Yuu Inohara

Yuu's Pilot Lounge

8 posts in this topic

Record

 

v3 Records

Simulation Chamber 18/38

Won- 18

Training Arena!(Michi)

Mech Showdown! Space brawl(Michi)

Mecha Slugfest! Off world mech clash(Lechise)

Warriors of Havoc(Michiko)

Thrashed by a Wolf(Lechise)

At the Gates of Heaven (Lechise/Mono)

Thundering Clash of Blades (Michiko)

Come on sweet Kusanagi! (Michiko)

A Clash of Gifts (Lechise/Mono)

I've no idea what this one's about... (Lechise/Mono)

First Steps (Michi)

Roaring Hands and Shining Swords (Michiko)

See What Happens When I Drive? (Mihciko)

I'm sure it's all just a big misunderstanding! (Lechise/Mono)

(Five Seconds Till Something) (Lechise/Mono)

Haven't We Been Here Before? (Michiko)

Faction War: Aegis vs Steel Crusaders (Lechise/Mono)

Macross vs. Assault Frame Valius! (Michi)

Lost- 20

Colony Assault(Michi)

König Wolf Vs Göld Frame(Lechise)

Mech Showdown! Fight for Victory(Lechise)

Mech Showdown! Frigid clash(Michi/Beek)

Mech Showdown! Quickdraw Shootout(Michi)

A Dance of Swords and Shells (Lechise)

Wild Party! OH YEAH! (Lechise/Mono)

Spring Blizzard (Harken/Zero)

Sky Liger Grasps Shield (Michi)

Extreme Brush Clearing! (Lechise/Mono)

Sword and Shield (Lechise/Mono)

Bounty Battle: Warfield of Giants (Michiko)

One of These Things is Not Like the Other (Lechise/Mono)

What Is This? (Lechise/Mono)

Dancouga's FINAL Training Match? (Lechise/Ryu/Dante/Michi)

Duel in Guylas (Dante)

Oh God The Beams! (Michi)

Orbit Rising (Michi)

Take it with a Grain of Salt (Lechise/Mono)

Someone Else Needs to Name These (Michi/Dante)

Parallel Assimilator 45/89

Won- 45

Training Session: New Warrior vs Konig Wolf - ARE YOU OKAY? BUSTER WOOOOOOOOLF!(Lechise)

Multiple Unit Use Training(Lechise)

Akita's Tutorial(Lechise)

PA Sidequest: Base Defense Duty(Lechise)

Mech Training Match! Old mechs, new pilots.(Michi)

Dammit Lechise think up better fight names(Lechise)

Training Match! The girl with three stars.(Michiko)

White Wolf vs. Yellow Hawk(Lechise)

Mech Slugfest! Training Match(Lechise)

The Emperor Rises!(Lechise)

A Brave Newcomer Approaches.(Lechise/Mono)

Hi-Zol Schneider! Burning Wolfie!(Lechise/Mono)

Training Match of the... Sometime in the near future!(Lechise/Mono)

Giga Crab Test Fight(Lechise/Mono)

Blade Maiden vs. Ninja Cop

Giant Enemy Crab Battle (Crab Pilot)

Training Battle: Taste the freedom, Kusanagi! (Michiko)

Sea Shell, Sea Shore (Mini Crab AI)

You Got Action In My Practice! (Michiko)

BARHAH! (Michiko)

Battle 002 (Michiko)

A highly 'Improbable' fight. (Irm)

Once more for old times' sake (Lechise/Mono)

Kusanagi X Test Battle... Someones gonna get hurt... (Michiko)

Why don't you just shoot him? (Harken/Zero)

This is Your Mech on Crack! (Lechise/Mono)

Aren't you glad you don't live here? (Lechise/Mono)

Duel in the Desert (Harken/Zero)

Push Eject (Michiko)

Unidentified Walking Mech (Lechise/Mono)

Partly Shrapnel with a 60% Chance of Rocket Fire. (Michi)

We Hate Yuu (Lechise/Ryu)

FISTICUFFS! WITH SWORDS! (Michiko)

It's an AMAZING Time to Hunt Down Ligers! (Lechise/Ryu)

Battle in the Endless Void (Lechise/Ryu)

Bounty Fight: Driving Blind (Lechise/Mono)

