Le Coral RPG
Would you like to react to this message? Create an account in a few clicks or log in to continue.


An 18+ adult forum, that allows you access to the 18+ adult Chatroom Roleplaying game Le Coral
 
HomeLatest imagesSearchRegisterLog in

 

 Unit Information

Go down 
AuthorMessage
Semjax
Admin
Semjax


Posts : 100
Join date : 2011-04-20

Unit Information Empty
PostSubject: Unit Information   Unit Information Icon_minitimeWed Jun 29, 2011 4:55 pm

Code:
[size=15][u][b][i]Name[/i][/b][/u][/size]
[u]Movement Range:[/u]
[u]Unit HP:[/u]
[u]Unit AP:[/u]
[u]Unit Number:[/u]

[u]Bonus' against Units[/u]

[u]Melee Units[/u]:
[u]Ranged Units[/u]:
[u]Mobile Units[/u]:
[u]Stationary Units[/u]:
[u]Special Units[/u]:

[u][b][i]Terrain Data[/i][/b][/u]

[u]Grassland[/u]:
[u]Forest[/u]:
[u]Desert[/u]:
[u]Mountain Range[/u]:
[u]Water[/u]:
[u]Deep Water[/u]:
[u]Road[/u]:

[u][b][i]Weapons[/i][/b][/u]

[u][b][i]Armor[/i][/b][/u]

[u][b][i]Special Abilities[/i][/b][/u]

Now each character receives a specialized unit called the 'Field General' Unit or Commander Unit. This unit is specialized to fit your immediate need. However once you choose your Commander Unit, you can't change information on it without first going to the agency and paying them 2000 GT to change your unit information and grant you new stats and such.

Something else I'll mention is that every Commander Unit has a total of Charisma/20 Grunt Units, Once you choose these units your stuck with them until they die, the Charisma/20 is only at the creation. After Creation you must spend money buying new units to take along with your Commander Unit.

Commander Unit
Movement Range: (Dexterity/10)
Unit HP: (Charisma*3)
Unit AP: 3 AP + (Dexterity/15)
Unit Number: (Unit HP/5)
Rank: New
Type: You may choose two unit types for your Commander Unit. As stated above once you choose your types you can't change them without first paying money. (Types are Footsoldier, Archer, ect)

Bonus' against Units (Varies based on your type.)

Melee Units:
Ranged Units:
Mobile Units:
Stationary Units:
Special Units:

Terrain Data (Varies Based on your Type)

Grassland:
Forest:
Desert:
Mountain Range:
Water:
Deep Water:
Road:

Weapons (Varies on your Types, However you also have a specialized weapon from your own character sheet that is special to only this unit, Come to me and I'll work this, Armor, and Abilities out with you.)

Armor

Special Abilities


Last edited by Semjax on Sun Aug 14, 2011 1:20 pm; edited 9 times in total
Back to top Go down
http://lecoral.freeforums.biz
Semjax
Admin
Semjax


Posts : 100
Join date : 2011-04-20

Unit Information Empty
PostSubject: Units   Unit Information Icon_minitimeSun Aug 14, 2011 1:37 am

Melee Units

Footsoldier
Movement Range: 4
Unit HP: 25
Unit AP: 5
Unit Number: 5

Bonus' against Units

Melee Units: +1
Ranged Units: -1
Mobile Units: +0
Stationary Units: +1
Special Units: +0

Terrain Data

Grassland: 0.5 MR
Forest: 2 MR
Desert: 1 MR
Mountain Range: 1 MR
Water: 1 MR
Deep Water: 3 MR
Road: 0.5 MR

Weapons
Short Swords: 1 AP, Range 1 - d4 Damage to a single unit.

Armor
Light Metal Armor: Lowers attack on Unit by 1

Special Abilities
Harass: 0.5 AP, Alllows you to strike an enemy multiple times, until you miss or run out of AP.
Hide: 1 AP, Allows you to hide in a square that has brush, forest, mountain, ect. While in this if you strike an enemy your damage will be doubled.

