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MechDev Lexicon

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This is the MechDev's own version of the Hangar Lexicon. If an R&D'd unit has its own inherent, here is where you'll find it.

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The MechDev Lexicon: #~A

00 Unit (Kagami Sumika)

Class: Sidekick

Description: N/A.

Level 3 (1450 PP)

Attributes:

- None

Spirit Commands:

- Great Effort [L1]

- Love [L1]

- Scan [L2]

- Belief [L1]

Skills:

- None

200 Series A.I. System

Class: Sidekick

Description: N/A.

Level 2 (800 PP)

Attributes:

- None

Spirit Commands:

- Concentrate ]L1]

- Accelerate [L1]

- Direct Attack [L1]

- Sure Hit [L2]

Skills:

- None

Absorb Personality

Class: Copy, Transformation

Description: Black Medius's ability to absorb the personalities of other mobile citizens and transform into them.

Ability: When you defeat a Mobile Citizen type in a SC, PA, or VS battle, you may decide to copy the unit. In subsequent battles, you may pay 10 AP to calculate HP and EN in % then change into the last copied unit. HP, EN and items equipped will be carried over. Upkeep is dependant on the rank of the copied unit. Calculate HP and EN in % then revert back when upkeep can't be paid or you choose to do so. HP, EN and items equipped will be carried over. When transforming, you must be able to pilot the cloned unit normally (IE meet all skill requirements). You are not required to deal the final blow to the enemy in order to copy a weapon, just to still be alive and not allied to that unit.

Disable the following abilities in the cloned unit: Seperate, Evolve, Transform, Dismount, Combine, Pack Jetisson, all Sidekicks

If you have any of the following abilities, they carry over to the cloned unit: Evolve, Transform, Change To, and all Sidekicks

If an installed item could not be installed on the cloned unit, it is disabled.

Should the cloned unit be modded, all changes are applied to the copy you made. If this would make the unit unusuable, then the copy is lost.

This ability ONLY works on the Mobile Citizen type.

Rank 1-5: 2 AP/turn

Rank 6-10: 4 AP/turn

Rank 11-15: 6 AP/turn

Rank 16-20: 8 AP/turn

Rank 20+: 10 AP/turn

Absolute Energy Rediffusor

Class: Barrier

Description: Its pronounced "air".

Ability: Negate the first 2000 damage from a single attack phase for 5 EN. Negation only applies to all (B)-Type, non-[F] attacks. If an attack is completely negated by this barrier, absorb 1% of the damage as EN.

Absolute Energy Rediffusor (Enhanced)

Class: Barrier

Description: Its pronounced "air".

Ability: Negate the first 10000 damage this turn for 25 EN.

Academy Dynamics type M1S4-KA AI Unit

Class: Sidekick

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

This Sidekick can be a Main Pilot

Level 6 (2700 PP)

Attributes:

- None

Spirit Commands:

- Hot Blood [L2]

- Awaken [L1]

- Great Effort [L1]

- Perseverance [L1]

Skills:

Data Link System (Cost: 800 PP)

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 Accuracy +5% and Target's Countercut Cost +1% capping at Accuracy +50% and Target's Countercut Cost +100%.

Accel Driver

Class: System

Description: A piece of Elori time manipulation technology.

Passive Abilities:

- Double Image (4)

- Agi -20

- Accuracy +20%

Active Abilities:

- Double Move: Gain an additional attack phase against a unit without Accel Driver. Charge (5)

Passive bonuses from this ability do not apply when attacking or attacked by a unit with Accel Driver (System) or Hyper Accel Driver (System). Charge (4) to activate.

ADA (Comdam)

Class: Sidekick

This Sidekick can be a Main Pilot

Level 3 (1050 PP)

Attributes:

- None

Spirit Commands:

- Flash [L1]

- Awaken [L1]

- Concentrate [L1]

- Perseverance [L1]

Skills:

- None

ADA Control System

Class: System

Ability:

Passive Abilities

- Dodge Cost -15%

- Accuracy +20%

Active Abilities

- Control System Outburst: Pay 15 AP to activate. All Weapon Damage +50%, Accuracy +10% and gain an additional attack phase. Charge (5)

Advanced C3 System

Class: Special

Description:

Ability: In addition to its usual effects, Leadership also gives Dodge Cost -10%, Accuracy +20%, and Weapon Damage +10%

A.E.G.I.S

Type: Barrier

Description: Short for Absolute Energy Generating Impenetrable Shield, it is the next advancement of the Positron Deflector technology. Utilizing both properties of the positron and the mirage colloid particles, the mechanism can create a spherical barrier, which renders all ranged attacks useless.

Ability: Negate the first 1500 damage in a single attack phase for 5 EN. You may pay 5 EN to increase the amount negated by 500 (to a maximum negation of 3000). Can only be used on [+]-type weapons.

AERIS

Class: Special

Description: A dispenser of highly magnetic chaff that is able to disrupt the charge in ERIS, rendering it ineffective.

Ability: When used, this unit and allied units gain "This attack is not affected by ERIS" on all attacks for one turn.

Akuseru

Class: Sidekick

Description: N/A.

Level 7 (3300 PP)

Attributes:

- None

Spirit Commands:

- Great Effort [L2]

- Passion [L1]

- Hot Blood [L2]

- Perseverance (Level 3)

Skills:

Rocking Assistance (Cost: 500 PP)

Class: Sidekick

[M]-type Weapon Damage +20%. [M]-type Weapon's Song EN Cost -10%.

Alex

Class: Sidekick

Level 3 (1200 PP)

Attributes:

- None

Spirit Commands:

- Flash [L1]

- Resist [L1]

- Sure Hit [L2]

- Hot Blood [L2]

Skills:

- None

ALICE [Extend]

Class: Sidekick

Level 4 (1850 PP)

Attributes:

- None

Spirit Commands:

- Flash [L1]

- Awaken [L1]

- Concentrate [L1]

- Perseverance [L1]

Skills:

- Psychic Energy: (Cost: 300 PP)

Class: Sidekick

- Able to execute weapons/abilities requiring Psychic Energy.

- Assisted Piloting

Alphard Matrix

Class: Special, Active

Description: None

Ability: Gain the following affects.

- Leadership/Brave Commander/Veteran (choose one) pilot skill ability +1 (this gives Leadership/Brave Commander/Veteran skill level 1 if you do not have the ability.) If pilot's Leadership/Brave Commander or Veteran ability is already at level 3, then that ability affects all allies instead.

- In addition to their usual effects, Leadership/Brave Commander/Veteran also gives Dodge Cost -10%, Accuracy +20%, Weapon Damage +10%, and affects the user as well.

Charge (4) to activate.

Alter Anima

Class: Transformation

Description: Anthem's ability to change forms that symbolizes the ego of the pilot.

Ability:

Gain the following abilities. Unit rank is equal to the highest unit rank of the unit you may transform to.

  • Anthem of Ivalice: Change to Anthem
  • Prelude of Ice: Change To Anthem of Prelude Req: 1 Evolution Point
  • Rhapsody of Fire: Change To Anthem of Rhapsody Req: 2 Evolution Points
  • Symphony of Light: Change To Anthem of Symphony Req: 3 Evolution Points
  • Etude of Thunder: Change To Anthem of Etude Req: 4 Evolution Points
  • Nocturne of Shadows: Change To Anthem of Nocturne Req: 5 Evolution Points

Ame no Uzume

Class: Status Attack

Description: The AI that controls the Choyo, the Ame no Uzume AI is a self-propagating artificial intelligence programmed with absolute loyalty to Prof. Terada's cause. Through a wireless transmitter, the Teibo is able to upload copies of the AI to new military technology equipped with wireless connections, primarily Combat Vectors, and force control of those units by the AI.

Ability: Gain control of any unit that is hit by this attack for the rest of the battle. Units controlled in this fashion act as summons and retain their AP/DP pools. Should the units captured be the last ones on an opposing team, that team is considered defeated. Only units of the Combat Vector type can be affected by this attack.

Ana

Class: Sidekick, Passive

Level 2 (950 PP)

Attributes:

- None

Spirit Commands:

- Scan [L1]

- Concentrate [L1]

- Intuition [L1]

- Direct Attack [L1]

Skills:

- None

Angelic Link System

Class: Sidekick

Level 4 (1750 PP)

Attributes:

- 1 point in an Attribute of the user's choosing, chosen on acquisition of this sidekick.

Spirit Commands:

- Scan [L1]

- Belief [L1]

- Morale [L1]

- Coercion [L1]

Skills:

- Assisted Piloting

- Assisted Tracking

-

-

-

-

Charge (4) to activate.

Angelic Union [X]

Class: Special

Description: ~

Ability: Gain the following abilities. Charge (4)

  • Fire: Dodge Cost -20%, Accuracy +30%, Weapon Damage +30%
  • Water: Dodge Cost -20%, Damage Received -25%, Accuracy +30%
  • Air: Dodge Cost -20%, Damage Received -25%, Weapon Damage +30%
  • Stone: Damage Received -25%, Accuracy +30%, Weapon Damage +30%
  • Aether: Dodge Cost -20%, Damage Received -25%, Accuracy +30%, Weapon Damage +30%

Angel Wings

Class: Special

Description: In times of emotional distress and a desire to save everyone, the Angel Frames will sprout beautiful white angel wings from the back of the suit. These wings are powered by the world's hope and strength and fills the wearer of the Angel Frame with power and strength, making her move faster, stronger, more accurately, and even lets the Frame itself sustain damage easily.

Ability: Automatically activated when your HP falls below 30%. Gain Damage Received -25%, Dodge Cost -20%, Damage Dealt +30% and Accuracy +30%. You retain these effects even if the unit's HP is raised above 30% after it has been activated.

AnGrav Charges

Class: Special, Secondary Defense

Description: Special charges which creates a gravity vortex to absorb all incoming attacks.

Ability: Negate all attacks in a single attack phase. 10 uses.

"Annabelle" Advanced AI

Class: Sidekick

Level 3 (1200 PP)

Attributes:

- None

Spirit Commands:

- Exhaust [L1]

- Great Effort [L1]

- Direct Attack [l!]

- Morale [L1]

Skills:

Anti-Energy Field

Class: Barrier

Ability: Pay 10 EN. Damage from all (B)-Type, [+] weapons targeting and used by this unit are reduced by 1500 for a single turn. Reduction to your own weapons is considered a terrain effect.

Anya

Class: Sidekick

Description: N/A

Level 5 (2100 PP)

Attributes:

- None

Spirit Commands:

- Trust [L1]

- Great Effort [L2]

- Hope [L1]

- Love [L1]

Skills:

- None

Apollo

Class: Sidekick

Description:

Level 4 (1700 PP)

Attributes:

- 1 point in an Attribute of the user's choosing, chosen on acquisition of this sidekick.

Spirit Command:

- Hot Blood [L2]

- Sure Hit [L2]

- Perseverance [L2]

- Resist [L1]

Skills:

- None

Arc Barrier

Class: Barrier

Ability: Forfeit your attack phase. You may not dodge the turn this ability is used. Negate up to 4000 damage from all attacks in a single attack phase for 15 EN. This barrier may be extended to protect up to 5 allies for an additional 10 EN each.

Arc Covenant Synergy

Class: Special

Description: N/A.

Ability: Disable all non Basic weapons until they are unlocked using this ability. You may pay 1 evolution point to obtain one of the following abilities. You may only obtain up to 20 abilities in total. At 5 Evolution Points, unlock one Karma 1 option. At 10 Evolution points, unlock one Karma 2 option. At 15 Evolution points, unlock one Karma 3 option, and at 20 Evolution points, unlock one Final Karma option. You must first unlock 2 abilities from the current tier or the previous tier before you are able to unlock the next tier. For example, to get the Energy Blast weapon, you must pay 2 Evolution Points to unlock either Rocket Punch, Twin Blade or Power Kick first. You may have up to 20 abilities. Ability choices may not be reset. All abilities chosen stacks with each other. For every 3 evolution points used to pay for abilities, Rank +1. When 20 evolution points have been paid, Unit Rank +1.

Standard Weapons:

Tier 1

- Shotgun

- Machine Gun

- Dual Pistol: If this ability is chosen, double Pistol's ammo.

Tier 2

- Shotgun [AP Ammo] Req: Shotgun

- Grenade Launcher

- Extra Ammo: All Standard Weapon's ammo is increased by 25%.

Tier 3

- Bazooka: Req: Grenade Launcher & Shotgun [AP Ammo]

- Missiles:

- Damage Boost: All Standard Weapon's base damage is increased by 25%. Req: Extra Ammo

Tier 4

- Sniper Rifle

- Dual Launcher: If this ability is chosen, double Missile's ammo. Req: Missiles

- Energy Cannon

Final Tier

- Bullet Time: Pay 20 EN to activate. Gain Dodge Cost -25% and Accuracy +25%. Each turn, pay 10% of your maximum EN. This ability deactivates if upkeep can't be paid.

Special Weapons:

Tier 1

- Rocket Punch

- Twin Blade

- Power Kick

Tier 2

- Energy Blast

- Blazing Sword

- Thunder Drop Req: Power Kick

Tier 3

- Focus Blast Req: Energy Blast

- Rapid Blast Req: Energy Blast

- Damage Boost: All Special Weapon's base damage is increased by 25%.

Tier 4

- Enlarge Blast Req: Focus Blast

- Homing Laser Req: Rapid Blast

- Reduced Costs: All Special Weapon's EN Cost -20%. Cost may not go below 1. Req: Damage Boost

Final Tier

- Overdrive: Pay 20 EN to activate. Gain Damage Received -25% and Damage Dealt +25%. Each turn, pay 10% of your maximum EN. This ability deactivates if upkeep can't be paid.

Agility

Tier 1

- Boost Gauge+: Boost costs -5 EN.

- Thruster: Agi -10

Tier 2

- Boost Gauge+: Boost costs -5 EN.

- Thruster: Agi -10

Tier 3

- Boost Gauge+: Boost costs -5 EN.

- Thruster: Agi -10

Tier 4

- Boost Gauge+: Boost costs -5 EN.

- Thruster: Agi -10

Final Tier

- Super Boost (4) Same effects as Double Image

Armor

Tier 1

- Health Gauge+: Max HP +1000

- Improved Armor: Damage Received -10%

Tier 2

- Health Gauge+: Max HP +1000

- Improved Armor: Damage Received -10%

Tier 3

- Health Gauge+: Max HP +1000

- Improved Armor: Damage Received -10%

Tier 4

- Health Gauge+: Max HP +1000

- Improved Armor: Damage Received -10%

Final Tier

- Barrier Same effects as Barrier XL.

Karma:

Karma 1

- Good: Max HP +1000

- Evil: Max EN +20

Karma 2

- Good: HP Regen effects are increased by 5% Req: Good L1

- Evil: EN Regen effects are increased by 5% Req: Evil L1

Karma 3

- Good: Max HP +1000 Req: Good L2

- Evil: Max EN +20 Req: Evil L2

Final Karma

- Good: HP Regen effects are increased by 5% Req: Good L3

- Evil: EN Regen effects are increased by 5% Req: Evil L3

Area Camouflage

Class: Special, Active

Ability: Pay 20 AP to activate. Up allied units in range gain the effects of Invisibility. Each turn, AP -10. This ability is disabled if upkeep cannot be paid. Aura (5), this aura also affects yourself, and continues to affect units with invisibility if it was granted by this or similar abilities.

Armor Degradation

Class: Special

Ability:

While HP is 90% or below, Dodge Cost -5% and Damage Received +5%.

While HP is 80% or below, Dodge Cost -10% and Damage Received +10% instead.

While HP is 70% or below, Dodge Cost -10% and Damage Received +15% instead. Enable Ghost Saber.

While HP is 60% or below, Dodge Cost -15% and Damage Received +20% instead.

While HP is 50% or below, Dodge Cost -15% and Damage Received +25% instead.

While HP is 40% or below, Dodge Cost -20% and Damage Received +30% instead. Enable Ethereal Buster.

While HP is 30% or below, Dodge Cost -20% and Damage Received +35% instead.

When HP is 20% or below, regenerate all HP and EN and transform to Ghost Titan: Yureiga.

Armageddon Walker

Class: Unit Type

Description: N/A.

Ability: Unit's base HP/EN and Chaotic Surge (X) Weapon Damage is increased by a certain % according to the number of evolution points obtained. This ability applies before all items or pilot abilities, but not any installed upgrade chips. You may decide to deploy at a lower evolution point level then you have reached. Evolution points acquired to evolve this unit to it's current form are reduced by half, rounded down, to determine evolution point level for this ability.

  • 1 Point: +10% Rank increases by 1.
  • 2 Points: +20%
  • 3 Points: +30% Rank increases by 1.
  • 4 Points: +40%
  • 5 Points: +50%. Disable Chaotic Surge 1 weapon. Enable the Chaotic Surge 2 weapon instead. Rank increases by 1.

"Artemis" Advanced AI

Class: Sidekick

Level 4 (1500 PP)

Attributes:

- None

Spirit Commands:

- Flash [L1]

- Sure Hit [L2]

- Direct Attack [L1]

- Morale [L1]

Skills:

Pilot Assistance: (Cost: 600 PP)

Class: Passive (Sub)

- Gain Dodge Cost -10% and Accuracy +15% if main pilot has Psychic Energy.

ASW-22 SDD Link System

Class: System

Description: A digital data link system on the VX-52S "Mother Bird"

Ability: Dodge Cost -10% and Accuracy +20%, Aura (3). These effects also apply to this unit. Charge (4) to activate.

"Athena" Advanced AI

Class: Sidekick

Level 5 (2050 PP)

Attributes:

- None

Spirit Commands:

- Flash [L1]

- Awaken [L1]

- Concentrate [L1]

- Resupply [L2]

Skills:

- Assisted Piloting

Attack Routines [X, Y, Z]

Class: System

Description: Specialized Attack Routines that can be switched to in the middle of battle in order to enhance the performance of Armageddon walkers.

Ability: Pay 10 AP to activate one of the following abilities. The particular unit must have the ability listed in order to be able to use it. You may pay 10 AP to switch abilities during your special phase.

  • Blitzkrieg: Gain [F]-type Weapon Damage +25%, Dodge Cost -10%
  • Gunner: Gain [+]-type Weapon Damage +25%, Accuracy +10%
  • Guardian: Gain Damage Received -20%, HP Regen S
  • Engineer: Gain Repair and Resupply
  • Enforcer: One allied unit gains Damage Dealt +20% or Accuracy +20%
  • Sapper: One enemy unit gains Damage Dealt -15% or Accuracy -15%

Aura Amplifier

Class: System

Ability: Until activated, Aura Energy pilot ability, Aura Barrier, and Hyperize abilities are disabled, as are all Spiritual Power weapons. Once activated, Weapon Damage +30%, Accuracy +30% and Aura Barrier strength +200.

Charge (4) to activate.

Aura Enhancement

Class: Special

Description: N/A.

Ability: When activated, gain Dodge Cost -15%, Damage Received -20%, Weapon Damage +25%. Req: Spiritual Power. This ability is disabled while under the effects of Hyperize.

Charge (4) to activate.

Avalon

Class: Sidekick

Description: Formally known as Anthem Ajora of Avalon, he was the leader of the Seven Divine Knights, who led a crusade to fight the evil in the planet of Ivalice. Now, a spirit within the SAGA Frame Avalon, he gives council to the frame runner (or Pilot).

Level 4 (1650 PP)

Attributes:

- None

Spirit Commands:

- Great Effort [L2]

- Duty [L1]

- Flash [L1]

- Inspire [L1]

Skills:

- None

AVALON Control System

Class: Sidekick

This Sidekick can be a Main Pilot

Level 3 (1150 PP)

Attributes:

- 1 point in an Attribute of the user's choosing, chosen on acquisition of this sidekick.

Spirit Commands:

- Concentrate [L1]

- Direct Attack [L1]

- Hot Blood [L2]

- Resist [L1]

Skills:

- None

Edited by Suguri-SP

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The MechDev Lexicon: B

Babbo

Class: Sidekick

Description: A True Gentlemen

Level 5 (2300 PP)

Attributes:

- None

Spirit Commands:

- Great Effort [L2]

- Awaken [L1]

- Sure Hit [L2]

- Perseverance [L1]

Skills:

- None

Badass Mode

Class: Special, Activated

Description: Why settle for anything less?

Ability: Pay 20 AP to gain the following effects:

- Weapon Damage +50%

- Badass Aura (Barrier): Same effects as Barrier L. While this ability is active, Gain Weapon Damage +20%, Aura (2) You may increase the number of affected units by 2 for each level of the Leadership skill you have.

Effects may be enabled or disabled at any time.

Bardiche

Class: Sidekick

Description: The Device's and Arch Guardian's identity AI. Like Raising Heart, Bardiche is capable of autonomous actions when it feels the need to. Bardiche is highly loyal although a strict teacher where it counts.

This Sidekick can be a Main Pilot

Level 6 (2875 PP)

Attributes:

- 1 point in an Attribute of the user's choosing, chosen on acquisition of this sidekick.

Spirit Commands:

- Flash [L1]

- Great Effort [L2]

- Direct Attack [L1]

- Morale [L1]

- Courage [L1]

- Perseverance [L1]

Skills:

- None

Barrier Burst

Class: Special

Description: A strong backlash attack to enemies attacking the unit's barrier at melee range.

Ability: When a unit with this ability uses its barrier to negate a non-[+] type attack, automatically gain an additional attack phase which may only be used to use Barrier Burst on the unit which attacked you. If you choose not to use Barrier Burst in this attack phase, it is forfeited.

Bear Trap

Description: N/A

Ability:

Forfeit your attack phase and 1 Bear Trap round. The next time you are attacked with an [F]-type weapon, you automatically get a free attack phase that deals the following attack to the unit(s) that attacked you (this attack is considered to be under the effects of the Direct Attack Spirit Command):

[F] Bear Trap- 3500 damage, Barrier Pierce [+50%]

Bear Trap effect lasts for 2 turns or until you are attacked. Rounds and damage dealt by Bear Trap can not be increased in any way other than upgrade chips.

Berserker Rage

Class: Special

Description: N/A.

Abilities:

Pay 20 AP to initiate Hyper State. Each turn, pay 2% of your maximum SP. Should this upkeep be unpayable, or user decides to stop, return to normal state and decrease HP to 1 and EN to 0. Unit's size increases by 3 categories (to a maximum of LL) while Hyperize is active. Current & Base HP +50%, Current & Base EN +25%, Weapon Damage +100%, Unit's Agi +150, Accuracy +25% EN Regen S and Berserker (1/3) Usable only once per battle.

BIC System

Class: System

Description:

Ability: Pay 20 EN to activate. Gain Dodge Cost -10%, Accuracy +20%, and Damage Dealt +10%. In addition gain one of the following:

  • Barrier Strength +300
  • Damage Received -10%
  • (B)-type Weapon Damage Dealt +20%

Each turn, pay 10% of your maximum EN. This ability deactivates if upkeep can't be paid.

Bifrost Transmitter

Class: Regeneration

Description: Invisible gravity waves send energy from the ship to the units that uses this energy system. As long as the unit is within effective range, their energy stores are never depleted. However, when outside effective range, the units will receive no energy at all and will burn extra energy to function normally.

Ability: Regenerate 15% EN/turn for all allied units that have the Bifrost Receiver ability.

Binding Plate

Class: System

Ability:

Level 1: While HP is 100% or below, Damage Received -30%.

Level 2: While HP is 75% or below, Dodge Cost -10%, Damage Dealt +15%, Accuracy +10% and Damage Received -20% instead.

Level 3: While HP is 50% or below, Dodge Cost -20%, Damage Dealt +30%, Accuracy +20% and Damage Received -10% instead.

Level 4: While HP is 25% or below, Dodge Cost -30%, Damage Dealt +45%, Accuracy +30% and Damage Received -0% instead.

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, Accuracy +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.

BioNet Virus

Class: Status Attack

Ability: You may command the actions of any unit hit by this attack for the next 5 turns. Any unit so affected may pay 20 SP in order to ignore your commands for one turn.

