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Tilus

Archwizard R&D Facilities Pilot Portfolio

22 posts in this topic

Quickie Links

Archwizard R&D Facilities Equipment Emporium (Axial Mainframe)

Archwizard R&D Facilities Savings Safebox (Credit Depository)

Archwizard R&D Facilities Development Depot (Mechdev)

• Archwizard R&D Facilities Skirmish Scheduling (Requests)

Floating EXP: 279

• +741 balance prior to 9/1/2013

• -359 to (Subpilot 7)

• -103 to Arietta Sky

Edited by Tilus

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Shiela Guardia, Lv. 20 Defender (Bodyguard)

SP: 195

Attributes: Melee 4 (6), Ranged 4 (6), Defense 5 (13), Mobility -2, Skill 1 (2)

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:

Improved Support Defense (Passive (Main)): You may protect 3 additional allies per turn.

Vanguard (Passive (Main)): When performing Support Defense, gain 40% Temporary HP. This Temporary HP is lost at the end of the Defense Phase the Support Defense is performed in.

Return Fire (Passive (Main)): When performing Support Defense, the ally you guarded gains an additional attack phase against one enemy that attacked them that turn, at -50% damage and accuracy.

Forced Defense (Will Command): You may use Support Defense on a single attack phase which would otherwise not be able to be Support Defended. Costs 10 Morale.

Defender's Spirit (Passive (Main)): 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:

Brave (Passive (Main)): +2 Melee and Range Attributes. +2 Defense Attribute. +1 Skill Attribute.

Guard (Passive (Main)): Gain +3 Defense Attribute.

Will+ (Damage) (Passive (Main)): Gain 5 additional Morale whenever you take damage from an enemy attack. This ability can only trigger once per turn.

Barrier Strengthening (Passive (Main)): (Barrier) and (S Barrier) negation increased by 30%.

Spirit Commands:

Vigor (20/35/50): Recover 25%/40%/60% of your maximum HP.

Belief (30/45/60): Negate all L1/all L2 or lower/all Debuffs you or target ally receive this turn.

Iron Wall (15/25/40): Reduce the damage of all attack phases you receive this turn by 25%/50%/75%.

Substitute (35/60): For a single turn, you and target ally/two target allies trade Defense Phases and Terrains regardless of any condition. Neither ally can have taken their turn to be a legitimate target of this spell. The targets of this spirit command must still defend against any MAP-type attacks directed at the original units or the terrain they occupy after substitution.

Coercion (30): For one turn, target enemy cannot Support Defend.

Exhaust (30/50/75): One target enemy loses 10/20/30 Morale and all Charge and counter-based abilities on their unit lose 1/2/3 counters.

Techniques:

Sword Shield

Arm Snipe

Shield Crush

Head Snipe

Will Commands:

Thrust (5): Choose one (M) attack on this unit when casting this Will Command. Your Skill Attribute is considered to be 3 levels higher for purposes of determing Countercut cost.

Cover (20): 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%).

Knock Aside (10): Reduce the Weapon Damage 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).

Shoot Down (10): Reduce the Weapon Damage 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).

Defense Focus (10): 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.

Missile Lock (5): Choose one (P) attack on this unit when casting this Will Command. Your Skill Attribute is considered to be 3 levels higher for purposes of determining the cost of the Countershoot Will Command.

Ace Bonuses:

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

Improved Systems Activation: Upon Deployment choose a single inherent ability with a Morale activation requirement or Charge requirement. The morale activation requirement for this ability is reduced by 10, to a minimum of 110. The Charge requirement for this ability is lowered by 1 to a minimum of Charge (2).

EXP: 10425/-----

• +9700 from all battles prior to 9/1/2013

• +100 from A Rocky Road to Victory

• +225 from Rockin' Out At The Base

• +450 from Is This Deja Vu Or Am I Just Imagining Things?

• -300 for Defense Focus

• -200 for Missile Lock

• +250 from A Little Treasure Hunt at Lowball Hill

• +200 from Breaking Some Bones With Sticks And Stones

Edited by Tilus

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Lisoma Faylight, Lv.20 Brawler (Duelist)

SP: 195

Stats: Melee 5 (13), Ranged -2, Defense -2, Mobility 4 (9), Skill 5 (6)

Morale Charge: Morale cost to perform Countercut 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.

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.

Specialization Skills:

Parry (Passive (Main)): Accuracy +30% on the first attack phase after using Countercut.

Precise Strike (Passive (Main)): When using a [F] attack to attack a single target, critical cost -2 and you gain an additional +20% damage and accuracy when using Critical.

Follow-Up (Will Command): 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 20 Morale.

Master Precision (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.

Piercing Blow (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:

Genius (Passive (Main)): +2 Melee and Range Attributes. +2 Mobility Attribute. +1 Skill Attribute.

Improved Critical (Passive (Main)): Critical Cost -3. Gain an additional Weapon Damage +15% and Accuracy +15% for attack phases affected by Critical.

Guts (Passive (Main)): 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 50% before it can trigger again. While your DP is below 50%, gain +2 Melee and Ranged Attribute.

Avoidance (Passive (Main)): Gain +3 Mobility Attribute.

Spirit Commands:

Focus (15/25/35): Reduce incoming accuracy of all attacks you dodge this turn by 20%/30%/40%. Accuracy of attacks you make this turn +20%/+30%/+40%.

Duty (20/35/50): Recover 25%/40%/60% of your maximum DP.

Direct Attack (25): 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.

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

Fighter's Resolve (20/35/50): All attacks you/you and one ally/you and up to three target allies make this turn are considered to be under the effect of Critical, as if you used the ability.

Rage (80) :Casts Sure Hit Lv.3 (Accuracy +150%), Hot Blood Lv.3 (Damage +150%), and Direct Attack on yourself.

Techniques:

Reflect Slash

Frightening Blow

Mortal Strike

Weapon Break (Melee)

Will Commands:

Countercut (10): 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).

Elude (20): 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%).

Riposte (10): 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).

Mobility Focus (10): Reduce your Melee and Range attributes by 2 for a single turn to gain Temporary DP equal to 10% of your maximum DP for a single turn.

Skill Focus (10): Reduce your Melee and Range attributes by 1 for a single turn to have your Skill attribute be considered 2 higher for the purposes of Countercut, Countershoot, and other abilities that rely on your Skill attribute, and reduce your Critical cost by 2.

Breakthrough (20): Choose a weapon on your unit. That weapon gains Armor Pierce and Barrier Pierce until the end of this turn.

Barrel Roll (20): Until the end of the turn, gain: Barrel Roll (S Thruster): Negates 300 accuracy for 5 EN. Each time you use this S Thruster, gain a stacking +5% Weapon Accuracy until the end of your turn.

