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?

Wednesday, 1 July 2009

Snapshot: Everyone but Natalie Level 15

A quick look at where everyone stands at level 15 after the shenanigans that were Chapter 6.

Anderson Haaru
Statistics
SP 80
MEL 98
RNG 96
ACC 110
EVA 113
SKL 100
REF 97
Abilities
-Command- Support attackers act before counter attacks.
-Leadership Rank 4- +20 to accuracy and evasion stat to friendly targets within 2 squares.
-Intercept Rank 4- Chance of intercepting ranged attacks with the 'physical bullet' keyword with ranged weapons.
-Slasher Rank 3- Chance of nulifying melee attacks with the 'rush' keyword and ranged attacks with the 'physical bullet' keyword with a slash capable melee weapon.
-Shield Block Rank 4- Chance of applying shield effects from currently equiped shield.
-Helper Rank 2- Two support actions per phase.
SP Commands
-Fleeting 10 SP- +5 to next movement.
-Attention 25 SP- Accuracy and evasion chance set to 100% for an entire turn.
Possible Relationships
-Emma Galstein Rank 1- +5 morale
Notes: Nerf paladins.

Bruno Rodriguez
Statistics
SP 80
MEL 95
RNG 99
ACC 106
EVA 106
SKL 97
REF 97
Abilities
-Intercept Rank 3- Chance of intercepting ranged attacks with the 'physical bullet' keyword with ranged weapons.
-Helper Rank 2- Two support actions per phase.
SP Commands
-Great Effort 20 SP- Doubles next battle's experience reward.
-Concentrate 15 SP- Accuracy and evasion are adjusted by 30% for an entire turn.
-Hot Blood 40 SP- Next attack's damage calculation post defensive abilities is doubled.
-Accelerate 10 SP- +3 to next movement.
Possible Relationships
-None!
Notes: "Bruno Rodriguez, sniping the target!"

Emma Galstein
Statistics
SP 90
MEL 91
RNG 97
ACC 114
EVA 109
SKL 99
REF 103
Abilities
-Slasher Rank 3- Chance of nulifying melee attacks with the 'rush' keyword and ranged attacks with the 'physical bullet' keyword with a slash capable melee weapon.
-Shield Block Rank 2- Chance of applying shield effects from currently equiped shield.
-Helper Rank 2- Two support actions per phase.
SP Commands
-Mercy 10 SP- Next attack will not destroy a unit despite damage calculation.
-Concentrate 15 SP- Accuracy and evasion are adjusted by 30% for an entire turn.
-Flash 15 SP- Evasion chance is set to 100% for next attack.
Possible Relationships
-Anderson Haaru Rank 2- +8 morale
-Tenea Rank 1- +5 morale
Notes: Miracle of the universe.

Ikarane Delerain
Statistics
SP 75
MEL 97
RNG 94
ACC 109
EVA 106
SKL 90
REF 102
Abilities
-Helper Rank 2- Two support actions per phase.
SP Commands
-Concentrate 15 SP- Accuracy and evasion are adjusted by 30% for an entire turn.
-Fetter 10 SP- Reduces an enemy unit's movement to 1 for a turn.
-Super Guts 40 SP- Repairs the unit to full HP instantly.
Possible Relationships
-None!
Notes: Mellow hacker with real and super type Sp Command listing.

John Corry
Statistics
SP 90
MEL 100
RNG 95
ACC 109
EVA 104
SKL 94
REF 96
Abilities
-Slasher Rank 2- Chance of nulifying melee attacks with the 'rush' keyword and ranged attacks with the 'physical bullet' keyword with a slash capable melee weapon.
-Helper Rank 2- Two support actions per phase.
SP Commands
-Super Guts 40 SP- Repairs the unit to full HP instantly.
-Flash 10 SP- Evasion chance is set to 100% for next defensive action.
-Lock On 15 SP- Accuracy chance is set to 100% for an entire turn.
Possible Relationships
-None!
Notes: Kai Shiden turned super pilot.

