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descriptionyugioh war chart sheet Emptyyugioh war chart sheet

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this is a sheet for all of the characters like their weapons and spells etc. i have nothing to give details for armour if you know anything  that can help me go ahead and tell me. anyway here is their stuff. this will be change as time goes on.



Plasma and photon weapon shot out blue. Plasma may shoot out green. Energer is always red and oni energy weapons are blue. Bullets are well you know yellowish. If a weapon says other wise then it fine. Guns always have a cooldown time so they can’t spam fire. All melee weapons are made to cut through armour but it depends what kind of amour.  Dual effects can only be activated once and only once per turn. All shield can recharge. All armours will look almost the same. All guns do not need to be reloaded but needs a cooldown time. Even if you shot 28 shots on a 30 shot gun and if you wait 5 seconds after those two shots it will go on cooldown but their is a special button on the side that does that for you so you don’t need to waste your shots so it like reloading but yet it not. Unless a gun says so it has no sight on it. All sniper rifles have a scope. All snipers scope can go from 2x to 8x unless their sniper rifle can see more.


Light machines only have autofire, assault rifles can have burst, auto or single shot that you can go into. DMR only have single shot. Shotguns only single shot so press the trigger fast for rapid effect unless the shotgun says auto. Pistols unless it says burt or auto in description it single. Sniper rifles are always single unless in the description it says brust.  Sub machine guns same thing with assault rifles just not as powerful as assault rifles. Heavy pistols are hand cannons. Assault rifles are more powerful than submachine guns.  less shots a sniper rifle can get off before cooldown equals how powerful the shots are. 2 shots are extremely.The powerful while four are powerful.


Plasma deals more damage but slower. Photon is well balance, energy is slower than bullets but can deal more damage, oni is faster but not that much strong. Bullets is faster than plasma and energy. Weapons that do not say they are oni, energy base are bullets that is a gun,


All armour had the up to date tech as well. All amours kind of look like spartan armour and due to my lack of drawing skills i can’t draw it so i will use halo armour maker.


Stats effects are effect that can help defeat an enemy in a certain way. Here is what they can do. Kinetic is like bullets and such and Bastlices are like missiles. If someone is inflected with a stats effect in a duel that deals damage they lose 800 life points during their standby phase. If they can’t move then they can die of taking to long with their turn. If you do things a lot in your turn it renews your time by 5 seconds but you have 180 seconds each turn.


Burn: the enemy is on fire and takes damage also cuts their physical damage by 30%

Stun: temporarily makes the enemy unable to do anything.

Blind: dramatically ruins the vision of the enemy.

Paralyze: makes the enemy stuck and they have a hard time moving but it is possible for them to just really, really hard.

Fear: makes the enemy fear you making them go away does not work on enemies that are fearless.

Freeze: freezes the enemy in complete ice.

Silence: disable the uses of magic.

Poison: The target is poisoned and will take damage and they will take more damage gradually as long as it inflicted.

Knockback: anything that send anything away will be knock back 5ft at least. It can increase depending on person power.

Where: the person who is ethereal cannot be damage unless by an attack that can harm an ethereal spirit.

Death: this grats an instant kill on  an enemy. If they have a resistance to death magic then they may endure or if they are unaffected then it will not work or wise it will kill when it goes into effect.

Confusion: makes the enemy confused where they have a great chance of hitting their own all if they attack or hurt themselves.

petrify : turns enemies into stone after 10 seconds. They stay like that for 10 seconds.

Bleed: the enemy slowly start to lose blood and die.

Rage: can make the target attack anyone.





