Gyrus Mackings

Welcome to Simchamber.net

40 posts in this topic

Ladies and Gentlemen, it's time for another round of mecha vs. mecha ACTION!

Welcome to the Simchamber.net

Applicant: Dio Minato

Participants: Dio, Ken, lowe, XN Geist Vs Mia-chan, Ion-chan, Max-chan, Kira-chan, Kaishi-kun, OCD-kun, Largo

Mecha: rank 8-

Format: 4 Vs 6

Location: City

Items Rank 4-

Additional Stipulations: Chips of, no summon

Fighters, DEPLOY!

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Dio, Ken, Lowe, you haven't given me your deploys, thus you gain your first prone. I don't think you want XN to go in by himself, do you?

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[0001]

id1-1.png

Name: Miyuki Takamachi

Rank: 2nd Lieutenant

Serial Number: EFA-190-SG-08-01

Nationality: Japanese

Gender: Female

Age: 24

Height: 155cm

Weight: 42kg

Vital Statistics: B75/W56/H81

Blood Type: B

Birthday: 9th October

Quote: "Everywhere I go, the job is still the same."

Pilot Class: E.H.

Pilot Level: 25

Specialisation: Marksman/Skirmisher

SP: 200 [sP Cap: 200]

Skills & Abilities

  • Dodge Cost: -20%
  • Countercut Cost: 7 AP (Minimum cost: 1 AP)
  • Countershoot Cost: 5 AP (Minimum cost: 1 AP)
  • Weapon Damage:
    • [F]-type: +5%
    • [+]-type: +60%

    [*]Target Dodge Cost:

    • [F]-type: +20%
    • [+]-type: +30%

Critical

Class: Active

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

Attributes

  • Range: Level 2: [+]-type Weapon Damage +25%, Countershoot Cost -1
  • Accuracy: Level 2: Target's Dodge Cost +15%, Countershoot Cost -1
  • Evade: Level 2: Dodge Cost -10%

Will Gauge Skills

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

Seishins

  • 1) Concentrate
    SP Cost: 15 SP
    Type: Hybrid (Evasive/Targeting)
    For a single turn you gain: Dodge Cost -10%. For the next attack phase you take this turn your attacks gain Target's Dodge Cost +20%.
  • 2) Diligence
    SP Cost: 65 SP
    Type: Recovery (Limit)
    User recovers 100% of DP.
  • 3) Take Aim
    SP Cost: 25 SP
    Type: Offensive (Targeting)
    Gain Target's Dodge Cost +50% for your next attack phase and disable all Evasive Secondary Defenses (such as Bunshin and Stealth).
  • 4) Flash
    SP Cost: 10SP
    Type: Defensive (Evasive)
    Gain Dodge Cost -20% for one turn.
  • 5) Target Lock
    SP Cost: 25 SP
    Type: Offensive (Targeting)
    For your next attack phase taken this turn, your target cannot use secondary defenses (such as Double Image, Stealth, or Barriers). Target also cannot be Support Defended by allies. The cancellation of Support Defense other secondary defenses only applies to your attacks.
  • 6) Spirit
    SP Cost: 60 SP
    Type: Offensive (Attack)
    All Weapon Damage x3 for your next attack phase taken this turn.

Pilot Skills

  • 1) Eye of the Mind (True)
    Class: Passive (Main)
    Gain: Gain Dodge Cost -10%, Weapon Damage +5%, Target's Dodge Cost +5%.
  • 2) Enhanced Human Conditioning
    Class: Active
    Gain Dodge Cost -5%, Target's Dodge Cost +10%, Weapon Damage +10%. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free. Automatically activated when your unit's HP drops to 20% or below or any ally's HP drops to 30% or below.
  • 3) Gunfighter
    Class: Passive (Main)
    Gain: [+]-type Weapons gain Damage +30% and Target's Dodge Cost +10%
  • 4) Limiter Release
    Class: Active
    Gain: AGI -10, Accuracy +10% and Weapon Damage +10%
    Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free.
  • 5) Determination
    Class: Passive (Main)
    Gain: While DP is 60% and below, Dodge Cost -10%, Damage Dealt +15% and Target's Dodge Cost +15%. While DP is 40% and below, Dodge Cost -15%, Damage Dealt +20% and Target's Dodge Cost +20% instead.
  • 6) Resolve
    Class: Passive (Main)
    Gain: While HP is 50% and below, Damage Received -15%, Damage Dealt +15%, and Target's Dodge Cost +15%. While HP is 30% and below, Damage Received -20%, Damage Dealt +20% and Target's Dodge Cost +20%

Pilot Techniques

  • 1) Sword Shield
    Gain X) Shield: Chosen Weapon. If the weapon chosen for this ability is a (B)-type weapon, gain X) Beam Shield: Chosen Weapon instead.
  • 2) Exceed Charge
    Choose One [+]-type weapon at deployment. This attack's stats are based off the chosen weapon with Damage +10%, Same Accuracy, EN cost +50% and gains & Weapons Lock. If it has no EN cost, EN cost +10 instead. If first attack is negated, second attack is automatically negated.
  • 3) Maximum Drive
    Unit must have 4 or more [+]-type weapons that you are able to use. Choose one non-MAP [+]-type weapon at deployment. Damage is equal to base weapon +10% for each extra usable non-combo [+]-type weapon that you choose to apply (up to +50% max). Rank 1-6: 1 round. Rank 7-12: 2 rounds. Rank 13+: 3 rounds. This attack gains all requirements of all weapons applied to the attack. Rounds may not exceed those of base attack.


[0002]

id2.png

Name: Maki Ardito

Rank: Major

Serial Number: EFA-190-NH-03-02

Nationality: Japanese

Gender: Female

Age: 26

Height: 172cm

Weight: 58kg 49kg

Vital Statistics: B91/W60/H85

Blood Type: O

Birthday: 15th December

Quote: "Empri, Ready... GO!!"

Pilot Class: Field Commander

Pilot Level: 26

Specialisation: Close Combat

SP: 200 [sP Cap: 200]

Skills & Abilities

  • Dodge Cost: 0%
  • Damage Reduction: -25%
  • Countercut Cost: 5 AP (Minimum cost: 1 AP)
  • Countershoot Cost: 7 AP (Minimum cost: 1 AP)
  • Weapon Damage:
    • [F]-type: +65%
    • [+]-type: +5%

    [*]Target Dodge Cost:

    • [F]-type: +15%
    • [+]-type: +5%

Critical

Class: Active

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

Attributes

  • Melee: Level 3: [F]-type Weapon Damage +30%, Countercut Cost -2
  • Defence: Level 3: Damage Recieved -15%

Will Gauge Skills

  • Lock On: Costs 3 Will. The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers.
  • Defense Pierce: Costs 3 Will. The last hit of your next attack phase gains Barrier Pierce and Armor Pierce.
  • Blitz Rush: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use [F] type attacks. You may only use this ability once per turn.
  • Iron Will: Cost 5 Will. Any damage that would reduce your HP past 0 this turn reduces it to 1 instead

Seishins

  • 1) Hissatsu
    SP Cost: 80 SP
    Type: Hybrid (Evasive/Enhancement/Targeting/Resistance/Power)
    Casts Accelerate, Charge, Sure Hit, Resist, Hot Blood and Direct Attack on yourself.
  • 2) Greater Perseverance
    SP Cost: 50SP
    Type: Recovery (Healing)
    User Recovers all HP
  • 3) Guidance
    SP Cost: 35 SP
    Type: Support (Enhancement)
    Casts Great Effort on yourself or one target ally. In SAMW matches, this affects all subcharacters that are INSIDE that unit as well.
  • 4) Iron Wall
    SP Cost: 40 SP
    Type: Defensive (Resistance)
    All damage you receive this turn is reduced by 75%.
  • 5) Resupply
    SP Cost: 70 SP
    Type: Recovery (Refuel)
    You or one target ally regenerates all EN and ammunition to 100%.
  • 6) Target Lock
    SP Cost: 25 SP
    Type: Offensive (Targeting)
    For your next attack phase taken this turn, your target cannot use secondary defenses (such as Double Image, Stealth, or Barriers). Target also cannot be Support Defended by allies. The cancellation of Support Defense other secondary defenses only applies to your attacks.

Pilot Skills

  • 1) Leadership
    Class: Passive (Sub)
    Gain: 6 target allies gain Dodge Cost -5% and Target's Dodge Cost +10%
  • 2) Close Combat Specialty
    Class: Passive (Main)
    Gain: [F]-type Weapons gain Damage +30% and Target's Dodge Cost +10%
  • 3) Veteran
    Class: Passive (Main)
    Gain: Damage Received -10%, Weapon Damage +5%, Target's Dodge Cost +5%.
  • 4) Taicho no Chikara
    Class: Active
    Gain: Damage Received -5%, Dodge Cost -5%, Damage Dealt +20%. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free.
  • 5) Counter
    Class: Active
    Gain: Can block or evade and attack in the same round. Usable after 3 turns of charging.
  • 6) Implaceable
    Class: Active
    Gain Damage Received -15% when activated. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free.

Pilot Techniques

  • 1) Sword Shield
    Gain X) Shield: Chosen Weapon. If the weapon chosen for this ability is a (B)-type weapon, gain X) Beam Shield: Chosen Weapon instead.
  • 2) Counter Zone
    Gain Ability: Counter Zone: Pay 20 EN during your Defense Phase. This turn, all [F]-type attacks currently targeting your allies now target you instead.
  • 3) Taicho Punch
    One weapon, chosen at deployment. The weapon cannot have a skill usage requirement. Damage is equal to the base attack +50%. If that weapon is a variable weapon, calculate base damage for a full use of the weapon. Accuracy is Base attack +5%. EN cost is +50%. Rounds are equal to the base weapon's rounds x 0.5, rounded down. If it has no EN cost or rounds, cost is 15. Attack gains Req: Taicho no Chikara


[AI001]

yukikaze.png

Yukikaze

SP: 200 [sP Cap: 200]

Class: Sidekick

Pilot Level: 14

Installed On:

  • VFF-41 Mave "Yukikaze" (190-VFFA-01)
  • VFF-31MR/D Super Sylph "Yukikaze" (190-VFFA-02)

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

This Sidekick can be a Main Pilot

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.

Automaneuver Mode

  • Dodge Cost: -10%
  • Countercut Cost: 7 AP (Minimum cost: 1 AP)
  • Countershoot Cost: 5 AP (Minimum cost: 1 AP)
  • Weapon Damage:
    • [F]-type: +0%
    • [+]-type: +25%

    [*]Target Dodge Cost:

    • [F]-type: +15%
    • [+]-type: +15%

Attributes

  • Range: Level 2: [+]-type Weapon Damage +25%, Countershoot Cost -1
  • Accuracy: Level 2: Target's Dodge Cost +15%, Countershoot Cost -1
  • Evade: Level 2: Dodge Cost -10%

Will Gauge Skills

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

Seishins

Skills

  • JAM Detector:
    Class: Passive (Sub)
    - You are unaffected by any ability that makes an enemy unit untargetable, such as First Strike.
  • Assisted Offense
    Class: Sidekick
    Main Pilot gains Damage Dealt +15%.
  • Assisted Ranged:
    Class: Sidekick
    - Main Pilot gains [+]-type Weapon Damage +20%
  • Assisted Tracking
    Class: Sidekick
    -Main Pilot gains Target's Dodge Cost +15%.
  • Assisted Evasion
    Class: Sidekick
    Main Pilot gains Dodge Cost -10%.
  • B-Save
    Class: Passive (Sub)
    Ammo capacity of weapons and abilities increased by 50%.


