HP: 10000/10000 Shields: 4500/4500(Shields increase by 500 per construction turn spent, max 5000) Ammo: 500/500(Ammo increases by 500 per construction turn spent, max 7500)
Weapons: TOP SECRET SUPERWEAPON: Ammo cost:? Damage: ? Special effects: All-in(destroys terratron once used), ? Flamethrower: Ammo cost: 1000: Damage: 500 Special effects: Flame(sets targets ablaze(50 damage per turn for 5 turns)fire based(deals extra damage to targets that are weak to fire) Completion: 0% Anti-air missiles: Ammo cost: 750: Damage: 225 Attacks: 2 Special effects: Deals double damage to air based targets Completion:0% Weak-radar beam: Ammo cost: 750: Damage: 250 Special effects: Stuns target, opens up a weak spot that causes the target to take extra damage for 3 turns Completion: 0% Sentry shoot: Ammo cost: 1000: Damage: 250 Attacks: 2 Special effects: Shoots sentries at target, sentries fall to the ground and begin opening fire on random enemy vehicles for 100 damage per turn. Sentries have 100 HP each and fall apart after 3 turns. Completion: 0% Crush: Ammo cost: 0 Damage:600 Special effects: Deals 300 damage to terratron when used Completion:0% Sticky bomb launch: Ammo cost: 800 Damage: 750: Special effects: Launches a sticky bomb onto target with 500 HP that detonates when Bioshock posts(damage is not dealt until bomb detonates). If bomb is destroyed before that point, nothing happens. Completion: 0% Barrage: Ammo cost: 2000 Damage: 1250 Special effects: Immobilizes Terratron until Bioshock posts. Completion:0% Self heal: Ammo cost: 500 Damage: 0 Special effects: Terratron heals itself for 500 HP and 250 shields. Completion:0% Ammo producers: Ammo cost: 0 Damage: 0 Special effects: Terratron restores 750 of its own ammo. Completion:0%
Buffs: Stasis field(can not be attacked) Round-end completer(serves same purpose as a round-end protector plus automatically completes terratron if it is still under construction by the end of the round) Curses: Stasis field(can not move/attack)
HP: 10000/10000 Shields: 5000/5000(Shields increase by 500 per construction turn spent, max 5000) Ammo: 1000/1000(Ammo increases by 500 per construction turn spent, max 7500)
Weapons: TOP SECRET SUPERWEAPON: Ammo cost:? Damage: ? Special effects: All-in(destroys terratron once used), ? Flamethrower: Ammo cost: 1000: Damage: 500 Special effects: Flame(sets targets ablaze(50 damage per turn for 5 turns)fire based(deals extra damage to targets that are weak to fire) Completion: 0% Anti-air missiles: Ammo cost: 750: Damage: 225 Attacks: 2 Special effects: Deals double damage to air based targets Completion:0% Weak-radar beam: Ammo cost: 750: Damage: 250 Special effects: Stuns target, opens up a weak spot that causes the target to take extra damage for 3 turns Completion: 0% Sentry shoot: Ammo cost: 1000: Damage: 250 Attacks: 2 Special effects: Shoots sentries at target, sentries fall to the ground and begin opening fire on random enemy vehicles for 100 damage per turn. Sentries have 100 HP each and fall apart after 3 turns. Completion: 0% Crush: Ammo cost: 0 Damage:600 Special effects: Deals 300 damage to terratron when used Completion:0% Sticky bomb launch: Ammo cost: 800 Damage: 750: Special effects: Launches a sticky bomb onto target with 500 HP that detonates when Bioshock posts(damage is not dealt until bomb detonates). If bomb is destroyed before that point, nothing happens. Completion: 0% Barrage: Ammo cost: 2000 Damage: 1250 Special effects: Immobilizes Terratron until Bioshock posts. Completion:0% Self heal: Ammo cost: 500 Damage: 0 Special effects: Terratron heals itself for 500 HP and 250 shields. Completion:0% Ammo producers: Ammo cost: 0 Damage: 0 Special effects: Terratron restores 750 of its own ammo. Completion:0%
Buffs: Stasis field(can not be attacked) Round-end completer(serves same purpose as a round-end protector plus automatically completes terratron if it is still under construction by the end of the round) Curses: Stasis field(can not move/attack)
nothing major, just now, no mater what, you cannot add a failsafe
STASIS. FIELD. Why are you so desperate to steal this thing? Can't you just build a vehicle of your own to counter it?
OVERALL CONSTRUCTION: )))))))))))))))))))) (33%)
Currently working on: Ammo
Terratron status:
HP: 10000/10000 Shields: 5000/5000(Shields increase by 500 per construction turn spent, max 5000) Ammo: 1500/1500(Ammo increases by 500 per construction turn spent, max 7500)
Weapons: TOP SECRET SUPERWEAPON: Ammo cost:? Damage: ? Special effects: All-in(destroys terratron once used), ? Flamethrower: Ammo cost: 1000: Damage: 500 Special effects: Flame(sets targets ablaze(50 damage per turn for 5 turns)fire based(deals extra damage to targets that are weak to fire) Completion: 0% Anti-air missiles: Ammo cost: 750: Damage: 225 Attacks: 2 Special effects: Deals double damage to air based targets Completion:0% Weak-radar beam: Ammo cost: 750: Damage: 250 Special effects: Stuns target, opens up a weak spot that causes the target to take extra damage for 3 turns Completion: 0% Sentry shoot: Ammo cost: 1000: Damage: 250 Attacks: 2 Special effects: Shoots sentries at target, sentries fall to the ground and begin opening fire on random enemy vehicles for 100 damage per turn. Sentries have 100 HP each and fall apart after 3 turns. Completion: 0% Crush: Ammo cost: 0 Damage:600 Special effects: Deals 300 damage to terratron when used Completion:0% Sticky bomb launch: Ammo cost: 800 Damage: 750: Special effects: Launches a sticky bomb onto target with 500 HP that detonates when Bioshock posts(damage is not dealt until bomb detonates). If bomb is destroyed before that point, nothing happens. Completion: 0% Barrage: Ammo cost: 2000 Damage: 1250 Special effects: Immobilizes Terratron until Bioshock posts. Completion:0% Self heal: Ammo cost: 500 Damage: 0 Special effects: Terratron heals itself for 500 HP and 250 shields. Completion:0% Ammo producers: Ammo cost: 0 Damage: 0 Special effects: Terratron restores 750 of its own ammo. Completion:0%
Buffs: Stasis field(can not be attacked) Round-end completer(serves same purpose as a round-end protector plus automatically completes terratron if it is still under construction by the end of the round) Curses: Stasis field(can not move/attack)
STASIS. FIELD. Why are you so desperate to steal this thing? Can't you just build a vehicle of your own to counter it?
