[b]Name:[/b] [b]Rank:[/b] Lieutenant [b]Class:[/b] Fighter Pilot [b]SP:[/b] 260/260 [b]Spells:[/b] 1) Flash 2) Concentrate 3) Sure Hit 4) Hot Blood 5) Greater Duty 6) Resupply [b]Stats:[/b] Dodge Cost [b]-20%[/b]. Countercut Cost: [b]6 AP[/b] Countershoot Cost: [b]2 AP[/b] [b]Skills:[/b] 1) Gunfight Lv3 2) SP Boost Lv3 3) Concentration 4) B-Save Lv3 [b]Techniques:[/b] 1) Deflect Shot 2) Rapid Fire 3) N/A [b]Abilities:[/b] 1) [b]Guts[/b] [i]Class: Passive (Main)[/i] Gain bonuses when DP is low. Bonus varies depending on level of remaining DP: -60% DP and below: Dodge Cost -5%; Target's Dodge Cost +5%; Weapon Damage +5% -50% DP and below: Dodge Cost -10%; Target's Dodge Cost +10%; Weapon Damage +10% instead -40% DP and below: Dodge Cost -15%; Target's Dodge Cost +15%; Weapon Damage +15% instead -30% DP and below: Dodge Cost -20%; Target's Dodge Cost +20%; Weapon Damage +20%; +1 Advanced Maneuver gain each turn instead 2) [b]Advanced Maneuver[/b] [i]Class: Passive (Main)[/i] Ranges between 0 and 10. Gain 1 Advanced Maneuver counter each turn during your Regen Phase. Advanced Maneuver counters can be expended to give different effects. Advanced Maneuver abilities are activated during the Spirit Command Phase. - [b]Steady Shot[/b]: Costs 2 Advanced Maneuver. Countershoot cost -50% for this turn. - [b]Barrel Roll[/b]: Costs 3 Advanced Maneuver. Gain Dodge Cost -10% and Target's Dodge Cost +20% for this turn. - [b]Fast Combat[/b]: Costs 8 Advanced Maneuver. Gain 1 additional Attack Phase this turn. - [b]Evasive Maneuver[/b]: Costs 10 Advanced Maneuver. Negate all attacks aimed at you this round. This is an Evasive Secondary Defense 3) [b]Variable Form Specialty[/b] [i]Class: Active[/i] Gain an extra transformation phase at the start of every turn. Can only be used in units sized M and lower. 4) [b]Gunfight[/b] [i]Class: Passive (Main)[/i] [+]-type weapon damage +30%. Target's Dodge Cost +10% 5) [b]Enlarged Payloads[/b] [i]Class: Passive (Sub)[/i] Ammo of weapons and abilities +45% [b]Name:[/b] [b]Rank:[/b] Lieutenant [b]Class:[/b] Newtype (X) [b]Current Max SP:[/b] 175 [b]Maximum SP Cap:[/b] 175 [b]Skills & Abilities:[/b] Spells: 1) Greater Perseverence 2) Flash 3) Direct Attack 4) Concentrate 5) Snipe Attack 6) Exaust Skills: 1) Recognition 2) Gunfight Lv3 3) Attacker 4) Hit & Away Minimum Dodge Cost is [b]5.[/b] [b]Newtype Level[/b]: Decreases Dodge Cost and increases target's Dodge Cost. [b][i]Private[/b]: Dodge Cost is 11; Target's Dodge Cost +3.[/i] [b][i]Corporal[/b]: Dodge Cost is 11; Target's Dodge Cost +3.[/i] [b][i]Sergeant[/b]: Dodge Cost is 10; Target's Dodge Cost +4.[/i] [b][i]Ensign[/b]: Dodge Cost is 10; Target's Dodge Cost +4.[/i] [b][i]Lieutenant: Dodge Cost is 9; Target's Dodge Cost +5.[/i][/b] [b]Countercut:[/b] 2 EN or 4 PCS [b]Countershoot[/b] [b][URL=http://simchamber.com/index.php?showtopic=116]Stress Gauge[/URL][/b] [b]Only ones able to execute weapons/abilities requiring the Newtype/Enhanced Human pilot classes (Funnels, etc).