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), Live Turkey (1/2), III - The Empress (1/1), XIII - Death (1/1), XXI - The World (1/1), Tranquilizer Dart (1/1), Akimbo Flamethrowers (2/3), Valentine's Day Card (1/1), Box of Chocolates (3/3), Seeker Drone (4/4), Turkey (3/4), Firework (3/3), Poutine Gun (2/4), Nightstalker's Bow (2/2)]
Adrenaline's donated items [Valentine's Day Card (1/1), Box of Chocolates (3/3), Potion of Healing (3/3), Gold Star (2/2)]
Jmanjr's donated items [Doctor's Musket (3/6), Data Card (1/1)]
Netpatham's donated items [Fracture Gun (2/3), Firework (3/3), American Flag (1/1), More Power Ring (100/100), Smarter Nanobots (3/5), Toxin Pump (2/2), Super Spring Trap (2/3), Purple Paint (2/2), Data Card (1/1)]
Knight's donated items [Gold Star (2/2)]
Pricey's donated items [Rage Shot (1/1), Firework (3/3), American Flag (1/1), Nightstalker's Bow (2/2), Razor Launcher (4/4), Vortex Grenade (3/3)]
Fseftr's donated items [Turkey (2/4), 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), XV - The Devil (1/1), Firework (3/3), Debilitating Dagger (3/3), Venomdrive Armor (563/650)]
Huffpuff's donated items [SVD Stealth Sniper V2 (4/4), Ammo Pack (8/8), Data Card (3/3), Riot Shield (60/60), -¥-[0007]-E]
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%.
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.
XS1 Goliath [$1,200 | 250 armor]: Airdrops a crate containing an XS1 Goliath that must spend one turn being delivered. When entered, user gains the ability to use an arm-mounted minigun that deals 16 damage, as well as a salvo of homing rockets that deal 25% minimum damage and hit six times, but reloads every use. Homing rockets must lock on first, which consumes the user's action. Dodgers cannot evade the rockets, but teleporters can, albeit with a reduced dodge chance. If a teleporter does avoid the rockets, they cannot counterattack. User takes 50 damage when the Goliath is destroyed.
Airdrop Crate [$600 | 1 use]: When called in, nothing happens for one turn. After that turn has passed, a crate containing a random special item will arrive. It can contain anything from the items tab of the data bank.
Shock Whip [$650 | 3 uses]: Deals 10 damage and has a 30% chance to galvanize the target. Also has a 20% chance to stun.
Toxin Pump [$1,200 | 1 use]: When deployed, deals a set 10 damage to all enemies and permanently poisons them, with the level of poison increasing every 2 turns. Disappears after one wave.
Portable Radar [$600 | 3 uses]: Scans enemies, increasing the damage they take by 40% and causing friendly NPCs to target them for 3 turns.
Adrenaline Shot [$750 | 1 use]: Temporarily grants the Dodger 2 tag and causes all attacks to have a 40% chance to hit twice.
Potion Bomb [$650 | 1 use]: Deals a flat 10 damage and inflicts a random status condition on a primary target and two nearby enemies.
Man-Portable Furnace [$1,500 | 5 uses]: Deals 40 damage, destroys armor, and has a 30% chance to inflict burning 2. If an attack from the MPF kills an enemy, it gains an additional use.
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).
Portable Weath Ray [$1,500 | 1 use]: Deals 500 armor piercing damage to a single target, or 167 armor piercing damage to three targets. Survivors lose any armor they had, and are crippled, causing them to deal half damage and take 50% more damage. Must be held for 3 turns before being used. Only a maximum of 3 can be used at any time.
Chlorine Trifluoride Sprayer [$1,600 | 4 uses]: Deals 18 damage and damages the target for a third of the team's minimum attack every turn for 4 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.
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.
Alloy SHIV [$2,750 | 125 HP]: Deploys an Alloy SHIV that follows between waves. When deployed, can be used by players to deal maximum attack as damage to up to three enemies in a line, costing one of four uses. Can also be used as cover for one person. When out of uses, SHIV doesn't depart, allowing it to be resupplied or used as cover. Immune to headshots and critical hits. Can automatically fire at enemies for 10 damage. This doesn't consume ammo.
H-Bomb [$5,000 | 1 use]: Destroys all enemies in the wave and removes 25-50% of a boss' remaining HP (damage is dependent on boss' HP), but also removes 25% of all players' HP. Can only be used once per mission.
Rage-Soothing Candy [$450 | 1 use]: Can only be used in rage. Immediately consumes all rage, but triples potential maximum attack damage, making a single attack potentially devastating.
Automatic Heavy Turret Mk 2 [$3,500 | 500 HP]: Deploys an automated turret that deals 30 damage to enemies and can fire a rocket that deals 40 damage, but reloads every 2 uses. Can be upgraded to deal 50 damage per rocket for an extra $750. Can be upgraded to have 750 HP for an extra $800.
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.
Flaming Airstrike [$1,500 | 1 use]: Deals 10 damage to all enemies and inflicts burning 1 on each.
Hax Gun [$1,000 | 5 uses]: Deals a flat 25 damage to an enemy and disables their tags for 3 turns. Has a 25% chance to miss targets that aren't stationary or stunned.
Laser Gun Mk 1 [$2,000 | 25 uses]: Deals 10 damage and has a 5% chance to permanently blind target. Can also fire a stronger laser that consumes 5 uses and 15 charges, but deals 20 damage and has a 15% chance to blind target. Starts with no charge. Builds 5-10 charges every turn. Every use consumes 7 charges and one use. Max charge is 50. Can be upgraded to have 10 more uses for $500, 25 more charges and a 30 damage enhanced laser for $1,500, or +5 damage for $750.
Yellow Ray [$850 | 1 use]: Instantly kills a target. Any armor they were wearing is dropped into their killer's inventory. Only stuns bosses. Can only be used once every three waves.
MLG SNIPER [$2,000 | 2 uses]: Deals 100 damage and generates a dank quote. Alerts all enemies to your position upon use.
Flaming Nuclear Chainsaws [$1,000 | 3 uses]: Sets minimum attack to 0, but multiplies maximum attack by 6. While held, the owner can use use these to attack until they break.
Fusion Blade [$2,000 | 4 uses]: Deals 150% minimum damage. If used to kill an enemy, user can immediately attack another enemy with the fusion blade.
Light Plasma Pistol [$1,500 | 6 uses]: Can either deal 25% minimum damage in addition to normal attacks, or deal 25% minimum damage to all enemies. Both actions consume a use.
Napalm Grenade Launcher [$1,750 | 1 use]: Deals minimum damage to a primary target along with 50% minimum splash damage to nearby targets. Primary target receives burning 2, and secondary targets receive burning 1.
Potion of Invisibility [$1,000 | 2 uses]: 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.
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.
Super Spring Trap [$1,800 | 3 uses]: Can only be 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.
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.
Boots of Disco Momentum [$2,000 | 4 uses]: Comes with no uses. Provides the Dodger tag with a level equal to the amount of uses left in addition to a 5% increase in critical hit chance at 4 uses. Disco momentum (uses) can be gained by dodging attacks, landing a critical hit, or performing a Momentum Dance, which deals (minimum attack + 2 times current momentum) damage and cannot crit, unless at 4 momentum, in which case the first Momentum Dance performed in a wave has a 50% chance to crit. Momentum is lost every turn unless you land a successful attack. Being KO'd results in total momentum loss. Boots are lost at -1 momentum.
XCOM Titan Armor [$2,500 | 250 armor]: Provides 75% defense. If the user is healed, the armor will repair itself for 50% of the healing received. Fully repaired after every mission. Provides immunity to most status conditions. Comes with a jetpack, providing the Aerial 1 tag. Also has a cloaking device that turns the user invisible, but can only be used once per mission.
Feint Shot [$750 | 5 uses]: Every time an enemy attacks, the player holding this item has a 10% chance to automatically interrupt the attack and deal minimum damage to the enemy.
Mental Support Group [$2,500 | 1 use]: Can either convert a non-boss enemy into a friendly for 3 turns or give all enemies bad hallucinations, having a 20% chance to attack a friendly and a 30% chance to attack nothing for 1 turn. When purchased, anyone can use the MSG, but it can only be used once per wave.
Poutine Gun [$650 | 4 uses]: Deals no damage, but launches a glob of sticky poutine that hits nearby targets and disables the Dodger, Teleporter, and Rocket Jumper tags, and giving enemies a 50% chance to be unable to attack.
Pheromone Freshener [$700 | 6 uses]: While held, one use is automatically consumed every turn in exchange for adding 1 rage to the holder's rage meter. Continues to give rage even when raging, allowing rage points to continue stacking. If the holder is KO'd, uses will continue to be consumed with no benefit until Pheromone Freshener runs out of uses or the player is revived, whichever comes first.
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.
Citriclysis Grenade [$600 | 1 use]: Explodes immediately when used, dealing 75% minimum damage to an enemy. Next post, the grenade fragments explode, coating the primary target and two nearby enemies in pulp, causing them to take 35% more damage until they manually wash it off, which denies them the ability to attack. Enemies don't have to wash the pulp off as soon as possible, and can do it at any time.
