Pile Bunker strikes the enemy with a large metal spike to inflict damage and cancel defensive magic.
Attributes | Values |
---|
rdf:type
| |
rdfs:label
| |
rdfs:comment
| - Pile Bunker strikes the enemy with a large metal spike to inflict damage and cancel defensive magic.
- In ViVid (ch.37), Hallie uses it to destroy the gigantic rock from Rio Wesley's Dragon King Mountain-breaking Fall.
- Level: Golem 6 Spell Resistance: No Rearing back and charging your fist with a horrible energy, you lash out and slam into your enemy with a force so hard it doesn't really set in until a second later when they fly backward. As a full attack action, make a single attack against a creature within reach. If this attack hits you deal double damage as well as an additional 1d6 damage per level (Max 10d6). This creature however doesn't take damage until it goes to take an action, and must make a fortitude saving throw DC: 16+Strength modifier. If the creature fails it's save it is thrown back a number of feet equal to the damage dealt as it begins it's turn. If the creature succeeds in it's save it is only knocked back 5 feet and does not take the additional 1d6 damage per level. Falling damage
- The VS Pile Bunker is a melee weapon that drives forward a large metal spike designed to pierce heavy armor. The spike is fired and retracted over a short distance, making it useless beyond very close combat. Excluding the Railway Gun and the Overland Battleship's cannon, the Pile Bunker inflicts more damage than any other weapon in the game. One shot is enough to kill virtually any enemy or severely damage any VS or Akrid, often requiring one to two shots to destroy a VS. Like all VS weapons, reload is slow, and ammo is very scarce. Missing a shot with this weapon can bring bad consequences, as the Bunker's very slow reload time and inhability to move while reloading a VS weapon can give plenty of time for an attacker to kill the user.
|
Level
| |
1stuse
| |
dcterms:subject
| |
job class
| |
MaxAmmo
| |
Cast Time
| |
Cooldown
| |
dbkwik:lostplanet/...iPageUsesTemplate
| |
dbkwik:nanoha/prop...iPageUsesTemplate
| |
dbkwik:ragnarok/pr...iPageUsesTemplate
| |
Category
| |
Range
| |
Name ja
| |
Name
| - Pile Bunker
- VS Pile Bunker
|
Type
| |
Caster
| |
Clip
| |
System
| |
Class
| |
Damage
| |
Requirements
| |
pickup
| |
name romaji
| |
abstract
| - Pile Bunker strikes the enemy with a large metal spike to inflict damage and cancel defensive magic.
- The VS Pile Bunker is a melee weapon that drives forward a large metal spike designed to pierce heavy armor. The spike is fired and retracted over a short distance, making it useless beyond very close combat. Excluding the Railway Gun and the Overland Battleship's cannon, the Pile Bunker inflicts more damage than any other weapon in the game. One shot is enough to kill virtually any enemy or severely damage any VS or Akrid, often requiring one to two shots to destroy a VS. Like all VS weapons, reload is slow, and ammo is very scarce. Missing a shot with this weapon can bring bad consequences, as the Bunker's very slow reload time and inhability to move while reloading a VS weapon can give plenty of time for an attacker to kill the user. This weapon will make no differences between wielding and mounting, except for a special VS:
* If wielded, it will discharge the weapon with a high-recoil animation.
* If mounted on a VS, only needs to stay closer to an enemy and then discharge the spike over them.
* If attached to the GAH-42BS, the user lunges forward while attacking, greatly improving its range.
- In ViVid (ch.37), Hallie uses it to destroy the gigantic rock from Rio Wesley's Dragon King Mountain-breaking Fall.
- Level: Golem 6 Spell Resistance: No Rearing back and charging your fist with a horrible energy, you lash out and slam into your enemy with a force so hard it doesn't really set in until a second later when they fly backward. As a full attack action, make a single attack against a creature within reach. If this attack hits you deal double damage as well as an additional 1d6 damage per level (Max 10d6). This creature however doesn't take damage until it goes to take an action, and must make a fortitude saving throw DC: 16+Strength modifier. If the creature fails it's save it is thrown back a number of feet equal to the damage dealt as it begins it's turn. If the creature succeeds in it's save it is only knocked back 5 feet and does not take the additional 1d6 damage per level. Falling damage is calculated normally.
|