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Post by Umbaglo on Mar 1, 2005 20:15:19 GMT -5
"Can Imban beat up Umb's mighty AM? Let's see what we've got."
Participants/Mechs: Imban/Floating Fortress, Umbaglo/5 units chosen at random from his AM Format: 1v5, wave format Location: Outside the Museum Limit: 150 for the challenger, 100 for each of Umbaglo's units Items: Challenger gets only the items they posted in the BUUAM thread. Umbaglo gets any items he owns Size: Active
"Who will survive? The heat will be on!"
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Post by Imban on Mar 1, 2005 20:56:59 GMT -5
Main Pilot Class: Heavy Metal Rank : LieutenantCurrent SP : 185Current Spirit Powers : Flash (15 SP) Resist (20 SP) Direct Attack (20 SP) Great Effort (20 SP) Resupply (60 SP)Skills and Abilities- Dodge Cost is 13. Minimum Dodge Cost is 5.- Countercut: 1 EN or 2 PCs- Self Tempering: Damage Reduction based on rank:Damage received -25%- Faultless Defense: Increased Shield usage and reduced Countercut cost. - Reduced Countercut: Countercut costs either 1 EN or 2 PCs to use - Increased Shield: Increases amount of shields pilot can use, based on rank:10 extra Shields- Heavy Metal Power: Lowers all damage received for one turn to a certain amount.Caps all damage received at 3 damage. Usable after 4 turns of charging.--- Flying FortressStatistics: HP: 350, EN: 60, IS: 2, Move: F, Size: LLWeapons: Cannon Turrets (SX)- 60 damage, 20 roundsInherent Abilities: 1) Usable by Lieutenants or higher 2) Mothership Class (30) 3) Heavy Construction 4) Stealth Mantle (5) 5) Flying Fortress cannot be used in space.Items: 1) Mother's Stew 2) Mother's Stew
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Post by Umbaglo on Mar 1, 2005 20:59:01 GMT -5
Name: Hangar AI #1 Rank: Lieutenant Class: Psychodriver Current Max SP: 175 Maximum SP Cap: 175 Skills & Abilities:Spells: 1) Trust 2) Flash 3) Provoke 4) Iron Wall 5) N/A 6) N/A Skills: 1) N/A 2) N/A 3) N/A 4) N/A Dodge Cost is 12. Minimum Dodge Cost is 5.Countercut: 2 EN or 6 PCs Psychic Overload: Negate all damage dealt against you for 1 turn. Does NOT negate status attacks. Allowed ability usage depends on rank. Private: Usable 2 times per fight. Requires 5 turns to charge between uses. Corporal: Usable 4 times per fight. Requires 4 turns to charge between uses. Sergeant: Usable 6 times per fight. Requires 3 turns to charge between uses. Ensign: Usable 8 times per fight. Requires 2 turns to charge between uses. Lieutenant: Usable 10 times per fight. Requires 1 turn to charge between uses.Only ones able to activate the Nendou Field.Nendou Field: The protective powers of this barrier depend on your rank: Private: Nendou Field protects against 10 damage.[/i] Corporal: Nendou Field protects against 12 damage.[/i] Sergeant: Nendou Field protects against 15 damage.[/i] Ensign: Nendou Field protects against 17 damage.[/i] Lieutenant: Nendou Field protects against 20 damage.[/i] R-1Statistics: HP: 120, EN: 25, IS: 3, Move: G, Size: MWeapons: Head Vulcan- 2 damage, 20 rounds Cold Metal Knife (M)- 7 damage Missile (PGSR)- 4 damage/2 PCs. R-Wing Mode only. G. Revolver (R)- 6 damage/PC R Combination (MR)- 10 damage/2 PCs Boosted Rifle- 30 damage, 7 rounds T-Link Knuckle- 35 damage, 1 EN/attack. Requires Psychodriver class to execute. Tenjou Tenga Nendou Hasaiken- 60 damage, 5 EN/shot. Requires Psychodriver class to execute.
MAP Attacks: Boosted Rifle (I:5)- 35 damage, 1 round Nendou Shoot (D:3)- 40 damage, 3 rounds. Requires Psychodriver class to execute.
