Tilus

Run around Side 6

31 posts in this topic

How is Rein Dreese able to block and attack at the same turn? s/he does not have Counter.

 

REGENERATION PHASE:
Morale Gained: 5 

HP Gained: 660

SPIRIT/WILL COMMAND PHASE
Spirit Command(s) Used: 
Effects: 

SP Used: 

Will Command(s) Used:
Effects:
SP Used:


DEFENSE PHASE:
 

Attacking Weapon:

Action Taken:
Damage Taken:
Resources Spent:

 

SUPPORT DEFENSE PHASE:
 

Target: RTX-010 Huckebein Mk-II (Basic)(Julius Sterling)
 

Attacking Weapon:  [+] High Maneuverability Missiles (PAX:5) 480 Damage, 816 Accuracy x 5,   [+] High Maneuverability Missiles (PAX:5) 480 Damage, 816 Accuracy x 5,  [F]  [CC] Beam Zanber (M) 3000 Damage, 1950 Accuracy [+] Weak Electromagnetic Spark (H) 3780 Damage, 2730 Accuracy,  [H] Akashic Buster (H) 5460 Damage, 3822 Accuracy

Action Taken: Barrier, Shield and Take (High Maneuverability Missiles and High Maneuverability Missiles), go BOOM! (Beam Zanber or Weak Electromagnetic Spark , depending on whether Beam Zanber is legal)

Damage Taken:
Resources Spent: 1 mecha

 

Bounty goes to either Rein Dreese or Royalyn Martel

 

ITEM PHASE:
Item Used:
Item Effects:


TRANSFORMATION/MOVEMENT PHASE:
Current Form:
New Form:

 

SPECIAL PHASE
Abilities Activated: Supply Dock (HP)(-5 AP)
Effect: You may pay 5 AP to regenerate 10% of your HP, DP, or EN during your next regeneration phase. This cost may be paid multiple times to regenerate a different resource.
 

ATTACK PHASE:

Weapon Used: 
[F][CC] Beam Zanber (M)- 2000 damage, 1400 accuracy
Target(s): Kerott the Frogbot

Damage Modifiers: +10%

  • Melee Attibute: +10%

Accuracy Modifiers: +10%

  • Melee Attibute: +10%

Other Modifiers: 
Resources Spent: 
25 EN , 10 Morale
Final Computation: [F][CC] Beam Zanber (M)- 2200 damage, 1540 accuracy

Statistics:

HP: 5636/6600
DP: 2730/2730
EN: 85/170

AP: 60/75
SP: 100/100
Morale: 80/160
Current Terrain: A
Perishable Items:

Spare Battery (1/2)

 

Rounds:
Vulcan Gun 10/10
Buster Gun 5/5
Beam Shield (220) 7/10

Anti-Beam Coating Cloak 0/3

 

 

Shield Brother: RTX-010 Huckebein Mk-II (Basic)

 

Janus Stromh
 
Class: Tank
 
Attributes:
 
Melee:1
Range:-1

Defense:8+4
Mobility:3
Skill:5

 
Starting Attribute Bonuses+3 Defense Attribute at level 1.
Morale ChargeWhile under 50% HP, gain an additional 5 Morale each turn.
CriticalDuring 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 BrotherUpon 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 PotentialIf 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:
1: Brave (+1 Melee and Range Attributes [Level 1])
 
Seishin:
1: Iron Wall (Reduce the damage of all attack phases you receive this turn by 25%. Costs 15 SP [Level 1 (L1)])

XM-X1 (F97) Crossbone Gundam X-1 (Basic)

Statistics:
HP: 3000, DP: 2100, EN: 120
IS: 4, Move: F/G, Size: M, Season: 1
Rank: 3, Type: Mobile Suit, Gundam


Weapons:
[+][CS] Vulcan Gun- 200 damage, 500 accuracy, Accuracy Break Lv1, 10 rounds
Element: Physical, Bullet, Reaction
[F][MAM] Melee (M)- 500 damage, 300 accuracy, 5 EN/attack
Element: Physical, Reaction
[H] Scissor Anchor (P)- 500 damage, 400 accuracy, 8 EN/attack
Element: Physical, Missile
[H] Scissor Anchor [Grapple] (P)- 300 damage, 400 accuracy, Mobility Break Lv1, 8 EN/attack
Element: Physical, Missile
[F][CC] Beam Saber (M)- 800 damage, 900 accuracy, 15 EN/attack
Element: Energy, Beam, Reaction
[+][CS] Buster Gun- 1000 damage, 700 accuracy, 5 rounds
Element: Energy, Beam
[F][CC] Beam Zanber (M)- 2000 damage, 1400 accuracy, 25 EN/attack, 10 Morale
Element: Energy, Beam, Reaction


