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Kaiterra

General Techniques

30 posts in this topic

Continuing Attack

You can attack several targets that are lined up in a continuous assault.

Special: When this technique is purchased, choose either [F] or [+]-type weapons. This technique may be purchased twice, the second time for the other weapon type.

Requirement: One non-MAP weapon of the chosen type, chosen at deployment. This attack's stats are based off the chosen weapon. If the chosen attack is variable ((V)/(F)/(X)) all stats are determined as if the attack were used at full output.

Attack: * Continuing Attack (T:2)- * damage, * EN/attack [+*%]

[F], [+] or [H]?: Same as the base attack.

Damage: Damage is equal to the base attack -40%. If the base attack is multihit, apply the damage of all hits added together -40% instead.

EN Cost: EN cost is equal to the base attack.

Accuracy: Accuracy is equal to the base attack -20%.

Other: This attack gains all non-(A)/(S)/(V)/(F)/(X) tags that the base attack has. Unlike standard MAP attacks, this attack may be countercut or countershot if its type is (M) or (P). This attack also consumes rounds of the base attack, if rounded. The MAP range for this attack can only be increased with the Continuing Attack Pilot Skill.

For example, with [F] Spiral Attack (V:5)- 1200 damage/10 EN, Req: Wing Gust Mode [+30%] gain:

- [F] Continuing Attack (T:2)- 3600 damage, 50 EN/attack, Req: Wing Gust Mode [+10%]

With [+] Break Cross (SF:6)- 300 damage, 60 rounds [+10%] gain:

- [+] Continuing Attack (T:2)- 1080 damage [-10%]

- X) Continuing Attack: Uses 6 Break Cross rounds.

With [+] Omega Cannon (S)- 1800 damage x 2, 6 rounds, Req: Gust Lander Mode [+10%] gain:

- [+] Continuing Attack (T:2)- 2160 damage, Req: Gust Lander Mode [-10%]

- X) Continuing Attack: Uses 1 Omega Cannon round.

Cost: 700 PP

Edited by Kaiterra

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Throw Weapon

You can throw a melee weapon to attack targets at range.

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

Attack: [H] Throw- * damage, * EN/attack [+*%]

Damage: Damage is equal to the base attack.

EN Cost: EN cost is equal to the base attack.

Accuracy: Accuracy is equal to the base attack.

Other: This attack gains all non-(F)/(X)/multihit tags that the base attack has. This attack also consumes rounds of the base attack, if rounded. If the weapon is (M), it loses (M) and gains (P).

For example, with [F] Zankantou - Shippu Dotou- 6000 damage, Barrier Pierce, 40 EN/attack [+40%] gain:

- [H] Throw- 6000 damage, Barrier Pierce, 40 EN/attack [+40%]

Cost: 400 PP

Edited by Kaiterra

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Double Attack

You can spread an attack to hit an additional target.

Special: When this technique is purchased, choose either [F] or [+]-type weapons. This technique may be purchased twice, the second time for the other weapon type.

Requirement: One non-MAP weapon of the chosen type, chosen at deployment.

Other: The chosen attack gains the (S) tag. If it is an (S)-type (F)/(X)/multihit, it instead gains the (A) tag.

For example, [F] Double Buster Collider- 3500 & 3500 damage, Paralyze, 55 EN/attack [+20%] becomes:

- [F] Double Buster Collider (S)- 3500 & 3500 damage, Paralyze, 55 EN/attack [+20%]

Allowing you to hit two targets with the first strike and deliver the additional damage and Paralyze to one of the targets.

Cost: 700 PP

Edited by Kaiterra

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Feint Attack

You can throw the target off guard with a feint, setting up your true attack.

Special: When this technique is purchased, choose either [F] or [+]-type. This technique may be purchased twice, the second time for the other weapon type.

Requirement: One non-MAP weapon of the chosen type. This attack's stats are based off the chosen weapon.