[4003]

VFF-31MR/D Super Sylph "Yukikaze"

SN: 190-VFFA-02

Statistics:

HP: 2200, EN: 130, Agi: 250

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

Weapons:

[+] 20mm Vulcans- 300 damage, 20 rounds, Req: Fighter or Gerwalk Mode [+40%]

[+] Dual Anti-Aircraft Laser Turret (BF:2)- 500 damage/3 EN [+0%]

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

[+] 55mm Gatling Gun Pod- 700 damage, 20 rounds [+0%]

[+] All-Out Attack- 3000 damage, 1 round [+20%]

[+] All-Out Attack [With more Ammo!]- 4500 damage, 1 round [+20%]

MAP Attacks:

[+] Reaction Missile (PT:6)- 6000 damage, Barrier Pierce, 6 rounds [+20%]

[+] Reaction Missile Exceed Charge (PT:6)- 6600 damage x 2 & Weapon Lock, Barrier Pierce, 10EN, Uses one Reaction Missile Round [+20%]

Inherent Abilities:

1) Variable Fighter

2) Countercut: Requires Martial Arts Mastery

3) Countershoot: 20mm Vulcans, Dual Anti-Aircraft Laser Turret, 55mm Gatling Gun Pod

4) VFF-31MR/D Super Sylph "Yukikaze" deploys in Fighter Mode.

5) Yukikaze (Sidekick)

6) TARPS: Same effects as EWAC.

7) Gerwalk Mode (Transform): Agi is 230 and Move: H instead. Disable All-Out Attack.

8) Fighter Mode (Transform): Agi is 210 and Move: F instead. Disable Punch, All-Out Attack, and Countercut.

9) Hardpoints: When deploying, choose up to 6 of Swarming Missiles, Anti-Air Missiles, Cluster Bomb, Anti-Radar Missiles, or Reaction Missile. If a weapon is selected more then once, multiply maximum rounds by the number chosen. If you did not select a weapon, it is disabled for the remainder of the battle.

Pilot Slots: 2

Purchased From: Custom Deployment Bay

Bounty: 130

Repair Cost: 65

IS1: Link Combo - Reaction Missile Exceed Charge [Yosuke]

IS2: Rare Medal [basu]

IS3: PX System [basu]

IS4: APA O.S. [RN Disc, HY Disc, AR Disc]

Edited by Gyrus Mackings
Fixing a mistake

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Pilot 1

[table=Hirokawa Kozue]

Taiga.jpg

Name: Hirokawa Kozue

Gender: Female

Age: 17

Pilot Summary

SP: 130

[F]-type Weapon Damage +35%, Countercut Cost -2

Damage Received -25%

Accuracy +5%

Shield Usage: +0

Skills

- Guard

Class: Active

Gain Damage Received -15% when activated. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free.

- Brave

Class: Passive (Main)

Braves are individuals with great resolve, who move forward no matter what they face.

Gain Damage Received -10%, Weapon Damage +5%, Target's Dodge Cost +5%

Atributes

Melee Lvl 3 > [F]-type Weapon Damage +30%, Countercut Cost -2

Defense Lvl 3 > Damage Received -15%

Spirit Commands

* Greater Perserverance [50 SP]

User recovers all HP.

* Great Effort [20 SP]

User's PP gain is doubled at the end of the battle regardless of the result. In SAMW matches, this affects all sub-characters that are INSIDE that unit as well.

Will Gauge

* Entrenchment: Costs 4 Will. Damage Received -40% and Target's Dodge Cost +50% for one turn.

* Cover: Costs 3 Will. Gain Damage Received -15% for this turn. This counts as a terrain effect.

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

* Iron Will: Cost 5 Will. Any damage that would reduce your HP past 0 this turn reduces it to 1 instead.

Technique

- Sword Shield

Requirement: A Countercut-capable weapon.

Ability: Gain X) Shield: Chosen Weapon. If the weapon chosen for this ability is a (B)-type weapon, gain X) Beam Shield: Chosen Weapon instead.

[/table]

pilot 2

[table=Tendou Satsuki]

sasa.jpg

Name: Tendou Satsuki

Gender: Female

Age: 17

Pilot Summary

SP: 100

[F]-type Weapon Damage +35%, Countercut Cost -2

Dodge Cost -10%

Shield Usage: +0

Skills

- Attacker

Class: Active

Damage dealt +25%. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free.

Atributes

Melee Lvl 4 > [F]-type Weapon Damage +35%, Countercut Cost -3

Evade lvl 2 > Dodge Cost -10%

Spirit Commands

* Great Effort [20 SP]

User's PP gain is doubled at the end of the battle regardless of the result. In SAMW matches, this affects all sub-characters that are INSIDE that unit as well.

* Flash [10 SP]

Gain Dodge Cost -20% for one turn.

Will Gauge

* Entrenchment: Costs 4 Will. Damage Received -40% and Target's Dodge Cost +50% for one turn.

* Finishing Attack: Cost 5 Will. Your next attack phase gains Weapon Damage +100% and Target's Dodge Cost +25%.

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

* Iron Will: Cost 5 Will. Any damage that would reduce your HP past 0 this turn reduces it to 1[/table]

Vandread Jura

Statistics:

HP: 5200, EN: 200, Agi: 300

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

Weapons:

[+] Arm Beam Gun (BSF:2)- 1300 damage, 20 rounds [+10%]

[F] Hanging Arm (M)- 1600 damage [+0%]

[+] Bits (BSX:8)- 650 damage/4 EN [+10%]

[+] Scattering Beam Shield (BS)- 5000 damage, 25 EN/attack [+30%]

MAP Attacks:

[+] Bits (D:4)- 4000 damage, 25 EN/attack [+10%]

[+] Scattering Beam Shield (BI:6)- 5000 damage, 30 EN/attack [+10%]

Inherent Abilities:

1) Vandread, Vanguard, Dread

2) Countercut: Hanging Arm

3) Countershoot: Arm Beam Gun, Bits

4) EN Regen S

5) Damage Received -30%

6) Scattering Beam Shield (Barrier)

7) Dismount: Hibiki's SP Vanguard, Jura's SP Dread

IS #1 : Chogokin Z

IS #2 : Spare batteries x5

Edited by Gyrus Mackings

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Deploying for Welcome to the Simchamber.net

[table=Shin Arashishima]

[td=200]shin_p_4.png

Name: Shin Arashishima

Gender: Female

Class: Pilot

Level: 15 [050/500]

SP Max/Cap: 200/200

"Remember: My fist, your face!"

Attributes

Melee: 4/6

Range: 0/6

Accuracy: 1/6

Defense: 0/6

Evade: 0/6

Skill: 1/6

[/td][td=width]Basic

- [F] / [H] +60% [35+5+20]

- [+] +5% [5]

- Damage Taken -30% [10+20]

- Dodge Cost -0%

- Target's Dodge Cost +15% [10+5]

- Countercut: 3 AP

- Countershoot: 6 AP

- Shield +2

- Critical (Active)

During the special phase you may pay 9 AP to gain Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn.

Skills

1: Guard

Gain Damage Received -15% when activated. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free.

2: Brave

Gain Damage Received -10%, Weapon Damage +5%, Target's Dodge Cost +5%.

3: Counter LV3

Can block or evade and attack in the same round. Usable after 3 turns of charging.

4: Potential LV3

While HP <= 50%, Damage Received -15%, Damage Dealt +15% and Target's Dodge Cost +15%

While HP <= 30%, Damage Received -20%, Damage Dealt +20% and Target's Dodge Cost +20%

5: n/a

6: n/a

Spirits

1: Sure Hit // 25 SP

2: Greater Perserverance // 50 SP

3: n/a

4: n/a

5: n/a

6: n/a

Will Gauge

x: Formation - Choose one combo attack on your unit. Combo attack damage this turn +25% per additional unit required for that combo attack. You must pay 1 Will for every additional unit required for that combo attack to use this ability.

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

3: Lock On - The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers.

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

Techniques

1: Swordshield

2: n/a

3: n/a[/td]

[/table]


Shamal Wind

Statistics:

HP: 4000, EN: 160, Agi: 270

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

Weapons:

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

[H] Macht- Attack Boost 20% & Accuracy Boost 10%. 20 EN/attack [+10%]

[H] Tempo- Mobility Boost 20% & Accuracy Boost 10%. 20 EN/attack [+10%]

[H] Mauer- Armor Boost 20% & Accuracy Boost 10%. 20 EN/attack [+10%]

[H] Energie Diebstahl- 1000 damage, EN Drain 5%, 15 EN/attack [+0%]

[F] Verketten (X:4)- 500 damage/6 EN, Stun, Mobility Break [+10%]

MAP Attacks:

[H] Regen (T:3)- Repair, 30 EN/attack [+0%]

Combo Attacks:

[F] Wolkenritter Blitz- 5000 damage, Mobility Break, Barrier Pierce, Armor Pierce, 30 EN/attack [+20%]

[H] Wolkenritter Magical Climax- 4000 damage, Mobility Break, Barrier Pierce, Armor Pierce + 5000 damage, Barrier Pierce, 50 EN/attack

Inherent Abilities:

1) Gear Devicer

2) Countercut: Req: Martial Art Mastery

3) EN Regen S

4) Repair

5) Resupply

X) CHOGOKIN ZEEEET: Damage Taken -30%

6) Ritterrüstung (800): Same Effects as Hell's Armor

7) Klarer Schild: Same Effects as Mamori no Kaze

8) Wolkenritter Unison (Schildform): Nachtprinzessin (Lead Unit), Shamal Wind. Same Effects as Combine

9) Wolkenritter Blitz: Requires allied Signum Blatt and Vita Eisen to execute

10) Wolkenritter Magical Climax: Requires allied Signum Blatt, Vita Eisen, and Nachtprinzessin to execute[/color]

Purchasing Cost: 480 Credits

[shuffle borrowed from brOCD.]

IS1: Chogokin ZEEEEEEEEEEET (+1500 HP, Damage Taken -30%)

IS2: Shuffle Alliance Crest (Damage Received -20% and Damage Dealt +20%, counters set at +2)

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[table Domon Kasshu Lvl 10][td = 49%]

DomonKasshu.gif

ace.gif Points: 14/50

[table Profile]

[td = 25%]

Domon.jpg

[/td]

[td = 30%]

Name: Domon Kasshu

Alias: King of Hearts

Race: Human

Gender: Male

Age: 20 years old

Nationality: Neo-Japan[/td]

[td = 45%]

Hair: Black

Eyes: Brown

Height: 180 cm

Weight: 78 kg

Blood: Type O

Status: Gundam Fighter[/td][/table]

[table Statistics]

[td = 25%]

Mobile Fighter:

GodChibi.gif

GF13-017NJII God Gundam

[/td]

[td = 30%]Level: 10

DP: 3000

AP: 100

SP: 100/200

Damage Received: -0%

Dodge Cost: -0%

Shield Usage: +0

Counter Cut: 5 AP

Counter Shoot: 5 AP

Critical Cost: 10 AP[/td]

[td = 45%]

Weapon Damage:

  • [F]-type +40%
  • [+]-type +0%

Target's Dodge Cost:

  • [F]-type +20%
  • [+]-type +20%

[/td][/table]

[table Attributes]

Saber.gifMelee [Lvl 3]

[F]-type Weapon Damage +30%, Countercut Cost -2

Accuracy.gifAccuracy [Lvl 3]

Target's Dodge Cost +20%, Countershoot Cost -2[/table]

[table Critical]

Critical.gif

Class: Active

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

[table Will Gauge]

Class: Active (Main)

Ranges between 0 and 10. Gain 1 Will counter each turn during your Regen Phase. Will counters can be expended to give different effects. Will abilities are activated during the Spirit Command Phase.

