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  - [May 12, 2011, 11:02:26 AM]
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« Reply #7 on: May 12, 2011, 11:02:26 AM »
Active Pilots Atrius Schliend Lyra Leylande May Greenfield Buliwyf Herger Rellia Lunar Renae "Rin" Heathraid Wesley Tress Quentin Bouteillevoix Linear Leylande
Benched Pilots Seth "Setch" Harrow
Deceased or Traitored Pilots Florance Vie Silette ----------Active Pilots--------------------Pilot Info----------
Name: Atrius Schliend [Combat Title: The Viper.] Gender: Male Age: 22 Birth Place: Taklamakan Desert, original birth place unknown.
Appearance / Clothing: He has darkened skin from a life in the desert, and straight, unruly brown hair grown out to the base of his neck. He's commonly seen wearing a thick, tan trench coat, a faded green shirt, and a pair of semi-torn up brown jeans.
History / Background: He was a desert mercenary, living an almost tribal life after an ill-fated childhood. He rarely talks outside of battle, so little is known about him beyond what they forced him to put on the paperwork to join. Why an earthling like him has joined the Principality of Zeon against his own kind is unknown. After participating in several early space skirmishes against the E.F.S.F. before being reassigned to Earth, he shot down several enemy battleships using a unique pattern of Bazooka fire said to be like the jaws of a viper quickly closing on their prey. This is what has earned him his combat title, "The Viper."
Combat Style: A distance fighter, akin to a Sniper. Specializes in Speed and Long Range.
Points: 160.
???????: No.
Close/Proximal Range Skill: 7 Medium Range Skill: 11 Long Range Skill: 21 Reflex Speed: 17
Combat Abilities:
Marksman II - Passive Increases accuracy with Long Range and Medium Range weapons.
Crack Shot I - Active Use 1 extra Action when firing a weapon to aim for weak spots and deal additional damage. Increases Accuracy when used.
Lock-On I - Active Use 1 extra Action when firing a non-Proximal weapon to focus on the target and greatly improve accuracy.
Counterbomber I - Passive Activates automatically if attacked from Long Range. Counters the attacking unit with an attack from one of the character's own active Long Range weapons, if possible, without consuming an action. Can be intercepted. Can only activate once per battle.
----------Mobile Suit Info----------
MS-06S Zaku II Commander Type [Atrius Schliend Use.]
HP: 40 Speed: 16 [15] Armor: 13 Booster Speed: 27 [26] Booster Dash Range: 4 Booster Jump Fuel: 2 Clamp Count: 3 Clamp Locations: 1 on the side of each hip, 1 under the booster pack. Upgrades: --Thermal Sensors: Detects heat sources (hidden enemies, weapon fire, etc.) within 3 squares of the Mobile Suit, ignoring Line of Sight. Effectiveness based on Weather and Location. If more than one sensor type is installed, only one can be active at a time. Switching between Sensors can be done once-per-turn as a Free Action, and subsequently that turn as a full Action. Usability: [Space/Lunar/Surface/Undersea]
Mounted Items and Weapons:
Shoulder Shield: Mount Location: Right Shoulder. HP: 12. Armor: 10. Special Properties: --Outward Facing: Shield faces outwards, covering the unit's side by default.
Shoulder Spikes: Mount Location: Left Shoulder. Power: 8. Special Properties: --Ramming Speed: Usable when ramming by turning the equipped shoulder to the enemy.
Right Hand: 120mm Automatic Rifle: Power: 8 per round. Ammo: 12 rounds per clip. Range: Long. Reserve Clips?: Yes. Special Properties: --Armor Piercing: Shells pierce through armor, lowering its affect on final damage. Size: <Medium> Upgrades: --None.
Left Hand: None - Doublehanding 120mm Automatic Rifle.
Right Hip Clamp: Reserve Clip for 120mm Automatic Rifle.
Left Hip Clamp: Reserve Clip for 280mm Bazooka.
Back Hip Clamp: 280mm Bazooka: Power: 10 per round. Ammo: 4 rounds per clip. Range: Long. Reserve Clips?: Yes. Special Properties: --Explosive Rounds: Rounds tear armor and cause splash damage. --Heat-Seeker: Rounds curve somewhat as they fly, improving accuracy over great distances. Size: <Large> Upgrades: --None. ----------Pilot Info----------
Name: Lyra Leylande [Combat Title: None.] Gender: Female Age: 20 Birth Place: Australia.
Appearance / Clothing: approx. height. 1.65 meters. see attached image.
History / Background: After the calamity in Australia, her home country (specifically in Victoria), she got fed up with how far Earth had fallen and joined up with Zeon, hoping to bring an end to this conflict, or at least get some revenge on those who let this happen. She doesn't find it the fault of Zeon, Zeon was simply at war with Earth, it was Earth's fault for being so stubborn and then failing to protect its own people.
Combat Style: A mid to close range fighter, preferring to pepper her targets with explosives, aiming to thin out their defenses, then finishes them off with her heat hawk, if necessary, though generally opting to just let her friends clean up the scruff.
Points: 220.
???????: No.
Close/Proximal Range Skill: 12 Medium Range Skill: 20 Long Range Skill: 7 Reflex Speed: 13
Combat Abilities:
Vengeful Streak II - Passive Activates automatically the Battle Pane after 1 or more allies are destroyed. This character's first 2 Actions on the following Battle Pane resolve before moving any other unit. Can be interrupted. Can activate thrice per battle.
Countergunner I - Passive Activates automatically if attacked from Medium Range. Counters the attacking unit with an attack from one of the character's own active Medium Range weapons, if possible, without consuming an action. Can be intercepted. Can only activate once per battle.
----------Mobile Suit Info----------
RRF-06 Zanny
HP: 42 Speed: 12 [10] Armor: 15 [17] Booster Speed: 22 [20] Booster Dash Range: 4 Booster Jump Fuel: 2 Clamp Count: 1 [2] Clamp Locations: 1 under the booster pack. [1 on the side of the left hip.] Upgrades: --Increased Plating I: Adds additional layers to the Mobile Suit's armor plating, increasing its Armor by 2 and decreasing its Speed by 1. --Targeting Computer: On-board targeting computer aides with aiming at enemy units, increasing the accuracy and critical hit rate of any non-Proximal Ranged weapon. --Thermal Sensors: Detects heat sources (hidden enemies, weapon fire, etc.) within 3 squares of the Mobile Suit, ignoring Line of Sight. Effectiveness based on Weather and Location. If more than one sensor type is installed, only one can be active at a time. Switching between Sensors can be done once-per-turn as a Free Action, and subsequently that turn as a full Action.Usability: [Space/Lunar/Surface/Undersea]
Mounted Items and Weapons: Dual Head Vulcan: Mount Location: Head. Power: 1 per bullet. Ammo: 200 rounds per clip. Range: Short. Reserve Clips?: No. Special Properties: --Full-Auto Fire: Fires any number of rounds, can fire up to the remaining clip size per action.
