Signature Conversion

Level: 12
Process Upgrades: 12
Sig Pool: 480 Used / 540 Max
Sig Caps: 140 (210) / 25


Towering Guard: (Cost: 120) (Block up to 6 Attacks/Hits, Navi Cust Boosted. 3 TCD)
- Desciption: Broadside utilizes his massive Tower Shield to attempt to block incoming attacks. The shield is brought into the line of an incoming attack, the extension plates are deployed, and the shield is magnetically charged to help repel the attack, providing a solid wall of defense that will hopefully deflect an incoming blow. Broadside can charge the shield with up to 4 Magnetic Charges at one time (without an NCP boost), with 1 turn of cooldown added for each additional charge given to the shield. Cooldown begins when the Tower Shield is hit enough times to expend all of the charges, which also causes the shield to move back to its storage position. The Shield NCP grants a +1 Max Charge Limit bonus to this move if equipped, and does not add to the CoolDown of this move.

- Note : Towering Guard can only defend attacks from one direction at a time. If attacks come from 2 separate, and widely diverging directions at the same exact time, one is guaranteed to hit. The Tower Shield, when deployed, also hampers some of Broadside's other Sig Attacks, as well as his ability to use his right arm for Throwing and Melee attacks (because the shield is in the way).


Aegis Defense: (Cost: 120) (120 HP Barrier, Navi Cust Boosted. 3 TCD)
- Desciption: Generates a defensive field of energy around Broadside's massive chassis. The source of this ability is unknown, however.


Missile Barrage L : (Cost: 120 + 60 Nerf Cap) (5 Elec x 20 Missiles + Homing Attack + Seeking, Side Effect: Slow, 4 TCD)
[[color=purple]Optional: Pay 15 HP to add Break[/color], + 1 TCD if used.]
- Description: Broadside opens the bay doors for the Missile Battery in his left torso, locks on, and fires a cloud of long-range smart missiles that see right through Invis and Dropdown, and are immune to Blinding effects. Dodging this attack is more than merely difficult, it's nearly impossible, as the missiles will turn around to come after the target, and are relentless in their pursuit. All else failing, the missiles have a proximity detonator, and will fire their warhead at the target around a corner if necessary. The warheads can also be modified to pierce armor before exploding.

- Secondary: Broadside may opt to use a portion of his data to load the warheads with armor piercing capability. This will cost him 15HP, and cannot be used if he has 16 or less HP remaining. This ability does not function if Broadside still has his AddBreak use for this turn, which is used instead.


Missile Barrage R : (Cost: 120 + 60 Nerf Cap) (5 Elec x 20 Missiles + Homing Attack + Seeking, Side Effect: Slow, 4 TCD)
[[color=purple]Optional: Pay 15 HP to add Break[/color], + 1 TCD if used.]
- Description: Broadside opens the bay doors for the Missile Battery in his right torso, locks on, and fires a cloud of long-range smart missiles that see right through Invis and Dropdown, and are immune to Blinding effects. Dodging this attack is more than merely difficult, it's nearly impossible, as the missiles will turn around to come after the target, and are relentless in their pursuit. All else failing, the missiles have a proximity detonator, and will fire their warhead at the target around a corner if necessary. The warheads can also be modified to pierce armor before exploding.

- Secondary: Broadside may opt to use a portion of his data to load the warheads with armor piercing capability. This will cost him 15HP, and cannot be used if he has 16 or less HP remaining. This ability does not function if Broadside still has his AddBreak use for this turn, which is used instead.

Approved!