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Super Robots Wars (DEAD)

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a2znut

Needs more handholding. [Forever DM]
Joined
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lpOrFAu.jpg


Tactical Battling, inspired by Chibiface's tank queen. With real, giant stompy robots. Almost everything stolen from SRT OG2 for GBA.

Throwing resources up too~

----

Pilot Stats

Battles Fought: This stat adds 2 to MSP each time it increases.

Melee: This stat influences how much damage you do with a weapon of the subtype
Melee.

Range: This stat influences how much damage you do with a weapon of the subtype
Range.

Hit: This stat influences your hit rate against enemies.

Evade: This stat influences your evasion rate against enemies.

Defense: This stat influences how much damage you take from enemy attacks.

Maneuver: This stat influences how often you get a critical hit (x1.5 normal
damage) or an enemy gets a critical hit on you.

Will: This stat influenced damage and unlocks special attack of certain robots. It almost always 100 at the start of each scenario.

Spirit Points: Spirit points go down as you use spirit commands. The max amount of SP a pilot has goes up as you level up.

Pilot Points: You gain PP by defeating enemy units or completing the scenario. They can be used to purchase skills or improve stats.

Pilot Skills

To upgrade means levels 1 costs base, level 2 costs base + upgrade cost, level 3 costs base + upgrade cost*2 etc etc)

1 Chain Attack

Cost: 15 PP, 5 PP to upgrade. Max level: 4.

Allows the pilot to attack adjacent enemies with a weapon marked 'C'

2 Counter

Cost: 20 PP, 5 PP to upgrade. Max level: 9.

Allows the pilot to attack first when targeted by the enemy

3 In-Fight

Cost: 20 PP, 5 PP to upgrade. Max level: 9.

Increases movement and damage dealt by melee weapons

4 Gunfight

Cost: 20 PP, 5 PP to upgrade. Max Level: 9.

Increases the range and damage dealt by firing weapons

5 Attacker

Cost: 80 PP

Increases damage 20% when the pilot's Will is more then 130

6 Revenge

Cost: 40 PP

Increases damage dealt by counterattacks by 20%

7 Guard

Cost: 85 PP

Reduces damage taken to 80% when Will is more then 130

8 Predict

Cost: 90 PP

Hit/Evade+10% when Will is more then 130

9 Offensive Support

Cost: 50 PP, 10 PP to upgrade. Max level: 4.

Allows the pilot to provide offensive support to an adjacent ally

10 Combo Attack

Cost: 75 PP

100% damage at offensive support attack

11 Defensive Support

Cost: 50 PP, 10 PP to upgrade. Max level: 4.

Allows the pilot to provide offensive support to an adjacent ally

12 SP Up

Cost: 30 PP, 5 PP to upgrade. Max level: 9.

Increases a pilot's maximum Spirit Points by 6 per skill (SP Up) level

13 SP Regenerate

Cost: 100 PP

Restores 10 Spirit Points every turn

14 Focus

Cost: 80 PP

Reduces the SP cost for Spirit Commands

15 Resolve

Cost: 50 PP

Will+5 at beginning of turn

16 Morale

Cost: 60 PP

Will+2 every turn

17 Will +(Evade)

Cost: 60 PP

Will+2 when unit evades attack

18 Will +(Hit)

Cost: 65 PP

Will+2 when unit hits enemy

19 Will +(Dmg)

Cost: 60 PP

Will+2 when unit is damaged by enemy

20 Prevail

Cost: 20 PP, 5 PP to upgrade. Max level: 9.

Hit/Evade/Crit/Armor stats is raised when HP is low

21 Hit and Away

Cost: 70 PP

Enables movement after attacking

22 Ammo save

Cost: 80 PP

Weapon ammo x 1.5

23 EN Save

Cost: 80 PP

Reduces the weapon EN usage to 80%

24 Mechanic

Cost: 65 PP

When Repair command is used, the HP regenerated will be 1.5 times the normal amount.

25 Resupply

Cost: 70 PP

Allows the pilot to replenish other units after moving.

-Natural Skills-

These skills cannot be learned. They can only be natural skills.