Tony tanger :


zack faraplane :


Jt rightson :


Ben Drewisonburgh :


Nathan Drewisonburgh :

Josh Goodwing :


Giovanni Mashion :


Jeremy Javerson :


Chase Drainon :


Yuri Moto :


Rancho Esper :


Saddie Jolt :


Edward Nigma :


Gaia Morningstar :


Daniel Morningstar :


Fista Lionheart :


Saren Thero :
\

David goldtrack :


Cameron Dawson :


Last edited by Bladecharge on Mon Jan 16, 2017 4:35 pm; edited 3 times in total (Reason for editing : editing title and file)

descriptionyugioh war chart sheet EmptyRe: yugioh war chart sheet

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if you perfer me to type of the Armour in details go ahead and tell me

descriptionyugioh war chart sheet EmptyRe: yugioh war chart sheet

more_horiz
Update 

Plasma and photon weapon shot out blue. Plasma may shoot out green. Energer is always red and oni energy weapons are blue. Bullets are well you know yellowish. If a weapon says other wise then it fine. Guns always have a cooldown time so they can’t spam fire. All melee weapons are made to cut through armour but it depends what kind of amour.  Dual effects can only be activated once and only once per turn. All shield can recharge. All armours will look almost the same. All guns do not need to be reloaded but needs a cooldown time. Even if you shot 28 shots on a 30 shot gun and if you wait 5 seconds after those two shots it will go on cooldown but their is a special button on the side that does that for you so you don’t need to waste your shots so it like reloading but yet it not. Unless a gun says so it has no sight on it. All sniper rifles have a scope. All snipers scope can go from 2x to 8x unless their sniper rifle can see more.


Light machines only have autofire, assault rifles can have burst, auto or single shot that you can go into. DMR only have single shot. Shotguns only single shot so press the trigger fast for rapid effect unless the shotgun says auto. Pistols unless it says burt or auto in description it single. Sniper rifles are always single unless in the description it says brust.  Sub machine guns same thing with assault rifles just not as powerful as assault rifles. Heavy pistols are hand cannons. Assault rifles are more powerful than submachine guns.  less shots a sniper rifle can get off before cooldown equals how powerful the shots are. 2 shots are extremely.The powerful while four are powerful.


Plasma deals more damage but slower. Photon is well balance, energy is slower than bullets but can deal more damage, oni is faster but not that much strong. Bullets is faster than plasma and energy. Weapons that do not say they are oni, energy base are bullets that is a gun,


All armour had the up to date tech as well. All amours kind of look like spartan armour and due to my lack of drawing skills i can’t draw it so i will use halo armour maker.


Stats effects are effect that can help defeat an enemy in a certain way. Here is what they can do. Kinetic is like bullets and such and Bastlices are like missiles. If someone is inflected with a stats effect in a duel that deals damage they lose 800 life points during their standby phase. If they can’t move then they can die of taking to long with their turn. If you do things a lot in your turn it renews your time by 5 seconds but you have 180 seconds each turn.


Burn: the enemy is on fire and takes damage also cuts their physical damage by 30%
Stun: temporarily makes the enemy unable to do anything.
Blind: dramatically ruins the vision of the enemy.
Paralyze: makes the enemy stuck and they have a hard time moving but it is possible for them to just really, really hard.
Fear: makes the enemy fear you making them go away does not work on enemies that are fearless.
Freeze: freezes the enemy in complete ice.
Silence: disable the uses of magic.
Poison: The target is poisoned and will take damage and they will take more damage gradually as long as it inflicted.
Knockback: anything that send anything away will be knock back 5ft at least. It can increase depending on person power.
Where: the person who is ethereal cannot be damage unless by an attack that can harm an ethereal spirit.
Death: this grats an instant kill on  an enemy. If they have a resistance to death magic then they may endure or if they are unaffected then it will not work or wise it will kill when it goes into effect.
Confusion: makes the enemy confused where they have a great chance of hitting their own all if they attack or hurt themselves.
petrify : turns enemies into stone after 10 seconds. They stay like that for 10 seconds.
Bleed: the enemy slowly start to lose blood and die.
Rage: can make the target attack anyone.


Everyone same ability;
Energy scan: can scan people energy in a 25 yard radius





Tony Tanger: assault trooper/taction. Team red nova 07 leader 01 ,sergeant grade two.
Weapons


Star Blazer (DMR): this is a energy base gun can shoot 18 shots before having to wait to shoot again.3 second cool down. 30% chance to stun. Medium -long range, each  trigger pull  shots 3 energy shots out at time. In a duel  Duel effect: it can chip away 600 of your opponent's life points. 2x scope.


