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Post by Eis Attacker! Ver.W on Jan 20, 2004 16:33:50 GMT -5
Since the hangar has grown and there are some abilities with awful-long descriptions, this thread will be used as a lexicon to reduce clutter space in stats with long abilities (short-worded abilities will however stay in stats while the long ones will be replaced with keywords)
[/li][li]From now on, Lexicon updates will be mentioned in Hanger updates instead~
<This section is in construction> Types of abilities [/li][li]Armor [/li][li]Barrier [/li][li]Evasion [/li][li]Regeneration [/li][li]Special [/li][li]Special Attack [/li][li]Stealth [/li][li]Transformation
Ability types are still kinda inconsistent, so don't mind them for now.
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Post by Eis Attacker! Ver.W on Jan 20, 2004 16:36:39 GMT -5
"Red Flag Come On!"Class: Special, Activated Description: A special counter-attack skill used by Neo Spain's Gundam Fighter. Pay 5 EN. Forfeit your attack phase. Negate all attacks from the first single enemy that attacks you with a attack next turn. You gain the effects of Direct Attack and Target's Dodge Cost +10 for that enemy for one single turn as long as he/she attacked you while this skill is active. 8Class: Sidekick Description: Refer to 8 in the Sidekick Items: Co-Pilots/Haros section in the D.A.B.A. A.B.C. MantleClass: Special, Passive Description: Negates 10 damage from any (B)-Type, non- source. If damage exceeds the damage that this ability can negate, then automatically disable this ability for the remainder of the battle (after negating damage). This ability can only be restored through Resupply, a Reloader or a Super Repair Kit. A.R. ChipClass: Special, Activated Description: Pay 10 PCs to activate. Dodge Cost -3, damage received -10%. Each turn -1 EN. This effect is disabled if upkeep can't be paid or you pay 10 PCs. AB FieldClass: Barrier, Activated Description: Same effects as I-Field. Ability DisableClass: Special Description: Weapons with this ability may choose to deal Ability Disable attack instead of its regular attack (or alternate status attacks). You may disable any single non-HP/EN modifying class installable item or unit inherent ability on targeted unit for the remainder of the battle if the attack connects. State which ability is to be disabled during your attack phase. Accuracy BreakClass: Status Anomaly Description: When hit with an attack that deals Accuracy Break, all dodge modifiers versus enemies on weapons of affected unit is disabled for 3 turns. Units with Chaff Canceller ability are immune to this effect. Active Cloak (x)Class: Stealth, Activated Description: Same effects as Stealth (x). ADAClass: Sidekick Description: ADA is an AI. Has its own Seishin set and SP pool. This pool starts at 30 SP. After battle, you may give any amount of earned UPs to your sidekick instead. These UPs can only be used to increase your sidekick's SP pool. ADA's SP Pool caps at 100. Seishins: [/li][li]Snipe [/li][li]Concentrate [/li][li]Direct Attack [/li][li]Great Effort Aegis ShieldType: Barrier Description: Negates 20 damage from any source for 1 EN. AffinityClass: Special Description: Existant only on SD Sengokuden type units. Same effects as Element. Unlike Element however, Affinity only applies to a unit's attacks IF that attack has an Affinity tag applied to it. Otherwise, that unit's attacks are considered Neutral. Affinity's Neutral is to Element's Non-Elemental. Affinity's damage bonuses and resistances may be applied to units with Element as well as vice versa. Affinity is also unaffected by terrain changes (whether they be positive or negative) that is applied to units that has Element as well as gaining the following extra features: Ice: Damage Received from Fire -50%, Damage Received from Earth +50%. Damage towards Fire +50%. Thunder: Weapon Damage towards Neutral +50%, Immune to PARALYZEUndead: Damage Received from Holy +75%, Damage Received from Fire +50%, Damage Received from Ice -50%, Immune to Poison and Death affinity damage and VIRUS status anomaly. Weapon Damage towards Holy -75% and Weapon Damage towards Fire -50%. Poison: Damage Received from Fire +50%, Immune to VIRUS. Weapon Damage towards Fire -50%. Death: Weapon Damage towards Neutral and any element except Darkness +20%. Multi: Damage Received from any element -35%. Weapon Damage towards any element except Holy and Darkness +35%. If a unit does not have an Affinity as an inherent ability, then it is considered to be Neutral and is unaffected by any of the abilities above. AI1 Manual OverrideClass: Sidekick Description: During the first 5 turns in battle, you may choose to pay 10% of your PCs to activate this ability. This ability cannot be activated after the 5th turn in battle. Forfeit all UP gains for this match for your character ( except for Virtual Stadium matches). UPs gained from this battle can only be used to increase AI1 Manual Override's abilities (you can still distribute UPs to AI1 Manual Override even if it is not used in battle). Disable all pilot abilities and seishins you have ( for all pilots you have on the unit) and replace it with the following class and seishins (all stats and data on this pilot class can only be used when this ability has been activated. SP value from original pilot class does not carry over and seishins from that class can't be used while this ability is active. The same rule goes for the opposite way around): Note: PC Pool is sharedClass: Battle-Type Learning AI Starting Countercut Cost: 2 EN or 3 PCs (100 UPs to decrease either EN or PC cost by 1) Minimum Countercut Cost: 1 EN or 1 PC Starting Dodge Cost: 10 (50 UPs to decrease Dodge Cost by 1) Minimum Dodge Cost: 5 Starting SP Value: 90 (use standard UP amount to increase) Maximum SP Value: 180 Seishins: Iron Wall, Direct Attack, Awaken, Greater Perseverance, Concentrate, Spirit Special Abilities:-Countershoot: Disabled. Pay 150 UPs to learn this ability. - Advanced Piloting: Weapon Damage +10%, Damage Received -10%, Dodge Cost -3, Target's Dodge Cost +3 (100 UPs to increase each % stat by 5% with a cap of 25% and DC mod by 1 with a cap of 5) - Attack Recognition: If an attack has been used against you for 3 or more times in this battle (while this ability is active), you gain: Autododge every 5th attack for that specific attack. (150 UPs to decrease amounts of attacks needed for autododge by 1 with a cap of autododge every 3rd attack) - Terrain Adaptation: After 5 turns or more (while this ability is active), negate all negative dodge modifiers on you from the battle terrain for the rest of the battle. (50 UPs to decrease amount of turns needed to activate by 1 turn. Caps at 0) - Flanking: You may pay 20 PCs for an extra attack phase. This can only be used once per turn. (75 UPs to decrease cost for Flanking by 5. Caps at 10 PCs) ALICEClass: Sidekick, Passive Description: Dodge cost -5. ALICE is an AI. Has its own Seishin set and SP pool. This pool starts at 30 SP. After battle, you may give any amount of earned UPs to your sidekick instead. These UPs can only be used to increase your sidekick's SP pool. ALICE's SP Pool caps at 100. Seishins: [/li][li]Flash [/li][li]Awaken [/li][li]Concentrate [/li][li]Perseverance AnalyzeClass: Special, Activated Description: Pay 25 PCs. Forfeit all your attack and item phases this turn. All damage you deal to target unit for the rest of the battle +50% (non-stackable). AngelClass: Special, Passive Description: If hit by a DESTROY-type attack, receive a direct damage of 50 HP instead. Angel Wing ModeClass: Special, Passive Description: Available on certain Galaxy Angel units only. When HP drops to 1/3 or below or if 5 turns or more have passed, you gain: Damage Received -25%, your Dodge Cost can't be modified by non-terrain negative modifiers and EN Regen 10% for Chrono String Engine instead. Anti-Beam FlaresClass: Special, Activated Description: Pay 15 PCs. Damage from all (B)-Type, non- weapons targeting this unit is reduced by 25 for a single turn. Anti-Beam ShieldClass: Shield, Activated Description: Same effects as Shield but negates an additional 10 damage from any (B)-Type, non- source when used (calculate after shielding). Anti-Funnel SystemClass: System, Activated Description: Negate all (PX), (PSX), (BPX), and (BPSX) NT/EH attacks, all Hi-Level Funnel type weapons and Nu Gundam I-Field of target unit for the rest of the battle as long as this unit isn't destroyed or defeated. 10 EN to activate. Anti-Particle E-ShieldClass: Barrier, Activated Description: Negate 15 damage from any Non- (B)-Type sources or negate 25 damage from non- (B)-Type sources for 2 EN. Anti-Stealth SonarClass: Special, Passive Description: Negates all Stealth abilities of all opposing players. Stealth abilities include: Stealth, Stealth System, Stealth Mantle, Mirage Colloid and Active Cloak.
