Post by Umbaglo on Nov 23, 2004 13:43:56 GMT -5
Valkyrie Pilot
Starting Max SP: 75
Maximum SP Cap: 150
- 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
Evasive Maneuver: Dodge all incoming attacks for one Defense Phase. Cannot Attack, Repair, or Resupply this turn, or use Lock-On. Cannot be used in Support Defense. Can be used after X turns of charging, where X is:
Private: 9 turns
Corporal: 8 turns
Sergeant: 7 turns
Ensign: 6 turns
Lieutenant: 5 turns
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 charge time for Evasive Maneuver by 1 for every 10 DC worth of positive modifiers you have from unit, item, and own pilot abilities. Raise the charge time for Evasive Maneuver by 1 for every 10 DC worth of negative modifiers you have from unit, item, and own pilot abilities. Charge time cannot go below 3.
Gunfight: Damage dealt by attacks +25%. May Countershoot with any attack that uses ammo, EN, or PCs. attacks do not confer Countershoot.
Guts: While HP is below 25%, gain Dodge Cost -10 and Damage Dealt +20%
Conversion Cost: 1300 PCs
Series of Origin: Super Dimensional Fortress Macross
This is a conglomeration of the proposed changes discussed so far. It was proposed making Anima Spiritia an anyone-use ability, so that has been factored into this. Personally, I am not very keen on some of these abilities; it keeps a heavy reliance on a defensive measure that is not replenishable.
Comments required.
Starting Max SP: 75
Maximum SP Cap: 150
- 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
Evasive Maneuver: Dodge all incoming attacks for one Defense Phase. Cannot Attack, Repair, or Resupply this turn, or use Lock-On. Cannot be used in Support Defense. Can be used after X turns of charging, where X is:
Private: 9 turns
Corporal: 8 turns
Sergeant: 7 turns
Ensign: 6 turns
Lieutenant: 5 turns
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 charge time for Evasive Maneuver by 1 for every 10 DC worth of positive modifiers you have from unit, item, and own pilot abilities. Raise the charge time for Evasive Maneuver by 1 for every 10 DC worth of negative modifiers you have from unit, item, and own pilot abilities. Charge time cannot go below 3.
Gunfight: Damage dealt by attacks +25%. May Countershoot with any attack that uses ammo, EN, or PCs. attacks do not confer Countershoot.
Guts: While HP is below 25%, gain Dodge Cost -10 and Damage Dealt +20%
Conversion Cost: 1300 PCs
Series of Origin: Super Dimensional Fortress Macross
This is a conglomeration of the proposed changes discussed so far. It was proposed making Anima Spiritia an anyone-use ability, so that has been factored into this. Personally, I am not very keen on some of these abilities; it keeps a heavy reliance on a defensive measure that is not replenishable.
Comments required.