[color=Red][size=4][b]Aura Warrior[/b][/size][/color] [color=orange][b]Starting Max SP:[/b][/color] 100 [color=orange][b]Maximum SP Cap:[/b][/color] 200 [color=Orange][b]Skills & Abilities:[/b][/color] - Dodge Cost [b]-20%[/b] - Countercut Cost: [b]4 AP[/b] - Countershoot Cost: [b]5 AP[/b] - [b]Aura Energy[/b] [i]Class: Passive (Main)[/i] Weapon damage of [b]Aura Power[/b] weapons +25%. - [b]Size Mastery[/b] [i]Class: Passive (Main)[/i] When in an S or SS sized unit, gain: Weapon Damage +25% and may Countercut as if 1 [b]Size[/b] larger. [i]200 UPs[/i] - [b]Hyperize:[/b] [i]Class: Active[/i] Pay 20 AP to initiate Hyper State. Each turn, pay 5 AP. Should this upkeep be unpayable, or user decides to stop, return to normal state and decrease HP to 1 and EN to 0. Usable only once per battle, and only in Aura Battlers. Unit's size increases by 3 catagories (to a maximum of LL) while Hyperize is active. HP +50%, EN +25%, Weapon Damage +50%, Unit's Agi +150, Target's Dodge Cost [b]+25%[/b]. [i]500 UPs[/i] [color=white][b]Series of Origin:[/b] Aura Battler Dunbine[/color] [color=Red][size=4][b]Battleship Captain[/b][/size][/color] [color=orange][b]Starting Max SP:[/b][/color] 100 [color=orange][b]Maximum SP Cap:[/b][/color] 200 [color=Orange][b]Skills & Abilities:[/b][/color] - Dodge Cost [b]+0%.[/b] - Countercut Cost: [b]6 AP[/b] - Countershoot Cost: [b]3 AP[/b] - [b]Size Mastery[/b] [i]Class: Passive (Main)[/i] While in a unit that is Size: L or higher or posseses the [b]Mothership Class[/b] inherent, gain [b]Damage Dealt +25%[/b], [b]Damage Received -25%[/b]. - [b]Captain[/b] [i]Class: Passive (Sub)[/i] Choose up to 2 target allies. Each gains [b]Dodge Cost -5%[/b] and [b]Target's Dodge Cost +20%[/b] (to be calculated as a Pilot Ability). You may not use this ability on yourself. [i]100 UPs to increase number of allies by 1, to a maximum of 5[/i] - [b]Command Attack[/b] [i]Class: Passive (Main)[/i] Weapon Damage +30% for yourself and one target ally provided that the ally attacks the same target(s) as you do. This ability can not affect summons. [i]200 UPs[/i] - [b]Flawless Defense[/b] [i]Class: Active[/i] Requires 6 turns to charge. Blocking reduces damage by [b]75%[/b] instead for this turn. [i]100 UPs to reduce number of turns by 1, to a minimum of 4[/i] [b]Series of Origin[/b]: Pretty much everywhere [color=Red][size=4][b]Commando[/b][/size][/color] [color=orange][b]Starting Max SP:[/b][/color] 100 [color=orange][b]Maximum SP Cap:[/b][/color] 200 [color=Orange][b]Skills & Abilities:[/b][/color] - Dodge Cost [b]-10%.[/b] - Countercut Cost: [b]4 AP[/b] - Countershoot Cost: [b]2 AP[/b] - [b]Eagle Eye[/b] [i]Class: Passive (Main)[/i] Target's Dodge Cost +15%. Damage dealt +25% for [+]-type attacks. - [b]Terrain Mastery[/b] [i]Class: Passive (Main)[/i] Unaffected by all negative terrain Dodge Cost or Damage modifiers. [i]200 UPs[/i] - [b]Skill Gauge[/b] [i]Class: Passive (Main)[/i] Ranges between 0 and 10. Gain 1 Skill counter each turn during your Seishin Phase. Skill counters can be expended to give different effects. Skill abilities are activated during the Seishin Phase. At 20% DP and below, gain 2 Skill counters per turn instead. - [b]Formation:[/b] Costs 2 Skill. Combo attack damage this turn +25%. - [b]Breakthrough:[/b] Costs 3 Skill. The first hit of your next attack phase gains [b]Barrier Pierce[/b] and [b]Armor