30/30 ZombCannon Ready! 1/10 UBER Battleship Carrier HP:10000 Turrets (6 Turrets): 200/200 200/200 200/200 200/200 200/200 200/200 -Each Turret does 200 damage individuality Heavy Turrets (2 of them): 300/300 300/300 -Each Heavy Turret does 400 damage individuality Zomcannon: 5000/5000 -deals 4000 damage -has a cooldown time of 1 turn if used -must be used manualy Hanger (Spawns 3 repair drones per turn): 3000/3000 Shield Generator (Heals the shield by 2000 each turn): 4000/4000 Shield: 6000/5000 -Shield must be destroyed to damage the Carrier or anything on the Carrier Zomcannon Hp:5000 deals 4000 damage -has a cooldown time of 1 turn if used -must be used manualy Repair Drone HP:600 Repair: 1000 heal Rebuild: A section of the Uber Battle carrier is revived with 20% health Mega Heal: 2000 heal but is destroyed in process, only i can authorize this, must be ordered to happen Special: Can also rebuild the Turrets/Heavy Turrets/Hanger/Shield generator if destroyed I grab the Zomcannon and i fire it at the Star destroyer. Plus my repair drones are suppose to do 1000 heal to my UBC per turn so you owed me a lot of HP restored and heavy cannons rebuilt. Please read my description for the repair drones. Also someone should deal with all the tie fighters.
I did read your description, and nowhere in your description did it say they repair per turn. I'll add it under the condition that a single repair drone can only heal a single component at a time. Zomcannon added! It hits the Star Destroyer for 4,000 damage! It has to cool down.
Oh, someone summoned Vader's Fist. I guess I might as well re-enter Destroy the Godmodder. Anyway, I might as well start charging up something to counter it.... Mando army 1/30.
Barracks Templar half complete (2/4). I throw a Jarate Nuke into the air and it explodes, damaging nothing Anti-godmodder but covering everything Pro-Godmodder in urine, causing them to take extra damage. It also reveals the TIE Phantoms. Barracks Templar: [AG] HP: 4000/8000
Smart move! All Anti-Godmodders will deal 50% more damage! TIE Phantoms revealed!
37/100 UOSS 3/5 ritual I throw some surplus uncontrolled magical energy from my ritual into the godmodder's ritual, hoping to overload his ritual and blow him up.
The magical energy simply strengthens his own ritual!
Yveltal uses Hurricane! The effects of Play Nice wore off. Hurricane BP: 130 STAB increases it. Meanwhile, a new horror is being built: The Imperial II Class Star Destroyer, the second model. 1/7
2/10 1/10 UBER Battleship Carrier HP:10000 Turrets (6 Turrets): 200/200 200/200 200/200 200/200 200/200 200/200 -Each Turret does 200 damage individuality Heavy Turrets (2 of them): 300/300 300/300 -Each Heavy Turret does 400 damage individuality Zomcannon: 5000/5000 -deals 4000 damage -has a cooldown time of 1 turn if used -must be used manualy Hanger (Spawns 3 repair drones per turn): 3000/3000 Shield Generator (Heals the shield by 2000 each turn): 4000/4000 Shield: 6000/5000 -Shield must be destroyed to damage the Carrier or anything on the Carrier Zomcannon Hp:5000 deals 4000 damage -has a cooldown time of 1 turn if used -must be used manualy Repair Drone HP:600 Repair: 1000 heal Rebuild: A section of the Uber Battle carrier is revived with 20% health Mega Heal: 2000 heal but is destroyed in process, only i can authorize this, must be ordered to happen Special: Can also rebuild the Turrets/Heavy Turrets/Hanger/Shield generator if destroyed I make 1 Heavy Turret.
38/100 UOSS 4/5 ritual I build a giant anvil made out of telekill alloy, then drop it on the godmodder. the telekill alloy prevents him from using magic to counter the anvil, and will disrupt the ritual.