Special.gifWill Power [special Cost]

Pay 1.5 * resource cost to activate a combo attack without the partner unit present. You must pay 1 Will for every additional unit required for a combo attack not present in battle. The required partner units must be in your AM to use this ability. This ability cannot be used if the combo requires an ally of a specific pilot skill (such as Psychic Energy, Meikyo Shisui, etc.) that you do not have.

Pierce.gifDefense Pierce [3 Will]

The last hit of your next attack phase gains Barrier Pierce and Armor Pierce.

Melee.gifRush [4 Will]

Gain 1 additional attack phase this turn. During this attack phase you may only use mx_icon_kaku.gif type attacks. You may only use this ability once per turn.

Iron.gifIron Will [5 Will]

Any damage that would reduce your HP past 0 this turn reduces it to 1 instead.[/table]

[/td]

[td = 49%]

[table Seishins]

Pierce.gifDirect Attack [25 SP]

For your next attack phase taken this turn, your target cannot use secondary defenses (such as Double Image, Stealth, or Barriers). Target also cannot be Support Defended by allies. The cancellation of Support Defense and other secondary defenses only applies to your attacks.

Accuracy.gifIntuition [35 SP]

Casts Sure Hit and Flash on yourself.

Sure Hit: Gain Target's Dodge Cost +50% for your next attack phase and disable all Evasive Secondary Defenses (such as Bunshin and Stealth).

Flash: Gain Dodge Cost -20% for one turn.

Heal.gifGreater Perseverance [50 SP]

User recovers all HP.

Boost2.gifRecharge [50 SP]

User recovers all EN.

Awaken.gifAwaken [60 SP]

You gain 1 additional turn after the turn Awaken is cast (Regeneration and Defense Phases does not apply in the extra turn granted by this Spirit Command.)[/table]

[table Skills]

Fist.gifInfight [Lvl 1]

Class: Passive (Main)

Pilots can receive special training in melee fighting, making them better swordsmen, brawlers, and frontline fighters.

[F]-type Weapons gain Damage +10%.

KoH.gifAttacker

Class: Active

Making sure that one's enemy is quickly incapacitated is a key element in any form of combat. Pilots who wish to learn the Attacker ability receive special aggression training as well as the skill of perceiving an enemy's weak points, increasing the damage they deal.

Damage dealt +25%. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free.

MeikyoShisui.gifMeikyo Shisui

Class: Active

A state of mind "clear as a mirror and as still as a calm water." Martial artists achieving this state are able to unlock their full potential.

Gain Damage Received -5%, Dodge Cost -5%, Damage Dealt +20%. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free.[/table]

[table Techniques]

Shield.gifSword Shield

You are able to use your sword as a shield.

Requirement: A Countercut-capable weapon.

Ability: Gain X) Shield: Chosen Weapon. If the weapon chosen for this ability is a (B)-type weapon, gain X) Beam Shield: Chosen Weapon instead.[/table]

[/td][/table]


[table Rain Mikamura Lvl 5][td = 49%]

RainMikamura.gif

ace.gif Points: 3/50

[table Profile]

[td = 25%]

Rain.jpg

[/td]

[td = 30%]

Name: Rain Mikamura

Alias: None

Race: Human

Gender: Female

Age: 20 years old

Nationality: Neo-Japan[/td]

[td = 45%]

Hair: Brown

Eyes: Blue

Height: 167 cm

Weight: Undisclosed

Blood: Type AB

Status: Mechanic[/td][/table]

[table Statistics]

[td = 25%]

Mobile Fighter:

RisingChibi.gif

JMF1336R Rising Gundam

[/td]

[td = 30%]Level: 5

DP: 3000

AP: 100

SP: 100/200

Damage Received: -0%

Dodge Cost: -15%

Shield Usage: +0

Counter Cut: 7 AP

Counter Shoot: 5 AP

Critical Cost: 10 AP[/td]

[td = 45%]

Weapon Damage:

  • [F]-type +0%
  • [+]-type +0%

Target's Dodge Cost:

  • [F]-type +20%
  • [+]-type +20%

[/td][/table]

[table Attributes]

Accuracy.gifAccuracy [Lvl 3]

Target's Dodge Cost +20%, Countershoot Cost -2

Image.gifEvade [Lvl 3]

Dodge Cost -15%[/table]

[table Critical]

Critical.gif

Class: Active

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

[/td]

[td = 49%]

[table Seishins]

Bullets.gifResupply [70 SP]

You or one target ally regenerates all EN and ammunition to 100%.

Boost.gifCompanionship [75 SP]

You or Target ally recovers 100% of their maximum DP.[/table]

[table Skills]

Leader.gifLeadership [Lvl 1]

Class: Passive (Sub)

It's been said that the best leaders are those who serve the best. In the SC, this saying seems to go both ways. By becoming a better commander, one can instruct allies in the heat of battle so that they may perform better.

2 target allies gain Dodge Cost -5% and Target's Dodge Cost +10%.[/table]

[table Techniques]

None[/table]

[table Will Gauge]

Class: Active (Main)

Ranges between 0 and 10. Gain 1 Will counter each turn during your Regen Phase. Will counters can be expended to give different effects. Will abilities are activated during the Spirit Command Phase.

Speed.gifBarrel Roll [2 Will]

Gain Dodge Cost -10% and Target's Dodge Cost +20% for this turn.

Boost.gifElude [3 Will]

Gain Dodge Cost -15% this turn. This counts as a terrain effect.

Hybrid.gifFast Combat [5 Will]

Gain 1 additional Attack Phase this turn.

Image.gifEvasive Maneuver [6 Will]

Negate all attacks aimed at you this round. This is an Evasive Secondary Defense[/table]

[/td][/table]


gf13-009nf.jpg

GF13-009NF Gundam Rose

Statistics:

HP: 4200, EN: 170, Agi: 280

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

Weapons:

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

[F] Chelvalier Saber (BMF:5)- 550 damage/3 EN [+20%]

[F] Chelvalier Saber (BM)- 1600 damage [+0%]

[H] Roses Bit (BPSX:6)- 700 damage/5 EN [+10%]

[H] Roses Screamer (BSV:5)- 700 damage/5 EN, Stun [+20%]

[H] Roses Hurricane (BV:8)- 620 damage/4 EN, Barrier Pierce [+30%] Requires Meikyo Shisui to execute.

MAP Attacks:

[H] Roses Screamer (BD:4)- 3200 damage, Stun, 30 EN/attack [+10%]

Combo Attacks:

[H] Roses Magnum Hurricane- 5800 damage, Barrier Pierce 20 EN/attack [+20%]. Requires Meikyo Shisui to execute.

[H] Shuffle Doumei Ken (S)- 12000 damage, Barrier Pierce 25 EN/attack [+60%]. Requires Meikyo Shisui to execute.

Inherent Abilities:

1) Mobile Fighter

2) Shield: Roses Bit

3) Countercut: Chelvalier Saber

4) Countershoot: Vulcan, Roses Bit

5) Roses Magnum Hurricane: Requires an allied GF13-006NA Gundam Maxter in Meikyo Shisui to execute.

6) Shuffle Doumei Ken: Requires allied GF13-017NJII God Gundam (any variant), GF13-006NA Gundam Maxter, GF13-011NC Dragon Gundam, and GF13-013NR Bolt Gundam all in Meikyo Shisui to execute.

Items:

Additional Pilot Seat x1

Spare Battery x 5

Edited by Gyrus Mackings
Requested item change

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anime-boy--large-msg-119479397947.jpg

Kira Hiroyuki

Gender: Male

Age: 19

Minibio: A young person with mysterious powers that likens that of a Newtype. Quite an enigma to others that likes to isolate himself from the world under the cover of his headphones. Yet, he is a very determined person who has the resolve to never give up. Has an hot blooded personality in battle, yet inside, he is calm and calculated.

Pilot Summary

SP: 100

[+]-type Weapon Damage +30%

[F]-type Weapon Damage +5%

Target's Dodge Cost +20%

Dodge Cost -25%

Counter Cut: 7 AP

Counter Shot: 6 AP

Shield Usage: +0

Skills

Psychodriver

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

Genius

Gain Dodge Cost -10%, Weapon Damage +5%, Target's Dodge Cost +5%.

Atributes

Range Lvl 2

[+]-type Weapon Damage +25%, Countershoot Cost -1

Accuracy Lvl 1

Target's Dodge Cost +10%

Evade Lvl 3

Dodge Cost -15%

Spirit Commands

Duty

User recovers 30% of their maximum DP.

Flash

Gain Dodge Cost -20% for one turn.

Will Gauge

Psychodriver Flash: Costs 2 Will. Gain Dodge Cost -10% and Target's Dodge Cost +30% for this turn. Requires Psychic Energy.

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

Psychic Pressure: Costs 4 Will. Disables all attack phases of a single target for one turn. The target gains Damage Received +25% (to be calculated as a Pilot Ability) and Dodge Cost +10% for their next turn only. Requires Psychic Energy. This is considered a Status Attack.

Iron Will: Cost 5 Will. Any damage that would reduce your HP past 0 this turn reduces it to 1 instead.

jehuty.jpg

Jehuty OF

Statistics:

HP: 3000, EN: 120, Agi: 250

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

Weapons:

[F] Comet (F:5)- 350 damage/3 EN [+20%]

[+] Shot (B)- 1000 damage, 3 EN/attack [+00%]

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

[F] Grab (M)- 10 damage, Stun, 2 EN/attack [+0%]

[H] Wisp- 10 damage, Stun, 5 EN/attack [+0%]

[+] Homing Laser (BSX:6)- 400 damage/5 EN [+10%]

[+] Phalanx (SF:8)- 250 damage/3 EN [+10%]

[+] Burst Shot (V:8)- 450 damage/5 EN [+10%]

[+] Gauntlet- 1000 damage, 5 EN/attack, Barrier Pierce [+10%]

[+] Sniper Rifle- 2400 damage, 10 rounds [+20%]

[F] Burst Blade- 3000 damage, 15 EN/attack [+10%]

[+] Homing Missile (PGSX:8)- 500 damage/5 EN [+20%]

MAP Attacks:

[+] Geyser (I:4)- 100 damage, Paralyze, 20 EN/attack [+0%]

[+] Halberd (BI:3)- 3000 damage, 30 EN/attack [+0%]

[+] Vector Cannon (BI:4)- 5000 damage, 80 EN/attack [+0%]

Inherent Abilities:

1) Orbital Frame

2) Mummyhead

3) Countercut: Blade

4) Countershoot: Shot, Homing Laser

5) EN Regen S

6) Energy Shield (Barrier)

7) ADA (Sidekick)

8) Self-Destruct

9) Floating Mines: 2 rounds

10) Snipe: Sniper Rifle (+40%)

11) Gauntlet: Cannot be blocked.

