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Yosuke Kobe

"911? mechas battle in city again!"

25 posts in this topic

- Names of Participants Lowe&Ken v Seishiro&Vayu

- Units of Participants 9-

- Pilot Level Range 20-

- Fight Format 2v2, Open hangar, Open arsenal, Blind deploy

- Terrain City Large

- Items Item 4-, no perishable

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The "She":

KrieProfile.png

Name: Rokujou Kirie 六条 霧絵

Nickname/Codename: Krie

Age: 26

Gender: Female

Height: 171 cm

Weight: 97 lb

Quote: "I'm not going to let you have a break~!"

Pilot Lv.: 11.05

Pilot Class: Psychic

Pilot Personality Classification: Heavy Sexual Assaulter

Pilot SP: 140

Her nickname of "She-Wolf":

Ranged Lv. 4: [+]-type Weapon Damage +45%, Countershoot Cost - 3

Evade Lv. 2: Dodge Cost - 10%

Critical:

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

Her WooingChasing Steps:

~ "Iya~ Playing Hard to Get?": Costs 2 Chase. Gain Dodge Cost -10% and Target's Dodge Cost +30% for this turn. Requires Psychic Energy.

~ "Resist is Futile~": Costs 4 Chase. Gain 1 additional attack phase this turn. During this attack phase you may only use [+] type attacks. You may only use this ability once per turn.

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

~ "So you like it Rough, eh~?": Cost 5 Chase. The first attack phase you receive this turn that would reduce your HP past 0 this turn reduces it to 1 instead. Your next attack phase gains Weapon Damage +25% and Target's Dodge Cost +25%.

Her quality of be Seme'sAggressor:

Foresight

- "I saw you from a mile away, my cute lil' kitty~"

Type: Defining

Class: Passive (Sub)

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

Determination Lv. 2

- "You are mine, night and day long~"

Type: Offensive

Class: Passive (Main)

[+]-Type Weapon gain Damage + 20%, Target Dodge Cost + 5%

Skill Chip

- [1] Gunfight + 1

- [3] Accuracy + 1

Her Words of SexualAssault:

Where are you off hiding to? Lv. 3

- Gain Target's Dodge Cost +25% for your next attack phase and disable all Evasive Secondary Defenses (such as Double Image).

- Gain Target's Dodge Cost +50% for your next attack phase and disable all Evasive Secondary Defenses (such as Double Image).

- Gain Target's Dodge Cost +75% for your next attack phase and disable all Evasive Secondary Defenses (such as Double Image).

Statistics:

SP Cost: 15 / 25 / 40 SP

Alternate Name: 必中 Hicchuu

Type: Offensive (Targeting)

Sure, you want to riba for a change? Lv. 3

- Gain Dodge Cost -25% for one turn.

- Gain Dodge Cost -50% for one turn.

- Gain Dodge Cost -75% for one turn.

Statistics:

SP Cost: 15 / 25 / 40 SP

Alternate Name: ブースト Buusuto

Type: Defensive (Evasive)

Did you think it was over? Lv. 2

- You or target ally recovers all ammunition.

- You or target ally recovers all EN.

Statistics:

SP Cost: 50 / 50 SP

Alternate Name: 補給 Hokyuu

Type: Recovery (Refuel)

I can raep raid you, right?

Cast Accelerate Lv. 1, Charge Lv. 1, Sure Hit Lv. 2, Resist Lv. 1, Hot Blood Lv. 2 and Direct Attack Lv. 1 on yourself.

Statistics:

SP Cost: 80 SP

Alternate Name: 勇気 Yuuki

Type: Hybrid

Her Ways of RoughLove:

NATM

Sidekick Profile:

Name: Green Haro

Nickname/Codename: Haroro

Pilot Class: Sidekick

Pilot Rank: 31

Pilot SP: 220

Attribute:

Evade Lv. 4 : Dodge Cost - 20%

Accuracy Lv. 2 : Target's Dodge Cost +15%, Countershoot Cost -1

Skill:

Eternal Mascot

Class: Sidekick

Gain Dodge Cost -10% and Target's Dodge Cost +20%

Assisted Defense

Class: Sidekick

Main Pilot gain +1 Defense Attribute.

Assisted Tracking

Class: Sidekick

Main Pilot gain +1 Accuracy Attribute.

Assisted Skill

Class: Sidekick

Main Pilot gain +1 Skill Attribute.

Group Mentality Lv. 2

Type: Special

Class: Passive (Sub)

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

Concentration

Type: Special

Class: Passive (Sub)

Spirit Command Cost -20%. While this skill works on subpilots, its bonus only applies to the pilot/s that actually have it.

Spiritual Command:

Great Effort Lv. 2

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

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

Statistics:

SP Cost: 20 / 35 SP

Alternate Name: 努力 Doryoku

Type: Support (Enhancement)

Perseverance Lv. 3

- Recover 30% of your maximum HP.

- Recover 50% of your maximum HP.

- Recover all HP.

Statistics:

SP Cost: 20 / 50 / 80 SP

Alternate Name: ド根性 Dokonjou

Type: Recovery (Healing)

Duty Lv. 3

- Recover 30% of your maximum DP.

- Recover 50% of your maximum DP.

- Recover all DP.

Statistics:

SP Cost: 20 / 50 / 80 SP

Alternate Name: 任 Nin

Type: Recovery (Limit)

Resupply Lv. 3

- You or target ally recovers all ammunition.

- You or target ally recovers all EN.

- You or target ally recovers all ammunition and EN.

Statistics:

SP Cost: 50 / 50 / 70 SP

Alternate Name: 補給 Hokyuu

Type: Recovery (Refuel)

Training Lv. 2

- Unit's Evolution Point gain is doubled at the end of battle.

- Unit or target ally unit's Evolution Point gain is doubled at the end of battle.

Statistics:

SP Cost: 50 / 75 SP

Alternate Name: 修行 Shugyou

Type: Support (Enhancement)

Iron Wall Lv. 3

- Gain Damage Received -25% for one turn.

- Gain Damage Received -50% for one turn.

- Gain Damage Received -75% for one turn.

Statistics:

SP Cost: 15 / 25 / 40 SP

Alternate Name: 鉄壁 Teppeki

Type: Defensive (Resistance)

Technique

- Ultimate Weapon

- Form Change Attack

- Formation Attack

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

ORB-01 Shiranui Akatsuki Gundam

Statistics:

HP: 4400, EN: 280, Agi: 280

IS: 3, Move: G, Size: M, Rank: 8

Weapons:

[+] 12.5mm CIWS- 585 damage, 20 rounds [+50%]

[F] Melee (M)- 780 damage [+10%]

[F] Beam Saber (BM)- 2080 damage [+10%]

[F] Dual-Blade Beam Saber (BM)- 1560 damage # 2, 5 EN/attack [+10%]

[+] 'Hyakurai' Beam Rifle (B)- 2210 damage, 10 rounds [+20%]

[+] DRAGOON System (BSX:10)- 715 damage/5 EN [+20%]

MAP Attacks:

[+] DRAGOON System (BD:4)- 4420 damage, 30 EN/attack [+30%]

Inherent Abilities:

1) Mobile Suit

2) Anti-Beam Shield

3) Countercut: Beam Saber, Dual-Blade Beam Saber

4) Countershoot: 12.5mm CIWS, 'Hyakurai' Beam Rifle, Hi-Energy Beam Cannon

5) Yata no Kagami (Armor)

6) DRAGOON Lightwave Field (Barrier)

7) Pack Jetison (ORB-01 Akatsuki Gundam)

8) Agi is 260 in space.

Anti-Beam Shield

Class: Shield, Activated

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

Yata no Kagami

Class: Armor

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

DRAGOON Lightwave Field

Class: Barrier

Ability: Negates the first 3000 damage in a single attack phase for 10 EN. You may choose to protect an ally with this ability, but it will no longer protect you until next turn.

Chips Upgrade:

  • [4] EN Chip
  • [3] ATK Chip
  • [2] ACC Chip

Purchase Cost: 570 Credits + 1660 Credits (Chips)

Bounty: 296 Credits

Repair Cost: 148 Credits

IS Slot 1: Haroro

IS Slot 2: Hybrid Dual Sensor

IS Slot 3: APA OS - H.Y. + R.N. + K.A.

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vwsoet.jpg

Kazuma Katou

Gender: Male

Age: 20

Height: 171.26 cm

Weight: 64.32 kg

Nationality: Japanese

Rank: Corporal

Speciality: Swordsmanship

Favorite Weapon: Swords, but Katanas are more preferable

Background: An idealist with samurai blood running in his bloodline. Kazuma has a very honorable personality in contrast to the "Combat Pragmatist" attitude used by some of the other members. However, theres only one rule of honor he expects both him and his opponent will follow, that they will fight to the best of their abilities. Also, Kazuma is an incredibly brave individual who will never show any signs of relenting in the face of any odds, no matter how impossible it is. One of his creed is, "Even if all the forces in the universe wants to destroy me, I will never give up!"

Traits:

- Idealist

- Brave

- Hot-Blooded

- Master Swordsman

- Keeps a Katana

- Honorable

Pilot Summary

Level: 18

SP: 168

[+]-type Weapon Damage: +5%

[F]-type Weapon Damage: +60%

Target's Dodge Cost: +25%

Dodge Cost: -0%

Damage Received: -25%

Critical: 10 AP

Counter Cut: 6 AP

Counter Shot: 7 AP

Shield Usage: +0

Skills

Soul of Steel

Kazuma is an individual with a soul of steel. He will not back down from any kind of odds, no matter how impossible it is, nor will he ever give up. So long as there is even a percentage of winning, he will take it.

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

Swordsman Level 3

Having been trained in Kenjutsu and Iaijutsu, Kazuma is able to use swordsmanship techniques to inflict more damage

[F]-type Weapons gain Damage +30%, and Target's Dodge Cost +10%

Guard

As a side-effect of being trained in Iaijutsu, a defensive art, Kazuma has the ability to adopt a more defensive stance, enhancing his defensive capabilities.

Gain Damage Received -15% when activated. Charge (4) to activate.

Fortitude Level 3

Educated from birth with the codes of Bushido. Kazuma does not become desperate when he sees his chances of survival lower, rather, he becomes more determined to defeat the odds and succeed.

While HP is 50% and below, Damage Received -15%, Damage Dealt +15% and Target's Dodge Cost +15%.

While HP is 30% and below, Damage Received -20%, Damage Dealt +20% and Target's Dodge Cost +20% instead.

Battle Fury

Kazuma's training as a Samurai enables him to tap into his own feelings to fuel his attacks in battle. When he does this, essentially he enters some state of tranquil fury, even if from outside it looks as if he just entered a trance state of mind.

Gain Damage Received -5%, Dodge Cost -5%, Damage Dealt +20%. Charge (4) to activate.

Honorable

Melee Level 2

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

Accuracy Level 1

Target's Dodge Cost +10%

Defense Level 3

Damage Received -15%

Spirit Commands

Perseverance

Level 1 (20 SP): Recover 30% of your maximum HP

Level 2 (50 SP): Recover 50% of your maximum HP

Level 3 (80 SP): Recover all HP

Great Effort

Level 1 (20 SP): User's PP gain is doubled at the end of the battle regardless of the result. In SAMW matches, this affects all sub-characters that are INSIDE that unit as well

Iron Wall

Level 1 (15 SP): Gain Damage Received -25% for one turn.

Level 2 (25 SP): Gain Damage Received -50% for one turn.

Level 3 (40 SP): Gain Damage Received -75% for one turn.

