BATTLE PROFILE- Battle Profile:
PILOT’S NAME: Kael “Drifter” Nyk Real Name: Kael Valens of Adelprade
0 RPC 1,500 MC
STATS GL 14 36,000 AP 59 Skill Points (51 + 8 OPS)
PILOT’S ATTRIBUTES Mental Ability: 20 Reflexes: 18 (14 + 4 OPS) Proficiency: 21 (17 + 4 OPS) - Cannons: 0 - Rifles: 15 (+25DP) - Machine Guns: 0 - Melee: 6 (+15DP)
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Kael Nyk wrote:BATTLE PROFILE:Known Reflex Abilities: Know-It All
- Reflex Abilities:
Double Attack:
[Takes the place of Attack]
This feat will allow you to attack twice in the same time frame as the normal Attack feat. The pilot rapidly attacks using the same weapon twice at the same Zoid, though different targets on the Zoid may be attacked.
Note: The "usage" of the weapon is counted in the use limit of weapons.
(Uses 1 Reflex Point)
Sprint:
[Takes the place of Activate/Charge]
Like all animals, the instinct of fight or flight is in every Zoid. Sprint may be used to run away from or at your opponent.
Increase for 2 actions the evasion and accuracy rates by 20% and speed by 1.
(Uses 1 Reflex Point)
Intercept:
[Takes the place of Dodge]
Shoots out of the air any missile or bullet. Only good on frontal attack single shots (if you use a missile to intercept, then a spray of machine gun fire can be shot down as well due to the explosion damage).
Use a projectile to destroy a bullet or missile in front of you or a missile to destroy machine gun fire.
(Uses 1 Reflex Point)
Quicker than the Eye:
[Must be used BEFORE the feat you want to go unnoticed. Takes the place of Activate/Charge]
Use this feat to catch your opponent off guard - it will make the following feat a stealth attack. Can be used once per round.
(Uses 2 Reflex Points)
After Image:
[Takes the place of Dodge]
The Zoid dodges at such a high speed that an image of the Zoid remains to confuse the aiming pilot and make them miss.
Allows near-auto-dodge of one attack feat, once per round.
(Uses 2 Reflex Points)
Counter Attack:
[Takes the place of Attack]
An attack directly after an opponent's attack, not giving them enough time to defend themselves or dodge the attack.
Attack right after an opponent's attack for 95% chance of both of you taking clear damage.
(Uses 2 Reflex Points)
Parry:
[Takes the place of Dodge]
Some pilots know they can't escape certain attacks. Their human instincts allow them to position themselves in the safest possible stance to brace for the attack and minimize damage, while allowing a quick counterstrike.
Reduces melee damage to your Zoid by half and throws foe off balance temporarily due to upending the attack.
Only usable by land Zoids.
(Uses 2 Reflex Points)
Rage:
[Takes the place of Activate/Charge]
Causes your Zoid to revert back to its wild state for a short period. Only melee attacks can be used during this period. Upon activation lasts 3 actions.
+25 DP to melee attacks; only melee attacks usable for the attack feats of the next 3 actions.
(Uses 3 Reflex Points)
Rewiring:
[Takes the place of Half your actions]
Can be used once per battle if you get a temporary system freeze. You can reboot the Zoid early by rewiring, allowing you to be able to use half of your actions on that turn you were supposed to be frozen.
Reboots a temporary system freeze early; instead of freezing one turn, you get half of your actions instead of none.
(Uses 5 Reflex Points)
ZOID PROFILE
AEDAN |
RAYSE WOLFAge: Approximately, 10 years
- The zoid is coated with an ionized rayse alloy that integrates rayse energy all through-out its body and mechanism.
- It uses Rayse Energy source, which is a mixture of Electricity, Heat and Light Energies.
