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Post by Quattro Bajina on May 17, 2004 11:21:35 GMT -5
CybasterStatistics:HP: 60, EN: 40, IS: 2, Move: F/G, Size: MWeapons: Caloric Missile (PGSV)- 10 damage, 10 rounds Death Cutter (M)- 18 damage Vanity Ripper- 25 damage, 1 EN/attack. Requires Unlock Potential to execute. Hi-Familliar (PX)- 16 damage/2 PCs Akashic Buster- 60 damage, 4 EN/attack Cosmonova- DESTROY:L3, 1 round Death Cutter Ranbu no Tachi (X)- 20 damage/2 PCs. Requires Unlock Potential to execute.MAP Attacks: Cyflash (D:5)- 100 damage, 10 EN/attackCombo Attacks: Akashic Breaker (V)- 30 damage/EN Full Familiar (PSX)- 20 damage/PC Twin Slash (M)- 25 damage x 2, 1 EN/attackInherent Abilities:1) Masoukishin; Usable by Lieutenants or higher 2) Countercut: Death Cutter 3) Countershoot: Hi-Familiar 4) HP Regen 10% 5) Element: Wind 6) Laplace Computer 7) Spirit Dependency Link 8) Kiryoku Canceller 9) SP Canceller 10) Cybird Mode: Dodge Cost -5 and Move: F only. Only Caloric Missile, Hi-Familliar and Cyflash are enabled. 11) Cosmonova: Target's Dodge Cost +10. 12) Akashic Breaker: Target's Dodge Cost +5. Requires an allied R-1 piloted by a Psychodriver to execute. 13) Full Familiar: Target's Dodge Cost +1 per every 5 PCs spent. Requires an allied Granveil, Goddess and Zamzeed to execute. 14) Twin Slash: Target's Dodge Cost +5. Requires an allied Valcione-R to execute.Ownership Status: Bought from Hangar at 450 PCs
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Post by Quattro Bajina on May 17, 2004 11:26:45 GMT -5
Gundam F90 Unit-1[/b] Statistics:HP: 45, EN: 25, IS: 3, Move: G, Size: MWeapons:[/b] Vulcan- 3 damage, 20 rounds Beam Saber (BM)- 12 damage Beam Rifle (B)- 14 damage, 10 roundsInherent Abilities:1) Usable by Corporals or higher 2) Shield 3) Countercut 4) Countershoot: Vulcan, Beam Rifle 5) A.R. ChipCountdown to F90 II: 3/3 Ownership Status: Bought from Hangar at 250 PCs----------------------------------------------------------------------- Gundam F90 VSBRStatistics:HP: 50, EN: 40, IS: 2, Move: G, Size: MWeapons: Vulcan- 3 damage, 20 rounds Beam Saber (BM)- 12 damage Beam Rifle (B)- 14 damage, 10 rounds Mega Gatling Gun (SV)- 20 damage, 20 rounds VSBR (BSV)- 10 damage x 2/ENCombo Attacks: Double VSBR (BSV)- 50 damage x 4/8 ENInherent Abilities:1) Usable by Sergeants or higher 2) Beam Shield 3) Countercut 4) Countershoot: Vulcan, Beam Rifle, Mega Gatling Gun, VSBR 5) A.R. Chip 6) Double VSBR: Requires an allied unit with Double VSBR to execute.