Black Clubs of Ace

Class: Special

Description: N/A.

Ability:

Level 1: While HP is 75% or below, Dodge Cost -10%, Damage Dealt +15%, and Accuracy +10%.

Level 2: While HP is 50% or below, Dodge Cost -20%, Damage Dealt +30%, and Accuracy +20% instead.

Level 3: While HP is 25% or below, disable Her Majesty's Charm and gain Dodge Cost -30%, Damage Dealt +50%, and Accuracy +30% instead. Each turn SP -5%.

Black Fragment

Class: Special

Description: When they're activated, the Black Fragments burrow into the pilot's nerve network, essentially combining both fighter and pilot into one entity. This 'synchronization' leads to extremely enhanced combat statistics, but obviously renders the pilot unable to do anything else since he/she is essentially being controlled by the Black Fragments.

Ability: Gain Damage Dealt +50%, Accuracy +30%, Dodge Cost -25%, Damage Received -25%. You may not use any Spirit Commands when this ability is activated. This ability cannot be disabled in any way. Charge (4) to activate.

Blade

Class: Sidekick

Description: The virtual idol of the Macross 202, entertaining the populous with rock music as well as maintaining the proper functionality of the ship.

Level 6 (2500 PP)

Attributes:

- None

Spirit Commands:

- Passion [L1]

- Hope [L1]

- Iron Wall [L3]

- Trust [L3]

Skills:

Allied Support Systems (Cost: 500 PP)

Class: Sidekick

- All allied units gain Dodge Cost -10%

Blanc AI

Class: Sidekick

Description: The AI of the Orbital Frame, Alchemist.

Level 2 (900 PP)

Attributes:

- None

Spirit Commands:

- Perseverance [L1]

- Concentrate [L1]

- Hope [L1]

- Belief [L1]

Skills:

"Blazblue", The Blue Tome of Prophecy

Class: System

Description: N/A

Ability:

Passive Ability:

Dodge Cost -15%, Accuracy +30%, and Weapon Damage +25%. Aura (6). These effects also apply to this unit.

Active Ability:

Your first attack phase this turn ignores target's Evasive Secondary Defense abilities, Aura (6). This ability also affects you. Charge (5)

Break-LOOP (System)

Class: System

Description: N/A

Ability: Pay a certain number Orbs round to gain this following ability. You must have the previous level to activate the next level.

- Level 1: Gain Dodge Cost -10%, Accuracy +15%, uses 10 Orbs rounds.

- Level 2: Gain additional Dodge Cost -5%, Damage +25%, Disable damage reduction, uses 15 Orbs rounds.

- Level 3:

  • Gain an additional Orb Rounds regeneration, Damage +25%, Accuracy +15%, disable gain Damage received +30%, and HP Regen.
  • Break-LOOP Outburst: Pay 15 AP. Gain an additional Attack Phase. Charge (5)

Bridgestone

Class: Sidekick

Level 5 (2050 PP)

Attributes:

- None

Spirit Commands:

- Trust [L1]

- Prayer [L1]

- Honor [L3]

- Respect [L1]

Skills:

Broken Limiter

Class: System

Ability: Increases your attack power when facing multiple non-summon, non-AI enemies.

1 Enemy: Weapon damage +0%

2 Enemies: Weapon damage +10%. Each turn, -1 SP.

3 Enemies: Weapon Damage +20%. Each turn, -2 SP.

4 Enemies: Weapon Damage +30%. Each turn, -3 SP.

5 Enemies: Weapon Damage +40%, Damage Received +20%, Serene State of Insanity disabled. Each turn, -4 SP.

6+ Enemies: Weapon Damage +50%, Damage Received +25%, Serene State of Insanity disabled. Each turn, -5 SP.

If Serene State of Insanity is active, this ability provides no damage bonus.

This ability remains active even when its upkeep cannot be paid. If it cannot be paid, reduce SP to 0.

At 0 SP, the number of enemies counts as one higher for purposes of this ability.

In addition, if six or more non-summon, non-Mobile Doll enemies are present, gain Berserker (1/4).

Bubble Shield

Class: S Barrier

Description: ~

Ability:

Negates the first 1200 damage from a single attack phase for 5 EN. You may extend this effect up to 3 other allied units for the first attack phase in one turn by paying an additional 5 EN for each ally to be protected. This barrier also negates the Burn status attack.

Burst Field Generator

Class: S Barrier

Description: None

Ability: Negate 1000 damage from a single source for 5 EN.

Burst Mode

Class: Special

Description: N/A.

While active, gain Damage Dealt +100%, Beam Wings (S Barrier) and HP Degen 10%. Charge (4) to activate.

Bushin

Class: Unit Type

Description: A unique title on a Haoki for those who have reached a point in it's warrior advancement. One achieving this tile, it gradually becomes accustom to the additional power, the Haouki and it's partner become stronger until it reaches it's full potential.

Ability: For every evolution point gained by this unit, gain Damage Dealt +5% and Damage Received -5%, capping at Damage Dealt +25% and Damage Received -25%. At 5 evolution points, Rank +1.

Edited by Master Kruz

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The MechDev Lexicon: C

Canal Volfied

Class: Sidekick

Description: Canal Volfied is the ICS interface Holographic AI Projection representing the sentient battleship Swordbreaker to its pilot.

This Sidekick can be a Main Pilot

Level 3 (1450 PP)

Attributes:

- 1 point in an Attribute of the user's choosing, chosen on acquisition of this sidekick.

Spirit Commands:

- Snipe Attack [L2]

- Concentrate [L1]

- Direct Attack [L1]

- Great Effort [L1]

Skills:

- None

Cartridge Booster

Class: System

Ability: Discard 12 ammo from any weapon you possess in order to activate, and gain the following enhancement for the next 4 turns. You may discard ammo from more than one weapon.

Dodge Cost -10%, Accuracy +25%, Weapons Damage +50%, and Double Image (3)

Cartridge Booster [Overload]: Instead of the above bonuses, you may activate Cartridge Booster [Overload] and gain the following bonuses by discarding 50% of all weapon's ammo. The weapons must have more than 50% of their original ammo count in order to be able to use this system. If you do, the effects last for 6 turns and can only be used ONCE per battle.

Dodge Cost -15%, Accuracy +50%, Weapons Damage +100%, and Double Image (2)

Chain Cast: Attack 1, Attack 2, Attack 3

Class: Special

Description: N/A.

Ability:

- Gain an additional attack phase which may only be used on one of the listed attacks. Automatically forfeit the additional attack phase if you do not use the listed weapons. Charge (5)

Chou Henshin

Class: Transformation

Description: ~

Ability:

Gain the following abilities.

  • Change to RIDER Kuuga (Mighty Form)
  • Change to RIDER Kuuga (Dragon Form) Req: 1 Evolution Point
  • Change to RIDER Kuuga (Pegasus Form) Req: 2 Evolution Points
  • Change to RIDER Kuuga (Titan Form) Req: 3 Evolution Points
  • Change to RIDER Kuuga (Ultimate Form) Req: 7 Evolution Points and Gouram in your inventory.

Chouriki Bussou

Class: Transformation, Activated

Description: N/A.

Ability: Enable one of the Bussou Attacks and/or abilities on a unit with this ability. Requires the appropriate Bussou Mashins in inventory. You may unlock a number of Bussou Mashins equal to the number of Evo points on a unit. Kirinmaru Bussou requires 5 Evolution Points to install. Houohmaru Bussou requires 7 Evolution Points to install. Unit rank +1 for every Bussou Weapons unlocked. If a Bussou Mashin has been Summoned using Chouriki Shoukan, it must be unsummoned before it can be installed.

Chouriki Shoukan

Class: Summon

Description: N/A.

Ability: Same effects as Summon, however in order to summon the Bussou Mashin, you must have unlocked it as per Chouriki Bussou and the Bussou Mashin must be in your inventory. You may not summon a Bussou Mashin that is currently installed. Bussou Mashins can still be re-summoned or installed with Drive Install ability even if they are destroyed.

Chousei Henshin

Class: Transformation

Description: ~

Ability:

Gain the following abilities. Unit rank is equal to the highest unit rank of the unit you may transform to.

  • Shinsei Henshin: Change to Shinsei Ryujinmaru
  • Suisei Henshin: Change to Suisei Ryujinmaru Req: 1 Evolution Point
  • Kinsei Henshin: Change to Kinsei Ryujinmaru Req: 2 Evolution Points
  • Kasei Henshin: Change to Kasei Ryujinmaru Req: 3 Evolution Points
  • Mokusei Henshin: Change to Mokusei Ryujinmaru Req: 4 Evolution Points
  • Dosei Henshin: Change to Dosei Ryujinmaru Req: 5 Evolution Points
  • Tenousei Henshin: Change to Tenousei Ryujinmaru Req: 6 Evolution Points
  • Kaiousei Henshin: Change to Kaiousei Ryujinmaru Req: 7 Evolution Points
  • Choushinsei Henshin: Change to Choushinsei Ryujinmaru Req: 10 Evolution Points

Chronoflux Leap System

Class: System

Passive Abilities:

- Double Image (4)

- Dodge Cost -25%

- Accuracy +10%

Active Abilities:

- Foresight: Automatically dodge all attacks directed at this unit for a whole turn. This is an Evasive Secondary Defense. Charge (5)

- Temporal Doppleganger: Pay 10 AP to activate. Gain an additional attack phase. Charge (4)

Chronoton Field

Class: Special

Ability:

Neutral Mode (Barrier): Negate up to 1500 damage in a single attack phase for 5 EN.

Positive Mode: Each turn AP -2. Dodge Cost -10%, Accuracy +20%. You may enable or disable this ability during your transformation phase.

Negative Mode: If HP reaches 0, you may pay 70 AP to recover HP, EN, and DP to 100%, as if the fight has just started.

Comperio

Class: Sidekick

Level 3 (1450 PP)

Attributes:

- None

Spirit Commands:

- Flash [L1]

- Awaken [L1]

- Concentrate [L1]

- Hot Blood [L2]

Skills:

- Assisted Piloting

Copy Creation

Class: System

Description: The ability to copy enemies you have defeated before.

Ability: Gain Summon: (copied unit)

When you defeat an opponent of the listed type in a SC, PA, or VS battle, you may decide to add the defeated opponent to your summon list. You may only have up to 1 summon this way, but you may overwrite a summon. Copied summons retain all their abilities as per normal summon rules (All abilities on the unit that would recover Ammo, EN or HP for another unit, including Repair, Resupply and certain attacks, are disabled.) but not abilities granted or boosted by chips (use Hangar default stats). You are not required to deal the final blow to the enemy in order to copy a weapon, just to still be alive and not allied to that unit. You cannot copy units whose hangar stats are more than 4 ranks higher than your own. If a unit summoned by Copy Creation is destroyed it cannot be resummoned. Upkeep depends on summon unit's rank. If upkeep cannot be paid, the summoned unit is automatically unsummoned.

Rank 1-5: 2 AP/turn

Rank 6-10: 4 AP/turn

Rank 11-15: 6 AP/turn

Rank 16-20: 8 AP/turn

Rank 20+: 10 AP/turn

C.o.S.MO/S

Class: System

Description: N/A

Ability: Dodge Cost -10%, Accuracy +20%, Weapon Damage +20%. Charge (4) to activate.

Core Unison

Class: Regeneration. Special

Description: N/A

Passive Ability: HP/EN Regen 10%

Active Ability: EN Regen 50% instead. Charge (4) to activate.

Corporate Sponsorship Module

Class: Special

Description: Because corporate endorsement is the only way to succeed.

Ability: At deploy, choose one of each type of Sponsorship. You may choose to not pick any sponsorship, but you may not have more than one of any given type.

Gold Sponsorship

  • Grandma Betsy's Kill 'Em All Weapon Enhancements - Unit Gains: Weapon Damage +20%.
  • Deadeye Targeting Systems - Unit gains: Accuracy +20%.
  • Ammospace Bottomless Magazines - Unit gains: Ammo capacity for all weapons +100%.
  • Neverfail Combat Armor - Unit gains: Damage Received -15%.
  • Red Comet x3 Mobility Solutions - Unit Gains: Agi -30.
  • Country Kitchen Old Fashioned Nanomachines - Unit gains: HP Regen S.
  • Powercharge Cola - Unit gains: EN Regen S.

Silver Sponsorship

  • Old Reliable Gun Mods - Unit Gains: Weapon Damage +15%.
  • Red Handed Security Services - Unit gains: Accuracy +15%.
  • Clip Caddy Ammo Storage - Unit gains: Ammo capacity for all weapons +50%.
  • Odor Apocalypse Antiperspirant - Unit gains: Damage Received -10%.
  • Octoblade Razor Blades - Unit Gains: Agi -20.
  • Bulk Up Sports Supplements - Unit gains: HP +600.
  • Thirst Exterminator Energy Drinks - Unit gains: EN +30.

Bronze Sponsorship

  • Juryrigger Custom Guns - Unit Gains: Weapon Damage +10%.
  • McCormick Brothers Security Cameras - Unit gains: Accuracy +10%.
  • Fat Boy Ammo Eater - Unit gains: Ammo capacity for all weapons +25%.
  • The Goggles! Safety Services - Unit gains: Do nothing Damage Received -5%.
  • Herman & Herman Mini-bikes - Unit Gains: Agi -10.
  • The Greasy Griddle Sports Bar - Unit gains: HP +300.
  • Das Beer Microbrewery - Unit gains: EN +20.

Cosmic Energy

Class: Special

Ability: Cannot equip/use EN regeneration items. EN cannot be replenished by Resupply (unit ability, not the Spirit Command) or any other similar unit ability.

Crap Shoot

Class: Special

Ability: Crap Shoot's stats are dependant upon current SP total. These weapons do not stack with each other, use only the one that applies to your current SP total.

Midnight: Accuracy Break, 15 EN/attack [+10%] 100% SP or below.

Big Red: Attack Break, 15 EN/attack [+10%] 90% SP or below.

Hardway: Armor Break, 15 EN/attack [+10%] 80% SP or below.

Field: Mobility Break, 15 EN/attack [+10%] 70% SP or below.

Fire Bet: VIRUS, 15 EN/attack [+10%] 60% SP or below.

Craps: Spirit Lock, 15 EN/attack [+10%] 50% SP or below

Don't Come: Weapon Lock, 15 EN/attack [+10%] 40% SP or below

Don't Pass: Stun, 15 EN/attack [+10%] 30% SP or below

World: (S)- Paralyze, 30 EN/attack [+10%] 20% SP or below.

Place Six: Paralyze & Virus & Armor Break & Mobility Break & Accuracy Break & Attack Break, 35 EN/attack [+30%]. 10% SP or below.

Crash System

Class: System

Description: N/A

Passive Ability:

Gain a Crash Counter every turn. For each Crash Counter the unit has, to a maximum of 5 Crash Counter, gain damage dealt +5%, Dodge Cost-5% and Barrier Strength +100.

Active Ability:

Gain an additional attack phase. Expend all Crash Counter after using this ability. Charge (5)

Croire

Class: Sidekick

Description: N/A

Level 5 (2100 PP)

Attributes:

- None

Spirit Commands:

- Trust [L1]

- Great Effort [L2]

- Hope [L1]

- Love [L1]

Skills:

- None

Cross-Dimensional Gate System

Class: System

Description: N/A

Ability: A unit with this system gains the following:

- HP/EN Regen S

- Dimensional Jump (5): Same effects as Vital Jump.

Charge (4) to activate.

Crushing Driver

Class: Special, Activated

Description: N/A

Ability: Isolate yourself and 1 target from the rest of the battle for 3 turns; 1 use. No other participants may interact with you or the isolated target in any way with any weapons, items, abilities or Spirit Commands while Crushing Driver is active. While within the effects of this ability, the terrain becomes Ruins. Once this effect ends, the Ruins terrain is added to the terrains on the battlefield, and yourself and the target remain in Ruins terrain until moving to another during the Transformation Phase. Can only be used against Grounded opponents, and may not be used in Space Terrain. Uses may not be reloaded in any way.

Cyberlink Interface

Class: System

Description: N/A

Ability: Dodge Cost -20%, Accuracy +20%. Charge (4) to activate.

Edited by Suguri-SP

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The MechDev Lexicon: D

Daddy

Class: Sidekick

Description: WHAT ARE YOU DOING TO MY DAUGHTER!?

This Sidekick can be a Main Pilot.

Level 3 (1200 PP)

Attributes:

- None

Additional Class Skills:

- Automaneuver Mode:

Class: Sidekick

During your Transformation Phase you may switch the main pilot to Daddy. May be used again to switch the pilot back.

Spirit Commands:

- Resist [L1]

- Hot Blood [L1]

- Belief [L1]

- Iron Wall [L1]

Skills:

Dark Angel Mode

Class: Special, Active

Ability: Automatically activates when an allied, non-Summon unit is destroyed. May also be manually activated when HP is 20% or below and you choose to pay 25 AP. When this ability is activated, regenerate 50% HP and EN once.

Gain Weapon Damage +25%, Damage Received -25%, and Double Image (4).

Dark Channel

Class: Special

Ability: Pay 40 AP. Target ally gains Weapon Damage +25%, Damage Received -25%, Dodge Cost -15%, and Accuracy +15%. This ally also loses 15% of their max HP each turn.

Dark Field

Class: Barrier

Description:

Ability: Negates the first 1200 damage from all non-(B) type attacks for 5 EN. You may expend another 5 EN to prevent the first 1500 damage from all attacks instead.

DCD System

Class: System

Description: D-D-D-Decade

Ability:

Same effects as Change to one of the listed units. You must own the units and packs in order to be able to transform to them. You may bypass the Pilot Class ability requirements of weapons and inherent abilities on units you transform to. Disable all sidekicks and extra pilot slots in the units you transform to. Unit rank is equal to the rank of the highest ranked unit you can transform to. Units you transform to are considered to have Change to Gundam DCD

  • LM312V04 Victory Gundam Req: 1 Evolution Point
  • LM312V05+SD-VB03A V-Dash Gundam Req: 1 Evolution Point
  • GAT-X105 Strike Gundam Req: 2 Evolution Points
  • ZGMF-X56S Impulse Gundam Req: 2 Evolution Points
  • GAT-X105+AQM/E-X01 Aile Strike Gundam Req: 2 Evolution Points
  • ZGMF-X56S/α Force Impulse Gundam Req: 3 Evolution Points
  • GAT-X105+AQM/E-X02 Sword Strike Gundam Req: 3 Evolution Points
  • GAT-X105+AQM/E-X03 Launcher Strike Gundam Req: 3 Evolution Points
  • GF13-017NJ Shining Gundam Req: 3 Evolution Points
  • XXXG-01W Wing Gundam (Mobile Suit Mode) Req: 3 Evolution Points
  • ZGMF-X56S/β Sword Impulse Gundam Req: 4 Evolution Points
  • ZGMF-X56S/γ Blast Impulse Gundam Req: 4 Evolution Points
  • GX-9900 Gundam X Req: 5 Evolution Points
  • GX-9900-DV Gundam X Divider Req: 5 Evolution Points
  • F91 Gundam F91 Req: 5 Evolution Points
  • SYSTEM ∀-99 (WD-M01) ∀ Gundam "Turn-A Gundam" Req: 6 Evolution Points
  • GN-001 Gundam Exia Req: 6 Evolution Points

Dead Zone Generator

Class: S Barrier

Description: Negate 1000 damage from a single Sound Attack source for 5 EN. You may pay this cost multiple times for an individual source, negating an additional 1000 damage each time.

Death Drive

Class: Special, Active

Ability: Pay 10 AP to activate. Damage Received +25%, Weapon Damage +60%, Dodge Cost +10% Accuracy +20%, and Target's Countercut +50%. Requires U-Cortex to be active to activate. While this ability is active you can not Block or Evade. Pay 10 AP to deactivate.

Death Drive (Awakened)

Class: Special, Active

Ability: Pay 10 AP to activate. Weapon Damage +30%, Dodge Cost -10% Accuracy +10%, and Target's Countercut Cost +50%. Requires U-Cortex to be active to activate.

Deflection Staff

Class: Special, Activated

Description: This unique defensive technique cooked up by Rong allows Gekijin to defend itself against melee and projectile attack. By spinning it's staff in front of itself rapidly, Gekijin produces a powerful vortex that parries away all manners of physical attacks. It is still vunerable to energy based attacks, however.

Ability: Reduce all damage from all Non-(B) [F]-type attacks in a single enemy attack phase by 50% for 10 AP.

Delayed Attack

Class: Special

Description: Special weapons that float around the battlefield and can be launched at the enemy at the user's discretion.

Ability: When firing this attack, you may choose to attack the enemy immediately (in which case this ability has no effect), or attack them at a later time.

If you choose to attack the enemy later, sacrifice your attack phase this turn, and you may choose to gain another attack phase at a later turn that may only be used to use this attack. Apply all the modifiers that currently apply to you this turn to the future attack phase. You may not evade or block and use this ability at the same turn. Any effects that disable your attack phase also disables this ability for the duration of the effect.

Dimensional Control System

Class: System

Description: N/A.

Abilities:

-Teleport (5)

-Summon: Any Mobile Suits whose combined rank is equal to the Summoner's rank chosen upon deploying.

The following rules must be followed to determine which units can be selected as summons:

1) You own at least one of those units in your AM.

2) That unit isn't in use in another battle.

3) That unit meets the terrain requirements of the match.

4) That unit does not require a specific Pilot Class or ability to pilot.

5) Should that unit have an ability that would increase the combined rank above your rank (including any other summons), then the ability is disabled, or reduced to a level where it no longer goes above the rank limit.

6) Any Upgrade Chips installed on the unit are disabled for the battle.

7) If a unit summoned by Dimensional Control System is destroyed, it cannot be resummoned.

8) You may summon no more than 5 units at any given time. Additional units listed in your deploy may be summoned if all summoned units have been destroyed.

Dispersion Shield

Class: Barrier

Ability: Negates the first 2000 damage from a single attack phase for 5 EN. Negation only applies to [+]-type attacks.

DJ Sensei

Class: Sidekick

Level 4 (1650 PP)

Attributes:

- None

Spirit Commands:

- Inspire [L1]

- Great Effort [L2]

- Passion [L1]

- Flash [L1]

Skills:

- None

DLSS

Class: System

Description: N/A

Ability: For every allied unit with DLSS in battle, gain Dodge Cost -5%, Accuracy +10%, and Weapon Damage +15%. Bonuses cap at 5 allied units.

DND System

Class: System

Description: The Dimensional Neo Duplicator is a system that allows Gundam DND to summon copies of other Gundams, and their pilots from various worlds (most often, the original pilots, rather than the alternate world versions).

Ability: You may choose a number of units with the Mobile Suit or Mobile Fighter unit type whose combined rank is equal to 1.5 of the Summoner's rank upon deploying. No unit summoned with this system may be higher rank than your unit's unmodified base rank. Gain Summon: (Chosen units). Summoned units may bypass the Pilot Class ability requirements of their weapons and inherent abilities.

The following rules must be followed to determine which units can be selected as summons:

1) You own at least one of those units in your AM.

2) That unit isn't in use in another battle.

3) That unit meets the terrain requirements of the match.

4) That unit does not require a specific Pilot Class or ability to pilot.

5) Should that unit have an ability that would increase the combined rank above your rank (including any other summons), then the ability is disabled, or reduced to a level where it no longer goes above the rank limit.

6) Any Upgrade Chips installed on the unit are disabled for the battle.

7) If a unit summoned by DND System is destroyed, it cannot be resummoned.

8) You may summon no more than 5 units at any given time. Additional units listed in your deploy may be summoned if all summoned units have been destroyed.

Double Phase Acceleration

Description: N/A

Ability: Activated during your defense phase. Gain Dodge Cost -20% for one turn. Charge (5)

Double Megamerge

Class: Transformation

Description: Model X's ability to use another Biometal's

Ability:

Gain the following abilities.

