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(96p) SIEGE MACHINES No besieging army would be complete without siege towers and rams with which to pound the enemy’s fortress to pieces. Some races have developed their own versions of these devices but all function in more or less the same fashion and have equal effectiveness. Concerning Victory Points, destroyed or lost Siege Machines immediately give the opponent their victory points no matter if the unit carrying them is destroyed or not. Siege Machines like Siege Towers, Battering Rams or Sows may use initiative to attack the nearest wall section (towers may be ignored). Siege Towers Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Siege Town/M/0/3/3+/-/1/20/ -/- A Siege Tower is a massive wooden tower that rolls forward on huge wheels. It is pushed to the enemу’ s fortress by troops who are protected by its stout timbers. Once the tower reaches its target, a ramp descends allowing the sheltering troops to swarm over the walls. A Siege Tower is a unique kind of machine. Its sole purpose is to deliver troops onto the enemу’ s walls. A Siege Tower must be assigned to a unit of infantry. To represent the fact that they are really inside the Siege Tower, the unit is arranged directly behind in column. A UNIT WITH A SIEGE TOWER The unit is arranged in column behind the Siege Tower. As Siege Towers are such huge constructions the same shooting rules apply to them as to wall sections. All shooting enemy units within reach of Siege Towers may choose which Tower they want to shoot at (but if they choose to shoot at units without Siege Towers they still have to shoot at the next visible unit). All enemy shots against the unit are assumed to hit the Siege Tower because the troops are actually inside it. A Siege Tower and the unit inside it cannot be driven back by missile fire. Should a Siege Tower be destroyed by shooting, its accompanying infantry will abandon it and may continue to fight normally. The Siege Tower has no value in close combat. If the unit is attacked, the Tower is simply ignored. If the unit is forced to retreat, the Siege Tower is destroyed. Units in Siege Towers may pursue or advance in combat leaving their machine behind which effectively means the Siege Tower is destroyed. The Siege Tower can be pushed forward at a speed of 15cm. As it is an incredible effort to move a massive construction like a Siege Tower, command rolls get an extra -1 from second command onward (so the second command would work at a -3 instead of -2). A unit accompanying a Siege Tower cannot make way for other units. If all its accompanying infantry are killed in combat before it reaches the walls, the Siege Tower is considered to have been immobilized or destroyed. Once the Siege Tower reaches the enemy s walls it has effectively done its job. As soon as the walls are reached, the accompanying infantry can assault the defenders or, if there are no defenders, they can occupy the wall as described below. A Siege Tower is usually not tall enough to reach a tower. However, if there is doubt because a tower is especially low, the players should agree before the game whether it can be assaulted like this. Troops making an assault from a Siege Tower cancel out the advantage of fortifications. Both sides count as being in the open (4+ to hit) and the assaulting stand gets the usual +1 bonus for charging. The assaulting unit fights with only one stand (the warriors at the top of the Siege Tower) whilst the defenders fight with all stands that would theoretically be touching were it possible to move all the stands properly into place! As stands touching corner-to-corner would normally fight, defending stands adjacent to the stand directly facing the Siege Tower will fight, assuming they are otherwise free to do so. Once a Siege Tower has reached the walls and is not destroyed, up to three stands of infantry can move up (97p) it and onto the walls in subsequent turns, assuming that there is room for them to spread out whilst remaining in physical contact with each other. (Once stands have moved onto the ramparts they cannot move further that turn, even if unopposed). If a unit assaulting walls via Siege Tower loses the combat and retreats 4cm or less, it still counts as being in the tower and can assault again in the next turn. If the unit retreats more than 4cm and the wall section it faces is subsequently occupied by the enemy, it is automatically destroyed. They push it over! Troops defending walls from a counter attack cannot retreat down a Siege Tower and enemy cannot pursue or advance using a Siege Tower. If the unit pushing the Siege Tower consists of missile armed troops, all stands can shoot as if they were positioned on top of the tower. This brings them up to the same height as the walls. Targets on the ramparts of walls count as being defended from a Siege Tower rather than being fortified. Targets in higher towers still count as being fortified. Battering Rams Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Ram/M/0/3/3+/-/1/10/ -/- Battering Rams are mounted on a wheeled chassis and protected by a wooden roof so that troops inside can push the ram forward under cover. A Battering Ram can be incorporated into a Siege Tower in which case it simply combines the attributes of both. A Battering Ram’s purpose is to affect a breach in the enemy s gate or walls. A UNIT WITH A BATTERING RAM The unit is arranged in column behind the battering ram A Battering Ram must be assigned to a unit of infantry. To represent the fact that they are inside the covered frame the unit is arranged directly behind in column. All enemy shots against the unit are assumed to hit the Battering Ram because the troops are actually inside it. A Battering Ram and the unit inside it cannot be driven back by missile fire. Should a Battering Ram be destroyed by shooting, its accompanying infantry will abandon it and may continue to fight normally. The Battering Ram has no value in close combat. If the unit is attacked, the Ram is simply ignored. If the unit is forced to retreat, the Ram is destroyed. If units with Battering Rams pursue or advance in combat they leave their machine behind which effectively means it is destroyed. The Battering Ram can be pushed forward at 15cm. A unit accompanying a Battering Ram cannot make way for other units. If all its accompanying infantry stands are killed before it reaches the walls, the Ram is abandoned and is considered to have been immobilized or destroyed. Once the Ram reaches the enemy s walls it can begin to batter! The rules for battering are described above. The Ram must be accompanied by a unit of infantry of at least one stand in order for it to batter (they provide the muscle). A unit may not batter and assault at the same time. Sows Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Sows/M/0/3/3+/-/1/5/ -/- These are roofed and wheeled structures that offer protection to troops as they advance towards a castle. A Sow is very much like a big shed on wheels or, to put it another way, a Battering Ram without a ram. A Sow is represented by the same rules as a Battering Ram except that it cannot batter. Sows have no value in close combat. If the unit is attacked it is simply ignored. If the unit is forced to retreat, the Sow is destroyed. Units with Sows may pursue or advance in combat leaving their machine behind which effectively means the Sow counts as destroyed. (98p) Mantlets These are large mobile shields made from stout wood. They offer protection to troops behind them and can gradually be shuffled forward without exposing the sheltering troops to enemy fire. They are used by infantry units and are provided with arrow slits through which missile armed units can shoot. In a siege game, units of infantry can have Mantlets for +10 points per unit. This is enough to cover the unit’s frontage and the unit is considered to be in a defended position. If it charges, it must abandon its Mantlets. If the unit suffers casualties, it automatically abandons any unnecessary Mantlets (these cannot be used by other troops). If retreating or pursuing in combat its Mantlets are abandoned if they haven’t been already. If a unit equipped with Mantlets is driven back by shooting it will carry its Mantlets with it. However, if driven back more than its half pace move (10cm for standard infantry), the unit automatically abandons its Mantlets as it moves. As units carrying Mantlets count as occupying defended positions, they deduct one dice from their drive back distance. A unit can abandon its Mantlets at any time during the Command phase, in which case it is not restricted to one move that Command phase. In this case, the Mantlets are overturned or cast aside and removed from the