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- Ships/tanks/guns/planes as girls potential cyoa.
- Commander
- Controls up to 5 girls.
- Navy
- Decrease cost for different hull classes. Required drawback, If a girl sinks, she'll become an enemy. Big hulls are ship looking.
- Tank
- Cheaper vehicle options up to medium, personality traits and pets. Big hulls are fairy driven auxilary parts.
- Infantry.
- One girl is a squad, controlling up to 4 copies, squads are now platoons. Personality can be shared by the same girl. Cheaper job and room options. Your transport will double as a rescue squad that saves the wiped out squads. Need a whole squad to man a mech.
- AirSpace.
- Airfoce related stuff and base/costume options are cheaper. Expensive room options.
- Army branch
- Can be different and combined with commander's branch. Navy commander in land army will have land battleships, Tank with infantry will give you power armor.
- One weapon per girl is taken for free. 1+ item slot per armor class.
- Inbuilt - take 1 item per armor class for free. So, a scout gun girl can have an inbuilt vest, grenades, or a swordmaster, medium can have all three.
- Ships
- Weapons, armor and gadgets float around the girl, regardless of their size. Take an extra item per hull class. No inbuilt.
- Tanks
- Everything up to medium is connected to the girl via a symbiotic slime. Combining personality and pet options to get girls with animal traits is possible. No inbuilt.
- Infantry
- Gadgets are inbuilt. Can take the same girl 5 times. Diminishing returns on some options. Can capture map nodes.
- Airforce
- Weapons and armor up to medium are a part of the uniform, costumes have inbuilt slots.
- Roles
- Vanguard - high evasion (Examples are destroyers/light tanks/SMGs/fighters)
- Assault - tough armor (cruiser/heavy tank/shotgun/gunship)
- Officer - easier map navigation (cruiser/apc/handgun/heli)
- Fire support - Attack once before battle starts (battleships/carriers/artillery/rifles/machineguns/bombers)
- Hulls/armor
- Single turret only
- Scout (jeeps, vest, light helicopter/biplane)
- Light (patrol boat, apc/tanks/artillery, exoarmor, combat heli/fighter)
- Multi turreted
- Medium (Destroyers, Heavy tanks/artillery, power armor, gunships/bombers)
- Heavy (Cruisers/submarines, heavy gunships, mechs.)
- S.hvy (Battleships/carriers, orbitals)
- A Dreadnaught/Heavy Carrier, replaces your base. Can take only one.
- Weapons
- Scout Light weapons, grenades
- Light Propelled cannons, small missiles, heavy machineguns/autocannons
- Medium Cannons, MIRVs/cruise missiles, light energy, bombs
- Heavy Several combined mediums
- S.hvy Everything from a railgun, to itano circus, to a doomlaser
- Dread Your hangar can hold heavy vehicles
- Gadgets
- Propulsion
- Wheels/tracks/propellers/hover/jets/on foot(free)
- Defense
- Shields - Air girls get it for no point cost
- Vanguard Shield - Instead of being 2nd hp bar, blocks the first several attacks.
- Ablative
- Stealth
- Point Defense
- False targets
- Swordmaster - deflect shells, or bend beams with a melee attack.
- Offense
- Rangefinder
- AutoReloader
- Extra weapon
- Armed Crew
- Salvo fire - charges then fires all weapons with a buff
- R-ram it in - melee attacks without a melee weapon
- Support
- More crew
- Mechanic Crew
- Map
- Extra ammo
- Extra food
- Hangar - up to medium vehicles
- Critical Shield - Negates 99% damage in a battle if hp is critical. Doesn't use a slot for Ships.
- Salvage - Vehicle parts have evacuation module, saving the girl at the cost of losing them. Doesn't use a slot for Tank/Air girls.
- Autoretreat holosuite - The girl retreats if injured. Recharges with repair. Doesn't use a slot for Gun girls.
- Crew are not people, but fairies that double as pets for smaller hulls. They run around with wrenches, personal weapons, reload heavy weapons, pilot carrier vehicles, etc. The vehicles they pilot are about half as big as human ones.
- Only base staff/companions are people.
- Jobs/costumes Jobs can be used instead of companions, or add points for base/personality, but require costumes
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- Personality traits.
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- Companions
- Base staff
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- Combat
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- Transport
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- Base
- Buildings
- Living
- Repair
- Construction
- Mission launch
- Guard towers
- Hvy. guard towers
- Setting
- Kancolle are about invasion from another planet that used the sunk ships as a template for their forces, because sea bottom offers stealth, while ship girls are reverse engineered from their forces. Really powerful, but if you overextend and a ship girl sinks, that's it. Even entire bases can be bosses.
- Tank girls are just girls that symbiotically connect with vehicle parts through a goo. That goo was used by the invaders to turn all animals into enemy tanks, with their leaders being the invaders themselves. Bosses are not much stronger than your tank girls, but you better have somebody who can deal with swarms of minions.
- Gun girls are almost human androids that fight the army of drones/captured androids belonging to a PMC that went skynet. Their humanity allows your company to avoid the PR disaster of using drones, so treat them well. Bosses are officers in charge of their armies/bases. Better have a strong base defence as they'll come in force. Attacking needs transport options as infantry can quickly run of ammo/food.
- Plane girls are the first defense layer of the planet reverse engineered from enemies. Bosses are space/air/land based. Bombs are useful.
- Events/Drawbacks
- -
- Bosses
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