12) Sniper Rifle: Damage does not increase through Orbital Frame.

13) Vector Cannon: Can only be used while grounded.

Purchasing Cost: 600 Credits

Items Used:

- EN Giga Chip

- Hybrid Dual Sensor

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sorry accidentally pressed enter

--------------

Lilith

Current Max SP:115

Maximum SP Cap:200

Pilot level:4

Stats:

Dodge Cost: -10%

Countercut Cost: 7 AP (Minimum cost: 1 AP)

Countershoot Cost: 4 AP (Minimum cost: 1 AP)

Critical Class: Active

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

=====

Attributes:

Accuracy Level 4: Target's Dodge Cost +25%, Countershoot Cost -3

Evade Level 2: Dodge Cost -10%

Will GaugeClass: Active (Main)

Ranges between 0 and 10. Gain 1 Will counter each turn during your Regen Phase. Will counters can be expended to give different effects. Will abilities are activated during the Spirit Command Phase.

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

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

Entrenchment: Costs 4 Will. Damage Received -40% and Target's Dodge Cost +50% for one turn.

Volley: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use [+] type attacks. You may only use this ability once per turn.

Skills:

Gunfight Class:Passive (Main)

Level 2:[+]-type Weapons gain Damage +20% and Target's Dodge Cost +5%

Spirit Commands

Concentrate

Effect:For a single turn you gain: Dodge Cost -10%. For the next attack phase you take this turn your attacks gain Target's Dodge Cost +20%. SP Cost: 15 SP. Type: Hybrid (Evasive/Targeting).

-----

GAT-01 Strike Dagger

Statistics:

HP: 2600, EN: 140, Agi: 300

IS: 4, Move: G, Size: M, Rank: 3

Weapons:

[+] 'Igelstellung' 75mm CIWS- 400 damage, 20 rounds [+40%]

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

[F] Beam Saber (BM)- 1100 damage [+0%]

[+] 57mm Hi-Energy Beam Rifle (B)- 1200 damage, 15 rounds [+10%]

[+] 175mm Grenade Launcher- 2200 damage, 6 rounds [+10%]

Inherent Abilities:

1) Mobile Suit

2) Anti-Beam Shield

3) Countercut: Beam Saber

4) Countershoot: 'Igelstellung' 75mm CIWS, 57mm Hi-Energy Beam Rifle

IS:

1:Reloader x 5

2:Hi-Performance Targeter

3:Tesla Drive

4:Propellent Tank x 5

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5865_Sephiroth4-1.jpg

Name: Shin Ryuugetsu

Class: "Seiryuu no Reiga" swordcombat style Swordmaster

Age: 21

Height: 6' 10"

Weight: 165 lbs

Hair: Pure white/Silver white

Eyes: Greenish-Blue

Off-mission Work: Lead Guitarrist of "The Kabbalah Risers" Metal band

Position inside EINHERJAR: Founder and Commanding Officer. Field Ops leader.

Theme Song: No Mercy (Guilty Gear X - Sol Badguy VS Ky Kiske theme EX)

Personal Units: SRM-01 Valkyrie, SRM-03C Aesir, SRM-01C Reginleif

Main Battleship: N/A

Series of origin: EINHERJAR Stories: The First Mission

Pilot Level: 16 (7550 PP Spent)

--------------------------------

[table=Pilot Stats]

SP Skills and Abilities Seiryuu no Reiga [td=1%]200[/td][td=4%]- Dodge Cost -10%

- Countercut Cost: 4 AP

- Countershot Cost: 6 AP

- Critical Cost: 9 AP

- Shield Usage +2[/td][td=4%]- MELEE: 1 2 3 4

- RANGED: 1 2 3 4

- ACCURACCY: 1 2 3 4

- DEFENSE: 1 2 3 4

- EVADE: 1 2 3 4

- SKILL: 1 2 3 4[/td]

[/table]

[table=Skills, Jutsus and Kido]

Skills Jutsus Kido [td=12%] - Berserk Instinct L1 L2

- Close Rang Specialist L1 L2 L3

- Evasive Ability (Aestivalis-types) L1 L2 L3

- Programming Skills (Agility, Accuracy, Weapon Damage) L1 L2 L3

- Final Shine

- Sniper Mastery L1 L2 L3[/td][td=5%] - Shunpo

- Hirameki

- Chiyu no Chikara

- Dai Ketsugi[/td][td=15%]- Sword Rush: Costs 1 Will. Your first attack phase this turn gains Target's Countercut Cost +50%.

- Parry: Costs 2 Will. Countercut cost -50% for this turn.

- Demon Eyes: Costs 3 Will. The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers.

- Shadow Steps: Costs 6 Will. Negate all attacks aimed at you this round. This is an Evasive Secondary Defense[/td]

[/table]

-------

limstella.jpg

Limstella

Type: Mi Ferario-Type AI

Starting SP / Max SP: 200/200

Attributes:

- None

Seishins:

- Greater Duty (65 SP)

- Greater Perseverance (50 SP)

- Lucky (40 SP)

- Miracle (100 SP)

- Training (60 SP)

- Resupply (70 SP)

Skills:

- Assisted Offense

- Autonomous Control

- Assisted Tracking

- Automaneuver Mode

- Group Mentality Lv.2

- Leadership Lv.3

Will Gauge:

-Phantom Attack: Pay 1.5 * resource cost to activate a combo attack without the partner unit present. You must pay 1 Will for every additional unit required for a combo attack not present in battle. The required partner units must be in your AM to use this ability. This ability cannot be used if the combo requires an ally of a specific pilot skill (such as Psychic Energy, Meikyo Shisui, etc.) that you do not have.

-Hi-Breaker: Costs 3 Will. The last hit of your next attack phase gains Barrier Pierce and Armor Pierce.

-Continued Assault: Costs 5 Will. Gain 1 additional Attack Phase this turn.

-Strafe: Costs 5 Will. Instantly evade all attacks in the first attack phase you receive this turn. This is considered an Evasive Secondary Defense. One (X) or (F) type weapon on your unit has its limit increased by 25% this turn, rounded up.

Item Statistics:

Type: Installable

Class: Sidekick

Rank: 3

------------------

ASF-05S Lancer Servant

Statistics:

HP: 3000, EN: 200, Agi: 260

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

Weapons:

[+] Dual Vulcans (B)- 800 damage, 5 EN/attack [+40%]

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

[F] 'Gae Bolg' Vibration Spear (M)- 1000 damage, Armor Pierce [+0%]

[F] 'Rogue Master' Twin Energy Daggers (BMF:2)- 700 damage/3 EN [+0%]

[F] 'Shippuu' Energy Spear (B)- 2400 damage, 10 EN/attack [+10%]

[H] Barbed Sudden Death (B)- 2500 damage, 15 EN/attack [+15%]

[F] Tenken (MX:5)- 550 damage/3 EN [+0%]

[+] Extreme Sniper Energy Rifle (B)- 3000 damage, 15 EN/attack [+10%]

[H] 'Nine Lives' NWM (X:9)- 600 damage/5 EN [+0%]

MAP Attack:

[+] Barbed Flashing Strike (BI:4)- 1500 damage, 25 EN/attack [+10%]

Inherent Abilities:

1) Saga Frame

2) Countercut: 'Durandal' Vibroblade Knife, 'Caladbolg Mk.II' Plasma Blade, Energy Stake, 'Kansho' and 'Bakuya' Regulation Blades [slash]

3) Countershoot: Dual Vulcans

4) Nano Skin

IS1: Frame Refit: Aestivalis

IS2: Limstella (Sidekick)

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tez-1.png

[table=Ken amada]

[td=20%]st___pride.png[/td][td=width]SP: 190

Statistic:

- Melee : +25%

- Range : +0%

- Dodge Cost : -10%

- Damage Received : -5%

- Accuracy : +0%

- Countercut Cost : 5

- Countershoot Cost : 6

- Critical Cost : 9

- Shield Usage : +2

Attributes:

- Melee [F] : 1 2 3 4 5 6

- Range [+] : 1 2 3 4 5 6

- Accuracy : 1 2 3 4 5 6

- Defense : 1 2 3 4 5 6

- Evade : 1 2 3 4 5 6

- Skill : 1 2 3 4 5 6

[/td]

[td=width]Full name: Ken Amada

[/td][td=width]Skills:

  • Newtype
    Target's Dodge Cost +5%
  • Resentment
    Level 2: Damage Dealt +20%, Target's Dodge Cost +20%
    Defining Skill: Newtype

[/td]

[td=width]Other:

  • N/A

[/td][td=width]Spirit Commands:

[/td]

[td=width]Techniques:

  • N/A

[/td][td=width]Abilities:
- Psychic Pressure: Costs 4 Will. Disables all attack phases of a single target for one turn. The target gains Damage Received +25% (to be calculated as a Pilot Ability) and Dodge Cost +10% for their next turn only. Requires Psychic Energy. This is considered a Status Attack.
- Rush: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use [F]-type attacks. You may only use this ability once per turn.
- Finishing Attack: Cost 5 Will. Your next attack phase gains Weapon Damage +100% and Target's Dodge Cost +25%.
- Evasive Maneuver: Costs 6 Will. Negate all attacks aimed at you this round. This is an Evasive Secondary Defense
[/td][/table]
Nu Metal Zaku
numetalzaku.gif
Statistics:
HP: 3000, EN: 180, Agi: 290
IS: 2, Move: G, Size: M, Rank: 8
Weapons:
[F] High Heat Hawk (M)- 1500 damage, Weapon Lock [+0%]
[H] Sonic Storm (S)- 2200 damage, 10 EN/attack [+15%]
[+] Nu Gundam Rifle (BSF:3)- 900 damage, 36 rounds [+10%]
[+] Beam Cannon (B)- 3000 damage, 6 rounds [+0%]
[+] Nu Gundam Bazooka- 5000 damage, 5 rounds [+0%]
[+] Fin Funnel (BSX:6)- 800 damage/5 EN. Requires Psychic Energy to execute. [+10%]
MAP Attacks:
[+] Offense Jammer (D:3)- Attack Break, 10 EN/attack [+0%]
[+] Giga Bomber (T:3)- 2600 damage, 4 rounds [+10%]
Inherent Abilities:
1) Mobile Suit
2) Shield: Beam Cannon
3) Countercut: High Heat Hawk
4) Countershoot: Nu Gundam Rifle, Beam Cannon, Fin Funnel
5) Solid Metal: Damage Received -75%
6) Status Canceler
7) The player who destroys this unit gains an additional 20 PP reward at the end of battle. This bonus is not affected by abilities that increase rewards.
Item
  • Inertial Canceller Generator
  • 5 Spare Batteries

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[table=Dio Minato]

[td=20%]GUNDAM-1.png[/td][td=80%]Level: 16

SP: 200

Statistic:

- Melee +20%

- Range +20%

- Dodge Cost -5%

- Damage Received -5%

- Accuracy: +10%

- Countercut Cost: 6

- Countershoot Cost: 6

- CriticalCost: 9

- Shield Usage : +2

Attributes:

- Melee [F] : 1 2 3 4 5 6

- Range [+]: 1 2 3 4 5 6

- Accuracy : 1 2 3 4 5 6

- Defense : 1 2 3 4 5 6

- Evade : 1 2 3 4 5 6

- Skill : 1 2 3 4 5 6

- Critical - Class: Active

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

[/td]

[td=width]Full name: Dio Minato

Gender: Male

Classes: Gigalomaniac

Age: 16

Blood type: O

Height: 1.70m

Mass: 60kg

Occupation: Normal Student

Personality: Quiet

[/td][td=width]Skills:


Gigalomaniac

Class: Passive (Sub)

A person who has the ability to summon a Di-Sword by projecting their delusions into other people's "Dead Spots". The only people who are known to have such powers are a select few. All of them have had traumatic experiences in their lives at one point or are emotionally "broken", making it likely that this is some sort of requirement in receiving the power.