Flawless Thrusters (20): All (Thruster) and (S Thruster) abilities on your unit negate double their listed amount until the end of your turn.

Aggravated Injury (30): Until the end of the turn, all Debuffs on your unit's attacks are increased in level by one (1). This ability has no effect if on Status Effects that are already level 3.

Ace Bonuses:

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

Inspiring Leadership: Allied units in the same terrain as you at the start of their turn gain +2 Morale during their regeneration phase. This Ace Bonus also applies when you are not the main pilot.

EXP: 10041/-----

• +11541 from all battles prior to 9/1/13

• -300 for Breakthrough

• -500 for Barrel Roll

• -500 for Flawless Thrusters

• -500 for Aggravated Injury

• +100 from A Rocky Road to Victory

• +200 from Battles and Ships and Colonies, Oh My!

Edited by Tilus

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Amy Locke, Lv. 20 Gunfighter (Sniper)

SP: 195

Attributes: Melee -2 (0), Ranged 5 (13), Defense 5 (9), Mobility -2, Skill 4 (5)

Morale Charge: Morale cost to perform Countershoot 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.

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.

Specialization Skills:

Aimed Shot (Passive (Main)): Damage and Accuracy is increased by 30% when using weapons with Snipe.

Skilled Sniper (Passive (Main)): 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.

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

Dual Shot (Will Command): 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 30%. Can only be used on attacks with Snipe. Costs 25 Morale.

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

Skills:

Psychodriver (Passive (Main)): +2 Defense Attribute, +20% Weapon Accuracy. You become Psychic. Element: Psychic weapon damage +20%

Brave (Passive (Main)): +2 Melee and Range Attributes. +2 Defense Attribute. +1 Skill Attribute.

Hit & Away (Passive (Main)): You may choose to move your Transform Phase to after your Attack Phase.

Sniper (Passive (Main)): +3 Range Attribute when using [+]-type weapons with Snipe.

Spirit Commands:

Snipe (15): The next attack phase you make gains Snipe.

Vigor (20/35/50): Recover 25%/40`% of your maximum HP.

Sure Hit (20/40/60): All Weapon Accuracy +50%/+100%/+150% for your next attack phase taken this turn.

Coercion (30): For a single turn, one target enemy can not Support Defend.

Resist (15/20/25): Reduce the damage of the first attack you receive this turn by 50%/70%/90%. This is a secondary defense.

Resupply (50/50/70): You or target ally recovers all ammunition/EN/ammunition and EN.

Techniques:

Body Snipe

Trick Shot

Full Aim

Mega Fire

Will Commands:

Ranged Focus (10): 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.

Shoot Down (10): Reduce the Weapon Damage 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).

Cover (20): 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%.

Defense Focus (10): 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.

Pressure (30): Choose one unit when using this Will Command. On the target unit's next turn, it loses one Attack Phase, lose 2 Melee and Ranged attribute, and cannot make use of any Barrier or Illusion ability on their unit.

Entrenchment (20): Until the end of the turn, gain: Entrenchment (S Armor): Negates 300 damage for 5 EN. Each time you use this S Armor, gain a stacking +5% Weapon Accuracy until the end of your turn.

Flawless Barrier (20): All (Barrier) and (S Barrier) abilities on your unit negate double their listed amount until the end of your turn.

Breakthrough (20): Choose a weapon on your unit. That weapon gains Armor Pierce and Barrier Pierce until the end of this turn.

Combo Summon (10 x Missing Units): Choose one combo attack on this unit when using this Will Command. The resource cost for this combo is increased by 50%, and you may perform this combo attack without requiring all the partner units present. This ability cannot be used if the combo attack requires an ally with a specific ability (such as Psychic Energy) that you do not have.

Ace Bonuses:

Favorite Spirit: Choose a single spirit command you know (Snipe). The SP cost of this spirit command is reduced by 5 (to a minimum of 5 SP). This Ace Bonus may not be applied to the same Spirit Command more than once.

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

EXP: 10302/-----

• +11162 from all battles prior to 9/1/13

• -500 for Pressure

• -500 for Entrenchment

• -500 for Flawless Barrier

• +450 from Rockin' Out At The Base

• +250 from A Little Treasure Hunt at Lowball Hill

• -300 for Breakthrough

• +200 from Breaking Some Bones With Sticks And Stones

• -500 for Combo Summon

• +540 from What Lunacy Is This!?

Edited by Tilus

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Shomaia Kemuchi, Lv.20 Sub-pilot (Spirited Specialist)

SP: 274

Attributes: Melee 1, Ranged 1, Defense 0, Mobility 5, Skill 5

Morale Charge: The Main Pilot of the unit this pilot is in gains the effect of one Will+ skills this pilot possesses (if any), chosen upon deployment. This bonus does not stack if the Main Pilot already has the chosen skill, however.

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.

SP Up: Gain +60 max SP.

Specialization Skills:

Spirit Attunement (Passive (Sub)): SP gained when leveling up is increased by 1. This bonus is retroactive.

Spirit Affinity (Passive (Sub)): Choose 5 Support Spirit Commands (Honor, Resupply, Respect, Inspire, Resurrection). The chosen Spirit Commands have their base SP cost reduced by 5 to a minimum of 5. The same Spirit Command cannot be selected more then once.

Concentration (Passive (Sub)): Cost to cast Spirit Commands on this pilot is reduced by 30%.

Group Affinity (Passive (Sub)): When your SP and Maximum Spirit Commands are reduced from piloting a unit with multiple pilots, your SP is reduced by 10% less than it would have been and your Maximum Spirit Commands are reduced by 1 less than they would have been.

SP Regen (Passive (Sub)): This pilot regains 5 SP each turn. Though this skill is Passive (Sub), only the pilot that actually possesses this skill regenerates SP.

Skills:

Leadership (Passive (Sub)): +10% Weapon Accuracy and gain 5% of your maximum DP as Temporary DP. This Temporary DP is lost at the end of your turn. Aura (3).

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

Charisma (Passive (Sub)): The range of all Aura abilities you have are increased by 1.

B-Save (Passive (Sub)): Ammo capacity of weapons and abilities increased by 75%.

Spirit Commands:

Honor (14/25/35): Casts Duty L1/L2/L3 (Recover +25%/+40%/+60% DP) on yourself or an ally.

Gain (14/25): User and all pilots within the user's unit/All pilots in target allied unit have their after battle pilot experience gain doubled.

Resupply (32/32/46): You or target ally recovers all ammunition/EN/ammunition and EN.

Respect (21/42/63): Casts Duty L1/L2/L3 (Recover +25%/+40%/+60% DP) on yourself and all allies.

Inspire (14/28/42): Casts Sure Hit L1/L2/L3 (Next attack phase gains Accuracy +50%/+100%/+150%) on yourself or an ally.

