[Battleclash] Falcon - Move: H - Turbo Shots (BSF) - Energy Bolts (BV) - Grenade (PS) - Plasma Grenade (SV) - Disrupter Bomb (PARALYZE) - Homing Laser (B) x 4 +TDC - Neutron Beam (B) high damage - Wide (S) high damage - Shield (barrier) - V-System (Drains HP, gives barrier and locks opponent in place) - 2 SAMW slots [b]ST Falcon[/b] [color=Cyan][b]Statistics:[/b] HP: 50, EN: 30, IS: 2, Move: G/H, Size: M[/color] [color=Pink][b]Weapons:[/b] [+] Turbo Shots [b](BSF)[/b]- 6 damage/EN [+] Energy Bolts [b](B)[/b]- 10 damage, 1 EN/shot [+] Charge Shot [b](BV)[/b]- 8 damage/EN [+] Disrupter [b](S)[/b]- [b]PARALYZE[/b], 1 round [+] Homing Laser [b](B)[/b]- 15 damage x 4, 6 EN/attack [+] Neutron Beam [b](BS)[/b]- 80 damage, 8 EN/attack [b]MAP Attacks:[/b] [+] Bomb [b](T:3)[/b]- 30 damage, 5 rounds [+] Plasma Bomb [b](T:3)[/b]- 50 damage, 1 round [+] Wide [b](T:2)[/b]- 80 damage, 1 round[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Usable by ??? and higher. 2) Countershoot: Turbo Shots 3) [b]E-Shield (Barrier)[/b] 4) [b]V-System (System)[/b]: Pay 5 PCs to activate. When active, change E-Shield to E-Field, and gain [b]Damage Dealt +25%[/b] and [b]Target's Dodge Cost +5[/b]. Each turn HP -5%. 5) Homing Laser: Target's Dodge Cost +3[/color] [color=gold][b]Purchasing Cost:[/b] ??? PCs[/color] [color=teal][b]Super AM Wars Pilot Slots:[/b] 2[/color] Garam - Move: H - Turbo Shots (BSF) - Energy Bolts (B) - Rocket Punch (P) - Charge Shot (BV), can only be used if Rocket Punch ammo is 0. [b]ST Garam[/b] [color=Cyan][b]Statistics:[/b] HP: 50, EN: 30, IS: 2, Move: G/H, Size: M[/color] [color=Pink][b]Weapons:[/b] [+] Turbo Shots [b](BSF)[/b]- 4 damage/EN [+] Energy Bolts [b](B)[/b]- 8 damage, 1 EN/shot [+] Charge Shot [b](BV)[/b]- 5 damage/EN [H] Rocket Punch [b](P)[/b]- 25 damage, 2 rounds [b]Rounds Locked[/b] [H] Double Rocket Punch- 25 damage x 2[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Usable by ??? and higher. 2) Countershoot: Turbo Shots 3) Charge Shot: Can only be used if Rocket Punch ammo is not full. If Rocket Punch ammo is 0, you may increase the final EN cost by 50% to add another hit. 4) Double Rocket Punch: Uses 2 Rocket Punch rounds.[/color] [color=gold][b]Purchasing Cost:[/b] ??? PCs[/color] Scarab - Move: H - Missiles (PGSF) - Turbo Shots (BSF) - Charge Shot (BV) - DR Lorca - Move: H - Turbo Shots (BSF) - Charge Shot (BV) - Sonic Spin (BSX) (?) - DC mod Artemis - Move: F - Missiles (PGSF) - Turbo Shot (BSF) - Charge Shot (BV) (Can be x2) Schneider - Move: H - Turbo Shots (BSF) - Energy Bolts (B) - Charge Shots (BV) - Drone summons (Energy Bolt) Ivan - Move: G - Missiles (PGSF) - Turbo Shots (BSF) - Energy Bolts (B) - Charge Shot (BV) - DR - DC penality Valius - Move: H - Arm blades (M) - Missiles (PGSF) - Turbo Shots (BSF) - Energy Bolt (B) x 2 - Charge Shot (BV) - Bunshin Sappou (BSX) (?) - Bunshin Baron - Move: H - Turbo Shot (BSF) - Energy Bolt (B) - Charge Shot (BV) - Shield Toss - Shield Thanatos - Move H - Turbo Shots (BSF) - Charge Shots (BV) (Can be x2) - Rocket Punch Thanatos 2 - Move: F - Turbo Shot (BSF) - Charge Shot (BV) (Can be x3) - Eye drone summons (Energy Bolt # 2) [Metal Combat] Tornado - Move: H - Turbo Shots (weak) - Super Turbo Shots (BSF) (high damage, ammo based. Similar to X3's Hyper Cannon) - Hyper Shot (BV) - Grenade (PS) - Plasma Grenade (SV) - Disrupter Bomb (PARALYZE) - Homing Laser (B) x 4 +TDC - Neutron Beam (B) high damage - Wide (S) high damage - Shield (barrier) - V-System (Drains HP, gives barrier and locks opponent in place) - 2 SAMW slots Garam2 - Move: H - Turbo Shots (BSF) - Energy Bolts (B) - Rocket Punch (P) - Charge Shot (BV), can only be used if Rocket Punch ammo is 0. [b]ST Garam 2[/b] [color=Cyan][b]Statistics:[/b] HP: 60, EN: 40, IS: 2, Move: G/H, Size: M[/color] [color=Pink][b]Weapons:[/b] [+] Turbo Shots [b](BSF)[/b]- 5 damage/EN [+] Energy Bolts [b](B)[/b]- 10 damage, 1 EN/shot [+] Charge Shot [b](BV)[/b]- 7 damage/EN [H] Rocket Punch [b](P)[/b]- 30 damage, 2 rounds [b]Rounds Locked[/b] [H] Double Rocket Punch- 30 damage x 2[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Usable by ??? and higher. 2) Countershoot: Turbo Shots 3) Charge Shot: Can only be used if Rocket Punch ammo is not full. If Rocket Punch ammo is 0, you may increase the final EN cost by 50% to add another hit. 4) Double Rocket Punch: Uses 2 Rocket Punch rounds.[/color] [color=gold][b]Evolution Cost:[/b] 3 (Garam)[/color] Siamang - Move: H - Turbo Shots (BSF) - Charge Shot (BV) - Dodge Cost -5 Wong - Move: H - Missiles (PGSF) - Energy Bolts (B) x 2 - Charge Shot (BV) - Triple Charge Shot (B) x 3 - Shield Griffon - Move: F/H - Missiles (PGSF) - Turbo Shots (BSF) - Charge Shot (BV) Viscount - Move: H - Turbo Shot (BSF) - charge Shot (BV) - Shield Toss - Shield Arachnus - Move: F/G - Turbo Shot (BSF) - Charge Shot (BV) x 2 - Spiral Blaster (BSX) - DR Cobra - Move: F - Missiles (PGSF) - Turbo Shot (BSF) - Charge Shot (BV) - Energy Absorber (Ray Panel?) (In shield) - DR - Shield Groken - Move: W - Turbo Shot (BSF) - Charge Shot (BV) - Body absorbs charge shots and shoots them back - DR Virvius - Move: H - Missiles (PGSF) - Rocket Punch - Turbo Shot (BSF) - Charge Shot (BV) - Bunshin - Transform (Virvius 2) Virvius 2 - Move: F - Turbo Shot (BSF) - Charge Shot (BSV) - Eye drone summons (x4) (Have Charge Shots) - DR Giga-Desp - Move: F - Turbo Shot (BSF) - Charge Shot (BSV) x 3 - Eye Cannon (B) uber damage - Drone summons (x 6) (Have Charge Shot & Turbo Shot) - Transform (Giga-Desp 2) Giga-Desp 2 - Move: F - Turbo Shots (BSF) - charge Shots (BSV) x 2 - Recovers HP from super-shots - DR