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Master Kruz

SMS Recruiting Station

7 posts in this topic

Pilot Slot 1: Junko Jenko

Commander/Field Commander

Transhuman

Level: 14

SP: 100+5/level

Attributes:

-2 Melee ([F] weapon Damage & Accuracy +/- Score x 5)

4 Range ([+] weapon Damage & Accuracy +/- Score x 5)

-2 Defense (HP +/- Score x 10)

5 Evasion (DP +/- Score x 10)

5 Skill (AP +/- Score + 10 x 5)

Class Abilities:

Attribute Bonus: +3 Skill

Morale Charge: +5 Morale when you use Support Attack

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.

Support Attack: Choose one allied unit which has not yet taken their turn. You may pay 10 AP to give this ally gain an additional Attack Phase targeting the same enemy they are to be taken before their own with a Element: Reaction weapon on your unit, using your attack modifiers and resources (but not using any effects which require activation, such as Critical). This ability can only be used once per turn, can only be used when the ally attacks a single target, 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. You may not use both this ability and Assist Attack in the same turn.

Field Orders (Lv4)(Passive/Main): You may select (1/Lv4)(2/Lv9)(3/Lv14) additional Will Commands that you have learned from the Field Orders section to deploy with, in addition to the normal Will Commands you select.

Field Tactics (Lv7)(Passive/Main): Any unit you pilot gains the following attacks:

[H] Offensive Command (T:3)- Attack Boost L2 & Accuracy Boost L2

Element: None

X) Offensive Command: The buffs given by this attack only last one turn.

[H] Defensive Command (T:3)- Defense Boost L2 & Mobility Boost L2

Element: None

X) Defensive Command: The buffs given by this attack only last one turn.

[H] All-Out Assault Command (T:3)- Attack Boost L3 & Accuracy Boost L3

Element: None

X) All-Out Assault Command: The buffs given by this attack only last one turn. Units affected by this attack have one less source of Temporary HP and Temporary DP for one turn.[/color]

Battlefield Presence (Lv11)(Passive/Main): The Aura given by your Leadership is increased by (1/Lv11)(2/Lv19)

Battlefield Supplies (Lv15)(Passive/Main): You may pay 10 AP to have one item from one allied unit swapped with one item from another allied unit. You may only use this ability once per turn.

Just as Planned (Lv19)(Passive/Main): During your Regeneration Phase, you may choose to pay the Morale cost of a Will Command that you know, but did not deploy into the battle to replace any one of your Will Commands with that one. You do not need to declare what the new Will Command is when you use this ability, however, but you do need to declare what Will Command is being replaced. The newly added Will Command is available for immediate use during the same Regeneration Phase that it was added in.

Skills:

Coordinator (Lv1)(Passive/Main): When your Morale is 110 or higher during your Regeneration Phase, gain (5%/Lv16) of your maximum HP and DP as Temporary HP and DP, and gain (2/Lv16) to your Melee and Range. When your Morale is 120 or higher during your Regeneration Phase, gain (5%/Lv8)(10%/Lv16) Temporary HP and DP, and (2/Lv8)(3/Lv16) Melee and Range Attribute instead. When your Morale is 130 or higher during your Regeneration Phase, gain (5%/Lv1)(10%/Lv8)(15%/Lv16) Temporary HP and DP, and (2/Lv1)(3/Lv8)(4/Lv16) Melee and Range Attribute instead. This temporary HP or DP is lost at the end of your turn.

Leadership (Lv1): +10% Weapon Accuracy and gain 5% of your maximum DP as Temporary DP. This Temporary HP is lost at the end of your turn. Aura (1/Lv1)(2/Lv7)(3/Lv14)

Genius (Lv5)(Passive/Main): Gain the following bonuses: (1/Lv1)(2/Lv8) Melee and Range Attributes. (1/Lv8)(2/Lv16) Mobility Attribute. (1/Lv16) Skill Attribute.

Will+ (Dodge) (Lv9)(Passive/Main): Gain (5/Lv5) additional Morale whenever you dodge an enemy attack. This ability can only trigger once per turn.

Spatial Awareness (Lv17)(Passive/Main): You are considered to be Psychic for all weapons that require it. In addition, gain the following bonuses: (1/Lv1)(2/Lv16) Mobility Attribute, (10%/Lv8) Weapon Accuracy.

Spirit Commands:

Duty (Lv1): Recover (25%/Lv1)(40%/Lv10)(60%/Lv18) of your maximum DP. Costs (20/Lv1)(35/Lv10)(50/Lv18) SP.

