Mechalomaniac

Mecha's Character Sheet Box

43 posts in this topic

Pilot Summary

Pilots (Total Slots Unlocked: 15)

Class #1: Gundam Fighter

Class #2: Mobile Suit Pilot

Class #3: Sniper

Class #4: Millia Jenius (NJU Ver.)

Class #5: Variable Fighter Pilot

Class #6: Zero (The Code Geass One)

Class #7: C.C.

Class #8: Earth Masouki Pilot

Class #9: Water Masouki Pilot

Class #10: Wind Masouki Pilot

Class #11: Fire Masouki Pilot

Class #12: Guy Shishioh

Sidekicks

8 (1275 XP)

Blue Haro (862 XP)

God Haro (0 XP)

Green Haro (179 XP)

Psycho Haro (36 XP)

Organoid #1 (1312 XP)

Organoid #2 (156 XP)

Tori (1798 XP)

Floating PP

None

Fight History

SC Fights:

- Blue and Red Make Purple~ - Gundam Astray Red Frame (Class #1) (Win)

- Are Gundams really superior? (Loss)

- Striking at the Shield (Win)

- A Caged Lion Growls Loudest (Loss)

- Rank Up Rumble! (Loss)

- Leopard and Blue! Battle for Victory! (Loss)

- Fierce Fight with the God of Death! (Loss)

- Let's Trash Todai!: (Win, Rank Up: Ensign)

- AC Mountain Battle: (Win)

- Lunar Test Fight: (Win)

- Burning Red Rumble: Which Burns Brightest? (Loss)

- When Cheap Sidekicks Attack (Win, Rank Up: Lieutenant)

- Engine's First Run! (Loss)

- Heavy Metal Rematch: (Loss)

- Rumble in the Jungle (Loss)

- Samurai vs. Shinobi (Win)

- Gojulas vs. Ligers: (Win)

- Angel and Devil vs. Liger and Knight (Win)

- Great Mazinger's Ghost!: (Loss)

- Ailes Grise IV: (Loss)

- Shield of Damage Prevention +1: (Loss)

- Cat Fight! SC Version (Win)

- I'm Seein Red (Win)

- Blade Liger's Debut (Loss)

- Those other two AW Gundams (Loss)

- Clash of the Grunts (Win)

- Stardust Fallout #9 (Loss)

- Brave Sword #3: Over the Rainbow (Win)

- Brave Sword #4: W-Infinity (Win)

- All in the Family #6 (Win)

- Blunt Samurai Sword #2 (Loss)

- A is for Armageddon (Win)

- Astraycon '04, Thursday: Pre-con Rumble (Win)

- A Shot in the Dark (Win)

- Brave Sword #1: Yuusha-ou Tanjou! (Win)

- O NO #4 (Loss)

- That's the cutest robot I've ever seen: (Loss)

- Brave Sword #2: Gather Way (Loss)

- Not Quite Nightengale (Win)

- Real Men Play with Dolls (Win)

- Gone Astray #2 (Win)

- Team Effort Series #23 (Loss)

- Goldran Flying to Greatness: Status Report (Win)

- Advance of G #1 (Loss)

- Astraycon '04, Monday: Closing Ceremonies (Loss)

- Astraycon '04, Tuesday: The Drive Home (Loss)

- NPT-00A's Fight Databank: Second Ignition (Win)

- Astraycon '04, Friday: Opening Ceremonies (Loss)

- I can't think of a good Astray pun (Win)

- Eldran Vs. Yuusha: Prologue of heroes (Loss)

- Golden Opportunity (Win)

- Eldran Vs. Yuusha: Begin the Fight for Glory (Win)

- Old vs. New (Win)

- Battle 2: Sidekickfest (Win)

- Money Raising Project #4 (Win)

- Astraycon '04, Sunday: Bandai Entertainment Panel (Loss)

- Masouki Field Testing #2 (Loss)

- Masouki Field Testing #4 (Win)

- Astraycon '04, Saturday: Cosplay Space Dance (Loss)

- Revenge on Ogre (Loss)

- Leveling Up #1 (Loss)

- Jehuty vs. Kenryu (Loss)

- Son of Sam's 1 (Win)

- Evo Frenzy #9 (Loss)

- Sidekicks, Go! (Loss)

- Baptism of Fire (Win)

- Something looks out of place... (Loss)

- Wild Animals (Loss)

- G05 vs. Berga Giros (Win)

- Iron Catapiller (Loss)

- 3, 4, 5, and Thensome (Loss)

- Mecha wants a Sword Calamity #3 (Win)

- From the Ashes (Win)

- Another horrible, horrible fight. (Draw)

- Cat Fight IV: Mirror Match (Win)

- Alpha Evo 4: Resurrection (Loss)

- Shadow Dancing (Win)

- A-Bunch of UPs 1 (Win)

- Let's Trash Shinjuku 2 (Win)

- Beta Evo 1: Breaking Down (Win)

- Mecha Wants a Sword Calamity 2 (Win)

- Astray Dog Strut (Loss)

- Super Bestial Clash (Win)

- Perhistoric Rumble (Loss)

- Another Lion (Win)

- Practice Maulling (Loss)

- Still More Fighting (Loss)

- Ice Age (Win)

- Jaws vs. Blades (Win)

- Just...one...more... (Win)

- Pillaging and Plundering (Win)

- Lunatic Bird (Win)

- Can't we call it "Primal" fury (Loss)

- Mecha Wants a Sword Calamity 1 (Win)

- The Fast and the Furious I (Draw)

- Team Effort Series #26 (Win)

- Leavin' on a Jet Plane... (Loss)

- I Like Swords (Loss)

- Team Effort Series #31 (Loss)

- Busting Down the OF (Win)

- Fight of the So-So Units (Win)

- The Gespenst Project (Loss)

- Mecha Wants a Sword Calamity 5 (Loss)

- When Gundam Dressups Attack (Win)

- Last Shot, Last Hope, Last Chance (Loss)

- How About Raijin Fury? (Loss)

- GC vs. PS2 (Loss)

- Choudenji Wars (Win)

- Zoids Rule, Geshies Drool (Win)

- Chantilly Lace (Loss)

- I Love you, Young Master (Loss)

- AcroDOOM (Win)

- Past meets Present (Win)

- A Champion's Dream (Loss)

- Retraining Oneself (Loss)

- Kagayake!! RahXephon (Loss)

- Rainbow Wars (Win)

- The Cat God of Death (Win)

- Senator Bobby (Loss)

- Team Effort Series Side Story #1: Rise from the Museum (Loss)

- In Your Dreams (Win)

- Storm of Funnels (Loss)

- Destroy'd at Last! (Win)

-Let's Get to Burning [Class #6 +20 UPs] (Loss)

- Bah on the gundam... BAH!!!! [Class #3 +24 UPs] (Win)

