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Post by Umbaglo on Feb 8, 2005 9:36:59 GMT -5
Gnosis
Statistics:HP: 30, EN: 15, IS: 4, Move: G, Size: M[/color] Weapons: Gatling Gun (SV) 8 damage/PC Rail Gun (B)- 25 damage, 2 EN/shot[/color] Inherent Abilities:1) Usable by anyone 2) Countershoot: Gatling Gun[/color] Purchasing Costs: 50 PCs
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Post by Umbaglo on Feb 13, 2005 17:32:49 GMT -5
Fuusuiki Neutral FrameStatistics: HP: 50, EN: 30, IS: 2, Move: G, Size: SWeapons: Contagion Fist (P)- 6 damage x 2, 1 EN/attack Blade Lancer [Blade] (M)- 14 damage Blade Lancer [Spear] (MR)- 7 damage/EN Machine Rifle- 20 damage, 10 rounds Ghost Drive- 30 damage, 3 EN/attack
Combo Attacks: Double Contagion (PS)- 6 damage x 4, 1 EN/attack Contagion Bombard (PSX)- 6 damage x 2/ENInherent Abilities: 1) Usable by Sergeants or higher 2) Countercut 3) Countershoot: Machine Rifle 4) Passive Spirit Dependency Link: This unit retains and benefits from the effect of any Spirit Dependency Link abilities already activated in this battle, but cannot activate Spirit Dependency Link abilities itself. 5) Ghost Barrier (Barrier): Negate 10 damage from any source for 1 EN. 6) Elemental Frame Switch: Forfeit all your attack phases this turn. You may discard current frame for the rest of the battle and change to another Fuusuiki frame which you have enabled. Recover HP & EN as if deployed. Items equipped on Fuusuiki will be transferred after switching. You may only change to a particular frame once per battle. How many times you can perform Elemental Frame Switch in battle is determined by rank: Private: 1, Corporal: 1, Sergeant: 2, Ensign: 3, Lieutenant: 4. This ability requires an allied mothership to execute, and active in all alternate Fuusuiki forms whether it is listed or not. 7) Elemental Cross Crash: Choose an allied Fuusuiki with this ability. You and targeted ally sacrifice all attack phases this turn and swap units. Items, weapons, unit abilities, HP, and EN are exchanged, while PCs, SP, and any pilot abilities are not. This ability is active in all alternate Fuusuiki forms whether it is listed or not. 8) Geomancy Drive: EN Regen 5% 9) Double Contagion: Requires an allied Fuusuiki to execute. 10) Contagion Bombard: Requires two allied Fuusuikis to execute.Purchasing Cost: N/A. Acquire 5 Evo Points with any Aestivalis frame. Fuusuiki Neutral Frame will then be available to use.Fuusuiki Water FrameStatistics: HP: 50, EN: 30, IS: 2, Move: G/W, Size: SWeapons: Torpedo Pod (PGSV)- 6 damage/PC Contagion Fist (P)- 6 damage x 2, 1 EN/attack Blade Lancer [Blade] (M)- 14 damage Blade Lancer [Spear] (MR)- 7 damage/EN Cold Rifle- 20 damage, 10 rounds Pinpoint Attack- 30 damage, 2 EN/attack Tsunami Punch- 50 damage, 4 EN/attack
