HP: 105/120
[||||||||||--|] Class: Land Size: S Base Attack: 6 Base Defense: 5 Upgrades: Combat Program: +1 to combat efficiency Reflexes Program: +1 to actions/turn Shield v2: Damage from explosives and melee reduced, higher amount reduced Right Arm: Drum Machinegun [Range, Automatic]
Attack Addon: 2
Range: 250
Fire Rate: 5 shots Rifle [Range, Semi-Automatic]
Attack Addon: 3
Range: 200
Fire Rate: 2 shots
Additional Info: Can not deal critical damage Left Arm: Metal Slayer [Melee, Sword, Fire]
Attack Addon: 4
Range: 30
Max Combo: 5
Additional Info: Can burn enemy with 10-20% chance Magnet Beam [UNIDENTIFIED] Legs:Leg Boosters [+2 to agility / dodge rate] Status: Shocked (damage each turn, chance to interrupt action) Protected (protected by Aila)
HP:90/100
[||||||||||] Type: Artillery Size: L Base Attack: 7 Base Defense: 6 Upgrades:None Body: Rocket Launchers
Attack Addon: 3
Homing: Positive
Range: 500
Fire Rate: 2 shots Mine Shooters
Attack Addon: 4
Max Range: 400
Type: Explosive Land and Air mines.
Additional Info: Used for: Strafers Head: Psygun
Attack Addon: 3
Homing: Positive
Range: 200 Arms: Beam Blades
Range: 40
Attack Addon: 4
Combo with 1: 3
Combo with Both: 4 Status:Normal
HP: 140/150
[|||||||||||||||] Type: Land Size: S Base Attack: 7 Base Defense: 5 Upgrades: None Weapons:
Icicle Shooter [Range, Long Range]
Range: 500
Attack Addon: 2
Ice Blade [Melee, Long Reach]
Range: Long
Attack Addon: 3
Range: 60
Max Combo: 9 Status: Shocked (damage each turn, chance to interrupt action)
HP: 140/150
[|||||||||||||||] Type: Air Size: S Equipment:
Mecha Jetter Booster
Photon Laser
Rage Machine Gun (with +10% critical)
Motorized Gun (5 shots per clip but insane rapidfire.) Bonus:
+10%evasion
Break mode(+50%attack, defense, evasion. Instantly fixes Double break mode module.(Double break mode module breaks after break mode is over.)), 3 turns left Skills:
Polarity Shield(3 turns left.): Absorbs all attacks for that turn, gain energy units on how damage received, 3 turns cooldown.
Energy units: 400
Break Mode(ACTIVATED): Likely responses: Activate Hyper Charge, requires 100 energy units.
Double Break Mode(???):Requires 300 energy units.
HP: 190/200
[||||||||||||||||||||] Type: Land Size: S Base Attack: 20 Base Defense: 20 Arms: Two Hand Sword
Range: 70
Attack Addon: 7
Max Combo: 3 Skill: Hyper Charge (enables 5 hit combo, makes added attack 11)
HP: 60/120
[||||||||||||] Base Attack: 5 Base Defense: 6 Type: Artillery Size: S Arms: Bazooka & Machinegun Legs: None Body: "Trance Skirt" prototype. (Psygun and Psyslicer)
HP: 385/400
[||||||||||||||||||||||||||||||||||||||--|] Type: Air Size: L Base Attack: 15 Base Defense: 15 Status: AURA Mode Core Weapon: Spread Homing Blaster
Attack Addition: 5 Divine Blade
Attack Addition: 3
Mega Thunder Laser
Damage: 300-500
Cooldown: 12 Turns
Negatives: Chance to recieve SHOCK.
Positives: Good chance to deal strong SHOCK.|Good chance to deal strong STUN.
Range: Infinity.
Additional Note: Great technology from the Kamui Fighters gives a big discovery of having a way to implent this fine weapon into other machines, the test unit, R0 was a flawless success.
Status: In Cooldown - 11 turns remaining
Name: Kamui Zero - Zodiac Core Active
HP: 560
Attack: 30
Defense: 20
Attacks: Mega Thunder Laser|Aimed Thunder|Homing Lasers|Laser Orbs
[strike] [/strike]
Shock sti*bzzt*ning. Re*bzzt* initiali*bzzt*. Struc*vbzzt*as been repaired. Heav*bzzt*amage o*bzzt*ily.
"N-no... *bzzt* Must... survive...*bzzt*" Atta*bzzt* Metal Slayer, twice. Att*bzzt*pairs on Sho*bzzt*tus.
R1 *bzzt* Upgrade: TIME *bzzt*NING: 17 turns[/scaps]
Broke out the SHOCK, wich seems to clear Aila's SHOCK aswell.
Then you slash. (50 damage because CRIT)
Aila still defends.
Alba Laza Alpha-Strikes Kamui Zero (70 damage)
---
Dualer wrote:
UC:0
Unequipped Items:
Sturbanger Arm (Artillery only, L size)
Flail(any can equip)
Two Hand Lance Handle(get other 2 parts before use)
Robots in current party(before turn):
Type:Air
Size:S
HP:140/150
Location:SHADOW LAIR
Equipment:
Mecha Jetter Booster
Photon Laser
Rage Machine Gun
Motorized Gun (5 shots per clip but insane rapidfire.)