Right Hand: 120mm Machine Gun: Power: 2 per bullet. Ammo: 99 rounds per clip. Range: Medium. Reserve Clips?: Yes. Special Properties: --Semi-Auto Fire: Fires rounds in clusters of 3, can fire up to the remaining clip size per action. --Unclampable: Cannot be equipped to a Mobile Suit's Clamp. Size: <Medium> Upgrades: --None.
Left Hand: None - Doublehanding 120mm Machine Gun.
Left Hip Clamp: Reserve Clip for 120mm Low-Recoil Cannon.
Back Hip Clamp: 120mm Low-Recoil Cannon: Power: 10 per round. Ammo: 8 rounds per clip. Range: Long. Reserve Clips?: Yes. Special Properties: --Armor Piercing: Shells pierce through armor, lowering its affect on final damage. --Lob Shot: Shots fired can be lobbed over obstacles. Size: <Large> Upgrades: --None. ----------Pilot Info----------
Name: May Greenfield [Combat Title: None.] Gender: Female Age: 24 Birthplace: Side 3
Appearance: May is a cheerful, full-figured young woman with fair skin, blue eyes and long hair that she dyes green with religious regularity. When not working with her Mobile Suit she dresses down in comfortable, casual clothes of black, grey and green - but she is just as commonly seen in her form-fitting grey and black Pilot Suit which gets her more than enough examining looks to feed her vanity. She goes out of her way to paint a green smiley face on her Mobile Suit before a sortie.
Background: Born and raised on Side 3, May is the daughter of a mid-ranking engineer who eventually became employed by Zeonic, the manufacturers of Zeon's Mobile Suits. Her mother died when she was very young and May was raised solely by her father. While most children were raised on fairy-tales and similar bedtime stories, May grew up being read sections of of engineering manuals and space navigation theory books. Where normal girls played with princess dolls, May played with small engine models and pieces of machinery. Unsurprisingly, she was easily the equal of any of her peers in both her physical sciences and math classes in school, though occasionally lacking in languages. After she graduated, May knew she wanted to work as closely with her father as she could and continued to study in space engineering and general astronautics. When war finally broke out between Zeon and the Earth Federation, May finally felt she had found her calling in the world: to fight for her home using the weapons and machines her father had helped develop and which she had been studying for so long. Following the best example of her father's work and his specialization in heavy arms design, she now pilots the green Zaku II Mobile Suit designated "Merrygate". She fights to protect her home from the oppressive clutches of the Earth Federation and also to show the galaxy what her father's weapons are capable of.
Personality: Cheerful, often motherly, very protective of her friends and absolutely ruthless towards those that hurt her loved ones. She easily treats new friends like close family and can be quite selfless for their benefit. She suffers mainly from a vanity of her physical beauty and has an almost obsessive fondness for sweets that makes her waste extra hours in the gym daily. May can also frequently be stubborn when she believes she is right and never backs down from a challenge.
Combat Style: Long range heavy weapons. Her Mobile Suit is outfitted for both giving and receiving heavy damage. She prefers to stay near the back lines and give supporting fire while also drawing the heaviest fire from the enemy since her Suit can take the punishment. If absolutely necessary she won't hesitate to move into close range and just pound the enemy into scrap metal.
Points: 20.
???????: Yes.
Close/Proximal Range Skill: 12 Medium Range Skill: 8 Long Range Skill: 26 Reflex Speed: 8
Combat Abilities:
Precognitive Defender I - Passive Activates automatically when a nearby ally would receive a fatal blow and this character can intercept that attack. This character automatically moves and intercepts that attack, either destroying or guarding it. Can be intercepted. Can only activate once per battle.
Hypersensitive I - Passive Activates automatically at the start of battle or the end of any Battle Pane. This character feels the "pressure" of highly threatening enemies, identifying them automatically.
Counterbomber I - Passive Activates automatically if attacked from Long Range. Counters the attacking unit with an attack from one of the character's own active Long Range weapons, if possible, without consuming an action. Can be intercepted. Can only activate once per battle.
----------Mobile Suit Info----------
MS-06K Zaku Cannon [Nickname: "Merrygate"]
HP: 42 Speed: 12 [8] Armor: 16 [18] Booster Speed: 18 [14] Booster Dash Range: 2 Booster Jump Fuel: Cannot Booster Jump Clamp Count: 3 [5] Clamp Locations: 1 on the side of each hip, 1 under the booster pack. [1 on the front of each hip.] Upgrades: --Increased Plating I: Adds additional layers to the Mobile Suit's armor plating, increasing its Armor by 2 and decreasing its Speed by 1. --Sonar Sensors: Detects sound sources (hidden enemies, weapon fire, etc.) within 9 squares of the Mobile Suit, ignoring Line of Sight. Effectiveness based on Weather and Location. If more than one sensor type is installed, only one can be active at a time. Switching between Sensors can be done once-per-turn as a Free Action, and subsequently that turn as a full Action. Usability: [Space/Lunar/Surface/Undersea]
Mounted Items and Weapons:
Head Vulcan: Mount Location: Head. Power: 1 per bullet. Ammo: 100 rounds per clip. Range: Short. Reserve Clips?: No. Special Properties: --Full-Auto Fire: Fires any number of rounds, can fire up to the remaining clip size per action.
Shoulder Shield: Mount Location: Right Shoulder. HP: 12. Armor: 10. Special Properties: --Outward Facing: Shield faces outwards, covering the unit's side by default.
Shoulder Shield: Mount Location: Left Shoulder. HP: 12. Armor: 10. Special Properties: --Outward Facing: Shield faces outwards, covering the unit's side by default.
Back Cannon System: Mount Location: Back, replacing the Booster Jump system. Booster Jumps cannot be performed with this weapon. Power: 20 per round. Ammo: 8 per clip. Range: Long. Reserve Clips?: No. Special Properties: --Heavy Kickback (Back Mounted): Weapon cannot be fired while moving, suffers an accuracy penalty if fired while standing, and requires two actions to fire. --Kneel Booster: This weapon's range becomes 30 squares while the firing unit is kneeling or prone. --Armor Piercing: Shells pierce through armor, lowering its affect on final damage. --Lob Shot: Shots fired can be lobbed over obstacles. --Automatic Fire: Weapon does not need to be "switched" to and can be fired at any time. --Booster Replacement: Replaces the Main Boosters, reducing Booster Dash Range by 2. Size: <Large> Upgrades: --None.
