Draconus297 Posted November 4, 2014 Report Share Posted November 4, 2014 Oh, mech anime. The prime display of just how much badassery you can pack into a single show, behind perhaps single-combat anime. Naturally, I felt the need to follow its concept to the very end. If someone would make art for this, that'd be great. [spoiler=Pilots] Modular Unit Pilot- Red FIRE - Level 3 - Warrior/Effect - 1000/1000 If there is another "Modular Unit Pilot" monster on your side of the field, this monster gains 1000 ATK. If, during your Standby Phase, this is the only Warrior-type monster on your side of the field, you may add 1 "Giga Attack!" or "Combine Forces" from your Deck or Graveyard to your hand. Modular Unit Pilot- Blue WATER - Level 3 - Warrior/Effect - 1200/900 When a "Modular Unit Core" with one or more "Modular Unit Attachment" cards attached to it is equipped to this monster, you may Special Summon one "Modular Unit Pilot" from your hand. If this monster battles a Warrior-type monster, increase this monster's ATK by half the opposing monster's ATK until the End Phase of this turn. Modular Unit Pilot- Green WIND - Level 3 - Warrior/Effect - 900/1200 Once per turn, you may discard one card from your hand to select one card in your opponent's hand at random. If that card is a monster card with ATK less than that of this monster, discard it to the Graveyard and select another card in your opponent's hand. If it is anything else, banish the card and end your turn. When this monster battles a DARK monster, destroy this card immediately, and double the ATK and DEF of all face-up "Modular Unit" monsters. Modular Unit Pilot- Orange EARTH - Level 3 - Warrior/Effect - 1100/1100 When this monster is Normal Summoned, place it on your opponent's side of the field instead of your own- it cannot attack, be Tributed, or be used as material for a Synchro or Xyz Summon if controlled by your opponent. If this monster battles another "Modular Unit Pilot" monster while controlled by your opponent, negate the attack and take control of this monster. If there are no monsters on your side of the field with less ATK than this card, you may add one "Modular Unit" card from your Deck to your hand. Modular Unit Pilot- Black DARK - Level 3 - Warrior/Effect - 1700/300 Once per turn, during either player's turn, select one monster on the field- that monster may not attack, switch Battle Position, or activate its effects this turn. If you activate this effect, this monster may only attack the selected monster if it attacks this turn. [/spoiler] [spoiler=Cores] Modular Unit Core: Cyreid LIGHT - Level 2 - Machine/Union/Effect - 200/200 When this monster is Summoned, place 10 Energy Counters on it. During every Main Phase, place 3 Energy Counter on this card. If there are no Energy Counters on this card, shuffle it into your Deck. Once per turn, during your Main Phase, you may equip this card to a "Modular Unit Pilot" monster you control OR dequip it and Special Summon it as a monster on your side of the field. Increase the ATK and DEF of the equipped monster by the ATK and DEF of this card, if it were being treated as a monster. If this card or the monster it is equipped to would be destroyed, remove 2 Energy Counters from this card to prevent the destruction. Modular Unit Core: Gunzan LIGHT - Level 2 - Machine/Union/Effect - 200/200 When this monster is Summoned, place 15 Energy Counters on it. When one of your opponent's monsters goes to the Graveyard, place 1 Energy Counter on this card. If there are no Energy Counters on this card, shuffle it into your Deck. Once per turn, during your Main Phase, you may equip this card to a "Modular Unit Pilot" monster you control OR dequip it and Special Summon it as a monster on your side of the field. Increase the ATK and DEF of the equipped monster by the ATK and DEF of this card, if it were being treated as a monster. Increase this monster's ATK and DEF by 200 times the number of "Modular Unit Attachment" cards attached to this card. Modular Unit Core: Valkyrie LIGHT - Level 2 - Machine/Union/Effect - 200/200 When this monster is Summoned, place 20 Energy Counters on it. If there are no Energy Counters on this card, shuffle it into your Deck. Once per turn, during your Main Phase, you may equip this card to a "Modular Unit Pilot" monster you control OR dequip it and Special Summon it as a monster on your side of the field. Increase the ATK and DEF of the equipped monster by the ATK and DEF of this card, if it were being treated as a monster. Whenever a "Modular Unit Attachment" card would be sent to the Graveyard, you can remove 2 Energy Counters from this card to attach it to this card instead. Modular Unit Core: Euthanasia LIGHT - Level 2 - Machine/Union/Effect - 200/200 When this monster is Summoned, place 5 Energy Counters on it. You may banish any number of cards from your