FFR-31MR Super Sylph 20mm Vulcan Cannon Missiles TARPS (EWAC) SAMW2 [b]FFR-31MR Super Sylph[/b] [color=cyan][b]Statistics:[/b] HP: 25, EN: 10, IS: 4, Move: G, Size: SS[/color] [color=pink][b]Weapons:[/b] [+] 20mm Vulcan Cannon- 2 damage, 20 rounds [+] AAM-II [b](PGSX)[/b]- 20 damage, 4 rounds[/color] [color=beige][b]Inherent Abilities:[/b] 1) Usable by anyone 2) Countershoot: 20mm Vulcan Cannon 3) Dodge Cost -5 4) [b]TARPS[/b]: [i]Same effects as EWAC[/i][/color] [color=gold][b]Purchasing Cost:[/b] 100 PCs[/color] [color=teal][b]Super AM Wars Pilot Slots:[/b] 2[/color] FFR-31MR/D Super Sylph "Yukikaze" 20mm Vulcan Cannon Missiles Yukikaze AI TARPS (EWAC) SAMW 2 [b]FFR-31MR/D Super Sylph "Yukikaze"[/b] [color=cyan][b]Statistics:[/b] HP: 25, EN: 10, IS: 4, Move: F, Size: M[/color] [color=pink][b]Weapons:[/b] [+] 20mm Vulcan Cannon- 2 damage, 20 rounds [+] AAM-II [b](PGSX)[/b]- 20 damage, 4 rounds[/color] [color=beige][b]Inherent Abilities:[/b] 1) Usable by Corporals or higher 2) Countershoot: 20mm Vulcan Cannon 3) Dodge Cost -7 4) [b]TARPS[/b]: [i]Same effects as EWAC[/i] 5) [b]Yukizake (Sidekick)[/b][/color] [color=gold][b]Replacement Cost:[/b] 100 PCs (FFR-31MR Super Sylph)[/color] [color=teal][b]Super AM Wars Pilot Slots:[/b] 2[/color] FA-1 Fern (?) 20mm Vulcan Cannon Missiles FFR-31 Sylphide (?) 20mm Vulcan Cannon Missiles FRX-99 20mm Vulcan Cannon Missiles Unmanned [b]FRX-99[/b] [color=cyan][b]Statistics:[/b] HP: 25, EN: 10, IS: 4, Move: F, Size: M[/color] [color=pink][b]Weapons:[/b] [+] 20mm Vulcan Cannon- 2 damage, 20 rounds [+] AAM-II [b](PGSX)[/b]- 20 damage, 4 rounds[/color] [color=beige][b]Inherent Abilities:[/b] 1) [b]Mobile Doll[/b]: Summon Rank is Private 2) Countershoot: 20mm Vulcan Cannon 3) Dodge Cost -5[/color] [color=gold][b]Purchasing Cost:[/b] 80 PCs[/color] FRX-00 (FFR-44-MR) "Yukikaze" 20mm Vulcan Cannon Laser AAM-IIs MAAMs (micro missiles) Cluster Bombs Fuel-Air Explosive Yukikaze AI SAMW 2 Flip Knight System (Summon Knight x 3) [b]FFR-44-MR "Yukikaze"[/b] [color=cyan][b]Statistics:[/b] HP: 30, EN: 15, IS: 3, Move: F, Size: M[/color] [color=pink][b]Weapons:[/b] [+] 20mm Vulcan Cannon- 2 damage, 20 rounds [+] MAAMs [b](PGSX)[/b]- 5 damage/PC [+] Laser Cannon [b](BS)[/b]- 10 damage, 1 EN/attack [+] AAM-II [b](PGSX)[/b]- 20 damage, 4 rounds [b]MAP Attacks:[/b] [+] Cluster Bomb [b](PT:4)[/b]- 30 damage, 1 round [+] Fuel Air Explosive [b](PT:4)[/b]- 75 damage, 1 round[/color] [color=beige][b]Inherent Abilities:[/b] 1) Usable by Sergeants or higher 2) Countershoot: 20mm Vulcan Cannon, Laser Cannon 3) Dodge Cost -7 4) [b]TARPS[/b]: [i]Same effects as EWAC[/i] 5) [b]Yukikaze (Sidekick)[/b] 6) [b]Flip Knight System:[/b] Summon Knight x 3 [i]Stats in Hangar[/i][/color] [color=gold][b]Replacement Cost:[/b] 250 PCs (FRX-99)[/color] Knight Laser Unmanned [b]Knight[/b] [color=cyan][b]Statistics:[/b] HP: 20, EN: 10, IS: 4, Move: F, Size: M, Class: Summon[/color] [color=pink][b]Weapons:[/b] [+] Laser Cannon [b](BS)[/b]- 10 damage, 1 EN/attack[/color] [color=beige][b]Inherent Abilities:[/b] 1) Dodge cost is 5 2) Countershoot: Laser Cannon 3) Dodge Cost -5[/color] [color=gold][b]Purchasing Cost:[/b] N/A. This is a summon unit.