Yuu Inohara

Yuu's MechDev

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General Units

MWT-01S Skirmish Command Type

(Unit Type: Modular Walking Tank)

The command model of the Skirmish, it features the same physical design as its sister machine, however its armor is slightly reinforced, especially around the shield, and the flak gun is replaced by a powerful smoothbore tank gun. Initially widely used by both sides of the conflict, it would latter lapse into an almost exclusive position with the rebels with the advent of the EI systems.

Weapons-

Redlight Rockets: A pair of six shot rocket pods mounted in the unit's upper arms, the rockets fire off in an erratic path, making them slightly less accurate, but also harder to track, and thus harder to dodge. Their name comes from the bright red flash they make when fired.

Shoulder Vulcans: A pair of shoulder mounted vulcan cannons, capable rotating 90 degrees in either direction. While they lack high damage output, they are highly accurate and have a high rate of fire, they fold back so that they remain in a horizontal position while in tank mode. The command model features an ammo drum in either shoulder with a chain feed to the gun, greatly increasing the weapon's ammo capacity.

Assault Knife: A long bladed knife stored in the Skirmish's left leg, while it has a short reach, it's blade is designed to be able to easily cut into armor, with a serrated edge on the back to deal extra damage with stabbing attacks.

Assault Cannon: A hand held semi-automatic machine gun with a large capacity drum clip and high rate of fire and low recoil. when not in use it is attached to the mech's right leg.

125mm Smoothbore Tank Gun: A powerful gun which fires high explosive anti-tank rounds which can leave a massive dent in an enemie's amor, if not completely destroying them. Unlike the Flak Cannon equiped to normal Skirmishes, this weapon can reach targets at fairly long distances without losing damage output.

MAP Attacks-

Frag Grenade: A large pinapple shaped grenade which, when it detonates, relases a deadly spray of shrapnel over a wide area.

Other-

Shield: 125mm Smoothbore Tank Gun: the mech's gun can double as a shield, it's base consisting of a large round plate with a handle for this purpose, the 'shield' being made of hardened alloys, allowing it to take extra punishment.

Transform (Tank Mode): The Skirmish's head folds into it's body, and it's torso folds forward, it's arms and legs connecting, and the feet locking into a straight position, the limbs turning upside down so the treads on the backs are on the ground, allowing quick movement along most terrain, it's gun mounting onto it's chest as a main turret, and it's core module raises up to allow the pilot to see where he/she is driving.

Separate (Core Module: Skirmish Command): When the Skirmish becomes too damaged, it can eject the majority of it's body, leaving a smaller tank behind so that the pilot may still fight, or escape.

----

Core Module: Skirmish Command

(Unit Type: Vehicle)

A small tank that acts as the cockpit block for the Skirmish Command, it acts much like the normal Skirmish module, with the main differance being the main gun.

Weapons-

AA-Rocket Pod: A pair of two shot rocket pods mounted on the rear of the module, angled upward for easy targeting of enemy aricraft.

125mm Smoothbore Tank Gun: A powerful gun which fires high explosive anti-tank rounds which can leave a massive dent in an enemie's amor, if not completely destroying them. Unlike the Flak Cannon equiped to normal Skirmishes, this weapon can reach targets at fairly long distances without losing damage output.

Rebel Units

RMWT-01 Maximillian's Skirmish Blade

(Unit Type: Modular Walking Tank)

A a red painted modified version of the Skirmish Blade, customized for Maximillian Mathews, the leader of the rebel forces. While basicly the same as the normal Skirmish Blade in terms of weaponry, save for a slightly sharper edge on the turret blade, it features several changes to its body, such as improved joints to allow for faster transformations between MWT and tank mode and a considerable spike in agility. In adition it featured a slightly larger powersource than those mounted on the normal Skirmish Blade.

Weapons-

Shoulder Vulcans: A pair of shoulder mounted vulcan cannons, capable rotating 90 degrees in either direction. While they lack high damage output, they are highly accurate and have a high rate of fire, they fold back so that they remain in a horizontal.

Assault Knife: A long bladed knife stored in the Skirmish's left leg, while it has a short reach, it's blade is designed to be able to easily cut into armor, with a serrated edge on the back to deal extra damage with stabbing attacks.

Assault Cannon: A hand held semi-automatic machine gun with a large capacity drum clip and high rate of fire and low recoil. when not in use it is attached to the mech's right leg.

Frag Grenade: A large pinapple shaped grenade which, when it detonates, relases a deadly spray of shrapnel over a wide area.

Turret Blade: a rather eccentric concept, rather than having a traditional main gun, the Skirmish Blade mounts a cap with a long blade and an internaly mounted electric motor and a 360 degree slot to alow the weapon to be positioned.

Turret Blade [saw]: A second button from the trigger can be found on the handle, this one controls the rotation of the blade, and can be held to allow it to build up speed, and become a weapon akin to a giant buzz saw as the blade begins to spin faster and faster.

Turret Blade [Cannon]: When the trigger is pulled, the blade is fired from the 'shield' like a harpoon, remaining attached by a length of cable, the longer the trigger is held, the farther the weapon goes until it reaches the end of the cable.

Turret Blade [Whip]: After being fired the blade can be swung around and used to strike as if it were a whip.

Turret Blade [Pinwheel]: While it would be ineffective when used in mech form, if not plain suicidal due to the risk of being sliced in half by one's own blade, while in tank mode the Skirmish Blade can fire off the Turret Blade, then spin it around, attacking a wide area with the rapidly swung weapon.

MAP Attacks-

Turret Blade [Pinwheel]: While it would be ineffective when used in mech form, if not plain suicidal due to the risk of being sliced in half by one's own blade, while in tank mode the Skirmish Blade can fire off the Turret Blade, then spin it around, attacking a wide area with the rapidly swung weapon.

Other-

Shield: Turret Blade, Turret Blade [saw], Turret Blade [Cannon], Turret Blade [Whip]: The mech's main weapon can double as a shield, it's base consisting of a large round plate with a handle for this purpose, the 'shield' being made of hardened alloys, allowing it to take extra punishment.

Transform (Tank Mode): The Skirmish Blade's head folds into it's body, and it's torso folds forward, it's arms and legs connecting, and the feet locking into a straight position, the limbs turning upside down so the treads on the backs are on the ground, allowing quick movement along most terrain, it's main weapon mounting onto it's back as a main turret, and it's core module raises up to allow the pilot to see where he/she is driving.

Rebel Seal: A large black circle with a pair of crossed sabers infront of a red flame background painted onto the unit's shield, shoulders, and back. this design is unique to Maximillian's unit and thus the sight of it inspires allies who see it to work above their abilities.

Separate (Core Module: Skirmish Blade): While the unit it's self is a custom job for the rebel leader, it's core module is pretty much the same in function as the ones used on the standard Skirmish Blade.

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DGMWT-19-1 Magnum 1

(Unit Type: Modular Walking Tank)

A high mobility prototype created by the Divine Guardians during the early period of the rebellion. The Magnum 1 featured an ultra light frame and armor, especially around the joints, thus it was vulnerable to attacks that managed to penetrate its EI field and shield, however, it easily made up for this with its high speed and maneuverability, able to literaly run circles around other MWTs at the time. It fortunately never saw use by its creators however, as shortly after it was completed, the factory were it was being made was raided by rebel forces, who had caught the Divine Guardians off guard by attacking at night, thus easily capturing the facility. After its capture it would be reconfigured and repainted red and black, as opposed to its original Divine Guardian color scheme of blue and white, the repaint including the Rebel Seal. Due to its high mobility and melee capabilities it was given to the Rebel leader Maximillian Mathews.

Weapons-

Dual Vulcan Cannon: A pair of fire linked vulcans, with a low damage output offset by a high rate of fire.

Impact Knife: An Assault Knife with a small generator inserted into the hilt that can be used to charge the blade with electricity, using it's abilitly to cut deep into enemy armor to deliver the maximum effect to the target's systems. Light most MWTs, it has a storage compartment in the left leg for this sort of weapon.

Assault Cannon: Standard issue machine gun used by most MWTs, highly reliable and when used right can tear apart most light armor MWTs. The Magnum 1's Assault Cannoon has a slight variation in that its drum clip has been switched out for a more conventional clip, sacrificing ammo capicity for a lighter and more easily loaded ammo source. To make up for lost ammo, the Magnum has a storage compartment in its right leg which can hold two extra clips for the Assault Cannon. Mounted on a rack similar to that used by the Assault when not in use.

Rail Rifle: A light weight rail gun which fires magneticly charged metal ball at enemies, causing large amounts of damage. While not as fast firing as the Assault Cannon, it is much more precise and deals more damage in a single shot. Stored on the same rack as the Assault Cannon when not in use.

Impact Blade: A powerful katana designed to cut through enemy barriers. To do this, a series of EI Generators were mounted in the blade which generates a powerful field of electricity, allowing the sword to completely bypass other EI Fields. This field has the added effect of damaging electrical systems and disabling enemies it strikes. Kept in a protective sheath that hangs from the unit's hip when not in use.

MAP Attacks-

EMP Grenade: A large spherical grenade charged with electricity. When it goes off it releases a brilliant blue flash and sparks over an area, and while it does almost no direct damage to enemies, it screws up electronic systems, leaving most enemies disabled and easy to dispose of.

Impact Outburst: By forcing a surge of energy into the it's shield generators, the unit can relase a pulse of electricity, damaging enemies, and disabling, or outright killing, electronic systems that aren't shielded properly, however, the strain put on the generators cause an overload, disabling them until they cool off.

Other-

Electron Impact Shield: A smaller portable version of the barrier, created by a generator mounted on the mech's forearm which creates a wall of energy in a circular wire frame. Particularly effective against ranged attacks, though, due to it's size it is near useless against melee attacks compared to it's barrier counterpart.

Electron Impact Field II: An improved version of the EI field used by most Divine Guardian units, it gives off a stronger electrical field than the original, and while its power against melee attacks shows little change, save the fact it does considerably more damage unshielded enemy electronics, sometimes even outright doing damage to the enemy physicaly, it is capable of absorbing much stronger ranged attacks than before.

Jamming: Due to the high energy output from the unit's Electron Impact Shield, most guided weapons that come within range instantly become scrambled and crash.

EM Shielding: Due to the high electrical output of the unit's shield, it's systems must be shielded to prevent shorting, and as an added benefit, this shielding extends to attacks that would kill most unshielded systems.

Rebel Seal: A large black circle with a pair of crossed sabers infront of a red flame background painted onto the unit's shield, shoulders, and back. this design is unique to Maximillian's unit and thus the sight of it inspires allies who see it to work above their abilities.

Transform (Tank Form): The transformation process is like any other MWT's, its limbs lock together so the treads meet the ground, allowing movement, and its torso is turned allowing use of back mounted weapons.

Separate (Core Module): When the unit becomes too damaged, it can eject the majority of it's body, leaving a smaller tank behind so that the pilot may still fight, or escape.

Divine Guardians

DGMWT-17 Trooper

(Unit Type: Modular Walking Tank)

A powerful MWT built up from the Assault. Designed for long range combat it is equiped with a pair of shoulder mounted rail cannons and can either be equipped with a back mounted missile launcher, or a specially designed long range support weapon dubbed the 'Disruption Array'. It's body is a somewhat blocky design with large plates over the shoulders and joints for extra protection, and it features thicker armor to make up for it's lack of mobility due to the heavy weapons. While it bears treads on it's limbs it lacks any form of wheels or treads on it's feet, unlike most MWTs, instead it features a set of anchors on the from and back of the feet, this design choice was to keep it from sliding back when using the rail cannons. It's head is partially hidden in an indent in the armor, preventing it from being blown off by stray missiles or spikes from it's back mounted weapons.

Weapons-

Dual Vulcan Cannon: A pair of fire linked vulcans, with a low damage output offset by a high rate of fire.

Assault Knife: A long bladed knife stored in the unit's left leg, while it has a short reach, it's blade is designed to be able to easily cut into armor, with a serrated edge on the back to deal extra damage with stabbing attacks.

Assault Cannon: A hand held semi-automatic machine gun with a large capacity drum clip and high rate of fire and low recoil. Unlike the Assault, this weapon cannot be used in tank mode, as the weapon rack is replaced by heavy back mounted weapons, and is instead hung from the unit's waist when not in use

16-Tube Missile Launcher: A pair of 8-tube missile launchers mounted on the Trooper's back. The missiles fire straight up into the air before homing in on their designated target delivering death from above in large quantities.

Shock Rod: A long rod with a axe like wire frame on one side, which can be charged with electricity providing a decent weapon which can deliver a nasty shock to enemies. Stored in the left leg with the MWT's Assault Knife when not in use.

Dual Rail Cannons: A pair of fire linked rail cannons mounted on the unit's shoulders that fire off large metal projectiles at a high velocity, able to punch through even the EI field, as well as blow large holes in the armor of most MWTs, this mixed with the ability to change their angle make them excelent for shooting down heavy aircraft.

MAP Attacks-

EMP Grenade: A large spherical grenade charged with electricity. When it goes off it releases a brilliant blue flash and sparks over an area, and while it does almost no direct damage to enemies, it screws up electronic systems, leaving most enemies disabled and easy to dispose of.

16-Tube Missile Launcher: A pair of 8-tube missile launchers mounted on the Trooper's back. The missiles fire straight up high into the air before homing in on their designated target delivering death from above in large quantities.

Disruption Array: A weapon option used in place of the two missile launchers, comprised of a large rectangular metal box that fires off a volley of long metal spikes that rain down on the field, upon embedding it's self into something an EI generator inside them activates, electrocuting anything close to them or impaled on them. The combined output of the spikes creates a powerful field of electricity which jams radar and guidance systems. (A stun attack that changes terrain regardless of hitting perhaps?)

Impact Outburst: By forcing a surge of energy into the it's shield generators, the unit can relase a pulse of electricity, damaging enemies, and disabling, or outright killing, electronic systems that aren't shielded properly, however, the strain put on the generators cause an overload, disabling them until they cool off.

Other-

Electron Impact Shield: A smaller portable version of the barrier, created by a generator mounted on the mech's forearm which creates a wall of energy in a circular wire frame. Particularly effective against ranged attacks, though, due to it's size it is near useless against melee attacks compared to it's barrier counterpart.

Electron Impact Field: A smaller scale version of the barrier used on most transport vehicles, able to dampen the damage from most attacks, and damages the systems of mechanical enemies who get too close. Unlike the version used on vehicles, this one is created with a back mounted generator that can be turned on and off to prevent strain on the mech's systems.

Jamming: Due to the high energy output from the unit's Electron Impact Shield, most guided weapons that come within range instantly become scrambled and crash.

EM Shielding: Due to the high electrical output of the unit's shield, it's systems must be shielded to prevent shorting, and as an added benefit, this shielding extends to attacks that would kill most unshielded systems.

Transform (Tank Form): The transformation sequence for the Trooper consists of it's body folding forward and it's arms and legs locking at the hands and feet with the anchors on the feet, using the treads on the limbs to move it's self forward, the rail cannons on it's shoulders prop up and slide back so they can be fired off while in this mode and the back option mounted at the time is tilted upward to allow for the optimal firing angle.

Separate (Core Module): When the unit becomes too damaged, it can eject the majority of it's body, leaving a smaller tank behind so that the pilot may still fight, or escape.

----

DGMWT-18 Jäger

(Unit Type: Modular Walking Tank)

A powerful MWT designed for the elite of the Divinge Guardian forces which acts effectively as a command unit. It has a fairly sleek design and relies on speed to take out enemies. the main differance between Jäger and most MWTs is the complete lack of treads or wheels, instead it uses a series of hover modules and verniers to move while in tank mode, and giving it the ability to hover in mech mode, greatly increasing its ability to cross rough terrain without loss of mobility. To reduce the weight of the unit, it also sacrifices it's EI Generators, reducing its ability to take damage, but granting it greater agility.

Weapons-

Dual Vulcan Cannon: A pair of fire linked vulcans, with a low damage output offset by a high rate of fire.

Assault Knife: A long bladed knife stored in the unit's left leg, while it has a short reach, it's blade is designed to be able to easily cut into armor, with a serrated edge on the back to deal extra damage with stabbing attacks.

Assault Cannon: A hand held semi-automatic machine gun with a large capacity drum clip and high rate of fire and low recoil. when not in use it is locked to the right leg.

Shock Rod: A long rod with a axe like wire frame at the to which can be charged with electricity providing a decent weapon which can deliver a nasty shock to enemies. Stored in the left leg with the MWT's Assault Knife when not in use.

