a2znut
Needs more handholding. [Forever DM]
- Joined
- Nov 12, 2013
- Messages
- 5,246
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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~
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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