Tie Interceptor: Level 19
HP: 3,000
Attack: 20
5 Marksman: 25
4 Energy: 20
3 Explosion: 15
Heavy Laser Canons: 30 (50) (75) (95)
Defense: 10
Energy Shield: 15 (25) (45)
Speed: 25 (35)
Skill: 17
Move: 8
Items:
Heavy Laser Canons: 1-2 range. 30 base energy type damage. -10 speed when at 1 range.
Energy Shield: A force field that protects a vehicle both when attacking and when defending. Made of pure energy. Gives resistance to energy type damage. However, this shield only blocks ranged type attacks (even if they are fired at 1 range). The shield also offers no defense against light, dark, magic, or psychic type attacks.
Abilities:
Speed Boost: If this unit travels in a straight line, it may increase it's movement by 50%. Costs: 4 pg
Darting Shot: The character adds 10 to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 pg
Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg
Barrel Roll: If this unit is being attacked by a ranged attack from a flying enemy, it has a 50% chance to dodge the incoming projectiles. Calculate this dodge before calculating a normal dodge. If the enemy's skill is 50% higher than this unit's speed, this ability will fail. Costs: 3 pg
Anti-Air Missiles: These weapons are extremely good at homing in on flying opponents and blasting them out of the sky. This ability ignores moves like Stealthy Flier, Extreme Evasion or Barrel Roll if the enemy unit is flying. This attack fires 3 missiles, and each has a base 80 (95) explosion damage type. Range: 1-2 These missiles may only be shot every other turn. Costs: 4 pg
Skills:
Marksman: 5
Energy: 4
Explosion: 3
Character Type: Vehicle
Weaknesses: Explosion type damage. Also, if this unit is somehow forced into crashing, it will take a massive amount of damage.
Movement type: flying
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