Right Hand: 280mm Bazooka: Power: 10 per round. Ammo: 4 rounds per clip. Range: Long. Reserve Clips?: Yes. Special Properties: --Explosive Rounds: Rounds tear armor and cause splash damage. --Heat-Seeker: Rounds curve somewhat as they fly, improving accuracy over great distances. Size: <Large> Upgrades: --None.
Left Hand: Doublehanding 280mm Bazooka.
Front Right Hip Clamp: Reserve Clip for 280mm Bazooka.
Front Left Hip Clamp: Reserve Clip for 175mm Mazella Top Cannon.
Right Hip Clamp: Reserve Clip for 280mm Bazooka.
Left Hip Clamp: Reserve Clip for 280mm Bazooka.
Back Hip Clamp: 175mm Mazella Top Cannon: Power: 20 per round. Ammo: 8 per clip. Range: Long. Reserve Clips?: Yes. Special Properties: --Heavy Kickback: Weapon requires both hands to use, cannot be fired while moving, and requires two actions to fire. --Kneel Booster: This weapon's range becomes 30 squares while the firing unit is kneeling or prone. --Armor Piercing: Shells pierce through armor, lowering its affect on final damage. --Lob Shot: Shots fired can be lobbed over obstacles. Size: <Large> Upgrades: --None. ----------Pilot Info----------
Name: Buliwyf Herger [Combat Title: None.] Gender: Male Age: 62 Birth Place: Side 6
Appearance / Clothing: Casual shirts, battered and faded jeans, and heavy work boots when he's off-duty. Grease-spotted reinforced pilot suit with pressure seals when he's working.
History / Background: The quintessential interplanetary blue-collar worker. Formerly an industrial megafisherman by trade, Herger was recruited by Zeon for his familiarity with giant robot operation and maintenance. He's got no real vested stake in one army winning over the other, and he is moderately disgusted with both sides for some of their more unsavory tactics. But Zeon is the ones paying his bills right now, so they get his expertise.
Combat Style: Thanks to his previous profession, Herger has no problem getting into close combat and wrestling things into submission that are six, seven times his size. Very much a short/proximal specialist, he tends to grapple and wear down his targets through punishing counterstrikes and superior endurance.
Points: 250.
???????: Yes.
Close/Proximal Range Skill: 23 Medium Range Skill: 7 Long Range Skill: 6 Reflex Speed: 16
Combat Abilities:
Grapple Expert - Passive Armed with knowledge of hand-to-hand combat, fish wrangling, and heavy machinery, this character has a distinct advantage in hand-to-hand Mobile Suit combat, able to easily overpower most units that have come to rely too heavily on their weapons during battle if he can get in range.
Debris Fighter - Passive This character's skill with improvised weaponry is far above the usual. Accuracy and damage with unconventional arms is increased.
Counterstriker I - Passive Activates automatically if attacked from Close or Proximal Range. Counters the attacking unit with an attack from one of the character's own active Close or Proximal Range weapons, if possible, without consuming an action. Can be intercepted. Can only activate once per battle.
----------Mobile Suit Info----------
MS-06C Zaku II Early Production Type
HP: 40 Speed: 12 [11] Armor: 12 [14] Booster Speed: 25 [24] Booster Dash Range: 4 Booster Jump Fuel: 2 Clamp Count: 3 Clamp Locations: 1 on the side of each hip, 1 under the booster pack. Upgrades: --Increased Plating I: Adds additional layers to the Mobile Suit's armor plating, increasing its Armor by 2 and decreasing its Speed by 1. Usability: [Space/Lunar/Surface/Undersea]
Mounted Items and Weapons:
Shoulder Shield: Mount Location: Right Shoulder. HP: 12. Armor: 10. Special Properties: --Outward Facing: Shield faces outwards, covering the unit's side by default.
Shoulder Shield: Mount Location: Left Shoulder. HP: 12. Armor: 10. Special Properties: --Outward Facing: Shield faces outwards, covering the unit's side by default.
Worker Zaku Forearm Crane: Build the hook and winch of the MS-06W Worker Zaku into the Mobile Suit's forearm. Can be cast out and pulled in. Effective range is 5 squares, but Close Combat Skill is always applied. Mount Location: Forearm.
Right Hand: None.
Left Hand: None.
Right Hip Clamp: Reserve Clip for Shotgun.
Left Hip Clamp: Shotgun: Power: 10 per spray. Ammo: 8 rounds per clip. Range: Short. Reserve Clips?: Yes. Special Properties: --Concussion Spray: Powerful spray, at close enough range can tear through the armor of battleships. Damage weakens significantly with range. Size: <Small> Upgrades: --None.
Back Hip Clamp: Heat Hawk: [Nickname: Skinning Blade] Power: 12 per slash. Ammo: Infinite. Range: Proximal. Reserve Clips?: No. Special Properties: --Superheated Blade: Cuts through armor and shields, melting them. Units that are hit and survive have far weaker armor in the affected areas. Size: <Small> Upgrades: --None. ----------Pilot Info----------
Name: Rellia Lunar (Real Surname Unknown.) Gender: Female Age: 28 Birth Place: Earth. (Exact Birthplace Unknown.)
Appearance / Clothing: White hair and red eyes makes her seem slightly...scary, though she tries not to be. She tends to not tell people what she's doing or where she's going, making her best when not working on a team, though that doesn't mean Zeon necessarily cares how she works best.
History / Background: A child born on Earth, her father one of the scientists working on the refining of Lunar Titanium, and her mother a daycare worker. She never really liked her mother. For whatever reason, she had a profound interest in science, and more specifically, the science of killing people. When the Earth Federation heard rumors of the project being leaked from her father's division (only one of many working on the project), they killed her father through assassination, and imprisoned her mother for life. As for the little girl, she was interrogated and checked against lie detector tests time and again to see what she knew, then put her in an orphanage. That was around the time she decided to be an assassin.
Combat Style: A short ranged fighter based on assassination and outmaneuvering / fooling her enemies.
Points: 0.
???????: No.
Close/Proximal Range Skill: 19 Medium Range Skill: 5 Long Range Skill: 5 Reflex Speed: 23
Combat Abilities:
Keen-Eye I - Passive Able to detect incoming attacks with a seeming-sixth sense through intense training. Evasive maneuvers such as dashing and strafing are attempted earlier when under fire, allowing them to resolve faster.
Discern Weakness - Passive When in Close Range of an enemy unit, this character can quickly discern that unit's weak spot. (This weak spot may either be a design weakness, or a structural weakness from prolonged battle.)
Quickrunner I - Active Once per battle, this character can perform 6 actions.