Keeruu Alhamdah
Statistics
SP 82
MEL 97
RNG 96
ACC 103
EVA 103
SKL 95
REF 94
Abilities
-Endurance Rank 1- Improved damage reduction when choosing to defend during defensive actions.
-Helper Rank 2- Two support actions per phase.
SP Commands
-Accelerate 10 SP- +3 to next movement.
-Lock On 15 SP- Accuracy chance is set to 100% for an entire turn.
Possible Relationships
-Yohko Miury Rank 1- +5 morale
Notes: Pervert.

Ray Va'Shir
Statistics
SP 85
MEL 90
RNG 76
ACC 112
EVA 116
SKL 94
REF 85
Abilities
-Helper Rank 2- Two support actions per phase.
SP Commands
-Great Effort 20 SP- Doubles next battle's experience reward.
-Flash 15 SP- Evasion chance is set to 100% for next attack.
-Bless 60 SP- Doubles money earned by any allied unit in their next battle.
Possible Relationships
-None!
Notes: Still useless. More Russel now that he has bless but it costs far too much.

Yohko Miury
Statistics
SP 79
MEL 97
RNG 92
ACC 112
EVA 109
SKL 96
REF 98
Abilities
-Mechanic Rank 2- Improves the final calculation of activated repair effects.
-Helper Rank 2- Two support actions per phase.
SP Commands
-Lock On 15 SP- Accuracy chance is set to 100% for an entire turn.
-Sense 30 SP- Gain the effects of Flash and Lock On.
-Steel Soul 35 SP- Doubles unit's armor rating for an entire turn before damage calculation.
Possible Relationships
-Anderson Haaru Rank 1- +5 morale
Notes: Moralfag turned Super Robot pilot. Steel Soul!

Jean Kay
Statistics
SP 100
MEL 97
RNG 106
ACC 122
EVA 115
SKL 107
REF 106
Abilities
-Character Rank 3- +30% to all experience earned from any source.
-Intercept Rank 1- Chance of intercepting ranged attacks with the 'physical bullet' keyword with ranged weapons.
-Helper Rank 2- Two support actions per phase.
SP Commands
-Concentrate 15 SP- Accuracy and evasion are adjusted by 30% for an entire turn.
-Flash 15 SP- Evasion chance is set to 100% for next attack.
-Focus 40 SP- Instantly gain +10 morale.
Possible Relationships
-Anderson Haaru Rank 2- +8 morale
Notes: Nerf hunters.

Hotariko Kirumanzy
Statistics
SP 90
MEL 102
RNG 85
ACC 119
EVA 121
SKL 85
REF 97
Abilities
-Slasher Rank 2- Chance of nulifying melee attacks with the 'rush' keyword and ranged attacks with the 'physical bullet' keyword with a slash capable melee weapon.
-Helper Rank 2- Two support actions per phase.
SP Commands
-Guts 15 SP- Instantly repairs a third of a unit's maximum hit points.
Possible Relationships
-None!
Notes: Nerf shadow priests.

Stana Obal
Statistics
SP 106
MEL 96
RNG 97
ACC 107
EVA 117
SKL 96
REF 90
Abilities
-Potential- If hitpoints fall below 1/4 maximum then accuracy and evasion are adjusted by 30% until above 1/4/
-Proud=Beam- All weapons with the "Beam" keyword do additional damage.
-Helper Rank 2- Two support actions per phase.
SP Commands
-Flash 15 SP- Evasion chance is set to 100% for next attack.
-Concentrate 15 SP- Accuracy and evasion are adjusted by 30% for an entire turn.
-Great Effort 20 SP- Doubles next battle's experience reward.
Possible Relationships
-None!
Notes: Das loli.