battle. Boiling Oil or Rock Droppers Defenders are liable to throw anything they can get their hands on at enemies trying to scale the castle walls. Well prepared defenders will have amassed numerous large rocks, prodigious amounts of garbage, masonry, furniture, statuary, dead horses, stone sinks, anvils and the like. Of course, the professional choice is boiling oil but scalding water and hot sand are also used to good effect. We won’t worry much about the exact type of missile. For our purposes it’s enough to assume that the defenders have something appropriate to hand. For the sake of explanation, we’ll assume that Boiling Oil is our preferred option. A 40 to 50mm wide section of wall may be provisioned with Boiling oil or Rock Droppers. This may be used by any unit of troops manning that section. If an assault is launched against a fortress section which is provisioned with Boiling Oil or Rock Dropper units on this and any adjacent sections may use their equipment against the assaulting enemy. Boiling Oil or Rock Droppers can also be used against units making an assault via Siege Tower or Sow but the attackers may use the 3+ armour save of their Siege equipment instead their own. Note that a unit may only use one Stand and Shoot attack. So units equipped with bows or similar have to choose if they use Boiling Oil or their bows when they are assaulted. They may never use both. Boiling Oil or Rock Dropper attacks are worked out immediately before normal combat at the same time, as shots at chargers. A unit can pour oil or shoot with its own weapons at the same time. Any hits inflicted are carried over into the combat and count as having been struck in the first round. Roll a dice and consult the chart below. D6/Result 1/No effect, you miss or the enemy successfully protect themselves from your barrage. 2-3/The enemy unit suffers 1 attack with a -1 on armour saves. 4-5/The enemy unit suffers 2 attacks with a -1 on armour saves. 6/The enemy unit suffers 3 attacks with a -1 on armour saves. (99p) Tribock When helping a Bretonnian army in the Border Princes two empire engineers encountered a massive Bretonnian machine called “Trebuchet”. It was used to reoccupy a fortress treacherous greenlings had taken and proved very useful there. Otto Ressel and his assistant Fritz Hobel further developed the concept of this siege machine, made it bigger and even more effective and gave it the Reikspiel name “Tribock”. Most Empire generals despise this “woodwork” and prefer massive cannons when it comes to sieges. But in the Border Princes black powder is expensive and good iron hard to get and so Warlords there often choose the Tribock at Sieges. Some even say it is more effective than the bombard. Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Tribock/Art/ 1/6 /4/0/-/1/120/ -/1 Range 20-120cm Attack Close Combat 1 / Shooting 6 As the Tribock is such a giant machine it has to be placed on a special stand with a front edge of 40mm and flank edges of 60mm. For siege use only! May not move once it is deployed. Must be deployed before any other unit. Shooting straight ahead Other than normal shooting units the Tribock has a very restricted view. It can only draw line of sight to targets that lie in the corridor that extends straight ahead from the front edge. So the Tribock only has a 4cm wide corridor of sight. For targets outside this corridor it must be ordered to turn. If the order is failed it does not fire that turn. Any Hits caused by the Tribock allow no save. Because of its immense size the Tribock has a range of 120cm but a minimum range of 20cm as the slingshot like nature of the weapon makes it impossible to shoot at closer targets. This obviously makes units that are under 20cm ineligible as potential targets; thus they are ignored as far as the rules for firing at the closest target are concerned. The Tribock may not shoot at enemy units that charge it. Bombard Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Bombard/Art/ 0/4+bounce /3/0/-/1/130/ -/1 Range 90cm Attack Close Combat 0 / Shooting 4+bounce For siege use only! May not move once it is deployed. Must be deployed before any other unit. Shooting straight ahead Other than normal shooting units the bombard has a very restricted view. It can only draw line of sight to targets that lie in the corridor that extends straight ahead from the front edge. So the bombard only has a 2cm wide corridor of sight. For targets outside this corridor it must be ordered to turn. If the order is failed it does not fire that turn. Any Hits caused by the Bombard allow no save. In addition, fortified targets only count as being defended (5+ to hit) and defended targets count as being in the open (4+ to hit). The Bombards shot bounce like a normal cannon’s. This does not apply when shooting at walls/towers as the stonework will obviously stop the cannon ball and prevent it bouncing. Bombards cannot shoot at charging enemy units. Bombards may not be used by Elves or Bretonnians. (100p) Mangonel Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Mangonel/Art/ 0/4 /3/0/-/1/80/ -/1 Range 20-90cm Attack Close Combat 0 / Shooting 4 For siege use only! Mangonels must be deployed before any other unit and cannot move once it is deployed. If firing it fires “straight ahead”. This means it can only draw a line of sight to targets that lie in the corridor that extends straight ahead from the front edge. So the Mangonel only has a 2cm wide corridor of sight. For targets outside this corridor it must be ordered to turn. If the order is failed it does not fire that turn. Any Hits caused by the Mangonel allow no save. The Mangonel has a minimum range of 20cm as it is impossible to adjust its mechanism to shoot at closer target. Mangonels can’t shoot at charging enemy units. Earthworks These are defensive works built by both defending and attacking forces in a siege and sometimes in other situations as well. These are usually hastily constructed out of earth, log barricades, upturned carts, barrels and whatever else comes to hand. Each section of earthworks purchased is 40mm long and 10mm wide, half the size of a standard Warmaster base. Unless otherwise specified in a particular scenario, earthworks are always deployed before the armies set up in the relevant deployment zones, starting with the defender deploying all his earthworks first, or dice off to decide if for some reason there is no defined attacker or defender. Earthworks can be arranged together in whatever formation is desired by the purchasing player. Earthworks count as a linear feature that confers fortified status against missile fire and defended status against any close combat attacks. To remove earthworks to make way for your siege towers and battering rams, a unit of infantry (and only infantry) must be adjacent to the earthworks. If the unit is not in combat at the beginning of the combat phase each stand in contact with an earthwork section gets its basic attacks against it (no charge bonuses, as what the troops are doing is getting their entrenching tools out). Any 6’s that are rolled will destroy the earthwork that is attacked in this way. It is important that you declare exactly which earthwork sections each stand is attacking, as each 40x10mm section is effectively counted as a separate unit for these purposes. Log Rams Log rams are effectively Battering rams but without the added protection of an armoured covering to shield the battering unit. Log rams can be brought to bear much more rapidly than a Battering ram can be. The main disadvantage is, of course, the lack of protection, especially against boiling oil poured on the battering unit by troops on the ramparts above or stand and fire from these units. Attacking infantry units may be equipped with Log rams. A unit that is equipped with Log rams may abandon its Log rams at any point and is then unrestricted by this. Also, when equipped with Log rams a unit may not cross or move through any terrain which is classed as difficult for movement purposes, such as forests or earthworks. If a unit equipped with Log rams is driven back by enemy shooting or magic and is forced to enter difficult terrain it loses its log rams and moves on. When a unit with a Log ram makes contact with a fortress wall it will commence battering in much the same way as a Battering ram. However, if as a result of a boiling oil attack or stand and fire from units on the walls enough hits are inflicted to remove a whole stand then the battering attempt fails. For every wound the unit has to retreat 1cm. Ladders Infantry units may only assault the walls of a fortress with a siege tower or by using ladders. It costs +5 points to equip all stands of a unit with ladders. Infantry units based as cavalry cannot climb ladders.
