Nimbus Noa

Base Defense Duty

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Base Defense Duty

(Author: Virtual Stadium Moderation Team)

A base that you've been assigned to protect is under attack! Hold out for ten minutes (turns) until reinforcements arrive! If all three buildings are shot down, player side loses. Your performance in battle will also be evaluated, resulting in a higher reward for a job well done.

This event is geared towards people still learning the basics of the Simchamber. Because of this, the GM is encouraged to use a wide variety of units with a wide variety of inherents. If the player is at too severe a disadvantage, the GM may reinforce them with a more experienced "Trainer" to guide them in battle. The factories may be docked in like a Mothership, and may be repaired as a Mothership as well. The event will last for ten turns, with enemy reinforcement at the GM's discretion.

For successfully defending the base for a full 10 turns, players will be awarded with 1000 PPs and 2000 Credits base reward. The better they hold down the base, or quell the enemy threat, the more rewards they can recieve at the end of the event.

If the players are defeated, or all factories are destroyed, players walk off with an amount of Credits and PPs equivalent to the enemies shot down. If this is zero, then the players get nothing, and will have to try again next month.

Player Units:

- Any unit of Rank 8 or below

Items: Any items of Rank 3 or below

Location: Flatlands, with Virtualscape template

Mission Objective:

- Survive for 10 turns

- Protect the factory from attack!

Failure Conditions:

- All player units are defeated

- Factory is destroyed

Group Size: 1-3 players

Retry Limitation: You may only try this Side-Quest if you have obtained less than 2000 PPs and not already previously completed Base Defense Duty or Base Assault Duty successfully.

Players:

Largo - Strike Dagger

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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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Factory

Statistics:

HP: 10000, EN: 0, Agi: ---

IS: 0, Move: G, Size: LL, Rank: 1

Weapons:

[H] None

Inherent Abilities:

1) Factory

2) Factory cannot block or dodge.

3) Damage Received -50%


ACME Grunts x 2

Max SP: 125

Attributes:

Melee: 1

Ranged: 1

Accuracy: 0

Defense: 4

Evasion: 0

Skill: 0

Skills:

Countercut: 7 AP

Countershoot: 7 AP

Critical: 10 AP

Spirit Commands:

1) Resist

2) Perseverance

3)

4)

5)

6)

Pilot Skills:

1) Potential Lv2

2)

3)

4)

5)

6)

Pilot Techniques:

1)

2)

3)

Will Gauge:

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

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

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

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

The ACME™ Grunt x 2

Statistics:

HP: 2000, EN: 80, Agi: 320

IS: 4, Move: G, Size: M, Rank: 1

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]

Inherent Abilities:

1) ACME™ Brand

2) Countercut: Delicate Iron Sword

3) Countershoot: Ineffectual Machine Gun

4) Lightweight Armor: Damage Received +15%

The rules for this fight is as following:

  • The prone time is 48 hours. Prone once, and you lose your turn and must take care of all attacks directed at you. Prone twice, and you're out!
  • Check your maths three times!
  • Largo gets the first turn, followed by ACME Grunts
  • Defend the base for 10 turns!
  • Reward modifying stuff doesn't work here.
  • Kill grunts for more stuff!

THIS IS THE FIGHT THAT WILL ROCK YOUR SOUL! BATTLE START!

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REGENERATION PHASE:

Will +1: 1/10

SPIRIT PHASE

Spirit Command Used:

Target:

SP Used:

Effect:

DEFENSE PHASE:

Inbound:

Action Taken:

Cost:

DC -20%

ITEM PHASE:

Item Used:

Item's Effects:

SPECIAL PHASE:

ATTACK PHASE:

Outbound:[+] 57mm Hi-Energy Beam Rifle (B)- 1200 damage [+10%]

Damage Dealt:1200+20%=1440

Resources Spent:1 round

Target:Acme Grunt #1

Modifiers:

DC:+65%

Damage+ 20%

Statistics:

HP:2600/2600

EN:140/140

Agi:300

AP:60/100

SP:115/115

DP:3200/3200

Shield:10/10

'Igelstellung' 75mm CIWS:20/20

57mm Hi-Energy Beam Rifle:14/15

175mm Grenade Launcher:6/6

Reloader:5/5

Prop Tank:5/5

==================

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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Factory Phase:

Defense Phase:

Attacker:

Weapon:

Action Taken: Stand around

Damage Received:

Aisia_p_012.png "Lilith! We have incoming enemies! We have ten minutes before our allies get here! Please hold on until then!"

Statistics:

HP: 10000/10000


ACMETM Pilot 1

Regeneration Phase:

Will: +1

"Humdeedumdeedum-WHOA!"

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker: Lilith

Weapon: Beam Rifle!

Action Taken: Take!

Damage Received: Resulting Damage is 1440.

Remaining HP is 560

Formula: 1440 * 0.8 * 1.25

Potential Level 2 Activated! Damage Received -15%, Damage Dealt +15%, and Target's Dodge Cost +15%!

Resources Spent:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

"WHY I AUGHTA!..."

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

Attack Phase:

Weapon Used: [F] Delicate Iron Sword (M)- 500 damage [+30%]

Target: Youuuuuuuuuuu~

Damage Dealt: 750

Resources Spent: None

Status Effect: None

Modifiers:

  • Damage
    • +20% from Level 1 Melee
    • +15% from Potential
    • +15% from Critical

    [*]Accuracy

    • +15% from Potential
    • +15% from Critical
    • Total: +30% to Target Dodge Cost

Statistics:

HP: 560/2000

EN: 80/80

DP: 3000/3000

AP: 90/100

SP: 125/125

Will: 1/10

Potential: Active (HP 28%)

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


ACMETM Pilot 2

Regeneration Phase:

Will: +1

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker:

Weapon:

Action Taken:

Damage Received:

Resources Spent:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

"... Oh. There's the target. I'll put that target on my sword!"

Attack Phase:

Weapon Used: [F] Delicate Iron Sword (M)- 500 damage [+15%]

Target: Factory

Damage Dealt: 675

Resources Spent: None

Status Effect: None

Modifiers:

  • Damage
    • +20% from Level 1 Melee
    • +15% from Critical

    [*]Accuracy

    • +15% from Critical
    • Total: +15% to Target Dodge Cost

Statistics:

HP: 2000/2000

EN: 80/80

DP: 3000/3000

AP: 90/100

SP: 125/125

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


Aisia_p_009.png "Be careful! These things have Potential, and the more you wear them down, the more powerful they become!"

Edited by アイシア

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"If the ACME Corporation wants to take out the competition, they should do a buyout :)"

OOC:How did #2 gain the benefit from potential? He was not hit.

REGENERATION PHASE:

Will +1: 2/10

SPIRIT PHASE

Spirit Command Used:

Target:

SP Used:

Effect:

DEFENSE PHASE:

Inbound:[F] Delicate Iron Sword (M)- 500 damage [+30%]

Action Taken:CC

Cost:7 AP

DC -20%

Support defense:

Inbound:[F] Delicate Iron Sword (M)- 500 damage [+30%]

Action Taken:CC

Cost:7 AP

ITEM PHASE:

Item Used:

Item's Effects:

SPECIAL PHASE:

ATTACK PHASE:

Outbound:[+] 57mm Hi-Energy Beam Rifle (B)- 1200 damage [+10%]

Damage Dealt:1200+20%=1440

Resources Spent:1 round

Target:Acme Grunt #1

Modifiers:

DC:+65%

Damage+ 20%

Statistics:

HP:2600/2600

EN:140/140

Agi:300

AP:46/100

SP:115/115

DP:3200/3200

Shield:10/10

'Igelstellung' 75mm CIWS:20/20

57mm Hi-Energy Beam Rifle:13/15

175mm Grenade Launcher:6/6

Reloader:5/5

Prop Tank:5/5

==================

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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(OOC: Oops, I thought I had that erased. Thanks for pointing it out!

But why is your AP so low? You didn't use it for anything, did you? You always start off with 100.)

