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E.I.01A. Laws of Chess E.I.01A. Laws of Chess 序文 BASIC RULES OF PLAYArticle 1 The nature and objectives of the game of chess Article 2 The initial position of the pieces on the chessboard Article 3 The moves of the pieces Article 4 The act of moving the pieces Article 5 The completion of the game COMPETITION RULESArticle 6 The chess clock Article 7 Irregularities Article 8 The recording of the moves Article 9 The drawn game Article 10 Quickplay Finish Article 11 Points Article 12 The conduct of the players Article 13 The role of the Arbiter (See Preface) Article 14 FIDE 英語版がチェス規約の正式な物であり、これは2008年11月のドレスデンでの第79回FIDE会議において採択され、2009年7月1日より施行された。 この規約における「彼」という表現は「彼女」という意味も含む。 序文 チェス規約は試合中に起こりうる全ての状況を網羅できるわけでも、全ての運営上の問題を規定できるわけでもない。本規約において明確に規定されていない状況の場合、本規約で議論されている類似した状況を学び、正しい決断が導かれるべきである。 本規約はアービター(審判)が必要な能力、正しい判断、絶対的な客観性を持っていると想定している。詳細すぎる規則はアービターから判断の自由を奪い、結果彼から公平性、論理性や特殊な要因に裏付けられた問題の解決策を見つけるのを妨げるかもしれない。 FIDEは全てのチェスプレーヤーと連盟にこの見解を受け入れるよう求める。 FIDEの一員である連盟は、以下の条件を満たすより詳細な規則を設ける事ができる。 a FIDEチェス規約と矛盾しないこと。 b その連盟が関わる地域に限定されたものであること。 c FIDEの試合、選手権あるいは認可を受けたイベント、並びにFIDEタイトル、レーティングトーナメントを規制するものでないこと。 BASIC RULES OF PLAY Article 1 The nature and objectives of the game of chess 1.1 The game of chess is played between two opponents who move their pieces alternately on a square board called a ‘chessboard’. The player with the white pieces commences the game. A player is said to ‘have the move’, when his opponent’s move has been ‘made’. (See Article 6.7) 1.2 The objective of each player is to place the opponent’s king ‘under attack’ in such a way that the opponent has no legal move. The player who achieves this goal is said to have ‘checkmated’ the opponent’s king and to have won the game. Leaving one’s own king under attack, exposing one’s own king to attack and also ’capturing’ the opponent’s king are not allowed. The opponent whose king has been checkmated has lost the game. 1.3 どちらのプレーヤーもチェックメイトに出来ない局面になったとき、ゲームは引き分けとなる。 Article 2 The initial position of the pieces on the chessboard 2.1 The chessboard is composed of an 8 x 8 grid of 64 equal squares alternately light (the ‘white’ squares) and dark (the ‘black’ squares). The chessboard is placed between the players in such a way that the near corner square to the right of the player is white. 2.2 At the beginning of the game one player has 16 light-coloured pieces (the ‘white’ pieces); the other has 16 dark-coloured pieces (the ‘black’ pieces). These pieces are as follows A white king, usually indicated by the symbol A white queen, usually indicated by the symbol Two white rooks, usually indicated by the symbol Two white bishops, usually indicated by the symbol Two white knights, usually indicated by the symbol Eight white pawns, usually indicated by the symbol A black king, usually indicated by the symbol A black queen, usually indicated by the symbol Two black rooks, usually indicated by the symbol Two black bishops, usually indicated by the symbol Two black knights, usually indicated by the symbol Eight black pawns, usually indicated by the symbol 2.3 各駒は以下のような初期配置でチェス盤に並べられる: 2.4 The eight vertical columns of squares are called ‘files’. The eight horizontal rows of squares are called ‘ranks’. A straight line of squares of the same colour, running from one edge of the board to an adjacent edge, is called a ‘diagonal’. Article 3 The moves of the pieces 3.1 It is not permitted to move a piece to a square occupied by a piece of the same colour. If a piece moves to a square occupied by an opponent’s piece the latter is captured and removed from the chessboard as part of the same move. A piece is said to attack an opponent’s piece if the piece could make a capture on that square according to the Articles 3.2 to 3.8. A piece is considered to attack a square, even if such a piece is constrained from moving to that square because it would then leave or place the king of its own colour under attack. 3.2 The bishop may move to any square along a diagonal on which it stands. 3.3 The rook may move to any square along the file or the rank on which it stands. 3.4 The queen may move to any square along the file, the rank or a diagonal on which it stands. 3.5 When making these moves the bishop, rook or queen may not move over any intervening pieces. 3.6 The knight may move to one of the squares nearest to that on which it stands but not on the same rank, file or diagonal. 3.7 a. The pawn may move forward to the unoccupied square immediately in front of it on the same file, or b. on its first move the pawn may move as in 3.7.a or alternatively it may advance two squares along the same file provided both squares are unoccupied, or c. the pawn may move to a square occupied by an opponent’s piece, which is diagonally in front of it on an adjacent file, capturing that piece. d. A pawn attacking a square crossed by an opponent’s pawn which has advanced two squares in one move from its original square may capture this opponent’s pawn as though the latter had been moved only one square. This capture is only legal on the move following this advance and is called an ‘en passant’ capture. e. When a pawn reaches the rank furthest from its starting position it must be exchanged as part of the same move on the same square for a new queen, rook, bishop or knight of the same colour. The player’s choice is not restricted to pieces that have been captured previously. This exchange of a pawn for another piece is called ‘promotion’ and the effect of the new piece is immediate. 3.8 a. There are two different ways of moving the king by moving to any adjoining square not attacked by one or more of the opponent’s pieces or by ‘castling’. This is a move of the king and either rook of the same colour along the player’s first rank, counting as a single move of the king and executed as follows the king is transferred from its original square two squares towards the rook on its original square, then that rook is transferred to the square the king has just crossed. moves_castling.gif b. (1) The right to castle has been lost a. if the king has already moved, or b. with a rook that has already moved. (2) Castling is prevented temporarily a. if the square on which the king stands, or the square which it must cross, or the square which it is to occupy, is attacked by one or more of the opponent s pieces, or b. if there is any piece between the king and the rook with which castling is to be effected. 3.9 The king is said to be in check if it is attacked by one or more of the opponent s pieces, even if such pieces are constrained from moving to that square because they would then leave or place their own king in check. No piece can be moved that will either expose the king of the same colour to check or leave that king in check. Article 4 The act of moving the pieces 4.1 Each move must be made with one hand only. 4.2 Provided that he first expresses his intention (for example by saying „j’adoube“ or “I adjust”), the player having the move may adjust one or more pieces on their squares. 