  • Change to Megaman ZX
  • Change to Megaman HX Req: 1 Evolution Point
  • Change to Megaman LX Req: 2 Evolution Points
  • Change to Megaman FX Req: 3 Evolution Points
  • Change to Megaman PX Req: 5 Evolution Points
  • Change to Megaman OX Req: 10 Evolution Points

DragonFire System

Class: System, Activated

Description: This powerful system based off the recently designed Zero 2.5 worked like a massively powerful GPS system. By uplinking with satellites in orbit all around the Earth and Space Colonies, DragonFire provided quick calculations and information, giving FireArms long-range accuracy of within 3 meters.

Ability: Gain Accuracy +30% and Weapon Damage +30%. Attacks made by this unit ignore all Stealth and Double Image effects the target may use.

Charge (4) to activate.

Dragon's Fire

Class: Barrier

Description: A special barrier that can only be used by Gear Fighters when Dragon Tomahawk is available.

Ability: Negates the first 2500 damage from a single attack phase for 5 EN.

Dread Aura

Class: Armor

Ability: When attacked by a non-[+]-type weapon, gain an additional attack phase which may only be used to use Dread Aura on the unit which attacked you. If you choose not to use Dread Aura in this attack phase, it is forfeited.

Dr.I.Ve System

Class: System

Description: Standing for Drama Induced Violence, the Dr.I.Ve System will help you pilot your Gundam with more skill, strength, and power as if you were a Gundam Pilot yourself! Truly, we at the ACME R&D Departments are geniuses! Geniuses!

Abilities:

When activated, gain Dodge Cost -15%, Accuracy +15% and Weapon Damage +15%

Charge (4) to activate.

Drive Explosion

Class: Special

Ability: Pay 10 AP to give one weapon one of the sub-abilities below for one turn. May only activate the same sub-ability once per turn:

  • Armor Break
  • Barrier Pierce
  • Shield Pierce

Drive Ignition

Class: System

Description: Drive Ignition provides a less explosive power boost, less compressed and faster charging. This power can then be drawn upon to jump-start rituals and slow-charging spells or fortify defensive barriers against attacks. By starting the magic boost through the mage, this allows them to enter a state of extreme concentration for a very short while, attaining oneness with their Arch Guardian only long enough to perform a single attack.

Abilities:

- You may pay 5 AP instead of the usual cost to gain 1 charge counter for all Charge (x) abilities on this unit.

- You may pay the cost of any (Barrier) abilities on this unit twice to prevent it from being affected by Barrier Pierce and Barrier Break.

- Critical cost -3. Gain an additional Weapon Damage +15% and Accuracy +15% for attack phases affected by Critical.

Drive Install (Flame Talk)

Class: Transformation, Activated

Description: A Gear Fighter's ability to install Data Weapons and use them for battle.

Ability: Enable one of the Data Weapon Install Attacks and./or abilities on a unit with this ability. Requires the appropriate Data Weapons in inventory. You may unlock a number of Data Weapons equal to the number of Evo points on a unit. If a Data Weapon has been loaded using File Load Data Weapon, it must be unsummoned before it can be installed.

Drive Install (Gear Fighter Getter Robo)

Class: Transformation, Activated

Description: A Gear Fighter's ability to install Data Weapons and use them for battle.

Ability: Enable one of the Data Weapon Install Attacks and./or abilities on a unit with this ability. Requires the appropriate Data Weapons in inventory. You may unlock a number of Data Weapons equal to the number of Evo points on a unit. Kiba Striker require all three of Eagle Tomahawk, Jaguar Drill, and Bear Missile to be unlocked. When Dragon Tomahawk, Liger Drill and Poseidon Missile are unlocked, you may not install Eagle Tomahawk, Jaguar Drill and Bear Missiles and use the abilities associated with them. If Dragon Tomahawk, Liger Drill, and Poseidon Missile are unlocked, and Getter Dendoh has 8 Evo points, you may Change to Jin Gear Getter, as per the Change to [unit] lexicon entry. For every two Data Weapons unlocked the unit's rank raises by 1 (Kiba Striker counts as two data weapons for these purposes, and Jin Gear Getter counts as it's own unit). If a Data Weapon has been loaded using File Load Data Weapon (Gear Fighter Getter Robo), it must be unsummoned before it can be installed.

Drive Install (Gear Horizon)

Class: Transformation, Activated

Description: A Gear Fighter's ability to install Data Weapons and use them for battle.

Ability: Enable one of the Data Weapon Install Attacks and./or abilities on a unit with this ability. Requires the appropriate Data Weapons in inventory. You may unlock a number of Data Weapons equal to the number of Evo points on a unit. Pegasus Dragoon requires all other Data Weapons to be unlocked. For every two Data Weapons unlocked the unit's rank raises by 1 (Pegasus Dragoon Installs count as two data weapons for these purposes). If a Data Weapon has been loaded using File Load Data Weapon, it must be unsummoned before it can be installed.

Drive Install (Kerak)

Class: Transformation, Activated

Description: A Gear Fighter's ability to install Data Weapons and use them for battle.

Ability: Enable one of the Data Weapon Install Attacks and./or abilities on a unit with this ability. Requires the appropriate Data Weapons in inventory. You may unlock a number of Data Weapons equal to the number of Evo points on a unit. Tsume Blade or Tsume Edge require both Emerald Griffon and Sapphire Addnac to be unlocked. Divine Pendragon requires all other Data Weapons to be unlocked. For every two Data Weapons unlocked the unit's rank raises by 1 (Tsume Blade/Tsume Edge and Divine Pendragon Installs count as two data weapons for these purposes). If a Data Weapon has been loaded using File Load Data Weapon, it must be unsummoned before it can be installed.

Double Junction Install

Class: Transformation

Description: Now, count your crimes!

Abilities:

Upon deployment, choose a Left and Right option. Gain the following unique abilities for selecting the weapon option:

  • Gale Cricket Junction: Gain -10 AGI
  • Blaze Lion Junction: Gain Fire Shield (Barrier)
  • Nebula Hydrozoa Junction: Gain Stealth
  • Blitz Mantis Junction: Gain Damage Received -10%, Weapon Damage +15%
  • Jewel Viper Junction: Gain Damage Received -25%, Agi +20
  • Frost Eagle Junction: Gain Head Gear

You may change the Left and Right options during your transformation phase.

DSL System

Class: System

Description: A control system used in the prototype Combat Vectors given to Bad Seed. The DSL System allows the unit to interpret the pilot's synaptic responses and provide a greater degree of synchronicity between machine and pilot to help make up for the difficulties in controlling such a complex machine. Pilots with high enough compatability can enter a trance state, casting off all distractions and improving tactical thinking and response time.

Passive Abilities:

- Dodge Cost -10%

- Accuracy +10%

Active Abilities:

- Trance: Dodge Cost -20%, Accuracy +20%, Weapon Damage +25%. Charge (4) to activate.

Dummy Cockpit

Class: Special

Description: N/A.

Ability: May choose a unit with the Appaloosa Rider unit type during deployment. Gain all of that unit's weapons and Separate (Chosen Unit). Unit Rank equals to the chosen unit's rank +1. You must own the chosen units to be able to use this ability.

Dynamic Engine

Class: Special, Activated

Description: N/A

Ability: When activated, gain Damage Dealt +25%, Dodge Cost -25%, and Damage Received -25%. May be activated during any turn, however Dynamic Engine may only be active for a total of 10 turns per battle.

Dynamo Engine

Class: Special

Description: N/A

Ability:

Pay 15 AP to activate. Gain Weapon Damage +25%, Damage Received -15%, Dodge Cost -10% this turn. Charge (5)

Dysis

Class: Sidekick

Description: N/A

Level 6 (2800 PP)

Attributes:

- 1 point in an Attribute of the user's choosing, chosen on acquisition of this sidekick.

Additional Class Skills:

Prototype:

Class: Passive (Sub)

- This sidekick may not take the Autonomous Control skill.

Spirit Comands:

- Boost [L1]

- Accelerate [L1]

- Awaken [L1]

- Sure Hit [L2]

- Scan [L1]

- Hot Blood [L2]

Skills:

- Assisted Piloting

- Assisted Defense

Edited by Suguri-SP

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The MechDev Lexicon: E

Eagle's Wind

Class: Barrier

Description: A special barrier that can only be used by Gear Fighters when Eagle Tomahawk is available.

Ability: Negates the first 2000 damage from a single attack phase for 5 EN.

ECM (Psychic)

Class: Special, Activated

Description: N/A

Ability: Pay 5 EN to activate. Increase ECM (Psychic) Level of the terrain this unit is in by 1. As long as the ECM (Psychic) Level is 1 or higher, all units in this terrain cannot use weapons with Psychic Energy. If a unit requires Psychic Energy in order to operate, that unit gains Dodge Cost +5%, Damage Received +5%, and Accuracy -10% per level of ECM (Psychic) higher than ECCM (Psychic).

ECCM (Psychic)

Class: Special, Activated

Description: N/A.

Ability: Pay 5 EN to activate. Decrease ECM (Psychic) Level of the terrain this unit is in by 1. As long as the ECM (Psychic) Level is at 0 or below, weapons with Psychic Energy can operate as normal. All unit that require Psychic Energy in order to operate can also operate as normal if the ECM (Psychic) Level is at 0 or below.

ECCCM (Psychic)

Class: Special, Activated

Description: N/A.

Ability: Pay 15 EN and select three units. The chosen units are not affected by the ECM (Psychic) Levels, as if the ECM (Psychic) Levels are 0. Every turn, pay 10% of your max EN to maintain this ability, or to change the selected units. If the upkeep cannot be paid, the ability is automatically disabled.

Eden-01

Class: Sidekick

This Sidekick can be a Main Pilot

Level 8 (3650 PP)

Attributes:

- 1 point in an Attribute of the user's choosing, chosen on acquisition of this sidekick.

Spirit Commands:

- Snipe Attack [L2]

- Direct Attack [L1]

- Sure Hit [L2]

- Hot Blood [L3]

- Rage [L1]

- Inspire [L1]

Additional Class Skills:

Autopilot:

Class: Passive (Sub)

- During the first 5 turns in battle, you may choose to pay 20 AP to activate this ability. This ability cannot be activated after the 5th turn in battle. Switch main pilot to Eden-01 for the rest of the battle.

Skills:

- Gunfight L1

EE Mode

Class: System

Description: N/A

Ability: Dodge Cost -10%, Accuracy +20%, Weapon Damage +20%, Barrier Negation +300. Charge (4) to activate.

EIN System

Class: System

Description: N/A

Ability:

Passive Ability:

Dodge Cost -15%, Accuracy +30%, and Weapon Damage +25%. Aura (6). These effects also apply to this unit.

Active Ability:

In addition to the Passive Ability, gain Accuracy +30%. Aura (6). These effects also apply to this unit. Charge (3)

Zero System and Zero System Version 2.5 overwrite the bonuses granted by this ability.

Electron Impact Field

Class: Barrier

Description: N/A

Ability: Negate the first 1500 damage in a single attack phase for 10 EN. Any unit who attacks this unit with a non [+] attack this turn receives the following attack at the beginning of their next defense phase:

[H] Electron Impact Field Feedback- EN Damage 20 [+20%]

Element Z

Class: Special

Description: N/A.

Ability: Gain Damage Received -75% from all sources except units with Z-Canceller active or attacks with Muugen Rays. Attacks with Muugen Rays deal normal damage against a unit with Element Z.

Element Change

Class: Transformation

Description: Clow Cards

Ability:

Gain the following abilities. Unit rank is equal to the highest unit rank of the unit you may transform to.

  • Normal: Change to Vega
  • Windy: Change To Windy Vega
  • Watery: Change To Watery Vega Req: 1 Evolution Points
  • Fiery: Change To Fiery Vega Req: 2 Evolution Points
  • Earthy: Change To Earthy Vega Req: 3 Evolution Points
  • Element Unison: Change To Final Req: 5 Evolution Points

Elemental Balance

Type: System

Description: N/A

Effects: On the second turn, automatically activate one of the following, until you unlock all of them.

  • Fire: Gain Weapon Damage +25%
  • Water: Gain Accuracy +25%
  • Wind: Gain Dodge Cost -10%
  • Earth: Gain Damage Received -10%
  • Heaven: Gain Status Canceler. Requires: Fire, Water, Wind, and Earth

Elemental Outlash [X]

Class: System

Description: Colloquially referred to as Hyper Mode by some members of the DaiDonPachi Squadron, each Element Crusader can, for a limited amount of time, enter a state of incredible performance, increasing the power of all weapons exponentially and becoming nearly invincible in combat; there have even been reports of Element Crusaders' attacks overpowering their opponents' own, vaporizing them on contact.

Abilities:

Pay 10 AP to activate. For the next two turns, gain Weapon Damage +50%, Accuracy +25%, Dodge Cost -15%, and Damage Received -15%. In addition, gain one of the following abilities listed. The particular unit must have the ability listed in order to be able to use it.

  • Burning Destroyer: Gain an additional Weapon Damage +15%. All attacks on this unit gain Burn for the duration of the time, if they do not have it already.
  • Demolishing Hurricane: For the duration of the system's activation, the unit gains Fire Shield (Barrier). EN requirement for Double Thunder is halved.
  • Ice Age Harbinger: All enemy units gain Dodge Cost +20%, calculated as a Terrain Effect during the System's activation. Gain Phase Shift Armor (Armor) for the duration of the System Activation.

Charge (5)

Emotion Stabilizer

Class: System

Description: The qualities of a song may change depending on the mood that the singer is. If the singer is angry, each song may take a darker edge. If the singer is happy, the songs have a lighter and more cheerful tone. These effects can change the strength as well as effects of each of the Vocaloid's songs, requiring that each Vocaloid have an Emotion Stabilizer. These Stabilizers monitor the pilot's emotional state and will correct and/or change it if neccessary. There are currently three states programmed in the Stabilizer.

Normal State: Default state. No effects. Pay 5 AP to return to this state during your Transformation Phase.

Angry State: VL2-MH Miku Hatsune enters this state when it drops below 60% HP in battle, and leaves this state when it's HP is raised to 60% or above. Ievan Polkka, Sora no Mukō, and Uninstall lose all status effects. All [M] attacks may damage non-Protodevilns and gain Damage Dealt +25%.

Happy State: VL2-MH Miku Hatsune enters this state when 40 AP is paid during your Transformation Phase, or at the beginning of battle. All [M] attacks gain Damage Dealt -25%. All allied units gain Damage Dealt +10% and Accuracy +10%.

EMP Mine

Description: N/A

Ability: Forfeit your attack phase and 1 EMP Mine round. The next time you are attacked with an [F]-type weapon, you automatically get a free attack phase that deals the following attack to the unit(s) that attacked you (this attack is considered to be under the effects of the Direct Attack Spirit Command, and may ignore (S)-type target limits):

[+] EMP Mine (S)- EN Damage 80, Barrier Pierce [+50%]

EMP Mines effect lasts for 2 turns or until you are attacked. Rounds and damage dealt by EMP Mines can not be increased in any way other than upgrade chips.

EMP Blast Mines

Description: N/A

Ability: Forfeit your attack phase and 1 EMP Blast Mine round. The next time you are attacked with an [F]-type weapon, you automatically get a free attack phase that deals the following attack to the unit(s) that attacked you (this attack is considered to be under the effects of the Direct Attack Spirit Command, and may ignore (S)-type target limits):

[+] EMP Blast Mine (S)- 500 damage, Stun [+50%]

EMP Blast Mines effect lasts for 2 turns or until you are attacked. Rounds and damage dealt by EMP Mines can not be increased in any way other than upgrade chips.

Energized Affinity Armor

Class: Armor

Description: N/A

Ability: Starts battle Activated. While activated, Energized Affinity Armor negates the first 1200 damage from a single attack phase for 5 EN. Negation only applies to non-(B) attacks. You may pay 10 EN during the Transformation Phase to change Energized Affinity Armor to only negate (B) attacks.

Enhanced Control System

Class: System

Ability: Dodge Cost -15%, Accuracy +20%. Charge (4) to activate.

Enhanced EXAM System

Class: System

Ability: Same effect as EXAM System, but Psyhcic Energy users lose 2 Stress conters on turns Enhanced EXAM System is inactive and have no penalty for using (X) attacks instead.

Enhanced Gravity Wave Antenna

Class: Special, Activated

Ability: This is considered to have Gravity Wave Antenna, but is unaffected by EN Degeneration.

Enhanced Control Psycommu

Class: System

Description: A new method of bit control for the Elmeth II's bit mobile suits, the Enhanced Control System for the Psycommu uses a digital copy of the pilots brain to give the bits the ability to engage in combat with very little direction and with greater unpredictability as they share some of the original pilots memories and abilities.

Ability: Requires Psychic Energy. All summons from a unit possessing this ability gain Pilot Attribute levels equal to those of the main pilot of the summoning unit.

Enhanced Trikeros

Class: Shield

Ability: Same effects as Shield but negates an additional 1200 damage from all sources when used (calculate after shielding).

ERIS

Class: Special

Description: These pods release large bursts of chaff that not only confuse enemy radar, but are also highly charged, emitting a great deal of energy that can destroy nearly all incoming projectiles, from bullets to large rockets, often reducing them to little more than plasma.

Ability: Negate all incoming non-[F], non-(B) attacks targeting you this defense phase.

Eternal Drive

Class: System, Activated

Description: A special system that enhances the pilot's general battle capability.

Ability: Pay 10 AP to activate. Dodge Cost -25%, Accuracy +25%, Weapon Damage +30%, and Double Image (4). Each turn SP -5%. This effect is disabled when upkeep can't be paid or you pay 10 AP.

Eva

Class: Sidekick

Description: N/A.

Level 2 (800 PP)

Attributes:

- None

Spirit Commands:

- Concentrate [L1]

- Accelerate [L1]

- Direct Attack [L1]

- Sure Hit [L2]

Skills:

- None

ExCEL System

Class: System

Description: Specialized Routines that can be switched to in the middle of battle in order to enhance the performance of The Trueblade.

Ability: Choose two of the following abilities during deployment. Ability choice may only be changed while docking in a Mothership. Charge (4) to activate.

  • Reaper: Gain Weapon Damage +30%
  • Golem: Gain Hell Armor (Armor)
  • Flash: Gain Double Image (5) or Double Image type abilities (Double Image, Vital Jump, etc) have their rate reduced by 1 to a minimum of (2)
  • Rashoumon: Unit gains Barrier S if it has no barrier. If it has a barrier, barrier strength +300.
  • Hawkeye: Gain Accuracy +20% & Able to use Snipe (+25%) on all non-combo, non-MAP, non-(X), non-multihit and non-[F] weapons on equipped unit.
  • Phantom: Gain Stealth

Expanding Field

Type: Barrier

Description: N/A

Ability: Negate the first 1500 damage in a single attack phase for 5 EN. You may pay 5 EN to increase the amount negated by 500 (to a maximum negation of 4000).

Edited by Suguri-SP

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The MechDev Lexicon: F

F-Field

Class: Barrier

Description: A GN Field generated by Gundam Zelos' Assault Fangs.

Ability: Negate the first 1500 damage in a single attack phase for 5 EN. Can be used to protect against the first attack in one turn for a single ally, but will no longer protect you until next turn.

Faironi

Class: Sidekick

Description: none

Level 4 (1500 PP)

Attributes:

- None

Spirit Commands:

- Confusion [L2]

- Trust [L2]

Skills:

- Data Transmission

Fairy Frame

Class: Unit Type

Description: N/A.

Ability: Unit's base HP/EN and Weapon Damage is increased by a certain % according to the number of evolution points obtained. This ability applies before all items or pilot abilities, but not any installed upgrade chips. You may decide to deploy at a lower evolution point level then you have reached. Evolution points acquired to evolve this unit to it's current form are reduced by half, rounded down, to determine evolution point level for this ability.

  • 1 Point: +10% Rank increases by 1.
  • 2 Points: +20%
  • 3 Points: +30% Rank increases by 1.
  • 4 Points: +40%
  • 5 Points: +50%. Rank increases by 1.

File Load Data Weapon (Flame Talk)

Class: Summon

Description: A Gear Fighter's special ability to load the program of a Data Weapon and summon it to attack its enemies.

Ability: Same effects as Summon, however in order to summon the Data Weapon, you must have unlocked it as per Drive Install (Flame Talk) and the Data Weapon must be in your inventory. You may not summon a Data Weapon that is currently installed. Data Weapons can still be re-summoned or installed with Drive Install (Flame Talk) ability even if they are destroyed.

File Load Data Weapon (Gear Fighter Getter Robo)

Class: Summon

Description: A Gear Fighter's special ability to load the program of a Data Weapon and summon it to attack its enemies.

Ability: Same effects as Summon, however in order to summon the Data Weapon, you must have unlocked it as per Drive Install (Gear Fighter Getter Robo) and the Data Weapon must be in your inventory. You may not summon a Data Weapon that is currently installed. Data Weapons can still be re-summoned or installed with Drive Install (Gear Fighter Getter Robo) ability even if they are destroyed.

Fire Drive

Class: Special, Activated

Ability: Gain Weapon Damage +25% and Dodge Cost -15%. Charge (4) to activate.

Firestone

Class: Sidekick

Level 7 (3150 PP)

Attributes:

- None

Spirit Commands:

-Hot Blood [L3]

-Morale [L3]

-Sure Hit [L1]

-Direct Attack [L1]

Skills:

Volcanic Attitude (Cost: 400 PP)

Class: Sidekick

You may pay 15 SP to give your next attack the Burn status effect.

Flamel

Class: Sidekick

Description: The Flamel is a highly advance semi-sentient combat computer derived from the Druid System that could interface with the pilot's brain, providing fast reflexes and decision at the cost of terminal insanity on continuous use.

This Sidekick can be a Main Pilot

Level 6 (2850 PP)

Attributes:

- None

Spirit Commands:

- Snipe Attack [L2]

- Concentrate [L1]

- Direct Attack [L1]

- Great Effort [L1]

Skills:

- Direct Brain Interface: (Cost: 700 PP)

Class: Sidekick

- Gain Accuracy +15%, Weapon Damage +30%, and Dodge Cost -10%. Charge (4) to activate.

- Assisted Piloting

- Assisted Tracking

Flare Shield

Class: Shield

Description: This shield has a "phoenix head" on the tip of the shield, that can spew out fire, and can generate fire to provide further damage negation and protection to the unit.

Ability: Same effects as Shield, but you may also pay 5 EN to negate the first 800 damage when used (calculated after shielding).

Fluid Reactive Armor

Class: Armor

Description: N/A

Ability: Starts battle Activated. While activated, Fluid Reactive Armor negates 1000 damage from all sources in a single attack phase from one target for 5 EN. You may activate or deactivate Fluid Reactive Armor during your Transform phase. The upkeep cost for this ability is waived on units with N-Jammer Canceller.

Fortune Card

Class: Special

Ability: Fortune Card's stats are dependant upon current AP total. These weapons do not stack with each other, use only the one that applies to your current AP total.

Fumble: 400 damage, 3 EN/attack [-10%] 100% AP or below.

Pair: 1200 damage x 2, 10 EN/attack [+0%] 90% AP or below.

Two Pair: 1800 damage x 2, 15 EN/attack [+10%] 80% AP or below.

Tri-Card: 1300 damage x 3, 20 EN/attack [+10%} 70% AP or below.

Straight: 400 damage # 4 & 800 damage, Armor Pierce, 25 EN/attack [+10%] 60% AP or below.

Flush: (S)- 2600 damage, Accuracy Break, 15 EN/attack [+10%] 50% AP or below.

Death House: (S)- 3800 damage, 20 EN/attack [+30%] 40% AP or below.

Four Penalty: (S)- Armor Break & Mobility Break & Accuracy Break & Attack Break 30 EN/attack [+30%] 30% AP or below.

Straight Flush: (AS)- 1800 damage x 3, 30 EN/attack [+10%] 20% AP or below.

Royal Straight Flush: (S)- 6800 damage, Barrier Pierce, Armor Pierce, 30 EN/attack. [+30%] 10% AP or below.

