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Post by Mechalomaniac on Mar 7, 2005 22:10:25 GMT -5
Participants: Mechalomaniac (3 units of his choosing from ACE) vs. Quattro (Granveil), Radius (Neo Getter Robo), and Tarngold (Super Guardion) PC Limit: 100 per side Items: Mid-Tier or Lower Special: All players are Lieutenant Rank Terrain: Mars (Terrain: Plains, Wind Alligned)
~We get to deploying!~
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Post by Mechalomaniac on Mar 7, 2005 22:25:32 GMT -5
(Fake) Camille BidanNewtypeStarting Max SP: 88 Current Max SP: 130 Maximum SP Cap: 175 Skills & Abilities- Minimum Dodge Cost is 5.- Newtype Ability Level: Decreases Dodge Cost and increases target's Dodge Cost. Private: Dodge Cost is 9, Target's Dodge Cost +1 Corporal: Dodge Cost is 9, Target's Dodge Cost +2 Sergeant: Dodge Cost is 8, Target's Dodge Cost +3 Ensign: Dodge Cost is 8, Target's Dodge Cost +4 Lieutenant: Dodge Cost is 7, Target's Dodge Cost +5[/i] - Countercut: 2 EN or 4 PCs - Countershoot: Refer to Countershoot in Counterstrike! Guide to Inherent Mech Abilities in the Rules section. - Psyco Wave Control: Only ones able to execute weapons/abilities requiring the Newtype/Enhanced Human pilot classes (Funnels, etc).- Pressure: Disables the attack phase of a single target for one turn. Requires charging. Pressure is used ONLY during the attack phase. Private: Usable after 8 turns Corporal: Usable after 7 turns Sergeant: Usable after 6 turns Ensign: Usable after 5 turns Lieutenant: Usable after 4 turnsSeishin:Sure Hit (25): For your first attack this turn, Target's Dodge Cost +10. Direct Attack (20): For your first attack phase this turn, your target cannot use Bunshin, Barriers and any other special defensive ability under secondary defenses to evade the attack. Target also cannot be Support Defended by allies. If use in conjunction with (X) weapons, Only Support Defense will be disabled. The cancellation of Support Defense other secondary defenses only applies to your attacks. Concentrate (15): -5 to dodge cost, +5 to target's dodge cost for one turn. Z GundamStatistics: HP: 50, EN: 75 (40), IS: 2, Move: G, Size: MWeapons: Vulcan- 3 (2) damage, 20 rounds Grenade Launcher (P)- 6 (4) damage x 2, 4 rounds Beam Gun (B)- 9 (6) damage, 8 rounds; Waverider Mode Only. Beam Saber (BM)- 12 damage Beam Rifle (B)- 15 damage, 10 rounds Long Beam Saber (BM)- 33 (22) damage, 1 EN/attack Hi-Mega Launcher (B)- 90 (60) damage, 3 EN/shot Hyper Beam Saber (BS)- 100 damage, 10 EN/attack. Requires NT/EH to execute. Waverider Assault- DESTROY:L2, 15 EN/attack. Requires NT/EH to execute.
