Master Kruz

A Descent into the Maelstrom

60 posts in this topic

A Descent into the Maelstrom

Terrain: Space (Starting Area) --> Colony Interior (1) --> Colony Interior (2) --> Colony Interior (3) (Mission Objective 1)

Prone Time: 48 hours

Players:

  • AEUG: Alicia, Isaac, Nendo
  • Titans: Umbaglo, Rika, Kirby
  • Zeon: Hiroyuki, Dio

Goals:

  • Objective 1: Take control of the colony laser by posistioning your Mission Objective ship here. Control can only be established when only one ship remains present.
  • AEUG: Complete all objectives (Skill Point: AEUG capture Colony Laser)
  • Zeon: Complete all objectives (Skill Point: Zeon capture Colony Laser)
  • Titans: Complete all objectives (Skill Point: Titans capture Colony Laser)

Special:

  • Closed Deployment

Time Limit: 2 months

Players, deploy!

Quick Index:

AEUG Deployments

Zeon Deployments

Match Start

Edited by Master Kruz

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Dio prones. He has 48 hours to send me his deployment, after that he will be ejected from the battle with no rewards.

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Titans Deployments

Rika

Name: Nardom DaSilva

Rank: Lieutenant

Service Branch: Titans (Earth Federation)

Age: 29

Sex: Female

Height: 150cm

Weight: 70 kg

Bloodtype: AB-

Combat Stats

Pilot Level: 12

Ace Points: 6

Missions: 6

Total Gained/Spent/Remaining: 5500/5500/0

Maximum SP: 140

Abilities:

  • Dodge Cost: -20%
  • Countercut Cost: 7 AP
  • Countershoot Cost: 5 AP
  • Critical Cost: 8 AP [WD +25%, TDC +25%]
  • [F]-type Weapon Damage: +5% (+25% In Mobile Suits)
  • [+]-type Weapon Damage: +60% (+80% In Mobile Suits)
  • [F]-type Target Dodge Cost: +35% (+45% In Mobile Suits)
  • [+]-type Target Dodge Cost: +45% (+55% in Mobile Suits)

Pilot Ratings:

  • Ranged 2
  • Accuracy 2
  • Evade 2

Will Commands:

  • Missile Lock: Costs 1 Will. Your first attack phase this turn gains Target's Countershoot Cost +50%.
  • Newtype Flash: Costs 2 Will. Gain Dodge Cost -10% and Target's Dodge Cost +30% for this turn. Requires Psychic Energy.
  • Elude: Costs 3 Will. Gain Dodge Cost -15% this turn. This counts as a terrain effect.
  • 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.

Pilot Techniques:

  • Data missing
  • Data missing
  • Data missing

Pilot Skills:

Pilot Seishin:

  • Boost: Gain Dodge Cost -25% for one turn [L1 15]
  • Duty: Recover 30%/50% of your maximum DP. [L1/2 20/50]
  • Concentrate: Target's Dodge Cost +20%, Dodge Cost -10% [L1 15]
  • Sure Hit: Target's Dodge Cost +25% next attack phase, disable secondary evasive defenses [L1 15]
  • Hot Blood: All Weapon Damage is +50% for the next attack phase this turn [L1 20]
  • Prayer Remove negative status effects from you or target ally [L1 15]

Veteran Awards

  • Data missing
  • Data missing

Gains

+ 1600 PP Starting Amount
+ 0250 PP Floating Reward from Bonds of Family [Story 1]
+ 0150 PP 50% Reward from Approaching the Earth, Part 1
+ 0550 PP Over the Moon
+ 0100 PP Approaching the Earth
+ 0600 PP Over the Moon P2
+ 0550 PP from Entering the Atmosphere
+ 0550 PP from The Winds of Jaburo
+ 0550 PP from The Terrible Gundam
+ 0600 PP from Day of Dekar
= 5500 PP Total Gained

Debits

- 0600 PP Attributes [Range 2, Acc 2, Evade 2]
- 0400 PP Newtype
- 0300 PP Gunfight Lv. 1
- 0200 PP Improved Critical Lv. 1
- 0200 PP Duty Lv. 1
- 0150 PP Boost Lv. 1
- 0300 PP Unit Spec Evasive
- 0300 PP Accurate Attacker Lv. 1
- 0400 PP Gunfight Lv. 2
- 0300 PP Improved Critical Lv. 2
- 0500 PP Unit Spec Lv. 2
- 0400 PP Accurate Attacker Lv. 2
- 0150 PP Concentrate Lv. 1
- 0150 PP Sure Hit Lv. 1
- 0200 PP Hot Blood Lv. 1
- 0500 PP Gunfight Lv. 3
- 0300 PP Duty Lv. 2
- 0150 PP Prayer Lv. 1
= 5500 PP Total Spent

RX-93-2 Hi-Nu Gundam

Statistics:

HP: 7500, EN: 220, Agi: 230

IS: 2, Move: G, Size: L, Rank: 12

Weapons:

[+] Double Vulcan- 1200 damage, 20 rounds [+40%]

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

[F] Beam Saber (BM)- 2400 damage [+0%]

[+] Beam Rifle (BSF:3)- 1000 damage, 30 rounds [+15%]

[+] Gatling Gun (SF:5)- 800 damage, 30 rounds [+10%]

[F] Beam Sword (B)- 4500 damage, 15 EN/attack [+10%]

[F] Rapid Combat (MSX:6)- 900 damage/4 EN [+0%]

[+] Missile Launcher (PGSX:8)- 700 damage, 40 rounds [+20%]

[F] Dual Beam Sabers (BMSX:3)- 1500 damage/5 EN + (B)- 2400 damage, 10 EN/attack [+10%]

[+] 400mm Bazooka Gun (SF:3)- 2500 damage, 21 rounds [+20%]

[+] Fin Funnel (BSX:10)- 900 damage/6 EN, Req: Psychic Energy [+20%]

[+] Mega Bazooka Launcher (BS)- 10000 damage, Barrier Pierce, Charge (3), 50 EN/attack [+30%]

MAP Attacks:

[+] Fin Funnel (BDT:6)- 4600 damage, Req: Psychic Energy, 55 EN/attack [+10%]

[+] Mega Bazooka Launcher (BI:6)- 5000 damage, Barrier Pierce, Charge (3), 50 EN/attack [+0%]

Inherent Abilities:

1) Mobile Suit

2) Anti-Beam Shield: Missile Launcher

3) Countercut: Beam Saber, Beam Sword

4) Countershoot: Double Vulcan, Beam Rifle, Gatling Gun, Fin Funnel

5) HP/EN Regen S

6) Damage Received -15%

7) Psycoframe (System)

8) Double Image (5)

9) Dummy Balloon Launcher (4)

10) Funnel Beam Field (3000)

11) Mega Bazooka Launcher: Charge is shared between attacks. One allied unit may pay 50 EN during their transformation phase to restore all Charge to this attack.

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Kirby

Callsign: Heartbreaker Black

Name: [REDACTED]

Aptitude Level: 4

Rank: Sergeant First Class

Combat Parameters:

Range 3

Accuracy 1

Evade 2

Full Metrics:

[+] Effectiveness: +35%

[F] Effectiveness: +0%

Overall Accuracy: +10%

Evasive Threshold: -10%

Defensive Threshold: +0%

MS [+] Effectiveness: +55%

MS [F] Effectiveness: +20%

MS Accuracy: +20%

MS Evasive Threshold: -15%

MS Defensive Threshold: +0%

Countershoot Aptitude: 5

Countercut Aptitude: 7

Critical Efficiency: 10

Shield Efficiency: +0

Skills:

[D] Unit Spec (Evasive): Mobile Suit L2

Spirit Commands:

20 - Duty L1

15 - Boost L1

Favored Tactics:

2 - Barrel Roll

3 - Defense Pierce

4 - Volley

5 - Finishing Attack

Parameter Point Tracking:

[1600] Accepted Parameter Points For Given Aptitude

[150] Down Time

[600] Combat Parameter Metrics

[300] Mobile Suit Specialization L1

[500] Mobile Suit Specialization L2

[200] Duty L1

[150] Boost L1

Remaining Growth to be Projected: 0 PP

---

Designation: Haro V1

Name: N/A

Aptitude Level: 2

Rank: N/A

Combat Parameters:

Range 1

Accuracy 1

Full Metrics:

[+] Effectiveness: +15%

[F] Effectiveness: +0%

Overall Accuracy: +10%

Evasive Threshold: +0%

Defensive Threshold: +0%

Countershoot Aptitude: 7

Countercut Aptitude: 7

Critical Efficiency: 10

Skills:

Spirit Commands:

20 - Great Effort L1

Favored Tactics:

Parameter Point Tracking:

[700] Accepted Parameter Points For Given Aptitude

[200] Combat Parameter Metrics

[500] Great Effort L1

Remaining Growth to be Projected: 0 PP

---

F-97E Flint

Statistics:

HP: 3400, EN: 180, Agi: 280

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

Weapons:

[+] 60mm Vulcans- 400 damage, 20 rounds [+40%]

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

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

[+] Missile Pod (PGSX:2)- 1000 damage, 8 rounds [+15%]

[+] Muramasa Blaster [Rifle Mode] (BSF:3)- 700 damage/3 EN [+10%]

[+] Machine Cannon (SF:5)- 500 damage, 40 rounds [+10%]

[+] Large Beam Rifle (B)- 2600 damage, 8 rounds [+10%

[+] Mega Beam Launcher (B)- 4600 damage, 12 rounds [+20%]

[+] Missile Harmonica (PGSX:6)- 800 damage, Hardpoints: 1, 6 rounds [+20%]

[F] Muramasa Blaster (BS)- 4000 damage, Barrier Pierce, Hardpoints: 1, 30 EN/attack [+20%]

[F] Muramasa Blaster [Renzoku] (BSX:5)- 800 damage/8 EN [+15%]

[+] Buster Launcher (BS)- 4800 damage, Snipe (+20%), Hardpoints: 1, 25 EN/attack [+20%]

MAP Attacks:

[+] Buster Launcher (BI:4)- 2600 damage, 25 EN/attack [+10%]

Inherent Abilities:

1) Mobile Suit

2) Anti-Beam Shield: Hardpoints: 1; Gatling Gun

3) Beam Shield

4) Countercut: Beam Saber, Muramasa Blaster

5) Countershoot: 60mm Vulcans, Muramasa Blaster [Rifle Mode], Large Beam Machinegun, Machine Cannon, Large Beam Rifle, Gatling Gun

6) Dummy Balloon Launcher (2)

7) Hardpoints (3): Buster Launcher, Muramasa Blaster, MIssile Harmonica

8) A.B.C. Mantle

9) Muramasa Blaster: Disable Muramasa Blaster [Rifle Mode] and Muramasa Blaster [Renzoku] if not enabled. Becomes Hardpoints: 2 if Anti-Beam Shield is enabled

10) Buster Launcher: If enabled gain Agi +10.