Freedom Crystal Armor

Class: Armor

Description: Armor made out of ultra-durable, beam-deflecting crystal.

Ability: Negates the first 1000 damage from a single attack phase for 5 EN. Negation only applies to (B)-Type, non-[F] attacks. If an attack is completely negated, you may reflect the attack back at its owner. (That attack's modifiers are unchanged as if it was targeting its owner instead.)

Freyr

Class: Sidekick

Description: The AI of SRM-03C "Aesir"

Attributes:

- none

Additional Class Skills:

-Freyr's Will:

Class: Passive (Sub):

Damage Received -5% and Weapon Damage +15%.

Charge (4) to activate.

-Tridimensional Map:

Class: Active

Pay 5 AP to ignore negative terrain modifiers for one turn.

Spirit Commands:

- none

Fushichou Tamashii

Class: Special, Activated

Ability:

Weapon Damage +30%, Damage Received -20%, Double Image (5)

Charge (4) to activate.

Edited by Master Kruz

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The MechDev Lexicon: G

GEAR

Class: System, Active

Ability: Weapon Damage +25%. Gain EN Regen S.

Charge (4) to activate.

Gekido Trigger

Class: System, Active

Ability: Accuracy +10%, Weapon Damage +25%. Gain HP Regen M.

Charge (4) to activate.

Gell-E Bell-E Armor

Class: Armor, Activated

Description: N/A.

Ability: Negates the first 1200 damage from a single attack phase for 10 EN. If an attack deals more damage than Gell-E Bell-E Armor is able to block, Gell-E Bell-E Armor is negated (For example, if Gell-E Bell-E Armor negates 1200 damage, an attack that deals 1201 damage will completely negate it). For every level in the Unit Specialization: Santa Robot pilot skill, damage negated is increased by 100 (up to 1500 at level 3). This armor is unaffected by Armor Pierce.

G.E.M. System

Class: System

Description: Stands for 'General Element Manipulation'. A part of Kaleido Ruby that enhances the elemental control of the pilot, allowing attacks to be charged with elemental powers.

Ability: Req: Spiritual Power. You may choose to gain one of the following abilities:

-Fire: The first hit of your next attack phase gains Burn. EN Cost +50%. EN Cost is 15 instead if the weapon has no cost.

-Wind: Your next attack phase gains Accuracy +30%. EN Cost +20%. EN Cost is 5 instead if the weapon has no cost.

-Ice: The first hit of your next attack phase gains Stun. EN Cost +50%. EN Cost is 15 instead if the weapon has no cost.

Gensou Goroshi

Class: Armor

Description: Also known as Imagine Breaker.

Abilities:

  • Status Canceller
  • Negate the first 800 damage from any attack for 5 EN. This armor is not affected by Armor Pierce.

Geschmedig Panzer Shield

Class: Shield, Activated

Ability: Same effects as Anti-Beam Shield but reduces all Non-(B)-Type damage by 75% from all sources in that attack phase instead or negate an additional 1800 damage from all (B)-Type, [+] sources in that attack phase for 10 EN (calculate after shielding).

Getter Energy Reflector

Class: S Barrier

Ability: Negates up to 3000 damage from all Shift Getter Beam attacks in a single attack phase for 10 EN.

Global Grappler Champion

Class: Special

Description: The Global Grappling Championship Belt represents the best of the best of the Global Grappling Federation. Only the winner of the yearly tournament may wear it. A symbol of great pride and prestige, those who wear it step their game up a notch, performing better then they ever have in the ring. Many mobile citizens believe that the championship belt has some sort of mystic property, that makes the champion stronger, better, and faster. Noone knows for sure, but most grapplers like to believe that it just brings out the best in them.

Ability: Gain the following abilities:

- [F]-type Damage Dealt +25% and Dodge Cost -15%

- All turn-based activation abilities on this unit or it's pilot (such as Zero System, Guard, or Pressure) are reduced by one turn for the first activation only.

- All counter-based abilities on this unit or it's pilot (such as Advanced Maneuvers or Courage Gauge) deploy with one counter.

Only one unit per side may have this ability active at any given time chosen at deploy.

GN Particle Compression

Class: System

Description: The more experience a Veda Mobile Citizen gets, the more they are able to condense the GN Particles around them, increasing the power and number of their attacks.

Passive Ability:

- For every evolution point acquired by this unit, gain Damage Dealt +5%, capping at Damage Dealt +50%. At Damage Dealt +50%, Rank +1.

- For every 3 evolution points acquired by this unit, gain an additional EN Regen 5%, with total EN Regen capping at EN Regen 25%. At EN Regen 25%, Rank +1

Active Ability:

- Pay 10 AP to activate. Gain an additional attack phase. Charge (5). For every 5 evolution points acquired by this unit, reduce charge time by 1, capping at Charge (3).

Gold Armor

Class: Special, Active

Ability: Gain HP Regen M, Barrier L (Barrier), Accuracy +10% and Weapon Damage +25%. Charge (4) to activate. Rank +1 when this ability is unlocked.

Golden Power

Class: Special

Description: When the Holy Spring dries up, strong warriors appear like thunder...and the sun would be buried in darkness.

Ability: Current/Max EN +20, Damage Received -15%, Weapon Damage +30%, Accuracy +20%, Agi -20. Charge (4) to activate. If a unit with Golden Power transforms into another unit with Golden Power, this ability stays activated.

Gold-tan

Class: Sidekick

Level 5 (2250 PP)

Attributes:

- None

Spirit Commands:

- Great Effort [L1]

- Perseverance [L1]

- Hope [L1]

- Provoke [L1]

Skills:

Electronic Warfare Systems: (Cost: 600 PP)

Class: Passive (Sub)

- Gain the effects of Jammer and EWAC.

Analytic Feedback Sensor: (Cost: 300 PP)

Class: Passive (Sub)

- Gain the effects of Analyze.

Golem (Yggdrasil)

Class: Unit Type

Description: N/A.

Ability: Unit's base HP/EN and Weapon Damage is increased by a certain % according to the number of evolution points obtained. This ability applies before all items or pilot abilities, but not any installed upgrade chips. You may decide to deploy at a lower evolution point level then you have reached. Evolution points acquired to evolve this unit to it's current form are reduced by half, rounded down, to determine evolution point level for this ability.

  • 1 Point: +10% Rank increases by 1.
  • 2 Points: +20%
  • 3 Points: +30% Rank increases by 1.
  • 4 Points: +40%
  • 5 Points: +50%. Rank increases by 1.

Greater Spirit Dependency Link

Class: Special

Description: N/A

Ability: Activate 1 of the following sub-ability per turn, starting from turn 2 (until all sub-abilities are unlocked):

Celerity: Dodge Cost -20%

Clarity: Accuracy +40%

Ferocity: Weapon Damage +40%

Tenacity: Damage Received -20%

Greenhouse Mirror

Class: Barrier

Description: Negates all damage from a (B)-type, [+] or [H] source for 10 EN. If this attack did 4000 damage or less, it is instead reflected back at its owner. (That attack's modifiers are unchanged as if they were targeting their owner instead.)

GRX Engine

Class: System

Description: N/A

Ability: When activated gain the following enhancements for the next 4 turns. You may only use this ability once per battle.

Dodge Cost -15%, Accuracy +20%, and Weapon Damage +20%, Attack Phase +2

GRX Twin

Class: System

Description: N/A

Ability: Dodge Cost -10%, Accuracy +10%, and Weapon Damage +15%. Charge (4) to activate.

Guardian Mode

Class: Special

Description: N/A.

Ability: Damage Recieved -10%, Weapon Damage +15%, Accuracy +15%, Dodge Cost -10%. Charge (4) to activate. Each turn, pay 10% of your maximum EN. This ability deactivates if upkeep can't be paid.

G.U.N.D.A.M.

Class: Sidekick

Description: The AI of Tir's Impulse Gundam.

This Sidekick can be a Main Pilot

Level 3 (1100 PP)

Attributes:

- None

Spirit Commands:

- Concentrate [L1]

- Inspire [L1]

- Direct Attack [L1]

- Great Effort [L1]

Skills:

- None

Gundam Location System (x)

Class: Special

Description: -

Ability: Accuracy +20% and negate Stealth and Invisbility versus designated enemies.

Gundam Mode

Class: Special

Description: ITS A GUNDAM *EXPLODES*

Ability: Dodge Cost -20%, Accuracy +30%, Weapon Damage +15%. Charge (4) to activate.

Guard Veil

Type: Barrier

Description: N/A

Ability: Negate the first 2000 damage in a single attack phase for 5 EN. You may pay 5 SP to increase the amount negated by 500 (to a maximum negation of 4000).

Edited by Suguri-SP

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The MechDev Lexicon: H

H.A.L.O System

Class: System

Description: A powerful tool within the Angel Frame, depending on the user's mood, the H.A.L.O. System will boost the suit's performance or even shut it down.

Ability: Gain one of the following effects when the conditions are met.

Normal: Default state. No effects. Pay 5 AP to return to this state during your Transformation Phase.

Confident: Damage Dealt +15%, Accuracy +15%. Automatically enter this state if your last two attack phase successfully hit and damaged the enemy.

Pumped Up: Damage Dealt +15%, Accuracy +15%, Damage Received -10%, Dodge Cost -10%. Automatically enter this state if your last five attack phase successfully hit and damaged the enemy or if the unit is affected by the Charge Spirit Command.

Angry: Damage Dealt +30%, Accuracy -15%. Automatically enter this state if you were hit by two or more attacks.

Frightened: Damage Received +20%, Dodge Cost +20% and deactivate Angel Wings. Automatically enter this state if an allied unit (not including summons) was destroyed or if the unit is affected by the Exhaust or Shiver Spirit Command.

Heraldic Consciousness: Liang

Class: Sidekick

Description: N/A.

Level 4 (1450 PP)

Attributes:

- None

Spirit Commands:

- Confusion [L1]

- Substitute [L1]

- Negative Force [L1]

- Awaken [L1]

Skills:

- None

Heraldic Consciousness: Rei

Class: Sidekick

Description: N/A.

Level 4 (1350 PP)

Attributes:

- None

Spirit Commands:

- Iron Wall [L1]

- Great Effort [l1]

- Hot Blood [L1]

- Perseverance [L2]

Skills:

- None

Heraldic Consciousness: Sho

Class: Sidekick

Description: N/A.

Level 4 (1400 PP)

Attributes:

- None

Spirit Commands:

- Sure Hit [L2]

- Direct Attack [L1]

- Hot Blood [L1]

- Morale [L2]

Skills:

- None

Heart of the Dragon

Class: System

Description: N/A

Ability:

- Dragon Aura (Barrier): Negates up to 1500 damage in a single attack phase for 5 EN. This barrier overrides any other Barrier installed on unit.

- EN Regen S

- Dodge Cost -10%, Accuracy +20%, Weapon Damage +25%, Damage Received -25%

Charge (4) to activate.

Heart of the Goddess

Class: System, Active

Description: N/A.

Ability: Gain the following bonuses:

Dodge Cost -15%, Accuracy +25%, Damage Received -15% and Weapon Damage +30%.

Charge (4) to activate.

Heart of Reality

Class: System, Active

Description: N/A.

Ability: Gain the following bonuses:

Dodge Cost -10%, Accuracy +20%, Damage Received -10% and Weapon Damage +20%.

Charge (4) to activate.

Heaven Armor

Class: Armor

Ability: Damage Recieved -15%. If you are attacked by a non-[+]-type attack, automatically deal 500 damage to the attacker. This damage may only be reduced though unit inherent and pilot passive damage reduction.

Heavy Armor Mode

Class: Transformation

Description: The MBT-XT-23 "Scavenger" Leopard's unique self-repair system allows it to optionally continue "repairing" itself when it is already at full integrity, resulting in a gain in durability at the cost of speed.

Ability: When in this mode, this unit may regenerate HP above and beyond its normal maximum HP, to a maximum of 150% of its normal maximum HP. While this unit's HP is in excess of its normal maximum, calculate its current HP in % and multiply its base Agi by that percentage.

If this unit transforms out of this mode with HP over its maximum, all HP over its maximum is immediately lost. HP over the maximum cannot be replenished in any other way than through inherent regeneration.

Hellfire Armor

Class: S Armor

Ability: If you are attacked by a non-[+]-type attack, you may pay 5 EN to automatically deals 800 damage to the attacker. This damage may only be reduced though unit inherent and pilot passive damage reduction.

HELPER

Class: Sidekick

Description: An intelligent autopilot computer that imitates Go's driving style via previous observation.

Level 3 (1350 PP)

Attributes:

- Evasion L1

Additional Class Skills:

Automaneuver Mode:

Class: Passive (Sub)

During your transform phase you may switch the main pilot to HELPER. May be used again to switch the pilot back.

Spirit Command

- Scan [L1]

- Flash [L1]

- Accelerate [L2]

- Boost [L3]

Skills:

-None

H.I.-PSY System

Class: System

Description: N/A.

Ability: Dodge Cost -10%, Accuracy +20%, Weapon Damage +25%. Charge (4) to activate.

Hi-Dispersion Shield

Class: Barrier

Ability: Negates the first 2200 damage from a single attack phase for 5 EN. May be extended to any number of allies to negate the first 2200 damage from the first attack phase they received for 5 EN per ally. Negation only applies to [+]-type attacks.

High-Output Distortion Field

Class: Barrier, Activated

Description: N/A

Ability: Negate up to 1800 damage from non-(B)-type and (B)-type [F] or [H] sources in a single attack phase for 5 EN. Negate up to 3000 damage from (B)-type [+] sources in a single attack phase.

High Stake Slots

Class: Special

Ability: High Stake Slots's stats are dependant upon current HP total. These weapons do not stack with each other, use only the one that applies to your current HP total.

Triple Cherry: (S)- 200 damage x 6, 7 EN/attack [+0%] 100% HP or below.

Triple Lemon: (S)- 500 damage x 3, 7 EN/attack [+0%] 90% HP or below.

Double Plum: (AS)- 900 damage x 2, 10 EN/attack [+0%] 80% HP or below.

Triple Plum: (AS)- 900 damage x 3, 15 EN/attac [+0%] 70% HP or below.

Double Bell: (S)- 2500 damage, Sound Attack, 15 EN/attack [+0%] 60% HP or below.

Triple Bell: (S)- 3200 damage, Sound Attack, 20 EN/attack [+10%] 50% HP or below.

Double Watermelon: (AS)- 1700 damage x 2, 20 EN/attack [+10%] 40% HP or below.

Triple Watermelon: (AS)- 1300 damage x 3, 25 EN/attack [+10%] 30% HP or below.

Triple Bar: (I:5)- 3000 damage, 20 EN/attack [+10%] 20% HP or below.

Triple Seven: (S)- 7777 damage, Barrier Pierce, Armor Pierce, 30 EN/attack [+10%] 10% HP or below.

HIIRAGI

Class: Sidekick

Description: An immature AI in development by Angel's pilot, Leo Masters. Its learns its basis for combat calculations by observing Angeldown, and can lend assistance as it gathers data. The Zero units also collect and share information through HIIRAGI, which seems to put Angel at the head of this hierarchy.

Level 4 (1700 PP)

Attributes:

- None

Additional Class Skills:

HIIRAGI Network

Class: Passive (Sub)

Ability: When deploying, you may choose to use HIIRAGI in Network mode or Independent mode. If Independent mode is chosen, HIIRAGI acts as a normal sidekick. If Network mode is chosen, the unit's team then chooses one HIIRAGI from one of the participating players on that team. HIIRAGI on all allied units that have chosen to activate HIIRAGI in Network mode has Spirit Commands and SP equal to the chosen HIIRAGI and is shared among all units with HIIRAGI in Network mode. All Passive (Sub) and Sidekick pilot skills on chosen HIIRAGI are active, following all applicable skill limitations. The Pilot Class used in Network Mode gains PP equal to the average PP gain of all allied units using Siegfried System in that battle. Once the choice is made, it cannot be changed for the duration of the match.

Spirit Commands:

- Flash [L1]

- Scan [L1]

- Great Effort [L1]

- Perseverance [L1]

Skills:

Data Link System (Cost: 800 PP)

Class: Passive (Sub)

Ability: Each time this or an allied unit with HIIRAGI is hit, or destroyed with an attack, all allied units with HIIRAGI gains "Dodge Cost -5%" permanently, capping at -20%. Each turn, gain Accuracy +5% and Target's Countercut Cost +1% capping at Accuracy +50% and Target's Countercut Cost +100%.

Holy Aura

Class: System

Description: The Solis Contego is able to project an aura of divine power around itself. Depending on how the power is focused, different effects are bestowed to both the Solis and any allies within the area.

Ability: Gain one of the following effects, Aura (3)

Mobility: Dodge Cost -10%

Clarity: Accuracy +15%

Tenacity: Damage Received -10%

Ferocity: Weapon Damage +15%

Immunity: Status Canceller

If Immunity is chosen, Aura range -1. Aura range +1 for each level of Leadership skill you have. You may choose another effect in your Special Phase, but only 1 effect may be active per turn.

Hunter's Moon

Class: Special

Ability: Gain the following abilities:

- Double Image (4)

- Attacks performed by this unit negates Stealth and evasive secondary defences.

Charge (4) to activate.

Hybrid Sensor Array

Class: System

Description: An expansive sensor array equipped on the Oculos.

Ability: Pay 10 EN to activate. While active, negates all Stealth abilities and disables the ability to Double Image in targets you attack. Accuracy +25%. Pay 5 EN to transfer these bonuses to an ally for a single turn. Each turn, EN -3. Disable this ability when upkeep cannot be paid or you choose to disable it.

Hyper Accel Driver

Class: System

Description: A piece of Elori time manipulation technology.

Passive Abilities:

- Double Image (3)

- Agi -30

- Accuracy +30%

Active Abilities:

- Triple Move: Pay 10 AP to activate. Gain two additional attack phases. Charge (5)

Charge (4) to activate.

Hyper Japo-Get^2 Drive

Class: Special

Ability: You may pay 50% of your maximum EN and 30 AP to gain EN Regen L. This ability may only be used during the Transform Phase, and must be the only non-Spirit Command, Regeneration, or Defense Phase action taken this turn. If your total EN Drops below 50% of its maximum, this ability shuts off, and you lose 20% of your maximum HP. Hyper Japo-Get^2 Drive's EN cost cannot be reduced in any way. Cannot equip/use EN regeneration items. EN cannot be replenished by Resupply (the ability, not the Seishin) or any other similar ability except for this one.

Edited by Suguri-SP

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The MechDev Lexicon: I

Ice Shield

Class: Barrier

Description:

Ability: Negate the first 1500 damage in a single attack phase for 5 EN. If used to negate a non [+]-type attack, the attacker receives the following attack in their defense phase:

[H] Ice Shield Feedback- Stun [+30%]

Imagine Possession

Class: Special, Activated

Description: "Ore, sanjou!" "Omae, boku ni tsuraetemiru?" "Ore no tsuyosa ni, omae ga naita." "Taosu kedo ii? Kotae wa kiitenai!" "Kourin, man wo jishite!"

Ability: Designate a second pilot for each of the forms possessed by this unit during deployment. Automatically switch pilots to the designated pilot when Change to is performed. Each pilot retains their current SP/AP after getting switched out.

Immobility Mine

Description: N/A

Ability: Forfeit your attack phase and 1 Immobility Mine round. The next time you are attacked with an [F]-type weapon, you automatically get a free attack phase that deals the following attack to the unit(s) that attacked you (this attack is considered to be under the effects of the Direct Attack Spirit Command, and may ignore (S)-type target limits):

[+] Immobility Mine (S)- 1500 damage, Mobility Break, Barrier Pierce [+50%]

Immobility Mines effect lasts for 2 turns or until you are attacked. Rounds and damage dealt by Immobility Mines can not be increased in any way other than upgrade chips.

Impentrium/Light Shield Armor

Class: Armor

Description: N/A.

Ability: Gain HP Regen S. Negates the first 600 damage from a single attack phase for 5 EN. This armor is unaffected by Armor Pierce.

"Intena" AI Integration

Class: Sidekick

Description: A highly developed nanomachine colony in the form of a young girl. She is able to take control of Scharfricter and do battle with the combat data she collects as Scharfricter is used.

Ability:

This Sidekick can be a Main Pilot

Level 8 (3850 PP)

Attributes:

- 1 point in an Attribute of the user's choosing, chosen on acquisition of this sidekick.

Additional Class Skills:

Manual Override:

Class: Passive (Sub)

- During your transform phase you may switch the main pilot to this Sidekick. May be used again to switch the pilot back.

Spirit Comands:

- Iron Wall [L3]

- Direct Attack [L1]

- Awaken [L1]

- Perseverance [L3]

- Concentrate [L1]

- Hot Blood [L3]

Skills:

- None

Infinity Atmosphere

Class: System

Description:

Ability: Gain Move: F, Dodge Cost -25%, Accuracy +25%, Weapon Damage +25%. Each turn, pay 10% of your maximum EN. This ability deactivates if upkeep can't be paid. Charge (4) to activate.

Infinity Drive

Class: System, Passive

Ability: Requires Psychic Energy to use. For every Evolution point this unit has acquired gain Dodge Cost -5%, and Weapon Damage +10%. Caps at 5 evolution points. Gain Dodge Cost -3% and Accuracy +5% for each allied unit with Infinity Drive piloted by a pilot with Psychic Energy. Caps at 5 additional units.

Insanity Drive

Class: System

Description: This chair. This chair. This chair. This chair. This chair. This chair. This chair. This chair. This chair. This chair.

Ability: Pay 10 AP and name one unit to activate. Gain Will Canceller. Gain Accuracy +50% and Weapon Damage +100% on all attacks targeting the named unit. You can only attack the named unit while this ability is active, and may not forfeit your attack phase. While this ability is active you are immune to any effects that causes you to forfeit your attack phase. If the target becomes untargettable, or you are otherwise influenced to attack an alternate target, you may use your attack phase normally. You can not Block or Evade while this ability is active. This ability is active until the named unit is destroyed

Edited by Suguri-SP

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The MechDev Lexicon: J

Jack Form

Class: Special

Description: N/A.

Ability: Gain Move: F/G, Current/Max EN +20, Damage Received -10%, Weapon Damage +25%, Accuracy +15%, Agi -20. Charge (4) to activate. Requires 3 Evolution points to unlock. When unlocked, unit rank +1.

Jack in the Box!

Class: Special, Evasive Secondary Defense

Description: A unique evasion ability Jackfruit Joker uses to avoid enemy attack.

Ability: Dodge a single attack phase. The attacker who's attack is dodged using this ability suffers the following:

[H] Wrong Box!- 3000 damage [+40%]

Charge (5)

Jade - Will

Class: Other, Passive

Description: Something

Ability: Gain Weapon Damage +10% and Accuracy +10% for each additional allied unit with Jade - Will. These bonuses cap at Weapon Damage +30% and Accuracy +30%.

Japo-Get Drive

Class: Special

Ability: You may pay 25% of your maximum EN to immediately regenerate 100% of your maximum EN. Alternatively, you may pay 10% of your maximum EN and 50% of your maximum HP to immediately regenerate 100% of your maximum EN. In either case, use of this ability also costs 40 AP. This ability may only be used during the Transform Phase, and must be the only non-Spirit Command, Regeneration, or Defense Phase action taken this turn. Japo-Get Drive's EN cost cannot be reduced in any way. Cannot equip/use EN regeneration items. EN cannot be replenished by Resupply (the ability, not the Spirit Command) or any other similar ability except for this one.

Joker Armor

Class: Armor

Description: The special armor of Jackfruit Joker.

Ability: At deployment, you may choose only one of the aspects of the armor, then disable the other two:

  • Cards: Damage Received -40%. Disable Queen's Charm, Card Blade, and King's Court.
  • Dice: Dodge Cost -20%. Disable Dice Roll.
  • Coin Toss: Increase strength of Muugen Field by +300. Disable Coin Toss.