Star heavy pistol: energy base.This is an energy base that is basicly a hand cannon to help deal with armour units. It can shot 6 times then a 2 second cool down takes in effect. Dual effect, he can destroy a monster on the field with 2000 defense points or lower. Iron sights


Twin Star blades : is two long sword that can cause confusion and blind 30% of the time. Can cut through 6 inches of armour. Dual effect: Select one monster you control it can attack twice this battle phase until the end of that battle phase.


Armour


Armax: (medium)This gives Tony a shield generator worth 4000 life points. Heals 15% of health per second outside of a duel In a duel what remained of his shields is added to his life points. This armor has small system that helps deals with smoke. Takes 10% less damage from  Kinetic attack. And 5% increase to melee damage.


Spells and energy
Light ring:  15% to resistance to LIGHT attacks (passive)
Primal Light  generator: can negate dark primal generator and can unless it but have no control over it.


Upper star: sar gets shot from underneath.
Light ray: fire a ray of light from above to deal LIGHt damage.
Energy punch  : uses energy power to power up a punch.





Zack Faraplane -assault trooper/ taction,  Red nova 07 number 02 second in command, sergeant  grade one


Weapons


Cold Rifle (assault rifle): Oni base This can shot 32 shots until the 3 second cool down. 30% chance to freeze enemy target. Medium range.  Dual effect:  Your opponent cannot attack you on their next battle phase. Red dot sight.


Machine frost ( sub machine gun): oni base  28 shots until  2 second cool down.  30% chance to slow down enemies. Short-medium range. Dual effect: negate one EARTh attribute or machine type monster effect. Red dot sight.


Frost short swords: are dual short swords that has a 30% chance to freeze an enemy. Dual effect: Target one monster on the field and it can’t be used for anything for the rest of the turn. Can cut through 5 inches of armour


Armour:


Cobra: (medium) This gives a shield generator worth 4000 life points. Heals 15% of health per second outside of a duel In a duel what remained of his shields is added to his life points.  10% speed increase and 5% increase to status infliction.


Spell and energy:
Freeze booster: (passive) increase the percent to freeze an enemy by 15%
Ice burst: fire 5 ice shots in front of you.


Machine freeze lv 1:  fire and metal like ice blast that has a 30% chance to freeze a machine.


Ice harden: harden armour ro skin for a 10% increase of protection.


Energy  punch: uses energy power to power up a punch.


Jt rightson - heavy/demolition, red nova team member number 03, corporal grade 2
Weapons
Fire Torrent:(medium range) a light machine gun that can fire 60 shots before a 5 second cooldown. 25% chance to burn. Dual effect: all monsters on your side of the field gain 800 attack points. Iron sight.


Heat metal:(close range)  a shotgun that can fire 8 shots before a 3 second cooldown. 10% damage to armour. Dual effect: If you are attacking a monster you can destroy one card on the field and your opponent takes 800 life points of damage.



Mystical  Axe:  can cut through 7 inches of armour. 35% to bypass metal defense. Dual effect: switch all of your opponent's monster in face down defense position for three turns after the effect.


Armour:
Phalanx: ( medium- heavy)This gives a shield generator worth 4000 life points. Heals 15% of health per second outside of a duel In a duel what remained of his shields is added to his life points. This gives him 10% shield recharge shield time. 5% increase to ammo usage.


Spells and energy:
Fire boost: increase for related attack by 10%
Energy shield: create a shield of energy to protect you from enemy fire.  Can be projected into a sqaure.circle  or rectangle  shield in front of you with a 10ft spanked to portec others.


Energy pulse wave: a 360 degree wave that knocks people back.


Metal melt: melt metal form the inside with intense heat.


