Sign in to follow this  
Followers 0
Jusuchin Panjirinanu

405th Marine Mechanized Cavalry Squadron

31 posts in this topic

[Mod Notes]

Edited by Jusuchin Panjirinanu

Share this post


Link to post
Share on other sites

405th Marine Mechanized Cavalry Squadron

General Information

Description:

Part of the United Nations Space Command Defense Forces, the 405th Marine Mechanized Cavalry Squadron was created to act as an independent rapid reaction force to garrison the newly discovered universe known as Sim Chamber. Discovered when scientists were messing with Forerunner slipspace technology, the UNSC hid the discovery from their still tense Covenant Seperatist allies and sent a sizable force into the rift. Unfortunately, the portal was one-way, and the force sent in ended up being isolated.

Comprised of able bodied men and women from UNSC colonies, as well as some local forces and from other worlds. Each Pilot in the roster of the 405th has the skills and resolve to combat the various problems happening in Sim Chamber, mainly in conflicts requiring rapid and appropriate application of force.

Each individual member is selected from existing enlisted, non-commissioned, and officer ranks from the UNSC Marine Corps. Each member chosen has shown to be strong in a respective field, with each pilot able to use their skills to the fullest while still being a good all-around team member.

All personnel within the 405th are Marines, and the pilots being skilled in piloting many different types of mecha since being deposited on a one-way trip to Sim Chamber. As such, the 405th is able to take a huge variety of task ranging from special operations, guerrilla warfare, counterinsurgency operations, reconnaissance, police actions, breaking the fourth wall, and suppression of enemy forces...whatever those are.

With strength, resolve, tropes, and plain devil dog spirit, the 405th stands ready to face any challenge that comes its way.

Battles Entered (Total): 42

  • Battles Won (Total): 17
  • Battles Lost (Total): 25

Battles Entered (SC Total): 11

  • Battles Won (SC Total): 4
  • Battles Lost (SC Total): 7

Battles Entered (PA Total): 32

  • Battles Won (PA Total): 13
  • Battles Lost (PA Total): 19

Last update: (5/9/2010)

Parallel Assimilator: (End/Close Date) (Win or Lose)

  1. Delicious Brownie Feast (10/27/2009) (Win)
  2. Fight of the Valkyries (10/30/2009) (Lose)
  3. Base Assault Duty - COMRADES! (11/18/2009) (Win)
  4. Fourth Wall? What Fourth Wall? (11/18/2009) (Lose)
  5. Take a Burning Semper Fist to God's Face (12/2/2009) (Win)
  6. Storm the Beaches! (12/5/2009) (Lose)
  7. A Heavy Tornado, we're all fracked. (12/7/2009) (Lose)
  8. Wel Wel Wel (12/12/2009) (Win)
  9. From Simchamber, with Love (12/12/2009) (Lose)
  10. Welcome to SimChamber, Loli-Catgirl Welcomes You. (12/22/2009) (Lose)
  11. They Call This a Clusterfu-WATCH YOUR MOUTH BOY (12/24/2009) (Lose)
  12. Catgirl's Training Days (12/30/2009) (Lose)
  13. Climate Change Sucks (1/6/2009) (Lose)
  14. Improbable Training (2/12/2010) (Lose)
  15. Holy- IT'S A FREE-FOR-ALL! (2/20/2010) (Lose)
  16. The Grunts' Strike Back (3/7/2010) (Lose)
  17. Doki Doki Alleyway Mugging (3/16/2010) (Lose)
  18. Catgirl's Training Days, Day 02 (3/22/2010) (Win)
  19. Catgirl's Training Days, Day 05 (4/27/2010) (Win)
  20. Catgirl's Training Days 03 - Regular Training: No Bugs Included or Allowed (5/9/2010) (Win)
  21. Catgirl's Training Days 06 (6/12/2010) (Lose)
  22. Catgirl's Training Days 07 (6/22/2010) (Win)
  23. A Valiant Battle in the Medusa Cascade (8/30/2010) (Lose)
  24. Under the Sea (9/24/2010) (Win)
  25. For the 'shinys' and the 'prettys' (9/27/2010) (Lose)
  26. Gore Screaming Show (9/25/2010) (Win)
  27. Win or Lose, I'm in it for the Pew-Pew (10/13/2010) (Win)
  28. Lasers go Pew-Pew (10/19/2010) (Win)
  29. To hell with it, let's train! (10/20/2010) (Lose)
  30. OMG! The Pudding is Multiplying! (10/27/2010) (Lose)
  31. Optikal, Redux? (10/29/2010) (Win)

  • Win: 11
  • Lose: 16

Simulation Chamber: (End/Close Date) (Win or Lose)

  1. Making a Profit for Catgirls (11/26/2009) (Win)
  2. Taking it to the Higher Stage (12/3/2009) (Lose)
  3. The Lonely and the Lovely (1/10/2010) (Win)
  4. Zombie Apocalypse in the Heartland (1/30/2010) (Lose)
  5. Beat the Cat(girl) (3/12/2010) (Lose)
  6. Bonus Round: Mini-Boss Fight (3/19/2010) (Lose)
  7. Evo Fight in Northern Virignia (5/4/2010) (Win)
  8. An Evolutionary Step Up (6/24/2010) (Lose)
  9. Tak'em Grunts to Space (10/13/2010) (Lose)
  10. Hyperbolic Time Training (11/2/2010) (Win)
  11. Quick and Easy Monies!! (Although VERY PAINFUL) (11/5/2010) (Lose)
  12. I evo my settlement to- THIS ISN'T SETTLERS OF CATAN (11/11/2010)

  • Win: 4
  • Lose: 7

Job: (End/Close Date)

  1. Chase the Comet (11/30/2009)
  2. Escort Santa (12/28/2009)
  3. Insider (1/23/2010)
  4. Colony Defense (1/31/2010)
  5. Req: Backup (2/26/2010)
  6. Hostage Situation (2/27/2010)
  7. White Light (4/2/2010)
  8. Dragon Destiny (7/1/2010)

Floating PP Income:

  • +10 Max Jenius
  • +10 Allen Beardsey
  • +250 Job: Prank the Public
  • +100 Job: Xtreme Xcort
  • +250 Jo5: Dragon Destiny
  • +100: Skillful Achievment (Lorenzo)
  • +100: '' (Katerine)
  • +100: '' (Elysse)
  • +100: Spirited (Lorenzo)
  • +100: '' (Elysse)
  • +100: '' (Katerine)
  • +100: Technical (Katerine)

Total: 1320

Floating PP Expenditures:

  • -10 to Elysse
  • -10 to Katerine
  • -40 to Elysse
  • -210 to Yumiko
  • -100 to Elysse
  • -253 to Lorenzo
  • -92 to Elysse
  • -151 to Lorenzo
  • -47 to Lorenzo
  • -407 to Katerine

Total: 1320

Floating PP Remaining: 0

Edited by Jusuchin Panjirinanu

Share this post


Link to post
Share on other sites

405th Marine Mechanized Cavalry Squadron | Task Force 77 "SimChamber no Sekai Fleet"

Personnel Roster:

"Every Marine is a Rifleman. Including our resident swabbies."

Active Pilots:

  • Schrödinger, Lorenzo R. (UNSCDF Marine Corp)
    • Current Squadron Leader; aloof, prone to breaking the fourth wall as well as acting like Shinji. Has an unnerving love to nuke stuff. He has self-confidence, but it has only manifested itself in rare occasions. He is pending a rise in rank to Captain upon level 14. Loves rain, nukes, and good food. UNSC. In a recent psychological and mental screening, it has been discovered that he had a high concentration of Psychic Energy and was rated to be a Newtype. Analysis of his records show he is born in the city of New Legaspi, in the primarily Philippine-native country of Katagalugan on Mars. This explains his ability to jump from place to place when ducking the latest round of outbursts and projectiles from his subordinates. Currently a UNSC Marine Corps (brevet) Captain, pending finalization on 12/31/2010.

    [*]Mueller, Elysse (UNSCDF Marine Corp)

    • Current Second in Command; serious yet easy going. Transferred to be a Mecha Pilot from Infantry to earn promotion to be a Unit Leader. Likes quiet, silliness to a degree, and mature men. Is still single. May end up being the sanest in 405th but still weird herself. Has recently taken a liking to a young pilot in the 'Hana' Club, by the name of Hidamari Kishoubu, acts much like a motherly figure. Plays the violin and is classically trained. Pending performance review to be conducted on 11/18/2010, she holds the rank of Staff Sergeant.

    [*]von Bayishcerwald, Katerine A. (UNSCDF Marine Corp)

    • A locally recruited pilot, hails from the Magic World from the Universe of Negima. How she came to the doorsteps of the 405th is a mystery, although rumor has it the TSAB was involved. Regardless, she is an excellent marksman, strong despite her frame, and often a little childish and naive. And yes, she is a bonafide catgirl. We're not kidding. She's also legal damnit. She ain't a loli! She also owns a obsidian coloured claymore, or some type of broadsword. Is quite handy with it, often weilding it like a rapier. Has been promoted to Corporal due to level.

    [*]Henderson, Yumiko N. (UNSCDF Navy)

    • A naval officer known for her preference for close quarters battle, she has gone through the Accelerated Officer Candidate School program at Luna OCS. Earned battlefield promotions when bridge crew were twice incapacitated in battles around the Sol System, earning her the nickname of 'Danger Close', an allusion to her supposed bad omen and battle preference. Sent to SimChamber no Sekai after an impassioned plea to Lord Hood requesting reassignment to a place 'where the action is good.'

    [*]Martelli, Grace J. (UNSCDF Navy)

    • A naval lieutenant from the colony world of Sargasso, she is known to be a mechanical genius. Starting technical engineering school at age 16, she joined the UNSC and became a star in the then unheard of mecha engineer corps. Upon the formation of the 405th MMCS and Task Force 77, she volunteered for duty in SC no Sekai. She is known to berate everyone and care more about the machines than she does people, although she is friendly. When her machines aren't damaged by the pilots. Only recently has she undergone pilot training to become a Combat Engineer.

    [*]Miles-Haverson, Frederica (UNSCDF Navy)

    • The younger of twins hailing from the planet New Harmony. She enlisted first into the UNSC while her elder twin worked at the family shop. Known for being sharp and observant, she made a natural impression on her professors in the Academy on Mare Nubium, who listed her as a fast-track into the intelligence branch. Although this would've meant serving in New Mombasa, she agitated for combat command, and her sometimes aloof nature led into frequent bursts of foolishness unbefitting her normal character. A fan of Mecha and whatnot due to her upbringing, she was a natural choice to send into Simchamber no Sekai to keep track of the misfits observe the UNSC's premier Mech-based forces.

