MAVERICK HUNTERS

Choose from legendary characters or create your own custom Reploid

CHOOSE YOUR HUNTER

X & Zero

Select from five pre-generated Maverick Hunters, each with unique abilities and playstyles.

X

MEGA MAN X

Balanced Ranged Fighter

28 HP
2 ATK
2 DEF
2 SPD
20 ENG
1/6 CRIT

Special System: Charge Shot

X can charge his buster to deliver devastating attacks. Each charge level increases damage output.

Key Abilities:

  • X-Buster1d6 + ATK
  • Charge Shot2d6 + ATK×2
  • Maverick WeaponsAcquire from bosses
  • HadoukenUltimate, requires all 8 Mavericks

Upgrade Abilities:

Buster Upgrade: X-Buster damage increases to 1d8 + ATK
Hyper Charge: Charge Shot can reach Level 3 for 3d6 + ATK×3 damage
Plasma Shot: Charge Shot pierces through enemies (hits 2 targets)
Energy Saver: Maverick Weapons cost 2 less ENG to use
Armor Modules: Unlocks armor parts (Helmet, Body, Legs, Buster)
Nova Strike: Dash attack dealing 2d8 + ATK damage (15 ENG)
Ranged Combat Weapon Collector Balanced Beginner Friendly
Z

ZERO

Melee Specialist

22 HP
4 ATK
2 DEF
4 SPD
25 ENG
1/6 CRIT

Special System: Combo Builder

Zero builds combo points with bonus actions, then unleashes them for devastating melee attacks.

Key Abilities:

  • Z-Saber1d8 + ATK
  • Combo Attack+1 damage per point
  • Z-Saber TechniquesSpecial moves
  • Black ZeroUltimate upgrade

Upgrade Abilities:

Rekkoha (Rising Sun): Launch 3 energy blades upward (2d6 each, 12 ENG)
Ryuenjin (Dragon Flame): Rising slash with fire effect (2d8 + ATK, burning, 10 ENG)
Kuuenbu (Air Dance): Triple aerial slash (3 attacks at 1d6 + ATK each, 8 ENG)
Combo Mastery: Combo points increase to 6 maximum
Saber Beam: Projectile attack (1d8 + ATK, range 5 squares, 5 ENG)
Zero System: When HP < 25%, ATK +3, SPD +2 until combat ends
Melee Combat High Damage High Mobility Intermediate
A

AXL

Versatile Infiltrator

45 HP
5 ATK
4 DEF
7 SPD
35 ENG
1/6 CRIT

Special System: Copy Shot

Axl can copy enemy abilities and appearances, gaining temporary powers from defeated foes.

Key Abilities:

  • Axl Bullets1d6 + ATK, rapid fire
  • Copy ShotGain enemy abilities
  • Aerial DashMove through terrain
  • Axel BomberArea attack

Upgrade Abilities:

White Axl: Transform for +2 ATK, +2 DEF, +2 SPD for 3 turns (20 ENG)
Copy Mastery: Can store 3 copied abilities simultaneously
Rapid Fire: Axl Bullets hit 3 times at 1d4 + ATK each (same target)
Stealth Mode: Become invisible for 2 turns (can't attack while active)
Plasma Grenade: Throw explosive (3d6 + ATK area, 12 ENG)
Axl Copter: Fly over obstacles for 1 turn (can attack while flying, 8 ENG)
Adaptive Mobile Versatile Advanced
V

VILE

Heavy Weapons Specialist

60 HP
7 ATK
6 DEF
3 SPD
30 ENG
1/6 CRIT

Special System: Ride Armor Summon

Vile can summon different Ride Armors for specific combat situations, each with unique capabilities.