OVERALL CONSTRUCTION: )))))))))))))))))))) (33%)
[Snip]
My Attack: I continue constructing the Secret Weapon, revealing a single Attack, and reveal the Energy counter Secret Weapon: Health: 6,000 / 6,000 Shields: 4,000 / 4,000 Energy: 5,000 / 5,000 Attacks: Classified Superweapon [Damage: Classified| Energy Cost: Classified| Special Effects: Classified] Laser Blast [Damage: 200| Energy Cost: 100| Special Effects: None] Boosts: Stasis Field (Cannot be Damaged) Curses: Stasis Field (Cannot do anything)
Chilltheshadow9001: Health: 840 / 1,100 Boosts: Vampire (60% Damage dealt comes back to Chilltheshadow as Health), Corruption (20% chance of turning killed Targets into a Vampire), Ninja (Attacks directed toward Chilltheshadow randomly fail), Half Demon (+30% Damage dealt) Curses: Vampire (After 0 posts of not dealing Damage or assisting team, -10 Health every post), Weak Eyes (Vulnerable Sunlight), Half Demon (Vulnerable to Attacks involving the use of Holy objects)
MACkenzie: Health: 5,750 / 6,000 Shields: 2,750 / 3,000 Weapons: MAC Cannon [Ammo: ∞ (3-post charge)| Damage: 800| Special effects: Shield Piercing (Deals full Damage to Target's Health and Shields values)] Boosts: Heavy Duty (-10% Damage taken to Health) Curses: Circuit Breaker (MAC Cannon will fail to charge if Health is below 6,000 or Shields are below 1,001)
Video Game Portal: Health: 1,500 / 1,500 Power: 900 / 1,000 Actions: Open [Power Cost: 100| Special Effects: Open Says-a-Me (Opens portal to desired video game world, completes after 1 post)] Teleport [Power Cost: 300| Effects: Come Hither (Spawns one video game character from the active video game world)] Close [Power Cost: 0| Effects: Sealant (Closes portal, completes after 1 post)] Recharge [Power Cost: 0| Effects: After Seal Can only be used after closing), Charge! (+100 Power every post until GLaCB cancels)]
If stasis fields/workshops could simply be removed or bypassed, then they would be useless. They are supposed to protect vehicles that are under construction from anything that could possibly be considered "harm", not simply provide a paper-thin shield. Once a vehicle is complete, THEN you can try anything you want on it. But until then, you are not allowed to lay a finger on it.
OVERALL CONSTRUCTION: )))))))))))))))))))) (34%)
Currently working on: Ammo
Terratron status:
HP: 10000/10000 Shields: 5000/5000(Shields increase by 500 per construction turn spent, max 5000) Ammo: 2000/2000(Ammo increases by 500 per construction turn spent, max 7500)
Weapons: TOP SECRET SUPERWEAPON: Ammo cost:? Damage: ? Special effects: All-in(destroys terratron once used), ? Flamethrower: Ammo cost: 1000: Damage: 500 Special effects: Flame(sets targets ablaze(50 damage per turn for 5 turns)fire based(deals extra damage to targets that are weak to fire) Completion: 0% Anti-air missiles: Ammo cost: 750: Damage: 225 Attacks: 2 Special effects: Deals double damage to air based targets Completion:0% Weak-radar beam: Ammo cost: 750: Damage: 250 Special effects: Stuns target, opens up a weak spot that causes the target to take extra damage for 3 turns Completion: 0% Sentry shoot: Ammo cost: 1000: Damage: 250 Attacks: 2 Special effects: Shoots sentries at target, sentries fall to the ground and begin opening fire on random enemy vehicles for 100 damage per turn. Sentries have 100 HP each and fall apart after 3 turns. Completion: 0% Crush: Ammo cost: 0 Damage:600 Special effects: Deals 300 damage to terratron when used Completion:0% Sticky bomb launch: Ammo cost: 800 Damage: 750: Special effects: Launches a sticky bomb onto target with 500 HP that detonates when Bioshock posts(damage is not dealt until bomb detonates). If bomb is destroyed before that point, nothing happens. Completion: 0% Barrage: Ammo cost: 2000 Damage: 1250 Special effects: Immobilizes Terratron until Bioshock posts. Completion:0% Self heal: Ammo cost: 500 Damage: 0 Special effects: Terratron heals itself for 500 HP and 250 shields. Completion:0% Ammo producers: Ammo cost: 0 Damage: 0 Special effects: Terratron restores 750 of its own ammo. Completion:0%
Buffs: Stasis field(can not be attacked) Round-end completer(serves same purpose as a round-end protector plus automatically completes terratron if it is still under construction by the end of the round) Curses: Stasis field(can not move/attack)
((*facepalm* Chilltheshadow, try focusing on something else... this is just like when Gamertroy was ONLY focusing on getting the supertank or whatever Bioshock made back to defenders when Bioshock became an attacker.))
I assist TT2000 in constructing the Terratron, and deploy a mine turtle at Chilltheshadow.
((*facepalm* Chilltheshadow, try focusing on something else... this is just like when Gamertroy was ONLY focusing on getting the supertank or whatever Bioshock made back to defenders when Bioshock became an attacker.))
I assist TT2000 in constructing the Terratron, and deploy a mine turtle at Chilltheshadow.
It's not focusing on things that's the problem. It's okay to only attack/defend one thing(most attackers and defenders are highly focused on the tower), it's just doing the same thing to the point of repetitiveness or trying over and over again to do something that isn't allowed that is the problem. Also, thanks for the help. I'll need all I can get to get this thing constructed as early as possible(I expect this thing to earn me some medals!).