- On the Blues 2 [Class #1 +24 UPs] (Win)

- Watch Out, Tokyo! [Class #4 +0 UPs] [Organoid #1 +96 UPs] (Win)

- Burning Land [Class #2 +24 UPs] (Win)

- Shadows of the Future [Class #5 +102 UPs] [Class #6 +102 UPs] (Win)

- Dynamic Showdown [Class #2 +36 UPs] (Win)

- Tasting the Edge of a Blade [Class #1 +36 UPs] (Win)

- Ore wa Great.. Rahxephon? [Class #2 +24 UPs] (Win)

- Darkness Beyond Twilight [Class #6 +20 UPs] (Loss)

- Clashing Swords [Class #5 +30 UPs] (Loss)

- Fried Chicken [Class #6 +24 UPs] (Win)

- Someone's getting an ass whupping [Class #5] (Win)

- Gesse. In SPACE. [Class #2 +30 UPs] [Class #6 +30 UPs] (Loss)

- Cross Drill [Class #1 +30 UPs] (Loss)

- Sunrise vs. Banpresto [Class #3 +36 UPs] (Win)

- Masouki! The deep ocean waters stir!! [Class #1 +30 UPs] (Loss)

- What's in a name? [Class #2 +30 UPs] [Class #3 +30 UPs] [Class #4 +60 UPs] (Loss)

- Lioh's Debut [Class #6 +30 UPs] (Loss)

- Kaiser vs. Katana [Class #2 +36 UPs] (Win)

- In the FIRE! Break it DOWN! [Class #2 +30 UPs] (Loss)

- Viking Martial Art?!! [Class #3 +20 UPs] (Loss)

- Fighting Lioh [Class #1 +20 UPs] (Loss)

- Valcion walks into another beatdown [Class #6 +36 UPs] (Win)

- Quicksilver's Debut! Can it stand against a legend [Class #5 +30 UPs] (Loss)

- We <3 Banpreios [Class #5 +24 UPs] (Win)

- Jehuty's Final Fight! [Class #4 +60 UPs] (Loss)

- Lets hope angels fall [Class #3 +36 UPs] (Win)

- Shinsei Boss Borot?! [Class #3 +36 UPs] [Organoid #1 +36 UPs] (Win)

- Yuzurenai Negai [Class #4 +288 UPs] (Win)

- Someone's getting an ass whupping [Class #5 +36 UPs] (Win)

- Yay for 3-Way ownage! [Class #2 +20 UPs] [Class #4 +20 UPs] [Class #5 +20 UPs] [Class #6 +20 UPs] (Loss)

- Nendou Matey [Class #1 +30 UPs] [Class #5 +30 UPs] [Class #6 +30 UPs] (Loss)

- Midnight Bliss [Class #2 +30 UPs] [Class #4 +60 UPs] (Loss)

- Taking the Throne [Class #3] (Loss)

- It's Always Cold in Siberia [Class #2 +30 UPs] [Class #6 +30 UPs] (Loss)

- Homage Battle [Class #1 +30 UPs] [Class #6 +30 UPs] (Loss)

- Sazabi's Next Challenge [Class #1 +30 UPs] (Loss)

- Fight in the Central Providence [Class #1 +36 UPs] [AI1 + 36 UPs] (Win)

- Battle of the Ages [Class #1 +44 UPs] [Class #2 +44 UPs] [Class #3 +44 UPs] [Tori +44 UPs] (Draw)

- Have a Gran 'ol Time [Class #4 +144 UPs] [8 +72 UPs] (Win)

- Neo Getter on the Moon [Class #2 +30 UPs] [8 +30 UPs] (Loss)

- Cat Fight V: The Liger Strikes Back [Class #4 +144 UPs] (Win)

- GO! Aestivalis [Class #6 +36 UPs] (Win)

- Veronica Construction #2 [Class #1 +72 UPs] [Class #4 +144 UPs] [Organoid #1 +72 UPs] [Organoid #2 +36 UPs] (Win)

- Team Effort Series #40 [Class #1 +30 UPs] [Class #2 +30 UPs] [Class #4 +30 UPs] [Class #6 +30 UPs] (Loss)

- F90 Smackdown [Class #5 +30 UPs] [Class #6 +30 UPs] (Loss)

- Take a Shot: Side A [Class #6 +36 UPs] (Win)

- Jupiter Jazz [Class #1] [Class #4 +33 UPs] (Draw)

- Fafner Fighting [Class #2 +80 UPs] [Class #4 +80 UPs] (Loss)

- Fight with the Liger on the Fireground [Class #4 +88 UPs] (Draw)

- Geno-filled Funnel Insanity [Class #2 +36 UPs] [Tori +36 UPs] (Win)

- Eario Sucks: Lioh [Class #3 (48 UPs)] (Win)

- Gunning for Zero: Liger Zero [Class #6 (24 UPs)] (Win)

- Bird Brains: Gale Eagle [Class #8 (30 UPs), Green Haro (30 UPs)] (Loss)

- Hacking Away: Zero [Class #1 (36 UPs)] (Win)

- Zero Boost: Zero [Class #6 (36 UPs)] (Win)

- Reploid Rampage: Zero [Class #1 (75 UPs), 8 (75 UPs)], X (X3) [Class #6 (75 UPs)] (Win)

- We're gonna rock this town tonight!!: Sword Dagger [Class #7 (36 UPs)] (Win)

- Double V2X Divider Assault-Buster: V2 Gundam [Class #8 (33 UPs), Green Haro (33 UPs)] (Draw)

- Intercept Arad: Gundam F90II Intercept [Class #6 (36 UPs)] (Win)

- Reploids and Strikes! Time for a fight!: Zero [Class #7 (48 UPs)] (Win)

- Pheonix Fire: Gundam Astray Devil Frame [Class #4 (80 UPs), Green Haro (80 UPs)] (Loss)

- Herbivoric Smashing: Ultrasaurus [Class #1 (144 UPs), Class #2 (144 UPs), Class #3 (144 UPs), Class #4 (288 UPs), Class #5 (144 UPs), Class #6 (144 UPs), Class #7 (144 UPs), Class #8 (144 UPs)] (Win)

- Dragons don't wear miniskirts: Nobel Gundam Mk-II [Class #6 (36 UPs)] (Win)

- Ace Combat: Lioh [Class #1 (30 UPs)] (Loss)

- Metal Saga: Gundam F90II [Class #6 (36 UPs)] (Win)

- Zoid Battles Late at Night: Mark Elf [Class #4 (60 UPs), Class #6 (60 UPs)] (Loss)

- HIGHWAY TO HELL: Gundam F90II VSBR [Class #2 (30 UPs)] (Loss)

- Cold Hard Clash: F90III-Y Cluster Gundam [Class #6 (30 UPs)] (Loss)

- Alt F90III: F90III-Y Cluster Gundam [Class #6 (36 UPs)] (Win)

