Saturday, January 11, 2020

Imperial Red Guard





Imperial Red Guard: Level 49
HP: 51,300
Attack: 98
5M Spear: 80
5M Sonic: 80
5M Energy: 80
5M Marksman: 80
5M Explosion: 80
5M Martial: 80
Vibro Pulse Spear: 400 (498) (578) (658) (738) (3690) (7380)
RD-4 Grenade Launcher: 200 (298) (378) (458) (538) (2690) (5380)
Martial Attacks: 98 (178)
Defense: 98
5M Armor: 80
Red Guard Armor: 300 (398) (478)
Red Guard Cloak: 200 (678)
Speed: 129 (134) (+25 avoid)
Skill: 137 (142)
Move: 5



Items:


Vibro Pulse Spear: +5 speed. An extremely lethal weapon, but also quite difficult to master. Requires 5M in spear or higher. This weapon will ignore elemental barriers and fields. This includes abilities like Light Screen, Barrier, and all elemental shield abilities. The spear deals pierce/energy/sonic type damage. Base 400 might.

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.

Red Guard Armor: +5 skill. Armor designed for Red guards. Grants resistance to energy type attacks. Base 300 defense.

Red Guard Cloak: A cloak designed to conceal the armor and weaponry of Red Guards. This element of surprise will boost the damage of their first attack against a foe by 20%. Grants resistance to blade and psychic type damage. Base 200 defense.

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%.

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- Sonic Amplifier: A small device that is worn on armor. This amplifies sonic attacks, but is very fragile and easily stolen. This item will often break if the character falls in battle. Boosts sonic damage by 50%. 


Abilities:


Bodyguard (II): 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 100% 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: 10 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

Spear 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

Neck Break: This ability may only be used once a battle. The character chooses an adjacent small or very small enemy and attacks. If they land the blow, they grab the opponent and break their neck, giving 200 damage to most enemies. After their neck is broken, the character receives the severe paralysis status, preventing them from moving unless they regenerate or are cured. Cost 6 pg

Tri-Attack: If this unit, along with two other units with this skill, stand on three sides of an enemy without attacking, then the strongest unit may activate a critical hit. This critical hit will deal 3 x the damage of a normal blow, and it cannot be dodged or counter-attacked. Costs: 5 pg

Critical Hit: Once every day, this unit may attack an adjacent enemy with a critical strike. This attack cannot be dodged, and it totally negates all forms of defense. The strike will give 3 x the normal damage of a strike with the equipped weapon. Costs: 5 pg

Engagement: Guard class ability. This character will not allow a foe to get past it. As such, if a character moves through a tile that is adjacent to this character, they must either stop, or take damage equal to 3x the regular strike of this foe. This attack cannot be countered, but it can be dodged. It has a +50 hit. If the character is ranged, flying will not prevent this attack from occurring. Costs: 4 pg

Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 pg


Character Type: Melee, Martial, Marksman, Guard

Weakness: Psychic-type damage. Resists pierce type attacks.


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