OVERALL CONSTRUCTION: )))))))))))))))))))) (36%)
Currently working on: Ammo
Terratron status:
HP: 10000/10000 Shields: 5000/5000(Shields increase by 500 per construction turn spent, max 5000) Ammo: 3000/3000(Ammo increases by 500 per construction turn spent, max 7500)
Weapons: TOP SECRET SUPERWEAPON: Ammo cost:? Damage: ? Special effects: All-in(destroys terratron once used), ? Flamethrower: Ammo cost: 1000: Damage: 500 Special effects: Flame(sets targets ablaze(50 damage per turn for 5 turns)fire based(deals extra damage to targets that are weak to fire) Completion: 0% Anti-air missiles: Ammo cost: 750: Damage: 225 Attacks: 2 Special effects: Deals double damage to air based targets Completion:0% Weak-radar beam: Ammo cost: 750: Damage: 250 Special effects: Stuns target, opens up a weak spot that causes the target to take extra damage for 3 turns Completion: 0% Sentry shoot: Ammo cost: 1000: Damage: 250 Attacks: 2 Special effects: Shoots sentries at target, sentries fall to the ground and begin opening fire on random enemy vehicles for 100 damage per turn. Sentries have 100 HP each and fall apart after 3 turns. Completion: 0% Crush: Ammo cost: 0 Damage:600 Special effects: Deals 300 damage to terratron when used Completion:0% Sticky bomb launch: Ammo cost: 800 Damage: 750: Special effects: Launches a sticky bomb onto target with 500 HP that detonates when Bioshock posts(damage is not dealt until bomb detonates). If bomb is destroyed before that point, nothing happens. Completion: 0% Barrage: Ammo cost: 2000 Damage: 1250 Special effects: Immobilizes Terratron until Bioshock posts. Completion:0% Self heal: Ammo cost: 500 Damage: 0 Special effects: Terratron heals itself for 500 HP and 250 shields. Completion:0% Ammo producers: Ammo cost: 0 Damage: 0 Special effects: Terratron restores 750 of its own ammo. Completion:0%
Buffs: Stasis field(can not be attacked) Round-end completer(serves same purpose as a round-end protector plus automatically completes terratron if it is still under construction by the end of the round) Curses: Stasis field(can not move/attack)
Im helping build the dang tank... and I meant what TT2000 said. its annoying when someone does nothing but repeadetly try the same thing a million times when Bio has already pretty much told them they cant do that...
i install a quick fail safe in the terratron which is:
no one else than me and tt2000 can use weapons or drive the tank
"trust me, i don't even how to use these controls, i just know how to use weapons"
then i proceed to install a hummus launcher that can slow down enemy vehicles
Thanks for the failsafe, not to be rude or anything, but, I would rather change the part where you and me control the mech to "anyone on my side can help control the terratron". Also, for some reason people keep forgetting that this is a mech/huge robot, not a tank. Maybe I should change the name.
OVERALL CONSTRUCTION: )))))))))))))))))))) (38%)
Currently working on: Ammo
Terratron status:
HP: 10000/10000 Shields: 5000/5000(Shields increase by 500 per construction turn spent, max 5000) Ammo: 3500/3500(Ammo increases by 500 per construction turn spent, max 7500)
Weapons: TOP SECRET SUPERWEAPON: Ammo cost:? Damage: ? Special effects: All-in(destroys terratron once used), ? Flamethrower: Ammo cost: 1000: Damage: 500 Special effects: Flame(sets targets ablaze(50 damage per turn for 5 turns)fire based(deals extra damage to targets that are weak to fire) Completion: 0% Anti-air missiles: Ammo cost: 750: Damage: 225 Attacks: 2 Special effects: Deals double damage to air based targets Completion:0% Weak-radar beam: Ammo cost: 750: Damage: 250 Special effects: Stuns target, opens up a weak spot that causes the target to take extra damage for 3 turns Completion: 0% Sentry shoot: Ammo cost: 1000: Damage: 250 Attacks: 2 Special effects: Shoots sentries at target, sentries fall to the ground and begin opening fire on random enemy vehicles for 100 damage per turn. Sentries have 100 HP each and fall apart after 3 turns. Completion: 0% Crush: Ammo cost: 0 Damage:600 Special effects: Deals 300 damage to terratron when used Completion:0% Sticky bomb launch: Ammo cost: 800 Damage: 750: Special effects: Launches a sticky bomb onto target with 500 HP that detonates when Bioshock posts(damage is not dealt until bomb detonates). If bomb is destroyed before that point, nothing happens. Completion: 0% Barrage: Ammo cost: 2000 Damage: 1250 Special effects: Immobilizes Terratron until Bioshock posts. Completion:0% Self heal: Ammo cost: 500 Damage: 0 Special effects: Terratron heals itself for 500 HP and 250 shields. Completion:0% Ammo producers: Ammo cost: 0 Damage: 0 Special effects: Terratron restores 750 of its own ammo. Completion:0%
Buffs: Stasis field(can not be attacked) Round-end completer(serves same purpose as a round-end protector plus automatically completes terratron if it is still under construction by the end of the round) Failsafe(only TT2000 and those on the same side as him can control the terratron) Curses: Stasis field(can not move/attack)
I climb into the Terratron and make sure all current systems are operational, then start installing 2 extra seats so 3 people can operate it.
existing seat: piloting, can control any weapons not currently manned, Top secret superweapon
new seat #1: half of the weapons of TT2000's choice
new seat #2: the other half of the weapons
e.g.
TT2000 in seat #1 (existing) would pilot it and choose when to activate the Top secret superweapon, and if nobody is in a specific other seat, uses the weapons for that seat
Adrenaline Rush in seat #2 (new) would control half of the weapons chosen by TT2000 (for example: flamethrower, Anti-Air misslies, Weak rader beam, Sentry Shoot, and Crush)
444TARIK444(me) in seat #3 (new) would control the other weapons.
I climb into the Terratron and make sure all current systems are operational, then start installing 2 extra seats so 3 people can operate it.
existing seat: piloting, can control any weapons not currently manned, Top secret superweapon
new seat #1: half of the weapons of TT2000's choice
new seat #2: the other half of the weapons
e.g.
TT2000 in seat #1 (existing) would pilot it and choose when to activate the Top secret superweapon, and if nobody is in a specific other seat, uses the weapons for that seat
Adrenaline Rush in seat #2 (new) would control half of the weapons chosen by TT2000 (for example: flamethrower, Anti-Air misslies, Weak rader beam, Sentry Shoot, and Crush)
444TARIK444(me) in seat #3 (new) would control the other weapons.
good idea?
It's a good idea, just don't get into the mech until it's finished, since I'm going to install a failsafe later that will prevent people from getting out once they get in. Also, the only thing it will need is an eject button for seats 2# and 3#, just in case anyone turns against the defenders, although I don't think either of you will.