Direct Attack

Level 1 (25 SP): For your next attack phase taken this turn, your target cannot use secondary defenses (such as Double Image, Stealth, or Barriers). Target also cannot be Support Defended by allies. The cancellation of Support Defense and other secondary defenses only applies to your attacks

Techniques

Sword Shield

Point Blank Shot

Will Gauge

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

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

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

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

GN-009GNHW/B Seraphim Gundam GNHW/B

Statistics:

HP: 5900, EN: 180, Agi: 260

IS: 2, Move: F/G/H, Size: M, Rank: 9

Weapons:

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

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

[+] GN Beam Machine Gun (BF:4)- 500 damage/3 EN [+10%]

[+] GN Bazooka II [Rifle Mode] (BSF:2)- 1800 damage/8 EN [+10%]

[+] GN Cannons (BSF:4)- 2500 damage/10 EN [+10%]

[+] GN Beam Cannons (BSF:2)- 3000 damage/15 EN [+10%]

[+] GN Bazooka II [Twin Buster Cannon] (BAS)- 3200 damage # 2, 40 EN/attack [+20%]

[H] GN Bazooka II [Twin Buster Cannon] [Point Blank] (BAS)- 3200 damage # 2, 40 EN/attack [+20%]

[H] Trans-Am Attack (X:8)- 800 damage/5 EN, Barrier Pierce, Req: Trans-Am System [+10%]

Inherent Abilities:

1) Mobile Suit, Veda

2) Countercut: GN Beam Saber

3) Countershoot: GN Beam Machine Gun, GN Bazooka II [Rifle Mode], GN Cannons, GN Beam Cannons

4) GN Drive: EN Regen S

5) Trans-Am System (System)

6) GN Field (Barrier): Same effect as Barrier M (Barrier).

7) Double Image (5): Req: Trans-Am System

8) Jammer

9) Trial System

10) Rapid Deployment

11) Damage Received -30%

Purchasing Cost: N/A. Separate using GN-008GNHW/B Seravee Gundam GNHW/B.

IS#1: Chogokin Z

IS#2: Spirit of Steel

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[table=Pilot: Athrun Zala]

Profile Status Will Gauge [td=30%][table=Image] AthrunZala-2.jpg [td=50%]

Name : Athrun Zala

Class : Gundam Pilot

[/td]

[/table][table=Skill] [td=50%]- Mobile Suit Specialization (Evasive)

Damage Dealt +30%, Dodge Cost -10%, Target's Dodge Cost +15%.

- Infight

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

- SEED Mode

Gain Dodge Cost -5%, Target's Dodge Cost +10% Weapon Damage +10%. Charge (4) to activate.

Automatically activated when your unit's HP drops to 20% or below or any ally's HP drops to 30% or below.

- OS Customization Charge (4)

  • Agi -10.
  • Accuracy: Accuracy +10%

[/td]

[/table]

[/td][td=30%]Level : 11

- [F] : 1 2 3 4 5 6

- [+] : 1 2 3 4 5 6

- Accuracy : 1 2 3 4 5 6

- Defense : 1 2 3 4 5 6

- Evade : 1 2 3 4 5 6

- Skill : 1 2 3 4 5 6

- SP: 140

- CC Cost: 5 AP

- CS Cost: 7 AP

Attributes :

+35% [F] Damage

-15% DC

Critical :

Cost : 10 AP

Dmg : +15%

TDC : +15%

[table=Spirit Command]

[td=width]- Duty

[L1]

- Hot Blood

[L1]

-

-

-

- [/td]

[/table]

[/td][td=40%]- Elude (3)

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

- Rush (4)

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

- Entrenchment (4)

Damage Received -40% and Target's Dodge Cost +50% for one turn.

- Focused Attack (5)

Your next attack phase gains Target's Dodge Cost +100% and Weapon Damage +25%[table=Techniques]

[td=50%]-

-

-[/td]

[/table]

[/td][/table]

[table=Athrun Zala's Experience Data:]

[td=100%]

Pilot Points:

[*]??? PPs (routine space patrol)

PP : Present : 189 PPs

PP : Spent : 5100 PPs

PP : Total : 5289 PPs

Seishin Purchases

  • Duty: Level 1 (200 PPs Spent)
  • Hot Blood: Level 1 (200 PPs Spent)

Pilot Skill Purchases:

  • OS Customization: Level 1 (200 PPs Spent)
  • OS Customization: Level 2 (300 PPs Spent)
  • SEED Mode: Level 1 (400 PPs Spent)
  • SEED Mode: Level 2 (500 PPs Spent)
  • Unit Specialization (Evasive): Level 1 (300 PPs Spent)
  • Unit Specialization (Evasive): Level 2 (500 PPs Spent)
  • Unit Specialization (Evasive): Level 3 (700 PPs Spent)
  • Infight: Level 1 (300 PPs Spent)
  • Infight: Level 2 (400 PPs Spent)
  • Infight: Level 3 (500 PPs Spent)

Pilot Techniques Purchases:

  • N/A

Pilot Attribute Purchases:
  • 3 Melee, 3 Evade (600 PPs Spent)

[/td]

[/table]

[table=Encounters:]

[td=100%]
SC:


PA:


VS:

  • N/A

[/td]

[/table]

GN-001REII Gundam Exia Repair II

gn-001re2.jpg

Statistics:

HP: 4200, EN: 200, Agi: 250

IS: 2, Move: F/G/H, Size: M, Rank: 9

Weapons:

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

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

[F] GN Beam Daggers (BM)- 900 damage [+10%]

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

[F] GN Beam Saber (BM)- 1700 damage [+0%]

[+] GN Beam Rifle Kai (B)- 1800 damage, 10 rounds [+10%]

[F] GN Sword Kai- 3000 damage, Barrier Pierce, Armor Pierce, 25 EN/attack [+20%]

[F] Trans-Am Attack (X:8)- 800 damage/5 EN, Barrier Pierce, Req: Trans-Am System [+10%]

Inherent Abilities:

1) Mobile Suit, Veda

2) Shield: Shield Usage x2; GN Shield (disabled when shield uses are at half), GN Beam Rifle, GN Sword Kai

3) Countercut: GN Beam Daggers, GN Beam Saber, GN Sword Kai

4) Countershoot: GN Vulcan Guns, GN Beam Rifle Kai

5) GN Drive: EN Regen S

6) Trans-Am System (System)

7) Double Image (5): Req: Trans-Am System

8) Jammer

Replacement Cost: 150 Credits (GN-001RE Gundam Exia Repair)

Item Slot:

  • Giga Generator
    - Equipped Unit's EN +150
  • Dual Tesla Drive
    - Equipped unit's DP: +600
    - Equipped unit gains: Dodge Cost -30%

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[table=Tohno Shiki]

[td=20%]Nanaya.gif[/td][td=width]SP: 172

Statistic:

- Melee : +25%

- Range : +0%

- Dodge Cost : -10%

- Damage Received : -5%

- Accuracy : +5%

- Countercut Cost : 5

- Countershoot Cost : 6

- Critical Cost : 9

- Shield Usage : +2

Attributes:

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

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

- Accuracy : 1 2 3 4 5 6

- Defense : 1 2 3 4 5 6

- Evade : 1 2 3 4 5 6

- Skill : 1 2 3 4 5 6

- Critical - Class: Active

During the special phase you may pay 9 AP to gain Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.

[/td]

[td=width]True Name: Nanaya Shiki

Age: 17

Gender: Male

Species: Human

Date of birth: 15 October 1992

Blood type: AB

Height: 169 cm

Weight: 60 kg

Pilot Level : 18

[/td][td=width]Skills:


Nanaya's Blood

Class: Passive (Sub)

The Nanaya clan was a family focused on destroying demons, and promoted their own special powers through inbreeding. As befitting an elite demon-slaying assassin, Nanaya has highly enhanced strength, speed, reflexes and has all the skills of a highly trained killer

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


Infight

Class: Passive (Main)

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

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

Special: Damage bonus does not stack with Gunfight or [H] -type attacks.


Resentment

Class: Passive (Main)

You bear a particular hatred or are especially adept at fighting Newtype pilot .

Level 3: Damage Dealt +30%, Target's Dodge Cost +30%.


Revenge

Class: Passive (Main)

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

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


Attacker

Class: Active

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

Level 1: Damage dealt +25%. Charge (4) to activate.


Hard Worker

Class: Passive (Sub)

Your devotion pays off as you quickly improve and learn from experience.

PP Rewards +50% at end of battle.

[/td]

[td=width]Other:
  • N/A

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

[/td]

[td=width]Techniques:


Sword Shield

You are able to use your sword as a shield.

Requirement: A Countercut-capable weapon.

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


Shield Crush

You are able to capitalize on the weaknesses of a shield.

Requirement: One [F] -type weapon, chosen at deployment. This attack's stats are based off the chosen weapon.

Attack: * Shield Crush- * damage, Shield Pierce, * EN/attack [+*%]

or ?: Same as base attack.

Damage: Damage is equal to the base attack.

EN Cost: EN cost is equal to the base attack +25%. If it has no EN cost, EN cost +5 instead.

Accuracy: Accuracy is equal to the base attack.

Other: This attack gains all tags that the base attack has. This attack also consumes 1 round of the base attack, if rounded. If this attack is a round-based (V)/(F)/(X), the variable cost is paid using rounds of the base attack.


Expose Armor

Your critical hits expose weak points in the enemy's armor, making further attacks more effective.

Ability: Your Critical Attacks also gain the Armor Break status effect.

[/td][td=width]Abilities:

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


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


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


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

[/td]

[/table]

[table=Rimi Sakihata]

[td=20%]st__B_hard_lip01-1.png[/td][td=width]SP: 182

Statistic:

- Melee : +0%

- Range : +0%

- Dodge Cost : -20%

- Damage Received : -0%

- Accuracy : +15%

- Countercut Cost : 7

- Countershoot Cost : 5

- Critical Cost : 10

- Shield Usage : +0

Attributes:

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

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

- Accuracy : 1 2 3 4 5 6

- Defense : 1 2 3 4 5 6

- Evade : 1 2 3 4 5 6

- Skill : 1 2 3 4 5 6

[/td]

[td=width]

Full name: Rimi Sakihata

Pilot Level: 13

[/td][td=width]Skills:


Genius

Class: Passive (Main)

Geniuses have a natural talent for battle, granting them lightning reflexes and a good eye.

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


Group Mentality

Class: Passive (Sub)

* Level 2: SP Reduction that this pilot suffers in multi-piloted units is considered one step less.


SP Boost

Class: Passive (Sub)

Spirit Commands allow pilots to perform extraordinarily well in battle, but using them is taxing on one's mental capacity. This skill helps keep one's adrenaline from burning out quickly, allowing them to use Spirit Commands more.

* Level 2: Max SP +30.

[/td]

[td=width]Other:

  • N/A
[/td][td=width]Spirit Commands:

[/td]

[td=width]Techniques:

  • N/A

[/td][td=width]Abilities:

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

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

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

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

[/td]

[/table]

R-3 Final

r3-06.jpg

Statistics:

HP: 4200, EN: 180, Agi: 260

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

Weapons:

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

[+] Laser Gatling Gun (B)- 600 damage, 20 rounds [+40%]

[F] Beam Lance (B)- 2400 damage, 10 EN/attack [+20%]

[+] Modified Telekinesis Laser Cannon (B)- 3200 damage, 15 EN/attack, Req: Psychic Energy [+10%]

[+] Charged Strike Shield (SX:10)- 550 damage/3 EN, Req: Psychic Energy [+10%]

[H] Strike Shield Formation EX (SX:12)- 700 damage/5 EN, Req: Psychic Energy [+10%]

MAP Attacks:

[+] Telekinesis Missile (PT:5)- 3400 damage, 2 rounds, Req: Psychic Energy [+0%]

[+] Charged Burst Shield (D:4)- 3800 damage, 25 EN/attack, Req: Psychic Energy [+10%]

Combo Attacks:

[H] Formation Final- 7000 damage, Barrier Pierce, 25 EN/attack, Req: Psychic Energy [+30%]

[H] Formation Final EX- 7500 damage, Barrier Pierce, 25 EN/attack, Req: Psychic Energy [+30%]

[F] Blitzkrieg Rush (F:8)- 800 damage/3 EN, Req: Psychic Energy [+20%]

[+] Blast Combination (B)- 5800 damage, 20 EN/attack [+20%]

[H] Strike Telekinesis Boomerang (SX:15)- 600 damage/3 EN [+10%]

Inherent Abilities:

1) Personal Trooper: Requires Psychic Energy.

