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Kirby M.D.

Honest Kirby's Fixer Company

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Company Roster: (7/10)

 

 

HKX01: ?????

HKX02: ?????

HKX03: ?????

HKX04: ?????

HKX05: ?????

HKX06: ?????

HKX07: ?????

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[table]

Squad #HKX01

Class: Hero

Spec: Ace

Level: 14

EXP: 6650

SP: 165

ATTRIBUTES

Melee: 7 (3+1+3{+5}) - [F] Dmg/Acc +70% (+120%)

Ranged: 8 (4+1+3{+5}) - [+] Dmg/Acc +80% (+130%)

Defense: 1 (0+1+0) - HP +10%

Mobility: 8 (4+1+3) - DP +80%

Skill: 4 (3+1+0) - 70 AP

SQUAD DETAILS

Squad Name: Nine Lives Squadron

Callsign: Nineball

Nickname(s): First and Last, Nineballs

Current Squad Leader: Karen Inconceivable

Group Theme: UNKNOWN

[/table]

ABILITIES

Starting Attribute Bonus: +1 All

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.

Heroic Training: This class gains more skills than others.

 

SPECIALIZATION SKILLS

Passive Main 5) Ace Custom (Gain two choices from the list. Next @ L15)

-(L5) +1 IS, to be used on items of Rank 1 or lower

-(L10) Base EN +20%

Will Command 9) Do or Die (Gain an extra Attack Phase with -50% Damage and Accuracy. Costs 20 Morale.)

Passive Main 14) Ace Potential (When at 50% or lower HP or DP, gain 3 Melee and Ranged Attribute, and your Critical cost is reduced by 3.)

Passive Main 19) Ace Pilot (When you gain this skill, you may select another Ace Bonus. You may pay 500 XP to change this choice.)

SKILLS

1) Avoidance L3 (+3 Mobility) @L1

2) Gunfight L3 (+3 Ranged) @L1

3) Infight L3 (+3 Melee) @L4

4) Guts L3 (DP > 50%, TDP +20%, +2 Melee and Ranged. Must go above 75% DP to refresh TDP.) @L8

5) Will+ (Dodge) (Gain +5 Will after dodging an attack once per turn.) @L13

[6) Genius L3 (+2 Melee, Ranged, Mobility, +1 Skill) @L17]

 

SPIRIT COMMANDS

1) Duty @L1

- L1 (25 SP): Recover 25% of your DP.

- L2 (35 SP): Recover 40% of your DP

2) Boost @L3

- L1 (15 SP): Reduce the accuracy of all attack phases you dodge this turn by 25%

- L2 (25 SP): Reduce the accuracy of all attack phases you dodge this turn by 50%

- L3 (40 SP): Reduce the accuracy of all attack phases you dodge this turn by 75%

3) Direct Attack @L6

- L1 (25 SP): For your next attack phase taken this turn, the target can not utilize secondary defenses (such as Barriers, or Illusion abilities) and may not be support defended against that attack.

4) Focus @L11

- L1 (15 SP): Reduce incoming accuracy of all attacks you dodge this turn by 20%. Accuracy of attacks you ma- L2 (25 SP): Reduce incoming accuracy of all attacks you dodge this turn by 30%. Accuracy of attacks you make this turn +30%.

- L3 (35 SP): Reduce incoming accuracy of all attacks you dodge this turn by 40%. Accuracy of attacks you make this turn +40%.

[5) Rage L1 @L15]

[6) @L18 ]

 

TECHNIQUES

1) Shield Crush @L3

2) Arm Snipe @L7

3) Full Aim @L12

4) [????? @L16]

 

ACE BONUSES

1) Greater Potential (Guts and all Potential abilities trigger at 60% HP/DP.)

2) [????? @L20]

 

WILL COMMANDS

1) Riposte

2) Countershoot

3) Ranged Focus

4) Elude

 

MISSION LOG

NOT AVAILABLE AT THIS TIME

Edited by Kirby M.D.

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[table]

Squad #HKX02

Class: Skirmisher

Spec: Distractor

Level: 11

EXP: 5150

SP: 150

ATTRIBUTES

Melee: 0 (-2+2{+1}) - [F] Dmg/Acc +0% (+10%)

Ranged: 7 (5+2{+1}) - [+] Dmg/Acc +70% (+80%)

Defense: -2 (-2) - HP -20%

Mobility: 12 (5+3+2+1+1) - DP +120%

Skill: 4 (4+0) - 70 AP

SQUAD DETAILS

Squad Name: Shooting Stars

Callsign: Star

Nickname(s): Flyboys/Flygirls

Current Squad Leader: Alice Reigns

Group Theme: UNKNOWN

[/table]

ABILITIES

Starting Attribute Bonus: +3 Mobility

Morale Charge: While under 50% DP, gain an additional 5 Morale each turn.