Inherent Abilities:
1) Beam Shield (220): Brand Marker
2) Dummy Launcher: Same effects as Countermeasures
3) Anti-Beam Coating Cloak

4) Gravity Wall (Barrier): Reduce the damage of all attacks from a single attack phase by 676. 10 EN per use.
 
IS
1: Gravity Wall Generator
2: Mega Generator
3: Hybrid Armor
4: Spare Battery 

Edited by Largo

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REGENERATION PHASE:
Morale Gained: 5 


SPIRIT/WILL COMMAND PHASE
Spirit Command(s) Used:
Effects:
SP Used:

Will Command(s) Used:
Effects:
SP Used:


DEFENSE PHASE:

Attacking Weapon:
Action Taken:
Damage Taken:
Resources Spent:


ITEM PHASE:
Item Used: Reloader
Item Effects: MOAR DAKKA!


TRANSFORMATION/MOVEMENT PHASE:
Current Form:
New Form:


SPECIAL PHASE:
Abilities Activated: Critical

Cost: 10 AP

ATTACK PHASE:

Weapon Used: 
 [+] High Maneuverability Missiles (PAX:5)- 300 damage, 400 accuracy
Target(s): the other side, Kerott the Frogbot get 2, the rest gets 1 each
Damage Modifiers: +150%

  • Ranged Attirbute: +100%
  • High-Spec Radar: +40%
  • Critical: +10%

Accuracy Modifiers: +150%

  • Ranged Attirbute: +100%
  • High-Spec Radar: +40%
  • Critical: +10%

Other Modifiers: 
Resources Spent: 5 rounds, 10 AP

Final Computation:  [+] High Maneuverability Missiles (PAX:5)- 750 damage, 1000 accuracy

Statistics:

HP: 1280/1280
DP: 6300/6300
EN: 80/80
AP: 35/75
SP:100/100
Morale: 120/150
Current Form: Fighter
Current Terrain: A
Perishable Items:
Reloader 1/2
Rounds:

Remington ES 30/30
Howard GU-17A 58mm Gatling Gunpod 30/30
High Maneuverability Missiles 18/23

Shield 10/10

 

Milien Sterling

Class: Artillery Specialist
 
Attributes:
 
Melee:-1
Range:10+4

Defense:-2
Mobility:4+4
Skill:5+3

 
Starting Attribute Bonuses+3 Range Attribute at level 1.
Morale ChargeMorale cost to use Countershoot decreased by 5, to a minimum of 10 (applied before any reduction from Skill)
CriticalDuring 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.
CountershootCountershoot

 
Skills:
1: Genius (+1 Melee and Range Attributes [Level 1])
1: Gunfight (Gain 1 Range Attribute [Level 1])
 
Seishin:
1: Focus (Reduce incoming accuracy of all attacks you dodge this turn by 20%. Accuracy of attacks you make this turn +20%. Costs 15 SP [Level 1 (L1)])
 
VF-25F Messiah (Basic)

Statistics:
HP: 1600, DP: 3500, EN: 80
IS: 4, Move: G, Size: M, Season: 1
Rank: 3, Type: Variable Fighter


Weapons:
[+][CS] Mauler ROV-127C 12.7mm Coaxial Beam Gun- 200 damage, 500 accuracy, Accuracy Break L1, 2 EN/attack

Element: Energy, Beam, Reaction
[F][MAM] Melee (M)- 500 damage, 300 accuracy, 2 EN/attack, Req: Battroid or GERWALK Mode
Element: Physical, Reaction
[+][CS] Remington ES-25A 25mm High-Speed Machine Gun (V:4)- 100+50 damage, 200+100 accuracy, 20 rounds
Element: Physical, Reaction
[F][CC] AK/VF-M9 1.65m Ka-Bar OTEC Assault Knife (M)- 800 damage, 900 accuracy, 10 EN/attack, Req: Battroid or GERWALK Mode
Element: Physical, Reaction
[+][CS] Howard GU-17A 58mm Gatling Gunpod (V:4)- 150+150 damage, 500+200 accuracy, 20 rounds
Element: Physical, Bullet, Reaction
[+] High Maneuverability Missiles (PAX:5)- 300 damage, 400 accuracy, 15 rounds
Element: Explosive, Missile, Guided
 
Inherent Abilities:
1) VF-25F Messiah (Basic) deploys in Fighter Mode if able.
2) Countermeasures
3) Shield: Req: Battroid or GERWALK Mode
4) GERWALK Maneuverability (Thruster): Reduce the Accuracy of all incoming attacks by 400. Req: GERWALK Mode
5) Fighter Maneuverability (Thruster): Reduce the Accuracy of all incoming attacks by 200. Req: Fighter Mode
6) Battroid Mode (Transform): No Statistical Change.
7) GERWALK Mode (Transform): Gain Move: H.
8) Fighter Mode (Transform): Gain Move: F and lose Move: G.  Disable Shield and AK/VF-M9 1.65m Ka-Bar OTEC Assault Knife.  You may move 2 Terrains per turn instead.

 
IS:
1: High-Spec Radar
2: Large Magazine
3: Tesla Drive
4: Reloader

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REGENERATION PHASE:
Morale Gained: 5

EN Gained: 

SPIRIT/WILL COMMAND PHASE
Spirit Command(s) Used:
Effects:
SP Used:

Will Command(s) Used:
Effects:
SP Used:


DEFENSE PHASE:

Attacking Weapon: 
  [+] High Maneuverability Missiles (PAX:5) 450 Damage, 768 Accuracy x 5,  [F]  [CC] Beam Zanber (M) 3000 Damage, 2100 Accuracy,  [H] Akashic Buster (H)  6300 Damage, 4410 Accuracy
Action Taken: Barrier and Take (High Maneuverability Missiles), Dodge (Beam Zanber), Goes Boom and triggers Z Crystal (Akashic Buster)

Damage Taken:
Resources Spent: 
Zfylud Crystal


ITEM PHASE:
Item Used:
Item Effects:


TRANSFORMATION/MOVEMENT PHASE:
Current Form:
New Form:


SPECIAL PHASE:
Abilities Activated: Critical

Cost: 10 AP

 

Abilities Activated: Supply Dock (EN)(-5 AP)
Effect: You may pay 5 AP to regenerate 10% of your HP, DP, or EN during your next regeneration phase. This cost may be paid multiple times to regenerate a different resource.

 

ATTACK PHASE:

Weapon Used: 
 [H] Chakram Caster (P)- 1400 damage, 2000 accuracy
Target(s): the other valk
Damage Modifiers: +160%

  • Melee Attribute: +100%
  • Mobile Trace System: +40%
  • A-Up Unit SC: +10%
  • Critical: +10%

Accuracy Modifiers: +160%

  • Melee Attribute: +100%
  • Mobile Trace System: +40%
  • A-Up Unit SC: +10%
  • Critical: +10%

Other Modifiers: 
Resources Spent: 
25 EN, 10 Morale

Final computation:  [H] Chakram Caster (P)- 3640 damage, 5200 accuracy

 

Statistics:
HP: 2300/2300
DP: 3960/3960
EN: 45/95
AP: 
30/75

SP: 100/100
Morale: 75/150
Current Terrain: A
Perishable Items:

Zfylud Crystal
Rep Kit DX
 
Rounds:
Gatling Gun 10/10
Photon Rifle 5/5
 
 
Julius Sterling
 
SP:100
AP:75
Level:1
Affliation:

Callsign: Vanguard
Theme Song:

History:
 
Class: Brawler

 
Attributes:
 
Melee:10+4
Range:1

Defense:0
Mobility:2
Skill:5+3

 
Starting Attribute Bonuses+3 Melee Attribute at level 1.
Morale ChargeMorale cost to use Countercut is decreased by 5, to a minimum of 10 (applied before any reduction from Skill)
CriticalDuring 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.
InfightBrawlers gain the Infight skill for free at level 1.
CountercutKnock Aside

 
Skills:
1: Genius (+1 Melee and Range Attributes [Level 1])
1: Infight (Gain 1 Melee Attribute [Level 1])
 
Seishin:
1: Duty
- Recover 25% of your maximum DP. 20 SP [Level 1 (L1)]
 
RTX-010 Huckebein Mk-II (Basic)
Statistics:
HP: 2000, DP: 3000, EN: 80
IS: 4, Move: G, Size: M, Season: 1
Rank: 3, Type: Personal Trooper, Real Trooper


Weapons:
[+][CS] Gatling Gun- 250 damage, 450 accuracy, Accuracy Break L1, 10 rounds

Element: Physical, Bullet, Reaction
[F][MAM] Melee (M)- 350 damage, 350 accuracy, 2 EN/attack
Element: Physical, Reaction
[F][CC] Beam Sword (M)- 800 damage, 900 accuracy, 15 EN/attack 
Element: Energy, Beam, Reaction
[+][CS] Photon Rifle- 1000 damage, 700 accuracy, 5 rounds
Element: Energy, Beam, Reaction
[H] Chakram Caster (P)- 1400 damage, 2000 accuracy, 25 EN/attack, 10 Morale
Element: Physical

Inherent Abilities:
1) Gravity Wall (Barrier): Reduce the damage of all attacks from a single attack phase by 700. 10 EN per use

 
IS
1:  Zfylud Crystal
2:  A-Up Unit SC
3:  Mobile Trace System
4:  Rep Kit DX

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REGENERATION PHASE:
Morale Gained: 5


SPIRIT/WILL COMMAND PHASE
Spirit Command(s) Used:
Effects:
SP Used:

Will Command(s) Used:
Effects:
SP Used:


DEFENSE PHASE:

Attacking Weapon:
Action Taken:
Damage Taken:
Resources Spent:


ITEM PHASE:
Item Used:

Item Effects:

TRANSFORMATION/MOVEMENT PHASE:
Current Form:
New Form:


SPECIAL PHASE:
Abilities Activated: Critical

Cost: 10 AP

 

ATTACK PHASE:

Weapon Used: 
 [F] Special Borot Punch (M)- 700 damage, 600 accuracy
Target(s): the Frogbot
Damage Modifier: + 10%

  • Critical: +10%

Accuracy Modifiers: + 10%

  • Critical: +10%

Other Modifiers: 
Resources Spent: 10 EN

Final Computation: [F] Special Borot Punch (M)- 770 damage, 660 accuracy

Statistics:

HP: 4420/4420
DP: 2040/2040
EN: 30/70
AP: 30/60
SP: 
100/100
Morale: 120/150
Current Terrain: A
Perishable Items:

Spare Battery 1/2
Propellant Tanks
Repair Kits 1/2

 

Weapons:
Borot Pressure Punch 3/3 
Special DX Borot Punch 1/1

 

Karl Marks
 
Class: Engineer
 
Attributes:
 
Melee:0

Range:0
Defense:7
Mobility:7
Skill:2

 
Starting Attribute Bonuses+2 Mobility, +2 Defense Attributes at level 1.
Morale ChargeGain 5 Morale whenever you use your attack phase to use a Recovery or a [M]-type attack. In addition, the Morale loss on the allied unit for receiving Resupply is reduced by 5.
CriticalDuring 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.
SpotterYou may pay 5 AP to make one target enemy that is in the same terrain as you considered to be one terrain closer to your allies for purposes of range penalties.
Non-CombatantIf you did not attack an enemy in the previous turn, gain 10% of your max HP and DP as Temporary HP and DP. The Temporary HP and DP granted by this ability is removed at the end of your turn.

 
Skills:
1: Hard Worker (Pilot Exp Rewards at end of battle are increased by 50%)
 
Seishin:
1: Trust
-Casts Vigor L1 (Recover 25% of your maximum HP) on yourself or target ally. 30 SP [Level 1 (L1)]
 
Techniques:
 
Boss Borot
Statistics:
HP: 2600, DP: 1200, EN: 70
IS: 4, Move: G, Size: M, Season: 1
Rank: 2, Type: Borot


Weapons:
[F][MAM] Borot Punch (M)- 250 damage, 250 accuracy, 2 EN/attack

Element: Physical
[F] Special Borot Punch (M)- 700 damage, 600 accuracy, 10 EN/attack
Element: Physical
[H] Borot Pressure Punch (M)- 600 damage, 800 accuracy, 3 rounds
Element: Physical
[H] Special DX Borot Punch (H)- 1600 damage, 1000 accuracy, 1 round, 20 Morale
Element: Physical, Explosive
[H] Borot Dynamic Special (H)- 2000 damage, 1250 accuracy, Morale Down L2, 1 round, 50 Morale Req: Rank 3
Element: Physical, Explosive
 
Inherent Abilities:
1) Resupply

Purchasing Cost: 50 Credits
 
IS
1:Spare Battery
2:Propellant Tanks
3:Repair Kits
4:Santa Haro

Edited by Largo

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(Shields allow a Unit to Block any attacks it receives in a single Turn without sacrificing the Attack Phase, just like Counter. Going back over your Defense Phases with your Crossbone, I realize that you had been using your Beam Shield, but not applying the damage reduction from Blocking. Since reducing all damage by 30% before other modifiers makes a huge difference when combined with Barriers and Armor, I'm gonna go back and see what the outcome would be at this point.

 

First Turn

Familiar (OAX:4): 10 EN, 1 Beam Shield use
High Maneuverability Missiles (PAX:5): 574 HP, 10 EN (6026/6600)
Weak Electromagnetic Yo-Yo (PAX:2): 10 EN
Beam Zamber (M): 1 Anti-Beam Coating Cloak use
 
Second Turn
Zephyr Sword (M): 10 EN, 1 Beam Shield use
High Maneuverability Missiles (PAX:5): 574 HP, 10 EN (5452/6600)
Beam Zamber (M): 1 Anti-Beam Coating Cloak use
 
Third Turn
Zephyr Sword (M): 10 EN, 1 Beam Shield use
High Maneuverability Missiles (PAX:5): 679 HP, 10 EN (4773/6600)
Beam Zamber (M): 1 Anti-Beam Coating Cloak use
Weak Electromagnetic Spark (H): 1561 HP, 10 EN (3212/6600; Steadfast Potential activated)
 
Fourth Turn
The Huckebein received these attacks, so we can ignore this Turn for your Crossbone. However, since Steadfast Potential had activated, Janus would have gained an additional 5 Morale that Turn, and he also would have recovered 660 HP from the Supply Dock you activated on the previous Turn and an additional 1980 from the Repair Kit, pushing him back over 75% of his Max HP and allowing him to activate Steadfast Potential, again..
 
Fifth Turn
Another helping of Supply Dock has allowed Janus to recover a total of 3300 HP since his last Support Defense, and the Temporary HP from Steadfast Potential is still there.
 
High Maneuverability Missiles (PAX:5): 784 HP, 10 EN, 1 shield use (6512/6600)(536/1320)
Beam Zanber (M): 1204 HP, 10 EN (5844/6600)(0/1320)
Weak Electromagnetic Spark (H): 1750 HP, 10 EN (4094/6600)(0/1320)
Akashic Buster (H): 2926 HP, 10 EN (1168/6600; Steadfast Potential activated)(1320/1320)

 

Since this means that he'd still be alive, you'll need to redo your last turn. If you don't mind me making another suggestion, if you're willing to spend 15 SP to use Iron Wall, the damage this Turn would instead look like this:

 

High Maneuverability Missiles (PAX:5): 364 HP, 10 EN, 1 shield use (6512/6600)(956/1320)
Beam Zanber (M): 679 HP, 10 EN (6512/6600)(277/1320)
Weak Electromagnetic Spark (H): 1088 HP, 10 EN (5701/6600)(0/1320)
Akashic Buster (H): 1970 HP, 10 EN (3731/6600)(0/1320)
 
The choice on whether you want to use the Spirit Command or not is up to you, but Janus has most assuredly not been shot down and is still hanging in there.)

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And time's up! And since it sounds like this most recent error won't have any effect on the kill count on either side, I'm going to declare this match over.

And guess what - neither side managed to bring down any opposing unit! Thus, this match is a draw, and both Xemposacez and Largo earn 100 Credits, 100 EXP per pilot, and 50 Blue Stones. Be sure to note your winnings in the appropriate locations!

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