OVERALL CONSTRUCTION: )))))))))))))))))))) (40%)
Currently working on: Ammo
Terratron status:
HP: 10000/10000 Shields: 5000/5000(Shields increase by 500 per construction turn spent, max 5000) Ammo: 4000/4000(Ammo increases by 500 per construction turn spent, max 7500)
Current seats: Seat 1#: No one Can use all weapons and functions including the top secret superweapon, only accepts TT2000. Seat 2#: No one
Can use: Flamethrower, Anti-air missiles, Crush, Ammo producers
Seat 3#: No one
Can use: Weak radar beam, Sentry shoot, Sticky bomb launch, Self heal
Weapons: TOP SECRET SUPERWEAPON: Ammo cost:? Damage: ? Special effects: All-in(destroys terratron once used), ? Flamethrower: Ammo cost: 1000: Damage: 500 Special effects: Flame(sets targets ablaze(50 damage per turn for 5 turns)fire based(deals extra damage to targets that are weak to fire) Completion: 0% Anti-air missiles: Ammo cost: 750: Damage: 225 Attacks: 2 Special effects: Deals double damage to air based targets Completion:0% Weak-radar beam: Ammo cost: 750: Damage: 250 Special effects: Stuns target, opens up a weak spot that causes the target to take extra damage for 3 turns Completion: 0% Sentry shoot: Ammo cost: 1000: Damage: 250 Attacks: 2 Special effects: Shoots sentries at target, sentries fall to the ground and begin opening fire on random enemy vehicles for 100 damage per turn. Sentries have 100 HP each and fall apart after 3 turns. Completion: 0% Crush: Ammo cost: 0 Damage:600 Special effects: Deals 300 damage to terratron when used Completion:0% Sticky bomb launch: Ammo cost: 800 Damage: 750: Special effects: Launches a sticky bomb onto target with 500 HP that detonates when Bioshock posts(damage is not dealt until bomb detonates). If bomb is destroyed before that point, nothing happens. Completion: 0% Barrage: Ammo cost: 2000 Damage: 1250 Special effects: Immobilizes Terratron until Bioshock posts. Completion:0% Self heal: Ammo cost: 500 Damage: 0 Special effects: Terratron heals itself for 500 HP and 250 shields. Completion:0% Ammo producers: Ammo cost: 0 Damage: 0 Special effects: Terratron restores 750 of its own ammo. Completion:0%
Buffs: Stasis field(can not be attacked) Round-end completer(serves same purpose as a round-end protector plus automatically completes terratron if it is still under construction by the end of the round) Failsafe(only TT2000 and those on the same side as him can control the terratron) Curses: Stasis field(can not move/attack)
If stasis fields/workshops could simply be removed or bypassed, then they would be useless. They are supposed to protect vehicles that are under construction from anything that could possibly be considered "harm", not simply provide a paper-thin shield. Once a vehicle is complete, THEN you can try anything you want on it. But until then, you are not allowed to lay a finger on it.
((*facepalm* Chilltheshadow, try focusing on something else... this is just like when Gamertroy was ONLY focusing on getting the supertank or whatever Bioshock made back to defenders when Bioshock became an attacker.))
I assist TT2000 in constructing the Terratron, and deploy a mine turtle at Chilltheshadow.
It's not focusing on things that's the problem. It's okay to only attack/defend one thing(most attackers and defenders are highly focused on the tower), it's just doing the same thing to the point of repetitiveness or trying over and over again to do something that isn't allowed that is the problem. Also, thanks for the help. I'll need all I can get to get this thing constructed as early as possible(I expect this thing to earn me some medals!).
OVERALL CONSTRUCTION: )))))))))))))))))))) (36%)
[Snip]
Just so you know, TT, I will remain on the Destroyers until we get more of them.
We need some Defenders to switch to Destroyers!
Im helping build the dang tank... and I meant what TT2000 said. its annoying when someone does nothing but repeadetly try the same thing a million times when Bio has already pretty much told them they cant do that...
Thanks for the failsafe, not to be rude or anything, but, I would rather change the part where you and me control the mech to "anyone on my side can help control the terratron". Also, for some reason people keep forgetting that this is a mech/huge robot, not a tank. Maybe I should change the name.
I climb into the Terratron and make sure all current systems are operational, then start installing 2 extra seats so 3 people can operate it.
existing seat: piloting, can control any weapons not currently manned, Top secret superweapon
new seat #1: half of the weapons of TT2000's choice
new seat #2: the other half of the weapons
e.g.
TT2000 in seat #1 (existing) would pilot it and choose when to activate the Top secret superweapon, and if nobody is in a specific other seat, uses the weapons for that seat
Adrenaline Rush in seat #2 (new) would control half of the weapons chosen by TT2000 (for example: flamethrower, Anti-Air misslies, Weak rader beam, Sentry Shoot, and Crush)
444TARIK444(me) in seat #3 (new) would control the other weapons.
It's a good idea, just don't get into the mech until it's finished, since I'm going to install a failsafe later that will prevent people from getting out once they get in. Also, the only thing it will need is an eject button for seats 2# and 3#, just in case anyone turns against the defenders, although I don't think either of you will.
Chilltheshadow9001: Health: 830 / 1,100 Boosts: Vampire (60% Damage dealt comes back to Chilltheshadow as Health), Corruption (20% chance of turning killed Targets into a Vampire), Ninja (Attacks directed toward Chilltheshadow randomly fail), Half Demon (+30% Damage dealt) Curses: Vampire (After 5 posts of not dealing Damage or assisting team, -10 Health every post), Weak Eyes (Vulnerable Sunlight), Half Demon (Vulnerable to Attacks involving the use of Holy objects)
MACkenzie: Health: 5,750 / 6,000 Shields: 2,750 / 3,000 Weapons: MAC Cannon [Ammo: ∞ (3-post charge)| Damage: 800| Special effects: Shield Piercing (Deals full Damage to Target's Health and Shields values)] Boosts: Heavy Duty (-10% Damage taken to Health) Curses: Circuit Breaker (MAC Cannon will fail to charge if Health is below 6,000 or Shields are below 1,001)
Video Game Portal: Health: 1,500 / 1,500 Power: 900 / 1,000 Actions: Open [Power Cost: 100| Special Effects: Open Says-a-Me (Opens portal to desired video game world, completes after 1 post)] Teleport [Power Cost: 300| Effects: Come Hither (Spawns one video game character from the active video game world)] Close [Power Cost: 0| Effects: Sealant (Closes portal, completes after 1 post)] Recharge [Power Cost: 0| Effects: After Seal (Can only be used after closing), Charge! (+100 Power every post until GLaCB cancels)]
We seriously need more Destroyers. Look at the thread title! Destroy the Tower!
