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Rockman EXE: Rogue Network > Rules > Elements and Types



Title: Elements and Types


Leon - January 18, 2007 08:09 PM (GMT)
Elements
When choosing your Navi type, be mindful of elemental weaknesses. You will take extra damage from attacks containing your weak element--usually twice as much as normal.

Aqua
Won't slide on ice panels.
Fire
Takes no damage from lava panels.
Wood
Heals HP while standing on grass panels.
Elec
Unaffected by magnet panels.

Navis of the four elements (Fire, Aqua, Elec, Wood) receive bonuses for using Battlechips that are the same element as they are.

Base: +5 to same element.
L5: +5 to same element. +5 additional to same element if attack only hits one opponent.
L10: +10 to same element. +5 additional to same element if attack only hits one opponent.
L15: +10 to same element. +10 additional to same element if attack only hits one opponent.
L20: +15 to same element. +10 additional to same element if attack only hits one opponent.

The first number applies to ALL chips, multi-hitters included (for example, Flameline). The second number applies if the chip only launches ONE attack (for example, Thunder). The list does not expand beyond what is shown here.

Subtypes
Navis may take one of the following subtypes, or none at all.

Sword: Emphasizing close-up combat, Sword Navis are often the ones leading the charge, their trusty weapons at their sides. Aggressive, precise, and deadly, they never fail to distinguish themselves even among those who use flashier techniques.

Ability: Swordplay. Once per turn, can add a free dodge to two consecutive melee attacks. (This dodge is used as a free action, which does not count toward your limit of actions for the turn.)

Wind: A Wind Navi's advantage comes from a certain amount of control over the virtual environment itself, which can be used to either augment their own movements or manipulate the positions of enemies and other objects.

Ability: Gust. Once per turn, a Wind-type Navi may call up winds to manipulate the position of one thing, whether it be the Navi itself, another Navi, a virus, or an object. (This ability is used as a free action, which does not count toward your limit of actions for the turn.)

Cursor: Expert marksmen, Cursor Navis rely in large part on ranged weapons. A powerful Cursor Navi is a dangerous foe indeed, able to take down enemies from a distance with frightening precision and accuracy.

Ability: Snipe. Once per turn, a Cursor-type Navi can increase the accuracy of a mid- to long-range attack. (This ability is used as a free action, which does not count toward your limit of actions for the turn.)

Break: Break Navis are known as demolition experts, armed with powerful weapons that are capable of smashing through defenses, inanimate objects, and pretty much whatever happens to be in their way. Naturally, Break Navis inspire fear in even the stoutest hearts.

Ability: Smash. Once per turn, a Break-type Navi can add "Breaking" to an attack. (This ability costs no actions to use, and cannot be used on signature attacks. When applied to a multihit, it only works on the first hit, and does not apply to the rest of the hits.)

Recover: Gifted in the art of healing themselves and allies, Recover Navis are able to convert damaging weaponry into restorative tonics. Although they lack the offensive options of the other types, Recover Navis can turn the tide of battle, as healing an ally may, in the end, prove far more effective than dealing damage.

Ability: Conversion. A Recovery-type Navi is able to turn any of their own attacks into a directable heal, for themselves or an ally. It restores an amount of HP equal to one-half the damage of their standard attack or charged attack. A Recovery-type Navi can also sacrifice a Battlechip or a Signature Attack to heal themselves or someone else with, but Chips and SigAtks only restore 50% of their typical damage. With multi-hit Battlechips or attacks, the first multiplier is converted. For example, Vulcan1, which deals 10x3 damage, would heal 5 HP. (This ability is used as a free action on top of the action for the sacrificed attack. I.e, converting an attack that normally uses an action would still only cost 1 action, not 2.) This may only be done once per round.

Normal: Navis who possess none of these special qualities are considered to be of the "Normal" type. Normal Navis make up for their lack of specialization with a slight overall boost in power. Normal types are able to add a small bonus to almost anything that they do, granting them a certain adaptability.

Ability: Untapped Power. Once per turn, a Normal-type Navi can add (10 + Level/2), rounded down to nearest 5, to the total damage of an attack. (This ability is used as a free action, which does not count toward your limit of actions for the turn.)




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