Bucket of Milk [$600 | 2 uses]: Cures all status conditions on user, either positive or negative.
Nuka Cola [$750 | 1 use]: Increases user's damage output by 25% for 4 turns.
Sleeping Gas Canister [$1,500 | 3 uses]: Puts a primary target and two nearby targets to sleep, unless they're wearing a gas mask.
XCOM Improved Medikit [$3,000 | 1 use]: Restores 125% max healing as health and cures negative status conditions while also providing immunity to them for 3 turns. Can be used to revive a KO'd teammate with 25% of their max HP.
Smarter Nanobots [$1,000 | 5 uses]: Can regenerate 10% of the target's max HP every turn for 3 turns, curing and giving immunity to status conditions for its duration. Cannot repair armor. Alternatively, can deal 15% of the target's max HP as damage every turn for 3 turns.
Crusader's Crossbow [$1,800 | 5 uses]: Deals 25 damage to enemies and restores 25 health to friendlies. Always hits.
John Cena Radio V1 [$1,800 | 125 HP]: Every turn, summons either the Spanish Inquisition or John Cena. The former deals 8 damage to up to 6 enemies, with a 33% chance to critical each enemy and a 15% chance to inflict a random status condition on each enemy. The latter deals 50 damage to a single enemy and has a 50% chance to stun and a 25% chance to shatter the target's defenses. If the Spanish Inquisition shows up and there are fewer than 6 enemies, they'll instead deal 16 damage to 3 enemies with a 66% critical chance and a 30% status condition chance. If John Cena shows up and attacks an enemy with shattered defenses, his attack will be a critical hit.
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.
Enhanced Psi Amp [$5,000 | 1 use]: Builds 25 power every turn, with a maximum of 200 power. Can be used to either perform an attack with damage equal to the amount of power used (mind controlling the target for 3 turns if the attack is lethal), or to create a shield with HP equal to the amount of power used that either protects an ally or traps an enemy until destroyed. If the user is KO'd while holding the Psi Amp, they will be revived with 1 HP and gain a defensive shield, destroying the Psi Amp.
Kerbal Rocket 1.0 [$1,200 | 1 use]: Launches a rocket into space with one of four payloads. Manned Capsule (25% 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 (25% chance): Launches a satellite that blasts enemies with a death ray every turn, dealing maximum damage to them. Lasts for 3 turns. Recon Sat (25% chance): Launches a recon satellite that provides info on the next wave and reveals a beneficial part of terrain. Asteroid Miner (25% chance): Rocket docks on a nearby asteroid and mines its resources for 5 turns before using it as a heat shield to return to earth. The asteroid is then jettisoned, bouncing around randomly and dealing maximum damage to five random enemies. The asteroid can hit the same enemy twice.
SV-001 Metal Slug [$4,000 | 750 HP]: Deploys an SV-001 Metal Slug armed with a Vulcan minigun and HEAT cannon. The minigun deals 15 damage to two targets, while the cannon deals 40 damage to a primary target, along with 20 splash damage to nearby targets. Minigun has infinite ammo, but the cannon has 10 uses and can only be used once per turn. Can self destruct, dealing 75 damage to a primary target with 25 splash damage to nearby targets, with an increased radius (hits two targets above and below primary target). Must be manually controlled.
Tension Up [$2,500 | 1 use]: Causes user to enter overdrive, becoming able to perform two actions in one post, finishing their assault with a super attack (be creative!).
Voodoo Doll [$1,000 | 1 use]: Can connect to a single enemy. Whatever you do to the doll will happen to the enemy it's connected to. Be creative!
Gremlin Support Drone |$1,500 | 1 use]: Can either project a shield on owner, giving them a 25% chance to dodge attacks, or deal 25% minimum damage to a single enemy.
Climbers latch onto various surfaces, making them harder to hit and increasing their damage.
1: 20% evasion chance, +20% damage dealt
2: 30% evasion chance, +25% damage dealt
3: 40% evasion chance, +30% damage dealt
I decide to prank a pyro by putting a cardboard spy right next to the ejection port. While the pyro is distracted, I open the port and punt the pyro through it. He then realizes his gas mask doesn't actually help him breathe underwater, and wonders whether the pressure or the lack of air will kill him first. I also demand that XCOM aliens show up as enemies at some point (maybe as the final enemy group?).
I pick up one of the Spider Splicers, turn around, and phase out of the submarine while carrying him. There's a moment of silence, then the sound of SUDDEN DEATH! being activated as both I and the Spider Splicer reappear in the submarine. He immediately uses a dash attack, which is the best way to lose Sudden Death mode by virtue of leaving you wide open for a counterattack. I promptly use a forward smash on the Spider Splicer, sending him rocketing out of the submarine AGAIN.
I find the other pyro and curve the barrel of his flamethrower so he burns himself. He finds it soothing, so I give him an all-expenses-paid trip to a nearby beach for a sun and flamethrower tan. He immediately gets shot by cops because of being a gas mask dude with a flamethrower in the middle of a public beach.
I decide to prank a pyro by putting a cardboard spy right next to the ejection port. While the pyro is distracted, I open the port and punt the pyro through it. He then realizes his gas mask doesn't actually help him breathe underwater, and wonders whether the pressure or the lack of air will kill him first. I also demand that XCOM aliens show up as enemies at some point (maybe as the final enemy group?).
Pyro killed! +145!
I'll have XCOM enemies appear as a post-game bonus battalion. Now I just have to decide if I should use EU/EW versions or XCOM 2 versions...
I pick up one of the Spider Splicers, turn around, and phase out of the submarine while carrying him. There's a moment of silence, then the sound of SUDDEN DEATH! being activated as both I and the Spider Splicer reappear in the submarine. He immediately uses a dash attack, which is the best way to lose Sudden Death mode by virtue of leaving you wide open for a counterattack. I promptly use a forward smash on the Spider Splicer, sending him rocketing out of the submarine AGAIN.
I find the other pyro and curve the barrel of his flamethrower so he burns himself. He finds it soothing, so I give him an all-expenses-paid trip to a nearby beach for a sun and flamethrower tan. He immediately gets shot by cops because of being a gas mask dude with a flamethrower in the middle of a public beach.
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), Live Turkey (1/2), III - The Empress (1/1), XIII - Death (1/1), XXI - The World (1/1), Tranquilizer Dart (1/1), Akimbo Flamethrowers (2/3), Valentine's Day Card (1/1), Box of Chocolates (3/3), Seeker Drone (4/4), Turkey (3/4), Firework (3/3), Poutine Gun (2/4), Nightstalker's Bow (2/2)]
Adrenaline's donated items [Valentine's Day Card (1/1), Box of Chocolates (3/3), Potion of Healing (3/3), Gold Star (2/2)]
Jmanjr's donated items [Doctor's Musket (3/6), Data Card (1/1)]
Netpatham's donated items [Fracture Gun (2/3), Firework (3/3), American Flag (1/1), More Power Ring (100/100), Smarter Nanobots (3/5), Toxin Pump (2/2), Super Spring Trap (2/3), Purple Paint (2/2), Data Card (1/1)]
Knight's donated items [Gold Star (2/2)]
Pricey's donated items [Rage Shot (1/1), Firework (3/3), American Flag (1/1), Nightstalker's Bow (2/2), Razor Launcher (4/4), Vortex Grenade (3/3)]
Fseftr's donated items [Turkey (2/4), 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), XV - The Devil (1/1), Firework (3/3), Debilitating Dagger (3/3), Venomdrive Armor (563/650)]
Huffpuff's donated items [SVD Stealth Sniper V2 (4/4), Ammo Pack (8/8), Data Card (3/3), Riot Shield (60/60), -¥-[0007]-E]
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%.
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.
XS1 Goliath [$1,200 | 250 armor]: Airdrops a crate containing an XS1 Goliath that must spend one turn being delivered. When entered, user gains the ability to use an arm-mounted minigun that deals 16 damage, as well as a salvo of homing rockets that deal 25% minimum damage and hit six times, but reloads every use. Homing rockets must lock on first, which consumes the user's action. Dodgers cannot evade the rockets, but teleporters can, albeit with a reduced dodge chance. If a teleporter does avoid the rockets, they cannot counterattack. User takes 50 damage when the Goliath is destroyed.
Airdrop Crate [$600 | 1 use]: When called in, nothing happens for one turn. After that turn has passed, a crate containing a random special item will arrive. It can contain anything from the items tab of the data bank.
Shock Whip [$650 | 3 uses]: Deals 10 damage and has a 30% chance to galvanize the target. Also has a 20% chance to stun.
Toxin Pump [$1,200 | 1 use]: When deployed, deals a set 10 damage to all enemies and permanently poisons them, with the level of poison increasing every 2 turns. Disappears after one wave.
Portable Radar [$600 | 3 uses]: Scans enemies, increasing the damage they take by 40% and causing friendly NPCs to target them for 3 turns.
