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【Tags Nem S tS Gumi】 Original Music Title スターマイン Star Mine (Sutaa Main) Music Lyrics written, Voice edited by Nem Music arranged by Nem Singer Gumi(Megpoid) Click here for the Japanese Lyrics English Lyrics (translated by ToMA1203): In the perfectly clear sky, that sound may be... Summer's footstep that pierces my heart quietly Both this town and people are the same as lst year The only different thing is you're not here Rings of lights are spreading in the night sky They began to cover us You smiled, and I smiled back A love bloomed at the summer night The words that was erased at that time Without being told... Time went by, and we got separated That's all, that's the whole story On seeing back figures of people around me I can't help looking for you even now... I got out of a crowd, and stood still At the embankment we had visited before Petals to fade and diappear What do they yearn? What do they yearn? Had we been having a dream? A fleeting shine... I kept on pursuing it, finally caught it, and when I opened my hand, aleady, there wasn't... If I close my eyes, I can still imagine We two at that time You smiled, and I smiled back Small love on distant summer Even if countless seasons rotate I will never forget... Thousands of love drawn in the sky I wish them to be shining, to be shining Forever... Romaji lyrics (transliterated by Terme): sumiwataru sora hibiku oto wa shin to mune ni shimiru manatsu no ashioto kyonen to onaji machi mo hito mo tada hitotsu chigau no wa kimi wa mou inai yozora ni hirogaru hikaru no wa boku tachi wo tsutsun da kimi ga waratta boku mo waratta natsu no yoru ni koi ga saita ano toki kaki kesare ta kotoba tsutae rare nai mama toki wa nagare ta futari hagure ta tada sore dake tada sore dake... saku yuku hito no ushirosugata ni boku wa ima mo kimi wo sagashi te iru yo hitonami nukedashi tachi domaru kimi to kita teibou asete wa kieru hanabira tachi wa nani wo omou nani wo omou bokura wa yume wo mite ta no kana isshun no hikari wo tada oikak ete yatto tsukan de te wo hiraku to soko ni wa mou... me wo tojire ba ima mo ukabu ano hi no futari kimi ga waratta boku mo waratta tooi natsu no chiisana koi doredake kisetsu ga megutte mo boku wa wasure nai yo sora ni egai ta ikusen no koi kagayaku youni kagayaku youni zutto...
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作品紹介 CD PIMPIN サフォケーション PIMP MASTER SUMMER GODDESS Crush! Pimp Of The Year DVD SOIL& PIMP SESSIONS LIVE in LONDON+ Compilation Jazz Bacharach BRASS PARADISE TOKYO LOUNGE Vol.4 Tokyo Nu-School Of Jazz ROUTINE JAZZ DJ MIXED BY KEI KOBAYASHI VOL.7 nbsa+×÷~自然発火~ メンバー参加作品 カバー曲紹介
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This article or section is in need of attention from an expert on the subject.Please help recruit one or improve this article yourself. See the talk page for details. This article or section needs to be updated. Job Base(s) Monk Champion Job Type 3-2 Changes At Veins× Number of Skills 22 Total Skill Points 117 Total Quest Skills 0 Job Bonuses STR AGI VIT INT DEX LUK +6 +7 +5 +4 +7 +0 Overview Job Change Guide Builds Class DataSkills Job Bonuses External Links Overview In order to obtain even greater power, one must set aside their humanity, and become a Ghost. This is the principle of being a Sura; in order to become an absolute martial artist, one must forget their weakness; weakness of being merciful to their enemies. By walking the lone path, they further increase their prowess, and by forgetting their humanity, they become weapons of war; relentless, merciless, ruthless. If you ever have to face a Sura in battle, prepare, as the last sight you will be seeing are the Gates to Hell. Sura is the 3rd job for Monks and Champions. Most Sura damaging