Nendo

Adamantium Development Center

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Model Name: BON-T 02 "Bonta-chan"

History:

(Based off of Full Metal Panic! Overload! manga)

It's summer time. What does that mean? BEACH!! And when you hear beach, you think of Bikinis! Beautiful girls! and... fat people?!?!?!

It can't be helped; who ISN'T lazy during the cold winter months. But the beach opening day is coming soon, so a certain Chidori Kaname must shape up ASAP! After telling Sagara Souske, her personal stalker body guard, they decided extreme measures must be taken. Thus, that was brought out of the storage again... BON-T 01!! Previous experience with hellish training, drowning, forced eating and forced sleeping (!?!?), Sousuke made a few upgrades, resulting in BON-T 02, aka "Bonta-chan"!

urm... yea, I think I read it right..."Bonta-chan"...... whatever. *ahem*

So anyways, this new removable training program massively improved on its predecessor, including operation under water, focus on fat conversion instead of muscle building so to suit its only customer. Oh, and the hat is now a bow, but you can barely tell. Souske was never one for decorations. Anyways, as Kaname puts it on, Souske will make a slight mistake in the software and so the results will be slightly off... But hey, at least now she'll be an eye-candy at the beach!

BON-T 02 "Bonta-Chan"

Melee

- not just your average punches and kicks, this set of moves are taken from Kaname's data, taken by Souske as he is constantly beaten into a pulp by Kaname on a daily basis.

basic (MF) attack

Machine Gun

- yup, a machine gun. Did Kaname use one? Of course she did! From observations made by Souske during Kaname's (paintball) gunfight with Margot (that's Margaret to you!), he managed to compile a nice pattern.

a weak (F) attack, countershoot. Rounds based, like all others of this variety.

Bat

- pssshhhh, who needs a baton! One hit from this trusty giant softball bat and they'd be outta the park!

one hit, strong (M) attack. This should hurt more than just a baton. Much more.

Missile Kick

- yea, missile. Oh no, of course we can't have a cute girl (in a mecha mascot) hold a giant launcher of any kind, oh no. All she has to do roundhouse kick her opponent. But since the level of power can redirect a missile, it'll hurt. And yes, it worked. Don't ask. JUST DON'T!

maybe no (M) tag? I mean, you can't really countercut something that can redirect a missile, can you?

Call Souske

- yup, you got it right; call Souske. What can be more powerful than a teenage mercenary with an arsenal of weapons including a mecha (and a mascot) who bashes nut-cases and stalkers episode after episode?

[H] type (V) attack, due to the fact that Souske can use anything from a knife to a mecha. I'd say fairly powerful.

Harisen Ichigeki!

- well, there is one thing: Kaname's harisen. Always without fail, it hits its mark and sends it flying, regardless of anything that comes between it and its target, demolishing upon impact.

barrier pierce, this will be the big hitter.

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Bonta-Chan

Statistics:

HP: 800, EN: 120, Agi: 150

IS: 4, Move: G/W, Size: SS, Rank: 6

Weapons:

[F] Melee (MF:5) 300 damage/2 EN [+10%]

[+] Machine Gun (F:3)- 500 damage, 15 rounds [+10%]

[F] Bat (M)- 700 damage [+10%]

[F] Missile Kick- 1700 damage, 10 EN/attack [+20%]

[H] Call Sosuke (V:5)- 750 damage/5 EN [+20%]

[F] Harisen Ichigeki!- 3500 damage,Barrier Pierce, 15 EN/attack [+40%]

Inherent Abilities:

1) Amusement Park Mascot

2) Countercut: Bat

3) Countershoot: Machine Gun

Evolution Cost: 5 (Bonta-Kun)

Hangar Resale Value: 350 Credits

Cost to be added: Free! Approved by Nimbus

Edited by Nimbus Noa

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GN-ES01 Gundam Zelos

Design:

- Zelos, Greek for "envy", "rivalry", "zeal"...... and so this unit reflects its namesake. Running side-to-side with the other Gundams, this unit furthers the idea of a single-minded role: the sword. Simplified from the idea of Exia and the Seven Swords, this unit is effective in the sense that everything unnecessary was removed, providing it with the slimmest shape to take the advantage in a close-quarter fight. However, it carries an equal amount of arms as others did, and in unexpected places as well. The addition of the Psycho system provides it with a versatile weapon that was taken from Gundam Throne Zwei, focused into a single, effective attack.

Structure:

- The gundams, like most other MS built during this time, uses E Carbon, a light weight material stronger than steel, but lighter than titanium, used widely for the construction of the space elevators.

Power Source

- After retrieving the GN Drives from the original gundams, the technicians in Celestial Being successfully replicated these wonderful power sources, installing them in the new units.

Abilities:

GN Drive

just like the one from mainstream.

BIC System: Equivalent to the Trans-Am system installed in the original gundams. It utilizes the GN particles stored within the drives to coordinate the gundam accordingly to the pilot's will, boosting the performance of the unit. Although not as powerful as the original Trans-Am, the BIC system instead enabled much more powerful and efficient brain-wave and bio-electrical remote control of installed weaponry/technology. Also due to the increased reaction to the pilot's will, the effects of the system varies at greater degrees.

Req: Pyschic Powers.

