Name |
Freq |
AC |
Damage |
Range |
Special Effect |
Contest |
Automotize |
Battle |
- |
- |
|
Self, No Target |
For the remainder of the Encounter, the user’s Weight Class is one value lower, to a minimum of 1. Raise the user’s Speed 2 Combat Stages. |
Smart - None - Get Ready! |
Bullet Punch |
At-Will |
2 |
1d12+6 |
|
Melee, 1 Target, Interrupt |
AIf a foe wants to declare a Move, you may instead use Bullet Punch on their turn before they can use their Move. |
Smart - 2d4 - Quick Set |
Doom Desire |
Center |
2 |
6d12+22 |
|
Ranged (15), 1 Target, Column |
Doom Desire does nothing on the turn it is used. At the end of the second turn after Doom Desire’s use, use Doom Desire’s damage and effect. Doom Desire creates a Column 1 meter wide, which starts from anywhere on the field. |
Cool - 2d4 - Interrupting Appeal |
Flash Cannon |
EOT |
2 |
3d10+12 |
|
Ranged (10), 1 Target |
Flash Cannon lowers the target’s Special Defense 1 Combat Stage on 17-20 during Accuracy Check. |
Smart - 2d4 - Round Starter |
Gear Grind |
EOT |
3 |
2d8+6 |
|
Melee, 1 Target, Scatter |
Gear Grind can hit up to 2 times. If Gear Grind misses its first target, you may still use it a second time. |
Cool - 2d4 - Reliable |
Gyro Ball |
Center |
- |
1d12+6 |
|
Ranged (6), 1 Target |
For every 10 Speed the target is above the user, add 1d12 to the Damage dice Roll. Gyro Ball cannot miss. |
Beauty - 2d4 - Final Appeal |
Heavy Slam |
Battle |
2 |
See Effect |
|
Melee, 1 Target |
If the user is in the same Weight Class as the target, use 1d12+6 for Damage Dice Roll; if the user is one Weight Class higher than the target, use 2d10+8; if the user is two Weight Classes higher than the target, use 3d10+12; if three classes, 4d12+16; if four classes, 5d12+18. |
Tough - 2d4 - Incentives |
Iron Defense |
EOT |
- |
- |
|
Self, No Target |
Raise the user’s Defense 2 Combat Stages. |
Tough - 2d4 - Hold That Thought |
Iron Head |
EOT |
2 |
3d10+12 |
|
Melee, 1 Target, Dash |
Iron Head Flinches the target on 15-20 during Accuracy Check. |
Tough - 2d4 - Round Ender |
Iron Tail |
Battle |
6 |
4d12+16 |
|
Melee, 1 Target, Pass |
Iron Tail lowers the target’s Defense 1 Combat Stage on 19-20 during Accuracy Check. |
Cool - 2d4 - Round Ender |
Magnet Bomb |
EOT |
- |
2d10+8 |
|
Ranged (8), 1 Target |
Magnet Bomb cannot miss. *Grants: Magnetic |
Cool - 3d4 - No Effect |
Metal Burst |
Battle |
2 |
See Effect |
|
Ranged (3), No Target, Burst |
Metal Burst may only be used if the user didn’t move first in the round and the user has taken damage from a Move this round. The Target is dealt damage equal to 1.5x the amount of damage the user received during the last Move that hit it. Do not apply weakness, resistance or immunity. Do not apply stats. |
Beauty - 2d4 - Final Appeal |
Metal Claw |
At-Will |
3 |
2d8+6 |
|
Melee, 1 Target, Pass, Spirit Surge |
Raise the user's Attack 1 Combat Stage on 18-20 during Accuracy Check. |
Cool - 2d4 - Incentives |
Metal Sound |
EOT |
4 |
- |
|
Ranged (4), No Target, Burst |
Metal Sound creates a 4-meter Burst. All Legal Targets have their Special Defense lowered 2 Combat Stages. |
Smart - 2d4 - Unsettling |
Meteor Mash |
Battle |
4 |
4d12+16 |
|
Melee, 1 Target, Dash, Spirit Surge |
Raise the user’s Attack 1 Combat Stage on 15-20 during Accuracy Check. |
Cool - 2d4 - Round Ender |
Mirror Shot |
EOT |
5 |
3d8+10 |
|
Ranged (7), 1 Target, Column |
Mirror Shot creates a Column 1 meter wide. All Legal Targets must roll +2 during Accuracy Checks to hit on 16-20 during Accuracy Check. |
Cute - 2d4 - Round Starter |
Shift Gear |
Battle |
- |
- |
|
Self, No Target |
Raise the user’s Attack 1 Combat Stage and raise the user’s Speed 2 Combat Stages. |
Smart - None - Get Ready! |
Steel Wing |
At-Will |
3 |
3d8+10 |
|
Melee, 1 Target, Pass, Spirit Surge |
Raise the user's Defense 1 Combat Stage on 15-20 during Accuracy Check |
Cool - 3d4 - No Effect |