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Post by Tilus on May 2, 2004 23:58:09 GMT -5
This unit, the Black Ryvius, is (for now) the property of the Hangar. During a trip to an old and abandoned space station, it was freed mysteriously after we boarded it. However, now we've got the Earth Federation on our tail because we found it and ran off with it, and we don't even know how it works yet! Hopefully we can figure out its' many mysteries before it's blown to bits..Enhanced[/color] Prism[/color] Nuclear[/color] Black Ryvius[/b][/color] Statistics: HP: 450 585, EN: 80, IS: 1 2, Move: F, Size: LL, Class: Hi-TierWeapons: Bulge Cannon (S)- 90 damage x 2, 20 roundsInherent Abilities: 1) Usable by Lieutenants or higher 2) Mothership Class (30) 3) Heavy Construction 4) Prism Armor (Armor): Damage received -30% 5) Nuclear Reactor: EN Regen 10% 6) Gravity Territory (Barrier) 7) Neya (Sidekick) 8) Vital Guarder Defensive Mechanism (Einwald): Pay half of your remaining EN. Summon Einwald x 1 (stats in hanger). Einwald's remaining EN is equal to the amount of EN paid to summon it. When Einwald is unsummoned, restore remaining amount of EN on Einwald to Ryvius. 9) Launch Bulge Cannon: Pay 30 PCs. Disable Bulge Cannon. Enable Bulge Cannon in Einwald. Bulge Cannon ammo is carried over. If Einwald is unsummoned, enable Bulge Cannon on Ryvius. If Einwald is destroyed, Bulge Cannon remains disabled for the rest of the match. 10) Enhancement Module Chip 11) Prism Armor 12) Nuclear Reactor (Real)Super AM Wars Pilot Slots: 5 (During deployment in a SAMW battle, you may choose to have either 5 characters in Ryvius and 1 character in Einwald, or 1 character in Ryvius and 5 characters in Einwald.)Vital Guarder "Einwald"[/color] Statistics: HP: 150, EN: 40, IS: 0, Move: F, Size: L, Class: SummonWeapons: Punch (M)- 25 damage Bulge Cannon (S)- 90 damage x 2, 20 rounds Gravity Ball (SV)- 30 damage/ENInherent Abilities: 1) Dodge Cost is equal to pilot's DC. If This is not an SAMW battle, then Dodge Cost is equal to Ryvius' pilot's DC. 2) Countershoot: Bulge Cannon 3) Gravity Territory (Barrier) 4) Vital Guarder: May support defend Ryvius. Cannot be resummoned if destroyed. Disable Neya (Sidekick) on Black Ryvius for the rest of the battle if this unit is destroyed. 5) Bulge Cannon: Ammo is carried over to Ryvius if Einwald is unsummoned.Super AM Wars Pilot Slots: 5 (During deployment in a SAMW battle, you may choose to have either 5 characters in Ryvius and 1 character in Einwald, or 1 character in Ryvius and 5 characters in Einwald.)--- -Neya-Current Max SP[/color]: 100 UP[/color]: 0 +32 from Neya's Awakening 1 +22 from Neya's Awakening 2 +33 from Neya's Awakening 3 +30 from Neya's Awakening 6 +33 from Neya's Awakening 4 +47 from Neya's Awakening 5 +203 from Alpha Numbers: Mission 1
-400 for 40 Max SP--- - Evo Points[/color] - [(None)]
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Post by Tilus on May 4, 2004 21:47:40 GMT -5
This unit, Mazinkaiser, is the property of the Photon Research Institute. An improved model over their previous creations, it is armored with the even stronger Chogokin Z Alpha alloy, making it one of the most durable robots ever created. In addition, hangar tensai Shomaia Kemuchi managed to find ways to tweak the unit to increase its' power output and greatly increase the integrity of the unit's frame, making it truly a force to be reckoned with.Mazinkaiser[/color][/s] - Replacement Evo Counter[/color] ( Mazinkaiser (Scrander On)) - [ X X X X X] - Replaced![/color] --- Iced Valiant Assault[/color] Inferno[/color] Nuclear[/color] Mazinkaiser (Scrander On)[/b][/color] Statistics: HP: 160 280, EN: 70 123, IS: 2 3, Move: F/G, Size: L, Class: Hi-TierWeapons: Kaiser Knuckle (MV)- 10 15 damage/PC Reidou Beam- 20 30 damage, PARALYZE, 3 EN/shot Scrander Boomerang (P)- 20 30 damage Koushiryoku Beam- 15 23 damage # 2, 1 EN/shot Gigant Missile (PG)- 20 30 damage, 20 rounds Rust Hurricane (SV)- 12 18 damage/EN Kaiser Blade (M)- 25 38 damage x 2 Turbo Smasher Punch (S)- 60 90 damage x 2, 5 EN/attack. Requires Mazinger Pilot Class to execute. Fire Blaster (S)- 230 345 damage, 15 EN/attack. Requires Mazinger Pilot Class to execute. Full Power Kaiser Blade- DESTROY:L2, 25 EN/attack. Requires Mazinger Pilot Class to execute.