Spearmen
Movement Range: 3
Unit HP: 20
Unit AP: 3
Unit Number: 4

Bonus' against Units

Melee Units: +2
Ranged Units: +1
Mobile Units: -2, +3 (Calvary Only)
Stationary Units: +1
Special Units: -2

Terrain Data

Grassland: 0.5 MR
Forest: 2 MR
Desert: 1 MR
Mountain Range: 1 MR
Water: 1 MR
Deep Water: 2 MR
Road: 0.5 MR

Weapons
Lances: 1 AP, Range 2, d4 Damage to basic units, d8 damage to Calvary
Javelins: 1 AP, Range 3, d5 Damage to Basic Units, d10 damage to Calvary

Armor
Light Metal Armor: Lowers Attacks on unit by 1

Special Abilities
Spear Wall: 1 AP to enter, 1 AP to leave, While in this stance any Calvary based unit that enters Range 1 against them will receive an immediate d15 Damage for directly running into their Spear based weapons.

Knights
Movement Range: 2
Unit HP: 40
Unit AP: 5
Unit Number: 8

Bonus' against Units

Melee Units: +2
Ranged Units: +1
Mobile Units: -2
Stationary Units: +0
Special Units: +1

Terrain Data

Grassland: 1 MR
Forest: 3 MR
Desert: 3 MR
Mountain Range: 3 MR
Water: 4 MR
Deep Water: N/A (If you enter Deep Water, your unit immediately dies.)
Road: 1 MR

Weapons
Broad Swords: 1 AP, d6 Damage to a single enemy unit.

Armor
Knight Armor: Lowers attacks on unit by 2
Kite Shield: Lowers attacks on unit by 1

Special Abilities
Deflect: 2 AP, The unit enters a stand still defensive formation where their kite shields cover all of their openings, completely deflecting ranged attacks.

Samurai
Movement Range: 3
Unit HP: 30
Unit AP: 4
Unit Number: 6

Bonus' against Units

Melee Units: +2
Ranged Units: +2
Mobile Units: -2
Stationary Units: -2
Special Units: +0

Terrain Data

Grassland: 0.5 MR
Forest: 0.5 MR
Desert: 2 MR
Mountain Range: 2 MR
Water: 2 MR
Deep Water: 4 MR
Road: 0.5 MR

Weapons
Katana: 1 AP, Range 1, d8 Damage, 10% Bleed Effect (d5 Damage/round)
Bow: 1 AP, Range 5, d4 Damage.

Armor
Samurai Armor: Lowers attack against this unit by 2.

Special Abilities
War Cry: 1 AP, Range 2, When used the enemies can't move from the spot their in for 2 Rounds.

Limits
Honor-Bound: This unit can't attack a Unit previously engaged by another force, they can't attack a unit from behind, and they can't pursue felled officers as its viewed as 'un-honorable'.

Ranged Units

Archers
Movement Range: 3
Unit HP: 20
Unit AP: 4
Unit Number: 4

Bonus' against Units

Melee Units: +2 (Range 3 or Higher), -2 (Range 2 or below)
Ranged Units: +2 (Range 3 or Higher), -2 (Range 2 or below)
Mobile Units: +3 (Range 3 or Higher), -3 (Range 2 or below)
Stationary Units: +1 (Range 3 or Higher), -1 (Range 2 or below)
Special Units: +1 (Range 3 or Higher), -1 (Range 2 or below)

Terrain Data

Grassland: 1 MR
Forest: 1 MR
Desert: 1 MR
Mountain Range: 0.5 MR
Water: 1 MR
Deep Water: 2 MR
Road: 0.5 MR

Weapons
Bow: 1 AP, Range 5 (+1 For every 100 Feet of Height), d5 Damage
Cross Bow: 1 AP, Range 7 (+1 for every 100 Feet of Height), d7 Damage

Armor
N/A

Special Abilities
Fire Arrows: 1 AP, d5 Damage, 10% Chance of catching the square hit on fire, should it catch on fire 10% Chance of Confusion on the enemy unit.
Volley: 2 AP, d10 Damage, You fire to simultaneous Waves of Arrows upon an enemy.