- Reduce Light damage by 20%; increase Dark damage by 20%
Speed: 32 (25 Base + 10 Simulex -3 Shadow Armor)Agility: 72 (60 Base + 20 Simulex -8 Shadow Armor)Heat Index: 50Internal Slots: 6 (8 base -2 =IPU)
Shadow Armor - (3)
Stealth System - (1)
CPU Slots: 6 (5 base +1 =IPU)
OPS - (1)
GA - (1)
Stealth System - (1)
Lock On System - (1)
Hardpoints: 11
Current OutfitChest (1) = Sol Brave
Back (3):1 = Stratos Rifle
2 = Tierian Rail Rifle
3 = Napalm Missile Pod
Limbs (6):FU left - 1 = Quanta Blades
FS left - 1 = Sniper Rifle
B Left - 1= Sierra Rifle Bit (1)
FU right - 1 = Quanta Blades
FS right - 1 = Plasma Cannon
B Right - 1= Sierra Rifle Bit (2)
Tail (1): = RAISER Anti-Missile System
Armor:Head – 40 | Body – 175 | Legs(x4) – 60 | Tail – 30
Current Armor: Shadow Armor
Head – 115 | Body – 425 | Legs(x4) – 135 | Tail – 105
+250 to body, + 75 to other limbsEVOLVED SPECIAL ABILITIES Shadow Endgame (Formerly Booster Dischargers)
Releases a thick black rayse thunder cloud that engulfs the area. The rayse thunder cloud is a unique form that embodies a rayse energy surge along its particles, which in turn, enhances electric, heat and light base attacks. Rayse energy is mainly composed of electric, heat and light energy that has been fused together to create a unique energy source. This doesn't allow metallic compositions to conduct its energy much like what electricity does since this new form of energy is a combination of different atomic particles, and one that knocks back and not conducts metallic surface. This technique also enhances some of the Rayse Wolf's natural attacks.
Ruling:
Can choose only 1 from 3 functions:
- 1) Increases zoid function and mobility (evasion increases by 40%; Agility and Speed gains + 2)
- 2) Reduces the enemy accuracy to 30%
- 3) Increases Electric (energy), Heat and Light Damages by 25%
Restrictions:
- Lasts for the entire round; every other round
- Requires an activation feat
Lightning Fang (Formerly Electrostatic Bite)
Biting with the surge of lightning and creating a devastating blow to the enemy. The technique may be enhanced further by charging twice in order to transfer the electric energy to the enemy's circuits, thus creating an abnormality on its functions.
Ruling:
Can choose 1 from the two options:
- 1) 115 DP and Stuns for 2 actions (1 charge)
- 2) 100 DP and Reduces the opponent's mobility (decreases speed by 2 and evasion by 30% for 2 actions only) (1 charges)
Restrictions:
- Can be used 3 times per round
Vantage (Formerly Konig Wolf Headgear)
This techniques allows the evolved headgear to create distortion by emitting quantum waves into the air. The quantum waves have different effect in the atmosphere and create different opportunities for the Rayse Wolf to use. One is to enhance tracking by creating a disruption in the quantum waves, thus allowing a clear view of the target without much regard of the environment condition. The second effect is to create a disruption in being tracked by guided projectiles, wherein the quantum waves in the air flow to create an illusionary guidance to projectiles, thus interfering with the initial targeting functions. The last effect is to create a disruption in the atmosphere around the Rayse Wolf wherein previous attempts of the enemy to block the Rayse Wolf's view will be bypassed as the quantum waves will be able to locate the location and send back the signals to its origin and where the improved headgear will interpret its data.
Ruling:
Can choose 1 from 3 functions:
- 1) Zen System: Increases Accuracy by 35% for 4 actions (In-RP Effect: Integrates a wide range of locating systems such as Nightvision, Thermal Sensors and GPRS tagging.)
- 2) Kaleidoscope Effect: Creating an illusionary image of the zoid, where it interferes with long-range attacks.
- Increases evasion rate by 50% against long-range attacks
- 3) Wave Effect: Bypasses any accuracy reduction effect by 50& (must have 1 charge)
Restrictions:
- Lasts for the duration of the round
- Possible requirement of 1 charging feat
Duelist(formerly Hardened teeth and claws)
A spiral piercing attack, using the fangs and claws that taps into the radiant energy surge of the Rayse Wolf. The surge of the rayse energy coats the fangs and claws of the Rayse Wolf, making them armor piercing.
