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Post by Justine Chafroise on Sept 24, 2003 23:33:25 GMT -5
This is the Customization Units thread, where you can purchase one of the many "bare-bones" frames of units from various series and customize them as you'd like! Just pay the cost, choose your stuff with the points given, and post in your AM!
[/li][li]PLEASE POST HOW YOUR POINTS WERE USED WITH THE POST OF YOUR CUSTOMIZATION UNIT IN YOUR AM!![/b][/color]
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Post by Kyousuke Sumeragi on Jan 11, 2004 19:49:01 GMT -5
Price: 550 PCs Points: 150 points to distribute. Misc: 1 free Inherent Ability and it's respective attack. Note: weapons in parenthesis can be used in Vehicle form Brought to you by: Mao & Zengar~!
ON HOLD~![/color][/size] Maintenance in Progress
Super Robot Skeleton
Statistics: HP: 70 EN: 50 IS: 1[/color]
Weapons: 1) Punch (M)- 8 Damage 2) Kick (M)- 10 Damage
Inherent Abilities: 1) Usable by anyone _________________________________________
Mech Stats/Abilities HP: 2 points per 1 HP EN: 2 points per 1 EN IS: 25 points per 1 IS Shield: 15 points Daitarn Fan (Gains both Shield and Countercut): 20 points Repair: 20 points Resupply: 25 points Transform to Vehicle Form (Choose either DC -5 or Damage -25%. Only specified weapon are enabled in this mode): 30 points Chogokin Z: 35 points Chogokin Neo Z: 40 points Beam Coating: 20 points AB Field: 25 points Gravity Territory: 35 points
Weapons for Vehicle Mode Vulcan- 8 damage, 10 rounds---5 points Split Missiles (PSV)- 1 damage/PC---5 points Missile (PSV)- 5 damage/PC---10 points Melt Shower (BV)- 8 damage/EN---10 points Rockets (P)- 30 damage, 8 rounds---10 points Big Missiles (PSV)- 10 damage/PC---15 points Blazer Cannon (B)- 16 damage, 8 rounds---15 points Spin Saucer (P)- 14 damage x 2, 6 rounds---15 points Spin Drill (P)- 16 damage x 2, 8 rounds--- 20 points Ram Attack- 30 damage---20 points Drill Charge (V)- 20 damage/EN---20 points Bombard- 40 damage, 4 rounds---20 points Omega Cannon (S)- 35 damage x 2, 6 rounds---25 points Spiral Attack- 40 damage, 2 EN/attack---25 points Drill Attack- 70 damage, 3 EN/attack---30 points[/color]
Melee (following weapons dont give Countercut) Nishiki Bakurenda (M)- 12 damage --- 5 points Genocide Claw (MV)- 5 damage/PC --- 5 points Kakutou (M)- 15 damage --- 10 points Getter Spike Blade (MV)- 7 damage/PC --- 10 points Big Wave (M)- 10 damage x 2, 6 rounds ---15 points Rasetsujin (MV)- 10 damage/PC --- 15 points (Southern Cross Knife (MV)- 5 damage/PC) --- 15 points Arm Spikes (M)- 15 damage x 2 --- 15 points Back Spin Kick (M)- 25 damage --- 15 points (Chain Knuckle (MS)- 15 damage X 2) --- 20 points Choudenji Yoyo (MS)- 18 damage x 2, 1 EN/attack --- 20 points Double Knuckle (M)- 20 damage x 2 --- 20 points Rouga (M)- 25 damage, 1 EN/attack --- 20 points Stun Punch (M)- 20 damage, PARALYZE, 1 EN/attack --- 25 points (Trider Chain (M)- 25 damage) --- 25 points Spring Crusher (M)- 35 damage --- 25 points Gigant Knuckle (M)- 40 damage --- 30 points Senpuu Sanren Geki (M)- 30 damage x 3, 3 EN/attack --- 30 points
Melee (following weapons give Countercut ability) Kenrou (M)- 16 damage --- 10 points Mazinger Blade (M)- 20 damage --- 15 points Haja no Ken (MV)- 10 damage/EN --- 15 points Zambot Blow (M)- 25 damage --- 20 points Suiryu Souga (M)- 15 damage x 2 --- 20 points Twin Lancer (M)- 20 damage x 2 --- 25 points Brai-Spear (M)- 30 damage --- 25 points Buster Tomahawk (M)- 30 damage --- 25 points Mirage Sign (M)- 25 damage, PARALYZE --- 30 points Energy Cutter (MS)- 35 damage, 1 EN/attack --- 30 points Falchion Saber (M)- 10 damage x3 --- 30 points Getter Tomahawk (MS)- 10 damage x 3 --- 35 points Daitarn Zanber (M)- 40 damage --- 35 points Mars Flasher (M)- 50 damage --- 40 points
Energy Emission Weapons Seiryuuin- 15 damage, 1 EN/attack --- 10 points (Blaster- 10 damage, 1 EN/shot) --- 10 points Getter Drill (V)- 6 damage/EN --- 15 points Koushiryoku Beam - 8 damage x 2, 1 EN/shot --- 15 points Shougekiha Beam- 20 damage, 1 EN/shot --- 15 points (Sponson Cannon- 18 damage, 1 EN/shot) --- 15 points (God Pressure- 25 damage, 1 EN/attack) --- 20 points (Homing Laser (SV)- 10 damage/EN) --- 20 points (Sun Laser - 30 damage, 1 EN/shot) --- 25 points Arc Line- 15 damage x 2, 1 EN/shot --- 25 points (Wing Beam Cannon (BS)- 20 damage x 2, 2 EN/shot) --- 25 points Ultimate Beam- 40 damage, 2 EN/shot --- 25 points (Holster Beam- 25 damage x 2, 3 EN/shot) --- 30 points Beam- 45 damage, 3 EN/shot --- 30 points Sieze Thunder (V)- 14 damage/EN, PARALYZE --- 30 points Maxi Blaster- 50 damage, 3 EN/shot --- 35 points points (Choudenji Eraser (S)- 50 damage, 3 EN/shot) --- 35 points V Laser- 55 damage, 3 EN/shot --- 40 points Bakusai Chourakka (S)- 90 damage, 5 EN/attack --- 40 points
Projectile Weapons Finger Net (P)- PARALYZE, 4 PCs/shot --- 5 points (Buster Missile (PSV)- 6 damage/PC) --- 5 points Rekkajin (PSV)- 8 damage/PC --- 5 points Tomahawk Boomerang (PS)- 8 damage x 2 --- 10 points (Multi Missile Barrage (PSV)- 8 damage/PC) --- 10 points Snake Rock (P)- 8 damage, PARALYZE, 6 rounds --- 10 points Battle Return (PS)- 10 damage x 2, 8 rounds --- 10 points Rocket Punch (P)- 13 damage --- 10 points God Arrow (P)- 15 damage, 6 rounds --- 10 points Magne Claw (P)- 12 damage x 2 --- 15 points (Macro Missile Launch (PV)- 15 damage/PC) --- 15 points Shoulder Boomerang (PS)- 15 damage x 2, 1 EN/attack --- 15 points Break Cross (PSV)- 17 damage/PC --- 15 points Arm Punch (P)- 18 damage --- 15 points (Trider Missiles (P)- 20 damage, 8 rounds) --- 15 points Getter Missile (P)- 20 damage x 2, 10 rounds --- 15 points (All-directional missiles (PSV)- 20 damage/PC) --- 15 points Boost Knuckle (P)- 22 damage --- 20 points Jeeg Bazooka (P)- 25 damage, 8 rounds --- 20 points (Moby Dick Anchor (P)- 25 damage, PARALYZE, 4 rounds) --- 20 points Choudenji Crane (P)- 30 damage --- 20 points Trider Cutter (P)- 30 damage x 2, 2 rounds --- 20 points Boost Knuckle (P)- 30 damage x 2, 2 EN/attack --- 25 points Five Shooter (PS)- 5 damage x 5, 5 rounds --- 25 points Moon Circle (P)- 35 damage --- 25 points Screw Crusher Punch (PS)- 35 damage x 2, 2 EN/attack --- 25 points Atomic Punch (P)- 40 damage --- 30 points God Goagun (P)- 45 damage, 8 rounds --- 30 points Drill Pressure Punch (P)- 55 damage, 1 EN/attack. --- 30 points Big Blast (P)- 80 damage, 1 round --- 30 points Drill Boost Knuckle (PS)- 60 damage x 2 --- 35 points
Ammo-Based Weapons (Pulse Laser - 5 damage, 10 rounds) --- 5 points Daimo Gun- 10 damage, 10 rounds --- 10 points Dual Laser - 8 damage x 2, 8 rounds --- 15 points Despair Sight (S)- 10 damage, 6 rounds --- 15 points Daigun - 15 damage, 12 rounds ---15 points Kosenshou- 16 damage, 8 rounds --- 15 points (Double Gun- 15 damage x 2, 10 rounds) --- 20 points Hand Beam (V)- 15 damage, 20 rounds --- 20 points Voltes Bazooka- 20 damage, 10 rounds --- 20 points Drill Arm Gun (B)- 20 damage, 10 rounds --- 20 points (Daitarn Cannon (S)- 20 damage X 2, 8 shots) --- 25 points Ashakrul- 30 damage, 8 rounds --- 25 points Cannon Qubic (SV)- 30 damage, 10 rounds --- 30 points High-Power Rifle- 50 damage, 3 rounds --- 30 points Getter Laser Cannon- 40 damage, 8 rounds --- 30 points Buster Homerun- 50 damage, 8 rounds --- 35 points Rocket Bazooka- 80 damage, 3 rounds --- 35 points
Special Weapons (Armor Breaker- 1 damage, 10 PCs/shot Armor Breaker: Negate target's armor effects for 3 turns when attack hits. Weapon power is locked at 1 damage. Cannot be influenced by any ability.) --- 15 points Plasma Sword (M)- 15 damage x 3 --- 20 points Big Blast Divider (PSX)- 15 damage/PC, 1 round --- 25 points Daitarn Hammer (V)- 12 damage/PC --- 30 points Jeeg Lancer- 50 damage, 1 EN/attack --- 30 points Kirin (V)- 25 damage/EN --- 35 points San Ryu Kun (MX)- 15 damage, PC/attack --- 35 points G-Circle Blaster (S)- DESTROY, 1 round. Round is locked at 1 and can only be relaoded by boarding a mother ship for 2 turns --- 35 points Spiral Getter Beam (X)- 9 damage/2 EN --- 35 points Plasma Hold- 45 damage, 2 EN/attack Plasma Hold Special: Paralyze yourself and 1 target. Pay 10 PCs/post and deal 8 damage/post to the target. --- 35 points Scrander Cutter- 35 damage --- 40 points Grand Fire- 70 damage, 5 EN/attack --- 40 points Breast Burn (S)- 80 damage, 4 EN/shot --- 45 points Plasma Thunder- 100 damage, 10 EN/attack --- 45 points Omega Blaster (S)- 130 damage, 10 EN/shot --- 50 points Senkou Raijin Geki (S)- 100 damage, PARALYZE, 10 EN/attack --- 50 points (Distraction Boomerang (PSX)- 20 damage/EN) --- 55 points Space Bazooka- 80 damage, 6 rounds --- 55 points Ion Cannon (S)- 180 damage, 15 EN/shot --- 55 points Thunder Crash- 90 damage, PARALYZE, 5 EN/attack --- 60 points Thunder Swing- 110 damage, 6 EN/attack --- 60 points Daitarn Javelin- 70 damage, 2 EN/attack--- 70 points Glen Cannon - 100 damage x 2, 15 EN per shot --- 70 points Dankuukougaken- DESTROY, 20 EN/attack --- 75 points Illusion Arrow (SX)- 12 damage/EN --- 80 points
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Post by Kyousuke Sumeragi on Jan 11, 2004 20:26:20 GMT -5
Inherent Abilities
NOTE: ALL UNITS SAMW SLOT IS 1
SC ORIGINAL Otaku Power: Attack Damage X 2, - 2 EN per turn. Pay 10 PC to activate and 10 PC to Deactivate SC Special Attack (S) - 50 damage x2, 5 EN/attack
MAZINGER Z Chogokin Z: Damage Received -20% Breast Fire (S)- 100 damage, 5 EN/shot
GETTER ROBOT Mach Special: Dodge a single attack; 10 uses Getter Beam- 60 damage, 4 EN/shot
DAITARN 3 Meganoid: Base HP +80, Base EN +50 Sun Attack- 200 damage, 15 EN/attack. +5 to Target's Dodge Cost
RAIDEEN Brave Warrior: Gains Countercut and Shield God Voice (S)- 150 damage, 15 EN/attack
DANCOUGAR Beastial Fury: Check lexicon for details Dankuuhou Formation- 60 damage X 3, 15 EN/shot
GUNBUSTER Inertial Cancellor: Gives unit Inertial Canceller (Barrier) Double Buster Collider- 200 damage, PARALYZE, 15 EN/attack
GOD MARS Tranform: gains a dress-up unit that will act as default unit. Gains 50 points to dress-up this unit(note; HP, EN are locked. IS will be similar to the main unit, so if you gave the main unit 3 IS, then the default unit will have 3 IS as well) Stats are:
Statistics: HP: 50, EN: 20, IS: ?
