Yuu Inohara

Yuu's MechDev

154 posts in this topic

Alright, now that thats all handled, on to the next submission.

Magical Soldier: Michiko

Empire of Guylas: Ready

IBS-017 Oranos

(Unit Type: Mothership/Battleship)

While not the first ship produced by the Guylas Empire, it is the first to have a large scale mana generator installed as it's power source, as well as the first to be equiped with vertical lift thrusters, which line the middle of it's hull on either side, allowing it to take flight despite it's great weight. In addition to it's base weapons load-out, it also comes armed with a powerful 'one-shot' cannon which can cause massive amounts of damage to most enemies, at the cost of the ship's main defenses should the attack fail. A large elevator leads from the hangar nestled deep within the ship, up to the top, where mechs are launched into battle via a catapult rail.

Weapons-

Gatling cannons: Mounted in shielded ports along the edge of the ship's top, though they aren't that powerful, they have a high rate of fire, and serve as a secondary defence for the ship.

Mana Pulse Cannons: A series of gun platforms mounted around the main guns, mostly used to fend off any enemy units that might manage to get atop the ship and past the minimun range of the ship's cannons, however, due to their ability to aim the barrels at almost any angle, they serve well as anti-air weapons. They consist of a domed body with four revolving barrels that fire off beams of mana in short bursts.

AA Mana Missiles: A series of anti-air batteries, mounted near the gatling cannons, and tilted upward. They fire off clusters of missiles, which are armed with animite warheads that release a devasting blast of mana upon detonation.

AG Mana Missiles: A series of batteries lining the underside of the ship, tilted slightly at a downward angle and that fire off clusters of special missiles which are armed with animite warheads that release a devasting blast of mana upon detonation.

Kaiser Missiles: A series of four adjustable 4-shot missile pods mounted along the sides of Oranos that fire off in different directions as a spread volley before locking onto, and flying towards, their targets, making them harder to track.

Double Barreled Mana Cannons: A set of three dual barreled mana cannons set up on tiered platforms at the center of the ship's deck.

Long Barrel Mana Cannon: A single, long range, high powered fixed mana cannon mounted in a large compartment in the ship's bow. It's size and position makes it hard to aim, but it packs enough of a punch to burn through most of the enemies that it does strike.

MAP Weapons-

Kaiser Missiles: A series of four adjustable 4-shot missile pods mounted along the sides of Oranos that fire off in different directions as a spread volley before locking onto, and flying towards, their targets, making them harder to track.

Focused Mana Cannon: A port opens on the Oranos' underside, revealing a large cannon which fires off a ball of condensed mana. In addition to having a high impact, once the attack lands, it releases a massive shockwave, capable of flattening most surrounding obstacles, earning it the title 'Wrath of the Sky God'. An attack of this calibur, of course, requires an immense amount of energy, thus disabling it's shielding rendering it partialy defenseless for a short time, but in turn also creates a large field of mana radiation on impact, jamming guidance systems and radar for a short period.

Other-

Ship Class Mana Field: A large-scale mana field focused at the ship's bow capable of deflecting most oncoming attacks, and produced by a set of six generators positioned in a hexagon encircling the ship towards it's front.

Animite Hull Casing: A thick shell of animite, much stronger than that found on most units, since it is easier to apply to ships and other vehicles than humanoid machines. Despite it's thickness, it is still weak to mana attacks, which burn through it like butter.

Shock Mines- A chain of mines launched from a dispenser on the underside of the ship, that, when set off, detonate, releasing a massive flash followed by a shockwave of mana, disorienting and damaging the unit that set the mines off and any other units nearby.

Mana Trace Sensors- A special system of sensors that picks up trails of mana particles, allowing the ship and it's allies to track down targets and pick up stealthed units.

Edited by Yuu Inohara

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IBS-017 Oranos

Statistics:

HP: 12000, EN: 280, Agi: 600

IS: 2, Move: F/W, Size: L, Rank: 12

Weapons:

[+] Gatling Cannons (S) 1000 damage, 30 rounds [+40%]

[+] Mana Pulse Cannons (BS)- 2500 damage, 20 rounds [+10%]

[+] AA Mana Missiles (PGSF:8)- 400 damage, 40 rounds [+25%]

[+] AG Mana Missiles (PGS)- 2800 damage, 20 rounds [+20%]

[+] Double Barreled Mana Cannons (BS)- 3400 damage, 15 EN/attack [+10%]

[+] Long Barrel Mana Cannon (BS)- 4800 damage, 30 EN/attack [+20%]

MAP Attacks:

[+] Kaiser Missiles (PT:4)- 3000 damage, 4 rounds [+0%]

[+] Focused Mana Cannon (I:6)- 6000 damage, 80 EN/attack [+0%]

Inherent Abilities:

1) Battleship, Mothership

2) Countershoot: Gatling Cannons, Mana Pulse Cannons

3) Barrier LL

4) Damage Received -20%

5) Animite Hull Casing (Armor) Starts battle Activated. While activated, Animite Hull Casing negates the first 1500 damage from a single attack phase for 10 EN. Negation only applies to non-(B) attacks. You may activate or deactivate Animite Hull Casing during your Transform phase.

