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Showing posts with label Pilots. Show all posts
Showing posts with label Pilots. Show all posts

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.

Monday, 22 June 2009

In Depth: Stana and S.E.A.S Levels 1-10

Stana Obal
Starting Level: 8
Terrain Modifiers: Air- A Ground- B Water- C Space- A
SP Commands: Flash 15, Concentrate 15
Passive Abilities: Potential, Helper Lvl 1
Weapon Preference: Everything and anything.
Notes: A micro Jean or a slightly improved Keeruu Stana is another great all rounder with nice high modifiers. Her reflex compared to everyone else will end up second worse just a little ahead of Ray's but is defensivly offset by a generally higher evasion growth.
Her total accuracy calculation will actually work out just a little higher than Keeruu's, the second lowest on the team, but thanks to the awesome capabilities of the ERX-75 you won't really notice this. As the V-Team continue to get progressive upgrades Stana may eventually be outpaced by everyone else.
She also has the highest available SP pool so don't be afraid to burn the majoritory of it away early in fights.
Stana has Potential, another new passive ability we haven't had the chance to properly look at. Potential kicks in when Stana's at 25% hit points and less when it does she'll have a permanant Concentrate effect on her. That's a 30% bonus to evasion and accuracy that'll stack with Concentrate.
Other than the usual upgrade to Helper at level 10 Stana won't pick up another passive ability until level 12.
Stana's SP Commands are your typical real robot pilot listing with Concentrate and Flash available to her at the start and at level 10 she'll pick up Great Effort to let her really milk a great deal of experience from anything she kills.
Character Notes: Stana Obal is a weird combination of original character do not steal that's somewhat tethered down a little by some source material. Based off the female pilot introduced in the Arrow Flash shoot 'em up game on the Sega Genesis Stana brings along with her an additional story line that's fleshed out a little better than the original game from which she kind of comes from.
Mixed in with the rest of the group she brings along the loli factor into the party whilst somehow managing to stay a little more mature compared to the other girls. Dem eyes.

S.E.A.S
SP Commands: Analyse 1
Notes: S.E.A.S is our first real support AI system that has a place holder for it's character icon. As it's a support AI it has no stats of it's own short of an SP pool and is unable to pilot units on it's own in anyway. It's level will be based of the pilot it is supporting so it's command list and SP pool will be based entirely off whoever's at the controls.
S.E.A.S will always have Analyse, a cheap SP Command that's only advantage is the ability to scan and see the exact specifications of any enemy target, somewhat useless.
It will however pick up Accelerate at level 10 giving whoever is being supported by it a +3 movement command for 10 SP, something it can pull off 7 times with a level 10 SP Pool.

Tuesday, 9 June 2009

In Depth: Natalie Axelle Levels 1-10

Natalie Axelle
Starting Level: 5
Terrain Modifiers: Air- B Ground- C Water- D Space- C
SP Commands: Trust 20
Passive Abilities: Affinity Lvl 2, Helper Lvl 1
Weapon Preference: Ranged Attacks. Not that it matters at this stage.
Notes: Natalie is an ideal ship commander with her high ranged stat and her ability to throw out Trust a couple of times as psuedo infield repairs but her poor ship isn't armed with anything.
Natalie is hampered as well by sub-standard terrain modifers so I don't think she's planning on climbing into a suit which suits a simple research engineer just fine.
Natalie introduces a new passive ability, Affinity, which is a form of groth booster that increases the amount of SP she gets at every experience level.
Not alot happens with her passive abilities from 5-10 other than a boost to helper at level 10.
Natalie's SP Command listing is pretty strong with the arrival of Lock On at level 7 and the cheaper option of using Guts instead of Trust on her ship setting up shop at level 10 the only real problem is trying to level her up without any attacks. Exp gains will be entirely from getting shot at.
Character Notes: The 'mature' Natalie Axelle is one of the developers of the M.I.V.S operating systems but her real passion seems to be the development of Mecha and her whacky ideas for upgrades.
Whilst Anderson is the "Commander" Natalie is the one really in charge, this combined with glasses, a white labcoat and some nifty in battle lines make her feel like a sexy character who isn't really trying to be one.
I can not wait untill she meets with Yuuko from Muv Luv Alternative. TWO purple haired, sexy labcoats with zany ideas? Hnnnnnggggghhh.