Adrenaline Shot [$750 | 1 use]: Temporarily grants the Dodger 2 tag and causes all attacks to have a 40% chance to hit twice.
Potion Bomb [$650 | 1 use]: Deals a flat 10 damage and inflicts a random status condition on a primary target and two nearby enemies.
Man-Portable Furnace [$1,500 | 5 uses]: Deals 40 damage, destroys armor, and has a 30% chance to inflict burning 2. If an attack from the MPF kills an enemy, it gains an additional use.
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).
Portable Weath Ray [$1,500 | 1 use]: Deals 500 armor piercing damage to a single target, or 167 armor piercing damage to three targets. Survivors lose any armor they had, and are crippled, causing them to deal half damage and take 50% more damage. Must be held for 3 turns before being used. Only a maximum of 3 can be used at any time.
Chlorine Trifluoride Sprayer [$1,600 | 4 uses]: Deals 18 damage and damages the target for a third of the team's minimum attack every turn for 4 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.
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.
Alloy SHIV [$2,750 | 125 HP]: Deploys an Alloy SHIV that follows between waves. When deployed, can be used by players to deal maximum attack as damage to up to three enemies in a line, costing one of four uses. Can also be used as cover for one person. When out of uses, SHIV doesn't depart, allowing it to be resupplied or used as cover. Immune to headshots and critical hits. Can automatically fire at enemies for 10 damage. This doesn't consume ammo.
H-Bomb [$5,000 | 1 use]: Destroys all enemies in the wave and removes 25-50% of a boss' remaining HP (damage is dependent on boss' HP), but also removes 25% of all players' HP. Can only be used once per mission.
Rage-Soothing Candy [$450 | 1 use]: Can only be used in rage. Immediately consumes all rage, but triples potential maximum attack damage, making a single attack potentially devastating.
Automatic Heavy Turret Mk 2 [$3,500 | 500 HP]: Deploys an automated turret that deals 30 damage to enemies and can fire a rocket that deals 40 damage, but reloads every 2 uses. Can be upgraded to deal 50 damage per rocket for an extra $750. Can be upgraded to have 750 HP for an extra $800.
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.
Flaming Airstrike [$1,500 | 1 use]: Deals 10 damage to all enemies and inflicts burning 1 on each.
Hax Gun [$1,000 | 5 uses]: Deals a flat 25 damage to an enemy and disables their tags for 3 turns. Has a 25% chance to miss targets that aren't stationary or stunned.
Laser Gun Mk 1 [$2,000 | 25 uses]: Deals 10 damage and has a 5% chance to permanently blind target. Can also fire a stronger laser that consumes 5 uses and 15 charges, but deals 20 damage and has a 15% chance to blind target. Starts with no charge. Builds 5-10 charges every turn. Every use consumes 7 charges and one use. Max charge is 50. Can be upgraded to have 10 more uses for $500, 25 more charges and a 30 damage enhanced laser for $1,500, or +5 damage for $750.
Yellow Ray [$850 | 1 use]: Instantly kills a target. Any armor they were wearing is dropped into their killer's inventory. Only stuns bosses. Can only be used once every three waves.
MLG SNIPER [$2,000 | 2 uses]: Deals 100 damage and generates a dank quote. Alerts all enemies to your position upon use.
Flaming Nuclear Chainsaws [$1,000 | 3 uses]: Sets minimum attack to 0, but multiplies maximum attack by 6. While held, the owner can use use these to attack until they break.
Fusion Blade [$2,000 | 4 uses]: Deals 150% minimum damage. If used to kill an enemy, user can immediately attack another enemy with the fusion blade.
Light Plasma Pistol [$1,500 | 6 uses]: Can either deal 25% minimum damage in addition to normal attacks, or deal 25% minimum damage to all enemies. Both actions consume a use.
Napalm Grenade Launcher [$1,750 | 1 use]: Deals minimum damage to a primary target along with 50% minimum splash damage to nearby targets. Primary target receives burning 2, and secondary targets receive burning 1.
Potion of Invisibility [$1,000 | 2 uses]: 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.
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.
Super Spring Trap [$1,800 | 3 uses]: Can only be 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.
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.
Boots of Disco Momentum [$2,000 | 4 uses]: Comes with no uses. Provides the Dodger tag with a level equal to the amount of uses left in addition to a 5% increase in critical hit chance at 4 uses. Disco momentum (uses) can be gained by dodging attacks, landing a critical hit, or performing a Momentum Dance, which deals (minimum attack + 2 times current momentum) damage and cannot crit, unless at 4 momentum, in which case the first Momentum Dance performed in a wave has a 50% chance to crit. Momentum is lost every turn unless you land a successful attack. Being KO'd results in total momentum loss. Boots are lost at -1 momentum.
XCOM Titan Armor [$2,500 | 250 armor]: Provides 75% defense. If the user is healed, the armor will repair itself for 50% of the healing received. Fully repaired after every mission. Provides immunity to most status conditions. Comes with a jetpack, providing the Aerial 1 tag. Also has a cloaking device that turns the user invisible, but can only be used once per mission.
Feint Shot [$750 | 5 uses]: Every time an enemy attacks, the player holding this item has a 10% chance to automatically interrupt the attack and deal minimum damage to the enemy.
Mental Support Group [$2,500 | 1 use]: Can either convert a non-boss enemy into a friendly for 3 turns or give all enemies bad hallucinations, having a 20% chance to attack a friendly and a 30% chance to attack nothing for 1 turn. When purchased, anyone can use the MSG, but it can only be used once per wave.
Poutine Gun [$650 | 4 uses]: Deals no damage, but launches a glob of sticky poutine that hits nearby targets and disables the Dodger, Teleporter, Rocket Jumper, and Climber tags, and giving enemies a 50% chance to be unable to attack.
Pheromone Freshener [$700 | 6 uses]: While held, one use is automatically consumed every turn in exchange for adding 1 rage to the holder's rage meter. Continues to give rage even when raging, allowing rage points to continue stacking. If the holder is KO'd, uses will continue to be consumed with no benefit until Pheromone Freshener runs out of uses or the player is revived, whichever comes first.
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.
Citriclysis Grenade [$600 | 1 use]: Explodes immediately when used, dealing 75% minimum damage to an enemy. Next post, the grenade fragments explode, coating the primary target and two nearby enemies in pulp, causing them to take 35% more damage until they manually wash it off, which denies them the ability to attack. Enemies don't have to wash the pulp off as soon as possible, and can do it at any time.
Bucket of Milk [$600 | 2 uses]: Cures all status conditions on user, either positive or negative.
Nuka Cola [$750 | 1 use]: Increases user's damage output by 25% for 4 turns.
Sleeping Gas Canister [$1,500 | 3 uses]: Puts a primary target and two nearby targets to sleep, unless they're wearing a gas mask.
XCOM Improved Medikit [$3,000 | 1 use]: Restores 125% max healing as health and cures negative status conditions while also providing immunity to them for 3 turns. Can be used to revive a KO'd teammate with 25% of their max HP.
Smarter Nanobots [$1,000 | 5 uses]: Can regenerate 10% of the target's max HP every turn for 3 turns, curing and giving immunity to status conditions for its duration. Cannot repair armor. Alternatively, can deal 15% of the target's max HP as damage every turn for 3 turns.
Crusader's Crossbow [$1,800 | 5 uses]: Deals 25 damage to enemies and restores 25 health to friendlies. Always hits.
John Cena Radio V1 [$1,800 | 125 HP]: Every turn, summons either the Spanish Inquisition or John Cena. The former deals 8 damage to up to 6 enemies, with a 33% chance to critical each enemy and a 15% chance to inflict a random status condition on each enemy. The latter deals 50 damage to a single enemy and has a 50% chance to stun and a 25% chance to shatter the target's defenses. If the Spanish Inquisition shows up and there are fewer than 6 enemies, they'll instead deal 16 damage to 3 enemies with a 66% critical chance and a 30% status condition chance. If John Cena shows up and attacks an enemy with shattered defenses, his attack will be a critical hit.
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.
Enhanced Psi Amp [$5,000 | 1 use]: Builds 25 power every turn, with a maximum of 200 power. Can be used to either perform an attack with damage equal to the amount of power used (mind controlling the target for 3 turns if the attack is lethal), or to create a shield with HP equal to the amount of power used that either protects an ally or traps an enemy until destroyed. If the user is KO'd while holding the Psi Amp, they will be revived with 1 HP and gain a defensive shield, destroying the Psi Amp.
Kerbal Rocket 1.0 [$1,200 | 1 use]: Launches a rocket into space with one of four payloads. Manned Capsule (25% 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 (25% chance): Launches a satellite that blasts enemies with a death ray every turn, dealing maximum damage to them. Lasts for 3 turns. Recon Sat (25% chance): Launches a recon satellite that provides info on the next wave and reveals a beneficial part of terrain. Asteroid Miner (25% chance): Rocket docks on a nearby asteroid and mines its resources for 5 turns before using it as a heat shield to return to earth. The asteroid is then jettisoned, bouncing around randomly and dealing maximum damage to five random enemies. The asteroid can hit the same enemy twice.
