Thursday, September 26, 2019
Space Pirate Commando
Space Pirate Commando: Level 34
HP: 17,640
Attack: 272
5M Energy: 80
5M Scythe: 80
3M Explosion: 60
3M Marksman: 60
4M Claw: 70
Space Pirate Commando Scythe: 600 (872) (952) (1,032) (4,128) (5160)
Space Pirate Heavy Cannons: 250 (330) (390) (450) (1,800) (3,600) (4500)
Claw Attacks: 272 (342)
Defense: 408
4M Armor: 70
Space Pirate Commando Armor: 750 (820)
5M Shield: 80
Space Pirate Commando Armor Shields: 50 (130) (210) (840) (1,660)
Speed: 76 (66)
Skill: 82 (102)
Move: 5
Items:
Space Pirate Commando Scythe: A huge scythe implanted into the arm of this character. This massive weapon is quite strong and deals energy/blade type damage. Like most scythes, it gives half damage when being used to counter and deals very small armor wear. Base 600 energy/blade type damage.
Space Pirate Heavy Cannons: An unusual but powerful firearm. This weapon is implanted into the arm of this character, and as such it does not need to be equipped in order to be used in counter-attacks. This is ideal when paired with weapons that are weaker when countering, scythes in particular. These heavy canons will always strike twice and only twice whenever attacking or defending. Base 250 marksman/energy/explosion type damage.
Space Pirate Commando Armor: -10 speed. Heavy cybernetic armor. Grants the wearer 750 defense as well as energy shields that boast 50 extra defense when this character is not being attacked. These shields will be improved by the energy and shield skill stats and item boosts of this character. This armor is extremely resistant to wear but can be hacked.
6-Energy Gem: Boosts energy-type damage by 50%. May allow a special type of fire attack once every four days. Can be used to strike an adjacent square with lightning.
6-Critical Mass Generator: An item that must be stored near a very powerful source of energy. Increases explosion type damage by 50%.
Phazon Reactor: A dangerous item. If this character is killed, this generator will often explode, allowing deadly phazon into the area. However, once a battle, this character may use this reactor to add phazon damage to its regular attacks. Doing so will cost the character 20% of its HP, but will triple the damage of energy-based attacks and potentially give the enemy Phazon poisoning. These reactors cannot be stolen while this character is alive, making them very difficult to obtain. If this character is struck by a Phazon attack on the turn that they activate this generator, they will take 4 x damage from the strike.
Abilities:
Energy-Based Vitality: This character's life is linked directly to the energy level of their suit. As such, they are extremely difficult to damage when they are at full health. When this unit has full HP, they will take half damage from the first enemy who attacks them. Costs: 2 pg
Anti-Air Missiles (II): 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 400 (472) (552) (612) (2448) (4896) explosion/energy damage type. Range: 1-2 These missiles may only be shot every other turn. Costs: 8 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 an enemy. Costs 2 pg
Scythe Assault: This unit rushes in with its weapon and attacks with a flurry of blows. 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 2 x damage strike. Costs: 5 pg
Death Shot: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg
Stand Together: If this unit stands adjacent to another unit of the same kind, this unit will boost its total defense by 25%. This ability does not stack. Costs: 3 pg
Intimidate: Fear type ability. When this foe first engages an enemy, that enemy unit will receive a 50% reduction in their total damage. This debuff will last for a full turn. This ability may work on a foe multiple times if multiple units have this ability. This ability will trigger whether or not it is this character or the foe initiating combat. This ability has 2 range. Costs: 4 pg
Energy Slam: This unit may slam the ground and generate a powerful blast of energy. This will knock all opponents within 3 spaces back, forcing them outside of the blast range. If they strike characters while being blasted away, they will give those characters 50% of the total might of this blast as damage. This ability may be used once a day. Enemies may counter if they have long enough range or vantage. Base 50 (322) (402) (462) (1,848) (3,696) energy/explosion type damage. Costs: 4 pg
Character Type: Marksman, Melee, Destructive, Defensive
Weakness: This character is covered in heavy armor, and though it is intimidating, these Space Pirates have become comfortable inside their shells. Abilities and attacks that ignore defense will give this character 50% extra damage and ignore its resistences. Resists sonic and energy type damage.
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