
Level: 40
HP: 5,200
Attack: 64
M7S Caseless SMG: 144 (288)
M6 Magnum: 199 (398)
HE-DP M9 Frag Grenade: 314
Defense: 64
ODST Battle Armor: 224
Agility: 88
Skill: 120
Speed: 88 (93 w/ Magnum) (+10 when attacking)
Movement: 5 (7 while flying)
Items:
2- HE-DP M9 Frag Grenade: The standard-issue hand grenade of the UNSC. Base 200 explosion dmg.
Silenced M7S Caseless SMG: A personal defense weapon developed and manufactured by Misriah Armory. It is commonly used by infantry, special forces, and vehicle crews of the UNSC Armed Forces. Sound of gunfire from this weapon does not alert an enemy to your presence if fired. Has an extremely high rate of fire. Attacks 4 times. Base 20 bullet dmg.
M6 Magnum: A semi-automatic, recoil-operated, magazine-fed, large-bore handgun. Fires 12.7x40mm rounds. Base 75 bullet dmg. +5 speed when held.
ODST Battle Armor: The signature piece of equipment used by the Orbital Drop Shock Troopers – the armor is vacuum-rated, capable of travel in the vacuum of space. The armor provides numerous advantages in the field, including ballistic protection, temperature control, as well as thermal insulation against extreme temperatures experienced during atmospheric entry and thermal protection from Covenant energy weapons. Resists bullet, energy, and fire. Base 100 armor.
ODST Jump-Jet: A personal propulsion device. Jetpacks give individuals limited flight capabilities, both inside and outside of gravity-intensive environments. Allows flying-type movement; however, this unit will land at the start of their next turn and take any terrain damage/statuses. Using this movement type will also cause the character to take 2x damage from missile-type attacks. This jet-pack will boost the movement of the character by +4.
Abilities:
Orbital Drop: This character, when on a UNSC ship, can drop anywhere on the map, anywhere in the world. To drop again, they must make their way back to a ship that is in orbit. They may act on the turn they land. 5 exp
Active Camouflage: This unit can take a turn to become completely invisible. Though they cannot be seen, this does not mask sound. Lasts 5 turns. 2 exp
Conceal Presence: This character may blend in easily with their environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away. At night this distance may be smaller… and certain characters are not very alert. Costs: 1 exp
Darting Blow: When initiating attack, add 10 to this unit’s speed. 3 exp
Dodge Roll: If this unit has higher skill than the unit attacking them, they have a 30% chance to roll a space away and completely avoid the attack. If they attempt to do the dodge roll, they cannot defend with their shield. Regardless, after each series of attacks, they can choose to roll a space away from their current space. This can allow for escaping out of the attacker’s range, or even rolling into counterattack range. 4 exp
Health Kit: Once per battle, this unit can use a health kit on themselves and heal 40% of their max HP. 4 exp
Hit and Run: When this unit attacks, if they have any remaining movement, they may use it. 3 exp
Night Vision: This character has +10 skill during the night. 2 exp
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 exp
Proficiency: If this unit uses 1 damage type, the damage is multiplied by 2x. 6 exp
Quick Reload: If this character is attacked by a foe that they targeted with an attack on their previous turn, they will add +10 to the speed of their counter-attack. Costs: 3 pg
Resupply: This character will pick up any consumable weapons (grenades, landmines, etc.) that this character has proficiency in. 2 exp
Proficiency:
3P Marksman: 60
2P Explosion: 50
3P Armor: 60
Weak to Martial, Bleeding, and Poison.