6) Head Gear

7) Focused Mana Cannon: After this attack is used, disable Barrier LL for 2 turns. Gain Jammer for 2 turns.

8) Floating Mines: 4 rounds

Purchasing Cost: 1200 Credits

Pilot Slots: 5

Cost to be Added: 1800 Credits (Approved.)

Edited by Yosuke Kobe

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Everything looks great, aside from a movement issue, and the barrier labeling, the second part can be overlooked for the most part though.

Date: Saturday, June 14

Weapon/Ability in question: Move: G

Issues with Weapon/Ability: The ship grew legs?

Possible Solution: change it to Move: F/W perhaps?

Reasoning for Solution: It's a battle ship that flies, kinda like the Hagane, without the underwater capabilities.

Edited by Yuu Inohara

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Death's Hand: Yuuki

For ages there have been beings who monitored traffic between the land of death and the mortal worlds, shinigami, reapers, death gods, regardless of the title mortals may give them, the fact remains that their job is ceaseless. While the flow of spirits is usually fairly smooth, occasionaly holes will form in the wall between the two worlds, allowing rogue spirits to escape and cause havoc. Normally these holes are small and only one or two spirits escape, making it easy for reapers to drag them back, however, sometimes especially dangerous spirits escape, these spirits being powerful enough to possess humans and transform them into grotesque beasts, and the only way for reapers to handle these rogues is to use a powerful machines called Soul Frames, however, since reapers cannot directly interact with the physical plane, they must seek out those mortals with heightened awareness of the spiritual plane and form a pact with these mortals, who in turn become Death Hands, pilots of the Soul Frames. Moving on to the present day, the wall between the spirit and human worlds has been ruptured by a powerful rogue soul, in the chaos of trying to prevent more souls from leaking out, only one reaper, Kuro, could be spared to chase after the souls that had managed to escape, soon coming across a young man named Yuuki Tsurugi who was blessed, or rather in his opinion cursed, with the ability to see past the wall seperating the two worlds. While reluctant at first, he accepted Kuro's offer of a pact, and so begins the struggle to restore the balance of life and death.
Death's Hand: Yuuki units: Ready

Death Buster

(Unit Type: Soul Frame)

A towering behemoth standing a good fifty five meters high, it's head resembling a kabuto with a mempo mask, with a pair of red eyes showing through, and a large gold three pronged crest on the front with a crimson stone embedded in the center, it's shoulders covered by a series of sharp curved plates with the same effect as a plated skirt, and torso resembling a deep black breast plate, though most of it's body is often hidden by a large void black mantle. It's armor forged and bound by ancient magics and powered the spiritual energy of both it's pilot and a reaper. Bound to the reaper Kuro and piloted by Yuuki Tsurugi, it currently acts as the last line of defense for the balance between life and death.

Weapons-

Scythe Anchors: A pair of hooked blades launched from the Soul Frame's waist which embed themselves in their target, holding the enemy in posisition so that a more powerful blow can be dealth.

Howling Blade: A razor sharp gust of wind created by a powerful swing of the scythe that cuts through enemies.

Death's Edge: A scythe standing about the hight of Death Buster, with a long razor sharp curved blade, made to easily slice through even heavily armored foes.

Void Strike: Death Buster's Mantle snaps out and engulfs an enemy, esxposing them to a horrible darkness that leaves most foes as a quivering ball of fear, assuming they survive being crushed to death as the mantle slowly closes around them.

Scythe Throw [Death's Edge]: A fairly simple attack where the scythe is flung at an enemy and flies in an arc like a boomerang, quickly returning to the thrower's hand.

Blood Edge: Upon breaking the seal restraining it's power the Soul Frame's scythe begins to change, the blade becoming wider and developing intimidating hooks and begins to turn deep red, giving off a soft glow. This new form allows it to easily slice through protective barriers while retaining the lethal cutting edge of it's previous form.

Scythe Throw [blood Edge]: Like the normal throwing attack, however the force with which it is thrown causes it to spin fast enough to resemble a red disk, cutting through enemies unfortunate enough to stand in the way.

Blood Hurricane: A frenzied series of slashes from the Blood Edge, allowing the Death Buster to dole out massive amounts of damage in a very short time.

MAP Attacks-

Hell's Gate: A powerful spell that drains massive amounts of spiritual energy from the user. Using the Death's Edge or Blood Edge to cut through the very fabric of existance, creating a gateway to limbo which sucks in enemies, banishing them from existance.

Other-

Void Step: Using it's cape the Death Buster can easily vanish into the shadows, throwing off most attackers and allowing it to move into position to deal a devastating attack.

Dark Steel: Death Buster's armor is made up of this highly durable metal, capable of taking the brunt of most non-magical attacks without cracking, however it is quite heavy, making it quite hard to maneuver.