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Post by Eis Attacker! Ver.W on Jan 20, 2004 16:40:09 GMT -5
Armor BreakClass: Status Anomaly Description: When hit with an attack that deals Armor Break, all Armor-class abilities and damage reduction (regardless of unit or pilot ability) on unit is disabled for 3 turns. Units with Breaker Canceller ability are immune to this effect. Armule Luminere Full PowerClass: Barrier Description: Negates 40 damage from all attacks in a single turn for 5 EN. AT-FieldClass: Barrier, Activated Description: Negate x damage from any source for 1 EN. AT-Field only negates weapons of x damage or below and is automatically negated if used to block damage with a value of x + 1 or above. Pay 50% of the DESTROY negation price to negate PARALYZE attacks. A unit's AT-Field is automatically negated by attacks that come from units with active AT-Fields. Private: x = 20. May also pay 20 EN to negate DESTROY:L1 attacks. Corporal: x = 25. May also pay 16 EN to negate DESTROY:L1 attacks. Sergeant: x = 30. May also pay 12 EN to negate DESTROY:L1 attacks. Ensign: x = 35. May also pay 9 EN to negate DESTROY:L1 attacks. Lieutenant: x = 40. May also pay 6 EN to negate DESTROY:L1 attacks.[/i] Can only be used by Child of EVA. Attack BreakClass: Status Anomaly Description: When hit with an attack that deals Attack Break, all positive weapon damage modifiers (including pilot abilities) on affected unit is disabled for 3 turns. Units with Breaker Canceller ability are immune to this effect. Aura BarrierClass: Barrier, Activated Description: Negate an amount of damage from any source defined by rank. Usable by Aura Senshi only: Private: Negates 10 damage Corporal: Negates 12 damage Sergeant: Negates 15 damage Ensign: Negates 17 damage Lieutenant: Negates 20 damage Aura Barrier is automatically negated by all attacks in Aura Battlers (example: Wire Claw, Aura Sword, Aura Beam Sword, Aura Sword-Tomahawk, Aura Giri, Hyper Aura Giri & Twin Aura Attack.) Barrier PierceClass: Special Description: An attack with Barrier Pierce automatically negates any non- AT-Field barriers in targets. Beam AbsorbClass: Special, Passive Description: Any (B)-Type, non- damage dealt against this unit recovers HP instead of decreasing it. Beam CoatingClass: Barrier, Activated Description: Negates 10 damage from any (B)-Type, non- source for 1 EN. Beam Coating SClass: Barrier, Activated Description: Negates 15 damage from any (B)-Type, non- source for 1 EN. Beam Deflection FieldClass: Barrier, Activated Description: Reflects any single non-MAP (B)-Type, non- attack back at its attacker for 1 EN. Beam RotorClass: Shield, Activated Description: Same effects as Beam Shield. Dodge Cost while in any atmospheric terrain -3 as long as Shield Usage is 50% or above. If Shield Usage is below 50%, then disable Move: F in unit. Beam ShieldClass: Shield, Activated Description: Same effects as Shield but negates an additional 15 damage from any (B)-Type source when used (calculate after shielding). Beam Shield's usage in Mothership Class units is 5 instead. Heavy Metal pilot's extra Shield usage is halved while in Motherships that has Beam Shields. Beam WingsClass: Special, Activated Description: Negate ANY SINGLE attack (except for DESTROY:L3) for 3 EN. Recharges after 5 turns. Berserk Fuhrer CAS ChangeClass: Transformation, Activated Description: Forfeit all attack phases this turn. You may discard current frame for the rest of the battle and change to another Berserk Furher frame. Recover HP & EN as if deployed. Items equipped on Berserk Furher will be transferred after switching. You may only change to the particular CAS once per battle and only if you own that CAS part. How many times you can perform CAS Change in battle is determined by rank: Private: 1, Corporal: 1, Sergeant: 2, Ensign: 3, Lieutenant: 4. This ability requires an allied mothership to execute. Berserker SystemClass: System, Activated Description: Pay 10 PCs to activate. Dodge Cost -5, Target's Dodge Cost +3, Weapon Damage +50%, Damage Received +25%. Disable all Combo Attacks. Each turn SP -5%. This effect is disabled when upkeep can't be paid or you pay 10 PCs. Berserker System IIClass: System, Activated Description: Pay 10 PCs to activate. Dodge Cost -10, Target's Dodge Cost +7, Weapon Damage +100%, Damage Received +50%. Disable all Combo Attacks. Each turn SP -7%. This effect is disabled when upkeep can't be paid or you pay 10 PCs. Bestial FuryClass: Enhancement, Passive Description: When HP is 50% or below, Weapon Damage x2. When HP is 30% or below, Weapon Damage x3 instead. When HP is 25% or below, Weapon Damage x4 instead. Bio-Feedback SystemClass: System, Activated Description: Pay 10 PCs to activate. Effects are dependant on what level you choose to activate on (level on which you may activate depends on your post count). This effect is disabled when upkeep can't be paid, or you pay 10 PCs and 10 SP (if SP is less than 10, reduce to 0 instead): [/li][li] 1~100: Each turn SP -1. Dodge Cost -1, Target's Dodge Cost +1, Damage Received -10%, Weapon Damage +10% [/li][li] 101~250: Each turn SP -2. Dodge Cost -3, Target's Dodge Cost +3, Damage Received -20%, Weapon Damage +20% [/li][li] 251~500: Each turn SP -3. Dodge Cost -5, Target's Dodge Cost +5, Damage Received -30%, Weapon Damage +30% [/li][li] 501~1000: Each turn SP -4. Dodge Cost -7, Target's Dodge Cost +7, Damage Received -40%, Weapon Damage +40% [/li][li] 1001+: Each turn SP -5. Dodge Cost -10, Target's Dodge Cost +10, Damage Received -50%, Weapon Damage +50% BiocomputerClass: System, Passive Description: Enhances a pilot's abilities based on rank during a battle: Private: Dodge Cost -3, Target's Dodge Cost +3. Non-(M) Weapon Damage +5%Corporal: Dodge Cost -4, Target's Dodge Cost +4. Non-(M) Weapon Damage +5%Sergeant: Dodge Cost -5, Target's Dodge Cost +5. Non-(M) Weapon Damage +10%Ensign: Dodge Cost -6, Target's Dodge Cost +6. Non-(M) Weapon Damage +15%Lieutenant: Dodge Cost -7, Target's Dodge Cost +7. Non-(M) Weapon Damage +20%BiosensorClass: System, Passive/Activated Description:Passive Abilities[/li][li]Target's Dodge Cost +3 Active Abilities[/li][li] Biosensor Outburst: Usable by NT/EH only. Pay 15 PCs to activate. All Weapon Damage +50% and Target's Dodge cost +7 in addition to passive ability. 5 turns to recharge.