Sunday, 7 June 2009

In Depth: Hotariko Kirumanzy Levels 1-10

Hotariko Kirumanzy
Starting Level: 4
Terrain Modifiers: Air- A Ground- A Water- B Space- A
SP Commands: Guts 15
Passive Abilities: Slasher Lvl 1, Helper Lvl 1
Weapon Preference: Melee Attacks
Notes: Yes! Another pilot who comes loaded with her own new song.
Hotariko comes with a sub standard skill and ranged attack stat that will build to an okay level but that's not where our favorite nun's strengths are.
Hotariko is all about bringing a great big beam axe/XT Scythe onto to the battlefield and cleaving anything that stands in her way, skill doesn't matter when you have a weapon with a massive crit rating.
Her lone SP Command from starting level to level 10 is Guts, the more economical version of Super Guts that heals a third of her maximum hp for 15 SP. Not too shabby and very super roboty but it's her only SP Command for ages.
Level 9 will upgrade her Slasher ability once and as always level 10 brings along a boost to Helper. Probably the best choice for the Zaku or even the Verein Geves.
Character Notes: You're either going to love her or hate her. I am of the absolutley freakin' adore her group. A nun who's not quite a nun piloting a mobile suit who's forté is hitting things with a very big melee weapon is something I can easily get addicted to.
Hotariko is also one of the more animated characters who can go from perfectly normal looking, to incredibly moe to RAPE FACE in a matter of moments.
Any of the dislike for Hotariko will be from her grounded and very blunt nature but that bluntness and straightforward non moralfag attitude is what makes me like her more and more. I would have voted her best female original, but Emma was loosing to Jean, not on this A.I's watch.

Thursday, 4 June 2009

In Depth: Jean Kay Levels 1-10

Jean Kay AKA "THE Jean Kay" "The Golden Star" "The Calamity of Mars"
Starting Level: 5
Terrain Modifiers: Air- B Ground- A Water- C Space- A
SP Commands: Flash 15
Passive Abilities: Character Lvl 1 , Intercept Lvl 1, Helper Lvl 1
Weapon Preference: Ranged Attacks
Notes: The complete opposite of Ray and the second of the original pilots with actual piloting exeperience. Jean is the number one mercenary available to hire on the Global Cortex and her high stats in everything show.
Unlike Anderson she's not hampered at all by a sub-standard unit as well making Jean a real tide turner for when you need damage fast anywhere on the battlefield.
Her passive abilities include level 1 Character which'll go up a pop at both level 6 and level 10. Character increases Jean's experience gain from combat making her a fast grower so don't be too suprised if she ends up being the highest level pilot in your forces unless you go out of your way to level up another favorite. Helper as always will go up at level 10.
Jean'll pick up Concentrate at level 7 expanding her already impressive damage dealing capabilities.
Another great all round sweeper who's statistics are through the roof.
Character Notes: A ditz who loves working for money her priorities in life are to have fun, complete the job to the best of your abilities and to remain generally upbeat about all situations. Jean has alot of history ('The Calamity of Mars?' Hoo boy.) and can be quickly labled as a Mary Sue through her background story but sometimes that in itself is entertaining.
Jean's a real driving force with at times the ability to dispense otherworldly sagely advice that gets the group motivated or sets them down the right path.
A cute bubbly character who's a little too forwards at times, perhaps she's resigned to her fate as a soldier for hire and just living life as normally as she can.