Combo Attacks: Double Burning Fire (S)- 150 damage, 10 EN/shot Double Mazinger Punch (PS)- 40 damage x 2, 2 EN/attack Final Dynamic Special (S)- DESTROY:L3, 30 EN/attack. Requires Mazinger Pilot Class to execute.Inherent Abilities: 1) Usable by Lieutenants or higher 2) Countercut 3) HP Regen 25% 4) Nuclear Reactor: EN Regen 10% 5) Black Chogokin (Armor): Damage Received -60% -75% 6) Mazin Power[/url] 7) Double Burning Fire: Requires an allied Mazinger Z or Great Mazinger to execute. 8) Double Mazinger Punch: Requires an allied Mazinger Z, Great Mazinger, or Grendizer to execute. 9) 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. 10) Ice Chip11) Silmaril Chip12) Assault Boost Chip13) Hellrock Armor Chip14) Nuclear Reactor (Real)[/color] Evo Points[/color] - [(None)] - Shin Borotkaiser (Omake): 3 points + 4 points (Super Boss Borot) + 2 points (Shin Getter Robo) + 1 point (Gunbuster)[/size]
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Post by Tilus on May 7, 2004 21:32:03 GMT -5
This unit, the Cannon Striker Gundam, is an experimental unit Protesia and Solicis found while wandering about on an old and abandoned space station. It comes equipped with multiple cannons and the deadly accurate Zero System, built to encase its' enemy in a tangled web of crossfire all by itself. Surprisingly enough, Protesia has few objections to trying this Gundam out and piloting it, despite the fact that many of the vital parts of this Gundam have a bad history of being far more dangerous than anything Mao Industries has ever concocted. Oh well, if she wants to pilot it, I'm not going to stop her..
Since then, this unit has been given a golden yellow color scheme, has been refit somewhat, and been designated the striker unit of a team of "Astray Rangers", five Gundams out to save the world from evil, or so she says..Yellow Astray Ranger (Gundam Dressup)[/color] Statistics: HP: 40, EN: 15, IS: 4, Size: M, Class: Hi-Tier[/color] Weapons: Double Vulcan- 2 damage x 2, 20 rounds Beam Sword (M)- 20 damage x 3 200mm Cannon (S)- 25 damage x 2, 6 rounds Twin Beam Cylinder (BSV)- 12 damage x 2/EN Full Power Assault (S)- DESTROY:L1, 1 round[/color] Inherent Abilities: 1) Usable by Lieutenants or higher. 2) Shield 3) Countercut 4) Countershoot: Double Vulcan, 200mm Cannon, Twin Beam Cylinder 5) Self-Destruct6) Zero System (System)[/color] - Shield[/color]: 5 points - Double Vulcan[/color]: 5 points - 2 IS[/color]: 20 points - Full Open Attack[/color]: 25 points - 200mm Cannon[/color]: 25 points - Twin Beam Cylinder[/color]: 35 points - Beam Sword[/color]: 35 points Hissatsu[/color]: Gundam Wing - Self-Destruct[/color] - Zero System[/color]
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Post by Tilus on May 16, 2004 13:11:35 GMT -5
Bought from Aslan Cross for 45 PCsThis unit, a GINN, is a stock mass-produced mobile suit created by the ZAFT Alliance and assigned to the Bloody Rose Squadron for use in battle. However, as most of the squadron were already using far more superior mobile suits, we decided to store it in the Hangar, probably for use as a training mobile suit, much like the other mass produced mecha currently gathering dust in the back of the Hangar. Unlike most mass produced mecha, however, the GINN puts up quite a fight, and demands more out of its' pilot than is normally expected - which is possibly