Striker Drones: A set of small spherical machines equiped with vulcan cannons similar to those mounted on the unit's core module. The unit's shoulder plates have small containers, each holding three of these drones, and when released a small hatch on the sides pop open, letting them fly out. Each drone can either be remotely controlled for precise targeting or let to fight with their own programing. As useful as the drones are, their dependance on electronics makes it so they cannot be used when a powerful electrical disturbance is present, such as the field created by the Trooper's Disruption Array.

Other-

Transform (Tank Mode): A standard transformation, like that of all the MWTs, wheeled limbs locking together, turning so that the hover modules face the ground when they kick in, with its core module raising up from the torso.

Separate (Core Module): When the unit becomes too damaged, it can eject the majority of it's body, leaving a smaller tank behind so that the pilot may still fight, or escape.

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MWT-01S Skirmish Command Type

Statistics:

HP: 3800, EN: 140, Agi: 310

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

Weapons:

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

[+] Shoulder Vulcans (SF:3)- 300 damage, 30 rounds [+30%]

[+] Redlight Rockets (PSF:6)- 800 damage, 12 rounds [+25%]

[F] Assault Knife (M)- 800 damage, Armor Pierce [+0%]

[+] Assault Cannon (F:3)- 700 damage, 15 rounds [+10%]

[+] 125mm Smoothbore Tank Gun- 3000 damage, 4 rounds [+25%]

MAP Attacks:

[+] Frag Grenade (T:2)- 1800 damage, 2 rounds [+10%]

Inherent Abilities:

1) Modular Walking Tank

2) Shield: 125mm Smoothbore Tank Gun; Uses x 1.5

3) Countercut: Assault Knife

4) Countershoot: Shoulder Vulcans, Assault Cannon

5) Tank Form (Transform): Agi -20, Gain the Vehicle Type, disable Melee, Assault Knife and Grenade.

6) Separate: (Core Module: Skirmish Command)

Purchasing Cost: 220 Credits

Core Module: Skirmish Command

Statistics:

HP: 1200, EN: 80, Agi: 280

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

Weapons:

[+] AA-Rocket Pod (PSF:2)- 800 damage, 12 rounds [+25%]

[+] 125mm Smoothbore Tank Gun- 3000 damage, 4 rounds [+25%]

Inherent Abilities:

1) Vehicle

Acquirement Method: Perform Separate in MWT-01S Skirmish Command Type. Core Module: Skirmish Command will be then available to use.

RMWT-01 Maximillian's Skirmish Blade

Statistics:

HP: 3400, EN: 180, Agi: 280

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

Weapons:

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

[+] Shoulder Vulcans (SF:3)- 300 damage, 15 rounds [+30%]

[+] Red Light Rockets (PSF:6)- 800 damage, 12 rounds [+25%]

[F] Assault Knife (M)- 800 damage, Armor Pierce [+0%]

[+] Assault Cannon (F:3)- 700 damage, 15 rounds [+10%]

[F] Turret Blade (M)- 1900 damage [+0%]

[F] Turret Blade [saw] (MV:5)- 900 damage/4 EN [+10%]

[H] Turret Blade [Cannon] (P)- 2400 damage, 5 EN/attack [+15%]

[F] Turret Blade [Whip] (MX:5)- 650 damage/4 EN [+10%]

[F] Turret Blade [Pinweel] (S)- 4200 damage, 25 EN/attack [+25%] Req: Tank Mode

MAP Attacks:

[+] Frag Grenade (T:2)- 1800 damage, 2 rounds [+10%]

[F] Turret Blade [Pinwheel] (I:3)- 2000 damage, 25 EN/attack [+0%] Req: Tank Mode

Inherent Abilities:

1) Modular Walking Tank

2) Shield: Turret Blade, Turret Blade [saw], Turret Blade [Cannon], Turret Blade [Whip], Turret Blade [Pinwheel]

2) Countercut: Assault Knife

3) Countershoot: Shoulder Vulcans, Assault Cannon

4) Tank Form (Transform): Agi -20, Gain the Vehicle Type, disable Melee, Assault Knife, Grenade, and all Turret Blade attacks except Turret Blade [Pinwheel] and Turret Blade [Cannon]

5) Beam Flag

6) Separate: (Core Module: Skirmish Blade)

Replacement Cost: 100 Credits (RMWT-01 Skirmish Blade)

DGMWT-19-1 Magnum 1

Statistics:

HP: 3000, EN: 180, Agi: 270

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

Weapons:

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

[+] Dual Vulcan Cannon- 400 damage, 20 rounds [+40%]

[F] Impact Knife (M)- 1000 damage, Armor Pierce, Stun, 10 EN/attack [+0%]

[+] Assault Cannon (F:3)- 700 damage, 15 rounds [+10%]

[+] Rail Rifle- 2800 damage, 8 rounds [+20%]

[F] Impact Blade- 3500 damage, Barrier Pierce, Stun, 25 EN/attack [+10%]

MAP Attacks:

[+] EMP Grenade (T:2)- 10 damage, Stun & EN Damage 20 2 rounds [+10%]

[+] Impact Outburst (I:3)- 2000 damage, Stun & EN Damage 20, 60 EN/attack [+10%]

Inherent Abilities:

1) Modular Walking Tank

2) Electron Impact Shield: Same effect as Beam Shield but may only be used against non-[F] weapons.

3) Countercut: Impact Knife, Impact Blade

4) Countershoot: Dual Vulcan Cannon, Asault Cannon

5) Electron Impact Field II (Barrier) Same effects as Electron Impact Field but Damage Negation is 1800 instead.

6) Jammer

7) EM Shielding: Unit is Immune to Stun

8) Tank Form (Transform): Agi -20, Gain the Vehicle Type, disable Melee, Impact Knife, EMP Grenade, Impact Blade

9) Beam Flag

10) Separate: (Core Module)

11) Impact Outburst: When used, disable Electron Impact Field and Jammer for 2 turns.

Purchasing Cost: 320 Credits

DGMWT-17 Trooper

Statistics:

HP: 3800, EN: 160, Agi: 350

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

Weapons:

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

[+] Dual Vulcan Cannon- 400 damage, 20 rounds [+40%]

[+] 16-tube Missile Launcher (PGSF:16)- 500 damage, 32 rounds [+25%]

[F] Assault Knife (M)- 800 damage, Armor Pierce [+0%]

[+] Assault Cannon (F:3)- 700 damage, 15 rounds [+10%]

[F] Shock Rod (M)- 1800 damage, Stun, 10 EN/attack [+10%]

[+] Dual Rail Cannons- 3500 damage, Barrier Pierce, Armor Pierce, 3 rounds [+15%]

MAP Attacks:

[+] EMP Grenade (T:2)- 10 damage, Stun & EN Damage 20 2 rounds [+10%]

[+] 16-tube Missile Launcher (PT:5)- 2000 damage, 2 rounds [+25%]

[+] Impact Outburst (I:3)- 2000 damage, Stun & EN Damage 20, 60 EN/attack [+10%]

[+] Disruption Array (I:4)- 3000 damage, Stun, 1 round [+10%]

Inherent Abilities:

1) Modular Walking Tank

2) Electron Impact Shield: Same effect as Beam Shield but may only be used against non-[F] weapons.

3) Countercut: Assault Knife

4) Countershoot: Dual Vulcan Cannon, Assault Cannon

5) Damage Received -10%

6) Electron Impact Field (Barrier)

7) Jammer

8) EM Shielding: Unit is Immune to Stun

9) Tank Form (Transform): Agi -20, Gain the Vehicle Type, disable Melee, Assault Knife, Grenade, Shock Rod

10) Separate: (Core Module)

11) Impact Outburst: When used, disable Electron Impact Field and Jammer for 2 turns.

12) Disruption Array: Add the Electromagnetic Field template to the current terrain when used.

13) During deployment choose either 16-tube Missile Launcher (both variants) or Disruption Array. Disable the other weapon.

Purchasing Cost: 250 Credits

DGMWT-18 Jäger

Statistics:

HP: 3200, EN: 170, Agi: 270

IS: 2, Move: G/H, Size: M, Rank: 6

Weapons:

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

[+] Dual Vulcan Cannon- 400 damage, 20 rounds [+40%

[F] Assault Knife (M)- 800 damage, Armor Pierce [+0%]

[+] Assault Cannon (F:3)- 700 damage, 15 rounds [+10%]

[F] Shock Rod (M)- 1800 damage, Stun, 10 EN/attack [+10%]

[+] Striker Drones (GSX:6)- 800 damage, 40 rounds [+10%]

Inherent Abilities:

1) Modular Walking Tank

2) Countercut: Assault Knife

3) Countershoot: Dual Vulcan Cannon, Assault Cannon

4) Tank Form (Transform): Agi -20, Gain the Vehicle Type, disable Melee, Assault Knife, Shock Rod

5) Separate: (Core Module)

Purchasing Cost: 300 Credits

Cost to be Added: 600 + 420 x 3 + 350 + 75 = 2285 approved

Edited by Yosuke Kobe

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Date: Tuesday, February 3

Weapon/Ability in question: Shoulder Vulcans (Skirmish Command Type)

Issues with Weapon/Ability: Low Ammo

Possible Solution: Increase it?

Reasoning for Solution: As mentioned in the weapon description, the Command Type's vulcans have the extra drums in the shoulders that feed into the gun, in addition to the normal drum attached to the gun. "The command model features an ammo drum in either shoulder with a chain feed to the gun, greatly increasing the weapon's ammo capacity."

Date: Tuesday, February 3

Weapon/Ability in question: Beam Flags (Maximillian's Skirmish Blade and Magnum 1)

Issues with Weapon/Ability: Wrong Name

Possible Solution: Change to Rebel Seal

Reasoning for Solution: While it would have the same effect, its not really a flag made of beam.

Date: Tuesday, February 3

Weapon/Ability in question: Impact Knife (Magnum 1)

Issues with Weapon/Ability: Missing stun

Possible Solution: Add it?

Reasoning for Solution: Its an electrified Assault Knife, which means it should be very good at making enemy units freeze up.

Date: Tuesday, February 3

Weapon/Ability in question: Assault Cannon (Magnum 1)

Issues with Weapon/Ability: Different from other weapons of the same type

Possible Solution: convert to be the same as the other Assault Cannons.

Reasoning for Solution: The only real differance between the Magnum 1's Assault Cannon (statted here as a one big hit) and other Assault Cannons (statted as (F:3)) is the ammo container used, with a set of clips (preloaded and emergency) rather than a clunky ammo drum.

Date: Tuesday, February 3

Weapon/Ability in question: Impact Outburst (Magnum 1)

Issues with Weapon/Ability: Wrong range tag

Possible Solution: change to [+]?

Reasoning for Solution: All the other IO attacks have been [+], and theres no real reason for this one to be any different.

Date: Tuesday, February 3

Weapon/Ability in question: Disruption Array (Trooper)

Issues with Weapon/Ability: uses EN

Possible Solution: Change to a rounded weapon.

Reasoning for Solution: It fires off physical ammo (which do emit electrical charges, but from their own generators), so once all of the spikes are fired they shouldn't be able to be used again until actually reloaded.

Also Jäger is missing a bracket at the end of it's accuracy tag for the Dual Vulcan Cannons

Edited by Yuu Inohara

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There is no reason to actually change Beam Flag's name to Rebel Seal. You can easily retheme that later.

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Seventh Frame Saga

No one quite remembers how it happened, or why. A disaster struck the earth long ago, rendering it an arid wasteland, peppered with the occasional oasis of life. The surviving humans were forced to become nomadic, rifling through the remains of ancient cities. Hunting became harder as the event caused the earths animals to rapidly evolve, some becoming smaller and harder to catch, others becoming massive monsters, too large to be taken down by a single human.

Militaries were reduced to the occasional guard squad, and Runners, mercenaries who perform random tasks for profit, be it hunting down a criminal or defending a caravan, or even more menial tasks like errands.

Bio-frames, powerful bio-machines form a time long past. In recent years the technology behind them has slowly begun to become unlocked, and the mass production of Bio-frames for military use has begun, however, despite the power of these new weapons, those made through the current methods are nothing more than souless puppets, no where near as powerful as the originals that crop up on rare occasions during the excavations of ancient cities and abandoned underground facilities. Many fear them, and believe they were the cause of the disaster, others abuse their power for personal gain.

Seventh Frame Saga Units

Seventh Frame Hyperion

(Unit Type: Bio-Frame)

The seventh Bio-Frame created in the days before the disaster, as noted by a large 7 pattern formed in the shoulder portions of it's exoskeleton. It's frame is surprisingly large compared to the six frames before it, standing roughly 20 meters, giving it a powerful defensive advantage, especially when used by a hotblooded pilot. It is one of the few Bio-frames to be equiped with orbital drones. Its cockpit is somewhat unusual in that it is located in the chest cavity near the Bio-Core, and is somewhat smaller than one would expect from such a large unit, but besides this it is mostly the same as any other unit. Being one of the original frames, it has its own 'soul', and because of this, it is prone to fighting against and arguing with pilots that it hasn't yet accepted. Its pilot is a veteran runner, bent on bringing down the pilot of the Eighth Frame who had killed his father.

Weapons-

Pulse Vulcans: A pair of high speed vulcans mounted on the sides of Hyperion's head which fire off a steady stream of energy bolts, drawing from its own energy supply.

Claws: Hyperion's main armaments, like most Bio-Frames, are its own bare hands, each finger tipped with razor sharp retractable claws allowing it to tear into enemies.

Heavy Revolver: A powerful six round handgun specialy designed for the Bio Frame. It packs a powerful punch, but fires slowly and thus works best at close range.

Pulse Launcher: A pair of wrist mounted beam cannons which fire powerful blasts of energy.

Cataclysm Seeker Missiles: Mounted in Hyperion's arms are a set of powerful missile pods which fire off large vollies of heat seeking micro missiles made up of the same material as the unit's exoskeleton. Because of their makeup, if given time to restock, this weapon could be used indefinately.

Pulse Launcher [blade]: The Pulse Launcher's fire can be concentrated into a short ray of energy projected from the barrel, providing a decently powerful melee weapon.

Pulse Launcher [blade - Double]: A double attack using both Pulse Launcher blades.

Heavy Revolver [HE Rounds]: Special high explosive rounds designed for the Heavy Revolver for use when standard ammo isn't cutting it.

Iron Lance: A large lance with a bladed head made entirely out of metal. While not that impressive looking it gets the job done fairly well.

Drone Lock: Lancer Edge: Hyperion's Droness lock onto the the sides of it's spear and open up to generate a powerful beam of energy that extends up to the spear head, turning the lance into a powerful blade capable of easily carving into enemies.

Frenzy: The attack that is most often resorted to in berserk mode, it is comprised of Hyperion launching it's self at an opponent, using it's increased bulk to slam into and stun enemies before tearing into them with fangs and claws in a spray of shrapnel and gore.

Other-

Bio-Frame: One of the truly unique things about Bio-Frames is the fact that their physical form responds directly to the mental state of their pilots.

-Hot Blooded: A pilot with a hot head and short temper will often cause the bio-frame to gain mass, causing melee attacks to deal much more damage and allowing it to absorb more damage than it normaly would. Additionaly, should the pilot or an ally become endangered while in this mode there is a chance that the Bio-Frame will enter a berserk state, further increasing its mass and durability, as well as physical power, while making it much harder to control.

-Cool Headed: A cool headed pilot would cause it to lose mass, and become lighter, thus able to move faster and evade attacks easier, as well as being able to land hits easier thanks to the increased speed. Interestingly, as the frame takes damage while in this form it becomes progressively faster until it reaches a point where it leaves after images, putting heavy strain on an unskilled pilot.

Bio-Core: The Bio-Frame's 'Heart', and in a way stomach, and its energy source. A highly complex bio-engine which produces a constant supply of energy by breaking down materials ingested by the frame. The power however is not limitless, and should it's reserves be completely drained the frame shuts down while the core tries to catch back up.

Bio-Shell: A thick exoskeleton composed of a complex string of proteins and metal fibers which gradually repairs its self if damaged. The shell is bound directly to the Bio-Frame's skeleton and serves to protect it's internal systems.

Orbital Drones: A pair of spherical drones that launch from Hyperion's hips and float along side it, providing fire support during combat, bearing the same weapon systems as the ones built into Hyperion's body. Their primrary armaments are the Pulse Vulcans, and both the blade and shot modes of the pulse launchers.

