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Silkroad

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USMF-1 Wolverine

Statistics:

HP: 2600, EN: 140, Agi: 310

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

Weapons:

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

[+] M1911 Pistol- 600 damage, 8 rounds [+20%]

[F] Anti-WT Combat Knife (M)- 700 damage [+0%]

[+] Remington 870 (S)- 1000 damage, 8 rounds Hardpoints: 1 [+10%]

[+] M14 Rifle (F:3)- 700 damage, 20 rounds Hardpoints: 1 [+10%]

[+] M31 HEAT Rifle Grenade (S)- 1400 damage, 5 rounds, Uses 1 M14 Rifle Round [+10%]

[+] M2 Browning Machine Gun (SF:5)- 800 damage, 50 rounds, Hardpoints: 2 [+10%]

MAP Attacks:

[+] Catastrophic Nuclear Reaction (I:6)- 4000 damage [+40%]

[+] M-29 Davy Crockett Weapon System (T:8)- 8000 damage, 1 round, Hardpoints: 3, Rounds Locked [+40%]

Inherent Abilities:

1) Walking Tank, Nuclear Walker

2) Countercut: Anti-WT Combat Knife

3) Countershoot: M1911 Pistol, Remington 870, M14 Rifle, M2 Browning Machine Gun

4) Hardpoints (4)

5) Catastrophic Nuclear Reaction: Can only be used when unit's HP is below 20%, Upon using this attack, this unit is automatically destroyed.

6) Unstable Generator: Automatically use Catastrophic Nuclear Reaction when HP is below 20%. This bypasses any effect that renders the unit unable to attack.

Pilot Slots: 2

Purchasing Cost: 130 Credits

MiGM-1 Heavyhand

Statistics:

HP: 2600, EN: 140, Agi: 310

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

Weapons:

[F] Ударил (M)- 500 damage [+0%]

[+] Пистолет Макарова- 500 damage, 9 rounds [+30%]

[F] нож разведчика (M)- 700 damage [+0%]

[+] Автомат Калашникова 47 (F:3)- 650 damage, 30 rounds Hardpoints: 1 [+0%]

[+] Снайперская винтовка Драгунова- 1500 damage, 10 rounds Hardpoints: 1 [+20%]

[+] РПГ-7 (S)- 1800 damage, 2 rounds Hardpoints: 1 [+10%]

MAP Attacks:

[+] АмКра-5 (T:6)- Acid, 1 round, Hardpoints: 3, [+40%]

[+] Катастрофические ядерных реакций (I:6)- 4000 damage [+40%]

Inherent Abilities:

1) Walking Tank, Nuclear Walker

2) Countercut: нож разведчика

3) Countershoot: Пистолет Макарова, Автомат Калашникова 47

4) Hardpoints (4)

5) Snipe: Снайперская винтовка Драгунова [+30%]

6) ПФМ-1: 2 rounds, Same Effects as Floating Mine

7) Катастрофические ядерных реакций: Can only be used when unit's HP is below 20%, Upon using this attack, this unit is automatically destroyed.

8) Unstable Generator: Automatically use Катастрофические ядерных реакций when HP is below 20%. This bypasses any effect that renders the unit unable to attack.

Pilot Slots: 2

Purchasing Cost: 130 Credits

PLAMF-Type 10 Mantis

Statistics:

HP: 1800, EN: 80, Agi: 300

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

Weapons:

[F] 混戰 (M)- 500 damage [+0%]

[+] 54式手槍l- 500 damage, 9 rounds [+25%]

[F] 大刀 (M)- 700 damage [+0%]

[+] 56式突擊步槍 (F:3)- 650 damage, 30 rounds Hardpoints: 1 [+0%]

[+] 97式狙擊步槍- 1300 damage, 5 rounds Hardpoints: 1 [+20%]

[+] 69式火箭筒 (S)- 1800 damage, 2 rounds Hardpoints: 1 [+10%]

Inherent Abilities:

1) Walking Tank

2) Countercut: 大刀

3) Countershoot: 54式手槍l, 56式突擊步槍

4) Hardpoints (4)

5) Snipe: 97式狙擊步槍 [+20%]

Pilot Slots: 3

Purchasing Cost: 110 Credits

Robo Hindenburg

Statistics:

HP: 1, EN: 10, Agi: 600

IS: 4, Move: F, Size: LL, Rank: 1

Weapons:

[F] Ram and DON'T Catch Fire- 800 damage [+20%]

[F] Catch Fire (S)- 2000 damage, Burn [+20%]

Inherent Abilities:

1) Cybernetic Blimp

2) Catch Fire: If this attack is used, this unit's HP is reduced to 0.

Evolution Cost 5 (LZ 129 Hindenburg)

Cost to be Added 300 Credits + 150 Credits + 113 Credits = 563 Credits Approved by Nimbus

Edited by Code: OCD

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HOLY SHIT THESE ARE STARTING TO ALMOST GET KINDA GOOD ALMOST A LITTLE. Paid for.

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GaoGirlGarLogo.png

The Support Crew

Project Designation: GBR-02, GBR-03, GBR-04

Project Name: HyoKo, EnKo, ChouKoJin, Big Volfemm, Volfemm

Project Information: (The story for this project is based on Queen of Braves GaoGirlGar's storyline, parts of which can be found here, here, and here. In addition, I'd like to credit Jaiku for helping me come up with a good deal of the ideas and attacks used in this submission. Finally, this is part 1 of this 4 part submission.)

Weapon Modifications for GBR-02 HyoKo:

Weapon: Freezing Beam: HyoKo is able to rapid fire a beam of energy from the icon on it's forehead that supercools anything it touches. (It's cold!)

Weapon: Tiger Claw: HyoKo, and most all of the Kos, are equipped with long sharp claws that extend from their fingers, and can be retracted back in. They are used to claw at the enemy, and in a pinch slice through incoming projectiles. (Nyaaaa)

Weapon: Attack Tail: While simply looking like a normal, if not large tail, HyoKo can fire energy shots from it's tip. (And all it has to do is aim it's ass at the enemy. Hmm.)

Weapon: Freezing Rifle: HyoKo is equipped with a larger version of it's Freezing Beam. This rifle runs off a powerful battery pack, which lets it fire stronger shots, but has a limited amount of rounds before requiring a recharge. (Pretty standard.)

Weapon: Screeching Howl: HyoKo takes advantage of it's feline nature and emits a piercing howl that vibrates objects violently, dealing significant damage to them. (Basically a sound based attack.)

Weapon: Breast Thriller: For this attack... oh my.. Well.. HyoKo's chestplate opens and... G-Gosh. Building up freezing energy, HyoKo unleashes a massive blast that freezes anything it comes into contact with solid. Is it cold in here? (lol robot nudity)

Combo Attack: Hyoko-EnKo Assault: For this attack, HyoKo and EnKo rush the enemy with all guns blazing. Then, when they can't fire anymore, they pounce the enemy and claw at them feircely. (Nyaaaaa!)

Combo Attack: Four Tiger Assault: This is attack is similar to HyoKo-EnKo assault, only it also includes FuKo and RaiKo, all four of the female combiners teaming up to assault the enemy. (Nyaaaaa x 4!)

Combo Attack: Level Infinyuuty: Luv-Luv Hug: In dire straights when the odds are against them, HyoKo and EnKo commit to a dangerous attack. They rush the enemy and grab into them from either side, then unleash both Breast Thriller and Breast Warmer on them at the same time. This attack is devastating, but it damages HyoKo and EnKo as well, making it a last resort strategy. (What a nice hug.)

GBR-02 HyoKo's Frame and Systems:

Frame Modifications: HyoKo's vehicle form is that of a crane truck, and when she transforms, the crane turns into her tail. She is moderately sized, somewhat smaller then GaoGarGar but not by a good deal. HyoKo, like all the 3G affiliated robots, is powered by a GS Ride system which in turn is powered by a G-Stone. (No real requests here. Pretty standard fair.)

Symmetrical Docking: HyoKo and EnKo have the ability to dock with one another and form the combined robot ChouKoJin. Much later in the series, through contact with a mysterious force known as The Power, HyoKo gains the ability to dock with the chinese robot RaiKo to form GenKoJin. (Squish. Kinda literally now, huh?)

Weapon Modifications for GBR-03 EnKo:

Weapon: Melting Beam: EnKo is able to rapid fire a beam of energy from the icon on it's forehead that superheats anything it touches. (It's hot!)

Weapon: Tiger Claw: EnKo, and most all of the Kos, are equipped with long sharp claws that extend from their fingers, and can be retracted back in. They are used to claw at the enemy, and in a pinch slice through incoming projectiles. (Nyaaaa)

Weapon: Attack Tail: While simply looking like a normal, if not large tail, EnKo can fire energy shots from it's tip. (And all it has to do is aim it's ass at the enemy. Hmm.)

Weapon: Melting Rifle: EnKo is equipped with a larger version of it's Melting Beam. This rifle runs off a powerful battery pack, which lets it fire stronger shots, but has a limited amount of rounds before requiring a recharge. (Pretty standard.)

Weapon: Screeching Howl: EnKo takes advantage of it's feline nature and emits a piercing howl that vibrates objects violently, dealing significant damage to them. (Basically a sound based attack.)

Weapon: Breast Warmer: For this attack... oh my.. Well.. EnKo's chestplate opens and... G-Gosh. Building up burning energy, EnKo unleashes a massive blast that overheats anything it comes into contact with, melting it. Is it hot in here? (lol robot nudity)

Combo Attack: Hyoko-EnKo Assault: For this attack, HyoKo and EnKo rush the enemy with all guns blazing. Then, when they can't fire anymore, they pounce the enemy and claw at them feircely. (Nyaaaaa!)

Combo Attack: Four Tiger Assault: This is attack is similar to HyoKo-EnKo assault, only it also includes FuKo and RaiKo, all four of the female combiners teaming up to assault the enemy. (Nyaaaaa x 4!)

Combo Attack: Level Infinyuuty: Luv-Luv Hug: In dire straights when the odds are against them, HyoKo and EnKo commit to a dangerous attack. They rush the enemy and grab into them from either side, then unleash both Breast Thriller and Breast Warmer on them at the same time. This attack is devastating, but it damages HyoKo and EnKo as well, making it a last resort strategy. (What a nice hug.)

GBR-03 EnKo's Frame and Systems:

Frame Modifications: EnKo's vehicle form is that of a fire truck, and when she transforms, the ladder turns into her tail. She is moderately sized, somewhat smaller then GaoGarGar but not by a good deal. EnKo, like all the 3G affiliated robots, is powered by a GS Ride system which in turn is powered by a G-Stone. (No real requests here. Pretty standard fair.)

Symmetrical Docking: HyoKo and EnKo have the ability to dock with one another and form the combined robot ChouKoJin. Much later in the series, through contact with a mysterious force known as The Power, EnKo gains the ability to dock with the chinese robot FuKo to form GouKoJin. (Squish. Kinda literally now, huh?)

Mirror Shield: EnKo is equipped with a specially crafted shield that can actually absorb the energy of incoming enemy attacks, then reflect it back at the attacker. It can only do this a few times before the shield overheats and becomes useless. (Nothing specific to request here.)

Weapon Modifications for ChouKoJin:

Weapon: Twin Beam: ChouKoJin is able to rapid fire beams of energy from her eyes, one super cold and one super hot. (It's hot AND cold!)

Weapon: Twin Elemental Claw: ChouKoJin channels energy through it's hands into it's claws. One claw is fueled with cold energy, while the other is fueled with heat energy. ChouKoJin then lunges at the enemy, slashing them with the cold claw to freeze them, then slashing them with the heat claw to rapidly heat them up, causing damage. (Nyaaaa)

Weapon: Twin Tail Attack: ChouKoJin has two tails, both of which are still capable of firing at the enemy. (And all it has to do is aim it's ass at the enemy. Hmm.)

Weapon: Twin Rifle: ChouKoJin fires both it's melting rifle and it's freezing rifle at the enemy. (Pretty standard.)

Weapon: All-Out Frenzy: ChouKoJin unleashes a barrage of shots from all of it's guns, then charges forwards and claws at the enemy wildly. (Raaaaaaaaawr!)

Combo Attack: ChouKoJin-GekiKoJin Assault: For this attack, ChouKoJin teams up with GekiKoJin and unleashes all of their arsenal on them relentlessly. (Teamups!)

ChouKoJin's Frame and Systems:

Frame Modifications: ChouKoJin is the combined form of HyoKo and EnKo. It's larger then the two seperate forms obviously, and combines their minds to make a united personality. ChouKoJin gains a certain degree of sturdiness from the combination that makes it fairly durable. (No real requests here, except some damage reduction.)

Eraser Head: When a situation requires a good deal of energy to be rerouted or completely stopped, ChouKoJin can deploy with a device called an Eraser Head. It consists of two components: a handheld portion and a forward tank section or "warhead." This "warhead" may remain attached to the weapon in use, or launched at the target as needs warrant; it disintegrates when its energy is exhausted. Upon use it creates a reverse gravity well, expelling captured energy harmlessly into space. (Fwooosh.)

Weapon Modifications for GBR-04 Big Volfemm:

Weapon: Jet Wrapper: Big Volfemm launchers a pair of rocket boosted handcuffs at the enemy to temporarily restrain them. (Kinky.)

Weapon: Double Boomerang: Big Volfemm hurls a pair of edged boomerangs at the enemy that whirl around and hit the enemy again as they return. (Simple stuff.)

Weapon: Breast Calibur: Big Volfemm has a pair of automatic guns equipped in her chest that she can fire off in bursts. (Core Gunner called, she wants her tits back.)

Weapon: Silver Moon: Another boomerang attack, although this time the boomerang is prepared with a mirror coating, a thin layer of superconducting materials from a generator built inside Big Volfemm. (It's so pretty!)

Weapon: Melting Siren: Galeon's roar has the ability to disable zondar barriers. 3G took it upon themselves to find a way to emulate this proper frequency to accomplish this on their own. The result was installed in Big Volfemm and works effectively. (Oh shit, it's the cops.)

Weapon: Masamune Blade: Big Volfemm is equipped with a large, curved sword, designed for fast, deadly strikes and automatically given a mirror coating when drawn from it's sheath. (That is some sword!)

Weapon: Holographic Camouflage: Big Volfemm transforms into vehicle mode and lays down a smoke screen around the enemy, before changing back into robot mode and utilizing it's holographic camouflage, creating false images of herself around the enemy that misdirect them as she swoops in and chooses her spots, throwing her boomerangs before slashing with her sword. (Ninja!)

GBR-04 Big Volfemm's Frame and Systems:

Frame Modifications: Big Volfemm's vehicle mode is that of an oversized police car. Like other 3G affiliated robots, she is powered by a GS Ride. Her frame is sturdy, thanks to the layer of protective armor she wears over her true form. (No real requests here, except some damage reduction.)

Holographic Camouflage: Big Volfemm is able to project holographic images of herself to misdirect enemies, allowing her to avoid attacks and place herself in an position to launch a surprise attack. (Ninja vanish!)

Mirror Coating: A thin layer of superconducting material with can deflect or absorb most electromagenetic based attacks. While most 3G robots only have such a coating for a few moments following being deployed via the mirror cannon, Big Volfemm is equipped with an internal generator. (Shiney barrier~)

Jyuusoukou Haijyo: Big Volfemm's most important secret is that her true form is hidden beneath the armor that makes up her Big Volfemm mode. This armor can be completely purged, revealing a smaller, much quicker form beneath. (Sexy nearly naked ninja robot. Mmmmm.)

Weapon Modifications for Volfemm:

Weapon: Jet Wrapper: Volfemm launchers a pair of rocket boosted handcuffs at the enemy to temporarily restrain them. (Kinky.)

Weapon: Hoshi Kunai: Volfemm breaks her boomerangs down further into kunais, which she uses by rapidly circing the enemy, throwing them rapidly. (Do want.)

Weapon: Melting Siren: Galeon's roar has the ability to disable zondar barriers. 3G took it upon themselves to find a way to emulate this proper frequency to accomplish this on their own. The result was installed in Volfemm and works effectively. (Oh shit, it's the cops.)

Weapon: Masatou, Munetau: Volfemm seperates the Masamune blades into two smaller sword. She blitzes the enemy from all sides, slashing through them at incredible speeds. (I wonder if she makes fries.)

Weapon: Silver Cross: The kunai are all joined together to create a large, four bladed boomerange like projectile, which is then given a mirror coating before it is hurled at the enemy. Once thrown, Volfemm darts past it and catches it as it strikes through the enemy, throwing it back at them a second time before darting back and catching it again. (So in case you couldn't tell, she's fast.)

Weapon: Hissatsu! Daikai Tendaimadan: Volfemm equips her swords and begins to spin around rapidly, quickly becoming a whirling cyclone as she slams into the enemy, slashing them and knocking them high up into the air before darting away. (Woooosh.)

Weapon: Chou Bunshin Sappou: For this attack, Volfemm pushes it's systems past safe tolerances to acheive speeds greater then she's accomplished before. She's nothing more then a blur of movement as she rushes the enemy, slashing them rapidly in a frenzy, pushing herself faster and faster before recombining the Masamune Blade and slamming into the enemy, impaling them on the blade. (CLEARLY different from her male counterpart.)

Volfemm's Frame and Systems:

Frame Modifications: Volfemm's vehicle form is that of a police motorcycle with a sidecar. Despite being smaller and less armored, Volfemm is actually more formidable to deal with then her Big Volfemm form, as the strain on her GS Ride is decreased thanks to the loss in mass. She is also several times faster in this form, making her even more difficult to hit. (Should be clear what changes to make here.)

Holographic Camouflage: Volfemm is able to project holographic images of herself to misdirect enemies, allowing her to avoid attacks and place herself in an position to launch a surprise attack. Furthermore, thanks to her smaller size and increased speed, the camouflage is more effective in this form (Ninja vanish!)

Mirror Coating: A thin layer of superconducting material with can deflect or absorb most electromagenetic based attacks. While most 3G robots only have such a coating for a few moments following being deployed via the mirror cannon, Volfemm is equipped with an internal generator. (Shiney barrier~)

Edited by Silkroad

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GBR-02 HyoKo

Statistics:

HP: 3500, EN: 150, Agi: 280

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

Weapons:

[+] Freezing Beam (F:3)- 800 damage/5 EN, Mobility Break [+10%]

[F] Tiger Claw (M)- 1200 damage [+0%]

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

[+] Freezing Rifle- 2500 damage, Mobility Break 8 rounds [+10%]

[+] Screeching Howl (S)- 3600 damage, Sound Attack, 15 EN/attack [+15%]

[+] Breast Thriller (S)- 4200 damage, Barrier Pierce, Mobility Break, 25 EN/attack [+15%]

Combo Attacks:

[H] Hyoko-EnKo Assault- 4200 damage, Mobility Break & Armor Break, 15 EN/attack [+20%]

[H] Four Tiger Assault- 5500 damage, Stun & Mobility Break & Armor Break & Accuracy Break, 30 EN/attack [+20%]

[H] Level Infinyuuty: Luv-Luv Hug- 9000 damage, Armor Pierce, Barrier Pierce, 1 round Rounds Locked [+50%]

Inherent Abilities:

1) Brave

2) Countercut: Tiger Claw

3) Countershoot: Freezing Beam, Attack Tail, Freezing Rifle

4) Symmetrical Docking (ChouKoJin): GBR-02 HyoKo, GBR-03 EnKo. Same effects as Combine.

5) Symmetrical Docking (GenKoJin): GBR-02 HyoKo, GBR-07 RaiKo. Requires 3 Evo points on HyoKo and RaiKo. Same effects as Combine.

6) HyoKo-EnKo Assault: Requires an allied GBR-03 EnKo to execute.

7) Four Tiger Assault: Requires an allied GBR-03 EnKo, GBR-06 RaiKo, GBR-07 Fuko to execute

8) Level Infinyuuty: Luv-Luv Hug: Requires an allied GBR-03 EnKo to execute. When this attack is used, reduce the HP of both units used in this attack by 50% of maximum.

Purchasing Cost: 300 Credits

GBR-03 EnKo

Statistics:

HP: 3500, EN: 150, Agi: 280

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

Weapons:

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

[F] Tiger Claw (M)- 1200 damage [+0%]

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

[+] Melting Rifle- 2500 damage, Armor Break 8 rounds [+10%]

[+] Screeching Howl (S)- 3600 damage, Sound Attack, 15 EN/attack [+15%]

[+] Breast Warmer (S)- 4200 damage, Barrier Pierce, Armor Break, 25 EN/attack [+15%]

Combo Attacks:

[H] Hyoko-EnKo Assault- 4200 damage, Mobility Break & Armor Break, 15 EN/attack [+20%]

[H] Four Tiger Assault- 5500 damage, Stun & Mobility Break & Armor Break & Accuracy Break, 30 EN/attack [+20%]

[H] Level Infinyuuty: Luv-Luv Hug- 9000 damage, Armor Pierce, Barrier Pierce, 1 round Rounds Locked [+50%]

Inherent Abilities:

1) Brave

2) Mirror Shield

3) Countercut: Tiger Claw

4) Countershoot: Melting Beam, Attack Tail, Melting Rifle

5) Symmetrical Docking (ChouKoJin): GBR-02 HyoKo, GBR-03 EnKo. Same effects as Combine.

6) Symmetrical Docking (GouKoJin): GBR-03 EnKo, GBR-07 FuKo. Requires 3 Evo points on EnKo and FuKo. Same effects as Combine.

7) HyoKo-EnKo Assault: Requires an allied GBR-02 HyoKo to execute.

8) Four Tiger Assault: Requires an allied GBR-02 HyoKo, GBR-06 RaiKo, GBR-07 Fuko to execute

9) Level Infinyuuty: Luv-Luv Hug: Requires an allied GBR-02 HyoKo to execute. When this attack is used, reduce the HP of both units used in this attack by 50% of maximum.

Purchasing Cost: 300 Credits

ChouKoJin

Statistics:

HP: 6000, EN: 200, Agi: 300

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

Weapons:

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

[+] Twin Beam (SX:2)- 800 damage/5 EN, Mobility Break & Armor Break, 30 rounds [+10%]

[F] Twin Elemental Claw (M)- 1500 damage x 2, Mobility Break & Armor Break, 20 EN/attack [+0%]

[+] Twin Tail Attack (S)- 3400 damage, 25 EN/attack [+10%]

[+] Twin Rifle- 2000 damage # 2, Mobility Break & Armor Break, 15 Rounds [+0%]

[+] All-Out Assault (S)- 6000 damage, Barrier Pierce, 5 rounds [+30%]

Combo Attacks:

[H] ChouKoJin-GekiKoJin Assault- 6000 damage & Accuracy Break & Armor Break & Paralyze, 50 EN/attack [+30%]

Inherent Abilities:

1) Brave

2) Mirror Shield

3) Countercut: Twin Elemental Claw

4) Countershoot: Twin Beam, Twin Rifle

5) Damage Received -20%

6) Dismount: GBR-02 HyoKo, GBR-03 EnKo.