Ruling:
- 65 DP
- 75 DP (when used together with Shadow Endgame due to the effect that spurs the Rayse Wolf's energy affinity)
Rayse Endgame (formerly Konig Claw Strike)
Syphoned energy creates an extension to the claws, which when swung to attack, gives a longer reach of damage, making the attack a short-to-middle range type. The attack may be enhanced when the environment is to the zoid's favor having abundant sources of electric, heat or light energy sources. Thus, when charged, the claws would send out a brief wave of rayse energy spark to create an area of effect damage.
Ruling:
Can choose 1 of the 2 options:
- 1) 75 DP + 20 Energy Damage
- 2) 70 DP + 45 DP Splash damage of Energy Based (Can only be used together with Shadow Endgame)
NEW SPECIAL ABILITIES Blade Dance
Blade Dance is a perfected technique of the last strike that the Konig Wolf landed on its enemy and failing, resulting to its fatal wound. However, with the evolved form of the Rayse Wolf, gaining the enhancement of Rayse Energy, which allows for quicker movement and accurate targeting, this technique was perfected. It is a fast spiral attack that uses the evolved Quanta Blades. With the radiant light on the Quanta Blades following through the spiral motion of the attack, the light stream it leaves creates an image of a whirlwind. Like a whirlwind, the more the technique is repeated, the stronger it gets. But the down side of the technique is that accuracy for targeting will not be at top notch as each usage will speed up the motion to strengthen the attack, thus, becoming a little unstable to direct the trajectory of the attack.
Ruling:
- 150 DP
- Uses both Quanta Blades which makes up the 2 uses for the round for the Quanta Blades
- Requires 1 charging feat
Restrictions:
- once per round
- reduces accuracy by 5%, increases DP by 10 with every use to the Rayse Wolf(cannot go beyond accuracy -%25, and DP+50)
Kamui (Might of the Gods)
During the process of evolution, Aedan contemplated on not being competent in helping Kael in his dream. Thus, he wished to be of more use to the pilot if he would be given another chance. For that, he developed a technique that would bring out Kael's full potential as a sniper - Kamui. This technique utilizes all four of the evolved rifles in creating the ultimate long-range offensive strike. All four rifles will shoot in unison, with the Stratos and Tierian Rail Rifles mounted on the back, and the Sierra Rifle Bits hovering from the sides, and with their projectiles combining to create one large beam when shot as one, or with the option of shooting as three split rays. However, as this technique will make use of the required weapon's potential, the weapons may not be used separately on the same round as Kamui is executed, and using Kamui will automatically count for their 1 round usage, regardless if they could have been used a number of times per round.
Ruling:
Can choose between 2 modes of attack:
- Burst Mode - deals 350DP; single target
- Split Mode - deals 110DP; up to three targets
The following rifles must be available for use:
- Stratos Rifle
- Tierian Rail Rifle
- Sierra Rifle Bits x 2
Decrease Heat Index by 10 for every use due to the zoid core heating up from the power surge.
Restriction:
- Can be used once per round, and every other round (because of high DP output)
- Uses 2 feat for preparations:
- 1 feat to unlock system power surge before the charging sequence
- 1 charging feat
- Renders the listed rifles unusable in the same round and charges them 1 round usage
- Locked when organoid is fused with the zoid
- Cannot be enhanced by any proficiencies
ADDITIONAL WEAPONRY EVOLUTIONS AND INTEGRATED SYSTEMS Stratos Rifle (Pulse Rifle) - Ionized rayse alloy coated rifle that has air compressor and ion mixer barrels located beneath the main barrel. In order to create a powerful and fast projection of the attack, the compressed air is injected to the ion mixer barrel, creating both a fusion and fission effect. Fusion causes for the molecular activity to create energy to be made to stabilize and reinforce the energy based rounds. Fission allows the fused energy to ignite into an explosion that shoots the enhanced rounds with a speed close to the speed of light.
