Main objective: Clear the city
Current objective: Take out the last few zombies
Operations:
Use of Debris: 3/5
Cover Fire: 2/3
Head Trauma: Complete!
Statuesque: 0/1
Heavy Traffic: Complete!
Money: $43,650
Shop [Level 5]:
Slots filled: 30/30
Data Card [$200 | 1 use]: Records an enemy's Data Bank entry.
Defibrillator [$500 | 1 use]: Revives a fallen player with 10% max HP.
Throwing Knife [$400 | 1 use]: Deals 6 damage and causes bleeding.
SVD Stealth Sniper V2 [$650 | 4 uses]: Deals 15 damage and has a 15% chance to land an instant kill headshot. When in cover, the headshot chance rises to 25%. Headshots simply deal 30 damage against bosses. Cannot alert enemies in stealth missions.
EMP Grenade [$500 | 1 use]: Deals 1 damage, stuns enemies, and disables their electronics.
Dragon Tank V2 [$750 | 125 HP]: Summons an allied Dragon Tank armed with a side-mounted flamethrower that deals 15 damage and has a 50% chance to cause burning, but reloads every 4 uses. Follows between waves. Must be used manually.
Riot Control Drone [$600 | 65 HP]: Automatically guards a single player or ally, then fires suppression rounds at a single enemy every turn. These rounds deal 5 damage and reduce enemy accuracy by 15%.
Combat Armor [$450 | 75 armor]: Provides 50% protection from damage.
Crona's Poem [$650 | 2 uses]: Deals 2 damage to enemies and makes them wish they were never born, incapacitating them temporarily. After recovering from their depression, the target will deal 20% more damage, having gained a more positive outlook on life.
Riot Shield [$600 | 60 HP]: While in a player's inventory, provides a 40% resistance to all damage, while also having a 15% chance to bounce an attack off of the shield, providing 100% resistance to the attack.
Ammo Pack [$500 | 4 uses]: Restores uses to an item. The amount of uses restored is equal to the amount of Ammo Pack uses that are consumed.
Lightning Rod [$500 | 2 uses]: When used, a lightning rod will be glued to the target. Next turn, they will take 40 damage and be galvanized.
Laser Drone [$800 | 45 HP]: Deploys an ally drone that fires lasers at enemies that deal 12 damage and have a 35% chance to penetrate and hit the next listed enemy. Comes with the Dodger 1 tag.
IMC Special Combat Rifle [$350 | 15 uses]: Deals 10 damage. Cannot hit multiple targets. Has a 5% higher chance of landing a critical hit. [1 vote required for removal.]
V8 Chainsaw [$750 | 5 uses]: Deals 25 damage and destroys armor.
SMAW [$1,200 | 3 uses]: Deals 150% maximum attack as damage to a primary target, along with minimum attack damage to nearby targets (enemies above and below the primary target).
Super Propaganda [$750 | 1 use]: Temporarily turns an enemy or neutral into a friendly.
Doctor's Musket [$700 | 6 uses]: Deals 5 damage to enemies and restores 12 health to friendlies.
Yellow Ray [$850 | 1 use]: Completely destroys target, leaving nothing more than a pile of ashes. Killed enemies drop any armor they were wearing into their killer's inventory, which will automatically equip it. Only stuns bosses. After use, this item cannot be used for three waves or the end of the mission, whichever comes first.
Spanish Inquisition Radio V2 [$900 | 100 HP]: Summons the always unexpected Spanish Inquisition to either deal 7 damage to five different enemies with a 25% chance for each enemy to take critical damage, or hit the same enemy five times for 7 damage per hit + a 20% chance of stunning. If the former is chosen, if there are less than five enemies, at least one hit will be wasted.
Chemikaliewerfer [$800 | 4 uses]: Deals 10 damage and damages the target for a sixth of the team's minimum attack every turn for 3 turns. Also hits nearby enemies. Never misses.
Fracture Gun [$650 | 3 uses]: Deals 11 damage to enemies. Damage multiplies by 1.5 every consecutive turn fired at an enemy. If fired specifically at the target's head or legs, accuracy is reduced by 35% but damage is increased to 16. When fired at the target's arms or weaponry, reduces their damage dealt by 30%. Can be used on the environment to break one large thing down into numerous smaller things, such as cover or hazards.
Endermite Shotgun [$1,600 | 3 uses]: Fires multiple Ender pearls, causing the user to teleport around rapidly, giving each enemy a 50% chance of being distracted and damaged for half of the team's minimum attack. Afterwards, deals double minimum attack damage to a random enemy.
Essence of Creativity [$1,000 | 1 use]: Sets user's max attack to 10 times their minimum attack, but actually achieving that max damage requires great creativity. If an attack isn't creative enough to go into the new damage threshold, EoC's effects will be wasted.
Essence of Life [$1,000 | 1 use]: Restores 15 health and allows target to regenerate 8 health every turn for 3 turns. If they're downed during its effects, they're revived with 10% of their max HP and the potion's effect ends.
Potion of Invisibility [$500 | 1 use]: Turns user invisible for 2 turns or until they attack. While invisible, cannot be attacked or seen in stealth missions and attack damage is doubled. Cannot attack in the same post as using the potion.
Lisharon Inc. Medical Personnel [$1,000 | Variable HP]: Max HP is the team's max HP multiplied by 1.5. Randomly heals and attacks every turn. Attacking deals half of the team's minimum attack as damage and applies a random status condition. Healing effectiveness is the team's minimum heal multiplied by 1.33 + 33% minimum heal every turn for 2 turns. Every three turns, spends a turn brewing tea instead of attacking/healing.
The Debilitating Dagger [$1,000 | 3 uses]: Deals half of the team's minimum attack as damage and permanently disables certain enemy tags. Deals 5 extra damage when disabling an enemy tag. Disabling only lasts 3 turns on master enemies, 2 on minibosses, and 1 on bosses. Only has a 50% chance to disable miniboss tags, and a 25% chance to disable boss tags.
Poutine Gun [$600 | 4 uses]: Deals no damage, but launches a glob of sticky poutine that hits nearby targets and disables the Dodger and Teleporter tags, and giving enemies a 50% chance to be unable to attack.
Infi-Nut [$1,500 | 40 HP]: Generates a shield with 150 HP that protects up to three players, guarding them from 80% of all damage. Regenerates between waves, or after 3 turns if not attacked.
Smart Nanobots [$750 | 5 uses]: Can either regenerates 10% of the target's max HP every turn for 3 turns, curing status conditions during its duration, but not giving immunity. Cannot repair armor and can only be used on players. Alternatively, can deal 5% of the target's ax HP as damage every turn for 5 turns, giving the target immunity to status conditions for its duration. [1 vote required for removal.]
Heavy Minigun [$1,500 | 5 uses]: When purchased, one turn must be spent unpacking and deploying. When deployed, deals maximum attack as damage to up to three enemies in a line. Must be packed up between waves, requiring another turn to deploy, unless the team's location doesn't change between the waves.
Slingsock [$650 | 5 uses]: Deals 40% minimum attack as damage. Can be used while attacking normally.
Spring Trap [$1,000 | 1 use]: Deployed on a player. When a non-aerial enemy that attacks with melee attacks hits the player with a Spring Trap, they are ejected from the area, killing them instantly and protecting the player from that attack. Doesn't work on bosses. Can't be deployed on an NPC and can only be used once per wave.
Prototype Teleport-Reactive Vest [$1,350 | 3 uses]: Gives user the Teleporter tag with a level equal to the remaining number of uses. Each successful teleport removes one use.
Atom Bomb [$5,000 | 1 use]: Deals 60 damage to a primary target, along with splash damage to all other enemies, reducing as enemies get further away. Minimum damage is 40. Has a 20% chance to cause super fallout, which deals 20 damage to all enemies every turn for 5 turns, with damage reducing as enemies get further away from the primary target.
Rage-Soothing Candy [$950 | 1 use]: Can only be used in rage. Immediately consumes all rage, but triples potential maximum attack damage, making a single attack potentially devastating.
Venomdrive Armor [$1,200 | Variable armor]: Starts off providing no defense. When user is poisoned, they take no damage from the status condition, having their armor absorb the damage to provide armor points, which give 50% defense. The maximum amount of armor obtainable is 650. While user is poisoned, they gain the poison tag for themselves, equal to level in their attacker's poison tag level. If no poisonous enemies are around, the user may generate their own poison, consuming their action and dealing [poison level2 multiplied by 2] damage, to them. If the user is KO'd while poisoned, the armor is destroyed.
Heavy Turret [$2,000 | 300 HP]: Deploys a manually controlled turret that deals 20 damage to enemies and can fire a rocket that deals 30 damage, but reloads every use. Can be upgraded to deal 25 damage per shot for an extra $500. Can be upgraded to have 450 HP for an extra $750.
Boots of Momentum [$1,200 | 3 uses]: Comes with only one use. Provides the Dodger tag with a level equal to the amount of uses left. Momentum (uses) can be gained by dodging attacks, landing a critical hit, or performing a Momentum Kick, which deals minimum damage + current momentum level, cannot crit, and receives less benefit from damage boosts except for rage. Momentum is lost by doing nothing in a turn, getting hit, opening a locked crate, failing to hit an enemy with a tag that allows evading, or getting KO'd (which results in total momentum loss). You can't lose more than 2 momentum in a single turn unless you get KO'd. Boots are lost if momentum falls to zero.
Power Ring [$1,000 | 1 use]: Builds 5 power every turn, with a maximum of 100 power. Can be used to perform an attack of heal with power equal to the power level. Loses its use when KO'd.
Worldedit Permissions [$1,000 | 1 use]: Worldedits either cover or a hazard into existence that lasts until the team moves to a new location. The strength of the cover/hazard depends on the creativity of the use.
Gloves of Withering [$1,250 | 1 use]: Gives user a Withering tag that varies in strength depending on the user's HP remaining. This can be toggled between being on and off. Above 50% max HP, they gain Withering 1. From 50% to 26%, they gain Withering 2. At 25% and below, they gain Withering 3. Gloves are lost when the user is KO'd while the gloves are on.
Intel: XXI - The World reveals the enemies in the next wave for the rest of the mission.
Intel:
Test results: Laser Drill. Version: 1.0. Drill is planted on any organic surface and will automatically use a directed energy beam to drill through it. Can easily kill living things and will cleanly cut through any organic surface. Cat cut through inorganic matter, albeit with some difficulty. Will work on a fix for this. Laser cauterizes wounds, stopping bleeding. Thus, it may not be as advisable to use on a bleeding enemy.
Rollback Post to RevisionRollBack
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
I summon Captain Kirk, who promptly uses a phasor on the Phaser zombie for almost having a trademark violation. I then vote out the IMC Special Combat Rifle and replace it with this:
Kerbal Rocket (1200$): Launches a rocket into space, with a randomized payload:
"Manned" Capsule (30% chance): The Kerbals recruit 3 random non-boss mobs as crew for the capsule. They are removed from the game for 3 turns, after which they crash back down (probably in the next wave) and take damage equal to half their maximum health.
Kill Sat (30% chance): A satellite armed with a death ray. blasts 1 target each round for maximum attack damage. Lasts 3 turns before crashing.
Recon Sat (30% chance): A reconnaissance satellite. Gives intel on the next 3 waves, and reveals an extra beneficial terrain feature in each.
Exploding Rocket (10% chance): The rocket explodes on the launchpad, dealing minimum attack damage to the user and all enemies.
I buy a Fracture Gun, then shoot the Phaser Zombie, from behind the statue if it has fallen over. If it hasn't, I shoot the Phaser Zombie in such a way that the statue falls over.
Rollback Post to RevisionRollBack
Weird Things Mods Say When Booting
[Client thread/INFO] [TConstruct]: Natura, what are we going to do tomorrow night?
[Client thread/INFO] [Natura]: TConstruct, we're going to take over the world!
[Client thread/INFO] [inpure|core]: Beating Minecraft's resource loading system with a shovel. Please stand by...
[Client thread/INFO] [MagicBees]: Replacing stupid-block with 'Here, have some delicious textures' ItemBlock. This is 100% normal.
I summon Captain Kirk, who promptly uses a phasor on the Phaser zombie for almost having a trademark violation. I then vote out the IMC Special Combat Rifle and replace it with this:
Kerbal Rocket (1200$): Launches a rocket into space, with a randomized payload:
"Manned" Capsule (30% chance): The Kerbals recruit 3 random non-boss mobs as crew for the capsule. They are removed from the game for 3 turns, after which they crash back down (probably in the next wave) and take damage equal to half their maximum health.
Kill Sat (30% chance): A satellite armed with a death ray. blasts 1 target each round for maximum attack damage. Lasts 3 turns before crashing.
Recon Sat (30% chance): A reconnaissance satellite. Gives intel on the next 3 waves, and reveals an extra beneficial terrain feature in each.
Exploding Rocket (10% chance): The rocket explodes on the launchpad, dealing minimum attack damage to the user and all enemies.
Edit: when did I get venomdrive armor? lol
It teleports and counters you for 20 damage!
IMC special combat rifle removed, research accepted. By the way, what do you mean by "every round?" If that just every turn or every post?
You got the armor a few missions ago when engie bought Venomdrive armor for everyone (except Jmanjr, who declined the armor for his own reasons)
I buy a Fracture Gun, then shoot the Phaser Zombie, from behind the statue if it has fallen over. If it hasn't, I shoot the Phaser Zombie in such a way that the statue falls over.
"Cat cut through inorganic matter, albeit with some difficulty."
Hey, I can cut through inorganic matter JUST fine! But I prefer organic. Usually. Sometimes. Actually, no. I don't care. I just want to cut something.
Statue stands? Cat cuts through inorganic matter.
Statue not stand? Cat cuts through organic matter. (random zombie)
How did I misspell that
Zombie killed! +60!
Wave cleared!
All player health restored! All rage reset!
+$1,000 and 100 XP from wave completion.
The last zombie falls to the ground, dead.
"McKnight, we've cleared the city," Bio reports.
"Good job," McKnight commends, "We're sending an exfil chopper your way. ETA: 60 seconds."
Mission completed!
KOs: 0 | +100
Operations completed: 3/5 | +300
Boss rank: Diamond | +600
Tactician manuals found: 2/3 | +200
Intel found: 2/3 | +200
Challenges failed: 0 | +200
Score: 1,600
Rank: S
+$2,000 and 200 XP!
Operation bonuses:
Use of Debris [$300 | 30 XP]: Hit 5 enemies with roof tiles. Cover Fire [$250 | 25 XP]: Kill 3 enemies while in cover.
Head Trauma [$350 | 35 XP]: Hit 4 enemies with ceiling tiles.
Statuesque [$300 | 30 XP]: Collapse the statue and kill an enemy with it.
Heavy Traffic [$200 | 20 XP]: Knock 3 enemies into traffic.
Total: $1,275 and 140 XP!
The team returns to base to report their success to McKnight.
"Team, we've got another problem to worry about," the commander says.
"What is it now?" TT asks.
McKnight displays an image of the US federal prison on screen.
