As the group traverses through the forest, the faint smell of ozone emerges, soon followed by five figures in streamlined platemail; though their armor had certainly seen better days, burnt and subtly discharging the occasional spark of magic, it did not hide its strange nature: they were not handmade, rather their exactly symmetrical forms, devoid of an unevenness alluded to an automated accuracy. Their similar sets of armor, seemingly modular further reference mass production. They certainly were not ordinary knights. There was no doubt that their assorted weaponry, including several fire arms, and the mechanically precise order of their formation that they were not of a medieval era.
Damaged systems flaring, their weapons sparked with a faint corona of dim luminescence, whilst their exact positions suddenly became strangely nebulous.
Dalo: 180
Pierrot: 180
Weiss: 150
Sigmus: 215
Farbridge: 205
Callahan: 150
Pointman: 225
Sniper: 180
Support: 250
Countermeasures: 225
CQB: 225
Physical Attack: 0
Physical Defense: 25
Special Attack: 25
Special Defense: 25
Agility/Dexterity: 25
Dissolution Spear: 3-hit mid-close special attack, first is a -5 to dodge light hit, second is a low-mid hit, third is a +5 to dodge heavy hit.
Pulse Blade: Heavy special melee attack. Either -5 to dodge or ±0 to dodge. If ±0, the unit is propelled out of melee range by recoil.
Physical Attack: 40
Physical Defense: 16
Special Attack: 0
Special Defense: 16
Agility/Dexterity: 28
Dragon Slayer: 3-hit heavy ranged physical attack, -5 to dodge, only one dodge roll is made. Halves all defenses and prevents dodging when used. 5-turn cooldown.
Bow and Arrow: Mid physical attack, ranged.
Physical Attack: 20
Physical Defense: 30
Special Attack: 0
Special Defense: 30
Agility/Dexterity: 20
Assault Rifle: Light ranged physical attack, -5 to dodge, 2 dodge rolls, each one for 2 hits.
Rapier: Mid melee physical attack. Increases all defenses when used.
Physical Attack: 0
Physical Defense: 25
Special Attack: 30
Special Defense: 25
Agility/Dexterity: 20
Stave: Mid melee special attack. Debuffs dexterity and deals extra damage to constructs.
Amp Rifle: Ranged special attack. May only be used to counter an explicitly magical attack. Damage scales with the roll of the magical attack countered.
Physical Attack: 25
Physical Defense: 25
Special Attack: 0
Special Defense: 25
Agility/Dexterity: 25
Blade: Melee physical attack.
Dagger Throw: Ranged physical attack.
((Hopefully, nerfing all the weapons of these constructs and removing their ability to use magic makes this fair if not easy. Hopefully, my first combat encounter doesn't go to shit
How do I calculate damage?))