----

Eigth Frame Lazerus

(Unit Type: Bio-Frame)

The eigth Bio-Frame created in the days before the disaster, as noted by a large 8 pattern formed in it's chest and shield. Unlike the hyperion it only stands roughly 16 meters, and has a lighter frame than most Bio-Frames, making it the most maneuverable of the ten original frames. Growing from its right arm is a large plate like portion of bio shell, a series of large blade like protrustions jutting from the outer edge with a scythe like blade protruding from the end. Piloted by a wandering killer who works in cold blood, and as such, Lazerus is often locked into cool headed mode during combat.

Weapons-

Pulse Vulcans: A pair of high speed vulcans mounted in Lazerus' shoulders near the neck, which fire off a steady stream of energy bolts, drawing from its own energy supply.

Ripper Knife: An emergency side arm, a simple combat knife. Due to it's small size it is somewhat easier to use than the claws, but packs less of a punch.

Claw: a series of retractable knife like claws, unlike most bio-frames, Lazerus only has one set.

Pulse Launcher: A powerful handheld rifle which fires of beams of energy, similar to the arm mounted versions used by Hyperion, however this weapon utilizes its own battery supply to fire.

Pin Launcher: Mounted in the shield like portion of the Bio-Frame's bio-shell is a series of guns which fire off a spray of sharp pins, usually covered by a folding section of exo-skeleton. While they don't do much damage, the pins are sharp enough to punch through even the thickest bio-shell, and enough are fired to make this weapon a decent threat.

Shell Shield Cutter: a quick slashing attack using the blade like protrusions to tear into enemies.

Shell Shield Reaper: A heavy slash using the scythe like blade to cut through enemies.

Shell Shield Lasher: a long flexible tendril lashes out from the shield, the blades attached to it's side, providing a powerful weapon for midrange attacks.

Shell Shield Buster: Hidden beneath the scythe blade of Lazerus' shield is a powerful Pulse Launcher wich fires a wide beam of energy powerful enough to scar the ground beneath it when fired. Depsite its massive power, it drains a large amount of energy from the Bio-Core, giving it a limited number of uses.

Drone Lock: Earth Ripper: Lazerus' drones lock into place beneath the pulse cannon mounted in the shell shield and are fired in unison with the main gun, producing a massive sustained beam of energy created by three combined beams shot off at once.

Frenzy: The attack that is most often resorted to in berserk mode, it is comprised of Lazerus charging at enemies slashing with it's claws and shield blades as it runs past, making several passes before latching on and pinning an enemy as it tears into them with fangs and claws.

MAP Attacks-

Shell Shield Buster: Hidden beneath the scythe blade of Lazerus' shield is a powerful Pulse Launcher wich fires a wide beam of energy powerful enough to scar the ground beneath it when fired. Depsite its massive power, it drains a large amount of energy from the Bio-Core, giving it a limited number of uses.

Drone Lock: Earth Ripper: Lazerus' drones lock into place beneath the pulse cannon mounted in the shell shield and are fired in unison with the main gun, producing a massive sustained beam of energy created by three combined beams shot off at once.

Other-

Bio-Frame: One of the truly unique things about Bio-Frames is the fact that their physical form responds directly to the mental state of their pilots.

-Hot Blooded: A pilot with a hot head and short temper will often cause the bio-frame to gain mass, causing melee attacks to deal much more damage and allowing it to absorb more damage than it normaly would. Additionaly, should the pilot or an ally become endangered while in this mode there is a chance that the Bio-Frame will enter a berserk state, further increasing its mass and durability, as well as physical power, while making it much harder to control.

-Cool Headed: A cool headed pilot would cause it to lose mass, and become lighter, thus able to move faster and evade attacks easier, as well as being able to land hits easier thanks to the increased speed. Interestingly, as the frame takes damage while in this form it becomes progressively faster until it reaches a point where it leaves after images, putting heavy strain on an unskilled pilot.

Shell Shield: A thick segment of bio-shell that makes up Lazerus' right arm. It serves as an excelent defensive structure and is much more sturdy than the removeable shields most mass produced Bio-Frames use.

Bio-Core: The Bio-Frame's 'Heart', and in a way stomach, and its energy source. A highly complex bio-engine which produces a constant supply of energy by breaking down materials ingested by the frame. The power however is not limitless, and should it's reserves be completely drained the frame shuts down while the core tries to catch back up.

Bio-Shell: A thick exoskeleton composed of a complex string of proteins and metal fibers which gradually repairs its self if damaged. The shell is bound directly to the Bio-Frame's skeleton and serves to protect it's internal systems.

Orbital Drones: A pair of spherical drones that launch from Lazerus' shoulders, providing fire support against opponents, making use of similar weapon systems as the unit they launcher from, namely the Pulse Vulcans, Pulse Launcher, and Pin Launcher.

----

Delta Frame

(Unit Type: Mass Produced Bio-Frame)

The first sucessfuly produced Bio-Frame after the disaster, commonly used by runners and caravans able to afford permanent guards. Built with a decent balance between body structure and mobility, allowing it to be adapted to almost any pilot or situation. The feature a shield used for storing weapons, as it is somewhat hard to craft hardpoints into the bio-shell as it continually heals over the mounting points. Despite being the earliest produced unit it is still fairly powerfulable to hold its own even against some of the more advanced frames with a good pilot.

Weapons-

Pulse Vulcans: A pair of high speed vulcans mounted in Delta Frame's shoulders near the neck, which fire off a steady stream of energy bolts, drawing from its own energy supply.

Ripper Knife: A commonly used combat knife. Light weight and easy to use in a pinch. It lacks in terms of attack power, but is still useful if an enemy gets to close or if one runs out of ammo and does not want to waste core energy. It is usually kept in a sheath strapped to the unit's upper left shoulder.

9mm Handgun: A fairly low power, but light weight and small side arm for use in emergencies when getting close to an enemy is out of the question. It doesn't quite have enough firepower to keep up with the bio-shells of most enemies.

Falcon Eye Assault Rifle: A semi-automatic weapon capable of firing off controlled bursts. Coupled with it's high rate of fire is the weapon's considerable accuracy, as well as an attachable scope for precise shots, making it a fairly dangerous weapon for most situations. It can be strapped over the shoulder in place of the Pulse Rifle, or carried into battle in the shield's compartments.

Pulse Rifle: A mid strength rifle which fires quick bursts of energy at targets. Fairly accurate due to the low recoil, and packs enough of a punch to be useful against most opponents, however it has a lower ammo capacity than most solid shell guns. Usually one is carried on a strap slung over the unit's shoulder, but more can be brought using the compartments on the unit's shield.

Falcon Eye Assault Rifle [Grenade Launcher]: Mounted on the underside of the Assault Rifle is a grenade launcher. While it has lower accuracy and damage than the Rocket Launcher, it is much lighter and can be fired in an arc, making it somewhat more flexible.

Rocket Launcher: A rather heavy high power weapon which launches high explosive rounds at a target. Its size requries it to be broken down when not in use, and thus takes up an extra compartment on the unit's shield, it also weighs the unit down quite a bit, making it harder to evade attacks.

Other-

Mass Produced Bio-Frame: Mass produced bio-frames, like their numbered predecessors, are physicaly effected by their pilot's mental state, though not quite to the same extent as they are essentially soulless puppets under the control of their pilots and lack any sense of self preservation.

-Hot Blooded: Much like with the numbered frames, a hot headed pilot will cause the frame to grow in mass and become somewhat slower but hit much harder, however, unlike the numbered frames, a MP Bio-Frame will not go berserk if it or its pilot is endangered.

-Cool Headed: A more collected pilot tends to result in a smaller bio-frame, much more fragile, but much fragile. Oddly, mass produced frames do not experiance a sudden speed increase when in danger of destruction.

Shield: A large metal shield strapped to the left arm which provides a decent amount of defense against oncoming attacks. In addition to serving as defense, it is equipped with several compartments on the underside to store weapons, allowing it to carry a larger arsenal into battle.

Mass Produced Bio-Core: A somewhat lower efficiency and more unstable version of the power source found in the numbered frames due to lack of information regarding the proper process of creating a bio-core, with what little that is know being mostly locked away from public eyes.

Bio-Shell: A thick exoskeleton composed of a complex string of proteins and metal fibers which gradually repairs its self if damaged. The shell is bound directly to the Bio-Frame's skeleton and serves to protect it's internal systems.

Snipe: Falcon Eye Assault Rifle: the Falcon Eye Assault Rifle can be equiped with a scope to allow for precise long range fire, letting the wielder to fire from the relative safety of cover.

Shield Hardpoints: Most of Delta Frame's weapons are stored in it's shield, allowing easy access during battle and allowing it to carry a decent number of fire arms without worry of over encumberance.

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Seventh Frame Hyperion

Statistics:

HP: 5200, EN: 180, Agi: 300

IS: 2, Move: G, Size: M, Rank: 9

Weapons:

[+] Pulse Vulcans (B)- 400 damage, 3 EN/attack [+40%]

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

[+] Heavy Revolver- 1800 damage, 6 rounds [+10%]

[+] Pulse Launcher (BS)- 1000 damage # 2, 10 EN/attack [+10%]

[+] Cataclysm Seeking Missiles (PGSF:12)- 500 damage/3 EN [+25%]

[F] Pulse Launcher [blade] (BM)- 2200 damage, 5 EN/attack [+10%]

[F] Pulse Launcher [blade Double] (BM)- 1800 damage x 2, 15 EN/attack [+10%]

[+] Heavy Revolver [HE] (S)- 3300 damage, 4 rounds [+10%]

[F] Iron Lance- 3400 damage, 15 EN/attack [+0%]

[F] Drone Lock: Lancer Edge (B)- 4400 damage, 20 EN/attack [+10%] Req: 2 summoned Orbital Drones

[F] Frenzy- 1200 damage, Stun & (F:8)- 800 damage/5 EN [+10%]

Inherent Abilities:

1) Bio-Frame

2) Countercut: Pulse Launcher [blade], Pulse Launcher [blade Double], Iron Lance

3) Countershoot: Pulse Vulcans, Pulse Launcher

4) Damage Received -10%

5) HP Regen S

6) Bio-Core: Pay 25 AP to gain EN Regen L next turn.

7) Summon: Orbital Drones (H) x 2

Purchasing Cost: 450 Credits

Bio-Frame

Class: Unit Type

Description: N/A.

Ability: Choose one of the following options during deployment and disable the other:

  • Hot Blooded: Agi +50, [F]-Damage Dealt +50% and Damage Received -30% instead. Agi +75 [F]-Damage Dealt +75% and Damage Received -50% instead when your unit's HP drops to 20% or below or any ally's HP drops to 30% or below. Gain Berserk (1/2) at 20% HP and below.
  • Cool Headed: Agi -30, Target's Dodge Cost +50%, Damage Received +15%. When your unit's HP drops to 20%, Agi -50 and Damage Received +30% instead. Gain Double Image (5) at 20% HP and below.

Orbital Drones (H)

Statistics:

HP: 1800, EN: 80, Agi: 200

IS: 2, Move: G, Size: SS, Rank: 3

Weapons:

[+] Pulse Vulcans (B)- 400 damage, 3 EN/attack [+40%]

[+] Pulse Launcher (BS)- 1000 damage # 2, 10 EN/attack [+10%]

[F] Pulse Launcher [blade] (BM)- 2200 damage, 5 EN/attack [+10%]

Inherent Abilities:

1) Orbital Drone

2) Countershoot: Pulse Vulcans, Pulse Launcher

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

Eighth Frame Lazerus

Statistics:

HP: 4400, EN: 180, Agi: 270

IS: 2, Move: G, Size: M, Rank: 9

Weapons:

[+] Pulse Vulcans (B)- 400 damage, 3 EN/attack [+40%]

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

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

[+] Pulse Launcher (B)- 1200 damage, 12 rounds [+10%]

[+] Pin Launcher- 1800 damage, Armor Pierce, 8 rounds [+10%]

[F] Shell Shield Cutter- 2000 damage, 10 EN/attack [+15%]

[F] Shell Shield Reaper- 2400 damage, 10 EN/attack [+0%]

[F] Shell Shield Lasher- 2400 damage, 15 EN/attack [+15%]

[+] Shell Shield Buster (BS)- 4200 damage, Barrier Pierce, 30 EN/attack [+10%]

[+] Drone Lock: Earth Ripper (BS)- 4800 damage, Barrier Pierce, 35 EN/attack [+20%] Req: 2 summoned Orbital Drones

[F] Frenzy (X:6)- 800 damage/5 EN [+10%]

MAP Weapons:

[+] Shell Shield Buster (BI:3)- 3600 damage, Barrier Pierce, 30 EN/attack [+0%]

[+] Drone Lock: Earth Ripper (BI:3)- 4000 damage, Barrier Pierce, 35 EN/attack [+0%] Req: 2 summoned Orbital Drones

Inherent Abilities:

1) Bio-Frame

2) Shield: Shell Shield Cutter, Shell Shield Reaper, Shell Shield Lasher, Shell Shield Buster, Drone Lock: Earth Ripper; Usage x 1.5

3) Countercut: Ripper Knife

4) Countershoot: Pulse Vulcans, Pulse Launcher

5) HP Regen S

6) Bio-Core: Pay 25 AP to gain EN Regen L next turn.

7) Summon: Orbital Drones x 2 (L).

Purchasing Cost: 450 Credits

Orbital Drones (L)

Statistics:

HP: 1800, EN: 80, Agi: 200

IS: 2, Move: G, Size: SS Rank: 3

Weapons:

[+] Pulse Vulcans (B)- 400 damage, 3 EN/attack [+40%]

[+] Pulse Launcher (B)- 1200 damage, 12 rounds [+10%]

[+] Pin Launcher- 1800 damage, Armor Pierce, 8 rounds [+10%]

Inherent Abilities:

1) Orbital Drone

2) Countershoot: Pulse Vulcans, Pulse Launcher

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

Delta Frame

Statistics:

HP: 4000, EN: 150, Agi: 290

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

Weapons:

[+] Pulse Vulcans (B)- 400 damage, 3 EN/attack [+40%]

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

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

[+] 9mm Handgun- 1200 damage, 10 rounds [+10%]

[+] Falcon Eye Assault Rifle- 1600 damage, 12 rounds [+10%] Hardpoints: 1

[+] Pulse Rifle (B)- 1800 damage, 10 rounds [+10%] Hardpoints: 1

[+] Falcon Eye Assault Rifle [Grenade Launcher] (S)- 2000 damage, 4 rounds [+0%]

[+] Rocket Launcher- 2800 damage, 3 rounds [+10%] Hardpoints: 2

Inherent Abilities:

1) Mass Produced Bio-Frame

2) Shield: Hardpoint Weapons

3) Countercut: Ripper Knife

4) Countershoot: Pulse Vulcans, Pulse Launcher, 9mm Handgun, Falcon Eye Assault Rifle

5) HP Regen S

6) Mass Produced Bio-Core: Pay 50 AP to gain EN Regen L next turn.

7) Snipe: Falcon Eye Assault Rifle (+30%)

8) Hardpoints (2)

9) During deployment choose either Falcon Eye Assault Rifle or Pulse Rifle. Disable the other weapon. You may enable the other weapon if its chosen using Hardpoints. You may choose the same weapon more than once. Double its ammo count if weapon is chosen twice.

10) If Falcon Eye Assault Rifle is disabled, disable Falcon Eye Assault Rifle [Grenade Launcher].

Purchasing Cost: 250 Credits

Mass Produced Bio-Frame

Class: Unit Type

Description: N/A.

Ability: Choose one of the following options during deployment and disable the other:

  • Hot Blooded: Agi +50, [F]-Damage Dealt +25% and Damage Received -15%.
  • Cool Headed: Agi -15, Target's Dodge Cost +25 and Damage Received +15%.

Cost to be Added: 900 + 450 + 300 + 113 x 2 = 1876 sup

Edited by Yosuke Kobe

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Date: Friday, March 27

Weapon/Ability in question: Cool Headed modes (all three)

Issues with Weapon/Ability: No defensive penalty.

Possible Solution: Add DR or HP Penalty?

Reasoning for Solution: While it does make the unit faster, the cool headed mode makes the unit more fragile due to the loss of mass, meaning it should either get less HP, or take more damage from attacks *nod*.

Date: Friday, March 27

Weapon/Ability in question: Falcon Eye Assault Rifle

Issues with Weapon/Ability: Missing Snipe

Possible Solution: Add it?

Reasoning for Solution:

Snipe: Falcon Eye Assault Rifle: the Falcon Eye Assault Rifle can be equiped with a scope to allow for precise long range fire, letting the wielder to fire from the relative safety of cover.

