I pickup the nearest enemy and toss them at the closest cluster of enemies. The battery pack on the back of the enemy I picked up IMPLODES, causing the enemies around them to implode as well. Just for good measure, I fire in a time rift, which rips off a level or two.
The enemy escapes your grasp before you can throw them!
I create a massive arcane infused earthquake that transfers health from Juggernaughts, Sniper and Medic into the damaged Battle Airship.
It also somehow happens to launch enemy Technician into air, and then it damages their Defect Drone. That health is also transferred into Airship.
(I also suggest moving Lisharon Inc Medical Personnel and Spanish Inquisition Radio to mercenaries)
The juggernauts and the sniper take 9 damage each, restoring 15 HP to the airship. This also kills one of the juggernauts, leaving the sniper exposed to attack! The technician and the Defect also take 7 damage each, restoring 8 HP to the airship! +59 XP! The juggernaut drops 110 materials!
Balanced level up! I Grapple the smaller storage locker, hoping that these slapstick shenanigans end. They do not, however, and a piano falls on the Medic's head before he gets launched out of a cannon into the sun.
+3 HP, +1 ATK, +1 heal!
You grapple open the smaller locker, and are annoyed to find an even smaller one inside! The inexorable juggernaut protects the medic from these Tom and Jerry shenanigans, taking 16 damage from the piano and 20 damage from being launched into the sun! +29 XP!
You hit all enemies except the elite gunner, dealing 4 damage to them. This finishes off the technician! +51 XP! He drops 18 materials!
My action: I heal the venomous gunner for 16 HP.
==[Enemy turn]==
The elite gunner takes 10 galvanizing damage, then thaws.
The elite sniper takes 10 poison damage. He then snipes the medical personnel, killing him. The gunner mercenary fires at the sniper for 15 damage.
The Defect drone plays Defragment, gaining 1 focus. It then hits algot's robot with Core Surge, destroying it and gaining 1 artifact. Finally, it hits the shield projector with Compile Driver, dealing 7 damage to it. Since it has no more energy, it ends its turn and draws new cards. Due to its ethereal nature, Echo Form is lost to the ether.
==[Ally turn]==
The shield projector takes 15 burn damage.
The venomous gunner finishes off the elite sniper. He drops 25 materials.
Algot's turret fires at the elite gunner, but misses.
The gunner mercenary attempts to immobilize the Defect, but fails.
The pyrotech mercenary fires at the Defect for 21 damage.
The executioner cleaves the elite gunner for 29 damage.
The cryotech mercenary fires at the Defect for 11 damage.
The skirmisher shoots the elite gunner to death. He drops 119 materials and a piece of armor that gets placed in the bag of holding.
The grenadier tries and fails to hit the Defect with an explosive overheat.
The cardinals gang up on the Defect, dealing a total of 30 damage to it.
The battle airship regenerates 10 HP. It then fires its minigun at the Defect for 12 damage.
The thermoshadow hits the Defect with some nitrogen shards for 10 damage.
Armor of Bone [rare]
The most metal of attire.
+10 HP
Has a 40% chance to unnerve a random enemy every wave
The incinerators display an unhealthy interest in fire. They attack with a flamethrower that allows them to light their targets on fire, while rapidly burning through their armor. Their own armor also gives them significant resistance to fire.
Camp [HP: 450/450] {Provides space for 1 large construction}
Barracks [HP: 650/650] {Creates a new soldier in 1 turn}
Bank [HP: 400/400] {Generates $50 every turn}
Other:
Wall outcropping [HP: 140/140] {Average cover}
Even smaller storage locker
Modifiers: Overwhelming Force {+10% XP earned}
Bag of holding [Fiend Fire (1), After Image (1), Trip (1), Quick Slash (1), Neutralize (1), Heavy Rifle, MS34 Shieldbreaker, M11 AIR, Railgun, Broadsword, Eden's Soul, Conduit Armor, Flak Jacket, Capacitor armor (x2), Absurdly Heavy Armor, Munitions Vest, Armor of Bone (x2), Instructional Booklet, Aim Assist, Medkit, Salt Shaker]
Objectives:
[X] Reach the outpost
[X] Enter the outpost
[ ] Pursue the officer
Operations:
No Entry: 0/3
Vandalized: 0/3
Home Remodeling: 0%
Using Their Head: Complete!
Money: $3,700
Materials: 1,341
Shop:
AA Missiles [$300 | 2 uses]: Basic AA missiles that deal 12 damage to a single target. Can optionally spend an action locking onto a target, which grants perfect accuracy. Deals 50% more damage to airborne targets.
Stun Lance [$600 | 3 uses]: Deals (ATK x 1.3) damage and has a 25% chance to stun or disorient the target.
Flamethrower [$100 | 4 uses]: Deals (ATK x 1.25) as fire damage, and has a 30% chance to ignite the target. Random Bomb Generator [$150 | 1 use]: Randomly generate a number between 1 and 6. That many bombs will be thrown at random targets. SVD Stealth Sniper [$250 | 4 uses]: Deals 15 damage and has a 10% chance to land a headshot that instantly kills normal enemies. Headshots deal double damage to bosses and master level enemies. Yellow Ray [$400 | 1 use]: Instantly destroys an enemy. Any armor they were carrying will be dropped and equipped by the user. Only stuns bosses, and against master enemies, halves their current HP. Chemikaliewerfer [$250 | 4 uses]: Deals 10 damage and damages the target for a third of your ATK stat every turn for 3 turns. Never misses. Endermite Shotgun [$600 | 2 uses]: Fires Ender pearls, causing the user to teleport rapidly, giving every enemy a 40% chance of being distracted and damaged for the user's ATK stat. Afterwards, deals (ATK x 1.5) damage to a random enemy. The Debilitating Dagger [$900 | 3 uses]: Deals (ATK x 0.5) damage and permanently disables a selected ability. Deals 5 extra damage when disabling an ability. Disabling lasts for 2 turns on master enemies, and 1 turn for bosses. Only has a 50% chance to disable abilities on master enemies and bosses. Mobile Minigun Turret [$1,250 | 4 uses]: When purchased, spends a turn deploying itself. Afterwards, can be used by all players to deal (ATK x 1.2) damage to up to three targets in a line. Must be redeployed every wave, unless the team's location doesn't change between waves. Atom Bomb [$6,000 | 1 use]: Deals (ATK x 7) damage to all enemies, with damage reducing as targets get further away from the original target. Minimum damage is (ATK x 4). Survivors have a 20% chance to be afflicted by fallout, which deals 5 damage to them every turn for 3 turns. Shredder Saw [$400 | 3 uses]: When used with an attack, the attack will deal half damage to health, but deal double damage to armor and shields.
Grenade Launcher Attachment [$850 | 3 uses]: Can be used to deal (ATK x 2) damage to a primary target along with (ATK x 0.5) damage to both nearby targets.
Combat Armor [$150 | 50 HP]: Provides 50 armor that absorbs 50% of incoming damage until broken. Shield [$125 | Variable HP]: Assume a defensive stance at the start of the next turn. While defending, all incoming damage is absorbed by the shield. HP is 75% of the team's average HP. Portable Cover [$90 | 1 use]: Creates a piece of average cover that can be used by either side. Venomdrive Armor [$850 | Variable HP]: Starts off providing no armor. When taking toxic damage, 40% of the damage dealt becomes HP for the armor, which provides 50% damage protection. Max armor is 300. While the user is poisoned, the status effect is converted into the Poisonous ability, allowing them to inflict poison with their attacks. Grants the option to generate your own poison, at the cost of (poison level2 x 2) HP. Zap Field [$500 | 1 use]: For 2 turns, players and allies gain a defensive field that deals electric damage to attackers. Damage depends on the user's ATK stat. Portable Rampart [$500 | 1 use]: Deploys a piece of decent cover that can only be used by the side that deploys it.
Redlight Redirector [$750 | 2 uses]: Set up a portal in front of an enemy, causing their attacks to be redirect to a random enemy for 1.25x damage.
Feint Shot [$400 | 5 uses]: When held, gain a 10% chance to interrupt any enemy action and deal a flat 10 physical damage to them.
Flashbang [$200 | 1 use]: Blinds an enemy, drastically reducing their accuracy.
Medkit [$200 | 1 use]: Restore (heal x 2) HP to an ally.
Splash Potion of Healing [$90 | 1 use]: Throw to perform a minimum effectiveness heal to a primary target and both nearby targets. Smoke Grenade [$75 | 1 use]: Reduces an enemy's accuracy by 30. Essence of Life [$750 | 1 use]: Restores 10 HP and grants the target health regen for 3 turns. If the target is killed/KO'd during the regen, they will be revived with 10% of their max HP, and the effect ends. Potion of Invisibility [$600 | 1 use]: Turn a target invisible. While invisible, you can't be attacked or detected in stealth missions, and your next attack's damage is doubled. Cannot attack and use the potion at the same time. Poutine Gun [$500 | 3 uses]: Sticks a target in place, reducing their evasion by (evasion x 0.75) and giving them a 35% chance of not being able to attack on their turn. Smarter Nanobots [$850 | 3 uses]: Can be used to heal a target for 10% of their max HP every turn for 3 turns, while giving immunity to negative status effects for the duration. Cannot repair armor. Alternatively, can be used to damage a target for 10% of their max HP every turn for 4 turns. Worldedit Permissions [$650 | 1 use]: Edit a piece of cover or a hazard into existence. Lasts until the team moves to a new location. Mass Dispel [$1,500 | 1 use]: Disables the abilities of ALL non-boss enemies.
Time Warp [$800 | 1 use]: Grant an ally the ability to perform two actions in one post this turn.
Ender Mines [$4,000 | 1 use]: Set up a minefield that adds a 20% chance for any enemy attacks to fail for the rest of the mission. Does not affect bosses.
Lifepowder [$2,500 | 3 uses]: Heals all allies for your minimum heal. Can be used multiple times in one turn. Cannot gain extra uses.
Repair Kit [$750 | ∞ uses]: Can be used to repair mechanical allies as well as armor, for (heal x 3) HP. Only restores (heal x 0.5) HP to organic allies. Has a cooldown of 2 turns.
Golden Syringe [$1,000 | ∞ uses]: Can be used to heal organic allies for (heal x 2) HP + 3 turns of minor HP regen. Cannot be used on inorganic entities. Has a cooldown of 2 turns.
Data Card [$100 | 1 use]: Potentially secures an enemy's data bank entry.
Care Package [$300 | 1 use]: Airdrops a random item. EFLN [$75 | 1 use]: Throw to completely destroy ALL cover in the area, which will prevent players and enemies from using it. Card Pack [$125 | 1 use]: Gain 5 cards, each with their own effects. Portable Pitfall [$120 | 1 use]: Use to put an enemy into stasis for 2 turns. Enemies in stasis can't perform actions but can't be targeted. The effect will automatically end if the targeted enemy is the last one alive. Creeper Spawn Egg [$125 | 1 use]: Throw to spawn a creeper. After the enemy's turn, it will explode and damage the targeted enemy and both nearby enemies. Ammo Pack [$350 | 4 uses]: Can be used to restore uses to an item. Can be used multiple times at once. Laser Drone [$650 | 40 HP]: Deploys a drone equipped with a laser beam that deals 10 damage and has a 25% chance to pierce the target, hitting the next listed one. Crit-a-Cola [$750 | 1 use]: When used, your next attack is guaranteed to be a critical hit. However, you can't attack or heal on the same turn you use it, and if you get KO'd before you get to attack, the boost is wasted. Can only be used on yourself.
Proxy Slimesling [$500 | 1 use]: Launches an enemy into next Sunday, which manifests itself as launching them to the next wave. Cannot be used on the final wave of a mission.
Mob Pirates [$1,250 | 1 use]: Summon third party entities for the next 3 waves that are hostile to all units.
Capture Ball [$750 | 1 use]: If an enemy has below 20% HP, they can be captured and made a permanent addition to the team. However, they will not be healed. This also has a chance to secure the enemy's data bank entry.
First Wave Thief [HP: 70 | ATK: 9]: $650
"I'm sure they won't notice if they're missing a few things here and there..."
[Passive] Pickpocket: Attacks steal $25 from enemies.
[Passive] Loot: Enemies damaged by the thief have their item drop rate increased by 10%, and they are more likely to drop high tier items.
First Wave Shredder [HP: 110 | ATK: 8]: $1,100
"Attack, attack, attack!"
[Passive] Shred: Attacks reduce enemy physical resistance by 15%. This can stack.
[Passive] Focus: Successive attacks against the same target deal 50% extra damage.
[Active] Implosion: Deal 8 + (20% of target's max HP) damage. 4 turn cooldown.
First Wave Executioner [HP: 89] [ATK: 13]: $1,200
"Rip and tear."
[Passive] Blood Rage: Attacks deal a percentage of missing enemy HP as bonus damage.
[Passive] Glory: When the executioner directly kills an enemy, he regenerates 30 HP over 3 turns.
[Active] Deny Healing: Deal 4 + 4 damage to an enemy and reduce any healing they receive by 50% for 3 turns. 5 turn cooldown.
[Active] Execute: If a target has less than 30% of their HP, attempt to kill them. No cooldown if successful. 5 turn cooldown.
Gunner Mercenary [HP: 75] [ATK: 15]: $1,200
"Nothing in the world a few rounds can't solve."
[Passive] Numbed Senses: Taking damage reduces damage taken by 20% and increases damage dealt by 30%. Does not stack.
[Active] Frag Grenade: Deal (ATK x 2) damage to two different enemies. 3 turn cooldown.
[Active] Immobilize: Deals (ATK x 1.6) damage and restricts melee attacks and abilities, while also reducing the target's evasion to 0. 5 turn cooldown.
[Active] Suppress: Reduce enemy accuracy by 30 and fire upon them if they take an action. 3 turn cooldown.
Pyrotech Mercenary [HP: 60] [ATK: 12]: $1,200
"Things are heating up. Quite literally."
[Passive] Incendiary Rounds: Basic attacks have a 30% chance to ignite the target, and deal 30% more damage to burning enemies.
[Active] Mass Ignite: Set all enemies on fire for 3 turns. 6 turn cooldown.
[Active] Flare Bomb: Deal (ATK x 2.5) damage to two different enemies. Deals (ATK x 3) damage to burning enemies. 4 turn cooldown.
[Active] Expose Oneself: Double all damage dealt, but reduce evasion to 0 and increase damage taken by 30% for 3 turns. 5 turn cooldown.
Cryotech Mercenary [HP: 60] [ATK: 12]: $1,200
"I'm a blizzard personified."
[Passive] Fragile Glass: Basic attacks have a 30% chance to reduce enemy resistances by 30% and freeze the enemy.
[Active] Shatter Bolt: Deals (ATK x 2.7) damage and ignores armor. 2 turn cooldown.
[Active] Nitrogen Bomb: Deals (ATK x 1.8) damage to two different enemies, and freezes them for 2 turns. 5 turn cooldown.
[Active] Thermal Transfer: Sap heat from two different enemies, dealing (ATK x 1.8) damage and shielding two allies for the damage dealt for a turn. 6 turn cooldown.
Shocktech Mercenary [HP: 60] [ATK: 12]: $1,200
"All the strength of a lightning storm."
[Passive] Reflexes: Dodging an attack triggers a counterattack that deals (ATK x 0.8) damage.
[Active] Shockwave: Deals damage to all enemies, with a 30% chance to silence each one. Can land critical hits. 6 turn cooldown.
[Active] Light Speed: Quadruples evasion and multiplies crit chance by 1.5 for 2 turns. 4 turn cooldown.
[Active] Taser Shot: Deal (ATK x 2.7) damage and paralyze the enemy for 2 turns. Can land critical hits. 4 turn cooldown.
[Active] Exploding Sawblade: Fire an exploding sawblade that ignores 50% of the target's explosive resistance and deals (ATK x 2.5) damage. Deals damage twice: once to health and once to armor. 3 turn cooldown.
[Active] Burrowing Shredder: Launch a special projectile that deals massive damage to cover and deals double damage to targets in cover if said cover is destroyed. Deals (ATK x 3) damage. 4 turn cooldown.
[Active] Cluster Bomb: Deals (ATK x 1.3) damage to three enemies. Next turn, deals (ATK x 0.4) damage to all enemies. 5 turn cooldown.
Chemtech Mercenary [HP: 60] [ATK: 10]: $1,200
"I could tell you what's in the canister, but then I'd have to kill you."
[Passive] Toxic Shot: Highly accurate. Basic attacks have a 25% chance to poison the enemy.
[Active] Anesthetic: Poison a target for (target's evasion) damage every turn for 4 turns. Also reduces the target's damage and healing output by 50%. 4 turn cooldown.
[Active] Global Biohazard Virus: Deploys a zombie virus that deals (ATK x 0.2 + enemy evasion x 0.5) damage every turn for 3 turns, spreading among all enemies over time. Killing an enemy while they are infected will turn them into a zombie. 7 turn cooldown.
[Active] Adjusted Chemical: Deploy a cloud over two allies or enemies. For allies, it restores (target's ATK x 0.75 + target's evasion x 0.75) every turn for 2 turns. For enemies, it damages them for the same amount, and the same duration. 3 turn cooldown.
Mercenary Arcanist [HP: 40] [ATK: 6]: $1,200
"I have done more than stare into the abyss. We... aid each other now."
[Passive] Adaptive Cycle: Gains 25 resistance to the last damage type taken.
[Active] Decay: Deal (ATK + 10% of target's HP) damage to a target over the course of three turns, and reduce the target's healing received by 70%. 4 turn cooldown.
[Active] Freedom: Provide (ATK x 4) shields to self or an ally for 3 turns, and grant health regen for the duration of the shield. Also dispels a negative status effect. 5 turn cooldown.
[Active] Terrify: Deal (ATK) damage to a target and stun them for 1-2 turns, and makes them twice as vulnerable to damage over time abilities. 4 turn cooldown.
Mirror Knight [HP: 140] [ATK: 22]: $2,500
"I come from the year 2295. And I can easily say, 2030 sucks."
[Passive] Mirror Armor: Immune to electric damage. Has a 25% chance to reflect electric attacks back at the attacker.
[Active] Teleslash: Deal (ATK x 1.5) damage to a single enemy. 3 turn cooldown.
[Active] Electro Bolt: Deal (ATK x 2) damage to a single enemy and dispel a positive status effect. 5 turn cooldown.
[Active] Pulsator Blast: A highly accurate attack that deals (ATK x 2) arcane damage and immobilizes the target. 5 turn cooldown.
[SUPER] Blade Discharge: Deal (ATK x 1.8) damage to up to five enemies, then become weakened for a turn. 5 turn charge time.
Elemental Juggernaut [HP: 140] [ATK: 18]: $2,500
"I'd say this trial by fire is going well."
[Passive] Status Application: Attacks apply a random status effect, and the elemental juggernaut gains immunity to that status effect for the duration of the effect.
[Active] Wrath: A "basic attack" that deals (ATK x 0.7) damage to up to five enemies. 4 turn cooldown.
[Active] Taunt: Gain 30% resistance to all damage and become a target for the enemies. 3 turn cooldown.
[Active] Berserk: Gain +30% crit chance, +30% damage, and +30% armor piercing for 2 turns. 5 turn cooldown.
[SUPER] Elemental: Gain 140 shields, double the potency of inflicted status effects, and regenerate (ATK x 0.5) HP every turn. 5 turn charge time.
Flamethrower Trooper [HP: 75] [ATK: 15]: $2,250
"Death is the best CC."
[Passive] Flamethrower: Basic attacks ignite enemies for (ATK x 3) damage over the course of 3 turns.
[Passive] Hazardous Fire: Getting attacks deals (ATK) damage to the attacker and has a chance to ignite them.
[Active] Oil Grenade: Reduces fire resistance by 30, slows the enemy, and causes any fire damage to ignite the enemy. 3 turn cooldown.
[Active] Flare bomb: Deals (ATK x 2.5) damage to two different enemies, or (ATK x 3) damage to burning targets. 4 turn cooldown.
[Active] Fire Blast: Deals (ATK x 2) damage to 4 different enemies. Has a 30% chance to stun each enemy. 5 turn cooldown.
[SUPER] Deflagaration: Unleash a massive flame, dealing (ATK x 3) damage to two enemies over the course of 3 turns and ignite them. Abilities used on burning enemies set nearby enemies on fire. 7 turn charge time.
Freezethrower Trooper [HP: 75] [ATK: 15]: $2,250
"Just close your eyes. You'll be dead before you know it."
[Passive] Freezethrower: Basic attacks freeze enemies for a turn.
[Passive] Stun Resist: Has a 90% chance to resist stuns, freezes, immobilization, or other disabling effects.
[Active] Shatter Bolt: Deals (ATK x 2.7) damage and pierces armor. 3 turn cooldown.
[Active] Nitrogen Bomb: Deals (ATK x 1.8) damage to two different enemies and freezes them. 4 turn cooldown.
[Active] Ice Spike: Deals (ATK x 0.3) damage to all enemies, with increased crit chance and 50% extra armor piercing. 5 turn cooldown.
[SUPER] Avalanche: Deal (ATK x 2) to three enemies, with increased crit chance and armor piercing on frozen targets. 7 turn charge time.
Outpost Sniper [HP: 45] [ATK: 20]: $2,250
"I'm the real outpost defender here!"
[Passive] Vantage Point: Not being attacked grants +50% ATK for the next turn.
[Passive] Conduit: Receives double benefit from healing and accuracy boosts. Gains 20% increased effectiveness from crit chance boosts.
[Passive] Adrenaline: Can survive lethal damage with 1 HP, once.
[Active] Immobilize: An attack that deals (ATK x 1.8) damage and reduces evasion to 0 and restricts melee attacks. 4 turn cooldown.
[Active] Piercing Shot: An attack that penetrates and hits the next listed enemy. 3 turn cooldown.
[Active] Searing Shot: An attack that sets the target on fire and removes one use of a random ability or drains a secondary resource by 30%. 5 turn cooldown.
Outpost Destroyer [HP: 60] [ATK: 20]: $3,000
"A rookie practices until he gets it right. I practice until I can't get it wrong."
[Passive] Annihilation: Kills increase ATK by 10%. Assists increase ATK by 5%.
[Passive] Spellweave: Using an ability increases basic attack damage by 50% and applies Essence Drain, dealing arcane damage over time and draining the enemy's secondary resources.
[Active] Mega Shatter Bolt: Deals (ATK x 4) armor piercing damage. 5 turn cooldown.
[Active] Airstrike: Deals (ATK x 2) damage to 3 targets. 4 turn cooldown.
[Active] Molten Bomb: Deals (ATK x 1.5) damage to up to 4 targets, lights them on fire, and slows them down. 5 turn cooldown.
[Active] Resonating Shock: Deals (ATK x 2) damage to all enemies, with a 5% chance to stun them and a 20% chance to weaken them. 7 turn cooldown.
Spectral Assassin [HP: 25 / 25] [ATK: 20]: $3,000
"Half human, half ghost, and as deadly as it gets."
[Passive] Half a Ghost: HP is split between 50% normal HP and 50% arcane only HP.
[Passive] Shadow Blend: Skipping a turn allows the spectral assassin to become invisible. While invisible, the next attack performed will deal 50% extra damage.
[Passive] Act First: Performs actions before the enemy turn. Has a 20% chance to perform two actions in one turn.
[Passive] Preparation: Cannot take damage from the enemy the spectral assassin attacks. Can still receive negative status effects from that enemy.
[Active] Breach: Deal (ATK x 1.25) damage and stun the target. Deals 30% extra damage to enemies with less HP than the spectral assassin. 4 turn cooldown.
[Active] Time Warp: Deal (ATK x 1.3) damage and give the spectral assassin and the target an extra action. If the target has less HP than the spectral assassin, also weakens them. 4 turn cooldown.
[Active] Backstab: Deal (ATK x 2) damage. Deals 50% more damage to enemies suffering from a status effect. Causes severe bleeding if the target has less HP than this unit. 6 turn cooldown.
[Active] Skip Turn: Pass this turn, gaining Shadow Blend. No cooldown.
Nanoengineer [HP: 50] [ATK: 30]: $3,500
"Nanobots, son!"
[Passive] Nanobots: Performing basic attacks or abilities, and getting hit spawns nanobots. They attack enemies over time, heal allies over time, and can replicate. The effectiveness of their actions is 10% ATK.
[Passive] Sa-BOT-age: When the nanoengineer is killed, spawn 20 nanobots. Enemies killed while affected by nanobots will release additional nanobots.
[Active] Helping Hand: Help players build structures, weapons, and other things. 1 turn cooldown.
[Active] Build Turret: Consume 5 nanobots to build a turret. Does not end the nanoengineer's turn.
[Active] Build Shield Generator: Consume 5 nanobots to build a shield generator with (ATK x 2) shield strength that serves as cover. Does not end the nanoengineer's turn.
[Active] Self Replicate: Consume 20 nanobots to create a duplicate nanoengineer. Does not end the nanoengineer's turn.