Rune Shell: A series of strategicly placed wards carved into Death Buster's armor produce a powerful barrier to protect it from, or atleast dampen, attacks directed at it

Seal Release: as one of the many fail safes to keep the power of the Soul Frames out of the wrong hands, limiters had been placed on their power in the form of masks lined with intricate runes, however when a genuine threat posses it's self, the seals can be broken. When performed with Death Buster it's mask splits in half, revealing it's face, and it's eyes flare blood red, it's cloak warping and twising into wings to provide flight and it's raw power is greatly increased

Spirit Rune: A rune used on only the Soul Frames of high ranking reapers and is used to store excess spiritual energy. During battle, this rune becomes active, providing a small trickle of energy to the Soul Frame, not enough to allow it to use high powered attacks like Hell's Gate indefinately, but enough to keep it moving.

Kuro: The reaper who this soul frame is bound to, while he is a powerful being, outside of the spirit world he is unable to directly interact with most beings and the bindings on the Soul Frames prevent him from piloting on his own. Despite being quick to anger, and his generaly cocky nature, he is a reliable ally. Like most reapers he can see past illusions and his eyes can penetrate even the darkest shadows.

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Death Buster

Statistics:

HP: 7800, EN: 200, Agi: 350

IS: 2, Move: G, Size: L, Rank: 13

Weapons:

[H] Scythe Anchors (PSF:2)- 600 damage/5 EN, Mobility Break [+20%]

[F] Melee (M)- 800 damage [+0%]

[F] Death's Edge (M)- 1800 damage [+0%]

[H] Howling Edge (S)- 2000 damage, 15 EN/attack [+10%]

[F] Void Strike- 3000 damage, Spirit Lock, 35 EN/attack [+10%]

[F] Blood Edge- 3800 damage, Barrier Pierce, 25 EN/attack [+25%] Req: Seal Release

[H] Scythe Throw [blood Edge] (S)- 4000 damage, Barrier Pierce, 30 EN/attack [+10%] Req: Seal Release

[F] Blood Hurricane (F:10)- 800 damage/8 EN, Barrier Pierce [+20%] Req: Seal Release

MAP Attacks:

[H] Hell's Gate (I:3)- 5000 damage, Kick, 40 EN/attack [+10%]

Inherent Abilities:

1) Soul Frame

2) Countercut: Death's Edge

3) EN Regen S

4) Dark Steel: Damage Received -35%

5) Rune Shell (Barrier): Same effects as Barrier L

6) Void Step (2/6) Same effects as Double Image

7) Seal Release (System): Same effects as Justice Burst and also gain Move: F.

8) Kuro (Sidekick)

Purchasing Cost: 666 Credits

Kuro

Class: Sidekick

Attributes:

- None

Spirit Commands:

- Direct Attack

- Rage

- Sure Hit

- Hot Blood

Skills:

- Shinigami Eyes:

Class: Passive (Sub)

Negate Stealth in targets you attack.

Cost to be Added: 1950 Credits (Approved)

Edited by Yosuke Kobe

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Looks very good, only have a few small problems.

Date: Saturday, August 30

Weapon/Ability in question: Desu Buster?

Issues with Weapon/Ability: Lets not go through this again please?

Possible Solution: Change back to Death Buster

Reasoning for Solution: Yeah, Desu doesn't give the same kick as Death, plus it doesn't fit with the theme, and it's not the proper name.

Date: Saturday, August 30

Weapon/Ability in question: Desu's Edge?

Issues with Weapon/Ability: Wrong name.

Possible Solution: Change back to Death's Edge.

Reasoning for Solution: Yeah, Desu doesn't give the same kick as Death, plus it doesn't fit with the theme, and it's not the proper name.

Date: Saturday, August 30

Weapon/Ability in question: Kuro's 'Totally not Shinigami Eyes'

Issues with Weapon/Ability: uh, odd name?

Possible Solution: lop off the 'totally not' part

Reasoning for Solution: It just kinda sounds silly that way.

Date: Saturday, August 30

Weapon/Ability in question: Scythe Throw [Death's Edge]

Issues with Weapon/Ability: Weapon missing.

Possible Solution: add the weapon please?

Reasoning for Solution: yeah, if it's able to throw the weapon in one form it should be able to do so in both.

Date: Saturday, August 30

Weapon/Ability in question: Scythe Throw [blood Edge]

Issues with Weapon/Ability: missing barrier pierce

Possible Solution: add Barrier Pierce?

Reasoning for Solution: It's a thrown version of Blood Edge, so it should retain it's ability to slice through barriers the like.

Date: Saturday, August 30

Weapon/Ability in question: Blood Hurricane

Issues with Weapon/Ability: missing barrier pierce

Possible Solution: Add Barrier Pierce?

Reasoning for Solution: It's a flurry of attacks from the Blood Edge, thus should be able to break through barriers as well as the base weapon.

Date: Saturday, August 30

Weapon/Ability in question: Blood Hurricane

Issues with Weapon/Ability: marked as (F)

Possible Solution: change to (X)?

Reasoning for Solution: It's a non-fist/kick melee attack, and since according to the statting procedure thing in the rules multiple attacks from weapons like swords are considered to come from different directions, it should probably be changed?

Date: Saturday, August 30

Weapon/Ability in question: Wrong Unit type

Issues with Weapon/Ability: marked Super Robot

Possible Solution: change to Soul Frame?