EXTREEEEEME! Okay, Maybe Not (Yuuki/Kuro)

A 'shocking' turn of events (Lechise/Mono)

David vs. Goliath (Michiko)

The Earth Ends With Us? (Michi)

Hon Deitl Ydy Na Enwa! (Dante)

SHOOT THE... Pirate? (Dante)

Fantazija Rukavice (Dante)

Wolf vs Tiger (Lechise/Mono)

Open the Lock? (Ichigo/Izumi/Ortega)

Captain's Kiss (Michi/Dante/Harken/Yuuki/Michiko)

Rage in the Big City! (Michi/Harken/Zero)

Draw- 3

THROUGH THE FILE AND FRAMES (Lechise/Mono)

Rogue Nitro! What the real drivers use! (Michi)

It's Haro Haro Time (Dante/Haro)

Lost- 41

Clash! König Wolf vs. Wildschwein(Lechise)

Mech Dogfight! Valken Vs. Weiss(Michi)

Deciding Battle! Valken Vs. Impulse(Michi)

Mech Dogfight! Valken Vs. R-3(Michi)

Mecha Slugfest! Valken vs. Yukikaze (Michi)

Wolf Names His Fights Weird(Lechise/Michi)

Mecha Slugfest! Frigid Conflict(Lechise/Michi/Beek)

Mecha Showdown! Sand in your boots.(Lechise)

Build Test Battle(MS Pilot Build)

Dammit Lechise think up better fight names ver PA2(Lechise)

We all have to start somewhere.(Michiko)

Burning Rivalry! Boosting Dancer! Are You Okay? Buster Wolf!(Michi)

A Training Match for Siblings(Lechise/Mono)

Me vs Yuu(Lechise/Mono)

Chained Titan vs. Prince of Darkness(Michi)

No Second Chances! No Turning Back!(Lechise/Mono)

Triple Strike! Dragon Orchis of Flame!(Lechise)

*insert uncreative title here*(Michi)

The Black Kusanagi Experiance Mach III(Michiko)

Not Really Super Robot Wars PA(Lechise/Mono/Michiko)

Sea Shell, Sea Shore (Mini Crab AI)

Sea Shell, Sea Shore (Lechise)

The Trapezoid of General Discomfort (Michiko)

You may feel a slight sting (Michiko/Irm)

New Pilots, Old Rules, And a whole lot of explosions. (Irm)

Magical Soldier: Michiko unit test battle. (Michiko)

CRAB... BATTLE! (Michiko)

Wolves Generaly Don't Bite With Flaming Blade Like Teeth. (Lechise/Mono/Michiko)

American Censorship Meets Worse Nightmare Story at 10 (Michiko)

BAKUNETSU! RAVEN FINGAA! (Michi)

Stardust Genesis (Michi)

Domo Arigatou Supa Roboto (Michi/Irm/Harken)

Epic Clash of Swords (Michiko)

Still in the Dark (Lechise/Mono)

Somebody's Gonna Get Hurt REAAAAAAAAAAL Baaad (Michiko)

Blazing Desu: THAT DRAGON MECHA THINGIE vs DEATH NOTE RIPOFF (Yuuki/Kuro)

A Little of Column A, A Little of Column B (Harken/Zero)

The Hunter has become the Hunter (Dante)

So there was these crazy animals... (Ichigo/Izumi/Ortega)

Heavy Metal Mayhem (Michi/Ichigo/Izumi/Ortega)

Super Robot Smackdown (Yuuki/Kuro)

Guess who's back? Tell a friend! (Ichigo/Izumi/Ortega)

Learning to count with violence (Ichigo/Izumi/Ortega)

Virtual Stadium 3/4

Won- 3

The Earth's Last Day (Michi/Harken/Irm)

W-Infinity: Ogre Group (Dante)

08th MS Team Spirit! (Michi)

Lost- 1

The Ultimate Battle of Ultimate Destiny Mk.II (Michiko)

 

v4 Records

 

Duel Arena (Standard) 2/3

 

Won- 2

Fresh Blood (Alexis/Alexander)

Warmup Test (Alexis/Alexander/R.E.M.I.)

 

Draw- 0

Lost- 1

The Epic Clash For The Fate Of The Universe...In Our Minds At Least (Alexis/Alexander/R.E.M.I.)