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


Unit Specialization (Evasive) (Veda)

Class: Passive (Main)

You have specialized in piloting Veda unit, becoming more adept at piloting those machines.

Level 3: Damage dealt +30%, Dodge cost -10%, Target's Dodge cost +15%.


Unit Focus (Evasive)

Class: Passive (Main)

You have focused your skills into piloting Celestial Gundam, becoming highly skilled at all it's abilities.

Gain the following bonuses when piloting Celestial Gundam: Damage dealt +20%, Dodge cost -10%, Target's Dodge cost +10%.


Resentment(Newtype)

Class: Passive (Main)

You bear a particular hatred or are especially adept at fighting a certain type of pilot or machine.

Choose a unit type (such as Mecha Beast or Mothership) or Defining Skill (such as A-Class Jumper or Newtype). Gain bonuses on attacks against units of the chosen type or units whose main pilot has the chosen Defining Skill.

Level 1: Damage Dealt +10%, Target's Dodge Cost +10%.


Guts

Class: Passive (Main)

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

Level 3:

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

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


Devil Luck

Class: Passive (Main) Your extraordinary luck leads you to lucky counterattacks.

Auto-dodge every 5th attack targetting you. Every 5th attack phase you execute has its damage and accuracy increased as if Critical was activated for it at no cost.


Group Mentality

Class: Passive (Main)

* Level 1: SP Reduction that this pilot suffers in multi-piloted units is considered one step less. (Ex. if piloting a unit with 3 pilots, treat this pilot's SP reduction as the unit had 2 pilots). 400 PP


[/td]

[td=width]Other:

  • N/A

[/td][td=width]Spirit Commands:

[/td]

[td=width]Techniques:


Charge Up

You may delay focus your actions to improve your offensive capabilities.

Ability: Charge Up: Sacrifice your attack phase. Next turn, gain Damage Dealt +15% and Target's Dodge Cost +10%.


Sword Shield

You are able to use your sword as a shield.

Requirement: A Countercut-capable weapon.

Ability: Gain X) Shield: Chosen Weapon. If the weapon chosen for this ability is a (B)-type weapon, gain X) Beam Shield: Chosen Weapon instead.


[/td][td=width]I.D:

- "I hate Super robot!!": Costs 3 Will. The last hit of your next attack phase gains Barrier Pierce and Armor Pierce.

- "My Turn...": Costs 5 Will. Gain 1 additional Attack Phase this turn.

- "Target Locked": Costs 5 Will. Your next attack phase gains Target's Dodge Cost +100% and Weapon Damage +25%.

- "I Can see That": Costs 6 Will. Negate all attacks aimed at you this round. This is an Evasive Secondary Defense

[/td]

[/table]


[table=Sena Aoi]

[td=20%]st___normal_eye01.png[/td][td=width]SP: 200

Statistic:

- Melee +65%

- Accuracy: +30%

- Countercut Cost: 4

- Countershoot Cost: 6

- CriticalCost: 10

Attributes:

- Melee [F] : 1 2 3 4 5 6

- Range [+] : 1 2 3 4 5 6

- Accuracy : 1 2 3 4 5 6

- Defense : 1 2 3 4 5 6

- Evade : 1 2 3 45 6

- Skill : 1 2 3 4 5 6

- Critical - Class: Active

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

[/td]

[td=width]Full name: Sena Aoi

Gender: Female

Age: 17

Blood type: O

Height: 1.70m

Mass: 50kg

Occupation: Normal Student

Classes: Gigalomaniac

Personality: Determined

[/td][td=width]Skills:


Gigalomaniac

Class: Passive (Sub)

A person who has the ability to summon a Di-Sword by projecting their delusions into other people's "Dead Spots". The only people who are known to have such powers are a select few. All of them have had traumatic experiences in their lives at one point or are emotionally "broken", making it likely that this is some sort of requirement in receiving the power.

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


Meikyo Shisui

Class: Active

A state of mind "clear as a mirror and as still as a calm water." Martial artists achieving this state are able to unlock their full potential.

Gain Damage Received -5%, Dodge Cost -5%, Damage Dealt +20%. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free.


Infight

Class: Passive (Main)

Pilots can receive special training in melee fighting, making them better swordsmen, brawlers, and frontline fighters.

Level 3: [F]-type Weapons gain Damage +30% and Target's Dodge Cost +10% .


Attacker

Class: Active

Making sure that one's enemy is quickly incapacitated is a key element in any form of combat. Pilots who wish to learn the Attacker ability receive special aggression training as well as the skill of perceiving an enemy's weak points, increasing the damage they deal.

Level 1: Damage dealt +25%. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free.


Revenge

Class: Passive (Main)

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

Level 1: Damage dealt +25% against all units that attacked you this turn.


[/td]

[td=width]Other:


[/td][td=width]Spirit Commands:

[/td]

[td=width]Techniques:


Sword Shield

You are able to use your sword as a shield.

Requirement: A Countercut-capable weapon.

Ability: Gain X) Shield: Chosen Weapon. If the weapon chosen for this ability is a (B)-type weapon, gain X) Beam Shield: Chosen Weapon instead.


[/td][td=width]Abilities:

- Newtype Flash: Costs 2 Will. Gain Dodge Cost -10% and Target's Dodge Cost +30% for this turn. Requires Psychic Energy.

- Psychic Pressure: Costs 4 Will. Disables all attack phases of a single target for one turn. The target gains Damage Received +25% (to be calculated as a Pilot Ability) and Dodge Cost +10% for their next turn only. Requires Psychic Energy. This is considered a Status Attack.

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

- Evasive Maneuver: Costs 6 Will. Negate all attacks aimed at you this round. This is an Evasive Secondary Defense

[/td]

[/table]

IÆM-01C Odinsordr

Statistics:

HP: 6000, EN: 180, Agi: 350

IS: 2, Move: F/G, Size: L, Rank: 8

Weapons:

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

[+] Kyris Laser- 1200 damage, 10 EN/attack [+10%]

[F] Gungnir (M)- 1800 damage [+0%]

[+] Hi-Kyris Blaster- 3200 damage, 20 EN/attack [+20%]

[H] Jet Smasher (PS)- 2500 damage x 2, 15 EN/attack [+0%]

[F] Cross Drive Attack (X:6)- 1200 damage/10 EN [+10%] Req: Multi-Cross Drive

Combo Attacks:

[H] Multiple Cross- 6500 damage, Barrier Pierce, 30 EN/attack [+30%]

Inherent Abilities:

1) Aesir Machine

2) Countercut: Gungnir

3) Countershoot: Kyris Laser

4) Damage Received -25%

5) Multi-Cross Drive (System): Found in Mechdev Lexicon.

6) Multiple Cross: Requires an allied Hrist to execute.

Purchasing Cost: 350 Credits

  • Frame refit : Veda
  • Additional pilot seat

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Gunleon

Statistics:

HP: 6000, EN: 180, Agi: 340

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

Weapons:

[F] Melee (M)- 600 damage [+0%]

[H] Decker Spanner (P)- 1400 damage & (M)- 1500 damage [+0%], 5 EN/attack [+10%]

[+] Gig Gun (SF:6)- 400 damage, 30 rounds [+10%]

[F] Bummer Spanner (MF:8)- 800 damage/3 EN [+10%]

[F] Chain Decutter (V:6)- 900 damage/5 EN [+0%]

[F] Riot Jaw Wrench- 5500 damage, Barrier Pierce, 30 EN/attack [+30%]

Inherent Abilities:

1) Super Robot

2) Countercut: Chain Decutter

3) Damage Received -20%

4) Repair

Purchasing Cost: 380 Credits

Pilot Slots: 2

Main Pilot

Jordan

Student

Level: 11

Starting Max SP: 100

Current Max SP: 200

Maximum SP Cap: 200

Skills & Abilities

- Enemy Dodge Cost +5%

- Dodge Cost -0%

- Countercut Cost: 6 AP (Minimum cost: 1 AP)

- Countershoot Cost: 6 AP (Minimum cost: 1 AP)

- Critical

Class: Active

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

Seishin

Direct Attack

Effect:

For your next attack phase taken this turn, your target cannot use secondary defenses (such as Double Image, Stealth, or Barriers). Target also cannot be Support Defended by allies. The cancellation of Support Defense other secondary defenses only applies to your attacks.

Statistics:

SP Cost: 25 SP

Alternate Name: 直撃 Chokugeki

Type: Offensive (Hindering)

Learning Cost:

200 PP

Great Effort

Effect:

User's PP gain is doubled at the end of the battle regardless of the result. In SAMW matches, this affects all sub-characters that are INSIDE that unit as well.

Statistics:

SP Cost: 20 SP

Alternate Name: 努力 Doryoku

Type: Support (Enhancement)

Learning Cost:

500 PP

Greater Perserverance

Effect:

User recovers all HP.

Statistics:

SP Cost: 50 SP

Alternate Name: ド根性 Dokonjou

Type: Recovery (Healing)

Learning Cost:

400 PP

Greater Duty

Effect:

User recovers 100% of their maximum DP.

Statistics:

SP Cost: 65 SP

Alternate Name: ド任 Donin

Type: Recovery (Limit)

Learning Cost:

500 PP

Lucky

Effect:

The next unit you destroy gives double the bounty.

Statistics:

SP Cost: 30 SP

Alternate Name: 幸運 Kouun

Type: Support (Enhancement)

Learning Cost:

600 PP

Drive

Effect:

- All turn-based activation abilities or weapons on this unit or it's pilot (such as Zero System, Guard, or Pressure) are reduced by three turns for the next activation. (Charge time can not be reduced below 1 turn.)

- All counter-based abilities on this unit or it's pilot (such as Advanced Maneuvers or Guts) gain three counters.

- For the next three turns gain Damage Received -30% and Weapon Damage +30% to be calculated as a pilot ability.

Statistics:

SP Cost: 80 SP

Alternate Name: 気迫 Kihaku

Type: Hybrid (Enhancement)

Learning Cost:

800 PP

Stats

Accuracy

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

Melee

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

Defense

Level 2: Damage Received -10%

Unit Specialization (Defensive), Balmarian Machine

Class: Passive (Main)

You have specialized in piloting a specific type of unit, becoming more adept at piloting those machines.