Wednesday, 3 June 2009

In Depth: Verein Originals Levels 1-10

Anderson Haaru

Starting Level:
7
Terrain Modifiers: Air- B Ground- A Water- C Space- A
SP Commands: Fleeting 10, Attention 25
Passive Abilities: Command, Leadership Lvl 2, Intercept Lvl 3, Slasher Lvl 1, Shield Block Lvl 1, Helper Lvl 1
Weapon Preference: Great all round. Very minor melee advantage.
Notes: Commander of the Verein Team and one of two pilots who have clocked up a great deal of time in a mecha, Anderson's stats show off his role overtly both through numbers and his vast library of piloting abilities. This together combined with a very powerful SP Command listing makes Anderson a beast in any combat situation.
His command ability helps mitigate damage during support attacks by making his support attacker follow up right after him potentially destroying the target before it has a chance to retaliate.
Leadership grants any friendly unit next to him a +5 bonus to evasion and accuracy per level which just further enhances support attacks and gives everyone a general boost. There's no questioning that Anderson's role is that of group cheerleader, sitting smack dab in the middle of your powerhouses.
His SP Command list is absolutley insane as well, Fleeting provides a +5 movement boost for 10 SP which helps offset his unit's inability to mount bigger thrusters and Attention gives him a full turn of Lock-On and Flash for just 25 SP, this includes your phase and the enemy. Almost entirely because of Attention Anderson can lock down an entire battlefield unsupported .
On hitting level 10 his Leadership, Shield Block and Helper ability go up by a level but no new SP Commands pop up from 7-10.
The only real weakness Anderson has is his unit the Verein Zero which starts life as a very poor unit with alot less customization options available for it making his deployment for the first few stages a little dicey.
Character Notes: As the main character of the originals Anderson suffers from a multitude of heroic characteristics including but not limited too, selflessness, "But you were almost dead!" "I got better.", a general disregard for rigid military formalities and a charismatic laid back attitude. He hillariously let's his megalomania and moralfag attitude loose during one sub mission. Overall a very Animu and entertaining leadertype who's overpowered to boot.


Bruno Rodriguez
Starting Level: 3
Terrain Modifiers: Air- A Ground- A Water- C Space- A
SP Commands: Great Effort 20
Passive Abilities: Intercept Lvl 2, Helper Lvl 1
Weapon Preference: Ranged Attacks
Notes: Bruno's a real solid ranged attacker who isn't too bad at all with a melee weapon as well. His passive abilities seem to support a sniper based role as his only defensive capabilities is intercept, sniping missiles out of the sky! He initially starts with no real ground breaking SP Command short of Great Effort which'll boost his exp gain.
At Level 5 he'll gain Concentrate a good old bread and butter SP Command that gives a base +30% to accuracy and evasion results and even better at level 9 he'll probably be one of your first pilots to learn Hot Blood, head shots anyone?
At level 10 his Intercept and Helper will go up by one level.
There's no real weakness short of surviability options and a very minor drop in accuracy growth compared to everyone else making him a potential power house if you arm his unit with the biggest sniping weapon you can find or afford.
Character Notes: I like to think of Bruno as the V-Team's representation of the recent trend of playboy esque pretty boy snipers that have been popping up in mecha serieses, from Full Metal Panic to Macross Frontier. A real ladies man that manages to keep his stupid lines to himself, Bruno plays off Keeru's more obvious perverse nature to keep the heat off himself. Good characteristics and a well defined role.