Combo Attacks: Double Contagion (PS)- 6 damage x 4, 1 EN/attack Contagion Bombard (PSX)- 6 damage x 2/EN Hot Water Sappou (V)- 30 damage/2 EN Stone in the River- PARALYZE + 50 damage, 5 EN/attack Typhoon Rapier (MSX)- 15 damage/ENInherent Abilities: 1) Usable by Ensigns or higher 2) Countercut 3) Countershoot: Cold Rifle 4) Lesser Spirit Dependency Link 5) Element: Water 6) Water Frame: Dodge Cost is 5 in water terrain. 7) Broken Image: Same effect as Bunshin (2/4) in Water-aligned terrain. In non-Water-aligned terrain, same effect as Bunshin (1/4). Unlock Potential only. 8) Tidal Wall (Barrier): Negate 12 damage from any source for 1 EN. 9) Geomancy Drive: EN Regen 10% in Water-aligned terrain. When not in Water-aligned terrain, then this unit loses 1 EN/turn. 10) Torpedo Pod: May only be used in water terrain. 11) Double Contagion: Requires an allied Fuusuiki to execute. 12) Contagion Bombard: Requires two allied Fuusuikis to execute. 13) Hot Water Sappou: Target's Dodge Cost +5. Requires an allied Fuusuiki Fire Frame to execute. 14) Stone in the River: Requires an allied Fuusuiki Earth Frame to execute. 15) Typhoon Rapier: Requires an allied Fuusuiki Wind Frame to execute.Purchasing Cost: 200 PCs (Fuusuiki Neutral Frame may, from then on, be deployed as this unit instead.)Fuusuiki Fire FrameStatistics: HP: 50, EN: 30, IS: 2, Move: H, Size: SWeapons: Missile Pod (PGSR)- 4 damage/2 PCs Contagion Fist (P)- 7 damage x 2, 1 EN/attack Blade Lancer [Blade] (M)- 18 damage Blade Lancer [Spear] (R)- 9 damage/EN Blaze Gatling (SV)- 12 damage, 20 rounds Blazing Punch- 60 damage, 4 EN/attack
Combo Attacks: Double Contagion (PS)- 6 damage x 4, 1 EN/attack Contagion Bombard (PSX)- 6 damage x 2/EN Hot Water Sappou (V)- 30 damage/2 EN Lightning Throw- 100 damage, 5 EN/attack Volcano Formation- 100 damage, 5 PCs/attackInherent Abilities: 1) Usable by Ensigns or higher 2) Countercut 3) Countershoot: Blaze Gatling 4) Lesser Spirit Dependency Link 5) Element: Fire 6) Fire Frame: Dodge Cost -7. 7) Heat Mirage: Dodge Cost is locked in Fire-aligned terrain. Dodge Cost -3 in non-Fire-aligned terrain. Unlock Potential only. 8) Wall of Fire (Barrier): Negate 18 damage from any -type source or 12 damage from any source for 1 EN. 9) Geomancy Drive: EN Regen 10% in Fire-aligned terrain. When not in Fire-aligned terrain, then this unit loses 1 EN/turn. 10) Double Contagion: Requires an allied Fuusuiki to execute. 11) Contagion Bombard: Requires two allied Fuusuikis to execute. 12) Hot Water Sappou: Target's Dodge Cost +5. Requires an allied Fuusuiki Water Frame to execute. 13) Lightning Throw: Requires an allied Fuusuiki Wind Frame to execute. 14) Volcano Formation: Requires an allied Fuusuiki Earth Frame to execute.Purchasing Cost: 200 PCs (Fuusuiki Neutral Frame may, from then on, be deployed as this unit instead.)Fuusuiki Wind FrameStatistics: HP: 50, EN: 30, IS: 2, Move: F/G, Size: SWeapons: Missile Pod (PGSR)- 4 damage/2 PCs Contagion Fist (P)- 6 damage x 2, 1 EN/attack Empyrean Lancer [Blade] (BM)- 14 damage Empyrean Lancer [Spear] (BMR)- 7 damage/EN Zephyr Rifle- 35 damage, 8 rounds Cutting Winds- 30 damage, 2 EN/attack Typhoon Dash- 50 damage, 4 EN/attack
