Rules Changes: Dodge Cost is based on size XS: 3 SS: 5 S: 7 M: 10 L: 15 LL: 25 XL: 40 Classes gain dodge cost modifiers (Instead of DC modifiers): Valkyrie Pilot: -25%, another -40% on top of that in Guts Sei Senshi: -40% Newtype: -30% Ninja Senshi: -20% Enhanced Human: -25% Tensai: -15% Psychodriver: -15% Gundam Fighter: -10%, with -10% (Super) and -25% (Hyper) on top Personal Trooper: -15% Heavy Metal: -15% Martian Successor: -20% (Normal), -35% (IFS) Yuusha: 0% Masoukishin Herald: 0% (Normal), -35% (Full SDL) Coordinator: -10% (Normal), -30% (SEED Mode) Dynamic: +15% You deduct your dodge cost from your unit's Limit (LM) value when you dodge an attack Skills: Guts: DC -10%, TDC +10% with each level. Recognition: DC -20%, TDC +20% Leadership: DC -30% given Attack Slots: You have 5 attack slots. You may use as many attacks as you wish up to the limit of these attack slots in a single attack phase. A single [b](V)[/b], [b](F)[/b], or [b](X)[/b] attack may not be used more than once in an attack phase. Items: (PX and V-MAX Systems are at the bottom) Link Combo: +1 Attack slots, unstackable. Grapple/Hybrid Dual Sensors: Damage +25%, Target's Dodge Cost +25% for the respective types. Multi-Sensor: Damage +15%, Target's Dodge Cost +15% for non-[H], Damage +25%, Target's Dodge Cost +25% for [H] Hi-Performance Targeter: Target's Dodge Cost +40% Tesla Drive: Dodge Cost -10% Tesla Drive S: Dodge Cost -20% Dual Tesla Drive: Dodge Cost -30% A-Up Unit S/SC: gives +20 to Limit in additon to normal effects. PC Based Weapons and Abilities work on a pool of PCs that is equal to [b]100[/b]. [b]Perfect Z Gundam[/b] [color=cyan][b]Statistics:[/b] HP: 70, EN: 50, LM: 120, IS: 2, Move: G, Size: M[/color] [color=pink][b]Weapons:[/b] [+] Vulcan- 2 damage, 20 rounds, 1 slot [+] Gatling Gun [b](V)[/b]- 8 damage, 12 rounds, 1 slot/3 rounds [+] Hip Beam Cannon [b](B)[/b]- 12 damage, 1 EN/attack, 2 slots [F] Beam Saber [b](BM)[/b]- 12 damage, 2 slots [+] Beam Rifle [b](B)[/b]- 15 damage, 10 rounds, 2 slots [+] Beam Smart Gun [b](B)[/b]- 18 damage, 20 rounds, 3 slots [H] Psycom Hand [b](BPX)[/b]- 16 damage/EN. Requires [b]NT/EH[/b] to execute., 1 slot/5% EN [F] Long Beam Saber [b](BM)[/b]- 22 damage, 1 EN/attack, 2 slots [F] Hi-Mega Saber [b](B)[/b]- 35 damage, 2 EN/attack. 3 slots [+] Hi-Mega Launcher [b](B)[/b]- 60 damage, 3 EN/attack, 4 slots [F] Hyper Beam Saber [b](BS)[/b]- 100 damage, 10 EN/attack. Requires [b]NT/EH[/b] to execute. 4 slots [F] Waverider Assault- [b]300 damage[/b], 15 EN/attack, [b]Barrier Pierce[/b]. Requires [b]NT/EH[/b] to execute. 5 slots [b]MAP Attacks:[/b] [+] Hi-Mega Launcher [b](BI:5)[/b]- 50 damage, 8 EN/shot, All slots [b]Combo Attacks:[/b] [+] Double Mega Launcher [b](BS)[/b]- 80 damage x 2, 10 EN/shot, All slots [+] Triple Mega Launcher [b](BS)[/b]- 80 damage x 3, 12 EN/shot, All slots[/color] [color=beige][b]Inherent Abilities:[/b] 1) Usable by Lieutenants or higher 2) Anti-Beam Shield: MS Mode Only 3) Countercut: Beam Saber 4) Countershoot: Vulcan, Gatling Gun, Hip Beam Cannon, Beam Rifle, Beam Smartgun, Hi-Mega Launcher 5) Dodge Cost -10% 6) [b]Biosensor (System)[/b] 7) [b]Anti-Beam Coating (S Armor)[/b] 8) [b]I-Field (Barrier)[/b] 9) [b]Waverider Mode:[/b] Dodge Cost -25% instead and Move: F only. Only Gatling Gun, Hip Beam Cannon, Beam Rifle, Beam Smartgun, Hi-Mega Launcher, and Waverider Assault are enabled. 