Pierce[/b]. - [b]Zoom:[/b] Costs 5 Skill. The first [+]-type hit of your next attack phase gains Target's Dodge Cost +50%. If the [b]Snipe[/b] ability is used for that attack, it also gains +100% damage dealt. [i]100 UPs[/i] - [b]Strafe:[/b] Costs 6 Skill. Instantly evade the first attack you receive this turn. Damage dealt this turn +25%. This is considered an Evasive Secondary Defence. [i]100 UPs[/i] - [b]Rapid Fire:[/b] Cost 10 Skill. Gain an additional attack phase this turn for [+]-type attacks only. [i]200 UPs[/i] [color=white][b]Series of Origin:[/b] Full Metal Panic!, Gundam: The 08th MS Team[/color] [color=Red][size=4][b]Coordinator[/b][/size][/color] [color=orange][b]Starting Max SP:[/b][/color] 100 [color=orange][b]Maximum SP Cap:[/b][/color] 200 [color=Orange][b]Skills & Abilities[/b][/color] - Dodge Cost [b]-10%.[/b] - Countercut Cost: [b]3 AP[/b] - Countershoot Cost: [b]3 AP[/b] - [b]OS Modification[/b] [i]Class: Passive (Sub)[/i] Starting from turn 2, activate one ability per turn to a maximum of 1 abilities. [i]100 UPs to increase number of abilities activated, to a maximum of 3[/i] [i]PS Reinforcement:[/i] Damage negated by Phase Shift Armor, Variable Phase Shift Armor, or Trans-Phase Armor +300 [i]Terrain Adaptation:[/i] Negate all dodge cost penalties from Terrain. [i]Thruster Modification:[/i] Unit gains Agi -10. [i]Weapons Tuning:[/i] Unit gains Weapon Damage +10%. [i]Sensor Adjustment:[/i] All of the Unit's weapons gain Acc +10%. - [b]SEED Mode[/b] [i]Class: Passive (Main)[/i] Gain Dodge Cost -10%, Target's Dodge Cost +20%, Weapon Damage +20% [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] [i]500 UPs[/i] [color=white][b]Series of Origin:[/b] Mobile Suit Gundam SEED[/color] [color=Red][size=4][b]Dynamic Pilot[/b][/size][/color] [color=orange][b]Starting Max SP:[/b][/color] 100 [color=orange][b]Maximum SP Cap:[/b][/color] 200 [color=Orange][b]Skills & Abilities:[/b][/color] - Dodge Cost [b]+0%.[/b] - Countercut Cost: [b]5 AP[/b] - Countershoot Cost: [b]6 AP[/b] - [b]Super Robot Spirit[/b] [i]Class: Passive (Main)[/i] Damage Received -25%, Weapon Damage +25% - [b]Potential[/b] [i]Class: Passive (Main)[/i] Gain bonuses when HP is low. Bonus varies depending on level of remaining HP: [i]Level 1:[/i] 20% HP and below: Damage Received -20%; Weapon Damage +30% [i]Level 2: 100 UPs[/i] 30% HP and below: Damage Received -20%; Weapon Damage +30% 20% HP and below: Damage Received -30%; Weapon Damage +70% instead [i]Level 3: 100 UPs[/i] 40% HP and below: Damage Received -20%; Weapon Damage +30% 30% HP and below: Damage Received -30%; Weapon Damage +70% instead 20% HP and below: Damage Received -40%; Weapon Damage +110% instead [i]Level 4: 100 UPs[/i] 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 - [b]Open Get Specialty[/b] [i]Class: Passive (Sub)[/i] In units with [b]Open Get[/b] gain 1 additional Open Get use. [i]50 UPs to increase uses by 1, to a maximum of 5[/i] [color=white][b]Series of Origin:[/b] Mazinger Z, Getter Robo, and UFO Robo Grendizer[/color] [color=Red][size=4][b]Genius[/b][/size][/color] [color=orange][b]Starting Max SP:[/b][/color] 100 [color=orange][b]Maximum SP Cap:[/b][/color] 200 [color=Orange][b]Skills & Abilities:[/b][/color] - Dodge Cost [b]-10%.