----------Mobile Suit Info----------
YMS-07A Prototype Gouf
HP: 46 Speed: 15 [16] Armor: 14 [12] Booster Speed: 25 [30] Booster Dash Range: 4 [5] Booster Jump Fuel: 3 Clamp Count: 3 Clamp Locations: 1 on the side of each hip, 1 under the booster pack. Upgrades: --Decreased Plating I: Removes some of the Mobile Suit's armor plating, increasing its Speed by 1 and decreasing its Armor by 2. --Sonar Sensors: Detects sound sources (hidden enemies, weapon fire, etc.) within 9 squares of the Mobile Suit, ignoring Line of Sight. Effectiveness based on Weather and Location. If more than one sensor type is installed, only one can be active at a time. Switching between Sensors can be done once-per-turn as a Free Action, and subsequently that turn as a full Action. --Thermal Cloak: Outfit the Mobile Suit with a Cloak that masks thermal images. If more than one cloak type is installed, only one can be active at a time. Switching between Cloaks can be done once-per-turn as a Free Action, and subsequently that turn as a full Action. --Sonar Cloak: Outfit the Mobile Suit with a Cloak that masks sonar images. If more than one Cloak type is installed, only one can be active at a time. Switching between Cloaks can be done once-per-turn as a Free Action, and subsequently that turn as a full Action. Usability: [Surface/Undersea]
Mounted Items and Weapons:
Shoulder Spikes Kai: Mount Location: Right Shoulder. Power: 11. Special Properties: --Ramming Speed: Usable when ramming by turning the equipped shoulder to the enemy.
Shoulder Spikes Kai: Mount Location: Left Shoulder. Power: 11. Special Properties: --Ramming Speed: Usable when ramming by turning the equipped shoulder to the enemy.
High-Mobility Leg Booster: Modifies each leg with a high-mobility booster, increasing Booster Speed by 5 and Booster Dash Range by 1. Mount Location: Bottom half of Right and Left Legs.
Right Hand: None.
Left Hand: None.
Right Hip Clamp: Heat Hawk: Power: 12 per slash. Ammo: Infinite. Range: Proximal. Reserve Clips?: No. Special Properties: --Superheated Blade: Cuts through armor and shields, melting them. Units that are hit and survive have far weaker armor in the affected areas. Size: <Small> Upgrades: --None.
Left Hip Clamp: Heat Hawk: Power: 12 per slash. Ammo: Infinite. Range: Proximal. Reserve Clips?: No. Special Properties: --Superheated Blade: Cuts through armor and shields, melting them. Units that are hit and survive have far weaker armor in the affected areas. Size: <Small> Upgrades: --None.
Back Hip Clamp: Smoke Crackers: Power: 0. Ammo: 2. Range: Medium. Reserve Clips?: No. Special Properties: --Smoke Grenade: Rounds release powerful clouds of smoke. Duration is until the end of Battle Pane after the one it was used during. --Micro Grenade: When this weapon explodes, it fires off four smaller grenades one square in each cardinal direction, with additional smoke. --Grab 'n Fire: Weapon is not "switched" to, but rather thrown from its clamp directly when needed, following the same rules as weapon reloading. Size: <Small> Upgrades: --Smoke Cracker: Upgrade the Cracker Grenades into Smoke Crackers. ----------Pilot Info----------
Name: Renae "Rin" Heathraid [Combat Title: The Mad Mare] Gender: Female Age: 28 Birth Place: Side 3
Appearance / Clothing: Usually wears the basic uniform, with white tank top under. Naturally brown eyes and long black hair. Approx 5'8", 165lbs, light build and sleek frame. Excess weight is the result of replacement body parts. Almost always wears big aviator sunglasses when not in battle, even indoors.
History / Background: A member of the highly respected Heathraid clan of Side 3, Rin is a legend among her family. Loyal to the cause of Zeon, she has never hesitated to join every fight she can. Her skill as a pilot got her rank fast, making her a Commander of her own squad, the Wild Horses. It was in that squad that she met Atrius, back when he was one of her subordinates. However, a recent battle gone bad left the Mad Mare the only survivor of the squad. High command blamed her for the disaster and demoted her. Feeling the punishment was unjust, Rin refuses to repaint her beautiful red Zaku or get rid of her beloved Wild Horses insignia. Her Zaku is red because that makes it go three times faster.
During the incident that left her squad dead, Rin was badly wounded as well. Part of her face, shoulder, and her entire left arm were lost. Thanks to the tons of money and status the Heathraids had, Rin was quickly given only the best treatment, replacing her injured or missing body bits with the latest bionics. Her left eye and arm were completely replaced. While she was meant to be in physical therapy to adjust to these new things, she insisted on returning to the war as soon as possible.
Combat Style: Speed emphasis. Utilizes a complex strategy of high-speed movements, melee to medium range attacks, and trolling. Totally savage in battle, aided slightly by bionic left eye and left arm.
Points: 0.
???????: Yes.
Close/Proximal Range Skill: 14 Medium Range Skill: 12 Long Range Skill: 5 Reflex Speed: 21
Combat Abilities:
Bionic Stability - Passive This character's accuracy isn't penalized when moving and firing simultaneously. If this character's Pilot HP falls below 5, this ability is negated.
Uncanny Dodge - Passive When a lethal attack is aimed at this character, this character's current Action is immediately disengaged and replaced with a Booster Dash or Booster Jump to dodge that attack. Can only activate once per battle.
Quickrunner I - Active Once per battle, this character can perform 6 actions.
----------Mobile Suit Info----------
MS-06S Zaku II Commander Type [Renae "Rin" Heathraid Use. Nickname: "Bronco II"]
HP: 40 Speed: 16 Armor: 13 Booster Speed: 27 Booster Dash Range: 4 Booster Jump Fuel: 2 Clamp Count: 3 [4] Clamp Locations: 1 on the side of each hip, 1 under the booster pack. [1 on the front right hip.] Upgrades: --Decreased Plating I: Removes some of the Mobile Suit's armor plating, increasing its Speed by 1 and decreasing its Armor by 2. Usability: [Space/Lunar/Surface/Undersea]
Mounted Items and Weapons:
Head Vulcan: Mount Location: Head. Power: 1 per bullet. Ammo: 100 rounds per clip. Range: Short. Reserve Clips?: No. Special Properties: --Full-Auto Fire: Fires any number of rounds, can fire up to the remaining clip size per action.
Shoulder Shield: Mount Location: Right Shoulder. HP: 12. Armor: 10. Special Properties: --Outward Facing: Shield faces outwards, covering the unit's side by default.
Shoulder Spikes: Mount Location: Left Shoulder. Power: 8. Special Properties: --Ramming Speed: Usable when ramming by turning the equipped shoulder to the enemy.