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Umbaglo

Pilot Name: Elizibeth Jaeger

Rank: Lieutenant

Level: 10 (4550 PP)

SP: 136/136

Ace Points: 5

Spells:

1) Duty Lv1

2) Boost Lv1

3) Flash Lv1

4) N/A

5) N/A

6) N/A

Attributes

Ranged: 2

Melee: 0

Accuracy: 2

Defense: 0

Dodge: 2

Skill: 0

Derived Stats:

Dodge Cost -20%

Target's Dodge Cost +20%, +25% [+]

Damage Dealt +5%, +50% [+]

Damage Received -0%

Countercut Cost: 7 AP

Countershoot Cost: 5 AP

Skills:

1) Genius

2) Unit Specialization (Evasive) Lv3: Mobile Suit

3) Gunfight Lv2

4) OS Customization Lv2

5) N/A

6) N/A

Techniques:

1) N/A

2) N/A

3) N/A

Abilities:

1) Critical

Class: Active

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

2) Will Gauge

Class: Active

Ranges between 0 and 10. Gain 1 Will counter each turn during your Regen Phase. Will counters can be expended to give different effects. Will abilities are activated during the Spirit Command Phase.

- Barrel Roll: Costs 2 Will. Gain Dodge Cost -10% and Target's Dodge Cost +20% for this turn.

- Lock On: Costs 3 Will. The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers.

- 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.

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

3) Tinkerer

Class: Active

When activated, choose two options from the following list per level and gain their effects as unit modifiers.

  • Agility: Agi -10
  • Output: Cost of EN-based Weapons and Abilities -10%
  • Accuracy: Accuracy +10%
  • Offense: Weapon Damage +10%
  • Counter: Countercut/Countershoot Cost -25%
  • Terrain Adjustment: Reduce terrain-based Dodge Cost and Accuracy penalties by 15%
  • Precision: Critical Cost -2

Charge (4) to activate.

4) Mobile Suit Test Pilot

Class: Passive (Main)

While in a Mobile Suit, gain the following bonuses: Damage Dealt +30%, Target's Dodge Cost +15%, Dodge Cost -10%

F-97FA Cluster Gundam Full Cloth

Statistics:

HP: 6000, EN: 250, Agi: 240

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

Weapons:

[+] 60mm Vulcans- 400 damage, 20 rounds [+40%]

[H] Scissor Anchor (P)- 600 damage, Mobility Break, 5 EN/attack [+10%]

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

[+] Birdlime Glue Missile (PGSF:2)- 300 damage, Accuracy Break, Mobility Break, 6 rounds [+30%]

[+] Beam Vulcans (BF:3)- 400 damage/EN [+10%]

[F] Beam Saber (BM)- 1800 damage [+0%]

[+] Missile Pod (PGSX:2)- 1000 damage, 8 rounds [+15%]

[+] Mini-Missiles (GSF:5)- 400 damage, 20 rounds [+0%]

[+] Buster Gun (B)- 2200 damage, 10 rounds [+10%]

[+] Hip Vulcans (SF:6)- 400 damage, 60 rounds [+10%]

[+] Large Beam Machinegun (BSF:3)- 800 damage, Hardpoints: 1, 24 rounds [+10%]

[+] Muramasa Blaster [Rifle Mode] (BSF:3)- 800 damage/3 EN [+10%]

[+] Machine Cannon (SF:5)- 500 damage, 40 rounds [+10%]

[+] Gatling Gun (SF:5)- 600 damage, 30 rounds [+10%]

[F] Screw Whip (MV:5)- 600 damage/2 EN [+20%]

[F] Beam Zanber (B)- 3200 damage, 15 EN/attacks [+10%]

[F] Shot Lancer- 4000 damage, 15 EN/attack [+10%]

[+] Mega Beam Launcher (B)- 4600 damage, 12 rounds [+20%]

[H] Beam Zanber [Renzoku] (BSX:6)- 800 damage/4 EN [+10%]

[+] Missile Harmonica (PGSX:6)- 800 damage, Hardpoints: 3, 18 rounds [+20%]

[+] Shot Lancer [shoot]- 5400 damage, 1 round, Rounds Locked [+20%]

[+] 'Peacock Smasher' Beam Harmonica (BS)- 6000 damage, Charge (4), 4 rounds [+30%]

MAP Attacks:

[+] 'Peacock Smasher' Beam Harmonica [Wide Angle] (BI:5)- 2600 damage, 1 round [+10%]

Inherent Abilities:

1) Mobile Suit

2) Anti-Beam Shield: Hardpoints: 1; Gatling Gun

3) Beam Shield

4) Countercut: Beam Saber, Screw Whip, Beam Zanber, Shot Lancer, Muramasa Blaster

5) Countershoot: 60mm Vulcans, Beam Vulcans, Buster Gun, Hip Vulcans, Large Beam Machinegun, Muramasa Blaster [Rifle Mode], Machine Cannon, Gatling Gun

6) Dummy Balloon Launcher (4)

7) Hardpoints (5)

8) I-Field (Barrier)

9) Anti-Beam Coating (S Armor)

10) Damage Received -15%

11) Double Image (5): Becomes Double Image (4) when Psycommu Backflow is active.

12) Bio-Computer (System)

13) Pack Jettison (F-97 Cluster Gundam)

14) Screw Whip: Target's Countercut Cost +25%

15) Shot Lancer: If Shot Lancer [shoot] rounds equal 0 disable this attack.

16) 'Peacock Smasher' Beam Harmonica: Disable this and [Wide Angle] attack if Large Beam Machinegun is disabled. Gains Barrier Pierce if used against a single target.

Frame Cost: 8 BP

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Titans NPC (Player controlled)

Titans Captain

Max SP: 116

Attributes:

Melee: 0

Ranged: 2

Accuracy: 0

Defense: 4

Evasion: 0

Skill: 0

Skills:

Countercut: 7 AP

Countershoot: 5 AP

Critical: 10 AP

Spirit Commands:

1) Iron Wall Lv1

2) Hot Blood Lv1

3) Grit Lv2

4) Charge Lv1

5)

6)

Pilot Skills:

1) Combat Specialist Lv1

2) Guard

3) Improved Countershoot Lv1

4)

5)

6)

Pilot Techniques:

1)

2)

3)

Will Gauge:

- Steady Shot: Costs 1 Will. Countershoot cost -50% for this turn.

- Barrage: Costs 3 Will. One (X) or (F) type weapon on your unit has its limit increased by 25% this turn, rounded up.

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

- Flawless Defense: Costs 4 Will. Blocking reduces damage by an additional -25% for this turn.

Clop-class Heavy Cruiser Ra Clop

A high speed cruiser, the Clop class places a great emphasis on it's speed at the cost of small craft, only carrying three mobile suits in trade for the ability to quickly move around the battlefield.

---

Clop-class Heavy Cruiser Ra Clop

Statistics:

HP: 14000, EN: 450, Agi: 400

IS: 1, Move: F, Size: LL, Rank: 10

Weapons:

[+] 3-Barrel Anti-Air Guns (ASF:3)- 1000 damage, 36 rounds [+20%]

[+] Missile CIWS (PGSF:8)- 300 damage, Accuracy Break, 24 rounds [+15%]

[+] 15-Cell VLS (PGSX:7)- 500 damage, 21 rounds [+10%]

[+] Missile Launchers (PGSF:6)- 600 damage, 60 rounds [+25%]

[+] 2-Barrel Mega Particle Guns (BSF:6)- 1200 damage/5 EN [+20%]

MAP Attacks:

[+] Hyper Mega Particle Gun (BI:4)- 4000 damage, 60 EN/Attack [+0%]

Inherent Abilities:

1) Mothership, Battleship

2) Countershoot: 3-Barrel Anti-Air Guns, Missile CIWS

3) Anti-Beam Coating (S Armor)

4) Minovsky Interference

5) Dummy Balloon Launcher (4)

6) Mission Objective

Pilot Slots: 8

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AEUG Deployments

Alicia

Pilot #1

Name: Terra Kershaw

Callsign: Black Lightning

Age:

Sex: Female

Faction: AEUG

Pilot Class: Black Lightning

Level: 17 (8050 PPs)

Current Max SP: 164

Attributes:

Melee 1

Ranged 1

Evade 4

Skills:

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

Unit Specialisation (Mobile Suits) L3: Gain Damage Dealt +30%, Dodge Cost -10%, Target's Dodge Cost +15% while in Mobile Suits.