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Post by Quattro Bajina on May 17, 2004 11:33:47 GMT -5
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Post by Quattro Bajina on May 17, 2004 11:49:27 GMT -5
Zeong[/b] Statistics:HP: 85, EN: 50, IS: 2, Move: H, Size: MWeapons:[/b] Head Mega Particle Gun (BSV)- 6 damage/EN Mega Particle Gun (BS)- 25 damage x 2, 3 EN/shot Wire-Guided Hand Beam Gun (BPX)- 15 damage/EN. Requires NT/EH to execute.Inherent Abilities:1) Usable by Lieutenants or higher 2) Countershoot: Head Mega Particle Gun, Mega Particle Gun, Wire-Guided Hand Beam Gun 3) Zeong can be used only in space. 4) Separate (Zeong Head)Ownership Status: Bought from Hangar at 310 PCsDescription:Principality of Zeon's incompleted prototype mobile suit, it incorporates weaonries that can only be utilized by someone who got newtype ability. The incomplete Zeong saw action in the Siege of A Bao A Qu, and proves to be a fearsome force in the battlefield, regardless of lacking its feet. Char Aznable pilots the Zeong against the Federation's White Devil, and it got badly damaged. The damaged Zeong was docked in Nanai's personal ship, the Zdralmel, and it got brought along when Nanai and the other Neo Zeon loyalists made their escape from Side 3. Later on, after the Neo Zeon has settled down in the Axis for some time, Neo Zeon engineers managed to repair the damaged Zeong using salvaged parts from various other mobile suits. Now that the Zeong has been repaired, the Neo Zeon engineers seeks to complete the incompleted prototype, by building its feet part. And the end result is the Perfect Zeong.----------------------------------------------------------------------- Perfect Zeong[/b] Statistics:HP: 100, EN: 60, IS: 1, Move: G, Size: MWeapons: Head Mega Particle Gun (BSV)- 10 damage/EN Mega Particle Gun (BS)- 30 damage x 2, 3 EN/shot Wire-Guided Hand (BPX)- 20 damage/EN. Requires NT/EH to execute. Hyper Beam Saber (BM)- 50 damage, 2 EN/attackInherent Abilities:1) Usable by Lieutenants or higher 2) Countercut 3) Countershoot: Head Mega Particle Gun, Mega Particle Gun, Wire-Guided Hand Beam Gun 4) Damage Received -25% 5) Separate (Zeong Head)Description:The Neo Zeon engineers has successfully picked on what the Zeons hasn't managed to finish, by constructing Zeong's leg parts, and turning it to a complete Mobile Suit. The completed Zeong is named the 'Perfect Zeong' and retains all abilities and weapons that the original Zeong has, as well as an addition of a Hyper Beam Saber for greater offense power.----------------------------------------------------------------------- Zeong HeadStatistics:HP: 10, EN: 15, IS: 2, Move: F, Size: MWeapons: Mega Particle Gun (BSV)- 6 damage/ENInherent Abilities:1) Countershoot: Mega Particle Gun 2) Dodge Cost is 5Description:One of Zeong's most unique properties is that its cockpit is placed on the head, instead of on the torso like almost every other mobile suits out there. With this design, it allows the Zeong's head to operate independetly and continue fighting on its own, even if its body got destroyed during the battle.
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Post by Quattro Bajina on May 30, 2004 23:25:42 GMT -5