Attack: * Feint Attack- 10 EN/attack [+30%]

[F], [+] or [H]?: Same as the base attack.

Other: If this attack connects, gain Target's Dodge Cost +30% for your next attack phase against the same target.

For example, with [H] Sonic Shout- 2800 damage, Sound Attack, 25 EN/attack [+15%] gain:

- [H] Feint Attack- 10 EN/attack [+30%]

- X) Feint Attack: If this attack connects, gain Target's Dodge Cost +30% for your next attack phase against the same target.

Cost: 600 PP

Edited by Kaiterra

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Self-Destruct

You are ready to destroy your own unit for your cause.

Requirement: None

Ability: Gain Self-Destruct.

Cost: 500 PP

Edited by Kaiterra

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Quick Repair

You are a skilled mechanic capable of making hasty repairs in the heat of battle with no equipment.

Requirement: None

Ability: Sacrifice your attack phase to restore 5% of one allied unit's HP or DP.

Cost: 600 PP

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Ultimate Weapon

You have devised a special combination attack using all of the weapons on your unit.

Requirement: Unit must have 5 or more weapons that you are able to use. Choose one non-MAP weapon at deployment. This attack's stats are based off the chosen weapon.

Attack: * Ultimate Weapon- * damage, Barrier Pierce, * rounds [+30%]

[+], [F] or [H]?: If only non-[F] weapons are applied to this attack, then it is [+]. If only non-[+] weapons are applied to this attack, then it is [F]. Otherwise it is [H].

Damage: Damage is equal to base weapon's damage plus 10% for each additional usable non-combo weapon that you choose to apply (up to +60% damage maximum, regardless of how many weapons are applied). If the base weapon is a variable weapon, calculate base damage for a full use of the weapon.

Rounds: Rank 1-12: 1 round. Rank 13+: 2 rounds. Rounds may not exceed those of the base attack. If total EN cost of the base attack is 50% or more of the unit's base EN, rounds are capped at 1.

Other: This attack gains all requirements of all weapons applied to the attack. If the base attack is Rounds Locked, then so is this attack. MAP weapons may increase damage for this attack, but MAP versions of non-MAP attacks do not count toward the requirement for this technique and are not applicable to increase damage.

For example, with on PTX-001 Gespenst Rapid Type (9 weapons total, including both [F] and [+] types) with [+] Neutron Beam (B)- 3600 damage, Barrier Pierce, 10 rounds [+20%], it may apply all other attacks on the unit to gain:

- [H] Ultimate Weapon- 5760 damage, Barrier Pierce, 1 round [+30%]

Cost: 1100 PP

Edited by Kaiterra

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Over Boost

You may delay focus your actions to improve your defensive capabilities.

Ability: Over Boost: Sacrifice your attack phase. Next turn, gain Damage Received -15% and Dodge Cost -10%.

Cost: 500 PP

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Charge Up

You may delay focus your actions to improve your offensive capabilities.

Ability: Charge Up: Sacrifice your attack phase. Next turn, gain Damage Dealt +15% and Target's Dodge Cost +10%.

Cost: 500 PP

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Song Memory

You have a song in your heart.

Ability: Choose one CD. You are always considered to have this CD equipped when in units with the Sound Energy System. It does not take up one of your Sound Energy System CD slots.

PP Cost: The PP cost to purchase this technique is equal to the Credit cost of the chosen CD.

Other: You may purchase this technique more than once, choosing a different CD each time.

Cost: * PP

Edited by Kaiterra

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Point-Blank Shot

You can capitalize on the uses of a ranged weapon in melee combat.

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

Attack: [H] Point-Blank Shot- * damage, * EN/attack [+*%]

Damage: Damage is equal to the base attack.

EN Cost: EN cost is equal to the base attack.

Accuracy: Accuracy is equal to the base attack.

Other: This attack gains all non-(S)/(F)/(X)/multihit tags that the base attack has. This attack also consumes rounds of the base attack, if rounded.