2) Beam Shield : Beam Lance

3) Countercut: Beam Lance

4) Countershoot: Laser Gatling Gun, Modified Telekinesis Laser Cannon, Charged Strike Shield

5) Telekinesis Field (Barrier)

6) Psychic Vapor: Same effects as Double Image (4).

7) Twin Cylinder System: As long as both pilot slots are filled, attacks made by this unit ignore all Stealth and Double Image abilities the target may use.

8) Variable Formation Final (Final Banpreios): R-1 Final (Lead Unit), R-2 Final, R-3 Final. Same effect as Combine.

9) Snipe: Modified Telekinesis Laser Cannon [+30%]

10) Formation Final: Requires an allied R-2 Final and an allied R-1 Final piloted by a pilot with Psychic Energy to execute.

11) Formation Final EX: Requires an allied R-2 Final and allied R-1 Final and R-GUN Altered both piloted by pilots with Psychic Energy to execute.

12) Blitzkreig Rush: The latter half of the hits (rounded down) have the (B) attribute. Requires an allied R-1 Final piloted by a pilot with Psychic Energy to execute.

13) Blast Combination: Requires an allied R-2 Final to execute.

14) Strike Telekinesis Boomerang: Requires an allied R-GUN Altered piloted by a pilot with Psychic Energy to execute.

Pilot Slots: 2

A.P.A. Operating System (K.M. Disc, U.E. Disc, R.F. Disc)

Multi Sensor

Telekinesis Field

Class: Barrier

Description: A barrier created by psychic energy.

Ability: Negates the first 2000 damage in a single attack phase for 5 EN. Requires Psychic Energy to use.


Double Image (X)

Class: Evasive Secondary Defense, Activated

Description: Double Image is a term used for units that move so fast, a false image, or a split/after image, is left in its stead. Under the effects of the speed, enemies are unable to determine which image the user actually is, and thus is unable to attack their target properly. Double Image effects can be generated via just extreme speed, holographic projection, magic, or any other plain crazy skill, effect or technology that can be found in anime.

Ability: Spend X charges to dodge all attacks from one attack phase. Gain 1 charge for each enemy attack phase directed wholly or partly at you that is not support defended, negated by an evasive secondary defense (Teleport, Open Get, etc) other than Double Image, or that somehow negates Double Image. You may have no more than X charges at a time. This is an Evasive Secondary Defense.

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The conditions for this battle are as follows:

  • The prone time is 48 Hours. Prone once, you lose your turn and you must take care of all attacks directed at you. Prone twice, and you're out!
  • Always check your math, double and triple check if necessary!
  • VayuHiro gets first turn, followed by LoKen

Now, light a fire under your fighting spirit! Jump into battle with the will!

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"Kirie" Phase

Regeneration Phase

Will + 1: 1/10

HP Regen: 440 HP

EN Regen: 28 EN

Spirit Command Phase

SC:

Target:

Cost:

Effect: STUFF

Defense Phase

Enemy:

Weapon:

Action:

Damage:

DP Spent:

Resource Spent:

Status Received:

Special Phase

Special: System

Cost: 30 AP

Attack Phase

Weapon: [+] DRAGOON System (BSX:10)

Target: R-3 Final

Damage: 1966 x 10 (Multihit)

Resource Spent: 40 EN

Status: Negate ESD

Modifier:

[+] Type Weapon Damage + 175%

- Pilot + 75%

- Item + 100%

Accuracy + 130%

- Pilot + 40%

- SubPilot + 20%

- Item + 50%

- WPN + 20%

Statistics

HP: 4400/4400

EN: 240/280

DP: 3000/3000

AP: 70/100

Kirie SP: 112/112

Haroro SP: 220/220

Will: 1/10

Etc:

Weapons:

[+] 12.5mm CIWS- 585 damage, 20 rounds [+50%]

[F] Melee (M)- 780 damage [+10%]

[F] Beam Saber (BM)- 2080 damage [+10%]

[F] Dual-Blade Beam Saber (BM)- 1560 damage # 2, 5 EN/attack [+10%]

[+] 'Hyakurai' Beam Rifle (B)- 2210 damage, 10 rounds [+20%]

[+] DRAGOON System (BSX:10)- 715 damage/5 EN [+20%]

MAP Attacks:

[+] DRAGOON System (BD:4)- 4420 damage, 30 EN/attack [+30%]

Edited by Vayu

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GN-009GNHW/B Seraphim Gundam GNHW/B Phase

Kazuma: "I'm going to be one of the cruelest opponents you are going to face. Do not disappoint me!"

REGENERATION PHASE:

Will Generated: 1

HP Generated: 0

EN Generated: 27

SPIRIT PHASE

Spirit/Will Command Used: Great Effort

Resource Used: 20 SP

Effect: x2 PP

User: Kazuma

DEFENSE PHASE:

Attacking Weapon #1:

Action Taken:

Damage Taken:

Resources Spent:

TRANSFORMATION/MAINTENANCE PHASE:

Current Terrain: City(Large)

New Terrain:

Movement Type: Ground

Current Form: Normal

New Form:

SPECIAL PHASE:

Battle Fury, -30 AP

Guard, -30 AP

Trans-Am, -20 EN

ITEM PHASE

Item Used:

Item's Effects:

ATTACK PHASE:

Kazuma: "Let us begin..."

Weapon Used: [H] Trans-Am Attack (X:8)- 800 damage/5 EN, Barrier Pierce, Req: Trans-Am System [+10%]

Target(s): R-3 Final

Damage Dealt: 800 * 2.45 = 1960 x 8 Damage

Resources Spent: 40 EN

Status Effect:

Modifiers:

- Damage Modifier: +145%

+25% Natural

+5% Brave

+30% Swordsman

+25% Spirit of Steel

+20% Battle Fury

+25% Trans-Am

+15% Critical

- Accuracy Modifier: +75%

+10% Natural

+5% Brave

+10% Swordsman

+10% Weapon

+25% Trans-Am

+15% Critical

Statistics:

GN-009GNHW/B Seraphim Gundam GNHW/B

HP: 5900/5900

EN: 120/180

DP: 3000/3000

AP: 40/100

SP(Kazuma): 148/168

Battle Fury(Charge): 4/4

Guard(Charge): 4/4

Will: 1/10

Double Image: 0/5

Sword Shield(GN Beam Saber): 5/5

Weapons:

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

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

[+] GN Beam Machine Gun (BF:4)- 500 damage/3 EN [+10%]

[+] GN Bazooka II [Rifle Mode] (BSF:2)- 1800 damage/8 EN [+10%]

[+] GN Cannons (BSF:4)- 2500 damage/10 EN [+10%]

[+] GN Beam Cannons (BSF:2)- 3000 damage/15 EN [+10%]

[+] GN Bazooka II [Twin Buster Cannon] (BAS)- 3200 damage # 2, 40 EN/attack [+20%]

[H] GN Bazooka II [Twin Buster Cannon] [Point Blank] (BAS)- 3200 damage # 2, 40 EN/attack [+20%]

[H] Trans-Am Attack (X:8)- 800 damage/5 EN, Barrier Pierce, Req: Trans-Am System [+10%]

Inherent Abilities:

1) Mobile Suit, Veda

2) Countercut: GN Beam Saber

3) Countershoot: GN Beam Machine Gun, GN Bazooka II [Rifle Mode], GN Cannons, GN Beam Cannons

4) GN Drive: EN Regen S

5) Trans-Am System (System)

6) GN Field (Barrier): Same effect as Barrier M (Barrier).

7) Double Image (5): Req: Trans-Am System

8) Jammer

9) Trial System

10) Rapid Deployment

11) Damage Received -30%

IS#1: Chogokin Z

IS#2: Spirit of Steel

Pilot Stats:

[F]-type Weapon Damage +130%

[F]-type Target's Dodge Cost +60%

Damage Received -45%

Item: Damage Received -25%

Dodge Cost -5%

Unit/Item: Dodge Cost -40%

Edited by Seishiro Hiroyuki

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ummm.. city large have -10% accuracy right??

Athrun: that unit..

[table=Battle Formats]

SequencesPhases
  • HP Restored: +0
  • EN Restored: +52 (+15%)
  • Will Gauge: +1
  • Charge: +1

[/td]

  • Spirit Used: Hot Blood
  • Level: 1
  • Cost: 20 sp
  • Target: self
  • Effects: All Weapon Damage x1.5 for your next attack phase taken this turn.
  • Will Used: ---
  • Cost: ---
  • Target: ---
  • Effects: ---

[/td]

  • Incoming Attack #1: ---
  • Action Taken: ---
  • Damage Dealt: ---
  • Dodge Dealt: ---
  • Resources Used: ---
  • Incoming Attack #2: ---
  • Action Taken: ---
  • Damage Dealt: ---
  • Dodge Dealt: ---
  • Resources Used: ---

[/td]

  • Support Defending: ---
  • Target : ---
  • Incoming Attack #1: ---
  • Action Taken: ---
  • Damage Dealt: ---
  • Resources Used: ---

[/td]

  • Unit Transforming: ---
  • Effects: ---

[/td]

  • Class Power Triggered: Trans-Am System (System)
  • Cost: 20 EN
  • Effects: Pay 20 EN to activate. Gain Dodge Cost -15%, Target's Dodge Cost +25%, Weapon Damage +25%, and Barrier Strength +300. Each turn, pay 10% of your maximum EN. This ability deactivates if upkeep can't be paid.
  • Class Power Triggered: OS Customization
  • Cost: 30 AP
  • Effects: Agi -10, Accuracy: Accuracy +10%
  • Class Power Triggered: SEED Mode
  • Cost: 30 AP
  • Effects: Gain Dodge Cost -5%, Target's Dodge Cost +10% Weapon Damage +10%. Charge (4) to activate.
    Automatically activated when your unit's HP drops to 20% or below or any ally's HP drops to 30% or below.