Resurrection (32/67/137): Restores one fallen ally's HP/EN/DP to 30%/50%/100% and AP/Ammo to -/-/50% and returns him/her into battle.

Techniques:

Over Boost

Smoke Screen

Quick Repair

Quick Supply

Will Commands:

Mobility Focus (10): Reduce your Melee and Range attributes by 2 for a single turn to gain Temporary DP equal to 10% of your maximum DP for a single turn.

Skill Focus (10): Reduce your Melee and Range attributes by 1 for a single turn to have your Skill attribute be considered 2 higher for the purposes of Coutnercut, Countershoot, and other abilities that rely on your Skill attribute, and reduce your Critical cost by 2.

Elude (20): 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%.

Countershoot (10): 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).

Ace Bonuses:

Favorite Spirit: Choose a single spirit command you know (Honor). The SP cost of this spirit command is reduced by 5 (to a minimum of 5 SP). This Ace Bonus may not be applied to the same Spirit Command more than once. This Ace Bonus also applies when you are not the main pilot.

Favorite Spirit: Choose a single spirit command you know (Respect). The SP cost of this spirit command is reduced by 5 (to a minimum of 5 SP). This Ace Bonus may not be applied to the same Spirit Command more than once. This Ace Bonus also applies when you are not the main pilot.

PP: 10500/-----

• +10929 from all battles prior to 9/1/13

• +450 from Is This Deja Vu Or Am I Just Imagining Things? [caps at 10500]

• +200 from Battles and Ships and Colonies, Oh My! [caps at 10500]

• +540 from What Lunacy Is This!? [caps at 10500]

Edited by Tilus

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Celia Dunesend, Lv.20 Commander (Battleship Commander)

SP: 195

Attributes: Melee -2 (0), Ranged 5 (10), Defense 5 (7), Mobility -2, Skill 4 (7)

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 who has not yet taken their turn. You may pay 10 AP to gain an extra attack phase using a Element: Reaction weapon. This attack phase resolves before the chosen ally's normal attack phase. You may not use both this ability and Assist Attack in the same turn.

Leadership: Gain one Leadership-type skill (Brave Commander).

Specialization Skills:

Commanding Presence (Passive (Main)): As long as you are in a unit with more then one pilot in it, all Aura abilities you possess also affects this unit.

Covering Fire (Passive (Main)): Choose one (S) weapon with Element: Reaction on your unit during deployment. When you make an attack with that weapon, you may choose to replace (S) with (I:3). If you do so, the base damage and accuracy of the weapon is reduced by X, and the weapon costs 20 Morale to use in addition to it's normal costs.

Emergency Retrieval (Will Command): Choose one ally that has not yet taken their turn. That ally is immediately docked in your unit, and you are considered to be Support Defending all attacks that have been used on that ally. Costs 30 Morale. This ability overrides any effect that prevents Support Defense. Req: Hangar Bay

Assault Launcher (Passive (Main)): Any ally undocking from your ship can choose to move to an adjacent terrain as part of their undocking action. This movement costs EN as normal.

Bridge Crew (Passive (Main)): When you are piloting a unit with the Battleship type, you may choose to assign any additional pilots in the unit to your Bridge Crew. Any pilots assigned to Bridge Crew must be assigned to one of the following roles, and only one pilot can be assigned to a role. You don't need to fill all the roles. These choices cannot change during battle.

Skills:

Unit Specialization (Passive (Main)): Choose a unit type (Battleship). +3 Melee and Range Attributes, +2 Evasion and Defense Attribute, +1 Skill Attribute when piloting a unit of the chosen type.

Brave (Passive (Main)): +2 Melee and Range Attributes. +2 Defense Attribute. +1 Skill Attribute.

Potential (Passive (Main)): 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. While your HP is below 50%, gain +2 Melee and Ranged Attribute.

Gunfight (Passive (Main)): +3 Range attribute.

Spirit Commands:

Iron Wall (15/25/40): Reduce the damage of all attack phases you receive this turn by 25%/50%/75%.

Belief (30/45/60): Negate any L1/any L2 or lower/all status effects you or target ally receives this turn.

Vigor (20/35/50): Recover 25%/40%/60% of your maximum HP.

Direct Attack (25): 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.

Vanishing Body (35/60): For one turn, your unit/your unit or targeted ally's unit is considered to be under the effect of Invisibility.

Resurrection (50/100/200): Restores one fallen ally's HP/EN/DP to 10%/30%/50% and AP/Ammo to -/-/50% and returns him/her to battle.

Techniques:

Body Snipe

Clarity Inspiration

Demoralizing Blow

All-Out Attack

Will Commands:

Ranged Focus (10): 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.

Shoot Down (10): Reduce the Weapon Damage 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).

Missile Lock (5): Choose one (P) attack on this unit when casting this Will Command. Your Skill Attribute is considered to be 3 levels higher for purposes of determining the cost of the Countershoot Will Command.

Barrage (20): Choose one (X) or (V) attack on this unit when casting this Will Command. The limit on the attack is increased by 40% for your next attack phase with that weapon.

Gather Forces (10): Any ally who takes their turn after you until your next turn who moves into the terrain that you are currently in does not pay the EN cost to change terrains.

Protection Order (30): You direct one ally to Support Defend another target ally that would normally be unable to benefit from Support Defense from any effect other then being in a different terrain.

Focused Fire (15): All allies that post after you until the end of the turn gain 15% Weapon Damage.

Finishing Move (30): Gain Weapon Damage +100% and Weapon Accuracy +30% for the first attack phase you make this turn. These bonuses overwrite any non-Attribute bonuses you would otherwise have.

Flawless Barrier (20): All (Barrier) and (S Barrier) abilities on your unit negate double their listed amount until the end of your turn.

Flawless Defense (20): Until the end of the turn, Blocking (even if through a Shield) reduces damage by 50% instead.

Target Weakness (20): Choose one enemy when you use this Will Command. All allies that attack that target alone have their Critical cost reduced by 3.

Miraculous Survival (50): Negate up to 10000 damage from all incoming attack phases this turn.

High Ground (30): Your first attack phase this turn negates Terrain Cover effects.

Ace Bonuses:

Efficient Repair Orders: When you are the main pilot of a unit with Hangar Bay, units docked inside of yours recover an additional 10% HP, EN, and DP each turn.

Inspiring Leadership: Allied units in the same terrain as you at the start of their turn gain +2 Morale during their regeneration phase. This Ace Bonus also applies when you are not the main pilot.

EXP: 10343/-----

• +13803 from all battles prior to 9/1/13

• -300 for Gather Forces

• -500 for Protection Order

• -300 for Focused Fire

• -500 for Finishing Move

• -500 for Flawless Barrier

• -500 for Flawless Defense

• -300 for Target Weakness

• -800 for Miraculous Survival

• -500 for High Ground

• +200 from Battles and Ships and Colonies, Oh My!