why the only people usually seen piloting the unit in practice are Coordinators..GINN[/url][/color] Statistics: HP: 30, EN: 10, IS: 4, Move: G, Size: MWeapons: Pardus (PGSV)- 2 damage/PC Heavy Sword (M)- 6 damage Heavy Assault Machinegun- 6 damage, 10 rounds Canus (PG)- 20 damage x 2, 4 rounds Cattus- 25 damage, 8 rounds Barrus (B)- 25 damage, 2 EN/shotInherent Abilities: 1) Usable by anyone 2) Countercut 3) Countershoot: Heavy Assault Machinegun 4) At the beginning of battle, choose Canus, Barrus or Cattus, then disable the others.Evo Points[/color] - [(None)]
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Post by Tilus on May 17, 2004 23:16:59 GMT -5
This unit, Angelouge, was retrieved and rebuilt after it was found shortly after it crash landed just outside the Hangar. Its' pilot has since escaped, and none of us have any idea who it is, but several of the female members of the Hangar, notably Protesia and Shomaia, have taken a liking to this mecha (mostly because they think it's the cutest thing in the world). Both pilot the mecha exceptionally well, and thus make a perfect fit for it. Though, I must wonder sometimes.. along with Valcione, who has the sheer amount of free time and boredom to design a mecha like this? No, no.. Please don't tell me..Angelouge[/color] Statistics: HP: 80, EN: 60, IS: 2, Move: F/G, Size: LWeapons: Shadow Lancer (SR)- 15 damage/2 EN Mirage Sword (BM)- 20 damage # 2 Illusion Arrow- 30 damage, 8 rounds Mirage Sign (B)- 30 damage # 6, 3 EN/attack Phantom Phoenix- 70 damage, 5 EN/shotInherent Abilities: 1) Usable by Ensigns or higher 2) Countercut 3) Beam Coating (Barrier) 4) Bunshin (2/4) 5) Code ATA: Same effects as Self-Destruct 6) Illusion Arrow, Mirage Sign or Phantom Phoenix: Target's Dodge Cost +5Evo Points[/color] - [ X[/url]]
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Post by Tilus on May 17, 2004 23:17:19 GMT -5
This unit, the Land Battle GM, was given to Solicis Elushion for use in one specialized mission some time ago. He's given it to us, and since we've got little use for it at the moment, it's mostly being used for parts, but we're keeping it mostly intact just in case..RGM-79(G) Land Battle GM[/color] Statistics: HP: 30, EN: 15, IS: 3, Move: G, Size: MWeapons: Beam Saber (BM)- 6 damage Beam Rifle (B)- 6 damage, 8 rounds 100mm Machinegun- 8 damage, 10 rounds 6-Tube Missile Launcher (PGSV)- 3 damage/PC Bazooka (P)- 30 damage, 4 roundsInherent Abilities: 1) Usable by Corporals or higher 2) Shield 3) Countercut 4) Countershoot: Beam Rifle, 100mm Machinegun 5) RGM-79[G] Land Battle GM can't be used in space.Evo Points[/color]: [(None)] - GM Head (Omake): Every 5 points (this unit or Gundam Ez-8)[/size]
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Post by Tilus on May 17, 2004 23:17:56 GMT -5
This unit, GM Head, was.. somewhat rebuilt from an old destroyed Land Battle Gundam that we acquired from a recent battlefield. We didn't have any spare Gundam heads on us, so a couple of our more creative minds decided to put the Land Battle GM's head on it instead. Now it's become sort of a ritual around here to poke fun at the GM head on your way down to the lower depths of the Hangar of Stuff. Guess I can't really argue with that..GM Head[/color] Statistics: HP: 40, EN: 15, IS: 4, Move: G, Size: MWeapons: Chest Vulcan- 2 damage, 20 rounds Beam Saber (BM)- 6 damage Beam Rifle (B)- 6 damage, 8 rounds 100mm Machinegun- 10 damage, 10 rounds 6-Tube Missile Launcher (PGSV)- 3 damage/PC Bazooka (P)- 30 damage, 4 rounds 180mm Cannon (SX)- 30 damage, 6 rounds Shoot All Ammo (S)- 90 damage, 1 round
