Seeing that people are doing their custom nations, why not?
A nation to the far south of Yellow Comet, it possesses a small landmass compared to other nations. Initially a research facility for development of improved military hardware for the Alliance Nations, Prism Nova soon found enough population to run on its own. Because the relatively small nation is surrounded by water and has its perimeters constantly monitored by advanced scanners, it is relatively difficult to catch Prism Nova unaware of suspicious activities within its territory.
Now for the lineup of COs...
*pulls from his list*
Kojuro, Analyst Tactician
Former head of the development team for the research, Kojuro has learned the ins and outs of how various units work. He also collected data on other COs' capabilities to feed to simulations as means to further the speed of the tests. This collection of data is then processed into information that Kojuro used for building new versions of units that now form Prism Nova's army.
Hit: Analyzing data
Kojuro's data gathering and analyzing skills have helped him know more of the battlefield days prior to the actual combat. To this effect, Kojuro's HQ, bases, cities, airports, and naval yards have a vision of 1, while neutral and enemy territories are visible to Kojuro. All of Kojuro's units are also outfitted with special scanning devices, allowing them to gain +1 vision and see into Forests and Reefs during FoW. Subs and Stealth Fighers are not free from this either, becoming visible once they are in the range of vision.
Kojuro is not a man who is well-versed in actual battlefield combat, however, and this reflects at the 95/100 parameter that his units possess.
CO Gauge: xxxXXXX
Kojuro makes a quick scan of the area for additional intel. This grants Kojuro's units a +1 bonus to vision and +50% counterattack bonus.
Kojuro applies his knowledge of the opponent's capabilities and the area. This grants Kojuro's units a +2 bonus to vision. Being able to identify what action the opponent is going to take, all of Kojuro's units will be able to counterattack before the opponent attacks if able to.
Ryuu: Celestial Fate (120%)
Hajime: Production Plans (110%)
Jess: Gather Drive (110%)
Sonja: Collaboration (110%)
Tetsu: Sentinel (110%)
Sami: Forward Reconnaisance (105%)
Sasha: Market Strike (105%)
"Knowledge is power."
"Information is the ammunition of wars, and I have lots of it."
"You are like an open book to me."
"Let me take a look at it."
"Time for some analysis."
"Let's review the situation."
"Fight without a plan, and you lose..."
"Know your enemy and know yourself, and you will be the victor."
"Intelligence of the upcoming battle is crucial."
Ryuu, Strong-willed Vanguard
Ryuu can be best described as someone who constantly looks out for the silver linings underneath the darkest storm clouds. Things may go badly, or they may end up being in a tight squeeze, but that makes Ryuu push even harder and lift the spirits of his teammates even further. He does not have any particular talent aside from being unusually hardy, and it keeps him going despite the odds they encountered.
Ryuu was promoted to the position of a CO after the last war against Black Hole, and is now training to become a full-fledged CO. He soon tagged along the party making up of Prism Nova's set of COs.
Miss: Discouraging thoughts
All of Ryuu's units perform at the standard 105/100 parameter. In the course of war, however, his units start to fight harder whenever they are closer to the brink of defeat. Every point below 10 HP increases the parameter of Ryuu's units by 5, to a maximum of 150/145 (when only 1 HP is remaining).
CO Gauge: ***XXXX
Ryuu motivates his units to fight a lot harder, telling them to fight for the most important thing in their life. This boosts his units' will to fight harder, making the modification a +7 instead of a +5 (maximum of 168/163 for 1 HP units) for the duration of the power.
Super CO Power
All Out Assault
In the deepest and most desperate situations, Ryuu reminds his units to fight with all of their strength even if it means that it will end in their defeat. This effectively blasts the limitations of his units and bring the modification for the offense parameter to +10 and defense parameter to +7 (maximum of 195/163 for 1 HP units) for the duration of the power. In addition, all of Ryuu's units get a +1 to movement, reflecting their eagerness to charge into the face of danger to accomplish their goal.
Kojuro: Celestial Fate (120%)
Kanbei: Strong-Willed Soldiers (115%)
Tetsu: Guts and Effort (110%)
Hajime: Machine and Spirit (105%)
Sonja: Heart and Mind (105%)
Black Hole COs (90%)
"Let's give it our best shot!"
"Fight bravely, and we will seize the advantage!"
"Never lose hope! We will make it!"
"I'll take it from here!"
"Now it's time to put some fire!"
"Time to turn the tables!"
"Fight with honor, and we will win!"
"As long as I'm here, defeat is not an option!"
"For Prism Nova, no... For everyone!"
Ryuu- "We showed them how working together is like!"
Kanbei- "Of course! Our units were trained to unparralled potential!"
Ryuu- "We won! It's time to move forward!"
Sonja- "After our men make the preparations, okay?"
Ryuu- "All right! Now to move... HEY!? Stop sleeping on the job!"
Grit- "Zzzzz....hmm, wha? Ya'all say somthin'?"