Date: Sunday, March 29

Weapon/Ability in question: Melee for Hyperion and Lazerus

Issues with Weapon/Ability: missing

Possible Solution: Add it?

Reasoning for Solution: the have arms and legs, so they could perform standard melee, plus isn't it part of the statting procedure?

Aside from that, its great.

Edited by Yuu Inohara

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One more I missed until just now.

Date: Monday, April 20

Weapon/Ability in question: Orbital Drones

Issues with Weapon/Ability: A bit large

Possible Solution: Reduce size?

Reasoning for Solution: Since the drones launch from inside the units, and are supposed to be able to attach themselves to one of the unit's weapons, I'd think they'd be closer to SS than M

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Kruz already told me this, and like I told him, its a non-issue now because I just paid for the things.

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Putting up some more Shattered Earth while I wait for the Seventh Frame Saga units to be added

Rebel Units

DGMWT-19-3 Magnum 3

(Unit Type: Modular Walking Tank)

Mid-way through the uprising the Divine Guardians had taken a heavy blow, with the capturing of one of their major factories and the Magnum 1 along with it. With this powerful new MWT in their ranks the rebels finally had a trump card over the Divine Guardian forces. It wouldn't be long before the Divine Guardians would produce a new weapon in hopes of countering their former creation. At first they had almost succeeded at defeating the Magnum 1 with the new Magnum 2, but after sustaining heavy damages in each of the several encounters to come it was decided that the Magnum 2 needed to be stronger, and as such it was equiped with the newly developed Bunker Shell, giving it last push to tople the Magnum 1. It's blade would shatter against the heavy armor and its shells failed to penetrate, forcing Maximillian to take desperate action and crash through the Magnum 2's EI field to pry loose the foe's armor and strike at it directly. After a long struggle the strain became too much for both machines and Dugan ejected from the Magnum 2 before all functions ceased, not wishing to be captured by the rebels. At the end of battle the Rebels walked away with a new machine in tow, and a heavily damaged Magnum 1. With the realization that the divine guardians were getting desperate and their machines will only keep getting more powerful, a decision was made to take the remains of the Magnum 1 and rebuild it using the best parts and tech they could spare. Fitted with the Crash System from the Magnum 2 (who would later get a replacement and be taken up by second in command Iji Kojima), and with reinforced armor around the joints thanks to reshaped fragments of bunker shell. With the increased armor the issue of mobility needed to be adressed, and thus work was put into converting the hover modules from the remains of enemy Jägers, mounting them around the unit's treads allowing for it to either hover or move along the ground, as well as mounting several along the sides of the unit's limbs allowing it to give a quick strafing boost to one side, allowing it greater mobility and ability to dodge attacks.

Weapons-

Dual Vulcan Cannon: A pair of fire linked vulcans, with a low damage output offset by a high rate of fire.

Impact Knife: An Assault Knife with a small generator inserted into the hilt that can be used to charge the blade with electricity, using it's abilitly to cut deep into enemy armor to deliver the maximum effect to the target's systems. Like most MWTs, it has a storage compartment in the left leg for this sort of weapon.

Assault Cannon: Standard issue machine gun used by most MWTs, highly reliable and when used right can tear apart most light armor MWTs. The Magnum 1's Assault Cannon managed to survive combat with the Bunker Shell equiped Magnum 2, and as such it was passed on to its next incarnation.

Rail Rifle: A light weight rail gun which fires magneticly charged metal ball at enemies, causing large amounts of damage. While not as fast firing as the Assault Cannon, it is much more precise and deals more damage in a single shot. Stored on the same rack as the Assault Cannon when not in use.

Impact Blade: Taken from the remains of the Magnum 1, and duplicated using data gathered from it and what fragments that could be retrieved from the DG factory it came from, the impact blade is a powerful katana made to cleave through EI fields with ease, using a series of high output EI generators mounted in the blade. Unlike with the Magnum 1, the Impact Blades for Magnum three are kept in sheaths mounted on the sides of the units arms with wires hooked to the hilt to draw energy from the unit's Crash System, allowing the power of it's generators to be amplified. The wire is long enough that the blade can be ejected from the sheath to make up for the awkward drawing angle.

Impact Blade [Double]: With the growing resources and production sources of production, as well as greater understanding of the EI technology, the rebels were able to replicate the Impact Blade originaly equiped to the Magnum 1 and modify it to be able to interact with the crash system. With enough skill, a pilot could easily wield one sword in each hand, allowing for a dual attack, either to strike a single target twice, or to strike two targets at once.

Impact Blade [Combined]: Along with the modifications to allow use with the modifications to allow use with the Crash System, the Impact Blades were adjusted to allow them to be combined into one large sword, combining the power of their EI generators and increasing their destructive power.

Impact Blade [Naginata]: The Impact Blades combined at the butt of their hilts forming a long double ended spear like weapon which can be used for a quick double slashing attack against individual targes.

Crash Charger Slash: A powerful charged slash using the combined Impact Blades to focus their power and gather energy from the Crash System. At max charge the weapon can generate a surge powerful enough to completely disable enemy barriers.

Blitz Schneider: A devastating combo attack consisting of a rapid series of slashes from the two seperate Impact Blades before combining them and performing a powerful upward slash, knocking lighter enemies into the air as it unfolds the blade into Naginata mode and spins it, gathering up energy in the generators before discharging it into the enemy.

MAP Attacks-

EMP Grenade: A large spherical grenade charged with electricity. When it goes off it releases a brilliant blue flash and sparks over an area, and while it does almost no direct damage to enemies, it screws up electronic systems, leaving most enemies disabled and easy to dispose of.

Impact Outburst: By forcing a surge of energy into the it's shield generators, the unit can relase a pulse of electricity, damaging enemies, and disabling, or outright killing, electronic systems that aren't shielded properly, however, the strain put on the generators cause an overload, disabling them until they cool off. Alternatively, should the energy in the unit's crash system build too much, this attack can be a viable way of discharging the excess without the risk of harming the field generator.

Combo Attacks-

Charger Blitz: A powerful combination attack starting with the Magnum 3 unleashing Blitz Schneider on an enemy before Magnum 2 launches at the stunned opponent and wails on it using a barrage of Crash Charger enhanced punches.

Other-

Electron Impact Shield: The Magnum 3's sheaths can unfold forming a large metal shield with wires anchoring the swords into place. With this configuration the EI generators on the swords can generate a powerful field of energy dispersed over the surface of this shield, having an effect similar to traditional EI Shields, however with its solid structure it can easily absorb melee attacks.

Electron Impact Field II: An improved version of the EI field used by most Divine Guardian units, it gives off a stronger electrical field than the original, and while its power against melee attacks shows little change, save the fact it does considerably more damage against unshielded enemy electronics, sometimes even outright doing damage to the enemy physicaly, it is capable of absorbing much stronger ranged attacks than before.

Crash System: While powerful and versatile, the Electron Impact system suffered one major draw back, most of the energy expended in its use was leakage and not actually put to good use. In order to adress this problem a special regulator was designed, the Crash System. The sysem prevented excess energy loss by storing what would have been wasted and redistributing it to the rest of the unit, gradualy increasing its combat capabilities, and allowing more energy to be put towards the strength of its barrier, and allowing for quicker response to pilot commands. However, the system can only build up so much before risking damage to the unit, and thus the energy must be discharged one way or another.

Jamming: Due to the high energy output from the unit's Electron Impact Field, most guided weapons that come within range instantly become scrambled and crash.

EM Shielding: Due to the high electrical output of the unit's barrier, it's systems must be shielded to prevent shorting, and as an added benefit, this shielding extends to attacks that would kill most unshielded systems.

Rebel Seal: A large black circle with a pair of crossed sabers infront of a red flame background painted onto the unit's shoulders and back. this design is unique to Maximillian's unit and thus the sight of it inspires allies who see it to work above their abilities.

Transform (Tank Form): The transformation process is like any other MWT's, its limbs lock together so the treads meet the ground, allowing movement, and its torso is turned allowing use of back mounted weapons.

Separate (Core Module): When the unit becomes too damaged, it can eject the majority of it's body, leaving a smaller tank behind so that the pilot may still fight, or escape.

Divine Guardians

DGMWT-19-2 Magnum 2

(Unit Type: Modular Walking Tank)

A prototype MWT originaly designed to be a heavier version of the Magnum 1, but with the hijacking of the Magnum 1 prior to its production, many design changes were made in hopes of creating a unit more powerful than the original. It has considerably more armor coverage than the Magnum 1, while retaining some of its sister machine's mobility. Once construction was complete it was immediately snatched up by High Commander Dugan Dourage, the head of DG military operations in hopes of crushing rebel leader Maximillian. After its final defeat against the Magnum 1, which nearly destroyed both units, it would be taken by the rebels and repaired, eventually being taken up by the second in command Iji Kojima.

Weapons-

Dual Vulcan Cannon: A pair of fire linked vulcans, with a low damage output offset by a high rate of fire.

Stun Baton: A thin telescopic rod with an EI generator stored in the base. While not too powerful, it can momentarily disable enemies.

Impact Knife: An Assault Knife with a small generator inserted into the hilt that can be used to charge the blade with electricity, using it's abilitly to cut deep into enemy armor to deliver the maximum effect to the target's systems. Like most MWTs, it has a storage compartment in the left leg for this sort of weapon.

Assault Cannon: Standard issue machine gun used by most MWTs, highly reliable and when used right can tear apart most light armor MWTs. The Magnum 2 utilizes an Assault Cannon with the same modifications as the Magnum 1's.

Stun Baton [Whip]: The baton can split, revealing a long wire, greatly increasing the weapons reach, as well as allowing the wielder to rapidly strike at an enemy with hard to block lashes from multiple directions.

Rail Rifle: A light weight rail gun which fires magneticly charged metal balls at enemies, causing large amounts of damage. While not as fast firing as the Assault Cannon, it is much more precise and deals more damage in a single shot. Stored on the same rack as the Assault Cannon when not in use.

Breaker Drones: A set of drones built off of the Jäger's Striker Drones, modified with a EM Shielding similar to that employed by many DG MWTs and employing a miniature rail gun rather than vulcans, making them powerful weapons when used correctly. Launched from compartments in the arms which store three drones each.

Crash Charger: The Magnum 2 features a set of wires that can be used to direct energy stored by the crash system into it's palms. The weapon's main purpose is to discharge excess energy and reduce strain on the unit in the form of a ball of energy which can be thrown at an opponent or smashed into them directly in a melee attack, both methods being able to temporarily disable an enemy. While powerful on its own, higher levels of charge begin to disrupt enemy barriers, passing clean through them, or at full output, disabling them all together.

MAP Attacks-

EMP Grenade: A large spherical grenade charged with electricity. When it goes off it releases a brilliant blue flash and sparks over an area, and while it does almost no direct damage to enemies, it screws up electronic systems, leaving most enemies disabled and easy to dispose of.

Impact Outburst: By forcing a surge of energy into the it's shield generators, the unit can relase a pulse of electricity, damaging enemies, and disabling, or outright killing, electronic systems that aren't shielded properly, however, the strain put on the generators cause an overload, disabling them until they cool off. Alternatively, should the energy in the unit's crash system build too much, this attack can be a viable way of discharging the excess without the risk of harming the field generator.

Combo Attacks-

Charger Blitz: A powerful combination attack starting with the Magnum 3 unleashing Blitz Schneider on an enemy before Magnum 2 launches at the stunned opponent and wails on it using a barrage of Crash Charger enhanced punches.

Other-

Electron Impact Shield: A smaller portable version of the barrier, created by a generator mounted on the mech's forearm which creates a wall of energy in a circular wire frame. Particularly effective against ranged attacks, though, due to it's size it is near useless against melee attacks compared to it's barrier counterpart.

Electron Impact Field II: An improved version of the EI field used by most Divine Guardian units, it gives off a stronger electrical field than the original, and while its power against melee attacks shows little change, save the fact it does considerably more damage against unshielded enemy electronics, sometimes even outright doing damage to the enemy physicaly, it is capable of absorbing much stronger ranged attacks than before.

Jamming: Due to the high energy output from the unit's Electron Impact Field, most guided weapons that come within range instantly become scrambled and crash.

EM Shielding: Due to the high electrical output of the unit's barrier, it's systems must be shielded to prevent shorting, and as an added benefit, this shielding extends to attacks that would kill most unshielded systems.

Crash System: While powerful and versatile, the Electron Impact system suffered one major draw back, most of the energy expended in its use was leakage and not actually put to good use. In order to adress this problem a special regulator was designed, the Crash System. The sysem prevented excess energy loss by storing what would have been wasted and redistributing it to the rest of the unit, gradualy increasing its combat capabilities, and allowing more energy to be put towards the strength of its barrier, and allowing for quicker response to pilot commands. However, the system can only build up so much before risking damage to the unit, and thus the energy must be discharged one way or another.

Transform (Tank Form): The transformation process is like any other MWT's, its limbs lock together so the treads meet the ground, allowing movement, and its torso is turned allowing use of back mounted weapons.

Separate (Core Module): When the unit becomes too damaged, it can eject the majority of it's body, leaving a smaller tank behind so that the pilot may still fight, or escape.

----

Bunker Shell Parts

A heavy concrete shell framed with interwoven metal rods which fits easily onto the bodies of the Divine Guardian Assaults and the Magnum 2.

DGMWT-19-2 Magnum 2 Bunker Shell

(Unit Type: Modular Walking Tank)

After suffering defeat at the hands of the rebel forces, most notably the Magnum 1, an order was put out by the its pilot and High Commander of the DG military to have a specialy fitted Bunker Shell made for the unit. While the armor greatly slowed the unit down, it also allowed it more survivability while out numbered. the shell made for the Magnum 2 is notable for lacking panels on the unit's palm, allowing use of the Crash Charger.

Weapons-

Dual Vulcan Cannon: A pair of fire linked vulcans, with a low damage output offset by a high rate of fire.

Heavy Knuckle: A powerful punching attack making use of the thick armor and great weight to deliver a devastating blow capable of building enough momentum to smash an enemy's armor.

100mm Rifle: While it does not truly seem like it, this heavy weapon is a powerful sniper rifle which fires explosive rounds. Mounted with a powerful scope which can be used to target enemies a good mile away, making this a deadly and effective weapon. Its weight and the explosive properties of its ammo make it less than effective at close range. When not in use it is broken up into four parts, the barrerl, the body, the scope, and the stock, and stored on the unit's shields.

Heavy Bazooka: A large rocket launcher fired from the shoulder when on foot and hooks up to the back of the bunker shell where it can be fired as an artillery cannon while in tank mode. It loads a six shot clip on the back end of the tube

Bunker Crash: A ramming attack that makes use of the unit's large mass, capable of causing large amounts of damage and easily knocking enemies over.

Crash Charger: The Magnum 2 features a set of wires that can be used to direct energy stored by the crash system into it's palms. The weapon's main purpose is to discharge excess energy and reduce strain on the unit in the form of a ball of energy which can be thrown at an opponent or smashed into them directly in a melee attack, both methods being able to temporarily disable an enemy. While powerful on its own, higher levels of charge begin to disrupt enemy barriers, passing clean through them, or at full output, disabling them all together.

MAP Attacks-

Impact Outburst: By forcing a surge of energy into the it's shield generators, the unit can relase a pulse of electricity, damaging enemies, and disabling, or outright killing, electronic systems that aren't shielded properly, however, the strain put on the generators cause an overload, disabling them until they cool off. Alternatively, should the energy in the unit's crash system build too much, this attack can be a viable way of discharging the excess without the risk of harming the field generator.

Other-

Bunker Shield: On the sides of both of the units arms are a pair of rectangular protrusions jutting from the bunker shell. Heavy and durable they make excelent shields and mount storage units for the 100mm rifle.

Electron Impact Field II: An improved version of the EI field used by most Divine Guardian units, it gives off a stronger electrical field than the original, and while its power against melee attacks shows little change, save the fact it does considerably more damage against unshielded enemy electronics, sometimes even outright doing damage to the enemy physicaly, it is capable of absorbing much stronger ranged attacks than before.

Jamming: Due to the high energy output from the unit's Electron Impact Field, most guided weapons that come within range instantly become scrambled and crash.

EM Shielding: Due to the high electrical output of the unit's barrier, it's systems must be shielded to prevent shorting, and as an added benefit, this shielding extends to attacks that would kill most unshielded systems.

Crash System: While powerful and versatile, the Electron Impact system suffered one major draw back, most of the energy expended in its use was leakage and not actually put to good use. In order to adress this problem a special regulator was designed, the Crash System. The sysem prevented excess energy loss by storing what would have been wasted and redistributing it to the rest of the unit, gradualy increasing its combat capabilities, and allowing more energy to be put towards the strength of its barrier, and allowing for quicker response to pilot commands. However, the system can only build up so much before risking damage to the unit, and thus the energy must be discharged one way or another.