Combo Attacks: Double Mega Launcher (BS)- 80 damage x 2, 10 EN/shotInherent Abilities: 1) Usable by Ensigns or higher 2) Shield: Waverider Assault, Waverider Mode, MS Mode Only 3) Countercut: Beam Saber 4) Countershoot: Vulcan, Beam Gun, Beam Rifle, Hi-Mega Launcher 5) Biosensor (System) 6) Waverider Mode: Dodge Cost -5 and Move: F only. Only Beam Gun, Beam Rifle, Hi-Mega Launcher and Waverider Assault are enabled. 7) Waverider Assault: Target's Dodge Cost +5 8) Double Mega Launcher: Requires an allied Gundam ZZ or Full Armor ZZ Gundam to executeItems: 1) Hybrid Dual Sensor 2) Mega Generator (Fake) Yuu IsamiYuusha PilotStarting Max SP: 95 Current Max SP: 140 Maximum SP Cap: 190 Skills & Abilities:- Minimum Dodge Cost is 13.- Countercut: 2 EN or 5 PCs - Yuusha no Tamashii: Increase Pilot's general stats depending on Rank Private: Dodge Cost is 22; Weapon Damage +10%.[/i] Corporal: Dodge Cost is 21; Weapon Damage +15%, Damage Received -15%.[/i] Sergeant: Dodge Cost is 20; Weapon Damage +20%, Damage Received -20%.[/i] Ensign: Dodge Cost is 19; Weapon Damage +25%, Damage Received -25%.[/i] Lieutenant: Dodge Cost is 18; Weapon Damage +30%, Damage Received -30%.[/i] - Yuusha no Chikara: Activates when your unit's HP is 25% or below: [/li][li] If an opponent you are attacking has a damage-reduction ability, ignore it. The effects include ALL shields, armor, and barriers. This ability DOES NOT ignore seishin effects and pilot ability effects. [/li][li] All your (M) attacks gain "Target's Countercut Cost x1.5 for this attack."- Yuusha no Iryoku: Able to use Combination Attacks without the required partner unit present but the partner units required to perform the combo must be in your AM. Combo Attack Resource Cost x1.5. Can only be used in a Yuusha unit. Seishin:Greater Perserverence (40): User recovers all HP. Iron Wall (30): All damage you receive this turn is reduced by 75%. Resist (20): For the first attack taken (not avoided by dodging, Flashing, or by any Evasion or Stealth ability) this turn, damage received is reduced to 1. Nelly BrainStatistics: HP: 80 (55), EN: 85 (40), IS: 3, Move: F/G, Size: SWeapons: Brain Blade (M)- 26 (16) damage Shorter- PARALYZE, 28 (18) damage, 2 EN/shot Missile Launcher (PGSR)- 20 (10) damage/2 PCs Brain Bar [Shoot]- 35 (25) damage, 1 EN/shot Brain Bar [Slash] (X)- 35 (25) damage/2 EN Chakra Flash (V)- 25 (15) damage/EN
Combo Attacks: Chakra Extension (SV)- 60 damage/ENInherent Abilities: 1) Usable by Ensigns or higher 2) Countercut 3) Countershoot: Brain Bar [Shoot] 4) Dodge Cost -5 5) Vital Jump 6) Chakra Shield (Barrier) 7) Chakra Extension: Target's Dodge Cost +5. Requires an allied Hime Brain to execute.Items: 1) Chogokin Nu-Z 2) Mega Generator 3) A-Up Unit (SC) (Fake) Genichiro TsukiomiMartian SuccessorStarting Max SP: 75 Current Max SP: 80 Maximum SP Cap: 150 Skills & Abilities:- Dodge Cost is 13. Minimum Dodge Cost is 5. - Countercut: 2 EN or 5 PCs - Nanomachine Implant: Activates only in a unit with IFS. Dodge Cost is 7, Countercut: 1 EN or 4 PCs. In size S or SS units, add an additional Dodge Cost -2 and target's Dodge Cost +3. Lieutenant: Countershoot. In Mothership Class units, instead of the above bonuses: damage dealt +30%, target's Dodge Cost +5, and lower DC by 5 then re-lock at the lower value. - Boson Jump: Dodge all attacks from one attack phase. Charge 1 unit for each enemy attack phase directed wholly or partly at you that is not support defended; charge 1 unit after a turn in which there is no attack directed at you that is not support defended. Private: Start with 1 use, max 1 use. Charge 7 units to regain one use. Corporal: Start with 2 uses, max 2 uses. Charge 7 units to regain one use. Sergeant: Start with 2 uses, max 2 uses. Charge 