Musketeers
Movement Range: 5
Unit HP: 25
Unit AP: 4
Unit Number: 5

Bonus' against Units

Melee Units: +2
Ranged Units: +2
Mobile Units: -3
Stationary Units: -3
Special Units: -3

Terrain Data

Grassland: 1 MR
Forest: 3 MR
Desert: 0.5 MR
Mountain Range: 3 MR
Water: 2 MR
Deep Water: 4 MR
Road: 0.5 MR

Weapons
Musket: 1 AP, Range 3, d5 damage to a single unit.
Pistol: 1 AP, Range 2, d3 Damage to a single unit.
Rapier: 1 AP, Range 1, d4 Damage to a single unit.

Armor
Musketeer Armor: Decreases damage from Melee Attacks by 1

Special Abilities
Synchronized Shooting: 1 AP, Well timed and coordinated attacks allow you to have +2 Attacks upon an enemy dealing d10 in damage.

Sniper
Movement Range: 3
Unit HP: 15
Unit AP: 5
Unit Number: 3

Bonus' against Units

Melee Units: +3
Ranged Units: +2
Mobile Units: +1, -2 (Vehicles)
Stationary Units: +1
Special Units: +1

Terrain Data

Grassland: 1 MR
Forest: 0.5 MR
Desert: 1 MR
Mountain Range: 1 MR
Water: 3 MR
Deep Water: 6 MR
Road: 0.5 MR

Weapons
Sniper Rifle: 1 AP, Range 10 (Open Area or Top of Mountain) Range 3 (When blocked by something), d10 Damage to enemy unit.
Combat Knife: 1 AP, Range 1, d3 Damage to enemy Unit

Armor
Stealth Suits: +1 MR, +2 When attacking from a Hiding Spot.

Special Abilities
Hide: 1 AP, Allows you to hide in a square that has brush, forest, mountain, ect. While in this if you strike an enemy your damage will be doubled.
Sniper Shot: 3 AP, Range 15, d15 Damage. Can directly attack an enemy general with a 10% chance of killing them, or severely wounding them.

Grenadiers
Movement Range: 5
Unit HP: 25 (5 per unit)
Unit AP: 3
Unit Members: 5

Bonus' against Units

Melee Units: +2
Ranged Units: -2
Mobile Units: +3
Stationary Units: +3
Special Units: -5

Terrain Data
Grassland: 0.5 MR
Forest: 1.5 MR
Desert: 1 MR
Mountain Range: 2 MR
Water: 2 MR
Deep Water: 3 MR
Road: 1 MR

Weapons
Grenades: 1 AP, Range 3 - d6 explosive damage, can attack two units at once.
Grenade Launchers: 2 AP, Range 7 - d8 explosive damage, can attack two units at once.
Mines: 1 AP - d3+Unit Number mines are placed in a square. Deals d5 explosive damage to enemy units who step in this square.

Armor
High Tech GHOST Armor: Lowers Attacks on Unit HP by 1.

Special Abilities
Take Cover!: 1 AP - Boosts defense by +1 vs non AoE enemy effects.

Mobile Units

Calvary
Movement Range: 8
Unit HP: 25
Unit AP: 5
Unit Number: 5

Bonus' against Units

Melee Units: +2
Ranged Units: -2 (At Range 3 or more) +2 (At Range 2 or less.)
Mobile Units: +0
Stationary Units: +1
Special Units: +1

Terrain Data

Grassland: 0.5 MR
Forest: 2 MR
Desert: 1 MR
Mountain Range: 2 MR
Water: 2 MR
Deep Water: 4 MR
Road: 0.5 MR

Weapons
Lance: 1 AP, Range 2, d4 Damage to a Single Unit.
Broad Sword: 1 AP, Range 1, d5 damage to a single unit.

Armor
Calvary Armor: Lowers attack on unit by 2, unless its a Spearman in which case it doesn't help at all.