The Annihilator takes the attack instead, and it takes 1,000 damage!
39/100 UOSS I complete the ritual and summon the 5th Enderman Special Forces Brigade. To increase their effectiveness, I give each one a super-advanced genetically engineered laser cat with lasers and various special gadgets, like hologram projectors that make the army look larger than it is. 5th Enderman Special Forces Brigade (AG): 100/100 Troops Abilities: Each enderman has 100 HP 5 enderman respawn each turn Laser Cat rifles Teleportation (no more than 10 enderman can be caught in a single attack) Hologram Projection (50% chance for incoming attacks to miss)
5th ESFB added! Their Hologram Projections malfunction instantly! There will be 100 to start.
I throw Pikachu in the pokemon battle at the godmodder, which somehow also heals it. No, I wasn't lampshading anything with that last one. What did you say about attacking?
Alright. I said that entities can only attack one thing per turn, and I thought you were poking fun at that, but whatever.
play nice doesn't wear off ya silly. have you ever played pokemon? play nice lower stats for entire battle. now......IRON TAIL to yveltal
This isn't Pokemon! This is DTG! The Godmodder has... graciously... allowed for some Pokemon rules to be added for this battle, but don't expect all of them to make their way in! Besides, it's hard to keep track of them all.
Entity Attacks:
It's all-out war on the server right now! Both sides have massive armies, and it's unclear who has the higher ground. The Godmodder is still charging up his ritual, so he can't attack this turn. But lucky for you, his Sith Army is more than capable of defending for themselves!
Every single TIE Fighter in the PG Army attacks the Wither, killing it! However, it kills 200 Interceptors and 8 Defenders. The AG Army, led by Notch, destroys the Star Destroyer! The Destroyer kills 10 Endermen before it dies. The 501st Army and the Annihilator attack the Flagship for 6,000 damage! 5 new Endermen spawn, 20 of each type of TIE that can be remade spawn, and the Repair Droids heal the UBC. One more Droid is added, reaching the cap of 5!
UBER Battleship Carrier
HP:10000
Turrets (6 Turrets): 200/200 200/200 200/200 200/200 200/200 200/200
-Each Turret does 200 damage individuality
Heavy Turrets (2 of them): 300/300 300/300
-Each Heavy Turret does 400 damage individuality
Zomcannon: 5000/5000
-deals 4000 damage
-has a cooldown time of 1 turn if used
-must be used manualy
Hanger (Spawns 3 repair drones per turn): 3000/3000
Shield Generator (Heals the shield by 2000 each turn): 4000/4000
Shield: 6000/5000
-Shield must be destroyed to damage the Carrier or anything on the Carrier
Zomcannon
Hp:5000
deals 4000 damage
-has a cooldown time of 1 turn if used
-must be used manualy
Repair Drone
HP:600
Repair: 1000 heal
Rebuild: A section of the Uber Battle carrier is revived with 20% health
Mega Heal: 2000 heal but is destroyed in process, only i can authorize this, must be ordered to happen
Special: Can also rebuild the Turrets/Heavy Turrets/Hanger/Shield generator if destroyed
(Just a question: If the Godmodder wants us to rage quit the server, but we can't leave, how are we supposed to rage quit?)
Using a scepter, I align all other Minecraft celestial bodies - Mercury, Venus, the Moon, Mars, Jupiter, Saturn, Uranus and Neptune - into a straight line facing the exact location that the Godmodder is on. After thirty posts, they will all simultaneously smash on top of the Godmodder.
Also, in case of he teleporting in another side of the Minecraft planets, said celestial bodies are facing all of the Minecraft Earth's directions.
0/30.
That's the thing! You try to rage quit, then realize you can't! Since you keep trying, you rage and rage further, bringing the Godmodder endless amusement!
10/10
What I have been doing all along I have been both summoning and using an attack
I summon the block monster but first My Block monster Pulls from me Hitting both the Godmodder and some TIE Fighters
Block Monster added! 200 TIE Interceptors destroyed!