Factory Phase:

Defense Phase:

Attacker:

Weapon:

Action Taken: Stand around

Damage Received:

Statistics:

HP: 10000/10000

Aisia_p_012.png "Thanks for the support! Please continue the good work!"


ACMETM Pilot 1

Regeneration Phase:

Will: +1

*brings up a sign that says "CRAP"*

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker: Lilith

Weapon: Beam Rifle!

Action Taken: Die!

Damage Received:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

Summon Phase:

Unit Summoned:

Unit Unsummoned:

Attack Phase:

Weapon Used: [F] Delicate Iron Sword (M)- 500 damage [+30%]

Target: Youuuuuuuuuuu~

Damage Dealt: 750

Resources Spent: None

Status Effect: None

Modifiers:

  • Damage
    • +20% from Level 1 Melee
    • +15% from Potential
    • +15% from Critical

    [*]Accuracy

    • +15% from Potential
    • +15% from Critical
    • Total: +30% to Target Dodge Cost

Statistics:

HP: 0/2000

EN: 80/80

DP: 3000/3000

AP: 90/100

SP: 125/125

Will: 1/10

Potential: Active (HP 28%)

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


ACMETM Pilot 2

Regeneration Phase:

Will: +1

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker:

Weapon:

Action Taken:

Damage Received:

Resources Spent:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

"... Ha! What a maroon. I'll just keep attacking this factory over here!"

Attack Phase:

Weapon Used: [F] Delicate Iron Sword (M)- 500 damage [+15%]

Target: Factory

Damage Dealt: 675

Resources Spent: None

Status Effect: None

Modifiers:

  • Damage
    • +20% from Level 1 Melee
    • +15% from Critical

    [*]Accuracy

    • +15% from Critical
    • Total: +15% to Target Dodge Cost

Statistics:

HP: 2000/2000

EN: 80/80

DP: 3000/3000

AP: 80/100

SP: 125/125

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


SUDDENLY, TWO MORE GRUNTS APPEAR!

ACME Grunts x 2 (Grunts #3 and #4)

Max SP: 125

Attributes:

Melee: 1

Ranged: 1

Accuracy: 0

Defense: 4

Evasion: 0

Skill: 0

Skills:

Countercut: 7 AP

Countershoot: 7 AP

Critical: 10 AP

Spirit Commands:

1) Resist

2) Perseverance

3)

4)

5)

6)

Pilot Skills:

1) Potential Lv2

2)

3)

4)

5)

6)

Pilot Techniques:

1)

2)

3)

Will Gauge:

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

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

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

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

The ACME™ Grunt x 2

Statistics:

HP: 2000, EN: 80, Agi: 320

IS: 4, Move: G, Size: M, Rank: 1

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]

Inherent Abilities:

1) ACME™ Brand

2) Countercut: Delicate Iron Sword

3) Countershoot: Ineffectual Machine Gun

4) Lightweight Armor: Damage Received +15%


Aisia_p_012.png "... Every one you kill gets replaced by two more!? This can't be good!"

Edited by アイシア

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"Two more!? Oh yeah, ACME mass produces crap products but is is still mass produced. Maybe taking them out was a bad idea."

OOC:Oh that, I was doing 2 posts at the same time, must have mixed it up with the one for Max.Corrected.

REGENERATION PHASE:

Will +1: 3/10

SPIRIT PHASE

Spirit Command Used:

Target:

SP Used:

Effect:

DEFENSE PHASE:

DC -20%

Support defense:

Inbound:[F] Delicate Iron Sword (M)- 500 damage [+30%]

Action Taken:CC

Cost:7 AP

ITEM PHASE:

Item Used:

Item's Effects:

SPECIAL PHASE:

ATTACK PHASE:

Outbound:[+] 57mm Hi-Energy Beam Rifle (B)- 1200 damage [+10%]

Damage Dealt:1200+20%=1440

Resources Spent:1 round

Target:Acme Grunt #1

Modifiers:

DC:+65%

Damage+ 20%

Statistics:

HP:2600/2600

EN:140/140

Agi:300

AP:79/100

SP:115/115

DP:3200/3200

Shield:10/10

'Igelstellung' 75mm CIWS:20/20

57mm Hi-Energy Beam Rifle:13/15

175mm Grenade Launcher:6/6

Reloader:5/5

Prop Tank:5/5

==================

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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(OOC: Remember to fix your targets too! I'm assuming you meant to attack Grunt #2.)

Factory Phase:

Defense Phase:

Attacker:

Weapon:

Action Taken: Stand around

Damage Received:

Statistics:

HP: 10000/10000

Aisia_p_012.png "Thanks for the support! Please continue the good work!"


ACMETM Pilot 2

Regeneration Phase:

Will: +1

"OW!"

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker: Lilith

Weapon: Beam Rifle!

Action Taken: Take!

Damage Received: Resulting Damage is 1656.

Remaining HP is 344

Formula: 1440 * 1.15

Potential Level 2 Activated! Damage Received -15%, Damage Dealt +15%, and Target's Dodge Cost +15%!

Resources Spent:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

Attack Phase:

Weapon Used: [F] Delicate Iron Sword (M)- 500 damage [+30%]

Target: Youuuuuuuuuuu~

Damage Dealt: 750

Resources Spent: None

Status Effect: None

Modifiers:

  • Damage
    • +20% from Level 1 Melee
    • +15% from Potential
    • +15% from Critical

    [*]Accuracy

    • +15% from Potential
    • +15% from Critical
    • Total: +30% to Target Dodge Cost

Statistics:

HP: 344/2000

EN: 80/80

DP: 3000/3000

AP: 70/100

SP: 125/125

Will: 3/10

Potential: Active (HP 28%)

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


ACMETM Pilot 3

Regeneration Phase:

Will: +1

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker:

Weapon:

Action Taken:

Damage Received:

Resources Spent:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

"WE ARE THE BORED."

Attack Phase:

Weapon Used: [F] Delicate Iron Sword (M)- 500 damage [+15%]

Target: Factory

Damage Dealt: 675

Resources Spent: None

Status Effect: None

Modifiers:

  • Damage
    • +20% from Level 1 Melee
    • +15% from Critical

    [*]Accuracy

    • +15% from Critical
    • Total: +15% to Target Dodge Cost

Statistics:

HP: 2000/2000

EN: 80/80

DP: 3000/3000

AP: 90/100

SP: 125/125

Will: 1/10

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


ACMETM Pilot 4

Regeneration Phase:

Will: +1

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker:

Weapon:

Action Taken:

Damage Received:

Resources Spent:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

"PREPARE TO BE ASSIMILATED."

Attack Phase:

Weapon Used: [F] Delicate Iron Sword (M)- 500 damage [+15%]

Target: Factory

Damage Dealt: 675

Resources Spent: None

Status Effect: None

Modifiers:

  • Damage
    • +20% from Level 1 Melee
    • +15% from Critical

    [*]Accuracy

    • +15% from Critical
    • Total: +15% to Target Dodge Cost

Statistics:

HP: 2000/2000

EN: 80/80

DP: 3000/3000

AP: 90/100

SP: 125/125

Will: 1/10

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]

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"Hey Grunts..you can't hit the broad side of a barn, from inside the barn!"

"and Ya ain't Locutus!He's better."

OOC:Yep it was number 2.

REGENERATION PHASE:

Will +1: 4/10

SPIRIT PHASE

Spirit Command Used:

Target:

SP Used:

Effect:

DEFENSE PHASE:

Inbound:[F] Delicate Iron Sword (M)- 500 damage [+30%]

Action Taken:Dodge

Cost:330 DP

DC -20%

Support defense:

Inbound:[F] Delicate Iron Sword (M)- 500 damage [+30%]

Action Taken:CC

Cost:7 AP

Inbound:[F] Delicate Iron Sword (M)- 500 damage [+30%]

Action Taken:CC

Cost:7 AP

ITEM PHASE:

Item Used:

Item's Effects:

SPECIAL PHASE:

ATTACK PHASE:

Outbound:

Damage Dealt:

Resources Spent:

Target:

Modifiers:

DC:

Damage:

Statistics:

HP:2600/2600

EN:140/140

Agi:300

AP:65/100

SP:115/115

DP:2870/3200

Shield:10/10

'Igelstellung' 75mm CIWS:20/20

57mm Hi-Energy Beam Rifle:13/15

175mm Grenade Launcher:6/6

Reloader:5/5

Prop Tank:5/5

==================

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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Factory Phase:

Defense Phase:

Attacker:

Weapon:

Action Taken: Stand around

Damage Received:

Statistics:

HP: 10000/10000

[iNCOMING TRANSMISSION!]

