Purchasble Abilities
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Purchasble Abilities
Here you can find all the current purchasable abilities. You can purchase any ability at any time but in order to equip it and use it you must meet the EXP and AP requirements. You MUST have the weapon type of the ability in order to use it.
Beam Rifle Abilities
Sure Shot
For one shot only the accuracy of your beam rifle significantly increases, providing an almost always direct hit to your target.
AP Cost: 3
EXP Req.: 20
Price: 3,000 credits
Triple Shot
Fire three interrupted shots at your target, all hitting the same area of impact.
AP Cost: 7
EXP Req.: 45
Price: 5,000 credits
Charged Shot
Unleash a charged beam shot from your rifle at high velocity.
AP Cost: 11
EXP Req.: 65
Price: 7,500 credits
Beam Saber Abilities
Cross Slash
Perform an uninterrupted swift vertical slash, followed by a horizontal slash.
AP Cost: 4
EXP Req.: 25
Price: 3,500 credits
Breakthrough
Allows you to gain the upper hand while your saber is currently clashing with your opponents saber.
AP Cost: 6
Exp: Req.: 40
Price: 4,500 credits
Buzz Saw
Twirl your saber at a constant speed producing a highly dangerous buzz saw that can cut through your opponent's limbs and deflect beam rifle rounds.
AP Cost: 12
EXP Req.: 80
Price: 8,000 credits
Physical Sword/Blade Abilities
High Guard
Instantly parry your opponent's attack by either a saber or physical blade/sword.
AP Cost: 3
EXP Req.: 20
Price: 3,000 credits
Full Thrust
Drives your sword/blade completely through your opponent's suit, damaging it significantly.
AP Cost: 8
EXP Req.: 50
Price: 5,000 credits
Blinding Slash
Perform a spinning slash with your blade/sword that will cut off your opponent's head, disabling his/her cameras.
AP Cost: 13
EXP Req.: 85
Price: 8,000 credits
Physical Shield Abilities
Shield Bash
Bashes opponent with shield when they get close enough.
AP Cost: 3
EXP Req.: 20
Price: 2,500 credits
Shield Toss
Tosses your shield at your opponent, automatically staggering him/her and allowing you to make another move. This sacrifices your shield for the rest of the battle.
AP Cost: 4
EXP Req.: 40
Price: 3,500 credits
Phalanx
Grants your shield incredible armor that allows you defend your opponents next move no matter what it is.
AP Cost: 13
EXP Req.: 90
Price: 8,000 credits
Vulcan Gun/Cannon Abilities
Back Up
Firing your vulcans continuously while you perform your next move
AP Cost: 3
EXP Req.: 30
Price: 3,000 credits
Full Burst
Releases a highly pressurized burst of rounds from your vulcan gun/cannon to your opponent.
AP Cost: 6
EXP Req: 55
Price: 4,000 credits
Bazooka Abilities
Homing Round
Fire a locked on bazooka round at your opponent.
AP Cost: 4
EXP Req.: 35
Price: 3,000 credits
Bash and Shoot
Bashes your opponent with your bazooka when he gets close and then fires a point blank bazooka round damaging you and your opponent.
AP Cost: 6
EXP Req.: 50
Price: 4,500 credits
Artillery
Overwhelm your opponent by unloading all your bazooka rounds. This staggers your opponent significantly and may even cause a large amount of damage however, you sacrifice your bazooka for the rest of the battle and your accuracy would have to come in to account on how many times you'll hit the opponent.
AP Cost: 11
EXP Req.: 75
Price: 7,500 credits
Heat Rod Abilities
Bind
Wraps your heat rod around your opponent for a short while, damaging it in the process.
AP Cost: 3
EXP Req.: 35
Price: 3,000 credits
Dismember
Turns up the heat of your rod to max and with one swing, you'll dismember a limb of your opponents suit.
AP Cost: 6
EXP Req.: 60
Price: 5,000 credits
Steal
Your rod latches on to your opponent's weapon and swipes it from their hands, returning it to your own hands. This will only work with beam rifles, beam sabers, or machine guns.
AP Cost: 10
EXP Req.: 90
Price: 8,000 credits
Missile Abilities
Homing Group
Launches a group of locked on missiles to your opponent.
AP Cost: 5
EXP Req.: 40
Price: 4,500 credits
Surround
Launches a flurry of missiles that surround your opponent first and then strike.
AP Cost: 8
EXP Req.: 70
Price: 6,500 credits
Berserk
Launches every missile aimlessly at once, turning the battlefield into chaos allowing you to either make another move while your opponent is dodging or watch to see how many times he could get hit.
AP Cost: 13
EXP Req.: 90
Price: 8,000 credits
Funnels/Fangs Abilities
Line Up
Your funnels/fangs line up vertically and fire all at once at your opponent.
AP Cost: 5
EXP Req.: 45
Price: 4,000 credits
Distract
Turns your opponent's attention completely away from you, allowing you land another move untouched.
AP Cost: 9
EXP Req.: 70
Price: 7,000 credits
Hand to Hand Abilities
Thruster Punch
Uses your thrusters to force a punch to your opponent causing light damage.
AP Cost: 3
EXP Req.: 20
Price: 2,500 credits
Booster Cut
Lanuches yourself upwards, landing a powerful uppercut on your opponent, knocking him over.
AP Cost: 6
EXP Req.: 45
Price: 4,000 credits
Combo
Delivers a three move combo with a punch from each hand followed by a strike from your suit's knee.