    [*]Miles-Haverson, Alexander (UNSCDF Marine Corp)

    • The older of twins hailing from the planet New Harmony. While his sister went off to the naval academy, Alexander stayed behind and joined the local Colonial Militia for easy pay. 1 weekend a month, 1 month a year? He was up to inherit the family businesses anyways. Colonial Militia served as his foot into the military, while still being rooted to his parents. Then as he knew it, he was called up to serve in the war. A private, he came back home as a corporal. Known as Aegis, named by a buddy from Earth, he has shrugged off intense fire, even if he doesn't look the type. Seeing that his sister is off to the newly discovered world of SimChamber no Sekai, he got a word in, and ended up transferring there as well. The family businesses might just have to wait. It does annoy him though that he has to salute to his younger sister.

Artificial Intelligence Constructs

Pilot History:

  • Starting Pilot - Lorenzo R. Schrödinger (10/21/2009) - Recruited/Finished
  • 2nd Pilot - Elysse Mueller (11/18/2009) - Recruited/Finished
  • 3rd Pilot - Katerine A. von Bayischerwald (12/1/2009) - Recruited/Finished
  • 4th Pilot - Yumiko N. Henderson (5/3/2010) - Recruited/Finished
  • 5th Pilot - Grace J. Martelli (10/15/2010) - Recruited/Finished
  • 6th Pilot - Federica Miles-Haverson (11/13/2010) - Recruited/Finished
  • 7th Pilot - Alexander Miles-Haverson (11/13/2010) - Recruited/Finished

Total Achievements: 45

General Achievements: 18

Time-based Achievements

  1. Private: Have 4 Months of Play Time
  2. Corporal: Have 8 Months of Play Time
  3. Sergeant: Have 12 Months of Play Time

Post-based Achievements

  1. Nameless Ace: Make 25 Posts
  2. Skull Leader: Make 50 Posts
  3. White Wolf: Make 75 Posts
  4. Crimson Lightning: Make 100 Posts
  5. White Devil: Make 200 Posts
  6. Red Comet: Make 300 Posts
  7. Club Ace; Make 400 Posts
  8. Jack in Dia: Make 500 Posts
  9. Queen the Spade: Make 600 Posts
  10. Black Joker: Make 700 Posts
  11. King of Hearts: Make 800 Posts
  12. Great Hero: Make 900 Posts
  13. King of Braves: Make 1000 Posts

Achievement-based Achievements

  1. Achiever: Obtain 15 Achievements
  2. Dedicated Achiever: Obtain 30 Achievements

Combat Achievements: 17

SimChamber Battle-based Achievements

  1. Badlands Trophy: Complete your first SimChamber Battle
  2. Iron Leaguer Championship: Complete 10 SC Battles

Parallel Assimilator Battle-based Achievements

  1. Maximillian Jenius Combat Training: Complete your first Parallel Assimilator Battle
  2. Allenby Beardsey Combat Training: Complete 10 Parallel Assimilator Battle
  3. Latooni Subota Combat Training: Complete 25 PA Battles

Combat-Based Achievements

  1. And Stay Down: Defeat an enemy twice in the same battle, either by wearing down two forms or defeating them after they were resurrected.
  2. Sniper Wolf: Have an attack with over 100% accuracy, without Spirit or Will Commands.
  3. Nuke 'em From Orbit: Have an attack with over 100% damage bonus, without Spirit or Will Commands.
  4. Fire Bomber Concert: Use nothing but [M] attacks during a entire battle.
  5. Too Slow!: Have an attack with over 150% accuracy, without Spirit or Will Commands.
  6. I Love The Smell Of Napalm In The Morning: Have an attack with over 150% damage bonus, without Spirit or Will Commands.
  7. Sanc Kingdom Special Ops: Win any battle without attacking anything.
  8. What INT Score?: Defeat an enemy without using any SP.
  9. Slayer: Defeat an enemy with a total damage rating equal to 150% or more of their maximum HP.
  10. So Hard His Kids Will Inherit The Bruises: Defeat an enemy with a total damage rating equal to 200% or more of their maximum HP.
  11. Hissatsu Time: Defeat an enemy with a total damage rating equal to 300% or more of their maximum HP.
  12. Someone Stop Feeding Him: Defeat an enemy with a total damage rating equal to 400% or more of their maximum HP.

Repair-based Achievements


Kill-based Achievements


Pilot Achievements: 4

  1. Split Personality: Purchase your first Subclass
  2. Skillful (Repeatable):Max out Skill List on a Class (including reaching max level on all skills). (Obtainable only once per class.)

    1. Lorenzo
    2. Katerine

[*]Teens With Attitude: Have 5 or more Pilot Classes.

Hangar Achievements: 2

Purchasing-based Achievements

  1. Photon Laboratory: Purchase your first unit from the Hangar
  2. Black Knights: Purchase 10 unique units from the Hangar

Evolution-based Achievements


MechDev Achievements 4

Purchase-based Achievements

  1. Professor Research Grant (Repeatable): Spend 5000 Credits in the MechDev
  2. Senior Researcher Grant: Spend 3000 Credits in the MechDev
  3. Junior Researcher Grant: Spend 1500 Credits in the MechDev

Creation-based Achievements

  1. What if...?: Convert a non mecha series into a mecha series

Contest-based Achievements


Edited by Jusuchin Panjirinanu

Share this post


Link to post
Share on other sites

CLANNAD-TomoyoChapter-Large38-1.jpg

Name: Lorenzo R. Schrödinger

UNSC Service Number: 00812-26587-PD

Callsign: 'Panda'

Rank: Captain

Unit: 405th Marine Mechanized Cavalry Squadron

Home Garrison: Diego Garcia, Sim Chamber ver.

Age: 22

Gender: Male

Height: 177.6 cm

Weight: 67.6 kg

Pilot Level: 25

Pilot Class: 0702 - Mecha Pilot, Officer

Specialty: Skirmisher

Medical: Newtype, has Psychic Energy

Quote: "Nuke it from orbit...only way to be sure."

SP: 196

Skills and Abilities:

  • Dodge Cost: -20%
  • Countercut Cost: 7AP
  • Countershoot Cost: 5AP
  • Weapon Damage:
    • [F]-type: 15%
    • [+]-type: +50%

    [*]Target Dodge Cost:

    • [F]-type: +30%
    • [+]-type: +30%

Critical:

During the special phase you may pay 10 AP to gain Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.

Atributes:

Range: Level 2: [+]-type Weapon Damage +25%, Countershoot Cost -1

Accuracy: Level 2: Target's Dodge Cost +15%, Countershoot Cost -1

Evade: Level 2: Dodge Cost -10%

Will Gauge Skills:

  • Barrel Roll: Costs 2 Will. Gain Dodge Cost -10% and Target's Dodge Cost +20% for this turn.
  • Defense Pierce: Costs 3 Will. The last hit of your next attack phase gains Barrier Pierce and Armor Pierce.
  • Five Rounds Rapid: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use [+] type attacks. You may only use this ability once per turn.
  • Iron Will: Cost 5 Will. The first attack phase you receive this turn that would reduce your HP past 0 this turn reduces it to 1 instead. Your next attack phase gains Weapon Damage +25% and Target's Dodge Cost +25%.

Seishins:

  • 1) Concentrate
    Type: Hybrid (Evasive/Targeting)
    Effect:
    Level 1 (15 SP): Gain Target's Dodge Cost +20% and Dodge Cost -10% for one turn.
    Level 2 (25 SP): Gain Target's Dodge Cost +30% and Dodge Cost -15% for one turn.
    Level 3 (35 SP): Gain Target's Dodge Cost +40% and Dodge Cost -20% for one turn.
  • 2) Back From the Brink (Duty)
    Type: Recovery
    Effect:
    Level 1 (20 SP): Recover 30% of your maximum DP.
    Level 2 (50 SP): Recover 50% of your maximum DP.
    Level 3 (80 SP): Recover all DP.
  • 3) Target Acquired (Direct Attack)
    Type: Offensive (Hindering)
    Effect:
    Level 1 (25 SP): For your next attack phase taken this turn, your target cannot use secondary defenses (such as Double Image, Stealth, or Barriers). Target also cannot be Support Defended by allies. The cancellation of Support Defense other secondary defenses only applies to your attacks.
  • 4) Outside of the Norm (Hot Blood)
    Type: Offensive (Attack)
    Effect:
    Level 1 (20 SP): All Weapon Damage x1.5 for your next attack phase taken this turn.
    Level 2 (40 SP): All Weapon Damage x2 for your next attack phase taken this turn.
    Level 3 (60 SP): All Weapon Damage x3 for your next attack phase taken this turn.
  • 5) Perseverance
    Type: Recovery (Healing)
    Effect:
    Level 1 (20 SP): Recover 30% of your maximum HP.
    Level 2 (50 SP): Recover 50% of your maximum HP.
    Level 3 (80 SP): Recover all HP.
  • 6) Must Go Faster. (Boost)
    Type: Defensive (Evasive)
    Effect:
    Level 1 (15 SP): Gain Dodge Cost -25% for one turn.
    Level 2 (25 SP): Gain Dodge Cost -50% for one turn.
    Level 3 (40 SP): Gain Dodge Cost -75% for one turn.

Pilot Skills:

  • 1) Reluctant Genius (Genius)
    Class: Passive (Main)
    Gain Dodge Cost -10%, Weapon Damage +5%, Target's Dodge Cost +5%.
  • 2) Ranged Proficiency (Gunfight)
    Class: Passive (Main)
    Level 3: [+]-type Weapons gain Damage +30% and Target's Dodge Cost +10%
  • 3) Awakened Panda (OS Customization)
    • Customization 1: Accuracy +10%
    • Customization 2: Weapon Damage +10%
    • Customization 3: Agi -10
      • Charge (4) to activate.

    [*]4) Newtype

    Class: Passive (Sub)

    Thought to be the next step in human evolution, certain people have developed psychic abilities, including superhuman powers of intuition and awareness, and telekinesis.

    In addition to gaining the abilities naturally, by receiving numerous physical and mental enhancements, including organ transplants, biotechnological modifications, and chemicals that increase their reaction speed and radiation resistance, it's possible for a person to gain psychic powers like that of a Newtype. These procedures have a tendency of making the person mentally unstable, however.

    Gain Psychic Energy. Gain Target's Dodge Cost +5%

    [*] 5) I See What You're Doing There (Recognition)

    Class: Active

    Pilots can learn how to anticipate enemy attack, defense, and movement patterns, allowing them not only to evade better, but also to know where to place their blows.