OVERALL CONSTRUCTION:
))))))))))))))))))))
(30%)
Currently working on: Shields
Terratron status:
HP: 10000/10000
Shields: 4500/4500(Shields increase by 500 per construction turn spent, max 5000)
Ammo: 500/500(Ammo increases by 500 per construction turn spent, max 7500)
Weapons:
TOP SECRET SUPERWEAPON: Ammo cost:? Damage: ? Special effects: All-in(destroys terratron once used), ?
Flamethrower: Ammo cost: 1000: Damage: 500 Special effects: Flame(sets targets ablaze(50 damage per turn for 5 turns)fire based(deals extra damage to targets that are weak to fire) Completion: 0%
Anti-air missiles: Ammo cost: 750: Damage: 225 Attacks: 2 Special effects: Deals double damage to air based targets Completion:0%
Weak-radar beam: Ammo cost: 750: Damage: 250 Special effects: Stuns target, opens up a weak spot that causes the target to take extra damage for 3 turns Completion: 0%
Sentry shoot: Ammo cost: 1000: Damage: 250 Attacks: 2 Special effects: Shoots sentries at target, sentries fall to the ground and begin opening fire on random enemy vehicles for 100 damage per turn. Sentries have 100 HP each and fall apart after 3 turns. Completion:
0%
Crush: Ammo cost: 0 Damage:600 Special effects: Deals 300 damage to terratron when used Completion:0%
Sticky bomb launch: Ammo cost: 800 Damage: 750: Special effects: Launches a sticky bomb onto target with 500 HP that detonates when Bioshock posts(damage is not dealt until bomb detonates). If bomb is destroyed before that point, nothing happens. Completion: 0%
Barrage: Ammo cost: 2000 Damage: 1250 Special effects: Immobilizes Terratron until Bioshock posts. Completion:0%
Self heal: Ammo cost: 500 Damage: 0 Special effects: Terratron heals itself for 500 HP and 250 shields. Completion:0%
Ammo producers: Ammo cost: 0 Damage: 0 Special effects: Terratron restores 750 of its own ammo. Completion:0%
Buffs: Stasis field(can not be attacked) Round-end completer(serves same purpose as a round-end protector plus automatically completes terratron if it is still under construction by the end of the round)
Curses: Stasis field(can not move/attack)
Check out my bad CTM map reviews here.
Geno: Blahblahblah, random sentence.
Firebrand is this color.
Shovel Knight is this color.
Memnon is this color
Cinder is this color.
Glacius is this color.
Jago is this color.
The Batter (or just Batter) is this color
Heatshade is this col- I CHOOSE MY OWN COLORS, BABY!!!
Heatshade, please.
...Fine.
Anyway...
I am this color.
http://steamcommunity.com/id/Therealadrenalinerush/
OVERALL CONSTRUCTION:
))))))))))))))))))))
(32%)
Currently working on: Shields
Terratron status:
HP: 10000/10000
Shields: 5000/5000(Shields increase by 500 per construction turn spent, max 5000)
Ammo: 1000/1000(Ammo increases by 500 per construction turn spent, max 7500)
Weapons:
TOP SECRET SUPERWEAPON: Ammo cost:? Damage: ? Special effects: All-in(destroys terratron once used), ?
Flamethrower: Ammo cost: 1000: Damage: 500 Special effects: Flame(sets targets ablaze(50 damage per turn for 5 turns)fire based(deals extra damage to targets that are weak to fire) Completion: 0%
Anti-air missiles: Ammo cost: 750: Damage: 225 Attacks: 2 Special effects: Deals double damage to air based targets Completion:0%
Weak-radar beam: Ammo cost: 750: Damage: 250 Special effects: Stuns target, opens up a weak spot that causes the target to take extra damage for 3 turns Completion: 0%
Sentry shoot: Ammo cost: 1000: Damage: 250 Attacks: 2 Special effects: Shoots sentries at target, sentries fall to the ground and begin opening fire on random enemy vehicles for 100 damage per turn. Sentries have 100 HP each and fall apart after 3 turns. Completion:
0%
Crush: Ammo cost: 0 Damage:600 Special effects: Deals 300 damage to terratron when used Completion:0%
Sticky bomb launch: Ammo cost: 800 Damage: 750: Special effects: Launches a sticky bomb onto target with 500 HP that detonates when Bioshock posts(damage is not dealt until bomb detonates). If bomb is destroyed before that point, nothing happens. Completion: 0%
Barrage: Ammo cost: 2000 Damage: 1250 Special effects: Immobilizes Terratron until Bioshock posts. Completion:0%
Self heal: Ammo cost: 500 Damage: 0 Special effects: Terratron heals itself for 500 HP and 250 shields. Completion:0%
Ammo producers: Ammo cost: 0 Damage: 0 Special effects: Terratron restores 750 of its own ammo. Completion:0%
Buffs: Stasis field(can not be attacked) Round-end completer(serves same purpose as a round-end protector plus automatically completes terratron if it is still under construction by the end of the round)
Curses: Stasis field(can not move/attack)
Check out my bad CTM map reviews here.
nothing major, just now, no mater what, you cannot add a failsafe
STASIS. FIELD. Why are you so desperate to steal this thing? Can't you just build a vehicle of your own to counter it?
OVERALL CONSTRUCTION:
))))))))))))))))))))
(33%)
Currently working on: Ammo
Terratron status:
HP: 10000/10000
Shields: 5000/5000(Shields increase by 500 per construction turn spent, max 5000)
Ammo: 1500/1500(Ammo increases by 500 per construction turn spent, max 7500)
Weapons:
TOP SECRET SUPERWEAPON: Ammo cost:? Damage: ? Special effects: All-in(destroys terratron once used), ?
