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Post by Rekan Yuusha on Jun 5, 2004 12:29:24 GMT -5
Checks and the like go here.
Markings: PASSED Date/Time: --- Nov 29th, 2004, 07:00am Checker: --- Rurounin Mao Comments: --- All is clear
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Post by Rekan Yuusha on Jun 5, 2004 12:30:10 GMT -5
MAIN CLASS
Name: Rekan Yuusha Faction: BRIGAND Group(s): E Tri Star, Char's Zeon Rank: Lieutenant (As of 3/17/04) Class: Grendizer Pilot Pirate Captain SP: 220(110 base)
Maximum SP Cap: 220
Seishin: 1. Greater Perserverence(40) 2. Resist(15) 3. Iron Wall(30) 4. Great Effort(20) 5. Flash(10) 6. Direct Attack(20) Skills & Abilities:
- Dodge Cost is 25. Minimum DC is 16.
- Countercut: 2 EN or 6 PCs
- Stubborness Gain a Stubborness Counter for every attack that hits and successfully deals damage to you, but fails to kill you, for this match. For every counter gained, players receives a Damage Received -2%, Damage dealt +2% bonus. The maximum number of counters is 25. Pay 4% of max PC's to add a Stubborness Counter. This can only be done during the Seishin Phase.
Leadership: - In a team battle, weapon power +25% for player and one single ally provided that the ally attacks the same target as player does. Disabled if player does not attack. Can only be used by Lieutenant class Pirate Captains. Summons are not affected.
Not Spacer Cross: - Can switch Spacers during Transformation Phase. Not Spacer must be in player's AM, unused in any other matches. HP/EN/PC/Item is carried over (by percentage, round down). In case of SAMW battles, this ability can only be used as long as player has a subclass to assign to a Spacer. (One subclass per spacer only.) Take note of SP usage per subclass. Usable in NOT Grendizer only.
Trickster: - Automatically negate a PARALYZE or DESTROY:L1 attack directed at you. Negation of DESTROY:L2 attacks requires twice the normal cost. Usage depends on rank. Usable in Not Grendizer only. Private:2 uses. Corporal:4 uses. Sergeant:6 uses. Ensign: 8 uses. Lieutenant:10 uses.
- Bandit's Rage: -50-41% HP: Damage dealt +50% -40-31% HP: Damage dealt +100% -30-21% HP: Damage dealt +150% -20% HP and below: Damage dealt +200%
- Bandit's Resistance: -50-41% HP: Damage received -25% -40-31% HP: Damage received -35% -30-21% HP: Damage received -50% -20% HP and below: Damage received -65%
UPs Total- 28 +400 for joining -400 spent on Greater Perserverence. -150 spent on Resist -300 on Iron Wall -200 on SP -500 on Great Effort -200 on SP -100 on Flash -15 Given to Green Haro. -20 Given to Green Haro. -20 Given to Green Haro. -48 Given to Green Haro. -24 Given to Green Haro. -120 on SP. -200 on Direct Attack. -110 on SP -70 on SP -200 on SP -200 on SP
PA- 210
SC- 1466
Event- 850
EX- 97 #nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys
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Post by Rekan Yuusha on Jun 5, 2004 12:30:50 GMT -5
SUBCLASS #1
Sei Senshi Rank: Lieutenant (As of 3/17/04) SP: 85(83 base)
Maximum SP Cap: 165
Seishin: 1.Flash(10) 2. 3. 4. 5. 6.
Skills & Abilities:
- Dodge Cost is 5. Minimum DC is 5.
- Countercut: 2 EN or 4 PCs
- Only ones able to pilot Aura Battlers.
- Aura Energy: Increases power of Aura Giri and Hyper Aura Giri. Private: Attack Damage +10% Corporal: Attack Damage +20% Sergeant: Attack Damage +30% Ensign: Attack Damage +40% Lieutenant: Attack Damage +50%
- Only ones able to activate the Aura Barrier.