Jouryuu no Oujou Synchro

Class: System

Ability: Activate 1 of the following sub-ability per turn, starting from turn 2:

- Dodge Cost -20%

- Damage Received -20%

- Weapon Damage +40%

- Accuracy +40%

Junction Connect

Class: System, Active

Abilities:

  • Dormant Mode: When activated, gain Damage Dealt +10% and Accuracy +10%. You may activate this ability at any time.
  • Active Mode: After Dormant Mode has been active for 3 turns gain an additional Dodge Cost -10%, Accuracy +10%, Weapon Damage +20% and Berserker (1/3)
  • Overdrive Mode: After Active Mode has been active for 3 turns, gain an additional Dodge Cost -10%, Accuracy +20% and Weapon Damage +20% and HP/EN Regen 5%. Gain Berserker (1/2) instead. You may pay 30 SP to disable this system.

Justice Burst

Class: Special

Description: Also known as the Survival Function, a special limiter within Alranzer's Brave Medal interface. Upon being unlocked this ability allows Alranzer to fully utilize Ran's physical abilities and potential to their maximum capacity. Whenever the Survival Function is activated, Ran shouts and calls it his 'Justice Burst' mode, much to Alranzer's chagrin.

Ability: Gain the following bonuses:

Damage Received -5% and Weapon Damage +15%

Charge (4) to activate.

Juuou no Chikara

Class: Special

Ability: Pay 10 AP to activate one of the sub-abilities below for one turn. May only activate the same sub-ability once per turn:

Bear: Weapon Damage +30%

Owl: Accuracy +30%

Wolf: Dodge Cost -15%

Edited by Suguri-SP

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The MechDev Lexicon: K

Karmic Balance

Class: Special, Passive

Description: N/A

Ability: This ability affects every unit in battle as long as one unit possesses this ability. Gain Damage Received -10%, Weapon Damage +10%, Dodge Cost -5%, and Accuracy +10% for each additional unit the opposing side has when compared to your numbers. These bonuses cap at Damage Received -50%, Weapon Damage +100%, Dodge Cost -50%, and Accuracy +100%.

Karmic Reflection

Class: Barrier

Ability: Same effects as Aura Barrier, but you may pay an additional 10 EN to reflect all attacks negated by this barrier in a single attack phase back at their owner. (Those attacks' modifiers are unchanged, as if they were targeting their owner instead.)

Karobus (Kaine)

Class: Sidekick

Description: N/A

Level 5 (2250 PP)

Attributes:

- 1 point in an Attribute of the user's choosing, chosen on acquisition of this sidekick.

Spirit Commands:

- Concentrate [L1]

- Great Effort [L1]

- Snipe Attack [L2]

- Hot Blood [L2]

Skills:

- Assisted Targeting

Karuikane

Class: Sidekick

Description: N/A

Level 4 (1700 PP)

Attributes:

- None

Spirit Commands:

- Concentrate [L1]

- Shackles [L1]

- Direct Attack [L1]

- Hot Blood [L2]

Skills:

Leadership Lv. 1

Data Transmission: (Cost: 400 PP)

Class: Passive (Sub)

- Any allied units affected by Leadership from this unit also gain Accuracy +20%.

King Form

Class: Active

Ability: Weapon Damage +25%, Damage Received -10%, Dodge Cost -10%, Accuracy +15%. Charge (4) to activate.

Kotora

Class: Sidekick

Level 5 (1900 PP)

Attributes:

- 1 point in an Attribute of the user's choosing, chosen on acquisition of this sidekick.

Spirit Commands:

- Scan [L1]

- Belief [L1]

- Sure Hit [L1]

- Great Effort [L1]

Skills:

- Assisted Piloting

- Assisted Tracking

-

-

-

-

Kouji

Class: Sidekick

Description: The AI program on Tristain Ashfeld's Falsion Z and Maximum Falsion.

Level 5 (2000 PP)

Attributes:

- None

Spirit Commands:

- Sure Hit [L2]

- Morale [L1]

- Iron Wall [L3]

- Hot Blood [L2]

Skills:

- None

Kuro

Class: Sidekick

Level 4 (1600 PP)

Attributes:

- None

Spirit Commands:

- Direct Attack [L1]

- Rage [L1]

- Sure Hit [L2]

- Hot Blood [L1]

Skills:

- Assisted Targeting

Edited by Suguri-SP

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The MechDev Lexicon: L

Laplace Demon System

Class: System, Active

Description: A system used by Psybuster to predict the future with almost 100% accuracy.

Ability: Charge (4) to activate. Gain the following bonuses:

Passive Abilities:

- Dodge Cost -15%, Accuracy +30%, Damage Received -15% and Weapon Damage +30%.

Active Abilities:

- Prediction: Ignore all Evasive Secondary Defenses in units you attack and gain an additional Weapon Damage +10% versus units that use a Evasive Secondary Defense. Charge (3)

Large Scale Anti-Energy Field

Class: Barrier

Description: N/A

Ability: Pay 15 EN. Damage from all (B)-Type, [+] weapons targeting and used by this unit are reduced by 2000 for a single turn. Reduction to your own weapons is considered a terrain effect. Pay 15 EN to extend this effect to each additional ally.

LayCenter System

Class: System

Description:

Ability: Gain Weapon Damage +20%, Dodge Cost -5% and Accuracy +30%. Charge (4) to activate.

LCPU H-01

Class: Sidekick

Level 2 (700 PP)

Attributes:

- None

Spirit Commands:

- None

Skills:

- Psychic Energy: (Cost: 300 PP)

Class: Passive (Sub)

- Able to execute weapons/abilities requiring Psychic Energy.

- Assisted Piloting

Lead From the Front

Class: Special

Ability: Damage Recieved -10%, Weapon Damage +10%. Aura (4)

Leaf Shield

Class: Barrier, Activated

Description: You cannot defeat Woodman.

Ability: Negate up to 4000 damage from a single attack phase for 5 EN. Can only be use when Blocking.

Learning Computer System

Class: System

Description: A special system installed on all the Spica Drones, the Learning Computer System allows the drones to learn from combat and improve its maneuvers over time.

Ability: For every evolution point this unit has acquired gain Dodge Cost -3%, Accuracy +5%, and Weapon Damage +5%. Caps at 5 evolution points.

Lexartisan (Ageha)

Class: Sidekick

Description: N/A.

Level 3 (1250 PP)

Additional Class Skills:

Self-Preservation Manager

Class: Sidekick

Every time Phase In is used, SP -10. Disable this ability after this unit has acquired 5 evolution points.

Attributes:

- None

Spirit Commands:

- Hot Blood [L2]

- Accelerate [L1]

- Direct Attack [L1]

- Sure Hit [L2]

Skills:

- None

Leya

Class: Sidekick

Description: Leya is the Suffix of White Nebel.

Level 4 (1600 PP)

Attributes:

- None

Spirit Commands:

- Hot Blood [L2]

- Great Effort [L1]

- Hope [L1]

- Direct Attack [L1]

Skills:

- None

Liathella

Class: Sidekick

Description: none

Level 3 (1300 PP)

Attributes:

- None

Spirit Commands:

- Concentrate [L2]

- Vanishing Body [L1]

Skills:

- Assisted Piloting

Life Bind

Class: Special

Ability: Dodge Cost -15%, Accuracy +15%, Weapon Damage +25%, Damage Received -25%. Each turn, SP -2.

Charge (4) to activate. This ability may be deactivated or reactivated during any Transformation phase. Automatically deactivate this ability if upkeep cannot be paid.

Limit Break

Class: Special

Description: A special ability of the Espers, activated when their Summoner needs them the most. The spiritual bond shared becomes a well of power, greatly increasing the Esper's power for a short time. This also unlocks their full latent potential, awakening abilities even they sometimes don't know they have.

Ability: Pay 10 AP. Gain the following effects for the next 2 turns.

- Weapon Damage +30%

- Accuracy +15%

- Damage Received -15%

- Dodge Cost -10%

Loki

Class: Sidekick

Description: The AI of the SRM-04 Berserker. A highly intelligent AI that controls the tactical response and the radar locking of the Berserker. Personality-wise, is as just sly as the real Loki from Norse legends, often playing practical pranks and mocking the pilot of the unit. Nevertheless, when the time comes, it can act as a wise counselor of the pilot, giving to him advices for what path he should take.

Level 4 (1650 PP)

Attributes:

- none

Additional Class Skills:

ODIN System:

Class: Passive (Sub):

When this ability is activated, automatically switch the main pilot to this AI. Unit gains Weapon Damage +50% , Dodge Cost -10% , Accuracy -10%, Damage Received +15%, and Berserker (1/3).

Automatically activates on turn 4. May pay 5 AP when it would normally activate to delay its activation for one turn.

Spirit Commands:

- Concentrate [L1]

- Great Effort [L1]

- Perseverance [L1]

- Rage [L1]

Lovely Aggressive Mutron Power System

Class: System

Description: The result of various mecha systems being combined into one with the creation of SHIN BOROT KAISER DELUXE HANDSOME PERFECT ALPHA. Nobody is really sure what it does.

Ability:

Passive Abilities

- Weapon Damage +10%

- Damage Received -5%

- Dodge Cost -5%

- Accuracy +5%

Active Abilities

- Shin Borot Outburst: Pay 15 AP to gain an additional attack phase. Charge (4)

- Borot Super Deluxe Barrier Field: Negate the first 4000 damage targeting you for 5 EN. Can only be used in the turn following the use of Shin Borot Outburst.

Charge (4) to activate.

Luna

Class: Sidekick

Description: The spirit that protects Mondblatt and guides Hikaru.

Level 5 (2200 PP)

Attributes:

- None

Spirit Commands:

- Great Effort [L2]

- Hope [L1]

- Perseverance [L1]

- Awaken [L1]

Skills:

- None

Edited by Master Kruz

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The MechDev Lexicon: M

M³ System

Class: System

Description: Stands for eMotional Mental iMaging System, the M³ System is a direct pilot to machine interface that uses the pilot's emotional state to help determine mechanical movement. This way, when a pilot gets a "knee-jerk" reaction, the machine will act accordingly. Originally a system planned to be used for prosthetics.

Ability: Pay 20 EN to gain one of the following abilities for one turn.

-Overcharge: All (B) weapons gain Damage Dealt +30% and Accuracy +30%

-Accelerator: Gain Dodge Cost -20% and Accuracy +30%

M⁴ System

Class: System

Description: The M³ System after being introduced and enhanced by Malzarian Conceptual Reactor technology.

Ability: Choose one effect from each sub-ability of the system. The Spirit Lock status effect disables this system for the duration of the status.

Hyper Attack:

  • Determination: Pay 10 EN to gain Damage Dealt +30% and Accuracy +30% this turn.
  • Ferocity: Pay 10 EN to gain Damage Dealt +40% and Accuracy +20% this turn.
  • Precision: Pay 10 EN to gain Damage Dealt +20% and Accuracy +40% this turn.
  • Rage: Pay 10 EN to add the Burn status effect to your next attack phase. If a weapon already has the Burn status effect, gain Damage Dealt +30% and Accuracy +30% instead.

P.R. Effect:

  • Determined: Recover 5 EN for every attack phase you completely avoid by using Evade, or any Evasive Secondary Defense.
  • Resolute: Absorb 1% of all damage negated by this unit's barrier as EN.
  • Immutable: Recover 15 EN every time you use a Critical [F]-type attack that hits the enemy.

Enhancement:

  • Accelerator: During your defense or special phase, you may pay 20 EN to gain Dodge Cost -25% and Accuracy +40% this turn. Disable EN Regen for one turn after using this effect.
  • Invulnerability: Barrier Negation +300. You may pay the cost of any (Barrier) abilities on this unit twice to prevent it from being affected by Barrier Pierce and Barrier Break.

Tension:

  • Heat: Every time you use Hyper Attack, P.R. Effect and/or Enhancement, gain Damage Received +5%, capping at Damage Received +50%. If you do not use any of the effects of this ability, gain Damage Received -5%, capping at Damage Received -0%.
  • Slow: Every time you use Hyper Attack, P.R. Effect and/or Enhancement, gain Dodge Cost +5%, capping at Dodge Cost +50%. If you do not use any of the effects of this ability, gain Dodge Cost -5%, capping at Dodge Cost -0%.

Machinite Control System

Class: System

Description:

Passive Abilities:

You are immune to abilities and effects that negate your attack phase, but may not cast or emulate the Mercy seishin.

Active Abilities:

Pay 10 AP to activate. Dodge Cost -20%, Accuracy +15%, Weapon Damage +100%, Damage Received +50%. You may not block, evade, or use any other ability (including docking in a mothership) which causes you to forfeit your attack phase. This effect is disabled when you pay 10 AP.

Magi Barrier

Class: Barrier

Description: N/A

Ability: Negates the first 1200 damage from a single attack phase for 5 EN. Absorb 5% of negated [+] (B)-type damage as EN. Each level of Spiritual Power adds +100 effectiveness to the barrier.

Magic Shield

Class: Barrier, Activated

Description: A Magical Barrier

Ability: Negates the first 1000 damage from a single attack phase for 5 EN. For every level in the Spiritual Power pilot skill, damage negated is increased by 500 (up to 2500 at level 3). Req: Spiritual Power

Magicshield

Class: Barrier

Description: A powerful barrier that completely negates all kinds of long ranged magical assaults, and is able to reflect spells back at its user.

Ability: Negates all damage from all Spiritual Power-type, [+] sources in a single attack phase for 10 EN. You may pay an additional 10 EN to reflect a single Spiritual Power-type [+] attack doing a total of 8000 damage or less back at its owner. You may pay this cost multiple times per defense phase (but only once per attack), and this ability does not work on MAP weapons. (That attacks' modifiers are unchanged as if the they were targeting their owner/s instead)

Magic Circuit

Class: System, Active

Description: N/A.

Ability:

-Gain Dodge Cost -10%, Accuracy +25% and Weapon Damage +25%

- Magic Barrier (Barrier): Negates up to 1500 damage in a single attack phase for 5 EN. This barrier overrides any other Barrier installed on unit.

- Move: F/G instead

Charge (4) to activate.

Magical Unison

Class: Special

Ability: At deployment, choose one of the following sub-abilities.

- Z-Canceller: Begins battle deactivated. Costs 5 SP to activate or deactivate during the transform phase. Disable Muugen Rays on all attacks.

- Repair

- Resupply

- Infight: [F] Weapon Damage +20%

- Gunfight: [+] Weapon Damage +20%.

Magnate Velocity

Class: System

Description:

Ability: You start the match with 0 Stress counters. Each turn whenever Magnate Velocity is not activated, decrease any Stress counters you have by 1. You may pay 10 AP to activate this ability. When activated, choose one of the following effects:

Stress +5: Dodge Cost -20%, Accuracy +20%, Double Image (4), Barrier M, Additional Attack Phase +1. Lasts 3 turns.

Stress +10: Dodge Cost -25%, Accuracy +25%, Double Image (4) Barrier M, Additional Attack Phase +2. Lasts 2 turns.

Stress +20: Dodge Cost -30%, Accuracy +35%, Double Image (3) Barrier M, Additional Attack Phase +3. Lasts 1 turn.

This ability is considered active until the effects expire. Whenever you have 19 or more Stress counters and the system is not activated, you automatically forfeit all attack phases. This system also cannot be activated if you have 19 or more Stress counters. Whenever you make an (X) attack during Magnate Velocity's time of effect, minus one extra turn given by the ability, or if on the last turn of effect, Magnate Velocity automatically deactivates.

Magro

Class: Sidekick

Description: A robot designed to manage the energy output of Combattler.

Level 4 (1650 PP)

Attributes:

- None

Spirit Commands:

- Inspire [L1]

- Exhaust [L1]

- Great Effort [L1]

- Perseverance [L1]

Skills:

- None

Majestic Aegis

Class: Shield

Description: N/A.

Ability: Same effects as Shield, but you may also pay 5 EN to negate the first 1500 damage when used (calculated after shielding). If used against Spiritual Power attacks, negate the first 1000 damage (calculated after shielding) for no cost.

Mana Unlock

Class: System

Description: N/A

Ability:

Weapon Damage +15%, Dodge Cost -10%. Charge (4) to activate.

Mantle of Faith

Class: Special, Passive, Primary Defense

Description: Nobody expected the Spanish Inquisition.

Ability: Negates the first 1000 damage from a single attack phase. Gain Paralysis Canceller and Acid Canceller. If damage exceeds the damage that this ability can negate, then automatically disable this ability for the remainder of the battle (after negating damage). This ability can only be restored through Resupply, a Reloader or a Super Repair Kit.

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, Accuracy +25 and Damage Received +15%.

Mastema Laplace

Class: Sidekick

Description:

Level 4 (1900 PP)

Attributes:

- None

Spirit Commands:

- Intuition [L1]

- Direct Attack [L1]

- Resist [L1]

- Great Effort [L2]

Skills:

- None

Mephistopheles

Class: Sidekick

Description: Lord of the Eighth Hell.

This Sidekick can be a Main Pilot

Level 6 (2650 PP)

Attributes:

- 1 point in an Attribute of the user's choosing, chosen on acquisition of this sidekick.

Additional Class Skills:

Autopilot:

Class: Passive (Sub)

- During the first 5 turns in battle, you may choose to pay 20 AP to activate this ability. This ability cannot be activated after the 5th turn in battle. Switch main pilot to Mephistopheles for the rest of the battle. This ability automatically activates if you are reduced to 20% HP or below.

Spirit Commands:

- Concentrate [L1]

- Sure Hit [L2]

- Resist [L1]

- Hot Blood [L2]

- Awaken [L1]

- Rage [L1]

Skills:

- None

Mercurial-2

Class: Sidekick

Description: The AI of the Scrapbuster Aestivalis.

Level 4 (1750 PP)

Attributes:

- None

Spirit Commands:

- Concentrate [L1]

- Direct Attack [L1]

- Great Effort [L1]

- Intuition [L1]

Skills:

- Assisted Piloting

MHPWGRC Field

Class: S Barrier

Description: N/A.

Ability: While active gain EN Degen +1% each turn (caps at 5%) and gain the following effects:

- Negate up to 1000 [+] (B) damage each attack phase. +100 damage negated from this effect for every turn MHPWGRC Field is active. (caps after 10 turns).

- After MHPWGRC Field has been active for 3 consecutive turns gain the effects of Jammer.

- Gain the effects of Double Image (5) after 5 consecutive turns of activation. After 10 consecutive turns of activate, gain the effects of Double Image (4). If this ability was used to negate an [F]-type attack, gain an additional attack phase. This attack phase may only be used for the Field Backlash attack.

Miasma

Class: Status Attack

Ability: All unit's targeted by an attack with this status effect are affected by the Virus status attack. All units that have the unit type Aether Machine are affected instead by Mobility Break, Armor Break, Attack Break, Accuracy Break, and Barrier Break. Any Miasma Machine unit type are not affected by these status attacks.

Miku Hachune

Class: Sidekick

This sidekick can be a Main Pilot.

Description: I've got it! Ero is hero without the H!

Level 10 (4600 PP)

Attributes:

- None

Additional Class Skills:

- Automaneuver Mode:

Class: Sidekick

During your Transformation Phase you may switch the main pilot to Miku Hachune. May be used again to switch the pilot back.

Spirit Commands:

- Great Effort [L2]

- Passion [L2]

- Lucky [L2]

- Trust [L3]

- Prayer [L2]

- Encourage [L1]

Skills:

Songstress Assistance (Cost: 500 PP)

Class: Sidekick

[M]-type Weapon Damage +20%. [M]-type Weapon's Song EN Cost -10%.

Miracle Melody

Class: Special

Ability: Every time this unit targets an allied Puppet Vocaloid unit with an [M]-type attack, gain 1 Miracle Counter, capping at 5 counters. For every Miracle Counter this unit has, gain Damage Dealt +5% and Accuracy +5%. For every 2 Miracle Counters this unit has, gain Dodge Cost -5% and Damage Received -5%.

Mind's Eye System

Class: System

Description: ~

Ability:

All allies gain Damage Dealt +15%, Accuracy +15%, Dodge Cost -10% and Damage Received -10% while all enemies gain Damage Dealt -15%,Accuracy -15%, Dodge Cost +10% and Damage Received +10%. Charge (4) to activate.

Mind Sensor

Class: System

Description: By inputting the enemy's data into the this system, the G-Diver is able to predict the movement of the enemy.

Ability: May be activated during deployment or during your Special Phase. Pay 10 AP and name one unit to activate. Gain Accuracy +20% and Weapon Damage +30% on all attacks targeting the named unit. Also gain Dodge Cost -10% and Damage Received -15% against all attacks by the named unit that target you. Each turn, SP -5. This ability is active until you choose to deactivate it or its upkeep cannot be paid.

Minerva

Class: Sidekick, Passive

Description:

Level 4 (1550 PP)

Attributes:

- 1 point in an Attribute of the user's choosing, chosen on acquisition of this sidekick.

Spirit Command:

- Scan [L1]

- Concentrate [L1]

- Direct Attack [L1]

- Great Effort [L2]

Skills:

- None

Mirror Field

Class: S Barrier

Description: N/A.

Ability: You may Reflect up to 6000 damage worth of [+]-type attacks in a single attack phase back at its owner for 15 EN. (That attacks' modifiers are unchanged as if the they were targetting their owner/s instead)

Mirror Image

Class: Evasive Secondary Defense, Activated

Description:

Ability: Gain the following abilities

- Double Image (5)

- Allied Mirror Image: When you use Double Image, one target ally may also gain the effects of Double Image against one incoming attack phase. Ally must be declared when Double Image is performed.

Mirror of Hope

Class: Barrier, Activated

Description:

Ability: Negates the first 2000 damage from a single attack phase for 5 EN. May be extended to any number of allies to negate the first 2000 damage from the first attack phase they received for 5 EN per ally. Should this be used against a [+] type attack, you may reflect up to 4000 damage (that attacks' modifiers are unchanged as if the they were targeting their owner instead). Reflection does not apply to allies protected under this barrier.

Mirror of Journeys

Class: Special

Ability: Gain the following abilities:

- Analyze

- EWAC

- Attacks performed by this unit negates Stealth and evasive secondary defences.

Charge (4) to activate.

Mix Overdrive

Class: Special

Ability: Pay 10 AP to give one weapon one of the sub-abilities below for one turn. May only activate the same sub-ability once per turn:

  • Armor Break
  • Attack Break
  • Mobility Break

Mode U.D.F.

Class: System

Description: ~

Ability: Charge (4) Upon activating gain EN Regen M. For every turn after activation gain the following abilities:

  • Weapon Damage +5%
  • Accuracy +5%
  • Dodge Cost -5%
  • Damage Received -5%

Stat gains acquired this way stack after each turn has passed. On the tenth turn after activation, this unit is considered destroyed by the person who last attacked it. Disable this ability if EN reaches 0.

Molten Armor

Class: Armor

Description: The ever-burning armor of Surtr, charring anyone who makes contact with it.

Ability: If you are attacked by a non-[+]-type attack, automatically deal 1000 damage to the attacker. This damage may only be reduced though unit inherent and pilot passive damage reduction.

Mother Flash System

Class: System

Ability: At the beginning of battle, choose a unit with the type G-Bit. This unit gains Summon: G-Bit x5 for the chosen unit.

In addition, you may pay 5 AP to take control of all of one enemy unit's currently summoned G-Bits. They act as your summons for the remainder of the battle, except that they do not count against your summon limit and you may not resummon them. The enemy unit affected by this ability may resummon a new set of G-Bits during his turn, as normal.

MOTHER System

Class: System, Sidekick

Description: ~

Passive Ability:

When deploying, this unit's team chooses one Subclass with the Newtype defining skill from one of the participating players on that team. This Subclass cannot have been deployed in this match. MOTHER System on all allied units has Spirit Commands and SP equal to the chosen Subclass, and is shared among all units with MOTHER System. All Passive (Sub) pilot skills on chosen Subclass are active, following all applicable skill limitations. The Pilot Class used in MOTHER System gains PP equal to the average PP gain of all allied units using MOTHER System in that battle.