[/color] Banshee Mothership JAM Type 1 Vulcan Cannon Missiles [b]JAM Type 1[/b] [color=cyan][b]Statistics:[/b] HP: 30, EN: 15, IS: 4, Move: F, Size: M[/color] [color=pink][b]Weapons:[/b] [+] Cannons- 2 damage, 20 rounds [+] Missiles [b](PGSX)[/b]- 25 damage, 4 rounds[/color] [color=beige][b]Inherent Abilities:[/b] 1) Usable by anyone 2) Countershoot: Cannons 3) Dodge Cost -5[/color] [color=gold][b]Purchasing Cost:[/b] 100 PCs[/color] JAM Type 2 (?) Vulcan Cannon Missiles Stealth ECM (?) [b]JAM Type 2[/b] [color=cyan][b]Statistics:[/b] HP: 30, EN: 15, IS: 4, Move: F, Size: M[/color] [color=pink][b]Weapons:[/b] [+] Cannons- 2 damage, 20 rounds [+] Missiles [b](PGSX)[/b]- 25 damage, 4 rounds[/color] [color=beige][b]Inherent Abilities:[/b] 1) Usable by anyone 2) Countershoot: Cannons 3) Dodge Cost -5 4) [b]Stealth (5)[/b][/color] [color=gold][b]Purchasing Cost:[/b] 120 PCs[/color] [color=lightblue][b][u]Yukikaze[/u][/b][/color] [b]Class:[/b] Sidekick [b]Description:[/b] An advanced combat AI designed for detecting and fighting the alien life form known as JAM. [b]Ability:[/b] Yukikaze has its own custom Pilot Class, which is detailed below. It behaves as if another subpilot is present in the unit without taking up an SAMW slot. [b]JAM Detector:[/b] You are unaffected by any ability that makes an enemy unit untargetable, such as [b]Fake Zaku[/b], [b]Fake Gundam[/b], or [b]First Strike[/b]. [b]Unmanned Mode:[/b] During your deployment, you may choose to make Yukikaze the main pilot of this unit. If so, disable all SAMW slots and [b]Automaneuver Mode[/b] on this unit. [b]Automaneuver Mode:[/b] During your transform phase you may switch the main pilot to Yukikaze. May be used again to switch the pilot back. [b]Class:[/b] Battle-Type Learning AI [b]Starting Countercut Cost:[/b] 5 EN or 10 PCs (100 UPs to decrease either EN or PC cost by 1) [b]Minimum Countercut Cost:[/b] 1 EN or 1 PC [b]Starting Dodge Cost:[/b] 10 (50 UPs to decrease Dodge Cost by 1) [b]Minimum Dodge Cost:[/b] 5 [b]Starting SP Value:[/b] 90 (use standard UP amount to increase) [b]Maximum SP Value:[/b] 180 [b]Seishins:[/b] Flash, Direct Attack, Awaken, Extend, Concentrate, Spirit [b]Special Abilities:[/b] -Countershoot - Advanced Piloting: Weapon Damage +10%, Damage Received -10%, Dodge Cost -3, Target's Dodge Cost +3 (100 UPs to increase each % stat by 5% with a cap of 25% and DC mod by 1 with a cap of 5) - Attack Recognition: If an attack has been used against you for 3 or more times in this battle (while this ability is active), you gain: [b]Autododge every 5th attack[/b] for that specific attack. (150 UPs to decrease amounts of attacks needed for autododge by 1 with a cap of autododge every 3rd attack). This is an evasive secondary defense. - Terrain Adaptation: After 5 turns or more (while this ability is active), negate all negative dodge modifiers on you from the battle terrain for the rest of the battle. (50 UPs to decrease amount of turns needed to activate by 1 turn. Caps at 0) - Flanking: You may pay 20 PCs for an extra attack phase. This can only be used once per turn. (75 UPs to decrease cost for Flanking by 5. Caps at 10 PCs)