- Brave Showdown: Da Garn [Class #3 (36 UPs)] (Win)

- Isn't that the wrong armor?: X (X3) [Class #6 (36 UPs)] (Win)

- Slow as a Snail: Crystal Snail [Class #3 (60 UPs), 8 (60 UPs)] (Loss)

- Riding the Trapar Waves 2: Van Flyheit's Shield Liger [Class #1 (72 UPs), Class #4 (144 UPs), Organoid #2 (72 UPs)] (Win)

- Fighting Force: X (X3 Hyper) [Class #6 (18 UPs)], Zero [Class #1 (18 UPs)], Gale Eagle [Class #3 (18 UPs)] (Win)

- TITLE FIGHT: Gespenst Ride Unit 1 (Cyclone) [Class #1 (28 UPs)], Gespenst Rider Unit 2 (Cyclone) [Class #4 (112 UPs)] (Win)

- Ancients Meeting in the Desert: JakuBuOh [Class #5 (40 UPs), Class #3 (40 UPs)] (Loss)

- The Small and the Smaller: Tekkaman Blade [Class #1 (36 UPs)] (Win)

- Nirto: Raijin Oh [Class #4 (48 UPs)] (Win)

- Gundam War - Wing Gundam Zero (Tsukou Kadoya, +90 PP), Dragonar-1 Lifter (Daiju Kaitou; +90 PP)

- Inferno Bla-wha? - Gundam Exia (Class #2), Wing Gundam Zero (Class #3), VF-26 Saber (Class #5, Class #11), Gosaurer (Class #7, Class #8, Class #9, Class #10, Great Effort used) +120 PP (Loss)

- This is your fight name on drugs! - YF-29 Hayate (Class #5), Tekkaman Blade + Pegas (Class #4, Class #11, Tori, Great Effort and Training used), Lioh (Class #1) +90 PP (Loss)

- This is your fight name - Nova Eagle (Class #5, 8, Training used), Cherudim Gundam GNHW/R (Class #3, Blue Haro, Great Effort used), Raijin Oh (Class #6, Class #8, Class #10, Great Effort used) (Win)

PA Fights:

- Skirmish in the Desert: (Loss, Rank Up: Corporal)

- Cat Fight! (Loss)

- The Junk Dealer vs. The Noble (Win, Rank Up: Sergent)

- Test #2: Cuz everybody wants to see some Action (Win)

- Freeden vs. Leapard (Loss)

- Cat Fight III (Loss)

- Zeorymer vs Dendoh - N00bie Match! (Win)

- Blue Gale and the Bunch (Loss)

- A Bunch of BLOX (Win)

- Which Sucks More? (Win)

- Psycho Slash: Slash Liger [Class #7 (48 UPs), Organoid #1 (48 UPs)] (Win)

- Hyper Windy Lion Fight: Hyperlion [Class #6 (192 UPs), Class #4 (384 UPs), Class #7 (192 UPs)] (Win)

- Hyper Windy Lion Fight 2: Blade Liger [Class #7 (20 UPs)] (Loss) (Test Fight)

- Diving for Treasue: Ultrasaurus [Class #1 (288 UPs), Class #2 (288 UPs), Class #3 (288 UPs), Class #4 (576 UPs), Class #5 (288 UPs), Class #6 (288 UPs), Class #7 (288 UPs), Class #8 (288 UPs)] (Win)

- You Got Your NT In My PD!: R-1 [Class #5 (60 UPs)] (Loss)

- Dinosaurs on a Motorcycle: Ultrasaurus [Class #1 (288 UPs), Class #2 (288 UPs), Class #3 (288 UPs), Class #4 (576 UPs), Class #5 (288 UPs), Class #6 (288 UPs), Class #7 (288 UPs), Class #8 (288 UPs)] (Win)

- This Super Sentai Versus Movie is about 5 years too late! - Jet Icarus (Red Hawk, Black Condor, Yellow Owl, White Swan, Blue Swallow; +630 PP)

- Super Robot Monkey Team Hyper Norse Go - Gosaurer (Red Hawk, Black Condor, Yellow Owl, White Swan, Blue Swallow; +540 PP), Rabat Ship (Kai Hunter, Daiju Kaitou, +270 PP)

- Kira Kiraboshi! - Jet Icarus (Class #6, Class #7, Class #8, Class #9, Class #10, Great Effort used), VF-26 Saber (Class #5, Class #11), La Vie En Rose (Class #3, Class #1, Class #2, Class #4, Class #12, Great Effort used) +346 PP (Win)

VS Events:

- Gundam Fight Mk. E Round 1 Match 1 (Loss)

- Gundam Fight Mk. E Round L1 Match 1 (Win)

- Quattro's August Stipend Challenge, Round Two (Loss)

- Big Fire vs. CAKE (Loss)

- Gundam Fight Mk. E Round L2 Match 1 (Loss)

- Quattro's October Stipend (Win)

- Operation Lilac (Win)

- Beat Up Umbaglo's AM (Loss)

- Over the Rainbow: Altair Surface (Win)

- Another Neo Zeon Invasion - Mechalomaniac (Loss)

- "Eternity" [bF Zondar Event] (Win)

- Beat Up Umbaglo's AM 2; (Win by default)

- October Solaris Stipend Fight (2nd Place)

- Descent of the Fallen Angels (Win)

- C1: Mobile Suit called Zaku (Win)

- Promised Reunion (Win)

- Be the Boss: Mechalomaniac (Zoids Zero) (Win)

- Famous Battles: Altair (Gundam Wing: Endless Watlz) (Stipend Fight, Altair won)

- Famous Battles: Arkady (RahXephon) (Stipend Fight, Arkady won)

- Famous Battles: Kira Yamato (Gundam SEED Astray) (Stipend Fight, Kira lost)

- Famous Battles: Veshin (Zoids: Chaotic Century) (Stipend Fight, Veshin won)

- Famous Battles: Wesley Gibson (Zeta Gundam) (Stipend Fight, Wesley won)

- Improbabilities of Mountain Crisis [Class #1 +50 UPs] (Win)

- Succession, Part 1 [Class #2 +50 UPs] [Class #4 +50 UPs] (Win)

- Default Event: Survival (October) [Class #2 +44 UPs] (Loss)

- Default Event: Survival (November) [Class #1 +119 UPs] [Class #5 +119 UPs] (Win)

- Virtual Storm 2: Heavy Weight Division Finals [Class #4 +100 UPs] (Win)

- Default Event: Survival (December) [Class #1 +137 UPs] [Class #3 +137 UPs] [Class #4 +137 UPs] [Class #5 +137 UPs] [Class #6 +137 UPs] (Win)

- Eurasian Refugee Rescue [Class #1 +75 UPs] [Class #3 +75 UPs] [Class #4 +75 UPs] [Class #5 +75 UPs] (Win)