Super Star Destroyer (Executor Class) Dominator- 2/10
Lambda-class T-4a shuttle - 1/2
[Imperial Fleet Commander] Ready a shuttle, i wish to transfer to the Dominator when it arrives.
[Imperial Officer] Yessir
*add "Imperial Fleet Commander" with about 100 health (people have to destroy whatever building he is in, that's the only way to kill him (unless you catch him outside by himself (doubtful)))
Imperial Fleet Commander added! For now, since there is no vehicle, the 501st Army will protect him.
The Barracks Templar is now ready to prepare troops for battle.
It will send these entities into battle each update.
Knight Templar: [AG] HP: 2500/2500 x50
Knights Templar can attack with their sword against enemies for 500 damage. (Melee)
They can also shoot something with their crossbow for 400 damage. (Ranged)
Mage Templar: [AG] HP: 1500/1500 x20
They are able to cast a healing spell that heals 3 Knights Templar by 750 HP. (Support)
They can also cast an arcane spell that deals 550 damage. (Ranged)
Archpaladin Templar: [AG] HP: 4000/4000 x5
They wield large sledgehammers that deal 650 damage per hit. (Melee)
They are also able to cast Holy Explosion, a spell that heals 10 Templars for 400 health and damages enemies for 350 damage. (Support/Ranged)
More troops will be developed as the battle goes on.
I'm going to have to tweak this a little bit, but alright.
I punch the godmodder. It bounces off. I punch him again. It also bounces off. I then proceed to walk up looking like I'm about to do a punch, then doing an ARMOR-PIERCING SLAP instead!
You pierce the Godmodder's armor, but then you see his second pieces of armor underneath the first!
Play Nice DOES wear off, at least here it does. My Oblivion Wing only dealt 20 damage, so imagine if you used Play Nice like fifty times to make it impossible for me to do anything. Sure, in an actual Pokemon game, it would still be there, but you can switch and have multiple pokemon. We can't.
Anyway, Yveltal uses Roost!
Star Destroyer sends out more TIES.
Yveltal is dead! The Destroyer produces an additional 10 more of each type of TIE that can be built.
A wild giant mutated Three-headed Creeper appears behind the Godmodder and wants to destroy it. (Reference to Galacticraft mod)
The Wild Giant Mutated Three-Heade Creeper tries to attack the Godmodder with his heads, but he dodges it! The Godmodder then ties all three of its heads together, neutralizing it!
I'll just wat for battle summary i guess... to see if I die or not...
If i do then i can progress my story and help attacking cause pokemon battle is kinda time wasting........WAIT A MINUTE!!!
IS HE DISTRACTING ME FROM THE REAL BATTLE FOR THE WHOLE TIME!?!?!?
DAMN IT!!!! I SHOULD HAVE KNOWN IT!!!!
NO TIME TO LOSE TURN BACK TO MATTER FORM AND......*slice*
*A random attack form yveltal hits the matter causing the matter to split and causing explosion and turning both me and yveltal back to human again........or not......*
Ouch where am I. Last thing I remember is posting some reply to Destroy the Godmodder 2 topic....and why is everything is blocky.....
WAIT AM I IN THE MINECRAFT WORLD?!?! NO! THIS CANNOT BE HAPPENING!! *turn right* AND MY RIGHT ARM IS MISSING TOO? no it's just over there flopping but i have no way to connect it back.....maybe I'll give it some ARMor later(Chuggaaconroy would be so proud...)
Atleast what i can do now is get my cyber implant arm and replace my arm for now.....also replace some of my body parts to cyber implant too just to protect me from this battle.
Cyber Implant Progress 1/4 Finding ARMor and sword for arm 1/5
I send a squad of 6 Armed Helicopters into the air.
