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Post by CJ on Feb 29, 2008 23:48:27 GMT -5
RENT-A-MECH An offshoot of the Barracks that contains a few Mechs that they have just in case they're needed. It only has a model or two currently, but as towns are discovered and liberated, more engineers will send different models in. Taking a Mech with you is just as much a drain on the NHS' resources as taking a merc, so it will take one of their slots. You can also only take one at a time. Think carefully before you take one, as some mechs may not be able to go everywhere you end up going in your travels. Oh, and you need a Proficiency to drive these things to full effect.
Mech Manuel: Gives the reader the Mech proficiency, which covers all mechs. 80 Coins. 6 Hours to read.
RENTALS
The NSF SE Mech Unit A standard mechanical battle suit with low, balanced abilities. It is a light suit generally used by Shiek or other such fighters who don't need weapons to cause devestating damage. It does, however, have a light cannon on it's back for when times get dire. System Energy: 100 Act: 6
Cockpit: 50 / 20 L. Arm: 40 / 10 L. Leg: 45 / 10 R. Arm: 40 / 10 R. Leg: 45 / 10
Power: 60 Special Power: 25 Defense: 45 Special Defense: 45 Speed: +0 Accuracy: +0
Walk: Simple walk function. 1 SP cost to move 1 Unit. Double cost if only one leg is operative. Run: Engage a special locomotive form inspired by Shiek. Costs 5 SP to move 4 Units. Both legs must be operative. Jump: Preform a mighty leap with powerful legs. 3 SP to jump 4 Units upward. Distance halved if only one leg is operative.
Metal Fist: +10 BLUDGEONING. A simple punching attack, costs 1 SP. At least one arm must be operative. Metal Kick: +15 BLUDGEONING. A simple kick, costs 2 SP. Both legs must be operative. Metal Rounder: AoE2 sweeping punch attack centered on the mech. +10 BLUDGEONING, costs 5 SP. Both legs must be operative.
Light Cannon: A simple shot from the cannon on the back. *1, costs 1 SP per 10 power used.
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Post by CJ on Feb 29, 2008 23:50:38 GMT -5
The Dragon Shell The Dragon Shell, or at least that's the english translation. It's a light aerial battle unit with large wings, a spearing tail, and a breath weapon for emergencies. Be careful the wings don't get damaged! System Energy: 160 Act: 3
Cockpit (Head): 40 / 10 L. Arm: 30 / 5 L. Leg: 30 / 10 L. Wing: 15 / 5. Can only be attacked from behind or while flying. R. Arm: 30 / 5 R. Leg: 30 / 10 R. Wing: 15 / 5. Can only be attacked from behind or while flying. Tail: 10 / 10. Can only be attacked from behind.
Power: 50 Special Power: 50 Defense: 30 Special Defense: 45 Speed: +10 Accuracy: +10
Walk: Simple walking. 1 Unit for 2 SP. Fly: Beat wings mightly to rise upward. Goes upward 2 Units, if on the ground, or 4, if in the air. 4 SP. Requires both wings to be operative. If used on the ground, AoE2 WIND Knockback with no damage occurs. Hover: Keeps the mech in the air by beating wings. 1 SP per turn. Requires both wings to be operative. Glide: Glide forward, losing one Unit of altitude per turn and moving one Unit forward. 1 SP to start. Requires one wing to be operative.
Dragon Tail: A vicious stab with the tail. +12 PIERCING damage. If AP kicks in, the target is impaled, keeping them in place. 4 SP. Tail must be operative. Fling: Can only be done after a successful impalement. Throws the target at another. Base Stat = 1/2Defense(of thrown enemy) + 1/2 Power (of mech), weapon damage = thrown enemy's physical defense. If the target struck with the thrown enemy Defends, deal damage to the thrown enemy as well, using the same formula but with the Defense and Armor of the struck enemy. If the target is thrown at the ground or something else, use Power stat of mech, and multiply the hardness of the thing they are thrown at by the number of Units they travel before striking it (the mech can throw people up to 6 Units under it's own power). 3 SP. Tail must be operative. Claw Slash: A simple slash of the claws. +10 CUTTING, 2 SP. One arm must be operative. x2 Claw Slash: A cross slash done with claws. +10 +10 CUTTING, 3 SP. Both arms must be operative. Wind Rake: A rake with powerful foot claws. Can only be done in the air. +15 CUTTING, 2 SP. One leg must be operative. If this attack is used on the same turn as the mech lands on the ground, a struck target will be pinned to the ground underfoot unless they negate all base damage. Double Wind Rake: A rake with powerful foot claws. Can only be done in the air. +15 CUTTING, 3 SP. Strikes two targets. If this attack is used on the same turn as the mech lands on the ground, struck targets will be pinned to the ground underfoot unless they negate all base damage.