Idris
Statistics
SP 67
MEL 95
RNG 101
ACC 113+5
EVA 118+5
SKL 113
REF 110
Abilities
-Android- +5 to accuracy and evasion. Maybe some future advantages later on?
-Intercept Rank 1- Chance of intercepting ranged attacks with the 'physical bullet' keyword with ranged weapons.
-Helper Rank 2- Two support actions per phase.
SP Commands
-Analyze 1 SP- Give detailed statistics on enemy target.
-Jamming 30 SP- Halves an enemy's overall accuracy calculation.
-Mastery 20 SP- For one turn all non MAP weapons are considered post-movement weapons.
Possible Relationships
-None!
Notes: Das robut.

In Depth: Idris Levels 1-15

Idris
Starting Level: 8
Terrain Modifiers: Air- B Ground- A Water- C Space- A
SP Commands: Jamming 30, Analyze 1
Passive Abilities: Android, Helper Lvl 1
Weapon Preference: Ranged Attacks. Still pretty awesome with melee attacks.
Notes: Untill someone else says otherwise Idris is now a permanant pilot in the team and can really show the students how to operate mobile suits and Vereins.

Idris' base stats will show a glaring weakness in her SP pool which is TINY compared to everyone else in the team with only 67 SP available at level 15 which is a far cry off from the lowest of the current team Ikarane who has 75. Androids can't be hot blooded :(

Everything else about her is pretty amazing. Her attacking stats clock in well above average with a solid ranged statistic supported by a powerful melee capacity. Idris takes over as well as the character with the highest reflexes in the team surpassing that of Jean. Combined with her Android ability boosting her already impressive accuracy and evasion statistics Idris will be the most evasive member in the group and almost the most accurate.

She'll pick up a passive defensive support ability at level 11 in the form of rank 1 Interception and gains the ability to support two allies with rank 2 helper at level 10.

Idris' SP Command listing however is mostly team support based with no directly supporting abilities available to her at the start. She has Analyze which is exactly like SEAS in which we get to have a closer look at enemy units. Jamming costs her 30 SP to use but is a pretty big debuff on a single big enemy or boss, reducing the target's accuracy by half more of a full on team ability than a self defence ability.

This leaves a big gaping hole in Idris' defence which is somewhat smoothed out a little with Mastery becoming available at level 15. Mastery is a 20SP ability that turns all of Idris' attacks into post-movement attacks except for those with the map keyword. This means she can move and shoot with big weapons like the Beam Shooter or Gatling Maser, this can put her out of range of a counter attack and still be deadly or be incredibly usefull when movement is paramount in a stage.

Character Notes:
An emotionless robot built to be walking talking personal assistant to Anderson so far Idris' role has been pretty low key. She can't form her own opinion, she has no extremist views to draw off and the only dynamic to her so far has been her desire to go out and pilot something for survival purposes. She is true robot moe. Her inbuilt selflessness and robotic understanding that she's just a "thing" will probably be her true dynamic characteristic as our rowdy bunch of teenagers try to teach her that she's more than just a PDA with boobs, at least to them...maybe not Keeruu.

In Depth: C709-Longsword

C709-Longsword
UNSC Interceptor...

Obtained Where: Unit Survives Chapter 6
Fixed Weapons:
- 110mm Rotary Cannons
- 120mm Ventral Guns
- ASGM-10 Missiles
Hardpoints:
- None!
Adjustable Features:
-1 x Powerup Slot (Empty)
-1 x Armor Slot (Empty)
-1 x Shielding Slot (Empty)
-1 x Engine Slot (Empty)
-1 x Computer Slot (Empty)
-1 x Booster Slot (Empty)
-1 x Misc Slot (Empty)
-1 x Consumable Slot (Empty)
-1 x Food Slot (Empty)
Terrain Features: Full flight.
Piloting Restrictions: Nobody can pilot them! Halo characters only.
Notes: We've seen the UNSC pilots put these things through their paces. Now it's our turn! Or it would be if anyone knew how to fly the thing. Look at that delicious statline.

It's got a higher mobility and movement stat compared to the Lechiffon in it's fighter mode though it's medium size will probably bring just a little lower in evasive capabilities in exchange for a much more rugged unit capable of taking an extra hit or two and pushing out a slight more damage.