[/b] [b]Gunfight:[/b] [+]-type damage +30% [b]Pattern Recognition:[/b] Dodge Cost -3 and Target's Dodge Cost +3. Cost is variable depending on how soon you want to activate. Turn 1: 40 PCs; Turn 2: 20 PCs; Turn 3; 10 PCs; Turn 4 and thereafter: Free. [b]Weakness Recognition:[/b] Damage dealt +20%. Cost is variable depending on how soon you want to activate. Turn 1: 40 PCs; Turn 2: 20 PCs; Turn 3; 10 PCs; Turn 4 and thereafter: Free. [b]Name:[/b] [b]Rank:[/b] Lieutenant [b]Class:[/b] Matey Jock [b]SP:[/b] 200/200 [b]Spells:[/b] 1) Greater Perseverence 2) Flash 3) Hot Blood 4) Lucky 5) Direct Attack 6) N/A [b]Stats:[/b] Dodge Cost [b]+0%[/b] Countercut Cost: [b]4 AP[/b] Countershoot Cost: [b]6 AP[/b] [b]Skills:[/b] 1) E-Save Lv3 2) Gunfight Lv3 3) N/A 4) N/A [b]Techniques:[/b] 1) N/A 2) N/A 3) N/A [b]Abilities:[/b] 1) [b]Brave Spirit:[/b] [i]Class: Passive (Main)[/i] Damage Received -15%, Weapon Damage +15% 2) [b]Potential:[/b] [i]Class: Passive (Main)[/i] Gain bonuses when HP is low. Bonus varies depending on level of remaining HP: -50% HP and below: Damage Received -10%; Weapon Damage +30% -40% HP and below: Damage Received -20%; Weapon Damage +65% instead -30% HP and below: Damage Received -30%; Weapon Damage +100% instead -20% HP and below: Damage Received -30%; Weapon Damage +100%; +1 Courage gain each turn instead. 3) [b]Courage Gauge[/b] [i]Class: Passive (Main)[/i] Ranges between 0 and 10. Gain 1 Courage counter each turn during your Spirit Command Phase. Courage counters can be expended to give different effects. Courage abilities are activated during the Spirit Command Phase. - [b]Defense Pierce:[/b] Costs 3 Courage. The last hit of your next attack phase gains [b]Barrier Pierce[/b] and [b]Armor Pierce[/b]. - [b]Finishing Attack:[/b] Cost 5 Courage. The last hit of your next attack phase gains Weapon Damage +100% and Target's Dodge Cost [b]+25%[/b]. - [b]Will Power:[/b] Pay 1.5 * resource cost to activate a combo attack without the partner unit present. You must pay 1 Courage 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 class or class ability (such as Unlock Potential, Super/Hyper Mode, etc.), other than Brave Pilot. - [b]Miracle:[/b] Costs 10 Courage. Negate up to 10000 damage from the first attack you receive this turn (resolved before any other pilot abilities). Only usable in [b]Brave[/b] units. [b]Name:[/b] [b]Rank:[/b] Lieutenant [b]Class:[/b] Antibody [b]SP:[/b] 230/230 [b]Spells:[/b] 1) Iron Wall 2) Resist 3) Concentrate 4) Great Effort 5) Mercy 6) Training [b]Stats:[/b] Dodge Cost [b]-10%[/b] Countercut Cost: [b]2 AP[/b] Countershoot Cost: [b]6 AP[/b] [b]Skills:[/b] 1) Unit Specialization: Antibody Lv3 2) Potential Lv2 3) SP Boost Lv2 4) Ignore Size [Larger] [b]Techniques:[/b] 1) N/A 2) N/A 3) N/A [b]Abilities:[/b] 1) [b]Synchronization[/b] [i]Class: Passive (Main)[/i] Once activated gain [b]Weapon Damage +25%[/b], [b]Damage Received -25%[/b], and [b]Dodge Cost -5%[/b]. [b](M)[/b]-type attacks gain [b]Target's Countercut Cost x1.25[/b]. Activation cost is variable depending on how soon you want to activate. [i]Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free.[/i] Synchronization is automatically activated when your HP drops below [b]50%[/b]. 2) [b]Infight[/b] [i]Class: Passive (Main)[/i] Gain the [b]Countercut[/b] ability in any unit that requires Martial Arts Mastery to countercut. [F]-type Weapon Damage +25% 3) [b]Antibody Reaction Level[/b] [i]Class: Passive (Main)[/i] When in an [b]Antibody[/b], gain [b]Damage Dealt +30%[/b], [b]Dodge Cost -10%[/b], and [b]Target's Dodge Cost +20%[/b] 4) [b]Ignore Size [Larger][/b] [i]Class: Passive (Main)[/i] Opponents larger than you do not receive the damage reduction from size from your attacks. You do not suffer the Countercut Cost Penalties from