Otoha007.png "IDIOT! What the hell are you doing!? You merely dodged it, but didn't attack back! You only lose your attack phase if you EVADE!"

Aisia_p_004.png "O-Otoha!?"

Otoha007.png "ONE MORE THING! YOUR DODGE COST IS WRONG!"

Otoha002.png "The correct formula for this fight, for all of you kiddies watching this, is:"

Resulting dodge cost is 351

Remaining DP is 2649

Formula: 300 (Agi) * 1.3 (Accuracy) * 0.9 (Pilot Abilities)

Otoha008.png "Remember kiddies, use Daz's calculator, and you save a Getter Tree."

Aisia_p_001.png "... I hate to say this, but she's right about the Daz calculator part."

Aisia_p_009.png "More importantly, where the hell is that support!?"

Otoha007.png "SON, YOU ARE THE SUPPORT!"

Otoha002.png "For the next six turns anyway. Next is turn 5, in case you lost count. Backup will be there soon!"

Aisia_p_001.png "... unreliable as always."


ACMETM Pilot 2

Regeneration Phase:

Will: +1

"Wheeee~ Free hit!"

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker:

Weapon:

Action Taken:

Damage Received:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

Attack Phase:

Weapon Used: [F] Delicate Iron Sword (M)- 500 damage [+30%]

Target: Factory!

Damage Dealt: 750

Resources Spent: None

Status Effect: None

Modifiers:

  • Damage
    • +20% from Level 1 Melee
    • +15% from Potential
    • +15% from Critical

    [*]Accuracy

    • +15% from Potential
    • +15% from Critical
    • Total: +30% to Target Dodge Cost

Statistics:

HP: 344/2000

EN: 80/80

DP: 3000/3000

AP: 60/100

SP: 125/125

Will: 4/10

Potential: Active (HP 28%)

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


ACMETM Pilot 3

Regeneration Phase:

Will: +1

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker:

Weapon:

Action Taken:

Damage Received:

Resources Spent:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

"RESISTANCE IS FUTILE."

Attack Phase:

Weapon Used: [F] Delicate Iron Sword (M)- 500 damage [+15%]

Target: Factory

Damage Dealt: 675

Resources Spent: None

Status Effect: None

Modifiers:

  • Damage
    • +20% from Level 1 Melee
    • +15% from Critical

    [*]Accuracy

    • +15% from Critical
    • Total: +15% to Target Dodge Cost

Statistics:

HP: 2000/2000

EN: 80/80

DP: 3000/3000

AP: 80/100

SP: 125/125

Will: 2/10

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


ACMETM Pilot 4

Regeneration Phase:

Will: +1

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker:

Weapon:

Action Taken:

Damage Received:

Resources Spent:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

"WE ARE THE - wait, Pilot 3, is it pronounced 'Few-tile', or 'Few-till'?"

"... How am I supposed to know that, Number 4?"

"Do you WANT to have hordes of Star Trek fans going after us!?"

"... Just hit the factory again, will you!?"

Attack Phase:

Weapon Used: [F] Delicate Iron Sword (M)- 500 damage [+15%]

Target: Factory

Damage Dealt: 675

Resources Spent: None

Status Effect: None

Modifiers:

  • Damage
    • +20% from Level 1 Melee
    • +15% from Critical

    [*]Accuracy

    • +15% from Critical
    • Total: +15% to Target Dodge Cost

Statistics:

HP: 2000/2000

EN: 80/80

DP: 3000/3000

AP: 80/100

SP: 125/125

Will: 2/10

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


TWO MORE GRUNTS APPEAR! PILOTS 5 AND 6!

ACME Grunts x 2 (Grunts #5 and #6)

Max SP: 125

Attributes:

Melee: 1

Ranged: 1

Accuracy: 0

Defense: 4

Evasion: 0

Skill: 0

Skills:

Countercut: 7 AP

Countershoot: 7 AP

Critical: 10 AP

Spirit Commands:

1) Resist

2) Perseverance

3)

4)

5)

6)

Pilot Skills:

1) Potential Lv2

2)

3)

4)

5)

6)

Pilot Techniques:

1)

2)

3)

Will Gauge:

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

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

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

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

The ACME™ Grunt x 2

Statistics:

HP: 2000, EN: 80, Agi: 320

IS: 4, Move: G, Size: M, Rank: 1

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]

Inherent Abilities:

1) ACME™ Brand

2) Countercut: Delicate Iron Sword

3) Countershoot: Ineffectual Machine Gun

4) Lightweight Armor: Damage Received +15%


Aisia_p_012.png "Where the hell are these things coming from!? I don't see a battleship on my sensors, so how the hell do they keep sending these things!?"

Edited by アイシア

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"Prepare to be exterminated"

OOC:Ok, its fixed.

REGENERATION PHASE:

Will +1: 5/10

SPIRIT PHASE

Spirit Command Used:

Target:

SP Used:

Effect:

DEFENSE PHASE:

DC -20%

Support defense:

Inbound:[F] Delicate Iron Sword (M)- 500 damage [+30%]

Action Taken:CC

Cost:7 AP

Inbound:[F] Delicate Iron Sword (M)- 500 damage [+30%]

Action Taken:CC

Cost:7 AP

Inbound:[F] Delicate Iron Sword (M)- 500 damage [+30%]

Action Taken:CC

Cost:7 AP

ITEM PHASE:

Item Used:

Item's Effects:

SPECIAL PHASE:

Volley

Cost:4 Will

ATTACK PHASE:

Outbound:[+] 57mm Hi-Energy Beam Rifle (B)- 1200 damage [+10%]

Damage Dealt:1200+20%=1440

Resources Spent:1 round

Target:Acme Grunt #2

Modifiers:

DC:+65%

Damage+ 20%

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

Damage Dealt:2200+20%=2640

Resources Spent:1 round

Target:Acme Grunt #3

Modifiers:

DC:+65%

Damage+ 20%

Statistics:

HP:2600/2600

EN:140/140

Agi:300

AP:44/100

SP:115/115

DP:2649/3200

Shield:10/10

'Igelstellung' 75mm CIWS:20/20

57mm Hi-Energy Beam Rifle:12/15

175mm Grenade Launcher:5/6

Reloader:5/5

Prop Tank:5/5

==================

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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Factory Phase:

Defense Phase:

Attacker:

Weapon:

Action Taken: Stand around

Damage Received:

Statistics:

HP: 10000/10000

Aisia_p_004.png "A-Are you sure you can keep defending us like that!? If you die, we're as good as dead!"

[iNCOMING TRANSMISSION]

Otoha008.png "... Ahahaha, I screwed up earlier."

Aisia_p_012.png "Eh?"

Otoha008.png "I forgot that you had a Tesla Drive. SO! The correct one from that last dodge of yours should be..."

Resulting dodge cost is 316

Remaining DP is 2684

Formula: 300 (Agi) * 1.3 (Target Dodge Cost) * 0.9 (Pilot Abilities) * 0.9 (Items - in this case, the Tesla Drive)

Otoha008.png "This is why it's a good idea to write out your formulas so that we know what you're using to calculate your dodge cost. AGAIN, get Daz's Calculator."

Aisia_p_003.png "... Well, I think he still got a wrong value of 330 from earlier, so..."

Otoha012.png "... He did?"

Otoha013.png "HAHA! I'M STILL CORRECT!"