[/td]

  • Item Used: ---
  • Effects: ---

[/td]

  • Target #1: ORB-01 Shiranui Akatsuki Gundam
  • Weapon Used: [F] Trans-Am Attack (X:8)- 2360 damage x8, Barrier Pierce, Req: Trans-Am System [+100%]
  • Resources Used: 40 EN 10 AP

[/td]

  • HP: 4200/4200
  • EN: 290/350
  • AP: 30/100
  • SP Athrun: 120/140
  • DP: 3600/3600
  • AGI: 240
  • Movement: F/G/H
  • Position: City large
  • Damage Modifiers: [+]+30% [F]+95% (pilot), +25%(Trans-am), +10%(SEED Mode)
  • Target's Dodge Cost Modifier: [+]+30% [F]+40%(Pilot), +25%(Trans-am), +10%(OS Customization), +10%(SEED Mode), -10%(Terrain)
  • Dodge Modifier: -25%(Pilot), -30%(Thruster), -15%(Trans-am), -5%(SEED Mode)
  • Damage Received Modifiers: +0%(Pilot), -10%(Terrain)
  • Critical Cost: 10 AP (+15% TDC & Dmg)
  • Countercut Cost: 5 AP
  • Countershoot Cost: 7 AP
  • OS Customization: active (charge 4/4)
  • SEED Mode: active (charge 4/4)
  • Trans-Am System (System): -
  • Will Gauge: 1/10
  • Take Cover: 1
  • Shield: 20/20
  • Double Image: 0/5

[/td]

[/table]

[table=Weapons]

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

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

[F] GN Beam Daggers (BM)- 900 damage [+10%]

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

[F] GN Beam Saber (BM)- 1700 damage [+0%]

[+] GN Beam Rifle Kai (B)- 1800 damage, 10 rounds [+10%]

[F] GN Sword Kai- 3000 damage, Barrier Pierce, Armor Pierce, 25 EN/attack [+20%]

[F] Trans-Am Attack (X:8)- 800 damage/5 EN, Barrier Pierce, Req: Trans-Am System [+10%]

[/table]

  • Shield: Shield Usage x2; GN Shield (disabled when shield uses are at half), GN Beam Rifle, GN Sword Kai
    Ability: During the Defense Phase, you may use a Shield to reduce all damage from a single enemy attack phase by 50%. This effect is stackable with any other damage reduction/addition effects that you have. Shield damage reduction calculation order can be understood in the Rules threads. 10 uses.
    Some units have weapons or abilities that are affected by Shields. Those weapons or abilities are listed after the Shield ability, and should your Shield (any kind) be disabled or depleted in any way, then those weapons or abilities are disabled until your Shield usage is restored.
  • GN Drive: EN Regen S
    Ability: Regain 5% EN each turn during your regeneration phase.
  • Trans-Am System (System)
    Ability: Pay 20 EN to activate. Gain Dodge Cost -15%, Target's Dodge Cost +25%, Weapon Damage +25%, and Barrier Strength +300. Each turn, pay 10% of your maximum EN. This ability deactivates if upkeep can't be paid.
  • Double Image (5): Req: Trans-Am System
    Ability: Spend X charges to dodge all attacks from one attack phase. Gain 1 charge for each enemy attack phase directed wholly or partly at you that is not support defended, negated by an evasive secondary defense (Teleport, Open Get, etc) other than Double Image, or that somehow negates Double Image. You may have no more than X charges at a time. This is an Evasive Secondary Defense.
  • Jammer
    Ability: Negate all (G)-Type attacks from all sources for no cost.

Edited by Lowe Refalen

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er vayu, you forgot to edit your EN resources

[table=Battle Formats]

SequencesPhases
  • HP Restored: ----
  • EN Restored: +18
  • Will Gauge: +1
  • Charge: +1
[/td]
  • Spirit Used: Great Effort (Rimi)
  • Level: 1
  • Cost: 20 SP
  • Target: Self
  • Effects: Double PP's gain
  • Spirit Used: Hot Blood (Rimi)
  • Level: 1
  • Cost: 20 SP
  • Target: Self
  • Effects: Damage x1.5 this turn
  • Spirit Used: Iron Wall (Ken)
  • Level: 1
  • Cost: 40 SP
  • Target: Self
  • Effects: Damage Received -75% this turn
  • Will Used: ------
  • Cost: ----
  • Target: ---------
  • Effects: --------

[/td]

  • Target : R-3 Final
  • Incoming Attack #1: [+] DRAGOON System 1966 x 10 [+130%]
  • Gain: 1 DI Counter (1/4)
  • Action Taken: Dodge x 3, Take rest + Beam Shield + Barrier
  • Damage Dealt: ((13972 * 0.9 * 0.25 - 2000) * 0.5 - 800) = 0
  • Dodge Dealt: 260 * 2.3 * 0.9 = 538 x 3 = 1614
  • Resources Used: 1614 DP, 1 Beam Shield + 5 EN

  • Target : R-3 Final
  • Incoming Attack #1: [H] Trans-Am Attack 1960 x 8, Barrier Pierce,[+75%]
  • Gain: 1 DI Counter (2/4)
  • Action Taken: Beam shield
  • Damage Dealt: (15680 * 0.9 * 0.25 * 0.95 * 0.5 - 800) = 876
  • Dodge Dealt:
  • Resources Used: 1 beam shield, 876 HP

[/td]

  • Support Defending: ───
  • Target : ───
  • Incoming Attack #1: ───
  • Action Taken: ───
  • Damage Dealt: ───
  • Resources Used: ───
[/td]
  • Unit Transforming: ───
  • Effects: ───

[/td]

  • Class Power Triggered: A.P.A O.S
  • Cost: 30 AP
  • Effects:

-Psychic Energy-type Weapon Damage/Accuracy +25%,

-Unit inherent Double Image is upgraded by reducing it's activation time by 1. For instance, if a unit has Double Image (5), it becomes Double Image (4) instead. This ability cannot reduce activation time below Double Image (2), >> DI Counter (2/3)

- While DP is 50% and below, gain Accuracy +25% and Dodge Cost -15%

[/td]

  • Item Used: ───
  • Effects: ───
[/td]
  • Target #1: ORB-01 Shiranui Akatsuki Gundam CRITICAL
  • Weapon Used: [H] Strike Shield Formation EX (SX:12)- 700 damage/5 EN, Req: Psychic Energy [+10%]
  • Attack: 3045 x 12, Armor Break [+120%]
  • Resources Used: 60 EN, 9 AP

[/td]

  • HP: 3324/4000
  • EN: 115/180
  • AP: 61/100
  • SP Shiki: 98/138
  • SP Rimi: 142/182
  • DP: 1386/3000
  • AGI: 260
  • Movement: G
  • Position: City
  • Damage Modifiers: +25%(Pilot), +25% (Revenge), +30%(Resentment : Vayu), [H] +70%(Multi Sensor), non-[H] +35% (Multi Sensor), +25%(Psychic Energy)
  • Target's Dodge Cost Modifier: +5%(Pilot), -10%(Terrain), +30%(Resentment : Vayu),[H] +30%(Multi Sensor), non-[H] +15% (Multi Sensor), +25%(Psychic Energy), +25%(A.P.A O.S)
  • Dodge Modifier: -10%(Pilot), -15%(A.P.A O.S)
  • Damage Received Modifiers: -5%(pilot), -10%(Terrain)
  • Critical Cost: 9 AP (+15%)
  • Countercut Cost: 6 AP
  • Countershoot Cost: 9 AP
  • Attacker: not active (1/4)
  • A.P.A O.S: active (4/4)
  • Double Image: 2/3
  • Beam Shield: 10/12
  • Will Gauge: 1/10

[/td]

[/table]

[table=Weapons]

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

[+] Laser Gatling Gun (B)- 600 damage, 20 rounds [+40%]

[F] Beam Lance (B)- 2400 damage, 10 EN/attack [+20%]

[+] Modified Telekinesis Laser Cannon (B)- 3200 damage, 15 EN/attack, Req: Psychic Energy [+10%]

[+] Charged Strike Shield (SX:10)- 550 damage/3 EN, Req: Psychic Energy [+10%]

[H] Strike Shield Formation EX (SX:12)- 700 damage/5 EN, Req: Psychic Energy [+10%]

MAP Attacks:

[+] Telekinesis Missile (PT:5)- 3400 damage, 2 rounds, Req: Psychic Energy [+0%]

[+] Charged Burst Shield (D:4)- 3800 damage, 25 EN/attack, Req: Psychic Energy [+10%]

Combo Attacks:

[H] Formation Final- 7000 damage, Barrier Pierce, 25 EN/attack, Req: Psychic Energy [+30%]

[H] Formation Final EX- 7500 damage, Barrier Pierce, 25 EN/attack, Req: Psychic Energy [+30%]

[F] Blitzkrieg Rush (F:8)- 800 damage/3 EN, Req: Psychic Energy [+20%]

[+] Blast Combination (B)- 5800 damage, 20 EN/attack [+20%]

[H] Strike Telekinesis Boomerang (SX:15)- 600 damage/3 EN [+10%] [/table]

Armor Break

Class: Status Attack

Description: Special attacks that deal damage to your unit's armor, making it harder for you to reduce incoming damage.

Ability: You gain Damage Received +25% (caluclated as a unit ability) for the next three turns.


Telekinesis Field

Class: Barrier

Description: A barrier created by psychic energy.

Ability: Negates the first 2000 damage in a single attack phase for 5 EN. Requires Psychic Energy to use.


Double Image (X)

Class: Evasive Secondary Defense, Activated

Description: Double Image is a term used for units that move so fast, a false image, or a split/after image, is left in its stead. Under the effects of the speed, enemies are unable to determine which image the user actually is, and thus is unable to attack their target properly. Double Image effects can be generated via just extreme speed, holographic projection, magic, or any other plain crazy skill, effect or technology that can be found in anime.

Ability: Spend X charges to dodge all attacks from one attack phase. Gain 1 charge for each enemy attack phase directed wholly or partly at you that is not support defended, negated by an evasive secondary defense (Teleport, Open Get, etc) other than Double Image, or that somehow negates Double Image. You may have no more than X charges at a time. This is an Evasive Secondary Defense.

Edited by Ken Amada

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Ken, please edit your defense phase accordingly.

City (Large)

Type: Ground

Applicable Templates: Cold, Continual Damage S, M and L, Crossfire (Ballistic, Beam and Missile), Earthquake, Electromagnetic Field, Flooded (Deep and Shallow), Gravity Field, Interior, Moonlight, Overheat, Silence, Storm, Virtualscape

Description: This battle takes place within an urban area full of tall buildings.

Effect:

- Power Grid: Units on this Terrain gain: EN Regen 10%

- Buildings: All players gain: Damage Received -10%. All weapons gain: Accuracy -10%

- Take Cover: Any player may negate a single non-(S) attack phase dealing 5000 or less damage during their defense phase. This ability may be used no more than once per player. 10 uses for each instance of the terrain in battle. Once uses reach 0, terrain changes to Ruins.

My DRAGOON system deals a total of 19660 and is a BSX, thus you cannot take cover with.

Also, EN problem fixed. We will post after your defense phase is edited.

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GN-009GNHW/B Seraphim Gundam GNHW/B Phase

Kazuma: "..."

REGENERATION PHASE:

Will Generated: 1

HP Generated: 0

EN Generated: 9

SPIRIT PHASE

Spirit/Will Command Used: Iron Wall Level 2

Resource Used: 25 SP

Effect: -50% Damage Received

User: Kazuma

DEFENSE PHASE:

Kazuma: "I'm covering!"

Attacking Weapon #1: Trans-Am Attack (X:8)- 2360 damage x8, Barrier Pierce, Req: Trans-Am System [+100%]

Action Taken: Take + Shield(Negate 3x)

Damage Taken: (2360 * 0.9 * 0.5 * 0.55 * 0.5 - 800) x3 + 2360 * 0.9 * 0.5 * 0.55 * 0.5 * 0.7 * 0.75 * 7 = 765 Damage

Resources Spent: 1 Sword Shield, 765 Damage

Attacking Weapon #2: Strike Shield Formation EX (SX:12)- 700 damage/5 EN, Req: Psychic Energy [+10%]

Action Taken: Barrier x1, Negate with Shield x2, Take the rest with shield x9

Damage Taken: (3045 * 0.9 * 0.5 - 1800) + (3045 * 0.9 * 0.5 * 0.55 * 0.5 * 2 - 800) + 3045 * 0.9 * 0.5 * 0.55 * 0.5 * 0.95 * 0.75 * 9 = 268 * 9 = 2412 Damage

Resources Spent: 1 Sword Shield, 2412 Damage, 5 EN

TRANSFORMATION/MAINTENANCE PHASE:

Current Terrain: City(Large)

New Terrain:

Movement Type: Ground

Current Form: Normal

New Form:

SPECIAL PHASE:

Battle Fury, -30 AP

Guard, -30 AP

Trans-Am, -20 EN

ITEM PHASE

Item Used:

Item's Effects:

ATTACK PHASE:

Kazuma: "Hmph!"