AP Cost: 9
EXP Req.: 70
Price: 6,500 credits
Beam Rifle Abilities
Sure Shot
For one shot only the accuracy of your beam rifle significantly increases, providing an almost always direct hit to your target.
AP Cost: 3
EXP Req.: 20
Price: 3,000 credits
Triple Shot
Fire three interrupted shots at your target, all hitting the same area of impact.
AP Cost: 7
EXP Req.: 45
Price: 5,000 credits
Charged Shot
Unleash a charged beam shot from your rifle at high velocity.
AP Cost: 11
EXP Req.: 65
Price: 7,500 credits
Beam Saber Abilities
Cross Slash
Perform an uninterrupted swift vertical slash, followed by a horizontal slash.
AP Cost: 4
EXP Req.: 25
Price: 3,500 credits
Breakthrough
Allows you to gain the upper hand while your saber is currently clashing with your opponents saber.
AP Cost: 6
Exp: Req.: 40
Price: 4,500 credits
Buzz Saw
Twirl your saber at a constant speed producing a highly dangerous buzz saw that can cut through your opponent's limbs and deflect beam rifle rounds.
AP Cost: 12
EXP Req.: 80
Price: 8,000 credits
Physical Sword/Blade Abilities
High Guard
Instantly parry your opponent's attack by either a saber or physical blade/sword.
AP Cost: 3
EXP Req.: 20
Price: 3,000 credits
Full Thrust
Drives your sword/blade completely through your opponent's suit, damaging it significantly.
AP Cost: 8
EXP Req.: 50
Price: 5,000 credits
Blinding Slash
Perform a spinning slash with your blade/sword that will cut off your opponent's head, disabling his/her cameras.
AP Cost: 13
EXP Req.: 85
Price: 8,000 credits
Physical Shield Abilities
Shield Bash
Bashes opponent with shield when they get close enough.
AP Cost: 3
EXP Req.: 20
Price: 2,500 credits
Shield Toss
Tosses your shield at your opponent, automatically staggering him/her and allowing you to make another move. This sacrifices your shield for the rest of the battle.
AP Cost: 4
EXP Req.: 40
Price: 3,500 credits
Phalanx
Grants your shield incredible armor that allows you defend your opponents next move no matter what it is.
AP Cost: 13
EXP Req.: 90
Price: 8,000 credits
Vulcan Gun/Cannon Abilities
Back Up
Firing your vulcans continuously while you perform your next move
AP Cost: 3
EXP Req.: 30
Price: 3,000 credits
Full Burst
Releases a highly pressurized burst of rounds from your vulcan gun/cannon to your opponent.
AP Cost: 6
EXP Req: 55
Price: 4,000 credits
Bazooka Abilities
Homing Round
Fire a locked on bazooka round at your opponent.
AP Cost: 4
EXP Req.: 35
Price: 3,000 credits
Bash and Shoot
Bashes your opponent with your bazooka when he gets close and then fires a point blank bazooka round damaging you and your opponent.
AP Cost: 6
EXP Req.: 50
Price: 4,500 credits
Artillery
Overwhelm your opponent by unloading all your bazooka rounds. This staggers your opponent significantly and may even cause a large amount of damage however, you sacrifice your bazooka for the rest of the battle and your accuracy would have to come in to account on how many times you'll hit the opponent.
AP Cost: 11
EXP Req.: 75
Price: 7,500 credits
Heat Rod Abilities
Bind
Wraps your heat rod around your opponent for a short while, damaging it in the process.
AP Cost: 3
EXP Req.: 35
Price: 3,000 credits
Dismember
Turns up the heat of your rod to max and with one swing, you'll dismember a limb of your opponents suit.
AP Cost: 6
EXP Req.: 60
Price: 5,000 credits
Steal
Your rod latches on to your opponent's weapon and swipes it from their hands, returning it to your own hands. This will only work with beam rifles, beam sabers, or machine guns.
AP Cost: 10
EXP Req.: 90
Price: 8,000 credits
Missile Abilities
Homing Group
Launches a group of locked on missiles to your opponent.
AP Cost: 5
EXP Req.: 40
Price: 4,500 credits
Surround
Launches a flurry of missiles that surround your opponent first and then strike.
AP Cost: 8
EXP Req.: 70
Price: 6,500 credits
Berserk
Launches every missile aimlessly at once, turning the battlefield into chaos allowing you to either make another move while your opponent is dodging or watch to see how many times he could get hit.
AP Cost: 13
EXP Req.: 90
Price: 8,000 credits
Funnels/Fangs Abilities
Line Up
Your funnels/fangs line up vertically and fire all at once at your opponent.
AP Cost: 5
EXP Req.: 45
Price: 4,000 credits
Distract
Turns your opponent's attention completely away from you, allowing you land another move untouched.
AP Cost: 9
EXP Req.: 70
Price: 7,000 credits
Hand to Hand Abilities
Thruster Punch
Uses your thrusters to force a punch to your opponent causing light damage.
AP Cost: 3
EXP Req.: 20
Price: 2,500 credits
Booster Cut
Lanuches yourself upwards, landing a powerful uppercut on your opponent, knocking him over.
AP Cost: 6
EXP Req.: 45
Price: 4,000 credits
Combo
Delivers a three move combo with a punch from each hand followed by a strike from your suit's knee.
AP Cost: 9
EXP Req.: 70
Price: 6,500 credits
All Gundam Universe :: RPG :: Shop
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