
Asgardian Skiff: Level 46
HP: 60,480
Attack: 460
4M Marksman: 70
4M Explosion: 70
4M Light: 70
4M Fire: 70
4M Energy: 70
Heavy Asgardian Rotating Cannons: 300 (760) (830) (900) (970) (1040) (5,200) (10,400) (15,600) (16,120)
Radiant Asgardian Missiles: 600 (1060) (1130) (1200) (1270) (6350) (12,700) (19,050)
Defense: 460
4M Armor: 70
Skiff Heavy Plating: 800 (1260) (1360)
4M Shield: 70
Elite Light Shield: 100 (170) (240) (1200) (2560)
Elite Energy Shield: 100 (170) (240) (1200) (3760)
Speed: 106 (76) (71) (+50 avoid)
Skill: 129 (124) (+20) (+50 hit)
Move: 10 (flying or sailing)
Items:
2-Heavy Asgardian Rotating Cannons: -15 speed. These massive weapons tear through enemies with their incredible rate of fire. However, they cannot counter-attack. These large guns will always strike four times when attacking. 1-2 range. Base 300 fire/light/energy/bullet-type might. The speed debuff of these weapons does not apply when this character is not innitiating the attack.
20-Radiant Asgardian Heavy Missiles: These missiles require the ability "Anti-Air Missiles" to use. However, they will replace the damage of that attack with 600 base might explosion/light/fire type damage. These missiles also boast +40 hit against vehicles or enemies using jets or rockets to move. These missiles deal massive wear to enemy armor and shields.
Skiff Heavy Plating: Incredible armor designed for the vehicles of Asgard. Made of Crismon Firegold and White Silverlight. This armor offers immunity to fire and light type damage, along with resistances to explosion and energy damage. Base 800 defense.
8- Fire Gems: Boosts fire type damage by 50%. May allow a special type of fire attack once every four days. Can be used to light four adjacent squares on fire.
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- Bomb Badge: A badge that may be worn on any type of military uniform. Increases the damage of explosion type attacks by 50%.
16-Day Pearls: Allows the user to change night into day. Also, add 25% to light type attacks.
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.
Elite Energy Shields: These shields are engrafted into the armor of this character. They offer 100 defense when this character is not initiating the attack. These shields are boosted by the shield and energy skill stats and item boosts of this character.
Elite Light Shields: These shields are engrafted into the armor of this character. They offer 100 defense when this character is not initiating the attack. These shields are boosted by the shield and light skill stats and item boosts of this character.
Abilities:
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.
Transport: This vehicle may transport up to ten small units inside of it. 5 medium units may be transported. 1 huge unit may be transported. Costs: 10 pg
Speed Boost: If this unit travels in a straight line, it may increase its movement by 50%. 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
Galeforce: If this unit defeats an enemy, they may take another turn. This may be done up to 4 times. This ability allows both rider and steed to take this turn, though they must remain connected. After finishing your phase after using this ability, the character will suffer -15 speed and skill from their base and lose all item and ability evasion and speed boosts during the enemy turn and their next phase. This ability may be used once every three turns. 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 (540) (610) (3,050) explosion damage type. Range: 1-2 These missiles may only be shot every other turn. Costs: 4 pg
Darting Shot: The character adds 10 to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 pg
Air Superiority: If this unit is attacking an opponent who is flying, they will boost their hit and avoid by 50. Costs: 5 pg
Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg
Character Type: Vehicle, Destructive
Weakness: Weak to explosion type damage and martial damage against foes with Inhuman Strength. Resist air type damage.
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