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Umbaglo

Museum Lunchroom

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SimChamber Board of Health License #23458792

Registered to: Umbaglo Tseng

Registered Business: Museum

Signature of official:

Last Date of Inspection:

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Museum Exhibition Skillset #1: Fighter Pilot

Pilot Name (s): Rei Fukai (Battle Fairy Yukikaze), Shin Kazama (Area 88)

PP: 371

Level: 28 (13800 PP)

SP: 268/268

Ace Points: 5

Spells:

1) Flash Lv3

2) Concentrate Lv2

3) Sure Hit Lv2

4) Hot Blood Lv2

5) Duty Lv2

6) Resupply Lv1

Attributes

Ranged: 2

Melee: 0

Accuracy: 0

Defense: 0

Dodge: 4

Skill: 0

Derived Stats:

Dodge Cost -20%

Target's Dodge Cost [+] +10%

Damage Dealt [+] +55%

Damage Received -0%

Countercut Cost: 7 AP

Countershoot Cost: 5 AP

Skills:

1) Recognition

2) Guts Lv3

3) Gunfight Lv3

4) SP Boost Lv3

5) Concentration

6) B-Save

Techniques:

1) Rapid Fire

2) All-Out Attack

3) Continuing Attack

Abilities:

1) Critical

Class: Active

During the special phase you may pay 10 AP to gain Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.

2) Will Gauge

Class: Active

Ranges between 0 and 10. Gain 1 Will counter each turn during your Regen Phase. Will counters can be expended to give different effects. Will abilities are activated during the Spirit Command Phase.

- Missile Lock: Costs 1 Will. Yout first attack phase this turn gains Target's Countershoot Cost +50%.

- Barrel Roll: Costs 2 Will. Gain Dodge Cost -10% and Target's Dodge Cost +20% for this turn.

- Volley: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use [+] type attacks. You may only use this ability once per turn.

- Evasive Maneuver: Costs 6 Will. Negate all attacks aimed at you this round. This is an Evasive Secondary Defense.

3) Guts

Class: Passive (Main)

Gain bonuses when DP is low. Bonus varies depending on level of remaining DP:

While DP is 60% and below, Dodge Cost -10%, Damage Dealt +15% and Target's Dodge Cost +15%.

While DP is 40% and below, Dodge Cost -15%, Damage Dealt +20% and Target's Dodge Cost +20% instead.

4) Recognition

Class: Active

Dodge Cost -5% and Target's Dodge Cost +15%. Charge (4) to activate.

Edited by Umbaglo

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Museum Exhibition Skillset #2: Mobile Suit Pilot

Pilot Name (s) Def Stallion (Mobile Suit Gundam F90)

PP: 55

Level: 19 (9050 PP)

SP: 172/172

Ace Points: 11

Spells:

1) Duty Lv2

2) Flash Lv3

3) Direct Attack Lv1

4) Concentrate Lv3

5) Morale Lv2

6) Resupply Lv1

Attributes

Ranged: 2

Melee: 0

Accuracy: 2

Defense: 0

Dodge: 2

Skill: 0

Derived Stats:

Dodge Cost -20%

Target's Dodge Cost All +20% [+] +30%

Damage Dealt All +5% [+] +60%

Damage Received -0%

Countercut Cost: 7 AP

Countershoot Cost: 5 AP

Skills:

1) Unit Spec (Evasive) (Mobile Suit) Lv3

2) Genius

3) Gunfight Lv3

4) Attacker

5) Focused Attack Lv2

6) N/A

Techniques:

1) N/A

2) N/A

3) N/A

Abilities:

1) Critical

Class: Active

During the special phase you may pay 10 AP to gain Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.

2) Will Gauge

Class: Active

Ranges between 0 and 10. Gain 1 Will counter each turn during your Regen Phase. Will counters can be expended to give different effects. Will abilities are activated during the Spirit Command Phase.

- Barrel Roll: Costs 2 Will. Gain Dodge Cost -10% and Target's Dodge Cost +20% for this turn.

- Elude: Costs 3 Will. Gain Dodge Cost -15% this turn. This counts as a terrain effect.

- Volley: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use [+] type attacks. You may only use this ability once per turn.

- Strafe: Costs 5 Will. Instantly evade all attacks in the first attack phase you receive this turn. This is considered an Evasive Secondary Defense. One (X) or (F) type weapon on your unit has its limit increased by 25% this turn, rounded up.

3) Attacker

Class: Active

Damage dealt +25%. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free.