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Post by Quattro Bajina on Jun 1, 2004 0:56:31 GMT -5
GrendizerStatistics:HP: 120(180), EN: 60(90), IS: 2, Move: G, Size: MWeapons: Melt Shower (BV)- 8(10) damage/EN. Spacer mode only. Spin Saucer (P)- 14(18) damage x 2, 6 rounds. Spacer mode only. Spin Drill (P)- 16(20) damage x 2, 8 rounds. Spacer mode only. Hand Beam (V)- 15(19) damage, 20 rounds Shoulder Boomerang (PS)- 15(19) damage x 2, 1 EN/attack Screw Crusher Punch (PS)- 35(44) damage x 2, 2 EN/attack Hanjuryoku Storm- 80(100) damage, 4 EN/attack Space Thunder- 120(150) damage, 5 EN/shot Double Harken (MX)- 25(31) damage/EN Double Harken Storm- 80(100) damage + 25(31) damage x 2, 5 EN/attack Spacer Tornado (V)- 30(38) damage/EN. Spacer Mode OnlyCombo Attacks: Double Mazinger Punch (PS)- 40(50) damage x 2, 2 EN/attack Double Lightning Buster (S)- 250(313) damage, 12 EN/shot Triple Mazinger Punch (PS)- 40(50) damage x 3, 3 EN/attack Mazinger Tornado (S)- 200(250) damage, 15 EN/attack F Dynamic Special (S)- DESTROY, 30 EN/attackInherent Abilities:1) Usable by Ensigns or higher 2) Countercut: Normal Mode Only 3) Space Gren Alloy (Armor): Damage Received -60%. 4) Spacer Mode: Dodge Cost -5 and Move: F only. Disable Hanjuryoku Storm, Double Harken, Double Harken Storm then enable Spacer Tornado. 5) Space Thunder is usable every 3 turns when used by a non-Grendizer Pilot. 6) Space Thunder: Add (SV)-attribute and PARALYZE status when used by a Grendizer Pilot. 7) Double Harken: Remove (M)-attribute when used by a Grendizer Pilot. 8) Double Mazinger Punch: Requires an allied Mazinger Z or Great Mazinger/(GB) to execute. 9) Triple Mazinger Punch: Requires an allied Mazinger Z and Great Mazinger/(GB) to execute. 10) Double Lightning Buster: Target's Dodge Cost +5. Requires an allied Great Mazinger/(GB), Mass Produced Great, or Black Great to execute. 11) Mazinger Tornado: Target's Dodge Cost +5. Requires an allied Great Mazinger and Mazinger/(GB) to execute. 12) Final Dynamic Special: Target's Dodge Cost +10. Requires 3 allied units with Final Dynamic Special to execute. Allied units cannot be the same as this unit, or any other unit used in this combo. Final Dynamic Special may also be used with 2 allied units, but damage is DESTROY:L2 and cost is 20 EN instead, or with 1 allied unit, but damage is DESTROY:L1 and cost is 10 EN instead. All allied units involved in this combo must be the proper pilot class to use their unit's Final Dynamic Special. 13) Neo Zeon Customization (DABA Chip): HP & EN + 50%, Weapon Damage + 25%Ownership Status: Bought from Hangar at 700 PCs----------------------------------------------------------------------- Double Spacer[/b] Statistics:HP: 35, EN: 25, IS: 3, Move: F, Size: MWeapons: Double Missile (PG)- 15 damage, 6 rounds Cyclone Beam- 20 damage, 1 EN/attack Double Cutter- 20 damage x 2, 2 roundsInherent Abilities:1) Usable by anyone 2) Dodge Cost -5Ownership Status: Bought from Hangar at 200 PCsGrendizer (WS)Statistics:HP: 155(233), EN: 85(128), IS: 2, Move: F/G, Size: MWeapons: Hand Beam (V)- 15(19) damage, 20 rounds Double Missile (PG)- 15(19) damage, 6 rounds Cyclone Beam- 20(25) damage, 1 EN/attack Shoulder Boomerang (PS)- 15(19) damage x 2, 1 EN/attack Double Cutter- 20(25) damage x 2, 2 rounds Screw Crusher Punch (PS)- 35(44) damage x 2, 2 EN/attack Hanjuryoku Storm- 80(100) damage, 4 EN/attack Space Thunder- 120(150) damage, 5 EN/shot Double Harken (MX)- 25(31) damage/EN Double Spacer Tornado (V)- 40(50) damage/ENInherent Abilities:1) Usable by Lieutenants or higher 2) Countercut 3) Dodge Cost -5 4) Space Gren Alloy (Armor): Damage Received -60%. 