Bangalore

Level: 61

HP: 13,500 (14,500 w/Level 3 Body Shield)

Attack: 150

G7 Scout: 150 (500) [1,500]

Rolling Thunder: 500 (730) [2,190]

Defense: 150

Bangalore’s IMC Uniform: 100 (330)

Level 3 Body Shield: 100 (180) {510}

Agility: 175

Skill: 225

Speed: 175

Movement: 6

Items:

MA5D Assault Rifle: +5 Speed. The standard-issue UNSC assault rifle. Boasts a great rate of fire. Fires twice. Base 30 Bullet-type damage.

G7 Scout: A semi-automatic battle rifle developed by Lastimosa Armory and employed by Apex Games combatants. Equipped with a Double-Tap Trigger. Fires twice. Base 150 Bullet-type damage.

Bangalore’s IMC Uniform: The standard issue IMC fatigues with Ballistic Plating. Grants decent protection without sacrificing mobility. Grants resistance to Bullet and Energy-type damage. Base 100 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:

Rolling Thunder: Bangalore Signature Ability. Once every battle, this unit may call in a row of delayed explosives that damage and slow any unit caught in their blast. These explosives will land on every other space in a 4×10 area and deal damage to all spaces adjacent to them. This damage cannot be dodged, but it can be defended against. This deals 500 Explosion-type damage and deals heavy shield damage. Any units that are affected will have their Agility reduced by -30. Costs 10 exp

Smoke Launcher: Bangalore Signature Ability. 1-4 range. Once every 3 turns, this unit may fire a canister of smoke that will obscure view and provide cover. This smoke will cover 3 spaces from the landing area. Any units inside will have +20 Avoid and -20 Skill while inside. Any units outside the smoke firing into the smoke will have -40 Hit. Lasts for 2 turns. Costs 5 exp

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

Double Time: If an enemy unit fires at this unit and misses, this unit will increase their movement by +3 and their Agility by +10 for the remainder of the phase. Costs 3 exp

Headshot: This character can land devastating shots to the head of an enemy. If the enemy is like most biological organisms, this will deal extra damage. This ability will have a 50% chance to activate if this character’s Skill is +20 higher than the Agility of the target. If this skill activates, it will double the damage of normal attacks from any ranged weapon used by the character. Costs 5 exp

One Man Army: Ignore all abilities and items that involve sharing stats with others in an organized/semi-organized force (Mob/Stand as One, etc.). 6 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 Agility and Skill. 3 exp

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

Steady Stance: When attacked by an enemy who is using a melee weapon, this unit adds +20 to their skill and avoid. 3 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

Proficiency:

2AA Marksman: 200

5A Explosion: 80

5A Armor: 80

Extreme Weak to Plasma. Resist Explosion.

Caps:

HP: Normal
Attack: 400
Defense: 400
Agility: 370
Skill: 420
Speed: 370

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