- Default Event: Survival: Umbaglo, Tilus, Yanbetari (April): [Class #8 (20 UPs)] (GM)

- Default Event: Boss Survival: Kaiterra (April): [Class #8 (20 UPs)] (GM)

- Default Event: Boss Survival: Saito Ryujin, Daki, Quattro (April): [Class #8 (20 UPs)] (GM)

- Default Event: Survival: Mechalomaniac (May): Zero [Class #1 (43 UPs)], X [Class #6 (43 UPs)], Gale Eagle [Class #3 (43 UPs)] (Loss)

- Default Event: Survival: Avitar (May) [Class #8 (20 UPs)] (GM)

- Virtual Storm 2: Lightweight Division Finals: Yuu Brain [Class #1 (40 UPs)] (Loss)

- Default Event: Boss Survival: Wesley Gibson (June) [Class #1 (20 UPs)] (GM)

- Default Event: Survival: Mechalomaniac, Arkady, Veshin (June): Gear Saviour Tengai [Class #1 (120 UPs), Class #4 (120 UPs)] (Win)

- Heaven's Base Assault: Gundam Astray Devil Frame [Class #4 (120 UPs)] (Win)

- Default Event: Boss Survival: Mechalomaniac (August) [Class #4 (50 UPs)] (Loss)

- Default Event: Boss Survival: Rurounin Mao, Gavin Mendoras, Keiichi Morisato (July) [Class #7 (20 UPs)] (GM)

- Default Event: Base Defense Duty: Daisuke Hikaru, Remilac Giret (September) [Class #7 (20 UPs)] (GM)

- Default Event: Base Defense Duty: Nimbus666 (September) [Class #7 (20 UPs)] (GM)

- Tricks or Treats?! 1st Annual Halloween Event: Team Smash [Class #4 (40 UPs)] (Win)

- Showdown at Mount Fuji - Totenkreuz Drache (Kasarelia Andraste, Kai Hunter, +100 PP)

Edited by Mechalomaniac

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Pilot #1: Gundam Fighter

 

Class: Brawler (Martial Arts Master)

 

Level: 19 (9469/9500)

 

SP: 190/190

 

Attributes:

[table]

[/td][td]Base Skills Conditional Items Total

Melee 4 8 +2 at 120+ Morale ? 12

Range -2 2 +2 at 120+ Morale ? 0

Mobility 4 2 0 ? 6

Defense 3 0 0 ? 3

Skill 4 1 0 ? 0

Generic Bonus 0 0 +30% Damage/Accuracy with Elmement: Ki ?

[/table]

 

Spirit:

Skills: Techniques: Ace Bonus:
  • Maximum Spirit: You gain +10 starting morale and +10 maximum morale.
  • ???
Wills: Level Chart:

 

[table]

Level Abilities Level Abilities Level Abilities Level Abilities

1 Starting Package, School of Master Asia, Focus, Melee Focus, Rush, Barrage, Insightful Maneuver

6 Duty

11 Flowing Combo

16 Mega Smash

2 Hot Blood

7 Stance

12 Charge

17 Attacker

3 Gatling Punch

8 Empowered Attack (Ki)

13 Hyper Charge

18 Awaken

4 Blade Grasp

9 Fighting Spirit

14 Direct Attack

19 Secret of the Ancient Masters

5 Genius

10 Maximum Spirit

15 Redirect Blow

20 ??? [/table]

 

 

XP Tracker:

 

Total: 9469

  • +9469 (Imported from v3)
Edited by Mechalomaniac

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Pilot #2: Mobile Suit Pilot

 

Class: Hero (Ace Pilot)

 

Level: 14 (6682/7000)

 

SP: 165/165

 

Attributes:

[table]

[/td][td]Base Skills Conditional Items Total

Melee 3 +3 +2 in Mobile Suits, +3 at -50% HP/DP, +2 st -50% DP ? 6

Range 3 +3 +2 in Mobile Suits, +3 at -50% HP/DP, +2 at -50% DP ? 6

Mobility 4 +3 +1 in Mobile Suits ? 7

Defense 0 +1 +1 in Mobile Suits ? 1

Skill 4 +1 0 ? 5

Generic Bonus 0 +20% Accuracy +15% Damage/Accuracy on Critical, -3 Critical Cost, -3 Critical Cost at -50% HP/DP ?

[/table]

 

Spirit:

Skills: Techniques: Ace Bonus:
  • Critical HP Spirit (Hot Blood L2): The first time your HP drops to 25% or below in battle, you may cast Hot Blood L2 at no cost.
  • ???
Wills: Level Chart:

 

[table]

Level Abilities Level Abilities Level Abilities Level Abilities

1 Starting Package, Unit Specializaiton (Mobile Suit), Genius, Focus, Countercut, Countershoot, Elude, Mobility Focus

6 Duty

11 Raid

16 ???

2 Sure Hit

7 Deep Wounds

12 Rampage

17 ???

3 Smoke Screen

8 Guts

13 Improved Critical

18 ???

4 Recognition

9 Do or Die

14 Ace Potential

19 ???

5 Ace Custom

10 Critical Spirit

15 ???

20 ??? [/table]

 

 

XP Tracker:

 

Total: 6682

  • +6682 (Imported from v3)
Edited by Mechalomaniac

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Pilot #3: Sniper

 

Class: Gunslinger (Sniper)

 

Level: 14 (6893/7000)

 

SP: 165/165

 

Attributes:

[table]

[/td][td]Base Skills Conditional Items Total

Melee -2 0 +2 after using Illusions ? -2

Range 5 6 +2 after using Illusions, +3 when using Snipe weapons. ? 11

Mobility 4 1 0 ? 5

Defense 1 0 0 ? 1

Skill 4 0 0 ? 4

Generic Bonus 0 +20% Illusion Effecitvness +30% Damage/Accuracy when using Snipe ?

[/table]

 

Spirit:

Skills: Techniques: Ace Bonus:
  • Favorite Spirit (Snipe): The SP cost of Snipe is reduced by 5.
  • ???
Wills: Level Chart:

 

[table]

Level Abilities Level Abilities Level Abilities Level Abilities

1 Starting Package, Gunfight, Sniper, Focus, Countershoot, Ranged Focus, Elude, Missile Lock, Insightful Maneuver

6 Sure Hit

11 Extreme Range

16 ???

2 Hot Blood

7 Skilled Sniper

12 Duty

17 ???

3 Full Aim

8 Smoke Screen

13 Assist Attack

18 ???

4 Aimed Shot

9 Hit & Away

14 Direct Attack

19 ???

5 Ninja

10 Favorite Spirit (Snipe)

15 ???

20 ??? [/table]

 

 

XP Tracker:

 

Total: 6893

  • +6893 (Imported from v3)
Edited by Mechalomaniac

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Class #4: Milla Jenius (NJU Ver.)