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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|フォートモーナス|野戦病院 Mission19|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 フォートモーナス 会話イベント 軍オフィスで会話 町をでる(ショップでの買い物は町をでる前に行っておく)野戦病院へ 野戦病院 会話イベント テント、食堂、倉庫で会話 会話イベントMission19へ Mission19 クリア条件 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 5 出撃可能パイロット 必ず出撃 Roid 選択出撃 Sakata / Keith / J.J. / Frederick / Yang / Paul / Alder / Hans / Gregorio / Maury / Bobby / Porunga / Yeehin / Ralph ナタリーは出撃できない ミッションクリア後、フォートモーナスへ 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 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 8% 3 2 3 2 森林 20% 4 2 3 3 Mission15で入手していない場合、マップ右上で「ツィーゲ ライフル」を入手できる 上へ 入手アイテム WEAPON Grip ZIEGE 1 マップ①(Mission15で入手していない場合) Shoulder SLAY 1 敵6撃破 ITEM Item Flash 1 敵2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 Peewie Supply Car 210 --- 416 -Large Unit-(No Parts) PAP-55 - 1-1 --- --- 14 --- 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 Commander 21 Switch Lv1------------ RATMOUNT 168 --- 1030 15 1762 108 SNOW MAN - 1-1 16 1862 108 ZEROA PUNCH - 1-1 15 1712 120 --- 15 1762 16 WILD GOOSE 3 3-4 2 Attacker 19 --------------- PROZION 120 --- 1010 12 975 108 GRAVE Ⅱ - 1-1 18 2400 108 ORGEL PUNCH - 1-1 13 1175 116 --- 14 1400 21 --- 3 Attacker 19 --------------- PROZION 120 --- 1010 12 975 108 GRAVE Ⅱ - 1-1 18 2400 108 ORGEL PUNCH - 1-1 13 1175 116 --- 14 1400 21 --- 4 Attacker 19 --------------- PROZION 120 --- 1010 12 975 108 GRAVE Ⅱ - 1-1 18 2400 108 ORGEL PUNCH - 1-1 13 1175 116 --- 14 1400 21 --- 5 Attacker 19 --------------- ZEROA 156 --- 985 12 975 96 ARPEGGIO PUNCH - 1-1 18 2400 96 GREY EYE - 1-1 13 1175 120 --- 14 1400 18 --- 6 Attacker 19 --------------- ZEROA 156 --- 985 12 975 96 ARPEGGIO PUNCH - 1-1 18 2400 96 GREY EYE - 1-1 13 1175 120 --- 14 1400 18 --- 7 Missileer 17 --------------- ORGEL 150 --- 960 11 675 78 PRISOMEA PUNCH - 1-1 11 675 78 PRISOMEA PUNCH - 1-1 18 2450 156 --- 13 1250 14 SLAY 3 3-6 8 Missileer 17 --------------- ORGEL 150 --- 960 11 675 78 PRISOMEA PUNCH - 1-1 11 675 78 PRISOMEA PUNCH - 1-1 18 2450 156 --- 13 1250 14 SLAY 3 3-6 9 Attacker 19 --------------- ZEROA 156 --- 985 12 975 96 ARPEGGIO PUNCH - 1-1 18 2400 96 GREY EYE - 1-1 13 1175 120 --- 14 1400 18 --- 10 Missileer 17 --------------- ORGEL 150 --- 960 11 675 78 PRISOMEA PUNCH - 1-1 11 675 78 PRISOMEA PUNCH - 1-1 18 2450 156 --- 13 1250 14 SLAY 3 3-6 上へ
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U.S.N.編 Mission01|Mission02|Mission03|Mission04|Mission05|Mission06|Mission07|Mission08|Mission09|Mission10|Mission11|Mission12|Mission13|Mission14|Mission15|Mission16|Mission17|Mission18|Mission19|Mission20|Mission21|Mission22|Mission23 Ex.Mission01|Ex.Mission02|Ex.Mission03|Ex.Mission04|Ex.Mission05 インターミッション|フリーダム戦闘区域|フォートモーナス|フリーダム前線キャンプ Mission09|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 フォートモーナス(前半)|フリーダム前線キャンプ|フリーダム戦闘区域(Mission09) フリーダム戦闘区域 出撃Mission09 フォートモーナス 酒場飲んだくれのヘクターと会話 再度飲んだくれのヘクターと会話ビューレン入手のためのフラグ(2/3) 店をでる フリーダム前線キャンプ 会話イベント(ウォルター、ランディ登場) Mission09 クリア条件 全敵の撃破 ゲームオーバー ケビンの撃破かグリーグの撃破 作戦の報酬 H$2000 最大出撃数 5 出撃可能パイロット 必ず出撃 Kevin 選択出撃 Sanders / Matthew / Halle / Wong 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% - - - - 市街地 15% 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 草地 8% 3 2 3 2 Agilityの高いパイロットを前面に配置して敵ユニットを迎撃するといい 上へ 入手アイテム なし 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 Kevin Lynx - 2 3 4 5 6 Grieg 12 Switch Lv1------------ FROST 108 --- - 12 800 60 EMPIRE - 1-1 12 1000 60 IBIS - 1-1 10 500 72 --- 12 800 14 --- 7 Ghetta 5 --------------- FROST 108 --- 686 11 600 60 F-3 HAND ROD - 1-1 10 300 60 F-2 TONFA - 1-1 9 120 72 --- 9 200 14 --- 8 Milligan 5 --------------- FROST 108 --- 686 9 250 60 FROST PUNCH - 1-1 10 300 60 FROST PUNCH - 1-1 10 400 72 EGRET 3 3-6 10 300 14 EGRET 3 3-6 9 Dave 6 --------------- FROST 108 --- 686 11 622 60 IBIS - 1-1 9 250 60 EMPIRE - 1-1 9 50 72 --- 11 600 14 --- 10 Josh 7 --------------- FROST 108 --- 686 11 700 60 F-2 TONFA - 1-1 12 900 60 F-3 HAND ROD - 1-1 9 100 72 --- 9 150 14 --- 11 Rebus 7 --------------- FROST 108 --- 686 11 650 60 FROST PUNCH - 1-1 11 600 60 FROST PUNCH - 1-1 10 300 72 EGRET 3 3-6 9 120 14 GOLDIAS 2 3-6 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 Helicopter 5 --------------- AAH34c 150 --- 575 9 200 -Large Unit-(No Parts) DARK HOG - 1-1 9 190 --- 11 520 GALVADOS 3 3-5 10 300 18 GALVADOS 3 3-5 