+ target dodge cost

- dodge cost

+1 of the following:

  • + barrier strength
  • - damage received
  • + beam weapon strength

Zeal (Sidekick) A custom AI installed in Gundam Zelos to monitor the pilot-unit interaction. Originally used for tests and data collection, the AI was eventually installed with a learning program to advance it into a custom AI for Gundam Zelos. It now acts as the main source of data for the unit, especially when the pilot needs to focus on using the BIC system, where it also acts as a regulator. Gundam Zelos' inherent sidekick. Used mainly for support.

F-Field: A barrier field created by remote controlled weaponry/technology that disperses GN particles to create a light screen effect. GN based I-Field

GN Shield:A shield consisting of dispersed GN particles in an area. Greatly effective against beam weaponry. like Beam Shield

Weapon:

GN Vulcan Guns

- GN powered vulcan guns mounted on the sides of the unit's head.

just like the ones on other 00 units, countershoot

GN Wrist Gatlings

- GN powered beam Gatling guns, kinda like the ones Gundam NT-1 "Alex" has.

choose this or GN Missile Pods upon deployment, countershoot

GN Missile Pods

- Miniature GN missiles located in the wrist compartment, with a maximum stock of 2 per arm. kinda like the ones Zeta has, except a larger stock.

choose this or GN wrist Gatling upon deployment. projectile, guided, not sure about ammo & maximum per attack.

GN Daggers

- A pair of GN daggers stored under the feet. These GN daggers have a thin coat of GN particles vibrating at a high frequency, causing a clean slice when applied to solids. Can be used while attached to the front of the feet for blade kicks or held in the hands.

survival gear 101, countercut

Backbiters

- a pair of swords with sharp physical edge and beam on the other, stored in sheaths at the sides of the hip. Can combine to Double-Backbiter.

The coutercut tool, essential melee. Can gain (B) tag if pay EN? attack stays the same though.

"Sarissa" Spear

- a spear, usually shortened and stored at the back of the hip, like RX-78-2's bazooka. Can coat the head with beam to be more versatile.

Gain (B) at a small EN cost. attack stays the same

Assault Fangs

- Remote controlled bits, dart-shaped and uses sharp blades and optional beam coating instead of the usual beam cannons mounted on others. Due to the lack of beam projectiles, they are rather small, thus able to be stored in the side of the shoulders. At times, they can act like Zaku's spiked shoulder and create damage if the unit must resort to ramming an opponent.

The (X) attack, thinking of about 8. Hybrid type? can't really classify them... again, can gain (B) tag for EN cost. attack stays the same.

Edited by Nendo

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can you describe how 00 era got psychic energy pilot? I really did have to beat Setsuna over the head with this issue (along with Kruz').

you can't just throw psychics into Gundam 00' date=' a series with no hint of supernatural abilities, out of nowhere.[/quote']
1) But if you wanna add element that wasn't in the canon series you have to explain it in detail' date=' like what Akita said. You can't just have people with psychic powers coming out of nowhere. [/quote']

FYI: Super Soldier and Quantum Brainwave != NT

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Pardon me, but I have to object to that assertion. Quantum brainwaves are obviously psychic abilities. And the Innovades could telepathically communicate with each other and Veda all over the place. And the requirement to be a true Innovator is the ability to have naturally occurring quantum brainwave powers. See: Setsuna.

The super soldiers are, though, not NT. They're Enhanced Humans. And there's no real indication that anyone other then the Innovators used quantum brainwaves for anything. So while there will need to be explanation as to why there's suddenly things that work on psychic powers, it's falsehood to claim that there's no such abilities in the series at all. I see no reason to believe that quantum brainwaves can't be used in the same manner as in UC, but there's no reason to believe that people in 00 even know that's possible.

Edited by Umbaglo

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=P My bad I was way too vague, here:

"Medical data collected from the super soldier facility / on Hallelujah Haptism was what inspired the idea of the Psycho System. However fully knowing the negative side effects of forceful exploration of the human brain, the Celestial Being R&D decided to take a step back. Instead of directly altering the pilot's physical and mental conditions as with Super Soldiers project, they instead used an AI sidekick to control the unit-pilot interactive levels, regulating it at a safe zone but still managing to boost performance. Also, they shifted the system a bit by reading the pilot's bio-electrical signals via the pilot's seat and controls, again watched by the AI present in the unit, in Gundam Zelos's case, Zeal. The AI will read in the signals, translate into a command, then calculate and adjust the unit's automatic aspects, such as slight adjustments to output & energy coordination to various parts. Also this system replaces the Veda link in units such as Gundum Throne Zwei when dealing with remote-controlled weaponry like Fangs."

So it's actually less psychic powers or Quantum Brainwaves but more of increased pilot-unit interaction through the pilot's own body and the AI, actually in a sense more similar to OS Customization than NT. It's also because of this dependency on the pilot that the 3rd bonus is a choice. (Makes more sense that way I think.)

...now that I think about it Psycho System is a very misleading name, isn't it.

Edited by Nendo

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Nendo, you're missing a background for the unit, and I'm not talking about the design background. You need to explain how this unit was made, like, who created it, and how did it get the GN Drive, and stuff like that. So for now, it is denied until you add that part in.