"The federal prison is under attack by the CoD zombies. Mostly they've killed prisoners on death row, but they're also killing guards. You need to get in there and stop them."
"No problem," Maniac states. "We'll kill them all before they even know what hit them."
"Actually, there's way too many of them to go in guns blazing," McKnight warns. "You'll have to sneak in."
"I'm not very fond of stealth," fseftr comments.
"However, that's not all there is to worry about." McKnight displays an image of another city. "This place is overrun by zombies. The city was evacuated, but the zombies might be up to something else, so they need to be dealt with."
"So, where to first?" Bio asks.
Choose a mission and difficulty! Modifiers optional!
Main mission 2-2: Containment
Reward: $1,200, 120 XP
The US federal prison is under siege by the CoD zombies. They're killed at least 40 prisoners, most of which were scheduled for execution. They've also killed most of the guards, and that isn't good. You need to infiltrate the prison and stealthily eliminate all of the zombies. One of them looks very difficulty to take down.
Side mission: Cityscape Swarm
Difficulty tier: 3
Reward: $2,000, 200 XP, Airdrop Crate research
The zombies have invaded a city. The civilians have been evacuated, but the zombies need to be eradicated. The city itself is now in ruins, so traversing it could be hazardous. Additionally, there are some powerful-looking zombies there, so stay sharp.
Sergeant: 0 votes
Reduced difficulty for easier missions.
Lieutenant: 0 votes
The default difficulty provides a balance of challenge and ease.
Captain: 0 votes
Slightly elevated difficulty to make enemies more threatening.
Major [chosen last mission]: 0 votes
A harder difficulty for challenge seekers.
General: 0 votes
Highly difficult. Expect a hard time.
Commander: 0 votes
No retreat, no mercy.
Modifiers:
Fragile: 0 votes
Players take 25% more damage.
Weakened: 0 votes
Players deal 33% less damage.
Unreliable: 0 votes
Shop items have a 25% chance to jam up when used.
Limited Expenses: 0 votes
Money earned in the mission is only added to the team's balance after mission completion.
Easy Prey: 0 votes
KO'd players revive with 1 HP rather than 10% max HP.
Heal Blocked: 0 votes
Players cannot heal themselves or others without a healing item.
Cluttered Inventory: 0 votes
Players cannot purchase items during the mission.
Limited Stock: 0 votes
Each shop item has its own number of available purchases. Sold out items cannot be purchased for the rest on the mission.
Level Up: 0 votes
Every turn an enemy survives, they level up, gaining HP restores and armor.
Prone to Excessive Bleeding: 0 votes
Players begin to bleed after getting hit twice in the same turn.
Attack! Attack! Attack!: 0 votes
Enemies attack twice every turn, sometimes hitting the same target twice.
Even the Odds: 0 votes
Enemies share the team's chance of landing critical hits.
Globins Everywhere: 0 votes
Killed enemies turn into a regenerating blob that must be killed to truly kill the enemy and gain XP.
Insanity: 0 votes
Fake enemies appear.
Grave Robbers: 0 votes
Enemies that attack KO'd players instead steal their items.
Throwback: 0 votes
Enemies from past acts appear.
No modifiers: 0 votes
Challenge completed!
Gold rank: +$375 and 35 XP.
Achievement completed!
Spend It All
Spend $100,000 total at the shop.
+$1,000 and 100 XP!
Scolipede and Rhyperior level up!
Both: +5 max HP!
Scolipede: Wants to learn Rest (fully restores HP and cures status conditions, put causes user to fall asleep)! TT must forget a move to learn Rest.
Rhyperior: Wants to learn Thunder (deals high damage and has a 30% of paralyzing, but has 70% accuracy)! Stickcrafter must forget a move to learn Thunder.
Team XP [Level 19]:
[==========] 2,770/4,000
Max HP: 95 (9 HP ups)
Attack: 22 min, 42 max (10 attack ups)
Heal: 14 min, 19 max (9 heal ups)
Mission difficulty: None
Wave challenge: None.
Players:
[1] BioShock_Rules [+| 95/95] [A| 596/650] [R| 0/6] [Items| Turkey (4/4), Live Turkey (2/2), Snowball (5/5), Chemikaliewerfer (4/4), Christmas Tree (3/3), Rage Shot (1/1), IMC Special Combat Rifle (8/15), Valentine's Day Card (1/1), Box of Chocolates (3/3), Gold Star (2/2)] {Poisonous 3, 2 turns remaining}
[2] Ka_doink1234o0 [+| 95/95] [A| 650/650] [R| 0/6] [Items| Turkey (4/4), Live Turkey (1/2), Tranquilizer Dart (1/1), Snowball (5/5), Present (1/1), Christmas Tree (3/3), Akimbo Flamethrowers (2/3), Valentine's Day Card (1/1), Box of Chocolates (3/3), Seeker Drone (4/4), III - The Empress (1/1), XXI - The World (1/1)] {Poisonous 5, 2 turns remaining}
[3] TT2000 [+| 95/95] [A| 0/650] [R| 0/6] [Items| Turkey (1/4), Live Turkey (2/2), Snowball (4/5), Present (1/1), Christmas Tree (3/3), Box of Chocolates (2/3)] {-10% damage taken}
[4] Fseftr [+| 95/95] [A| 381/650] [R| 0/6] [Items| Turkey (3/4), Snowball (5/5), Present (1/1), Christmas Tree (3/3), Gold Star (2/2), Valentine's Day Card (1/1), Box of Chocolates (3/3)] {-10% damage taken} {Guarded by Jmanjr}
[5] Engie_ninja [+| 95/95] [A| 650/650] [R| 0/6] [Items| Turkey (4/4), Snowball (5/5), Present (1/1), Christmas Tree (3/3), Debilitating Dagger (1/3), Silver Star (2/2), Slingsock (1/5), Valentine's Day Card (1/1), Box of Chocolates (3/3), V8 Chainsaw (4/5)] {Poisonous 3, 3 turns remaining}
[6] Stickcrafter [+| 95/95] [A| 352/650] [R| 0/6] [Items| V8 Chainsaw (4/5), Turkey (4/4), Live Turkey (1/2), IMC C-Ration (2/5), Snowball (4/5), Present (1/1), Christmas Tree (3/3), Poison Bomb (1/1), Valentine's Day Card (1/1), Box of Chocolates (3/3), Spring Trap (Ready)] {-10% damage taken} {Poisonous 3, 2 turns remaining}
[7] ManiacMasteR [+| 95/95] [A| 601/650] [R| 0/6] [Items| IMC Main Combat Rifle (3/10), Turkey (4/4), Live Turkey (1/2), Snowball (5/5), Present (1/1), Christmas Tree (3/3), SVD Stealth Sniper V2 (4/4), Valentine's Day Card (1/1), Box of Chocolates (3/3), Gold Star (1/2)]
[8] Jmanjr98 [+| 95/95] [R| 0/6] [Items| Turkey (4/4), Live Turkey (1/2), Medical Nanobots (3/5), Snowball (5/5), Present (1/1), Christmas Tree (2/3), Prototype Teleport-Reactive Vest (3/3), Valentine's Day Card (1/1), Box of Chocolates (3/3), Silver Star (2/2), Ammo Pack (3/4), Boots of Momentum (3/3), Data Card (1/1)] {Teleporter 3} {Dodger 3} {-10% damage taken}
[9] Crusher48 [+| 95/95] [A| 108/650] [R| 0/6] [Items| Snowball (5/5), Present (1/1), Christmas Tree (3/3), Valentine's Day Card (1/1), Box of Chocolates (3/3), Heavy Minigun (3/5, undeployed), Endermite Shotgun (1/3)]
[10] Adrenaline_Rush [+| 95/95] [A| 55/75] [R| 0/6] [Items| Valentine's Day Card (1/1), Box of Chocolates (2/3), Potion of Healing (3/3), Gold Star (2/2), SMAW (2/3), Endermite Shotgun (2/3)]
[11] Knight3165 [+| 95/95] [A| 420/650] [R| 0/6] [Items| Gold Star (2/2)]
[12] Pricey12345 [+| 95/95] [A| 618/650] [R| 0/6] [Items| SVD Stealth Sniper V2 (4/4), Combat Armor (75/75, unequipped), Power Ring (5/100)]
Tactician manual [$500 | Permanent]: Gives progress toward unlocking a new permanent shop item.
Intel item [$500 | Permanent]: Provides backstory.
Data Card [$200 | 1 use]: Records an enemy's Data Bank entry.
Defibrillator [$500 | 1 use]: Revives a fallen player with 10% max HP.
Throwing Knife [$400 | 1 use]: Deals 6 damage and causes bleeding.
SVD Stealth Sniper V2 [$650 | 4 uses]: Deals 15 damage and has a 15% chance to land an instant kill headshot. When in cover, the headshot chance rises to 25%. Headshots simply deal 30 damage against bosses. Cannot alert enemies in stealth missions.
EMP Grenade [$500 | 1 use]: Deals 1 damage, stuns enemies, and disables their electronics.
Dragon Tank V2 [$750 | 125 HP]: Summons an allied Dragon Tank armed with a side-mounted flamethrower that deals 15 damage and has a 50% chance to cause burning, but reloads every 4 uses. Follows between waves. Must be used manually.
Riot Control Drone [$600 | 65 HP]: Automatically guards a single player or ally, then fires suppression rounds at a single enemy every turn. These rounds deal 5 damage and reduce enemy accuracy by 15%.
Combat Armor [$450 | 75 armor]: Provides 50% protection from damage.
Crona's Poem [$650 | 2 uses]: Deals 2 damage to enemies and makes them wish they were never born, incapacitating them temporarily. After recovering from their depression, the target will deal 20% more damage, having gained a more positive outlook on life.
Riot Shield [$600 | 60 HP]: While in a player's inventory, provides a 40% resistance to all damage, while also having a 15% chance to bounce an attack off of the shield, providing 100% resistance to the attack.
Ammo Pack [$500 | 4 uses]: Restores uses to an item. The amount of uses restored is equal to the amount of Ammo Pack uses that are consumed.
Lightning Rod [$500 | 2 uses]: When used, a lightning rod will be glued to the target. Next turn, they will take 40 damage and be galvanized.
Laser Drone [$800 | 45 HP]: Deploys an ally drone that fires lasers at enemies that deal 12 damage and have a 35% chance to penetrate and hit the next listed enemy. Comes with the Dodger 1 tag.
Kerbal Rocket [$1,200 | 1 use]: Launches a rocket into space with one of four payloads. Manned Capsule (30% chance): Takes three random enemies to test a capsule that launches into space for 3 turns. After those turns are over, the capsule will fall back to earth and the enemies will take half of their maximum HP as damage. Kill Sat (30% chance): Launches a satellite that blasts enemies with a death ray every turn, dealing maximum damage to them. Lasts for 3 turns. Recon Sat (30% chance): Launches a recon satellite that provides info on the next wave and reveals a beneficial part of terrain. Exploding Rocker (10% chance): Rocket explodes on the launchpad, dealing maximum damage to the user and all enemies.
V8 Chainsaw [$750 | 5 uses]: Deals 25 damage and destroys armor.
SMAW [$1,200 | 3 uses]: Deals 150% maximum attack as damage to a primary target, along with minimum attack damage to nearby targets (enemies above and below the primary target).
Super Propaganda [$750 | 1 use]: Temporarily turns an enemy or neutral into a friendly.
Doctor's Musket [$700 | 6 uses]: Deals 5 damage to enemies and restores 12 health to friendlies.
Yellow Ray [$850 | 1 use]: Completely destroys target, leaving nothing more than a pile of ashes. Killed enemies drop any armor they were wearing into their killer's inventory, which will automatically equip it. Only stuns bosses. After use, this item cannot be used for three waves or the end of the mission, whichever comes first.
Spanish Inquisition Radio V2 [$900 | 100 HP]: Summons the always unexpected Spanish Inquisition to either deal 7 damage to five different enemies with a 25% chance for each enemy to take critical damage, or hit the same enemy five times for 7 damage per hit + a 20% chance of stunning. If the former is chosen, if there are less than five enemies, at least one hit will be wasted.
Chemikaliewerfer [$800 | 4 uses]: Deals 10 damage and damages the target for a sixth of the team's minimum attack every turn for 3 turns. Also hits nearby enemies. Never misses.
Fracture Gun [$650 | 3 uses]: Deals 11 damage to enemies. Damage multiplies by 1.5 every consecutive turn fired at an enemy. If fired specifically at the target's head or legs, accuracy is reduced by 35% but damage is increased to 16. When fired at the target's arms or weaponry, reduces their damage dealt by 30%. Can be used on the environment to break one large thing down into numerous smaller things, such as cover or hazards.
Endermite Shotgun [$1,600 | 3 uses]: Fires multiple Ender pearls, causing the user to teleport around rapidly, giving each enemy a 50% chance of being distracted and damaged for half of the team's minimum attack. Afterwards, deals double minimum attack damage to a random enemy.
Essence of Creativity [$1,000 | 1 use]: Sets user's max attack to 10 times their minimum attack, but actually achieving that max damage requires great creativity. If an attack isn't creative enough to go into the new damage threshold, EoC's effects will be wasted.
Essence of Life [$1,000 | 1 use]: Restores 15 health and allows target to regenerate 8 health every turn for 3 turns. If they're downed during its effects, they're revived with 10% of their max HP and the potion's effect ends.
Potion of Invisibility [$500 | 1 use]: Turns user invisible for 2 turns or until they attack. While invisible, cannot be attacked or seen in stealth missions and attack damage is doubled. Cannot attack in the same post as using the potion.
Lisharon Inc. Medical Personnel [$1,000 | Variable HP]: Max HP is the team's max HP multiplied by 1.5. Randomly heals and attacks every turn. Attacking deals half of the team's minimum attack as damage and applies a random status condition. Healing effectiveness is the team's minimum heal multiplied by 1.33 + 33% minimum heal every turn for 2 turns. Every three turns, spends a turn brewing tea instead of attacking/healing.
The Debilitating Dagger [$1,000 | 3 uses]: Deals half of the team's minimum attack as damage and permanently disables certain enemy tags. Deals 5 extra damage when disabling an enemy tag. Disabling only lasts 3 turns on master enemies, 2 on minibosses, and 1 on bosses. Only has a 50% chance to disable miniboss tags, and a 25% chance to disable boss tags.
Poutine Gun [$600 | 4 uses]: Deals no damage, but launches a glob of sticky poutine that hits nearby targets and disables the Dodger and Teleporter tags, and giving enemies a 50% chance to be unable to attack.
Infi-Nut [$1,500 | 40 HP]: Generates a shield with 150 HP that protects up to three players, guarding them from 80% of all damage. Regenerates between waves, or after 3 turns if not attacked.
Smart Nanobots [$750 | 5 uses]: Can either regenerates 10% of the target's max HP every turn for 3 turns, curing status conditions during its duration, but not giving immunity. Cannot repair armor and can only be used on players. Alternatively, can deal 5% of the target's ax HP as damage every turn for 5 turns, giving the target immunity to status conditions for its duration. [1 vote required for removal.]