7) Eraser Head: Negate a single attack phase worth of attacks or negate all Barrier abilities in target unit for 5 turns. 1 round. Rounds can only be reloaded with a Super Repair Kit.

8) ChouKoJin-GekiKoJin Assault Assault: Requires an allied GekiKoJin to execute.

Purchasing Cost:

N/A. GBR-02 HyoKo and GBR-03 EnKo must be in your inventory. This is a combined unit.

GBR-04 Big Volfemm

Statistics:

HP: 5500, EN: 180, Agi: 260

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

Weapons:

[H] Jet Wrapper (P)- 10 Damage, Mobility Break, 5 EN/attack [+10%]

[H] Double Boomerang (PS)- 600 damage x 2 [+0%]

[+] Breast Calibur- 1400 damage, 15 rounds [+10%]

[H] Silver Moon (P)- 1200 damage [+0%]

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

[H] Melting Siren (S)- 2000 damage, Barrier Break, Sound Attack, 15 EN/attack [+10%]

[H] Holographic Camouflage (X:10)- 400 damage/3 EN, Accuracy Break [+10%]

Inherent Abilities:

1) Brave

2) Countercut: Masamune Blade

3) Countershoot: Breast Calibur

4) Damage Receieved -20%

5) Mirror Coating (Barrier): Same effects as Barrier L.

6) Holographic Camouflage: Same effects as Double Image (5)

7) Jyuusoukou Haijyo (GBR-04 Volfemm): Same effects as Separate

Purchasing Costs: 550 Credits

Volfemm

Statistics:

HP: 3000, EN: 220, Agi: 230

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

Weapons:

[H] Jet Wrapper (P)- 10 Damage, Mobility Break, 5 EN/attack [+10%]

[+] Hoshi Kunai (PSF:5)- 300 damage, 30 Rounds [+0%]

[H] Melting Siren (S)- 2000 damage, Barrier Break, Sound Attack, 10 EN/attack [+10%]

[F] Masatou, Munetau (MX:6)- 500 damage/3 EN [+10%]

[H] Silver Cross (S)- 1800 damage x2, 20 EN/attack [+20%]

[F] Hissatsu! Daikai Tendaimadan (S)- 4400 damage, 25 EN/attack [+30%]

[H] Chou Bunshin Sappou- (X:6)- 600 damage/5 EN + 2400 damage, Barrier Pierce, 20 EN/attack [+30%]

Inherent Abilities:

1) Brave

2) Countercut: Masatou, Munetau

3) COuntershoot: Hoshi Kunai

4) Damage Receieved +20%

5) Mirror Coating (Barrier): Same effects as Barrier L.

6) Holographic Camouflage: Same effects as Double Image (4)

Purchasing Costs:

N/A. Perform Jyuusoukou Haijyo on GBR-04 Big Volfemm.

Cost: 900 + 450 + 630 + 300 x 2 = 2580 (approved by Nimbus)

Edited by Iono

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Paid for. Stay tuned for part 2.

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GaoGirlGarLogo.png

The Support Crew

Project Designation: GMX-GH101, XCR-13

Project Name: Goldymargaret, Michelle Sounders the 13th, J-D'Ark, J-Dér, Queen J-Dér

Project Information: (The story for this project is based on Queen of Braves GaoGirlGar's storyline, parts of which can be found here, here, and here. In addition, I'd like to credit Jaiku for helping me come up with a good deal of the ideas and attacks used in this submission. Finally, this is part 2 of this 4 part submission.)

Weapon Modifications for GMX-GH101 Goldymargaret:

Weapon: Marg Splash: Goldymargaret hefts her massive girth into the air, partially changing into her Margaret Hand form as she crashes down on the enemy, crushing them beneath the weight of her form and the Goldion Hammer. (Blargh squashed.)

Weapon: Heavy Bust Gunner: Goldymargaret has a pair of heavy artillery cannons built into her chest, which fire simutaneously to rain heavy cover fire down on the enemy. (So basically breasts are weapons in GaoGirlGar.)

Weapon: Margaret Cannon: Goldymargaret utilizes the Goldion Hammer for this attack, which is equipped with a large cannon in it's handle. She can swing it around and fire it at the enemy. This cannon is disabled when GaoGirlGar (or GaoFemGar) uses the hammer to attack. (Well this one is easy.)

Weapon: Missile Barrage: Goldymargaret is equipped with a seemingly endless supply of missiles in her legs, each small but equipped with a GS Ride charged warhead that detonates with explosive force on impact. Goldymargaret launches these missiles in rapid succession when faced with overwhelming odds. (Goldymargaret graduated from the Burstone of the Mountain School of Holy Shit Missiles.)

GMX-GH101 Goldymargaret's Frame and Systems:

Frame Modifications: Goldymargaret's vehicle form is that of a large tank, carrying the Goldion Hammer on her back while in that form. Unlike the other robots, Goldymargaret will tend to transform in battle to get to Girl (or Mikoto) faster. While in this form, only the Margaret Cannon is accessible to use to defend herself. Goldymargaret is heavily armored, as indeed she requires it so the pressure of the Goldion Hammer doesn't kill her or Girl when it's used. This makes her incredibly durable. (No real requests here. Pretty standard fair.)

Weapon Modifications for XCR-13 Michelle Sounders the 13th:

Weapon: Totsugeki: Michelle Sounders is not of much use while in child form. In this attack she rushes the enemy, throwing herself at them headfirst for a wreckless headbutt. (lol useless)

Weapon: Disc A: While in child form, Michelle Sounders isn't very useful in battle. However, one thing she can do is sing a rather inspiring, if not unbearably cutesy song to inspire her fellow robots. Oddly, this attack can be effective against enemies as well, the notes that Michelle Sounders uses seemingly resonating with zondar metal a little. In addition, with the help of her sound amplifiers, Michelle can play the song across a battlefield. Though having no effect combatwise, it should be noted that while in Idol Mode, this song has the odd side effect of making Michelle flatchested. (Hnnngh, I thought I had enough of this with OS. Oh well, once more into the breach.)

Weapon: Disc B: Once transformed into Idol Mode, Michelle Sounders has access to the rest of her attack discs. Disc B, aside from making her breasts average sized for some inexplictable reason, is also effective at damaging and disrupting the enemy's electronic process, making it incredibly difficult for them to move. The longer Michelle plays this song at the enemy, the more damaging it is. Additionally, and like Disc A, Disc B can be played across the battlefield thanks to Michelle's sound amplifiers. (See the discs are based on cup size and so when she switches between them... Yeah, I know.)

Weapon: Disc C: Disc C is based on Liger's intense research into Zondar metal, including stealing a sample from his brother to use in experiments. He discovered the exact frequency that caused the zondar metal to shatter and incorporated this data into a attack disc for Michelle Sounders' Idol Form, who can use the data to play a song at that frequency, doing great damage to most things, but in particularly dealing devastating damage to Zondar. Again, this Disc, like the others, affects her breast size, making them somewhat large. (So you can probably see where I'm going with this by now.)

Weapon: Disc D: This attack disc, developed some time after GaoGirlGar disappeared, was made with the intention of making Michelle Sounders' Idol Form more effective in combat to help support GaoFemGar, which was piloted by the relatively green Mikoto. Michelle felt sorry for Mikoto's plight and modelled the song around her to cheer her up. The result was the attack took the form of a golden GaoFemGar composed entirely of energy. This form flew through the air and slammed into the enemy with devastating impact. This disc, like the others, also affected her breast size, making them even larger then Disc C. (Am I really going to go there? Am I?)

Weapon: Disc DD: This disc was developed for Michelle Sounders' Idol Form to be a devstating attack utilizing an energy transfer directly from the 3G base in orbit over Earth. Actually a series of protocol activation codes, when Disc DD is activated, it initiates a microwave beam from the base down to Michelle Sounders that builds through her body to the emitters on her chest and speakers. Michelle Sounders then sings a single note, expelling the energy forwards with devastating effect. This attack requires a good deal of charging after use though, rendering it impossible to rapid fire. Obvious the disc affects Michelle's breast size, making them incredibly large, which is actually making room for the emitters in her chest to fire. (Big breasts: Nature's deadliest weapon.)

MAP Attack: Michelle Team Disc C: For this attack, Michelle Sounders calls upon the help of the Michelle Force, the other Sounder robots from 1 to 12 that were constructed before her. Though similar in appearance, the Michelle Force are all somewhat more fragile then the 13th, having been prototypes. During a battle with a Primeval in space, Michelle Sounders gathers the Force together, surrounding the enemy before all activating Disc C and playing it all at once, combining all of the soundwaves into a single powerful one that destroyed the enemy. (That's a lot of boobs.)

XCR-13 Michelle Sounders the 13th's Frame and Systems:

Frame Modifications: Initially, Michelle Sounders is in Child Form. This resembles a young girl wearing a rather poofy, multilayered dress. When she transforms into Idol Mode, the dress makes up the bulk of her equipment, such as her multiple speakers and her microphone. Most of her attack discs can only be used in Idol Mode, with Disc A being the only exception. While in Child Form, Michelle has restoration modules stored in her dress that can be used to repair and restore allied robots on the field. These modules are stowed away in Idol Form. She also appears to have thrusters stowed away under her skirt which allow her to fly. In Idol Mode, this becomes a platform that serves as sort of small stage for her to perform. (That should about cover everything.)

Weapon Modifications for J-D'Ark:

Weapon: Shooting Star Missiles: J-D'Ark is equipped with a full compliment of armor piercing missiles. The tips of these missiles heat up by several factors when fired, becoming red hot and molten. The sparks, actually hot slag, that fly off the missiles as they fly give the illusion that they are actually shooting stars streaking across the sky. (Good times.)

Weapon: Anti-Meson Cannons: J-D'Ark is equipped with a battery of powerful energy cannons that it fires in rapid succession across the battlefield to take out several targets at once. (Biiimu~)

Weapon: Supernova Missiles: J-D'Ark is also equipped with a small armament of incredibly powerful missiles. The warheads on these missiles are meant to mimic the force of a sun supernovaing, though obviously not with the same range of power. Still, if they were ever fired all at once, they would certainly destroy a planet. Hence, only one is fired at a time, and great care is taken to ensure that the area of impact doesn't include populated areas. (Oh look, at least I god damn well explain these. Stupid fuckin' Real Time Productive Missiles. >:E)

Weapon: J-Cross: J-D'Ark utilizes an attack built into it from it's robot form, emitting a pair of powerful energy waves that criss cross through the air and slam into the enemy from opposing angles, joining in the middle and greating a brilliant cross out of energy that burns through the enemy. If used on a Primeval enemy, it carries the core back to J-D'Ark unharmed. (Ska-booom.)

MAP Weapon: ES Missiles: These missiles utilizes ES-Window technology to deploy at completely unpredictable angles, firing from all around the enemy without warning. (Raaaaaaaaawr!)

J-D'Ark's Frame and Systems:

Frame Modifications: J-D'Ark is a massive battleship that can transform into the equally massive Queen J-Dér. Unlike 3G robots, which are powered by G-Stones, J-D'Ark is powered by a J-Crystal. It's massive form is heavily armored and capable of taking a beating. Powerful thrusters allow it to fly. J-D'Ark is capable of hosting a small crew. (You'd think this section would be longer but... nope!)

Generating Armor: J-D'Ark posseses special armor that appears to repel attacks rather then absorb them, almost functioning like a barrier. It's not entirely clear how this is accomplished, but evidence of the armor also repairing itself after battle seems to suggest it merely burns through smaller attacks by rapidly regenerating itself as it's damaged. (Seems weird having to explain something already in the Hangar lexicon.)

ES Missile Teleport: J-D'Ark can use it's own ES Missiles in clever fashion, activating the ES Window they create to quickly get out of harm's way when required. This tends to burn through missile supplies quickly though, so it's only used in emergencies. (Ninja vanish ver. battleship.)

Tomoyo 0117: At one point the Zondar general Penchinon, Tomoyo was restored by Alma along with Soldette-J. A living computer, she assists Soldette with J-D'Ark's functions, maintaining J-D'Ark's systems and setting up Mega Fusion. (Even the AIs are ladies!)

Plug Out: If neccessary, the robot J-Dér can seperate from J-D'Ark when attacking. With Tomoyo managing most of the J-D'Ark's neccessary systems at that point, Soldette takes the reigns of J-Dér to double up on the enemy. Somewhat effective, despite J-D'Ark losing some of it's functions of attack, such as the ES Missiles and the Anti-Meson Cannons. (God damn this one has a lot of inherents.)

Mega Fusion: Similar to GaoGirlGar's Final Fusion, J-D'Ark can perform Mega Fusion, which transforms it into the massive Queen J-Dér. Mega Fusion can also be performed while J-Dér is plugged out of J-D'Ark. (So many inherents.)

ES Depth Charges: J-D'Ark can deploy mines that have the same ES technology that it missiles have, making them unpredictable and difficult to avoid. (Finally, god!)

Weapon Modifications for J-Dér:

Weapon: Anti-Meson Cannons: The cannons from J-D'Ark become J-Dér's fingers, and can still be used to open fire on the enemy. (Stuff that carries over from J-D'Ark!)

Weapon: Plasma Fans: J-Dér deploys a pair of fanning plasma blades from it's arms, flying in close to the enemy and slashing them with the fans several times. (Simple stuff.)

Weapon: Plasma Sash: J-Dér emits a flowing sash from plasma nozzles on it's back. Darting around the enemy, the sash cuts at them as it wraps around them. At this point J-Dér dashes forwards, drawing the sash in violently and ripping through enemies. J-Dér can use this attack to tear through several enemies scattered across the battlefield, darting around them before pulling it forwards. (Kinda going for a MAP version too.)

MAP Weapon: ES Missiles: These missiles utilizes ES-Window technology to deploy at completely unpredictable angles, firing from all around the enemy without warning. (Woo, carry over.)

J-Dér's Frame and Systems:

Frame Modifications: J-Dér is a smaller robot, actually making up the head of Queen J-Dér after Mega Fusion. It's fairly agile and uses it's beam sash to fly through the air, gliding on it. (No real requests here.)

ES Missile Teleport: J-Dér can use it's own ES Missiles in clever fashion, activating the ES Window they create to quickly get out of harm's way when required. This tends to burn through missile supplies quickly though, so it's only used in emergencies. (Doop.)

Mega Fusion: Similar to GaoGirlGar's Final Fusion, J-Dér can perform Mega Fusion, which transforms it into the massive Queen J-Dér. J-Dér can do this while seperated from J-D'Ark, or when docked with it. (Fuuuusion.)

Weapon Modifications for Queen J-Dér:

Weapon: Anti-Meson Cannons: Like J-Dér, Queen J-Dér's hands are the anti-meson cannons found on J-D'Ark. Granted, Queen's hands are much larger, but the cannons are still built into the fingers. (Pewpewpew.)

Weapon: 10-Barrel Maser Cannons: For this attack, Queen J-Dér fires all of it's anti-meson cannons at once, aiming both hands towards the enemy and letting them rip. (Super pew pew pew.)

Weapon: Supernova Missiles: Queen J-Dér is also equipped with a small armament of incredibly powerful missiles. The warheads on these missiles are meant to mimic the force of a sun supernovaing, though obviously not with the same range of power. Still, if they were ever fired all at once, they would certainly destroy a planet. Hence, only one is fired at a time, and great care is taken to ensure that the area of impact doesn't include populated areas. (Oh look, at least I god damn well explain these. Stupid fuckin' Real Time Productive Missiles. >:E)

Fire All Cannons: Just as the name suggest, Queen J-Dér unleashes a barrage of attacks, from it's anti-meson cannons to it's shooting star missiles. (Shooooot!)

Weapon: J-Cross: Queen J-Dér utilizes an attack built into it from it's robot form, emitting a pair of powerful energy waves that criss cross through the air and slam into the enemy from opposing angles, joining in the middle and greating a brilliant cross out of energy that burns through the enemy. If used on a Primeval enemy, it carries the core back to Queen J-Dér unharmed. (Ska-booom.)

Weapon: King and Queen: An attack that Soldette-J improvises following GaoGirlGar's disappearance. Queen J-Dér builds plasma into either hand from it's cannons, then clamps them together with some difficulty. As more and of the energy from Queen J-Dér's J-Crystal builds into it's hands, it rushes forwards toward the enemy and slams it's hands into them, pushing them through as the plasma energy floods out, burning through the enemy. Though at this point there were no more primevals, should this attack had been used on one, it could have safely removed it's core. (Hissatsuuuuu.)

MAP Weapon: ES Missiles: These missiles utilizes ES-Window technology to deploy at completely unpredictable angles, firing from all around the enemy without warning. (Woo, carry over.)

Combo Attack: Silverion Hammer: During a battle in space, GaoGirlGar found herself unable to get the Goldion Hammer she needed to finish off the enemy. Trapped and in danger of being destroyed, Queen J-Dér saved the day by showing up on the scene and grasping the hammer. Soldette initiated the attack like normal, the hammer turning silver rather then gold. Because of it's size and armor, Queen J-Dér was able to endure the pressures of the attack. Though she never used it again afterwards, Girl gave Soldette permission to use the hammer whenever it was required. (Hammah da.)

Queen J-Dér's Frame and Systems:

Frame Modifications: Queen J-Dér is the largest of the robots aligned with Earth's forces, with even GaoGirlGar being nearly half it's size. It's heavily built, able to withstand a good deal of damage. It can fly using powerful thrusters, and has capacity for multiple people inside it. It's powered by a J-Crystal, which is similar in function to the G-Stones that power most other robots aligned with 3G. (Boop.)

Generating Armor: Queen J-Dér posseses special armor that appears to repel attacks rather then absorb them, almost functioning like a barrier. It's not entirely clear how this is accomplished, but evidence of the armor also repairing itself after battle seems to suggest it merely burns through smaller attacks by rapidly regenerating itself as it's damaged. (Seems weird having to explain something already in the Hangar lexicon.)

ES Missile Teleport: Queen J-Dér can use it's own ES Missiles in clever fashion, activating the ES Window they create to quickly get out of harm's way when required. This tends to burn through missile supplies quickly though, so it's only used in emergencies. (Ninja vanish ver. battleship.)

Tomoyo 0117: At one point the Zondar general Penchinon, Tomoyo was restored by Alma along with Soldette-J. A living computer, she assists Soldette with Queen J-Dér's functions, maintaining Queen J-Dér's systems and setting up Plug Out. (Even the AIs are ladies!)

Plug Out: If required, Queen J-Dér can transform back in J-D'Ark mode. Alternately, it can seperate into J-D'Ark and J-Dér. (Hurf.)

ES Depth Charges: Queen J-Dér can deploy mines that have the same ES technology that it missiles have, making them unpredictable and difficult to avoid. (Moof!)

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GMX-GH101 Goldymargaret

Statistics:

HP: 5000, EN: 150, Agi: 350

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

Weapons:

[F] Melee (M)- 1400 damage [+0%]

[F] Marg Splash (S)- 1800 damage, 5 EN/attack [+20%]

[+] Heavy Bust Gunner (S)- 1000 damage # 2, 15 rounds [+10%]

[+] Margaret Cannon- 3400 damage, 8 rounds [+10%]

[+] Missile Barrage (GSF:10)- 450 damage, 99 rounds [+50%]

Inherent Abilities:

1) Brave

2) Countercut: Requires Martial Arts Mastery.

3) Countershoot: Heavy Bust Gunner

4) Damage Received -40%

5) Goldy Tank Mode (Transform): Agi is 320 Only Margaret Cannon is enabled.

Purchasing Costs: 310 Credits

XCR-13 Michelle Sounders the 13th (Child Mode)

Statistics:

HP: 3000, EN: 150, Agi: 220

IS: 3, Move: F/G/H, Size: S, Rank: 8

Weapons:

[F] Totsugeki (M)- 1100 damage [+0%]

[M] Disc A (S)- 2000 damage & Morale Boost, Sound Attack, Barrier Pierce, 15 EN/attack [+10%]

[M] Disk B (V:10)- 700 damage/3 EN, Mobility Break, Sound Attack, Barrier Pierce, Req: Idol Mode [+10%]

[H] Disc C- 5200 damage, 30 EN/attack, Sound Attack, Barrier Pierce, Mobility Break, Armor Break, Req: Idol Mode [+30%]

[H] Disc D- 6400 damage, 40 EN/attack Sound Attack, Barrier Pierce, Req: Idol Mode [+10%]

[H] Disc DD (S)- 8000 damage, Sound Attack, Barrier Pierce, Req: Idol Mode [+30%] Charge (5)

MAP Attacks:

[M] Disc A (I:5)- 1500 damage & Morale Boost, Sound Attack, Barrier Pierce, 20 EN/attack [+0%]

[M] Disc B (I:5)- 3000 damage, Sound Attack, Barrier Pierce, 25 EN/attack [+0%]

[H] Michelle Team Disc C (I:5)- 5000 damage, 40 EN/attack [+0%]

Inherent Abilities:

1) Brave

2) Countercut: Requires Martial Arts Mastery.

3) Idol Mode (Transform): Agi is 260. Size is M. Disable Totsugeki then enable everything else.

4) Repair: Req: Child Robo Mode

5) Resupply: Req: Child Robo Mode

6) Disc B: You may reduce final damage by 50% to have this attack damage a non-Protodevlin target. This attack can damage targets with Zondar Core as if they were Protodevlin.

7) Disc C: Damage +100% against units with Zondar Core.

8) Michelle Team Disc C: Accuracy +5% per extra XCR-13 Mic Sounders the 13th you own or allied XCR-13 Mic Sounders the 13th in battle (caps at 12 additional Mic Sounders.). Damage +100% against units with Zondar Core.