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Mobile Suits Gundam 00: Earthen Saviors

Background:

The year is 2310 CE, during the short peace after the Celestial Being's last major armed intervention. While the 3 Gundam Meisters slowly recover and the team seeking their strategist and the next Lockon Stratos, another plan was put into play by the higher-ups of Celestial Being: Project Earthen Saviors. Different from the line of "angels" mainly seen by the public, this new project focuses on secrecy and the rather different of MS development. Now knowing that Veda can be hijacked, Celestial Being took another route of development; rather than using the Veda to calculate and assist the gundams in combat, this project relies on the pilots' biological interaction with the unit, mainly assisted by an AI. The resulting peak of achievement: the Biometric Information Coordination system. However, due to the complexity of the system and the resulting few number of pilots fitting the ideal requirements, only 2 gundams made it to production. At the same time, the R&D team tries to crack the secret behind the GN Drive and the Trans-Am system. Although the Trans-Am system remains a secret, the researchers successfully replicated the GN Drive and the mechanisms in it. Thus, the mechanism for releasing stores up GN Particles became the main activation key of the Psycho System. Not too soon after the gundams rolled out, the "angels" began to move against the A-Laws. As the struggle went on, the new gundams became the silent heroes protecting the bases and lives of the rest of the Celestial Beings.

GN-ES01 Gundam Zelos

Design:

- Zelos, Greek for "envy", "rivalry", "zeal"...... and so this unit reflects its namesake. Running side-to-side with the other Gundams, this unit furthers the idea of a single-minded role: the sword. Simplified from the idea of Exia and the Seven Swords, this unit is effective in the sense that everything unnecessary was removed, providing it with the slimmest shape to take the advantage in a close-quarter fight. However, it carries an equal amount of arms as others did, and in unexpected places as well. The addition of the Psycho system provides it with a versatile weapon that was taken from Gundam Throne Zwei, focused into a single, effective attack.

Structure:

- The gundams, like most other MS built during this time, uses E Carbon, a light weight material stronger than steel, but lighter than titanium, used widely for the construction of the space elevators.

Power Source

- After retrieving the GN Drives from the original gundams, the technicians in Celestial Being successfully replicated these wonderful power sources, installing them in the new units.

Abilities:

GN Drive

just like the one from mainstream.

BIC System: Equivalent to the Trans-Am system installed in the original gundams. It utilizes the GN particles stored within the drives to coordinate the gundam accordingly to the pilot's will, boosting the performance of the unit. Although not as powerful as the original Trans-Am, the BIC system instead enabled much more powerful and efficient brain-wave and bio-electrical remote control of installed weaponry/technology. Also due to the increased reaction to the pilot's will, the effects of the system varies at greater degrees.

Req: Pyschic Powers.

+ target dodge cost

- dodge cost

+1 of the following:

  • + barrier strength
  • - damage received
  • + beam weapon strength

Zeal (Sidekick) A custom AI installed in Gundam Zelos to monitor the pilot-unit interaction. Originally used for tests and data collection, the AI was eventually installed with a learning program to advance it into a custom AI for Gundam Zelos. It now acts as the main source of data for the unit, especially when the pilot needs to focus on using the BIC system, where it also acts as a regulator. Gundam Zelos' inherent sidekick. Used mainly for support.

F-Field: A barrier field created by remote controlled weaponry/technology that disperses GN particles to create a light screen effect. GN based I-Field

GN Shield:A shield consisting of dispersed GN particles in an area. Greatly effective against beam weaponry. like Beam Shield

Weapon:

GN Vulcan Guns

- GN powered vulcan guns mounted on the sides of the unit's head.

just like the ones on other 00 units, countershoot

GN Wrist Gatlings

- GN powered beam Gatling guns, kinda like the ones Gundam NT-1 "Alex" has.

choose this or GN Missile Pods upon deployment, countershoot

GN Missile Pods

- Miniature GN missiles located in the wrist compartment, with a maximum stock of 2 per arm. kinda like the ones Zeta has, except a larger stock.

choose this or GN wrist Gatling upon deployment. projectile, guided, not sure about ammo & maximum per attack.

GN Daggers

- A pair of GN daggers stored under the feet. These GN daggers have a thin coat of GN particles vibrating at a high frequency, causing a clean slice when applied to solids. Can be used while attached to the front of the feet for blade kicks or held in the hands.

survival gear 101, countercut

Backbiters

- a pair of swords with sharp physical edge and beam on the other, stored in sheaths at the sides of the hip. Can combine to Double-Backbiter.

The coutercut tool, essential melee. Can gain (B) tag if pay EN? attack stays the same though.

"Sarissa" Spear

- a spear, usually shortened and stored at the back of the hip, like RX-78-2's bazooka. Can coat the head with beam to be more versatile.

Gain (B) at a small EN cost. attack stays the same

Assault Fangs

- Remote controlled bits, dart-shaped and uses sharp blades and optional beam coating instead of the usual beam cannons mounted on others. Due to the lack of beam projectiles, they are rather small, thus able to be stored in the side of the shoulders. At times, they can act like Zaku's spiked shoulder and create damage if the unit must resort to ramming an opponent.

The (X) attack, thinking of about 8. Hybrid type? can't really classify them... again, can gain (B) tag for EN cost. attack stays the same.

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Creating a proper GN Drive is actually kinda hard, cause you need to go to Jupiter and what not, taken from Gundam Wiki:

The TD Blanket module is the special key component used in the five GN Drives. Its true nature is unclear other than that it the key to an infinite source of energy. , similar to a carburetor. What is known, however, is that a GN Drive is unable to harness topological defects for energy without a TD Blanket[3].