Outpost Berserker [HP: 80] [ATK: 25]: $4,000
"I will break you!"
[Passive] Counter: When attacked, has a 25% chance to gain an extra action. This can stack.
[Passive] Payback: Gains ATK boosts depending on how much HP the berserker is missing.
[Passive] Critical Chain: Critical hits increase the next attack's crit chance by 60%. Consecutive crits don't stack chance increases, but will continue the chain.
[Active] Blood Mirror: Reflect 60% of damage taken for 3 turns. 5 turn cooldown. Critical casts increase damage protection.
[Active] Lifechain Strike: Deal (ATK x 1.4) damage and drain the target's life over time. 3 turn cooldown.
[Active] Quick Strike: Deal (ATK x 0.8) damage. Has a 75% chance to not count as an action. Highly accurate. 2 turn cooldown.
[Active] Rage: Increase all damage dealt by 30% and gain a 30% increase in critical hit chance for 4 turns. For the duration of rage, critical hits cause bleeding and have a 20% chance to slow the target. Also grants immunity to damage over time status effects. 6 turn cooldown.
Blood Anvil Soldier [HP: 80] [ATK: 20]: $5,000
"I was forged by Blood Anvil. I am the best of the best."
[Passive] Barrier: Taking damage has a 25% chance to grant a barrier that grants invincibility for 2 turns.
[Passive] Adrenaline: Can survive lethal damage with 1 HP, once.
[Active] Recovery: Remove all weakening or defense reducing status effects, and gain immunity to damage over time for 3 turns. 4 turn cooldown.
[Active] Static Field: Deploy a potent electromagnetic generator that sets evasion to 0, grants invincibility, and reflects all attacks back for 2 turns. Blood Anvil soldier will be frozen for the duration of the effect. 4 turn cooldown.
[Active] Photonic Blast: Blast 4 targets with (ATK x 1.3) damage and a 40% chance to blind the target. 4 turn cooldown.
[Active] Hydro Cannon: Blast a target with water, dealing (ATK x 1.25) damage and knocking them into hazards. Has double the standard critical hit chance. Critical hits reduce the cooldown of all abilities. 3 turn cooldown.
[Active] Fortifying Heal: Heal up to 4 allies for (ATK x 1.25) HP, reduce their damage taken by 30% for 3 turns, and dispel a negative status effect. 4 turn cooldown.
[Active] Sun Beam: Deal (ATK x 5) damage and ignite the target. Deals 25% more damage to unarmored targets. 6 turn cooldown.
[Active] Frozen Rockets: Fire three highly accurate nitrogen-filled rockets, dealing (ATK) damage to three targets and freezing them. 5 turn cooldown.
Lisharon Inc Medical Personnel [HP: Variable] [ATK: 10]: $1,000
"An incision here, an amputation there... Lisharon would be proud."
[Passive] Delicious Tea: Every three turns, will brew tea instead of attacking or healing.
[Active] Heal: Restore 15 HP to an ally and grant them three turns of HP regeneration. No cooldown.
[Active] Attack: Deal (ATK) damage to a target and inflict a random status effect. No cooldown.
Spanish Inquisition Radio [HP: 50] [ATK: 7]: $750
"No one expects the Spanish Inquisition!"
[Passive] Inquisition: Comes with five cardinals of the ever-unexpected Spanish Inquisition.
[Active] Fan Out: The five cardinals each attack a different enemy, dealing (ATK) damage with a 20% chance to deal double damage. No cooldown.
[Active] Beatdown: The five cardinals attack the same enemy, dealing (ATK) damage to them five times, with a 20% chance to stun the target. No cooldown.
Common weapon: Costs 500 materials.
Burst Rifle
Burst-fire assault rifle. Simple, but effective.
+1 ATK
90 accuracy
Has a 30% chance to hit twice, with the second hit having -10 accuracy
Marksman Rifle
Semi-automatic rifle. Accurate and deadly.
+2 ATK
100 accuracy
Revolver
Revolvers are always cooler.
+5 ATK
80 accuracy
Carbine
Rapid fire assault weapon. Good for close range engagements.
+0 ATK
85 accuracy
Can target four enemies instead of three
Heavy Rifle
High impact rifle. Well suited for stronger targets.
+0 ATK
90 accuracy
Increases damage cap (7x ATK instead of 5x)
Heavy Pistol
High impact sidearm. Packs a decent punch for its size.
+2 ATK
85 accuracy
Critical hits deal 10% more damage
Grenade Launcher
Standard issue explosive weapon. Effective at crowd control.
+4 ATK
80 accuracy
Deals 20% damage to nearby targets.
Precision Rifle
Highly accurate rifle. Deals high damage to a single target.
+4 ATK
100 accuracy
Can only hit one enemy at a time
Zap Rifle
Standard factory made zap rifle.
+1 ATK
85 accuracy
Has a 25% chance to zap another enemy
Uncommon weapon: Costs 1,000 materials.
MS34 Shieldbreaker
A powerful assault rifle designed to punch through enemy armor.
+2 ATK
90 accuracy
Deals 15% more damage through armor
AW44-C
A high output SMG that favors fire rate over all else.
+0 ATK
80 accuracy
Can target six enemies instead of three
Incendiary Shotgun
A standard issue shotgun, modified to shoot flaming buckshot.
+3 ATK
85 accuracy
Deals fire damage
Attacks have a 20% chance to ignite target
Railgun
A heavy rifle designed to fire metal rods, heated to a white hot temperature.
+5 ATK
95 accuracy
M11 AIR
High impact anti-infantry rifle. Good for keeping standard enemies in check.
+3 ATK
90 accuracy
Can suppress a single enemy, reducing their accuracy
Seeker Rifle
Prototype scouting device that outlines targets.
+1 ATK
85 accuracy
Hitting an enemy scans them, increasing their damage taken by 10%
Shrapnel Launcher
A basic grenade launcher, modified to shoot shards of jagged metal.
+2 ATK
85 accuracy
Attacks have a 25% chance to cause bleeding
Jammer Gun (1 in storage)
A semi-automatic rifle that fires electromagnetic ammunition.
+1 ATK
90 accuracy
Deals 25% more damage to robotic enemies
Rare weapon: Costs 1,500 materials.
Stinger
Actually a giant bee stinger.
+4 ATK
90 accuracy
Deals 5% more damage through armor
Has a 25% chance to poison target
Double Barrel Shotgun
This is my boomstick!
+6 ATK
80 accuracy
Deals 10% more damage to enemy armor
Has a 15% chance to hit a random nearby enemy
Panic Knife
Everybody stay calm.
+5 ATK
85 accuracy
Critical hits deal 20% more damage
Automatically attack enemies that hit you with reduced damage
Broadsword
I fight for honor, not with honor!
+5 ATK
90 accuracy
Has a 20% chance to cause bleeding
While held, you deal more damage with environmental hazards
Giant Syringe
I just need a blood sample...
+5 ATK
85 accuracy
Reduces target's damage output
Has a 15% chance to cause target to panic
Dragonslayer's Spear
Once belonged to a warrior who was one half of a terrifying duo.
+5 ATK
95 accuracy
Has a 25% chance to galvanize target
Can perform a powerful impaling attack that costs 30 energy
M6 Carnifex
Given to you by an alien doctor as a token of good faith.
+7 ATK
80 accuracy
Deals 10% more damage through armor
Deals 10% more damage to armor
Thorn
To rend one's enemies is to see them not as equals, but objects: hollow of spirit and meaning.
+5 ATK
85 accuracy
Deals toxic damage
Inflicts minor poisoning
Custom Zap Rifle
More added shock than your regular rifle.
+2 ATK
85 accuracy
Has a 25% chance to zap another enemy
Has a 10% chance to stun an enemy
Legendary weapon: Costs 2,000 materials.
Matador 64
A sickeningly powerful weapon that once terrorized many a battlefield.
+9 ATK
80 accuracy
Deals 10% more damage through armor
Big Stick
Speak softly...
+4 ATK
90 accuracy
Deals 15% more damage to armor
Has a 20% chance to stun or confuse enemies
Book of Insults
Sticks and stones may break your bones, but names leave psychological wounds that never heal.
+3 ATK
105 accuracy
Has a 25% chance to ignore armor
Has a 10% chance to demoralize the target
Steel Dragon
Laser beams. Laser beams everywhere.
+0 ATK
90 accuracy
Always hits at least two enemies at once
Can target six enemies instead of just three
Leecher
The enemies lose their lives, and you get to keep yours. Win-win.
+3 ATK
85 accuracy
40% of damage dealt is returned to you as health
Critical hits heal you for 65% of the damage dealt
Sorcerer's Staff
What problem can't be solved with magic?
+3 ATK
80 accuracy
Inflicts a random status condition
Eden's Soul
...
Becomes a random weapon every mission
The Young Wolf's Howl
"To the first of the new Iron Lords." - Lord Saladin
+4 ATK
85 accuracy
Causes target to take more damage from all sources
Zap Rifle Cannon
When you want more of a shocking splash...
+4 ATK
80 accuracy
Has a 40% chance to zap up to four enemies
Has a 10% chance to stun an enemy
Mythical weapon: Costs 2,500 materials.
Deathslayer's Blade
A sword forged in human blood. You can barely make out the "359" etched into the blade.
+10 ATK
85 accuracy
Critical hits deal 2.5x damage instead of 2x
Kills with this weapon temporarily grant +5 ATK
Kills with this weapon heal you for 5% of your max HP
Biotic Rifle
Kill enemies or heal allies? Why not both?
+4 ATK
95 accuracy
This weapon heals allies when used on them
Ignores enemy armor
Executioner
Let's just skip judge and jury.
+9 ATK
110 accuracy
+10% critical hit chance
+25% damage dealt to enemies with less than half health (less than 25% HP for bosses)
Kills with this weapon grant +15 accuracy for your next attack
Unpaid Debt
You owe me.
+7 ATK
85 accuracy
The lower your HP is, the more damage this weapon deals
Has a 25% chance to stun the target if they just attacked you
The Reanimator
Their loss is your gain.
+3 ATK
90 accuracy
Killing an enemy reanimates them into a temporary ally
Reanimated enemies deal more damage
The Gathering Storm
Unleash its wrath.
+5 ATK
90 accuracy
Taking damage changes this weapon's damage type to match that of the attack that hit you
Has a 20% chance to inflict a status condition that matches your current damage type
Outbreak Prime
"I've done the math. When you pull the trigger, one plus one equals zero. Every time." - Shiro-4
+4 ATK
85 accuracy
Dealing damage has a 25% chance to spawn a swarm of SIVA mites
Kills with this weapon spawn a swarm of SIVA mites
Time's Strife
The assault rifle of a Timekeeper. A very dangerous weapons in good hands.
+7 ATK
110 accuracy
If the wielder is KO'd, they may use a Time Charge to resurrect.
The wielder may also use a Time Charge to revive an ally or fully heal their wounds.
If the whole party is wiped, the wielder can use 3 Time Charges to revive the whole party.
Time charges are built with creative time attacks.
Thunder Clap
A clap of actual thunder was molded into this rifle.
+11 ATK
90 accuracy
Always hits two enemies
Has a 10% chance to stun an enemy
Common armor: Costs 500 materials.
Ballistic Vest
Basic vest designed to resist incoming bullets.
+10 HP
+10 physical resistance
Fireproof Plating
Plated armor designed to resist high temperatures.
+10 HP
+10 fire resistance
Insulated Armor
Insulated to protect against extreme cold.
+10 HP
+10 ice resistance
Conduit Armor
Armor resistant to high voltage.
+10 HP
+10 electric resistance
Flak Jacket
Basic armor that resists explosions.
+10 HP
+10 explosive resistance
Gas Mask
Standard issue gas mask that protects against toxic gases.
+10 HP
+10 toxic resistance
Wizard Robes
I put on my robe and wizard hat.
+10 HP
+10 arcane resistance
Uncommon armor: Costs 1,000 materials.
Armor of Thorns
Armor coated in a thick patch of thorns. Said to be worn by a member of the Darkwraiths.
+10 HP
Enemies that attack you take 10 physical damage
Ridiculously Heavy Armor
Provides great protection, but is absurdly heavy. How do you even wear it?
+25 HP
+5 to all resistances
Any attack directed at you is guaranteed to hit
Capacitor Armor
Comes with two rechargable battery packs.
+20 max energy
+10 energy regen per turn
Medical Armor
Armor equipped with a regeneration module that rapidly heals your wounds.
Regenerate 5% of your max HP every turn
Marksman Visor
A modified visor that highlights enemies and tracks their movements.
+10 accuracy
Munitions Vest
Has plenty of extra pockets to store ammunition.
+5 HP
Gives all items an extra use
Lightweight Armor
Lighter armor that provides greater mobility.
+5 HP
+10 evasion
Rare armor: Costs 1,500 materials.
Irradiated Armor
It's probably safe...
+5 HP
Enemies that attack you receive radiation poisoning
Serpent Suit
Somehow linked to ice.
+5 ice resistance
Gives you one use of the Frostbite ability, allowing you to freeze an enemy
Wings of Sacred Dawn
There will come a day when the light will never fade.
+10 HP
Gives you the Angel of Light ability, allowing you to become airborne for a turn
Armor of Bone
The most metal of attire.
+10 HP
Has a 40% chance to unnerve a random enemy every wave
Armor of Shadow
You merely adopted the darkness.
+10 evasion
Enemies will not target you until you attack or are the last player standing
Hideous Armor
It looks absolutely disgusting.
+5 HP
-1 max rage (allows you to enrage quicker)
No Armor
What are you thinking?
-10 HP
Has a 25% chance to confuse a random enemy every wave
Legendary armor: Costs 2,000 materials.
WAR Suit
Used to liberate earth from an oppressive alien rule.
+10 HP
+10 armor
Gives you the Blaster Launcher ability, allowing you to fire a powerful explosive
Fortified Armor
Designed to protect all the weak points.
+15 HP
Enemies that attack you have a lower critical hit chance
Enemy critical hits against you deal less damage
Templar Armor
Feel the power of the Templars.
+10 HP
+5 evasion
Gives you the Rend ability, allowing you to perform a powerful melee attack
Armored Armor
Armor armored with more armor!
+10 HP
+50 armor
Eden's Blessing
Your future shines brighter.
Turns into a random piece of armor every mission
FTL Rig
Best rig.
+10 evasion
Gives you the Phase Shift ability, allowing you to avoid damage by shifting into another
dimension
Overly Protective Armor
It worries about you.
+15 HP
Makes you immune to all status effects, positive or negative
Mythical armor: Costs 2,500 materials.
Armor of the Blood Knight
The crimson sigil on the front may or may not be painted in blood.
+15 HP
Dealing damage returns 10% of the damage dealt to you as health
Killing an enemy with excessive damage has a 15% chance to deal the extra damage to a random
enemy
When equipped as Assault Gunner: +10% ATK, and every kill has a 10% chance to instantly max your
rage
Robes of the Healer
These robes radiate with a powerful medicating energy.
+10 HP
+10 healing
Healing an ally grants them health regeneration (stacks with Medic's Invigorate ability)
When equipped as Medic: +10% healing, and converts your super into a powerful healing move that
affects all allies
Mask of the Marksman
This mask was worn by a legendary marksman who never missed his mark.
+10 HP
+15 accuracy
+5% critical hit chance
When equipped as Sniper: +10 accuracy, and critical hits deal 50% more damage
Crest of the Defender
A powerful knight once bore this crest. Legends say his alles never knew harm.
+25 HP
+25 armor
+5 to all resistances
When equipped as Tank: +10 to all resistances, and taking damage while guarding an ally charges
your super
Armor of Turrets
You are your own defense network.
+10 HP
Fires at a random enemy every turn, dealing (ATK x 0.5) damage to them
Fires at enemies that attack you, dealing (ATK x 0.5) damage to them
When equipped as Engineer: Your turrets can fire two shots, each dealing 75% of their normal
damage
Armor of Boundless Light
There are some flames that even the darkness cannot contain.
+10 HP
+25 max energy
+15 energy regeneration
Using an ability has a 20% chance to cost half energy
When equipped as Specialist: +15 max energy, and allows you to use your super early for a large
energy cost
Titan Mark
At close quarters, a fist is better than any gun.
+15 HP
+25 armor
Replaces your super with Fist of Havoc, a powerful attack that damages multiple enemies
Hunter Cloak
Tell the warlocks your cloak is frabjous. They respect words they don't understand.
+10 HP
+10 evasion
Replaces your super with the Golden Gun, a deadly attack that can target up to three enemies
Warlock Bond
Those who have stared into the void are not bound by the laws of space and time.
+5 HP
Restores 5 HP to you every turn
Replaces your super with Stormtrance, which temporarily allows you to perform multiple electric
attacks in a single turn
Common trinket: Costs 500 materials.
Eyeglasses
Prescription glasses. You may or may not actually need them.
+5 accuracy
Distortion Field
Experimental device that distorts the area around you.
+5 evasion
Instructional Booklet
"Bullets go into the enemies, not you." - Excerpt from Incredibly Obvious Advice Monthly
+10% XP gain
Exploded Rocket
Casing from a used rocket. The RPG kind, not the spacefaring kind.
+15% damage dealt to airborne enemies
Laser Sight
Really just a laser pointer taped to your gun.
+3% critical hit chance
Uncommon trinket: Costs 1,000 materials.
Blind Rage
Blind to damage
Taking damage makes you less likely to be targeted again for the rest of that turn
Portable Generator
Perfect for emergency situations when you need power.
Activating your super restores 50% of your max energy
Handful of Shrapnel
Why are you collecting shrapnel?
Attacks have a 5% chance to cause bleeding
Medkit
Made with repurposed snake venom.
+5 healing
Aim Assist
Now you can use a controller.
Missing an attack gives you +10 accuracy for your next attack. Does not stack multiple times.
Rare trinket: Costs 1,500 materials.
Occult Charm
Glows with an unnatural power.
Your attacks deal 50% normal damage and 50% arcane damage
Three of Coins
Sold by a creepy hooded guy with tentacles coming from his face.
Killing a boss has a 5% chance to drop a mythical item
Libra Charm
You feel balanced.
Balances your stats by raising low ones and lowering high ones
Salt Shaker
You feel enraged.
Taking damage has a 25% chance to give +2 rage instead of +1
Strange Coin
This unusual coin is warm to the touch and vibrates gently in your hand.
+3% mythical drop rate
Legendary trinket: Costs 2,000 materials.
Curved Horn
DMG up
+5 ATK
Hallownest Seal
Another one?
Enemies you kill have a 25% chance to drop additional materials
Egg
AYERYBODY
RNG is slightly weighted in your favor
Bowl of Nails
No milk.
Attacking has a 5% chance to cause enemies to panic
Inversion Device
Distorts the area around itself.
All status effects applied to you are inverted
Mythical trinket: costs 2,500 materials.
Scorched Assault Rifle
This burned rifle still radiates with an incredible power.
+4 ATK
When equipped as Assault Gunner: Activating your super temporarily grants you +6 ATK
Orb of Harmony
Pass into the Iris.
+6 healing
When equipped as Medic: Allows you to target an ally with the orb, healing them for 2% of their
max HP every turn
15x Scope
Found in a crate that fell from the sky.
+10 accuracy
When equipped as Sniper: +6% critical hit chance
Cracked Shield
It kinda works...
+5 to all defenses
When equipped as Tank: +25% critical hit resistance
Rusted Wrench
Scavenged from Talos I.
Your critical hits deal less damage but stun enemies
When equipped as Engineer: Your constructions have higher stats
Sharp Plug
Charge with blood.
+15 max energy
When equipped as Specialist: When out of energy, using abilities will drain your health
How do you guys feel about the enemies with an action point system? I'm wondering if I should do something like this in the future.
Rollback Post to RevisionRollBack
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
I'm going to assume one of their Data Cards worked. If it didn't, I use one, and if it did, I use my remaining Surge actions to heal up our weakest teammates.
Rollback Post to RevisionRollBack
If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
I craft a quick medkit from some bandages, a Golden Apple, and a healing potion, as well as some iron for the case. Not the greatest medkit ever, but it should work well enough for healing living stuff. I then proceed to do just that.
Rollback Post to RevisionRollBack
[Avatar] A render of two of my OCs in a Minecraft format.
I'm going to assume one of their Data Cards worked. If it didn't, I use one, and if it did, I use my remaining Surge actions to heal up our weakest teammates.
You heal Winkins twice for a total of 24 HP. +19 XP.
Oh right, locker. I spend as many actions as necessary opening that thing, and heal with the rest of them.
You open the even smaller locker to find yet another level of smallness inside. You open this new locker, and inside you find an incredibly tiny gun. It has a label attached to it (which is larger than the gun itself), which reads, "Do not fire under any circumstances, unless all is lost already." Unsure what to think, you keep it in your pocket.
I craft a quick medkit from some bandages, a Golden Apple, and a healing potion, as well as some iron for the case. Not the greatest medkit ever, but it should work well enough for healing living stuff. I then proceed to do just that.
More healing was performed on a random injured ally.
You restore 15 HP to Stickcrafter. +13 XP.
My action: I inject Gold with a probably safe healing serum, restoring 16 HP to him.
Wave cleared!
+5 health and -1 rage to all!
+$150 and 15 XP from wave completion.
You take off after the officer, furiously shouting about how much you hate enemies that run away.
Talon officer: Damn, these guys are relentless. Get those defenses up!
Before you can fire a shot at the officer, he escapes into another room. You notice several Talon soldiers fortifying the building with reinforced walls, patches of barbed wire, portable barricades, and a guy dressed up as Tachanka. You also notice a steady stream of enemy reinforcements entering the room.
Winkins: Th-this doesn't look good...
Gold: Alright, I'm getting me mallet!
Gold produces a sledgehammer from nowhere.
The enemy defenses all hinder you in some way. The reinforced walls are keeping you from your objective, so you'll have to take them down. The barbed wire has a chance to prevent your actions from going through, replacing them with a small amount of damage taken. Portable barricades provide cover to the enemies, making them harder to kill. Additionally, barricades can only be used by one unit at a time.
Attacks that hit all enemies (like Bullet Storm) will also hit the enemies' defenses. Time to break out the AoEs!
The thermoshadow levels up!
Adiabatic grenade will deal more damage!
The barracks produce another pistolman.
Data bank entry obtained: Assault drone!
Assault drones are remote controlled, ground-based vehicles equipped with a powerful gun. They don't do much besides shoot, but they're fairly durable. Additionally, their weapon is equipped with armor-piercing rounds.
Bag of holding [Fiend Fire (1), After Image (1), Trip (1), Quick Slash (1), Neutralize (1), Heavy Rifle, MS34 Shieldbreaker, M11 AIR, Railgun, Broadsword, Eden's Soul, Conduit Armor, Flak Jacket, Capacitor armor (x2), Absurdly Heavy Armor, Munitions Vest, Armor of Bone (x2), Instructional Booklet, Aim Assist, Medkit, Salt Shaker]
Objectives:
[X] Reach the outpost
[X] Enter the outpost
[X] Pursue the officer
[ ] Break through the defensive line
Operations:
No Entry: 0/3
Vandalized: 0/3
Home Remodeling: 0%
Using Their Head: Complete!
Money: $3,700
Materials: 1,392
Shop:
AA Missiles [$300 | 2 uses]: Basic AA missiles that deal 12 damage to a single target. Can optionally spend an action locking onto a target, which grants perfect accuracy. Deals 50% more damage to airborne targets.
Stun Lance [$600 | 3 uses]: Deals (ATK x 1.3) damage and has a 25% chance to stun or disorient the target.
Flamethrower [$100 | 4 uses]: Deals (ATK x 1.25) as fire damage, and has a 30% chance to ignite the target. Random Bomb Generator [$150 | 1 use]: Randomly generate a number between 1 and 6. That many bombs will be thrown at random targets. SVD Stealth Sniper [$250 | 4 uses]: Deals 15 damage and has a 10% chance to land a headshot that instantly kills normal enemies. Headshots deal double damage to bosses and master level enemies. Yellow Ray [$400 | 1 use]: Instantly destroys an enemy. Any armor they were carrying will be dropped and equipped by the user. Only stuns bosses, and against master enemies, halves their current HP. Chemikaliewerfer [$250 | 4 uses]: Deals 10 damage and damages the target for a third of your ATK stat every turn for 3 turns. Never misses. Endermite Shotgun [$600 | 2 uses]: Fires Ender pearls, causing the user to teleport rapidly, giving every enemy a 40% chance of being distracted and damaged for the user's ATK stat. Afterwards, deals (ATK x 1.5) damage to a random enemy. The Debilitating Dagger [$900 | 3 uses]: Deals (ATK x 0.5) damage and permanently disables a selected ability. Deals 5 extra damage when disabling an ability. Disabling lasts for 2 turns on master enemies, and 1 turn for bosses. Only has a 50% chance to disable abilities on master enemies and bosses. Mobile Minigun Turret [$1,250 | 4 uses]: When purchased, spends a turn deploying itself. Afterwards, can be used by all players to deal (ATK x 1.2) damage to up to three targets in a line. Must be redeployed every wave, unless the team's location doesn't change between waves. Atom Bomb [$6,000 | 1 use]: Deals (ATK x 7) damage to all enemies, with damage reducing as targets get further away from the original target. Minimum damage is (ATK x 4). Survivors have a 20% chance to be afflicted by fallout, which deals 5 damage to them every turn for 3 turns. Shredder Saw [$400 | 3 uses]: When used with an attack, the attack will deal half damage to health, but deal double damage to armor and shields.
