Wednesday, December 23, 2020

Flight Unit Ho229






Flight Unit Ho229: Level 50
HP: 64,800 (129,600 Reactor Core)
Attack: 400
1GM Sword: 200
1GM Marksman: 200
5M Explosion: 80
5M Sonic: 80
5M Light: 80
Shinra Sonic Blade: 300 (700) (900) (980) (4900) (9800) (14,700)
Shinra Lightning Blade: 300 (700) (900) (980) (4900) (9800) (14,700)
Anti-Armor Homing Rockets: 700 (1100) (1180) (5,900)
Heavy Machine Guns: 500 (900) (1100) (2200) (3300)
Defense: 500
5M Armor: 80
Flight Unit Casing: 800 (1300) (1380)
5M Shield: 80
Elite Sonic Shields: 50 (130) (210) (1050) (2430)
Elite Energy Shields: 50 (130) (210) (1050) (3480)
Speed: 130 (+10-40) (-20-80) (-5) (-25) (+100 Stealthy Flier)
Skill: 130 (-5) (-25)
Move: 11


Items:

4-Shinra Sonic Blade: +10 speed. These long, curved, katana like blades deal blade/sonic damage. The sonic component does great wear to high tech equipment. This blade deals 50% more damage when attacking, but cannot be improved by any other augment. Base: 300 sonic/blade type might.

4-Shinra Lightning Blade: +10 speed. These long, curved, katana like blades deal blade/lightning damage.  This blade deals 50% more damage when attacking, but cannot be improved by any other augment. Base: 300 sonic/blade type might.

Savage Sonic Weapon Seal: This novel item may boost the damage of a melee weapon that is melee/sonic element only. It will double the total damage of the weapon. However, it will prevent any type of augmenting abilities. It will also prevent any items such as pure stones from working. It will not work with odd weapons that have multiple damage types but are boosted by either weaponized body or proficency. This seal is placed on a weapon and cannot be removed during a battle.

Savage Energy Weapon Seal: This novel item may boost the damage of a melee weapon that is melee/energy element only. It will double the total damage of the weapon. However, it will prevent any type of augmenting abilities. It will also prevent any items such as pure stones from working. It will not work with odd weapons that have multiple damage types but are boosted by either weaponized body or proficency. This seal is placed on a weapon and cannot be removed during a battle.

10-Anti-Armor Homing Rockets: +20 hit. These rockets boast long-range and a devastating homing ability. They will ignore dodge-roll like abilities, along with teleport dodge and stealthy flier. Two of these rockets may be fired per-turn. They cannot be used to counter-attack. Base 700 explosion type damage. These rockets ignore armor and deal huge damage to the armor and shields of their target. 1-3 range.

4-Heavy Machine Guns: -20 speed when in use. Mini-guns built to be held by the four arms of a Flight Unit. These weapons are exceptionally powerful, and will always strike four times when attacking. However, they cannot counter-attack. Base 500 bullet-type damage.

Flight Unit Casing: Armor built into the hull of a deadly vehicle. This armor grants extreme resistance to bullet, explosion, and body type damage. This armor defends against psychic and magic. Grants 800 defense.

Elite Sonic Shields:  These shields offer 50 defense, and are improved by the sonic and shield skill and items boosts.

Elite Energy Shields: These shields offer 50 defense, and are improved by the energy and shield skill and items boosts.

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. 

4-Explosion Servo: This large piece of equipment doubles the damage of all explosion type attacks used by this unit.

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%.

Shinra Tracking Beacon: The Shinra company may track this vehicle. 


Abilities:

Speed Boost (II): If this unit travels in a straight line, it may increase its movement by 75% (8). Costs: 8 pg

Four Arm Wield: This character may hold and attack with up to four weapons, in essence multiplying its attacks by 4. However, doing this requires a huge amount of focus, and results in a -25 skill and speed loss while using this ability. Dual wield is required for this ability to function. Costs: 5 pg and Dual Wield.

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

Stealthy Flier (II): When in flight, this character adds 100 to their avoid if attacked by a ranged weapon. This only works for defense, not when this character attacks an enemy that happens to be ranged. Costs: 8 pg

Take the Hit (III): If an allied unit who is adjacent to this unit is attacked, this unit has a 100% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 8 pg

Soar: This unit may take a turn to climb higher into the sky. At this altitude, 2 range attacks cannot reach this unit from the ground. 1 range attacks cannot reach this unit from normal flight or high elevation. However, the same is true for this unit. It cannot hit foes on the ground unless it has three range attacks, and it must use 2 range attacks to hit adjacent enemies in the air. Some huge area affecting attacks may strike a soaring character. Costs: 2 pg

Auto Repair: This machine can auto repair. This will cause it to heal 20% of its HP at the start of each turn. This ability fails if this character has been struck by an EMP and is currently powered down. Costs: 5 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

Mech Support: This mech may choose not to take an action this turn, instead lending its massive strength to the unit piloting it. This will boost the total speed and skill of that character during this turn by 10. It will also boost their total physical damage by 50%. As a mount, this unit's avoid will be calculated for the unit it is carrying... however, unlike most mounts, if this mech is ever outclassed by its rider's avoid, the rider and the mech will share the rider's avoid instead. Costs: 5 pg

Dual Wield: 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 Swordsmanship level.

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.

Character Type: Vehicle

Weakness: Weak to explosion type damage. Resists air and water type damage. As a vehicle, this "character" will neither level up nor down. However, it will count as contributing to a battle, so it can alter level up growths for allies or level down foes. This character does not die, but is destroyed. The pieces of this character will need to be collected and repaired.

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