Combat Specialist L3: All weapons gain Damage +20% and Accuracy +5%.

Accurate Attacker L3: All weapons gain Accuracy +30% and Damage +10%.

Quick Lineup Lv.2: May use MAP Attacks after moving to another terrain. When doing so gain Damage and Accuracy -30%

Seishins:

Adrenaline Lv.3

Concentrate Lv.1

Duty Lv.1

Will Gauge abilities:

  • Defence Pierce: Costs 3 Will. The last hit of your next attack phase gains Barrier Pierce and Armor Pierce.
  • 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.
  • 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.
  • Iron Will: Costs 5 Will. 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%.

Pilot #2

Name: Ceilidh Hughes

Age:

Sex: Female

Faction: AEUG

Pilot Class:

Level: 13

Current Max SP: 148

Attributes:

Range 1

Accuracy 1

Evasion 4

Skills:

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

Leadership L3 (Sub): Gain Dodge Cost -5%, Weapon Damage +20%, Will Point Gain +1. Aura (1)

Tactical Commander (Sub): Gain Offensive Command (DT:3)- Attack Boost 20% & Accuracy Boost 20% [+0%], Defensive Command (DT:3)- Armor Boost 10% & Mobility Boost 10% [+0%] and All-Out Assault Command (DT:3)- Attack Boost 40% & Accuracy Boost 40% [+0%] (X) All-Out Assault Command: Units affected by this attack also gain Damage Received +15% and Dodge Cost +15% to be calculated as pilot abilities.) as attacks (status effects of these last only one turn)

Charisma (Sub): All Aura abilty ranges increased by 3.

Skilled Controller Lv.2 (Sub): (SFS) items no longer take up a IS. During deployment may choose to gain either Damage Received -10% or Dodge Cost -10% as a unit modifier when equipping a (SFS) item.

Seishins:

Sure Hit Lv.2

Scan Lv.1

Duty Lv.1

Will Gauge abilities:

  • Defence 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.
  • 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.
  • Iron Will: Costs 5 Will. 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%.

Haro #1

Haro

Description:

Invented by Alex Raynor and later copied enmasse, the Haro is a spherical mobile AI platform used by the Federation to assist in the military. Haros are used in numerous areas on ships including anti-air batteries, damage control and mobile weapon repair, allowing for greatly reduced crew sizes on warships. Some Haros are also used in mobile suits to assist pilots. The technology is used in the Anaheim Electronics factories on the moon as well, where the design was copied and produced by the AEUG.

Factions:

AEUG

Titans

Starting PP: 500 PP

Level: 11

Starting SP: 60

Current SP: 120

Attributes:

Melee: 0

Ranged: 1

Accuracy: 1

Defense: 0

Evasion: 0

Skill: 0

Skills:

Countercut: 7 AP

Countershoot: 7 AP

Critical: 10 AP

Spirit Commands:

1) Greater Effort Lv.2

2) Training Lv.1

3)

Pilot Skills:

1) Mobile Suit Speciality Level 2: Main pilot gains Dodge Cost -10%, Accuracy +25% and Accuracy Attribute +1. Cannot be taken with Mobile Armor Specialty or Ship Specialty.

2) SP Boost Lv.2: Max SP +20 (included)

3) Data Transmission: Unit gains EWAC

4) Information Analysis Lv.3: All negative terrain modifiers are reduced by 10%. Aura (6)

22: MSI-001 Iota Gundam

Another prototype machine, the Iota Gundam is perhaps one of the most distinctive due to it's nature. Using a built in AI called ALICE the Iota was made to gather data to teach it's AI how to fight so that it could be copied and mass produced to replace human pilots entirely, although this plan has since fallen through due to the AI's refusal to function at will. The Iota itself is overbuilt in a attempt to give ALICE every type of weapon to fight with while giving the precious few machines made the chance to survive. It's primary weapons consist of a open barrel beam smartgun which shoots a long stream instead of a burst, allowing the stream to follow a target, as well as several Incom weapons on the backpack.

---

MSI-001 Iota Gundam

Statistics:

HP: 6500, EN: 250, Agi: 260

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

Weapons:

[+] Beam Cylinders (BSF:4)- 600 damage/2 EN [+20%]

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

[+] Machinegun (SF:3)- 600 damage, 21 rounds [+10%]

[F] Beam Saber (BM)- 2000 damage [+0%]

[F] Hyper Beam Saber (BM)- 3000 damage, 10 EN/attack [+10%]

[+] Open Barrel Beam Smartgun (BS)- 3500 damage, 12 rounds [+15%]

[+] Beam Guns (BSF:2)- 1800 damage/7 EN [+10%]

[F] Hyper Beam Saber [Variable] (BMV:3)- 1500 damage/8 EN [+15%]

[+] Linear Rifle (SF:2)- 2400 damage, 10 rounds [+20%]

[+] Missiles (PGSX:4)- 1200 damage, 20 rounds [+15%]

[+] VSBR [Fast] (BASF:2)- 2500 damage/20 EN, Armor Pierce, Shield Pierce [+20%]

[+] Super Incom (BASX:8)- 700 damage/5 EN [+10%]

[+] Fincom (BSX:4)- 1500 damage/10 EN [+20%]

[+] Hi-Mega Cannon (BS)- 6000 damage, Barrier Pierce, 35 EN/attack [+20%]

[+] VSBR [slow] (BASF:2)- 3500 damage/20 EN [+10%]

MAP Attacks:

[+] Hi-Mega Cannon [Full Output] (BI:4)- 4600 damage, 2 rounds [+10%]

[+] Super Incom (BDT:5)- 3400 damage, 30 EN/attack [+0%]

Inherent Abilities:

1) Mobile Suit

2) Beam Shield

3) Countercut: Beam Saber, Hyper Beam Saber

4) Countershoot: Beam Cylinders, Machinegun, Open Barrel Beam Smartgun, Beam Guns, Super Incom, Fincom

5) I-Field (Barrier)

6) Damage Received -25%

7) Funnel Beam Field (1800): Does not require Psychic Energy to use.

8) ALICE (System)

9) Dummy Balloon Launcher (3)

10) Open Barrel Beam Smartgun: Spread reduction is considered one step lower for this attack. Gain Accuracy +20% if used against a single target.

11) Hyper Beam Saber [Variable]: When output cost is paid three times or more remove the (M)-tag and gain the (S)-tag.

Purchasing Cost: 40 BP

IS1: Jump Seat

IS2: Haro

Free: Flying Armour

Kruz Edit:

Skilled Controller: Dodge Cost -10%

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Isaac

Edward Valentine

Level: 6 (3600 PP)

Max SP: 128

PP: 25

Attributes

- Melee: 0

- Ranged: 3

- Accuracy: 1

- Defense: 0

- Evasion: 2

- Skill: 0

Skills

-Countercut: 7 AP

-Countershoot: 5 AP

-Critical: 10 AP

Will Commands

- Newtype Flash: Costs 2 Will. Gain Dodge Cost -10% and Target's Dodge Cost +30% for this turn. Requires Psychic Energy.

- 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.

- Barrage: Costs 3 Will. One (X) or (F) type weapon on your unit has its limit increased by 25% this turn, rounded up.

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

Spirit Commands

1) Flash Lv1 (10 SP): Gain Dodge Cost -75% against the first attack received this turn. This is considered a Secondary Evasive Defense.

2) Hot Blood Lv1 (20 SP): All Weapon Damage +50% for your next attack phase taken this turn.

3)

4)

5)

6)

Pilot Skills

1) Newtype: Gain Psychic Energy. Gain Target's Dodge Cost +5%

2) Recognition: Dodge Cost -5% and Target's Dodge Cost +15%. Charge (4) to activate.

3) Unit Specialization Mobile Suit: Damage Dealt +30%, Dodge Cost -10%, Target's Dodge Cost +15%.

4) Guts: While DP is 60% and below, Damage Dealt +5% and Target's Dodge Cost +5%.

While DP is 40% and below, Dodge Cost -5%, Damage Dealt +10% and Target's Dodge Cost +10% instead.

5)

6)

Techniques

1)

2)

3)

Haro

Level: 3 (1900 PP)

Max SP: 72

PP: 950

Attributes:

- Melee: 0

- Ranged: 1

- Accuracy: 1

- Defense: 0

- Evasion: 0

- Skill: 0

Skills

-Countercut: 7 AP

-Countershoot: 7 AP

-Critical: 10 AP

Spirit Commands

1) Duty Lv1 (20 SP): Recover 30% of your maximum DP

2)

3)

Pilot Skills

1) Mobile Suit Specialty Lv2: Main pilot gains Dodge Cost -10%, Accuracy +25% and Range +1.

2) Assisted Range: Main Pilot gains +1 Ranged Attribute.

3) Assisted Tracking: Main Pilot gains +1 Accuracy Attribute.

4)

Techniques

1)

Haro 2

Level: 8 (3900 PP)

Max SP: 118

PP: 0

Attributes:

Melee: 1

Ranged: 1

Accuracy: 1

Defense: 0

Evasion: 2

Skill: 0

Skills:

Countercut: 7 AP

Countershoot: 7 AP

Critical: 10 AP

Spirit Commands:

1) Training Lv1 (50 SP): Unit's Evolution Point gain is doubled at the end of battle.