Fire blast : fire a ball of fire on a enemy (30 feet)



Ben Drewisonburgh -heavy/ demotion, red nova team 07 member 05, corporal grade one


Weapons


Desktop heavy gun: (light machine gun) plasma base. can fire 80 shots until the 5.3 second cool down. Medium range. 4- shot burst. Dual effect: negate the effect of spell or trap card and banish it.  Reflect sight


Laptop gun: (sub machine) plasma base.can fire 28 shots before 2.5 second cooldown. Median range. Dual effect: negate the effect of a monster and banish it. Reflect sight.


Macetop: it is a mace than can damage enemies of 7 inches of armour. 30% to paralyze an enemy upon contact.


Armour:


Phalanx: ( medium- heavy)This gives a shield generator worth 4000 life points. Heals 15% of health per second outside of a duel In a duel what remained of his shields is added to his life points. This gives him 10% shield recharge shield time. 5% increase to ammo usage.


Energy and spells
Data search: Detect electronics near by in a 30 ft radius.


Data screech: reduce speed and defense by enemies by 10%.


Energy blade: makes and energy blade that lasts for 30 seconds that can go through 5 inches of armour.


Energy beam: shoot a beam of energy at an enemy. (30ft)


Techno charge: charge in an electric shield to deal electrical damage when you hit enemies.


Nathan Drewisonburgh- assault trooper/ engineer, red nova 07 team member 04, corporal grade two
Weapons:
M10 grenade launcher Rattle: a 10 shot grenade launcher that can travel up to 120 feet.  5 second recharge. 10% chance for a 5% increase to explosion radius.Dual effect: destroy one monster on the field.


Necro phaser: (DMR)energy base green.  can shoot 15 shots before 3 second recharge. Medium to long range. 30% chance to turn an enemy unit on their ally does not kill the target.  2x scope


Necro daggers: two dagger can go through 4 inches of armour. 30% to make target into undead and make them fight for you.


Armour
Armax: (medium)This gives a shield generator worth 4000 life points. Heals 15% of health per second outside of a duel In a duel what remained of his shields is added to his life points. This armor has small system that helps deals with smoke. Takes 10% less damage from  Kinetic attack. And 5% increase to melee damage.


Spells and energy:
Necro phase: (passive) speed increase by 10% and has 3% resistance to kinetic damage.


Bone rush: make bones appear in front of you as you charge for 5 seconds.


Bone blast: shot 3 skeleton head at a target that is at maximum 30 ft away.


Bone punch: uses bone to deal extra damage to an enemy


Energy pulse  wave:  a 360 degree wave that knocks people back.


Josh Goodwing- assault trooper/recon, red nova 07 team member 06,  corporal grade 2



Photon Repeater: (assault rifle) photon base. 33 shots before 3 second cooldown. Shots 3 shots at a time for burst.10% damage to machines. Dual effect: decrease the attack points of all of your opponent's monsters by 1000. Medium range. Thermal sight



Photonic pistol :  photon base. 12 shots before 2 second cool down. Close to medium range. 5% damage to machines. Dual effect: End the battle phase when your opponent attacks you.


Plasma blade: plasma base. a blade that shoots out a beam of plasma can cut through 7 inches of armour. Dual effect: negate the effect of other arsenal card.


Armour
Ranger: This gives a shield generator worth 4000 life points. Heals 15% of health per second outside of a duel In a duel what remained of his shields is added to his life points. 5% increase to range. 10% increase to accuracy and -5% recoil.


Spell and energy:


Basilic resistance:(passive) 15% to bristlies


Photon booster: which increase his agility, power, speed and reaction time by 5%.


Photon grenade: throw a photon like grenades that explode in a 7 yard radius.


Energy blade: makes an energy blade that lasts for 30 seconds that can go through 5 inches of armour.


Energy shield: create a shield of energy to protect you from enemy fire.  Can be projected into a sqaure.circle  or rectangle  shield in front of you with a 10ft spanked to portec others.


Giovanni Mashion - anti armour/ demolition,  Green totem 03 team member 07,  corporal grade 1


Weapons


Null laser cannon: lazer base. can fire three shots before it 5.8 second cool down. Longe range at maximum. Can null buff.Dual effect: banish one monster of the field.