Graveyard- banish an equal number of cards from your opponent's Graveyard, and add 1 Energy Counter to this card for each of your cards that was banished by this effect. If there are no Energy Counters on this card, shuffle it into your Deck. Once per turn, during your Main Phase, you may equip this card to a "Modular Unit Pilot" monster you control OR dequip it and Special Summon it as a monster on your side of the field. Increase the ATK and DEF of the equipped monster by the ATK and DEF of this card, if it were being treated as a monster. As long as this card is face-up on the field, both players lose 100 Life Points during every Draw Phase. [/spoiler] [spoiler=Attachments] Modular Unit Attachment "A" LIGHT - Level 2 - Machine/Effect - 500/100 If there is a face-up "Modular Unit Core" on the field, you may attach this monster to it- increase its ATK and DEF by this card's ATK and DEF. During each of your Draw Phases, if this card is attached to a "Modular Unit Core", remove 1 Energy Counter from that card. When this monster (or the "Modular Unit Core" or "Modular Unit Pilot" that this card is ultimately attached to) attacks and your opponent activates a card effect in response, you may negate the attack and destroy the activated card. Modular Unit Attachment "B" LIGHT - Level 2 - Machine/Effect - 400/200 If there is a face-up "Modular Unit Core" on the field, you may attach this monster to it- increase its ATK and DEF by this card's ATK and DEF. During each of your Draw Phases, if this card is attached to a "Modular Unit Core", remove 1 Energy Counter from that card. When this monster (or the "Modular Unit Core" or "Modular Unit Pilot" this card is ultimately attached to) destroys a Defense Position monster in battle, inflict piercing Battle Damage to your opponent's Life Points. Modular Unit Attachment "C" LIGHT - Level 2 - Machine/Effect - 100/500 If there is a face-up "Modular Unit Core" on the field, you may attach this monster to it- increase its ATK and DEF by this card's ATK and DEF. During each of your Draw Phases, if this card is attached to a "Modular Unit Core", remove 1 Energy Counter from that card. If this card is attached to a "Modular Unit Core" and your opponent activates a card effect that would destroy one or more "Modular Unit" cards on the field, remove 2 Energy Counters from the "Modular Unit Core" to negate the effect. Modular Unit Attachment "D" LIGHT - Level 2 - Machine/Effect - 0/600 If there is a face-up "Modular Unit Core" on the field, you may attach this monster to it- increase its ATK and DEF by this card's ATK and DEF. During each of your Draw Phases, if this card is attached to a "Modular Unit Core", remove 1 Energy Counter from that card. Increase the DEF of all face-up "Modular Unit" cards by 300. Modular Unit Attachment "E" LIGHT - Level 2 - Machine/Effect - 550/50 If there is a face-up "Modular Unit Core" on the field, you may attach this monster to it- increase its ATK and DEF by this card's ATK and DEF. During each of your Draw Phases, if this card is attached to a "Modular Unit Core", remove 1 Energy Counter from that card. If the "Modular Unit Core" or "Modular Unit Pilot" this card is ultimately attached to inflicts damage to your opponent's Life Points, remove 2 Energy Counters from the "Modular Unit Core" to increase the ATK of all "Modular Unit" cards you control by the amount of Battle Damage you inflicted until the End Phase of this turn. Modular Unit Attachment "F" LIGHT - Level 2 - Machine/Effect - 600/0 If there is a face-up "Modular Unit Core" on the field, you may attach this monster to it- increase its ATK and DEF by this card's ATK and DEF. During each of your Draw Phases, if this card is attached to a "Modular Unit Core", remove 1 Energy Counter from that card. Increase the ATK of all "Modular Unit" cards by 300. Modular Unit Attachment "G" LIGHT - Level 2 - Machine/Effect - 800/800 If there is a face-up "Modular Unit Core" on the field, you may attach this monster to it- increase its ATK and DEF by this card's ATK and DEF. During each of your Draw Phases, if this card is attached to a "Modular Unit Core", remove 1 Energy Counter from that card. Modular Unit Attachment "H" LIGHT - Level 2 - Machine/Effect - 250/350 If there is a face-up "Modular Unit Core" on the field, you may attach this monster to it- increase its ATK and DEF by this card's ATK and DEF. During each of your Draw Phases, if this card is attached to a "Modular Unit Core", remove 1 Energy Counter from that card. Every time you activate a Spell Card, place 1 Energy Counter on all "Modular Unit Core" cards on the field. Modular Unit Attachment "I" LIGHT - Level 2 - Machine/Effect - 350/250 If there is a face-up "Modular Unit Core" on the field, you may attach this monster to it- increase its ATK and DEF by this card's ATK and DEF. During each of your Draw Phases, if this card is