Special Abilities
Charge: 2 AP, d10 Damage, Once attacked you push back the unit 1 Range and take their spot.
Trample: 4 AP, d20 Damage, You completely and utterably Trample a unit. (Can only be used against foot based units)

Jousters
Movement Range: 9
Unit HP: 20
Unit AP: 5
Unit Number: 4

Bonus' against Units

Melee Units: +1
Ranged Units: -2
Mobile Units: +3
Stationary Units: +0
Special Units: +1

Terrain Data

Grassland: 0.5 MR
Forest: 2 MR
Desert: 0.5 MR
Mountain Range: 2 MR
Water: 2 MR
Deep Water: 4 MR
Road: 0.5 MR

Weapons
Jousting Lance: 1 AP, Range 2, d7 Damage.

Armor
Jousting Armor: Lowers the attacks on this unit by 1

Special Abilities
Joust: 2 AP, Range 3, Jousters charge the enemy closing in range quite quickly to skewer them on their lances. The Jousters can do this from three squares away, and they will stop on the third square.

Horse Bowmen
Movement Range: 8
Unit HP: 15
Unit AP: 5
Unit Number: 3

Bonus' against Units

Melee Units: +3
Ranged Units: +2
Mobile Units: -2
Stationary Units: -2
Special Units: -1

Terrain Data

Grassland: 0.5 MR
Forest: 3 MR
Desert: 0.5 MR
Mountain Range: 2 MR
Water: 2 MR
Deep Water: 4 MR
Road: 0.5 MR

Weapons
Bow: 1 AP, Range 5, d4 Damage.
Short Sword: 1 AP, Range 1, d5 Damage

Armor
Light Armor: Decreases attacks to this unit by 1.

Special Abilities
Charge: 2 AP, d10 Damage, Once attacked you push back the unit 1 Range and take their spot.
Volley: 2 AP, d10 Damage, You fire to simultaneous Waves of Arrows upon an enemy.

Hum-Vee (Costs 2000 to Deploy 1 Unit in battle)
Movement Range: 15
Unit HP: 15
Unit AP: 5
Unit Number: 3

Bonus' against Units

Melee Units: +4
Ranged Units: +4
Mobile Units: +1
Stationary Units: -5
Special Units: +2

Terrain Data

Grassland: 1 MR
Forest: 5 MR
Desert: 1 MR
Mountain Range: 5 MR
Water: N/A
Deep Water: N/A
Road: 0.5

Weapons
Gauss Cannon: 1 AP, Range 10, 1d20 Damage.
Gatling Gun: 2 AP, Range 7, 3d5 Damage.

Armor
Mobile Vehicular Armor: Lowers attacks on this unit by 3 from any unit class but Mobile Vehicles.

Special Abilities
Splatter: 3 AP, Range 5, Charge the enemy unit with a hulking 5 ton hum-vee which upon hitting them does 1d30 damage.

Light Tanks (Costs 5000 to send one unit upon the field)
Movement Range: 5
Unit HP: 10
Unit AP: 3
Unit Number: 2

Bonus' against Units

Melee Units: +5
Ranged Units: +5
Mobile Units: +5
Stationary Units: -10
Special Units: +2

Terrain Data

Grassland: 0.5 MR
Forest: N/A
Desert: 1 MR
Mountain Range: 5 MR
Water: N/A
Deep Water: N/A
Road: 0.5 MR

Weapons
Tank Cannon: 1 AP, Range 10,

Armor
Light Tank Armor: Lowers Attacks on this unit by 3

Special Abilities
Ballistic Shot: 3 AP, 1d20 Damage across four squares in front of the tank.

Dropships (Costs 1000 to Deploy 1 Unit)
Movement Range: 30
Unit HP: 5
Unit AP: 0
Unit Number: 1

Bonus' against Units

Melee Units: 0
Ranged Units: 0
Mobile Units: 0
Stationary Units: -5
Special Units: 0

Terrain Data

Grassland: 1 MR
Forest: 1 MR
Desert: 1 MR
Mountain Range: 3 MR
Water: 1 MR
Deep Water: 1 MR
Road: 1 MR

Weapons
None

Armor
Blackbird Armor: Lowers Attacks on this unit by 4

Special Abilities
Ally Drop: Can transport units and drop them off anywhere on the map.