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Post by Eis Attacker! Ver.W on Jan 20, 2004 16:40:56 GMT -5
BLOX System ModeClass: Transformation, Activated Description: Choose an allied Zoids unit and remove yourself from battle; keep note of your HP/EN. That allied Zoids unit gains the weapons and abilities specified by this ability. If this unit gives a System or Sidekick, then the target ally cannot have a System or Sidekick installed. Should the target ally be destroyed, this unit is considered destroyed as well. During your turn, you may decide to revert back to normal mode. Stats are as they were before transforming, and the ally loses all bonuses given by this unit. Alternatively, you may decide to deploy in battle with this unit pre-equipped. If so, then this unit cannot seperate in battle, and is considered in use. The number of slots this unit takes up on the target ally is determined by size. XS: 1, SS: 2, S: 3, M: 4, L: 5, LL: 6, XL: 7, XXL: 8 BossClass: Special, Passive Description: Units with this tag are immune to PARALYZE type attacks, and take 50% their maximium HP from Destroy Level 1 attacks. Brainwave Synchro ControlClass: System Description: Each turn, SP -1. Gain stat changes depending on rank, post count and relative HP remaining (Pilot Rank, Post Count and HP Level bonuses stack). Private: Dodge Cost -1, Damage Received -1%, Weapon Damage +1% Corporal: Dodge Cost -2, Damage Received -2%, Weapon Damage +2% Sergeant: Dodge Cost -3, Damage Received -3%, Weapon Damage +3% Ensign: Dodge Cost -4, Damage Received -4%, Weapon Damage +4% Lieutenant: Dodge Cost -5, Damage Received -5%, Weapon Damage +5% Post Count 1~200: Max HP/EN +5. Damage Received -1%, Weapon Damage +1% Post Count 201~400: Max HP/EN +10. Damage Received -2%, Weapon Damage +2% Post Count 401~600: Max HP/EN +10. Damage Received -3%, Weapon Damage +3% Post Count 601~800: Max HP/EN +15. Damage Received -4%, Weapon Damage +4% Post Count 801~1000: Max HP/EN +15. Damage Received -5%, Weapon Damage +5% Post Count 1001+: Max HP/EN +20. Damage Received -10%, Weapon Damage +10% HP at 100%: Weapon Damage +5, Target's Dodge Cost +5 HP below 100%: Weapon Damage +4, Target's Dodge Cost +4 HP 75% and below: Weapon Damage +3, Target's Dodge Cost +3 HP 50% and below: Weapon Damage +2, Target's Dodge Cost +2 HP 25% and below: Weapon Damage +1, Target's Dodge Cost +1 Breaker CancellerClass: Special Description: Units with this ability are immune to Armor Break and Weapon Break status weapons. Bunshin (X/Y)Class: Evasion, Activated Description: Each unit that has this ability deploys with X Bunshin charges in battle with a stated charge limit for Y. Abilities are as follows: [/li][li]Negate (Evade) a single attack for. Remove a charge from X each time this is used and add one charge to Y. [/li][li]Each time you're directed with an enemy attack that is not Support Defended, negated by an evasive secondary defense (Stealth, Open Get, etc) other than Bunshin, or Direct Attacked with a non-X attack, add one charge to Y. [/li][li]Once charges are equal to the limit on Y, reset the counter of Y to 0 and set the charges of X back to the default amount. BurrowClass: Special, Activated Description: This unit can't attack or support defend but also can't be attacked. This ability can't be used in one-on-one battles and can't be performed in space. Each turn, PC -2. This effect is disabled when upkeep can't be paid or when user chooses to unburrow. C.A. ChipClass: Special, Activated Description: Pay 10 PCs to activate. Target's Dodge Cost +3, weapon damage +10%. Each turn -1 EN. This effect is disabled if upkeep can't be paid or you pay 10 PCs. Chaff CancellerClass: Special Description: Weapons that belong to units with this ability are immune to negative TDC mods and abilities that lower those mods. Chakra ShieldClass: Barrier, Activated Description: Negates 15 damage from any source for 1 EN. May be extended to any number of allies to negate 15 damage from the first attack received for 1 EN per ally. Change to [Specified Unit]Class: Transformation, Activated Description: Transforms current unit into specified unit. All current stats (HP/EN/PC/Item) will be carried over to the transformed unit. ChangemizeClass: Transformation, Activated Description: Change into the specified unit and regenerate all HP and EN. Choose a number of items equal to the combined unit's IS. These items are carried over. Reset all HP activated skills, Shield counts and any other Mecha Inherent depletable abilities. Can only be activated if the appropriate units are purchased and not currently active in any battles aside from the one the unit activating this ability is in. Chogokin ZClass: Armor, Passive Description: Damage Received -20% Chogokin Nu-ZClass: Armor, Passive Description: Damage Received -40% Chouryousha MechanismClass: Enhancement, Activated Description: Pay 5 PCs. All damage you deal this turn +50% (non-stackable). ComposerClass: System Description: After 4 turns, unit gains: Dodge Cost -3, Target's Dodge Cost +3, Damage Received -15%, and Weapon Damage +15%. Sound Barrier's damage negation effectiveness is increased to 35 damage negated for 2 EN. Core Block SystemClass: Transformation, Passive Description: Same effects as Separate. CountercutClass: Special Description: You may negate any single (M) or (P) Type attack for a certain resource cost. Cost is determined by Pilot Class and/or any modifiers imposed by those attacks you receive. Some units have weapons or abilities that are affected by Countercut. Those weapons or abilities are listed after the Countercut ability, and describes what weapons or abilities are required for that unit to be able to Countercut. If weapon or ability listed on Countercut are not present or is disabled, then disable Countercut. If weapon or ability listed on Countercut are present or enabled, then enable Countercut. CountershootClass: Special Description: Refer to Countershoot in Counterstrike! Guide to Inherent Mech Abilities in the Rules section. Some units have weapons or abilities that are affected by Countershoot. Those weapons or abilities are listed after the Countershoot ability, and describes what weapons or abilities are required for that unit to be able to Countershoot. If weapon or ability listed on Countershoot are not present or is disabled, then disable Countershoot. If weapon or ability listed on Countershoot are present or enabled, then enable Countershoot. Cross CrashClass: Transformation, Active Description: Choose an allied Aestivalis with this ability. You and targeted ally sacrifice all attack phases this turn and swap units. Items, weapons, unit abilities, HP, and EN are exchanged, while PCs, SP, and any pilot abilities are not.
