Sign in to follow this  
Followers 0
Alicia

Lunarian Ascendancy Engineering

22 posts in this topic

(Edit: What happen?! Someone set up us the WIP thread.)

Edited by Alicia

Share this post


Link to post
Share on other sites

Please post when you are ready for these units to be statted. Right now, we need some more background on the world they're from.

Share this post


Link to post
Share on other sites

With Kruz's permission, for New Universal Century 0079

RX-78-2 High Mobility Prototype Gundam

In the year 0079, a new mobile kind of suit was being developed. One that could not only function in space, but also in colonies and on the ground. It's name was Gundam. During production, a secondary Gundam unit was produced, and used to test the Gundam's main equipment. This was the High Mobility Prototype. However, unlike the RX-78 Gundam, the High Mobility Prototype was a lightly armoured, yet highly mobile, unit.

Manufacturer: Earth Federation

User: Earth Federation

Unit type: Prototype General-Purpose Mobile Suit

Head height: 18.0 meters

Construction: Lightweight Luna Titanium alloy on Semi-Monocoque Frame

Powerplant: Minovsky type ultracompact fusion reactor, output rated at 1380 kW

Fixed armament:

60mm Vulcan Gatling Guns x 2, mounted in head

2 x Prototype Beam Saber, held in recharge packs on back

Hand armament:

Recoilless Rifle (taken from a Ball), Bazooka or Prototype Beam Rifle

Attacks:

60mm Vulcan: Exactly the same as the RX-78's.

Melee: The HMP Gundam's servos provide considerable "muscle power" and speed, allowing for the use of melee combat even when the beam saber's energy has run down.

Kick: The HMP Gundam's pilot also discovered that the same servo power could be used to deliver a devastating kick to the enemy. While not on the same level of damage as the beam saber, its usefulness is not to be ignored.

Prototype Beam Saber: The HMP Gundam also came with a beam saber. The energy drain of the beam saber inspired the creation of a recharge pack for the future Gundams Beam Sabers

Recoilless Rifle: Taken from a Ball and repurposed, this was the first ranged weapon for the HMP Gundam to use. It was later replaced by the Prototype Beam Rifle as a main ranged weapon.

Bazooka: A Bazooka taken from a Zaku, and put to better use.

Prototype Beam Rifle: The prototype for the RX-78 Gundam's Beam Rifle. Slightly higher power, but a little less reliable.

It's definitely intended to be a lighter, more manueverable Gundam.

Also, don't worry too much if this sucks as a unit.. I'm intending it to gradually upgrade in play, in a fashion similar to Gundam Astray Red Frame.

Edited by Alicia

Share this post


Link to post
Share on other sites

Guest posting with Yosuke's permission.

RX-78-2 High Mobility Prototype Gundam

Statistics:

HP: 2700, EN: 150, Agi: 280

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

Weapons:

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

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

[K] Kick (M)- 1200 damage, 5 EN/attack [+15%]

[F] Prototype Beam Saber (BM)- 1300 damage, 5 EN/attack [+0%]

[+] Prototype Beam Rifle (B)- 1700 damage, 6 rounds [+10%]

[+] Recoilless Rifle- 1800 damage, 8 rounds [+10%]

[+] 280mm Bazooka- 2000 damage, 6 rounds [+20%]

Inherent Abilities:

1) Mobile Suit

2) Countercut: Prototype Beam Saber

3) Countershoot: 60mm Vulcans, Prototype Beam Rifle

Purchasing Cost: 140 Credits

Cost to add: 300 Credits

1245465076212.jpg

Edited by Nimbus Noa

Share this post


Link to post
Share on other sites

A bit surprised about the Beam Saber costing EN, but it's fine. Approved, and paying for with Giftcard.

Edited by Alicia

Share this post


Link to post
Share on other sites

Straight from the contest:

Yggdrasil Labyrinth

Author Notes:

Etrian Odyssey turned Mecha.

Background:

In a strange new world, adventurers seek their fortunes by braving the labyrinths of Yggdrasil, the world tree. Filled with dangerous monsters, their only chance of survival is with the use of "Golems", animated suits of wood and metal that serve the rider's will, channelling their strength. Yet, what secrets does Yggdrasil hold?

Main Characters:

Jason Stone: A brave young man, seeking fame and fortune. With a brave and noble heart, he drives the team forwards. Shame he's not that smart. The Knight Golem's rider

Karla Stone: A smart, curious young woman, and Jason's sister. Provides the smarts to level out Jason's spirits. Rider for the Alchemical Golem.

Carl Freud: Riding the Guardian Golem, this chivalrous would-be Casanova joins the group partly for the adventure, but mostly to keep everyone safe. Despite his wandering eyes, he really has strong feelings for Jung.

Jung Shadow: The rider of the Dark Golem, this dour woman seems to find the actions of the rest of the group foolish, but follows along anyway. She's having more fun than she'd admit though. Tsundere for Carl.

Norman Jarl: The veteran rider of the Archer Golem, he knows a lot about Yggdrasil, having been a pilot for some time. He retired after one of his adventures went sour, but returned to the pilot's seat after hearing that the group was venturing forth. The voice of reason to the party, though sometimes a little pessimistic.