Null N Sub machine gun: lazer base. can fire 30 shots before 2 second cooldown. Medium range. 30% chance to silence.  Dual effect: Negate the effect of one monster on the field until the end phase. Red dot sight


Null Kitana: can perience 6 inches of armour. Dual effect: can negate a monster effect in the graveyard.


Armour:

Plague: (medium heavy) This gives a shield generator worth 4000 life points. Heals 20% of health per second outside of a duel In a duel what remained of his shields is added to his life points.  This can clean out gases and smoke so it can be used in Hazard levels to a certain degree. 10% resistance to kinetic damage and 5% basaltic ressiantince.


Spells and energy:
Null protective (passive): immune to nullifying.


Energy drone: can take out medium armoured targets at best and does not go away until 15 seconds.


Energy shield:create a shield of energy to protect you from enemy fire.  Can be projected into a sqaure.circle  or rectangle  shield in front of you with a 10ft spanked to portec others.


Null beam: a purple wave that can travel 30 ft and can nullify shields and barriers that are energy or magic made.


Null break: a physical strike when dealt it removes all defense buffs.


Jeremy Javerson -jetpack trooper, red nova 07 team member 08, corporal grade 2


Weapons:


Hero Rifle: (burst only DMR) laserbase.3 shots per trigger pull. Can shot 30 shots before 3 second cool down. Dual effect: return up to three monsters in your graveyard or that are bainsh into your deck. Red bot


Hero shortage: (shotgun)  8 shots until 3 second cool down. 30% chance to inflict blind. Dual effect: special summon one level four or lower dark monster from your graveyard.


Hero long sword : a rapier that can got through 6 inches of armour . Can stun enemies with a 30% chance of infection.  Dual effect: negate a card effect that would destroy a card on the field and send it the graveyard.


Armour:
Reaper:his gives a shield generator worth 4000 life points. Heals 15% of health per second outside of a duel In a duel what remained of his shields is added to his life points.   This armour comes with a jetpack for fast moving. 10% damage resistance in air and 5% speed bost.


Spell and energy


Hero right: (passive)5% health and attack boost


Hero smite: deals 105 more damage t0 an enemy and 15% more damage to a dark hearted person.


Energy blast: a short range scatter shot to deal to enemies near by.


Mask charge: 5% boost to speed and attack.


Hero flame: fire a long range fire ball to deal damage, long range.


Chase Drainon -sniper/ recon, red nova 07 team member 07, private grade two


Weapons:


Cyber breaker: energy base a assault rifle that can shot 36 times before cool down. Medium range.30% chance to stun. Dual effect: target one monster it cannot attack or change battle position. Reflect sight.


Cyber sight: (sniper) energy base.it can shot 6 times before 4 second cooldown. Long range. 105 chance to auto hit the enemy head. (he can equip this silencer mod on it)


Cyber dagger: energy dagger that can go through 4 inches of armour. Dual effect: reduce the attack of one monster to zero.


Armour:
ranger: this gives a shield generator worth 4000 life points. Heals 15% of health per second outside of a duel In a duel what remained of his shields is added to his life points.  Hard to hear foot step do not appear on sensors. 10% speed boost and 5% accuracy.


Spells and energy:


Cyber vain:( passive) 5% increase to damage and defence.


Cyber blast: a blast of red energy that can travel 30 ft.


Cyber blink: can travel to a point 10ft away by teleporting.


Energy pulse wave: a 360 degree wave that knocks people back.


Cyber repair: heal 155 health to you or someone else.


Yuri Moto -traction/ rifleman, team leader of green totem 03 team number 01, sargent grade two
Torment rifle: (DMR)  laser base. can shot 30 shots until 3 second cooldown. Medium To long range.  30% chance to deal more damage.Duel effect: take no damage for the rest of the term and can only be used on your opponent turn. 2x scope


Torment Cruiser: (shotgun) laser base. 12 shots before 3 second cool down. Short range. 30% chance to inflict fear. Dual effect: select a level or rank and they cannot attack you for the rest of the turn.