Spur
Bonus:
+10%evasion
+10%critical(only applies to Rage machine gun)
Break mode(+50%attack, defense, evasion. Instantly fixes Double break mode module.(Double break mode module breaks after break mode is over.)), 3 turns left
[Currently controlled by player.]
HP: 60/120
Attack: 5
Defense: 6
Type: Artillery
Size: S
Arms: Bazooka & Machinegun
Legs: None
Body: "Trance Skirt" prototype. (Psygun and Psyslicer, nothing inappropriate, she's a robot, so no problems.)
Status:SHOCK
HP: 190/200
Attack: 20
Defense: 20
Arms: Two Hand Sword (70 range, adds 7 attack.)
Skill: Hyper Charge (enables 5 hit combo, current is only 3, makes added attack 11, so prepare yourself for a heck of a battle.)
HP: 115/120 Class: Land Size: S Base Attack: 6 Base Defense: 5 Upgrades: Combat Program: +1 to combat efficiency Reflexes Program: +1 to actions/turn Shield v2: Damage from explosives and melee reduced, higher amount reduced Right Arm:
Drum Machinegun [Range, Automatic]
Attack Addon: 2
Range: 250
Fire Rate: 5 shots [default 1]
Rifle [Range, Semi-Automatic]
Attack Addon: 3
Range: 200
Fire Rate: 2 shots
Additional Info: Can not deal critical damage
Ice Blade [Melee, Long Reach]
Range: Long
Attack Addon: 3
Range: 60
Max Combo: 9 Left Arm:
Metal Slayer [Melee, Sword, Fire]
Attack Addon: 4
Range: 30
Max Combo: 5
Additional Info: Can burn enemy with 10-20% chance
Magnet Beam [UNIDENTIFIED] Legs:Leg Boosters [+2 to agility / dodge rate] Status: Normal
HP:90/100 Type: Artillery Size: L Base Attack: 7 Base Defense: 6 Upgrades:None Body:
Rocket Launchers
Attack Addon: 3
Homing: Positive
Range: 500
Fire Rate: 2 shots
Mine Shooters
Attack Addon: 4
Max Range: 400
Type: Explosive Land and Air mines.
Additional Info: Used for: Strafers Head:
Psygun
Attack Addon: 3
Homing: Positive
Range: 200 Arms:
Beam Blades
Range: 40
Attack Addon: 4
Combo with 1: 3
Combo with Both: 4 Status:Normal
HP: 140/150 Type: Land Size: S Base Attack: 7 Base Defense: 5 Upgrades: None Weapons:
Icicle Shooter [Range, Long Range]
Range: 500
Attack Addon: 2 Status: SHOCK
Name: Kamui Zero - Zodiac Core Active
HP: 560/600
Attack: 30
Defense: 20
Attacks: Mega Thunder Laser|Aimed Thunder|Homing Lasers|Laser Orbs
Mega Thunder Laser
Damage: 300-500
Cooldown: 12 Turns
Negatives: Chance to recieve SHOCK.
Positives: Good chance to deal strong SHOCK.|Good chance to deal strong STUN.
Range: Infinity.
Additional Note: Great technology from the Kamui Fighters gives a big discovery of having a way to implent this fine weapon into other machines, the test unit, R0 was a flawless success.
Status: Available
Known Skills:
Energy units:400
Break mode(ACTIVATED): Likely responses: Activate Hyper Charge, requires 100 energy units.
Double Break Mode(ACTIVATED):???, requires 300 energy units
Polarity shield(2 turns left.): Absorbs all attacks for that turn, gain energy units on how damage received, 3 turns cooldown.
Reflection shield(broken beyond repair)
Type:Air
Size:S
HP:200/200
Location:SHADOW LAIR
Equipment:
Mecha Jetter Booster
Photon Laser
Rage Machine Gun
Motorized Gun (5 shots per clip but insane rapidfire.)
Spur
Bonus:
+10%evasion
+10%critical(only applies to Rage machine gun)
Double break mode(+100%attack, defense, evasion.) 6 turns left
Cursed Entity(All attacks has 75% chance of inflicting strong CURSE, 75% chance to inflict strong CURSE to self after each attack, 100% chance to ignore strong CURSE each action.)
[Currently controlled by player.]
Cursed Entity(All attacks has 75% chance of inflicting strong CURSE, 75% chance to inflict strong CURSE to self after each attack, 100% chance for CURSE have no effect.)
Burning Soul(All attacks has 75% chance of inflicting strong FIRE, 75% chance to inflict strong FIRE to self after each attack, 100% chance for FIRE have no effect.)
Perfect Freeze(All attacks has 75% chance of inflicting strong FREEZE, 75% chance to inflict strong FREEZE to self after each attack, 100% chance for FREEZE have no effect.)
Dread Venom(All attacks has 75% chance of inflicting strong POISON, 75% chance to inflict strong POISON to self after each attack, 100% chance for POISON have no effect.)
Thunder Caller(All attacks has 75% chance of inflicting strong SHOCK, 75% chance to inflict strong SHOCK to self after each attack, 100% chance for SHOCK have no effect.)