26 Genius

Cost: N/A

Hit/Evade/Crit up

27 Telekinesis

Cost: N/A, Max Level of 9

Hit/Evade up

28 Prophesy

Cost: N/A

Evade up at 130+ Will

-Special Skill-

Main Character Only

Command

Cost: N/A, Max level: 4

Increases nearby ally's Hit/Evade stats

Spirit Commands

1 Valour
Doubles the damage dealt on the next attack

2 Strike
Raises Hit rate to 100%

3 Zeal
Allows 1 extra action; only 1 can be active at a time

4 Trust
Replenishes an ally's by 2000

5 Rouse
Increases adjacent ally's Will by 10

6 Attune
Raises an ally's Hit rate to 100% for 1 turn

7 Vigour
Replenishes HP by 30% of max value

8 Faith
Fully replenishes an ally's HP

9 Hope
Replenishes an ally's SP by 50

10 Mercy
Reduces enemy HP to 10 when user's Manoeuvre is higher

11 Guts
Fully own replenishes HP

12 Renew
Fully replenishes an ally's ammo/EN

13 Assail
Enables all weapons except Map after moving for 1 turn

14 Snipe
Increases all weapons' range by 2 (expect Map and Range 1)

15 Guard
Reduces damage taken to 1/4 for 1 turn

16 Spirit
Increases Will by 10

17 Enable
Allows an ally that has acted already to act again

18 Fury
Nullifies enemy's defensive abilities/defensive support

19 Alert
Evades any enemy attack for 1 battle

20 Focus
Raises Hit/Evade rates by 30% for 1 turn

21 Accel
Increases Movement by 3; not moving keeps the effect

22 Drive
Increases Will by 30

23 Scan
Makes targeted enemy's info available

24 Resolve
Nullifies Spl Wpn. Effect for 1 turn

25 Prayer
Nullifies Spl Wpn. Effect on an ally

26 Love (Always uses 40 SP)
Accel, Strike, Alert, Valour, and Spirit
 
Character/Pilot Generation WIP

Main Character Generation Add 100000 Credits to Coffers

Name: ???

Start Stats

Battles Fought: 0

SP: 50
Melee: 100
Range: 100
Hit: 100
Evade: 100
Defence: 100
Manoeuvre: 100
Will: 100

Terrain Stats (Air/Ground/Water/Space): A/A/A/A

PP: 100

PP Can be used to purchase skills from list or add to your stats above. Increasing a terrain stat costs 40 PP per level, increasing a stat (Melee/Range/Hit/Evade/Defence/Manoeuvre) cost 4 PP per 1.

Skills (3/7)
Command Lv1
Choose 1 for no PP cost
Roll 1d28 (Re-roll if land on skill you already have)
-(Skill Purchased with PP goes here)
-(Skill Purchased with PP goes here)
-(Skill Purchased with PP goes here)
-(Skill Purchased with PP goes here)

Spirit Commands (2/6)
Choose 1; Roll 1d8 and times the result by 5 to determine how much SP command will cost to use.
Roll 1d26 (Re-roll if land on Spirit Command you already have); Roll 1d8 and times the result by 5 to determine how much SP command will cost to use.
Roll 1d26 after taking part in 5 Battles (Re-roll if land on Spirit Command you already have); Roll 1d8 and times the result by 5 to determine how much SP command will cost to use.
Roll 1d26 after taking part in 10 Battles (Re-roll if land on Spirit Command you already have); Roll 1d8 and times the result by 5 to determine how much SP command will cost to use.
Roll 1d26 after taking part in 15 Battles (Re-roll if land on Spirit Command you already have); Roll 1d8 and times the result by 5 to determine how much SP command will cost to use.
Roll 1d26 after taking part in 20 Battles (Re-roll if land on Spirit Command you already have); Roll 1d8 and times the result by 5 to determine how much SP command will cost to use.

Choose Will Gain Type. (Pick 2) (+1 Will each time this happens in battle)
[ ] Hit.
[ ] Miss.
[ ] Dodge.
[ ] Get Hit.

Pilot Generation Cost 10000 Credits to Recruit

Name: ???

Start Stats

Battles Fought: 0

SP: 40
Melee: 80
Range: 80
Hit: 80
Evade: 80
Defence: 80
Manoeuvre: 80
Will: 100

Terrain Stats (Air/Ground/Water/Space): B/B/B/B

PP: 100

PP Can be used to purchase skills from list or add to your stats above. Increasing a terrain stat costs 40 PP per level, increasing a stat (Melee/Range/Hit/Evade/Defence/Manoeuvre) cost 4 PP per 1.

