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Random Battle Test Fight #2; Zaku's vs. White Base
Topic Started: Jun 13 2009, 07:20 PM (254 Views)
Masterkruz
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Michi Matsu

Fanatic

Attributes:
Range x2
Defense x4

Starting Max SP: 200

Maximum SP Cap: 200

Skills & Abilities:

- Accuracy: +5%/+25%
- [+] Accuracy: +10%
- [F] Accuracy: +0%
- Dodge Cost: -0%/-5%
- Damage Reduction: -30%/-55%
- Damage: +5%/+25% (+30%/+50%)
- [+] Damage: +55%
- [F] Damage: +0%
- Countercut Cost: 7 AP
- Countershoot Cost: 6 AP
- Critical: 10 AP
- Shield Bonus: +0

Defining Skills-

Endurance (Passive (Main))
DR -10%, Damage +5%, Accuracy +5%.

Skills-

Gunfight [L3] (Passive (Main))
[+]-type Weapons gain Damage +30%, +10% Accuracy

Guard (Active)
Gain DR -15% when activated. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free.

Revenge (Passive (Main))
Damage +25% against all units that attacked you this turn.

Guts [L1] (Passive (Main))
While DP is 60% and below, Damage +5% and Accuracy Cost +5%.
While DP is 40% and below, DC -5%, Damage +10% and Accuracy +10% instead.

Stubbornness [L1] (Passive (Main))
While HP is 50% and below, DR -5%, Damage Dealt +5%, and Accuracy +5%
While HP is 30% and below, DR -10%, Damage Dealt +10% and Accuracy +10%

Breaker (will) Gauge:

4 Breaker Counters (will)

Entrenchment: Damage Received -40% and Target's Dodge Cost +50% for one turn.

Volley: Gain 1 additional attack phase this turn. During this attack phase you may only use [+] type attacks. You may only use this ability once per turn.

5 Breaker Counters (will)

Finishing Attack: Cost 5 Will. Your next attack phase gains Weapon Damage +100% and Target's Dodge Cost +25%.

Iron Will: Any damage that would reduce your HP past 0 this turn reduces it to 1 instead.

Spirit-
-Resist (15 SP)
-25% DR
-Great Effort (20 SP)
x2 PP gain
-Sure Hit (25 SP)
+50% Accuracy, Disable target's ESD
-Perserverance (30 SP)
Recover 30% of HP
-Hot Blood (40 SP)
x2 Damage
-Iron Wall (40 SP)
-75% DR

Techniques-
-Sword Shield
-Mega Fire
-

Pegasus-class Battleship White Base

Statistics:
HP: 12000, EN: 400, Agi: 560
IS: 2, Move: F, Size: LL, Rank: 8

Weapons:
[+] Anti-Aircraft Machineguns- 800 damage, 20 rounds [+40%]
[+] Missile Launchers (PGSF:8)- 300 damage, 30 rounds [+25%]
[+] 580mm Main Gun (B)- 3200 damage, 20 rounds [+10%]
[+] Mega Particle Gun (BS)- 6000 damage, 40 EN/attack [+30%]
[+] Mega Particle Gun Overcharge (BS)- 6600 damage & Weapon Lock, 60 EN/attack [+30%]

Inherent Abilities:
1) Mothership, Battleship
2) Countershoot: Anti-Air Machineguns
3) Minovsky Interference

Pilot Slots: MAX
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Patchoulli

Pilot Name: Terra Kershaw
AKA: Supernewbie
Minibio: A young, hot-tempered female pilot, with a love of freedom and a strong devotion to her friends.

(Countercut Cost: 5, Countershoot Cost: 7)
(Base Dodge Cost: -30% -> -40%)
(Base TDC: +15% [F] +5% [+] -> +30% [F] +20% [+])
(Base Damage: +5%/+60% [F] -> +25%/+80% [F])

Melee 2: [F]-type Weapon Damage +25%, -1 CC Cost
Evade 4: Dodge Cost -20%

Spirit Points (SP): 200
Spirit Commands:

  • Greater Duty: Recover 3000 DP for 65 SP
  • Greater Effort: Double PP Gain for 20 SP
  • Training: Unit's EVO Point gain is doubled at the end of battle for 60 SP
  • Hot Blood: All Weapon Damage x2 for your next attack phase taken this turn for 40SP.
  • Rage: Deal unavoidable, unnegatable damage equal to 10% of your maximum HP to ALL ENEMIES for 80 SP.
  • Miracle: Casts Accelerate, Charge, Sure Hit, Flash, Spirit, Great Effort and Lucky on yourself for 100 SP.
Pilot Skills