Abyss Lullaby(All attacks has 75% chance of inflicting strong SLEEP, 75% chance to inflict strong SLEEP to self after each attack, 100% chance for SLEEP have no effect.)
Staggering Dealer(All attacks has 75% chance of inflicting strong STUN, 75% chance to inflict strong STUN to self after each attack, 100% chance for STUN have no effect.)
note: all HP is recovered when going to Break mode and Double break mode.
Vector Raid fires the blaster. (50 damage)
Alba Laza gets strange reaction on the activated Double Break Mode.
Lily fires all her weapons. (100 damage)
VF Type-H stands ready to block/reflect.
---
Alnylthyria wrote:>Uncertainty: Begin creating a humanoid avatar
>PS: Begin manifestation of energy blades
>CS: Begin manifestation of empowering aura
>WS: Begin manifestation of magic-amplification runes
All set, body in progress. (will be done next turn)
---
Dr. Roboevil wrote:______________________________
Rusted Dragon
Periods
Final Redistribution: 1000
Internal Condition: 115
External Condition: Red Chip, Green Chip, Aftercharge, Karmagen II
External Module: Karma BlasterStriker, Karma Defense System, Rusted Dragon Options(Gatling Gun, Stardust Cannon), Ancient Cannon Parts: 3/7
Segment: Path of Courage - Arena
Adversary: Misery - Champion
[
Internal Condition: 350
Attempt amount: 20
Conditional recursion: 25
]
______________________________ Initiate combination procedure, process to initiate pattern named after 'Option Release' internal module use, reprocess to initiate pattern named after 'Option Release' internal module use, reprocess to initiate pattern named after 'Option Release' internal module use, reprocess to initiate pattern named after 'Option Release' internal module use, finalize combination procedure, reinitiate command procedure use after 'formation 3' towards every selected the subject named after 'Option', finalize conditional recursion, periods
The 3 attacks hit. (100 damage)
Misery launches more Homing Lasers after some bats. (30 damage)
---
Kamui Zero wrote:FIRE!
...!
Mega Thunder Laser is fired! (100 damage to Vector Raid, no shock)
---
Event: Fog of War
---
Welp, chain reactions happen.
Re: RtD: The Arks - The Double Cameo
Posted: Sun Jun 10, 2012 12:53 pm
by [][][][]
Units In Party [before turn]
HP: 105/120
[||||||||||--|] Class: Land Size: S Base Attack: 6 Base Defense: 5 Upgrades: Combat Program: +1 to combat efficiency Reflexes Program: +1 to actions/turn Shield v2: Damage from explosives and melee reduced, higher amount reduced Right Arm: Drum Machinegun [Range, Automatic]
Attack Addon: 2
Range: 250
Fire Rate: 5 shots Rifle [Range, Semi-Automatic]
Attack Addon: 3
Range: 200
Fire Rate: 2 shots
Additional Info: Can not deal critical damage Left Arm: Metal Slayer [Melee, Sword, Fire]
Attack Addon: 4
Range: 30
Max Combo: 5
Additional Info: Can burn enemy with 10-20% chance Magnet Beam [UNIDENTIFIED] Legs:Leg Boosters [+2 to agility / dodge rate] Status: Protected (protected by Aila)
HP:200/200
[||||||||||||||||||||] Type: Artillery Size: L Base Attack: 18 Base Defense: 18 Upgrades:None Weapons: Super Missile Launcher|Homing Mines|Hyper Psygun Specials: Super Alpha Strike|Divine Charge (Divine Avenger Charge)|Aimed Thunder|Thunder Laser Status:Normal
HP: 140/150
[|||||||||||||||] Type: Land Size: S Base Attack: 7 Base Defense: 5 Upgrades: None Weapons:
Icicle Shooter [Range, Long Range]
Range: 500
Attack Addon: 2
Ice Blade [Melee, Long Reach]
Range: Long
Attack Addon: 3
Range: 60
Max Combo: 9 Status: Protector (Protecting R0)
HP: 200/200
[||||||||||||||||||||] Type: Air Size: S Equipment:
Mecha Jetter Booster
Photon Laser
Rage Machine Gun (with +10% critical)
Motorized Gun (5 shots per clip but insane rapidfire.) Bonus:
+10%evasion
Double Break Mode(+100%attack, defense, evasion.) 6 turns left
Cursed Entity(All attacks has 75% chance of inflicting strong CURSE, 75% chance to inflict strong CURSE to self after each attack, 100% chance to ignore strong CURSE each action.) Skills:
Polarity Shield(3 turns left.): Absorbs all attacks for that turn, gain energy units on how damage received, 3 turns cooldown.
Energy units: 100
Break Mode(ACTIVATED): Likely responses: Activate Hyper Charge, requires 100 energy units.
Double Break Mode (ACTIVATED): Requires 300 energy units.
HP: 190/200
[||||||||||||||||||||] Type: Land Size: S Base Attack: 20 Base Defense: 20 Arms: Two Hand Sword
Range: 70
Attack Addon: 7
Max Combo: 3 Skill: Hyper Charge (enables 5 hit combo, makes added attack 11)
HP: 60/120
[||||||||||||] Base Attack: 5 Base Defense: 6 Type: Artillery Size: S Arms: Bazooka & Machinegun Legs: None Body: "Trance Skirt" prototype. (Psygun and Psyslicer)
HP: 285/400
[||||||||||||||||||||||||||||--|||||||||||] Type: Air Size: L Base Attack: 15 Base Defense: 15 Status: AURA Mode Core Weapon: Spread Homing Blaster
Attack Addition: 5 Divine Blade
Attack Addition: 3
Mega Thunder Laser
Damage: 300-500
Cooldown: 12 Turns
Negatives: Chance to recieve SHOCK.