Flamethrower: Ammo cost: 1000: Damage: 500 Special effects: Flame(sets targets ablaze(50 damage per turn for 5 turns)fire based(deals extra damage to targets that are weak to fire) Completion: 0%
Anti-air missiles: Ammo cost: 750: Damage: 225 Attacks: 2 Special effects: Deals double damage to air based targets Completion:0%
Weak-radar beam: Ammo cost: 750: Damage: 250 Special effects: Stuns target, opens up a weak spot that causes the target to take extra damage for 3 turns Completion: 0%
Sentry shoot: Ammo cost: 1000: Damage: 250 Attacks: 2 Special effects: Shoots sentries at target, sentries fall to the ground and begin opening fire on random enemy vehicles for 100 damage per turn. Sentries have 100 HP each and fall apart after 3 turns. Completion:
0%
Crush: Ammo cost: 0 Damage:600 Special effects: Deals 300 damage to terratron when used Completion:0%
Sticky bomb launch: Ammo cost: 800 Damage: 750: Special effects: Launches a sticky bomb onto target with 500 HP that detonates when Bioshock posts(damage is not dealt until bomb detonates). If bomb is destroyed before that point, nothing happens. Completion: 0%
Barrage: Ammo cost: 2000 Damage: 1250 Special effects: Immobilizes Terratron until Bioshock posts. Completion:0%
Self heal: Ammo cost: 500 Damage: 0 Special effects: Terratron heals itself for 500 HP and 250 shields. Completion:0%
Ammo producers: Ammo cost: 0 Damage: 0 Special effects: Terratron restores 750 of its own ammo. Completion:0%
Buffs: Stasis field(can not be attacked) Round-end completer(serves same purpose as a round-end protector plus automatically completes terratron if it is still under construction by the end of the round)
Curses: Stasis field(can not move/attack)
Check out my bad CTM map reviews here.
If I told you, that would remove the secrecy, my friend.
Stasis Field, chill.
Nothing can be done to it.
Next Attack fails
The Uber Heavies eat the Jarate.
Lol.
Next Defense fails
Failed!
Ammo given to TT2000
Chill. The Terratron has a Stasis Field.
It is invincible to everything until complete
My Attack: I continue constructing the Secret Weapon, revealing a single Attack, and reveal the Energy counter
Secret Weapon:
Health: 6,000 / 6,000
Shields: 4,000 / 4,000
Energy: 5,000 / 5,000
Attacks:
Classified Superweapon [Damage: Classified| Energy Cost: Classified| Special Effects: Classified]
Laser Blast [Damage: 200| Energy Cost: 100| Special Effects: None]
Boosts: Stasis Field (Cannot be Damaged)
Curses: Stasis Field (Cannot do anything)
Tower:
Health: 23,228 / 25,000
Shields: 148 / 2,000
Status: = Sturdy
Boosts: None
Curses: None
Chilltheshadow9001:
Health: 840 / 1,100
Boosts: Vampire (60% Damage dealt comes back to Chilltheshadow as Health), Corruption (20% chance of turning killed Targets into a Vampire), Ninja (Attacks directed toward Chilltheshadow randomly fail), Half Demon (+30% Damage dealt)
Curses: Vampire (After 0 posts of not dealing Damage or assisting team, -10 Health every post), Weak Eyes (Vulnerable Sunlight), Half Demon (Vulnerable to Attacks involving the use of Holy objects)
Chuck Norris:
Health: 1,600 / 3,000
Shields: 100 / 1,500
Boosts: None
Curses: None
MACkenzie:
Health: 5,750 / 6,000
Shields: 2,750 / 3,000
Weapons:
MAC Cannon [Ammo: ∞ (3-post charge)| Damage: 800| Special effects: Shield Piercing (Deals full Damage to Target's Health and Shields values)]
Boosts: Heavy Duty (-10% Damage taken to Health)
Curses: Circuit Breaker (MAC Cannon will fail to charge if Health is below 6,000 or Shields are below 1,001)
Video Game Portal:
Health: 1,500 / 1,500
Power: 900 / 1,000
Actions:
Open [Power Cost: 100| Special Effects: Open Says-a-Me (Opens portal to desired video game world, completes after 1 post)]
Teleport [Power Cost: 300| Effects: Come Hither (Spawns one video game character from the active video game world)]
Close [Power Cost: 0| Effects: Sealant (Closes portal, completes after 1 post)]
Recharge [Power Cost: 0| Effects: After Seal Can only be used after closing), Charge! (+100 Power every post until GLaCB cancels)]
6 days CST until the one-year Anniversary!
"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!
and fire a special ray that removes any stasis fields it touches from existence at the terratron, removing the stasis field
THEN I hack it and make it so it cannot ever get a failsafe
OVERALL CONSTRUCTION:
))))))))))))))))))))
(34%)
Currently working on: Ammo
Terratron status:
HP: 10000/10000
Shields: 5000/5000(Shields increase by 500 per construction turn spent, max 5000)
Ammo: 2000/2000(Ammo increases by 500 per construction turn spent, max 7500)
Weapons:
TOP SECRET SUPERWEAPON: Ammo cost:? Damage: ? Special effects: All-in(destroys terratron once used), ?
Flamethrower: Ammo cost: 1000: Damage: 500 Special effects: Flame(sets targets ablaze(50 damage per turn for 5 turns)fire based(deals extra damage to targets that are weak to fire) Completion: 0%
Anti-air missiles: Ammo cost: 750: Damage: 225 Attacks: 2 Special effects: Deals double damage to air based targets Completion:0%
Weak-radar beam: Ammo cost: 750: Damage: 250 Special effects: Stuns target, opens up a weak spot that causes the target to take extra damage for 3 turns Completion: 0%
Sentry shoot: Ammo cost: 1000: Damage: 250 Attacks: 2 Special effects: Shoots sentries at target, sentries fall to the ground and begin opening fire on random enemy vehicles for 100 damage per turn. Sentries have 100 HP each and fall apart after 3 turns. Completion:
0%
Crush: Ammo cost: 0 Damage:600 Special effects: Deals 300 damage to terratron when used Completion:0%
Sticky bomb launch: Ammo cost: 800 Damage: 750: Special effects: Launches a sticky bomb onto target with 500 HP that detonates when Bioshock posts(damage is not dealt until bomb detonates). If bomb is destroyed before that point, nothing happens. Completion: 0%
Barrage: Ammo cost: 2000 Damage: 1250 Special effects: Immobilizes Terratron until Bioshock posts. Completion:0%
Self heal: Ammo cost: 500 Damage: 0 Special effects: Terratron heals itself for 500 HP and 250 shields. Completion:0%
Ammo producers: Ammo cost: 0 Damage: 0 Special effects: Terratron restores 750 of its own ammo. Completion:0%
Buffs: Stasis field(can not be attacked) Round-end completer(serves same purpose as a round-end protector plus automatically completes terratron if it is still under construction by the end of the round)
Curses: Stasis field(can not move/attack)
Check out my bad CTM map reviews here.
I assist TT2000 in constructing the Terratron, and deploy a mine turtle at Chilltheshadow.
It's not focusing on things that's the problem. It's okay to only attack/defend one thing(most attackers and defenders are highly focused on the tower), it's just doing the same thing to the point of repetitiveness or trying over and over again to do something that isn't allowed that is the problem. Also, thanks for the help. I'll need all I can get to get this thing constructed as early as possible(I expect this thing to earn me some medals!).