• +540 from What Lunacy Is This!?

Edited by Tilus

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Aurelia Halegoode, Lv.20 Skirmisher (Distractor)

SP: 195

Attributes: Melee -2, Ranged 5 (8), Defense -2, Mobility 5 (14), Skill 4

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:

Improved Distraction (Passive (Main)): Your Distracting Attack also inflicts Mobility Break L3 and Armor Break L3 if the attack hits.

Mass Distraction (Passive (Main)): When using Distracting Attack, you may choose to have it also affect 3 additional enemy units in the same terrain.

Unavoidable Distraction (Passive (Main)): Your Distracting Attack ability now reduces the enemy's accuracy and damage by 150% instead.

Distracting Setup (Will Command)): 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.

Preying on Inattention (Passive (Main)): 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:

Newtype (Passive (Main)): +2 Mobility Attribute, +20% Weapon Accuracy, Element: Psychic weapon damage +20%

Avoidance (Passive (Main)): Gain +3 Mobility Attribute.

Gunfight (Passive (Main)): Gain +3 Ranged Attribute.

Recognition (Passive (Main)): +20% Weapon Accuracy, +1 Mobility Attribute

Spirit Commands:

Duty (20/35/50): Recover 25%/40%/60% of your maximum DP.

Focus (15/25/35): Reduce incoming accuracy of all attacks you dodge this turn by 20%/30%/40%. Accuracy of attacks you make this turn +20%/+30%/+40%.

Boost (15/25/40): Reduce the accuracy of all attack phases you dodge this turn by 25%/50%/75%.

Direct Attack (25): 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.

Sure Hit (20/40/60): All Weapon Accuracy +50%/+100%/+150% for your next attack phase taken this turn.

Resupply (50/50/70): You or target ally recovers all ammunition/EN/ammunition and EN.

Techniques:

Full Aim

Draw Fire

Empowered Attack

All-Out Attack

Will Commands:

Ranged Focus (10): 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.

Countershoot (10): 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).

Mobility Focus (10): Reduce your Melee and Range attributes by 2 for a single turn to gain Temporary DP equal to 10% of your maximum DP for a single turn.

Elude (20): 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%).

Barrel Roll (20): Until the end of the turn, gain: Barrel Roll (S Thruster): Negates 300 accuracy for 5 EN. Each time you use this S Thruster, gain a stacking +5% Weapon Accuracy until the end of your turn.

Flawless Evasion (20): Until the end of the turn, Evading (even if through a Countermeasure) reduces accuracy by 50% instead.

Flawless Illusion (20): All (Illusion) and (S Illusion) abilities on your unit negate double their listed amount until the end of your turn.

Ace Bonuses:

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

Improved Systems Activation: Upon Deployment choose a single inherent ability with a Morale activation requirement or Charge requirement. The morale activation requirement for this ability is reduced by 10, to a minimum of 110. The Charge requirement for this ability is lowered by 1 to a minimum of Charge (2).

EXP: 10152/-----

• +10102 from all battles prior to 9/1/13

• -500 for Barrel Roll

• +175 from The Epic Class for the Fate of the Universe...In Our Minds At Least

• +175 from Rockin' Space Amongst The Space Rocks

• +450 from Is This Deja Vu Or Am I Just Imagining Things?

• -500 for Flawless Evasion

• +200 from Battles and Ships and Colonies, Oh My!

• +250 from A Little Treasure Hunt at Lowball Hill

• -500 for Flawless Illusion

• +300 from Breaking Some Bones With Sticks And Stones

Edited by Tilus

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Tiana Brighthart, Lv.15 Brawler (Master Martial Artist)

SP: 170

Attributes: Melee 5 (14), Ranged -1 (3), Defense 3 (4), Mobility 3 (4), Skill 3

Morale Charge: Morale cost to perform Countercut 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.10 AP

Infight: Brawlers gain the Infight skill for free at level 1.

Specialization Skills:

Blade Grasp (Passive (Main)): You can use Countercut as long as your unit has at least one [MAM] attack, even if it doesn't have any [CC] weapons. Additionally, gain +30% damage on the next [MAM] attack or Melee Technique attack you make after using Countercut.

Stance (Passive (Main)): During your transform phase you may enter one of several stances, gaining the associated bonuses. Only one stance may be active at a time, but you may change stances during any transform phase.

Flowing Combo (Will Command): When you attack an enemy unit with a [MAM] attack or Melee Technique attack, you may make an additional [MAM] or Melee Technique attack against any enemy in the same terrain as you at -50% damage and accuracy. Costs 20 Will.

Redirect Blow (Passive (Main)): If you equip the Countercut Will Command, you may choose to pay an additional 10 Morale on top of it's Morale cost calculated after all other modifiers (including Skill) to use it against any [F]-type attack that is targeting only you. If you choose to do so, the attack has it's target changed to any valid target that is within the same terrain as yourself (including both allies and enemies). You may only use this ability once per turn, and the new target may not be the original attacker.

Skills:

Brave (Passive (Main)): +2 Melee and Range Attributes. +1 Defense Attribute.

Genius (Passive (Main)): +2 Melee and Range Attributes. +1 Mobility Attribute.

Will+ (Hit) (Passive (Main)): Gain 5 additional Morale whenever you deal damage to an enemy unit. This ability can only trigger once per turn.

Spirit Commands:

Grit (15/25/35): Reduce incoming damage of all attacks you receive this turn by 20%/30%/40%. Damage of attacks you make this turn +20%/+30%/+40%.

Hot Blood (20/40): All Weapon Damage +50%/+100% for your next attack phase taken this turn.

Direct Attack (25): 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.

Charge (25/45/65): You and all pilots in your unit gain 10/20/35 Morale and all Charge and counter-based abilities have their counters increased by 1/2/3.

Vigor (20/35): Recover 25%/40% of your maximum HP.

Techniques:

Gatling Punch

Wild Swing

Hyper Charge

Will Commands:

Countercut (10): 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 5 Morale).

Melee Focus (10): 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.

Thrust (5): Choose one (M) attack on this unit when casting this Will Command. Your Skill Attribute is considered to be 2 levels higher for purposes of determing Countercut cost.

Knock Aside (10): Reduce the Weapon Damage 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 5 Morale).

Breakthrough (20): Choose a weapon on your unit. That weapon gains Armor Pierce and Barrier Pierce.

Ace Bonuses:

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

EXP: 7214/7500

• +5924 from all battles prior to 9/1/13

• -300 for Breakthrough

• +150 from Rough and Tumble

• +175 from The Epic Clash for the Fate of the Universe...In Our Minds At Least

• +225 from Rockin' Out At The Base

• +200 from Battles and Ships and Colonies, Oh My!

