I summon the kraken to protect the tower! It will be safe via Giant Squid...ness.
Im gonna do some stats now, I don't know what im doing
HP 9000/9000
Shields 1000/1000
Weapons: Tentacle ( Will basicly hit stuff with tentacle) 500 damage
Flood: Submerges enemy and takes 200 damage now and 100 damage per post. lasts 6 posts. (Can escape immediately for 300 Hp)
HP 600/600
Skills:
Reliable Worker: Repairs 50 Damage to the tower per generic post.[Inactive]
Quick Learner: After 3 Bio Posts (after beginning work) Novice Engineer levels to Journeyman, increasing repairs/post to 100 [Inactive]
Rollback Post to RevisionRollBack
"If you have built castles in the air, your work need not be lost; that is where they should be. Now put foundations under them."
-Henry David Thoreau __________________________________________________________________________________________________________________________________________
It seems as if most people with smaller (>500 posts) titles are taking advantage of the new system to get the "42 Title" back. Here's lookin at you, Ice. /hypocrisy __________________________________________________________________________________________________________________________________________
Flying heal bus(some imformation classified): HP: 6000/6000 Shields: 4000/4000 Energy: 5000/5000 Heals: Average heal: Heal power: 600, Shield power: 100, Energy cost: 500, special effects: none Power heal: Heal power: 900 Shield power: 300 Energy cost: 1500, special effects: none Uber heal: Heal power: 1500 Shield power: 600 Energy cost: 3000, special effects: none Regen field generator: Heal power: 0 Shield power: 0 Energy cost: 1000 Special effects: field generator(generates a regeneration field around the target, healing 250 HP per post by Bioshock for 8 turns. Has 750 HP, but does not act as a bodyguard to the target. Slow charge heal: Heal power: 0 Shield power: 0 Energy cost: 500 Special effects: Slow charge(Once the heal bus is removed form the workshop, every post by Bioshock, the heal power will increase by 50 and the shield power will increase by 10, while the energy cost remains constant) Buffs: Workshop(can not be harmed) Self-rebuilding(+1000 health every post by Bioshock) Shield generator(+750 shields every post by Bioshock) Vanadium plating(if heal bus has not healed in a post by Bioshock, self-healing capabilities double for that post), R&R healers(+250 health per Bioshock post to all things inside the heal bus) Round-end protector(protects vehicle from one round-end) Cargo bay contents(0/16):
Flying heal bus(some imformation classified): HP: 6000/6000 Shields: 4000/4000 Energy: 5000/5000 Heals: Average heal: Heal power: 600, Shield power: 100, Energy cost: 500, special effects: none Power heal: Heal power: 900 Shield power: 300 Energy cost: 1500, special effects: none Uber heal: Heal power: 1500 Shield power: 600 Energy cost: 3000, special effects: none Regen field generator: Heal power: 0 Shield power: 0 Energy cost: 1000 Special effects: field generator(generates a regeneration field around the target, healing 250 HP per post by Bioshock for 8 turns. Has 750 HP, but does not act as a bodyguard to the target. Slow charge heal: Heal power: 0 Shield power: 0 Energy cost: 500 Special effects: Slow charge(Once the heal bus is removed form the workshop, every post by Bioshock, the heal power will increase by 50 and the shield power will increase by 10, while the energy cost remains constant) Buffs: Workshop(can not be harmed) Self-rebuilding(+1000 health every post by Bioshock) Shield generator(+750 shields every post by Bioshock) Vanadium plating(if heal bus has not healed in a post by Bioshock, self-healing capabilities double for that post), R&R healers(+250 health per Bioshock post to all things inside the heal bus) Round-end protector(protects vehicle from one round-end) Safety drop pods(anything inside the heal bus cargo bay will land unharmed if it is destroyed) Cargo bay contents(0/16):
I begin to repair the foundation with dirt blocks and continue to recharge the Scorpion's shields.
UNSC Scorpion: Health: 4,025 / 5,000 Shields: 1,225 / 5,000 Weapons: M512 Cannon [Damage: 500| Special Effects: Flame (Has a 10% chance to ignite Target)] M247T Machine Gun [Damage: 250| Special Effects: Pierce [Has a 10% chance to bypass Shields and directly affect Health)] Boosts: Thick Armor (When Damaged, has a 10% chance to redirect all Damage to Shields), Freeze Prof (Cannot be frozen for 5 posts) Curses: A Slow Drip (When Health is below 1,500, -250 Health and Shields every post), Use me! (Automatically destroyed after 15 posts if not used)
I summon the kraken to protect the tower! It will be safe via Giant Squid...ness.