Torment twin hammer: two hammer that can damage up to 5 inches of armour. 30% chance to  lower enemy defense. Dual effect: change two monster to face down defense position.


Armour:


Armax: (medium)This gives a shield generator worth 4000 life points. Heals 15% of health per second outside of a duel In a duel what remained of his shields is added to his life points. This armor has small system that helps deals with smoke. Takes 10% less damage from  Kinetic attack. And 5% increase to melee damage.


Spells and energy


Torment guard:(passive)  is immune to status effects


Energy ray: shoot a beam of energy at an enemy. (30ft)


Fear touch: 60% chance to inflict fear.


Torment punch:punch an enemy with a 30% chance to inflict fear.


Torment shockwave: make a shockwave can inflict stun with a 30% of inflection.


Rancho Esper - assault trooper action, Green totem 03 team member 02, Sergeant grade 1


Weapons


Legionnaire battle rifle  (assault rifle): can shot 32 shots before 3 second cooldown. Medium range.  30% chance to lower enemy physical defense. Dual effect: switch all of your opponent attack position monster into defense position and they lose 1000 defense points.


Legionnaire sidearm ( heavy pistol):  8 shots before 3 second cool down. Short to medium range. 30% chance to inflict removes buffs. Dual effect: return all of your opponent's monster attacks points to their original and if it already is lower it by 1000.


Legionnaire Polearm: it is a spear that can go through 7 inches of armour. The bar is made of metal. 30% chance to ingrown armour.


Armour:
Armax: (medium)This gives a shield generator worth 4000 life points. Heals 15% of health per second outside of a duel In a duel what remained of his shields is added to his life points. This armor has small system that helps deals with smoke. Takes 10% less damage from  Kinetic attack. And 5% increase to melee damage.



Spells and energy


Legionnaire identity: (passive) immune to mind related attacks and hacking.


Legionnaire charge: increase speed and damage by 5%


Energy sword: makes an energy blade that lasts for 30 seconds that can go through 5 inches of armour.


Legionnaire smash: makes an ethereal shield to bash people and and cause knockback.
Legionnaire  lance: throw an ethereal lance that can travel 45 ft can perience 6 inches of armour.


Saddie Jolt-medic/ sniper, Green totem 03 team member 03,corporal grade 2


weapons


Spirit Beast rifle (sniper rifle):  energy base. 6 shots until 4 second cool down.  Long range.  30% chance to make yourself ethereal for 6 seconds. Dual effect: target one monster on the field it cannot attack or use it special ability. 12x scope


Spirit bound (pistol) it shoots an energy beam. 20 short beam burst  or in total 20 seconds of healing ness. shots before cool down.  Short to medium range. She has  an addon that can make the gun heal rather than do damage. It heals 20% of the ally health.


Ritual double blade sword : a blade that can pierce through 7 inches of armour. 10% chance to inflict death.


Armour:
ranger: this gives a shield generator worth 4000 life points. Heals 15% of health per second outside of a duel In a duel what remained of his shields is added to his life points.  Hard to hear foot step do not appear on sensors. 10% speed boost and 5% accuracy.


Spells and energy:


Spirit healing: (passive)heals all near by allies in a 30ft radius by 20%


Ritual thunder: fire a thunderbolt at enemy deals 10% more damage if they are at full health.


Energy Pulse wave: a 360 degree wave that knocks people back.

Ethereal lock on: lock onto a target next attack has a 100% chance to land.


Ethereal multi hit: one attack will become three hits at once. The more powerful the person is the more hits they get.


Edward Nigma  - engineer/pilot, green totem 01 team member 04,  private second grade.