Hot Blood (Lv2): All Weapon Damage (50%/Lv2)(100%/Lv8)(150%/Lv16) for your next attack phase taken this turn. Costs (20/Lv2)(40/Lv8)(60/Lv16) SP.

Resupply (Lv6): You or target ally recovers all (Ammo/Lv6)(EN/Lv6)(Ammo and EN/Lv18). Costs (50/Lv6)(70/Lv18) SP.

Confusion (Lv12): Reduce the accuracy of all attacks made by (1/Lv6)(3/Lv12)(5/Lv18) target enemies by 50% for one turn. Costs (20/Lv6)(40/Lv12)(60/Lv18) SP.

Rally (Lv14): Cast Charge (L1/Lv12)(L2/Lv18) on up to three target allies. Costs (70/Lv12)(120/Lv18) SP.

Provoke (Lv18): Choose (1/Lv6)(3/Lv12)(5/Lv18) enemy units. During these units' next turn, they MUST target at least you in every attack phase. MAP-type attacks are unaffected. You may not be targeted by the Substitute Spirit Command or any abilities that mimic it the turn after you use this Spirit Command. You cannot become untargetable by any means while the effects of this spell are active. Should the same unit be targeted by this Spirit Command multiple times, only the most recent use applies. Costs (30/Lv6)(50/Lv12)(70/Lv18) SP.

Techniques:

Smoke Screen (Lv3): Gain X) Countermeasures: Chosen Element: Missile or Element: Bullet Weapon. The Countermeasures provided by this ability only provides half the normal number of uses.

Quick Supply (Lv8): Gain X) Resupply in any unit you pilot except you can only restore 5% of their maximum EN or 25% ammo on one weapon instead.

Rampage (Lv13): When you use Critical, units in Aura (1) gain Critical Cost -2 on their next attack phase. This ability affects yourself as well.

Head Snipe (Lv16): Choose one [+]-weapon with [CS] on deployment. When using this attack you may pay 10 additional EN to give the attack Accuracy Break L1.

Will Commands: 4+(1/Lv4)(2/Lv9)(3/Lv14) Field Orders

Countershoot (Lv1)

Barrage (Lv1)

Focused Fire (Lv1)(Field Order)

Directed Fire (Lv1)(Field Order)

Ace Bonuses:

Greater Effort (Lv10): After each battle you gain a +10% bonus to all pilot XP earned and +1 Unit XP earned. This Ace Bonus also applies when you are not the main pilot, but the pilot XP increase only affects the pilot that has the ace bonus.

Spirited Dodge (Lv20): Recover 2 SP whenever you dodge or evade an enemy attack. This ability can only trigger once per turn. This Ace Bonus also applies when you are not the main pilot but only applies to the pilot who has this ace bonus.

Edited by Master Kruz

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Pilot Slot 2: Char Aznable

Hero/Ace Pilot

Level: 14

SP: 100+5/level

Attributes:

3 Melee ([F] weapon Damage & Accuracy +/- Score x 5)

4 Range ([+] weapon Damage & Accuracy +/- Score x 5)

0 Defense (HP +/- Score x 10)

4 Evasion (DP +/- Score x 10)

3 Skill (AP +/- Score + 10 x 5)

Class Abilities:

Attribute Bonus: +1 to all Attributes

Morale Charge: Morale cost of all Will Commands and (H) attacks reduced by 5, to a minimum of 10.

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.

Ace Custom (Lv5)(Passive/Main): Gain the following bonuses: Base DP +10% (Lv5), An additional IS that can only use Rank 1 or lower items (Lv10), Base EN +20% (Lv15)

Field Tactics (Lv9)(Will Command): Gain an extra Attack Phase with -50% Base Weapon Damage and Accuracy. Costs (30/Lv9)(20/Lv14)(10/Lv17) Morale

Ace Potential (Lv14)(Passive/Main): When at 50% or lower HP or DP, gain 3 Melee and Ranged Attribute, and your Critical cost is reduced by 3.

Skills:

Operation Meteor (Lv1)(Passive/Main): The base damage and accuracy of Element: Beam and Element: Bullet weapons on your unit is increased by (5%/Lv1)(10%/Lv8)(15%/Lv16). When you are the only allied unit in the terrain you are in, you also gain (1/Lv1)(2/Lv2)(3/Lv16) Melee and Ranged attribute.

Genius (Lv1)(Passive/Main): Gain the following bonuses: (1/Lv1)(2/Lv8) Melee and Range Attributes. (1/Lv8)(2/Lv16) Mobility Attribute. (1/Lv16) Skill Attribute.