Salsa Berger: An old comrade of Norman's, he seeks to redeem himself from his failure by backing up the new party. A quiet, compassionate man who never the less is not afraid to lay down righteous beatdowns upon those who would hurt his charges. The Medical Golem's rider.

Mylene Star: The cute, perky pilot of the Musical Golem. At the age of 15, this girl is the youngest of the riders.

Myria Blade: Rider of the Bushido Golem. A brave, honourable, but somewhat standoffish woman. A student of Ren, who joins late in the series.

Yuka: The rider of the Curse Golem. Doesn't talk much, and does so in monotone when doing so. Her family name is unknown.

Units:

Based on the lifeforms found inside the labyrinth of Yggdrasil, and, it is believed, of Yggdrasil itself, the Golems were created, living machines, powered by the ether that flows through their fibers. While they can regrow damaged parts, they do so far too slowly to repair themselves during combat, and since they require rest to do so, it is rare to be able to do so mid-expedition.

A cross between a tree and a conventional robot, Golems are large, though small by mecha standards, animated humanoids of metal and wood. While they move by their own power, they lack any will of their own, following the desires of the bonded person inside.

(Unit type: Golem, Size S or M, Move: G, Hybrid between RR and SR)

Knight Golem:

The physically strongest of the Golems, this unit fights with melee weapons, and is strongly armoured enough to take a lot of punishment.

Abilities:

Melee: A basic punch or kick. This will probably never get used.

Sword: The golem strikes with the sword it carries. May be switched with Axe (see below)

Axe: The golem strikes with the axe it carries. Stronger damage, but perhaps a little less accurate.

Shield: The Knight Golem carries a shield to protect itself.

2-Hit: The golem strikes twice with its weapon.

Cleaver: A rushing sword slash. Does more damage than the basic. Requires sword.

Tornado: Strikes all adjacent enemies with a whirling sword slash. Requires sword.

All-slash: Strikes up to 4 times at a group of enemies. Requires sword.

Crush: A charging axe strike. Does massive damage.

Stunner: A powerful axe strike that puts the enemy off balance.

Silencer: A powerful axe strike to the target's head. Does high damage and also stuns.

Combos:

Blazer: Follows the Alchemical Golem's fire magic with a blazing slash

Freezer: Same, but freezing.

Shocker: Same, but shocking.

Frame Growth: As the rider becomes more attuned to the machine, it becomes more durable, powerful, and strongly armoured, and its energy supplies increase.

Guardian Golem:

The most heavily armoured of the Golems, what this unit lacks in offensive capabilities, it gains in defence.

Abilities:

Melee: A basic punch or kick. This will probably never get used.

Sword: The golem strikes with the sword it carries.

Shielding: The Guardian Golem has a large, heavy shield to protect itself, and other Golems.

Anti-Element Shield: A protective barrier that guards the Golem against attacks. It can also provide its barrier to up to 4 other units at the same time, though this is taxing to the golem's energy supplies.

Provocation: The Guardian Golem can divert attacks from others to itself.

Guard: The Guardian Golem is particularly adept at taking blows for others units, taking less damage than it usually would.

Smite: The Guardian Golem is not completely without offense. Using its shield and barrier, it can strike the enemy with incredible force.

Cure: The Guardian Golem can Repair other units, although this drains the energy supplies slightly.

Frame Growth: As the rider becomes more attuned to the machine, it becomes more durable and strongly armoured, and its energy supplies increase.

Dark Golem

A nimble yet powerful unit, the Dark Golem strikes down its enemies with sword or whip.

Abilities:

Whip: The golem lashes out with a whip of steel and vine. May be switched with Sword.

Sword: The golem strikes with the sword it carries.

Viper: A whip strike that infects the enemy with a deadly virus.

Gag: A whip strike that binds the enemy's head.

Shackles: A whip strike at the enemy's legs, immobilising them.

Cuffs: A whip strike at the enemy's arms, preventing them from attacking.

Ecstacy: A whip strike that does incredible damage to enemies that are are bound, immobilised and unable to attack

Climax: A whip strike that destroys and drains enemies close to death, restoring the Dark Golem's health when doing so.

Hypnos: A sword stab that disables an enemy's controls, the mystical energy temporarily shutting them down until they can be reactivated.

Nerve: A sword stab that paralyses an enemy by shutting down the motor systems.

Mirage: A sword stab that confuses an enemy's sensory systems.

Drain: A sword stab that drains the health of an enemy it attacks.

Bait: Sets a trap for an enemy, allowing comrades to counterattack if the enemy attacks the Dark Golem.

Petrify: A sword stab that can petrify an enemy machine, completely disabling it.

Cloak: The Dark Golem can cloak itself in darkness, remaining unseen to enemies.

Fury: The Dark Golem fights even more ferociously when injured.

Frame Growth: As the rider becomes more attuned to the machine, it becomes more durable and powerful, and its energy supplies increase.

Archer Golem:

A lightly armoured, mobile Golem, built for ranged combat.