- Aura Barrier: The protective properties of the barrier depend on your rank: Private: Aura Barrier protects against 10 damage. Corporal: Aura Barrier protects against 12 damage. Sergeant: Aura Barrier protects against 15 damage. Ensign: Aura Barrier protects against 17 damage. Lieutenant: Aura Barrier protects against 20 damage.
- Size Mastery: When in an S or SS sized unit, gain: Dodge Cost -5, Weapon Damage +25%, and may Countercut as if 1 Size larger.
- Hyperize: Pay X amount of PCs to initiate Hyper State, determined by rank. Each turn, pay 5 PCs. Should this upkeep be unpayable, or user decides to stop, return to normal state and decrease HP to 1 and EN to 0. Usable only once per battle, and only in Aura Battlers. Change unit's size to L while Hyperize is active.
Private: Pay 10 PCs to initiate Hyper State. HP +40, EN +10, Weapon Damage +10%, Damage Received -5%, Target's Dodge Cost +1. Corporal: Pay 10 PCs to initiate Hyper State. HP +60, EN +15, Weapon Damage +20%, Damage Received. -10%, Target's Dodge Cost +2. Sergeant: Pay 15 PCs to initiate Hyper State. HP + 80, EN +20, Weapon Damage +30%, Damage Received -15%, Target's Dodge Cost +3. Ensign: Pay 15 PCs to initiate Hyper State. HP +100, EN +25, Weapon Damage +40%, Damage Received -20%, Target's Dodge Cost +4. Lieutenant: Pay 20 PCs to initiate Hyper State. HP +120, EN +30, Weapon Damage +50%, Damage Received -25%, Target's Dodge Cost +5.
UPs- 45
PA- 35
SC- 30
Spent- 20 20 - SP
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Post by Rekan Yuusha on Jun 5, 2004 12:31:36 GMT -5
SUBCLASS #2
Psychodriver
Rank: Lieutenant
SP: 108(Starting: 88)
Maximum SP Cap: 175
Skills & Abilities:
1.Trust(30) 2.Flash(10) 3.Concentrate(15) 4.Direct Attack(20) 5.??? 6.??? - Dodge Cost is 12. Minimum DC is 5. - Countercut: 2 EN or 6 PCs
- Psychic Overload: Negate all damage dealt against you for 1 turn. Does NOT negate status attacks. Allowed ability usage depends on rank. Private: Usable 2 times per fight. Requires 5 turns to charge between uses. Corporal: Usable 4 times per fight. Requires 4 turns to charge between uses. Sergeant: Usable 6 times per fight. Requires 3 turns to charge between uses. Ensign: Usable 8 times per fight. Requires 2 turns to charge between uses. Lieutenant: Usable 10 times per fight. Requires 1 turn to charge between uses.
- Only ones able to activate the Nendou Field.
- Nendou Field: The protective powers of this barrier depend on your rank: Private: Nendou Field protects against 10 damage. Corporal: Nendou Field protects against 12 damage. Sergeant: Nendou Field protects against 15 damage. Ensign: Nendou Field protects against 17 damage. Lieutenant: Nendou Field protects against 20 damage.
Current: 88
PA- 15
SC- 418
Event- 305
Spent: -200 on SP -150 on Concentrate -100 on Flash -200 on Direct Attack#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys
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Post by Rekan Yuusha on Jun 5, 2004 12:33:28 GMT -5
SUBCLASS #3
Gundam Fighter Rank: Lieutenant Current SP: 95(90 starting)
Maximum SP Cap: 130
Skills & Abilities:
- Dodge Cost is 10. Minimum DC is 5.
- Countercut: 1 EN or 3 PCs
- Only ones able to pilot Mobile Fighters.
- Super/Hyper Mode Activation Unit must have the Super/Hyper Mode ability to be able to activate.
To activate at Turn 1, pay 30% of your total allocated PC Limit. To activate at Turn 2, pay 20% of your total allocated PC Limit. To activate at Turn 3, pay 10% of your total allocated PC Limit. You can choose to activate at Turn 4 or thereafter for no cost.