2)

3)

Pilot Skills:

1) Bio-Sensor Interface:

Class: Sidekick

- Increase Damage Dealt and Accuracy by +20% and reduce Resource Costs for Psychic Energy Attacks and Abilities by 25%. This skill cannot be replaced. 1500 PPs

2) Rigid

3)

Techniques:

1)

MSY-NT01 Defortiterss Gundam

Statistics:

HP: 4400, EN: 170, Agi: 260

IS: 2, Move: G/H, Size: M, Rank: 8

Weapons:

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

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

[+] Beam Rifle (B)- 1800 damage, 12 rounds [+10%]

[+] 300mm Clay Bazooka [spray] (ASF:3)- 1000 damage, Mobility Break, Hardpoints: 1, 5 rounds [+20%]

[+] 300mm Clay Bazooka (SF:3)- 1800 damage, Hardpoints: 1, 5 rounds [+0%]

[+] Hyper Mega Launcher (BS)- 6000 damage, Barrier Pierce, 40 EN/attack [+30%]

MAP Attacks:

[+] Hyper Mega Launcher [Full Output] (BI:5)- 4000 damage, Barrier Pierce, 2 rounds [+20%]

Inherent Abilities:

1) Mobile Suit

2) Countercut: Beam Saber

3) Countershoot: Beam Rifle

4) Damage Received -25%

5) Defortiterss Bio-Sensor (System)

6) Hardpoints (6)

7) Weapon Copy (Mobile Suit): May equip weapons that require Psychic Energy.

8) Evolving Weapon: Gain HP/EN +10% and Dodge Cost -5% for each Evolution Point this unit has, to a maximum of 5.

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Nendo

Horacio Sevantus

Pilot Summary:

Pilot Level: 11

SP: 126

Countercut Cost: 7 AP

Countershoot Cost: 6 AP

Weapon Damage: +5%

[+]-type Weapon Damage: +25%

Accuracy: +5%

Damage Recieved: -30%

Skills:

Brave

- Gain Damage Received -10%, Weapon Damage +5%, Accuracy +5%.

Unit Specialization (Defensive): Mobile Suit

- Level 3: Damage Dealt +30%, Damage Received -10%, Target's Dodge Cost +15%.

Guard

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

Bodyguard

- Level 2: While Support Defending, gain Damage Received 20%.

Critical:

Pay 10 AP = Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn.

Attributes:

Range Level 2: [+]-type Weapon Damage +25%, Countershoot Cost -1

Defense Level 4: Damage Received -20%

Techniques:

Sword Shield

- Gain X) Shield: Chosen Weapon. If the weapon chosen for this ability is a (B)-type weapon, gain X) Beam Shield: Chosen Weapon instead. The Shield provided by this ability only provides half the normal number of shields.

Seishin:

Perseverance

- Level 1: Recover 30% of your maximum HP.

Iron Wall

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

Substitute

- Level 1 (35 SP): For a single turn, trade Defense Phases and Terrains with one target ally regardless of any condition. That ally must not have taken his or her turn to be a legitimate target of this spell. You and the target of this spirit command must still defend against any MAP-type attacks directed at the original units or the terrain they occupy after substitution.

Will Gauge:

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

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

- Flawless Defense: Costs 4 Will. Blocking reduces damage by an additional -25% for this turn.

- Iron Will: Costs 5 Will. 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 Accuracy +25%.


green2.gif

DART 1

Unit: Haro

Class: Sidekick

Pilot Summary:

Pilot Level: 5

SP: 68

Countercut Cost: 7 AP

Countershoot Cost: 7 AP

[+]-type Weapon Damage: +15%

Accuracy +10%

Skills:

Mobile Suit Specialty

- Level 2: Main pilot gains Dodge Cost -10%, Accuracy +25% and Evade +1 (to a maximum of 4). Cannot be taken with Mobile Armor Specialty or Ship Specialty.

Critical:

Pay 10 AP = Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn.

Attributes:

Lvl 1 Ranged: [+]-type Weapon damage +15%

Lvl 1 Accuracy: Accuracy +10%

Techniques:

Seishin:

Concentrate

- Level 1 (15 SP): Gain Accuracy +20% and Dodge Cost -10% for one turn.

Great Effort

- Level 1 (20 SP): User's PP gain is doubled at the end of the battle regardless of the result. This affects all pilots that are inside this unit as well.

Duty

- Level 1 (20 SP): Recover 30% of your maximum DP.

- Level 2 (50 SP): Recover 50% of your maximum DP.

- Level 3 (80 SP): Recover all DP.

MS Support Unit 'Stelis'

Statistics:

HP: 11000, EN: 220, Agi: 380

IS: 1, Move: F, Size: L, Rank: 10

Weapons:

[+] CIWS (SF:3)- 500 damage, 15 rounds, Hardpoints: 1 [+20%]

[F] Mega Beam Glaive (BS)- 3800 damage, 20 EN/attack [+10%]

[+] Anti-Ship Rockets (PSX:3)- 1500 damage, 18 rounds, Hardpoints: 3 [+0%]

[+] Mega Beam Cannon (BS)- 6000 damage, Snipe (+20%), 30 EN/attack [+20%]

MAP Attacks:

[+] Micro-Missile (T:4)- 1800 damage, 6 rounds, Hardpoints: 2 [+20%]

Inherent Abilities:

1) Mobile Armor

2) Heavy Shield: Mega Beam Glaive

3) Countershoot: CIWS

4) I-Field (Barrier):Negate the first 2500 damage from a single attack phase for 5 EN. Negation only applies to all (B)-Type, non- [F] attacks.

5) Damage Received -30%

5) Minovsky Interference: Pay 20 EN. Gain Dodge Cost -15%, Aura (2), and Jammer for 3 turns.

6) Separate (RX-178-S Gundam Mk-II Shield)

7) Hardpoints (6)

Dev Original

IS#1: DART 1

General Modifiers:

Weapon Damage: +35%

+5% (Brave)

+30% (Unit Specialization [Defensive] - MS)

[+]-type Weapon Damage: +25%

+25% (Range lvl 2)

Accuracy: +45%

+5% (Brave)

+15% (Unit Specialization [Defensive] - MS)

+25% (Mobile Suit Specialty)

Damage Received: -40%

-10% (Brave)

-10% (Unit Specialization [Defensive] - MS)

-20% (Defense lvl 4)

Evade: -25%

-5% (Evade lvl 1)

-10% (Unit Specialization [Evasive] - MS)

-10% (Mobile Suit Specialty)

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AEUG NPC (Player controlled)

AEUG Captain

Max SP: 116

Attributes:

Melee: 0

Ranged: 2

Accuracy: 0

Defense: 4

Evasion: 0

Skill: 0

Skills:

Countercut: 7 AP

Countershoot: 6 AP

Critical: 10 AP

Spirit Commands:

1) Iron Wall Lv1

2) Assail

3) Grit Lv2

4) Charge Lv1

5)

6)

Pilot Skills:

1) Hit & Away

2) Guard

3)

4)

5)

6)

Pilot Techniques:

1)

2)

3)

Will Gauge:

- Steady Shot: Costs 1 Will. Countershoot cost -50% for this turn.

- Barrage: Costs 3 Will. One (X) or (F) type weapon on your unit has its limit increased by 25% this turn, rounded up.

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

- Flawless Defense: Costs 4 Will. Blocking reduces damage by an additional -25% for this turn.

Argama-class Battleship

A new carrier built by Anaheim Electronics to act as the flagship of the AEUG, the Argama is designed to be a flexible workhorse capable of supporting mobile suits and fight against other warships. It is noted to share a similar appearance to the Pegasus class of the One Year War, possibly as a nod to the similar roles they share.

---

Argama-class Battleship

Statistics:

HP: 15000, EN: 450, Agi: 580

IS: 1, Move: F, Size:LL, Rank: 11

Weapons:

[+] Anti-Air Lasers (BS)- 2500 damage, 10 EN/Attack [+20%]

[+] Missile Launchers (PGSF:8)- 800 damage, 48 rounds [+25%]

[+] Anti-Ship Missile Launchers (PSF:4)- 1400 damage, 16 rounds [+25%]

[+] Secondary Mega Particle Guns (BSF:6)- 1000 damage/5 EN [+10%]

[+] Main Mega Particle Guns (BS)- 5000 damage, 20 EN/Attack [+20%]

MAP Attacks:

[+] Hyper Mega Particle Gun (BI:4)- 4000 damage, 60 EN/Attack [+0%]

Inherent Abilities:

1) Mothership, Battleship

2) Countershoot: Anti-Air Lasers

3) Anti-Beam Coating (S Armor)

4) 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.

5) Minovsky Interference

6) Dummy Balloon Launcher (4)

7) Mission Objective

Pilot Slots: 8

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Zeon Deployments

Seishiro Hiroyuki

Lucien Chevalier

Callsign: Siegfried 2

Gender: Male

Age: 20

Height: 174.81 cm

Weight: 67.02 kg

Nationality: Side 3

Rank: Master Sergeant

Specialty: Melee Combat

Appearance: A young man with a tall and slim build with black hair that is a bit longer than what most males have. Lucien carries an air of grace befitting that of a gentlemen wherever he goes. Due to how he looks rather beautiful, Lucien has been mistaken for a woman some times in his life. Usually wears rather ornate clothing which would fit more in medieval Europe than in the current year of U.C. 0087.