[/b] - Countercut Rate: [b]4 AP[/b] - Countershoot Rate: [b]5 AP[/b] - [b]Status Resistance:[/b] [i]Class: Passive (Main)[/i] Immune to all [b]Negative Status Effects[/b]. - [b]Veteran[/b] [i]Class: Passive (Main)[/i] Reduced Consumption of AP/EN abilities and weapons. Does not affect ability upkeep, Countercut, or Countershoot. EN/AP Consumption -10%. [i]100 UPs to increase bonus by 10% (addition), to a maximum of -50%[/i] - [b]B-Save[/b] [i]Class: Passive (Sub)[/i] Increased ammo of weapons. Weapon Ammo +10%. [i]100 UPs to increase bonus by 10% (addition), to a maximum of +50%[/i] - [b]Strong Luck:[/b] [i]Class: Passive (Main)[/i] Increased bonus of PC awards if victorous at the end of a fight: Bonus x 2.0. - [b]Hard Worker:[/b] [i]Class: Passive (Sub)[/i] Increased bonus of UP awards if victorous at the end of a fight: Bonus x 2.0. [color=white][b]Series of Origin:[/b] No where specific.[/color] [color=Red][size=4][b]Gundam Fighter[/b][/size][/color] [color=orange][b]Starting Max SP:[/b][/color] 100 [color=orange][b]Maximum SP Cap:[/b][/color] 200 [color=Orange][b]Skills & Abilities:[/b][/color] - Dodge Cost [b]-10%[/b] - Countercut Cost: [b]2 AP[/b] - Countershoot Cost: [b]6 AP[/b] - [b]Meikyo Shisui[/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] Meikyo Shisui is automatically activated when your HP drops below [b]50%[/b]. [i]500 UPs[/i] - [b]Martial Arts Mastery[/b] [i]Class: Passive (Main)[/i] - [F]-type Weapon Damage +25% - Gain the [b]Countercut[/b] ability in any unit as long as it has at least one [b](M)[/b] attack. [i]200 UPs[/i] [color=white][b]Series of Origin:[/b] Mobile Fighter G Gundam[/color] [color=Red][size=4][b]Heavy Metal[/b][/size][/color] [color=orange][b]Starting Max SP:[/b][/color] 100 [color=orange][b]Maximum SP Cap:[/b][/color] 200 [color=Orange][b]Skills & Abilities:[/b][/color] - Dodge Cost [b]-10%[/b] - Countercut Cost: [b]2 AP[/b] - Countershoot Cost: [b]4 AP[/b] - [b]Self Tempering:[/b] [i]Class: Passive (Main)[/i] [i]Damage Received -25%[/i] - [b]Increased Shield Usage[/b] [i]Class: Passive (Main)[/i] Shield Usage +2. [i]100 UPs to increase bonus by 2, to a maximum of +10[/i] - [b]Heavy Metal Power:[/b] [i]Class: Active[/i] Caps all damage receieved at 300 damage per hit. Usable after 6 turns of charging. [i]100 UPs to reduce turns by 1, to a minimum of 4[/i] [color=white][b]Series of Origin:[/b] Heavy Metal L-Gaim[/color] [size=4][color=red][b]Martian Successor[/b][/size][/color] [color=orange][b]Starting Max SP:[/b][/color] 100 [color=orange][b]Maximum SP Cap:[/b][/color] 200 [color=orange][b]Skills & Abilities:[/b][/color] - Dodge Cost [b]-10%[/b] - Countercut Rate: [b]5 AP[/b] - Countershoot Rate: [b]6 AP[/b] - [b]Nanomachine Implant[/b]: [i]Class: Passive (Main)[/i] In a unit with [b]IFS[/b] Dodge Cost [b]-20%[/b] instead, Countercut Cost: [b]4 AP[/b] instead, Countershoot Cost [b]3 AP[/b] instead. In [b]Mothership Class[/b] units, instead of the above bonuses gain: Damage Dealt +30%, Target's Dodge Cost +25%, and Countershoot Cost [b]3 AP[/b] instead. - [b]Boson Jump[/b] [i]Class: Active[/i] Dodge all attacks from one attack phase. Charge 1 unit for each enemy attack phase directed wholly or partly at you that is not support defended; charge 1 unit after a turn in which there is no attack directed at you that is not support defended. Start with 3 uses, max 3 uses. Charge 5 units to regain one use. This is an Evasive Secondary Defense. [i]500 UPs[/i] - [b]A-Class Jumper[/b] [i]Class: Passive (Sub)[/i] Ignore terrain Dodge Cost