Super/Hyper Mode is automatically activated when your HP drops below 50%.
(Super Mode: Weapon Damage +25%, Damage Received -25%, Dodge Cost -3, all (M) attacks gain: Target's Countercut Cost x1.25) (Hyper Mode: Weapon Damage +50%, Damage Received -50%, Dodge Cost -5, all (M) attacks gain: Target's Countercut Cost x1.5)
Martial Arts Mastery: Gains countercut ability in any unit as long as it has at least one (M) attack. [M] type weapon damage +25%.
Seishin: 1. Iron Wall(30) 2. Flash(10) 3. Direct Attack(20) 4. 5. 6. UPs- 124
PA- 0
SC- 334
Event: 120
EX: 20
Spent- 350 -100 on Flash -50 on SP -200 on Direct Attack #nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys
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Post by Rekan Yuusha on Jun 5, 2004 12:35:49 GMT -5
Newtype Rank: Lietenant Current SP: 95(Starting: 88)
Maximum SP Cap: 125
Skills & Abilities
Seishin: 1. Concentrate(15) 2. Flash(10) 3. 4. 5. 6.
- Minimum DC is 5.
- Newtype Ability Level: Decreases Dodge Cost and increases target's Dodge Cost. Private: Dodge Cost is 9, Target opponent's Dodge Cost + 1 Corporal: Dodge Cost is 9, Target opponent's Dodge Cost + 2 Sergeant: Dodge Cost is 8, Target opponent's Dodge Cost + 3 Ensign: Dodge Cost is 8, Target opponent's Dodge Cost + 4 Lieutenant: Dodge Cost is 7, Target opponent's Dodge Cost + 5
- Countercut: 2 EN or 4 PCs
- Countershot: Shoot down (negate) a single enemy (P) Type weapon with any non-(M) weapon. The cost (EN/PCs/Ammo) of using the skill depends on the cost of the weapon used.
- Psyco Wave Control: Only ones able to execute weapons/abilities requiring the Newtype/Enhanced Human pilot classes (Funnels, etc).
- Pressure: Negate the attack phase of a single target for one turn. Requires charging. Pressure is used ONLY during the attack phase. Private: Usable after 8 turns. Corporal: Usable after 7 turns. Sergeant: Usable after 6 turns. Ensign: Usable after 5 turns. Lieutenant: Usable after 4 turns. UPs- 92
PA- 0
SC- 262
Spent- 100 100 - Flash 70 - SP#nosmileys#nosmileys#nosmileys#nosmileys
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Post by Rekan Yuusha on Jun 5, 2004 12:36:49 GMT -5
Valkyrie Pilot Rank: Lieutenant
SP: 75(75 base)
Maximum SP Cap: 150
Skills & Abilities:
Seishin: 1. Provoke(35) 2. Flash(10) 3. 4. 5. 6.
- Minimum Dodge Cost is 5.
Skills & Abilities: Lightning Reflexes: Dodge Cost is based on Rank. Private: Dodge Cost is 9. Corporal: Dodge Cost is 8. Sergeant: Dodge Cost is 7. Ensign: Dodge Cost is 6. Lieutenant: Dodge Cost is 5.
Countershoot: Refer to Countershoot in Counterstrike! Guide to Inherent Mech Abilities in the Rules section.
Countercut: 3 EN or 7 PCs
Guts: While HP is below 25%, gain Dodge Cost -10 and Weapond Damage +25%
Advanced Maneuver: Each turn, gain 1 charge during the Regeneration phase. Spending Advanced Maneuver charges must be declared in the Seishin Phase, and only 1 Advanced Maneuver may be used per turn. Can charge to a maximum of 10 Advanced Maneuver counters.
Evasive Maneuver: Dodge all incoming attacks for one Defense Phase. Cannot Attack, Repair, or Resupply this turn. Cannot be used in Support Defense. Requires and drains X Advanced Maneuver charges, where X is: Private: 9 Corporal: 8 Sergeant: 7 Ensign: 6 Lieutenant: 5
Double Move: Gain an additional attack phase. Requires and drains X Advanced Maneuver charges, where X is: Private: 9 Corporal: 8 Sergeant: 7 Ensign: 6 Lieutenant: 5
Variable Form Specialty: Gain an extra transformation phase at the start of every turn. Can only be used by Lieutenants and only activated in units sized M and lower.