opponents larger than you. 5) [b]Potential[/b] [i]Class: Passive (Main)[/i] -35% HP and below: Damage Received -10%; Weapon Damage +10% -20% HP and below: Damage Received -15%; Weapon Damage +20% instead [b]Name:[/b] [b]Rank:[/b] Lieutenant [b]Class:[/b] Heavy Psycho Metal Driver [b]Current Max SP:[/b] 175 [b]Maximum SP Cap:[/b] 175 [b]Skills & Abilities:[/b] Spells: 1) Trust 2) Flash 3) Provoke 4) Iron Wall 5) Substitute 6) Belief Skills: 1) Improved Countercut Lv3 2) Improved Shields Lv3 3) Guard 4) N/A Dodge Cost is [b]12[/b]. Minimum Dodge Cost is [b]5.[/b] Countercut: [b]1[/b] EN or [b]4[/b] PCs [b]Self-Tempering:[/b] Damage received -20%. Requires activation to use. Cost is variable depending on how soon you want to activate. Turn 1: 40 PCs; Turn 2: 20 PCs; Turn 3; 10 PCs; Turn 4 and thereafter: Free. [b]Faultless Defence:[/b] Gain 5 extra shield uses. [b]Super Heavy Metal Power:[/b] Negate all damage dealt against you for 1 turn. Does NOT negate status attacks. Allowed ability usage depends on rank. [i][b]Private:[/b] Usable 2 times per fight. Requires 5 turns to charge between uses. [b]Corporal:[/b] Usable 4 times per fight. Requires 4 turns to charge between uses. [b]Sergeant:[/b] Usable 6 times per fight. Requires 3 turns to charge between uses. [b]Ensign:[/b] Usable 8 times per fight. Requires 2 turns to charge between uses. [b]Lieutenant:[/b] Usable 10 times per fight. Requires 1 turn to charge between uses.[/i] Only ones able to activate the [b]Nendou Field.[/b] [b]Nendou Field:[/b] The protective powers of this barrier depend on your rank: [b][i]Private[/b]: Nendou Field protects against 10 damage.[/i] [b][i]Corporal[/b]: Nendou Field protects against 12 damage.[/i] [b][i]Sergeant[/b]: Nendou Field protects against 15 damage.[/i] [b][i]Ensign[/b]: Nendou Field protects against 17 damage.[/i] [b][i]Lieutenant[/b]: Nendou Field protects against 20 damage.[/i] [b]Name:[/b] [b]Rank:[/b] Lieutenant [b]Class:[/b] Lumberjack [b]SP:[/b] 200/200 [b]Spells:[/b] 1) Greater Perseverence 2) Flash 3) Iron Wall 4) Substitute 5) Belief 6) Miracle [b]Stats:[/b] Dodge Cost [b]+0%.[/b] Countercut Cost: [b]5 AP[/b] Countershoot Cost: [b]6 AP[/b] [b]Skills:[/b] 1) Concentration 2) Infight Lv3 3) Attacker 4) Counter Lv1 [b]Techniques:[/b] 1) N/A 2) N/A 3) N/A [b]Abilities:[/b] 1) [b]Super Robot Spirit[/b] [i]Class: Passive (Main)[/i] Damage Received -25%, Weapon Damage +25% 2) [b]Potential[/b] [i]Class: Passive (Main)[/i] Gain bonuses when HP is low. Bonus varies depending on level of remaining HP: 50% HP and below: Damage Received -20%; Weapon Damage +30% 40% HP and below: Damage Received -30%; Weapon Damage +70% instead 30% HP and below: Damage Received -40%; Weapon Damage +110% instead 20% HP and below: Damage Received -50%; Weapon Damage +150% instead 3) [b]Open Get Specialty[/b] [i]Class: Passive (Sub)[/i] In units with [b]Open Get[/b] gain 5 additional Open Get uses. 4) [b]Infight[/b] [i]Class: Passive (Main)[/i] [F]-type weapon damage +30%. Dodge Cost -10% 5) [b]Attacker[/b] [b]Damage dealt +20%[/b]. Cost is variable depending on how soon you want to activate. [i]Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free.[/i] 6) [b]Unrelenting[/b] [i]Class: Active[/i] Can block/evade and attack in the same round. 5 turns to charge an recharge. [b]Name:[/b] [b]Rank:[/b] Lieutenant [b]Class:[/b] Child of Alvis [b]SP:[/b] 150/200 [b]Spells:[/b] 1) Great Effort 2) Perseverence 3) Direct Attack 4) N/A 5) N/A 6) N/A [b]Stats:[/b] Dodge Cost [b]-10%.