Breath Weapon: A powerful gout of breath weapon. Element = the element of move the user has the most of. In case of a tie, it is the character's choice. Min10/Max50. *2 damage. 1.5 SP per SPwr used. Head must be operative.
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Post by CJ on Feb 29, 2008 23:51:09 GMT -5
The Hylian Host A heavy martial battle mech with heavy, dangerous weaponry. It's partially made of wood, so it loses a bit of defense and gains a bit of speed. It is equipped with a shiney metal sword on it's hip in a leather sheath, an automated crossbow on it's right arm, and a Mech-sized Deku Shield on it's left. System Energy: 160 Act: 3
Cockpit: 40 / 20 L. Arm: 35 / 10 L. Leg: 30 / 10 R. Arm: 35 / 10 R. Leg: 30 / 10 Shield: 50 / 25
Power: 85 Special Power: 30 Defense: 30 Special Defense: 30 Speed: +20 Accuracy: +0
Walk: Simple walking. 1 Unit for 2 SP. Run: Engage a special locomotive form inspired by Shiek. Costs 3 SP to move 2 Units. Both legs must be operative. Jump: Preform a mighty leap with powerful legs. 2 SP to jump 2 Units upward. Distance halved if only one leg is operative.
Guard: Enter Full Defense with the Dekubaba Shield. Shield must be out to do this. 2 SP. 1 SP to drop, but no Act. Actions can't be taken, but attacks can only target the Shield part.
Draw Shield: Draws the Dekubaba Shield. While out, gain +20 Buckler Bonus, unless the shield itself is targetted. 3 SP. Requires one arm free and operative. Put Up Shield: Puts away the Dekubaba Shield. 1 SP.
Draw/Sheath Zanbato: Put up or pull out the Steel Zanbato. 2 SP.
Steel Zanbato: +20 CUTTING. Can only be used if at least one arm is operative and Zanbato is drawn. 3 SP. Tiny Ballista: Can only be used if Right Arm is free and operative, and gains -10 Accuracy if Left Arm is not free or operative. 4 SP, +15 PIERCING. Can only be used 10 times per deployment. Uses Power stat. Change Clip: 2 SP. Can only be used once per deployment. Gives 10 more shots with Tiny Ballista. Light Arrow: 2 SP and a one-turn Charge, no Act cost. Adds +15 LIGHT damage to Tiny Ballista shot. Spin Attack: 4 SP and 2 turn charge. A vicious +20 CUTTING AoE3 attack, centering on the mech.
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Post by CJ on Feb 29, 2008 23:51:25 GMT -5
The Monfadian Mechanical Battle Suit, Prototype Version 1.00, Charizard class, Rookie level, Pixie Scale, Magic Equipped, Code ZGY unit. A battle suit lovingly nicknamed 'The SS. Bureaucracy' by the NFS. It is an upright design with very stable but slightly weakened offensive abilities and a rock hard defense. Its offensive array includes a large hammer made of stone, an energy cannon in the chest called the 'Chaos Killer', and a generator that creates a shield of wind when used. Equipment Hammer of Law: A great stone hammer that takes both hands to wield and is slightly clumsy. +15 Bludgeoning, -10 Acc penalty HP: 450 Armor Rating: ? ACT: 3 Power: 25 SPower: 35 SPower II: 20 Defense: 45 SDefense: 45 Speed: +0 Accuracy: +10 Chaos Killer Cannon: Fires a wave of Order energy that bypasses armor and defense, dealing the full damage you put into it. Power: 1. HP per SPower Used: 2. Whirlwind Barrier: Creates a whirl of wind around the mech. +Veil status. HP per SPower used: 1/2.
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