4) Unit Specialization (Evasive)

Class: Passive (Main)

When in a Mobile Suit gain Weapon Damage +30%, Dodge Cost -10%, and Target's Dodge Cost +15%

5) Focused Attack

Class: Passive (Main)

(S)-type weapon damage spread becomes (80%/53%/40%) to two, three and four targets respectively.

Edited by Umbaglo

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Museum Exhibition Skillset #3: R-Matey Jock

Pilot Name (s): Yor Dlanor (Matey Match)

PP: 604

Level: 18 (8900 PP)

SP: 168/168

Ace Points: 11

Spells:

1) Perseverance Lv2

2) Iron Wall Lv3

3) Hot Blood Lv2

4) Lucky Lv1

5) Direct Attack Lv1

6) Intuition Lv1

Attributes

Ranged: 2

Melee: 0

Accuracy: 0

Defense: 4

Dodge: 0

Skill: 0

Derived Stats:

Dodge Cost -0%

Target's Dodge Cost All +5% [+] +10%

Damage Dealt All +5% [+] +55%

Damage Received -30%

Countercut Cost: 7 AP

Countershoot Cost: 6 AP

Skills:

1) Brave

2) Unit Spec (Defensive): Matey Lv2

3) E-Save

4) Gunfight Lv3

5) Guard

6) Potential Lv2

Techniques:

1) N/A

2) N/A

3) N/A

Abilities:

1) Critical

Class: Active

During the special phase you may pay 10 AP to gain Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.

2) Will Gauge

Class: Active

Ranges between 0 and 10. Gain 1 Will counter each turn during your Regen Phase. Will counters can be expended to give different effects. Will abilities are activated during the Spirit Command Phase.

- Cover: Costs 3 Will. Gain Damage Received -15% for this turn. This counts as a terrain effect.

- Defense Pierce: Costs 3 Will. The last hit of your next attack phase gains Barrier Pierce and Armor Pierce.

- Finishing Attack: Cost 5 Will. Your next attack phase gains Weapon Damage +100% and Target's Dodge Cost +25%.

- Fast Combat: Costs 5 Will. Gain 1 additional Attack Phase this turn.

3) Efficient:

Class: Passive (Main)

Reduces EN cost of weapons and abilities by 30%.

4) Matey Jock

Class: Passive (Main)

When in a Matey, gain Damage Dealt +20%, Damage Received -5%, and Target's Dodge Cost +10%.

5) Guard

Class: Active

Gain Damage Received -15% when activated. Charge (4) to activate.

6) Potential

Class: Passive (Main)

While HP is 50% and below, Damage Received -10%, Damage Dealt +10% and Target's Dodge Cost +10%

While HP is 30% and below, Damage Received -15%, Damage Dealt +15% and Target's Dodge Cost +15% instead

Edited by Umbaglo

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Museum Exhibition Skillset #4: Matey Jock

Pilot Name (s): Richard Temple (Matey Match)

PP: 242

Level: 19 (9400 PP)

SP: 172/172

Ace Points: 3

Spells:

1) Concentrate Lv3

2) Sure Hit Lv2

3) Assail Lv1

4) Flash Lv3

5) Duty Lv2

6) Substitute Lv2

Attributes

Ranged: 0

Melee: 2

Accuracy: 0

Defense: 0

Dodge: 0

Skill: 4

Derived Stats:

Dodge Cost -10%

Target's Dodge Cost All +5%, [F] +15%

Damage Dealt All +5%, [F] +60%

Damage Received -0%

Countercut Cost: 2 AP

Countershoot Cost: 3 AP

Skills:

1) Unit Specialization (Evasive) Lv2: Matey

2) Genius

3) Improved Critical Lv3

4) Infight Lv3

5) Attack Again Lv1

6) Sneak Attack

Techniques:

1) Weapon Break [Melee]

2) N/A

3) N/A

Abilities:

1) Critical

Class: Active

During the special phase you may pay 3 AP to gain Weapon Damage +30% and Accuracy +30% for the first attack phase made this turn. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.

2) Will Gauge

Class: Active

Ranges between 0 and 10. Gain 1 Will counter each turn during your Regen Phase. Will counters can be expended to give different effects. Will abilities are activated during the Spirit Command Phase.

- Thrust: Costs 1 Will. Your first attack phase this turn gains Target's Countercut Cost +50%.

- Rush: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use [F] type attacks. You may only use this ability once per turn.

- Finishing Attack: Cost 5 Will. Your next attack phase gains Weapon Damage +100% and Target's Dodge Cost +25%.