Combo Attacks: 08th MS Team- 10 damage x 2 + 35 damage, 7 EN/attackInherent Abilities: 1) Usable by anyone 2) Shield 3) Countercut 4) Countershoot: Chest Vulcan, Beam Rifle, 100mm Machinegun, Shoot All Ammo 5) GM Head can't be used in space. 6) Shoot All Ammo: If used to Countershoot, automatically negate all (P) attacks that targets you in a single turn. 7) 08th MS Team: Requires an allied Gundam Ez-8 and RX-79[G] Land Battle Gundam or GM Head to execute. 8) During deployment, choose either Bazooka or 180mm Cannon, then disable the other for the duration of the battle.Evo Points[/color]: [(None)]
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Post by Tilus on May 17, 2004 23:18:19 GMT -5
Backstory on this unit coming soon[/i] Braiger[/color] Statistics: HP: 90, EN: 60, IS: 2, Move: F/G, Size: LWeapons: Missile (PGSV)- 5 damage/PC. Brai-Star Mode Only. Blaster- 20 damage, 1 EN/shot Cosmo Wonder (B)- 25 damage, 8 rounds Brai-Claw (M)- 30 damage Brai-Spear- 40 damage, 2 EN/attack Brai-Sword Beam (BS)- 65 damage, 3 EN/attack Brai-Sword- 140 damage, 10 EN/attack Brai-Cannon- DESTROY:L2, 20 EN/attack
Combo Attacks: J9 Attack- DESTROY:L3, 25 EN/attackInherent Abilities: 1) Usable by Ensigns or higher 2) Countercut: Brai-Sword 3) Brai-Star Mode: Dodge Cost -5, Move: F only. Size is M. Only Missile and Blaster are enabled. 4) Brai-Thunder Mode: Dodge Cost -7, Move: G only. Size is S. Only Blaster is enabled. 5) J9 Attack: Target's Dodge Cost +5. Requires an allied Baxinger and Sasuraiger to execute.Super AM Wars Pilot Slots: 4 (Switch main pilot to second character when Brai-Thunder Mode or Brai-Star Mode is performed.)Evo Points[/color] - [(None)]
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Post by Tilus on May 17, 2004 23:18:50 GMT -5
This unit, the Cosmo Crasher, is the primary scouting and assault unit of the Cosmo Crasher squad. Though it may be underpowered compared to the sheer power of Godmars, it has helped out Takeru in numerous occasions, and has been an invaluable member of the team.Cosmo Crasher[/url][/color] Statistics: HP: 30, EN: 20, IS: 4, Move: F, Size: SWeapons: Cosmo Laser- 10 damage, 20 rounds Triple Laser- 30 damage, 2 EN/shotInherent Abilities: 1) Usable by anyone. 2) Dodge Cost -5 3) ResupplySuper AM Wars Pilot Slots:4Evo Points[/color]: [(None)]
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Post by Tilus on May 18, 2004 20:42:36 GMT -5
This unit, an Excellence AF, mysteriously wound up right in the center of the Hangar after what appeared to be a misfired time warp by the unit's Time Flow engines. We're currently working on ways to upgrade the mecha, to improve its' combat strength and to make sure such an accident never occurs again, but for now, it's sitting in a hidden corner of the Hangar along with the rest of our most dangerous and volatile units, such as the Thrudgelmir..Excellence AF[/color] Statistics: HP: 30, EN: 10, IS: 3, Move: F, Size: SWeapons: Solid Vulcan- 3 damage, 20 rounds Grenade Attacker (PV)- 4 damage/PC Beam Shot (B)- 14 damage, 10 rounds Solid Beam (B)- 16 damage, 2 EN/shot. AH Mode Only.Inherent Abilities: 1) Usable by anyone 2) Countershoot: Solid Vulcan, Beam Shot, Solid Beam 3) EN Regen 10% 4) Dodge Cost -5 5) AH Mode: Dodge Cost -0 instead. Only Solid Beam is enabled.