pay 10 AP to activate. Each turn, SP -10% of maximum. Auto-cast Flash L1, Sure Hit L1, and Concentrate L1 at the beginning of each Seishin Phase for no cost. This effect is disabled if upkeep can't be paid or you pay 10 AP.

Modular Override: (X)

Class: Status Attack

Description: N/A

Ability: If the enemy is hit by this attack, then the initiator of the attack may choose to pay 15 AP to control that unit for the remainder of the battle, replacing the enemy's pilot(s) with the attacking unit's. The unit which initiated this attack is then considered removed from the battle.

During any Special phase, the player who initiated this attack may choose to return the initiating unit to battle with the same statistics as when he chose to take control of the enemy except for his pilot's current SP counts. This returns the enemy's pilots to their unit (with the SP they had before they lost control) and the unit to their control for the remainder of the battle as well.

This ability only works on units with (X) unit type.

Morale Boost

Class: Status Attack

Description: N/A

Ability: Targeted allied unit is affected by the Charge Level 1 Spirit Command. Targeted Enemy Unit is affected by the Exhaust Level 1 Spirit Command.

Morale Break

Class: Status Attack

Description: N/A

Ability: Targeted unit is affected by the Exhaust Level 1 Spirit Command.

Move: X/Y/Z

Class: Terrain Manipulation

Description: N/A

Ability: All units will have this ability. X/Y/Z denotes what type of movement(s) a unit is capable of moving in. This ability determines how terrains or support defense are affected when the units are in a certain mode of movement. When deploying, a unit must determine what their starting Move Type is, provided they have the ability to choose that type. Any change in Move Type always takes place during the Transformation Phase. Any unit can change to another Move Type as long as they possess the ability to do so. Effects are as follows:

- Flight: Listed as F. Unaffected by non-Space type terrain modifiers. Able to Support Defend as normal.

- Grounded: Listed as G. Susceptible to all terrain modifiers. Cannot Support Defend units that are in Flight.

- Flight Locked: Units that only have the F tag and no G and/or H tags is considered this. Basically the same effect as Flight but cannot Support Defend Grounded or Hover units.

- Hover: Listed as H. Dodge Cost penalties caused by non-Space type terrains are halved and is unaffected by all modifiers from Water-type terrains. Cannot Support Defend units that are in Flight or submerged in Water.

- Water: Listed as W. Unaffected by negative water terrain modifiers. Cannot Support Defend or be Support Defended by units that are in Flight or Hover.

Movement Canceller

Class: Special, Primary Defense

Description: N/A.

Ability: Units with this ability are immune to abilities and effects that cause them to change which terrain they are currently in.

Multi-Radar

Class: Special

Description: An advanced radar suit used to assist allies in combat.

Passive Ability: Dodge Cost -15%, Aura (2). This counts as EWAC.

Active Ability: Pay 10 AP to activate. Dodge Cost -20% and Target's Dodge Cost +20%, Aura (3). These effects also apply to this unit. Each turn AP -2. This ability is disabled if upkeep can't be paid or you choose to deactivate.

Mummyhead

Class: Shield, Activated

Description: A large shield that also houses systems to enhance an Orbital Frame's Self-Supporting Armor regeneration.

Ability: Same effects as Shield. You may decide to pay 10 EN during your Special phase to recover 5% of your HP. You may only use this ability once per turn. If Shield count is 0, disable this ability.

Muramasa 1st

Class: Sidekick

Description: Muramasa 1st is a masterpiece tsurugi and as such has an intelligent operating system. Founder of the Law of Muramasa. With the help of his daughter (Muramasa 2nd), he wished to end the long civil war in Yamato through the law of Zen Aku Sou Satsu. Though in effect he succeeded in ending the war, the people of Yamato suffered great losses. He was destroyed, and his name was from then on whispered in curses.

Level 4 (1600 PP)

Attributes:

- None

Additional Class Skills:

- Zen Aku Sou Satsu Level 3:

Class: Passive (Sub)

Whenever you destroy a non-summoned enemy with an attack other than Maken - Soukou Akki, one non-summoned ally of your choice (who may be yourself) is immediately destroyed unless the main pilot of your unit pays 5 SP. Disable this skill if you are the last non-summoned unit on your team.

Spirit Commands:

- Snipe Attack [L1]

- Coercion [L1]

- Belief [L2]

- Duty [L2]

Skills:

- None

Muramasa 2nd

Class: Sidekick

Description: Ginseigou is actually Muramasa 2nd, a masterpiece tsurugi, and as such has an intelligent operating system. Wishes to show everyone the suffering of war, so that hopefully they'll stop it forever.

Level 4 (1900 PP)

Attributes:

- None

Additional Class Skills:

- Zen Aku Sou Satsu Level 2:

Class: Passive (Sub)

Whenever you destroy a non-summoned enemy, one non-summoned ally of your choice (who may be yourself) is immediately destroyed unless the main pilot of your unit pays 20 SP. Disable this skill if you are the last non-summoned unit on your team.

Level 3: The main pilot of your unit may pay 5 SP after destroying an enemy instead of destroying an ally. 500 PP

Spirit Commands:

- Flash [L1]

- Extend [L1]

- Direct Attack [L1]

- Duty [L3]

Skills:

- None

Muramasa 3rd

Class: Sidekick

Description: Muramasa 3rd is a masterpiece tsurugi and as such has an intelligent operating system. Forces its user to live by the law of Zen Aku Sou Satsu, which means "Kill both good and evil." - until its user accepts that killing kills both the good and evil in a person and not just their evil, its user is forced to kill someone they believe to be good if they kill someone they believe to be evil.

Also known for looking adorable in a maid outfit.

Level 5 (2200 PP)

Attributes:

- None

Additional Class Skills:

- Zen Aku Sou Satsu Level 1:

Class: Passive (Sub)

Whenever you destroy a non-summoned enemy, one non-summoned ally of your choice (who may be yourself) is immediately destroyed. Disable this skill if you are the last non-summoned unit on your team.

Level 2: The main pilot of your unit may pay 20 SP after destroying an enemy instead of destroying an ally. 300 PP

Level 3: The main pilot of your unit may pay 5 SP after destroying an enemy instead of destroying an ally. 500 PP

Spirit Commands:

- Resist [L1]

- Duty [L1]

- Boost [L2]

- Love [L3]

Skills:

- None

Edited by Imban

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The Hanger Lexicon: Mobile Doll System and Mobile Doll Zero System

Mobile Doll System

Class: System

Description: A remote control system designed to command the actions of Mobile Dolls.

Ability: You may choose a number of units who's combined rank is less then or equal to yours upon deploying. Gain Summon: (Chosen units).

The following rules must be followed to determine which units can be selected as summons:

1) You own at least one of those units in your AM

2) That unit isn't in use in another battle.

3) That unit meets the terrain requirements of the match.

4) That unit does not require a specific Pilot Class or ability to pilot.

5) Should that unit have an ability that would increase the combined rank above your rank (including any other summons), then the ability is disabled, or reduced to a level where it no longer goes above the rank limit (IE, if an Orbital Frame summon was Rank 5 and you were Rank 6, would need to deploy at no more then evolution level 2, as level 3 puts it at Rank 7. Or if a summon had Combine, the Combined unit cannot be of a higher rank then the rank limit).

Notes:

- That unit's IS is considered ZERO for this battle. It cannot be equipped with any items. You can, however, summon a frame-based unit, as long as you own the appropriate Customize Module for the unit if you want to summon it.

- That unit retains all abilities it may have had it been used normally.

- That unit however cannot use any weapons or abilities that require a specific Pilot Class.

- If you only have one copy of that unit, you can only summon one. You can only summon as many units as you own. Remember the summon slots too. For example, if you own only one GM Sniper II in your inventory, you can only summon up to one GM Sniper II.

