Big Boss: Level 56
HP: 91,200
Attack: 650
1 Martial: 5
1 Knife: 5
3M Marksman: 60
3M Explosion: 60
1 Fire: 5
1 Energy: 5
Elite Sniper Rifle (3 range): 2400 (3050) (3110) (9330) (18660) (27,990)
Long Range Blaster (5 range): 400 (1,050) (1,110) (1,170) (1,175) (5,875) (11,750) (12,338)
Heavy Machine Cannons (2 range): 400 (1,050) (1,110) (1,170) (1,175) (5,875) (11750) (12,338)
Cybernetic Arm-Stun Palm: 300 (950) (955) (960) (4,800)
Cybernetic Arm: 300 (950) (955) (2,865)
C4: 800 (1,450) (1,510) (7,550) (22,650)
Defense: 750
1 Armor: 5
Nightjar Ninja Cloak: 200 (950) (955)
Speed: 151 (+15 avoid at night) (+10)
Skill: 185 (195) (+20 when attacking)
Move: 6
Items:
Simple Pistol: A basic pistol. 1-2 (4) range. Deals bullet damage. 10 base might.
Simple Knife: +5 speed. A basic knife. 5 base might.
Simple Brave Dagger: Always strikes twice when attacking. Deals blade damage. 50 base might.
Nightjar Ninja Feathered Cloak: +10 skill to units who wear this cloak
as the only form of armor. A cloak worn by Nightjar Ninja. Protects them
during their dangerous missions by offering resistance to blade,
pierce, and poison type damage. This cloak also allows a character to
glide from high structures. This cloak also protects from cold weather
and cold debuffs. Offers 200 defense.
Long-Range Blaster Rifle: A weapon that may only strike once when
attacking or counter-attacking. This exceptionally long-range sniping
weapon has 1-5 (7) range but only in a straight line. Base 400 energy/explosion/marksman type damage.
Heavy Machine Cannons: -15 speed. These laser cannons fire bullets blasing with plasma energy. This weapon will always strike twice the regular number of times when attacking. Base 400 bullet/energy/explosion type damage 1-2 (4) range.
Elite Sniper Rifle(++): +10 skill. This weapon cannot counter-attack. This weapon may not attack at less than 3 range. This weapon may only strike once when attacking. However, this weapon is incredibly strong. 1-3 (5) range. Base (1,200) 2,400 bullet-type might.
Cybernetic Arm: A basic cybernetic arm. Adds 300 base might to punching martial attacks. This arm can be outfitted with a plethora of useful tools. Made in Japan. Very sturdy and rarely damaged by EMP or hacking.
Cybernetic Arm-Stun Palm: The arm may be used to strike a foe once. This will deal martial and lightning damage. If the foe is susceptible to lightning based pain, this attack will have a 50% to flinch them. This will prevent a character from detecting this unit's presence if they have not been detected before attacking.
Cybernetic Arm-Grappling Line: A specialized line that fires from the prosthetic arm. If the wearer is within 4 spaces of a terrain, building, or large character this gear will allow them to add 3 to their movement as well as allow them to bypass any movement penalties (much like flying, but without weaknesses to anti-air weaponry). Upon utilizing the movement boost, the character will also receive +20 avoid for the remainder for their turn.
Gunslinger's Lucky Foot: The foot of a small animal. Oddly, this trinket buffs the speed of any character who is currently using a marksman type weapon (not including bows) by 10. This object is shockingly valuable, but it never drops and is difficult to steal.
8 - Energy Gems
8 - Volatile Crystals
Pure Stone
Golden Casing
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
Abilities:
Box: Signature ability. This character may hide in a box. While in the box, it is surprisingly hard for foes to detect him. If this character does not move, foes will be unaware of this character's presence (similar to conceal presence), unless they end their turn next to this character. If this character is moving, his presence will be concealed unless he enters 5 range of an opponent. In certain environments, this range is smaller. This character may ambush out of this box. This character does not take his turn entering the box, but if a foe sees him doing it, it will not offer any stealth boosts. Costs: 1 pg
Potent Tranquilizer: This unit may use this ability once (twice) per battle. If
this character strikes an enemy with an arrow, it will put them into a
deep sleep. This character has a 5% chance to wake up at the start of
each turn after they are put to sleep. This sleeping character is
extremely easy to capture (they may be captured by a single unit, and
they do not have to be below 10% HP). However, if this character
receives mortal damage (if their HP drops below 10%), they will wake.