Heavy Minigun [$1,500 | 5 uses]: When purchased, one turn must be spent unpacking and deploying. When deployed, deals maximum attack as damage to up to three enemies in a line. Must be packed up between waves, requiring another turn to deploy, unless the team's location doesn't change between the waves.
Slingsock [$650 | 5 uses]: Deals 40% minimum attack as damage. Can be used while attacking normally.
Spring Trap [$1,000 | 1 use]: Deployed on a player. When a non-aerial enemy that attacks with melee attacks hits the player with a Spring Trap, they are ejected from the area, killing them instantly and protecting the player from that attack. Doesn't work on bosses. Can't be deployed on an NPC and can only be used once per wave.
Prototype Teleport-Reactive Vest [$1,350 | 3 uses]: Gives user the Teleporter tag with a level equal to the remaining number of uses. Each successful teleport removes one use.
Atom Bomb [$5,000 | 1 use]: Deals 60 damage to a primary target, along with splash damage to all other enemies, reducing as enemies get further away. Minimum damage is 40. Has a 20% chance to cause super fallout, which deals 20 damage to all enemies every turn for 5 turns, with damage reducing as enemies get further away from the primary target.
Rage-Soothing Candy [$950 | 1 use]: Can only be used in rage. Immediately consumes all rage, but triples potential maximum attack damage, making a single attack potentially devastating.
Venomdrive Armor [$1,200 | Variable armor]: Starts off providing no defense. When user is poisoned, they take no damage from the status condition, having their armor absorb the damage to provide armor points, which give 50% defense. The maximum amount of armor obtainable is 650. While user is poisoned, they gain the poison tag for themselves, equal to level in their attacker's poison tag level. If no poisonous enemies are around, the user may generate their own poison, consuming their action and dealing [poison level2 multiplied by 2] damage, to them. If the user is KO'd while poisoned, the armor is destroyed.
Heavy Turret [$2,000 | 300 HP]: Deploys a manually controlled turret that deals 20 damage to enemies and can fire a rocket that deals 30 damage, but reloads every use. Can be upgraded to deal 25 damage per shot for an extra $500. Can be upgraded to have 450 HP for an extra $750.
Boots of Momentum [$1,200 | 3 uses]: Comes with only one use. Provides the Dodger tag with a level equal to the amount of uses left. Momentum (uses) can be gained by dodging attacks, landing a critical hit, or performing a Momentum Kick, which deals minimum damage + current momentum level, cannot crit, and receives less benefit from damage boosts except for rage. Momentum is lost by doing nothing in a turn, getting hit, opening a locked crate, failing to hit an enemy with a tag that allows evading, or getting KO'd (which results in total momentum loss). You can't lose more than 2 momentum in a single turn unless you get KO'd. Boots are lost if momentum falls to zero.
Power Ring [$1,000 | 1 use]: Builds 5 power every turn, with a maximum of 100 power. Can be used to perform an attack of heal with power equal to the power level. Loses its use when KO'd.
Worldedit Permissions [$1,000 | 1 use]: Worldedits either cover or a hazard into existence that lasts until the team moves to a new location. The strength of the cover/hazard depends on the creativity of the use.
Gloves of Withering [$1,250 | 1 use]: Gives user a Withering tag that varies in strength depending on the user's HP remaining. This can be toggled between being on and off. Above 50% max HP, they gain Withering 1. From 50% to 26%, they gain Withering 2. At 25% and below, they gain Withering 3. Gloves are lost when the user is KO'd while the gloves are on.
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
Idea: we send a 5 man team for the stealth mission, the rest deal with the swarm. 20 people in a stealth mission defeats the purpose of a stealth mission.
Cityscape Swarm, Major, no modifiers. I also agree with Crusher, and as much as I doubt that will happen, if the stars align and it does happen, I am fine (actually preferring) with going on the stealth mission. Vote remove the Rage-Soothing Candy and the Doctor's Musket. Buy Tactician Manual and the Intel. Donate Data Card.
You see Bio, it was actually supposed to consume your rage and make one attack after using the candy deal the team's maximum damage as if it was the minimum, and a creative attack deal even more than that, but I used the wrong words and you just made it increase the maximum damage, I didn't want to bother you so I just didn't say anything.
Rollback Post to RevisionRollBack
Geno: Blahblahblah, random sentence.
Firebrand is this color.
Shovel Knight is this color.
Memnon is this color
Cinder is this color.
Glacius is this color.
Jago is this color.
The Batter (or just Batter) is this color
Heatshade is this col- I CHOOSE MY OWN COLORS, BABY!!!
Idea: we send a 5 man team for the stealth mission, the rest deal with the swarm. 20 people in a stealth mission defeats the purpose of a stealth mission.
I would do that, but it would be more trouble than it's worth. It's a good idea, but keeping track of two different teams would be very difficult, and it would double the size of each update post.
I re-buy my current items to get their uses back, I also buy a V8 Chainsaw, a Fracture Gun and Venomdrive Armor.
Welcome back!
+Votes, items donated, SMAW and Endermite shotgun sold and rebought, V8 Chainsaw, Fracture Gun, and Venomdrive Armor purchased. The armor in your current set of armor transfers to your new armor.
Cityscape Swarm, Major, no modifiers. I also agree with Crusher, and as much as I doubt that will happen, if the stars align and it does happen, I am fine (actually preferring) with going on the stealth mission. Vote remove the Rage-Soothing Candy and the Doctor's Musket. Buy Tactician Manual and the Intel. Donate Data Card.
+Votes, Data card donated, tactician manual purchased
Most players have voted for Cityscape Swarm.
Chose mission:
Side mission: Cityscape Swarm
Difficulty tier: 3
Reward: $2,000, 200 XP, Airdrop Crate research
The zombies have invaded a city. The civilians have been evacuated, but the zombies need to be eradicated. The city itself is now in ruins, so traversing it could be hazardous. Additionally, there are some powerful-looking zombies there, so stay sharp.
Sergeant: 2 votes
Reduced difficulty for easier missions.
Lieutenant: 0 votes
The default difficulty provides a balance of challenge and ease.
Captain: 0 votes
Slightly elevated difficulty to make enemies more threatening.
Major [chosen last mission]: 5 votes
A harder difficulty for challenge seekers.
General: 0 votes
Highly difficult. Expect a hard time.
Commander: 0 votes
No retreat, no mercy.
Modifiers:
Fragile: 2 votes
Players take 25% more damage.
Weakened: 2 votes
Players deal 33% less damage.
Unreliable: 2 votes
Shop items have a 25% chance to jam up when used.
Limited Expenses: 3 votes
Money earned in the mission is only added to the team's balance after mission completion.
Easy Prey: 2 votes
KO'd players revive with 1 HP rather than 10% max HP.
Heal Blocked: 2 votes
Players cannot heal themselves or others without a healing item.
Cluttered Inventory: 2 votes
Players cannot purchase items during the mission.
Limited Stock: 2 votes
Each shop item has its own number of available purchases. Sold out items cannot be purchased for the rest on the mission.
Level Up: 2 votes
Every turn an enemy survives, they level up, gaining HP restores and armor.
Prone to Excessive Bleeding: 2 votes
Players begin to bleed after getting hit twice in the same turn.
Attack! Attack! Attack!: 2 votes
Enemies attack twice every turn, sometimes hitting the same target twice.
Even the Odds: 2 votes
Enemies share the team's chance of landing critical hits.
Globins Everywhere: 2 votes
Killed enemies turn into a regenerating blob that must be killed to truly kill the enemy and gain XP.
Insanity: 2 votes
Fake enemies appear.
Grave Robbers: 2 votes
Enemies that attack KO'd players instead steal their items.
Throwback: 2 votes
Enemies from past acts appear.
No modifiers: 4 votes
The tactician manuals provide blueprints for a larger container for storing money.
Team XP [Level 19]:
[==========] 2,770/4,000
Max HP: 95 (9 HP ups)
Attack: 22 min, 42 max (10 attack ups)
Heal: 14 min, 19 max (9 heal ups)
Mission difficulty: None
Wave challenge: None.
Players:
[1] BioShock_Rules [+| 95/95] [A| 616/650] [R| 0/6] [Items| Turkey (4/4), Live Turkey (2/2), Snowball (5/5), Chemikaliewerfer (4/4), Christmas Tree (3/3), Rage Shot (1/1), IMC Special Combat Rifle (8/15), Valentine's Day Card (1/1), Box of Chocolates (3/3), Gold Star (2/2)] {Poisonous 3, 1 turn remaining}
[2] Ka_doink1234o0 [+| 95/95] [A| 650/650] [R| 0/6] [Items| Turkey (4/4), Live Turkey (1/2), Tranquilizer Dart (1/1), Snowball (5/5), Present (1/1), Christmas Tree (3/3), Akimbo Flamethrowers (2/3), Valentine's Day Card (1/1), Box of Chocolates (3/3), Seeker Drone (4/4), III - The Empress (1/1), XXI - The World (1/1)] {Poisonous 5, 1 turn remaining}
[3] TT2000 [+| 95/95] [A| 0/650] [R| 0/6] [Items| Turkey (1/4), Live Turkey (2/2), Snowball (4/5), Present (1/1), Christmas Tree (3/3), Box of Chocolates (2/3)] {-10% damage taken}
[4] Fseftr [+| 95/95] [A| 381/650] [R| 0/6] [Items| Turkey (3/4), Snowball (5/5), Present (1/1), Christmas Tree (3/3), Gold Star (2/2), Valentine's Day Card (1/1), Box of Chocolates (3/3)] {-10% damage taken} {Guarded by Jmanjr}
[5] Engie_ninja [+| 95/95] [A| 650/650] [R| 0/6] [Items| Turkey (4/4), Snowball (5/5), Present (1/1), Christmas Tree (3/3), Debilitating Dagger (1/3), Silver Star (2/2), Slingsock (1/5), Valentine's Day Card (1/1), Box of Chocolates (3/3), V8 Chainsaw (4/5)] {Poisonous 3, 2 turns remaining}
[6] Stickcrafter [+| 95/95] [A| 372/650] [R| 0/6] [Items| V8 Chainsaw (4/5), Turkey (4/4), Live Turkey (1/2), IMC C-Ration (2/5), Snowball (4/5), Present (1/1), Christmas Tree (3/3), Poison Bomb (1/1), Valentine's Day Card (1/1), Box of Chocolates (3/3), Spring Trap (Ready)] {-10% damage taken} {Poisonous 3, 1 turn remaining}
[7] ManiacMasteR [+| 95/95] [A| 601/650] [R| 0/6] [Items| IMC Main Combat Rifle (3/10), Turkey (4/4), Live Turkey (1/2), Snowball (5/5), Present (1/1), Christmas Tree (3/3), SVD Stealth Sniper V2 (4/4), Valentine's Day Card (1/1), Box of Chocolates (3/3), Gold Star (1/2)]
[8] Jmanjr98 [+| 95/95] [R| 0/6] [Items| Turkey (4/4), Live Turkey (1/2), Medical Nanobots (3/5), Snowball (5/5), Present (1/1), Christmas Tree (2/3), Prototype Teleport-Reactive Vest (3/3), Valentine's Day Card (1/1), Box of Chocolates (3/3), Silver Star (2/2), Ammo Pack (3/4), Boots of Momentum (3/3), Data Card (1/1)] {Teleporter 3} {Dodger 3} {-10% damage taken}
[9] Crusher48 [+| 95/95] [A| 108/650] [R| 0/6] [Items| Snowball (5/5), Present (1/1), Christmas Tree (3/3), Valentine's Day Card (1/1), Box of Chocolates (3/3), Heavy Minigun (3/5, undeployed), Endermite Shotgun (1/3)]
[10] Adrenaline_Rush [+| 95/95] [A| 55/650] [R| 0/6] [Items| Gold Star (2/2), SMAW (3/3), Endermite Shotgun (3/3), V8 Chainsaw (5/5), Fracture Gun (3/3)]
[11] Knight3165 [+| 95/95] [A| 420/650] [R| 0/6] [Items| Gold Star (2/2)]
[12] Pricey12345 [+| 95/95] [A| 618/650] [R| 0/6] [Items| SVD Stealth Sniper V2 (4/4), Combat Armor (75/75, unequipped), Power Ring (10/100)]
Ragno's donated items [Present (1/1), Christmas Tree (3/3)]
Ka_doink's donated items [Snowball (4/4), Present (1/1), Christmas Tree (3/3), Turkey (4/4), Live Turkey (2/2)]
Adrenaline's donated items [Valentine's Day Card (1/1), Box of Chocolates (3/3), Potion of Healing (3/3)]
Jmanjr's donated items [Doctor's Musket (4/6), IMC Main Combat Rifle (5/10), Data Card (1/1)]
Buff Banner
Smart Rage Drain
Perks: Lockbreaker, Re-Roll, Guardian, Necromancer, Blast Shield, Gambler, Avarice, Wonder Guard, Revitalize, Fireproof, Natural Regeneration, High Command, Fast Learner, Deep Cover, Heal Guard, Money Maker, Engineer, Environmentalist
Main objective: None
Current objective: None
Operations:
None
Money: $41,825
Shop [Level 5]:
Slots filled: 30/30
Data Card [$200 | 1 use]: Records an enemy's Data Bank entry.
Defibrillator [$500 | 1 use]: Revives a fallen player with 10% max HP.
Throwing Knife [$400 | 1 use]: Deals 6 damage and causes bleeding.
SVD Stealth Sniper V2 [$650 | 4 uses]: Deals 15 damage and has a 15% chance to land an instant kill headshot. When in cover, the headshot chance rises to 25%. Headshots simply deal 30 damage against bosses. Cannot alert enemies in stealth missions.
EMP Grenade [$500 | 1 use]: Deals 1 damage, stuns enemies, and disables their electronics.
Dragon Tank V2 [$750 | 125 HP]: Summons an allied Dragon Tank armed with a side-mounted flamethrower that deals 15 damage and has a 50% chance to cause burning, but reloads every 4 uses. Follows between waves. Must be used manually.
Riot Control Drone [$600 | 65 HP]: Automatically guards a single player or ally, then fires suppression rounds at a single enemy every turn. These rounds deal 5 damage and reduce enemy accuracy by 15%.
Combat Armor [$450 | 75 armor]: Provides 50% protection from damage.
Crona's Poem [$650 | 2 uses]: Deals 2 damage to enemies and makes them wish they were never born, incapacitating them temporarily. After recovering from their depression, the target will deal 20% more damage, having gained a more positive outlook on life.
Riot Shield [$600 | 60 HP]: While in a player's inventory, provides a 40% resistance to all damage, while also having a 15% chance to bounce an attack off of the shield, providing 100% resistance to the attack.
Ammo Pack [$500 | 4 uses]: Restores uses to an item. The amount of uses restored is equal to the amount of Ammo Pack uses that are consumed.
Lightning Rod [$500 | 2 uses]: When used, a lightning rod will be glued to the target. Next turn, they will take 40 damage and be galvanized.