Weapons: 1) Punch (M)- 5 Damage
Inherent Abilities: 1) Usable by anyone. 2) (Insert SR Dress-up name here) Change: Change into (Insert SR Dress-up Name here) and regenerate all HP and EN. Cost is variable depending on how soon you want to transform. Turn 1: 40 PCs; Turn 2: 20 PCs; Turn 3; 10 PCs; Turn 4 and thereafter: Free.
Rokugami Attack (S)- 30 damage x 6, 15 EN (available on Main SR)
DANGAIOH Chouryousha Mechanism: Pay 5 PCs. All attacks you deal in current post inflict additional 50% damage (non-stackable) Psychic Wave- PARALYZE, 5 EN/attack
DALTANIAS Gains Shield and HP+30 EN+20 Kaengeki Jumonjigiri- 160 damage, 10 EN. Target's Dodge Cost +5
DAIMOS Martial Arts Mastery: All (M) weapon deals 2X damage, also gains Countercut Reppu Sekken Tsuki: Double Blizzard- 100 damage, 10 EN/attack[/color]
CHODENJI MECHA Chodenji (insert name here)- PARALYZE, 5 EN/attack Combination Attack- DESTROY, 30 EN/attack. Requires another SR Dress-up with Chodenji Mecha Inherent Ability. DC + 5
GAOGAIGAR CHOOSE 2 OF THE FOLLOWING: Protect Shade: Negate 30 damage from all non (M) sources in one turn; 3 EN/use.
Dividing Driver: Isolate yourself and 1 target from the rest of the battle for 3 turns; 1 use. No other participants can target either you or the isolated target while Dividing Driver is active. Cannot be used in aerial battles, and cannot be replenished using Reloaders or boarding a mothership Hell and Heaven- 150 damage, 10 EN/attack
GO SHOGUN Mother Ship Support (S)- 200 damage, 5 rounds Go-Flasher (S)- 180 damage, 15 EN/attack
GIANT ROBO Hp and EN increase by 50% + Beam Coating (Barrier) Full Strength Punch- 150 damage, 5 EN/attack
BRAIGER All ammo base weapons gains a +25% to damage Brai-Cannon- DESTROY, 20 EN/shot
ZAMBOT 3 Moon Attack- 120 damage, 10 EN/attack Double Celestial Body Attack: 150 damage x 2, 25 EN. Requires an allied SR dress-up unit Dodge Cost +5
BIG-O Plasma Ball Field: Negate ANY SINGLE attack. Recharges after 5 turns. 3 EN per use Plasma Ball (S)- 85 damage, 4 EN/shot, Plasma Ball: Can only be used if Plasma Ball Field was used during the Defense Phase and Sudden Impact- 135 damage, 10 EN/attack
MACHINE ROBO Machine Interface: DC-5 all Damage increase by 25% God Hand Smash (V)- 25 damage/EN
GRUNGUST Transform: Change into Plane mode. DC -5 and only selected weapons can be used Keitou Ragouken Ankensatsu- DESTROY, 10 EN/attack
KOUTETSU JEEG
Unit cannot be Given the Transformation ability HP is locked and cannot be increased
Separate: If (SR Dress-up Name) is destroyed, change into (SR Dress-up Name) Head. With the following stats:
Statistics: HP: 20 EN: 10 IS: (same number as the SR dress-ups)
Weapons: 1) Tackle (M)- 8 damage 2) Beam- 10 damage, 1 EN/shot
Inherent Abilities: 1) Usable by anyone. 2) Dodge cost is 5
Transform to (SR Dress-up Name) Panzeroid: All current stats (HP/EN/PC/Item) will be carried over. Dodge Cost -10
Spin Storm (SV)- 25 damage/EN
GAIKING
Dress-up Points: - 30 points Unit cannot be Given the Transformation ability
Zormanium Alloy (Armor): Damage received -20% Face Open Mode: Transform to SR Dress-up Name (Face Open.) All current stats (HP/EN/PC/Item) will be carried over. Only usable at turn 4 and higher. Cannot revert back to normal form. You may Choose one weapon from each type(excpet Weapons for Vehicle Mode), these weapons can only be used in Face Open Mode. Weapons must cost 50 points or lower. Also Weapons will gain "Usable in Face Open Mode"
YUUSHA
Yuusha Transformation: Gain an Additional SR Unit by having this unit and another SR Dress-up unit that you own of any ability (excpet Daitarn, Gaiking, God Mars, Grungust, Jeeg, Trider and Getta Ability). The units Stats are
Statistics: HP: (Combine both unit's HP. This does not include item Hp increase) EN: (Combine both unit's EN. This doesnot include Item EN increase) IS: 2 (If unit is combined during a fight, choose item from the component units. Either 2 from one or one from each. Also if item chosen is perishable, the perishable must not have been used.)
Weapons: Choose a total of 5 non Destroy, Non-hissatsu weapons from each units thats only cost 50 points or lower. In addition unit will gain Yuusha Finishing Attack: Destroy, 25 EN Target's Dodge Cost +5
Inherent Abilities: (Combine abilites from both units, Armor restrictions still applies. To Gain Countercut ability you must have a chosen weapon or ability that grants Countercut ability. Transformation ability is also not allowed) 1) Usable by ENSIGN or Higher.
Yuusha SR Dress-up Gains the following ability Damage Received - 20% Gattai: Transform into COmbined SR Dress-up and regenerate all HP, EN, and Ammo. Reset all HP activated Skill, Shield Counts and any other Mecha Inherent depletable ability. This ability can only be use by a pilot with Yuusha Ability
SRX Nendou Field (Barrier)
Tenjou Tenga Nendou Basaiken- 150 damage, 10 EN/attack. Requires Psychodriver class to execute
TRIDER G7 Multi-Transformation: Gans the following forms. Gains an Additional 35 Points for each form, these points must be spended on weapons for the alternate forms. Each Form Must have a Total of 4 Weapons each. Each form may share the same weapon 1.) Tank Form: Damage -25%, Dodge Cost +5 2.) Flight Form: Dodge Cost - 5. Cannot be use in space terrain 3.) Aqua Form: Dodge cost is 5 in Water Terrain. Cannot be used in space terrain 4.) Space Form: Dodge Cost -10 in Space Environment. Cannot be used in other environment 5.) Beast Form: Ignore any Terrain Effect Dodge Cost Modifier 6.) Drill Form: Gains the Abiltiy Burrow(You can't attack or support defend but you 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 you unburrow. And Damage -20%. Cannot be use in space or water terrain
Trider Bird Attack- 120 damage, 10 EN/attack. Dodge Cost +5
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Post by Eis Attacker! Ver.W on Jan 12, 2004 20:31:07 GMT -5
Price: 500 PCs per unit Points: 100 points to distribute. You may pay an additional 400 PCs for an extra 50 points for this dressup. If you choose to pay the extra cost, this unit will gain: Usable by Lieutenants or higher and become a Hi-Tier Class unit. Misc: 1 free set of Weapons/Inherent Abilities from its respective series. This is version 3.0! Brought to you by: Eis~! Gundam SkeletonStatistics: HP: 40, EN: 15, IS: 2, Size: MWeapons: 60mm Vulcans- 2 damage, 20 roundsInherent Abilities: 1) Usable by Ensigns or higher 2) Countershoot: 60mm Vulcans Note: Item rules still apply while customizing your Gundam. So you can't have any combination of Chobam, Hybrid Armor, Phase-Shift Armor equipped on the same unit during customization. Also, stats in your Dressup Gundam do NOT carry over to your Core Fighter if Core Block System is chosen or to Gundam if Plamo Kyoshiro hissatsu is chosen. You also cannot equip more than one shield on this unit (as it's supposed to be on all units unless stated otherwise).Mech Abilities: HP: 1 point per 1 HP EN: 1 point per 1 EN IS: 10 points per 1 IS (Maximum IS for any unit is 4) Additional Pilot Seat: 10 points (SAMW Pilot Slot +1. Unstackable)
Size Modification (Replace default unit size with size tag below) Size S: 15 PCs Size L: 15 PCs
Shields Shield: 5 points Anti-Beam Shield: 10 points Beam Shield: 15 points Beam Rotor: 20 points Mega Beam Shield: 20 points Reactive Shield: 25 points
Thruster Modules Magnet Coating (Dodge Cost -3): 10 points Full Vernier (Dodge Cost -5): 15 points Sturm Boosters (Dodge Cost -10): 30 points
Armor Chobam Armor (Armor) (HP +30, Damage Received -10%): 15 points Hybrid Armor (Armor) (HP +40, Damage Received -15%): 20 point
Barriers Beam Coating (Barrier): 15 points I-Field (Barrier): 20 points Sonic Shield (Barrier): 25 points Energy Deflector (Barrier): 30 points EMF Shield (Barrier): 10 points Reflect Shield (Barrier): 20 points Planet Defensors (Barrier): 25 points
Repair/Resupply Modules Repair: 20 points Resupply: 20 points
Core Fighters (Ignore IS slot amount of Core Fighter when you separate. Your IS is equal to your Dressup's IS slots instead of its default amount) Core Block System (Neo Core Fighter): 10 points Core Block System (GT-FOUR Core Fighter): 10 points Core Block System (FF-X7 Core Fighter): 15 points Core Block System (FF-XII-Fb Core Fighter II): 20 points Core Block System (Cluster Gundam Core Fighter): 25 points Core Block System (FF-X7 Core Fighter (Casval)): 30 points Core Block System (Neo Gundam Core Fighter): 30 points