5) Space Thunder is usable every 3 turns when used by a non-Grendizer Pilot. 6) Space Thunder: Add (SV)-attribute and PARALYZE status when used by a Grendizer Pilot. 7) Double Harken: Remove (M)-attribute when used by a Grendizer Pilot. 8) Double Spacer Tornado: May cause PARALYZE when 2 or more EN is used. Usable by Grendizer Pilots only. 9) Neo Zeon Customization (DABA Chip): HP & EN + 50%, Weapon Damage + 25%
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Post by Quattro Bajina on Jun 21, 2004 19:59:15 GMT -5
Jehuty OF[/b] Statistics:HP: 30, EN: 20, IS: 2, Move: F/G, Size: MWeapons: Comet (V)- 5 damage/EN Shot- 8 damage, 1 EN/shot Blade (M)- 10 damage Grab (M)- PARALYZE, 1 EN/attack, Sustained Paralysis 1:10 Homing Laser (BSX)- 3 damage/EN Phalanx (SV)- 5 damage/EN Burst Shot (V)- 8 damage/EN Gauntlet- 10 damage, 1 EN/attack Burst Blade- 20 damage, 2 EN/attack Geyser (S)- PARALYZE, 5 EN/attack Homing Missile (PGSX)- 5 damage/ENMAP Attacks: Halberd (I:3)- 20 damage, 5 EN/shotInherent Abilities:1) Orbital Frame; Usable by anyone 2) Countercut 3) Countershoot: Shot 4) EN Regen 5% 5) Energy Shield (Barrier) 6) ADA (Sidekick) 7) Self-Destruct 8) Floating Mines: 2 rounds. Same effects as Space Mines but can be used in any terrain. 9) Gauntlet: Cannot be blocked or negated by barriers. 10) Comet: Target's Dodge Cost +5Countdown to: Jehuty Ver.2 OF[/b]: 2/5 Ownership Status: Bought from Hangar at 450 PCs
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Post by Quattro Bajina on Jun 29, 2004 23:50:54 GMT -5
SolgadyStatistics:HP: 40, EN: 20, IS: 3, Move: F/G, Size: MWeapons: Death Cutter (M)- 8 damage Giga Sort Cannon (SV)- 10 damage, 20 rounds Linear Rail Gun- 25 damage, 10 rounds Hyper Rail Gun- 40 damage, 4 rounds Mega Beam Cannon (B)- 40 damage, 6 rounds Sandstorm (SV)- PARALYZE, 24 damage/4 EN Azurail- 100 damage, 5 EN/attackInherent Abilities:1) Usable by Sergeants or higher 2) Countercut 3) Countershoot: Giga Sort Cannon, Linear Railgun 4) Element: Wind 5) Lesser Spirit Dependancy Link 6) Snipe: Hyper Railgun (+8) 7) Azurail: Target's Dodge Cost +5Ownership Status: Bought from Hangar at 350 PCs
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Post by Quattro Bajina on Jul 5, 2004 18:05:15 GMT -5
Zaku III Neo Zeon Refit[/b] Statistics:HP: 55, EN: 15, IS: 3, Size: MWeapons: 30mm Vulcan Gun- 2 damage, 20 rounds Bayonet (M)- 6 damage Beam Saber (M)- 14 damage x 2 Zaku Machinegun Kai (V)- 15 damage, 10 rounds Dual Cannons- 15 damage x 2, 12 rounds Hyper Beam Cannon (B)- 45 damage, 7 roundsInherent Abilities:1) Usable by Sergeants or higher 2) Countercut 3) Countershoot: 30mm Vulcan Gun, Zaku Machinegun Kai, Hyper Beam Cannon 4) Neo Gundarium (Armor): Damage Received -40%155 Points Distribution: -20 Points Gespenst Module Option -20 Points for Cold Metal Sword -10 Points for +1 IS -20 Points for Twin Magna Rifle -15 Points for Hyper Beam Rifle -40 Points for ZO Alloy -15 Points