    Dodge Cost -5% and Target's Dodge Cost +15%. Charge (4) to activate.

    [*] 6) You're making me angry! (Guts Lv 3)

    Class: Passive (Main)

    More often than not, pilots have to deal with life-or-death situations. Guts training helps one to persevere and perform better in the line of fire, moving more quickly and precisely when in serious danger.

    Level 3:

    While DP is 60% and below, Dodge Cost -10%, Damage Dealt +15% and Target's Dodge Cost +15%.

    While DP is 40% and below, Dodge Cost -15%, Damage Dealt +20% and Target's Dodge Cost +20% instead.

Pilot Technique:

  • 1)
    You fire your weapon in a blinding flash, so fast that the enemy has little time to react.
    Requirement: One [+]-type weapon, chosen at deployment. This attack's stats are based off the chosen weapon.
    Attack: * Quick Shot- * damage, * EN/attack [+*%]
    [+] or [H]?: Same as base attack.
    Damage: Damage is equal to the base attack.
    EN Cost: EN cost is equal to the base attack +25%. If it has no EN cost, EN cost +5 instead.
    Accuracy: Accuracy is equal to the base attack +5%.
    Other: This attack gains all non-(X) tags that the base attack has. This attack also consumes 1 round of the base attack, if rounded. If this attack is a round-based (V) or (F), the variable cost is paid using rounds of the base attack. This attack gains Target's Countercut Cost +10% if it is a (P)-type attack. This attack cannot be blocked or evaded.
    For example, with [+] Machine Gun Kai- 1300 damage, 20 rounds [+15%] gain:
    - [+] Quick Shot- 1300 damage, 5 EN/attack [+20%]
    - X) Quick Shot: Uses 1 Machine Gun Kai round. This attack cannot be blocked or evaded.
  • 2) Sword Shield
    You are able to use your sword as a shield.
    Requirement: A Countercut-capable weapon.
    Ability: Gain X) Shield: Chosen Weapon. If the weapon chosen for this ability is a (B)-type weapon, gain X) Beam Shield: Chosen Weapon instead.
  • 3) Final Protective Fire (All Out Attack)
    You can unleash an unstoppable barrage of all the ranged weapons on your unit.
    Requirement: Unit must have 4 or more [+]-type weapons that you are able to use. Choose one non-MAP [+]-type weapon at deployment. This attack's stats are based off the chosen weapon.
    Attack: [+] All-Out Attack- * damage, * rounds [+20%]
    Damage: Damage is equal to base weapon's damage plus 10% for each additional usable non-combo [+]-type weapon that you choose to apply (up to +50% damage maximum, regardless of how many weapons are applied). If the base weapon is a variable weapon, calculate base damage for a full use of the weapon.
    Rounds: Rank 1-6: 1 round. Rank 7-12: 2 rounds. Rank 13+: 3 rounds. Rounds may not exceed those of the base attack. If total EN cost of the base attack is 50% or more of the unit's base EN, rounds are capped at 1.
    Other: This attack gains all requirements of all weapons applied to the attack. If the base attack is Rounds Locked, then so is this attack. MAP weapons may increase damage for this attack, but MAP versions of non-MAP attacks do not count toward the requirement for this technique and are not applicable to increase damage.

Edited by Jusuchin Panjirinanu

Share this post


Link to post
Share on other sites

Lorenzo R. Schrödinger

Battles: 18

  • Wins: 6
  • Losses: 12

Jobs: 5

PP Accounting:

PP Gained:

Total: 13010pp

PP Used:

  • -150 Seishin Command [Concentrate] (10/21/2009)
  • -800 Pilot Skill [Genius] (10/21/2009)
  • -1000 Increase SP by 100 to gain max SP (11/18/2009)
  • -500 Seishin Command [Greater Duty] (11/18/2009)
  • -300 Pilot Skill [Gunfight Lv 1] (11/26/2009)
  • -200 Pilot Skill [OS Customization: Accuracy, Accuracy +10%] (11/30/2009)
  • -300 Pilot Skill [OS Customization: Offense, Weapon Damage +10%] (11/30/2009)
  • -400 Pilot Skill [OS Customization: Agi, Agi -10] (12/8/2009)
  • -400 Pilot Skill - Newtype (12/24/2009)
  • -400 Pilot Skill [Gunfight Lv 2] (12/30/2009)
  • -500 Pilot Skill [Gunfight Lv 3] (12/30/2009)
  • -200 Seishin Command [Direct Attack] (3/20/2010)
  • -500 Pilot Skill [Recognition] (3/31/2010)
  • -300 Pilot Skill [Guts Lv 1] (5/3/2010)
  • -500 Pilot Skill [Guts Lv 2] (5/3/2010)
  • +1850 Reimbursement as per new system (5/31/2010)
  • -150 Seishin Command [Concentrate Lv 1] (5/31/2010)
  • -250 Seishin Command [Concentrate Lv 2] (5/31/2010)
  • -350 Seishin Command [Concentrate Lv 3] (5/31/2010)
  • -200 Seishin Command [Duty Lv 1] (5/31/2010)
  • -300 Seishin Command [Duty Lv 2] (5/31/2010)
  • -400 Seishin Command [Duty Lv 3] (5/31/2010)
  • -200 Seishin Command [Direct Attack Lv 1] (5/31/2010)
  • -700 Pilot Skill [Guts Lv 3] (9/7/2010)
  • -200 Seishin Command [Hot Blood Lv 1] (9/7/2010)
  • -400 Seishin Command [Hot Blood Lv 2] (9/24/2010)
  • -600 Pilot Technique [Quick Shot] (9/27/2010)
  • -500 Pilot Technique [sword Shield] (11/7/2010)
  • -600 Seishin Command [Hot Blood Lv 3] (11/7/2010)
  • -200 Seishin Command [Perseverance Lv 1] (11/7/2010)
  • -300 Seishin Command [Perseverance Lv 2] (11/12/2010)
  • -150 Seishin Command [boost Lv 1] (11/12/2010)
  • -250 Seishin Command [boost Lv 2] (11/29/2010)
  • -400 Seishin Command [boost Lv 3] (11/29/2010)
  • -400 Seishin Command [Perseverance Lv 3] (11/29/2010)
  • -800 Pilot Technique [All-Out Attack] (1/3/2011)

Total: 11950pp

PP Remaining: 990pp

Edited by Jusuchin Panjirinanu

Share this post


Link to post
Share on other sites

elyssemueller.png

Name: Elysse Mueller

UNSC Service Number: 00376-83219-SK

Callsign: ‘Shocker’

Rank: Staff Sergeant

Unit: 405th Marine Mechanized Cavalry Squadron

Home Garrison: Diego Garcia, Sim Chamber ver.

Age: 27

Gender: Female

Height: 173.7 cm

Weight: 70.03 kg

Pilot Level: 25

Pilot Class: 0769 - Mecha Pilot, Unit Leader

Specialty: Melee Tank

Quote: “My fists aren’t ‘delicate’ boya.”

SP: 196

Skills and Abilities:

Damage Recieved: -25%

Countercut Cost: 5AP

Countershoot Cost: 6AP

Weapon Damage:

  • [F]-type: +60%
  • [+]-type: +5%

Target Dodge Cost:

  • [F]-type: +25%
  • [+]-type: +25%

Critical:

During the special phase you may pay 10 AP to gain Weapon Damage +15% and Accuracy +15% and Burn status effect for the first attack phase made this turn. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.

Atributes:

Melee: Level 2: [F]-type Weapon Damage +25%, Countercut Cost -1

Defense: Level 3: Damage Received -15%

Accuracy: Level 1: Target's Dodge Cost +10%

Will Gauge Skills:

Double Strike (Rush): Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use [F]-type attacks. You may only use this ability once per turn.

Improvise (Defense Pierce): Defense Pierce: Costs 3 Will. The last hit of your next attack phase gains Barrier Pierce and Armor Pierce.

Adapt (Lock On): Costs 3 Will. The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers.

Overcome (Iron Will): Cost 5 Will. The first attack phase you receive this turn that would reduce your HP past 0 this turn reduces it to 1 instead. Your next attack phase gains Weapon Damage +25% and Target's Dodge Cost +25%.

Seishins:

  • 1) Oorah! (Direct Attack):
    Type: Offensive (Hindering)
    Effect:
    Level 1 (25 SP): For your next attack phase taken this turn, your target cannot use secondary defenses (such as Double Image, Stealth, or Barriers). Target also cannot be Support Defended by allies. The cancellation of Support Defense other secondary defenses only applies to your attacks.
  • 2) "]
    Type: Recovery (Healing)
    Effect:
    Level 1 (20 SP): Recover 30% of your maximum HP.
    Level 2 (50 SP): Recover 50% of your maximum HP.
    Level 3 (80 SP): Recover all HP.
  • 3) It'll Take More Than That To Down A Marine! (Resist)
    Type: Defensive (Resistance)
    Effect:
    Level 1 (10 SP): Gain Damage Received -75% against the first attack received this turn. This is considered a Secondary Defense.
    Level 2 (15 SP): Gain Damage Received -85% against the first attack received this turn. This is considered a Secondary Defense.
    Level 3 (20 SP): Gain Damage Received -95% against the first attack received this turn. This is considered a Secondary Defense.
  • 4) Stonewall ain't got nothing on this. (Iron Wall)
    Type: Defensive (Resistance)
    Effect:
    Level 1 (15 SP): Gain Damage Received -25% for one turn.
    Level 2 (25 SP): Gain Damage Received -50% for one turn.
    Level 3 (40 SP): Gain Damage Received -75% for one turn.
  • 5) Hey you! Lookit me! (Substitute)
    Type: Support (Protection)
    Effect:
    Level 1 (35 SP): For a single turn, trade Defense Phase with one target ally regardless of any condition. That ally must not have taken his or her turn to be a legitimate target of this spell.
    Level 2 (60 SP): For a single turn, two target allies trade Defense Phases regardless of any condition. Neither ally can have taken their turn to be a legitimate target of this spell.
  • 6) Livin' on a Prayer! (Prayer)
    Type: Recovery (Healing)
    Effect:
    Level 1 (15 SP): Removes all negative status effects from yourself or target ally.
    Level 2 (25 SP): Removes all negative status effects from up to two target allies (including yourself).
    Level 3 (40 SP): Removes all negative status effects from up to three target allies (including yourself).