Weapons:


Fool’s gun (sub machine gun): fire 32 shots in a 4 burst until the 3 second cool down. Median range.  30% chance for confusion. Dual effect: when an opponent's monster attacks you directly they take the damage instead. Thermal scope


Fool’s side arm (heavy pistol):  photon base. 6 shots until 3 second cool down: short to medium range.  30% chance to stun. Dual effect: when you would life points because of a card effect or your teammate make your opponent(s) take the damage instead. Iron sight


Persona great sword: it  a great sword that can prince  7 inches of armour. 30% chance of stun


MK40 auto turret:  it is an automatic gun turret that shoots 100 shots before it 5 second cool down with it own 4000 life points shield. Cannot be destroyed by dueling


Armour:
Cobra: (medium) This gives a shield generator worth 4000 life points. Heals 15% of health per second outside of a duel In a duel what remained of his shields is added to his life points.  10% speed increase and 5% increase to status infliction.


Spell and energy:
Persona will: (passive) resistance to mind powers and corruption powers.


Zio: fire a light bolt on top of an enemy


Cleaver: do a low physical hit on an enemy 30% chance of critical.


Energy beam: fire an energy beam that goes 30ft


Energy punch: throw an energy punch.




Gaia Morningstar - assault trooper/ recon, green totem 03 team member 05, corporal grade 1
Weapons:

Earth ripper (assault rifle): fire 30 shots before 3 second cool down. Meidu range. Auto and burst only. 30% chance to inflict petrify . dual effect: end the battle phase of your opponent's turn. 2x scope


Earth spine: (shotgun) fire 6 shots before 3 second cooldown. Close range. Can scatter shot. Duell effect: select one monster one the field and switch it to face down defense position. Iron sight


Earth wip blade: a volcano sword that can extend 10 feet and can prince 6 inches of armour. 30% chance to bleed


Armour: .
Cobra: (medium) This gives a shield generator worth 4000 life points. Heals 15% of health per second outside of a duel In a duel what remained of his shields is added to his life points.  10% speed increase and 5% increase to status infliction.


Spells and energy:
Earth spirit: (passive) each kill restores 25% of health back and makes a shield takes takes hits for 2.5 seconds.


Earth backstab: earth risi from the ground to stab an enemy in the back only goes up 15ft.


Earth cone: in front front damage that raises earth spikes to hit the targets) then goes back down.


Energy beam: fire an energy beam that travels 30ft.


Earth wall: raise a wall of earth to get behind and that is 15 inches thick.


Daniel Morningstar - assault trooper/sniper, green totem 03 team member 06, corporal grade 1
Weapons


Catastrophe  Laser Gun: (submachine gun) lazer type  fires 28 shots before 3 second cool down. Medium range. 30% chance to inflict stun. Dual effects: make a monster attack points zero. Reflect scope


Catastrophe Sight (sniper): fire 4 shots before 5 second cooldown. Long range.  12x scope.  5% chance to inflict death. Dual effect:  double the attack points of one of your monsters.

Catastrophe claymore: it can prince thought 8 inches of armour and can inflect bleed with 30% of it working.  Duell effect: only take half the damage this turn.


Armour:
ranger: this gives a shield generator worth 4000 life points. Heals 15% of health per second outside of a duel In a duel what remained of his shields is added to his life points.  Hard to hear foot step do not appear on sensors. 10% speed boost and 5% accuracy.


Spell and energy:
Catastrophe armour: 15% increase in defense.


Energy punch: punch an enemy with energy.


Catastrophe laval pump: laval like magic comes from underground to deal damage to a target.


Catastrophe  dark orb: fire a dark lord and enemy with a 5 ft expulsion rate that goes away after 40ft.  30% chance to inflict blind and rage.



Catastrophe stigma:  increases all physical traits by 5%


Fista Lionheart - assault trooper/  Hacker,  red nova 07 team member 09 third in command,  sergeant grade 1


Weapons
Cyber ripper assaulter rifle: laser base. 32 shots before  3 second cooldown. Median range. 30% chance to paralyze an enemy. Dual effect: during the damage cocule the attack points of one ritual monster you control. Red dot.


Cyber sew: ( heavy pistol) laser base. 12 shots before 3 second cool down. Short to medium range. 30% of burn.duell effect: when an opponent monster attack cut it attack points by half. Iron sights.