Reasoning for Solution: While yes it is technically a Super Robot, it does have it's own unit type (as marked and mentioned in the submission and series backstory thing).

and as a closing, good joke with the Purchasing Cost

Edited by Yuu Inohara

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YOU'RE NO FUN >=(

Not giving you the other throw attack since it's a technique. The other stuffs are like that for balance purposes. I'll fix the Unit Type and maaaaaaaaaaybe the names.

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I'd like to question the balance purposes for Barrier Pierce at the very least, since it requires a system activation and I've seen afew units with weapons have BP on multiple versions of the weapon (such as Kusanagi X's charged wing cutter and wing blades, both of which are technically the same weapon, just used in different attack manners)

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I'D LIKE TO QUESTION YOUR FACE AT THE VERY LEAST.

But there you go.

And also, I'm still not gonna change the totally not shinigami eyes thing.

Oh and also, appearing as the anonymous member is dumb, cause everyone knows its you.

Edited by Nimbus Noa

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hrng... The (F:10) still doesn't look right to me, especially since we have pleanty of attacks of similar power that got marked (X) and had BP without any system/pilot ability/obsurd hoop jumping requirements and at lower EN cost... Though those units didn't have EN regen... hmmm, perhaps a compromise, boost the EN cost a bit more in exchange for the tag change?

Edit: okay, I was wrong about the BP part, for some reason I thought Cybuster's Blade Dance was BP... Though I have seen atleast one weapons that fits what I said <.< >.>

Edited by Yuu Inohara

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14:24 <Nimbus> Blood Hurricane: A frenzied series of slashes from the Blood Edge, allowing the Death Buster to dole out massive amounts of damage in a very short time. > does this sound like an (X) to anyone?

14:25 <Yosuke> no

14:25 <Fleed> Either an (F) or massdamage.

14:27 <Fleed> Honestly I'd lean more towards the single-hit, so.

So yeah. No.

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To go into further detail about Nimbus' response, it'd only be (X) if it was teleporting slashes all around the target. As described, it just sounds like a savage beatdown towards the target's face.

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Alright, Paid for with the last 700 from my dev cards and the last 1250 from my normal credits.

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Empire of Guylas: Ready

IMF-001 Caeser

(Unit Type: Mana Frame)

The original Mana Frame prototype, using the pre-existing structural design of the IMCF-002 Centurion, it's body resembling highly ornate roman armor. While it's body is almost exactly like the Centurion MCF, it's cockpit was overhauled to accomodate the Animite Capsule used by the pilot, being an early prototype of the Imperial Mana Frame line, it's capabilities rely less on an Anima's abilities to manipulate mana, and more on the pilot's skill. It features a slightly more varied arsenal than its MCF cousins, such as a Animite Lance, and Mana Saber. The orignal reason for this machine's creation was to make use of and test the scale of the Anima powers, rather than trying to push their limits. Since it was the first MF to be created, and was created before techniques were developed to form animite into armor, it is considerably less powerful than some of the later units like the Kusanagi.

Weapons-

Mana Vulcans: A pair of Vulcans mounted on the mana frame's shoulders which fire off small animite capsules charged with mana.

Animite Gladius: A broad stout sword, carried in a scabbard hanging from the mech's right side, with a blade crafted of animite, often used for thrusting, though it's keen edge and wide blade make it just as suitable for slashing.

Mana Saber: A weapon consisting of a metal cylinder with a battery, made up of a small piece of animite inside the tube, and a lens over the top. A small switch on the side is pressed to activate the crystal, releasing it's mana and sending it up in a concentrated stream through the lense, froming into a long blade of mana. Stored in the units shield when not in use.

Mana Rifles: A pair of Mana Rifles, quite similar to those employed by Legionnaires and Centurions, but with slightly improved lenses and slightly larger clips.

Animite Gladius [Charged]: The units gladius, charged by the anima piloting it, allowing it to deliver more devastating blows than before.

Mana Saber [Full Output]: The Caeser's Mana Saber, it's limiter disabled through the manipulation of the Anima piloting it, slightly increasing it's length and width, and enhancing it's striking power, however, this puts alot of strain on the animite shard powering it.

Animite Lance: A large weapon with a short rod attached to a long conical segment made up of animite. it's design makes it quite deadly to all but the most heavily armored opponents, able to punch holes in most armors.

Animite Lance [Charged]: The Animite Lance with mana coursing through it's animite cone, increasing it's power and allowing it to plow through most barriers.

Mana Cannon: A powerful bazooka that fires off animite capsules that explode upon impact with a target, releasing a destructive pulse of mana energy.

MAP Weapons-

Mana Cannon [shockwave]: a powerful bazooka that fires off animite capsules that explode upon impact with a target, releasing a destructive pulse of energy that is extended by the Anima's power.