Purchasing Costs: 450 Credits

J-D'Ark

Statistics:

HP: 12000, EN: 320, Agi: 380

IS: 2, Size: LL, Move: F, Rank: 13

Weapons:

[+] Shooting Star Missiles (PGSF:10)- 500 damage, Armor Pierce, 40 rounds [+25%]

[+] Anti-Meson Cannons (SF:2)- 1000 damage # 2/10 EN [+10%]

[+] Supernova Missiles (S)- 5500 damage, Barrier Pierce, 8 rounds [+50%]

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

MAP Weapons:

[+] ES Missiles (PT:4)- 3500 damage, 2 rounds [+10%]

Inherent Abilities:

1) Brave, Battleship

2) Countershoot: Anti-Meson Cannons

3) Damage Received -20%

4) Generating Armor (Armor)

5) Plug Out: J-Dér. Same effects as Summon. Max HP and EN -10%. Disable Anti-Meson Cannons and ES Missiles. If J-Dér is destroyed, the lost stats and weapons are lost for the remainder of the battle, and it cannot be resummoned. This summon costs no AP to perform.

6) Mega Fusion: Same effects as Change to Queen J-Dér..

7) Mega Fusion (Queen J-J-Dér): J-Dér (Lead Unit), J-D'Ark. Same effects as Combine.

8) Tomoyo 0117 (Sidekick)

9) ES Missile Teleport: Same effects as Teleport. Uses one ES Missiles round.

10) ES Depth Charges: 4 rounds. Same effect as Floating Mines.

Purchasing Cost: 1200 Credits

Pilot Slots: 3 (Main pilot controls J-Dér upon Plug Out, and second pilot controls J-D'Ark)

J-Dér

Statistics:

HP: 4500, EN: 180, Agi: 270

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

Weapons:

[+] Anti-Meson Cannons (SF:2)- 1000 damage # 2/10 EN [+10%]

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

[F] Plasma Sash (BS)- 5000 damage, 30 EN/attack [+20%]

MAP Attacks:

[F] Plasma Sash (BI:6) 3500 damage, 30 EN/attack [+0%]

[+] ES Missiles (PT:4)- 3500 damage, 2 rounds [+10]

Inherent Abilities:

1) Brave

2) Countercut: Plasma Sword

3) Countershoot: Anti-Meson Cannons

4) Mega Fusion (Queen J-Dér): J-Dér (Lead Unit), J-D'Ark. Same effects as Combine.

5) ES Missile Teleport: Same effects as Teleport. Uses one ES Missiles round.

6) Anti-Meson Cannons and ES Missiles: Ammo is carried over to J-D'Ark or Queen J-Dér if combined

Purchasing Cost:

N/A. Perform Plug Out in J-D'Ark

Queen J-Dér

Statistics:

HP: 12000, EN: 320, Agi: 360

IS: 2, Size: LL, Move: F/G, Rank: 13

Weapons:

[+] Anti-Meson Cannons (SF:2)- 1000 damage # 2/10 EN [+10%]

[+] 10-Barrel Maser Cannons (BSX:2) 2400 damage, 25 EN/attack [+10%]

[F] Melee (M)- 2400 damage [+0%]

[+] Supernova Missiles (S)- 5200 damage, Barrier Pierce, 8 rounds [+50%]

[+] Fire All Cannons (S)- 6000 damage, Barrier Pierce, 3 rounds [+30%]

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

[F] King and Queen- Stun & 7000 damage, 50 EN/attack, Barrier Pierce [+30%]

MAP Weapons:

[+] ES Missiles (PT:4)- 3500 damage, 2 rounds [+10%]

Combo Attacks:

[F] Silverion Hammer- 7500 damage, Barrier Pierce, 30 EN/attack [+30%]

Inherent Abilities:

1) Brave, Battleship

2) Countercut: Requires Martial Arts Mastery.

3) Countershoot: Anti-Meson Cannons

4) Damage Received -20%

5) Generating Armor (Armor)

6) Plug Out: J-Dér, J-D'Ark. Same effects as Dismount. J-D'Ark is considered to have summoned J-Dér when this ability is used, and J-Dér is considered to be a summon unit.

7) Plug Out: Same effects as Change to J-D'Ark.

8) Tomoyo 0117 (Sidekick)

9) ES Missile Teleport: Same effects as Teleport. Uses one ES Missiles round.

10) ES Depth Charges: 4 rounds. Same effect as Floating Mines.

11) Silverion Hammer: Requires an allied GMX-GH101 Goldymargaret to execute.

Purchasing Cost:

N/A. Transform using J-D'Ark.

Pilot Slots: 3

Tomoyo 0117

Class: Sidekick

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

Level 5 (2100 PP)

Attributes:

- None

Spirit Command:

- Love [L1]

- Confusion [L2]

- Iron Wall [L3]

- Trust [L1]

Skills:

- None

Cost to be added: 1950 + 975 + 350 + 560 + 420 = 4255 Approved by Nimbus

Edited by Nimbus Noa

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Paid for again. Stay turned for part 3.

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GaoGirlGarLogo.png

The Support Crew

Project Designation: GBR-06, GBR-07

Project Name: FuKo, RaiKo, GekiKoJin, GenKoJin, GouKoJin

Project Information: (The story for this project is based on Queen of Braves GaoGirlGar's storyline, parts of which can be found here, here, and here. In addition, I'd like to credit Jaiku for helping me come up with a good deal of the ideas and attacks used in this submission. Finally, this is part 3 of this 4 part submission.)

Weapon Modifications for GBR-06 FuKo:

Weapon: Wind Gatling: FuKo can use the gatling gun from her vehicle form to attack the enemy. (That is to say, she doesn't need to be in vehicle form to use it.)

Weapon: Tiger Claw: FuKo and most all of the Kos, are equipped with long sharp claws that extend from their fingers, and can be retracted back in. They are used to claw at the enemy, and in a pinch slice through incoming projectiles. (Nyaaaaaaa.)

Weapon: Gale Missile: FuKo's vehicle mode is armed with a compliment of missiles that she can also use in robot form. They launch from the bays on her back and home in on the enemy. (Missiles!)

Weapon: Attack Tail: While simply looking like a normal, if not large tail, FuKo can fire energy shots from it's tip. (And all it has to do is aim it's ass at the enemy. Hmm.)

Weapon: Zhanmadao: Though named after a sort of chinese sword, this attack has FuKo utilizing her helicopter blades, which are specially tempered to be durable and razor sharp. She deploys the blades to her forearm then rushes the enemy quickly, buzzsawing through them with the blades. (Holy shit Volfogg, she stole your blades!)

Weapon: Da San Fong: For her strongest attack, FuKo deploys her helicopter blades onto her forearm again and aims them at the enemy. Building her power resources to full capacity, she makes the blades spin incredibly fast, creating a powerful vortex of wind that sucks the enemy up and hurls them high into the air, leaving them to crash down into the ground again. (I feel a bad wind~)

Combo Attack: FuKo-RaiKo Assault: For this attack, FuKo and RaiKo rush the enemy with all guns blazing. Then, when they can't fire anymore, they pounce the enemy and claw at them feircely. (Nyaaaaaaaaa!)

Combo Attack: Four Tiger Assault: This is attack is similar to FuKo-RaiKo assault, only it also includes HyoKo and EnKo, all four of the female combiners teaming up to assault the enemy. (Nyaaaaaaaaa x 4!)

GBR-06 FuKo's Frame and Systems:

Frame Modifications: FuKo's vehicle form is that of a attack helicopter, with her tail running along the underside as a cannon. In robot form, the large helicopter blades are equipped to her back, but can be deployed to her forearm for attacks and to serve as a unique shield, repelling incoming attacks with powerful winds or even the razor sharp blades. She is powered with a G-Stone, just like most other 3G affiliated robots. (Stuff should be pretty obvious here.)

Da Feng Dun: Using her helicopter blades, FuKo can surround herself in a powerful vortex of wind that can repel incoming attacks. Most effective against projectiles and solid weaponry, with energy weapons being largely unaffected by the winds. (Woosh.)

Symmetrical Docking: FuKo and RaiKo have the ability to dock with one another and form the combined robot GekiKoJin. Much later in the series, through contact with a mysterious force known as The Power, FuKo gains the ability to dock with the Japanese robot EnKo to form GouKoJin. (Literal squish~)

Weapon Modifications for GBR-07 RaiKo:

Weapon: Super Coilgun: RaiKo is equipped with a potent coilgun that it uses in it's vehicle mode. It fires in bursts. (That is to say, she doesn't need to be in vehicle form to use it.)

Weapon: Tiger Claw: RaiKo and most all of the Kos, are equipped with long sharp claws that extend from their fingers, and can be retracted back in. They are used to claw at the enemy, and in a pinch slice through incoming projectiles. (Nyaaaaaaa.)

Weapon: Attack Tail: While simply looking like a normal, if not large tail, RaiKo can fire energy shots from it's tip. (And all it has to do is aim it's ass at the enemy. Hmm.)

Weapon: Magnet Taser: RaiKo has a armament of remote weapons. Armed with sharp prongs that are charged with electricity once they attach to an enemy, these remote tasers home in on an enemy thanks to powerful magnets and an on-board targetting system. (Holy shit bits. Almost. Kinda!)

Weapon: Flash Edge: The plane wings on RaiKo's back are incredibly sturdy and have razor sharp edges. She can use these wings to attack the enemy, flying through the air at top speeds and slashing through them when she gets close. (Ouch!)

Weapon: Da Lei Tu Ji: RaiKo's strongest attack starts up by her flying up into the clouds and discharging some electricity, creating a tremendous thunderstorm. She gathers the incredible electrical energy from the storm and flies back down at the enemy, energy arcing from her body. At the last moment she swoops up and discharges all of the energy at the enemy at once, delivering a powerful shock. (Sh-Sh-Shocking!)

Combo Attack: FuKo-RaiKo Assault: For this attack, FuKo and RaiKo rush the enemy with all guns blazing. Then, when they can't fire anymore, they pounce the enemy and claw at them feircely. (Nyaaaaaaaaa!)

Combo Attack: Four Tiger Assault: This is attack is similar to FuKo-RaiKo assault, only it also includes HyoKo and EnKo, all four of the female combiners teaming up to assault the enemy. (Nyaaaaaaaaa x 4!)

GBR-07 RaiKo's Frame and Systems:

Frame Modifications: RaiKo's vehicle form is that of a VTOL attack jetcraft, with her tail running along the underside as a cannon. In robot form, the large wings are equipped to her back. She is powered with a G-Stone, just like most other 3G affiliated robots. (Stuff should be pretty obvious here.)

Electromagnetic Shield: RaiKo can generate an electromagnetic field around herself that protects her from harm. Incoming projectiles and energy attacks alike seem to be able to be repelled by this field. (Bzzt.)

Symmetrical Docking: FuKo and RaiKo have the ability to dock with one another and form the combined robot GekiKoJin. Much later in the series, through contact with a mysterious force known as The Power, RaiKo gains the ability to dock with the Japanese robot HyoKo to form GenKoJin. (Literal squish~)

Weapon Modifications for GekiKoJin:

Weapon: Twin Elemental Claws: GekiKoJin channels energy through it's hands into it's claws. One claw is fueled with electrical energy, while the other is fueled with a swirling vortex. GekiKoJin then lunges at the enemy, slashing them with both claws, the wind claw to render armor then the electrical claw to shock them. (Nyaaaaaa!)

Weapon: Xuan Zhran Dien Jian: GekiKoJin deploys her helipcopter blades to her forearm and charges them with an electrical current before launching them through the air like a boomerang. The blades slash into the enemy, giving them a terrible shock. (Bzzzzt.)

Weapon: Twin Tail Attack: GekiKoJin has two tails, both of which are still capable of firing at the enemy. (And all it has to do is aim it's ass at the enemy. Hmm.)

Weapon: Chian Dien Fong: GekiKoJin creates a terrible windstorm with her helicopter blades, then deploys her magnet tasers. The tasers are seeded through the wind, whirling around the enemy and shocking them as they're trapped within the storm. (Better bring an umbrella.)

Weapon: Jian Tou Hu: GekiKoJin's strongest attack, she releases the limiters on her power source and creates a pair of tigers, one out of swirling green energy, the other out of crackling white energy. The Tigers circle each other through the air before crashing into the enemy. (You know those tigers that are like, you know, double tigers?)

Combo Attack: ChouKoJin-GekiKoJin Assault: For this attack, ChouKoJin teams up with GekiKoJin and unleashes all of their arsenal on them relentlessly. (Teamups!)

GekiKoJin's Frame and Systems:

Frame Modifications: GekiKoJin is the combined form of FuKo and RaiKo. It is larger then the two seperate forms obviously, and combines their minds to make a united personality. GekiKoJin gains a certain degree of sturdiness from the combination that makes it fairly durable. In addition, GekiKoJin can use FuKo's helicopter blades as a shield, just as FuKo does. (No real requests here, except some damage reduction and a shield.)

Weapon Modifications for GenKoJin:

Weapon: Freezing Beam: GenKoJin is able to rapid fire a beam of energy from it's eye that supercools anything it touches. (It's cold!)

Weapon: Twin Elemental Claws: GenKoJin channels energy through it's hands into it's claws. One claw is fueled with electrical energy, while the other is fueled with super-cooled energy. GenKoJin then lunges at the enemy, slashing them with both claws, the ice claw to freeze them solid then the electrical claw to shock them. (Nyaaaaaa!)

Weapon: Flash Edge: The plane wings on GenKoJin's back are incredibly sturdy and have razor sharp edges. She can use these wings to attack the enemy, flying through the air at top speeds and slashing through them when she gets close. (Ouch!)

Weapon: Twin Tail Attack: GenKoJin has two tails, both of which are still capable of firing at the enemy. (And all it has to do is aim it's ass at the enemy. Hmm.)

Weapon: Bing Dian Shang: GenkoJin first surrounds the enemy in ice, incasing them in what is practically a small glacier. Then, she deploys her magnet tasers, which stick into the thick ice and run an electrical charge through it, delivering a powerful jolt. (Sizzle!)

Weapon: Frozen Lightning: GenKoJin's strongest attack, she releases the limiters on her power source and creates a pair of tigers, one out of icy blue energy, the other out of crackling white energy. The Tigers circle each other through the air before crashing into the enemy. (D.. Double Dragon?!)

Combo Attack: Maximum Tou Hu: For this attack, GenKoJin and GouKoJin team up and use Frozen Lightning and Galeforce Inferno at the same time, obliterating the enemy with the four elemental energy tigers. (Skoooooom!)

GenKoJin's Frame and Systems:

Frame Modifications: GenKoJin is the combined form of HyoKo and RaiKo. It is larger then the two seperate forms obviously, and combines their minds to make a united personality. GekiKoJin gains a certain degree of sturdiness from the combination that makes it fairly durable. (No real requests here, except maybe some damage reduction.)

Aurora Illusion: GenKoJin can create hundreds of ice crystals that she then electrically charges to distort her image, making it difficult for enemies to target her. (Zip zip zip.)

Weapon Modifications for GouKoJin:

Weapon: Melting Beam: GouKoJin is able to rapid fire a beam of energy from her eyes that superheats anything it touches. (It's hot!)

Weapon: Twin Elemental Claws: GouKoJin channels energy through it's hands into it's claws. One claw is fueled with swirling vortex, while the other is fueled with super-heated energy. GouKoJin then lunges at the enemy, slashing them with both claws, the vortex claw to rip apart their armor then the flamel claw to melt them down. (Nyaaaaaa!)

Weapon: Screeching Howl: GouKoJin takes advantage of it's feline nature and emits a piercing howl that vibrates objects violently, dealing significant damage to them. (Basically a sound based attack.)

Weapon: Twin Tail Attack: GouKoJin has two tails, both of which are still capable of firing at the enemy. (And all it has to do is aim it's ass at the enemy. Hmm.)

Weapon: Da Huo Lwun: GouKoJin deploys her helicopter blades to her forearm and surrounds them in blistering hot flames, superheating them before launching them at the enemy. (Fwoooosh!)

Weapon: Galeforce Inferno: GouKoJin's strongest attack, she releases the limiters on her power source and creates a pair of tigers, one out of swirling green energy, the other out of fiery orange energy. The Tigers circle each other through the air before crashing into the enemy. (D.. Double Dragon?!)

Combo Attack: Maximum Tou Hu: For this attack, GenKoJin and GouKoJin team up and use Frozen Lightning and Galeforce Inferno at the same time, obliterating the enemy with the four elemental energy tigers. (Skoooooom!)

GouKoJin's Frame and Systems:

Frame Modifications: GouKoJin is the combined form of EnKo and FuKo. It is larger then the two seperate forms obviously, and combines their minds to make a united personality. GouKoJin gains a certain degree of sturdiness from the combination that makes it fairly durable. In addition, GouKoJin can use her helicopter blades as a shield. (No real requests here, except maybe some damage reduction and a shield.)

Da Feng Dun: Using her helicopter blades, GouKoJin can surround herself in a powerful vortex of wind that can repel incoming attacks. Most effective against projectiles and solid weaponry, with energy weapons being largely unaffected by the winds. (Woosh.)

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GBR-06 FuKo

Statistics:

HP: 3400, EN: 160, Agi: 270

IS: 3, Move: F/G, Size: M, Rank: 5

Weapons:

[+] Wind Gatling (SF:4)- 800 damage/5 EN, Accuracy Break[+10%]

[F] Tiger Claw (M)- 1200 damage [+0%]

[+] Gale Missile (GSX:4)- 400 damage, 15 rounds [+10%]

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

[F] Zhanmadao (M)- 2400 damage, 15 EN/attack [+0%]

[H] Da San Fong (SV:5)- 800 damage/5 EN, Accuracy Break [+20%]

Combo Attacks:

[H] FuKo-RaiKo Assault- 4200 damage, Accuracy Break & Stun, 15 EN/attack [+20%]

[H] Four Tiger Assault- 5500 damage, Stun & Mobility Break & Armor Break & Accuracy Break, 30 EN/attack [+20%]

Inherent Abilities:

1) Brave

2) Shield: Zhanmadao

3) Countercut: Tiger Claw, Zhanmadao

4) Countershoot: Wind Gatling, Attack Tail

5) Da Feng Dun (Barrier): Same effects as Barrier M.

6) Symmetrical Docking (GekiKoJin): GBR-06 FuKo, GBR-07 RaiKo. Same effects as Combine

7) Symmetrical Docking (GouKoJin): GBR-03 EnKo, GBR-06 FuKo. Requires 3 Evo points on GBR-03 EnKo and GBR-06 FuKo. Same effects as Combine.

8) FuKo-RaiKo Assault: Requires an allied GBR-07 RaiKo to execute.

9) Four Tiger Assault: Requires an allied GBR-02 HyoKo, GBR-03 EnKo, GBR-07 RaiKo to execute

Purchasing Cost: 300 Credits

GBR-07 RaiKo

Statistics:

HP: 3400, EN: 160, Agi: 270

IS: 3, Move: F/G, Size: M, Rank: 5

Weapons:

[+] Super Coilgun (SF:4)- 800 damage/5 EN, Stun[+10%]

[F] Tiger Claw (M)- 1200 damage [+0%]

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

[+] Magnet Taser (GSX:4)- 500 damage, Stun, 12 rounds [+10%]

[F] Flash Edge (M)- 2600 damage, 15 EN/attack [+0%]

[H] Da Lei Tu Ji (S)- 4500 damage, Paralyze, 30 EN/ Attack [+20%]

Combo Attacks:

[H] FuKo-RaiKo Assault- 4200 damage, Accuracy Break & Stun, 15 EN/attack [+20%]

[H] Four Tiger Assault- 5500 damage, Stun & Mobility Break & Armor Break & Accuracy Break, 30 EN/attack [+20%]

Inherent Abilities:

1) Brave

2) Countercut: Tiger Claw, Flash Edge

3) Countershoot: Super Coilgun, Attack Tail

4) Electromagnetic Shield (Barrier): Same effects as Barrier M.

5) Symmetrical Docking (GekiKoJin): GBR-06 FuKo, GBR-07 RaiKo. Same effects as Combine

6) Symmetrical Docking (GenKoJin): GBR-07 RaiKo, GBR-02 HyoKo. Requires 3 Evo points on GBR-07 RaiKo, GBR-02 HyoKo. Same effects as Combine.

7) FuKo-RaiKo Assault: Requires an allied GBR-06 FuKo to execute.

8) Four Tiger Assault: Requires an allied GBR-02 HyoKo, GBR-03 EnKo, GBR-07 FuKo to execute

Purchasing Cost: 300 Credits

GekiKoJin

Statistics:

HP: 6000, EN: 200, Agi: 300

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

Weapons:

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

[F] Twin Elemental Claw (M)- 1500 damage x 2, Armor Break & Stun, 20 EN/attack [+0%]

[H] Xuan Zhran Dien Jian- 2800 damage, Paralyze, 25 EN/attack [+10%]

[+] Twin Tail Attack (S)- 3400 damage, 25 EN/attack [+10%]

[H] Chian Dien Fong- 4800, Barrier Pierce, 30 EN/attack [+15%]

[H] Jian Tou Hu- 3100 damage x2, Barrier Pierce, 40 EN/Attack [+30%]

Combo Attacks:

[H] ChouKoJin-GekiKoJin Assault- 6000 damage & Accuracy Break & Armor Break & Paralyze, 50 EN/attack [+30%]

Inherent Abilities:

1) Brave

2) Shield: Zhanmadao

3) Countercut: Twin Elemental Claw

4) Countershoot: Twin Tail Attack

5) Damage Received -20%

6) Dismount: GBR-06 FuKo, GBR-06 RaiKo.

7) ChouKoJin-GekiKoJin Assault Assault: Requires an allied ChouKoJin to execute.

Purchasing Cost:

N/A. GBR-06 FuKo and GBR-07 RaiKo must be in your inventory. This is a combined unit.

GenKoJin

Statistics:

HP: 6000, EN: 210, Agi: 280

IS: 2, Move: F/G, Size: M, Rank: 10

Weapons:

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

[+] Freezing Beam (F:3)- 800 damage/5 EN, Mobility Break [+10%]

[F] Twin Elemental Claw (M)- 1500 damage x 2, Mobility Break & Stun, 20 EN/attack [+0%]

[F] Flash Edge (M)- 2600 damage, 15 EN/attack [+0%]

[+] Twin Tail Attack (S)- 3400 damage, 25 EN/attack [+10%]

[H] Bing Dian Shang- Mobility Break & 4200 damage, Paralyze, 30 EN/attack [+20%]

[H] Frozen Lightning- 3100 damage x2, Stun, Barrier Pierce, 40 EN/Attack [+30%]

Combo Attacks:

[H] Maximum Tou Hu (AS)- 1800 damage x 4, Barrier Pierce, Paralyze & Accuracy Break & Armor Break, 40 EN/attack [+30%]

Inherent Abilities:

1) Brave

2) Countercut: Twin Elemental Claw

3) Countershoot: Freezing Beam

4) Damage Received -25%

5) Aurora Illusion: Same effects as Double Image (5).