Combo Attacks: Double Contagion (PS)- 6 damage x 4, 1 EN/attack Contagion Bombard (PSX)- 6 damage x 2/EN Artillery Special (SV)- 30 damage/2 PCs Lightning Throw- 100 damage, 5 EN/attack Typhoon Rapier (MSX)- 15 damage/ENInherent Abilities: 1) Usable by Ensigns or higher 2) Countercut 3) Countershoot: Zephyr Rifle, Cutting Winds 4) Lesser Spirit Dependency Link 5) Element: Wind 6) Wind Frame: Dodge Cost -5. 7) Tracking Current: Target's Dodge Cost +5 in Wind-aligned terrain. Target's Dodge Cost +3 in non-Wind-aligned terrain. Unlock Potential only. 8) Gale Sphere (Barrier): Negate 18 damage from any -type source or 12 damage from any source for 1 EN. 9) Geomancy Drive: EN Regen 10% in Wind-aligned terrain. When not in Wind-aligned terrain, then this unit loses 1 EN/turn. 10) Snipe: Zephyr Rifle (+10) 11) Double Contagion: Requires an allied Fuusuiki to execute. 12) Contagion Bombard: Requires two allied Fuusuikis to execute. 13) Artillery Special: Requires an allied Fuusuiki Earth Frame to execute. 14) Lightning Throw: Requires an allied Fuusuiki Fire Frame to execute. 15) Typhoon Rapier: Requires an allied Fuusuiki Water Frame to execute.Purchasing Cost: 200 PCs (Fuusuiki Neutral Frame may, from then on, be deployed as this unit instead.)Fuusuiki Earth FrameStatistics: HP: 50, EN: 30, IS: 2, Move: G, Size: SWeapons: Contagion Fist (P)- 6 damage x 2, 1 EN/attack Tetsubo (M)- 30 damage Geomantic Cannon (V)- 30 damage, 8 rounds Mortar Launcher- 40 damage, 6 rounds Rock Breaker- 60 damage, 4 EN/attack
Combo Attacks: Double Contagion (PS)- 6 damage x 4, 1 EN/attack Contagion Bombard (PSX)- 6 damage x 2/EN Artillery Special (SV)- 30 damage/2 PCs Stone in the River- PARALYZE + 50 damage, 5 EN/attack Volcano Formation- 100 damage, 5 PCs/attackInherent Abilities: 1) Usable by Ensigns or higher 2) Lesser Spirit Dependency Link 3) Element: Earth 4) Earth Frame: Damage Received -15% 5) Eternal Stone: Status Canceller in Earth-aligned terrain. Breaker Canceller instead in non-Earth-aligned terrain. Unlock Potential only. 6) Stone Wall (Barrier): Negate 20 damage from any source for 1 EN. 7) Geomancy Drive: EN Regen 10% in Earth-aligned terrain. When not in Earth-aligned terrain, then this unit loses 1 EN/turn. 8) Double Contagion: Requires an allied Fuusuiki to execute. 9) Contagion Bombard: Requires two allied Fuusuikis to execute. 10) Artillery Special: Requires an allied Fuusuiki Wind Frame to execute. 11) Stone in the River: Requires an allied Fuusuiki Water Frame to execute. 12) Volcano Formation: Requires an allied Fuusuiki Fire Frame to execute.Purchasing Cost: 200 PCs (Fuusuiki Neutral Frame may, from then on, be deployed as this unit instead.)