• +100 from Team Effort: The Return

• +100 from We're In Tokyo...Where is Godzilla?

• +100 from The Enetron Heist Plan

• +540 from What Lunacy Is This!?

Edited by Tilus

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Karen Greene, Lv.14 Defender (Tank)

SP: 165

Attributes: Melee 4 (6), Ranged -2 (0), Defense 5 (11), Mobility -2, Skill 5

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:

Barrier Improvement (Passive (Main)): Barrier negation improved by 20%.

Armor Reinforcement (Passive (Main)): Armor negation improved by 20%.

Impervious (Will Command): Caps all damage received at 2000 per hit. Costs 30 Morale.

Skills:

Brave (Passive (Main)): +2 Melee and Range Attributes. +1 Defense Attribute.

Guard (Passive (Main)): +2 Defense Attribute.

Will+ (Damage) (Passive (Main)): Gain 5 additional Morale whenever you take damage from an enemy attack. This ability can only trigger once per turn.

Spirit Commands:

Vigor (20/35): Recover 25%/40% of your maximum HP.

Iron Wall (15/25/40): Reduce the damage of all attack phases you receive this turn by 25%/50%/75%.

Belief (30/45/60): Negate all L1/L2 and lower/all Debuffs you or target ally receive this turn.

Provoke (30/50): Choose 1/3 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.

Resist (15/20/25): Reduce the damage of the first attack you receive this turn by 50%/70%/90%. This is a secondary defense.

Techniques:

Counter Zone

Sword Shield

Over Boost

Will Commands:

Defense Focus (10): 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.

Knock Aside (10): Reduce the Weapon Damage 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).

Cover (20): 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%).

Skill Focus (10): Reduce your Melee and Range attributes by 1 for a single turn to have your Skill attribute be considered 2 higher for the purposes of Coutnercut, Countershoot, and other abilities that rely on your Skill attribute, and reduce your Critical cost by 2.

Flawless Defense (20): Until the end of the turn, Blocking (even if through a Shield) reduces damage by 50% instead.

Ace Bonuses:

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

EXP: 6945/7000

• +5641 from all battles prior to 9/1/13

• +359 from Floating EXP reserves

• -500 for Flawless Defense

• +225 from Rockin' Out At The Base

• +350 from The Downtown Throwdown

• +100 from Team Effort: The Return

• +100 from The Enetron Heist Plan

• +125 from A Big Battle Inside A Big Bottle

• +540 from What Lunacy Is This!?

Edited by Tilus

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Curial Fenezza, Lv.9 Supporter (Engineer)

SP: 140

Attributes: Melee -2, Ranged -2, Defense 5 (7), Mobility 5 (9), Skill 4

Morale Charge: Gain 5 Morale whenever you use Repair, Resupply, or a song. In addition, the Morale loss on the allied unit for receiving Repair or Resupply is reduced by 5.

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.

Spotter: You 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-Combatant: If 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.

Specialization Skills:

Maintenance Training (Passive (Main)): When using Repair, you may choose to restore both HP and DP, but at a 50% penalty.

Logistical Support (Passive (Main)): When using Resupply, you may pay your Critical cost to recover all uses of one ability on the target that runs on "Uses" instead of "Rounds".

Skills:

Engineer (Passive (Main)): Repair abilities have their effectiveness increased by 10%.

Logistic Support (Passive (Main)): While using Resupply, recover an additional 10% EN.

Avoidance (Passive (Main)): Gain +2 Mobility attribute.

Spirit Commands:

Honor (30): Casts Duty L1 (Recover 25% DP) on yourself or target unit.

Trust (30): Casts Vigor L1 (Recover 25% HP) on yourself or target unit.

Resupply (50/50): You or target ally recovers all ammunition/EN.

Techniques:

Quick Repair

Quick Supply

Will Commands:

Defense Focus (10): 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.

Mobility Focus (10): Reduce your Melee and Range attributes by 2 for a single turn to gain Temporary DP equal to 10% of your maximum DP for a single turn.

Countershoot (15): 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).

Shoot Down (15): Reduce the Weapon Damage 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).

EXP: 4465/4500

• +2500 from all battles prior to 9/1/13

• +225 from Rockin' Out At The Base

• +175 from Rockin' Space Amongst The Space Rocks

• +225 from Is This Deja Vu Or Am I Just Imagining Things?

• +100 from Team Effort: The Return

• +250 from A Little Treasure Hunt at Lowball Hill

• +100 from We're In Tokyo...Where is Godzilla?

• +100 from The Enetron Heist Plan

• +125 from A Big Battle Inside A Big Bottle

• +540 from What Lunacy Is This!?

• +125 from An Intense Battle In A Fragile Space Bubble

Edited by Tilus

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Arietta Sky, Lv.10 Supporter (Singer)

SP: 145

Attributes: Melee -2, Ranged -2, Defense 5 (7), Mobility 5 (7), Skill 4

Morale Charge: Gain 5 Morale whenever you use Repair, Resupply, or a song. In addition, the Morale loss on the allied unit for receiving Repair or Resupply is reduced by 5.

Critical: When attacking a single target, pay 10 AP to gain +10% damage and accuracy against that target.

Spotter: May pay 5 AP to make one enemy in the same terrain as you count as one terrain closer to your allies for the purpose of range penalties.

Non-Combatant: If you didn't attack an enemy in the previous turn, gain 10% max HP and DP as temp HP and DP which vanishes at the end of your turn.

Specialization Skills:

Song Memory (Passive (Main)): Choose 2 CDs (Planet Dance, Diamond Crevasse). You are always considered to have this CD equipped in units with Sound Energy System. It does not take up any CD slots.

Lingering Melody (Passive (Main)): All Buffs from [M] attacks that have a duration greater then one turn last an extra turn.

Skills:

Charisma (Passive (Sub)): The range of all your (Aura) abilities increases by 1.

Leadership (Passive (Sub)): +10% Weapon Accuracy and gain 5% of your maximum DP as Temporary DP. This Temporary DP is lost at the end of your turn. Aura (2).

Guts (Passive (Main)): 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. While your DP is below 50%, gain +1 Melee and Ranged Attribute.

Spirit Commands:

Passion (25): Recover 50 Song EN.

Honor (30): Casts Duty L1 (Restore 25% DP) on yourself or target allied unit.

Encourage (30/50): Casts Charge L1/L2 (All pilots in target allied unit gain 10 Morale and all Charge and counter-based abilities gain 1 counter) on yourself or target ally.

Techniques:

Song Memory (My Friends)

Song Memory (Northern Cross)

Will Commands:

Defense Focus (10): 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.