- Any Upgrade Chips installed on the unit are disabled for the battle.

- If a unit summoned by MD System is destroyed, it cannot be resummoned.

- All abilities on the unit that would recover Ammo, EN or HP for another unit, including Repair, Resupply and certain attacks, are disabled.

- The unit gains the Mobile Doll unit type, and is considered to be piloted by Mobile Doll AI

- You may summon no more than 5 Mobile Dolls at any given time. Additional Mobile Dolls listed in your deploy may be summoned if all summoned Mobile Dolls have been destroyed.

Mobile Doll Zero System

Class: System

Description: A remote control system designed to command the actions of the White Fang's Mobile Dolls.

Ability: Same effects as Mobile Doll System, however for the purposes of the number of summons available to you, multiply your unit's base rank by 4. No unit summoned with this system may be higher rank than your unit's unmodified base rank. All Mobile Dolls you control are considered to have the effect of Zero System.

Edited by Umbaglo

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The Hanger Lexicon: N

N-Jammer Canceller

Class: Special

Description: A device that cancels N-Jammer particles in the surrounding area allowing the use of more powerful nuclear reactors.

Ability: EN cost to activate or pay upkeep for unit abilities is reduced by 5.

Net Canceller

Class: Special, Primary Defense

Description: N/A

Ability: Units with this ability are immune to Mobility Break and negative Mobility Boost effects.

Neya

Class: Sidekick

Description: Neya is the Suffix of Black Ryvius.

Level 4 (1500 PP)

Attributes:

- None

Spirit Commands:

- Hope [L1]

- Love [L1]

- Perseverance [L1]

- Vanishing Body [L1]

Skills:

- None

NT-D System

Class: Special

Description: Newtype Destroyer System. A system built into the Unicorn Gundam that scans for Newtype brainwaves. Once activated, the mobile suits performance is increased dramatically, but can only remain active for 5 minutes.

Ability: When activated, gain Dodge Cost -15%, Target's Dodge Cost +30%, Weapon Damage +30%, Attack Phase +2 for 5 turns. Requires an enemy pilot with Psychic Energy to activate. 1 Use.

Nu Gundam I-Field

Class: Barrier

Description: Nu Gundam's version of the I-Field, generated by four Fin Funnels. The triangular shape makes it harder to break than a regular I-Field.

Ability: Negate the first 1500 damage from a single attack phase for 5 EN. Negate an additional 1000 damage against non-[F] (B)-type attacks. Can be used to protect against the first attack phase in one turn for a single ally, but will no longer protect you until next turn. Req: Psychic Energy

Edited by Master Kruz

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The Hanger Lexicon: O

ODE System

Class: System, Activated

Description: Stands for Omni Dendro Encephalon System. This system allows units equipped with the same system to share and transmit data to each other instantaneously in a network. Developed by Dr. William von Jurgen, this system was installed on the Bartoll units manufactured by Wong Heavy Industries, and was supposed to be showcased as the Earth Federation's next mainstay unit.

Ability: This ability is only active if the unit is summoned as part of the MD System, otherwise it is considered a normal unit without an ODE System equipped. Each time this or an allied unit with ODE System is hit, or destroyed with an attack, all allied units with an ODE System gain Dodge Cost -5%. Each turn, gain Target's Dodge Cost +5%. All effects stack until end of battle.

Offense Mode 1

Class: System, Activated

Description: A special mode of Sisquide that unlocks it's full potential.

Ability: Dodge Cost -20%, Target's Dodge Cost +30%, Weapon Damage +30% and Damage Received -20%. Charge (4) to activate.

Omoikane

Class: Sidekick, Passive

Description: The AI program on the battleship Nadesico.

Level 6 (2700 PP)

Attributes:

- None

Spirit Command:

- Scan [L1]

- Direct Attack [L1]

- Sure Hit [L2]

- Great Effort [L1]

Skills:

- Leadership Lv1

- Assisted Tracking

- Systems Hacking: (Cost: 800 PP)

Class: Passive (Sub)

Pay 20 AP and forfeit your attack phase. Disable all attack phases of one target next turn. This counts as a status attack.

Open Body

Class: Evasive Secondary Defense

Description: An evasion technique that the various Mobile Suits/Mobile Armor uses. It involves separating its limbs to dodge an attack before reforming again.

Ability: Dodge a single attack phase worth of attacks. 10 uses.

Open Get

Class: Evasive Secondary Defense

Description: An evasion technique that the Getter series uses. It involves separating into the 3 plane units and then combining back into a Getter variant in a single instant.

Ability: Dodge a single attack phase worth of attacks. When using this ability, you may decide to instantly change to another form during the defense Phase. 5 uses.

Options (X): Attack 1, Attack 2, Attack 3...

Class: Special

Description: N/A

Ability: Pay 5 AP to deploy one Option, up to a total of X. Increase the variable attack limit of the listed weapons by 100% for each Option deployed (IE if one weapon is (F:1), it becomes (F:2) with one Option, (F:3) with two Options, and so on). If any of the listed weapons are (S)-type, increase the number of targets you can spread the attack to by two for every Option deployed.

Orbital Frame

Class: Unit Type

Description: N/A

Ability: Unit's base HP/EN and Weapon Damage is increased by a certain % according to the number of evolution points obtained. This ability applies before all items or pilot abilities, but not any installed upgrade chips. You may decide to deploy at a lower evolution point level then you have reached. Evolution points acquired to evolve this unit to it's current form are reduced by half, rounded down, to determine evolution point level for this ability.

  • 1 Point: +10% Rank increases by 1.
  • 2 Points: +20%
  • 3 Points: +30% Rank increases by 1.
  • 4 Points: +40%
  • 5 Points: +50%. Rank increases by 1.

Orgone Cloud

Class: Special

Description: N/A

Ability: A unit with this ability gains the following:

- Orgone Cloud (Barrier): Negate the first 1500 damage in a single attack phase for 5 EN.

- Double Image (4)

- Ignores all negative terrain Dodge Cost and Agi mods.

Orochi

Class: Sidekick

Description: An evil god destined to destroy the world.

Level 4 (1650 PP)

Attributes:

- None

Spirit Commands:

- Rage [L1]

- Shackles [L1]

- Direct Attack [L1]

- Hot Blood [L2]

Skills:

- None

Oval Armor

Class: Armor

Ability: Automatically negate the first 800 damage from all sources in a single attack phase; can only be used when blocking.

Override System

Class: Special, Active

Description: N/A

Ability: Pay 10 AP to activate. Gain Dodge Cost -25% and all weapons on this unit gain 2 Charge counters during each Regeneration Phase. Each turn, you must pay 20 EN or deactivate this ability.

Edited by Umbaglo

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The Hanger Lexicon: P

Pack Jettison (Unit)

Class: Transform, Activated, Primary Defense

Description: The ability of a unit to eject it's equipped frame

Ability: Change to specified unit. HP/EN/DP/Ammo and usage counts for all depleatable abilities carries over, except for depleatable abilities with the same name but different effect (such as Shield), or weapons with the same name but different tags or damage. If current HP/EN is over the new unit's HP/EN, then HP/EN is max instead.

This ability may be activated during the defense phase to automatically negate all attacks from a single attack phase. When used, immediately transform to the new unit.

Paralysis Canceller

Class: Special, Primary Defense

Description: N/A

Ability: Unit is immune to all Paralyze and Stun attacks.

Paralyze

Class: Status Attack

Description: Special attacks that Paralyze their target's, leaving them defenseless.

Ability: Dodge Cost +20%. You lose all attack phases. All active unit abilities (such as Shield, Countercut, Barriers, or activating abilities such as Zero System) are disabled. All evasive spirit commands and evasive defenses have no effect on this unit. These effects last two turns.