Background: An idealistic young man who lived in Side 3 all his life. Lucien was a strong supporter of Zeonic principles, believing that Spacenoids should get the rights that they deserve. This, when combined with the Federation oppression of the colonies and the propaganda of the Zabi, Lucien grew to resent the Federation. Fuelled by his passion and aided with his fencing experience, Lucien joined the Resurgent Zeon to fight for what he believes in. It is noted however that despite all his hate for the Federation, Lucien is a very honorable and chivalrous person, who would never harm innocents in a fight. It is only later in his service that he is discovered to be a Newtype

Traits:

- Honorable

- Strives to never harm innocents

- Graceful

- Determined

- Being mistaken for a girl is a pet peeve for him

Pilot Summary

Level: 11 (5400 PP)

SP: 140

[+]-type Weapon Damage: +0%

[F]-type Weapon Damage: +65%

Target's Dodge Cost: +25%

Damage Received: -0%

Dodge Cost: -10%

Critical: 10 AP

Counter Cut: 5 AP

Counter Shoot: 7 AP

Shield Usage: +0

Skills

Mobile Suit Specialization (Evasive) Level 3

Damage Dealt +30%, Dodge Cost -10%, Target's Dodge Cost +15%. when in Mobile Suit

Newtype

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

Infight Level 3

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

Attributes

Chivalrous

Melee: [XXXXXX]

Ranged: [XXXXXX]

Defense: [XXXXXX]

Evade: [XXXXXX]

Accuracy: [XXXXXX]

Skill: [XXXXXX]

Spirit Commands

Duty

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

Great Effort

Level 1 (20 SP): User's PP gain is doubled at the end of the battle regardless of the result. This affects all pilots that are inside this unit as well.

Boost

Level 1 (15 SP): Gain Dodge Cost -25% for one turn.

Level 2 (25 SP): Gain Dodge Cost -50% for one turn.

Level 3 (40 SP): Gain Dodge Cost -75% for one turn.

Hot Blood

Level 1 (20 SP): All Weapon Damage +50% for your next attack phase taken this turn.

Techniques

Point-Blank Shot

Will Gauge

Elude: Costs 3 Will. Gain Dodge Cost -15% this turn. This counts as a terrain effect.

Rush: 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.

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

Iron Will: Costs 5 Will. 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%.

AMX-06S Sinanju Stein

Statistics:

HP: 5600, EN: 190, Agi: 235

IS: 1, Move: G/H, Size: M, Rank: 9

Weapons:

[+] Beam Vulcan (BSF:3)- 400 damage/1 EN [+30%]

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

[+] Needle Gun (SF:4)- 400 damage, Armor Break, 20 rounds [+10%]

[F] Beam Saber (BM)- 1800 damage [+0%]

[F] Twin Beam Saber (BMX:4)- 600 damage/3 EN [+0%]

[+] Beam Rifle (BS)- 2600 damage, 8 rounds [+10%]

[F] Beam Sword (B)- 3200 damage, 15 EN/attack [+10%]

[+] Missiles (PGSX:4)- 1000 damage, 12 rounds [+30%]

[+] Funnel (BSX:6)- 700 damage/5 EN, Req: Psychic Energy [+10%]

[+] Hi-Beam Rifle (BS)- 4500 damage, Barrier Pierce, 25 EN/attack [+30%]

[H] Hi-Beam Rifle (Point Blank) (B)- 4500 damage, Barrier Pierce, 25 EN/attack [+30%]

[F] Beam Axe (BMSX:6)- 800 damage/5 EN [+20%]

[+] Grenade Launcher (ASF:3)- 1400 damage, 12 rounds [+10%]

[+] 500mm Giant Bazooka (S)- 5600 damage, Snipe (+15%), 6 rounds [+20%]

[+] Twin Beam Gatling (BSF:10)- 600 damage, 80 rounds [+10%]

Inherent Abilities:

1) Mobile Suit

2) Anti-Beam Shield: Needle Gun, Beam Axe

3) Countercut: Beam Saber, Beam Sword

4) Countershoot: Beam Vulcan, Beam Rifle, Funnel, Twin Beam Gatling

5) HP Regen S

6) Damage Received -10%

7) Psycoframe (System)

Replacement Cost: 5 BP (AMX-106 Sinanju)

IS#1: Backup Particle System (2 Uses)

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Dio Minato

[table=Code Name : Delta]

[td=30%][table=Visual]

692aace5.png

Name : Dio Sieghard

Code Name : Delta

Rank : Lieutenant

Age : 19

[/table]

[/td][td=20%][table=Status]

5bd8d5e0.png

Battle : 2

Kills: 0


Level : 12

SP: 144

- 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

Attributes:

- [F] Damage +20%

- [+] Damage +20%

- TDC +15%

- DC -20%

- CC Cost 2 AP

- CS Cost 4 AP

- Shield Usage +4

[/table]

[table=Spirit Command]

[td=width]-Duty

[L1]

- Karma

[L1]

- Boost

[L1]

- Iron Wall

[L1]

-

-

[/td]

[/table]

[/td][td=45%][table=Skill]- Newtype

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

- Mobile Suit Veteran

Level 2: Gain Damage +20%, DC -5%, TDC +10 while piloting Mobile Suit Unit

- Lucky

Level 2: Evade an attack phase that is partially or fully directed at you. The next attack phase you make this turn is considered to be under the effects of Critical at no cost and gains ACC +25%. This is an ESD. Charge (5)

- Improved Critical

Level 2: Critical Cost -2. Gain an additional Weapon Damage +10% and ACC +10% for attack phases affected by Critical.

- Improved Countercut

Level 3: Countercut Cost -50%.

- Beam Countercut

Level 1: You may countercut a (B)-type attack if your unit has a (B)-type attack capable of countercutting whose base damage is greater than or equal to the base damage attack being countercut.

- Critical

Pay 5 AP to gain TDC and Damage +25%

[/table]

[table=I.D]

[td=40%]- "I can see it" (2)

Gain Dodge Cost -10% and Accuracy +30% for this turn. Requires Psychic Energy

- "Break!!" (3)

Choose one attack with Armor Pierce. That attack gains Armor Break this turn

- "Watch your move" (4)

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.

- "........!!" (6)

Negate all attacks aimed at you this round. This is an Evasive Secondary Defense.

[/td]

[/table]

[table=Techniques]

[td=45%]-

-

-

[/td]

[/table]

[/td][/table]

[table=Haro]

[td=30%][table=Visual]

97ff0376.png

Name : Haro

Code Name : L-01

[/table]

[/td][td=20%][table=Status]Level : 8

SP: 118

- 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

Attributes:

- [+] Damage +15%

- TDC +10%

- CC Cost 7 AP

- CS Cost 7 AP

- Shield Usage +0

[/table]

[table=Spirit Command]

[td=width]- Great Effort

[L1]

- Duty

[L1] [L2]

- Scan

[L1] [L2]

[/td]

[/table]

[/td][td=45%][table=Skill]- Mobile Suit Specialty

Level 2: Main pilot gains DC -10% and ACC +25% and Evade +1

- Enhanced AI

Level 2: Max SP +30

- Assisted Piloting

Main Pilot gains +1 Evade Attribute.

- Assisted Skill

Main Pilot gains +1 Skill Attribute.

- Critical

Pay 10 AP to gain TDC and Damage +15%

[/table]

[table=I.D]

[td=40%]- "Defense Pierce" (3)

The last hit of your next attack phase gains Barrier Pierce and Armor Pierce.

- "Lock On" (3)

The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers.

- "Volley" (4)

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.

- "Finishing Attack" (6)

Your next attack phase gains Weapon Damage +100% and Target's Dodge Cost +25%.

[/td]

[/table]

[table=Techniques]

[td=45%]-

-

-

[/td]

[/table]

[/td][/table]

F-97 Cluster Gundam

Statistics:

HP: 5400, EN: 230, Agi: 230

IS: 2, Move: G/H, Size: M, Rank: 8

Weapons:

[+] 60mm Vulcans- 400 damage, 20 rounds [+40%]

[H] Scissor Anchor (P)- 600 damage, Mobility Break, 5 EN/attack [+10%]

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

[+] Birdlime Glue Missile (PGSF:2)- 300 damage, Accuracy Break, Mobility Break, 6 rounds [+30%]

[+] Beam Vulcans (BF:3)- 400 damage/EN [+10%]

[F] Beam Saber (BM)- 1800 damage [+0%]

[+] Missile Pod (PGSX:2)- 1000 damage, 8 rounds [+15%]

[+] Mini-Missiles (GSF:5)- 400 damage, 20 rounds [+0%]

[+] Buster Gun (B)- 2200 damage, 10 rounds [+10%]

[+] Hip Vulcans (SF:6)- 400 damage, 60 rounds [+10%]

[+] Large Beam Machinegun (BSF:3)- 800 damage, Hardpoints: 1, 24 rounds [+10%]

[+] Muramasa Blaster [Rifle Mode] (BSF:3)- 800 damage/3 EN [+10%]

[+] Machine Cannon (SF:5)- 500 damage, 40 rounds [+10%]

[+] Gatling Gun (SF:5)- 600 damage, 30 rounds [+10%]

[F] Screw Whip (MV:5)- 600 damage/2 EN [+20%]

[F] Beam Zanber (B)- 3200 damage, 15 EN/attacks [+10%]

[F] Shot Lancer- 4000 damage, 15 EN/attack [+10%]

[+] Mega Beam Launcher (B)- 4600 damage, 12 rounds [+20%]

[H] Beam Zanber [Renzoku] (BSX:6)- 800 damage/4 EN [+10%]

[+] Missile Harmonica (PGSX:6)- 800 damage, Hardpoints: 1 (2), 6 rounds [+20%]

[F] Muramasa Blaster (BS)- 5000 damage, Barrier Pierce, Hardpoints: 1, 30 EN/attack [+20%]

[F] Muramasa Blaster [Renzoku] (BSX:5)- 1000 damage/8 EN [+15%]

[+] Shot Lancer [shoot]- 5400 damage, 1 round, Rounds Locked [+20%]

[+] Buster Launcher (BS)- 5500 damage, Snipe (+20%), Hardpoints: 1, 25 EN/attack [+20%]

MAP Attacks:

[+] Buster Launcher (BI:4)- 3000 damage, 25 EN/attack [+10%]

Inherent Abilities:

1) Mobile Suit

2) Anti-Beam Shield: Hardpoints: 1; Gatling Gun

3) Beam Shield

4) Countercut: Beam Saber, Screw Whip, Beam Zanber, Shot Lancer, Muramasa Blaster

5) Countershoot: 60mm Vulcans, Beam Vulcans, Buster Gun, Hip Vulcans, Large Beam Machinegun, Muramasa Blaster [Rifle Mode], Machine Cannon, Gatling Gun

6) Dummy Balloon Launcher (4)

7) Hardpoints (5)

8) A.B.C. Mantle

9) Double Image (5): Becomes Double Image (4) when Psycommu Backflow is active.