4.3 Except as providedin Article 4.2, if the player having the move deliberately touches on the chessboard a. one or more of his own pieces, he must move the first piece touched which can be moved b. one or more of his opponent’s pieces, he must capture the first piece touched which can be captured c. one piece of each colour, he must capture the opponent’s piece with his piece or, if this is illegal, move or capture the first piece touched which can be moved or captured. If it is unclear, whether the player’s own piece or his opponent’s was touched first, the player’s own piece shall be considered to have been touched before his opponent’s. 4.4 If a player having the move a. deliberately touches his king and rook he must castle on that side if it is legal to do so b. deliberately touches a rook and then his king he is not allowed to castle on that side on that move and the situation shall be governed by Article 4.3.a c. intending to castle, touches the king or king and rook at the same time, but castling on that side is illegal, the player must make another legal move with his king (which may include castling on the other side). If the king has no legal move, the player is free to make any legal move d. promotes a pawn, the choice of the piece is finalised, when the piece has touched the square of promotion. 4.5 If none of the pieces touched can be moved or captured, the player may make any legal move. 4.6 When, as a legal move or part of a legal move, a piece has been released on a square, it cannot be moved to another square on this move. The move is then considered to have been made a. in the case of a capture, when the captured piece has been removed from the chessboard and the player, having placed his own piece on its new square, has released this capturing piece from his hand b. in the case of castling, when the player s hand has released the rook on the square previously crossed by the king. When the player has released the king from his hand, the move is not yet made, but the player no longer has the right to make any move other than castling on that side, if this is legal c. in the case of the promotion of a pawn, when the pawn has been removed from the chessboard and the player s hand has released the new piece after placing it on the promotion square. If the player has released from his hand the pawn that has reached the promotion square, the move is not yet made, but the player no longer has the right to play the pawn to another square. The move is called legal when all the relevant requirements of Article 3 have been fulfilled. If the move is not legal, another move shall be made instead as per Article 4.5. 4.7 A player forfeits his right to a claim against his opponent’s violation of Article 4 once he deliberately touches a piece. Article 5 The completion of the game 5.1 a. The game is won by the player who has checkmated his opponent’s king. This immediately ends the game, provided that the move producing the checkmate position was a legal move. b. The game is won by the player whose opponent declares he resigns. This immediately ends the game. 5.2 a. The game is drawn when the player to move has no legal move and his king is not in check. The game is said to end in ‘stalemate’. This immediately ends the game, provided that the move producing the stalemate position was legal. b. The game is drawn when a position has arisen in which neither player can checkmate the opponent’s king with any series of legal moves. The game is said to end in a ‘dead position’. This immediately ends the game, provided that the move producing the position was legal. (See Article 9.6) c. The game is drawn upon agreement between the two players during the game. This immediately ends the game. (See Article 9.1) d. The game may be drawn if any identical position is about to appear or has appeared on the chessboard at least three times. (See Article 9.2) e. The game may be drawn if each player has made at least the last 50 consecutive moves without the movement of any pawn and without any capture. (See Article 9.3) COMPETITION RULES Article 6 The chess clock 6.1 ‘Chess clock’ means a clock with two time displays, connected to each other in such a way that only one of them can run at one time. ‘Clock’ in the Laws of Chess, means one of the two time displays. Each time display has a ‘flag’. ‘Flag fall’ means the expiration of the allotted time for a player. 6.2 a. When using a chess clock, each player must make a minimum number of moves or all moves in an allotted period of time and/or may be allocated an additional amount of time with each move. All these must be specified in advance. b. The time saved by a player during one period is added to his time available for the next period, except in the ‘time delay’ mode. In the time delay mode both players receive an allotted ‘main thinking time’. Each player also receives a ‘fixed extra time’ with every move. The countdown of the main time only commences after the fixed time has expired. Provided the player stops his clock before the expiration of the fixed time, the main thinking time does not change, irrespective of the proportion of the fixed time used. 6.3 Immediately after a flag falls, the requirements of article 6.2 a. must be checked. 6.4 Before the start of the game the arbiter decides where the chess clock is placed. 6.5 At the time determined for the start of the game the clock of the player who has the white pieces is started. 6.6 a. Any player who arrives at the chessboard after the start of the session shall lose the game. Thus the default time is 0 minutes. The rules of a competition may specify otherwise. b. If the rules of a competition specify a different default time, the following shall apply. If neither player is present initially, the player who has the white pieces shall lose all the time that elapses until he arrives, unless the rules of the competition specify or the arbiter decides otherwise. 6.7 a. During the game each player, having made his move on the chessboard, shall stop his own clock and start his opponent’s clock. A player must always be allowed to stop hisclock. His move is not considered to have been completed until he has done so, unless the move that was made ends the game. (See the Articles 5.1.a, 5.2.a, 5.2.b, 5.2.c and 9.6) The time between making the move on the chessboard and stopping his own clock and starting his opponent‘s clock is regarded as part of the time allotted to the player. b. A player must stop his clock with the same hand as that with which he made his move. It is forbidden for a player to keep his finger on the button or to ‘hover’ over it. c. The players must handle the chess clock properly. It is forbidden to punch it forcibly, to pick it up or to knock it over. Improper clock handling shall be penalised in accordance with Article 13.4. d. If a player is unable to use the clock, an assistant, who must be acceptable to the arbiter, may be provided by the player to perform this operation. His clock shall be adjusted by the arbiter in an equitable way. 6.8 A flag is considered to have fallen when the arbiter observes the fact or when either player has made a valid claim to that effect. 6.9 Except where one of the Articles 5.1.a, 5.1.b, 5.2.a, 5.2.b, 5.2.c applies, if a player does not complete the prescribed number of moves in the allotted time, the game is lost by the player. However, the game is drawn, if the position is such that the opponent cannot checkmate the player’s king by any possible series of legal moves. 