Pilot Skills:

  • 1) Leatherneck (Brave)
    Class: Passive (Main)
    Gain Damage Received -10%, Weapon Damage +5%, Target's Dodge Cost +5%.
  • 2) Focused, Collected, but far from Calm (Fury)
    Class: Active
    Whether it is cold as ice in your veins or a blazing fire, you channel your rage into your mecha's attacks, making you a deadly opponent on the battlefield.
    Gain Damage Received -5%, Dodge Cost -5%, Damage Dealt +20%. Charge (4) to activate.
  • 3) I'll Punch You Too! (Counter Lv 3)
    Class: Active
    In battle, being pushed into a defensive stance is usually not advisable. This skill allows one to defend oneself without compromising offensive ability.
    Can block or evade and attack in the same round. Charge (X), where X is:
    Level 3: 3 turns
  • 4) Don't Touch Me (Guard)
    Class: Active

    Keeping oneself alive in battle is important, and reducing damage dealt to oneself surely helps. Pilots who learn the Guard skill are able to protect their mech's vital parts better, reducing the damage dealt by enemy fire.
    Gain Damage Received -15% when activated. Charge (4) to activate.
  • 5) You Can't Keep a Good Marine Down (Potential Lv 3)
    Class: Passive (Main)
    When the lives of one's friends or loved ones are in danger, it has been said that an adrenaline rush gives the normal human a surge of superhuman strength. By maintaining their focus in a pinch, pilots who learn Potential persevere in battle, shrugging off enemy fire while delivering blows with more passion and power than usual.
    Level 3:
    While HP is 50% and below, Damage Received -15%, Damage Dealt +15% and Target's Dodge Cost +15%.
    While HP is 30% and below, Damage Received -20%, Damage Dealt +20% and Target's Dodge Cost +20% instead.
  • 6) Close Quarters Combat (Infight)
    Class: Passive (Main)
    Pilots can receive special training in melee fighting, making them better swordsmen, brawlers, and frontline fighters.
    Level 3: [F]-type Weapons gain Damage +30% and Target's Dodge Cost +10%

Pilot Techniques

  • 1) Sword Shield
    You are able to use your sword as a shield.
    Requirement: A Countercut-capable weapon.
    Ability: Gain X) Shield: Chosen Weapon. If the weapon chosen for this ability is a (B)-type weapon, gain X) Beam Shield: Chosen Weapon instead.
  • 2) Deep Wounds
    Your critical hits can cause further structural damage that continues to injure the target after the attack finishes.
    Ability: Deep Wounds: When performing a Critical Attack, you may pay an additional 5 AP to give the attack the Burn status effect.

Edited by Jusuchin Panjirinanu

Share this post


Link to post
Share on other sites

Elysse Mueller

Battles: 16

  • Wins: 7
  • Losses: 9

Jobs: 3

PP Accounting:

PP Gained:

Total: 13000pp

PP Used:

  • -200 Seishin Command [Direct Attack] (11/18/2009)
  • -800 Pilot Skill [brave] (11/18/2009
  • -400 Seishin Command [Greater Perseverance] (12/2/2009)
  • -800 Pilot Skill [Meikyo Shisui] (12/24/2009)
  • -300 Pilot Skill [Counter Lv 1] (1/6/2010)
  • -150 Seishin [Resist] (1/6/2010)
  • -500 SP Boost [50SP] (2/18/2010)
  • -500 Pilot Skill [Guard] (3/3/2010)
  • -130 SP Boost [13SP] (3/3/2010)
  • -370 SP Boost [37SP] (3/12/2010)
  • -500 Pilot Skill [Counter Lv 2] (3/20/2010)
  • -300 Pilot Skill [Potential Lv 1] (3/22/2010)
  • -500 Pilot Skill [Potential Lv 2] (3/22/2010)
  • -700 Pilot Skill [Potential Lv 3] (4/28/2010)
  • -500 Pilot Skill [Counter Lv 3] (5/3/2010)
  • +1750 Reimbursement as per new system (5/31/2010)
  • -200 Seishin Command [Direct Attack Lv 1] (5/31/2010)
  • -200 Seishin Command [Perseverance Lv 1] (5/31/2010)
  • -300 Seishin Command [Perseverance Lv 2] (5/31/2010)
  • -400 Seishin Command [Perseverance Lv 3] (5/31/2010)
  • -100 Seishin Command [Resist Lv 1] (5/31/2010)
  • -200 Seishin Command [Resist Lv 2] (5/31/2010)
  • -300 Seishin Command [Resist Lv 3] (5/31/2010)
  • -300 Pilot Skill [infight Lv 1] (9/7/2010)
  • -400 Pilot Skill [infight Lv 2] (9/7/2010)
  • -500 Pilot Technique [sword Shield] (9/24/2010)
  • -500 Pilot Skill [infight Lv 2] (10/29/2010)
  • -150 Seishin Command [iron Wall Lv 1] (10/29/2010)
  • -250 Seishin Command [iron Wall Lv 2] (10/29/2010)
  • -350 Seishin Command [substitute Lv 1] (11/7/2010)
  • -400 Seishin Command [iron Wall Lv 3] (11/7/2010)
  • -600 Seishin Command [substitute Lv 2] (11/29/2010)
  • -150 Seishin Command [Prayer Lv 1] (11/29/2010)
  • -250 Seishin Command [Prayer Lv 2] (11/29/2010)
  • -350 Seishin Command [Prayer Lv 3] (12/23/2010)
  • -1000 Pilot Technique [Deep Wounds] (1/18/2011)

Total: 12000pp

PP Remaining: 100pp

Edited by Jusuchin Panjirinanu

Share this post


Link to post
Share on other sites

katerineavonbayishcherv.jpg

Name: Katerine A. von Bayishcerwald

Callsign: ‘Claymore’

UNSC Service Number: 00239-23140-CM

Rank: Corporal

Unit: 405th Marine Mechanized Cavalry Squadron

Home Garrison: Diego Garcia, Sim Chamber ver.

Age: 19

Gender: Female

Height: 165.6 cm

Weight: 53.0 kg

Pilot Level: 29

Pilot Class: 0711 - Mecha Pilot, Enlisted

Specialty: Designated Marksman

Quote: “I make heads go boom!”

SP: 212

Skills and Abilities:

  • Dodge Cost: -10%
  • Countercut Cost: 7AP
  • Countershoot Cost: 3AP
  • Weapon Damage:
    • [F]-type: +5%
    • [+]-type: +80%

    [*]Target Dodge Cost:

    • [F]-type: +30%
    • [+]-type: +30%

Critical:

During the special phase you may pay 10 AP to gain Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.

Atributes:

Accuracy: Level 2: Target's Dodge Cost +15%, Countershoot Cost -1

Range: Level 4: [+]-type Weapon Damage +45%, Countershoot Cost -3

Will Gauge Skills:

Relocate (Barrel Roll): Costs 2 Will. Gain Dodge Cost -10% and Target's Dodge Cost +20% for this turn.

Double Tap (Volley): Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use type attacks. You may only use this ability once per turn.

Last Chance (Iron Will): Cost 5 Will. The first attack phase you receive this turn that would reduce your HP past 0 this turn reduces it to 1 instead. Your next attack phase gains Weapon Damage +25% and Target's Dodge Cost +25%.

White Feather (Focused Attack): Costs 5 Will. Your next attack phase gains Target's Dodge Cost +100% and Weapon Damage +25%.

Seishins:

  • 1) Proper Breathing (Concentrate)
    Type: Hybrid (Evasive/Targeting)
    Effect:
    Level 1 (15 SP): Gain Target's Dodge Cost +20% and Dodge Cost -10% for one turn.
    Level 2 (25 SP): Gain Target's Dodge Cost +30% and Dodge Cost -15% for one turn.
    Level 3 (35 SP): Gain Target's Dodge Cost +40% and Dodge Cost -20% for one turn.
  • 2) Be careful. You're treading on my dreams (Duty)
    Type: Recovery
    Effect:
    Level 1 (20 SP): Recover 30% of your maximum DP.
    Level 2 (50 SP): Recover 50% of your maximum DP.
    Level 3 (80 SP): Recover all DP.
  • 3) Tough Hide (Perseverance)
    Type: Hybrid (Evasive/Targeting/Power)
    Effect:
    Level 1 (20 SP): Recover 30% of your maximum HP.
    Level 2 (50 SP): Recover 50% of your maximum HP.
    Level 3 (80 SP): Recover all HP.
  • 4) "I Must Hit You." (Direct Attack)
    Type: Offensive (Targeting)
    Effect
    Level 1 (25 SP): For your next attack phase taken this turn, your target cannot use secondary defenses (such as Double Image, Stealth, or Barriers). Target also cannot be Support Defended by allies. The cancellation of Support Defense and other secondary defenses only applies to your attacks.
  • 5) Catgirl on a Thunder Run! (Raid!)
    Type: Hybrid (Evasive/Enhancement/Targeting/Resistance/Power)
    Effect
    Level 1 (60 SP) Casts the following on yourself:
    • Accelerate (Lv1): For this turn, the AP cost to move to another terrain is reduced by 10, to a minimum of 0 AP
    • Sure Hit (Lv2): Gain Target's Dodge Cost +50% for your next attack phase and disable all Evasive Secondary Defenses (such as Double Image).
    • Flash (Lv1): Gain Dodge Cost -75% against the first attack received this turn. This is considered a Secondary Evasive Defense.
    • Hot Blood (Lv2): All Weapon Damage x2 for your next attack phase taken this turn.

    [*] 6) "Eat This!" (Awaken)

    Type: Support (Enhancement)

    Level 1 (60 SP): You gain an additional turn after the turn Awaken is cast. Regeneration and Defense Phases does not apply in the extra turn granted by this Spirit Command.

    Level 2 (90 SP): You or target ally gains an additional turn after the turn Awaken is cast. Regeneration and Defense Phases does not apply in the extra turn granted by this Spirit Command.

Pilot Skills:

  • 1) Natural Talent (Genius)
    Class: Passive (Main)
    Gain Dodge Cost -10%, Weapon Damage +5%, Target's Dodge Cost +5%.
  • 2) Gun Kata - Cleric Novice (Gunfight)
    Class: Passive (Main)
    Kata Level 3: [+]-type Weapons gain Damage +30% and Target's Dodge Cost +10%
  • 3) Awakened Claymore (OS Customization)
    • Customization 1: Accuracy +10%
    • Customization 2: Weapon Damage +10%
    • Customization 3: Agi -10
      • Charge (4)

    [*] 4) I ain't going down yet! (Guts Lv 3)

    Class: Passive (Main)

    More often than not, pilots have to deal with life-or-death situations. Guts training helps one to persevere and perform better in the line of fire, moving more quickly and precisely when in serious danger.