10) Bio-Computer (System)

11) Screw Whip: Target's Countercut Cost +25%

12) Shot Lancer: If Shot Lancer [shoot] rounds equal 0 disable this attack.

13) Muramasa Blaster: Disable Muramasa Blaster [Rifle Mode] and Muramasa Blaster [Renzoku] if not enabled. Becomes Hardpoints: 2 if Anti-Beam Shield is enabled

14) Buster Launcher: If enabled gain Agi +10.

Kruz Edit:

I failed to notice that Dio's hardpoint choices were illegal. Muramasa Blaster takes up 2 hardpoints when AB Shield is enabled. I deactivated AB Shield and threw on another Missile Harmonica choice, you can dock with your ship to change the choices.

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Zeon NPC (Player controlled)

Zeon Captain

Max SP: 116

Attributes:

Melee: 0

Ranged: 2

Accuracy: 1

Defense: 3

Evasion: 0

Skill: 0

Skills:

Countercut: 7 AP

Countershoot: 6 AP

Critical: 10 AP

Spirit Commands:

1) Iron Wall Lv1

2) Sure Hit Lv1

3) Grit Lv2

4) Charge Lv1

5)

6)

Pilot Skills:

1) Revenge Lv1

2) Guard

3)

4)

5)

6)

Pilot Techniques:

1)

2)

3)

Will Gauge:

- Steady Shot: Costs 1 Will. Countershoot cost -50% for this turn.

- Barrage: Costs 3 Will. One (X) or (F) type weapon on your unit has its limit increased by 25% this turn, rounded up.

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

- Flawless Defense: Costs 4 Will. Blocking reduces damage by an additional -25% for this turn.

5: Gwanban-class Battleship

A large carrier that acts as the flagship to most of Neo Zeon's fleets.

---

Gwanban-class Battleship

Statistics:

HP: 24000, EN: 450, Agi: 650

IS: 1, Move: F, Size: LL, Rank: 11

Weapons:

[+] Anti-Air Lasers (BS)- 2000 damage, 10 EN/Attack [+20%]

[+] Missile Launcher (PGSF:8)- 600 damage, 40 rounds [+15%]

[+] 2-Barrel Mega Particle Guns (BSF:6)- 1200 damage/5 EN [+10%]

Inherent Abilities:

1) Mothership, Battleship

2) Countershoot: Anti-Air Lasers

3) Anti-Beam Coating (S Armor)

4) Minovsky Interference

5) Dummy Balloon Launcher (3)

6) Mission Objective

Pilot Slots: 8

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Initiative: Titans first, AEUG second, Zeon last

Prone Time: 48 hours

Reminder: Check your math and have fun!

Ready? Go!

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"Gotta get there first! That looks pretty dangerous!"

TRANSFORMATION PHASE:

Move to: Colony Interior 1

Statistics:

HP: 6000/6000

DP: 3000/3000

EN: 245/250

Shields: 10/10

SP: 136/136

AP: 100/100

Move: F

Terrain: Colony Interior 1

Will: 1

Perishable Items:

1) Dummy x 4

Weapons:

60mm Vulcans- 400 damage, 20 rounds [+40%]

Scissor Anchor (P)- 600 damage, Mobility Break, 5 EN/attack [+10%]

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

Birdlime Glue Missile (PGSF:2)- 300 damage, Accuracy Break, Mobility Break, 6 rounds [+30%]

Beam Vulcans (BF:3)- 400 damage/EN [+10%]

Beam Saber (BM)- 1800 damage [+0%]

Missile Pod (PGSX:2)- 1000 damage, 8 rounds [+15%]

Mini-Missiles (GSF:5)- 400 damage, 20 rounds [+0%]

Buster Gun (B)- 2200 damage, 10 rounds [+10%]

Hip Vulcans (SF:6)- 400 damage, 60 rounds [+10%]

Large Beam Machinegun (BSF:3)- 800 damage, Hardpoints: 1, 24 rounds [+10%]

Muramasa Blaster [Rifle Mode] (BSF:3)- 800 damage/3 EN [+10%]

Machine Cannon (SF:5)- 500 damage, 40 rounds [+10%]

Gatling Gun (SF:5)- 600 damage, 30 rounds [+10%]

Screw Whip (MV:5)- 600 damage/2 EN [+20%]

Beam Zanber (B)- 3200 damage, 15 EN/attacks [+10%]

Shot Lancer- 4000 damage, 15 EN/attack [+10%]

Mega Beam Launcher (B)- 4600 damage, 12 rounds [+20%]

Beam Zanber [Renzoku] (BSX:6)- 800 damage/4 EN [+10%]

Missile Harmonica (PGSX:6)- 800 damage, Hardpoints: 3, 18 rounds [+20%]

Shot Lancer [shoot]- 5400 damage, 1 round, Rounds Locked [+20%]

'Peacock Smasher' Beam Harmonica (BS)- 6000 damage, Charge (4), 4 rounds [+30%]

MAP Attacks:

'Peacock Smasher' Beam Harmonica [Wide Angle] (BI:5)- 2600 damage, 1 round [+10%]

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MOVEMENT PHASE

Move to Colony Interior 1[/color]

"Agreed!"

RX-93-2 Hi-Nu Gundam

Statistics:

HP: 7500, EN: 220, Agi: 230

IS: 2, Move: G, Size: L, Rank: 12

Weapons:

[+] Double Vulcan- 1200 damage, 20 rounds [+40%]

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

[F] Beam Saber (BM)- 2400 damage [+0%]

[+] Beam Rifle (BSF:3)- 1000 damage, 30 rounds [+15%]

[+] Gatling Gun (SF:5)- 800 damage, 30 rounds [+10%]

[F] Beam Sword (B)- 4500 damage, 15 EN/attack [+10%]

[F] Rapid Combat (MSX:6)- 900 damage/4 EN [+0%]

[+] Missile Launcher (PGSX:8)- 700 damage, 40 rounds [+20%]

[F] Dual Beam Sabers (BMSX:3)- 1500 damage/5 EN + (B)- 2400 damage, 10 EN/attack [+10%]

[+] 400mm Bazooka Gun (SF:3)- 2500 damage, 21 rounds [+20%]

[+] Fin Funnel (BSX:10)- 900 damage/6 EN, Req: Psychic Energy [+20%]

[+] Mega Bazooka Launcher (BS)- 10000 damage, Barrier Pierce, Charge (3), 50 EN/attack [+30%]

MAP Attacks:

[+] Fin Funnel (BDT:6)- 4600 damage, Req: Psychic Energy, 55 EN/attack [+10%]

[+] Mega Bazooka Launcher (BI:6)- 5000 damage, Barrier Pierce, Charge (3), 50 EN/attack [+0%]

Inherent Abilities:

1) Mobile Suit

2) Anti-Beam Shield: Missile Launcher

3) Countercut: Beam Saber, Beam Sword

4) Countershoot: Double Vulcan, Beam Rifle, Gatling Gun, Fin Funnel

5) HP/EN Regen S

6) Damage Received -15%

7) Psycoframe (System)

8) Double Image (5)

9) Dummy Balloon Launcher (4)

10) Funnel Beam Field (3000)

11) Mega Bazooka Launcher: Charge is shared between attacks. One allied unit may pay 50 EN during their transformation phase to restore all Charge to this attack.

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Black: "Heard, understood, and acknowledged."

Special Phase:

Move: H!

Move to Colony Interior 1!