Active Abilities:

- Turn Code: Dodge Cost -25% and Accuracy +25%. Req: Psychic Energy & Gundam Mode Charge (4) to activate.

Multi-Cross Drive

Class: System

Description: The main drive system of the Aesir Machines. Originally conceived as a mass-production Dimensional Coupler System, streamlined to focus more on dimensional exploration rather than combat.

Ability: A unit with this system gains the following:

- HP Regen S

- EN Regen S

- Vital Jump (5)

Charge (4) to activate.

Muugen Rays (x)

Class: Special

Ability: If an attack with this ability would normally deal damage to a unit, it deals x SP damage to the pilot instead. The attack still uses its normal damage value for the purposes of damage reduction and negation.

Muugen Trap Crest

Class: Copy

Ability: When you defeat an opponent of the Daimuugen type in a SC, PA, or VS battle, your base HP and EN increase by 10%, and you gain Weapon Damage +10%. You may only add HP/EN from 5 defeated enemies in this manner. Once you have defeated 3 enemies this way, Rank increases by 1. When you have defeated 5 enemies this way, it increases by an additional 1.

Edited by Suguri-SP

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The MechDev Lexicon: N

Nano-Grid Cel Armor Class C

Class: Armor

Description: N/A

Passive Ability: HP Regen 10%

Active Ability: Nano-Grid Cel Armor Class C negates damage from a single attack phase for 5 EN. The amount of damage negated from a specific attack starts at 0, and increases by 200 each time you are hit by that attack, with a maximum negation of 1200 per attack phase.

Neophilia

Class: System, Summon

Description:

Ability: Gain Summon: (copied unit).

When you defeat an opponent of the listed type in a SC, PA, or VS battle, you may decide to add the defeated opponent to your summon list. You may only have up to 1 summon this way, but you may overwrite a summon. Copied summons retain all their abilities as per normal summon rules (All abilities on the unit that would recover Ammo, EN or HP for another unit, including Repair, Resupply and certain attacks, are disabled.) but not abilities granted or boosted by chips (use Hangar default stats). You are not required to deal the final blow to the enemy in order to copy a weapon, just to still be alive and not allied to that unit. You cannot copy units whose hangar stats are more than 4 ranks higher than your own. If a unit summoned by Neophilia is destroyed it cannot be resummoned.

Nero

Class: Sidekick

Description: N/A

Level 3 (1400 PP)

Attributes:

- None

Spirit Commands:

- Direct Attack [L1]

- Morale [L1]

- Sure Hit [L2]

- Awaken [L1]

Skills:

- None

Neural Uplink System

Class: System

Description: A system that allows one person to mentally interface with a battleship, performing the job of an entire crew on one's own.

Ability: Choose two of the following abilities during deployment and disable all others:

- EWAC

- Jammer

- Advanced Evasion: Dodge Cost -10%. This is not halved in Mothership type units.

- E-Save: Reduces costs of EN-based weapons and abilities by 20%.

- Sensor Enhancement: Accuracy +20% and Damage Dealt +20% for [+]-type weapons.

- Enhanced Spatial Jump: Decrease the charge time for Spatial Jump System by 2 turns.

Neuro-Path Uplink System

Class: System

Ability: Dodge Cost -15%, Accuracy +15%, Weapon Damage +25%, Damage Received -25%. Each turn, SP -2.

Charge (4) to activate. This ability may be deactivated or reactivated during any Transformation phase.

Nikolai

Class: Sidekick

Description: N/A.

Level 3 (1050 PP)

Attributes:

- None

Spirit Commands:

- Sure Hit [L1]

- Concentrate [L1]

- Scan [L1]

- Direct Attack [L1]

Skills:

- Enhanced Accuracy

Nocturne

Class: Barrier

Description: N/A.

Ability: Negates the first 3000 damage in a single attack phase for 10 EN. If a non-[F] attack is completely negated by this barrier, you may choose either to pay an additional 10 EN to reflect it back at the enemy or to absorb 1% of the damage as EN.

Node

Class: Sidekick

Description: An android designed to regulate the systems of the battleship Dragomashin Mk-III.

This Sidekick can be a Main Pilot

Level 9 (4400 PP)

Attributes:

- 1 point in an Attribute of the user's choosing, chosen on acquisition of this sidekick.

Additional Class Skills:

Node Automatic Defense System

Class: Passive (Sub)

- During the first 5 turns in battle, you may choose to pay 20 AP to activate this ability. This ability cannot be activated after the 5th turn in battle. Switch main pilot to Node for the rest of the battle.

Sensor Management:

Class: Passive (Sub)

- Gain the effects of EWAC, Jammer, and Gain Accuracy +10%. This ability is disabled if Node is the main pilot.

Spirit Commands:

- Accelerate [L1]

- Direct Attack [L1]

- Trust [L1]

- Inspire [L1]

- Great Effort [L2]

- Confusion [L2]

Skills:

- E-Save: This ability is considered Passive (Sub). (Cost: 1500 PP)

- Enhanced Spatial Jump: Decrease the charge time for Spatial Jump System by 1 turn. (Cost: 400 PP; 150 PP to decrease Spatial Jump System's charge time by an additional 1 turn. Caps at Spatial Jump (4).)

Nova Shield

Class: Shield, Activated

Description: N/A.

Ability: Same effect as Shield, but you may also pay 5 EN to negate the first 1500 damage when used (calculate after shielding). May be extended to an ally for 1 shield usage and 5 EN, but you may not defend yourself with Nova Shield again until next turn.

N.S. Unit

Class: Sidekick

This Sidekick can be a Main Pilot

Level 7 (3000 PP)

Attributes:

- 1 point in an Attribute of the user's choosing, chosen on acquisition of this sidekick.

Additional Class Skills:

Uncontrollable Rage:

Class: Passive (Sub)

When EXAM System is activated, you must switch the main pilot to N.S Unit. Gain Berserker (1/3) during the duration of the EXAM System. Switch the pilot back to its original pilot when the EXAM System is deactivated.

Spirit Commands:

- Resist [L1]

- Sure Hit [L2]

- Perseverance [L1]

- Hot Blood [L2]

- Iron Wall [L3]

- Rage [L1]

Skills:

Edited by Suguri-SP

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The MechDev Lexicon: O

Odin

Class: Sidekick

Description: The AI of the SRM-01C "Reginleif"

Level 1 (0 PP)

Attributes:

- none

Additional Class Skills:

-ODIN System Mk.II:

Class: Passive (Sub):

Unit gains +15% Weapon Damage, -10% Dodge Cost, and +10% TDC.

Charge (4) to activate.

-Tridimensional Map:

Class: Active

Pay 5 AP to ignore negative terrain modifiers for one turn.

Spirit Commands:

- none

Okami

Class: Sidekick

Level 5 (1900 PP)

Attributes:

- 1 point in an Attribute of the user's choosing, chosen on acquisition of this sidekick.

Spirit Commands:

- Scan [L1]

- Belief [L1]

- Sure Hit [L1]

- Great Effort [L1]

Skills:

- Assisted Piloting

- Assisted Tracking

-

-

-

-

Option Select

Class: Special, Activated

Description: ~

Ability: At the start of the battle, you may select an option weapon to deploy into battle. Depending on the option weapon, gain the following abilities:

  • Ayanami Option Weapon: EN +20, Accuracy +20%
  • Shikinami Option Weapons: HP +1500, Damage Received -20%, Agi: +30
  • Miyuki Option Weapons: HP + 500, Agi +10, Stealth
  • Inazuma Option Weapons: Agi: -20, Damage Received +25%, Double Image (5)

During a battle, forfeit all attack phases this turn. You may discard the current option weapon for the rest of the battle and change to another option weapon. You may only change to the particular option weapon once per battle. Maximum of 4 uses. Gain the newer abilities from your chosen option weapon, and discard the old one.

Otenko

Class: Sidekick

Description: TAIYOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOU

Level 4 (1600 PP)

Attributes:

- None

Spirit Commands:

- Great Effort [L1]

- Awaken [L1]

- Hope [L1]

- Perseverance [L1]

Skills:

- None

Otoha

Class: Sidekick

Description: Mostly dead person/Stand/Persona, Professional Troll, Magical Girl, Certified Yuusha Pilot, Otaku Kingdom Employee, Half-boiled Detective.

Level 6 (2500 PP)

Attributes:

- None

Spirit Commands:

- Provoke [L1]

- Shiver [L1]

- Sure Hit [L2]

- Hot Blood [L2]

- Confusion [L2]

- Negative Force [L1]

Skills:

- None

Oujou Synchro

Class: System

Ability: Activate 1 of the following sub-ability per turn, starting from turn 2:

- Dodge Cost -10%

- Damage Received -10%

- Weapon Damage +20%

- Accuracy +20%

Overdrive

Class: Special, Active

Description:

Ability: Gain Dodge Cost -25%, Accuracy +50%, and Weapon Damage +75%. Each turn, pay 10% of your maximum HP and 10 SP. This ability deactivates if upkeep can't be paid.

Overdrive Mode

Class: Special

Description: The limiters on Combattler's magnetic energy generators are released, increasing the robot's power, but draining its power reserves very quickly.

Ability: Gain Weapon Damage +30%, Dodge Cost -20%, Damage Recieved -20%, and EN Degen 5%

Charge (4) to activate.

Overtime System

Class: System

Description: An experimental piece of technology installed upon the Giga Worker Shoverion, bestowing incredible working ability for a short time.

Ability: Gain Dodge Cost -20%, Accuracy +20%, Weapon Damage +25% and one additional Attack Phase for the next four turns. May only be used once per battle.

Overtime System Graveyard Shift

Class: System

Description: The unlocked limiter mode of Shoverion's Overtime System, allowing even greater ability for a nigh-unlimited amount of time.

Ability: Gain Dodge Cost -15%, Accuracy +10%, Weapon Damage +15%, Double Image (5) and one additional Attack Phase on top of the effects of Overtime System. When this ability is active, the effects of Overtime System do not diminish, but you must pay 15% of your EN each turn. If you cannot pay this upkeep, the effects of both Overtime System and Overtime System Graveyard Shift are removed. Activation cost depends on how soon you want to pay after Overtime System has been activated. Charge (4) to activate.

Edited by Suguri-SP

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The MechDev Lexicon: P

P.A. Canceller

Class: Barrier

Description: Stands for Physical Assault Canceller.

Ability: Negate up to 1500 damage from non-(B) attacks in a single attack phase for 5 EN. The negation for (B)-type attacks is halved.

Pachinko Defense

Class: Special

Ability: Pachinko Defense's stats are dependant upon current DP total. These abilities do not stack with each other, use only the one that applies to your current DP total.

Mirror Coating Lite (Barrier): Automatically negate the first 1500 damage in a single attack phase for 5 EN. Negation only applies to (B)-Type, non-[F] attacks. 100% DP or below.

Mirror Coating (Barrier): Negate the first 1800 damage in a single attack phase for 5 EN. 90% DP or below.

Holographic Camouflage (5): Same effects as Double Image. 80% DP or below.

Protector Shade (Barrier) 70% DP or below.

Holographic Camouflage (4): Same effects as Double Image 60% DP or below.

Protector Wall (Barrier): 50% DP or below.

Generating Armor (Armor): 40% DP or below.

Status Negator (S Barrier): Negate all status attacks in a single attack phase for 10 EN. 30% DP or below.

Holographic Camouflage (3): Same effects as Double Image. 20% DP or below.

Full Defense Mode: Gain Warp Field (Barrier) and Crimson Hell Armor (Armor). 10% DP or below.

Panther AI

Class: Sidekick

Description: The AI program on EF534-2 Panther.

Level 3 (1350 PP)

Attributes:

- None

Spirit Commands:

- Concentrate [L1]

- Direct Attack [L1]

- Snipe Attack [L2]

- Great Effort [L1]

Skills:

- None

Partner Materialization Synchronization

Class: System

Ability: Gain Dodge Cost -10%, Accuracy +10%, Damage Received -10%, and Weapon Damage +20% if in battle with an allied unit with this system.

Pentagram Shield

Class: Barrier, Activated

Ability: Negate the first 1800 damage from a single attack phase for 10 EN. Any unit whose attack phase this ability is used against receives the following attack at the beginning of their next defense phase:

[H] Pentagram Shield Feedback- 1200 damage [+30%]

Persona (To Aru)

Class: Unit Type

Description: N/A.

Ability: You may pay 1 evolution point to obtain one of the following abilities. Caps at 10 Evolution Points. For every 3 evolution points used to pay for abilities, Gain Rank +1. You must have purchased the previous levels before being able to purchase the next level. the effect of purchased abilities does not stack.

HP Up

Level 1: Max HP +10%

Level 2: Max HP +25%

Level 3: Max HP +50%

EN Up

Level 1: Max HP +10%

Level 2: Max HP +25%

Level 3: Max HP +50%

Armor Up

Level 1: Damage Received -5%

Level 2: Damage Received -10%

Level 3: Damage Received -15%

Damage Up

Level 1: Weapon Damage +10%

Level 2: Weapon Damage +20%

Level 3: Weapon Damage +30%

Agi Up

Level 1: Agi -10

Level 2: Agi -15

Level 3: Agi -20

AIM Burst Mastery: Disable AIM Burst Transformation, Cost: 3 Evolution points

Phantom Aviation

Class: System

Description: A system unique to the Terrestrial Defense Force's Gunmachines, allowing them to create localized spatial distortions for greatly enhanced performance.

While active, gain Double Image (4), Dodge Cost -20% and Accuracy +25%. Pay 10 AP while this system is active to gain one extra attack phase; this ability can only be used once per turn. This system may be activated or deactivated at any time, but can only be used a total of 10 turns per battle.

Phase Change

Class: System

Description: A variable boost to a Fairy Frame's fighting ability depending on how the pilot feels.

Normal: Default state. No effects. Pay 5 AP to return to this state during your Transformation Phase.

Invincible Mode: Dodge Cost -25%, Damage Received -15%. Automatically enter this state after dodging 3 attack phases.

Berserker Mode: Damage Dealt +100%, Accuracy +25%, Berserker (1/3). Automatically enter this state when your unit's HP drops to 20% or below or any ally's HP drops to 30% or below.

Heroic Mode: Damage Dealt +30%, Accuracy +15%, Dodge Cost -10%, Damage Received -10%. Automatically enter this state if your last five attack phase successfully hit and damaged the enemy or if the unit is affected by the Charge or Drive Spirit Commands.

Phase In (x, y, z)

Class: Transformation, Activated

Description: A function that allows n1ne Parts to be equipped and removed on the fly.

Ability: Enable one set of abilities. Disable the rest. Requires the appropriate items in inventory.

Phi Gundam I-Field

Class: Barrier

Description: It's a... Phi-Field.

Ability: Negate the first 1500 damage from a single attack phase for 5 EN. Negate an additional 1000 damage against non-[F] (B)-type attacks. Can be used to protect against the first attack phase in one turn for a single ally, but will no longer protect you until next turn.

Phoenix Blazer

Class: System

Description: The "true potential" of Gunphoenix, drawing energy from spatial distortions created inside the mecha to greatly increase its power.

While active, gain Double Image (5), Weapon Damage +25%, Dodge Cost -20% and Accuracy +25%. Pay 10 AP to gain one extra attack phase; this ability can only be used once per turn. Charge (4) to activate.

Photoplasmic Barrier

Class: Barrier

Ability: Negates up to 2500 damage from a single attack phase for 10 EN

Plasma Speed System

Class: System

Ability: When active, this unit gains Dodge Cost -20% and Double Image (5).

Charge (4) to activate.

Prismatic Wall

Class: Barrier

Description: A seven-layer barrier of rainbow light.

Ability: You may use any of the following, but you may only use one effect per turn:

- Negate up to 2000 [+] damage in a single attack phase for 5 EN.

- Negate up to 3000 [+] damage in a single attack phase for 10 EN.

- Negate up to 1500 damage in a single attack phase for 5 EN.

- Negate all status attacks in a single attack phase for 20 EN.

- Pay 10 EN. All enemies who target you with a non [+]-type attack this round automatically take 1200 damage. This damage may only be reduced though unit inherent and pilot passive damage reduction.

Attacks or effects that with the following names (in their original stats) gain Barrier Break against this barrier: Cone of Cold, Gust of Wind, Disintegrate, Magic Missile.

Prophecy Machine

Class: Special, Activated

Description: None

Ability: Accuracy +25% and Damage Dealt +15%. Your first attack this turn ignores target's Evasive Secondary Defense abilities, Aura (6). This ability also affects you. Charge (5)

Protection from Ranged Weapons

Class: Barrier

Description:

Ability: Negates the first 1500 damage from a single attack phase for 5 EN. Negation only applies to [+]-type attacks. You may extend this effect up to 3 other allied units for the first attack phase in one turn by paying an additional 5 EN for each ally to be protected. Each level from the Spiritual Power skill adds +100 effectiveness to this barrier.

Protection of the Two Clefs

Class: Armor

Description: N/A

Ability: Damage Received -40%, Damage Received from Sound Attack type weapons -50%. Absorbs 5% of all Sound Attack damage taken as EN.

Prototype Bio-computer

Class: System, Passive

Description: A prototype version of the Bio-computer.

Ability: Enhances a pilot's abilities during battle:

Dodge Cost -10%, Accuracy +20%. Weapon Damage +15%

Charge (4) to activate.

Prototype Distortion Field

Class: Barrier, Activated

Description: N/A

Ability: Negate up to 1500 damage from non-(B)-type and (B)-type [F] or [H] sources in a single attack phase for 5 EN. If the attack type is a (B)-type [+], negate up to 2000 damage instead.

Prototype Hellfire Cycler

Class: System

Ability: Gain the following bonuses:

Dodge Cost -5% and Weapon Damage +10%.

Charge (4) to activate.

Prototype Mindflow System

Class: System

Ability: Dodge Cost -15%, Accuracy +30%, Weapon Damage +35% and Damage Received -15%. Each turn, SP -1. Charge (4) to activate.

Prototype P.A.N.G.Ya

Class: System

Ability: Accuracy +30% and Damage +30%. Activates on turn 5.

Psycho Shift

Class: Special, Activated

Description: N/A

Ability: When activated, gain Damage Dealt +50%, Accuracy +20%, Damage Received -25%, and Dodge Cost +20%. Charge (4) to activate. Requires Psychic Energy to activate. Requires 5 Evo points.

Psyco Field

Class: Barrier, Activated

Ability: Negate up to 2000 damage from a single attack phase for 5 EN. Requires Psychic Energy.

Pulse Energy Armor (x)

Class: Armor

Description: N/A.

Ability: Automatically negate the first x damage in a single attack phase. Each time you are attacked for more then Pulse Energy Armor can negate, reduce the amount Pulse Energy Armor can negate by 100. When the amount negatable reaches 0, this ability is disabled.

PX System Evolved

Class: System

Description: An improved PX System.

Ability: When activated, gain the following enhancements based on rank for the next 5 turns. You may only use this ability ONCE per battle.

Dodge Cost -20%, Accuracy +40%, Additional Attack Phase +2. Gain Double Image (5) if you don't have a Double Image type ability, or Double Image type abilities charges requirements are reduced by 1.

PX Overdrive: Instead of the above bonuses, you may activate PX Overdrive and gain the following bonuses. If you do the effects last for only 2 turns.

Dodge Cost -40%, Accuracy +50%, Damage Dealt +25%, Additional Attack Phase +2. Gain Double Image (4) if you don't have a Double Image type ability, or Double Image type abilities charges requirements are reduced by 1.

Edited by Suguri-SP

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The MechDev Lexicon: Q

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The MechDev Lexicon: R

Raising Heart

Class: Sidekick

Description: The Device's and Arch Guardian's identity AI. Raising Heart is capable of autonomous actions by its own judgement. Like the Device itself, she is steadfast and sturdy when doing so, and often suprises her users with how much she understands about their own ability.

This Sidekick can be a Main Pilot

Level 9 (4100 PP)

Attributes:

- 1 point in an Attribute of the user's choosing, chosen on acquisition of this sidekick.

Spirit Commands:

- Snipe Attack [L2]

- Great Effort [L1]

- Direct Attack [L1]

- Hot Blood [L3]

- Trust [L3]

- Sure Hit [L2]

Skills:

Raven

Class: Sidekick

Description: This is the White Crows on-board computer that assists the pilot. Its purpose is to disable and negate units with stealth-like or radar jamming features in order to prevent targets from 'zoning' it. This program is also used to regulate, simplify and maximize the usefulness of the HUD for the pilot of the White Crow. Under no circumstances may this sidekick take over piloting since it has no access to controls. Since it is a prototype it also has less to nothing in order to minimize system errors.

Level 6 (2550 PP)

Attributes:

- 1 point in an Attribute of the user's choosing, chosen on acquisition of this sidekick.

Additional Class Skills:

Prototype:

Class: Passive (Sub)

- This sidekick may not take the Autonomous Control skill.

Anti-Stealth System:

Class: Passive (Sub)

- Negates Stealth in targets you attack.

- This sidekick may not take the Autonomous Control skill.

Spirit Commands:

- Boost [L3]

- Accelerate [L1]

- Awaken [L1]

- Sure Hit [L2]

- Scan [L1]

- Hot Blood [L2]

Skills:

- None

REACT System

Class: System

Description: N/A.

Ability: Gain Dodge Cost -15%, Target Dodge Cost +30%, Weapon Damage +30%

Charge (4) to activate.

Reflection Staff

Class: Special, Activated

Description: This ability is similar to Gekijin's deflection staff, but with a notable difference. Due to Engekioh's increased power and combined skill, it is able to sometimes reflect projectile attacks back at the enemy that fired them.

Ability: Reduce all damage from all Non-(B) [F]-type attacks in a single enemy attack phase by 50% and negate all (P)-type attacks in a single enemy attack phase for 10 AP. Any (P)-type attack negated in this manner may be reflected back to its owner for an additinal 5 AP.

Reflector Suit

Class: Armor

Ability: Damage Received -30%. Automatically negate the first 1500 damage in a single attack phase. Negation only applies to (B)-type, non-[F] attacks. If this ability would totally negate an attack, you may pay 15 EN to reflect that attack back at its owner. (The reflected attack retains its original attributes.)

Remote Instructional Communicator

Class: Sidekick

Description: A long ranged instruction protocol that allows a unit with this equipment to be piloted by a person not in the cockpit, perfect for giving trainees the feeling of being in his own personal space yet being secure in the fact that there's always someone there in case anything goes wrong.

Ability: When deploying, this unit's team chooses one Subclass from one of the participating players on that team. This Subclass cannot have been deployed in this match. Remote Instructional Communicator on all allied units has Spirit Commands and SP equal to the chosen Subclass. All Passive (Sub) pilot skills on chosen Subclass are active, following all applicable skill limitations.

Remote Trigger

Class: Special

Description: A remote mine that latches onto the enemy and can be detonated at the user's leisure.

Ability: When firing this attack, you may choose to detonate immediately (in which case this ability has no effect), or detonate it at a later time.

If you choose to detonate it later, your opponent may defend against the attack as usual, but no damage is immediately inflicted as the result of this attack.

If the attack hit and would have dealt damage, you may choose to detonate it during any of your Transformation phases, causing your opponent to deal with the full damage from the attack (which your opponent may not use Countercut, Countershoot, dodge, barriers, any evasive secondary defense, or any ability that negates attacks to defend against - armor and other damage reduction and negation still apply) during his next Defense phase.

Reson-LOOP (System)

Class: System

Description: N/A

Passive Ability:

- You gain access to Song EN. Begin battle with 100 Song EN. At the beginning of your turn you regenerate 10 Song EN. Maximum Song EN cap is 300.

Active Ability:

- Any [M]-type damage modifiers can be applied on all attacks on this unit. Any terrain template that disables [M]-type attacks also disables this ability. Charge (4)

Retributive Attack: Attack 1, Attack 2, Attack 3...

Class: Special

Ability: When damaged, gain an additional attack phase which may only be used to use the listed weapons on the unit which damaged you. If you choose not to use the listed weapons on this attack phase, it is forfeited.