Particle Absorption Shield

Class: S Barrier

Description: A special energy shield which absorbs and deflects charged particle attacks.

Ability: Negate the first 20000 damage from a single attack phase for 20 EN. Negation only applies to (B)-Type, non-[F] attacks. Attacks with Barrier Pierce do not negate this barrier, but reduce its damage negation to 10000 instead.

Passive Energy Shield

Class: S Barrier

Description: A secondary energy shield on Naked Jehuty that automatically stops weak attacks without needing to be activated.

Ability: Negate the first 1500 damage from a single attack phase for 5 EN.

Phantom System (X)

Class: Special, Evasive Secondary Defense

Description: Volgara machines are capable of teleporting away just as certain ranged attacks are about to hit them.

Ability: Negate all [+] attacks aimed at you this round. X turns to recharge. This ability is disabled at 20% HP or below.

Pharsti

Class: Sidekick

Description: The AI on the Orbital Frame, Testament.

This Sidekick can be a Main Pilot

Level 2 (650 PP)

Attributes:

- None

Spirit Commands:

- Flash [L1]

- Concentrate [L1]

- Perseverance [L1]

- Direct Attack [L1]

Skills:

- None

Phase Shift Armor

Class: Armor

Description: N/A

Ability: Starts battle Activated. While activated, Phase Shift Armor negates the first 800 damage from a single attack phase for 5 EN. Negation only applies to non-(B) attacks. Each turn while activated, you must pay 5 EN or deactivate Phase Shift Armor. You may activate or deactivate Phase Shift Armor during your Transform phase.

Pheromone Wave

Class: Special, Activated

Description: A gravity wave used to rewrite peoples' minds to follow only the true law of war, the selfish one-sided enforcing of justice from one party on another (and the one-sided branding of evil), and the violence that is used to achieve it.

Ability: Pay 10 AP to activate. As long as this ability is active, all non-Tsurugi, non-"God" units cannot block or evade and must attack each turn if they are able and may not use any spirit commands on allies unless they also affect themselves. Each turn, pay 5 SP upkeep. This ability deactivates if upkeep can't be paid or when user chooses to deactivate it.

SP Canceller, Spirit Canceller, and Status Canceller all confer immunity to this effect.

Photon Mat

Type: Barrier

Description: N/A

Ability: Negate the first 1200 damage in a single attack phase for 5 EN. Each level of Unit Specialization: Overman adds +100 effectiveness to the Photon Mat in units of that type.

Physical Canceller

Class: System, Active

Ability: Pay 10 AP to activate. Agi -10, Damage Received -25%, and Weapon Damage +10%. Each turn, pay 2% of your maximum SP. Deactivate this system if you choose to deactivate it or if upkeep cannot be paid.

Pinpoint Barrier

Class: Barrier

Description: N/A

Ability: Negates the first 1800 damage from a single attack phase for 5 EN. On Mothership type units, you may pay up to an additional 10 EN to increase the effect by 1800 per extra 5 EN per attack.

Planet Defensors

Class: Barrier

Description: N/A

Ability: Negates the first 2000 damage from a single attack phase for 5 EN. Negation only applies to [+]-type attacks. Can be used to protect against the first attack in one turn for a single ally, but will no longer protect you until next turn.

Planet Defensor Shield

Class: Shield

Description: N/A

Ability: Same effects as Shield but negates the first 1500 damage (calculated after Shielding) from a single attack phase when used. Negation only applies to [+]-type attacks.

Police AI

Class: Sidekick

Level 4 (1620 PP)

Attributes:

- None

Spirit Commands:

- Accelerate [L1]

- Mercy [L1]

- Shackles [L1]

- Training [L2]

Skills:

- None

Positron Reflector

Class: Barrier

Ability: Negates the first 4000 damage from a single attack phase for 10 EN. Negation only applies to [+] attacks.

Possession

Class: Special, Activated

Description: Any Masoukishin can become possessed by the spirit inside the machine, greatly increasing its power. However, this is severely draining on its pilot's prana.

Ability: Pay 20 AP to activate. When activated, gain Dodge Cost -20%, Accuracy +25%, and Weapon Damage +50%. Each turn, must pay 15 SP upkeep. Deactivate this ability when upkeep cannot be paid or you pay 20 AP.

Prediction

Class: Special

Description: N/A

Ability: Activates when HP is 66% or below. Automatically cast Flash on self at the beginning of each turn for no cost.

Protector Shade

Class: Barrier

Description: N/A

Ability: Negate the first 2000 damage from a single attack phase for 10 EN. Should this be used against a [+] and (B) type attack, and completely negate it, you may reflect the attack back at the owner (that attacks' modifiers are unchanged as if the they were targeting their owner instead).

Protector Wall

Class: Barrier

Description: N/A

Ability: Negate the first 2500 damage from a single attack phase for 10 EN. Should this be used against a [+] and (B) type attack, and completely negate it, you may reflect the attack back at the owner (that attacks' modifiers are unchanged as if the they were targeting their owner instead).

Prototype Siegfried System

Type: Sidekick

Description: You can cast Spirit Commands or use any Passive (Sub) pilot skills of any ally with Prototype Siegfried System as if they were a subpilot. These allies are not affected by weapons or effects that affect subpilots or sidekicks (such as Great Effort, Lucky, or SP Drain) that affect you.

Psycoframe

Class: System

Description: N/A

Ability:

Passive Abilities

- Dodge Cost -15%

- Target's Dodge Cost +15%

Active Abilities

- Psycoframe Outburst: Usable by pilots with Psychic Energy only. Pay 15 AP to activate. All Weapon Damage +50%, Target's Dodge cost +15% and gain an additional attack phase. 5 turns to recharge.

PX System

Class: System

Description: A system that works on the increased neural activity during high-stress situations, making time seem to slow down. Has a high risk factor, however, and can only be active for a limited time, else it'll destroy the pilot's mind.

Ability: When activated, gain the following enhancements for the next 4 turns. You may only use this ability ONCE per battle.

Dodge Cost -15%, Target's Dodge Cost +30%, Attack Phase +2

PX Overdrive: Instead of the above bonuses, you may activate PX Overdrive and gain the following bonuses. If you do the effects last for only 2 turns

Dodge Cost -30%, Target's Dodge Cost +40%, Weapon Damage +25%, Additional Attack Phase +2

Pyoro

Class: Sidekick

Description: N/A

Level 4 (1850 PP)

Attributes:

- None

Spirit Commands:

- Confusion [L2]

- Exhaust [L1]

- Provoke [L1]

- Hot Blood [L2]

Skills:

- None

Edited by Imban

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The Hanger Lexicon: R

Rai Rai Jyu

Class: Summon

Description: GekiTouja and GekiFire's ability to summon the Legendary GekiBeasts to fight for them.

Ability: Same effects as Summon, however in order to summon the Geki Beast, you must have unlocked it as per Jyuken Bussou and the Geki Beast must be in your inventory. You may not summon a Geki Beast that is currently installed. Geki Beasts can still be re-summoned or installed with Jyuken Bussou ability even if they are destroyed.

RAM Armor

Class: S Armor

Description: Damage Received -25% against (B)-type attacks only. Recover EN equal to the amount of damage negated by this ability divided by 10 (ie if used against a 1000 damage attack, recover 25 EN).

RAM Reflector Shield

Class: Shield

Description: Same effects as Shield, but if used against (B)-type attacks, recover EN equal to the amount of damage negated by this ability divided by 10. May instead be used to reflect all (B)-type, [+] attacks in a single attack phase back at their owner for 3 shield uses. (Those attacks' modifiers are unchanged as if they were targetting their owner instead.)