6 units to regain one use. Ensign: Start with 3 uses, max 3 uses. Charge 6 units to regain one use. Lieutenant: Start with 3 uses, max 3 uses. Charge 5 units to regain one use. - A-Class Jumper: Ignore terrain Dodge Cost penalties. Lieutenant Martian Successors only. Seishin:Hot Blood (40): All Weapon Damage x 2 for your FIRST ATTACK PHASE. This applies to (X) and other multiple-hit weapons. Accelerate (5): For a single turn, you gain: Dodge Cost -3 (Dodge Cost -5 in Mothership Class units instead; Dodge Cost still locked after bonus is applied). AlstromeliaStatistics: HP: 55, EN: 20, IS: 2, Move: F/G, Size: SWeapons: Claw (M)- 30 (20) damage Double Claw (M)- 30 (20) damage x 2, 2 EN/attack Boson Jump Claw- 68 (45) damage, 3 EN/attack. Usable by Martian Successor only. Spin Claw (V)- 15 (10) damage/ENInherent Abilities: 1) Usable by Ensigns or higher 2) IFS 3) EN Regen 10% 4) Dodge Cost -5 5) Distortion Field (Barrier) 6) Boson Jump Claw: Target's Dodge Cost +5Items: 1) Fighter's Headband 2) Grapple Sensor
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Post by Radius on Mar 11, 2005 11:17:06 GMT -5
Pilot 1Pilot Name: Radius Primary Pilot Class: Ninja Senshi SP: 185 Maximum SP Cap: 185 Skills & Abilities:Dodge Cost: 10. Countercut: 1 EN or 4 PCs Bunshin: Dodge 1 attack for free. Allowed ability usage per fight depends on rank. Lieutenant: Can be used 10 times per fight.Stealth: Negate any attack (including status attacks) dealt against you for a whole turn. Has to be charged/recharged to use, and can be only used on yourself (i.e., cannot be used for Support Defense). Lieutenant: Can be used once every 4 turns.SeishinsGreater PerserveranceFlashProvokeConcentrateDirect AttackExhaustPilot 2Pilot Class: Gundam Fighter Pilot Name: The Dark Adonis Vyers SP: 90 Maximum SP Cap: 180 Skills & Abilities:Dodge Cost: 10 Minimum Dodge Cost: 5 Countercut: 1 EN or 3 PCs - Only ones able to pilot Mobile Fighters.- Super/Hyper Mode Activation: Unit must have the Super/Hyper Mode ability to be able to activate. To activate at Turn 1, pay 30% of your total allocated PC Limit. To activate at Turn 2, pay 20% of your total allocated PC Limit. To activate at Turn 3, pay 10% of your total allocated PC Limit. You can choose to activate at Turn 4 or thereafter for no cost. Super/Hyper Mode is automatically activated when your HP drops below 50%.( Super Mode: Weapon Damage +25%, Damage Received -25%, Dodge Cost -3, all (M) attacks gain: Target's Countercut Cost x1.25 ( Hyper Mode: Weapon Damage +50%, Damage Received -50%, Dodge Cost -5, all (M) attacks gain: Target's Countercut Cost x1.5) - Martial Arts Mastery: Gains Countercut ability in any unit as long as it has at least one (M) attack. -Type Weapon Damage +25% SeishinsIron WallFlashPilot 3Pilot Class: Getter Pilot Pilot Name: May SP: 110 Maximum SP Cap: 210 Skills & Abilities:Dodge Cost: 26 Minimum Dodge Cost: 15 Countercut: 2 EN or 7 PCs - Potential: Gain bonuses when HP is low. Bonus varies depending on level of remaining HP. -50% HP and below: Damage Received -20%; Weapon Damage +75% -40% HP and below: Damage Received -30%; Weapon Damage +150% instead -30% HP and below: Damage Received -40%; Weapon Damage +225% instead -20% HP and below: Damage Received -50%; Weapon Damage +300% instead - Open Get Specialty: Gain additional Open Get usages in Getter mechs according to your rank. Lieutenant: Gain 10 additional Open Gets- Makenai Ki: Gain a Kiai Counter for every attack that hits and successfully deals damage to you, but fails to kill you, for this match. For every Kiai counter gained, players receives a Damage Received -4%, Damage dealt +4% bonus. The maximum number of counters is 13. - Pay 8% of max PC's to add a Kiai Counter. This can only be done