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Post by Arkady on Aug 6, 2004 0:13:10 GMT -5
MARKINGS: PASSED
DATE/TIME: Nov 21st, 2004, 07:46am
Checker: Rurounin Mao
Comments: All is clear
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Post by Arkady on Aug 6, 2004 0:14:43 GMT -5
Name: Arkady Rank Sergeant Max Starting Sp: 115 Maximum SP Cap: 230 Seishin Greater Perserverence SP Cost: 40 Effect: recovers all HP ---------------------------------------------------------------------- Flash SP Cost: 15 Effect: dodge first attack Class: Mazinger Pilot - Dodge Cost is 27. Minimum Dodge Cost is 17. - Countercut: 3 EN or 8 PCs Potential: Gain bonuses when HP is low. Bonus varies depending on level of remaining HP. -50-41% HP: Damage received -45%; Damage dealt +25% -40-31% HP: Damage received -55%; Damage dealt +50% -30-21% HP: Damage received -65%; Damage dealt +75% -20% HP and below: Damage received -75%; Damage dealt +100% Mazin Power: - Usable in units with inherent ability Mazin Power only. - After four turns, damage received -30%, weapon power +30%. - when active, blocking negates PARALYZE attacks at the cost of 10% of max EN, DESTROY L1 attacks for 25% of max HP, DESTROY L2 attacks for 40% of max HP. Ignore ability if cost cannot be paid. Kiai: - Gain a Kiai Counter for every attack that hits and successfully deals damage to you, but fails to kill you, for this match. For every Kiai 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 Kiai Counter. This can only be done during the Seishin Phase. UPs for Mazinger pilot: 171 20 for battle Schoolyard Scuffle 20 for battle Angel Devil vs Liger Knight 36 for Astraycon '04, Friday: Opening Ceremonies 15 for Killing Pellzien Richt 90 for Cold Metal Rumble 100 for Beat the Valcione ----------------------------------------------------------------------- Gundam Fighter Starting Max SP: 90 Current Max SP: 90 Maximum SP Cap: 180 Skills & Abilities: - Dodge Cost is 10 Min dodge cost 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 x1.5Martial Arts Mastery: Gains Countercut ability in any unit as long as it has at least one (M) attack. -Type Weapon Damage +25% UPs for Gundam Fighter: 196 36 for Cat and Bird fight! 80 for Attack of the Gespenst 30 for Belldandy Kidnapping Operation: "Go get her!" -100 for flash 30 for Famous battles RaXephon 30 for Super Dopp 90 For Destroyed at last Seishin: Iron Wall Effect: All damage you receive this turn is reduced by 75%. Statistics: SP Cost: 30 SP ----------------------------------------------------------------------- Flash Effect: The FIRST attack received is automatically dodged at no cost. Statistics: SP Cost: 10 SP Alternate Name: Hirameki --------------------------------------------------------------------- Battle Data: W-3 L-5 D-2 1. Draw Great Mazinger Vs Alabaster Knight (Veshin) 2. Loss Angel and Devil vs Liger and Knight 3. Win Astraycon '04, Friday: Opening Ceremonies 4. Win Cat and Bird fight! 5. Loss Attack of the Gespenst 6. Win Famous Battles RaXephon 7. Draw Belldandy fight 8. Loss Super Dopp 9. Loss Cold Metal Rumble 10. Destroyed at Last.
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Post by Arkady on Aug 6, 2004 0:16:24 GMT -5
Perisables Repair Kits: 10 Reloaders: 10 Porpellent tanks: 9
Installables: G-Wall Generator Mobile Trace Suit Mobile Doll System Blue Haro (30 ups) A-Up Unit (S) x2 Large Generator x2 Tem Ray Circuit
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Post by Arkady on Aug 6, 2004 1:15:44 GMT -5
Great MazingerStatistics: HP: 130, EN: 50, IS: 2, Move: F/G, Size: MWeapons: Navel Missile (PV)- 4 damage/PC Great Typhoon (V)- 6 damage/EN Great Boomerang (PS)- 8 damage x 2 Scrander Cutter- 15 damage Mazinger Blade (M)- 20 damage Back Spin Kick (M)- 25 damage Knee Impulse Kick- 35 damage, 1 EN/attack Atomic Punch (P)- 40 damage Drill Pressure Punch (P)- 55 damage, 1 EN/attack Breast Burn (S)- 80 damage, 4 EN/shot Thunder Break (S)- 130 damage, 10 EN/shot. Requires Mazinger Pilot Class to execute. Great Booster- 160 damage, PARALYZE, 1 round. Requires Mazinger Pilot Class to execute.