Fighter Jets (Costs 7000 to Deploy 1 Unit)
Movement Range: 15
Unit HP: 10
Unit AP: 3
Unit Number: 2

Bonus' against Units

Melee Units: +3
Ranged Units: +1
Mobile Units: +7
Stationary Units: -5
Special Units: -2

Terrain Data

Grassland: 1 MR
Forest: 1 MR
Desert: 1 MR
Mountain Range: 4 MR
Water: 1 MR
Deep Water: 1 MR
Road: 1 MR

Weapons
Ballistic Missiles: 1 AP, Range 5, Air Only, 1d10 Damage.
Machine Guns: 1 AP, Range 4, 3d5 Damage.
Bombs: 1 AP, Range 1, 1d20 Damage.

Armor
FJ Armor: Lowers attacks on this unit by 1.

Special Abilities
Kamikaze: 3 AP, this unit sacrifices itself to slam into another enemy unit dealing 1d50 damage to that unit.

Helicopter (Costs 5000 to deploy 1 Unit)
Movement Range: 15
Unit HP: 20
Unit AP: 4
Unit Number: 4

Bonus' against Units

Melee Units: +2
Ranged Units: +2
Mobile Units: +1
Stationary Units: -6
Special Units: +1

Terrain Data

Grassland: 1 MR
Forest: 1 MR
Desert: 1 MR
Mountain Range: 2 MR
Water: 1 MR
Deep Water: 1 MR
Road: 1 MR

Weapons
Chopper Gunner: 1 AP, Range 4, 3d10 Damage.

Armor
Chopper Armor: Lowers damage on this unit by -1.

Special Abilities
Flares: 1 AP, Negate a SAM Turrets heat seeking Missiles.

Stationary Units

Ballista
Movement Range: 0 MR
Unit HP: 20
Unit AP: 3
Unit Number: 4

Bonus' against Units

Melee Units: +2
Ranged Units: +2
Mobile Units: +2
Stationary Units: -3
Special Units: -3

Terrain Data

Grassland: 0
Forest: 0
Desert: 0
Mountain Range: 0
Water: 0
Deep Water: 0
Road: 0

Weapons
Arrows: 1 AP, Range 5, d15 Damage to Foot Based units.
Gatling Gun: 2 AP, Range 3, d20 Damage to Vehicles and Footbased Units.

Armor
Titanium Alloy: Removes 2 Attack from any attacks.

Special Abilities
N/A

SAM Turret
Movement Range: 0
Unit HP: 10
Unit AP: 5
Unit Number: 2

Bonus' against Units

Melee Units: -5
Ranged Units: -5
Mobile Units: +10
Stationary Units: -5
Special Units: -5

Terrain Data

Grassland: 0
Forest: 0
Desert: 0
Mountain Range: 0
Water: 0
Deep Water: 0
Road: 0

Weapons
Anti-Air Missiles: 1 AP, Attacks only Aircraft, Range 4, 1d50 Damage.

Armor
Titanium Alloy: Lowers attacks on this unit by 2.

Special Abilities
Heat Seeking: 2 AP, Instantly destroy an aircraft using heat seeking missiles.

Machine Gun Turret
Movement Range: 0
Unit HP: 10
Unit AP: 4
Unit Number: 2

Bonus' against Units

Melee Units: +3
Ranged Units: +1
Mobile Units: +1
Stationary Units: +1
Special Units: +1

Terrain Data

Grassland: 0
Forest: 0
Desert: 0
Mountain Range: 0
Water: 0
Deep Water: 0
Road: 0

Weapons
Gatling Turret: 1 AP, Range 3, 5d8 Damage.

Armor
Titanium Alloy: Lowers attacks on this unit by 2.

Special Abilities
Bunker: This unit can be bunkered to increase its attacks by 2 and lower attacks on it by 2.

Special Units

Pirates
Movement Range: 3
Unit HP: 20
Unit AP: 5
Unit Number: 4

Bonus' against Units

Melee Units: +1
Ranged Units: +1
Mobile Units: -1
Stationary Units: +1
Special Units: +2

Terrain Data

Grassland: 1 MR
Forest: 0.5 MR
Desert: 1 MR
Mountain Range: 2 MR
Water: 0.5 MR
Deep Water: 1 MR
Road: 1 MR

Weapons
Cutlass: 1 AP, Range 1, d4 Damage to a Single Unit
Pistol: 1 AP, Range 2, d3 Damage to a Single Unit
Musket: 1 AP, Range 3, d5 damage to a single unit.