Transform (Tank Form): While the Bunker Shell covers the Magnum's entire body, it is segmented at points to allow normal transformation.

Separate (DGMWT-19-2 Magnum 2): Due to the fact the Bunker Shell near completely covers the Magnum 2, it also takes most of the beating from attacks, and while extremely durable, it is not indestructable, and if overly damaged it can easily be shrugged off, revealing a nearly untouched unit beneath, and allowing access to previously disabled weapons.

Snipe: 100mm Rifle: The unit's rifle can become amazingly accurate when aimed through the powerful scope mounted on it.

----

DGMWT-16B Assault Bunker Shell

(Unit Type: Modular Walking Tank)

An Assault fitted with the heavy Bunker Shell parts, while it loses quite a lot of mobility due to the weight, as well as having a large chunk of its equipment disabled due to the shell covering the entire body, blocking them off, it is now highly durable and able to easily take a heavy barrage of high explosives without issue. With the launch of the Trooper line, and the hijacking of the Magnum 1, the Divine Guardians needed a new front line machine, but with their dwindling resoruce pools due to lost factories and the waning support of the people, they were forced to modify existing designs, specificly the Assault. This modification was quite simple, consisting of fitting it with an outer shell made up of concrete and metal, making it quite literaly a walking bunker.

Weapons-

Dual Vulcan Cannon: A pair of fire linked vulcans, with a low damage output offset by a high rate of fire.

Heavy Knuckle: A powerful punching attack making use of the thick armor and great weight to deliver a devastating blow capable of building enough momentum to smash an enemy's armor.

100mm Rifle: While it does not truly seem like it, this heavy weapon is a powerful sniper rifle which fires explosive rounds. Mounted with a powerful scope which can be used to target enemies a good mile away, making this a deadly and effective weapon. Its weight and the explosive properties of its ammo make it less than effective at close range. When not in use it is broken up into four parts, the barrerl, the body, the scope, and the stock, and stored on the unit's shields.

Heavy Bazooka: A large rocket launcher fired from the shoulder when on foot and hooks up to the back of the bunker shell where it can be fired as an artillery cannon while in tank mode. It loads a six shot clip on the back end of the tube

Bunker Crash: A ramming attack that makes use of the unit's large mass, capable of causing large amounts of damage and easily knocking enemies over.

MAP Attacks-

Heavy Bazooka: A salvo of rockets fired from the bazooka while in tank mode that cover a long distance, raining destruction down on a wide area.

Impact Outburst: By forcing a surge of energy into the it's shield generators, the unit can relase a pulse of electricity, damaging enemies, and disabling, or outright killing, electronic systems that aren't shielded properly, however, the strain put on the generators cause an overload, disabling them until they cool off.

Other-

Bunker Shield: On the sides of both of the units arms are a pair of rectangular protrusions jutting from the bunker shell. Heavy and durable they make excelent shields and mount storage units for the 100mm rifle.

Electron Impact Field: A smaller scale version of the barrier used on most transport vehicles, able to dampen the damage from most attacks, and damages the systems of mechanical enemies who get too close. Unlike the version used on vehicles, this one is created with a back mounted generator that can be turned on and off to prevent strain on the mech's systems.

Jamming: Due to the high energy output from the unit's Electron Impact Field, most guided weapons that come within range instantly become scrambled and crash.

EM Shielding: Due to the high electrical output of the unit's barrier, it's systems must be shielded to prevent shorting, and as an added benefit, this shielding extends to attacks that would kill most unshielded systems.

Transform (Tank Form): While the Bunker Shell covers the Assault's entire body, it is segmented at points to allow normal transformation.

Separate (DGMWT-16 Assault): Due to the fact the Bunker Shell near completely covers the Assault, it also takes most of the beating from attacks, and while extremely durable, it is not indestructable, and if overly damaged it can easily be shrugged off, revealing a nearly untouched unit beneath, and allowing access to previously disabled weapons.

Snipe: 100mm Rifle: The unit's rifle can become amazingly accurate when aimed through the powerful scope mounted on it.

DGMWT-21 Juggernaut

(Unit Type: Mothership, Battleship, Modular Walking Tank)

At the tail end of the rebellion the Divine Guardians grew desperate, with the waning support of the populace and slowly receding resources and production capabilities. As a final push the DG forces began constructing a massive land ship designed to carry the remains of their forces into battle and load a rather, unpleasant, surprise for the rebels. At the ships core was a single MWT which served as the cockpit for the bulky mass of iron and guns. Its completion came shortly after the destruction and capture of the Magnum 2, and the end result was immediately taken control of by Dugan who ordered all available MWTs to pile in and lead a final charge on the rebel forces. While the MWT controling the machine is shielded from attacks that would short it out, the Juggernaut its self is highly prone to locking up under powerful electrical fields.

Weapons-

Heavy Gatling Cannons: A pair of large gatling guns mounted on either shoulder which put out enough fire power to shred most light MWTs. Due to their high rate of fire these weapons burn through ammo quickly, and thus have multiple ammo feeds stored inside the Juggernaut's shoulders.

Heavy Micro Missile Pods: lining either side of the Juggernaut's back are a set of seven 32-shot micromissile batteries which fire off a storm of small homing missiles.

Impact Hammer: A powerful spiked ball hanging from a long chain with a powerful EI Generator built into its core. The sheer size and mass of the weapon make it a devastating force, and coupled with the EI field generated around it can greatly damage multiple units at once.

Impact Cannon: A powerful cannon similar to those used by the Dragon carriers which fires explosive rounds over long distances, most often used for artillery purposes. This particular version of the gun can be removed and used as a hand held weapon while in robot mode.

MAP Attacks-

Heavy Micro Missile Pods: lining either side of the Juggernaut's back are a set of seven 32-shot micromissile batteries which fire off a storm of small homing missiles.

Impact Cannon: A powerful cannon similar to those used by the Dragon carriers which fires explosive rounds over long distances, most often used for artillery purposes. This particular version of the gun can be removed and used as a hand held weapon while in robot mode.

Heavy Saturation Launcher: powerful batteries built into either forearm which fires off a large volley of metal containers which burst open in the air over a designated target and rain explosive pellets down over a wide area.

HINW Devastator- The weapon that started it all, or atleast a recreation of it. Only one was made using the last of the DG's rapidly draining resources with the plans of either whiping out the entirety of the main rebel forces, or recreating the incident to shatter the earth once more, with only those deemed worthy being allowed into the relative safety of the DG shelters. This weapon is powerful enough and generates enough heat to transform entire forests into molten craters, and the resulting radiation is enough to instantly kill those that come into direct contact. All this is topped off with a massive EMP wave that can disable even shielded units. Due to the size of the missile it has to be fired from a moveable rail, which is only useable while the Juggernaut is in its fortress mode.

Other-

Transform (Fortress Mode): The Juggernaut's most mobile mode which allows it access to the compartments holding its escort units. The Juggernaut or often than not enters battle in this form.

Separate (DGMWT-20 Käempfer): While powerful and equiped with thick enough armor to shrug off most attacks, the Juggernaut is by no means indestructable. Realising this, the Divine Guardians built this metal monster around a much smaller unit, an MWT whose core module acts as the cockpit for both it and the Juggernaut. Should the juggernaut take too much damage it can split apart, releasing the unit hidden inside.

Summon: The Juggernaut houses compartments along its sides which can house a squad of Assaults, Jägers, and Troopers, allowing them to be safely transported into battle beneath the fortress' thick armor and be deployed to defend the ship while it is vulnerable while prepping to fire its missile.

----

DGMWT-20 Käempfer

(Unit Type: Modular Walking Tank)

The first stage in the Divine Guardian's last push against the rebel forces. Designed to interfact with the large metal frame that is the Juggernaut, using its Crash Charger as the powersource for the hulking monster. Despite this purpose, the unit its self is quite powerful, living up to its name, 'Champion', mounting a pair of booster shields as well as a large vernier pack on its back, and a set of hover modules built into the feet and legs, making it the most maneuverable MWT ever created during the rebellion. In addition to its high mobility, it also features several unique weapons and systems, notably a pair of Impact Bazookas stored in its shields, a pair of gatling shotguns, and a nearly perfected Electron Impact Field. The MWT's design is somewhat unique compared to the other somewhat blocky machines put into production, featuring a more streamlined body as well as a pair of spiked shoulder plates and a long blade like horn jutting from it's forehead.

Weapons-

Dual Vulcan Cannon: A pair of fire linked vulcans, with a low damage output offset by a high rate of fire.

Stun Baton: A thin telescopic rod with an EI generator stored in the base. While not too powerful, it can momentarily disable enemies.

Impact Knife: An Assault Knife with a small generator inserted into the hilt that can be used to charge the blade with electricity, using it's abilitly to cut deep into enemy armor to deliver the maximum effect to the target's systems. Like most MWTs, it has a storage compartment in the left leg for this sort of weapon.

Stun Baton [Whip]: The baton can split, revealing a long wire, greatly increasing the weapons reach, as well as allowing the wielder to rapidly strike at an enemy with hard to block lashes from multiple directions.

Breaker Drones: A set of drones built off of the Jäger's Striker Drones, modified with a EM Shielding similar to that employed by many DG MWTs and employing a miniature rail gun rather than vulcans, making them powerful weapons when used correctly. Launched from compartments in the arms which store three drones each.

Gatling Shotgun: A rather bulky but powerful weapon with three rotary barrels and a chain feed that loads shotgun shells connect directly to a bin in the unit's back allowing the unit to easily transport a large amount of ammo for the weapon. The gun features a strap so it can be hung from the unit's shoulder for added support. Known as the tank melter due to its high power and rate of fire, but its effective range is rather limited. The Käempfer sports two of these, stored on a pair of weapon racks on the unit's back when not in use or while in tank mode.

Impact Bazooka: A powerful cannon stored in the Käempfer's shields which fires a high powered shell which releases a powerful EMP blast similar to that of the old EMP Grenades moments before impact allowing for greater effect against the likely disabled opponent.

Gatling Shotguns [Dual]: An attack using both gatling shotguns, and the standard mode of attack while in tank mode. While effective in the unit's tank form due to being on a stable platform, this maneuver is much less accurate than firing only one of the guns in MWT mode, though the lost accuracy is made up for by the wider spread and higher level of fire power.

Crash Charger: Like the Magnum 2, the Käempfer features a set of wires that can be used to direct energy stored by the crash system into it's palms. The weapon's main purpose is to discharge excess energy and reduce strain on the unit in the form of a ball of energy which can be thrown at an opponent or smashed into them directly in a melee attack, both methods being able to temporarily disable an enemy. While powerful on its own, higher levels of charge begin to disrupt enemy barriers, passing clean through them, or at full output, disabling them all together.

Demolition Chain: A string high explosive disks attached to a long wire that ends at a large handle. Inteded for demolishing large structures, it packs enough power to be a devastating weapon if used properly. Primrarily used like a whip, the chain of explosives wraping its self around the unfortunate victim before exploding.

MAP Attacks-

Impact Outburst: By forcing a surge of energy into the it's shield generators, the unit can relase a pulse of electricity, damaging enemies, and disabling, or outright killing, electronic systems that aren't shielded properly, however, the strain put on the generators cause an overload, disabling them until they cool off. Alternatively, should the energy in the unit's crash system build too much, this attack can be a viable way of discharging the excess without the risk of harming the field generator.

Other-

Booster Shield: In addition to the verniers on its back the Käempfer mounts a pair of shields on either arm which mount a set a boosters for increased speed and maneuverability.

Electron Impact Field III: The pinnacle of EI based defenses. Only one generator was made and was equiped to the Käempfer just above its vernier pack. While it drains more energy than a normal EI Field, it compensates by generating a much more powerful field of energy capable of causing physical damage to enemies that come too close as well as damaging the victim's systems.

Crash System: While powerful and versatile, the Electron Impact system suffered one major draw back, most of the energy expended in its use was leakage and not actually put to good use. In order to adress this problem a special regulator was designed, the Crash System. The sysem prevented excess energy loss by storing what would have been wasted and redistributing it to the rest of the unit, gradualy increasing its combat capabilities, and allowing more energy to be put towards the strength of its barrier, and allowing for quicker response to pilot commands. However, the system can only build up so much before risking damage to the unit, and thus the energy must be discharged one way or another.

Jamming: Due to the high energy output from the unit's Electron Impact Field, most guided weapons that come within range instantly become scrambled and crash.

EM Shielding: Due to the high electrical output of the unit's barrier, it's systems must be shielded to prevent shorting, and as an added benefit, this shielding extends to attacks that would kill most unshielded systems.

Transform (Fortress Form): A fairly standard transformation with the exception of the MWT's vernier pack sliding down into a position behind it and the weapon rack coming together into position where the Vernier pack once was.

Separate (Core Module): As with all MWTs, the Käempfer can break apart and release a core module as an escape vehicle if it becomes severly damaged.

Rapid Deployment: While required to deploy the Juggernaut, the Käempfer can be deployed independant of its massive counterpart if needed.

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DGMWT-19-3 Magnum 3

Statistics:

HP: 4700, EN: 200, Agi: 280

IS: 2, Move: G/H, Size: M, Rank: 12

Weapons:

[+] Dual Vulcan Cannon- 400 damage, 20 rounds [+40%]

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

[F] Impact Knife (M)- 1000 damage, Armor Pierce, Stun, 10 EN/attack [+0%]

[+] Assault Cannon (F:3)- 700 damage, 15 rounds [+10%]

[+] Rail Rifle- 2800 damage, 8 rounds [+20%]

[F] Impact Blade- 3500 damage, Barrier Pierce, Stun, 25 EN/attack [+10%]

[F] Impact Blade [Dual]- 1800 damage x 2, 30 EN/attack, Barrier Pierce, Stun [+0%]

[F] Impact Blade [Combined]- 4700 damage, Barrier Pierce, Stun, 30 EN/attack [+10%]

[F] Impact Blade [Naginata]- 1700 damage #3, Barrier Pierce, Stun, 40 EN/attack [+20%]

[F] Blitz Schneider- 6200 damage, Barrier Pierce, Stun, 50 EN/attack [+20%]

[F] Crash Charger Slash (V:?)- 1500 damage/8 EN, Barrier Pierce, Stun, REQ: Crash System [+20%]

MAP Attacks:

[+] EMP Grenade (T:2)- 10 damage, Stun & EN Damage 20, 2 rounds [+10%]

[+] Impact Outburst (I:3)- 2000 damage, Stun & EN Damage 20, 60 EN/attack [+10%]

Combo Attacks:

[F] Charger Blitz- 3000 damage x 3, Barrier Pierce, Stun, 40 EN/attack [+0%], REQ: Crash System

Inherent Abilities:

1) Modular Walking Tank

2) Electron Impact Shield: Same effect as Beam Shield

3) Countercut: Impact Knife, Impact Blade

4) Countershoot: Dual Vulcan Cannon, Assault Cannon

5) Electron Impact Field II (Barrier) Same effects as Electron Impact Field, but Damage Negation is 1800 instead.

6) Jammer

7) EM Shielding: Unit is Immune to Stun

8) Crash System (System)

9) Tank Mode (Transform): Agi -20, Gain the Vehicle Type, disable Melee, Impact Knife, Impact Blade, Impact Blade [Dual], Impact Blade [Combined], Impact Blade [Naginata], Blitz Schneider, Crash Charger Slash, and Charger Blitz.

10) Separate (Core Module)

11) Beam Flag

12) Crash Charger Slash: ? is equal to the number of counters on the Crash System, maximum of (V:5). Reset the charge counter after use.

13) Impact Outburst: When used, disable Electron Impact Field and Jammer for 2 turns.