--- Excellence Striker[/color] Statistics: HP: 65, EN: 50, IS: 2, Move: G, Size: MWeapons: Plasma Beam- 8 damage # 3, 3 EN/shot Smashing Kick (M)- 25 damage Chest Smasher- 40 damage, 2 EN/attack Crasher Arm- 70 damage, 5 EN/attack Gigaton Crasher Arm- 120 damage, 7 EN/attackInherent Abilities: 1) Usable by Sergeants or higher 2) Countershoot: Plasma Beam 3) EN Regen 10% 4) Damage Received -20% 5) Separate (Excellence AF)--- Excellence Cosmodriver[/color] Statistics: HP: 50, EN: 40, IS: 2, Move: F/G, Size: MWeapons: Machine Cannon- 8 damage, 20 rounds Hi-Colt Magnum- 14 damage x 2, 10 rounds High Distortion Frequency Sword (BM)- 20 damage x 2 Faeries (PSX)- 15 damage/ENInherent Abilities: 1) Usable by Sergeants or higher 2) Countercut 3) Countershoot: Machine Cannon, Hi-Colt Magnum 4) EN Regen 10% 5) Separate (Excellence AF)--- Excellence Gunner[/color] Statistics: HP: 70, EN: 50, IS: 2, Move: G, Size: MWeapons: Heat Knife (M)- 12 damage Guidance Mines (V)- 8 damage/PC Triple Missile Launcher (PGS)- 10 damage x 3, 8 rounds 6-Barrel Gatling Beam Gun (BV)- 10 damage/EN, 10 rounds Long Range Plasma Cannon (S)- 50 damage x 2, 10 EN/shotInherent Abilities: 1) Usable by Ensigns or higher 3) Countershoot: 6-Barrel Gatling Beam Gun 4) EN Regen 10% 5) Separate (Excellence AF) 6) Guidance Mines: Target's Dodge Cost +5--- Excellence Flyer[/color] Statistics: HP: 50, EN: 40, IS: 2, Move: F/G, Size: MWeapons: Machine Cannon- 8 damage, 20 rounds Distraction Rifle- 25 damage, 10 rounds Plasma Sword (BM)- 8 damage x 3 D-Rifle MAX Mode (S)- 80 damage, 8 EN/shotInherent Abilities: 1) Usable by Ensigns or higher 2) Countercut 3) Countershoot: Machine Cannon, Distraction Rifle 4) EN Regen 10% 5) Dodge Cost -5 6) Separate (Excellence AF)--- Excellence Diver[/color] Statistics: HP: 60, EN: 45, IS: 2, Move: G/W, Size: MWeapons: Phantom Torpedo (PSX)- 12 damage/2 PC Aqua Harpoon (M)- 45 damage Swirl Phantom (V)- PARALYZE, 18 damage/ENInherent Abilities: 1) Usable by Sergeants or higher 2) Countercut 3) EN Regen 10% 4) Dodge Cost is 5 in water/sea-based battles 5) Damage Received -20% 6) Separate (Excellence AF) 6) Dodge Cost +10 in space terrain.--- Excellence Lightning[/color][/b] Statistics: HP: 100, EN: 70, IS: 2, Move: F/G, Size: M, Class: Hi-TierWeapons: Black Sun- 40 damage, 1 EN/shot Crasher Spark (SV)- 20 damage/EN Dimension Slasher (M)- 60 damage Reactor Smasher (SX)- 14 damage/EN Reactor Crash- DESTROY:L2, 15 EN/attackInherent Abilities: 1) Usable by Lieutenants or higher 2) Countercut 3) EN Regen 10% 4) Dodge Cost -5 5) Damage Received -25% 6) Separate (Excellence AF)--- Excellence Eternal[/color][/b] Statistics: HP: 100, EN: 70, IS: 2, Move: F/G, Size: M, Class: Hi-TierWeapons: Temptation Eye- 20 damage x 2, 2 EN/shot Cosmic Strike (SV)- 22 damage/EN Slash Dimension (M)- 60 damage Reactor Flash (SX)- 13 damage/EN Final Grand Cross- DESTROY:L2, 15 EN/attackInherent Abilities: 1) Usable by Lieutenants or higher 2) EN Regen 10% 3) Dodge Cost -5 4) Damage Received -25% 5) Separate (Excellence AF)Evo Points[/color] - [ X X X X X] - Excellence Lightning (Customize): 5 points + purchase Excellence L Frame - Obtained![/color] - Excellence Eternal (Customize): 3 points + purchase Excellence E Frame - Obtained![/color] [/i][/size]