Laser Drone [$800 | 45 HP]: Deploys an ally drone that fires lasers at enemies that deal 12 damage and have a 35% chance to penetrate and hit the next listed enemy. Comes with the Dodger 1 tag.
Wallet Expansion [$1,000 | Permanent]: Increases maximum money capacity to $75,000.
Kerbal Rocket [$1,200 | 1 use]: Launches a rocket into space with one of four payloads. Manned Capsule (30% chance): Takes three random enemies to test a capsule that launches into space for 3 turns. After those turns are over, the capsule will fall back to earth and the enemies will take half of their maximum HP as damage. Kill Sat (30% chance): Launches a satellite that blasts enemies with a death ray every turn, dealing maximum damage to them. Lasts for 3 turns. Recon Sat (30% chance): Launches a recon satellite that provides info on the next wave and reveals a beneficial part of terrain. Exploding Rocker (10% chance): Rocket explodes on the launchpad, dealing maximum damage to the user and all enemies.
V8 Chainsaw [$750 | 5 uses]: Deals 25 damage and destroys armor.
SMAW [$1,200 | 3 uses]: Deals 150% maximum attack as damage to a primary target, along with minimum attack damage to nearby targets (enemies above and below the primary target).
Super Propaganda [$750 | 1 use]: Temporarily turns an enemy or neutral into a friendly.
Doctor's Musket [$700 | 6 uses]: Deals 5 damage to enemies and restores 12 health to friendlies.
Yellow Ray [$850 | 1 use]: Completely destroys target, leaving nothing more than a pile of ashes. Killed enemies drop any armor they were wearing into their killer's inventory, which will automatically equip it. Only stuns bosses. After use, this item cannot be used for three waves or the end of the mission, whichever comes first.
Spanish Inquisition Radio V2 [$900 | 100 HP]: Summons the always unexpected Spanish Inquisition to either deal 7 damage to five different enemies with a 25% chance for each enemy to take critical damage, or hit the same enemy five times for 7 damage per hit + a 20% chance of stunning. If the former is chosen, if there are less than five enemies, at least one hit will be wasted.
Chemikaliewerfer [$800 | 4 uses]: Deals 10 damage and damages the target for a sixth of the team's minimum attack every turn for 3 turns. Also hits nearby enemies. Never misses.
Fracture Gun [$650 | 3 uses]: Deals 11 damage to enemies. Damage multiplies by 1.5 every consecutive turn fired at an enemy. If fired specifically at the target's head or legs, accuracy is reduced by 35% but damage is increased to 16. When fired at the target's arms or weaponry, reduces their damage dealt by 30%. Can be used on the environment to break one large thing down into numerous smaller things, such as cover or hazards.
Endermite Shotgun [$1,600 | 3 uses]: Fires multiple Ender pearls, causing the user to teleport around rapidly, giving each enemy a 50% chance of being distracted and damaged for half of the team's minimum attack. Afterwards, deals double minimum attack damage to a random enemy.
Essence of Creativity [$1,000 | 1 use]: Sets user's max attack to 10 times their minimum attack, but actually achieving that max damage requires great creativity. If an attack isn't creative enough to go into the new damage threshold, EoC's effects will be wasted.
Essence of Life [$1,000 | 1 use]: Restores 15 health and allows target to regenerate 8 health every turn for 3 turns. If they're downed during its effects, they're revived with 10% of their max HP and the potion's effect ends.
Potion of Invisibility [$500 | 1 use]: Turns user invisible for 2 turns or until they attack. While invisible, cannot be attacked or seen in stealth missions and attack damage is doubled. Cannot attack in the same post as using the potion.
Lisharon Inc. Medical Personnel [$1,000 | Variable HP]: Max HP is the team's max HP multiplied by 1.5. Randomly heals and attacks every turn. Attacking deals half of the team's minimum attack as damage and applies a random status condition. Healing effectiveness is the team's minimum heal multiplied by 1.33 + 33% minimum heal every turn for 2 turns. Every three turns, spends a turn brewing tea instead of attacking/healing.
The Debilitating Dagger [$1,000 | 3 uses]: Deals half of the team's minimum attack as damage and permanently disables certain enemy tags. Deals 5 extra damage when disabling an enemy tag. Disabling only lasts 3 turns on master enemies, 2 on minibosses, and 1 on bosses. Only has a 50% chance to disable miniboss tags, and a 25% chance to disable boss tags.
Poutine Gun [$600 | 4 uses]: Deals no damage, but launches a glob of sticky poutine that hits nearby targets and disables the Dodger and Teleporter tags, and giving enemies a 50% chance to be unable to attack.
Infi-Nut [$1,500 | 40 HP]: Generates a shield with 150 HP that protects up to three players, guarding them from 80% of all damage. Regenerates between waves, or after 3 turns if not attacked.
Smart Nanobots [$750 | 5 uses]: Can either regenerates 10% of the target's max HP every turn for 3 turns, curing status conditions during its duration, but not giving immunity. Cannot repair armor and can only be used on players. Alternatively, can deal 5% of the target's ax HP as damage every turn for 5 turns, giving the target immunity to status conditions for its duration. [1 vote required for removal.]
Heavy Minigun [$1,500 | 5 uses]: When purchased, one turn must be spent unpacking and deploying. When deployed, deals maximum attack as damage to up to three enemies in a line. Must be packed up between waves, requiring another turn to deploy, unless the team's location doesn't change between the waves.
Slingsock [$650 | 5 uses]: Deals 40% minimum attack as damage. Can be used while attacking normally.
Spring Trap [$1,000 | 1 use]: Deployed on a player. When a non-aerial enemy that attacks with melee attacks hits the player with a Spring Trap, they are ejected from the area, killing them instantly and protecting the player from that attack. Doesn't work on bosses. Can't be deployed on an NPC and can only be used once per wave.
Prototype Teleport-Reactive Vest [$1,350 | 3 uses]: Gives user the Teleporter tag with a level equal to the remaining number of uses. Each successful teleport removes one use.
Atom Bomb [$5,000 | 1 use]: Deals 60 damage to a primary target, along with splash damage to all other enemies, reducing as enemies get further away. Minimum damage is 40. Has a 20% chance to cause super fallout, which deals 20 damage to all enemies every turn for 5 turns, with damage reducing as enemies get further away from the primary target.
Rage-Soothing Candy [$950 | 1 use]: Can only be used in rage. Immediately consumes all rage, but triples potential maximum attack damage, making a single attack potentially devastating.
Venomdrive Armor [$1,200 | Variable armor]: Starts off providing no defense. When user is poisoned, they take no damage from the status condition, having their armor absorb the damage to provide armor points, which give 50% defense. The maximum amount of armor obtainable is 650. While user is poisoned, they gain the poison tag for themselves, equal to level in their attacker's poison tag level. If no poisonous enemies are around, the user may generate their own poison, consuming their action and dealing [poison level2 multiplied by 2] damage, to them. If the user is KO'd while poisoned, the armor is destroyed.
Heavy Turret [$2,000 | 300 HP]: Deploys a manually controlled turret that deals 20 damage to enemies and can fire a rocket that deals 30 damage, but reloads every use. Can be upgraded to deal 25 damage per shot for an extra $500. Can be upgraded to have 450 HP for an extra $750.
Boots of Momentum [$1,200 | 3 uses]: Comes with only one use. Provides the Dodger tag with a level equal to the amount of uses left. Momentum (uses) can be gained by dodging attacks, landing a critical hit, or performing a Momentum Kick, which deals minimum damage + current momentum level, cannot crit, and receives less benefit from damage boosts except for rage. Momentum is lost by doing nothing in a turn, getting hit, opening a locked crate, failing to hit an enemy with a tag that allows evading, or getting KO'd (which results in total momentum loss). You can't lose more than 2 momentum in a single turn unless you get KO'd. Boots are lost if momentum falls to zero.
Power Ring [$1,000 | 1 use]: Builds 5 power every turn, with a maximum of 100 power. Can be used to perform an attack of heal with power equal to the power level. Loses its use when KO'd.
Worldedit Permissions [$1,000 | 1 use]: Worldedits either cover or a hazard into existence that lasts until the team moves to a new location. The strength of the cover/hazard depends on the creativity of the use.
Gloves of Withering [$1,250 | 1 use]: Gives user a Withering tag that varies in strength depending on the user's HP remaining. This can be toggled between being on and off. Above 50% max HP, they gain Withering 1. From 50% to 26%, they gain Withering 2. At 25% and below, they gain Withering 3. Gloves are lost when the user is KO'd while the gloves are on.
Intel:
This is commander Isaac McKnight. This message's purpose is to give approval to a research team dedicated to researching a way to bring video game enemies into the real world and control them. $1,000,000 will be allocated to them to fund their research. More funding will be allocated if they show promise and require more. That is all.
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 grab the pile of cards.
Complipedia
Critical!
Massive damage! 66 damage to statue!
40 damage to elite gas zombie!
Infi-Nut purchased and deployed
Your Venomdrive armor turned your poisoning into a poisonous tag that expired this turn.
39 damage to gas zombie!
It gets launched into a zombie, killing it! +60!
Gas zombie killed! +75! It poisons you in its afterlife!
You search it and find XXI - The World!
Intel taken! +$750!
Heavy Turret purchased
Me: I beat the elite gas zombie over the head with a roof tile, killing it. +110. It poisons me.
One zombie punches the Spanish Inquisition radio, but hits Stickcrafter for 27 damage. The other smacks the heavy turret for 30 damage.
The phaser zombie claws at the heavy turret, dealing 20 damage to it.
The riot control drone suppresses a standard zombie for 5 damage + accuracy reduction.
The laser drone blasts a standard zombie, dealing 12 damage.
The cardinals gang up on a zombie, dealing 35 damage to it.
Team XP [Level 19]:
[==========] 2,015/4,000
Max HP: 95 (9 HP ups)
Attack: 22 min, 42 max (10 attack ups)
Heal: 14 min, 19 max (9 heal ups)
Mission difficulty: Major
Wave challenge: Heavy Spender.
Spend money during the wave.
[Gold] $3,500/$1,500
Players:
[1] BioShock_Rules [+| 95/95] [A| 586/650] [R| Rage!] [Items| Turkey (4/4), Live Turkey (2/2), Snowball (5/5), Chemikaliewerfer (4/4), Christmas Tree (3/3), Rage Shot (1/1), IMC Special Combat Rifle (8/15), Valentine's Day Card (1/1), Box of Chocolates (3/3), Gold Star (2/2)] {Raging for 4 more attacks} {Poisonous 3, 3 turns remaining}
[2] Ka_doink1234o0 [+| 95/95] [A| 650/650] [R| Rage!] [Items| Turkey (4/4), Live Turkey (1/2), Tranquilizer Dart (1/1), Snowball (5/5), Present (1/1), Christmas Tree (3/3), Akimbo Flamethrowers (2/3), Valentine's Day Card (1/1), Box of Chocolates (3/3), Seeker Drone (4/4), III - The Empress (1/1), XXI - The World (1/1)] {Raging for 1 more attack} {Poisonous 5, 3 turns remaining}
[3] TT2000 [+| 95/95] [A| 0/650] [R| 5/6] [Items| Turkey (1/4), Live Turkey (2/2), Snowball (4/5), Present (1/1), Christmas Tree (3/3), Box of Chocolates (2/3)] {-10% damage taken}
[4] Fseftr [+| 95/95] [A| 381/650] [R| 2/6] [Items| Turkey (3/4), Snowball (5/5), Present (1/1), Christmas Tree (3/3), Gold Star (2/2), Valentine's Day Card (1/1), Box of Chocolates (3/3)] {-10% damage taken} {Guarded by Jmanjr}
[5] Engie_ninja [+| 95/95] [A| 650/650] [R| 5/6] [Items| Turkey (4/4), Snowball (5/5), Present (1/1), Christmas Tree (3/3), Debilitating Dagger (1/3), Silver Star (2/2), Slingsock (1/5), Valentine's Day Card (1/1), Box of Chocolates (3/3), V8 Chainsaw (4/5)] {Poisonous 3, 1 turn remaining}
[6] Stickcrafter [+| 77/95] [A| 302/650] [R| 4/6] [Items| V8 Chainsaw (4/5), Turkey (4/4), Live Turkey (1/2), IMC C-Ration (2/5), Snowball (4/5), Present (1/1), Christmas Tree (3/3), Poison Bomb (1/1), Valentine's Day Card (1/1), Box of Chocolates (3/3), Spring Trap (Ready)] {-10% damage taken} {Poisonous 3, 3 turns remaining}
[7] ManiacMasteR [+| 95/95] [A| 601/650] [R| Rage!] [Items| IMC Main Combat Rifle (3/10), Turkey (4/4), Live Turkey (1/2), Snowball (5/5), Present (1/1), Christmas Tree (3/3), SVD Stealth Sniper V2 (4/4), Valentine's Day Card (1/1), Box of Chocolates (3/3), Gold Star (1/2)] {Raging for 3 more attacks}
[8] Jmanjr98 [+| 95/95] [R| Rage!] [Items| Turkey (4/4), Live Turkey (1/2), Medical Nanobots (3/5), Snowball (5/5), Present (1/1), Christmas Tree (2/3), Prototype Teleport-Reactive Vest (3/3), Valentine's Day Card (1/1), Box of Chocolates (3/3), Silver Star (2/2), Ammo Pack (3/4), Boots of Momentum (3/3), Data Card (1/1)] {Teleporter 3} {Dodger 3} {-10% damage taken} {Raging for 4 more attacks}
[9] Crusher48 [+| 93/95] [A| 118/650] [R| Rage!] [Items| Snowball (5/5), Present (1/1), Christmas Tree (3/3), Valentine's Day Card (1/1), Box of Chocolates (3/3), Heavy Minigun (3/5, undeployed), Endermite Shotgun (1/3)] {Raging for 2 more attacks}
[10] Adrenaline_Rush [+| 95/95] [A| 55/75] [R| 0/6] [Items| Valentine's Day Card (1/1), Box of Chocolates (2/3), Potion of Healing (3/3), Gold Star (2/2), SMAW (2/3), Endermite Shotgun (2/3)]
[11] Knight3165 [+| 95/95] [A| 420/650] [R| 3/6] [Items| Gold Star (2/2)]
[12] Pricey12345 [+| 95/95] [A| 618/650] [R| 4/6] [Items| SVD Stealth Sniper V2 (4/4), Combat Armor (75/75, unequipped), Power Ring (0/100)]
[13] Netpatham [+| 95/95] [R| 4/6] [Items| Snowball (3/4)] {Guarded by Jmanjr}
[14] DeepSpace1 [+| 95/95] [R| 1/6] [Items| None]
Enemies:
Standard zombie [Level 3] [45/50] {-15% accuracy for 3 turns}
Standard zombie [Level 3] [3/50]
Phaser zombie [Level 1] [30/30] {Poison Bomb 1} {Teleporter 1}
Allies:
Heavy Turret [250/300] [Rocket: Ready]
Infi-Nut [40/40] {150/150} [Capacity: 0/3]
Riot Control Drone [65/65]
Laser Drone [45/45] {Dodger 1}
Spanish Inquisition radio V2 [100/100] {Guarded by Stickcrafter}
Lisharon Inc Medical Personnel [143/143] {2}
Lisharon Inc Medical Personnel [143/143] {1}
TT2000's Scolipede [Level 20] [155/155] [Rollout: 22/24] [Megahorn: 12/12] [Venom Drench: 24/24] [Swords Dance: 24/24] [XP| 688/750] {Guarded by TT} {Rollout counter: 3}
Stickcrafter's Rhyperior [Level 20] [210/210] [Smack Down: 18/18] [Thief: 30/30] [Power-Up Punch: 23/24] [Thunderbolt: 18/18] [XP| 640/750] {Guarded by Stickcrafter}
Fseftr's Sharpedo [Level 20] [165/165] [Snarl: 18/18] [Hail: 11/12] [Ice Fang: 18/18] [Blizzard: 6/6] [XP| 460/750] {Guarded by fseftr}
Other:
Roof tiles {x7}
Statue [14/300] {Hazard}
Sandbag pile [400/400] {Cover} [Capacity: 0/5]
Tactician manual
Tactician manual
Storage crate
Pile of cards
Ragno's donated items [Present (1/1), Christmas Tree (3/3)]
Ka_doink's donated items [Snowball (4/4), Present (1/1), Christmas Tree (3/3), Turkey (4/4), Live Turkey (2/2)]
Adrenaline's donated items [Valentine's Day Card (1/1), Box of Chocolates (3/3)]
Jmanjr's donated items [Doctor's Musket (4/6), IMC Main Combat Rifle (5/10)]
Buff Banner
Smart Rage Drain
Perks: Lockbreaker, Re-Roll, Guardian, Necromancer, Blast Shield, Gambler, Avarice, Wonder Guard, Revitalize, Fireproof, Natural Regeneration, High Command, Fast Learner, Deep Cover, Heal Guard, Money Maker, Engineer, Environmentalist
Main objective: Clear the city
Current objective: Take out the last few zombies
Operations:
Use of Debris: 3/5
Cover Fire: 2/3
Head Trauma: Complete!