Range Lock

Class: Status Attack

Description: Special attacks that disable a unit's ability to use ranged attacks.

Ability: For the next three turns, you may not use [+]-type attacks.

Rapid Deployment

Class: Special

Description: N/A

Ability: Allows the owner to deploy this unit directly in battle without the need to do unit to unit transformations. However if the unit is changed from a transformation that requires units/items to perform, then you must own those units/items in order to deploy the unit with Rapid Deployment. All required units for the combination are considered in use in that battle.

Rayearth

Class: Sidekick

Description: The spirit of the Mashin of Flames. Appears in the form of a wolf with flaming manes.

Level 6 (2600 PP)

Spirit Commands:

- Resist [L3]

- Great Effort [L1]

- Hot Blood [L2]

- Love [L2]

Skills:

- None

Ray Panel

Class: S Armor

Description: Specially made armored panels found on some Zoids that absorb energy weapons and convert it to be useable by the unit.

Ability: Damage received from (B)-type [+] Weapons -50%. Absorb 5% of damage reduced by this ability as EN (i.e. if used against a 1000 damage attack, recover 25 EN).

Reactive Shield

Class: Shield

Description: N/A

Ability: Same effects as Shield but completely negates all (B)-Type, [+] damage.

Rebirth

Class: Special

Description: The ability to resurrect from absolute death regardless of damage or condition.

Ability: If HP reaches 0, recover all HP, DP, and EN as though the fight has just started. This ability can only be used for free once. Thereafter, you must pay 70 AP per use of this ability.

Rebound Fall

Class: Special, Primary Defense

Description: Moribito Type-2 and K-Ma's special ability that they use with their shields. It allows the unit to reflect any force of attack back towards its attacker.

Ability: Same effects as Shield, except you may Reflect up to 8000 damage worth of attacks in a single attack phase back at its owner for 3 shield uses. (That attacks' modifiers are unchanged as if the they were targetting their owner/s instead)

Reflect Cape

Class: Special, Primary Defense

Description: A cape that can also be used to teleport attacks away from Iczer Σ, negating damage.

Ability: Same effects as Shield, except you may Reflect up to 8000 damage worth of [+]-type attacks in a single attack phase back at its owner for 3 shield uses. (Those attacks' modifiers are unchanged as if they were targetting their owner instead.)

Reflect Shield

Class: Barrier

Description: N/A

Ability: Negate a single non-MAP (B)-Type, [+] attack and reflect 50% of its damage back at its owner for 15 EN. The reflected attack retains its original attributes.

Reflection Satellite

Class: Barrier

Description: Dixen's Satellites can form a protective barrier, protecting it from damage.

Ability: Negate up to 2000 damage from all sources in a single attack phase for 5 EN. Can be used to protect against the first attack phase in one turn for a single ally, but will no longer protect you until next turn.

Regulate

Class: Sidekick

Description: N/A.

This Sidekick can be a Main Pilot

Level 6 (2650 PP)

Attributes:

- None

Spirit Commands:

- Trust [L1]

- Great Effort [L2]

- Belief [L2]

- Inspire [L2]

Skills:

- None

Rei

Class: Sidekick, Passive

Description: The AI program on SPT Layzner.

Level 3 (1150 PP)

Attributes:

- 1 point in an Attribute of the user's choosing, chosen on acquisition of this sidekick.

Additional Class Skills:

- Rei is disabled while V-MAX System or V-MAXIMUM System is active.

Spirit Commands:

- Flash [L1]

- Concentrate [L1]

- Perseverance [L1]

- Direct Attack [L1]

Skills:

- Assisted Piloting

Remote Shield

Class: Special, Activated

Description: A floating beam shield that can be used to block attacks or enemy units.

Ability: Pay 30 EN. Summon the following unit:

Remote Shield

Statistics:

HP: 4000, EN: 0, Agi: Inf.

IS: 0, Move: F/G, Size: M, Rank: 0

Weapons:

[H] None

Inherent Abilities:

1) Remote Shield

2) Beam Shield: Must be used when taking attacks, and cannot run out of uses.

3) May support defend summoner or any of the summoner's allies.

4) Remote Shield cannot block or dodge.

Purchasing Cost: N/A. This is a summon unit.

Repair

Class: Special

Description: N/A

Ability: Replenish an amount of an ally's HP or DP, or remove all negative status effects from an ally. You cannot Repair yourself. You may do one of the following when using Repair:

- Replenish 20% of an ally's HP

- Replenish 10% of an ally's DP.

- Remove all negative status effects from an ally.

If an attack is listed with Repair as a status, you must choose which effect to use when you attack. Any unit hit with the attack will receive that effect (in addition to any other damage or effects the attack might have).

Req: X/Y/Z

Class: Special

Ability: An attack or ability with this tag requires the indicated abilities active to use.

Resupply

Class: Special

Description: N/A

Ability: Replenish an amount of an ally's EN, or all of that target's weapon ammo depending on unit type. You cannot Resupply yourself. You may do one of the following when using Resupply:

- Replenish an ally's EN by 20%.

- Replenish all of an ally's ammo for one weapon.

If an attack is listed with Resupply as a status, you must choose which effect to use when you attack. Any unit hit with the attack will receive that effect (in addition to any other damage or effects the attack might have).

Return Period

Class: Copy

Description: Masamune's Shinogi. Allows a free one-time use of Shinogi attacks that damage it.

Ability: When you are hit and damaged by an attack, you may spend 10 AP to copy it and add it to your weapon list. You may only have one weapon copied in this fashion at any one time, but you may overwrite a copied weapon. In addition, you lose any copied weapon at the end of battle or after using it once. If you overwrite/use a weapon that grants additional weapons or seperate abilities, then all granted weapons/abilities are lost.

(V) attacks lose that tag, but have their base damage multiplied by the amount of times their user paid the resource cost to use the attack when you copied it.

(F) attacks lose that tag, but become # multi-hits equal to the amount of times their user paid the resource cost to use the attack when you copied it, and gain +5% to their base accuracy for each time after the first the cost was paid, up to a maximum of +50%.

(X) attacks lose that tag, but become x multi-hits equal to the amount of times their user paid the resource cost to use the attack when you copied it.

In all cases, the attack loses all costs and special requirements and becomes a 1-round rounded attack with Rounds Locked.

Rounds Locked

Class: Restriction

Description: N/A

Ability: Ammo of weapons with this ability cannot be increased in any way except through Upgrade Chips.

RRON

Class: Special, Activated

Ability: Dodge Cost -15%, Target's Dodge Cost +20%. Charge (4) to activate.

Ryujin

Class: Sidekick

Description: A dragon that assists Wataru in combat.

Level 5 (2050 PP)

Attributes:

- None

Spirit Commands:

- Concentrate [L1]

- Great Effort [L2]

- Love [L1]

- Sure Hit [L2]

Skills:

- None

Ryuou Shield

Class: Shield

Description: N/A

Ability: Same effects as Shield, but you may also pay 5 EN to negate the first 800 damage when used (calculated after shielding).

Ryuurin no Tate

Class: Barrier

Description: A barrier formed from a magic wall of water.

Ability: Negates the first 1800 damage from a single attack phase for 5 EN. Can be used to protect against the first attack in one turn for a single ally, but will no longer protect you until next turn.

Edited by Imban

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The Hanger Lexicon: S

Scatter Beam Shield

Class: Barrier, Activated

Description: A barrier generated by Vandread Jura's Bits, which are capable of extending the field to any number of allies.

Ability: Negates the first 2000 damage from a single attack phase for 5 EN. You may choose to give any number of allies the effects of this barrier in battle, but EN is paid from this unit.