Combo Attacks: R-Formation (V)- 45 damage/EN Formation R (V)- 45 damage/EN. Requires Psychodriver class to execute. Akashic Breaker (V)- 30 damage/EN. Requires Psychodriver class to execute. Tenjou Tenga Nendou Shindou Ken (V)- PARALYZE, 25 damage/EN. Requires Psychodriver class to execute.Inherent Abilities: 1) Usable by Sergeants or higher 2) Shield: Normal Mode Only, R-Wing Mode 3) Countercut: Cold Metal Knife 4) Countershoot: Head Vulcan, G. Revolver 5) Nendou Field (Barrier) 6) Uranus System (System) 7) R-Wing Mode: Dodge Cost -5 and Move: F instead. Only Missiles, G. Revolver, Boosted Rifle and Nendou Shoot are enabled. 8) Snipe: Boosted Rifle (Non-MAP) (+8) 9) R-Formation: Target's Dodge Cost +10. Requires an allied R-2, an R-3 piloted by a Psychodriver and an R-Gun to execute. 10) Formation R: Target's Dodge Cost +10. Requires an allied R-2 Powered and an allied R-3 Powered piloted by a Psychodriver to execute. 11) Akashic Breaker: Target's Dodge Cost +5. Requires an allied Cybaster to execute. 12) Tenjou Tenga Nendou Shindou Ken: Target's Dodge Cost +1 per every 2 EN spent. Requires an allied Zamzeed to execute.Purchasing Cost: 350 PCsItems: 1) Chogokin Nu-Z 2) Orihalconium 3) T-LINK Sensor
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Post by Umbaglo on Mar 1, 2005 20:59:19 GMT -5
"Before you begin, there are a few simple rules to follow. Follow them well, for they are the key to victory."
Initiative: Imban Prone Time: 24 hours per side Math: 3X Check
"Take it to the max, competetors, and don't hold back! Let's ROBATTLE!"
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Post by Imban on Mar 1, 2005 22:34:53 GMT -5
Attack Phase Attack Used: Cannon Turrets (SX) Damage Dealt: 60x5 Resources Spent: 5 rounds
Statistics
HP: 350/350 EN: 60/60 PC: 150/150 SP: 185/185
Cannon Turrets: 15/20
Mother's Stew : 2/2
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Post by Umbaglo on Mar 1, 2005 22:38:04 GMT -5
DEFENSE PHASE:
Attacking Weapon #1: Turrets Action Taken: Psychic Overload Damage Taken: N/A Resources Spent: 1 PO [/color] ATTACK PHASE:
Weapon Used: Tenjou Tenga Nendou Hasaiken Target(s): Flying Fortress Damage Dealt: 75 Resources Spent: 5 EN Modifiers: +3 DC [/color] Statistics:
HP: 120/120 EN: 20/25 Shields: 10/10 SP: 175/175 PCs: 100 Psychic Overloads: 9/10 Current Form: R-1
Weapons: Head Vulcan 20/20 Boosted Rifle 7/7 Boosted Rifle MAP READY Nendou Shoot 3/3 [/color]
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Post by Imban on Mar 1, 2005 22:41:50 GMT -5
Defense Phase Incoming Attack: Tenjou Tenga Nendou It Hurts Actions Taken: Stealth Mantle! Ha! Damage Received: 0 Resources Spent: Stealth Mantle
Attack Phase Attack Used: Cannon Turrets (SX) Damage Dealt: 60x5 Resources Spent: 5 rounds
Statistics
HP: 350/350 EN: 60/60 PC: 150/150 SP: 185/185 Stealth Mantle: 5 Rounds Remain Heavy Metal: 3 Rounds Remain
Cannon Turrets: 10/20
Mother's Stew : 2/2
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Post by Umbaglo on Mar 1, 2005 22:47:12 GMT -5
DEFENSE PHASE:
Attacking Weapon #1: Turrets Action Taken: Shield+Nendou Field Damage Taken: 30 Resources Spent: 5 shields [/color] ATTACK PHASE:
Weapon Used: Tenjou Tenga Nendou Hasaiken Target(s): Flying Fortress Damage Dealt: 75 Resources Spent: 5 EN Modifiers: +3 DC [/color] Statistics:
HP: 90/120 EN: 15/25 Shields: 5/10 SP: 175/175 PCs: 100 Psychic Overloads: 9/10 Current Form: R-1
Weapons: Head Vulcan 20/20 Boosted Rifle 7/7 Boosted Rifle MAP READY Nendou Shoot 3/3 [/color]
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Post by Imban on Mar 2, 2005 0:16:01 GMT -5