Choose a unit type (such as Mobile Suit, Aura Battler, Brave, or Orbital Frame). Gain bonuses in units of that type.

Level 1: Damage dealt +10%, Target's Dodge cost +5%. 300 PP

Newtype

Class: Passive (Sub)

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

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

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

Cost: 400 PP

Counter

Class: Active

In battle, being pushed into a defensive stance is usually not advisable. This skill allows one to defend oneself without compromising offensive ability.

Can block or evade and attack in the same round. Usable after X turns of charging, where X is:

Level 1: 5 turns. 300 PP

Will Gauge

Class: Active (Main)

As pilots progress through battle, they gain morale or plot their next move. This is represented by a 10-step scale called the Will Gauge. At pilot creation, you may choose four abilities that cost Will Gauge to activate. The abilities do not have any cost to acquire; you may simply pick four.

Ranges between 0 and 10. Gain 1 Will counter each turn during your Regen Phase. Will counters can be expended to give different effects. Will abilities are activated during the Spirit Command Phase.

3 Will

* Cover: Costs 3 Will. Gain Damage Received -15% for this turn. This counts as a terrain effect.

4 Will

* Flawless Evasion: Costs 4 Will. Evading reduces dodge cost by 50% instead for this turn.

5 Will

* Pressure: Costs 5 Will. Disables all attack phases of a single target for one turn. The target gains Damage Received +25% (to be calculated as a Pilot Ability) and Dodge Cost +10% for their next turn only. This is considered a Status Attack.

6 Will

* Impervious: Costs 6 Will. Cap all damage received this turn at 500 damage per hit.

Sub-Pilot

Aurion Falsch

CEO

Level: 3

Starting Max SP: 100

Current Max SP: 100

Maximum SP Cap: 200

Skills & Abilities:

- Dodge Cost -0%

- Countercut Cost: 7 AP (Minimum cost: 1 AP)

- Countershoot Cost: 7 AP (Minimum cost: 1 AP)

- Critical

Class: Active

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

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

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

EVADE: Level 2: Dodge Cost -10%

Seishins

Direct Attack

Effect:

For your next attack phase taken this turn, your target cannot use secondary defenses (such as Double Image, Stealth, or Barriers). Target also cannot be Support Defended by allies. The cancellation of Support Defense other secondary defenses only applies to your attacks.

Statistics:

SP Cost: 25 SP

Alternate Name: 直撃 Chokugeki

Type: Offensive (Hindering)

Learning Cost:

200 PP

Skills

Meikyo Shisui

Class: Active

A state of mind "clear as a mirror and as still as a calm water." Martial artists achieving this state are able to unlock their full potential.

Gain Damage Received -5%, Dodge Cost -5%, Damage Dealt +20%. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free.

Cost: 800 PP

Will Gauge

Class: Active (Main)

3 Will

* Elude: Costs 3 Will. Gain Dodge Cost -15% this turn. This counts as a terrain effect.

4 Will

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

* Volley: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use [+] type attacks. You may only use this ability once per turn.

5 Will

* Strafe: Costs 5 Will. Instantly evade all attacks in the first attack phase you receive this turn. This is considered an Evasive Secondary Defense. One (X) or (F) type weapon on your unit has its limit increased by 25% this turn, rounded up.

Other Unit

YμP-05 Medius Locus

Statistics:

HP: 5000, EN: 180, Agi: 250

IS: 3, Move: F/G, Size: M, Rank: 7

Weapons:

[+] Divided Rifle (SF:4)- 800 damage, 40 rounds [+10%]

[F] Coating Sword (M)- 1500 damage [+0%]

[H] Sting Acceleration- 5200 damage, Barrier Pierce, 30 EN/attack [+20%]

Inherent Abilities:

1) Tsentr Machine

2) Countercut: Coating Sword

3) Countershoot: Divided Rifle

4) Damage Received -25%

5) AI1 (Sidekick)

Bounty: 150 Credits

Pilot (Normally Sidekick)

AI1

Class: Sidekick

Level: 4

SP: 100

Max SP: 200

Description: An evolving, learning battle AI developed for the Medius Locus. A special function on Medius Locus allows the installed AI to function on its own and pilot the unit based on the data it has collected.

Ability:

This Sidekick can be a Main Pilot

Attributes:

EVADE: Level 1 dodge cost -5%

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

Effect:

All damage you receive this turn is reduced by 75%.

Statistics:

SP Cost: 40 SP

Alternate Name: 鉄壁 Teppeki

Type: Defensive (Resistance)

Learning Cost:

300 PP

Direct Attack

Effect:

For your next attack phase taken this turn, your target cannot use secondary defenses (such as Double Image, Stealth, or Barriers). Target also cannot be Support Defended by allies. The cancellation of Support Defense other secondary defenses only applies to your attacks.

Statistics:

SP Cost: 25 SP

Alternate Name: 直撃 Chokugeki

Type: Offensive (Hindering)

Learning Cost:

200 PP

Awaken

Effect:

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

Statistics:

SP Cost: 60 SP

Alternate Name: ?? Kakusei

Type: Support (Enhancement)

Learning Cost:

600 PP

Greater Perserverance

Effect:

User recovers all HP.

Statistics:

SP Cost: 50 SP

Alternate Name: ド根性 Dokonjou

Type: Recovery (Healing)

Learning Cost:

400 PP

Concentrate

Effect:

For a single turn you gain: Dodge Cost -10%. For the next attack phase you take this turn your attacks gain Target's Dodge Cost +20%.

Statistics:

SP Cost: 15 SP

Alternate Name: 集中 Shuuchuu

Type: Hybrid (Evasive/Targeting)

Learning Cost:

150 PP

Spirit

Effect:

All Weapon Damage x3 for your next attack phase taken this turn.

Statistics:

SP Cost: 60 SP

Alternate Name: 魂 Tamashii

Type: Offensive (Attack)

Learning Cost:

600 PP

Skills:

- None

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Alright, all set! And now, the rules!

-72 hour prone time!

-x2, x3 and x4 your math!

-OCD's team has the initiative!

-Please, do me two favors - when you die, tell me the bounty for the unit so I'm not searching across this game for its value and if the Nu Metal Zaku dies, tell me who defeated it so I can give the bonus to the correct person

Let's get this party started! Fighters, GO!

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Regeneration Phase

WILL: +1, 3/10 (S-S-S-Shuffle!)

EN REGEN S + 10%: +24 EN

COUNTER: Not this turn~

Spirit Command Phase

SC:

TARGET:

COST:

EFFECT:

Defense Phase

ENEMY:

WEAPON:

ACTION:

DAMAGE:

SPENT:

Item Phase

ITEM:

EFFECT:

Transform/Change Phase

CURRENT:

NEW:

Special Phase

SPECIAL: Guard

COST: 10 AP

Summon Phase

SUMMONED:

UNSUMMONED:

Shin: "I know, I know, you have waited much too long~ ♫"

Attack Phase

WEAPON: [H] Macht

TARGET: Yukikaze

DAMAGE: ---

SPENT: 20 EN

STATUS: Attack Boost 20% & Accuracy Boost 10%

MODIFIERS: Acc +15% [10+10+5-10]

Statistics

HP: 4000/4000

EN: 140/160

DP: 3000/3000

AP: 90/100

SP: 200/200

WILL: 3/10

ETC: Guard ON, Potential OFF // 100%, Counter [2/3]

WEAPONS:

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

[H] Macht- Attack Boost 20% & Accuracy Boost 10%. 20 EN/attack [+10%]

[H] Tempo- Mobility Boost 20% & Accuracy Boost 10%. 20 EN/attack [+10%]

[H] Mauer- Armor Boost 20% & Accuracy Boost 10%. 20 EN/attack [+10%]

[H] Energie Diebstahl- 1000 damage, EN Drain 5%, 15 EN/attack [+0%]

[F] Verketten (X:4)- 500 damage/6 EN, Stun, Mobility Break [+10%]

MAPW:

[H] Regen (T:3)- Repair, 30 EN/attack [+0%]

Edited by Miang

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Satsuki : "wow so many people, so many robot" *spakling eyes*

kozue : "there's she goes"

REGENERATION PHASE:

WIll : +1

HP :

EN :

SPIRIT PHASE

SC:

Target:

SP Used:

Effect:

DEFENSE PHASE:

ENEMY:

WEAPON:

ACTION:

DAMAGE:

SPENT:

Status Gain :

TRANSFORMATION/MAINTENANCE PHASE:

Current Form:

New Form:

Movement:

Terrain:

SPECIAL PHASE:

Special: Guard On

Resources: 40 AP

ITEM PHASE:

Item Used:

Item's Effects:

SUMMON PHASE:

Summon:

Unsummon:

ATTACK PHASE:

WEAPON: Bits Map attack

TARGET: all the opposite side

DAMAGE: 4000

SPENT: 25 EN

STATUS:

MODIFIERS: None

Statistics:

HP: 6700/6700

EN: 175/200

DP: 3000/3000

AP: 60/100

SP (K): 104/104

SP (S): 80/80

WILL: 1/10

sword SHIELD: 10/10

Status :

ETC: Guard On

Weapons:

[+] Arm Beam Gun (BSF:2)- 1300 damage, 20 rounds [+10%]

[F] Hanging Arm (M)- 1600 damage [+0%]

[+] Bits (BSX:8)- 650 damage/4 EN [+10%]

[+] Scattering Beam Shield (BS)- 5000 damage, 25 EN/attack [+30%]

MAP Attacks:

[+] Bits (D:4)- 4000 damage, 25 EN/attack [+10%]

[+] Scattering Beam Shield (BI:6)- 5000 damage, 30 EN/attack [+10%]

Edited by ION

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"Rise! Gundam! Rose?"

Regeneration Phase:

Will +1: 1/10

EN Regen 10%: 170*0.1= 17 EN

Spirit Command Phase:

Target:

Command:

Effect:

Resources:

Defense Phase:

Target:

Weapon:

Action:

Damage:

Resources:

Item Phase:

Target:

Item:

Effect:

Transform/Change Phase:

Current:

New:

Movement: Ground

Terrain: City (Large)

Special Phase:

Special: Attacker (Active)

- Damage Dealt +25%

Resources: 40 AP

Special: Meikyo Shisui (Active)

- Damage Received -5%

- Dodge Cost -5%

- Damage Dealt +20%

Resources: 40 AP

Special: Critical (Active)

- Weapon Damage +15%

- Accuracy +15%

Resources: 10 AP

Special: Leadership

- 2 target allies gain Dodge Cost -5% and Target's Dodge Cost +10%. (Ryu and OCD)

Resources: None

Summon Phase:

Summon:

Unsummon:

Attack Phase:

Target: All enemies

Weapon: [H] Roses Screamer (BD:4)- 3200 damage, Stun, 30 EN/attack [+10%]

Damage: 3200 + 95% = 6720

Status: Stun

Resources: 30 EN

Modifiers:

- Damage: Melee Lvl 3 (+30%), Infight Lvl 1 (+10%), Attacker (+25%), Meikyo Shisui (+20%), Critical (+15%) = +110%

- Dodge Cost: Accuracy Lvl 3 (+20%), Weapon (+10%), City (Large) (-10%), Critical (+15%) = +35%

Statistics:

GF13-009NF Gundam Rose

HP: 4200/4200

EN: 140/170

DP: 3000/3000

AP: 10/100

SP (Domon): 80/100

SP (Rain): 80/100

Will: 1/10

Agi: 280

Counter Cut: 5 AP

Counter Shot: 5 AP

IS: 2

Move: F/G

Size: M

Rank: 6

Weapons:

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

[F] Chelvalier Saber (BMF:5)- 550 damage/3 EN [+20%]

[F] Chelvalier Saber (BM)- 1600 damage [+0%]

[H] Roses Bit (BPSX:6)- 700 damage/5 EN [+10%]

[H] Roses Screamer (BSV:5)- 700 damage/5 EN, Stun [+20%]

[H] Roses Hurricane (BV:8)- 620 damage/4 EN, Barrier Pierce [+30%] Requires Meikyo Shisui to execute.