Abilities:

Melee: A basic punch or kick. This will probably never get used.

Launcher: The golem launches an arrow at the enemy.

Trickery: Evasive footwork that reduces the enemy's accuracy

Quicken: Increases the evasive ability of the golem, and up to four others.

Trueshot: A powerful, piercing launcher shot.

Multihit: Fires up to three arrows.

Disable: Fires at the enemy's legs, immobilising it.

Apollon: The ultimate launcher shot. Fired high into the sky, it takes three times as long to hit the target, but does so with devastating power and accuracy.

Cloak: The archer can cloak itself in darkness, remaining unseen to enemies.

Frame Growth: As the rider becomes more attuned to the machine, it becomes more durable, agile and accurate, and its energy supplies increase.

Alchemical Golem:

Even more lightly armoured than the Archer, this Golem uses alchemical techniques to attack with poisons, fire, lightning or cold.

Abilities:

Melee: A basic punch or kick. Useful for a last ditch strike

Baton: A strike with the Alchemical Golem's baton. Not very strong, but better than a punch.

Fire: A burst of fire, fired from the hands. More or less a flamethrower, strong enough to melt metal.

Ice: A freezing blast of freezing liquid vapour, fired from the hands. Has an effect similar to dousing the target with liquid nitrogen.

Volt: A bolt of lightning arcs from the hands of the Alchemical, zapping the target with millions of volts.

Virus: Infects the enemy with a deadly virus, causing it to decay, eating metal and wood equally.

Flame, Freeze, Thunder: Stronger versions of Fire, Ice and Volt. Use more energy, however.

Inferno, Cocytus, Thor, Venom: MAP versions of Fire, Ice, Volt and Virus. Stronger, but use much more energy.

EN Regen: While all the Golems generate their own power to run, the Alchemical Golem's power generation is much stronger than most, allowing it to run indefinitely.

Frame Growth: As the rider becomes more attuned to the machine, it becomes more durable and its energy supplies increase.

(Other units on next submission)

Edited by Alicia

Share this post


Link to post
Share on other sites

Knight Golem

Statistics:

HP: 2800, EN: 120, Agi: 280

IS: 2, Move: G, Size: S, Rank: 4

Weapons:

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

[F] 2-Hit (M)- 800 damage x 2, 5 EN/attack [+10%]

Sword Attacks:

[F] Sword (M)- 1000 damage [+0%]

[F] Cleaver- 1500 damage, 10 EN/attack [+10%]

[F] Tornado (S)- 1800 damage, 15 EN/attack [+10%]

[F] All Slash (SF:4)- 1000 damage/8 EN [+10%]

Axe Attacks:

[F] Axe (M)- 1400 damage [-10%]

[F] Stunner- 1800 damage, Stun, 15 EN/attack [+0%]

[F] Silencer- 3000 damage, Stun, 20 EN/attack [-10%]

[F] Crush- 3000 damage, 15 EN/attack [+0%]

Combo Attacks:

[F] Blazer- 2000 damage, Burn, 15 EN/attack [+0%]

[F] Freezer- 2000 damage, Paralyze, 15 EN/attack [+0%]

[F] Shocker- 2000 damage, Stun, 10 EN/attack [+0%]

Inherent Abilities:

1) Golem

2) Shield

3) Countercut: Sword, Axe

4) Damage Received -10%

5) During deployment, choose either Sword weapons or Axe weapons and disable the other.

6) Blazer: Requires an allied Alchemical Golem to execute.

7) Freezer: Requires an allied Alchemical Golem to execute.

8) Shocker: Requires an allied Alchemical Golem to execute.

Purchasing Cost: 180 Credits

Golem

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.

Guardian Golem

Statistics:

HP: 3500, EN: 120, Agi: 280

IS: 2, Move: G, Size: S, Rank: 4

Weapons:

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

[F] Sword (M)- 1000 damage [+0%]

[F] Smite- 1800 damage, 10 EN/attack [+0%]

Inherent Abilities:

1) Golem

2) Heavy Shield

3) Countercut: Sword

4) Damage Received -30%

5) Mamori no Kaze (Barrier)

6) Repair

Purchasing Cost: 180 Credits

Dark Golem

Statistics:

HP: 2200, EN: 120, Agi: 250

IS: 2, Move: G, Size: S, Rank: 5

Weapons:

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

Whip Attacks:

[F] Whip (MS)- 800 damage [+0%]

[F] Viper (M)- 900 damage, Virus, 10 EN/attack [+0%]

[F] Gag- 1000 damage, Accuracy Break, 10 EN/attack [+0%]

[F] Shackles- 1000 damage, Mobility Break, 10 EN/attack [+0%]

[F] Cuffs- 1000 damage, Attack Break, 10 EN/attack [+0%]

[F] Climax- 1000 damage, HP Drain, 10 EN/attack [+0%]

[F] Ecstasy- 2000 damage, 20 EN/attack [+10%]

Sword Attacks:

[F] Sword (M)- 1000 damage [+0%]

[F] Hypnos- 1200 damage, Paralyze, 15 EN/attack [+0%]

[F] Nerve- 1200 damage, Mobility Break, 15 EN/attack [+0%]

[F] Mirage- 1200 damage, Accuracy Break, 15 EN/attack [+0%]

[F] Drain- 1200 damage, HP Drain, 15 EN/attack [+0%]

[F] Petrify- 1800 damage, Paralyze, 20 EN/attack [+0%]

Inherent Abilities:

1) Golem

2) Countercut: Sword

3) Cloak (5) Same effects as Double Image

4) During deployment, choose either Sword Weapons or Whip Weapons and disable the other.