SE Generator

Class: System, Active

Description: All abilities require Psychic Energy

Passive Ability: Summon: Slave Sword x 2

Active Ability: Dodge Cost -20%, Target's Dodge Cost +25%, Weapon Damage +20%. Charge (4) to activate.

Selece

Class: Sidekick

Description: The spirit of the Mashin of Water. Appears in the form of a serpentine dragon.

Level 6 (2600 PP)

Spirit Commands:

- Flash [L3]

- Trust [L3]

- Coercion [L1]

- Lucky [L1]

Skills:

- None

Self-Destruct

Class: Special Weapon

Description: N/A

Ability: Pay 10 AP to activate. Deal damage equal to your current HP to a number of targets depending on your maximum HP. Dodge Cost for those targets is +150%. This damage can't be negated or modified in any way and must be dodged as if you were Direct Attacked. HP Intervals are:

1-2000 HP: Up to 1 target

2001-4000 HP: Up to 2 targets

4001-6000 HP: Up to 3 targets

And so on...

Self-Destruct automatically negates the Separate or Transform ability in user's unit unless specified otherwise. Forfeit your Attack Phase and destroy this unit at the end of turn.

Self-Evolution

Class: Special

Description: N/A

Ability: Pay 20 AP to gain Damage Dealt +25% for the remainder of the battle.

Self-Revival

Class: Regeneration

Description: N/A

Ability: If HP reaches 0, you may pay 70 AP to recover HP, EN, and DP to 100%, as if the fight has just started.

Separate (Specified Unit)

Class: Transformation

Description: The ability to abandon and separate into another unit from the first in order to avoid total destruction.

Ability: If this unit's HP is reduced to 0 or pilot chooses to separate, restore all HP/EN/DP to full and revert to specified unit. All equipped items, shield usage, weapon ammo, unit ability usage are carried over (if a weapon or ability has the same name but different usage, that is counted as a separate weapon and does not carry over). HP activated abilities will trigger if a unit with separate activates the separate ability because it was destroyed.

Shamanic Distortion Field

Class: Barrier, Activated

Description: A specific type of Distortion Field from the Nadesico manga which is designed to protect against shamanic energy.

Ability: Negate the first 3000 damage from single attack phase for 10 EN.

Shield: x

Class: Shield

Description: N/A

Ability: During the Defense Phase, you may use a Shield to reduce all damage from a single enemy attack phase by 50%. This effect is stackable with any other damage reduction/addition effects that you have. Shield damage reduction calculation order can be understood in the Rules threads. 10 uses.

Some units have weapons or abilities that are affected by Shields. Those weapons or abilities are listed after the Shield ability, and should your Shield (any kind) be disabled or depleted in any way, then those weapons or abilities are disabled until your Shield usage is restored.

Shield Bits: x

Class: Shield

Description: Special shields that are not connected to the unit itself, and can also be used to protect any allies.

Ability: Same effects as Shield, but if you did not use a Shield from this ability this turn, you may declare that one target ally who has not yet posted now has this ability until your next turn. Shield uses are shared across both units, and the shared unit may not spread this ability to any other units.

Shield Boosters

Class: Shield

Description: Shields that also acts as extra boosters.

Ability: Same effects as Shield. Base shield usage x 2 and Dodge Cost -20%. Dodge Cost -10% instead if Shield usage is at 50%. Disable this ability altogether if Shield usage is depleted.

Shield Break

Class: Status Attack

Description: Special attacks that prevents the target from using its shield.

Ability: You may not use any Shield abilities for the next 3 turns.

Shield Mantle

Class: Shield

Description: Master Gundam's defensive shield that folds back into wings in Attack Mode, but is closed like a mantle in Normal Mode.

Ability: Same effects as Shield. Damage Received -75% instead. Forfeit your attack phase if used.

Shield Pierce

Class: Special

Description: An attack that pierces shield defense.

Ability: An attack with Shield Pierce can only be shielded with 2 shield uses and damage reduction of shielding that particular attack is reduced by -30%

Shinkai

Class: Sidekick

Description: Shinkai is a masterpiece tsurugi and as such has an intelligent operating system.

Level 2 (850 PP)

Attributes:

- None

Spirit Commands:

- Perseverance [L1]

- Concentrate [L1]

- Honor [L1]

- Morale [L1]

Skills:

- None

Siegfried System

Type: Sidekick

Description: N/A

Ability: When deploying, this unit's team chooses one Subclass from one of the participating players on that team. This Subclass cannot have been deployed in this match. Siegfried System on all allied units has Spirit Commands and SP equal to the chosen Subclass, and is shared among all units with Siegfried System. All Passive (Sub) pilot skills on chosen Subclass are active, following all applicable skill limitations. The Pilot Class used in Siegfried System gains PP equal to the average PP gain of all allied units using Siegfried System in that battle.

Or, instead of the above bonuses, you may decide to deploy using the effects of Prototype Siegfried System (Sidekick).

Size

Class: Classification

Description: A general classification of a unit's size. There are a total of 10 sizes. XS (0m~1m), SS (1m~3m), S (3m~10m), M (10m~30m), L (30m~100m), LL (100m~1km), XL (1km~10km), XXL (10km~1000km), P (1000km+), and ∞ (things that are too large for or otherwise defy size classification).

Ability: Size has no inherent effect.

Skill Boost

Class: Status Attack

Description: N/A

Ability: Targeted allied unit gains Countercut and Countershoot cost x .75 for three turns.. Targeted Enemy Unit gains Countercut and Countershoot cost x 1.25 for three turns.

Smoke Discharger

Class: Special, Activated

Description: A smoke dispenser installed on a unit to obscure it from enemy view.

Ability: This turn gain Agi -10. 10 uses.

Snipe: [Weapon Name] (+x)

Class: Special

Description: The ability to take aim and hit a target in a designated area with a high-precision weapon. Evasion will be hard.

Ability: Pay 5 AP. Specified weapon's Accuracy +x for a single turn, and you negate all non-pilot and non-Spirit Command based dodge cost modifers on the targeted enemy. Remove all (X) and/or (S) attributes on the weapon whenever this ability is used. This ability can't be used with MAP weapons. Example: Snipe: Rucker Rifle (+40%)

Solar Panel x

Class: Regeneration

Description: The ability to convert the sun's rays to energy.

Ability: Regenerate x EN/turn. This ability is disabled in night and interior terrains.

Solar Panel L

Class: Regeneration

Description: The ability to convert the sun's rays to energy.

Ability: Regenerate 15% EN/turn. This ability is disabled in Moonlight and interior terrains.

Solar Panel M

Class: Regeneration

Description: The ability to convert the sun's rays to energy.

Ability: Regenerate 10% EN/turn. This ability is disabled in Moonlight and interior terrains.

Solar Panel S

Class: Regeneration

Description: The ability to convert the sun's rays to energy.

Ability: Regenerate 5% EN/turn. This ability is disabled in Moonlight and interior terrains.

Soul Drive

Class: System

Description: n/a

Ability: When activated, Damage Received -20%, Damage dealt +30%, and Dodge Cost -10%. Charge (4) to activate.

Sound Attack

Class: Special

Description: N/A

Ability: Attacks of this type cannot be evaded/negated through Double Image abilities.

Sound Barrier

Class: Barrier

Description: A powerful barrier made of sound.

Ability: Negate the first 2500 damage from a single attack phase for 5 EN.

Sound Booster (Unit)

Class: Special

Description: N/A

Ability: Activates when Song EN reaches 150 or more. Calculate HP/EN in % then change to the specified unit. HP/EN/AP and items equipped will be carried over. If the new unit has fewer IS than the original, you may choose items to be carried over.

Sound Energy System

Class: System

Description: N/A

Ability: You gain access to Song EN. On deploy, you may choose up to 4 CDs that you own and add them to your weapon list. No 2 CDs may be the same. Begin battle with 100 Song EN. At the beginning of your turn you regenerate 10 Song EN. Maximum Song EN cap is 300.