Revenge

Class: Barrier

Description:

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

Ríastrad System

Class: System

Description: An experimental system designed after studying data from the Zero System, the Trans-Am System, and the Lambda Driver, combining aspects of all three systems.

Ability:

Active Abililty:

-Each turn, SP -5%. Gain Dodge Cost -15%, Damage Received -15% Accuracy +30%, Weapon Damage +40% and Double Image (4) instead. Disable this ability when upkeep cannot be paid.

-Ríastrad Barrier (Barrier): Negates the first 1800 damage from all sources in a single attack phase for 5 EN. This barrier overrides any other Barrier installed on unit.

- You may pay 10 SP to give all attacks you make this turn Barrier Pierce.

Charge (4) to activate.

Rob Makonomi

Class: Sidekick

Level 8 (3600 PP)

Attributes:

- 1 point in an Attribute of the user's choosing, chosen on acquisition of this sidekick.

Additional Class Skills:

Spiritual Fury:

Class: Passive (Sub)

While this ability is active, you may not choose to not attack, nor may you use the Mercy spirit command. However, you may use your SP to pay for any spirit command on Rob Makonomi's list.

In Virtual Stadium events only, gain an additional Weapon Damage +25% versus enemy units of Rank 18 or higher. While an enemy unit of Rank 18 or higher is present on the field, however, you may not block or use any other ability which causes you to forfeit your attack phase. Enemy abilities and effects which cause you to forfeit your attack phase are automatically negated.

Automatically activates on turn 4. May pay 5 AP when it would normally activate to delay its activation for one turn.

Spirit Commands:

- Resist [L1]

- Sure Hit [L2]

- Perseverance [L1]

- Hot Blood [L2]

- Iron Wall [L3]

- Rage [L1]

Skills:

Spirit Synchronization: (Cost: 700 PP)

Class: Passive (Sub)

- Gain Damage Received -15%, Weapon Damage +30%, and Dodge Cost -10%

Charge (4) to activate.

Rona

Class: Sidekick

Level 4 (1850 PP)

Attributes:

- 1 point in an Attribute of the user's choosing, chosen on acquisition of this sidekick.

Additional Class Skills:

Rona Systems Management:

Class: Passive (Sub)

- During the first 5 turns in battle, you may choose to pay 20 AP to activate this ability. This ability cannot be activated after the 5th turn in battle. Switch main pilot to Rona for the rest of the battle.

Spirit Commands:

- Snipe Attack [L2]

- Direct Attack [L1]

- Sure Hit [L2]

- Prayer [L1]

- Concentrate [L1]

- Accelerate [L1]

Skills:

Sensor Enhancement: (Cost: 400 PP)

Class: Passive (Sub)

- Accuracy +10% and [F]-type Weapon Damage +10%

Ruby Kaleidostick

Class: Sidekick

Description: A loony stick.

Level 3 (1200 PP)

Attributes:

- None

Spirit Commands:

- Hot Blood [L2]

- Direct Attack [L1]

- Morale [L1]

- Charge [L1]

Skills:

- None

Run Frame!

Class: Transformation, Activated

Description: The special ability of a Frame Runner to take the form of a Data Frame, borrowing its powers for the pilot to use.

Ability: On deploy, choose up to (X) frames the unit can equip. Using this ability in battle transforms the current unit into one of the specified units chosen. If HP and EN are the same as the specified unit, all current stats (HP/EN/DP/AP/Items) will be carried over to the transformed unit. If HP and EN are different, calculate HP/EN in % then change to the specified unit, with other stats (DP/AP/Items) carrying over. You must own the applicable unit frame in your AM to perform this ability. Transformation list may be changed while docked within a mothership.

Runic Fusion

Class: Special, Activated

Description: N/A

Ability: Dodge Cost -10%, Accuracy +15%. Charge (4) to activate.

Edited by Suguri-SP

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The MechDev Lexicon: S

Sabu

Class: Sidekick

Level 5 (2050 PP)

Attributes:

- None

Spirit Commands:

- Concentrate [L1]

- Snipe Attack [L2]

- Sure Hit [L2]

- Direct Attack [L1]

Skills:

- Assisted Ranged

- Assisted Accuracy

Sage System

Class: System

Description: N/A.

Ability: For every evo point this unit has acquired gain Dodge Cost -3%, Accuracy +5%, and Weapon Damage +5%. Caps at 5 evo points.

Saiph

Class: Sidekick

Description:

Level 4 (1700 PP)

Attributes:

- 1 point in an Attribute of the user's choosing, chosen on acquisition of this sidekick.

Spirit Command:

- Direct Attack [L1]

- Hot Blood [L2]

- Awaken [L1]

- Duty [L1]

Skills:

- None

Sakurena

Class: Sidekick

Description: none

Level 4 (1550 PP)

Attributes:

- None

Spirit Commands:

- Accelerate [L2]

- Honor [L1]

- Hot Blood [L2]

Skills:

- Assisted Tracking

Sapphire Kaleidostick

Class: Sidekick

Description: Just as loony but also timid.

Level 7 (3050 PP)

Attributes:

- None

Spirit Commands:

- Awaken [L1]

- Concentrate [L1]

- Great Effort [L2]

- Trust [L3]

Skills:

- None

Santa's Gift Bag

Class: Special

Description: S.L.E.I.G.H. can deliver beneficial gifts to Santa's friends, but it really depends on how naughty or nice they've been.

Ability: Pay 30 EN and forfeit your attack phase to give an ally one of the following effects. Effects received by an ally is based on how many kills they've made.

  • Super Awesome Toy: Target unit gains the effects of the Charge Level 3 Spirit Command. (0 Kills)
  • Christmas Cake: Target pilot gains Dodge Cost -10%, b, Weapon Damage +15% and Damage Received -10% for 3 turns. (1 Kill)
  • Candy Cane: Restores 20 of one pilot in equipped unit's SP. (2 Kills)
  • Gingerbread Man: Target unit recovers 30% of its max HP or DP. (3 Kills)
  • Chocolate Santa: Target unit recovers 50% of its max EN. (4 Kills)
  • Egg Nog: Target pilot gains Damage Dealt +30%, Accuracy -15% and Dodge Cost +15% (5 Kills)
  • Coal: Target unit gains the effects of the Exhaust Level 3 Spirit Command. (6 Kills or more)

Scavenger Cloak

Class: Special, Passive, Primary Defense

Description: A heavy cloak covered in anti-beam coating.

Ability: Agi +30. Negates up to 1000 damage from any (B)-Type, non-[F] source. If damage exceeds the damage that this ability can negate, then automatically disable this ability for the remainder of the battle (after negating damage). This ability may also be disabled for the remainder of battle during your Transform Phase. This ability can only be restored through Resupply, a Reloader or a Super Repair Kit.

Schulter Platte

Class: Shield

Ability: Same effect as Anti-Beam Shield, but Shield usage x2. You may sacrifice a number of your own shields to replenish an allied unit's shields by that many.

Seal Mode: [Weapon Name] (x)

Class: Special

Ability: Pay 10 AP. Non-MAP variants of Specified Weapons deals x SP damage to the pilot instead of its normal damage value. The attack still uses its normal damage value for the purposes of damage reduction and negation.

Seijin Form

Class: Special

Description: The ability of a Chaos God to increase its power and glow silver by drawing upon the spiritual power of its pilot.

Ability: Damage Received -20%, Weapon Damage +25%, Accuracy +10%, Agi -20. Activation Costs vary depending on when you choose to activate it. Charge (4) to activate. Requires 3 Evo points to unlock.

Sensor Override System

Class: System

Description: N/A

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

Sentience

Class: Special

Ability: Every third turn, Deus gains a momentum counter. Weapon Damage +x%, where x is 5 times the number of momentum counters. Deus may only have up to 10 momentum counters at any time.

If an allied, piloted unit is destroyed or Deus takes damage equal to or greater than 60% of its maximum HP in one defense phase, Deus's momentum counters are immediately set to 10. However, its pilot loses 10% of his maximum SP every turn.

Serene State of Insanity

Class: Special

Ability: Pay 50 SP to activate. All allies and enemies automatically become affected by Spirit Locked (unless they are immune to its effects). Each turn, -10 SP. This status lasts until you choose to deactivated or its upkeep cannot be paid.

Servant of the People

Class: Sidekick

Description: none

Level 5 (2000 PP)

Attributes:

- None

Spirit Commands:

- Flash [L1]

- Hot Blood [L2]

- Perserverance [L2]

Skills:

- Assisted Piloting

- Assisted Melee

Shadow Bit

Class: Shield

Ability: Same effects as Shield but if you are attacked by a non-[+]-type attack, automatically deal 800 damage to the attacker. This damage may only be reduced though unit inherent and pilot passive damage reduction.

Shadow of Shadows

Description: Saint Anger's Ability to create a Shadow Replica of an opponent to fight for him.

Class: Special

Ability: Pay 20 AP. Gain an additional attack phase. During this attack phase you gain the ability to use an opponent's weapon. You may only use an opponent's weapon in this additional attack phase, else you must forfeit this attack phase. Charge (5)

Shadow Soul

Class: Sidekick

Description:

Level 6 (2950 PP)

Attributes:

- None

Spirit Commands:

- Great Effort [L2]

- Training [L2]

- Duty [L1]

- Concentrate [L1]

Skills:

- None

S.H.A.Z.A.M

Class: Sidekick

Description: An onboard Assisting Intelligence that helps and supports Billy in his fight from teaching him how to control the Marvel or giving the Marvel a slight boost in performance in various areas.

Level 7 (3450 PP)

Attributes:

- None

Spirit Commands:

- Resupply [L2]

- Hot Blood [L2]

- Iron Wall [L3]

- Sure Hit [L2]

- Belief [L1]

- Flash [L3]

Skills:

- None

Shield Bits [Type D]: x

Class: Shield

Description:

Ability: Same effects as Shield Bits but negates the first 1000 damage from a single attack phase (calculated after Shielding). Negation only affects (B)-type, [+] attacks.

Shield of Light

Class: Barrier, Activated

Ability: Negates the first 1200 damage from a single attack phase for 5 EN. May be extended to any number of allies to negate the first 1200 damage from the first attack phase they received for 5 EN per ally.

SHIELD System

Class: System

Description: An intergrated combat, communication, and informations system for warships of the Unified Earth Federation. SHIELD stands for Singular Hub Intergrated Enemy Locator Defense.

Ability: For every allied unit with SHIELD System in battle, gain Accuracy +10%. Allied units that has no SHIELD system gain Accuracy +5% instead. Bonuses cap at 5 SHIELD units.

Shift Chogokin Armor

Class: Armor, Active

Starts battle Activated. Shift Chogokin Armor negates damage from all sources in a single attack phase for 5 EN. The amount of damage negated from a specific attack starts at 0, and increases by 200 each time you are hit by that attack, with a maximum negation of 1200 per attack. You may activate or deactivate Shift Chogokin Armor during your Transform phase, but once it is deactivated, all of the cumulative boosts to damage negation are lost.

Shift Chogokin Nu Z Armor

Class: Armor, Active

Passive Ability: Armor Break status only inflicts Damage Received +15%.

Active Ability: Starts battle Activated. Shift Chogokin Nu Z Armor negates damage from all sources in a single attack phase for 1 EN. The amount of damage negated from a specific attack starts at 0, and increases by 200 each time you are hit by that attack, with a maximum negation of 1200 per attack. You may activate or deactivate Shift Chogokin Nu Z Armor during your Transform phase, but once it is deactivated, all of the cumulative boosts to damage negation are lost. This ability is not negated by Armor Pierce attacks.

Shift Chogokin Z Alpha Armor

Class: Armor, Active

Active Ability: Starts battle Activated. Shift Chogokin Z Alpha Armor negates damage from all sources in a single attack phase for 5 EN. The amount of damage negated from a specific attack starts at 0, and increases by 300 each time you are hit by that attack, with a maximum negation of 1800 per attack. You may activate or deactivate Shift Chogokin Z Alpha Armor during your Transform phase, but once it is deactivated, all of the cumulative boosts to damage negation are lost.

Shift Getter Beam

Class: Special

Description: Weapons from the Shift Mazinger series that fire Getter Energy.

Ability: An attack marked as Shift Getter Beam ignores the effect of Beam Jammer, Ray Panel, and Beam Absorb abilities in its targets.

Shiroko

Class: Sidekick

Description: none

Level 4 (1650 PP)

Attributes:

- None

Spirit Commands:

- Boost [L2]

- Concentrate [L1]

- Sure Hit [L2]

- Extend [L1]

Skills:

- Assisted Tracking

Silence Trap

Description: N/A

Ability: Forfeit your attack phase and 1 Silence Trap round. The next time you are attacked with an [F]-type weapon or a [M]-type weapon, you automatically get a free attack phase that deals the following attack to the unit(s) that attacked you (this attack is considered to be under the effects of the Direct Attack Spirit Command, and may ignore (S)-type target limits):

[+] Silence Trap (S)- 3500 damage, Barrier Pierce [+50%]

Silence Trap effect lasts for 2 turns or until you are attacked. Rounds and damage dealt by Silence Trap can not be increased in any way other than upgrade chips.

Silver-tan

Class: Sidekick

Level 3 (1400 PP)

Attributes:

- None

Spirit Commands:

- Coercion [L1]

- Shackles [L1]

- Direct Attack [L1]

- Raid [L1]

Skills:

- None

Sister Synchro (Unit 1)

Class: Special

Ability: If the listed unit or any Combined Unit containing it is allied in a battle with the unit with this ability, it gains Dodge Cost -5%, Accuracy +10%, and Weapon Damage +10%.

Solanne Lestral

Class: Sidekick

Description: Vivio's BFF.

This Sidekick can be a Main Pilot

Additional Class Skills:

Class: Passive (Sub)

Automatically switch pilot to this sidekick when using VL2-KR Kagamine Len.

Level 4 (1750 PP)

Attributes:

- None

Spirit Commands:

- Concentrate [L1]

- Passion [L1]

- Direct Attack [L1]

- Trust [L3]

Skills:

- None

Song Amplification

Type: Special

Description: You have some means to amplify your song to a wider area, be it through a special amplifier or through mystical powers.

Abilities: Choose an [M]-type attack. This turn, that attack becomes (T:4) and Song EN Cost +50%. If the attack chosen is a (T:?<5) attack, it becomes (T:5) instead.

Souleater

Class: Special

Description: N/A.

Pay 20 AP to activate. While active, gain Damage Dealt +100%. All attacks gain the Spiritual Power tag. This unit must pay an unreducable cost of 10% of its maximum HP every time it attacks an enemy. May be deactivated any time.

Soul Fusion

Class: System

Description: N/A.

Ability:

-Gain Dodge Cost -10%, Accuracy +10% and Weapon Damage +15%, Double Image (5), Barrier L. Activation cost depends on how soon you want to pay. Charge (4) to activate. Requires 5 Evo points to unlock. When unlocked, unit rank +1.

Soul Limiter

Class: Special

Description: N/A

Ability: Weapon Damage +30%, Accuracy +15%. Activation cost depends on how soon you want to pay. Charge (4) to activate.

Soul of Curry: Overdrive

Class: Special, Activated

Description: N/A.

Ability: When activated, gain Damage Dealt +50%, Dodge Cost -25%, and Damage Received -25%. Disable HP Regen M. May be activated or deactivated during any turn, however Soul of Curry: Overdrive may only be active for a total of 10 turns per battle. You may extend this duration to 15 turns, but gain HP Degen 10% in addition to the bonuses above after the 10th turn.

Soul of the Song

Class: System

Passive Ability: You have access to Song EN. Begin battle with 100 Song EN. At the beginning of your turn you regenerate 10 Song EN. Maximum Song EN cap is 300. You may choose yourself as a target for your MAP attacks.

Active Ability: Weapon Damage +25% and Attack Phase +1. This additional attack phase may only be used for MAP attacks. While this ability is active, you may not use MAP attacks in your normal attack phase. Activation cost depends on how soon you want to pay. Charge (4) to activate.

Soul Shift

Class: Transformation

Description: Avalon's ability to change forms that symbolizes the spirit of humanity.

Ability:

Gain the following abilities. Unit rank is equal to the highest unit rank of the unit you may transform to.

  • Warrior of Ivalice: Change to Avalon
  • Fire of Ferocity: Change To Avalon of Fire, the Spirit of Ferocity Req: 1 Evolution Point
  • Light of Tenacity: Change To Avalon of Light, the Spirit of Tenacity Req: 2 Evolution Points
  • Moonlight of Serenity: Change To Avalon of Moonlight, the Spirit of Serenity Req: 3 Evolution Points
  • Thunder of Celerity: Change To Avalon of Thunder, the Spirit of Celerity Req: 4 Evolution Points
  • Ice of Vitality: Change To Avalon of Ice, the Spirit of Vitality Req: 5 Evolution Points
  • Sword of Integrity: Change To Avalon of Sword, the Spirit of Integrity Req: 7 Evolution Points

Souldrive

Class: System, Activated

Description: A system developed to convert a psychodriver's psychic energy to power offensive and defense abilities. Among these are the ability to generate psychic energy clones, and activating special weapons.

Ability: Gain Dodge Cost -10%, Accuracy +10% and Weapon Damage +15%. Gain Double Image (4). Requires Psychic Energy.

Charge (4) to activate.

Spectre System

Class: System

Description: N/A

Ability:

Each turn in battle during the Transform Phase gain Dodge Cost -3% and Accuracy +5% to a maximum bonus of Dodge Cost -15% and Accuracy +25%.

Speeder Separation

Class: System

Description: N/A

While active, gain Double Image (5), Weapon Damage +15%, Dodge Cost -10% and Accuracy +15%. Pay 10 AP to gain one extra attack phase; this ability can only be used once per turn. Charge (4) to activate.

Spell Shadow (Type) (X): Attack 1, Attack 2, Attack 3 etc

Class: Special, Active

Description: ~

Ability: During deployment, choose a unit with Spell Shadow that has the same type that you own. Chosen unit may not be more than 3 ranks higher than your unit. Gain the listed attacks under the other unit's Spell Shadow for the duration of the battle. Chosen unit may not be deployed in the same battle. Pay 10 AP to deploy one Spell Shadow up to a total of X. Attack Phase +x when using all specified attacks, where "x" is the amount of Spell Shadows deployed. Weapons used in the additional attack phases must be one of the listed attacks. Automatically forfeit the extra attack phase if you can not use the listed weapons.

Spica

Class: Sidekick

Description: A highly mischievous AI in the shape of a cat plushie that assists Stella in controlling the Spica Drones.

Level 4 (1850 PP)

Attributes:

- None

Spirit Commands:

- Flash [L1]

- Awaken [L1]

- Concentrate [L1]

- Perseverance [L1]

Skills:

- Assisted Control

Spica Matrix

Class: Special

Description: A set of computers that allows all the units connected to it to learn from each other using their combat data to improve the group's performance in battle.

Ability: For every allied unit with Spica Matrix in battle, gain Accuracy +10%, Dodge Cost -5%, and Damage Dealt +10%. Bonuses cap at 5 allied units.

Spiral Wall

Class: Barrier

Description: N/A

hoose either of the following ability. Negate the first 4000 damage from a single attack phase for 10 EN, or you may reflect up to 8000 damage worth of [+] attack in a single attack phase back at its owner for 15 EN. (That attacks' modifiers are unchanged as if the they were targetting their owner/s instead). You may only use one effect per turn.

Spirit Connect

Class: Special

Description: N/A.

Ability: Dodge a single attack phase worth of attacks. You may choose to swap your main pilot with the pilot in your second pilot slot after using this ability. 10 uses.

Spirit of the Song

Class: Special

Song Repository: You have access to Song EN. On deploy, you may choose up to 6 CDs that you own and add them to your weapon list. No 2 CDs may be the same. Begin battle with 100 Song EN. At the beginning of your turn you regenerate 10 Song EN. Maximum Song EN cap is 300.

Active Ability: During your turn on the Transformation Phase, pay 80 SP to gain EN Regen S for the remainder of the match.

Sprite Zanber Barrier

Class: Barrier

Description: N/A

Ability: Negate up to 2000 damage from [+] type Spiritual Power sources in a single attack phase for 5 EN or negate all status attacks in a single attack phase for 20 EN.

Stacking the Deck! Pretty Clever~

Class: Special

Ability: On your second turn or later, you may activate one of the following abilities during your Transformation Phase. May only activate one ability per turn.

- Pay 5 AP. You may access the ability directly above or below the normally available one on Crap Shoot, Fortune Card, High Stake Slots, or Wheel of Chance.

- Weapon Damage +25% for one turn, Damage Received +25% for two turns. Charge (4)

- Accuracy +25% for one turn, Dodge Cost +25% for two turns. Charge (4)

- May sacrifice any amount of HP, DP, EN, SP, or AP during the Special phase.

Star Purification: [Weapon Name] (x)

Class: Special

Ability: Pay 10 AP. Non-MAP variants of Specified Weapons gains Morale Boost when targeting an enemy unit.

Summon [Call of Bahamut] (System)

Class: System

Description:

Ability: Pay 10 EN. You may choose any Esper from the below list to be summoned that has a combined rank below 2x the summoners original rank, provided that the unit has acquired the appropriate number of evolution points.

  • Chocobo Rider
  • Garuda Req: 1 Evolution Point
  • Shiva Req: 2 Evolution Points
  • Ifrit Req: 3 Evolution Points
  • ixion Req: 4 Evolution Point
  • Gilgamesh Req: 5 Evolution Points
  • Alexander Req: 6 Evolution Points
  • Bahamut Req: 7 Evolution Points

Summoned units may support defend the summoner. If a summoned unit is destroyed during battle, it may not be resummoned.

Supplementary Gravity Wave Antenna

Class: Special, Passive

Ability: If an allied unit has Gravity Wave Beam, regenerate 10% EN each turn. This is in addition to any EN Regeneration the unit already possesses through either inherent abilities or items.

Supply NanoCell Array Class B

Class: Regeneration. Special

Description: N/A

Passive Ability: EN Regen 15%

Active Ability: You may pay 15% of your total EN and disable EN Regen for 2 turns to gain Weapon Damage +50% for this turn.

Surveyor Sight

Class: Special

Description: From Prune Reconnoiter's jacket-like armor, it could release a pair of camera-like drones that floats around the unit. These drones are unpiloted and serves as an extension of the unit's sight and radar, boosting them significantly. This would assist the Prune Reconnoiter to be able scout ahead of its allies and warn them of possible danger in advance.

Ability: Unit gains Dodge Cost -25% and Accuracy +25%. Dodge Cost -15% and Accuracy +15%. Aura (6). Charge (4) to activate.

Symmetrical Sister Synchro

Class: Special

Ability: Dodge Cost -5%, Accuracy +10%, and Weapon Damage +10%.

Syphios Energy Projector

Class: Regeneration

Description: N/A.

Ability: Regenerate 100% EN/turn for all allied units that have the Syphios Energy Receiver ability.

Syphios Energy Receiver

Class: Regeneration

Description: N/A

Ability: If an allied unit has Syphios Energy Projector this unit gains EN Regen 100%

Syphios+ Energy Receiver

Class: Regeneration

Description: N/A

Ability: If an allied unit has Syphios Energy Projector this unit gains EN Regen 100%. Gain EN Regen 10% for every allied unit with Syphios+ Energy Receiver in battle (Maximum of EN Regen 30%.

System LIDER

Class: Special

Description: N/A

Ability: When activated, Weapon Damage +25%, Dodge Cost -10%, Accuracy +10%.

Charge (4) to activate.

System Vivace

Class: System

Description: N/A

Passive Abilities:

- Dodge Cost -10% and Accuracy +10%.

- Allied units gain Dodge Cost -5% and Accuracy +5%. This bonus is stackable with other System Vivace currently in battle. Caps at Dodge Cost -20% and Accuracy +20%

- Telekinesis Field (Barrier)

Active Abilities:

- Grand Finale: Dodge Cost -20%, Accuracy +20%, Weapon Damage +25% instead. Charge (4) to activate.

