|
Post by Umbaglo on Mar 8, 2005 19:26:55 GMT -5
"It's a ferris wheel of excitement! Let's see what we've got."
Participants/Mechs: Wesley/Nightingale, Avitar/Gaia Gear Format: 1v1 Location: Somewhere Limit: 150 Items: No Hi-Tier Size: Active
"Who will survive? The heat will be on!"
|
|
|
Post by WesleyGibson on Mar 8, 2005 22:53:12 GMT -5
Hellboy: Grendizer PilotCurrent SP: 220 Current Seshin:- Greater Perseverence - Flash - Iron Wall Skills & Abilities:- Dodge Cost is 25. Minimum Dodge Cost is 16.- Countercut: 2 EN or 6 PCs - Potential: Gain bonuses when HP is low. Bonus varies depending on level of remaining HP: -50% HP and below: Damage Received -25%; Weapon Damage +50% -40% HP and below: Damage Received -35%; Weapon Damage +100% instead -30% HP and below: Damage Received -50%; Weapon Damage +150% instead -20% HP and below: Damage Received -65%; Weapon Damage +200% instead 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. Ally Synchro:- In a team battle, Weapon Damage +25% for yourself and one target ally provided that the ally attacks the same target as you do. This is disabled if that player does not attack. Requires you to be Lieutenant rank to execute. Summons are not affected. Spacer Cross:- Can switch Spacers during Transformation Phase. 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 Grendizer only. Gren Power:- 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 Grendizer only. Private:2 uses. Corporal:4 uses. Sergeant:6 uses. Ensign: 8 uses. Lieutenant:10 uses. Nightingale
Statistics:HP: 150, EN: 65, IS: 3, Move: G, Size: M, Class: High-tier[/color] Weapons: Kick (MV)- 20 damage/PC Beam Tomahawk (BM)- 25 damage x 2 Mega Beam Rifle (BSV)- 40 damage, 38 rounds Hidden Arms (BMX)- 15 damage/EN. Requires NT/EH to execute. Funnel (BSX)- 22 damage/EN. Requires NT/EH to execute.[/color] Inherent Abilities:1) Usable by Lieutenants or higher 2) Shield 3) Countercut 4) Countershoot: Mega Beam Rifle, Funnel 5) Damage Received -75%6) Psycoframe (System)7) Hi-Level Funnel (Funnel)[/color] 8) 10% EN regenIS1: Quasi-Psycommu (Frosting) IS2: Gravity Wall Generator IS3: Tori (Training Seshin)
|
|
|
Post by Avitar Diggs on Mar 8, 2005 23:47:44 GMT -5
Pilot: Name: Avitar Diggs Age: 19 DOB: May 16 Point of Origin: Unknown Class: Newtype Ability Ranking: Lieutenent Starting Max SP: 88 Current SP: 141 Maximum SP Cap: 175 Skills & Abilities - Newtype Ability Level: Decreases Dodge Cost and increases target's Dodge Cost. Private: Dodge Cost is 9, Target's Dodge Cost +1 Corporal: Dodge Cost is 9, Target's Dodge Cost +2 Sergeant: Dodge Cost is 8, Target's Dodge Cost +3 Ensign: Dodge Cost is 8, Target's Dodge Cost +4 Lieutenant: Dodge Cost is 7, Target's Dodge Cost +5 - Countercut: 2 EN or 4 PCs - Countershoot: Refer to Countershoot in Counterstrike! Guide to Inherent Mech Abilities in the Rules section. - Psyco Wave Control: Only ones able to execute weapons/abilities requiring the Newtype/Enhanced Human pilot classes (Funnels, etc). - Pressure: Disables 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 -Gunfight Pilots who prefer not to get the paint on their mechs scratched up in melee fighting may opt to be trained in the art and science of marksmanship. Increases damage by X, where X is: Level 1: 10%. 