Monday, October 21, 2019
Magna Guard
Magna Guard: 36
HP: 17,400 (24,360)
Attack: 220
3M Staff: 60
3M Energy: 60
2M Marksman: 50
1M Explosion: 40
Electro Staff: 250 (470) (530) (590) (2360)
RD-4 Grendade Launcher: 200 (420) (480) (530) (570) (1710) (3,390)
Defense: 300
2M Armor: 50
IG-100 Armor: 250 (300) (600)
Kaleesh Guard Cloak: 100 (700)
Speed: 90
Skill: 97
Move: 5
Items:
Electro Staff: A deadly staff designed to kill enemies through both blunt force and lethal shocks. This staff deals lightning/bludgeon type damage and has a base 250 might. It is nearly impossible to break and also has a 20% chance to cause an enemy to flinch with each strike it lands. This includes hits landed during assault moves.
RD-4 Grenade Launcher: An elite grenade launcher used by Magna Guards. This weapon deals double damage to ground vehicles but has -30 hit against flying foes. Upon striking a foe, this grenade will cause an AoE to strike all adjacent squares, dealing half the damage of the regular shot. This weapon may be fired multiple times in succession, but it takes 3 turns to cool-down after firing. Base 200 explosion/energy type might.
IG-100 Armor: Strong droid plating. This armor grants resistance to blade and energy type damage. Base 250 defense.
Kaleesh Guard Cloak: Dignified cloaks given to the elite guard of General Grievous. This cloak grants resistance to bullet and pierce type damage. Base 100 defense.
2-Energy Cell: An energy canister that can be used to boost the HP of characters who have an energy-based vitality. These cells are small and easy to carry but are easily broken or destroyed. As such they are hard to steal, while also being costly to manufacture. Boosts total HP by 20%.
4- Volatile Crystals: Deadly crystals charged with potent explosive energy. These may explode in a character's inventory, and they will deal approximately 2000 damage a piece if they go off. However, these crystals boost explosion type damage by 50%.
6- 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:
Mob: All units that have Mob and are in range of a single opponent may add all their total attack damage together and strike the enemy in unison. This attack can only strike once, but it is impossible to dodge. If the character being attacked is fast enough to counter-attack before being hit, they will only strike one of the mobbing enemies. If the mobbing enemy who starts the attack is killed, his damage will not be given, but the rest of the mob will still deal damage as normal. Costs: 5 pg
Staff Assualt: 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
Spin Deflect: If this unit has a staff, spear, or sword equipped, they may perform a spin deflect. If this unit is attacked by an enemy that is slower than them by a solid, physical, projectile attack, this unit has a 50% chance of immediately reflecting that projectile back. A reflected projectile will have an accuracy calculated by this unit's skill level. A reflected projectile will have 2 x the base might of the original projectile. If the unit does not successfully spin deflect, they may still attempt to dodge the attack. Costs: 3 pg
Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15.
If the character strikes an enemy, they will boost their skill stat by 5.
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg
Bodyguard: This character has devoted their entire being to the protection of their superior. This ability is generally limited to the retainer/bodyguard who is closest to a character that they have devoted their life to. It is not necessarily a display of friendship/bond ability. If a character initiates an attack against the character who this character has devoted their life to protecting, this character will increase its total damage by 50% against the attacking foe. This damage buff will last unit the end of the battle or until another foe directs an attack on the character who is being protected. Whichever unit has most recently attempted to harm the protected character will be the target of the increased damage. This ability will trigger if the character using it takes the hit for the protected character. This ability will trigger even if the attack is an AoE. Costs: 5 pg
Take the Hit (II): This ability has a 75% chance to activate. This unit may swap places with an ally when they are about the be attacked. They will take the damage in their friend's stead. They will also counterattack the foe if possible. This does not allow the character to vantage hit, even if they are 40 faster than their foe. Costs: 4 pg
Unending Onslaught: Enemies attack by this character cannot vantage hit them. Costs: 4 pg
Stand Together (II): If this unit stands adjacent to another unit of the same kind, this unit will boost its total defense by 200%. This ability does not stack. Costs: 6 pg
Character Type: Robot, Melee, Marksman, Bodyguard
Weakness: This unit will take double damage from crushing abilities like trample or body slam. Mild weakness to sonic damage. Immune to absorb type damage. Resists poison. Strongly resists hacking.
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