Saturday, September 21, 2024

Raven

621: Level
HP:
Attack:
Marksman:
Sword: 
Spear:
Martial: 
Explosion:
Fire:
Energy:
Light:
Sonic: 
Defense:
Armor:
Shield: 
Speed:
Skill:
Move:


Items:

Abilities:

"Raven": Signature Ability. 621 is called Raven. A symbol of resolve and the agency to choose what one fights for. As such, they have an uncanny knack for tackling even the most impossible of mission through sheer cunning and brutal skill. All costs of AC swappable parts are reduce by 1 pg. Costs: 4 pg

Armored Core: This ability cannot be removed by Strategist. This unit pilots and Armored Core mech. This mech has two primary weapon slots (hands), and two secondary slots (mounted on the shoulders of the mech). After moving, this character may take an engagement with each of these four mounted armaments. This means the mech can attack up to four times in one turn. This unit may choose to focus multiple of its armaments on a single foe during a single engagement. This will be treated the same as using dual wield or four-arm wield. Of note, this ability does not impact counter, meaning the mech must choose on armament for countering when attacked. However, dual wield will allow this unit to counter with two armaments. Only AC armaments purchased with abilities may be used by this mech. Costs: 10 pg

AC Posture Break: This character will slowly break down the posture of his foe. Each strike he lands will decrease the posture of the foe by 1/4 if this character is a higher skill in its weapon skill. If not, the strikes will reduce posture by 1/8. If attacking a foe who is not a mech, this ability will deal half the normal posture damage. Unlike normal Posture Breaks, this ability is able to damage posture even from long range. Once a foe's posture is broken, they will take 50% more damage from all attacks until the end of the engagement. Certain mech weapons also may trigger abilities in response to breaking the posture of the foe. Costs: 6 pg

AC Modification: This ability allows the unit to switch out AC parts and weapons. They may even do this mid-battle by using their action after returning to their support craft. Speed and movement debuffs granted by heavier equipment cannot be removed from an AC via items. AC mech parts, once equipped, cannot be inhibited by strategist. In order to hold a second copy of the same armament, this character must pay an additional 2 pg per ability. Costs: 1 pg

AC Tank Legs: These legs prevent taking speed or movement loss from the weight of the weapons carried by the AC. However, these legs remove the ability of the mech to fly. They change the base movement of the mech to 7 (which can be modified by items). These legs reduce maneuverability drastically, resulting in a -50 avoid debuff. Costs: 3 pg

AC Chariot Legs: These legs, similar to the tank legs, inhibit flying. However, they do allow the unit to fly (but doing so halves the movement of the unit). Unlike the tank legs, these legs do not remove speed debuffs. They do, however, increase the movement of the mech by 50% if traveling in a straight line, and they double the movement of the mech when on roads. The base movement of the mech while using these legs is 9. Costs: 3 pg

AC Inverted Legs: These odd legs grant exceptional jumping ability to the AC. This allows the unit to strike soaring foes with melee attacks. These legs also boost the evasion of the mech by +40. The movement of the mech while using these legs is 8. Costs: 3 pg

AC Quad Legs: These legs allow the AC to have hovering movement. They may also choose to fly indefinitely. The movement of the AC while using these legs is 7. If the mech hovers of flies in place for one turn (not moving for a full turn), it will increase its skill in its next attack by +50. Costs: 3 pg

AC Heavy Body: This heavy body reduces the speed of the AC by -15 and the movement of the AC by -1. However, this body will double the health of the AC. Costs: 3 pg

AC Lightweight Body: This light, streamlined body will boost the speed of the AC by +20 and the avoid by an additional +20. Extreme Evasion may only be active on an AC if it uses this body. However, this body cannot support any of the "Heavy" class armaments. Costs: 3 pg

AC Stun Resist Head: This head may be selected for the AC. It will grant extreme resistance to stun, flinch and posture break. Costs: 3 pg

AC Close Range Head: This head grants +40 skill at one range. If the foe is 3 or more spaces away, this head will cause the AC to suffer a -40 skill debuff. Costs: 3 pg

AC Long Range Head: This head grants +50 skill if the foe is 3 range or more away from the mech. However, at one range this head will cause the AC to suffer -30 skill. Costs: 3 pg

AC Perception Head: This head will double the perception range of the AC and allow it to ignore vision based evasion buffs used by foes. Costs: 3 pg

AC Semi Automatic Guns: Primary Armaments. These guns may be fired a total of 20 times before needing to reload. These weapons 50% more damage to small or very small units alongside other mechs or vehicles. Base 500 bullet type damage. 1-2 range. 
There are three weight variants:
Light Pistols: +10 speed. +5 avoid. These weapons hold only half the ammo of the other variants.
Mid Rifle: +10 skill. +1 range.
Heavy Sniper Rifle: +40 skill. This weapon cannot counter. +3 range.
Costs: 4 pg

AC Machine Guns: Primary Armaments. These guns may be fired a total of 20 times before needing to reload. These weapons 50% more damage to small or very small units alongside other mechs or vehicles. Base 500 bullet type damage. 1-2 range. 
There are three weight variants:
Light: +5 speed. Always strike 2x when attacking.
Mid: Always strike 2x when attacking or when countering.
Heavy: -15 speed. These guns cannot counter, but they always strike 4x when attacking. 
Costs: 4 pg