Tetsu, the Iron Wall
A recent recruit to Yellow Comet's army, Tetsu has displayed an uncanny knack for upgrading armored vehicles to allow them to withstand the ravages of combat. The unfortunate downside of this is the immense weight slows down even the fastest of tanks, making them more cumbersome than regular tanks. While not as costly as Kanbei's elite troops, Tetsu's squad is too slow for frontline assaults. The general saw some potential to Tetsu's talent, however, and instead tasked him with the defenses of the capital.
Heeding Sonja's advice of compensating for slow units, Tetsu has managed to pull off getting stronger engines for the rest of his treaded units. This gives them an unprecedented speed to make up for the slow tank battalion he leads. Tetsu still has yet to perfect a tank engine that can handle the armor he put on them, though.
Tetsu is ideal on Prism Nova's territory, being small and easy to defend. It did not take long to convince him to move to this small nation and give it a hand.
Hit: Upgrading units
Day-to-day: Tetsu is simply put a turtle. All tanks have a bonus of +20% to their defense. The painful exchange, however, is a drastic -1 movement to his tanks. On the flip side, Tetsu's non-tank treaded vehicles all have a +1 movement bonus.
CO Power: Steel Battalion
Tetsu's units gain an additional +20% to their defense. Infantry and Mechanized is treated in the same manner as Tanks (light) in terms of armor.
SCO Power: Shield Avalanche
Tetsu's units gain +30% to their defense. Movement penalties of tank units are negated for the duration this power is active.
Tag CO Powers:
Kanbei: Incorrigible Spirit (120%)
Sonja: Defensive Formation (115%)
Hajime: Reinforcements (110%)
Kojuro: Sentinel (110%)
Ryuu: Guts and Effort (110%)
Grimm: Raging Retort (105%)
Black Hole COs (95%)
"Hold the line, everyone!"
"See my impenetrable defense!"
"Give me your best shot!"
"Together we are unbeatable!"
"Now is the time to strike!"
"Time for patience to pay off!"
"Defense is the best offense!"
"Slow and steady wins the race!"
"Not even a scratch!"
Hajime, Factory Executive
A former worker in a military factory, Hajime has strived to make efficiency, speed, and quality his guidelines for work. He would get the military hardware out faster, get them to work better, and keep them still affordable. Hajime's hard work and initiative helped raise him through the ranks of the Yellow Comet's factories, until he was appointed to the position of a CO to overlook the production of the defenses of Yellow Comet. He eventually joined Prism Nova with his manufacturing talent with him, eager to face a new challenge.
Hit: Getting the work done
Miss: Shoddy workmanship
Day-to-day: Hajime's training allows his production and repair staff to work more efficiently than others. This grants him a 10% discount to his units, as well as repair 3 HP for his units instead of 2 HP (the cost of repairing is also equivalent to 3 HP's worth of units). This focus on the production aspect of war leaves the skills of his forces a little wanting, and Hajime's units are at 90/100.
CO Power: Spare Parts
Hajime's units recover 1 HP, and his units cost 20% less (instead of 10%) for the duration of the power.
SCO Power: Production Surplus
Hajime's units recover 2 HP, and his units cost 30% less (instead of 10%) for the duration of the power.
Tag CO Powers:
Hachi: All Business (115%)
Andy: Repair and Surplus (110%)
Kojuro: Production Plans (110%)
Tetsu: Reinforcements (110%)
Ryuu: Machine and Spirit (105%)
Sonja: Supply Lifeblood (105%)
Black Hole COs (90%)
"Efficiency is the strength of production!"
"War is not just won with skill!"
"It's time to roll out!"
"Leave the rest to me!"
"It is our chance to strike back!"
"My forces stand at ready!"
"Efficiency, speed, and quality!"
"Weapons are meant to be used appropriately!"
"Victory starts in the workplace!"
Natasha, Maiden of Weather
Grown up to the harsh winters of Blue Moon, Natasha has learned to get used to the intense cold of her home country. She eventually heeded to call of her mother country and joined the military. Her dedication soon put her among the ranks of its talented and skilled COs. This did not leave her contented, however, as most of Blue Moon's forces are known to be less capable in other adverse weather.
Seeking to learn how to overcome other forms of weather, Natasha has traveled to Green Earth and Brown Desert, respectively, in order to learn how to command armies in adverse conditions of rain and sandstorms. Natasha's dedication allowed her to return with a valuable skill, making her one of the more feared COs in areas that weather moves on a whim.
Due to her stability in adverse weather, Natasha was soon requested to join the number of COs to form the defense front of Prism Nova.
Hit: the changing weather
Miss: staying indoors
Natasha's units are trained to fight well in adverse weather, allowing them to fight properly in rain, snow, or sandstorm. Penalties of these adverse weather effects therefore do not affect Natasha's units. Since Natasha has trained her force in little else, they function at a parameter of 90/100 in all situations. The weather also seems to last longer when Natasha is around, staying around a little longer before returning to a clear weather on her turn.