- Fast Combat: Costs 5 Will. Disables all attack phases of a single target for one turn. The target gains Damage Received +25% (to be calculated as a Pilot Ability) and Dodge Cost +10% for their next turn only. This is considered a Status Attack.

4) Matey Jock

Class: Passive (Main)

When in a Matey, gain Damage Dealt +20%, Target's Dodge Cost +10%, and Dodge Cost -5%.

5) Attack Again

Class: Passive (Main)

If your Skill attribute is at least 2 levels higher than your target opponent's, gain an additional Attack Phase against that opponent. Usable after 5 turns of Charging.

6) Sneak Attack

Class: Passive (Main)

Weapon Damage +25% in a turn in which you use an evasive secondary defense.

Edited by Umbaglo

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Museum Exhibition Skillset #5: Royal Knight

Pilot Name (s): Altair, Knight of the Shooting Star (Sensational Defender Trooper Squad)

PP: 760

Level: 16 (7600 PP)

SP: 160/160

Ace Points: 5

Spells:

1) Boost Lv2

2) Concentration Lv2

3) Duty Lv2

4) Hot Blood Lv2

5) Direct Attack Lv1

6) Vanishing Body Lv1

Attributes

Ranged: 0

Melee: 2

Accuracy: 0

Defense: 0

Dodge: 4

Skill: 0

Derived Stats:

Dodge Cost -30%

Target's Dodge Cost All +5% [F] +15%

Damage Dealt All +5% [F] +60%

Damage Received -0%

Countercut Cost: 6 AP

Countershoot Cost: 7 AP

Skills:

1) Genius

2) Spiritual Power Lv2

3) Infight Lv3

4) Guts Lv2

5) Legend Power

6) N/A

Techniques:

1) N/A

2) N/A

3) N/A

Abilities:

1) Critical

Class: Active

During the special phase you may pay 10 AP to gain Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.

2) Will Gauge

Class: Active

Ranges between 0 and 10. Gain 1 Will counter each turn during your Regen Phase. Will counters can be expended to give different effects. Will abilities are activated during the Spirit Command Phase.

- Thrust: Costs 1 Will. Yout first attack phase this turn gains Target's Countercut Cost +50%.

- Barrel Roll: Costs 2 Will. Gain Dodge Cost -10% and Target's Dodge Cost +20% for this turn.

- Finishing Attack: Costs 4 Will. Cost 5 Will. Your next attack phase gains Weapon Damage +100% and Target's Dodge Cost +25%.

- Evasive Maneuver: Costs 6 Will. Negate all attacks aimed at you this round. This is an Evasive Secondary Defense.

3) Guts

Class: Passive (Main)

Gain bonuses when DP is low. Bonus varies depending on level of remaining DP:

While DP is 60% and below, Dodge Cost -5%, Damage Dealt +10% and Target's Dodge Cost +10%.

While DP is 40% and below, Dodge Cost -10%, Damage Dealt +15% and Target's Dodge Cost +15% instead.

4) Spiritual Power

Class: Passive (Main)

Spiritual Power Weapon Damage +20% and Accuracy +5%

5) Spell of Increased Power

Class: Active

Damage Received -5%, Dodge Cost -5%, Damage Dealt +10%, Accuracy +10%. Charge (4) to activate.

Edited by Umbaglo

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Museum Exhibition Skillset #6: Matey Jock

Pilot Name (s) Colin Vong (Matey Match)

PP: 526

Level: 19 (9150 PP)

SP: 172/172

Ace Points: 5

Spells:

1) Perseverance Lv3

2) Morale Lv1

3) Iron Wall Lv2

4) Sure Hit Lv2

5) Belief Lv1

6) Miracle Lv1

Attributes

Ranged: 0

Melee: 2

Accuracy: 0

Defense: 4

Dodge: 0

Skill: 0

Derived Stats:

Dodge Cost -0%

Target's Dodge Cost All +5% [F] +10%

Damage Dealt All +5% [F] +55%

Damage Received -30%

Countercut Cost: 6 AP

Countershoot Cost: 7 AP

Skills:

1) Brave

2) Unit Spec (Defensive): Matey Lv2

3) Concentration

4) Infight Lv3

5) Attacker

6) Potential Lv2

Techniques:

1) N/A

2) N/A

3) N/A

Abilities:

1) Critical

Class: Active

During the special phase you may pay 10 AP to gain Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.