2 Helicopter 5 --------------- AAH34c 150 --- 575 9 200 -Large Unit-(No Parts) DARK HOG - 1-1 9 190 --- 11 520 GALVADOS 3 3-5 10 300 18 GALVADOS 3 3-5 3 Missileer 5 --------------- BONART 108 --- 555 9 140 72 BONART PUNCH - 1-1 9 190 72 BONART PUNCH - 1-1 11 700 84 BONE 3 3-5 9 250 16 MGR-IB 2 3-5 4 Missileer 5 --------------- BONART 108 --- 555 9 140 72 BONART PUNCH - 1-1 9 190 72 BONART PUNCH - 1-1 11 700 84 BONE 3 3-5 9 250 16 MGR-IB 2 3-5 5 Missileer 5 --------------- BONART 108 --- 555 9 140 72 BONART PUNCH - 1-1 9 190 72 BONART PUNCH - 1-1 11 700 84 BONE 3 3-5 9 250 16 MGR-IB 2 3-5 6 Missileer 5 --------------- BONART 108 --- 555 9 140 72 BONART PUNCH - 1-1 9 190 72 BONART PUNCH - 1-1 11 700 84 BONE 3 3-5 9 250 16 MGR-IB 2 3-5 7 Missileer 5 --------------- BONART 108 --- 555 9 140 72 BONART PUNCH - 1-1 9 190 72 BONART PUNCH - 1-1 11 700 84 BONE 3 3-5 9 250 16 MGR-IB 2 3-5 8 Missileer 5 --------------- BONART 108 --- 555 9 140 72 BONART PUNCH - 1-1 9 190 72 BONART PUNCH - 1-1 11 700 84 BONE 3 3-5 9 250 16 MGR-IB 2 3-5 9 Missileer 5 --------------- BONART 108 --- 555 9 140 72 BONART PUNCH - 1-1 9 190 72 BONART PUNCH - 1-1 11 700 84 BONE 3 3-5 9 250 16 MGR-IB 2 3-5 10 Missileer 5 --------------- BONART 108 --- 555 9 140 72 BONART PUNCH - 1-1 9 190 72 BONART PUNCH - 1-1 11 700 84 BONE 3 3-5 9 250 16 MGR-IB 2 3-5 11 Missileer 5 --------------- BONART 108 --- 555 9 140 72 BONART PUNCH - 1-1 9 190 72 BONART PUNCH - 1-1 11 700 84 BONE 3 3-5 9 250 16 MGR-IB 2 3-5 12 Missileer 5 --------------- BONART 108 --- 555 9 140 72 BONART PUNCH - 1-1 9 190 72 BONART PUNCH - 1-1 11 700 84 BONE 3 3-5 9 250 16 MGR-IB 2 3-5 13 Commander 7 --------------- OSV-TK.O.N.G. 500 --- 625 10 450 -Large Unit-(No Parts) BOA-36 - 1-4 10 400 --- 10 450 BONE 3 3-5 10 350 10 BONE 3 3-5 上へ
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アルヴィト<Alvitr> 「えへへ、買っちゃいましたよ~♪ 新しいセフィロト、楽しみだな~もう!」/飛行戦艦アヴァロン。シェルリィの執務室にて クラス ヴァルキリー ソーサラー ホワイトメイジ Lv.3 Lv.3 Lv.1 フレイア オーディン イドゥン Exp.80 ライフパス等 種族:ヴァルキリー 外見:機械関節むき出しヴァルキリー娘。その割に不思議と柔らかめな印象 出自:試作/実のところ自分にもよくわからない機能があります 境遇:好奇心/ 邂逅:友人:"歩く迷惑"マッカラン/類は友を呼ぶ 初期クエスト:アスガルドの探求/人間とは? シャード:セフィロトの底部についた薄型の増設バッテリー(=場所:武器、形状:直方体) 能力値 能力値 体力 反射 知覚 理知 意志 幸運 Basic 11 15 9 13 13 12 Bonus 3 5 3 4 4 4 戦闘能力値 ヴァーレスライヒ見つからないなう 特技 ヴァルキリー Lv.1 W.A.R.S 常時 CL個のW.A.R.Sを所持 Lv.1 ディメンションゲート イニシアティブ 装備入れ替え Lv.1 サブプロセッサ 常時 理知判定+2 Lv.2 エキスパートボディ 常時 W.A.R.Sの必要体力-CL Lv.3 スマートリンク 常時 W.A.R.Sの命中+2 ソーサラー Lv.1 セフィロト 常時 セフィロト装備 Lv.1 カバラ薬学 常時 ソーサラー特技の達成値上がるんだっけ? Lv.1 魔導プログラム 常時 魔道プログラムCL個装備 Lv.2 飛行ユニット 常時 飛行ユニット所持 Lv.3 天眼鏡 オート 多分特技名違う。戦闘能力判定に+1 ホワイトメイジ Lv.1 マジックシールド Dm.ロール ダメージ減少 Lv.1 ヒール メジャー HP,BSの回復 Lv.1 ムーンライト メジャー あかり Lv.1 コンセントレーション マイナー メジャーの達成値上昇 装備 セフィロト装備 武器(右):レッドカバー 武器(左):セフィロト 防具 :ローブ アクセサリ:プロテクションリング その他1 : W.A.R.S装備 武器(右):ライトブレード 武器(左):バックラー(手は塞がない) 防具 :プレストプレート アクセサリ:プロテクションリング その他1 : 一般アイテム ポーション×2 MPポーション×2 兎の足 たぶん 所持金 300ゴルトくらい 言い訳。 実はあまりない。 外見のモチーフはメガネ装備のlat式ミク。あざといな流石アルヴィあざとい。 比較的エキセントリックよりないつものt-junPC。 普段はアカデミーでカバラの研究している。ウィザードがないことから見て卒業はしていない。 所属しているかは不明だが、シェルリィの命でエクスカリバーとして活動することもある。Session01でカバラの悪用で奈落が生まれるようであればいつでも召喚して構わないと約束した気がしないでもない。 なぜ彼女はかくもカバラと人を愛するのか。その気になればニーチェとかを引用しつつ語れる気がしないでもないが、眠くなるので考えるのをやめる。
https://w.atwiki.jp/frontmission1st/pages/381.html
U.S.N.編 Mission01|Mission02|Mission03|Mission04|Mission05|Mission06|Mission07|Mission08|Mission09|Mission10|Mission11|Mission12|Mission13|Mission14|Mission15|Mission16|Mission17|Mission18|Mission19|Mission20|Mission21|Mission22|Mission23 Ex.Mission01|Ex.Mission02|Ex.Mission03|Ex.Mission04|Ex.Mission05 インターミッション|ペセタ迎撃ポイント Mission17|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 ペセタ迎撃ポイント|フォートモーナス(前半) ペセタ迎撃ポイント 司令室会話イベント 司令室を出る U.S.N.兵士3(U.S.N.偵察兵)と会話 司令室スチュワートと会話 司令室を出る 移動するMission17へ Mission17 クリア条件 全敵の撃破 ゲームオーバー ケビンの撃破 作戦の報酬 H$20000 最大出撃数 7 出撃可能パイロット 必ず出撃 Kevin 選択出撃 Sanders / Matthew / Halle / Wong / Gina / Ghetta ロランを撃破されるかどうかで、多少台詞が変化する 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% - - - - 道路 10% 3 2 2 2 森林 20% 4 2 3 3 地形 名称 地形効果 ノーマル ホバー タンク タイヤ 土 8% 3 2 3 2 市街地 15% 3 2 3 2 ロランを撃破されないようにする方法セットアップでレッグを移動力のあるパーツにする ミッション開始後、中断セーブする 味方1ターン目にM.B.T.