during the Seishin Phase. SeishinsIron WallFlash[glow=red,2,300]---------------------[/glow] Neo Getter-1Statistics: HP: 90, EN: 50, IS: 2, Move: G, Size: LWeapons: Gatling Gun- 20 damage, 10 rounds Shoulder Missile (P)- 15 damage x 2, 8 rounds Chain Knuckle (M)- 40 damage Plasma Thunder- 100 damage, 10 EN/attackInherent Abilities: 1) Usable by Ensigns or higher 2) Open Get 3) Change to Neo Getter-2 4) Change to Neo Getter-3Super AM Wars Pilot Slots: 3 (Switch main pilot to second character when Change to Neo Getter-2 is performed; Switch main pilot to third character when Neo Change to Getter-3 is performed.)[glow=red,2,300]------------------------------------------[/glow] Neo Getter-2Statistics: HP: 90, EN: 50, IS: 2, Move: F/G, Size: LWeapons: Drill Arm (V)- 8 damage/EN Drill Arm Gun (B)- 20 damage, 10 rounds Plasma Sword (M)- 15 damage x 3Inherent Abilities: 1) Usable by Ensigns or higher 2) Countercut 3) Dodge Cost -5 4) Open Get 5) Neo Getter Vision 6) Change to Neo Getter-1 7) Change to Neo Getter-3Super AM Wars Pilot Slots: 3 (Switch main pilot to first character when Change to Neo Getter-1 is performed; Switch main pilot to third character when Change to Neo Getter-3 is performed.)[glow=red,2,300]------------------------------------------[/glow] Neo Getter-3Statistics: HP: 90, EN: 50, IS: 2, Move: G, Size: LWeapons: Punch (M)- 45 damage Getta Tornado (V)- 10 damage/EN Plasma Break- 90 damage, 8 EN/attackInherent Abilities: 1) Usable by Ensigns or higher 2) Dodge Cost +5 3) Damage Received -25% 4) Open Get 5) Change to Neo Getter-1 6) Change to Neo Getter-2Item Slots:1) Grapple Sensor 2) Chakra Enhancer (Imban's)[/color] Super AM Wars Pilot Slots: 3 (Switch main pilot to first character when Change to Neo Getter-1 is performed; Switch main pilot to second character when Change to Neo Getter-2 is performed.)
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Post by Mechalomaniac on Mar 11, 2005 22:19:02 GMT -5
Ok, it's been three days now, and since neither Quattro nor Tarngold have deployed, they both recieve one prone. One more and they're out of the match.
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Tarngold
Private
Yume no Yuusha
Posts: 36
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Post by Tarngold on Mar 13, 2005 19:22:02 GMT -5
Sorry for hte delay Mecha, things are a bit hectic right now with my studies, thats why ive been out of the loop. Dont know if ill be able to participate fully in the fight but ill still give it a shot. Primary Pilot: Hiro Gekisen Yuusha PilotStarting Max SP: 95 Maximum SP Cap: 190 Skills & Abilities:- Minimum Dodge Cost is 13. - Countercut: 2 EN or 5 PCs - Yuusha no Tamashii: Increase Pilot's general stats depending on Rank Private: Dodge Cost is 22; Weapon Damage +10%. *Corporal: Dodge Cost is 21; Weapon Damage +15%, Damage Received -15%. Sergeant: Dodge Cost is 20; Weapon Damage +20%, Damage Received -20%. Ensign: Dodge Cost is 19; Weapon Damage +25%, Damage Received -25%. Lieutenant: Dodge Cost is 18; Weapon Damage +30%, Damage Received -30%. - Yuusha no Chikara: Activates when your unit's HP is 25% or below: If an opponent you are attacking has a damage-reduction ability, ignore it. The effects include ALL shields, armor, and barriers. This ability DOES NOT ignore seishin effects and pilot ability effects. All your (M) attacks gain "Target's Countercut Cost x1.5 for this attack." - Yuusha no Iryoku: Able to use Combination Attacks without the required partner unit present but the partner units required to perform the combo must be in your AM. Combo Attack Resource Cost x1.5. Can only be used in a Yuusha unit. Rank: Lieutenant(for this fight only) Seishin: Greater Perserverance(40) GuardionStatistics: HP: 80, EN: 40, IS: 