For example, with [+] Satellite Cannon (BS)- 8000 damage, Barrier Pierce, Charge (5) [+30%] gain:

- [H] Point-Blank Shot (B)- 8000 damage, Barrier Pierce, Charge (5) [+30%]

Cost: 400 PP

Edited by Umbaglo

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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.

The Shield provided by this ability only provides half the normal number of shields.

Cost: 500 PP

Edited by Umbaglo

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Empowered Attack

You can focus your special power into your weapon to provide a powerful strike.

Special: When this technique is purchased, choose Req: Psychic Energy, Spiritual Power, Ki Power, or Req: Unit Specialization [unit's Type]. This technique may be purchased multiple times, each time selecting a different skill.

Requirement: One weapon, chosen at deployment. The weapon cannot have a skill usage requirement (such as Req: Psychic Energy). This attack's stats are based off the chosen weapon.

Attack: * Empowered Attack- * damage, * EN/attack, [Chosen Skill] [+*%]

[F], [+], or [H]?: Same as base attack.

Damage: Damage is equal to the base attack +50%. If that weapon is a variable weapon, calculate base damage for a full use of the weapon.

EN Cost: EN Cost is equal to the base weapon's EN Cost x 1.5. If that weapon is a variable weapon, calculate EN Cost for a full use of the weapon. If it has no EN cost or rounds, then EN Cost is 15.

Rounds: Rounds are equal to the base weapon's rounds x 0.5, rounded down (to a minimum of 1 round). If the base weapon was (F)/(V)/(X), then the base weapon's rounds are considered to be the number of full bursts it can fire.

Accuracy: Accuracy is equal to the base attack +5%.

Other: This attack gains all non-(X)/(F)/(V) tags that the base attack has.

For example, with [F] Twin Dourinken- 5800 damage, Barrier Pierce, 30 EN/attack [+30%] gain:

- [F] Empowered Attack- 8700 damage, Barrier Pierce, 45 EN/attack Req: Unit Specialization: Brave [+35%]

With [+] Aura Shot (F:3)- 600 damage, 18 rounds, [+10%] gain:

- [+] Empowered Attack- 2700 damage, 3 rounds, Aura Power [+15%]

Cost: 800 PP

Edited by Umbaglo

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Assist Attack

You can aid nearby allies in their assault on a single target by providing assisting fire.

Requirement: One non-MAP weapon, chosen at deployment.

Ability: X) Assist Attack (Weapon): Choose one allied unit who has not yet taken their turn. Receive one extra Attack Phase using this weapon with -70% Damage and -25% Accuracy, to be defended against immediately before chosen ally's Attack Phase. Chosen ally receives Weapon Damage +15% for each Assist Attack applied. This bonus cannot be applied on any attack phase that targets multiple units.

Other: Should the chosen weapon be a multi-hit type (x or (X)), it is instead considered a fast-hit type (# or (F)) for purposes of this technique.

Uses: Rank 1-5: 1 use. Rank 6-10: 2 uses. Rank 11-15: 3 uses. Rank 16+: 4 uses. No single unit may have more than two Assist Attacks applied to their turn at a time. Units who have used Assist Attack this turn cannot be the target of another ally's Assist Attack.

For example, Shin Getter Robo uses Assist Attack with [H] Tomahawk Lancer (X:8)- 1000 damage/5 EN [+0%], targeting an allied Mazinkaiser, who then uses Turbo Smasher Punch later this turn against Hell King Gordon. Hell King Gordon must now defend against [H] Tomahawk Lancer (F:8) - 300 damage/5 EN [-25%] immediately before Mazinkaiser's Turbo Smasher Punch, in addition to Shin Getter's regular Attack Phase. Additionally, Mazinkaiser receives Weapon damage +15% for this turn.

Cost: 600 PP

Edited by Umbaglo

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Quick Supply

You carry a cache of extra supplies to replenish your allies.