Right Hand: 120mm Machine Gun: Power: 2 per bullet. Ammo: 99 rounds per clip. Range: Medium. Reserve Clips?: Yes. Special Properties: --Semi-Auto Fire: Fires rounds in clusters of 3, can fire up to the remaining clip size per action. --Unclampable: Cannot be equipped to a Mobile Suit's Clamp. Size: <Medium> Upgrades: --None.
Left Hand: None - Doublehanding 120mm Machine Gun.
Front Right Hip Clamp: Reserve Clip for 120mm Machine Gun.
Right Hip Clamp: Reserve Clip for 120mm Machine Gun.
Left Hip Clamp: Cracker Grenades: Power: 8 per Cracker Grenade. Ammo: 2. Range: Medium. Reserve Clips?: No. Special Properties: --Explosive Rounds: Rounds tear armor and cause splash damage. --Micro Grenade: When this weapon explodes, it fires off four smaller grenades one square in each cardinal direction, with 4 Power each. --Grab 'n Fire: Weapon is not "switched" to, but rather thrown from its clamp directly when needed, following the same rules as weapon reloading. Size: <Small> Upgrades: --None.
Back Hip Clamp: Heat Sword: Power: 16 per slash. Ammo: Infinite. Range: Proximal. Reserve Clips?: No. Special Properties: --Superheated Blade: Cuts through armor and shields, melting them. Units that are hit and survive have far weaker armor in the affected areas. Size: <Medium> Upgrades: --None. ----------Pilot Info----------
Name: Wesley Tress [Combat Title: None.] Gender: Male Age: 20 Birth Place: Earth
Appearance / Clothing: He has black, combed, and always tidy hair, along with jeans and a layered vest that he will almost never be seen without, despite their impracticality for fighting.
History / Background: For most of his life, Wesley was a straight-A student who never stepped out of line. He was even in college planning to major in engineering and aerospace- the two things he connected with most. However, things changed when his father was brutally murdered by a E.S.F.S. soldier, and not given the justice he deserved. When his mother tried to plead against the soldier, she was detained, court marshaled, and executed. In just a few short weeks, he had lost his entire family to the E.S.F.S.. After a troubling and disorienting time, he finally emerged ready to avenge his parent's death. He dropped straight out of school and joined the Principality of Zeon, where he quickly proved himself as an expert handling the Moble Suit. So, when a slot became open in the Desert Cobras, he was more than happy to ablige.
Combat Style: He is a very cool and collected person: he usually manages keep a level head in battle. He is also a very orderly person, believing in fighting systematically. This also means, however, that he isn't very adaptive to unusual situations in combat. In combat, he prefers to sit back and snipe away enemies, but always carries a very close-ranged weapon just in case the fighting gets too close (a shotgun is his most preferred weapon). He prefers sitting back and supporting allies from afar much more than direct combat, usually hiding and disappearing as needed.
Points: 120.
???????: No.
Close/Proximal Range Skill: 12 Medium Range Skill: 5 Long Range Skill: 20 Reflex Speed: 15
Combat Abilities:
Marksman I - Passive Increases accuracy with Long Range weapons.
Steady Hands - Passive This character has undergone extreme sniper training. This character gains double the normal accuracy bonus when kneeling or laying prone.
Counterbomber I - Passive Activates automatically if attacked from Long Range. Counters the attacking unit with an attack from one of the character's own active Long Range weapons, if possible, without consuming an action. Can be intercepted. Can only activate once per battle.
----------Mobile Suit Info----------
MS-06F Zaku II
HP: 40 Speed: 13 [11] Armor: 13 [15] Booster Speed: 25 [22] Booster Dash Range: 4 Booster Jump Fuel: 2 Clamp Count: 3 Clamp Locations: 1 on the side of each hip, 1 under the booster pack. Upgrades: --Increased Plating I: Adds additional layers to the Mobile Suit's armor plating, increasing its Armor by 2 and decreasing its Speed by 1. --Sonar Sensors: Detects sound sources (hidden enemies, weapon fire, etc.) within 9 squares of the Mobile Suit, ignoring Line of Sight. Effectiveness based on Weather and Location. If more than one sensor type is installed, only one can be active at a time. Switching between Sensors can be done once-per-turn as a Free Action, and subsequently that turn as a full Action. --Thermal Cloak: Outfit the Mobile Suit with a Cloak that masks thermal images. If more than one cloak type is installed, only one can be active at a time. Switching between Cloaks can be done once-per-turn as a Free Action, and subsequently that turn as a full Action. Usability: [Space/Lunar/Surface/Undersea]
Mounted Items and Weapons:
Shoulder Shield: Mount Location: Right Shoulder. HP: 12. Armor: 10. Special Properties: --Outward Facing: Shield faces outwards, covering the unit's side by default.
Shoulder Spikes: Mount Location: Left Shoulder. Power: 8. Special Properties: --Ramming Speed: Usable when ramming by turning the equipped shoulder to the enemy.
Right Hand: 175mm Mazella Top Cannon: Power: 20 per round. Ammo: 8 per clip. Range: Long. Reserve Clips?: Yes. Special Properties: --Heavy Kickback: Weapon requires both hands to use, cannot be fired while moving, and requires two actions to fire. --Kneel Booster: This weapon's range becomes 30 squares while the firing unit is kneeling or prone. --Armor Piercing: Shells pierce through armor, lowering its affect on final damage. --Lob Shot: Shots fired can be lobbed over obstacles. Size: <Large> Upgrades: --None.
Left Hand: None - Doublehanding 175mm Mazella Top Cannon:.
Right Hip Clamp: Shotgun: Power: 10 per spray. Ammo: 8 rounds per clip. Range: Short. Reserve Clips?: Yes. Special Properties: --Concussion Spray: Powerful spray, at close enough range can tear through the armor of battleships. Damage weakens significantly with range. Size: <Small> Upgrades: --None.
Left Hip Clamp: Reserve Clip for Shotgun.
Back Hip Clamp: Reserve Clip for 175mm Mazella Top Cannon. ----------Pilot Info----------
Name: Quentin Bouteillevoix [Call Sign: l’Exécuteur, or more commonly: the Executor] Gender: Male Age: 24 Birth Place: Side 6
Appearance / Clothing: Well-groomed with expensive, if antiquated, styled clothing. Black, wavy hair piles upon his shoulders like strands of silk and his strong facial features frame his dashing blue eyes perfectly. The plumes on his wide-brimmed hat are likely from some rare, Earth-born bird. Below his left eye is a scar that is only noticeable in the right light. He carries an elaborately crafted saber wherever he goes, even when piloting his mobile suit. He has even gone so far as to have a custom seat installed to accommodate the weapon comfortably.
