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ビルド - ファイト - システム Battle Sheet [ Profile 1 ] 1.90* Click [ + ] on the left to expand / collapse
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Instructions
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[ 1 ] Click [File]>[Make a copy] to start creating your own Battle Sheet.
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[ 2 ] After getting your suit graded in #bfs_development on the discord, Fill out your Base Detailing, Bonus Detail, and Base Points.
[ 3 ] Select your Frame Size via the drop down menu.
[ 4 ] Use the drop down menus to apply Detail points, Classes, Weapon and Equipment.
[ 5 ] All Stats are Calculated automatically outside of Special Weapons and Weapon stacking.
[ 6 ] Stats from specialty weapons such as Switching, Combining, and Variable weapons must be calculated manually entered into the manual slots in the Main Weapons Section.
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Suit Name:Hawkbit DiggerFrame SizeMediumTheme Song:For player themes when on tense moments
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Pilot Name:Gregory SchnyderSuit gains +1 free hex move after attacking.Kill Count
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Model Number:RX-180 TR-2Base Points
[ 7 / 7 ]
STATSDetail Points
[ 4 / 4 ]
Base Detailing2
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Scale:1/144HP360 HP2Bonus Detail2
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Base Kit:HG RX-178 Gundam MK-II2Defense120Detailing Total4
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Pilot Quality:None 3Ranged Attack32Mods Available 0
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Requires 10+ Kills in order to assign a Pilot Quality,2Melee Attack20
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DR25 DR0
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Move Speed10 GP0
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Image Albumhttps://imgur.com/gallery/ZDHlvUyEquipment Slots120
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Multifire Combos- Multi Fire Cost = GP cost both weapons + the Slot cost of the second weapon fired x 10 (0 slot weapons are treated as 1 slot for calculations)
- Multi Fire Attacks only reduce DR by 5 and can not score a Critical hit.
- Only Light weapons [ Wepons with a Slot Cost of 1 ] can be used for a Multiattack.
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WeaponsRangeDamageGP CostNotes
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Manual Entry Vulcan + Unarmed Melee1806555 GP cost with Heavy Frame
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Manual Entry
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Manual Entry
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Classes* Click [ + ] on the left to expand / collapse
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Rules*Up to 3 classes per suit, however you cannot exceed a Class Value of 5
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Class TypeDescriptionClass Value [ 5 / 5 ]
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#1[3] High MobilitySuit gains +2 free hex movements per turn for 3 turns. +2 defense.3
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#2[1] All RounderAllows transfer of up to 4 points from a higher attack stat to a lower attack stat cooldown of 2 turns between each use. Cost of 30GP. Allows one free Switching weapon switch per transfer.1
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#3[1] PrototypeSuit may take a second Passive System, but is barred from Active Systems. Suit may also take a second mod on a single weapon. Excludes the transformation system when a Suit has the Transformable Class.1
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Main Weapons* Click [ + ] on the left to expand / collapse
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Rules- Stats from Classes, Passive Systems, and Passive boosts from Mods are automatically taken into account for non Manual Slots.
- Manual slots are for special weapons that must be caclulated manually. you can also make a Note for stat changes in the notes section.
- You can click the [ + ] Expand on the left for Special Effects and Actions for the weapon, they are dynamically updated by the chosen weapon type.
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Weapon NameIconWeapon TypeRangeDamageGP CostNotes for Special and Combined weaponsSlot Cost
[ 12 / 12 ]
Weapon Mods [ 0 / 0 ]
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Shield Claw
Medium Melee Weapon24040Claw Grab can stun enemies0 (combined with shield)None
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Custom Beam Rifle
Medium Rifle74550Equipped w/ Grenade Launcher3None
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"Efrafa" Light Machine Gun
Light Machine Gun370351None
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Underslung Grenade Launcher
Grenade Launcher (Explosive)710060 (+45 to switch)(Switchable) Mounted to Custom Beam Rifle3None
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"Darkhaven" Gatling Gun
Heavy Machine Gun6110753None
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None0000None
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None0000None
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None0000None
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None0000None
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None0000None
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None0000None
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None0000None
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None0000None
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None0000None
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Purge Weapons* Click [ + ] on the left to expand / collapse
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Incoms* Click [ + ] on the left to expand / collapse
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Remote Weapons* Click [ + ] on the left to expand / collapse
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Rules- Funnels are listed similarly to weapons and come in a few different variations. When Deployed, Funnel tokens are placed on the field with their listed stats and can be targeted or attacked through at a cost of -2 attack unless specified by the funnel. Funnels block an opponent's ability to move through a hex.
- Funnels have a seperate bonus 20GP pool from which a Funnel can use to Move or Attack before using the Suit's GP pool. The main suit may not use a funnel’s GP pool.
- Funnels last 5 turns on the field or until they are destroyed, turns are cumulative even when recalled. All funnels have a recall cost of 20GP and are instantly recalled to the suit.
- Multi-attacks using Funnels use a slot cost of 2 for calculations.
- Deploying multiple funnels in 1 turn uses Multifire GP penalty rules.
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Weapon NameIconWeapon TypeRangeDamageAttack GP CostHPATK RollDefMovement CostSlot Cost
[ 12 / 12 ]
Weapon Mods [ 0 / 0 ]
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None000 GP120None
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None000 GP120None
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None000 GP120None
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None000 GP120None
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Shield* Click [ + ] on the left to expand / collapse
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Rules*Limit 1 Shield per suit. 2 Small Shields can speced as a Medium Shield; 2 Medium Shields = Large Shield, Barricade Shield requires Bulwark Class
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Shield NameIconShield TypeHPGP CostSpecial ActionsSlot Cost
[ 12 / 12 ]
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Claw ShieldMedium12040Push Back: 3 turn cooldown. Shield may be used to push back an opponent directly 2 hexes away. If a suit is pushed back into orange or red terrain, they take 45 damage through DR. 2
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Shield WeaponShield Weapon TypeNotes *Only 1 Shield Weapon per suit, Weapon Slot cost must be equal to or less than Shield Slot Cost, the Slot cost of a Shield Weapon is not counted towards the total slot cost.Slot CostWeapon Mods [ 0 / 0 ]
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None0000None
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Special Effects
Special Actions
Weapon Mod Effects
None
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SubArms* Click [ + ] on the left to expand / collapse
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Rules*Limit 1 sub arm set per suit
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Subarm NameIconSubarm TypeRequirementsEffectSlots Added
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Elil Pack: "Digger"Medium Sub ArmsModerate secondary arms, must have manipulators at the end of the subarms. (Gusion Rebake, Rebake Full City)Allows +2 ’free’ slots for weapons equipped in the sub arms only2
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Active Systems* Click [ + ] on the left to expand / collapse
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Rules*Active Systems must be able to be demonstrated on the suit or be able to be reasonably applied. Example, no Trans-Am on non GN drive suits.
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System NameIconSystem TypeGP CostSystem TypeDescriptionSlot Cost
[ 12 / 12 ]
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HADES SystemNoneN/A0
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NoneN/A0
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NoneN/A0
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NoneN/A0
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NoneN/A0
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NoneN/A0
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Passive Systems* Click [ + ] on the left to expand / collapse
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Support Unit /
Core Fighter
* Click [ + ] on the left to expand / collapse
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