Positives: Good chance to deal strong SHOCK.|Good chance to deal strong STUN.
Range: Infinity.
Additional Note: Great technology from the Kamui Fighters gives a big discovery of having a way to implent this fine weapon into other machines, the test unit, R0 was a flawless success.
Status: In Cooldown - 10 turns remaining
Secondary Statuses [before turn]
Location: Shadow Lair Universal Credits: 500
Name: Kamui Zero - Zodiac Core Active
HP: 290 / 600
[||||||||||||||||||||||||||||||||||||||||||||||||||]
Attack: 30
Defense: 20
Attacks: Mega Thunder Laser|Aimed Thunder|Homing Lasers|Laser Orbs
[strike] [/strike]
Shock has been repaired from units 'R0' and 'Aila'. Kamui Zero ZODIAC is still fighting, though it has half its structure destroyed.
"It's all, or nothing! Perform the final strike!" Alpha Strike, twice [if possible] or fire with Drum Machinegun after Alpha Strike. Transmit command to units 'Albatreos Laza -HYPER MODE-' and 'Aila' [Full offense, maximize damage output, do not let Kamui Zero ZODIAC counterattack]
R1 System Upgrade: TIME REMAINING: 16 turns
Re: RtD: The Arks - Three Sided Battle
Posted: Sun Jun 10, 2012 5:31 pm
by Halico
UC:0
Unequipped Items:
Sturbanger Arm (Artillery only, L size)
Flail(any can equip)
Two Hand Lance Handle(get other 2 parts before use)
Name: Kamui Zero - Zodiac Core Active
HP: 290/600
Attack: 30
Defense: 20
Attacks: Mega Thunder Laser|Aimed Thunder|Homing Lasers|Laser Orbs
Mega Thunder Laser
Damage: 300-500
Cooldown: 12 Turns
Negatives: Chance to recieve SHOCK.
Positives: Good chance to deal strong SHOCK.|Good chance to deal strong STUN.
Range: Infinity.
Additional Note: Great technology from the Kamui Fighters gives a big discovery of having a way to implent this fine weapon into other machines, the test unit, R0 was a flawless success.
Status: Available
Known Skills:
Energy units:100
Break mode(ACTIVATED): Likely responses: Activate Hyper Charge, requires 100 energy units.
Double Break Mode(ACTIVATED):???, requires 300 energy units
Polarity shield(1 turn left.): Absorbs all attacks for that turn, gain energy units on how damage received, 3 turns cooldown.
Reflection shield(broken beyond repair)
RAIWAT quad laser(repair:9 turns left): shoots 4 gigantic beams in a spread, each beam deals 400~800 damage, requires 400 energy units, requires double break mode.
D.O.U.: Charge and fire Spur
Internal system:Attempt to repair weapon module "RAIWAT quad laser"
Cursed Entity(All attacks has 75% chance of inflicting strong CURSE, 75% chance to inflict strong CURSE to self after each attack, 100% chance for CURSE have no effect.)
Burning Soul(All attacks has 75% chance of inflicting strong FIRE, 75% chance to inflict strong FIRE to self after each attack, 100% chance for FIRE have no effect.)
Perfect Freeze(All attacks has 75% chance of inflicting strong FREEZE, 75% chance to inflict strong FREEZE to self after each attack, 100% chance for FREEZE have no effect.)
Dread Venom(All attacks has 75% chance of inflicting strong POISON, 75% chance to inflict strong POISON to self after each attack, 100% chance for POISON have no effect.)
Thunder Caller(All attacks has 75% chance of inflicting strong SHOCK, 75% chance to inflict strong SHOCK to self after each attack, 100% chance for SHOCK have no effect.)
Abyss Lullaby(All attacks has 75% chance of inflicting strong SLEEP, 75% chance to inflict strong SLEEP to self after each attack, 100% chance for SLEEP have no effect.)
Staggering Dealer(All attacks has 75% chance of inflicting strong STUN, 75% chance to inflict strong STUN to self after each attack, 100% chance for STUN have no effect.)
Re: RtD: The Arks - Chain Reactions
Posted: Sun Jun 10, 2012 9:41 pm
by Alnylthyria
>Uncertainty: Begin manifesting an army of sidhe.
>PS: Distribute blades to the sidhe.
>CS: Give a nice motivational speech to the sidhe.
>WS: Teach the sidhe magic.
>All: Pose as a team, because SIDHE JUST GOT REAL.