Grenade Launcher Attachment [$850 | 3 uses]: Can be used to deal (ATK x 2) damage to a primary target along with (ATK x 0.5) damage to both nearby targets.
Combat Armor [$150 | 50 HP]: Provides 50 armor that absorbs 50% of incoming damage until broken. Shield [$125 | Variable HP]: Assume a defensive stance at the start of the next turn. While defending, all incoming damage is absorbed by the shield. HP is 75% of the team's average HP. Portable Cover [$90 | 1 use]: Creates a piece of average cover that can be used by either side. Venomdrive Armor [$850 | Variable HP]: Starts off providing no armor. When taking toxic damage, 40% of the damage dealt becomes HP for the armor, which provides 50% damage protection. Max armor is 300. While the user is poisoned, the status effect is converted into the Poisonous ability, allowing them to inflict poison with their attacks. Grants the option to generate your own poison, at the cost of (poison level2 x 2) HP. Zap Field [$500 | 1 use]: For 2 turns, players and allies gain a defensive field that deals electric damage to attackers. Damage depends on the user's ATK stat. Portable Rampart [$500 | 1 use]: Deploys a piece of decent cover that can only be used by the side that deploys it.
Redlight Redirector [$750 | 2 uses]: Set up a portal in front of an enemy, causing their attacks to be redirect to a random enemy for 1.25x damage.
Feint Shot [$400 | 5 uses]: When held, gain a 10% chance to interrupt any enemy action and deal a flat 10 physical damage to them.
Flashbang [$200 | 1 use]: Blinds an enemy, drastically reducing their accuracy.
Medkit [$200 | 1 use]: Restore (heal x 2) HP to an ally.
Splash Potion of Healing [$90 | 1 use]: Throw to perform a minimum effectiveness heal to a primary target and both nearby targets. Smoke Grenade [$75 | 1 use]: Reduces an enemy's accuracy by 30. Essence of Life [$750 | 1 use]: Restores 10 HP and grants the target health regen for 3 turns. If the target is killed/KO'd during the regen, they will be revived with 10% of their max HP, and the effect ends. Potion of Invisibility [$600 | 1 use]: Turn a target invisible. While invisible, you can't be attacked or detected in stealth missions, and your next attack's damage is doubled. Cannot attack and use the potion at the same time. Poutine Gun [$500 | 3 uses]: Sticks a target in place, reducing their evasion by (evasion x 0.75) and giving them a 35% chance of not being able to attack on their turn. Smarter Nanobots [$850 | 3 uses]: Can be used to heal a target for 10% of their max HP every turn for 3 turns, while giving immunity to negative status effects for the duration. Cannot repair armor. Alternatively, can be used to damage a target for 10% of their max HP every turn for 4 turns. Worldedit Permissions [$650 | 1 use]: Edit a piece of cover or a hazard into existence. Lasts until the team moves to a new location. Mass Dispel [$1,500 | 1 use]: Disables the abilities of ALL non-boss enemies.
Time Warp [$800 | 1 use]: Grant an ally the ability to perform two actions in one post this turn.
Ender Mines [$4,000 | 1 use]: Set up a minefield that adds a 20% chance for any enemy attacks to fail for the rest of the mission. Does not affect bosses.
Lifepowder [$2,500 | 3 uses]: Heals all allies for your minimum heal. Can be used multiple times in one turn. Cannot gain extra uses.
Repair Kit [$750 | ∞ uses]: Can be used to repair mechanical allies as well as armor, for (heal x 3) HP. Only restores (heal x 0.5) HP to organic allies. Has a cooldown of 2 turns.
Golden Syringe [$1,000 | ∞ uses]: Can be used to heal organic allies for (heal x 2) HP + 3 turns of minor HP regen. Cannot be used on inorganic entities. Has a cooldown of 2 turns.
Data Card [$100 | 1 use]: Potentially secures an enemy's data bank entry.
Care Package [$300 | 1 use]: Airdrops a random item. EFLN [$75 | 1 use]: Throw to completely destroy ALL cover in the area, which will prevent players and enemies from using it. Card Pack [$125 | 1 use]: Gain 5 cards, each with their own effects. Portable Pitfall [$120 | 1 use]: Use to put an enemy into stasis for 2 turns. Enemies in stasis can't perform actions but can't be targeted. The effect will automatically end if the targeted enemy is the last one alive. Creeper Spawn Egg [$125 | 1 use]: Throw to spawn a creeper. After the enemy's turn, it will explode and damage the targeted enemy and both nearby enemies. Ammo Pack [$350 | 4 uses]: Can be used to restore uses to an item. Can be used multiple times at once. Laser Drone [$650 | 40 HP]: Deploys a drone equipped with a laser beam that deals 10 damage and has a 25% chance to pierce the target, hitting the next listed one. Crit-a-Cola [$750 | 1 use]: When used, your next attack is guaranteed to be a critical hit. However, you can't attack or heal on the same turn you use it, and if you get KO'd before you get to attack, the boost is wasted. Can only be used on yourself.
Proxy Slimesling [$500 | 1 use]: Launches an enemy into next Sunday, which manifests itself as launching them to the next wave. Cannot be used on the final wave of a mission.
Mob Pirates [$1,250 | 1 use]: Summon third party entities for the next 3 waves that are hostile to all units.
Capture Ball [$750 | 1 use]: If an enemy has below 20% HP, they can be captured and made a permanent addition to the team. However, they will not be healed. This also has a chance to secure the enemy's data bank entry.
First Wave Thief [HP: 70 | ATK: 9]: $650
"I'm sure they won't notice if they're missing a few things here and there..."
[Passive] Pickpocket: Attacks steal $25 from enemies.
[Passive] Loot: Enemies damaged by the thief have their item drop rate increased by 10%, and they are more likely to drop high tier items.
First Wave Shredder [HP: 110 | ATK: 8]: $1,100
"Attack, attack, attack!"
[Passive] Shred: Attacks reduce enemy physical resistance by 15%. This can stack.
[Passive] Focus: Successive attacks against the same target deal 50% extra damage.
[Active] Implosion: Deal 8 + (20% of target's max HP) damage. 4 turn cooldown.
First Wave Executioner [HP: 89] [ATK: 13]: $1,200
"Rip and tear."
[Passive] Blood Rage: Attacks deal a percentage of missing enemy HP as bonus damage.
[Passive] Glory: When the executioner directly kills an enemy, he regenerates 30 HP over 3 turns.
[Active] Deny Healing: Deal 4 + 4 damage to an enemy and reduce any healing they receive by 50% for 3 turns. 5 turn cooldown.
[Active] Execute: If a target has less than 30% of their HP, attempt to kill them. No cooldown if successful. 5 turn cooldown.
Gunner Mercenary [HP: 75] [ATK: 15]: $1,200
"Nothing in the world a few rounds can't solve."
[Passive] Numbed Senses: Taking damage reduces damage taken by 20% and increases damage dealt by 30%. Does not stack.
[Active] Frag Grenade: Deal (ATK x 2) damage to two different enemies. 3 turn cooldown.
[Active] Immobilize: Deals (ATK x 1.6) damage and restricts melee attacks and abilities, while also reducing the target's evasion to 0. 5 turn cooldown.
[Active] Suppress: Reduce enemy accuracy by 30 and fire upon them if they take an action. 3 turn cooldown.
Pyrotech Mercenary [HP: 60] [ATK: 12]: $1,200
"Things are heating up. Quite literally."
[Passive] Incendiary Rounds: Basic attacks have a 30% chance to ignite the target, and deal 30% more damage to burning enemies.
[Active] Mass Ignite: Set all enemies on fire for 3 turns. 6 turn cooldown.
[Active] Flare Bomb: Deal (ATK x 2.5) damage to two different enemies. Deals (ATK x 3) damage to burning enemies. 4 turn cooldown.
[Active] Expose Oneself: Double all damage dealt, but reduce evasion to 0 and increase damage taken by 30% for 3 turns. 5 turn cooldown.
Cryotech Mercenary [HP: 60] [ATK: 12]: $1,200
"I'm a blizzard personified."
[Passive] Fragile Glass: Basic attacks have a 30% chance to reduce enemy resistances by 30% and freeze the enemy.
[Active] Shatter Bolt: Deals (ATK x 2.7) damage and ignores armor. 2 turn cooldown.
[Active] Nitrogen Bomb: Deals (ATK x 1.8) damage to two different enemies, and freezes them for 2 turns. 5 turn cooldown.
[Active] Thermal Transfer: Sap heat from two different enemies, dealing (ATK x 1.8) damage and shielding two allies for the damage dealt for a turn. 6 turn cooldown.
Shocktech Mercenary [HP: 60] [ATK: 12]: $1,200
"All the strength of a lightning storm."
[Passive] Reflexes: Dodging an attack triggers a counterattack that deals (ATK x 0.8) damage.
[Active] Shockwave: Deals damage to all enemies, with a 30% chance to silence each one. Can land critical hits. 6 turn cooldown.
[Active] Light Speed: Quadruples evasion and multiplies crit chance by 1.5 for 2 turns. 4 turn cooldown.
[Active] Taser Shot: Deal (ATK x 2.7) damage and paralyze the enemy for 2 turns. Can land critical hits. 4 turn cooldown.
[Active] Exploding Sawblade: Fire an exploding sawblade that ignores 50% of the target's explosive resistance and deals (ATK x 2.5) damage. Deals damage twice: once to health and once to armor. 3 turn cooldown.
[Active] Burrowing Shredder: Launch a special projectile that deals massive damage to cover and deals double damage to targets in cover if said cover is destroyed. Deals (ATK x 3) damage. 4 turn cooldown.
[Active] Cluster Bomb: Deals (ATK x 1.3) damage to three enemies. Next turn, deals (ATK x 0.4) damage to all enemies. 5 turn cooldown.
Chemtech Mercenary [HP: 60] [ATK: 10]: $1,200
"I could tell you what's in the canister, but then I'd have to kill you."
[Passive] Toxic Shot: Highly accurate. Basic attacks have a 25% chance to poison the enemy.
[Active] Anesthetic: Poison a target for (target's evasion) damage every turn for 4 turns. Also reduces the target's damage and healing output by 50%. 4 turn cooldown.
[Active] Global Biohazard Virus: Deploys a zombie virus that deals (ATK x 0.2 + enemy evasion x 0.5) damage every turn for 3 turns, spreading among all enemies over time. Killing an enemy while they are infected will turn them into a zombie. 7 turn cooldown.
[Active] Adjusted Chemical: Deploy a cloud over two allies or enemies. For allies, it restores (target's ATK x 0.75 + target's evasion x 0.75) every turn for 2 turns. For enemies, it damages them for the same amount, and the same duration. 3 turn cooldown.
Mercenary Arcanist [HP: 40] [ATK: 6]: $1,200
"I have done more than stare into the abyss. We... aid each other now."
[Passive] Adaptive Cycle: Gains 25 resistance to the last damage type taken.
[Active] Decay: Deal (ATK + 10% of target's HP) damage to a target over the course of three turns, and reduce the target's healing received by 70%. 4 turn cooldown.
[Active] Freedom: Provide (ATK x 4) shields to self or an ally for 3 turns, and grant health regen for the duration of the shield. Also dispels a negative status effect. 5 turn cooldown.
[Active] Terrify: Deal (ATK) damage to a target and stun them for 1-2 turns, and makes them twice as vulnerable to damage over time abilities. 4 turn cooldown.
Mirror Knight [HP: 140] [ATK: 22]: $2,500
"I come from the year 2295. And I can easily say, 2030 sucks."
[Passive] Mirror Armor: Immune to electric damage. Has a 25% chance to reflect electric attacks back at the attacker.
[Active] Teleslash: Deal (ATK x 1.5) damage to a single enemy. 3 turn cooldown.
[Active] Electro Bolt: Deal (ATK x 2) damage to a single enemy and dispel a positive status effect. 5 turn cooldown.
[Active] Pulsator Blast: A highly accurate attack that deals (ATK x 2) arcane damage and immobilizes the target. 5 turn cooldown.
[SUPER] Blade Discharge: Deal (ATK x 1.8) damage to up to five enemies, then become weakened for a turn. 5 turn charge time.
Elemental Juggernaut [HP: 140] [ATK: 18]: $2,500
"I'd say this trial by fire is going well."
[Passive] Status Application: Attacks apply a random status effect, and the elemental juggernaut gains immunity to that status effect for the duration of the effect.
[Active] Wrath: A "basic attack" that deals (ATK x 0.7) damage to up to five enemies. 4 turn cooldown.
[Active] Taunt: Gain 30% resistance to all damage and become a target for the enemies. 3 turn cooldown.
[Active] Berserk: Gain +30% crit chance, +30% damage, and +30% armor piercing for 2 turns. 5 turn cooldown.
[SUPER] Elemental: Gain 140 shields, double the potency of inflicted status effects, and regenerate (ATK x 0.5) HP every turn. 5 turn charge time.
Flamethrower Trooper [HP: 75] [ATK: 15]: $2,250
"Death is the best CC."
[Passive] Flamethrower: Basic attacks ignite enemies for (ATK x 3) damage over the course of 3 turns.
[Passive] Hazardous Fire: Getting attacks deals (ATK) damage to the attacker and has a chance to ignite them.
[Active] Oil Grenade: Reduces fire resistance by 30, slows the enemy, and causes any fire damage to ignite the enemy. 3 turn cooldown.
[Active] Flare bomb: Deals (ATK x 2.5) damage to two different enemies, or (ATK x 3) damage to burning targets. 4 turn cooldown.
[Active] Fire Blast: Deals (ATK x 2) damage to 4 different enemies. Has a 30% chance to stun each enemy. 5 turn cooldown.
[SUPER] Deflagaration: Unleash a massive flame, dealing (ATK x 3) damage to two enemies over the course of 3 turns and ignite them. Abilities used on burning enemies set nearby enemies on fire. 7 turn charge time.
Freezethrower Trooper [HP: 75] [ATK: 15]: $2,250
"Just close your eyes. You'll be dead before you know it."
[Passive] Freezethrower: Basic attacks freeze enemies for a turn.
[Passive] Stun Resist: Has a 90% chance to resist stuns, freezes, immobilization, or other disabling effects.
[Active] Shatter Bolt: Deals (ATK x 2.7) damage and pierces armor. 3 turn cooldown.
[Active] Nitrogen Bomb: Deals (ATK x 1.8) damage to two different enemies and freezes them. 4 turn cooldown.
[Active] Ice Spike: Deals (ATK x 0.3) damage to all enemies, with increased crit chance and 50% extra armor piercing. 5 turn cooldown.
[SUPER] Avalanche: Deal (ATK x 2) to three enemies, with increased crit chance and armor piercing on frozen targets. 7 turn charge time.
Outpost Sniper [HP: 45] [ATK: 20]: $2,250
"I'm the real outpost defender here!"
[Passive] Vantage Point: Not being attacked grants +50% ATK for the next turn.
[Passive] Conduit: Receives double benefit from healing and accuracy boosts. Gains 20% increased effectiveness from crit chance boosts.
[Passive] Adrenaline: Can survive lethal damage with 1 HP, once.
[Active] Immobilize: An attack that deals (ATK x 1.8) damage and reduces evasion to 0 and restricts melee attacks. 4 turn cooldown.
[Active] Piercing Shot: An attack that penetrates and hits the next listed enemy. 3 turn cooldown.
[Active] Searing Shot: An attack that sets the target on fire and removes one use of a random ability or drains a secondary resource by 30%. 5 turn cooldown.
Outpost Destroyer [HP: 60] [ATK: 20]: $3,000
"A rookie practices until he gets it right. I practice until I can't get it wrong."
[Passive] Annihilation: Kills increase ATK by 10%. Assists increase ATK by 5%.
[Passive] Spellweave: Using an ability increases basic attack damage by 50% and applies Essence Drain, dealing arcane damage over time and draining the enemy's secondary resources.
[Active] Mega Shatter Bolt: Deals (ATK x 4) armor piercing damage. 5 turn cooldown.
[Active] Airstrike: Deals (ATK x 2) damage to 3 targets. 4 turn cooldown.
[Active] Molten Bomb: Deals (ATK x 1.5) damage to up to 4 targets, lights them on fire, and slows them down. 5 turn cooldown.
[Active] Resonating Shock: Deals (ATK x 2) damage to all enemies, with a 5% chance to stun them and a 20% chance to weaken them. 7 turn cooldown.
Spectral Assassin [HP: 25 / 25] [ATK: 20]: $3,000
"Half human, half ghost, and as deadly as it gets."
[Passive] Half a Ghost: HP is split between 50% normal HP and 50% arcane only HP.
[Passive] Shadow Blend: Skipping a turn allows the spectral assassin to become invisible. While invisible, the next attack performed will deal 50% extra damage.
[Passive] Act First: Performs actions before the enemy turn. Has a 20% chance to perform two actions in one turn.
[Passive] Preparation: Cannot take damage from the enemy the spectral assassin attacks. Can still receive negative status effects from that enemy.
[Active] Breach: Deal (ATK x 1.25) damage and stun the target. Deals 30% extra damage to enemies with less HP than the spectral assassin. 4 turn cooldown.
[Active] Time Warp: Deal (ATK x 1.3) damage and give the spectral assassin and the target an extra action. If the target has less HP than the spectral assassin, also weakens them. 4 turn cooldown.
[Active] Backstab: Deal (ATK x 2) damage. Deals 50% more damage to enemies suffering from a status effect. Causes severe bleeding if the target has less HP than this unit. 6 turn cooldown.
[Active] Skip Turn: Pass this turn, gaining Shadow Blend. No cooldown.
Nanoengineer [HP: 50] [ATK: 30]: $3,500
"Nanobots, son!"
[Passive] Nanobots: Performing basic attacks or abilities, and getting hit spawns nanobots. They attack enemies over time, heal allies over time, and can replicate. The effectiveness of their actions is 10% ATK.
[Passive] Sa-BOT-age: When the nanoengineer is killed, spawn 20 nanobots. Enemies killed while affected by nanobots will release additional nanobots.
[Active] Helping Hand: Help players build structures, weapons, and other things. 1 turn cooldown.
[Active] Build Turret: Consume 5 nanobots to build a turret. Does not end the nanoengineer's turn.
[Active] Build Shield Generator: Consume 5 nanobots to build a shield generator with (ATK x 2) shield strength that serves as cover. Does not end the nanoengineer's turn.
[Active] Self Replicate: Consume 20 nanobots to create a duplicate nanoengineer. Does not end the nanoengineer's turn.
Outpost Berserker [HP: 80] [ATK: 25]: $4,000
"I will break you!"
[Passive] Counter: When attacked, has a 25% chance to gain an extra action. This can stack.
[Passive] Payback: Gains ATK boosts depending on how much HP the berserker is missing.
[Passive] Critical Chain: Critical hits increase the next attack's crit chance by 60%. Consecutive crits don't stack chance increases, but will continue the chain.
[Active] Blood Mirror: Reflect 60% of damage taken for 3 turns. 5 turn cooldown. Critical casts increase damage protection.
[Active] Lifechain Strike: Deal (ATK x 1.4) damage and drain the target's life over time. 3 turn cooldown.
[Active] Quick Strike: Deal (ATK x 0.8) damage. Has a 75% chance to not count as an action. Highly accurate. 2 turn cooldown.
[Active] Rage: Increase all damage dealt by 30% and gain a 30% increase in critical hit chance for 4 turns. For the duration of rage, critical hits cause bleeding and have a 20% chance to slow the target. Also grants immunity to damage over time status effects. 6 turn cooldown.
Blood Anvil Soldier [HP: 80] [ATK: 20]: $5,000
"I was forged by Blood Anvil. I am the best of the best."
[Passive] Barrier: Taking damage has a 25% chance to grant a barrier that grants invincibility for 2 turns.
[Passive] Adrenaline: Can survive lethal damage with 1 HP, once.
[Active] Recovery: Remove all weakening or defense reducing status effects, and gain immunity to damage over time for 3 turns. 4 turn cooldown.
[Active] Static Field: Deploy a potent electromagnetic generator that sets evasion to 0, grants invincibility, and reflects all attacks back for 2 turns. Blood Anvil soldier will be frozen for the duration of the effect. 4 turn cooldown.
[Active] Photonic Blast: Blast 4 targets with (ATK x 1.3) damage and a 40% chance to blind the target. 4 turn cooldown.
[Active] Hydro Cannon: Blast a target with water, dealing (ATK x 1.25) damage and knocking them into hazards. Has double the standard critical hit chance. Critical hits reduce the cooldown of all abilities. 3 turn cooldown.
[Active] Fortifying Heal: Heal up to 4 allies for (ATK x 1.25) HP, reduce their damage taken by 30% for 3 turns, and dispel a negative status effect. 4 turn cooldown.
[Active] Sun Beam: Deal (ATK x 5) damage and ignite the target. Deals 25% more damage to unarmored targets. 6 turn cooldown.
[Active] Frozen Rockets: Fire three highly accurate nitrogen-filled rockets, dealing (ATK) damage to three targets and freezing them. 5 turn cooldown.
Lisharon Inc Medical Personnel [HP: Variable] [ATK: 10]: $1,000
"An incision here, an amputation there... Lisharon would be proud."
[Passive] Delicious Tea: Every three turns, will brew tea instead of attacking or healing.
[Active] Heal: Restore 15 HP to an ally and grant them three turns of HP regeneration. No cooldown.
[Active] Attack: Deal (ATK) damage to a target and inflict a random status effect. No cooldown.
Spanish Inquisition Radio [HP: 50] [ATK: 7]: $750
"No one expects the Spanish Inquisition!"
[Passive] Inquisition: Comes with five cardinals of the ever-unexpected Spanish Inquisition.
[Active] Fan Out: The five cardinals each attack a different enemy, dealing (ATK) damage with a 20% chance to deal double damage. No cooldown.
[Active] Beatdown: The five cardinals attack the same enemy, dealing (ATK) damage to them five times, with a 20% chance to stun the target. No cooldown.
Common weapon: Costs 500 materials.
Burst Rifle
Burst-fire assault rifle. Simple, but effective.
+1 ATK
90 accuracy
Has a 30% chance to hit twice, with the second hit having -10 accuracy
Marksman Rifle
Semi-automatic rifle. Accurate and deadly.
+2 ATK
100 accuracy
Revolver
Revolvers are always cooler.
+5 ATK
80 accuracy
Carbine
Rapid fire assault weapon. Good for close range engagements.
+0 ATK
85 accuracy
Can target four enemies instead of three
Heavy Rifle
High impact rifle. Well suited for stronger targets.
+0 ATK
90 accuracy
Increases damage cap (7x ATK instead of 5x)
Heavy Pistol
High impact sidearm. Packs a decent punch for its size.
+2 ATK
85 accuracy
Critical hits deal 10% more damage
Grenade Launcher
Standard issue explosive weapon. Effective at crowd control.
+4 ATK
80 accuracy
Deals 20% damage to nearby targets.
Precision Rifle
Highly accurate rifle. Deals high damage to a single target.
+4 ATK
100 accuracy
Can only hit one enemy at a time
Zap Rifle
Standard factory made zap rifle.
+1 ATK
85 accuracy
Has a 25% chance to zap another enemy
Uncommon weapon: Costs 1,000 materials.
MS34 Shieldbreaker
A powerful assault rifle designed to punch through enemy armor.
+2 ATK
90 accuracy
Deals 15% more damage through armor
AW44-C
A high output SMG that favors fire rate over all else.
+0 ATK
80 accuracy
Can target six enemies instead of three
Incendiary Shotgun
A standard issue shotgun, modified to shoot flaming buckshot.
+3 ATK
85 accuracy
Deals fire damage
Attacks have a 20% chance to ignite target
Railgun
A heavy rifle designed to fire metal rods, heated to a white hot temperature.
+5 ATK
95 accuracy
M11 AIR
High impact anti-infantry rifle. Good for keeping standard enemies in check.
+3 ATK
90 accuracy
Can suppress a single enemy, reducing their accuracy
Seeker Rifle
Prototype scouting device that outlines targets.
+1 ATK
85 accuracy
Hitting an enemy scans them, increasing their damage taken by 10%
Shrapnel Launcher
A basic grenade launcher, modified to shoot shards of jagged metal.