10) Beam Smartgun: Target's Dodge Cost +5. This effect is negated when shield usage is 0. 11) Waverider Assault: Target's Dodge Cost +5 12) Double Mega Launcher: Requires an allied Gundam ZZ or Full Armor ZZ Gundam to execute. Counts as a Z Gundam for the purposes of this attack. 13) Triple Mega Launcher: Requires an allied GP-03D Dendrobium and Gundam ZZ or Full Armor ZZ Gundam to execute. Counts as a Z Gundam for the purposes of this attack[/color] [color=gold][b]Evolution Cost:[/b] 5 (Z Gundam)[/color] [b]ZZ Gundam ver.JA[/b] [color=cyan][b]Statistics:[/b] HP: 70, EN: 45, LM: 110, IS: 2, Move: G, Size: M[/color] [color=pink][b]Weapons:[/b] [+] Double Vulcan- 3 damage, 20 rounds, 1 slot [+] Missile Launcher [b](PGSF)[/b]- 8 damage/2 PCs, 1 slot/5% PCs [+] Double Cannon [b](B)[/b]- 20 damage, 8 rounds, 2 slots [F] Hyper Beam Saber [b](BV)[/b]- 20 damage/EN, 1 slot/20% EN [+] Double Beam Rifle [b](B)[/b]- 30 damage # 2, 12 rounds, 3 Slots [+] Hi-Mega Cannon [b](BS)[/b]- 140 damage, 8 EN/shot, 4 Slots [+] Hi-Mega Cannon Full Power- [b]500 damage[/b], [b]Barrier Pierce[/b], 20 EN/shot. Requires [b]NT/EH[/b] to execute., 5 slots [b]MAP Attacks:[/b] [+] Hi-Mega Cannon [b](BI:3)[/b]- 100 damage, 15 EN/shot, All slots[/color] [color=beige][b]Inherent Abilities:[/b] 1) Usable by Lieutenants or higher 2) Shield: MS Mode Only 3) Countercut: Hyper Beam Saber 4) Countershoot: Double Vulcan, Double Cannon, Double Beam Rifle 5) [b]Damage Recieved -20%[/b] 6) [b]Biosensor (System)[/b] 7) [b]Anti-Beam Coating (S Armor)[/b] 8) [b]Biofield (S Barrier):[/b] [i]Found in the MechDev Lexicon.[/i] 9) [b]G-Fortress Mode:[/b] Dodge Cost -20% and Move: F only. Only Missile Launcher, Double Cannon, and Double Beam Rifle are enabled. 10) [b]Core Block System (Neo Core Fighter)[/b][/color] [color=gold][b]Evolution Cost:[/b] 5 (ZZ Gundam)[/color] [b]Neo Core Fighter[/b] [color=cyan][b]Statistics:[/b] HP: 10, EN: 10, LM: 50, IS: 2, Move: F, Size: S[/color] [color=pink][b]Weapons:[/b] [+] Micro Missile Launcher [b](PGF)[/b]- 2 damage, 20 rounds, 1 slot/4 rounds[/color] [color=beige][b]Inherent Abilities:[/b] 1) Dodge Cost -25%[/color] [color=gold][b]Purchasing Costs:[/b] Not Applicable. To acquire this unit, ZZ Gundam must be destroyed or you choose to separate.