HP: 15,540
Attack: 65
2M Marksman: 50
2M Energy: 50
1M Explosion: 40
1M Dark: 40
1M Claw: 40
2M Throw: 50
Eye Cannon: 100 (165) (215) (265) (305) (457) (Range 1-3 [5])
Claw Attack: 40 (105)
Defense: 70
Speed: 60
Skill: 70
Move: 9
Eye Cannon: Base 100 energy/explosion type damage. 1-3 range. This cannon takes a turn to charge, but the unit using it may move while charging. This weapon also allows the unit to move even after using the ability "charge shot". This weapon may charge on the same turn that "charge shot is used". Though this is a beam of powerful energy, it may be reflected back with spin deflect or similar abilities.
1-Energy Gems: Boosts energy type damage by 50%. May allow a special type of energy attack once every four days. Can be used to strike an adjacent square with lightning.
Abilities:
Sniper Shot (II): This unit adds 2 to all it's ranged attacks. Costs: 6 pg
Trample: -20 hit. If this unit activates this ability at the beginning of its turn, it may move over small or very small characters, ignoring them. It may also move over forests and rocky terrain, ignoring them. If it moves over an enemy character, the character will calculate the trample as if it were a normal attack. If they are hit by the trample, they receive 20% of this characters max HP as damage. This damage cannot be blocked or defended against. This unit may only trample an enemy once per turn. It may not attack an enemy after trampling them. Costs: 4 pg
Pavis: When being attacked, this unit has a 60% chance to activate this skill. If the skill activates, the physical damage of the enemy attack will be reduced by 50%. Costs: 4 pg
Aegis: When being attacked, this unit has a 60% chance to activate this skill. If the skill activates, the elemental damage of the enemy will be reduced by 50%. Costs: 4 pg
Clawed Assault: The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage, and finishes with a double damage strike. This move may only be used once a day. Costs 5 pg
Strong Throw: Skill – 5. The character chooses an adjacent small or very small enemy. They then attack them. If they land a blow, instead of attacking, the character may throw their enemy a space away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. Characters may not block a throw. Any skill level damage for throwing will be added to the character who has been thrown, regardless of their defense. Costs 2 pg
Dark Pulse: Once every two turns this unit may release a powerful pulse of dark energy that strikes all adjacent squares. This attack only hits once. The base might of this attack is 80 (130) dark type damage. Each character standing next to this unit when this move is performed calculates their dodge, block, and defense separately. Costs: 4 pg
Charge Shot: The user takes a turn and charges their ranged weapon. If they are attacked during the next enemy phase, their attack power is doubled. If the character does not move, they will keep this charge until they strike and enemy. Costs 2 pg
Skills:
Marksman: 2M
Energy: 2M
Explosion: 1M
Dark: 1M
Claw: 1M
Throw: 2M
Character Type: Robot, Marksman
Weakness: Extreme weakness to sacred weapons. Weak to arrows. Weak to deflected projectiles. Weak to hacking abilities. Resists dark. Resists physical damage.
Aegis: When being attacked, this unit has a 60% chance to activate this skill. If the skill activates, the elemental damage of the enemy will be reduced by 50%. Costs: 4 pg
Clawed Assault: The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage, and finishes with a double damage strike. This move may only be used once a day. Costs 5 pg
Strong Throw: Skill – 5. The character chooses an adjacent small or very small enemy. They then attack them. If they land a blow, instead of attacking, the character may throw their enemy a space away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. Characters may not block a throw. Any skill level damage for throwing will be added to the character who has been thrown, regardless of their defense. Costs 2 pg
Dark Pulse: Once every two turns this unit may release a powerful pulse of dark energy that strikes all adjacent squares. This attack only hits once. The base might of this attack is 80 (130) dark type damage. Each character standing next to this unit when this move is performed calculates their dodge, block, and defense separately. Costs: 4 pg
Charge Shot: The user takes a turn and charges their ranged weapon. If they are attacked during the next enemy phase, their attack power is doubled. If the character does not move, they will keep this charge until they strike and enemy. Costs 2 pg
Skills:
Marksman: 2M
Energy: 2M
Explosion: 1M
Dark: 1M
Claw: 1M
Throw: 2M
Character Type: Robot, Marksman
Weakness: Extreme weakness to sacred weapons. Weak to arrows. Weak to deflected projectiles. Weak to hacking abilities. Resists dark. Resists physical damage.
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