High-Mobility Veteran: - Reduce the Advanced Maneuver counter requirement for Evasive Maneuver by 1 for every -10 DC worth of modifiers you have from unit, item, and own pilot abilities. - Raise the Advanced Maneuver counter requirement for Evasive Maneuver by 1 for every +10 DC worth of modifiers you have from unit, item, and own pilot abilities. - "Dodge Cost is X" abilities count as Dodge Cost modifiers equal to how much difference there is between the set Dodge Cost and your base Dodge Cost. (IE: Dodge Cost is 30 counts as Dodge Cost +25 at Lieutenant) - Charge time cannot go below 3. This ability only applies during the Regeneration phase.
UPs- 10
PA- 0
SC- 110
Spent- 100 -100 on Flash#nosmileys
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Post by Rekan Yuusha on Jun 5, 2004 12:37:37 GMT -5
Records
PA Matches: 13
SC Matches: 44
EX Matches: 3
Victories: 27
Defeats: 33 #nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys
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Post by Rekan Yuusha on Jun 5, 2004 12:39:36 GMT -5
Items: 10 * Cecily's Bun 9 * Repair Kits 8 * Propellant Tanks 10 * Reloaders 1 * Large Generator 1 * A-Up Unit (S) 1 * Grapple Sensor 1 * A-Up Unit(SC) NOTE: The other Grapple Sensor was given to BerlapSack. 1 * Chogokin New Z 1 * G-Wall Generator 1 * Hi-Performance Targeter(Event 0b Prize) 2 * Hyper Denchi 1 * Gundarium Gamma 1 * Sound Energy System 2 * Mobile Trace System 1 * Rain's Trace Suit 1 * Allenby's Trace Suit 2 * A-up(C) 1 * PX System 1 * Large Magazine 1 * Flash System 1 * Tem Ray Circuit 1 * Hybrid Dual Sensor 1 * Phase Shift Armour 1 * Unique Unit Coupon 1 * Quasi-Psychommu(BRIGAND pool) 1 * Alpha Wave Enhancer(BRIGAND pool)
Hi-Tier: 1. Link Combo + 2. Tohou Fuhai Mobile Trace System 3. Shuffle Alliance Crest
Frames/Modules: 1 * IWSP Strike Pack. 1 * Excellence S Frame 1 * Valkyrie Sound Booster 1 * Stealth Gao II 1 * Drill Gao 1 * Liner Gao 1 * Sword Strike Pack
Sidekicks: * Tori (100 SP, No Seishin)(BRIGAND Pool) * Tori (100 SP, Miracle, Flash, 100/1200 UP)(BRIGAND Pool) * Psycho Haro (30 SP, 36 up's)(BRIGAND Pool) All sidekicks earned from looting of Daki's AM.
Chips: 1. Ice Chip(Won in Christmas Ball Event) Equipped on: Anubis OF(Titan 3: Sundezstrum) 2. Ice Chip(Frost's Random Giveaway) Equipped on: Sandrock Custom. 3. Silmaril Chip(Aslan's Random Giveaway) Equipped on: Turn E Gundam.