  • Genius: Dodge Cost -10%, Weapon Damage +5%, Target's Dodge Cost +5%
  • Meikyo ShisuiControlled Burn: Damage Received -5%, Dodge Cost -5%, Damage Dealt +20%. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free.
  • Infight 3: [F]-type Weapons gain Damage Dealt +30% and Target's Dodge Cost +10%
  • Martial Arts Mastery: Countercut Cost -1. Gain the Countercut ability in any unit that requires Martial Arts Mastery to countercut
  • Recognition: Dodge Cost -5% and Target's Dodge Cost +15%. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3: 10 AP; Turn 4 and thereafter: Free
  • E-Save: Reduces EN cost of weapons and abilities by 30%.

Techniques:

  • Unified Attack: [H] Unified Attack- (Average of all attacks comboed +10% for 2, +25% for 3, +40% for 4) damage, (Average of all weapons used. No EN cost assumed to be 15EN) EN/attack [+30%] (Combo. [+] if no [F] weapons are used, [F] if no [+] weapons are used, [H] if mixed. Barrier Pierce or (S) if >50% of the weapons have it)
  • Ultimate Weapon: [H] Ultimate Weapon- (Base Weapon +10% per extra weapon) damage, Barrier Pierce, 1 rounds [+30%] (Requires 5+ weapons, cannot be based on a MAP weapon, MAP versions of non-MAP weapons cannot be applied, [F] if only [F] weapons, [+] if only [+], 2 rounds instead if rank 13+ unit and if base attack costs >50% of units EN, gains all requirements of all weapons applied)

Will Gauge:

  • Will Power: Pay 1.5 * resource cost to activate a combo attack without the partner unit present. You must pay 1 Will for every additional unit required for a combo attack not present in battle. The required partner units must be in your AM to use this ability. This ability cannot be used if the combo requires an ally of a specific pilot skill (such as Psychic Energy, Meikyo Shisui, etc.) that you do not have.
  • Thrust: Costs 1 Will. Your first attack phase this turn gains Target's Countercut Cost +50%
  • Defense Pierce: Costs 3 Will. The last hit of your next attack phase gains Barrier Pierce and Armor Pierce
  • Rush: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use [F]-type attacks. You may only use this ability once per turn


Pilot Name: Ceilidh Hughes

[color="Orange"]Skills & Abilities[/color]

(CC Cost 7, CS Cost 6)
(Dodge Cost: -30% -> -40%)
(TDC: +20% -> +45%)
(Damage: +5% -> +15%)

Evade 4: -20% Dodge Cost
Accuracy 2: Target's Dodge Cost +15%, Countershoot Cost -1

Spirit Points (SP): 200
Spirit Commands:

  • Greater Duty: Recover 3000 DP for 65 SP
  • Greater Effort: Double PP Gain for 20 SP
  • Training: Unit's EVO Point gain is doubled at the end of battle for 60 SP

Pilot Skills:

  • Genius: Dodge Cost -10%, Weapon Damage +5%, Target's Dodge Cost +5%
  • SEED Mode: Dodge Cost -5%, Target's Dodge Cost +10% Weapon Damage +10%. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free. Automatically activated when your unit's HP drops to 20% or below or any ally's HP drops to 30% or below.
  • Recognition: Dodge Cost -5% and Target's Dodge Cost +15%. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3: 10 AP; Turn 4 and thereafter: Free.
  • Leadership Level 3: 6 target allies gain Dodge Cost -5% and Target's Dodge Cost +10%
  • B-Save: Ammo capacity of weapons and abilities increased by 50%.
  • E-Save: Reduces EN cost of weapons and abilities by 30%.

Techniques:

  • Unified Attack: [H] Unified Attack- (Average of all attacks comboed +10% for 2, +25% for 3, +40% for 4) damage, (Average of all weapons used. No EN cost assumed to be 15EN) EN/attack [+30%] (Combo. [+] if no [F] weapons are used, [F] if no [+] weapons are used, [H] if mixed. Barrier Pierce or (S) if >50% of the weapons have it)

Will Gauge:

  • Will Power: Pay 1.5 * resource cost to activate a combo attack without the partner unit present. You must pay 1 Will for every additional unit required for a combo attack not present in battle. The required partner units must be in your AM to use this ability. This ability cannot be used if the combo requires an ally of a specific pilot skill (such as Psychic Energy, Meikyo Shisui, etc.) that you do not have.
  • Formation: Choose one combo attack on your unit. Combo attack damage this turn +25% per additional unit required for that combo attack. You must pay 1 Will for every additional unit required for that combo attack to use this ability.
  • Elude: Costs 3 Will. Gain Dodge Cost -15% this turn. This counts as a terrain effect.
  • Focused Attack: Costs 5 Will. Your next attack phase gains Target's Dodge Cost +100% and Weapon Damage +25%.


