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Isaac

Hyperdimensional Assault Squad C.L.A.M.P. Mk2 Pilots

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v3 ARC

______________________________________________________________________________________________________

Mod Space

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Pilots:


Sidekicks:



Milestones:
Split Personality

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Isaac

The Faceless One

 

Level: 4

SP: 115

Class: Distractor

Attributes:    Melee      III

                    Range     III

                    Defense   I

                    Mobility     IIIIIIII

                    Skill          III

 

Abilities:

Critical: During an attack phase in which you attack a single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.

Distracting Attack: When you target a single enemy you may choose to Distract them as well as a special effect. If you do, for the next turn the enemy unit gains -100% Weapon Damage and Weapon Accuracy as a Pilot modifier in any attack phase they make which does not target only yourself. If this ability is used on an enemy unit multiple times in the same turn, only the most recently used instance applies.

Evasive Potential: If your DP drops below 50%, gain 20% of your maximum DP in Temporary DP. This ability triggers every time your DP goes below 50%, but it must go above 75% before it can trigger again.

 

Skills:

Hard Worker: Pilot Exp Rewards at end of battle are increased by 50%.

Countermeasure Efficiency: Gain 1 additional countermeasure use.

 

Spirit Commands:

Duty Lv1: Recover 25% of your maximum DP. Costs 20 SP.

Gain Lv 1: User and all pilots within the user's unit have their after battle pilot experience gain doubled. Costs 20 SP.

 

Techniques:

Assist Attack: Gain X) Assist Attack (Weapon): Choose one allied unit which has not yet taken their turn. When targeting a single enemy this ally gain an additional Attack Phase to be used against that enemy and taken before their own using this weapon, using your attack modifiers and resources (but not using any effects which require activation, such as Critical), with a -70% penalty to Damage and Accuracy applied as a Special Weapon Effect. Chosen ally receives +10% Weapon Damage and Weapon Accuracy for each Assist Attack applied, to a maximum of +40%, to be treated as a pilot modifier. This ability can only be used once per turn and any penalties or restrictions for being in different terrain still apply. All resources used by the ally are deducted on your next Regeneration Phase.

 

Will Commands:

Barrage: Choose one (X) or (V) attack on this unit when casting this Will Command. The limit on the attack is increased by 30% for your next attack phase with that weapon. Costs 20 Morale.

Riposte: Reduce the damage and accuracy of a single (M) attack phase targeting you this turn by 50%. You gain an additional attack phase this turn that can only be used against the unit who used the attack you negated. Within this attack phase, you can only use one of your unit's [CC] weapons, and it's Weapon Damage and Accuracy are reduced by 50%. This ability can only be used if your unit has at least one [CC] weapon that is not currently disabled.

Increase the Morale cost by 2 for every point of Skill the attacker has over your own Skill (to a maximum of +20 cost), and reduce the Morale cost by 2 for every point of Skill you have over the attacker (to a minimum cost of 5 Morale). Costs 30 Morale.

Countershoot: Reduce the Accuracy of all (O) and (P) attacks you receive from a single attack phase by 50%. This ability can only be used if your unit has at least one [CS] weapon that is not currently disabled. Increase the Morale cost by 2 for every point of Skill the attacker has over your own Skill (to a maximum of +20 cost), and reduce the Morale cost by 2 for every point of Skill you have over the attacker (to a minimum cost of 5 Morale). Costs 15 Morale.

Insightful Maneuver: Gain 5% of your maximum DP as Temporary DP. This Temporary DP is lost at the end of your turn. Costs 20 Morale.

 

XP Gains:

+3934 converted from v3 Isaac

- 300 Barrage Will Command

- 20.09.2013 complete respec

+255 Pale Reflection

+150 Collateral Thinking

+180 The Bigger They Are

+263 Lost in the Woods

+150 Why Waste a Wasteland

+200 IN SPACE

+450 Iron It Out

XP Total: 1648

Edited by Isaac

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Blanc

CPU of Lowee

 

Level: 2

SP: 105

Class: Tank

Attributes:     Melee      IIIII

                    Range    

                    Defense   IIIIIIII

                    Mobility     II

                    Skill          III

 

Abilities:

Critical: During an attack phase in which you attack a single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.