attached to a "Modular Unit Core", remove 1 Energy Counter from that card. Every time your opponent activates a Trap Card, place 1 Energy Counter on all "Modular Unit Core" cards you control. Modular Unit Attachment "J" LIGHT - Level 2 - Machine/Effect - 0/0 If there is a face-up "Modular Unit Core" on the field, you may attach this monster to it- increase its ATK and DEF by this card's ATK and DEF. During each of your Draw Phases, if this card is attached to a "Modular Unit Core", remove 1 Energy Counter from that card. This card (and the "Modular Unit Core" and "Modular Unit Pilot" it is ultimately attached to) are immune to the effects of your opponent's Trap Cards. Modular Unit Attachment "K" LIGHT - Level 2 - Machine/Effect - 450/150 If there is a face-up "Modular Unit Core" on the field, you may attach this monster to it- increase its ATK and DEF by this card's ATK and DEF. During each of your Draw Phases, if this card is attached to a "Modular Unit Core", remove 1 Energy Counter from that card. Once per turn, during either player's turn, you may remove 2 Energy Counters from the "Modular Unit Core" this card is attached to to look at your opponent's hand. If any cards you see are Spell Cards, you may draw an equal amount of cards from your Deck to the number of Spell Cards you saw. Modular Unit Attachment "L" LIGHT - Level 2 - Machine/Effect - 50/550 If there is a face-up "Modular Unit Core" on the field, you may attach this monster to it- increase its ATK and DEF by this card's ATK and DEF. During each of your Draw Phases, if this card is attached to a "Modular Unit Core", remove 1 Energy Counter from that card. Once per turn, you can remove 5 Energy Counters from the "Modular Unit Core" this card is attached to to target one monster your opponent controls, add "Modular Unit Attachment" to its name, and attach it to the same "Modular Unit Core" this card is attached to. Modular Unit Attachment "M" LIGHT - Level 2 - Machine/Effect - 200/400 If there is a face-up "Modular Unit Core" on the field, you may attach this monster to it- increase its ATK and DEF by this card's ATK and DEF. During each of your Draw Phases, if this card is attached to a "Modular Unit Core", remove 1 Energy Counter from that card. If this monster (or the "Modular Unit Core" or "Modular Unit Pilot this card is ultimately attached to) destroys your opponent's monster in battle, it can attack again this turn. Modular Unit Attachment "N" LIGHT - Level 2 - Machine/Effect - 300/300 If there is a face-up "Modular Unit Core" on the field, you may attach this monster to it- increase its ATK and DEF by this card's ATK and DEF. During each of your Draw Phases, if this card is attached to a "Modular Unit Core", remove 1 Energy Counter from that card. When the "Modular Unit Core" or "Modular Unit Pilot" this card is ultimately attached to destroys a monster in battle, you can remove 2 Energy Counters from the "Modular Unit Core" this card is attached to to attack again. Modular Unit Attachment "O" LIGHT - Level 2 - Machine/Effect - 200/400 If there is a face-up "Modular Unit Core" on the field, you may attach this monster to it- increase its ATK and DEF by this card's ATK and DEF. During each of your Draw Phases, if this card is attached to a "Modular Unit Core", remove 1 Energy Counter from that card. Once per turn, during your opponent's Standby Phase, you can remove 3 Energy Counters from the "Modular Unit Core" this card is attached to to declare one word. Your opponent cannot Summon, activate, or attack with cards with that word in their name. Modular Unit Attachment "P" LIGHT - Level 2 - Machine/Effect - 100/100 If there is a face-up "Modular Unit Core" on the field, you may attach this monster to it- increase its ATK and DEF by this card's ATK and DEF. During each of your Draw Phases, if this card is attached to a "Modular Unit Core", remove 2 Energy Counters from that card. Your opponent cannot activate the effect any of cards that specifically target Warrior or Machine-Type monsters. Modular Unit Attachment "Q" LIGHT - Level 2 - Machine/Effect - 350/150 If there is a face-up "Modular Unit Core" on the field, you may attach this monster to it- increase its ATK and DEF by this card's ATK and DEF. During each of your Draw Phases, if this card is attached to a "Modular Unit Core", remove 1 Energy Counter from that card. Once per turn, you can add 1 card to your hand from your Deck with "Modular Unit" in its name, or is named "True Synchronization of Tactics". More to come . . . [/spoiler] [spoiler=Extra Deck] Modular Unit Giga Combination FIRE - Rank 3 - Machine/Xyz/Effect - 3000/3000 3 "Modular Unit Pilot" monsters This monster counts as a "Modular Unit Pilot" card. All "Modular Unit Core" cards that were equipped to this card's Xyz Materia are now equipped to this card. This monster cannot be destroyed by a Machine-Type