Only a select few Celestial Being engineers know the technical aspects of the TD Blanket (ex: Chall Acustica, Ian Vashti, Linda Vashti), which were kept secret even from Veda. This component prevents other factions from creating a true GN Drive of their own, as it can only be manufactured in the upper gaseous atmosphere of Jupiter. This requirement means a TD Blanket takes considerable time and resources to develop, and it absence in the GN Drive Tau design are the reason they can be mass-produced.

So it'll be hard for this unit to get that, but with the current explanation you can get GN Drive Tau. If you're okay with that then we'll work on this.

Edited by Nimbus Noa

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GN-ES01 Gundam Zelos

Statistics:

HP: 3200, EN: 180, Agi: 270

IS: 2, Move: F/G/H, Size: M, Rank: 11

Weapons:

[+] GN Vulcan Guns (B)- 400 damage, 20 rounds [+40%]

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

[F] GN Dagger- 700 damage, Barrier Pierce, 5 EN/attack [+0%]

[+] GN Missile Pods (PGSF:3)- 1000 damage, Armor Pierce, 12 rounds [+10%]

[F] Sarissa Spear- 2400 damage, 15 EN/attack [+20%]

[+] GN Wrist Gatlings (BF:5)- 600 damage, 20 rounds [+10%]

[F] Backbiters- 1800 damage x 2, 25 EN/attack [+15%]

[+] Assault Fang [shoot] (BSX:6)- 600 damage/5 EN [+0%]

[H] Assault Fang [stab] (BSX:6)- 750 damage/6 EN [+0%]

Inherent Abilities:

1) Mobile Suit

2) Beam Shield

3) Countercut: GN Dagger, Sarissa Spear, Backbiters

4) Countershoot: GN Vulcan Guns, GN Wrist Gatling, Assault Fang [shoot]

5) F-Field (Barrier): Same Effects as Anti-Particle E-Shield (Barrier)

6) BIC System (System)

7) Zeal (Sidekick)

8) Jammer

9) Sarissa Spear: Pay an additional 5 EN to give the weapon a (B) tag.

10) Backbiters: Pay an additional 10 EN to give the weapon a (B) tag.

Purchasing Cost: 500 Credits

BIC System

Class: System

Description: ~

Ability:

Charge (4). Gain the following abilities.

- Dodge Cost -20%

- Target's Dodge Cost +40%

Zeal

Class: Sidekick

Description: Custom Ai that is installed in the GN-ES01 Gundam Zelos, which assists the pilot with the BIC System

Level 3 (1050pp)

Attributes:

- None

Additional Class Skills:

BIC System Interface:

Class: Passive (Sub)

When BIC System is activated, choose one of the following effects as well:

  • Barrier Damage Negation +500
  • Damage Received -20%
  • All (B)-type weapons gain Damage Dealt +40%

Spirit Commands:

- Great Effort (Level 1)

- Concentration (Level 1)

- Direct Attack

- Duty (Level 1)

Skills:

- None

Cost to be added: 1650 (Approved)

/me beats Akita. Its Damage +x, not +x damage.

Edited by Nimbus Noa

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approved! *big stamp*

this dev is sponsored by dev credit cards~

amount is subtracted from them, all 1650 of it.

I guess the TD Blanket issue makes sense, so I'll leave it as GN Drive [T] or something like that.

Edited by Nendo

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ARX-8 Type D "Marteau"

Design:

Shortly after the construction and activation of the ARX-8 "Laevetein", the Mythril R&D began its own research using the data left behind. Although the ARX-8 performed extremely well in its field performance, several technical issues made the unit unplausable for other pilots to use the unit or adapting to the ever-changing battlefield. First of all, the radical design by the AI codenamed "Al" is tailored to fit Sergeant Sousuke and must be adjusted if the ARX-8 is to be used in other forms. Thus, the R&D dug up the records of the M9D "Falke" while the 2 units produced where being used as a testbed for the ARX7 "Arbalest". Using those data and "Falke" Unit 2, not used on the frontlines, the R&D successfully adapted the technology and design used on the ARX-8 on the "Falke". The result: ARX-8 Type D, the "Marteau"

Power Source:

- Ross & Hambleton PRX 3000 Palladium Cold Fusion Reactor

Structure:

The reduction of radical designs, equipment, and decices, the Type D have a much more balanced performance. First, by using the new Ross & Hambleton PRX 3000 Palladium Cold Fusion Reactor from the ARX-8, the Type D was able to reach around 80 hours of operation time, a huge improvement from the 30 hours of the ARX-8. Second, continued usage of the advanced muscle pckage from the ARX-8 provided a similar level of high agility, if not better with the Type D's light loadout. Third, the reduction of radically specialized equipment and devices, the standard ECS, radar, and electronic warfare equipment was kept at the level of gen 3 AS, if not better. Fourth, the design adapted the black, streamlined hull of the M9D to produce a likewise stealthy design for the Type D. Lastly, since the development of the "Fairy's Feather" system for the ARX-8, the R&D was able to minimize and install the device as an inherent mechanism for the Type D, making it more ideal for team coordinated battles against the increasingly Lambda Driver dependent Amalgam forces.