Ruling:-
(Energy Based)- 90 DP
- +30% Accuracy when targeting Air-based zoids
Tierian Rail Rifle (Sniper Rifle) - It is composed of three rails to form the barrel and connected at the body of the rifle by the special barrel loader. The rails create a low-gravity area along the neck and dispenses electrical charges to move the special ion rounds with immense speed, thus reducing air friction and adding aerodynamics for fast reloading and re-firing. Estimates had reduced reloading and re-firing time lag to 0.3 seconds. However, because of its special system for fast firing action, it generates heat that may lead to the zoid's overheating when used too much.
Ruling:- 60 DP
- Double Shot option equates to one action only
Restrictions:- When using the Double Shot option or Double Attack Reflex, it subtracts 4 points from the zoid's heat index level; Cannot perform Double Shot option or Double Attack Reflex with this when heat index is reduced to 25% of the total.
- Can be used 6 times per round
Quanta Blades (Nanotech Blades) - The original Nanotech Blades were changed into a rayse type of blade that is hidden within its sheath compartment. Upon using it, the rayse energy shoots out from the sheath compartment to create a blade form with the properties of rayse energy, while maintaining its Nanotech functions with regard to specially charged chips to fuse with the attack.
Ruling:- 100 DP
Restrictions:- Requires 1 charging feat to make use of Nanotech Charged Chips
- Can be used 3 times of up to 8 rounds
- Chips Collection:
Heat Chip
(Most useful to overheat opposing zoid.)
+5dp to Base Damage of Nanotech Blades.
Deals base damage plus an additional 20 heat based damage. Heat Rating of 15.
Energy Chip
(Most useful against shields that don’t block energy damage.)+5dp to Base Damage of Nanotech Blades.
Deals base damage plus an additional 20 energy based damage.
Slashing Chip
(Most useful for blades that are attached body or legs, blades that stick out.)+5dp to Base Damage of Nanotech Blades.
Deals base damage plus an additional 20 solid melee damage.
Piercing Chip
(Most useful for blades that are attached to the head or tail, blades that will be used to stab as opposed to slash.)+5dp to Base Damage of Nanotech Blades. Does base damage plus an additional 20 solid melee damage.
Ice Chip
(Most useful against speedy opponents.)
+5dp to Base Damage of Nanotech Blades.
Does base damage plus an additional 20 ice based damage. Using this will lower your Heat Index by 10. In addition, this will lower your opponents Agility by 5 and Speed by 2 for a full round (Stackable if used twice in the same round).
Explosive Chip
(Most useful when you are in a jam and need additional damage, even if the blades do not hit the splash damage might.)+5dp to Base Damage of Nanotech Blades.Deals base damage plus an additional 60 explosion based damage. Heat Rating of 5. After use the user must purchase a new blade, or two depending on how many blades exploded (only the blade which is used explodes, meaning that you may use it twice, once per blade in a battle.). Once both blades are used they may not be used again in the battle. The chip stays in tact, however, and does not need to be purchased again. (Price to replace exploded blade: 900 credits per blade.)
Shock Chip
+5dp to Base Damage of Nanotech Blades.
Deals base damage plus an additional 10 energy based damage. Requires one feat to charge. Stuns opponent for two actions.
Organic Chip
(Most useful when health is needed.)
+5dp to Base Damage of Nanotech Blades.
Deals base damage plus an additional 10 solid melee damage. Heals 10dp per round if used. The blades do not have to hit to get this benefit but they must be used. The health may be applied to any section. Does not heal past the initial armor value.
Shadow Chip
+5dp to Base Damage of Nanotech Blades.
Deals base damage plus an additional 30 shadow based damage.
Light Chip
+5dp to Base Damage of Nanotech Blades.
Deals base damage plus an additional 30 light based damage.
RAISER Anti-Missile System (Anti-Missile System) - A fused compartment can be found in the tail area that launches a hundred of Rayse Energized mini projectiles. When an opponent fires a barrage of missiles at your zoid this system kicks in and automatically counters the missiles.
Ruling:- Can be used 3 times of up to 5 rounds
Sierra Rifle Bit (Anti-Zoid Rifle) x 2 – The original Anti-Zoid Rifle was changed into detachable rayse rifle bit allocated on the hind legs of the Rayse Wolf. When activated, the Sierra Rifle Bits hovers at the side of the Rayse Wolf, allowing for better sighting of enemy zoids. The Sierra Rifle Bit is controlled through the use of the quantum waves produced by the Rayse Wolf.