    Level 3:

    While DP is 60% and below, Dodge Cost -10%, Damage Dealt +15% and Target's Dodge Cost +15%.

    While DP is 40% and below, Dodge Cost -15%, Damage Dealt +20% and Target's Dodge Cost +20% instead.

    [*] 5) Vindictive Catgirl (Revenge)

    Class: Passive (Main)

    The ability to remember your grudges and exact lovely revenge on those you hate.

    Level 3: Damage dealt +25% against all units that attacked you or an ally this turn. In addition, whenever any allied unit is defeated, gain a permanent +10% Weapon Damage until the end of the battle. This ability does not trigger if a summoned unit is attacked or destroyed, and can stack if multiple allies are defeated.

    [*] 6) Furious Catgirl (Fury)

    Class: Active

    Whether it is cold as ice in your veins or a blazing fire, you channel your rage into your mecha's attacks, making you a deadly opponent on the battlefield.

    Gain Damage Received -5%, Dodge Cost -5%, Damage Dealt +20%. Charge (4) to activate.

Pilot Techniques:

  • 1) Sword Shield
    You are able to use your sword as a shield.
    Requirement: A Countercut-capable weapon.
    Ability: Gain X) Shield: Chosen Weapon. If the weapon chosen for this ability is a (B)-type weapon, gain X) Beam Shield: Chosen Weapon instead.
  • 2) Mega Fire
    You release a barrage of shots that are supercharged, bursting into flames on contact with the enemy and overheating their systems.
    Requirement: One [+]-type weapon, chosen at deployment. This attack's stats are based off the chosen weapon.
    Attack: * Mega Fire- * damage & Weapon Lock, * EN/attack [+*%]
    [+] or [H]?: Same as base attack.
    Damage: Damage is equal to the base attack +10%.
    EN Cost: EN cost is equal to the base attack +50%. If it has no EN cost, EN cost +10 instead.
    Accuracy: Accuracy is equal to the base attack.
    Other: This attack gains all non-(X) tags that the base attack has. This attack also consumes 1 round of the base attack, if rounded. If this attack is a round-based (V) or (F), the variable cost is paid using rounds of the base attack. This attack gains Target's Countercut Cost +10% if it is a (P)-type attack. If the first attack is negated, the second attack is automatically negated.
  • 3) Cassiopeia Shot
    Activating a long forgetten magic only known to members of Katerine's family, she is able to quicky fire a shot, making her shot unblockable and making evasion all but impossible.
    Requirement: One [+]-type weapon, chosen at deployment. This attack's stats are based off the chosen weapon.
    Attack: * Quick Shot- * damage, * EN/attack [+*%]
    [+] or [H]?: Same as base attack.
    Damage: Damage is equal to the base attack.
    EN Cost: EN cost is equal to the base attack +25%. If it has no EN cost, EN cost +5 instead.
    Accuracy: Accuracy is equal to the base attack +5%.
    Other: This attack gains all non-(X) tags that the base attack has. This attack also consumes 1 round of the base attack, if rounded. If this attack is a round-based (V) or (F), the variable cost is paid using rounds of the base attack. This attack gains Target's Countercut Cost +10% if it is a (P)-type attack. This attack cannot be blocked or evaded.
    For example, with [+] Machine Gun Kai- 1300 damage, 20 rounds [+15%] gain:
    - [+] Quick Shot- 1300 damage, 5 EN/attack [+20%]
    - X) Quick Shot: Uses 1 Machine Gun Kai round. This attack cannot be blocked or evaded.

Edited by Jusuchin Panjirinanu

Share this post


Link to post
Share on other sites

Katerine A. von Bayishcerwald

Battles: 19

  • Wins: 5
  • Losses: 14

Jobs: 4

PP Accounting:

PP Gained:

Total: 20335pp

PP Used:

  • -150 Seishin Command [Concentrate] (12/1/2009)
  • -800 Pilot Skill [Genius] (12/1/2009)
  • -500 Seishin Command [Greater Duty] (12/24/2009)
  • -500 SP Boost [50SP] (12/24/2009)
  • -300 Pilot Skill [Gunfight Lv 1] (12/30/2009)
  • -300 SP Boost [30SP] (12/30/2009)
  • -400 Pilot Skill [Gunfight Lv 2] (1/10/2010)
  • -100 SP Boost [10SP] (1/10/2010)
  • -800 Seishin Command [Raid] (2/19/2010)
  • -200 Pilot Skill [OS Customization 1] (2/20/2010)
  • -300 Pilot Skill [OS Customization 2] (3/3/2010)
  • -100 SP Boost [10SP] (3/3/2010)
  • -500 Pilot Skill [Gunfight Lv 3] (3/12/2010)
  • -400 Pilot Skill [OS Customization] (3/20/2010)
  • -300 Pilot Skill [Guts Lv 1] (3/22/2010)
  • -500 Pilot Skill [Guts Lv 2] (3/22/2010)
  • -700 Pilot Skill [Guts Lv 3] (4/28/2010)
  • -500 Pilot Technique [sword Shield] (5/3/2010)
  • -200 Seishin Command [Direct Attack] (5/11/2010)
  • +2200 Reimbursement as per new system (5/31/2010)
  • -200 Seishin Command [Direct Attack Lv 1] (5/31/2010)
  • -150 Seishin Command [Concentrate Lv 1] (5/31/2010)
  • -250 Seishin Command [Concentrate Lv 2] (5/31/2010)
  • -350 Seishin Command [Concentrate Lv 3] (5/31/2010)
  • -200 Seishin Command [Duty Lv 1] (5/31/2010)
  • -300 Seishin Command [Duty Lv 2] (5/31/2010)
  • -400 Seishin Command [Duty Lv 3] (5/31/2010)
  • -200 Seishin Command [Perseverance Lv 1] (5/31/2010)
  • -300 Seishin Command [Perseverance Lv 2] (5/31/2010)
  • -800 Pilot Technique [Mega Fire] (6/22/2010)
  • -500 Pilot Skill [Revenge Lv 1] (9/17/2010)
  • -800 Pilot Skill [Fury] (10/19/2010)
  • -600 Pilot Skill [Revenge Lv 2] (10/29/2010)
  • -700 Pilot Skill [Revenge Lv 3] (10/29/2010)
  • -200 Seishin Command [Hot Blood Lv 1] (10/31/2010)
  • -400 Seishin Command [Hot Blood Lv 2] (11/6/2010)
  • -600 Seishin Command [Hot Blood Lv 3] (11/6/2010)
  • -400 Seishin Command [Perseverance Lv 3] (11/29/2010)
  • -600 Pilot Technique [Quick Shot] (11/29/2010)
  • -600 Seishin Command [Awaken Lv 1] (12/23/2010)
  • -700 Seishin Command [Awaken Lv 1] (12/23/2010)
  • -850 Seishin Command Replacement [Raid, Replaced Hot Blood] (12/23/2010)

Total: 15450

Active: 14250

PP Remaining: 1285pp

Edited by Jusuchin Panjirinanu

Share this post


Link to post
Share on other sites

yumikonhenderson.jpg

Name: Yumiko N. Henderson

UNSC Service Number: 00789-56781-DC

Callsign: 'Danger Close'

Rank: Lieutenant Commander

Unit: Task Force 77 - 405th Marine Mechanized Cavalry Unit

Home Garrison: Diego Garcia, Sim Chamber ver.

Age: 25

Gender: Female

Height: 178 cm

Weight: 64.6 kg

Pilot Level: 24

Pilot Class: 1410 URL Officer qualified in Slipspace and Non-Slipspace Capable Warships and Heavier-than-Air Mecha

Specialty: Warship Operations

Quote: "Weapons Free, Engines at Full Thrust, Hit It!"

SP: 192

Skills and Abilities:

  • Damage Received: -30%
    • In Battleship-type Units: -40%

    [*]Countercut Cost: 7AP

    [*]Countershoot Cost: 6AP

    [*]Weapon Damage:

    • [F]-type: +5%
      • In Battleship-type Units: +35%

      [*][+]-type: +70%

      • In Battleship-type Units: +90%

    [*]Target Dodge Cost:

    • [F]-type: +10%
      • In Battleship-Type Units: +30%

      [*][+]-type: +10%

      • In Battleship-type Units: +30%

Critical:

During the special phase you may pay 10 AP to gain Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.

Atributes:

Range: Level 2: [+]-type Weapon Damage +25%, Countershoot Cost -1

Defense: Level 4: Damage Received -20%

Will Gauge Skills:

  • Lock On: Costs 3 Will. The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers.
  • Cover: Costs 3 Will. Gain Damage Received -15% for this turn. This counts as a terrain effect.
  • Entrenchment: Costs 4 Will. Damage Received -40% and Target's Dodge Cost +50% for one turn.
  • Iron Will: Cost 5 Will. The first attack phase you receive this turn that would reduce your HP past 0 this turn reduces it to 1 instead. Your next attack phase gains Weapon Damage +25% and Target's Dodge Cost +25%.

Seishins:

  • 1) WATCH WHAT ONE LOWLY HUMAN CAN DO!! (Greater Perseverance)
    Type: Recovery (Healing)
    Effect:
    Level 1 (20 SP): Recover 30% of your maximum HP.
    Level 2 (50 SP): Recover 50% of your maximum HP.
    Level 3 (80 SP): Recover all HP.
  • 2) HA! Can't touch this! (Resist)
    Type: Defensive (Resistance)
    Effect:
    Level 1 (10 SP): Gain Damage Received -75% against the first attack received this turn. This is considered a Secondary Defense.
    Level 2 (15 SP): Gain Damage Received -85% against the first attack received this turn. This is considered a Secondary Defense.
    Level 3 (20 SP): Gain Damage Received -95% against the first attack received this turn. This is considered a Secondary Defense.
  • 3) In Yo Face! (Iron Wall)
    Level 1 (15 SP): Gain Damage Received -25% for one turn.
    Level 2 (25 SP): Gain Damage Received -50% for one turn.
    Level 3 (40 SP): Gain Damage Received -75% for one turn.
  • 4) I've Got Ya Now! (Sure Hit)
    Type: Offensive (Targeting)
    Effect:
    Level 1 (15 SP): Gain Target's Dodge Cost +25% for your next attack phase and disable all Evasive Secondary Defenses (such as Double Image).
    Level 2 (25 SP): Gain Target's Dodge Cost +50% for your next attack phase and disable all Evasive Secondary Defenses (such as Double Image).
    Level 3 (40 SP): Gain Target's Dodge Cost +75% for your next attack phase and disable all Evasive Secondary Defenses (such as Double Image).
  • 5) Performance Evaluation (Great Effort)
    Type: Support (Enhancement)
    Effect:
    Level 1 (20 SP): User's PP gain is doubled at the end of the battle regardless of the result. This affects all pilots that are inside this unit as well.
    Level 2 (35 SP): User or target ally's PP gain is doubled at the end of the battle regardless of the result. This affects all pilots that are inside the targeted unit.
  • 6 "I'll hit you even harder!" (Hot Blood)
    Type: Offensive (Attack)
    Effect:
    Level 1 (20 SP): All Weapon Damage x1.5 for your next attack phase taken this turn.