Emma Galstein
Starting Level: 3
Terrain Modifiers: Air- A Ground- C Water- C Space- B
SP Commands: Mercy 10
Passive Abilities: Slasher Lvl 2, Shield Block Lvl 1, Helper Lvl 1
Weapon Preference: Purely ranged attacks
Notes: Another pilot who's preferences are that of long range combat, Emma easily fills the role of a second sniper who has greater options of survivability compared to Bruno. Although her ranged stat isn't as high it's very close to Bruno's. Her accuracy and evasion are worlds better and her reflex and skill stats are nothing to scoff at either.
Mercy will assit alot in helping Ray to earn experience but this SP Command is quickly overshadowed by Concentrate at level 4 and Flash at level 5, giving Emma even more defensive options on the run and with her inately large SP pool she can afford to use these abilities often.
At level 9 she gains a level boost to Slasher and at level 10 another helping of Helper.
Emma's real weakness lies in melee, being the second worse in the team but this is offset by everything else. Just give her a slash capable melee weapon and think nothing of it.
Another weakness of hers is her poor terrain modifiers. A C-Rank on ground can really hamper things when it comes to evasion and defence. Hopefully she'll be equipped with some form of flight pack on any gravity based levels.
Character Notes: There's something oddly endearing about Emma which happens to show in the polls on the SRWCF blog. Perhaps it's that delicious hairclip of her's. Maybe it's the 'girl next door' persona that she's adopted. Maybe it's because she's an onee-chan. Or it could just be a case that statistically she's just a really good character to have on the field.
Eitherway she may not have a personality that'll move planets but there's just this god damn endearing part about her that makes you want to deploy her.


IkaraneDelerain
Starting Level: 2
Terrain Modifiers: Air- B Ground- A Water- B Space- A
SP Commands: Concentrate 15
Passive Abilities: Helper Lvl 1
Weapon Preference: Great all round. Preference for Melee.
Notes: Ikarane is a lesser Anderson in disguise, except without a padded out passive ability chart to draw from. She can fill any role confidently and also has some great utilitity with her SP listing.
Concentrate right off the bat make her an ideal choice for opening up attacks and Fetter which'll pop up at level 5 gives her a 10 SP ability that slows down any enemy target to 1 Movement on their next turn. Fetter can be crucial to aquiring certain battle masteries and aquring certain suits so try to find room for Ikarane in any battle you can.
Super Guts will also put it's foot in the doorway at level 10, a full heal for the cost of 40 SP that could save her bacon in some tricky cases or if you're looking to delay the enemy for a turn with some bait.
Ikarane's weakness is her poor passive ability listing. She only gets a level boost to helper at level 10.
Character Notes: The cool, cold, quiet female of the group, Ikarane reminds me of OG's Villeta. A consummate hacker who's skills are touched on quite reguarly through out the story both through lulzy implications and more serious natured requests. I like to think of Ikarane as the 'straight man' of the group who'll do things if they need to be done just because no matter the implications.


John Corry
Starting Level: 2
Terrain Modifiers: Air- A Ground- B Water- B Space- C
SP Commands: Super Guts 40
Passive Abilities: Slasher Lvl 1, Helper Lvl 1
Weapon Preference: Melee Attacks
Notes: John is a Super Robot pilot trapped in a Real gunt with slightly less evasion and reflex compared to everyone else. His melee attribute is a nice solid round number putting him right at the front of battle and his ranged capabilities are also pretty solid as well.
Super Guts at the start is like sticking a giant "Give me armor and HP" sign but is incredibly costly around level 10 John can use this ability twice without fattening himself on consumables. Level 7 gives you an alternative to Super Guts with Flash at a discounted cost of 10 SP compared to it's normal cost of 15 SP. This gives you a little more breathing room with John's SP pool especially if you plan on using him as a pure counter attack damage dealer.
He only gains a level boost to helper at level 10 but that's fine for a damage sponge.
Character Notes: John may come off as a bit of a dick at times, perhaps because he hasn't really had a time to shine in any way with his personality so far. He feels like a reaction face image most of the time as his only real dynamic so far has been to yell at Ray alot and look bermused but hey at least he cares that Jackie's gone.
With a bit of luck he'll do something significant or I am going to throughly enjoy using him as a damage sponge.