[/li][li](Requires purchase of G-BRD to use)[/size] Core Block System (FF-XII-Bst Core Fighter II): 35 points MA ModesTank Mode (Dodge Cost +5, Damage Received -25%, disable all specified weapons): 10 points Waverider Mode (Dodge Cost -5, disable 60mm Vulcans and all specified weapons): 10 points Miscellaneous AbilitiesA.B.C. Mantle: 5 points S-1 Equipment (Dodge Cost is 5 in water/sea-based environments. This unit can't be used in space): 10 points Super Mode (Requires Gundam Fighter to execute): 10 points Summon Bugs (x 2): 15 points[/color] Note: All weapons in red are disabled in any MA Mode. All weapons in orange are disabled in Waverider Mode and all weapons in yellow are disabled only in Tank Mode. Any weapon with CS beside point cost are capable of being used with the Countershoot pilot ability. Melee-Range Weapons: Flame Thrower (SV)- 5 damage/EN --- 5 points Beam Saber (BM)- 12 damage --- 5 points Heat Dagger (X)- 6 damage, 2 rounds --- 10 points Beam Daggers (BM)- 7 damage x 2 --- 10 points Beam Javelin (BM)- 18 damage --- 10 points Chevalier Saber (MV)- 12 damage/PC --- 10 points Beam Tonfa (BM)- 10 damage x 2 --- 15 points Screw Whip (MV)- PARALYZE, 6 damage/EN --- 15 points Beam Fan (BM)- 20 damage --- 15 points Long Beam Saber (BM)- 22 damage, 1 EN/attack --- 15 points Dragon Claw (M)- 12 damage x 2 --- 20 points Psy Rod (M)- 30 damage, PARALYZE --- 20 points Giant Beam Sword (BMX)- 20 damage/EN --- 25 points I-Field Sword- 35 damage, 1 EN/attack --- 25 points Shot Lancer- 25 damage, 1 EN/attack --- 25 points Shot Lancer (Shoot)- 40 damage, 1 round --- (gain this attack if Shot Lancer was bought)[/li][li]Shot Lancer (Shoot): If ammo is 0, disable Shot Lancer. High Output Beam Saber (B)- 40 damage, 2 EN/attack --- 30 points Z's Hyper Beam Saber (BS)- 100 damage, 10 EN/attack. Requires NT/EH --- 30 points Large Heat Naginata- 50 damage, 2 EN/attack --- 35 points Knuckle Crasher (M)- 40 damage, 2 EN/attack --- 35 points (Target's Countercut Cost x 2) Beam Sword (BM)- 20 damage x 3 --- 35 points Oversized Blade- 40 damage, 1 EN/attack --- 40 points Schwert Gewehr (B)- 50 damage x 2, 4 EN/attack --- 40 points ZZ's Hyper Beam Saber (BV)- 20 damage/EN --- 40 points[/li][li]All above weapons other than Flame Thrower, Heat Dagger, Knuckle Crasher, Dragon Claw, Psy Rod, Beam Javelin and Shot Lancer/Shot Lancer (Shoot) gives: Countercut Inherent Ability Solid Round Weapons: Tequila's Vulcan (SV)- 4 damage, 20 rounds --- CS/5 points[/li][li] (This weapon replaces 60mm Vulcans, Dual Vulcan or Double Vulcan) Double Vulcan- 2 damage x 2, 20 rounds --- CS/5 points[/li][li] (This weapon replaces 60mm Vulcans, Dual Vulcan or Tequila's Vulcan) Arm Gatling Gun (V)- 6 damage, 10 rounds --- CS/10 points Chest Vulcan- 6 damage, 20 rounds --- CS/10 points Finger Launcher- 10 damage, 10 rounds --- CS/10 points Gatling Gun (V)- 8 damage, 12 rounds --- CS/15 points Mega Machine Cannon- 18 damage, 8 rounds --- CS/15 points 90mm Machinegun (V)- 8 damage, 20 rounds --- CS/20 points Heavy Machinegun (V)- 15 damage, 12 rounds --- CS/20 points Shotgun (S)- 18 damage, 10 rounds --- CS/20 points Large Machinegun- 8 damage x 2, 8 rounds --- CS/20 points 200mm Rangebruno Cannon- 40 damage, 6 rounds --- 20 points Dual Vulcan (V)- 6 damage x 2, 20 rounds --- CS/25 points[/li][li] (This weapon replaces 60mm Vulcans, Double Vulcan or Tequila's Vulcan) Mega Gatling Gun (SV)- 16 damage, 12 rounds --- CS/25 points 200mm Cannon (S)- 25 damage x 2, 6 rounds --- 25 points 90mm Gatling Gun (V)- 18 damage, 20 rounds --- CS/30 points Dober Gun- 45 damage, 10 rounds --- 30 points 680mm Artillery Cannon- 50 damage, 10 rounds --- 35 points 450mm Railgun- 40 damage x 2, 4 rounds --- 40 pointsContinued in second post...
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Post by Eis Attacker! Ver.W on Jan 12, 2004 20:34:07 GMT -5
Projectile Weapons: Magnet Anchor (P)- PARALYZE --- 5 points Drill Gun (P)- 8 damage, 1 PC/attack --- 5 points Multiple Launcher (PGSV)- 2 damage/PC --- 5 points Grenade Launcher (PSV)- 4 damage/PC --- 10 points Infrared Homing Missiles (PGSV)- 4 damage/PC --- 10 points Midas Messer (P)- 10 damage x 2 --- 10 points Micro Missiles (PGSV)- 15 damage/PC, 4 rounds --- 10 points Finger Launcher (PSV)- 20 damage/2 PCs --- 10 points Anti-Ship Missile (PG)- 80 damage, 1 round --- 10 points Panzer Eisen (P)- 14 damage, PARALYZE --- 10 points Homing Missiles (PGS)- 18 damage x 2, 12 Rounds --- 15 points Clay Bazooka (P)- 22 damage, 6 rounds --- 15 points Hyper Bazooka (P)- 30 damage, 4 rounds --- 15 points Hornet Missile (PG)- 35 damage, 5 rounds --- 20 points 175mm Grenade Launcher (P)- 40 damage, 6 rounds --- 20 points Chest Missile (PG)- 25 damage x 2, 6 rounds --- 20 points Micro-Missile Launcher Pod (PGSX)- 3 damage/PC --- 25 points Beam Type Weapon: Beam Vulcan (BV)- 6 damage/EN --- CS/5 points Scattering Beam Gun (BSV)- 5 damage/EN --- CS/5 point Beam Spray Gun (BSV)- 5 damage, 10 rounds --- CS/10 points Beam Gun (B)- 7 damage, 8 rounds --- CS/10 points Beam Rifle (B)- 10 damage, 10 rounds --- CS/15 points Knuckle Buster (B)- 12 damage, 8 rounds --- CS/15 points Beam Bazooka (B)- 25 damage, 4 rounds --- 15 points Beam Shot Rifle (BS)- 20 damage, 8 rounds --- CS/20 points Spray Beam Pod (BS)- 30 damage, 4 rounds --- CS/20 points Buster Rifle (BS)- 30 damage, 1 EN/shot --- CS/20 points Mega Particle Gun (B)- 20 damage x 2, 2 EN/shot --- CS/20 points Zanbuster (B)- 20 damage, 8 rounds --- CS/20 points Beam Machinegun (BV)- 12 damage, 20 rounds --- CS/25 points Beam Assault Rifle (BSV)- 15 damage, 12 rounds --- CS/25 points Hyper Knuckle Buster (B)- 25 damage, 8 rounds --- CS/25 points Beam Cannon (BS)- 20 damage x 2, 3 EN/shot --- CS/25 points Accelerate Rifle (B)- 18 damage, 10 rounds --- CS/25 points Active Cannon (BS)- 25 damage x 2, 2 EN/shot --- CS/30 points Buster Cannon (B)- 35 damage, 8 shots --- CS/30 points Long Beam Rifle (B)- 30 damage, 12 rounds --- CS/30 points Beam Smart Gun (B)- 20 damage, 12 rounds (Target Dodge Cost +5) --- CS/30 points Mega Beam Rifle (B)- 40 damage, 6 rounds --- CS/30 points Hi-Mega Launcher (B)- 45 damage, 2 EN/shot --- 30 points Double Beam Rifle (B)- 30 damage, 16 rounds --- CS/35 points Buster Mega Particle Cannon (B)- 45 damage, 1 EN/shot --- 35 points Mega Particle Cannon (BS)- 55 damage, 3 EN/shot --- 35 points Buster Launcher (BS)- 60 damage, 3 rounds --- 35 points Overhang Cannon (BS)- 30 damage x 2, 2 EN/shot --- 35 points Hyper Beam Rifle (B)- 60 damage, 10 rounds --- CS/40 points High Caliber Beam Rifle (B)- 60 damage, 3 EN/shot --- CS/40 points Long Range Cannon (B)- 65 damage, 5 EN/shot --- 40 points Mega Bazooka Launcher (BS)- 80 damage, 10 EN/shot --- 40 points Irish-Class Battleship Mega Particle Gun (BS)- 120 damage, 10 EN/shot (Snipe: (+8)) --- 45 points MA Weapons: Cluster Snake Bomb Pod (SV)- 4 damage/PC, 4 rounds. Waverider Mode Only. --- 5 points Anti-Air Vulcan (SV)- 2 damage, 20 rounds. MA Mode Only. --- CS/5 points Bomber Unit (P)- 15 damage, 8 rounds. Waverider Mode only. --- 5 points 110mm Vulcan- 8 damage, 10 rounds. MA Mode Only. --- CS/5 points Anti-Air Beam Gun (B)- 10 damage x 2, 10 rounds. MA Mode Only. --- CS/10 points Nose Beam Cannon (B)- 30 damage, 1 EN/shot. Waverider Mode Only. --- CS/10 points Wire-Guided Gun Barrel (PS)- 12 damage x 4, 6 rounds. MA Mode Only. --- CS/15 points Linear Rifle- 12 damage, 20 rounds. MA Mode Only. --- CS/20 points Beam Ram (B)- 60 damage, 2 EN/attack. Waverider Mode Only. --- 25 points Twin Beam Cannon (BS)- 40 damage x 2, 5 EN/shot. MA Mode Only. --- CS/25 points Claw- PARALYZE, 3 EN/attack. Waverider Mode Only --- 25 points Large Barrel Mega Beam Cannon (BS)- 60 damage, 3 EN/shot. Waverider Mode Only --- 25 points Booster Beam Cannon (BS)- 15 damage x 4, 6 rounds. Waverider Mode only --- 30 points Special Weapons: Winch Gimmick- PARALYZE, 1 round --- 5 points Spray Missile Launcher (GSV)- 6 damage/PC, 1 round --- 5 points Defensor Net- PARALYZE, 2 EN/attack --- 5 points[/li][li]Requires purchase of Planet Defensors to use.[/size] Tri-Blade (PSX)- 10 damage/3 PCs --- 5 points Needle Missile (GSV)- 6 damage/PC --- 10 points Shoot all Ammo (S)- 100 damage, 1 round --- 10 points [/li][li]If executed, all rounds of ammo are 0.[/size] Chain Mine- DESTROY:L1, 1 round --- 15 points Spread Bazooka (SV)- 4 damage/PC --- 15 points Distant Crusher- 20 damage, 1 EN/shot --- 15 points Heat Wire (S)- 30 damage, 2 EN/shot --- 15 points Wired Bomb- 100 damage, 1 round --- 15 points HKP Lancer Dart (SX)- 40 damage, 3 rounds --- 20 points[/li][li]Requires purchase of a Shield-type ability to use; Disable this weapon if shield usage is depleted.[/size] Needle Gun (V)- 10 damage/PC --- CS/20 points Full Open Attack (S)- DESTROY:L1, 1 round --- 25 points Inner Arm Gatling Gun (SV)- 15 damage/PC --- CS/25 points Messergranz (PSX)- 4 damage/PC --- 25 points Incom (BPX)- 12 damage/EN --- CS/25 points Hidden Arms (BMX)- 25 damage/EN. Requires NT/EH --- 25 points All-Out Attack (S)- DESTROY:L1, 2 round --- 30 points Funnel (BPX)- 14 damage/EN. Requires NT/EH --- CS/30 points Reflector Bits (BPSX)- 16 damage/2 PC. Requires NT/EH --- 30 points Heat Rod (MSX)- 15 damage/EN, Sustained Paralysis 1:15 --- 30 points Tactical Nuclear Warhead- DESTROY:L1, 4 rounds --- 35 points
[/li][li] Rounds can only be reloaded by docking within a battleship.[/color] Twin Beam Cylinder (BSV)- 12 damage x 2/EN --- CS/35 points Beam Strings (B)- 20 damage, PARALYZE, 4 EN/shot --- 35 points Atomic Scissors (MSX)- 20 damage/EN, Sustained Paralysis 2:10 --- 35 points Gundam Hammer (MS)- 40 damage --- 20 points Waverider Assault- DESTROY:L1, 15 EN/attack. Requires NT/EH --- 30 points[/li][li]Target's DC +5. Requires purchase of Waverider Mode to use.[/size] Salamis-class Main Gun (BS)- 50 damage x 2, 10 EN/shot --- 35 points Shin Ryuusei Kochouken- 90 damage, 5 EN/use. Requires Super/Hyper Mode --- 35 points Scatter Beam Cannon (BSX)- 15 damage/EN-- CS/40 points G-BRD (BS)- 60 damage, 15 rounds --- 40 points VSBR (BS)- 50 damage x 2, 5 EN/shot --- CS/40 points Twin Buster Rifle (BS)- 40 damage x 2, 4 EN/attack --- CS/40 points Sonic Weapon (SV)- 25 damage/EN --- 40 points[/li][li]Requires purchase of a Sonic Shield to use[/size] Gounetsu Machine Gun Punch (SX)- 15 damage/EN. Requires Super/Hyper Mode --- 40 points 'Mjolnir' Spheric Breaker (S)- 40 damage, 1 EN/attack --- 40 points Anti-MD Virus (S)- PARALYZE, 5 EN/attack --- 40 points [/li][li]Target's Dodge Cost +20. Can only target AI Controlled units or summoned units. Paralysis lasts for two turns if hit.[/size] Iron Net (S)- PARALYZE, 10 PCs/attack --- 40 points Beam Net (BS)- 20 damage, PARALYZE, 2 EN/attack --- 45 points DRAGOON (BSX)- 20 damage/EN --- CS/45 points Gerbera Straight (X)- 18 damage/2 PC --- 45 points 150 Gerbera Straight - 150 damage, 8 EN/attack --- 45 points Wire-Guided Beam Shot Claw (BS)- 40 damage x 2, 2 EN/attack --- 45 points 4 Heavenly Kings Bit- (B) 20 damage x 2/2 EN + (PSX) 18 damage/2 PCs + 40 damage + 85 damage/5 EN --- 50 pointsContinued in third post...