Pilot Name: Kyoko Asahina

[color="Orange"]Skills & Abilities[/color]

(CC Cost 7, CS Cost 7)
(Dodge Cost: -30% -> -35%)
(TDC: +20% [F], +35% [F] Psychic, +30% [+], +45% [+] Psychic -> +35% [F], +50% [F] Psychic, + 45% [+], +60% [+] Psychic (+5% as subpilot),)
(Damage: +5% [F] +50% [+]; +35% Psychic [F], +80% Psychic [+])

Range 1: [+]-type Weapon damage +20%
Accuracy 1: Target's Dodge Cost +10%
Evade 4: -20% Dodge Cost

Spirit Points (SP): 200
Spirit Commands: Greater Duty: Recover 3000 DP for 65 SP
Pilot Skills:

  • Genius: Dodge Cost -10%, Weapon Damage +5%, Target's Dodge Cost +5%
  • Newtype: Gain Psychic Energy. Gain Target's Dodge Cost +5%
  • Recognition: Dodge Cost -5% and Target's Dodge Cost +15%. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3: 10 AP; Turn 4 and thereafter: Free.
  • Gunfight level 3: [+]-type Weapons gain Damage +30% and Target's Dodge Cost +10%.
  • Esper level 3: Psychic Energy Weapon Damage +30%, Psychic Energy weapons gain Target's Dodge Cost +15%.
  • E-Save: Reduces EN cost of weapons and abilities by 30%.

Techniques:

  • Unified Attack: [H] Unified Attack- (Average of all attacks comboed +10% for 2, +25% for 3, +40% for 4) damage, (Average of all weapons used. No EN cost assumed to be 15EN) EN/attack [+30%] (Combo. [+] if no [F] weapons are used, [F] if no [+] weapons are used, [H] if mixed. Barrier Pierce or (S) if >50% of the weapons have it)
  • Ultimate Weapon: [H] Ultimate Weapon- (Base Weapon +10% per extra weapon) damage, Barrier Pierce, 1 rounds [+30%] (Requires 5+ weapons, cannot be based on a MAP weapon, MAP versions of non-MAP weapons cannot be applied, [F] if only [F] weapons, [+] if only [+], 2 rounds instead if rank 13+ unit and if base attack costs >50% of units EN, gains all requirements of all weapons applied)
  • Empowered Attack: Empowered Attack- (Base Weapon +50%), (1.5xEN cost or 15) EN, (0.5xrounds (a full burst of F/X/V becomes one attack for this)), [(Base Weapon Acc+5)%] Req: Psychic Energy (retains all of base weapon's tags)

Will Gauge:

  • Will Power: Pay 1.5 * resource cost to activate a combo attack without the partner unit present. You must pay 1 Will for every additional unit required for a combo attack not present in battle. The required partner units must be in your AM to use this ability. This ability cannot be used if the combo requires an ally of a specific pilot skill (such as Psychic Energy, Meikyo Shisui, etc.) that you do not have.
  • Newtype Flash: Costs 2 Will. Gain Dodge Cost -10% and Target's Dodge Cost +30% for this turn. Requires Psychic Energy.
  • Lock On: Costs 3 Will. The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers.
  • Psychic Pressure: Costs 4 Will. Disables all attack phases of a single target for one turn. The target gains Damage Received +25% (to be calculated as a Pilot Ability) and Dodge Cost +10% for their next turn only. Requires Psychic Energy.