2) Will Gauge

Class: Active

Ranges between 0 and 10. Gain 1 Will counter each turn during your Regen Phase. Will counters can be expended to give different effects. Will abilities are activated during the Spirit Command Phase.

- Thrust: Costs 1 Will. Your first attack phase this turn gains Target's Countercut Cost +50%.

- Entrenchment: Costs 4 Will. Damage Received -40% and Target's Dodge Cost +50% for one turn.

- Finishing Attack: Cost 5 Will. Your next attack phase gains Weapon Damage +100% and Target's Dodge Cost +25%.

- Invincible: Costs 6 Will. Cap all damage received this turn at 500 damage per hit.

4) Matey Jock

Class: Passive (Main)

When in a Matey, gain Damage Dealt +20%, Damage Received -5%, and Target's Dodge Cost +10%.

5) Attacker

Class: Active

Damage dealt +25%. Charge (4) to activate.

6) Concentration

Class: Passive (Sub)

Spirit Command Cost -20%

7) Potential

Class: Passive (Main)

While HP is 50% and below, Damage Received -10%, Damage Dealt +10% and Target's Dodge Cost +10%

While HP is 30% and below, Damage Received -15%, Damage Dealt +15% and Target's Dodge Cost +15% instead

Edited by Umbaglo

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Museum Exhibition Skillset #7: Child of Alvis

Pilot Name (s) Makabe Kazuki, Hino Michio (Sokyuu no Fafner), Ryou Masaoka (Sokyuu no Fafner - Single Program - Right of Left)

PP: 850

Level: 12 (5600 PP)

SP: 144/144

Ace Points: 3

Spells:

1) Great Effort Lv1

2) Duty Lv1

3) Direct Attack Lv1

4) Concentration Lv2

5) Hot Blood Lv2

6) N/A

Attributes

Ranged: 2

Melee: 0

Accuracy: 2

Defense: 0

Dodge: 2

Skill: 0

Derived Stats:

Dodge Cost -10%

Target's Dodge Cost +15%

Damage Dealt +25% [+]

Damage Received -0%

Countercut Cost: 7 AP

Countershoot Cost: 5 AP

Skills:

1) Unit Specialization (Evasive): Fafner Lv2

2) SEED Mode Lv2

3) OS Customization Lv3

4) Recognition

5) N/A

6) N/A

Techniques:

1) N/A

2) N/A

3) N/A

Abilities:

1) Critical

Class: Active

During the special phase you may pay 10 AP to gain Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.

2) Will Gauge

Class: Active

Ranges between 0 and 10. Gain 1 Will counter each turn during your Regen Phase. Will counters can be expended to give different effects. Will abilities are activated during the Spirit Command Phase.

- Barrel Roll: Costs 2 Will. Gain Dodge Cost -10% and Target's Dodge Cost +20% for this turn.

- Defense Pierce: Costs 3 Will. The last hit of your next attack phase gains Barrier Pierce and Armor Pierce.

- Finishing Attack: Cost 5 Will. Your next attack phase gains Weapon Damage +100% and Target's Dodge Cost +25%.

- Strafe: Costs 5 Will. Instantly evade all attacks in the first attack phase you receive this turn. This is considered an Evasive Secondary Defense. One (X) or (F) type weapon on your unit has its limit increased by 25% this turn, rounded up.

3) Siegfried System Support

Class: Active

Unit gains Weapon Accuracy +10%, Weapon Damage +10%, and Agi - 10. Charge (4) to activate.

4) Pattern Recognition

Class: Active

Dodge Cost -5% and Target's Dodge Cost +15%. Charge (4) to activate.

5) Assimilation

Class: Active

Gain Dodge Cost -5%, Target's Dodge Cost +10% Weapon Damage +10%. Charge (4) to activate. Automatically activated when your unit's HP drops to 20% or below or any ally's HP drops to 30% or below.

6) Child of Alvis

Class: Passive (Main)

When in a Fafner, gain Damage Dealt +20%, Dodge Cost -5%, and Target's Dodge Cost +10%.