Recognition (Lv4)(Passive/Main): Gain the following bonuses: (10%/Lv1)(20%/Lv14) Weapon Accuracy, (1/Lv7) Mobility Attribute

E-Save (Lv8)(Passive/Main): Reduces EN cost of weapons and abilities by (10%/Lv5)(20%/Lv12)(30%/Lv19)

Spatial Awareness (Lv13)(Passive/Main): You are considered to be Psychic for all weapons that require it. In addition, gain the following bonuses: (1/Lv1)(2/Lv16) Mobility Attribute, (10%/Lv8) Weapon Accuracy

Will+ (Dodge) (Lv17)(Passive/Main): Gain (5/Lv5) additional Morale whenever you dodge an enemy attack. This ability can only trigger once per turn.

Spirit Commands:

Accelerate (Lv1): Reduce the cost to move to another terrain by (10/Lv1) EN, to a minimum of 0. At Lv12 you may move one additional terrain during your movement phase. Costs (5/Lv1)(15/Lv12) SP.

Focus (Lv2): Reduce incoming accuracy of all attacks you dodge this turn by (20%/Lv1)(30%/Lv7)(40%/Lv14). Accuracy of attacks you make this turn (20%/Lv1)(30%/Lv7)(40%/Lv14). Costs (15/Lv1)(25/Lv7)(35/Lv14) SP.

Confusion (Lv6): Reduce the accuracy of all attacks made by (1/Lv6)(3/Lv12)(5/Lv18) target enemies by 50% for one turn. Costs (20/Lv6)(40/Lv12)(60/Lv18) SP.

Charge (Lv11): You and all pilots in your unit gain (10/Lv1)(20/Lv7)(30/Lv14) Morale and all Charge and counter-based abilities have their counters increased by (1/Lv1)(2/Lv7)(3/Lv14). Costs (25/Lv1)(45/Lv7)(65/Lv14) SP.

Awaken (Lv15): You gain an additional attack phase this turn. At Lv18 you may instead give this effect to a target ally who has not moved yet. Costs (50/Lv12)(70/Lv18) SP.

Rage (Lv18): Casts Sure Hit L3, Hot Blood L3, and Direct Attack L1 on yourself. Costs (80/Lv12) SP.

Techniques:

Smoke Screen (Lv3): Gain X) Countermeasures: Chosen Element: Missile or Element: Bullet Weapon. The Countermeasures provided by this ability only provides half the normal number of uses.

Shield Crush (Lv7): Choose one [F]-weapon on deployment. When using this attack you may pay 10 additional EN to give the attack Shield Pierce.

Draw Fire (Lv12): Pay 30 AP during your Defense Phase. This turn, all [+]-type attacks currently targeting your allies in this terrain now target you instead.

Weapon Break (Ranged) (Lv16): When you use the Countershoot Will Command against a (O) attack you may pay 20 additional morale to disable that weapon for 3 turns.

Will Commands: 4

Countershoot (Lv1)

Riposte (Lv1)

Skill Focus (Lv1)

Scatter Pattern (Lv1)

Ace Bonuses:

Maximum Spirit (Lv10): You gain +10 starting Morale and +10 maximum Morale.

Spirited Dodge (Lv19): Recover 2 SP whenever you dodge or evade an enemy attack. This ability can only trigger once per turn. This Ace Bonus also applies when you are not the main pilot but only applies to the pilot who has this ace bonus.

High Morale Spirit (Awaken L1)(Lv20): Choose a Spirit Command other than Gain with a base cost of 50 SP or less. The first time you acquire 150 Morale in battle, you may cast the chosen Spirit Command at no cost. You do not need to know this spirit command on this pilot.

Edited by Master Kruz

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Pilot Slot 3: Duo Maxwell

Brawler/Duelist

Level: 7

SP: 100+5/level

Attributes:

5 Melee ([F] weapon Damage & Accuracy +/- Score x 5)

-2 Range ([+] weapon Damage & Accuracy +/- Score x 5)

0 Defense (HP +/- Score x 10)

5 Evasion (DP +/- Score x 10)

3 Skill (AP +/- Score + 10 x 5)

Class Abilities:

Attribute Bonus: +3 Melee

Morale Charge: Morale cost to use Countercut is decreased by 5, to a minimum of 10 (applied before any reduction from Skill)

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.

Parry (Lv4)(Passive/Main): Accuracy (10%/Lv4)(20%/Lv9)(30%/Lv14) on the first attack phase after using Countercut.

Precise Strike (Lv7)(Passive/Main): When using a [F] attack on a single target, critical cost -2 and gain +20% damage and accuracy when using critical.