Weaponry:

With that in mind, the team must prepare the unit for conventional combat when Fairy's Feather is activated. Besides some of the standard melee weapons, some newer equipment was introduced. GeoTron Electronics provided a prototype of the GRAW-5 Monomolecular Cutter, a vast improvement from the GRAW-4. Most importantly however, was the adaptation of the Pancor "Jackhammer" Automatic Scattershot. Although the design was declared inmpractical during the 20th century, the R&D was able to tweak and adapt the model to be combat worthy, using technology from the "Boxer" sereis of scattershot firearms. However, although the rounds are in modern standards, the "Jackhammer" uses a drum as a magazine, leading to its originally intended innovative use of the cassette as a anti-personel/AS mine, which the original creator dubbed "the Beartrap"

1) Wire Launcher

- wires attached to the wrist of the AS, capable to restraining the enemy when in mid to close range combat

2) 12.7mm Gatling Gun

- 12/7mm gatling guns built into the head of the AS

3) Melee

- a fast combo, trained as basic AS hand-to-hand combat (MF)?

4) Royal Ordnance M1108 Anti-Tank Dagger

- standard issue for Mythril units, the M1108 Anti-Tank Dagger provides basic melee armament effective against armored foes. same as others: (M), Armor Pierce

5) Royal Ordnance M1108 Anti-Tank Dagger [Thrown]

- standard issue for Mythril units, the M1108 Anti-Tank Dagger provides basic melee armament effective against armored foes. like all other ones: Armor Pierce, 2 rounds

6) Pancor "Jackhammer" Automatic 76mm Scattershot

- fully automatic shotgun, capable of 240 rpm, capable of a wide, arc effective range. (ASF:#)???

7) "Beartrap" Anti-AS Mines

- uses a drum of "Jackhammer" ammo as a anti-AS mine, fires entire drum when triggered. (S)?, uses "Jackhammer" ammo

8) GeoTron Electronics GRAW-5 Monomolecular Cutter

- successor to the GRAW-4, this prototype was obtained and assigned to enhance the Type D's close range destructiveness. the monomolecular edge has been enhanced to support a higher vibration frequency, giving the edge more cutting and piercing ability stronger than GRAW-4 by a noticible margin

9) Lambda Driver Attack

- when the Lambda Driver is active, the Type D is capable of a highly damaging chain of attacks by coordination of the pilot's mental imaging and piloting. basically same as the other ARX series ones.

Combo Attacks:

1) Uruz Strike

- unit, as of Mythril standards and made apparent from the permanently installed Fairy's Feather, dictate that this unit is a team player. Thus, coordinated attacks are an obvious addition to Type D's arsenal. same as ARX-8's

Abilities:

1) Lambda Driver

- adapted directly to this mech using the data of using the Falke as the testbed for the ARX-7 and the results of ARX-8's field performance, Type D is capable of using the Lambda Driver with the help of a advanced Artificial Intelligence. see Hangar

2) Al

- using data collected and used in the development of the AI codenamed "Al" and the recorded activations of the Lambda Driver, Mythril R&D was able to reconstruct the basis of the AI's role in activating the Lambda Driver. With that, they were able to program AI capable of helping the pilot activate the Lambda Driver. For convenience, these AIs are named the "Al" series. see Hangar

3) Fairy's Feather

- system co-developed by Sarah Miller and Al on specs provided by Chidori Kaname, the Feairy's Feather is capable of neutralizing any and all Lambda Drivers activated on the battlefield, including ARX-8's own. However, this aids tremendously in squad tactis and aiding allies with no anti-Lambda Driver equipment or one of their own. basically de-activates all Lambda Drivers in battle, reducing activation charges to 0/4. uses EN

4) Invisibility

- abandoning the radical design of the ARX-8, the Type D instead implemented the standard ECS of most generation 3 AS. see Hangar

5) Stealth

- data taken from Belfangan Grouseaux and the Falke resulted in the overall black color of the Type D, combined with advanced electronic warfare equipment to render this ability a highly stealthy one. see Hangar

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ARX-8 Type D "Marteau"

Statistics:

HP: 3200, EN: 170, Agi: 220

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

Weapons:

[+] Wire Launcher- Mobility Break, 2 rounds [+10%]

[+] 12.7mm Gatling Gun- 500 damage, 20 rounds [+40%]

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

[F] Royal Ordinance M1108 Anti-Tank Dagger (M)- 900 damage, Armor Pierce, [+0%]

[H] Royal Ordinance M1108 Anti-Tank Dagger [Thrown]- 1000 damage, Armor Pierce, 2 rounds [+10%]

[F] GeoTron Electronics GRAW-5 Monomolecular Cutter (M)- 2200 damage [+0%]

[+] Pancor "Jackhammer" Automatic 76mm Scattershot (ASF:4)- 1000 damage, 24 rounds [+20%]

[+] "Beartrap" Anti-AS Mines (S)- 4400 damage [+10%]

[H] Lambda Driver Attack (V:10)- 600 damage/3 EN, Req: Lambda Driver [+20%]

Combo Attacks:

[H] Uruz Strike- 6000 damage, 20 EN/attack [+20%]

Inherent Abilities:

1) Arm Slave

2) Countercut: Royal Ordinance M1108 Anti-Tank Dagger, GeoTron Electronics GRAW-5 Monomolecular Cutter

3) Countershoot: 12.7mm Gatling Gun, Pancor "Jackhammer" Automatic 76mm Scattershot

4) Invisibility

5) Stealth

6) Lambda Driver (System)

7) Fairy's Feather (System): Spend 40 EN. All Lambda Driver in the battle are deactivated and set to 0 Charges, including your own.