Im gonna do some stats now, I don't know what im doing
HP 9000/9000
Shields 1000/1000
Weapons: Tentacle ( Will basicly hit stuff with tentacle) 500 damage
Flood: Submerges enemy and takes 200 damage now and 100 damage per post. lasts 6 posts. (Can escape immediately for 300 Hp)
For 9,000 Health, you better charge that thing. 80-90 posts seems good for that Health level.
A Ministry of Technology Novice Engineer comes to work on the Tower!
However, due to insufficient experience, he must study the building schematics before beginning repairs.
Engineer Schematics Time: ████1/4
Novice Engineer HP 600/600 Skills: Reliable Worker: Repairs 50 Damage to the tower per generic post.[Inactive] Quick Learner: After 3 Bio Posts (after beginning work) Novice Engineer levels to Journeyman, increasing repairs/post to 100 [Inactive]
HP 600/600
Skills:
Reliable Worker: Repairs 50 Damage to the tower per generic post.[Inactive]
Quick Learner: After 3 Bio Posts (after beginning work) Novice Engineer levels to Journeyman, increasing repairs/post to 100 [Inactive]
Decimation Machine: Health: 6,000 / 6,000 Shields: 3,000 / 3,000 Ammo: 10,000 / 10,000 Weapons: Internal MOAB [Ammo Cost: 0| Damage: 3,500| Special Effects: Radioactive (Gives Target radiation poisoning), Shutdown (Disables Target's Shields), Game Over (Destroys Decimation Machine)] ACR 6.8 [Ammo Cost: 0| Damage: 200| Special Effects: None] Ballistic Knife [Ammo Cost: 200| Damage: 600| Special Effects: Puncturing (Causes Target to bleed)] Tesla Coil [Ammo Cost: 500| Damage: 800| Special Effects: None] Plasma Blaster [Ammo Cost: 800| Damage: 500| Special Effects: Amputate (Incapacitates Target)] Healing Kit [Ammo Cost: 500| Damage: 0| Special Effects: MEDIC! (+500 Health to Target)] Death Machine [Ammo Cost: 1,000| Damage: 1,000| Special Effects: None] Boosts: Fireproof Plating (+55% fire resistance), Anti-Freeze (+55% ice resistance), Surge Protector (+55% electricity resistance), Hull Replacement Machine (+200 Health every post), Shield Generator (+200 Shields every post), Dispenser (+500 ammo every post) Curses: Use me! (Automatically destroyed after 14 posts if not used)
UNSC Scorpion: Health: 4,025 / 5,000 Shields: 1,425 / 5,000 Weapons: M512 Cannon [Damage: 500| Special Effects: Flame (Has a 10% chance to ignite Target)] M247T Machine Gun [Damage: 250| Special Effects: Pierce [Has a 10% chance to bypass Shields and directly affect Health)] Boosts: Thick Armor (When Damaged, has a 10% chance to redirect all Damage to Shields), Freeze Proof (Cannot be frozen for 4 posts) Curses: A Slow Drip (When Health is below 1,500, -250 Health and Shields every post), Use me! (Automatically destroyed after 11 posts if not used)
Erzengel: Health: 2,500 / 2,500 Shields: 900 / 1,000 Attacks: Holy Strike [Damage: 200| Ammo: ∞| Special Effects: Angelic (+200% Damage dealt to unholy Targets)] Holy Water [Damage: 0| Ammo: 3/3| Special Effects: Recovery (+200 Health to holy Targets), Apostle's Touch (Deals 300 arcane Damage to unholy Targets)] Angelic Heal [Damage: 0| Ammo: 5/5| Special Effects: Medic (+200 Health to Target)] Boosts: None Curses: Use me! (Automatically destroyed after 14 posts if not used)
Rollback Post to RevisionRollBack
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
I cast shield around the tower, giving it some shields.
Turns until I reveal next heal bus stat:
1/4
Flying heal bus(some imformation classified): HP: 6000/6000 Shields: 4000/4000 Energy: 5000/5000 Heals: Average heal: Heal power: 600, Shield power: 100, Energy cost: 500, special effects: none Power heal: Heal power: 900 Shield power: 300 Energy cost: 1500, special effects: none Uber heal: Heal power: 1500 Shield power: 600 Energy cost: 3000, special effects: none Regen field generator: Heal power: 0 Shield power: 0 Energy cost: 1000 Special effects: field generator(generates a regeneration field around the target, healing 250 HP per post by Bioshock for 8 turns. Has 750 HP, but does not act as a bodyguard to the target. Slow charge heal: Heal power: 0 Shield power: 0 Energy cost: 500 Special effects: Slow charge(Once the heal bus is removed form the workshop, every post by Bioshock, the heal power will increase by 50 and the shield power will increase by 10, while the energy cost remains constant) Buffs: Workshop(can not be harmed) Self-rebuilding(+1000 health every post by Bioshock) Shield generator(+750 shields every post by Bioshock) Vanadium plating(if heal bus has not healed in a post by Bioshock, self-healing capabilities double for that post), R&R healers(+250 health per Bioshock post to all things inside the heal bus) Round-end protector(protects vehicle from one round-end) Safety drop pods(anything inside the heal bus cargo bay will land unharmed if it is destroyed) Cargo bay contents(0/16):
I throw up a barricade around the tower, and the next attack will hit it instead of the tower.