Ruling:- 55 DP
- +30% Accuracy when targeting Air-based Zoids
Restrictions:- Can be used 2 times for 5 rounds
Sol Brave (Tri-barrel Mini Gun) – The original Tri-Barrel Mini Gun was changed into a small gun compartment located at the chest of the Rayse Wolf. Its efficient use was further developed and best suited for close-range combat, giving it high accuracy pattern. As it was influenced by the rayse energy throughout the evolution, the Sol Brave has an option to be coated by specialized energy, fusing together to produce an energy type projectile instead of solid rounds. However, such a feat will require charging and damage is decreased than normal.
Ruling:-
100 DP (solid damage)-
70 DP (energy damage) and requires 1 charging feat to use
- +30% Accuracy when close-range
Restrictions:- Can be used 5 times for 6 rounds
Organic Psycom System (integrated after evolution)
Modifies a Zoid's control systems and allows for a direct link to the pilot's mind.
+4 to reflexes | +4 ProficiencyRequires 1 CPU slot
CAS ARMORS SHADOW ARMOR
This Armor is black in color. Classified as Dark Tech, this armor provides a good arsenal with good defenses.
Speed and agility are reduced by 3 and 8, respectively
+250 to body, +75 to other limbs
Hover Cargo Requirement: 3 Internal Slot
Black Sun Filter
The armor is fitted with the system to combat Radiant Light from the Radiance Armor and the visual aids used are protected as the light is reduced and negated. Also provides a full spectrum sensor suite that can be activated to assist during battle.
Negates the effects of Radiant Light
Grants +50% accuracy for one round when activated, usable every other round
Smokescreen
Smoke vents located on each limb. A dark smoke is released onto the field to provide cover and conceal the Zoid.
Lasts for the entire round, every other round.
Reduces foe's accuracy by 75%
Dark Sonar Wave
A dark sound wave is emitted onto the field that disrupts the opposing Zoid’s system that controls their Zoid’s movements, effectively restricting its capacity to move.
Last for the entire round, once per battle
All opposing Zoid's speed and agility is halved
Dark Pulse Gun [Elemental: Dark]
Located on the tail is a gun firing dark energy. No charge time and good firing rate.
60 DP
Dark Ionized Cannon [Elemental: Dark]
This is Dark Tech’s latest creation and one that should be feared. It is located on the back and is quite the heavy arsenal. It fires an unknown dark beam and because of its ionized nature, can disable systems. It has a slow charge time.
Once per round, three times per battle
150 DP, stuns the opponent for 1 action. Requires one charging feat
AFTER MARKET PURCHASES(No evolution upgrade or integration)
NanoTech Armor (NON-FUNCTIONING: still undergoing updates)
This barely there armor proves that less is more and more is not always better. Unlike other armor platings NanoTech is bonded to a zoids base armor and does not require any external hard points. The unique properties of this armor allow it to regenerate damage and alter its physical properties.
This armor can regenerate 30 armor points to any damaged section each round, up to two sections can regenerate each round. NanoTech armor is also able to alter is physical structure to harden it self against certain types of damage (Heat, Energy, explosive, slashing or stabbing damage, etc). A charging feat must be used to activate this feature and the type of damage must be stated. While active this feature will reduce damage from the chosen type by 40%.
Armor Points: 100 per section
Note: The NanoTech bonuses are negated when other armor platings are applied regardless of where it is. Only the additional armor is granted.
Guardian Angel
This new technology was brought about near the discovery and widespread usage of organoids. The Guardian Angel is an AI trained sphere that aids the pilot while in battle. A vocal wireless uplink is maintained between the pilot and angel when activated. The angel can be commanded away from the zoid, but has a default hovering status above the center of the zoids back. Many small laser cannons are covering the body of the hovering angel, which it uses to shoot down incoming projectiles and aid the pilot in offensive attacks. It is trained to store data on each faced weapon to learn its characteristics. After the first time a weapon is used, the chance of it being negated by the angel goes up by 20%.