14) Charger Blitz: Requires allied DGMWT-19-2 Magnum 2 to execute

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DGMWT-19-2 Magnum 2

Statistics:

HP: 4500, EN: 200, Agi: 340

IS: 2, Move: G, Size: M, Rank: 11

Weapons:

[+] Dual Vulcan Cannon- 400 damage, 20 rounds [+40%]

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

[F] Impact Knife (M)- 1000 damage, Armor Pierce, Stun, 10 EN/attack [+0%]

[F] Stun Baton (M)- 1200 damage, Stun [+0%]

[F] Stun Baton [Whip] (MX:5)- 400 damage/3 EN, Stun [+0%]

[+] Assault Cannon (F:3)- 700 damage, 15 rounds [+10%]

[+] Rail Rifle- 2800 damage, 8 rounds [+20%]

[+] Breaker Drones (SX:6)- 900 damage, 40 rounds [+10%]

[H] Crash Charger (V:?)- 1100 damage/6 EN, Barrier Pierce, StunREQ: Crash System [+20%]

MAP Attacks:

[+] EMP Grenade (T:2)- 10 damage, Stun & EN Damage 20, 2 rounds [+10%]

[+] Impact Outburst (I:3)- 2000 damage, Stun & EN Damage 20, 60 EN/attack [+10%]

Combo Attacks:

[F] Charger Blitz- 3000 damage x 3, Barrier Pierce, 45 EN/attack [+0%]

Inherent Abilities:

1) Modular Walking Tank

2) Electron Impact Shield: Same effect as Beam Shield, but may only be used against non-[F] weapons.

3) Countercut: Impact Knife, Stun Baton

4) Countershoot: Dual Vulcan Cannon, Assault Cannon

5) Damaged Received -20%

5) Electron Impact Field II (Barrier) Same effects as Electron Impact Field, but Damage Negation is 1800 instead.

6) Jammer

7) EM Shielding: Unit is Immune to Stun

8) Crash System (System)

9) Tank Mode (Transform): Agi -20, Gain the Vehicle Type, disable Melee, Impact Knife, Stun Baton, Stun Baton [Whip], Crash Charger, and Charger Blitz.

10) Separate (Core Module)

11) Crash Charger: ? is equal to the number of counters on the Crash System, maximum of (V:5). Reset the charge counter after use.

12) Impact Outburst: When used, disable Electron Impact Field and Jammer for 2 turns.

13) Charger Blitz: Requires allied DGMWT-19-3 Magnum 3 to execute

Replacement Cost: 380 Credits (DGMWT-19-1 Magnum 1)

---

DGMWT-19-2 Magnum 2 Bunker Shell

Statistics:

HP: 5000, EN: 200, Agi: 400

IS: 2, Move: G, Size: M, Rank: 11

Weapons:

[+] Dual Vulcan Cannon- 400 damage, 20 rounds [+40%]

[F] Heavy Knuckle (M)- 600 damage, Armor Break [+0%]

[F] Bunker Crash- 1800 damage, 3 EN/attack [+0%]

[+] 100mm Rifle- 2500 damage, 6 rounds [+20%]

[+] Heavy Bazooka (PSF:4)- 1000 damage, 24 rounds [+10%]

[H] Crash Charger (V:?)- 1100 damage/6 EN, Barrier Pierce, Stun, REQ: Crash System [+20%]

MAP Attacks:

[+] Impact Outburst (I:3)- 2000 damage, Stun & EN Damage 20, 60 EN/attack [+10%]

Inherent Abilities:

1) Modular Walking Tank

2) Bunker Shield: Same effect as Heavy Shield

3) Countercut: Impact Knife, Stun Baton

4) Countershoot: Dual Vulcan Cannon, Assault Cannon

5) Damaged Received -40%

5) Electron Impact Field II (Barrier) Same effects as Electron Impact Field, but Damage Negation is 1800 instead.

6) Jammer

7) EM Shielding: Unit is Immune to Stun

8) Crash System (System)

9) Tank Mode (Transform): Agi -20, Gain the Vehicle Type, disable Heavy Knuckle, Bunker Crash, 100mm Rifle, and Crash Charger.

10) Separate (DGMWT-19-2 Magnum 2)

11) Snipe: 100mm Rifle (+30%)

12) Crash Charger: ? is equal to the number of counters on the Crash System, maximum of (V:5). Reset the charge counter after use.

13) Impact Outburst: When used, disable Electron Impact Field and Jammer for 2 turns.

Purchasing Cost: N/A. Install the Bunker Shell Pack for the DGMWT-19-2 Magnum 2. DGMWT-19-2 Magnum 2 Bunker Shell will then be available for use.

---

DGMWT-16B Assault Bunker Shell

Statistics:

HP: 4000, EN: 160, Agi: 350

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

Weapons:

[+] Dual Vulcan Cannon- 400 damage, 20 rounds [+40%]

[F] Heavy Knuckle (M)- 600 damage, Armor Break [+0%]

[F] Bunker Crash- 1800 damage, 3 EN/attack [+0%]

[+] 100mm Rifle- 2500 damage, 6 rounds [+20%]

[+] Heavy Bazooka (PSF:4)- 1000 damage, 24 rounds [+10%]

MAP Attacks:

[+] Hyper Bazooka (I:3)- 1500 damage, 4 rounds, [+0%] Req: Tank Mode

[+] Impact Outburst (I:3)- 2000 damage, Stun & EN Damage 20, 60 EN/attack [+10%]

Inherent Abilities:

1) Modular Walking Tank

2) Bunker Shield: Same effect as Heavy Shield

3) Countercut: Requires Martial Arts Mastery

4) Countershoot: Dual Vulcan Cannon

5) Damage Received -20%

6) Electron Impact Field (Barrier)

7) Jammer

8) EM Shielding: Unit is Immune to Stun

9) Tank Form (Transform): Agi -20, Gain the Vehicle Type, disable Heavy Knuckle, Bunker Crash, and 100mm Rifle.

10) Separate: (DGMWT-16 Assault)

11) Snipe: 100mm Rifle (+30%)

12) Impact Outburst: When used, disable Electron Impact Field and Jammer for 2 turns.

Purchasing Cost: N/A. Install the Bunker Shell Pack for the DGMWT-16 Assault. DGMWT-16B Assault Bunker Shell will then be available for use.

---

DGMWT-21 Juggernaut

Statistics:

HP: 10000, EN: 200, Agi: 650

IS: 2, Move: G, Size: L, Rank: 14

Weapons:

[+] Heavy Gatling Cannon (S)- 1000 damage, 20 rounds [+40%]

[+] Heavy Micro Missile Pods (PGSX:6)- 400 damage, 36 rounds [+10%]

[F] Impact Hammer (S)- 3500 damage, Barrier Pierce, Stun, 40 EN/attack [+10%]

[+] Impact Cannon (S)- 4000 damage, 10 rounds [+20%]

MAP Attacks:

[+] Heavy Micro Missile Pods (PT:3)- 1500 damage, uses 6 Heavy Micro Missile Pod rounds [+0%]

[+] Heavy Saturation Launcher (T:4)- 2000 damage, 2 rounds [+0%]

[+] Impact Cannon (I:4)- 3000 damage, 2 rounds [+0%]

[+] HINW Devastator (I:10)- 5000 damage, Barrier Pierce, 1 Round. Rounds Locked [+50%] Req: Fortress Mode

Inherent Abilities:

1) Battleship, Modular Walking Tank

2) Countershoot: Heavy Gatling Cannon

3) DGMWT-21 Juggernaut deploys in Fortress Mode

4) Fortress Mode (Transform): Agi -50, gain the unit type Mothership, disable Impact Hammer.

5) Separate: (DGMWT-20 Käempfer)

6) Summon: DGMWT-16 Assault x2, or DGMWT-17 Trooper x 2, or DGMWT-18 Jäger x 2

7) HINW Devastator- Change terrain to Ruin for the remainder of the match. Terrain does not change if performed in Space. In addition, add the Electromagnetic Field template to the terrain for 3 turns.

Purchasing Cost: 2000 Credits

---

DGMWT-20 Käempfer

Statistics:

HP: 4000, EN: 200, Agi: 280

IS: 2, Move: G/H, Size: M, Rank: 12

Weapons:

[+] Dual Vulcan Cannon- 400 damage, 20 rounds [+40%]

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

[F] Impact Knife (M)- 1000 damage, Armor Pierce, Stun, 10 EN/attack [+0%]

[F] Stun Baton (M)- 1200 damage, Stun [+0%]

[F] Stun Baton [Whip] (MX:5)- 400 damage/3 EN, Stun [+10%]

[+] Gatling Shotgun (ASF:3)- 600 damage, 60 rounds [+10%]

[+] Gatling Shotgun [Dual] (ASF:6)- 450 damage, use rounds from Gatling Shotgun [+0%]

[+] Impact Bazooka- 100 damage, Stun, EN Damage 20 & 3000 damage, 4 rounds [+0%]

[+] Breaker Drones (SX:6)- 900 damage, 40 rounds [+10%]

[H] Crash Charger (V:?)- 1100 damage/6 EN, Barrier Pierce, Stun, REQ: Crash System [+20%]

[F] Demolition Chain- 6000 damage, 1 round [+20%]

MAP Attacks:

[+] Impact Outburst (I:3)- 2000 damage, Stun & EN Damage 20, 60 EN/attack [+10%]

Inherent Abilities:

1) Modular Walking Tank

2) Shield Booster: Impact Bazooka

3) Countercut: Impact Knife, Stun Baton

4) Countershoot: Dual Vulcan Cannon

5) Electron Impact Field III (Barrier) Same effect as Electron Impact Field, but Damage Negation is 2000 instead,

6) Jammer

7) EM Shielding: Unit is Immune to Stun

8) Crash System (System)

9) Tank Mode (Transform): Agi -20, Gain the Vehicle Type, disable Melee, Impact Knife, Stun Baton. Stun Baton [Whip], Gatling Shotgun, Crash Charger, and Demolition Chain.

10) Separate (Core Module)

11) Rapid Deployment

12) Crash Charger: ? is equal to the number of counters on the Crash System, maximum of (V:5). Reset the charge counter after use.

13) Impact Outburst: When used, disable Electron Impact Field III and Jammer for 2 turns.

Purchasing Cost:

N/A. Separate using DGMWT-21 Juggernaut

---

New Lexicon Entry>

Crash System

Class: System

Description: N/A

Ability: Every turn add a counter to this system. For each counter, the unit gains damage dealt +5%, Dodge Cost-5% and Barrier Strength +100. If the counter exceeds 5, gain an additional attack phase where you must use any weapons that require the Crash System at full output.

---

Total Cost of Adding: 2100 + 900 x 2 + 825 + 350 = 5900

Edited by Nimbus Noa

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Welp...

Magnum 3

Date: Monday, May 18

Weapon/Ability in question: Magnum 3's Agility

Issues with Weapon/Ability: worse than Magnum 2's

Possible Solution: decrease Agi?

Reasoning for Solution: the Magnum 3 is supposed to be more agile than the Magnum 2, plus as stated in the backstory block

work was put into converting the hover modules from the remains of enemy Jägers, mounting them around the unit's treads allowing for it to either hover or move along the ground, as well as mounting several along the sides of the unit's limbs allowing it to give a quick strafing boost to one side, allowing it greater mobility and ability to dodge attacks.

Date: Monday, May 18

Weapon/Ability in question: Magnum 3's movement

Issues with Weapon/Ability: G only

Possible Solution: make it G/H

Reasoning for Solution: Magnum 3 has the same hover modules as the Jäger, which has Move: G/H

work was put into converting the hover modules from the remains of enemy Jägers, mounting them around the unit's treads allowing for it to either hover or move along the ground, as well as mounting several along the sides of the unit's limbs allowing it to give a quick strafing boost to one side, allowing it greater mobility and ability to dodge attacks.

Date: Monday, May 18

Weapon/Ability in question: Impact Blades and Blitz Schneider

Issues with Weapon/Ability: Inconsistent

Possible Solution: adjust it to match the normal Impact Blade (Barrier Pierce and Stun), increase EN cost if needed.

Reasoning for Solution: All of the weapons would have the same properties, being different modes of the same weapon.

Date: Monday, May 18

Weapon/Ability in question: Blitz Schneider

Issues with Weapon/Ability: statted as a stronger version of the Naginata mode?

Possible Solution: stat as a multi stage attack, or as an All Out Attack attack.

Reasoning for Solution: Blitz Schneider is a multi stage attack (rapid slashes leading into heavy blow with combined sword leading into spinning attack with Naginata)

Date: Monday, May 18

Weapon/Ability in question: Magnum 3's Electron Impact Shield

Issues with Weapon/Ability: statted as a normal Electron Impact Shield

Possible Solution: adjust to be a standard beam shield with more uses?

Reasoning for Solution: Unlike the other Electron Impact Shields, the Magnum 3's is a solid shield with the electrical current flowing over it, also there are two of them.

Electron Impact Shield: The Magnum 3's sheaths can unfold forming a large metal shield with wires anchoring the swords into place. With this configuration the EI generators on the swords can generate a powerful field of energy dispersed over the surface of this shield, having an effect similar to traditional EI Shields, however with its solid structure it can easily absorb melee attacks.

and on a cosmetic note, possibly making the name red like the rest of Maximillian's unit's?

----

Magnum 2

Date: Monday, May 18

Weapon/Ability in question: Stun Baton [Whip]

Issues with Weapon/Ability: Doesn't well... STUN

Possible Solution: Give it stun?

Reasoning for Solution: The whip for of the Stun Baton is still very much the Stun Baton, just in whip form.

Date: Monday, May 18

Weapon/Ability in question: 'Striker' Drones

Issues with Weapon/Ability: They're supposed to be Breaker Drones

Possible Solution: change them?

Reasoning for Solution: Its clearly stated that the Magnum 2 has Breaker drones, plus, if it had Striker Drones, they wouldn't be able to do anything due to Magnum 2's EI Field.

Date: Monday, May 18

Weapon/Ability in question: Crash Charger Attack

Issues with Weapon/Ability: missing stun

Possible Solution: Add it?

Reasoning for Solution: Its an attack where you slam or throw a ball of electricity at an enemy.

Date: Monday, May 18

Weapon/Ability in question: Charger Blitz

Issues with Weapon/Ability: Combos with its self.

Possible Solution: Should combo with Magnum 3

Reasoning for Solution: Magnum 2 lacks the equipment to combo with its self.

----

Magnum 2 Bunker Shell

Date: Monday, May 18

Weapon/Ability in question: Hyper Bazooka

Issues with Weapon/Ability: Should be called Heavy Bazooka

Possible Solution: Change the name

Reasoning for Solution: This isn't gundam.

Date: Monday, May 18

Weapon/Ability in question: Bunker Shield

Issues with Weapon/Ability: marked as shield

Possible Solution: Should be heavy shield.

Reasoning for Solution: Its a shield basically made out of the side of a bunker.

----

Assault Bunker Shell

Date: Monday, May 18

Weapon/Ability in question: Hyper Bazooka

Issues with Weapon/Ability: Should be called Heavy Bazooka

Possible Solution: Change the name

Reasoning for Solution: This isn't gundam.

Date: Monday, May 18

Weapon/Ability in question: Bunker Shield

Issues with Weapon/Ability: marked as shield

Possible Solution: Should be heavy shield.

Reasoning for Solution: Its a shield basically made out of the side of a bunker.

Date: Monday, May 18

Weapon/Ability in question: Seperates into its self.

Issues with Weapon/Ability: SHOULD NOT SEPERATE INTO ITS SELF

Possible Solution: Have it seperate into the normal Assault.

Reasoning for Solution: No, just, no, having a unit do that is basically god mode.

----

Magnum 2 Bunker Shell

Date: Monday, May 18

Weapon/Ability in question: Impact Hammer

Issues with Weapon/Ability: missing tags

Possible Solution: Should have Barrier Pierce, Stun and (S)

Reasoning for Solution: Its a melee Impact Weapon, and thus has a powerful current of electricity running through it, this mixed with its mass would break through most barriers, plus the shockwave from the impact and weapon's size would allow it to strike multiple units at once.

Date: Monday, May 18

Weapon/Ability in question: HINW Devastator

Issues with Weapon/Ability: Requires Fortress Mode Mode

Possible Solution: Change it to require just Fortress Mode.

Reasoning for Solution: Yeah.

Date: Monday, May 18

Weapon/Ability in question: Pilot slots

Issues with Weapon/Ability: There are too many.

Possible Solution: reduce them to one slot.

Reasoning for Solution: The Juggernaut is controlled completely from the Käempfer, which can only fit one person in it's core module.

----

Käempfer

Date: Monday, May 18

Weapon/Ability in question: Agility

Issues with Weapon/Ability: Sucks.

Possible Solution: decrease Agi

Reasoning for Solution:

mounting a pair of booster shields as well as a large vernier pack on its back, and a set of hover modules built into the feet and legs, making it the most maneuverable MWT ever created during the rebellion.
300 is not the most Agile.

Date: Monday, May 18

Weapon/Ability in question: Impact Bazooka

Issues with Weapon/Ability: Only half of the weapon is there.