SV-001 Metal Slug [$4,000 | 750 HP]: Deploys an SV-001 Metal Slug armed with a Vulcan minigun and HEAT cannon. The minigun deals 15 damage to two targets, while the cannon deals 40 damage to a primary target, along with 20 splash damage to nearby targets. Minigun has infinite ammo, but the cannon has 10 uses and can only be used once per turn. Can self destruct, dealing 75 damage to a primary target with 25 splash damage to nearby targets, with an increased radius (hits two targets above and below primary target). Must be manually controlled.
Tension Up [$2,500 | 1 use]: Causes user to enter overdrive, becoming able to perform two actions in one post, finishing their assault with a super attack (be creative!).
Voodoo Doll [$1,000 | 1 use]: Can connect to a single enemy. Whatever you do to the doll will happen to the enemy it's connected to. Be creative!
Gremlin Support Drone |$1,500 | 1 use]: Can either project a shield on owner, giving them a 25% chance to dodge attacks, or deal 25% minimum damage to a single enemy.
What the hell are these deformed freaks?! They're crawling on the damn walls! Send help! We need help immediately!
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
. And you know what the best part of all this is? You'll DO it. And then you'll lose to me again. And again. And again!!! Because you want a "happy ending." Because you "love your friends." Because you "never give up." Isn't that delicious? Your "determination." The power that let you get this far... It's gonna be your downfall!
"THIS IS EQUAL PARTS FUNNY AND SAD."
"STOP LAUGHING AND KILL THE BUNNY!"
"YOU'RE GETTING QUOTED ON THAT ONE, CALLING IT NOW. WHY ARE YOU LOSING IT OVER ONE ENEMY ANYWAY?"
"I DON'T KNOW! THERE'S A BLANK SCREEN WHENEVER I PERFORM A MEMORY SEARCH! NOTHING SHOWS UP!"
Yeah. Lets stick together.
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
stick together because we still have no clue what these things do.
"Yeah, stick together."
Split for loot.
Complipedia
+Vote.
+Vote.
+Vote.
+Vote.
+Vote.
Split together...?
Most players voted to stick together.
The team moves forward, eventually encountering more resistance.
"Maybe we could knock these guys out of the submarine," Bio suggests.
Team XP [Level 36]:
[==========] 6,770/17,500
Max HP: 130 (16 HP ups)
Attack: 42 min, 102 max (19 attack ups)
Heal: 21 min, 26 max (16 heal ups)
Mission difficulty: Major
Wave challenge: Pay2Win.
Kill enemies with shop items.
[Bronze] 0/2 item kills
Players:
[1] BioShock_Rules [+| 130/130] [A| 0/650] [R| 1/6] [Items| Turkey (4/4), Live Turkey (2/2), Snowball (5/5), Chemikaliewerfer (2/4), Christmas Tree (2/3), Valentine's Day Card (1/1), Box of Chocolates (3/3), Gold Star (1/2), Firework (3/3), Super Spring Trap (1/3), SVD Stealth Sniper V2 (1/4)]
[2] Ka_doink1234o0 [+| 130/130] [A| 650/650] [R| 2/6] [Items| Smarter Nanobots (4/5), Chlorine Trifluoride Sprayer (1/4)] {-10% damage taken}
[3] Engie_ninja [+| 130/130] [A| 650/650] [R| 2/6] [Items| Turkey (4/4), Snowball (5/5), Present (1/1), Christmas Tree (3/3), Gold Star (3/3), Valentine's Day Card (1/1), Box of Chocolates (3/3), Smarter Nanobots (3/5), Firework (3/3), American Flag (1/1), Super Spring Trap (1/3), SVD Stealth Sniper V2 (4/4), Portable Radar (1/3)]
[4] Stickcrafter [+| 130/130] [A| 650/650] [R| 2/6] [<00008>]|___________/ [Items| Turkey (3/4), Live Turkey (1/2), IMC C-Ration (2/5), Snowball (4/5), Present (1/1), Christmas Tree (1/3), Valentine's Day Card (1/1), Box of Chocolates (3/3), Rage Shot (1/1), Gold Star (2/2), Firework (3/3), American Flag (1/1), Gloves of Withering (on)] {Withering 1}
[5] Crusher48 [+| 130/130] [A| 250/250] [R| 1/6] [Items| Enhanced Psi Amp (125/200), SVD Stealth Sniper V2 (2/4), Ammo Pack (4/4), Super Spring Trap (1/3), Potion of Invisibility (1/2)]
[6] Pricey12345 [+| 130/130] [A| 250/250] [R| 3/6] ---[X<0001>X]_git_gud_> [Items| XIX - The Sun (1/1), Supply Drop (1/1), Shock Whip (3/3), Enhanced Psi Amp (200/200), SVD Stealth Sniper V2 (2/4)]
[7] TT2000 [+| 130/130] [A| 161/650] [R| 0/6] [Items| Firework (3/3), American Flag (1/1)]
[8] GoldHero101 [+| 130/130] [A| 530/650] [R| 2/6] [Items| Sleeping Gas Canister (2/3), Ammo Pack (1/4), Smarter Nanobots (4/5), Fusion Blade (2/4)]
[9] MinecraftSiegeEngineer [+| 130/130] [R| 0/6] [Items| None]
Enemies:
Spider splicer [Level 1] [65/65] {Climber 1}
Spider splicer [Level 1] [65/65] {Climber 1}
Spider splicer [Level 1] [65/65] {Climber 1}
Leadhead splicer [Level 3] [100/100]
Leadhead splicer [Level 3] [100/100]
Pyro [Level 3] [175/175] {Fireproof 1} {Burning 2}
Pyro [Level 3] [175/175] {Fireproof 1} {Burning 2}
Allies:
$ Ultra Greed $ [3,500/3,500] [Keeper Stomp: 20/20] [Heart Coins: 15/15] [Bomb Coins: 5/5] [Key Coins: 5/5]
Infi-nut [40/40] {150/150} {Capacity: 1/3} [engie_ninja]
Automatic Heavy Turret Mk 2 [500/500] [Rockets: 1/2] {Guarded by Pricey}
Automatic Heavy Turret Mk 2 [189/750] [Rockets: 2/2] {Guarded by Pricey}
Alloy SHIV [125/125] {3/4} {Capacity: 1/1} [infi-nut]
Alloy SHIV [125/125] {4/4} {Capacity: 1/1} [Stickcrafter]
Alloy SHIV [125/125] {4/4} {Capacity: 1/1} [TT2000]
Alloy SHIV [125/125] {4/4} {Capacity: 1/1} [ka_doink12340o]
Alloy SHIV [125/125] {4/4} {Capacity: 1/1} [engie_ninja]
Dragon Tank V2 [125/125] [Flamethrower: 1/4]
Lisharon inc. medical personnel [180/180] {0}
Spanish Inquisition radio [96/150] {Guarded by Stickcrafter}
John Cena radio [125/125] {Guarded by Stickcrafter}
TT2000's Scolipede [Level 30] [205/205] [Rollout: 28/28] [Megahorn: 14/14] [Rock Slide: 14/14] [Solar Beam: 14/14] [XP| 1,289/2,100] {Charging Solar Beam}
Stickcrafter's Rhyperior [Level 28] [245/245] [Iron Tail: 18/18] [Thunder: 12/12] [Power-Up Punch: 24/24] [Dragon Tail: 12/12] [XP| 957/1,900] [Wants to learn Iron Head, Horn Drill, and Fire Blast] {Guarded by Stickcrafter}
Ka_doink's Sharpedo [Level 29] [215/215] [Rest: 12/12] [Blizzard: 6/6] [Ice Fang: 18/18] [Super Fang: 12/12] [XP| 1,281/2,000] {Guarded by ka_doink}
Other:
Tactician manual
Storage crate
Storage crate
Ejection port {Hazard}
Window
Helicopter minigun [7/8] [N| 6] [Nx| 6]
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), Live Turkey (1/2), III - The Empress (1/1), XIII - Death (1/1), XXI - The World (1/1), Tranquilizer Dart (1/1), Akimbo Flamethrowers (2/3), Valentine's Day Card (1/1), Box of Chocolates (3/3), Seeker Drone (4/4), Turkey (3/4), Firework (3/3), Poutine Gun (2/4), Nightstalker's Bow (2/2)]
Adrenaline's donated items [Valentine's Day Card (1/1), Box of Chocolates (3/3), Potion of Healing (3/3), Gold Star (2/2)]
Jmanjr's donated items [Doctor's Musket (3/6), Data Card (1/1)]
Netpatham's donated items [Fracture Gun (2/3), Firework (3/3), American Flag (1/1), More Power Ring (100/100), Smarter Nanobots (3/5), Toxin Pump (2/2), Super Spring Trap (2/3), Purple Paint (2/2), Data Card (1/1)]
Knight's donated items [Gold Star (2/2)]
Pricey's donated items [Rage Shot (1/1), Firework (3/3), American Flag (1/1), Nightstalker's Bow (2/2), Razor Launcher (4/4), Vortex Grenade (3/3)]
Fseftr's donated items [Turkey (2/4), 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), XV - The Devil (1/1), Firework (3/3), Debilitating Dagger (3/3), Venomdrive Armor (563/650)]
Huffpuff's donated items [SVD Stealth Sniper V2 (4/4), Ammo Pack (8/8), Data Card (3/3), Riot Shield (60/60), -¥-[0007]-E]
Auyeungyat's donated items [Laser Gun Mk 1 (35/35, 75/75), Data Card (1/1)]
Stickcrafter's donated items [SMAW (3/3)]
Enhanced Buff Banner
Smart Rage Drain
Wallet Expansion x2
Regeneration Module
Homicidal Rage
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, Neat Freak, Tactical Mask, Item Master, Penetrator, Adrenaline Rush, Poison Tolerance, Blood Siphon, Strike Deep, Armor Breaker, Toughness, Bargain Hunter, Ground War, Critical Condition, Transfer, Thick Plating, Bounty Hunter
MODIFIERS: Limited Expenses, Throwback (+20% XP earned)
Main objective: Find out what happened to the submarine crew
Current objective: Explore the submarine
Operations:
Watery Grave: Complete!