Purchasing Cost: 180 Credits

Archer Golem

Statistics:

HP: 2400, EN: 120, Agi: 240

IS: 2, Move: G, Size: S, Rank: 5

Weapons:

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

[+] Launcher- 1000 damage, 24 rounds [+10%]

[H] Trickery- Accuracy Break, 10 EN/attack [+10%]

[+] Trueshot- 1200 damage, Armor Pierce, Barrier Pierce, 10 EN/attack, uses 1 Launcher Round [+10%]

[+] Multihit (SF:3)- 800 damage, uses Launcher rounds [+10%]

[+] Apollon- 3000 damage, 15 EN/attack. Uses 1 Launcher Round [+30%]

Inherent Abilities:

1) Golem

2) Countercut: Req: Martial Arts Mastery

3) Countershoot: Launcher

4) Cloak (5) Same effects as Double Image

Purchasing Cost: 180 Credits

Quicken's just represented in the lower agility.

Alchemical Golem

Statistics:

HP: 2000, EN: 120, Agi: 240

IS: 2, Move: G, Size: S, Rank: 5

Weapons:

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

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

[+] Virus- 1000 damage, Virus, 15 EN/attack [+10%]

[+] Fire (SV:5)- 300 damage/3 EN [+10%]

[+] Ice- 1200 damage, Paralyze, 15 EN/attack [+10%]

[+] Volt- 1800 damage, Stun, 15 EN/attack [+10%]

[+] Flame (SV:5)- 500 damage/5 EN [+10%]

[+] Freeze- 2200 damage, Paralyze, 25 EN/attack [+10%]

[+] Thunder- 2500 damage, Stun, 25 EN/attack [+10%]

MAP Attacks:

[+] Venom (I:3)- 800 damage, Virus, 20 EN/attack [+0%]

[+] Cocytus (I:3)- 1000 damage, Paralyze, 20 EN/attack [+0%]

[+] Thor (I:3)- 1200 damage, Stun, 20 EN/attack [+0%]

[+] Inferno (I:3)- 1500 damage, 20 EN/attack [+10%]

Combo Attacks:

[F] Blazer- 2000 damage, Burn, 15 EN/attack [+0%]

[F] Freezer- 2000 damage, Paralyze, 15 EN/attack [+0%]

[F] Shocker- 2000 damage, Stun, 10 EN/attack [+0%]

Inherent Abilities:

1) Golem

2) Countercut: Baton

3) Countershoot: Fire

4) EN Regen S

5) Blazer: Requires an allied Knight Golem to execute.

6) Freezer: Requires an allied Knight Golem to execute.

7) Shocker: Requires an allied Knight Golem to execute.

Purchasing Cost: 180 Credits

Cost: 700 + 350 x 4 = 2100

1232456604928_bigger.jpg -good to go desu~

Edited by Akita

Share this post


Link to post
Share on other sites

Problem: Crush was intended as the strongest of the three axe attacks, but with no special effects. Solution: Increase damage, at cost of increasing EN cost? But then you have two attacks, right next to each other in effectiveness, with one just the other, but better. Which is awkward... can one be tweaked?

Problem: Alchemical Golem requires Alchemical Golem for combos. Solution: Change to "requires Knight Golem"

Problem: Golem unit description reads "1 Point: +10% Rank increases by ". Solution: Change to "1 Point: +10% Rank increases by 1"

Other than these, I'm really happy with the units. Quicken was also supposed to boost the evasion of teammates as well, but I'm fine with it just boosting its own.

Edit: Looks great now. Thanks!

Edited by Alicia

Share this post


Link to post
Share on other sites

(Continued)

Medical Golem:

As the Alchemical Golem harms, the Medical Golem heals, and provides strengthening to other Golems and their pilots.

Abilities:

Melee: A basic punch or kick.

Baton: A strike with the Medical Golem's baton. Not very strong, but better than a punch.

Cure: As the Guardian Golem's, but stronger. (Just regular repair is fine, despite the "stronger" line)

Salve: A multiple unit version of the Cure ability, this affects the Medical Golem and up to 4 allies.

Refresh: Refreshes the systems of the unit, and up to 4 others, ending the effects of lingering problems.

Immunise: Boosts the health of the unit, and up to 4 others, increasing their defences.

Caduceus: The Medical Golem's only offensive technique, a powerful baton strike that stuns the enemy.

EN Regen: While all the Golems generate their own power to run, the Medical Golem's power generation is much stronger than most, allowing it to run indefinitely.

Frame Growth: As the rider becomes more attuned to the machine, it becomes more durable and its energy supplies increase.