Possible Solution: Make it [+] Impact Bazooka- 100 damage, Stun & EN Damage 20 + Shell Impact, 2 rounds [+10%]

Reasoning for Solution: you only statted the part where the EMP goes off, which would disable an enemie's shield, leaving them open to the incoming explosive.

Date: Monday, May 18

Weapon/Ability in question: Stun Baton [Whip]

Issues with Weapon/Ability: Doesn't Stun

Possible Solution: Give it stun?

Reasoning for Solution: The whip for of the Stun Baton is still very much the Stun Baton, just in whip form.

Date: Monday, May 18

Weapon/Ability in question: Breaker Drones

Issues with Weapon/Ability: tagged with (G) and an EN weapon

Possible Solution: remove (G) and change to round based?

Reasoning for Solution: The breaker drones are upgrades to the Striker drones, switching out the vulcans for rail guns (which would still be rounded), as well as shielding the computer systems which direct them (removing the weakness to jamming and such)

Date: Monday, May 18

Weapon/Ability in question: Demolition Chain

Issues with Weapon/Ability: marked as [H]

Possible Solution: Change to [F]

Reasoning for Solution: Its used in the same way as the Kämpfer from gundam uses the Chain Mines (which is [F] here), and its not really long enough to warrent having [H].

Date: Monday, May 18

Weapon/Ability in question: 'Fortress Mode'

Issues with Weapon/Ability: wrong name and disables too much.

Possible Solution: Change it to Tank Mode and remove Gatling Shotgun [Dual] from the disable list

Reasoning for Solution: the shotguns are stored on a special rack on the unit's back, like with most MWTs, from which the can be fired.

Date: Monday, May 18

Weapon/Ability in question: Move type

Issues with Weapon/Ability: Lacks Hover

Possible Solution: change move to Move: G/H

Reasoning for Solution: See Magnum 3 and Jager (Hover modules yes.)

----

Other stuff

Date: Monday, May 18

Weapon/Ability in question: the Lexicon entry Crash Charger

Issues with Weapon/Ability: There is no Crash Charger system

Possible Solution: Change the entry name to Crash System so it actually does something.

Reasoning for Solution: The system is called Crash System, no other reasoning needed.

Edited by Yuu Inohara

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Magnum 3

>Date: Monday, May 18 (X)

Weapon/Ability in question: Magnum 3's Agility

Response: Really....

Action Taken: Reduced to 280

>Date: Monday, May 18 (X)

Weapon/Ability in question: Magnum 3's movement

Response: -

Action Taken: added

>Date: Monday, May 18 (X)

Weapon/Ability in question: Impact Blades and Blitz Schneider

Response: I did it... but it REALLY feels imba

Action Taken: Added it, but at a cost of raising the rank

>Date: Monday, May 18 (X)

Weapon/Ability in question: Blitz Schneider

Response: Wouldn't that statting represent a multiple slash?

Action Taken: fixed...

>Date: Monday, May 18 (X)

Weapon/Ability in question: Magnum 3's Electron Impact Shield

Response: -

Action Taken: Changed to a straight out beam shield. Did not increase it's use

>Date: Monday, May 18 (X)

Problem: Red color name

Response: -

Action Taken: Done

----

Magnum 2

>Date: Monday, May 18 (X)

Weapon/Ability in question: Stun Baton [Whip]

Response: -

Action Taken: Done

>Date: Monday, May 18 (X)

Weapon/Ability in question: 'Striker' Drones

Response: -

Action Taken: Done

>Date: Monday, May 18 (X)

Weapon/Ability in question: Crash Charger Attack

Response: -

Action Taken: Done

>Date: Monday, May 18 (X)

Weapon/Ability in question: Charger Blitz

Response: -

Action Taken: Done

----

Magnum 2 Bunker Shell

>Date: Monday, May 18 (X)

Weapon/Ability in question: Hyper Bazooka

Response: I swear to god I read that as hyper...

Action Taken: Done

>Date: Monday, May 18 (X)

Weapon/Ability in question: Bunker Shield

Response: -

Action Taken: Done

----

Assault Bunker Shell

>Date: Monday, May 18 (X)

Weapon/Ability in question: Hyper Bazooka

Response: I swear to god I read that as hyper...

Action Taken: Done

>Date: Monday, May 18 (X)

Weapon/Ability in question: Bunker Shield

Response: -

Action Taken: Done

>Date: Monday, May 18 (X)

Weapon/Ability in question: Separtes into its self.

Response: ....

Action Taken: Done

----

Juggernaut

>Date: Monday, May 18 (X)

Weapon/Ability in question: Impact Hammer

Response: Would it really....

Action Taken: Done

>Date: Monday, May 18 (X)

Weapon/Ability in question: HINW Devastator

Response: -

Action Taken: Done

>Date: Monday, May 18 (X)

Weapon/Ability in question: Pilot slots

Response: so... it's a one man battleship?

Action Taken: Done

----

Käempfer

>Date: Monday, May 18 (X)

Weapon/Ability in question: Agility

Response: really?

Action Taken: Done

>Date: Monday, May 18 (X)

Weapon/Ability in question: Impact Bazooka

Response: -

Action Taken: Done

>Date: Monday, May 18 (X)

Weapon/Ability in question: Stun Baton [Whip]

Response: -

Action Taken: Done

>Date: Monday, May 18 (X)

Weapon/Ability in question: Breaker Drones

Response: -

Action Taken: Done

>Date: Monday, May 18 (X)

Weapon/Ability in question: Demolition Chain

Response: I swear to god I typed it as [F].... I even checked how it was statted in 0080....

Action Taken: Done

>Date: Monday, May 18 (X)

Weapon/Ability in question: 'Fortress Mode'

Response: I knew it... It WAS a typo....

Transform (Fortress Form): A fairly standard transformation with the exception of the MWT's vernier pack sliding down into a position behind it and the weapon rack coming together into position where the Vernier pack once was

And I don't think it's that restrictive, since you lose the capability of using the unit's arms and hands... I still don't understand how the two shoulder strapped, and ammo fed Gattling Shotty still fires... but whatever....

Action Taken: Done

>Date: Monday, May 18 (X)

Weapon/Ability in question: Move type

Response: -

Action Taken: Done

----

Other stuff

>Date: Monday, May 18 (X)

Weapon/Ability in question: the Lexicon entry Crash Charger

Response: -

Action Taken: Done

the woes of copy paste....

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Magnum 3

>Date: Monday, May 18 (X)

Weapon/Ability in question: Magnum 3's Agility

Response: Really....

Action Taken: Reduced to 280

but it says 290 in the stats

And I don't think it's that restrictive, since you lose the capability of using the unit's arms and hands... I still don't understand how the two shoulder strapped, and ammo fed Gattling Shotty still fires... but whatever....

The straps are just there for bracing when fired in robot mode, since shotguns tend to have kickback, you can imagine how much a gatling shotgun would have. For firing in tank mode, the rack its stored on is designed to allow the trigger to still be pulled, allowing it to be fired from the unit's back. (Though one could also argue how Wing Gundam/Zero fires its rifles in bird mode. Or how Zeta fires its rifle in Wave Rider mode.)

Also the Impact Bazooka has an odd number of shots despite there being 2 bazookas.

Aside from that, looks good.

as for the Impact Blade stuff being imbalance, you know how many hoops one would have to jump through to make those spammable? (with the most EN Regen you can get out of terrain you'd still be spending 5 EN for the normal blade, plus upkeep every five turns. Aactually, it occured to me just now that there should probably be a penalty for if you can't get off an attack with a Crash System requiring weapon (like HP Degen or disabled Barrier/Jamming or something)

Edit:

Missed this one, but, Separate: (DGMWT-16B Assault) There is no DGMWT-16B Assault (just needs the B taken off)

... And I probably should have mentioned this but Magnum 2 Bunker shell and Käempfer's Crash Charger suffers the same condition as Magnum 2's did.

Edited by Yuu Inohara

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Actually, it occured to me just now that there should probably be a penalty for if you can't get off an attack with a Crash System requiring weapon (like HP Degen or disabled Barrier/Jamming or something)

> the penalty of missing your attack is, that you wiff your attack, and lose all counter on it (regardless, you lose your counter anyway...)

You are forced to use that attack anyway, so I see no demerit in it...

and I still proclaim imba b/c every thing has BP and stun... to me, it made sense that different ways of using it meant different effects.

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well, if it makes you feel more comfortable with it, double and naginata could possibly drop the BP (and maybe turning double back to x 2). Also the Impact Bazooka still has an odd number of rounds. aside from those I think its about as good as it can get *nod* Thanks.

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working on payment for the other dev, but I may as well put this one up in the mean time

Data Strikers: Virtual Strike Force

Far into the future technology has evolved to the point that human civilisation is split into two worlds, the real world, which exists somewhat as we remember it, though residential areas are clustered into small areas, people needing less room to live in thanks to the second world, the virtual world where people live out their social lives and do business. While this would seem like a utopia in a way, with more advanced technology comes more advanced crime, and with the advent of the Data Strikers, what started as a popular new sporting device, giant robots, usually roughly scaled to 9m, designed to fight in virtual arenas while their pilots control them from a cockpit like module, called a Pilot Terminal, in the real world, cyber criminals received a way to harrass businesses and cause disruption in the virtual world. Because of this problem a special forces unit, similar to the SWAT teams of old, called the Virtual Strike Force who utilize specialy designed Data Strikers and pilot terminals to combat criminals on the cyber plane.
Data Strikers: Virtual Strike Force Units

DS Valiant Ver. Eiji

(Unit Type: Data Striker)

The Valiant is a fairly well rounded standard issue Data Striker template, most often given to new recruits, and due to their reliability kept by many veterans, if not in modified forms. The Valiant is fairly nimble on foot, while mainting enough durability to take a few hits without worry, however, its capabilities in free floating combat is somewhat underwhelming as, unmodified, it lacks the propulsion power to easily manuever it's self. Despite being so commonly used by the Virtual Strike Force, there is no real standard loadout for equipment, and relies soley on the pilot's preferance and what chips they have available. This particular unit is used by Eiji Masaru, the newest member to the Raven unit of the Virtual Strike Force. While he lacks in combat skills at first, he is skilled with computers and has little trouble modifying data on his machine and chips and hacking into enemy machines.

Weapons-

Weapon Chip: Handgun: A simple data weapon most often used in situations were a target needs to be subdued rather than destroyed, or as an emergency weapon should the shotgun chip stop functioning or simply isn't a viable choice.

Weapon Chip: Energy Blade: An energy sword with respectable strength installed in one of the arm slots on the pilot terminal, creating a projector that generates a long blade of energy.

Weapon Chip: Shotgun [Wide Shot]: A fairly short range data weapon generated by installing the shotgun chip into one of the hand slots on the pilot terminal. Not very powerful at range, but good for close combat or clearing out rooms and pinning down enemies. Due to the wide spread of its pellets it has high accuracy in the sense that it is almost guaranteed to catch most units standing in the line of fire.

Weapon Chip: Shotgun [Focused Shot]: An attack using the shotgun weapon chip which fires a tightly clustered storm of pellets at an enemy. It has surprising range and, while it is less accurate than the wide shot mode, it is much more precise.

Data Mod: Shotgun [Rapid Fire]: With a small amount of tinkering on Eiji's part, the shotgun chips used by his valiant feature a number of activateable mods. One such being the addition of a rapid fire feature which allows the shotgun to fired multiple times in rapid succession.

Addon Chip: Grenade Launcher: Most pilot terminals have several chip slots for different kinds of chips, often having atleast two per area, a weapon slot and an addon slot. This Addon loads into handheld weapons such as the shotgun or assault rifle, providing heavy fire power over a long range which can easily clear cover and deliver an explosion over a respectable area.

Data Mod: Shotgun [Charge Shot]: A modification done by Eiji to the Shotgun chip's coding that allows it to, at the cost of data stability, build up and fire off a much larger spray of shot than it normaly would.

Data Hack: Sight Break: A direct attack on an enemy's pilot terminal utilizing the Pandora Battery, effectively cutting off all visual feedback from an opposing unit to the unit's pilot, making their attacks much less likely to hit.

Data Hack: Weapon Break: A direct attack on an enemy's pilot terminal utilizing the Pandora Battery which forcefully ejects all weapon chips installed on the target, rendering their weapons effectively useless until reloaded.

Data Hack: System Crash: An attack reserved for only the most dangerous of offenders which strikes the pilot terminal and completely disables it, allowing the threat to be disposed of at the squad's leisure.

Other-

Defense Chip: Data Shield: A shield generator created by installing the corresponding chip into an arm slot on the pilot terminal. It generates a small protective wall capable of taking a direct missile hit with little problem, however, even though the shield is quite strong, the generator it's self is somewhat vulnerable.

Overclock: While Eiji is lacking in terms of combat abilities, he is more than capable when it comes to electronics. Due to this, he has found a way to maximise the effectiveness of both his pilot terminal and his Data Striker. While overclocked the Data Striker's attack power, speed, and respones times are greatly increased, however, due to the strain this puts on the terminal, it can only remain in this mode for a limited amount of time per use.

Pandora Battery: A unique system employed by the Virtual Strike Force that allows the user to bypass even the most advanced security measures and hack directly into an enemy unit, allowing the user to copy an enemy's weapons, or disable the unit entirely.

Data Recovery: Upon bringing down an enemy that had been hacked into using the Pandora Battery, it is possible to use a blank chip to copy an enemy's chip, be it a weapon or a defensive function, before the data is lost completely due to destruction. (Weapon copy without type restriction maybe?)

----

DS Valiant ver. Shiro

(Unit Type: Data Striker)

A variation of the Valiant designed by Shiro. It is fairly light weight, allowing for high speed movement, with armor focused on the legs, reflecting the user's fighting style, focusing less on weapons, and more on kick based attacks. Many of the chips employed with this unit aren't weapons, but motion data gathered from Shiro himself while excercising. A series of powerful boosters line the back of the Data Striker's legs, allowing for much more powerful kicks.

Weapons-

Kick: A fairly simple attack, though the kicks on Shiro's Valiant are much more powerful than the unit's punches due to the added armor around the legs.

Booster Kick: An enhanced sweeping kick which is used by activating the unit's leg boosters moments before impact, providing a powerful kick capable of knocking most enemies a good distance away.

Gatling Kick: A rapid series of kicks.

Crescendo: A sliding kick which knocks an enemy off balance followed by a powerful upward kick to kock the enemy into the air.

Skull Crusher: A heavy downward kick which smashes the Data Striker's heel into an enemy's head, slamming it into the ground.

Rising Stinger: A powerful attack performed by executing Crescendo before following up with a series of leaping kicks, using the Data Striker's leg boosters to rocket past the enemy and right it's self in order to strike downward, allowing for several kicks from multiple directions before the enemy final hits the ground.

Final Drive Kick: A powerful attack where the Data Striker leaps into the air and comes down with boosters blazing at maximum output in a flying kick on an enemy, easily tearing through them and any defenses they may have presented.

Data Hack: Sight Break: A direct attack on an enemy's pilot terminal utilizing the Pandora Battery, effectively cutting off all visual feedback from an opposing unit to the unit's pilot, making their attacks much less likely to hit.

Data Hack: Weapon Break: A direct attack on an enemy's pilot terminal utilizing the Pandora Battery which forcefully ejects all weapon chips installed on the target, rendering their weapons effectively useless until reloaded.

Data Hack: System Crash: An attack reserved for only the most dangerous of offenders which strikes the pilot terminal and completely disables it, allowing the threat to be disposed of at the squad's leisure.

Other-

Pandora Battery: A unique system employed by the Virtual Strike Force that allows the user to bypass even the most advanced security measures and hack directly into an enemy unit, allowing the user to copy an enemy's weapons, or disable the unit entirely.

Data Recovery: Upon bringing down an enemy that had been hacked into using the Pandora Battery, it is possible to use a blank chip to copy an enemy's chip, be it a weapon or a defensive function, before the data is lost completely due to destruction. (Weapon copy without type restriction maybe?)

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DS Valiant ver. Miyuki

(Unit Type: Data Striker)

A hulking mass of weapons over top of a heavily armored Data Striker. Designed and piloted by Miyuki Miyama, a rather trigger happy member of the squad, and as such, she made sure to stock up on weapon chips and modify her Valiant to provide the maximum amount of firepower possible. It has the heaviest armor of the group, however it is also the least mobile, meaning that while it can easily take a direct rocket hit without a scratch, it usually doesn't have much choice other than to do so.

Weapons-

Weapon Chip: 40mm Vulcans: A pair of vulcans mounted in the Data Striker's head. While not overly powerful, they fire quickly and are quite accurate.