Shield Brother: Upon deployment, you can designate one ally as a Shield Brother. You can always Support Defend your Shield Brother, even if you Support Defend another ally this turn. This does not overwrite any effect that prevents Support Defense, however.
Steadfast Potential: If your HP drops below 50%, gain 20% of your maximum HP in Temporary HP. This ability triggers every time your HP goes below 50%, but it must go above 75% before it can trigger again.

 

Skills:

Guard: Gain +1 Defense Attribute.

 

Spirit Commands:

Vigor Lv1: Recover 25% of your maximum HP. Costs 20 SP.

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

 

Techniques:

 

Will Commands:

Defense Focus: Reduce your Melee and Range attributes by 2 for a single turn to gain Temporary HP equal to 10% of your maximum HP for a single turn. Costs 10 Morale.

Cover:Choose one Terrain you are within when you use this Will Command. If you make use of that Terrain's Cover effect, the reduction of an incoming attack's damage is improved by 15% (IE a if an effect reduces damage by 20%, elude increases that eduction to -35%). Costs 20 Morale.

Rush: Gain one (1) additional attack phase this turn. During this attack phase, you may only use [F]-type attacks, and any attack done in this attack phase has it's Damage and Accuracy reduced by 70%. Costs 50 Morale.

Premonition of Danger: Gain 5% of your maximum HP as Temporary HP. This Temporary HP is lost at the end of your turn. Costs 20 Morale.

 

XP Gains:

+170 Pale Reflection

+100 Collateral Thinking

+120 The Bigger They Are

+175 Lost in the Woods

+100 Why Waste a Wasteland

+100 IN SPACE

+150 Iron It Out

XP Total: 915

Edited by Isaac

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Neptune

CPU of Planeptune

 

Level: 2

SP: 105

Class: Brawler

Attributes:     Melee      IIIIIIIII

                    Range      II

                    Defense   I

                    Mobility     III

                    Skill          III

 

Abilities:

Critical: During an attack phase in which you attack a single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.
Infight: Brawlers gain the Infight skill for free at level 1.
Countercut: Brawlers gain the Countercut or the Knock Aside Will Command for free at level 1.

 

Skills:

SEED: When active, gain 5% of your maximum HP and DP as Temporary HP and DP during your Regeneration Phase, and gain +1 to your Melee and Range Attributes. The Temporary HP and DP is lost at the end of your turn. Activates when your Morale reaches 140 or after your HP goes below 20%. Deactivates if your Morale goes below 110.

Infight: Gain +1 Melee Attribute.

 

Spirit Commands:

Duty Lv1: Recover 25% of your maximum DP. Costs 20 SP.

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

 

Techniques:

 

Will Commands:

Melee Focus: For one turn your Skill attribute is considered 2 less for the purposes of Countercut, Countershoot, and other effects that rely on Skill and your Critical Cost increases by 3. During this turn your Melee attribute is considered 2 higher. Costs 10 Morale.

Elude:Choose one Terrain you are within when you use this Will Command. If you make use of that Terrain's Cover effect, the reduction of incoming accuracy is improved by 15% (IE an effect reduces incoming accuracy by 20%, using Elude will increase that to -35%). Costs 20 Morale.

Rush: Gain one (1) additional attack phase this turn. During this attack phase, you may only use [F]-type attacks, and any attack done in this attack phase has it's Damage and Accuracy reduced by 70%. Costs 50 Morale.

Riposte:Reduce the damage and accuracy of a single (M) attack phase targeting you this turn by 50%. You gain an additional attack phase this turn that can only be used against the unit who used the attack you negated. Within this attack phase, you can only use one of your unit's [CC] weapons, and it's Weapon Damage and Accuracy are reduced by 50%. This ability can only be used if your unit has at least one [CC] weapon that is not currently disabled.

Increase the Morale cost by 2 for every point of Skill the attacker has over your own Skill (to a maximum of +20 cost), and reduce the Morale cost by 2 for every point of Skill you have over the attacker (to a minimum cost of 5 Morale). Costs 30 Morale.

Countercut: Reduce the Accuracy of all (M) and (P) attacks you receive from a single attack phase by 50%. This ability can only be used if your unit has at least one [CC] weapon that is not currently disabled. Increase the Morale cost by 2 for every point of Skill the attacker has over your own Skill (to a maximum of +20 cost), and reduce the Morale cost by 2 for every point of Skill you have over the attacker (to a minimum cost of 0 Morale). Costs 20 Morale.