Gunslinger (Artillery Specialist))

Level: 20 (9906/9500)

Attributes:

Melee: -2 (0)

Range: 5 (10)

Defense: 2 (3)

Mobility: 4 (7)

Skill: 2 (3)

Ace Bonus:

[L10] Favorite Spirit (Focus): The SP cost of focus is reduced by 5.

[L20] Maximum Spirit: You gain +10 starting Morale and +10 maximum Morale.

Class Abilities

Starting Attribute Bonus: +3 Range attribute at level 1.

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.

Focused Attack

Damage and Accuracy is increased by +60% when using (S) attacks on multiple enemies.

Expand Area

Your (S) attacks can be spread to 6 targets instead.

Mass Destruction

The range of your MAP weapons is increased by 3.

Saturation Fire

On deployment, choose one [+] attack. You may choose to add the (S) tag to this attack during the Attack Phase. If you do so, the attack gains -20% damage and accuracy, and it's EN cost is increased by 25%. If it does not cost EN, then it now also costs 20 EN.

Skills

- [L1] Gunfight: +3 Range Attribute.

- [L1] Genius: +2 Melee and Range Attributes. +2 Mobility Attribute. +1 Skill Attribute.

- [L5] Recognition: : +20% Weapon Accuracy, +1 Mobility Attribute

- [L9] Hit & Away: You may choose to move your Transform Phase to after your Attack Phase.

- [L17] Close Combat: +20% Weapon Damage, +1 Defense Attribute

Spirit Commands

SP: 195

- [L1] Focus

  • L1 (15 SP): Reduce incoming accuracy of all attacks you dodge this turn by 20%. Accuracy of attacks you make this turn +20%.
  • L2 (25 SP): Reduce incoming accuracy of all attacks you dodge this turn by 30%. Accuracy of attacks you make this turn +30%.
  • L3 (35 SP): Reduce incoming accuracy of all attacks you dodge this turn by 40%. Accuracy of attacks you make this turn +40%.
- [L2] Hot Blood
  • L1 (20 SP): All Weapon Damage +50% for your next attack phase taken this turn.
  • L2 (40 SP): All Weapon Damage +100% for your next attack phase taken this turn.
  • L3 (60 SP): All Weapon Damage +150% for your next attack phase taken this turn.
- [L6] Sure Hit
  • L1 (20 SP): All Weapon Accuracy +50% for your next attack phase taken this turn.
  • L2 (40 SP): All Weapon Accuracy +100% for your next attack phase taken this turn.
  • L3 (60 SP): All Weapon Accuracy +150% for your next attack phase taken this turn.
- [L11] Duty
  • L1 (20 SP): Recover 25% of your maximum DP.
  • L2 (35 SP): Recover 40% of your maximum DP.
  • L3 (50 SP): Recover 60% of your maximum DP.
- [L15] Awaken
  • L1 (50 SP): You gain an additional Attack Phase this turn.
  • L2 (70 SP): You or target ally who has not taken their turn yet gains an additional attack phase this turn.
- [L18] Boost
  • L1 (15 SP): Reduce the accuracy of all attack phases you dodge this turn by 25%.
  • L2 (25 SP): Reduce the accuracy of all attack phases you dodge this turn by 50%.
  • L3 (40 SP): Reduce the accuracy of all attack phases you dodge this turn by 75%.
Techniques

- [L3] All-Out Attack

- [L8] Smoke Screen

- [L13] Double Attack

- [L16] Throw Weapon

Will Commands:

- Countershoot: 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. Costs 10 Morale. Cost is modified by skill.

- Forced Defense: For this turn, your (S) attacks become a (T:4) MAP at -30% damage and accuracy. Costs 30 Morale.

- Ranged Focus: 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. Costs 10 Morale.

- Elude: 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%). Costs 20 Morale.

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

- Missile Lock: 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. Costs 5 Morale.

- Pilot Damage: Choose a weapon when using this Will Command. Weapon Damage and Accuracy -50% for that weapon and it gains SP Damage L1. Costs 30 morale. (-500 XP)

Edited by Mechalomaniac

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Class #5: Variable Fighter Pilot

Skirmisher (Dogfighter)

Level: 12 (5649/6000)

Attributes:

Melee: 1

Range: 4

Defense: 0

Mobility: 5 (9)

Skill: 4

Ace Bonus:

[L10]

Class Abilities

Starting Attribute Bonus: +3 Mobility Attribute at level 1.

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 attack a single enemy you may choose to Distract them as well. If you do, for the next turn the enemy unit suffers -20% Damage and Accuracy when making an attack that does not include you as a target. 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 50% before it can trigger again.

Thruster Improvement

Thruster negation increased by +20%, (Upgrades at L14)

Pattern Recognition

You are considered to be evading (without sacrificing your attack phase) all attack phases from an enemy unit where it used an attack it used last turn.

Skills

- [L1] Unit Specialization (Variable Fighter): : +2 Melee and Range Attributes, +1 Evasion and Defense Attribute when piloting a Variable Fighter.

- [L5] Ninja: +1 Mobility Attribute. Illusion effectiveness +20%. Melee and Ranged Attributes +1 for a single turn when you use an Illusion ability.

- [L9] Variable Form Specialty (Variable Fighter): Gain an extra transformation phase at the start of every turn in Variable Fighters. This Transformation Phase can only be used to activate (Transform) abilities.

- [L17] ???

Spirit Commands

SP: 155

- [L1] Focus (Upgrades at L14)

  • L1 (15 SP): Reduce incoming accuracy of all attacks you dodge this turn by 20%. Accuracy of attacks you make this turn +20%.
  • L2 (25 SP): Reduce incoming accuracy of all attacks you dodge this turn by 30%. Accuracy of attacks you make this turn +30%.
- [L2] Boost (Upgrades at L14)
  • L1 (15 SP): Reduce the accuracy of all attack phases you dodge this turn by 25%.
  • L2 (25 SP): Reduce the accuracy of all attack phases you dodge this turn by 50%.
- [L6] Accelerate
  • L1 (5 SP): Reduce the cost to move to another terrain by 10 EN, to a minimum of 0.
  • L2 (15 SP): Reduce the cost to move to another terrain by 10 EN, to a minimum of 0. You may move one additional terrain during your movement phase.
- [12] Confusion (Upgrades at L18)
  • L1 (20 SP): Reduce the accuracy of all attacks made by a single enemy by 50%.
  • L2 (40 SP): Reduce the accuracy of all attacks made by three target enemies by 50%.
- [L14] ???

- [L18] ???

Techniques

- [L3] Smoke Screen

- [L8] Leg Snipe

- [L13] ???

- [L16] ???

Will Commands:

- Evasive Maneuvers: Automatically dodge all attacks from a single Attack Phase. Costs 30 Morale,

- Countershoot: 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. Costs 15 Morale. Cost is affected by Skill. (Upgrades at L14)

- Mobility Focus: 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. Costs 10 Morale.