Master Precision (Lv11)(Passive/Main): When using Critical on a [F] attack, you may pay an additional 5 AP to also add one of the following Status Effects to the attack: Accuracy Break L1, Armor Break L1, Attack Break L1, Burn L1, Mobility Break L1.

Follow-Up (Lv15)(Will Command): Gain an additional attack phase against the same target as your primary attack phase. Base Weapon Damage and Accuracy in the second attack phase is reduced by 50%, and you can only use [F] attacks. Costs (40/Lv15)(30/Lv17)(20/Lv19) Morale

Piercing Blow (Lv19)(Passive/Main): When using Critical on a [F] attack against an enemy under 50% HP, you may pay an additional 5 AP to have the attack ignore all forms of Temporary HP or Temporary DP. You cannot combine this ability with Master Precision.

Skills:

Operation Meteor (Lv1)(Passive/Main): The base damage and accuracy of Element: Beam and Element: Bullet weapons on your unit is increased by (5%/Lv1)(10%/Lv8)(15%/Lv16). When you are the only allied unit in the terrain you are in, you also gain (1/Lv1)(2/Lv2)(3/Lv16) Melee and Ranged attribute.

Infight (Lv1)(Passive/Main): Gain (1/Lv1)(2/Lv7)(3/Lv14) Melee Attribute.

Ninja (Lv5)(Passive/Main): Gain the following bonuses: (1/Lv1)(2/Lv16) Mobility, (10%/Lv1)(20%/Lv8)(30%/Lv16) Illusion Negation and (1/Lv8)(2/Lv16) Melee and Ranged Attributes for a single turn when using a Illusion ability.

Improved Critical (Lv9)(Passive/Main): Critical Cost (-1/Lv1)(-2/Lv7)(-3/Lv14). Gain an additional (5%/Lv1)(10%/Lv7)(15%/Lv14) Weapon Damage and Accuracy for attack phases affected by Critical.

E-Save (Lv17)(Passive/Main): Reduces EN cost of weapons and abilities by (10%/Lv5)(20%/Lv12)(30%/Lv19)

Spirit Commands:

Duty (Lv1): Recover (25%/Lv1)(40%/Lv10)(60%/Lv18) of your maximum DP. Costs (20/Lv1)(35/Lv10)(50/Lv18) SP.

Hot Blood (Lv2): All Weapon Damage (50%/Lv2)(100%/Lv8)(150%/Lv16) for your next attack phase taken this turn. Costs (20/Lv2)(40/Lv8)(60/Lv16) SP.

Karma (Lv6): Recover (10/Lv1)(30/Lv10)(50/Lv18) AP. Costs (10/Lv1)(25/Lv10)(40/Lv18) SP.

Focus (Lv12): Reduce incoming accuracy of all attacks you dodge this turn by (20%/Lv1)(30%/Lv7)(40%/Lv14). Accuracy of attacks you make this turn (20%/Lv1)(30%/Lv7)(40%/Lv14). Costs (15/Lv1)(25/Lv7)(35/Lv14) SP.

Substitute (Lv14): For a single turn, trade Defense Phases with target ally in the same terrain as you regardless of any other condition. That ally must not have taken his turn to be a legitimate target of this spell. This spell has no effect on MAP attacks. At Lv12 you may instead make two target allies trade their Defense Phases with each other under the same rules as before. Costs (35/Lv6)(60/Lv12) SP.

Respect (Lv18): Cast Duty (L1/Lv11)(L2/Lv15)(L3/Lv18) on yourself and all allies. Costs (40/Lv11)(70/Lv15)(100/Lv18) SP.

Techniques:

Smoke Screen (Lv3): Gain X) Countermeasures: Chosen Element: Missile or Element: Bullet Weapon. The Countermeasures provided by this ability only provides half the normal number of uses.

Shield Crush (Lv8): Choose one [F]-weapon on deployment. When using this attack you may pay 10 additional EN to give the attack Shield Pierce.

Ferocious Inspiration (Lv13): When you use Critical, units in Aura (1) gain +10% weapon damage on their next attack phase. This ability affects yourself as well.

Quick Repair (Lv16): Gain X) Repair (Unit Rank x 100) in any unit you pilot.

Will Commands: 4

Countercut (Lv1)

Countershoot (Lv1)

Riposte (Lv1)

Mobility Focus (Lv1)

Thrust (Lv1)

Ace Bonuses:

Spirited Dodge (Lv10): Recover 2 SP whenever you dodge or evade an enemy attack. This ability can only trigger once per turn. This Ace Bonus also applies when you are not the main pilot but only applies to the pilot who has this ace bonus.

Maximum Spirit (Lv20): You gain +10 starting Morale and +10 maximum Morale.

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