+2 ATK
85 accuracy
Attacks have a 25% chance to cause bleeding
Jammer Gun (1 in storage)
A semi-automatic rifle that fires electromagnetic ammunition.
+1 ATK
90 accuracy
Deals 25% more damage to robotic enemies
Rare weapon: Costs 1,500 materials.
Stinger
Actually a giant bee stinger.
+4 ATK
90 accuracy
Deals 5% more damage through armor
Has a 25% chance to poison target
Double Barrel Shotgun
This is my boomstick!
+6 ATK
80 accuracy
Deals 10% more damage to enemy armor
Has a 15% chance to hit a random nearby enemy
Panic Knife
Everybody stay calm.
+5 ATK
85 accuracy
Critical hits deal 20% more damage
Automatically attack enemies that hit you with reduced damage
Broadsword
I fight for honor, not with honor!
+5 ATK
90 accuracy
Has a 20% chance to cause bleeding
While held, you deal more damage with environmental hazards
Giant Syringe
I just need a blood sample...
+5 ATK
85 accuracy
Reduces target's damage output
Has a 15% chance to cause target to panic
Dragonslayer's Spear
Once belonged to a warrior who was one half of a terrifying duo.
+5 ATK
95 accuracy
Has a 25% chance to galvanize target
Can perform a powerful impaling attack that costs 30 energy
M6 Carnifex
Given to you by an alien doctor as a token of good faith.
+7 ATK
80 accuracy
Deals 10% more damage through armor
Deals 10% more damage to armor
Thorn
To rend one's enemies is to see them not as equals, but objects: hollow of spirit and meaning.
+5 ATK
85 accuracy
Deals toxic damage
Inflicts minor poisoning
Custom Zap Rifle
More added shock than your regular rifle.
+2 ATK
85 accuracy
Has a 25% chance to zap another enemy
Has a 10% chance to stun an enemy
Legendary weapon: Costs 2,000 materials.
Matador 64
A sickeningly powerful weapon that once terrorized many a battlefield.
+9 ATK
80 accuracy
Deals 10% more damage through armor
Big Stick
Speak softly...
+4 ATK
90 accuracy
Deals 15% more damage to armor
Has a 20% chance to stun or confuse enemies
Book of Insults
Sticks and stones may break your bones, but names leave psychological wounds that never heal.
+3 ATK
105 accuracy
Has a 25% chance to ignore armor
Has a 10% chance to demoralize the target
Steel Dragon
Laser beams. Laser beams everywhere.
+0 ATK
90 accuracy
Always hits at least two enemies at once
Can target six enemies instead of just three
Leecher
The enemies lose their lives, and you get to keep yours. Win-win.
+3 ATK
85 accuracy
40% of damage dealt is returned to you as health
Critical hits heal you for 65% of the damage dealt
Sorcerer's Staff
What problem can't be solved with magic?
+3 ATK
80 accuracy
Inflicts a random status condition
Eden's Soul
...
Becomes a random weapon every mission
The Young Wolf's Howl
"To the first of the new Iron Lords." - Lord Saladin
+4 ATK
85 accuracy
Causes target to take more damage from all sources
Zap Rifle Cannon
When you want more of a shocking splash...
+4 ATK
80 accuracy
Has a 40% chance to zap up to four enemies
Has a 10% chance to stun an enemy
Mythical weapon: Costs 2,500 materials.
Deathslayer's Blade
A sword forged in human blood. You can barely make out the "359" etched into the blade.
+10 ATK
85 accuracy
Critical hits deal 2.5x damage instead of 2x
Kills with this weapon temporarily grant +5 ATK
Kills with this weapon heal you for 5% of your max HP
Biotic Rifle
Kill enemies or heal allies? Why not both?
+4 ATK
95 accuracy
This weapon heals allies when used on them
Ignores enemy armor
Executioner
Let's just skip judge and jury.
+9 ATK
110 accuracy
+10% critical hit chance
+25% damage dealt to enemies with less than half health (less than 25% HP for bosses)
Kills with this weapon grant +15 accuracy for your next attack
Unpaid Debt
You owe me.
+7 ATK
85 accuracy
The lower your HP is, the more damage this weapon deals
Has a 25% chance to stun the target if they just attacked you
The Reanimator
Their loss is your gain.
+3 ATK
90 accuracy
Killing an enemy reanimates them into a temporary ally
Reanimated enemies deal more damage
The Gathering Storm
Unleash its wrath.
+5 ATK
90 accuracy
Taking damage changes this weapon's damage type to match that of the attack that hit you
Has a 20% chance to inflict a status condition that matches your current damage type
Outbreak Prime
"I've done the math. When you pull the trigger, one plus one equals zero. Every time." - Shiro-4
+4 ATK
85 accuracy
Dealing damage has a 25% chance to spawn a swarm of SIVA mites
Kills with this weapon spawn a swarm of SIVA mites
Time's Strife
The assault rifle of a Timekeeper. A very dangerous weapons in good hands.
+7 ATK
110 accuracy
If the wielder is KO'd, they may use a Time Charge to resurrect.
The wielder may also use a Time Charge to revive an ally or fully heal their wounds.
If the whole party is wiped, the wielder can use 3 Time Charges to revive the whole party.
Time charges are built with creative time attacks.
Thunder Clap
A clap of actual thunder was molded into this rifle.
+11 ATK
90 accuracy
Always hits two enemies
Has a 10% chance to stun an enemy
Common armor: Costs 500 materials.
Ballistic Vest
Basic vest designed to resist incoming bullets.
+10 HP
+10 physical resistance
Fireproof Plating
Plated armor designed to resist high temperatures.
+10 HP
+10 fire resistance
Insulated Armor
Insulated to protect against extreme cold.
+10 HP
+10 ice resistance
Conduit Armor
Armor resistant to high voltage.
+10 HP
+10 electric resistance
Flak Jacket
Basic armor that resists explosions.
+10 HP
+10 explosive resistance
Gas Mask
Standard issue gas mask that protects against toxic gases.
+10 HP
+10 toxic resistance
Wizard Robes
I put on my robe and wizard hat.
+10 HP
+10 arcane resistance
Uncommon armor: Costs 1,000 materials.
Armor of Thorns
Armor coated in a thick patch of thorns. Said to be worn by a member of the Darkwraiths.
+10 HP
Enemies that attack you take 10 physical damage
Ridiculously Heavy Armor
Provides great protection, but is absurdly heavy. How do you even wear it?
+25 HP
+5 to all resistances
Any attack directed at you is guaranteed to hit
Capacitor Armor
Comes with two rechargable battery packs.
+20 max energy
+10 energy regen per turn
Medical Armor
Armor equipped with a regeneration module that rapidly heals your wounds.
Regenerate 5% of your max HP every turn
Marksman Visor
A modified visor that highlights enemies and tracks their movements.
+10 accuracy
Munitions Vest
Has plenty of extra pockets to store ammunition.
+5 HP
Gives all items an extra use
Lightweight Armor
Lighter armor that provides greater mobility.
+5 HP
+10 evasion
Rare armor: Costs 1,500 materials.
Irradiated Armor
It's probably safe...
+5 HP
Enemies that attack you receive radiation poisoning
Serpent Suit
Somehow linked to ice.
+5 ice resistance
Gives you one use of the Frostbite ability, allowing you to freeze an enemy
Wings of Sacred Dawn
There will come a day when the light will never fade.
+10 HP
Gives you the Angel of Light ability, allowing you to become airborne for a turn
Armor of Bone
The most metal of attire.
+10 HP
Has a 40% chance to unnerve a random enemy every wave
Armor of Shadow
You merely adopted the darkness.
+10 evasion
Enemies will not target you until you attack or are the last player standing
Hideous Armor
It looks absolutely disgusting.
+5 HP
-1 max rage (allows you to enrage quicker)
No Armor
What are you thinking?
-10 HP
Has a 25% chance to confuse a random enemy every wave
Legendary armor: Costs 2,000 materials.
WAR Suit
Used to liberate earth from an oppressive alien rule.
+10 HP
+10 armor
Gives you the Blaster Launcher ability, allowing you to fire a powerful explosive
Fortified Armor
Designed to protect all the weak points.
+15 HP
Enemies that attack you have a lower critical hit chance
Enemy critical hits against you deal less damage
Templar Armor
Feel the power of the Templars.
+10 HP
+5 evasion
Gives you the Rend ability, allowing you to perform a powerful melee attack
Armored Armor
Armor armored with more armor!
+10 HP
+50 armor
Eden's Blessing
Your future shines brighter.
Turns into a random piece of armor every mission
FTL Rig
Best rig.
+10 evasion
Gives you the Phase Shift ability, allowing you to avoid damage by shifting into another
dimension
Overly Protective Armor
It worries about you.
+15 HP
Makes you immune to all status effects, positive or negative
Mythical armor: Costs 2,500 materials.
Armor of the Blood Knight
The crimson sigil on the front may or may not be painted in blood.
+15 HP
Dealing damage returns 10% of the damage dealt to you as health
Killing an enemy with excessive damage has a 15% chance to deal the extra damage to a random
enemy
When equipped as Assault Gunner: +10% ATK, and every kill has a 10% chance to instantly max your
rage
Robes of the Healer
These robes radiate with a powerful medicating energy.
+10 HP
+10 healing
Healing an ally grants them health regeneration (stacks with Medic's Invigorate ability)
When equipped as Medic: +10% healing, and converts your super into a powerful healing move that
affects all allies
Mask of the Marksman
This mask was worn by a legendary marksman who never missed his mark.
+10 HP
+15 accuracy
+5% critical hit chance
When equipped as Sniper: +10 accuracy, and critical hits deal 50% more damage
Crest of the Defender
A powerful knight once bore this crest. Legends say his alles never knew harm.
+25 HP
+25 armor
+5 to all resistances
When equipped as Tank: +10 to all resistances, and taking damage while guarding an ally charges
your super
Armor of Turrets
You are your own defense network.
+10 HP
Fires at a random enemy every turn, dealing (ATK x 0.5) damage to them
Fires at enemies that attack you, dealing (ATK x 0.5) damage to them
When equipped as Engineer: Your turrets can fire two shots, each dealing 75% of their normal
damage
Armor of Boundless Light
There are some flames that even the darkness cannot contain.
+10 HP
+25 max energy
+15 energy regeneration
Using an ability has a 20% chance to cost half energy
When equipped as Specialist: +15 max energy, and allows you to use your super early for a large
energy cost
Titan Mark
At close quarters, a fist is better than any gun.
+15 HP
+25 armor
Replaces your super with Fist of Havoc, a powerful attack that damages multiple enemies
Hunter Cloak
Tell the warlocks your cloak is frabjous. They respect words they don't understand.
+10 HP
+10 evasion
Replaces your super with the Golden Gun, a deadly attack that can target up to three enemies
Warlock Bond
Those who have stared into the void are not bound by the laws of space and time.
+5 HP
Restores 5 HP to you every turn
Replaces your super with Stormtrance, which temporarily allows you to perform multiple electric
attacks in a single turn
Common trinket: Costs 500 materials.
Eyeglasses
Prescription glasses. You may or may not actually need them.
+5 accuracy
Distortion Field
Experimental device that distorts the area around you.
+5 evasion
Instructional Booklet
"Bullets go into the enemies, not you." - Excerpt from Incredibly Obvious Advice Monthly
+10% XP gain
Exploded Rocket
Casing from a used rocket. The RPG kind, not the spacefaring kind.
+15% damage dealt to airborne enemies
Laser Sight
Really just a laser pointer taped to your gun.
+3% critical hit chance
Uncommon trinket: Costs 1,000 materials.
Blind Rage
Blind to damage
Taking damage makes you less likely to be targeted again for the rest of that turn
Portable Generator
Perfect for emergency situations when you need power.
Activating your super restores 50% of your max energy
Handful of Shrapnel
Why are you collecting shrapnel?
Attacks have a 5% chance to cause bleeding
Medkit
Made with repurposed snake venom.
+5 healing
Aim Assist
Now you can use a controller.
Missing an attack gives you +10 accuracy for your next attack. Does not stack multiple times.
Rare trinket: Costs 1,500 materials.
Occult Charm
Glows with an unnatural power.
Your attacks deal 50% normal damage and 50% arcane damage
Three of Coins
Sold by a creepy hooded guy with tentacles coming from his face.
Killing a boss has a 5% chance to drop a mythical item
Libra Charm
You feel balanced.
Balances your stats by raising low ones and lowering high ones
Salt Shaker
You feel enraged.
Taking damage has a 25% chance to give +2 rage instead of +1
Strange Coin
This unusual coin is warm to the touch and vibrates gently in your hand.
+3% mythical drop rate
Legendary trinket: Costs 2,000 materials.
Curved Horn
DMG up
+5 ATK
Hallownest Seal
Another one?
Enemies you kill have a 25% chance to drop additional materials
Egg
AYERYBODY
RNG is slightly weighted in your favor
Bowl of Nails
No milk.
Attacking has a 5% chance to cause enemies to panic
Inversion Device
Distorts the area around itself.
All status effects applied to you are inverted
Mythical trinket: costs 2,500 materials.
Scorched Assault Rifle
This burned rifle still radiates with an incredible power.
+4 ATK
When equipped as Assault Gunner: Activating your super temporarily grants you +6 ATK
Orb of Harmony
Pass into the Iris.
+6 healing
When equipped as Medic: Allows you to target an ally with the orb, healing them for 2% of their
max HP every turn
15x Scope
Found in a crate that fell from the sky.
+10 accuracy
When equipped as Sniper: +6% critical hit chance
Cracked Shield
It kinda works...
+5 to all defenses
When equipped as Tank: +25% critical hit resistance
Rusted Wrench
Scavenged from Talos I.
Your critical hits deal less damage but stun enemies
When equipped as Engineer: Your constructions have higher stats
Sharp Plug
Charge with blood.
+15 max energy
When equipped as Specialist: When out of energy, using abilities will drain your health
Rollback Post to RevisionRollBack
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Alright guys, we need a bit of clarity. Since the barbed wire is made of metal, it makes an excellent electrical conductor. I fire direct hit at the barbed wire, also damaging Riskrunner technician as the lightning bolt chains to him.
I also choose Build to Last.
And I buy the Grenadier Mercenary, as he is excellent cover destroyer.
Grabbing some barb cutters, I was going to use it to open the barb wire but decided to perform a piercing shot onto the wall instead. The Barb cutting is then boomeranged into the wall and somehow pierces it and into the other wall.
I use my Data Card on the Incinerator. If he is dead, I toss the Power Stone (from the Guardians Of The Galaxy movie) at the Assault Drone.
The Medic better be dead by now...if not, I slap him twice. If he finally is, I slap other weak enemies twice.
If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
Apparently, if you put these in your signature, people will click them. Help me grow my Pokemon dudes!
*presses (ZR)* *Rapid Fire ensues*
You hit the juggernaut with a headshot, dealing
The enemy escapes your grasp before you can throw them!
You deal
The juggernauts and the sniper take
They'll now show up under mercenaries.
+3 HP, +1 ATK, +1 heal!
You grapple open the smaller locker, and are annoyed to find an even smaller one inside! The inexorable juggernaut protects the medic from these Tom and Jerry shenanigans, taking
16 damage from the piano and
20 damage from being launched into the sun! +29 XP!
You repair the battle airship for 24 HP. +15 XP.
Somehow, he manages to avoid your attack while frozen!
The inexorable juggernaut takes both hits, and dies! Turns out, he's pretty exorable. +79 XP! He drops 111 materials!
You hit the technician instead, dealing
You bomb the Defect, dealing
You upgrade the shield projector, giving it more protection!
You secure the incinerator's data bank entry! +97 XP! He drops 51 materials!
You smack the medic, killing him! +88 XP! He drops 100 materials and a trinket!
Strange Coin [rare]
This unusual coin is warm to the touch and vibrates gently in your hand.
+3% mythical drop rate
You hit all enemies except the elite gunner, dealing
4 damage to them. This finishes off the technician! +51 XP! He drops 18 materials!
My action: I heal the venomous gunner for 16 HP.
==[Enemy turn]==
The elite gunner takes
10 galvanizing damage, then thaws.
The elite sniper takes
10 poison damage. He then snipes the medical personnel, killing him. The gunner mercenary fires at the sniper for
15 damage.
The Defect drone plays Defragment, gaining 1 focus. It then hits algot's robot with Core Surge, destroying it and gaining 1 artifact. Finally, it hits the shield projector with Compile Driver, dealing
7 damage to it. Since it has no more energy, it ends its turn and draws new cards. Due to its ethereal nature, Echo Form is lost to the ether.
==[Ally turn]==
The shield projector takes
15 burn damage.
The venomous gunner finishes off the elite sniper. He drops 25 materials.
Algot's turret fires at the elite gunner, but misses.
The gunner mercenary attempts to immobilize the Defect, but fails.
The pyrotech mercenary fires at the Defect for
21 damage.
The executioner cleaves the elite gunner for
29 damage.
The cryotech mercenary fires at the Defect for
11 damage.
The skirmisher shoots the elite gunner to death. He drops 119 materials and a piece of armor that gets placed in the bag of holding.
The grenadier tries and fails to hit the Defect with an explosive overheat.
The cardinals gang up on the Defect, dealing a total of
30 damage to it.
The battle airship regenerates 10 HP. It then fires its minigun at the Defect for
12 damage.
The thermoshadow hits the Defect with some nitrogen shards for
10 damage.
Armor of Bone [rare]
The most metal of attire.
+10 HP
Has a 40% chance to unnerve a random enemy every wave
Siege + Winkins + Bacon + algot [arcane rift] Juggernaut
Bacon + Gold + Miner [Dragon Knight's Arms] Inexorable juggernaut
Stickcrafter + Siege [data card] Incinerator
Bacon [furious slapping] Medic
Miner + Gold + Siege + Winkins [rapid fire] Technician
Elite sniper [sniper shot] Lisharon Inc Medical Personnel
Defect assault drone [Core Surge] Algot's sword fighting robot
Siege + Winkins + Miner [venomous gunner] Elite sniper
Siege + Bacon + algot [skirmisher] Elite gunner
Data bank entry obtained: Incinerator!
The incinerators display an unhealthy interest in fire. They attack with a flamethrower that allows them to light their targets on fire, while rapidly burning through their armor. Their own armor also gives them significant resistance to fire.
>Base stats: 60 HP, 20 damage, 80 accuracy, 0 evasion
Resistances: 0 physical, 40 fire, 25 ice, 0 electric, 5 explosive, 0 toxic, 0 arcane
Stat gain per level: +1 HP, +1 damage, +1 accuracy, +.5 evasion
>Elite stats: 100 HP, 15 armor, 25 damage, 90 accuracy, 0 evasion
Elite resistances: 0 physical, 50 fire, 30 ice, 0 electric, 10 explosive, 0 toxic, 0 arcane
Elite stat gain per level: +1.5 HP, +1 armor, +1.5 damage, +1 accuracy, +.5 evasion
>Master stats: 225 HP, 50 armor, 40 damage, 100 accuracy, 0 evasion
Master resistances: 5 physical, 65 fire, 40 ice, 0 electric, 10 explosive, 0 toxic, 0 arcane
Players:
[+|==========] 66/76 [Weapon: Book of Insults] [Armor: Armor of Thorns] [Trinket: Distortion Field] [ATK| 13] [Heal| 16] [Rage: 1/10]
[E|==========] 60/60 [Items| None] [SUPER| Ubercharge: 120/120]
[Critical Heal] [Medical Grenade: 25] [Bleed Me Dry: 25] [Mutual Aid] [Cure: 30] [Stun Strike: 30] [Perk: Aggression]
[+|==========] 110/120 [Weapon: Keeper of Time: Ragnarok] [Armor: Overly Protective Munitions Vest] [Trinket: Aim Assist] [ATK| 25] [Heal| 12] [Rage: 3/10]
[E|==========] 105/105 [Items| Flamethrower (6/7), Endermite Shotgun (4/5), Ancient Potion (2/3), Overly Protective Armor] [SUPER| Bullet Storm: 150/150]
[Lock and Load] [Critical Shot: 20] [Trishot: 25] [Suppress: 25] [Perk: Fully Loaded] [Perk: Scavenger] [Enhanced Battery III] [Conditioning III] [Agility I] [Total Immunity]
[+|==========] 65/74 [Weapon: Dragon Knight's Arms] [Armor: Lightweight armor] [Trinket: Egg] [ATK| 23] [Heal| 12] [Rage: 1/10]
[E|==========] 44/100 [Items| Tranquilizer Gun (3/3), Sunlight Spear (3/3), Charcoal Pine Resin (3/3), Card Pack (1/1), Data Card (1/1), Cold Beer (2/2), Burst Rifle, Strange Coin (x2)] [SUPER| Power Surge: 140/140]
[Electric Burst II:
2016] [Snapfreeze:2520] [Rapid Recharge] [Grapple:2520] [Psychosis:3024] [Lightning Charge:3024] [Perk: Energetic] [Perk: Skilled] [Agility II] [Enhanced Battery I] [Cure:3024][+|==========] 70/70 [Weapon: Shotgun] [Armor: Basic armor] [Trinket: none] [ATK| 6] [Heal| 3] [Rage: 0/10]
[E|==========] 55/55 [Items| Deployable shield (1/1)] [SUPER| Damage Sponge: 0/120]
[Guardian] [Defensive Field: 25]
[+|==========] 82/92 [Weapon: Custom Zap Rifle] [Armor: Capacitor Armor] [Trinket: Instructional Booklet] [ATK| 22] [Heal| 9] [Rage: 2/10]
[E|==========] 85/85 [Items| Feint Shot (5/5), Precision Rifle, Grenade Launcher] [SUPER| Bullet Storm: 150/150]
[Lock and Load] [Critical Shot: 20] [Armor Breaker] [Suppress: 25] [Perk: Vitality] [Perk: Aggression]
[+|==========] 59/64 [Weapon: Stinger] [Armor: Basic armor] [Trinket: Distortion Field] [ATK| 17] [Heal| 6] [Rage: 6/10]
[E|==========] 80/80 [Items| Combat Armor (45/50), Sword Boomerang (1/1), Wraith Form (1/1), Machine Learning (1/1), Strike (1/1), Finesse (1/1)] [SUPER| Overdrive: 130/130]
[Micro Turret: 25] [Shield Projector: 25] [Improved Tech] [Built to Last] [Perk: Energetic] [Perk: Fully Loaded]
[+|==========] 49/82 [Weapon: Double Barrel Shotgun] [Armor: Marksman visor] [Trinket: Medkit] [ATK| 30] [Heal| 15] [Rage: 10/10]
[E|==========] 79/110 [Items| Irradiated Armor, Portable Generator] [SUPER| Aimbot: 135/135]
[Crackshot] [Headshot II: 20] [Piercing Shot II: 25] [Trickshot II: 25] [Eagle Eyes: 30] [Critboost II: 35] [Energy Drain II: Ready] [Perk: Skilled] [Perk: Rechargeable Battery] [Enhanced Battery III] [Regenerative Battery II] [Conditioning III] [Arc Soul: 30] [Warp: 35] [Idiot Ball II: 35]
[+|==========] 90/90 [Weapon: Thunder Clap] [Armor: Basic armor] [Trinket: none] [ATK| 26] [Heal| 8] [Rage: 4/10]
[E|==========] 105/105 [Items| Repair Kit (2 turns), Portable Generator] [SUPER| Overdrive: 130/130]
[Micro Turret II: 25] [Shield Projector: 25] [Improved Tech] [Perk: Aggression] [Conditioning III] [Enhanced Battery III]
[+|==========] 67/77 [Weapon: Assault Rifle] [Armor: Wizard Robes] [Trinket: none] [ATK| 13] [Heal| 10] [Rage: 5/10]
[E|==========] 60/60 [Items| None] [SUPER| Bullet Storm: 150/150]
[Lock and Load] [Critical Shot: 20] [Dual Shot: 25] [Fleche: 30] [Perk: Skilled] [Arcane Resist]
Enemies:
Defect assault drone [Level 15 | 89 accuracy | 3 evasion] {Energy: 3} {Orbs (3/3): Dark(25), Frost, Frost} {Focus: 1} {Artifact: 1}
[HP: 4/75] [Resistances:
?|
?|
?|
?|
?|
?|
?]