techniques are skills that Monks and Champions have been lacking to do well alone; Area of Effect× attacks, fatal to those get hit. They also have been given a new Combo System, wherein they can start landing an array ofdeadly blows to their opponents anytime they want. Suras have also learned the fine art of the Gentle Touch, granting them special buffs and healing skills that enhance their already excellent physical attributes. Suras also get a boost in terms of Spirit Sphere×s; they can now summon a maximum of 15 Spirit Spheres through Rising Dragon×, allowing them to continuously spam their skills. Another thing about Suras that make them deadly in battle is that they are able to move right beside their enemies in an instant other than the skill Snap× via Lightning Walk×, and Knuckle Arrow×. Most of all, Suras developed a devastating technique that allows them to deal a HUGE amount of damage; Hell Gate×. Job Change Guide The Sura Job Change quest is fairly simple and very short. Applicants must Kill 100 Desert Wolves× Survive a room filled with Monsters for 5 minutes. See Sura Job Change Guide for detailed information. Builds Class Data Skills See Monk Skills or Champion Skills for 2nd class Skills. Skill Description Levels Type Gentle Touch-Cure× Cures abnormal status effects and heals target 5 Supportive Gentle Touch-Convert× Increases the atk and aspd of target at the cost of defense 5 Supportive Gentle Touch-Revitalize× Increases movement speed, aspd, HP, HP regen, and Vit of target 5 Supportive Gentle Touch-Silence× Deal damage with a high chance of inflicting Silence×. 5 Supportive Gentle Touch-Energy Gain× Gain a sprit sphere when attacking or when being attacked 5 Supportive Power Absorb× Absorb all spirit spheres in a 5x5 area and recover SP accordingly. 1 Supportive Power Implantation× Transfer all spirit spheres owned to a target. 1 Supportive Lightning Walk× When targeted by a ranged or magic attack, blocks the damage and move instantly to the opponent's position by chance. Buff lasts 10~30 seconds or until activated once. 5 Supportive Cursed Circle× Create an area where opponents cannot attack or move until the caster uses another skill, or after a certain duration. 5 Active Crescent Elbow× Automatically attempt to deal damage to an opponent when they use a melee attack for 30 seconds. 5 Offensive Dragon Combo× Deal damage to the target, allowing Fallen Empire× to be chained afterward. 10 Offensive Earth Shaker× Deal damage to a 11x11 area, revealing and dealing additional damage to any hidden opponents. 5 Offensive Fallen Empire× Deal large damage to an opponent, only usable after Dragon Combo×. The target cannot move for 0.5~2.5 seconds. 5 Offensive Hell Gate× Consume up to 20% SP and 5 spirit spheres to deal large damage. Damage increases when used with lower HP. 10 Offensive Lightning Ride× Use 1~5 spirit spheres to deal damage in an area. Damage increases with higher DEX× or a Wind element weapon. 5 Offensive Lion Howling× Inflict Fear× status to targets in a 7~15 cell radius, and remove buffs from Maestro or Wanderer songs. 5 Offensive Knuckle Arrow× Consume 1 spirit sphere to attack a target from long distance, moving instantly to the target and knocking them back. Additional damage is dealt if the target hits an obstacle in the knockback. 5 Offensive Rampage Blaster× Consume all spirit spheres to deal damage in a 7x7 area, proportional to the amount of spheres used. 5 Offensive Rising Dragon× Increases maximum spirit spheres, instantly summoning the maximum amount and entering Fury× status. Also increases Max HP× and SP×. Lasts 30~165 seconds. 10 Offensive Sky Blow× Deal damage in an area, knocking back targets by 3 cells. AGI× increases the damage. 