Other-

Scutum: A large shield used to defend against most oncoming attacks, though being only made of metal, it tends to be of little use to animite and beam based weaponry.

~~~~

IMF-001 Caeser (Modified)

(Unit Type: Mana Frame)

An upgrade made to the Caeser prototype, using combat data from the Kusanagi, as a preparation for its deployment on the new Imperial battleship, Oranos, along with the Kusanagi and Arbalest during the first offensive against the Dark Ones, its defensive properties imrpoved using the new process of applying animtie to humanoid units which had been developed during the construction of the Kusanagi, this improvement, and the coating applied to its shield, put its defensive capabilities on par with the Kusanagi its self, allowing it to pull its own weight on the team during combat, piloted by the squire Akira Matsumoto.

Weapons-

Mana Vulcans: A pair of Vulcans mounted on the mana frame's shoulders which fire off small animite capsules charged with mana.

Animite Gladius: A broad stout sword, carried in a scabbard hanging from the mech's right side, with a blade crafted of animite, often used for thrusting, though it's keen edge and wide blade make it just as suitable for slashing.

Mana Saber: A weapon consisting of a metal cylinder with a battery, made up of a small piece of animite inside the tube, and a lens over the top. A small switch on the side is pressed to activate the crystal, releasing it's mana and sending it up in a concentrated stream through the lense, froming into a long blade of mana. Stored in the units shield when not in use.

Mana Rifles: A pair of Mana Rifles, quite similar to those employed by Legionnaires and Centurions, but with slightly improved lenses and slightly larger clips.

Animite Gladius [Charged]: The units gladius, charged by the anima piloting it, allowing it to deliver more devastating blows than before.

Mana Saber [Full Output]: The Caeser's Mana Saber, it's limiter disable through the manipulation of the Anima piloting it, slightly increasing it's length and width, and enhancing it's striking power, however, this puts alot of strain on the animite shard powering it.

Animite Lance: A large weapon with a short rod attached to a long conical segment made up of animite. it's design makes it quite deadly to all but the most heavily armored opponents, able to punch holes in most armors.

Animite Lance [Charged]: The Animite Lance with mana coursing through it's animite cone, increasing it's power and allowing it to plow through most barriers.

Mana Cannon: A powerful bazooka that fires off animite capsules that explode upon impact with a target, releasing a destructive pulse of mana energy.

MAP Weapons-

Mana Cannon [shockwave]: a powerful bazooka that fires off animite capsules that explode upon impact with a target, releasing a destructive pulse of energy that is extended by the Anima's power.

Other-

Animite Scutum- A normal scutum coated in animite allowing for greater protection from attacks, and when used with a unit piloted by an anima, can be charged to create a small barrier to further ward off attacks.

Animite Shell- Using data gathered from the Kusanagi's test runs, a process was devised to apply animite to units as a form of armor reinforcement, allowing them to take more physical damage than before.

Mana Field- A field of mana generated by an anima charging the animite shell encasing the mana frame, providing further protection from damage

~~~~

IMF-002 Arbalest

(Unit Type: Mana Frame)

Like the Caeser, the Arbalest was designed after a pre-existing MCF, the toxotes, and as such it is best suited for long range combat. Externaly it looks almost identical to it's MCF counterpart, though internaly it is quite different, along with the different cockpit it is armed with a special system that allows for easier tracking of targets, allowing for above average precision shooting. However like it's cousin the Caeser, it's capabilities pale in comparison to later mana frames, though it's long range capabilities more than make up for it being fairly outdated.

Weapons-

Mana Vulcans: A pair of Vulcans mounted on the mana frame's shoulders which fire off small animite capsules charged with mana.

Mana Saber: A weapon consisting of a metal cylinder with a battery, made up of a small piece of animite inside the tube, and a lens over the top. A small switch on the side is pressed to activate the crystal, releasing it's mana and sending it up in a concentrated stream through the lense, froming into a long blade of mana. Stored in the units shield when not in use.

Mana Pistol: A pistol designed as a compact version of the mana rifle, and while it inflicts less damage, it is easy to carry and fire, and thus doesn't hamper the user's performance.

Mana Saber [Full Output]: The Arbalest's Mana Saber with it's limiter disabled through the manipulation of the Anima piloting it, slightly increasing it's length and width, and enhancing it's striking power, however, this puts alot of strain on the animite shard powering it.

Mana Long Rifle: A long barreled mana rifle, perfectly suited for sniping enemies from great distances while the unit remain hidden.

Mana Long Rifle [Pinpoint Shot]: A shot from the mana long rifle with precision aiming aided by the Sensor Override System, allowing the pilot to target weak points in barriers and armor and deliver maximum damage. (An Armor and Barrier Piercing weapon that is dependent on its system perhaps?)

Other-

Shield: Much smaller and lighter than the Legionnaire, Centurion, or Caeser's Scutum, the Mana Frame's pelte still provides suitable defense should it find it's self thrown into close quarters combat.

Snipe (Mana Long Rifle, Mana Long Rifle [Pinpoint Shot]): IMF-002's rifle is outfitted with a sophisticated scope, allowing it to be used with higher accuracy a precision than simply firing it through manual aiming.