(敵1~4)を撃破する 敵1ターン目にMissileer(敵10)の攻撃がロランのBodyに当たった場合、中断セーブからやり直すやり直す際、敵1~4へ攻撃する順番などを変更する 味方2ターン目にMissileer(敵9~10)を撃破するか、左右のアームを破壊する ロランを味方ユニットで囲むか、積極的に敵ユニットを撃破して、ロランを攻撃されないようにする 上へ 入手アイテム なし 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 Kevin Lynx - 2 3 4 5 6 7 8 Laurent(NPC) 15 --------------- TYPE 90 7 / 168 --- - 12 1000 4 / 120 TYPE90 PUNCH - 1-1 12 1000 4 / 120 TYPE90 PUNCH - 1-1 12 1000 6 / 114 --- 12 1000 18 --- 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 Attacker 14 --------------- M.B.T. 300 --- 575 10 300 -Large Unit-(No Parts) IGUCHI TYPE702 - 1-4 11 575 --- 16 1980 --- 12 925 12 --- 2 Attacker 14 --------------- M.B.T. 300 --- 575 10 300 -Large Unit-(No Parts) IGUCHI TYPE702 - 1-4 11 575 --- 16 1980 --- 12 925 12 --- 3 Attacker 14 --------------- M.B.T. 300 --- 575 10 300 -Large Unit-(No Parts) IGUCHI TYPE702 - 1-4 11 575 --- 16 1980 --- 12 925 12 --- 4 Attacker 14 --------------- M.B.T. 300 --- 575 10 300 -Large Unit-(No Parts) IGUCHI TYPE702 - 1-4 11 575 --- 16 1980 --- 12 925 12 --- 5 Attacker 15 --------------- PRISOMEA 132 --- 930 14 1300 78 PRISOMEA PUNCH - 1-1 13 1100 78 PRISOMEA PUNCH - 1-1 13 1050 108 FIRE WALL - - 12 900 21 FIRE WALL - - 6 Attacker 15 --------------- PRISOMEA 132 --- 930 14 1300 78 PRISOMEA PUNCH - 1-1 13 1100 78 PRISOMEA PUNCH - 1-1 13 1050 108 FIRE WALL - - 12 900 21 FIRE WALL - - 7 Attacker 16 --------------- ARPEGGIO 144 --- 900 11 550 96 ANACONDA - 1-1 16 1900 96 RAPTOR FX - 1-1 13 1050 120 --- 12 900 18 --- 8 Attacker 16 --------------- ARPEGGIO 144 --- 900 11 550 96 ANACONDA - 1-1 16 1900 96 RAPTOR FX - 1-1 13 1050 120 --- 12 900 18 --- 9 Missileer 14 --------------- MEARAID 120 --- 655 11 575 72 MEARAID PUNCH - 1-1 11 575 72 MEARAID PUNCH - 1-1 16 1875 72 SKULL 3 3-6 12 925 17 WS-2B - - 10 Missileer 14 --------------- MEARAID 120 --- 655 11 575 72 MEARAID PUNCH - 1-1 11 575 72 MEARAID PUNCH - 1-1 16 1875 72 SKULL 3 3-6 12 925 17 WS-2B - - 上へ
https://w.atwiki.jp/cavc/pages/247.html
販売元 YAMAHA MUSIC COMMUNICATIONS DVD発売日 2009/09/23 解説 長い間DVD化が望まれていた90年代のチャゲアスのライブがついにDVD BOXとなって発売決定!「SEE YA」を携えてのツアー、大ブレイク前夜のSEE YAツアー 91年「太陽と埃の中で I」、「太陽と埃の中で II」、C A史上最大規模のスケールとセットで開催された 94年「史上最大の作戦 THE LONGEST TOUR 1993-1994」、台北にて2日間で4万人を動員した 95年「ASIAN TOUR IN TAIPEI」をなんと、DVD未収録曲を加えたコンサート全曲収録版で発売! 収録曲 CHAGE ASKA ASIAN TOUR IN TAIPEI 01 HEART 02 Love Affair 03 BROTHER 04 ある晴れた金曜日の朝 05 HANG UP THE PHONE 06 SAY YES 07 You are free 08 紫陽花と向日葵 09 男と女 10 何日君再来 11 めぐり逢い 12 PRIDE 13 Something There 14 Mr.ASIA 15 モナリザの背中よりも 16 僕はこの瞳で嘘をつく 17 YAH YAH YAH 18 can do now 19 ロマンシング ヤード 20 LOVE SONG 21 On Your Mark CHAGE AND ASKA CONCERT TOUR 1990-1991“SEE YA!” 01 DO YA DO 02 Love Affair 03 黄昏を待たずに 04 YELLOW MEN 05 ゼロの向こうの GOOD LUCK 06 LOVE SONG 07 風のライオン 08 Reason 09 Primrose Hill 10 男と女 11 僕は僕なりの 12 水の部屋 13 SOME DAY 14 モーニング ムーン 15 あきらめのBlue Day 16 BELIEVE IT? 17 モナリザの背中よりも 18 ロマンシング ヤード 19 PRIDE 20 太陽と埃の中で CHAGE AND ASKA 史上最大の作戦 THE LONGEST TOUR 1993-1994 01 夜明けは沈黙のなかへ 02 なぜに君は帰らない 03 GUYS 04 SAY YES 05 CATCH RELEASE 06 HANG UP THE PHONE 07 LOVE SONG 08 no no darlin’ 09 TAO 10 You are free 11 螢 12 今夜ちょっとさ 13 Sons and Daughters~それより僕が伝えたいのは 14 RED HILL 15 THE TIME 16 Mr.Jの悲劇は岩より重い 17 僕はこの瞳で嘘をつく 18 YAH YAH YAH 19 ロマンシング ヤード 20 PRIDE 21 野いちごがゆれるように
https://w.atwiki.jp/realpiano_e/pages/16.html
Rez main part of your piano The parcel in which you are going to install the grand piano "RGP-A1" needs to have at least 53 prims margin.(needs to 163 prims margin at the maximum) So please check the margin of prim of the parcel bfore rez your piano. RGP-A1 comprises several objects. First, rez object named "desigm.RMI *RGP-A1*_xx_yy." to the parcel. So you will see only the framework of the piano. This object stores all other subparts, such as keys, lid, and music desk. Do not open this main object and take out its contents or your piano will break. Take only this main part to store your piano in your inventory, or it may become impossible for you to find a piano from your inventory. You will also see a dialog such as the following picture, just after you place object. Please choose 1 to this dialog for now. If your other RGP-A1 piano is in the vicinity, in order to avoid a malfunction, please choose the number different from the number set as that. A next dialog will be displayed when you choose ID number. You can choose (change) the system object of three types with a different number of prims. A system object is the most important subpart including keys, and manages all the musical functions. systemA 100 prims / B 74 / C 14 (SystemC has sculpted black keys) However, RGP-A1-58 includes only Systems B and C and RGP-A1-LE includes System C. Please note that the 2nd and the 3rd dialog have short time limitation. The ensuing dialog. you can choose one from two types of frame. 2 types of frame. the dumper on frame A is moved together a sustain(right) pedal. A 16 Prims (will change into 17 Prims in the near future.) B 1 Prim The setup of the piano starts after the 3rd dialog. Didn t the setup start? Touch this knob to display the main menu and some information. If you have closed the first dialog for choosing ID number, even if you will touch which part of a piano, the first dialog is displayed once again. Main menu. "All reset" for setup. Version and ID number. Please put your name and message into lower fields to comment. 名前 コメント すべてのコメントを見る