Musical Golem:

Perhaps the strangest of the Golems, this golem uses song-like abilities to reinforce the systems of other Golems.

Abilities:

Melee: A basic punch or kick. Probably never used.

Sword, Baton or Launcher: As the Knight, Guardian, Alchemical, Medical or Archer's attack.

Bravery: A spirited song that increases the strength of itself and up to four other units, enabling them to fight harder.

Shelter: A song that encourages the listeners to fight on, increasing the defence of itself and up to four other units, enabling them to survive longer.

Mercury: A song that heightens alertness, increasing the accuracy and evasion of itself and up to four other units.

Healing: A healing song that hypercharges the regeneration of Golems, affecting itself and up to four other units.

Relaxing: An invigorating song that hypercharges the Golems power generation, affecting itself and up to four other units.

Frame Growth: As the rider becomes more attuned to the machine, it becomes more durable and its energy supplies increase.

Bushido Golem:

An eastern variant on the Knight Golem, the designs were given to the group by the warrior, Ren. It focuses on offense above defence.

Abilities:

Ibukigai: The Bushido Golem can repair its own injuries... however, it cannot attack while doing so. (Not essential, really)

Combat Mode Switch: The Bushido Golem can switch its combat mode between Overhead, Seigan or Iaido. Overhead and Seigan increase damage and defence, Iaido increases accuracy and dodge rate.

Zamba: A strong overhead slice from the Bushido's Katana. Requires the Overhead combat mode.

Midarebi: Repeated katana slices. Requires the Overhead combat mode. Requires the Overhead combat mode.

Orochi: The golem's katana bursts into flame as it brings it down upon the enemies head for heavy damage. Requires the Overhead combat mode.

Mikiri: Deflects an enemy's attack. Requires the Seigan combat mode. (I don't mind if you make this a reduced Countercut Cost ability instead)

Koteuchi: An immobilising attack, the Bushido Golem pins the enemy, making it unable to counterattack. Requires the Seigan combat mode.

Raizuki: Crackling with electricity, the Bushido Golem's blade strikes at the enemy for heavy damage. Requires the Seigan combat mode.

Kubiuchi: An incredibly powerful diagonal cut that either destroys its opponent in one hit, or does next to no damage. Requires the Iaido combat mode.

Gatotsu: An extremely powerful, lightning fast katana stab. Requires the Iaido combat mode.

Hyosetsu: A powerful slice that freezes to the very core. Requires the Iaido combat mode.

Frame Growth: As the rider becomes more attuned to the machine, it becomes more durable and powerful, and its energy supplies increase.

Curse Golem: Tlachtga's gift to the group, this eastern machine uses curses to disable its opponent, weakening the systems of anything it is required to.

Abilities:

Melee: A basic punch or kick.

Baton: A strike with the Curse Golem's baton. Not very strong, but better than a punch.

Frailty: Inflicts enemies with an armour-weakening curse, causing the enemy unit to become more fragile.

Leaden: Inflicts enemies with a curse of slowness, partially disabling their servos (or similar mechanisms) and making it difficult for them to avoid attacks.

Blinding: Inflicts enemies with a curse of blindness, partially disabling their sensors, making it hard for them to hit.

Torpor: Causes the systems of any enemy hit by this to shut down, requiring them to be reactivated before they can take any action. (Multiple Targets, though probably inaccurate.)

Revenge: A curse that damages an enemy that just attacked by turning a portion of the energy used against the attacking unit.

Evil Eye: Hacks the enemy's system, reducing its effectiveness, and allowing the use of Paralyze, Betrayal and Suicide abilities against that enemy.

Paralyze: The hacked enemy cannot take any action.

Betrayal: Takes control of a hacked enemy.

Suicide: Causes an enemy mech to attack itself.

Frame Growth: As the rider becomes more attuned to the machine, it becomes more durable, and its energy supplies increase.

Edited by Alicia

Share this post


Link to post
Share on other sites

Medical Golem

Statistics:

HP: 2000, EN: 120, Agi: 240

IS: 2, Move: G, Size: S, Rank: 5

Weapons:

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

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

[F] Caduceus- 1200 damage, Stun, 15 EN/attack [+10%]

MAP Attacks:

[H] Salve (T:4)- Repair, 30 EN/attack [+0%]

[H] Immunize (T:4)- Armor Boost 20%, 50 EN/attack [+0%]

Inherent Abilities:

1) Golem

2) Countercut: Baton

3) EN Regen S

4) Cure: Same Effects as Repair

5) Refresh: Allows the pilot of this unit to cast Prayer for 25 SP.

