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The 2nd Super Blaster Wars: The Dimension Knights

Summary:

A belated work for Gasterblastober.
Hypothetical Super Robot Wars-style movesets for the characters in the different Blaster AUs.

Chapter 1: Impact

Notes:

(See the end of the chapter for notes.)

Chapter Text

Impact

Voice Actor: Kenyu Horiuchi (Jamil Neate from After War Gundam X, Irmgard Kazahara from Super Robot Wars F)

Playstyle: A Mechanical Guardian (put simply, robotic Stands – humanoid constructs usually 2-3m in height controllable via brainwaves) operator who mostly serves as support fire and support defence.

His role in battle is to help other party members by shielding them from harm and following up their attacks in the event their first attack doesn’t finish off the enemy. Ammo-based weaponry means he doesn’t consume much EN, but his solo attacks can barely scratch bosses unassisted.

Main Mechanical Guardian: Sentinel, a mass-produced silver mechanical knight. Good all-around, but spectacular at nothing. Frames can be equipped according to the terrain or situation. It doesn’t have many inbuilt weapons, but like with the frames, it can be outfitted with tools and weapons of the owner’s choice to fit the situation.

Visual reference (i.e. the mech in a pre-existing series the unit is most similar to): Hyaku Shiki, from Mobile Suit Zeta Gundam.

Personal Theme: Segment III ~ SALLY (from Mobile Suit Gundam: Char’s Counterattack)

Mech Theme: Mobile Suit Battle (from Mobile Suit Zeta Gundam)

Terrain Rankings:

Sky: B

Land: A

Underwater: C

Space: A

Spirits:

Rouse: Increases surrounding allies’ morale by 10.

Focus: Hit and evade increase by 30% for one turn.

Guard: All damage taken reduced to ¼ for one turn.

Friendship: Fully restores an ally’s health.

Resupply: Resupplies the ammo and EN of any ally on the field, without the morale loss.

Sacrifice: Next attack does three times damage, and is a guaranteed critical hit… but can’t dodge any attack the following turn.

Skills:

A Cursed Existence: Impact’s signature skill. Grants him immunity to all debuffs, in addition to the effects of HP Regen (S) and EN Regen (S) – 10% health and energy regenerates per turn.

Prevail: The lower his health becomes, the higher his defence, evasion, and critical rate become.

Guard: At 130 morale, final incoming damage reduced to 80%.

Command (increases up to Level 9): Within a 10 square radius, all units receive a large hit/evasion boost.

Support Attack (up to Level 3): Can follow up an adjacent ally’s attack for up to 3 times per turn.

Support Defence (up to Level 3): Can take a hit for an adjacent ally for up to 3 times per turn.

Shield Defence (up to Level 8): 8/16 chance to halve total damage if a shield is equipped.

Ace Bonus:

The Rouse spirit affects not just adjacent allies, but himself and everyone inside his command aura.

Morale Gains:

Attack landed: +2

Attack missed: -1

Defeated enemy: +5

Hit by attack: +2

Dodged attack: +2

Ally defeated enemy: +2

Ally defeated: -2

Attacks:

Repair Module

Can heal an adjacent ally.

Resupply Module

Can restore the energy and ammo of an adjacent ally, but reduces their morale by 10. Can’t be used post-movement.

Missiles

Range 1-8, Ammo 15. Weak.

Impact: Target, locked…! Here I go!

Sentinel braces against the ground, its chest section opening. From within, three missiles emerge and home in on the enemy, before exploding.

Flashbang

Post-Movement, Range 1-3, Ammo 3. Very weak. Special effect: Enemy accuracy and evasion halved for the rest of the turn.

Impact: If I can just make them halt, even for a moment…

Impact reaches into his coat and produces a flashbang, then hurls it like a baseball. Upon contact with the enemy, the screen briefly flashes white, before returning to normal.

Beam Rifle

Post-Movement, Range 1-4, Ammo 10. Medium.

Impact: Thinning the enemy’s numbers…!

Sentinel rushes forward, summoning its beam rifle and firing as it does. It shoots once, twice… then with a dramatic flourish, Impact has his robot throw it in the air, spinning rapidly, before jumping up and catching it! The camera zooms up onto the mech in a cut-in. A sparkle appears in its visor, with an accompanying sound effect, before firing a third shot.

The camera cuts to the enemy, getting hit by all three attacks – the third one has enough force to launch it back.

Beam Cutter

Post-Movement, Range 1. Medium.

Sentinel draws its beam sword and twirls the weapon around, before crouching down and charging with its thrusters boosting it! It slices straight through the enemy, carving a diagonal slash.

Shield Crash

Post-Movement, Range 1-3, 20 EN. Medium-strong.

A blue aura flares up around both Impact and Sentinel.

Impact: I may have lost my powers, but right now…

Almost as if teleporting, Sentinel charges the enemy. It rushes them with a flurry of sword slashes, then retracts its sword and delivers three weighty punches. To finish off the enemy, it thrusts its shield forward… then it launches out! It’s revealed that Sentinel’s shield has an extendable chain attached to the handle, almost like a hookshot.

The enemy is launched into the air by the force. The chain retracts, pulling Sentinel upwards to ram into the enemy! A cut-in appears, with a front-on view of the mech, and Impact beside it with a determined expression on his face.

Impact: There are still things I need to do!

Like a shooting star in reverse – soaring upwards, rather than plummeting down – Impact breaks through the enemy.

Notes:

Impact is my character - a GB!Papyrus on the surface eight years after Undertale's conclusion.