Gibraltar

Level: 61

HP: 27,000 (28,000 w/Overshield) [28,750 w/Gun Shield]

Attack: 150

AIE-486H Heavy Machine Gun: 200 (430) [1,290]

Spitfire LMG: 100 (330) [990]

EVA-8 Auto: 100 (330) [990] {1,485 1-range}

Defense: 282

Gibraltar’s Armored EOD Suit: 500 (882)

Gibraltar’s Gun Shield: 75 (155) {1,037}

Level 3 Body Shield: 100 (180) {1,217}

Agility: 135 (120)

Skill: 185

Speed: 135 (120)

Movement: 5

Items:

AIE-486H Heavy Machine Gun: -30 Skill; -25 Agility. -2 Movement. A standard Gatling-style heavy machine gun, used by the UNSC for offensive and defensive purposes. It is also more powerful than the UNSC’s stationary turret. Can only strike once regardless of speed, but it fires 4x when attacking and deals 2x damage to light vehicles. Base 200 Bullet-type damage.

Spitfire LMG: A light machine gun manufactured by Jaewon Industries. Improvements to initial recoil and accuracy makes it a good weapon for sustained suppressive fire. Attacks 4 times, but can only ever attack once. Base 100 Bullet-type damage.

EVA-8 Auto: A fully automatic magazine-fed shotgun designed for extra-vehicular activity. Attacks twice. Deals 50% more damage at 1-range. Base 100 Bullet-type damage.

Gibraltar’s Armored EOD Suit: -15 Agility. A durable armor made of Ballistic Plates and Flak Plates covered in kevlar. This suit will reduce damage taken by 50% if this unit activates “Take the Hit“. This suit grants immunity to Explosion-type damage and resistance to Bullet-type damage. Base 500 Armor.

Gibraltar’s Gun Shield: -15 Speed. A unique shield with appropriate slots for mounting weapons, allowing it to be used both offensively and defensively. This shield projects an energy field that will absorb a certain amount of damage until broken. Once this energy field breaks, this shield loses its resistances until the wearer leaves combat and allows it to recharge. Grants resistance to Energy-type damage. Base 750 HP. Base 75 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:

Defensive Bombardment: Gibraltar Signature Ability. Once per battle this unit may call down a barrage of artillery around 5 spaces of them. These shells will ignore defense and prevent the affected units from moving. If the shells hit, they will lower the target’s Agility, Speed, and Skill by -10. Each shells has a +40 chance to hit. Costs 5 exp

Dome Shield: Gibraltar Signature Ability. This unit can summon a powerful energy shield. This shield will grant the character and all adjacent allies extra defense equal to this unit’s Defense, as well as 80% damage reduction to all damage types. Can be deactivated by EMP. Lasts 3 turns. Cost 4 exp

Aegis: When being attacked, this unit has a 50% chance to activate this skill. If the skill activates, the elemental damage of the enemy will be reduced by 50%. 4 exp

Engagement: Any unit that passes within range of this unit must halt all of their movement. If they attempt to continue moving, they will be struck with a “Critical Strike“. Costs 4 exp

Fortified: This unit will gain resistance against activatable abilities. This includes abilities like “Sword Assault” and “Astra“; however, this will prevent this unit from using offensive activated abilities as well. Costs 3 exp

Pavis: When being attacked, this unit has a 50% (70%) chance to activate this skill. If the skill activates, the physical damage of the enemy attack will be reduced by 50%. 4 exp

Proficiency (II): If this character uses only one damage type, that damage type is multiplied by 3x. 12 exp

Steadfast: This unit will survive one lethal hit for each close ally in their party. 4 exp

Steady Breath: When being attacked by a melee weapon, this unit has +20 Agility and a 50% boost to their Defense. Costs 4 exp

Steady Steps: If this unit uses only walking-type movement, they will boost their Defense by 30%. Costs 1 exp

Take the Hit (III): If an allied unit who is adjacent to this unit is attacked, this unit has a 100% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. 8 exp

Warding Breath: When being attacked by a elemental attack, this unit has +20 Agility and a 50% boost to their Defense. Costs 4 exp

Wary Fighter: This unit may only every attack once in a turn (unless using brave weapons or multi-hit abilities); however, this unit may only ever be attacked once in a turn (unless the enemy is using brave weapons or multi-hit abilities). Costs 4 exp

Proficiency:

5A Marksman: 80

5A Explosion: 80

5A Shield: 80

1AA Armor: 100

Weak to Earth and Plasma. Resist Water and Explosion.

Caps:

HP: High
Attack: 400
Defense: 750
Agility: 330
Skill: 380
Speed: 330

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