Edited by Umbaglo

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Museum Exhibition Skillset #8: Mechanic

Pilot Name (s) Kid Salsamille (After War Gundam X), Tir Arbuthnot (Gundam SEED Destiny Sidestory: Tir's Impulse)

PP: 252

Level: 14 (6500 PP)

SP: 152/152

Ace Points: 5

Spells:

1) Trust Lv1

2) Extend Lv1

3) Accelerate Lv1

4) Intuition Lv1

5) Prayer Lv1

6) N/A

Attributes

Ranged: 0

Melee: 0

Accuracy: 0

Defense: 0

Dodge: 2

Skill: 4

Derived Stats:

Dodge Cost -20%

Target's Dodge Cost +5%

Damage Dealt +5%

Damage Received -0%

Countercut Cost: 3 AP

Countershoot Cost: 3 AP

Skills:

1) Genius

2) N/A

3) Logistic Support Lv3

4) Engineer Lv3

5) Recognition

6) N/A

Techniques:

1) Quick Supply

2) Quick Repair

3) N/A

Abilities:

1) Critical

Class: Active

During the special phase you may pay 6 AP to gain Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.

2) Will Gauge

Class: Active

Ranges between 0 and 10. Gain 1 Will counter each turn during your Regen Phase. Will counters can be expended to give different effects. Will abilities are activated during the Spirit Command Phase.

- Cover: Costs 3 Will. Gain Damage Received -15% for this turn. This counts as a terrain effect.

- Armor Break: Costs 3 Will. Choose one attack with Armor Pierce. That attack gains Armor Break this turn.

- Flawless Barrier: Costs 4 Will. Barrier damage negation +50% this turn.

- Pilot Damage: Costs 4 Will. Choose one attack that deals damage. That attack gains SP Damage (20) this turn.

3) Master Mechanic

Class: Passive (Sub)

Effects of Repair and Resupply increased by 15%. Effects of Quick Repair and Quick Supply increased by 10%.

4) Recognition

Class: Active

Dodge Cost -5% and Target's Dodge Cost +15%. Charge (4) to activate.

Edited by Umbaglo

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Museum Exhibition Skillset #9: Tank Commander

Pilot Name (s) Mike Aldred (Matey Match)

PP: 338

Level: 4 (1950 PP)

SP: 112/112

Ace Points: 2

Spells:

1) Perseverance Lv1

2) Resist Lv1

3) N/A

4) N/A

5) N/A

6) N/A

Attributes

Ranged: 0

Melee: 0

Accuracy: 2

Defense: 4

Dodge: 0

Skill: 0

Derived Stats:

Dodge Cost -0%

Target's Dodge Cost +15%

Damage Dealt +0%

Damage Received -20%

Countercut Cost: 7 AP

Countershoot Cost: 7 AP

Skills:

1) N/A

2) N/A

3) Guard

4) Attacker

5) N/A

6) N/A

Techniques:

1) N/A

2) N/A

3) N/A

Abilities:

1) Critical

Class: Active

During the special phase you may pay 10 AP to gain Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.

2) Will Gauge

Class: Active

Ranges between 0 and 10. Gain 1 Will counter each turn during your Regen Phase. Will counters can be expended to give different effects. Will abilities are activated during the Spirit Command Phase.

- Cover: Costs 3 Will. Gain Damage Received -15% for this turn. This counts as a terrain effect.

- Lock On: Costs 3 Will. The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers.

- Entrenchment: Costs 4 Will. Damage Received -40% and Target's Dodge Cost +50% for one turn.

- Iron Will: Cost 5 Will. Any damage that would reduce your HP past 0 this turn reduces it to 1 instead.

3) Guard

Class: Active

Gain Damage Received -15% when activated. Charge (4)

4) Attacker

Class: Active

Gain Damage Dealt +25% when activated. Charge (4)

Edited by Umbaglo

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Museum Exhibition Skillset #10: General

Pilot Name (s) Remmington Jack (Matey Match)

PP: 288

Level: 7 (3750 PP)

SP: 124/124

Ace Points: 4

Spells:

1) Concentration Lv1

2) Training Lv1

3) Honour Lv1

4) N/A

5) N/A

6) N/A

Attributes

Ranged: 0

Melee: 0

Accuracy: 2

Defense: 0

Dodge: 2

Skill: 2

Derived Stats:

Dodge Cost -10%

Target's Dodge Cost +15%

Damage Dealt +0%

Damage Received -0%

Countercut Cost: 5 AP

Countershoot Cost: 4 AP

Skills:

1) Negotiator Lv2

2) N/A

3) Leadership Lv2

4) N/A

5) N/A

6) N/A

Techniques:

1) N/A

2) N/A

3) N/A

Abilities:

1) Critical

Class: Active

During the special phase you may pay 8 AP to gain Weapon Damage +15% and Accuracy +15% for the first attack phase made this turn. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.

2) Will Gauge

Class: Active

Ranges between 0 and 10. Gain 1 Will counter each turn during your Regen Phase. Will counters can be expended to give different effects. Will abilities are activated during the Spirit Command Phase.