Statuesque: 0/1
Heavy Traffic: Complete!
Money: $43,650
Shop [Level 5]:
Slots filled: 30/30
Data Card [$200 | 1 use]: Records an enemy's Data Bank entry.
Defibrillator [$500 | 1 use]: Revives a fallen player with 10% max HP.
Throwing Knife [$400 | 1 use]: Deals 6 damage and causes bleeding.
SVD Stealth Sniper V2 [$650 | 4 uses]: Deals 15 damage and has a 15% chance to land an instant kill headshot. When in cover, the headshot chance rises to 25%. Headshots simply deal 30 damage against bosses. Cannot alert enemies in stealth missions.
EMP Grenade [$500 | 1 use]: Deals 1 damage, stuns enemies, and disables their electronics.
Dragon Tank V2 [$750 | 125 HP]: Summons an allied Dragon Tank armed with a side-mounted flamethrower that deals 15 damage and has a 50% chance to cause burning, but reloads every 4 uses. Follows between waves. Must be used manually.
Riot Control Drone [$600 | 65 HP]: Automatically guards a single player or ally, then fires suppression rounds at a single enemy every turn. These rounds deal 5 damage and reduce enemy accuracy by 15%.
Combat Armor [$450 | 75 armor]: Provides 50% protection from damage.
Crona's Poem [$650 | 2 uses]: Deals 2 damage to enemies and makes them wish they were never born, incapacitating them temporarily. After recovering from their depression, the target will deal 20% more damage, having gained a more positive outlook on life.
Riot Shield [$600 | 60 HP]: While in a player's inventory, provides a 40% resistance to all damage, while also having a 15% chance to bounce an attack off of the shield, providing 100% resistance to the attack.
Ammo Pack [$500 | 4 uses]: Restores uses to an item. The amount of uses restored is equal to the amount of Ammo Pack uses that are consumed.
Lightning Rod [$500 | 2 uses]: When used, a lightning rod will be glued to the target. Next turn, they will take 40 damage and be galvanized.
Laser Drone [$800 | 45 HP]: Deploys an ally drone that fires lasers at enemies that deal 12 damage and have a 35% chance to penetrate and hit the next listed enemy. Comes with the Dodger 1 tag.
IMC Special Combat Rifle [$350 | 15 uses]: Deals 10 damage. Cannot hit multiple targets. Has a 5% higher chance of landing a critical hit. [1 vote required for removal.]
V8 Chainsaw [$750 | 5 uses]: Deals 25 damage and destroys armor.
SMAW [$1,200 | 3 uses]: Deals 150% maximum attack as damage to a primary target, along with minimum attack damage to nearby targets (enemies above and below the primary target).
Super Propaganda [$750 | 1 use]: Temporarily turns an enemy or neutral into a friendly.
Doctor's Musket [$700 | 6 uses]: Deals 5 damage to enemies and restores 12 health to friendlies.
Yellow Ray [$850 | 1 use]: Completely destroys target, leaving nothing more than a pile of ashes. Killed enemies drop any armor they were wearing into their killer's inventory, which will automatically equip it. Only stuns bosses. After use, this item cannot be used for three waves or the end of the mission, whichever comes first.
Spanish Inquisition Radio V2 [$900 | 100 HP]: Summons the always unexpected Spanish Inquisition to either deal 7 damage to five different enemies with a 25% chance for each enemy to take critical damage, or hit the same enemy five times for 7 damage per hit + a 20% chance of stunning. If the former is chosen, if there are less than five enemies, at least one hit will be wasted.
Chemikaliewerfer [$800 | 4 uses]: Deals 10 damage and damages the target for a sixth of the team's minimum attack every turn for 3 turns. Also hits nearby enemies. Never misses.
Fracture Gun [$650 | 3 uses]: Deals 11 damage to enemies. Damage multiplies by 1.5 every consecutive turn fired at an enemy. If fired specifically at the target's head or legs, accuracy is reduced by 35% but damage is increased to 16. When fired at the target's arms or weaponry, reduces their damage dealt by 30%. Can be used on the environment to break one large thing down into numerous smaller things, such as cover or hazards.
Endermite Shotgun [$1,600 | 3 uses]: Fires multiple Ender pearls, causing the user to teleport around rapidly, giving each enemy a 50% chance of being distracted and damaged for half of the team's minimum attack. Afterwards, deals double minimum attack damage to a random enemy.
Essence of Creativity [$1,000 | 1 use]: Sets user's max attack to 10 times their minimum attack, but actually achieving that max damage requires great creativity. If an attack isn't creative enough to go into the new damage threshold, EoC's effects will be wasted.
Essence of Life [$1,000 | 1 use]: Restores 15 health and allows target to regenerate 8 health every turn for 3 turns. If they're downed during its effects, they're revived with 10% of their max HP and the potion's effect ends.
Potion of Invisibility [$500 | 1 use]: Turns user invisible for 2 turns or until they attack. While invisible, cannot be attacked or seen in stealth missions and attack damage is doubled. Cannot attack in the same post as using the potion.
Lisharon Inc. Medical Personnel [$1,000 | Variable HP]: Max HP is the team's max HP multiplied by 1.5. Randomly heals and attacks every turn. Attacking deals half of the team's minimum attack as damage and applies a random status condition. Healing effectiveness is the team's minimum heal multiplied by 1.33 + 33% minimum heal every turn for 2 turns. Every three turns, spends a turn brewing tea instead of attacking/healing.
The Debilitating Dagger [$1,000 | 3 uses]: Deals half of the team's minimum attack as damage and permanently disables certain enemy tags. Deals 5 extra damage when disabling an enemy tag. Disabling only lasts 3 turns on master enemies, 2 on minibosses, and 1 on bosses. Only has a 50% chance to disable miniboss tags, and a 25% chance to disable boss tags.
Poutine Gun [$600 | 4 uses]: Deals no damage, but launches a glob of sticky poutine that hits nearby targets and disables the Dodger and Teleporter tags, and giving enemies a 50% chance to be unable to attack.
Infi-Nut [$1,500 | 40 HP]: Generates a shield with 150 HP that protects up to three players, guarding them from 80% of all damage. Regenerates between waves, or after 3 turns if not attacked.
Smart Nanobots [$750 | 5 uses]: Can either regenerates 10% of the target's max HP every turn for 3 turns, curing status conditions during its duration, but not giving immunity. Cannot repair armor and can only be used on players. Alternatively, can deal 5% of the target's ax HP as damage every turn for 5 turns, giving the target immunity to status conditions for its duration. [1 vote required for removal.]
Heavy Minigun [$1,500 | 5 uses]: When purchased, one turn must be spent unpacking and deploying. When deployed, deals maximum attack as damage to up to three enemies in a line. Must be packed up between waves, requiring another turn to deploy, unless the team's location doesn't change between the waves.
Slingsock [$650 | 5 uses]: Deals 40% minimum attack as damage. Can be used while attacking normally.
Spring Trap [$1,000 | 1 use]: Deployed on a player. When a non-aerial enemy that attacks with melee attacks hits the player with a Spring Trap, they are ejected from the area, killing them instantly and protecting the player from that attack. Doesn't work on bosses. Can't be deployed on an NPC and can only be used once per wave.
Prototype Teleport-Reactive Vest [$1,350 | 3 uses]: Gives user the Teleporter tag with a level equal to the remaining number of uses. Each successful teleport removes one use.
Atom Bomb [$5,000 | 1 use]: Deals 60 damage to a primary target, along with splash damage to all other enemies, reducing as enemies get further away. Minimum damage is 40. Has a 20% chance to cause super fallout, which deals 20 damage to all enemies every turn for 5 turns, with damage reducing as enemies get further away from the primary target.
Rage-Soothing Candy [$950 | 1 use]: Can only be used in rage. Immediately consumes all rage, but triples potential maximum attack damage, making a single attack potentially devastating.
Venomdrive Armor [$1,200 | Variable armor]: Starts off providing no defense. When user is poisoned, they take no damage from the status condition, having their armor absorb the damage to provide armor points, which give 50% defense. The maximum amount of armor obtainable is 650. While user is poisoned, they gain the poison tag for themselves, equal to level in their attacker's poison tag level. If no poisonous enemies are around, the user may generate their own poison, consuming their action and dealing [poison level2 multiplied by 2] damage, to them. If the user is KO'd while poisoned, the armor is destroyed.
Heavy Turret [$2,000 | 300 HP]: Deploys a manually controlled turret that deals 20 damage to enemies and can fire a rocket that deals 30 damage, but reloads every use. Can be upgraded to deal 25 damage per shot for an extra $500. Can be upgraded to have 450 HP for an extra $750.
Boots of Momentum [$1,200 | 3 uses]: Comes with only one use. Provides the Dodger tag with a level equal to the amount of uses left. Momentum (uses) can be gained by dodging attacks, landing a critical hit, or performing a Momentum Kick, which deals minimum damage + current momentum level, cannot crit, and receives less benefit from damage boosts except for rage. Momentum is lost by doing nothing in a turn, getting hit, opening a locked crate, failing to hit an enemy with a tag that allows evading, or getting KO'd (which results in total momentum loss). You can't lose more than 2 momentum in a single turn unless you get KO'd. Boots are lost if momentum falls to zero.
Power Ring [$1,000 | 1 use]: Builds 5 power every turn, with a maximum of 100 power. Can be used to perform an attack of heal with power equal to the power level. Loses its use when KO'd.
Worldedit Permissions [$1,000 | 1 use]: Worldedits either cover or a hazard into existence that lasts until the team moves to a new location. The strength of the cover/hazard depends on the creativity of the use.
Gloves of Withering [$1,250 | 1 use]: Gives user a Withering tag that varies in strength depending on the user's HP remaining. This can be toggled between being on and off. Above 50% max HP, they gain Withering 1. From 50% to 26%, they gain Withering 2. At 25% and below, they gain Withering 3. Gloves are lost when the user is KO'd while the gloves are on.
Intel: XXI - The World reveals the enemies in the next wave for the rest of the mission.
Intel:
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
I summon Captain Kirk, who promptly uses a phasor on the Phaser zombie for almost having a trademark violation. I then vote out the IMC Special Combat Rifle and replace it with this:
Kerbal Rocket (1200$): Launches a rocket into space, with a randomized payload:
"Manned" Capsule (30% chance): The Kerbals recruit 3 random non-boss mobs as crew for the capsule. They are removed from the game for 3 turns, after which they crash back down (probably in the next wave) and take damage equal to half their maximum health.
Kill Sat (30% chance): A satellite armed with a death ray. blasts 1 target each round for maximum attack damage. Lasts 3 turns before crashing.
Recon Sat (30% chance): A reconnaissance satellite. Gives intel on the next 3 waves, and reveals an extra beneficial terrain feature in each.
Exploding Rocket (10% chance): The rocket explodes on the launchpad, dealing minimum attack damage to the user and all enemies.
Edit: when did I get venomdrive armor? lol
I grab a tactician manual
I try forcing the poisoning tag to not expire.
GODDAMN IT
STUPID GENDERFLIP VIRUS
I mass guard the Riot Control Drone, Heavy Turret, and Laser Drone, then hide behind the sandbags.
Complipedia
I blame an enemy for having Halitosis.
The other enemies proceeds to beat him up for having Halitosis.
I buy a Fracture Gun, then shoot the Phaser Zombie, from behind the statue if it has fallen over. If it hasn't, I shoot the Phaser Zombie in such a way that the statue falls over.
[Client thread/INFO] [Natura]: TConstruct, we're going to take over the world!
"Cat cut through inorganic matter, albeit with some difficulty."
Hey, I can cut through inorganic matter JUST fine! But I prefer organic. Usually. Sometimes. Actually, no. I don't care. I just want to cut something.
Statue stands? Cat cuts through inorganic matter.
Statue not stand? Cat cuts through organic matter. (random zombie)
It teleports and counters you for 20 damage!
IMC special combat rifle removed, research accepted. By the way, what do you mean by "every round?" If that just every turn or every post?
You got the armor a few missions ago when engie bought Venomdrive armor for everyone (except Jmanjr, who declined the armor for his own reasons)
It collapses and kills the phaser zombie! +45!
Tactician manual obtained!
You inject your self with some more level 3 poison, renewing your tag and dealing 18 damage to yourself!
RCD, HT, and LD mass guarded, cover taken
Not halitosis! NOOOOOOOOO
Critical!
Standard zombie killed! +60!
yes i know it's bad breath
Fracture Gun purchased
You fire at the standard zombie for 22 damage
How did I misspell that
Zombie killed! +60!
Wave cleared!
All player health restored! All rage reset!
+$1,000 and 100 XP from wave completion.
The last zombie falls to the ground, dead.
"McKnight, we've cleared the city," Bio reports.
"Good job," McKnight commends, "We're sending an exfil chopper your way. ETA: 60 seconds."
Mission completed!
KOs: 0 | +100
Operations completed: 3/5 | +300
Boss rank: Diamond | +600
Tactician manuals found: 2/3 | +200
Intel found: 2/3 | +200
Challenges failed: 0 | +200
Score: 1,600
Rank: S
+$2,000 and 200 XP!