Aisia_p_001.png "... Go away, troll. Anyway, this is turn Five..."


ACMETM Pilot 2

Regeneration Phase:

Will: +1

"OH NOES! BEAMS! FROM A RIFLE! MY ONE WEAKNESS!"

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker: Lilith!

Weapon: I don't know, but Beam Rifle!

Action Taken: Asplode!

Damage Received: Enough

Resources Spent: 1 Acme Grunt

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

Attack Phase:

Weapon Used: [F] Delicate Iron Sword (M)- 500 damage [+30%]

Target: Factory!

Damage Dealt: 750

Resources Spent: None

Status Effect: None

Modifiers:

  • Damage
    • +20% from Level 1 Melee
    • +15% from Potential
    • +15% from Critical

    [*]Accuracy

    • +15% from Potential
    • +15% from Critical
    • Total: +30% to Target Dodge Cost

Statistics:

HP: 0/2000

EN: 80/80

DP: 3000/3000

AP: 60/100

SP: 125/125

Will: 4/10

Potential: Active (HP 28%)

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


ACMETM Pilot 3

Regeneration Phase:

Will: +1

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

"... Maybe tanking attacks isn't such a good idea. I KNOW! I'LL DODGE!"

Defense Phase:

Attacker: Lilith!

Weapon: Grenade Launcher

Action Taken: Dodge

Damage Received: 0

Resources Spent: Resulting dodge cost is 528

Remaining DP is 2472

Formula: 320 * 1.65

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

"Guys, hitting it with swords isn't doing a damn thing. Let's try a different approach!"

Attack Phase:

Weapon Used: [+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

Target: Factory

Damage Dealt: 540

Resources Spent: 1 Round

Status Effect: None

Modifiers:

  • Damage: +35%
    • +20% from Level 1 Ranged
    • +15% from Critical

    [*]Accuracy: +30%

    • +15% from Critical
    • Total: +15% to Target Dodge Cost

Statistics:

HP: 2000/2000

EN: 80/80

DP: 2472/3000

AP: 70/100

SP: 125/125

Will: 3/10

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 9 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


ACMETM Pilot 4

Regeneration Phase:

Will: +1

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker:

Weapon:

Action Taken:

Damage Received:

Resources Spent:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

"This sounds like a plan! Lets do this!"

Attack Phase:

Weapon Used: [+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

Target: Factory

Damage Dealt: 540

Resources Spent: 1 Round

Status Effect: None

Modifiers:

  • Damage: +35%
    • +20% from Level 1 Ranged
    • +15% from Critical

    [*]Accuracy: +30%

    • +15% from Critical
    • Total: +15% to Target Dodge Cost

Statistics:

HP: 2000/2000

EN: 70/80

DP: 3000/3000

AP: 80/100

SP: 125/125

Will: 3/10

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 9 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


ACMETM Pilot 5

Regeneration Phase:

Will: +1

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker:

Weapon:

Action Taken:

Damage Received:

Resources Spent:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

"This sounds like a plan! Lets do this!"

Attack Phase:

Weapon Used: [+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

Target: Factory

Damage Dealt: 540

Resources Spent: 1 Round

Status Effect: None

Modifiers:

  • Damage: +35%
    • +20% from Level 1 Ranged
    • +15% from Critical

    [*]Accuracy: +30%

    • +15% from Critical
    • Total: +15% to Target Dodge Cost

Statistics:

HP: 2000/2000

EN: 90/80

DP: 3000/3000

AP: 80/100

SP: 125/125

Will: 1/10

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 9 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


ACMETM Pilot 6

Regeneration Phase:

Will: +1

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker:

Weapon:

Action Taken:

Damage Received:

Resources Spent:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

Attack Phase:

Weapon Used: [+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

Target: Factory

Damage Dealt: 540

Resources Spent: 1 Round

Status Effect: None

Modifiers:

  • Damage: +35%
    • +20% from Level 1 Ranged
    • +15% from Critical

    [*]Accuracy: +30%

    • +15% from Critical
    • Total: +15% to Target Dodge Cost

Statistics:

HP: 2000/2000

EN: 90/80

DP: 3000/3000

AP: 80/100

SP: 125/125

Will: 1/10

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 9 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


TWO... NO, THREE MORE GRUNTS APPEAR!

ACME Grunts x 2 (Grunts #7, #8 and #9)

Max SP: 125

Attributes:

Melee: 1

Ranged: 1

Accuracy: 0

Defense: 4

Evasion: 0

Skill: 0

Skills:

Countercut: 7 AP

Countershoot: 7 AP

Critical: 10 AP

Spirit Commands:

1) Resist

2) Perseverance

3)

4)

5)

6)

Pilot Skills:

1) Potential Lv2

2)

3)

4)

5)

6)

Pilot Techniques:

1)

2)

3)

Will Gauge:

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

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

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

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

The ACME™ Grunt x 2

Statistics:

HP: 2000, EN: 80, Agi: 320

IS: 4, Move: G, Size: M, Rank: 1

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]

Inherent Abilities:

1) ACME™ Brand

2) Countercut: Delicate Iron Sword

3) Countershoot: Ineffectual Machine Gun

4) Lightweight Armor: Damage Received +15%


Aisia_p_013.png "They're multiplying like rabbits! Heeeelllpppp!"

Edited by アイシア

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"Well if you any other ideas, Iam listening.How long before the cavalry arrives?"

OOC:Its fixed.if someone can make it work in Linux I'll get it.

REGENERATION PHASE:

Will +1: 2/10

SPIRIT PHASE

Spirit Command Used:

Target:

SP Used:

Effect:

DEFENSE PHASE:

DC -20%

Support defense:

Source:Grunt #3

Inbound: Ineffectual Machine Gun- 540 damage

Action Taken:Shield and Take

Cost:1 Shield use, 270 HP

Source:Grunt #4

Inbound: Ineffectual Machine Gun- 540 damage

Action Taken:Shield and Take

Cost:1 Shield use, 270 HP

Source:Grunt #5

Inbound: Ineffectual Machine Gun- 540 damage

Action Taken:Shield and Take

Cost:1 Shield use, 270 HP

Source:Grunt #6

Inbound: Ineffectual Machine Gun- 540 damage

Action Taken:Shield and Take

Cost:1 Shield use, 270 HP

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:Acme Grunt #3

Modifiers:

DC:+65%

Damage+ 20%

Statistics:

HP:1520/2600

EN:140/140

Agi:300

AP:44/100

SP:115/115

DP:2684/3200

Shield:6/10

'Igelstellung' 75mm CIWS:20/20

57mm Hi-Energy Beam Rifle:11/15

175mm Grenade Launcher:5/6

Reloader:5/5

Prop Tank:5/5

==================

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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(From this point on, I'm going to separate the Factory and the Support's phases from the grunt's phases in different posts.)

Factory Phase:

Defense Phase:

Attacker:

Weapon:

Action Taken: Stand around

Damage Received:

Statistics:

HP: 10000/10000

Aisia_p_004.png "W-What are you doing!? If you die, the mission is over! We still have 4 turns left!"

[iNCOMING TRANSMISSION]

Otoha013.png "Charara~ Magic beauty Magical Otoha makes her lovely appearance!"

Aisia_p_001.png "... Otoha."

Otoha001.png "Hmmm?"

Aisia_p_011.png "DID YOU HAVE TO USE THE MAZINGER'S PLIDER!?"

Otoha008.png "I had to scramble quickly and get something necessary along the way."


A SUPPORT MECHA AND ITS PILOT HAVE APPEARED!