MS-06F Zaku II F-Type x3

Statistics:
HP: 1900, EN: 130, Agi: 330
IS: 4, Move: G, Size: M, Rank: 2

Weapons:
[+] 120mm Machinegun- 650 damage, 10 rounds [+15%]
[F] Tackle (M)- 500 damage [+10%]
[F] Heat Hawk (M)- 800 damage [+0%]
[+] 3-Tube Missile Pod (PGF:6)- 300 damage, 18 rounds [+25%]
[+] Cracker Grenade (SF:3)- 400 damage, 10 rounds [+0%]
[+] 280mm Bazooka- 2000 damage, 4 rounds [+20%]

Inherent Abilities:
1) Mobile Suit
2) Shield
3) Countercut: Heat Hawk
4) Countershoot: 120mm Machinegun
Edited by Patchoulli, Jun 13 2009, 08:21 PM.
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Masterkruz
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Defense Phase

Transform Phase

Special Phase

Attack Phase
Attack: Mega Particle Gun Overcharge (BS)- 6600 damage & Weapon Lock, 60 EN/attack [+30%]
Target: Zaku (Terra)
Damage Dealt: 10560
TDC Mods: +3
Cost: 60 EN

HP: 12000/12000
EN: 340/400
SP: 200/200
AP: 100/100
Guard: 1/4
Breaker: 1/10
Stubbornness: 0/2
Modifiers:
Dodge Mods: +3 (+3 (Agi 560))
Damage Dealt: +5%, [+] +55%
TDC: +5%, [+] +10%
DR: -30%

Attacks:
[+] Anti-Aircraft Machineguns- 800 damage, 20 rounds [+40%]
[+] Missile Launchers (PGSF:8)- 300 damage, 30 rounds [+25%]
[+] 580mm Main Gun (B)- 3200 damage, 20 rounds [+10%]
[+] Mega Particle Gun (BS)- 6000 damage, 40 EN/attack [+30%]
[+] Mega Particle Gun Overcharge (BS)- 6600 damage & Weapon Lock, 60 EN/attack [+30%]
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Patchoulli

Terra

Spirit Phase
Hot Blood - 40 SP

Defense Phase
Mega Particle Gun Overcharge (BS)
Evade: -30% Dodge Cost = Dodge on 12+
(Failed)

Transform Phase

Special Phase

Attack Phase

MS-06F Zaku II F-Type

Statistics:
HP: 0/1900
EN: 130
SP: 160/200 (Hot Blood, Rage, Miracle)
AP: 100/100
Agi: 330 (+1)
DC Mod: -3

Weapons:
[+] 120mm Machinegun- 650 damage, 10 rounds [+15%]
[F] Tackle (M)- 500 damage [+10%]
[F] Heat Hawk (M)- 800 damage [+0%]
[+] 3-Tube Missile Pod (PGF:6)- 300 damage, 18 rounds [+25%]
[+] Cracker Grenade (SF:3)- 400 damage, 10 rounds [+0%]
[+] 280mm Bazooka- 2000 damage, 4 rounds [+20%]

Inherent Abilities:
1) Mobile Suit
2) Shield
3) Countercut: Heat Hawk
4) Countershoot: 120mm Machinegun

Will Gauge:

  • Will Power: Pay 1.5 * resource cost to activate a combo attack without the partner unit present. You must pay 1 Will for every additional unit required for a combo attack not present in battle. The required partner units must be in your AM to use this ability. This ability cannot be used if the combo requires an ally of a specific pilot skill (such as Psychic Energy, Meikyo Shisui, etc.) that you do not have.
  • Thrust: Costs 1 Will. Your first attack phase this turn gains Target's Countercut Cost +50%
  • Defense Pierce: Costs 3 Will. The last hit of your next attack phase gains Barrier Pierce and Armor Pierce
  • Rush: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use [F]-type attacks. You may only use this ability once per turn


Ceilidh

Defense Phase

Transform Phase

Special Phase
SEED Mode Activated -40AP
Recognition Activated -40AP
Critical -10AP
Leadership on Kyoko

Attack Phase
[+] 280mm Bazooka- 2000x1.3 = 2600 damage, +4 Dodge

MS-06F Zaku II F-Type

Statistics:
HP: 1900/1900
EN: 130
AP: 10/100
Agi: 330 (+1)
DC Mod: -4

Weapons:
[+] 120mm Machinegun- 650 damage, 15 rounds [+15%]
[F] Tackle (M)- 500 damage [+10%]
[F] Heat Hawk (M)- 800 damage [+0%]
[+] 3-Tube Missile Pod (PGF:6)- 300 damage, 24 rounds [+25%]
[+] Cracker Grenade (SF:3)- 400 damage, 15 rounds [+0%]
[+] 280mm Bazooka- 2000 damage, 3/6 rounds [+20%]

Inherent Abilities:
1) Mobile Suit
2) Shield
3) Countercut: Heat Hawk
4) Countershoot: 120mm Machinegun

Will Gauge:

  • Will Power: Pay 1.5 * resource cost to activate a combo attack without the partner unit present. You must pay 1 Will for every additional unit required for a combo attack not present in battle. The required partner units must be in your AM to use this ability. This ability cannot be used if the combo requires an ally of a specific pilot skill (such as Psychic Energy, Meikyo Shisui, etc.) that you do not have.
  • Formation: Choose one combo attack on your unit. Combo attack damage this turn +25% per additional unit required for that combo attack. You must pay 1 Will for every additional unit required for that combo attack to use this ability.
  • Elude: Costs 3 Will. Gain Dodge Cost -15% this turn. This counts as a terrain effect.
  • Focused Attack: Costs 5 Will. Your next attack phase gains Target's Dodge Cost +100% and Weapon Damage +25%.


Ceilidh

Defense Phase

Transform Phase

Special Phase
Recognition Activated -40AP
Critical -10AP

Attack Phase
[+] 280mm Bazooka- 2000x1.65 = 3300 damage, +4 Dodge

MS-06F Zaku II F-Type

Statistics:
HP: 1900/1900
EN: 130
AP: 50/100
Agi: 330 (+1)
DC Mod: -4

Weapons:
[+] 120mm Machinegun- 650 damage, 10 rounds [+15%]
[F] Tackle (M)- 500 damage [+10%]
[F] Heat Hawk (M)- 800 damage [+0%]
[+] 3-Tube Missile Pod (PGF:6)- 300 damage, 18 rounds [+25%]
[+] Cracker Grenade (SF:3)- 400 damage, 10 rounds [+0%]
[+] 280mm Bazooka- 2000 damage, 3/4 rounds [+20%]

Inherent Abilities:
1) Mobile Suit
2) Shield
3) Countercut: Heat Hawk
4) Countershoot: 120mm Machinegun

Will Gauge:

  • Will Power: Pay 1.5 * resource cost to activate a combo attack without the partner unit present. You must pay 1 Will for every additional unit required for a combo attack not present in battle. The required partner units must be in your AM to use this ability. This ability cannot be used if the combo requires an ally of a specific pilot skill (such as Psychic Energy, Meikyo Shisui, etc.) that you do not have.
  • Newtype Flash: Costs 2 Will. Gain Dodge Cost -10% and Target's Dodge Cost +30% for this turn. Requires Psychic Energy.
  • Lock On: Costs 3 Will. The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers.
  • Psychic Pressure: Costs 4 Will. Disables all attack phases of a single target for one turn. The target gains Damage Received +25% (to be calculated as a Pilot Ability) and Dodge Cost +10% for their next turn only. Requires Psychic Energy.
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Defense Phase
<Schala> [Roll] Yuu_Inohara rolls 1d20: 9 = 9. [ dodge on 20 ]
Calculations: 2600 x .7 = 1820
<Schala> [Roll] Yuu_Inohara rolls 1d20: 19 = 19. [ dodge on 20 ]
Calculations: 3300 x .7 = 2310

Transform Phase

Special Phase

Attack Phase
Attack: Mega Particle Gun Overcharge (BS)- 6600 damage & Weapon Lock, 60 EN/attack [+30%]
Target: Zaku (Kyoko)
Damage Dealt: 10560
TDC Mods: +3
Cost: 60 EN

HP: 7870/12000
EN: 280/400
SP: 200/200
AP: 100/100
Guard: 2/4
Breaker: 2/10
Stubbornness: 0/2
Modifiers:
Dodge Mods: +3 (+3 (Agi 560))
Damage Dealt: +5%, [+] +55%
TDC: +5%, [+] +10%
DR: -30%

Attacks:
[+] Anti-Aircraft Machineguns- 800 damage, 20 rounds [+40%]
[+] Missile Launchers (PGSF:8)- 300 damage, 30 rounds [+25%]
[+] 580mm Main Gun (B)- 3200 damage, 20 rounds [+10%]
[+] Mega Particle Gun (BS)- 6000 damage, 40 EN/attack [+30%]
[+] Mega Particle Gun Overcharge (BS)- 6600 damage & Weapon Lock, 60 EN/attack [+30%]
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Patchoulli