Requirement: None

Ability: Sacrifice your attack phase to restore 5% of one allied unit's EN or 25% of their ammo for one weapon.

Cost: 700 PP

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Counter Zone

You can lure your enemies into close quarters, protecting your allies from their melee attacks.

Requirement: None

Ability: Counter Zone: Pay 20 EN during your Defense Phase. This turn, all [F]-type attacks currently targeting your allies now target you instead.

Cost: 400 PP

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Unified Attack

You can coordinate your attack with an ally to produce a stunning combined assault upon your enemies.

Requirement: One non-MAP weapon, chosen at deployment. Choose up to three allied units who do not already share a combo attack with yours that also have this technique. This attack's stats are based on all chosen weapons. If the chosen attack is variable ((V)/(F)/(X)) all stats are determined as if the attack were used at full output.

Special:: This technique may be purchased multiple times for purposes of creating multiple combo attacks with different units/weapons.

Attack: * Unified Attack- * damage, * EN/attack [+30%]

[+], [F] or [H]?:: If only non-[F] weapons are applied for this attack, then it is [+]. If only non-[+] weapons are applied for this attack, then it is [F]. Otherwise, it is [H].

Damage: The average of the base damage of all weapons, with the following damage bonuses applied afterward: 2 units: +10%; 3 units: +25%; 4 units: +40%.

Cost: EN cost is equal to the average cost of all weapons. If an attack used in this technique has no EN cost, it is assumed to be 15 for purposes of determining the final cost.

Other: If more than 50% of the applied weapons have Barrier Pierce and/or (S), this attack gains those tags as well. If all applied weapons are (B), this attack is (B) as well. All variable ((V)/(F)/(X)) tags are stripped when creating the final weapon. This attack requires all allies used to create the combo present in battle to execute.

For example, Kouji Kabuto in Mazinger Z and Amuro Ray in the Nu Gundam decide to combine their robots' signature final attacks into one strike:

[+] Breast Fire (S)- 4200 damage, 30 EN/attack [+30%]

[+] Fin Funnel (BSX:6)- 700 damage/5 EN [+10%]

The resulting weapon would therefore be:

Combo Attacks:

[+] Unified Attack (S)- 4620 damage, 30 EN/attack [+30%]

X) Unified Attack: Requires an allied [x] to execute.

Cost: 1000 PP

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Form Change Attack

You have devised a special combination attack using all the forms your unit possesses.

Requirement: Unit must have at least 1 (Transform) or Change To ability that you are able to use. Pilot must have the Variable Form Specialty skill. Choose one non-MAP weapon from each form at deployment. The chosen weapons cannot be the same. This attack's stats are based off the chosen weapon.

Attack: * Form Change Attack (SX:?)- * damage/ * EN [+10%]

[+], [F] or [H]?: If only non- [F] weapons are applied to this attack, then it is [+]. If only non- [+] weapons are applied to this attack, then it is [F]. Otherwise it is [H].

Damage: Damage equals to the sum of all the damages from the forms chosen divided by the amount of forms it has rounded up to the nearest 50. If the base weapon is a variable weapon, calculate base damage for a full use of the weapon.

EN Cost: EN Cost is equals to the sum of all the EN Cost from all the weapons chosen divided by the amount of forms it has. If an attack is round based, EN Cost is varied according to the number of rounds. 1-3 rounds: 40 EN, 4-8 rounds: 20 EN, 8+ rounds: 15 EN. If that weapon is a variable weapon, calculate EN Cost for a full use of the weapon. If that weapon is free, EN Cost is 10.

Other: The X limit of this attack is equal to the amount of forms the unit has. This attack gains all requirements of all weapons applied to the attack. If all the weapons used have the (M) or (P) tag, this attack gains it too. This attack can be used by all of the units' forms.