Skills (2/6)
Roll 1d28 (Re-roll if land on skill you already have)
Roll 1d28 after taking part in 2 Battles (Re-roll if land on skill you already have)
-(Skill Purchased with PP goes here)
-(Skill Purchased with PP goes here)
-(Skill Purchased with PP goes here)
-(Skill Purchased with PP goes here)

Spirit Commands (1/6)
Roll 1d26; Roll 1d8 and times the result by 5 to determine how much SP command will cost to use.
Roll 1d26 after taking part in 4 Battles (Re-roll if land on Spirit Command you already have); Roll 1d8 and times the result by 5 to determine how much SP command will cost to use.
Roll 1d26 after taking part in 8 Battles (Re-roll if land on Spirit Command you already have); Roll 1d8 and times the result by 5 to determine how much SP command will cost to use.
Roll 1d26 after taking part in 12 Battles (Re-roll if land on Spirit Command you already have); Roll 1d8 and times the result by 5 to determine how much SP command will cost to use.
Roll 1d26 after taking part in 16 Battles (Re-roll if land on Spirit Command you already have); Roll 1d8 and times the result by 5 to determine how much SP command will cost to use.
Roll 1d26 after taking part in 20 Battles (Re-roll if land on Spirit Command you already have); Roll 1d8 and times the result by 5 to determine how much SP command will cost to use.

Choose Will Gain Type. (Pick 1) (+1 Will each time this happens in battle)
[ ] Hit.
[ ] Miss.
[ ] Dodge.
[ ] Get Hit.
 
Store WIP.

Parts

Booster 20000 Credits
Movement +1

Mega Booster 50000 Credits
Movement +2

Apogee Motor 30000 Credits
Movement +1, Mobility +5

Servo Motor 10000 Credits
Mobility +5

Bio Sensor 20000 Credits
Mobility +20

Thrusters 30000 Credits
Mobility +25

Chobham Armour 20000 Credits
Max HP +500, Armour +100

Hybrid Armour 30000 Credits
Max HP +1000, Armour +150

Orichalconium Armour 40000 Credits
Max HP +1000, Armor +200

Z.O.Armor 50000 Credits
Max HP +1500, Armor +250

Tesla Drive 60000 Credits
Enables flight, changes unit/weapons' Sky performance to A

Tesla Drive S 70000 Credits
Enables flight, changes unit/weapons' Sky performance to S

Thrusters Set 20000 Credits
Changes unit/weapons' Space performance to S

Dustproof 20000 Credits
Changes unit/weapons' Ground performance to S

Water Jet 20000 Credits
Enhances underwater movement, changes unit/weapons' Water performance to S

A-Adapter 50000 Credits
Changes unit/weapons' performance to A for all terrains

S-Adapter 60000 Credits
Changes unit/weapons' performance to S for all terrains

Hyper Jammer 40000 Credits
Adds special ability: Double Image

Dual Sensor 20000 Credits
All weapons' Hit rate +10%

Multi Sensor 30000 Credits
All weapons' Hit rate +20%

Custom HUD 40000 Credits
All weapons' Hit rate +30%

T-Link Sensor 50000 Credits
All weapons' Hit rate +40%

Radar Module 40000 Credits
Increases all weapon's range by 1 (except Map and Melee)

Enhancer 30000 Credits
All weapons' Crit rate +20%

Custom CPU 80000 Credits
Movement +2, Mobility +25, all weapons' range +1 and Hit rate +20%

Hero's Mark 60000 Credits
Armour +200, Mobility +25, all weapons' Hit rate +30%

Steel Soul 70000 Credits
Armour +250, Mobility +30, all weapons' Hit rate +35%

Generator 20000 Credits
Max EN +50

Large Generator 30000 Credits
Max EN +100

High Generator 40000 Credits
Max EN +200

Solar Panel 30000 Credits
Replenishes 10% of Max EN at the beginning of each turn

Beam Coat 20000 Credits
Adds special ability: Beam Coat

AB Field 24000 Credits
Adds special ability: AB Field

G Wall 30000 Credits
Adds special ability: G Wall

G Territory 36000 Credits
Adds special ability: G Territory

Emblem 30000 Credits
Initial Will +5

Medal 60000 Credits
Initial Will +10

-Consumables-

Fuel Tank 5000 Credits
Replenishes all EN

Cartridge 5000 Credits
Replenishes all ammo

Repair Kit 5000 Credits
Replenishes all HP

Repair Kit DX 10000 Credits
Replenishes all HP, EN, ammo

SP Drink 16000
Replenishes 50 Spirit Points

SP Drink DX 30000
Replenishes all Spirit Points

Weapon and Mech Upgrade Costs

Cost is upgrade to that Level from Previous Level.