Who Needs Oxygen?: 0/3
Rescue Mission: Valid
Super Not Drowning Skills: Valid
Seeing Ghosts: 0/1
Money: $93,715 (12% chance of free item) (+$1,375)
Shop [Level 5]:
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.
XS1 Goliath [$1,200 | 250 armor]: Airdrops a crate containing an XS1 Goliath that must spend one turn being delivered. When entered, user gains the ability to use an arm-mounted minigun that deals 16 damage, as well as a salvo of homing rockets that deal 25% minimum damage and hit six times, but reloads every use. Homing rockets must lock on first, which consumes the user's action. Dodgers cannot evade the rockets, but teleporters can, albeit with a reduced dodge chance. If a teleporter does avoid the rockets, they cannot counterattack. User takes 50 damage when the Goliath is destroyed.
Airdrop Crate [$600 | 1 use]: When called in, nothing happens for one turn. After that turn has passed, a crate containing a random special item will arrive. It can contain anything from the items tab of the data bank.
Shock Whip [$650 | 3 uses]: Deals 10 damage and has a 30% chance to galvanize the target. Also has a 20% chance to stun.
Toxin Pump [$1,200 | 1 use]: When deployed, deals a set 10 damage to all enemies and permanently poisons them, with the level of poison increasing every 2 turns. Disappears after one wave.
Portable Radar [$600 | 3 uses]: Scans enemies, increasing the damage they take by 40% and causing friendly NPCs to target them for 3 turns.
Adrenaline Shot [$750 | 1 use]: Temporarily grants the Dodger 2 tag and causes all attacks to have a 40% chance to hit twice.
Potion Bomb [$650 | 1 use]: Deals a flat 10 damage and inflicts a random status condition on a primary target and two nearby enemies.
Man-Portable Furnace [$1,500 | 5 uses]: Deals 40 damage, destroys armor, and has a 30% chance to inflict burning 2. If an attack from the MPF kills an enemy, it gains an additional use.
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).
Portable Weath Ray [$1,500 | 1 use]: Deals 500 armor piercing damage to a single target, or 167 armor piercing damage to three targets. Survivors lose any armor they had, and are crippled, causing them to deal half damage and take 50% more damage. Must be held for 3 turns before being used. Only a maximum of 3 can be used at any time.
Chlorine Trifluoride Sprayer [$1,600 | 4 uses]: Deals 18 damage and damages the target for a third of the team's minimum attack every turn for 4 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.
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.
Alloy SHIV [$2,750 | 125 HP]: Deploys an Alloy SHIV that follows between waves. When deployed, can be used by players to deal maximum attack as damage to up to three enemies in a line, costing one of four uses. Can also be used as cover for one person. When out of uses, SHIV doesn't depart, allowing it to be resupplied or used as cover. Immune to headshots and critical hits. Can automatically fire at enemies for 10 damage. This doesn't consume ammo.
H-Bomb [$5,000 | 1 use]: Destroys all enemies in the wave and removes 25-50% of a boss' remaining HP (damage is dependent on boss' HP), but also removes 25% of all players' HP. Can only be used once per mission.
Rage-Soothing Candy [$450 | 1 use]: Can only be used in rage. Immediately consumes all rage, but triples potential maximum attack damage, making a single attack potentially devastating.
Automatic Heavy Turret Mk 2 [$3,500 | 500 HP]: Deploys an automated turret that deals 30 damage to enemies and can fire a rocket that deals 40 damage, but reloads every 2 uses. Can be upgraded to deal 50 damage per rocket for an extra $750. Can be upgraded to have 750 HP for an extra $800.
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.
Flaming Airstrike [$1,500 | 1 use]: Deals 10 damage to all enemies and inflicts burning 1 on each.
Hax Gun [$1,000 | 5 uses]: Deals a flat 25 damage to an enemy and disables their tags for 3 turns. Has a 25% chance to miss targets that aren't stationary or stunned.
Laser Gun Mk 1 [$2,000 | 25 uses]: Deals 10 damage and has a 5% chance to permanently blind target. Can also fire a stronger laser that consumes 5 uses and 15 charges, but deals 20 damage and has a 15% chance to blind target. Starts with no charge. Builds 5-10 charges every turn. Every use consumes 7 charges and one use. Max charge is 50. Can be upgraded to have 10 more uses for $500, 25 more charges and a 30 damage enhanced laser for $1,500, or +5 damage for $750.
Yellow Ray [$850 | 1 use]: Instantly kills a target. Any armor they were wearing is dropped into their killer's inventory. Only stuns bosses. Can only be used once every three waves.
MLG SNIPER [$2,000 | 2 uses]: Deals 100 damage and generates a dank quote. Alerts all enemies to your position upon use.
Flaming Nuclear Chainsaws [$1,000 | 3 uses]: Sets minimum attack to 0, but multiplies maximum attack by 6. While held, the owner can use use these to attack until they break.
Fusion Blade [$2,000 | 4 uses]: Deals 150% minimum damage. If used to kill an enemy, user can immediately attack another enemy with the fusion blade.
Light Plasma Pistol [$1,500 | 6 uses]: Can either deal 25% minimum damage in addition to normal attacks, or deal 25% minimum damage to all enemies. Both actions consume a use.
Napalm Grenade Launcher [$1,750 | 1 use]: Deals minimum damage to a primary target along with 50% minimum splash damage to nearby targets. Primary target receives burning 2, and secondary targets receive burning 1.
Potion of Invisibility [$1,000 | 2 uses]: 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.
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.
Super Spring Trap [$1,800 | 3 uses]: Can only be 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.
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.
Boots of Disco Momentum [$2,000 | 4 uses]: Comes with no uses. Provides the Dodger tag with a level equal to the amount of uses left in addition to a 5% increase in critical hit chance at 4 uses. Disco momentum (uses) can be gained by dodging attacks, landing a critical hit, or performing a Momentum Dance, which deals (minimum attack + 2 times current momentum) damage and cannot crit, unless at 4 momentum, in which case the first Momentum Dance performed in a wave has a 50% chance to crit. Momentum is lost every turn unless you land a successful attack. Being KO'd results in total momentum loss. Boots are lost at -1 momentum.
XCOM Titan Armor [$2,500 | 250 armor]: Provides 75% defense. If the user is healed, the armor will repair itself for 50% of the healing received. Fully repaired after every mission. Provides immunity to most status conditions. Comes with a jetpack, providing the Aerial 1 tag. Also has a cloaking device that turns the user invisible, but can only be used once per mission.
Feint Shot [$750 | 5 uses]: Every time an enemy attacks, the player holding this item has a 10% chance to automatically interrupt the attack and deal minimum damage to the enemy.
Mental Support Group [$2,500 | 1 use]: Can either convert a non-boss enemy into a friendly for 3 turns or give all enemies bad hallucinations, having a 20% chance to attack a friendly and a 30% chance to attack nothing for 1 turn. When purchased, anyone can use the MSG, but it can only be used once per wave.
Poutine Gun [$650 | 4 uses]: Deals no damage, but launches a glob of sticky poutine that hits nearby targets and disables the Dodger, Teleporter, and Rocket Jumper tags, and giving enemies a 50% chance to be unable to attack.
Pheromone Freshener [$700 | 6 uses]: While held, one use is automatically consumed every turn in exchange for adding 1 rage to the holder's rage meter. Continues to give rage even when raging, allowing rage points to continue stacking. If the holder is KO'd, uses will continue to be consumed with no benefit until Pheromone Freshener runs out of uses or the player is revived, whichever comes first.
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.
Citriclysis Grenade [$600 | 1 use]: Explodes immediately when used, dealing 75% minimum damage to an enemy. Next post, the grenade fragments explode, coating the primary target and two nearby enemies in pulp, causing them to take 35% more damage until they manually wash it off, which denies them the ability to attack. Enemies don't have to wash the pulp off as soon as possible, and can do it at any time.