Hinata Kagura a.k.a. Magical Otoha

supotohacolorflipped.png

Battle Theme: Braveness - H2O Footprints in the Sand OST Track 25

Hissatsu Theme: Magical Overdrive - H2O Footprints in the Sand OST Track 25

Pilot Class: Mostly dead person/Stand/Persona, Professional Troll, Magical Girl, Certified Yuusha Pilot

Pilot Level: 9

Starting Max SP: 100

Maximum SP Cap: 200

Basic Attributes:

  • MELEE (Increases [F]-type weapon damage and improves Countercut)
    * Level 2: [F]-type Weapon Damage +25%, Countercut Cost -1
  • ACCURACY (Increases target's dodge cost and improves Countershoot)
    * Level 2: Target's Dodge Cost +15%, Countershoot Cost -1
  • SKILL MY HEAAAAAART (Improves Countercut and Countershoot, Critical Cost and Shield usages)
    * Level 2: Countercut and Countershoot Costs -2, Critical Cost -2, Shield Usage +3
  • Dodge Cost -0%
  • Damage Received -0%

Skills & Abilities:

  • Countercut Cost: 4 AP (Minimum cost: 1 AP)
  • Countershoot Cost: 4 AP (Minimum cost: 1 AP)
  • Critical
    Class: Active
    During the special phase you may pay 8 AP to gain Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn.
  • 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 Cost
    * Newtype Flash Troll Flash: Costs 2 Will. Gain Dodge Cost -10% and Target's Dodge Cost +30% for this turn. Requires Psychic Energy.
    * Barrage: Costs 3 Will. One (X) or (F) type weapon on your unit has its limit increased by 25% this turn, rounded up.
    * Distracting Performance Inciting Rage: Costs 3 Will. Disables all attack phases of a single target for one turn. Requires Singer Magical Girl. This is considered a Status Attack.
    * Miracle: Costs 6 Will. Negate up to 20000 damage from the first attack phase you receive this turn (resolved before any other pilot abilities).
  • Seishins

    [*]Pilot Skills

    • Newtype Troll
      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%
    • Singer Magical Girl
      Class: Passive (Main)
      You'd much rather solve a conflict with love, magic, and a song than with bullets. You mostly use your piloting abilities to spread your music to the world, and maybe make people feel happy about themselves in the process. In your case though, it tends to distract people.
      You are considered to have the Sound Energy System ability in any unit you pilot, however you may only use Songs that you have learned through Song Memory. This ability does not overwrite or take up the (System) slot of the unit you are piloting.
      If the unit piloted already has the Sound Energy System ability, or you install the Sound Energy System item, then it overwrites this ability.
      Gain an extra Technique slot to only be used for the Song Memory technique.
    • Counter (Level 1)
      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 5 turns of charging.
    • 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 and hitting them for massive damage.
      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.
    • Potential Sa-gay Goes in the E-mail Field (Level 1)
      Class: Passive (Main)
      When one's friends or loved do exploitable things, it has been said that an adrenaline rush gives the normal Troll a surge of superhuman... something. By maintaining their focus in a pinch, pilots who learn that sage goes in the e-mail field persevere in battle, shrugging off sages while delivering flames with more irritation and power than usual.
      While HP is 50% and below, Damage Received -5%, Damage Dealt +5%, and Target's Dodge Cost +5%
      While HP is 30% and below, Damage Received -10%, Damage Dealt +10% and Target's Dodge Cost +10%

    [*]Techniques

    • Disk M [M]マジカルO・TO・HA[M]
      Like any magical girl, Otoha has a theme song close to her heart. This... is hers. And it is rage inducing.
      ちゃらら!魔法美少女マジカルおとは、かれんに参上!
      Any unit you pilot gains [M] Magical Otoha~ (V:10)- 500 damage/5 Song EN, Mobility Break [+10%] and X) [M] Magical Otoha~ : You may reduce final damage by 50% to have this attack damage a non-Protodevlin target. This attack can damage units with Zondar Core as if they were Protodevlin.


otohascrander.png

Jet PilderOTOPLIDER

Statistics:

HP: 1100, EN: 40, Agi: 200

IS: 2, Move: F, Size: S, Rank: 1

Weapons:

[+] 20mm Machinegun- 300 damage, 20 rounds [+40%]

[+] Pilder Beam- 800 damage, 5 EN/attack [+10%]

[+] Pilder Missile (PG)- 1100 damage, 10 rounds [+25%]

Inherent Abilities:

1) Aircraft

2) Countershoot: 20mm Machinegun, Pilder Beam

3) Rapid Deployment

Acquirement Method:

Mazinger-Z must be destroyed or you choose to separate.

IS1: Maintenance Module: Unit gains Repair and Resupply (borrowed from OCD)

IS2: Dual Tesla Drive: DP +600 and gain Dodge Cost -30%


MEANWHILE, BACK AT THE 190TH HQ...

ashley1portrait.png "... allright, who's the wise guy who took our maintenance module!?"

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ACMETM Pilot 3

Regeneration Phase:

Will: +1

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

"I'LL DODGE! AGAIN!"

Defense Phase:

Attacker: Lilith!

Weapon: Grenade Launcher

Action Taken: Dodge

Damage Received: 0

Resources Spent: Resulting dodge cost is 528

Remaining DP is 1944

Formula: 320 * 1.65

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

"ATTACK!"

Attack Phase:

Weapon Used: [+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

Target: Factory

Damage Dealt: 540

Resources Spent: 1 Round

Status Effect: None

Modifiers:

  • Damage: +35%
    • +20% from Level 1 Ranged
    • +15% from Critical

    [*]Accuracy: +30%

    • +15% from Critical
    • Total: +15% to Target Dodge Cost

Statistics:

HP: 2000/2000

EN: 80/80

DP: 1944/3000

AP: 60/100

SP: 125/125

Will: 4/10

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 8 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


ACMETM Pilot 4

Regeneration Phase:

Will: +1

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker:

Weapon:

Action Taken:

Damage Received:

Resources Spent:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

Attack Phase:

Weapon Used: [+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

Target: Factory

Damage Dealt: 540

Resources Spent: 1 Round

Status Effect: None

Modifiers:

  • Damage: +35%
    • +20% from Level 1 Ranged
    • +15% from Critical

    [*]Accuracy: +30%

    • +15% from Critical
    • Total: +15% to Target Dodge Cost

Statistics:

HP: 2000/2000

EN: 70/80

DP: 3000/3000

AP: 70/100

SP: 125/125

Will: 4/10

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 8 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


ACMETM Pilot 5

Regeneration Phase:

Will: +1

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker:

Weapon:

Action Taken:

Damage Received:

Resources Spent:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

Attack Phase:

Weapon Used: [+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

Target: Factory

Damage Dealt: 540

Resources Spent: 1 Round

Status Effect: None

Modifiers:

  • Damage: +35%
    • +20% from Level 1 Ranged
    • +15% from Critical

    [*]Accuracy: +30%

    • +15% from Critical
    • Total: +15% to Target Dodge Cost

Statistics:

HP: 2000/2000

EN: 90/80

DP: 3000/3000

AP: 70/100

SP: 125/125

Will: 2/10

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 8 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


ACMETM Pilot 6

Regeneration Phase:

Will: +1

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker:

Weapon:

Action Taken:

Damage Received:

Resources Spent:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

Attack Phase:

Weapon Used: [+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

Target: Factory

Damage Dealt: 540

Resources Spent: 1 Round

Status Effect: None

Modifiers:

  • Damage: +35%
    • +20% from Level 1 Ranged
    • +15% from Critical

    [*]Accuracy: +30%

    • +15% from Critical
    • Total: +15% to Target Dodge Cost

Statistics:

HP: 2000/2000

EN: 90/80

DP: 3000/3000

AP: 70/100

SP: 125/125

Will: 2/10

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 9 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


ACMETM Pilot 7

Regeneration Phase:

Will: +1

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker:

Weapon:

Action Taken:

Damage Received:

Resources Spent:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

Attack Phase:

Weapon Used: [+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

Target: Factory

Damage Dealt: 540

Resources Spent: 1 Round

Status Effect: None

Modifiers:

  • Damage: +35%
    • +20% from Level 1 Ranged
    • +15% from Critical

    [*]Accuracy: +30%

    • +15% from Critical
    • Total: +15% to Target Dodge Cost

Statistics:

HP: 2000/2000

EN: 90/80

DP: 3000/3000

AP: 90/100

SP: 125/125

Will: 1/10

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 9 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


ACMETM Pilot 8

Regeneration Phase:

Will: +1

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker:

Weapon:

Action Taken:

Damage Received:

Resources Spent:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

Attack Phase:

Weapon Used: [+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

Target: Factory

Damage Dealt: 540

Resources Spent: 1 Round

Status Effect: None

Modifiers:

  • Damage: +35%
    • +20% from Level 1 Ranged
    • +15% from Critical

    [*]Accuracy: +30%

    • +15% from Critical
    • Total: +15% to Target Dodge Cost

Statistics:

HP: 2000/2000

EN: 90/80

DP: 3000/3000

AP: 90/100

SP: 125/125

Will: 1/10

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 9 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


ACMETM Pilot 9

Regeneration Phase:

Will: +1

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker:

Weapon:

Action Taken:

Damage Received:

Resources Spent:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

Attack Phase:

Weapon Used: [+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

Target: Factory

Damage Dealt: 540

Resources Spent: 1 Round

Status Effect: None

Modifiers:

  • Damage: +35%
    • +20% from Level 1 Ranged
    • +15% from Critical

    [*]Accuracy: +30%

    • +15% from Critical
    • Total: +15% to Target Dodge Cost

Statistics:

HP: 2000/2000

EN: 90/80

DP: 3000/3000

AP: 90/100

SP: 125/125

Will: 1/10

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 9 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


THREE... oh wait, just one more grunt appears. That was... oddly anticlimactic.

ACME Grunts x 1 (Grunt #10)

Max SP: 125

Attributes:

Melee: 1

Ranged: 1

Accuracy: 0

Defense: 4

Evasion: 0

Skill: 0

Skills:

Countercut: 7 AP

Countershoot: 7 AP

Critical: 10 AP

Spirit Commands:

1) Resist

2) Perseverance

3)

4)

5)

6)

Pilot Skills:

1) Potential Lv2

2)

3)

4)

5)

6)

Pilot Techniques:

1)

2)

3)

Will Gauge:

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

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

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

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

The ACME™ Grunt

Statistics:

HP: 2000, EN: 80, Agi: 320

IS: 4, Move: G, Size: M, Rank: 1

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]

Inherent Abilities:

1) ACME™ Brand

2) Countercut: Delicate Iron Sword

3) Countershoot: Ineffectual Machine Gun

4) Lightweight Armor: Damage Received +15%

Edited by アイシア

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"Finally, some help.Hey number 3, stay still so I can crush you like the stock grunt you are"

OOC:Fixed the ammo.I mixed up the ammo for the granade lanucher and the beam rifle last round.

REGENERATION PHASE:

Will +1: 3/10

SPIRIT PHASE

Spirit Command Used:

Target:

SP Used:

Effect:

DEFENSE PHASE:

DC -20%

Support defense:

ITEM PHASE:

Item Used:

Item's Effects:

SPECIAL PHASE:

ATTACK PHASE:

Outbound:[+] 57mm Hi-Energy Beam Rifle (B)- 1200 damage [+10%]

Damage Dealt:1200+20%=1440

Resources Spent:1 round

Target:Acme Grunt #3

Modifiers:

DC:+65%

Damage+ 20%

Statistics:

HP:1520/2600

EN:140/140

Agi:300

AP:44/100

SP:115/115

DP:2684/3200

Shield:6/10

'Igelstellung' 75mm CIWS:20/20

57mm Hi-Energy Beam Rifle:11/15

175mm Grenade Launcher:4/6

Reloader:5/5

Prop Tank:5/5

==================

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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Factory Phase:

Defense Phase:

Attacker: 7 Ineffectual AcmeTM Grunts

Weapon: 7 Ineffectual Machine Guns

Action Taken: Stand around

Damage Received: Resulting Damage is 270 * 7.

Remaining HP is 8110

Formula: 540 * 0.5

Statistics:

HP: 8110/10000

Aisia_p_016.png "... They weren't kidding when they said they were ineffectual."


Regeneration Phase:

Will: +1

Song EN: +10

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker:

Weapon:

Action Taken:

Damage Received:

Resources Spent:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

Summon Phase:

Unit Summoned:

Unit Unsummoned:

Otoha002.png "Time to go to work~"

Aisia_p_012.png "You're not repairing her!?"

Otoha002.png "Eh, she's not being attacked, now is she."

Aisia_p_011.png "Also, WHERE'S THE REST OF THE MAZINGER!? THIS IS BASE DEFENSE, AND YOU NEED A FORTRESS OF IRON!"

Otoha008.png "... The Fortress of Iron was too heavy, so I dropped it."

Aisia_p_011.png "And why, for the love of God, didn't you go and borrow an Mechanic+1 Module!?"

Otoha007.png "Hey, a Mechanic+1 Module isn't going to get me here faster! I had to use the Dual Tesla Drive to haul ass!"

Attack Phase:

Weapon Used: Repair

Target: ZA BASE

Damage Dealt: +20% HP

Resources Spent:

Status Effect: None

Modifiers:

Statistics:

HP: 1100/1100

EN: 40/40

DP: 3600/3600

AP: 100/100

SP: 100/100

Song EN: 110/300

Will: 1/10

Sage Goes in the E-mail Field: Inactive (HP 100%)

Attacker: Inactive (1/4)

Counter: 0/5

Weapons:

[+] 20mm Machinegun- 300 damage, 20 rounds [+40%]

[+] Pilder Beam- 800 damage, 5 EN/attack [+10%]

[+] Pilder Missile (PG)- 1100 damage, 10 rounds [+25%]

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ACMETM Pilot 3

Regeneration Phase:

Will: +1

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

"I'LL DODGE! AGAIN!"

Defense Phase:

Attacker: Lilith!

Weapon: Grenade Launcher

Action Taken: Dodge

Damage Received: 0

Resources Spent: Resulting dodge cost is 528

Remaining DP is 1416

Formula: 320 * 1.65

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

"ATTACK!"

Attack Phase:

Weapon Used: [+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

Target: Factory

Damage Dealt: 540

Resources Spent: 1 Round

Status Effect: None

Modifiers:

  • Damage: +35%
    • +20% from Level 1 Ranged
    • +15% from Critical

    [*]Accuracy: +30%

    • +15% from Critical
    • Total: +15% to Target Dodge Cost

Statistics:

HP: 2000/2000

EN: 80/80

DP: 1416/3000

AP: 50/100

SP: 125/125

Will: 5/10

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 6 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


ACMETM Pilot 4

Regeneration Phase:

Will: +1

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker:

Weapon:

Action Taken:

Damage Received:

Resources Spent:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

Attack Phase:

Weapon Used: [+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

Target: Factory

Damage Dealt: 540

Resources Spent: 1 Round

Status Effect: None

Modifiers:

  • Damage: +35%
    • +20% from Level 1 Ranged
    • +15% from Critical

    [*]Accuracy: +30%

    • +15% from Critical
    • Total: +15% to Target Dodge Cost

Statistics:

HP: 2000/2000

EN: 80/80

DP: 3000/3000

AP: 60/100

SP: 125/125

Will: 5/10

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 7 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


ACMETM Pilot 5

Regeneration Phase:

Will: +1

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker:

Weapon:

Action Taken:

Damage Received:

Resources Spent:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

Attack Phase:

Weapon Used: [+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

Target: Factory

Damage Dealt: 540

Resources Spent: 1 Round

Status Effect: None

Modifiers:

  • Damage: +35%
    • +20% from Level 1 Ranged
    • +15% from Critical

    [*]Accuracy: +30%

    • +15% from Critical
    • Total: +15% to Target Dodge Cost

Statistics:

HP: 2000/2000

EN: 90/80

DP: 3000/3000

AP: 60/100

SP: 125/125

Will: 3/10

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 7 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


ACMETM Pilot 6

Regeneration Phase:

Will: +1

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker:

Weapon:

Action Taken:

Damage Received:

Resources Spent:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

Attack Phase:

Weapon Used: [+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

Target: Factory

Damage Dealt: 540

Resources Spent: 1 Round

Status Effect: None

Modifiers:

  • Damage: +35%
    • +20% from Level 1 Ranged
    • +15% from Critical

    [*]Accuracy: +30%

    • +15% from Critical
    • Total: +15% to Target Dodge Cost

Statistics:

HP: 2000/2000

EN: 90/80

DP: 3000/3000

AP: 60/100

SP: 125/125

Will: 3/10

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 8 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


ACMETM Pilot 7

Regeneration Phase:

Will: +1

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker:

Weapon:

Action Taken:

Damage Received:

Resources Spent:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

Attack Phase:

Weapon Used: [+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

Target: Factory

Damage Dealt: 540

Resources Spent: 1 Round

Status Effect: None

Modifiers:

  • Damage: +35%
    • +20% from Level 1 Ranged
    • +15% from Critical

    [*]Accuracy: +30%

    • +15% from Critical
    • Total: +15% to Target Dodge Cost

Statistics:

HP: 2000/2000

EN: 80/80

DP: 3000/3000

AP: 80/100

SP: 125/125

Will: 2/10

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 8 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


ACMETM Pilot 8

Regeneration Phase:

Will: +1

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker:

Weapon:

Action Taken:

Damage Received:

Resources Spent:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

Attack Phase:

Weapon Used: [+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

Target: Factory

Damage Dealt: 540

Resources Spent: 1 Round

Status Effect: None

Modifiers:

  • Damage: +35%
    • +20% from Level 1 Ranged
    • +15% from Critical

    [*]Accuracy: +30%

    • +15% from Critical
    • Total: +15% to Target Dodge Cost

Statistics:

HP: 2000/2000

EN: 80/80

DP: 3000/3000

AP: 80/100

SP: 125/125

Will: 2/10

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 8 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


ACMETM Pilot 9

Regeneration Phase:

Will: +1

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker:

Weapon:

Action Taken:

Damage Received:

Resources Spent:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

Attack Phase:

Weapon Used: [+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

Target: Factory

Damage Dealt: 540

Resources Spent: 1 Round

Status Effect: None

Modifiers:

  • Damage: +35%
    • +20% from Level 1 Ranged
    • +15% from Critical

    [*]Accuracy: +30%

    • +15% from Critical
    • Total: +15% to Target Dodge Cost

Statistics:

HP: 2000/2000

EN: 80/80

DP: 3000/3000

AP: 80/100

SP: 125/125

Will: 2/10

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 8 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


ACMETM Pilot 10

Regeneration Phase:

Will: +1

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker:

Weapon:

Action Taken:

Damage Received:

Resources Spent:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

10 AP Critical!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

Attack Phase:

Weapon Used: [+] Ineffectual Machine Gun- 400 damage, 10 rounds [+0%]

Target: Factory

Damage Dealt: 540

Resources Spent: 1 Round

Status Effect: None

Modifiers:

  • Damage: +35%
    • +20% from Level 1 Ranged
    • +15% from Critical

    [*]Accuracy: +30%

    • +15% from Critical
    • Total: +15% to Target Dodge Cost

Statistics:

HP: 2000/2000

EN: 90/80

DP: 3000/3000

AP: 90/100

SP: 125/125

Will: 1/10

Weapons:

[F] Melee (M)- 100 damage [+0%]

[+] Ineffectual Machine Gun- 400 damage, 9 rounds [+0%]

[+] Maybe Missile Launchers (PGSF:4)- 300 damage, 20 rounds [-25%]

[F] Delicate Iron Sword (M)- 500 damage [+0%]


... There doesn't seem to be any more Grunts coming this way. Maybe it'll be allright for the last three turns?

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"Hit em hard"

REGENERATION PHASE:

Will +1: 3/10

SPIRIT PHASE

Spirit Command Used:

Target:

SP Used:

Effect:

DEFENSE PHASE:

DC -20%

Support defense:

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:Acme Grunt #3

Modifiers:

DC:+65%

Damage+ 20%

Statistics:

HP:1520/2600

EN:140/140

Agi:300

AP:44/100

SP:115/115

DP:2684/3200

Shield:6/10

'Igelstellung' 75mm CIWS:20/20

57mm Hi-Energy Beam Rifle:10/15

175mm Grenade Launcher:5/6

Reloader:5/5

Prop Tank:5/5

==================

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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Factory Phase:

HP +2000

Defense Phase:

Attacker: 8 Ineffectual AcmeTM Grunts

Weapon: 8 Ineffectual Machine Guns

Action Taken: Stand around

Damage Received: Resulting Damage is 270 * 8.

Remaining HP is 7840

Formula: 540 * 0.5

Statistics:

HP: 7840/10000

Aisia_p_001.png "... It takes 8 of them to deal this much damage!?"


Regeneration Phase:

Will: +1

Song EN: +10

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker:

Weapon:

Action Taken:

Damage Received:

Resources Spent:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

Summon Phase:

Unit Summoned:

Unit Unsummoned:

Otoha011.png "... HOLD ON! I got a HUGE energy spike reading just now!"

Attack Phase:

Weapon Used: Repair

Target: ZA BASE

Damage Dealt: +20% HP

Resources Spent:

Status Effect: None

Modifiers:

Statistics:

HP: 1100/1100

EN: 40/40

DP: 3600/3600

AP: 100/100

SP: 100/100

Song EN: 110/300

Will: 2/10

Sage Goes in the E-mail Field: Inactive (HP 100%)

Attacker: Inactive (1/4)

Counter: 0/5

Weapons:

[+] 20mm Machinegun- 300 damage, 20 rounds [+40%]

[+] Pilder Beam- 800 damage, 5 EN/attack [+10%]

[+] Pilder Missile (PG)- 1100 damage, 10 rounds [+25%]

Edited by アイシア

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WARNING! A BOSS HAS ARRIVED!

Wile E. Coyote

wilee1794664eb8.jpg

Max SP: 200

Attributes:

Melee: 3

Ranged: 3

Accuracy: 0

Defense: 0

Evasion: 0

Skill: 0

Skills:

Countercut: 4 AP

Countershoot: 4 AP

Critical: 10 AP

Spirit Commands:

1) Greater Perseverance

2) Iron Wall

3) Sure Hit

4) Resist

5)

6)

Pilot Skills:

1) Genius: Gain Dodge Cost -10%, Weapon Damage +5%, Target's Dodge Cost +5%.

2) Unit Specialization Lv3 (Defensive, ACME Brand): Damage dealt +30%, Damage Received -10%, Target's Dodge cost +15%

3) Attacker: Weapon Damage +25% when activated.

4) Infight Lv3: [F]-type Weapons gain Damage +30% and Target's Dodge Cost +10%

5) Gunfight Lv3: [+]-type Weapons gain Damage +30% and Target's Dodge Cost +10%

6) Revenge: Damage dealt +25% against all units that attacked you this turn.

Pilot Techniques:

1)

2)

3)

Will Gauge:

- Flawless Defense: Costs 4 Will. Blocking reduces damage by 75% instead for this turn.

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

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

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

Sidekick: 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.