6) Dismount: GBR-02 HyoKo GBR-07 RaiKo

7) Maximum Tou Hu: Requires an allied GouKoJin to execute.

Acquirement Method:

N/A. GBR-02 HyoKo and GBR-07 RaiKo must be in your inventory with 3 Evolution points each. This is a Combined Unit.

GouRyuJin

Statistics:

HP: 6000, EN: 210, Agi: 280

IS: 2, Move: F/G, Size: M, Rank: 10

Weapons:

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

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

[F] Twin Elemental Claw (M)- 1500 damage x 2, Armor Break & Burn, 20 EN/attack [+0%]

[+] Screeching Howl (S)- 3600 damage, Sound Attack, 15 EN/attack [+15%]

[+] Twin Tail Attack (S)- 3400 damage, 25 EN/attack [+10%]

[H] Da Huo Lwun- 4200 damage, Burn, 30 EN/attack [+20%]

[H] Galeforce Inferno- 3100 damage x2, Acid, Barrier Pierce, 40 EN/Attack [+30%]

Combo Attacks:

[H] Maximum Tou Hu (AS)- 1800 damage x 4, Barrier Pierce, Paralyze & Accuracy Break & Armor Break, 40 EN/attack [+30%]

Inherent Abilities:

1) Brave

2) Shield: Zhanmadao

3) Countercut: Twin Elemental Claw

4) Countershoot: Freezing Beam

5) Damage Received -25%

5) Da Feng Dun (Barrier): Same effects as Barrier L.

6) Dismount: GBR-03 EnKo GBR-06 FuKo

7) Maximum Tou Hu: Requires an allied GenKoJin to execute.

Acquirement Method:

N/A. GBR-03 EnKo and GBR-06 FuKo must be in your inventory with 3 Evolution points each. This is a Combined Unit.

Cost to be added: 1000 + 1000 + 900 + 375 x 2 = 3650 Credits (Approved by Nimbus)

Edited by Nimbus Noa

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Paid for. Stay tuned for part 4.

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GaoGirlGarLogo.png

The Support Crew

Project Designation: GBR-08, GBR-09, SRoC-01, DSO-01

Project Name: KouKo, AnKo, TenKoJin, Rouleon, Mermaider

Project Information: (The story for this project is based on Queen of Braves GaoGirlGar's storyline, parts of which can be found here, here, and here. In addition, I'd like to credit Jaiku for helping me come up with a good deal of the ideas and attacks used in this submission. Finally, this is part 4 of this 4 part submission.)

Weapon Modifications for GBR-08 KouKo:

Weapon: Fencing Rapier: KouKo carries a beam rapier in his leg, which emits a pale yellow light. (The french are too stuck up to use claws. :<)

Weapon: Attack Tail Smash: KouKo uses his attack tail for melee purposes as well as a ranged attack. Rushing forwards towards the enemy, KouKo spins at the last moment and crashes the heavy end of his tail into the enemy, emiting a burst of energy from it as it impacts. (But apparently tails are OK.)

Weapon: Small Maser Gun: KouKo is equipped with a smaller version of his main maser cannon. Rather then a single solid blast, the maser gun fires in building pulses, allowing for consistant focused firing. (G-Gun!)

Weapon: Attack Tail: While simply looking like a normal, if not large tail, KouKo can fire energy shots from it's tip. (And all it has to do is aim it's ass at the enemy. Hmm.)

Weapon: Primerose no Tsuki: This is KouKo's main weapon, a large maser cannon designed to take down large threats such as robots constructed by the evil BioNet. It has two modes of fire. This first mode is standard, firing a single burst of energy. (That's a big gun!)

Weapon: Primrose no Tsuki [Full Power]: The second mode of fire for KouKo's maser cannon is it's most powerful, firing a wider and more intense beam. Typically saved for particularly tough enemies. (Full Powaaaaa~)

Weapon: Bullet X Lite: KouKo and AnKo are equipped with portable versions of the dangerous Dangan-X projectile used to power up the 3G robots in the battle against EI-01. Obviously not as devastating as that one, their portable versions are used to intentionally overloading an enemy by bombarding it with G-Stone energy. (Oshi--!)

Combo Attack: KouKo-AnKo Assault: Quite similar to other docking robot combos, KouKo and Anko unload their weapons on the enemy, before rushing them and slashing at them with their rapiers. (Not so nyaaaa-ish. Damn the french!)

Combo Attack: Double Bullet X: KouKo and AnKo are equipped with portable versions of the dangerous Dangan-X projectile used to power up the 3G robots in the battle against EI-01. Obviously not as devastating as that one, their portable versions are used to intentionally overloading an enemy by bombarding it with G-Stone energy. The brothers can use this attack together at the same time to maximize the effect, though this damages them in the process. (Oshi--! x 2)

GBR-08 KouKo's Frame and Systems:

Frame Modifications: KouKo's vehicle form is an odd one, basically a vehicle designed to carry around the laser maser cannon that he is equipped with. KouKo is powered by a G-Stone, much like most of the robots aligned with 3G. (Stuff should be pretty obvious here.)

Repair Module: KouKo was designed with a highly advanced repair module to back up his brother in case AnKo ever got damaged in battle. It's use is not limited to AnKo though, and KouKo can utilize the repair module on any ally in the field. (KouKo learned Curaga!)

Symmetrical Docking: KouKo and AnKo have the ability to dock with one another and form the combined robot TenKoJin. (Manly squish. :<)

Weapon Modifications for GBR-09 AnKo:

Weapon: Eclatement D'assaut: AnKo is equipped with a decent submachine gun. Built with an extended clip and full burst mode, AnKo uses this weapon to lay down cover fire so his brother can get in position to fire his maser cannon. (Pewpewpew)

Weapon: Fencing Rapier: AnKo carries a beam rapier in his leg, which emits a dark purple light. (The french are too stuck up to use claws. :<)

Weapon: Attack Tail Smash: AnKo uses his attack tail for melee purposes as well as a ranged attack. Rushing forwards towards the enemy, AnKo spins at the last moment and crashes the heavy end of his tail into the enemy, emiting a burst of energy from it as it impacts. (But apparently tails are OK.)

Weapon: Attack Tail: While simply looking like a normal, if not large tail, AnKo can fire energy shots from it's tip. (And all it has to do is aim it's ass at the enemy. Hmm.)

Weapon: Tireur d'élite Fusil: Part of AnKo's SWAT equipment, he's equipped with a powerful and deadly accurate sniper rifle. When given the chance, AnKo can pick off his enemy's weak points with pin point percision. Furthermore, it uses tracer rounds, making it remarkably effective against enemy armor. (Boom. Robo headshot.)

Weapon: Douce Nuit: This tactical attack starts with AnKo laying down a thick cover of dark smoke. With the enemy unable to see, AnKo activates his nightvision and moves in. Glowing eyes whirl around the enemy as AnKo lets them have it with his guns and his rapier, finishing it off with a cluster of grenades. (SWAT Hissatsu!)

Weapon: Bullet X Lite: KouKo and AnKo are equipped with portable versions of the dangerous Dangan-X projectile used to power up the 3G robots in the battle against EI-01. Obviously not as devastating as that one, their portable versions are used to intentionally overloading an enemy by bombarding it with G-Stone energy. (Oshi--!)

Combo Attack: KouKo-AnKo Assault: Quite similar to other docking robot combos, KouKo and Anko unload their weapons on the enemy, before rushing them and slashing at them with their rapiers. (Not so nyaaaa-ish. Damn the french!)

Combo Attack: Double Bullet X: KouKo and AnKo are equipped with portable versions of the dangerous Dangan-X projectile used to power up the 3G robots in the battle against EI-01. Obviously not as devastating as that one, their portable versions are used to intentionally overloading an enemy by bombarding it with G-Stone energy. The brothers can use this attack together at the same time to maximize the effect, though this damages them in the process. (Oshi--! x 2)

GBR-09 AnKo's Frame and Systems:

Frame Modifications: AnKo's vehicle form is a large SWAT tank, his tail becoming it's cannon. AnKo is powered by a G-Stone, much like most of the robots aligned with 3G. AnKo is also equipped with a riot shield that works in the same fashion as EnKo's mirror shield. (Stuff should be pretty obvious here.)

Resupply Module: As KouKo is equipped with a repair module, AnKo too is equipped with a supply module that it can use to refresh his brother's, or any allied robot's, ammunition stores. (KouKo learned... uh.. some sort of Ether X spell! :V)

Symmetrical Docking: KouKo and AnKo have the ability to dock with one another and form the combined robot TenKoJin. (Manly squish. :<)

Weapon Modifications for TenKoJin:

Weapon: Eclatement D'assaut: TenKoJin is equipped with a decent submachine gun. Built with an extended clip and full burst mode. (Pewpewpew)

Weapon: Rideau D'ombre: TenKoJin utilizes AnKo's smokescreen vents, laying down a thick dark smoke that makes it difficult for the enemy to see him as he skulks in the darkness with his nightvision. (Who cut the cheese. :<)

Weapon: Twin Rapier: TenKoJin uses both it's rapiers to deliver a skillfully double slash, lunging once, before circling the enemy and lunging again. (Shaaank~)

Weapon: Small Maser Gun: TenKoJin is equipped with a smaller version of his main maser cannon. Rather then a single solid blast, the maser gun fires in building pulses, allowing for consistant focused firing. (Zap.)

Weapon: Twin Tail Attack: TenKoJin has two tails, both of which are still capable of firing at the enemy. (And all it has to do is aim it's ass at the enemy. Hmm.)

Weapon: Twin Light Claws: TenKoJin finally breaks down and uses his claws for this attack. He channels energy through it's hands into it's claws. One claw is fueled with dark purple energy, while the other is fueled with shining yellow light. TenKoJin then lunges at the enemy, slashing them with both claws, the dark claw to disrupt the enemy's systems and computers, then the light claw to blind and disable them. (Nyaaaaaa!)

Weapon: Primerose no Tsuki: This is KouKo's main weapon, a large maser cannon designed to take down large threats such as robots constructed by the evil BioNet. TenKoJin can use it as well while combined. It has two modes of fire. This first mode is standard, firing a single burst of energy. (That's a big gun!)

Weapon: Tireur d'élite Fusil: Part of AnKo's SWAT equipment, TenKoJin is equipped with a powerful and deadly accurate sniper rifle. When given the chance, TenKoJin can pick off his enemy's weak points with pin point percision. Furthermore, it uses tracer rounds, making it remarkably effective against enemy armor. (Boom. Robo headshot.)

Weapon: Primrose no Tsuki [Full Power]: The second mode of fire for TenKoJin's maser cannon is it's most powerful, firing a wider and more intense beam. Typically saved for particularly tough enemies. (Full Powaaaaa~)

Weapon: Hikari to Yami no Mai: TenKoJin's strongest attack (Aside from Double Bullet X, which is only used in extreme emergencies), he starts by laying a thick cloud of dark smoke down, enshrouding himself in the enemy in darkness. His riot shield then seperates into several sections and uses rocket nozzles to position itself around the enemy strategically. TenKoJin fires it's maser cannon at the shield segments which begin to juggle the beam around the enemy with percision, blasting them over and over. Then if that weren't bad enough, TenKoJin then follows up with a powerful double slash from it's rapiers. (Oh snap, that's some attack.)

Weapon: Double Bullet X: TenKoJin is equipped with two portable versions of the dangerous Dangan-X projectile used to power up the 3G robots in the battle against EI-01. Obviously not as devastating as that one, their portable versions are used to intentionally overloading an enemy by bombarding it with G-Stone energy. TenKoJin can use both of them at the same time to maximize the effect. (Oshi--! x 2)

TenKoJin's Frame and Systems:

Frame Modifications: TenKoJin is the combined form of KouKo and AnKo. It is larger then the two seperate forms obviously, and combines their minds to make a united personality. TenKoJin gains a certain degree of sturdiness from the combination that makes it fairly durable. In addition, TenKoJin can use AnKo's riot shield, which as mentioned works in a similar fashion to EnKo's mirror shield. (No real requests here, except some damage reduction and a shield.)

Support Modules: TenKoJin is equipped with both of KouKo and AnKo's support modules, allowing him to repair and resupply allies on the field when required. (TenKoJin learned Full Heal!)

Weapon Modifications for SRoC-01 Rouleon:

Weapon: Spade Blade: Rouleon is equipped with a sword made from darkened metal, which bares the Spade symbol on it's hilt. Rouleon slashes the enemy with it once during attack, and can use it to parry incoming attacks skillfully. (But isn't a spade a shovel? SO CONFUSED.)

Weapon: Club Gun: Rouleon is also equipped with a large handgun, taking the shape of a six chamber revolver. It too is constructed with dark metal and bares the club symbol on it's grip. Despite looking like a six shooter, it stores more ammo then that. (But shouldn't a club be.. well.. a club?! AAAAAAAAAA)

Weapon: Diamond Beam: Rouleon has a shimmering diamond symbol on her forehead, firey red in color. This symbol isn't just for decoration though, as she can fire a piercing red beam of energy from it at her opponents. (Biiiimu!)

Weapon: Heart Burner: The last of Rouleon's standard weaponry. Her chest panel opens up, revealing a glowing heart shaped emitter. Rouleon can fire a sweltered burst of heat from this emitter, enough to melt lesser enemies down into useless slag. (See? Boobs are deadly again.)

Weapon: Fortune Card: Rouleon's main method of attack is to throw caution to the wind and take her chances with fate. This is acheived to a special computer built inside her, designed by Professor Tesla to measure the circumstances of the battlefield as a means to determine a random attack powered by Rouleon's G-Stone. The worse the situation Rouleon finds herself in, the greater the chance for a particularly powerful attack. Each attack is themed after a hand in poker, to keep with the spirit of chance. In function, the screen on Rouleon's chest changed to that of a hand of cards, with the cards flipping over to reveal their faces. (Oh snap, it begins.)

Weapon: Wheel of Chance: Another series of attacks that are determined by Rouleon's chance computer. Rather then using card themed attacks, the wheel of chance has data from the other 3G robots stored in it's databanks, even containing data from GaoGirlGar borrowed from the japanese team. Again, based on the situation Rouleon finds herself in, it can be a powerful attack. However, if Rouleon is too eager to use this attack, her energy stores will be completely depleted in a burst of energy, leaving her practically helpless. In function, the screen on Rouleon's chest changes to that of a wheel of fortune, with the attacks represented by small icons based on the 3G robots' faces. (Oh god, oh gooooood.)

Weapon: Crap Shoot: A third cluster of attacks depending heavily on chance, these are designed to disable the opponent in varied methods, again using the chance computer to determine the situation required to use it. It can be something minor to something completely devastated. In function, the screen on Rouleon's chest changes to a pair of randomly changing dice before stopping on one set. (Okay, this one didn't require too much typing. I'm glad these are already worked out. ~_~)

Weapon: High Stake Slots: The final sequence of attacks programmed into Rouleon's chance computer are meant to be used as final resort ultimate attacks. Like the others, they are based on the complex coding that is stored in the computer. In function, the screen on Rouleon's chest changes to a slot machine, with the slots spinning before stopping in a particular sequence. (Aaaand the last one. OK!)

SRoC-01 Rouleon's Frame and Systems:

Frame Modifications: Rouleon possesses a vehicle mode, that of a stretch limo. In robot form, she is slender, but durable, easily matched up to the combiners for toughness, while falling short of GaoFemGar. The screen on her chest displays the various changes to her chance attacks, as well as her chance abilities. She is powered by a G-Stone, like most robots aligned with 3G. (No real requests here.)

Pachinko Defense: Rouleon's chance computer is not limited to determining attacks. It also regulates her defenses, generating special armor and barriers for her, as well as boosting her speed and imbuing her with abilities that she doesn't normally have. The more dire the situation she finds herself in, the most likely Rouleon is able to put forward a perfect defense, protecting her from nearly all harm. In function, the screen on her chest changes to that of a pachinko machine, where the pockets the balls can fall into represent the defenses she could potentially gain. (Oh snaggle, this one is new.)

Stacking the Deck! Pretty Clever~: After some time, Rouleon learned a few tricks. She found some backdoors in the chance computer's systems that let her make subtle changes to the programming, altering her odds. Though not able to make huge changes, it would prove to be useful on many occasions where pure luck was failing her. Rouleon got pretty cocky after figuring all this out, claiming that none of the other robots could hack their own systems. Noone had the heart to tell her that doing so was probably a really bad idea. (Since you're going to be looking at Blackjack's old stats when you do this anyways, NIMBUS, this is just Gambler's Legacy. :V)

Weapon Modifications for DSO-01 Mermaider:

Weapon: Paralyzing Spine: Not one for melee, Mermaider is still equipped to defend herself in closed quarters. Each of her fingers hides a small sharp spine inside that when used to pierce an enemy, releases a subtle electrical shock that paralyzes and disables them. (Totally got this idea from Reboot.)

Weapon: Riptide Cannons A carryover from her vehicle form, Mermaider is equipped with a pair of cannons that use the Leidenfrost effect. In detail, the artillery shells that she uses are superheated so when they're fired, a pocket of steam surrounds them, allowing them to cut through the water more effeciently. (I got that from Mythbusters.)

Weapon: Sharpedos: Inspired by the great predators of the ocean, Mermaider is equipped with a salvo of shark-shaped torpedos that home in on their target in the water. The damage they deal is two-fold. One from gnashing blades positioned near the front of the torpedo, then they explode. Designed for use in the water, they don't function properly above the surface. (Smile you son of a bi--)

Weapon: Genbit Goal Shoot: Though this attack was far from intended, members of Mermaider's support team suggested the use of genbits as soccer balls to assault the enemy. As Genbits are meant for high-pressure exploration, they can deal lots of damage to an enemy, but still get knocked out of commission when launched by one of Mermaider's killer kicks. (The ammo for this attack would be based on how many Genbits are in play. Which.. you'll see coming up how that's covered.)

Weapon: Siren's Voice: As a deep-sea exploration unit, Mermaider was originally fitted with a sophisticated sonar sensor for mapping terrain. As a combat robot, this sonar system is given an offensive twist, as it uses high-frequency shockwaves to damage the structural integrity of a target. The Genbits act as auxilliary speakers, magnifying its destructive capacity. (Basically a sound based attack.)

Weapon: Genba Spine Rifle: A high-power spine sniper rifle is built into Mermaider's shield, for land, underwater, or even water-to-surface sniping. As a support unit, Mermaider has been trained to be a crack sniper, allowing her to use these thin, powerful shots with deadly accuracy. (Neeeedled.)

Weapon: Genbash: Mermaider's shield, capable of withstanding the pressure of thousands of leauges of depth, can be used to knock enemies around. The Genbits will bash into the enemies with their hard shells as well, turning this attack into a beating from all sides. (Smash!)

Weapon: Genblaster: Mermaider's turtle-like shield stores a specially developed, all-terrain photon maser cannon. Rather then other typical beam weaponry, which disperses quickly underwater, the photon maser cannon maintains it's intensity and stream, making it perfect for Mermaider's missions. (Foom foom foom.)

Weapon: Genbits: The Genbits that function for many of Mermaider's attacks are fully equipped with photon maser cannons. Mermaider can remotely command the genbits to swarm the enemy and fire upon them from all sides. Above the surface, the Genbits are flight capable, growing wings to function while Mermaider is on solid ground. (Holy shit bits.)

Weapon: Deep Pressure Vortex: Mermaider's strongest attack, she begins by creating a swirling vortex with powerful turbines built into her chest. Once the enemy is hopeless trapped inside the vortex, being spun and battered, she unleashes her sharpedos and her genbits, which swirl around the enemy, crashing into and firing upon them. Once the genbits are then clear, Mermaider finishes the enemy off with the Genblaster. (Mmm. Sexy Hissatsu.)

Combo Attack: Underwater Sonata: For this attack, Mermaider and Michelle Sounders (in Diva Mode) team up to sing a song. The combined vibrations from their voices can destabliize and shatter nearly any form of matter, making it a devastating attack that must be used sparingly, and only when clear of any innocent beings. (Under da sea~ Under da sea~ Baby it's better down where it's wetter, take it from me~)

DSO-01 Mermaider's Frame and Systems:

Frame Modifications: Mermaider's vehicle form is, oddly enough, that of a submarine that closely resembles a turtle. She is built to withstand the pressures of deep sea diving, making her incredibly durable. As she is made for underwater use, she is incredible agile beneath the waves, but can also manuevour well on ground. Like most other robots aligned with 3G, she's powered by a G-Stone. (No real requests here. Stuff should be obvious.)

Deep Sea Armor: At the deepest of ocean depths, the water pressure can be enough to completely crush weaker enemies. For the purpose of deep-sea rescue and exploration, Mermaider was built with amazingly high-density armor to protect her from the crushing grip of the murky depths. (Armor!)

Genba Shield: Mermaider carries a long, turtle-like shield, mounted on her back in submarine mode. To become more usable by her mechanoid form, it collapses to a reasonable size. This high-density shield protects from enemy attacks, and protects her sniper rifle from pressure damage. (Durable shield.)

Genbits: Turtle-like remote-controlled modules deployed to explore undersea caverns that Mermaider's large mechanoid body cannot. Used as support units in combat, extentions of Mermaider's self used to attack. (Well, I was thinking this should be like Options for the attacks mentioned above. But I guess they could be summons too. I would prefer options. Genba Goal Kick would basically disable one each time it's used, and I guess it's ammo would be dependant on how many you give here. So.. eh, you'll find a way to make it work.)

Genbarrier: Projected by Mermaider's Genbits, the Genbarrier is a force-field designed to repel enemy attacks, for when heavy armor isn't enough. The more Genbits that Mermaider currently has functioning around her, the stronger the barrier is. (Meaty defense.)

Mermaid Mode: Originally, Mermaider was designed to be a mermaid, hence the name. However, when the GGG Australia team were told they needed to support GaoFemGar's battles on land, the mermaid tail was made to split into a pair of legs. Underwater, she can still assume mermaid mode, and is much more manuverable in this, her native state. (So basically, she's only able to function in water in trade for being REALLY fast in water. Yeah.)