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Post by Eis Attacker! Ver.W on Jan 20, 2004 16:41:13 GMT -5
Damage Increment:xClass: Special Description: Available only on (X)-Type weapons. For each additional attack, the damage of the weapon is increased by x amount. For example if you spend 3 EN on the following attack: Ghost (X)- 20 damage/EN, Damage Increment:10The total damage the enemy will receive will be: 20 damage, 30 damage, 40 damage. Damage Received (-x%)Class: N/A, Passive Description: Damage received -x% where x is the specified damage reduction. Data Weapon SingularityClass: Restriction, Passive Description: Gear Fighter Dendoh and Knight Gear Ogre cannot use (or summon with File Load Data Weapon) any Data weapon currently in use (or summoned) by another Gear Fighter, and cannot use the Kiba Striker Data Weapon if Leo Circle and/or Unicorn Drill are in use or summoned by another Gear Fighter. The Phoenix Aile Data Weapon is not affected by this limitation. This ability is active in all alternate forms of Dendoh/Ogre whether it is listed or not. DG CellsClass: Regeneration, Passive Description: Regenerate 25% HP/turn. DG Cells InfectionClass: Status Attack Description: Pay 30 SP. Targets' Dodge Cost +10. Gain permanent control of any unit that is hit by this attack for the rest of the battle. Those units also gain DG Cells inherent ability for the rest of the battle. This attack cannot be used on units that already posess DG Cells. Dimensional Coupler SystemClass: System Description: A unit with this system gains the following: [/li][li]HP Regen 10% [/li][li]EN Regen 25% [/li][li]Barrier (Barrier): Negates 20 damage from all sources for 1 EN. [/li][li]Bunshin (1/4) Cost is variable depending on how soon you want to activate the above abilities: Turn 1: 40 PCs; Turn 2: 20 PCs; Turn 3; 10 PCs; Turn 4 and thereafter: Free.Direct Feeling ControlClass: Special Description: Gains dodge cost modifiers and weapon damage depending on post count and rank: [/li][li]0-99: No change [/li][li]100-199: Weapon Damage +5% [/li][li]200-299: Dodge Cost -1, Weapon Damage +10% [/li][li]300-399: Dodge Cost -2, Weapon Damage +15% [/li][li]400-499: Dodge Cost -3, Weapon Damage +20% [/li][li]500+: Dodge Cost -4, Weapon Damage +25% [/li][li]Private-Ensign: No change [/li][li]Lieutenant: Dodge Cost -1, Weapon Damage +5% (stackable with post count bonus) Direct Projection SystemClass: System, Passive Description: Enhances a pilot's abilities based on rank during a battle: Private: Dodge Cost -3, Target's Dodge Cost +3. Weapon Damage +5%Corporal: Dodge Cost -4, Target's Dodge Cost +4. Weapon Damage +10%Sergeant: Dodge Cost -5, Target's Dodge Cost +5. Weapon Damage +15%Ensign: Dodge Cost -6, Target's Dodge Cost +6. Weapon Damage +20%Lieutenant: Dodge Cost -7, Target's Dodge Cost +7. Weapon Damage +25%DismountClass: Transformation, Activated Description: You may choose to separate to Specified Unit. If you do, transform to that unit with remaining HP/EN values equal to remaining HP/EN values on the Current Unit. If remaining HP and/or EN on Current Unit exceeds the maximum HP and/or EN on Specified Unit, then transform to the Specified Unit with 100% HP and/or 100% EN. Distortion FieldClass: Barrier, Activated Description: Reduces all Non- (B)-Type and (B)-Type damage by 50% from any source or negate 25 damage from any (B)-Type, non- source for 2 EN. Distortion Field is automatically negated by the following attacks: Field Lancer, Pinpoint Attack, Gekigan Lancer, Gekigan Sword, Claw (Alstromelia), Double Claw (Alstromelia), Spin Claw (Alstromelia), Boson Jump Claw (Alstromelia), Distortion Attack (HM Black Salena & Black Salena), Distortion Attack S (Black Salena), and Field Claw (Denjin) Dividing DriverClass: Special, Activated Description: Isolate yourself and 1 target from the rest of the battle for 3 turns; 1 use. No other participants may interact with you or the isolated target in any way with any weapons, items, abilities or seishin while Dividing Driver is active. Cannot be used in aerial battles, and cannot be reloaded in any way. DoloresClass: Sidekick, Passive Description: Dolores is an AI. Has its own Seishin set and SP pool. This pool starts at 30 SP. After battle, you may give any amount of earned UPs to your sidekick instead. These UPs can only be used to increase your sidekick's SP pool. Dolores' SP Pool caps at 100. Seishins: [/li][li]Flash [/li][li]Trust [/li][li]Great Effort [/li][li]Friendship DowsingClass: Special, Passive Description: Negates all Stealth abilities in targets you attack. Players that gained the DC modifier bonus when using Stealth last turn (versus another player's attack) loses that modifier if you're attacked by that player this turn. Stealth abilities include: Stealth, Stealth System, Stealth Mantle, Mirage Colloid and Active Cloak.Drive InstallClass: Transformation, Activated Description: Transform to another Dendoh/Ogre Data Weapons mode. All current stats (HP/EN/PC/Item) will be carried over. Requires the appropriate Data Weapons in inventory; KS requires both Leo Circle and Unicorn Drill. If a Data Weapon has been loaded using File Load Data Weapon, it must be unsummoned before it can be installed. Dummy PlugClass: Transformation, Activated Description: Replace EVA-01 with Berserk EVA-01 or EVA-01 (S2) with Berserk EVA-01 (S2) respectively when you choose to activate or when EVA-01/EVA-01 (S2)'s HP is dropped to 0 or is defeated with a DESTROY attack. Items equipped on EVA-01/EVA-01 (S2) are NOT carried over after Dummy Plug activation.
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Post by Eis Attacker! Ver.W on Jan 20, 2004 16:41:26 GMT -5
E-Field
Class: Barrier
Description: Negate 20 damage from any source for 1 EN.
E-Shield
Class: Barrier
Description: Negate 12 damage from any source for 1 EN.
Element
Class: Special
Description: Existant only on Masoukishin units. Modifies damage depending on your element and attacker's element: Wind: Damage Received from Earth -25%, Damage Received from Fire +25% Water: Damage Received from Fire -25%, Damage Received from Earth +25% Fire: Damage Received from Wind -25%, Damage Received from Water +25% Earth: Damage Received from Water -25%, Damage Received from Wind +25% Darkness: Damage Received from all non-Holy elements -10%, Damage Received from Holy +10% Holy: Damage Received from all non-Darkness elements -10%, Damage Received from Darkness +10%
If a unit does not have an Element as an inherent ability, then it is considered Non-Elemental and is unaffected by any of the abilities above.
