Tuesday, December 22, 2020

Metal Gear Ray





Metal Gear Ray: Level 61
HP: 264,000 (528,000 Reactor Core) (660,000)
Attack: 2,000
3GM Water: 600
1GM Marksman: 200
1GM Explosion: 200
1GM Energy: 200
Water Blast: 2000 (2600) (18,200) (54,600) (163,800) (491,400)
Hydro Cutter Mega Cannon: 1600 (4200) (29,400) (88,200) (264,600) (793,800) (1,190,700)
Wing Gattling Guns: 1200 (3200) (3400) (6800) (10,200) (30,600)
Heavy Ray Cannon++: 1600 (3600) (3800) (26,600) (37,800) (113,400)
Anti-Armor Homing Rockets: 700 (2700) (2900) (20,300) (60,900)
Defense: 2,000
1GM Armor: 200
Metal Gear Ray Heavy Casing: 4000 (6000) (6200)
1GM Shield: 200
Gali Water Shields: 100 (300) (900) (6300) (12,600) (18,800)
Elite Energy Shields: 50 (250) (450) (3150) (6,300) (25,100)
Speed: 155 (125) (115) (75) (20)
Skill: 225 (220)
Move: 7 (walking, 11 swimming)


Items:

1-Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% on top of other health boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare.

Hydro Cutter Mega Cannon++: -30 speed. The primary weapon of a Metal Gear Ray. This weapon is so large, only Titanic mechs are capable of carrying it. This weapon will add 800 (1600) base might to the "Hydro Pump" attacks of this character. This will also make Hydro pump 1-3 (5) range. If this character is in water, it will also increase the total might of Hydro Pump by 50%. However, out of water the attack will be reduced by 50%. Unlike most water damage, attacks using this cannon deal massive wear to armor and shields. 

2-Wing Gattling Turrets++: These guns are placed on either wing of the Metal Gear Ray. If this character has "Dual Gunner" these gattling guns may choose to fire at one enemy, or each gun may target a separate foe. -25 speed each. This weapon cannot counter-attack. However, it will always strike four times when attacking. 1-2 (4) range. Base 1200 bullet-type might

Heavy Ray Cannon++: -10 speed. A super hot laser that ignores 50% of the defense of a foe. This attack deals pure energy damage and may only strike once. It boasts 1-4 (6) range and 800 (1600) base might.

30-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.

Metal Gear Ray Heavy Casing++: -40 speed. Armor built into the hull of a deadly vehicle. This armor grants extreme resistance to bullet, explosion, air and body type damage. This armor defends against psychic and magic. Grants 4000 defense.

Gali Water Shields:  These shields offer 100 defense, and are improved by the water and shield skill and items boosts. These shields do not defend against lightning or energy type damage, but they do defend against psychic and magic.

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

Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.

Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce type damage. 

Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen. 

Temporal Fissure: An uncanny object. If time manipulation abilities are used on the same map as this character, Time Guardians and Time Reapers are much more likely to appear. 

12-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.

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

12- Water Gem: Boosts water type damage by 50%. May allow a special type of water attack once every four days.

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. 

Abilities:

Anti-Nuclear Threat: Signature Ability. The Metal Gear Ray was designed to hunt other mechs capable of destorying the world due to their use of nuclear weapons. The Metal Gear Ray deals 50% more damage to all characters who are capable of learning attacks or abilities that trigger radiation damage. Costs: 3 pg

Hydro-Pump: -15 speed. This attack may only strike an enemy once. This blasts out an extremely pressurized beam of water directly into the foe. This will will deal 3 times the damage of this character's normal water blast. Costs: 3 pg

Water absorb: If in a water tile, this character will heal 20% of its HP at the start of each turn. If this unit is hit by a water type attack, it will also heal 20% of its HP. This character is immune to water type damage. Costs: 4 pg

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

Heavy Blow (III): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will increase the damage of normal strikes by 200%. Costs: 16 pg

Supreme Soldier: This character may use multiple different attacks, including those with multiple damage types, and it will not remove the proficiency boosts from single damage type attacks used by this character. Costs: 5 pg

Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg

Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will take 25% of the total damage of the attack as unblockable, undodgeable damage. Costs: 5 pg

Sniper Shot (II): This character's ranged attacks add 2 to their total range. 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

Hydro Rush: If this unit travels in a straight line in water, it may increase its movement by 50%. Costs: 3 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.

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


Character Type: Mech, Destructive

Weakness: Mild weakness to sonic damage. Immune to water damage. Resists fire damage. Susceptible to hacking and EMP. Immune to fear and pain. Immune to poison and bleed statuses.

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