6.10 a. Every indication given by the clocks is considered to be conclusive in the absence of any evident defect. A chess clock with an evident defect shall be replaced. The arbiter shall replace the clock and use his best judgment when determining the times to be shown on the replacement chess clocks. b. If during a game it is found that the setting of either or both clocks was incorrect, either player or the arbiter shall stop the clocks immediately. The arbiter shall install the correct setting and adjust the times and move counter. He shall use his best judgement when determining the correct settings. 6.11 If both flags have fallen and it is impossible to establish which flag fell first then a. the game shall continue if it happens in any period of the game except the last period b. the game is drawn if it happens in the period of a game, in which all remaining moves must be completed. 6.12 a. If the game needs to be interrupted, the arbiter shall stop the clocks. b. A player may stop the clocks only in order to seek the arbiter’s assistance, for example when promotion has taken place and the piece required is not available. c. The arbiter shall decide when the game is to be restarted in either case. d. If a player stops the clocks in order to seek the arbiter’s assistance, the arbiter shall determine if the player had any valid reason for doing so. If it is obvious that the player had no valid reason for stopping the clocks, the player shall be penalised according to Article 13.4. 6.13 If an irregularity occurs and/or the pieces have to be restored to a previous position, the arbiter shall use his best judgement to determine the times to be shown on the clocks. He shall also, if necessary, adjust the clock’s move counter. 6.14 Screens, monitors, or demonstration boards showing the current position on the chessboard, the moves and the number of moves made, and clocks which also show the number of moves, are allowed in the playing hall. However, the player may not make a claim relying solely on information shown in this manner. Article 7 Irregularities 7.1 a. If during a game it is found that the initial position of the pieces was incorrect, the game shall be cancelled and a new game played. b. If during a game it is found that the chessboard has been placed contrary to Article 2.1, the game continues but the position reached must be transferred to a correctly placed chessboard. 7.2 If a game has begun with colours reversed then it shall continue, unless the arbiter rules otherwise. 7.3 If a player displaces one or more pieces, he shall re-establish the correct position on his own time. If necessary, either the player or his opponent shall stop the clocks and ask for the arbiter’s assistance. The arbiter may penalise the player who displaced the pieces. 7.4 a. If during a game it is found that an illegal move, including failing to meet the requirements of the promotion of a pawn or capturing the opponent’s king, has been completed, the position immediately before the irregularity shall be reinstated. If the position immediately before the irregularity cannot be determined the game shall continue from the last identifiable position prior to the irregularity. The clocks shall be adjusted according to Article 6.13. The Articles 4.3 and 4.6 apply to the move replacing the illegal move. The game shall then continue from this re-instated position. b. After the action taken under Article 7.4.a, for the first two illegal moves by a player the arbiter shall give two minutes extra time to his opponent in each instance; for a third illegal move by the same player, the arbiter shall declare the game lost by this player. However, the game is drawn if the position is such that the opponent cannot checkmate the player’s king by any possible series of legal moves. 7.5 If during a game it is found that pieces have been displaced from their squares, the position before the irregularity shall be re-instated. If the position immediately before the irregularity cannot be determined, the game shall continue from the last identifiable position prior to the irregularity. The clocks shall be adjusted according to Article 6.13. The game shall then continue from this re-instated position. Article 8 The recording of the moves 8.1 In the course of play each player is required to record his own moves and those of his opponent in the correct manner, move after move, as clearly and legibily as possible, in the algebraic notation (See Appendix C), on the scoresheet prescribed for the competition. It is forbidden to write the moves in advance, unless the player is claiming a draw according to Article 9.2, or 9.3 or adjourning a game according to the Guidelines of Adjourned Games point 1.a. A player may reply to his opponent’s move before recording it, if he so wishes. He must record his previous move before making another. Both players must record the offer of a draw on the scoresheet. (See Appendix C.13) If a player is unable to keep score, an assistant, who must be acceptable to the arbiter, may be provided by the player to write the moves. His clock shall be adjusted by the arbiter in an equitable way. 8.2 The scoresheet shall be visible to the arbiter throughout the game. 8.3 The scoresheets are the property of the organisers of the event. 8.4 If a player has less than five minutes left on his clock at some stage in a period and does not have additional time of 30 seconds or more added with each move, then for the remainder of the period he is not obliged to meet the requirements of Article 8.1. Immediately after one flag has fallen the player must update his scoresheet completely before moving a piece on the chessboard. 8.5 a. If neither player is required to keep score under Article 8.4, the arbiter or an assistant should try to be present and keep score. In this case, immediately after one flag has fallen,the arbiter shall stop the clocks. Then both players shall update their scoresheets, using the arbiter’s or the opponent’s scoresheet. b. If only one player is not required to keep score under Article 8.4, he must, as soon as either flag has fallen, update his scoresheet completely before moving a piece on the chessboard. Provided it is the player’s move, he may use his opponent’s scoresheet, but must return it before making a move. c. If no complete scoresheet is available, the players must reconstruct the game on a second chessboard under the control of the arbiter or an assistant. He shall first record the actual game position, clock times and the number of moves made, if this information is available, before reconstruction takes place. 