Re: RtD: The Arks - Chain Reactions
Posted: Tue Jun 12, 2012 4:41 am
by Scionox
______________________________
Rusted Dragon
Periods
Final Redistribution: 1000
Internal Condition: 110
External Condition: Red Chip, Green Chip, Aftercharge, Karmagen II
External Module: Karma BlasterStriker, Karma Defense System, Rusted Dragon Options(Gatling Gun, Stardust Cannon), Ancient Cannon Parts: 3/7
Segment: Path of Courage - Arena
Adversary: Misery - Champion
[
Internal Condition: 250
Attempt amount: 20
Conditional recursion: 25
]
______________________________ Initiate combination procedure, process to initiate pattern named after 'Option Release' internal module use, reprocess to initiate pattern named after 'Option Release' internal module use, reprocess to initiate pattern named after 'Option Release' internal module use, reprocess to initiate pattern named after 'Option Release' internal module use, finalize combination procedure, reinitiate command procedure use after 'formation 3' towards every selected the subject named after 'Option', finalize conditional recursion, periods
HP: 105/120
[||||||||||--|] Class: Land Size: S Base Attack: 6 Base Defense: 5 Upgrades: Combat Program: +1 to combat efficiency Reflexes Program: +1 to actions/turn Shield v2: Damage from explosives and melee reduced, higher amount reduced Right Arm: Drum Machinegun [Range, Automatic]
Attack Addon: 2
Range: 250
Fire Rate: 5 shots Rifle [Range, Semi-Automatic]
Attack Addon: 3
Range: 200
Fire Rate: 2 shots
Additional Info: Can not deal critical damage Left Arm: Metal Slayer [Melee, Sword, Fire]
Attack Addon: 4
Range: 30
Max Combo: 5
Additional Info: Can burn enemy with 10-20% chance Magnet Beam [UNIDENTIFIED] Legs:Leg Boosters [+2 to agility / dodge rate] Status: Protected (protected by Aila)
HP:200/200
[||||||||||||||||||||] Type: Artillery Size: L Base Attack: 18 Base Defense: 18 Upgrades:None Weapons: Super Missile Launcher|Homing Mines|Hyper Psygun Specials: Super Alpha Strike|Divine Charge (Divine Avenger Charge)|Aimed Thunder|Thunder Laser Status:Normal
HP: 140/150
[|||||||||||||||] Type: Land Size: S Base Attack: 7 Base Defense: 5 Upgrades: None Weapons:
Icicle Shooter [Range, Long Range]
Range: 500
Attack Addon: 2
Ice Blade [Melee, Long Reach]
Range: Long
Attack Addon: 3
Range: 60
Max Combo: 9 Status: Protector (Protecting R0)
HP: 200/200
[||||||||||||||||||||] Type: Air Size: S Equipment:
Mecha Jetter Booster
Photon Laser
Rage Machine Gun (with +10% critical)
Motorized Gun (5 shots per clip but insane rapidfire.) Bonus:
+10%evasion
Double Break Mode(+100%attack, defense, evasion.) 6 turns left
Cursed Entity(All attacks has 75% chance of inflicting strong CURSE, 75% chance to inflict strong CURSE to self after each attack, 100% chance to ignore strong CURSE each action.) Skills:
Polarity Shield(3 turns left.): Absorbs all attacks for that turn, gain energy units on how damage received, 3 turns cooldown.
Energy units: 100
Break Mode(ACTIVATED): Likely responses: Activate Hyper Charge, requires 100 energy units.
Double Break Mode (ACTIVATED): Requires 300 energy units.
HP: 190/200
[||||||||||||||||||||] Type: Land Size: S Base Attack: 20 Base Defense: 20 Arms: Two Hand Sword
Range: 70
Attack Addon: 7
Max Combo: 3 Skill: Hyper Charge (enables 5 hit combo, makes added attack 11)
HP: 60/120
[||||||||||||] Base Attack: 5 Base Defense: 6 Type: Artillery Size: S Arms: Bazooka & Machinegun Legs: None Body: "Trance Skirt" prototype. (Psygun and Psyslicer)
HP: 285/400
[||||||||||||||||||||||||||||--|||||||||||] Type: Air Size: L Base Attack: 15 Base Defense: 15 Status: AURA Mode Core Weapon: Spread Homing Blaster
Attack Addition: 5 Divine Blade
Attack Addition: 3
Mega Thunder Laser
Damage: 300-500
Cooldown: 12 Turns
Negatives: Chance to recieve SHOCK.
Positives: Good chance to deal strong SHOCK.|Good chance to deal strong STUN.
Range: Infinity.
Additional Note: Great technology from the Kamui Fighters gives a big discovery of having a way to implent this fine weapon into other machines, the test unit, R0 was a flawless success.
Status: In Cooldown - 10 turns remaining
Secondary Statuses [before turn]
Location: Shadow Lair Universal Credits: 500
Name: Kamui Zero - Zodiac Core Active
HP: 290 / 600
[||||||||||||||||||||||||||||||||||||||||||||||||||]
Attack: 30
Defense: 20
Attacks: Mega Thunder Laser|Aimed Thunder|Homing Lasers|Laser Orbs
[strike] [/strike]
Shock has been repaired from units 'R0' and 'Aila'. Kamui Zero ZODIAC is still fighting, though it has half its structure destroyed.