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Post by Umbaglo on Feb 16, 2005 22:25:32 GMT -5
R-MateyStatistics: HP: 40, EN: 20, IS: 2, Move: G, Size: MWeapons: 60mm CIWS- 3 damage, 20 rounds 12-Pod Missile Tubes (PGSV)- 4 damage/PC. Matey Jet mode only. Energy Sabre (BM)- 12 damage Energy Rifle (B)- 14 damage, 10 roundsInherent Abilities: 1) Usable by Corporals or higher 2) Shield 3) Countercut; Energy Sabre 4) Countershoot: 60mm CIWS, Energy Rifle 5) Matey Jet: Dodge cost -5 and Move: F instead; Disable Energy Sabre and enable 12-Pod Missile Tubes. 6) Nanofighter Combination: Activates when HP drops to 25% or below. Change into Nano Matey and regenerate all HP and EN. Reset all HP activated Skill, Shield Counts and any other Mecha Inherent depletable ability. 7) E-Tank Combnation: Activates when HP drops to 25% or below. Change into E-Matey and regenerate all HP and EN. Reset all HP activated Skill, Shield Counts and any other Mecha Inherent depletable ability.Purchasing Cost: N/A. Acquire 5 Evo Points with Gundam F90 Unit-1. R-Matey will then replace Gundam F90 Unit-1.Matey CannonStatistics: HP: 50, EN: 35, IS: 2, Move: G, Size: MWeapons: 60mm CIWS- 3 damage, 20 rounds Energy Sabre (BM)- 12 damage Heavy Gatling Cannon (SV)- 8 damage/PC VSEC (BSV)- 10 damage/EN 16-Tube Heavy Missile Launchers (PGSV)- 10 damage # 2/PC All-Out Attack- DESTROY:L1, 1 roundInherent Abilities: 1) Usable by Sergeants or higher 2) Shield 3) Countercut 4) Countershoot: 60mm CIWS, Heavy Gatling Cannon, VSEC 5) Damage Received -10% 6) Advanced Targeting System: All of this unit's -type weapons have Target's Dodge Cost +3. 7) Pack Jettison: Same effect as Dismount (R-Matey)Purchasing Cost: 200 PCs (R-Matey may, from then on, be deployed as this unit instead.) Matey CutlassStatistics: HP: 45, EN: 30, IS: 2, Move: H/G, Size: MWeapons: 60mm CIWS- 3 damage, 20 rounds 12-Pod Missile Tubes (PGSV)- 4 damage/PC. Matey Jet mode only. Energy Sabre (BM)- 12 damage Grapple Claw (M)- 14 damage, PARALYZE Energy Rifle (B)- 14 damage, 10 rounds High-Output Energy Blade (BV) 10 damage/ENInherent Abilities: 1) Usable by Sergeants or higher 2) Shield 3) Countercut; Energy Sabre, High-Output Energy Blade 4) Countershoot: 60mm CIWS, Energy Rifle 5) Dodge Cost -5 6) Matey Jet: Dodge cost -10 and Move: F instead; Disable Energy Sabre, Grapple Claw, and High-Output Energy Blade and enable 12-Pod Missile Tubes. 7) Pack Jettison: Same effect as Dismount (R-Matey)Purchasing Cost: 200 PCs (R-Matey may, from then on, be deployed as this unit instead.) Matey DefenderStatistics: HP: 60, EN: 35, IS: 2, Move: G, Size: MWeapons: 60mm CIWS- 3 damage, 20 rounds 12-Pod Missile Tubes (PGSV)- 4 damage/PC Energy Sabre (BM)- 12 damage Energy Rifle (B)- 14 damage, 10 rounds Shield Bash (B)- 20 damage, 1 EN/attack Snub Cannon- 40 damage, 6 roundsInherent Abilities: 1) Usable by Sergeants or higher 2) Energy Shield: Same effect as Beam Shield 3) Countercut 4) Countershoot: 60mm CIWS, Energy Rifle 5) Anti-Energy Field (Barrier): Negate 15 damage from all (B)-type sources in a single turn for 2 EN. Is not negated by Hi-Level Funnel. 6) Damage Received -15% 7) Pack Jettison: Same effect as Dismount (R-Matey)Purchasing Cost: 200 PCs (R-Matey may, from then on, be deployed as this unit instead.)
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Post by Umbaglo on Feb 16, 2005 22:25:53 GMT -5
NanofighterStatistics: HP: 30, EN: 20, IS: 3, Move: F, Size: MWeapons: 60mm CIWS (V)- 3 damage, 20 rounds Energy Cannon (B)- 20 damage, 20 rounds 12-Pod Missile Tubes (PGSV)- 4 damage/PCInherent Abilities: 1) Usable by Corporals or higher 2) Countershoot: 60mm CIWS, Beam Cannon 3) Dodge Cost -5 4) Repair 5) HP Regen 10%Purchasing Cost: N/A. Acquire 5 Evo Points with Cell Fighter. Nanofighter will then replace the Cell Fighter.
