AAP07-BALTEUS: Level 88 (WIP)
Stats Page:
Move:
Items:
The Armored Core Heart: This Legendary heart will triple the HP of the holder. It may only be used by an Armored Core.
Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops.
Abilities:
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 an armament for countering when attacked. However, dual-wielding will allow this unit to counter with two armaments. Only AC armaments purchased with abilities may be used by this mech. Costs: 10 pg
2-AC Flame Swords: Advanced armament. Primary Armaments. These weapons may only be used once every other turn. Base 5000 fire/blade type damage. These swords are still buffed by Proficiency. 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 is only one weight class.
-Mid: This weapon deals 50% more damage. These weapons can perform a spin attack and strike adjacent foes.
Costs: 4 (8) 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:
-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:
-Heavy: -15 speed (at all times). As sturdy as 7 scale pendants. 10000 defense.
Costs: 4 pg
Perfected Build: AC ability. This unit will be incapable of swapping out the weapons it equips (and must specify which weight class of the weapon it will use indefinitely. Using this precise build will increase the speed/skill of the AC by +20 and the attack and defense of the AC by 30%. Costs: 1 pg
AC Posture Break: This character will slowly break down the posture of his foe. Each strike it 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 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
BALTEUS Tri Gattling Guns: Advanced Armaments. Primary Armaments. These guns may be fired a total of 24 times before needing to reload. These weapons deal 50% more damage to small or very small units alongside other mechs or vehicles. Base 500 bullet type damage. 1-2 range.
There is one weight variants:
-Heavy: -15 speed. -1 move. These guns cannot counter, but they always strike 12x when attacking.
Costs: 4 pg
BALTEUS Quad Shotgun: Advanced Armaments. Primary Armaments. These guns may be fired a total of 12 times before needing to reload. These weapons deal 50% more damage to small or very small units alongside other mechs or vehicles. Base 500 bullet type damage. 1-2 range.
There is one weight variants:
-Heavy: -15 speed. -1 move. These heavy shotguns will always strike 4x times. +50 hit at 2+ range. +50% damage at 1 range.
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
BALTEUS Rail System (III+Needled): Signature ability. The BALTEUS rail system grants the armored core a staggering +4 (+6) (+8) (+10) flying movement, allowing the AC to outspeed almost all competitors. The system's levitation device also prevents all speed and movement debuffs due to weight. The rail system now is able to hold two Flame Swords. These swords may take an additional engagement (using both swords at once). In its final tier, the rail system is able to carry and fire 20 (30) missiles simultaneously. This is done using the rail system's action (preventing the use of the flame swords on that turn). These missiles boast 1-3 range. They cannot be avoided using dodge roll or teleport dodge. 500 explosion-type damage and 1-3 range. +30 hit. This storm of missiles takes a week to reload. These missiles must be split as evenly as possible between all foes in range. Base Costs: 20 pg
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) (33)
If the character strikes an enemy, they will boost their skill stat by 5 (10) (11)
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) (33)
If the character strikes an enemy, they will boost their skill stat by 5 (10) (11)
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
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
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. (5x) Costs: 4 pg
(TBA) BALTEUS Rail System: Signature ability. The BALTEUS rail system grants the armored core a staggering +4 movement, allowing the AC to outspeed almost all competitors. The system's levitation device also prevents all speed and movement debuffs due to weight. Costs: 5 pg
(TBA) BALTEUS Rail System (II): Signature ability. The BALTEUS rail system grants the armored core a staggering +4 (+6) flying movement, allowing the AC to outspeed almost all competitors. The system's levitation device also prevents all speed and movement debuffs due to weight. The rail system now is able to hold two Flame Swords. These swords may take an additional engagement (using both swords at once). Costs: 10 pg
Character Type: Destructive, Robot, Mech, Speed, Defensive
Weakness: Weak to Coral damage. Extremely resists physical damage.
Caps:
HP: Colossal
Attack: 1100
Defense: 1100
Speed: 120
Skill: 140
Move: 6 (Jumper-Pack Style Flying)
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