Bucket of Milk [$600 | 2 uses]: Cures all status conditions on user, either positive or negative.
Nuka Cola [$750 | 1 use]: Increases user's damage output by 25% for 4 turns.
Sleeping Gas Canister [$1,500 | 3 uses]: Puts a primary target and two nearby targets to sleep, unless they're wearing a gas mask.
XCOM Improved Medikit [$3,000 | 1 use]: Restores 125% max healing as health and cures negative status conditions while also providing immunity to them for 3 turns. Can be used to revive a KO'd teammate with 25% of their max HP.
Smarter Nanobots [$1,000 | 5 uses]: Can regenerate 10% of the target's max HP every turn for 3 turns, curing and giving immunity to status conditions for its duration. Cannot repair armor. Alternatively, can deal 15% of the target's max HP as damage every turn for 3 turns.
Crusader's Crossbow [$1,800 | 5 uses]: Deals 25 damage to enemies and restores 25 health to friendlies. Always hits.
John Cena Radio V1 [$1,800 | 125 HP]: Every turn, summons either the Spanish Inquisition or John Cena. The former deals 8 damage to up to 6 enemies, with a 33% chance to critical each enemy and a 15% chance to inflict a random status condition on each enemy. The latter deals 50 damage to a single enemy and has a 50% chance to stun and a 25% chance to shatter the target's defenses. If the Spanish Inquisition shows up and there are fewer than 6 enemies, they'll instead deal 16 damage to 3 enemies with a 66% critical chance and a 30% status condition chance. If John Cena shows up and attacks an enemy with shattered defenses, his attack will be a critical hit.
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.
Enhanced Psi Amp [$5,000 | 1 use]: Builds 25 power every turn, with a maximum of 200 power. Can be used to either perform an attack with damage equal to the amount of power used (mind controlling the target for 3 turns if the attack is lethal), or to create a shield with HP equal to the amount of power used that either protects an ally or traps an enemy until destroyed. If the user is KO'd while holding the Psi Amp, they will be revived with 1 HP and gain a defensive shield, destroying the Psi Amp.
Kerbal Rocket 1.0 [$1,200 | 1 use]: Launches a rocket into space with one of four payloads. Manned Capsule (25% 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 (25% chance): Launches a satellite that blasts enemies with a death ray every turn, dealing maximum damage to them. Lasts for 3 turns. Recon Sat (25% chance): Launches a recon satellite that provides info on the next wave and reveals a beneficial part of terrain. Asteroid Miner (25% chance): Rocket docks on a nearby asteroid and mines its resources for 5 turns before using it as a heat shield to return to earth. The asteroid is then jettisoned, bouncing around randomly and dealing maximum damage to five random enemies. The asteroid can hit the same enemy twice.
SV-001 Metal Slug [$4,000 | 750 HP]: Deploys an SV-001 Metal Slug armed with a Vulcan minigun and HEAT cannon. The minigun deals 15 damage to two targets, while the cannon deals 40 damage to a primary target, along with 20 splash damage to nearby targets. Minigun has infinite ammo, but the cannon has 10 uses and can only be used once per turn. Can self destruct, dealing 75 damage to a primary target with 25 splash damage to nearby targets, with an increased radius (hits two targets above and below primary target). Must be manually controlled.
Tension Up [$2,500 | 1 use]: Causes user to enter overdrive, becoming able to perform two actions in one post, finishing their assault with a super attack (be creative!).
Voodoo Doll [$1,000 | 1 use]: Can connect to a single enemy. Whatever you do to the doll will happen to the enemy it's connected to. Be creative!
Gremlin Support Drone |$1,500 | 1 use]: Can either project a shield on owner, giving them a 25% chance to dodge attacks, or deal 25% minimum damage to a single enemy.
Climbers latch onto various surfaces, making them harder to hit and increasing their damage.
1: 20% evasion chance, +20% damage dealt
2: 30% evasion chance, +25% damage dealt
3: 40% evasion chance, +30% damage dealt
"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!
Oh man! Welp... Here I go. I toss in a sonic spring, which they end up going towards, then the toughest guy bounces out of the sub on accident.
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
Storage Crate.
I decide to prank a pyro by putting a cardboard spy right next to the ejection port. While the pyro is distracted, I open the port and punt the pyro through it. He then realizes his gas mask doesn't actually help him breathe underwater, and wonders whether the pressure or the lack of air will kill him first. I also demand that XCOM aliens show up as enemies at some point (maybe as the final enemy group?).
I upgrade the Poutine Gun to disable the Climber tag, then throw a pyro through the ejection port.
Complipedia
I pick up one of the Spider Splicers, turn around, and phase out of the submarine while carrying him. There's a moment of silence, then the sound of SUDDEN DEATH! being activated as both I and the Spider Splicer reappear in the submarine. He immediately uses a dash attack, which is the best way to lose Sudden Death mode by virtue of leaving you wide open for a counterattack. I promptly use a forward smash on the Spider Splicer, sending him rocketing out of the submarine AGAIN.
GODDAMN IT
STUPID GENDERFLIP VIRUS
I spawn. Jumping inside the Submarine. I hack and Rip the Spider Slice apart. Then, I buy a MlG Sniper.
I am still here, as always.
The rest of them:
http://pastebin.com/dAiKBKaX
I find the other pyro and curve the barrel of his flamethrower so he burns himself. He finds it soothing, so I give him an all-expenses-paid trip to a nearby beach for a sun and flamethrower tan. He immediately gets shot by cops because of being a gas mask dude with a flamethrower in the middle of a public beach.
I buy and use a Data Card on a Spider Splicer.
Pyro killed! +145!
Tactician manual taken.
You find an intel item! +$750!
Pyro killed! +145!
I'll have XCOM enemies appear as a post-game bonus battalion. Now I just have to decide if I should use EU/EW versions or XCOM 2 versions...
Upgrade accepted.
Leadhead splicer killed! +110!
Spider splicer killed! +80!
42 damage to spider splicer. Your attack penetrates and hits another one.
MLG sniper purchased.
55 damage to leadhead splicer.
The card fails to work!
Your inventory is full!
Me: I draw attention to the window and try to use a data card on a spider splicer. Unfortunately, the card fails.
Both splicers latch onto the walls and throw their hooks at engie and Crusher for 48 damage.
The leadhead splicer shoots Pricey for 50 damage.
Ultra Greed buries the leadhead splicer in coins. +110.
The heavy turrets each kill the spider splicers. +160.
Wave cleared!
+10 health and -1 rage to all!
+$750 and 90 XP from wave completion.
Before the team can advance, another group of enemies appears, this one led by a large entity clad in a metal suit.
"They hypnotized it?" Bio asks in confusion.
Challenge failed.
Team XP [Level 36]:
[==========] 7,610/17,500
Max HP: 130 (16 HP ups)
Attack: 42 min, 102 max (19 attack ups)
Heal: 21 min, 26 max (16 heal ups)
Mission difficulty: Major
Wave challenge: Damage Dodging.
Avoid damage.