https://w.atwiki.jp/utscagsam/pages/19.html
UTSC Toshihiro INOUE In this workshop, you will participate in the roll-playing game which simulates the COP negotiation for climate change issues. COP is known as the conference of the parties to the United Nations Framework Convention on Climate Change. Toshihiro Inoue is one of the coordinators for this workshop. He is a PhD student and his research focuses on the relationship of the penetration of the renewable energy especially of wind energy, the sustainable energy society and climate change. He also belongs to AGS-UTSC which organizes this workshop. The objective of this project is to develop our future vision for climate change issues by experiencing a roll-playing-game which conceived from the outcome of AGS-UTSC (the University of Tokyo Student Community) activities. AGS-UTSC was established in May 2000 in order to contribute to AGS’s activities as students. UTSC has willingly developed their activities under their objectives relating to the sustainability. Actually, UTSC has some working groups which working on some specific topics related to sustainability. CCWG (Climate Change Working Group), one of UTSC working groups, will take the initiative in organizing this project with their observer experiences for the COP. Some members of WSC-SD (Word Student Community for Sustainable Development) are also the members of AGS as the university of Tokyo, Chalmers university of technology and Massachusetts Institute of Technology. And some of these students help us to organize this project. Through this network of community and our activities, we constructed the very powerful and meaty simulation game for this workshop. Since the interdisciplinary collaborations and international participants become wider recognized as fundamental and essential points to approach the sustainability these days, we believe this project will be a great opportunity for participants to share opinions with the people who have various backgrounds. CCWG Mai MURAYAMA Although Climate Change was disregarded in spite of the scientists alerts, it is now one of the big issues of international negotiations. Nevertheless international negotiation on climate change still have hard going. From the adoption of the Kyoto Protocol which took very hard work in 1997, to coming into force of the Kyoto Protocol in 2005, they have taken conferences time and time again. And it still has many agendas remaining. This workshop simulates the Climate Change negotiation, and aims to understand involved interests caused by the country’s diversity and uncertainties caused by the difficulty of revealing Climate Change. In our workshop project, we will take these different interests of countries and the uncertainties as factors to understand the complexity of Climate Change issues. To Analyze the system of Climate Change issues, we simplified the negotiation agenda and incorporated these factors on this game. The game is played by as roll-playing, so the participants will experience the difficulty of the negotiation. We would like you to pay attention to not only the result but also the process of decision After having this kind of experience, we can discuss about the difference between the situation in our game and the actuality. We hope that more discussion will be done by the participants on the back of the negotiation game. And also we hope you to consider the Climate Change issues with diversity through this workshop. This project is the results of CCWG (Climate Change Working Group) activities based on the experience of several members from CCWG who participated in COP last three years. Mai MURAYAMA, one of the two representatives of CCWG, and Yumiko WATANABE, an ex-representative, lead this work. They will also explain this workshop at the poster session.