Edited by Master Kruz

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The MechDev Lexicon: T

Tachyon Displacer

Class: System, Active

Description: N/A.

Ability:

- Barrier L (Barrier)

- Mirror Force (S Barrier): Sacrifice all your attack phases to Reflect up to 8000 damage worth of [+] attacks in a single attack phase back at its owner for 15 EN. (That attacks' modifiers are unchanged as if the they were targetting their owner/s instead)

Taiko-no-Tamashi (Donko)

Class: Sidekick

Description: How else would inanimate objects like taiko play so awesomely and splendidly if there is not a single soul in the taiko itself?!?!

This Sidekick can be a Main Pilot

Level 6 (3200 PP)

Attributes:

- None

Spirit Command:

- Hope [L2]

- Hot Blood [L2]

- Resupply [L2]

- Great Effort [L2]

Skills:

- None

Taiko-no-Tamashi (Master Bachio)

Class: Sidekick

Description: How else would inanimate objects like taiko play so awesomely and splendidly if there is not a single soul in the taiko itself?!?!

This Sidekick can be a Main Pilot

Level 9 (4000 PP)

Attributes:

- None

Spirit Command:

- Encourage [L2]

- Hot Blood [L2]

- Awaken [L2]

- Great Effort [L2]

Skills:

- None

Taiko-no-Tamashi (Mecha Don)

Class: Sidekick

Description: How else would inanimate objects like taiko play so awesomely and splendidly if there is not a single soul in the taiko itself?!?!

This Sidekick can be a Main Pilot

Level 5 (2150 PP)

Attributes:

- None

Spirit Command:

- Exhaust [L1]

- Hot Blood [L2]

- Sure Hit [L1]

- Great Effort [L2]

Skills:

- None

Taiko-no-Tamashi (Wada Don)

Class: Sidekick

Description: How else would inanimate objects like taiko play so awesomely and splendidly if there is not a single soul in the taiko itself?!?!

This Sidekick can be a Main Pilot

Level 5 (2100 PP)

Attributes:

- None

Spirit Command:

- Perseverance [L1]

- Morale [L1]

- Hot Blood [L2]

- Great Effort [L2]

Skills:

- None

Taiko-no-Tamashi (Wada Katsu)

Class: Sidekick

Description: How else would inanimate objects like taiko play so awesomely and splendidly if there is not a single soul in the taiko itself?!?!

This Sidekick can be a Main Pilot

Level 5 (2050 PP)

Attributes:

- None

Spirit Command:

- Prayer [L1]

- Hot Blood [L2]

- Duty [L1]

- Great Effort [L2]

Skills:

- None

Taiyou no Tsubasa

Class: Special

Description: N/A.

Ability: At the start of battle you may decide to have this ability switched on or off. When switched on gain the following bonuses:

Damage Received -15%, Solar Panel L, and Taiyou no Tsubasa (Barrier): Same effects as Warp Field.. This overwrites any other barriers on the unit.

When switched off gain Dodge Cost -10%.

You may turn Taiyou no Tsubasa off during your Special Phase at no cost. Turning Taiyou no Tsubasa on requires you to forefit your attack phase for 2 turns, after which they will be turned on.

Ten no Megumi

Class: Barrier

Description: ~

Ability:

Negate the first 1500 damage in a single attack phase for 5 EN. IF a non-[F] attack is completely negated by this barrier, you may choose either to pay an additional 10 EN to reflect it back at the enemy or to absorb 1% of the damage as EN.

TERIS

Class: Special

Description: A variant of ERIS that can be spread across a large area.

Ability: Up to 5 allies negate all up to 8000 damage from all incoming non-[F], non-(B) attacks targeting them this defense phase. This overwrites the effects of ERIS on this units.

Terra AI

Class: Sidekick

Description: The combat AI of the EC-00 Proto Sol Core.

Level 5 (2300 PP)

Attributes:

- None

Spirit Commands:

- Scan [L1]

- Direct Attack [L1]

- Snipe Attack [L2]

- Training [L2]

Skills:

- None

Terraform Area

Class: Special, Activated

Description: N/A

Add/Change Terrain: Pay 15 AP and sacrifice your attack phase to change the current terrain to or add any terrain on the Resulting Terrain list below when in one of the listed Original Terrains:

Original Terrains: Base, City (Small), City (Large), Desert, Flatland, Forest, Mountain (High), Mountain (Low), Ruins, Tundra, Water (Deep), Water (Shallow)

Resulting Terrains: Desert, Flatland, Forest, Mountain (High), Mountain (Low), Ruins, Tundra, Water (Deep), Water (Shallow)

When changing an existing terrain all templates that were in effect in the old terrain and are still applicable on the new terrain carry over to the new terrain, but all other templates are removed. If applicable, the Interior template may be added to the new terrain when using this ability.

Add/Remove Template: Pay 15 AP and sacrifice your attack phase to add or remove a template from the following list to or from the current terrain if it is in the current terrain's list of applicable templates:

Cold, Continual Damage S, Continual Damage M, Earthquake, Flooded (Deep), Flooded (Shallow), Interior, Overheat, Quicksand, Storm

Tetsuya

Class: Sidekick

Description: The AI program on Samantha Hargrave's Jade Knight and Jade Knight R.

Level 4 (1500 PP)

Attributes:

- None

Spirit Commands:

- Sure Hit [L2]

- Resist [L1]

- Iron Wall [L3]

- Morale [L1]

Skills:

- None

The Four Market Models

Class: System

Ability: Choose one of the following abilities during deployment:

  • Pure Competition: When in battle with other The Wealth of Nations equipping the same items piloted by pilots of the same level, if any attribute your main pilot possesses is lower than that of any allied unit that meets the conditions, that attribute is considered to be equal to the other pilot's.
  • Monopoly: When fighting as the only person on your side, bounty for enemies destroyed by this unit +25%. This effect stacks with the effects of other bounty increasing abilities.
  • Monopolistic Competition: Accuracy +20%, and Weapon Damage +15%. Aura (6). These effects also apply to this unit.
  • Oligopoly: Dodge Cost -10%, Damage Received -10%, Accuracy +30%, and Weapon Damage +25%. Aura (2). These effects also apply to this unit.

Thorny Shell

Class: Shield

Ability: Same effects as Shield but if you are attacked by a non-[+]-type attack, automatically deal 500 damage to the attacker. This damage may only be reduced though unit inherent and pilot passive damage reduction.

Three-Note Tune

Class: Special

Description: A style of fighting that relied heavily upon the combination of weaker artes into stronger ones, using the flow of moves as a melodic focus, allowing successive moves to come out with much more ferocity and precision than just using them by themselves.

Ability: Every time you use an attack with the Three-Note Tune tag that is higher leveled than the previous one, gain Damage Dealt +15% and Accuracy +10%. If you use an attack with a level that is lower or equal to the previous attack, immediately lose all bonuses from this ability. Attacks that gain a special effect that requires a specific Three-Note Tune level requires you to have used all the previous levels (if able) to gain the special effect.

Ti

Class: Sidekick

Description: An artificial intelligence embedded into Blackteon's computer, created to keep check on the Tion Engine's output and allow access of it only to those designated to pilot Blackteon, serving as the "link" between the pilot and the robot itself.

Level 4 (1500 PP)

Attributes:

- None

Spirit Commands:

- Perseverance [L1]

- Duty [L1]

- Hope [L1]

- Resupply [L2]

Skills:

- None

TI-93

Class: Sidekick

Description:

Level 4 (1500 PP)

Attributes:

- None

Spirit Commands:

- Great Effort [L2]

- Concentrate [L1]

- Flash [L1]

- Iron Wall [L1]

Skills:

- Assisted Tracking

Time Field

Class: S Barrier

Ability: Forfeit your attack phase. Negate all attacks aimed at you this round. Charge (5)

To Keep The Door Closed

Class: System, Active

Ability: Gain Weapon Damage +30%, Accuracy +30%, Critical Cost -3, and Barrier L. Charge (4).

Tomoyo 0117

Class: Sidekick

Description: A living Computer installed in J-D'Ark that assists with various functions.

Level 5 (2100 PP)

Attributes:

- None

Spirit Command:

- Love [L1]

- Confusion [L2]

- Iron Wall [L3]

- Trust [L1]

Skills:

- None

Toxic Spikes

Class: Armor

Ability: Damage Received -15%. If you are attacked by a non-[+] attack, next turn your attacker receives the following attack at the beginning of their next defense phase:

[F] Toxic Spikes- 500 damage, Acid [+30%]

Trickster Spirit

Class: System, Active

Description: To be a trickster, you must know what is going on about you. This unit feeds the pilot situational data and data from allies to tell them what’s going on.

Ability: Gain Dodge Cost -5%, Accuracy +5%, and Weapon Damage +5% for every allied unit present, to a maximum of 25%. Summoned units do not count towards this bonus. Any Double Image or Vital Jump ability reduces its charge time by 1 to a minimum of 2. Charge (4).

Triple Boost Release

Class: System, Activated

Description: A special system developed by Minamoto, the Triple Boost Release allows The Children to realize their full potential. The Triple Boost Release will remove all psychic energy limiters placed on The Children, and actually reverse them, allowing the mecha to tap into The Children’s great psychic potentials in order to greatly increase the mecha’s various abilities.

Ability: Unless specified, choose one of the following abilities:

    Psychokinesis
      Passive Abilities
      • Psychic Aegis Shield (Barrier): Same Effects as Mamori no Kaze

      Active Abilities:

      • Gain the following: Weapon Damage +30%, Dodge Cost -20%, and Barrier Strength +300. Charge (4).

    Teleporter

      Passive Abilities
      • Vital Jump (5)
      • Teleport (6)
      • Ally Jump: When you use Vital Jump, one target ally may also gain the effects of Vital Jump against one incoming attack phase. Ally must be declared when Vital Jump is performed.

      Active Abilities:

        Replace all of the following Passive Abilities once active. Charge (4)
      • Vital Jump (4)
      • Teleport (5)
      • Ally Teleport: Expend all charges of Teleport, you and up to three target allies may also gain the effects of Vital Jump against one incoming attack phase. Allies must be declared when Vital Jump is performed. This is an Evasive Secondary Defense.

    Psychometer

      Passive Abilities
      • You and all allies gain Dodge Cost -15%.
      • You and all allies' first attack this turn ignores target's Evasive Secondary Defense abilities. Charge (5)

      Active Abilities: Gain the following Passive Abilities instead once active. Charge (4)

      • You and all allies gain Dodge Cost -15%, Accuracy +30%, and Weapon Damage +25%.
      • Attacks performed by this unit are considered to be Sound Attacks for Double Image and Stealth purposes.
      • You and all allies' first attack this turn ignores target's Evasive Secondary Defense abilities. Charge (4)

Trinity System

Class: System

Description: Headsets worn while piloting Great Guardion that use similar technology to the DSL System to link the pilots together, resulting in perfect teamwork when they can all focus, all of their skills contributing to Great Guardion's combat performance.

Ability: Upon deployment choose a single purchasable pilot skill or ability that is considered Passive (Main) and make it Passive (Sub) for this battle.

True Guardian Mode

Class: Special

Description: N/A.

Ability: Damage Received -15%, Weapon Damage +30%, Accuracy +30%, Dodge Cost -15%. Charge (4) to activate.

Tsubame

Class: Sidekick

Description: N/A.

Level 3 (1000 PP)

Attributes:

- None

Spirit Commands:

- Scan [L1]

- Direct Attack [L1]

- Flash [L1]

- Hot Blood [L2]

Skills:

- None

Twin Aura

Class: Barrier

Description:

Ability: You may use any of the following, but you may only use one effect per turn:

  • Fire Shield (Barrier)
  • Ice Shield (Barrier)

You may switch barriers during your special phase.

Twin Hyper Plasma Drive

Class: Special

Ability: Cannot equip/use EN regeneration items other than the Hyper Dendoh Denchi item. EN cannot be replenished by Resupply (the ability, not the Seishin) or any other similar ability except for Hyper Dendoh Denchi. Hyper Dendoh Denchi only restores 50% of maximum EN when used on this unit.

Twin Sentinel

Class: Special

Description:

Ability: Pay 20 AP. Gain an additional attack phase. During this attack phase you gain the ability to use an ally weapon. You may only use an ally weapon in this additional attack phase, else you must forfeit this attack phase. Charge (5)

Tyrano's Tier System

Class: System

Description: -

Ability: For every evolution point this unit has acquired gain Accuracy +5%, and Weapon Damage +5%. Also gain Dodge Cost -5% at every odd numbered evolution point. Caps at 5 evolution points.

Edited by Master Kruz

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The MechDev Lexicon: U

U-Cortex

Class: Special, Active

Ability: Pay 10 AP to activate. Damage Received +5%, Weapon Damage +30%, Dodge Cost +5%, Accuracy +10%, and Target's Countercut Cost +25%. While this ability is active you can not Block or Evade. Pay 10 AP to deactivate.

U-Cortex (Awakened)

Class: Special, Active

Ability: Pay 10 AP to activate. Weapon Damage +15%, Dodge Cost -10%, Accuracy +10%, and Target's Countercut Cost +25%.

Unbreakable Bond

Class: Armor

Ability: Damage Received -40%. Automatically negate the first 2000 damage in a single attack phase. Negation only applies to (B)-type, non-[F] attacks. If this ability would totally negate an attack, you may pay 15 EN to reflect that attack back at its owner. (The reflected attack retains its original attributes.)

Uchuu no Kokoro

Class: System

Description: ~

Ability: Gain +1 in all attributes. Aura (6) gain +1 in three of the six attributes, chosen by the players themselves. When the system activator leaves play, or transforms into a different form that does not have the same system, disable the effects. Charge (4) to activate.

Unified Hivemind Connection (System)

Class: System

Description: N/A

Ability: For every allied unit with Unified Hivemind Connection in battle, gain Dodge Cost -5%, Accuracy +10%, and Weapon Damage +15%. Bonuses cap at 5 allied units.

Unlock Mode

Class: Active

Ability: Weapon Damage +15%, Damage Received -15%, Dodge Cost -10%. Charge (4) to activate.

Usa Wave

Class: Special

Description: So moe you're gonna die.

Ability: During deployment, declare your character's gender. Units piloted by male characters gain the effects of Berserker (1/3). Aura (6). This Aura also affects enemy units.

Edited by Suguri-SP

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The MechDev Lexicon: V, W

Valiance I-Field

Class: S Barrier

Description: A reduced power version of the Crossbone Gundam's I-Field used by the Valiance Gundam in the distant future of the Universal Century.

Ability: Negate the first 1500 damage from a single attack phase for 5 EN. Negation only applies to (B)-Type non- [F] attacks. You may also negate any (BM)-Type attack entirely for 10 EN.

Variable Barrier

Class: Barrier

Description: N/A.

Ability: You may use any of the following, but you may only use one effect per turn:

- Negate up to 2000 [+] damage in a single attack phase for 5 EN.

- Pay 10 EN. All enemies who target you with a non [+]-type attack this round automatically take 800 damage. This damage may only be reduced though unit inherent and pilot passive damage reduction.

Variable Refraction Shift

Class: Weapon Effect

Description: N/A.

Ability: (B) type attacks with this attribute are unaffected by barrier effects that specifically reduce or negate only (B) type damage (such as I-Field).

Variable-State Armor

Class: Armor

Description: Using the phasing system, the user can alter the level of armor equipped onto the Vanguard in the middle of battle.

Ability: Armor Level ranges between 1 and 5, and begins at 3.

At Armor Level 1, gain Dodge Cost -20%, Damage Received +20% and Hell Armor (Armor)

At Armor Level 2, gain Dodge Cost -10%, Damage Received +10% and Hell Armor (Armor)

At Armor Level 3, gain Subrosate Armor (Armor) Same effects as Hell Armor

At Armor Level 4, gain Dodge Cost +10% and Crimson Hell Armor (Armor)

At Armor Level 5, gain Dodge Cost +20%, Damage Received -10%. and Crimson Hell Armor (Armor)

Pay 5 AP to gain or subtract 1 Armor Level. During any Transformation Phase, you may set your Armor Level to 1 for free.

Venom Armor

Class: Armor

Ability: When attacked by a non- [+]-type weapon, gain an additional attack phase which may only be used to use Venom Armor on the unit which attacked you. If you choose not to use Venom Armor in this attack phase, it is forfeited.

Venus

Class: Sidekick, Passive

Description:

Level 6 (2570 PP)

Attributes:

- 1 point in an Attribute of the user's choosing, chosen on acquisition of this sidekick.

Spirit Command:

- Mercy [L1]

- Provoke [L1]

- Great Effort [L2]

- Lucky [L2]

Skills:

- None

Version Up!

Class: Special

Ability: Damage Received -10%, Dodge Cost -10%, Weapon Damage +25%. Gain HP Regen S.

Charge (4) to activate.

Viola AI

Class: Sidekick

Level 4 (1750 PP)

This Sidekick can be a Main Pilot

Attributes:

- None

Additional Class Skills:

Fury

Class: Passive (Sub)

You may pay 15 EN to gain Weapon Damage +25% this turn. If this ability has not been used in 4 turns, it is activated automatically if possible.

Spirit Commands:

- Direct Attack [L1]

- Hot Blood [L2]

- Rage [L1]

- Concentrate [L1]

Skills:

- None

W-Series System Interface

Class: System

Description: A system installed in the Powered Angelg that allows the user to interface directly with the machine, allowing for much more effective piloting.

Ability: Dodge Cost -10%, Accuracy +10%, and Weapon damage +20%.

Charge (4) to activate.

Warutamashii

Class: Sidekick

Description: N/A

Level 4 (1850 PP)

Attributes:

- None

Spirit Commands:

- Flash [L1]

- Awaken [L1]

- Concentrate [L1]

- Duty [L1]

Skills:

- Assisted Control

Wheel of Chance

Class: Special

Ability: Wheel of Chance's stats are dependant upon current EN total.

[H] Bankrupt (SV)- 30 damage/EN. Expend all EN. [+10%] 100% EN or below.

[+] Attack Tail (B)- 1600 damage, 10 EN/attack [+10%] 90% EN or below.

[H] Plasma Hold- 2200 damage, Stun, 10 EN/attack [+10%] 80% EN or below.

[+] Melting Beam (F:3)- 800 damage/5 EN, Armor Break [+10%] 70% EN or below.

[H] Silver Cross (S)- 1800 damage x 2, 20 EN/attack [+20%] 60% EN or below.

[F] Plasma Fans (BMX:3)- 1500 damage/5 EN [+0%] 50% EN or below.

[H] Douce Nuit- Accuracy Break & 4500 damage, 30 EN/attack [+30%] 40% EN or below.

[F] Hell and Heaven Dea- Stun & 5600 damage, Barrier Pierce, 35 EN/attack [+30%] 30% EN or below.

[H] J-Cross- 3000 damage x 2, Barrier Pierce, 35 EN/attack [+30%]. 20% EN or below.

[F] Love-Love Hell and Heaven- Stun & 7200 damage, Barrier Pierce, 20 EN/attack [+45%]. 10% EN or below.

White Heart

Class: Sidekick

Description:

Level 7 (3000 PP)

Attributes:

- None

Spirit Commands:

- Great Effort [L2]

- Training [L2]

- Duty [L1]

- Perseverance [L1]

Skills:

- None

Wild Break Network

Class: Sidekick

Description: The AI programmed into the ACME™ Take Over the World Robot, designed to help new pilots understand how to pilot a gargantuan machine of pure destruction. When it wants to.

Level 8 (3600 PP)

Attributes:

- None

Additional Class Skills:

"Wile E. Coyote Syndrome":

Class: Sidekick

Every fourth turn, the remainder of Wild Break Network's Pilot Skills are disabled and its Spirit Commands cannot be used. This skill cannot be overwritten.

Spirit Commands:

- Great Effort [L2]

- Training [L2]

- Perseverance [L1]

- Exhaust [L2]

Skills:

- None

Will of the War God

Class: System

Description:

Passive Abilities:

- Damage Received -10%

- Accuracy +15%

Active Ability:

Negate all Psychic Energy [+] type weapons and Nu Gundam I-Field of target unit for the rest of the battle as long as this unit isn't destroyed or defeated. 50 EN to activate.

Win System

Class: System

Ability: While active, if any attribute your main pilot possesses is lower than that of the third pilot on this unit, that attribute is considered to be equal to the third pilot's. Charge (4) to activate.

Edited by Master Kruz

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The MechDev Lexicon: X, Y, Z

XEPHOS

Class: Sidekick

Level 5 (2300 PP)

Attributes:

- None

Spirit Commands:

- Direct Attack [L1]

- Hot Blood [L2]

- Awaken [L1]

- Duty [L1]

Skills:

- Psychic Energy: (Cost: 300 PP)

Class: Passive (Sub)

- Able to execute weapons/abilities requiring Psychic Energy.

- Assisted Piloting

Yata no Kagami Shield

Class: Shield

Ability: Same effects as Anti-Beam Shield but you may instead negate all damage from all (B)-type, [+] sources in a single attack phase for 10 EN and 2 shield uses. You may pay an additional 10 EN to reflect all (B)-type [+] attacks doing a total of 8000 damage or less in that attack phase back at its owner. (That attacks' modifiers are unchanged as if the they were targeting their owner/s instead)

Yukikaze

Class: Sidekick

Description: An advanced combat AI designed for detecting and fighting the alien life form known as JAM.

This Sidekick can be a Main Pilot

Level 7 (3050 PP)

Attributes:

- 1 point in an Attribute of the user's choosing, chosen on acquisition of this sidekick.

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.

Spirit Commands:

- Flash [L1]

- Direct Attack [L1]

- Awaken [L1]

- Extend [L1]

- Concentrate [L1]

- Hot Blood [L3]

Skills:

JAM Detector: (Cost: 400 PP)

Class: Passive (Sub)

- You are unaffected by any ability that makes an enemy unit untargetable, such as First Strike.

Z-Canceller

Class: Special

Ability: Units with this ability ignore the Element Z ability on other units.

Zeal

Class: Sidekick

Description: Custom AI that is installed in the GN-ES01 Gundam Zelos, which assists the pilot with the BIC System

Level 3 (1050pp)

Attributes:

- None

Additional Class Skills:

BIC System Interface:

Class: Passive (Sub)

When BIC System is activated, choose one of the following effects as well:

  • Barrier Damage Negation +500
  • Damage Received -20%
  • All (B)-type weapons gain Damage Dealt +40%

Spirit Commands:

- Great Effort [L1]

- Concentration [L1]

- Direct Attack [L1]

- Duty [L1]

Zodiac - Ox

Class: Sidekick

Description: DIGITAL Mooo???!!!

Level 4 (1550 PP)

Attributes:

- None

Spirit Commands:

- Resist [L2]

- Iron Wall [L1]

- Perseverance [L1]

- Great Effort [L1]

Skills:

- Assisted Defense

Zodiac - Rabbit

Class: Sidekick

Description: N/A

Level 5 (2250 PP)

Attributes:

- None

Spirit Commands:

- Flash [L3]

- Boost [L2]

- Accelerate [L2]

- Awaken [L1]

Skills:

- Assisted Piloting

Zodiac - Snake

Class: Sidekick

Description: N/A

Level 4 (1800 PP)

Attributes:

- None

Spirit Commands:

- Direct Attack [L1]

- Morale [L1]

- Sure Hit [L2]

- Awaken [L1]

Skills:

- Assisted Targeting

Zodiac - Tiger

Class: Sidekick

Description: DIGITAL RAAAWRR!!!

Level 4 (1800 PP)

Attributes:

- None

Additional Class Skills:

- N/A

Spirit Commands:

- Sure Hit [L1]

- Boost [L1]

- Flash [L2]

- Concentrate [L2]

Skills:

- Assisted Piloting

- Assisted Tracking

Zyklon Engine

Class: Regen

Ability: Negates any Sound Attack attack and absorb 1% of the damage as EN instead.

Edited by Suguri-SP

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