Purchasing Cost: 180 Credits

---

Musical Golem

Statistics:

HP: 2000, EN: 120, Agi: 240

IS: 2, Move: G, Size: S, Rank: 7

Weapons:

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

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

[F] Sword (M)- 1000 damage [+0%]

[+] Launcher- 1000 damage, 24 rounds [+10%]

MAP Attacks:

[M] Healing (T:4)- Repair, 30 EN/attack [+0%]

[M] Relaxing (T:4)- Resupply, 30 EN/attack [+0%]

[M] Bravery (T:4)- 1600 damage & Attack Boost 20%, 25 Song EN/attack [+0%]

[M] Shelter (T:4)- 1600 damage & Armor Boost 20%, 25 Song EN/attack [+0%]

[M] Mercury (T:4)- 2000 damage & Accuracy Boost 20% & Mobility Boost 20%, 35 Song EN/attack [+0%]

Inherent Abilities:

1) Golem

2) Countercut: Baton, Sword

3) Countershoot: Launcher

4) During deployment, choose either Baton, Sword, or Launcher. Disable the others.

5) This unit has access to Song EN. Begin battle with 100 Song EN. At the beginning of your turn you regenerate 10 Song EN. Maximum Song EN cap is 300. You may not equip Sound Energy System on this unit.

Purchasing Cost: 250 Credits

---

Bushido Golem Golem

Statistics:

HP: 2800, EN: 120, Agi: 280

IS: 2, Move: G, Size: S, Rank: 6

Weapons:

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

[F] Katana (M)- 1200 damage [+0%]

Overhead Attacks:

[F] Zamba- 1800 damage, 10 EN/attack [+10%]

[F] Orochi- 2500 damage, 15 EN/attack [+10%]

[F] Midarebi (F:4)- 1200 damage/8 EN [+10%]

Seigan Attacks:

[F] Koteuchi- 1500 damage, Stun, 15 EN/attack [+10%]

[F] Raizuki (V:4)- 1000 damage/5 EN [+10%]

Iaido Attacks:

[F] Hyosetsu- 1400 damage, Stun, 20 EN/attack [+20%]

[F] Kubiuchi- 2500 damage, 20 EN/attack [+20%]

[F] Gototsui (F:6)- 500 damage/5 EN [+20%]

Inherent Abilities:

1) Golem

2) Countercut: Katana

4) Damage Received -10%. Disable if Laido Attacks is chosen.

5) Agi -10. Disable if Overhead Attacks or Seigan Attacks is chosen.

6) Ibukigai: Sacrifice an attack phase. On your next regeneration phase, regenerate 20% of your maximum HP.

7) During deployment, choose either Overhead Attacks, Seigan Attacks, Laido Attacks. Disable the others. If Seigan Attacks is chosen, gain Countercut Cost x .5. You may change your choice during the transformation phase.

8) Kubiuchi: If this attack drops the enemy HP to below 0, you may instead leave it with 1 HP.

Purchasing Cost: 200 Credits

---

Curse Golem

Statistics:

HP: 2000, EN: 120, Agi: 240

IS: 2, Move: G, Size: S, Rank: 6

Weapons:

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

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

[H] Frailty- Armor Break, 15 EN/attack [+10%]

[H] Leaden- Mobility Break, 15 EN/attack [+10%]

[H] Blinding- Accuracy Break, 15 EN/attack [+10%]

[H] Evil Eye- Megatech PK, 25 EN/attack [+0%]

Inherent Abilities:

1) Golem

2) Countercut: Baton

3) Revenge (Barrier)

Purchasing Cost: 200 Credits

Revenge

Class: Barrier

Description:

Ability: Reflect up to 3000 damage worth of attacks in a single attack phase back at its owner for 15 EN. (That attacks' modifiers are unchanged as if the they were targetting their owner/s instead)

I am not stating Torpor. Also, there is no way I can stat some of your healing attacks so that it targets yourself and four other, and I am not making those MAPs D. Also, no to the last three things associated with Evil Eye.

Cost to be added: 700+300+300+250 = 1550 Basuproofed

Edited by Nimbus Noa

Share this post


Link to post
Share on other sites

Fair enough on Torpor and the Evil Eye stuff. Megatech PK pretty much does what I was wanting the extra Evil Eye stuff to do anyway.

I originally wanted something lower powered, but permanent, for Musical's Healing and Relaxing, but I think it works just as well as it is there.

Only things I'm really bothered about are

Problem: Bushido Golem is not Knight Golem. Solution: Just change the name

Problem: Iaido isn't Laido. Solution: Change that name too?

Problem: Kubiuchi was supposed to be a high power, all or nothing attack. Solution: Can that be changed?

Problem: Bushido Golem is supposed to be able to switch modes in battle. Solution: Can it get that ability, or is that too much?

Problem: No cost to add units given. Solution: Add one once you've added or denied the other changes, so I can pay it?

Edited by Alicia

Share this post


Link to post
Share on other sites

[table=Comets Squadron Casefile: Mina Greystroke][/table]

Tyrfing was originally designed as as a high power unit, focusing the pilot's magical power to devastating effect, even if the pilot was not especially strong themselves. Unfortunately, it was found to be extremely draining when run full power. Despite this, the power of Tyrfing was much desired by those in need of immediate strength.

Tyrfing changed hands many times throughout its functioning life, eventually finding its way to a backwater planet, poor in magical technology

The circumstances of Mina acquiring her Arch Guardian are somewhat unclear. However, the TSAB, investigating the disturbance caused, quickly found Mina and easilly recruited the naive, but dedicated girl.