Costs: 6 pg
Fulton Abduction (II): Signature ability. -50 hit unless foe has less than 10%. -30 hit against stunned, sleeping, or frozen foes. This ability takes Snake's turn to do. If it works, the character he attaches the Fulton to will be launched into the air on a balloon. If the foe has less than 10% HP, this will count as them being captured. If they have more than 10% of their HP, they may struggle to break free of the balloon. This will usually take between 1-2 (3) turns. Characters may take falling damage from breaking free. If the character is captured, the balloon may start moving them off the map. The balloon has 10 (15) movement. The balloon has 1000 (10,000) HP, so bursting it is fairly easy. The balloon will move characters in the direction Snake instructs. Snake may use this ability up to 5 (10) (20) times a battle. Costs: 10 pg
Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg
Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3 x damage and ignore shields, force fields, and not be countered. Costs: 3 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 double the damage of normal attacks from any ranged weapon used by the character. Costs: 5 pg
Deep Breath: Marksman/Sniper ability. This character may add 40 to its skill if using a ranged weapon if it has gone one turn without attacking. This +40 skill will only apply to the first engagement this character has, it does not last the entire phase. 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
C4: This character may take a turn to hide a C4 on an adjacent tile, or the tile he is standing on. He may choose to have the C4 detonate upon being crossed by a foe, or choose to detonate it manually on his own turn (this will not take his action to do). He may hide a C4 once every other turn. He may hide up to 10 (20) C4 in any given battle. C4 will not strike flying foes. C4 will strike all adjacent spaces when it explodes, and it will always damage both enemies and allies. The base might of the C4 is 800 explosion type damage. Costs: 5 pg
Sticky C4: This ability requires the character using it to have the ability "C4". If this character wishes, they may sneakily attach a C4 to an adjacent character. This has -20 hit... unless the character is unaware of this character's presence. If the character is unaware, then this ability will have +40 hit. This character may choose to detonate the C4 at any point during his turn. Multiple C4 may be placed on a foe, but only one will be placed per turn. Foes will not normally counter this. Costs: 2 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
(TBA) Sniper Shot (II): This character's ranged attacks add 2 to their total range. Costs: 4 pg
(TBA) Neck Break: This ability may only be used once (twice) 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
(TBA) Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15 (30).
If the character strikes an enemy, they will boost their skill stat by 5 (10).
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg
If this character misses an enemy, they will boost their skill stat by 15 (30).
If the character strikes an enemy, they will boost their skill stat by 5 (10).
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg
(TBA) High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 pg
(TBA) Fulton Abduction: Signature ability. -50 hit unless foe has less than 10%. -30 hit against stunned, sleeping, or frozen foes. This ability takes Snake's turn to do. If it works, the character he attaches the Fulton to will be launched into the air on a balloon. If the foe has less than 10% HP, this will count as them being captured. If they have more than 10% of their HP, they may struggle to break free of the balloon. This will usually take between 1-2 turns. Characters may take falling damage from breaking free. If the character is captured, the balloon may start moving them off the map. The balloon has 10 movement. The balloon has a meager 1000 HP, so bursting it is fairly easy. The balloon will move characters in the direction Snake instructs. Snake may use this ability up to 5 times a battle. Costs: 5 pg
(TBA) Sniper Shot: This character's ranged attacks add 1 to their total range. Costs: 2pg
(TBA) Assassinate: The art of a master assassin. If a character is killed unawares, their body will immediately vanish leaving no trace of death. The victim does not remember the transgression. This attack may be used on any activatable ability or regular attack performed by this character. This will prevent an enemy from recalling that last two phases before death, allowing for clean assassinations. Costs: 5 pg
(TBA) Knife Assault: This unit rushes in with a small 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 12 times with half damage and finishes with a 2 x damage strike. This move may only be used once a day. Costs 5 pg
(TBA) Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (1.75x) Costs: 4 pg
(TBA) Lone
Wolf: If this unit is not within 10 spaces of any ally units, it will
add 25% to the total damage of all its attacks. Costs: 2 pg
(TBA) Ranged Assault: 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
(TBA) Rapid Fire Arm Switch: This character may choose to switch the fire arm they have equipped even during the enemy phase. They may only do this once, but they may pick their weapon as soon as the enemy attacks them. They do not have to specify their pick. Costs: 2 pg
(TBA) Guerrilla Warfare: This character is adept at dodging projectiles and avoiding incoming fire. If this character is attacked by a ranged weapon it will add 35 to its avoid. This unit will also add 10 to its skill if counter-attacking an enemy using a ranged weapon that is over 1 space away. Costs 3 pg.
(TBA) Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -10 skill.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter-attack. Costs: 7 pg
(TBA) Quick Reload: If this character is attacked by a foe that they targeted with an attack on their previous turn, they will add +15 to the speed of their counter-attack. Costs: 4 pg
(TBA) Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3 x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. Costs: 5 pg
(TBA) Clever Fighter: This character is careful in battle and wary of his enemy's strengths. This character takes half damage from assault moves, Perfect blows, backstabs, parry ripostes, and critical hits. Costs: 6 pg
(TBA) Strategist (I-III): This unit may choose a first level ability held by an enemy unit within 5 spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 4 pg
(TBA) Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damages. Costs: 4 pg
(TBA) Warn: This character may warn one of his units about an incoming attack. This will increase the avoid of that character by 30 points until the end of the enemy phase. Costs: 2 pg
(TBA) Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
(TBA) Darting Blow: 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
(TBA) Darting Blow: 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
Character Type: Marksman, Strategist, Stealth
Weakness: Weak to bullet. Mild explosion weakness. Resists body damage.
Caps:
HP: Normal
Attack: 300
Defense: 400
Speed: 121
Skill: 155
Move: 6
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