AC Shotguns: Primary Armaments. These guns may be fired a total of 10 times before needing to reload. These weapons 50% more damage to small or very small units alongside other mechs or vehicles. Base 500 bullet type damage. 1-2 range. These weapons also deal an additional 50% damage to Posture Broken foes. Like most shotguns, they gain +30 hit at 2+ range and 50% more damage at one range. However, they may only strike once. 
There are three weight variants:
Light: +5 speed. These shotguns hold half the ammo of the normal shotguns.
Mid: No special properties.
Heavy: -10 speed. These Shotguns deal 100% more damage at 1 range as opposed 50%. 
Costs: 4 pg

AC Energy Weapons: Primary Armaments. These weapons instantly break the shields of sci-fi or modern units that have access to electrical shields. Base 500 energy type damage. 1-2 range. 
Light: +10 speed. +5 avoid. These weapons hold only half the ammo of the other variants.
Mid Rifle: +10 skill. +1 range.
Heavy Energy Rifle: +30 skill. This weapon cannot counter. This weapon may only be fired once every other turn. This weapon deals 3x damage of the other energy weapons. This weapon only strikes once.
Costs: 4 pg

AC Energy Swords: Primary Armaments. These weapons may only be used once every other turn. Base 5000 energy/light/blade type damage. 1 range. If initiating, these weapons deal 3x damage. If a foe is Posture Broken, this unit may immediately move adjacent to them and strike them with this weapon. These weapons deal 50% more damage to staggered foes (multiplied on top of the normal damage boost)
There are two weight classes:
Light: +10 speed. This weapon always strikes twice and only twice. 
Mid: This weapon deals 50% more damage. This weapons can perform a spin attack and strike adjacent foes. 
Costs: 4 pg

AC Pile Bunker: -30 speed. -30 skill. Primary Armaments. These weapons may only be used once every other turn. Base 5000 pierce type damage. 1 range. If initiating, these weapons deal 2x damage. If a foe is Posture Broken, this unit may immediately move adjacent to them and strike them with this weapon. These weapons deal 200% more damage to staggered foes (multiplied on top of the normal damage boost). If the foe is staggered, this weapon will no longer suffer -30 skill. Costs: 3 pg

AC Explosive Launchers: Primary Armaments or Secondary Armaments. These weapons all boast at least 1 range of AoE splash damage around the space they target. These weapons may be fired 5x before needing to reload. Base 500 explosion type damage. 1-2 range. 
There are three weight variants:
Light Grenade launcher: +5 speed. May strike multiple times.
Mid Bazooka: May strike only once. +2 range. 
Heavy Bazooka: -15 speed. This weapon takes a full turn to reload. May only strike once. +2 range. +2 AoE range. This variant deals double damage. This variant holds only 3 shots.
Costs: 4 pg

AC Shield: Secondary Armament. These impressive shields may be used when attacking rather than using a weapon. With the "Armored Core" ability, these shields may be paired with a primary weapon and used during one of those engagements. These shields will always protect the AC as the front-most shield, and they will be active when defending unless the AC pilot chooses to not activate them in that engagement. These shields are boosted by the shield, energy, and light skills and item boosts. If broken, going to the ship to "reload" will repair these shields.
Three weight classes:
Light: Frailest shield. Same as a scale pendant. Base 100 defense.
Mid: -5 speed (when active). As sturdy as 5 scale pendants. 1000 defense.
Heavy: -15 speed (at all times). As sturdy as 7 scale pendants. 10000 defense.
Costs: 4 pg

AC Homing Missiles: Secondary Armament. These weapons may only be fired once every three turns. These missiles boast 500 explosion type damage and 1-3 range. +30 hit. These missiles ignore dodge roll, barrel roll, and teleport dodges. +30 more hit vs flying foes. These missiles may be fired three times before needing to return to the ship to reload. 
Three weight variants:
Light: +5 speed. This variant fires 2 missiles per engagement. These reload faster, taking only one turn.
Mid: This variant fires 4 missiles per engagement.
Heavy: -10 speed. This variant fires 8 missiles per engagement.
Costs: 4 pg

AC Spear Missiles: Secondary Armament. These weapons may only be fired once every three turns. These missiles boast 500 explosion type damage and 1-3 range. Unlike most missiles, these fire straight up and rain down on foes. This causes them to ignore enemy shields (and be able to strike foes behind barriers). These missiles ignore take the hit. However, they suffer -30 skill. Foes with dodge roll, Galerush, or other abilities that allow them to move while being attacked will gain +50 dodge and double the activation rate of those dodging abilities. These missiles may be fired three times before needing to return to the ship to reload. 
Three weight variants:
Light: +5 speed. This variant fires 2 missiles per engagement. These reload faster, taking only one turn.
Mid: This variant fires 4 missiles per engagement.
Heavy: -10 speed. This variant fires 8 missiles per engagement.
Costs: 4 pg



Character Type: Pilot, Destructive

Weakness: Weak to Psychic Damage. Resists fear. If pulled out of the mech, Raven will reduce all his stats by 90%. 

Caps:
HP: Huge
Attack: 500
Defense: 1100
Speed: 120
Skill: 140
Move: 6 (Jumper-Pack Style Flying)


No comments:

Post a Comment