Armor
Light Cloth: +1 Movement Range to the Unit

Special Abilities
Steal: 2 AP, When the unit comes in contact with another unit, the unit may roll and attempt to steal provisions, or whatever from the unit they are in contact with. roll d20 VS d20.

Rouge
Movement Range: 7
Unit HP: 15
Unit AP: 6
Unit Number: 3

Bonus' against Units

Melee Units: +2
Ranged Units: +2
Mobile Units: -2
Stationary Units: +2
Special Units: +1

Terrain Data

Grassland: 0.5
Forest: 0.5
Desert: 0.5
Mountain Range: 2 MR
Water: 2 MR
Deep Water: 4 MR
Road: 0.5 MR

Weapons
Dagger: 1 AP, Range 1, d3 Damage.
Poison Dagger: 1 AP, Range 1, d3 Damage, 10% Poison d5 damage every turn.
Bow: 1 AP, Range 5 (+1 for every 100 Feet of Height), d5 Damage
Throwing Daggers: 1 AP, Range 2, d3 Damage

Armor
Cloak: +2 Movement Range

Special Abilities
Backstab: 2 AP, Must be behind Enemy Unit, Roll a d20 VS d20, should it work you will deal 3x more damage to the enemy unit then you would normally.
Hide: 1 AP, Allows you to hide in a square that has brush, forest, mountain, ect. While in this if you strike an enemy your damage will be doubled.

Mage
Movement Range: 3
Unit HP: 25
Unit AP: 3
Unit Number: 5

Bonus' against Units

Melee Units: +5
Ranged Units: +2
Mobile Units: -1
Stationary Units: +2
Special Units: +0

Terrain Data

Grassland: 1 MR
Forest: 2 MR
Desert: 1 MR
Mountain Range: 3 MR
Water: 2 MR
Deep Water: 4 MR
Road: 0.5 MR

Weapons
Magic Tome: 1 AP, Range 3, d8 Damage.

Armor
Mage Robe: +1 MR, +1 Attack when using a spell.

Special Abilities
Fire: 1 AP, Range 3, d10 Damage, 10% Chance of catching the square on fire and if that succeeds 10% Chance of confusion.
Lightning: 1 AP, Range 3, d10 Damage, 10% Chance of Paralysis.
Water: 2 AP, Range 3, d6 damage, 10% Chance of washing away 25% of the units Numbers.
Wind: 1 AP, Range 5, d10 Damage, 10% of Stunning an enemy unit.
Ice: 1 AP, Range 3, d8 Damage, 10% chance of freezing an enemy unit.
Earth: 2 AP, Range 3, d10 Damage, 25% Chance of panic on the enemy unit

Psychic
Movement Range: 3
Unit HP: 15
Unit AP: 5
Unit Number: 3

Bonus' against Units

Melee Units: +4
Ranged Units: +4
Mobile Units: +3 (Only against Calvary based units) Vehicles -10
Stationary Units: -10
Special Units: +4

Terrain Data

Grassland: 1 MR
Forest: 2 MR
Desert: 1 MR
Mountain Range: 2 MR
Water: 2 MR
Deep Water: 4 MR
Road: 0.5 MR

Weapons
Psychic Bolts: 1 AP, Range 3, d12 damage.

Armor
None

Special Abilities
Scramble: 2 AP, Range 7, d4 Damage, 35% Chance of confusion on an enemy unit.
Shockwave: 3 AP, Range 1, d10 Damage, Attacks all adjacent units in a square around the unit.