for +15 HP -15 Points for M90 Assault Machinegun [/size] Countdown to Zaku III Kai Neo Zeon Refit: 3/5 Ownership Status: Won from Kaiterra's Dressup Contest Original Stats: PT DressupDescription:In the last days of the One Year War, the Principality of Zeon has sought to build a new unit to continue the Zaku line, which was a highly versatile Mobile Suit line, but is slowly losing to newer Federation Mobile Suits. And so, the design for what will be called Zaku III is going underway. The design's completed several days before the Siege of A Bao A Qu begins, and several Zaku IIIs has been built and entered the battleground. However, despite their superior performance, they were unable to change the tide of the war, and got wiped out along with the majority of the Zeon fleet. Several periods later, the Neo Zeon recovers the remains of the Zaku III, and began to rebuilt the Zaku III for their own use. The end result is the MSN-007 Zaku III Neo Zeon Refit. This refitted form of Zaku III incorporates a highly durable Neo Gundarium alloy, which allows for higher durability and damage tolerance. Its armaments includes many of those present in the original Zaku III, such as two beam sabers, the dual cannons in the waist, and the Hyper Beam Cannon in the mouth.----------------------------------------------------------------------- Zaku III Kai Neo Zeon Refit[/b] Statistics:HP: 65, EN: 30, IS: 3, Size: MWeapons: 30mm Vulcan Gun- 7 damage, 20 rounds Bayonet (M)- 11 damage Beam Saber (M)- 19 damage x 2 Zaku Machinegun Kai (V)- 20 damage, 10 rounds Dual Cannons- 20 damage x 2, 12 rounds Hyper Beam Cannon (B)- 50 damage, 7 rounds Kick - DESTROY:L2, 8 EN/shotInherent Abilities:1) Usable by Sergeants or higher 2) Countercut 3) Countershoot: 30mm Vulcan Gun, Zaku Machinegun Kai, Hyper Beam Cannon 4) Neo Gundarium (Armor): Damage Received -40%50 Points Distribution: -45 Points for Black Hole Cannon -5 Points for +5 EN[/size][/s] CURRENTLY UNUSABLE
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Post by Quattro Bajina on Jul 7, 2004 2:54:36 GMT -5
ElmethStatistics:HP: 65, EN: 40, IS: 3, Move: F, Size: MWeapons: Mega Particle Gun (B)- 20 damage x 2, 2 EN/shot Bit (BPX)- 14 damage/EN. Requires NT/EH to execute.Inherent Abilities:1) Usable by Ensigns or higher 2) Countershoot: Mega Particle Gun, Bit 3) Elmeth can be used only in space.Countdown to Prototype Qubeley: 0/5 Ownership Status: Bought from Hangar at 250 PCsDescription:One of the earliest Mobile Armors that makes use of the psycommu system, the Elmeth incorporates a special newtype use weaponry called 'bits', which are small bits armed with beam gun, which acts independently from the main unit and is remotely controlled by a Newtype's mind, causing the Elmeth to be able to strike its targets from a very long distance. It also incorporates two mega particle guns, mounted on the body. Newtype pilots Lalah Sun and Haman Khan had been chosen by the Principality of Zeon to pilot the Green Elmeth Unit-01 and thr White Elmeth Unit-03, respectively. Both of them continues to pilot the Elmeth, even after they defected to Char's Neo Zeon. Later on, both Lalah and Haman can be seen using their respective Elmeths to reinforce the Zdralmel during its escape attempt from Side 3.