Nuke 1. Strike Boxer 2. Raizen Titan(Masouki)
Output Boost 1. Anubis 2. Anubis
Armor Plate 1. Turn E 2. Turn E
Module Enhancement 1. Raizen Titan(Masouki) 2. Anubis 3. Arcus Rul 4. Omega Dragoon
Ammo 1. Hucky Brigand 2. Hucky Brigand 3. Arcus Rul 4. Arcus Rul 5. Arcus Rul 6. Arcus Rul
Assault 1. Raizen Titan(Masouki) 2. Raizen Titan(Masouki)
Prism 1. Kenryu 2. Fuunsaiki 3. Arcus Rul 4. Omega Dragoon
Hellrock 1. Sandrock Custom 2. Huckebein Brigand
#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys
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Post by Rekan Yuusha on Jun 5, 2004 12:41:58 GMT -5
Assigned Pilot: AlteaKnight Ogre
Statistics: HP: 70, EN: 50, IS: 2 Move: F/G Size: M
Weapons: [M] 1) Gouwan Funsai (M)- 20 damage, 1 EN/attack [MR] 2) Hadou Ryuushin Geki (SV)- 15 damage/EN [M] 3) Senpuu Sanren Geki (M)- 30 damage x 3, 3 EN/attack [M] 4) Bakusai Chourakka - 90 damage, 5 EN/attack
MAP Attacks: [MR] 1) Senkou Raijin Geki (I:5)- 100 damage, PARALYZE, 20 EN/attack
Combo Attacks: [M] 1) Senpuu Souren Geki (M)- 60 damage x 2, 6 EN/attack [M] 2) Double Senkou Raijin Geki (S)- DESTROY:L1, 15 EN/attack
Inherent Abilities: 1) Usable by Ensigns or higher. 2) Hyper Plasma Drive 3) Data Weapon Singularity 4) File Load Data Weapon 5) Drive Install 6) Senpuu Sou Ren Geki: Requires an Allied Dendoh or Knight Ogre to execute. 7) Double Senkou Raijin Geki: Target's Dodge Cost +5. Requires an Allied Dendoh or Knight Ogre to execute.
Fights: 0/5
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Post by Rekan Yuusha on Jun 5, 2004 12:48:30 GMT -5
Ogre UD
Statistics: HP: 70, EN: 50, IS: 2 Move: F/G Size: M
Weapons: [M] 1) Gouwan Funsai (M)- 20 damage, 1 EN/attack [MR] 2) Hadou Ryuujin Geki (SV)- 15 damage/EN [M] 3) Senpuu Sanren Geki (M)- 30 damage x 3, 3 EN/attack [M] 4) Drill Charge (MV)- 30 damage/EN [M] 5) Drill Horn- 70 damage, 3 EN/attack [M] 6) Bakusai Chourakka- 90 damage, 5 EN/attack [MR] 7) Unicorn Drill FA (SV)- 15 damage/EN, expend all EN but 1
MAP Attacks: [MR] 1) Senkou Raijin Geki (I:5)- 100 damage, PARALYZE, 20 EN/attack
Inherent Abilities: 1) Usable by Ensigns or higher 2) Hyper Plasma Drive 3) Fire Wall (Barrier) 4) Burrow 5) File Load Data Weapon 6) Transform to Ogre Normal/LC/GB/VW/DF/BH/KS/PA: All current stats (HP/EN/PC/Item) will be carried over. Requires Data Weapons in inventory, KS requires both Leo Circle and Unicorn Drill in inventory. 7) Unicorn Drill FA: Target's Dodge Cost +5.
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Post by Rekan Yuusha on Jun 5, 2004 12:49:51 GMT -5
Ogre LC
Statistics: HP: 70, EN: 50, IS: 2, Move: F/G Size: M
Weapons: [M] 1) Gouwan Funsai (M)- 20 damage, 1 EN/attack [MR] 2) Hadou Ryuujin Geki (SV)- 15 damage/EN [M] 3) Shippuu Sanren Geki (M)- 30 damage x 3, 3 EN/attack [M] 4) Leo Reppuu Kyaku (MV)- 30 damage/EN [M] 5) Bakusai Chourakka- 90 damage, 5 EN/attack [M] 6) Circle Cutter (V)- 10 damage/EN [MR] 7) Leo Circle FA (SV)- 5 damage x 2/EN. Expend all but 1 EN.
MAP Attacks: [MR] 1) Senkou Raijin Geki (I:5)- 100 damage, PARALYZE, 20 EN/attack
Inherent Abilities: 1) Usable by Ensigns or higher 2) Hyper Plasma Drive 3) Damage Received -10% 4) Hyper Scan: Same effects as Analyze 5) File Load Data Weapon 6) Drive Install 6) Leo Circle FA: Target's Dodge Cost +5.