 

Duel Arena (Exhibition) 0/0

 

Won- 0

 

Draw- 0

Lost- 0

 

Duel Arena (Training) 0/0

 

Won- 0

 

Draw- 0

Lost- 0

 

Simchamber Wars 2/6

 

Won- 2

Casting the First Stone (Alexis, Alexander, R.E.M.I.)

Nameless! (Alexis, Alexander, R.E.M.I.)

Draw- 1

Japan's Juicy Jubilant Jive (Alexis, Alexander, R.E.M.I., Maximillian, Omoikane)

Lost- 3

Rockin' Space Amongst The Space Rocks

An Intense Battle in a Fragile Space Bubble (Alexis/Alexander/R.E.M.I./Santa Haro)

Some Guns n' Roses Song (Alexis/Alexander/R.E.M.I.)

Virtual Stadium 1/1

Won- 1

Base Defense Duty (Alexis)

Draw- 0

Lost- 0

Floating XP-

Gain

+0 XP

Loss

-0 XP

Total= 0 XP

Edited by Yuu Inohara

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Alexis Gaines

Vanguard

Level: 4

XP: 1575/2000

Max SP: 115

Skills & Abilities:

- Starting Attribute Bonuses: +1 to all Attributes at level 1.

- Morale Charge: Morale cost of all Will Commands and (H) attacks reduced by 5, to a minimum of 10.

- Critical: During an attack phase in which you attack a single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.

- Heroic Training: This class gains more skills than others.

- Attributes:

Melee +3: +15% [F] Damage/Accuracy

Range +3: +15% [+] Damage/Accuracy

Defense +3: +30% HP

Mobility +3: +30% DP

Skill +3: 65 AP

- Will Gauge:

* Melee Focus: For one turn your Skill attribute is considered 2 less for the purposes of Countercut, Countershoot, and other effects that rely on Skill and your Critical Cost increases by 3. During this turn your Melee attribute is considered 2 higher. Costs 10 Morale.

* Range Focus: For one turn your Skill attribute is considered 2 less for the purposes of Countercut, Countershoot, and other effects that rely on Skill and your Critical Cost increases by 3. During this turn your Range attribute is considered 2 higher. Costs 10 Morale.

* Countercut: Reduce the Accuracy of all (M) and (P) attacks you receive from a single attack phase by 50%. This ability can only be used if your unit has at least one [CC] weapon that is not currently disabled. Increase the Morale cost by 2 for every point of Skill the attacker has over your own Skill (to a maximum of +20 cost), and reduce the Morale cost by 2 for every point of Skill you have over the attacker (to a minimum cost of 0 Morale). Costs 20(15) Morale

* Knock Aside: Reduce the Weapon Damage of all (M) and (P) attacks you receive from a single attack phase by 50%. This ability can only be used if your unit has at least one [CC] weapon that is not currently disabled. Increase the Morale cost by 2 for every point of Skill the attacker has over your own Skill (to a maximum of +20 cost), and reduce the Morale cost by 2 for every point of Skill you have over the attacker (to a minimum cost of 0 Morale). Costs 20(15) Morale.

Ace:

L10) Maximum Spirit: You gain +10 starting Morale and +10 maximum Morale.

L19) Greater Potential: Potential, Guts, Steadfast Potential, Evasive Potential, and Ace Potential now activate when your HP drops below 60%. Requires one of the listed skills or abilities.

L20) Super Custom: You may choose an additional Ace Custom bonus. Requires the Ace Pilot's Ace Custom ability. This bonus may only be chosen once.

Spirit Commands:

L1) Grit

* L1: Reduce incoming damage of all attacks you receive this turn by 20%. Damage of attacks you make this turn +20%. Costs 15 SP.

* L2: Reduce incoming damage of all attacks you receive this turn by 30%. Damage of attacks you make this turn +30%. Costs 25 SP.

* L3: Reduce incoming damage of all attacks you receive this turn by 40%. Damage of attacks you make this turn +40%. Costs 35 SP.

L2) Focus

* L1: Reduce incoming accuracy of all attacks you dodge this turn by 20%. Accuracy of attacks you make this turn +20%. Costs 15 SP.