Elnar
Class: Sidekick
Description: Dodge Cost -5, Target's Dodge Cost +3. Elnar is the Mother Angel. Has her own Seishin set and SP pool. This pool starts at 30 SP. After battle, you may give any amount of earned UPs to your sidekick instead. These UPs can only be used to increase your sidekick's SP pool. Yelner's SP Pool caps at 100. Seishins: [/li][li]Aid [/li][li]Flash [/li][li]Confusion [/li][li]Awaken
EMF Shield
Class: Barrier
Description: Negates all (P)-Type attacks from a single target. 10 Uses.
EN Damage
Class: Special
Description: EN Damage is not a status attack. It's treated as a normal attack except it deals damage to a unit's EN instead to its HP. How much EN Damage the weapon deals equals to half the amount of damage that weapon normally deals. If that weapon is a DESTROY attack, that weapon drains all EN from target instead. EN Damage can NOT be reduced or prevented. When you attack with a weapon that has EN Damage ability, you choose to deal either EN damage, or the default damage instead.
EN Drain
Class: Special
Description: Same type of attack as EN Damage except amount of EN removed is stated with EN Drain (ex. EN Drain 25%). You regain as much EN as removed from that target if attack connects.
EN Regen x%
Class: Regeneration
Description: Regenerate x% EN/turn.
Energy Shield
Class: Barrier
Description: Negates 15 damage from any source for 1 EN; can only be used when blocking.
Energy Shield S
Class: Barrier
Description: Negates 25 damage from any source for 1 EN; can only be used when blocking.
Equip to Aile Strike
Class: Special, Transformation
Description: If an allied Strike Gundam (any variant) or Strike Rouge (or Aile Strike Rouge) is present and has an empty item slot or is equipped with a Strike Pack (any type), unequip Aile Strike Pack from this unit and revert to FX-550 Sky Grasper. Regenerate that Strike Gundam or Strike Rouge's EN to 100%, dequip any Strike Packs that are equipped on that unit and transform it to Aile Strike Gundam or Aile Strike Rouge respectively.
Equip to Sword Strike
Class: Special, Transformation
Description: If an allied Strike Gundam (any variant) is present and has an empty item slot or is equipped with a Strike Pack (any type), unequip Sword Strike Pack from this unit and revert to FX-550 Sky Grasper. Regenerate that Strike Gundam's EN to 100%, dequip any Strike Packs that are equipped on that unit and transform it to Sword Strike Gundam.
Equip to Launcher Strike
Class: Special, Transformation
Description: If an allied Strike Gundam (any variant) is present and has an empty item slot or is equipped with a Strike Pack (any type), unequip Launcher Strike Pack from this unit and revert to FX-550 Sky Grasper. Regenerate that Strike Gundam's EN to 100%, dequip any Strike Packs that are equipped on that unit and transform it to Launcher Strike Gundam.
Evasive Maneauver
Class: Evasion
Description: Same effects as Shin Mach Special.
Evolve
Class: Transformation
Description: Same effects as Transform
EWAC
Class: Special
Description: All allies' Dodge Cost -3. This ability can be stacked with any other ability except EWAC.
EXAM System
Class: System
Description: Automatically activates ONCE when HP is 50% or below. Effects lasts for 3 whole turns starting from the turn of activation. Enhancements gained from EXAM System are dependant on rank: Private: No effects Corporal: Dodge Cost -2, Weapon Damage +25%, Additional Attack Phase +1 Sergeant: Dodge Cost -4, Weapon Damage +50%, Additional Attack Phase +1 Ensign: Dodge Cost -6, Weapon Damage +75%, Additional Attack Phase +2 Lieutenant: Dodge Cost -8, Weapon Damage +100%, Additional Attack Phase +2
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Post by Eis Attacker! Ver.W on Jan 20, 2004 16:41:53 GMT -5
F Round Shield
Class: Shield, Activated
Description: Same effects as Anti-Beam Shield. Base shield usage x 2.
Fake Gundam
Class: Special
Description: In a team battle, Federation units can't attack you unless: [/li][li]You attack a Federation unit in the opposing team. [/li][li]You Support Defend, Repair, Refuel, or use any positive ability on a unit in your team. [/li][li]Federation includes ANY unit that is allied or related to the Federation in U.C. Gundam Series [/li][li]This ability is disabled in 1v1 battles. [/li][li]This ability does NOT affect Z Zaku
Fake Zaku
Class: Special
Description: In a team battle, Zeon units can't attack you unless: [/li][li]You attack a Zeon unit in the opposing team. [/li][li]You Support Defend, Repair, Refuel, or use any positive ability on a unit in your team. [/li][li]Zeon includes ANY unit that is allied or related to the Principality of Zeon in U.C. Gundam Series [/li][li]This ability is disabled in 1v1 battles. [/li][li]This ability does NOT affect Nise Gundam
File Load Data Weapon
Class: Summon
Description: Pay 5 PCs to summon a Data Weapon in battle as an ally you control. You may pay additional PCs to summon more Data Weapons as long as it is not the current installed Data Weapon, and does not violate the Data Weapon Incompatibility and Data Weapon Singularity abilities in Dendoh or Ouga. Data Weapons can still be resummoned or installed with Install Data Weapon ability on Dendoh/Ouga even if they are destroyed.
Fire Wall
Class: Barrier
Description: Negates 20 damage from one source for 1 EN.
Final Boss
Class: Special, Passive
Description: Units with this tag are immune to PARALYZE type attacks, and take 25% their maximium HP from Destroy Level 1 attacks, and 50% their maximium HP from Destroy Level 2 attacks.
Flash System
Class: System
Description: Allows an NT or EH the ability to summon G-Bits. Unless specified, choose the type of G-Bits you want to summon for the remainder of the battle during deployment. The three types are: GX-Bit, GW-Bit and GT-Bit. The limitations on summoning are based on rank: Private: Summon 1 G-Bit Corporal: Summon 2 G-Bits Sergeant: Summon 3 G-Bits Ensign: Summon 4 G-Bits Lieutenant: Summon 5 G-Bits
Fog Camouflage (x)
Class: Stealth
Description: Same effects as Stealth (x)
Frame Switch
Class: Transformation, Active
Description: Forfeit all your attack phases this turn. You may discard current frame for the rest of the battle and change to another Aestivalis frame which has Frame Switch. Recover HP & EN as if deployed. Items equipped on Aestivalis will be transferred after switching. You may only change to the particular frame once per battle and only if you own that frame. How many times you can perform Switch Frame in battle is determined by rank: Private: 1, Corporal: 1, Sergeant: 2, Ensign: 3, Lieutenant: 4. This ability requires an allied mothership to execute.