Armed Helicopter: [AG] HP: 6500/6500 x6
Abilities:
Twin Gatling Guns: Rains lead on its target for 1000 damage. (Ranged)
Missile: Shoots a missile at its target for 2500 damage and can hit multiple enemies. Can only be used 3 times before a resupply is necessary.(Ranged)
Passives:
Fragile: Enemy shots have a 15% chance to instakill this entity.
Radar: Can detect cloaked/invisible enemies.
Airborne: Cannot be hit by ground based melee attacks.
Fast: Moves twice as fast.
Fuel-Dependant: Dies after 4 updates until restock.
The Godmodder further charges up his attack, and is almost done! If he isn't attacked soon, it will go through. All of the Anti-Godmodders attack the Lambda Ship, dealing 11,000 damage to it! The Imperial Fleet Commander falls to the floor of the craft as it shakes horrendously. All of the Pro-Godmodders (sans the Godmodder himself) attack the UBC!
The Lambda Ship and The Annihilator destroy the Shields! The TIE Interceptors destroy the Shield Generator! All the rest of the TIEs destroy the Repair Droids and the Hangar! The 501st Army deals 1,000 damage to the Zomcannon! Notch floats up into the sky, and swishes his cape, disappearing from where he came. As a parting gift, he heals every Anti-Godmodder for 2,000 HP!
The 5th ESFB uses their teleport ability to teleport into the anhillator's bridge, and they fire on everything that is not an enderman on the bridge, heavily damaging the bridge and killing some people on it as well as bypassing the bridge's shield. the crew responds in force, but the enderman teleport away, leaving behind several laser cats set on guard mode that attack the anhillator's crew.
Actually, please divide all the units' stats trained in the Templar Barracks by 10, now that I know how little HP everything else has. This should also go for the helicopters I sent.
Also, I believe the Barracks Templar's HP should be halved.
I implement this using my Beam of Balance.
Will you please implement this into our current update?
Actually, please divide all the units' stats trained in the Templar Barracks by 10, now that I know how little HP everything else has. This should also go for the helicopters I sent.
Also, I believe the Barracks Templar's HP should be halved.
I implement this using my Beam of Balance.
Will you please implement this into our current update?
Actually, you already tweaked it, but IMO it would be best tweaked in my way due to the massive amount of them produced an update. Which is why the number produced should stay the same.
Anyways, I begin to design a Chain Lightning Scepter.
It will do 200 damage to 7 ties each time I post, the group it picks from comes from the largest amount of TIEs.
Actually, you already tweaked it, but IMO it would be best tweaked in my way due to the massive amount of them produced an update. Which is why the number produced should stay the same.
Anyways, I begin to design a Chain Lightning Scepter.
It will do 200 damage to 7 ties each time I post, the group it picks from comes from the largest amount of TIEs.
The Meaning of Life, the Universe, and Everything.
Join Date:
6/25/2013
Posts:
48
Member Details
4/10
3/10
UBER Battleship Carrier
HP:10000
Turrets (6 Turrets): 200/200 200/200 200/200 200/200 200/200 200/200
-Each Turret does 200 damage individuality
Heavy Turrets (2 of them): 300/300 300/300
-Each Heavy Turret does 400 damage individuality
Zomcannon: 5000/5000
-deals 4000 damage
-has a cooldown time of 1 turn if used
-must be used manualy
Hanger (Spawns 3 repair drones per turn): 3000/3000
Shield Generator (Heals the shield by 2000 each turn): 4000/4000
Shield: 6000/5000
-Shield must be destroyed to damage the Carrier or anything on the Carrier
Zomcannon
Hp:5000
deals 4000 damage
-has a cooldown time of 1 turn if used
-must be used manualy
Repair Drone
HP:600
Repair: 1000 heal
Rebuild: A section of the Uber Battle carrier is revived with 20% health
Mega Heal: 2000 heal but is destroyed in process, only i can authorize this, must be ordered to happen
Special: Can also rebuild the Turrets/Heavy Turrets/Hanger/Shield generator if destroyed
I grab the Zomcannon fire it at the Godmodder.