History / Background: The sole heir of the Bouteillevoix fortune, Quentin has always lived a life of luxury. He attended the best schools and was well on his way to being a prosperous lawyer, doctor, politician or any other high profile of his choice, but his lust for adventure could not be contained by a career behind a desk. Thus, he joined the military at his first opportunity. Like his schooling prior, his training came naturally and he was quickly sent out to the field. He was assigned to the Roughnecks under Lt. Rasczak who ascertained his abilities and made him second-in-command of the squad. Rasczak also bestowed upon him the call sign of l'Exécuteur as he viewed Quentin as his personal executor. Ambitions to make the Roughnecks his own were quashed, however, when orders came in for his transfer to the Desert Cobras.
Combat Style: The Executor excels at hit-and-run and mid-range combat, utilizing shotguns, machine guns and occasionally grenades to the best of his abilities. Despite his personal aptitude with a blade, his mobile suit’s Heat Hawk is practically unmarred, having seen little use over the years. Enemies that close to within melee range are more likely to be repelled by a Vulcan burst than by means of melee.
Points: 30.
???????: Yes.
Close/Proximal Range Skill: 15 Medium Range Skill: 16 Long Range Skill: 5 Reflex Speed: 16
Combat Abilities:
Hit-and-Run I - Active Once per battle, this character can fire a weapon while Booster Dashing without using an Action.
Suave Cover I - Active Once per battle, this character can use any in-range means to repel an attacker from a female ally without using an Action.
----------Mobile Suit Info----------
MS-06F Zaku II
HP: 40 Speed: 13 [14] Armor: 13 [11] Booster Speed: 25 [26] Booster Dash Range: 4 Booster Jump Fuel: 2 Clamp Count: 3 Clamp Locations: 1 on the side of each hip, 1 under the booster pack. Upgrades: --Decreased Plating I: Removes some of the Mobile Suit’s armor plating, increasing its Speed by 1 and decreasing its Armor by 2. --Thermal Sensors: Detects heat sources (hidden enemies, weapon fire, etc.) within 3 squares of the Mobile Suit, ignoring Line of Sight. Effectiveness based on Weather and Location. If more than one sensor type is installed, only one can be active at a time. Switching between Sensors can be done once-per-turn as a Free Action, and subsequently that turn as a full Action. --Sonar Sensors: Detects sound sources (hidden enemies, weapon fire, etc.) within 9 squares of the Mobile Suit, ignoring Line of Sight. Effectiveness based on Weather and Location. If more than one sensor type is installed, only one can be active at a time. Switching between Sensors can be done once-per-turn as a Free Action, and subsequently that turn as a full Action. Usability: [Space/Lunar/Surface/Undersea]
Mounted Items and Weapons:
Head Vulcan: Mount Location: Head. Power: 1 per bullet. Ammo: 100 rounds per clip. Range: Short. Reserve Clips?: No. Special Properties: --Full-Auto Fire: Fires any number of rounds, can fire up to the remaining clip size per action.
Shoulder Shield: Mount Location: Right Shoulder. HP: 12. Armor: 10. Special Properties: --Outward Facing: Shield faces outwards, covering the unit's side by default.
Shoulder Spikes: Mount Location: Left Shoulder. Power: 8. Special Properties: --Ramming Speed: Usable when ramming by turning the equipped shoulder to the enemy.
Right Hand: 120mm Machine Gun: Power: 2 per bullet. Ammo: 99 rounds per clip. Range: Medium. Reserve Clips?: Yes. Special Properties: --Semi-Auto Fire: Fires rounds in clusters of 3, can fire up to the remaining clip size per action. --Unclampable: Cannot be equipped to a Mobile Suit's Clamp. Size: <Medium> Upgrades: --None.
Left Hand: None - Doublehanding 120mm Machine Gun.
Front Right Hip Clamp: Reserve Clip for Shotgun.
Front Left Hip Clamp: Reserve Clip for 120mm Machine Gun.
Right Hip Clamp: Reserve Clip for 120mm Machine Gun.
Left Hip Clamp: Heat Hawk: Power: 12 per slash. Ammo: Infinite. Range: Proximal. Reserve Clips?: No. Special Properties: --Superheated Blade: Cuts through armor and shields, melting them. Units that are hit and survive have far weaker armor in the affected areas. Size: <Small> Upgrades: --None.
Back Hip Clamp: Shotgun: Power: 10 per spray. Ammo: 8 rounds per clip. Range: Short. Reserve Clips?: Yes. Special Properties: --Concussion Spray: Powerful spray, at close enough range can tear through the armor of battleships. Damage weakens significantly with range. Size: <Small> --Upgrades: None. ----------Pilot Info----------
Name: Linear Leylande [Combat Title: None.] Gender: Female Age: 23 Birth Place: Australia.
Appearance / Clothing: A heavy silvery leather coat frequently envelopes her standard-issue combat uniform, a touch of home and a reminder to her goals, quite the companion to her lavender-colored hair, streaking behind her shoulders in a straight flow down to mid-back, parted evenly and precisely, revealing her piercing grey-eyed gaze and sharp facial features, her tall stature accentuating her cool attitude well. approx. height. 1.78 meters.
History / Background: Shortly after her birth in Australia, when Linear was around the age of four or five, the growing tensions between the sharply opposing ideologies of her father and mother inevitably lead to a divide in their relations, her mother gravitating toward and eventually wresting custody of her beloved baby sister, Lyra, while she was stolen away by her father, who promptly transported the two of them to the frigid wastes of southern Greenland, where she was raised as a research assistant, taught in a scientific, methodical manner, indoctrinated daily by her Zeon-supporting father, until finally the fateful day came that she was to be recruited to a new unit on the faraway lunar colony of Side 3, sent there by the wishes of her father, despite her inexperience, so that she would "see the world from above in Zeon's way" so she was told.
The journey was tumultuous and the difficulty she faced adjusting to life in space was never fully surmounted, her preference for cold conditions proved to be a boon to her often poorly heated surroundings, but even so she never let the smiling face of her beloved Lyra leave her mind, etched as it was onto her thoughts as she trudged through each battle, growing more and more determined and precise, learning the technique of keeping her intense emotions cold even in the heat of battle. It wasn't long before she became known as the Icy Reaper, her unique style of battle using a utility crane mounted on her Zaku's left arm to ensnare her foes and draw them in for devastating melee attacks struck fear and admiration in her observers on the battlefield. Those who were fortunate enough to call themselves her allies remarked with what chilling alacrity she seemed to strike, "like frozen death."
As thus, it was inevitable that when news of Australia's destruction at the hands of Zeon malfeasance reached her ears, her heart grew cold with the realization that her father's ideals were a naive dream of a paradise lost to the greed-drowned hearts of their leaders. Zeon would fill the universe with naught but strife, but regardless, bringing them to their knees from the inside out was a possibility that would keep her alive, keep her with Zeon, thinking with a forward direction until her goal was met or her energy exhausted.
