Bloodhound

Level: 58

HP: 12,400 (13,400 w/ Overshield)

Attack: 131

Charge Rifle: 300 (591) [1,773]

Mastiff: 100 (311) [933] {2,799 1-range}

Raven’s Bite: 50 (261) [783]

Defense: 131

Bloodhound’s “Old Ways” Tech-Tracker Armor: 300 (511)

Level 3 Body Shield: 100 {611}

Agility: 170 [180 when defending] [190 when attacking] {210 w/ “Beast of the Hunt“}

Skill: 180 (215) [225 when defending] [235 when attacking] {255 w/ “Beast of the Hunt“}

Speed: 170 [180 when attacking] {200 w/ “Beast of the Hunt“}

Movement: 6

Items:

Charge Rifle: An anti-armor, energy rifle manufactured by Vinson Dynamics. Notable changes from its Frontier War-era model include a smaller profile, more compact build, and a completely reworked firing system, shooting out a beam that rapidly increases in damage instead of charging for a single massive blast. Even if the beam misses, it will still deal 30% of the total damage. Ignores 50% of armor. Can only fire once. Base 300 Energy-type damage.

Mastiff: +10 Skill. A semi-automatic tube-fed shotgun that fires 8 pellets in the shape of a horizontal line. This powerful shotgun will deal 3x damage if fired from 1-range, as well as having an extra +10 Skill. Base 100 Bullet-type damage.

Raven’s Bite: Bloodhound’s Heirloom Axe. An black axe with raven detailing and a glowing red edge. Given to Bloodhound by her father as he died, along with the leadership of their tribe. Deals heavy shield and armor wear. When in Bloodhound’s inventory, boosts her Skill by +10. Base 50 Slash/Strike-type damage.

Bloodhound’s Tech-Tracker Armor: +10 Skill. A unique suit inspired by her Norse heritage, this unique suit boasts a surplus of features to help a tracker and hunter in her endeavors by circumventing night-time perception deficits. This suit comes well armored, made from Ballistic Plating covered in thick hides, along with some Titanium reinforcements on vital areas. Comes with a respirator, so grants protection against hazardous environments. Grants resistance to Bullet and Energy-type damage. Base 100 Armor.

Bloodhound’s “Old Ways” Tech-Tracker Armor: +25 Skill. A suit granted to Bloodhound by Odin himself after defeating Baldur in a tracking competition. Similar to her original suit, this suit will circumvent all night-time perception deficits; however, it will also grant this unit night-time bonuses, as well as halving the cooldown on all Scanning abilities. This suit is extremely well-made and well armored, made from Ballistic Plating covered in bear hides, along with some Leiptr Alloy and Ulfberht Ore reinforcements. Adorned with a Dragonbone helmet. Comes with a respirator, so grants protection against hazardous environments. Grants resistance to Lightning, Ice, Air, Fire, Bullet, and Energy-type damage. Base 300 Armor

Level 3 Body Shield: A powerful Overshield. Boosted by Energy proficiency and items. Base 1,000 HP. Base 100 Armor.

1- Ultimate Accelerant: A powerful item that completely refreshes all cooldown times on abilities (excluding per battle, day, week, etc.). Takes a turn to use.

2- Shield Battery: A battery used to charge Overshields. Completely restores damaged Overshields. Takes a turn to use.

2- Med-Kit: A pack of first aid items that can be used to restore health. Completely restores HP if Overshield is fully charged, otherwise restore 40%. Takes a turn to use.

Abilities:

Beast of the Hunt: Bloodhound Signature Ability. Once every 6 turns, this unit may enhance their senses and engage in hyper-aggressive hunting. This unit will see all units on the map, whether or not they are invisible, concealed, behind cover, etc. This unit’s Agility, Skill, and Speed will all be increased by +20, as well as receiving a plus 50% boost to their total damage. Their Movement will be increased by +3. This ability lasts for 3 turns, but each kill or “Knockdown” while in this state will increase the time in this state by 1 turn. Costs 8 exp

Eye of the Allfather: Once every 4 (2) turns, this unit may scan all squares within 10 spaces of them. This scan will reveal all hidden or cloaked units, traps, and items. Alongside this, this unit will receive a +10 buff to their Agility and Skill if attacked by scanned units. Lasts 2 turns. Costs 4 exp

Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3x damage and ignore shields, force fields, and cannot be countered. Costs 3 exp

Certain Blow: When attacking, this unit gains +10 Skill. Costs 3 exp

Chase Down: If this unit has targeted a foe and the foe disengages, this unit will receive a 25% damage boost and a +20 Skill boost against that character. Costs 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 attacking, this unit gains +10 Speed. Costs 3 exp

Knockdown: This character, when landing a killing blow, may choose to incapacitate the target instead. This will allow any unit to capture the target. An ally can spend their turn to pick up a Knocked unit up at 1 HP. Costs 3 exp

Perfect Strike: This unit may take a turn to prepare a precise and powerful strike. If the attack lands, it will deal 3x damage. Cannot be used with Activatable Abilities. Breaks Posture. This can be done 3 times per battle. Costs 5 exp

Prescience: Marksman ability. When this unit initiates an attack, it gains +10 Agility and Skill. Costs 3 exp

Proficiency (II): If this unit uses 1 damage type, the damage is multiplied by 3x. Costs 12 exp

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

Targeted Attack: This unit may choose to target a particular body part on an enemy it is targeting. Doing so can lead to many effective outcomes, but Targeted Attacks suffer a skill penalty. This is an Activatable ability, and can be used on any normal attack. If an effect is triggered, it will last for one full turn (character + enemy phases), and if it does not trigger, it will instead function as a typical attack. Attacking an opponent that does not notice you will half the skill penalty from doing a Targeted Attack. Each weapon Proficiency level higher than the opponent will reduce the -Hit by 5 (Example – 5AA Sword vs. 5A Sword: 25 of -Hit penalty reduced).
Head: -80 [20% Stun chance, -20 Hit and -2 Perception range]
Torso: -20 [20% Bleed chance]
Arm: -60 [20% chance to be unable to use equipped weapon, 50% (75%) damage reduction if one (both) arms are damaged]
Equipped Weapon: -100 [Break or Disarm the targeted weapon]
Leg: -40 [50% Movement, 50% Movement and -10 Speed if both legs damaged]
Character Specific Location: -Varies [Effect varies]. 7 exp

Tracker: This character’s perception range is twice that of a normal character. Costs 1 exp

Proficiency:

5A Marksmen: 80

5A Axe: 80

5A Energy: 80

5A Explosion: 80

5A Armor: 80

Weak to Horn, Claw, Plasma and Explosion. Resist Ice and Air.

Caps:

HP: Normal
Attack: 400
Defense: 400
Agility: 380
Skill: 390
Speed: 380

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