"It's all, or nothing! Perform the final strike!" Alpha Strike, twice [if possible] or fire with Drum Machinegun after Alpha Strike. Transmit command to units 'Albatreos Laza -HYPER MODE-' and 'Aila' [Full offense, maximize damage output, do not let Kamui Zero ZODIAC counterattack]
R1 System Upgrade: TIME REMAINING: 16 turns
-
Dualer wrote:
UC:0
Unequipped Items:
Sturbanger Arm (Artillery only, L size)
Flail(any can equip)
Two Hand Lance Handle(get other 2 parts before use)
Name: Kamui Zero - Zodiac Core Active
HP: 290/600
Attack: 30
Defense: 20
Attacks: Mega Thunder Laser|Aimed Thunder|Homing Lasers|Laser Orbs
Mega Thunder Laser
Damage: 300-500
Cooldown: 12 Turns
Negatives: Chance to recieve SHOCK.
Positives: Good chance to deal strong SHOCK.|Good chance to deal strong STUN.
Range: Infinity.
Additional Note: Great technology from the Kamui Fighters gives a big discovery of having a way to implent this fine weapon into other machines, the test unit, R0 was a flawless success.
Status: Available
Known Skills:
Energy units:100
Break mode(ACTIVATED): Likely responses: Activate Hyper Charge, requires 100 energy units.
Double Break Mode(ACTIVATED):???, requires 300 energy units
Polarity shield(1 turn left.): Absorbs all attacks for that turn, gain energy units on how damage received, 3 turns cooldown.
Reflection shield(broken beyond repair)
RAIWAT quad laser(repair:9 turns left): shoots 4 gigantic beams in a spread, each beam deals 400~800 damage, requires 400 energy units, requires double break mode.
D.O.U.: Charge and fire Spur
Internal system:Attempt to repair weapon module "RAIWAT quad laser"
Cursed Entity(All attacks has 75% chance of inflicting strong CURSE, 75% chance to inflict strong CURSE to self after each attack, 100% chance for CURSE have no effect.)
Burning Soul(All attacks has 75% chance of inflicting strong FIRE, 75% chance to inflict strong FIRE to self after each attack, 100% chance for FIRE have no effect.)
Perfect Freeze(All attacks has 75% chance of inflicting strong FREEZE, 75% chance to inflict strong FREEZE to self after each attack, 100% chance for FREEZE have no effect.)
Dread Venom(All attacks has 75% chance of inflicting strong POISON, 75% chance to inflict strong POISON to self after each attack, 100% chance for POISON have no effect.)
Thunder Caller(All attacks has 75% chance of inflicting strong SHOCK, 75% chance to inflict strong SHOCK to self after each attack, 100% chance for SHOCK have no effect.)
Abyss Lullaby(All attacks has 75% chance of inflicting strong SLEEP, 75% chance to inflict strong SLEEP to self after each attack, 100% chance for SLEEP have no effect.)
Staggering Dealer(All attacks has 75% chance of inflicting strong STUN, 75% chance to inflict strong STUN to self after each attack, 100% chance for STUN have no effect.)
-
Kamui Zero wrote:You shall not get out alive!
A clash of his Mega Thunder LAser and Alba Laza's Super Alpha Strike dominates the field, however, Alba Laza manages to win, and deals the damage needed to force Kamui Zero to shut down.
Item Get: Zodiac Core - Ophiuchus' Lost Core
Choices to use it
Resurrect Phoenix MK.II
or
Fix DOU's Reflection Shield.
NOTE: You can only choose between ONE of the choices, it's a one-time only choice, choose well. (SPOILER: Reflection Shield can be fixed later on with a type of technology)
---
Dr. Roboevil wrote:______________________________
Rusted Dragon
Periods
Final Redistribution: 1000
Internal Condition: 110
External Condition: Red Chip, Green Chip, Aftercharge, Karmagen II
External Module: Karma BlasterStriker, Karma Defense System, Rusted Dragon Options(Gatling Gun, Stardust Cannon), Ancient Cannon Parts: 3/7
Segment: Path of Courage - Arena
Adversary: Misery - Champion
[
Internal Condition: 250
Attempt amount: 20
Conditional recursion: 25
]
______________________________ Initiate combination procedure, process to initiate pattern named after 'Option Release' internal module use, reprocess to initiate pattern named after 'Option Release' internal module use, reprocess to initiate pattern named after 'Option Release' internal module use, reprocess to initiate pattern named after 'Option Release' internal module use, finalize combination procedure, reinitiate command procedure use after 'formation 3' towards every selected the subject named after 'Option', finalize conditional recursion, periods
130 damage.
Misery drops a block on you, missed that.
---
Alnylthyria wrote:>Uncertainty: Begin manifesting an army of sidhe.
>PS: Distribute blades to the sidhe.
>CS: Give a nice motivational speech to the sidhe.
>WS: Teach the sidhe magic.
>All: Pose as a team, because SIDHE JUST GOT REAL.
Mind placing a picture of the Sidhe?
All set anyway.
---
Fog of War ends, you see two gates, one to the Sanctuary, and one to a boss.
Choices:
Go to the Sanctuary
Take on the boss for loot
---
Whew.
Re: RtD: The Arks - Hard Decisions
Posted: Tue Jun 12, 2012 10:43 pm
by Alnylthyria
[The sidhe are essentially elves.]
>Uncertainty: Manifest a flying fortress.
>PS: Add a weapons system to the fortress.
>CS: Add a defense system to the fortress.
>WS: Teach he sidhe military strategy.