Her surprise when she discovered her sister not only survived Australia's demise but was even a pilot for Zeon's forces was beyond description, but only steeled her resolve to join her loved one's similar cause and put an end to the fighting between the two factions once and for all, and realize not the stagnant, nostalgic dream of the past, that of her father, but to carve out a new future, a world she could trust that Lyra would be safe in. Although her actions in battle are only now beginning to warm with the presence of her sister at her side, her idealized impressions of her have not cooled with time, and she exhibits a certain motherly attitude toward her, overprotective and affectionate, quick to act with sometimes impulsive decisiveness to ensure her safety.
Combat Style: Flexible, shaped-key solutions are the foundations of her combat, every situation is handled with the mindset that it is unique and requires a creative approach. Willingness to try new strategies trumps firmly established mantra -- procedural norms hold little sway over her madcap imaginative plans. Underlying this is a preference for the direct, and although it may deviate if the solution is most obviously in an indirect style, a marked preference for melee and medium-range fighting resembling hit and run tactics is present.
Points: 190.
???????: No.
Close/Proximal Range Skill: 16 Medium Range Skill: 14 Long Range Skill: 10 Reflex Speed: 12
Combat Abilities:
Improvisational Mastermind I - Passive Odd tactics are this character's bread-and-butter and she commits to them without hesitation, allowing them to resolve faster than they would normally in the turn order.
Motherly Overprotection I - Passive Once per battle, if "Lyra Leylande" is targeted with a lethal attack, break current Action and use any means necessary to interrupt the attack and stop/destroy the attacker. This ability only consumes the 1 broken Action of that turn, even if the method used to interrupt the attack against "Lyra Leylande" would require multiple Actions to perform.
----------Mobile Suit Info----------
MS-05B Zaku I
HP: 35 Speed: 10 Armor: 10 Booster Speed: 20 Booster Dash Range: 4 Booster Jump Fuel: 2 Clamp Count: 3 Clamp Locations: 1 on the side of each hip, 1 under the booster pack. Upgrades: --None. Usability: [Space/Lunar/Surface/Undersea]
Mounted Items and Weapons:
Worker Zaku Forearm Crane: Build the hook and winch of the MS-06W Worker Zaku into the Mobile Suit's forearm. Can be cast out and pulled in. Effective range is 5 squares, but Close Combat Skill is always applied. Mount Location: Left Forearm.
Heavy Shield: Mount Location: Right Forearm HP: 20 Armor: 15 Reserve Clips?: No. Special Properties: --Arm Mount: Mounts to a Mobile Suit's Right or Left Arm, over any existing Mounts, leaving the hand free to use. --Unclampable: Cannot be equipped to a Mobile Suit's Clamp. --Sword Holster: Can holster 1 Heat Sword inside it, handle extending out the bottom of the shield. Size: <Large> Upgrades: --None.
Stored Inside Heavy Shield: Heat Sword: Power: 16 per slash. Ammo: Infinite. Range: Proximal. Reserve Clips?: No. Special Properties: --Superheated Blade: Cuts through armor and shields, melting them. Units that are hit and survive have far weaker armor in the affected areas. Size: <Medium> Upgrades: --None.
Right Hand: 105mm Machine Gun: Power: 1 per bullet. Ammo: 100 rounds per clip. Range: Medium. Reserve Clips?: Yes. Special Properties: --Full-Auto Fire: Fires any number of rounds, can fire up to the remaining clip size per action. Size: <Small> Upgrades: --None.
Left Hand: None - Doublehanding 105mm Machine Gun:.
Right Hip Clamp: Sturm Faust (x2): Power: 12 per Sturm Faust. Ammo: 1 per Sturm Faust. Range: Long. Reserve Clips?: No. Special Properties: --Explosive Rounds: Rounds tear armor and cause splash damage. --Heat-Seeker: Rounds curve somewhat as they fly, improving accuracy over great distances. --Grab 'n Fire: Weapon is not "switched" to, but rather pulled and fired from its clamp directly when needed, following the same rules as weapon reloading. Size: <Small> Upgrades: --None.
Left Hip Clamp: Sturm Faust (x2): Power: 12 per Sturm Faust. Ammo: 1 per Sturm Faust. Range: Long. Reserve Clips?: No. Special Properties: --Explosive Rounds: Rounds tear armor and cause splash damage. --Heat-Seeker: Rounds curve somewhat as they fly, improving accuracy over great distances. --Grab 'n Fire: Weapon is not "switched" to, but rather pulled and fired from its clamp directly when needed, following the same rules as weapon reloading. Size: <Small> Upgrades: --None.
Back Hip Clamp: Reserve Clip for 105mm Machine Gun. ----------Benched Pilots--------------------Pilot Info----------
Name: Seth "Setch" Harrow Gender: Male Age: 17 Birth Place: Side 5
Appearance / Clothing: As with official protocol, Setch dresses in a mech jumpsuit with a crew cut. Although he hates the drab jumpsuit colors, he favors their ability to help his brown hair and eyes blend in with every other conscript. For concealment, however, his mech is now even uglier than the standard given to all conscripts, having been repainted numerous times to match the steel-gray of Earth's cities. As with personal protocol, however, his nametag reads "SETCH!" rather than "Harrow" and a smirk almost always lingers on his face, especially when his voice crackles in the receiver.
History / Background: All his life, Seth just couldn't stay out of trouble. His parents spent all day mining lunar minerals, leaving little time or money for their three children. Official school life, with its monotonous routine of studying, indoctrination, and obedience, only reinforced his will to rebel and escape (hence his nickname). After a near shutdown with the colony's oxygen supply when he was 15, Setch was seen by a guard running from the supply tanks. Despite his pleas of innocence, Setch's record of petty theft and schoolyard fights convinced the magistrate he was guilty of the crime. Sentenced to a year of military service, he grudgingly learned the battlefield discipline of a soldier, but also honed more important survival skills: hiding, lying, and twisting orders to his benefit. With only two months to go, Setch had already planned his escape from Side 5 in his mech, Steel Freedom, but the war intervened. Setch, over his protests, was deployed to Earth to fight. He himself was unsure how he survived the brutal horror of the last eight months, but after the near destruction of his last brigade, he was transferred to the Desert Cobras.
Combat Style: Camouflage/Evasion, Hidden/Suppression Fire, Close Combat only when cannot escape by any other means.
Points: 310.
???????: Yes.