penalties. [i]300 UPs[/i] [color=white][b]Series of Origin:[/b] Martian Successor Nadesico[/color] [color=Red][size=4][b]Newtype[/b][/size][/color] [color=orange][b]Starting Max SP:[/b][/color] 100 [color=orange][b]Maximum SP Cap:[/b][/color] 200 [color=Orange][b]Skills & Abilities[/b][/color] - Countercut Cost: [b]4 AP[/b] - Countershoot Cost: [b]3 AP[/b] - [b]Newtype Ability Level[/b] [i]Class: Passive (Main)[/i] Dodge Cost [b]-10%[/b], Target's Dodge Cost [b]+15%[/b] -[b]Guts:[/b] [i]Class: Passive (Main)[/i] Gain bonuses when DP is low. Bonus varies depending on level of remaining DP: [i]Level 1:[/b] -20% DP and below: Dodge Cost -5%; Target's Dodge Cost +10% [i]Level 2: 100 UPs[/i] -30% DP and below: Dodge Cost -5%; Target's Dodge Cost +10% -20% DP and below: Dodge Cost -10%; Target's Dodge Cost +20% instead [i]Level 3: 100 UPs[/i] -40% DP and below: Dodge Cost -5%; Target's Dodge Cost +10% -30% DP and below: Dodge Cost -10%; Target's Dodge Cost +20% instead -20% DP and below: Dodge Cost -15%; Target's Dodge Cost +30% instead [i]Level 4: 100 UPs[/i] -50% DP and below: Dodge Cost -5%; Target's Dodge Cost +10% -40% DP and below: Dodge Cost -10%; Target's Dodge Cost +20% instead -30% DP and below: Dodge Cost -15%; Target's Dodge Cost +30% instead -20% DP and below: Dodge Cost -20%; Target's Dodge Cost +40% instead - [b]Psychic Energy:[/b] [i]Class: Passive (Main)[/i] Able to execute weapons/abilities requiring Psychic Energy. - [b]Pressure:[/b] [i]Class: Active[/i] Disables all attack phases of a single target for one turn. The target gains [b]Damage Received +25%[/b] (to be calculated as a Pilot Ability) and [b]Dodge Cost +10%[/b] for their next turn only. Requires charging. Pressure is used during the Transform Phase, and cannot be used on targets currently affected by Pressure or had Pressure used on them within the last 2 turns. Usable after 6 turns. [i]100 UPs to reduce turns by 1, to a minimum of 4 turns.[/i] [color=white][b]Series of Origin:[/b] Mobile Suit Gundam[/color] [color=Red][size=4][b]Ninja Warrior[/b][/size][/color] [color=orange][b]Starting Max SP:[/b][/color] 100 [color=orange][b]Maximum SP Cap:[/b][/color] 200 [color=Orange][b]Skills & Abilities:[/b][/color] - Dodge Cost [b]-15%.[/b] - Countercut Cost: [b]3 AP[/b] - Countershoot Cost: [b]5 AP[/b] - [b]Double Image no Jutsu[/b] [i]Class: Active[/i] Dodge a single attack for free. 2 uses per fight. This is an Evasive Secondary Defence. [i]100 UPs to increase number of uses by 2, to a maximum of 10 uses.[/i] - [b]Stealth[/b] [i]Class: Active[/i] Same effects as [b]Stealth (6)[/b]. [i]100 UPs to reduce turns by 1, to a minimum of [b]Stealth (4)[/b][/i] - [b]Sneak Attack[/b] [i]Class: Passive (Main)[/i] [b]Weapon Damage +50%[/b] in a turn in which a Stealth ability is used. [i]100 UPs[/i] - [b]Sabotage:[/b] [i]Class: Active[/i] Forefit your attack phase and pay 20 AP. Choose either Dodge Cost +10%, Damage Recieved +10%, or Damage Dealt -15% and apply it to an enemy unit. This ability may be used a total of 3 times per battle and may only used on an enemy unit once. [i]200 UPs[/i] [color=white][b]Series of Origin:[/b] Ninja Senshi Tobikage[/color] [color=Red][size=4][b]Personal Trooper Pilot[/b][/size][/color] [color=orange][b]Starting Max SP:[/b][/color] 100 [color=orange][b]Maximum SP Cap:[/b][/color] 200 [color=Orange][b]Skills & Abilities:[/b][/color] - Dodge Cost [b]-10%[/b]. - Countercut Cost: [b]4 AP[/b] - Countershoot Cost: [b]3 AP[/b] - [b]Ace Attacker[/b] [i]Class: Passive (Main)[/i] Weapon Damage +25% - [b]Overload[/b] [i]Class: Active[/i] Gain additional Attack Phases during your turn. You may only gain up to two additional attack phases per turn. 2 uses. [i]100 UPs to increase number of uses by 2, to a maximum of 10 uses.