5 Offensive Tiger Cannon× In Fury state, consume 2 spirit spheres and a percentage of own HP and SP, dealing damage and reducing SP of all targets in an area. Can be used after Fallen Empire, dealing additional damage. 10 Offensive Windmill× Deal damage in a 5x5 area around the caster, forcing players to sit or stun monsters for 1~4 seconds. 1 Offensive Job Bonuses Stat\Amount +1 +2 +3 +4 +5 +6 +7 STR 4 5 9 16 20 30 AGI 1 10 23 24 35 43 44 VIT 14 15 19 31 42 INT 28 29 41 48 DEX 2 11 25 36 37 49 50 LUK External Links - Monk ・ Champion ・ Sura Monk ・ Champion ・ Sura 2nd ClassSkills Excruciating Palm× ・ Flee (Skill)× ・ Fury× ・ Guillotine Fist× ・ Iron Fists× ・ Mental Strength× ・ Occult Impaction× ・ Raging Quadruple Blow× ・ Raging Thrust× ・ Raging Trifecta Blow× ・ Root× ・ Snap× ・ Spiritual Bestowment× ・ Spiritual Cadence× ・ Spiritual Sphere Absorption× ・ Summon Spirit Sphere× (Spirit Sphere×) ・ Throw Spirit Sphere× TranscendentSkills Chain Crush Combo× ・ Glacier Fist× ・ Raging Palm Strike× ・ Zen× 3rd ClassSkills Crescent Elbow× ・ Cursed Circle× ・ Dragon Combo× ・ Earth Shaker× ・ Fallen Empire× ・ Gentle Touch-Convert× ・ Gentle Touch-Cure× ・ Gentle Touch-Energy Gain× ・ Gentle Touch-Revitalize× ・ Gentle Touch-Silence× ・ Hell Gate× ・ Lightning Walk× ・ Lightning Ride× ・ Lion Howling× ・ Knuckle Arrow× ・ Power Absorb× ・ Power Implantation× ・ Rampage Blaster× ・ Rising Dragon× ・ Sky Blow× ・ Tiger Cannon× ・ Windmill× Quests Monk Job Change Guide ・ Monk Skill Quest ・ Rebirth Walkthrough ・ Sura Job Change Guide Weapons× Mace× ・ Knuckle× - Classes of Ragnarok Online Classes of Ragnarok Online Novice Class Novice ・ High Novice ・ Super Novice First Class / High First Class Acolyte ・ Archer ・ Mage ・ Merchant ・ Swordman ・ Thief Second Class Priest ・ Monk ・ Hunter ・ Bard ・ Dancer ・ Wizard ・ Sage ・ Blacksmith ・ Alchemist ・ Knight ・ Crusader ・ Assassin ・ Rogue Transcendent Second Class High Priest ・ Champion ・ Sniper ・ Minstrel ・ Gypsy ・ High Wizard ・ Scholar ・ Mastersmith ・ Biochemist ・ Lord Knight ・ Paladin ・ Assassin Cross ・ Stalker Third Class Arch Bishop ・ Sura ・ Ranger ・ Maestro ・ Wanderer ・ Warlock ・ Sorcerer ・ Mechanic ・ Geneticist ・ Rune Knight ・ Royal Guard ・ Guillotine Cross ・ Shadow Chaser Expanded Class Gunslinger ・ Ninja ・ TaeKwon Kid Expanded Second Class TaeKwon Master ・ Soul Linker ・ Kagerou ・ Oboro ・ Rebel× Doram Summoner Categories Pages needing expert attention | Articles Needing To Be Updated | Sura | Classes | Monk | Champion
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Maverick M4 Monster 2017年09月13日実装 ショップ販売(2500NP/無期限)[2017年9月13日(水)~2017年9月27日(水)] 韓国での実装時期不明 威力 29% 装弾 30/90 連射 91% 価格 $3100 安定 88% 取出 61f 命中 88% 装填 215f 制御 92% 撃退 低 移動 76% 硬直 中 アイテムオプション クリティカルダメージ率+10%(ゾンビCRUSH外伝) 経験値+100% 武器ドロップ不可 ※ゾンビCRUSH外伝では装弾数50 特殊機能:サイレンサー着脱 Maverick M4 Monster M4A1のゾンサバ補正版。見た目や騒音を気にするならAK47Mよりこちら。 Coopはマシンガンなどの銃声が大きい銃をぶっ放し続けることも多いため、そこをサイレンサーで音が抑えられるというのは割と大きなメリット。耳を大事にしよね
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http //www.delacruzofficial.com/ CDEP EP -Backing Track CD EP October 3rd 2011 ( HP ) 1. Good As It Gets 2. Lust Fame Money 3. Runaway 4. Back to The 80 s 5. Fire Inside 6. De La Cruz EP -Backing Track October 3rd 2011 ( HP ) 1. Good As It Gets [ backing track ] 2. Lust Fame Money [ backing track ] 3. Runaway [ backing track ] 4. Back to The 80 s [ backing track ] 5. Fire Inside [ backing track ] 6. De La Cruz [ backing track ]