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Post by Eis Attacker! Ver.W on Jan 12, 2004 20:37:11 GMT -5
MAP Attacks: Funnel [MAP] (D:4)- 90 damage, 8 EN/attack. Requires NT/EH --- 20 points [/li][li]Requires purchase of non-MAP version of Funnel to use[/size] DRAGOON [MAP] (D:4)- 150 damage, 15 EN/attack --- 25 points [/li][li]Requires purchase of non-MAP version of DRAGOON to use[/size] Mega Bazooka Launcher [MAP] (BI:3)- 60 damage, 15 EN/shot --- 25 points Burstliner (BI:3)- 50 damage, 10 EN/shot - 25 points Full-Open Attack (I:4)- DESTROY:L1, 15 PCs/attack --- 25 points Demolition Chain (I:2)- DESTROY:L1, 1 round --- 25 points Hyper Mega Bazooka Launcher (BI:5)- 150 damage, 1 round --- 25 points Micro Missile (I:5)- 40 damage, 4 rounds --- 30 points Mega Launcher (BI:3)- 40 damage, 5 EN/shot --- 30 points Long Mega Buster (BI:4)- 100 damage, 15 EN/shot --- 30 points Plasma Leader (I:2)- 70 damage, PARALYZE, EN Damage, 2 rounds --- 30 points Beam Cannon (BI:2)- 90 damage, 10 EN/shot --- 30 points Fast-Hardening Gas (I:3)- PARALYZE, 5 EN/attack ---- 35 points Photon Particle Launcher (BI:4)- 60 damage, 5 EN/shot --- 35 points Sakuretsu Gaia Crusher (I:4)- 150 damage, 10 EN/attack. Requires Super/Hyper Mode --- 35 points[/li][li] Target's Dodge Cost +5. If 10 or more EN is spent, change battle terrain to Ruins type for the remainder of the battle whether this attack connects or not. Terrain does not change if performed in space.
Double Beam Cannon (BI:4)- 160 damage, 20 EN/shot --- 35 points Burning Fire (D:4)- 180 damage, 20 EN/attack. Target's Dodge Cost +5. Requires Waverider Mode to activate. --- 40 points Choukyuu Haou Den'eidan (I:5)- DESTROY:L1, 15 EN/attack. Requires Super/Hyper Mode --- 40 points Atomic Missile (I:10)- DESTROY:L1, 1 round --- 40 points Sonic Smash Cannon (D:4)- DESTROY:L1, 15 EN/attack. (Target's Dodge Cost +5) --- 45 pointsHissatsu Weapons/Abilities (Part 1)Gundam 0079:-Gain an extra 50 Customize Points to build this unit. and-Final Cost of this Dressup -200 PCs The 08th MS Team:- 180mm Cannon (SX)- 35 damage, 6 roundsand-All weapons' ammo increased by 25% Char's Deleted Affair:-This unit can only be piloted by NT/EH ranked Ensigns or higher (if extra cost was paid for more points, then this unit can only be piloted by NT/EH ranked Lieutenants or higher) and-Weapon Damage of NT/EH weapons x2 The Blue Destiny:- EXAM Attack (SX)- 15 damage/2 EN [/li][li]EXAM Attack can only be used when EXAM System is activated. and- EXAM System (System)Rise from the Ashes:- Ace Pilot Customization: Fight in 3 SimChamber battles. After that, choose one of the following: HP/EN +25% (1 point), DC -5 (1 point), Weapon damage +25% (1 point) or damage received -10% (2 points). You may repeat this until a total of four points are used.Lost War Chronicles:- Support Attack: Pay 15 PCs. Gain an extra attack phase. For that attack phase only, you can use only weapons that an allied Gundam Dressup has, and only if he/she can use them normally in their current forms (and also if the weapon is NT/EH based, then the pilot of that unit must be an NT/EH or has the Quasi-Psycommu item installed in order for you to use it as a Support Attack. And finally, if that unit does not have the resource required to use that attack, then you cannot use it as well even though it uses up your resources instead), as if they were your own. You pay the resource cost of the weapon but the attack gains all modifiers that your ally can give (instead of your own). If weapon used is ammo based, then it depletes 1 EN per 10 damage interval of the weapon. If lethal damage was dealt by your ally's weapons, the kill still counts as yours. Zeonic Front:- 300mm Cannon (S)- 25 damage x 2, 8 roundsand- Formation: When in battle with 2 to 3 allies, damage dealt by you and all allies +25%, when in battle with 4 to 5 allies, damage dealt by you and all allies +50% instead. This effect is disabled if the number of allies drop or exceed the prescribed limits.Meguri Ai Sora & Uchuu, Senkou no Hate Ni:- Mega Beam Launcher (BS)- 50 damage, 2 EN/shotand- Giant Gatling Gun (SV)- 10 damage/round, 30 rounds / Countershoot [/li][li]At the beginning of battle, choose either Mega Beam Launcher or Giant Gatling Gun, then disable the other. and- Multi Lock-On: As long as you target more than one enemy with a non- PARALYZE/ DESTROY/ KICK (S)-Type weapon, Total Weapon Damage +25% and Target's Dodge Cost +3 Ecole du Ciel:- Combat Simulator: Gain an additional 10 UPs per battle won. If battle was lost, gain an additional 5 UPs instead. This amount is calculated into the original UPs gains. Gundam 0080:- Separate (Gundam Sub-Dressup):[/li][li]Gain an extra 50 points to be used on building a second dressup used for Separating. All abilities except Armor-type abilties and weapons carry over to the Sub-Dressup. If a Core Fighter ability was bought, then it will appear only on the Sub-Dressup. Sub-Dressup has the same IS as the main dressup, and HP/EN on the Sub-Dressup cannot be higher than the one on the main Dressup. Gundam Sub-Dressup: Statistics: HP: 40, EN: 10, IS: X, Size: XWeapons: X) ??Inherent Abilities:X) ?? Purchasing Cost: Not Applicable. To acquire this unit, Gundam Dressup must be destroyed or you choose to Separate.andGain the following attack for both versions. Ammo carries over. - Scarlet Team Support Attack (SV)- 6 damage x 3, 10 rounds. Rounds LockedGundam 0083:- Atomic Bazooka (I:8)- DESTROY:L1, 1 round, Rounds Locked.[/li][li]Atomic Bazooka: Dodge Cost +5. Round can only be reloaded by docking within a mothership.[/size] and- Beam Bazooka (BS)- 70 damage, 3 EN/shot[/li][li]During deployment, choose either Beam Bazooka or Atomic Bazooka, then disable the other.[/size] and- Heavy ShieldZ Gundam:-This unit can only be piloted by NT/EH ranked Lieutenants or higher and- Psyco Control System (System)and- Maximum HP/EN +30Advance of Zeta: Flag of Titans:- Shield Boostersand- Beam Rifle (B)- 12 damage x 2, 8 rounds / Countershoot Gundam Sentinel:- Reflector Incom (BPSX)- 14 damage/2 PC (Target's Dodge Cost +5) and- ALICE (Sidekick)
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Post by Eis Attacker! Ver.W on Mar 19, 2004 18:24:48 GMT -5
Gundam ZZ:- Hi-Mega Cannon (BS)- 120 damage, 10 EN/shotand- Hi-Mega Cannon Full Power- DESTROY:L1, 25 EN/shot. Requires NT/EH to execute.and- Biosensor (System)Gundam Double-Fake:- G-Blast Knuckle (M)- 50 damage, 2 EN/attack (Target's Countercut Cost x 3)and-All (M) Weapon Damage x 2 Char's Counterattack:- Fin Funnel (BPSX)- 16 damage/EN. Requires NT/EH / Countershoot and- Fin Funnel (D:4)- 100 damage, 1 round. Requires NT/EH to execute. and- Nu Gundam I-Field (Barrier)and- Psycoframe (System)or- High Level Funnel (Insert one (BPX) or (BPSX)-Type NT/EH weapon. When that weapon is chosen, remove the (P) attribute for that attack.) Gundam REON:- Hidden Hi-Mega Cannon (BS)- 120 damage, 1 round. Rounds Locked[/li][li]Hidden Hi-Mega Cannon: Target's Dodge Cost +7. Can only be reloaded by docking inside a mothership. and- Anti-Funnel System (System) or Zephyr Phantom Mk-II "REON" (Sidekick)Hathaway's Flash:- Funnel Missile (PSX)- 15 damage/PC. Requires NT/EHand- Minovsky Engine: Dodge Cost -10 Gundam F-90:- A.R. Chipand- C.A. Chipand- Mission Pack Versatility: This unit is unaffected by negative terrain modifiers. Silhouette Formula 91:- Anaheim Support: All Weapons' PC/EN Cost -25% and-Weapons you use for this Dressup costs 30% less to buy. Gundam F-91:- MEPE Attack (SX)- 18 damage/EN. Requires NT/EH / Countershoot and- Biocomputer (System)Crossbone Gundam:- Muramasa Blaster (M)- 20 damage (gives Countercut)and- Beam Muramasa Blaster (B)- 70 damage, 4 EN/attackand- A.B.C. Mantleand- Flexible Thrusters: Dodge Cost -5 V Gundam:Any combination of two of the following: - Hikari no Tsubasa (BS)- 80 damage, 10 EN/attack- Beam Wings- Tail Beam Gun (B)- 50 damage, 2 EN/shot / Countershoot - Tailrad Separation: (Dodge 1 single attack; 10 uses) G Gundam:- Martial Arts (MV)- 8 damage/PCand- Bakunetsu God Finger- 80 damage, 5 EN/attackand- Sekiha Tenkyouken (S)- 170 damage, 15 EN/attack. Requires Hyper Modeand- Hyper Mode (replaces Super Mode) W Gundam:- Self-Destructand- Zero System (System)W Gundam: G-Unit:- PX Overdrive (SX)- 25 damage/2 EN.