Hit Points
Level 1: 2000 Credits 105%
Level 2: 4000 Credits 110%
Level 3: 6000 Credits 115%
Level 4: 8000 Credits 120%
Level 5: 10000 Credits 125%
Level 6: 12000 Credits 130%
Level 7: 14000 Credits 135%
Level 8: 16000 Credits 140%
Level 9: 18000 Credits 145%
Level 10: 20000 Credits 150%

EN
Level 1: 1000 Credits 110%
Level 2: 2000 Credits 120%
Level 3: 2000 Credits 130%
Level 4: 3000 Credits 140%
Level 5: 3000 Credits 150%
Level 6: 4000 Credits 160%
Level 7: 4000 Credits 170%
Level 8: 5000 Credits 180%
Level 9: 5000 Credits 190%
Level 10: 6000 Credits 200%

Mobility
Level 1: 5000 Credits 105%
Level 2: 8000 Credits 110%
Level 3: 10000 Credits 115%
Level 4: 13000 Credits 120%
Level 5: 15000 Credits 125%
Level 6: 20000 Credits 130%
Level 7: 25000 Credits 135%
Level 8: 30000 Credits 140%
Level 9: 35000 Credits 145%
Level 10: 40000 Credits 150%

Armour
Level 1: 3000 Credits 105%
Level 2: 5000 Credits 110%
Level 3: 8000 Credits 115%
Level 4: 10000 Credits 120%
Level 5: 15000 Credits 125%
Level 6: 20000 Credits 130%
Level 7: 25000 Credits 135%
Level 8: 30000 Credits 140%
Level 9: 35000 Credits 145%
Level 10: 40000 Credits 150%

Weapon Upgrade Speed/Weapon Upgrade Cost

Very Slow Very Low
Level 1: +50 Base Damage Level 1: 2000 Credits
Level 2: +50 Base Damage Level 2: 4000 Credits
Level 3: +50 Base Damage Level 3: 6000 Credits
Level 4: +50 Base Damage Level 4: 8000 Credits
Level 5: +100 Base Damage Level 5: 10000 Credits
Level 6: +100 Base Damage Level 6: 12000 Credits
Level 7: +100 Base Damage Level 7: 14000 Credits
Level 8: +100 Base Damage Level 8: 16000 Credits
Level 9: +100 Base Damage Level 9: 18000 Credits
Level 10: +100 Base Damage Level 10: 20000 Credits

Slow Low
Level 1: +100 Base Damage Level 1: 3000 Credits
Level 2: +100 Base Damage Level 2: 6000 Credits
Level 3: +100 Base Damage Level 3: 9000 Credits
Level 4: +150 Base Damage Level 4: 12000 Credits
Level 5: +150 Base Damage Level 5: 15000 Credits
Level 6: +150 Base Damage Level 6: 18000 Credits
Level 7: +200 Base Damage Level 7: 21000 Credits
Level 8: +200 Base Damage Level 8: 24000 Credits
Level 9: +200 Base Damage Level 9: 27000 Credits
Level 10: +250 Base Damage Level 10: 30000 Credits

Medium Medium
Level 1: +100 Base Damage Level 1: 5000 Credits
Level 2: +100 Base Damage Level 2: 10000 Credits
Level 3: +100 Base Damage Level 3: 15000 Credits
Level 4: +200 Base Damage Level 4: 20000 Credits
Level 5: +200 Base Damage Level 5: 25000 Credits
Level 6: +200 Base Damage Level 6: 30000 Credits
Level 7: +200 Base Damage Level 7: 35000 Credits
Level 8: +200 Base Damage Level 8: 40000 Credits
Level 9: +300 Base Damage Level 9: 45000 Credits
Level 10: +300 Base Damage Level 10: 50000 Credits

Fast High
Level 1: +100 Base Damage Level 1: 6500 Credits
Level 2: +100 Base Damage Level 2: 13000 Credits
Level 3: +100 Base Damage Level 3: 19500 Credits
Level 4: +200 Base Damage Level 4: 26000 Credits
Level 5: +200 Base Damage Level 5: 32500 Credits
Level 6: +200 Base Damage Level 6: 39000 Credits
Level 7: +300 Base Damage Level 7: 45500 Credits
Level 8: +300 Base Damage Level 8: 52000 Credits
Level 9: +300 Base Damage Level 9: 58500 Credits
Level 10: +400 Base Damage Level 10: 65000 Credits