MAP Attacks:

[H] Roses Screamer (BD:4)- 3200 damage, Stun, 30 EN/attack [+10%]

Combo Attacks:

[H] Roses Magnum Hurricane- 5800 damage, Barrier Pierce 20 EN/attack [+20%]. Requires Meikyo Shisui to execute.

[H] Shuffle Doumei Ken (S)- 12000 damage, Barrier Pierce 25 EN/attack [+60%]. Requires Meikyo Shisui to execute.

Inherent Abilities:

1) Mobile Fighter

2) Shield: Roses Bit

3) Countercut: Chelvalier Saber

4) Countershoot: Vulcan, Roses Bit

5) Roses Magnum Hurricane: Requires an allied GF13-006NA Gundam Maxter in Meikyo Shisui to execute.

6) Shuffle Doumei Ken: Requires allied GF13-017NJII God Gundam (any variant), GF13-006NA Gundam Maxter, GF13-011NC Dragon Gundam, and GF13-013NR Bolt Gundam all in Meikyo Shisui to execute.

Items:

Additional Pilot Seat x1

Spare Battery x5

Edited by Maximillian J. Crawford

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"Hostile units detected."

REGENERATION PHASE:

Will +1: 1/10

EN Regen (like it matters, have nothing that uses it :) )

SPIRIT PHASE

Spirit Command Used:

Target:

SP Used:

Effect:

DEFENSE PHASE:

Inbound:

Action Taken:

Cost:

Dodge Cost: -10% (Evade), - 10% (Tesla Drive)

Damage:-10% (Terrain)

ITEM PHASE:

Item Used:

Item's Effects:

SPECIAL PHASE:

ATTACK PHASE:

Outbound:[+] 175mm Grenade Launcher- 2200 damage [+10%]

Damage Dealt:2200+20%=2640

Resources Spent:1 round

Target:Gunleon

Modifiers:

DC:+ 25% (Accuracy), +5 (Gunfight),+25%(HPT), +10% (Weapon), -10% (Terrain)=+55%

Damage:+20% (Gunfight),

Statistics:

HP: 2600/2600

EN: 140/140

Agi:300

AP:100/100

SP:115/115

DP:3200/3200

Reloader:5/5

Prop Tank:5/5

'Igelstellung' 75mm CIWS 20/20

57mm Hi-Energy Beam Rifle 15/15

175mm Grenade Launcher 5/6

--------------

Lilith

Current Max SP:115

Maximum SP Cap:200

Pilot level:4

Stats:

Dodge Cost: -10%

Countercut Cost: 7 AP (Minimum cost: 1 AP)

Countershoot Cost: 4 AP (Minimum cost: 1 AP)

Critical Class: Active

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

=====

Attributes:

Accuracy Level 4: Target's Dodge Cost +25%, Countershoot Cost -3

Evade Level 2: Dodge Cost -10%

Will GaugeClass: Active (Main)

Ranges between 0 and 10. Gain 1 Will counter each turn during your Regen Phase. Will counters can be expended to give different effects. Will abilities are activated during the Spirit Command Phase.

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

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

Entrenchment: Costs 4 Will. Damage Received -40% and Target's Dodge Cost +50% for one turn.

Volley: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use [+] type attacks. You may only use this ability once per turn.

Skills:

Gunfight Class:Passive (Main)

Level 2:[+]-type Weapons gain Damage +20% and Target's Dodge Cost +5%

Spirit Commands

Concentrate

Effect:For a single turn you gain: Dodge Cost -10%. For the next attack phase you take this turn your attacks gain Target's Dodge Cost +20%. SP Cost: 15 SP. Type: Hybrid (Evasive/Targeting).

-----

GAT-01 Strike Dagger

Statistics:

HP: 2600, EN: 140, Agi: 300

IS: 4, Move: G, Size: M, Rank: 3

Weapons:

[+] 'Igelstellung' 75mm CIWS- 400 damage, 20 rounds [+40%]

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

[F] Beam Saber (BM)- 1100 damage [+0%]

[+] 57mm Hi-Energy Beam Rifle (B)- 1200 damage, 15 rounds [+10%]

[+] 175mm Grenade Launcher- 2200 damage, 6 rounds [+10%]

Inherent Abilities:

1) Mobile Suit

2) Anti-Beam Shield

3) Countercut: Beam Saber

4) Countershoot: 'Igelstellung' 75mm CIWS, 57mm Hi-Energy Beam Rifle

IS:

1:Reloader x 5

2:Hi-Performance Targeter

3:Tesla Drive

4:Propellent Tank x 5

Edited by Largo

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"ADA...give me status report...I'm going in!"

REGENERATION PHASE:

Will Generated: 1

Energy Generated: 12(EN Regen 10%)+6(EN Regen S)= 18

SPIRIT PHASE

Spirit/Will Command Used:

Target:

Resource Used:

Effect:

DEFENSE PHASE:

Attacking Weapon #1:

Action Taken: Dodge

Damage Taken: 0

Resources Spent:

TRANSFORMATION/MAINTENANCE PHASE:

Current Terrain: City(Large)

SPECIAL PHASE:

ATTACK PHASE:

"KURAE!!!"

Weapon Used: [+] Homing Laser (BSX:6)- 400 damage/4 EN [+10%] x6

Target(s): Odinsord

Damage Dealt: 400*1.8=720

Resources Spent: 18 EN

Status Effect: None

Modifiers: 10%(Base)+20%(Accuracy+Newtype)+25%(Hybrid Dual Sensor)-10%(Building)=45% TDC

Statistics:

Jehuty OF

HP: 3000/3000

EN: 102/120

DP: 3000/3000

AP: 100/100

SP(Kira): 80/80

SP(ADA): 80/80

Will:1/10

Cover: 10/10

Weapons:

Weapons:

[F] Comet (F:5)- 350 damage/2 EN [+20%]

[+] Shot (B)- 1000 damage, 2 EN/attack [+00%]

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

[F] Grab (M)- 10 damage, Stun, 1 EN/attack [+0%]

[H] Wisp- 10 damage, Stun, 4 EN/attack [+0%]

[+] Homing Laser (BSX:6)- 400 damage/3 EN [+10%]

[+] Phalanx (SF:8)- 250 damage/2 EN [+10%]

[+] Burst Shot (V:8)- 450 damage/4 EN [+10%]

[+] Gauntlet- 1000 damage, 4 EN/attack, Barrier Pierce [+10%]

[+] Sniper Rifle- 2400 damage, 10 rounds [+20%]

[F] Burst Blade- 3000 damage, 11 EN/attack [+10%]

[+] Homing Missile (PGSX:8)- 500 damage/4 EN [+20%]

MAP Attacks:

[+] Geyser (I:4)- 100 damage, Paralyze, 14 EN/attack [+0%]

[+] Halberd (BI:3)- 3000 damage, 21 EN/attack [+0%]

[+] Vector Cannon (BI:4)- 5000 damage, 56 EN/attack [+0%]

Inherent Abilities:

1) Orbital Frame

2) Mummyhead

3) Countercut: Blade

4) Countershoot: Shot, Homing Laser

5) EN Regen S

6) Energy Shield (Barrier)

7) ADA (Sidekick)

8) Self-Destruct

9) Floating Mines: 2 rounds

10) Snipe: Sniper Rifle (+40%)

11) Gauntlet: Cannot be blocked.

12) Sniper Rifle: Damage does not increase through Orbital Frame.

13) Vector Cannon: Can only be used while grounded.

14) Building: Damage Received -10%. All weapons gain: Accuracy -10%

Items:

EN Giga Chip

- EN Costs for weapons is reduced by 30%.

- EN Costs for weapons cannot be reduced below 1 through this reduction. This reduction occurs after any pilot or terrain abilities.

Hybrid Dual Sensor

- All [+]-type weapons gain: Damage Dealt +50%, Accuracy +25%, Countercut Cost x 1.25 and Countershoot Cost x 1.25. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons.

- All [H]-type weapons gain: Damage Dealt +25%, Accuracy +10%, Countercut Cost x 1.25 and Countershoot Cost x 1.25 instead. Countercut and Countershoot Cost modifiers are not applied on (F) and (X)-Type weapons. Countercut and Countershoot Cost modifiers do not stack with those of Grapple Sensor

Edited by Kira Hiroyuki

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REGENERATION PHASE:

+1 Will

------------

SPIRIT PHASE:

Spirit Command Used:

Target:

SP Used:

Effect:

------------

DEFENSE PHASE:

Attacking Weapon:

Action Taken:

DP Calculation:

Damage Taken:

Resources Spent:

------------

SPECIAL PHASE:

-Leadership Lv3 Activated! Targets 6 Allies with DC -5% and TDC +10% (That's all my allies, incidentally)

-------------

ATTACK PHASE:

Weapon Used: [H] 'Nine Lives' NWM (X:9)

Target(s): The Odinsord

Damage Dealt: 600 x 2.05 = 1230 x 9

Resources Spent: 45 EN

Status Effect:

Modifiers: [+40%]

------------

Statistics:

HP: 3000 / 3000

EN: 155 / 200

AP: 100 / 100

DP: 3000 / 3000

SP:

-Shin: 160/160 (Shunpo [10], Hirameki [5], Chiyu no Chikara [30], Dai Ketsugi [65])

-Limstella: 200/200

Will:

-Shin: 1/10

-Limstella: 1/10

-------------------------

Weapons:

[+] Dual Vulcans (B)- 800 damage, 5 EN/attack [+40%]

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

[F] 'Gae Bolg' Vibration Spear (M)- 1000 damage, Armor Pierce [+0%]

[F] 'Rogue Master' Twin Energy Daggers (BMF:2)- 700 damage/3 EN [+0%]

[F] 'Shippuu' Energy Spear (B)- 2400 damage, 10 EN/attack [+10%]

[H] Barbed Sudden Death (B)- 2500 damage, 15 EN/attack [+15%]

[F] Tenken (MX:5)- 550 damage/3 EN [+0%]

[+] Extreme Sniper Energy Rifle (B)- 3000 damage, 15 EN/attack [+10%]

[H] 'Nine Lives' NWM (X:9)- 600 damage/5 EN [+0%]

MAP Attack:

[+] Barbed Flashing Strike (BI:4)- 1500 damage, 25 EN/attack [+10%]

----------------------------

USEFUL STUFF:

CC: 4 AP

CS: 6 AP

Critical: 9 AP

Melee Damage: 1 (Base damage) + 0.3 (MELEE LV.3) + 0.95 (SEED Mode Lv2 + OS Customization + Infight Lv3 + Unit Specialization (Evasive): Aestivalis + Assisted Offense)

Range Damage: 1 (Base damage) + 0.65 (SEED Mode Lv2 + OS Customization + Unit Specialization (Evasive): Aestivalis + Assisted Offense)

Evasion: ???? (Enemy Accuraccy) x 260 - 10 (Mech's Agi + OS Customization) x 0.75 (EVADE LV.2 + SEED Mode Lv2 + Unit Specialization (Evasive): Aestivalis)

Defense: 1 (Base defense)

[F] Accuracy: ??? (Inherent attack accuracy) + 60% (SEED Mode Lv2 + OS Customization + Infight Lv3 + Unit Specialization (Evasive): Aestivalis + Assisted Tracking)

[+] Accuracy: ??? (Inherent attack accuracy) + 50% (SEED Mode Lv2 + OS Customization + Unit Specialization (Evasive): Aestivalis + Assited Tracking)

Inherent Abilities:

1) Saga Frame Aestivalis

2) Countercut: 'Durandal' Vibroblade Knife, 'Caladbolg Mk.II' Plasma Blade, Energy Stake, 'Kansho' and 'Bakuya' Regulation Blades [slash]

3) Countershoot: Dual Vulcans

4) Nano Skin

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Miyuki: Targets spotted. Yukikaze...