[Robotic] [Electrodynamics: 2] [Loop: 1] [Ball Lightning: 1] [Force Field: 3] [Fusion: 2]
Allies:
Venomous gunner [Level 18 | 88 accuracy | 8 evasion]
[HP: 50/81] [Resistances:
0|
0|
0|
0|
0|
25|
0]
[Gas Grenade: 1/1] [Miasma: Ready]
Siege's shield projector [HP: 79/150] {3/3 spaces occupied} [Gunner mercenary, pyrotech mercenary, cryotech mercenary]
Algot's micro turret [HP: 30/30]
Gunner mercenary [HP: 50/75]
[Numbed Senses] [Frag Grenade: Ready] [Immobilize: 5 turns] [Suppress: 2 turns]
Pyrotech mercenary [HP: 41/60]
[Incendiary Rounds] [Mass Ignite: Ready] [Flare Bomb: Ready] [Expose Oneself: 2 turns]
First Wave executioner [HP: 89/89]
[Blood Rage] [Glory] [Deny Healing: Ready] [Execute: Ready]
Cryotech mercenary [HP: 60/60]
[Fragile Glass] [Shatter Bolt: 1 turn] [Nitrogen Bomb: Ready] [Thermal Transfer: Ready]
Skirmisher [HP: 45/45]
[Antipersonnel]
Grenadier [HP: 40/40]
[Knockback] [Explosive Overheat: 5 turns]
Spanish Inquisition radio [HP: 30/50]
Battle airship [HP: 93/160] {Regenerating for 1 turn}
[Flares: 3/3] [Afterburner: 3/3] [Minigun: ∞] [Laser cannon: 4/5] [Rocket launcher: 5/5] [Micro Turret x2]
Thermoshadow [HP: 100/100] [Intensity: 55%] [XP: 191/200]
[Refractive Armor: 15%, ready] [Adiabatic Grenade I: 30%] [Nitrogen Shards I: 15%] [Shatter Bolt I: 45%] [Encase: Ready] [Fire Barrage: Ready] [Oneshot Guard] [Damage Hex] [Phoenix Rebirth I]
Camp [HP: 450/450] {Provides space for 1 large construction}
Barracks [HP: 650/650] {Creates a new soldier in 1 turn}
Bank [HP: 400/400] {Generates $50 every turn}
Other:
Wall outcropping [HP: 140/140] {Average cover}
Even smaller storage locker
Modifiers: Overwhelming Force {+10% XP earned}
Bag of holding [Fiend Fire (1), After Image (1), Trip (1), Quick Slash (1), Neutralize (1), Heavy Rifle, MS34 Shieldbreaker, M11 AIR, Railgun, Broadsword, Eden's Soul, Conduit Armor, Flak Jacket, Capacitor armor (x2), Absurdly Heavy Armor, Munitions Vest, Armor of Bone (x2), Instructional Booklet, Aim Assist, Medkit, Salt Shaker]
Objectives:
[X] Reach the outpost
[X] Enter the outpost
[ ] Pursue the officer
Operations:
No Entry: 0/3
Vandalized: 0/3
Home Remodeling: 0%
Using Their Head: Complete!
Money: $3,700
Materials: 1,341
Shop:
Stun Lance [$600 | 3 uses]: Deals (ATK x 1.3) damage and has a 25% chance to stun or disorient the target.
Flamethrower [$100 | 4 uses]: Deals (ATK x 1.25) as fire damage, and has a 30% chance to ignite the target.
Random Bomb Generator [$150 | 1 use]: Randomly generate a number between 1 and 6. That many bombs will be thrown at random targets.
SVD Stealth Sniper [$250 | 4 uses]: Deals 15 damage and has a 10% chance to land a headshot that instantly kills normal enemies. Headshots deal double damage to bosses and master level enemies.
Yellow Ray [$400 | 1 use]: Instantly destroys an enemy. Any armor they were carrying will be dropped and equipped by the user. Only stuns bosses, and against master enemies, halves their current HP.
Chemikaliewerfer [$250 | 4 uses]: Deals 10 damage and damages the target for a third of your ATK stat every turn for 3 turns. Never misses.
Endermite Shotgun [$600 | 2 uses]: Fires Ender pearls, causing the user to teleport rapidly, giving every enemy a 40% chance of being distracted and damaged for the user's ATK stat. Afterwards, deals (ATK x 1.5) damage to a random enemy.
The Debilitating Dagger [$900 | 3 uses]: Deals (ATK x 0.5) damage and permanently disables a selected ability. Deals 5 extra damage when disabling an ability. Disabling lasts for 2 turns on master enemies, and 1 turn for bosses. Only has a 50% chance to disable abilities on master enemies and bosses.
Mobile Minigun Turret [$1,250 | 4 uses]: When purchased, spends a turn deploying itself. Afterwards, can be used by all players to deal (ATK x 1.2) damage to up to three targets in a line. Must be redeployed every wave, unless the team's location doesn't change between waves.
Atom Bomb [$6,000 | 1 use]: Deals (ATK x 7) damage to all enemies, with damage reducing as targets get further away from the original target. Minimum damage is (ATK x 4). Survivors have a 20% chance to be afflicted by fallout, which deals 5 damage to them every turn for 3 turns.
Shredder Saw [$400 | 3 uses]: When used with an attack, the attack will deal half damage to health, but deal double damage to armor and shields.
Grenade Launcher Attachment [$850 | 3 uses]: Can be used to deal (ATK x 2) damage to a primary target along with (ATK x 0.5) damage to both nearby targets.
Shield [$125 | Variable HP]: Assume a defensive stance at the start of the next turn. While defending, all incoming damage is absorbed by the shield. HP is 75% of the team's average HP.
Portable Cover [$90 | 1 use]: Creates a piece of average cover that can be used by either side.
Venomdrive Armor [$850 | Variable HP]: Starts off providing no armor. When taking toxic damage, 40% of the damage dealt becomes HP for the armor, which provides 50% damage protection. Max armor is 300. While the user is poisoned, the status effect is converted into the Poisonous ability, allowing them to inflict poison with their attacks. Grants the option to generate your own poison, at the cost of (poison level2 x 2) HP.
Zap Field [$500 | 1 use]: For 2 turns, players and allies gain a defensive field that deals electric damage to attackers. Damage depends on the user's ATK stat.
Portable Rampart [$500 | 1 use]: Deploys a piece of decent cover that can only be used by the side that deploys it.
Redlight Redirector [$750 | 2 uses]: Set up a portal in front of an enemy, causing their attacks to be redirect to a random enemy for 1.25x damage.
Feint Shot [$400 | 5 uses]: When held, gain a 10% chance to interrupt any enemy action and deal a flat 10 physical damage to them.
Medkit [$200 | 1 use]: Restore (heal x 2) HP to an ally.
Splash Potion of Healing [$90 | 1 use]: Throw to perform a minimum effectiveness heal to a primary target and both nearby targets.
Smoke Grenade [$75 | 1 use]: Reduces an enemy's accuracy by 30.
Essence of Life [$750 | 1 use]: Restores 10 HP and grants the target health regen for 3 turns. If the target is killed/KO'd during the regen, they will be revived with 10% of their max HP, and the effect ends.
Potion of Invisibility [$600 | 1 use]: Turn a target invisible. While invisible, you can't be attacked or detected in stealth missions, and your next attack's damage is doubled. Cannot attack and use the potion at the same time.
Poutine Gun [$500 | 3 uses]: Sticks a target in place, reducing their evasion by (evasion x 0.75) and giving them a 35% chance of not being able to attack on their turn.
Smarter Nanobots [$850 | 3 uses]: Can be used to heal a target for 10% of their max HP every turn for 3 turns, while giving immunity to negative status effects for the duration. Cannot repair armor. Alternatively, can be used to damage a target for 10% of their max HP every turn for 4 turns.
Worldedit Permissions [$650 | 1 use]: Edit a piece of cover or a hazard into existence. Lasts until the team moves to a new location.
Mass Dispel [$1,500 | 1 use]: Disables the abilities of ALL non-boss enemies.
Homing Endspeed Imbue [$600 | 1 use]: Grants perfect accuracy for 2 turns.
Time Warp [$800 | 1 use]: Grant an ally the ability to perform two actions in one post this turn.
Ender Mines [$4,000 | 1 use]: Set up a minefield that adds a 20% chance for any enemy attacks to fail for the rest of the mission. Does not affect bosses.
Lifepowder [$2,500 | 3 uses]: Heals all allies for your minimum heal. Can be used multiple times in one turn. Cannot gain extra uses.
Repair Kit [$750 | ∞ uses]: Can be used to repair mechanical allies as well as armor, for (heal x 3) HP. Only restores (heal x 0.5) HP to organic allies. Has a cooldown of 2 turns.
Golden Syringe [$1,000 | ∞ uses]: Can be used to heal organic allies for (heal x 2) HP + 3 turns of minor HP regen. Cannot be used on inorganic entities. Has a cooldown of 2 turns.
Care Package [$300 | 1 use]: Airdrops a random item.
EFLN [$75 | 1 use]: Throw to completely destroy ALL cover in the area, which will prevent players and enemies from using it.
Card Pack [$125 | 1 use]: Gain 5 cards, each with their own effects.
Portable Pitfall [$120 | 1 use]: Use to put an enemy into stasis for 2 turns. Enemies in stasis can't perform actions but can't be targeted. The effect will automatically end if the targeted enemy is the last one alive.
Creeper Spawn Egg [$125 | 1 use]: Throw to spawn a creeper. After the enemy's turn, it will explode and damage the targeted enemy and both nearby enemies.
Ammo Pack [$350 | 4 uses]: Can be used to restore uses to an item. Can be used multiple times at once.
Laser Drone [$650 | 40 HP]: Deploys a drone equipped with a laser beam that deals 10 damage and has a 25% chance to pierce the target, hitting the next listed one.
Crit-a-Cola [$750 | 1 use]: When used, your next attack is guaranteed to be a critical hit. However, you can't attack or heal on the same turn you use it, and if you get KO'd before you get to attack, the boost is wasted. Can only be used on yourself.
Proxy Slimesling [$500 | 1 use]: Launches an enemy into next Sunday, which manifests itself as launching them to the next wave. Cannot be used on the final wave of a mission.
Mob Pirates [$1,250 | 1 use]: Summon third party entities for the next 3 waves that are hostile to all units.
Capture Ball [$750 | 1 use]: If an enemy has below 20% HP, they can be captured and made a permanent addition to the team. However, they will not be healed. This also has a chance to secure the enemy's data bank entry.
"I'm sure they won't notice if they're missing a few things here and there..."
[Passive] Pickpocket: Attacks steal $25 from enemies.
[Passive] Loot: Enemies damaged by the thief have their item drop rate increased by 10%, and they are more likely to drop high tier items.
First Wave Shredder [HP: 110 | ATK:
8]: $1,100
"Attack, attack, attack!"
[Passive] Shred: Attacks reduce enemy physical resistance by 15%. This can stack.
[Passive] Focus: Successive attacks against the same target deal 50% extra damage.
[Active] Implosion: Deal 8 + (20% of target's max HP) damage. 4 turn cooldown.
First Wave Executioner [HP: 89] [ATK:
13]: $1,200
"Rip and tear."
[Passive] Blood Rage: Attacks deal a percentage of missing enemy HP as bonus damage.
[Passive] Glory: When the executioner directly kills an enemy, he regenerates 30 HP over 3 turns.
[Active] Deny Healing: Deal
4 +
4 damage to an enemy and reduce any healing they receive by 50% for 3 turns. 5 turn cooldown.
[Active] Execute: If a target has less than 30% of their HP, attempt to kill them. No cooldown if successful. 5 turn cooldown.
Gunner Mercenary [HP: 75] [ATK:
15]: $1,200
"Nothing in the world a few rounds can't solve."
[Passive] Numbed Senses: Taking damage reduces damage taken by 20% and increases damage dealt by 30%. Does not stack.
[Active] Frag Grenade: Deal (ATK x 2) damage to two different enemies. 3 turn cooldown.
[Active] Immobilize: Deals (ATK x 1.6) damage and restricts melee attacks and abilities, while also reducing the target's evasion to 0. 5 turn cooldown.
[Active] Suppress: Reduce enemy accuracy by 30 and fire upon them if they take an action. 3 turn cooldown.
Pyrotech Mercenary [HP: 60] [ATK:
12]: $1,200
"Things are heating up. Quite literally."
[Passive] Incendiary Rounds: Basic attacks have a 30% chance to ignite the target, and deal 30% more damage to burning enemies.
[Active] Mass Ignite: Set all enemies on fire for 3 turns. 6 turn cooldown.
[Active] Flare Bomb: Deal (ATK x 2.5) damage to two different enemies. Deals (ATK x 3) damage to burning enemies. 4 turn cooldown.
[Active] Expose Oneself: Double all damage dealt, but reduce evasion to 0 and increase damage taken by 30% for 3 turns. 5 turn cooldown.
Cryotech Mercenary [HP: 60] [ATK:
12]: $1,200
"I'm a blizzard personified."
[Passive] Fragile Glass: Basic attacks have a 30% chance to reduce enemy resistances by 30% and freeze the enemy.
[Active] Shatter Bolt: Deals (ATK x 2.7) damage and ignores armor. 2 turn cooldown.
[Active] Nitrogen Bomb: Deals (ATK x 1.8) damage to two different enemies, and freezes them for 2 turns. 5 turn cooldown.
[Active] Thermal Transfer: Sap heat from two different enemies, dealing (ATK x 1.8) damage and shielding two allies for the damage dealt for a turn. 6 turn cooldown.
Shocktech Mercenary [HP: 60] [ATK:
12]: $1,200
"All the strength of a lightning storm."
[Passive] Reflexes: Dodging an attack triggers a counterattack that deals (ATK x 0.8) damage.
[Active] Shockwave: Deals damage to all enemies, with a 30% chance to silence each one. Can land critical hits. 6 turn cooldown.
[Active] Light Speed: Quadruples evasion and multiplies crit chance by 1.5 for 2 turns. 4 turn cooldown.
[Active] Taser Shot: Deal (ATK x 2.7) damage and paralyze the enemy for 2 turns. Can land critical hits. 4 turn cooldown.
Grenadier Mercenary [HP: 60] [ATK:
10]: $1,200
"Outcome: train go boom."
[Passive] Explosive Payload II: Attacks deal 50% damage to nearby enemies.
[Active] Exploding Sawblade: Fire an exploding sawblade that ignores 50% of the target's explosive resistance and deals (ATK x 2.5) damage. Deals damage twice: once to health and once to armor. 3 turn cooldown.
[Active] Burrowing Shredder: Launch a special projectile that deals massive damage to cover and deals double damage to targets in cover if said cover is destroyed. Deals (ATK x 3) damage. 4 turn cooldown.
[Active] Cluster Bomb: Deals (ATK x 1.3) damage to three enemies. Next turn, deals (ATK x 0.4) damage to all enemies. 5 turn cooldown.
Chemtech Mercenary [HP: 60] [ATK:
10]: $1,200
"I could tell you what's in the canister, but then I'd have to kill you."
[Passive] Toxic Shot: Highly accurate. Basic attacks have a 25% chance to poison the enemy.
[Active] Anesthetic: Poison a target for (target's evasion) damage every turn for 4 turns. Also reduces the target's damage and healing output by 50%. 4 turn cooldown.
[Active] Global Biohazard Virus: Deploys a zombie virus that deals (ATK x 0.2 + enemy evasion x 0.5) damage every turn for 3 turns, spreading among all enemies over time. Killing an enemy while they are infected will turn them into a zombie. 7 turn cooldown.
[Active] Adjusted Chemical: Deploy a cloud over two allies or enemies. For allies, it restores (target's ATK x 0.75 + target's evasion x 0.75) every turn for 2 turns. For enemies, it damages them for the same amount, and the same duration. 3 turn cooldown.
Mercenary Arcanist [HP: 40] [ATK:
6]: $1,200
"I have done more than stare into the abyss. We... aid each other now."
[Passive] Adaptive Cycle: Gains 25 resistance to the last damage type taken.
[Active] Decay: Deal (ATK + 10% of target's HP) damage to a target over the course of three turns, and reduce the target's healing received by 70%. 4 turn cooldown.
[Active] Freedom: Provide (ATK x 4) shields to self or an ally for 3 turns, and grant health regen for the duration of the shield. Also dispels a negative status effect. 5 turn cooldown.
[Active] Terrify: Deal (ATK) damage to a target and stun them for 1-2 turns, and makes them twice as vulnerable to damage over time abilities. 4 turn cooldown.
Mirror Knight [HP: 140] [ATK:
22]: $2,500
"I come from the year 2295. And I can easily say, 2030 sucks."
[Passive] Mirror Armor: Immune to electric damage. Has a 25% chance to reflect electric attacks back at the attacker.
[Active] Teleslash: Deal (ATK x 1.5) damage to a single enemy. 3 turn cooldown.
[Active] Electro Bolt: Deal (ATK x 2) damage to a single enemy and dispel a positive status effect. 5 turn cooldown.
[Active] Pulsator Blast: A highly accurate attack that deals (ATK x 2) arcane damage and immobilizes the target. 5 turn cooldown.
[SUPER] Blade Discharge: Deal (ATK x 1.8) damage to up to five enemies, then become weakened for a turn. 5 turn charge time.
Elemental Juggernaut [HP: 140] [ATK:
18]: $2,500
"I'd say this trial by fire is going well."
[Passive] Status Application: Attacks apply a random status effect, and the elemental juggernaut gains immunity to that status effect for the duration of the effect.
[Active] Wrath: A "basic attack" that deals (ATK x 0.7) damage to up to five enemies. 4 turn cooldown.
[Active] Taunt: Gain 30% resistance to all damage and become a target for the enemies. 3 turn cooldown.
[Active] Berserk: Gain +30% crit chance, +30% damage, and +30% armor piercing for 2 turns. 5 turn cooldown.
[SUPER] Elemental: Gain 140 shields, double the potency of inflicted status effects, and regenerate (ATK x 0.5) HP every turn. 5 turn charge time.
Flamethrower Trooper [HP: 75] [ATK:
15]: $2,250
"Death is the best CC."
[Passive] Flamethrower: Basic attacks ignite enemies for (ATK x 3) damage over the course of 3 turns.
[Passive] Hazardous Fire: Getting attacks deals (ATK) damage to the attacker and has a chance to ignite them.
[Active] Oil Grenade: Reduces fire resistance by 30, slows the enemy, and causes any fire damage to ignite the enemy. 3 turn cooldown.
[Active] Flare bomb: Deals (ATK x 2.5) damage to two different enemies, or (ATK x 3) damage to burning targets. 4 turn cooldown.
[Active] Fire Blast: Deals (ATK x 2) damage to 4 different enemies. Has a 30% chance to stun each enemy. 5 turn cooldown.
[SUPER] Deflagaration: Unleash a massive flame, dealing (ATK x 3) damage to two enemies over the course of 3 turns and ignite them. Abilities used on burning enemies set nearby enemies on fire. 7 turn charge time.
Freezethrower Trooper [HP: 75] [ATK:
15]: $2,250
"Just close your eyes. You'll be dead before you know it."
[Passive] Freezethrower: Basic attacks freeze enemies for a turn.
[Passive] Stun Resist: Has a 90% chance to resist stuns, freezes, immobilization, or other disabling effects.
[Active] Shatter Bolt: Deals (ATK x 2.7) damage and pierces armor. 3 turn cooldown.
[Active] Nitrogen Bomb: Deals (ATK x 1.8) damage to two different enemies and freezes them. 4 turn cooldown.
[Active] Ice Spike: Deals (ATK x 0.3) damage to all enemies, with increased crit chance and 50% extra armor piercing. 5 turn cooldown.
[SUPER] Avalanche: Deal (ATK x 2) to three enemies, with increased crit chance and armor piercing on frozen targets. 7 turn charge time.
Outpost Sniper [HP: 45] [ATK:
20]: $2,250
"I'm the real outpost defender here!"
[Passive] Vantage Point: Not being attacked grants +50% ATK for the next turn.
[Passive] Conduit: Receives double benefit from healing and accuracy boosts. Gains 20% increased effectiveness from crit chance boosts.
[Passive] Adrenaline: Can survive lethal damage with 1 HP, once.
[Active] Immobilize: An attack that deals (ATK x 1.8) damage and reduces evasion to 0 and restricts melee attacks. 4 turn cooldown.
[Active] Piercing Shot: An attack that penetrates and hits the next listed enemy. 3 turn cooldown.
[Active] Searing Shot: An attack that sets the target on fire and removes one use of a random ability or drains a secondary resource by 30%. 5 turn cooldown.
Outpost Destroyer [HP: 60] [ATK:
20]: $3,000
"A rookie practices until he gets it right. I practice until I can't get it wrong."
[Passive] Annihilation: Kills increase ATK by 10%. Assists increase ATK by 5%.
[Passive] Spellweave: Using an ability increases basic attack damage by 50% and applies Essence Drain, dealing arcane damage over time and draining the enemy's secondary resources.
[Active] Mega Shatter Bolt: Deals (ATK x 4) armor piercing damage. 5 turn cooldown.
[Active] Airstrike: Deals (ATK x 2) damage to 3 targets. 4 turn cooldown.
[Active] Molten Bomb: Deals (ATK x 1.5) damage to up to 4 targets, lights them on fire, and slows them down. 5 turn cooldown.
[Active] Resonating Shock: Deals (ATK x 2) damage to all enemies, with a 5% chance to stun them and a 20% chance to weaken them. 7 turn cooldown.
Spectral Assassin [HP: 25 / 25] [ATK:
20]: $3,000
"Half human, half ghost, and as deadly as it gets."
[Passive] Half a Ghost: HP is split between 50% normal HP and 50% arcane only HP.
[Passive] Shadow Blend: Skipping a turn allows the spectral assassin to become invisible. While invisible, the next attack performed will deal 50% extra damage.
[Passive] Act First: Performs actions before the enemy turn. Has a 20% chance to perform two actions in one turn.
[Passive] Preparation: Cannot take damage from the enemy the spectral assassin attacks. Can still receive negative status effects from that enemy.
[Active] Breach: Deal (ATK x 1.25) damage and stun the target. Deals 30% extra damage to enemies with less HP than the spectral assassin. 4 turn cooldown.
[Active] Time Warp: Deal (ATK x 1.3) damage and give the spectral assassin and the target an extra action. If the target has less HP than the spectral assassin, also weakens them. 4 turn cooldown.
[Active] Backstab: Deal (ATK x 2) damage. Deals 50% more damage to enemies suffering from a status effect. Causes severe bleeding if the target has less HP than this unit. 6 turn cooldown.
[Active] Skip Turn: Pass this turn, gaining Shadow Blend. No cooldown.
Nanoengineer [HP: 50] [ATK:
30]: $3,500
"Nanobots, son!"
[Passive] Nanobots: Performing basic attacks or abilities, and getting hit spawns nanobots. They attack enemies over time, heal allies over time, and can replicate. The effectiveness of their actions is 10% ATK.
[Passive] Sa-BOT-age: When the nanoengineer is killed, spawn 20 nanobots. Enemies killed while affected by nanobots will release additional nanobots.
[Active] Package Drop: Release 10 nanobots. 3 turn cooldown.
[Active] Helping Hand: Help players build structures, weapons, and other things. 1 turn cooldown.
[Active] Build Turret: Consume 5 nanobots to build a turret. Does not end the nanoengineer's turn.
[Active] Build Shield Generator: Consume 5 nanobots to build a shield generator with (ATK x 2) shield strength that serves as cover. Does not end the nanoengineer's turn.
[Active] Self Replicate: Consume 20 nanobots to create a duplicate nanoengineer. Does not end the nanoengineer's turn.
Outpost Berserker [HP: 80] [ATK:
25]: $4,000
"I will break you!"
[Passive] Counter: When attacked, has a 25% chance to gain an extra action. This can stack.
[Passive] Payback: Gains ATK boosts depending on how much HP the berserker is missing.
[Passive] Critical Chain: Critical hits increase the next attack's crit chance by 60%. Consecutive crits don't stack chance increases, but will continue the chain.
[Active] Blood Mirror: Reflect 60% of damage taken for 3 turns. 5 turn cooldown. Critical casts increase damage protection.
[Active] Lifechain Strike: Deal (ATK x 1.4) damage and drain the target's life over time. 3 turn cooldown.
[Active] True Slam: Deal (ATK) armor piercing damage. Highly accurate. 2 turn cooldown.
[Active] Quick Strike: Deal (ATK x 0.8) damage. Has a 75% chance to not count as an action. Highly accurate. 2 turn cooldown.
[Active] Rage: Increase all damage dealt by 30% and gain a 30% increase in critical hit chance for 4 turns. For the duration of rage, critical hits cause bleeding and have a 20% chance to slow the target. Also grants immunity to damage over time status effects. 6 turn cooldown.
Blood Anvil Soldier [HP: 80] [ATK:
20]: $5,000
"I was forged by Blood Anvil. I am the best of the best."
[Passive] Barrier: Taking damage has a 25% chance to grant a barrier that grants invincibility for 2 turns.
[Passive] Adrenaline: Can survive lethal damage with 1 HP, once.
[Active] Recovery: Remove all weakening or defense reducing status effects, and gain immunity to damage over time for 3 turns. 4 turn cooldown.
[Active] Static Field: Deploy a potent electromagnetic generator that sets evasion to 0, grants invincibility, and reflects all attacks back for 2 turns. Blood Anvil soldier will be frozen for the duration of the effect. 4 turn cooldown.
[Active] Photonic Blast: Blast 4 targets with (ATK x 1.3) damage and a 40% chance to blind the target. 4 turn cooldown.