Turns until I reveal next heal bus stat: 2/4
Flying heal bus(some imformation classified): HP: 6000/6000 Shields: 4000/4000 Energy: 5000/5000 Heals: Average heal: Heal power: 600, Shield power: 100, Energy cost: 500, special effects: none Power heal: Heal power: 900 Shield power: 300 Energy cost: 1500, special effects: none Uber heal: Heal power: 1500 Shield power: 600 Energy cost: 3000, special effects: none Regen field generator: Heal power: 0 Shield power: 0 Energy cost: 1000 Special effects: field generator(generates a regeneration field around the target, healing 250 HP per post by Bioshock for 8 turns. Has 750 HP, but does not act as a bodyguard to the target. Slow charge heal: Heal power: 0 Shield power: 0 Energy cost: 500 Special effects: Slow charge(Once the heal bus is removed form the workshop, every post by Bioshock, the heal power will increase by 50 and the shield power will increase by 10, while the energy cost remains constant) Buffs: Workshop(can not be harmed) Self-rebuilding(+1000 health every post by Bioshock) Shield generator(+750 shields every post by Bioshock) Vanadium plating(if heal bus has not healed in a post by Bioshock, self-healing capabilities double for that post), R&R healers(+250 health per Bioshock post to all things inside the heal bus) Round-end protector(protects vehicle from one round-end) Safety drop pods(anything inside the heal bus cargo bay will land unharmed if it is destroyed) Cargo bay contents(0/16):
I re-inforce the barricade, allowing it to take 2 attacks instead of 1!
Turns until I reveal next heal bus stat: 3/4
Flying heal bus(some imformation classified): HP: 6000/6000 Shields: 4000/4000 Energy: 5000/5000 Heals: Average heal: Heal power: 600, Shield power: 100, Energy cost: 500, special effects: none Power heal: Heal power: 900 Shield power: 300 Energy cost: 1500, special effects: none Uber heal: Heal power: 1500 Shield power: 600 Energy cost: 3000, special effects: none Regen field generator: Heal power: 0 Shield power: 0 Energy cost: 1000 Special effects: field generator(generates a regeneration field around the target, healing 250 HP per post by Bioshock for 8 turns. Has 750 HP, but does not act as a bodyguard to the target. Slow charge heal: Heal power: 0 Shield power: 0 Energy cost: 500 Special effects: Slow charge(Once the heal bus is removed form the workshop, every post by Bioshock, the heal power will increase by 50 and the shield power will increase by 10, while the energy cost remains constant) Buffs: Workshop(can not be harmed) Self-rebuilding(+1000 health every post by Bioshock) Shield generator(+750 shields every post by Bioshock) Vanadium plating(if heal bus has not healed in a post by Bioshock, self-healing capabilities double for that post), R&R healers(+250 health per Bioshock post to all things inside the heal bus) Round-end protector(protects vehicle from one round-end) Safety drop pods(anything inside the heal bus cargo bay will land unharmed if it is destroyed) Cargo bay contents(0/16):
Health: 12,000
Shields: 5,000
Attacks: Neurotoxin Blast (REQUIRES NEUROTOXIN GENERATOR) Wheatly(Requires wheatly) Turret Deployment (Requires turret factory)
Boosts: Eternal (Aperture Science and everything in it are not effected by round endings) Plated: 99.99% resistance to all attacks to Aperture and anything in it. XL Hangar: 50 Vehicles can fit inside. Auto-Rebuilding: +500 health per post. Blocker: The vehicles inside aperture cannot be destroyed until aperture is destroyed.
Curses: Secluded: Aperture Science and any vehicles in it cannot use any powers or attacks.
Lavawall565's Vehicle Hangar:
Time capsule Construction: Complete Stats:
Time Capsule
Effects: Any machine made by lavawall565 survives the end of the round, going into the next round exactly the same as it was before, at the end of the round, the time capsule is destroyed, and it has to be constructed with 2 more posts then it was the previous round.
Boosts: Integrated: The time capsule cannot be attacked by itself, it is embedded into the vehicle(s) on this post.
Curses: Game over: Destroyed at the end of the round.