[/li][li]PX Overdrive: Remove (SX)-attributes if used in conjunction with PX System.[/size][/color] and- PX System (System)W Gundam: Battle of Pacifist:- Planet Defensor Shieldand- Waverider Modeand- Damage Received -25%Gundam X:- Satellite Cannon- DESTROY:L2and- Satellite Cannon (I:10)- 999 damage, 1 round[/li][li]Satellite Cannon can be used only at night and/or on space terrain. 5 turns to charge.[/size] and- Flash System (System)Turn-A Gundam:- Moonlight Butterfly- DESTROY:L2, EN Damage, 10 EN/attackand- Moonlight Butterfly (I:8)- DESTROY:L2, EN Damage, 15 EN/shotGundam SEED:- Full Burst Mode (D:5)- 80 damage, 10 EN/attackand- Trans-Phase Armor (Armor)Gundam SEED Astray:- Phase Shift Armor (Armor)and- Full Armor Mode: Unit deploys in this mode. Disable all weapons that can't be used in Waverider Mode. [/li][li]Choosing this theme means you can't have bought Tank and/or Waverider Modes and weapons in MA Weapons section can't be bought/used.[/size] and- Full Armor Phase Shift Mode: Negate an additional 10 damage from ANY source except (B)-Type weapons once per source for 1 EN. Full Armor Mode Only. and- Lifter Mode: Dodge Cost -5. Disable Full Armor Phase Shift Mode. Enable all weapons. Gundam SEED Astray R:- 8 (Sidekick): Can only be used if you own 8 (the item). and- Gerbera Straight- 18 damage, 1 PC/attackand- Gerbera Straight- 18 damage x 2, 3 PCs/attack. Shield-type ability Disabled Only.andGerbera Straight: During deployment or any turn in battle, you may choose to disable your Shield-type ability permanently. Gundam SEED X Astray:- Armure Lumiere (Same effects as Beam Shield) and- Armure Lumiere Full Power (Barrier)Gundam SEED Destiny:- Waverider Mode or Tank Modeand- Deuterion Beam Transmission System: EN Regen 25% as long as a Gundam SEED/SEED Destiny mothership is in battle as an ally. Plamo Kyoshiro:- Plamo Spirit: Each turn, EN -2. At the beginning of each turn before seishin phase, choose one: All Weapon Damage +50%, Dodge Cost -5, Target's Dodge Cost +5 or Damage Received -15%. If upkeep can't be paid, then each turn -3 PC instead. This ability is disabled only when you can't pay both primary and secondary upkeep. and- Separate (Gundam): This ability can only be used if you own a Gundam and if your maximum IS is 3 or less. Items equipped on this unit are carried over to Gundam when separating. Gundam means the ORIGINAL Gundam. A Gundam Dressup with this ability also gives evo counters to the original Gundam unit when this unit deployed. SD Gundam Eiyuuden:- Break Gust- 50 damage, 2 EN/attackand- Knight: You may pay 2 EN to negate a PARALYZE attack. SD Gundam Sengokuden:- Hien Tatsumaki Gaeshi (SV)- 15 damage/ENand- Warrior: You may pay 3 EN to negate a DESTROY:L1 attack. SD Gundam Command Series G-Arms:- Smart Cannon (S)- 80 damage, 6 rounds (Target's Dodge Cost +5 and Snipe: Smart Cannon (+10)) and-All non- Snipe, non- (X), and non multi-hit weapons (except for Smart Cannon) gains Snipe: (+8) and-Damage Received from non (M)-Type weapons -25%, disable Countercut Inherent Ability regardless of weapons, items and pilot class. SD Gundam G Generation- Offense Modeand- Offense Mode Attack (SX)- 18 damage/2 EN. Can only be used when Offense Mode is activated. and- Chance Step: Gain up to 1 additional attack phase when you destroy/defeat an opponent during the last turn. Gundam: Ex Revue:- Damage Received -25%and-Countercut Cost x2, Target's Countercut Cost x2 Gundam: The Battle Master:- All Weapon Damage +50%-If all items equipped are Stackable-type Armor, then gain the following ability: [/li][li] Super Armor: Blocking does not forfeit your attack phase. You are immune to Sustained Paralysis and may negate a single PARALYZE attack by paying half your Dodge Cost.
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Post by Eis Attacker! Ver.W on Mar 19, 2004 18:28:25 GMT -5
Price: 500 PCs Points: 125 Points Misc: You may pay an extra 300 PCs for an extra 30 Points to build your unit. If you do so, this unit's rank requirement will be changed to "Usable by Ensigns or higher". You may only pay this once per dressup. Brought to you by: Tristan & Eis~!
PTX-000
Statistics: HP: 40, EN: 15, IS: 2, Size: M
Weapons: :-/1) Vulcan- 2 damage, 20 rounds/CS :-[2) Punch (M)- 6 damage
Inherent Abilities: 1) Usable by Sergeants or higher _______________________________
Chasis: (spend as many points as you like. Up to a maximum of 4 IS slots is allowed.) HP +1: 1 point EN +1: 1 point IS +1: 10 points
Propulsion: Enhanced Thrusters (Dodge Cost -3): 10 points Tesla Drive (Dodge Cost -5): 15 points
Armor (Choose up to one): Orichalcon (Armor, Damage Received -25%): 20 points Z.O Alloy (Armor, Damage Recieved -40%): 40 points
Barrier (Choose up to one): Beam Coating (Barrier): 10 points AB-Field (Barrier): 15 points Gravity Wall (Barrier): 15 points Nendou Field (Barrier): 25 points
Misc: Repair: 20 points Resupply: 20 points
Melee Weapons[/u] :-[1) Cold Metal Knife (M)- 7 damage >> 5 points :-[2) Mega Plasma Cutter (BM)- 15 damage >> 10 points* :-[3) Divine Arm (M)- 20 damage >> 15 points* :-[4) Cold Metal Sword (M) 14 damage x 2 >> 20 points :-[5) Sonic Saber (M)- 20 damage x 2, 1 EN/attack >> 20 points :-[6) Roshe Saber (BM)- 35 damage >> 25 points* :-[7) Geist Knuckle (M)- 70 damage, 2 EN/attack >> 25 points* :-[8) Shishou Blade- 50 damage, 1 EN/attack >> 35 points* *Geist Knuckle does not give Countercut *You may pay x2 cost of a flagged melee weapon you already bought to give it multi hit element. For example, you already bought Shishiou Blade for 35 points. If you want to make it a "50 damage x 2" weapon, you may pay 70 points to do so to upgrade it. You may repeat this up to 2 times. Costs of weapon use increase as well, so for Shishiou Blade, cost after 1 upgrade is 2 EN, cost after 2 upgrades is 3 EN (for Geist Knuckle, that'd be 4 EN and 6 EN respectively).[/color][/i]
Solid round Weapons :-/1) Twin Vulcan- 3 damage x 2, 20 rounds (Replaces Vulcan) - 5 points/CS :-/2) Machine Cannon- 6 damage, 20 rounds - 5 points/CS :-/3) 90mm GG Cannon (V)- 6 damage, 10 rounds - 10 points/CS :-/4) M13 Shotgun (S)- 32 damage, 7 rounds - 15 points :-/5) Boosted Rifle- 30 damage, 7 rounds - 15 points/CS * Boosted Rifle gives Snipe: Boosted Rifle (+8) :-/6) Burst Railgun- 30 damage, 10 rounds - 15 points/CS :-/7) M90 Assault Machine Gun (V)- 15 damage, 10 rounds/CS - 15 points :-/8) Twin Magna Rifle- 15 damage x 2, 12 rounds - 20 points :-[9) Revolving Stake- 30 damage, PARALYZE, 6 rounds - 20 points :-/10) Triple Machine Cannon (S)- 6 damage x 3, 10 rounds/CS - 25 points :-/11) G-Railgun- 40 damage, 10 rounds - 30 points/CS :-/12) G-Accel Driver- 45 damage x 2, 6 rounds - 35 points
Projectile Weapons :-/1) Split Missiles (PSV)- 2 damage/PC - 5 points :-/2) Homing Missiles (PGSV)- 3 damage/PC - 10 points :-/3) Chakram Shooter (P)- 20 damage, PARALYZE, 1 EN/shot - 10 points :-/4) Wired Beam Chakram (P)- 40 damage, 1 EN/shot - 15 points :-/5) CTM-07 Prominence (PG)- 30 damage x 2, 8 rounds - 20 points :-/6) Quad Missile Launcher (PGS)- 10 damage x 4, 8 rounds - 25 points :-/7) CTM-09 Seiphard (PGS)- 80 damage x 2, 2 rounds - 30 points :-/8) Rip Slasher (P)- 60 damage, PARALYZE, 6 rounds - 30 points :-/8) Fang Slasher (P)- 40 damage x 2, PARALYZE, 2 EN/attack - 30 points
Energy Emission Weapons :-/1) Neutron Beam- 25 damage, 10 rounds - 10 points :-/2) Magna Beam Rifle (B)- 20 damage, 10 rounds - 10 points/CS :-/3) Graviton Rifle- 25 damage, 12 rounds - 15 points/CS :'(4) Smash Beam- 35 damage, 2 EN/shot - 15 points :-/5) Hyper Beam Rifle (B)- 45 damage, 7 rounds - 15 points/CS :'(6) Sonic Breaker- 45 damage, 3 EN/attack - 15 points :-/7) Ochstan Launcher E Type (B)- 30 damage, 1 EN/shot - 20 points/CS :-/8) Mega Beam Rifle (B)- 40 damage, 20 rounds/CS - 25 points :-/9) Twin Beam Cannon (BS)- 40 damage x 2, 4 EN/shot/CS - 30 points :-/10) Hi-Twin Launcher- 45 damage x 2, 4 EN/shot - 30 points :-/11) Hi-Zol Launcher- 60 damage x 2, 6 EN - 35 points :-/12) Graviton Launcher (S)- 80 damage, 3 EN/shot - 40 points :-/13) Gravity Ring- 60 damage, PARALYZE, 8 rounds - 40 points :-/14) Graviton Rifle BST- 70 damage, 12 rounds - 40 points/CS :'(15) G-Impact Cannon- 120 damage, 5 EN/shot - 40 points
Psychodriver Weapons :-/1) T-Link Boomerang (PS)- 6 damage x 2. Requires Psychodriver class to execute. - 10 points :-[2) T-Link Knuckle- 35 damage, 1 EN/shot. Requires Psychodriver class to execute. - 15 points :-/3) Nendou Sasshushiki Laser Cannon (B)- 40 damage, 1 EN/shot. Requires Psychodriver class to execute. - 20 points :-/4) T-Link Ripper (PSX)- 10 damage/PC. Requires Psychodriver class to execute. - 20 points :-/5) Strike Shield (PSX)- 14 damage/2 PC. Requires Psychodriver class to execute. - 25 points :'(6) Tenjou Tenga Nendou Hasaiken- 60 damage, 5 EN/shot. Requires Psychodriver class to execute. - 25 points