Yukikaze [You Have Control Lt.]

Regeneration Phase:

Will: +1

EN: +14

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker: Miang

Weapon: Buffs

Action Taken: Take

Damage Received: 0

Resources Spent: Gain +20% Weapon Damage, +10% Acc

Transformation Phase:

Current Form: Fighter

New Form: GERWALK

Miyuki: Let's go down... reaction weapon use is authorised.

Maki: Alright, begin transmitting data to all units.

Yukikaze [Establishing Battlefield Control - STDBY]

Special Phase:

80AP - EHC, Limiter Release

Leadership: All

TARPS: Ryuggets and Miang

PX System - Active!

Yukikaze [MASTER ARM - RDY]

Attack Phase:

Weapon Used: [+] Reaction Missiles [Exceed Charge]

Target: I:6, Have fun t("t)

Damage Dealt: 18810x2 & Weapons Lock

Resources Spent: 1 Round, 10EN

Status Effect: Barrier Pierce

Modifiers:

  • Accuracy: +145%
    • +30% Pilot
    • +10% Buffs
    • +25% HDS
    • +10% EHC
    • +10% L-Release
    • +15% Yukikaze
    • +20% Weapon
    • +30% PX System
    • -05% Terrain

    [*]Damage: +185%

    • +60% Pilot
    • +20% Buffs
    • +35% Yukikaze
    • +50% HDS
    • +10% EHC
    • +10% L-Release

Attack Phase:

Weapon Used: [+] Reaction Missiles [Exceed Charge]

Target: I:6, Have fun t("t)

Damage Dealt: 18810x2 & Weapons Lock

Resources Spent: 1 Round, 10EN

Status Effect: Barrier Pierce

Modifiers:

  • Accuracy: +145%
    • +30% Pilot
    • +10% Buffs
    • +25% HDS
    • +10% EHC
    • +10% L-Release
    • +15% Yukikaze
    • +20% Weapon
    • +30% PX System
    • -05% Terrain

    [*]Damage: +185%

    • +60% Pilot
    • +20% Buffs
    • +35% Yukikaze
    • +50% HDS
    • +10% EHC
    • +10% L-Release

Attack Phase:

Weapon Used: [+] Reaction Missiles [Exceed Charge]

Target: I:6, Have fun t("t)

Damage Dealt: 18810x2 & Weapons Lock

Resources Spent: 1 Round, 10EN

Status Effect: Barrier Pierce

Modifiers:

  • Accuracy: +145%
    • +30% Pilot
    • +10% Buffs
    • +25% HDS
    • +10% EHC
    • +10% L-Release
    • +15% Yukikaze
    • +20% Weapon
    • +30% PX System
    • -05% Terrain

    [*]Damage: +185%

    • +60% Pilot
    • +20% Buffs
    • +35% Yukikaze
    • +50% HDS
    • +10% EHC
    • +10% L-Release

Statistics:

HP: 2200/2200

EN: 110/140

DP: 3000/3000

AP: 20/100

SP Mi: 140/140

SP Ma: 140/140

SP Yu: 140/140

Will: 1/10

Mode: G.E.R.W.A.L.K

Leadership: Everyone

TARPS: Ryugets, Miang

Macht: 3 Rounds

PX System: Active (4/4) - Dodge Cost -15%, Target's Dodge Cost +30%, Attack Phase +2

Determination: Dormant

Resolve: Dormant

E.H. Conditioning: Active - Dodge Cost -5% , Target Dodge Cost +10%, Weapon Damage +10%

Limiters: Release - AGI -10, Target Dodge Cost +10%, Weapon Damage +10%

Weapons:

[+] 20mm Vulcans- 300 damage, 30 rounds, Req: Fighter or Gerwalk Mode [+40%]

[+] Dual Anti-Aircraft Laser Turret (BF:2)- 500 damage/3 EN [+0%]

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

[+] 55mm Gatling Gun Pod- 700 damage, 30 rounds [+0%]

[+] All-Out Attack- 3000 damage, 2 rounds [+20%]

[+] All-Out Attack [With more Ammo!]- 4500 damage, 2 rounds [+20%]

MAP Attacks:

[+] Reaction Missile (PT:6)- 6000 damage, Barrier Pierce, 6/9 rounds [+20%]

[+] Reaction Missile Exceed Charge (PT:6)- 6600 damage x 2 & Weapon Lock, Barrier Pierce, 10EN, Uses one Reaction Missile Round [+20%]

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Nevermind, I'm dead both ways, Gunleon is 190, & Medius Locus is 150

Edited by XN Geist

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snapshot20091206123006.jpg

snapshot20091125193551.jpg

Ken: "DIO!! This is IMPOSSIBLE!!!" 

[table=Battle Formats]

SequencesPhases

  • HP Restored: 
  • EN Restored: +18
  • Will:+ 1

[/td]

  • Spirit Used: Iron Wall  
  • SP Cost: 40 SP
  • Effects: All damage you receive this turn is reduced by 75%.

  • Spirit Used: Dirrect Attack
  • SP Cost: 25 SP
  • Effects: For your next attack phase taken this turn, your target cannot use secondary defenses (such as Double Image, Stealth, or Barriers). Target also cannot be Support Defended by allies. The cancellation of Support Defense other secondary defenses only applies to your attacks.

  • Will Used: ---
  • Will Cost: ----
  • Effects: ----

[/td]

  • Target : ME
  • Incoming Attack #1:  [+] Bits (D:4)- 4000 damage, 25 EN/attack [+10%]
  • Action Taken: Barrier
  • Damage Dealt: 50
  • Dodge Dealt: ----
  • Resources Used: 10 EN

  • Target : ME
  • Incoming Attack #2:  [H] Roses Screamer (BD:4)-  6720 damage, Stun, 30 EN/attack [+35%]
  • Action Taken: Barrier
  • Damage Dealt: 50
  • Dodge Dealt: ----
  • Resources Used: 10 EN

  • Target : ME
  • Incoming Attack #3:   [+] Reaction Missile Exceed Charge (PT:6)- 18810 x 2 & Weapon Lock, Barrier Pierce [+145%]
  • Action Taken: dodge
  • Damage Dealt: ----
  • Dodge Dealt:  1278 DP
  • Resources Used: 

  • Target : ME
  • Incoming Attack #4:   [+] Reaction Missile Exceed Charge (PT:6)- 18810 x 2 & Weapon Lock, Barrier Pierce [+145%]
  • Action Taken: dodge
  • Damage Dealt: -----
  • Dodge Dealt: 1278 DP  
  • Resources Used:

  • Target : ME
  • Incoming Attack #5:   [+] Reaction Missile Exceed Charge (PT:6)- 18810 x 2 & Weapon Lock, Barrier Pierce [+145%]
  • Action Taken: shield
  • Damage Dealt: -----
  • Dodge Dealt: 1116 HP
  • Resources Used: 

*I'm doomed....*

[/td]

  • Support Defending: Odinsord
  • Incoming Attack #1: [+] Homing Laser (BSX:6)- 720 x 6 [+10%]
  • Action Taken: Barrier
  • Damage Dealt: 50 
  • Resources Used: 10 EN

  • Support Defending: Odinsord
  • Incoming Attack #1:   [H]  'Nine Lives' NWM (X:9) - 1230 x 9 [+0%]
  • Action Taken: Barrier
  • Damage Dealt: 50 
  • Resources Used: 10 EN

[/td]

  • Unit Transforming: ------
  • Effects: -------
[/td]
  • Class Power Triggered: ---
  • Cost: -----
  • Effects: ---

   [/td]

  • Item Used: Spare Batteries
  • Effects: Recover all EN
[/td]
  • Target #1:   Jehuty OF
  • Weapon Used:   [+] Fin Funnel (BSX:6)- 800 damage/5 EN. Requires Psychic Energy to execute. [+10%]
  • Damage:  800 x 6
  • Resources Used:   30 EN
  • Damage Modifications:   +35 %
  • Damage Dealt:   1080 x 6 [+50%]

[/td]

  • HP: 1684/3000
  • EN: 150/180
  • AP: 91/100
  • DP: 444/3000
  • AGI: 290
  • SP(Main): 125/190
  • Damage Modifiers: [F] +25%, +20% (Resentment)
  • Target's Dodge Cost Modifiers: +5%, +20% (Resentment)
  • Dodge Modifiers: -10%(Pilot)
  • Damage Recieved Modifiers: -5%
  • Countercut Cost: 5 AP
  • Countershoot Cost: 6 AP
  • Shield: 11/12
  • Will: 1/10

[/td]

[/table]

[table=Weapons]

Weapons:

[F] High Heat Hawk (M)- 1500 damage, Weapon Lock [+0%]

[H] Sonic Storm (S)- 2200 damage, 10 EN/attack [+15%]

[+] Nu Gundam Rifle (BSF:3)- 900 damage, 36 rounds [+10%]

[+] Beam Cannon (B)- 3000 damage, 6 rounds [+0%]

[+] Nu Gundam Bazooka- 5000 damage, 5 rounds [+0%]

[+] Fin Funnel (BSX:6)- 800 damage/5 EN. Requires Psychic Energy to execute. [+10%]

MAP Attacks:

[+] Offense Jammer (D:3)- Attack Break, 10 EN/attack [+0%]

[+] Giga Bomber (T:3)- 2600 damage, 4 rounds [+10%]  [/table] 

 

*Sorry*

Edited by Ken Amada

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guest yelling from the PA

doubledoingitwrong.jpg

YOU CANT SUPPORT DEFEND/BLOCK/EVADE MAPS

Edited by Fleed Arsus
WE HAVE TOTALLY INVADED, AIN'T NOWHERE TO RUN NOW BUDDY

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