Sensor Overide System: A special system that greatly increases the power of the unit's normal sensors, enhancing the accuracy of shots and allowing for a more detailed and accurate view of the surroundings, however, inorder to utilize these advantages, a portion of the Mana Frame's mana must be expended to activate it.

~~~~

IMF-002 Arbalest (Modified)

(Unit Type: Mana Frame)

An upgrade made to the Arbalest prototype, using combat data from the Kusanagi, as a preparation for its deployment on the new Imperial battleship, Oranos, along with the Kusanagi and Caeser during the first offensive against the Dark Ones, like the Caeser, its main upgrage was the application of an animite shell to both its body and shield. Piloted by Rika Ikari, one of the best shots in the Guylas academy, and an adept at controling her anima powers.

Weapons-

Mana Vulcans: A pair of Vulcans mounted on the mana frame's shoulders which fire off small animite capsules charged with mana.

Mana Saber: A weapon consisting of a metal cylinder with a battery, made up of a small piece of animite inside the tube, and a lens over the top. A small switch on the side is pressed to activate the crystal, releasing it's mana and sending it up in a concentrated stream through the lense, froming into a long blade of mana. Stored in the units shield when not in use.

Mana Rifle: A rifle similar to those used by the Caeser Mana Frame, a large step up from the weaker mana pistol, allowing the Arbalest more surviveability in close combat.

Mana Saber [Full Output]: The Arbalest's Mana Saber with it's limiter disabled through the manipulation of the Anima piloting it, slightly increasing it's length and width, and enhancing it's striking power, however, this puts alot of strain on the animite shard powering it.

Mana Long Rifle: A long barreled mana rifle, perfectly suited for sniping enemies from great distances while the unit remain hidden.

Mana Long Rifle [Pinpoint Shot]: A shot from the mana long rifle with precision aiming aided by the Sensor Override System, allowing the pilot to target weak points in barriers and armor and deliver maximum damage. (An Armor and Barrier Piercing weapon that is dependent on its system perhaps?)

Other-

Animite Shield- The Arbalest's shield coated with an animite shell, allowing it to withstand more damage, and allowing for an anima to generate a small barrier by charging the animite.

Animite Shell- Using data gathered from the Kusanagi's test runs, a process was devised to apply animite to units as a form of armor reinforcement, allowing them to take more physical damage than before.

Mana Field- A field of mana generated by an anima charging the animite shell encasing the mana frame, providing further protection from damage

Snipe (Mana Long Rifle, Mana Long Rifle [Pinpoint Shot])- IMF-002's rifle is outfitted with a sophisticated scope, allowing it to be used with higher accuracy a precision than simply firing it through manual aiming.

Sensor Overide System- A special system that greatly increases the power of the unit's normal sensors, enhancing the accuracy of shots and allowing for a more detailed and accurate view of the surroundings, however, inorder to utilize these advantages, a portion of the Mana Frame's mana must be expended to activate it.

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IMF-001 Caeser

Statistics:

HP: 3300, EN: 180, Agi: 290

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

Weapons:

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

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

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

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

[F] Animite Gladius [Charged]- 1200 damage, 5 EN/attack [+10%]

[F] Mana Saber [Full Output] (B)- 2100 damage, 10 EN/attack [+10%]

[+] Mana Rifle [single] (B)- 1200 damage, 20 rounds [+20%]

[+] Mana Rifle [Double] (BS)- 1200 damage #2 [+20%]

[F] Animite Lance- 1800 damage, Armor Pierce, 10 EN/attack [+0%]

[F] Animite Lance [Charged]- 2200 damage, Barrier Pierce, Armor Pierce, 20 EN/attack [+0%]

[+] Mana Cannon (S)- 2400 damage, 8 rounds [+25%]

MAP Attacks:

[+] Mana Cannon [shockwave] (BI:3)- 2500 damage, 3 rounds [+0%]

Inherent Abilities:

1) Mana Frame

2) Scutum: Same effect as Heavy Shield.

3) Countercut: Animite Gladius, Mana Saber

4) Countershoot: Mana Rifle

5) Mana Rifle [Double]: Uses 2 Mana Rifle [single] Ammo

Purchasing Cost: 150 Credits

---

IMF-001 Caeser (Modified)

Statistics:

HP: 3800, EN: 180, Agi: 280

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

Weapons:

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

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

[F] Animite Gladius (M)- 800 damage [+0%]

[F] Mana Saber (BM)- 1300 damage [+0%]

[F] Animite Gladius [Charged]- 1300 damage, 5 EN/attack [+10%]

[F] Mana Saber [Full Output] (B)- 2200 damage, 10 EN/attack [+10%]

[+] Mana Rifle [single] (B)- 1200 damage, 20 rounds [+20%]

[+] Mana Rifle [Double] (BS)- 1200 damage #2 [+20%]

[F] Animite Lance- 1900 damage, Armor Pierce, 10 EN/attack [+0%]