[Gold] 0/100 damage taken
Players:
[1] BioShock_Rules [+| 130/130] [A| 0/650] [R| 1/6] [Items| Turkey (4/4), Live Turkey (2/2), Snowball (5/5), Chemikaliewerfer (2/4), Christmas Tree (2/3), Valentine's Day Card (1/1), Box of Chocolates (3/3), Gold Star (1/2), Firework (3/3), Super Spring Trap (1/3), SVD Stealth Sniper V2 (1/4)]
[2] Ka_doink1234o0 [+| 130/130] [A| 650/650] [R| 3/6] [Items| Smarter Nanobots (4/5), Chlorine Trifluoride Sprayer (1/4)] {-10% damage taken}
[3] Engie_ninja [+| 111/130] [A| 621/650] [R| 3/6] [Items| Turkey (4/4), Snowball (5/5), Present (1/1), Christmas Tree (3/3), Gold Star (3/3), Valentine's Day Card (1/1), Box of Chocolates (3/3), Smarter Nanobots (3/5), Firework (3/3), American Flag (1/1), Super Spring Trap (1/3), SVD Stealth Sniper V2 (4/4), Portable Radar (1/3)]
[4] Stickcrafter [+| 130/130] [A| 650/650] [R| 2/6] [<00008>]|___________/ [Items| Turkey (3/4), Live Turkey (1/2), IMC C-Ration (2/5), Snowball (4/5), Present (1/1), Christmas Tree (1/3), Valentine's Day Card (1/1), Box of Chocolates (3/3), Rage Shot (1/1), Gold Star (2/2), Firework (3/3), American Flag (1/1), Gloves of Withering (on)] {Withering 1}
[5] Crusher48 [+| 123/130] [A| 209/250] [R| 2/6] [Items| Enhanced Psi Amp (150/200), SVD Stealth Sniper V2 (2/4), Ammo Pack (4/4), Super Spring Trap (1/3), Potion of Invisibility (1/2)]
[6] Pricey12345 [+| 123/130] [A| 207/250] [R| 3/6] ---[X<0001>X]_git_gud_> [Items| XIX - The Sun (1/1), Supply Drop (1/1), Shock Whip (3/3), Enhanced Psi Amp (200/200), SVD Stealth Sniper V2 (2/4)]
[7] TT2000 [+| 130/130] [A| 161/650] [R| 0/6] [Items| Firework (3/3), American Flag (1/1)]
[8] GoldHero101 [+| 130/130] [A| 530/650] [R| 3/6] [Items| Sleeping Gas Canister (2/3), Ammo Pack (1/4), Smarter Nanobots (4/5), Fusion Blade (2/4)]
[9] MinecraftSiegeEngineer [+| 130/130] [R| 0/6] [Items| None]
[10] XSlayer300 [+| 130/130] [R| 1/6] [Items| MLG SNIPER (2/2)]
Enemies:
Bouncer [Level 1] [125/125]
Leadhead splicer [Level 3] [100/100]
Leadhead splicer [Level 3] [100/100]
Elite leadhead splicer [Level 1] [125/125]
Elite leadhead splicer [Level 1] [125/125]
Allies:
$ Ultra Greed $ [3,500/3,500] [Keeper Stomp: 20/20] [Heart Coins: 15/15] [Bomb Coins: 5/5] [Key Coins: 5/5]
Infi-nut [40/40] {150/150} {Capacity: 1/3} [engie_ninja]
Automatic Heavy Turret Mk 2 [500/500] [Rockets: 1/2] {Guarded by Pricey}
Automatic Heavy Turret Mk 2 [189/750] [Rockets: 2/2] {Guarded by Pricey}
Alloy SHIV [125/125] {3/4} {Capacity: 1/1} [infi-nut]
Alloy SHIV [125/125] {4/4} {Capacity: 1/1} [Stickcrafter]
Alloy SHIV [125/125] {4/4} {Capacity: 1/1} [TT2000]
Alloy SHIV [125/125] {4/4} {Capacity: 1/1} [ka_doink12340o]
Alloy SHIV [125/125] {4/4} {Capacity: 1/1} [engie_ninja]
Dragon Tank V2 [125/125] [Flamethrower: 1/4]
Lisharon inc. medical personnel [180/180] {3}
Spanish Inquisition radio [96/150] {Guarded by Stickcrafter}
John Cena radio [125/125] {Guarded by Stickcrafter}
TT2000's Scolipede [Level 30] [205/205] [Rollout: 28/28] [Megahorn: 14/14] [Rock Slide: 14/14] [Solar Beam: 14/14] [XP| 1,289/2,100] {Charging Solar Beam}
Stickcrafter's Rhyperior [Level 28] [245/245] [Iron Tail: 18/18] [Thunder: 12/12] [Power-Up Punch: 24/24] [Dragon Tail: 12/12] [XP| 957/1,900] [Wants to learn Iron Head, Horn Drill, and Fire Blast] {Guarded by Stickcrafter}
Ka_doink's Sharpedo [Level 29] [215/215] [Rest: 12/12] [Blizzard: 6/6] [Ice Fang: 18/18] [Super Fang: 12/12] [XP| 1,281/2,000] {Guarded by ka_doink}
Other:
Storage crate
Window
Helicopter minigun [7/8] [N| 6] [Nx| 6]
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), Live Turkey (1/2), III - The Empress (1/1), XIII - Death (1/1), XXI - The World (1/1), Tranquilizer Dart (1/1), Akimbo Flamethrowers (2/3), Valentine's Day Card (1/1), Box of Chocolates (3/3), Seeker Drone (4/4), Turkey (3/4), Firework (3/3), Poutine Gun (2/4), Nightstalker's Bow (2/2)]
Adrenaline's donated items [Valentine's Day Card (1/1), Box of Chocolates (3/3), Potion of Healing (3/3), Gold Star (2/2)]
Jmanjr's donated items [Doctor's Musket (3/6), Data Card (1/1)]
Netpatham's donated items [Fracture Gun (2/3), Firework (3/3), American Flag (1/1), More Power Ring (100/100), Smarter Nanobots (3/5), Toxin Pump (2/2), Super Spring Trap (2/3), Purple Paint (2/2), Data Card (1/1)]
Knight's donated items [Gold Star (2/2)]
Pricey's donated items [Rage Shot (1/1), Firework (3/3), American Flag (1/1), Nightstalker's Bow (2/2), Razor Launcher (4/4), Vortex Grenade (3/3)]
Fseftr's donated items [Turkey (2/4), 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), XV - The Devil (1/1), Firework (3/3), Debilitating Dagger (3/3), Venomdrive Armor (563/650)]
Huffpuff's donated items [SVD Stealth Sniper V2 (4/4), Ammo Pack (8/8), Data Card (3/3), Riot Shield (60/60), -¥-[0007]-E]
Auyeungyat's donated items [Laser Gun Mk 1 (35/35, 75/75), Data Card (1/1)]
Stickcrafter's donated items [SMAW (3/3)]
Enhanced Buff Banner
Smart Rage Drain
Wallet Expansion x2
Regeneration Module
Homicidal Rage
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, Neat Freak, Tactical Mask, Item Master, Penetrator, Adrenaline Rush, Poison Tolerance, Blood Siphon, Strike Deep, Armor Breaker, Toughness, Bargain Hunter, Ground War, Critical Condition, Transfer, Thick Plating, Bounty Hunter
MODIFIERS: Limited Expenses, Throwback (+20% XP earned)
Main objective: Find out what happened to the submarine crew
Current objective: Explore the submarine
Operations:
Watery Grave: Complete!
Who Needs Oxygen?: Complete!
Rescue Mission: Valid
Super Not Drowning Skills: Valid
Seeing Ghosts: 0/1
Money: $91,315 (12% chance of free item) (+$3,175)
Shop [Level 5]:
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.
XS1 Goliath [$1,200 | 250 armor]: Airdrops a crate containing an XS1 Goliath that must spend one turn being delivered. When entered, user gains the ability to use an arm-mounted minigun that deals 16 damage, as well as a salvo of homing rockets that deal 25% minimum damage and hit six times, but reloads every use. Homing rockets must lock on first, which consumes the user's action. Dodgers cannot evade the rockets, but teleporters can, albeit with a reduced dodge chance. If a teleporter does avoid the rockets, they cannot counterattack. User takes 50 damage when the Goliath is destroyed.
Airdrop Crate [$600 | 1 use]: When called in, nothing happens for one turn. After that turn has passed, a crate containing a random special item will arrive. It can contain anything from the items tab of the data bank.
Shock Whip [$650 | 3 uses]: Deals 10 damage and has a 30% chance to galvanize the target. Also has a 20% chance to stun.
Toxin Pump [$1,200 | 1 use]: When deployed, deals a set 10 damage to all enemies and permanently poisons them, with the level of poison increasing every 2 turns. Disappears after one wave.
Portable Radar [$600 | 3 uses]: Scans enemies, increasing the damage they take by 40% and causing friendly NPCs to target them for 3 turns.
Adrenaline Shot [$750 | 1 use]: Temporarily grants the Dodger 2 tag and causes all attacks to have a 40% chance to hit twice.
Potion Bomb [$650 | 1 use]: Deals a flat 10 damage and inflicts a random status condition on a primary target and two nearby enemies.
Man-Portable Furnace [$1,500 | 5 uses]: Deals 40 damage, destroys armor, and has a 30% chance to inflict burning 2. If an attack from the MPF kills an enemy, it gains an additional use.
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).
Portable Weath Ray [$1,500 | 1 use]: Deals 500 armor piercing damage to a single target, or 167 armor piercing damage to three targets. Survivors lose any armor they had, and are crippled, causing them to deal half damage and take 50% more damage. Must be held for 3 turns before being used. Only a maximum of 3 can be used at any time.
Chlorine Trifluoride Sprayer [$1,600 | 4 uses]: Deals 18 damage and damages the target for a third of the team's minimum attack every turn for 4 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.
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.
Alloy SHIV [$2,750 | 125 HP]: Deploys an Alloy SHIV that follows between waves. When deployed, can be used by players to deal maximum attack as damage to up to three enemies in a line, costing one of four uses. Can also be used as cover for one person. When out of uses, SHIV doesn't depart, allowing it to be resupplied or used as cover. Immune to headshots and critical hits. Can automatically fire at enemies for 10 damage. This doesn't consume ammo.
H-Bomb [$5,000 | 1 use]: Destroys all enemies in the wave and removes 25-50% of a boss' remaining HP (damage is dependent on boss' HP), but also removes 25% of all players' HP. Can only be used once per mission.
Rage-Soothing Candy [$450 | 1 use]: Can only be used in rage. Immediately consumes all rage, but triples potential maximum attack damage, making a single attack potentially devastating.
Automatic Heavy Turret Mk 2 [$3,500 | 500 HP]: Deploys an automated turret that deals 30 damage to enemies and can fire a rocket that deals 40 damage, but reloads every 2 uses. Can be upgraded to deal 50 damage per rocket for an extra $750. Can be upgraded to have 750 HP for an extra $800.
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.