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.

SPECIALIZATION SKILLS

Passive Main 4) Improved Distraction (Distracting Attacks gain Armor Break L2 and Mobility Break L2. L3 @ L14)

Passive Main 7) Mass Distraction (When using Distracting Attack, you can have it affect 2 additional enemy units in the same terrain. 3 units @ L15)

Passive Main 11) Unavoidable Distraction (Distracting Attack causes -150% Damage/Accuracy penalty)

Will Command 15) Distracting Setup (One ally who has not yet taken their turn gains an additional attack phase against one enemy affected by your Distracting Attack. This attack phase is made at a -50% damage and accuracy penalty. Costs 20 Morale.)

Passive Main 19) Preying on Inattention (When dodging attacks from units affected by your Distracting Attack, gain 10% Temporary DP. This Temporary DP is lost after dealing with the attack from the triggering unit.)

SKILLS

1) Genius L2 (+2 Melee and Ranged, +1 Mobility) @L1

2) Avoidance L2 (+2 Mobility) @L5

3) Ninja L2 (+1 Mobility, Illusion effectiveness +20%. +1 Melee and Ranged after using an Illusion.) @L9

[4) ????? @L17]

 

SPIRIT COMMANDS

1) Duty @L1

- L1 (25 SP): Recover 25% of your DP.

- L2 (35 SP): Recover 40% of your DP

2) Focus @L2

- L1 (15 SP): Reduce incoming accuracy of all attacks you dodge this turn by 20%. Accuracy of attacks you make this turn +20%.

- L2 (25 SP): Reduce incoming accuracy of all attacks you dodge this turn by 30%. Accuracy of attacks you make this turn +30%.

3) Substitute @L6

- L1 (35 SP): For a single turn, trade Defense Phases with one target ally in the same terrain as you regardless of any other condition. That ally must not have taken his or her turn to be a legitimate target of this spell. This spell has no effect on MAP attacks.

[4) ????? @L12]

[5) ????? @L14]

[6) ????? @L18 ]

 

TECHNIQUES

1) Mega Fire @L3

2) Counter Zone @L8

[3) ????? @L12]

[4) ????? @L16]

 

ACE BONUSES

1) Spirited Dodge (Gain 2 SP when you dodge an attack. Limit 1 per turn.)

[2) ????? @L20]

 

WILL COMMANDS

1) Mobility Focus

2) Countershoot

3) Ranged Focus

4) Elude

 

MISSION LOG

NOT AVAILABLE AT THIS TIME

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[table]

Squad #HKX03-PK

Class: Brawler

Spec: Duelist

Level: 10

EXP: 4550

SP: 145

ATTRIBUTES

Melee: 12 (5+3+2+2) - [F] Dmg/Acc +120%

Ranged: 0 (-2+2) - [+] Dmg/Acc +0%

Defense: -2 (-2) - HP -20%

Mobility: 9 (5+2+1+1) - DP +90%

Skill: 4 (4+0) - 70 AP

SQUAD DETAILS

Squad Name: Black Lightning

Callsign: Lightning

Nickname(s): Jacks, Daggers

Current Squad Leader: Amber Kurokami

Group Theme: UNKNOWN

[/table]

ABILITIES

Starting 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.

SPECIALIZATION SKILLS

Passive Main 4) Parry (Acc +20% on the first attack phase after using Countercut. 30% @ L14)

Passive Main 7) Precise Strike (Against single target, [F] crit cost -2, crit dam/acc +20%)

Passive Main 11) Distracting Setup (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.)

Will Command 15) Follow Up (Gain an additional attack phase against the same target as your primary attack phase. Damage and accuracy in the second attack phase is reduced by 50%, and you can only use [F] attacks. Costs 40 Morale @ L15

Passive Main 19) Piercing Blow (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

B) Infight L2 (+2 Melee)

1) Newtype L2 (+1 Mobility, +20% Acc, Psychic Damage +10%, gain Psychic) @L1

2) Avoidance L2 (+2 Mobility) @L5

3) Genius L2 (+2 Melee and Ranged, +1 Mobility.) @L9

[4) ????? @L17]

 

SPIRIT COMMANDS

1) Duty @L1

- L1 (25 SP): Recover 25% of your DP.

- L2 (35 SP): Recover 40% of your DP

2) Focus @L2

- L1 (15 SP): Reduce incoming accuracy of all attacks you dodge this turn by 20%. Accuracy of attacks you make this turn +20%.