[F] Animite Lance [Charged]- 2300 damage, Barrier Pierce, Armor Pierce 15 EN/attack [+0%]

[+] Mana Cannon (S)- 2400 damage, 8 rounds [+25%]

MAP Attacks:

[+] Mana Cannon [shockwave] (BI:3)- 2500 damage, 3 rounds [+0%]

Inherent Abilities:

1) Mana Frame

2) Animite Scutum: Same effect as Heavy Shield.

3) Countercut: Animite Gladius, Mana Saber

4) Countershoot: Mana Rifle

5) Animite Shell (Armor)

6) Mana Field (Barrier): Same effect as Barrier S.

7) Mana Rifle [Double]: Uses 2 Mana Rifle [single] Ammo

Replacement Cost: 55 Credits (IMF-001 Caeser)

---

IMF-002 Arbalest

Statistics:

HP: 2500, EN: 180, Agi: 270

IS: 4, Move: G, Size: M, Rank: 5

Weapons:

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

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

[+] Mana Pistol (B)- 1000 damage, 8 rounds [+15%]

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

[+] Mana Long Rifle (B)- 2000 damage, 12 rounds [+20%]

[+] Mana Long Rifle [Pinpoint Shot] (B)- 2000 damage, Barrier Pierce, Armor Pierce, 15 EN/attack [+20%] Req: Sensor Override System

[F] Mana Saber [Full Output] (B)- 2100 damage, 10 EN/attack [+10%]

Inherent Abilities:

1) Mana Frame

2) Shield

3) Countercut: Mana Saber

4) Countershoot: Mana Vulcans, Mana Pistol

5) Sensor Override System (System) Found in the Mechdev Lexicon

6) Snipe: Mana Long Rifle, Mana Long Rifle [Pinpoint Shot] [+30%]

7) Mana Long Rifle [Pinpoint Shot]: Uses 1 Mana Long Rifle ammo

Purchasing Cost: 150 Credits

---

IMF-002 Arbalest (Modified)

Statistics:

HP: 2800, EN: 180, Agi: 260

IS: 4, Move: G, Size: M, Rank: 6

Weapons:

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

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

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

[+] Mana Rifle (B)- 1200 damage, 16 rounds [+20%]

[+] Mana Long Rifle (B)- 2100 damage, 12 rounds [+20%]

[+] Mana Long Rifle [Pinpoint Shot] (B)- 2100 damage, Barrier Pierce, Armor Pierce, 15 EN/attack [+20%] Req: Sensor Override System

[F] Mana Saber [Full Output] (B)- 2300 damage, 10 EN/attack [+10%]

Inherent Abilities:

1) Mana Frame

2) Animite Shield: Same effect as Heavy Shield.

3) Countercut: Mana Saber

4) Countershoot: Mana Vulcans, Mana Pistol

5) Animite Shell (Armor): Same effects as Phase Shift Armor

6) Mana Field (Barrier): Same effect as Barrier S.

7) Sensor Override System (System) Found in the Mechdev Lexicon

8) Snipe: Mana Long Rifle, Mana Long Rifle [Pinpoint Shot] [+30%]

9) Mana Long Rifle [Pinpoint Shot]: uses 1 Mana Long Rifle ammo.

Replacement Cost: 55 Credits (IMF-002 Arbalest)

Sensor Override System

Class: System

Description: N/A

Ability: Pay 10 EN to activate. Unit gains Accuracy +30% and Ignores all accuracy penalties from the terrain. Each turn, pay 5% of your maximum EN. This ability deactivates if upkeep can't be paid.

Cost to be added: 600 + 420 + 263 x 2 = 1546 (Req monies)

Note: Thanks to Daz for the majority of the work on these units!

Yeaaaaaaaaaaaaaaaaah. Heavy Shield is already really good. Pretend that a bit of the barrier is generated by the shield!

Edited by Yosuke Kobe

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Looks good save for some inconsistencies.

Date: Saturday, November 11

Weapon/Ability in question: Animite Lance [Charged]

Issues with Weapon/Ability: No Armor Pierce?

Possible Solution: Add it or remove it from the original?

Reasoning for Solution: SInce the base form can pierce armor, I figure the charged form should too.

Date: Saturday, November 11

Weapon/Ability in question: Animite Shell

Issues with Weapon/Ability: Inconsistant with other armors

Possible Solution: change to PSA?

Reasoning for Solution: All of the other animite armors (Shell, Body, Hull Casing) have acted as or like PSA.

Date: Saturday, November 11

Weapon/Ability in question: Animite Shields

Issues with Weapon/Ability: Expandable Shield acts as Anti-Beam Shield + Barrier

Possible Solution: Change effect to the reverse of Anti-Beam Shield (fixed DR that can't block (B)?)

Reasoning for Solution: Mana beams cut right through animite, thus, having it be anti-beam and being unable to affect [F] type weapons with the Shield's fixed DR seems kinda off.

Date: Saturday, November 11

Weapon/Ability in question: Caeser (Modified)'s Countercut

Issues with Weapon/Ability: Missing Mana Saber

Possible Solution: Add it?

Reasoning for Solution: It's base gets Mana Saber as countercut, and it's a sword, so, I don't see why it shouldn't be marked.

Date: Saturday, November 11

Weapon/Ability in question: Arbalest (Modified)'s Mana Pistol

Issues with Weapon/Ability: Should be a Mana Rifle

Possible Solution: Change to Mana Rifle.

Reasoning for Solution: In the submission it states that it has it's pistol switched out for the more effective Rifle

Mana Rifle: A rifle similar to those used by the Caeser Mana Frame, a large step up from the weaker mana pistol, allowing the Arbalest more surviveability in close combat.
Edited by Yuu Inohara

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Pretend that a bit of the barrier is generated by the shield!

Then shouldn't the barrier be stronger than S then? aside from that, everything is in working order