Combo Attacks: Double Burning Fire (S)- 150 damage, 10 EN/shot Double Mazinger Blade (MS)- 30 damage x 2, 1 EN/attack Double Mazinger Punch (PS)- 40 damage x 2, 2 EN/attack Double Lightning Buster (S)- 250 damage, 12 EN/shot. Requires Mazinger Pilot Class to execute. Triple Mazinger Punch (PS)- 40 damage x 3, 3 EN/attack Mazinger Tornado (S)- 200 damage, 15 EN/attack. Requires Mazinger Pilot Class to execute. Final Dynamic Special (S)- DESTROY:L3, 30 EN/attack. Requires Mazinger Pilot Class to execute.Inherent Abilities: 1) Usable by Ensigns or higher 2) Countercut 3) Chogokin Nu-Z (Armor) 4) Mazin Power 5) Double Burning Fire: Must have an allied Mazinger Z or Mazinkaiser (Scrander On) to execute. 6) Double Mazinger Blade: Requires an allied Mazinger Z to execute. 7) Double Mazinger Punch: Requires an allied Mazinger Z, Mazinkaiser (Scrander on) or Grendizer to execute. 8) Triple Mazinger Punch: Requires an allied Mazinger Z and Grendizer to execute. 9) Double Lightning Buster: Target's Dodge Cost +5. Requires an allied Grendizer, MAss Produced Great, or Black Great to execute. 10) Mazinger Tornado: Target's Dodge Cost +5. Requires an allied Mazinger Z and Grendizer to execute. 11) 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.Evo Counter [x][x][] Mass Produced [x] [x] [] [] []
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Post by Arkady on Sept 6, 2004 21:14:11 GMT -5
Gundam Deathscythe Statistics: HP: 35, EN: 25, IS: 3, Move: G, Size: M Weapons: Vulcan- 2 damage, 20 rounds Machine Cannon- 6 damage, 10 rounds Buster Shield (P)- 10 damage Beam Scythe (BM)- 25 damage Beam Scythe Combo (B)- 35 damage, 2 EN/attack Inherent Abilities: 1) Usable by Corporals or higher 2) Shield: Buster Shield 3) Countercut 4) Countershoot: Vulcan, Machine Cannon 5) Hyper Jammer 6) Self-Destruct
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Post by Arkady on Sept 6, 2004 21:23:32 GMT -5
Mazinger-ZStatistics: HP: 100, EN: 40, IS: 2, Move: F/G, Size: MWeapons: Drill Missile (PV)- 3 damage/PC Missile Punch (PG)- 5 damage, 99 rounds Southern Cross Knife (MV)- 5 damage/PC Rei Dou Beam- 6 damage, PARALYZE, 1 EN/shot Koushiryoku Beam- 8 damage, 1 EN/shot Rocket Punch (P)- 13 damage Iron Cutter (P)- 18 damage Scrander Cutter- 35 damage Rust Hurricane- 45 damage, 2 EN/shot Breast Fire (S)- 100 damage, 5 EN/attack Daisharin Rocket Punch (S)- 40 damage x 2, 4 rounds. Requires Mazinger Pilot Class to execute. Enhanced Rocket Punch- 160 damage, 1 round. Requires Mazinger Pilot Class to execute.