https://w.atwiki.jp/frontmission4/pages/411.html
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 ストーリーイベント(前半)ベネズエラ中央部山中 Stage17マップ 味方 NPC 敵 ストーリーイベント(後半)Save Point ストーリーイベント(前半) ベネズエラ中央部山中 会話イベントサモンド加入 会話-サモンドと話す 会話-サモンドと話す(ヴィーザフⅣローク & アゴーニF入手 2/3) 出撃Stage17へ 上へ Stage17 ベネズエラ中央部山中 天候 小雨 時間 朝 勝利条件 敵全滅 敗北条件 味方全滅敵機の逃亡(※) 出撃パイロット選択 Darril / Renges / Chaeffer / Luis / Ines / ThammondAntonio / Christina / Cornelio / Leon / Jose (※)敵ユニットを3機撃破後、追加 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 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 ▼ 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 / 3 / 4 / 5 / 6 / 7 / 8 1ターン目に行動開始 敵ユニットを3機撃破すると、イベントが発生し、残りの敵ユニットは逃走を開始するマップ端へ到達すると同時に、離脱する 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 4 5 6 Thammond 上へ NPC 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 Antonio 9 2 MG 0 Zoom Ⅰ TYPE 150 TYPE 150 810 / 810 Glowtusk R Hand 10% 3% SG 0 TYPE 150 405 / 405 RF R Hand 12 / 12 12 RF 2 TYPE 150 405 / 405 No Items BZ 2 Jagdhund 500 / 500 192×1 -- Systems 0% MS 2 4Legs 8 30 Attack 0% RK 0 ----- 6 Move 0% GR 0 ×1 Link 0% ML 0 1-8 BP 0% CN 2 90%-67% 2 Christina 9 2 MG 0 Zoom Ⅰ TYPE 150 TYPE 150 810 / 810 Glowtusk R Hand 10% 3% SG 0 TYPE 150 405 / 405 RF R Hand 12 / 12 12 RF 2 TYPE 150 405 / 405 No Items BZ 2 Jagdhund 500 / 500 192×1 -- Systems 0% MS 2 4Legs 8 30 Attack 0% RK 0 ----- 6 Move 0% GR 0 ×1 Link 0% ML 0 1-8 BP 0% CN 2 90%-67% 3 Cornelio 9 0 MG 0 Fix DMG 200 Valiant G Valiant G 1100 / 1100 IGUCHI Type 80 IGUCHI Type 80 R Hand 0% 0% SG 0 Valiant G 620 / 620 GR GR R Hand 18 / 18 18 RF 0 Valiant G 620 / 620 No Items BZ 0 Valiant G 840 / 840 282×1 282×1 -- Systems 0% MS 0 2Legs 3 4 4 Attack 0% RK 2 ----- 12 12 Move 0% GR 2 ×1 ×1 Link 0% ML 1 4-6 4-6 BP 0% CN 0 2 2 4 Leon 9 2 MG 2 Speed ⅠBlock DMG 30 Husky S Husky S 1200 / 1200 Cemetery Cemetery L Hand 12% 9% SG 2 Husky S 600 / 600 MG MG L Hand 12 / 12 12 RF 0 Husky S 600 / 600 No Items BZ 0 Husky S 700 / 700 15×10 15×10 -- Systems 0% MS 0 2Legs 7 40 40 Attack 0% RK 0 ----- 4 4 Move 0% GR 0 ×2 ×2 Link 0% ML 0 1-4 1-4 BP 0% CN 0 80%-62% 80%-62% 5 Jose 9 4 MG 0 Double Punch ⅠBlock DMG 30 Calm 200S Calm 200S 1060 / 1060 Giant Buster Giant Buster L Hand 12% 9% SG 0 Calm 200S 530 / 530 KN KN L Hand 10 / 10 10 RF 0 Calm 200S 530 / 530 No Items BZ 0 Husky S 700 / 700 90×1 90×1 Turbo Systems 0% MS 0 2Legs 7 ∞ ∞ Attack 30% RK 0 TB-62W Item Space:4Power:66 1 1 Move 0% GR 0 ×1 ×1 Link 0% ML 2 1-1 1-1 BP 0% CN 0 100%-100% 100%-100% 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 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 1 V.S.A. Assault 9 2 MG 2 Speed ⅠBlock DMG 10 Moth VR.7 Moth VR.7 1560 / 1560 Cemetery Cemetery L Hand 金 920 13% 9% SG 2 Moth VR.7 780 / 780 MG MG L Hand 154 12 / 12 12 RF 0 Moth VR.7 780 / 780 No Items 154 BZ 0 Moth VR.7 1040 / 1040 15×10 15×10 322 -- Systems 0% MS 0 2Legs 7 40 40 経験値 150 Attack 0% RK 0 ----- 4 4 Move 0% GR 0 ×2 ×2 Link 0% ML 0 1-4 1-4 EP 20 BP 0% CN 0 80%-62% 80%-62% 2 V.S.A. Assault 9 2 MG 2 No Skills Husky S Husky S 1200 / 1200 22snLeosocial 22snLeosocial L Hand 金 640 12% 9% SG 2 Husky S 600 / 600 MG MG L Hand 128 12 / 12 12 RF 0 Husky S 600 / 600 No Items 128 BZ 0 Husky S 700 / 700 8×16 8×16 224 -- Systems 0% MS 0 2Legs 7 100 100 経験値 100 Attack 0% RK 0 ----- 4 4 Move 0% GR 0 ×2 ×2 Link 0% ML 0 1-4 1-4 EP 15 BP 0% CN 0 80%-62% 80%-62% 3 V.S.A. Assault 9 2 MG 2 No Skills Husky S Husky S 1200 / 1200 22snLeosocial 22snLeosocial L Hand 金 640 12% 9% SG 2 Husky S 600 / 600 MG MG L Hand 128 12 / 12 12 RF 0 Husky S 600 / 600 No Items 128 BZ 0 Husky S 700 / 700 8×16 8×16 224 -- Systems 0% MS 0 2Legs 7 100 100 経験値 100 Attack 0% RK 0 ----- 4 4 Move 0% GR 0 ×2 ×2 Link 0% ML 0 1-4 1-4 EP 15 BP 0% CN 0 80%-62% 80%-62% 4 V.S.A. Assault 9 2 MG 2 No Skills Husky S Husky S 1200 / 1200 22snLeosocial 22snLeosocial L Hand 金 640 12% 9% SG 2 Husky S 600 / 600 MG MG L Hand 128 12 / 12 12 RF 0 Husky S 600 / 600 No Items 128 BZ 0 Husky S 700 / 700 8×16 8×16 224 -- Systems 0% MS 0 2Legs 7 100 100 経験値 100 Attack 0% RK 0 ----- 4 4 Move 0% GR 0 ×2 ×2 Link 0% ML 0 1-4 1-4 EP 15 BP 0% CN 0 80%-62% 80%-62% 5 V.S.A. Grenadier 9 0 MG 0 No Skills Valiant G Valiant G 1100 / 1100 Light Buster Light Buster Duga Duga L Hand 金 568 0% 0% SG 0 Valiant G 620 / 620 KN KN GR GR L Hand 72 18 / 18 18 RF 0 Valiant G 620 / 620 No Items 72 BZ 0 Valiant G 840 / 840 60×1 60×1 256×1 256×1 114 -- Systems 0% MS 0 2Legs 3 ∞ ∞ 4 4 経験値 100 Attack 0% RK 2 ----- 1 1 12 12 Move 0% GR 2 ×1 ×1 ×1 ×1 Link 0% ML 1 1-1 1-1 4-6 4-6 EP 15 BP 0% CN 0 100%-100% 100%-100% 2 2 6 V.S.A. Grenadier 9 0 MG 0 No Skills Valiant G Valiant G 1100 / 1100 Light Buster Light Buster Duga Duga L Hand 金 568 0% 0% SG 0 Valiant G 620 / 620 KN KN GR GR L Hand 72 18 / 18 18 RF 0 Valiant G 620 / 620 No Items 72 BZ 0 Valiant G 840 / 840 60×1 60×1 256×1 256×1 114 -- Systems 0% MS 0 2Legs 3 ∞ ∞ 4 4 経験値 100 Attack 0% RK 2 ----- 1 1 12 12 Move 0% GR 2 ×1 ×1 ×1 ×1 Link 0% ML 1 1-1 1-1 4-6 4-6 EP 15 BP 0% CN 0 100%-100% 100%-100% 2 2 7 V.S.A. Jammer 9 4 MG 0 Charge Ⅰ Calm 200N Calm 200N 1060 / 1060 Giant Buster Giant Buster L Hand 金 456 10% 9% SG 0 Calm 200N 530 / 530 KN KN L Hand 58 10 / 10 10 RF 0 Calm 200N 530 / 530 No Items 58 BZ 0 Calm 200N 705 / 705 90×1 90×1 92 -- Systems 0% MS 0 2Legs 5 ∞ ∞ 経験値 100 Attack 30% RK 0 ----- 1 1 Move 0% GR 0 ×1 ×1 Link 0% ML 2 1-1 1-1 EP 15 BP 0% CN 0 100%-100% 100%-100% 8 V.S.A. Jammer 9 4 MG 0 Charge Ⅰ Calm 200N Calm 200N 1060 / 1060 Giant Buster Giant Buster L Hand 金 456 10% 9% SG 0 Calm 200N 530 / 530 KN KN L Hand 58 10 / 10 10 RF 0 Calm 200N 530 / 530 No Items 58 BZ 0 Calm 200N 705 / 705 90×1 90×1 92 -- Systems 0% MS 0 2Legs 5 ∞ ∞ 経験値 100 Attack 30% RK 0 ----- 1 1 Move 0% GR 0 ×1 ×1 Link 0% ML 2 1-1 1-1 EP 15 BP 0% CN 0 100%-100% 100%-100% 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 E.C.編(Stage18)へ 上へ