- Missile Lock: 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. Costs 5 Morale. (Upgrades at L14)

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

Edited by Mechalomaniac

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Class #6: Zero (The Code Geass one)

Commander (Field Commander)

Level: 18 (8687/9000)

Attributes:

Melee: 2 (4)

Range: 2 (4)

Defense: 4

Mobility: 4 (6)

Skill: 3 (7)

Ace Bonus:

[L10] Inspiring Leadership: Allied units in the same terrain as you at the start of their turn gain +2 Morale during their regeneration phase.

Class Abilities

Starting Attribute Bonus: +3 Skill Attribute at level 1.

Morale Charge: +5 Morale when using Assist 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.

Assist Attack: You may pay 10 AP to grant an ally who has not yet taken their turn an extra attack phase using a Reaction weapon on your unit. This attack phase resolves before their normal attack phase.

Leadership: Gain one of the following skills of your choice: Leadership, Brave Commander, or Veteran.

Field Order

You may select 3 additional Will Commands that you have learned from the Field Orders section to deploy with, in addition to the normal Will Commands you select.

Field Tactics

Any unit you pilot gains the following attacks:

[H] Offensive Command (T:3)- Attack Boost L2 & Accuracy Boost L2 [+0%]

Element: None

X) Offensive Command: The effects given by this attack only last one turn and do not effect enemies..

[H] Defensive Command (T:3)- Defense Boost L2 & Mobility Boost L2 [+0%]

Element: None

X) Defensive Command: The effects given by this attack only last one turn and do not effect enemies.

[H] All-Out Assault Command (T:3)- Attack Boost L3 & Accuracy Boost L3 [+0%]

Element: None

X) All-Out Assault Command: Units affected by this attack also may use one less source of Temporary HP and Temporary DP for one turn. The effects given by this attack only last one turn and do not effect enemies.

Battlefield Presence

The Aura given by your Leadership is increased by 1. (Upgrades at L19)

Battlefield Supplies

You may pay 10 AP to have one item from one allied unit swapped with one item from another allied unit. You may only use this ability once per turn.

Skills

- [L1] Leadership: +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 (4).

- [L1] Genius: +2 Melee and Range Attributes. +2 Mobility Attribute. +1 Skill Attribute.

- [L5] Charisma: The range of all Aura abilities you have are increased by 1.

- [L9] Barrier Mastery: (Barrier) and (S Barrier) negation increased by 20%. (Upgrades at L19)

- [L17] E-Save: Reduces EN cost of weapons and abilities by 20%. (Upgrades at L19)

Spirit Commands

SP: 185

- [L1] Iron Wall

  • L1 (15 SP): Reduce the damage of all attack phases you receive this turn by 25%.
  • L2 (25 SP): Reduce the damage of all attack phases you receive this turn by 50%.
  • L3 (40 SP): Reduce the damage of all attack phases you receive this turn by 75%.
- [L2] Inspire
  • L1 (25 SP): Cast Sure Hit L1 on yourself or one target ally.
  • L2 (45 SP): Cast Sure Hit L2 on yourself or one target ally.
  • L3 (65 SP): Cast Sure Hit L4 on yourself or one target ally.
- [L6] Encourage
  • L1 (30 SP): Cast Charge L1 on yourself or target ally.
  • L2 (50 SP): Cast Charge L2 on yourself or target ally.
  • L3 (70 SP): Cast Charge L3 on yourself or target ally.
- [L12] Honor
  • L1 (30 SP): Casts Duty L1 on yourself or target ally.
  • L2 (45 SP): Casts Duty L2 on yourself or target ally.
  • L3 (60 SP): Casts Duty L3 on yourself or target ally.
- [L14] Hot Blood
  • L1 (20 SP): All Weapon Damage +50% for your next attack phase taken this turn.
  • L2 (40 SP): All Weapon Damage +100% for your next attack phase taken this turn.
  • L3 (60 SP): All Weapon Damage +510% for your next attack phase taken this turn.
- [L18] Resupply
  • L1 (50 SP): You or target ally recovers all ammunition.
  • L2 (50 SP): You or target ally recovers all EN.
  • L3 (70 SP): You or target ally recovers all ammunition and EN.
Techniques

- [L3] Rampage

- [L8] Clarity Inspiration

- [L13] Ferocious Inspiration

- [L16] Barrier Punch

Will Commands:

- Directed Fire: All allies that post after you until the end of the turn gain +15% Weapon Accuracy. Costs 15 Morale.

- Focused Fire: All allies that post after you until the end of the turn gain +15% Weapon Damage. Costs 15 Morale.

- Countershoot: 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. Costs 10 Morale. Cost is affected by Skill.

- Sustained Fire: Choose one allied unit when using this Will Command. That ally gains one (1) additional attack phase this turn. Any attack done in this attack phase has it's Damage and Accuracy reduced by 60%. Costs 50 Morale.

Edited by Mechalomaniac

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Class #7: C.C.

Sub-Pilot (Co-Pilot)

Level: 11 (5313/5500)

Attributes:

Melee: 4

Range: 4

Defense: 0

Mobility: 3

Skill: 3

Ace Bonus:

[L10] Favorite Spirit (Exhaust): The SP cost of Exhaust is reduced by 5 (to a minimum of 5 SP).

Class Abilities

Starting Attribute Bonus: None

Morale Charge: : The Main Pilot of the unit this pilot is in gains the effect of one Will+ skills this pilot possesse (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: Levels 1/10/20 gain +10/+20/+30 SP. This effect is cumulative.

Assisted Piloting

Main pilot gains +2 to their Mobility attribute (Upgrades at L14).

Systems Efficency

When activated, choose two options from the following list and gain their effects as unit modifiers. Charge (4) to activate.

- Output: Cost of EN-based Weapons and Abilities -10%

- Accuracy: Accuracy +10%

- Offense: Weapon Damage +10%

- Counter: When determining your Countercut/Countershoot Cost, increase your Skill Attribute by 2.

- Terrain Adjustment: Reduce the cost to activate Terrain effects by 5 AP.

- Precision: Critical cost -2.

Perfect Timing

The Main Pilot gains the effect of one skill that you know, other then ones requiring the Co-Pilot Specialization.

Skills

- [L1] Gunfight: +2 Range Attribute (Upgrades at L14)

- [L5] Will+ (Dodge): Gain 5 additional Morale whenever you dodge an enemy attack. This ability can only trigger once per turn.

- [L9] Concentration: Spirit Command Cost -5% (Upgrades at L12)

- [L17] ???

