Axton

Level: 32

HP: 4,100

Attack: 96

Renegade Rifle: 40 (136) [272]

Tomahawk: 20 (116)

Defense: 96

Regulation Attire: 20 (116)

Agility: 83

Skill: 102 (112)

Speed: 83

Movement: 5

3/3/2.6/3.2/2.6

Items:

Axton’s Renegade Assault Rifle: A common assault rifle manufactured by Vladof with an added laser sight and tactical flashlight. It has the Dahl manufacturer’s barrel, which gives them decreased recoil. Its ludicrous fire rate allows for excessive amounts of bullets to be shot. Attacks twice. Base 40 Bullet-type Damage.

Axton’s Tomahawk: A simple steel tomahawk. Can be used in a pinch. Base 20 Slash-type damage.

Axton’s Regulation Attire: This standard Dahl military uniform has been heavily modified to fit the needs of the merc. It contains all of the necessary attachment points for all equipment that could possibly be used. Features a Digi-struct Holster for small and long arms. Made of a durable, knife resistant material and reinforced with ballistic plates. Resist Bullet-type and Knife damage. Base 20 Armor.

Sarah’s Wedding Ring and Dogtags: +10 Skill. She didn’t like diamonds… Or warcrimes.

Explosive Stone: A rare stone that causes explosions to have more OOMPH. Just what the doctor ordered. Boosts Explosion damage by 50%.

Abilities:

Digi-struct Sabre Turret: Axton Signature Ability. This character can manifest a versatile Dahl Sabre Turret, a mounted gun featuring 360° rotation that can be upgraded with many weapons and abilities, on an adjacent space. If destroyed, it may not be used for the rest of the day unless repaired. This character may also spend EXP on abilities for the turret instead of themselves. Lasts for 5 turns. Can be used every 3 turns. 5 exp

Gemini: Axton Signature Ability. This character can summon two Sabre Turrets. The second turret can only be summoned 2 turns after the first turret is summoned. 5 exp or Ascended Marksman

Aim: This unit may take a turn to steady their sights on a particular target. If they attack that target next turn, they gain +30 to their hit chance. 2 exp

Charge Shot: The unit may take a turn and charge their ranged weapon. Their next attack is multiplied by 2x. 3 exp

Lucky: Once a battle, this character may reroll one dice roll. Cannot be used on any other character’s rolls. 1 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 3x 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. 5 exp

Prescience: Marksman ability. When this unit initiates an attack, it gains +10 avoid and +10 skill. 3 exp

Proficiency: If this character uses only one damage type, that damage type 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 +15 to the speed of their counter-attack. 4 exp

Repair: Spend turns repairing items that are broken. Ability to repair depends on the character’s proficiency with the item being repaired. Typically takes 1-5 turns. 2 exp

Skill Shot: If this unit’s Skill is 20+ higher than the opponent’s Agility, and is attacking with a ranged attack, this ability has a 40% chance to trigger. If it triggers, the attack damage is multiplied by 1.25x. Each attack activation chance is calculated separately. 5 exp

Super Soldier: This unit’s weapons of varying types can all be boosted by proficiency (as long as they are not dual element). 3 exp

Tinker: This unit can utilize their mechanical proficiency to create items (with the necessary materials). 1 exp

Proficiency:

2 Marksman: 5

2 Explosive: 5

2 Axe: 5

Weak to Explosion. Resist Bullet.

Caps:

HP: Medium
Attack: 150
Defense: 150
Agility: 130
Skill: 160
Speed: 130

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