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Post by Umbaglo on Feb 16, 2005 22:26:31 GMT -5
E-TankStatistics: HP: 50, EN: 25, IS: 3, Move: G, Size: MWeapons: 60mm CIWS (V)- 3 damage, 20 rounds Heavy Gatling Turret (SV)- 10 damage/PC Rail Cannon - 30 damage, 1 EN/shotInherent Abilities: 1) Usable by Sergeants or Higher 2) Countershoot: 60mm CIWS, Heavy Gatling Turret 3) EN Regen 10% 4) Anti-Energy Field (Barrier): Negate 15 damage from all (B)-type sources in a single turn for 2 EN. Is not negated by Hi-Level Funnel. 5) Resupply 6) Damage Received -25% 7) E-Tank can't be used in space. 8) Rail Cannon: Target's Dodge Cost +3Purchasing Cost: N/A. Acquire 5 Evo Points with Mass Produced Guntank. E-Tank will then replace the Mass Produced Guntank.
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Post by Umbaglo on Feb 16, 2005 22:26:55 GMT -5
Nano MateyStatistics: HP: 50, EN: 35, IS: 2, Move: H/G, Size: MWeapons: 60mm CIWS- 3 damage, 20 rounds Jet CIWS- 3 damage, 20 rounds. Matey Jet mode only. 12-Pod Missile Tubes (PGSV)- 4 damage/PC. Matey Jet mode only. Energy Sabre (BM)- 20 damage x 2 Energy Rifle (B)- 25 damage, 15 rounds Shoulder Energy Cannon (B)- 30 damage, 20 rounds Nano Blade- 40 damage, 1 EN/attack.
MAP Attacks: Wing Missile Tubes (PT:3)- 35 damage, 4 rounds.Inherent Abilities: 1) Usable by Ensigns or higher 2) Shield 3) Countercut; Energy Sabre, Nano Blade 4) Countershoot: 60mm CIWS, Jet CIWS, Energy Rifle, Shoulder Energy Cannon 5) Dodge Cost: -10 6) HP Regen 10% 7) Matey Jet: Dodge cost -15 instead; Disable 60mm CIWS, Energy Sabre and Nano Blade and enable Jet CIWS and 12-Pod Missile Tubes. 8) Hyper Combination: Activates when HP drops to 25% or below. Change into Hyper Matey and regenerate all HP and EN. Reset all HP activated Skill, Shield Counts and any other Mecha Inherent depletable ability. 9) Rapid DeploymentPurchasing Cost: N/A. To acquire this unit, perform Nanofighter Combination in R-Matey.
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Post by Umbaglo on Feb 16, 2005 22:27:20 GMT -5
E-MateyStatistics: HP: 60, EN: 35, IS: 2, Move: G, Size: MWeapons: 60mm CIWS (V)- 3 damage, 20 rounds Energy Sabre (BM)- 25 damage Energy Rifle (B)- 30 damage, 10 rounds Heavy Gatling Cannon (SV)- 10 damage/PC Rail Cannon- 30 damage, 1 EN/shot Snub Cannon- 40 damage, 6 rounds Anti-Ship Sword (B)- 45 damage, 2 EN/attackInherent Abilities: 1) Usable by Lieutenants or higher 2) Energy Shield: Same effect as Beam Shield 3) Countercut 4) Countershoot: 60mm CIWS, Energy Rifle, Heavy Gatling Cannon 5) EN Regen 10% 6) Anti-Energy Field (Barrier): Negate 15 damage from all (B)-type sources in a single turn for 2 EN. Is not negated by Hi-Level Funnel. 7) Damage Received -25% 8) Hyper Combination: Activates when HP drops to 25% or below. Change into Hyper Matey and regenerate all HP and EN. Reset all HP activated Skill, Shield Counts and any other Mecha Inherent depletable ability. 9) Rapid Deployment 10) Rail Cannon: Target's Dodge Cost +3Purchasing Cost: N/A. To acquire this unit, perform E-Tank Combination in R-Matey.