Key Abilities:

  • Shoulder Cannon1d8 + ATK, piercing
  • Ride ArmorSummon combat vehicle
  • Overload Cannon4d6 + ATK×1.5
  • Energy NetsRestrain enemies

Upgrade Abilities:

Goliath Armor: Summon heavy Ride Armor with 100 HP and 10 ATK (40 ENG)
Vile MK-II: Upgrade to MK-II form (+10 HP, +2 ATK, +1 DEF)
Multi-Missile: Fire 4 homing missiles (1d6 + ATK each, 15 ENG)
Fortress Mode: Become immobile but DEF ×2 and ATK +3 for 3 turns
Gatling Gun: Rapid fire attack (5d4 + ATK, 18 ENG)
Ground Pound: AoE shockwave (2d8 + ATK, knocks down, 12 ENG)
Heavy Weapons Tank Area Damage Expert
B

PROTOTYPE PLUS

Elite Swordsman/Tactician

50 HP
6 ATK
5 DEF
5 SPD
40 ENG
1/5 CRIT

Special System: Tactical Protocols

Can activate different combat protocols to adapt to any situation, switching between roles as needed.

Key Abilities:

  • Twin Laser Swords1d8 + ATK each
  • Tactical ProtocolsSwitch combat modes
  • Sword Beam2d6 + ATK, piercing
  • Counter StanceAuto-counter on miss

Upgrade Abilities:

Protocol Omega: Activate all protocols simultaneously for 2 turns (30 ENG)
Double Saber: Combine swords for 2d10 + ATK×2 damage (lasts 3 turns)
Tactical Scan: Reveal enemy weaknesses and stats (free action)
Speed Protocol: SPD +4, can take 2 bonus actions per turn (10 ENG)
Defense Matrix: Create energy barrier that blocks 25 damage (15 ENG)
Quantum Slash: Teleport and attack (3d8 + ATK, ignores DEF, 20 ENG)
Swordsman Tactical Balanced Intermediate

CHARACTER COMPARISON

See how the hunters compare at Level 5 (starting level for experienced groups):

Hunter Role HP ATK DEF SPD ENG Difficulty
Mega Man X Balanced Ranged 45 5 4 4 30 Beginner
Zero Melee Specialist 40 7 4 6 35 Intermediate
Axl Versatile Infiltrator 45 5 4 7 35 Advanced
Vile Heavy Weapons 60 7 6 3 30 Expert (lol)
Prototype Plus Tactical Swordsman 50 6 5 5 40 Intermediate

PLAYSTYLE RECOMMENDATIONS

🎯

For Beginners

Mega Man X
Balanced stats, ranged combat, straightforward charge system. Perfect for learning game mechanics.

⚔️

For Melee Fans

Zero or Prototype Plus
High damage melee combat with combo systems and sword techniques.

🌀

For Tactical Players

Axl or Prototype Plus
Adaptive abilities that change based on situation or enemy types.

💥

For Power Gamers

Vile
Highest HP and damage output with Ride Armor system for maximum destruction.

PARTY SYNERGY TIP: A balanced team typically includes 1-2 frontline fighters (Zero, Vile, Prototype Plus) and 1-2 ranged/support (X, Axl). Consider your party composition when choosing characters!

CHARACTER SHEET

Fill out your chosen hunter's details and track your progress

HUNTER INFORMATION

CORE STATS

1
2
3
4

PROGRESSION TRACKERS

1
2
3
4
5
6
7
8

ABILITIES & EQUIPMENT

CHARACTER CREATION GUIDE

STEP-BY-STEP PROCESS:

  1. Choose Your Hunter: Select X, Zero, or one of the special hunters (Axl, Vile, Prototype Plus)
  2. Record Base Stats: Fill in the character sheet with your chosen hunter's starting stats
  3. Select Starting Equipment: Note your primary and secondary weapons
  4. Choose Abilities: Pick from your hunter's available abilities (some hunters have preset abilities)
  5. Gather Inventory: Start with basic healing items and energy tanks
  6. Set Campaign Details: Record campaign name, starting level, and other details
STARTING LEVEL GUIDE:
New Campaigns: Start at Level 1 (X and Zero) or Level 3 (special hunters)
Experienced Groups: Start at Level 5 (all hunters)
Continuation: Match party average level
GM Can Adjust: Based on campaign difficulty

READY TO HUNT?

Complete your character setup and join the fight against Sigma!