Mobility Focus (10): Reduce your Melee and Range attributes by 2 for a single turn to gain Temporary DP equal to 10% of your maximum DP for a single turn.

Directed Fire (15): All allies that post after you until the end of the turn gain 10% Weapon Accuracy.

Encore (50): Gain one (1) additional attack phase this turn. During this attack phase, you may only use [M]-type attacks, and any attack done in this attack phase has it's Damage and Accuracy reduced by 60%, and their Status Effect is reduced in level by one (1) to a minimum level of 1.

Ace Bonuses:

Musical Legend: When selecting this ace bonus choose up to 4 specific [M] attacks (Totsugeki Love Heart, Diamond Crevasse, Northern Cross, Power to the Dream). The song EN costs to use those attacks are reduced by 25%.

EXP: 4500/5000

• +3772 for all battles prior to 9/1/13

• +175 from The Epic Clash for the Fate of the Universe...In Our Minds At Least

• +450 from Is This Deja Vu Or Am I Just Imagining Things?

• +103 from Floating PP Reserves

Edited by Tilus

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Eliana Lavender, Lv.12 Gunfighter (Artillery Specialist)

SP: 155

Attributes: Melee -2, Ranged 5 (14), Defense 3 (4), Mobility 3 (4), Skill 3

Morale Charge: Morale cost to use Countershoot 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.

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.

Specialization Skills:

Focused Attack (Passive (Main)): Damage and Accuracy is increased by 40% when targeting multiple enemies with (S) attacks. You gain half of this bonus when targeting multiple enemies with (A) attacks. This bonus is calculated as a weapon effect.

Expand Area (Passive (Main)): Your (S) attacks can be spread to 5 targets instead.

Mass Destruction (Passive (Main)): The range of your MAP weapons is increased by 1.

Skills:

Genius (Passive (Main)): +2 Melee and Range Attributes. +1 Mobility Attribute.

Brave (Passive (Main)): +2 Melee and Range Attributes. +1 Defense Attribute.

Will+ (Hit) (Passive (Main)): Gain 5 additional Morale whenever you deal damage to an enemy unit. This ability can only trigger once per turn.

Spirit Commands:

Focus (15/25): Reduce incoming accuracy of all attacks you dodge this turn by 20%/30%. Accuracy of attacks you make this turn +20%/+30%.

Sure Hit (20/40): All Weapon Accuracy +50%/+100% for your next attack phase taken this turn.

Direct Attack (25): 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.

Extend (30): For your next attack phase taken this turn, the range of all MAP attacks increases by 1.

Techniques:

Full Aim

Trick Shot

Will Commands:

Countershoot (10): 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).

Shoot Down (10): Reduce the Weapon Damage 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).

Ranged Focus (10): 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.

Scatter Pattern (5): Choose one (O) attack on this unit when casting this Will Command. Your Skill Attribute is considered to be 2 levels higher for purposes of determing Countershoot cost.

Volley (50): 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 60%.

Ace Bonuses:

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

EXP: 5843/6000

• +3998 from all battles prior to 9/1/13

• +175 from The Downtown Throwdown

• +175 from Rockin' Space Amongst The Space Rocks

• +450 from Is This Deja Vu Or Am I Just Imagining Things?

• +250 from A Little Treasure Hunt at Lowball Hill

• +200 from Breaking Some Bones With Sticks And Stones

• +100 from We're In Tokyo...Where is Godzilla?

• +100 from The Enetron Heist Plan

• +125 from A Big Battle Inside A Big Bottle

• +270 from What Lunacy Is This!?

Edited by Tilus

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Leena Straitway, Lv.6 Sub-pilot (Operator)

SP: 135

Attributes: Melee -2, Ranged -2, Defense 5, Mobility 5, Skill 4

Morale Charge: The Main Pilot of the unit this pilot is in gains the effect of one Will+ skills this pilot possesses (if any), chosen upon deployment. This bonus does not stack if the Main Pilot already has the chosen skill, however.

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.

SP Up: Gain +10 max SP.

Specialization Skills:

Direct Action (Passive (Sub)): During your Special Phase, you may designate one allied pilot as your Assigned Pilot. You may change your Assigned Pilot during any Special Phase. The Assigned Pilot gains +10% weapon damage and accuracy as a pilot modifier.

Skills:

Improved Critical (Passive (Main)): Critical Cost -1. Gain an additional Weapon Damage +5% and Accuracy +5% for attack phases affected by Critical.

E-Save (Passive (Main)): Reduces EN cost of weapons and abilities by 10%.

Spirit Commands:

Duty (20): Recover 25% of your maximum DP.

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

Direct Attack (25): 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.

Techniques:

All-Out Attack

Will Commands:

Ranged Focus (10): 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.

Countershoot (15): 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).

Missile Lock (5): Choose one (P) attack on this unit when casting this Will Command. Your Skill Attribute is considered to be X levels higher for purposes of determining the cost of the Countershoot Will Command.

Elude (15): 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%).

EXP: 2913/3000

• +1918 from all fights prior to 9/1/2013

• +150 from Rough and Tumble

• +175 from The Epic Clash for the Fate of the Universe...In Our Minds At Least

• +175 from The Downtown Throwdown

• +100 from The Enetron Heist Plan

• +270 from What Lunacy Is This!?

• +125 from An Intense Battle In A Fragile Space Bubble

Edited by Tilus

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Resha Almary, Lv.12 Sub-Pilot (Spirited Specialist)

SP: 196

Stats: Melee 1, Ranged 1, Defense 5, Mobility 0, Skill 5

Morale Charge: The Main Pilot of the unit this pilot is in gains the effect of one Will+ skills this pilot possesses (if any), chosen upon deployment. This bonus does not stack if the Main Pilot already has the chosen skill, however.

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.

SP Up: Gain +30 max SP.

Specialization Skills:

Spirit Attunement (Passive (Sub)): SP gained when leveling up is increased by 1. This bonus is retroactive.

Spirit Affinity (Passive (Sub)): Choose 3 Support Spirit Command (Trust, Resupply, Friendship). The chosen Spirit Commands have their base SP cost reduced by 5 to a minimum of 5. The same Spirit Command cannot be selected more then once.

Concentration (Passive (Sub)): Cost to cast Spirit Commands on this pilot is reduced by 10%.

Skills:

Brave Commander (Passive (Sub)): +10% Weapon Damage and gain 5% of your maximum HP as Temporary HP. This Temporary HP is lost at the end of your turn. Aura (2).

Will+ (Damage) (Passive (Main)): Gain 5 additional Morale whenever you take damage from an enemy attack. This ability can only trigger once per turn.

B-Save (Passive (Sub)): Ammo capacity of weapons and abilities increased by 50%.