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

- Aid

- Instruct

- Perseverance

Skills:

- None


The ACME™ Take Over the World Robot

Statistics:

HP: 19000, EN: 300, Agi: 410

IS: 1, Move: G, Size: L, Rank: 18

Weapons:

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

[+] Dynamite Launcher (PS)- 4200 damage, 20 rounds [+0%]

[+] Dual Buster Twin Rifle (BSF:2)- 2800 damage #2/35 EN [+20%]

[F] Gospel of Heaven or Hell- 8000 damage, 60 EN/attack [+20%] Req: Psychic Energy

[+] Fingo Fingere Finxi Fictum (GS)- 10000 damage, 1 round [+50%]

[H] Sonic Cross Geist- Stun & 10000 damage, Barrier Pierce, 80 EN/attack [+30%] Req: Psychic Energy

[+] Super Universal Gravity Crusher (S)- 30000 damage, Barrier Pierce, 200 EN/attack [+50%]

[+] Eternal Infinity Atomizer- 40000 damage, Kick, 100 EN/attack [+30%]

MAP Attacks:

[+] Dual Buster Twin Rifle (BI:5)- 8500 damage, 60 EN/attack [+0%]

[+] Raining Anvils and More Anvils (T:3)- 9000 damage, 80 EN/attack [+10%]

[+] Super Universal Gravity Crusher [A Whole Lotta People Are Gonna Die] (I:10)- 18000 damage, Barrier Pierce, 200 EN/attack [+30%]

Inherent Abilities:

1) ACME™ Brand

2) Countercut: Req: Martial Arts Mastery

3) Anima Maniac: EN Regen M

4) Anima Armor: Damage Received -50%

5) Anima Barrier (Barrier): Same effect as Inertial Canceller.

6) Psychocharge (System): Same effects as Souldrive.

7) Wild Break Network (Sidekick): Found in MechDev Lexicon.

8) Rocket Skates: Pay 15 AP. Agi -60 and gain Move: F. Each turn during your regeneration phase pay 15% of your maximum EN. This ability is disabled if upkeep cannot be paid.

9) NARF: Gain the effects of the Raid Spirit Command during your next attack phase, after which this unit is destroyed.

Purchasing Cost: 2700 Credits


The sudden appearance of the giant super robot surprised Grunt #3, blowing him up in a dazzling display of grenade launcher fireworks. Of course, the other ineffectual units were accidentally squashed into a thin sheet of paper, causing them to float away.

"Tch, never ask grunts to do the job of a GENIUS," its pilot groaned as it raised a hand at the factory. "I, WILE E. COYOTE, GENIUS, WILL DESTROY THAT FACTORY!"

... Of course, he'd have to move first, but, well, it IS a fairly large robot, and crap like that doesn't deploy easily, so your team has a pretty good chance of hitting him first!

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"Anyone got the Roadrunner's number on speed dial?"

REGENERATION PHASE:

Will +1: 4/10

SPIRIT PHASE

Spirit Command Used:

Target:

SP Used:

Effect:

DEFENSE PHASE:

DC -20%

Support defense:

ITEM PHASE:

Item Used:

Item's Effects:

SPECIAL PHASE:

Volley!

Cost:4 Will

ATTACK PHASE:

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

Damage Dealt:2200+20%=2640

Resources Spent:1 round

Target:Big ACME Instrument of Destruction

Modifiers:

DC:+65%

Damage+ 20%

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

Damage Dealt:2200+20%=2640

Resources Spent:1 round

Target:Big ACME Instrument of Destruction

Modifiers:

DC:+65%

Damage+ 20%

Statistics:

HP:1520/2600

EN:140/140

Agi:300

AP:44/100

SP:115/115

DP:2684/3200

Shield:6/10

'Igelstellung' 75mm CIWS:20/20

57mm Hi-Energy Beam Rifle:10/15

175mm Grenade Launcher:4/6

Reloader:5/5

Prop Tank:5/5

==================

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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Factory Phase:

HP +2000

Defense Phase:

Attacker:

Weapon:

Action Taken:

Damage Received:

Statistics:

HP: 9840/10000

Aisia_p_001.png "... This is just as bad as the last time I had to do something like this. Maybe worse..."


Regeneration Phase:

Will: +1

Song EN: +10

Seishin Phase:

Seishin Used:

Target:

SP Used:

Effect:

Defense Phase:

Attacker:

Weapon:

Action Taken:

Damage Received:

Resources Spent:

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

Summon Phase:

Unit Summoned:

Unit Unsummoned:

Otoha012.png "... I don't have it in Speed Dial, but, uh..."

Attack Phase:

Weapon Used: Repair

Target: ZA BASE

Damage Dealt: +20% HP

Resources Spent:

Status Effect: None

Modifiers:

Statistics:

HP: 1100/1100

EN: 40/40

DP: 3600/3600

AP: 100/100

SP: 100/100

Song EN: 130/300

Will: 4/10

Sage Goes in the E-mail Field: Inactive (HP 100%)

Attacker: Inactive (1/4)

Counter: 0/5

Weapons:

[+] 20mm Machinegun- 300 damage, 20 rounds [+40%]

[+] Pilder Beam- 800 damage, 5 EN/attack [+10%]

[+] Pilder Missile (PG)- 1100 damage, 10 rounds [+25%]

Otoha011.png "Just hold him off for one more turn!"

Edited by アイシア

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Regeneration Phase:

Will: +1

Seishin Phase:

Seishin Used: Sure hit!

Target: Self!

SP Used: 25

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

"... Ahahahaha! You're trying to defend the base with THAT puny thing!?"

Defense Phase:

Attacker: Lilith

Weapon: Grenades

Action Taken: Take

Damage Received: Resulting Damage is 0 (Over-defended by 360).

Remaining HP is 19000

Formula: (2640 - 3000) :D

Resources Spent: 10 EN

Defense Phase:

Attacker: Lilith

Weapon: Grenades

Action Taken: Take

Damage Received: Resulting Damage is 0 (Over-defended by 360).

Remaining HP is 19000

Formula: (2640 - 3000) :D

Resources Spent: 10 EN

Item Phase:

Item Used:

Effect:

Transformation Phase:

Current Form:

New Form:

Special Phase:

40 AP Attacker Activated! +25% Weapon Damage!

40 AP Psychocharge Activated! Damage Received -20%, Damage dealt +30%, and Dodge Cost -10%!

10 AP Critical! +15% to damage and target dodge cost!

Summon Phase:

Unit Summoned:

Unit Unsummoned:

"I really should destroy all of the opposition in one shot, so..."

Attack Phase:

Weapon Used: [+] Fingo Fingere Finxi Fictum (GS)- 10000 damage, 1 round [+50%]

Target: Lilith, Otoha and Base

Damage Dealt: 9667 each (29000 divided by 3)

Resources Spent: 1 Round

Status Effect: None

Modifiers:

  • Damage: +190%
    • +30% from Ranged Level 3
    • +30% from Gunfight Level 3
    • +30% from Unit Specialization Level 3
    • +30% from Psychodriver
    • +25% from Revenge
    • +25% from Attacker
    • +5% from Genius
    • +15% from Critical

    [*]Accuracy: +145%

    • +10% from Gunfight Level 3
    • +15% from Unit Specialization Level 3
    • +5% from Genius
    • +50% from Sure Hit
    • +50% from Weapon
    • +15% from Critical

Statistics:

HP: 19000/19000

EN: 280/300

DP: 3000/3000

AP: 10/100

Coyote SP: 135/160

Wild Break SP: 160/160

Will: 1/10

Weapons:

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

[+] Dynamite Launcher (PS)- 4200 damage, 20 rounds [+0%]

[+] Dual Buster Twin Rifle (BSF:2)- 2800 damage #2/35 EN [+20%]

[F] Gospel of Heaven or Hell- 8000 damage, 60 EN/attack [+20%] Req: Psychic Energy

[+] Fingo Fingere Finxi Fictum (GS)- 10000 damage, 0 round [+50%]

[H] Sonic Cross Geist- Stun & 10000 damage, Barrier Pierce, 80 EN/attack [+30%] Req: Psychic Energy

[+] Super Universal Gravity Crusher (S)- 30000 damage, Barrier Pierce, 200 EN/attack [+50%]

[+] Eternal Infinity Atomizer- 40000 damage, Kick, 100 EN/attack [+30%]

MAP Attacks:

[+] Dual Buster Twin Rifle (BI:5)- 8500 damage, 60 EN/attack [+0%]

[+] Raining Anvils and More Anvils (T:3)- 9000 damage, 80 EN/attack [+10%]

[+] Super Universal Gravity Crusher [A Whole Lotta People Are Gonna Die] (I:10)- 18000 damage, Barrier Pierce, 200 EN/attack [+30%]

Edited by アイシア

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