Weapon Chip: 3-Tube Homing Missiles: Installed on the legs are a pair of light missile launchers which fire off 3 shots each.

Weapon Chip: 6-Shot Homing Missile Pods: Installed in the outer shoulder and shoulder slots of both arms are a set of 6 shot homing missile pods.

Weapon Chip: Heavy Machinegun: A powerful weapon with a high rate of fire. While devastating to most targets, it has a high recoil, making it slightly less accurate than lighter weapons when fired from a standing position. To maintain a steady stream of fire the weapon is fitted with a high capacity magazine.

Addon Chip: Flamethrower: Installed with the Heavy Machinegun is a powerful flamethrower attachment that releases a large gout of fire onto enemies, often setting the unfortunate target(s) aflame.

Weapon Chip: Dual Gatling Cannons: A pair of large folding gatling guns installed on the unit's back. The guns unfold over the unit's shoulders which unleash a powerful barrage of shells on its enemies.

Weapon Chip: Shell Buster Bazooka: A powerful two barreled bazooka which fires off two shells at a time. The first shell is specially designed to shatter the enemy's armor, while the second strikes the now undefended portion of the target's body. While hand held, this weapon chip is often installed on the lower back of a unit whenever possible.

Data Hack: Sight Break: A direct attack on an enemy's pilot terminal utilizing the Pandora Battery, effectively cutting off all visual feedback from an opposing unit to the unit's pilot, making their attacks much less likely to hit.

Data Hack: Weapon Break: A direct attack on an enemy's pilot terminal utilizing the Pandora Battery which forcefully ejects all weapon chips installed on the target, rendering their weapons effectively useless until reloaded.

Data Hack: System Crash: An attack reserved for only the most dangerous of offenders which strikes the pilot terminal and completely disables it, allowing the threat to be disposed of at the squad's leisure.

MAP Attacks:

Weapon Chip: 32-Shot Micro Missile Pod: Installed in the units chest along with two heavily armored hatches is a rather large missile pods containing several sets of 32 missiles which, when fired off, spread out over a wide area before homing in on their targets, hitting from all directions.

Other-

Defense Chip: Data Shield: A shield generator created by installing the corresponding chip into an arm slot on the pilot terminal. It generates a small protective wall capable of taking a direct missile hit with little problem, however, even though the shield is quite strong, the generator it's self is somewhat vulnerable.

Pandora Battery: A unique system employed by the Virtual Strike Force that allows the user to bypass even the most advanced security measures and hack directly into an enemy unit, allowing the user to copy an enemy's weapons, or disable the unit entirely.

Data Recovery: Upon bringing down an enemy that had been hacked into using the Pandora Battery, it is possible to use a blank chip to copy an enemy's chip, be it a weapon or a defensive function, before the data is lost completely due to destruction. (Weapon copy without type restriction maybe?)

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DS Valiant ver. Cima

(Unit Type: Data Striker)

A rather standard issue Data Striker, with the exception of improved sensors for greater accuracy. Piloted and designed by Cima Thomas, a former special forces operative who resigned and joined the Virtual Strike Force due to her dislike of killing others. Despite her lethal accuracy with firearms, and efficiency with bringing down opponents, she is a kind hearted young woman who enjoys looking after her squad mates in the real world, often acting as the unit's cook outside of missions. Her weapon loadout is somewhat limited, consisting of a set of sidearms, and a high power sniper rifle, however, this is often all she needs. One of the few notable modifications to the Valiant is a cloaking device which makes the unit nearly invisible which allows Cima to easily get into position for a effective shot in areas with little cover.

Weapons-

Weapon Chip: 40mm Vulcans: A pair of vulcans mounted in the Data Striker's head. While not overly powerful, they fire quickly and are quite accurate.

Weapon Chip: Handgun: A simple data weapon most often used in situations were a target needs to be subdued rather than destroyed, or as an emergency weapon should an enemy get too close, as the unit's primrary weapon is not meant for close combat.

Weapon Chip: Energy Blade: An energy sword with respectable strength. Installed in one of the arm slots on the pilot terminal, creating a projector that generates a long blade of energy.

Weapon Chip: Anti-Material Sniper Rifle: A high power long range weapon designed to penetrate heavy armor. Cima's prefered weapon, she uses it to great effect, able to hit a target anywhere she wants with near 100% accuracy due to her own natural skill, the unit's enhanced sensors, and the powerful scope attached to the rifle.

Data Mod: Anti-Material Sniper Rifle [Explosive Shot]: A modification to the rifle's data which allows the firing of high explosive rounds which detonate inside an enemy, dealing massive ammounts of damage in the process.

Data Hack: Sight Break: A direct attack on an enemy's pilot terminal utilizing the Pandora Battery, effectively cutting off all visual feedback from an opposing unit to the unit's pilot, making their attacks much less likely to hit.

Data Hack: Weapon Break: A direct attack on an enemy's pilot terminal utilizing the Pandora Battery which forcefully ejects all weapon chips installed on the target, rendering their weapons effectively useless until reloaded.

Data Hack: System Crash: An attack reserved for only the most dangerous of offenders which strikes the pilot terminal and completely disables it, allowing the threat to be disposed of at the squad's leisure.

Other-

Defense Chip: Data Shield: A shield generator created by installing the corresponding chip into an arm slot on the pilot terminal. It generates a small protective wall capable of taking a direct missile hit with little problem, however, even though the shield is quite strong, the generator it's self is somewhat vulnerable.

Pandora Battery: A unique system employed by the Virtual Strike Force that allows the user to bypass even the most advanced security measures and hack directly into an enemy unit, allowing the user to copy an enemy's weapons, or disable the unit entirely.

Snipe (Weapon Chip: Anti-Material Sniper Rifle, Data Mod: Anti-Material Sniper Rifle [Explosive Shot]): The scope attached to the sniper rifle allows the user to easily target an enemy with pinpoint accuracy and deliver a round straight into the desired point on the target.

Data Recovery: Upon bringing down an enemy that had been hacked into using the Pandora Battery, it is possible to use a blank chip to copy an enemy's chip, be it a weapon or a defensive function, before the data is lost completely due to destruction. (Weapon copy without type restriction maybe?)

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DS Highlander

(Unit Type: Data Striker)

A Data Striker designed and coded by Bhaltair Drake, commander of the Raven unit. It stands only slightly taller than the average Data Striker, roughly 10 meters and is designed after the soldiers and warriors of the same title, complete with a kilt like section of armor around the unit's waist. It is a fearsome creation designed to maintain a high level of maneuverability despite the size of its primrary armament.

Weapons-

Weapon Chip: Long Sword: A fairly simple sword designed for close combat. Respectably powerful despite its simpicity it serves as a sidearm when using Cormag isn't an option.

Weapon Chip: Crusher Steak: An arm mounted weapon chip which consists of a large spike and a contraption designed to slam it through opponents and then retract it once more. the spike is sharp enough to tear through most armors, making it an effective weapon for disabbling opponents.

Weapon Chip: Cormag: A massive two handed sword whose blade spans the length of the Data Striker's body, designed after the Scottish claymore it uses the sheer momentum of being swung to inflict large amounts of damage rather than its cutting edge. Interestingly, Bhaltair had included the etching of a large bird and a series of arcane runes in the blade when programing the weapon. Despite being hand held, the chip is actually designed to be installed in the back slot.

Data Mod: Raven's Wing: A special function implemented when Cormag was being programmed. Once triggered, the blade's etchings begin to glow with gradually increasing intensity until it's blade becomes a glowing mass of energy capable of carving through most forms of defenses. While it is powerful, the data modifications make it somewhat unstable.

Data Hack: Sight Break: A direct attack on an enemy's pilot terminal utilizing the Pandora Battery, effectively cutting off all visual feedback from an opposing unit to the unit's pilot, making their attacks much less likely to hit.

Data Hack: Weapon Break: A direct attack on an enemy's pilot terminal utilizing the Pandora Battery which forcefully ejects all weapon chips installed on the target, rendering their weapons effectively useless until reloaded.

Data Hack: System Crash: An attack reserved for only the most dangerous of offenders which strikes the pilot terminal and completely disables it, allowing the threat to be disposed of at the squad's leisure.

Other-

Defense Chip: Iron Cloak: A large hard yet somewhat flexible cloak that completely covers the Highlander from the neck down. The cloak provides excelent defense, however it is highly cumbersome and hard to maneuver with.

Eject Chip: Iron Cloak: Due to the cumbersome nature of the Iron Cloak chip, some battles requires it to be removed, granting a massive increase to speed and maneuverability to the DS Highlander.

Pandora Battery: A unique system employed by the Virtual Strike Force that allows the user to bypass even the most advanced security measures and hack directly into an enemy unit, allowing the user to copy an enemy's weapons, or disable the unit entirely.

Data Recovery: Upon bringing down an enemy that had been hacked into using the Pandora Battery, it is possible to use a blank chip to copy an enemy's chip, be it a weapon or a defensive function, before the data is lost completely due to destruction.

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DS Valiant Ver. Eiji

Statistics:

HP: 3200, EN: 170, Agi: 270

IS: 2, Move: G, Size: S, Rank: 8

Weapons:

[H] Data Hack: Sight Break- Accuracy Break, 15 EN/attack [+20%]

[H] Data Hack: Weapon Break- Weapon Lock, 25 EN/attack [+20%]

[H] Data Hack: System Crash- Paralyze, 35 EN/attack [+20%]

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

[+] Weapon Chip: Handgun- 600 damage, 12 rounds [+15%]

[F] Weapon Chip: Energy Blade (BM)- 1000 damage [+0%]

[+] Weapon Chip: Shotgun [Wide Shot] (S)- 1200 damage, 20 rounds [+10%]

[+] Weapon Chip: Shotgun [Focused Shot]- 1800 damage, uses 1 Weapon Chip: Shotgun [Wide Shot] round [+15%]

[+] Addon Chip: Grenade Launcher (S)- 2200 damage, 4 rounds [+10%]

[+] Data Mod: Shotgun [Charge Shot] (S)- 3200 damage, Barrier Pierce, 10 EN/attack, uses 1 Weapon Chip: Shotgun [Wide Shot] round [+15%]

Inherent Abilities:

1) Data Striker

2) Beam Shield

3) Countercut: Weapon Chip: Energy Blade

4) Countershoot: Weapon Chip: Handgun, Weapon Chip: Shotgun [Wide Shot]

5) Overclock: Gain Damage Dealt +25%, Dodge Cost -10% and Target's Dodge Cost +30% for 5 turns. Usable once per battle.

6) Weapon Copy

7) This unit is only usable in terrains with the Virtualscape template.

Purchasing Cost: 400 Credits

Rapid Fire is a tech so it's not there.

DS Valiant Ver. Shiro

Statistics:

HP: 3000, EN: 170, Agi: 260

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

Weapons:

[H] Data Hack: Sight Break- Accuracy Break, 15 EN/attack [+20%]

[H] Data Hack: Weapon Break- Weapon Lock, 25 EN/attack [+20%]

[H] Data Hack: System Crash- Paralyze, 35 EN/attack [+20%]

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

[K] Kick (M)- 600 damage [+10%]

[K] Booster Kick (M)- 1800 damage, 5 EN/attack [+10%]

[K] Gatling Kick (F:6)- 500 damage/3 EN [+10%]

[K] Crescendo- 1000 damage & 1200 damage, 10 EN/attack [+0%]

[K] Skull Crusher- 2800 damage, 15 EN/attack [+10%]

[K] Rising Stinger (X:6)- 700 damage/5 EN [+10%]

[K] Final Drive Kick- 4800 damage, Barrier Pierce, 30 EN/attack [+30%]

Inherent Abilities:

1) Data Striker

2) Countercut: Req: Martial Arts Mastery

3) Weapon Copy

4) This unit is only usable in terrains with the Virtualscape template.

Purchasing Cost: 350 Credits

DS Valiant ver. Miyuki

Statistics:

HP: 3800, EN: 170, Agi: 300

IS: 2, Move: G, Size: S, Rank: 8

Weapons:

[H] Data Hack: Sight Break- Accuracy Break, 15 EN/attack [+20%]

[H] Data Hack: Weapon Break- Weapon Lock, 25 EN/attack [+20%]

[H] Data Hack: System Crash- Paralyze, 35 EN/attack [+20%]

[+] Weapon Chip: 40mm Vulcans- 400 damage, 20 rounds [+40%]

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

[+] Weapon Chip: 3-Tube Homing Missiles (PGSF:6)- 400 damage, 30 rounds [+25%]

[+] Weapon Chip: 6-Shot Homing Missile Pods (PGSF:12)- 600 damage, 36 rounds [+25%]

[+] Weapon Chip: Heavy Machinegun (SF:3)- 800 damage, 30 rounds [+0%]

[+] Addon Chip: Flamethrower (SV:5)- 650 damage/4 EN [+10%]

[+] Weapon Chip: Dual Gatling Cannons (ASF:8)- 500 damage, 40 rounds [+10%]

[+] Weapon Chip: Shell Buster Bazooka- 1600 damage, Armor Break & 1800 damage, 6 rounds [+10%]

MAP Weapons:

[+] Weapon Chip: 32-Shot Missile Pods (PD:4)- 2800 damage, 2 rounds [+0%]

Inherent Abilities:

1) Data Striker

2) Beam Shield

3) Countercut: Req: Martial Arts Mastery

4) Countershoot: Weapon Chip: 40mm Vulcans, Weapon Chip: Heavy Machinegun, Weapon Chip: Dual Gatling Cannons

5) Damage Received -15%

6) Weapon Copy

7) This unit is only usable in terrains with the Virtualscape template.

Purchasing Cost: 450 Credits

DS Valiant ver. Cima

Statistics:

HP: 3200, EN: 170, Agi: 270

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

Weapons:

[H] Data Hack: Sight Break- Accuracy Break, 15 EN/attack [+20%]

[H] Data Hack: Weapon Break- Weapon Lock, 25 EN/attack [+20%]

[H] Data Hack: System Crash- Paralyze, 35 EN/attack [+20%]

[+] Weapon Chip: 40mm Vulcans- 400 damage, 20 rounds [+50%]

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

[+] Weapon Chip: Handgun- 600 damage, 12 rounds [+25%]

[F] Weapon Chip: Energy Blade (BM)- 1000 damage [+0%]

[+] Weapon Chip: Anti-Material Sniper Rifle- 2200 damage, 12 rounds [+20%]

[+] Data Mod: Anti-Material Sniper Rifle [Explosive Shot]- 3000 damage, Armor Pierce, 10 EN/attack, uses 1 Weapon Chip: Anti-Materiel Sniper Rifle round. [+20%]

Inherent Abilities:

1) Data Striker

2) Beam Shield

3) Countercut: Weapon Chip: Energy Blade

4) Countershoot: Weapon Chip: Handgun, Weapon Chip, 40mm Vulcans, Weapon Chip: Anti-Materiel Sniper Rifle

5) Double Image (6)

6) Snipe: Weapon Chip: Anti-Material Sniper Rifle [+30%], Data Mod: Anti-Material Sniper Rifle [Explosive Shot] [+30%]

7) Weapon Copy

8) This unit is only usable in terrains with the Virtualscape template.

Purchasing Cost: 380 Credits

DS Highlander

Statistics:

HP: 3800, EN: 180, Agi: 290

IS: 2, Move: G, Size: S, Rank: 8

Weapons:

[H] Data Hack: Sight Break- Accuracy Break, 15 EN/attack [+20%]

[H] Data Hack: Weapon Break- Weapon Lock, 25 EN/attack [+20%]

[H] Data Hack: System Crash- Paralyze, 35 EN/attack [+20%]

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

[F] Weapon Chip: Long Sword (M)- 1200 damage [+0%]

[F] Weapon Chip: Crusher Stake- 2500 damage, Armor Pierce, 6 rounds [+10%]

[F] Weapon Chip: Cormag- 3400 damage, 15 EN/attack [+10%]

[F] Data Mod: Raven's Wing (B)- 4500 damage, Armor Pierce, Barrier Pierce, 30 EN/attack [+10%]

Inherent Abilities:

1) Data Striker

2) Countercut: Weapon Chip: Long Sword, Weapon Chip: Cormag

3) Defense Chip: Iron Cloak: Damage Received -25%

4) Eject Chip: Iron Cloak (Transform) Damage Received -0% and Agi: 260 instead. Usable once per battle.

5) Weapon Copy

6) This unit is only usable in terrains with the Virtualscape template.

Purchasing Cost: 400 Credits

Cost: 800 + 400 x 2 + 350 x 2 = 2300 Credits < approves?

Edited by Akita

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