[/color] [b]Dai Lider[/b] [color=cyan][b]Statistics:[/b] HP: 180, EN: 90, LM: 90, IS: 2, Move: F/G, Size: L, Class: High-Tier[/color] [color=pink][b]Weapons:[/b] [H] Cross Shuriken [b](P)[/b]- 15 damage, 10 rounds, 1 slot [F] Lider Punch [b](M)[/b]- 20 damage, 2 slots [F] Denko Lider Kick [b](M)[/b]- 50 damage, [b]PARALYZE[/b], 1 EN/attack, 3 slots [H] Harken Impulse Drive- 40 damage # 2, 1 EN/attack, 3 slots [F] Drill Arm [b](V)[/b]- 15 damage/EN, 6 rounds, 1 slot/20% EN [F] Counter Spike Charge- [b]PARALYZE[/b] + [b](M)[/b] 70 damage, 3 EN/attack, 3 slots [H] King Stone Flash- 90 damage, 3 EN/attack, 3 slots [F] Dai Setsudan [b](MF)[/b]- 18 damage/EN + 40 damage, 2 EN/attack, 5 slots [F] Super Lider Moon Kick- 30 damage x 2, 2 EN/attack, 3 slots [F] Plasma Spiral Dive [b](S)[/b]- 130 damage, 3 rounds, 4 slots [F] Lidol Combination [b](F)[/b]- 30 damage/2 EN, 1 slot/5% EN [F] Chodenji Drill Kick [b](V)[/b]- 20 damage/EN, Requires System LIDER active to execute. 1 slot/20% EN [F] Shinkuu Jigokukuruma- 200 damage, 8 EN/attack, Requires System LIDER active to execute. 4 slots [F] Liderblade- 300 damage, 12 EN/attack, Requires System LIDER active to execute. 5 slots [H] Reverse Lider Typhoon [b](SV)[/b]- 24 damage/EN. Expends all EN but 1. Requires System LIDER active to execute. All slots [F] Rising Meteor Inferno [b](X)[/b]- 60 damage/5 EN, Requires System LIDER active to execute. 1 slot/5% EN [F] Jinrai- [b]500 damage[/b], 30 EN/attack, Requires System LIDER active to execute. 5 slots [b]Combo Attacks:[/b] [H] Cylcone Crusher- 50 damage x 2, 4 EN + [b](V)[/b] 15 damage/EN All slots. [F] Außenseiter Crash- [b]700 damage[/b], 18 EN/attack All slots. [H] Final Dynamic Guardian Special- [b]1200 damage[/b]- 20 EN/attack, [b]Barrier Pierce[/b] All slots.[/color] [color=beige][b]Inherent Abilities:[/b] 1) Usable by Lieutenants or higher 2) Shield: Liderblade. Requires System LIDER. 3) Countercut 4) [b]Damage Received -35%[/b] 5) Dodge Cost -15% 6) [b]Lider Wall (Barrier):[/b] Negates 18 damage from any source for 1 EN. 7) [b]System LIDER (System):[/b] [i]Same effects as [b]System LIOH[/b].[/i] 8) Counter Spike Charge: If the [b]PARALYZE[/b] is dodged or negated, the rest of the attack is automatically negated. 9) Liderblade: Target's Dodge Cost +10% 10) Reverse Lider Typhoon: Target's Dodge Cost +15%. If this attack is used, System LIDER deactivates and the turn counter for System LIDER's activation cost resets as if it were Turn 1. 11) Jinrai: Target's Dodge Cost +25% 12) Cylcone Crusher: Requires an allied Perfect Außenseiter to execute. 12) Außenseiter Crash: Target's Dodge Cost +30%. Requires an allied Perfect Außenseiter to execute. 13) Final Dynamic Guardian Special: Target's Dodge Cost +30%. Requires an allied Perfect Daizengar and an allied Perfect Außenseiter to execute.[/color] [color=Gold][b]Evolution Cost:[/b] 5 (Dai Lioh)[/color] [b]Dairayzer[/b] [color=Cyan][b]Statistics:[/b] HP: 170, EN: 90, LM: 90, IS: 2, Move: F/G, Size: L[/color] [color=Pink][b]Weapons:[/b] [F] Extreme Blade [b](M)[/b] 50 damage, 2 slots [H] Gravity Impact- 60 damage, 2 EN/attack, 2 slots [+] Guncharge: Hi Tension Mode [b](S)[/b]- 250 damage, 3 rounds, 4 slots [F] Genesic Riser- 300 damage, 20 EN/attack, 5 slots [b]MAP Attacks:[/b] [H] Trance Infinity [b](D:6)[/b]- 120 damage, 20 EN/attack, All slots [b]Combo Attacks:[/b] [H] Final Yuusha Special [b](S)[/b]- [b]5000 damage[/b], 30 EN/attack. Usable by Yuusha only., All slots[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Yuusha, Useable by Lieutenants or Higher. 