The Obsidian Bear: Construction: 40/150: █████████████████████████ Stats:
HP: 12,000
Shields: 3000
Weapons: Jaws: Ammo: infinite Damage: 400 Bludgeoning damage No special effects
Ice Blast: Ammo: 3/3 Damage: 4,000 Ice damage Charging period: One bioshock post. Can only be used every third bioshock post|At half shields this does only 3,000 damage|%40 to freeze the target (Unable to make actions for a turn)
R.A.M: Ammo: 2/2 Damage: 6,000 Bludgeoning Charging period: Three bioshock posts. | Rams the target with such a force that almost nothing can withstand it (except for the Tower, of course!) After used, the bear takes 1,000 damage.
Iodine Charge: Ammo: 25/25 Damage: 250 Arcane damage Fazes the enemy (%40 percent less accuracy)
Dissipation charge: Ammo: 2/2 Damage: 0 Directly targets the shields, taking away ALL shield points.The Bear's offensive attacks are useless the next bioshock post.
Obsidian Fortification: Gives the bear full shields but the bear cannot attack for 1 bioshock post
Lava Missiles: Ammo: 8/8 Damage: 1,000 lava damage Burn: 25% chance to burn the enemy (100 HP /bio post)
Obsidian walls: Ammo: 1/1 Redirects some attacks to the obsidian walls, they have 1000 HP, it takes 3 bio posts to charge (During this time, the bear's attacks are at 60% effectiveness)
Bedrock Buster: Ammo: 8/8 Damage: 1,500
MFFS Power Field: Ammo: 2/2 Makes the bear completely invinciblefor 3 bioshock posts and heals at +250 HP /bio post, during this time, the bear cannot use any attacks/powers.
Instant Eliminator: Ammo: Damage: 10,000 | 1/1 Makes the bear turn into a lava/obsidian/bedrock supernova, dealing tons of supernova damage. This attack cannot be dodged, reflected, changed, or mitigated in any way. However, the bear is destroyed after the attack.
Boosts: Indestructible until built.
Curses: None
UCS Atlas: Construction: 0/75 Stats:
HP: 7,500
Shields: 4,000
Attacks:
Serpent Fighter: [Charging time: 2 posts]
HP: 1000
Shields: 500
Main Cannon: 400 Damage
Hydra Fighter: [Charging time: 2 posts]
HP: 2000
Shields: 1000
Main Cannon: 200 Damage
Stub Fighter: [Charging time: 1 posts]
HP: 500
Shields: 250
Main Cannon: 100
Missiles: Ammo: 25/25 | Damage: 1000
Boosts: Constructing: Indestructible until built, Space: Immune to ground attacks
Curses: Slow: Attacks have a +20% chance of hitting
M-44 Hammerhead Construction: 0/10 Stats:
HP: 4,500
Shields: 3,000
Attacks:
Main Cannon: 600 Damage | Cannot be used 2 turns in a row
Secondary Cannon: 350 Damage
Mines: Ammo: 5/5 | Ground defenses/vehicles have a random chance of stepping on the mine, dealing 850 damage
Boosts: Constructing, indestructible until built
Rollback Post to RevisionRollBack
GENERATION 9001: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment
I unveil the new overheal compensation mechanism, which give +50% heal power to the heal bus's heals when the tower is in overheal mode(only if the heals are fired at the tower) to compensate for reduced overheal healing.
Turns until I reveal next heal bus stat: 1/3
Flying heal bus(some imformation classified): HP: 6000/6000 Shields: 4000/4000 Energy: 5000/5000 Heals: Average heal: Heal power: 600, Shield power: 100, Energy cost: 500, special effects: none Power heal: Heal power: 900 Shield power: 300 Energy cost: 1500, special effects: none Uber heal: Heal power: 1500 Shield power: 600 Energy cost: 3000, special effects: none Regen field generator: Heal power: 0 Shield power: 0 Energy cost: 1000 Special effects: field generator(generates a regeneration field around the target, healing 250 HP per post by Bioshock for 8 turns. Has 750 HP, but does not act as a bodyguard to the target. Slow charge heal: Heal power: 0 Shield power: 0 Energy cost: 500 Special effects: Slow charge(Once the heal bus is removed form the workshop, every post by Bioshock, the heal power will increase by 50 and the shield power will increase by 10, while the energy cost remains constant) Buffs: Workshop(can not be harmed) Self-rebuilding(+1000 health every post by Bioshock) Shield generator(+750 shields every post by Bioshock) Vanadium plating(if heal bus has not healed in a post by Bioshock, self-healing capabilities double for that post), R&R healers(+250 health per Bioshock post to all things inside the heal bus) Round-end protector(protects vehicle from one round-end) Safety drop pods(anything inside the heal bus cargo bay will land unharmed if it is destroyed) Overheal compensation mechanisms(if a heal is used on the tower when it is in overheal mode, the healing increases by 50% to counter overheal heal reduction) Cargo bay contents(0/16):
i help in repairing the foundation
<help me or it dies(nooooooo!)?