Combo Attacks: Double Burning Fire (S)- 150 damage, 10 EN/shot Double Mazinger Blade (MS)- 30 damage x 2, 1 EN/attack Double Mazinger Punch (PS)- 40 damage x 2, 2 EN/attack Triple Mazinger Punch (PS)- 40 damage x 3, 3 EN/attack Mazinger Tornado (S)- 200 damage, 15 EN/attack Final Dynamic Special (S)- DESTROY:L3, 30 EN/attack, Requires Mazinger Pilot Class to execute.Inherent Abilities: 1) Usable by Sergeants or higher 2) Chogokin Z (Armor): Damage Received -20%. 3) Mazin Power 4) Daisharin Rocket Punch or Enhanced Rocket Punch: Negates armor abilities in target. 5) Double Burning Fire: Requires an allied Great Mazinger/(GB) to execute. 6) Double Mazinger Blade: Requires an allied Great Mazinger/(GB) to execute. 7) Double Mazinger Punch: Requires an allied Great Mazinger/(GB) or Grendizer to execute. 8) Triple Mazinger Punch: Requires an allied Great Mazinger/(GB) and Grendizer to execute. 9) Mazinger Tornado: Target's Dodge Cost +5. Requires an allied Great Mazinger/(GB) and Grendizer to execute. 10) 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.[/size][/color]
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Post by Arkady on Oct 1, 2004 14:45:19 GMT -5
Wing Gundam Statistics: HP: 40, EN: 30, IS: 3,Move: G, Size: M Weapons: Vulcan- 2 damage, 20 rounds Machine Cannon- 6 damage, 10 rounds Beam Saber (M)- 10 damage Buster Rifle (B)- 45 damage, 3 EN/shot MAP Attacks: Buster Rifle Full Output (BI:5)- 60 damage, 3 rounds Inherent Abilities: 1) Usable by Corporals or higher 2) Shield: Bird Mode, MS Mode Only 3) Countercut: Beam Saber 4) Countershoot: Vulcan, Machine Cannon, Buster Rifle 5) Self-Destruct 6) Bird Mode: Dodge Cost -5. Only Buster Rifle and Buster Rifle Full Output are enabled. Purchasing Cost: 250 PCs Purchased from Regris' stipend Evo to Wing Zero [x] [x] [x] [x] [] Omake to Wing Early type [x] [x] [x] [x] [] [] []
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Post by Arkady on Nov 5, 2004 16:54:47 GMT -5
Gespenst SR-TypeStatistics: HP: 40, EN: 20, IS: 3, Size: MWeapons Split Missiles (PSV)- 1 damage/PC Plasma Cutter (BM)- 7 damage Blaster Cannon- 15 damage, 6 rounds Smash Beam- 35 damage, 2 EN/shotInherent Abilities: 1) Usable by anyone 2) Countercut 3) Beam Coating (Barrier) 4) Damage Received -10%Amount: 4 Evo for Gespenst SR Type (Aerogator Ver.) 4 [x] [x] [] [] [] [] [] [] [] []
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Post by Arkady on Nov 13, 2004 22:30:21 GMT -5
Gaia Gear Statistics:HP: 65, EN: 40, IS: 2, Size: M, Class: Hi-Tier[/color] Weapons: 20mm Gatling Gun- 2 damage x 2, 20 rounds. Flight Mode Only. Quad Rocket Launcher (PSV)- 3 damage x 2/PC. Flight Mode Only. Grenade Launcher (PV)- 6 damage/PC Cluster Bomb (SV)- 10 damage/PC, 4 rounds. Flight Mode Only. Small Beam Gun (B)- 12 damage, 20 rounds Beam Saber (BM)- 14 damage Beam Rifle (B)- 16 damage, 10 rounds Hyper Beam Rifle (BSV)- 16 damage/EN Rapid Launcher (HE) (SV)- 20 damage/3 PC Rapid Launcher (AP) (SV)- 30 damage, 10 rounds Hyper Bazooka (P)- 50 damage, 6 rounds Anti-Ship Missile (PGX)- 50 damage, 4 rounds. Flight Mode Only. Hyper Mega Launcher (BS)- 90 damage, 5 EN/shot Funnel (BSX)- 14 damage/EN. Requires NT/EH to execute.Inherent Abilities: 1) Usable by Lieutenants or higher 2) Countercut: Beam Saber 3) Countershoot: 20mm Gatling Gun, Small Beam Gun, Beam Rifle, Hyper Beam Rifle, Funnel 4) Minovsky Craft: Dodge Cost -5 5) Flight Mode: Dodge Cost -10 instead. Disable Beam Saber, Beam Rifle, Hyper Bazooka and Funnel. 6) Minovsky Barrier (Barrier): Same effects as X3 I-Field 7) Psycoframe (System) 8) High Level Funnel (Funnel) 9) ECM/ECCM Pod: Gain the effects of Jammer or negate the effects of target enemy's Jammer for 3 turns. 1 round 10) Chaff Dispenser: Negate all (G) type weapons in a single attack. 2 rounds. 11) Rapid Launcher (AP): Add Armor Break attribute if only one enemy is targeted.Accuired from Veshin