Keeruu Alhamdah
Starting Level: 3
Terrain Modifiers: Air- B Ground- A Water- D Space- A
SP Commands: Accelerate 10
Passive Abilities: Helper Lvl 1
Weapon Preference: Sufficient all round.
Notes: A great all rounder who's real emphasis is on his Accelerate SP Command. His good stats all round combined with a 10 SP +3 burst to movement let him fill a sweeper role where he can assist anywhere he needs to on the battlefield in any readily available role, from decoy, to support defence or just generally tagging mission objectives.
He'll also pick up Endurance Lvl 1 at level 5, a passive pilot ability that reduces the damage he takes when guarding, a possible foreshadowing to a super robot upgrade? Either way it's a useful ability that is easily forgotten about but can make a difference.
Lock On also pops up at level 9 which also gives you the option of arming Keeruu's unit with inaccurate weapons.
Keeruu's only real weakness is that overall he's 'good'. Not amazing at anything. Just 'good'.
Character Notes: A true bro. Keeruu really is a case of bros before hoes, with something perverse on his mind at almost every other time and blurting out what any man would say in potentially erotic situations.
When paired with Bruno you get a good sense of the two's commaderie and they bounce off each other really well which makes them entertaining.
I don't know what it is, but I can't help but arm Keeruu with a boomerang and picture him yelling "Keeruu Toma-haaaawk!" every time he tosses it, I guess it fits his more relaxed piloting nature. Also likes Tony Taka artwork.


Ray Va'shir
Starting Level:
1
Terrain Modifiers: Air- C Ground- C Water- C Space- B
SP Commands: Great Effot 20, Flash 15
Passive Abilities: Helper Lvl 1
Weapon Preference: Melee. Just Melee.
Notes: Oh god where do we start. Ray is a bad pilot something he admits freely and this shows in his starting stats. Poor everything. Ray will constantly clock in sub-average damage with melee attacks and even worse with ranged attacks making him an ideal candidate to arm with an XT-Sycthe.
Even with Great Effort to boost his experience gain his stat growth is still quite poor with only Evasion and Accuracy reaching respectable levels. Also his only real boost all the way up to level 10 is the expected addition to Helper.
All in all he's bad at everything.
Character Notes:
⑨⑨⑨⑨⑨⑨⑨⑨⑨⑨⑨⑨⑨⑨⑨⑨⑨⑨⑨⑨⑨
With an inferiority complex and the death of Jackie hanging over his head it's easy to feel sorry for Ray, then you look at his stats and you feel slightly better. He's OG's Russel without any useful parts and Ray has no Katina to hang onto. There is however one bright light at the end of the tunnel, potential plot haxs. I might even find a way to change his theme tune to a Cirno theme.


YohkoMiury
Starting Level: 3
Terrain Modifiers: Air- B Ground- S Water- B Space- C
SP Commands: Lock On 25
Passive Abilities: Helper Lvl 1
Weapon Preference: Melee Attacks.
Notes: S Rank in Ground. S RANK IN GROUND. Sure a good portion of the first few chapters are set in space but god damn S RANK IN GROUND.
Yohko's forté is quick, accurate and punishing melee attacks and relies on killing the enemy before they can shoot back for surviabilitiy but it's not long untill level 7 when she learns Sense.
Her SP listing continues the trend of quick hit and runs in that their effects are massive but very short term.
At level 5 she'll learn Mechanic Lvl 1, a passive ability that increases the effect of any repair job she might be involved in, a skill that is rarely used at this moment in the game. Hopefully this won't relegate her to wondering around the battlefield in a repair capable mech fixing up her friends as she is a really good pilot.
Yohko's weakness lies in the fact that she's only Rank C in space but this is easily balanced out by S RANK IN GROUND GOD DAMN.
Character Notes: It's hard to pin down what sort of role Yohko currently plays in the group characteristic wise. I currently envision her as the unofficial leader of the Amatsu trainee pilots, held ultimatley responsible for keeping Keeruu in check and that everyone's ready to rock and roll when it's time to launch.
She also believes in helping everyone that the group can which helps add some form of dynamic. Maybe she's a real maternal figure head.