I work on Kraken again.
NAR-SIE HAS RISEN
RPing as "Urbanliner" in Roleplayer Guild.
████ 2/4
Novice Engineer
Skills:
Reliable Worker: Repairs 50 Damage to the tower per generic post.[Inactive]
Quick Learner: After 3 Bio Posts (after beginning work) Novice Engineer levels to Journeyman, increasing repairs/post to 100 [Inactive]
-Henry David Thoreau
__________________________________________________________________________________________________________________________________________
It seems as if most people with smaller (>500 posts) titles are taking advantage of the new system to get the "42 Title" back. Here's lookin at you, Ice.
/hypocrisy
__________________________________________________________________________________________________________________________________________
I fire Tsar Cannon at tower.
NAR-SIE HAS RISEN
RPing as "Urbanliner" in Roleplayer Guild.
Turns until I reveal next heal bus stat:
2/3
Flying heal bus(some imformation classified):
HP: 6000/6000
Shields: 4000/4000
Energy: 5000/5000
Heals:
Average heal: Heal power: 600, Shield power: 100, Energy cost: 500, special effects: none
Power heal: Heal power: 900 Shield power: 300 Energy cost: 1500, special effects: none
Uber heal: Heal power: 1500 Shield power: 600 Energy cost: 3000, special effects: none
Regen field generator: Heal power: 0 Shield power: 0 Energy cost: 1000 Special effects: field generator(generates a regeneration field around the target, healing 250 HP per post by Bioshock for 8 turns. Has 750 HP, but does not act as a bodyguard to the target.
Slow charge heal: Heal power: 0 Shield power: 0 Energy cost: 500 Special effects: Slow charge(Once the heal bus is removed form the workshop, every post by Bioshock, the heal power will increase by 50 and the shield power will increase by 10, while the energy cost remains constant)
Buffs: Workshop(can not be harmed) Self-rebuilding(+1000 health every post by Bioshock) Shield generator(+750 shields every post by Bioshock) Vanadium plating(if heal bus has not healed in a post by Bioshock, self-healing capabilities double for that post), R&R healers(+250 health per Bioshock post to all things inside the heal bus) Round-end protector(protects vehicle from one round-end)
Cargo bay contents(0/16):
Check out my bad CTM map reviews here.
Turns until I reveal next heal bus stat:
Flying heal bus(some imformation classified):
HP: 6000/6000
Shields: 4000/4000
Energy: 5000/5000
Heals:
Average heal: Heal power: 600, Shield power: 100, Energy cost: 500, special effects: none
Power heal: Heal power: 900 Shield power: 300 Energy cost: 1500, special effects: none
Uber heal: Heal power: 1500 Shield power: 600 Energy cost: 3000, special effects: none
Regen field generator: Heal power: 0 Shield power: 0 Energy cost: 1000 Special effects: field generator(generates a regeneration field around the target, healing 250 HP per post by Bioshock for 8 turns. Has 750 HP, but does not act as a bodyguard to the target.
Slow charge heal: Heal power: 0 Shield power: 0 Energy cost: 500 Special effects: Slow charge(Once the heal bus is removed form the workshop, every post by Bioshock, the heal power will increase by 50 and the shield power will increase by 10, while the energy cost remains constant)
Buffs: Workshop(can not be harmed) Self-rebuilding(+1000 health every post by Bioshock) Shield generator(+750 shields every post by Bioshock) Vanadium plating(if heal bus has not healed in a post by Bioshock, self-healing capabilities double for that post), R&R healers(+250 health per Bioshock post to all things inside the heal bus) Round-end protector(protects vehicle from one round-end) Safety drop pods(anything inside the heal bus cargo bay will land unharmed if it is destroyed)
Cargo bay contents(0/16):
Check out my bad CTM map reviews here.
+20% foundation repair
+200 Shields to Scorpion
+20% foundation repair
For 9,000 Health, you better charge that thing. 80-90 posts seems good for that Health level.
Never enough dakka. EVER.
200 arcane Damage
"Ze healing leves little time for ze killing."
+200 Health
What do you mean my generic posts? Mine?
"I have no idea!" - Medic
Next Defense fails
The acid was very thick for some reason and didn't reach the foundation.
Does nothing since nothing bounces around
Failed because of your confusion
You are now a Destroyer.
200 explosive Damage
Foundation repaired
No effect!