Flaming Airstrike [$1,500 | 1 use]: Deals 10 damage to all enemies and inflicts burning 1 on each.
Hax Gun [$1,000 | 5 uses]: Deals a flat 25 damage to an enemy and disables their tags for 3 turns. Has a 25% chance to miss targets that aren't stationary or stunned.
Laser Gun Mk 1 [$2,000 | 25 uses]: Deals 10 damage and has a 5% chance to permanently blind target. Can also fire a stronger laser that consumes 5 uses and 15 charges, but deals 20 damage and has a 15% chance to blind target. Starts with no charge. Builds 5-10 charges every turn. Every use consumes 7 charges and one use. Max charge is 50. Can be upgraded to have 10 more uses for $500, 25 more charges and a 30 damage enhanced laser for $1,500, or +5 damage for $750.
Yellow Ray [$850 | 1 use]: Instantly kills a target. Any armor they were wearing is dropped into their killer's inventory. Only stuns bosses. Can only be used once every three waves.
MLG SNIPER [$2,000 | 2 uses]: Deals 100 damage and generates a dank quote. Alerts all enemies to your position upon use.
Flaming Nuclear Chainsaws [$1,000 | 3 uses]: Sets minimum attack to 0, but multiplies maximum attack by 6. While held, the owner can use use these to attack until they break.
Fusion Blade [$2,000 | 4 uses]: Deals 150% minimum damage. If used to kill an enemy, user can immediately attack another enemy with the fusion blade.
Light Plasma Pistol [$1,500 | 6 uses]: Can either deal 25% minimum damage in addition to normal attacks, or deal 25% minimum damage to all enemies. Both actions consume a use.
Napalm Grenade Launcher [$1,750 | 1 use]: Deals minimum damage to a primary target along with 50% minimum splash damage to nearby targets. Primary target receives burning 2, and secondary targets receive burning 1.
Potion of Invisibility [$1,000 | 2 uses]: 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.
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.
Super Spring Trap [$1,800 | 3 uses]: Can only be 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.
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.
Boots of Disco Momentum [$2,000 | 4 uses]: Comes with no uses. Provides the Dodger tag with a level equal to the amount of uses left in addition to a 5% increase in critical hit chance at 4 uses. Disco momentum (uses) can be gained by dodging attacks, landing a critical hit, or performing a Momentum Dance, which deals (minimum attack + 2 times current momentum) damage and cannot crit, unless at 4 momentum, in which case the first Momentum Dance performed in a wave has a 50% chance to crit. Momentum is lost every turn unless you land a successful attack. Being KO'd results in total momentum loss. Boots are lost at -1 momentum.
XCOM Titan Armor [$2,500 | 250 armor]: Provides 75% defense. If the user is healed, the armor will repair itself for 50% of the healing received. Fully repaired after every mission. Provides immunity to most status conditions. Comes with a jetpack, providing the Aerial 1 tag. Also has a cloaking device that turns the user invisible, but can only be used once per mission.
Feint Shot [$750 | 5 uses]: Every time an enemy attacks, the player holding this item has a 10% chance to automatically interrupt the attack and deal minimum damage to the enemy.
Mental Support Group [$2,500 | 1 use]: Can either convert a non-boss enemy into a friendly for 3 turns or give all enemies bad hallucinations, having a 20% chance to attack a friendly and a 30% chance to attack nothing for 1 turn. When purchased, anyone can use the MSG, but it can only be used once per wave.
Poutine Gun [$650 | 4 uses]: Deals no damage, but launches a glob of sticky poutine that hits nearby targets and disables the Dodger, Teleporter, Rocket Jumper, and Climber tags, and giving enemies a 50% chance to be unable to attack.
Pheromone Freshener [$700 | 6 uses]: While held, one use is automatically consumed every turn in exchange for adding 1 rage to the holder's rage meter. Continues to give rage even when raging, allowing rage points to continue stacking. If the holder is KO'd, uses will continue to be consumed with no benefit until Pheromone Freshener runs out of uses or the player is revived, whichever comes first.
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.
Citriclysis Grenade [$600 | 1 use]: Explodes immediately when used, dealing 75% minimum damage to an enemy. Next post, the grenade fragments explode, coating the primary target and two nearby enemies in pulp, causing them to take 35% more damage until they manually wash it off, which denies them the ability to attack. Enemies don't have to wash the pulp off as soon as possible, and can do it at any time.
Bucket of Milk [$600 | 2 uses]: Cures all status conditions on user, either positive or negative.
Nuka Cola [$750 | 1 use]: Increases user's damage output by 25% for 4 turns.
Sleeping Gas Canister [$1,500 | 3 uses]: Puts a primary target and two nearby targets to sleep, unless they're wearing a gas mask.
XCOM Improved Medikit [$3,000 | 1 use]: Restores 125% max healing as health and cures negative status conditions while also providing immunity to them for 3 turns. Can be used to revive a KO'd teammate with 25% of their max HP.
Smarter Nanobots [$1,000 | 5 uses]: Can regenerate 10% of the target's max HP every turn for 3 turns, curing and giving immunity to status conditions for its duration. Cannot repair armor. Alternatively, can deal 15% of the target's max HP as damage every turn for 3 turns.
Crusader's Crossbow [$1,800 | 5 uses]: Deals 25 damage to enemies and restores 25 health to friendlies. Always hits.
John Cena Radio V1 [$1,800 | 125 HP]: Every turn, summons either the Spanish Inquisition or John Cena. The former deals 8 damage to up to 6 enemies, with a 33% chance to critical each enemy and a 15% chance to inflict a random status condition on each enemy. The latter deals 50 damage to a single enemy and has a 50% chance to stun and a 25% chance to shatter the target's defenses. If the Spanish Inquisition shows up and there are fewer than 6 enemies, they'll instead deal 16 damage to 3 enemies with a 66% critical chance and a 30% status condition chance. If John Cena shows up and attacks an enemy with shattered defenses, his attack will be a critical hit.
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.
Enhanced Psi Amp [$5,000 | 1 use]: Builds 25 power every turn, with a maximum of 200 power. Can be used to either perform an attack with damage equal to the amount of power used (mind controlling the target for 3 turns if the attack is lethal), or to create a shield with HP equal to the amount of power used that either protects an ally or traps an enemy until destroyed. If the user is KO'd while holding the Psi Amp, they will be revived with 1 HP and gain a defensive shield, destroying the Psi Amp.
Kerbal Rocket 1.0 [$1,200 | 1 use]: Launches a rocket into space with one of four payloads. Manned Capsule (25% 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 (25% chance): Launches a satellite that blasts enemies with a death ray every turn, dealing maximum damage to them. Lasts for 3 turns. Recon Sat (25% chance): Launches a recon satellite that provides info on the next wave and reveals a beneficial part of terrain. Asteroid Miner (25% chance): Rocket docks on a nearby asteroid and mines its resources for 5 turns before using it as a heat shield to return to earth. The asteroid is then jettisoned, bouncing around randomly and dealing maximum damage to five random enemies. The asteroid can hit the same enemy twice.
SV-001 Metal Slug [$4,000 | 750 HP]: Deploys an SV-001 Metal Slug armed with a Vulcan minigun and HEAT cannon. The minigun deals 15 damage to two targets, while the cannon deals 40 damage to a primary target, along with 20 splash damage to nearby targets. Minigun has infinite ammo, but the cannon has 10 uses and can only be used once per turn. Can self destruct, dealing 75 damage to a primary target with 25 splash damage to nearby targets, with an increased radius (hits two targets above and below primary target). Must be manually controlled.
Tension Up [$2,500 | 1 use]: Causes user to enter overdrive, becoming able to perform two actions in one post, finishing their assault with a super attack (be creative!).
Voodoo Doll [$1,000 | 1 use]: Can connect to a single enemy. Whatever you do to the doll will happen to the enemy it's connected to. Be creative!
Gremlin Support Drone |$1,500 | 1 use]: Can either project a shield on owner, giving them a 25% chance to dodge attacks, or deal 25% minimum damage to a single enemy.
"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!
Dang. Power suit sorta thing? I toss an EMP Gernade. Then, slice the suit IN HALF.
EMP Gernades
3 uses
Choose the cost.
Stating the obvious. It disables electric devices for a bit that are enemy owned.
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
I mind-control the guy in the power suit.
I join, then bounce the bouncer into a pool of spiky bouncy balls. I then open a crate, hoping for a Team Captain Flaming Unusual.
Posts may contain high amounts of stupid.
. And you know what the best part of all this is? You'll DO it. And then you'll lose to me again. And again. And again!!! Because you want a "happy ending." Because you "love your friends." Because you "never give up." Isn't that delicious? Your "determination." The power that let you get this far... It's gonna be your downfall!
I open the window.
Complipedia
I wallrun, ceiling-run around the whole wall to dodge attacks. Then after that, I Noscope that guy in the Suit.
I am still here, as always.
The rest of them:
http://pastebin.com/dAiKBKaX
I burst out of stasis, and use SOLARBEAM on the Bouncer!
Check out my bad CTM map reviews here.