Sparkle Cloak

Class: Special, Activated

Description: Similar to a smokescreen, but also renders sensors ineffective within its area.

Ability: This turn gain Agi -10 and Stealth. 10 uses.

SP Canceller

Class: Special, Primary Defense

Description: N/A

Ability: Units with this ability are immune to SP Damage or SP Drain effects.

SP Damage (x)

Class: Status Attack

Description: Special attacks that deal damage to the pilot's psyche, draining it.

Ability: All pilots inside a unit hit by an SP Damage attack lose an amout of SP equal to (x).

SP Drain (x)

Class: Status Attack

Description: Special attacks that drain the pilot's psyche, resupplying the attacker's.

Ability: All pilots inside a unit hit by an SP Damage attack lose an amout of SP equal to (x). The attacker then restores an amount of SP equal to the amount drained. If the attacker's unit features multiple pilots, the amount of SP restored is spread evenly.

SP Recover x

Class: Status Attack

Description: N/A

Ability: Targeted allied unit regains an amount of SP equal to x. If the targeted unit has multiple pilots, they all regain that amount of SP.

Spiral E-Field

Class: Barrier

Description: N/A

Ability: Negate the first 3000 damage from a single attack phase for 10 EN.

Spirit Canceller

Class: Special, Primary Defense

Description: N/A

Ability: Units with this ability are immune to Spirit Lock effects.

Spirit Dependency Link

Class: Special

Description: N/A

Ability: Activate 1 of the following sub-ability per turn, starting from turn 2 (until all sub-abilities are unlocked):

Celerity: Dodge Cost -10%

Clarity: Accuracy +25%

Ferocity: Weapon Damage +15%

Tenacity: Damage Received -10%

Spirit Lock

Class: Status Attack

Description: Special attacks that deal damage to the pilot, making it harder to concentrate.

Ability: You can not use Spirit Commands for the next three turns.

Spirit Photography

Class: Special, Activated

Ability: Pay 20 SP from one class in this unit. For one turn, negate Evasive Secondary Defenses in your target. All damage you deal to that unit in your next turn +50%. (non-stackable)

Status Canceller

Class: Immunity, Primary Defense

Description: N/A

Ability: Unit is immune to all negative status attacks (all non-HP damage attacks).

Stealth

Class: Special, Evasive Secondary Defense

Description: Units with radar stealth are much more difficult to target.

Ability: All attacks targeting you have their Accuracy modifiers reduced by 30%.

Stun

Class: Status Attack

Description: Special attacks that stuns their target's, leaving them momentarily defenseless.

Ability: Dodge Cost +20%. You lose all attack phases. All active unit abilities (such as Shield, Countercut, Barriers, or activating abilities such as Zero System) are disabled. All evasive spirit commands and evasive defenses have no effect on this unit. These effects last one turn.

Summon

Class: Summon

Description: This unit has the ability to summon other units, be they automated drones, or deploying piloted support units.

Ability: See Chapter 3 Annex B of the Rules.

Super Mode

Class: Special

Description: N/A

Ability: Damage dealt by all weapons +25%. This ability does not stack with any bonuses granted by the Meikyo Shisui skill. Charge (4) to activate.

Synchronization

Class: Special, Activated

Ability: Weapon Damage +30%, Target's Dodge Cost +30%. Regenerate all HP and EN to 100% once. Activates when any ally is destroyed. If this unit has 5 or more Evolution Points, Charge (4) instead.

System LIOH

Class: Special

Description: N/A

Ability: Weapon Damage +50%, Target's Dodge Cost +15%. Gain Berserk (1/3). Charge (4) to activate.

Edited by Imban

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The Hanger Lexicon: T

Technique Copy (Type)

Class: Copy

Description: The ability to copy the weapons of defeated opponents and use them as sword techniques.

Ability: Same effects as Weapon Copy, but you may decide to change the range tag of a non-(P), non-(G) copied weapon to [F] instead. You may decide to change the range tag of a (P) or (G)-type weapon to [H] instead. If a weapon whose tag is changed by this ability has Countershoot, it loses Countershoot.

Telekinesis Field

Class: Barrier

Description: A barrier created by psychic energy.

Ability: Negates the first 2000 damage in a single attack phase for 5 EN. Requires Psychic Energy to use.

Telekinesis Field S

Class: Barrier

Description: A stronger variant of the Telekinesis Field

Ability: Negates the first 2500 damage in a single attack phase for 5 EN. Requires Psychic Energy to use.

Teleport (x)

Class: Special, Evasive Secondary Defense

Description: N/A.

Ability: Negate all attacks aimed at you this round. x turns to recharge.

Teletran-1

Class: Sidekick

Description: The AI program that controlls all systems on Ark.

Level 7 (3150 PP)

Attributes:

- None

Spirit Command:

- Resurrection [L3]

- Sure Hit [L2]

- Direct Attack [L1]

- Concentrate [L1]

Skills:

- None

Teleport Change

Class: Special, Activated

Description: The ability to swap Vector pilots via teleportation mid battle.

Ability: Switch out any pilot of the unit for one of your other pilot classes. Remember SP totals and ability counters in case the removed class is later brought back into the battle. May only be used in SAMW battles. PP gained at the end of the battle are gained by every pilot who was used in the battle at least once. Rounds of this ability cannot be reloaded in any way.

Thought Control

Class: Special

Description: Dodge Cost -20%, Target's Dodge Cost +15%. Each turn, SP -1.

Tieria Erde

Class: Sidekick

Description: Holographic version of the Gundam Meister Tiera Erde.

Level 11 (5250 PP)

Attributes: (600 PP)

- Range 3

- Defense 3

Additional Class Skills:

- Veda Interface: (2000 PP)

Class: Passive (Sub)

The any pilot can benefit from the effects of Veda unit type as if they had Unit Specialization: Veda. Works only in units with the Veda type.

Spirit Commands:

- Scan [L2] (300 PP)

- Direct Attack [L1] (200 PP)

- Inspire [L1] (250 PP)

- Respect [L1] (400 PP)

Skills:

- Unit Specialization (Defensive) - Veda [L3] (1500 PP)

Tomoro 0117

Class: Sidekick

Description: A living Computer installed in J-Ark that assists with various functions.

Level 5 (2200 PP)

Attributes:

- None

Spirit Command:

- Snipe Attack [L2]

- Confusion [L2]

- Iron Wall [L3]

- Trust [L1]

Skills:

- None

Trailer

Class: Special, Transformation

Description: This unit possesses a trailer for carrying other units or extra parts.

Ability: During deployment, choose up to two custom frame items that you or your allies own. During battle, any allied unit with a free item slot may dock with this unit for one turn and equip the custom frame as if this unit were a mothership.

Trans-Am System

Class: System

Description:

Ability: Pay 20 EN to activate. Gain Dodge Cost -15%, Target's Dodge Cost +25%, Weapon Damage +25%, and Barrier Strength +300. Each turn, pay 10% of your maximum EN. This ability deactivates if upkeep can't be paid.

Trans-Phase Armor

Class: Armor

Description: N/A

Ability: Negates the first 900 damage from a attack phase for 5 EN. Negation only applies to non-(B) attacks.

Transform (specified unit)

Class: Transformation

Description: N/A

Ability: When Current Unit's HP drops to 0, regenerate all HP/EN, then replace Current Unit with Specified Unit. All equipped items are carried over.

Transform to Mobile Armor

Class: Transformation

Description: The ability of Tera S'ono to combine into its MA module and transform into its MA variant.

Ability: Change into Specified Unit and regenerate all HP, DP, and EN. Charge (4) to activate.