Plus i call Scaliferd to boost my attack.
I continue locating our coordinates. I've located the planet, continent, and even the biome! I'm not stopping any time soon, though, as I focus my efforts on a specific point in space-time. 9/16.
I summon the 27th Enderman repair squad. It begins repairing the UBC.
Meanwhile, the 5th ESFB attacks the TIE vessels by teleporting onto them, causing them to unbalance, firing lasers into them, then teleporting off before the fighters crash.
It doesn't kill him, instead it turns his surroundings into Blocks of Iron.
An alternate timeline emerges.
However, we must first start from the beginning...
I did read your description, and nowhere in your description did it say they repair per turn. I'll add it under the condition that a single repair drone can only heal a single component at a time. Zomcannon added! It hits the Star Destroyer for 4,000 damage! It has to cool down.
You pin the Godmodder to the wall!
engie_ninja has earned the achievement: William Tell Overkill!
...But nothing happened! The Godmodder then throws the arrow back at you, and gets the same achievement!
The bridge was completed a long time ago; why are you still talking about it?
1,200 damage!
Welcome back!
1,000 damage!
Smart move! All Anti-Godmodders will deal 50% more damage! TIE Phantoms revealed!
The magical energy simply strengthens his own ritual!
Alright.
You make 1 Heavy Turret.
The Annihilator takes the attack instead, and it takes 1,000 damage!
5th ESFB added! Their Hologram Projections malfunction instantly! There will be 100 to start.
Alright. I said that entities can only attack one thing per turn, and I thought you were poking fun at that, but whatever.
This isn't Pokemon! This is DTG! The Godmodder has... graciously... allowed for some Pokemon rules to be added for this battle, but don't expect all of them to make their way in! Besides, it's hard to keep track of them all.
Entity Attacks:
It's all-out war on the server right now! Both sides have massive armies, and it's unclear who has the higher ground. The Godmodder is still charging up his ritual, so he can't attack this turn. But lucky for you, his Sith Army is more than capable of defending for themselves!
Every single TIE Fighter in the PG Army attacks the Wither, killing it! However, it kills 200 Interceptors and 8 Defenders. The AG Army, led by Notch, destroys the Star Destroyer! The Destroyer kills 10 Endermen before it dies. The 501st Army and the Annihilator attack the Flagship for 6,000 damage! 5 new Endermen spawn, 20 of each type of TIE that can be remade spawn, and the Repair Droids heal the UBC. One more Droid is added, reaching the cap of 5!
The Battlefield:
Notch: [AG]. Specials: Leaves in one turn.
Fort 2.0: [AG] HP: 14,500/17,500. Shields: 70%.
Flagship: [AG] HP: 27,600/50,000.
Scaliferd: [AG] HP: 29,900/50,000.
Uber Battleship Carrier: [AG] HP: 10,000/10,000. Shields: 5,000/5,000. Shield Generator: 4,000/4,000. Turrets: 200/200 (x6). Heavy Turrets: 300/300 (x1). Repair Drone: 600/600 (x5). Hanger: 3,000/3,000. Zomcannon: 5,000/5,000. (Needs to cool down.)
5th ESFB: [AG] HP: 100/100. (x95.) Specials: No more than 10 Endermen can die in a single attack.
Annihilator: [PG] HP: 16,450/20,000. Shield: 64%. Cannons: 5,000/5,000. Generator: 2,000/2,000. Bridge: 1,000/1,000. Bridge Shield: 250%.
TIE-Fighters: [PG] HP: 100/100. (x474.)
TIE-Interceptors: [PG] HP: 75/75. (x1,100.)
TIE-Bombers: [PG] HP: 80/80. (x110.)
TIE-Defenders: [PG] HP: 130/130. (x70.)
TIE-Avengers: [PG] HP: 200/200. (x50.)
TIE-Phantoms: [PG] HP: 50/50. (x50.)