Special Weapons :-[1) R Combination (MV)- 10 damage/PC - 5 points :-/2) G. Revolver (V)- 6 damage/PC - 5 points/CS :'(3) Circle Zanber (V)- 12 damage/EN - 10 points :-/4) Photon Rifle (SV)- 15 damage/PC - 15 points/CS :-[5) Stag Beetle Crusher (MV)- 30 damage/PC, PARALYZE, 6 rounds - 20 points :-/6) Oxtan Launcher W Type (SV)- 25 damage/PC, 3 round - 20 points :-/7) Ochstan Rifle-W (SV)- 20 damage/EN, 6 rounds - 25 points :'(8) Square Claymore (SV)- 15 damage/PC, 4 rounds - 25 points (DC +5) :-/9) Slash Ripper (PSX)- 10 damage/2 PC - 20 points :-[10) Jet Magnum (V)- 10 damage/EN - 20 points :-[11) Jet Magnum- PARALYZE, 5 EN/attack - gain this attack if #10 was bought :-/12) CTM-02 Spigeaul (PGSX)- 6 damage/PC - 35 points/CS :-/13) Ochstan Rifle (SX)- 8 damage/2 PCs - 40 points/CS :'(14) Metal Genocider (S)- 150 damage, 15 EN/shot - 40 points :'(15) Maneuver GRaMXs- DESTROY:L1, 3 rounds - 40 points :'(16) HTB Cannon (S)- DESTROY:L1, 15 EN/shot - 45 points :'(17) Black Hole Cannon- DESTROY:2, 8 EN/shot - 45 points
MAP Attacks :-/1) Boosted Rifle (I:5)- 35 damage, 1 round - 20 points :-/2) Round Chakram (I:4)- 40 damage, 1 round - 20 points :-/3) Multi-Trace Missiles (PI:2)- 35 damage, 2 rounds - 20 points :-/4) Micro Missiles (PI:2)- 40 damage, 4 rounds - 25 points :-/5) Nendou Shoot (D:3)- 40 damage, 3 rounds. Requires Psychodriver class to execute. - 35 points :-/6) Telekinesis Missile (PD:5)- 60 damage, 2 rounds. Requires Psychodriver class to execute. - 35 points
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Post by Eis Attacker! Ver.W on Mar 31, 2004 0:48:13 GMT -5
==Module Extensions (20 points each)==By choosing a Module Extension, your unit will gain its upgrades after an exact number of 5 SimChamber battles. However, in order to buy a Module, you must have fulfilled the requirements stated in each module. All Module abilities are stackable unless noted otherwise. Only 1 Module per dressup. Gunner Module Option (Requires at least two of any of the following: Graviton Rifle, Gravity Ring, Fang Slasher, Roshe Saber)[/b] Statistic Gains: Base HP +20, Base EN +40 Weapon Gains: :-/1) Rip Missiles (PD:5) - 60 damage, 1 round :'(2) Full Impact Cannon- DESTROY:L2, 8 EN/shot Ability Gains: 1) Usable by Lieutenants or higher 2) Gravicon Drive: Dodge Cost -7 3a) Upgrades Gravity Wall to Gravity Territory 3b) Upgrades Beam Coating to AB Field 4) Uranus System (System)[/color] Boxer Module Option (Requires at least two of any of the following: Graviton Rifle, Fang Slasher, Roshe Saber, Geist Knuckle)[/b] Statistic Gains: Base HP +40, Base EN +20 Weapon Gains: :-[1) Catapult Kick- 90 damage, 3 EN/attack :'(2) G-Sword Diver- DESTROY:L2, 10 EN/attack Ability Gains: 1) Usable by Lieutenants or higher 2) Gravicon Drive: Dodge Cost -3 3) Damage Received -25% 4a) Upgrades Gravity Wall to Gravity Territory 5a) Upgrades Beam Coating to AB Field 6) Uranus System (System)[/color] Vanishing Trooper Option (Requires at least two of any of the following: Roshe Saber, Rip Slasher, Quad Missile Launcher, Black Hole Cannon, Micro Missiles) [/b] Statistic Gains: Base HP +20, Base EN +5 Weapon Gains: 1) Black Hole Cannon- DESTROY:L2, 8 EN/shot Ability Gains: 1) Usable by Lieutenants or higher 2) Upgrades Gravity Wall to Gravity Territory 3) Upgrades Beam Coating to AB Field 4) Bunshin (2/5) *Note: If this Option is bought, then Maximum EN possible = 50[/color] Jacket Armor Option: (Requires at least two of any of the following: Triple Machine Cannon, Cold Metal Sword, M90 Machinegun, Stag Beetle Crusher) Statistic Gains: Base HP +20, Base EN +15
Weapon Gains: 1)Victim Beak (X)- 30 damage/2 EN. Jacket Armor Purge Only.
Ability Gains: 1) Usable by Lieutenants or higher 2) Jacket Armor Purge: Dodge Cost -3, Disable any Armor-type inherent ability bestowed by items (if your HP is over the default amount, then your HP is the default amount instead). 3) High-Mobility Mode: Pay 10 PCs. Dodge Cost -7. Each turn EN -1. This ability is disabled when upkeep can't be paid or if you pay 10 PCs. Jacket Armor Purge Only. ATX Project Option (Own atleast two of the following weapons: Jet Magnum, Square Claymore, Revolving Stake, Mega Plasma Cutter, Oxtan Launcher E Type, Mega Beam Rifle, Oxtan Launcher W Type) Statistic Gains: Base HP +15, Base EN +15
Weapon Gains: 1) Weapon Ammo +25% 2) Weapon Damage of Non-(X) or x Weapons + 10 3) Weapon damage of (X) or x weapons +3
(Requires 4 of the above weapons) 4) Choose *1* non (X) weapon, double damage and EN/PC cost. If ammo based, halve ammo.
Ability Gains: 1) Usable by Lieutenants or Higher 2) All inherent armor is converted to inherent damage reduction SRX Project Option: (Requires at least 3 Psychodriver weapons) Statistic Gains: Base HP +5, Base EN +30
Weapon Gains: (*All attacks gained below are Psychodriver only) 1) Adds Tenjou Tenga Nendou Hasaiken or upgrades it to :'(Tenjou Tenga Muteki Ken - 80 damage, 5 EN 2) Adds Tenjou Tenga Nendou Basaiken- 150 damage, 10 EN/attack
Ability Gains: 1) Usable by Psychodrivers of Lieutenant rank or Higher 2) Adds Nendou Field if no barrier is existant 3) Upgrades Nendou Field to Nendou Field S (Only if EN is at least 35 and at least 4 Psychodriver weapons are bought)Custom Module Option (No Requirement)[/b] Statistic Gains: Base HP +10, Base EN +10 Weapon Gains: 1) None Ability Gains: 1) Weapon Damage of Non- (X) Weapons +5 2) Weapon Damage of (X) Weapons +1 3) Customize Points for further Dressup +50[/color]
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Post by Tristan on May 30, 2004 20:09:09 GMT -5
Price: 250PCs Points: 70 points (150 PCs for an extra 30 points. Bumps rank to Corporal.) Brought to you by: Zengar and Umbaglo Grunt DressupStatistics: HP: 30, EN: 10, IS: 3, Move: G, Size: MWeapons: Tackle (M)- 5 damageInherent Abilities: 1) Usable by anyoneMech Stats HP: 1 point per 1 HP EN: 1 point per 1 EN IS: 10 points per 1 IS (Maximum IS for any unit is 4)
Shields Shield: 5 points Anti-Beam Shield: 10 points Beam Shield: 15 points Beam Rotor: 20 points
Thrusters Magnet Coating (Dodge Cost -3): 10 points Full Vernier (Dodge Cost - 5): 15 points
Armor Chobam Armor (Armor) (HP +30, Damage Received -10%): 15 points Hybrid Armor (Armor) (HP +40, Damage Received -15%): 20 points
Barriers Beam Coating: 15 points I-Field: 20 points Distortion Field: 25 points
Specialty Modules Repair: 20 points Resupply: 20 points EWAC: 10 points Jammer: 10 points
Terrain Modules (Replace your current Move with the following) Water (Move: W): 5 points Hover (Move: H): 5 points Fixed Flight (Move: F): 5 points Flight (Move: F/G): 10 pointsBundles (Only one bundle per dressup)1) Aura Battler 55 Points Gains: Statistics: HP: -, EN: -, IS: -, Move: F/G, Size: SWeapons: Aura Sword (M)- 15 damage Aura Giri- 30 damage, 2 EN/attack, Requires Sei Senshi Pilot Class to execute Hyper Aura Giri- 50 damage, 5 EN/attack, Requires Sei Senshi Pilot Class to execute Inherent Abilities: X) Countercut X) Bunshin (3/5) X) Aura Barrier (Barrier) X) This unit is considered an Aura Battler2) Brain Powerd 45 Points Gains: Statistics: HP: -, EN: -, IS: -, Move: F/G, Size: SCombo Attacks: Chakra Extension (SV)- 30 damage/EN Inherent Abilities: X) Chakra Shield (Barrier) X) Vital Jump X) Chakra Extension: Target's Dodge Cost +5. Requires an allied unit with Chakra Extension to execute3) Xabungle 40 Points Gains: Statistics: HP: -, EN: -, IS: -, Move: G, Size: SWeapons: Xabungle Full Power (MX)- 8 damage/EN
An extra 30 points to be used on building a second dressup who's initial stats are the same as this one's. Second dressup gains: Statistics: HP: +10, EN: +5, IS: -1, Move: G, Size: SInherent Abilities: X) Heavy Equipment: Dodge Cost +5 X) Damage Received -25%Purchasing Cost: Not Applicable. To acquire this unit, purchase the Full Equipment Pack and install it on < Dressup Name>.4) Dual! Parallel Trouble: 35 points Gains: Statistics: HP: -, EN: -, IS: -, Move: G, Size: SWeapons: Melee (MV)- 10 damage/PC Inherent Abilities: X) Life Sympathy (System)5) Megazone 23 30 Points Gains: Statistics: HP: -10, EN: -, IS: -, Move: F/G, Size: SSInherent Abilities: X) Dodge Cost -10 X) Maneuver Craft Mode: Dodge Cost -15 and Move: H instead, cannot be performed in space.6) Dragonar 30 Points Gains: Statistics: HP: -, EN: -, IS: -, Move: G, Size: MCombo Attacks: D-Formation (SV)- 10 damage/PC Inherent Abilities: X) D-Formation: Requires 2 allied units with D-Formation to execute. X) Combat Advancement: Every 3 battles, gain another 25 points to use to upgrade dressup. Gain no more than 3 upgrades in this manner.7) Nadesico 25 Points Gains: Statistics: HP: -, EN: -, IS: -, Move: F/G, Size: SWeapons: Pinpoint Attack- 25 damage, 2 EN/attack Inherent Abilities: X) IFS X) Distortion Field (Barrier)For an additional 10 points, add X) Gravity Wave Beam8) Variable Fighter 25 Points Gains: Statistics: HP: -, EN: -, IS: -, Move: G, Size: SWeapons: All Out Attack- DESTROY:L1, 1 round Inherent Abilities: X) < Dressup name> deploys in Fighter Mode X) Gerwalk Mode: Dodge Cost -5 and Move: H instead, disable all special weapons. X) Fighter Mode: Dodge Cost -10 and Move: F instead, disable all special and melee weapons.