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Post by Umbaglo on Feb 16, 2005 22:27:57 GMT -5
Hyper MateyStatistics: HP: 70, EN: 50, IS: 2, Move: F/H/G, Size: M, Class: Hi-TierWeapons: 60mm CIWS (V)- 3 damage # 2, 20 rounds 12-Pod Missile Tubes (PGSX)- 6 damage/PC Energy Sabre (BM)- 25 damage x 2 Energy Rifle (B)- 30 damage, 15 rounds Snub Cannon- 50 damage, 6 rounds Shoulder Energy Cannon (BS)- 40 damage, 20 rounds Heavy Gatling Cannon (SV)- 15 damage/PC Rail Cannon- 40 damage, 1 EN/shot Nano Blade- 50 damage, 1 EN/attack Anti-Ship Sword (BS)- 75 damage, 2 EN/attack
MAP Weapons: Mega Cannon (I:5)- DESTROY:L2, 35 EN/shotInherent Abilities: 1) Usable by Lieutenants or higher 2) Energy Shield: Same effect as Beam Shield 3) Countercut 4) Countershoot: 60mm CIWS, Energy Rifle, Shoulder Energy Cannon, Heavy Gatling Cannon 5) HP/EN Regen 10% 6) Anti-Energy Field (Barrier): Negate 15 damage from all (B)-type sources in a single turn for 2 EN. Is not negated by Hi-Level Funnel. 7) Dodge Cost -10 8) Damage Received -25% 9) Rapid Deployment 10) Rail Cannon: Target's Dodge Cost +3 11) Mega Cannon: Target's Dodge Cost +10Purchasing Cost: N/A. To acquire this unit, perform Hyper Combination in either Nano Matey or E-Matey.
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Post by Umbaglo on Feb 20, 2005 0:35:30 GMT -5
Eleins MStatistics: HP: 45, EN: 30, IS: 3, Move: F/G, Size: MWeapons: Vulcan- 2 damage, 20 rounds G-Revolver (R)- 6 damage/PC G-Railgun- 30 damage, 10 rounds Twin Beam Cannon (BS)- 30 damage # 2, 5 EN/shot Gravity Launcher- 100 damage, 10 EN/shot. Initially deactivated.Inherent Abilities: 1) Usable by Ensigns or higher 2) Countershoot: Vulcan, G-Revolver 3) Tesla Drive: Dodge Cost -5 4) Code ATA: Same effects as Self-Destruct 5) Gravity Launcher: During initial deployment, you may choose to activate this weapon. If you do, then IS -1 for the remainder of the battle.Purchasing Costs: 300 PCs
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Post by Umbaglo on Feb 22, 2005 16:13:47 GMT -5
VertigoStatistics: HP: 60, EN: 30, IS: 2, Move: F/G, Size: MWeapons: Machine Cannon- 8 damage, 20 rounds Beam Saber (BM)- 8 damage Internal Beam Rifle (B)- 20 damage, 10 rounds Bit (BPX)- 15 damage/EN. Requires NT/EH to execute.Inherent Abilities: 1) Usable by Ensigns or higher 2) Countercut 3) Countershoot: Machine Cannon, Internal Beam Rifle, BitPurchasing Cost: 290 PCs
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Post by Umbaglo on Feb 25, 2005 18:18:52 GMT -5
White NebelStatistics: HP: 700, EN: 120, IS: 1, Move: F, Size: LL, Class: BossWeapons: Anti-Missile Bulge Cannons- 25 damage x 3, 20 rounds Close-Combat Bulge Cannons (SR)- 20 damage/PC Powered Bulge Cannon- 175 damage, 30 rounds Space Squid Missiles (SX)- 60 damage/2 EN Gravity Wave (SV)- 60 damage/EN Gedult Cannon (S)- DESTROY:L2, 30 EN/attackInherent Abilities: 1) Usable by Lieutenants and higher. 