8.6 If the scoresheets cannot be brought up to date showing that a player has overstepped the allotted time, the next move made shall be considered as the first of the following time period, unless there is evidence that more moves have been made. 8.7 At the conclusion of the game both players shall sign both scoresheets, indicating the result of the game. Even if incorrect, this result shall stand, unless the arbiter decides otherwise. Article 9 The drawn game 9.1 a. The rules of a competition may specify that players cannot agree to a draw, whether in less than a specified number of moves or at all, without the consent of the arbiter. b. If the rules of a competition allow a draw agreement the following apply A player wishing to offer a draw shall do so after having made a move on the chessboard and before stopping his clock and starting the opponent’s clock. An offer at any other time during play is still valid but Article 12.6 must be considered. No conditions can be attached to the offer. In both cases the offer cannot be withdrawn and remains valid until the opponent accepts it, rejects it orally, rejects it by touching a piece with the intention of moving or capturing it, or the game is concluded in some other way. The offer of a draw shall be noted by each player on his scoresheet with a symbol. (See Appendix C.13) A claim of a draw under Article 9.2, 9.3 or 10.2 shall be considered to be an offer of a draw. 9.2 The game is drawn upon a correct claim by the player having the move, when the same position, for at least the third time (not necessarily by a repetition of moves) a. is about to appear, if he first writes his move on his scoresheet and declares to the arbiter his intention to make this move, or b. has just appeared, and the player claiming the draw has the move. Positions as in (a) and (b) areconsidered the same, if the same player has the move, pieces of the same kind and colour occupy the same squares, and the possible moves of all the pieces of both players are the same. Positions are not the same if a pawn that could have been captured en passant can no longer be captured in this manner. When a king or a rook is forced to move, it will lose its castling rights, if any, only after it is moved. 9.3 The game is drawn, upon a correct claim by the player having the move, if a. he writes his move on his scoresheet and declares to the arbiter his intention to make this move, which shall result in thelast50 moves having been made by each player without the movement of any pawn and without any capture, or b. the last 50 consecutive moves have been made by each playerwithout the movement of any pawn and without any capture. 9.4 If the player touches a piece as in Article 4.3 without having claimed the draw he loses the right to claim, as in Article 9.2 or 9.3, on that move. 9.5 If a player claims a draw as in Article 9.2 or 9.3 he may stop both clocks. (See Article 6.12.b) He is not allowed to withdraw his claim. a. If the claim is found to be correct, the game is immediately drawn. b. If the claim is found to be incorrect, the arbiter shall add three minutes to the opponent’s remaining thinking time. Then the game shall continue. If the claim was based on an intended move, this move must be made as according to Article 4. 9.6 The game is drawn when a position is reached from which a checkmate cannot occur by any possible series of legal moves. This immediately ends the game, provided that the move producing this position was legal. Article 10 Quickplay Finish 10.1 A ‘quickplay finish’ is the phase of a game when all the (remaining) moves must be made in a limited time. 10.2 If the player, having the move, has less than two minutes left on his clock, he may claim a draw before his flag falls. He shall summon the arbiter and may stop the clocks. (See Article 6.12.b) a. If the arbiter agrees the opponent is making no effort to win the game by normal means, or that it is not possible to win by normal means, then he shall declare the game drawn. Otherwise he shall postpone his decision or reject the claim. b. If the arbiter postpones his decision, the opponent may be awarded two extra minutes and the game shall continue, if possible in the presence of an arbiter. The arbiter shall declare the final result later in the game or as soon as possible after a flag has fallen. He shall declare the game drawn if he agrees that the final position cannot be won by normal means, or that the opponent was not making sufficient attempts to win by normal means. c. If the arbiter has rejected the claim, the opponent shall be awarded two extra minutes time. d. The decision of the arbiter shall be final relating to (a), (b) and (c). Article 11 Points 11.1 Unless announced otherwise in advance, a player who wins his game, or wins by forfeit, scores one point (1), a player who loses his game, or forfeits scores no points (0) and a player who draws his game scores a half point (½). Article 12 The conduct of the players 12.1 The players shall take no action that will bring the game of chess into disrepute. 12.2 Players are not allowed to leave the ‘playing venue’ without permission from the arbiter. The playing venue is defined as the playing area, rest rooms, refreshment area, area set aside for smoking and other places as designated by the arbiter. The player having the move is not allowed to leave the playing area without permission of the arbiter. 12.3 a. During play the players are forbidden to make use of any notes, sources of information or advice, or analyse on another chessboard b. Without the permission of the arbiter a player is forbidden to have a mobile phone or other electronic means of communication in the playing venue, unless they are completely switched off. If any such device produces a sound, the player shall lose the game. The opponent shall win. However, if the opponent cannot win the game by any series of legal moves, his score shall be a draw. c. Smoking is permitted only in the section of the venue designated by the arbiter 12.4 The scoresheet shall be used only for recording the moves, the times of the clocks, the offers of a draw, and matters relating to a claim and other relevant data. 12.5 Players who have finished their games shall be considered to be spectators. 12.6 It is forbidden to distract or annoy the opponent in any manner whatsoever. This includes unreasonable claims, unreasonable offers of a draw or the introduction of a source of noise into the playing area. 12.7 Infraction of any part of Articles 12.1 to 12.6 shall lead to penalties in accordance with Article 13.4. 12.8 Persistent refusal by a player to comply with the Laws of Chess shall be penalised by loss of the game. The arbiter shall decide the score of the opponent. 12.9 If both players are found guilty according to Article 12.8, the game shall be declared lost by both players. 12.10 In the case of Article 10.2.d or Appendix D a player may not appeal against the decision of the arbiter. Otherwise a player may appeal against any decision of the arbiter, unless the rules of the competition specify otherwise. Article 13 The role of the Arbiter (See Preface) 13.1 The arbiter shall see that the Laws of Chess are strictly observed. 13.2 The arbiter shall act in the best interest of the competition. He should ensure that a good playing environment is maintained and that the players are not disturbed. He shall supervise the progress of the competition. 13.3 The arbiter shall observe the games, especially when the players are short of time, enforce decisions he has made and impose penalties on players where appropriate. 13.4 The arbiter can apply one or more of the following penalties a. warning b. increasing the remaining time of the opponent c. reducing the remaining time of the offending player d. declaring the game to be lost e. reducing the points scored in the game by the offending party f. increasing the points scored in the game by the opponent to the maximum available for that game g. expulsion from the event. 13.5 The arbiter may award either or both players additional time in the event of external disturbance of the game. 13.6 The arbiter must not intervene in a game except in cases described by the Laws of Chess. He shall not indicate the number of moves made, except in applying Article 8.5, when at least one flag has fallen. The arbiter shall refrain from informing a player that his opponent has completed a move or that the player has not pressed his clock. 13.7 a. Spectators and players in other games are not to speak about or otherwise interfere in a game. If necessary, the arbiter may expel offenders from the playing venue. If someone observes an irregularity, he may inform only the arbiter. b. Unless authorised by the arbiter, it is forbidden for anybody to use a mobile phone or any kind of communication device in the playing venue and any contiguous area designated by the arbiter. Article 14 FIDE 14.1 Member federations may ask FIDE to give an official decision about problems relating to the Laws of Chess.