Edited by Yuu Inohara

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Gah, can't believe I missed this, but

Date: Wednesday, November 26

Weapon/Ability in question: Arbalest (Modified)'s countershoot.

Issues with Weapon/Ability: Mana Pistol listed

Possible Solution: Change to Mana Rifle

Reasoning for Solution: It doesn't have a Mana Pistol

but yeah, this can probably be fixed on adding, so, paying...

Edited by Yuu Inohara

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Zoids

Arc Wolf

(Unit Type: Zoid)

A prototype zoid created by the Helic Republic, built off of the Konig Wolf platform as a testbed for remote weapon systems. Appearance wise it is almost identical to its predecessor, save the fact that the shoulder and hip armor are somewhat larger to house extra weapon and booster systems, and the remote weapons rack mounted on the back. Unlike its predecessor however, it boasts superior strength in ranged combat, especially at mid range where it can pick apart enemies with it's gatling cannons, but for its strength it suffers when fighting aerial opponents as, with the exception of the gun pods, most of its weapons were designed with anti-ground combat in mind.

Weapons-

Vulcan Pod: a pair of vulcans mounted on the sides of the head, while less powerful than most of the other weapons on the zoid, they are useful for quick attacks while moving or taking down lightly armored enemies.

Electron Bite Fangs: Sharpened fangs lining the inside of the zoid's mouth, allowing for somewhat powerful bite attacks. To further increase the impact of attacks, the zoids fangs can generate a powerful field of electricity capable of shorting out opponents, leaving them vulnerable to attack.

Hardened Alloy Claws: The Zoid's claws and one of its primary melee attacks, they are sharp enough to pack a decent punch, but overall, nothing special.

Strike Laser Claw: A powerful super-heated attack from the Hardened Alloy Claws capable of easily tearing through enemies.

AP Gatling Pod: Mounted in the shoulder armor of the front legs are a pair of gatling guns which release a devastating spray of armor piercing rounds, however, despite the impact they can have on enemy zoids, they can only fire forward, thus, they aren't the most accurate weapons in the world.

Remote AZ Beam Gun Pods [Fixed]: Mounted on either side of the wolf's back are what appears to be Bomber Units, however, they are infact a pair of prototype weapon racks which mount a set of three remote gun pods each, these guns can either be fired from their position on the rack, sending a barrage of up to six beams at enemies, or launched to attack the enemy remotely.

Remote AZ Beam Gun Pods: When launched, propelled by a miniature ion booster unit, an onboard computer system in the gunpods takes over, guiding them over the field to attack enemies while the pilot maneuvers the Arc Wolf.

E-Shield Attack: A powerful ramming attack using the Wolf's AP E-Shield.

MAP Attacks-

Remote AZ Beam Gun Pods: When launched, propelled by a miniature ion booster unit, an onboard computer system in the gunpods takes over, guiding them over the field to attack enemies while the pilot maneuvers the Arc Wolf.

Other-

Anti-Particle E-Shield: A powerful forward generated E-Shield powered by generators mounted in panels behind the vulcans on the sides of its head and below it's lower jaw, providing a decent defense against oncoming attacks and completely absorbing most oncoming beam attacks.

Smoke Discharger: A feature common to wolf zoids, a module that releases a cloud of smoke obscurring the vision of enemies, making it harder to hit the unit.

Secondary Ion Boosters: Mounted in the rear hip armor is a set of ion boosters which can fold out from the plating, allowing for a considerable boost of speed and improving mobility in the process.

Headgear: A special sensor array that folds over the zoid's eyes like a pair of goggles. Equiped with night vision cameras and precision scopes.

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Arc Wolf

Statistics:

HP: 3400, EN: 170, Agi: 260

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

Weapons:

[+] Vulcan Pod (S)- 700 damage, 20 rounds [+40%]

[F] Hardened Alloy Claws (M)- 1400 damage [+0%]

[+] AP Gatling Pod (SF:6)- 400 damage, Armor Pierce, 30 rounds [+0%]

[F] Electron Bite Fang (M)- 2000 damage, Stun, 10 EN/attack [+20%]

[F] Strike Laser Claw- 3400 damage, Barrier Pierce, 20 EN/attack [+20%]

[+] Remote AZ Beam Gun Pods [Fixed] (BSF:6)- 600 damage/3 EN [+10%]

[+] Remote AZ Beam Gun Pods (BPSX:6)- 500 damage/3 EN [+10%]

[F] E-Shield Attack- 3600 damage, Barrier Pierce, 25 EN/attack [+30%]

MAP Attacks:

[+] Remote AZ Beam Gun Pods (BD:3)- 2000 damage, 30 EN/attack [+0%]

Inherent Abilities:

1) Zoid

2) Countershoot: Vulcan Pod, AP Gatling Pod, Remote AZ Beam Gun Pods [Fixed], Remote AZ Beam Gun Pods

3) Anti Particle E-Shield (Barrier)

4) Head Gear

5) Smoke Discharger

Purchasing Cost: 400 Credits

Cost to be Added: 700 Credits Need your wallet

Edited by Yosuke Kobe

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