monster. Once per turn, you can detach 1 Xyz Materia from this card to add 1 "Giga Attack!" or "Combine Forces" from your Deck or Graveyard to your hand. Modular Unit Blade Armor WATER - Rank 3 - Machine/Xyz/Effect - 3200/2200 3 "Modular Unit Pilot monsters This monster counts as a "Modular Unit Pilot" card. All "Modular Unit Core" cards that were equipped to this card's Xyz Materia are now equipped to this card. This monster cannot be destroyed by a Machine-Type monster. When this monster attacks or is attacked, you can detach 1 Xyz Materia from this card to increase this monster's ATK and DEF by half the attacking monster's ATK and DEF. Modular Unit Longshot WIND - Rank 3 - Machine/Xyz/Effect - 2200/3200 3 "Modular Unit Pilot" monsters This monster counts as a "Modular Unit Pilot" card. All "Modular Unit Core" cards that were equipped to this card's Xyz Materia are now equipped to this card. This monster cannot be destroyed by a Machine-Type monster. If "Modular Unit Pilot- Green" is attached to this card as an Xyz Materia, this card gains that card's effects. Once per turn, you may detach 1 Xyz Materia from this card and send 1 card from your hand to the Graveyard to inflict 100 points of damage to your opponent's Life Points for every "Modular Unit" card on the field. Modular Unit Enforcer EARTH - Rank 3 - Machine/Xyz/Effect - 3300/3300 3 "Modular Unit Pilot" monsters This monster counts as a "Modular Unit Pilot" card. All "Modular Unit Core" cards that were equipped to this card's Xyz Materia are now equipped to this card. This monster cannot be destroyed by a Machine-Type monster. Once per turn, if there are no monsters on your side of the field with less ATK than this card, add 1 "Modular Unit" card from your Graveyard to your hand. You can detach 1 Xyz Materia from this card to increase the ATK of all monsters you control by 300 times the number of "Modular Unit" cards in your hand. Modular Unit Hyper-Cannonade DARK - Rank 3 - Machine/Xyz/Effect - 3400/1200 3 "Modular Unit Pilot" monsters This monster counts as a "Modular Unit Pilot" card. All "Modular Unit Core" cards that were equipped to this card's Xyz Materia are now equipped to this card. This monster cannot be destroyed by a Machine-Type monster. Once per turn, you can detach 1 Xyz Materia from this card to select 1 card your opponent controls- banish it. Cards with the same name as that card cannot activate their effect or be on the field for the remainder of the Duel. Modular Unit- Wing HYPER LIGHT - Level 12 - Machine/Xyz/Effect - 5000/5000 "Modular Unit Giga Combination" + "Modular Unit Blade Armor" + "Modular Unit Longshot" + "Modular Unit Enforcer" + "Modular Unit Hyper-Cannonade" You can Fusion Summon this monster by sending the above monsters to the Graveyard- you do not need Polymerization. This monster can only be Fusion Summoned, and cannot be Summoned by other ways. This monster counts as a "Modular Unit Pilot" card. All "Modular Unit Core" cards that were equipped to this card's Fusion Materials are now equipped to this card. This monster cannot be destroyed by a Machine-Type monster. This card gains the ATK, DEF, and effects of all "Modular Unit" cards in the Graveyard. [/spoiler] [spoiler=Support Spells/Traps] Giga Attack! Quick-Play Spell If a "Modular Unit" monster attacks or is attacked, increase its ATK and DEF by 1500. Combine Forces Spell Card Select one "Modular Unit Pilot" you control- it is the only monster that may attack this turn. Increase that monster's ATK and DEF by the combined ATK and DEF of all other monsters you control. This monster may access the effects of any "Modular Unit Core" or "Modular Unit Attachment" on the field. True Synchronization of Tactics Spell Card You may only activate this card if all of your other Spell and Trap Card Zones are occupied by "Modular Unit" cards of different names. Pay 1000 Life Points. All of your opponent's card effects are negated this turn. Pilot Tragedy Counter Trap Activate this card only if your opponent destroys a "Modular Unit Pilot" you control. Destroy all face-down cards your opponent controls, and negate any effects this activates. Chekhov's Skill Trap Card Pay 400 Life Points to Special Summon up to 2 "Modular Unit Attachment" cards from your Graveyard, and attach them to 1 "Modular Unit Core" of your choice. Prototypical Flaw Trap Card Activate this card only if a "Modular Unit Core" that is equipped to a "Modular Unit Pilot" would be sent to the Graveyard. Pay 500 Life Points to prevent this and attach 1 "Modular Unit Attachment" from your hand onto the affected "Modular Unit Core". [/spoiler] Link to comment Share on other sites More sharing options...
Draconus297 Posted November 5, 2014 Author Report Share Posted November 5, 2014 Bump. Link to comment Share on other sites More sharing options...
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