Monday, January 21, 2019

AT-AT (Island)





AT-AT: Level 35
HP: 21,000
Attack: 200
2M Marksman: 50
2M Energy: 50
2M Explosion: 50
Heavy Cannons: 90 (290) (340) (390) (440) (660) (1100) (1-4 range)
Rapid Canons: 70 (270) (320) (370) (555) (1-3 range)
Defense: 550
Speed: 10
Skill: 110
Move: 5



Items:

Heavy AT-AT Canons: Explosion/Engery type attack. 1-3 Range. These masive cannons may only fire once per turn (no counterattacking if they have been fired). They deal massive armor wear. Base might: 90

Rapid Canons: These smaller blasters are designed to take out infantry. They always attack twice. Energy type damage. Base might: 70

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.

Explosion Servo: This large piece of equipment doubles the damage of all explosion type attacks used by this unit.


Abilities:

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

Sniper Shot: This character's ranged attacks add 1 to their total range. 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 or Extreme Evasion if the enemy unit is flying. This attack fires 3 missiles, and each has a base 80 (130) (260) explosion damage type. Range: 1-2 (1-3) These missiles may only be shot every other turn. Costs: 4 pg

Thermal Detonator (II): Range 2. All squares adjacent to this lobbed projectile take 40 (90) (180) explosion type damage. This cannot be dodged, but it can be defended against. This attack usually has high wear on enemy armor. This move may only be used once every other turn. Cost: 6 pg

Trample (II): -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 30% 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: 8 pg

Barrier: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any physical attack damage by 50%. This barrier lasts for three turns. It may be broken by strong bludgeon, explosion, or shatter type attacks. Costs: 3 pg

Light Screen: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any element type attack damage by 50%. This barrier lasts for three turns. It may be broken by strong bludgeon, explosion, or shatter type attacks. Costs: 3 pg

Stand Together (II): If this unit stands adjacent to another unit of the same kind, this unit will boost it's total defense by 50%. This ability does not stack. Costs: 6 pg

Skills:
Marksman: 2M
Energy: 2M
Explosion: 2M

Character Type: Vehicle, Destructive, Defensive

Weakness: Tripping will give this character massive damage.

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