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Post by Quattro Bajina on Jul 8, 2004 11:07:23 GMT -5
Mass Production Type Personal Trooper 'Wildpulzer'Statistics:HP: 40, EN: 20, IS: 3, Move: G, Size: MWeapons: Vulcan- 3 damage x 2, 20 rounds Plasma Cutter (BM)- 10 damage Photon Rifle (B)- 15 damage, 12 rounds Slash Ripper (PGS)- 7 damage x 3, 6 roundsInherent Abilities:1) Usable by Corporals or higher. 2) Shield 3) Countercut 4) Countershoot: Vulcan, Photon Rifle 5) Enhanced Thrusters: Dodge Cost -5Ownership Status: Bought from Hangar at 180 PCsOriginal Stats: Commander ZakuDescription:Neo Zeon's first unit in its Personal Trooper series, the NPT-01, is basically a skeleton unit comprised of very basic weaponries, and are designed to be custom-built by some chosen Ace Pilots. Two of these skeleton units has been assigned to Jet Enduro and Char Aznable respectively, and both of them customizes their respective PT skeletons to fit their own taste and style of combat. As both PT suits are performing awesomely in various combat tests and simulations, as well as in the battlefield, the Neo Zeon Engineers plan to massproduce the NPT-01. However, the skeleton suit itself has too little of firepower to be useful in combat, and both Char and Jet's customized suits are too expensive to massproduce. And thus, the Neo Zeon Engineers decided to upgrade the skeleton PT, giving additional armaments and specification upgrades to make it to raise its battle capability to the level of modern PTs. The end result is the NPT-01 Wildpulzer, which armaments include a Cold Metal Sword, a simplified version of the Photon Rifle used in bothChar and jet's custom PT, and the Slash Rippers, the same ones present in Federation's Gespenst MkII, mounted on the back of the unit. The Wildpulzer also saw a big upgrade on its thrusters, which gives a significant boost to its mobility. Soon after its designs is completed, The Wildpulzer went into massproduction, and been assigned to various Neo Zeon Fleets.----------------------------------------------------------------------- Zaku-Bit Type 2[/b] Statistics:HP: 40, EN: 20, IS: 3, Move: G, Size: MWeapons: Vulcan- 3 damage x 2, 20 rounds Beam Tomahawk (BM)- 10 damage Beam Rifle (B)- 15 damage, 12 rounds Leg Missile Pod (PGS)- 7 damage x 3, 6 roundsInherent Abilities:1) Usable by Corporals or higher. 2) Shield 3) Countercut 4) Countershoot: Vulcan, Beam Rifle 5) Enhanced Thrusters: Dodge Cost -5Description:The Zaku-Bit was a successful concept to make, as it significantly reduces pilot casualties and the rigorous processes to train a pilot, as it doesn't require one to begin with. Following its success, the Neo Zeon Engineers constructed another type of the Zaku-Bit, known as the Zaku-Bit Type 2 (and thus, the first one built is now known as Zaku-Bit Type 1). This Zaku Bit variant comes with a significant increase in choice of weaponry. One of the most noticable is the removal of the standard issue Zaku Machinegun, and replaced with a weponry that makes the White Devil so fearful and that Principality of Zeon don't have access to until much later in the war - the Beam Rifle. It also incorporates an upgrade to the thrusters section, giving it higher mobility in the battle. While its performance proves to be superior than the Type 1 Zaku-Bits, the Type 2s are not meant to replace, but to work alongside the Type 1. Together, these unamnned, MS-sized, bits proves to be a deadly team to anyone who faces them.
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Post by Quattro Bajina on Jul 13, 2004 10:38:58 GMT -5
QubeleyStatistics:HP: 75, EN: 60, IS: 2, Size: M, Class: High-tierWeapons: Beam Gun (B)- 14 damage x 2, 20 rounds Beam Saber (BM)- 14 damage x 3 Funnel (BSX)- 15 damage/EN. Requires NT/EH to execute.MAP Attacks: Funnel (BD:4)- 90 damage, 8 EN/attack. Requires NT/EH to execute.Inherent Abilities:1) Usable by Lieutenants or higher 2) Countercut 3) Countershoot: Beam Gun, Funnel 4) Dodge Cost -5 5) Hi-Level Funnel (Funnel)Countdown to Doga: 1/3 Countdown to Axis Qubeley: 1/10 Ownership Status: Bought from Hangar at 310 PCs, then evolvedDescription:Following the success of the development of newtype weaponry 'Bits' in the Mobile Armor Elmeth, where it can be controlled simply by a Newtype's thought, Neo Zeon scientists and engineers strives to improve this newtype weaponry design so that it can be fitted to a Mobile Suit. The end result is a smaller and cheaper version of these bits, called 'Funnels', small enough to fit into a Mobile Suit. The first experimental Mobile Suit to be armed with these remote weaponry is the P-AMX-004 Proto Qubeley, and it has been brought to some actual combat by Neo Zeon's Second-in-command, Haman Khan. While it's already a fully operational Mobile Suit, the Neo Zeon engineers believes that it still needs some tweaking and adjustment to truly be able to reach its full potential as a Newtype-use Mobile Suit.