+30 dp to every attack from the pilot. Protection from incoming objects (bullets, energy, rockets etc) is up to the judge, but chances of negating the attack increases by 20% every time the attack is used after the initial attack. Requires an activation feat. Can remain active for an entire round, must rest one round before activating again.
CPU Slots: 1
GL 5 Restriction
Simulex Components LP (Land Package)
Simulex components precisely replicate the locomotive systems of living animals with the increased durability and stress tolerances that come with synthetic materials. In addition to the internal modifications this package also includes 2 thrusters to provide a boost in speed. This land package provides four and two legged zoids a boost to their land combat stats.
Provides increased maneuverability in combat. +20 agility and +10 speed
SCOPE (Self Calculating Optical Precision Equipment)
This tech device increases the accuracy of all fire armed based equipment on the zoid by magnifying the weapons' sights in ranges of 50x's up to 5000x magnification.
Adds +15 DP to all firearms attached to the zoid.
Requires 1 CPU slot. Zoid must have firearm-based weapons (Machine guns and rifles. Cannons do not apply.)
Stealth System
Makes the Zoid it is installed in undetectable by radar, heat, and sound patterns, and therefore invisible. Requires an activation feat. This is usable by any zoid, for one round per battle, during which time the opponent will only have a 25% hit rate.
Internal Slots: 1
CPU slots: 1
Internal Processing Units
Additional Processing Units are fitted into available space within a zoid, and linked up with the zoid's core CPU to increase data storage and performance.
+1 available CPU Slot
Requires 2 Internal Slots
Napalm Missile Pod
When these warheads explode they release a fiery napalm like substance. This substance sticks to a zoids armor and heats it up. Due to the excessive heat from this substance, a zoid's internal systems may suffer a system freeze. Holds ten missiles. May fire two missiles per feat.
Use: Three times per round, up to 3 rounds
DP: 20 per missile
Heat Rating: 10 per missile
External Hardpoints: 1
Electromagnetic Force Field x2
Charges a Zoid's armor, increasing its molecular stability.
Reduces damage from energy based weapons by 50%. Damage from solid matter weapons is reduced by 75%.
Cannot be used with the ANY Armor Coatings. Cannot be used with a shield.
Use: Good for one round, twice per battle. Requires a cool down period of one round between each use. Requires one charging feat.
Internal Slots: 1
Lock On System
Used for missiles; allows for a 100% hit rate if the opponent does not try to dodge. Turns any missile system into a smart system.
Requires 1 CPU slot
BATTLE NARRATIVEKael wouldn’t think he’d be back to the arena so soon. With everything that was going on, missions here and there, he thought his life as a warrior was just about that. That he’d return to being a soldier or a mercenary like his partner. However, with the resumption of the league, it was inevitable that he would be dragged into it. And so, that was the predicament on how he found himself in this situation. Aedan was quite excited as ever, seeing how the league battles were originally the zoid’s favorite entertainment aside from ruins exploration.
「Ne, Kael. I wanna run around like crazy. I’m so excited. Babam bam!」said the zoid as a message bubble popped into the screen with a chubby Rayse Wolf bouncing all around the monitors. Kael smiled at the sight.
“You’re not the only one. It’d be a lie to say I don’t feel stoked about this,” said Kael as he cracked his knuckles. He then carefully placed his hands over the controls, letting out a deep breath.
In moments, the judge capsule would fall into the arena and the newly polished judge would appear and began announcing. At the call of his name, Kael somehow winced.
“I was sure I explicitly noted that they use ‘Drifter’ and not my name. I mean, I’m not exactly trying to get back the prestige and all. Besides, other mercs out there would be on the lookout for me. Wouldn’t be surprised if an assassin knocks on my door tonight.”「Oh, Ooops. I think it’s because I still have your old signature in my communication log, so that confirmation email must have said Kael Nyk instead. Sorry. I’ll erase that now. Been so long since we used the communication log for this.」said the zoid, a reverberating disappointed groan echoing inside the cockpit. But Kael wasn’t at all angry. He patted the dashboard. And with the judge announcing the beginning of the match, both pilot and zoid put on their game faces on and dashed into action.