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Vehicle Funkwagen Vampire Halftrack Contents 1 Funkwagen Vampire Halftrack Veterancy 2Info 3Tactics 4History 5Built From 5.1 Logistik Kompanie 6Vehicle Abilities 6.1 Vehicle Cover 6.2 Divert Supplies 6.3 Goliath Drop Funkwagen Vampire Halftrack Health 285 Max Speed 6.5 Sight 35 Cost 220 Acceleration 6 Detection 0/0 Time 45 Deceleration 3 Hotkey V Population 2 Rotation 50 Target Type vehicle_22x Upkeep 4.032 Crush Human Critical Type supply_truck Crush Mode Rear Damage Enabled false Funkwagen Vampire Halftrack Veterancy [Expand][Hide] Received Damage Received Accuracy Maximum Speed Maximum Health 0.9 0.9 1.15 1.15 8 Vet-Exp Received Damage Received Accuracy Maximum Speed Maximum Health 0.95 0.95 1.05 1.15 22 Vet-Exp Received Damage Received Accuracy Maximum Speed Maximum Health 0.95 0.95 1.05 1.15 38 Vet-Exp Info The Funkwagen Vampire is a complicated unit. Divert Supplies is a toggled ability that actually causes many different effects, at the cost of mobility. In summary, Divert Supplies allows the Vampire to steal resources, deny enemy resources, spot enemy infantry units through the Fog of War with extended sight , and act as a detector unit. In addition, the Vampire is the only Panzer Elite unit capable of producing Goliaths. Refer to this guide made byRelicNews forummemberYurdleTheTurtlefor more information and detailed explanation of how the Vampire works (2.502) Funkwagen Vampire Halftrack Guide. Tactics The Vampire can be used to deny a large amount of resources from the enemy, and can be used as a powerful reconnaissance unit. Finding the right places to deploy the Vampire can be difficult however. For recon work, have the Vampire deployed in areas so its extended sight provides coverage over as much possible routes/entrances as possible, while also keeping the Vampire relatively hidden from view. Hiding behind obstacles and away from regular traffic routes is also a good idea. Due to complicated mechanics, resource denying and stealing is not as simple as it seems. The Vampire not only steals resources from one sector, but is also capable of denying a large amount of resource income to the enemy overall. Refer to theVampire Guidefor detailed explanation. Using thetactical mapwith a deployed Vampire allows it to see the unit type (by unit symbols) and the health bars of approaching enemy infantry. This will allow you to use the intelligence gained from the Vampire in order to plan ahead of the enemy - for example, preventing sneaky attempts to decap your resources/strategic points, or to bring your forces to bear before large attacks arrive. Remember, a Vampire can only detectinfantryunits through the fog of war. Also note that even camouflaged (Snipers, etc.) units are also detected through the fog of war - however, they cannot be physically targeted unless detected normally through detection range. A Vampire with the Tank Awareness perk from the Panzer Elite Tank Destroyer doctrine has extended sight against both infantry and vehicles units. Note that Anti-Tank guns (51mm AT Gun, etc.) count as vehicle units, not infantry. A deployed Vampire increases its detection range from 0 to 30. This means the Vampire has the highest detection range out of any unit, although it is hampered by its immobility. Deployed Vampires gain a 50% increase in health. This bonus is removed when the Vampire is mobile again. Deployed Vampires cannot move. Vampires are the only Panzer Elite units that can produce Goliaths. They can build them regardless of whether or not that are deployed. History The SdKfz 250/3 (SdKfz 250 model, third variant) was a radio-equipped 250 series half-track. They were primarily used by the headquarters of reconnaissance forces, and as Forward Air Controllers by the Luftwaffe. The large bed frame antenna was a distinctive trait of this vehicle. Built From Logistik Kompanie [Expand][Hide] Health 1000 Target Type building Cost 22020 Critical Type building Time 115 Hotkey L Effects Makes available the Scout Car, Munitions Halftrack and 250/3 Funkwagen Vampire Halftrack. Upgrades will equip squads with Anti Tank Grenades and increase the size of infantry squads. ESeeStructure Logistik Kompaniefor details. Vehicle Abilities Vehicle Cover [Expand][Hide] Cost Activation always_on Duration _ Target tp_any Recharge 0 Hotkey Effects $0 no key ESeeAbility Vehicle Coverfor details. Divert Supplies [Expand][Hide] Cost Activation toggle Duration 3 Target tp_any Recharge 10 Hotkey S Effects Enables the Funkwagen Vampire to divert resources produced from an enemy sector. It will also deny the enemy resources in a connected supply line. When deployed, infantry can be detected in the Fog of War. ESeeAbility Divert Suppliesfor details. Goliath Drop [Expand][Hide] Cost 125 Activation targeted Duration _ Target tp_position Recharge 90 Hotkey G Effects Halftrack can drop a Goliath Remote Controlled Bomb. ESeeAbility Goliath Dropfor details. Retrieved from http //coh-stats.com/Vehicle Funkwagen_%27Vampire%27_Halftrack