My Defense: I complete and install the Ammo Capacity Upgrade, increasing the DM's ammo capacity to 10,000.
Tower: -400
Health: 21,309 / 25,000
Shields: 0 / 2,000
Status: = Sturdy
Boosts: None
Curses: None
Decimation Machine:
Health: 6,000 / 6,000
Shields: 3,000 / 3,000
Ammo: 10,000 / 10,000
Weapons:
Internal MOAB [Ammo Cost: 0| Damage: 3,500| Special Effects: Radioactive (Gives Target radiation poisoning), Shutdown (Disables Target's Shields), Game Over (Destroys Decimation Machine)]
ACR 6.8 [Ammo Cost: 0| Damage: 200| Special Effects: None]
Ballistic Knife [Ammo Cost: 200| Damage: 600| Special Effects: Puncturing (Causes Target to bleed)]
Tesla Coil [Ammo Cost: 500| Damage: 800| Special Effects: None]
Plasma Blaster [Ammo Cost: 800| Damage: 500| Special Effects: Amputate (Incapacitates Target)]
Healing Kit [Ammo Cost: 500| Damage: 0| Special Effects: MEDIC! (+500 Health to Target)]
Death Machine [Ammo Cost: 1,000| Damage: 1,000| Special Effects: None]
Boosts: Fireproof Plating (+55% fire resistance), Anti-Freeze (+55% ice resistance), Surge Protector (+55% electricity resistance), Hull Replacement Machine (+200 Health every post), Shield Generator (+200 Shields every post), Dispenser (+500 ammo every post)
Curses: Use me! (Automatically destroyed after 14 posts if not used)
UNSC Scorpion:
Health: 4,025 / 5,000
Shields: 1,425 / 5,000
Weapons:
M512 Cannon [Damage: 500| Special Effects: Flame (Has a 10% chance to ignite Target)]
M247T Machine Gun [Damage: 250| Special Effects: Pierce [Has a 10% chance to bypass Shields and directly affect Health)]
Boosts: Thick Armor (When Damaged, has a 10% chance to redirect all Damage to Shields), Freeze Proof (Cannot be frozen for 4 posts)
Curses: A Slow Drip (When Health is below 1,500, -250 Health and Shields every post), Use me! (Automatically destroyed after 11 posts if not used)
Erzengel:
Health: 2,500 / 2,500
Shields: 900 / 1,000
Attacks:
Holy Strike [Damage: 200| Ammo: ∞| Special Effects: Angelic (+200% Damage dealt to unholy Targets)]
Holy Water [Damage: 0| Ammo: 3/3| Special Effects: Recovery (+200 Health to holy Targets), Apostle's Touch (Deals 300 arcane Damage to unholy Targets)]
Angelic Heal [Damage: 0| Ammo: 5/5| Special Effects: Medic (+200 Health to Target)]
Boosts: None
Curses: Use me! (Automatically destroyed after 14 posts if not used)
"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!
Complipedia
Turns until I reveal next heal bus stat:
1/4
Flying heal bus(some imformation classified):
HP: 6000/6000
Shields: 4000/4000
Energy: 5000/5000
Heals:
Average heal: Heal power: 600, Shield power: 100, Energy cost: 500, special effects: none
Power heal: Heal power: 900 Shield power: 300 Energy cost: 1500, special effects: none
Uber heal: Heal power: 1500 Shield power: 600 Energy cost: 3000, special effects: none
Regen field generator: Heal power: 0 Shield power: 0 Energy cost: 1000 Special effects: field generator(generates a regeneration field around the target, healing 250 HP per post by Bioshock for 8 turns. Has 750 HP, but does not act as a bodyguard to the target.
Slow charge heal: Heal power: 0 Shield power: 0 Energy cost: 500 Special effects: Slow charge(Once the heal bus is removed form the workshop, every post by Bioshock, the heal power will increase by 50 and the shield power will increase by 10, while the energy cost remains constant)
Buffs: Workshop(can not be harmed) Self-rebuilding(+1000 health every post by Bioshock) Shield generator(+750 shields every post by Bioshock) Vanadium plating(if heal bus has not healed in a post by Bioshock, self-healing capabilities double for that post), R&R healers(+250 health per Bioshock post to all things inside the heal bus) Round-end protector(protects vehicle from one round-end) Safety drop pods(anything inside the heal bus cargo bay will land unharmed if it is destroyed)
Cargo bay contents(0/16):
Check out my bad CTM map reviews here.