[Active] Hydro Cannon: Blast a target with water, dealing (ATK x 1.25) damage and knocking them into hazards. Has double the standard critical hit chance. Critical hits reduce the cooldown of all abilities. 3 turn cooldown.
[Active] Fortifying Heal: Heal up to 4 allies for (ATK x 1.25) HP, reduce their damage taken by 30% for 3 turns, and dispel a negative status effect. 4 turn cooldown.
[Active] Sun Beam: Deal (ATK x 5) damage and ignite the target. Deals 25% more damage to unarmored targets. 6 turn cooldown.
[Active] Frozen Rockets: Fire three highly accurate nitrogen-filled rockets, dealing (ATK) damage to three targets and freezing them. 5 turn cooldown.
Lisharon Inc Medical Personnel [HP: Variable] [ATK:
10]: $1,000
"An incision here, an amputation there... Lisharon would be proud."
[Passive] Delicious Tea: Every three turns, will brew tea instead of attacking or healing.
[Active] Heal: Restore 15 HP to an ally and grant them three turns of HP regeneration. No cooldown.
[Active] Attack: Deal (ATK) damage to a target and inflict a random status effect. No cooldown.
Spanish Inquisition Radio [HP: 50] [ATK:
7]: $750
"No one expects the Spanish Inquisition!"
[Passive] Inquisition: Comes with five cardinals of the ever-unexpected Spanish Inquisition.
[Active] Fan Out: The five cardinals each attack a different enemy, dealing (ATK) damage with a 20% chance to deal double damage. No cooldown.
[Active] Beatdown: The five cardinals attack the same enemy, dealing (ATK) damage to them five times, with a 20% chance to stun the target. No cooldown.
Burst Rifle
Burst-fire assault rifle. Simple, but effective.
+1 ATK
90 accuracy
Has a 30% chance to hit twice, with the second hit having -10 accuracy
Marksman Rifle
Semi-automatic rifle. Accurate and deadly.
+2 ATK
100 accuracy
Revolver
Revolvers are always cooler.
+5 ATK
80 accuracy
Carbine
Rapid fire assault weapon. Good for close range engagements.
+0 ATK
85 accuracy
Can target four enemies instead of three
Heavy Rifle
High impact rifle. Well suited for stronger targets.
+0 ATK
90 accuracy
Increases damage cap (7x ATK instead of 5x)
Heavy Pistol
High impact sidearm. Packs a decent punch for its size.
+2 ATK
85 accuracy
Critical hits deal 10% more damage
Grenade Launcher
Standard issue explosive weapon. Effective at crowd control.
+4 ATK
80 accuracy
Deals 20% damage to nearby targets.
Precision Rifle
Highly accurate rifle. Deals high damage to a single target.
+4 ATK
100 accuracy
Can only hit one enemy at a time
Zap Rifle
Standard factory made zap rifle.
+1 ATK
85 accuracy
Has a 25% chance to zap another enemy
Uncommon weapon: Costs 1,000 materials.
MS34 Shieldbreaker
A powerful assault rifle designed to punch through enemy armor.
+2 ATK
90 accuracy
Deals 15% more damage through armor
AW44-C
A high output SMG that favors fire rate over all else.
+0 ATK
80 accuracy
Can target six enemies instead of three
Incendiary Shotgun
A standard issue shotgun, modified to shoot flaming buckshot.
+3 ATK
85 accuracy
Deals fire damage
Attacks have a 20% chance to ignite target
Railgun
A heavy rifle designed to fire metal rods, heated to a white hot temperature.
+5 ATK
95 accuracy
M11 AIR
High impact anti-infantry rifle. Good for keeping standard enemies in check.
+3 ATK
90 accuracy
Can suppress a single enemy, reducing their accuracy
Seeker Rifle
Prototype scouting device that outlines targets.
+1 ATK
85 accuracy
Hitting an enemy scans them, increasing their damage taken by 10%
Shrapnel Launcher
A basic grenade launcher, modified to shoot shards of jagged metal.
+2 ATK
85 accuracy
Attacks have a 25% chance to cause bleeding
Jammer Gun (1 in storage)
A semi-automatic rifle that fires electromagnetic ammunition.
+1 ATK
90 accuracy
Deals 25% more damage to robotic enemies
Rare weapon: Costs 1,500 materials.
Stinger
Actually a giant bee stinger.
+4 ATK
90 accuracy
Deals 5% more damage through armor
Has a 25% chance to poison target
Double Barrel Shotgun
This is my boomstick!
+6 ATK
80 accuracy
Deals 10% more damage to enemy armor
Has a 15% chance to hit a random nearby enemy
Panic Knife
Everybody stay calm.
+5 ATK
85 accuracy
Critical hits deal 20% more damage
Automatically attack enemies that hit you with reduced damage
Broadsword
I fight for honor, not with honor!
+5 ATK
90 accuracy
Has a 20% chance to cause bleeding
While held, you deal more damage with environmental hazards
Giant Syringe
I just need a blood sample...
+5 ATK
85 accuracy
Reduces target's damage output
Has a 15% chance to cause target to panic
Dragonslayer's Spear
Once belonged to a warrior who was one half of a terrifying duo.
+5 ATK
95 accuracy
Has a 25% chance to galvanize target
Can perform a powerful impaling attack that costs 30 energy
M6 Carnifex
Given to you by an alien doctor as a token of good faith.
+7 ATK
80 accuracy
Deals 10% more damage through armor
Deals 10% more damage to armor
Thorn
To rend one's enemies is to see them not as equals, but objects: hollow of spirit and meaning.
+5 ATK
85 accuracy
Deals toxic damage
Inflicts minor poisoning
Custom Zap Rifle
More added shock than your regular rifle.
+2 ATK
85 accuracy
Has a 25% chance to zap another enemy
Has a 10% chance to stun an enemy
Legendary weapon: Costs 2,000 materials.
Matador 64
A sickeningly powerful weapon that once terrorized many a battlefield.
+9 ATK
80 accuracy
Deals 10% more damage through armor
Big Stick
Speak softly...
+4 ATK
90 accuracy
Deals 15% more damage to armor
Has a 20% chance to stun or confuse enemies
Book of Insults
Sticks and stones may break your bones, but names leave psychological wounds that never heal.
+3 ATK
105 accuracy
Has a 25% chance to ignore armor
Has a 10% chance to demoralize the target
Steel Dragon
Laser beams. Laser beams everywhere.
+0 ATK
90 accuracy
Always hits at least two enemies at once
Can target six enemies instead of just three
Leecher
The enemies lose their lives, and you get to keep yours. Win-win.
+3 ATK
85 accuracy
40% of damage dealt is returned to you as health
Critical hits heal you for 65% of the damage dealt
Sorcerer's Staff
What problem can't be solved with magic?
+3 ATK
80 accuracy
Inflicts a random status condition
Eden's Soul
...
Becomes a random weapon every mission
The Young Wolf's Howl
"To the first of the new Iron Lords." - Lord Saladin
+4 ATK
85 accuracy
Causes target to take more damage from all sources
Zap Rifle Cannon
When you want more of a shocking splash...
+4 ATK
80 accuracy
Has a 40% chance to zap up to four enemies
Has a 10% chance to stun an enemy
Mythical weapon: Costs 2,500 materials.
Deathslayer's Blade
A sword forged in human blood. You can barely make out the "359" etched into the blade.
+10 ATK
85 accuracy
Critical hits deal 2.5x damage instead of 2x
Kills with this weapon temporarily grant +5 ATK
Kills with this weapon heal you for 5% of your max HP
Biotic Rifle
Kill enemies or heal allies? Why not both?
+4 ATK
95 accuracy
This weapon heals allies when used on them
Ignores enemy armor
Executioner
Let's just skip judge and jury.
+9 ATK
110 accuracy
+10% critical hit chance
+25% damage dealt to enemies with less than half health (less than 25% HP for bosses)
Kills with this weapon grant +15 accuracy for your next attack
Unpaid Debt
You owe me.
+7 ATK
85 accuracy
The lower your HP is, the more damage this weapon deals
Has a 25% chance to stun the target if they just attacked you
The Reanimator
Their loss is your gain.
+3 ATK
90 accuracy
Killing an enemy reanimates them into a temporary ally
Reanimated enemies deal more damage
The Gathering Storm
Unleash its wrath.
+5 ATK
90 accuracy
Taking damage changes this weapon's damage type to match that of the attack that hit you
Has a 20% chance to inflict a status condition that matches your current damage type
Outbreak Prime
"I've done the math. When you pull the trigger, one plus one equals zero. Every time." - Shiro-4
+4 ATK
85 accuracy
Dealing damage has a 25% chance to spawn a swarm of SIVA mites
Kills with this weapon spawn a swarm of SIVA mites
Time's Strife
The assault rifle of a Timekeeper. A very dangerous weapons in good hands.
+7 ATK
110 accuracy
If the wielder is KO'd, they may use a Time Charge to resurrect.
The wielder may also use a Time Charge to revive an ally or fully heal their wounds.
If the whole party is wiped, the wielder can use 3 Time Charges to revive the whole party.
Time charges are built with creative time attacks.
Thunder Clap
A clap of actual thunder was molded into this rifle.
+11 ATK
90 accuracy
Always hits two enemies
Has a 10% chance to stun an enemy
Ballistic Vest
Basic vest designed to resist incoming bullets.
+10 HP
+10 physical resistance
Fireproof Plating
Plated armor designed to resist high temperatures.
+10 HP
+10 fire resistance
Insulated Armor
Insulated to protect against extreme cold.
+10 HP
+10 ice resistance
Conduit Armor
Armor resistant to high voltage.
+10 HP
+10 electric resistance
Flak Jacket
Basic armor that resists explosions.
+10 HP
+10 explosive resistance
Gas Mask
Standard issue gas mask that protects against toxic gases.
+10 HP
+10 toxic resistance
Wizard Robes
I put on my robe and wizard hat.
+10 HP
+10 arcane resistance
Uncommon armor: Costs 1,000 materials.
Armor of Thorns
Armor coated in a thick patch of thorns. Said to be worn by a member of the Darkwraiths.
+10 HP
Enemies that attack you take 10 physical damage
Ridiculously Heavy Armor
Provides great protection, but is absurdly heavy. How do you even wear it?
+25 HP
+5 to all resistances
Any attack directed at you is guaranteed to hit
Capacitor Armor
Comes with two rechargable battery packs.
+20 max energy
+10 energy regen per turn
Medical Armor
Armor equipped with a regeneration module that rapidly heals your wounds.
Regenerate 5% of your max HP every turn
Marksman Visor
A modified visor that highlights enemies and tracks their movements.
+10 accuracy
Munitions Vest
Has plenty of extra pockets to store ammunition.
+5 HP
Gives all items an extra use
Lightweight Armor
Lighter armor that provides greater mobility.
+5 HP
+10 evasion
Rare armor: Costs 1,500 materials.
Irradiated Armor
It's probably safe...
+5 HP
Enemies that attack you receive radiation poisoning
Serpent Suit
Somehow linked to ice.
+5 ice resistance
Gives you one use of the Frostbite ability, allowing you to freeze an enemy
Wings of Sacred Dawn
There will come a day when the light will never fade.
+10 HP
Gives you the Angel of Light ability, allowing you to become airborne for a turn
Armor of Bone
The most metal of attire.
+10 HP
Has a 40% chance to unnerve a random enemy every wave
Armor of Shadow
You merely adopted the darkness.
+10 evasion
Enemies will not target you until you attack or are the last player standing
Hideous Armor
It looks absolutely disgusting.
+5 HP
-1 max rage (allows you to enrage quicker)
No Armor
What are you thinking?
-10 HP
Has a 25% chance to confuse a random enemy every wave
Legendary armor: Costs 2,000 materials.
WAR Suit
Used to liberate earth from an oppressive alien rule.
+10 HP
+10 armor
Gives you the Blaster Launcher ability, allowing you to fire a powerful explosive
Fortified Armor
Designed to protect all the weak points.
+15 HP
Enemies that attack you have a lower critical hit chance
Enemy critical hits against you deal less damage
Templar Armor
Feel the power of the Templars.
+10 HP
+5 evasion
Gives you the Rend ability, allowing you to perform a powerful melee attack
Armored Armor
Armor armored with more armor!
+10 HP
+50 armor
Eden's Blessing
Your future shines brighter.
Turns into a random piece of armor every mission
FTL Rig
Best rig.
+10 evasion
Gives you the Phase Shift ability, allowing you to avoid damage by shifting into another
dimension
Overly Protective Armor
It worries about you.
+15 HP
Makes you immune to all status effects, positive or negative
Mythical armor: Costs 2,500 materials.
Armor of the Blood Knight
The crimson sigil on the front may or may not be painted in blood.
+15 HP
Dealing damage returns 10% of the damage dealt to you as health
Killing an enemy with excessive damage has a 15% chance to deal the extra damage to a random
enemy
When equipped as Assault Gunner: +10% ATK, and every kill has a 10% chance to instantly max your
rage
Robes of the Healer
These robes radiate with a powerful medicating energy.
+10 HP
+10 healing
Healing an ally grants them health regeneration (stacks with Medic's Invigorate ability)
When equipped as Medic: +10% healing, and converts your super into a powerful healing move that
affects all allies
Mask of the Marksman
This mask was worn by a legendary marksman who never missed his mark.
+10 HP
+15 accuracy
+5% critical hit chance
When equipped as Sniper: +10 accuracy, and critical hits deal 50% more damage
Crest of the Defender
A powerful knight once bore this crest. Legends say his alles never knew harm.
+25 HP
+25 armor
+5 to all resistances
When equipped as Tank: +10 to all resistances, and taking damage while guarding an ally charges
your super
Armor of Turrets
You are your own defense network.
+10 HP
Fires at a random enemy every turn, dealing (ATK x 0.5) damage to them
Fires at enemies that attack you, dealing (ATK x 0.5) damage to them
When equipped as Engineer: Your turrets can fire two shots, each dealing 75% of their normal
damage
Armor of Boundless Light
There are some flames that even the darkness cannot contain.
+10 HP
+25 max energy
+15 energy regeneration
Using an ability has a 20% chance to cost half energy
When equipped as Specialist: +15 max energy, and allows you to use your super early for a large
energy cost
Titan Mark
At close quarters, a fist is better than any gun.
+15 HP
+25 armor
Replaces your super with Fist of Havoc, a powerful attack that damages multiple enemies
Hunter Cloak
Tell the warlocks your cloak is frabjous. They respect words they don't understand.
+10 HP
+10 evasion
Replaces your super with the Golden Gun, a deadly attack that can target up to three enemies
Warlock Bond
Those who have stared into the void are not bound by the laws of space and time.
+5 HP
Restores 5 HP to you every turn
Replaces your super with Stormtrance, which temporarily allows you to perform multiple electric
attacks in a single turn
Eyeglasses
Prescription glasses. You may or may not actually need them.
+5 accuracy
Distortion Field
Experimental device that distorts the area around you.
+5 evasion
Instructional Booklet
"Bullets go into the enemies, not you." - Excerpt from Incredibly Obvious Advice Monthly
+10% XP gain
Exploded Rocket
Casing from a used rocket. The RPG kind, not the spacefaring kind.
+15% damage dealt to airborne enemies
Laser Sight
Really just a laser pointer taped to your gun.
+3% critical hit chance
Uncommon trinket: Costs 1,000 materials.
Blind Rage
Blind to damage
Taking damage makes you less likely to be targeted again for the rest of that turn
Portable Generator
Perfect for emergency situations when you need power.
Activating your super restores 50% of your max energy
Handful of Shrapnel
Why are you collecting shrapnel?
Attacks have a 5% chance to cause bleeding
Medkit
Made with repurposed snake venom.
+5 healing
Aim Assist
Now you can use a controller.
Missing an attack gives you +10 accuracy for your next attack. Does not stack multiple times.
Rare trinket: Costs 1,500 materials.
Occult Charm
Glows with an unnatural power.
Your attacks deal 50% normal damage and 50% arcane damage
Three of Coins
Sold by a creepy hooded guy with tentacles coming from his face.
Killing a boss has a 5% chance to drop a mythical item
Libra Charm
You feel balanced.
Balances your stats by raising low ones and lowering high ones
Salt Shaker
You feel enraged.
Taking damage has a 25% chance to give +2 rage instead of +1
Strange Coin
This unusual coin is warm to the touch and vibrates gently in your hand.
+3% mythical drop rate
Legendary trinket: Costs 2,000 materials.
Curved Horn
DMG up
+5 ATK
Hallownest Seal
Another one?
Enemies you kill have a 25% chance to drop additional materials
Egg
AYERYBODY
RNG is slightly weighted in your favor
Bowl of Nails
No milk.
Attacking has a 5% chance to cause enemies to panic
Inversion Device
Distorts the area around itself.
All status effects applied to you are inverted
Mythical trinket: costs 2,500 materials.
Scorched Assault Rifle
This burned rifle still radiates with an incredible power.
+4 ATK
When equipped as Assault Gunner: Activating your super temporarily grants you +6 ATK
Orb of Harmony
Pass into the Iris.
+6 healing
When equipped as Medic: Allows you to target an ally with the orb, healing them for 2% of their
max HP every turn
15x Scope
Found in a crate that fell from the sky.
+10 accuracy
When equipped as Sniper: +6% critical hit chance
Cracked Shield
It kinda works...
+5 to all defenses
When equipped as Tank: +25% critical hit resistance
Rusted Wrench
Scavenged from Talos I.
Your critical hits deal less damage but stun enemies
When equipped as Engineer: Your constructions have higher stats
Sharp Plug
Charge with blood.
+15 max energy
When equipped as Specialist: When out of energy, using abilities will drain your health
How do you guys feel about the enemies with an action point system? I'm wondering if I should do something like this in the future.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
Buying a data card, I throw it at the Defect.
I'm going to assume one of their Data Cards worked. If it didn't, I use one, and if it did, I use my remaining Surge actions to heal up our weakest teammates.
If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
Apparently, if you put these in your signature, people will click them. Help me grow my Pokemon dudes!
I level up ATK
I heal up Shield Projector
Healing is required! I proceed to rage heal (If that's a thing) an ally with the lowest health.
I whip out my Crusader's Crossbow and fire a couple shots at my team.
If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
Apparently, if you put these in your signature, people will click them. Help me grow my Pokemon dudes!
Vote for HP/Heal Up.
I wonder why my Feint Shot haven't activated at all.
Then I heal an ally that is the closest to death.
Oh right, locker. I spend as many actions as necessary opening that thing, and heal with the rest of them.
If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
Apparently, if you put these in your signature, people will click them. Help me grow my Pokemon dudes!
I craft a quick medkit from some bandages, a Golden Apple, and a healing potion, as well as some iron for the case. Not the greatest medkit ever, but it should work well enough for healing living stuff. I then proceed to do just that.
Why are the "q" in "Inquisition" and the "e" in "others" underlined?
I heal someone.
I deploy a Micro Turret II
I also equip Portable Generator
More healing was performed on a random injured ally.
You buy a data card and use it on the Defect, securing the data bank entry on assault drones! +86 XP! It drops 51 materials!
You buy a data card and hold onto it.
You heal Winkins twice for a total of 24 HP. +19 XP.
+2 ATK! You heal the shield projector for 8 HP. +5 XP.
Since you're level 9, you can choose a new ability!
Built to Last: Your constructions follow between location changes.
OR
AP Rounds: Your turrets ignore enemy armor.
You heal the Spanish Inquisition radio for 15 HP. +13 XP.
You heal algot and yourself for 12 HP each. +19 XP.
+5 HP and +2 heal!
You heal me for 11 HP. +9 XP.
You open the even smaller locker to find yet another level of smallness inside. You open this new locker, and inside you find an incredibly tiny gun. It has a label attached to it (which is larger than the gun itself), which reads, "Do not fire under any circumstances, unless all is lost already." Unsure what to think, you keep it in your pocket.
You use it to heal yourself for 10 HP. +8 XP.
Look a little closer. There may be a message.
You heal Winkins for 11 HP. +9 XP.
You equip the portable generator and throw down a micro turret.
You restore 15 HP to Stickcrafter. +13 XP.
My action: I inject Gold with a probably safe healing serum, restoring 16 HP to him.
Wave cleared!
+5 health and -1 rage to all!
+$150 and 15 XP from wave completion.
You take off after the officer, furiously shouting about how much you hate enemies that run away.
Talon officer: Damn, these guys are relentless. Get those defenses up!
Before you can fire a shot at the officer, he escapes into another room. You notice several Talon soldiers fortifying the building with reinforced walls, patches of barbed wire, portable barricades, and a guy dressed up as Tachanka. You also notice a steady stream of enemy reinforcements entering the room.
Winkins: Th-this doesn't look good...
Gold: Alright, I'm getting me mallet!
Gold produces a sledgehammer from nowhere.
The enemy defenses all hinder you in some way. The reinforced walls are keeping you from your objective, so you'll have to take them down. The barbed wire has a chance to prevent your actions from going through, replacing them with a small amount of damage taken. Portable barricades provide cover to the enemies, making them harder to kill. Additionally, barricades can only be used by one unit at a time.
Attacks that hit all enemies (like Bullet Storm) will also hit the enemies' defenses. Time to break out the AoEs!
The thermoshadow levels up!
Adiabatic grenade will deal more damage!
The barracks produce another pistolman.
Data bank entry obtained: Assault drone!
Assault drones are remote controlled, ground-based vehicles equipped with a powerful gun. They don't do much besides shoot, but they're fairly durable. Additionally, their weapon is equipped with armor-piercing rounds.