* L2: Reduce incoming accuracy of all attacks you dodge this turn by 30%. Accuracy of attacks you make this turn +30%. Costs 25 SP.

* L3: Reduce incoming accuracy of all attacks you dodge this turn by 40%. Accuracy of attacks you make this turn +40%. Costs 35 SP.

L6) Vigor

* L1: Recover 25% of your maximum HP. Costs 20 SP.

* L2: Recover 40% of your maximum HP. Costs 35 SP.

* L3: Recover 60% of your maximum HP. Costs 50 SP.

L12) Duty

* L1: Recover 25% of your maximum DP. Costs 20 SP.

* L2: Recover 40% of your maximum DP. Costs 35 SP.

* L3: Recover 60% of your maximum DP. Costs 50 SP.

L15) Charge

* L1: You and all pilots in your unit gain 10 Morale and all Charge and counter-based abilities have their counters increased by 1. Costs 25 SP.

* L2: You and all pilots in your unit gain 20 Morale and all Charge and counter-based abilities have their counters increased by 2. Costs 45 SP.

* L3: You and all pilots in your unit gain 30 Morale and all Charge and counter-based abilities have their counters increased by 3. Costs 65 SP.

L18) Rage

* L1: Casts Sure Hit L3, Hot Blood L3, and Direct Attack L1 on yourself. Costs 80 SP.

Skills:

L1) Lilith 5

L1) Immortal Vanguard

L4) Fighting Spirit

L8) Potential

L13) Guts

L17) Break Morale Limit

Specialization Skills:

L5) Ace Custom

* L5) Unit gains 1 additional IS to be used only on items of Rank 1 or lower.

* L10) Base HP increased by 10%.

* L15) Base DP increased by 10%.

* L20) Base EN increased by 20%.

L9) Do or Die

L15) Ace Potential

L19) Ace Pilot

Techniques:

L3) Barrier Punch

L7) Shield Crush

L12) Rampage

L16) Ultimate Weapon

 

XP Gains-

+150 (Fresh Blood)

+250 (Casting the First Stone)

+350 (Base Defense Duty)

+75 (The Epic Clash For The Fate Of The Universe...In Our Minds At Least)

+200 (Warmup Test)

+150 (Nameless!)

+100 (Rockin' Space Amongst The Space Rocks)

+100 (An Intense Battle in a Fragile Space Bubble)

+100 (Some Guns n' Roses Song)

+100 (Japan's Juicy Jubilant Jive)

XP Expenditures-

Edited by Yuu Inohara

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Alexander Richter

Skirmisher

Level: 3

XP: 1225/1500

Max SP: 110

Skills & Abilities:

- Starting Attribute Bonuses: +3 Mobility Attribute at level 1.

- Morale Charge: While under 50% DP, gain an additional 5 Morale each turn.

- Critical: During an attack phase in which you attack a single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.

- Distracting Attack: When you attack a single enemy you may choose to Distract them as well. If you do, for the next turn the enemy unit suffers -20% Damage and Accuracy when making an attack that does not include you as a target. If this ability is used on an enemy unit multiple times in the same turn, only the most recently used instance applies.

- Evasive Potential: If your DP drops below 50%, gain 20% of your maximum DP in Temporary DP. This ability triggers every time your DP goes below 50%, but it must go above 50% before it can trigger again.

- Attributes:

Melee -2: -10% [F] Damage/Accuracy

Range +5: +25% [+] Damage/Accuracy

Defense +0: +0% HP

Mobility +5: +50% DP

Skill +3: 65 AP

- Will Gauge:

* Range Focus: For one turn your Skill attribute is considered 2 less for the purposes of Countercut, Countershoot, and other effects that rely on Skill and your Critical Cost increases by 3. During this turn your Range attribute is considered 2 higher. Costs 10 Morale.

* Mobility Focus: Reduce your Melee and Range attributes by 2 for a single turn to gain Temporary DP equal to 10% of your maximum DP for a single turn. Costs 10 Morale.

* Countershoot: Reduce the Accuracy of all (O) and (P) attacks you receive from a single attack phase by 50%. This ability can only be used if your unit has at least one [CS] weapon that is not currently disabled. Increase the Morale cost by 2 for every point of Skill the attacker has over your own Skill (to a maximum of +20 cost), and reduce the Morale cost by 2 for every point of Skill you have over the attacker (to a minimum cost of 0 Morale). Costs 20 Morale.