Stats:

HP: 3800/3800

DP: 3000/3000

EN: 175/180

AP: 100/100

Move: H

Terrain: Colony Interior 1

SP: 116/116

hSP: 60/60

Will: 1

F-97E Flint

Weapons:

[+] 60mm Vulcans- 400 damage, 20 rounds [+40%]

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

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

[+] Missile Pod (PGSX:2)- 1000 damage, 8 rounds [+15%]

[+] Muramasa Blaster [Rifle Mode] (BSF:3)- 700 damage/3 EN [+10%]

[+] Machine Cannon (SF:5)- 500 damage, 40 rounds [+10%]

[+] Large Beam Rifle (B)- 2600 damage, 8 rounds [+10%

[+] Mega Beam Launcher (B)- 4600 damage, 12 rounds [+20%]

[+] Missile Harmonica (PGSX:6)- 800 damage, Hardpoints: 1, 6 rounds [+20%]

[F] Muramasa Blaster (BS)- 4000 damage, Barrier Pierce, Hardpoints: 1, 30 EN/attack [+20%]

[F] Muramasa Blaster [Renzoku] (BSX:5)- 800 damage/8 EN [+15%]

[+] Buster Launcher (BS)- 4800 damage, Snipe (+20%), Hardpoints: 1, 25 EN/attack [+20%]

MAP Attacks:

[+] Buster Launcher (BI:4)- 2600 damage, 25 EN/attack [+10%]

Inherent Abilities:

1) Mobile Suit

2) Anti-Beam Shield: Hardpoints: 1; Gatling Gun

3) Beam Shield

4) Countercut: Beam Saber, Muramasa Blaster

5) Countershoot: 60mm Vulcans, Muramasa Blaster [Rifle Mode], Large Beam Machinegun, Machine Cannon, Large Beam Rifle, Gatling Gun

6) Dummy Balloon Launcher (2)

7) Hardpoints (3): Buster Launcher, Muramasa Blaster, MIssile Harmonica

8) A.B.C. Mantle

9) Muramasa Blaster: Disable Muramasa Blaster [Rifle Mode] and Muramasa Blaster [Renzoku] if not enabled. Becomes Hardpoints: 2 if Anti-Beam Shield is enabled

10) Buster Launcher: If enabled gain Agi +10.

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Titans Cap'n: Geddurm Spacenoids! Gittaway from mah colony!

Special Phase:

Move to Colony Interior 1!

Titans Cap'n

HP: 14000/14000

DP: 3000/3000

EN: 445/450

AP: 100/100

Move: F

Terrain: Colony Interior 1

SP: 116/116

Will: 1

Clop-class Heavy Cruiser Ra Clop

Weapons:

[+] 3-Barrel Anti-Air Guns (ASF:3)- 1000 damage, 36 rounds [+20%]

[+] Missile CIWS (PGSF:8)- 300 damage, Accuracy Break, 24 rounds [+15%]

[+] 15-Cell VLS (PGSX:7)- 500 damage, 21 rounds [+10%]

[+] Missile Launchers (PGSF:6)- 600 damage, 60 rounds [+25%]

[+] 2-Barrel Mega Particle Guns (BSF:6)- 1200 damage/5 EN [+20%]

MAP Attacks:

[+] Hyper Mega Particle Gun (BI:4)- 4000 damage, 60 EN/Attack [+0%]

Inherent Abilities:

1) Mothership, Battleship

2) Countershoot: 3-Barrel Anti-Air Guns, Missile CIWS

3) Anti-Beam Coating (S Armor)

4) Minovsky Interference

5) Dummy Balloon Launcher (4)

6) Mission Objective

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"Dartboard" Phase

Regeneration Phase

Will: +1, 1/10

Guard: +1, 1/4

Seishin Phase

Senshin: Great Effort

Target: self

Cost: 20 SP

Effect: x2 PP gains

Defense Phase

Enemy:

Weapon:

Action:

Damage:

Resource Spent:

Move Phase

Current: Space

New: Colony Interior 1

Special Phase

Special: Guard

Cost: 30 AP

Attack Phase

Weapon: [+] Mega Beam Cannon (BS)

Target: Ra Clop

Damage: 6000*1.6 = 9600

Resource Spent: 30 EN

Status: ---

Modifiers:

Weapon Damage: +60%

+5% (Brave)

+30% (Unit Specialization [Defensive] - MS)

+25% (Range lvl 2)

Accuracy: +65%

+5% (Brave)

+15% (Unit Specialization [Defensive] - MS)

+25% (Mobile Suit Specialty)

+20% (Weapon)

Statistics

HP: 11000/11000

EN: 190/220

DP: 3000/3000

AP: 70/100

SP (Horacio): 126/126

SP (DART 1): 68/68

Will: 1/10

Etc:

Guard: Up!

Heavy Shield: 15/15

Weapons:

[+] CIWS (SF:3)- 500 damage, 15 rounds, Hardpoints: 1 [+20%]

[F] Mega Beam Glaive (BS)- 3800 damage, 20 EN/attack [+10%]

[+] Anti-Ship Rockets (PSX:3)- 1500 damage, 18 rounds, Hardpoints: 3 [+0%]

[+] Mega Beam Cannon (BS)- 6000 damage, Snipe (+20%), 30 EN/attack [+20%]

MAP Attacks:

[+] Micro-Missile (T:4)- 1800 damage, 6 rounds, Hardpoints: 2 [+20%]

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REGENERATION PHASE:

Will: +1

SPIRIT PHASE

Spirit Command Used: Training LV1

SP Used: 50 (Haro2)

Effect: Double Evo Point gain

DEFENSE PHASE:

Attacking Weapon:

Action Taken:

Damage Taken:

Resources Spent:

MOVEMENT Phase:

Move to: Colony Interior 1

SPECIAL Phase:

Abillity used:

ATTACK PHASE:

Weapon Used: [+] 300mm Clay Bazooka (SF:3)- 1800 damage, Hardpoints: 1, 30 rounds [+0%]

Target(s): Ra CLop

Damage Modifiers: +85%

Accuracy Modifiers: +60%

Damage Dealt: 3330 #3

Resources Spent: 3 Rounds

Statistics:

HP: 4840

EN: 170

AP: 100

DP: 3000

SP (Eward): 116

SP (Haro): 65

SP (Haro2): 57

Will: 1

Recognition: 1

Weapons:

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

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

[+] Beam Rifle (B)- 1800 damage, 12 rounds [+10%]

[+] 300mm Clay Bazooka [spray] (ASF:3)- 1000 damage, Mobility Break, Hardpoints: 1, 0 rounds [+20%]

[+] 300mm Clay Bazooka (SF:3)- 1800 damage, Hardpoints: 1, 27 rounds [+0%]

[+] Hyper Mega Launcher (BS)- 6000 damage, Barrier Pierce, 40 EN/attack [+30%]

MAP Attacks:

[+] Hyper Mega Launcher [Full Output] (BI:5)- 4000 damage, Barrier Pierce, 2 rounds [+20%]

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"How quickly the fighting resumes."

REGENERATION PHASE:

HP Regenerated:

EN Regenerated:

Skill: 1

SPIRIT PHASE:

Seishin used: Training L1, Greater Effort L1

SP used: 70

Ability used:

AP used:

Skill used:

DEFENCE PHASE:

Attacking Weapons:

Action Taken:

Damage Taken:

Resources Spent:

MOVEMENT Phase:

Move to: Colony Interior 1

Dodge Cost -5% (Pilot), Weapon Damage +20%, Will Point Gain +1. Aura (4)

Dodge Cost -15% (Unit). Aura (5)

All negative terrain modifiers are reduced by 10%. Aura (9)

ATTACK PHASE:

Weapon Used: [H]Defensive Command (DT:3)

Target: Isaac (Hits next turn)

Damage Dealt: Armor Boost 10% & Mobility Boost 10% (lasts one turn)

Resources Spent: None

Modifiers: +55% Accuracy (+60% Pilot, +25% Haro, +0% Weapon, -30% MAP)

STATISTICS:

HP: 6500/6500

EN: 245/250

DP: 3000/3000

Terra: 131/131

Ceilidh: 118/118

Haro: 26/96

AP: 100/100

Agi: 245

Skill: 1

Beam Shield: 10

Dummies: 3

DC: -50% Pilot, -10% Unit

DR: -25% Unit

I-Field: 2500/5

Funnel Beam Field: 1800/10

Weapons:

[+] Beam Cylinders (BSF:4)- 600 damage/2 EN [+20%]

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

[+] Machinegun (SF:3)- 600 damage, 21 rounds [+10%]

[F] Beam Saber (BM)- 2000 damage [+0%]

[F] Hyper Beam Saber (BM)- 3000 damage, 10 EN/attack [+10%]

[+] Open Barrel Beam Smartgun (BS)- 3500 damage, 12 rounds [+15%]

[+] Beam Guns (BSF:2)- 1800 damage/7 EN [+10%]

[F] Hyper Beam Saber [Variable] (BMV:3)- 1500 damage/8 EN [+15%]

[+] Linear Rifle (SF:2)- 2400 damage, 10 rounds [+20%]

[+] Missiles (PGSX:4)- 1200 damage, 20 rounds [+15%]

[+] VSBR [Fast] (BASF:2)- 2500 damage/20 EN, Armor Pierce, Shield Pierce [+20%]

[+] Super Incom (BASX:8)- 700 damage/5 EN [+10%]

[+] Fincom (BSX:4)- 1500 damage/10 EN [+20%]

[+] Hi-Mega Cannon (BS)- 6000 damage, Barrier Pierce, 35 EN/attack [+20%]

[+] VSBR [slow] (BASF:2)- 3500 damage/20 EN [+10%]

MAP Attacks:

[+] Hi-Mega Cannon [Full Output] (BI:4)- 4600 damage, 2 rounds [+10%]

[+] Super Incom (BDT:5)- 3400 damage, 30 EN/attack [+0%]

[H] Offensive Command (DT:3)- Attack Boost 20% & Accuracy Boost 20% [+0%]

[H] Defensive Command (DT:3)- Armor Boost 10% & Mobility Boost 10% [+0%]

[H] All-Out Assault Command (DT:3)- Attack Boost 40% & Accuracy Boost 40% [+0%]

Edited by Alicia

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Argama Phase

Regeneration Phase

Will: +2, 2/10

Guard: +1, 1/4

Seishin Phase

Senshin:

Target:

Cost:

Effect:

Defense Phase

Enemy:

Weapon:

Action:

Damage:

Resource Spent:

Move Phase

Current: Space

New: Colony Interior 1

Special Phase

Special: Guard

Cost: 30 AP

Attack Phase

Weapon: [+] Main Mega Particle Guns (BS)

Target: Ra Clop

Damage: 5000*1.45 = 7250

Resource Spent: 20 EN

Status: ---

Modifiers:

Weapon Damage: +45%

+25% (Range lvl 2)

+20% (Ceilidh - Leadership)

Accuracy: +20%

+20% (Weapon)

Statistics

HP: 15000/15000

EN: 430/450

DP: 3000/3000

AP: 70/100

SP: 116/116

Will: 2/10

Etc:

Guard: Up!