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Post by Tilus on May 20, 2004 21:45:54 GMT -5
This unit, Puru's Qubeley Mk.II, is the personal possession of Elpe Puru. Being the newest member of the Hangar crew, along with another young newtype named Aurelia, the entire hangar has overnight turned into a rather large mess. Nobody in the hangar can really control either of them.. and, honestly, I can't understand either of them as well. But they left this unit here, which is a modified Qubeley type mobile suit, and as such packs quite a punch.. when the pilot's willing to pilot the unit. Oh well.. guess this is to be expected of newtypes..Puru's Qubeley Mk-II[/url][/color] Statistics: HP: 55, EN: 30, IS: 3, Move: G, Size: MWeapons: Beam Gun (B)- 10 damage x 2, 14 rounds Beam Saber (BM)- 12 damage Funnel (BPX)- 16 damage/EN. Requires NT/EH to execute.
Combo Attacks: Twin Funnel (BPSX)- 32 damage/EN. Requires NT/EH to execute.Inherent Abilities: 1) Usable by Sergeants or higher 2) Countercut 3) Countershoot: Beam Gun 4) Dodge Cost -3 5) Twin Funnel: Target's Dodge Cost +1 per every 2 EN spent. Requires an allied Puru Two's Qubeley Mk-II to execute.Evo Points[/color] - [ X X X X] - Qubeley (Replacement): 5 points (This unit or Puru-II's Qubeley Mk.II) - Doga (Omake): 3 points (Any Qubeley) + 3 points (Any Geara Doga)[/size]
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Post by Tilus on May 26, 2004 20:04:46 GMT -5
This unit, the Alteisen, was acquired during a recent raid by Big Fire, with the help of Solicis Elushion, at an old abandoned Guest base. Seems the Einsts also used said base, as quite a bit of Einst technology was also picked up by Big Fire.. Solicis kept the Alteisen as his part of the treasure. The machine looks to be the favorite of several members of the Hangar as well - we're currently looking for ways to test this acquisition out in combat, to keep everyone satisfied..Alteisen[/color] Statistics: HP: 65, EN: 20, IS: 3, Move: G, Size: MWeapons: Split Missile (PGSV)- 3 damage/PC Heat Horn (M)- 12 damage Triple Machine Cannon (S)- 6 damage # 3, 10 rounds Revolving Stake- 10 damage + 20 damage, 6 rounds Square Claymore (SV)- 15 damage/PC, 4 rounds Kirifuda (R)- 50 damage/3 PCs, 1 round
Combo Attacks: Rampage Ghost (V)- 40 damage/EN, Barrier PierceInherent Abilities: 1) Usable by Ensigns or higher 2) Countercut 3) Countershoot: Triple Machine Cannon 4) Damage Received -15% 5) Beam Coating (Barrier) 6) Revolving Stake: If the first hit is dodged or negated, the second hit automatically misses. If the first hit connects and deals damage, then the second hit automatically hits. Second hit ignores barrier and armor effects. 7) Square Claymore: Target's Dodge Cost +5 8) Rampage Ghost: Target's Dodge Cost +10. Requires an allied Weißritter or Weißritter Kai to execute.Evo Points[/color] - [ X X X] - Alteisen Riese (Replacement): 5 points[/size]
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Post by Tilus on May 26, 2004 21:08:04 GMT -5