300 UPs -Recognition Pilots can learn how to anticipate enemy attack, defense, and movement patterns, allowing them not only to evade better, but also to know where to place their blows. Level 1: Dodge Cost -3 and Target's Dodge Cost +3. Cost is variable depending on how soon you want to activate. Turn 1: 40 PCs; Turn 2: 20 PCs; Turn 3; 10 PCs; Turn 4 and thereafter: Free. Conversion Cost: 1400 PCs Inherent Seishin: Greater Perserverence Flash Direct Attack Resist Mecha: Gaia Gear Alpha (Man-Machine Mode)
Statistics:HP: 105, EN: 85(50), IS: 3, Size: M, Class: Hi-Tier[/color] Weapons: 20mm Gatling Gun- 8(4) damage x 2, 30 rounds. Flight Mode Only. Quad Rocket Launcher (PSV)- 12(6) damage x 2/PC. Flight Mode Only. Grenade Launcher (PR)- 23(12) damage/PC Cluster Bomb (SV)- 39(20) damage/PC, 6 rounds. Flight Mode Only. Small Beam Gun (B)- 46(24) damage, 30 rounds Beam Saber (BM)- 35(28) damage Beam Rifle (B)- 62(32) damage, 15 rounds Hyper Beam Rifle (BSV)- 62(32) damage/EN Rapid Launcher (HE) (SR)- 77(40) damage/3 PC Rapid Launcher (AP) (SR)- 116(60) damage, 15 rounds Hyper Bazooka (P)- 193(100) damage, 9 rounds Anti-Ship Missile (PGX)- 193(100) damage, 6 rounds. Flight Mode Only. Hyper Mega Launcher (BS)- 347(180) damage, 5 EN/shot Funnel (BSX)- 54(28) 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. 12)Prism Armor (Armor): Damage received -30% and HP +30% 13)EN Regen: 10%
Purchasing Costs: 650 PCs
Enhancement Module Chip Ammo Capacity Augmentation x2 Assault Boost Chip x4 Prism Armor Nuclear Reactor (Real) Armor Plate x2 Output Boost
Items: Multi Sensor Hybrid Dual Sensor Mega Generator
|
|
|
Post by Umbaglo on Mar 8, 2005 23:59:51 GMT -5
"Before you begin, there are a few simple rules to follow. Follow them well, for they are the key to victory."
Initiative: Wesley Prone Time: 48 hours per side Math: 3X Check
"Take it to the max, competetors, and don't hold back! Let's ROBATTLE!"
|
|
|
Post by WesleyGibson on Mar 9, 2005 0:04:50 GMT -5
7 EN regenerated
P.S. PHASE Seishin Used: Target: SP Used: Effect:
DEFENSE PHASE:
Attacking Weapon #1: Action Taken: Damage Taken: Resources Spent: [/color]
TRANSFORMATION/MAINTENANCE PHASE: Current Form: New Form:
ATTACK PHASE:
Weapon Used: Hidden Arms Target(s): avitar Damage Dealt: 15 x 7 Resources Spent: 7 EN Status Effect: none Modifiers: +3 TDC [/color] Statistics:
HP: 150/150 EN: 65/65 PCs: 150/150 SP: 220/220 Shields: 10/10 Tori SP: 40/100
Perishable Items: (Propellant Tanks, Repair kits, etc.; if applicable)
Weapons: Mega Mean Rifle: 38/38 [/color]
|
|
|
Post by Avitar Diggs on Mar 9, 2005 18:57:45 GMT -5
Regen: Regenrate: 9 EN
P.S.: Spell: Flash Effect: Dodge 1st hit Used: 15 SP
