Post by Xenos Infinity on Aug 23, 2007 14:30:02 GMT -5
Name: Mechwarrior Dante Fierus
HP: 10000
MP: 10000
attacks:
Missile Rush, 500 damage. shoots four missiles which can be absorbed by Reactive armor (1/2 damage) or deflected totally by Target Jamming.
PPC, 2000 damage. shoots two Particle Energy Spheres capable of inducing extreme heat in the target and preventing attack next turn (robots only. status changes to Overheat). 50% chance of critical heat causing all defenses to drop and doubling damage.
Shockwave, 4000 damage + Stun. uses the massive weight of his Mech to create a small earthquake which knocks targets over. cannot hit flying/jumping/airborne enemies.
spells:
Warp Drive, 0 MP
effect: causes the Mech to warp to a safe distance. prevents all damage for one turn but does no damage unless it lands on an enemy under 10 feet tall, in which case it's an instant KO. flight is advised.
Hack, 500 MP
effect: leaves the Mech in his Battlearmor (Mech becomes a separate target, the Armor has 1000 HP) and attempts to Hack enemy robot units. here's the mechanics of it:
if robot enemies are present on the field, all are targeted.
when it reaches an enemy after one turn (one turn per movement, one turn per mech, one turn to return to the mech afterwards):
4 die rolls.
roll 1: 1,2,3,4,5 wins
roll 2: 1,2,3 wins
roll 3: 1,2 wins
roll 4: 6 wins
if all rolls are wins, the mech becomes Infected for 5 turns.
if a roll fails, he moves to the next mech.
spell 3, Orbital Cannon (below 1/4 HP), 10 MP
he leaves the Mech and enters his Battlearmor, activates an invulnerable energy shield and fires the Orbital Cannon. this is an instant kill to ANY target it hits, but if it can be persuaded to lock on to him it'll have the same effect... flight or hover abilities advised, and they should target him. good luck, ground-based units...
HP: 10000
MP: 10000
attacks:
Missile Rush, 500 damage. shoots four missiles which can be absorbed by Reactive armor (1/2 damage) or deflected totally by Target Jamming.
PPC, 2000 damage. shoots two Particle Energy Spheres capable of inducing extreme heat in the target and preventing attack next turn (robots only. status changes to Overheat). 50% chance of critical heat causing all defenses to drop and doubling damage.
Shockwave, 4000 damage + Stun. uses the massive weight of his Mech to create a small earthquake which knocks targets over. cannot hit flying/jumping/airborne enemies.
spells:
Warp Drive, 0 MP
effect: causes the Mech to warp to a safe distance. prevents all damage for one turn but does no damage unless it lands on an enemy under 10 feet tall, in which case it's an instant KO. flight is advised.
Hack, 500 MP
effect: leaves the Mech in his Battlearmor (Mech becomes a separate target, the Armor has 1000 HP) and attempts to Hack enemy robot units. here's the mechanics of it:
if robot enemies are present on the field, all are targeted.
when it reaches an enemy after one turn (one turn per movement, one turn per mech, one turn to return to the mech afterwards):
4 die rolls.
roll 1: 1,2,3,4,5 wins
roll 2: 1,2,3 wins
roll 3: 1,2 wins
roll 4: 6 wins
if all rolls are wins, the mech becomes Infected for 5 turns.
if a roll fails, he moves to the next mech.
spell 3, Orbital Cannon (below 1/4 HP), 10 MP
he leaves the Mech and enters his Battlearmor, activates an invulnerable energy shield and fires the Orbital Cannon. this is an instant kill to ANY target it hits, but if it can be persuaded to lock on to him it'll have the same effect... flight or hover abilities advised, and they should target him. good luck, ground-based units...