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Vehicle Bren Carrier Contents 1 Tactics 2 History 3 Built From 3.1 Headquarters Command Truck 4 Vehicle Abilities 4.1 Bren Carrier Capture 4.2 Bren Carrier Self Repair 4.3 Bren AP Burst 4.4 Button Enemy Vehicle 5 Vehicle Upgrades 5.1 Convert to MMG Carrier 6 Vehicle Weapons 6.1 Bren LMG Carrier 6.2 Vickers Bren Carrier 6.3 Bren LMG Button Bren Carrier Health 215 Max Speed 7 Sight 35 Cost 28010 Acceleration 2.5 Detection 0/0 Time 35 Deceleration 7 Hotkey B Population 4 Rotation 50 Target Type vehicle_bren Upkeep 1.9968 Crush Human Critical Type vehicle_halftrack Crush Mode Rear Damage Enabled false Tactics Upgraded Bren gun carrier s Armored Piercing Burst ability makes short work of stray Motorcycles, Halftracks and even Pumas. Avoid fighting German machine gun positions from the front, use the carrier s speed to flank the enemy and hit them from behind. Extremely effective as a transport vehicle at early stages of multilayer games. Ferry troops to forward positions quicker, thus giving them time to dig in. Use the carrier s speed to break through the front lines and scout out enemy positions for artillery. Sit the Bren Carrier at a chokepoint where you expect to make an MG emplacement, like a temporary MG. Always support them with Tommies (in the beginning). A Gewehr 43 upgraded Panzer Grenadier squad in heavy cover can and will destroy a lone Bren Carrier, as usually they are supported by flanking squads. Do not compare the Bren Carrier with the Panzer Elite Infantry Halftrack. The Bren can defeat a Scout Car, but will not stand up to an Infantry Halftrack, due to the Halftrack s superior machine gun and health (Being around 50% higher than the Bren Carrier s) History The Universal Carrier, usually known as a Bren Gun Carrier (even when it was not carrying a Bren), was a small, tracked British-designed military vehicle, used widely by Allied forces during World War II. Universal Carriers were usually used for transporting personnel and equipment, mostly support weapons, or as machine gun platforms. With some 113,000 built in Great Britain and abroad, it was the most numerous armored fighting vehicle in history. Built From Headquarters Command Truck [Expand][Hide] Health 1000 Population 0 Cost 50050 Max Speed 3 Time 90 Target Type hqs_mobile Hotkey Effects The Headquarters Command Truck constructs basic units and creates supplied territory when it is set up. ESee Vehicle Headquarters Command Truck for details. Vehicle Abilities Bren Carrier Capture [Expand][Hide] Cost Activation always_on Duration _ Target tp_any Recharge 0 Hotkey Effects $0 no key ESee Ability Bren Carrier Capture for details. Bren Carrier Self Repair [Expand][Hide] Cost 35 Activation timed Duration 20 Target tp_entity_and_squad_entity Recharge 0 Hotkey E Effects The Bren Carrier crew will carry out some basic, but necessary repairs. ESee Ability Bren Carrier Self Repair for details. Bren AP Burst [Expand][Hide] Cost 40 Activation timed Duration 20 Target tp_any Recharge 20 Hotkey P Effects Load Armor Piercing rounds into the Vickers Machine Gun. ESee Ability Bren AP Burst for details. Button Enemy Vehicle [Expand][Hide] Cost 25 Activation targeted Duration 20 Target tp_squad_entity Recharge 40 Hotkey V Effects Accurate fire from the Bren machine gun can shatter weapon sights, vision blocks, drive wheels, and stun enemy crews. ESee Ability Button Enemy Vehicle for details. Vehicle Upgrades Convert to MMG Carrier [Expand][Hide] Cost 50 Time 30 Hotkey C Effects Adds Vickers Medium Machine gun to Bren Carrier to create a mobile machine gun. Cannot carry troops when upgraded. ESee Upgrade Convert to MMG Carrier for details. Vehicle Weapons Bren LMG Carrier [Expand][Hide] Weapon Bren LMG Carrier See Weapon Bren LMG Carrier for details. Vickers Bren Carrier [Expand][Hide] Weapon Vickers Bren Carrier See Weapon Vickers Bren Carrier for details. Bren LMG Button [Expand][Hide] Weapon Bren LMG Button See Weapon Bren LMG Button for details. Retrieved from http //coh-stats.com/Vehicle Bren_Carrier
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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.