It soon became apparent that she was a natural pilot for Tyrfing, to the extent that Tyrfing itself chose her... however, both Arch Guardian and TSAB agreed that she needed training.

Tyrfing itself is a dedicated Arch Guardian, frequently acting as the voice of reason for its reckless pilot, determined to serve and protect her to the best of its ability. Also to provide guidance, not that she'll listen most of the time.

Offensive Abilities:

  • Toki wo Koete - Mina fashions a strange looking magical cannon, shooting a large beam from it while shouting "Hi-Mega Launcher, ikeee~!"
  • Meguri Ai - Mina creates an energy saber that she slashes an enemy with, changes it to a javelin that she stabs a few times with, and then fashioning it into a ball-and-chain type of weapon that she swings into an enemy.
  • Beyond the Time - Mina calls forth several balls of energy that she turns into strange mechanical looking objects that chase after a group of targets, firing smaller energy blasts at them, usually accompanied by her yelling, something about funnels.
  • Stand up to the Victory - Mina flies at her opponent, large wings of magical energy sprouting from her Arch Guardian, slicing her opponent as she passes.
  • Rhythm Emotion - With a surprising lack of yelling, Mina fashions a large double-barrelled cannon, shooting two large beams from it, before finishing off with a quiet "Mission Accomplished."
  • Fly High - Crossing her Arch Guardian's arms, Mina jets upwards into the air, striking a dramatic pose and then delivering a flying kick to her enemy while yelling something about her "onee-sama", whoever that may be.
  • Burning Love - Forming energy into an oversized sword, and pointing it skywards amidst a beam of light, Mina yells "Yatte Yaruze!", before swinging the oversized glowing magic blade at the target.
  • Heats - Tyrfing glows with magical power, rushing at the target, as Mina laughs loudly, berating her opponent for underestimating Tyrfing's speed.
  • Yuusha-oh Tanjou - Tyrfing's hands glow two seperate colours as Mina forms energy into an oversized hammer, bringing it down upon her opponent with a yell of "Hikari ni nare!"
  • W-Infinity - Mina conjures a large, rapidly spinning, drill-like weapon, rushing forwards at an incredible speed, yelling something about Loading Files and Data Weapons. This supremely powerful weapon does overwhelming damage, enough to take down any known mech, although it drains the energy banks of the Arch Guardian dry from merely one attack.

Supportive Abilities

  • Protecting Shade - A powerful barrier of raw magic.
  • Wings of Light - Mina's Arch Guardian can emit large "wings" of magical energy, which can be used as both an immensely powerful attack and defence.
  • Psycho Wave Outburst - An ability used to control and convert purely magic-based attacks to deal spiritual and mental depletion on a target. (Toki wo Koete, Beyond the Time, Tamashii no Refrain, W-Infinity)
  • Finite Layer - The core of an Arch Guardian, an energy generator based from artificial Linker Core technology. Without it, the machine cannot function, use magic or correctly interface with the piloting mage. An almost limitless energy source that runs continuously on environmental magic energy.

Sidekick

Tyrfing is the loyal AI of the Arch Guardian that shares its name, doing its best to support, advise and guard Mina. Admiring Mina's dedication, while definitely not admiring her level of self-control, Tyrfing does its best to serve and protect until Mina learns the true nature of being a hero... which is not to go throwing around super-powered magical blasts all over the place without properly aiming.

It's not entirely true to say that Tyrfing tries to keep the random destruction to a minimum, but it does try to guide all of Mina's attacks towards the intended target, rather than impacting onto nearby buildings, or similar, as well as to keep Mina from being taken down by any attacks she's too busy going full out offence to properly avoid.

Edited by Alicia

Share this post


Link to post
Share on other sites

Tyrfing

Statistics:

HP: 3800, EN: 190, Agi: 260

IS: 2, Move: F/G, Size: S, Rank: 10

Weapons:

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

[+] Toki wo Koete (S)- 2600 damage, Spiritual Power, 15 EN/attack [+10%]

[F] Meguri Ai (F:5)- 800 damage/5 EN, Spiritual Power [+0%]

[+] Beyond the Time (SX:6)- 600 damage/5 EN, Spiritual Power [+0%]

[+] Rhythm Emotion (S)- 1800 damage # 2, Spiritual Power, 20 EN/attack [+20%]

[F] Stand up to the Victory (S)- 4400 damage, Barrier Pierce, Spiritual Power 25 EN/attack [+30%]

[K] Fly High- 5000 damage, Spiritual Power, 30 EN/attack [+30%]

[F] Heats (X:6)- 700 damage/7 EN, Spiritual Power [+0%]

[F] Burning Love (S)- 5400 damage, Spiritual Power, 35 EN/attack [+30%]

[F] Yuusha-oh Tanjou- 6000 damage, Barrier Pierce, Spiritual Power, 40 EN/attack [+30%]

[F] W-Infinity (V)- 60 damage/EN [+30%] Expends all but 10 EN.