Dummy Balloon Launcher: 4/4

Weapons:

[+] Anti-Air Lasers (BS)- 2500 damage, 10 EN/Attack [+20%]

[+] Missile Launchers (PGSF:8)- 800 damage, 48 rounds [+25%]

[+] Anti-Ship Missile Launchers (PSF:4)- 1400 damage, 16 rounds [+25%]

[+] Secondary Mega Particle Guns (BSF:6)- 1000 damage/5 EN [+10%]

[+] Main Mega Particle Guns (BS)- 5000 damage, 20 EN/Attack [+20%]

MAP Attacks:

[+] Hyper Mega Particle Gun (BI:4)- 4000 damage, 60 EN/Attack [+0%]

Edited by Nendo

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Lucien Phase

"It's sad, but we have to do it, all units, do not let the others capture the Colony Laser!"

REGENERATION PHASE:

Will Generated: 1

HP Generated: 280 HP

EN Generated: 0 EN

SPIRIT PHASE

Spirit/Will Command Used: Great Effort

Target(s): Self

Resource Used: 20 SP

Effect: x2 PP

User: Lucien

DEFENSE PHASE:

Attacking Weapon #1:

Action Taken:

Damage Taken:

Resources Spent: -

TRANSFORMATION/MAINTENANCE PHASE:

Current Terrain: Space

New Terrain: Colony Interior #1

Current Form: Normal

New Form:

Movement Type: Space

SPECIAL PHASE:

ITEM PHASE

Item Used:

Item's Effects:

"Such a bad shame...priority targeting, Titans, do not let up!"

ATTACK PHASE#1:

Weapon Used: [F] Beam Axe (BMSX:6)- 800 damage/5 EN [+20%]

Target(s): Ra Clop

Damage Dealt: 800 * 2.1 = 1680 x 6

Resources Spent: 30 EN, 10 AP

Status Effect:

Modifiers:

- Damage Modifier: +110%

+35% Natural

+30% Infight

+30% Mobile Suit Specialization

+15% Critical

- Accuracy Modifier: +75%

+15% Natural

+20% Mobile Suit Specializtion

+10% Infight

+20% Weapon

+15% Critical

+5% Newtype

+15% Psycoframe

-25% (X)-type Penalty

Statistics:

AMX-06S Sinanju Stein

HP: 5600/5600

EN: 155/190

DP: 3000/3000

AP: 90/100

SP(Lucien): 120/140

Will: 1/10

Anti Beam Shield: 10/10

Weapons:

[+] Beam Vulcan (BSF:3)- 400 damage/1 EN [+30%]

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

[+] Needle Gun (SF:4)- 400 damage, Armor Break, 20 rounds [+10%]

[F] Beam Saber (BM)- 1800 damage [+0%]

[F] Twin Beam Saber (BMX:4)- 600 damage/3 EN [+0%]

[+] Beam Rifle (BS)- 2600 damage, 8 rounds [+10%]

[F] Beam Sword (B)- 3200 damage, 15 EN/attack [+10%]

[+] Missiles (PGSX:4)- 1000 damage, 12 rounds [+30%]

[+] Funnel (BSX:6)- 700 damage/5 EN, Req: Psychic Energy [+10%]

[+] Hi-Beam Rifle (BS)- 4500 damage, Barrier Pierce, 25 EN/attack [+30%]

[H] Hi-Beam Rifle (Point Blank) (B)- 4500 damage, Barrier Pierce, 25 EN/attack [+30%]

[F] Beam Axe (BMSX:6)- 800 damage/5 EN [+20%]

[+] Grenade Launcher (ASF:3)- 1400 damage, 12 rounds [+10%]

[+] 500mm Giant Bazooka (S)- 5600 damage, Snipe (+15%), 6 rounds [+20%]

[+] Twin Beam Gatling (BSF:10)- 600 damage, 80 rounds [+10%]

Inherent Abilities:

1) Mobile Suit

2) Anti-Beam Shield: Needle Gun, Beam Axe

3) Countercut: Beam Saber, Beam Sword

4) Countershoot: Beam Vulcan, Beam Rifle, Funnel, Twin Beam Gatling

5) HP Regen S

6) Damage Received -10%

7) Psycoframe (System)

Replacement Cost: 5 BP (AMX-106 Sinanju)

IS#1: Backup Particle System (2 Uses)

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F-97 Cluster Gundam Phase

Space --> Colony Interior (1) --> Colony Interior (2) --> Colony Interior (3)

BGM: [M]

Dio : .....Understood

REGENERATION PHASE:

HP Regenerated: +0

EN Regenerated: +0

Will Regenerated: +1

Charge: +1

SPIRIT PHASE:

Spirit Command Used: Great Effort

User: Haro

Target: Self

Cost: 20 SP

Effect: 2X PP

Spirit Command Used: Scan L2

User: Haro

Target: Ra Clop

Cost: 20 SP

Effect: For a single turn, target opponent gains: Dodge Cost +10% and Damage Received +10%

DEFENSE PHASE:

Attacking Weapon #1: -

Action Taken: -

Damage Taken: -

DP Spent: -

Resources Spent: -

SUPPORT DEFENSE PHASE:

Target: -

Attacking Weapon #1: -

Action Taken: -

Damage Taken: -

Resources Spent: -

TRANSFORMATION/MAINTENANCE PHASE:

Current Form: -

New Form: -

Move to : Colony Interior (1)

Cost : 5 EN

SPECIAL PHASE:

Special: -

Cost: -

Effect: -

ATTACK PHASE:

Weapon: [+] Buster Launcher (BS)- 8525 damage, Hardpoints: 1, 25 EN/attack [+100%]

Target: Ra Clop

Resource Spent: 25 EN, 4 AP

Damage Modifier: +55%

+10% Bio-Computer

+20% MS Veteran

+25% Critical

Accuracy Modifier: +100%

+20% Base

+5% Newtype

+10% MS Veteran

+15% Bio-Computer

+25% Haro

+25% Critical

STATISTICS:

HP: 5300/5400

EN: 200/230

DP: 3000/3000

AP: 96/100

SP [Dio]: 130/130

SP [Haro]: 66/106

WILL: 1/10

Psycommu Backflow: 1/5

A.B.C. Mantle: 1000/1000

Beam Shield: 15/15

Lucky: 1/5

Double Image: 0/5

Dummy: 4/4

AGI: 240

Move: F

Damage Mods: +20% MS Veteran, +10% Bio-Computer

ACC Mods: +10% MS Veteran, +15% Bio-Computer, +25% Haro, +5% Newtype

Dodge Mods: -25% Attribute, -5% MS Veteran, -10% Bio-Computer, -10% Haro

Defense Mods:

Seishin Cast/Item Effect: Great Effort

Weapons:

[+] 60mm Vulcans- 400 damage, 20 rounds [+40%]

[H] Scissor Anchor (P)- 600 damage, Mobility Break, 5 EN/attack [+10%]

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

[+] Birdlime Glue Missile (PGSF:2)- 300 damage, Accuracy Break, Mobility Break, 6 rounds [+30%]

[+] Beam Vulcans (BF:3)- 400 damage/EN [+10%]

[F] Beam Saber (BM)- 1800 damage [+0%]

[+] Missile Pod (PGSX:2)- 1000 damage, 8 rounds [+15%]

[+] Mini-Missiles (GSF:5)- 400 damage, 20 rounds [+0%]

[+] Buster Gun (B)- 2200 damage, 10 rounds [+10%]

[+] Hip Vulcans (SF:6)- 400 damage, 60 rounds [+10%]

[+] Muramasa Blaster [Rifle Mode] (BSF:3)- 800 damage/3 EN [+10%]

[+] Machine Cannon (SF:5)- 500 damage, 40 rounds [+10%]

[+] Gatling Gun (SF:5)- 600 damage, 30 rounds [+10%]

[F] Screw Whip (MV:5)- 600 damage/2 EN [+20%]

[F] Beam Zanber (B)- 3200 damage, 15 EN/attacks [+10%]

[F] Shot Lancer- 4000 damage, 15 EN/attack [+10%]

[+] Mega Beam Launcher (B)- 4600 damage, 12 rounds [+20%]

[H] Beam Zanber [Renzoku] (BSX:6)- 800 damage/4 EN [+10%]

[+] Missile Harmonica (PGSX:6)- 800 damage, Hardpoints: 2, 12 rounds [+20%]

[F] Muramasa Blaster (BS)- 5000 damage, Barrier Pierce, Hardpoints: 1, 30 EN/attack [+20%]

[F] Muramasa Blaster [Renzoku] (BSX:5)- 1000 damage/8 EN [+15%]

[+] Shot Lancer [shoot]- 5400 damage, 1 round, Rounds Locked [+20%]

[+] Buster Launcher (BS)- 5500 damage, Snipe (+20%), Hardpoints: 1, 25 EN/attack [+20%]

MAP Attacks:

[+] Buster Launcher (BI:4)- 3000 damage, 25 EN/attack [+10%]

Edited by Dio Minato

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