>Base stats: 90 HP, 30 armor, 25 damage, 75 accuracy, 0 evasion
Resistances: 10 physical, 5 fire, 5 ice, -5 electric, 5 explosive, 15 toxic, 0 arcane
Stat gain per level: +1.5 HP, +1 armor, +1 damage, +1 accuracy, +.25 evasion
>Elite stats: 130 HP, 45 armor, 35 damage, 80 accuracy, 0 evasion
Elite resistances: 15 physical, 10 fire, 10 ice, -5 electric, 5 explosive, 25 toxic, 0 arcane
Elite stat gain per level: +2 HP, +1 armor, +1 damage, +1 accuracy, +.25 evasion
>Master stats: 350 HP, 60 armor, 50 damage, 90 accuracy, 0 evasion
Master resistances: 15 physical, 10 fire, 10 ice, 0 electric, 10 explosive, 30 toxic, 0 arcane
Winkins + Siege + algot + Miner [data card] Defect assault drone
Players:
[+|==========] 76/76 [Weapon: Book of Insults] [Armor: Armor of Thorns] [Trinket: Distortion Field] [ATK| 13] [Heal| 16] [Rage: 1/10]
[E|==========] 60/60 [Items| None] [SUPER| Ubercharge: 120/120]
[Critical Heal] [Medical Grenade: 25] [Bleed Me Dry: 25] [Mutual Aid] [Cure: 30] [Stun Strike: 30] [Perk: Aggression]
[+|==========] 120/120 [Weapon: Keeper of Time: Ragnarok] [Armor: Overly Protective Munitions Vest] [Trinket: Aim Assist] [ATK| 25] [Heal| 12] [Rage: 3/10]
[E|==========] 105/105 [Items| Flamethrower (6/7), Endermite Shotgun (4/5), Ancient Potion (2/3), Overly Protective Armor] [SUPER| Bullet Storm: 150/150]
[Lock and Load] [Critical Shot: 20] [Trishot: 25] [Suppress: 25] [Perk: Fully Loaded] [Perk: Scavenger] [Enhanced Battery III] [Conditioning III] [Agility I] [Total Immunity]
[+|==========] 74/74 [Weapon: Dragon Knight's Arms] [Armor: Lightweight armor] [Trinket: Egg] [ATK| 23] [Heal| 12] [Rage: 1/10]
[E|==========] 74/100 [Items| Tranquilizer Gun (3/3), Sunlight Spear (3/3), Charcoal Pine Resin (3/3), Card Pack (1/1), Data Card (1/1), Cold Beer (2/2), Ridiculously Tiny Gun (2/2), Burst Rifle, Strange Coin (x2)] [SUPER| Power Surge: 0/140]
[Electric Burst II: 20] [Snapfreeze: 25] [Rapid Recharge] [Grapple: 25] [Psychosis: 30] [Lightning Charge: 30] [Perk: Energetic] [Perk: Skilled] [Agility II] [Enhanced Battery I] [Cure: 30]
[+|==========] 70/70 [Weapon: Shotgun] [Armor: Basic armor] [Trinket: none] [ATK| 6] [Heal| 3] [Rage: 0/10]
[E|==========] 55/55 [Items| Deployable shield (1/1)] [SUPER| Damage Sponge: 0/120]
[Guardian] [Defensive Field: 25]
[+|==========] 97/97 [Weapon: Custom Zap Rifle] [Armor: Capacitor Armor] [Trinket: Instructional Booklet] [ATK| 22] [Heal| 11] [Rage: 2/10]
[E|==========] 85/85 [Items| Feint Shot (5/5), Precision Rifle, Grenade Launcher] [SUPER| Bullet Storm: 150/150]
[Lock and Load] [Critical Shot: 20] [Armor Breaker] [Suppress: 25] [Perk: Vitality] [Perk: Aggression]
[+|==========] 64/64 [Weapon: Stinger] [Armor: Basic armor] [Trinket: Distortion Field] [ATK| 17] [Heal| 6] [Rage: 6/10]
[E|==========] 80/80 [Items| Combat Armor (45/50), Data Card (1/1), Sword Boomerang (1/1), Wraith Form (1/1), Machine Learning (1/1), Strike (1/1), Finesse (1/1)] [SUPER| Overdrive: 130/130]
[Micro Turret: 25] [Shield Projector: 25] [Improved Tech] [Built to Last] [Perk: Energetic] [Perk: Fully Loaded]
[+|==========] 82/82 [Weapon: Double Barrel Shotgun] [Armor: Marksman visor] [Trinket: Medkit] [ATK| 30] [Heal| 15] [Rage: 10/10]
[E|==========] 110/110 [Items| Irradiated Armor, Portable Generator] [SUPER| Aimbot: 135/135]
[Crackshot] [Headshot II: 20] [Piercing Shot II: 25] [Trickshot II: 25] [Eagle Eyes: 30] [Critboost II: 35] [Energy Drain II: Ready] [Perk: Skilled] [Perk: Rechargeable Battery] [Enhanced Battery III] [Regenerative Battery II] [Conditioning III] [Arc Soul: 30] [Warp: 35] [Idiot Ball II: 35]
[+|==========] 90/90 [Weapon: Thunder Clap] [Armor: Basic armor] [Trinket: Portable Generator] [ATK| 28] [Heal| 8] [Rage: 4/10]
[E|==========] 95/105 [Items| Repair Kit (2 turns)] [SUPER| Overdrive: 130/130]
[Micro Turret II: 25] [Shield Projector: 25] [Improved Tech] [Perk: Aggression] [Conditioning III] [Enhanced Battery III]
[+|==========] 77/77 [Weapon: Assault Rifle] [Armor: Wizard Robes] [Trinket: none] [ATK| 13] [Heal| 10] [Rage: 5/10]
[E|==========] 60/60 [Items| None] [SUPER| Bullet Storm: 150/150]
[Lock and Load] [Critical Shot: 20] [Dual Shot: 25] [Fleche: 30] [Perk: Skilled] [Arcane Resist]
Enemies:
Tachanka juggernaut [Level 18 | 88 accuracy | 4 evasion] {In average cover}
[HP: 118/118] {Armor: 37/37} [Resistances:
10|
0|
5|
5|
0|
0|
0]
[Suppress: Ready] [Russian Reinvigorate: Ready]
Kapkan gunner [Level 16 | 87 accuracy | 7 evasion]
[HP: 75/75] [Resistances:
0|
0|
0|
0|
0|
0|
0]
[Entry Denial Device: 5/5] [Nitro Cell: 1/1]
Castle gunner [Level 17 | 88 accuracy | 8 evasion]
[HP: 78/78] [Resistances:
0|
0|
0|
0|
0|
0|
0]
[Reinforced Barricade: 3/3] [Impact Grenade: 2/2]
Grenadier [Level 17 | 83 accuracy | 8 evasion] {In average cover}
[HP: 67/67] [Resistances:
0|
5|
0|
0|
10|
0|
0]
[Explosive Payload I] [Armor Shredder]
Assassin [Level 16 | 92 accuracy | 26 evasion]
[HP: 45/45] [Resistances:
0|
0|
0|
0|
-10|
0|
0]
[Sharpened Blade I] [Critical Strike: 2/2]
Elite assassin [Level 8 | 93 accuracy | 25 evasion] {In average cover}
[HP: 57/57] [Resistances:
0|
0|
0|
5|
-5|
0|
0]
[Sharpened Blade II] [Shadestep: 2/2]
Marc Steiner, master specialist [100 accuracy | 12 evasion] {In average cover}
[HP: 140/140] {Armor: 50/50} [Resistances:
15|
20|
20|
20|
15|
15|
50]
[Specialized Ammo III] [Adaptive Armor] [Immunity] [Virulent]
Riskrunner technician [Level 15 | 89 accuracy | 12 evasion]
[HP: 59/59] [Resistances:
0|
5|
5|
20|
0|
0|
0]
[Arc Conductor] [Energy Drain I]
Firebreak incinerator [Level 16 | 95 accuracy | 7 evasion] {In average cover}
[HP: 75/75] [Resistances:
0|
40|
25|
0|
5|
0|
0]
[Burning I] [Fireproof] [Reactor Core: Ready]
Suppression drone [Level 14 | 93 accuracy | 6 evasion]
[HP: 63/63] [Resistances:
?|
?|
?|
?|
?|
?|
?]
[Robotic] [Stunning I] [Jamming Grenades]
Allies:
Venomous gunner [Level 18 | 88 accuracy | 8 evasion]
[HP: 50/81] [Resistances:
0|
0|
0|
0|
0|
25|
0]
[Gas Grenade: 1/1] [Miasma: Ready]
Siege's shield projector [HP: 79/150] {3/3 spaces occupied} [Gunner mercenary, pyrotech mercenary, cryotech mercenary]
Algot's micro turret [HP: 30/30]
Siege's micro turret [HP: 30/30]
Gunner mercenary [HP: 50/75]
[Numbed Senses] [Frag Grenade: Ready] [Immobilize: 4 turns] [Suppress: 1 turn]
Pyrotech mercenary [HP: 41/60]
[Incendiary Rounds] [Mass Ignite: Ready] [Flare Bomb: Ready] [Expose Oneself: 1 turn]
First Wave executioner [HP: 89/89]
[Blood Rage] [Glory] [Deny Healing: Ready] [Execute: Ready]
Cryotech mercenary [HP: 60/60]
[Fragile Glass] [Shatter Bolt: Ready] [Nitrogen Bomb: Ready] [Thermal Transfer: Ready]
Skirmisher [HP: 45/45]
[Antipersonnel]
Grenadier [HP: 40/40]
[Knockback] [Explosive Overheat: 4 turns]
Pistolman [HP: 30/30]
[Break: Ready]
Spanish Inquisition radio [HP: 45/50]
Battle airship [HP: 103/160]
[Flares: 3/3] [Afterburner: 3/3] [Minigun: ∞] [Laser cannon: 4/5] [Rocket launcher: 5/5] [Micro Turret x2]
Thermoshadow [HP: 100/100] [Intensity: 70%] [XP: 06/200]
[Refractive Armor: 15%, ready] [Adiabatic Grenade I: 30%] [Nitrogen Shards I: 15%] [Shatter Bolt I: 45%] [Encase: Ready] [Fire Barrage: Ready] [Oneshot Guard] [Damage Hex] [Phoenix Rebirth I]
Camp [HP: 450/450] {Provides space for 1 large construction}
Barracks [HP: 650/650] {Creates a new soldier in 1 turn}
Bank [HP: 400/400] {Generates $50 every turn}
Other:
Reinforced wall [HP: 300/300] {Blocking access to objective}
Reinforced wall [HP: 300/300] {Blocking access to objective}
Reinforced wall [HP: 300/300] {Blocking access to objective}
Barbed wire [HP: 30/30] {Chance to prevent actions}
Barbed wire [HP: 30/30] {Chance to prevent actions}
Barbed wire [HP: 30/30] {Chance to prevent actions}
Barbed wire [HP: 30/30] {Chance to prevent actions}
Barbed wire [HP: 30/30] {Chance to prevent actions}
Portable barricade [HP: 100/100] {Average cover} [Tachanka juggernaut]
Portable barricade [HP: 100/100] {Average cover} [Grenadier]
Portable barricade [HP: 100/100] {Average cover} [Elite assassin]
Portable barricade [HP: 100/100] {Average cover} [Marc Steiner, master specialist]
Portable barricade [HP: 100/100] {Average cover} [Firebreak incinerator]
Curious relic {collectible}
Modifiers: Overwhelming Force {+10% XP earned}
Bag of holding [Fiend Fire (1), After Image (1), Trip (1), Quick Slash (1), Neutralize (1), Heavy Rifle, MS34 Shieldbreaker, M11 AIR, Railgun, Broadsword, Eden's Soul, Conduit Armor, Flak Jacket, Capacitor armor (x2), Absurdly Heavy Armor, Munitions Vest, Armor of Bone (x2), Instructional Booklet, Aim Assist, Medkit, Salt Shaker]
Objectives:
[X] Reach the outpost
[X] Enter the outpost
[X] Pursue the officer
[ ] Break through the defensive line
Operations:
No Entry: 0/3
Vandalized: 0/3
Home Remodeling: 0%
Using Their Head: Complete!
Money: $3,700
Materials: 1,392
Shop:
Stun Lance [$600 | 3 uses]: Deals (ATK x 1.3) damage and has a 25% chance to stun or disorient the target.
Flamethrower [$100 | 4 uses]: Deals (ATK x 1.25) as fire damage, and has a 30% chance to ignite the target.
Random Bomb Generator [$150 | 1 use]: Randomly generate a number between 1 and 6. That many bombs will be thrown at random targets.
SVD Stealth Sniper [$250 | 4 uses]: Deals 15 damage and has a 10% chance to land a headshot that instantly kills normal enemies. Headshots deal double damage to bosses and master level enemies.
Yellow Ray [$400 | 1 use]: Instantly destroys an enemy. Any armor they were carrying will be dropped and equipped by the user. Only stuns bosses, and against master enemies, halves their current HP.
Chemikaliewerfer [$250 | 4 uses]: Deals 10 damage and damages the target for a third of your ATK stat every turn for 3 turns. Never misses.
Endermite Shotgun [$600 | 2 uses]: Fires Ender pearls, causing the user to teleport rapidly, giving every enemy a 40% chance of being distracted and damaged for the user's ATK stat. Afterwards, deals (ATK x 1.5) damage to a random enemy.
The Debilitating Dagger [$900 | 3 uses]: Deals (ATK x 0.5) damage and permanently disables a selected ability. Deals 5 extra damage when disabling an ability. Disabling lasts for 2 turns on master enemies, and 1 turn for bosses. Only has a 50% chance to disable abilities on master enemies and bosses.
Mobile Minigun Turret [$1,250 | 4 uses]: When purchased, spends a turn deploying itself. Afterwards, can be used by all players to deal (ATK x 1.2) damage to up to three targets in a line. Must be redeployed every wave, unless the team's location doesn't change between waves.
Atom Bomb [$6,000 | 1 use]: Deals (ATK x 7) damage to all enemies, with damage reducing as targets get further away from the original target. Minimum damage is (ATK x 4). Survivors have a 20% chance to be afflicted by fallout, which deals 5 damage to them every turn for 3 turns.
Shredder Saw [$400 | 3 uses]: When used with an attack, the attack will deal half damage to health, but deal double damage to armor and shields.
Grenade Launcher Attachment [$850 | 3 uses]: Can be used to deal (ATK x 2) damage to a primary target along with (ATK x 0.5) damage to both nearby targets.
Shield [$125 | Variable HP]: Assume a defensive stance at the start of the next turn. While defending, all incoming damage is absorbed by the shield. HP is 75% of the team's average HP.
Portable Cover [$90 | 1 use]: Creates a piece of average cover that can be used by either side.
Venomdrive Armor [$850 | Variable HP]: Starts off providing no armor. When taking toxic damage, 40% of the damage dealt becomes HP for the armor, which provides 50% damage protection. Max armor is 300. While the user is poisoned, the status effect is converted into the Poisonous ability, allowing them to inflict poison with their attacks. Grants the option to generate your own poison, at the cost of (poison level2 x 2) HP.
Zap Field [$500 | 1 use]: For 2 turns, players and allies gain a defensive field that deals electric damage to attackers. Damage depends on the user's ATK stat.
Portable Rampart [$500 | 1 use]: Deploys a piece of decent cover that can only be used by the side that deploys it.
Redlight Redirector [$750 | 2 uses]: Set up a portal in front of an enemy, causing their attacks to be redirect to a random enemy for 1.25x damage.
Feint Shot [$400 | 5 uses]: When held, gain a 10% chance to interrupt any enemy action and deal a flat 10 physical damage to them.
Medkit [$200 | 1 use]: Restore (heal x 2) HP to an ally.
Splash Potion of Healing [$90 | 1 use]: Throw to perform a minimum effectiveness heal to a primary target and both nearby targets.
Smoke Grenade [$75 | 1 use]: Reduces an enemy's accuracy by 30.
Essence of Life [$750 | 1 use]: Restores 10 HP and grants the target health regen for 3 turns. If the target is killed/KO'd during the regen, they will be revived with 10% of their max HP, and the effect ends.
Potion of Invisibility [$600 | 1 use]: Turn a target invisible. While invisible, you can't be attacked or detected in stealth missions, and your next attack's damage is doubled. Cannot attack and use the potion at the same time.
Poutine Gun [$500 | 3 uses]: Sticks a target in place, reducing their evasion by (evasion x 0.75) and giving them a 35% chance of not being able to attack on their turn.
Smarter Nanobots [$850 | 3 uses]: Can be used to heal a target for 10% of their max HP every turn for 3 turns, while giving immunity to negative status effects for the duration. Cannot repair armor. Alternatively, can be used to damage a target for 10% of their max HP every turn for 4 turns.
Worldedit Permissions [$650 | 1 use]: Edit a piece of cover or a hazard into existence. Lasts until the team moves to a new location.
Mass Dispel [$1,500 | 1 use]: Disables the abilities of ALL non-boss enemies.
Homing Endspeed Imbue [$600 | 1 use]: Grants perfect accuracy for 2 turns.
Time Warp [$800 | 1 use]: Grant an ally the ability to perform two actions in one post this turn.
Ender Mines [$4,000 | 1 use]: Set up a minefield that adds a 20% chance for any enemy attacks to fail for the rest of the mission. Does not affect bosses.
Lifepowder [$2,500 | 3 uses]: Heals all allies for your minimum heal. Can be used multiple times in one turn. Cannot gain extra uses.
Repair Kit [$750 | ∞ uses]: Can be used to repair mechanical allies as well as armor, for (heal x 3) HP. Only restores (heal x 0.5) HP to organic allies. Has a cooldown of 2 turns.
Golden Syringe [$1,000 | ∞ uses]: Can be used to heal organic allies for (heal x 2) HP + 3 turns of minor HP regen. Cannot be used on inorganic entities. Has a cooldown of 2 turns.
Care Package [$300 | 1 use]: Airdrops a random item.
EFLN [$75 | 1 use]: Throw to completely destroy ALL cover in the area, which will prevent players and enemies from using it.
Card Pack [$125 | 1 use]: Gain 5 cards, each with their own effects.
Portable Pitfall [$120 | 1 use]: Use to put an enemy into stasis for 2 turns. Enemies in stasis can't perform actions but can't be targeted. The effect will automatically end if the targeted enemy is the last one alive.
Creeper Spawn Egg [$125 | 1 use]: Throw to spawn a creeper. After the enemy's turn, it will explode and damage the targeted enemy and both nearby enemies.
Ammo Pack [$350 | 4 uses]: Can be used to restore uses to an item. Can be used multiple times at once.
Laser Drone [$650 | 40 HP]: Deploys a drone equipped with a laser beam that deals 10 damage and has a 25% chance to pierce the target, hitting the next listed one.
Crit-a-Cola [$750 | 1 use]: When used, your next attack is guaranteed to be a critical hit. However, you can't attack or heal on the same turn you use it, and if you get KO'd before you get to attack, the boost is wasted. Can only be used on yourself.
Proxy Slimesling [$500 | 1 use]: Launches an enemy into next Sunday, which manifests itself as launching them to the next wave. Cannot be used on the final wave of a mission.
Mob Pirates [$1,250 | 1 use]: Summon third party entities for the next 3 waves that are hostile to all units.
Capture Ball [$750 | 1 use]: If an enemy has below 20% HP, they can be captured and made a permanent addition to the team. However, they will not be healed. This also has a chance to secure the enemy's data bank entry.
"I'm sure they won't notice if they're missing a few things here and there..."
[Passive] Pickpocket: Attacks steal $25 from enemies.
[Passive] Loot: Enemies damaged by the thief have their item drop rate increased by 10%, and they are more likely to drop high tier items.
First Wave Shredder [HP: 110 | ATK:
8]: $1,100
"Attack, attack, attack!"
[Passive] Shred: Attacks reduce enemy physical resistance by 15%. This can stack.
[Passive] Focus: Successive attacks against the same target deal 50% extra damage.
[Active] Implosion: Deal 8 + (20% of target's max HP) damage. 4 turn cooldown.
First Wave Executioner [HP: 89] [ATK:
13]: $1,200
"Rip and tear."
[Passive] Blood Rage: Attacks deal a percentage of missing enemy HP as bonus damage.
[Passive] Glory: When the executioner directly kills an enemy, he regenerates 30 HP over 3 turns.
[Active] Deny Healing: Deal
4 +
4 damage to an enemy and reduce any healing they receive by 50% for 3 turns. 5 turn cooldown.
[Active] Execute: If a target has less than 30% of their HP, attempt to kill them. No cooldown if successful. 5 turn cooldown.
Gunner Mercenary [HP: 75] [ATK:
15]: $1,200
"Nothing in the world a few rounds can't solve."
[Passive] Numbed Senses: Taking damage reduces damage taken by 20% and increases damage dealt by 30%. Does not stack.
[Active] Frag Grenade: Deal (ATK x 2) damage to two different enemies. 3 turn cooldown.
[Active] Immobilize: Deals (ATK x 1.6) damage and restricts melee attacks and abilities, while also reducing the target's evasion to 0. 5 turn cooldown.
[Active] Suppress: Reduce enemy accuracy by 30 and fire upon them if they take an action. 3 turn cooldown.
Pyrotech Mercenary [HP: 60] [ATK:
12]: $1,200
"Things are heating up. Quite literally."
[Passive] Incendiary Rounds: Basic attacks have a 30% chance to ignite the target, and deal 30% more damage to burning enemies.
[Active] Mass Ignite: Set all enemies on fire for 3 turns. 6 turn cooldown.
[Active] Flare Bomb: Deal (ATK x 2.5) damage to two different enemies. Deals (ATK x 3) damage to burning enemies. 4 turn cooldown.
[Active] Expose Oneself: Double all damage dealt, but reduce evasion to 0 and increase damage taken by 30% for 3 turns. 5 turn cooldown.
Cryotech Mercenary [HP: 60] [ATK:
12]: $1,200
"I'm a blizzard personified."
[Passive] Fragile Glass: Basic attacks have a 30% chance to reduce enemy resistances by 30% and freeze the enemy.
[Active] Shatter Bolt: Deals (ATK x 2.7) damage and ignores armor. 2 turn cooldown.
[Active] Nitrogen Bomb: Deals (ATK x 1.8) damage to two different enemies, and freezes them for 2 turns. 5 turn cooldown.
[Active] Thermal Transfer: Sap heat from two different enemies, dealing (ATK x 1.8) damage and shielding two allies for the damage dealt for a turn. 6 turn cooldown.
Shocktech Mercenary [HP: 60] [ATK:
12]: $1,200
"All the strength of a lightning storm."
[Passive] Reflexes: Dodging an attack triggers a counterattack that deals (ATK x 0.8) damage.
[Active] Shockwave: Deals damage to all enemies, with a 30% chance to silence each one. Can land critical hits. 6 turn cooldown.
[Active] Light Speed: Quadruples evasion and multiplies crit chance by 1.5 for 2 turns. 4 turn cooldown.
[Active] Taser Shot: Deal (ATK x 2.7) damage and paralyze the enemy for 2 turns. Can land critical hits. 4 turn cooldown.
Grenadier Mercenary [HP: 60] [ATK:
10]: $1,200
"Outcome: train go boom."
[Passive] Explosive Payload II: Attacks deal 50% damage to nearby enemies.
[Active] Exploding Sawblade: Fire an exploding sawblade that ignores 50% of the target's explosive resistance and deals (ATK x 2.5) damage. Deals damage twice: once to health and once to armor. 3 turn cooldown.
[Active] Burrowing Shredder: Launch a special projectile that deals massive damage to cover and deals double damage to targets in cover if said cover is destroyed. Deals (ATK x 3) damage. 4 turn cooldown.
[Active] Cluster Bomb: Deals (ATK x 1.3) damage to three enemies. Next turn, deals (ATK x 0.4) damage to all enemies. 5 turn cooldown.
Chemtech Mercenary [HP: 60] [ATK:
10]: $1,200
"I could tell you what's in the canister, but then I'd have to kill you."
[Passive] Toxic Shot: Highly accurate. Basic attacks have a 25% chance to poison the enemy.
[Active] Anesthetic: Poison a target for (target's evasion) damage every turn for 4 turns. Also reduces the target's damage and healing output by 50%. 4 turn cooldown.
[Active] Global Biohazard Virus: Deploys a zombie virus that deals (ATK x 0.2 + enemy evasion x 0.5) damage every turn for 3 turns, spreading among all enemies over time. Killing an enemy while they are infected will turn them into a zombie. 7 turn cooldown.
[Active] Adjusted Chemical: Deploy a cloud over two allies or enemies. For allies, it restores (target's ATK x 0.75 + target's evasion x 0.75) every turn for 2 turns. For enemies, it damages them for the same amount, and the same duration. 3 turn cooldown.
Mercenary Arcanist [HP: 40] [ATK:
6]: $1,200
"I have done more than stare into the abyss. We... aid each other now."
[Passive] Adaptive Cycle: Gains 25 resistance to the last damage type taken.
[Active] Decay: Deal (ATK + 10% of target's HP) damage to a target over the course of three turns, and reduce the target's healing received by 70%. 4 turn cooldown.
[Active] Freedom: Provide (ATK x 4) shields to self or an ally for 3 turns, and grant health regen for the duration of the shield. Also dispels a negative status effect. 5 turn cooldown.
[Active] Terrify: Deal (ATK) damage to a target and stun them for 1-2 turns, and makes them twice as vulnerable to damage over time abilities. 4 turn cooldown.
Mirror Knight [HP: 140] [ATK:
22]: $2,500
"I come from the year 2295. And I can easily say, 2030 sucks."
[Passive] Mirror Armor: Immune to electric damage. Has a 25% chance to reflect electric attacks back at the attacker.
[Active] Teleslash: Deal (ATK x 1.5) damage to a single enemy. 3 turn cooldown.
[Active] Electro Bolt: Deal (ATK x 2) damage to a single enemy and dispel a positive status effect. 5 turn cooldown.
[Active] Pulsator Blast: A highly accurate attack that deals (ATK x 2) arcane damage and immobilizes the target. 5 turn cooldown.
[SUPER] Blade Discharge: Deal (ATK x 1.8) damage to up to five enemies, then become weakened for a turn. 5 turn charge time.
Elemental Juggernaut [HP: 140] [ATK:
18]: $2,500
"I'd say this trial by fire is going well."
[Passive] Status Application: Attacks apply a random status effect, and the elemental juggernaut gains immunity to that status effect for the duration of the effect.
[Active] Wrath: A "basic attack" that deals (ATK x 0.7) damage to up to five enemies. 4 turn cooldown.
[Active] Taunt: Gain 30% resistance to all damage and become a target for the enemies. 3 turn cooldown.
[Active] Berserk: Gain +30% crit chance, +30% damage, and +30% armor piercing for 2 turns. 5 turn cooldown.
[SUPER] Elemental: Gain 140 shields, double the potency of inflicted status effects, and regenerate (ATK x 0.5) HP every turn. 5 turn charge time.
Flamethrower Trooper [HP: 75] [ATK:
15]: $2,250
"Death is the best CC."
[Passive] Flamethrower: Basic attacks ignite enemies for (ATK x 3) damage over the course of 3 turns.
[Passive] Hazardous Fire: Getting attacks deals (ATK) damage to the attacker and has a chance to ignite them.
[Active] Oil Grenade: Reduces fire resistance by 30, slows the enemy, and causes any fire damage to ignite the enemy. 3 turn cooldown.
[Active] Flare bomb: Deals (ATK x 2.5) damage to two different enemies, or (ATK x 3) damage to burning targets. 4 turn cooldown.
[Active] Fire Blast: Deals (ATK x 2) damage to 4 different enemies. Has a 30% chance to stun each enemy. 5 turn cooldown.
[SUPER] Deflagaration: Unleash a massive flame, dealing (ATK x 3) damage to two enemies over the course of 3 turns and ignite them. Abilities used on burning enemies set nearby enemies on fire. 7 turn charge time.
Freezethrower Trooper [HP: 75] [ATK:
15]: $2,250
"Just close your eyes. You'll be dead before you know it."
[Passive] Freezethrower: Basic attacks freeze enemies for a turn.
[Passive] Stun Resist: Has a 90% chance to resist stuns, freezes, immobilization, or other disabling effects.