[/i] [color=white][b]Series of Origin:[/b] Banpresto Original[/color] [color=Red][size=4][b]Psychodriver[/b][/size][/color] [color=orange][b]Starting Max SP:[/b][/color] 100 [color=orange][b]Maximum SP Cap:[/b][/color] 200 [color=Orange][b]Skills & Abilities:[/b][/color] - Dodge Cost [b]-5%[/b]. - Countercut Cost: [b]4 AP[/b] - Countershoot Cost: [b]6 AP[/b] - [b]Psychic Overload[/b] [i]Class: Active[/i] Negate up to 10000 damage dealt against you in 1 turn. Does NOT negate status attacks. This ability charges during the Regeneration phase and applies at the beginning of your pilot abilities. Usable 2 times per fight. Requires 1 turn to charge between uses. [i]100 UPs to increase number of uses by 2, to a maximum of 10 uses.[/i] - [b]Psychic Energy[/b] [i]Class: Passive (Main)[/i] Able to execute weapons/abilities requiring Psychic Energy. - [b]Potential:[/b] [i]Class: Passive (Main)[/i] Gain bonuses when HP is low. Bonus varies depending on level of remaining HP: [i]Level 1:[/i] -20% HP and below: Damage Received -10%; Weapon Damage +10% [i]Level 2: 100 UPs[/i] -30% HP and below: Damage Received -10%; Weapon Damage +10% -20% HP and below: Damage Received -15%; Weapon Damage +20% instead [i]Level 3: 100 UPs[/i] -40% HP and below: Damage Received -10%; Weapon Damage +10% -30% HP and below: Damage Received -15%; Weapon Damage +20% instead -20% HP and below: Damage Received -20%; Weapon Damage +30% instead [i]Level 4: 100 UPs[/i] -50% HP and below: Damage Received -10%; Weapon Damage +10% -40% HP and below: Damage Received -15%; Weapon Damage +20% instead -30% HP and below: Damage Received -20%; Weapon Damage +30% instead -20% HP and below: Damage Received -30%; Weapon Damage +40% instead [color=white][b]Series of Origin:[/b] Chouki Taisen SRX[/color] [color=Red][size=4][b]Sentai Pilot[/b][/size][/color] [color=orange][b]Starting Max SP:[/b][/color] 100 [color=orange][b]Maximum SP Cap:[/b][/color] 200 [color=Orange][b]Skills & Abilities[/b][/color] - Dodge Cost -0% - Countercut Cost: [b]4 AP[/b] - Countershoot Cost: [b]6 AP[/b] [b]Team Player[/b] [i]Class: Passive (Main)[/i] Damage Dealt +25%, Damage Received -25% and Dodge Cost -5% when in a unit with at least one subpilot. - [b]Super Sentai Soul[/b] [i]Class: Passive (Main)[/i] Gain bonuses when HP is low. Bonus varies depending on level of remaining HP: [i]Level 1:[/i] -20% HP and below: Damage Received -10%; Weapon Damage +25% [i]Level 2: 100 UPs[/i] -30% HP and below: Damage Received -10%; Weapon Damage +25% -20% HP and below: Damage Received -20%; Weapon Damage +50% instead [i]Level 3: 100 UPs[/i] -40% HP and below: Damage Received -10%; Weapon Damage +25% -30% HP and below: Damage Received -20%; Weapon Damage +50% instead -20% HP and below: Damage Received -25%; Weapon Damage +75% instead [i]Level 4: 100 UPs[/i] -50% HP and below: Damage Received -10%; Weapon Damage +25% -40% HP and below: Damage Received -20%; Weapon Damage +50% instead -30% HP and below: Damage Received -25%; Weapon Damage +75% instead -20% HP and below: Damage Received -30%; Weapon Damage +100% instead [b]Combination Mastery[/b] [i]Class: Active[/i] The first time you use [i]Combine[/i], you fully recover all HP and EN. [i]100 UPs[/i] [b]Formation[/b] [i]Class: Passive (Main)[/i] Gain Damage Recieved -10%, Damage Dealt +10%, and Dodge Cost -5% for each allied unit in battle that Combines or Gattais with your unit. Bonuses cap at 4 allies. [i]200 UPs[/i] [b]Group Mentality:[/b] [i]Class: Passive (Sub)[/i] Combiner Pilot does not suffer SP reduction in multi-piloted units. [i]100 UPs[/i] [color=white][b]Series of Origin:[/b] Super Sentai Series[/color] [color=Red][size=4][b]Valkyrie Pilot[/b][/size][/color] [color=orange][b]Starting Max SP:[/b][/color] 100 [color=orange][b]Maximum SP Cap:[/b][/color] 200 [color=Orange][b]Skills & Abilities:[/b][/color] - Dodge Cost [b]-20%[/b]. - Countercut Cost: [b]6 AP[/b] - Countershoot Cost: [b]2 AP[/b] -[b]Guts:[/b] [i]Class: Passive (Main)[/i] Gain bonuses when DP is low. Bonus varies depending on level of remaining DP: [i]Level 1:[/i] -20% DP and below: Dodge Cost -5%; Target's Dodge Cost +5%; Weapon Damage +5% [i]Level 2: 100 UPs[/i] -30% DP and below: Dodge Cost -5%; Target's Dodge Cost +5%; Weapon Damage +5% -20% DP and below: Dodge Cost -10%; Target's Dodge Cost +10%; Weapon Damage +10% instead [i]Level 3: 100 UPs[/i] -40% DP and below: Dodge Cost -5%; Target's Dodge Cost +5%; Weapon Damage +5% -30% DP and below: Dodge Cost -10%; Target's Dodge Cost +10%; Weapon Damage +10% instead -20% DP and below: Dodge Cost -15%; Target's Dodge Cost +15%; Weapon Damage +15% instead [i]Level 4: 100 UPs[/i] -50% DP and below: Dodge Cost -5%; Target's Dodge Cost +5%; Weapon Damage +5% -40% DP and below: Dodge Cost -10%; Target's Dodge Cost +10%; Weapon Damage +10% instead -30% DP and below: Dodge Cost -15%; Target's Dodge Cost +15%; Weapon Damage +15% instead -20% DP and below: Dodge Cost -20%; Target's Dodge Cost +20%; Weapon Damage +20% instead - [b]Advanced Maneuver[/b] [i]Class: Passive (Main)[/i] Each turn, gain 1 charge during the Regeneration phase. Spending Advanced Maneuver charges must be declared in the Seishin Phase, and only 1 Advanced Maneuver may be used per turn. Can charge to a maximum of 10 Advanced Maneuver counters. [b]Evasive Maneuver[/b]: Dodge all incoming attacks for one Defense Phase. Cannot Attack, Repair, or Resupply this turn. Requires and drains 8 Advanced Maneuver charges. This is an Evasive Secondary Defense. [i]100 UPs to reduce the Advance Maneuvers cost by 1, to a minimum of 5 counters[/i] [b]Fast Combat[/b]: Pay 8 Advanced Maneuver counters to gain an additional Attack Phase. Cannot gain more then 1 additional Attack Phase a turn through this. [i]100 UPs to reduce the Advance Maneuvers cost by 1, to a minimum of 5 counters[/i] - [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. [i]200 UPs[/i] - [b]High-Mobility Veteran[/b] [i]Class: Passive (Main)[/i] - Reduce the Advanced Maneuver counter requirement for Evasive Maneuver by 1 for every -50% DC worth of modifiers you have from unit, item, and own pilot abilities. (Add modifiers together) - Raise the Advanced Maneuver counter requirement for Evasive Maneuver by 1 for every +50% DC worth of modifiers you have from unit, item, and own pilot abilities. (Add modifiers together) - Counter cost can not go below 3. This ability only applies during the Regeneration phase. [color=white][b]Series of Origin:[/b] Super Dimension Fortress Macross[/color] [color=Red][size=4][b]Vulture[/b][/size][/color] [color=orange][b]Starting Max SP:[/b][/color] 100 [color=orange][b]Maximum SP Cap:[/b][/color] 200 [color=Orange][b]Skills & Abilities:[/b][/color] - Dodge Cost [b]-10%.