- L2 (25 SP): Reduce incoming accuracy of all attacks you dodge this turn by 30%. Accuracy of attacks you make this turn +30%.

3) Hotblood @L6

- L1 (20 SP): All Weapon Damage +50% for your next attack phase taken this turn.

- L2 (40 SP): All Weapon Damage +100% for your next attack phase taken this turn.

[4) ????? @L12]

[5) ????? @L14]

[6) ????? @L18 ]

 

TECHNIQUES

1) Empowered Attack @L3

2) Wild Swing @L8

[3) ????? @L12]

[4) ????? @L16]

 

ACE BONUSES

1) Monk Initiate (gain Ki User)

[2) ????? @L20]

 

WILL COMMANDS

B) Countercut

1) Skill Focus

2) Riposte

3) Melee Focus

4) Elude

 

MISSION LOG

NOT AVAILABLE AT THIS TIME

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[table]

Squad #HKX04

Class: Gunslinger

Spec: Sniper

Level: 10

EXP: 4550

SP: 145

ATTRIBUTES

Melee: 3 (-1+2+2) - [F] Dmg/Acc +30%

Ranged: 14 (5+3+2+2+2{+2}) - [+] Dmg/Acc +140% (+160%)

Defense: 4 (3+1) - HP +40%

Mobility: 4 (3+1) - DP +40%

Skill: 3 (3+0) - 65 AP

SQUAD DETAILS

Squad Name: Greymalkin

Callsign: Grey

Nickname(s): Hunters, Hellcats

Current Squad Leader: Jade Kurokami

Group Theme: UNKNOWN

[/table]

ABILITIES

Starting Attribute Bonus: +3 Ranged

Morale Charge: Morale cost to use Countershoot 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.

SPECIALIZATION SKILLS

Passive Main 4) Aimed Shot (Acc/Dam +20% when using Snipe weapons. +30% @ L14)

Passive Main 7) Skilled Sniper (The SP cost of the Snipe Spirit Command is reduced by 10 and you deal +10% more damage and accuracy when using Critical with a weapon with Snipe.)

Passive Main 11) Extreme Range (Attacks you make into adjacent terrains have their accuracy and damage reduced by 20% instead of 30%.)

Will Command 15) Double Tap (Gain an additional attack phase that must be used against a different target then the primary one. Damage and accuracy in the second attack phase is reduced by 50%. Can only be used on attacks with Snipe. Costs 25 Morale.)

Passive Main 19) Auto Scope (Choose one [+] weapon without Snipe on deployment. It gains Snipe for this battle.)

SKILLS

B) Gunfight L2 (+2 Ranged)

1) Genius L2 (+2 Melee and Ranged, +1 Mobility.) @L1

2) Brave L2 (+2 Melee and Ranged, +1 Defense.) @L5

3) Sniper L2 (+2 Ranged when using [+] weapons with Snipe) @L9

[4) ????? @L17]

 

SPIRIT COMMANDS

1) Focus @L1

- L1 (15 SP): Reduce incoming accuracy of all attacks you dodge this turn by 20%. Accuracy of attacks you make this turn +20%.

- L2 (25 SP): Reduce incoming accuracy of all attacks you dodge this turn by 30%. Accuracy of attacks you make this turn +30%.

2) Grit @L2

- L1 (15 SP): Reduce incoming damage of all attacks you receive this turn by 20%. Damage of attacks you make this turn +20%.

- L2 (25 SP): Reduce incoming accuracy of all attacks you receive this turn by 30%. Damage of attacks you make this turn +30%.

3) Direct Attack @L6

- L1 (25 SP): For your next attack phase taken this turn, the target can not utilize secondary defenses (such as Barriers, or Illusion abilities) and may not be support defended against that attack.

[4) ????? @L12]

[5) ????? @L14]

[6) ????? @L18 ]

 

TECHNIQUES

1) Mortal Strike @L3

2) Double Attack @L8

[3) ????? @L12]

[4) ????? @L16]

 

ACE BONUSES

1) Maximum Spirit (Morale +10, Max Morale +10)

[2) ????? @L20]

 

WILL COMMANDS

B) Countershoot

1) Riposte

2) Shoot Down

3) Cover

4) Elude

 

MISSION LOG

NOT AVAILABLE AT THIS TIME

Edited by Kirby M.D.

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[table]

Squad #HKX05

Class: Commander

Spec: Field Commander

Level: 7

EXP: 3300

SP: 130

ATTRIBUTES

Melee: 0 (-2+2) - [F] Dmg/Acc +0%

Ranged: 8 (4+2+2) - [+] Dmg/Acc +80%

Defense: 8 (5+2+1) - HP +80%

Mobility: -2 (-2+0) - DP -20%

Skill: 8 (5+3) - 70 AP

SQUAD DETAILS

Squad Name: Iskander Squadron

Callsign: Zeus

Nickname(s): Redacteds, Motormouths

Current Squad Leader: Kirby Hoshino

Group Theme: UNKNOWN

[/table]

ABILITIES

Starting 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.