>Sidhe Army: Board the fortress.
Re: RtD: The Arks - Three Sided Battle
Posted: Tue Jun 12, 2012 11:24 pm
by Halico
UC:0
Unequipped Items:
Sturbanger Arm (Artillery only, L size)
Flail(any can equip)
Two Hand Lance Handle(get other 2 parts before use)
Name: Kamui Zero - Zodiac Core Active
HP: 290/600
Attack: 30
Defense: 20
Attacks: Mega Thunder Laser|Aimed Thunder|Homing Lasers|Laser Orbs
Mega Thunder Laser
Damage: 300-500
Cooldown: 12 Turns
Negatives: Chance to recieve SHOCK.
Positives: Good chance to deal strong SHOCK.|Good chance to deal strong STUN.
Range: Infinity.
Additional Note: Great technology from the Kamui Fighters gives a big discovery of having a way to implent this fine weapon into other machines, the test unit, R0 was a flawless success.
Status: Available
Known Skills:
Energy units:100
Break mode(ACTIVATED): Likely responses: Activate Hyper Charge, requires 100 energy units.
Double Break Mode(ACTIVATED):???, requires 300 energy units
Polarity shield(1 turn left.): Absorbs all attacks for that turn, gain energy units on how damage received, 3 turns cooldown.
Reflection shield(broken beyond repair)
RAIWAT quad laser(repair:8 turns left): shoots 4 gigantic beams in a spread, each beam deals 400~800 damage, requires 400 energy units, requires double break mode.
Free action:change specialization to Perfect Freeze
D.O.U.: >resurrect Phoenix MK.II (unless R0 said otherwise)
Internal system:Attempt to repair weapon module "RAIWAT quad laser"
Cursed Entity(All attacks has 75% chance of inflicting strong CURSE, 75% chance to inflict strong CURSE to self after each attack, 100% chance for CURSE have no effect.)
Burning Soul(All attacks has 75% chance of inflicting strong FIRE, 75% chance to inflict strong FIRE to self after each attack, 100% chance for FIRE have no effect.)
Perfect Freeze(All attacks has 75% chance of inflicting strong FREEZE, 75% chance to inflict strong FREEZE to self after each attack, 100% chance for FREEZE have no effect.)
Dread Venom(All attacks has 75% chance of inflicting strong POISON, 75% chance to inflict strong POISON to self after each attack, 100% chance for POISON have no effect.)
Thunder Caller(All attacks has 75% chance of inflicting strong SHOCK, 75% chance to inflict strong SHOCK to self after each attack, 100% chance for SHOCK have no effect.)
Abyss Lullaby(All attacks has 75% chance of inflicting strong SLEEP, 75% chance to inflict strong SLEEP to self after each attack, 100% chance for SLEEP have no effect.)
Staggering Dealer(All attacks has 75% chance of inflicting strong STUN, 75% chance to inflict strong STUN to self after each attack, 100% chance for STUN have no effect.)
Re: RtD: The Arks - The Double Cameo
Posted: Wed Jun 13, 2012 2:39 pm
by [][][][]
Units In Party [before turn]
HP: 105/120
[||||||||||--|] Class: Land Size: S Base Attack: 6 Base Defense: 5 Upgrades: Combat Program: +1 to combat efficiency Reflexes Program: +1 to actions/turn Shield v2: Damage from explosives and melee reduced, higher amount reduced Right Arm: Drum Machinegun [Range, Automatic]
Attack Addon: 2
Range: 250
Fire Rate: 5 shots Rifle [Range, Semi-Automatic]
Attack Addon: 3
Range: 200
Fire Rate: 2 shots
Additional Info: Can not deal critical damage Left Arm: Metal Slayer [Melee, Sword, Fire]
Attack Addon: 4
Range: 30
Max Combo: 5
Additional Info: Can burn enemy with 10-20% chance Magnet Beam [UNIDENTIFIED] Legs:Leg Boosters [+2 to agility / dodge rate] Status: Protected (protected by Aila)
HP:200/200
[||||||||||||||||||||] Type: Artillery Size: L Base Attack: 18 Base Defense: 18 Upgrades:None Weapons: Super Missile Launcher|Homing Mines|Hyper Psygun Specials: Super Alpha Strike|Divine Charge (Divine Avenger Charge)|Aimed Thunder|Thunder Laser Status:Normal
HP: 140/150
[|||||||||||||||] Type: Land Size: S Base Attack: 7 Base Defense: 5 Upgrades: None Weapons:
Icicle Shooter [Range, Long Range]
Range: 500
Attack Addon: 2
Ice Blade [Melee, Long Reach]
Range: Long
Attack Addon: 3
Range: 60
Max Combo: 9 Status: Protector (Protecting R0)
HP: 200/200
[||||||||||||||||||||] Type: Air Size: S Equipment:
Mecha Jetter Booster
Photon Laser
Rage Machine Gun (with +10% critical)
Motorized Gun (5 shots per clip but insane rapidfire.) Bonus:
+10%evasion
Double Break Mode(+100%attack, defense, evasion.) 6 turns left
Cursed Entity(All attacks has 75% chance of inflicting strong CURSE, 75% chance to inflict strong CURSE to self after each attack, 100% chance to ignore strong CURSE each action.) Skills:
Polarity Shield(3 turns left.): Absorbs all attacks for that turn, gain energy units on how damage received, 3 turns cooldown.