8) Al (Sidekick)

9) Self-Destruct

10) Royal Ordinance M1108 Anti-Tank Dagger [Thrown]: If rounds of this attack are 0, disable Anti-Tank Dagger.

11) Uruz Strike: Requires two allied M9 Gernsbacks to execute.

12) "Beartrap" Anti-AS Mines: Uses 4 rounds of Pancor "Jackhammer" Automatic 76mm Scattershot.

Evolution Cost: 3 (ARX-7 Arbalest)

Hangar Resale Value: 250 Credits

---

Cost to be Added: 800 Credits (Approved)

Edited by Nimbus Noa

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We've been discussing stuff related to the Fairy Feather in the dev just now, and I'm honestly not really sure if this should get it. Firstly, the Laevateinn in the hangar doesn't actually have it because we're not sure how the Fairy Feather actually works. This might lead to some inconsistencies and people wondering why the hangar one doesn't actually have it while this one does. So I'm a little against adding it. However, if you want to spin your own take on it and expand on the Fairy Feather ability's explanation to be more original, then I would have no problems with it. Better still, if you have actual information about the ability instead of just that, put it in the tracker so we can add it to the actual unit.

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NazeNaniMechDev.jpg

NazeNaniMechDev2.jpg

[sack Usagi] Ambuuuuuuuush cameeeeeeeeeo!

[Ruri Oneisan] I don't really see why you need me here for this. This isn't even a real Naze Nani MechDev

[sack Usagi] Maybe I just like hanging out with you.

[Ruri Oneisan] I've got the police on speed dial.

[sack Usagi] Hey now. I'm not a kobun.

[Ruri Oneisan] I suppose that's true.

[sack Usagi] Anyways! Hello Nendo! Don't mind me. I'm just here to make a suggestion to you in regards for an explaination for your Fairy's Feather system. Just something I thought up while discussion about the issue came to light.

[Ruri Oneisan] Do you want a drum roll, or....

[sack Usagi] That won't be neccessary. Basically, your system works if it's a sort of advanced white noise generator. Something that jams all radio frequencies within a localized radius and floods them with mind-numbing white noise, making it impossible for pilots who are using lambda drivers to focus enough for them to utilize the system. This white noise would likely disorientate them and make them dizzy. Considering the amount of concentration required to use the Lambda Driver, the white noise is a perfectly feasible and acceptable route to go.

[Ruri Oneisan] I do not see any issues with his logic.

[sack Usagi] See, I know what I'm talking about. BIZZAM.

[Ruri Oneisan] ... Can I go now?

[sack Usagi] Fiiiine. T_T

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wohoo! Approval obtained! Unit turned out exactly the way I wanted it to down to a ASF:4 gun~ ^^ Glad the Fairy's Feather thing got sorted out. *Nendo Approved, ver. HUGE*

...this submission is brought to you by: Dev Giftcards in my CD!

Edited by Nendo

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GN-ES02 Gundam Ballistra

Design:

- Ballistra, Greek for "ballista". Reflecting its namesake, this unit was developed later to be partner to Gundam Zelos as a long-range support unit. Unlike the others in development, such as Cherudim Gundam and Seravee Gundam, who has the use of the GN Drive, Ballistra utilizes both rounds and beams in a balanced manner to reduce the usage of energy. Similar to Gundam Zelos, Ballistra is designed with the intention of light loadout and heavy firepower. Thus, in order to have defensive abilities but retaining mobility, Ballistra sports the use of the Shield Bits, used for mostly defensive purposes. Although the bits are usually controlled via the Bio Interactive Coordination System, the use of a Haro unit eases the load from the pilot, thus an inherent Haro unit terminal was built into Ballistra.

Structure:

- The gundams, like most other MS built during this time, uses E Carbon, a light weight material stronger than steel, but lighter than titanium, used widely for the construction of the space elevators.

Power Source

- Although these units do run on GN particles, the inability of anyone to replicate the GN Drives completely forced the Earthen Saviours project to use GN Drive Tau.

Abilities:

1) BIC System

same as Zelos

2) Haro (Sidekick)

Be able to install a Haro unit without using an IS.

3) Shield Bits (Type D)

S Barrier, protects more since it is designed to be more defensive.

4) GN Shield

basically Beam Shield

Weapon:

1) GN Vulcan Guns

- vulcan guns mounted on the sides of the unit's head. just like the ones on other 00 units, countershoot

2) GN Gunblades

- A pair of special designed high-powered pistols with GN blades attached at the bottom of the barrels, a weapon suited for all occasions, including gunfights and the rarely seen close-quarter fights.

3 separate attacks:

  • A(mmo) Mode: uses magnum rounds
    mediocre damage, (F)?, countershoot
  • B(eam) Mode: uses beam
    similar damage, (F)?, countershoot, uses EN
  • C(ombat) Mode: use the GN blades attached to the barrels.
    basic melee attack, countercut.

3) "Pyrkal" Twin-Use Rifle

- The main armament of Gundam Ballistra, a long barrel rifle. Can use both physical rounds and beam shots.