Spirit Commands

SP: 180

- [L1] Gain

  • L1 (18 SP): User and all pilots within the user's unit have their after battle pilot experience gain doubled.
  • L2 (31 SP): Casts Gain L1 on target allied unit.
- [L2] Scan
  • L1 (18 SP): For a single turn all attacks your allies make against the targeted enemy have thier accuracy increased by 10%.
  • L2 (31 SP): For a single turn all attacks your allies make against the targeted enemy have thier accuracy and damage increased by 10%.
- [L6] Exhaust (Upgrades at L12)
  • L1 (22 SP): One target enemy loses 10 Morale and all Charge and counter-based abilities on their unit lose 1 counter.
- [L12] ???

- [L14] ???

- [L18] ???

Techniques

- [L3] Rampage

- [L8] Clarity Inspiration

- [L13] ???

- [L16] ???

Will Commands:

- Ranged Focus: 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. Costs 10 Morale.

- Mobility Focus: 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. Costs 10 Morale.

- Countershoot: 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. Costs 15 Morale. Cost is affected by Skill. (Upgrades at L14)

- Countercut: 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. Costs 15 Morale. Cost is affected by Skill. (Upgrades at L14)

Edited by Mechalomaniac

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Class #8: Earth Masouki Pilot

Defender (Tank)

Level: 10 (4963/5000)

Attributes:

Melee: 4

Range: 4

Defense: 4 (9)

Mobility: 0

Skill: 2

Ace Bonus:

[L10] Maximum Spirit: You gain +10 starting Morale and +10 maximum Morale.

Class Abilities

Starting Attribute Bonus: +3 Defense Attribute at Level 1.

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 50% before it can trigger again.

Barrier Improvement

Barrier negation increased by 20%. (Upgrades at L14)

Shield Tempering

Gain 1 additional shield uses. (Upgrades at L11)

Skills

- [L1] Masoukishin Herald: Magic User. Element: Magic weapon damage and accuracy +20%. (Upgrades at L16)

- [L5] Unit Specialization (Masouki): +2 Melee and Range Attributes, +1 Evasion and Defense Attribute when piloting a Masouki. (Upgrades at L16)

- [L9] Guard: Gain +2 Defense Attribute. (Upgrades at L14)

- [L17] ???

Spirit Commands

SP: 145

- [L1] Iron Wall (Upgrades at L14)

  • L1 (15 SP): Reduce the damage of all attack phases you receive this turn by 25%.
  • L2 (25 SP): Reduce the damage of all attack phases you receive this turn by 50%.
- [L2] Vigor (Upgrades at L18)
  • L1 (20 SP): Recover 25% of your maximum HP.
  • L2 (35 SP): Recover 45% of your maximum HP.
- [L6] Grit (Upgrades at L14)
  • L1 (15 SP): Reduce incoming accuracy of all attacks you receive this turn by 20%. Damage of attacks you make this turn +20%
  • L1 (25 SP): Reduce incoming accuracy of all attacks you receive this turn by 30%. Damage of attacks you make this turn +30%
- [L12] ???

- [L14] ???

- [L18] ???

Techniques

- [L3] Sword Shield

- [L8] Counter Zone

- [L13] ???

- [L16] ???

Will Commands:

- Defense Focus: 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. Costs 10 Morale.

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

- Knock Aside: 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. Costs 15 Morale. Cost is affected by skill. (Upgrades at L14)

- Shoot Down: 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. Costs 15 Morale. Cost is affected by Skill. (Upgrades at L14)

Edited by Mechalomaniac

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Class #9: Water Masouki Pilot

Supporter (Engineer)

Level: 8 (3702/4000)

Attributes:

Melee: 2

Range: 3

Defense: 4 (6)

Mobility: 4 (6)

Skill: 2

Ace Bonus:

[L10] ???

[L20] ???

Class Abilities

Starting Attribute Bonus: +2 Dodge, +2 Defense Attributes at level 1.

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.

Noncombatant: If you did not attack an enemy in the previous turn, gain 20% 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.

Maintnence Training

When using Repair, you may choose to restore both HP and DP, but at a 50% penalty.

Logistical Support

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

- [L1] Masoukishin Herald: Magic User. Element: Magic weapon damage and accuracy +20%. (Upgrades at L16)

- [L5] Unit Specialization (Masouki): +2 Melee and Range Attributes, +1 Evasion and Defense Attribute when piloting a Masouki. (Upgrades at L16)

- [L9] ???

- [L17] ???

Spirit Commands

SP: 135

- [L1] Trust (Upgrades at L10)

  • L1 (30 SP): Casts Vigor L1 on yourself or target ally.
- [L2] Focus (Upgrades at L14)
  • L1 (15 SP): Reduce incoming accuracy of all attacks you dodge this turn by 20%. Accuracy of attacks you make this turn +20%.
  • L2 (25 SP): Reduce incoming accuracy of all attacks you dodge this turn by 30%. Accuracy of attacks you make this turn +30%.
- [L6] Hope (Upgrades at L12)
  • L1 (30 SP): Target pilot (including sidekicks) in an allied unit regains 10 SP.
- [L12] ???

- [L14] ???

- [L18] ???

Techniques

- [L3] Quick Supply

- [L8] Empowered Attack (Magic)

- [L13] ???

- [L16] ???

Will Commands:

- Elude: 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%). Costs 20 Morale.

- Cover: 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%). Costs 20 Morale.

- Knock Aside: 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. Costs 15 Morale. Cost is affected by skill. (Upgrades at L14)

- Mobility Focus: 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. Costs 10 Morale.

Edited by Mechalomaniac

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Class #10: Wind Masouki Pilot

Skirmisher (Distractor)

Level: 9 (4078/4500)

Attributes:

Melee: 3

Range: 3

Defense: 2

Mobility: 4 (7)

Skill: 3

Ace Bonus:

[L10] ???

Class Abilities

Starting Attribute Bonus: +3 Mobility Attribute at level 1.

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 attack a single enemy you may choose to Distract them as well. If you do, for the next turn the enemy unit suffers -20% Damage and Accuracy when making an attack that does not include you as a target. 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 50% before it can trigger again.

Improved Distraction

Your Distracting Attack also inflicts Mobility Break L2 and Armor Break L2 if the attack hits. (Upgrades at L14)

Mass Distraction

When using Distracting Attack, you may choose to have it also affect 1 additional enemy units in the same terrain.

Skills

- [L1] Masoukishin Herald: Magic User. Element: Magic weapon damage and accuracy +20%. (Upgrades at L16)

- [L5] Unit Specialization (Masouki): +2 Melee and Range Attributes, +1 Evasion and Defense Attribute when piloting a Masouki. (Upgrades at L16)

- [L9] Avoidance: +2 Mobility Attribute (Upgrades at L14)

- [L17] ???