501st Army: [PG] HP: 500/500. (x28.) Special: More of the Army is waiting in the wings.
Godmodder: HP: 92/125. Charge: 2/4.
Pokemon Battle:
TT2000 used a Potion on Pikachu! (+50 HP)
Pikachu used Iron Tail! It's super effective! (50 DMG)
Yveltal fainted! Pikachu wins the battle! It is now over.
Pikachu: Lv. 100. 55/100 HP. (M) Type: Electric. Moves: Play Nice / Thundershock / Iron Tail / Tackle
Vs.
?
An alternate timeline emerges.
However, we must first start from the beginning...
You build another Heavy Turret.
World Destroyer added! The Curse of Repetitiveness™ weakens him though. Instead of the above two, you disable two random posts this turn.
That's the thing! You try to rage quit, then realize you can't! Since you keep trying, you rage and rage further, bringing the Godmodder endless amusement!
Barracks Templar added!
Block Monster added! 200 TIE Interceptors destroyed!
Imperial Fleet Commander added! For now, since there is no vehicle, the 501st Army will protect him.
I'm going to have to tweak this a little bit, but alright.
The Godmodder's godmodded virus is way too powerful for any earthly (or unearthly for that matter) virus to destroy it, but that made me laugh!
Never mind. The Commander is now hiding in the Lambda-Class T-4a Shuttle!' Once the Dominator arrives, the shuttle will leave.
You kill 15 Bombers and Defenders.
You pierce the Godmodder's armor, but then you see his second pieces of armor underneath the first!
It bounces off the Godmodder harmlessly. He then throws it at you, and you hide behind a tree!
Yveltal is dead! The Destroyer produces an additional 10 more of each type of TIE that can be built.
The Wild Giant Mutated Three-Heade Creeper tries to attack the Godmodder with his heads, but he dodges it! The Godmodder then ties all three of its heads together, neutralizing it!
The Pokemon Battle segment will be removed.
Ok...?
Entity Attacks:
The Godmodder further charges up his attack, and is almost done! If he isn't attacked soon, it will go through. All of the Anti-Godmodders attack the Lambda Ship, dealing 11,000 damage to it! The Imperial Fleet Commander falls to the floor of the craft as it shakes horrendously. All of the Pro-Godmodders (sans the Godmodder himself) attack the UBC!
The Lambda Ship and The Annihilator destroy the Shields! The TIE Interceptors destroy the Shield Generator! All the rest of the TIEs destroy the Repair Droids and the Hangar! The 501st Army deals 1,000 damage to the Zomcannon! Notch floats up into the sky, and swishes his cape, disappearing from where he came. As a parting gift, he heals every Anti-Godmodder for 2,000 HP!
The Battlefield:
Fort 2.0: [AG] HP: 16,500/17,500. Shields: 70%.
Flagship: [AG] HP: 29,600/50,000.
Scaliferd: [AG] HP: 33,900/50,000.
Uber Battleship Carrier: [AG] HP: 10,000/10,000. Shields: 500/5,000. Shield Generator: 500/4,000. Turrets: 200/200 (x6). Heavy Turrets: 300/300 (x2). Repair Drone: 500/600 (x1). Hanger: 500/3,000. Zomcannon: 4,000/5,000.
5th ESFB: [AG] HP: 100/100. (x100.) Specials: No more than 10 Endermen can die in a single attack.
Barracks Templar: [AG] HP: 4,000/4,000.
Knight Templars: [AG] HP: 250/250. (x50.)
Mage Templars: [AG] HP: 150/150. (x20.)
Archpaladin Templars: [AG] HP: 400/400. (x5.)
Armed Helicopters: [AG] HP: 650/650. (x6.)
Block Monster: [AG] HP: 18,000/18,000.
Annihilator: [PG] HP: 16,450/20,000. Shield: 64%. Cannons: 5,000/5,000. Generator: 2,000/2,000. Bridge: 1,000/1,000. Bridge Shield: 250%.