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GBR-08 KouKo

Statistics:

HP: 3400, EN: 150, Agi: 280

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

Weapons:

[F] Fencing Rapier (BM)- 1200 damage [+0%]

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

[F] Attack Tail Smash (BM)- 1800 damage, 5 EN/attack [+20%]

[+] Small Maser Gun (BV:10)- 350 damage/2 EN [+10%]

[+] Primrose no Tsuki (B)- 2800 damage Accuracy Break, 15 EN/attack [+10%]

[+] Primrose no Tsuki [Full Power] (BS)- 4000 damage, Accuracy Break, 25 EN/attack [+20%]

[H] Bullet X Lite- 6000 damage, Armor Pierce, Barrier Pierce, 1 round Rounds Locked [+30%]

Combo Attacks:

[H] KouKo-AnKo Assault- 4200 damage, Accuracy Break, 15 EN/attack [+20%]

[H] Double Bullet X- 10000 damage, Armor Pierce, Barrier Pierce, 1 round Rounds Locked [+50%]

Inherent Abilities:

1) Brave

2) Countercut: Fencing Rapier

3) Countershoot: Small Maser Gun, Primrose no Tsuki, Primrose no Tsuki [Full Power]

4) Repair

5) Symmetrical Docking (TenKoJin): GBR-08 KouKo, GBR-09 AnKo. Same effects as Combine.

6) Bullet X Lite: When this attack is used, automatically reduce HP by 50% of maximum.

7) KouKo-AnKo Assault: Requires an allied GBR-09 AnKo to execute.

8) Double Bullet X: Requires an allied GBR-09 AnKo to execute. When this attack is used, reduce the HP of both units used in this attack by 50% of maximum.

Purchasing Cost: 320 Credits

GBR-09 AnKo

Statistics:

HP: 3400, EN: 150, Agi: 280

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

Weapons:

[F] Fencing Rapier (BM)- 1200 damage [+0%]

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

[F] Attack Tail Smash (BM)- 1800 damage, 5 EN/attack [+20%]

[+] Eclatement D'assaut (SF:3)- 600 damage, 15 rounds [+10%]

[+] Tireur d'élite Fusil- 2800 damage, Armor Pierce 8 rounds [+10%]

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

[H] Bullet X Lite- 6000 damage, Armor Pierce, Barrier Pierce, 1 round Rounds Locked [+30%]

Combo Attacks:

[H] KouKo-AnKo Assault- 4200 damage, Accuracy Break, 15 EN/attack [+20%]

[H] Double Bullet X- 10000 damage, Armor Pierce, Barrier Pierce, 1 round Rounds Locked [+50%]

Inherent Abilities:

1) Brave

2) Riot Shield: Same effects as Mirror Shield.

3) Countercut: Fencing Rapier

4) Countershoot: Eclatement D'assaut, Tireur d'élite Fusil

5) Resupply

6) Symmetrical Docking (TenKouJin): GBR-08 KouKo, GBR-09 AnKo. Same effects as Combine.

7) Snipe: Tireur d'élite Fusil [+30%]

8) KouRyu-AnRyu Assault: Requires an allied GBR-08 KouKo to execute.

9) Double Bullet X: Requires an allied GBR-08 KouKo to execute. When this attack is used, reduce the HP of both units used in this attack by 50% of maximum.

Purchasing Cost: 320 Credits

TenKoJin

Statistics:

HP: 5800, EN: 200, Agi: 290

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

Weapons:

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

[+] Small Maser Gun (BV:10)- 400 damage/2 EN [+10%]

[+] Rideau D'ombre- Accuracy Break & Mobility Break, 4 rounds [+70%]

[+] Eclatement D'assaut (SF:3)- 600 damage, 15 rounds [+10%]

[+] Tireur d'élite Fusil- 2800 damage, Armor Pierce 8 rounds [+10%]

[+] Twin Tail Attack (S)- 3400 damage, 25 EN/attack [+10%]

[F] Twin Rapier (BM)- 1800 damage x 2, 10 EN/attack [+20%]

[F] Twin Light Claws (BM)- 1800 damage x 2, Accuracy Break & Stun, 20 EN/attack [+10%]

[+] Primrose no Tsuki (B)- 3200 damage, Accuracy Break, 15 EN/attack [+10%]

[+] Primrose no Tsuki [Full Power] (BS)- 4600 damage, Accuracy Break, 25 EN/attack [+20%]

[H] Hikari to Yami no Mai (BSX:10)- Accuracy Break & 550 damage/3 EN + 1800 damage, 10 EN/attack [+20%]

[H] Double Bullet X- 10000 damage, Armor Pierce, Barrier Pierce, 1 round Rounds Locked [+50%]

Inherent Abilities:

1) Brave

2) Riot Shield: Same effects as Mirror Shield.

3) Countercut: Twin Rapier, Twin Light Claws

4) Countershoot: Small Maser Gun, Eclatement D'assaut, Tireur d'élite Fusil, Primrose no Tsuki, Primrose no Tsuki [Full Power], Hikari to Yami no Mai

5) Damage Received -20%

6) Repair

7) Resupply

8) Dismount: GBR-08 KouKo, GBR-09 AnKo.

9) Rideau D'ombre: Gain Dodge Cost -10% the turn after this attack is used.

10) Snipe: Tireur d'élite Fusil [+30%]

11) Double Bullet X: When this attack is used, automatically reduce HP by 50% of maximum.

Purchasing Cost:

N/A. GBR-08 KouKo and GBR-09 AnKo must be in your inventory. This is a combined unit.

SRoC-01 Rouleon

Statistics:

HP: 5500, EN: 200, Agi: 280

IS: 2, Move: G, Size: M, Rank: 10

Weapons:

[+] Club Gun- 1600 damage, 12 rounds [+10%]

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

[+] Diamond Beam (B)- 2200 damage, 10 EN/attack [+10%]

[+] Heart Burner (S)- 3500 damage, 20 EN/attack [+10%]

[H] Fortune Card

[H] Wheel of Chance

[H] Crap Shoot

[H] High Stake Slots

Inherent Abilities:

1) Brave

2) Countercut: Spade Blade

3) Countershoot: Diamond Beam, Club Gun

4) Damage Received -20%

5) Stacking the Deck! Pretty Clever~: Found in the Mechdev Lexicon

6) Pachinko Defense: Found in the Mechdev Lexicon

7) Fortune Card: Found in the Mechdev Lexicon

8) Wheel of Chance: Found in the Mechdev Lexicon

9) Crap Shoot: Found in the Mechdev Lexicon

10) High Stake Slots: Found in the Mechdev Lexicon

Purchasing Cost: 500 Credits

DSO-01 Mermaider (Mermaid Mode)

Statistics:

HP: 4800, EN: 180, Agi: 260

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

Weapons:

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

[F] Paralyzing Spine- 600 damage, Paralyze, 10 EN/attack [+10%]

[+] Riptide Cannons (S)- 1200 damage # 2, 8 rounds [+10%]

[+] Sharpedoes (PGSX:6)- 800 damage, 60 rounds [+25%]

[+] Genba Spine Rifle- 2000 damage, Paralyze, 10 rounds [+10%]

[F] Genbash (M)- 2500 damage, 10 EN/attack [+0%]

[+] Genblaster- 2800 damage, 15 EN/attack [+15%]

[+] Genbits (SX:?)- 500 damage/3 EN [+10%}

[H] Siren's Voice (S)- 3800 damage, Sound Attack, 20 EN/attack [+10%]

[H] Genbit Goal Shoot- 4000 damage, Barrier Pierce, 8 rounds, Rounds Locked. [+10%]

[+] Deep Pressure Vortex- 2800 damage, Stun & 3000 damage, Barrier Pierce, 35 EN/attack [+35%]

Combo Attacks:

[H] Underwater Sonata (S)- 8000 damage, Barrier Pierce, Sound Attack, 35 EN/attack [+0%]

Inherent Abilities:

1) Brave

2) Shield: Genblaster, Genbash, Genba Sniper Rifle, Genbits

3) Countercut: Req: Martial Arts Mastery

4) Countershoot: Genbas Spine Rifle, Genblaster

5) Damage Received -20%

6) Genbarrier (Barrier): Negate the first 300 x ? damage in the first attack phase for 5 EN. ? is equal to the amount of rounds Genbit Goal Shoot rounds left.

7) Humanoid Mode (Transform): Agi +30 and move G instead.

8) Snipe: Genba Spine Rifle

9) Genbits: Disable this attack if Genbit Goal Shoot has 0 rounds. X limit is equal to the amount of rounds Genbit Goal Shoot has to a maximum of (X:8).

10) Underwater Sonata: Requires an allied XCR-13 Michelle Sounders the 13th to execute.

Purchasing Costs: 450 Credits

Stacking the Deck! Pretty Clever~

Class: Special

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

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

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

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

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

Fortune Card

Class: Special

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

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

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

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

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

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

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

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

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

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

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

Crap Shoot

Class: Special

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

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

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

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

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

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

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

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

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

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

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

High Stake Slots

Class: Special

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

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

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

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

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

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

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

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

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

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

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

Wheel of Chance

Class: Special

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

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

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

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

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

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

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

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

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

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

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

Pachinko Defense

Class: Special

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

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

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

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

Protector Shade (Barrier) 70% DP or below.

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

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

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

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

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

Full Defense Mode: Gain Warp Field (Barrier) and Hell's Armor (1500). 10% DP or below.

Cost to be Added: 1650 + 700 + 630 + 300 x 2 = 3580

Edited by Yosuke Kobe

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Paid for, childrens. END PROJECT.

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KringleKaiserLogo.png

Legend of Christmas War: Kringlekaiser

Project Designation: NP-1

Project Name: S.L.E.I.G.H.

Project Information: (The story for this project is based on awesome. Also this.)

Everyone knows about Santa Claus. The jolly old man who delivers toys to good little boys and girls all over the world on Christmas Eve. However, there is more to his story then most realize. Santa does not give gifts out of the good of his heart. It is actually an even trade. He gives gifts to children who in turn are filled with christmas spirit, the very magic that Santa uses to do his thing. But what does he need so much magic for when he only delivers gifts once a year? That is indeed, the continuation of the story. You see, while Kringle Kaiser was enough to do battle against the evil Ebenezer Empire, Santa had to think about his poor elves, who were terribly vunerable in their workshops in his village. But he couldn't send the elves away, because then there would be noone to make toys for all the good boys and girls around the world. Santa prayed to the spirit of Christmas, asking her for guidance. In return, she used her magic, the spirit that children all over the world embued in her, to create a large ship for Santa, crafted in the very shape of the sleigh he used to deliver his toys.

At first, Santa wasn't sure about this. The ship indeed gave the elves a safe place to be when the Ebenezer Empire came to attack, but it also stuck out like a sore thumb, making it a big target for the evil anti-christmas beings. Santa put the elves to work on making the ship, which he dubbed S.L.E.I.G.H. (noone knows what that is short for), ready to do battle with Grinch Beasts should the need arise. The elves, used to making children's toys, were obviously naturals at refitting a ship into a battleship (all those GI JOE playsets didn't build themselves!), so they went right to work on their new home. With Kringle Kaiser docked inside and using it's own power source to keep the S.L.E.I.G.H. up and running til it was complete, the Ebenezer Empire decided it was the perfect moment for a sneak attack. Using a little negative spirit from the naughty boys and girls all over the world, they were able to send a Grinch Beast out into the world earlier then usual, catching Santa off guard!

Things were looking pretty grim up at the North Pole. With Kringle Kaiser down and out, it seemed Santa and his elves were sitting ducks. However as luck would have it, the elves finished working on the S.L.E.I.G.H. just in time to defend against the attack of the Grinch Beast! With Santa at the helm, S.L.E.I.G.H. took to the sky and evaded attacks, unleashing it's own surprising firepower. With a wiggle of his nose and a slap on his belly, Santa Claus approved the use of the powerful and festive R.U.D.O.L.P.H. Ruby Red Christmas Cannon, blowing away the Grinch Beast and foiling the plans of the Ebenezer Empire for another year. But with so little time left after the battle, Santa and his elves had no choice but to make their yearly gift delivery run in the S.L.E.I.G.H.. They say that year, the bells on Santa's sleigh were louder then anything Big Ben could muster. Of course, as adults, we couldn't hear it. And now you know the rest of the story. Merry Christmas, and Happy New Year!

Weapon Modifications for NP-1 S.L.E.I.G.H:

Weapon: Y.U.M.-Y.U.M. Gumdrop Gatlings: S.L.E.I.G.H. is armed with many gatling guns all over it's frame, armed with tough but tasty gumdrop ammunition. They come in two flavours, cherry, and that weird mint flavour that isn't really peppermint and noone really likes it but they still keep making it. What's the deal with that, anyways?. (Yep.)

Weapon: P.E.P.P.E.R.M.I.N.T. Armor Piercing Candy Cane Missiles: Aside from guns, the S.L.E.I.G.H. is armed with a series of missile tubes that are stocked with potent candy cane missiles. Elves spend weeks sucking on the tips to make the tips extra sharp. They take pride in their work. (Minty fresh.)

Weapon: F.R.O.S.T.Y. Deep Freeze Turbines: Along the sides of the S.L.E.I.G.H. are a pair of powerful air turbines that, when in use, spit ice ultra frigid winds and snow that quickly freeze and damage Grinch Beasts in a matter of seconds. (Happy Birthday!)

Weapon: N.O.R.A.D. Air Support: Sometimes, Santa needs a little help to get the job done against a particularly tough Grinch Beast. In situations like this, he calls his friends at N.O.R.A.D. for some air support. Not long after he does this, a pair of F-16 Fighting Falcons meet up with the S.L.E.I.G.H. and zero in on their target. Unloading with 600 rounds from their M61A1 Vulcans, AIM-9 Sidewinder missiles, and AIM-120 AMRAAM missiles, they end their assault run with a barrage of Mark 82 GP bombs. (See? GI Joe.)

Weapon: H.O.-H.O.-H.O. Fruitcake Cannons: Even the runners on S.L.E.I.G.H. hold a holiday secret for the Ebenezer Empire. They are equipped with cannons that fire the most destructive projectile ever conceived by mankind. Re-gifted fruit cake. This ammo is so powerful that it strikes fear in the hearts of any Grinch Beast, no matter how small they might be. And you'd be scared too. Would you want fruitcake? (Forget nukes. Fruitcake should be strictly regulated by the international community.)

Weapon: R.U.D.O.L.P.H. Ruby Red Christmas Cannon: The main gun on the S.L.E.I.G.H., it's built into the nose of the robotic Rudolph the red nosed reindeer at the head of the robot reindeer group. When Santa approves it's use, all of the reindeers pool their power into R.U.D.O.L.P.H., allowing it to fire off a tremendous, scarlet colored beam of christmas energy, typically enough to finish off a Grinch Beast in a single shot. (He'll go down in hiiiiistooooryyyyy~~)

Combo Attack: Double Christmas Beam: Kringle Kaiser can deploy along with S.L.E.I.G.H. and typically does so. When together, they can combine their strengths to unleash a particularly devastating attack on a poor unsuspecting Grinch Beast. R.U.D.O.L.P.H. is charged up while Kringle Kaiser's belt buckle flips open. Together, they fire a spiraling beam of green and red towards the enemy that blows them away, filling them with the christmas spirit moments before they turn into dust. (Beware the power of Christmas!)

NP-1 S.L.E.I.G.H.'s Frame and Systems:

Frame Modifications: S.L.E.I.G.H. looks like, well, a giant version of Santa's sleigh. It has two launching bays. One for Santa's normal sleigh, and one for large robots. It also carries a huuuge gift bag for reasons that will be discussed below. It's refit by christmas elves, so you know it's sturdy, and it runs off a similar generator to the one that Kringle Kaiser uses, harnessing christmas spirit to run. At the front of S.L.E.I.G.H. are a team of unmanned robotic reindeer that are responsible for the ship's propulsion. (It's a ship! It should have... well.. ship like stats! Yeah!)

Santa's Gift Bag: A good portion of S.L.E.I.G.H.'s size comes from the massive gift bag it carries in the back of it. It carries the usual gifts and toys for good boys and girls around the world, but it also carries special gifts for Kringle Kaiser's super robot friends! Frosty Robo, Drummer Boy-Z, Jack Frostinger, and Mrs. Kringle Kaiser. Wait, you don't know about those ones? Well maybe next year. Well anyways, S.L.E.I.G.H. can deliver beneficial gifts to Santa's friends, but it really depends on how naughty or nice they've been. Fighting might be neccessary to protect christmas, but it's pretty naughty! The more enemies you've defeated, the naughtier you've been. Which might just mean you get Coal, which isn't helpful at all. Unless you're Frosty Robo. In that case, hey! New nose! (Rather then deliver actual items, this ability would provide beneficial effects similar to items such a Repair Kits and the like. Stuff like Candy Cane, Chocolate Santa, Gingerbread Man, Egg Nog. What the ally would get would depend on how many kills they have in a battle. If they've got too many kills, they're naughty, and get a negative item instead, Coal. Why would you do this? Well, trollface is troll.)

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NP-1 S.L.E.I.G.H

Statistics:

HP: 15000, EN: 300, Agi: 600

IS: 2, Move: F, Size: LL, Rank: 12

Weapons:

[+] Y.U.M.-Y.U.M. Gumdrop Gatlings (S)- 800 damage, 20 rounds [+40%]

[+] P.E.P.P.E.R.M.I.N.T. Armor Piercing Candy Cane Missiles (PGSF:8)- 500 damage, Armor Pierce, 80 rounds [+25%]

[+] F.R.O.S.T.Y. Deep Freeze Turbines (SV:5)- 800 damage/6 EN, Stun [+10%]

[+] H.O.-H.O.-H.O. Fruitcake Cannons- 4800 damage, 8 rounds [+10%]

[+] R.U.D.O.L.P.H. Ruby Red Christmas Cannon (S)- 8000 damage, Barrier Pierce, 50 EN/attack [+30%]

MAP Attacks:

[+] N.O.R.A.D. Air Support (T:3)- 4000 damage, 6 rounds [+10%]

Combo Attacks:

[+] Double Christmas Beam (S)- 10000 damage, Barrier Pierce, 50 EN/attack [+30%]

Inherent Abilities:

1) Mothership

2) Countershoot: Y.U.M.-Y.U.M. Gumdrop Gatlings

3) Damage Received -30%

4) Santa's Gift Bag

5) Double Christmas Beam: Requires an allied Kringlekaiser to execute.

Purchasing Cost: 1000 Credits

Pilot Slots: 5

Santa's Gift Bag

Class: Special

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

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

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

Cost to be added: 1800 Credits (We have a red sleigh down... I repeat, we have a Red Sleigh Down... It is approved)

Edited by Nimbus Noa

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Haha, another year, another goofy mechdev. Paid for with giftcards because I almost have 40,000 credits worth of them. :awesome:

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ThunderGearRoadtoSaigon.png

The Real Saga continues: Thunder Gear: Road to Saigon

Project Designation: IW-10, HCW-01SOC1, HCW-01SOC2, HCW-01SOC3, HCW-01SOC4, MiGM-3, MiGM-5, MiGM-5M, MiGM-5S, MiGM-5C, RSW-001VC, PLAMF-Type 19, PLAMF-Type 20, H-1, MiG-21WT, AH-1WT

Project Name: Bulldog, White Feather, Lumberjack, Snake, Toaster, Soldat, Spetsnaz, Shpion, Chernyi, Solnech, Shitwalker, Chilong, Shenlong, Fenghuang, Belemnit, Fire CobraHuey.

Project Information: (The story for this project is based on the Thunder Gear saga. The newest chapter can be found here.)

Weapon Modifications for IW-10 Bulldog:

Weapon: KA-BAR Anti-Walker Combat Knife: A walker-sized version of a standard KA-BAR, this knife was smaller then the one used on the Wolverine due to the Bulldog's diminished size. (No special notes.)

Weapon: M1911 Pistol: A walker-sized version of the standard M1911 single-action, semi-automatic, magazine-fed pistol used by foot soldiers. Smaller then the version previously found on the Wolverine due to the Bulldog's diminished size. (No special notes.)

Weapon: M16A1 Rifle: A walker sized version of the M16 assault rifle used by American ground troops during Vietnam. (No special notes.)

Weapon: M18A1 Claymore: The M18A1 Claymore is a directional anti-personnel mine used by the U.S. military. Unlike a conventional land mine, the Claymore is command-detonated and directional, meaning it is fired by remote-control, shooting a pattern of metal balls into the kill zone like a shotgun. (No special notes.)

Weapon: SOW Machine Shotgun: The Special Operations Weapon was a blow-forward operated, full auto shotgun used by American walker forces during the Vietnam War. The 870 mod kit provided shotgunners with a quick-change magazine holding 20 rounds. The SOW was full-auto. (No special notes.)

Weapon: M203 Grenade Launcher: The M203 is a single shot 40 mm grenade launcher designed to attach to a rifle. It uses the same rounds as the older M79 "shotgun"-type grenade launcher, which utilize High-Low Propulsion System to keep recoil forces low. Though versatile, and compatible with many rifle models, the M203 was originally designed for the U.S. M16 and its variant, the M4 Carbine. (I imagine they'd carry more then one grenade to use with this.)

IW-10 Bulldog's Frame and Systems:

Frame Modifications:With the banning of nuclear walkers, the military required smaller, lighter frames that wouldn't take as much to power. The result, at least for the basic infantry, was the Bulldog, a smaller sized walker driven by a highly effecient diesel engine. Though lighter then a nuclear walker, it still had durable armor that repelled standard weaponry carried by foot soldiers. It's feet had built in treads to make it easier to travel across difficult terrain. The Bulldogs only required a two man crew. One to pilot, and the other to utilize it's weaponry. (No special notes.)

Weapon Modifications for HCW-01SOC1 White Feather:

Weapon: KA-BAR Anti-Walker Combat Knife: A walker-sized version of a standard KA-BAR, this knife was smaller then the one used on the Wolverine due to the White Feather's diminished size. (No special notes.)

Weapon: M1911 Pistol: A walker-sized version of the standard M1911 single-action, semi-automatic, magazine-fed pistol used by foot soldiers. Smaller then the version previously found on the Wolverine due to the White Feather's diminished size. (No special notes.)

Weapon: M10 Machine Pistol: The M10 Machine Pistol is a highly compact, blowback operated machine pistol developed for use with the White Feather during the Vietnam War. Although the White Feather was never meant to directly engage the enemy, it was equipped with the M10 for emergency situations where the M1911 pistol was not enough. (No Special notes.)