OVERALL CONSTRUCTION:
))))))))))))))))))))
(36%)
Currently working on: Ammo
Terratron status:
HP: 10000/10000
Shields: 5000/5000(Shields increase by 500 per construction turn spent, max 5000)
Ammo: 3000/3000(Ammo increases by 500 per construction turn spent, max 7500)
Weapons:
TOP SECRET SUPERWEAPON: Ammo cost:? Damage: ? Special effects: All-in(destroys terratron once used), ?
Flamethrower: Ammo cost: 1000: Damage: 500 Special effects: Flame(sets targets ablaze(50 damage per turn for 5 turns)fire based(deals extra damage to targets that are weak to fire) Completion: 0%
Anti-air missiles: Ammo cost: 750: Damage: 225 Attacks: 2 Special effects: Deals double damage to air based targets Completion:0%
Weak-radar beam: Ammo cost: 750: Damage: 250 Special effects: Stuns target, opens up a weak spot that causes the target to take extra damage for 3 turns Completion: 0%
Sentry shoot: Ammo cost: 1000: Damage: 250 Attacks: 2 Special effects: Shoots sentries at target, sentries fall to the ground and begin opening fire on random enemy vehicles for 100 damage per turn. Sentries have 100 HP each and fall apart after 3 turns. Completion:
0%
Crush: Ammo cost: 0 Damage:600 Special effects: Deals 300 damage to terratron when used Completion:0%
Sticky bomb launch: Ammo cost: 800 Damage: 750: Special effects: Launches a sticky bomb onto target with 500 HP that detonates when Bioshock posts(damage is not dealt until bomb detonates). If bomb is destroyed before that point, nothing happens. Completion: 0%
Barrage: Ammo cost: 2000 Damage: 1250 Special effects: Immobilizes Terratron until Bioshock posts. Completion:0%
Self heal: Ammo cost: 500 Damage: 0 Special effects: Terratron heals itself for 500 HP and 250 shields. Completion:0%
Ammo producers: Ammo cost: 0 Damage: 0 Special effects: Terratron restores 750 of its own ammo. Completion:0%
Buffs: Stasis field(can not be attacked) Round-end completer(serves same purpose as a round-end protector plus automatically completes terratron if it is still under construction by the end of the round)
Curses: Stasis field(can not move/attack)
Check out my bad CTM map reviews here.
no one else than me and tt2000 can use weapons or drive the tank
"trust me, i don't even how to use these controls, i just know how to use weapons"
then i proceed to install a hummus launcher that can slow down enemy vehicles
Geno: Blahblahblah, random sentence.
Firebrand is this color.
Shovel Knight is this color.
Memnon is this color
Cinder is this color.
Glacius is this color.
Jago is this color.
The Batter (or just Batter) is this color
Heatshade is this col- I CHOOSE MY OWN COLORS, BABY!!!
Heatshade, please.
...Fine.
Anyway...
I am this color.
http://steamcommunity.com/id/Therealadrenalinerush/
Thanks for the failsafe, not to be rude or anything, but, I would rather change the part where you and me control the mech to "anyone on my side can help control the terratron". Also, for some reason people keep forgetting that this is a mech/huge robot, not a tank. Maybe I should change the name.
OVERALL CONSTRUCTION:
))))))))))))))))))))
(38%)
Currently working on: Ammo
Terratron status:
HP: 10000/10000
Shields: 5000/5000(Shields increase by 500 per construction turn spent, max 5000)
Ammo: 3500/3500(Ammo increases by 500 per construction turn spent, max 7500)
Weapons:
TOP SECRET SUPERWEAPON: Ammo cost:? Damage: ? Special effects: All-in(destroys terratron once used), ?
Flamethrower: Ammo cost: 1000: Damage: 500 Special effects: Flame(sets targets ablaze(50 damage per turn for 5 turns)fire based(deals extra damage to targets that are weak to fire) Completion: 0%
Anti-air missiles: Ammo cost: 750: Damage: 225 Attacks: 2 Special effects: Deals double damage to air based targets Completion:0%
Weak-radar beam: Ammo cost: 750: Damage: 250 Special effects: Stuns target, opens up a weak spot that causes the target to take extra damage for 3 turns Completion: 0%
Sentry shoot: Ammo cost: 1000: Damage: 250 Attacks: 2 Special effects: Shoots sentries at target, sentries fall to the ground and begin opening fire on random enemy vehicles for 100 damage per turn. Sentries have 100 HP each and fall apart after 3 turns. Completion:
0%
Crush: Ammo cost: 0 Damage:600 Special effects: Deals 300 damage to terratron when used Completion:0%
Sticky bomb launch: Ammo cost: 800 Damage: 750: Special effects: Launches a sticky bomb onto target with 500 HP that detonates when Bioshock posts(damage is not dealt until bomb detonates). If bomb is destroyed before that point, nothing happens. Completion: 0%
Barrage: Ammo cost: 2000 Damage: 1250 Special effects: Immobilizes Terratron until Bioshock posts. Completion:0%
Self heal: Ammo cost: 500 Damage: 0 Special effects: Terratron heals itself for 500 HP and 250 shields. Completion:0%
Ammo producers: Ammo cost: 0 Damage: 0 Special effects: Terratron restores 750 of its own ammo. Completion:0%
Buffs: Stasis field(can not be attacked) Round-end completer(serves same purpose as a round-end protector plus automatically completes terratron if it is still under construction by the end of the round) Failsafe(only TT2000 and those on the same side as him can control the terratron)
Curses: Stasis field(can not move/attack)
Check out my bad CTM map reviews here.
and i change the fail safe to what tt2000 told me to change.
"that ain't a problem, was going to do that but didn't want to violate your command."
and i also stop the tower from getting blown up by using a shield.
Geno: Blahblahblah, random sentence.
Firebrand is this color.
Shovel Knight is this color.
Memnon is this color
Cinder is this color.
Glacius is this color.
Jago is this color.
The Batter (or just Batter) is this color
Heatshade is this col- I CHOOSE MY OWN COLORS, BABY!!!
Heatshade, please.
...Fine.
Anyway...
I am this color.
http://steamcommunity.com/id/Therealadrenalinerush/
existing seat: piloting, can control any weapons not currently manned, Top secret superweapon
new seat #1: half of the weapons of TT2000's choice
new seat #2: the other half of the weapons
e.g.