Very Fast Very High
Level 1: +100 Base Damage Level 1: 7500 Credits
Level 2: +100 Base Damage Level 2: 15000 Credits
Level 3: +200 Base Damage Level 3: 22500 Credits
Level 4: +200 Base Damage Level 4: 30000 Credits
Level 5: +200 Base Damage Level 5: 37500 Credits
Level 6: +300 Base Damage Level 6: 45000 Credits
Level 7: +300 Base Damage Level 7: 52500 Credits
Level 8: +300 Base Damage Level 8: 60000 Credits
Level 9: +400 Base Damage Level 9: 66500 Credits
Level 10: +400 Base Damage Level 10: 75000 Credits

Weapons (WIP)

Split Missile (Upgrade Speed/Cost: VF/VL) 5000 Credits
Ranged, - 1900 Base Damage, Range 1~5, HIt +45, Terrain B/A/A/A, 12 Ammo, Crit +30%, Missile, Inventory Space 15

Homing Missile (Upgrade Speed/Cost: VF/VL) 5000 Credits
Ranged, - 1800 Base Damage, Range 2~6, Hit +60, Terrain A/B/B/A, 15 Ammo, Crit +0%, Missile, Inventory Space 15

M95 Machine Gun (Upgrade Speed/Cost: VF/VL) 10000 Credits
Ranged, Post Movement - 2100 Base Damage, Range 1~3, Hit +40, Terrain A/A/A/A, 15 Ammo, Crit +45%, Solid Projectile, Inventory Space 25

M13 Shotgun (Upgrade Speed/Cost: M/L) 15000 Credits
Ranged, Post Movement - 2500 Base Damage, Range 2~3, Hit +50, Terrain A/A/A/A, 7 Ammo, Crit +50%, Solid Projectile, Inventory Space 30

Steel Knife (Upgrade Speed/Cost: VF/VL) 10000 Credits
Melee, Post Movement - 2000 Base Damage, Range 1, Hit +60, Terrain A/A/A/A, Crit +65%, Physical Blade, Inventory Space 15

Assault Blade (Upgrade Speed/Cost: VF/VL) 10000 Credits
Melee, Post Movement - 2200 Base Damage, Range 1, Hit +45, Terrain A/B/A/A, Crit +30%, Physical Blade, Inventory Space 15

Beam Sword (Upgrade Speed/Cost: VF/VL) 15000 Credits
Melee, Post Movement - 2500 Base Damage, Range 1, Hit +45, Terrain A/A/B/A, Crit +40%, Energy Blade, Inventory Space 20

Mega Beam Rifle (Upgrade Speed/Cost: F/VL) 15000 Credits
Ranged , Post Movement - 2600 Base Damage, Range 2~4, Hit +35, Terrain A/A/D/A, 12 Ammo, Crit +20%, Energy Beam, Inventory Space 25

Photon Rifle (Upgrade Speed/Cost: F/L) 15000 Credits
Ranged, - 2800 Base Damage, Range 1~6, Hit +40, Terrain A/A/B/A, 12 Ammo, Crit +20%, Energy Beam, Inventory Space 30

Vehicles (WIP)

Type 71 Waldung 20000 Credits
hsxjiaG.jpg

Hit Points: 2900 (10 Max Upgrade)
EN: 100 (10 Max Upgrade)
Mobility: 65 (10 Max Upgrade)
Armour: 1200 (10 Max Upgrade)
Movement: 5

Vehicle Type: Ground
Terrain Stat: C/S/C/D

Size: Small
Inventory Space: 0
Parts Space: 4

Weapons
Autocannon (Upgrade Speed/Cost: F/VL): Ranged, Post Movement - 1000 Base Damage, Range 1, Hit +30, Terrain A/S/B/D, 30 Ammo, Crit +0%, Solid Projectile

Main Gun (Upgrade Speed/Cost: M/L): Ranged, - 2800 Base Damage, Range 2~7, Hit +10, Terrain B/S/B/D, 15 Ammo, Crit +20%, Solid Projectile

F-28 Messer 25000 Credits
vtw26FK.jpg

Hit Points: 2000 (10 Max Upgrade)
EN: 90 (10 Max Upgrade)
Mobility: 120 (10 Max Upgrade)
Armour: 700 (10 Max Upgrade)
Movement: 7