Weapon: Customized M2 Browning Machine Gun "Sniper Refit": This is identical to the M2 Browning Machine Gun used on the Wolverine during Operation: Red Dawn. Following the ban of nuclear walkers, there were many left in storage with little left to do. A reknown walker pilot named Carlos Hathcock, famous for his sniping abilities, began testing them with his new walker, the yet as of named special ops HCW-01SOC1. He wanted to show the military with the browning, despite it's weight and size, would be best for extreme range sniping in special missions. With a customized, highly sensitive scope built into the rifle, Hathcock was able to hit a target 2,286 meters away with deadly effeciency. Not long after the number of HCW-01SOC1s produced were all equipped with the Brownings, and given the name "White Feather" which was Hathcock's own nickname. (No special note.)

HCW-01SOC1 White Feather's Frame and Systems:

Frame Modifications:The HCW-01SOC series of walkers were different from the diesel running Bulldogs. They were made specifically for special operations. As a result, they were the testbed for a new type of hydrogen full cell. While more expensive to produce, the H-Cells ran far more quieter then the diesel engines, making the units ideal for operations behind enemy lines. The special ops walkers only required a single pilot, possessing a revolutionary piloting system that allowed it's user to control the walker and use it's weaponry accurately at the same time. There are a few variants to the model line. This one in particular is geared to be a sniper model. (No special note.)

Camflouged Ghille Suit:While another special ops unit was equipped with a more sophisticated camoflouge system, the White Feather was required to stay in one position for an extended period of time, and thus needed something that helped them blend in even better with the surrounding terrain. The end resuilt was a collection of walker sized ghille suits, each one special made for specific terrains such as brush, jungle, or urban. They worked out very well for the White Feather and served to improve the performance record of the walker. (Terrain specific stealth?)

Weapon Modifications for HCW-01SOC2 Lumberjack:

Weapon: KA-BAR Anti-Walker Combat Knife: A walker-sized version of a standard KA-BAR, this knife was smaller then the one used on the Wolverine due to the Lumberjack's diminished size. (No special notes.)

Weapon: M1911 Pistol: A walker-sized version of the standard M1911 single-action, semi-automatic, magazine-fed pistol used by foot soldiers. Smaller then the version previously found on the Wolverine due to the Lumberjack's diminished size. (No special notes.)

Weapon: McCulloch WT Chainsaw: To say that the Lumberjack was designed for use by military engineers would be a fairly accurate assessment. It's equipment was specifically geared for demolitions and the clearing out of massive amounts of Vietcong controlled jungles at a moment's notice. The McCulloch Walking Tank Chainsaw was not by far it's main means of accomplishing this and was more of a way to clear out brush as it moved towards it's target without raising as much of an alarm as a billowing column of smoke would. It also proved to be fiercely effective on enemy walkers in a pinch. (No special notes.)

Weapon: C4 Demolition Charge: The large C4 satchel charges that the Lumberjack carries are for use on non-walker targets, such as bases and other enemy controlled structures. The satchels are remote detonated, and work devstatingly well to take out a building with a single set of blasts. While they could technically be used on enemies, getting one to stay still long enough to lob the satchel at them would be an excercise in futility, not to mention the Lumberjack has better means to blow up enemy walkers. (The idea I had for these charges is that they could only be used on units that have the Building type, such as ones seen in NJU. Barring that, perhaps they could just do more damage to the Building type.)

Weapon: M15 WP Smoke Grenade: At first glance, the M15 looks like it's simply meant to be used for screening and signalling purposes. However, this particular smoke grenade uses the highly volitile white phosphorus to create it's smoke. Often, Lumberjack pilots would use this to their advantage and heave them into the jungles or even at enemy walkers in the hopes that the WP would cause intense burn damage, which they often did as enemies did not expect a smoke grenade to be dangerous. (No special notes.)

Weapon: M2A1-7 Flamethrower: This was a walker portable flamethrower commonly used in the clearing of large sections of jungles in Vietnam. They also proved to be very effective on the manure driven "Shitwalkers" that the Vietcong were using, and were affectionately nicknamed "shitpoppers" by the Lumberjack pilots who blew up VC walkers with them. Regardless of it's combat ability, their main purpose was to clear terrain by burning everything in it's path into ashes. (No special notes.)

Weapon: China Lake Grenade Launcher: The China Lake Model (or China Lake Pump-Action Grenade Launcher) is a pump-action grenade launcher that was developed by the Special Projects Division of the China Lake Walker Weapons Center, which provided equipment to walking tanks. The tubular magazine held three grenades, and so with one grenade in the chamber, four grenades could rapidly be fired before reloading. In fact a skilled operator could fire four aimed shots before the first one landed. (I reckon this thing would be good for more then four shots, magazine not-withstanding.)

Weapon: XM191 Prototype Napalm Rocket Launcher: Often, the Lumberjack needed to deliver a incendiary payload into an area that for whatever reason, whether it be enemy mines or actual enemy walkers, made the flamethrower infeasible. So when they absolutely needed to set an area on fire, they fell back to the prototype XM191, a rocket launcher designed to fire incindiary rockets armed with napalm. Striking with explosive effect, the napalm was effeciently spread in a pocket of area, burning both terrain and any enemy units or mines that obstruct a squad's path. (No special notes.)

HCW-01SOC2 Lumberjack's Frame and Systems:

Frame Modifications: The HCW-01SOC series of walkers were different from the diesel running Bulldogs. They were made specifically for special operations. As a result, they were the testbed for a new type of hydrogen full cell. While more expensive to produce, the H-Cells ran far more quieter then the diesel engines, making the units ideal for operations behind enemy lines. The special ops walkers only required a single pilot, possessing a revolutionary piloting system that allowed it's user to control the walker and use it's weaponry accurately at the same time. There are a few variants to the model line. The Lumberjack was designed for engineers to use in the field to assist ground troops by clearing out terrain and making life miserable for the enemy. (No special notes.)

BLU-43 Dragontooth Minelaying Equipment: The Lumberjack, in addition to it's other mostly fire-based equipment, posessed mine laying equipment. The mines in particular, dragontooth mines, were fired into the air by the Lumberjack pilot in a pod, where they would then eject and cover an expanse of terrain. Each mine was built with a fin so it would fall to the ground smoothly, even burying itself into the ground a bit on impact. (No special notes.)

Agent Orange Dispensing Equipment: The Lumberjack was not without it's contraversy. It utilized the defoliant Agent Orange to clear out massive chunks of jungle in Vietnam via dispensers in it's legs. Following the end of the war, reports of birth deformities and injuries from the Agent Orange among the local populace funneled back to the USA and the chemical was banned for use in future engagements. (No special notes.)

Weapon Modifications for HCW-01SOC3 Snake:

Weapon: G-10 Gun Camera: Though called a gun camera, the G-10 was actually positioned inside the head of the Snake. It was built in with a transmitter that sent pictures back to waiting allied units, giving them a scouting report of enemy positions. This service proved valuable in many walker battles during the Vietnam War, making the Snake a rousing success. (Well uh. There's a Gun Camera on a Gundam unit called the ZGMF-X12 Gundam Astray Out Frame. It's function is... basically the same as the G-10 here.)

Weapon: KA-BAR Anti-Walker Combat Knife: A walker-sized version of a standard KA-BAR, this knife was smaller then the one used on the Wolverine due to the Snake's diminished size. (No special notes.)

Weapon: Mk22 "Hush Puppy" Pistol: The Mk22 is a double-action, semi-automatic, magazine-fed, and recoil-operated handgun. Unlike the M1911, the Mk22 used by the Snake is similar to the one used by the [REDACTED; SEE REPORT ON OPERATION: SNAKE EATER] and is chambered to fire a prototype round that is intended to try to stun enemy walking tanks with a short-burst, high-charge electrical shock. The round is non-destructive, so (hopefully) the affected pilot will just think his unit malfunctioned. (No special notes.)

Weapon: CAR-15 Commando: The CAR-15 Commando is a lightweight, ruggedized assault rifle with a shortened barrel and more standardized and modular components for easy replacement, intended for use in special operations. While the weapon was intended to use a standard sized clip, limitations enforced by the design of the weapon itself meant that most magazines that are compatible with the CAR-15 carry less then the normal number of rounds.. (No special notes.)

HCW-01SOC3 Snake's Frame and Systems:

Frame Modifications: The HCW-01SOC series of walkers were different from the diesel running Bulldogs. They were made specifically for special operations. As a result, they were the testbed for a new type of hydrogen full cell. While more expensive to produce, the H-Cells ran far more quieter then the diesel engines, making the units ideal for operations behind enemy lines. The special ops walkers only required a single pilot, possessing a revolutionary piloting system that allowed it's user to control the walker and use it's weaponry accurately at the same time. There are a few variants to the model line. The Snake was made for deep infiltration and recon in mind, as well as interfering with enemy communication. (No special notes.)

Camo Index: As the Snake was designed to be used in clandestine operations where remaining hidden from enemy detection is key, it features a number of recent technologies designed to hide the Snake from enemy eyes. This technology was taken from [REDACTED; SEE REPORT ON OPERATION: SNAKE EATER]. To begin with, all the joints and moving parts (where practicable) were coated or surrounded in rubber in order to reduce the noise they generate. Secondly, the Snake is painted in a dark black paint that incorporated some early attempts at radar absorbing materials, though in practice this paint was revealed to be almost entirely ineffective. Lastly, the Snake is equipped with a number of rollers over it's body that can be loaded with a number of camouflage rolls. When extended, these rolls attempt to increase the Snake's stealthiness by blending in with the terrain, and breaking the pattern of it's body. All of these features are less effective (or completely ineffective) when the Snake is in motion, but can make it undetectable when it is stationary. (No special notes.)

EWAC Equipment: The Snake is equipped with a experimental land-based early warning and control system to identify enemy and friendly units from a fair distance. Not nearly as effective as the airborne versions, the Snake was able to utilize it quite well thanks to being able to slip deep behind enemy lines without being detected. (No special notes.)

ECM Radio Jammer: In addition, the Snake was equipped with electronic counter measures to disrupt enemy communication through their radios, causing confusion on the battlefield and allowing allied forces to stage daring attacks, confident that the enemy no longer had coordination on their side. (No special notes.)

Weapon Modifications for HCW-01SOC4 Toaster:

Weapon: KA-BAR Anti-Walker Combat Knife: A walker-sized version of a standard KA-BAR, this knife was smaller then the one used on the Wolverine due to the Toaster's diminished size. (No special notes.)

Weapon: M1911 Pistol: A walker-sized version of the standard M1911 single-action, semi-automatic, magazine-fed pistol used by foot soldiers. Smaller then the version previously found on the Wolverine due to the Toaster's diminished size. (No special notes.)

Weapon: XFME6902 Maser Rifle: The XFME, short for eXperimental Focused Microwave Emitter, was the entire purpose around the Toaster's existance. With research into MASER technology, the military had developed a particular large rifle that fired a focused "beam" of microwaves across the battlefield with gruesome effect. The rifle was not without drawbacks and complications, however. For example, it tended to damage any unprotected allied units nearby, making it highly problematic to deploy the Toaster in a squad situation. In addition, it required the Toaster to have reinforced, lead lined armor with a heavier cockpit block thanks to the farraday cage required to keep it's pilot safe. The weapon was incredibly devastating though, with one instance reported as a single Toaster, cutting down a group of NPA walkers in a single swath. What was left out of the report, however, was that the pilots of those walkers took time to die as they were exposed to focused microwaves. A brutal, painful way to die. This was the final nail in the Toaster's coffin, as the US government wanted nothing to do with a unit that was effectively a walking war crime. Research shifted away from MASERs, focusing on lasers. (Possibly a standard version and a MAP version.)

HCW-01SOC4 Toaster's Frame and Systems:

Frame Modifications: The HCW-01SOC series of walkers were different from the diesel running Bulldogs. They were made specifically for special operations. As a result, they were the testbed for a new type of hydrogen full cell. While more expensive to produce, the H-Cells ran far more quieter then the diesel engines, making the units ideal for operations behind enemy lines. The special ops walkers only required a single pilot, possessing a revolutionary piloting system that allowed it's user to control the walker and use it's weaponry accurately at the same time. There are a few variants to the model line. The Toaster was made specifically to use the experimental maser rifle developed by the military. (No special notes.)

Reinforced Armor: The Toaster was equpped with heavier armor then the rest of the HCW-01SOC line. It was required to use the maser rifle without cooking itself. Beneath the thick plating, the armor was lead lined, and the cockpit block was encased in a faraday cage. While bulky, it also made the Toaster durable, allowing it to absorb punishment as it fired it's rifle across the battlefield. (No special notes.)

Edited by Silkroad

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IW-10 Bulldog

Statistics:

HP: 2400, EN: 100, Agi: 320

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

Weapons:

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

[+] M1911 Pistol- 600 damage, 8 rounds [+20%]

[F] KA-BAR Anti-Walker Combat Knife (M)- 650 damage [+0%]

[+] M16A1 Rifle (F:5)- 450 damage, 30 rounds [+10%]

[+] SOW Machine Shotgun (ASF:3)- 1000 damage, 15 rounds [+10%]

[+] M203 Grenade Launcher (S)- 2500 damage, 4 rounds [+0%]

[H] M18A1 Claymore (S)- 3000 damage, Delayed Attack, 2 rounds [+10%]

Inherent Abilities:

1) Walking Tank

2) Countercut: KA-BAR Anti-Walker Combat Knife

3) Countershoot: M1911 Pistol, M16A1 Rifle

Purchasing Cost: 90 Credits

Pilot Slots: 2

HCW-01SOC1 White Feather

Statistics:

HP: 2400, EN: 100, Agi: 310

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

Weapons:

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

[+] M1911 Pistol- 600 damage, 8 rounds [+20%]

[F] KA-BAR Anti-Walker Combat Knife (M)- 650 damage [+0%]

[+] M10 Machine Pistol (F:5)- 350 damage, 30 rounds [+10%]

[+] Customized M2 Browning Machine Gun "Sniper Refit"- 3500 damage, 15 rounds [+10%]

Inherent Abilities:

1) Walking Tank

2) Countercut: KA-BAR Anti-Walker Combat Knife

3) Countershoot: M1911 Pistol, M10 Machine Pistol

4) Stealth

5) Snipe: Customized M2 Browning Machine Gun "Sniper Refit" (+30%)

Purchasing Cost: 100 Credits

HCW-01SOC2 Lumberjack

Statistics:

HP: 2400, EN: 100, Agi: 330

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

Weapons:

[+] M15 WP Smoke Grenade- Burn & Accuracy Break, 2 rounds [+0%]

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

[+] M1911 Pistol- 600 damage, 8 rounds [+20%]

[F] KA-BAR Anti-Walker Combat Knife (M)- 650 damage [+0%]

[F] McCulloch WT Chainsaw (MV:3)- 500 damage/2 EN [+0%]

[+] M2A1-7 Flamethrower (V:3)- 500 damage, Burn, 15 rounds [+10%]

[+] China Lake Grenade Launcher (ASF:4)- 1200 damage, 8 rounds [+10%]

[+] C4 Demolition Charge (S)- 3000 damage, Delayed Attack, 2 rounds [+10%]

MAP Attacks:

[+] XM191 Prototype Napalm Rocket Launcher (T:3)- 1500 damage, Burn, 2 rounds [+0%]

Inherent Abilities:

1) Walking Tank

2) Countercut: KA-BAR Anti-Walker Combat Knife

3) Countershoot: M1911 Pistol

4) Mine Layer: 3 rounds

5) Agent Orange: If the current terrain is Forest, it changes to Flatlands. 3 uses.

6) C4 Demolition Charge: Damage +20% vs units with the Building type.

Purchasing Cost: 200 Credits

HCW-01SOC3 Snake

Statistics:

HP: 2400, EN: 100, Agi: 310

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

Weapons:

[+] Mk22 "Hush Puppy" Pistol- 10 damage, Stun, 8 rounds [+20%]

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

[+] M1911 Pistol- 600 damage, 8 rounds [+20%]

[F] KA-BAR Anti-Walker Combat Knife (M)- 650 damage [+0%]

[+] CAR-15 Commando (F:5)- 400 damage, 25 rounds [+10%]

MAP Attacks:

[H] G-10 Gun Camera (D:Infinite)- Accuracy Boost 25%, 20 EN/attack [+0%]

Inherent Abilities:

1) Walking Tank

2) Countercut: KA-BAR Anti-Walker Combat Knife

3) Countershoot: M1911 Pistol, CAR-15 Commando

4) Stealth

5) EWAC

6) ECM

7) G-10 Gun Camera: This attack automatically targets all allies and has no effect on enemies.

Purchasing Cost: 150 Credits

HCW-01SOC4 Toaster

Statistics:

HP: 3000, EN: 100, Agi: 330

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

Weapons:

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

[+] M1911 Pistol- 600 damage, 8 rounds [+20%]

[F] KA-BAR Anti-Walker Combat Knife (M)- 650 damage [+0%]

[+] XFME6902 Maser Rifle (SV:5)- 500 damage/3 EN, SP Damage 5 [+10%]

MAP Attacks:

[+] XFME6902 Maser Rifle (I:5)- 2000 damage, SP Damage 5, 35 EN/attack [+0%]

Inherent Abilities:

1) Walking Tank

2) Countercut: KA-BAR Anti-Walker Combat Knife

3) Countershoot: M1911 Pistol

4) Damage Recieved -15%

Purchasing Cost: 150 Credits

Cost to Add: 375 Credits + 210 + 158 x 3 = 1059 Approved~

Edited by Nimbus Noa

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Yay. Here come the Russians.

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ThunderGearRoadtoSaigon.png

The Real Saga continues: Thunder Gear: Road to Saigon

Project Designation: IW-10, HCW-01SOC1, HCW-01SOC2, HCW-01SOC3, HCW-01SOC4, MiGM-3, MiGM-5, MiGM-5M, MiGM-5S, MiGM-5C, RSW-001VC, PLAMF-Type 19, PLAMF-Type 20, H-1, MiG-21WT, AH-1WT

Project Name: Bulldog, White Feather, Lumberjack, Snake, Toaster, Soldat, Spetsnaz, Shpion, Chernyi, Solnech, Shitwalker, Chilong, Shenlong, Fenghuang, Belemnit, Fire CobraHuey.

Project Information: (The story for this project is based on the Thunder Gear saga. The newest chapter can be found here.)

Weapon Modifications for MiGM-3 Солдат (Soldat):

Weapon: NR-40 нож разведчика: Based on the infantry use NR-40 scout knife, it has a harder, tempered blade to cut into walking tank armor. This version is smaller then the one seen on the nuclear walkers used in Operation: Red Dawn. (No special notes.)

Weapon: VAG-73 Герасименко: With the Russians wishing for their weapons to be more effecient in battle, the VAG-73 was developed. It is a Russian pistol capable of firing caseless bullets from a 48 round grip-inserted magazine. (No special notes.)

Weapon: Автомат Калашникова образца 1974 года: The Kalashnikov automatic rifle model 1974, Or AK-74, is an upgraded version of the AK-47 model used on the Heavyhand. Despite being smaller, the rifle proved to be more reliable and accurate. (No special notes.)

Weapon: KS-23 Дробовик: The KS-23, despite operating as a shotgun, is officially designated by the soviet military as a carbine thanks to it's rifled barrel. It uses a far large caliber shell then other shotguns in the field, and is in fact considered to be the most powerful shotgun in use today. (No special notes.)

Weapon: RKG-3 противотанковые гранаты: These Anti-tank hand grenades, when thrown, deploy a parachute to stabilize it's descent so that it strikes the target at 90 degree angle, maximizing the effect of it's shaped charge to pierce through thick walking tank armor. (No special notes.)

Weapon: BM-21 Град: Unlike American units which focused on weaponry that can be held by the walking tank, the Russians went a different route when they built the Soldat with the intention of adding a mounted multiple rocket launcher. The 122mm rocket launcher fired M-21OF rockets capable of taking down enemy walkers. (No special notes.)

MiGM-3 Солдат (Soldat)'s Frame and Systems:

Frame Modifications:Much like the Bulldogs used by the American infantry, the Soldat too ran off a highly effecient diesel engine. And like the Bulldog, the Soldat and other Russian walkers were much smaller in stature then previous nuclear models like the Heavyhand, to make it easier for them to run off diesel fuel. Soldats were unusual in that they had a three man team operating them. The pilot, the gunner, and a third man to specifically the control the mounted rocket launcher. The treads built into it's feet allowed it to move across difficult terrain easier. (No special notes.)

Weapon Modifications for MiGM-5 Спецназ (Spetsnaz):

Weapon: NR-40 нож разведчика: Based on the infantry use NR-40 scout knife, it has a harder, tempered blade to cut into walking tank armor. This version is smaller then the one seen on the nuclear walkers used in Operation: Red Dawn. The Spetsnaz's version of the knife is unique from others in use as it has the surprise function of launching it's blade with deadly accuracy. (No special notes.)

Weapon: VAG-73 Герасименко: With the Russians wishing for their weapons to be more effecient in battle, the VAG-73 was developed. It is a Russian pistol capable of firing caseless bullets from a 48 round grip-inserted magazine. (No special notes.)

Weapon: Автомат Подводный Специальный: The APS Underwater Assault Rifle is an AK-47 derivative designed by the Soviet Union in the early 1970s as an underwater firearm for use by the Spetsnaz walkers. Underwater, ordinary-shaped bullets are inaccurate and very short-range. As a result, this rifle fires a long, spike-like steel bolt. Its magazine holds 26 cartridges. The APS's barrel is not rifled; the fired projectile is kept in line by hydrodynamic effects. As a result, the APS is somewhat inaccurate when fired out of water. The APS has a longer range and more penetrating power than spearguns. (No special notes.)

Weapon: GShG-7.62 Гатлинг-типа пулемета: The GShG-7.62 is a 4-barrel rotary machine gun and is gas operated. It is also one of the few self powered machine guns of the gatling type. (No special notes.)

Weapon: AGS-17 Пламя: The AGS-17 is a heavy infantry support weapon that fires a steady rate of grenades in either direct or indirect fire modes to provide suppressive and lethal fire support. The weapon operates using a blowback mechanism to sustain operation. Rounds are fired through a rifled barrel which is removable quickly to reduce barrel stress. Ammunition is held in a metal box feed, and is linked. Standard boxes contain 30 rounds of linked ammunition. (No special notes.)

MiGM-5 Спецназ (Spetsnaz)'s Frame and Systems:

Frame Modifications:While the Americans were working with testing their new H-Cell technology, the Russians were doggedly focused on highly effecient and easily replacable batteries to power their special operation walkers. The batteries were mass produced in such a volume that even if they did not run as long as the h-cells, they could be quickly removed and replaced on the fly during battle. Because they ran on batteries, the special ops walkers were much more silent then their front line counterparts. These walkers also possessed drill like rollers in their feet that proved to be more effective then standard treads in assisting with movement in difficult terrain. As a result, they were much faster. This particular special operations walker was the Spetsnaz, and was the standard bearer of special operations type walkers for the soviet union during the Vietnam War. (No special notes.)