Spirit Commands:

Trust (17/31): Casts Vigor L1/L2 (Recover 25%/40% HP) on yourself or target unit.

Gain (18/41): User and all pilots within the user's unit/All pilots in target allied unit have their after battle pilot experience gain doubled.

Resupply (44/44): You or target ally recovers all ammunition/EN.

Friendship (31): Casts Vigor L1 (Recover 25% HP) on yourself and all allies.

Techniques:

Over Boost

Smoke Screen

Will Commands:

Defense Focus (10): 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.

Skill Focus (10): Reduce your Melee and Range attributes by 1 for a single turn to have your Skill attribute be considered 2 higher for the purposes of Coutnercut, Countershoot, and other abilities that rely on your Skill attribute, and reduce your Critical cost by 2.

Cover (20): 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%.

Knock Aside (15): Reduce the Weapon Damage 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).

Ace Bonuses:

Favorite Spirit: Choose a single spirit command you know (Trust). The SP cost of this spirit command is reduced by 5 (to a minimum of 5 SP). This Ace Bonus may not be applied to the same Spirit Command more than once. This Ace Bonus also applies when you are not the main pilot.

EXP: 5646/6000

• +2806 from all fights prior to 9/1/2013

• +450 from Rockin' Out At The Base

• +350 from The Downtown Throwdown

• +450 from Is This Deja Vu Or Am I Just Imagining Things?

• +250 from A Little Treasure Hunt at Lowball Hill

• +200 from Breaking Some Bones with Sticks And Stones

• +250 from How To Train Your Dragon

• +100 from We're In Tokyo...Where is Godzilla?

• +125 from A Big Battle Inside A Big Bottle

• +540 from What Lunacy Is This!?

• +125 from An Intense Battle In A Fragile Space Bubble

Edited by Tilus

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Jasmine, Lv.6 Sub-Pilot (Co-Pilot)

SP: 135

Attributes: Melee 5 (6), Ranged -2, Defense 4, Mobility -2, Skill 5

Morale Charge: The Main Pilot of the unit this pilot is in gains the effect of one Will+ skills this pilot possesses (if any), chosen upon deployment. This bonus does not stack if the Main Pilot already has the chosen skill, however.

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.

SP Up: Gain +10 max SP.

Specialization Skills:

Assisted Piloting (Passive (Sub)): Choose an Attribute when you acquire this skill (Melee). Main pilot gains +1 to the chosen attribute.

Skills:

Infight (Passive (Main)): Gain +1 Melee Attribute.

Will+ (Hit) (Passive (Main)): Gain 5 additional Morale whenever you deal damage to an enemy unit. This ability can only trigger once per turn.

Spirit Commands:

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

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

Hot Blood (20): All Weapon Damage +50% for your next attack phase taken this turn.

Techniques:

Wild Swing

Will Commands:

Melee Focus (10): 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.

Rush (50): 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%.

Riposte (30): 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).

Thrust (5): Choose one (M) attack on this unit when casting this Will Command. Your Skill Attribute is considered to be 1 level higher for purposes of determing Countercut cost.

PP: 2747/3000

• +1432 from all battles prior to 9/1/13

• +450 from Is This Deja Vu Or Am I Just Imagining Things?

• +100 from We're In Tokyo...Where is Godzilla?

• +100 from The Enetron Heist Plan

• +125 from A Big Battle Inside A Big Bottle

• +540 from What Lunacy Is This!?

Edited by Tilus

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Marina, Lv.4 Sub-Pilot (Co-Pilot)

SP: 125

Attributes: Melee -2, Ranged 5 (6), Defense -2, Mobility 4, Skill 5

Morale Charge: The Main Pilot of the unit this pilot is in gains the effect of one Will+ skills this pilot possesses (if any), chosen upon deployment. This bonus does not stack if the Main Pilot already has the chosen skill, however.

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.

SP Up: Gain +10 max SP.

Specialization Skills:

Assisted Piloting (Passive (Sub)): Choose an Attribute when you acquire this skill (Ranged). Main pilot gains +1 to the chosen attribute.

Skills:

Gunfight (Passive (Main)): Gain +1 Range Attribute.

Spirit Commands:

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

Sure Hit (20): All Weapon Accuracy +50% for your next attack phase taken this turn.

Techniques:

Over Boost

Will Commands:

Ranged Focus (10): 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.

Volley (50): 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%.

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

Missile Lock (5): Choose one (P) attack on this unit when casting this Will Command. Your Skill Attribute is considered to be 1 level higher for purposes of determing Countercut cost.

EXP: 1650/2000

• +175 from The Epic Clash for the Fate of the Universe...In Our Minds At Least

• +450 from Rockin' Out At The Base

• +350 from The Downtown Throwdown

• +450 from Is This Deja Vu Or Am I Just Imagining Things?

• +100 from We're In Tokyo...Where is Godzilla?

• +100 from The Enetron Heist Plan

• +125 from A Big Battle Inside A Big Bottle

Edited by Tilus

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Aerie, Lv.4 Sub-Pilot (Co-Pilot)

SP: 125

Attributes: Melee 4, Ranged -2, Defense -2, Mobility 5 (6), Skill 5

Morale Charge: The Main Pilot of the unit this pilot is in gains the effect of one Will+ skills this pilot possesses (if any), chosen upon deployment. This bonus does not stack if the Main Pilot already has the chosen skill, however.

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.

SP Up: Gain +10 max SP.

Specialization Skills:

Assisted Piloting (Passive (Sub)): Choose an Attribute when you acquire this skill (Mobility). Main pilot gains +1 to the chosen attribute.

Skills:

Avoidance (Passive (Main)): Gain +1 Mobility Attribute.

Spirit Commands:

Duty (20): Recover 25% of your maximum DP.

Boost (15): Reduce the accuracy of all attack phases you dodge this turn by 25%.

Techniques:

Over Boost

Will Commands:

Mobility Focus (10): Reduce your Melee and Range attributes by 2 for a single turn to gain Temporary DP equal to 10% of your maximum DP for a single turn.

Countercut (20): 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).

Elude(20): 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%).

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

EXP: 1895/2000

• +175 from The Epic Clash for the Fate of the Universe...In Our Minds At Least

• +350 from The Downtown Throwdown

• +450 from Is This Deja Vu Or Am I Just Imagining Things?

• +200 from Battles and Ships and Colonies, Oh My!

• +100 from We're In Tokyo...Where is Godzilla?

• +100 from The Enetron Heist Plan

• +125 from A Big Battle Inside A Big Bottle

• +270 from What Lunacy Is This!?