[/b] - Countercut Cost: [b]4 AP[/b] - Countershoot Cost: [b]3 AP[/b] - [b]Scavenger:[/b] [i]Class: Passive (Main)[/i] PC rewards x1.5 - [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] Unit's base Agi -10 - [i]Armor Reinforcement:[/i] Damage Received -20% [i]50 UPs[/i] - [i]Increased Ammunition:[/i] One weapon gains +50% ammo. [i]50 UPs[/i] - [i]Increased Efficiency:[/i] One weapon gains -50% EN/AP cost [i]50 UPs[/i] - [i]Increased Power:[/i] One weapon gains +50% damage [i]100 UPs[/i] - [i]Increased Accuracy:[/i] Increase the accuracy mod of a single weapon by 20% [i]100 UPs[/i] - [i]AP Ammo:[/i] One non-[b](B)[/b], non-[b](X)[/b] round-based weapon gains [b]Armor Pierce[/b]. [i]100 UPs[/i] - [i]Sniper Scope:[/i] One non-[F] non-Snipe-capable weapon gains [b]Snipe:[/b] Weapon (+20%) [i]100 UPs[/i] - [i]Focused Power:[/i] One non-[b](X)[/b] EN-based weapon gains [b]Barrier Pierce[/b]. [i]100 UPs[/i] - [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]100 UPs[/i] - [i]Overdrive:[/i] One Ammo, EN or AP weapon gains +100% damage and +50% EN/AP cost or -50% ammo. [i]200 UPs[/i] [color=white][b]Series of Origin:[/b] After War Gundam X[/color] [color=Red][size=4][b]Yuusha Pilot[/b][/size][/color] [color=orange][b]Starting Max SP:[/b][/color] 100 [color=orange][b]Maximum SP Cap:[/b][/color] 200 [color=Orange][b]Skills & Abilities:[/b][/color] - Dodge Cost [b]+0%[/b] - Countercut Cost: [b]4 AP[/b] - Countershoot Cost: [b]6 AP[/b] - [b]Yuusha no Tamashii:[/b] [i]Class: Passive (Main)[/i] Damage Received -15%, Weapon Damage +15% - [b]Yuusha no Chikara[/b] [i]Class: Passive (Main)[/i] Gain bonuses when HP is low. Bonus varies depending on level of remaining HP: [i]Level 1[/i] -20% HP and below: Damage Received -10%; Weapon Damage +30% [i]Level 2: 100 UPs[/i] -30% HP and below: Damage Received -10%; Weapon Damage +30% -20% HP and below: Damage Received -20%; Weapon Damage +65% instead [i]Level 3: 100 UPs[/i] -40% HP and below: Damage Received -10%; Weapon Damage +30% -30% HP and below: Damage Received -20%; Weapon Damage +65% instead -20% HP and below: Damage Received -30%; Weapon Damage +100% instead [i]Level 4: 100 UPs[/i] -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 Guts gain each turn instead. - [b]Courage Gauge[/b] [i]Class: Passive (Main)[/i] Ranges between 0 and 10. Gain 1 Courage counter each turn during your Seishin Phase. Courage counters can be expended to give different effects. Courage abilities are activated during the Seishin 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]Hissatsu:[/b] Cost 4 Courage. The last hit of your next attack phase gains Weapon Damage +100% and Target's Dodge Cost [b]+25%[/b]. - [b]Gattai:[/b] Costs 4 Courage. If you use [i]Combine[/i] this turn, you fully recover all HP and EN. May only be used once a battle. [i]100 UPs[/i] - [b]Miracle:[/b] Negate any single negative status attack for 4 Courage. [i]100 UPs[/i] - [b]Iryuoku:[/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 Yuusha. [i]200 UPs[/i] [color=white][b]Series of Origin:[/b] Brave Exkaiser[/color]