Trial System

Class: Special

Description: By using special energy waves, the connection between mobile suits and Innovators with the supercomputer system Veda can be disrupted.

Ability: Pay 20 EN to activate. While active, all units in this battle lose the Veda unit type. Each turn, pay 10% of your maximum EN. Effect ends when you choose to disable it, or the upkeep cannot be paid.

Triple-Strength Myomer

Class: Special, Activated

Description: Enhanced myomer "muscles" which are much bulkier, but which are catalyzed by heat. As such, BattleMechs using this system gain great physical strength while running hot.

Ability: Dodge Cost -20%, [F] Weapon Damage +30%. Charge (4)

Twin Merit Coating

Class: S Armor

Description: Special paints applied to a unit's armor that reduces or negates the effect of beam weapons.

Ability: Automatically negate the first 2000 damage in a single attack phase. Negation only applies to (B)-Type, non-[F] attacks. Each time Twin Merit Coating negates damage from an attack phase, reduce the amount Twin Merit Coating can negate by 100. When the amount negatable reaches 0, this ability is disabled.

Edited by Imban

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The Hanger Lexicon: U

Ultra Gorgeous Computer Grandpa

Class: Sidekick

Description: A computer left by Juuzo Kabuto to help Kouji if worse came to worst.

Level 4 (1800 PP)

Attributes:

- None

Spirit Commands:

- Hot Blood [L2]

- Scan [L2]

- Perseverance [L2]

- Sure Hit [L2]

Skills:

- None

Umbilical Cable

Class: Special

Description: The energy system that Evangelions use as their power source.

Ability: Battle starts with Umbilical Cable in External Power Mode. You may change the mode of energy supply during the transformation phase. The modes are the following:

External Power Mode:

- Agi +30

- EN Regen 100%

Internal Power Mode:

- EN Degen 20%

- If unit's EN drops to 0, the unit is Paralyzed until EN is increased to at least 1 again by any means. While Paralyzed from this effect, you may still switch to External Power Mode even though you could normally not act.

Unicron's Reformatting

Class: Status Attack

Description: An ability of Unicron to change and empower another robot's form, and in doing so, gain the ability to cause it great pain if they defy Unicron's will.

Ability: Targets' Dodge Cost +50%. If a target is hit with this attack they gain HP +10%, EN +10%, and Weapon Damage +10%. You may then command their actions in the current battle. If the target defies you, they take 20% of their new total HP in damage each turn until they follow your command. This damage can not be reduced or negated in any way. Furthermore the target can not have their HP restored in any way including Spirit Commands (cast by themselves or their allies), items, or HP Regeneration, until they obey you.

Edited by Imban

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The Hanger Lexicon: V, W

V-MAX System

Class: System

Description: N/A

Ability: Dodge Cost -15%. Gain Double Image (5) and Beam Coat M (S Barrier) (This S Barrier overrides any other S Barrier installed on unit.). Charge (4) to activate.

V-MAX System Red Power

Class: Special

Description: N/A

Ability: Weapon Damage +20% Dodge Cost -20%, and Gain Double Image (4) and Beam Coat L (S Barrier) (This S Barrier overrides any other S Barrier installed on unit.). Target's Dodge Cost +10% This ability Overwrites V-MAX System's effects. Can only be activated when V-MAX System is active. If V-MAX System is disabled, then this ability is also disabled. Charge (2) to activate. Can only begin charging to activate after V-MAX System activates.

V-MAXIMUM System

Class: System

Description: N/A

Ability: Dodge Cost -20%. Gain Double Image (4) and Beam Coat L (S Barrier) (This S Barrier overrides any other S Barrier installed on unit.). Charge (4) to activate.

Variable Phase Shift Armor

Class: Armor

Description: An extension of Phase Shift Armor that adjusts the strength and energy consumption of the armor.

Ability: Starts battle Activated at Low Power. While activated on Low Power, Variable Phase Shift Armor negates 900 damage from a single attack phase for 5 EN. While activated on Medium Power, negation is 1000 and EN usage is 7 instead. While activated on High Power, negation is 1100 and EN usage is 10 instead. Negation only applies to non-(B) attacks. Each turn while activated, you must pay 5/7/10 EN (for Low/Medium/High Power) or deactivate Variable Phase Shift Armor. You may activate or deactivate Variable Phase Shift Armor, or change its power level, during your Transform phase.

Veda

Class: Unit Type

Description: By making a link between a mobile suit and the supercomputer Veda, the performance of the pilot can be improved by the predictions Veda makes, as long as the pilot is receptive to the signals.

Ability:

- Veda Backup: Gain +1 to Melee, Range, Accuracy, Defense, Evade, Skill. Req: Unit Specialization: Veda.

Virus

Class: Status Attack

Description: Special attacks that eat away at a unit's armor, slowly destroying them.

Ability: You unit gains HP Degen 5%. Your HP can not drop below 10 through this degeneration.

Virus Canceller

Class: Special, Primary Defense

Description: A special ability that makes the unit immune to the long lasting effects of acids, poisons and such.

Ability: Units with this ability are immune to Acid, Burn and Virus effects.

Virtual Armor

Class: S Armor

Description: N/A

Ability: Damage Received -30% from non-[F] sources.

Vital Jump (X)

Class: Special, Evasive Secondary Defense, Activated

Description: Short-range teleportation possessed by Antibodies.

Ability: Same effects as Double Image, but this unit also ignores all negative terrain Dodge Cost and Agi mods.

Wall of Fire

Class: S Barrier

Description: A magic spell that creates a destructive ring of fire around you, burning any attackers.

Ability: Negate the first 2500 damage from all attack phases for 25 EN. All enemies who target you with a non [+]-type attack this round automatically take 1200 damage. This damage may only be reduced though unit inherent and pilot passive damage reduction.

Warp Field

Class: Barrier

Description: A powerful space distortion barrier.

Ability: Negate the first 4000 damage from a single attack phase for 10 EN.

Weapon Copy (Type)

Class: Copy

Description: The ability to copy the weapons of defeated opponents and use them yourself.

Ability: When an opponent of the listed type is destroyed in a SC, PA, or VS battle with this unit, you may decide to copy a weapon from the defeated opponent and add it to your weapon list. If a type is not listed, then you may copy from units of any type. If a unit's type is changed to the listed type through the Frame Refit item, you may not copy from it. You may only copy 6 (4 if no type is listed) weapons this way, and no two weapons may be the same, but you may overwrite a copied weapon. Copied weapons retain all their abilities (Accuracy/Countercut Cost modifiers, class restrictions, etc.), but not abilities granted or boosted by upgrades (use Hangar/CDB default stats). You are not required to deal the final blow to the enemy in order to copy a weapon, just to still be alive and not allied to that unit. You cannot copy weapons from units whose hangar stats are more than 4 ranks higher than your own; you also cannot copy weapons bestowed by items or techniques.

For every 3 weapons acquired by Weapon Copy, increase the rank of the unit by 1. Rank cannot increase more than two ranks above the unit's original rank.

If the weapon is modded after being copied, then it is modded on this unit as well. If the weapon, or the unit the weapon came from, is modded in such a way as to make the weapon unusable, then the weapon copy is lost. If you overwrite a weapon that grants additional weapons or abilities, then all granted weapons/abilities are lost. If a copied weapon would cause you to gain an ability that breaks item rules (such as a Barrier when you already have a Barrier granted by a weapon), then the old weapon is discarded.

Units with a type listed for Weapon Copy only may permanently spend an Evolution Point to immediately copy a weapon from another unit you own, as if it had been destroyed in battle against you. All rules for copying weapons apply as normal for "purchased" Weapon Copies. Any Evolution Points spent are lost permanently and will no longer count towards Evolutions, Omakes, or weapon/ability unlocking.