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O.C.U.編 Tutorial Mission01|Mission02|Mission03|Mission04|Mission05|Mission06|Mission07|Mission08|Mission09|Mission10|Mission11|Mission12|Mission13|Mission14|Mission15|Mission16|Mission17|Mission18|Mission19|Mission20|Mission21|Mission22|Mission23|Mission24|Mission25|Mission26|Mission27|Mission28|Mission29|Mission30 Ex.Mission01|Ex.Mission02|Ex.Mission03|Ex.Mission04 インターミッション|ソレイト Mission22|マップ|入手アイテム|味方|敵 インターミッション 移動可能地域 バリンデン|ニューミルガン|メナサ|グレイロック|フリーダム|ペセタ|ベルチカ|O.C.U.駐屯地|フォートモーナス|野戦病院|ソレイト ソレイト 会話イベント 軍オフィスで会話 町をでるMission22へ Mission22 クリア条件 フレデリックを除く全敵の撃破 ゲームオーバー ロイドの撃破 作戦の報酬 H$5000 最大出撃数 11 出撃可能パイロット 必ず出撃 Roid 選択出撃 Sakata / Natalie / Keith / J.J. / Yang / Paul / Alder / Hans / Gregorio / Maury / Bobby / Porunga / Yeehin / Ralph フレデリックを撃破してもいい撃破した場合、敵撃破ボーナス(セットアップにより変化)を貰える ミッションクリア後、フレデリックが復帰、Ex.Mission04出現ペセタを経由して、Ex.Mission04へ ソレイトへ マップ 地形 名称 地形効果 ノーマル ホバー タンク タイヤ 進入不可 0% - - - - 草地(夕) 8% 3 2 3 2 地形 名称 地形効果 ノーマル ホバー タンク タイヤ 土(夕) 8% 3 2 3 2 森林(夕) 20% 4 2 3 3 敵ユニットの補給車を利用して、経験値稼ぎができる 補給車(ピウィー)は、段差2段を越えられないので弾薬の補給等する場合に注意する 上へ 入手アイテム WEAPON Shoulder DONKEY DX 1 敵5撃破 PARTS Body FLUGEL 1 敵3撃破 Arm R DASLER Ⅱ 1 敵15撃破 Legs FLUGEL 1 敵13撃破 ITEM Item Repair L 1 敵7撃破 上へ 味方 No. PILOT MACHINE WEAPON ITEM 修理費用 Name Level Skill Name HP Body Body Bullet Range State Fight Exp. Fight L. Arm L. Grip Short Short R. Arm R. Grip Long Long Leg L. Shoulder Agility Agility Move R. Shoulder 1 Roid Shrike - 2 3 4 5 6 7 8 9 10 11 12 Peewie Supply Car 210 --- 416 -Large Unit-(No Parts) PAP-55 - 1-1 --- --- 14 --- 上へ 敵 フレデリックは離脱した際のステータス及び機体、武器となる No. PILOT MACHINE WEAPON 敵撃破ボ|ナス Name Level Skill Name HP Body Body Bullet Range State Fight Exp. Fight L. Arm L. Grip Short Short R. Arm R. Grip Long Long Leg L. Shoulder Agility Agility Move R. Shoulder 1 Frederick Witness 2 Gentz 17 Stun Lv1------------ Richter 150 --- 1020 13 1200 108 ORGEL PUNCH - 1-1 13 1200 108 ORGEL PUNCH - 1-1 13 1200 132 --- 13 1200 20 --- 3 Missileer 22 --------------- FLUGEL 174 --- 1115 13 1150 96 PERZEA PUNCH - 1-1 13 1250 96 PERZEA PUNCH - 1-1 21 3300 180 --- 15 1650 16 DONKEY DX 2 4-8 4 Missileer 22 --------------- FLUGEL 174 --- 1115 13 1150 96 PERZEA PUNCH - 1-1 13 1250 96 PERZEA PUNCH - 1-1 21 3300 180 --- 15 1650 16 DONKEY DX 2 4-8 5 Missileer 22 --------------- FLUGEL 174 --- 1115 13 1150 96 PERZEA PUNCH - 1-1 13 1250 96 PERZEA PUNCH - 1-1 21 3300 180 --- 15 1650 16 DONKEY DX 2 4-8 6 Missileer 22 --------------- FLUGEL 174 --- 1115 13 1150 96 PERZEA PUNCH - 1-1 13 1250 96 PERZEA PUNCH - 1-1 21 3300 180 --- 15 1650 16 DONKEY DX 2 4-8 7 Attacker 23 --------------- ORGEL 150 --- 1020 13 1150 108 ORGEL PUNCH - 1-1 24 3850 108 ORGEL PUNCH - 1-1 13 1250 132 --- 15 1650 20 --- 8 Attacker 23 --------------- ORGEL 150 --- 1020 13 1150 108 ORGEL PUNCH - 1-1 24 3850 108 ORGEL PUNCH - 1-1 13 1250 132 --- 15 1650 20 --- 9 Attacker 23 --------------- ORGEL 150 --- 1020 13 1150 108 ORGEL PUNCH - 1-1 24 3850 108 ORGEL PUNCH - 1-1 13 1250 132 --- 15 1650 20 --- 10 Attacker 23 --------------- ORGEL 150 --- 1020 13 1150 108 ORGEL PUNCH - 1-1 24 3850 108 ORGEL PUNCH - 1-1 13 1250 132 --- 15 1650 20 --- 11 Missileer 22 --------------- FLUGEL 174 --- 1115 13 1150 96 PERZEA PUNCH - 1-1 13 1250 96 PERZEA PUNCH - 1-1 21 3300 180 --- 15 1650 16 DONKEY DX 2 4-8 12 Attacker 23 --------------- ALGEM 300 --- 1475 13 1150 140 GLOSTER MG - 1-1 24 3850 140 GLOSTER CANNON - 1-1 13 1250 200 --- 15 1650 19 --- 13 Missileer 22 --------------- FLUGEL 174 --- 1115 13 1150 96 PERZEA PUNCH - 1-1 13 1250 96 PERZEA PUNCH - 1-1 21 3300 180 --- 15 1650 16 DONKEY DX 2 4-8 14 Missileer 22 --------------- FLUGEL 174 --- 1115 13 1150 96 PERZEA PUNCH - 1-1 13 1250 96 PERZEA PUNCH - 1-1 21 3300 180 --- 15 1650 16 DONKEY DX 2 4-8 15 Carrier 23 --------------- Big Born 200 --- 312 13 1083 -Large Unit-(No Parts) EMPIRE - 1-1 13 1183 --- 13 1183 --- 26 4450 14 --- 16 Missileer 22 --------------- FLUGEL 174 --- 1115 13 1150 96 PERZEA PUNCH - 1-1 13 1250 96 PERZEA PUNCH - 1-1 21 3300 180 --- 15 1650 16 DONKEY DX 2 4-8 17 Missileer 22 --------------- FLUGEL 174 --- 1115 13 1150 96 PERZEA PUNCH - 1-1 13 1250 96 PERZEA PUNCH - 1-1 21 3300 180 --- 15 1650 16 DONKEY DX 2 4-8 上へ
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Clinical Tests Total Cholesterol 200 mg/dl HDL 60 mg/dl LDL 130mg/dl Triglycerides 150 mg/dl Glossary leptin (the hormone that tells us we re full) ghrelin (the hormone that tells us we re hungry) alkaline promoting -Fruits, vegetables, tofu, beans and some nuts and seeds are alkaline-promoting foods. acid promoting - Dairy, eggs, meat, most grains, processed foods, and many convenience, packaged foods tend to be more acidic Ginger, an alkaline spice, is also an anti-inflammatory. Multiple studies using ginger have shown it to be effective in reducing muscle pain and soreness after workouts. Capsicum, the spice found in chilies and hot peppers, also has anti-inflammatory properties, and is alkaline in nature. Training Plans Trifuel Magazines, etc. LifeTime Fitness US Masters Exercise Barefoot running Think like a pro Train thru the pain USA Triathlon Create a training plan 4 ways to avoid a bonk 6 tips for running in the heat 3 drills for open swim Strength Training for running Role of HR training 3 bike workouts 5 Laws of weight training Active.com main triathlon page 3 Things I liked from yoga class Rowing (can do anywhere and great for abs) Side Squart (good groin stretch and strengthener) Hip Stretch (great for outer hip. Start from push up) 48 hours prerace Swim Strength Training Fun treadmill workouts Improve your run all day long Push past those last few miles 5k - 8 points Build your running endurance Improve your stride 6 Solutions to midrun issues Perfect Pacing Survive the open water swim Race Recap Running Form Slay the fatigue monster Cycle Training secrets 20 cycling questions Health SuperShakes Pre-/Post-Meals in 15 minutes Exercise helps avoid aging Eat every 3 hours 5-6p of fish oil-How will you die? Chocolate Good Milk good for recovery Eggs good Hydration articles Smoothie and other stuff Telomerase extend your life? Spirulina 4 snack recipes 7 drinks to improve your performance Power of antioxidants Boost immune