2 separate attacks:

  • A(mmo) Mode: uses AP rounds
    fair damage & accuracy, armor pierce. snipe ok
  • B(eam) Mode: uses beam
    similar damage & accuracy, uses EN. snipe ok

4) Shield Bits (Type D)

- Remote controlled bits, streamlined for linked defense. They are installed with minimal beam weaponry, but their main focus is defensive, resulting in thicker anti-beam coating and stronger materials. (X) attack, weaker than others since its supposed to be more shield and less guns.

5) "Scorpio" Ballistra

- The final weapon of Ballistra and its namesake. It combines the "Pyrkal" Rifle as the barrel and the GN Gunblades as the supporting legs.

2 separate attacks:

  • A(mmo) Mode: uses pierce-and-detonate bolts, similar to Harpoon missile in that aspect.
    rounds locked, since its too much to carry around. armor & barrier pierce? snipe ok
  • B(eam) Mode: uses beam
    less power, can rapid fire ~3 bolts. barrier pierce? snipe ok

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Sorry you had to wait so long on this one, friend. I'm posting this up same day since this was bought to my notice and hope you find it agreeable. I will be making a new topic (seeing as this is part of your own series and not SCMSV) and have upped Zelos' EN to a reasonable level. I've also restated Zelos entirely due to it being awful and have reposted it here so that you can post any issues you have with it.

GN-ES02 Gundam Ballistra

Statistics:

HP: 4300, EN: 240, Agi: 270

IS: 2, Move: F/G/H, Size: M, Rank: 11

Weapons:

[+] GN Vulcan Guns (B)- 400 damage, 20 rounds [+40%]

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

[F] GN Gunblade [C Mode] (M)- 1200 damage [+0%]

[+] GN Gunblade [A Mode] (SF:2)- 1400 damage, 16 rounds [+10%]

[+] GN Gunblade (BSF:4)- 900 damage/5 EN [+10%]

[+] Pyrkal Twin-Use Rifle [A Mode]- 2300 damage, Armor Pierce, 10 rounds [+20%]

[+] Pyrkal Twin-Use Rifle (B)- 2600 damage, 10 EN/attack [+10%]

[+] Scorpio Ballistra [A Mode]- 4800 damage, Armor Pierce, Barrier Pierce, 4 rounds [+20%]

[+] Scorpio Ballistra (BSF:3)- 2000 damage/10 EN, Barrier Pierce [+20%]

[+] Shield Bits [Type D] (BSX:10)- 450 damage/3 EN [+0%]

Inherent Abilities:

1) Mobile Suit

2) Beam Shield

3) Countercut: GN Gunblade [C Mode]

4) Countershoot: GN Vulcan Guns, GN Gunblade [A Mode], GN Gunblade

5) Shield Bits [Type D] (10) (S Barrier): Same Effects as Shield Bits (10) (S Barrier) but negation is 1500 instead.

6) BIC System (System)

7) Haro (Sidekick): You may install a Haro sidekick item without taking up an item slot. The Haro must still meet the item rank limits of the fight.

8) Stealth

9) Snipe: Pyrkal Twin-Use Rifle [A Mode] (+30%), Pyrkal Twin-Use Rifle (+30%), Scorpio Ballistra [A Mode] (+40%), Scorpio Ballistra (+40%)

Purchasing Cost: 650 Credits

Cost to be added: 1650 Credits (Approved)

---

GN-ES01 Gundam Zelos

Statistics:

HP: 3600, EN: 240, Agi: 250

IS: 2, Move: F/G/H, Size: M, Rank: 11

Weapons:

[+] GN Vulcan Guns (B)- 400 damage, 20 rounds [+40%]

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

[F] Ram (M)- 1200 damage [+5%]

[F] GN Dagger (MF:2)- 1100 damage/3 EN, Barrier Pierce [+0%]

[+] GN Wrist Gatlings (BSF:6)- 900 damage/4 EN [+10%]

[+] GN Missile Pods (PGSF:4)- 1200 damage, Armor Pierce, 24 rounds [+20%]

[F] Backbiter- 3400 damage, 15 EN/attack [+20%]

[F] Double-Backbiter- 3000 damage # 2, 30 EN/attack [+25%]

[F] Sarissa Spear- 5400 damage, 25 EN/attack [+20%]

[H] Assault Fang (SX:8)- 900 damage/5 EN [+10%]

Inherent Abilities:

1) Mobile Suit

2) Beam Shield

3) Countercut: GN Dagger, Backbiter, Double-Backbiter

4) Countershoot: GN Vulcan Guns, GN Wrist Gatling

5) F-Field (Barrier): Same Effects as Anti-Particle E-Shield (Barrier)

6) BIC System (System)

7) Zeal (Sidekick)

8) Stealth

9) Upon deployment, choose either GN Wrist Gatlings or GN Missile Pods and disable the other.

10) Sarissa Spear, Backbiter: Pay an additional 3 EN to give this weapon the (B) tag.

11) Double-Backbiter: Pay an additional 6 EN to give this weapon the (B) tag.

12) Assault Fang: May choose to add the (B) tag to each hit of this weapon for no additional cost.

Purchasing Cost: 660 Credits

Cost to be added: Free, and a apology from me for how it was done before.

Edited by Yosuke Kobe

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Approved for both! Thanks for the good work~ Approval Stamp, all the way from Project ES cabinet

This is brought to you by, giftcards I have stacked in my drawer!