Turns until I reveal next heal bus stat:
2/4
Flying heal bus(some imformation classified):
HP: 6000/6000
Shields: 4000/4000
Energy: 5000/5000
Heals:
Average heal: Heal power: 600, Shield power: 100, Energy cost: 500, special effects: none
Power heal: Heal power: 900 Shield power: 300 Energy cost: 1500, special effects: none
Uber heal: Heal power: 1500 Shield power: 600 Energy cost: 3000, special effects: none
Regen field generator: Heal power: 0 Shield power: 0 Energy cost: 1000 Special effects: field generator(generates a regeneration field around the target, healing 250 HP per post by Bioshock for 8 turns. Has 750 HP, but does not act as a bodyguard to the target.
Slow charge heal: Heal power: 0 Shield power: 0 Energy cost: 500 Special effects: Slow charge(Once the heal bus is removed form the workshop, every post by Bioshock, the heal power will increase by 50 and the shield power will increase by 10, while the energy cost remains constant)
Buffs: Workshop(can not be harmed) Self-rebuilding(+1000 health every post by Bioshock) Shield generator(+750 shields every post by Bioshock) Vanadium plating(if heal bus has not healed in a post by Bioshock, self-healing capabilities double for that post), R&R healers(+250 health per Bioshock post to all things inside the heal bus) Round-end protector(protects vehicle from one round-end) Safety drop pods(anything inside the heal bus cargo bay will land unharmed if it is destroyed)
Cargo bay contents(0/16):
Check out my bad CTM map reviews here.
Turns until I reveal next heal bus stat:
3/4
Flying heal bus(some imformation classified):
HP: 6000/6000
Shields: 4000/4000
Energy: 5000/5000
Heals:
Average heal: Heal power: 600, Shield power: 100, Energy cost: 500, special effects: none
Power heal: Heal power: 900 Shield power: 300 Energy cost: 1500, special effects: none
Uber heal: Heal power: 1500 Shield power: 600 Energy cost: 3000, special effects: none
Regen field generator: Heal power: 0 Shield power: 0 Energy cost: 1000 Special effects: field generator(generates a regeneration field around the target, healing 250 HP per post by Bioshock for 8 turns. Has 750 HP, but does not act as a bodyguard to the target.
Slow charge heal: Heal power: 0 Shield power: 0 Energy cost: 500 Special effects: Slow charge(Once the heal bus is removed form the workshop, every post by Bioshock, the heal power will increase by 50 and the shield power will increase by 10, while the energy cost remains constant)
Buffs: Workshop(can not be harmed) Self-rebuilding(+1000 health every post by Bioshock) Shield generator(+750 shields every post by Bioshock) Vanadium plating(if heal bus has not healed in a post by Bioshock, self-healing capabilities double for that post), R&R healers(+250 health per Bioshock post to all things inside the heal bus) Round-end protector(protects vehicle from one round-end) Safety drop pods(anything inside the heal bus cargo bay will land unharmed if it is destroyed)
Cargo bay contents(0/16):
Check out my bad CTM map reviews here.
Attack charge 1/4
Secret Project Resource Gathering: 5/20 ██████████
Name: Unknown
Health: ???0
Shields: 2500
?????: 1,250
Attacks: Classified
Powers: Classified
Buffs: Building (Cannot be harmed) State-of-the-Art ICX antifreeze (-95% ice damage) Inflammable (-100% fire damage) Closed Circuitry (-100% Electric/power damage)
Debuffs: Classifed
Aperture Science:
Construction: 60/500 ████████████████████
Stats:
Health: 12,000
Shields: 5,000
Attacks:
Neurotoxin Blast (REQUIRES NEUROTOXIN GENERATOR)
Wheatly (Requires wheatly)
Turret Deployment (Requires turret factory)
Boosts: Eternal (Aperture Science and everything in it are not effected by round endings) Plated: 99.99% resistance to all attacks to Aperture and anything in it. XL Hangar: 50 Vehicles can fit inside. Auto-Rebuilding: +500 health per post. Blocker: The vehicles inside aperture cannot be destroyed until aperture is destroyed.
Curses: Secluded: Aperture Science and any vehicles in it cannot use any powers or attacks.
Lavawall565's Vehicle Hangar:
Time capsule
Construction: Complete
Stats:
Effects: Any machine made by lavawall565 survives the end of the round, going into the next round exactly the same as it was before, at the end of the round, the time capsule is destroyed, and it has to be constructed with 2 more posts then it was the previous round.
Boosts: Integrated: The time capsule cannot be attacked by itself, it is embedded into the vehicle(s) on this post.
Curses: Game over: Destroyed at the end of the round.