2) Mothership Class (30) 3) Countershoot: Anti-Missile Bulge Cannons, Close-Combat Bulge Cannons, Gravity Wave 4) HP/EN Regen 25% 5) Gravity Territory (Barrier) 6) Leya (Sidekick): Leya is the Suffix of White Nebel. Has her own Seishin set and SP pool. This pool starts at 60 SP. After battle, you may give any amount of earned UPs to Leya instead. These UPs can only be used to increase your sidekick's SP pool. Leya's SP Pool caps at 100. Seishins: Hot Blood, Great Effort, Hope, Direct Attack 7) Breaker Canceller 8) Vital Guarder Defensive Mechanism (Dunst): Pay half of your remaining EN. Summon Vital Guarder "Dunst" x 1 (stats in R&D). Dunst's remaining EN is equal to the amount of EN paid to summon it. When Dunst is unsummoned, restore remaining amount of EN on Dunst to White Nebel. 9) Gedult Cannon: Target's Dodge Cost +10Super AM Wars Pilot Slots: 5 (During deployment in a SAMW battle, you may choose to have either 5 characters in White Nebel and 1 character in Dunst, or 1 character in White Nebel and 5 characters in Dunst.)Purchasing Cost: N/A. This is a unique unit.Vital Guarder "Dunst"Statistics: HP: 300, EN: 60, IS: 0, Move: F, Size: L, Class: SummonWeapons: Double Bulge Cannon (S)- 50 damage x 2, 20 rounds Gravity Ball (SV)- 25 damage/EN Energy Cannon (BS)- 90 damage, 3 ENInherent Abilities: 1) Dodge Cost is equal to pilot's DC. If this is not an SAMW battle, then dodge cost is equal to the pilot of White Nebel's. 2) Countershoot: Bulge Cannon 3) HP Regen 25% 4) Damage Received -15% 5) Gravity Territory (Barrier) 6) Vital Guarder: May support defend White Nebel. Cannot be resummoned if destroyed. Disable Leya on White Nebel for the rest of the battle if this unit is destroyed.Purchasing Cost: N/A. This is an AI unit.
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Post by Umbaglo on Feb 28, 2005 18:51:29 GMT -5
Hyperlion
Statistics:HP: 70, EN: 40, IS: 2, Move: F/G, Size: M[/color] Weapons: Twin GG Cannon- 14 damage, 15 rounds CTM-02 Spigeaul (PGSX)- 6 damage/PC Sonic Saber- 40 damage, 2 EN/attack CTM-07 Prominence-W (PG)- 40 damage x 4, 12 rounds CTM-09 Seiphard (PGS)- 80 damage x 2, 3 rounds G-Driver X Combination- 45 damage x 4, 9 rounds Maneuver GRaMXs- DESTROY:L1, 5 rounds MAP Attacks: CTM-05 Pleiades (PT:3)- 35 damage, 3 rounds[/color] Inherent Abilities:1) Usable by Lieutenants or higher 2) Countercut 3) Countershoot: Twin GG Cannon 4) Quadra Tesla Drive: Dodge Cost -15 5) Bunshin (2/4)6) Enhanced Ammo Bays: +50% Ammo[/color] Purchasing Cost: N/A. You must have Altairlion (Limiter Off) and Vegalion in your inventory. Hyperlion will then be available to use. This is a Combined Unit.Super AM Wars Pilot Slots: 3
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Post by Umbaglo on Mar 5, 2005 15:51:52 GMT -5
FlintStatistics: HP: 40, EN: 20, IS: 3, Move: G, Size: MWeapons: Beam Dagger (BM)- 6 damage x 2 Beam Zanber (B)- 14 damage, 1 EN/use 120mm Machinegun (V)- 8 damage, 12 roundsInherent Abilities: 1) Usable by Corporals or higher 2) Beam Shield 3) Countercut 4) Countershoot: 120mm Machinegun 5) Flexible Thrusters: Dodge Cost -5Purchasing Cost: 140 PCs Acquired for: 80 PCs from Imban
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