Ninja
Movement Range: 10
Unit HP: 25
Unit AP: 7
Unit Number: 5

Bonus' against Units

Melee Units: +3
Ranged Units: +3
Mobile Units: +3
Stationary Units: +3
Special Units: +3

Terrain Data

Grassland: 0.5 MR
Forest: 0.5 MR
Desert: 0.5 MR
Mountain Range: 0.5 MR
Water: 1 MR
Deep Water: 2 MR
Road: 0.5 MR

Weapons
Kunai: 1 AP, Range 3, d3 Damage
Poison Kunai: 1 AP, Range 2, d3 Damage, 10% Chance of poisoning an enemy unit (d5 damage per round)
Tanto: 1 AP, Range 1, d4 damage.

Armor
None.

Special Abilities
Sabotage: 2 AP, Range 1, When faced with a Vehicle or a Stationary Unit, the Ninja Unit can sabotage them. Instantly destroying them.
Hide: 1 AP, Allows you to hide in a square that has brush, forest, mountain, ect. While in this if you strike an enemy your damage will be doubled.
Assassinate: 3 AP, When coming in contact with a generals unit, as long as they are hidden, this unit can assassinate the general with a d20 vs d20 roll.


Engineers
Movement Range: 5
Unit HP: 10
Unit AP: 3
Unit Number: 2

Bonus' against Units

Melee Units: -3
Ranged Units: -3
Mobile Units: -3
Stationary Units: -3
Special Units: -3

Terrain Data

Grassland: 1 MR
Forest: 1 MR
Desert: 1 MR
Mountain Range: 1 MR
Water: 1 MR
Deep Water: 2 MR
Road: 0.5 MR

Weapons
Shotgun: 1 AP, Range 1, 5d3 damage.

Armor
None

Special Abilities
Build: 2 AP, This allows Engineer's to build Stationary Units with the costs of the Stationary Units.
Repair: 1 AP, This allows engineer's to repair stationary units and vehicular units. 25% HP Per AP Spent fixing it.
Sentry Gun: 1 AP, This allows an Engineer to build a base sentry gun with 2 Range, 2 AP, and 5d2 Damage.

Medic/Cleric
Movement Range: 7
Unit HP: 30
Unit AP: 3
Unit Number: 6

Bonus' against Units

Melee Units: -2
Ranged Units: -2
Mobile Units: -2
Stationary Units: -2
Special Units: -2

Terrain Data

Grassland: 0.5 MR
Forest: 0.5 MR
Desert: 0.5 MR
Mountain Range: 1 MR
Water: 2 MR
Deep Water: 3 MR
Road: 0.5 MR

Weapons
Syringe Gun: 1 AP, Range 3, d6 Damage, heals d5 when shot at an ally.

Armor
None

Special Abilities
First-Aid: 1 AP, Heals 25% Damage Done to an ally.
Cura: 2 AP, Heals 50% Damage done to an ally.
Curaga: 3 AP, Heals 25% Damage done to all allies in a square around the unit.

Mech Warriors
Movement Range: 7
Unit HP: 30
Unit AP: 5
Unit Number: 6

Bonus' against Units

Melee Units: +3
Ranged Units: -2
Mobile Units: +2
Stationary Units: +1
Special Units: +0

Terrain Data

Grassland: 0.5 MR
Forest: 2 MR
Desert: 0.5 MR
Mountain Range: 1 MR
Water: 1 MR
Deep Water: 2 MR
Road: 0.5 MR

Weapons
Particle Cannon: 1 AP, Range 7, d13 Damage.
Beam Sword: 1 AP, Range 2, d10 Damage.
Shoulder Machine Guns: 1 AP, Range 4, 3d4 damage.

Armor
Mech Armor: Protects from all foot based units for 2 Attacks.

Special Abilities
Flares: 1 AP, Negate a SAM Turrets heat seeking Missiles.
Ballistic Bombs: 2 AP, Range 4, 3d5 Damage across two rows of four squares.
Saber Combo: 4 AP, Range 2, 3d10 damage.
Back to top Go down
http://lecoral.freeforums.biz
 
Unit Information
Back to top 
Page 1 of 1
 Similar topics
-
» Job Information
» Information on the Agency
» Sector One Information
» Sector Two Information
» Sector Three Information

Permissions in this forum:You cannot reply to topics in this forum
Le Coral RPG :: Game Information :: Game Information-
Jump to: