HP: 4,608
Attack: 50
2M Energy: 50
2M Marksman: 50
2M Explosion: 50
Heavy Central Cannon: 300 (350) (400) (450) (1350)
Tri-Cannons: 150 (200) (250) (300) (900)
Defense: 50
Interceptor Plating: 100 (150)
Speed: 62
Skill: 62
Move: 10
Items:
Heavy Central Cannon: +20 skill. This long and accurate blaster cannon has 1-3 range and is extremely accurate. However, it may only ever strike twice. Base 300 energy/marksman type damage.
Tri-Cannons: Relatively weak cannons, but extremely well designed. These cannons will always strike three times when attacking, and this number may be multiplied based on the speed stat. 1-2 range. Base 150 energy/marksman type damage.
Interceptor Plating: The heaviest armor a speedy starfighter can be equipped with. This plating grants 100 defense, but is much less defensive than actual energy shields.
4-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.
1-Explosion Servo: This large piece of equipment doubles the damage of all explosion type attacks used by this unit.
Abilities:
Building Hunger: If this unit is within 10 spaces of an enemy, they may activate this ability against them. Each turn this unit remains targeted to that enemy will result in an addition of 50 base points to the attack of this character. However, it will also result in the loss of 5 skill for each turn the enemy is targeted. This character may not attack any other unit when it is locked onto a foe, though it may counter. This ability may be ended at any time and started again. Costs: 5 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
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 (130) (180) (360) explosion damage type. Range: 1-2 These missiles may only be shot every other turn. Costs: 4 pg
Chase Down: If a foe moves away from this unit, this unit will gain +20 skill against that foe on its next turn as well as a 25% damage boost. Costs: 2 pg
Character Type: Robot, Vehicle
Weakness: Crashing deals massive damage. This vehicle may also be hacked and taken complete control of. Mild explosion type weakness. Resists energy.
1-Explosion Servo: This large piece of equipment doubles the damage of all explosion type attacks used by this unit.
Abilities:
Building Hunger: If this unit is within 10 spaces of an enemy, they may activate this ability against them. Each turn this unit remains targeted to that enemy will result in an addition of 50 base points to the attack of this character. However, it will also result in the loss of 5 skill for each turn the enemy is targeted. This character may not attack any other unit when it is locked onto a foe, though it may counter. This ability may be ended at any time and started again. Costs: 5 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
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 (130) (180) (360) explosion damage type. Range: 1-2 These missiles may only be shot every other turn. Costs: 4 pg
Chase Down: If a foe moves away from this unit, this unit will gain +20 skill against that foe on its next turn as well as a 25% damage boost. Costs: 2 pg
Character Type: Robot, Vehicle
Weakness: Crashing deals massive damage. This vehicle may also be hacked and taken complete control of. Mild explosion type weakness. Resists energy.
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