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Post by Rekan Yuusha on Jun 5, 2004 12:50:35 GMT -5
Ogre VW
Statistics: HP: 70, EN: 50, IS: 2, Move: F/G Size: M
Weapons: [M] 1) Gouwan Funsai (M)- 20 damage, 1 EN/attack [MR] 2) Hadou Ryuujin Geki (SV)- 15 damage/EN [M] 3) Shippuu Sanren Geki (M)- 30 damage x 3, 3 EN/attack [MR] 4) Illusion Attack (MS)- 25 damage x 4, 4 EN/attack [M] 5) Bakusai Chourakka- 90 damage, 5 EN/attack [M] 6) Crusher Fang (S)- 60 damage x 2, 10 EN/attack [MR] 7) Viper Whip FA (V)- PARALYZE, 17 damage/EN. Expend all but 1 EN.
MAP Attacks: [MR] 1) Senkou Raijin Geki (I:5)- 100 damage, PARALYZE, 20 EN/attack
Inherent Abilities: 1) Usable by Ensigns or higher 2) Hyper Plasma Drive 3) Illusion Flash 4) File Load Data Weapon 5) Drive Install 6) Viper Whip FA: Target's Dodge Cost +5
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Post by Rekan Yuusha on Jun 5, 2004 12:51:25 GMT -5
Ogre BH
Statistics: HP: 70, EN: 50, IS: 2, Size: M
Weapons: [M] 1) Gouwan Funsai (M)- 20 damage, 1 EN/attack [MR] 2) Hadou Ryuujin Geki (SV)- 15 damage/EN [M] 3) Shippuu Sanren Geki (M)- 30 damage x 3, 3 EN/attack [MR] 4) Auto Pressure (V)- 30 damage/3 EN, Mobility Break [M] 5) Bakusai Chourakka- 90 damage, 5 EN/attack [M] 6) Bull Breaker- 120 damage, 7 EN/attack [MR] 7) Bull Horn FA (V)- 17 damage/EN. Expend all but 1 EN.
MAP Attacks: [MR] 1) Senkou Raijin Geki (I:5)- 100 damage, PARALYZE, 20 EN/attack
Inherent Abilities: 1) Usable by Ensigns or higher 2) Hyper Plasma Drive 3) File Load Data Weapon 4) Install Data Weapon: Transform to Ogre Normal/UD/LC/GB/VW/DF/KS/PA. All current stats (HP/EN/PC/Item) will be carried over. Requires Data Weapons in inventory; KS requires both Leo Circle and Unicorn Drill. If a Data Weapon has been loaded, it must be unsummoned before it can be installed. 5) Bull Horn FA: Target's Dodge Cost +5.
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Post by Rekan Yuusha on Jun 5, 2004 12:52:15 GMT -5
Ogre DF
Statistics: HP: 70, EN: 50, IS: 2, Move: F/G Size: M
Weapons: [M] 1) Gouwan Funsai (M)- 20 damage, 1 EN/attack [MR] 2) Hadou Ryuujin Geki (SV)- 15 damage/EN [M] 3) Shippuu Sanren Geki (M)- 30 damage x 3, 3 EN/attack [R] 4) Crash Ray- 30 damage, 2 EN/attack [M] 5) Bakusai Chourakka- 90 damage, 5 EN/attack [MR] 6) Burning Flare (S)- 170 damage, 10 EN/shot [MR] 7) Dragon Flare FA (SV)- 20 damage/EN. Expend all but 1 EN.
MAP Attacks: [MR] 1) Senkou Raijin Geki (I:5)- 100 damage, PARALYZE, 20 EN/attack
Inherent Abilities: 1) Usable by Ensigns or higher 2) Hyper Plasma Drive 3) Damage Received -10% 4) File Load Data Weapon 5) Drive Install 6) Dragon Flare FA: Target's Dodge Cost +5
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