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Post by Tristan on Sept 29, 2004 15:51:38 GMT -5
Melee Weapons Beam Saber (BM)- 8 damage --- 5 points Knuckle Shot (M)- 12 damage --- 5 points Wired Fist (M)- 6 damage x 2 --- 10 points Heat Rod (M)- 7 damage Sustained Paralysis 1:10 --- 10 points Aura Sword (M)- 15 damage --- 10 points Close-Combat Laser Sword (BMV)- 8 damage/EN --- 10 points Knuckle Crasher (M)- 30 damage, 2 EN/attack-- 15 points Bursting Tonfa (M)- 6 damage + 10 damage --- 15 points Beam Sword (BMX)- 12 damage/EN --- 20 points Beam Fan (BM)- 16 damage x 2 --- 20 points Shot Lancer- 20 damage, 1 EN/shot --- 25 points Shot Lancer (Shoot)- 50 damage, 1 round --- Free with above Large Heat Saber- 30 damage, 3 EN/shot (Target Dodge Cost +5) --- 20 points
* All weapons except Knuckle Shot, Wired Fist, Knuckle Crasher, Bursting Tonfa, and Large Heat Saber give: Countercut * Knuckle Crasher gives: Target's Countercut Cost x1.5 * Shot Lancer (Shoot) gives: If ammo is 0, disable Shot Lancer.Solid Round Weapons Blade Hilt- 4 damage, 1 PC/shot --- 5 points/CS Aura Vulcan (V)- 2 damage, 20 rounds --- 5 points/CS Machine Gun- 12 damage, 8 rounds --- 5 points/CS Gun Pod- 7 damage, 10 rounds --- 5 points/CS 7.62mm Minigun (V)- 5 damage, 20 rounds --- 10 points/CS Shotgun (S)- 15 damage, 10 rounds --- 10 points/CS Gatling Shield- 15 damage, 8 rounds --- 15 points/CS GM Rifle (V)- 8 damage, 20 rounds --- 15 points/CS 12.7mm Cannon- 8 damage x 2, 20 rounds --- 20 points/CS 120mm Cannon (APFSDS) (V)- 20 damage, 10 rounds --- 20 points/CS 120mm Cannon (HE)- 40 damage, 6 rounds --- 20 points Heavy Machinegun- 14 damage x 2, 10 rounds --- 20 points/CS 200mm Cannon (S)- 18 damage x 2, 6 rounds --- 20 points Blast Rifle- 30 damage, 10 rounds --- 20 points/CS Hand Rail Gun- 20 damage, 20 rounds --- 25 points/CS 680mm Artillery Cannon- 50 damage, 10 rounds --- 30 points
* Gatling Shield gives: Shield: Gatling ShieldProjectile Weapons Fray Bomb (PV)- 10 damage, 4 rounds --- 5 points Missile Launcher (PGSV)- 5 damage/PC --- 5 points Core Bazooka (P)- 20 damage, 4 rounds --- 5 points Rocket Vulcan (PV)- 7 damage/PC --- 5 points Clay Bazooka (P)- 22 damage, 6 rounds --- 10 points Hyper Bazooka (P)- 30 damage, 4 rounds --- 10 points S-Mine (PSV)- 12 damage/PC --- 10 points Large Missile (PGX)- 40 damage, 2 rounds --- 10 points Homing Missiles (PGSX)- 5 damage/2 PCs --- 15 points Giant Bazooka (P)- 30 damage, 8 rounds --- 15 points Boomerang Idiom (PS)- 20 damage x 3, 4 rounds --- 20 points Full Metal Boomerang (P)- 20 damage --- Free with above Anti-Armour Missile (PG)- Armor Break, 3 rounds --- 25 pointsBeam Weapons Head Laser (B)- 5 damage, 10 rounds --- 5 points/CS Scattering Beam Gun (BSV)- 5 damage/EN --- 5 points/CS Beam Spray Gun (BSV)- 5 damage, 10 rounds --- 5 points/CS Beam Rifle (B)- 10 damage, 10 rounds --- 10 points/CS Beam Bazooka (B)- 25 damage, 4 rounds --- 10 points Beam Machinegun (BV)- 8 damage, 12 rounds-- 15 points/CS Knuckle Buster (B)- 20 damage, 6 rounds --- 15 points/CS Beam Orb Gun (B)- 15 damage, 20 rounds --- 20 points/CS Beam Cannon (BS)- 20 damage x 2, 3 EN/shot --- 25 points Mega Particle Cannon (B)- 32 damage, 1 EN/shot-- 25 points Lasered Rifle (BV)- 20 damage/EN --- 25 points/CS Power Launcher (B)- 30 damage, 12 rounds --- 30 points/CS Beam Smartgun (B)- 20 damage, 12 rounds --- 30 points/CS Mega Beam Rifle (B)- 40 damage, 6 rounds --- 30 points/CS
* Beam Smartgun gives: Target's Dodge Cost +5Special Weapons Tri-Blade (PSX)- 10 damage, 3PCs/attack --- 5 points Pinpoint Attack- 30 damage, 2 EN/attack --- 10 points
[/li][li] Requires purchase of Distortion Field to use Distortion Punch- 50 damage, 4 EN/attack --- 15 points [/li][li] Requires purchase of Distortion Field to use Field Lancer (V)- 7 damage/EN --- 15 points Xabungle Full Power (MX)- 8 damage/EN --- 15 points Gundam Hammer (MS)- 40 damage, 1 EN/attack --- 20 points Shoot all Ammo (S)- 100 damage, 1 round --- 20 points/CS Brain Bar[Shoot]- 15 damage, 1 EN/shot --- 25 points/CS Brain Bar[Slash]- 5 damage + 20 damage x 2, 3 EN/attack --- Free with above Incom (BPX)- 12 damage/EN --- 25 points/CS All Out Attack- DESTROY:L1, 1 round --- 25 points Wire-Guided Mega Particle Gun (BP)- 12 damage x 5, 3 EN/shot. Requires Requires NT/EH to execute. --- 30 points Funnel (BPX)- 14 damage/EN. Requires NT/EH to execute. --- 30 points/CS Aura Giri- 30 damage, 2 EN/attack, Requires Sei Senshi Pilot Class to execute --- 30 points Hyper Aura Giri- 50 damage, 5 EN/attack, Requires Sei Senshi Pilot Class to execute --- Free with above Salamis-class Main Gun (BS)- 50 damage x 2, 10 EN/shot --- 35 points Mega Bazooka Launcher (BS)- 60 damage, 10 EN/shot --- 35 points Space Mines- 4 rounds. --- 40 points G-BRD (BS)- 60 damage, 15 rounds --- 45 points * Shoot All Ammo gives: If Shoot All Ammo is used to Countershoot, negate all (P) type attacks targeting user.[/color] Combo Attacks Formation D-Quick (V)- 12 damage, 10 rounds --- 10 points * Target's Dodge Cost +5. Requires an allied unit with Formation D-Quick to execute. D-Formation (SV)- 10 damage/PC --- 10 points * Requires two allied units with D-Formation to execute. Buttercup Formation (V)- 20 damage/EN --- 15 points * Requires two allied units with Buttercup Formation to execute Jetstream Attack- 40 damage x 3, 5 EN/attack --- 15 points * Target's DC +5. Requires two allied units with Jetstream Attack to execute. Chakra Extension (SV)- 30 damage/EN --- 20 points * Target's Dodge Cost +5. Requires an allied unit with Chakra Extension to execute.
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Post by Tristan on Sept 29, 2004 15:52:20 GMT -5
Price: FREE! Limit ONE per member. You may claim one as long as your rank is Lieutenant. Points: 200 Misc: You may pay 250 PCs any time you wish to "Re-Dressup" this unit. You may pay 300 PCs to add 50 points to the dressup Spirit Dependancy Link: Pay for additional PC's and lose the points and one high level elemental boost in exchange for Minor Spirit Dependancy Link. Upon completion of five fights, gain the normal version. SDL is not avaliable with Neutral, Darkness or Holy Elemental dressups. Brought to you by: Tristan & Eis~! (Mostly Tristan~)
Masouki Frame
Statistics: HP: 10, EN: 5, IS: 2, Size: M
Weapons: 1) None
Inherent Abilities: 1) Usable by Lieutenants or Higher
Instructions:[/u][/size][/color]
Introduction: This LoE Promo utilizes an Elemental Point System. Every point you spend on your unit, you will gain Elemental Points. These points are used to determine two things: Final HP/EN values and your Dominating Element. On a final note, the dressup has been changed radically, so please read everything below carefully, and suggest ways you feel it could be made more clear
Basics: Other than IS slots, the only things that are purchasable in this dressup are weapons. Each weapon you buy with your dressup points will net you Elemental Points. IS slots however, will not grant any Elemental Points at all. At the end of your dressup, The Element with the highest amount of points will determine the element of your Element ability. If your dominant element is Non-Elemental, then you do not gain that ability. For example, if you have the most points for Fire, your final element will be Fire, and your Masouki will gain Element: Fire as an inherent ability. The exception is that Neutral can't be dominant unless all points are Neutral. If you have Neutral points, and Elemental points.. and the Elemental points are higher, consider theme dominant and doubled. However, the Neutral points to not count towards this in return. So 20 fire and 10 neutral after doubling is only 40 fire and 10 neutral.
Advanced: It is possible to achieve a "multi-elemental" status. To do so, you must have at least two elements tied for the highest amount of points. There are exceptions however. Neutral, Holy And Darkness are the only elements that can NOT multi-element with any element. Excluding Neutral, there are 6 types of elements: Earth, Wind, Fire, Water, Dark and Holy. The elements can NOT multi-element with its opposing element. The opposing elements are: Fire versus Water, Earth versus Wind, Holy and Darkness. This applies to weapon boosts as well, you can not have a 2 EP Holy/2 EP darkness weapon, for example.
Advanced 2: If all the dressup points are spent on weapons that are all of the SAME element, then Elemental Points at the end of the dressup are doubled. This bonus however is NOT applied to your final HP/EN values, but only to the Elemental Level of the Masouki. However, there are exceptions: If the EP totals of two elements are exactely equal, the EP total is doubled as normal and the unit is considered level ** of Element/Element. See the section on elemental levels for details.
Expert: Upon buying a weapon, you choose it's inherent element out of the seven avaliable. The elemental boost system has been created to allow for more customization, but in an incredibly simple manner. There are two kinds of boosts, Low and High level boosts, Low level boosts are either bought or given, while high level are exclusive to Elemental Levels. Bought boosts increase the weapon they're bought fors point cost by 50% or the original number times 1.5. If a second boost is bought ontop of that by the same number; 20 becomes 30 with the first boost, and 30 to 45. You many only apply a maximum of two boosts of any level, to any one weapon.
Expert 2: If a weapon is given two boosts of seperate elements, you divide the points equally between the two elements. If a weapon of 8 EP is given a Fire Boost (+50% damage) and a Low Level Earth Boost (Add Paralyze to a weapon).. the weapon would gain those two bonus' and give 4 Earth EP and 4 Fire EP. On odd numbers, you distribute the EP as best as possible; a weapon giving 3 EP would give 2 Earth and 1 Fire or vice versa.
Finishing Up: At the end of your Dressup, depending on the level of your Element, you will gain special bonuses bestowed by the Elements of which you've aligned to. HOWEVER, you gain those bonuses ONLY if those are your final elements. The Element Level chart is on the second part of this Dressup (next post). Also, no matter what weapons you bought, ALL weapons' element type belong to the DOMINANT ELEMENT's type when the dressup is finished and you use it for battle.
Lastly, the maximum EP you may have before doubling up is -45-. This incluedes all your elements combined, so you can't have 45 water and 45 wind, for example. You can have 22 wind and 22 water, since they now double up, but the total of all your EP can not exceed 45. If it does, those EP are simply lost to the void.
Elemental Points: * Round to nearest 5 on final HP/EN values. So if your HP total is 42.3, round off to 40. If your HP is 47.6, round off to 50.
Earth: +2 HP, +.75 EN per elemental point Wind: +1.75 HP, +1.15 EN per elemental point Water: +1.5 HP, +1.30 EN per elemental point Fire: +1.75 HP, +1.15 EN per elemental point
Neutral: +2 HP, +1.2 EN per elemental point Darkness: +2 HP, +1.2 EN per elemental point Holy: +2 HP, +1.2 EN per elemental point
Note: Numbers preceding purchasable items are the amount of Elemental Points that will be given from buying that weapon.
