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Nimbus Noa

New Jagged Universe Mechdev Lexicon

24 posts in this topic

The MechDev Lexicon: #~A

AEAS

Class: Special, Activated

Description: Short for 'Autonomous Environmental Adaptive System', a system that allows a robot to quickly adapt to any sort of terrain and move through it at full speed.

Ability: Starts battle activated. This unit is not affected by any negative terrain modifiers. Each turn EN -5, this ability is disabled if upkeep cannot be paid or you choose to deactivate it. Charge (2) to reactivate; this ability only accumulates charge counters while deactivated.

Edited by Imban

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The MechDev Lexicon: C

Catherine

Class: Sidekick

Description: N/A.

Level 4 (1600 PP)

Attributes:

- None

Spirit Commands:

- Boost [L1]

- Iron Wall [L1]

- Sure Hit [L1]

- Hot Blood [L1]

Skills:

- Enhanced Defense

- Enhanced Piloting

Chaos V.E.E.T System

Class: System

Description: A corrupted version of the original V.E.E.T System as used by The Chaos.

Ability: Req: Spiritual Power. You may choose to gain one of the following abilities:

-Pyre-Flame: The first hit of your next attack phase gains Burn. EN Cost +50%. EN Cost is 15 instead if the weapon has no cost.

-Ash: The first hit of your next attack phase gains Morale Break. EN Cost +50%. EN Cost is 15 instead if the weapon has no cost.

-Blood: The first hit of your next attack phase gains HP Drain. EN Cost +50%. EN Cost is 15 instead if the weapon has no cost.

Commanding Aura

Class: Special

Description: An ability that turns the pilot's Aura Energy outward to strengthen allies.

Ability: Gain Dodge Cost -10% and Weapon Damage +20%. Aura (4). Charge (4) to activate.

Edited by Suguri-SP

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The MechDev Lexicon: D

Edited by Nimbus Noa

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The MechDev Lexicon: I

I.K.A. Unit

Class: Sidekick

Description: An adorable squid AI. Its voice encourages all that hear it. Its tentacles, on the other hand...

Level 5 (2200 PP)

Attributes:

- None

Spirit Commands:

- Concentrate [L2]

- Encourage [L1]

- Iron Wall [L1]

- Sure Hit [L1]

Skills:

- Assisted Tracking

- Assisted Defense

- Assisted Ranged

Edited by Suguri-SP

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The MechDev Lexicon: K

Kidou Reiatsu

Class: Barrier

Description: A barrier of protection generated by the force of the pilot's ki. The stronger the pilot's ki, the stronger the barrier.

Ability: Negate the first 1500 damage from a single attack phase for 5 EN. Each level of Ki Power adds +200 effectiveness to Kidou Reiatsu.

Edited by Imban

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The MechDev Lexicon: M

Magistrate System

Class: System

Description: Totally not the V.E.E.T. System after the countless sacrifices of thousands of magical girls. Honestly.

Ability: Req: Spiritual Power. You may choose to gain one of the following abilities:

-Blue Flame: The first hit of your next attack phase gains Acid. EN Cost +70%. EN Cost is 20 instead if the weapon has no cost.

-Storm: Your next attack phase gains Accuracy +40% and the first hit of your next attack phase gains Mobility Break. EN Cost +50%. EN Cost is 15 instead if the weapon has no cost.

-Subzero: Your next attack phase gains Weapon Damage +20% and the first hit of your next attack phase gains Mobility Break. EN Cost +50%. EN Cost is 15 instead if the weapon has no cost.

-Gaia: Your next attack phase gains Weapon Damage +40% and Shield Pierce. EN Cost +70%. EN Cost is 20 instead if the weapon has no cost.

-Lightning: Your next attack phase gains Accuracy +20% and the first hit of your next attack phase gains Stun. EN Cost +50%. EN Cost is 15 instead if the weapon has no cost.

-Darkness: The first hit of your next attack phase gains Morale Break. EN Cost +50%. EN Cost is 15 instead if the weapon has no cost. Gain Berserker (1/3) if this enhancement is used three times in a row.

-Light: Your next attack phase gains Weapon Damage +20%, Accuracy +20% and Armor Pierce. EN Cost +70%. EN Cost is 20 instead if the weapon has no cost.

-Time: Spend 40 EN. Gain one of the following abilities for one turn: Attack Phase +1 or Repair

Edited by Suguri-SP

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The MechDev Lexicon: N

Nakashiro

Class: Sidekick, Passive

Description: The AI program on ARX-8A Tsurugi.

Level 3 (1350 PP)

Attributes:

- None

Spirit Commands:

- Concentrate [L1]

- Direct Attack [L1]

- Snipe Attack [L2]

- Great Effort [L1]

Skills:

- None

Edited by Imban

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The MechDev Lexicon: P

PASSION System

Class: System

Description: A system not quite as cool as Sound Energy System.

Ability: When active, gain Barrier M (Barrier) and Weapon Damage +25%. In addition, gain Weapon Damage +5% plus an additional Weapon Damage +5% for every level of Leadership, Brave Commander, or Veteran possessed by the main pilot of this unit, Aura (3), +1 for every level of Leadership, Brave Commander, or Veteran possessed by the main pilot of this unit. Charge (4) to activate.

Edited by Imban

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The MechDev Lexicon: Q

Q.B.

Class: Sidekick

Description: /人◕ ‿‿ ◕人\

Level 4 (1550 PP)

Attributes:

- None

Spirit Commands:

- Confusion [L1]

- Exhaust [L1]

- Sure Hit [L1]

- Concentrate [L2]

Skills:

- Assisted Tracking

Edited by Suguri-SP

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The MechDev Lexicon: R

R-Driver System

Class: System, Activated

Description: A system that focuses feelings of rage and destruction into the user, becoming stronger the more damage they take.

Ability: Weapon Damage +20%. For every attack phase received in this turn's Defense Phase that deals damage to this unit, gain an additional Weapon Damage +10% to a maximum of an additional Weapon Damage +50%. Charge (4) to activate.

Edited by Suguri-SP

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The MechDev Lexicon: S

Saboteur Infiltration Software

Class: System, Activated

Ability: Pay 10 EN to activate. Each turn, pay 5 EN or disable this ability. Gain Dodge Cost -15%, Accuracy +30%, and Critical Cost -2.

Sakaki

Class: Sidekick

Description: An AI unit designed to be the monitoring system of the Pandora's Box installed in Black Crown Regalion. Has been... slightly modified.

Level 4 (1650 PP)

Attributes:

- None

Spirit Commands:

- Assail [L1]

- Hot Blood [L2]

- Provoke [L1]

- Shiver [L1]

Skills:

- None

Supermagnetic Field

Class: Barrier, Special

Description: A super magnetic field that can either repel or attract enemy attacks.

Ability: Negate the first 1500 damage from a single attack phase for 5 EN. You may also pay 40 EN during your Transformation Phase to gain the effects of Provoke Level 1 for 1 turn, except that attacks with Barrier Pierce or which ignore secondary defenses are not affected.

Supermagnetic Wall

Class: Special

Description: A super magnetic field that makes it hard for enemies to enter or remain in the same area.

Ability: Pay 10 AP to activate. While this ability is active, units' cost to move into the terrain this unit is in is doubled, and they must pay their normal movement cost each turn to remain in the terrain. If they cannot, or choose not to do so, they must move to an adjacent terrain of their choice at no cost instead of their normal movement for this turn. Each turn, EN -5. Disable this ability when you choose to do so or upkeep cannot be paid.

Edited by Imban

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