As Aedan would get right into the battlefield, he updated the map layout on screen to give Kael the overview and plan for the fight. With the arena seemingly quite a unique one, Kael wasn’t going to take up any chances on it. He immediately flipped on the switch and set the Guardian Angel System on, releasing an orb hovering on top of the zoid’s back that sends communication instantly to the pilot, and which can help in the defensive end by providing artillery support through the canons around its body that can shoot down or intercept enemy assaults. But unlike before, Kael has grown and knew better than to attack head on without much of a plan. As such, he would keep Aedan running and hidden amongst the trees as he planned.
Then, it was finally time to act and Kael would get into things by activating another of Aedan’s special features in this particular loadout. The Shadow CAS armor would immediately send out a dark sound wave across the field, disrupting any and all opposing zoid’s systems that controls movement, resulting in effectively restricting the capacity to manoeuvre properly. At that point, Kael would also move to shooting. The pulse gun on the rayse wolf’s tail would come to life as it finds its target in the distance. Coming ever nearer, brushing past the trees, the rayse wolf would make the first offensive. Without warning, Kael double taps on the trigger upon finding the enemy zoid withn the crossfire.
And as they rushed forward to the enemy, Aedan’s eyes would glow briefly as a sudden thick black raise thunder cloud would spread across the battlefield. This creates a surge of energy particles in the area, uniquely of similar energy source as the Rayse Wolf, hence increasing electric and light based attacks, while also allowing quicker mobility for the rayse wolf as the atmosphere would now feel void of any opposing friction. This allowed Kael to steer Aedan through the field with ease and avoid enemy fire with grace. Then, rounding up a large boulder, they would spot their opponent once more and launch a direct assault to the body from the side. Formerly known as the Konig Claw Strike, this evolved form of assault was syphoned with the energy of the rayse thunder cloud atmospheric condition, thus releasing a splash damage of energy properties with each blow. Two immediate claw strikes would be sent to the enemy, almost as if pouncing was not enough and Aedan had to do a quick jab.
After which, Aedan would crouch low on the ground, barrel roll to the side as his tail takes into position once. At close range, Kael wouldn’t miss his mark– not the man who was once known for his sniping skills, as he locked the enemy zoid in the crosshairs and double tapped the trigger, sending dark-laced pulse rounds shooting from the pulse gun on the rayse wolf’s tail, aimed towards the bulk of the enemy. After which, he flipped on the Shadow Armor’s controls as it let out an additional smokescreen into the area, allowing Aedan to slip into the screen and sidestep away from the direct line of the enemy’s fire. It was almost as if they were dancing with the enemy up close.
And as they circled the enemy within the cover of the smokescreen, Aedan was already syphoning energy along the ionised cannon equipped on him, that when he found the perfect footing, the rayse wolf would perfectly plant itself on the ground as its canon aimed for the enemy. Kael pulls on the trigger as his eyes never leave the enemy zoid’s image on the monitor. A relentless combination. In a blink of an eye, a dark stream would shoot towards the enemy zoid’s bulk, fresh from the dark ionised cannon’s barrel.
But that would have made the opponent pinpoint their location so easily. As such, Kael quickly pull on the reins on Aedan, manoeuvring the zoid to a streamline run towards the opponent zoid, before suddenly dashing to the side, then skidding, then zipping straight forward to a run back, and then slam against the enemy zoid with its roaring claws, alive with the energy of the rayse thunder cloud, sending splashing energy damage after each claw slash towards the enemy’s body.
They would then take advantage of all the visual obstacles as Kael spots a nearby boulder. Aedan kicks off from the ground and climbs with ease, all the while energy was gathering along his jaws. Then, as they neared the top of the boulder, Aedan would make a somersault as he aims to drop back down on top of the enemy zoid. With his jaws wide open, the energy swells along the metallic fangs, before they shut close to a bite against the enemy zoid’s back. This would send a shocking current throughout the enemy zoid’s body, which could result in stunning its system for a few moments. However, those moments would be enough for them to pull another trick off their sleeves.