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Vayu just bought these back to my attention. I am very sorry for the moderation team's failure to add these at the time.

At the same time I find myself hesitant to post them now due to the reworking of shield bits. Instead once I get back I will make a new inherent for the D-Type shield bits to reflect that change in their mechanic. I hope this does not further inconvieniance you and apologize ahead of time for the further wait.

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Ho-boy. I am SO sorry this took so long to get added and must apologize for having to repost these, however upon looking at these again I had a few more revisions to make to the stats.

GN-ES02 Gundam Ballistra

Statistics:

HP: 4300, EN: 240, Agi: 270

IS: 2, Move: F/G/H, Size: M, Rank: 11

Weapons:

[+] GN Vulcan Guns (B)- 400 damage, 20 rounds [+40%]

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

[F] GN Gunblade [C Mode] (M)- 1200 damage [+0%]

[+] GN Gunblade [A Mode] (SF:2)- 1400 damage, 16 rounds [+10%]

[+] GN Gunblade (BSF:4)- 900 damage/5 EN [+10%]

[+] Pyrkal Twin-Use Rifle [A Mode]- 2300 damage, Armor Pierce, 10 rounds [+20%]

[+] Pyrkal Twin-Use Rifle (B)- 2600 damage, 10 EN/attack [+10%]

[+] Scorpio Ballistra [A Mode]- 4800 damage, Armor Pierce, Barrier Pierce, 4 rounds [+20%]

[+] Scorpio Ballistra (BSF:3)- 2000 damage/10 EN, Barrier Pierce [+20%]

[+] Shield Bits [Type D] (BSX:10)- 450 damage/3 EN [+0%]

Inherent Abilities:

1) Mobile Suit

2) Beam Shield

3) Shield Bits [Type D]: Shield Bits [Type D]

4) Countercut: GN Gunblade [C Mode]

5) Countershoot: GN Vulcan Guns, GN Gunblade [A Mode], GN Gunblade

6) BIC System (System)

7) Haro (Sidekick): You may install a Haro sidekick item without taking up an item slot. The Haro must still meet the item rank limits of the fight.

8) Stealth

9) Snipe: Pyrkal Twin-Use Rifle [A Mode] (+30%), Pyrkal Twin-Use Rifle (+30%), Scorpio Ballistra [A Mode] (+40%), Scorpio Ballistra (+40%)

Purchasing Cost: 650 Credits

BIC System

Class: System

Description:

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

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

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

Shield Bits [Type D]: x

Class: Shield

Description: Special shields that are not connected to the unit itself, and can also be used to protect any allies.

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

After discussing it with the mods the bits don't really reference Cherudim's shield bits. Umb suggested they have anti-beam properties though. If you find that agreeable then I'll change it over and if not then you will need to revise the dev slightly to actually compare them to normal shield bits.

Also revised BIC System to be more like you asked for instead of just a static +stats thing.

Cost to be added: Free (since it was already paid for and approved)

---

GN-ES01 Gundam Zelos

Statistics:

HP: 3600, EN: 240, Agi: 250

IS: 2, Move: F/G/H, Size: M, Rank: 11

Weapons:

[+] GN Vulcan Guns (B)- 400 damage, 20 rounds [+40%]

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

[F] Ram (M)- 1200 damage [+5%]

[F] GN Dagger (MF:2)- 1100 damage/3 EN, Barrier Pierce [+0%]

[+] GN Wrist Gatlings (BSF:6)- 900 damage/4 EN [+10%]

[+] GN Missile Pods (PGSF:4)- 1200 damage, Armor Pierce, 24 rounds [+20%]

[F] Backbiter- 3400 damage, 15 EN/attack [+20%]

[F] Double-Backbiter- 3000 damage # 2, 30 EN/attack [+25%]

[F] Sarissa Spear- 5400 damage, 25 EN/attack [+20%]

[H] Assault Fang (SX:8)- 900 damage/5 EN [+10%]

Inherent Abilities:

1) Mobile Suit

2) Beam Shield

3) Countercut: GN Dagger, Backbiter, Double-Backbiter

4) Countershoot: GN Vulcan Guns, GN Wrist Gatling

5) F-Field (Barrier)

6) BIC System (System)

7) Zeal (Sidekick)

8) Stealth

9) Upon deployment, choose either GN Wrist Gatlings or GN Missile Pods and disable the other.

10) Sarissa Spear, Backbiter: Pay an additional 3 EN to give this weapon the (B) tag.

11) Double-Backbiter: Pay an additional 6 EN to give this weapon the (B) tag.

12) Assault Fang: May choose to add the (B) tag to each hit of this weapon for no additional cost.

Purchasing Cost: 660 Credits

F-Field

Class: Barrier

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

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

Cost to be added: Free, with another apology.

The way you describe F-Field it sounds like a GN Field made by fangs. If you want to attempt another kind of barrier you'll have to revise your dev with a satisfactory description to get I-Field.

Edited by Master Kruz

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I suppose for Ballistra's bits we can switch them over to more Anti-Beam; it makes more sense that way. And as for Zelos' F-Field, I know I wrote "GN based I-Field" but this version with the Assault Fangs forming a GN Field is closer to my original idea. So all in all, a small edit to Ballistra's bits then it's time to finally add these to the CDB~ >=D

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