2) Countercut 3) Dodge Cost -15% 4) [b]Damage Recieved -30%[/b] 5) [b]HP Regen 20%[/b] 6) [b]Resupply[/b] 7) [b]Rapid Deployment:[/b] Requires 5 Evo points on Rayzer. 8) Final Yuusha Special: Target's Dodge Cost +50%. Requires five allied units with Final Yuusha Special, piloted by Yuushas to execute. Allied units cannot be the same as this unit, or any other unit used in this combo.[/color] [color=Gold][b]Acquirement Method:[/b] Perform Gattai in Rayzelvar.[/color] [color=Teal][b]SAMW Pilot Slots:[/b] 5[/color] [color=lightblue][b][u]Biosensor[/u][/b][/color] [b]Class:[/b] System, Passive/Activated [b]Description:[/b] N/A [b]Ability:[/b] [LIST][b]Passive Abilities[/b] [*]Target's Dodge Cost +10% [b]Active Abilities[/b] [*][b]Biosensor Outburst:[/b] Usable by [b]NT/EH[/b] only. Pay 15 PCs to activate. All Weapon Damage +50% and Target's Dodge cost +35% instead of passive ability. 5 turns to recharge.[/LIST] [color=lightblue][b][u]System LIOH[/u][/b][/color] [b]Class:[/b] Special [b]Description:[/b] N/A [b]Ability:[/b] Activation cost is variable depending on how soon you want to perform.[i] Turn 1: 40 PCs; Turn 2: 20 PCs; Turn 3; 10 PCs; Turn 4 and thereafter: Free.[/i] When activated, all [F] Weapon Damage +50%, Target's Dodge Cost +15% and EN Cost of all [F] weapons -25%. [color=lightblue][b][u]V-MAX System[/u][/b][/color] [b]Class:[/b] System [b]Description:[/b] N/A [b]Ability:[/b] Pay 10 PCs to activate. Weapon Damage +25%, Dodge Cost -15%. Gain [b]Beam Coat[/b] and [b]Stealth (4)[/b] ([b]Beam Coat[/b] given by V-MAX System is considered an [b]S Barrier[/b]). Target's Dodge Cost +25% for non [b](X)[/b]-Type weapons. Each turn PC -2. This ability is disabled when upkeep can't be paid or you choose to disable it. [color=lightblue][b][u]PX System[/u][/b][/color] [b]Class:[/b] System [b]Description:[/b] A system that works on the increased neural activity during high-stress situations, making time seem to slow down. Has a high risk factor, however, and can only be active for a limited time, else it'll destroy the pilot's mind. [b]Ability:[/b] When activated, gain the following enhancements based on rank for the next [b]4 turns[/b]. You may only use this ability [b]ONCE[/b] per battle. Private: No effects Corporal: [i]Dodge Cost -10%, Target's Dodge Cost +10%, Attack Slot +1[/i] Sergeant: [i]Dodge Cost -15%, Target's Dodge Cost +15%, Attack Slot +1[/i] Ensign: [i]Dodge Cost -20%, Target's Dodge Cost +20%, Attack Slots +2[/i] Lieutenant: [i]Dodge Cost -25%, Target's Dodge Cost +25%, Attack Slots +2[/i] If you are Lieutenant, you may decide to activate [b]PX Overdrive[/b] instead of the above abilities. If you do, the effects last for only [b]2 turns[/b] after activation, and you gain the following instead: [i]Dodge Cost -35%, Target's Dodge Cost +35%, Damage Dealt +25%, Attack Slots +2[/i]