- Formation: Choose one combo attack on your unit. Combo attack damage this turn +25% per additional unit required for that combo attack. You must pay 1 Will for every additional unit required for that combo attack to use this ability.

- High Ground: Costs 3 Will. Your first attack phase this turn negates positive terrain Damage Reduction and Dodge Cost modifiers.

- Command Attack: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may use any non-combo attack of a unit currently docked inside yours, consuming their resources. You may only use this ability once per turn. Usable in Mothership type units only.

- Focused Attack: Costs 5 Will. Your next attack phase gains Target's Dodge Cost +100% and Weapon Damage +25%.

3) Leadership:

Class: Passive (Sub)

Dodge Cost -5% and Target's Dodge Cost +10%. Aura (4)

4) General of the 51st Combined Arms Regiment

Class: Passive (Sub)

Repair Cost -15%.

Edited by Umbaglo

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Museum Computer Assistant #1: 8

SP: 170/200

PP: 440

Spells:

1) Scan

2) Accelerate

3) Sure Hit

4) Snipe Attack

5) Direct Attack

6) Exhaust

Stats:

Dodge Cost -20%

Countercut Cost: 4 AP

Countershoot Cost: 4 AP

Skills:

1) N/A

2) N/A

3) N/A

4) N/A

Techniques:

1) N/A

2) N/A

3) N/A

Abilities:

1) Autonomous Control

Sidekick

This Sidekick can be a Main Pilot.

2) Auto-Pilot:

Class: Passive (Sub)

During the first 5 turns in battle, you may choose to pay 20 AP to activate this ability. This ability cannot be activated after the 5th turn in battle. Switch main pilot to 8 for the rest of the battle.

Edited by Umbaglo

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Museum Computer Assistant #2: Angel Haro

PP: 169

Level: 14 (6600 PP)

SP: 152/152

Ace Points: 1

Spells:

1) Hope Lv3

2) Hot Blood Lv3

3) Awaken Lv1

4) Resurrection Lv1

5) N/A

6) N/A

Attributes

Ranged: 0

Melee: 0

Accuracy: 0

Defense: 0

Dodge: 0

Skill: 0

Derived Stats:

Dodge Cost -0%

Target's Dodge Cost +0%

Damage Dealt +0%

Damage Received -0%

Countercut Cost: 7 AP

Countershoot Cost: 7 AP

Skills:

1) Divine Protection

2) N/A

3) N/A

4) N/A

5) N/A

6) N/A

Techniques:

1) N/A

2) N/A

3) N/A

Abilities:

1) Divine Protection:

Class: Sidekick

- When HP is 75% or below restore HP to 100% ONCE during your next Regeneration Phase. Gain EN Regen M for the remainder of battle.

- When HP is 50% or below restore HP to 100% ONCE during your next Regeneration Phase. Gain Dodge Cost -20% for the remainder of battle.

- When HP is 25% or below restore HP to 100% ONCE during your next Regeneration Phase. Cost to activate Barrier abilities is halved for the remainder of battle.

Note: You get a maximum of 3 HP regens. If your HP drops from 100% to 20%, then the FIRST regeneration takes effect. If it drops to 20% again the turn after, the SECOND regeneration takes effect, and finally the last one takes effect once more after when HP drops below the prescribed level. The effects do NOT overlap.

Edited by Umbaglo

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Museum Computer Assistant #3: Blue Haro

PP: 827

Level: 11 (5200 PP)

SP: 140/140

Ace Points: 2

Spells:

1) Lucky Lv1

2) Hope Lv1

3) Move Again Lv2

4) Great Effort Lv2

5) N/A

6) N/A

Attributes

Ranged: 0

Melee: 0

Accuracy: 0

Defense: 0

Dodge: 0

Skill: 0

Derived Stats:

Dodge Cost -0%

Target's Dodge Cost +0%

Damage Dealt +0%

Damage Received -0%

Countercut Cost: 7 AP

Countershoot Cost: 7 AP

Skills:

1) Fortune

2) Prosperity

3) N/A

4) N/A

5) N/A

6) N/A

Techniques:

1) N/A

2) N/A

3) N/A

Abilities:

- Fortune:

Class: Sidekick

- Gain 5 PP for having an attack phase hit an enemy.

- Gain 25 PP for making a successful kill to an enemy.

- PP gained via Blue Haro will be credited at the end of the match, win or lose This is applicable for all types of fights.

- Maximum PP gained via Blue Haro is 100.