Aedan would a rush of adrenaline from that, his system gearing for more action. So by instinct, the rayse wolf would side step out of reach from the enemy, crouch low for gather power before pouncing forward to the enemy as energy gathers along his front paws’ claws. Launched towards the enemy zoid, Aedan would unleash another flurry of powerful strikes of his energized claw strikes aimed at the enemy’s side while simultaneously sending an energised splash damage as well.
After which, Aedan would jump back in anticipation of the enemy’s retaliation.
BATTLE SUMMARY 1
a)[ACTIVATE] Guardian Angel System -> +30 dp to every attack from the pilot. Protection from incoming objects (bullets, energy, rockets etc) is up to the judge, but chances of negating the attack increases by 20% every time the attack is used after the initial attack. Requires an activation feat. Can remain active for an entire round, must rest one round before activating again.
b)[DODGE] Continue running and hiding amongst the trees to plan for an assault.
2
a)[ACTIVATE] Dark Sonar Wave -> All opposing Zoid's speed and agility is halved. Last for the entire round, once per battle
b)[color=blue][REFLEX: Double Attack =1] Dark Pulse Gun [Elemental: Dark] @ enemy zoid’s limbs -> (60 base + 30GA + 15SCOPE) x2 = 210 Dark Damage
3
a)[b][ACTIVATE] Shadow Endgame -> Increases zoid function and mobility (evasion increases by 40%; Agility and Speed gains + 2). Slipping into the trees and circling a large boulder to find the target
b)[REFLEX: Double Attack =1] Rayse Endgame @ opponent zoid’s body-> [(70 base + 15Prof + 30GA)x2] + [45 Energy Splash Damage x2] = 230DP + 90 Energy Splash Damage
4
a)[color=blue][REFLEX: Double Attack =1] Dark Pulse Gun [Elemental: Dark] @ enemy zoid’s limbs -> (60 base + 30GA + 15SCOPE) x2 = 210 Dark Damage
b)[b][ACTIVATE] Smokescreen -> Reduces foe's accuracy by 75%/Lasts for the entire round, every other round. Slipping into the smokescreen and sidestepping away from direct line of fire.
5
a)[CHARGE] Dark Ionised Cannon while circling the enemy.
b)[ATTACK] Dark Ionised Cannon [Elemental: Dark] @ opponent zoid’s bulk -> (150 base + 15SCOPE + 30GA = 195 Total Dark Damage)
6
a)[DODGE] Running in a streamline before dashing to the side, skidding to a halt, making a quick turn back and heading for the enemy’s blind side.
b)[REFLEX: Double Attack =1] Rayse Endgame @ opponent zoid’s body-> [(70 base + 15Prof + 30GA)x2] + [45 Energy Splash Damage x2] = 230DP + 90 Energy Splash Damage
7
a)[CHARGE] Lightning Fang. While climbing the nearby boulder to do a somersault to fall back to the enemy zoid.
b)[ATTACK] Lightning Fang @ enemy zoid’s back -> (115base + 30GA + 15prof) = 160 DP and Stuns for 2 actions
8
a)[DODGE]
b)[REFLEX: Double Attack =1] Rayse Endgame @ opponent zoid’s body from the blindside-> [(70 base + 15Prof + 30GA)x2] + [45 Energy Splash Damage x2] = 230DP + 90 Energy Splash Damage
Reflexes Left: 13/18
Activated Systems:
Guardian Angel - CD next round
Shadow Endgame - CD next round
Dark Sonar Wave - cannot be used in remainder of battle
Smokescreen - CD next round
Bonuses and Effects:
Guardian Angel System - +30 dp to every attack from the pilot. Protection from incoming objects (bullets, energy, rockets etc) is up to the judge, but chances of negating the attack increases by 20% every time the attack is used after the initial attack.
Shadow Endgame - Increases zoid function and mobility (evasion increases by 40%; Agility and Speed gains + 2).
SCOPE - Adds +15 DP to all firearms attached to the zoid.
Smokescreen - Reduces foe's accuracy by 75%/
Dark Sonar Wave - All opposing Zoid's speed and agility is halved. Last for the entire round, once per battle
*Edited