[/b] Countercut Cost: [b]3 AP[/b] Countershoot Cost: [b]3 AP[/b] [b]Skills:[/b] 1) Unit Specialization: Fafner Lv1 2) Recognition 3) N/A 4) N/A [b]Techniques:[/b] 1) N/A 2) N/A 3) N/A [b]Abilities:[/b] 1) [b]Siegfried System Support[/b] [i]Class: Passive (Sub)[/i] Starting from turn 2, activate one ability per turn to a maximum of 3 abilities. [i]Midgard Reinforcement[/i] Damage negated by [size=1]Phase Shift Armor, Variable Phase Shift Armor, Trans-Phase Armor, or[/size] Midgard +300 [i]Terrain Adaptation:[/i] Negate all dodge cost penalties from Terrain. [i]Thruster Modification:[/i] Unit gains Dodge Cost -10% [i]Weapons Tuning:[/i] Unit gains Weapon Damage +10%. [i]Sensor Adjustment:[/i] All of the Unit's weapons gain Acc +10%. 2) [b]Assimilation[/b] [i]Class: Passive (Main)[/i] Gain [b]Dodge Cost -10%[/b], [b]Target's Dodge Cost +20%[/b], and [b]Weapon Damage +20%[/b]. [i]Activates when your unit's HP drops to 20% or below, any ally's HP drops to 30% or below, or activates automatically after 4 turns.[/i] 3) [b]Pattern Recognition[/b] [i]Class: Active[/i] [b]Dodge Cost -10%[/b] and [b]Target's Dodge Cost +10%[/b]. Cost is variable depending on how soon you want to activate. [i]Turn 1: 40 AP; Turn 2: 20 AP; Turn 3: 10 AP; Turn 4 and thereafter: Free. [/i] 4) [b]Child of Alvis[/b] [i]Class: Passive (Main)[/i] When in a [b]Fafner[/b], gain [b]Damage Dealt +10%[/b] and [b]Dodge Cost -5%[/b] [b]Name:[/b] [b]Rank:[/b] Lieutenant [b]Class:[/b] Mechanic [b]SP:[/b] 170/200 [b]Spells:[/b] 1) Perseverence 2) Extend 3) Accelerate 4) N/A 5) N/A 6) N/A [b]Stats:[/b] Dodge Cost [b]-10%.[/b] Countercut Cost: [b]4 AP[/b] Countershoot Cost: [b]3 AP[/b] [b]Skills:[/b] 1) Engineer L2 2) Logistical Support L2 3) N/A 4) N/A [b]Techniques:[/b] 1) N/A 2) N/A 3) N/A [b]Abilities:[/b] 1) [b]Scavenger[/b] [i]Class: Passive (Main)[/i] Credit rewards x1.5 2) [b]Field Modification[/b] [i]Class: Passive (Main)[/i] Apply up to three of the following modifications to base stats upon deployment. You may only choose a modification once and only one modification may be allied to a single weapon. - [i]Structure Reinforcement:[/i] HP +20% - [i]System Optimization:[/i] EN +20% - [i]Thruster Modification:[/i] Dodge Cost -10% - [i]Armor Reinforcement:[/i] Damage Received -20% - [i]Increased Ammunition:[/i] One weapon gains +50% ammo. - [i]Increased Efficiency:[/i] One weapon gains -50% EN/AP cost - [i]Increased Power:[/i] One weapon gains +50% damage - [i]Increased Accuracy:[/i] Increase the accuracy mod of a single weapon by 20% - [i]AP Ammo:[/i] One non-[b](B)[/b], non-[b](X)[/b] round-based weapon gains [b]Armor Pierce[/b]. - [i]Sniper Scope:[/i] One non-[F] non-Snipe-capable weapon gains [b]Snipe:[/b] Weapon (+20%) - [i]Focused Power:[/i] One non-[b](X)[/b] EN-based weapon gains [b]Barrier Pierce[/b]. - [i]Multi-Purpose Explosive:[/i] One non-[b](X)[/b]/[b](F)[/b] [+] [b](P)[/b] weapon gains one of the following: [b]Accuracy Break[/b], [b]Mobility Break[/b], [b]Armor Break[/b] or [b]Weapon Break[/b]. - [i]Overdrive:[/i] One Ammo, EN or AP weapon gains +100% damage and +50% EN/AP cost or -50% ammo. 3) [b]Master Mechanic[/b] [i]Class: Passive (Sub)[/i] Effects of [b]Repair[/b] and [b]Resupply[/b] increased by 10%. Effects of [b]Quick Fix[/b] increased by 5%.