• +125 from An Intense Battle In A Fragile Space Bubble

Edited by Tilus

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Sakura, Lv.5 Sub-Pilot (Co-Pilot)

SP: 130

Attributes: Melee 4, Ranged -2, Defense 5 (6), Mobility -2, Skill 5

Morale Charge: The Main Pilot of the unit this pilot is in gains the effect of one Will+ skills this pilot possesses (if any), chosen upon deployment. This bonus does not stack if the Main Pilot already has the chosen skill, however.

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.

SP Up: Gain +10 max SP.

Specialization Skills:

Assisted Piloting (Passive (Sub)): Choose an Attribute when you acquire this skill (Defense). Main pilot gains +1 to the chosen attribute.

Skills:

Guard (Passive (Main)): Gain +1 Defense Attribute.

Will+ (Damage) (Passive (Main)): Gain 5 additional Morale whenever you take damage from an enemy attack. This ability can only trigger once per turn.

Spirit Commands:

Vigor (20): Recover 25% of your maximum HP.

Iron Wall (15): Reduce the damage of all attack phases you receive this turn by 25%.

Techniques:

Over Boost

Will Commands:

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

Shoot Down (20): Reduce the Weapon Damage 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).

Cover (20): 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 damage is improved by 15% (IE an effect reduces incoming accuracy by 20%, using Cover will increase that to -35%).

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

EXP: 2265/2500

• +175 from The Epic Clash for the Fate of the Universe...In Our Minds At Least

• +225 from Rockin' Out At The Base

• +450 from Is This Deja Vu Or Am I Just Imagining Things?

• +200 from Battles and Ships and Colonies, Oh My!

• +100 from We're In Tokyo...Where is Godzilla?

• +100 from The Enetron Heist Plan

• +125 from A Big Battle Inside A Big Bottle

• +540 from What Lunacy Is This!?

Edited by Tilus

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Elusia Solaceon, Lv.2 Skirmisher

SP: 105

Attributes: Melee 5, Ranged -2, Defense -2, Mobility 5 (8), Skill 4

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.

Skills:

Coordinator (Passive (Main)): When your Morale is 130 or higher during your Regeneration Phase, gain 5% of your maximum HP and DP as Temporary HP and DP, and gain +2 to your Melee and Range. This temporary HP or DP is lost at the end of your turn.

Spirit Commands:

Duty (20): Recover 25% of your maximum DP.

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

Will Commands:

Mobility Focus (10): Reduce your Melee and Range attributes by 2 for a single turn to gain Temporary DP equal to 10% of your maximum DP for a single turn.

Countercut (20): 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).

Elude (20): 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%.

Thrust (5): Choose one (M) attack on this unit when casting this Will Command. Your Skill Attribute is considered to be 1 levels higher for purposes of determing Countercut cost.

EXP: 600/1000

• +250 from How To Train Your Dragon

• +100 from We're In Tokyo...Where is Godzilla?

• +125 from A Big Battle Inside A Big Bottle

• +125 from An Intense Battle In A Fragile Space Bubble

Edited by Tilus

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Rosa Grandia, Lv.2 Commander

SP: 105

Attributes: Melee -2, Ranged 5, Defense 2, Mobility 2, Skill 5 (8)

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.

Leadership: Gain one Leadership-type skill (Veteran).

Skills:

Improved Critical (Passive (Main)): Critical Cost -1. Gain an additional Weapon Damage +5% and Accuracy +5% for attack phases affected by Critical.

Spirit Commands:

Vigor (20): Recover 25% of your maximum HP.

Karma (10): Recover 10 AP.

Will Commands:

Skill Focus (10): Reduce your Melee and Range attributes by 1 for a single turn to have your Skill attribute be considered 2 higher for the purposes of Coutnercut, Countershoot, and other abilities that rely on your Skill attribute, and reduce your Critical cost by 2.

Shoot Down (20): Reduce the Damage 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).

Ranged Focus (10): 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.

Missile Lock (5): Choose one (P) attack on this unit when casting this Will Command. Your Skill Attribute is considered to be X levels higher for purposes of determining the cost of the Countershoot Will Command.

EXP: 970/1000

• +250 from How To Train Your Dragon

• +100 from We're In Tokyo...Where is Godzilla?

• +100 from The Enetron Heist Plan

• +125 from A Big Battle Inside A Big Bottle

• +270 from What Lunacy Is This!?

• +125 from An Intense Battle In A Fragile Space Bubble

Edited by Tilus

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Sidekick Lounge: Item-Based Sidekicks

Sidekick: 8

EXP: ????+114

• +114 from all battles prior to 9/1/13

---

Sidekick: Angel Haro

EXP: ????+0

---

Sidekick: Blue Haro

EXP: ????+144

• +144 from all battles prior to 9/1/13

---

Sidekick: Fatima

EXP: ????+162

• +162 from all battles prior to 9/1/13

---

Green Haro, Lv.2 Sidekick

SP: 52

Skills:

Mechanical (Passive (Main)): Green Haro is Mechanical.

Spirit Commands:

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

EXP: 754/1000

• +754 from all battles prior to 9/1/13

---

Sidekick: Mi Ferario

EXP ????+1844

• +1844 from all battles prior to 9/1/13

---

Sidekick: Pink Haro

PP: ????+180

• +180 from all battles prior to 9/1/13

---

Sidekick: Psycho Haro

EXP: ????+0

---

Sidekick: Purple Haro

EXP: ????+0

---

Santa Haro, Lv.1 Sidekick

SP: 40

Skills:

Mechanical (Passive (Main)): Santa Haro is Mechanical.

Spirit Commands:

Trust (30): Casts Vigor L1 (Recover 25% HP) on yourself or target ally

EXP: 0/500

---

Sidekick: Tori

EXP: ????+158

• +158 from all battles prior to 9/1/13

---

Sidekick: Yellow Haro

EXP: ????+72

• +72 from all battles prior to 9/1/13

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Sidekick Lounge: Unit-Based Sidekicks

Sidekick: Ada

EXP: ????+342

• +342 from all battles prior to 9/1/13

---

Sidekick: Al

EXP: ????+0

---

Sidekick: ALICE

EXP ????+140

• +140 from all battles prior to 9/1/13

---

Sidekick: Leya

EXP: ????+0

---

Sidekick: Miku Himuro

EXP: ????+0

---

Sidekick: Neya

EXP: ????+2344

• +2344 from all battles prior to 9/1/13

---

Omoikane, Lv.6 Sidekick

SP: 65

Skills:

Mechanical (Passive (Main)): Omoikane is Mechanical.

Assisted Tracking (Sidekick): The main pilot gains +10% to accuracy on all of their attacks.

Spirit Commands:

Scan (20): For a single turn all attacks your allies make against the targeted enemy have their accuracy increased by 10%.

Direct Attack (25): 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.

EXP: 2750/3000

• 2500: Base EXP

• +250 from How To Train Your Dragon

Edited by Tilus

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