Weapon Used: [H] Trans-Am Attack (X:8)- 800 damage/5 EN, Barrier Pierce, Req: Trans-Am System [+10%]

Target(s): R-3 Final

Damage Dealt: 800 * 2.60 = 2080 x 8 Damage

Resources Spent: 40 EN

Status Effect:

Modifiers:

- Damage Modifier: +160%

+25% Natural

+5% Brave

+30% Swordsman

+25% Spirit of Steel

+20% Battle Fury

+25% Trans-Am

+15% Critical

+15% Fortitude

- Accuracy Modifier: +70%

+10% Natural

+5% Brave

+10% Swordsman

+10% Weapon

+25% Trans-Am

+15% Critical

+15% Fortitude

-10% Terrain

Statistics:

GN-009GNHW/B Seraphim Gundam GNHW/B

HP: 2723/5900

EN: 84/180

DP: 3000/3000

AP: 20/100

SP(Kazuma): 123/168

Battle Fury(Charge): 4/4

Guard(Charge): 4/4

Will: 2/10

Double Image: 2/5

Sword Shield(GN Beam Saber): 3/5

Weapons:

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

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

[+] GN Beam Machine Gun (BF:4)- 500 damage/3 EN [+10%]

[+] GN Bazooka II [Rifle Mode] (BSF:2)- 1800 damage/8 EN [+10%]

[+] GN Cannons (BSF:4)- 2500 damage/10 EN [+10%]

[+] GN Beam Cannons (BSF:2)- 3000 damage/15 EN [+10%]

[+] GN Bazooka II [Twin Buster Cannon] (BAS)- 3200 damage # 2, 40 EN/attack [+20%]

[H] GN Bazooka II [Twin Buster Cannon] [Point Blank] (BAS)- 3200 damage # 2, 40 EN/attack [+20%]

[H] Trans-Am Attack (X:8)- 800 damage/5 EN, Barrier Pierce, Req: Trans-Am System [+10%]

Inherent Abilities:

1) Mobile Suit, Veda

2) Countercut: GN Beam Saber

3) Countershoot: GN Beam Machine Gun, GN Bazooka II [Rifle Mode], GN Cannons, GN Beam Cannons

4) GN Drive: EN Regen S

5) Trans-Am System (System)

6) GN Field (Barrier): Same effect as Barrier M (Barrier).

7) Double Image (5): Req: Trans-Am System

8) Jammer

9) Trial System

10) Rapid Deployment

11) Damage Received -30%

IS#1: Chogokin Z

IS#2: Spirit of Steel

Pilot Stats:

[F]-type Weapon Damage +145%

[F]-type Target's Dodge Cost +75%

Damage Received -60%

Item: Damage Received -25%

Dodge Cost -5%

Unit/Item: Dodge Cost -40%

Edited by Seishiro Hiroyuki

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"Kirie" Phase

Regeneration Phase

Will + 1: 2/10

HP Regen: 440 HP

EN Regen: 28 EN

Spirit Command Phase

SC: Sure Hit Lv. 1, Great Effort Lv. 1

Target: Self

Cost: 15 SP + 16 SP

Effect: STUFF

Defense Phase

Enemy:

Weapon:

Action:

Damage:

DP Spent:

Resource Spent:

Status Received:

Special Phase

Special:

Cost:

Attack Phase

Weapon: [+] DRAGOON System (BSX:10)

Target: R-3 Final

Damage: 2074 x 10 (Multihit)

Resource Spent: 40 EN

Status: Negate ESD

Modifier:

[+] Type Weapon Damage + 190%

- Pilot + 75%

- Item + 100%

- Critical + 15%

Accuracy + 170%

- Critical + 15%

- Sure Hit + 25%

- Pilot + 40%

- SubPilot + 20%

- Item + 50%

- WPN + 20%

Statistics

HP: 4400/4400

EN: 228/280

DP: 3000/3000

AP: 60/100

Kirie SP: 97/112

Haroro SP: 204/220

Will: 2/10

Etc:

Weapons:

[+] 12.5mm CIWS- 585 damage, 20 rounds [+50%]

[F] Melee (M)- 780 damage [+10%]

[F] Beam Saber (BM)- 2080 damage [+10%]

[F] Dual-Blade Beam Saber (BM)- 1560 damage # 2, 5 EN/attack [+10%]

[+] 'Hyakurai' Beam Rifle (B)- 2210 damage, 10 rounds [+20%]

[+] DRAGOON System (BSX:10)- 715 damage/5 EN [+20%]

MAP Attacks:

[+] DRAGOON System (BD:4)- 4420 damage, 30 EN/attack [+30%]

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Sheishiro dont forget to add my armor break status

[table=Battle Formats]

SequencesPhases
  • HP Restored: ----
  • EN Restored: +18
  • Will Gauge: +1
  • Charge: +1
[/td]
  • Spirit Used: Hot Blood (Rimi)
  • Level: 1
  • Cost: 20 SP
  • Target: Self
  • Effects: Damage x1.5 this turn

  • Spirit Used: Iron Wall (Ken)
  • Level: 1
  • Cost: 40 SP
  • Target: Self
  • Effects: Damage Received -75% this turn
  • Will Used: ------
  • Cost: ----
  • Target: ---------
  • Effects: --------

[/td]

  • Target : R-3 Final
  • Incoming Attack #1: [H] Trans-Am Attack 1960 x 8, Barrier Pierce,[+75%]
  • Gain: 1 DI Counter (3/3)
  • Action Taken: Double Image
  • Damage Dealt: ------
  • Dodge Dealt: ------
  • Resources Used: 3 DI Counter (0/3)
  • Target : R-3 Final
  • Incoming Attack #1: [+] DRAGOON System 1966 x 10 [+130%]
  • Gain: -------
  • Action Taken: Take + Beam Shield + Barrier
  • Damage Dealt: ((19960 * 0.9 * 0.25 - 2000) * 0.95 * 0.5 - 800) = 383
  • Dodge Dealt: -------
  • Resources Used: 383 HP, 1 Beam Shield + 5 EN

[/td]

  • Support Defending: ───
  • Target : ───
  • Incoming Attack #1: ───
  • Action Taken: ───
  • Damage Dealt: ───
  • Resources Used: ───
[/td]
  • Unit Transforming: ───
  • Effects: ───

[/td]

  • Class Power Triggered: A.P.A O.S
  • Cost: 30 AP
  • Effects:

-Psychic Energy-type Weapon Damage/Accuracy +25%,

-Unit inherent Double Image is upgraded by reducing it's activation time by 1. For instance, if a unit has Double Image (5), it becomes Double Image (4) instead. This ability cannot reduce activation time below Double Image (2),

- While DP is 50% and below, gain Accuracy +25% and Dodge Cost -15%

[/td]

  • Item Used: ───
  • Effects: ───
[/td]
  • Target #1: ORB-01 Shiranui Akatsuki Gundam CRITICAL
  • Weapon Used: [H] Strike Shield Formation EX (SX:12)- 700 damage/5 EN, Req: Psychic Energy [+10%]
  • Attack: 3045 x 12, Armor Break[+120%]
  • Resources Used: 60 EN, 9 AP

[/td]

  • HP: 2941/4000
  • EN: 68/180
  • AP: 52/100
  • SP Shiki: 58/138
  • SP Rimi: 122/182
  • DP: 1386/3000
  • AGI: 260
  • Movement: G
  • Position: City
  • Damage Modifiers: +25%(Pilot), +25% (Revenge), +30%(Resentment : Vayu), [H] +70%(Multi Sensor), non-[H] +35% (Multi Sensor), +25%(Psychic Energy)
  • Target's Dodge Cost Modifier: +5%(Pilot), -10%(Terrain), +30%(Resentment : Vayu),[H] +30%(Multi Sensor), non-[H] +15% (Multi Sensor), +25%(Psychic Energy), +25%(A.P.A O.S)
  • Dodge Modifier: -10%(Pilot), -15%(A.P.A O.S)
  • Damage Received Modifiers: -5%(pilot), -10%(Terrain)
  • Critical Cost: 9 AP (+15%)
  • Countercut Cost: 6 AP
  • Countershoot Cost: 9 AP
  • Attacker: not active (2/4)
  • A.P.A O.S: active (4/4)
  • Double Image: 0 /3
  • Beam Shield: 9/12
  • Will Gauge: 2/10

[/td]

[/table]

[table=Weapons]

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

[+] Laser Gatling Gun (B)- 600 damage, 20 rounds [+40%]

[F] Beam Lance (B)- 2400 damage, 10 EN/attack [+20%]

[+] Modified Telekinesis Laser Cannon (B)- 3200 damage, 15 EN/attack, Req: Psychic Energy [+10%]

[+] Charged Strike Shield (SX:10)- 550 damage/3 EN, Req: Psychic Energy [+10%]

[H] Strike Shield Formation EX (SX:12)- 700 damage/5 EN, Req: Psychic Energy [+10%]

MAP Attacks:

[+] Telekinesis Missile (PT:5)- 3400 damage, 2 rounds, Req: Psychic Energy [+0%]

[+] Charged Burst Shield (D:4)- 3800 damage, 25 EN/attack, Req: Psychic Energy [+10%]

Combo Attacks:

[H] Formation Final- 7000 damage, Barrier Pierce, 25 EN/attack, Req: Psychic Energy [+30%]

[H] Formation Final EX- 7500 damage, Barrier Pierce, 25 EN/attack, Req: Psychic Energy [+30%]

[F] Blitzkrieg Rush (F:8)- 800 damage/3 EN, Req: Psychic Energy [+20%]

[+] Blast Combination (B)- 5800 damage, 20 EN/attack [+20%]

[H] Strike Telekinesis Boomerang (SX:15)- 600 damage/3 EN [+10%] [/table]

Armor Break

Class: Status Attack

Description: Special attacks that deal damage to your unit's armor, making it harder for you to reduce incoming damage.

Ability: You gain Damage Received +25% (calculated as a unit ability) for the next three turns.


Telekinesis Field

Class: Barrier

Description: A barrier created by psychic energy.

Ability: Negates the first 2000 damage in a single attack phase for 5 EN. Requires Psychic Energy to use.


Double Image (X)

Class: Evasive Secondary Defense, Activated

Description: Double Image is a term used for units that move so fast, a false image, or a split/after image, is left in its stead. Under the effects of the speed, enemies are unable to determine which image the user actually is, and thus is unable to attack their target properly. Double Image effects can be generated via just extreme speed, holographic projection, magic, or any other plain crazy skill, effect or technology that can be found in anime.

Ability: Spend X charges to dodge all attacks from one attack phase. Gain 1 charge for each enemy attack phase directed wholly or partly at you that is not support defended, negated by an evasive secondary defense (Teleport, Open Get, etc) other than Double Image, or that somehow negates Double Image. You may have no more than X charges at a time. This is an Evasive Secondary Defense.

Edited by Ken Amada

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Proxy for lowe : Because he tell me to

Athrun: that unit..