Operation bonuses:
Use of Debris [$300 | 30 XP]: Hit 5 enemies with roof tiles.Cover Fire [$250 | 25 XP]: Kill 3 enemies while in cover.Head Trauma [$350 | 35 XP]: Hit 4 enemies with ceiling tiles.
Statuesque [$300 | 30 XP]: Collapse the statue and kill an enemy with it.
Heavy Traffic [$200 | 20 XP]: Knock 3 enemies into traffic.
Total: $1,275 and 140 XP!
Accolades:
Warrior [Most damage dealt]:
Jmanjr98 - 290 damage
Field Medic [Most healing performed]:
Jmanjr98 - 34 health
Genocidal [Most kills]:
Stickcrafter - 8 kills
Target Dummy [Most damage taken]:
Crusher48 - 60 damage
Test Subject [Most times healed]:
Ka_doink12340o - 2 heals received
Only Mostly Dead [Most times downed]:
No one was KO'd this mission
Crate Expectations [Most containers opened]:
Ka_doink12340o - 1 container
Charge It [Most money spent]:
Jmanjr98 - $3,300
Shopaholic [Most shop items used]:
Tie between Stickcrafter and engie_ninja - 2 shop items
Untouchable [Most kills without being hit]:
Stickcrafter - 5 undamaged kills
Lucky Charm [Luckiest RNG rolls]:
Crusher48 - 2 successful rolls
Difficulty bonus: +$500 and 50 XP!
The team returns to base to report their success to McKnight.
"Team, we've got another problem to worry about," the commander says.
"What is it now?" TT asks.
McKnight displays an image of the US federal prison on screen.
"The federal prison is under attack by the CoD zombies. Mostly they've killed prisoners on death row, but they're also killing guards. You need to get in there and stop them."
"No problem," Maniac states. "We'll kill them all before they even know what hit them."
"Actually, there's way too many of them to go in guns blazing," McKnight warns. "You'll have to sneak in."
"I'm not very fond of stealth," fseftr comments.
"However, that's not all there is to worry about." McKnight displays an image of another city. "This place is overrun by zombies. The city was evacuated, but the zombies might be up to something else, so they need to be dealt with."
"So, where to first?" Bio asks.
Choose a mission and difficulty! Modifiers optional!
Main mission 2-2: Containment
Reward: $1,200, 120 XP
The US federal prison is under siege by the CoD zombies. They're killed at least 40 prisoners, most of which were scheduled for execution. They've also killed most of the guards, and that isn't good. You need to infiltrate the prison and stealthily eliminate all of the zombies. One of them looks very difficulty to take down.
Side mission: Cityscape Swarm
Difficulty tier: 3
Reward: $2,000, 200 XP, Airdrop Crate research
The zombies have invaded a city. The civilians have been evacuated, but the zombies need to be eradicated. The city itself is now in ruins, so traversing it could be hazardous. Additionally, there are some powerful-looking zombies there, so stay sharp.
Sergeant: 0 votes
Reduced difficulty for easier missions.
Lieutenant: 0 votes
The default difficulty provides a balance of challenge and ease.
Captain: 0 votes
Slightly elevated difficulty to make enemies more threatening.
Major [chosen last mission]: 0 votes
A harder difficulty for challenge seekers.
General: 0 votes
Highly difficult. Expect a hard time.
Commander: 0 votes
No retreat, no mercy.
Modifiers:
Fragile: 0 votes
Players take 25% more damage.
Weakened: 0 votes
Players deal 33% less damage.
Unreliable: 0 votes
Shop items have a 25% chance to jam up when used.
Limited Expenses: 0 votes
Money earned in the mission is only added to the team's balance after mission completion.
Easy Prey: 0 votes
KO'd players revive with 1 HP rather than 10% max HP.
Heal Blocked: 0 votes
Players cannot heal themselves or others without a healing item.
Cluttered Inventory: 0 votes
Players cannot purchase items during the mission.
Limited Stock: 0 votes
Each shop item has its own number of available purchases. Sold out items cannot be purchased for the rest on the mission.
Level Up: 0 votes
Every turn an enemy survives, they level up, gaining HP restores and armor.
Prone to Excessive Bleeding: 0 votes
Players begin to bleed after getting hit twice in the same turn.
Attack! Attack! Attack!: 0 votes
Enemies attack twice every turn, sometimes hitting the same target twice.
Even the Odds: 0 votes
Enemies share the team's chance of landing critical hits.
Globins Everywhere: 0 votes
Killed enemies turn into a regenerating blob that must be killed to truly kill the enemy and gain XP.
Insanity: 0 votes
Fake enemies appear.
Grave Robbers: 0 votes
Enemies that attack KO'd players instead steal their items.
Throwback: 0 votes
Enemies from past acts appear.
No modifiers: 0 votes
Challenge completed!
Gold rank: +$375 and 35 XP.
Achievement completed!
Spend It All
Spend $100,000 total at the shop.
+$1,000 and 100 XP!
Scolipede and Rhyperior level up!
Both: +5 max HP!
Scolipede: Wants to learn Rest (fully restores HP and cures status conditions, put causes user to fall asleep)! TT must forget a move to learn Rest.
Rhyperior: Wants to learn Thunder (deals high damage and has a 30% of paralyzing, but has 70% accuracy)! Stickcrafter must forget a move to learn Thunder.
Team XP [Level 19]:
[==========] 2,770/4,000
Max HP: 95 (9 HP ups)
Attack: 22 min, 42 max (10 attack ups)
Heal: 14 min, 19 max (9 heal ups)
Mission difficulty: None
Wave challenge: None.
Players:
[1] BioShock_Rules [+| 95/95] [A| 596/650] [R| 0/6] [Items| Turkey (4/4), Live Turkey (2/2), Snowball (5/5), Chemikaliewerfer (4/4), Christmas Tree (3/3), Rage Shot (1/1), IMC Special Combat Rifle (8/15), Valentine's Day Card (1/1), Box of Chocolates (3/3), Gold Star (2/2)] {Poisonous 3, 2 turns remaining}
[2] Ka_doink1234o0 [+| 95/95] [A| 650/650] [R| 0/6] [Items| Turkey (4/4), Live Turkey (1/2), Tranquilizer Dart (1/1), Snowball (5/5), Present (1/1), Christmas Tree (3/3), Akimbo Flamethrowers (2/3), Valentine's Day Card (1/1), Box of Chocolates (3/3), Seeker Drone (4/4), III - The Empress (1/1), XXI - The World (1/1)] {Poisonous 5, 2 turns remaining}
[3] TT2000 [+| 95/95] [A| 0/650] [R| 0/6] [Items| Turkey (1/4), Live Turkey (2/2), Snowball (4/5), Present (1/1), Christmas Tree (3/3), Box of Chocolates (2/3)] {-10% damage taken}
[4] Fseftr [+| 95/95] [A| 381/650] [R| 0/6] [Items| Turkey (3/4), Snowball (5/5), Present (1/1), Christmas Tree (3/3), Gold Star (2/2), Valentine's Day Card (1/1), Box of Chocolates (3/3)] {-10% damage taken} {Guarded by Jmanjr}
[5] Engie_ninja [+| 95/95] [A| 650/650] [R| 0/6] [Items| Turkey (4/4), Snowball (5/5), Present (1/1), Christmas Tree (3/3), Debilitating Dagger (1/3), Silver Star (2/2), Slingsock (1/5), Valentine's Day Card (1/1), Box of Chocolates (3/3), V8 Chainsaw (4/5)] {Poisonous 3, 3 turns remaining}
[6] Stickcrafter [+| 95/95] [A| 352/650] [R| 0/6] [Items| V8 Chainsaw (4/5), Turkey (4/4), Live Turkey (1/2), IMC C-Ration (2/5), Snowball (4/5), Present (1/1), Christmas Tree (3/3), Poison Bomb (1/1), Valentine's Day Card (1/1), Box of Chocolates (3/3), Spring Trap (Ready)] {-10% damage taken} {Poisonous 3, 2 turns remaining}
[7] ManiacMasteR [+| 95/95] [A| 601/650] [R| 0/6] [Items| IMC Main Combat Rifle (3/10), Turkey (4/4), Live Turkey (1/2), Snowball (5/5), Present (1/1), Christmas Tree (3/3), SVD Stealth Sniper V2 (4/4), Valentine's Day Card (1/1), Box of Chocolates (3/3), Gold Star (1/2)]
[8] Jmanjr98 [+| 95/95] [R| 0/6] [Items| Turkey (4/4), Live Turkey (1/2), Medical Nanobots (3/5), Snowball (5/5), Present (1/1), Christmas Tree (2/3), Prototype Teleport-Reactive Vest (3/3), Valentine's Day Card (1/1), Box of Chocolates (3/3), Silver Star (2/2), Ammo Pack (3/4), Boots of Momentum (3/3), Data Card (1/1)] {Teleporter 3} {Dodger 3} {-10% damage taken}
[9] Crusher48 [+| 95/95] [A| 108/650] [R| 0/6] [Items| Snowball (5/5), Present (1/1), Christmas Tree (3/3), Valentine's Day Card (1/1), Box of Chocolates (3/3), Heavy Minigun (3/5, undeployed), Endermite Shotgun (1/3)]
[10] Adrenaline_Rush [+| 95/95] [A| 55/75] [R| 0/6] [Items| Valentine's Day Card (1/1), Box of Chocolates (2/3), Potion of Healing (3/3), Gold Star (2/2), SMAW (2/3), Endermite Shotgun (2/3)]
[11] Knight3165 [+| 95/95] [A| 420/650] [R| 0/6] [Items| Gold Star (2/2)]
[12] Pricey12345 [+| 95/95] [A| 618/650] [R| 0/6] [Items| SVD Stealth Sniper V2 (4/4), Combat Armor (75/75, unequipped), Power Ring (5/100)]
[13] Netpatham [+| 95/95] [R| 0/6] [Items| Snowball (3/4), Fracture Gun (2/3)] {Guarded by Jmanjr}
[14] DeepSpace1 [+| 95/95] [R| 0/6] [Items| None]
Enemies:
None
Allies:
Heavy Turret [250/300] [Rocket: Ready] {Guarded by ka_doink}
Infi-Nut [40/40] {150/150} [Capacity: 0/3]
Riot Control Drone [65/65] {Guarded by ka_doink}
Laser Drone [45/45] {Dodger 1} {Guarded by ka_doink}
Spanish Inquisition radio V2 [100/100] {Guarded by Stickcrafter}
Lisharon Inc Medical Personnel [143/143] {3}
Lisharon Inc Medical Personnel [143/143] {3}
TT2000's Scolipede [Level 21] [160/160] [Rollout: 24/24] [Megahorn: 12/12] [Venom Drench: 24/24] [Swords Dance: 24/24] [XP| 141/800] [Wants to learn Rest] {Guarded by TT}
Stickcrafter's Rhyperior [Level 21] [215/215] [Smack Down: 18/18] [Thief: 30/30] [Power-Up Punch: 24/24] [Thunderbolt: 18/18] [XP| 103/800] [Wants to learn Thunder] {Guarded by Stickcrafter}
Fseftr's Sharpedo [Level 20] [165/165] [Snarl: 18/18] [Hail: 12/12] [Ice Fang: 18/18] [Blizzard: 6/6] [XP| 673/750] {Guarded by fseftr}
Other:
Ragno's donated items [Present (1/1), Christmas Tree (3/3)]
Ka_doink's donated items [Snowball (4/4), Present (1/1), Christmas Tree (3/3), Turkey (4/4), Live Turkey (2/2)]
Adrenaline's donated items [Valentine's Day Card (1/1), Box of Chocolates (3/3)]
Jmanjr's donated items [Doctor's Musket (4/6), IMC Main Combat Rifle (5/10)]
Buff Banner
Smart Rage Drain
Perks: Lockbreaker, Re-Roll, Guardian, Necromancer, Blast Shield, Gambler, Avarice, Wonder Guard, Revitalize, Fireproof, Natural Regeneration, High Command, Fast Learner, Deep Cover, Heal Guard, Money Maker, Engineer, Environmentalist
Main objective: None
Current objective: None
Operations:
None
Money: $49,150
Shop [Level 5]:
Slots filled: 30/30
Tactician manual [$500 | Permanent]: Gives progress toward unlocking a new permanent shop item.
Intel item [$500 | Permanent]: Provides backstory.
Data Card [$200 | 1 use]: Records an enemy's Data Bank entry.
Defibrillator [$500 | 1 use]: Revives a fallen player with 10% max HP.
Throwing Knife [$400 | 1 use]: Deals 6 damage and causes bleeding.
SVD Stealth Sniper V2 [$650 | 4 uses]: Deals 15 damage and has a 15% chance to land an instant kill headshot. When in cover, the headshot chance rises to 25%. Headshots simply deal 30 damage against bosses. Cannot alert enemies in stealth missions.
EMP Grenade [$500 | 1 use]: Deals 1 damage, stuns enemies, and disables their electronics.
Dragon Tank V2 [$750 | 125 HP]: Summons an allied Dragon Tank armed with a side-mounted flamethrower that deals 15 damage and has a 50% chance to cause burning, but reloads every 4 uses. Follows between waves. Must be used manually.
Riot Control Drone [$600 | 65 HP]: Automatically guards a single player or ally, then fires suppression rounds at a single enemy every turn. These rounds deal 5 damage and reduce enemy accuracy by 15%.
Combat Armor [$450 | 75 armor]: Provides 50% protection from damage.
Crona's Poem [$650 | 2 uses]: Deals 2 damage to enemies and makes them wish they were never born, incapacitating them temporarily. After recovering from their depression, the target will deal 20% more damage, having gained a more positive outlook on life.
Riot Shield [$600 | 60 HP]: While in a player's inventory, provides a 40% resistance to all damage, while also having a 15% chance to bounce an attack off of the shield, providing 100% resistance to the attack.
Ammo Pack [$500 | 4 uses]: Restores uses to an item. The amount of uses restored is equal to the amount of Ammo Pack uses that are consumed.
Lightning Rod [$500 | 2 uses]: When used, a lightning rod will be glued to the target. Next turn, they will take 40 damage and be galvanized.
Laser Drone [$800 | 45 HP]: Deploys an ally drone that fires lasers at enemies that deal 12 damage and have a 35% chance to penetrate and hit the next listed enemy. Comes with the Dodger 1 tag.
Kerbal Rocket [$1,200 | 1 use]: Launches a rocket into space with one of four payloads. Manned Capsule (30% chance): Takes three random enemies to test a capsule that launches into space for 3 turns. After those turns are over, the capsule will fall back to earth and the enemies will take half of their maximum HP as damage. Kill Sat (30% chance): Launches a satellite that blasts enemies with a death ray every turn, dealing maximum damage to them. Lasts for 3 turns. Recon Sat (30% chance): Launches a recon satellite that provides info on the next wave and reveals a beneficial part of terrain. Exploding Rocker (10% chance): Rocket explodes on the launchpad, dealing maximum damage to the user and all enemies.