Pilot Skills:

  • 1) You're just pushing yer luck. (Potential Lv 3)
    When the lives of one's subordinates and friends are in danger, commanders with a vested interest in the survival of all involved often take charge of their wounded and weary crew, pushing them to go further in the defense of their vessel and the destruction of their enemies.
    Level 3:
    While HP is 50% and below, Damage Received -15%, Damage Dealt +15% and Target's Dodge Cost +15%.
    While HP is 30% and below, Damage Received -20%, Damage Dealt +20% and Target's Dodge Cost +20% instead.
  • 2) A leader always leads by example! (Brave Commander Lv 2)
    Class: Passive (Sub)
    Even though you are the commander, you are always in the frontline, inspiring your allies to fight fiercer.
    Damage Received -5% and Damage Dealt +10%, Aura (X), where X is:
    Level 2: 4.
  • 3) Damage Control Specialty (Guard)
    Class: Active
    Keeping oneself alive in battle is important, and reducing damage dealt to oneself surely helps. Pilots who learn the Guard skill are able to protect their mech's vital parts better, reducing the damage dealt by enemy fire.
    Gain Damage Received -15% when activated. Charge (4) to activate.
  • 4) A Standard To Uphold (Brave)
    Class: Passive (Main)
    Braves are individuals with great resolve, who move forward no matter what they face.
    Gain Damage Received -10%, Weapon Damage +5%, Target's Dodge Cost +5%.
  • 5) Advanced Battleship Handling (Unit Spec. Defensive - Battleship Lv 3)
    You have passed through Officer Candidates School with an intricate knowledge of battleship capabilities, and your orders snap out to inflict heavy damage upon your enemies while minimizing your own.
    Level 3: Damage Dealt +30%, Damage Received -10%, Target's Dodge Cost +15%.
  • 6) Gunnery Expertise (Gunfight Lv 3)
    Class: Passive (Main)
    Battleships are inherently ranged combatants. Your experience as a gunnery officer stacks the cards in your favor.
    Level 3: [+]-type Weapons gain Damage +30% and Target's Dodge Cost +10%

Pilot Techniques:

  • 1) Ready the Incendiary Shells!!! (Mega Fire)
    You release a barrage of shots that are supercharged, bursting into flames on contact with the enemy and overheating their systems.
    Requirement: One [+]-type weapon, chosen at deployment. This attack's stats are based off the chosen weapon.
    Attack: * Mega Fire- * damage & Weapon Lock, * EN/attack [+*%]
    [+] or [H]?: Same as base attack.
    Damage: Damage is equal to the base attack +10%.
    EN Cost: EN cost is equal to the base attack +50%. If it has no EN cost, EN cost +10 instead.
    Accuracy: Accuracy is equal to the base attack.
    Other: This attack gains all non-(X) tags that the base attack has. This attack also consumes 1 round of the base attack, if rounded. If this attack is a round-based (V) or (F), the variable cost is paid using rounds of the base attack. This attack gains Target's Countercut Cost +10% if it is a (P)-type attack. If the first attack is negated, the second attack is automatically negated.
    For example, with [+] Rail Gun (B)- 4000 damage, 20 EN/attack [+10%] gain:
    - [+] Mega Fire (B)- 4400 damage & Weapon Lock, 30 EN/attack [+10%]
    - X) Mega Fire: If the first attack is negated, the second attack is automatically negated.

Edited by Jusuchin Panjirinanu

Share this post


Link to post
Share on other sites

Yumiko N. Henderson

Battles: 8

  • Wins: 4
  • Losses: 4

Jobs: 0

PP Accounting:

PP Gained:

Total: 12760pp

PP Used:

  • -300 Pilot Skill [Potential Lv 1] (5/3/2010)
  • -300 Pilot Skill [brave Commander] (5/3/2010)
  • -400 Seishin Command [Greater Perseverance] (5/3/2010)
  • -150 Seishin Command [Resist] (5/3/2010)
  • +550 Reimbursement as per new system (5/31/2010)
  • -200 Seishin Command [Perserverance Lv 1] (5/31/2010)
  • -100 Seishin Command [Resist Lv 1] (5/31/2010)
  • -200 Seishin Command [Resist Lv 2] (5/31/2010)
  • -500 Pilot Skill [Potential Lv 2] (6/24/2010)
  • -150 Seishin Command [iron Wall Lv 1] (6/24/2010)
  • -250 Seishin Command [iron Wall Lv 2] (6/24/2010)
  • -500 Pilot Skill [Guard] (9/17/2010)
  • -150 Seishin Command [sure Hit Lv 1] (9/17/2010)
  • -800 Pilot Skill [brave] (9/27/2010)
  • -300 Pilot Skill [unit Spec. Def - Battleship Lv 1] (10/19/2010)
  • -500 Pilot Skill [unit Spec. Def - Battleship Lv 2] (10/19/2010)
  • -300 Pilot Skill [Gunfight Lv 1] (10/19/2010)
  • -700 Pilot Skill [unit Spec. Def - Battleship Lv 3 (Non Specialized)] (10/29/2010)
  • -700 Pilot Skill [Potential Lv 3] (10/29/2010)
  • -400 Pilot Skill [Gunfight Lv 2] (10/29/2010)
  • -500 Pilot Skill [Gunfight Lv 3] (11/7/2010)
  • -500 Pilot Skill [brave Commander Lv 2] (10/29/2010)
  • -300 Seishin Command [Perserverance Lv 2] (11/29/2010)
  • -400 Seishin Command [Perserverance Lv 3] (11/29/2010)
  • -400 Seishin Command [iron Wall Lv 3] (12/23/2010)
  • -500 Seishin Command [Great Effort Lv 1] (1/11/2011)
  • -600 Seishin Command [Great Effort Lv 1] (1/11/2011)
  • -250 Seishin Command [sure Hit Lv 2] (1/26/2011)
  • -350 Seishin Command [sure Hit Lv 3] (1/26/2011)
  • -300 Seishin Command [Resist Lv 3] (1/26/2011)
  • -250 Seishin Command [sure Hit Lv 2] (3/20/2011)
  • -350 Seishin Command [sure Hit Lv 3] (3/20/2011)
  • -800 Pilot Technique [Megafire] (3/20/2011)
  • -200 Seishin Command [Hot Blood Lv 1] (3/20/2011)

Total: 12050pp

PP Remaining: 710pp

Edited by Jusuchin Panjirinanu

Share this post


Link to post
Share on other sites

gallery_652_4_13862.jpg

Name: Grace J. Martelli

UNSC Service Number: 00198-81015-MH

Callsign: 'Mother Hen'

Rank: Lieutenant

Unit: Task Force 77 - 405th Marine Mechanized Cavalry Unit

Home Garrison: Diego Garcia, Sim Chamber ver.

Age: 23

Gender: Female

Height: 157 cm

Weight: 55.9kg

Pilot Level: 16

Pilot Class: 1610 RL Officer specializing in Maintenance and Combat Repair and Replenishment of Slipspace-capable and Non-Slipspace Capable Warships and Heavier-than-Air Mecha

Specialty: Combat Engineer

Quote: "Oh God I just fixed that you sonnovabitch!"

SP: 220 (Permanent +60)

Skills and Abilities:

  • Damage Received: -10%
  • Dodge Cost: -20%
  • Countercut Cost: 7AP
  • Countershoot Cost: 7AP
  • Weapon Damage:
    • [F]-type: +0%
    • [+]-type: +0%

    [*]Target Dodge Cost:

    • [F]-type: +0%
    • [+]-type: +0%

Critical:

During the special phase you may pay 10 AP to gain Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.

Atributes:

Evade: Level 4: Dodge Cost -20%

Defense: Level 2: Damage Received -10%

Will Gauge Skills:

  • I need to fix it! (Entrenchment): Costs 4 Will. Damage Received -40% and Target's Dodge Cost +50% for one turn.
  • Maximize Repair Time (Fast Combat): Costs 5 Will. Gain 1 additional Attack Phase this turn.
  • Stand Down (Pressure): Costs 5 Will. Disables all attack phases of a single target for one turn. The target gains Damage Received +25% (to be calculated as a Pilot Ability) and Dodge Cost +10% for their next turn only. This is considered a Status Attack.
  • I’m not done yet! (Iron Will): Cost 5 Will. The first attack phase you receive this turn that would reduce your HP past 0 this turn reduces it to 1 instead. Your next attack phase gains Weapon Damage +25% and Target's Dodge Cost +25%.

Seishins:

  • 1) "Don't move, you'll scratch it even more!" (Trust)
    Type: Recovery (Healing)
    Effect:
    Level 1 (30 SP): You or target ally recovers 30% of their maximum HP.
    Level 2 (60 SP): You or target ally recovers 50% of their maximum HP.
    Level 3 (90 SP): You or target ally recovers all HP.
  • 2) "This ain't cheap, go win now!" (Resupply)
    Type: Recovery (Refuel)
    Effect:
    Level 1 (50 SP): You or target ally recovers all ammunition.
    Level 2 (50 SP): You or target ally recovers all EN.
    Level 3 (70 SP): You or target ally recovers all ammunition and EN.
  • 3) "What the hell is this?!" (Prayer)
    Type: Recovery (Healing)
    Effect:
    Level 1 (15 SP): Removes all negative status effects from yourself or target ally.
    Level 2 (25 SP): Removes all negative status effects from up to two target allies (including yourself).
    Level 3 (40 SP): Removes all negative status effects from up to three target allies (including yourself).