Defense Phase Incoming Attack: Tenjou Tenga Nendou It Hurts Actions Taken: Take Damage Received: 56 Resources Spent: 56 HP
Attack Phase Attack Used: Cannon Turrets (SX) Damage Dealt: 60x5 Resources Spent: 5 rounds
Statistics
HP: 294/350 EN: 60/60 PC: 150/150 SP: 185/185 Stealth Mantle: 4 Rounds Remain Heavy Metal: 2 Rounds Remain
Cannon Turrets: 5/20
Mother's Stew : 2/2
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Post by Umbaglo on Mar 2, 2005 0:18:57 GMT -5
DEFENSE PHASE:
Attacking Weapon #1: Turrets Action Taken: Psychic Overload Damage Taken: N/A Resources Spent: 1 PO [/color] ATTACK PHASE:
Weapon Used: Tenjou Tenga Nendou Hasaiken Target(s): Flying Fortress Damage Dealt: 75 Resources Spent: 5 EN Modifiers: +3 DC [/color] Statistics:
HP: 90/120 EN: 10/25 Shields: 5/10 SP: 175/175 PCs: 100 Psychic Overloads: 8/10 Current Form: R-1
Weapons: Head Vulcan 20/20 Boosted Rifle 7/7 Boosted Rifle MAP READY Nendou Shoot 3/3 [/color]
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Post by Imban on Mar 2, 2005 0:20:38 GMT -5
Defense Phase Incoming Attack: Zuf Zuf Hug Actions Taken: Take Damage Received: 56 Resources Spent: 56 HP
Attack Phase Attack Used: Cannon Turrets (SX) Damage Dealt: 60x5 Resources Spent: 5 rounds
Statistics
HP: 238/350 EN: 60/60 PC: 150/150 SP: 185/185 Stealth Mantle: 3 Rounds Remain Heavy Metal: 1 Round Remains
Cannon Turrets: 0/20
Mother's Stew : 2/2
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Post by Umbaglo on Mar 2, 2005 0:22:02 GMT -5
DEFENSE PHASE:
Attacking Weapon #1: Turrets Action Taken: Shield Damage Taken: 30 Resources Spent: 5 shields [/color] ATTACK PHASE:
Weapon Used: Tenjou Tenga Nendou Hasaiken Target(s): Flying Fortress Damage Dealt: 75 Resources Spent: 5 EN Modifiers: +3 DC [/color] Statistics:
HP: 60/120 EN: 5/25 Shields: 0/10 SP: 175/175 PCs: 100 Psychic Overloads: 8/10 Current Form: R-1
Weapons: Head Vulcan 20/20 Boosted Rifle 7/7 Boosted Rifle MAP READY Nendou Shoot 3/3 [/color]
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Post by Imban on Mar 2, 2005 0:29:04 GMT -5
Seishin Phase Seishin Used: Resupply SP Cost: 60 SP
Defense Phase Incoming Attack: Zuffy Wuv Actions Taken: Take Damage Received: 56 Resources Spent: 56 HP
Attack Phase Attack Used: Cannon Turrets (SX) Damage Dealt: 60x5 Resources Spent: 5 rounds
Statistics
HP: 182/350 EN: 60/60 PC: 150/150 SP: 125/185 Stealth Mantle: 2 Rounds Remain Heavy Metal: Ready Cannon Turrets: 15/20
Mother's Stew : 2/2
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Post by Umbaglo on Mar 2, 2005 0:30:31 GMT -5
DEFENSE PHASE:
Attacking Weapon #1: Turrets Action Taken: Psychic Overload Damage Taken: N/A Resources Spent: 1 PO [/color] ATTACK PHASE:
Weapon Used: Nendou Shoot Target(s): Flying Fortress Damage Dealt: 50 Resources Spent: 1 round Modifiers: +3 DC [/color] Statistics:
HP: 60/120 EN: 5/25 Shields: 0/10 SP: 175/175 PCs: 100 Psychic Overloads: 7/10 Current Form: R-1
Weapons: Head Vulcan 20/20 Boosted Rifle 7/7 Boosted Rifle MAP READY Nendou Shoot 2/3 [/color]
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Post by Imban on Mar 2, 2005 0:33:16 GMT -5
Defense Phase Incoming Attack: Blam Blam Actions Taken: Take Damage Received: 38 Resources Spent: 38 HP
Attack Phase Attack Used: Cannon Turrets (SX) Damage Dealt: 60x5 Resources Spent: 5 rounds
Statistics
HP: 144/350 EN: 60/60 PC: 150/150 SP: 125/185 Stealth Mantle: 1 Round Remains Heavy Metal: Ready Cannon Turrets: 10/20
Mother's Stew : 2/2
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