system Structure Your Workouts The same basics apply here as in any workout. Start with a warm-up of 10-12 minutes. Put in some technical focus for three to five minutes. Perform the main body of your workout, and then follow with seven to 10 minutes of cool-down. Three rides a week in the winter will keep you in shape and improve your bike ability. Drill ride. The main body consists of four sets of 30-second one-footers, with two minutes of recovery. To perform a one-footer, remove one cleat from the pedal and rest that foot safely on the frame of the trainer. Concentrate on 30 seconds of smooth, fluid circles using just one foot. Switch feet and take two minutes of easy spin with both feet as recovery. The next drill is four 30-second spin-ups with two minutes’ recovery. To perform a spin-up, start at 90 rpm in a moderate gear. Gradually increase your cadence to 95, 100, 105 rpm and so on while still in that same gear. After 15 seconds of increasing cadence, get to your fastest spin which is still very smooth (no hopping around in the saddle) and hold that for 15 seconds. Take a full two minutes of easy circles between each for recovery. Interval ride. After a solid warm-up, shift into a higher gear and commit to going very strong for two minutes. You can determine how intense that effort should be with a heart rate monitor, by rate of perceived effort or by breath rate. Then, spin easy for three minutes. Start with three rounds, and as fitness develops, go to four or five rounds. After that, increase the duration of the effort. Eventually, reduce the recovery time. Steady state. After a solid warm-up, settle into a pace that will last 15-30 minutes. Make this a challenge, but not nearly as intense as the effort in the interval ride. Again, use either heart rate, perceived effort or breath rate to decide on the intensity. Hold this effort steady and strong for the full duration, and concentrate on good pedaling mechanics. Be sure to leave plenty of time for a quality cool-down. Vitamins Name Amt %DV True Need A 3500 UI 70% C 90mg 150% D 400 IU 100% E 30 IU 100% K 25cg 31% B1 1.5mg 100% B2 1.7mg 100% Niacin 20mg 100% B6 2mg 100% Folic Acid 500 mcg 125% B12 6mcg 100% Biotin 30mcg 10% Pantothenic Acide 10mg 100% Calcium 200mg 20% Iron 18mg 100% Phosphorus 109 mg 11% Iodine 150mcg 100% Magnesium 100g 25% Zinc 11mg 73% Selenium 55mcg 79% Copper .9mg 45% Manganese 2.3mg 115% Chromium 35mc 29% Molybdenum 45 mcg 60% Chloride 72mg 2% Potassium 80mg 2% Lutein 250mcg Lycopene 300mcg Diagnostic/Lab Tests Heart Test Range Notes Total Cholesterol 200 HDL+LDL+(Trig/5) HDL 59 LDL 100 Triglycerides 150 CHOL/HDLC 3.5 Total/HDL-Important Cardio CRP 1-3 Important Thyroid TSH/T3 .4-.4.5 Kidney Creatinine .5-1.3 EGFR 60 Bone Calcium 8.6-10.2 Pancreas Glucose 65-99 Hemoglobin A1C 6% EAG Liver Alkaline phosphatase 40-115 Bilirubin, Direct .2 Bilirubin, Total .2-1.2 GGT 3-70 AST 10-35 ALT 9-60 Protein, total 6.2-8.3 Guided Imagery Guided Imagery works best when you can close your eyes and listen to another voice. The following script was adapted from a stress-buster exercise available at www.thehealingmind.org. a site that offers many similar resoureces. Begin by getting comfortable where you are...take a couple of slow, deep breaths...when you breathe in, notice that you re bringing in fresh air, oxygen and energy, which can help you fuel and recharge your body...and when you breathe out, let go of any unnecessary tension, discomfort or worry...give yourself permission to relax...as you relax, let your eyes close and begin to focus inside. Imagine yourself in a place you love...somewhere beautiful, peaceful, comfortable and safe...somewhere you know or somewhere that feels good for you to be in...imagine it is yours... Intice the colors and sounds there...notice the air, the fragrances...notice the time of year or time of day...nitce the temperature and how you ve dressed...this is a place where your body can relax and revitalize...take the time to enojoy it...if your mind wanders for time to time, focus on your breatha dn bring yourself back to your beautiful place...remember you can come back here whenever you like. When you re ready to return to the outer worlkd, slowly let the images fade and go back inside...bring the feelings of safety, relaxation and revitalization with you...let yourself return energized and refreshed, ready to make the best of the day ahead. See also http //www.healthjourneys.com http //www.simplyaudiobooks.com http //www.learnoutloud.com
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E.C.編 Stage00|Stage01|Stage02 Stage05|Stage06|Stage07 Stage11|Stage12 Stage16 Stage18|Stage19 Stage22|Stage23|Stage24 Stage27|Stage28 南米編 Stage03|Stage04 Stage08|Stage09|Stage10 Stage13|Stage14|Stage15 Stage17 Stage20|Stage21 Stage25|Stage26 Stage29 Stage09マップ 味方 敵 ストーリーイベント(後半)Save Point ベネズエラ中央部山中 Stage09 クマナ市 天候 晴れ 時間 夜 勝利条件 敵全滅 敗北条件 味方全滅 出撃パイロット選択 Darril / Renges / Chaeffer マップ 地形 進入不可 木 平地(0°≦傾斜≦15°) 砂地 岩地 浅瀬 平地(4脚移動不可) 段差 平地(15°<傾斜≦30°) 砂地(15°<傾斜≦30°) 岩地(15°<傾斜≦30°) 深瀬 平地(4脚移動可) 段差(柵など) 平地(30°<傾斜≦45°) 砂地(30°<傾斜≦45°) 岩地(30°<傾斜≦45°) マップ X 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 Y 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 ▼ 補給コンテナ投下地点(HP=-) 敵ユニットリンク設定 アタックリンク:[支援機]―→ | ディフェンスリンク:[支援機]―→ 敵ユニット動作敵ユニットは基本的に、ダメージを受けるか、接近すると行動を開始する 敵ユニット その他行動条件 1 2 or 3のBodyのHPが約1/4以下になると行動開始 2 1 or 3がダメージを受けると行動開始 3 1 or 2がダメージを受けると行動開始 上へ 味方 No. Name UNIT PILOT PARTS WEAPONS SUPPORT Lv. Speed MG 武器熟練度 SKILLS Name Body HPNow / Max L Hand R Hand L Shoulder R Shoulder Atk. Eva. Evasion SG L Arm 武器種 Def. APNow / Max AP Charge RF R Arm 攻撃属性 ITEMS BZ Legs Dmg.(Dmg. Cut) BP Systems Resist MS Type Move × Armor Attack RK BP 機能(AP) AP Move GR 攻撃回数 Link ML Range BP CN HIt% / Area / Homing 1 2 3 上へ 敵 No. Name UNIT PILOT PARTS WEAPONS SUPPORT 獲得 Lv. Speed MG 武器熟練度 SKILLS Name Body HPNow / Max Weapon 1 Weapon 2 Weapon 3 Weapon 4 Atk. 金 Body Eva. Evasion SG L Arm 武器種 Def. L Arm APNow / Max AP Charge RF R Arm 攻撃属性 ITEMS R Arm BZ Legs Dmg.(Dmg. Cut) Legs BP Systems Resist MS Type Move × 経験値 Armor Attack RK BP 機能(AP) AP Move GR 攻撃回数 Link ML Range EP BP CN HIt% / Area / Homing 1 Ivanovna 4 5 MG 1 Speed ⅠBlast Shot Ⅰ Zhuk Ⅰ Zhuk Ⅰ 4500 / 4500 Zhuk Ⅰ MG Zhuk Ⅰ CN Zhuk Ⅰ MS Zhuk Ⅰ MS L Hand 金 960 0% 12% SG 0 ----- MG CN MS MS L Hand 18 / 18 18 RF 2 ----- No Items BZ 0 ----- 15×10 140×1 100×2 100×2 -- Systems 50% MS 1 4 ∞ ∞ ∞ ∞ 経験値 400 Attack 50% RK 1 ----- 5 7 10 10 Move 50% GR 0 ×2 ×2 ×1 ×1 Link 50% ML 0 1-3 4-6 7-8 7-8 EP 40 BP 0% CN 1 80%-67% 62%-52% Good Good No. Name UNIT PILOT PARTS WEAPONS SUPPORT 獲得 Lv. Speed MG 武器熟練度 SKILLS Name Body HPNow / Max L Hand R Hand L Shoulder R Shoulder Atk. 金 Body Eva. Evasion SG L Arm 武器種 Def. L Arm APNow / Max AP Charge RF R Arm 攻撃属性 ITEMS R Arm BZ Legs Dmg.(Dmg. Cut) Legs BP Systems Resist MS Type Move × 経験値 Armor Attack RK BP 機能(AP) AP Move GR 攻撃回数 Link ML Range EP BP CN HIt% / Area / Homing 2 ???? Assault 4 4 MG 1 No Skills TYPE 67 TYPE 67 400 / 400 TYPE67 MG TYPE67 MG L Hand 金 120 16% 9% SG 1 TYPE 67 200 / 200 MG MG L Hand 48 14 / 14 14 RF 0 TYPE 67 200 / 200 No Items 48 BZ 0 TYPE 67 270 / 270 9×10 9×10 42 -- Systems 0% MS 0 2Legs 6 50 50 経験値 100 Attack 0% RK 0 ----- 5 5 Move 0% GR 0 ×2 ×2 Link 0% ML 0 1-4 1-4 EP 20 BP 0% CN 0 80%-75% 80%-75% 3 ???? Assault 4 4 MG 1 No Skills TYPE 67 TYPE 67 400 / 400 TYPE67 MG TYPE67 MG L Hand 金 120 16% 9% SG 1 TYPE 67 200 / 200 MG MG L Hand 48 14 / 14 14 RF 0 TYPE 67 200 / 200 No Items 48 BZ 0 TYPE 67 270 / 270 9×10 9×10 42 -- Systems 0% MS 0 2Legs 6 50 50 経験値 100 Attack 0% RK 0 ----- 5 5 Move 0% GR 0 ×2 ×2 Link 0% ML 0 1-4 1-4 EP 20 BP 0% CN 0 80%-75% 80%-75% 上へ ストーリーイベント(後半) Save Point Save セーブ Load ロード Exit セーブ/ロードを終了します ベネズエラ中央部山中 会話イベント ヴァンツァーショップ会話イベント 移動Stage10へ 上へ