V8 Chainsaw [$750 | 5 uses]: Deals 25 damage and destroys armor.
SMAW [$1,200 | 3 uses]: Deals 150% maximum attack as damage to a primary target, along with minimum attack damage to nearby targets (enemies above and below the primary target).
Super Propaganda [$750 | 1 use]: Temporarily turns an enemy or neutral into a friendly.
Doctor's Musket [$700 | 6 uses]: Deals 5 damage to enemies and restores 12 health to friendlies.
Yellow Ray [$850 | 1 use]: Completely destroys target, leaving nothing more than a pile of ashes. Killed enemies drop any armor they were wearing into their killer's inventory, which will automatically equip it. Only stuns bosses. After use, this item cannot be used for three waves or the end of the mission, whichever comes first.
Spanish Inquisition Radio V2 [$900 | 100 HP]: Summons the always unexpected Spanish Inquisition to either deal 7 damage to five different enemies with a 25% chance for each enemy to take critical damage, or hit the same enemy five times for 7 damage per hit + a 20% chance of stunning. If the former is chosen, if there are less than five enemies, at least one hit will be wasted.
Chemikaliewerfer [$800 | 4 uses]: Deals 10 damage and damages the target for a sixth of the team's minimum attack every turn for 3 turns. Also hits nearby enemies. Never misses.
Fracture Gun [$650 | 3 uses]: Deals 11 damage to enemies. Damage multiplies by 1.5 every consecutive turn fired at an enemy. If fired specifically at the target's head or legs, accuracy is reduced by 35% but damage is increased to 16. When fired at the target's arms or weaponry, reduces their damage dealt by 30%. Can be used on the environment to break one large thing down into numerous smaller things, such as cover or hazards.
Endermite Shotgun [$1,600 | 3 uses]: Fires multiple Ender pearls, causing the user to teleport around rapidly, giving each enemy a 50% chance of being distracted and damaged for half of the team's minimum attack. Afterwards, deals double minimum attack damage to a random enemy.
Essence of Creativity [$1,000 | 1 use]: Sets user's max attack to 10 times their minimum attack, but actually achieving that max damage requires great creativity. If an attack isn't creative enough to go into the new damage threshold, EoC's effects will be wasted.
Essence of Life [$1,000 | 1 use]: Restores 15 health and allows target to regenerate 8 health every turn for 3 turns. If they're downed during its effects, they're revived with 10% of their max HP and the potion's effect ends.
Potion of Invisibility [$500 | 1 use]: Turns user invisible for 2 turns or until they attack. While invisible, cannot be attacked or seen in stealth missions and attack damage is doubled. Cannot attack in the same post as using the potion.
Lisharon Inc. Medical Personnel [$1,000 | Variable HP]: Max HP is the team's max HP multiplied by 1.5. Randomly heals and attacks every turn. Attacking deals half of the team's minimum attack as damage and applies a random status condition. Healing effectiveness is the team's minimum heal multiplied by 1.33 + 33% minimum heal every turn for 2 turns. Every three turns, spends a turn brewing tea instead of attacking/healing.
The Debilitating Dagger [$1,000 | 3 uses]: Deals half of the team's minimum attack as damage and permanently disables certain enemy tags. Deals 5 extra damage when disabling an enemy tag. Disabling only lasts 3 turns on master enemies, 2 on minibosses, and 1 on bosses. Only has a 50% chance to disable miniboss tags, and a 25% chance to disable boss tags.
Poutine Gun [$600 | 4 uses]: Deals no damage, but launches a glob of sticky poutine that hits nearby targets and disables the Dodger and Teleporter tags, and giving enemies a 50% chance to be unable to attack.
Infi-Nut [$1,500 | 40 HP]: Generates a shield with 150 HP that protects up to three players, guarding them from 80% of all damage. Regenerates between waves, or after 3 turns if not attacked.
Smart Nanobots [$750 | 5 uses]: Can either regenerates 10% of the target's max HP every turn for 3 turns, curing status conditions during its duration, but not giving immunity. Cannot repair armor and can only be used on players. Alternatively, can deal 5% of the target's ax HP as damage every turn for 5 turns, giving the target immunity to status conditions for its duration. [1 vote required for removal.]
Heavy Minigun [$1,500 | 5 uses]: When purchased, one turn must be spent unpacking and deploying. When deployed, deals maximum attack as damage to up to three enemies in a line. Must be packed up between waves, requiring another turn to deploy, unless the team's location doesn't change between the waves.
Slingsock [$650 | 5 uses]: Deals 40% minimum attack as damage. Can be used while attacking normally.
Spring Trap [$1,000 | 1 use]: Deployed on a player. When a non-aerial enemy that attacks with melee attacks hits the player with a Spring Trap, they are ejected from the area, killing them instantly and protecting the player from that attack. Doesn't work on bosses. Can't be deployed on an NPC and can only be used once per wave.
Prototype Teleport-Reactive Vest [$1,350 | 3 uses]: Gives user the Teleporter tag with a level equal to the remaining number of uses. Each successful teleport removes one use.
Atom Bomb [$5,000 | 1 use]: Deals 60 damage to a primary target, along with splash damage to all other enemies, reducing as enemies get further away. Minimum damage is 40. Has a 20% chance to cause super fallout, which deals 20 damage to all enemies every turn for 5 turns, with damage reducing as enemies get further away from the primary target.
Rage-Soothing Candy [$950 | 1 use]: Can only be used in rage. Immediately consumes all rage, but triples potential maximum attack damage, making a single attack potentially devastating.
Venomdrive Armor [$1,200 | Variable armor]: Starts off providing no defense. When user is poisoned, they take no damage from the status condition, having their armor absorb the damage to provide armor points, which give 50% defense. The maximum amount of armor obtainable is 650. While user is poisoned, they gain the poison tag for themselves, equal to level in their attacker's poison tag level. If no poisonous enemies are around, the user may generate their own poison, consuming their action and dealing [poison level2 multiplied by 2] damage, to them. If the user is KO'd while poisoned, the armor is destroyed.
Heavy Turret [$2,000 | 300 HP]: Deploys a manually controlled turret that deals 20 damage to enemies and can fire a rocket that deals 30 damage, but reloads every use. Can be upgraded to deal 25 damage per shot for an extra $500. Can be upgraded to have 450 HP for an extra $750.
Boots of Momentum [$1,200 | 3 uses]: Comes with only one use. Provides the Dodger tag with a level equal to the amount of uses left. Momentum (uses) can be gained by dodging attacks, landing a critical hit, or performing a Momentum Kick, which deals minimum damage + current momentum level, cannot crit, and receives less benefit from damage boosts except for rage. Momentum is lost by doing nothing in a turn, getting hit, opening a locked crate, failing to hit an enemy with a tag that allows evading, or getting KO'd (which results in total momentum loss). You can't lose more than 2 momentum in a single turn unless you get KO'd. Boots are lost if momentum falls to zero.
Power Ring [$1,000 | 1 use]: Builds 5 power every turn, with a maximum of 100 power. Can be used to perform an attack of heal with power equal to the power level. Loses its use when KO'd.
Worldedit Permissions [$1,000 | 1 use]: Worldedits either cover or a hazard into existence that lasts until the team moves to a new location. The strength of the cover/hazard depends on the creativity of the use.
Gloves of Withering [$1,250 | 1 use]: Gives user a Withering tag that varies in strength depending on the user's HP remaining. This can be toggled between being on and off. Above 50% max HP, they gain Withering 1. From 50% to 26%, they gain Withering 2. At 25% and below, they gain Withering 3. Gloves are lost when the user is KO'd while the gloves are on.
"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!
Cityscape Swarm, sergeant, all modifiers
Ew, stealth mission. No thank you. I vote cityscape blahdeblah, Sergent, all modifiers.
GODDAMN IT
STUPID GENDERFLIP VIRUS
Cityscape Swarm, Major, Limited Expenses, repair Heavy Turret.
Complipedia
Cityscape Swarm, Major, No mods.
THE PROPHECY SEEMED FAR AWAY
BUT FINALLY WE'VE REACHED THE DAY
GIVE UP THE PAST, EMBRACE THE STRANGE
EVERYTHING YOU CARE ABOUT WILL CHANGE
When both sides are doomed, which do you choose?
DOWN HERE IT'S KILL OR BE KILLED
Idea: we send a 5 man team for the stealth mission, the rest deal with the swarm. 20 people in a stealth mission defeats the purpose of a stealth mission.
Cityscape Swarm, Major, no mods, buy Intel.
Cityscape Swarm, Major, no modifiers.
I discard my potions, chocolates and card.
I re-buy my current items to get their uses back, I also buy a V8 Chainsaw, a Fracture Gun and Venomdrive Armor.
Geno: Blahblahblah, random sentence.
Firebrand is this color.
Shovel Knight is this color.
Memnon is this color
Cinder is this color.
Glacius is this color.
Jago is this color.
The Batter (or just Batter) is this color
Heatshade is this col- I CHOOSE MY OWN COLORS, BABY!!!
Heatshade, please.
...Fine.
Anyway...
I am this color.
http://steamcommunity.com/id/Therealadrenalinerush/
Cityscape Swarm, Major, no modifiers. I also agree with Crusher, and as much as I doubt that will happen, if the stars align and it does happen, I am fine (actually preferring) with going on the stealth mission. Vote remove the Rage-Soothing Candy and the Doctor's Musket. Buy Tactician Manual and the Intel. Donate Data Card.
Remove Rage-Soothing Candy, it's useless.
You see Bio, it was actually supposed to consume your rage and make one attack after using the candy deal the team's maximum damage as if it was the minimum, and a creative attack deal even more than that, but I used the wrong words and you just made it increase the maximum damage, I didn't want to bother you so I just didn't say anything.
Geno: Blahblahblah, random sentence.
Firebrand is this color.
Shovel Knight is this color.
Memnon is this color
Cinder is this color.
Glacius is this color.
Jago is this color.
The Batter (or just Batter) is this color
Heatshade is this col- I CHOOSE MY OWN COLORS, BABY!!!
Heatshade, please.
...Fine.
Anyway...
I am this color.
http://steamcommunity.com/id/Therealadrenalinerush/
+Votes
+Votes
+Votes, +14 health to heavy turret
+Votes
I would do that, but it would be more trouble than it's worth. It's a good idea, but keeping track of two different teams would be very difficult, and it would double the size of each update post.
+Votes, intel purchased
Welcome back!
+Votes, items donated, SMAW and Endermite shotgun sold and rebought, V8 Chainsaw, Fracture Gun, and Venomdrive Armor purchased. The armor in your current set of armor transfers to your new armor.
+Votes, Data card donated, tactician manual purchased
Most players have voted for Cityscape Swarm.
Chose mission:
Side mission: Cityscape Swarm
Difficulty tier: 3
Reward: $2,000, 200 XP, Airdrop Crate research
The zombies have invaded a city. The civilians have been evacuated, but the zombies need to be eradicated. The city itself is now in ruins, so traversing it could be hazardous. Additionally, there are some powerful-looking zombies there, so stay sharp.
Sergeant: 2 votes
Reduced difficulty for easier missions.
Lieutenant: 0 votes
The default difficulty provides a balance of challenge and ease.
Captain: 0 votes
Slightly elevated difficulty to make enemies more threatening.
Major [chosen last mission]: 5 votes
A harder difficulty for challenge seekers.
General: 0 votes
Highly difficult. Expect a hard time.
Commander: 0 votes
No retreat, no mercy.
Modifiers:
Fragile: 2 votes
Players take 25% more damage.
Weakened: 2 votes
Players deal 33% less damage.
Unreliable: 2 votes
Shop items have a 25% chance to jam up when used.
Limited Expenses: 3 votes
Money earned in the mission is only added to the team's balance after mission completion.
Easy Prey: 2 votes
KO'd players revive with 1 HP rather than 10% max HP.
Heal Blocked: 2 votes
Players cannot heal themselves or others without a healing item.
Cluttered Inventory: 2 votes
Players cannot purchase items during the mission.
Limited Stock: 2 votes
Each shop item has its own number of available purchases. Sold out items cannot be purchased for the rest on the mission.
Level Up: 2 votes
Every turn an enemy survives, they level up, gaining HP restores and armor.
Prone to Excessive Bleeding: 2 votes
Players begin to bleed after getting hit twice in the same turn.
Attack! Attack! Attack!: 2 votes
Enemies attack twice every turn, sometimes hitting the same target twice.
Even the Odds: 2 votes
Enemies share the team's chance of landing critical hits.
Globins Everywhere: 2 votes
Killed enemies turn into a regenerating blob that must be killed to truly kill the enemy and gain XP.
Insanity: 2 votes
Fake enemies appear.
Grave Robbers: 2 votes
Enemies that attack KO'd players instead steal their items.
Throwback: 2 votes
Enemies from past acts appear.
No modifiers: 4 votes
The tactician manuals provide blueprints for a larger container for storing money.
Team XP [Level 19]:
[==========] 2,770/4,000
Max HP: 95 (9 HP ups)
Attack: 22 min, 42 max (10 attack ups)
Heal: 14 min, 19 max (9 heal ups)
Mission difficulty: None
Wave challenge: None.