2, Move: G, Size: MWeapons: Guard Missile (PG)- 10 damage, 8 rounds Extension Ladder (M)- 15 damage x 2 Guard Discharger (SV)- 8 damage/EN Guard Blaster- 50 damage, 2 EN/shot Lightning Star Flash- 70 damage, PARALYZE, 5 EN/shot Inherent Abilities: 1) Yuusha; Usable by Sergeants or higher 2) Repair 3) Guard Wing Gattai: Activates when HP reaches 25%. Change into Super Guardion and regenerate all HP and EN, choose 2 items to be carried over, if perishable, it must not have been used. Reset all HP activated Skill, Shield Counts and any other Mecha Inherent depletable ability. Requires Guard Wing in your AM account. Usable by Yuusha only. At 25% HP, Gattai's into:Super Guardion Statistics: HP: 120, EN: 70, IS: 2, Move: F/G, Size: MWeapons: Guard Circling (PSV)- 10 damage, 4 rounds Jet Crusher Punch (M)- 15 damage Wing Shooter- 15 damage, 8 rounds Guard Ecolizer- 20 damage, 8 rounds Jet Spin Kick (M)- 20 damage Wing Detonator- 30 damage, 6 rounds Guard Blaster- 50 damage, 2 EN/shot Freezing Tornado (S)- 100 damage, PARALYZE, 10 EN/attack Water Tornado (SV)- 25 Damage/2 EN Shinkuu Tobi Hiza Geri (MV)- 30 Damage/EN Guard Flash- 150 damage, 10 EN/attack
Combo Attacks: Gatherway Blaster (S)- DESTROY:L2, 20 EN/attackInherent Abilities: 1) Yuusha; Usable by Ensigns or higher 2) Repair 3) Dodge Cost -5 4) Rapid Deployment 5) Gatherway Blaster: Target's Dodge Cost +5. Requires an allied Great Fighbird and Thunder Baron to execute. Items: Chakra Enhancer Mother's Stew
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Post by Mechalomaniac on Mar 13, 2005 19:55:02 GMT -5
Umm...whoops, I didn't notice that Quattro posted away earlier. As such his prone is stricken from the record.
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Post by Quattro Bajina on Mar 13, 2005 23:59:00 GMT -5
OOC: Here's mine. sorry for the long delay. Pilot: Ian Maelstrom Series of Origin: Original Rank: LieutenantClass: Masoukishin HeraldSkills & Abilities:- Dodge Cost is 15. Minimum Dodge Cost is 5.- Countercut: 2 EN or 5 PCs- Only ones able to pilot Masoukishins.- Spirit Dependancy: Infuses pilot with status upgrades according to rank. Can only be activated in a Masoukishin with Spirit Dependancy Link. Activate 1 of the following sub-ability per turn, starting from turn 2 (until all sub-abilities are unlocked):
1. Celerity Sergeant: Dodge Cost -6 Lieutenant: Dodge Cost -10
2. Ferocity Sergeant: Attack Damage +60% Lieutenant: Attack Damage +100%
3. Tenacity Sergeant: Damage Received -30% Lieutenant: Damage Received -50%
4. Unlock Potential For all Ranks: Unlock wazas which are 'Sealed' in Masoukishins.SP: 120/120Seishins:-Trust, 30 SP -Concentrate, 15 SP GranveilStatistics:HP: 55(80), EN: 40(50), IS: 2, Move: F/G, Size: MWeapons: Pulse Laser- 15(25) damage, 10 rounds Hi-Familliar (PX)- 17(27) damage/2 PCs Flame Cutter (M)- 35(45) damage Caloric Smash- 70(80) damage, 4 EN/attack Dengou Eiri- 90(100) damage, 5 EN/attack. Requires Unlock Potential to execute. Kafuu Seiun Ken (X)- 30(40) damage/EN. Requires Unlock Potential to execute.MAP Attacks: Megiddo Flame (I:3)- 80 damage, 10 EN/attackCombo Attacks: Full Familiar (PSX)- 20 damage/PCInherent Abilities:1) Masoukishin; Usable by Ensigns or higher 2) Countercut 3) Countershoot: Pulse Laser, Hi-Familiar 4) HP Regen 10% 5) Element: Fire 6) Spirit Dependency Link 7) Full Familiar: Target's Dodge Cost +1 per every 5 PCs spent. Requires an allied Cybaster, Goddess and Zamzeed to execute.
Items: -Propellant Tank -A-UP(SC)
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Post by Mechalomaniac on Mar 14, 2005 3:19:47 GMT -5
Ok, since the move was announced at the new site, I'm transfering this (with your deploys) over there.
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