MAP Attacks:

[F] Stand up to the Victory (I:5)- 4000 damage, Barrier Pierce, Spiritual Power, 35 EN/attack [+10%]

Inherent Abilities:

1) Arch Guardian

2) Countercut: Meguri Ai, Burning Love

3) Countershoot: Toki wo Koete, Beyond the Time, Rhythm Emotion

4) EN Regen S

5) Protecting Shade (Barrier) Same effects as Barrier M

6) Beam Wings (S Barrier)

7) Seal Mode: Toki wo Koete (10), Beyond the Time (5), W-Infinity (25)

Purchasing Cost: 650 Credits

Cost to be added: 1000 Credits (Approved by Regris)

Within the scope of both the project as a whole, and Lyrical Heart, full on Intelligent Devices are somewhat uncommon. None of the LH: MS units, short of the two commanders, are issued them.

Edited by Suguri-SP

Share this post


Link to post
Share on other sites

Paid. 500 Credits from Mechdev Giftcard, 500 normal credits.

Share this post


Link to post
Share on other sites

Bringing Red Frame Kaiser into SC (hopefully), since I have permission!

I don't see any need to change anything (except maybe the background, since Grenovia), since the already statted unit is already what I want.

Faction: Grenovia

Model Number: GIF-P02

Unit Name: Gundam Astray Red Frame Kaiser

Background: One of the many things that the Grenovian army has come to see is that many factions are starting to haul out remote controlled units - G-Bits, Mobile Dolls, what have you. Fearing that their units might be overrun with threats and not enough pilots to combat this threat. To counter this, Grenovia scientists began looking over different machines and discovered one that could aid them: the battleship Libra, with its amazing ability to control remote units using the powerful "Epyon System", making basic combat dolls much more efficient while being able to still be able to fight.

However, the battleship couldn't be used in the atmosphere, thus was ignored. However, they decided to compact that into a machine. Thus, the idea of a Doll Leader, as it would be called, was implemented. Out of their curiosity, they were able to obtain the basic Mobile Suit MBF-P02 Gundam Astray Red Frame and transform it to its own needs.

This first "Doll Leader" would take the name "Gundam Astray Red Frame Kaiser"

Units/Items/Frames Used:

Gundam Astray Red Frame

Tactical Arms Pack

Z-II

Mobile Doll System

Wing ZERO Gundam

Weapons:

Carryovers: The Grenovians decided, when designing the Red Frame Kaiser, to keep the Red Frame's standard weaponry.

Tactical Arms Pack: The Tactical Arms Pack was a weapon system designed by Lowe Guele for use by the Astray Blue Frame Second. The weapon acted as three separate forms - flight pack, sword and gatling gun. The Grenovians saw a use for this and kept the forms on the device, using it as the Red Frame Kaiser's flight pack and extra weapons.

Clay Bazooka: A heavy hitting bazooka derived from the Z-II, used for dealing painful damage from afar.

Mega Beam Rifle: Also from the Z-II is the Mega Beam Rifle, a large e-cap-powered beam rifle designed to deliver a painful burst of energy when the simple beam rifle isn't enough.

Systems:

Frame: The Red Frame Kaiser was improved in every possible manner so that it wouldn't be overran by any opponents that tried to attack it. Beyond the standard "Let's upgrade EVERYTHING", the backpack on the Red Frame as modified to allow the Tactical Arms Pack to attach to it, giving the Red Frame flight capabilities, as well as extra hardpoints for the Mega Beam Rifle and Clay Bazooka.

Anti-Beam Shield: Kept from the original unit.

Doll Leader System: The Doll Leader System is the end result of the research and development towards combining the Mobile Doll System and the ZERO System. On paper, it would allow the unit to control and coordinate remote units more efficiently, giving the illusion that there were more units in combat than their should. In practice, it was something more entirely. Because of this method, it rendered the pilot almost useless, more focused on controlling the battle than controlling his suit. Thus, for the last thing... (I'm gunning for a Mobile Doll Zero System here, but if there's something else you can put in, go for it!)

8: The slot for the special AI System commonly used on the Red Frame was kept in, mostly so that the AI can control the machine while the pilot was focused on controlling the other units. At least until they can figure out how to get over that hurdle.

The currently statted version is here, as well as somewhere in the NJU Hangar that I can't reach.

I'd be happy with just bringing that into SC, but if you feel things need to be changed, that's okay.

Edited by Alicia

Share this post


Link to post
Share on other sites

Do I need to? If I do, I will, if only Gyrus can submit his Red Frame Kaiser for SC devving, then I'll ask for that.

Share this post


Link to post
Share on other sites

You CLEARLY can't have the background be Grenovia. You said so yourself. So, uh. Reposting it without changing that is ??????

If you think a dev mod is going to fix this for you, then this submission is denied.

Edited by Umbaglo

Share this post


Link to post
Share on other sites

"I don't need to fix anything but this glaring flaw that affects roughly the entire submission. So I won't. Because I don't have to fix anything!"

Seriously?

Share this post


Link to post
Share on other sites

I was going to work on this, but then Vayu asked to take over, so it's on hold at the very least.

Share this post


Link to post
Share on other sites
Sign in to follow this  
Followers 0