Players:
[1] BioShock_Rules [+| 95/95] [A| 616/650] [R| 0/6] [Items| Turkey (4/4), Live Turkey (2/2), Snowball (5/5), Chemikaliewerfer (4/4), Christmas Tree (3/3), Rage Shot (1/1), IMC Special Combat Rifle (8/15), Valentine's Day Card (1/1), Box of Chocolates (3/3), Gold Star (2/2)] {Poisonous 3, 1 turn remaining}
[2] Ka_doink1234o0 [+| 95/95] [A| 650/650] [R| 0/6] [Items| Turkey (4/4), Live Turkey (1/2), Tranquilizer Dart (1/1), Snowball (5/5), Present (1/1), Christmas Tree (3/3), Akimbo Flamethrowers (2/3), Valentine's Day Card (1/1), Box of Chocolates (3/3), Seeker Drone (4/4), III - The Empress (1/1), XXI - The World (1/1)] {Poisonous 5, 1 turn remaining}
[3] TT2000 [+| 95/95] [A| 0/650] [R| 0/6] [Items| Turkey (1/4), Live Turkey (2/2), Snowball (4/5), Present (1/1), Christmas Tree (3/3), Box of Chocolates (2/3)] {-10% damage taken}
[4] Fseftr [+| 95/95] [A| 381/650] [R| 0/6] [Items| Turkey (3/4), Snowball (5/5), Present (1/1), Christmas Tree (3/3), Gold Star (2/2), Valentine's Day Card (1/1), Box of Chocolates (3/3)] {-10% damage taken} {Guarded by Jmanjr}
[5] Engie_ninja [+| 95/95] [A| 650/650] [R| 0/6] [Items| Turkey (4/4), Snowball (5/5), Present (1/1), Christmas Tree (3/3), Debilitating Dagger (1/3), Silver Star (2/2), Slingsock (1/5), Valentine's Day Card (1/1), Box of Chocolates (3/3), V8 Chainsaw (4/5)] {Poisonous 3, 2 turns remaining}
[6] Stickcrafter [+| 95/95] [A| 372/650] [R| 0/6] [Items| V8 Chainsaw (4/5), Turkey (4/4), Live Turkey (1/2), IMC C-Ration (2/5), Snowball (4/5), Present (1/1), Christmas Tree (3/3), Poison Bomb (1/1), Valentine's Day Card (1/1), Box of Chocolates (3/3), Spring Trap (Ready)] {-10% damage taken} {Poisonous 3, 1 turn remaining}
[7] ManiacMasteR [+| 95/95] [A| 601/650] [R| 0/6] [Items| IMC Main Combat Rifle (3/10), Turkey (4/4), Live Turkey (1/2), Snowball (5/5), Present (1/1), Christmas Tree (3/3), SVD Stealth Sniper V2 (4/4), Valentine's Day Card (1/1), Box of Chocolates (3/3), Gold Star (1/2)]
[8] Jmanjr98 [+| 95/95] [R| 0/6] [Items| Turkey (4/4), Live Turkey (1/2), Medical Nanobots (3/5), Snowball (5/5), Present (1/1), Christmas Tree (2/3), Prototype Teleport-Reactive Vest (3/3), Valentine's Day Card (1/1), Box of Chocolates (3/3), Silver Star (2/2), Ammo Pack (3/4), Boots of Momentum (3/3), Data Card (1/1)] {Teleporter 3} {Dodger 3} {-10% damage taken}
[9] Crusher48 [+| 95/95] [A| 108/650] [R| 0/6] [Items| Snowball (5/5), Present (1/1), Christmas Tree (3/3), Valentine's Day Card (1/1), Box of Chocolates (3/3), Heavy Minigun (3/5, undeployed), Endermite Shotgun (1/3)]
[10] Adrenaline_Rush [+| 95/95] [A| 55/650] [R| 0/6] [Items| Gold Star (2/2), SMAW (3/3), Endermite Shotgun (3/3), V8 Chainsaw (5/5), Fracture Gun (3/3)]
[11] Knight3165 [+| 95/95] [A| 420/650] [R| 0/6] [Items| Gold Star (2/2)]
[12] Pricey12345 [+| 95/95] [A| 618/650] [R| 0/6] [Items| SVD Stealth Sniper V2 (4/4), Combat Armor (75/75, unequipped), Power Ring (10/100)]
[13] Netpatham [+| 95/95] [R| 0/6] [Items| Snowball (3/4), Fracture Gun (2/3)] {Guarded by Jmanjr}
[14] DeepSpace1 [+| 95/95] [R| 0/6] [Items| None]
Enemies:
None
Allies:
Heavy Turret [264/300] [Rocket: Ready] {Guarded by ka_doink}
Infi-Nut [40/40] {150/150} [Capacity: 0/3]
Riot Control Drone [65/65] {Guarded by ka_doink}
Laser Drone [45/45] {Dodger 1} {Guarded by ka_doink}
Spanish Inquisition radio V2 [100/100] {Guarded by Stickcrafter}
Lisharon Inc Medical Personnel [143/143] {3}
Lisharon Inc Medical Personnel [143/143] {3}
TT2000's Scolipede [Level 21] [160/160] [Rollout: 24/24] [Megahorn: 12/12] [Venom Drench: 24/24] [Swords Dance: 24/24] [XP| 141/800] [Wants to learn Rest] {Guarded by TT}
Stickcrafter's Rhyperior [Level 21] [215/215] [Smack Down: 18/18] [Thief: 30/30] [Power-Up Punch: 24/24] [Thunderbolt: 18/18] [XP| 103/800] [Wants to learn Thunder] {Guarded by Stickcrafter}
Fseftr's Sharpedo [Level 20] [165/165] [Snarl: 18/18] [Hail: 12/12] [Ice Fang: 18/18] [Blizzard: 6/6] [XP| 673/750] {Guarded by fseftr}
Other:
Ragno's donated items [Present (1/1), Christmas Tree (3/3)]
Ka_doink's donated items [Snowball (4/4), Present (1/1), Christmas Tree (3/3), Turkey (4/4), Live Turkey (2/2)]
Adrenaline's donated items [Valentine's Day Card (1/1), Box of Chocolates (3/3), Potion of Healing (3/3)]
Jmanjr's donated items [Doctor's Musket (4/6), IMC Main Combat Rifle (5/10), Data Card (1/1)]
Buff Banner
Smart Rage Drain
Perks: Lockbreaker, Re-Roll, Guardian, Necromancer, Blast Shield, Gambler, Avarice, Wonder Guard, Revitalize, Fireproof, Natural Regeneration, High Command, Fast Learner, Deep Cover, Heal Guard, Money Maker, Engineer, Environmentalist
Main objective: None
Current objective: None
Operations:
None
Money: $41,825
Shop [Level 5]:
Slots filled: 30/30
Data Card [$200 | 1 use]: Records an enemy's Data Bank entry.
Defibrillator [$500 | 1 use]: Revives a fallen player with 10% max HP.
Throwing Knife [$400 | 1 use]: Deals 6 damage and causes bleeding.
SVD Stealth Sniper V2 [$650 | 4 uses]: Deals 15 damage and has a 15% chance to land an instant kill headshot. When in cover, the headshot chance rises to 25%. Headshots simply deal 30 damage against bosses. Cannot alert enemies in stealth missions.
EMP Grenade [$500 | 1 use]: Deals 1 damage, stuns enemies, and disables their electronics.
Dragon Tank V2 [$750 | 125 HP]: Summons an allied Dragon Tank armed with a side-mounted flamethrower that deals 15 damage and has a 50% chance to cause burning, but reloads every 4 uses. Follows between waves. Must be used manually.
Riot Control Drone [$600 | 65 HP]: Automatically guards a single player or ally, then fires suppression rounds at a single enemy every turn. These rounds deal 5 damage and reduce enemy accuracy by 15%.
Combat Armor [$450 | 75 armor]: Provides 50% protection from damage.
Crona's Poem [$650 | 2 uses]: Deals 2 damage to enemies and makes them wish they were never born, incapacitating them temporarily. After recovering from their depression, the target will deal 20% more damage, having gained a more positive outlook on life.
Riot Shield [$600 | 60 HP]: While in a player's inventory, provides a 40% resistance to all damage, while also having a 15% chance to bounce an attack off of the shield, providing 100% resistance to the attack.
Ammo Pack [$500 | 4 uses]: Restores uses to an item. The amount of uses restored is equal to the amount of Ammo Pack uses that are consumed.
Lightning Rod [$500 | 2 uses]: When used, a lightning rod will be glued to the target. Next turn, they will take 40 damage and be galvanized.
Laser Drone [$800 | 45 HP]: Deploys an ally drone that fires lasers at enemies that deal 12 damage and have a 35% chance to penetrate and hit the next listed enemy. Comes with the Dodger 1 tag.
Wallet Expansion [$1,000 | Permanent]: Increases maximum money capacity to $75,000.
Kerbal Rocket [$1,200 | 1 use]: Launches a rocket into space with one of four payloads. Manned Capsule (30% chance): Takes three random enemies to test a capsule that launches into space for 3 turns. After those turns are over, the capsule will fall back to earth and the enemies will take half of their maximum HP as damage. Kill Sat (30% chance): Launches a satellite that blasts enemies with a death ray every turn, dealing maximum damage to them. Lasts for 3 turns. Recon Sat (30% chance): Launches a recon satellite that provides info on the next wave and reveals a beneficial part of terrain. Exploding Rocker (10% chance): Rocket explodes on the launchpad, dealing maximum damage to the user and all enemies.
V8 Chainsaw [$750 | 5 uses]: Deals 25 damage and destroys armor.
SMAW [$1,200 | 3 uses]: Deals 150% maximum attack as damage to a primary target, along with minimum attack damage to nearby targets (enemies above and below the primary target).
Super Propaganda [$750 | 1 use]: Temporarily turns an enemy or neutral into a friendly.
Doctor's Musket [$700 | 6 uses]: Deals 5 damage to enemies and restores 12 health to friendlies.
Yellow Ray [$850 | 1 use]: Completely destroys target, leaving nothing more than a pile of ashes. Killed enemies drop any armor they were wearing into their killer's inventory, which will automatically equip it. Only stuns bosses. After use, this item cannot be used for three waves or the end of the mission, whichever comes first.
Spanish Inquisition Radio V2 [$900 | 100 HP]: Summons the always unexpected Spanish Inquisition to either deal 7 damage to five different enemies with a 25% chance for each enemy to take critical damage, or hit the same enemy five times for 7 damage per hit + a 20% chance of stunning. If the former is chosen, if there are less than five enemies, at least one hit will be wasted.
Chemikaliewerfer [$800 | 4 uses]: Deals 10 damage and damages the target for a sixth of the team's minimum attack every turn for 3 turns. Also hits nearby enemies. Never misses.
Fracture Gun [$650 | 3 uses]: Deals 11 damage to enemies. Damage multiplies by 1.5 every consecutive turn fired at an enemy. If fired specifically at the target's head or legs, accuracy is reduced by 35% but damage is increased to 16. When fired at the target's arms or weaponry, reduces their damage dealt by 30%. Can be used on the environment to break one large thing down into numerous smaller things, such as cover or hazards.
Endermite Shotgun [$1,600 | 3 uses]: Fires multiple Ender pearls, causing the user to teleport around rapidly, giving each enemy a 50% chance of being distracted and damaged for half of the team's minimum attack. Afterwards, deals double minimum attack damage to a random enemy.
Essence of Creativity [$1,000 | 1 use]: Sets user's max attack to 10 times their minimum attack, but actually achieving that max damage requires great creativity. If an attack isn't creative enough to go into the new damage threshold, EoC's effects will be wasted.
Essence of Life [$1,000 | 1 use]: Restores 15 health and allows target to regenerate 8 health every turn for 3 turns. If they're downed during its effects, they're revived with 10% of their max HP and the potion's effect ends.
Potion of Invisibility [$500 | 1 use]: Turns user invisible for 2 turns or until they attack. While invisible, cannot be attacked or seen in stealth missions and attack damage is doubled. Cannot attack in the same post as using the potion.
Lisharon Inc. Medical Personnel [$1,000 | Variable HP]: Max HP is the team's max HP multiplied by 1.5. Randomly heals and attacks every turn. Attacking deals half of the team's minimum attack as damage and applies a random status condition. Healing effectiveness is the team's minimum heal multiplied by 1.33 + 33% minimum heal every turn for 2 turns. Every three turns, spends a turn brewing tea instead of attacking/healing.
The Debilitating Dagger [$1,000 | 3 uses]: Deals half of the team's minimum attack as damage and permanently disables certain enemy tags. Deals 5 extra damage when disabling an enemy tag. Disabling only lasts 3 turns on master enemies, 2 on minibosses, and 1 on bosses. Only has a 50% chance to disable miniboss tags, and a 25% chance to disable boss tags.
Poutine Gun [$600 | 4 uses]: Deals no damage, but launches a glob of sticky poutine that hits nearby targets and disables the Dodger and Teleporter tags, and giving enemies a 50% chance to be unable to attack.
Infi-Nut [$1,500 | 40 HP]: Generates a shield with 150 HP that protects up to three players, guarding them from 80% of all damage. Regenerates between waves, or after 3 turns if not attacked.
Smart Nanobots [$750 | 5 uses]: Can either regenerates 10% of the target's max HP every turn for 3 turns, curing status conditions during its duration, but not giving immunity. Cannot repair armor and can only be used on players. Alternatively, can deal 5% of the target's ax HP as damage every turn for 5 turns, giving the target immunity to status conditions for its duration. [1 vote required for removal.]
Heavy Minigun [$1,500 | 5 uses]: When purchased, one turn must be spent unpacking and deploying. When deployed, deals maximum attack as damage to up to three enemies in a line. Must be packed up between waves, requiring another turn to deploy, unless the team's location doesn't change between the waves.
Slingsock [$650 | 5 uses]: Deals 40% minimum attack as damage. Can be used while attacking normally.
Spring Trap [$1,000 | 1 use]: Deployed on a player. When a non-aerial enemy that attacks with melee attacks hits the player with a Spring Trap, they are ejected from the area, killing them instantly and protecting the player from that attack. Doesn't work on bosses. Can't be deployed on an NPC and can only be used once per wave.
Prototype Teleport-Reactive Vest [$1,350 | 3 uses]: Gives user the Teleporter tag with a level equal to the remaining number of uses. Each successful teleport removes one use.
Atom Bomb [$5,000 | 1 use]: Deals 60 damage to a primary target, along with splash damage to all other enemies, reducing as enemies get further away. Minimum damage is 40. Has a 20% chance to cause super fallout, which deals 20 damage to all enemies every turn for 5 turns, with damage reducing as enemies get further away from the primary target.
Rage-Soothing Candy [$950 | 1 use]: Can only be used in rage. Immediately consumes all rage, but triples potential maximum attack damage, making a single attack potentially devastating.
Venomdrive Armor [$1,200 | Variable armor]: Starts off providing no defense. When user is poisoned, they take no damage from the status condition, having their armor absorb the damage to provide armor points, which give 50% defense. The maximum amount of armor obtainable is 650. While user is poisoned, they gain the poison tag for themselves, equal to level in their attacker's poison tag level. If no poisonous enemies are around, the user may generate their own poison, consuming their action and dealing [poison level2 multiplied by 2] damage, to them. If the user is KO'd while poisoned, the armor is destroyed.
Heavy Turret [$2,000 | 300 HP]: Deploys a manually controlled turret that deals 20 damage to enemies and can fire a rocket that deals 30 damage, but reloads every use. Can be upgraded to deal 25 damage per shot for an extra $500. Can be upgraded to have 450 HP for an extra $750.
Boots of Momentum [$1,200 | 3 uses]: Comes with only one use. Provides the Dodger tag with a level equal to the amount of uses left. Momentum (uses) can be gained by dodging attacks, landing a critical hit, or performing a Momentum Kick, which deals minimum damage + current momentum level, cannot crit, and receives less benefit from damage boosts except for rage. Momentum is lost by doing nothing in a turn, getting hit, opening a locked crate, failing to hit an enemy with a tag that allows evading, or getting KO'd (which results in total momentum loss). You can't lose more than 2 momentum in a single turn unless you get KO'd. Boots are lost if momentum falls to zero.
Power Ring [$1,000 | 1 use]: Builds 5 power every turn, with a maximum of 100 power. Can be used to perform an attack of heal with power equal to the power level. Loses its use when KO'd.
Worldedit Permissions [$1,000 | 1 use]: Worldedits either cover or a hazard into existence that lasts until the team moves to a new location. The strength of the cover/hazard depends on the creativity of the use.
Gloves of Withering [$1,250 | 1 use]: Gives user a Withering tag that varies in strength depending on the user's HP remaining. This can be toggled between being on and off. Above 50% max HP, they gain Withering 1. From 50% to 26%, they gain Withering 2. At 25% and below, they gain Withering 3. Gloves are lost when the user is KO'd while the gloves are on.
Intel:
"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!