Vehicle Type: Air
Terrain Stat: S/A/C/D

Size: Small
Inventory Space: 10
Part Space: 4

Weapons
Gatling Gun (Upgrade Speed/Cost: VF/VL): Ranged, Post Movement - 800 Base Damage, Range 1, Hit +10, Terrain S/A/B/B, 20 Ammo, Crit +20%, Solid Projectile

Homing Missile (Upgrade Speed/Cost: VF/VL): Ranged, Post Movement - 1900 Base Damage, Range 1~5, Hit +35, Terrain S/A/B/B, 15 Ammo, Crit +30%, Missile

Gespenst MKII-M 40000 Credits
tTLh6aw.jpg

Hit Points: 3800 (10 Max Upgrade)
EN: 100 (10 Max Upgrade)
Mobility: 85 (10 Max Upgrade)
Armour: 1000 (10 Max Upgrade)
Movement: 5

Vehicle Type: Ground/Water
Terrain Stat: B/A/A/A

Size: Medium
Inventory Space: 160
Part Space: 4

Punch (Upgrade Speed/Cost: VF/VL): Melee, Post Movement - 1500 Base Damage, Range 1, Hit +30, Terrain D/A/B/A, Crit +30%, Physical

Jet Magnum (Upgrade Speed/Cost: M/M): Melee, Post Movement - 3000 Base Damage, Range 1, Hit +25, 110 Will Required, 10 EN, Terrain B/A/A/A, Crit +15%, Physical

Huckebein MKII-M 50000 Credits
am7F1eX.jpg

Hit Points: 4000 (8 Max Upgrade)
EN: 130 (9 Max Upgrade)
Mobility: 115 (6 Max Upgrade)
Armour: 1200 (9 Max Upgrade)
Movement: 6

Vehicle Type: Air/Ground
Terrain Stat: A/A/B/A

Size: Medium
Inventory Space: 130
Part Space: 3

Gatling Gun (Upgrade Speed/Cost: VF/VL)
Ranged, Post Movement - 1100 Base Damage, Range 1, Hit +40, Terrain A/A/A/A, 20 Ammo, Crit +20%, Solid Projectile
 
Last edited by a moderator:
Mech Abilities (WIP)

Beam Coat
Reduces beam damage by 900 (use EN 5)

AB Field
Reduces beam damage by 1200 (use EN 10)

E Field
Reduces damage sustained by 1500 when Will exceeds 120 and nullifies special attack (cannot nullifies down or stoke special attack,use EN 15)

G Wall
Nullifies all damage under 800 when Will exceeds 120 and nullifies special attack (cannot nullifies down or stoke special attack,use EN 5)

G Territory
Nullifies all damage under 1800 when Will exceeds 120 and nullifies special attack (cannot nullifies down or stoke special attack,use EN 15)

TK Field
With TK Skill, nullifies damage by 200x(TK Lv) when Will exceeds 110 and nullifies special attack (cannot nullifies down or stoke special attack,use EN 5)

TK Field S
With TK Skill, nullifies damage by 200x(TK Lv) when Will exceeds 110 and nullifies special attack (cannot nullifies down or stoke special attack,use EN 5)

Warp Field
Reduces damage by 50% and nullifies special attack (cannot nullifies down or stoke special attack,use EN 10)

Beam Absorb
Converts Beam damage into HP

SplWpn Block
Nullifies all skill effects

Will Block
Nullifies Will Drain

SP Block
Nullifies all SP attacks

Spirit Block
Nullifies spirit effects

Net Block
Nullifies all net-type effects

Chaff Block
Nullifies all chaff-type effects

Break Block
Nullifies all break-type effects

HP Regen (S)
Regenerates 10% of Max HP at the beginning of every phase

HP Regen (M)
Regenerates 20% of Max HP at the beginning of every phase

HP Regen (L)
Regenerates 30% of Max HP at the beginning of every phase

EN Regen (S)
Regenerates 10% of Max EN at the beginning of every phase

EN Regen (M)
Regenerates 20% of Max EN at the beginning of every phase

EN Regen (L)
Regenerates 30% of Max EN at the beginning of every phase

DoubleImage
Enables 50% success rate of evading enemy attacks when Will exceeds 130

Jammer
Enables 50% success rate of evading enemy missile attacks
 
my character sheet
https://docs.google.com/document/d/1iqqxPsfTKak2e3dJUO-1eLPHBAGIKN4QEHJLIimtI6Y/edit?usp=sharing
 
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