Defense: Incoming: 15 x 7 Action: Flash, CC x6 Mods: None Taken: None Used: 12 EN
AttacK: Outgoing: Funnel (BSX) Mods: TDC +5, TDC +3, TDC +3, TDC +2 Damage: 58 x6 Used: 6 EN
Stats:
HP: 105/105 EN: 67/85 SP: 126/141 PC: 150/150
Pressure: (x)( )( )( ) Recongnition: Inactive
Weapons: 20mm Gatling Gun- 8(4) damage x 2, 30 rounds. Flight Mode Only. Quad Rocket Launcher (PSV)- 12(6) damage x 2/PC. Flight Mode Only. Grenade Launcher (PR)- 23(12) damage/PC Cluster Bomb (SV)- 39(20) damage/PC, 6 rounds. Flight Mode Only. Small Beam Gun (B)- 46(24) damage, 30 rounds Beam Saber (BM)- 35(28) damage Beam Rifle (B)- 62(32) damage, 15 rounds Hyper Beam Rifle (BSV)- 62(32) damage/EN Rapid Launcher (HE) (SR)- 77(40) damage/3 PC Rapid Launcher (AP) (SR)- 116(60) damage, 15 rounds Hyper Bazooka (P)- 193(100) damage, 9 rounds Anti-Ship Missile (PGX)- 193(100) damage, 6 rounds. Flight Mode Only. Hyper Mega Launcher (BS)- 347(180) damage, 5 EN/shot Funnel (BSX)- 58(28) 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. 12)Prism Armor (Armor): Damage received -30% and HP +30% 13)EN Regen: 10%
|
|
|
Post by WesleyGibson on Mar 9, 2005 23:31:45 GMT -5
7 EN regenerated
P.S. PHASE Seishin Used: Target: SP Used: Effect:
DEFENSE PHASE:
Attacking Weapon #1: funnels x 6 Action Taken: block + G wall Damage Taken: 58 / 2 - 15 / 4 = 4 58 / 2 * .98 - 15 /4 = 3 58/2 * .96 -15 /4 = 3 58/2 * .94 - 15 /4 = 3 58/2 * .92 - 15 /4 = 3 58/2 * .90 - 15 /4 = 3
Resources Spent: [/color]
TRANSFORMATION/MAINTENANCE PHASE: Current Form: New Form:
ATTACK PHASE:
Weapon Used: Hidden Arms Target(s): avitar Damage Dealt: 15 x 7 Resources Spent: 7 EN Status Effect: none Modifiers: +3 TDC
[/color] Statistics: [/s] HP: 131/150 EN: 59/65 PCs: 150/150 SP: 220/220 Shields: 10/10 Tori SP: 100/100 Ki Ai Counters: 6/25
Weapons: Mega Mean Rifle: 38/38 [/b][/color]
|
|
|
Post by Avitar Diggs on Mar 10, 2005 21:05:44 GMT -5
Regen: Regenrate: 9 EN
Defense: Incoming: 15 x 7 Action: Flash, CC x6 Mods: None Taken: None Used: 12 EN
AttacK: Outgoing: Hyper Mega Launcher (BS) Mods: TDC +5, TDC +3, TDC +3, TDC +2 Damage: 347 Used: 5 EN
Stats:
HP: 105/105 EN: 71/85 SP: 126/141 PC: 150/150
Pressure: (x)(x)( )( ) Recongnition: Inactive
Weapons: 20mm Gatling Gun- 8(4) damage x 2, 30 rounds. Flight Mode Only. Quad Rocket Launcher (PSV)- 12(6) damage x 2/PC. Flight Mode Only. Grenade Launcher (PR)- 23(12) damage/PC Cluster Bomb (SV)- 39(20) damage/PC, 6 rounds. Flight Mode Only. Small Beam Gun (B)- 46(24) damage, 30 rounds Beam Saber (BM)- 35(28) damage Beam Rifle (B)- 62(32) damage, 15 rounds Hyper Beam Rifle (BSV)- 62(32) damage/EN Rapid Launcher (HE) (SR)- 77(40) damage/3 PC Rapid Launcher (AP) (SR)- 116(60) damage, 15 rounds Hyper Bazooka (P)- 193(100) damage, 9 rounds Anti-Ship Missile (PGX)- 193(100) damage, 6 rounds. Flight Mode Only. Hyper Mega Launcher (BS)- 347(180) damage, 5 EN/shot Funnel (BSX)- 58(28) 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. 12)Prism Armor (Armor): Damage received -30% and HP +30% 13)EN Regen: 10%