[table=Battle Formats]

SequencesPhases
  • HP Restored: +0
  • EN Restored: +17 (+5%)
  • Will Gauge: +1
  • Charge: +1

[/td]

  • Spirit Used: Hot Blood
  • Level: 1
  • Cost: 20 sp
  • Target: self
  • Effects: All Weapon Damage x1.5 for your next attack phase taken this turn.
  • Will Used: ---
  • Cost: ---
  • Target: ---
  • Effects: ---

[/td]

  • Incoming Attack #1: ---
  • Action Taken: ---
  • Damage Dealt: ---
  • Dodge Dealt: ---
  • Resources Used: ---
  • Incoming Attack #2: ---
  • Action Taken: ---
  • Damage Dealt: ---
  • Dodge Dealt: ---
  • Resources Used: ---

[/td]

  • Support Defending: ---
  • Target : ---
  • Incoming Attack #1: ---
  • Action Taken: ---
  • Damage Dealt: ---
  • Resources Used: ---

[/td]

  • Unit Transforming: ---
  • Effects: ---

[/td]

  • Class Power Triggered: ---
  • Cost: ---
  • Effects: ----

[/td]

  • Item Used: ---
  • Effects: ---

[/td]

  • Target #1: ORB-01 Shiranui Akatsuki Gundam
  • Weapon Used: [F] Trans-Am Attack (X:8)- 2360 damage x8, Barrier Pierce, Req: Trans-Am System [+100%]
  • Resources Used: 40 EN 10 AP

[/td]

  • HP: 4200/4200
  • EN: 267/350
  • AP: 20/100
  • SP Athrun: 100/140
  • DP: 3600/3600
  • AGI: 240
  • Movement: F/G/H
  • Position: City large
  • Damage Modifiers: [+]+30% [F]+95% (pilot), +25%(Trans-am), +10%(SEED Mode)
  • Target's Dodge Cost Modifier: [+]+30% [F]+40%(Pilot), +25%(Trans-am), +10%(OS Customization), +10%(SEED Mode), -10%(Terrain)
  • Dodge Modifier: -25%(Pilot), -30%(Thruster), -15%(Trans-am), -5%(SEED Mode)
  • Damage Received Modifiers: +0%(Pilot), -10%(Terrain)
  • Critical Cost: 10 AP (+15% TDC & Dmg)
  • Countercut Cost: 5 AP
  • Countershoot Cost: 7 AP
  • OS Customization: active (charge 4/4)
  • SEED Mode: active (charge 4/4)
  • Trans-Am System (System): -
  • Will Gauge: 2/10
  • Take Cover: 1
  • Shield: 20/20
  • Double Image: 0/5

[/td]

[/table]

[table=Weapons]

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

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

[F] GN Beam Daggers (BM)- 900 damage [+10%]

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

[F] GN Beam Saber (BM)- 1700 damage [+0%]

[+] GN Beam Rifle Kai (B)- 1800 damage, 10 rounds [+10%]

[F] GN Sword Kai- 3000 damage, Barrier Pierce, Armor Pierce, 25 EN/attack [+20%]

[F] Trans-Am Attack (X:8)- 800 damage/5 EN, Barrier Pierce, Req: Trans-Am System [+10%]

[/table]

  • Shield: Shield Usage x2; GN Shield (disabled when shield uses are at half), GN Beam Rifle, GN Sword Kai
    Ability: During the Defense Phase, you may use a Shield to reduce all damage from a single enemy attack phase by 50%. This effect is stackable with any other damage reduction/addition effects that you have. Shield damage reduction calculation order can be understood in the Rules threads. 10 uses.
    Some units have weapons or abilities that are affected by Shields. Those weapons or abilities are listed after the Shield ability, and should your Shield (any kind) be disabled or depleted in any way, then those weapons or abilities are disabled until your Shield usage is restored.
  • GN Drive: EN Regen S
    Ability: Regain 5% EN each turn during your regeneration phase.
  • Trans-Am System (System)
    Ability: Pay 20 EN to activate. Gain Dodge Cost -15%, Target's Dodge Cost +25%, Weapon Damage +25%, and Barrier Strength +300. Each turn, pay 10% of your maximum EN. This ability deactivates if upkeep can't be paid.
  • Double Image (5): Req: Trans-Am System
    Ability: Spend X charges to dodge all attacks from one attack phase. Gain 1 charge for each enemy attack phase directed wholly or partly at you that is not support defended, negated by an evasive secondary defense (Teleport, Open Get, etc) other than Double Image, or that somehow negates Double Image. You may have no more than X charges at a time. This is an Evasive Secondary Defense.
  • Jammer
    Ability: Negate all (G)-Type attacks from all sources for no cost.

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GN-009GNHW/B Seraphim Gundam GNHW/B Phase

Kazuma: "..."

REGENERATION PHASE:

Will Generated: 1

HP Generated: 0

EN Generated: 9

SPIRIT PHASE

Spirit/Will Command Used: Iron Wall Level 3

Resource Used: 40 SP

Effect: -75% Damage Received

User: Kazuma

DEFENSE PHASE:

Kazuma: "..."

Attacking Weapon #1: Strike Shield Formation EX (SX:12)- 700 damage/5 EN, Req: Psychic Energy [+10%]

Action Taken: Barrier x2, Negate with Shield x6, Take the rest with shield x4

Damage Taken:

(3045 * 0.9 * 0.25 - 1800) = 0

(3045 * 0.9 * 0.25 - 1115) = 0

((3045 * 0.9 * 0.25 - 430) * 0.4 * 0.5 - 800) = 0

(3045 * 0.9 * 0.25 * 0.4 * 0.5 - 749) = 0

(3045 * 0.9 * 0.25 * 0.4 * 0.5 - 612) = 0

(3045 * 0.9 * 0.25 * 0.4 * 0.5 - 475) = 0

(3045 * 0.9 * 0.25 * 0.4 * 0.5 - 338) = 0

(3045 * 0.9 * 0.25 * 0.4 * 0.5 - 201) = 0

(3045 * 0.9 * 0.25 * 0.4 * 0.5 - 64) * 0.95 * 0.75 = 52 Damage

3045 * 0.9 * 0.25 * 0.4 * 0.5 * 0.95 * 0.75 * 3 = 294 Damage

Resources Spent: 5 EN, 346 HP, 1 Sword Shield Shield

Attacking Weapon #2: [F] Trans-Am Attack (X:8)- 2360 damage x8, Barrier Pierce, Req: Trans-Am System [+100%]

Action Taken: Negate with Shield x7, Take x1

Damage Taken:

(2360 * 0.9 * 0.25 * 0.4 * 0.5 - 800) = 0

(2360 * 0.9 * 0.25 * 0.4 * 0.5 - 694) = 0

(2360 * 0.9 * 0.25 * 0.4 * 0.5 - 588) = 0

(2360 * 0.9 * 0.25 * 0.4 * 0.5 - 482) = 0

(2360 * 0.9 * 0.25 * 0.4 * 0.5 - 376) = 0

(2360 * 0.9 * 0.25 * 0.4 * 0.5 - 270) = 0

(2360 * 0.9 * 0.25 * 0.4 * 0.5 - 164) = 0

(2360 * 0.9 * 0.25 * 0.4 * 0.5 - 58) = 34 Damage

Resources Spent: 34 HP, 1 Sword Shield

TRANSFORMATION/MAINTENANCE PHASE:

Current Terrain: City(Large)

New Terrain:

Movement Type: Ground

Current Form: Normal

New Form:

SPECIAL PHASE:

Battle Fury, -30 AP

Guard, -30 AP

Trans-Am, -20 EN

ITEM PHASE

Item Used:

Item's Effects:

ATTACK PHASE:

Kazuma: "..."

Weapon Used: [H] Trans-Am Attack (X:8)- 800 damage/5 EN, Barrier Pierce, Req: Trans-Am System [+10%]

Target(s): R-3 Final

Damage Dealt: 800 * 2.60 = 2080 x 8 Damage

Resources Spent: 40 EN

Status Effect:

Modifiers:

- Damage Modifier: +160%

+25% Natural

+5% Brave

+30% Swordsman

+25% Spirit of Steel

+20% Battle Fury

+25% Trans-Am

+15% Critical

+15% Fortitude

- Accuracy Modifier: +70%

+10% Natural

+5% Brave

+10% Swordsman

+10% Weapon

+25% Trans-Am

+15% Critical

+15% Fortitude

-10% Terrain

Statistics:

GN-009GNHW/B Seraphim Gundam GNHW/B

HP: 2343/5900

EN: 48/180

DP: 3000/3000

AP: 0/100

SP(Kazuma): 83/168

Battle Fury(Charge): 4/4

Guard(Charge): 4/4

Will: 3/10

Double Image: 4/5

Sword Shield(GN Beam Saber): 1/5

Weapons:

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

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

[+] GN Beam Machine Gun (BF:4)- 500 damage/3 EN [+10%]

[+] GN Bazooka II [Rifle Mode] (BSF:2)- 1800 damage/8 EN [+10%]

[+] GN Cannons (BSF:4)- 2500 damage/10 EN [+10%]

[+] GN Beam Cannons (BSF:2)- 3000 damage/15 EN [+10%]

[+] GN Bazooka II [Twin Buster Cannon] (BAS)- 3200 damage # 2, 40 EN/attack [+20%]

[H] GN Bazooka II [Twin Buster Cannon] [Point Blank] (BAS)- 3200 damage # 2, 40 EN/attack [+20%]

[H] Trans-Am Attack (X:8)- 800 damage/5 EN, Barrier Pierce, Req: Trans-Am System [+10%]

Inherent Abilities:

1) Mobile Suit, Veda

2) Countercut: GN Beam Saber

3) Countershoot: GN Beam Machine Gun, GN Bazooka II [Rifle Mode], GN Cannons, GN Beam Cannons

4) GN Drive: EN Regen S

5) Trans-Am System (System)

6) GN Field (Barrier): Same effect as Barrier M (Barrier).