TT2000 in seat #1 (existing) would pilot it and choose when to activate the Top secret superweapon, and if nobody is in a specific other seat, uses the weapons for that seat
Adrenaline Rush in seat #2 (new) would control half of the weapons chosen by TT2000 (for example: flamethrower, Anti-Air misslies, Weak rader beam, Sentry Shoot, and Crush)
444TARIK444(me) in seat #3 (new) would control the other weapons.
good idea?
It's a good idea, just don't get into the mech until it's finished, since I'm going to install a failsafe later that will prevent people from getting out once they get in. Also, the only thing it will need is an eject button for seats 2# and 3#, just in case anyone turns against the defenders, although I don't think either of you will.
OVERALL CONSTRUCTION:
))))))))))))))))))))
(40%)
Currently working on: Ammo
Terratron status:
HP: 10000/10000
Shields: 5000/5000(Shields increase by 500 per construction turn spent, max 5000)
Ammo: 4000/4000(Ammo increases by 500 per construction turn spent, max 7500)
Current seats:
Seat 1#: No one
Can use all weapons and functions including the top secret superweapon, only accepts TT2000.
Seat 2#: No one
Can use: Flamethrower, Anti-air missiles, Crush, Ammo producers
Seat 3#: No one
Can use: Weak radar beam, Sentry shoot, Sticky bomb launch, Self heal
Weapons:
TOP SECRET SUPERWEAPON: Ammo cost:? Damage: ? Special effects: All-in(destroys terratron once used), ?
Flamethrower: Ammo cost: 1000: Damage: 500 Special effects: Flame(sets targets ablaze(50 damage per turn for 5 turns)fire based(deals extra damage to targets that are weak to fire) Completion: 0%
Anti-air missiles: Ammo cost: 750: Damage: 225 Attacks: 2 Special effects: Deals double damage to air based targets Completion:0%
Weak-radar beam: Ammo cost: 750: Damage: 250 Special effects: Stuns target, opens up a weak spot that causes the target to take extra damage for 3 turns Completion: 0%
Sentry shoot: Ammo cost: 1000: Damage: 250 Attacks: 2 Special effects: Shoots sentries at target, sentries fall to the ground and begin opening fire on random enemy vehicles for 100 damage per turn. Sentries have 100 HP each and fall apart after 3 turns. Completion:
0%
Crush: Ammo cost: 0 Damage:600 Special effects: Deals 300 damage to terratron when used Completion:0%
Sticky bomb launch: Ammo cost: 800 Damage: 750: Special effects: Launches a sticky bomb onto target with 500 HP that detonates when Bioshock posts(damage is not dealt until bomb detonates). If bomb is destroyed before that point, nothing happens. Completion: 0%
Barrage: Ammo cost: 2000 Damage: 1250 Special effects: Immobilizes Terratron until Bioshock posts. Completion:0%
Self heal: Ammo cost: 500 Damage: 0 Special effects: Terratron heals itself for 500 HP and 250 shields. Completion:0%
Ammo producers: Ammo cost: 0 Damage: 0 Special effects: Terratron restores 750 of its own ammo. Completion:0%
Buffs: Stasis field(can not be attacked) Round-end completer(serves same purpose as a round-end protector plus automatically completes terratron if it is still under construction by the end of the round) Failsafe(only TT2000 and those on the same side as him can control the terratron)
Curses: Stasis field(can not move/attack)
Check out my bad CTM map reviews here.
((when it is finished i will take seat #3))
?
Surge Protector, Fireproof Plating, and Blast Shield added to Secret Weapon
You. Can't. Do. That.
Exactly!
Just so you know, TT, I will remain on the Destroyers until we get more of them.
We need some Defenders to switch to Destroyers!
500 Damage
Failed!
My Attack: I reveal more Secret Weapon Attacks
Secret Weapon:
Health: 6,000 / 6,000
Shields: 4,000 / 4,000
Energy: 5,000 / 5,000
Attacks:
Classified Superweapon [Damage: Classified| Energy Cost: Classified| Special Effects: Classified]
Laser Blast [Damage: 200| Energy Cost: 100| Special Effects: None]
Laser Vulcan [Damage: 500| Energy Cost: 500| Special Effects: Ignition (Ignites Target)]
Boosts: Stasis Field (Cannot be Damaged), Surge Protector (Electrical Attacks directed toward Secret Weapon deal 45% Damage), Fireproof Plating (Fire-based Attacks directed toward Secret Weapon deal 45% Damage), Blast Shield (Explosive Attacks directed toward Secret Weapon deal 45% Damage)
Curses: Stasis Field (Cannot do anything)
Tower: -425, -75
Health: 22,803 / 25,000
Shields: 73 / 2,000
Status: = Sturdy
Boosts: None
Curses: None
Chilltheshadow9001:
Health: 830 / 1,100
Boosts: Vampire (60% Damage dealt comes back to Chilltheshadow as Health), Corruption (20% chance of turning killed Targets into a Vampire), Ninja (Attacks directed toward Chilltheshadow randomly fail), Half Demon (+30% Damage dealt)
Curses: Vampire (After 5 posts of not dealing Damage or assisting team, -10 Health every post), Weak Eyes (Vulnerable Sunlight), Half Demon (Vulnerable to Attacks involving the use of Holy objects)
Chuck Norris:
Health: 1,600 / 3,000
Shields: 100 / 1,500
Boosts: None
Curses: None
MACkenzie:
Health: 5,750 / 6,000
Shields: 2,750 / 3,000
Weapons:
MAC Cannon [Ammo: ∞ (3-post charge)| Damage: 800| Special effects: Shield Piercing (Deals full Damage to Target's Health and Shields values)]
Boosts: Heavy Duty (-10% Damage taken to Health)
Curses: Circuit Breaker (MAC Cannon will fail to charge if Health is below 6,000 or Shields are below 1,001)
Video Game Portal:
Health: 1,500 / 1,500
Power: 900 / 1,000
Actions:
Open [Power Cost: 100| Special Effects: Open Says-a-Me (Opens portal to desired video game world, completes after 1 post)]
Teleport [Power Cost: 300| Effects: Come Hither (Spawns one video game character from the active video game world)]
Close [Power Cost: 0| Effects: Sealant (Closes portal, completes after 1 post)]
Recharge [Power Cost: 0| Effects: After Seal (Can only be used after closing), Charge! (+100 Power every post until GLaCB cancels)]
We seriously need more Destroyers. Look at the thread title! Destroy the Tower!
"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!