Протей-5 Подводный шасси: The Spetsnaz was unique in that it possessed a perfectly sealed cockpit with rebreather technology. It's power source and other vital parts of the walker were sealed as well, to allow for use underwater. While engaged in water, the Spetsnaz's arms and legs have pontoons that fill with air to allow them to float, and turbines that give them movement. This allowed them to travel through rivers relatively unnoticed to their target destinations. (No special notes.)

Weapon Modifications for MiGM-5M Шпион (Spy):

Weapon: VAG-73 Герасименко: With the Russians wishing for their weapons to be more effecient in battle, the VAG-73 was developed. It is a Russian pistol capable of firing caseless bullets from a 48 round grip-inserted magazine. (No special notes.)

Weapon: Автомат Подводный Специальный: The APS Underwater Assault Rifle is an AK-47 derivative designed by the Soviet Union in the early 1970s as an underwater firearm for use by the Spetsnaz walkers. Underwater, ordinary-shaped bullets are inaccurate and very short-range. As a result, this rifle fires a long, spike-like steel bolt. Its magazine holds 26 cartridges. The APS's barrel is not rifled; the fired projectile is kept in line by hydrodynamic effects. As a result, the APS is somewhat inaccurate when fired out of water. The APS has a longer range and more penetrating power than spearguns. (No special notes.)

Weapon: AW-72 Борьбе кучи Бункер: The purpose of the Spy was to hunt down specific enemy aces and destroy either them or at least their walkers with deadly effeciency. In the event that sniping is not an option, the Spy is to use it's stealth and pilot's cunning to get in close to deliver a single, fatal strike. This could not be accomplished with the scout knife, so the Spy was equipped with a special combat pile bunker. The spike is driven through the enemy's cockpit or power source, then with the assistance of a gas driven piston deals a critical blow. (Pretty Alteiseny, really.)

Weapon: SVD-137 Снайперская винтовка Драгунова: The Dragunov sniper rifle is a semi-automatic sniper rifle that has previously seen action in Operation: Red Dawn. This model has been scaled down for Spy's size and use. While lacking the raw power of the White Feather's refit Browning, it was still used to deadly effeciently during the Vietnam War. (No special notes.)

MiGM-5M Шпион (Spy)'s Frame and Systems:

Frame Modifications:While the Americans were working with testing their new H-Cell technology, the Russians were doggedly focused on highly effecient and easily replacable batteries to power their special operation walkers. The batteries were mass produced in such a volume that even if they did not run as long as the h-cells, they could be quickly removed and replaced on the fly during battle. Because they ran on batteries, the special ops walkers were much more silent then their front line counterparts. These walkers also possessed drill like rollers in their feet that proved to be more effective then standard treads in assisting with movement in difficult terrain. As a result, they were much faster. This particular special operations walker was the Spy and was actually a vastly different design from the Spetsnaz. In reality it was a completely different model that was hidden from other countries by being touted as a custom Spetsnaz. It's frame is lighter and more mobile. (No special notes.)

Протей-5 Подводный шасси: The Spy, like the Spetsnaz, was unique in that it possessed a perfectly sealed cockpit with rebreather technology. It's power source and other vital parts of the walker were sealed as well, to allow for use underwater. While engaged in water, the Spy's arms and legs have pontoons that fill with air to allow them to float, and turbines that give them movement. This allowed them to travel through rivers relatively unnoticed to their target destinations. (No special notes.)

Camo Index: As the Spy was specifically built to carry out assassination missions where remaining hidden from enemy detection is key, it features a number of recent technologies designed to hide it from enemy eyes. This technology was stolen from [Отредактированный, см. отчет о работе: Змея едок]. To begin with, all the joints and moving parts (where practicable) were coated or surrounded in rubber in order to reduce the noise they generate. Secondly, the Spy is painted in a dark black paint that incorporated some early attempts at radar absorbing materials, though in practice this paint was revealed to be almost entirely ineffective. Lastly, the Spy is equipped with a number of rollers over it's body that can be loaded with a number of camouflage rolls. When extended, these rolls attempt to increase the Spy's stealthiness by blending in with the terrain, and breaking the pattern of it's body. All of these features are less effective (or completely ineffective) when the Spy is in motion, but can make it undetectable when it is stationary. (No special notes.)

Weapon Modifications for MiGM-5S Черный (Black):

Weapon: NR-40 нож разведчика: Based on the infantry use NR-40 scout knife, it has a harder, tempered blade to cut into walking tank armor. This version is smaller then the one seen on the nuclear walkers used in Operation: Red Dawn. (No special notes.)

Weapon: VAG-73 Герасименко: With the Russians wishing for their weapons to be more effecient in battle, the VAG-73 was developed. It is a Russian pistol capable of firing caseless bullets from a 48 round grip-inserted magazine. (No special notes.)

Weapon: 82-Полевой Миномёт-41 (ЧМ-19): The MiGM-5S Черный, or "Black", was equipped with a large mortar that was rolled out with several types of shells for ammunition. The purpose of the Black was to strike at targets from a distance and devastate enemy ranks. The most unassuming of it's mortar shells carried chaff to jam up enemy radar screens in the area. (MAP Attack.)

Weapon: 82-Полевой Миномёт-41 (Ампс-2): Among the Black's collection of questionable, illegal chemical mortars was a non-lethal collection called Anti-Mech Foam Compound. Upon detention amongst a squad of walkers, it's contents would rapidly expand around the enemy and harden, making it impossible for them to move. (MAP Attack.)

Weapon: 82-Полевой Миномёт-41 (AПн-п-7): A highly controversial compound, the Anti Personnel Nerve Gas utilized by Black during the Vietnam War is one of the reasons that the Soviets vehemently denied the existance of the unit for decades. This vile nerve gas would cause enemy pilots to become extremely irritable and paranoid, beleiving themselves to be surrounded by enemies. It would not take long for them to go berserk and attack their own allies in a mindless fury. Between 3 to 5 hours later, the enemy pilots would die from a brain hemmorage. (MAP Attack.)

Weapon: 82-Полевой Миномёт-41 (БфД-9): White phosphorus payloads are typically small and used in smoke grenades for screening and signalling. The mortar carried by Black, however, consisted of a highly absurd amount of WP and it's intended use was to burn enemy forces to the ground in a timely fashion from a distance, before they could react to what was happening. (MAP Attack.)

Weapon: 82-Полевой Миномёт-41 (АмКра-5): Probably the worst of the chemical weapons used by Black, the Anti-Mech Corrosive Agent makes a comeback after being used by the Heavyhands in Operation: Red Dawn. This lethal, horrific "acid fog" eats through walking tank armor at an accelerated rate, while reducing organic objects like trees or even civilians to a puddle of base materials in seconds. (MAP Attack.)

MiGM-5S Черный (Black)'s Frame and Systems:

Frame Modifications:While the Americans were working with testing their new H-Cell technology, the Russians were doggedly focused on highly effecient and easily replacable batteries to power their special operation walkers. The batteries were mass produced in such a volume that even if they did not run as long as the h-cells, they could be quickly removed and replaced on the fly during battle. Because they ran on batteries, the special ops walkers were much more silent then their front line counterparts. These walkers also possessed drill like rollers in their feet that proved to be more effective then standard treads in assisting with movement in difficult terrain. As a result, they were much faster. This particular special operations walker was known as "Black" and was used in black operations. The mass destruction of key targets across Vietnam, regardless of the loss of civilian life. (No special notes.)

Отрицания протоколов: The Black possessed a "Denial Protocols" self destruct system. The last thing the Soviets wanted was for news of their atrocities to get back to their American allies. So to give them the ability to deny whatever accusations were thrown their way, the pilots were to follow strict orders if cornered or captured. Engage the self destruct system and die a hero for Mother Russia. (No special notes.)

Weapon Modifications for MiGM-5C Солнеш (Solar):

Weapon: NR-40 нож разведчика: Based on the infantry use NR-40 scout knife, it has a harder, tempered blade to cut into walking tank armor. This version is smaller then the one seen on the nuclear walkers used in Operation: Red Dawn. (No special notes.)

Weapon: VAG-73 Герасименко: With the Russians wishing for their weapons to be more effecient in battle, the VAG-73 was developed. It is a Russian pistol capable of firing caseless bullets from a 48 round grip-inserted magazine. (No special notes.)

Weapon: TKB-059 Буллпап винтовки: The TKB-059 was a Soviet three-barrel bullpup assault rifle, capable of fully automatic fire. The weapons used a 90 round magazine, with each barrel independently fed from the magazine. The intent was to create a weapon with an increased hitting probability and stopping power. (No special notes.)

Weapon: BG-15 Муха: This is an under barrel grenade launcher typically fitted for the AK-74, but in this case was specially designed for use with the TKB-059. There was only a single launcher rather then one attached to each of the rifle's three barrels. (No special notes.)

MiGM-5C Солнеш (Solar)'s Frame and Systems:

Frame Modifications:While the Americans were working with testing their new H-Cell technology, the Russians were doggedly focused on highly effecient and easily replacable batteries to power their special operation walkers. The batteries were mass produced in such a volume that even if they did not run as long as the h-cells, they could be quickly removed and replaced on the fly during battle. Because they ran on batteries, the special ops walkers were much more silent then their front line counterparts. These walkers also possessed drill like rollers in their feet that proved to be more effective then standard treads in assisting with movement in difficult terrain. As a result, they were much faster. This particular special operations walker was known by higher ups as the Solar. It served as a test bed to see if solar energy could be utilized to increase the field time of their battery driven walkers. It was largely considered a failure thanks to the amount of time it required for a walker to fully charge, compared to how quickly the batteries could be replaced. (No special notes.)

Экспериментальная солнечная клетка мачта: The Experimental Solar Cell Mast was a telescoping antennae the Solar used to extend it's solar cells up above the jungle canopy in Vietnam. The process of recharging was fairly slow but actually worked, indeed extending the field time of the walker. Though considered a failure, the Solar's cell mast was put aside for further development in the future. (Ridiculously tiny EN regen.)

Edited by Silkroad

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MiGM-3 Солдат (Soldat)

Statistics:

HP: 2400, EN: 110, Agi: 320

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

Weapons:

[F] Ударил (M)- 500 damage [+0%]

[+] VAG-73 Герасименко- 500 damage, 40 rounds [+30%]

[F] NR-40 нож разведчика (M)- 650 damage [+0%]

[+] Автомат Калашникова образца 1974 года (F:5)- 500 damage, 30 rounds [+10%]

[+] KS-23 Дробовик (S)- 3500 damage, 3 rounds [+10%]

[+] RKG-3 противотанковые гранаты- 2500 damage, 2 rounds [+0%]

[+] BM-21 Град (PASF:12)- 300 damage, 24 rounds, [+10%]

Inherent Abilities:

1) Walking Tank

2) Countercut: NR-40 нож разведчика

3) Countershoot: VAG-73 Герасименко, Автомат Калашникова образца 1974 года

Purchasing Cost: 90 Credits

Pilot Slots: 3

MiGM-5 Спецназ (Spetsnaz)

Statistics:

HP: 2400, EN: 90, Agi: 300

IS: 4, Move: G/W, Size: M, Rank: 4

Weapons:

[F] Ударил (M)- 500 damage [+0%]

[+] VAG-73 Герасименко- 500 damage, 40 rounds [+30%]

[F] NR-40 нож разведчика (M)- 650 damage [+0%]

[H] NR-40 нож разведчика [Стрелять]- 650 damage, Armor Pierce, 1 round [+10%]

[+] Автомат Подводный Специальный (F:3)- 700 damage, 36 rounds [-10%]

[+] GShG-7.62 Гатлинг-типа пулемета (SF:8)- 400 damage, 40 rounds [+10%]

[+] AGS-17 Пламя (ASF:5)- 1000 damage, 15 rounds, [+10%]

Inherent Abilities:

1) Walking Tank

2) Countercut: NR-40 нож разведчика

3) Countershoot: VAG-73 Герасименко, GShG-7.62 Гатлинг-типа пулемета

4) Автомат Подводный Специальный: Accuracy +20% when used in water terrains

5) NR-40 нож разведчика [Стрелять]: If rounds of this attack are 0, disable NR-40 нож разведчика.

Purchasing Cost: 120 Credits

MiGM-5M Шпион (Spy)

Statistics:

HP: 2200, EN: 90, Agi: 280

IS: 4, Move: G/W, Size: M, Rank: 4

Weapons:

[F] Ударил (M)- 500 damage [+0%]

[+] VAG-73 Герасименко- 500 damage, 40 rounds [+30%]

[+] Автомат Подводный Специальный (F:3)- 700 damage, 36 rounds [-10%]

[+] SVD-137 Снайперская винтовка Драгунова- 1500 damage, 10 rounds [+20%]

[F] AW-72 Борьбе кучи Бункер- 3500 damage, Armor Pierce, 6 rounds [+15%]

Inherent Abilities:

1) Walking Tank

2) Countercut: AW-72 Борьбе кучи Бункер

3) Countershoot: VAG-73 Герасименко, GShG-7.62 Гатлинг-типа пулемета

4) Stealth

5) Snipe: SVD-137 Снайперская винтовка Драгунова [+30%]

6) Автомат Подводный Специальный: Accuracy +20% when used in water terrains

Purchasing Cost: 120 Credits

MiGM-5S Черный (Black)

Statistics:

HP: 2400, EN: 90, Agi: 300

IS: 4, Move: G/W, Size: M, Rank: 4

Weapons:

[F] Ударил (M)- 500 damage [+0%]

[+] VAG-73 Герасименко- 500 damage, 40 rounds [+30%]

[F] NR-40 нож разведчика (M)- 650 damage [+0%]

MAP Attacks:

[+] 82-Полевой Миномёт-41 (ЧМ-19) (T:3)- Accuracy Break, 2 rounds [+0%]

[+] 82-Полевой Миномёт-41 (AПн-п-7) (T:3)- 2 rounds [+0%]

[+] 82-Полевой Миномёт-41 (БфД-9) (T:3)- Burn, 2 rounds [+0%]

[+] 82-Полевой Миномёт-41 (АмКра-5) (T:6)- Acid, 1 round [+10%]

[+] 82-Полевой Миномёт-41 (Ампс-2) (T:3)- 100 damage, Mobility Break, 2 rounds [+0%]

Inherent Abilities:

1) Walking Tank

2) Countercut: NR-40 нож разведчика

3) Countershoot: VAG-73 Герасименко

4) Отрицания протоколов: Same effects as Self Destruct

5) 82-Полевой Миномёт-41 (AПн-п-7): Units hit by this attack gain Berserker (1/3) for 3 rounds. This is considered a status attack. Units with SP Canceller are immune to this attack.

Purchasing Cost: 120 Credits

MiGM-5C Солнеш (Solar)

Statistics:

HP: 2400, EN: 90, Agi: 300

IS: 4, Move: G/W, Size: M, Rank: 4

Weapons:

[F] Ударил (M)- 500 damage [+0%]

[+] VAG-73 Герасименко- 500 damage, 40 rounds [+30%]

[F] NR-40 нож разведчика (M)- 650 damage [+0%]

[+] TKB-059 Буллпап винтовки (F:6)- 500 damage, 60 rounds [+10%]

[+] BG-15 Муха- 2500 damage, 4 rounds [+0%]

Inherent Abilities:

1) Walking Tank

2) Countercut: NR-40 нож разведчика

3) Countershoot: VAG-73 Герасименко, TKB-059 Буллпап винтовки

4) Экспериментальная солнечная клетка мачта: Same effects as Solar Panel S

Purchasing Cost: 100 Credits

Cost to Add: 180 x 5 = 900 + 1059 (Last set) = 1959

Edited by Akita

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Good times. Last batch.

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ThunderGearRoadtoSaigon.png

The Real Saga continues: Thunder Gear: Road to Saigon

Project Designation: IW-10, HCW-01SOC1, HCW-01SOC2, HCW-01SOC3, HCW-01SOC4, MiGM-3, MiGM-5, MiGM-5M, MiGM-5S, MiGM-5C, RSW-001VC, PLAMF-Type 19, PLAMF-Type 20, H-1, MiG-21WT, AH-1WT

Project Name: Bulldog, White Feather, Lumberjack, Snake, Toaster, Soldat, Spetsnaz, Shpion, Chernyi, Solnech, Shitwalker, Chilong, Shenlong, Fenghuang, Belemnit, Fire CobraHuey.

Project Information: (The story for this project is based on the Thunder Gear saga. The newest chapter can be found here.)

Weapon Modifications for AFWT-001VC Wildcat Custom "Shitwalker":

Weapon: Piston-driven Pitchfork: The Vietcong using the "Shitwalker" had to deal with making repairs on the fly. Often, the bayonets on the walkers would snap off, forcing them to replace it with farming implements. The most common is the pitchfork, but others use shovels, spades, combine blades, and large scythe blades. (No special notes.)

Weapon: Автомат Калашникова образца 1974 года: Often, the Vietcong were short on supplies including weaponry. Because of this, they became expert salvagers and scavengers. Whenever a enemy walker is taken down in an ambush, the VC pick it apart, taking any weapons it may have and adapting them to the "Shitwalker"'s weapon rack. Among the most common weapons taken were AK-74s, mostly because of the vast number of them avaliable. (No special notes, Weapon rack.)

Weapon: 59式手榴彈碎片: These fragmentation grenades were given to the VC by the PLA. Knockoffs of Russian RGD grenades, they're thrown via the primative grenade launchers utilized by the "Shitwalker" in the absense of functioning hands. (No special notes.)

Weapon: SOW Machine Shotgun: Often, the Vietcong were short on supplies including weaponry. Because of this, they became expert salvagers and scavengers. Whenever a enemy walker is taken down in an ambush, the VC pick it apart, taking any weapons it may have and adapting them to the "Shitwalker"'s weapon rack. Among the most common weapons taken were SOWs, due to the much needed punch they gave their walkers. (No special notes, Weapon rack.)

AFWT-001VC Wildcat Custom "Shitwalker"'s Frame and Systems:

Frame Modifications:The customized Wildcats used by the Vietcong were very old. Inherited from the Viet Minh following the Indochina War. Originally they had gasoline engines but given that they were using guerilla tactics and lurking about in the jungles, the Vietcong clearly did not have the means to gas up whenever they could. The solution was to convert the walkers to run off a more readily avaliable fuel source; methane gas from manure. The weapon racks were modified to make room for a fuel holding tank. The walkers worked but the use of manure and their tell-tale smell gave them the nickname "Shitwalker" from American walker pilots. Like the old Wildcats, they required three pilots to run. (No special notes.)

Weapon Rack: AFWT-001VC Wildcat Custom "Shitwalker"s have no hands of their own, as hands were too difficult to manage at the time of their construction. So instead, special connectors were made inside the wrists, and a belt controlled weapon rack was designed for the walking tank's back. Weapons would be mounted on this rack, already fitted with rudumentary hands that functioned only to pull the trigger on the weapon, and offer support for the resulting recoil. As a result, the walking tanks can only equip one weapon off the rack at a time, and have to purge the existing weapon in order to switch. (No special notes.)

Weapon Modifications for PLAMF-Type 19 赤龍 (Chilong):

Weapon: 70型氣動刀: The chinese have had a good deal of experience with battling it out with walkers close up during the Korean War. They wanted a melee weapon that could handily disable a walker with a few quick slashes. The result was the Type 70 pneumatic cutter. It looked like a long combat knife with a secondary blade that springs from the bottom. In use, the blades use a pneumatic piston cut through armor like a knife through hot butter. (No special notes.)

Weapon: 77式手枪: The type 77 pistol is a compact, blowback-operated semi-automatic handgun. The Type 77 utilizes a striker-fired single action firing mechanism and is carried with a loaded magazine and empty chamber. Like other firearms used by the Chinese, the Type 77s were equipped with tracer ammunition. (No special notes.)

Weapon: 63式突擊步槍: The Type 63, often incorrectly referred to as Type 68 by Western sources, is a Chinese-designed rifle with a resemblance to the SKS. However, the weapon uses a rotating bolt working system from the AK-47 rifle, rather than the tilting bolt system of the SKS. The Type 63/68 rifle is a select-fire weapon, feeding by proprietary "cut-down" 20-round magazines or standard AK-47 30-round magazines, although these require minor modifications (removal of the bolt hold-open device) to fit. The fire selector is placed on the right side of the weapon right above the trigger guard, at index finger reach. The Type 63/68 rifle also features a non-removable folding spike-bayonet. Like other firearms used by the Chinese, the Type 63s were equipped with tracer ammunition. (No special notes.)

Weapon: 59式手榴彈碎片: The type 59 fragmentation grenade is a chinese knock off of the Russian RGD grenade. (No special notes.)

Weapon: 58型火焰噴射器: The Type 58 flamethrower was rarely used in the Korean War by the chinese military but saw more service in the Vietnam War to burn down allied controlled brush and to flush out enemy ground patrols. Rather then using a seperate flamethrower fuel tank, the Chilong's flamethrower was directly connected to it's own fuel stores to avoid a potential disasterious weak link. (No special notes.)

Weapon: 虹影- 5單兵攜帶防空系統: The HN-5 (or Hong Ying-5), is a family of first generation Chinese man-portable air-defense systems (MANPAD) based on Soviet technology. The literal translation of Hong Ying is Red Tassel, but HN abbreviation is used to avoid confusion with HY (Hai Ying, or Sea Eagle) series anti-ship missiles of Silkworm missile family. The HN-5 is a reverse-engineered version of the Soviet SA-7A. Due to the urgent need for MANPADs, North Vietnam provided China with an original sample during the Vietnam War and asked China to produce and supply NVA with copies. This urgency was due to the allied forces relying on air support more and more often before a major ground offensive. (No special note.)

PLAMF-Type 19 赤龍 (Chilong)'s Frame and Systems:

Frame Modifications:The chinese made Chilong was the next logical improvement over the drastically successful Type-10 Mantis. Using a highly effecient diesel engine, the most popular choice for front line walkers during the war, the PLA produced so many of these units during the Vietnam War that many allied pilots beleived that the Chilongs were an unstoppable force. With the use of advance fighter bombing runs and helicopter support however, that belief wore thin. Still, the Chilong was a major threat that could have turned the tide of the war much earlier if the PLA was risking to deploy all of their numbers to Vietnam. However, the chinese opted to keep a good deal of them within their own borders in order to secure their own high risk targets and secret facilities. Chilongs, like most front line walkers, required a pair of pilots to operate. One at the controls, and one manning the weapons. (No special notes.)