Misc[/u] 0 (No Element) IS +1 - 40 points[/color] #nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys #nosmileys#nosmileys
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Post by Tristan on Sept 29, 2004 15:52:57 GMT -5
Guidelines, Rules and Footnotes for Boosting
1) Miscelanious boosts count as Low Level Boosts; you may choose their element because of this. 2) You may only use 2 boosts max on any weapon. 3) If you use boosts of differing elements on a weapon, you divide EP between them. Even Neutral. Miscelanious boosts are exempt, however. 4) Add a single hit boosts: The max hits any non-(X) weapon can have is 3. Also, weapons above 50 damage may only have two hits max. Increase EN cost by 25% if it has one, otherwise ignore it. These hits do not stack with status or (X) type weapons. 5)Add PARALYZE to (1) weapon: This ability does not stack with (X)/(MX) or DESTROY, and adds 2 EN to the cost of any weapon. If ammo based, the weapon loses half it's ammo. The only exceptions are (M) and (P) weapons, which gain no cost to add. 6)Status abilities: You may not add (X) or (V) or multi-hit to status attacks, such as PARALYZE or DESTROY. This same fact is applied to all other status abilities, such as VIRUS and EN Drain. . 7)Reverse Engineering Rule: Anything you may not create through boosts, you may not reverse engineer. You can't add a PARALYZE to a x 2 weapon as much as you can make a PARALYZE x 2. You can't add a multi-hit to an (X), as much as you can add (X) to a multi-hit. Remember this.
Chain of Weapon Purchase: Weapon Purchase -> Elemental Choosing -> Boosts
Boosts count as being added at the same time, even if they're from different sources or on different levels. Bought Boosts increase Cost by 50%, though you do not increase cost by using the free elemental boosts given by elemental levels.
Example: 2 bought boosts change the price from 10 to 15 to 23. 1 bought and 1 given would only be 15. 2 given would make it remain at 10.
Elemental Boost Table:[/u] (Note: Low Level Bought Boosts increase the cost of a weapon by 50%, High Level Boosts are only avaliable through Elemental Levels) Any Element: 1) Add (S) to weapon without 2) Increase ammo by 1.5x 3) Reduce EN cost by 25% 4) Increase (1) MAP weapons range by 1 Fire: 1) Add a SINGLE additional hit to any non (X/V) weapon 2) Increase (1) weapons damage by 50% High Level Fire Boost: 1) Add the (X) flag to any weapon with an EN, PC or ammo cost; The EN/PC weapon must have a maximium damage of 15. The ammo a max of 30. If used on a (V), the (V) tag is overwritten. 2) Increase (1) weapons damage by 100% Water: 1) Add PARALYZE To a single weapon 2) (1) Weapon gains 40% more EP High Level Water Boost: 1) (1) Weapon gains 75% more EP 2) Add the (V) flag to any weapon with an EN, PC or ammo cost; The EN/PC weapon must have a maximium damage of 25. The ammo a max of 50. If used on a (X), the (X) tag is overwritten. Wind: 1) Add a SINGLE additional hit to any non (X/V) weapon 2) Add +3 DC to any (1) weapon High Level Wind Boost: 1) Add the (X) flag to any weapon with an EN, PC or ammo cost; The EN/PC weapon must have a maximium damage of 15. The ammo a max of 30. If used on a (V), the (V) tag is overwritten. 2) Change the I on a single MAP weapons tag to D Earth: 1) Add PARALYZE to a single weapon 2) Add the (X) flag to any (M) weapon; this weapon gains costs a base of 1 EN, and costs an additional 1 EN for every 10 points after 10. The melee weapon must hav a maximium damage of 30 damage before any adjustments. (Does not stack with the high level earth hissatsu damage increase). High Level Earth Boost: 1) Increase (1) weapons damage by 100% 2) Add the (V) flag to any weapon with an EN, PC or ammo cost; The EN/PC weapon must have a aximium damage of 25. The ammo a max of 50. If used on a (X), the (X) tag is overwritten. Darkness: 1) Add PARALYZE to (1) weapon High Level Darkness Boost: 1) Add EN damage to any (1) weapon 2) Change DESTROY:L1 to DESTROY:L2 3) Choose two weapons, add one of the follow status to them, they do not need to be the same: EN drain (10%), SP drain (10%), Virus, Armor Break Holy: 1) + 40% EP on (1) weapon High Level Holy Boost: 1) 1 (M) weapon gains x2 CC and +50% damage 2) Change DESTROY:L1 to DESTROY:L2 3) Change the I on a single MAP weapons tag to D Neutral: 1) Add a SINGLE additional hit to any non (X/V) weapon 2) Increase (1) weapons damage by 50% High Level Neutral Boost: 1) Change the I on a single MAP weapons tag to D 2) Add the (V) flag to any weapon with an EN, PC or ammo cost; The EN/PC weapon must have a aximium damage of 25. The ammo a max of 50. If used on a (X), the (X) tag is overwritten. #nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys #nosmileys
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Post by Kyousuke Sumeragi on Nov 2, 2004 8:37:30 GMT -5
Note: You may now choose the element of your weapon upon buying it, but because of this, multi-elementing has been toned down considerably. You may also only buy one duplicate of any weapon. So you may have 2 (M) 10 damage - 5 points total, but not three.
Melee Weapons[/u] :-[Type G:3:(M) - 10 damage - 5 points :-[Type F:3:(BM) - 10 damage - 10 points :-[Type E:4:(M) - 20 damage - 10 points :-[Type D:4:(M) - 20 damage - 15 points :-[Type C:5:(BM) - 30 damage - 20 points :-[Type B:6:(M) - 40 damage - 25 points :-[Type A:7:(BM) - 50 damage - 30 points :-[Type S:8:(M) - 60 damage - 35 points[/color]
* Type G and Type E do not give countercut
Projectile Weapons :-/Type G:3:(P) 5 damage, 10 rounds - 5 points :-/Type F:3:(PGV) 5 damage, 10 rounds - 10 points :-/Type E:4:(PGV) 5 damage/PC - 15 points :-/Type D:4:(PS) 35 damage, 6 rounds - 15 points :-/Type C:5:(PGSV) 5 damage/PC - 20 points :-/Type B:6:(PGS) 35 damage, 6 rounds - 20 points :-/Type A:7:(P) 60 damage, 6 rounds - 25 points :'(Type S:8:(PX) 10 damage/2 PC - 35 points
Ammo-Based Weapons :-/Type G:3:2 damage, 20 rounds - 10 points/CS :-/Type F:3:15 damage, 10 rounds - 15 points/CS :-/Type E:4:(B) 30 damage, 8 rounds - 20 points :-/Type D:4:(S) 15 damage x 2, 10 rounds - 20 points :-/Type C:5:(S) 30 damage, 10 rounds - 25 points/CS :-/Type B:6:(B) 50 damage, 6 rounds - 30 points :-/Type A:7:(V) 10 damage, 20 rounds - 35 points/CS :'(Type S:8:(S) 100 damage, 3 rounds - 30 points
EN-Based Weapons :-/Type G:3:10 damage, 1 EN - 15 points/CS :-/Type F:4:20 damage, 1 EN - 20 points/CS :-/Type E:5:(B) 30 damage, 2 EN - 25 points :-/Type D:6:(S) 40 damage, 3 EN - 30 points :-/Type C:6:60 damage, 4 EN - 30 points :'(Type B:7: 26 damage x 2, 5 EN - 35 points :'(Type A:8:100 damage, 6 EN - 35 points :'(Type S:8:(V) 10 damage/EN - 40 points
Special Weapons :'(Type F:3: 10 damage x 2 - 25 points :'(Type F:3:(SV) 5 damage/PC - 25 points :'(Type E:4:(S) 20 damage - 25 points :-/Type D:5:(BI:2) 50 damage, 5 EN - 30 points :'(Type C:5:(I:3) 80 damage, 10 EN - 35 points :-[Type B:6:(X) 15 damage/3 EN -35 points :'(Type A:7:(I:4) 100 damage, 10 EN - 40 points :'(Type S:7:DESTROY:L1, 10 EN - 40 points[/color]
Elemental Level Cost Level 1: 5 EP Level 2: 10 EP Level 3: 15 EP Level 4: 20 EP Level 5: 40 EP Level 6: 60 EP Level 7: 70 EP Level --: Achieved after 5 fights with a Level 7 Elemental level. Unit gains Hi-Tier status as well.
NOTE: HP Regen no longer stacks, and when multi-elemeting, you may reach level 7. It works differently however, in that you must choose which bonus' you take. An example would be Fire/Wind;
Fire/Wind Level 2: HP Regen 10% Level 3: 1 Low Level Fire or Wind Boost Level 4: 1 High Level Fire or Wind Boost Level 5: Fire or Wind Specialty Level 6: 1 Low Level Fire or Wind Boost Level 7: 1 High Level Fire or Wind Boost Level --: The level 5 ability of whichever element you did not choose, 1 High Level Fire or Wind boost.
When you multi-element, you choose the bonuses you want to take from those provided for both elements. You do not get both however, but simply pick and choose at each level. Instead of the special elemental packages given by other elements, you simply recieve the High Level Boost and the level 5 ability of the element you did not choose for level 5 previously.
Fire Level 2: HP Regen 10% Level 3: 1 Low Level Fire Boost Level 4: 1 High Level Fire Boost Level 5: +3 to enemy dodge cost Level 6: 1 Low Level Fire Boost Level 7: 1 High Level Fire Boost Level --: +5 to enemy dodge cost (Replaces Level 5), 1 High Level Fire Boost, Strongest MAP/Single hit attack gains Terrain changes to Scorched Earth when used.
Water Level 2: HP Regen 10% Level 3: 1 Low Level Water Boost Level 4: 1 High Level Water Boost Level 5: Resupply and Repair Level 6: 1 Low Level Water Boost Level 7: 1 High Level Water Boost Level --: 10% En Regain, 1 High Level Water Boost, Strongest MAP/Single hit attack gains Terrain changes to Water when used.
Wind Level 2: HP Regen 10% Level 3: 1 Low Wind Boost Level 4: 1 High Wind Boost Level 5: -5 to dodge cost Level 6: 1 Low Level Wind Boost Level 7: 1 High Level Wind Boost Level --: -10 to dodge cost (Replaces level 5), 1 High Level Wind Boost, Strongest MAP/Single hit attack gains Terrain changes to Plains when used.
Earth Level 2: HP Regen 10% Level 3: 1 Low Level Earth Boost Level 4: 1 High Level Earth Boost Level 5: -20% damage reduction Level 6: 1 Low Level Earth Boost Level 7: 1 High Level Earth Boost Level --: 25% HP regain (Replaces Level 2), -40% Damage reduction (Replaces Level 5), Strongest MAP/Single hit attack gains Terrain changes to Mountains when used.
Holy Level 5: 1 Low Level Holy Boost Level 6: 10% HP/EN Regain Level 7: 2 High Level Holy Boost Level --: 1 High Level Holy Boost + Skill of the Sword Saint + Breaker Canceller
Darkness Level 5: 1 Low Level Darkness Boost Level 6: 10% HP/EN Regain Level 7: 2 High Level Darkness Boost Level --: 1 High Level Darkness Boost + Volkruss Aligned. (Pay 25% of your total PC and 25% of your total SP to gain +25% to all stats and opponents SP cost. Must choose to do so at the start of the battle. For Ki-Ai purpouses, consider that PC already used and preventing a full level of it.)
Non-Elemental Level 2: 10% HP Regain Level 3: 1 Low Level Neutral Boost Level 4: 1 High Level Neutral Boost Level 5: Beam Absorb Level 6: 1 Low Level Neutral Boost Level 7: 1 High Level Neutral Boost Level --: MAP Stealth + 1 High Level Neutral Boost + 20% Damage reduction
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