* Elude: Choose one Terrain you are within when you use this Will Command. If you make use of that Terrain's Cover effect, the reduction of incoming accuracy is improved by 15%. Costs 20 Morale.

Ace:

L10) Spirited Dodge: Recover 2 SP whenever you dodge or evade an enemy attack. This ability can only trigger once per turn. This Ace Bonus also applies when you are not the main pilot but only applies to the pilot who has this ace bonus.

L20) Favorite Spirit (Focus): Choose a single spirit command you know. The SP cost of this spirit command is reduced by 5 (to a minimum of 5 SP). This Ace Bonus may be selected multiple times to apply its effect to different spirit commands. This Ace Bonus also applies when you are not the main pilot.

Spirit Commands:

L1) Boost

* L1: Reduce the accuracy of all attack phases you dodge this turn by 25%. Costs 15 SP.

* L2: Reduce the accuracy of all attack phases you dodge this turn by 50%. Costs 25 SP.

* L3: Reduce the accuracy of all attack phases you dodge this turn by 75%. Costs 40 SP.

L2) Focus

* L1: Reduce incoming accuracy of all attacks you dodge this turn by 20%. Accuracy of attacks you make this turn +20%. Costs 15 SP.

* L2: Reduce incoming accuracy of all attacks you dodge this turn by 30%. Accuracy of attacks you make this turn +30%. Costs 25 SP.

* L3: Reduce incoming accuracy of all attacks you dodge this turn by 40%. Accuracy of attacks you make this turn +40%. Costs 35 SP.

L6) Duty

* L1: Recover 25% of your maximum DP. Costs 20 SP.

* L2: Recover 40% of your maximum DP. Costs 35 SP.

* L3: Recover 60% of your maximum DP. Costs 50 SP.

L12) Substitute

* L1: For a single turn, trade Defense Phases with one target ally in the same terrain as you regardless of any other condition. That ally must not have taken his or her turn to be a legitimate target of this spell. This spell has no effect on MAP attacks. Costs 35 SP.

* L2: For a single turn, two target allies in the same terrain trade Defense Phases regardless of any other condition. Neither ally can have taken their turn to be a legitimate target of this spell. This spell has no effect no MAP attacks. Costs 60 SP.

L14) Coercion

* L1: For a single turn, one target enemy can not Support Defend. Costs 30 SP.

L18) Direct Attack

* L1: For your next attack phase taken this turn, the target can not utilize secondary defenses (such as Barriers, or Illusion abilities) and may not be support defended against that attack. Costs 25 SP.

Skills:

L1) Genius

L5) Will+ (Dodge)

L9) Thruster Tuning

L17) Gunfight

Specialization Skills:

L4) Improved Evasion

L7) Pattern Recognition

L11) Evasive Maneuvers

L15) Improved Potential

L19) Afterburners

Techniques:

L3) Full Aim

L8) Assist Attack

L13) SmokeScreen

L16) Deflect Shot

 

XP Gains-

+150 (Fresh Blood)

+250 (Casting the First Stone)

+75 (The Epic Clash For The Fate Of The Universe...In Our Minds At Least)

+200 (Warmup Test)

+150 (Nameless!)

+100 (Rockin' Space Amongst The Space Rocks)

+100 (An Intense Battle in a Fragile Space Bubble)

+100 (Some Guns n' Roses Song)

+100 (Japan's Juicy Jubilant Jive)

Edited by Yuu Inohara

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Type-01 Remote Emergency Maintenance Interface

Special Computerized Artificial Pilot Excelling in General Operations And Tactics

Level: 3

XP: 1075/1500

Max SP: 110

Skills & Abilities:

- Starting Attribute Bonuses: +2 Mobility, +2 Defense Attributes at level 1.

- Morale Charge: Gain 5 Morale whenever you use Repair, Resupply, or a song. In addition, the Morale loss on the allied unit for receiving Resupply is reduced by 5.

- Critical: During an attack phase in which you attack a single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.

- Spotter: You may pay 5 AP to make one target enemy that is in the same terrain as you considered to be one terrain closer to your allies for purposes of range penalties.