- Prosperity:

Class: Sidekick

- Gain 5 Credits for having an attack phase hit an enemy.

- Gain 25 Credits for making a successful kill to an enemy.

- Credits gained via Blue Haro will be credited at the end of the match, win or lose. This is applicable for all type of fights.

- Maximum Credits gained via Blue Haro is 100.

Edited by Umbaglo

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Museum Computer Assistant #4: Fatima

SP: 155/200

PP: 302

Spells:

1) Belief

2) Resist

3) Iron Wall

4) Perseverance

5) N/A

6) N/A

Stats:

Dodge Cost -10%

Countercut Cost: 3 AP

Countershoot Cost: 3 AP

Skills:

1) Shield Tempering

2) N/A

3) N/A

4) N/A

Techniques:

1) N/A

2) N/A

3) N/A

Abilities:

1) Autonomous Control

Sidekick

This Sidekick can be a Main Pilot.

2) Flawless Defense:

Class: Passive (Main)

Shield Usage +5

3) Shield Tempering:

Class: Passive (Sub)

Damage reduction during shield usage is -75% instead

Edited by Umbaglo

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Museum Computer Assistant #5: Guvava

SP: 200/200

PP: 492

Spells:

1) Aid

2) Passion

3) Confusion

4) Friendship

5) Training

6) N/A

Stats:

Dodge Cost -0%

Countercut Cost: 5 AP

Countershoot Cost: 5 AP

Skills:

1) Song Energy Sensitivity

2) N/A

3) N/A

4) N/A

Techniques:

1) N/A

2) N/A

3) N/A

Abilities:

1) Song Energy Sensitivity:

Class: Passive (Sub)

- Song EN Cost -20%

- [M]-type Weapon Damage +50%

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Museum Computer Assistant #6: Orange Haro

PP: 54

Level: 11 (5450 PP)

SP: 140/140

Spells:

1) Concentrate Lv1

2) Snipe Attack Lv3

3) Duty Lv1

4) Resupply Lv1

5) Boost Lv2

6) Direct Attack Lv1

Attributes

Ranged: 0

Melee: 0

Accuracy: 4

Defense: 0

Dodge: 0

Skill: 0

Derived Stats:

Dodge Cost -0%

Target's Dodge Cost +25%

Damage Dealt +0%

Damage Received -0%

Countercut Cost: 7 AP

Countershoot Cost: 4 AP

Skills:

1) Autonomous Control

2) Automaneuver Mode

3) Assisted Tracking

4) N/A

5) N/A

6) N/A

Techniques:

1) N/A

2) N/A

3) N/A

Abilities:

1) None

Edited by Umbaglo

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Museum Computer Assistant #7: Organoid

SP: 100/200

PP: 360

Spells:

1) N/A

2) N/A

3) N/A

4) N/A

5) N/A

6) N/A

Stats:

Dodge Cost -0%

Countercut Cost: 5 AP

Countershoot Cost: 5 AP

Skills:

1) Generate E-Shield

2) N/A

3) N/A

4) N/A

Techniques:

1) N/A

2) N/A

3) N/A

Abilities:

1) Organoid Invocation:

Class: Passive (Sub)

Pay 20 AP. Unit gains all bonuses bestowed by its learned skills (effect of abilities stack with each other), then regenerate HP and EN by 50% ONCE. Can only be used on Zoids units.

2) Generate E-Shield:

Class: Passive (Sub)

Unit gains E-Shield if it has no barrier. If it has a barrier, effectiveness +300.

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Museum Computer Assistant #8: Tori

SP: 160/200

PP: 23

Spells:

1) Great Effort

2) N/A

3) N/A

4) N/A

5) N/A

6) N/A

Stats:

Dodge Cost -0%

Countercut Cost: 5 AP

Countershoot Cost: 5 AP

Skills:

1) Friendship

2) N/A

3) N/A

4) N/A

Techniques:

1) N/A

2) N/A

3) N/A

Abilities:

1) Friendship:

Class: Passive (Sub)

- A player with Tori equipped may donate Perishable Items, HP, EN, DP, or AP to one target ally per turn. You may not donate more resources than you currently have in the battle, and you may only donate one resource per turn. If a Perishable Item is donated, its effect is instantly used. This ability is performed during the Item Phase. You cannot donate above the maximum resource of your target.