7) Double Image (5): Req: Trans-Am System

8) Jammer

9) Trial System

10) Rapid Deployment

11) Damage Received -30%

IS#1: Chogokin Z

IS#2: Spirit of Steel

Pilot Stats:

[F]-type Weapon Damage +145%

[F]-type Target's Dodge Cost +75%

Damage Received -60%

Item: Damage Received -25%

Dodge Cost -5%

Unit/Item: Dodge Cost -40%

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"Kirie" Phase

Regeneration Phase

Will + 1: 3/10

HP Regen: 440 HP

EN Regen: 28 EN

Spirit Command Phase

SC: Sure Hit Lv. 1

Target: Self

Cost: 15 SP

Effect: STUFF

Defense Phase

Enemy:

Weapon:

Action:

Damage:

DP Spent:

Resource Spent:

Status Received:

Special Phase

Special:

Cost:

Attack Phase

Weapon: [+] DRAGOON System (BSX:10)

Target: R-3 Final

Damage: 2074 x 10 (Multihit)

Resource Spent: 40 EN

Status: Negate ESD

Modifier:

[+] Type Weapon Damage + 190%

- Pilot + 75%

- Item + 100%

- Critical + 15%

Accuracy + 170%

- Critical + 15%

- Sure Hit + 25%

- Pilot + 40%

- SubPilot + 20%

- Item + 50%

- WPN + 20%

Statistics

HP: 4400/4400

EN: 216/280

DP: 3000/3000

AP: 50/100

Kirie SP: 82/112

Haroro SP: 204/220

Will: 3/10

Etc:

Weapons:

[+] 12.5mm CIWS- 585 damage, 20 rounds [+50%]

[F] Melee (M)- 780 damage [+10%]

[F] Beam Saber (BM)- 2080 damage [+10%]

[F] Dual-Blade Beam Saber (BM)- 1560 damage # 2, 5 EN/attack [+10%]

[+] 'Hyakurai' Beam Rifle (B)- 2210 damage, 10 rounds [+20%]

[+] DRAGOON System (BSX:10)- 715 damage/5 EN [+20%]

MAP Attacks:

[+] DRAGOON System (BD:4)- 4420 damage, 30 EN/attack [+30%]

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[table=Battle Formats]

SequencesPhases
  • HP Restored: +0
  • EN Restored: +17 (+5%)
  • Will Gauge: +1
  • Charge: +1

[/td]

  • Spirit Used: Hot Blood
  • Level: 1
  • Cost: 20 sp
  • Target: self
  • Effects: All Weapon Damage x1.5 for your next attack phase taken this turn.
  • Will Used: ---
  • Cost: ---
  • Target: ---
  • Effects: ---

[/td]

  • Incoming Attack #1: ---
  • Action Taken: ---
  • Damage Dealt: ---
  • Dodge Dealt: ---
  • Resources Used: ---
  • Incoming Attack #2: ---
  • Action Taken: ---
  • Damage Dealt: ---
  • Dodge Dealt: ---
  • Resources Used: ---

[/td]

  • Support Defending: ---
  • Target : ---
  • Incoming Attack #1: ---
  • Action Taken: ---
  • Damage Dealt: ---
  • Resources Used: ---

[/td]

  • Unit Transforming: ---
  • Effects: ---

[/td]

  • Class Power Triggered: ---
  • Cost: ---
  • Effects: ----

[/td]

  • Item Used: ---
  • Effects: ---

[/td]

  • Target #1: ORB-01 Shiranui Akatsuki Gundam
  • Weapon Used: [F] Trans-Am Attack (X:8)- 2360 damage x8, Barrier Pierce, Req: Trans-Am System [+100%]
  • Resources Used: 40 EN 10 AP

[/td]

  • HP: 4200/4200
  • EN: 244/350
  • AP: 10/100
  • SP Athrun: 80/140
  • DP: 3600/3600
  • AGI: 240
  • Movement: F/G/H
  • Position: City large
  • Damage Modifiers: [+]+30% [F]+95% (pilot), +25%(Trans-am), +10%(SEED Mode)
  • Target's Dodge Cost Modifier: [+]+30% [F]+40%(Pilot), +25%(Trans-am), +10%(OS Customization), +10%(SEED Mode), -10%(Terrain)
  • Dodge Modifier: -25%(Pilot), -30%(Thruster), -15%(Trans-am), -5%(SEED Mode)
  • Damage Received Modifiers: +0%(Pilot), -10%(Terrain)
  • Critical Cost: 10 AP (+15% TDC & Dmg)
  • Countercut Cost: 5 AP
  • Countershoot Cost: 7 AP
  • OS Customization: active (charge 4/4)
  • SEED Mode: active (charge 4/4)
  • Trans-Am System (System): active
  • Will Gauge: 3/10
  • Take Cover: 1
  • Shield: 20/20
  • Double Image: 0/5

[/td]

[/table]

[table=Weapons]

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

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

[F] GN Beam Daggers (BM)- 900 damage [+10%]

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

[F] GN Beam Saber (BM)- 1700 damage [+0%]

[+] GN Beam Rifle Kai (B)- 1800 damage, 10 rounds [+10%]

[F] GN Sword Kai- 3000 damage, Barrier Pierce, Armor Pierce, 25 EN/attack [+20%]

[F] Trans-Am Attack (X:8)- 800 damage/5 EN, Barrier Pierce, Req: Trans-Am System [+10%]

[/table]

  • Shield: Shield Usage x2; GN Shield (disabled when shield uses are at half), GN Beam Rifle, GN Sword Kai
    Ability: During the Defense Phase, you may use a Shield to reduce all damage from a single enemy attack phase by 50%. This effect is stackable with any other damage reduction/addition effects that you have. Shield damage reduction calculation order can be understood in the Rules threads. 10 uses.
    Some units have weapons or abilities that are affected by Shields. Those weapons or abilities are listed after the Shield ability, and should your Shield (any kind) be disabled or depleted in any way, then those weapons or abilities are disabled until your Shield usage is restored.
  • GN Drive: EN Regen S
    Ability: Regain 5% EN each turn during your regeneration phase.
  • Trans-Am System (System)
    Ability: Pay 20 EN to activate. Gain Dodge Cost -15%, Target's Dodge Cost +25%, Weapon Damage +25%, and Barrier Strength +300. Each turn, pay 10% of your maximum EN. This ability deactivates if upkeep can't be paid.
  • Double Image (5): Req: Trans-Am System
    Ability: Spend X charges to dodge all attacks from one attack phase. Gain 1 charge for each enemy attack phase directed wholly or partly at you that is not support defended, negated by an evasive secondary defense (Teleport, Open Get, etc) other than Double Image, or that somehow negates Double Image. You may have no more than X charges at a time. This is an Evasive Secondary Defense.
  • Jammer
    Ability: Negate all (G)-Type attacks from all sources for no cost.

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"Kirie" Phase

Regeneration Phase

Will + 1: 4/10

HP Regen: 440 HP

EN Regen: 28 EN

Spirit Command Phase

SC: Sure Hit Lv. 1 + Resupply Lv. 2 + Iron Wall Lv. 1 + Volley

Target: Self + Partner + Self + Self

Cost: 15 SP + 72 SP + 4 Will

Effect: STUFF

Defense Phase

Enemy: YOU

Weapon: STUFF

Action: TAKE, SHIELD

Damage: 18880 x 0.9 x 0.25 x 0.95 x 0.5 = 2018 DMG

DP Spent:

Resource Spent: 1 Anti-Beam Shield

Status Received:

Special Phase

Special:

Cost:

Attack Phase

Weapon: [+] DRAGOON System (BSX:10)

Target: Exia Repair

Damage: 2074 x 10 (Multihit)

Resource Spent: 40 EN

Status: Negate ESD

Modifier:

[+] Type Weapon Damage + 190%

- Pilot + 75%

- Item + 100%

- Critical + 15%

Accuracy + 170%

- Critical + 15%

- Sure Hit + 25%

- Pilot + 40%

- SubPilot + 20%

- Item + 50%

- WPN + 20%

Attack Phase

Weapon: [+] DRAGOON System (BSX:10)

Target: Exia Repair

Damage: 2074 x 10 (Multihit)

Resource Spent: 40 EN

Status:

Modifier:

[+] Type Weapon Damage + 190%

- Pilot + 75%

- Item + 100%

- Critical + 15%

Accuracy + 155%

- Critical + 15%

- Pilot + 40%

- SubPilot + 20%

- Item + 50%

- WPN + 20%

Statistics

HP: 2382/4400

EN: 164/280

DP: 3000/3000

AP: 30/100

Kirie SP: 67/112

Haroro SP: 132/220

Will: 0/10

Etc:

Weapons:

[+] 12.5mm CIWS- 585 damage, 20 rounds [+50%]

[F] Melee (M)- 780 damage [+10%]

[F] Beam Saber (BM)- 2080 damage [+10%]

[F] Dual-Blade Beam Saber (BM)- 1560 damage # 2, 5 EN/attack [+10%]

[+] 'Hyakurai' Beam Rifle (B)- 2210 damage, 10 rounds [+20%]

[+] DRAGOON System (BSX:10)- 715 damage/5 EN [+20%]

MAP Attacks:

[+] DRAGOON System (BD:4)- 4420 damage, 30 EN/attack [+30%]

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GN-009GNHW/B Seraphim Gundam GNHW/B Phase

Kazuma: "Your struggle has been long..."

REGENERATION PHASE:

Will Generated: 1

HP Generated: 0

EN Generated: 9

SPIRIT PHASE

Spirit/Will Command Used: Rush

Resource Used: 4 Will

Effect: + 1 [F]-Attack Phase

User: Kazuma

DEFENSE PHASE:

Attacking Weapon #1:

Action Taken:

Damage Taken:

Resources Spent:

TRANSFORMATION/MAINTENANCE PHASE:

Current Terrain: City(Large)

New Terrain:

Movement Type: Ground

Current Form: Normal

New Form:

SPECIAL PHASE:

Battle Fury, -30 AP

Guard, -30 AP

Trans-Am, -20 EN

ITEM PHASE

Item Used:

Item's Effects:

ATTACK PHASE:

Kazuma: "Sayonara..."

Weapon Used: [H] Trans-Am Attack (X:8)- 800 damage/5 EN, Barrier Pierce, Req: Trans-Am System [+10%]

Target(s): R-3 Final

Damage Dealt: 800 * 2.60 = 2080 x 8 Damage

Resources Spent: 40 EN

Status Effect:

Modifiers:

- Damage Modifier: +160%

+25% Natural

+5% Brave

+30% Swordsman

+25% Spirit of Steel

+20% Battle Fury

+25% Trans-Am

+15% Critical

+15% Fortitude

- Accuracy Modifier: +70%

+10% Natural

+5% Brave

+10% Swordsman

+10% Weapon

+25% Trans-Am

+15% Critical

+15% Fortitude

-10% Terrain

Weapon Used: [H] Trans-Am Attack (X:8)- 800 damage/5 EN, Barrier Pierce, Req: Trans-Am System [+10%]

Target(s): R-3 Final

Damage Dealt: 800 * 2.45 = 1960 x 8 Damage

Resources Spent: 40 EN

Status Effect:

Modifiers:

- Damage Modifier: +145%

+25% Natural

+5% Brave

+30% Swordsman

+25% Spirit of Steel

+20% Battle Fury

+25% Trans-Am

+15% Fortitude

- Accuracy Modifier: +55%

+10% Natural

+5% Brave

+10% Swordsman

+10% Weapon

+25% Trans-Am

+15% Fortitude

-10% Terrain

Statistics:

GN-009GNHW/B Seraphim Gundam GNHW/B

HP: 2343/5900

EN: 100/180

DP: 3000/3000

AP: 0/100

SP(Kazuma): 83/168

Battle Fury(Charge): 4/4

Guard(Charge): 4/4

Will: 0/10

Double Image: 4/5

Sword Shield(GN Beam Saber): 1/5

Weapons:

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

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

[+] GN Beam Machine Gun (BF:4)- 500 damage/3 EN [+10%]

[+] GN Bazooka II [Rifle Mode] (BSF:2)- 1800 damage/8 EN [+10%]

[+] GN Cannons (BSF:4)- 2500 damage/10 EN [+10%]

[+] GN Beam Cannons (BSF:2)- 3000 damage/15 EN [+10%]

[+] GN Bazooka II [Twin Buster Cannon] (BAS)- 3200 damage # 2, 40 EN/attack [+20%]

[H] GN Bazooka II [Twin Buster Cannon] [Point Blank] (BAS)- 3200 damage # 2, 40 EN/attack [+20%]

[H] Trans-Am Attack (X:8)- 800 damage/5 EN, Barrier Pierce, Req: Trans-Am System [+10%]

Inherent Abilities:

1) Mobile Suit, Veda

2) Countercut: GN Beam Saber

3) Countershoot: GN Beam Machine Gun, GN Bazooka II [Rifle Mode], GN Cannons, GN Beam Cannons

4) GN Drive: EN Regen S

5) Trans-Am System (System)

6) GN Field (Barrier): Same effect as Barrier M (Barrier).