The Obsidian Bear:
Construction: 40/150: █████████████████████████
Stats:
Shields: 3000
Weapons:
Jaws: Ammo: infinite Damage: 400 Bludgeoning damage No special effects
Ice Blast: Ammo: 3/3 Damage: 4,000 Ice damage Charging period: One bioshock post. Can only be used every third bioshock post|At half shields this does only 3,000 damage|%40 to freeze the target (Unable to make actions for a turn)
R.A.M: Ammo: 2/2 Damage: 6,000 Bludgeoning Charging period: Three bioshock posts. | Rams the target with such a force that almost nothing can withstand it (except for the Tower, of course!) After used, the bear takes 1,000 damage.
Iodine Charge: Ammo: 25/25 Damage: 250 Arcane damage Fazes the enemy (%40 percent less accuracy)
Dissipation charge: Ammo: 2/2 Damage: 0 Directly targets the shields, taking away ALL shield points.The Bear's offensive attacks are useless the next bioshock post.
Obsidian Fortification: Gives the bear full shields but the bear cannot attack for 1 bioshock post
Lava Missiles: Ammo: 8/8 Damage: 1,000 lava damage Burn: 25% chance to burn the enemy (100 HP /bio post)
Obsidian walls: Ammo: 1/1 Redirects some attacks to the obsidian walls, they have 1000 HP, it takes 3 bio posts to charge (During this time, the bear's attacks are at 60% effectiveness)
Bedrock Buster: Ammo: 8/8 Damage: 1,500
MFFS Power Field: Ammo: 2/2 Makes the bear completely invincible for 3 bioshock posts and heals at +250 HP /bio post, during this time, the bear cannot use any attacks/powers.
Instant Eliminator: Ammo: Damage: 10,000 | 1/1 Makes the bear turn into a lava/obsidian/bedrock supernova, dealing tons of supernova damage. This attack cannot be dodged, reflected, changed, or mitigated in any way. However, the bear is destroyed after the attack.
Boosts: Indestructible until built.
Curses: None
UCS Atlas:
Construction: 0/75
Stats:
HP: 7,500
Shields: 4,000
Attacks:
Serpent Fighter: [Charging time: 2 posts]
HP: 1000
Shields: 500
Main Cannon: 400 Damage
Hydra Fighter: [Charging time: 2 posts]
HP: 2000
Shields: 1000
Main Cannon: 200 Damage
Stub Fighter: [Charging time: 1 posts]
HP: 500
Shields: 250
Main Cannon: 100
Missiles: Ammo: 25/25 | Damage: 1000
Boosts: Constructing: Indestructible until built, Space: Immune to ground attacks
Curses: Slow: Attacks have a +20% chance of hitting
M-44 Hammerhead
Construction: 0/10
Stats:
HP: 4,500
Shields: 3,000
Attacks:
Main Cannon: 600 Damage | Cannot be used 2 turns in a row
Secondary Cannon: 350 Damage
Mines: Ammo: 5/5 | Ground defenses/vehicles have a random chance of stepping on the mine, dealing 850 damage
Boosts: Constructing, indestructible until built
NAR-SIE HAS RISEN
RPing as "Urbanliner" in Roleplayer Guild.
Complipedia
Turns until I reveal next heal bus stat:
1/3
Flying heal bus(some imformation classified):
HP: 6000/6000
Shields: 4000/4000
Energy: 5000/5000
Heals:
Average heal: Heal power: 600, Shield power: 100, Energy cost: 500, special effects: none
Power heal: Heal power: 900 Shield power: 300 Energy cost: 1500, special effects: none
Uber heal: Heal power: 1500 Shield power: 600 Energy cost: 3000, special effects: none
Regen field generator: Heal power: 0 Shield power: 0 Energy cost: 1000 Special effects: field generator(generates a regeneration field around the target, healing 250 HP per post by Bioshock for 8 turns. Has 750 HP, but does not act as a bodyguard to the target.
Slow charge heal: Heal power: 0 Shield power: 0 Energy cost: 500 Special effects: Slow charge(Once the heal bus is removed form the workshop, every post by Bioshock, the heal power will increase by 50 and the shield power will increase by 10, while the energy cost remains constant)
Buffs: Workshop(can not be harmed) Self-rebuilding(+1000 health every post by Bioshock) Shield generator(+750 shields every post by Bioshock) Vanadium plating(if heal bus has not healed in a post by Bioshock, self-healing capabilities double for that post), R&R healers(+250 health per Bioshock post to all things inside the heal bus) Round-end protector(protects vehicle from one round-end) Safety drop pods(anything inside the heal bus cargo bay will land unharmed if it is destroyed) Overheal compensation mechanisms(if a heal is used on the tower when it is in overheal mode, the healing increases by 50% to counter overheal heal reduction)
Cargo bay contents(0/16):
Check out my bad CTM map reviews here.
NAR-SIE HAS RISEN
RPing as "Urbanliner" in Roleplayer Guild.