Backstory on this unit coming soon[/i] Daitarn-3[/color] Statistics: HP: 250, EN: 70, IS: 1, Move: F/G, Size: LLWeapons: Daitarn Missile (PGSV)- 8 damage/PC Big Wave (M)- 10 damage x 2, 6 rounds Sun Laser- 30 damage, 1 EN/shot Bomb (P)- 20 damage, 6 rounds. Daifighter Mode Only. Rocket Cannon (P)- 30 damage, 10 rounds. Daifighter Mode Only. Daitarn Hammer (V)- 12 damage/PC Daitarn Cannon (S)- 20 damage x 2, 4 shots Daitarn Zanber (M)- 40 damage Daitarn Zanber Nidogiri (M)- 40 damage # 2, 1 EN/attack Daitarn Javelin- 70 damage, 2 EN/attack Sun Attack Midare Uchi (SR)- 50 damage/3 EN Sun Attack- 200 damage, 15 EN/attack Sun Attack Daitarn Crash- DESTROY:L2, 25 EN/attack
Combo Attacks: Combination Blade (M)- 60 damage x 2, 5 EN/attack Space Combination Attack- 300 damage, 20 EN/attackInherent Abilities: 1) Usable by Lieutenants or higher 2) Shield: Normal Mode Only 3) Countercut: Daitarn Zanber 4) Daitank Mode: Dodge Cost +5; Damage received -25% and Move: G only. Only Daitarn Missile and Daitarn Cannon are enabled. 5) Daifighter Mode: Dodge Cost -5 and Move: F only. Only Daitarn Missile, Sun Laser, and Rocket Cannon are enabled. 6) Separate (Mach Attacker) 7) Sun Attack or Sun Attack Daitarn Crash: Target's Dodge Cost +5. 8) Combination Blade: Target's Dodge Cost +5. Requires an allied Zambot 3 to execute. 9) Space Combination Attack: Target's Dodge Cost +10. Requires an allied Zambot 3 to execute.Mach Attacker[/color] Statistics: HP: 20, EN: 10, IS: 1, Move: F, Size: SWeapons: Mach Vulcan- 4 damage, 20 rounds Mach Missile (PGSV)- 6 damage/PC Mach Pick- 12 damage, 6 roundsInherent Abilities: 1) Usable by anyone 2) Dodge Cost is 5Evo Points[/color] - [(None)]
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Post by Tilus on May 26, 2004 21:09:23 GMT -5
This unit, a Gundam, was built using plans found laying around in an old Earth Federation base on Side 7 destroyed by a Zeon attack force. Though primitive and outdated, this unit holds a lot of history to it, and who knows, we might even be able to develop our own derivations on its' classic design..Gundam[/color] Statistics: HP: 40, EN: 15, IS: 3, Move: G, Size: MWeapons: Vulcan- 2 damage, 20 rounds Beam Saber (BM)- 8 damage Beam Rifle (B)- 12 damage, 10 rounds Beam Javelin (BM)- 18 damage Hyper Bazooka (P)- 30 damage, 4 rounds Gundam Hammer (MS)- 40 damage, 1 EN/attack
Combo Attacks: Operation V- 20 damage x 4 + (M) 10 damage x 2, 7 EN/attackInherent Abilities: 1) Usable by Corporals or higher 2) Shield 3) Countercut 4) Countershoot: Vulcan, Beam Rifle 5) Core Block System (FF-X7 Core Fighter) 6) Operation V: Target's Countercut Cost x1.25. Requires an allied Guntank and Guncannon to execute.FF-X7 Core Fighter[/color] Statistics: HP: 10, EN: 6, IS: 3, Move: F, Size: SWeapons: 30mm Vulcan Gun- 2 damage, 20 rounds Missile Launcher (PGV)- 2 damage/PCInherent Abilities: 1) Countershoot: 30mm Vulcan Gun 2) Dodge Cost is 5Evo Points[/color] - [ X] - Gundam G-3 (Omake): 3 points[/size] --- FA Gundam[/color] Statistics: HP: 50, EN: 25, IS: 2, Size: MWeapons: 60mm Vulcan- 3 damage, 20 rounds 4-Tube Missile Launcher (PGSV)- 4 damage/PC Beam Saber (BM)- 10 damage 2-Tube Beam Rifle (B)- 24 damage, 10 rounds 360mm Back Cannon- 50 damage, 6 roundsInherent Abilities: 1) Usable by Sergeants or higher 2) Countercut 3) Countershoot: 60mm Vulcan, 2-Tube Beam Rifle 4) Damage Received -20% 5) Separate (Gundam)
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Post by Tilus on May 29, 2004 22:19:47 GMT -5
(This space reserved for Gundam G-3.)
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