Links

The actual game can be found here.
Battle Masteries Posts relating to battle masteries.
Chapter One Two Three Four Five Six Seven Posts relating to certain chapters.
Combat Posts relating to actual combat.
FACT These posts are factual! Seriously! There's maths and stuff.
Flags Posts relating to easily missable content or relationship building.
Grindan Forever Where do you go for the most money?
Lol Opinions Every virus is entitled to his or her own opinion.
Pilots Posts relating to pilot growth and abilities.
Plot Shit Quick and gritty synopsis included in these posts.
Sub Missions Posts relating to sub missions.
Units Posts relating to in depth looks at units.
Chiruno.

Bare Bone Facts Straight to the point.

Magical Link of Mystery. Where does it go?

Tuesday, 9 June 2009

In Depth: Verein Zero [Aer]

Verein Zero [Aer]
Aer Frame Mounted on Verein Zero

First Deployment: Chapter 3
Fixed Weapons:
- Leo Machinegun
- Missile Spread[MAP]
- Leo Homing Missile
- Aer Zero
Weaknesses: Physical Rounds, Electric, Beam.
Terrain Features: Flight Pack.
Piloting Restrictions: Anderson only.
Notes: Anderson gets to be useful once more thanks to Natalie's awesome idea of sticking Leoships onto a mecha. The Aer frame will take up the frame item slot on the Zero so it'll still carry whatever other items it had equipped onto it before.

Switching between Zero mode and Aer mode can be done at any time at the start of Anderson's turn but can not be changed after an action has been taken.

Having the frame on grants us a fair few boosts, from hitpoints to an extra movement point and also gives us our first flight capable mecha unit that can switch between unobstructed terrain movement to taking full advantage of cover.

More importantly the Aer gives Anderson a whole slew of new attacks at the cost of being unable to use Nibel Dirk or Data Zero.

The Leo Machine Gun is a post-movement range 1-3 light machine gun with a very minor boost to accuracy but with a great deal of ammunition.

The Missile Spread is our first map attack which can't be used after a move. It hits every enemy within 2-5 squared of Anderson for sufficient damage at the cost of being highly inaccurate and with little chance of critting (Attention anyone?). It has 6 rounds which is shared with our next attack

Leo Homing Missiles are highly accurate and can be considered the bread and butter attack of the unit as long as you're sufficient enough in managing ammunition stocks for it. It's great in all terrain but has a hard time critting. It's also post-movement range 2-5.

Aer Zero is an accumilation of the Aer frame's attacks that progresses into the Zero's Nibel Dirk attack. It requires Anderson have 120 morale, drains 30 energy and be within a post-movement range of 2-3 of his target. The Aer frame will be shed after this attack leaving just a vulnurable Zero behind to take a turn of retaliatory strikes but it can be put back on at the start of your next phase. Aer Zero has an ammunition limit of 5.

I love the aesthetics of the Aer frame as it makes the Zero unit look almost valkyrie like (As in the mythical Norse valkyrie and not transformable fighter jets). I only hope Natalie continues with her whacky Pimp My Ride style designs of just sticking something fancy looking ontop.

No comments:

Post a Comment