The Longsword's Rotary Cannons are a post movement range 1-4 shooting attack. It has a +25 bonus to accuracy with a good solid critical hit chance. It has a good ammunition reserve with 12 rounds and is the Longsword's most suitable weapon for engaging ground based targets and to a lesser effect those underwater.

The Ventral guns are pretty much exactly the same as the Rotary cannons with a near identical statline baring an upgrade to damage and different terrain modifiers. The Ventrals are the Longsword's weapon of choice when it comes to shooting down other aibourne and spacebourne targets.

The ASGM-10 Missiles are limited in ammunition with only 4 rounds but they have an extended range of 2-6. They're not as accurate or have as high a critical chance as the guns but they push out alot more damage. You'll probably have seen the Longswords swatting down covenant forces pretty well in the last two chapters with these things.

Just a real shame none of the students have an idea on how to fly this thing otherwise it'd be a really awesome replacement for the Verein on gravity levels for anyone with horrible ground terrain abilities.

In Depth: Gellme

Gellme
Stripped Down Maintenence Einhander...

First Deployed: Chapter 6
Fixed Weapons: None!
Hardpoints:
- None!
Adjustable Features:
-1 x Armor Slot (Empty)
-1 x Engine Slot (Empty)
-1 x Computer Slot (Empty)
-1 x Booster Slot (Empty)
-1 x Misc Slot (Empty)
-1 x Consumable Slot (Empty)
-1 x Food Slot (Empty)
Terrain Features: Full flight.
Additional Features:
- Field Repair System 30% Repair Function
Piloting Restrictions: None so far.
Notes: It's got an arm...so it's only a matter of time before some sassy scientist gets the idea of sticking a weapon on it. Anyway it seems the maintenece team have been keeping this nifty little unit a secret from the rest of us as it would have been nice to actually make Ray USEFUL beyond his ham handed wet noodle attacks.

The Gellme is a pure support unit, only mounting a Field Repair System, where it probably goes around with a welding tool fixing up a single damage unit which can greatly enhance the combat life of many of your units at the cost of loosing potential damage output and putting the Gellme dangerously close into combat.

The Gellme's defensive capabilitys can be reinforced though thanks to an adjustable armor slot and booster slot but sometimes offense will be the best defence. The Gellme's going to be great for getting lower leveled pilots up to the same standards as everyone else so if anyone's in a bad way experience wise give them a few rounds on an easy simulator repairing allied targets.

Tuesday, 30 June 2009

Ch 6 Epilogue "Captain King. Meet Admiral Scientist."

We're WASTED, at the lack of a better term everyone's pretty much pooped from all the combat. Despite having lost a few of our friends tempoarily to the combat, or in some cases a friend, a war hero and a bunch of dirty zeeks morale's still pretty high with a few new fresh faces onboard...




Okay maybe the Chief doesn't have as much of a face. Helmet. Tang Visor. Whatever. Eitherway he's oboard, Dan's onboard and so are the UNSC Longsword pilots who are probably recieving the most incredible high fives ever from the maintenence crews and the former Zaku I and Zaku Flipper pilots. Welcome to team background supporting cast where you'll never be heard of again...

The Chief's suprised that the G.A.C has it's own well armed military unit now out and about spreading peace and love through superior firepower. It all makes sense though when he realizes it's made up of almost nothing but kids.


Your times will come, don't worry. Jean will bring Dan and his assistant Rin onto the bridge to give her completly proffessional report to our acting commander Natalie. Her attempt to get into the piloting seat of the evil looking (and evily named Lost Guilty) will be shot down with little hesitation. Maybe she can hold Rin for a bit?


'Something' will spark up between Dan and Shiina it's nothing relationship based as their exchange is a little cold but maybe there's something there that'll help our resident amnesiac along in finding out who she is but Jean's hugging antics will put a stop to any of that.

Hotariko and Idris will also come up to the bridge, with Hotariko introducing herself to Dan and...well...that's it. ICE COLD KILLER. Natalie will also reassign Idris as a fulltime pilot for now until Anderson is rescued. Yes! More bait!