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Post by Eis Attacker! Ver.W on Jan 20, 2004 16:42:06 GMT -5
Game SystemClass: System Description: Always active. Auto-cast Flash, Sure Hit, and Concentrate at the beginning of each Seishin Phase for no cost. You cannot cast any seishin while this system is in effect. Game System KaiClass: System Description: Pay 10 PCs to activate. Each turn, SP -10% of maximum. Auto-cast Flash, Sure Hit, and Concentrate at the beginning of each Seishin Phase for no cost. This effect is disabled if upkeep can't be paid or you pay 10 PCs. Gekigan BarrierClass: Barrier Description: Same effects as Distortion Field. Geschmeidig PanzerClass: Barrier Description: Reduces all Non- (B)-Type damage by 25% from any source or negate 30 damage from any (B)-Type, non- source for 2 EN. Getter ZenClass: Regeneration Description: Regenerate 10% EN/turn. Getter VisionClass: Evasion Description: Dodge a single attack; 10 uses. Getter Zen (Shin)Class: Regeneration Description: Regenerate 20% HP and EN/turn. God Hand FinalClass: Barrier Description: Negate 30 damage from all sources in a single turn for 2 EN. God ShadowClass: Bunshin Description: Same effects as Bunshin (2/5). Gravity DislocationClass: Special Description: Isolate up to one single target from the rest of the battle for 50 PCs. No other participant except yourself (and only with Eisphina) may interact with isolated target in any way with any weapons, items, abilities or seishin while Gravity Dislocation is active. Isolated target however cannot interact with you with his/her own weapons/items/abilties/seishin. Each turn EN -5 and Gravity Dislocation deals damage equal to 5% of the target's HP (cannot be dodged in any way, but can be reduced via other abilities). This effect is disabled when upkeep can't be paid or you choose to disable it. If target has a Gravity Wall, Gravity Territory, Distortion Field, or Waikyoku Field, that player may pay quadruple, triple, triple, or double their dodge cost respectively to negate this effect. Gravity TerritoryClass: Barrier Description: Negate 25 damage from any source for 1 EN. Gravity WallClass: Barrier Description: Negate 15 damage from any source for 1 EN. Gravity Wave BeamClass: Regeneration Description: If this unit's allied mothership is a Nadesico, Nadesico Y-Unit, Nadesico B, Nadesico C, Shakuyaku, Shakuyaku Y-Unit, Kakitsubata or Cosmos, regenerate 100% EN/turn. If this unit does not have any of the motherships above as an ally, then this unit loses 1 EN/turn. Greater Spirit Dependancy LinkClass: Special Description: Refer to the Masoukishin Herald Pilot Class in the Bio Enhancement Lab. However, apply these bonuses ontop of the base; +50% damage, -25% damage reduction, -5 to dodge cost Guardian CustosClass: Special Summon Description: Can support defend Gun Eden. Cannot be resummoned if destroyed.
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Post by Eis Attacker! Ver.W on Jan 20, 2004 16:42:42 GMT -5
HALO System
Class: System
Description: Additional Dodge Cost and Target's Dodge Cost modifiers according to post count: [/li][li]0-199: No change [/li][li]200-399: Dodge Cost -1, Target's Dodge Cost +1 [/li][li]400-599: Dodge Cost -2, Target's Dodge Cost +2 [/li][li]600-799: Dodge Cost -3, Target's Dodge Cost +3 [/li][li]800-999: Dodge Cost -4, Target's Dodge Cost +4 [/li][li]1000+: Dodge Cost -5, Target's Dodge Cost +5
Heavy Construction
Class: Special
Description: This unit is immune to PARALYZE attacks. When this unit is hit with a DESTROY attack, reduce its HP to 25% of its CURRENT HP instead of destroying it outright. This reduction in HP cannot be prevented or modified by barriers, armor, or any other abilities. Ignore this ability if this unit's current HP is below 20%.
If this ability exists on a Boss or Final Boss unit, then prevent all unit inherent ability disabling from enemy weapons instead of the normal effect.
Heavy Shield
Class: Shield
Description: Same effects as Shield, but may negate a DESTROY:L1 attack for 3 shield uses or a DESTROY:L2 attack for 5 shield uses. Shield Usage +5.
Hi-Level Funnel (Weapon Name)
Class: Special
Description: Damage cannot be negated by I-Field, Beam Coating, and other similar barriers that ONLY affect (B) type damage. This does not include Nu Gundam I-Field and other barriers specifically denoted to having the same ability.
HP Regen x%
Class: Regeneration
Description: Regenerate x% HP/turn.
HP/EN Regen x%
Class: Regeneration
Description: Regenerate x% HP and EN/turn.
HPHGCP
Class: Regeneration
Description: Regenerate 25% EN/turn
Hyper Dendoh Denchi
Class: Recovery
Description: Replenish 100% EN of an allied unit with the Hyper Plasma Drive ability. 3 rounds. This ability can only be resupplied by docking inside a mothership.
Hyper E-Shield
Class: Barrier, Activated
Description: Negate 24 damage from any source for 2 EN.
Hyper Jammer
Class: Evasion
Description: Same effects as Bunshin (2/5).
Hyper Mode
Class: Transformation
Description: Refer to Gundam Fighter in Bio-Enhancement Lab for details.
Hyper Plasma Drive
Class: Special
Description: Cannot equip/use EN regeneration items other than the Hyper Dendoh Denchib item. EN cannot be replenished by Resupply or any other similar ability except for Hyper Dendoh Denchi.
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Post by Eis Attacker! Ver.W on Jan 20, 2004 16:48:07 GMT -5
I-FieldClass: Barrier Description: Negate 20 damage from any (B)-Type, non- source for 1 EN. Id GaugeClass: System Description: Available only on Ideon and Solo Ship. Id Gauge starts at 50 and its level is shared between all units with the Id Gauge. Id Gauge increases or decreases depending on your current HP and Id Gauge level and a few other factors: [/li][li]Each time you or an allied unit with Id Gauge is hit. Id Gauge +1. [/li][li]Each time an enemy unit is killed by a unit with Id Gauge. Id Gauge -5 (additional Id Gauge -5 per pilot in unit. AI type pilots and summons w/out pilots do not count as pilots) [/li][li]Each turn, if Id Gauge 99 or less, HP is 25% or below. Id Gauge +10 [/li][li]Each turn, if Id Gauge 99 or less, HP is between 25~50%. Id Gauge +5 [/li][li]Each turn, if Id Gauge 99 or less, HP is 50% or higher. Id Gauge +2 [/li][li]Each turn, if Id Gauge 100 or higher, HP is 25% or below. Id Gauge +5 [/li][li]Each turn, if Id Gauge 100 or higher, HP is between 25~50%. Id Gauge +2 [/li][li]Each turn, if Id Gauge 100 or higher, HP is 50%. Id Gauge +0 [/li][li]Each turn, if Id Gauge 100 or higher, HP is between 50~75%. Id Gauge -2 [/li][li]Each turn, if Id Gauge 100 or higher, HP is 75% or higher. Id Gauge -5 If Id Gauge reaches 150, Ideon Gun Final in any and all Ideons are activated and are then instantly destroyed regardless of items equipped. IFSClass: Special Description: Refer to the Martian Successor Pilot Class in the Bio Enhancement Lab. Illusion FlashClass: Evasion Description: Same effects as Bunshin (1/4). Inertial CancellerClass: Barrier Description: Negate 30 damage from any source for 2 EN. Infinite HyperizeClass: Special Description: Negates upkeep for Hyperize in Aura Battler units. InvincibilityClass: Special Description: Negate all attacks from all sources in a single turn for 30 SP.
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Post by Eis Attacker! Ver.W on Jan 20, 2004 16:48:30 GMT -5
Jammer[/u][/color]
Class: Special
Description: Negate all (G)-Type attacks from all sources for no cost.