Cyber gauntlet axes: gauntlets with axes to the side of it. Can price 4 inches of armour. 30% chance of lower enemy defense.


armour:
Armax: (medium)This gives a shield generator worth 4000 life points. Heals 15% of health per second outside of a duel In a duel what remained of his shields is added to his life points. This armor has small system that helps deals with smoke. Takes 10% less damage from  Kinetic attack. And 5% increase to melee damage.


Spell and energy:
 Cyber vain:( passive) 5% increase to damage and defence.
Cyber shield: protects user for 3.8 seconds from any damage.
Energy axe: make an axe out of energy.
Cyber blast: fire a red blast of energy at a target 30ft maximum.


Saren Thero- sniper/ assult trooper, red nova 07 team member 10, private second grade.



Weapons
Dark gauss rifle: (sniper rifle): 4 shots until 4 second cooldown. Longe range. 30% to cause silence.


Dark rifle: (DMR) 15 shots before 3 second cool down. Medium to long range. 30% to cause poison.


Dark extinction axe: it can extend 5 feet and the axe can price 8 inches of armour. Duell effect: 30% to inflict blind.


Armour:
ranger: this gives a shield generator worth 4000 life points. Heals 15% of health per second outside of a duel In a duel what remained of his shields is added to his life points.  Hard to hear foot step do not appear on sensors. 10% speed boost and 5% accuracy.


Spell and energy:


Dark break: (passive)  attacks ignore 5% of enemy armour.


Prima darkness generator: uses primal darkness but has no control over also leaves him weak.


Dark thunder:  fire dark lighting from your hand.


Dark fire: fire a dark fireball from your hand.


Energy pulse wave: knock back  people in 360 degree



David goldtrack- assault trooper/ jetpack,  Green totem 03 team member 08, private grade 2
Weapon
Rail gun express: (assault rifle) plasma base. 30 shots before 3 second cooldown. Medium range. 30% chance to inflict burn. Red dot.


Train guard: (pistol) plasma base. can go automatic. 20 shots before 2 second cooldown. Short to medium range. Iron sights. Dual effect: negate a direct attack and end the battle phase.


train man: it is a double handed axe that can perience 8 inches of armour.


Armour:
Reaper:his gives a shield generator worth 4000 life points. Heals 15% of health per second outside of a duel In a duel what remained of his shields is added to his life points.   This armour comes with a jetpack for fast moving. 10% damage resistance in air and 5% speed bost.


Spell and energy:
Train conductor: (passive) 5% increase to speed, damage and defense.


Train line shot: fire a blue laser that goes 40ft.


Energy shield: create a shield of energy to protect you from enemy fire.  Can be projected into a sqaure.circle  or rectangle  shield in front of you with a 10ft spanked to portec others.


Train ramming: charge and deal damage to all enemies that get near you while your speed gets increased by 15%


Train steam: deploy hot steam that only damages your enemy.





Cameron Dawson- assault trooper/ heavy, green totem 03 team member 09, private second grade.


Weapons:


Star bracer: (light machine gun):  oni base. 100 shots before 5 second cooldown. Median range. Iron sight.  Duell effect: prevent the negate of one of your monster summoning.


Light fever: (submachine gun) oni base. 32 shots before 3 second cooldown.  Medium range. Red dot. Dual effect: special summon one level four or lower light monster from your deck.


Light blade: a long sword that can pierce 5 inche sof armour. Dual effect: deal 800 life points of damage to your opponent(s)


Armour:
Phalanx: ( medium- heavy)This gives a shield generator worth 4000 life points. Heals 15% of health per second outside of a duel In a duel what remained of his shields is added to his life points. This gives him 10% shield recharge shield time. 5% increase to ammo usage.


Spell and energy:
Light booster: light base attack deal 1% more damage


Light fire: fire a light kind of fire at an enemy. 30ft


Light blindness: 35% chance to inflict blind.


Energy blade: makes and energy blade that lasts for 30 seconds that can go through 5 inches of armour.


Light reach punch: throw a punch that can travel 5 feet ahead of y0u and has a 30% chance of causing dizzy.

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