- Non-Combatant: If you did not attack an enemy in the previous turn, gain 10% of your max HP and DP as Temporary HP and DP. The Temporary HP and DP granted by this ability is removed at the end of your turn.

- Attributes: (0/30)

Melee -2: -10% [F] Damage/Accuracy

Range -2: -10% [+] Damage/Accuracy

Defense +5: +50% HP

Mobility +5: +50% DP

Skill +4: 70 AP

- Will Gauge:

* Mobility Focus: Reduce your Melee and Range attributes by 2 for a single turn to gain Temporary DP equal to 10% of your maximum DP for a single turn. Costs 10 Morale.

* Defense Focus: Reduce your Melee and Range attributes by 2 for a single turn to gain Temporary HP equal to 10% of your maximum HP for a single turn. Costs 10 Morale.

* Directed Fire: All allies that post after you until the end of the turn gain +5% Weapon Accuracy. Costs 15 Morale

* Focused Fire: All allies that post after you until the end of the turn gain +5% Weapon Damage. Costs 15 Morale

* Cover: Choose one Terrain you are within when you use this Will Command. If you make use of that Terrain's Cover effect, the reduction of an incoming attack's damage is improved by 15%. Costs 20 Morale.

Ace:

L10)

L20)

Spirit Commands:

L1) Prayer

* L1: Remove a L1 status effect on yourself or target ally. Costs 15 SP.

* L2: Remove a L2 Debuff or up to 3 L1 Debuffs on yourself or target ally. Costs 25 SP.

* L3: Remove a L3 Debuff or up to 3 L2 Debuffs or all L1 Debuffs on yourself or target ally. Costs 40 SP.

L2) Inspire

* L1: Cast Sure Hit L1 on yourself or one target ally. Costs 25 SP.

* L2: Cast Sure Hit L2 on yourself or one target ally. Costs 45 SP.

* L3: Cast Sure Hit L3 on yourself or one target ally. Costs 65 SP.

L6) Gain

* L1: User and all pilots within the user's unit have their after battle pilot experience gain doubled. Costs 20 SP.

* L2: Casts Gain L1 on target allied unit. Costs 35 SP.

L12) Incite

* L1: Cast Hot Blood L1 on yourself or one target ally. Costs 25 SP.

* L2: Cast Hot Blood L2 on yourself or one target ally. Costs 45 SP.

* L3: Cast Hot Blood L3 on yourself or one target ally. Costs 65 SP.

L14) Resupply

* L1: You or target ally recovers all ammunition. Costs 50 SP.

* L2: You or target ally recovers all EN. Costs 50 SP.

* L3: You or target ally recovers all ammunition and EN. Costs 70 SP.

L18) Fate

* L1: Casts Karma L1 on yourself or target ally. Costs 15 SP.

* L2: Casts Karma L2 on yourself or target ally. Costs 30 SP.

* L3: Casts Karma L3 on yourself or target ally. Costs 45 SP.

Skills:

L1) Artificial Intelligence

L5) Engineer

L9) Logistic Support

L17) SP Boost

Specialization Skills:

L4) Maintenance Training

L7) Logistical Support

L11) Combat Engineer

L15) Quick Patch

L19) Triage

Techniques:

L3) Quick Repair

L8) Assist Attack

L13) Over Boost

L16) Quick Supply

XP Gains-

+250 (Casting the First Stone)

+75 (The Epic Clash For The Fate Of The Universe...In Our Minds At Least)

+200 (Warmup Test)

+150 (Nameless!)

+100 (Rockin' Space Amongst The Space Rocks)

+100 (An Intense Battle in a Fragile Space Bubble)

+100 (Some Guns n' Roses Song)

+100 (Japan's Juicy Jubilant Jive)

Edited by Yuu Inohara

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Maximillian Scheer

Battleship Commander

Level: 1

XP: 100/500

Max SP: 100

Skills & Abilities:

- Starting Attribute Bonuses: +3 Skill Attribute at level 1.

- Morale Charge: +5 Morale when you use Support Attack.

- Critical: During an attack phase in which you attack a single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.