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Post by Eis Attacker! Ver.W on Jan 20, 2004 16:48:44 GMT -5
Kiryoku Canceller
Class: Special
Description: Units with this ability are immune to abilities and effects that negates your attack phase.
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Post by Eis Attacker! Ver.W on Jan 20, 2004 16:48:57 GMT -5
Laminate ArmorClass: Armor Description: Automatically negate up to a TOTAL of 75 damage from all (B)-Type, non- sources during each defense phase. Laplace ComputerClass: Special Description: Negate all attacks (including status attacks) dealt against this unit for a whole turn; 5 turns to recharge. Lesser Spirit Dependancy LinkClass: Special Description: Refer to the Masoukishin Herald Pilot Class in the Bio Enhancement Lab. Unit is capped at Sergeant level of the ability. Life SympathyClass: System, Passive Description: Various effects based on HP. Bonuses do not stack. During deployment, declare your character's gender. Bonuses gained for that character during the battle will be one of the following sets (if your character is of neither gender, then your character does not gain any of the following bonus.) Female: [/li][li]Level 1: HP at 75% or lower: Gain Damage Received -10% and Dodge Cost -1[/li][li]Level 2: HP at 50% or lower: Gain Damage Received -15% and Dodge Cost -3[/li][li]Level 3: HP at 25% or lower: Gain Damage Received -25% and Dodge Cost -5Male: [/li][li]Level 1: HP at 75% or lower: Gain Damage Dealt +10% and Target's Dodge Cost +1[/li][li]Level 2: HP at 50% or lower: Gain Damage Dealt +15% and Target's Dodge Cost +3[/li][li]Level 3: HP at 25% or lower: Gain Damage Dealt +25% and Target's Dodge Cost +5Liger Zero CAS ChangeClass: Transformation, Activated Description: Forfeit all attack phases this turn. You may discard current frame for the rest of the battle and change to another Liger Zero frame. Recover HP & EN as if deployed. Items equipped on Liger Zero will be transferred after switching. You may only change to the particular CAS once per battle and only if you own that CAS part. How many times you can perform CAS Change in battle is determined by rank: Private: 1, Corporal: 1, Sergeant: 2, Ensign: 3, Lieutenant: 4. This ability requires an allied mothership to execute. Limited BatteryClass: Degeneration Description: Each turn EN -2. This effect can be disabled by switching the EVA Power Cable System to External Power Mode.
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Post by Eis Attacker! Ver.W on Jan 20, 2004 16:49:37 GMT -5
MAP StealthClass: Immunity Description: This unit is immume to all MAP attacks. Matrix FieldClass: Barrier Description: Negates 20 damage from any source for 1 EN. MayaClass: Sidekick Description: Maya is the Suffix of Gray Gespenst. Has his own Seishin set and SP pool. This pool starts at 60 SP. After battle, you may give any amount of earned UPs to Maya instead. These UPs can only be used to increase your sidekick's SP pool. Maya's SP Pool caps at 100. Seishins: [/li][li]Rage [/li][li]Hot Blood [/li][li]Concentrate [/li][li]Direct Attack Mazin PowerClass: Special Description: See: Mazinger PilotMega Beam ShieldClass: Shield Description: Same effects as Shield but negates an additional 20 damage from any (B)-Type source when used (calculate after shielding). Miku HimuroClass: Sidekick Description: Miku is the Dimensional Coupler System of Zeorymer itself. Has her own Seishin set and SP pool. This pool starts at 60 SP. After battle, you may give any amount of earned UPs to Miku instead. These UPs can only be used to increase your sidekick's SP pool. Miku's SP Pool caps at 100. Seishins: [/li][li]Trust [/li][li]Aid [/li][li]Hope [/li][li]Love MimicryClass: Special Description: Pay 10 PCs. Gain the ability to use the LAST Non-Combo Attack used against you at the same EN and PC cost. If the weapon is ammo based, then it depletes 5 EN per ammo instead. Mindflow System AlphaClass: System Description: Dodge Cost -10, Target's Dodge Cost +10, Weapon Damage +30% and Damage Received -30%. Your maximum SP during this battle is 50% of your maximum SP. Mindflow System BetaClass: System Description: Dodge Cost -5, Target's Dodge Cost +5, Weapon Damage +20% and Damage Received -20%. Mindflow System GammaClass: System Description: Dodge Cost -3, Target's Dodge Cost +3, Weapon Damage +10% and Damage Received -10%. Minovsky InterferenceClass: Special Description: Negate all (G)-Type attacks and allied units' Dodge Cost -5 for a single turn for 10 EN. Mirage ColloidClass: Stealth Description: Negate all attacks dealt against you for a whole turn; x turns to recharge. Disables user's other Stealth abilities (if any). Mirror CoatingClass: Barrier Description: Negates 25 damage from any source for 2 EN. Mobile DollClass: Special Description: This unit can only be used as a Summon Unit with MD System. Mobile Dolls are treated as summon units with a Dodge Cost of 5. It's IS is zero and no items may be equipped on it. Mobile Doll SystemClass: System Description: Allows user to summon Mobile Dolls. You may summon any of the following units as long as: 1) You own at least one of those units in your AM 2) That unit isn't in use in another battle. 3) That unit meets the terrain requirements of the match. 4) The unit must also be one of the following: Zaku Units: Action Zaku, Commander Zaku, Grai Zaku, Greater Zaku, Hi-Zack, Hi-Zack Custom, Lady Zaku, Nise Gundam, Thief Zaku, Super Zaku, Wing Zaku Z, X Zaku III, Zaku Cannon, Zaku Mariner, Zaku SC, Zaku Sniper, Zaku Tank, Zaku I, Zaku II F-Type, Zaku II F2-Type, Zaku II High Mobility Type, Zaku II High Mobility Test Type, Zaku II J, Zaku II Kai, Zaku III, Zaku III Kai GM Units: Aqua GM, Desert GM, GM, GM Cannon, GM Cannon II, GM Cold Climate Type, GM Custom, GM Juggler, GM Kai, GM Quel, GM Sniper, GM Sniper Custom, GM Sniper II, GM Sniper III, GM Sniper III Cannon Pack Test Type, Novel GM III, Powered GM, RGM-79[G] Land Battle GM, White Dingo GM, White Dingo GM Cannon Ball Units: Ball, RB-79C Ball Kai, RB-79K Ball, Type-133 Ball Gaza Units: Gaza-B, Gaza-C, Gaza-C Kai, Gaza-D, Gaza-E, Gaza-W Gundam 0083 Units: Dra-C Z Gundam Units: Barzam, Hi-Zack, Marasai Gundam Sentinel Units: Nero, Xeku Eins Gundam ZZ Units: Capule, Gallus-J Gundam Double Fake Units: GD Cannon, GD Striker Gundam: CCA Units: Geara Doga, Geara Doga Kai, Hobby Hizack, Jegan Hathaway's Flash Units: Gustav Karl, Messer, Tora Karl Gundam F91 Units: Heavygun (Macedonia) Crossbone Gundam Units: Batara, Elbud, Pezun Batara, Zondo Gei V Gundam Units: Shokew, Zolo, Zolo Kai, Tomliatt G Gundam Units: Nobusshi, Pescatore Gundam Wing/G-UNIT Units: Aries, Cancer, D-Unit, EWAC Leo, High Mobility Leo, Leo, Leo Cannon Type, Leo Space Type, Maganac, Mercurius, Oliphant, Pisces, Scorpio, Serpent, Taurus, Taurus MD, Tragos, Vayeate, Virgo, Virgo II, Virgo III Gundam