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Post by Arkady on Nov 21, 2004 1:29:03 GMT -5
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Post by Arkady on Nov 25, 2004 3:01:19 GMT -5
Hellsing Orgainzation's Experimental Moble Suit: Queen's GuardStatisticsHP: 45, EN: 25, IS: 4, Size: M Weapons :-/60mm Vulcans- 2 damage, 20 rounds Halconnen Pistol Whip(MS)- 40 damage Inherent Abilities:1) Usable by Ensigns or higher 2) Countershoot: 60mm Vulcans 3) Super Mode (Requires Gundam Fighter to execute) 4) Repair 5) Resupply Purchased from the Hanger for 500pcs Point Distrabution: 20pts- :-[Halconnen Pistol Whip(Gundam Hammer) 20pts- +2 IS 40pts- Repair and Resupply 10pts- Super Mode 10pts- +10 EN Gundam 0083: - Atomic Bazooka (I:8)- DESTROY:L1, 1 round, Rounds Locked. Atomic Bazooka: Dodge Cost +5. Round can only be reloaded by docking within a mothership. and - Beam Bazooka (BS)- 70 damage, 3 EN/shot During deployment, choose either Beam Bazooka or Atomic Bazooka, then disable the other. and -Heavy Shield
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Post by Arkady on Dec 2, 2004 12:41:45 GMT -5
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Post by Arkady on Dec 7, 2004 12:47:16 GMT -5
SargStatistics: HP: 40, EN: 30, IS: 2, Move: G, Size: MWeapons: Punch (M)- 6 damage Kick (M)- 8 damage Sarg Rifle (V)- 10 damage, 20 rounds Sarg Rifle S Mode- 30 damage, 1 EN/shot Sarg Rifle EC Mode- 50 damage, 2 EN/shot Gravity Attack (S)- 60 damage, 2 EN/attack. Sarg Limiter Off Only.Inherent Abilities: 1) Usable by Ensigns or higher 2) Countershoot: Sarg Rifle 3) Gravity Wall (Barrier): Sarg Limiter Off Only. 4) Flight Mode: Dodge Cost -5 and Move: F only. Only Sarg Rifle and Gravity Attack are enabled. 5) Sarg Limiter Off: Dodge Cost -10, Target's Dodge Cost +5. Each turn HP -5% (of your max HP). Enable Gravity Wall and Gravity Attack. Activation Cost depends on how soon you want to pay. Turn 1: 15 PCs; Turn 2: 10 PCs; Turn 3; 5 PCs; Turn 4 and thereafter: Free. 6) Sarg Rifle S Mode: Uses 1 Sarg Rifle round. Negates armor effects. 7) Sarg Rifle EC Mode: Uses 2 Sarg Rifle rounds. Negates armor effects.Super AM Wars Pilot Slots: 2
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Post by Arkady on Jan 8, 2005 13:54:35 GMT -5
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Post by Arkady on Jan 9, 2005 13:45:49 GMT -5
Black GetterStatistics: HP: 70, EN: 35, IS: 2, Move: F/G, Size: L Weapons: Tomahawk Boomerang (P)- 10 damage x 2 Getter Tomahawk (MS)- 10 damage x 3 Getter Spike Blade (MV)- 7 damage/PC Spiral Getter Beam (X)- 9 damage/2 EN Getter Beam- 50 damage, 3 EN/shot Daisetsuzan Oroshi (V)- 15 damage/EN Getter Strangle (V)- 20 damage/EN. Requires Getter Pilot Class to execute.Inherent Abilities: 1) Usable by Ensigns or higher 2) Countercut 3) Bunshin (1/3)Super AM Wars Pilot Slots: 3
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