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Post by Quattro Bajina on Jul 13, 2004 16:06:56 GMT -5
NZ-Bit Type 1Statistics:HP: 20, EN: 10, IS: 0, Move: F/G, Size: M, Class: SummonWeapons: Heat Hawk (M)- 8 damage Hand Laser- 8 damage, 12 rounds Beam Rifle (B)- 10 damage, 10 rounds Prototype Mini Colony Laser- DESTROY:L1MAP Attack: Prototype Mini Colony Laser (I:3)- 999 damage, 1 roundInherent Abilities:1) NZ-Bit: Summonable by NT/EH using the Flash System. 2) Countercut 3) Countershoot: Hand Laser 4) Sturm Booster: Dodge Cost is 5 5) Prototype Mini Colony Laser: Can only be used in space and/or night terrain. 5 turns to recharge. After the first shot, pay 5 PCs/shot for all additional shots.Ownership Status: Obtained from Flash System Purchase Original Stats: GX-Bit----------------------------------------------------------------------- NZ-Bit Type 2Statistics:HP: 20, EN: 10, IS: 0, Move: F/G, Size: M, Class: SummonWeapons: Tackle (M)- 6 damage Gatling Cannon- 8 damage, 12 rounds Rotating Beam Rifle (BSX)- 8 damage/ENInherent Abilities:1) NZ-Bit: Summonable by NT/EH using the Flash System. 2) Countershoot: Gatling Cannon, Rotating Beam Rifle 3) Dodge Cost is 5Original Stats: GW-Bit----------------------------------------------------------------------- NZ-Bit Type 3Statistics:HP: 20, EN: 10, IS: 0, Move: F/G, Size: M, Class: SummonWeapons: Tackle (M)- 6 damage Chest Gatling Cannon- 8 damage, 12 rounds Missile Pod (PGV)- 2 damage/PC Mega Machinegun (SV)- 12 damage/PCInherent Abilities:1) NZ-Bit: Summonable by NT/EH using the Flash System. 2) Countershoot: Mega Machinegun, Chest Gatling Cannon 3) Dodge Cost is 5Original Stats: GT-Bit
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Post by Quattro Bajina on Jul 13, 2004 16:29:00 GMT -5
Gundam F91 Neo Zeon RefitStatistics:HP: 45, EN: 30(40), IS: 2, Move: F/G, Size: MWeapons: Vulcan- 3 damage, 20 rounds Mega Machine Cannon- 10 damage, 8 rounds Beam Saber (BM)- 12 damage Beam Rifle (B)- 15 damage, 8 rounds Beam Launcher (B)- 30 damage, 1 EN/shot VSBR (BSV)- 10 damage x 2/EN MEPE Attack (SX)- 18 damage/EN. Requires NT/EH to execute.Combo Attacks: Double VSBR (BSV)- 50 damage x 4/8 ENInherent Abilities:1) Usable by Ensigns or higher 2) Beam Shield 3) Countercut 4) Countershoot: Vulcan, Mega Machine Cannon, Beam Rifle, Beam Launcher, VSBR 5) Biocomputer (System) 6) Bunshin (2/4) 7) Double VSBR: Requires an allied unit with VSBR to execute 8) Output Boost: EN+10Countdown to Harrison's Custom F91: 3/5 Ownership Status: First 10 mechs chosen from SC restart
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Post by Quattro Bajina on Jul 13, 2004 16:31:59 GMT -5
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