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【検索用 Message 登録タグ Mai Rulicapim Synthesizer V ミタ・ラリアット 曲 音の雨宿り】 + 目次 目次 曲紹介 歌詞 コメント 作詞:ミタ・ラリアット (音の雨宿り) 作曲:Rulicapim (音の雨宿り) 編曲:Rulicapim 唄:Mai (SynthV AI) 曲紹介 曲名:『Message』(めっせーじ) 音の雨宿り、4作品目。 歌詞 (動画概要欄より転載) すべてが終わったような 選択に迫られた 指切りを守る ただそれだけを僕は考えていたの ありがとう告げたって 聞く耳は一瞬で寂しがりな 僕にはどこまでも…その瞳は… 離れて歩けばみんなの背中が どこまで行ったって ついてく気がしたの 明日(あした)は雨降りか呟く僕に 仲間たちは言葉をかけた この両手が届くうちには 決してこの場所、譲りはしないよ 外の雨が静かに降れば あの日のことを思い出すけれども もう帰れない日々へと書いた手紙よ、いま どこまでも流れてゆけ 誰かのもとへ 僕がいなくなったら みんなは悲しむかな。 確かに手に入れてたはずなのに 失われる白昼夢 哀しみは知らぬまま 微笑みで肩を組め カレンダーの日が 進む度に 嗚呼 お別れだけ 数えてしまうの、小さな灯りで 照らされた夜に涙の雨降りが 僕の最後はどう? そんなことだけ考えてる僕でいいのか 守りたいよ弱い僕でも みんながいれば 生き抜く覚悟さ 握りしめろ もう二度とただ 離さぬように その声をあげよう 輝き増す時にいる この地球(ほし)の青さは 誰かの涙の雨で広がっている この地球(ほし)をまもる 傘になれるならそれでいい 濡れるのは 僕だけでいい 誰も傷つかずいてほしい ただそれだけでさ良かったのにな… この両手は気がついたとき 右も左も手と手つないでた "涙なんか流さなくていい" 僕のことなど僕は知らなかった "ほら帰ろうよみんなで迎えに来てやった" あの日たち、救われたよ このMessage コメント 名前 コメント コメントを書き込む際の注意 コメント欄は匿名で使用できる性質上、荒れやすいので、 以下の条件に該当するようなコメントは削除されることがあります。 コメントする際は、絶対に目を通してください。 暴力的、または卑猥な表現・差別用語(Wiki利用者に著しく不快感を与えるような表現) 特定の個人・団体の宣伝または批判 (曲紹介ページにおいて)歌詞の独自解釈を展開するコメント、いわゆる“解釈コメ” 長すぎるコメント 『歌ってみた』系動画や、歌い手に関する話題 「カラオケで歌えた」「学校で流れた」などの曲に直接関係しない、本来日記に書くようなコメント カラオケ化、カラオケ配信等の話題 同一人物によると判断される連続・大量コメント Wikiの保守管理は有志によって行われています。 Wikiを気持ちよく利用するためにも、上記の注意事項は守って頂くようにお願いします。
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O.C.U.編 Tutorial Mission01|Mission02|Mission03|Mission04|Mission05|Mission06|Mission07|Mission08|Mission09|Mission10|Mission11|Mission12|Mission13|Mission14|Mission15|Mission16|Mission17|Mission18|Mission19|Mission20|Mission21|Mission22|Mission23|Mission24|Mission25|Mission26|Mission27|Mission28|Mission29|Mission30 Ex.Mission01|Ex.Mission02|Ex.Mission03|Ex.Mission04 インターミッション|メナサ Mission05|マップ|入手アイテム|味方|敵 インターミッション 移動可能地域 バリンデン|ニューミルガン|メナサ メナサ 軍オフィスで会話 闘技場でヤンと会話イベント 闘技場で戦闘勝利するとヤン加入(負けても再挑戦できる) PILOT MACHINE WEAPON MACHINE DATA ITEMName Level Skill Name HP Body Body AT(回×攻)or<DF> Bullet Type Fight State Fight Exp. Fight L. Arm L. Grip Short Short Short R. Arm R. Grip Long Long Long Legs L. Shoulder Agility Agility Agility Move R. Shoulder Total Yang 5 Double Lv1------------ Gyokuran 51 --- 18 Repair SRepair SRepair S 11 670 39 HUSKEYⅣ PUNCH 1×15 - Fight(格) 12 9 155 39 CEMETERY 4× 5 - Short(近) 0 10 320 39 --- 49 9 154 18 --- 79 町をでる会話イベント Mission05へ Mission05 クリア条件 ドリスコルと輸送車を除く全敵の撃破 ゲームオーバー ロイドの撃破 作戦の報酬 - 最大出撃数 6 出撃可能パイロット 必ず出撃 Roid 選択出撃 Sakata / Natalie / Keith / J.J. / Frederick ドリスコルを撃破して輸送車を撃破しない場合、敵ユニットが残り1機となった時点でミッションクリアとなる ドリスコルを撃破しないで輸送車を撃破した場合、敵ユニットが残り1機となった時点でミッションクリアとなる ドリスコルと輸送車を撃破した場合、敵ユニットが残り2機となった時点でミッションクリアとなる マップ 地形 名称 地形効果 ノーマル ホバー タンク タイヤ 進入不可 0% - - - - 地形 名称 地形効果 ノーマル ホバー タンク タイヤ 市街地(雨) 15% 3 2 3 2 輸送車(敵14)は3ターン目に現れ、敵3・4・10の初期位置より奥へ味方ユニットが移動すると撤収する ドリスコルを撃破する方法はこちらを参照 輸送車(敵14)を撃破する方法輸送車が撤収するギリギリの位置まで移動し、次のターンで3段差のある位置(敵4の奥)へ移動、遠距離で攻撃する 上へ 入手アイテム WEAPON Shoulder PIZ-8 1 敵6撃破 PARTS Arm L HUSKY Mk.Ⅲ 1 敵4撃破 ITEM Item Repair S 2 敵3 / 12撃破 Repair M 1 敵11撃破 上へ 味方 No. PILOT MACHINE WEAPON ITEM 修理費用 Name Level Skill Name HP Body Body Bullet Range State Fight Exp. Fight L. Arm L. Grip Short Short R. Arm R. Grip Long Long Leg L. Shoulder Agility Agility Move R. Shoulder 1 Roid Shrike - 2 3 4 5 6 7 Yang Gyokuran 8 Paul(NPC) 6 --------------- Rainbow 54 --- Repair SRepair SRepair S - 9 200 30 ZIGLE-6B PUNCH - 1-1 9 200 30 ZIGLE-6B PUNCH - 1-1 10 450 30 --- 10 450 16 BONE 3 3-5 上へ 敵 No. PILOT MACHINE WEAPON 敵撃破ボ|ナス Name Level Skill Name HP Body Body Bullet Range State Fight Exp. Fight L. Arm L. Grip Short Short R. Arm R. Grip Long Long Leg L. Shoulder Agility Agility Move R. Shoulder 1 Driscoll 40 Stun Lv3Speed Lv1--------- TYPE 11DS 250 --- 7882 32 5900 120 TYPE11 CLAW-C - 1-1 30 5600 120 TYPE11 MG - 1-1 31 5700 250 --- 31 5800 16 --- 2 Commander 5 --------------- GIZEH 45 --- 270 10 375 26 GIZEH PUNCH - 1-1 10 325 26 WINEE - 1-1 10 275 34 BONE 3 3-5 10 275 12 --- 3 Missileer 4 --------------- HUSKY Mk.Ⅲ 39 --- 270 9 150 24 HUSKY Ⅲ PUNCH - 1-1 9 150 24 HUSKY Ⅲ PUNCH - 1-1 10 300 30 --- 10 300 16 BONE 3 3-5 4 Attacker 4 --------------- GALVO 42 --- 270 9 100 25 GRAVE - 1-1 10 500 25 GALVO PUNCH - 1-1 9 100 32 --- 9 200 16 --- 5 Commander 5 --------------- GIZEH 45 --- 270 10 375 26 GIZEH PUNCH - 1-1 10 325 26 WINEE - 1-1 10 275 34 BONE 3 3-5 10 275 12 --- 6 Missileer 4 --------------- HUSKY Mk.Ⅲ 39 --- 270 9 150 24 HUSKY Ⅲ PUNCH - 1-1 9 150 24 HUSKY Ⅲ PUNCH - 1-1 10 300 30 --- 10 300 16 BONE 3 3-5 7 Attacker 4 --------------- GALVO 42 --- 270 9 100 25 GRAVE - 1-1 10 500 25 GALVO PUNCH - 1-1 9 100 32 --- 9 200 16 --- 8 Attacker 4 --------------- GALVO 42 --- 270 9 100 25 GRAVE - 1-1 10 500 25 GALVO PUNCH - 1-1 9 100 32 --- 9 200 16 --- 9 Commander 5 --------------- GIZEH 45 --- 270 10 375 26 GIZEH PUNCH - 1-1 10 325 26 WINEE - 1-1 10 275 34 BONE 3 3-5 10 275 12 --- 10 Missileer 4 --------------- HUSKY Mk.Ⅲ 39 --- 270 9 150 24 HUSKY Ⅲ PUNCH - 1-1 9 150 24 HUSKY Ⅲ PUNCH - 1-1 10 300 30 --- 10 300 16 BONE 3 3-5 11 Attacker 4 --------------- GALVO 42 --- 270 9 100 25 GRAVE - 1-1 10 500 25 GALVO PUNCH - 1-1 9 100 32 --- 9 200 16 --- 12 Attacker 4 --------------- GALVO 42 --- 270 9 100 25 GRAVE - 1-1 10 500 25 GALVO PUNCH - 1-1 9 100 32 --- 9 200 16 --- 13 Attacker 4 --------------- GALVO 42 --- 270 9 100 25 GRAVE - 1-1 10 500 25 GALVO PUNCH - 1-1 9 100 32 --- 9 200 16 --- 14 USN Soldier 1 --------------- Supply Car 200 --- 312 9 2 -Large Unit-(No Parts) --- 9 1 --- 9 3 --- 9 4 14 --- 上へ
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Subjects-Business&Investing-Industries&Professions-Oil&Energy? Subjects-Engineering-Civil-Mining? Subjects-Engineering-Civil-Environmental-General Subjects-Engineering-Civil-Environmental-Pollution-Air? Subjects-Nonfiction-CurrentEvents-Poverty-SocialServices&Welfare? Subjects-Outdoors&Nature-Environment-EnvironmentalScience Subjects-Professional&Technical-Engineering-Civil-Mining? Subjects-Professional&Technical-Engineering-Civil-Environmental-General Subjects-Professional&Technical-Engineering-Civil-Environmental-Pollution-Air? Subjects-Professional&Technical-ProfessionalScience-EarthSciences-EnvironmentalScience? Subjects-Science-EarthSciences-EnvironmentalScience The Mersey Measure The Stationery Office Books? Dept.of Environment? TheStationeryOfficeBooks? Dept.ofEnvironment? ジャンル別? Substores-UnknownASINs-4? Subjects-Engineering-Civil-Hydrology? Subjects-Engineering-Civil-Environmental-General Subjects-Engineering-Civil-Environmental-Groundwater? 