Spirit Commands

SP: 140

- [L1] Focus (Upgrades at L14)

  • L1 (15 SP): Reduce incoming accuracy of all attacks you dodge this turn by 20%. Accuracy of attacks you make this turn +20%.
  • L2 (25 SP): Reduce incoming accuracy of all attacks you dodge this turn by 30%. Accuracy of attacks you make this turn +30%.
- [L2] Accelerate
  • L1 (5 SP): Reduce the cost to move to another terrain by 10 EN, to a minimum of 0.
  • L2 (15 SP): Reduce the cost to move to another terrain by 10 EN, to a minimum of 0. You may move one additional terrain during your movement phase.
- [L6] Hot Blood (Upgrades at L16)
  • L1 (20 SP): All Weapon Damage +50% for your next attack phase taken this turn.
  • L2 (40 SP): All Weapon Damage +100% for your next attack phase taken this turn.
- [L12] ???

- [L14] ???

- [L18] ???

Techniques

- [L3] Empowered Attack (Magic)

- [L8] Draw Fire

- [L13] ???

- [L16] ???

Will Commands:

- Countercut: 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. Costs 15 Morale. Cost is affected by Skill. (Upgrades at L14)

- Mobility Focus: 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. Costs 10 Morale.

- Thrust: 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 determining the cost of the Countercut Will Command. Costs 5 Morale. (Upgrades at L14)

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

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

Edited by Mechalomaniac

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Class #11: Fire Masouki Pilot

Hero (Ace Pilot)

Level: 5 (2276/2500)

Attributes:

Melee: 4 (5)

Range: 4 (5)

Defense: 2 (3)

Mobility: 2 (4)

Skill: 3 (4)

Ace Bonus:

[L10] ???

Class Abilities

Starting Attribute Bonus: +1 to all Attributes at level 1.

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

Critical: During an attack phase in which you attack a single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.

Heroic Training: This class gains more skills than others.

Ace Custom

Gain the following bonuses when piloting any unit:

- Unit gains 1 additional IS to be used only on items of Rank 1 or lower. (Upgrades at L10)

Skills

- [L1] Masoukishin Herald: Magic User. Element: Magic weapon damage and accuracy +20%. (Upgrades at L16)

- [L1] Unit Specialization (Masouki): +2 Melee and Range Attributes, +1 Evasion and Defense Attribute when piloting a Masouki. (Upgrades at L16)

- [L4] Recognition: +20% Weapon Accuracy, +1 Mobility Attribute

- [L8] ???

- [L13] ???

- [L17] ???

Spirit Commands

SP: 120

- [L1] Focus (Upgrades at L7)

  • L1 (15 SP): Reduce incoming accuracy of all attacks you dodge this turn by 20%. Accuracy of attacks you make this turn +20%.
- [L2] Grit (Upgrades at L7)
  • L1 (15 SP): Reduce incoming accuracy of all attacks you receive this turn by 20%. Damage of attacks you make this turn +20%.
- [L6] ???

- [L11] ???

- [L15] ???

- [L18] ???

Techniques

- [L3] Empowered Attack (Magic)

- [L7] ???

- [L12] ???

- [L16] ???

Will Commands:

- Countercut: 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. Costs 20 Morale. Cost is modified by skill. (Upgrades at L7)

- Countershoot: 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. Costs 20 Morale. Cost is modified by skill. (Upgrades at L7)

- Ranged Focus: 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.

- Melee Focus: 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.

Edited by Mechalomaniac

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Class #12: Guy Shishioh

Hero (Brave Hero)

Level: 5 (2292/2500)

Attributes:

Melee: 4 (6)

Range: 2 (3)

Defense: 4 (5)

Mobility: 2 (3)

Skill: 3 (4)

Ace Bonus:

[L10] ???

Class Abilities

Starting Attribute Bonus: +1 to all Attributes at level 1.

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

Critical: During an attack phase in which you attack a single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.

Heroic Training: This class gains more skills than others.

Unit of Choice

You gain +1 Melee and Ranged Attribute in GBR-01 GaiGar, as well as all Transformations, Frames, or Evolutions of that unit.

Skills

- [L1] Potential: If your HP drops below 50%, gain 5% of your maximum HP in Temporary HP. This ability triggers every time your HP goes below 50%, but it must go above 50% before it can trigger again. (Upgrades at L7)

- [L1] Brave: +1 Melee and Range Attributes. (Upgrades at L8)

- [L4] Unit Specialization (Mechanoid): +1 Melee and Range Attributes when piloting Mechanoid units. (Upgrades at L8)

- [L8] ???

- [L13] ???

- [L17] ???

Spirit Commands

SP: 120

- [L1] Resist

  • L1 (15 SP): Reduce the damage of the first attack you receive this turn by 50%. This is a secondary defense.
- [L2] Hot Blood
  • L1 (20 SP): All Weapon Damage +50% for your next attack phase taken this turn.
- [L6] ???

- [L11] ???

- [L15] ???

- [L18] ???

Techniques

- [L3] Charge Up

- [L7] ???

- [L12] ???

- [L16] ???

Will Commands:

- Defense Focus: 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. Costs 10 Morale.

- Melee Focus: 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. Costs 10 Morale.

- Thrust: 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. Costs 5 Morale. (Upgrades at L7)

- Missile Lock: Choose one (P) attack on this unit when casting this Will Command. Your Skill Attribute is considered to be 1 levels higher for purposes of determining the cost of the Countershoot Will Command. Costs 5 Morale. (Upgrades at L7)

Edited by Mechalomaniac

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Class #13: ???

 

Class: Brawler (Martial Arts Master)

 

Level: 19 (9469/9500)

 

SP: 195/195

 

Attributes:

[table]

[/td][td]Base Skills Conditional Items Total

Melee 4 8 +2 at 120+ Morale ? 12

Range -2 2 +2 at 120+ Morale ? 0

Mobility 4 2 0 ? 6

Defense 3 0 0 ? 3

Skill 4 1 0 ? 0

Generic Bonus 0 0 +30% Damage/Accuracy with Elmement: Ki ?

[/table]

 

Spirit:

Skills: Techniques: Ace Bonus:
  • Maximum Spirit: You gain +10 starting morale and +10 maximum morale.
  • ???
Wills: Level Chart:

 

[table]

Level Abilities Level Abilities Level Abilities Level Abilities

1 Starting Package, School of Master Asia, Focus, Melee Focus, Rush, Barrage, Insightful Maneuver

6 Duty

11 Flowing Combo

16 Mega Smash

2 Hot Blood

7 Stance

12 Charge

17 Attacker

3 Gatling Punch

8 Empowered Attack (Ki)

13 Hyper Charge

18 Awaken

4 Blade Grasp

9 Fighting Spirit

14 Direct Attack

19 Secret of the Ancient Masters

5 Genius

10 Maximum Spirit

15 Redirect Blow

20 ??? [/table]

 

 

XP Tracker:

 

Total: 9469

  • +9469 (Imported from v3)
Edited by Mechalomaniac

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Class #14: ??? Edited by Mechalomaniac

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Class #15: ??? Edited by Mechalomaniac

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