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Museum Computer Assistant #9: Yellow Haro

SP: 170/200

PP: 0

Spells:

1) Flash

2) Lucky

3) Snipe Attack

4) Vanishing Body

5) N/A

6) N/A

Stats:

Dodge Cost -0%

Countercut Cost: 5 AP

Countershoot Cost: 5 AP

Skills:

1) Cowardice

2) N/A

3) N/A

4) N/A

Techniques:

1) N/A

2) N/A

3) N/A

Abilities:

1) Cowardice:

Class: Passive (Sub)

- Weapon Damage -50%

- Dodge Cost -40%

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Museum Exhibit Assistants #1: ADA

SP: 170/200

PP: 0

Spells:

1) Snipe

2) Concentrate

3) Direct Attack

4) Great Effort

5) N/A

6) N/A

Stats:

Dodge Cost -0%

Countercut Cost: 5 AP

Countershoot Cost: 5 AP

Skills:

1) N/A

2) N/A

3) N/A

4) N/A

Techniques:

1) N/A

2) N/A

3) N/A

Abilities:

1) Autonomous Control

Sidekick

This Sidekick can be a Main Pilot.

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Museum Exhibit Assistants #2: ADA (Comdam)

SP: 200/200

PP: 308

Spells:

1) Flash

2) Awaken

3) Concentrate

4) Perseverance

5) N/A

6) N/A

Stats:

Dodge Cost -0%

Countercut Cost: 5 AP

Countershoot Cost: 5 AP

Skills:

1) N/A

2) N/A

3) N/A

4) N/A

Techniques:

1) N/A

2) N/A

3) N/A

Abilities:

1) Autonomous Control

Sidekick

This Sidekick can be a Main Pilot.

Edited by Umbaglo

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Museum Exhibit Assistants #3: ALICE

SP: 120/200

PP: 36

Spells:

1) Flash

2) Awaken

3) Concentrate

4) Perseverance

5) N/A

6) N/A

Stats:

Dodge Cost -0%

Countercut Cost: 5 AP

Countershoot Cost: 5 AP

Skills:

1) Pilot Assistance

2) N/A

3) N/A

4) N/A

Techniques:

1) N/A

2) N/A

3) N/A

Abilities:

1) Pilot Assistance:

Class: Passive (Sub)

Gain Dodge Cost -20%

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Museum Exhibit Assistants #4a: Dolores

SP: 145/200

PP: 168

Ace Points: 0

Spells:

1) Flash

2) Trust

3) Great Effort

4) Friendship

5) N/A

6) N/A

Attributes

Ranged: 0

Melee: 0

Accuracy: 0

Defense: 0

Dodge: 0

Skill: 0

Derived Stats:

Dodge Cost -0%

Target's Dodge Cost +0%

Damage Dealt +0%

Damage Received -0%

Countercut Cost: 7 AP

Countershoot Cost: 7 AP

Skills:

1) N/A

2) N/A

3) N/A

4) N/A

Techniques:

1) N/A

2) N/A

3) N/A

Abilities:

1) Autonomous Control

Sidekick

This Sidekick can be a Main Pilot.

2) Auto-Pilot:

Class: Passive (Sub)

During your transform phase you may switch the main pilot to this Sidekick. May be used again to switch the pilot back.

3) ISIS System:

Class: Passive (Sub)

During your transform phase you may switch Dolores for Isis.

Museum Exhibit Assistants #4b: Isis

SP: 100/200

PP: 0

Ace Points: 0

Spells:

1) Concentration

2) Hot Blood

3) Sure Hit

4) Direct Attack

5) N/A

6) N/A

Attributes

Ranged: 0

Melee: 0

Accuracy: 1

Defense: 0

Dodge: 1

Skill: 0

Derived Stats:

Dodge Cost -5%

Target's Dodge Cost +10%

Damage Dealt +0%

Damage Received -0%

Countercut Cost: 7 AP

Countershoot Cost: 7 AP

Skills:

1) Assisted Piloting

2) Assisted Skill

3) N/A

4) N/A

Techniques:

1) N/A

2) N/A

3) N/A

Abilities:

1) Autonomous Control

Sidekick

This Sidekick can be a Main Pilot.

2) Auto-Pilot:

Class: Passive (Sub)

During your transform phase you may switch the main pilot to this Sidekick. May be used again to switch the pilot back.

3) ISIS System:

Class: Passive (Sub)

During your transform phase you may switch Dolores for Isis.

4) Assisted Piloting

Class: Sidekick

Main Pilot gains +1 Evade Attribute.

5) Assisted Skill

Class: Sidekick

Main Pilot gains +1 Skill Attribute.

Edited by Umbaglo

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