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Subjects-Outdoors&Nature-Environment-EnvironmentalScience Subjects-Professional&Technical-ProfessionalScience-AgriculturalSciences-General? Subjects-Professional&Technical-ProfessionalScience-BiologicalSciences-Botany? Subjects-Professional&Technical-ProfessionalScience-EarthSciences-EnvironmentalScience? Subjects-Science-EarthSciences-EnvironmentalScience Subjects-Science-General Subjects-Science-BiologicalSciences-Botany-General? Subjects-Science-AgriculturalSciences-Agronomy? Advances in Agronomy (Advances in Agronomy) Academic Pr? Donald L. Sparks? AcademicPr? DonaldL.Sparks? ジャンル別? Substores-UnknownASINs-5? Subjects-Engineering-Bioengineering-Biotechnology? Subjects-Outdoors&Nature-Environment-EnvironmentalScience Subjects-Professional&Technical-Engineering-Bioengineering-Biotechnology? Subjects-Professional&Technical-ProfessionalScience-AgriculturalSciences-General? Subjects-Professional&Technical-ProfessionalScience-AgriculturalSciences-SoilScience? Subjects-Professional&Technical-ProfessionalScience-BiologicalSciences-Botany? Subjects-Professional&Technical-ProfessionalScience-EarthSciences-EnvironmentalScience? Subjects-Science-EarthSciences-EnvironmentalScience Subjects-Science-EarthSciences-Geology-General? Subjects-Science-General Subjects-Science-BiologicalSciences-Biotechnology? Subjects-Science-BiologicalSciences-Botany-General? Subjects-Science-AgriculturalSciences-SoilScience? Subjects-Science-AgriculturalSciences-General? Subjects-Science-AgriculturalSciences-Agronomy? Advances in Agronomy (Advances in Agronomy) Academic Pr? Donald L. Sparks? AcademicPr? DonaldL.Sparks? ジャンル別? Substores-UnknownASINs-5? Subjects-Outdoors&Nature-Environment-EnvironmentalScience Subjects-Professional&Technical-ProfessionalScience-AgriculturalSciences-General? Subjects-Professional&Technical-ProfessionalScience-AgriculturalSciences-SoilScience? Subjects-Professional&Technical-ProfessionalScience-BiologicalSciences-Botany? Subjects-Professional&Technical-ProfessionalScience-EarthSciences-EnvironmentalScience? Subjects-Science-EarthSciences-EnvironmentalScience Subjects-Science-EarthSciences-Geology-General? Subjects-Science-General Subjects-Science-BiologicalSciences-Botany-General? Subjects-Science-AgriculturalSciences-SoilScience? Subjects-Science-AgriculturalSciences-General? Subjects-Science-AgriculturalSciences-Agronomy? Advances in Agronomy (Advances in Agronomy) Academic Pr? Donald L. Sparks? AcademicPr? DonaldL.Sparks? ジャンル別? Substores-UnknownASINs-5? Subjects-Outdoors&Nature-Ecology-LivingontheLand? Subjects-Outdoors&Nature-Environment-EnvironmentalScience Subjects-Professional&Technical-ProfessionalScience-AgriculturalSciences-General? Subjects-Professional&Technical-ProfessionalScience-AgriculturalSciences-SoilScience? Subjects-Professional&Technical-ProfessionalScience-BiologicalSciences-Botany? Subjects-Professional&Technical-ProfessionalScience-EarthSciences-EnvironmentalScience? Subjects-Science-EarthSciences-EnvironmentalScience Subjects-Science-EarthSciences-Geology-General? Subjects-Science-General Subjects-Science-BiologicalSciences-Botany-General? Subjects-Science-AgriculturalSciences-SoilScience? Subjects-Science-AgriculturalSciences-General? Subjects-Science-AgriculturalSciences-Agronomy? Subjects-Science-AgriculturalSciences-CropScience? Advances in Agronomy (Advances in Agronomy) Academic Pr? Donald L. Sparks? AcademicPr? DonaldL.Sparks? ジャンル別? Substores-UnknownASINs-5? Subjects-Outdoors&Nature-Environment-EnvironmentalScience Subjects-Professional&Technical-ProfessionalScience-AgriculturalSciences-General? Subjects-Professional&Technical-ProfessionalScience-AgriculturalSciences-SoilScience? Subjects-Professional&Technical-ProfessionalScience-BiologicalSciences-Botany? Subjects-Professional&Technical-ProfessionalScience-EarthSciences-EnvironmentalScience? 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Subjects-Science-General Subjects-Science-BiologicalSciences-Botany-General? Subjects-Science-AgriculturalSciences-SoilScience? Subjects-Science-AgriculturalSciences-General? Subjects-Science-AgriculturalSciences-Agronomy? Advances in Agronomy (Advances in Agronomy) Academic Pr? Donald L. Sparks? AcademicPr? DonaldL.Sparks? ジャンル別? Substores-UnknownASINs-5? Subjects-Outdoors&Nature-Environment-EnvironmentalScience Subjects-Professional&Technical-ProfessionalScience-AgriculturalSciences-General? Subjects-Professional&Technical-ProfessionalScience-AgriculturalSciences-SoilScience? Subjects-Professional&Technical-ProfessionalScience-BiologicalSciences-Botany? Subjects-Professional&Technical-ProfessionalScience-EarthSciences-EnvironmentalScience? Subjects-Science-EarthSciences-EnvironmentalScience Subjects-Science-EarthSciences-Geology-General? Subjects-Science-General Subjects-Science-BiologicalSciences-Botany-General? Subjects-Science-AgriculturalSciences-SoilScience? 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Journal Articles Yamamoto, T., Watanabe, T., Pian, C. Kominato, M. (2011). Cultural consciousness about possession comparison between Japanese and Chinese university students Japanse journal of law and psychology, 11(1), 109-120.(in Japanese) Watanabe, T., Pian, C., Takahashi, N. Zhou, N. (2012). Consumption and spending patterns of primary and secondary school children comparative study among Beijing, Shanghai, Shandong, and Yanbian children, Journal of Zhengzhou Normal Education. 1(3), 13-22. (in Chinese) Watanabe, T (2013). The beliefs and values about the educational credentials of Chinese and Japanese high school students, Renmin university of China education journal, 12(4), 69-78. (in Chinese) Watanabe,T.,Pian,C.,Yamamoto,T. Sakakibara,T.(2015).How Japanese and Chinese university students understand others Examining the cultural nature of the conflict concerning possession.CRIE Review of International Education.12.19-34.(in Japanese) Takeo,K.,Watanabe,T. Watanabe,A.(2015).Developmental process of infant self-control function as one aspect of mother-child joint development.Studies in liberal arts and sciences.47.267-283.(in Japanese) Book Chapters Conference Papers Poster Presentation Watanabe, A., Watanabe, T. and Takeo, K. (2016). Development of preschoolers self-regulatory behavior facilitated by their mothers responsive support. Proceedings in the 31st International Congress of Psychology in Yokohama, PS28A-13-229.(Co-author) Conference Papers Symposium Watanabe, T. (2016). Developmental change of infant self-regulation as one aspect of mother-child joint development. Proceedings in the 31st International Congress of Psychology in Yokohama, CS27-27-3 (Contributed Symposium ""What to" and "how to" study in self-regulatory research Recent trends in view of various perspectives and approaches" Speaker/Organizer) Watanabe, T. (2016). "Story presenting method" as dialogical research tool for understanding culture. Proceedings in the 31st International Congress of Psychology in Yokohama, CS28-12-1 (Contributed Symposium "How can we understand and study culture? New methodologies of dialogical research for mutual understanding." Speaker/Co-organizer) Igarashi, K., Konno, M., Watanabe, T. and Jing, J. (2016) Communicative behavior of Autistic Spectrum disorder and typically developing children in Japan and China Proceedings in the 31st International Congress of Psychology in Yokohama, TS29-22-1 (Thematic Session "What autistic spectrum disorder children see and how they interpret what they saw- eye tracker data and story telling contents of Japanese and Chinese ASD children compared" Co-author) Other Papers Symposium East Asia Child-rearing and Education Today on Child Research Net Academic Theses