7) Double Image (5): Req: Trans-Am System

8) Jammer

9) Trial System

10) Rapid Deployment

11) Damage Received -30%

IS#1: Chogokin Z

IS#2: Spirit of Steel

Pilot Stats:

[F]-type Weapon Damage +145%

[F]-type Target's Dodge Cost +75%

Damage Received -60%

Item: Damage Received -25%

Dodge Cost -5%

Unit/Item: Dodge Cost -40%

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Lowe: Oh Ken.. why you leave me again... :(

[table=Battle Formats]

SequencesPhases
  • HP Restored: +0
  • EN Restored: +17 (+5%)
  • Will Gauge: +1
  • Charge: +1

[/td]

  • Spirit Used: Hot Blood
  • Level: 1
  • Cost: 20 sp
  • Target: self
  • Effects: All Weapon Damage x1.5 for your next attack phase taken this turn.
  • Will Used: ---
  • Cost: ---
  • Target: ---
  • Effects: ---

[/td]

  • Incoming Attack #1: Stuff
  • Action Taken: take all
  • Damage Dealt: too much
  • Dodge Dealt: ---
  • Resources Used: 1 of my favourite mecha
  • Incoming Attack #2: ---
  • Action Taken: ---
  • Damage Dealt: ---
  • Dodge Dealt: ---
  • Resources Used: ---

[/td]

  • Support Defending: ---
  • Target : ---
  • Incoming Attack #1: ---
  • Action Taken: ---
  • Damage Dealt: ---
  • Resources Used: ---

[/td]

  • Unit Transforming: ---
  • Effects: ---

[/td]

  • Class Power Triggered: ---
  • Cost: ---
  • Effects: ----

[/td]

  • Item Used: ---
  • Effects: ---

[/td]

  • Target #1: ORB-01 Shiranui Akatsuki Gundam
  • Weapon Used: [F] Trans-Am Attack (X:8)- 2360 damage x8, Barrier Pierce, Req: Trans-Am System [+100%]
  • Resources Used: 40 EN 10 AP

[/td]

  • HP: 0000/4200
  • EN: 261/350
  • AP: 10/100
  • SP Athrun: 80/140
  • DP: 3600/3600
  • AGI: 240
  • Movement: F/G/H
  • Position: City large
  • Damage Modifiers: [+]+30% [F]+95% (pilot), +25%(Trans-am), +10%(SEED Mode)
  • Target's Dodge Cost Modifier: [+]+30% [F]+40%(Pilot), +25%(Trans-am), +10%(OS Customization), +10%(SEED Mode), -10%(Terrain)
  • Dodge Modifier: -25%(Pilot), -30%(Thruster), -15%(Trans-am), -5%(SEED Mode)
  • Damage Received Modifiers: +0%(Pilot), -10%(Terrain)
  • Critical Cost: 10 AP (+15% TDC & Dmg)
  • Countercut Cost: 5 AP
  • Countershoot Cost: 7 AP
  • OS Customization: active (charge 4/4)
  • SEED Mode: active (charge 4/4)
  • Trans-Am System (System): active
  • Will Gauge: 4/10
  • Take Cover: 1
  • Shield: 20/20
  • Double Image: 0/5

[/td]

[/table]

[table=Weapons]

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

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

[F] GN Beam Daggers (BM)- 900 damage [+10%]

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

[F] GN Beam Saber (BM)- 1700 damage [+0%]

[+] GN Beam Rifle Kai (B)- 1800 damage, 10 rounds [+10%]

[F] GN Sword Kai- 3000 damage, Barrier Pierce, Armor Pierce, 25 EN/attack [+20%]

[F] Trans-Am Attack (X:8)- 800 damage/5 EN, Barrier Pierce, Req: Trans-Am System [+10%]

[/table]

  • Shield: Shield Usage x2; GN Shield (disabled when shield uses are at half), GN Beam Rifle, GN Sword Kai
    Ability: During the Defense Phase, you may use a Shield to reduce all damage from a single enemy attack phase by 50%. This effect is stackable with any other damage reduction/addition effects that you have. Shield damage reduction calculation order can be understood in the Rules threads. 10 uses.
    Some units have weapons or abilities that are affected by Shields. Those weapons or abilities are listed after the Shield ability, and should your Shield (any kind) be disabled or depleted in any way, then those weapons or abilities are disabled until your Shield usage is restored.
  • GN Drive: EN Regen S
    Ability: Regain 5% EN each turn during your regeneration phase.
  • Trans-Am System (System)
    Ability: Pay 20 EN to activate. Gain Dodge Cost -15%, Target's Dodge Cost +25%, Weapon Damage +25%, and Barrier Strength +300. Each turn, pay 10% of your maximum EN. This ability deactivates if upkeep can't be paid.
  • Double Image (5): Req: Trans-Am System
    Ability: Spend X charges to dodge all attacks from one attack phase. Gain 1 charge for each enemy attack phase directed wholly or partly at you that is not support defended, negated by an evasive secondary defense (Teleport, Open Get, etc) other than Double Image, or that somehow negates Double Image. You may have no more than X charges at a time. This is an Evasive Secondary Defense.
  • Jammer
    Ability: Negate all (G)-Type attacks from all sources for no cost.

EXPLODE

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proxying that ken idiot.. :angry:

[table=Battle Formats]

SequencesPhases[td=30%]Regeneration Phase:[/td][td=70%]
  • HP Restored: ----
  • EN Restored: +18
  • Will Gauge: +1
  • Charge: +1
[/td][td=30%]Spirit Phase:[/td][td=70%]
  • Spirit Used: Hot Blood (Rimi)
  • Level: 1
  • Cost: 20 SP
  • Target: Self
  • Effects: Damage x1.5 this turn

  • Spirit Used: Iron Wall (Ken)
  • Level: 1
  • Cost: 40 SP
  • Target: Self
  • Effects: Damage Received -75% this turn
  • Will Used: ------
  • Cost: ----
  • Target: ---------
  • Effects: --------

[/td]

[td=30%]Defense Phase:[/td][td=70%]

  • Target : R-3 Final
  • Incoming Attack #1: [H] STUFF
  • Gain: ---
  • Action Taken: take and explode
  • Damage Dealt: ------
  • Dodge Dealt: ------
  • Resources Used: ---
  • Target : R-3 Final
  • Incoming Attack #1: [+] DRAGOON System STUFF
  • Gain: -------
  • Action Taken: take explode
  • Damage Dealt: all hp
  • Dodge Dealt: -------
  • Resources Used: 1 mecha

[/td]

[td=30%]Support Defense Phase:[/td][td=70%]
  • Support Defending: ───
  • Target : ───
  • Incoming Attack #1: ───
  • Action Taken: ───
  • Damage Dealt: ───
  • Resources Used: ───
[/td][td=30%]Transformation Phase:[/td][td=70%]
  • Unit Transforming: ───
  • Effects: ───

[/td]

[td=30%]Class Power Phase:[/td][td=70%]
  • Class Power Triggered: A.P.A O.S
  • Cost: 30 AP
  • Effects:

-Psychic Energy-type Weapon Damage/Accuracy +25%,

-Unit inherent Double Image is upgraded by reducing it's activation time by 1. For instance, if a unit has Double Image (5), it becomes Double Image (4) instead. This ability cannot reduce activation time below Double Image (2),

- While DP is 50% and below, gain Accuracy +25% and Dodge Cost -15%

[/td]

[td=30%]Item Phase:[/td][td=70%]
  • Item Used: ───
  • Effects: ───
[/td][td=30%]Attack Phase :[/td][td=70%]

  • Target #1: ORB-01 Shiranui Akatsuki Gundam CRITICAL
  • Weapon Used: [H] Strike Shield Formation EX (SX:12)- 700 damage/5 EN, Req: Psychic Energy [+10%]
  • Attack: 3045 x 12, Armor Break[+120%]
  • Resources Used: 60 EN, 9 AP

[/td]

[td=30%]Statistics:[/td][td=70%]
  • HP: 0000/4000
  • EN: 68/180
  • AP: 52/100
  • SP Shiki: 58/138
  • SP Rimi: 122/182
  • DP: 1386/3000
  • AGI: 260
  • Movement: G
  • Position: City
  • Damage Modifiers: +25%(Pilot), +25% (Revenge), +30%(Resentment : Vayu), [H] +70%(Multi Sensor), non-[H] +35% (Multi Sensor), +25%(Psychic Energy)
  • Target's Dodge Cost Modifier: +5%(Pilot), -10%(Terrain), +30%(Resentment : Vayu),[H] +30%(Multi Sensor), non-[H] +15% (Multi Sensor), +25%(Psychic Energy), +25%(A.P.A O.S)
  • Dodge Modifier: -10%(Pilot), -15%(A.P.A O.S)
  • Damage Received Modifiers: -5%(pilot), -10%(Terrain)
  • Critical Cost: 9 AP (+15%)
  • Countercut Cost: 6 AP
  • Countershoot Cost: 9 AP
  • Attacker: not active (2/4)
  • A.P.A O.S: active (4/4)
  • Double Image: 0 /3
  • Beam Shield: 9/12
  • Will Gauge: 2/10

[/td]

[/table]

[table=Weapons]

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

[+] Laser Gatling Gun (B)- 600 damage, 20 rounds [+40%]

[F] Beam Lance (B)- 2400 damage, 10 EN/attack [+20%]

[+] Modified Telekinesis Laser Cannon (B)- 3200 damage, 15 EN/attack, Req: Psychic Energy [+10%]

[+] Charged Strike Shield (SX:10)- 550 damage/3 EN, Req: Psychic Energy [+10%]

[H] Strike Shield Formation EX (SX:12)- 700 damage/5 EN, Req: Psychic Energy [+10%]

MAP Attacks:

[+] Telekinesis Missile (PT:5)- 3400 damage, 2 rounds, Req: Psychic Energy [+0%]

[+] Charged Burst Shield (D:4)- 3800 damage, 25 EN/attack, Req: Psychic Energy [+10%]

Combo Attacks:

[H] Formation Final- 7000 damage, Barrier Pierce, 25 EN/attack, Req: Psychic Energy [+30%]

[H] Formation Final EX- 7500 damage, Barrier Pierce, 25 EN/attack, Req: Psychic Energy [+30%]

[F] Blitzkrieg Rush (F:8)- 800 damage/3 EN, Req: Psychic Energy [+20%]

[+] Blast Combination (B)- 5800 damage, 20 EN/attack [+20%]

[H] Strike Telekinesis Boomerang (SX:15)- 600 damage/3 EN [+10%] [/table]

Armor Break

Class: Status Attack

Description: Special attacks that deal damage to your unit's armor, making it harder for you to reduce incoming damage.

Ability: You gain Damage Received +25% (calculated as a unit ability) for the next three turns.


Telekinesis Field

Class: Barrier

Description: A barrier created by psychic energy.

Ability: Negates the first 2000 damage in a single attack phase for 5 EN. Requires Psychic Energy to use.


Double Image (X)

Class: Evasive Secondary Defense, Activated

Description: Double Image is a term used for units that move so fast, a false image, or a split/after image, is left in its stead. Under the effects of the speed, enemies are unable to determine which image the user actually is, and thus is unable to attack their target properly. Double Image effects can be generated via just extreme speed, holographic projection, magic, or any other plain crazy skill, effect or technology that can be found in anime.

Ability: Spend X charges to dodge all attacks from one attack phase. Gain 1 charge for each enemy attack phase directed wholly or partly at you that is not support defended, negated by an evasive secondary defense (Teleport, Open Get, etc) other than Double Image, or that somehow negates Double Image. You may have no more than X charges at a time. This is an Evasive Secondary Defense.

KEN IS EXPLODE

Edited by Lowe Refalen

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Vayu/Hiro gets 302 PP while Ken/Lowe gets 252. That's all folks~

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