Weapon Modifications for PLAMF-Type 20 神龍 (Shenlong):

Weapon: 70型氣動刀: The chinese have had a good deal of experience with battling it out with walkers close up during the Korean War. They wanted a melee weapon that could handily disable a walker with a few quick slashes. The result was the Type 70 pneumatic cutter. It looked like a long combat knife with a secondary blade that springs from the bottom. In use, the blades use a pneumatic piston cut through armor like a knife through hot butter. (No special notes.)

Weapon: 77式手枪: The type 77 pistol is a compact, blowback-operated semi-automatic handgun. The Type 77 utilizes a striker-fired single action firing mechanism and is carried with a loaded magazine and empty chamber. Like other firearms used by the Chinese, the Type 77s were equipped with tracer ammunition. (No special notes.)

Weapon: 67型機槍: The Type 67 is a general purpose machine gun used by the Chinese People's Liberation Army. It shares some design features with the Soviet-built PK machine gun, but is a true hybrid of a number of different machine gun models, including both Soviet and Western designs that had been in Chinese military service at various times throughout the twentieth century. Like other firearms used by the Chinese, the Type 67s were equipped with tracer ammunition. (No special notes.)

Weapon: 79型狙擊步槍: The type 79 sniper rifle is little more then a chinese knockoff of the Dragunov sniper rifle used by the Soviet Union. Despite being a knockoff, it is a quality piece of hardware, equal to the Dragunov in every way. The difference between the two are the Chinese's blatent use of tracer ammunition in their firearms. (No special notes.)

Weapon: 73型自動榴彈發射器: The Type 73 is a heavy infantry support weapon that fires a steady rate of grenades in either direct or indirect fire modes to provide suppressive and lethal fire support. The weapon operates using a blowback mechanism to sustain operation. Rounds are fired through a rifled barrel which is removable quickly to reduce barrel stress. Ammunition is held in a metal box feed, and is linked. Standard boxes contain 30 rounds of linked ammunition. (No special notes.)

PLAMF-Type 20 神龍 (Shenlong)'s Frame and Systems:

Frame Modifications:The Shenlong represented the special forces of the PLA, often nicknamed the "Crimson Dragoons". Based off stolen designs for the Russian Spetsnaz, the Shenlongs ran off identical batteries used by Russian walkers. Their design was more streamlined though and low profile, with dark paint jobs and smaller frames. While the Chilongs eventually lost their air of invincibility, the Shenlongs were consistantly feared during their war, thanks in part to their revolutionary design, use of tracer rounds, and ability to infiltrate nearly any target that they were assigned. (No special notes.)

喜桂實驗隱形磁場發電機: The Hēi Gui experimental stealth field generators used by the Shenlong during the Vietnam War possibly represented the most advanced technology used during the war. It generates a modulating field that transmits the reflected light from one side of an object to the other, making a walker much harder to notice (but not completely invisible). This combined with the silent running battery made Shenlongs nightmarish to face in night combat. The stealth field generator was very early in it's infancy though, and was every hard on the battery. Ideally the Shenlong pilot would not keep it active for long, or face being captured behind enemy lines. (No special notes.)

Weapon Modifications for H-1 鳳凰 (Fenghuang):

Weapon: 70型氣動刀: The chinese have had a good deal of experience with battling it out with walkers close up during the Korean War. They wanted a melee weapon that could handily disable a walker with a few quick slashes. The result was the Type 70 pneumatic cutter. It looked like a long combat knife with a secondary blade that springs from the bottom. In use, the blades use a pneumatic piston cut through armor like a knife through hot butter. (No special notes.)

Weapon: 77式手枪: The type 77 pistol is a compact, blowback-operated semi-automatic handgun. The Type 77 utilizes a striker-fired single action firing mechanism and is carried with a loaded magazine and empty chamber. Like other firearms used by the Chinese, the Type 77s were equipped with tracer ammunition. (No special notes.)

Weapon: 63式突擊步槍: The Type 63, often incorrectly referred to as Type 68 by Western sources, is a Chinese-designed rifle with a resemblance to the SKS. However, the weapon uses a rotating bolt working system from the AK-47 rifle, rather than the tilting bolt system of the SKS. The Type 63/68 rifle is a select-fire weapon, feeding by proprietary "cut-down" 20-round magazines or standard AK-47 30-round magazines, although these require minor modifications (removal of the bolt hold-open device) to fit. The fire selector is placed on the right side of the weapon right above the trigger guard, at index finger reach. The Type 63/68 rifle also features a non-removable folding spike-bayonet. Like other firearms used by the Chinese, the Type 63s were equipped with tracer ammunition. (No special notes, hardpoint.)

Weapon: 59式手榴彈碎片: The type 59 fragmentation grenade is a chinese knock off of the Russian RGD grenade. (No special notes.)

Weapon: 67型機槍: The Type 67 is a general purpose machine gun used by the Chinese People's Liberation Army. It shares some design features with the Soviet-built PK machine gun, but is a true hybrid of a number of different machine gun models, including both Soviet and Western designs that had been in Chinese military service at various times throughout the twentieth century. Like other firearms used by the Chinese, the Type 67s were equipped with tracer ammunition. (No special notes, hardpoint.)

Weapon: 79型狙擊步槍: The type 79 sniper rifle is little more then a chinese knockoff of the Dragunov sniper rifle used by the Soviet Union. Despite being a knockoff, it is a quality piece of hardware, equal to the Dragunov in every way. The difference between the two are the Chinese's blatent use of tracer ammunition in their firearms. (No special notes, hardpoint.)

Weapon: 虹影- 5單兵攜帶防空系統: The HN-5 (or Hong Ying-5), is a family of first generation Chinese man-portable air-defense systems (MANPAD) based on Soviet technology. The literal translation of Hong Ying is Red Tassel, but HN abbreviation is used to avoid confusion with HY (Hai Ying, or Sea Eagle) series anti-ship missiles of Silkworm missile family. The HN-5 is a reverse-engineered version of the Soviet SA-7A. Due to the urgent need for MANPADs, North Vietnam provided China with an original sample during the Vietnam War and asked China to produce and supply NVA with copies. This urgency was due to the allied forces relying on air support more and more often before a major ground offensive. (No special note, hardpoint.)

Weapon: 73型自動榴彈發射器: The Type 73 is a heavy infantry support weapon that fires a steady rate of grenades in either direct or indirect fire modes to provide suppressive and lethal fire support. The weapon operates using a blowback mechanism to sustain operation. Rounds are fired through a rifled barrel which is removable quickly to reduce barrel stress. Ammunition is held in a metal box feed, and is linked. Standard boxes contain 30 rounds of linked ammunition. (No special notes, hardpoint.)

Weapon: 5型燃料空氣戰鬥部: The Fenghuangs were each equipped with a single, massive fuel air bomb and a appropriate launcher system which was based on the Davy Crockett system used by the Wolverines during Operation: Red Dawn. Though not a nuclear warhead, the bomb is marked with nuclear markings to mislead the pilots into beleiving they are carrying atomic weaponry. Well not having the strength of a atomic bomb, the fuel air bomb is remarkably large and could cause significant damage to a targeted area if fired. (No special notes, hardpoint.)

H-1 鳳凰 (Fenghuang)'s Frame and Systems:

Frame Modifications:The only nuclear walker to be deployed during the Vietnam War, a sizable number of Fenghuangs were rolled out despite international laws banning them, stemming from Operation: Red Dawn. The initial design of the Fenghuang was directly based on stolen plans for the American Wolverine. Where the Americans failed, however, the chinese were successful in creating a stable nuclear reactor. Despite any damage dealt to the Fenghuang, it would not suffer a meltdown. If critical damage is deal to the walker, enough to upset the operation of it's reactor, safetys are engaged and the Fenghuang switches over to a pair of batteries as backup. It stands taller then all other walkers during the Vietnam War. Like other walkers, it possesses treads in it's feet to deal with difficult terrain. (No special notes.)

Hardpoints: The H-1 鳳凰 (Fenghuang) uses a hardpoint system that allows it to choose what sort of weapon layout it's going to use. (Woo.)

原子反應堆超載: Despite having stabilized the nuclear reactor, the Chinese decided to add one final assurance for victory in Vietnam. Each Fenghuang's reactor was connected to a remote beacon built into the walker's head. From a bunker deep in China, each Fenghuang's reactor could be remotely detonated, turning the walker into a large nuclear bomb. (I'm seeing this basically like an Unstable Reactor that isn't affected by HP limit, but can be activated whenever.)

重甲: Because the Fenghuangs use powerful nuclear reactors, they have the strength to arm heavier, thicker armor then any other walker in the field. Practically indestructible to standard weapons fire, the Fenghuang's armor allows it to take on an entire walker squad on it's own... Provided they are not armed with explosive weaponry. (No special notes.)

Weapon Modifications for MiG-21WT белемнит (Thunderbolt):

Weapon: NR-30 30-мм пушки: The NR-30 was a single-barrel, short recoil operated cannon. It fired a massive projectile, requiring a muzzle brake with an integrated flame damper to prevent airframe damage from its firing. It had a velocity of around 800 m/s, a projectile weighing 400 grams (twice that of the 23 mm and half that of 37 mm guns), a rate of fire of 900 cycles per minute, even greater than NR-23, and a typical load of 70 shells for each gun. Generally it was fitted into the wings rather than in the nose. Although its rate of fire makes it more suited for air-to-ground use, it is, by all accounts, a formidable weapon combining reasonable accuracy and devastating hitting power. (No special notes.)

Weapon: UV-16-57 57-мм реактивный гранатомет: This weapon is a 16 tube 57mm Rocket Pod, one fitted on each wing of the MiG-21. (No special notes.)

Weapon: 3M-6 противотанковых ракет: These anti-walker missiles were somewhat revolutionary during the Vietnam as they used laser guidance to home in on their targets with pintpoint accuracy. Each MiG-21 was equipped with six of these missiles. (No special notes.)

Weapon: FAB-250 Фугасная Авиационная бомба: These 250 pound bombs were used on bombing runs along enemy lines to damage or disable their walkers before a ground force marched in and cleaned up what was left. Each MiG-21 was equipped with five of these bombs. (No special notes.)

Weapon: S-24 Тяжелый ракетный: The 240mm S-24 Air to Surface heavy rocket was the biggest, heaviest rocket utilized by the Russians during the Vietnam War. Weighing a ton, it was primarily used against major targets or against clustered enemy walkers during a surprise attack. (No special notes.)

MiG-21WT белемнит (Thunderbolt)'s Frame and Systems:

Frame Modifications:The Mikoyan-Gurevich MiG-21 (Russian: Микоян и Гуревич МиГ-21; NATO reporting name "Fishbed") is a supersonic jet fighter aircraft, designed by the Mikoyan-Gurevich Design Bureau in the Soviet Union. It was popularly nicknamed "balalaika", from the aircraft's planform-view resemblance to the Russian stringed musical instrument or ołówek (English: pencil) by Polish pilots due to the shape of its fuselage. Early versions are considered second-generation jet fighters, while later versions are considered to be third-generation jet fighters. Some 50 countries over four continents have flown the MiG-21, and it still serves many nations a half-century after its maiden flight. The fighter made aviation records. At least by name, it is the most-produced supersonic jet aircraft in aviation history and the most-produced combat aircraft since the Korean War, and it had the longest production run of a combat aircraft (1959 to 1985 over all variants). This variant in particular was designed for specific use against ground based walkers. (No special notes.)

Hardpoints: The MiG-21WT белемнит (Thunderbolt) uses a hardpoint system that allows it to choose what sort of weapon layout it's going to use. (Woo.)

Weapon Modifications for AH-1WT Fire HueyCobra:

Weapon: 7.62mm Minigun: This minigun was one of the weapons mounted in the M28 turret located in the front of the helicopter. It is typically used to supress enemy foot soldiers and give cover fire for allied walkers on the ground. (No special notes.)

Weapon: XM195 20mm Vulcan: An armament subsystem providing a single M195 20 mm cannon on the port inboard pylon of the AH-1G. 950 rounds of ammunition were stored in boxes faired to the side of the aircraft. The system was primarily pilot controlled, but featured dual controls to be either pilot or gunner controlled. For this purpose the pilot was provided with a M73 sight. (No special notes.)

Weapon: M129 40mm Grenade launcher: The M129 is a 40mm automatic grenade launcher that was used as an aircraft weapon in United States service. It was developed from the earlier M75 and was capable of using both the high-velocity 40x53mm grenade and the lower velocity 40x46mm grenade. It was built for use with the M28 turret, alongside the minigun. (No special notes.)

Weapon: M200 19-Tube Rocket Launcher: The Mk 4 Folding-Fin Aerial Rocket (FFAR) was a 2.75 in (70 mm) diameter unguided rocket weapon commonly used by U.S. military aircraft. It was intended as an air-to-air weapon to allow interceptor aircraft to shoot down enemy bombers with greater range and effectiveness than machine guns or cannon. It was later developed into a modular rocket motor for air-to-ground use. They're fired from a 19-tube rocket launcher pod. (No special notes.)

Weapon: XM26 TOW Weapons System: TOW, short for Tube-launched, Optically-tracked, Wire command data link, guided missile was developed during Vietnam War. Utilizing wire guided missiles, helicopter gunners could control the path of the missile to strike a walker with pin-point percision, eliminating much wasted ammo. (No special notes.)

AH-1WT Fire CobraHuey's Frame and Systems:

Frame Modifications: The Bell AH-1 Cobra (company designation: Model 209) is a two-bladed, single engine attack helicopter manufactured by Bell Helicopter. It shares a common engine, transmission and rotor system with the older UH-1 Iroquois. The AH-1 is also referred to as the HueyCobra. This particular model was built to serve as support for heavy Chinooks which flew in walkers to the front. They served their purpose quite well and teamed up with the Thunderbolt, dealt the enemy forces a considerable blow. (No special notes.)

Hardpoints: The AH-1WT Fire CobraHuey uses a hardpoint system that allows it to choose what sort of weapon layout it's going to use. (Woo.)

Weapon Modifications for Son of Hindenburg:

Weapon: MY PARENTS ARE DEAAAAAD!!: Son of Hindenburg has a emotional moment as it laments on the death of it's parents. And nothing of value was lost. (cheer up emo blimp)

Weapon: Ram and burst into flames Jr.: The family tradition continues as the Son of Hindenburg rams it's enemy and bursts into flames! (lol boom)

Son of Hindenburg's Frame and Systems:

Frame Modifications: It's the son of Hindenburg. Seriously, if you need to know more... (teh zeppelin.)

Edited by Silkroad

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AFWT-001VC Wildcat Custom "Shitwalker"

Statistics:

HP: 1200, EN: 30, Agi: 310

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

Weapons:

[F] giùi (M) - 300 damage [+0%]

[F] Piston-driven Pitchfork (M)- 350 damage [+0%]

[+] 59式手榴霰彈 (S)- 1800 damage, 6 rounds [+0%]

[+] Автомат Калашникова образца 1974 года (F:5)- 500 damage, 30 rounds [+10%]

[+] SOW Machine Shotgun (ASF:3)- 1000 damage, 15 rounds [+10%]

Inherent Abilities:

1) Walking Tank

2) Countercut: Piston-driven Pitchfork

3) Countershoot: Автомат Калашникова образца 1974 года

4) Weapon Rack: Choose between Автомат Калашникова образца 1974 года, and SOW Machine Shotgun at deployment. Any weapons not chosen are disabled. You may enable a disabled weapon by disabling the chosen weapon for the remainder of battle.

Replacement Cost: 10 Credits (AFWT-001 Wildcat)

Pilot Slots: 3

PLAMF-Type 19 赤龍 (Chilong)

Statistics:

HP: 2400, EN: 100, Agi: 300

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

Weapons:

[F] 混戰 (M)- 500 damage [+0%]

[+] 77式手枪- 500 damage, 7 rounds [+35%]

[F] 70型氣動刀 (M)- 1100 damage [+0%]

[+] 5單兵攜帶式防空系統 (PG)- 1500 damage, 4 rounds [+40%]

[+] 59式手榴霰彈 (S)- 1800 damage, 6 rounds [+0%]

[+] 63式突擊步槍 (F:3)- 650 damage, 30 rounds [+15%]

[F] 63式突擊步槍 [刺刀] (M)- 800 damage [+0%]

[+] 58型火焰噴射器 (V:3)- 500 damage/3 EN, Burn [+10%]

Inherent Abilities:

1) Walking Tank

2) Countercut: 70型氣動刀, 63式突擊步槍 [刺刀]

3) Countershoot: 77式手枪, 63式突擊步槍

Purchasing Cost: 110 Credits

Pilot Slots: 2

PLAMF-Type 20 神龍 (Shenlong)

Statistics:

HP: 2100, EN: 90, Agi: 290

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

Weapons:

[F] 混戰 (M)- 500 damage [+0%]

[+] 77式手枪- 500 damage, 7 rounds [+35%]

[F] 70型氣動刀 (M)- 1100 damage [+0%]

[+] 79型狙擊步槍- 1500 damage, 10 rounds [+20%]

[+] 67型機槍 (F:8)- 300 damage, 80 rounds [+15%]

[+] 73型自動榴彈發射器 (ASF:4)- 1000 damage, 20 rounds [+10%]

Inherent Abilities:

1) Walking Tank

2) Countercut: 70型氣動刀

3) Countershoot: 77式手枪, 67型機槍

4) 喜桂實驗性低可偵測磁場儀 (7): Same effects as Double Image, but consumes 20 EN per use.

5) Snipe: 79型狙擊步槍 [+30%]

Purchasing Cost: 120 Credits

H-1 鳳凰 (Fenghuang)

Statistics:

HP: 3000, EN: 160, Agi: 290

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

Weapons:

[F] 混戰 (M)- 500 damage [+0%]

[+] 77式手枪- 500 damage, 7 rounds [+35%]

[F] 70型氣動刀 (M)- 1100 damage [+0%]

[+] 5單兵攜帶式防空系統 (PG)- 1500 damage, 4 rounds, Hardpoints: 1 [+40%]

[+] 79型狙擊步槍- 1500 damage, 10 rounds Hardpoints: 1 [+20%]

[+] 59式手榴霰彈 (S)- 1800 damage, 6 rounds, Hardpoints: 1 [+0%]

[+] 63式突擊步槍 (F:3)- 650 damage, 30 rounds, Hardpoints: 1 [+15%]

[F] 63式突擊步槍 [刺刀] (M)- 800 damage [+0%]

[+] 67型機槍 (F:8)- 300 damage, 80 rounds, Hardpoints: 1 [+15%]

[+] 73型自動榴彈發射器 (ASF:4)- 1000 damage, 20 rounds, Hardpoints: 2 [+10%]

MAP Attacks:

[+] 5型燃料空氣彈 (T:5)- 3000 damage, 1 round, Hardpoints: 2 [+0%]

[+] 自爆式核原子彈 (I:6)- 4000 damage [+40%]

Inherent Abilities:

1) Walking Tank, Nuclear Walker

2) Countercut: 70型氣動刀, 63式突擊步槍 [刺刀]

3) Countershoot: 77式手枪, 63式突擊步槍, 67型機槍

4) Damage Recieved -15%

5) Hardpoints (4)

6) Snipe: 79型狙擊步槍 [+30%]

7) 自爆式核原子彈: Upon using this attack, this unit is automatically destroyed.

8) 63式突擊步槍: If chosen, gain 63式突擊步槍 [刺刀] as well.

9) 5型燃料空氣彈: May only be selected once

Purchasing Cost: 200 Credits

Pilot Slots: 2

MiG-21WT белемнит (Thunderbolt)

Statistics:

HP: 500, EN: 50, Agi: 220

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

Weapons:

[+] NR-30 30-мм пушки- 1200 damage, 20 rounds [+15%]

[+] 3M-6 противотанковых ракет (P)- 1500 damage, 2 rounds, Hardpoints: 1, [+20%]

[+] UV-16-57 57-мм реактивный гранатомет (PF:8)- 200 damage, 16 rounds, Hardpoints: 1 [+0%]

[+] S-24 Тяжелый ракетный (PF:4)- 1500 damage, 1 round, Hardpoints: 1 [+10%]

MAP Attacks:

[+] FAB-250 Фугасная Авиационная бомба (T:3)- 1500 damage, 1 round, Hardpoints: 1 [+0%]

Inherent Abilities:

1) Aircraft

2) Countershoot: NR-30 30-мм пушки

4) Hardpoints (4)

5) MiG-21WT белемнит (Thunderbolt) can't be used in space.

Purchasing Costs: 50 Credits

AH-1WT Fire CobraHuey

Statistics:

HP: 500, EN: 40, Agi: 210

IS: 4, Move: F/H, Size: M, Rank: 2

Weapons:

[+] 7.62mm Minigun- 200 damage, 20 rounds [+40%]

[+] XM195 20mm Vulcan- 500 damage, 20 rounds [+40%]

[+] M129 40mm Grenade launcher (S)- 1500 damage, 10 rounds [+10%]

[+] XM26 TOW Weapons System (P)- 2000 damage, 4 rounds, Hardpoints: 1 [+10%]

[+] M200 19-Tube Rocket Launcher (PSF:8)- 200 damage, 16 rounds, Hardpoints: 1 [+0%]

Inherent Abilities:

1) Helicopter

2) Countershoot: 7.62mm Minigun, XM195 20mm Vulcan

4) Hardpoints (4)

5) AH-1WT Fire CobraHuey can't be used in space.

Purchasing Costs: 50 Credits

Son of Hindenburg

Statistics:

HP: 1, EN: 10, Agi: 600

IS: 4, Move: F, Size: LL, Rank: 1

Weapons:

[H] MY PARENTS ARE DEAD- [+0%]

[F] Ram and burst into flames Jr. (S)- 2000 damage, Burn [+20%]

Inherent Abilities:

1) Son of a Zeppelin

2) MY PARENTS ARE DEAD: If this attack is used, this unit is automatically affected by the Shiver L1 spirit command.

3) Ram and burst into flames Jr.: If this attack is used, this unit's is automatically destroyed.

Omake Cost: 5 (LZ 129 Hindenburg)

Cost to add: 263 + 180 + 158 x 3 + 105 + 1959 (Last Set) = 2981 Approved

Edited by Nimbus Noa

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