Friday, January 17, 2020

IG-88





IG-88: Level 51
HP: 84,000
Attack: 225
5M Marksman: 80
5M Energy: 80
5M Explosion: 80
5M Martial: 80
Heavy Side Blaster: 400 (625) (705) (785) (3925) (7850)
Long-Range Blaster Rifle: 400 (625) (705) (785) (3925) (7850)
Flechette Cannon: 300 (525) (605) (685) (3425) (3768)
Martial Attacks: 225 (305)
Defense: 425
5M Armor: 80
IG-Heavy Casing: 400 (825) (905)
Speed: 125 (120)
Skill: 173 (168)
Move: 6




Items:

2- Heavy Hand Blaster: A heavy energy blaster. Deals decent damage to enemy armor. 1-2 (5) range. Base 400 energy/explosion/marksman type damage.

Long-Range Blaster Rifle: A weapon that may only strike once when attacking or counter-attacking. This exceptionally long-range sniping weapon has 1-5 (8) range but only in a straight line. Base 400 energy/explosion/marksman type damage.

Flechette Cannon: A rifle designed to send out a devastating blast of small metal shards. These are impossible to deflect and teleport dodge, extreme evasion, and stealthy flier, along with other abilities that grant evasion against ranged weapons are ignored by this weapon. It will also deal 50% extra damage at 1 range. 1-2 (5) range.  Base 300 explosion/bullet damage.

3-EMP: Range 2. All squares adjacent to this lobbed projectile take 70 (295) (375) (1875) energy type damage. This cannot be dodged, but it can be defended against. Alongside damaging opponents, this item will shut down any electronic weapons, vehicles, armor, or characters for 3 turns. Cost: 1 energy gem.

IG-Heavy Casing: Armor designed for an IG-assassin droid. It grants resistance to bullet and energy type damage. It is very hard to wear through, and almost impossible to wear if the character is not a droid. Base 400 defense.

Golden Casing: A rare and valuable item. It will boost bullet damage by 50% alongside gem boosts. However, only one of these items may be used at a time. 

8- 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.

8- 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%.


Abilities:

Auto Target: Signature ability. This ability may be used once every three turns. Instead of attacking, a character may engage an auto-targeting system. This will prepare a total of five attacks. If an enemy moves within range of the equipped weapon(s) of this character, they will be targetted and attacked, even on the enemy phase. The foe will not counter these attacks, but the attacks will also only strike with half the might of the normal weapon attacks. Although five attacks may be prepared, and attack will only target an enemy once. If this character moves within range of an enemy on its own turn, the attacks will automatically fire. This does not use up this character's attack on this phase, and they do not have to attack the character they automatically target. Costs: 5 pg

Dual Gunner: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM Marksman level.

Sniper Shot (III): This character's ranged attacks add 1 to their total range. Costs: 12 pg

Ranged 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

Guerrilla Warfare: This character is adept at dodging projectiles and avoiding incoming fire. If this character attacked by a ranged weapon it will add 35 to its avoid. This unit will also add 10 to its skill if counter-attacking an enemy using a ranged weapon who is over 1 space away. Costs 4 pg. 

Quick Reload: If this character is attacked by a foe that they targeted with an attack on their previous turn, they will add +15 to the speed of their counter-attack. Costs: 4 pg

Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3 x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. Costs: 5 pg

Headshot: Marksman ability. This character is extremely accurate and can land devastating shots to the head of an enemy. If the enemy is like most biological organisms, this will deal extra damage. This ability will have a 50% chance to activate if this character's skill is 20 higher than the avoid of the character. If this skill activates, it will double the damage of normal attacks from any ranged weapon used by the character. 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

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: Marksman, Sniper, Droid, Assassin

Weakness: Mild weakness to electrical attacks. Susceptible to hacking and EMP attacks. Resists blade and martial, but is weak to bludgeon. Immune to mental statuses. Immune to burn, bleed, and poison statuses.

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