|
|
|
Post by WesleyGibson on Mar 10, 2005 21:13:32 GMT -5
7 EN regenerated
P.S. PHASE Seishin Used: Target: SP Used: Effect:
DEFENSE PHASE:
Attacking Weapon #1: 347 Action Taken: G wall Damage Taken: 347 * .88 * -15 * .25 = 72.59 Resources Spent: 1 EN [/color]
TRANSFORMATION/MAINTENANCE PHASE: Current Form: New Form:
ATTACK PHASE:
Weapon Used: Hidden Arms Target(s): avitar Damage Dealt: (15 x 2 x 1.14 ) 34.2 x 16 Resources Spent: 16 EN Status Effect: none Modifiers: +3 TDC [/color] Statistics:
HP: 58/150 EN: 48/65 PCs: 150/150 SP: 220/220 Shields: 10/10 Tori SP: 100/100 Ki Ai Counters: 7/25
Weapons: Mega Mean Rifle: 38/38 [/color]
|
|
|
Post by Avitar Diggs on Mar 10, 2005 21:30:28 GMT -5
Regenrate: 9 EN
P.S.: Spell: Flash Effect: Dodge 1st hit Used: 15 SP
Defense: Incoming: 34 x 16 Action: Flash, CC x15 Mods: None Taken: None Used: 30 EN
AttacK: Outgoing: Hyper Mega Launcher (BS) Mods: TDC +5, TDC +3, TDC +3, TDC +2 Damage: 347 Used: 5 EN
Stats:
HP: 105/105 EN: 45/85 SP: 111/141 PC: 150/150
Pressure: (x)(x)(x)( ) Recongnition: Inactive
Weapons: 20mm Gatling Gun- 8(4) damage x 2, 30 rounds. Flight Mode Only. Quad Rocket Launcher (PSV)- 12(6) damage x 2/PC. Flight Mode Only. Grenade Launcher (PR)- 23(12) damage/PC Cluster Bomb (SV)- 39(20) damage/PC, 6 rounds. Flight Mode Only. Small Beam Gun (B)- 46(24) damage, 30 rounds Beam Saber (BM)- 35(28) damage Beam Rifle (B)- 62(32) damage, 15 rounds Hyper Beam Rifle (BSV)- 62(32) damage/EN Rapid Launcher (HE) (SR)- 77(40) damage/3 PC Rapid Launcher (AP) (SR)- 116(60) damage, 15 rounds Hyper Bazooka (P)- 193(100) damage, 9 rounds Anti-Ship Missile (PGX)- 193(100) damage, 6 rounds. Flight Mode Only. Hyper Mega Launcher (BS)- 347(180) damage, 5 EN/shot Funnel (BSX)- 58(28) 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. 12)Prism Armor (Armor): Damage received -30% and HP +30% 13)EN Regen: 10%
|
|
|
Post by WesleyGibson on Mar 10, 2005 22:12:01 GMT -5
7 EN regenerated
P.S. PHASE Seishin Used: Target: SP Used: Effect:
DEFENSE PHASE:
Attacking Weapon #1: 347 Action Taken: G wall Damage Taken: 347 * .65 * .86 * -15 * .25 = 45 Resources Spent: 1 EN [/color]
TRANSFORMATION/MAINTENANCE PHASE: Current Form: New Form:
ATTACK PHASE:
Weapon Used: Hidden Arms Target(s): avitar Damage Dealt: (15 x 3 x 1.16 ) 52 x 16 Resources Spent: 16 EN Status Effect: none Modifiers: +3 TDC [/color] Statistics:
HP: 13/150 EN: 38/65 PCs: 150/150 SP: 220/220 Shields: 10/10 Tori SP: 100/100 Ki Ai Counters: 8/25
Weapons: Mega Mean Rifle: 38/38 [/color]
|
|
|
Post by Avitar Diggs on Mar 10, 2005 22:25:52 GMT -5
*Psychoframe Outburst- 15 PCs*
Regenrate: 9 EN
P.S.: Spell: Flash, Direct Attack Effect: Dodge 1st hit, No Special Defenses Used: 35 SP
Defense: Incoming: 58 x 16 Action: Flash, CC x15 Mods: None Taken: None Used: 30 EN
AttacK: Outgoing: Rapid Launcher (AP) Mods: TDC +5, TDC +3, TDC +3, TDC +2, TDC +3, TDC +3 Damage: Armor Break Used: 1 round
Outgoing: Rapid Launcher (AP) Mods: TDC +5, TDC +3, TDC +3, TDC +2, TDC +3, TDC +3 Damage: Armor Break Used: 1 round
Stats:
HP: 105/105 EN: 24/85 SP: 76/141 PC: 135/150
Pressure: (x)(x)(x)(x) Recongnition: Active
Weapons: 20mm Gatling Gun- 8(4) damage x 2, 30 rounds. Flight Mode Only. Quad Rocket Launcher (PSV)- 12(6) damage x 2/PC. Flight Mode Only. Grenade Launcher (PR)- 23(12) damage/PC Cluster Bomb (SV)- 39(20) damage/PC, 6 rounds. Flight Mode Only. Small Beam Gun (B)- 46(24) damage, 30 rounds Beam Saber (BM)- 35(28) damage Beam Rifle (B)- 62(32) damage, 15 rounds Hyper Beam Rifle (BSV)- 62(32) damage/EN Rapid Launcher (HE) (SR)- 77(40) damage/3 PC Rapid Launcher (AP) (SR)- 116(60) damage, 13 rounds Hyper Bazooka (P)- 193(100) damage, 9 rounds Anti-Ship Missile (PGX)- 193(100) damage, 6 rounds. Flight Mode Only. Hyper Mega Launcher (BS)- 347(180) damage, 5 EN/shot Funnel (BSX)- 58(28) 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. 12)Prism Armor (Armor): Damage received -30% and HP +30% 13)EN Regen: 10%
|
|
|
Post by WesleyGibson on Mar 10, 2005 22:52:54 GMT -5
7 EN regenerated
P.S. PHASE Seishin Used: Target: SP Used: Effect:
DEFENSE PHASE:
Attacking Weapon #1: armor break x 2 Action Taken: dodge Damage Taken: none Resources Spent: 78 PCs [/color]
TRANSFORMATION/MAINTENANCE PHASE: Current Form: New Form: Psychoframe overload!
ATTACK PHASE:
Weapon Used: Funnels Target(s): avitar Damage Dealt: 114 x 32 Resources Spent: 32 EN Status Effect: none Modifiers: +6 TDC [/color] Statistics:
HP: 13/150 EN: 6/65 PCs: 57/150 SP: 220/220 Shields: 10/10 Tori SP: 100/100 Ki Ai Counters: 8/25
Weapons: Mega Mean Rifle: 38/38 [/color]
|
|
|
Post by Avitar Diggs on Mar 11, 2005 16:32:48 GMT -5
Regenrate: 9 EN
Defense: Incoming: 58 x 16 Action: Take Mods: None Taken: A lot Used: None
Stats:
HP: 0/105 EN: 33/85 SP: 41/141 PC: 135/150
Pressure: (x)(x)(x)(x) Recongnition: Active
Outburst: ( )( )( )( )( )
Weapons: 20mm Gatling Gun- 8(4) damage x 2, 30 rounds. Flight Mode Only. Quad Rocket Launcher (PSV)- 12(6) damage x 2/PC. Flight Mode Only. Grenade Launcher (PR)- 23(12) damage/PC Cluster Bomb (SV)- 39(20) damage/PC, 6 rounds. Flight Mode Only. Small Beam Gun (B)- 46(24) damage, 30 rounds Beam Saber (BM)- 35(28) damage Beam Rifle (B)- 62(32) damage, 15 rounds Hyper Beam Rifle (BSV)- 62(32) damage/EN Rapid Launcher (HE) (SR)- 77(40) damage/3 PC Rapid Launcher (AP) (SR)- 116(60) damage, 13 rounds Hyper Bazooka (P)- 193(100) damage, 9 rounds Anti-Ship Missile (PGX)- 193(100) damage, 6 rounds. Flight Mode Only. Hyper Mega Launcher (BS)- 347(180) damage, 5 EN/shot Funnel (BSX)- 58(28) 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. 12)Prism Armor (Armor): Damage received -30% and HP +30% 13)EN Regen: 10%
|
|
|
Post by Umbaglo on Mar 11, 2005 16:39:03 GMT -5
Decision: Wesley
"Stopping already? I wanted my money's worth! Now for the rewards."
Wesley: 300 PCs and 36 UPs Avitar: 30 UPs
"Don't spend it all in one place, and make sure to note your gains and losses in the appropriate places."
|
|