- Support Attack: Choose one allied unit which has not yet taken their turn. You may pay 10 AP to give this ally gain an additional Attack Phase targeting the same enemy they are to be taken before their own with a Element: Reaction weapon on your unit, using your attack modifiers and resources (but not using any effects which require activation, such as Critical). This ability can only be used once per turn, can only be used when the ally attacks a single target, and any penalties or restrictions for being in different terrain still apply. All resources used by the ally are deducted on your next Regeneration Phase. You may not use both this ability and Assist Attack in the same turn.

- Leadership: Gain one of the following skills of your choice: Leadership, Brave Commander, or Veteran.

- Attributes: (0/30)

Melee -2: -10% [F] Damage/Accuracy

Range +3: +15% [+] Damage/Accuracy

Defense +5: +50% HP

Mobility +0: +0% DP

Skill +5: 75 AP

- Will Gauge:

* Defense Focus: Reduce your Melee and Range attributes by 2 for a single turn to gain Temporary HP equal to 10% of your maximum HP for a single turn. Costs 10 Morale.

* Skill Focus: Reduce your Melee and Range attributes by 1 for a single turn to have your Skill attribute be considered 2 higher for the purposes of Coutnercut, Countershoot, and other abilities that rely on your Skill attribute, and reduce your Critical cost by 2. Costs 10 Morale.

* Cover: Choose one Terrain you are within when you use this Will Command. If you make use of that Terrain's Cover effect, the reduction of an incoming attack's damage is improved by 15%. Costs 20 Morale.

* Command Attack: Gain one (1) additional attack phase this turn. During this attack phase, you may use any non-Combo attack on a unit currently docked inside your unit, consuming their resources to do so, and any attack done in this attack phase has it's Base Damage and Accuracy reduced by 70%. Costs 30 Morale, and can only be used in a unit with Hangar Bay.

Ace:

L10)

L20)

Spirit Commands:

L1) Vigor

* L1: Recover 25% of your maximum HP. Costs 20 SP.

L2)

L6)

L12)

L14)

L18)

Skills:

Commander) Brave Commander: +10% Weapon Damage and gain 5% of your maximum HP as Temporary HP. This Temporary HP is lost at the end of your turn. Aura (1).

L1) Tactical Command

L5)

L9)

L17)

Specialization Skills:

L4)

L7)

L11)

L15)

L19)

Techniques:

L3)

L8)

L13)

L16)

XP Gains-

+100 (Japan's Juicy Jubilant Jive)

Edited by Yuu Inohara

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Santa Haro
Christmas Haro

Level: 1
XP: 100/500
Max SP: 40

Skills & Abilities:

- Attributes:
Melee +0: +0% [F] Damage/Accuracy
Range +0: +0% [+] Damage/Accuracy
Defense +0: +0% HP
Mobility +0: +0% DP
Skill +0: 50 AP

Spirit Commands:
L1) Trust
* L1: Casts Vigor L1 on yourself or target ally. Costs 30 SP.
L6)
L10)
L18)

Skills:
L1) Mechanical: Santa Haro is Mechanical.
L1) Spirit of the Season: You may use your perishable items on allied units.
L8)

XP Gains-

+100 (An Intense Battle in a Fragile Space Bubble)

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Omoikane

Ship AI

Level: 6

XP: 2600/3000

Max SP: 65

Skills & Abilities:

- Attributes:

Melee +0: +0% [F] Damage/Accuracy

Range +0: +0% [+] Damage/Accuracy

Defense +0: +0% HP

Mobility +0: +0% DP

Skill +0: 50 AP

Spirit Commands:

L1) Scan

* L1: For a single turn all attacks your allies make against the targeted enemy have thier accuracy increased by 10%. Costs 20 SP.

* L2: For a single turn all attacks your allies make against the targeted enemy have thier accuracy and damage increased by 10%. Costs 35 SP.

L6) Direct Attack

* L1: For your next attack phase taken this turn, the target can not utilize secondary defenses (such as Barriers, or Illusion abilities) and may not be support defended against that attack. Costs 25 SP.

L10)

L14)

Skills:

L1) Mechanical: Omoikane is Mechanical.

L1) Assissted Tracking: The main pilot gains +10% to accuracy on all of their attacks.

L8)

L12)

XP Gains-

+100 (Japan's Juicy Jubilant Jive)

Edited by Yuu Inohara

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