X Units: Daughtress, Daughtress Weapon, Daughtress Neo, Jaguar, Jenice Gundam SEED Units: Strike Dagger, M1 Astray, M1A Astray, GINN, GINN OCHER Turn-A Gundam Units: Borjanon, Bandit, Kapool, WaD Gespenst Units: Gespenst, Gespenst Mk-II, Gespenst RR-Type, Gespenst SR-Type Divine Crusaders Units: Lion, Lion V, Lion Test Type Guest Units: Garoika G-Breaker Units: Gunblaze-A, Gunblaze-B, Gunblaze-C, Gunblaze-D, Gunblaze-H, Gunblaze-J, Impulse 4 Heavy Metal L-Gaim Units: Alorne, D. Sserd, Graia Macross Units: Regult, Zentraedi Fighter Pod Megazone 23 Units: GR-2 Garland, Wilde Zau, Zarme Zau Metal Armor Dragonar Units: Dora, Dowtwen, Dragoon, Dyne MAFFU Nadesico: Prince of Darkness Units: Mass Produced Aestivalis, Mass Produced Artillery Aestivalis, Sternkugel SPT Layzner Units: Braver, Baybull, Bullgren The number of units you may summon is determined as follows: You have 4 summon slots for the Mobile Doll System. - Private-class units consumes 1 summon slot each. - Corporal-class units consumes 2 summon slots each. - Sergeant-class units consumes all 4 slots. Notes:[/li][li]That unit's IS is considered ZERO for this battle. It cannot be equipped with any items. You can, however, summon a frame-based unit, such as the Gespenst RR or SR, or Space Leo. You must, however, own the appropriate Customize Module for the mech if you want to summon it. [/li][li]That unit's rank is equal to YOUR rank. [/li][li]That unit's Dodge Cost is 5 (Minimum Dodge is the same). [/li][li]That unit's Countercut Cost is 2 EN or 5 PCs. [/li][li]That unit CANNOT Countershoot. [/li][li]That unit retains all abilities it may have had it been used normally. [/li][li]That unit however cannot use any weapons or abilities that requires a specific Pilot Class. [/li][li]If you only have one copy of that unit, you can only summon one. You can only summon as many units as you own. Remember the summon slots too. For example, if you own only one GM Sniper II in your inventory, you can only summon up to one GM Sniper II. [/li][li]Any Upgrade Chips acquired for the unit from events that the unit might have are disabled for the battle. [/li][li]When summoning units with MD System, you must summon all units you want to summon all at once. [/li][li]If a unit summoned by MD System is destroyed, it cannot be resummoned. [/li][li]Units to be summoned must be declared at deploy
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Post by Eis Attacker! Ver.W on Jan 20, 2004 16:49:49 GMT -5
Mobility BreakClass: Status Anomaly Description: When hit with an attack that deals Mobility Break, all dodge modifiers on affected unit is disabled for 3 turns (this includes items that's been equipped. Bonuses provided by allies may still take effect). Units with Net Canceller ability are immune to this effect. Mothership Class (x)Class: Special Description: Dodge Cost of this unit is locked at x. Exists only in Mothership units. Movable ShieldsClass: Shield Description: Same effects as Shield. Shield usage is tripled. Disable Small Missile Launcher if remaining shield usage falls below 30% of total shield usages. Move: X/Y/ZClass: Terrain Manipulation Description: All units will have this ability. X/Y/Z denotes what type of movement(s) a unit is capable of moving in. This ability determines how terrains or support defence are affected when the units are in a certain mode of movement. When deploying, a unit must determine what their starting Move Type is, provided they have the ability to choose that type. Any change in Move Type always takes place during the Transformation Phase. Any unit can change to another Move Type as long as they possess the ability to do so. Effects are as follows: [/li][li] Flight: Listed as F. Unaffected by non-Space type terrain modifiers. Able to Support Defend as normal.[/li][li] Grounded: Listed as G. Susceptable to all terrain modifiers. Cannot Support Defend units that are in Flight.[/li][li] Flight Locked: Units that only have the F tag and no G and H tags is considered this. Basically the same effect as Flight but cannot Support Defend Grounded or Hover units.[/li][li] Hover: Listed as H. Dodge Cost penalties caused by non-Space type terrains are halved and is unaffected by all modifiers from Water-type terrains. Cannot Support Defend units that are in Flight or submerged in Water.[/li][li] Water: Listed as W. Unaffected by negative water terrain modifiers. Cannot Support Defend or be Support Defended by units that are in Flight or Hover.Units that do not have this ability are considered Grounded. Additionally, all units are considered in Flight in Space (Zero G) type terrains. For now, until all units have been updated, a unit without this ability is considered Grounded. N-Jammer CancellerClass: Special Description: Negates EN usage of Phase Shift Armor on equipped unit. Nano SkinClass: Armor, Regeneration Description: Regenerate 25% HP/turn Nendou FieldClass: Barrier Description: Negates damage from any source per rank. Usable by Psychodrivers only: Private: Negates 10 damage Corporal: Negates 12 damage Sergeant: Negates 15 damage Ensign: Negates 17 damage Lieutenant: Negates 20 damage Nendou Field SClass: Barrier Description: Negates 25 damage from any source. Usable by Psychodrivers only. Neo Getter VisionClass: Evasion Description: Same effects as Getter VisionNessar BarrierClass: Barrier Description: Available only on Gyoryu Nessar. Negate 15 damage from any source for 1 EN. Net CancellerClass: Special Description: Units with this ability are immune to negative Dodge Cost modifiers. NeyaClass: Sidekick Description: Neya is the Suffix of Black Ryvius. Has her own Seishin set and SP pool. This pool starts at 60 SP. After battle, you may give any amount of earned UPs to Neya instead. These UPs can only be used to increase your sidekick's SP pool. Neya's SP Pool caps at 100. Seishins: [/li][li]Hope [/li][li]Friendship [/li][li]Perseverance [/li][li]Vanishing Body Ninja DensetsuClass: Special Description: Dodge Cost -5. If piloted by a Ninja Senshi, gain the following bonuses instead: Dodge Cost is 5, Negative Dodge Modifiers Capped at +5, Camouflage (Stealth)'s charge time reduced by 1, Bunshin gains +1/+1 and Weapon Damage +25%. Nitou-ryuClass: Special Description: Also known as Two-Sword Style, units with this ability uses two swords as its main form of melee attack. Your Countercut Cost x 0.5. Countercut Cost for enemies you attack x 1.5 for (M)-Type weapons. NT/EHClass: Weapon Restriction Description: Stands for: Newtype/Enhanced Human. Refer to Newtype and/or Enhanced Human in Bio-Enhancement Lab for details. Weapons that has this ability requires Newtype/Enhanced Human's Psychowave Control ability to execute. Nu Gundam I-FieldClass: Barrier Description: Negate 25 damage from any (B)-Type, non- source for 1 EN.
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