Onboard the downed Pillar of Autumn Anderson, the Zeon team and Keyes have secured themselves an escape route from the Autumn. They need to get out of the area and wait for rescue before making an attempt on salvaging the jump drive or they're going to get swarmed by any covenant forces present on the ring structure.

First however comes supplies, there's no telling how long the allied fleet will have to lay low before they can make both a rescue attempt and a salvage operation. Keyes will need some form of transport, he won't be able to sit in a Zaku's cusped hands all the time. Thankfully there's a selection of units available in the hold of the Autumn and we're prompted to make a choice.


The M12 LRV Warthog is going to be the fastest and the lightest of the three choices and will probably have a very high movement stat. It's actual combat options are probably going to be limited unless we magic up another marine with a rocket launcher to sit in the passenger seat so think of this as the short term choice if we get to keep this unit.

The M808B Scorpion is going to feel right at home trundling along side the Zeon mobile suits and the Verein Zero though it'll probably be as fast as a brick but heavily armored. It'll have a better choice of offensive options with it's machinegun and main battle cannon and with a bit of luck the cannon will hit so hard it'll knock people into next tuesday over crazy ranges.

The C709 Longsword is going to be exactly the same as the ones we saw kicking ass in the last two missions with three fully loaded hardpoints of well balanced firepower put onto a flying medium unit. If your Anderson landed feet first in the Sidus frame then the Longsword might be a good choice to grab to cover for your currently available force's lack of flight.

Having made a choice (we're taking the hog) it's off to grab some food, in true Tsukuyomi Fat Force fashion.

Our food mining operation (that's right, mining) is brought to a halt by the sounds of Covenant forces securing the interior of the ship. We're not armed...and neither is it. Five of us versus one unarmed Covenant pilot. We may have a chance.


Well...our new prisoner isn't the vicious blood thirsty beast we were expecting short of a single line of hurled abuse. We've pretty much caught ourselves a mascot but there might be a few options that'll present themselves to us incase we encounter any more Covenant forces. I'm sure we could tie it onto a Heat Hawk in the mean time.


We're back to the relaxation lounge and everyone's enjoying some R&R. Shiina bursts Jean's bubble when she waltzes in with a cooperative Rin sitting happily in her hands.

M-m-moe~


Keeruu's knocking heads together with the boys trying to come up with a plan for sneaking onboard the Nirvana to get freaky with the all female crew. Nobody else onboard the Tessaract however isn't quite as pumped for it apart from Bruno. Infact John's more fabulous than Lelouche as hard as that sounds. Fag.

Things'll deviate ever so slightly here depending on what happened with the quiz in sub mission 2 when Emma catches an earful of what he's planning. If the boys won Yohko will diffuse the entire situation just by being around, Keeruu must be suffereing from brain damage otherwise Yohko will clear the whole mess up with some tough love.

Back on the bridge if we cleared the stage mastery then Natalie will be pondering over covenant technology we managed to salvage. Those wonderful brain cells of hers are being put to great use as she draws up some designs for a possible new frame for Anderson when we pick him up later on.

After the plans are drawn up we're hailed by the Nirvana and it's crew, keeping all the dreads safe from harm results in Magno shipping us over some rather awesome equipment to spread out amongst our units.

Failure to keep the dreads in a good condition will skip the last two parts entirely and Natalie will organize a time when the allied fleet will make a rescue attempt for our brave hostage taking heroes.

Reward
No contract based reward for this. It was all just a battle for survival out here and we should be happy just getting out of this chapter alive.

Battle Mastery Rewards
- 2 x PRAXIS Composite (HP 200 Armor 10. Beam Resist. Bullet, Explosion, Slash Weaknesses)
- 2 x PRAXIS Thruster (Booster. Speed + 17. Movement + 1)
- Covenant Frame Flag

Unit Survival Rewards
- New Unit C709 Longsword
- New Unit C709 Longsword
- New Unit C709 Longsword