Defensive Abilities[/color]
So what do you do when you can't avoid an attack completely? You fall back on your defensive skills of course. There are certain defensive abilities which can still stop your unit from being damaged completely; others reduce damage by a significant portion.
Countershoot[/color]
This refers to the ability to counter projectiles with a hail of bullets or other similar weaponry, before they have a chance to close in and damage your unit. Countershooting only works against
(P)rojectile weapons, and can only be used if your unit AND your pilot class have the Countershoot ability. The cost for Countershooting depends on the weapon being used, and you can only use the weapons listed in the Countershoot ability of your mech. This cost can be ammo, EN, or PCs. Also, a multihitting weapon capable of Countershooting will shoot down a number of
(P) weapons equal to the number of shots it has per ammo, per defence phase.
Countercut[/color]
This refers to the ability to parry melee weapons or destroy projectile weapons without incurring any damage to your unit. Countercutting only stops damage from
(M)elee or
(P)rojectile weapons, and can only be performed if your unit has a bladed-type melee weapon. If a unit can perform countercutting, it will be noted under the inherent ability. The costs for countercutting are dependent on what your class is and can be seen in the
Bio-Enhancement LabAlso, unless specified otherwise (in most cases, NO) a mecha with an alternate form (such as a Mobile Armor) may *not* countercut while in MA form.
Some examples:
Zeta Gundam may NOT countercut in its Waverider form, the Wing Gundam may NOT countercut in its Neo-Bird Form, the Aegis Gundam may *not* countercut in its MA form, and the Grungust Nishiki may *not* countercut in its G-Hawk form. These are but a few of the examples.
Shield[/color]
Certain units come equipped with shields, that can be used to block attacks. Shields do not negate an attack entirely, but they do reduce any damage received by half. Note that you can also use your shield while blocking, to further reduce damage. Note that each shield use is for a single incoming attack only.
Shield usage is determined by rank, which goes as follows:
Private: 2 uses
Corporal: 4 uses
Sergeant: 6 uses
Ensign: 8 uses
Lieutenant: 10 uses.
Note that the Heavy Metal class of pilots have more shield uses per rank, as specified in their class description.Similar to countercut, mechs with alternate forms may not use their shields in these respective forms unless specified. To cite previous examples, Zeta Gundam, Aegis Gundam, Wing Gundam / Wing Gundam Zero are all mechs that have shields in their MS forms. These are not useable when they transfer into their Mobile Armor forms.
Negation[/color]
Certain mechs possess an inherent ability to negate certain status attacks. Volkruss for example, has the ability to negate all
KICK, DESTROY and
PARALYZE attacks. An attacker can still hit Volkruss with those weapons...but of course it will do absolutely nothing (waste of time, really).
StealthA select few mechs possess an ability exclusive to Ninja Senshi, known as stealth. Stealth completely negates damage from any source because...your enemy can't hit what it cannot spot. Note that you CANNOT support defend with stealth.
Absorb[/color]
This refers to a mechs ability to convert the energy from a weapon into its own for regenerative purposes. Duraxyll is the example here; any
(B) class weapon that hits Duraxyll will not deal damage to it. Instead, it will do the exact opposite and refill it's HP. So a Beam Weapon with a damage ratio of 110 will restore Duraxyll HP by the same amount.
Armor and Damage Reduction[/color]
Certain mecha have inherent armor installed on them; mechs such as Mazinger-Z, Great Mazinger, and Mazinkaiser have inherent Chogokin armor installed on them. Other mechs are simply fortified enough in their build to warrant damage reduction. It will be noted under the inherent abilities as such:
Damage received -25%Or any other number, depending on the mech.
Here's the key difference. Mazinger's *cannot* install another Chogokin-class armor on them to reduce their damage (refer to rules on items about this)
Mechs with damage reduction (Soulgain, Excellence Striker, etc.) are allowed to install another armor-class item. Note that total damage reduction cannot exceed 75%