Units with Weapon Copy that evolve to or are replaced by other units with Weapon Copy retain all copied weapons when the evolution requirement is met or the replacement cost is paid. However, you must discard or replace any weapons that exceed the number allowed or grant abilities that break the item rules on your new form. Units with Weapon Copy that equip customize parts which also have Weapon Copy use the Weapon Copy lists of their base form, and cannot acquire copied weapons which would be illegal for their base form. Weapon Copies which are illegal due to exceeding the number allowed or granting abilities that break item rules in the customize parts form are disabled, not discarded.

Weapon Disable

Class: Status Attack

Description: An ability of certain Virtuaroids to disable some of a unit's weaponry.

Ability: Two of your attacks are disabled for the next three turns. (Which weapons are being targeted must be declared when this attack is used.) If this causes the target to lose all non-[+] attacks, it also loses Countercut if it had it.

Weapon Lock

Class: Status Attack

Description: Special attacks that disable a unit's ability to attack.

Ability: You lose all attack phases for the next three turns.

Weapon Points (x)

Class: Special

Description: The ability to mount additional weapons to tailor a loadout for a specific battle.

Ability: Unit has a number of inherent WP equal to x, which may be used to equip weapons from the Arsenal Weapons list that you own, chosen on deploy. Choices may not be changed afterwards. Weapons must still meet the rank limits of the fight.

Weapon Shield

Class: Barrier, Activated

Description: An elemental barrier generated by Dangaizer and the Devil Dragons. Dangaizer's is capable of extending to protect a large area, while the others are more normal.

Ability: Negates the first 1800 damage from a single attack phase for 5 EN. May be extended to any number of allies to negate the first 1800 damage from the first attack phase they received for 5 EN per ally.

White Angel

Class: Sidekick

Description: The AI of the Platinumhugen Ordian. Is a combination of Hilda, mother of Yuu Kananase, and Yuu's half-sister, Kaori Kananase.

Level 6 (2600 PP)

Attributes:

- None

Spirit Commands:

- Resist [L1]

- Perseverance [L1]

- Iron Wall [L3]

- Love [L3]

Skills:

- None

Will Canceller

Class: Special

Description: Primary Defense

Ability: Units with this ability are immune to abilities and effects that negate your attack phase (except Blocking, Evading, and the Stun and Paralyze status effects), as well as the Melee Lock and Range Lock status effects. They are also immune to the Exhaust Spirit Command and any effects that emulate it.

Windam

Class: Sidekick

Description: The spirit of the Mashin of Wind. Appears in the form of an emerald phoenix.

Level 7 (3250 PP)

Spirit Commands:

- Prayer [L3]

- Inspire [L3]

- Hope [L3]

- Flash [L1]

Skills:

- None

Wind Reflector

Class: Barrier

Description: N/A

Ability: Negate the first 2000 damage from a single attack phase for 10 EN. Should this be used against a [+] type attack, and completely negate it, you may reflect the attack back at the owner (that attacks' modifiers are unchanged as if the they were targeting their owner instead).

Edited by Imban

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The Hanger Lexicon: X, Y, Z

X-Gattai

Class: Transform, Active

Description: An ability that lets Machine Robos exchange support robos to extend their capabilities.

Ability: Choose an allied unit with X-Gattai. Disable all specified weapons and abilities, and abilities associated with them. Target ally also disables all weapons and abilities specified by X-Gattai, and all associated abilities. This unit then gains all weapons and abilities specified by the target unit's X-Gattai, and they gain all weapons and abilities specified by this unit's X-Gattai. During either unit's Transformation Phase, either unit may decide to revert back to normal.

X3 I-Field

Class: Barrier

Description: Crossbone Gundam X3's reinforced I-Field. The generator is in the hands. This configuration allows the mobile suit to literally blade grasp beam sabers!

Ability: Negate the first 2500 damage from a single attack phase for 5 EN. Negation only applies to (B)-Type non-[F] attacks. You may also negate any (BM)-Type attack entirely for 5 EN.

Xi Beam Barrier

Class: Barrier

Description: N/A

Ability: Negate the first 1500 damage from a single attack phase for 5 EN. Negate an additional 1000 damage against non-[F] (B)-type attacks.

Yata no Kagami

Class: Armor

Ability: Negates all damage from all (B)-type, [+] sources in a single attack phase for 10 EN. You may pay an additional 10 EN to reflect a single (B)-type [+] attack doing a total of 8000 damage or less back at its owner. You may pay this cost multiple times per defense phase (but only once per attack), and this ability does not work on MAP weapons. (That attacks' modifiers are unchanged as if the they were targetting their owner/s instead)

Yuriko

Class: Sidekick

Description: The spirit of the aunt of the main pilots of Z-Mind, contained in the center of the robot's chest.

Level 4 (1600 PP)

Attributes:

- None

Spirit Commands:

- Sure Hit [L2]

- Direct Attack [L1]

- Perseverance [L2]

- Duty [L2]

Skills:

- None

Zephyr Phantom Mk-II "REON"

Class: Sidekick

Description: Gundam REON's AI system.

Level 4 (1750 PP)

Attributes:

- None

Spirit Commands:

- Flash [L1]

- Concentrate [L1]

- Direct Attack [L1]

- Snipe Attack [L2]

Skills:

- Assisted Piloting

- Assisted Tracking

Zero System

Class: System, Active

Description: A powerful pilot enhancement system that foretells victory by telling the pilot what to do. In the case of Gundam Epyon however, it fortells victory by telling you what not to do.

Ability: Gain the following bonuses:

Dodge Cost -10%, Target's Dodge Cost +20%, Damage Received -15% and Weapon Damage +30%. Charge (4) to activate.

Zero System Version 2.5

Class: System, Active

Description: An upgraded Zero System.

Ability: Gain the following bonuses:

Dodge Cost -15%, Target's Dodge Cost +30%, Damage Received -15% and Weapon Damage +30%. Charge (4) to activate.

Zonder Barrier

Class: Barrier

Description: A mysterious barrier projected by Zonders.

Ability: Negates the first 3000 damage from a single attack phase for 10 EN.

Zonder Core

Class: Special

Description: A human turned into the core of a Zonder by means of a Zonder Crystal. A true hero will never hurt the innocent!

Ability: If not overkilled by at least 5000 damage (from a single source), HP is reduced to 10 instead. Ignore this ability if this unit is defeated by a Brave unit.

Zone Tenkai

Class: Special, Activated

Ability: Gain the following attack:

[H] Form Zone (T:4)- Stun, 1 round [+100%]

X) Form Zone: This attack is considered to be under the effects of Direct Attack.

The user and any targets hit by this attack (regardless of whether the status effect applies or not) are isolated from the rest of the battle. No other participants may interact with you or the isolated target in any way with any weapons, items, abilities or seishin while outside the Zone. The Zone is considered to be an additional terrain itself in the battle, and can be moved into as per normal, but cannot be moved out of until the Zone's effects end. Should a Zone have multiple terrains, or additional terrains are added within the Zone, players may move between them as per normal, but they are all considered to be within the Zone. The zone is considered to exist the moment the attack is used, even if it has not hit any units yet.

The creator of the Zone may choose among Stadium (Flatland terrain, optionally with the Moonlight template), City (City (Large) terrain, optionally with the Moonlight template), Deep Sea Oil Rig (Water (Deep) and Flatland terrain, both optionally with the Moonlight template), or Cave (Ruins terrain with the Interior template) terrains to make the Zone. If the Deep Sea Oil Rig Zone is chosen, the creator and target appear in the Flatland terrain. The Zone lasts for the remainder of battle, until you choose to remove it, or until you are destroyed.

Edited by Umbaglo

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