Wednesday, July 8, 2020

Deathwalker 9000





Deathwalker 9000: Level 59 (35)
HP: 67,680 (135,360)
Attack: 1,100
2GM Marksman: 400
1GM Explosion: 200
1GM Energy: 200
2GM Fire: 400
Deathwalker's Heavy Gatling Gun: 400 (1500) (1900) (3800) (5,700) (17,100)
Deathwalker's Enhanced Grenade Launcher: 600 (1,700) (2,100) (2,300) (2,500) (2,900) (14,500) (29,000) (43,500)
Defense: 1,650
1GM Armor: 200
Deathwalker 9000 Heavy Armor Casing: 2500 (4,150) (4,350) (8,700) (11,310)
1GM Shield: 200
Elite Energy Shields: 100 (300) (1,500) (3,000) (7,350)
Elite Flame Shields: 100 (500) (2,500) (5,000) (13,350) (26,700) (34,710) (104,130)
Speed: 155 (105) (100)
Skill: 230 (225)
Move: 6




Items:

5-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%.

Soulborg's Last Resort: A small, well protected generator located at the heart of a Soulborg. This item is quite hard to steal. However, this item will immediately cure all EMP damage this character takes once per battle.

Deathwalker's Heavy Gatling Gun: -25 speed. This weapon cannot counter-attack. However, it will always strike four times when attacking. 1-3 (6) range. This weapon would be nearly impossible for a normal character to carry. Base 400 bullet-type might

Deathwalker's Enhanced Grendade Launcher: An enhanced version of the item granted by the ability "Deathwalker Explosion Special Attack". This variant of the weapon boasts 3 (6) range, and will has a base 600 might. This weapon will also increase the range of the AoE to all characters within two spaces of the target. This weapon is improved by marksman, explosion, energy, and fire skill and item boosts.

Deathwalker 9000 Heavy Armor Casing: -25 speed. This armor grants immunity to dark and fire, along with extreme resistance to explosion and psychic. This armor defends against psychic and magic... which is very odd for robotic gear. This armor makes the character incredibly heavy. This will prevent abilities like blast back from moving this character, and it will cause foes who have "Grab and Smash" or "Flying Grab" to cut the number of extra hits they get in half. Grants 2500 defense.

(Enhanced) 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.

(Enhanced) Elite Flame 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.

Kinetic Repulsion Generator: This unusual piece of technology will allow a vehicle to take half damage from throws. This item requires a very large mech or vehicle to carry.

Pure Stone: This extremely valuable and rare stone will double the total attack damage of any pure weapon. A pure weapon is a weapon that receives no element enhancement. Only one of these items may be used, though they do stack with other items and abilities. Thankfully, this item is small and subtle, making it hard to drop or steal.

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- 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 (currently on the harness of this character). Increases the damage of explosion type attacks by 50%. Fairly easy to steal or drop. 

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.

Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield

Engagement: Guard/HeroScape 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

Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg

Steady Steps: If this unit uses solely walking type movement (no mounts, flying, hovering, swinging, or teleporting) and has a base speed at 50 of 7 or less, it will boost its total defense by 30%. Costs: 1 pg

Soulborg Tradeoff: If this character is a robot and has a very low HP cap, they will double their total defense. Costs: 4 pg

Incredible Barriers: The shields, barriers, and armor of this character will not be penetrated by magic, psychic or whip damage the way that most armor and barriers are. Costs: 2 pg

Deathwalker Explosion Special Attack: Signature ability. This character may launch a powerful grendade at foes. The base might of this grenade is 300 energy/fire/explosion type damage. This attack has 2 range and will strike all character's adjacent to the foe. It is an area attack, and as such it cannot be dodged. This attack may be used alongside dual gunner, but Deathwalker 9000 may choose to attack two separate foes with the two weapons it weilds. 1-2 range. Costs: 5 pg

Soulborg Range Enhancement: Signature ability. If Soulborg guards stand adjacent to Deathwalker 9000, they will add two range to their attacks. Costs: 3 pg

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

Supreme Soldier: This character may use multiple different attacks, including those with multiple damage types, and it will not remove the proficency boosts from single damage type attacks used by this character. 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 multiply the damage of normal attacks from any ranged weapon used by the character by 2. Costs: 5 pg

Sniper Shot (III): This character's ranged attacks add 3 to their total range. Costs: 12 pg

Energy-Based Vitality: This character's life is linked directly to the energy level of their suit. As such, they are extremely difficult to damage when they are at full health. When this unit has full HP, they will take half damage from the first enemy who attacks them. Costs: 2 pg


Character Type: Defensive, Marksman, Robot, Destructive

Weakness: Mild water weakness. Mild weakness to pierce. This character may be hacked. Impacted by EMP. Immune to mind control. Immune to burning, poison, pain, and fear type statuses. Resists blade type damage. 


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