For example, on α 000-0001 Gaia Gear α (Man-Machine Mode) with [+] Funnel (BSX:8)- 600 damage/5 EN. Requires Psychic Energy to execute. [+10%] for Man-Machine, [+] Hyper Mega Launcher (BS)- 5500 damage, 5 rounds [+20%] for Flight Mode gain:

[+] Form Change Attack (SX:2)- 5150 damage/28 EN, Req: Psychic Energy & Variable Form Speciality [+10%]

And on Gekiganger-III with [F] Gekigan Flare- 4000 damage, 20 EN/attack [+10%] on Gekiganger-III, [F] Gekigan Net (M)- 1000 damage [+0%] on Umiganger and [F] Musashi no Death Throw (V:10)- 800 damage/5 EN. [+10%] on Rikuganger, gain:

[F] Form Change Attack (SX:3)- 4500 damage/27 EN, Req: Variable Form Speciality [+10%]

Cost: 1100 PP

Edited by Mechalomaniac

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Expose Armor

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

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

Cost: 800 PP

Note: This technique can not be used in the same attack phase as any other technique which adds an effect to Critical Attacks (such as Expose Weakness, Rampage, or Deep Wounds).

Edited by Mechalomaniac

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Expose Weakness

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

Ability: Expose Weakness: Your Critical Attacks also gain the Mobility Break status effect.

Cost: 800 PP

Note: This technique can not be used in the same attack phase as any other technique which adds an effect to Critical Attacks (such as Expose Armor, Rampage, or Deep Wounds).

Edited by Mechalomaniac

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Rampage

Your critical hits expose weak points in the enemy's armor, making it easier to perform another critical hit.

Ability: Rampage: Your Critical Attacks reduce the cost to perform a Critical Attack by 2 for the affected units' next attack. Aura (3). This ability affects yourself as well.

Cost: 800 PP

Note: This technique can not be used in the same attack phase as any other technique which adds an effect to Critical Attacks (such as Expose Weakness, Clarity Inspiration, or Deep Wounds).

Edited by Mechalomaniac

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Clarity Inspiration

Your critical hits inspire your allies, increasing their accuracy.

Ability: Clarity Inspiration: Your Critical Attacks increase accuracy by 10% for the affected units' next attack. Aura (3). This ability affects yourself as well.

Cost: 800 PP

Note: This technique can not be used in the same attack phase as any other technique which adds an effect to Critical Attacks (such as Expose Weakness, Rampage, or Deep Wounds).

Edited by Mechalomaniac

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Ferocious Inspiration

Your critical hits inspire your allies, increasing their strength.

Ability: Ferocious Inspiration: Your Critical Attacks increase weapon damage by 10% for the affected units' next attack. Aura (3). This ability affects yourself as well.

Cost: 800 PP

Note: This technique can not be used in the same attack phase as any other technique which adds an effect to Critical Attacks (such as Expose Weakness, Rampage, or Deep Wounds).

Edited by Mechalomaniac

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Deep Wounds

Your critical hits can cause further structural damage that continues to injure the target after the attack finishes.

Ability: Deep Wounds: When performing a Critical Attack, you may pay an additional 5 AP to give the attack the Burn status effect.

Cost: 1000 PP

Note: This technique can not be used in the same attack phase as any other technique which adds an effect to Critical Attacks (such as Expose Weakness, Rampage, or Mortal Strike).

Edited by Mechalomaniac

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Mortal Strike

Your critical hits mangle the enemy's armor, making any form of repair difficult.

Ability: Mortal Strike: When performing a Critical Attack, you may pay an additional 5 AP to give the attack the following ability: Enemies hit by this attack have the effect of all HP restoration effects (Repair, Spirit Commands, natural regen, etc) reduced by 50% for 3 turns. This is considered a Status Effect.

Cost: 1000 PP

Note: This technique can not be used in the same attack phase as any other technique which adds an effect to Critical Attacks (such as Expose Weakness, Rampage, or Deep Wounds).

Edited by Mechalomaniac

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