While Natasha is greatly unhindered on most weather, she is still not as capable in leading her units in snow-based areas because of her attempt to be capable in all weather. As such, her units move at 2/3 usual speed in snow.
CO Gauge: xxxXXX
Depending on the map's composition, the following may happen:
-Mountains cover majority of the map: 50% chance of snow, 50% chance of rain.
-Forests cover majority of the map: 50% chance of snow, 50% chance of rain.
-Plains cover majority of the map: 1/3 chance of snow, 1/3 chance of rain, 1/3 chance of sandstorm.
-Ocean/seas cover majority of the map: 70% chance of rain, 30% chance of snow.
-Roads and cities (fund-generating locations): 1/3 chance of each.
These effects last for two turns, due to Natasha's day-to-day ability. Natasha also can move her units without penalties in snow as long as this power is active.
Natasha can choose what weather to occur at will, Natasha's units then gain a +1 to their movement during this momentary reprieve (for them). Enemy units suffer 1 damage due to the sudden climate change.
Olaf: General Winter (110%)
Drake: Storm Kin (110%)
Kojuro: Weather Strategy (105%)
Ryuu: Weather Charge (105%)
Tetsu: Weather Wall (105%)
"Time for a little change of weather!"
"Winds! I call upon you!"
"Can you fight on like this?"
"What about some adversity?"
"Time to rain on the opposition!"
"Let's give them a chill!"
"Seems like you can't take a little cold."
"A little rain won't hurt the likes of me."
"You never stayed in a desert, it seems."
Charles, SpecOps Prince
Having a talent for theatrics and acting, nobody thought that Charles would be one who is willing to participate actively in the war. What is more unexpected is how Charles fit perfectly into the Special Operations Division. Using his charm and guile to infiltrate enemy lines, Charles often returns with information useful to the cause of Green Earth.
After the war against Black Hole and the formation of Prism Nova, Charles was promoted to CO status as one of Green Earth's representatives among Prism Nova's ranks.
Hit: Beautiful women
Miss: Brute force
Since Charles is known to spread good feelings among the general populace, his locations are harder to capture. Enemy units suffer a -2 to their capture strength whenever attempting to capture any of Charles' locations. Inversely, Charles' natural charisma makes it easier for him to convince neutral and enemy forces to his side, with his capture strength at a +2 for neutral locations and a +1 for enemy locations.
Since Charles focuses more on training his Foot-based units in acts of guile, charm, and skill, therefore granting his Foot-based units 120/100. All his other units are at 100/100. Charles' Foot-based units are also adept in blending with the crowd, allowing them to become invisible from the opposing force's sight when stationed on allied locations.
Foot-based units gain +20/+10 and +1 movement, treating all Terrain costs (Foot only) as 1. Capture related bonuses and penalties by Charles is doubled.
As Covert Ops, but Foot-based units now benefit with a +2 movement instead of +1. Also, Foot-based units stopping in any locations aside from Plains, Roads, and Shores are invisible to the enemy.
Kojuro: Covert Intel (110%)
Hajime: New Stuff (110%)
Non-BH Female COs (105%)
Ryuu: Last Man Standing (105%)
Tetsu: Surprise Defense (105%)
Black Hole COs (90%)
"It's time to put that guile to use!"
"What time it is? It's showtime!"
"Blink and you'll miss me!"
"Need someone to get past enemy lines?"
"If you need help, I'm your man!"
"Let me show them what I found out."
"Another performance well done."
"I'm still on time for my date."
"Care for a victory speech?"
Bantam, the Peacemaker
A former member of the Black Hole who has agreed to help in Prism Nova in exchange for his transgressions in the last war, Bantam is a strange one due to his being part of an experiment. While the details of the experiment is best left undescribed, Bantam is known to have bouts of psychokinetic release that he can unleash and mess with mechanical units.
Despite possessing such destructive powers, Bantam is a good person at heart, and finds it difficult to harm people.
Miss: Senseless Violence
Day-to-day: Bantam is not agreeable to aggressive combat methods, and thus his forces possess the ATK/DEF parameter of 100/110 due to his focus on defensive combat. Against Infantry and Mech, Bantam's units are at 90/110 since he dislikes fighting against such units.
CO Power: Release
Bantam manages to release a portion of his powers, dealing 1 point of damage to all enemy non-Foot units. In addition, non-Foot units suffer with -1 to Movement.
Super Power: Unleash
Bantam releases the full extent of his powers, dealing 2 points of damage to all enemy non-Foot units. In addition, non-Foot units suffer a -2 to Movement.
Bantam has no tag bonuses with others at present.
"You left me with no choice."
"You should have seen this coming."
"I'm doing this for myself."
"I'll pay back double for my mistakes!"
"No more running away for me!"
"Another victory, another step closer to atonement."
"If you'd just made it easier, you wouldn't get hurt."
"I hope you see the light from this encounter."
Last edited by Ryuu
on Thu Nov 04, 2010 4:51 am, edited 8 times in total.