Pilot Skills:

  • 1) Combative Engineer (Engineer)
    Class: Passive (Sub)

    They are the unsung heroes of war, keeping our mighty machines up and running. By learning the technical specs of one's allies, one can repair more efficiently with this skill.
    While Repairing, recover an additional X HP or DP, where X is:
    Level 3: 15%. When using the Quick Repair technique, recover an additional 10% HP or DP.
  • 2) Out of Sight, Always in your Mind (Group Mentality)
    Class: Passive (Sub)
    Level 2: SP Reduction that this pilot suffers in multi-piloted units is considered two steps less.
  • 3) Everpresent Diagnostics PDA (SP Boost)
    Class: Passive (Sub)
    Spirit Commands allow pilots to perform extraordinarily well in battle, but using them is taxing on one's mental capacity. This handy multifunction diagnostics tool helps keep one's adrenaline from burning out quickly, allowing them to use Spirit Commands more.
    Take note that this bonus is cumulative.
    Level 3: Max SP +30. (+10, +20)
    Note: While this skill works on subpilots, its bonus only applies to the pilot/s that actually have it.
  • 4) Logistician (Logistic Supply)
    Class: Passive (Sub)
    War efforts can never survive long without ammunition and fuel. Pilots with this skill are able to reload their allies' fuel stores faster in the heat of combat.
    While Resupplying, recover an additional X EN, where X is:
    Level 1: 5%.

Pilot Techniques:

  • 1) My wrench is big enough. (Sword Shield)
    You are able to use your sword as a shield.
    Requirement: A Countercut-capable weapon.
    Ability: Gain X) Shield: Chosen Weapon. If the weapon chosen for this ability is a (B)-type weapon, gain X) Beam Shield: Chosen Weapon instead.

Edited by Jusuchin Panjirinanu

Share this post


Link to post
Share on other sites

Grace J. Martelli

Battles: 0

  • Wins: 0
  • Losses: 0

Jobs: 0

PP Accounting:

PP Gained:

Total: 7759pp

PP Used:

  • -300 Seishin Command [Trust Lv 1] (10/15/2010)
  • -200 Pilot Skill [Engineer Lv 1] (10/15/2010)
  • -500 Pilot Technique [sword Shield] (10/15/2010)
  • -400 Pilot Skill [Group Mentality Lv 1] (10/29/2010)
  • -600 Pilot Skill [Group Mentality Lv 2] (10/29/2010)
  • -400 Seishin Command [Trust Lv 2] (11/12/2010)
  • -500 Seishin Command [Trust Lv 3] (11/12/2010)
  • -400 Pilot Skill [Engineer Lv 2] (11/29/2010)
  • -600 Pilot Skill [Engineer Lv 3] (11/29/2010)
  • -400 Seishin Command [Resupply Lv 1] (1/1/2011)
  • -400 Seishin Command [Resupply Lv 2] (1/1/2011)
  • -300 Pilot Skill [sP Boost Lv 1] (1/26/2011)
  • -500 Pilot Skill [sP Boost Lv 2] (1/26/2011)
  • -700 Pilot Skill [sP Boost Lv 3] (1/26/2011)
  • -500 Seishin Command [Resupply Lv 3] (3/19/2011)
  • -150 Seishin Command [Prayer Lv 1] (3/19/2011)
  • -250 Seishin Command [Prayer Lv 2] (3/19/2011)
  • -350 Seishin Command [Prayer Lv 3] (3/19/2011)
  • -200 Pilot Skill [Logistic Support Lv 1] (3/19/2011)

Total: 7675pp

PP Remaining: 108pp

Edited by Jusuchin Panjirinanu

Share this post


Link to post
Share on other sites

gallery_652_4_11260.jpg

Name: Frederica Miles-Haverson

UNSC Service Number: 00321-12587-VE

Callsign: 'Vigilant Eyes'

Rank: Ensign

Unit: Task Force 77 - 405th Marine Mechanized Cavalry Unit, ONI

Home Garrison: Diego Garcia, Sim Chamber ver.

Age: 20

Gender: Female

Height: 123 cm

Weight: 42.5 kg

Pilot Level: 10

Pilot Class: 1860 RL Officer Specializing in Combat Intelligence and Counter Intelligence

Specialty: Intelligence Officer

Quote: "I see what you're doing there."

SP: 196 (Permanent +60)

Skills and Abilities:

  • Dodge Cost: -20%
  • Countercut Cost: 5AP
  • Countershoot Cost: 5AP
  • Shield Usage: +3
  • Weapon Damage:
    • [F]-type: +0%
    • [+]-type: +0%

    [*]Target Dodge Cost:

    • [F]-type: +0%
    • [+]-type: +0%

Critical:

During the special phase you may pay 8 AP to gain Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.

Atributes:

Skill: Level 2: Countercut and Countershoot Costs -2, Critical Cost -2, Shield Usage +3

Evade: Level 4: Dodge Cost -20%

Will Gauge Skills:

  • Barrel Roll: Costs 2 Will. Gain Dodge Cost -10% and Target's Dodge Cost +20% for this turn.
  • Elude: Costs 3 Will. Gain Dodge Cost -15% this turn. This counts as a terrain effect.
  • Flawless Evasion: Costs 4 Will. Evading reduces dodge cost by 50% instead for this turn.
  • Evasive Maneuver: Costs 6 Will. Negate all attacks aimed at you this round. This is an Evasive Secondary Defense

Seishins:

  • 1) It'd Be Wise If You Refuel Now (Honor)
    Type: Recovery (Limit)
    Effect:
    Level 1 (30 SP): Cast Duty Level 1 on yourself or one target ally.
  • 2) It's in Your Best Interests to Survive (Trust)
    Type: Recovery (Healing)
    Effect:
    Level 1 (30 SP): Cast Perseverance Level 1 on yourself or one target ally.
    Level 2 (60 SP): Cast Perseverance Level 2 on yourself or one target ally.
  • 3) Get back to the kitchen. (Exhaust)
    Type Support (Hindering)
    Effect:
    Level 1 (50 SP):
    - All Charge abilities on target enemy's unit lose one counter. If the ability is active it deactivates and is reduced one counter below the activation level.
    - All counter-based abilities on targeted unit or it's pilot (such as Will) lose one counter.
    - For the next three turns, targeted unit gains Damage Received +10% and Weapon Damage -10% to be calculated as a pilot ability.
    Level 2 (70 SP):
    - All Charge abilities on target enemy's unit lose two counters. If the ability is active it deactivates and is reduced two counters below the activation level.
    - All counter-based abilities on targeted unit or it's pilot (such as Will) lose two counters.
    - For the next three turns, targeted unit gains Damage Received +20% and Weapon Damage -20% to be calculated as a pilot ability.
  • 4) Sit down boys and girls...and squid-tentacle-monster things. (Shiver)
    Type Support (Hindering)
    Effect:
    Level 1 (80 SP): Cast Exhaust Level 1 on up to two enemy units.

Pilot Skills:

  • 1) Let's Work Together, Alright? (Group Mentality Lv 1)
    Class: Passive (Sub)
    Level 2: SP Reduction that this pilot suffers in multi-piloted units is considered two steps less.
  • 2) Handy Little Notebook (SP Boost)
    Class: Passive (Sub)
    Spirit Commands allow pilots to perform extraordinarily well in battle, but using them is taxing on one's mental capacity. This skill helps keep one's adrenaline from burning out quickly, allowing them to use Spirit Commands more.
    Take note that this bonus is cumulative.
    Level 2: Max SP +30. (+10, +20)
    Note: While this skill works on subpilots, its bonus only applies to the pilot/s that actually have it.

Pilot Techniques:

  • 1)

Edited by Jusuchin Panjirinanu

Share this post


Link to post
Share on other sites

Frederica Miles-Haverson

Battles: 0

  • Wins: 0
  • Losses: 0

Jobs: 0

PP Accounting:

PP Gained:

Total: 4826pp

PP Used:

  • -300 Seishin Command [Honor Lv 1] (11/13/2010)
  • -300 Seishin Command [Trust Lv 1] (11/13/2010)
  • -400 Pilot Skill [Group Mentality Lv 1] (11/15/2010)
  • -600 Pilot Skill [Group Mentality Lv 2] (11/15/2010)
  • -300 Pilot Skill [sP Boost Lv 1] (11/29/15/2010)
  • -500 Pilot Skill [sP Boost Lv 2] (11/29/15/2010)
  • -700 Pilot Skill [sP Boost Lv 3] (11/29/15/2010)
  • -300 Seishin Command [Exhaust Lv 1] (3/19/2011)
  • -500 Seishin Command [Exhaust Lv 2] (3/19/2011)
  • -500 Seishin Command [shiver Lv 1] (3/19/2011)
  • -400 Seishin Command [Trust Lv 2] (3/19/2011)

Total: 4800pp

PP Remaining: 26pp

Edited by Jusuchin Panjirinanu

Share this post


Link to post
Share on other sites

gallery_652_4_20553.jpg

Name: Alexander Miles-Haverson

UNSC Service Number: 00321-98712-AE

Callsign: 'Aegis'

Rank: Corporal

Unit: 405th Marine Mechanized Cavalry Squadron

Home Garrison: Diego Garcia, Sim Chamber ver.

Age: 20

Gender: Male

Height: 170 cm

Weight: 67.4 kg

Pilot Level: 9

Pilot Class: 0711 - Mecha Pilot, Enlisted

Specialty: Defensive Operations

Quote: "You're not going to get past me."

SP: 120

Skills and Abilities:

  • Damage Recieved: -30%
  • Countercut Cost: 5AP
  • Countershoot Cost: 5AP
  • Shield Usage: +3
  • Weapon Damage:
    • [F]-type: +5%
    • [+]-type: +5%

    [*]Target Dodge Cost:

    • [F]-type: +5%
    • [+]-type: +5%

Critical:

During the special phase you may pay 8 AP to gain Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.

Atributes:

Skill: Level 2: Countercut and Countershoot Costs -2, Critical Cost -2, Shield Usage +3

Defense: Level 4: Damage Received -20%

Will Gauge Skills:

  • Flawless Defense: Costs 4 Will. Blocking reduces damage by 75% instead for this turn.
  • Flawless Shield: Costs 4 Will. Reduce damage by an additional -25% with shields this turn.
  • Iron Will: Cost 5 Will. The first attack phase you receive this turn that would reduce your HP past 0 this turn reduces it to 1 instead. Your next attack phase gains Weapon Damage +25% and Target's Dodge Cost +25%.
  • Miracle: Costs 6 Will. Negate up to 20000 damage from the first attack phase you receive this turn (resolved before any other pilot abilities)

Seishins:

  • 1) Hold Up, I'm Healing (Perseverance)
    Type: Recovery (Healing)
    Effect:
    Level 1 (20 SP): Recover 30% of your maximum HP.
    Level 2 (50 SP): Recover 50% of your maximum HP.
  • 2) Titanium Skin (Iron Wall)
    Type: Defensive (Resistance)
    Effect:
    Level 1 (15 SP): Gain Damage Received -25% for one turn.
    Level 2 (25 SP): Gain Damage Received -50% for one turn.
  • 3) "It bounces off me." (Resist)
    Type: Defensive (Resistance)
    Effect:
    Level 1 (10 SP): Gain Damage Received -75% against the first attack received this turn. This is considered a Secondary Defense.
    Level 2 (15 SP): Gain Damage Received -85% against the first attack received this turn. This is considered a Secondary Defense.