 

XP Gains:

+170 Pale Reflection

+100 Collateral Thinking

+120 The Bigger They Are

+175 Lost in the Woods

+100 Why Waste a Wasteland

+100 IN SPACE

+150 Iron It Out

XP Total: 915

Edited by Isaac

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Nepgear

Neptunes imouto

 

Level: 2

SP: 105

Class: Ace Pilot

Attributes:     Melee      IIIIII

                    Range      IIIIII

                    Defense   I

                    Mobility     IIII

                    Skill          IIII

 

Abilities:

Critical: During an attack phase in which you attack a single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.
Heroic Training: This class gains more skills than others.

 

Skills:

Genius: Gain +1 Melee and Range Attributes.

Attacker: While your Morale is at 120 or higher, gain +2 Melee and Range Attribute.

 

Spirit Commands:

Duty Lv1: Recover 25% of your maximum DP. Costs 20 SP.

Charge Lv1: You and all pilots in your unit gain 10 Morale and all Charge and counter-based abilities have their counters increased by 1. Costs 25 SP.

 

Techniques:

 

Will Commands:

Barrage: Choose one (X) or (V) attack on this unit when casting this Will Command. The limit on the attack is increased by 30% for your next attack phase with that weapon. Costs 20 Morale.

Insightful Maneuver: Gain 5% of your maximum DP as Temporary DP. This Temporary DP is lost at the end of your turn. Costs 20 Morale.

Rush: Gain one (1) additional attack phase this turn. During this attack phase, you may only use [F]-type attacks, and any attack done in this attack phase has it's Damage and Accuracy reduced by 70%. Costs 50 Morale.

Volley: Gain one (1) additional attack phase this turn. During this attack phase, you may only use [+]-type attacks, and any attack done in this attack phase has it's Damage and Accuracy reduced by 70%. Costs 50 Morale.

 

XP Gains:

+170 Pale Reflection

+100 Collateral Thinking

+120 The Bigger They Are

+175 Lost in the Woods

+100 Why Waste a Wasteland

+150 IN SPACE

+150 Iron It Out

XP Total: 965

Edited by Isaac

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Uni

CPU (Candidate) of Lastation

 

Level: 2

SP: 105

Class: Sniper

Attributes:     Melee      II

                    Range      IIIIIIIII

                    Defense  

                    Mobility     IIIII

                    Skill          III

 

Abilities:

Critical: During an attack phase in which you attack a single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.
Gunfight:: Gain the Gunfight skill as a bonus skill for free.
Countershoot: This class gains the Countershoot or the Shoot Down Will Command for free.

 

Skills:

Sniper: +1 Range Attribute when using [+]-type weapons with Snipe.

Gunfight: Gain +1 Range Attribute

 

Spirit Commands:

Duty Lv1: Recover 25% of your maximum DP. Costs 20 SP.

Snipe Lv1: The next attack phase you make gains Snipe. Costs 30 SP

 

Techniques:

 

Will Commands:

Ranged Focus: For one turn your Skill attribute is considered 2 less for the purposes of Countercut, Countershoot, and other effects that rely on Skill and your Critical Cost increases by 3. During this turn your Range attribute is considered 2 higher. Costs 10 Morale.

Insightful Maneuver: Gain 5% of your maximum DP as Temporary DP. This Temporary DP is lost at the end of your turn. Costs 20 Morale.

Elude:Choose one Terrain you are within when you use this Will Command. If you make use of that Terrain's Cover effect, the reduction of incoming accuracy is improved by 15% (IE an effect reduces incoming accuracy by 20%, using Elude will increase that to -35%). Costs 20 Morale.

Volley: Gain one (1) additional attack phase this turn. During this attack phase, you may only use [+]-type attacks, and any attack done in this attack phase has it's Damage and Accuracy reduced by 70%. Costs 50 Morale.

Countershoot: Reduce the Accuracy of all (O) and (P) attacks you receive from a single attack phase by 50%. This ability can only be used if your unit has at least one [CS] weapon that is not currently disabled. Increase the Morale cost by 2 for every point of Skill the attacker has over your own Skill (to a maximum of +20 cost), and reduce the Morale cost by 2 for every point of Skill you have over the attacker (to a minimum cost of 0 Morale). Costs 20 Morale.

 

XP Gains:

+170 Pale Reflection

+100 Collateral Thinking

+120 The Bigger They Are

+175 Lost in the Woods

+100 Why Waste a Wasteland

+150 IN SPACE

+150 Iron It Out

XP Total: 965

Edited by Isaac

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