SPECIALIZATION SKILLS

Passive Main 4) Field Orders (Can deploy with +2 Field Order-class Will Commands. +3 @ L14)

Passive Main 7) Field Tactics (Gain 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.

Passive Main 11) Battlefield Presence (Leadership Aura +1 @11)

Passive Main 15) Battlefield Supplies (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.)

Passive Main 19) Just as Planned (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

B) Leadership L2 (+5% TDP, +10% Accuracy. Aura (2))

1) Guard L2 (+2 Defense.) @L1

2) Gunfight L2 (+2 Ranged) @L5

[3) Brave L2 (+2 Melee and Ranged, +1 Defense.) @L9]

[4) ????? @L17]

 

SPIRIT COMMANDS

1) Trust @L1

- L1 (30 SP): Cast Vigor L1 on yourself or target ally.

2) Gain @L2

- L1 (20 SP): User and all pilots within the user's unit have their after battle pilot experience gain doubled.

3) Incite @L6

- L1 (25 SP): Cast Hot Blood L1 on yourself or one target ally.

[4) ????? @L12]

[5) ????? @L14]

[6) ????? @L18 ]

 

TECHNIQUES

1) Draw Fire @L3

[2) ????? @L8]

[3) ????? @L12]

[4) ????? @L16]

 

ACE BONUSES

[1) ????? @L10]

[2) ????? @L20]

 

WILL COMMANDS

1) Directed Fire

2) Shoot Down

3) Cover

4) Focus Fire

 

MISSION LOG

NOT AVAILABLE AT THIS TIME

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[table]

Squad #HKX06-P

Class: Defender

Spec: Bodyguard

Level: 6

EXP: 2600

SP: 125

ATTRIBUTES

Melee: 4 (4+0) - [F] Dmg/Acc +40%

Ranged: 4 (4+0) - [+] Dmg/Acc +40%

Defense: 10 (5+3+1+1) - HP +100%

Mobility: -2 (-2+0) - DP -20%

Skill: 1 (1+0) - 55 AP

SQUAD DETAILS

Squad Name: Dynamic Squadron

Callsign: Dynamic

Nickname(s): Hotheads, SRS

Current Squad Leader: Michael Newman

Group Theme: UNKNOWN

[/table]

ABILITIES

Starting Attribute Bonus: +3 Defense

Morale Charge: While under 50% HP, gain an additional 5 Morale each turn.

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.

SPECIALIZATION SKILLS

Passive Main 4) Improved Support Defense (You may protect 1 additional ally per turn. 2 @ L9)

Passive Main 7) Vanguard (When performing Support Defense, gain 20% Temporary HP. This Temporary HP is lost at the end of the Defense Phase the Support Defense is performed in @7.)

Passive Main 11) Return Fire (When performing Support Defense, the ally you guarded gains an additional attack phase against one enemy that attacked them that turn, at -70% damage and accuracy @11.)

Will Command 15) Forced Defense (You may use Support Defense on a single attack phase which would otherwise not be able to be Support Defended. Costs 30 Morale @L15.)

Passive Main 19) Defender's Spirit (When performing Support Defense, recover 10% of your maximum HP after all the received attacks are resolved. This regeneration can only activate once per turn.)

SKILLS

1) Psychodriver (+1 Defense, +10% Weapon Accuracy. You become Psychic.) @L1

2) Guard L1 (+1 Defense) @L5

[3) Brave L2 (+2 Melee and Ranged, +1 Defense) @L9]

[4) ????? @L17]

 

SPIRIT COMMANDS

1) Trust @L1

- L1 (20 SP): Recover 25% of your maximum HP.

2) Belief @L2

- L1 (30 SP): Negate all L1 Debuffs you or target ally receive this turn.

3) Iron Wall @L6

- L1 (15 SP): Reduce the damage of all attack phases you receive this turn by 25%.

[4) ????? @L12]

[5) ????? @L14]

[6) ????? @L18 ]

 

TECHNIQUES

1) Sword Shield @L3

[2) ????? @L8]

[3) ????? @L12]

[4) ????? @L16]

 

ACE BONUSES

[1) ????? @L10]

[2) ????? @L20]

 

WILL COMMANDS

1) Knock Aside

2) Shoot Down

3) Cover

4) Defensive Focus

 

MISSION LOG

NOT AVAILABLE AT THIS TIME

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