Pilot Skills:

  • 1) C'mon, I dare You. (Potential)
    Class: Passive (Main)
    When the lives of one's friends or loved ones are in danger, it has been said that an adrenaline rush gives the normal human a surge of superhuman strength. By maintaining their focus in a pinch, pilots who learn Potential persevere in battle, shrugging off enemy fire while delivering blows with more passion and power than usual.
    Level 2:
    While HP is 50% and below, Damage Received -10%, Damage Dealt +10% and Target's Dodge Cost +10%
    While HP is 30% and below, Damage Received -15%, Damage Dealt +15% and Target's Dodge Cost +15% instead
  • 2) Courage Under Fire (Brave)
    Class: Passive (Main)
    Braves are individuals with great resolve, who move forward no matter what they face.
    Gain Damage Received -10%, Weapon Damage +5%, Target's Dodge Cost +5%.
  • 3) Guard
    Class: Active
    Keeping oneself alive in battle is important, and reducing damage dealt to oneself surely helps. Pilots who learn the Guard skill are able to protect their mech's vital parts better, reducing the damage dealt by enemy fire.
    Gain Damage Received -15% when activated. Charge (4) to activate.
  • 4) Improved Shield
    Class: Active
    Improved Shield training allows a pilot to use their shields more effectively, further reducing the damage taken. This effect does not apply to fixed reduction aspects of Shields, such as Beam Shield.
    Level 2: Shields reduce an additional 10% damage.

Pilot Techniques:

  • 1) Sword Shield
    You are able to use your sword as a shield.
    Requirement: A Countercut-capable weapon.
    Ability: Gain X) Shield: Chosen Weapon. If the weapon chosen for this ability is a (B)-type weapon, gain X) Beam Shield: Chosen Weapon instead.

Edited by Jusuchin Panjirinanu

Share this post


Link to post
Share on other sites

Alexander Miles-Haverson

Battles: 0

  • Wins: 0
  • Losses: 0

Jobs: 0

PP Accounting:

PP Gained:

Total: 4666pp

PP Used:

  • -200 Seishin Command [Perseverance Lv 1] (11/13/2010)
  • -300 Pilot Skill [Potential Lv 1] (11/13/2010)
  • -500 Pilot Technique [sword Shield] (11/13/15/2010)
  • -300 Seishin Command [Potential Lv 2] (11/29/2010)
  • -150 Seishin Command [iron Wall Lv 1] (11/29/2010)
  • -250 Seishin Command [iron Wall Lv 2] (11/29/2010)
  • -800 Pilot Skill [brave] (11/13/2010)
  • -500 Pilot Skill [Potential Lv 2] (1/26/2011)
  • -500 Pilot Skill [Guard] (1/26/2011)
  • -300 Pilot Skill [improved Shield Lv 1] (3/18/2011)
  • -500 Pilot Skill [improved Shield Lv 2] (3/18/2011)
  • -100 Seishin Command [Resist Lv 1] (3/18/2011)
  • -200 Seishin Command [Resist Lv 2] (3/18/2011)

Total: 4600pp

PP Remaining: 66pp

Edited by Jusuchin Panjirinanu

Share this post


Link to post
Share on other sites

placeholder for new pilot

Edited by Jusuchin Panjirinanu

Share this post


Link to post
Share on other sites

placeholder for new pilot

Edited by Jusuchin Panjirinanu

Share this post


Link to post
Share on other sites

greenharo.gif

A.I. Name: "Golf-kun"

UNSC Artificial Intelligence Identification Number: GNH 0405-4

Unit: 405th Marine Mechanized Cavalry Squadron

Description: A small spherical robot built by Amuro Ray. It served as a mascot for the White Base, Haros were later mass produced as toys. this particular Haro serves as long range assistant for the pilot. It is also known to have been claimed by Cpl von Bayischervald as her personal Haro and stuffed toy.

Class: Sidekick

Type: Installable

Rank: 3

Level: 3

SP: 100

Attributes:

- None

Spirit Commands:

  • 1) Great Effort
    Type: Support (Enhancement)
    Effect:
    Level 1 (20 SP): User's PP gain is doubled at the end of the battle regardless of the result. This affects all pilots that are inside this unit as well.

Skills:

  • 1) Eternal Mascot:
    Class: Sidekick
    Gain Dodge Cost -10% and Target's Dodge Cost +20%

Edited by Jusuchin Panjirinanu

Share this post


Link to post
Share on other sites

"Golf-kun"

Battles: 1

  • Wins: 0
  • Losses: 1

Jobs: 0

PP Accounting:

PP Gained:

Total: 3148pp

PP Used:

  • -500 Seishin Command [Great Effort Lv 1] (12/20/2010)

Total: 710

PP Remaining: 2438pp

Edited by Jusuchin Panjirinanu

Share this post


Link to post
Share on other sites

<No Known Avatar>

AI Name: Yukikaze

UNSC Artificial Intelligence Service Number: YKZ 0405-01

Unit: 405th Marine Mechanized Cavalry Squadron

Description: An advanced combat AI designed for detecting and fighting the alien life form known as JAM. This sidekick can be a main pilot.

Installed:

  • VFF-31MR/D Super Sylph "Yukikaze"
  • VFF-41 Mave "Yukikaze"

Pilot Level: 4

Class: Sidekick

SP: 100

Skills and Abilities:

  • Dodge Cost: N/A
  • Weapon Damage:
    • [F]-type: N/A
    • [+]-type: +20%

    [*]Target Dodge Cost:

    • [F]-type: N/A
    • [+]-type: N/A

Additional Class Skills:

  • Automaneuver Mode:
    Class: Passive (Sub)
    During your transform phase you may switch the main pilot to Yukikaze. May be used again to switch the pilot back.

Attributes:

Range: Level 1: [+]-type Weapon damage +20%

Spirit Commands:

  • 1) Flash
    Type: Defensive (Evasive)
    Effect:
    Level 1 (10 SP): Gain Dodge Cost -75% against the first attack received this turn. This is considered a Secondary Evasive Defense.
  • 2) Direct Attack
    Type: Offensive (Hindering)
    Effect:
    Level 1 (25 SP): For your next attack phase taken this turn, your target cannot use secondary defenses (such as Double Image, Stealth, or Barriers). Target also cannot be Support Defended by allies. The cancellation of Support Defense and other secondary defenses only applies to your attacks.
  • 3) Awaken
    Type: Support (Enhancement)
    Effect:
    Level 1 (60 SP): You gain an additional turn after the turn Awaken is cast. Regeneration and Defense Phases does not apply in the extra turn granted by this Spirit Command.
  • 4) Extend
    Type: Offensive (Targeting)
    Effect:
    Level 1 (30 SP): For your first attack this turn, the range of Indiscriminate and Targetable MAP Attacks are increased by two, and the range of Discriminate MAP attacks are increased by one.
  • 5) Concentrate
    Type: Hybrid (Evasive/Targeting)
    Effect:
    Level 1 (15 SP): Gain Target's Dodge Cost +20% and Dodge Cost -10% for one turn.
  • 6) Hot Blood
    Type: Offensive (Attack)
    Effect:
    Level 1 (20 SP): All Weapon Damage x1.5 for your next attack phase taken this turn.
    Level 2 (40 SP): All Weapon Damage x2 for your next attack phase taken this turn.
    Level 3 (60 SP): All Weapon Damage x3 for your next attack phase taken this turn.

Skills:

  • 1) JAM Detector:
    Class: Passive (Sub)
    -You are unaffected by any ability that makes an enemy unit untargetable, such as First Strike.

Edited by Jusuchin Panjirinanu

Share this post


Link to post
Share on other sites

Yukikaze

Battles: 1

  • Wins: 0
  • Losses: 1

Jobs: 0

PP Accounting:

PP Gained:

Total: 0pp

PP Used:

  • N/A

Total: 0pp

PP Remaining: 338pp

Share this post


Link to post
Share on other sites

<No Known Avatar>

AI Name: M1S4-KA AI

UNSC Artificial Intelligence Service Number: MSK 0405-2

Unit: 405th Marine Mechanized Cavalry Squadron

Description: "Misaka is the Artificial Intelligence Unit of the Type B1-R1 Railgunner." informed Misaka.

Installed: Type B1-R1 Railgunner

Pilot Level: 6

Class: Sidekick

SP:120

Additional: This Sidekick can be a Main Pilot

Attributes:

- None

Spirit Commands:

  • 1) Hot Blood
    Type: Offensive (Attack)
    Effect:
    Level 1 (20 SP): All Weapon Damage x1.5 for your next attack phase taken this turn.
    Level 2 (40 SP): All Weapon Damage x2 for your next attack phase taken this turn.
  • 2) Awaken
    Type: Support (Enhancement)
    Level 1 (60 SP): You gain an additional turn after the turn Awaken is cast. Regeneration and Defense Phases does not apply in the extra turn granted by this Spirit Command.
  • 3) Great Effort
    Type: Support (Enhancement)
    Effect:
    Level 1 (20 SP): User's PP gain is doubled at the end of the battle regardless of the result. In SAMW matches, this affects all sub-characters that are INSIDE that unit as well.
  • 4) Perseverance
    Type: Recovery (Healing)
    Effect:
    Level 1 (20 SP): Recover 30% of your maximum HP.

Pilot Skills:

  • 1) Data Link System
    Class: Passive (Sub)
    Ability: Each time this or an allied unit with Academy Dynamics type M1S4-KA AI Unit is hit, or destroyed with an attack, all allied units with an Academy Dynamics type M1S4-KA AI Unit gains "Dodge Cost -5%" permanently, capping at -20%. Each turn, gain Target's Dodge Cost +5% and Target's Countercut Cost +1% capping at Target's Dodge Cost +50% and Target's Countercut Cost +100%.

Edited by Jusuchin Panjirinanu

Share this post


Link to post
Share on other sites

M1S4-KA AI

Battles: 0

  • Wins: 0
  • Losses: 0

Jobs: 0

PP Accounting:

PP Gained:

Total: 1669pp

PP Used:

  • N/A

Total: 0pp

PP Remaining: 1669pp

Edited by Jusuchin Panjirinanu

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0