[Active] Shatter Bolt: Deals (ATK x 2.7) damage and pierces armor. 3 turn cooldown.
[Active] Nitrogen Bomb: Deals (ATK x 1.8) damage to two different enemies and freezes them. 4 turn cooldown.
[Active] Ice Spike: Deals (ATK x 0.3) damage to all enemies, with increased crit chance and 50% extra armor piercing. 5 turn cooldown.
[SUPER] Avalanche: Deal (ATK x 2) to three enemies, with increased crit chance and armor piercing on frozen targets. 7 turn charge time.
Outpost Sniper [HP: 45] [ATK:
20]: $2,250
"I'm the real outpost defender here!"
[Passive] Vantage Point: Not being attacked grants +50% ATK for the next turn.
[Passive] Conduit: Receives double benefit from healing and accuracy boosts. Gains 20% increased effectiveness from crit chance boosts.
[Passive] Adrenaline: Can survive lethal damage with 1 HP, once.
[Active] Immobilize: An attack that deals (ATK x 1.8) damage and reduces evasion to 0 and restricts melee attacks. 4 turn cooldown.
[Active] Piercing Shot: An attack that penetrates and hits the next listed enemy. 3 turn cooldown.
[Active] Searing Shot: An attack that sets the target on fire and removes one use of a random ability or drains a secondary resource by 30%. 5 turn cooldown.
Outpost Destroyer [HP: 60] [ATK:
20]: $3,000
"A rookie practices until he gets it right. I practice until I can't get it wrong."
[Passive] Annihilation: Kills increase ATK by 10%. Assists increase ATK by 5%.
[Passive] Spellweave: Using an ability increases basic attack damage by 50% and applies Essence Drain, dealing arcane damage over time and draining the enemy's secondary resources.
[Active] Mega Shatter Bolt: Deals (ATK x 4) armor piercing damage. 5 turn cooldown.
[Active] Airstrike: Deals (ATK x 2) damage to 3 targets. 4 turn cooldown.
[Active] Molten Bomb: Deals (ATK x 1.5) damage to up to 4 targets, lights them on fire, and slows them down. 5 turn cooldown.
[Active] Resonating Shock: Deals (ATK x 2) damage to all enemies, with a 5% chance to stun them and a 20% chance to weaken them. 7 turn cooldown.
Spectral Assassin [HP: 25 / 25] [ATK:
20]: $3,000
"Half human, half ghost, and as deadly as it gets."
[Passive] Half a Ghost: HP is split between 50% normal HP and 50% arcane only HP.
[Passive] Shadow Blend: Skipping a turn allows the spectral assassin to become invisible. While invisible, the next attack performed will deal 50% extra damage.
[Passive] Act First: Performs actions before the enemy turn. Has a 20% chance to perform two actions in one turn.
[Passive] Preparation: Cannot take damage from the enemy the spectral assassin attacks. Can still receive negative status effects from that enemy.
[Active] Breach: Deal (ATK x 1.25) damage and stun the target. Deals 30% extra damage to enemies with less HP than the spectral assassin. 4 turn cooldown.
[Active] Time Warp: Deal (ATK x 1.3) damage and give the spectral assassin and the target an extra action. If the target has less HP than the spectral assassin, also weakens them. 4 turn cooldown.
[Active] Backstab: Deal (ATK x 2) damage. Deals 50% more damage to enemies suffering from a status effect. Causes severe bleeding if the target has less HP than this unit. 6 turn cooldown.
[Active] Skip Turn: Pass this turn, gaining Shadow Blend. No cooldown.
Nanoengineer [HP: 50] [ATK:
30]: $3,500
"Nanobots, son!"
[Passive] Nanobots: Performing basic attacks or abilities, and getting hit spawns nanobots. They attack enemies over time, heal allies over time, and can replicate. The effectiveness of their actions is 10% ATK.
[Passive] Sa-BOT-age: When the nanoengineer is killed, spawn 20 nanobots. Enemies killed while affected by nanobots will release additional nanobots.
[Active] Package Drop: Release 10 nanobots. 3 turn cooldown.
[Active] Helping Hand: Help players build structures, weapons, and other things. 1 turn cooldown.
[Active] Build Turret: Consume 5 nanobots to build a turret. Does not end the nanoengineer's turn.
[Active] Build Shield Generator: Consume 5 nanobots to build a shield generator with (ATK x 2) shield strength that serves as cover. Does not end the nanoengineer's turn.
[Active] Self Replicate: Consume 20 nanobots to create a duplicate nanoengineer. Does not end the nanoengineer's turn.
Outpost Berserker [HP: 80] [ATK:
25]: $4,000
"I will break you!"
[Passive] Counter: When attacked, has a 25% chance to gain an extra action. This can stack.
[Passive] Payback: Gains ATK boosts depending on how much HP the berserker is missing.
[Passive] Critical Chain: Critical hits increase the next attack's crit chance by 60%. Consecutive crits don't stack chance increases, but will continue the chain.
[Active] Blood Mirror: Reflect 60% of damage taken for 3 turns. 5 turn cooldown. Critical casts increase damage protection.
[Active] Lifechain Strike: Deal (ATK x 1.4) damage and drain the target's life over time. 3 turn cooldown.
[Active] True Slam: Deal (ATK) armor piercing damage. Highly accurate. 2 turn cooldown.
[Active] Quick Strike: Deal (ATK x 0.8) damage. Has a 75% chance to not count as an action. Highly accurate. 2 turn cooldown.
[Active] Rage: Increase all damage dealt by 30% and gain a 30% increase in critical hit chance for 4 turns. For the duration of rage, critical hits cause bleeding and have a 20% chance to slow the target. Also grants immunity to damage over time status effects. 6 turn cooldown.
Blood Anvil Soldier [HP: 80] [ATK:
20]: $5,000
"I was forged by Blood Anvil. I am the best of the best."
[Passive] Barrier: Taking damage has a 25% chance to grant a barrier that grants invincibility for 2 turns.
[Passive] Adrenaline: Can survive lethal damage with 1 HP, once.
[Active] Recovery: Remove all weakening or defense reducing status effects, and gain immunity to damage over time for 3 turns. 4 turn cooldown.
[Active] Static Field: Deploy a potent electromagnetic generator that sets evasion to 0, grants invincibility, and reflects all attacks back for 2 turns. Blood Anvil soldier will be frozen for the duration of the effect. 4 turn cooldown.
[Active] Photonic Blast: Blast 4 targets with (ATK x 1.3) damage and a 40% chance to blind the target. 4 turn cooldown.
[Active] Hydro Cannon: Blast a target with water, dealing (ATK x 1.25) damage and knocking them into hazards. Has double the standard critical hit chance. Critical hits reduce the cooldown of all abilities. 3 turn cooldown.
[Active] Fortifying Heal: Heal up to 4 allies for (ATK x 1.25) HP, reduce their damage taken by 30% for 3 turns, and dispel a negative status effect. 4 turn cooldown.
[Active] Sun Beam: Deal (ATK x 5) damage and ignite the target. Deals 25% more damage to unarmored targets. 6 turn cooldown.
[Active] Frozen Rockets: Fire three highly accurate nitrogen-filled rockets, dealing (ATK) damage to three targets and freezing them. 5 turn cooldown.
Lisharon Inc Medical Personnel [HP: Variable] [ATK:
10]: $1,000
"An incision here, an amputation there... Lisharon would be proud."
[Passive] Delicious Tea: Every three turns, will brew tea instead of attacking or healing.
[Active] Heal: Restore 15 HP to an ally and grant them three turns of HP regeneration. No cooldown.
[Active] Attack: Deal (ATK) damage to a target and inflict a random status effect. No cooldown.
Spanish Inquisition Radio [HP: 50] [ATK:
7]: $750
"No one expects the Spanish Inquisition!"
[Passive] Inquisition: Comes with five cardinals of the ever-unexpected Spanish Inquisition.
[Active] Fan Out: The five cardinals each attack a different enemy, dealing (ATK) damage with a 20% chance to deal double damage. No cooldown.
[Active] Beatdown: The five cardinals attack the same enemy, dealing (ATK) damage to them five times, with a 20% chance to stun the target. No cooldown.
Burst Rifle
Burst-fire assault rifle. Simple, but effective.
+1 ATK
90 accuracy
Has a 30% chance to hit twice, with the second hit having -10 accuracy
Marksman Rifle
Semi-automatic rifle. Accurate and deadly.
+2 ATK
100 accuracy
Revolver
Revolvers are always cooler.
+5 ATK
80 accuracy
Carbine
Rapid fire assault weapon. Good for close range engagements.
+0 ATK
85 accuracy
Can target four enemies instead of three
Heavy Rifle
High impact rifle. Well suited for stronger targets.
+0 ATK
90 accuracy
Increases damage cap (7x ATK instead of 5x)
Heavy Pistol
High impact sidearm. Packs a decent punch for its size.
+2 ATK
85 accuracy
Critical hits deal 10% more damage
Grenade Launcher
Standard issue explosive weapon. Effective at crowd control.
+4 ATK
80 accuracy
Deals 20% damage to nearby targets.
Precision Rifle
Highly accurate rifle. Deals high damage to a single target.
+4 ATK
100 accuracy
Can only hit one enemy at a time
Zap Rifle
Standard factory made zap rifle.
+1 ATK
85 accuracy
Has a 25% chance to zap another enemy
Uncommon weapon: Costs 1,000 materials.
MS34 Shieldbreaker
A powerful assault rifle designed to punch through enemy armor.
+2 ATK
90 accuracy
Deals 15% more damage through armor
AW44-C
A high output SMG that favors fire rate over all else.
+0 ATK
80 accuracy
Can target six enemies instead of three
Incendiary Shotgun
A standard issue shotgun, modified to shoot flaming buckshot.
+3 ATK
85 accuracy
Deals fire damage
Attacks have a 20% chance to ignite target
Railgun
A heavy rifle designed to fire metal rods, heated to a white hot temperature.
+5 ATK
95 accuracy
M11 AIR
High impact anti-infantry rifle. Good for keeping standard enemies in check.
+3 ATK
90 accuracy
Can suppress a single enemy, reducing their accuracy
Seeker Rifle
Prototype scouting device that outlines targets.
+1 ATK
85 accuracy
Hitting an enemy scans them, increasing their damage taken by 10%
Shrapnel Launcher
A basic grenade launcher, modified to shoot shards of jagged metal.
+2 ATK
85 accuracy
Attacks have a 25% chance to cause bleeding
Jammer Gun (1 in storage)
A semi-automatic rifle that fires electromagnetic ammunition.
+1 ATK
90 accuracy
Deals 25% more damage to robotic enemies
Rare weapon: Costs 1,500 materials.
Stinger
Actually a giant bee stinger.
+4 ATK
90 accuracy
Deals 5% more damage through armor
Has a 25% chance to poison target
Double Barrel Shotgun
This is my boomstick!
+6 ATK
80 accuracy
Deals 10% more damage to enemy armor
Has a 15% chance to hit a random nearby enemy
Panic Knife
Everybody stay calm.
+5 ATK
85 accuracy
Critical hits deal 20% more damage
Automatically attack enemies that hit you with reduced damage
Broadsword
I fight for honor, not with honor!
+5 ATK
90 accuracy
Has a 20% chance to cause bleeding
While held, you deal more damage with environmental hazards
Giant Syringe
I just need a blood sample...
+5 ATK
85 accuracy
Reduces target's damage output
Has a 15% chance to cause target to panic
Dragonslayer's Spear
Once belonged to a warrior who was one half of a terrifying duo.
+5 ATK
95 accuracy
Has a 25% chance to galvanize target
Can perform a powerful impaling attack that costs 30 energy
M6 Carnifex
Given to you by an alien doctor as a token of good faith.
+7 ATK
80 accuracy
Deals 10% more damage through armor
Deals 10% more damage to armor
Thorn
To rend one's enemies is to see them not as equals, but objects: hollow of spirit and meaning.
+5 ATK
85 accuracy
Deals toxic damage
Inflicts minor poisoning
Custom Zap Rifle
More added shock than your regular rifle.
+2 ATK
85 accuracy
Has a 25% chance to zap another enemy
Has a 10% chance to stun an enemy
Legendary weapon: Costs 2,000 materials.
Matador 64
A sickeningly powerful weapon that once terrorized many a battlefield.
+9 ATK
80 accuracy
Deals 10% more damage through armor
Big Stick
Speak softly...
+4 ATK
90 accuracy
Deals 15% more damage to armor
Has a 20% chance to stun or confuse enemies
Book of Insults
Sticks and stones may break your bones, but names leave psychological wounds that never heal.
+3 ATK
105 accuracy
Has a 25% chance to ignore armor
Has a 10% chance to demoralize the target
Steel Dragon
Laser beams. Laser beams everywhere.
+0 ATK
90 accuracy
Always hits at least two enemies at once
Can target six enemies instead of just three
Leecher
The enemies lose their lives, and you get to keep yours. Win-win.
+3 ATK
85 accuracy
40% of damage dealt is returned to you as health
Critical hits heal you for 65% of the damage dealt
Sorcerer's Staff
What problem can't be solved with magic?
+3 ATK
80 accuracy
Inflicts a random status condition
Eden's Soul
...
Becomes a random weapon every mission
The Young Wolf's Howl
"To the first of the new Iron Lords." - Lord Saladin
+4 ATK
85 accuracy
Causes target to take more damage from all sources
Zap Rifle Cannon
When you want more of a shocking splash...
+4 ATK
80 accuracy
Has a 40% chance to zap up to four enemies
Has a 10% chance to stun an enemy
Mythical weapon: Costs 2,500 materials.
Deathslayer's Blade
A sword forged in human blood. You can barely make out the "359" etched into the blade.
+10 ATK
85 accuracy
Critical hits deal 2.5x damage instead of 2x
Kills with this weapon temporarily grant +5 ATK
Kills with this weapon heal you for 5% of your max HP
Biotic Rifle
Kill enemies or heal allies? Why not both?
+4 ATK
95 accuracy
This weapon heals allies when used on them
Ignores enemy armor
Executioner
Let's just skip judge and jury.
+9 ATK
110 accuracy
+10% critical hit chance
+25% damage dealt to enemies with less than half health (less than 25% HP for bosses)
Kills with this weapon grant +15 accuracy for your next attack
Unpaid Debt
You owe me.
+7 ATK
85 accuracy
The lower your HP is, the more damage this weapon deals
Has a 25% chance to stun the target if they just attacked you
The Reanimator
Their loss is your gain.
+3 ATK
90 accuracy
Killing an enemy reanimates them into a temporary ally
Reanimated enemies deal more damage
The Gathering Storm
Unleash its wrath.
+5 ATK
90 accuracy
Taking damage changes this weapon's damage type to match that of the attack that hit you
Has a 20% chance to inflict a status condition that matches your current damage type
Outbreak Prime
"I've done the math. When you pull the trigger, one plus one equals zero. Every time." - Shiro-4
+4 ATK
85 accuracy
Dealing damage has a 25% chance to spawn a swarm of SIVA mites
Kills with this weapon spawn a swarm of SIVA mites
Time's Strife
The assault rifle of a Timekeeper. A very dangerous weapons in good hands.
+7 ATK
110 accuracy
If the wielder is KO'd, they may use a Time Charge to resurrect.
The wielder may also use a Time Charge to revive an ally or fully heal their wounds.
If the whole party is wiped, the wielder can use 3 Time Charges to revive the whole party.
Time charges are built with creative time attacks.
Thunder Clap
A clap of actual thunder was molded into this rifle.
+11 ATK
90 accuracy
Always hits two enemies
Has a 10% chance to stun an enemy
Ballistic Vest
Basic vest designed to resist incoming bullets.
+10 HP
+10 physical resistance
Fireproof Plating
Plated armor designed to resist high temperatures.
+10 HP
+10 fire resistance
Insulated Armor
Insulated to protect against extreme cold.
+10 HP
+10 ice resistance
Conduit Armor
Armor resistant to high voltage.
+10 HP
+10 electric resistance
Flak Jacket
Basic armor that resists explosions.
+10 HP
+10 explosive resistance
Gas Mask
Standard issue gas mask that protects against toxic gases.
+10 HP
+10 toxic resistance
Wizard Robes
I put on my robe and wizard hat.
+10 HP
+10 arcane resistance
Uncommon armor: Costs 1,000 materials.
Armor of Thorns
Armor coated in a thick patch of thorns. Said to be worn by a member of the Darkwraiths.
+10 HP
Enemies that attack you take 10 physical damage
Ridiculously Heavy Armor
Provides great protection, but is absurdly heavy. How do you even wear it?
+25 HP
+5 to all resistances
Any attack directed at you is guaranteed to hit
Capacitor Armor
Comes with two rechargable battery packs.
+20 max energy
+10 energy regen per turn
Medical Armor
Armor equipped with a regeneration module that rapidly heals your wounds.
Regenerate 5% of your max HP every turn
Marksman Visor
A modified visor that highlights enemies and tracks their movements.
+10 accuracy
Munitions Vest
Has plenty of extra pockets to store ammunition.
+5 HP
Gives all items an extra use
Lightweight Armor
Lighter armor that provides greater mobility.
+5 HP
+10 evasion
Rare armor: Costs 1,500 materials.
Irradiated Armor
It's probably safe...
+5 HP
Enemies that attack you receive radiation poisoning
Serpent Suit
Somehow linked to ice.
+5 ice resistance
Gives you one use of the Frostbite ability, allowing you to freeze an enemy
Wings of Sacred Dawn
There will come a day when the light will never fade.
+10 HP
Gives you the Angel of Light ability, allowing you to become airborne for a turn
Armor of Bone
The most metal of attire.
+10 HP
Has a 40% chance to unnerve a random enemy every wave
Armor of Shadow
You merely adopted the darkness.
+10 evasion
Enemies will not target you until you attack or are the last player standing
Hideous Armor
It looks absolutely disgusting.
+5 HP
-1 max rage (allows you to enrage quicker)
No Armor
What are you thinking?
-10 HP
Has a 25% chance to confuse a random enemy every wave
Legendary armor: Costs 2,000 materials.
WAR Suit
Used to liberate earth from an oppressive alien rule.
+10 HP
+10 armor
Gives you the Blaster Launcher ability, allowing you to fire a powerful explosive
Fortified Armor
Designed to protect all the weak points.
+15 HP
Enemies that attack you have a lower critical hit chance
Enemy critical hits against you deal less damage
Templar Armor
Feel the power of the Templars.
+10 HP
+5 evasion
Gives you the Rend ability, allowing you to perform a powerful melee attack
Armored Armor
Armor armored with more armor!
+10 HP
+50 armor
Eden's Blessing
Your future shines brighter.
Turns into a random piece of armor every mission
FTL Rig
Best rig.
+10 evasion
Gives you the Phase Shift ability, allowing you to avoid damage by shifting into another
dimension
Overly Protective Armor
It worries about you.
+15 HP
Makes you immune to all status effects, positive or negative
Mythical armor: Costs 2,500 materials.
Armor of the Blood Knight
The crimson sigil on the front may or may not be painted in blood.
+15 HP
Dealing damage returns 10% of the damage dealt to you as health
Killing an enemy with excessive damage has a 15% chance to deal the extra damage to a random
enemy
When equipped as Assault Gunner: +10% ATK, and every kill has a 10% chance to instantly max your
rage
Robes of the Healer
These robes radiate with a powerful medicating energy.
+10 HP
+10 healing
Healing an ally grants them health regeneration (stacks with Medic's Invigorate ability)
When equipped as Medic: +10% healing, and converts your super into a powerful healing move that
affects all allies
Mask of the Marksman
This mask was worn by a legendary marksman who never missed his mark.
+10 HP
+15 accuracy
+5% critical hit chance
When equipped as Sniper: +10 accuracy, and critical hits deal 50% more damage
Crest of the Defender
A powerful knight once bore this crest. Legends say his alles never knew harm.
+25 HP
+25 armor
+5 to all resistances
When equipped as Tank: +10 to all resistances, and taking damage while guarding an ally charges
your super
Armor of Turrets
You are your own defense network.
+10 HP
Fires at a random enemy every turn, dealing (ATK x 0.5) damage to them
Fires at enemies that attack you, dealing (ATK x 0.5) damage to them
When equipped as Engineer: Your turrets can fire two shots, each dealing 75% of their normal
damage
Armor of Boundless Light
There are some flames that even the darkness cannot contain.
+10 HP
+25 max energy
+15 energy regeneration
Using an ability has a 20% chance to cost half energy
When equipped as Specialist: +15 max energy, and allows you to use your super early for a large
energy cost
Titan Mark
At close quarters, a fist is better than any gun.
+15 HP
+25 armor
Replaces your super with Fist of Havoc, a powerful attack that damages multiple enemies
Hunter Cloak
Tell the warlocks your cloak is frabjous. They respect words they don't understand.
+10 HP
+10 evasion
Replaces your super with the Golden Gun, a deadly attack that can target up to three enemies
Warlock Bond
Those who have stared into the void are not bound by the laws of space and time.
+5 HP
Restores 5 HP to you every turn
Replaces your super with Stormtrance, which temporarily allows you to perform multiple electric
attacks in a single turn
Eyeglasses
Prescription glasses. You may or may not actually need them.
+5 accuracy
Distortion Field
Experimental device that distorts the area around you.
+5 evasion
Instructional Booklet
"Bullets go into the enemies, not you." - Excerpt from Incredibly Obvious Advice Monthly
+10% XP gain
Exploded Rocket
Casing from a used rocket. The RPG kind, not the spacefaring kind.
+15% damage dealt to airborne enemies
Laser Sight
Really just a laser pointer taped to your gun.
+3% critical hit chance
Uncommon trinket: Costs 1,000 materials.
Blind Rage
Blind to damage
Taking damage makes you less likely to be targeted again for the rest of that turn
Portable Generator
Perfect for emergency situations when you need power.
Activating your super restores 50% of your max energy
Handful of Shrapnel
Why are you collecting shrapnel?
Attacks have a 5% chance to cause bleeding
Medkit
Made with repurposed snake venom.
+5 healing
Aim Assist
Now you can use a controller.
Missing an attack gives you +10 accuracy for your next attack. Does not stack multiple times.
Rare trinket: Costs 1,500 materials.
Occult Charm
Glows with an unnatural power.
Your attacks deal 50% normal damage and 50% arcane damage
Three of Coins
Sold by a creepy hooded guy with tentacles coming from his face.
Killing a boss has a 5% chance to drop a mythical item
Libra Charm
You feel balanced.
Balances your stats by raising low ones and lowering high ones
Salt Shaker
You feel enraged.
Taking damage has a 25% chance to give +2 rage instead of +1
Strange Coin
This unusual coin is warm to the touch and vibrates gently in your hand.
+3% mythical drop rate
Legendary trinket: Costs 2,000 materials.
Curved Horn
DMG up
+5 ATK
Hallownest Seal
Another one?
Enemies you kill have a 25% chance to drop additional materials
Egg
AYERYBODY
RNG is slightly weighted in your favor
Bowl of Nails
No milk.
Attacking has a 5% chance to cause enemies to panic
Inversion Device
Distorts the area around itself.
All status effects applied to you are inverted
Mythical trinket: costs 2,500 materials.
Scorched Assault Rifle
This burned rifle still radiates with an incredible power.
+4 ATK
When equipped as Assault Gunner: Activating your super temporarily grants you +6 ATK
Orb of Harmony
Pass into the Iris.
+6 healing
When equipped as Medic: Allows you to target an ally with the orb, healing them for 2% of their
max HP every turn
15x Scope
Found in a crate that fell from the sky.
+10 accuracy
When equipped as Sniper: +6% critical hit chance
Cracked Shield
It kinda works...
+5 to all defenses
When equipped as Tank: +25% critical hit resistance
Rusted Wrench
Scavenged from Talos I.
Your critical hits deal less damage but stun enemies
When equipped as Engineer: Your constructions have higher stats
Sharp Plug
Charge with blood.
+15 max energy
When equipped as Specialist: When out of energy, using abilities will drain your health
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
Alright guys, we need a bit of clarity. Since the barbed wire is made of metal, it makes an excellent electrical conductor. I fire direct hit at the barbed wire, also damaging Riskrunner technician as the lightning bolt chains to him.
I also choose Build to Last.
And I buy the Grenadier Mercenary, as he is excellent cover destroyer.
Grabbing some barb cutters, I was going to use it to open the barb wire but decided to perform a piercing shot onto the wall instead. The Barb cutting is then boomeranged into the wall and somehow pierces it and into the other wall.
"W-wait a minute..."
I look into the utility item list and noticed the EFLN.
"S-someone buy this q-quick! It destroys all c-cover at a cheap price!"
Just noticing Algot doing something else I simply decided to buy it and use it myself.
I deploy a tiny time warping machine that will make the team's action chance to go to 100% for this turn. Only this turn.
Then I throw everything into Overdrive. It's time to demolish it all!