Ceilidh

Defense Phase

Transform Phase

Special Phase
Critical -10AP

Attack Phase
[+] 280mm Bazooka- 2000x1.3 = 2600 damage, +4 Dodge

MS-06F Zaku II F-Type

Statistics:
HP: 1900/1900
EN: 130
AP: 0/100
Agi: 330 (+1)
DC Mod: -4

Weapons:
[+] 120mm Machinegun- 650 damage, 15 rounds [+15%]
[F] Tackle (M)- 500 damage [+10%]
[F] Heat Hawk (M)- 800 damage [+0%]
[+] 3-Tube Missile Pod (PGF:6)- 300 damage, 24 rounds [+25%]
[+] Cracker Grenade (SF:3)- 400 damage, 15 rounds [+0%]
[+] 280mm Bazooka- 2000 damage, 4/6 rounds [+20%]

Inherent Abilities:
1) Mobile Suit
2) Shield
3) Countercut: Heat Hawk
4) Countershoot: 120mm Machinegun

Will Gauge:

  • Will Power: Pay 1.5 * resource cost to activate a combo attack without the partner unit present. You must pay 1 Will for every additional unit required for a combo attack not present in battle. The required partner units must be in your AM to use this ability. This ability cannot be used if the combo requires an ally of a specific pilot skill (such as Psychic Energy, Meikyo Shisui, etc.) that you do not have.
  • Formation: Choose one combo attack on your unit. Combo attack damage this turn +25% per additional unit required for that combo attack. You must pay 1 Will for every additional unit required for that combo attack to use this ability.
  • Elude: Costs 3 Will. Gain Dodge Cost -15% this turn. This counts as a terrain effect.
  • Focused Attack: Costs 5 Will. Your next attack phase gains Target's Dodge Cost +100% and Weapon Damage +25%.


Kyoko

Defense Phase
Attempt Evade (Failed)

Transform Phase

Special Phase

Attack Phase

MS-06F Zaku II F-Type

Statistics:
HP: 0/1900
EN: 130
AP: 50/100
Agi: 330 (+1)
DC Mod: -4

Weapons:
[+] 120mm Machinegun- 650 damage, 10 rounds [+15%]
[F] Tackle (M)- 500 damage [+10%]
[F] Heat Hawk (M)- 800 damage [+0%]
[+] 3-Tube Missile Pod (PGF:6)- 300 damage, 18 rounds [+25%]
[+] Cracker Grenade (SF:3)- 400 damage, 10 rounds [+0%]
[+] 280mm Bazooka- 2000 damage, 3/4 rounds [+20%]

Inherent Abilities:
1) Mobile Suit
2) Shield
3) Countercut: Heat Hawk
4) Countershoot: 120mm Machinegun

Will Gauge:

  • Will Power: Pay 1.5 * resource cost to activate a combo attack without the partner unit present. You must pay 1 Will for every additional unit required for a combo attack not present in battle. The required partner units must be in your AM to use this ability. This ability cannot be used if the combo requires an ally of a specific pilot skill (such as Psychic Energy, Meikyo Shisui, etc.) that you do not have.
  • Newtype Flash: Costs 2 Will. Gain Dodge Cost -10% and Target's Dodge Cost +30% for this turn. Requires Psychic Energy.
  • Lock On: Costs 3 Will. The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers.
  • Psychic Pressure: Costs 4 Will. Disables all attack phases of a single target for one turn. The target gains Damage Received +25% (to be calculated as a Pilot Ability) and Dodge Cost +10% for their next turn only. Requires Psychic Energy.
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Defense Phase
<Schala> [Roll] Yuu_Inohara rolls 1d20: 11 = 11
Calculations: 2600 x .7 = 1820

Transform Phase

Special Phase

Attack Phase
Attack: Mega Particle Gun Overcharge (BS)- 6600 damage & Weapon Lock, 60 EN/attack [+30%]
Target: Zaku (Ceilidh)
Damage Dealt: 10560
TDC Mods: +3
Cost: 60 EN

HP: 6050/12000
EN: 280/400
SP: 200/200
AP: 100/100
Guard: 3/4
Breaker: 3/10
Stubbornness: 0/2
Modifiers:
Dodge Mods: +3 (+3 (Agi 560))
Damage Dealt: +5%, [+] +55%
TDC: +5%, [+] +10%
DR: -30%

Attacks:
[+] Anti-Aircraft Machineguns- 800 damage, 20 rounds [+40%]
[+] Missile Launchers (PGSF:8)- 300 damage, 30 rounds [+25%]
[+] 580mm Main Gun (B)- 3200 damage, 20 rounds [+10%]
[+] Mega Particle Gun (BS)- 6000 damage, 40 EN/attack [+30%]
[+] Mega Particle Gun Overcharge (BS)- 6600 damage & Weapon Lock, 60 EN/attack [+30%]
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