Close/Proximal Range Skill: 9 Medium Range Skill: 21 Long Range Skill: 6 Reflex Speed: 16
Combat Abilities:
Lucky Shot - Passive When using unfocused tactics (such as suppression fire), rounds have a higher chance of hitting units in the affected area, if possible. Rounds that hit under this effect have a higher chance of inflicting critical hits or other bonuses.
Caution I - Passive/Active When checking the area around for hidden enemies, this character has a higher chance of discerning even the most well-hidden enemies. Once per battle, this character can attack a hidden enemy found this way without consuming an action. (This use is not consumed if no enemy is found.)
Countergunner I - Passive Activates automatically if attacked from Medium Range. Counters the attacking unit with an attack from one of the character's own active Medium Range weapons, if possible, without consuming an action. Can be intercepted. Can only activate once per battle.
----------Mobile Suit Info----------
MS-05B Zaku I [Nickname: Steel Freedom - Custom Colors: Steel Grey]
HP: 35 Speed: 10 Armor: 10 Booster Speed: 20 Booster Jump Fuel: 2 Clamp Count: 3 Clamp Locations: 1 on the side of each hip, 1 under the booster pack. Special Properties: --None. Modifications: --Thermal Sensors: Build a thermal sensor into the Mobile Suit. Allows for the detection of heat sources (hidden enemies, weapon fire, etc.) within 3 squares of the Mobile Suit, regardless of Line of Sight. Effectiveness based on Weather and Location. If more than one sensor type is installed, only one can be active at a time. Usability: [Space/Lunar/Surface/Undersea]
Built in Armaments: 70mm Head Vulcan: Power: 1 per bullet. Ammo: 100 rounds per clip. Range: Short. Reserve Clips?: No. Special Properties: --Full-Auto Fire: Fires any number of rounds, can fire up to the remaining clip size per action. --Head Mount: Is built into the unit's head. Cannot be removed once equipped, except to equip a different item with "Head Mount" instead. Modifications: --None.
Right Hand: 120mm Machine Gun Power: 2 per bullet. Ammo: 99 rounds per clip. Range: Medium. Reserve Clips?: Yes. Special Properties: --Semi-Auto Fire: Fires rounds in clusters of 3, can fire up to the remaining clip size per action. --Unclampable: Cannot be equipped to a Mobile Suit's Clamp. Size: <Medium> Modifications: --None.
Left Hand: None - Doublehanding 120mm Machine Gun.
Right Hip Clamp: Reserve Clip for 120mm Machine Gun.
Left Hip Clamp: Reserve Clip for 120mm Machine Gun.
Back Hip Clamp: Heat Hawk Power: 12 per slash. Ammo: Infinite. Range: Proximal. Reserve Clips?: No. Special Properties: --Superheated Blade: Cuts through armor and shields, melting them. Units that are hit and survive have far weaker armor in the affected areas. Size: <Small> Modifications: --None. ----------Deceased or Traitored Pilots--------------------Pilot Info----------
Name: Florance Vie Silette; Doctor Silette; Commonly Called Vie, or Flo [Combat Title: None.] Gender: Female Age: 23 Birth Place: Montreal, Canada
Appearance / Clothing: Medium Red Hair; Blue Eyes; 160cm, Long white robes; Blue trim.
History / Background: Vie was born in Paris, her parents were, father; a Chief, and mother; a librarian. She spent her early childhood there, learning to speak, walk, and such. At the age of 6, she moved to Montrael, where she grew up for the rest of her life. At the age 10, she picked up two hobbies; Engineering and Doctoring. She went forth with those two, learning all she could. By the age of 23 she got a doctorate of Mechanical Engineering, and Physician. She joined because she believes Zeon have the advantage technologically and she wants to help that advancement in any way she can. In leaving Earth and fighting against it, all her friends and family left her. She is in pursue of a home, friends, and family.
Personality: Talkative; Very Caring; Patient; Clingy; Hyper; Flirty. She speaks in a mix of English and French.
Combat Style: Runs around frantically healing and keeping allies in check. Outside of that she picks an allie and protects them.
Points: 160.
???????: No.
Close/Proximal Range Skill: 10 Medium Range Skill: 20 Long Range Skill: 5 Reflex Speed: 17
Combat Abilities:
Wound Mender - Passive If a Pilot(s) besides this character is injured physically during combat, this character's physician knowledge is used between missions to allow that Pilot(s) injuries to heal faster than normal.
Structural Knowledge I - Passive When using skills or equipment that restore the HP/Armor of a Mobile Suit or the health of Pilot, this character restores an additional amount of HP/Armor/health.
Countergunner I - Passive Activates automatically if attacked from Medium Range. Counters the attacking unit with an attack from one of the character's own active Medium Range weapons, if possible, without consuming an action. Can be intercepted. Can only activate once per battle.
----------Mobile Suit Info----------
MS-06C Zaku II Early Production Type
HP: 40 Speed: 12 Armor: 12 Booster Speed: 25 Booster Jump Fuel: 2 Clamp Count: 3 Clamp Locations: 1 on the side of each hip, 1 under the booster pack. Special Properties: --Shield Shoulder Armor Right: Right Shoulder Armor can be used as a Shield. (HP: 12. Armor: 10.) --Spike Shoulder Armor Left: Left Shoulder Armor can be used as a spiked ramming instrument. (Power: 8.) Modifications: --Emergency Repair Forearm: Replace the entire forearm of the Mobile Suit with a welding torch and system of metal plates designed for repairing other Mobile Suits. 5 uses per sortie, but cannot repair the same part on a Mobile Suit more than once per sortie. Usability: [Space/Lunar/Surface/Undersea]
Built in Armaments: None.
Right Hand: 120mm Machine Gun Power: 2 per bullet. Ammo: 99 rounds per clip. Range: Medium. Reserve Clips?: Yes. Special Properties: --Semi-Auto Fire: Fires rounds in clusters of 3, can fire up to the remaining clip size per action. --Unclampable: Cannot be equipped to a Mobile Suit's Clamp. Size: <Medium> Modifications: --None.
Left Hand: [Unusable due to Emergency Repair Forearm.
Right Hip Clamp: Reserve Clip for 120mm Machine Gun.
Left Hip Clamp: Reserve Clip for 120mm Machine Gun.
Back Hip Clamp: Cracker Grenades: Power: 8 per Cracker Grenade. Ammo: 2. Range: Medium. Reserve Clips?: No. Special Properties: --Explosive Rounds: Rounds tear armor and cause splash damage. --Micro Grenade: When this weapon explodes, it fires off four smaller grenades one square in each cardinal direction, with 4 Power each. --Grab 'n Fire: Weapon is not "switched" to, but rather thrown from its clamp directly when needed, following the same rules as weapon reloading. Size: <Small>
« Last Edit: February 18, 2012, 11:05:05 PM by RavenOfRazgriz »
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