Energy units: 100
Break Mode(ACTIVATED): Likely responses: Activate Hyper Charge, requires 100 energy units.
Double Break Mode (ACTIVATED): Requires 300 energy units.
HP: 190/200
[||||||||||||||||||||] Type: Land Size: S Base Attack: 20 Base Defense: 20 Arms: Two Hand Sword
Range: 70
Attack Addon: 7
Max Combo: 3 Skill: Hyper Charge (enables 5 hit combo, makes added attack 11)
HP: 60/120
[||||||||||||] Base Attack: 5 Base Defense: 6 Type: Artillery Size: S Arms: Bazooka & Machinegun Legs: None Body: "Trance Skirt" prototype. (Psygun and Psyslicer)
HP: 285/400
[||||||||||||||||||||||||||||--|||||||||||] Type: Air Size: L Base Attack: 15 Base Defense: 15 Status: AURA Mode Core Weapon: Spread Homing Blaster
Attack Addition: 5 Divine Blade
Attack Addition: 3
Mega Thunder Laser
Damage: 300-500
Cooldown: 12 Turns
Negatives: Chance to recieve SHOCK.
Positives: Good chance to deal strong SHOCK.|Good chance to deal strong STUN.
Range: Infinity.
Additional Note: Great technology from the Kamui Fighters gives a big discovery of having a way to implent this fine weapon into other machines, the test unit, R0 was a flawless success.
Status: In Cooldown - 10 turns remaining
Secondary Statuses [before turn]
Location: Shadow Lair Universal Credits: 500
[strike] [/strike] Kamui Zero ZODIAC deactivated. Core detected with signature matching that of Deceased Unit 'Phoenix Mk. II'. Link confirmed; Phoenix Mk. II is a ZODIAC. Transmitting message to Deceased Unit 'Phoenix Mk. II'...
[Need once more... Mechanical World threatened... Arks awakened.
The time has come...
Wake up...
Wake up.] REVIVE PHOENIX MK. II
Repair all units.
Attempt minor upgrade of all units' systems.
R1 System Upgrade: TIME REMAINING: 15 turns
Re: RtD: The Arks - Hard Decisions
Posted: Sat Jun 16, 2012 3:29 am
by Scionox
______________________________
Rusted Dragon
Periods
Final Redistribution: 1000
Internal Condition: 120
External Condition: Red Chip, Green Chip, Aftercharge, Karmagen II
External Module: Karma BlasterStriker, Karma Defense System, Rusted Dragon Options(Gatling Gun, Stardust Cannon), Ancient Cannon Parts: 3/7
Segment: Path of Courage - Arena
Adversary: Misery - Champion
[
Internal Condition: 120
Attempt amount: 20
Conditional recursion: 25
]
______________________________ Initiate combination procedure, process to initiate pattern named after 'Option Release' internal module use, reprocess to initiate pattern named after 'Option Release' internal module use, reprocess to initiate pattern named after 'Option Release' internal module use, reprocess to initiate pattern named after 'Option Release' internal module use, finalize combination procedure, reinitiate command procedure use after 'formation 5' towards every selected the subject named after 'Option', finalize conditional recursion, periods
Reiterate Additional commands
Formation 1 option 1, initiate pattern procedure 'The Flash Of The Birth', target Adversary
Formation 1 option 2, initiate pattern procedure 'The Flash Of The Birth', target Adversary
Formation 1 option 3, initiate pattern procedure 'The Flash Of The Birth', target Adversary
Formation 1 option 4, initiate pattern procedure 'The Flash Of The Birth', target Adversary
Formation 2 option 1, initiate pattern procedure 'The Current Of The Childhood', target Adversary
Formation 2 option 2, initiate pattern procedure 'The Current Of The Childhood', target Adversary
Formation 2 option 3, initiate pattern procedure 'The Current Of The Childhood', target Adversary
Formation 2 option 4, initiate pattern procedure 'The Current Of The Childhood', target Adversary
Formation 3 option 1, initiate pattern procedure 'The Burn Of The Adulthood', target Adversary
Formation 3 option 2, initiate pattern procedure 'The Burn Of The Adulthood', target Adversary
Formation 3 option 3, initiate pattern procedure 'The Burn Of The Adulthood', target Adversary
Formation 3 option 4, initiate pattern procedure 'The Burn Of The Adulthood', target Adversary
Formation 4 option 1, initiate pattern procedure 'The Blow Of The Aging', target Adversary
Formation 4 option 2, initiate pattern procedure 'The Blow Of The Aging', target Adversary
Formation 4 option 3, initiate pattern procedure 'The Blow Of The Aging', target Adversary
Formation 4 option 4, initiate pattern procedure 'The Blow Of The Aging', target Adversary
Formation 5 option 1, initiate pattern procedure 'The Blink Of The Death', target Adversary
Formation 5 option 2, initiate pattern procedure 'The Blink Of The Death', target Adversary
Formation 5 option 3, initiate pattern procedure 'The Blink Of The Death', target Adversary
Formation 5 option 4, initiate pattern procedure 'The Blink Of The Death', target Adversary
Periods