https://w.atwiki.jp/777townforandroid/pages/689.html
デザイン 機種 パチスロ攻殻機動隊S.A.C. アニメーション あり スキル効果 30%の確率で電脳RUSH(TRIPLE)からプレイ開始 消費SP 34 入手方法 スキルフィギュアガチャ(限定) LvMAX経験値 ? 限界突破素材 タチコマ(電脳RUSH) x 1 限界突破先 タチコマ(電脳RUSH)+1 限界突破元 備考
https://w.atwiki.jp/gamemusicbest100/pages/8684.html
Bloodstained Curse of the Moon 2(ブラッドステインド:カース・オブ・ザ・ムーン2) 機種:PS4,NS,Xbox1,PC 作曲者:山田一法、佐野広明、吉永涼、佐藤巧、酒井祐輔、佐藤裕之、青木征洋、TAKUYA 開発元:インティ・クリエイツ、ArtPlay 発売元:インティ・クリエイツ 発売年:2020年7月10日(PS4,NS,Xbox1,PC)、2023年7月13日(Chronicles) 概要 『Bloodstained Curse of the Moon』の続編。『Bloodstained Ritual of the Night』とはまた違ったストーリーが展開される。 前作と同じ8ビット風の横スクロールアクションだが、今作では操作キャラクターが前作の4人に加え新たに3人増えた。 1回クリアしてもストーリーは完結せず、エピソード形式の周回プレイがこのゲームのスタンスとなっている。 音楽はインティ・クリエイツのスタッフが中心となって制作。吉永氏がメイン、佐野氏が8bitサウンド編曲を担当しているとのこと。 山根ミチル氏は今作では未参加のようで、そのためドラキュラシリーズよりもインティ作品の色がより濃くなったサウンドになっている。 2023年7月13日には本作と前作を1つのパッケージにまとめた『Bloodstained Curse of the Moon Chronicles』として発売された。 パッケージの限定版に本作のサントラCDが付属されているが、前作同様海外及びパッケージの限定版のみ同梱なので手に入りにくい。 収録曲(サウンドトラック順) 曲名 作・編曲者 補足 順位 Curse Of The Moon -Cresendo- タイトル画面 Creeping Presence ファイルセレクト The Dawn Shall Not Break ストーリー導入 Zangetsu Returns STAGE1 竜影、月に踊る On To The Next Battle (Short Ver.) ボス戦直前 Moonlit Dance With Death ボス戦 Enemy Or Ally ステージ間会話1 Deepening Bonds ステージ開始前デモ Briar Labyrinth STAGE2 欺き夢繰る妖女郎 Roaring Cascade STAGE3 飛瀑裂く凶戦車 Eternal Silence STAGE4 女王と剣の葬送曲 Infernal Crucible STAGE5 天地貫く緋骨の鎖 2020年372位 Museum Of Nightmares STAGE6 巨なる棺は誰が為に Laboratory Of Souls STAGE7 静寂と鳴音の狭間 Boundless Pursuers STAGE8 悪魔の王冠 Castle Swallower エピソード1ラスボス戦(第1形態) A Sneering Eternal Hell エピソード1ラスボス(第1形態)撃破後挿入イベント Consumer Of The Land エピソード1ラスボス線(第2形態) The Night Continues On エピソード1エンディング Curse Of The Moon 2 スタッフロール Beat Of Determination STAGE1 絆を胸に(エピソード2) Ready For Questioning エピソード2ラスボス戦 A Moment's Respite エピソード2・EXエンディング Dependable Friends ステージ間会話2 Attack The Moon! シューティングステージ Vigorous Breakthrough シューティングステージ(斬月一人) Accursed Lunar Sanctum FINALSTAGE 月の涙(エピソードファイナル) Hole エピソードファイナルラスボス登場 Who Comes From Beyond The Darkness エピソードファイナルラスボス戦 We Shall Fight On ゲームオーバー ver Sharp Blade エピソードファイナルエンディング PV