TIE-Fighters: [PG] HP: 100/100. (x474.)
TIE-Interceptors: [PG] HP: 75/75. (x900.)
TIE-Bombers: [PG] HP: 80/80. (x105.)
TIE-Defenders: [PG] HP: 130/130. (x65.)
TIE-Avengers: [PG] HP: 200/200. (x60.)
TIE-Phantoms: [PG] HP: 50/50. (x60.)
501st Army: [PG] HP: 500/500. (x28.) Special: More of the Army is waiting in the wings.
Imperial Fleet Commander: [PG] HP: 100/100.
Lambda-Class T-4A Shuttle: [PG] HP: 20,000/20,000. Specials: Housing Fleet Commander.
World Destroyer: [PG] 14,000/14,000.
Godmodder: HP: 92/125. Charge: 3/4.
The 5th ESFB uses their teleport ability to teleport into the anhillator's bridge, and they fire on everything that is not an enderman on the bridge, heavily damaging the bridge and killing some people on it as well as bypassing the bridge's shield. the crew responds in force, but the enderman teleport away, leaving behind several laser cats set on guard mode that attack the anhillator's crew.
Also, I believe the Barracks Templar's HP should be halved.
I implement this using my Beam of Balance.
Will you please implement this into our current update?
An alternate timeline emerges.
However, we must first start from the beginning...
Done.
I teleport into the fleet commander's shuttle and assassinate the fleet commander. I then throw bombs all over the shuttle interior.
Actually, you already tweaked it, but IMO it would be best tweaked in my way due to the massive amount of them produced an update. Which is why the number produced should stay the same.
Anyways, I begin to design a Chain Lightning Scepter.
It will do 200 damage to 7 ties each time I post, the group it picks from comes from the largest amount of TIEs.
An alternate timeline emerges.
However, we must first start from the beginning...
Alright, I'll work on it.
EDIT: NOW I'm done.
Thank you for your response.
Due to toeing the line of double-posting, I merely start developing another troop for the Knights Templar.
An alternate timeline emerges.
However, we must first start from the beginning...
3/10
UBER Battleship Carrier
HP:10000
Turrets (6 Turrets): 200/200 200/200 200/200 200/200 200/200 200/200
-Each Turret does 200 damage individuality
Heavy Turrets (2 of them): 300/300 300/300
-Each Heavy Turret does 400 damage individuality
Zomcannon: 5000/5000
-deals 4000 damage
-has a cooldown time of 1 turn if used
-must be used manualy
Hanger (Spawns 3 repair drones per turn): 3000/3000
Shield Generator (Heals the shield by 2000 each turn): 4000/4000
Shield: 6000/5000
-Shield must be destroyed to damage the Carrier or anything on the Carrier
Zomcannon
Hp:5000
deals 4000 damage
-has a cooldown time of 1 turn if used
-must be used manualy
Repair Drone
HP:600
Repair: 1000 heal
Rebuild: A section of the Uber Battle carrier is revived with 20% health
Mega Heal: 2000 heal but is destroyed in process, only i can authorize this, must be ordered to happen
Special: Can also rebuild the Turrets/Heavy Turrets/Hanger/Shield generator if destroyed
I grab the Zomcannon fire it at the Godmodder.
Plus i call Scaliferd to boost my attack.
I summon the 27th Enderman repair squad. It begins repairing the UBC.
Meanwhile, the 5th ESFB attacks the TIE vessels by teleporting onto them, causing them to unbalance, firing lasers into them, then teleporting off before the fighters crash.
Chain Lightning Scepter is a new project. 1/3 complete.
An alternate timeline emerges.
However, we must first start from the beginning...
Check out my bad CTM map reviews here.
"Thank you!"
I proceed to take the iron and work my way up to the surface.
Also a letter has been revealed in the entities name yay
I drop a massive telekill anvil on the godmodder. I then buff the attack with unbodyguardable and uncounterable.